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https://github.com/tesseract-ocr/tesseract.git
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694d3f2c20
git-svn-id: https://tesseract-ocr.googlecode.com/svn/trunk@291 d0cd1f9f-072b-0410-8dd7-cf729c803f20
121 lines
3.5 KiB
C++
121 lines
3.5 KiB
C++
/******************************************************************************
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** Filename: xform2d.c
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** Purpose: Library routines for performing 2D point transformations
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** Author: Dan Johnson
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** History: Fri Sep 22 09:54:17 1989, DSJ, Created.
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**
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** (c) Copyright Hewlett-Packard Company, 1988.
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** Licensed under the Apache License, Version 2.0 (the "License");
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** you may not use this file except in compliance with the License.
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** You may obtain a copy of the License at
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** http://www.apache.org/licenses/LICENSE-2.0
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** Unless required by applicable law or agreed to in writing, software
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** distributed under the License is distributed on an "AS IS" BASIS,
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** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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** See the License for the specific language governing permissions and
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** limitations under the License.
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******************************************************************************/
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/**----------------------------------------------------------------------------
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Include Files and Type Defines
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----------------------------------------------------------------------------**/
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#include "xform2d.h"
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#include <math.h>
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/**----------------------------------------------------------------------------
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Public Code
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----------------------------------------------------------------------------**/
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void InitMatrix(MATRIX_2D *M) {
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M->a = 1;
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M->b = 0;
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M->c = 0;
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M->d = 1;
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M->tx = 0;
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M->ty = 0;
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}
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void CopyMatrix(MATRIX_2D *A, MATRIX_2D *B) {
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B->a = A->a;
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B->b = A->b;
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B->c = A->c;
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B->d = A->d;
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B->tx = A->tx;
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B->ty = A->ty;
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}
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void TranslateMatrix(MATRIX_2D *M, FLOAT32 X, FLOAT32 Y) {
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M->tx += M->a * X + M->c * Y;
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M->ty += M->b * X + M->d * Y;
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}
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void ScaleMatrix(MATRIX_2D *M, FLOAT32 X, FLOAT32 Y) {
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M->a *= X;
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M->b *= X;
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M->c *= Y;
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M->d *= Y;
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}
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void MirrorMatrixInX(MATRIX_2D *M) {ScaleMatrix(M, -1, 1);}
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void MirrorMatrixInY(MATRIX_2D *M) {ScaleMatrix(M, 1, -1);}
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void MirrorMatrixInXY(MATRIX_2D *M) {ScaleMatrix(M, -1, -1);}
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FLOAT32 MapX(MATRIX_2D *M, FLOAT32 X, FLOAT32 Y) {
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return M->a * (X) + (M)->c * (Y) + (M)->tx;
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}
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FLOAT32 MapY(MATRIX_2D *M, FLOAT32 X, FLOAT32 Y) {
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return M->b * X + M->d * Y + M->ty;
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}
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void MapPoint(MATRIX_2D *M, const FPOINT &A, FPOINT* B) {
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B->x = MapX(M, A.x, A.y);
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B->y = MapY(M, A.x, A.y);
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}
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FLOAT32 MapDx(MATRIX_2D *M, FLOAT32 DX, FLOAT32 DY) {
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return M->a * DX + M->c * DY;
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}
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FLOAT32 MapDy(MATRIX_2D *M, FLOAT32 DX, FLOAT32 DY) {
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return M->b * DX + M->d * DY;
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}
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/*---------------------------------------------------------------------------*/
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void RotateMatrix(MATRIX_2D_PTR Matrix, FLOAT32 Angle) {
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/*
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** Parameters:
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** Matrix transformation matrix to rotate
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** Angle angle to rotate matrix
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** Globals: none
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** Operation:
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** Rotate the coordinate system (as specified by Matrix) about
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** its origin by Angle radians. In matrix notation the
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** effect is as follows:
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**
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** Matrix = R X Matrix
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**
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** where R is the following matrix
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**
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** cos Angle sin Angle 0
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** -sin Angle cos Angle 0
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** 0 0 1
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** Return: none
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** Exceptions: none
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** History: 7/27/89, DSJ, Create.
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*/
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FLOAT32 Cos, Sin;
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FLOAT32 NewA, NewB;
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Cos = cos ((double) Angle);
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Sin = sin ((double) Angle);
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NewA = Matrix->a * Cos + Matrix->c * Sin;
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NewB = Matrix->b * Cos + Matrix->d * Sin;
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Matrix->c = Matrix->a * -Sin + Matrix->c * Cos;
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Matrix->d = Matrix->b * -Sin + Matrix->d * Cos;
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Matrix->a = NewA;
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Matrix->b = NewB;
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} /* RotateMatrix */
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