/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- * ***** BEGIN LICENSE BLOCK ***** * Version: MPL 1.1/GPL 2.0/LGPL 2.1 * * The contents of this file are subject to the Mozilla Public License Version * 1.1 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * Software distributed under the License is distributed on an "AS IS" basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License * for the specific language governing rights and limitations under the * License. * * The Original Code is Mozilla Corporation code. * * The Initial Developer of the Original Code is Oracle Corporation. * Portions created by the Initial Developer are Copyright (C) 2005 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Bas Schouten * Matt Woodrow * * Alternatively, the contents of this file may be used under the terms of * either the GNU General Public License Version 2 or later (the "GPL"), or * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"), * in which case the provisions of the GPL or the LGPL are applicable instead * of those above. If you wish to allow use of your version of this file only * under the terms of either the GPL or the LGPL, and not to allow others to * use your version of this file under the terms of the MPL, indicate your * decision by deleting the provisions above and replace them with the notice * and other provisions required by the GPL or the LGPL. If you do not delete * the provisions above, a recipient may use your version of this file under * the terms of any one of the MPL, the GPL or the LGPL. * * ***** END LICENSE BLOCK ***** */ #ifndef GFX_3DMATRIX_H #define GFX_3DMATRIX_H #include #include #include /** * This class represents a 3D transformation. The matrix is laid * out as follows: * * _11 _12 _13 _14 * _21 _22 _23 _24 * _31 _32 _33 _34 * _41 _42 _43 _44 * * This matrix is treated as row-major. Assuming we consider our vectors row * vectors, this matrix type will be identical in memory to the OpenGL and D3D * matrices. OpenGL matrices are column-major, however OpenGL also treats * vectors as column vectors, the double transposition makes everything work * out nicely. */ class THEBES_API gfx3DMatrix { public: /** * Create matrix. */ gfx3DMatrix(void); /** * Matrix multiplication. */ gfx3DMatrix operator*(const gfx3DMatrix &aMatrix) const; gfx3DMatrix& operator*=(const gfx3DMatrix &aMatrix); /** * Return true if this matrix and |aMatrix| are the same matrix. */ bool operator==(const gfx3DMatrix& aMatrix) const; /** * Divide all values in the matrix by a scalar value */ gfx3DMatrix& operator/=(gfxFloat scalar); /** * Create a 3D matrix from a gfxMatrix 2D affine transformation. * * \param aMatrix gfxMatrix 2D affine transformation. */ static gfx3DMatrix From2D(const gfxMatrix &aMatrix); /** * Returns true if the matrix is isomorphic to a 2D affine transformation * (i.e. as obtained by From2D). If it is, optionally returns the 2D * matrix in aMatrix. */ PRBool Is2D(gfxMatrix* aMatrix = nsnull) const; /** * Returns true if the matrix is the identity matrix. The most important * property we require is that gfx3DMatrix().IsIdentity() returns true. */ PRBool IsIdentity() const; /** * Transforms a point according to this matrix. */ gfxPoint Transform(const gfxPoint& point) const; /** * Transforms a rectangle according to this matrix */ gfxRect TransformBounds(const gfxRect& rect) const; /** * Transforms a 3D vector according to this matrix. */ gfxPoint3D Transform3D(const gfxPoint3D& point) const; gfxPoint ProjectPoint(const gfxPoint& aPoint) const; gfxRect ProjectRectBounds(const gfxRect& aRect) const; /** * Inverts this matrix, if possible. Otherwise, the matrix is left * unchanged. */ gfx3DMatrix& Invert(); inline gfx3DMatrix Inverse() const { gfx3DMatrix temp = *this; temp.Invert(); return temp; } /** * Returns a unit vector that is perpendicular to the plane formed * by transform the screen plane (z=0) by this matrix. */ gfxPoint3D GetNormalVector() const; /** * Check if matrix is singular (no inverse exists). */ PRBool IsSingular() const; /** * Create a translation matrix. * * \param aX Translation on X-axis. * \param aY Translation on Y-axis. * \param aZ Translation on Z-axis. */ static gfx3DMatrix Translation(float aX, float aY, float aZ); static gfx3DMatrix Translation(const gfxPoint3D& aPoint); /** * Create a scale matrix. Scales uniformly along all axes. * * \param aScale Scale factor */ static gfx3DMatrix Scale(float aFactor); /** * Create a scale matrix. */ static gfx3DMatrix Scale(float aX, float aY, float aZ); private: gfxFloat Determinant() const; public: /** Matrix elements */ float _11, _12, _13, _14; float _21, _22, _23, _24; float _31, _32, _33, _34; float _41, _42, _43, _44; }; #endif /* GFX_3DMATRIX_H */