gecko/gfx/thebes/gfx3DMatrix.h

183 lines
5.1 KiB
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/* -*- 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 <bschouten@mozilla.com>
* Matt Woodrow <mwoodrow@mozilla.com>
*
* 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 <gfxTypes.h>
#include <gfxPoint3D.h>
#include <gfxMatrix.h>
/**
* 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);
/**
* 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 */