trans_perspective
typedef trans_perspective trans_type;
typedef trans_perspective trans_type;
typedef trans_perspective::iterator_x iterator_type;
const trans_perspective& multiply(const trans_perspective& m);
const trans_perspective& premultiply(const trans_perspective& m);
const trans_perspective& multiply_inv(const trans_perspective& m);
const trans_perspective& premultiply_inv(const trans_perspective& m);
const trans_perspective& multiply(const trans_affine& m);
const trans_perspective& premultiply(const trans_affine& m);
const trans_perspective& multiply_inv(const trans_affine& m);
const trans_perspective& premultiply_inv(const trans_affine& m);
const trans_perspective& load_from(const double* m);
const trans_perspective& operator *= (const trans_perspective& m)
const trans_perspective& operator *= (const trans_affine& m)
const trans_perspective& operator /= (const trans_perspective& m)
const trans_perspective& operator /= (const trans_affine& m)
trans_perspective operator * (const trans_perspective& m) const
return trans_perspective(*this).multiply(m);
trans_perspective operator * (const trans_affine& m) const
return trans_perspective(*this).multiply(m);
trans_perspective operator / (const trans_perspective& m) const
return trans_perspective(*this).multiply_inv(m);
trans_perspective operator / (const trans_affine& m) const
return trans_perspective(*this).multiply_inv(m);
trans_perspective operator ~ () const
trans_perspective ret = *this;
bool operator == (const trans_perspective& m) const
bool operator != (const trans_perspective& m) const
const trans_perspective& from_affine(const trans_affine& a);
bool is_equal(const trans_perspective& m,
iterator_x(double px, double py, double step, const trans_perspective& m) :
inline bool trans_perspective::square_to_quad(const double* q)
inline bool trans_perspective::invert()
trans_perspective() :
trans_perspective a = *this;
inline bool trans_perspective::quad_to_square(const double* q)
inline bool trans_perspective::quad_to_quad(const double* qs,
trans_perspective p;
inline bool trans_perspective::rect_to_quad(double x1, double y1,
inline bool trans_perspective::quad_to_rect(const double* q,
trans_perspective(double v0, double v1, double v2,
inline trans_perspective::trans_perspective(double x1, double y1,
inline trans_perspective::trans_perspective(const double* quad,
inline trans_perspective::trans_perspective(const double* src,
inline const trans_perspective& trans_perspective::reset()
inline const trans_perspective&
trans_perspective::multiply(const trans_perspective& a)
trans_perspective b = *this;
inline const trans_perspective&
trans_perspective::multiply(const trans_affine& a)
trans_perspective b = *this;
inline const trans_perspective&
trans_perspective::premultiply(const trans_perspective& b)
trans_perspective a = *this;
explicit trans_perspective(const double* m) :
inline const trans_perspective&
trans_perspective::premultiply(const trans_affine& b)
trans_perspective a = *this;
inline const trans_perspective&
trans_perspective::multiply_inv(const trans_perspective& m)
trans_perspective t = m;
inline const trans_perspective&
trans_perspective::multiply_inv(const trans_affine& m)
inline const trans_perspective&
trans_perspective::premultiply_inv(const trans_perspective& m)
trans_perspective t = m;
inline const trans_perspective&
trans_perspective::premultiply_inv(const trans_affine& m)
trans_perspective t(m);
explicit trans_perspective(const trans_affine& a) :
inline const trans_perspective&
trans_perspective::translate(double x, double y)
inline const trans_perspective& trans_perspective::rotate(double a)
inline const trans_perspective& trans_perspective::scale(double s)
inline const trans_perspective& trans_perspective::scale(double x, double y)
inline void trans_perspective::transform(double* px, double* py) const
inline void trans_perspective::transform_affine(double* x, double* y) const
inline void trans_perspective::transform_2x2(double* x, double* y) const
inline void trans_perspective::inverse_transform(double* x, double* y) const
trans_perspective t(*this);
trans_perspective(double x1, double y1, double x2, double y2,
inline void trans_perspective::store_to(double* m) const
inline const trans_perspective& trans_perspective::load_from(const double* m)
inline const trans_perspective&
trans_perspective::from_affine(const trans_affine& a)
inline double trans_perspective::determinant() const
inline double trans_perspective::determinant_reciprocal() const
trans_perspective(const double* quad,
inline bool trans_perspective::is_valid(double epsilon) const
inline bool trans_perspective::is_identity(double epsilon) const
inline bool trans_perspective::is_equal(const trans_perspective& m,
trans_perspective(const double* src, const double* dst);
inline double trans_perspective::scale() const
inline double trans_perspective::rotation() const
inline void trans_perspective::translation(double* dx, double* dy) const
inline void trans_perspective::scaling(double* x, double* y) const
trans_perspective t(*this);
inline void trans_perspective::scaling_abs(double* x, double* y) const
const trans_perspective& reset();
const trans_perspective& translate(double x, double y);
const trans_perspective& rotate(double a);
const trans_perspective& scale(double s);
const trans_perspective& scale(double x, double y);
typedef agg::conv_transform<VertexSource, agg::trans_perspective> Perspective;
public agg::trans_perspective {
{ if (fValid) agg::trans_perspective::transform(x, y); }
{ agg::trans_perspective::transform(x, y); }