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183 lines
5.1 KiB
C++
183 lines
5.1 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Oracle Corporation.
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* Portions created by the Initial Developer are Copyright (C) 2005
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Bas Schouten <bschouten@mozilla.com>
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* Matt Woodrow <mwoodrow@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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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 <gfxPoint3D.h>
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#include <gfxMatrix.h>
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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 THEBES_API gfx3DMatrix
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{
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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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/**
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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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/**
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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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/**
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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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PRBool Is2D(gfxMatrix* aMatrix = nsnull) const;
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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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PRBool IsIdentity() const;
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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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/**
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* Transforms a 3D vector according to this matrix.
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*/
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gfxPoint3D Transform3D(const gfxPoint3D& point) const;
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gfxPoint ProjectPoint(const gfxPoint& aPoint) const;
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gfxRect ProjectRectBounds(const gfxRect& aRect) 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& Invert();
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inline gfx3DMatrix Inverse() const
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{
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gfx3DMatrix temp = *this;
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temp.Invert();
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return temp;
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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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gfxPoint3D GetNormalVector() 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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PRBool 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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/**
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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 Scale(float aFactor);
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/**
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* Create a scale matrix.
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*/
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static gfx3DMatrix Scale(float aX, float aY, float aZ);
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private:
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gfxFloat Determinant() 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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