| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182 | //-----------------------------------------------------------------------------// 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_
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