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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/thebes/gfxMatrix.h | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/thebes/gfxMatrix.h')
-rw-r--r-- | gfx/thebes/gfxMatrix.h | 310 |
1 files changed, 310 insertions, 0 deletions
diff --git a/gfx/thebes/gfxMatrix.h b/gfx/thebes/gfxMatrix.h new file mode 100644 index 000000000..9282a22db --- /dev/null +++ b/gfx/thebes/gfxMatrix.h @@ -0,0 +1,310 @@ +/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- + * This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ + +#ifndef GFX_MATRIX_H +#define GFX_MATRIX_H + +#include "gfxPoint.h" +#include "gfxTypes.h" +#include "gfxRect.h" +#include "mozilla/Attributes.h" +#include "mozilla/gfx/MatrixFwd.h" + +// XX - I don't think this class should use gfxFloat at all, +// but should use 'double' and be called gfxDoubleMatrix; +// we can then typedef that to gfxMatrix where we typedef +// double to be gfxFloat. + +/** + * A matrix that represents an affine transformation. Projective + * transformations are not supported. This matrix looks like: + * + * / a b 0 \ + * | c d 0 | + * \ tx ty 1 / + * + * So, transforming a point (x, y) results in: + * + * / a b 0 \ / a * x + c * y + tx \ T + * (x y 1) * | c d 0 | = | b * x + d * y + ty | + * \ tx ty 1 / \ 1 / + * + */ +class gfxMatrix { +public: + double _11; double _12; + double _21; double _22; + double _31; double _32; + + /** + * Initializes this matrix as the identity matrix. + */ + gfxMatrix() { Reset(); } + + /** + * Initializes the matrix from individual components. See the class + * description for the layout of the matrix. + */ + gfxMatrix(gfxFloat a, gfxFloat b, gfxFloat c, gfxFloat d, gfxFloat tx, gfxFloat ty) : + _11(a), _12(b), + _21(c), _22(d), + _31(tx), _32(ty) { } + + MOZ_ALWAYS_INLINE gfxMatrix Copy() const { + return gfxMatrix(*this); + } + + friend std::ostream& operator<<(std::ostream& stream, const gfxMatrix& m) { + if (m.IsIdentity()) { + return stream << "[identity]"; + } + + return stream << "[" + << m._11 << " " << m._12 + << m._21 << " " << m._22 + << m._31 << " " << m._32 + << "]"; + } + + /** + * Post-multiplies m onto the matrix. + */ + const gfxMatrix& operator *= (const gfxMatrix& m); + + /** + * Multiplies *this with m and returns the result. + */ + gfxMatrix operator * (const gfxMatrix& m) const { + return gfxMatrix(*this) *= m; + } + + /** + * Multiplies *this with aMatrix and returns the result. + */ + mozilla::gfx::Matrix4x4 operator * (const mozilla::gfx::Matrix4x4& aMatrix) const; + + /* Returns true if the other matrix is fuzzy-equal to this matrix. + * Note that this isn't a cheap comparison! + */ + bool operator==(const gfxMatrix& other) const + { + return FuzzyEqual(_11, other._11) && FuzzyEqual(_12, other._12) && + FuzzyEqual(_21, other._21) && FuzzyEqual(_22, other._22) && + FuzzyEqual(_31, other._31) && FuzzyEqual(_32, other._32); + } + + bool operator!=(const gfxMatrix& other) const + { + return !(*this == other); + } + + // matrix operations + /** + * Resets this matrix to the identity matrix. + */ + const gfxMatrix& Reset(); + + bool IsIdentity() const { + return _11 == 1.0 && _12 == 0.0 && + _21 == 0.0 && _22 == 1.0 && + _31 == 0.0 && _32 == 0.0; + } + + /** + * Inverts this matrix, if possible. Otherwise, the matrix is left + * unchanged. + * + * XXX should this do something with the return value of + * cairo_matrix_invert? + */ + bool Invert(); + + /** + * Check if matrix is singular (no inverse exists). + */ + bool IsSingular() const { + // if the determinant (ad - bc) is zero it's singular + return (_11 * _22) == (_12 * _21); + } + + /** + * Scales this matrix. The scale is pre-multiplied onto this matrix, + * i.e. the scaling takes place before the other transformations. + */ + gfxMatrix& Scale(gfxFloat x, gfxFloat y); + + /** + * Translates this matrix. The translation is pre-multiplied onto this matrix, + * i.e. the translation takes place before the other transformations. + */ + gfxMatrix& Translate(const gfxPoint& pt); + + gfxMatrix& Translate(gfxFloat x, gfxFloat y) { + return Translate(gfxPoint(x, y)); + } + + /** + * Rotates this matrix. The rotation is pre-multiplied onto this matrix, + * i.e. the translation takes place after the other transformations. + * + * @param radians Angle in radians. + */ + gfxMatrix& Rotate(gfxFloat radians); + + /** + * Multiplies the current matrix with m. + * This is a pre-multiplication, i.e. the transformations of m are + * applied _before_ the existing transformations. + */ + gfxMatrix& PreMultiply(const gfxMatrix& m); + + static gfxMatrix Translation(gfxFloat aX, gfxFloat aY) + { + return gfxMatrix(1.0, 0.0, 0.0, 1.0, aX, aY); + } + + static gfxMatrix Translation(gfxPoint aPoint) + { + return Translation(aPoint.x, aPoint.y); + } + + static gfxMatrix Rotation(gfxFloat aAngle); + + static gfxMatrix Scaling(gfxFloat aX, gfxFloat aY) + { + return gfxMatrix(aX, 0.0, 0.0, aY, 0.0, 0.0); + } + + /** + * Transforms a point according to this matrix. + */ + gfxPoint Transform(const gfxPoint& point) const; + + + /** + * Transform a distance according to this matrix. This does not apply + * any translation components. + */ + gfxSize Transform(const gfxSize& size) const; + + /** + * Transforms both the point and distance according to this matrix. + */ + gfxRect Transform(const gfxRect& rect) const; + + gfxRect TransformBounds(const gfxRect& rect) const; + + /** + * Returns the translation component of this matrix. + */ + gfxPoint GetTranslation() const { + return gfxPoint(_31, _32); + } + + /** + * Returns true if the matrix is anything other than a straight + * translation by integers. + */ + bool HasNonIntegerTranslation() const { + return HasNonTranslation() || + !FuzzyEqual(_31, floor(_31 + 0.5)) || + !FuzzyEqual(_32, floor(_32 + 0.5)); + } + + /** + * Returns true if the matrix has any transform other + * than a straight translation + */ + bool HasNonTranslation() const { + return !FuzzyEqual(_11, 1.0) || !FuzzyEqual(_22, 1.0) || + !FuzzyEqual(_21, 0.0) || !FuzzyEqual(_12, 0.0); + } + + /** + * Returns true if the matrix only has an integer translation. + */ + bool HasOnlyIntegerTranslation() const { + return !HasNonIntegerTranslation(); + } + + /** + * Returns true if the matrix has any transform other + * than a translation or a -1 y scale (y axis flip) + */ + bool HasNonTranslationOrFlip() const { + return !FuzzyEqual(_11, 1.0) || + (!FuzzyEqual(_22, 1.0) && !FuzzyEqual(_22, -1.0)) || + !FuzzyEqual(_21, 0.0) || !FuzzyEqual(_12, 0.0); + } + + /** + * Returns true if the matrix has any transform other + * than a translation or scale; this is, if there is + * no rotation. + */ + bool HasNonAxisAlignedTransform() const { + return !FuzzyEqual(_21, 0.0) || !FuzzyEqual(_12, 0.0); + } + + /** + * Computes the determinant of this matrix. + */ + double Determinant() const { + return _11*_22 - _12*_21; + } + + /* Computes the scale factors of this matrix; that is, + * the amounts each basis vector is scaled by. + * The xMajor parameter indicates if the larger scale is + * to be assumed to be in the X direction or not. + */ + gfxSize ScaleFactors(bool xMajor) const { + double det = Determinant(); + + if (det == 0.0) + return gfxSize(0.0, 0.0); + + gfxSize sz = xMajor ? gfxSize(1.0, 0.0) : gfxSize(0.0, 1.0); + sz = Transform(sz); + + double major = sqrt(sz.width * sz.width + sz.height * sz.height); + double minor = 0.0; + + // ignore mirroring + if (det < 0.0) + det = - det; + + if (major) + minor = det / major; + + if (xMajor) + return gfxSize(major, minor); + + return gfxSize(minor, major); + } + + /** + * Snap matrix components that are close to integers + * to integers. In particular, components that are integral when + * converted to single precision are set to those integers. + */ + gfxMatrix& NudgeToIntegers(void); + + /** + * Returns true if matrix is multiple of 90 degrees rotation with flipping, + * scaling and translation. + */ + bool PreservesAxisAlignedRectangles() const { + return ((FuzzyEqual(_11, 0.0) && FuzzyEqual(_22, 0.0)) + || (FuzzyEqual(_21, 0.0) && FuzzyEqual(_12, 0.0))); + } + +private: + static bool FuzzyEqual(gfxFloat aV1, gfxFloat aV2) { + return fabs(aV2 - aV1) < 1e-6; + } +}; + +#endif /* GFX_MATRIX_H */ |