diff --git a/src/transf_mat_3x4.cpp b/src/transf_mat_3x4.cpp
index a624fb1636bb5ef7db1f20af4ce8c4838385f11c..533972e29dbff52b907695d43137d452cd1fa78a 100644 (file)
--- a/src/transf_mat_3x4.cpp
+++ b/src/transf_mat_3x4.cpp
#include "transf_mat_3x4.h"
#include <gtk/gtk.h>
+#include <2geom/matrix.h>
#include "svg/stringstream.h"
#include "syseq.h"
-#include "libnr/nr-matrix.h"
#include "document.h"
#include "inkscape.h"
}
Pt3
-TransfMat3x4::preimage (NR::Point const &pt, double coord, Proj::Axis axis) {
+TransfMat3x4::preimage (Geom::Point const &pt, double coord, Proj::Axis axis) {
double x[4];
double v[3];
- v[0] = pt[NR::X];
- v[1] = pt[NR::Y];
+ v[0] = pt[Geom::X];
+ v[1] = pt[Geom::Y];
v[2] = 1.0;
int index = (int) axis;
TransfMat3x4::toggle_finite (Proj::Axis axis) {
g_return_if_fail (axis != Proj::W);
if (has_finite_image(axis)) {
- NR::Point dir (column(axis).affine());
- NR::Point origin (column(Proj::W).affine());
+ Geom::Point dir (column(axis).affine());
+ Geom::Point origin (column(Proj::W).affine());
dir -= origin;
- set_column (axis, Proj::Pt2(dir[NR::X], dir[NR::Y], 0));
+ set_column (axis, Proj::Pt2(dir[Geom::X], dir[Geom::Y], 0));
} else {
Proj::Pt2 dir (column(axis));
Proj::Pt2 origin (column(Proj::W).affine());
return g_strdup(os.str().c_str());
}
+/* Check for equality (with a small tolerance epsilon) */
bool
TransfMat3x4::operator==(const TransfMat3x4 &rhs) const
{
return true;
}
-/* multiply a projective matrix by an affine matrix */
+/* Multiply a projective matrix by an affine matrix (by only multiplying the 'affine part' of the
+ * projective matrix) */
TransfMat3x4
-TransfMat3x4::operator*(NR::Matrix const &A) const {
+TransfMat3x4::operator*(Geom::Matrix const &A) const {
TransfMat3x4 ret;
- // Is it safe to always use the currently active document?
- double h = sp_document_height(inkscape_active_document());
-
- /*
- * Note: The strange multiplication involving the document height is due to the buggy
- * intertwining of SVG and document coordinates. Essentially, what we do is first
- * convert from "real-world" to SVG coordinates, then apply the transformation A
- * (by multiplying with the NR::Matrix) and then convert back from SVG to real-world
- * coordinates. Maybe there is even a more Inkscape-ish way to achieve this?
- * Once Inkscape has gotton rid of the two different coordiate systems, we can change
- * this function to an ordinary matrix multiplication.
- */
for (int j = 0; j < 4; ++j) {
- ret.tmat[0][j] = A[0]*tmat[0][j] + A[2]*(h*tmat[2][j] - tmat[1][j]) + A[4]*tmat[2][j];
- ret.tmat[1][j] = A[1]*tmat[0][j] + A[3]*(h*tmat[2][j] - tmat[1][j]) + A[5]*tmat[2][j];
+ ret.tmat[0][j] = A[0]*tmat[0][j] + A[2]*tmat[1][j] + A[4]*tmat[2][j];
+ ret.tmat[1][j] = A[1]*tmat[0][j] + A[3]*tmat[1][j] + A[5]*tmat[2][j];
ret.tmat[2][j] = tmat[2][j];
-
- ret.tmat[1][j] = h*ret.tmat[2][j] - ret.tmat[1][j]; // switch back from SVG to desktop coordinates
}
return ret;
// FIXME: Shouldn't rather operator* call operator*= for efficiency? (Because in operator*=
// there is in principle no need to create a temporary object, which happens in the assignment)
TransfMat3x4 &
-TransfMat3x4::operator*=(NR::Matrix const &A) {
+TransfMat3x4::operator*=(Geom::Matrix const &A) {
*this = *this * A;
return *this;
}
+void
+TransfMat3x4::copy_tmat(double rhs[3][4]) {
+ for (int i = 0; i < 3; ++i) {
+ for (int j = 0; j < 4; ++j) {
+ rhs[i][j] = tmat[i][j];
+ }
+ }
+}
void
TransfMat3x4::print () const {
fill-column:99
End:
*/
-// vim: filetype=cpp:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:encoding=utf-8:textwidth=99 :
+// vim: filetype=cpp:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:fileencoding=utf-8:textwidth=99 :