//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _QUADTOQUADTRANSFORMS_H_ #define _QUADTOQUADTRANSFORMS_H_ #ifndef _MPOINT2_H_ #include "math/mPoint2.h" #endif #ifndef _MPOINT3_H_ #include "math/mPoint3.h" #endif #ifndef _MMATRIX_H_ #include "math/mMatrix.h" #endif // NOTE: The code in these classes originate from the Wild Magic Source Code // library by David Eberly and is used with permission. /// This class does bilinear mapping of quadrilateral to a square. class BiQuadToSqr { public: /// Constructs the transform class from the quadrilateral /// points in counter clockwise order. BiQuadToSqr( const Point2F &p00, const Point2F &p10, const Point2F &p11, const Point2F &p01 ); /// Transforms the point. Point2F transform( const Point2F &p ) const; protected: static F32 deviation( const Point2F &sp ); Point2F m_kP00, m_kB, m_kC, m_kD; F32 m_fBC, m_fBD, m_fCD; }; class BiSqrToQuad3D { public: BiSqrToQuad3D( const Point3F &pnt00, const Point3F &pnt10, const Point3F &pnt11, const Point3F &pnt01 ); Point3F transform( const Point2F &pnt ) const; protected: Point3F p00, p01, p10, p11; }; #endif // _QUADTOQUADTRANSFORMS_H_