gecko-dev/gfx/thebes/gfx3DMatrix.cpp

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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 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 <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"),
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* ***** END LICENSE BLOCK ***** */
#include "gfxMatrix.h"
#include "gfx3DMatrix.h"
#include <math.h>
#include <algorithm>
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);
}