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247 lines
7.4 KiB
C++
247 lines
7.4 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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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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#include "Matrix.h"
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#include "Tools.h"
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#include <algorithm>
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#include <math.h>
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#include "mozilla/FloatingPoint.h" // for UnspecifiedNaN
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using namespace std;
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namespace mozilla {
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namespace gfx {
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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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Float s = sin(aAngle);
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Float c = cos(aAngle);
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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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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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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 (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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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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}
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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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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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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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Point4D ComputePerspectivePlaneIntercept(const Point4D& aFirst,
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const Point4D& aSecond)
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{
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// FIXME: See bug 1035611
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// Since we can't easily deal with points as w=0 (since we divide by w), we
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// approximate this by finding a point with w just greater than 0. Unfortunately
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// this is a tradeoff between accuracy and floating point precision.
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// We want to interpolate aFirst and aSecond to find a point as close to
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// the positive side of the w=0 plane as possible.
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// Since we know what we want the w component to be, we can rearrange the
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// interpolation equation and solve for t.
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float w = 0.00001f;
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float t = (w - aFirst.w) / (aSecond.w - aFirst.w);
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// Use t to find the remainder of the components
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return aFirst + (aSecond - aFirst) * t;
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}
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Rect Matrix4x4::ProjectRectBounds(const Rect& aRect) const
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{
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Point4D points[4];
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points[0] = ProjectPoint(aRect.TopLeft());
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points[1] = ProjectPoint(aRect.TopRight());
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points[2] = ProjectPoint(aRect.BottomLeft());
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points[3] = ProjectPoint(aRect.BottomRight());
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Float min_x = std::numeric_limits<Float>::max();
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Float min_y = std::numeric_limits<Float>::max();
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Float max_x = -std::numeric_limits<Float>::max();
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Float max_y = -std::numeric_limits<Float>::max();
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bool foundPoint = false;
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for (int i=0; i<4; i++) {
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// Only use points that exist above the w=0 plane
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if (points[i].HasPositiveWCoord()) {
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foundPoint = true;
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Point point2d = points[i].As2DPoint();
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min_x = min<Float>(point2d.x, min_x);
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max_x = max<Float>(point2d.x, max_x);
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min_y = min<Float>(point2d.y, min_y);
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max_y = max<Float>(point2d.y, max_y);
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}
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int next = (i == 3) ? 0 : i + 1;
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if (points[i].HasPositiveWCoord() != points[next].HasPositiveWCoord()) {
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// If the line between two points crosses the w=0 plane, then interpolate a point
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// as close to the w=0 plane as possible and use that instead.
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Point4D intercept = ComputePerspectivePlaneIntercept(points[i], points[next]);
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Point point2d = intercept.As2DPoint();
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min_x = min<Float>(point2d.x, min_x);
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max_x = max<Float>(point2d.x, max_x);
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min_y = min<Float>(point2d.y, min_y);
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max_y = max<Float>(point2d.y, max_y);
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}
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}
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if (!foundPoint) {
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return Rect(0, 0, 0, 0);
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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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bool
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Matrix4x4::Invert()
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{
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Float det = Determinant();
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if (!det) {
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return false;
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}
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Matrix4x4 result;
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result._11 = _23 * _34 * _42 - _24 * _33 * _42 + _24 * _32 * _43 - _22 * _34 * _43 - _23 * _32 * _44 + _22 * _33 * _44;
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result._12 = _14 * _33 * _42 - _13 * _34 * _42 - _14 * _32 * _43 + _12 * _34 * _43 + _13 * _32 * _44 - _12 * _33 * _44;
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result._13 = _13 * _24 * _42 - _14 * _23 * _42 + _14 * _22 * _43 - _12 * _24 * _43 - _13 * _22 * _44 + _12 * _23 * _44;
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result._14 = _14 * _23 * _32 - _13 * _24 * _32 - _14 * _22 * _33 + _12 * _24 * _33 + _13 * _22 * _34 - _12 * _23 * _34;
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result._21 = _24 * _33 * _41 - _23 * _34 * _41 - _24 * _31 * _43 + _21 * _34 * _43 + _23 * _31 * _44 - _21 * _33 * _44;
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result._22 = _13 * _34 * _41 - _14 * _33 * _41 + _14 * _31 * _43 - _11 * _34 * _43 - _13 * _31 * _44 + _11 * _33 * _44;
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result._23 = _14 * _23 * _41 - _13 * _24 * _41 - _14 * _21 * _43 + _11 * _24 * _43 + _13 * _21 * _44 - _11 * _23 * _44;
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result._24 = _13 * _24 * _31 - _14 * _23 * _31 + _14 * _21 * _33 - _11 * _24 * _33 - _13 * _21 * _34 + _11 * _23 * _34;
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result._31 = _22 * _34 * _41 - _24 * _32 * _41 + _24 * _31 * _42 - _21 * _34 * _42 - _22 * _31 * _44 + _21 * _32 * _44;
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result._32 = _14 * _32 * _41 - _12 * _34 * _41 - _14 * _31 * _42 + _11 * _34 * _42 + _12 * _31 * _44 - _11 * _32 * _44;
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result._33 = _12 * _24 * _41 - _14 * _22 * _41 + _14 * _21 * _42 - _11 * _24 * _42 - _12 * _21 * _44 + _11 * _22 * _44;
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result._34 = _14 * _22 * _31 - _12 * _24 * _31 - _14 * _21 * _32 + _11 * _24 * _32 + _12 * _21 * _34 - _11 * _22 * _34;
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result._41 = _23 * _32 * _41 - _22 * _33 * _41 - _23 * _31 * _42 + _21 * _33 * _42 + _22 * _31 * _43 - _21 * _32 * _43;
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result._42 = _12 * _33 * _41 - _13 * _32 * _41 + _13 * _31 * _42 - _11 * _33 * _42 - _12 * _31 * _43 + _11 * _32 * _43;
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result._43 = _13 * _22 * _41 - _12 * _23 * _41 - _13 * _21 * _42 + _11 * _23 * _42 + _12 * _21 * _43 - _11 * _22 * _43;
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result._44 = _12 * _23 * _31 - _13 * _22 * _31 + _13 * _21 * _32 - _11 * _23 * _32 - _12 * _21 * _33 + _11 * _22 * _33;
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result._11 /= det;
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result._12 /= det;
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result._13 /= det;
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result._14 /= det;
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result._21 /= det;
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result._22 /= det;
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result._23 /= det;
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result._24 /= det;
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result._31 /= det;
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result._32 /= det;
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result._33 /= det;
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result._34 /= det;
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result._41 /= det;
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result._42 /= det;
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result._43 /= det;
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result._44 /= det;
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*this = result;
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return true;
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}
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void
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Matrix4x4::SetNAN()
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{
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_11 = UnspecifiedNaN<Float>();
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_21 = UnspecifiedNaN<Float>();
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_31 = UnspecifiedNaN<Float>();
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_41 = UnspecifiedNaN<Float>();
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_12 = UnspecifiedNaN<Float>();
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_22 = UnspecifiedNaN<Float>();
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_32 = UnspecifiedNaN<Float>();
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_42 = UnspecifiedNaN<Float>();
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_13 = UnspecifiedNaN<Float>();
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_23 = UnspecifiedNaN<Float>();
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_33 = UnspecifiedNaN<Float>();
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_43 = UnspecifiedNaN<Float>();
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_14 = UnspecifiedNaN<Float>();
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_24 = UnspecifiedNaN<Float>();
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_34 = UnspecifiedNaN<Float>();
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_44 = UnspecifiedNaN<Float>();
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}
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}
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}
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