FMX.Controls单元 中图形矩阵变换

procedure TControl.DoMatrixChanged(Sender: TObject);
var
TranslateMatrix, ScaleMatrix, RotMatrix: TMatrix;
M1, M2: TMatrix;
begin
if (not FInPaintTo) and not IsUpdating then
Repaint;
if SameValue(FScale.X, 1.0, TEpsilon.Scale) and SameValue(FScale.Y, 1.0, TEpsilon.Scale) and SameValue(FRotationAngle, 0.0, TEpsilon.Scale) then
begin
if (FParentControl <> nil) and not FParentControl.FSimpleTransform then
FSimpleTransform := False
else
FSimpleTransform := True;
end
else
FSimpleTransform := False;

if not FSimpleTransform then
begin
if not SameValue(FRotationAngle, 0.0, TEpsilon.Scale) then
begin
// scale
ScaleMatrix := TMatrix.Identity;
ScaleMatrix.m11 := FScale.X;
ScaleMatrix.m22 := FScale.Y;
FLocalMatrix := ScaleMatrix;
// rotation
if FRotationAngle <> 0 then
begin
M1 := TMatrix.Identity;
M1.m31 := -FRotationCenter.X * FSize.Width * FScale.X;
M1.m32 := -FRotationCenter.Y * FSize.Height * FScale.Y;
M2 := TMatrix.Identity;
M2.m31 := FRotationCenter.X * FSize.Width * FScale.X;
M2.m32 := FRotationCenter.Y * FSize.Height * FScale.Y;
RotMatrix := M1 * (TMatrix.CreateRotation(DegToRad(FRotationAngle)) * M2);
FLocalMatrix := FLocalMatrix * RotMatrix;
end;
// translate
TranslateMatrix := TMatrix.Identity;
TranslateMatrix.m31 := FPosition.X;
TranslateMatrix.m32 := FPosition.Y;
FLocalMatrix := FLocalMatrix * TranslateMatrix;
end
else
begin
FLocalMatrix := TMatrix.Identity;
FLocalMatrix.m31 := FPosition.X;
FLocalMatrix.m32 := FPosition.Y;
FLocalMatrix.m11 := FScale.X;
FLocalMatrix.m22 := FScale.Y;
end;
end
else
begin
FLocalMatrix := TMatrix.Identity;
FLocalMatrix.m31 := FPosition.X;
FLocalMatrix.m32 := FPosition.Y;
end;

RecalcAbsolute;
RecalcUpdateRect;
if HasDisablePaintEffect then
UpdateEffects;
if Visible and (ParentContent <> nil) then
ParentContent.Changed;
if not FAnchorMove then
begin
UpdateExplicitBounds;
UpdateAnchorRules(True);
end;
if (not FInPaintTo) and not IsUpdating then
Repaint;
end;

procedure TControl.DoMatrixChanged(Sender: TObject);
var
TranslateMatrix, ScaleMatrix, RotMatrix: TMatrix;
M1, M2: TMatrix;
begin
if (not FInPaintTo) and not IsUpdating then
Repaint;
if SameValue(FScale.X, 1.0, TEpsilon.Scale) and SameValue(FScale.Y, 1.0, TEpsilon.Scale) and SameValue(FRotationAngle, 0.0, TEpsilon.Scale) then
begin
if (FParentControl <> nil) and not FParentControl.FSimpleTransform then
FSimpleTransform := False
else
FSimpleTransform := True;
end
else
FSimpleTransform := False;

if not FSimpleTransform then
begin
if not SameValue(FRotationAngle, 0.0, TEpsilon.Scale) then
begin
// scale
ScaleMatrix := TMatrix.Identity;
ScaleMatrix.m11 := FScale.X;
ScaleMatrix.m22 := FScale.Y;
FLocalMatrix := ScaleMatrix;
// rotation
if FRotationAngle <> 0 then
begin
M1 := TMatrix.Identity;
M1.m31 := -FRotationCenter.X * FSize.Width * FScale.X;
M1.m32 := -FRotationCenter.Y * FSize.Height * FScale.Y;
M2 := TMatrix.Identity;
M2.m31 := FRotationCenter.X * FSize.Width * FScale.X;
M2.m32 := FRotationCenter.Y * FSize.Height * FScale.Y;
RotMatrix := M1 * (TMatrix.CreateRotation(DegToRad(FRotationAngle)) * M2);
FLocalMatrix := FLocalMatrix * RotMatrix;
end;
// translate
TranslateMatrix := TMatrix.Identity;
TranslateMatrix.m31 := FPosition.X;
TranslateMatrix.m32 := FPosition.Y;
FLocalMatrix := FLocalMatrix * TranslateMatrix;
end
else
begin
FLocalMatrix := TMatrix.Identity;
FLocalMatrix.m31 := FPosition.X;
FLocalMatrix.m32 := FPosition.Y;
FLocalMatrix.m11 := FScale.X;
FLocalMatrix.m22 := FScale.Y;
end;
end
else
begin
FLocalMatrix := TMatrix.Identity;
FLocalMatrix.m31 := FPosition.X;
FLocalMatrix.m32 := FPosition.Y;
end;

RecalcAbsolute;
RecalcUpdateRect;
if HasDisablePaintEffect then
UpdateEffects;
if Visible and (ParentContent <> nil) then
ParentContent.Changed;
if not FAnchorMove then
begin
UpdateExplicitBounds;
UpdateAnchorRules(True);
end;
if (not FInPaintTo) and not IsUpdating then
Repaint;
end;

转载于:https://www.cnblogs.com/h2zZhou/p/10069113.html

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值