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+/* Libart_LGPL - library of basic graphic primitives
+ * Copyright (C) 1998 Raph Levien
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ * License along with this library; if not, write to the
+ * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+ * Boston, MA 02111-1307, USA.
+ */
+
+/* Basic constructors and operations for bezier paths */
+
+#include "config.h"
+#include "art_bpath.h"
+
+#include <math.h>
+
+
+/**
+ * art_bpath_affine_transform: Affine transform an #ArtBpath.
+ * @src: The source #ArtBpath.
+ * @matrix: The affine transform.
+ *
+ * Affine transform the bezpath, returning a newly allocated #ArtBpath
+ * (allocated using art_alloc()).
+ *
+ * Result (x', y') = (matrix[0] * x + matrix[2] * y + matrix[4],
+ * matrix[1] * x + matrix[3] * y + matrix[5])
+ *
+ * Return value: the transformed #ArtBpath.
+ **/
+ArtBpath *
+art_bpath_affine_transform (const ArtBpath *src, const double matrix[6])
+{
+ int i;
+ int size;
+ ArtBpath *new;
+ ArtPathcode code;
+ double x, y;
+
+ for (i = 0; src[i].code != ART_END; i++);
+ size = i;
+
+ new = art_new (ArtBpath, size + 1);
+
+ for (i = 0; i < size; i++)
+ {
+ code = src[i].code;
+ new[i].code = code;
+ if (code == ART_CURVETO)
+ {
+ x = src[i].x1;
+ y = src[i].y1;
+ new[i].x1 = matrix[0] * x + matrix[2] * y + matrix[4];
+ new[i].y1 = matrix[1] * x + matrix[3] * y + matrix[5];
+ x = src[i].x2;
+ y = src[i].y2;
+ new[i].x2 = matrix[0] * x + matrix[2] * y + matrix[4];
+ new[i].y2 = matrix[1] * x + matrix[3] * y + matrix[5];
+ }
+ else
+ {
+ new[i].x1 = 0;
+ new[i].y1 = 0;
+ new[i].x2 = 0;
+ new[i].y2 = 0;
+ }
+ x = src[i].x3;
+ y = src[i].y3;
+ new[i].x3 = matrix[0] * x + matrix[2] * y + matrix[4];
+ new[i].y3 = matrix[1] * x + matrix[3] * y + matrix[5];
+ }
+ new[i].code = ART_END;
+ new[i].x1 = 0;
+ new[i].y1 = 0;
+ new[i].x2 = 0;
+ new[i].y2 = 0;
+ new[i].x3 = 0;
+ new[i].y3 = 0;
+
+ return new;
+}
+