二维几何变换相比三维略简单一点但原理基本一致,下列代码实现了平移、缩放、旋转变换,并有一个复合变换矩阵保存所有变换计算后的结果,方便用其结果在OpenGL进行渲染
#include <GL/glew.h>
#include <cmath>
class wcPt2D {
public:
GLfloat x, y;
};
typedef GLfloat Matrix3x3[3][3];
const GLdouble pi = 3.14159;
Matrix3x3 matComposite;
void matrix3x3SetIdentity(Matrix3x3 &matIdent3x3)
{
GLint row, col;
for (row = 0; row < 3; ++row)
{
for (col = 0; col < 3; ++col)
{
matIdent3x3[row][col] = (row == col);
}
}
}
void matrix3x3PreMultiply(Matrix3x3 m1, Matrix3x3 m2)
{
GLint row, col;
Matrix3x3 matTemp;
for (row = 0; row < 3; ++row)
{
for (col = 0; col < 3; ++col)
{
matTemp[row][col] = m1[row][0] * m2[0][col] + m1[row][1] *
m2[1][col] + m1[row][2] * m2[2][col];
}
}
for (row = 0; row < 3; ++row)
{
for (col = 0; col < 3; ++col)
{
m2[row][col] = matTemp[row][col];
}
}
}
void translate2D(GLfloat tx, GLfloat ty)
{
Matrix3x3 matTransl;
matrix3x3SetIdentity(matTransl);
matTransl[0][2] = tx;
matTransl[1][2] = ty;
matrix3x3PreMultiply(matTransl, matComposite);
}
void rotate2D(wcPt2D pivotPt, GLfloat theta)
{
Matrix3x3 matRot;
matrix3x3SetIdentity(matRot);
matRot[0][0] = cos(theta);
matRot[0][1] = -sin(theta);
matRot[0][2] = pivotPt.x * (1 - cos(theta)) + pivotPt.y * sin(theta);
matRot[1][0] = sin(theta);
matRot[1][1] = cos(theta);
matRot[1][2] = pivotPt.y * (1 - cos(theta)) - pivotPt.x * sin(theta);
matrix3x3PreMultiply(matRot, matComposite);
}
void scale2D(GLfloat sx, GLfloat sy, wcPt2D fixedPt)
{
Matrix3x3 matScale;
matrix3x3SetIdentity(matScale);
matScale[0][0] = sx;
matScale[0][2] = (1 - sx) * fixedPt.x;
matScale[1][1] = sy;
matScale[1][2] = (1 - sy) * fixedPt.y;
matrix3x3PreMultiply(matScale, matComposite);
}
void transformVerts2D(GLint nVerts, wcPt2D *verts)
{
GLint k;
GLfloat temp;
for (k = 0; k < nVerts; ++k)
{
temp = matComposite[0][0] * verts[k].x + matComposite[0][1] *
verts[k].y + matComposite[0][2];
verts[k].y = matComposite[1][0] * verts[k].x + matComposite[1][1] *
verts[k].y + matComposite[1][2];
verts[k].x = temp;
}
}