mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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83 lines
2.5 KiB
C++
83 lines
2.5 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _QUADTOQUADTRANSFORMS_H_
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#define _QUADTOQUADTRANSFORMS_H_
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#ifndef _MPOINT2_H_
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#include "math/mPoint2.h"
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#endif
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#ifndef _MPOINT3_H_
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#include "math/mPoint3.h"
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#endif
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#ifndef _MMATRIX_H_
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#include "math/mMatrix.h"
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#endif
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// NOTE: The code in these classes originate from the Wild Magic Source Code
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// library by David Eberly and is used with permission.
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/// This class does bilinear mapping of quadrilateral to a square.
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class BiQuadToSqr
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{
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public:
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/// Constructs the transform class from the quadrilateral
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/// points in counter clockwise order.
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BiQuadToSqr( const Point2F &p00,
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const Point2F &p10,
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const Point2F &p11,
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const Point2F &p01 );
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/// Transforms the point.
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Point2F transform( const Point2F &p ) const;
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protected:
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static F32 deviation( const Point2F &sp );
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Point2F m_kP00, m_kB, m_kC, m_kD;
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F32 m_fBC, m_fBD, m_fCD;
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};
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class BiSqrToQuad3D
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{
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public:
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BiSqrToQuad3D( const Point3F &pnt00,
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const Point3F &pnt10,
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const Point3F &pnt11,
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const Point3F &pnt01 );
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Point3F transform( const Point2F &pnt ) const;
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protected:
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Point3F p00, p01, p10, p11;
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};
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#endif // _QUADTOQUADTRANSFORMS_H_
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