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@@ -318,15 +318,6 @@ impl ObjectModifier {
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/// Returns origin, width, and height of bounding box after applying scale, skew, and offset corrections
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/// Returns origin, width, and height of bounding box after applying scale, skew, and offset corrections
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pub fn corrected(&self, pt1: Point, pt2: Point) -> (Point, f64, f64) {
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pub fn corrected(&self, pt1: Point, pt2: Point) -> (Point, f64, f64) {
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- debug!(
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- "Skew degree from X axis: {:.2}",
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- self.modifiers.x_skew.asin().to_degrees()
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- );
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- debug!(
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- "Skew degree from Y axis: {:.2}",
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- self.modifiers.y_skew.asin().to_degrees()
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- );
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-
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// Calculate 4 points of drawn rectangle
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// Calculate 4 points of drawn rectangle
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let corners: Vec<Point> = vec![
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let corners: Vec<Point> = vec![
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Point {
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Point {
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@@ -359,9 +350,20 @@ impl ObjectModifier {
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// Apply skew, then scale and translation
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// Apply skew, then scale and translation
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let corners: Vec<Point> = corners
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let corners: Vec<Point> = corners
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.iter()
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.iter()
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- .map(|pt| Point {
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- x: pt.x + pt.y * self.modifiers.x_skew.asin().tan(),
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- y: pt.y + pt.x * self.modifiers.y_skew.asin().tan(),
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+ .map(|pt| {
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+ // TODO: WTF is this and why is it necessary?
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+ // Seems to be correct as far as calculation of correct origin..
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+ if self.modifiers.x_skew == 0.0 || self.modifiers.y_skew == 0.0 {
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+ Point {
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+ x: pt.x + pt.y * self.modifiers.x_skew,
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+ y: pt.y + pt.x * self.modifiers.y_skew,
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+ }
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+ } else {
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+ Point {
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+ x: pt.x + pt.y * self.modifiers.x_skew.asin().tan(),
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+ y: pt.y + pt.x * self.modifiers.y_skew.asin().tan(),
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+ }
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+ }
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})
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})
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.inspect(|pt| debug!("pt: {pt}"))
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.inspect(|pt| debug!("pt: {pt}"))
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.map(|pt| pt * self.scale() + self.translation())
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.map(|pt| pt * self.scale() + self.translation())
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