/* -*- 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 Oracle 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 ***** */ #include "gfxMatrix.h" #include "gfx3DMatrix.h" #include #include using namespace std; gfx3DMatrix::gfx3DMatrix(void) { _11 = _22 = _33 = _44 = 1.0f; _12 = _13 = _14 = 0.0f; _21 = _23 = _24 = 0.0f; _31 = _32 = _34 = 0.0f; _41 = _42 = _43 = 0.0f; } gfx3DMatrix gfx3DMatrix::operator*(const gfx3DMatrix &aMatrix) const { gfx3DMatrix matrix; matrix._11 = _11 * aMatrix._11 + _12 * aMatrix._21 + _13 * aMatrix._31 + _14 * aMatrix._41; matrix._21 = _21 * aMatrix._11 + _22 * aMatrix._21 + _23 * aMatrix._31 + _24 * aMatrix._41; matrix._31 = _31 * aMatrix._11 + _32 * aMatrix._21 + _33 * aMatrix._31 + _34 * aMatrix._41; matrix._41 = _41 * aMatrix._11 + _42 * aMatrix._21 + _43 * aMatrix._31 + _44 * aMatrix._41; matrix._12 = _11 * aMatrix._12 + _12 * aMatrix._22 + _13 * aMatrix._32 + _14 * aMatrix._42; matrix._22 = _21 * aMatrix._12 + _22 * aMatrix._22 + _23 * aMatrix._32 + _24 * aMatrix._42; matrix._32 = _31 * aMatrix._12 + _32 * aMatrix._22 + _33 * aMatrix._32 + _34 * aMatrix._42; matrix._42 = _41 * aMatrix._12 + _42 * aMatrix._22 + _43 * aMatrix._32 + _44 * aMatrix._42; matrix._13 = _11 * aMatrix._13 + _12 * aMatrix._23 + _13 * aMatrix._33 + _14 * aMatrix._43; matrix._23 = _21 * aMatrix._13 + _22 * aMatrix._23 + _23 * aMatrix._33 + _24 * aMatrix._43; matrix._33 = _31 * aMatrix._13 + _32 * aMatrix._23 + _33 * aMatrix._33 + _34 * aMatrix._43; matrix._43 = _41 * aMatrix._13 + _42 * aMatrix._23 + _43 * aMatrix._33 + _44 * aMatrix._43; matrix._14 = _11 * aMatrix._14 + _12 * aMatrix._24 + _13 * aMatrix._34 + _14 * aMatrix._44; matrix._24 = _21 * aMatrix._14 + _22 * aMatrix._24 + _23 * aMatrix._34 + _24 * aMatrix._44; matrix._34 = _31 * aMatrix._14 + _32 * aMatrix._24 + _33 * aMatrix._34 + _34 * aMatrix._44; matrix._44 = _41 * aMatrix._14 + _42 * aMatrix._24 + _43 * aMatrix._34 + _44 * aMatrix._44; return matrix; } gfx3DMatrix& gfx3DMatrix::operator*=(const gfx3DMatrix &aMatrix) { return *this = *this * aMatrix; } bool gfx3DMatrix::operator==(const gfx3DMatrix& o) const { // XXX would be nice to memcmp here, but that breaks IEEE 754 semantics return _11 == o._11 && _12 == o._12 && _13 == o._13 && _14 == o._14 && _21 == o._21 && _22 == o._22 && _23 == o._23 && _24 == o._24 && _31 == o._31 && _32 == o._32 && _33 == o._33 && _34 == o._34 && _41 == o._41 && _42 == o._42 && _43 == o._43 && _44 == o._44; } gfx3DMatrix& gfx3DMatrix::operator/=(const gfxFloat scalar) { _11 /= scalar; _12 /= scalar; _13 /= scalar; _14 /= scalar; _21 /= scalar; _22 /= scalar; _23 /= scalar; _24 /= scalar; _31 /= scalar; _32 /= scalar; _33 /= scalar; _34 /= scalar; _41 /= scalar; _42 /= scalar; _43 /= scalar; _44 /= scalar; return *this; } gfx3DMatrix gfx3DMatrix::From2D(const gfxMatrix &aMatrix) { gfx3DMatrix matrix; matrix._11 = (float)aMatrix.xx; matrix._12 = (float)aMatrix.yx; matrix._21 = (float)aMatrix.xy; matrix._22 = (float)aMatrix.yy; matrix._41 = (float)aMatrix.x0; matrix._42 = (float)aMatrix.y0; return matrix; } PRBool gfx3DMatrix::IsIdentity() const { return _11 == 1.0f && _12 == 0.0f && _13 == 0.0f && _14 == 0.0f && _21 == 0.0f && _22 == 1.0f && _23 == 0.0f && _24 == 0.0f && _31 == 0.0f && _32 == 0.0f && _33 == 1.0f && _34 == 0.0f && _41 == 0.0f && _42 == 0.0f && _43 == 0.0f && _44 == 1.0f; } gfx3DMatrix gfx3DMatrix::Translation(float aX, float aY, float aZ) { gfx3DMatrix matrix; matrix._41 = aX; matrix._42 = aY; matrix._43 = aZ; return matrix; } gfx3DMatrix gfx3DMatrix::Translation(const gfxPoint3D& aPoint) { gfx3DMatrix matrix; matrix._41 = aPoint.x; matrix._42 = aPoint.y; matrix._43 = aPoint.z; return matrix; } gfx3DMatrix gfx3DMatrix::Scale(float aFactor) { gfx3DMatrix matrix; matrix._11 = matrix._22 = matrix._33 = aFactor; return matrix; } gfx3DMatrix gfx3DMatrix::Scale(float aX, float aY, float aZ) { gfx3DMatrix matrix; matrix._11 = aX; matrix._22 = aY; matrix._33 = aZ; return matrix; } gfxFloat gfx3DMatrix::Determinant() const { return _14 * _23 * _32 * _41 - _13 * _24 * _32 * _41 - _14 * _22 * _33 * _41 + _12 * _24 * _33 * _41 + _13 * _22 * _34 * _41 - _12 * _23 * _34 * _41 - _14 * _23 * _31 * _42 + _13 * _24 * _31 * _42 + _14 * _21 * _33 * _42 - _11 * _24 * _33 * _42 - _13 * _21 * _34 * _42 + _11 * _23 * _34 * _42 + _14 * _22 * _31 * _43 - _12 * _24 * _31 * _43 - _14 * _21 * _32 * _43 + _11 * _24 * _32 * _43 + _12 * _21 * _34 * _43 - _11 * _22 * _34 * _43 - _13 * _22 * _31 * _44 + _12 * _23 * _31 * _44 + _13 * _21 * _32 * _44 - _11 * _23 * _32 * _44 - _12 * _21 * _33 * _44 + _11 * _22 * _33 * _44; } PRBool gfx3DMatrix::IsSingular() const { return Determinant() == 0.0; } gfx3DMatrix& gfx3DMatrix::Invert() { gfxFloat det = Determinant(); if (det == 0.0) { return *this; } gfx3DMatrix temp = *this; _11 = temp._23*temp._34*temp._42 - temp._24*temp._33*temp._42 + temp._24*temp._32*temp._43 - temp._22*temp._34*temp._43 - temp._23*temp._32*temp._44 + temp._22*temp._33*temp._44; _12 = temp._14*temp._33*temp._42 - temp._13*temp._34*temp._42 - temp._14*temp._32*temp._43 + temp._12*temp._34*temp._43 + temp._13*temp._32*temp._44 - temp._12*temp._33*temp._44; _13 = temp._13*temp._24*temp._42 - temp._14*temp._23*temp._42 + temp._14*temp._22*temp._43 - temp._12*temp._24*temp._43 - temp._13*temp._22*temp._44 + temp._12*temp._23*temp._44; _14 = temp._14*temp._23*temp._32 - temp._13*temp._24*temp._32 - temp._14*temp._22*temp._33 + temp._12*temp._24*temp._33 + temp._13*temp._22*temp._34 - temp._12*temp._23*temp._34; _21 = temp._24*temp._33*temp._41 - temp._23*temp._34*temp._41 - temp._24*temp._31*temp._43 + temp._21*temp._34*temp._43 + temp._23*temp._31*temp._44 - temp._21*temp._33*temp._44; _22 = temp._13*temp._34*temp._41 - temp._14*temp._33*temp._41 + temp._14*temp._31*temp._43 - temp._11*temp._34*temp._43 - temp._13*temp._31*temp._44 + temp._11*temp._33*temp._44; _23 = temp._14*temp._23*temp._41 - temp._13*temp._24*temp._41 - temp._14*temp._21*temp._43 + temp._11*temp._24*temp._43 + temp._13*temp._21*temp._44 - temp._11*temp._23*temp._44; _24 = temp._13*temp._24*temp._31 - temp._14*temp._23*temp._31 + temp._14*temp._21*temp._33 - temp._11*temp._24*temp._33 - temp._13*temp._21*temp._34 + temp._11*temp._23*temp._34; _31 = temp._22*temp._34*temp._41 - temp._24*temp._32*temp._41 + temp._24*temp._31*temp._42 - temp._21*temp._34*temp._42 - temp._22*temp._31*temp._44 + temp._21*temp._32*temp._44; _32 = temp._14*temp._32*temp._41 - temp._12*temp._34*temp._41 - temp._14*temp._31*temp._42 + temp._11*temp._34*temp._42 + temp._12*temp._31*temp._44 - temp._11*temp._32*temp._44; _33 = temp._12*temp._24*temp._41 - temp._14*temp._22*temp._41 + temp._14*temp._21*temp._42 - temp._11*temp._24*temp._42 - temp._12*temp._21*temp._44 + temp._11*temp._22*temp._44; _34 = temp._14*temp._22*temp._31 - temp._12*temp._24*temp._31 - temp._14*temp._21*temp._32 + temp._11*temp._24*temp._32 + temp._12*temp._21*temp._34 - temp._11*temp._22*temp._34; _41 = temp._23*temp._32*temp._41 - temp._22*temp._33*temp._41 - temp._23*temp._31*temp._42 + temp._21*temp._33*temp._42 + temp._22*temp._31*temp._43 - temp._21*temp._32*temp._43; _42 = temp._12*temp._33*temp._41 - temp._13*temp._32*temp._41 + temp._13*temp._31*temp._42 - temp._11*temp._33*temp._42 - temp._12*temp._31*temp._43 + temp._11*temp._32*temp._43; _43 = temp._13*temp._22*temp._41 - temp._12*temp._23*temp._41 - temp._13*temp._21*temp._42 + temp._11*temp._23*temp._42 + temp._12*temp._21*temp._43 - temp._11*temp._22*temp._43; _44 = temp._12*temp._23*temp._31 - temp._13*temp._22*temp._31 + temp._13*temp._21*temp._32 - temp._11*temp._23*temp._32 - temp._12*temp._21*temp._33 + temp._11*temp._22*temp._33; *this /= det; return *this; } gfxPoint gfx3DMatrix::Transform(const gfxPoint& point) const { gfxPoint3D vec3d(point.x, point.y, 0); vec3d = Transform3D(vec3d); return gfxPoint(vec3d.x, vec3d.y); } gfxPoint3D gfx3DMatrix::Transform3D(const gfxPoint3D& point) const { gfxFloat x = point.x * _11 + point.y * _21 + point.z * _31 + _41; gfxFloat y = point.x * _12 + point.y * _22 + point.z * _32 + _42; gfxFloat z = point.x * _13 + point.y * _23 + point.z * _33 + _43; gfxFloat w = point.x * _14 + point.y * _24 + point.z * _34 + _44; x /= w; y /= w; z /= w; return gfxPoint3D(x, y, z); } gfxRect gfx3DMatrix::TransformBounds(const gfxRect& rect) const { gfxPoint points[4]; points[0] = Transform(rect.TopLeft()); points[1] = Transform(gfxPoint(rect.X() + rect.Width(), rect.Y())); points[2] = Transform(gfxPoint(rect.X(), rect.Y() + rect.Height())); points[3] = Transform(gfxPoint(rect.X() + rect.Width(), rect.Y() + rect.Height())); gfxFloat min_x, max_x; gfxFloat min_y, max_y; min_x = max_x = points[0].x; min_y = max_y = points[0].y; for (int i=1; i<4; i++) { min_x = min(points[i].x, min_x); max_x = max(points[i].x, max_x); min_y = min(points[i].y, min_y); max_y = max(points[i].y, max_y); } return gfxRect(min_x, min_y, max_x - min_x, max_y - min_y); } PRBool gfx3DMatrix::Is2D(gfxMatrix* aMatrix) const { if (_13 != 0.0f || _14 != 0.0f || _23 != 0.0f || _24 != 0.0f || _31 != 0.0f || _32 != 0.0f || _33 != 1.0f || _34 != 0.0f || _43 != 0.0f || _44 != 1.0f) { return PR_FALSE; } if (aMatrix) { aMatrix->xx = _11; aMatrix->yx = _12; aMatrix->xy = _21; aMatrix->yy = _22; aMatrix->x0 = _41; aMatrix->y0 = _42; } return PR_TRUE; } gfxPoint gfx3DMatrix::ProjectPoint(const gfxPoint& aPoint) const { // Define a ray of the form P + Ut where t is a real number // w is assumed to always be 1 when transforming 3d points with our // 4x4 matrix. // p is our click point, q is another point on the same ray. // // Note: since the transformation is a general projective transformation and is not // necessarily affine, we can't just take a unit vector u, back-transform it, and use // it as unit vector on the back-transformed ray. Instead, we really must take two points // on the ray and back-transform them. gfxPoint3D p(aPoint.x, aPoint.y, 0); gfxPoint3D q(aPoint.x, aPoint.y, 1); // Back transform the vectors (using w = 1) and normalize // back into 3d vectors by dividing by the w component. gfxPoint3D pback = Transform3D(p); gfxPoint3D qback = Transform3D(q); gfxPoint3D uback = qback - pback; // Find the point where the back transformed line intersects z=0 // and find t. float t = -pback.z / uback.z; gfxPoint result(pback.x + t*uback.x, pback.y + t*uback.y); return result; } gfxRect gfx3DMatrix::ProjectRectBounds(const gfxRect& aRect) const { gfxPoint points[4]; points[0] = ProjectPoint(aRect.TopLeft()); points[1] = ProjectPoint(gfxPoint(aRect.X() + aRect.Width(), aRect.Y())); points[2] = ProjectPoint(gfxPoint(aRect.X(), aRect.Y() + aRect.Height())); points[3] = ProjectPoint(gfxPoint(aRect.X() + aRect.Width(), aRect.Y() + aRect.Height())); gfxFloat min_x, max_x; gfxFloat min_y, max_y; min_x = max_x = points[0].x; min_y = max_y = points[0].y; for (int i=1; i<4; i++) { min_x = min(points[i].x, min_x); max_x = max(points[i].x, max_x); min_y = min(points[i].y, min_y); max_y = max(points[i].y, max_y); } return gfxRect(min_x, min_y, max_x - min_x, max_y - min_y); } gfxPoint3D gfx3DMatrix::GetNormalVector() const { // Define a plane in transformed space as the transformations // of 3 points on the z=0 screen plane. gfxPoint3D a = Transform3D(gfxPoint3D(0, 0, 0)); gfxPoint3D b = Transform3D(gfxPoint3D(0, 1, 0)); gfxPoint3D c = Transform3D(gfxPoint3D(1, 0, 0)); // Convert to two vectors on the surface of the plane. gfxPoint3D ab = b - a; gfxPoint3D ac = c - a; return ac.CrossProduct(ab); }