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package org.djutils.draw;

import java.util.Arrays;
import java.util.Iterator;

import org.djutils.draw.bounds.Bounds2d;
import org.djutils.draw.point.Point2d;

/**
 * Transform2d contains a MUTABLE transformation object that can transform points (x,y) based on e.g, rotation and translation.
 * It uses an affine transform matrix that can be built up from different components (translation, rotation, scaling,
 * reflection, shearing).
 * 

* Copyright (c) 2020-2024 Delft University of Technology, PO Box 5, 2600 AA, Delft, the Netherlands. All rights reserved.
* BSD-style license. See DJUTILS License. *

* @author Alexander Verbraeck * @author Peter Knoppers */ public class Transform2d implements Cloneable { /** The 3x3 transformation matrix, initialized as the Identity matrix. */ private double[] mat = new double[] {1, 0, 0, 0, 1, 0, 0, 0, 1}; /** * Multiply a 3x3 matrix (stored as a 9-value array by row) with a 4-value vector. * @param m double[]; the matrix * @param v double[]; the vector * @return double[3]; the result of m x v */ protected static double[] mulMatVec(final double[] m, final double[] v) { double[] result = new double[3]; for (int i = 0; i < 3; i++) { result[i] = m[3 * i] * v[0] + m[3 * i + 1] * v[1] + m[3 * i + 2] * v[2]; } return result; } /** * Multiply a 3x3 matrix (stored as a 9-value array by row) with a 3-value vector and a 1 for the 3rd value. * @param m double[]; the matrix * @param v double[]; the vector * @return double[2]; the result of m x (v1, v2, 1), with the last value left out */ protected static double[] mulMatVec2(final double[] m, final double[] v) { double[] result = new double[2]; for (int i = 0; i < 2; i++) { result[i] = m[3 * i] * v[0] + m[3 * i + 1] * v[1] + m[3 * i + 2]; } return result; } /** * Multiply a 3x3 matrix (stored as a 9-value array by row) with another 3x3-matrix. * @param m1 double[]; the first matrix * @param m2 double[]; the second matrix * @return double[9]; the result of m1 x m2 */ protected static double[] mulMatMat(final double[] m1, final double[] m2) { double[] result = new double[9]; for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { result[3 * i + j] = m1[3 * i] * m2[j] + m1[3 * i + 1] * m2[j + 3] + +m1[3 * i + 2] * m2[j + 6]; } } return result; } /** * Get a safe copy of the affine transformation matrix. * @return double[]; a safe copy of the affine transformation matrix */ public double[] getMat() { return this.mat.clone(); } /** * Transform coordinates by a vector (tx, ty). Note that to carry out multiple operations, the steps have to be built in the * OPPOSITE order since matrix multiplication operates from RIGHT to LEFT. * @param tx double; the translation value for the x-coordinates * @param ty double; the translation value for the y-coordinates * @return Transform2d; the new transformation matrix after applying this transform */ public Transform2d translate(final double tx, final double ty) { if (tx == 0.0 && ty == 0.0) { return this; } this.mat = mulMatMat(this.mat, new double[] {1, 0, tx, 0, 1, ty, 0, 0, 1}); return this; } /** * Translate coordinates by a the x and y values contained in a Point2d. Note that to carry out multiple operations, the * steps have to be built in the OPPOSITE order since matrix multiplication operates from RIGHT to LEFT. * @param point Point2d; the point containing the x and y translation values * @return Transform2d; the new transformation matrix after applying this transform */ public Transform2d translate(final Point2d point) { if (point.x == 0.0 && point.y == 0.0) { return this; } this.mat = mulMatMat(this.mat, new double[] {1, 0, point.x, 0, 1, point.y, 0, 0, 1}); return this; } /** * Scale all coordinates with a factor for x, and y. A scale factor of 1 leaves the coordinate unchanged. Note that to carry * out multiple operations, the steps have to be built in the OPPOSITE order since matrix multiplication operates from RIGHT * to LEFT. * @param sx double; the scale factor for the x-coordinates * @param sy double; the scale factor for the y-coordinates * @return Transform2d; the new transformation matrix after applying this transform */ public Transform2d scale(final double sx, final double sy) { if (sx == 1.0 && sy == 1.0) { return this; } this.mat = mulMatMat(this.mat, new double[] {sx, 0, 0, 0, sy, 0, 0, 0, 1}); return this; } /** * The rotation around the origin with an angle in radians. Note that to carry out multiple operations, the steps have to be * built in the OPPOSITE order since matrix multiplication operates from RIGHT to LEFT. * @param angle double; the angle to rotate the coordinates with with around the origin * @return Transform2d; the new transformation matrix after applying this transform */ public Transform2d rotation(final double angle) { if (angle == 0.0) { return this; } double c = Math.cos(angle); double s = Math.sin(angle); this.mat = mulMatMat(this.mat, new double[] {c, -s, 0, s, c, 0, 0, 0, 1}); return this; } /** * The 2d shear leaves the xy-coordinate plane for z=0 untouched. An x-coordinate with a value of 1 is translated by sx, and * an x-coordinate with another value is translated by x*sx. Similarly, a y-coordinate with a value of 1 is translated by xy * and a y-coordinate with another value is translated by y*sy. Note that to carry out multiple operations, the steps have * to be built in the OPPOSITE order since matrix multiplication operates from RIGHT to LEFT. * @param sx double; the shear factor in the x-direction * @param sy double; the shear factor in the y-direction * @return Transform2d; the new transformation matrix after applying this transform */ public Transform2d shear(final double sx, final double sy) { if (sx == 0.0 && sy == 0.0) { return this; } this.mat = mulMatMat(this.mat, new double[] {1, sx, 0, sy, 1, 0, 0, 0, 1}); return this; } /** * The reflection of the x-coordinate, by mirroring it in the yz-plane (the plane with x=0). Note that to carry out multiple * operations, the steps have to be built in the OPPOSITE order since matrix multiplication operates from RIGHT to LEFT. * @return Transform2d; the new transformation matrix after applying this transform */ public Transform2d reflectX() { this.mat = mulMatMat(this.mat, new double[] {-1, 0, 0, 0, 1, 0, 0, 0, 1}); return this; } /** * The reflection of the y-coordinate, by mirroring it in the xz-plane (the plane with y=0). Note that to carry out multiple * operations, the steps have to be built in the OPPOSITE order since matrix multiplication operates from RIGHT to LEFT. * @return Transform2d; the new transformation matrix after applying this transform */ public Transform2d reflectY() { this.mat = mulMatMat(this.mat, new double[] {1, 0, 0, 0, -1, 0, 0, 0, 1}); return this; } /** * Apply the stored transform on the xy-vector and return the transformed vector. For speed reasons, no checks on correct * size of the vector is done. * @param xy double[]; double[2] the provided vector * @return double[2]; the transformed vector */ public double[] transform(final double[] xy) { return mulMatVec2(this.mat, xy); } /** * Apply the stored transform on the provided point and return a point with the transformed coordinate. * @param point Point2d; the point to be transformed * @return Point2d; a point with the transformed coordinates */ public Point2d transform(final Point2d point) { return new Point2d(mulMatVec2(this.mat, new double[] {point.x, point.y})); } /** * Apply the stored transform on the points generated by the provided pointIterator. * @param pointIterator Iterator<Point2d>; generates the points to be transformed * @return Iterator<Point2d>; an iterator that will generator all transformed points */ public Iterator transform(final Iterator pointIterator) { return new Iterator() { @Override public boolean hasNext() { return pointIterator.hasNext(); } @Override public Point2d next() { return transform(pointIterator.next()); } }; } /** * Apply the stored transform on the provided Bounds2d and return a new Bounds2d with the bounds of the transformed * coordinates. All 4 corner points have to be transformed, since we do not know which of the 4 points will result in the * lowest and highest x and y coordinates. * @param boundingRectangle Bounds2d; the bounds to be transformed * @return Bounds2d; the new bounds based on the transformed coordinates */ public Bounds2d transform(final Bounds2d boundingRectangle) { return new Bounds2d(transform(boundingRectangle.getPoints())); } @Override public int hashCode() { final int prime = 31; int result = 1; result = prime * result + Arrays.hashCode(this.mat); return result; } @Override @SuppressWarnings("checkstyle:needbraces") public boolean equals(final Object obj) { if (this == obj) return true; if (obj == null) return false; if (getClass() != obj.getClass()) return false; Transform2d other = (Transform2d) obj; if (!Arrays.equals(this.mat, other.mat)) return false; return true; } @Override public String toString() { return "Transform2d [mat=" + Arrays.toString(this.mat) + "]"; } }




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