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| /**
| * <p>This class implements a perspective transform in two dimensions. Given four source and four
| * destination points, it will compute the transformation implied between them. The code is based
| * directly upon section 3.4.2 of George Wolberg's "Digital Image Warping"; see pages 54-56.</p>
| *
| * @author Sean Owen
| */
| export default class PerspectiveTransform {
| private a11;
| private a21;
| private a31;
| private a12;
| private a22;
| private a32;
| private a13;
| private a23;
| private a33;
| private constructor();
| static quadrilateralToQuadrilateral(x0: number, y0: number, x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, x0p: number, y0p: number, x1p: number, y1p: number, x2p: number, y2p: number, x3p: number, y3p: number): PerspectiveTransform;
| transformPoints(points: Float32Array): void;
| transformPointsWithValues(xValues: Float32Array, yValues: Float32Array): void;
| static squareToQuadrilateral(x0: number, y0: number, x1: number, y1: number, x2: number, y2: number, x3: number, y3: number): PerspectiveTransform;
| static quadrilateralToSquare(x0: number, y0: number, x1: number, y1: number, x2: number, y2: number, x3: number, y3: number): PerspectiveTransform;
| protected buildAdjoint(): PerspectiveTransform;
| protected times(other: PerspectiveTransform): PerspectiveTransform;
| }
|
|