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c++ - 测试二维变换矩阵是否正交

转载 作者:行者123 更新时间:2023-11-30 04:39:42 25 4
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我们发现 HP 的打印机驱动程序无法为其许多打印机正确处理 PlgBlt()。

我们的目的是自己处理任何正交旋转,并且只让打印机处理缩放和平移(它似乎可以正确处理)。

在我即将“绘制”位图到打印机的 DC 的代码点,我有一个二维矩阵可供使用。

我的数学很弱,但我对矩阵数学的了解足以使用它们来转换 2D 或 3D 坐标。但基础数学对我来说是不透明的。

因此,我需要检测给定的二维矩阵在其变换中是否正交(无论如何旋转方面)。我想问这个问题的另一种方法是:如何从 2D 矩阵中获取旋转 vector ?如果我知道以弧度或度数表示的旋转角度,我可以说它是否正交 (0,90,180,270)。

据推测,代码在这个主题上是通用的,但下面是我们使用的代码的基础知识,以防有帮助:

typedef double ThreeByThreeMatrix[3][3];    // 3x3 for an X, Y coordinate transformation matrix

然后有一个处理最明显操作的包装器:

class Simple2DTransform
{
public:

////////////////////////////////////////////////////
// Construction
////////////////////////////////////////////////////

// we always begin life as an identity matrix (you can then apply scale, skew, etc.)
Simple2DTransform()
{
Reset();
}

////////////////////////////////////////////////////
// Operators
////////////////////////////////////////////////////

bool operator == (const Simple2DTransform & rhs) const
{
return memcmp(m_matrix, rhs.m_matrix, sizeof(m_matrix)) == 0;
}

Simple2DTransform & operator *= (const Simple2DTransform & rhs)
{
return *this = GetCrossProduct(rhs);
}

////////////////////////////////////////////////////
// Setup
////////////////////////////////////////////////////

// reset to the identity matrix
Simple2DTransform & Reset()
{
memcpy(m_matrix, GetIdentityMatrix(), sizeof(m_matrix));
return *this;
}

// combine with the specified translation
Simple2DTransform & Translate(double x_shift, double y_shift)
{
Simple2DTransform transform;
translate(x_shift, y_shift, transform.m_matrix);
return *this *= transform;
}

// combine with the specified operations (these are cumulative operations, so rotating twice by 1 degree gives a total of 2 degrees rotation)
Simple2DTransform & Rotate(double radians)
{
Simple2DTransform transform;
rotate(radians, transform.m_matrix);
return *this *= transform;
}

// apply a heterogeneous scale factor
Simple2DTransform & Scale(double x_scale, double y_scale)
{
Simple2DTransform transform;
scale(x_scale, y_scale, transform.m_matrix);
return *this *= transform;
}

// apply a homogeneous scale factor
Simple2DTransform & Scale(double scale)
{
return Scale(scale, scale);
}

// apply a skew
Simple2DTransform & Skew(double skew)
{
Simple2DTransform transform;
skew_y(skew, transform.m_matrix);
return *this *= transform;
}

////////////////////////////////////////////////////
// Queries
////////////////////////////////////////////////////

// return the cross product of this and the given matrix
Simple2DTransform GetCrossProduct(const Simple2DTransform & rhs) const
{
Simple2DTransform result;
GEMM(m_matrix, rhs.m_matrix, result.m_matrix);
return result;
}

// returns the inverse of ourselves
Simple2DTransform GetInverse() const
{
// note: invert mucks with both matrices, so we use a copy of ourselves for it
Simple2DTransform original(*this), inverse;
invert(original.m_matrix, inverse.m_matrix);
return inverse;
}

// derivative values
double GetCoefficient(int i, int j) const
{
return m_matrix[i][j];
}

// return the cross product
double GetDeterminate() const
{
return m_matrix[0][0]*m_matrix[1][1] - m_matrix[0][1]*m_matrix[1][0];
}

// returns the square root of the determinate (this ignores heterogeneous scaling factors)
double GetScale() const
{
return sqrt(abs(GetDeterminate()));
}

// returns true if there is a scale factor
bool IsStretched() const
{
return (abs(abs(m_matrix[0][0]) - abs(m_matrix[1][1])) > 1.0e-7
|| abs(abs(m_matrix[0][1]) - abs(m_matrix[1][0])) > 1.0e-7);
}

// true if we're the identity matrix
bool IsIdentity() const
{
return memcmp(m_matrix, GetIdentityMatrix(), sizeof(m_matrix)) == 0;
}

// returns true if this represents the same transformation as the given subtable
bool IsSubtableEqual(const SUBTABLE * pSubTable) const
{
ASSERT(pSubTable);
if (abs(pSubTable->tran1 - m_matrix[0][0]) > 1.0e-7)
return false;
if (abs(pSubTable->tran2 - m_matrix[1][0]) > 1.0e-7)
return false;
if (abs(pSubTable->tran3 - m_matrix[0][1]) > 1.0e-7)
return false;
if (abs(pSubTable->tran4 - m_matrix[1][1]) > 1.0e-7)
return false;
return true;
}

////////////////////////////////////////////////////
// Application / Execution
////////////////////////////////////////////////////

void Transform(const SimplePoint & point, SimplePoint & newpoint) const
{
newpoint.x = point.x * m_matrix[0][0] + point.y * m_matrix[1][0] + m_matrix[2][0];
newpoint.y = point.x * m_matrix[0][1] + point.y * m_matrix[1][1] + m_matrix[2][1];
}

void Transform(SimplePoint & point) const
{
SimplePoint newpoint;
Transform(point, newpoint);
point = newpoint;
}

void Transform(const SimpleRect & rect, SimpleRect & newrect) const
{
newrect.minX = rect.minX * m_matrix[0][0] + rect.minY * m_matrix[1][0] + m_matrix[2][0];
newrect.minY = rect.minX * m_matrix[0][1] + rect.minY * m_matrix[1][1] + m_matrix[2][1];
newrect.maxX = rect.maxX * m_matrix[0][0] + rect.maxY * m_matrix[1][0] + m_matrix[2][0];
newrect.maxY = rect.maxX * m_matrix[0][1] + rect.maxY * m_matrix[1][1] + m_matrix[2][1];
}

void Transform(SimpleRect & rect) const
{
SimpleRect newrect;
Transform(rect, newrect);
rect = newrect;
}

void Transform(CPoint & point) const
{
SimplePoint newpoint(point);
Transform(newpoint);
point.x = (int)(newpoint.x > 0.0 ? newpoint.x + 0.5 : newpoint.x - 0.5);
point.y = (int)(newpoint.y > 0.0 ? newpoint.y + 0.5 : newpoint.y - 0.5);
}

void Transform(SimplePoint point, CPoint & transformed) const
{
Transform(point);
transformed.x = (int)(point.x > 0.0 ? point.x + 0.5 : point.x - 0.5);
transformed.y = (int)(point.y > 0.0 ? point.y + 0.5 : point.y - 0.5);
}

void Transform(CPoint point, SimplePoint & transformed) const
{
transformed = point;
Transform(transformed);
}

void Transform(double dx, double dy, double & x, double & y) const
{
SimplePoint point(dx, dy);
Transform(point);
x = point.x;
y = point.y;
}

void Transform(double & x, double & y) const
{
SimplePoint point(x, y);
Transform(point);
x = point.x;
y = point.y;
}

SimplePoint GetTransformed(SimplePoint point) const
{
Transform(point);
return point;
}

CPoint GetTransformed(CPoint point) const
{
Transform(point);
return point;
}

SimpleRect GetTransformed(const CRect & rect) const
{
return SimpleRect(GetTransformed(SimplePoint(rect.left, rect.bottom)), GetTransformed(SimplePoint(rect.right, rect.top)));
}

SimpleRect GetTransformed(double x1, double y1, double x2, double y2) const
{
return SimpleRect(GetTransformed(SimplePoint(x1, y1)), GetTransformed(SimplePoint(x2, y2)));
}

double GetTransformedX(double x, double y) const
{
return GetTransformed(SimplePoint(x, y)).x;
}

double GetTransformedY(double x, double y) const
{
return GetTransformed(SimplePoint(x, y)).y;
}

double GetTransformedX(int x, int y) const
{
return GetTransformed(SimplePoint(x, y)).x;
}

double GetTransformedY(int x, int y) const
{
return GetTransformed(SimplePoint(x, y)).y;
}

double GetTransformedX(const SimplePoint & point) const
{
return GetTransformed(point).x;
}

double GetTransformedY(const SimplePoint & point) const
{
return GetTransformed(point).y;
}

int GetTransformedIntX(double x, double y) const
{
CPoint point;
Transform(SimplePoint(x, y), point);
return point.x;
}

int GetTransformedIntY(double x, double y) const
{
CPoint point;
Transform(SimplePoint(x, y), point);
return point.y;
}

int GetTransformedIntX(const SimplePoint & point) const
{
CPoint pt;
Transform(point, pt);
return pt.x;
}

int GetTransformedIntY(const SimplePoint & point) const
{
CPoint pt;
Transform(point, pt);
return pt.y;
}

protected:
////////////////////////////////////////////////////
// Static Class Operations
////////////////////////////////////////////////////

static const ThreeByThreeMatrix & GetIdentityMatrix();

////////////////////////////////////////////////////
// Instance Variables
////////////////////////////////////////////////////

ThreeByThreeMatrix m_matrix;
};

最佳答案

设 A = (0, 0),B = (1, 0)。通过矩阵变换两者得到A'和B'。测量 vector B' - A' 的角度。那应该给你角度。

要测量 vector 的角度,您可以使用atan2 (B'.y - A'.y, ​​B'.x - A'.x)

关于c++ - 测试二维变换矩阵是否正交,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/2050773/

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