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6ee3666899
--HG-- extra : rebase_source : 488e401ff87e31a2074c4108c4df0572d9536667
358 lines
9.5 KiB
C++
358 lines
9.5 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 "mozilla/gfx/Point.h"
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#include <gfxQuad.h>
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class 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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typedef mozilla::gfx::Point3D Point3D;
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typedef mozilla::gfx::Point4D Point4D;
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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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friend std::ostream& operator<<(std::ostream& stream, const gfx3DMatrix& m) {
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if (m.IsIdentity()) {
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return stream << "[ I ]";
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}
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if (m.Is2D()) {
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return stream << "["
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<< m._11 << " " << m._12 << "; "
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<< m._21 << " " << m._22 << "; "
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<< m._41 << " " << m._42
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<< "]";
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}
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return stream << "["
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<< m._11 << " " << m._12 << " " << m._13 << " " << m._14 << "; "
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<< m._21 << " " << m._22 << " " << m._23 << " " << m._24 << "; "
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<< m._31 << " " << m._32 << " " << m._33 << " " << m._34 << "; "
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<< m._41 << " " << m._42 << " " << m._43 << " " << m._44
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<< "]";
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}
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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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Point4D& operator[](int aIndex)
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{
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MOZ_ASSERT(aIndex >= 0 && aIndex <= 3, "Invalid matrix array index");
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return *reinterpret_cast<Point4D*>((&_11)+4*aIndex);
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}
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const Point4D& operator[](int aIndex) const
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{
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MOZ_ASSERT(aIndex >= 0 && aIndex <= 3, "Invalid matrix array index");
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return *reinterpret_cast<const Point4D*>((&_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 Point3D& 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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/**
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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 Point3D& aPoint);
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void ScalePost(float aX, float aY, float aZ);
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/**
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* Let T be the transformation matrix translating points in the coordinate
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* space with origin aOrigin to the coordinate space used by this matrix.
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* If this matrix is M, this function changes it to be (T-1)MT, the matrix
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* that's equivalent to M but in the coordinate space that treats aOrigin
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* as the origin.
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*
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* @param aOrigin The origin to translate to
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* @return The modified matrix
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*/
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void ChangeBasis(const Point3D& aOrigin);
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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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Point3D Transform3D(const Point3D& point) const;
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Point4D Transform4D(const Point4D& aPoint) const;
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/**
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* Given a point (x,y) find a value for z such that (x,y,z,1) transforms
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* into (x',y',0,w') and returns the latter.
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*/
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Point4D ProjectPoint(const gfxPoint& aPoint) 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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/**
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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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Point3D 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 Point3D& 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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void NudgeToIntegersFixedEpsilon();
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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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