2011-06-24 17:41:16 +00:00
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/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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2012-05-21 11:12:37 +00:00
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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2011-05-26 19:41:33 +00:00
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2011-06-24 17:41:16 +00:00
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#include "Matrix.h"
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2012-09-12 05:24:09 +00:00
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#include "Tools.h"
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2011-06-24 17:41:16 +00:00
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#include <math.h>
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2011-05-26 19:41:33 +00:00
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namespace mozilla {
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2011-06-24 17:41:16 +00:00
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namespace gfx {
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2011-05-26 19:41:33 +00:00
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2011-06-24 17:41:16 +00:00
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Matrix
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Matrix::Rotation(Float aAngle)
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{
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Matrix newMatrix;
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2011-05-26 19:41:33 +00:00
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2011-06-24 17:41:16 +00:00
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Float s = sin(aAngle);
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Float c = cos(aAngle);
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2011-05-26 19:41:33 +00:00
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2011-06-24 17:41:16 +00:00
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newMatrix._11 = c;
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newMatrix._12 = s;
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newMatrix._21 = -s;
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newMatrix._22 = c;
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return newMatrix;
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}
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2011-05-26 19:41:33 +00:00
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2011-06-24 17:41:16 +00:00
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Rect
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Matrix::TransformBounds(const Rect &aRect) const
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{
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int i;
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Point quad[4];
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Float min_x, max_x;
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Float min_y, max_y;
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2011-05-26 19:41:33 +00:00
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2011-06-24 17:41:16 +00:00
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quad[0] = *this * aRect.TopLeft();
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quad[1] = *this * aRect.TopRight();
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quad[2] = *this * aRect.BottomLeft();
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quad[3] = *this * aRect.BottomRight();
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2011-05-26 19:41:33 +00:00
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2011-06-24 17:41:16 +00:00
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min_x = max_x = quad[0].x;
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min_y = max_y = quad[0].y;
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2011-05-26 19:41:33 +00:00
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2011-06-24 17:41:16 +00:00
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for (i = 1; i < 4; i++) {
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if (quad[i].x < min_x)
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min_x = quad[i].x;
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if (quad[i].x > max_x)
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max_x = quad[i].x;
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2011-05-26 19:41:33 +00:00
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2011-06-24 17:41:16 +00:00
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if (quad[i].y < min_y)
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min_y = quad[i].y;
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if (quad[i].y > max_y)
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max_y = quad[i].y;
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2011-05-26 19:41:33 +00:00
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}
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2011-06-24 17:41:16 +00:00
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return Rect(min_x, min_y, max_x - min_x, max_y - min_y);
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2011-05-26 19:41:33 +00:00
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}
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2012-09-05 00:15:52 +00:00
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void
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Matrix::NudgeToIntegers()
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{
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NudgeToInteger(&_11);
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NudgeToInteger(&_12);
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NudgeToInteger(&_21);
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NudgeToInteger(&_22);
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NudgeToInteger(&_31);
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NudgeToInteger(&_32);
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}
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2014-03-18 04:06:23 +00:00
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Rect
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Matrix4x4::TransformBounds(const Rect& aRect) const
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{
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Point quad[4];
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Float min_x, max_x;
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Float min_y, max_y;
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quad[0] = *this * aRect.TopLeft();
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quad[1] = *this * aRect.TopRight();
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quad[2] = *this * aRect.BottomLeft();
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quad[3] = *this * aRect.BottomRight();
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min_x = max_x = quad[0].x;
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min_y = max_y = quad[0].y;
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for (int i = 1; i < 4; i++) {
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if (quad[i].x < min_x) {
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min_x = quad[i].x;
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}
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if (quad[i].x > max_x) {
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max_x = quad[i].x;
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}
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if (quad[i].y < min_y) {
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min_y = quad[i].y;
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}
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if (quad[i].y > max_y) {
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max_y = quad[i].y;
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}
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}
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return Rect(min_x, min_y, max_x - min_x, max_y - min_y);
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}
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2011-06-24 17:41:16 +00:00
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}
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}
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