/* Libart_LGPL - library of basic graphic primitives * Copyright (C) 1998 Raph Levien * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ /* Basic constructors and operations for bezier paths */ #include "config.h" #include "art_bpath.h" #include /** * art_bpath_affine_transform: Affine transform an #ArtBpath. * @src: The source #ArtBpath. * @matrix: The affine transform. * * Affine transform the bezpath, returning a newly allocated #ArtBpath * (allocated using art_alloc()). * * Result (x', y') = (matrix[0] * x + matrix[2] * y + matrix[4], * matrix[1] * x + matrix[3] * y + matrix[5]) * * Return value: the transformed #ArtBpath. **/ ArtBpath * art_bpath_affine_transform (const ArtBpath *src, const double matrix[6]) { int i; int size; ArtBpath *new; ArtPathcode code; double x, y; for (i = 0; src[i].code != ART_END; i++); size = i; new = art_new (ArtBpath, size + 1); for (i = 0; i < size; i++) { code = src[i].code; new[i].code = code; if (code == ART_CURVETO) { x = src[i].x1; y = src[i].y1; new[i].x1 = matrix[0] * x + matrix[2] * y + matrix[4]; new[i].y1 = matrix[1] * x + matrix[3] * y + matrix[5]; x = src[i].x2; y = src[i].y2; new[i].x2 = matrix[0] * x + matrix[2] * y + matrix[4]; new[i].y2 = matrix[1] * x + matrix[3] * y + matrix[5]; } else { new[i].x1 = 0; new[i].y1 = 0; new[i].x2 = 0; new[i].y2 = 0; } x = src[i].x3; y = src[i].y3; new[i].x3 = matrix[0] * x + matrix[2] * y + matrix[4]; new[i].y3 = matrix[1] * x + matrix[3] * y + matrix[5]; } new[i].code = ART_END; new[i].x1 = 0; new[i].y1 = 0; new[i].x2 = 0; new[i].y2 = 0; new[i].x3 = 0; new[i].y3 = 0; return new; }