view src/rotate.c @ 842:76fe4afce640

The inkscape:bbox is defined as the global coordinate system. However, the center.x and center.y must be the coordiante system of the parent group of the SVG entity. Therefore, we need to do coordinate transformation from the global coordination system to the local coordination system.
author wycc
date Sat, 18 Sep 2010 21:23:51 +0800
parents 586e50f82c1f
children
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// -*- indent-tabs-mode: t; tab-width: 8; c-basic-offset: 4; -*-
// vim: sw=4:ts=8:sts=4
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "mb_animate.h"

static float comp_mb_timeval_ratio(const mb_timeval_t *a,
				   const mb_timeval_t *b) {
    float ratio;

    ratio = (float)MB_TIMEVAL_SEC(a) * 1000000.0 + (float)MB_TIMEVAL_USEC(a);
    ratio /= (float)MB_TIMEVAL_SEC(b) * 1000000.0 + (float)MB_TIMEVAL_USEC(b);
    return ratio;
}

/*! \brief Animation action to rotate a coordinate.
 */
struct _mb_rotate {
    mb_action_t action;

    co_aix angle1, angle2;
    coord_t *coord;

    mb_timeval_t start_time;
    const mb_timeval_t *playing_time;
};
typedef struct _mb_rotate mb_rotate_t;

static void mb_rotate_start(mb_action_t *act,
			   const mb_timeval_t *now,
			   const mb_timeval_t *playing_time,
			   redraw_man_t *rdman) {
    mb_rotate_t *rotate = (mb_rotate_t *)act;
    co_aix *matrix;
    float _sin, _cos;

    _sin = sinf(rotate->angle1);
    _cos = cosf(rotate->angle1);

    matrix = rotate->coord->matrix;
    memset(matrix, 0, sizeof(co_aix) * 6);
    matrix[0] = _cos;
    matrix[1] = -_sin;
    matrix[3] = _sin;
    matrix[4] = _cos;
    rdman_coord_changed(rdman, rotate->coord);

    MB_TIMEVAL_CP(&rotate->start_time, now);
    rotate->playing_time = playing_time;
}

static void mb_rotate_step(mb_action_t *act, const mb_timeval_t *now,
			   redraw_man_t *rdman) {
    mb_rotate_t *rotate = (mb_rotate_t *)act;
    mb_timeval_t diff;
    co_aix *matrix;
    float ratio;
    float angle;
    float _sin, _cos;

    MB_TIMEVAL_CP(&diff, now);
    MB_TIMEVAL_DIFF(&diff, &rotate->start_time);
    ratio = comp_mb_timeval_ratio(&diff, rotate->playing_time);

    angle = rotate->angle1 * (1 - ratio) + rotate->angle2 * ratio;
    _sin = sinf(angle);
    _cos = cosf(angle);

    matrix = rotate->coord->matrix;
    matrix[0] = _cos;
    matrix[1] = -_sin;
    matrix[3] = _sin;
    matrix[4] = _cos;
    rdman_coord_changed(rdman, rotate->coord);
}

static void mb_rotate_stop(mb_action_t *act, const mb_timeval_t *now,
			   redraw_man_t *rdman) {
    mb_rotate_t *rotate = (mb_rotate_t *)act;
    co_aix *matrix;
    float _sin, _cos;

    _sin = sinf(rotate->angle2);
    _cos = cosf(rotate->angle2);

    matrix = rotate->coord->matrix;
    matrix[0] = _cos;
    matrix[1] = -_sin;
    matrix[3] = _sin;
    matrix[4] = _cos;
    rdman_coord_changed(rdman, rotate->coord);
}

static void mb_rotate_free(mb_action_t *act) {
    free(act);
}

mb_action_t *mb_rotate_new(float angle1, float angle2,
			   coord_t *coord,
			   mb_word_t *word) {
    mb_rotate_t *rotate;

    rotate = (mb_rotate_t *)malloc(sizeof(mb_rotate_t));
    if(rotate == NULL)
	return NULL;

    rotate->angle1 = angle1;
    rotate->angle2 = angle2;
    rotate->coord = coord;

    rotate->action.start = mb_rotate_start;
    rotate->action.step = mb_rotate_step;
    rotate->action.stop = mb_rotate_stop;
    rotate->action.free = mb_rotate_free;

    mb_word_add_action(word, (mb_action_t *)rotate);

    return (mb_action_t *)rotate;
}