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175 lines
4.0 KiB
C++
175 lines
4.0 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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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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GFX2D_API static Matrix Rotation(Float aAngle);
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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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/* 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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/* 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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GFX2D_API void NudgeToIntegers();
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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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}
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}
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#endif /* MOZILLA_GFX_MATRIX_H_ */
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