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365 lines
10 KiB
C++
365 lines
10 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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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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#ifndef GFX_3DMATRIX_H
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#define GFX_3DMATRIX_H
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#include <gfxTypes.h>
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#include <gfxPoint3D.h>
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#include <gfxPointH3D.h>
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#include <gfxQuad.h>
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struct gfxMatrix;
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/**
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* This class represents a 3D transformation. The matrix is laid
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* out as follows:
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*
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* _11 _12 _13 _14
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* _21 _22 _23 _24
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* _31 _32 _33 _34
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* _41 _42 _43 _44
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*
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* This matrix is treated as row-major. Assuming we consider our vectors row
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* vectors, this matrix type will be identical in memory to the OpenGL and D3D
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* matrices. OpenGL matrices are column-major, however OpenGL also treats
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* vectors as column vectors, the double transposition makes everything work
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* out nicely.
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*/
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class gfx3DMatrix
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{
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public:
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/**
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* Create matrix.
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*/
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gfx3DMatrix(void);
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/**
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* Matrix multiplication.
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*/
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gfx3DMatrix operator*(const gfx3DMatrix &aMatrix) const;
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gfx3DMatrix& operator*=(const gfx3DMatrix &aMatrix);
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gfxPointH3D& operator[](int aIndex)
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{
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NS_ABORT_IF_FALSE(aIndex >= 0 && aIndex <= 3, "Invalid matrix array index");
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return *reinterpret_cast<gfxPointH3D*>((&_11)+4*aIndex);
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}
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const gfxPointH3D& operator[](int aIndex) const
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{
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NS_ABORT_IF_FALSE(aIndex >= 0 && aIndex <= 3, "Invalid matrix array index");
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return *reinterpret_cast<const gfxPointH3D*>((&_11)+4*aIndex);
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}
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/**
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* Return true if this matrix and |aMatrix| are the same matrix.
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*/
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bool operator==(const gfx3DMatrix& aMatrix) const;
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bool operator!=(const gfx3DMatrix& aMatrix) const;
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bool FuzzyEqual(const gfx3DMatrix& aMatrix) const;
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/**
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* Divide all values in the matrix by a scalar value
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*/
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gfx3DMatrix& operator/=(gfxFloat scalar);
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/**
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* Create a 3D matrix from a gfxMatrix 2D affine transformation.
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*
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* \param aMatrix gfxMatrix 2D affine transformation.
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*/
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static gfx3DMatrix From2D(const gfxMatrix &aMatrix);
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/**
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* Returns true if the matrix is isomorphic to a 2D affine transformation
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* (i.e. as obtained by From2D). If it is, optionally returns the 2D
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* matrix in aMatrix.
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*/
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bool Is2D(gfxMatrix* aMatrix) const;
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bool Is2D() const;
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/**
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* Returns true if the matrix can be reduced to a 2D affine transformation
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* (i.e. as obtained by From2D). If it is, optionally returns the 2D
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* matrix in aMatrix. This should only be used on matrices required for
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* rendering, not for intermediate calculations. It is assumed that the 2D
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* matrix will only be used for transforming objects on to the z=0 plane,
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* therefore any z-component perspective is ignored. This means that if
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* aMatrix is applied to objects with z != 0, the results may be incorrect.
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*
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* Since drawing is to a 2d plane, any 3d transform without perspective
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* can be reduced by dropping the z row and column.
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*/
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bool CanDraw2D(gfxMatrix* aMatrix = nullptr) const;
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/**
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* Converts the matrix to one that doesn't modify the z coordinate of points,
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* but leaves the rest of the transformation unchanged.
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*/
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gfx3DMatrix& ProjectTo2D();
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/**
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* Returns true if the matrix is the identity matrix. The most important
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* property we require is that gfx3DMatrix().IsIdentity() returns true.
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*/
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bool IsIdentity() const;
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/**
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* Pre-multiplication transformation functions:
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*
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* These functions construct a temporary matrix containing
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* a single transformation and pre-multiply it onto the current
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* matrix.
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*/
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/**
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* Add a translation by aPoint to the matrix.
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*
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* This creates this temporary matrix:
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* | 1 0 0 0 |
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* | 0 1 0 0 |
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* | 0 0 1 0 |
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* | aPoint.x aPoint.y aPoint.z 1 |
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*/
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void Translate(const gfxPoint3D& aPoint);
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/**
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* Skew the matrix.
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*
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* This creates this temporary matrix:
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* | 1 tan(aYSkew) 0 0 |
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* | tan(aXSkew) 1 0 0 |
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* | 0 0 1 0 |
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* | 0 0 0 1 |
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*/
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void SkewXY(double aXSkew, double aYSkew);
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void SkewXY(double aSkew);
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void SkewXZ(double aSkew);
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void SkewYZ(double aSkew);
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/**
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* Scale the matrix
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*
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* This creates this temporary matrix:
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* | aX 0 0 0 |
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* | 0 aY 0 0 |
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* | 0 0 aZ 0 |
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* | 0 0 0 1 |
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*/
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void Scale(float aX, float aY, float aZ);
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/**
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* Return the currently set scaling factors.
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*/
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float GetXScale() const { return _11; }
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float GetYScale() const { return _22; }
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float GetZScale() const { return _33; }
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/**
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* Rotate around the X axis..
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*
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* This creates this temporary matrix:
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* | 1 0 0 0 |
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* | 0 cos(aTheta) sin(aTheta) 0 |
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* | 0 -sin(aTheta) cos(aTheta) 0 |
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* | 0 0 0 1 |
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*/
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void RotateX(double aTheta);
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/**
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* Rotate around the Y axis..
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*
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* This creates this temporary matrix:
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* | cos(aTheta) 0 -sin(aTheta) 0 |
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* | 0 1 0 0 |
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* | sin(aTheta) 0 cos(aTheta) 0 |
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* | 0 0 0 1 |
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*/
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void RotateY(double aTheta);
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/**
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* Rotate around the Z axis..
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*
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* This creates this temporary matrix:
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* | cos(aTheta) sin(aTheta) 0 0 |
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* | -sin(aTheta) cos(aTheta) 0 0 |
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* | 0 0 1 0 |
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* | 0 0 0 1 |
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*/
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void RotateZ(double aTheta);
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/**
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* Apply perspective to the matrix.
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*
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* This creates this temporary matrix:
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* | 1 0 0 0 |
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* | 0 1 0 0 |
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* | 0 0 1 -1/aDepth |
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* | 0 0 0 1 |
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*/
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void Perspective(float aDepth);
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/**
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* Pre multiply an existing matrix onto the current
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* matrix
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*/
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void PreMultiply(const gfx3DMatrix& aOther);
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void PreMultiply(const gfxMatrix& aOther);
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/**
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* Post-multiplication transformation functions:
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*
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* These functions construct a temporary matrix containing
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* a single transformation and post-multiply it onto the current
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* matrix.
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*/
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/**
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* Add a translation by aPoint after the matrix.
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* This is functionally equivalent to:
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* matrix * gfx3DMatrix::Translation(aPoint)
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*/
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void TranslatePost(const gfxPoint3D& aPoint);
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void ScalePost(float aX, float aY, float aZ);
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/**
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* Transforms a point according to this matrix.
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*/
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gfxPoint Transform(const gfxPoint& point) const;
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/**
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* Transforms a rectangle according to this matrix
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*/
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gfxRect TransformBounds(const gfxRect& rect) const;
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gfxQuad TransformRect(const gfxRect& aRect) const;
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/**
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* Transforms a 3D vector according to this matrix.
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*/
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gfxPoint3D Transform3D(const gfxPoint3D& point) const;
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gfxPointH3D Transform4D(const gfxPointH3D& aPoint) const;
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gfxPointH3D TransposeTransform4D(const gfxPointH3D& aPoint) const;
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gfxPoint ProjectPoint(const gfxPoint& aPoint) const;
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gfxRect ProjectRectBounds(const gfxRect& aRect) const;
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/**
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* Transforms a point by the inverse of this matrix. In the case of perspective transforms, some screen
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* points have no equivalent in the untransformed plane (if they exist past the vanishing point). To
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* avoid this, we need to specify the bounds of the untransformed plane to restrict the search area.
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*
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* @param aPoint Point to untransform.
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* @param aChildBounds Bounds of the untransformed plane.
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* @param aOut Untransformed point.
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* @return Returns true if a point was found within a ChildBounds, false otherwise.
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*/
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bool UntransformPoint(const gfxPoint& aPoint, const gfxRect& aChildBounds, gfxPoint* aOut) const;
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/**
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* Same as UntransformPoint, but untransforms a rect and returns the bounding rect of the result.
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* Returns an empty rect if the result doesn't intersect aChildBounds.
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*/
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gfxRect UntransformBounds(const gfxRect& aRect, const gfxRect& aChildBounds) const;
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/**
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* Inverts this matrix, if possible. Otherwise, the matrix is left
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* unchanged.
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*/
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gfx3DMatrix Inverse() const;
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gfx3DMatrix& Invert()
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{
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*this = Inverse();
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return *this;
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}
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gfx3DMatrix& Normalize();
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gfxPointH3D TransposedVector(int aIndex) const
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{
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NS_ABORT_IF_FALSE(aIndex >= 0 && aIndex <= 3, "Invalid matrix array index");
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return gfxPointH3D(*((&_11)+aIndex), *((&_21)+aIndex), *((&_31)+aIndex), *((&_41)+aIndex));
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}
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void SetTransposedVector(int aIndex, gfxPointH3D &aVector)
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{
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NS_ABORT_IF_FALSE(aIndex >= 0 && aIndex <= 3, "Invalid matrix array index");
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*((&_11)+aIndex) = aVector.x;
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*((&_21)+aIndex) = aVector.y;
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*((&_31)+aIndex) = aVector.z;
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*((&_41)+aIndex) = aVector.w;
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}
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gfx3DMatrix& Transpose();
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gfx3DMatrix Transposed() const;
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/**
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* Returns a unit vector that is perpendicular to the plane formed
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* by transform the screen plane (z=0) by this matrix.
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*/
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gfxPoint3D GetNormalVector() const;
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/**
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* Returns true if a plane transformed by this matrix will
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* have it's back face visible.
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*/
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bool IsBackfaceVisible() const;
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/**
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* Check if matrix is singular (no inverse exists).
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*/
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bool IsSingular() const;
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/**
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* Create a translation matrix.
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*
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* \param aX Translation on X-axis.
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* \param aY Translation on Y-axis.
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* \param aZ Translation on Z-axis.
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*/
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static gfx3DMatrix Translation(float aX, float aY, float aZ);
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static gfx3DMatrix Translation(const gfxPoint3D& aPoint);
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/**
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* Create a scale matrix. Scales uniformly along all axes.
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*
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* \param aScale Scale factor
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*/
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static gfx3DMatrix ScalingMatrix(float aFactor);
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/**
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* Create a scale matrix.
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*/
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static gfx3DMatrix ScalingMatrix(float aX, float aY, float aZ);
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gfxFloat Determinant() const;
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void NudgeToIntegers(void);
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private:
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gfxFloat Determinant3x3() const;
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gfx3DMatrix Inverse3x3() const;
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gfx3DMatrix Multiply2D(const gfx3DMatrix &aMatrix) const;
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public:
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/** Matrix elements */
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float _11, _12, _13, _14;
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float _21, _22, _23, _24;
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float _31, _32, _33, _34;
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float _41, _42, _43, _44;
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};
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#endif /* GFX_3DMATRIX_H */
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