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538 lines
14 KiB
C++
538 lines
14 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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#ifndef MOZILLA_GFX_MATRIX_H_
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#define MOZILLA_GFX_MATRIX_H_
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#include "Types.h"
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#include "Rect.h"
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#include "Point.h"
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#include <math.h>
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namespace mozilla {
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namespace gfx {
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class Matrix
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{
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public:
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Matrix()
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: _11(1.0f), _12(0)
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, _21(0), _22(1.0f)
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, _31(0), _32(0)
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{}
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Matrix(Float a11, Float a12, Float a21, Float a22, Float a31, Float a32)
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: _11(a11), _12(a12)
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, _21(a21), _22(a22)
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, _31(a31), _32(a32)
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{}
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Float _11, _12;
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Float _21, _22;
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Float _31, _32;
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Point operator *(const Point &aPoint) const
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{
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Point retPoint;
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retPoint.x = aPoint.x * _11 + aPoint.y * _21 + _31;
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retPoint.y = aPoint.x * _12 + aPoint.y * _22 + _32;
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return retPoint;
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}
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Size operator *(const Size &aSize) const
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{
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Size retSize;
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retSize.width = aSize.width * _11 + aSize.height * _21;
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retSize.height = aSize.width * _12 + aSize.height * _22;
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return retSize;
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}
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GFX2D_API Rect TransformBounds(const Rect& rect) const;
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// Apply a scale to this matrix. This scale will be applied -before- the
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// existing transformation of the matrix.
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Matrix &Scale(Float aX, Float aY)
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{
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_11 *= aX;
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_12 *= aX;
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_21 *= aY;
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_22 *= aY;
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return *this;
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}
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Matrix &Translate(Float aX, Float aY)
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{
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_31 += _11 * aX + _21 * aY;
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_32 += _12 * aX + _22 * aY;
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return *this;
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}
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Matrix &Rotate(Float aAngle)
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{
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return *this = Matrix::Rotation(aAngle) * *this;
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}
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bool Invert()
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{
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// Compute co-factors.
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Float A = _22;
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Float B = -_21;
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Float C = _21 * _32 - _22 * _31;
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Float D = -_12;
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Float E = _11;
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Float F = _31 * _12 - _11 * _32;
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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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Float inv_det = 1 / det;
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_11 = inv_det * A;
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_12 = inv_det * D;
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_21 = inv_det * B;
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_22 = inv_det * E;
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_31 = inv_det * C;
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_32 = inv_det * F;
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return true;
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}
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Float Determinant() const
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{
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return _11 * _22 - _12 * _21;
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}
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static Matrix Translation(Float aX, Float aY)
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{
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return Matrix(1.0f, 0.0f, 0.0f, 1.0f, aX, aY);
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}
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static Matrix Translation(Point aPoint)
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{
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return Translation(aPoint.x, aPoint.y);
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}
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GFX2D_API static Matrix Rotation(Float aAngle);
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static Matrix Scaling(Float aX, Float aY)
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{
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return Matrix(aX, 0.0f, 0.0f, aY, 0.0f, 0.0f);
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}
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Matrix operator*(const Matrix &aMatrix) const
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{
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Matrix resultMatrix;
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resultMatrix._11 = this->_11 * aMatrix._11 + this->_12 * aMatrix._21;
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resultMatrix._12 = this->_11 * aMatrix._12 + this->_12 * aMatrix._22;
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resultMatrix._21 = this->_21 * aMatrix._11 + this->_22 * aMatrix._21;
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resultMatrix._22 = this->_21 * aMatrix._12 + this->_22 * aMatrix._22;
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resultMatrix._31 = this->_31 * aMatrix._11 + this->_32 * aMatrix._21 + aMatrix._31;
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resultMatrix._32 = this->_31 * aMatrix._12 + this->_32 * aMatrix._22 + aMatrix._32;
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return resultMatrix;
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}
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Matrix& operator*=(const Matrix &aMatrix)
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{
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Matrix resultMatrix = *this * aMatrix;
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return *this = resultMatrix;
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}
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/* Returns true if the other matrix is fuzzy-equal to this matrix.
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* Note that this isn't a cheap comparison!
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*/
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bool operator==(const Matrix& other) const
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{
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return FuzzyEqual(_11, other._11) && FuzzyEqual(_12, other._12) &&
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FuzzyEqual(_21, other._21) && FuzzyEqual(_22, other._22) &&
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FuzzyEqual(_31, other._31) && FuzzyEqual(_32, other._32);
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}
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bool operator!=(const Matrix& other) const
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{
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return !(*this == other);
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}
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/* Returns true if the matrix is a rectilinear transformation (i.e.
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* grid-aligned rectangles are transformed to grid-aligned rectangles)
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*/
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bool IsRectilinear() const {
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if (FuzzyEqual(_12, 0) && FuzzyEqual(_21, 0)) {
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return true;
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} else if (FuzzyEqual(_22, 0) && FuzzyEqual(_11, 0)) {
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return true;
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}
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return false;
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}
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/**
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* Returns true if the matrix is anything other than a straight
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* translation by integers.
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*/
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bool HasNonIntegerTranslation() const {
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return HasNonTranslation() ||
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!FuzzyEqual(_31, floor(_31 + 0.5)) ||
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!FuzzyEqual(_32, floor(_32 + 0.5));
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}
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/**
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* Returns true if the matrix has any transform other
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* than a straight translation.
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*/
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bool HasNonTranslation() const {
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return !FuzzyEqual(_11, 1.0) || !FuzzyEqual(_22, 1.0) ||
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!FuzzyEqual(_12, 0.0) || !FuzzyEqual(_21, 0.0);
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}
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/* Returns true if the matrix is an identity matrix.
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*/
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bool IsIdentity() const
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{
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return _11 == 1.0f && _12 == 0.0f &&
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_21 == 0.0f && _22 == 1.0f &&
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_31 == 0.0f && _32 == 0.0f;
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}
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/* Returns true if the matrix is singular.
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*/
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bool IsSingular() const
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{
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return Determinant() == 0;
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}
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GFX2D_API void NudgeToIntegers();
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bool IsTranslation() const
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{
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return FuzzyEqual(_11, 1.0f) && FuzzyEqual(_12, 0.0f) &&
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FuzzyEqual(_21, 0.0f) && FuzzyEqual(_22, 1.0f);
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}
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bool IsIntegerTranslation() const
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{
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return IsTranslation() &&
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FuzzyEqual(_31, floorf(_31 + 0.5f)) &&
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FuzzyEqual(_32, floorf(_32 + 0.5f));
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}
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Point GetTranslation() const {
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return Point(_31, _32);
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}
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/**
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* Returns true if matrix is multiple of 90 degrees rotation with flipping,
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* scaling and translation.
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*/
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bool PreservesAxisAlignedRectangles() const {
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return ((FuzzyEqual(_11, 0.0) && FuzzyEqual(_22, 0.0))
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|| (FuzzyEqual(_12, 0.0) && FuzzyEqual(_21, 0.0)));
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}
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/**
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* Returns true if the matrix has any transform other
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* than a translation or scale; this is, if there is
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* no rotation.
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*/
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bool HasNonAxisAlignedTransform() const {
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return !FuzzyEqual(_21, 0.0) || !FuzzyEqual(_12, 0.0);
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}
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/**
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* Returns true if the matrix has non-integer scale
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*/
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bool HasNonIntegerScale() const {
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return !FuzzyEqual(_11, floor(_11 + 0.5)) ||
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!FuzzyEqual(_22, floor(_22 + 0.5));
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}
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private:
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static bool FuzzyEqual(Float aV1, Float aV2) {
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// XXX - Check if fabs does the smart thing and just negates the sign bit.
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return fabs(aV2 - aV1) < 1e-6;
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}
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};
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class Matrix4x4
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{
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public:
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Matrix4x4()
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: _11(1.0f), _12(0.0f), _13(0.0f), _14(0.0f)
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, _21(0.0f), _22(1.0f), _23(0.0f), _24(0.0f)
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, _31(0.0f), _32(0.0f), _33(1.0f), _34(0.0f)
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, _41(0.0f), _42(0.0f), _43(0.0f), _44(1.0f)
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{}
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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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* Returns true if the matrix is isomorphic to a 2D affine transformation.
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*/
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bool Is2D() const
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{
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if (_13 != 0.0f || _14 != 0.0f ||
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_23 != 0.0f || _24 != 0.0f ||
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_31 != 0.0f || _32 != 0.0f || _33 != 1.0f || _34 != 0.0f ||
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_43 != 0.0f || _44 != 1.0f) {
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return false;
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}
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return true;
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}
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bool Is2D(Matrix* aMatrix) const {
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if (!Is2D()) {
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return false;
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}
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if (aMatrix) {
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aMatrix->_11 = _11;
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aMatrix->_12 = _12;
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aMatrix->_21 = _21;
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aMatrix->_22 = _22;
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aMatrix->_31 = _41;
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aMatrix->_32 = _42;
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}
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return true;
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}
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Matrix As2D() const
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{
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MOZ_ASSERT(Is2D(), "Matrix is not a 2D affine transform");
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return Matrix(_11, _12, _21, _22, _41, _42);
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}
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bool CanDraw2D(Matrix* aMatrix = nullptr) const {
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if (_14 != 0.0f ||
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_24 != 0.0f ||
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_44 != 1.0f) {
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return false;
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}
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if (aMatrix) {
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aMatrix->_11 = _11;
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aMatrix->_12 = _12;
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aMatrix->_21 = _21;
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aMatrix->_22 = _22;
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aMatrix->_31 = _41;
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aMatrix->_32 = _42;
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}
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return true;
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}
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Matrix4x4& ProjectTo2D() {
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_31 = 0.0f;
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_32 = 0.0f;
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_13 = 0.0f;
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_23 = 0.0f;
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_33 = 1.0f;
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_43 = 0.0f;
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_34 = 0.0f;
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return *this;
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}
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static Matrix4x4 From2D(const Matrix &aMatrix) {
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Matrix4x4 matrix;
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matrix._11 = aMatrix._11;
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matrix._12 = aMatrix._12;
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matrix._21 = aMatrix._21;
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matrix._22 = aMatrix._22;
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matrix._41 = aMatrix._31;
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matrix._42 = aMatrix._32;
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return matrix;
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}
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bool Is2DIntegerTranslation() const
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{
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return Is2D() && As2D().IsIntegerTranslation();
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}
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Point4D operator *(const Point4D& aPoint) const
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{
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Point4D retPoint;
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retPoint.x = aPoint.x * _11 + aPoint.y * _21 + aPoint.z * _31 + _41;
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retPoint.y = aPoint.x * _12 + aPoint.y * _22 + aPoint.z * _32 + _42;
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retPoint.z = aPoint.x * _13 + aPoint.y * _23 + aPoint.z * _33 + _43;
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retPoint.w = aPoint.x * _14 + aPoint.y * _24 + aPoint.z * _34 + _44;
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return retPoint;
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}
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Point3D operator *(const Point3D& aPoint) const
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{
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Point4D temp(aPoint.x, aPoint.y, aPoint.z, 1);
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temp = *this * temp;
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temp /= temp.w;
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return Point3D(temp.x, temp.y, temp.z);
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}
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Point operator *(const Point &aPoint) const
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{
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Point4D temp(aPoint.x, aPoint.y, 0, 1);
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temp = *this * temp;
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temp /= temp.w;
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return Point(temp.x, temp.y);
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}
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GFX2D_API Rect TransformBounds(const Rect& rect) const;
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// Apply a scale to this matrix. This scale will be applied -before- the
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// existing transformation of the matrix.
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Matrix4x4 &Scale(Float aX, Float aY, Float aZ)
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{
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_11 *= aX;
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_12 *= aX;
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_13 *= aX;
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_21 *= aY;
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_22 *= aY;
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_23 *= aY;
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_31 *= aZ;
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_32 *= aZ;
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_33 *= aZ;
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return *this;
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}
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Matrix4x4 &Translate(Float aX, Float aY, Float aZ)
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{
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_41 += aX * _11 + aY * _21 + aZ * _31;
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_42 += aX * _12 + aY * _22 + aZ * _32;
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_43 += aX * _13 + aY * _23 + aZ * _33;
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_44 += aX * _14 + aY * _24 + aZ * _34;
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return *this;
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}
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bool operator==(const Matrix4x4& o) const
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{
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// XXX would be nice to memcmp here, but that breaks IEEE 754 semantics
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return _11 == o._11 && _12 == o._12 && _13 == o._13 && _14 == o._14 &&
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_21 == o._21 && _22 == o._22 && _23 == o._23 && _24 == o._24 &&
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_31 == o._31 && _32 == o._32 && _33 == o._33 && _34 == o._34 &&
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_41 == o._41 && _42 == o._42 && _43 == o._43 && _44 == o._44;
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}
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bool operator!=(const Matrix4x4& o) const
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{
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return !((*this) == o);
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}
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Matrix4x4 operator*(const Matrix4x4 &aMatrix) const
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{
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Matrix4x4 matrix;
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matrix._11 = _11 * aMatrix._11 + _12 * aMatrix._21 + _13 * aMatrix._31 + _14 * aMatrix._41;
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matrix._21 = _21 * aMatrix._11 + _22 * aMatrix._21 + _23 * aMatrix._31 + _24 * aMatrix._41;
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matrix._31 = _31 * aMatrix._11 + _32 * aMatrix._21 + _33 * aMatrix._31 + _34 * aMatrix._41;
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matrix._41 = _41 * aMatrix._11 + _42 * aMatrix._21 + _43 * aMatrix._31 + _44 * aMatrix._41;
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matrix._12 = _11 * aMatrix._12 + _12 * aMatrix._22 + _13 * aMatrix._32 + _14 * aMatrix._42;
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matrix._22 = _21 * aMatrix._12 + _22 * aMatrix._22 + _23 * aMatrix._32 + _24 * aMatrix._42;
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matrix._32 = _31 * aMatrix._12 + _32 * aMatrix._22 + _33 * aMatrix._32 + _34 * aMatrix._42;
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matrix._42 = _41 * aMatrix._12 + _42 * aMatrix._22 + _43 * aMatrix._32 + _44 * aMatrix._42;
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matrix._13 = _11 * aMatrix._13 + _12 * aMatrix._23 + _13 * aMatrix._33 + _14 * aMatrix._43;
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matrix._23 = _21 * aMatrix._13 + _22 * aMatrix._23 + _23 * aMatrix._33 + _24 * aMatrix._43;
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matrix._33 = _31 * aMatrix._13 + _32 * aMatrix._23 + _33 * aMatrix._33 + _34 * aMatrix._43;
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matrix._43 = _41 * aMatrix._13 + _42 * aMatrix._23 + _43 * aMatrix._33 + _44 * aMatrix._43;
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matrix._14 = _11 * aMatrix._14 + _12 * aMatrix._24 + _13 * aMatrix._34 + _14 * aMatrix._44;
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matrix._24 = _21 * aMatrix._14 + _22 * aMatrix._24 + _23 * aMatrix._34 + _24 * aMatrix._44;
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matrix._34 = _31 * aMatrix._14 + _32 * aMatrix._24 + _33 * aMatrix._34 + _34 * aMatrix._44;
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matrix._44 = _41 * aMatrix._14 + _42 * aMatrix._24 + _43 * aMatrix._34 + _44 * aMatrix._44;
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return matrix;
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}
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/* Returns true if the matrix is an identity matrix.
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*/
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bool IsIdentity() const
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{
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return _11 == 1.0f && _12 == 0.0f && _13 == 0.0f && _14 == 0.0f &&
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_21 == 0.0f && _22 == 1.0f && _23 == 0.0f && _24 == 0.0f &&
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_31 == 0.0f && _32 == 0.0f && _33 == 1.0f && _34 == 0.0f &&
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_41 == 0.0f && _42 == 0.0f && _43 == 0.0f && _44 == 1.0f;
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}
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bool IsSingular() const
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{
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return Determinant() == 0.0;
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}
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Float Determinant() const
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{
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return _14 * _23 * _32 * _41
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- _13 * _24 * _32 * _41
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- _14 * _22 * _33 * _41
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+ _12 * _24 * _33 * _41
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+ _13 * _22 * _34 * _41
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- _12 * _23 * _34 * _41
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- _14 * _23 * _31 * _42
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+ _13 * _24 * _31 * _42
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+ _14 * _21 * _33 * _42
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- _11 * _24 * _33 * _42
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- _13 * _21 * _34 * _42
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+ _11 * _23 * _34 * _42
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+ _14 * _22 * _31 * _43
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- _12 * _24 * _31 * _43
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- _14 * _21 * _32 * _43
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+ _11 * _24 * _32 * _43
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+ _12 * _21 * _34 * _43
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- _11 * _22 * _34 * _43
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- _13 * _22 * _31 * _44
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+ _12 * _23 * _31 * _44
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+ _13 * _21 * _32 * _44
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- _11 * _23 * _32 * _44
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- _12 * _21 * _33 * _44
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+ _11 * _22 * _33 * _44;
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}
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};
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class Matrix5x4
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{
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public:
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Matrix5x4()
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: _11(1.0f), _12(0), _13(0), _14(0)
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, _21(0), _22(1.0f), _23(0), _24(0)
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, _31(0), _32(0), _33(1.0f), _34(0)
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, _41(0), _42(0), _43(0), _44(1.0f)
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, _51(0), _52(0), _53(0), _54(0)
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{}
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Matrix5x4(Float a11, Float a12, Float a13, Float a14,
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Float a21, Float a22, Float a23, Float a24,
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Float a31, Float a32, Float a33, Float a34,
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Float a41, Float a42, Float a43, Float a44,
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Float a51, Float a52, Float a53, Float a54)
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: _11(a11), _12(a12), _13(a13), _14(a14)
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, _21(a21), _22(a22), _23(a23), _24(a24)
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, _31(a31), _32(a32), _33(a33), _34(a34)
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, _41(a41), _42(a42), _43(a43), _44(a44)
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, _51(a51), _52(a52), _53(a53), _54(a54)
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{}
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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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Float _51, _52, _53, _54;
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};
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|
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}
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}
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#endif /* MOZILLA_GFX_MATRIX_H_ */
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