зеркало из https://github.com/mozilla/pjs.git
827 строки
22 KiB
C++
827 строки
22 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 Oracle 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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#include "gfxMatrix.h"
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#include "gfx3DMatrix.h"
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#include <math.h>
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#include <algorithm>
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using namespace std;
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/* Force small values to zero. We do this to avoid having sin(360deg)
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* evaluate to a tiny but nonzero value.
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*/
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static double FlushToZero(double aVal)
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{
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if (-FLT_EPSILON < aVal && aVal < FLT_EPSILON)
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return 0.0f;
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else
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return aVal;
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}
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/* Computes tan(aTheta). For values of aTheta such that tan(aTheta) is
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* undefined or very large, SafeTangent returns a manageably large value
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* of the correct sign.
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*/
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static double SafeTangent(double aTheta)
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{
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const double kEpsilon = 0.0001;
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/* tan(theta) = sin(theta)/cos(theta); problems arise when
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* cos(theta) is too close to zero. Limit cos(theta) to the
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* range [-1, -epsilon] U [epsilon, 1].
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*/
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double sinTheta = sin(aTheta);
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double cosTheta = cos(aTheta);
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if (cosTheta >= 0 && cosTheta < kEpsilon)
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cosTheta = kEpsilon;
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else if (cosTheta < 0 && cosTheta >= -kEpsilon)
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cosTheta = -kEpsilon;
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return FlushToZero(sinTheta / cosTheta);
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}
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gfx3DMatrix::gfx3DMatrix(void)
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{
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_11 = _22 = _33 = _44 = 1.0f;
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_12 = _13 = _14 = 0.0f;
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_21 = _23 = _24 = 0.0f;
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_31 = _32 = _34 = 0.0f;
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_41 = _42 = _43 = 0.0f;
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}
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gfx3DMatrix
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gfx3DMatrix::operator*(const gfx3DMatrix &aMatrix) const
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{
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if (Is2D() && aMatrix.Is2D()) {
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return Multiply2D(aMatrix);
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}
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gfx3DMatrix matrix;
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matrix._11 = _11 * aMatrix._11 + _12 * aMatrix._21 + _13 * aMatrix._31 + _14 * aMatrix._41;
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matrix._21 = _21 * aMatrix._11 + _22 * aMatrix._21 + _23 * aMatrix._31 + _24 * aMatrix._41;
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matrix._31 = _31 * aMatrix._11 + _32 * aMatrix._21 + _33 * aMatrix._31 + _34 * aMatrix._41;
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matrix._41 = _41 * aMatrix._11 + _42 * aMatrix._21 + _43 * aMatrix._31 + _44 * aMatrix._41;
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matrix._12 = _11 * aMatrix._12 + _12 * aMatrix._22 + _13 * aMatrix._32 + _14 * aMatrix._42;
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matrix._22 = _21 * aMatrix._12 + _22 * aMatrix._22 + _23 * aMatrix._32 + _24 * aMatrix._42;
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matrix._32 = _31 * aMatrix._12 + _32 * aMatrix._22 + _33 * aMatrix._32 + _34 * aMatrix._42;
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matrix._42 = _41 * aMatrix._12 + _42 * aMatrix._22 + _43 * aMatrix._32 + _44 * aMatrix._42;
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matrix._13 = _11 * aMatrix._13 + _12 * aMatrix._23 + _13 * aMatrix._33 + _14 * aMatrix._43;
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matrix._23 = _21 * aMatrix._13 + _22 * aMatrix._23 + _23 * aMatrix._33 + _24 * aMatrix._43;
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matrix._33 = _31 * aMatrix._13 + _32 * aMatrix._23 + _33 * aMatrix._33 + _34 * aMatrix._43;
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matrix._43 = _41 * aMatrix._13 + _42 * aMatrix._23 + _43 * aMatrix._33 + _44 * aMatrix._43;
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matrix._14 = _11 * aMatrix._14 + _12 * aMatrix._24 + _13 * aMatrix._34 + _14 * aMatrix._44;
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matrix._24 = _21 * aMatrix._14 + _22 * aMatrix._24 + _23 * aMatrix._34 + _24 * aMatrix._44;
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matrix._34 = _31 * aMatrix._14 + _32 * aMatrix._24 + _33 * aMatrix._34 + _34 * aMatrix._44;
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matrix._44 = _41 * aMatrix._14 + _42 * aMatrix._24 + _43 * aMatrix._34 + _44 * aMatrix._44;
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return matrix;
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}
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gfx3DMatrix&
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gfx3DMatrix::operator*=(const gfx3DMatrix &aMatrix)
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{
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return *this = *this * aMatrix;
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}
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gfx3DMatrix
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gfx3DMatrix::Multiply2D(const gfx3DMatrix &aMatrix) const
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{
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gfx3DMatrix matrix;
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matrix._11 = _11 * aMatrix._11 + _12 * aMatrix._21;
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matrix._21 = _21 * aMatrix._11 + _22 * aMatrix._21;
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matrix._41 = _41 * aMatrix._11 + _42 * aMatrix._21 + aMatrix._41;
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matrix._12 = _11 * aMatrix._12 + _12 * aMatrix._22;
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matrix._22 = _21 * aMatrix._12 + _22 * aMatrix._22;
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matrix._42 = _41 * aMatrix._12 + _42 * aMatrix._22 + aMatrix._42;
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return matrix;
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}
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bool
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gfx3DMatrix::operator==(const gfx3DMatrix& o) const
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{
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// XXX would be nice to memcmp here, but that breaks IEEE 754 semantics
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return _11 == o._11 && _12 == o._12 && _13 == o._13 && _14 == o._14 &&
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_21 == o._21 && _22 == o._22 && _23 == o._23 && _24 == o._24 &&
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_31 == o._31 && _32 == o._32 && _33 == o._33 && _34 == o._34 &&
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_41 == o._41 && _42 == o._42 && _43 == o._43 && _44 == o._44;
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}
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gfx3DMatrix&
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gfx3DMatrix::operator/=(const gfxFloat scalar)
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{
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_11 /= scalar;
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_12 /= scalar;
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_13 /= scalar;
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_14 /= scalar;
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_21 /= scalar;
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_22 /= scalar;
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_23 /= scalar;
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_24 /= scalar;
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_31 /= scalar;
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_32 /= scalar;
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_33 /= scalar;
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_34 /= scalar;
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_41 /= scalar;
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_42 /= scalar;
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_43 /= scalar;
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_44 /= scalar;
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return *this;
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}
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gfx3DMatrix
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gfx3DMatrix::From2D(const gfxMatrix &aMatrix)
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{
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gfx3DMatrix matrix;
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matrix._11 = (float)aMatrix.xx;
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matrix._12 = (float)aMatrix.yx;
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matrix._21 = (float)aMatrix.xy;
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matrix._22 = (float)aMatrix.yy;
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matrix._41 = (float)aMatrix.x0;
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matrix._42 = (float)aMatrix.y0;
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return matrix;
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}
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bool
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gfx3DMatrix::IsIdentity() const
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{
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return _11 == 1.0f && _12 == 0.0f && _13 == 0.0f && _14 == 0.0f &&
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_21 == 0.0f && _22 == 1.0f && _23 == 0.0f && _24 == 0.0f &&
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_31 == 0.0f && _32 == 0.0f && _33 == 1.0f && _34 == 0.0f &&
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_41 == 0.0f && _42 == 0.0f && _43 == 0.0f && _44 == 1.0f;
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}
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void
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gfx3DMatrix::Translate(const gfxPoint3D& aPoint)
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{
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_41 += aPoint.x * _11 + aPoint.y * _21 + aPoint.z * _31;
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_42 += aPoint.x * _12 + aPoint.y * _22 + aPoint.z * _32;
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_43 += aPoint.x * _13 + aPoint.y * _23 + aPoint.z * _33;
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_44 += aPoint.x * _14 + aPoint.y * _24 + aPoint.z * _34;
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}
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void
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gfx3DMatrix::TranslatePost(const gfxPoint3D& aPoint)
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{
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_11 += _14 * aPoint.x;
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_21 += _24 * aPoint.x;
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_31 += _34 * aPoint.x;
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_41 += _44 * aPoint.x;
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_12 += _14 * aPoint.y;
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_22 += _24 * aPoint.y;
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_32 += _34 * aPoint.y;
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_42 += _44 * aPoint.y;
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_13 += _14 * aPoint.z;
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_23 += _24 * aPoint.z;
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_33 += _34 * aPoint.z;
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_43 += _44 * aPoint.z;
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}
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void
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gfx3DMatrix::SkewXY(double aSkew)
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{
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(*this)[1] += (*this)[0] * aSkew;
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}
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void
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gfx3DMatrix::SkewXZ(double aSkew)
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{
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(*this)[2] += (*this)[0] * aSkew;
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}
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void
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gfx3DMatrix::SkewYZ(double aSkew)
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{
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(*this)[2] += (*this)[1] * aSkew;
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}
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void
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gfx3DMatrix::Scale(float aX, float aY, float aZ)
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{
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(*this)[0] *= aX;
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(*this)[1] *= aY;
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(*this)[2] *= aZ;
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}
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void
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gfx3DMatrix::Perspective(float aDepth)
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{
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NS_ASSERTION(aDepth > 0.0f, "Perspective must be positive!");
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_31 += -1.0/aDepth * _41;
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_32 += -1.0/aDepth * _42;
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_33 += -1.0/aDepth * _43;
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_34 += -1.0/aDepth * _44;
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}
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void gfx3DMatrix::SkewXY(double aXSkew, double aYSkew)
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{
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float tanX = SafeTangent(aXSkew);
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float tanY = SafeTangent(aYSkew);
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float temp;
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temp = _11;
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_11 += tanY * _21;
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_21 += tanX * temp;
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temp = _12;
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_12 += tanY * _22;
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_22 += tanX * temp;
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temp = _13;
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_13 += tanY * _23;
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_23 += tanX * temp;
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temp = _14;
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_14 += tanY * _24;
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_24 += tanX * temp;
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}
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void
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gfx3DMatrix::RotateX(double aTheta)
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{
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double cosTheta = FlushToZero(cos(aTheta));
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double sinTheta = FlushToZero(sin(aTheta));
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float temp;
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temp = _21;
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_21 = cosTheta * _21 + sinTheta * _31;
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_31 = -sinTheta * temp + cosTheta * _31;
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temp = _22;
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_22 = cosTheta * _22 + sinTheta * _32;
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_32 = -sinTheta * temp + cosTheta * _32;
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temp = _23;
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_23 = cosTheta * _23 + sinTheta * _33;
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_33 = -sinTheta * temp + cosTheta * _33;
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temp = _24;
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_24 = cosTheta * _24 + sinTheta * _34;
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_34 = -sinTheta * temp + cosTheta * _34;
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}
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void
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gfx3DMatrix::RotateY(double aTheta)
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{
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double cosTheta = FlushToZero(cos(aTheta));
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double sinTheta = FlushToZero(sin(aTheta));
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float temp;
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temp = _11;
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_11 = cosTheta * _11 + -sinTheta * _31;
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_31 = sinTheta * temp + cosTheta * _31;
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temp = _12;
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_12 = cosTheta * _12 + -sinTheta * _32;
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_32 = sinTheta * temp + cosTheta * _32;
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temp = _13;
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_13 = cosTheta * _13 + -sinTheta * _33;
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_33 = sinTheta * temp + cosTheta * _33;
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temp = _14;
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_14 = cosTheta * _14 + -sinTheta * _34;
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_34 = sinTheta * temp + cosTheta * _34;
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}
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void
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gfx3DMatrix::RotateZ(double aTheta)
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{
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double cosTheta = FlushToZero(cos(aTheta));
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double sinTheta = FlushToZero(sin(aTheta));
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float temp;
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temp = _11;
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_11 = cosTheta * _11 + sinTheta * _21;
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_21 = -sinTheta * temp + cosTheta * _21;
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temp = _12;
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_12 = cosTheta * _12 + sinTheta * _22;
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_22 = -sinTheta * temp + cosTheta * _22;
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temp = _13;
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_13 = cosTheta * _13 + sinTheta * _23;
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_23 = -sinTheta * temp + cosTheta * _23;
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temp = _14;
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_14 = cosTheta * _14 + sinTheta * _24;
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_24 = -sinTheta * temp + cosTheta * _24;
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}
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void
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gfx3DMatrix::PreMultiply(const gfx3DMatrix& aOther)
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{
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*this = aOther * (*this);
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}
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void
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gfx3DMatrix::PreMultiply(const gfxMatrix& aOther)
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{
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gfx3DMatrix temp;
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temp._11 = aOther.xx * _11 + aOther.yx * _21;
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temp._21 = aOther.xy * _11 + aOther.yy * _21;
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temp._31 = _31;
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temp._41 = aOther.x0 * _11 + aOther.y0 * _21 + _41;
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temp._12 = aOther.xx * _12 + aOther.yx * _22;
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temp._22 = aOther.xy * _12 + aOther.yy * _22;
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temp._32 = _32;
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temp._42 = aOther.x0 * _12 + aOther.y0 * _22 + _42;
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temp._13 = aOther.xx * _13 + aOther.yx * _23;
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temp._23 = aOther.xy * _13 + aOther.yy * _23;
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temp._33 = _33;
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temp._43 = aOther.x0 * _13 + aOther.y0 * _23 + _43;
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temp._14 = aOther.xx * _14 + aOther.yx * _24;
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temp._24 = aOther.xy * _14 + aOther.yy * _24;
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temp._34 = _34;
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temp._44 = aOther.x0 * _14 + aOther.y0 * _24 + _44;
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*this = temp;
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}
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gfx3DMatrix
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gfx3DMatrix::Translation(float aX, float aY, float aZ)
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{
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gfx3DMatrix matrix;
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matrix._41 = aX;
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matrix._42 = aY;
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matrix._43 = aZ;
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return matrix;
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}
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gfx3DMatrix
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gfx3DMatrix::Translation(const gfxPoint3D& aPoint)
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{
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gfx3DMatrix matrix;
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matrix._41 = aPoint.x;
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matrix._42 = aPoint.y;
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matrix._43 = aPoint.z;
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return matrix;
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}
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gfx3DMatrix
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gfx3DMatrix::ScalingMatrix(float aFactor)
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{
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gfx3DMatrix matrix;
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matrix._11 = matrix._22 = matrix._33 = aFactor;
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return matrix;
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}
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gfx3DMatrix
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gfx3DMatrix::ScalingMatrix(float aX, float aY, float aZ)
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{
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gfx3DMatrix matrix;
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matrix._11 = aX;
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matrix._22 = aY;
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matrix._33 = aZ;
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return matrix;
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}
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gfxFloat
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gfx3DMatrix::Determinant() const
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{
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return _14 * _23 * _32 * _41
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- _13 * _24 * _32 * _41
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- _14 * _22 * _33 * _41
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+ _12 * _24 * _33 * _41
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+ _13 * _22 * _34 * _41
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- _12 * _23 * _34 * _41
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- _14 * _23 * _31 * _42
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+ _13 * _24 * _31 * _42
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+ _14 * _21 * _33 * _42
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- _11 * _24 * _33 * _42
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- _13 * _21 * _34 * _42
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+ _11 * _23 * _34 * _42
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+ _14 * _22 * _31 * _43
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- _12 * _24 * _31 * _43
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- _14 * _21 * _32 * _43
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+ _11 * _24 * _32 * _43
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+ _12 * _21 * _34 * _43
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- _11 * _22 * _34 * _43
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- _13 * _22 * _31 * _44
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+ _12 * _23 * _31 * _44
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+ _13 * _21 * _32 * _44
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- _11 * _23 * _32 * _44
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- _12 * _21 * _33 * _44
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+ _11 * _22 * _33 * _44;
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}
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gfxFloat
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gfx3DMatrix::Determinant3x3() const
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{
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return _11 * (_22 * _33 - _23 * _32) +
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_12 * (_23 * _31 - _33 * _21) +
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_13 * (_21 * _32 - _22 * _31);
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}
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gfx3DMatrix
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gfx3DMatrix::Inverse3x3() const
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{
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gfxFloat det = Determinant3x3();
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if (det == 0.0) {
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return *this;
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}
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gfxFloat detInv = 1/det;
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gfx3DMatrix temp;
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temp._11 = (_22 * _33 - _23 * _32) * detInv;
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temp._12 = (_13 * _32 - _12 * _33) * detInv;
|
|
temp._13 = (_12 * _23 - _13 * _22) * detInv;
|
|
temp._21 = (_23 * _31 - _33 * _21) * detInv;
|
|
temp._22 = (_11 * _33 - _13 * _31) * detInv;
|
|
temp._23 = (_13 * _21 - _11 * _23) * detInv;
|
|
temp._31 = (_21 * _32 - _22 * _31) * detInv;
|
|
temp._32 = (_31 * _12 - _11 * _32) * detInv;
|
|
temp._33 = (_11 * _22 - _12 * _21) * detInv;
|
|
return temp;
|
|
}
|
|
|
|
bool
|
|
gfx3DMatrix::IsSingular() const
|
|
{
|
|
return Determinant() == 0.0;
|
|
}
|
|
|
|
gfx3DMatrix
|
|
gfx3DMatrix::Inverse() const
|
|
{
|
|
if (TransposedVector(3) == gfxPointH3D(0, 0, 0, 1)) {
|
|
/**
|
|
* When the matrix contains no perspective, the inverse
|
|
* is the same as the 3x3 inverse of the rotation components
|
|
* multiplied by the inverse of the translation components.
|
|
* Doing these steps separately is faster and more numerically
|
|
* stable.
|
|
*
|
|
* Inverse of the translation matrix is just negating
|
|
* the values.
|
|
*/
|
|
gfx3DMatrix matrix3 = Inverse3x3();
|
|
matrix3.Translate(gfxPoint3D(-_41, -_42, -_43));
|
|
return matrix3;
|
|
}
|
|
|
|
gfxFloat det = Determinant();
|
|
if (det == 0.0) {
|
|
return *this;
|
|
}
|
|
|
|
gfx3DMatrix temp;
|
|
|
|
temp._11 = _23*_34*_42 - _24*_33*_42 +
|
|
_24*_32*_43 - _22*_34*_43 -
|
|
_23*_32*_44 + _22*_33*_44;
|
|
temp._12 = _14*_33*_42 - _13*_34*_42 -
|
|
_14*_32*_43 + _12*_34*_43 +
|
|
_13*_32*_44 - _12*_33*_44;
|
|
temp._13 = _13*_24*_42 - _14*_23*_42 +
|
|
_14*_22*_43 - _12*_24*_43 -
|
|
_13*_22*_44 + _12*_23*_44;
|
|
temp._14 = _14*_23*_32 - _13*_24*_32 -
|
|
_14*_22*_33 + _12*_24*_33 +
|
|
_13*_22*_34 - _12*_23*_34;
|
|
temp._21 = _24*_33*_41 - _23*_34*_41 -
|
|
_24*_31*_43 + _21*_34*_43 +
|
|
_23*_31*_44 - _21*_33*_44;
|
|
temp._22 = _13*_34*_41 - _14*_33*_41 +
|
|
_14*_31*_43 - _11*_34*_43 -
|
|
_13*_31*_44 + _11*_33*_44;
|
|
temp._23 = _14*_23*_41 - _13*_24*_41 -
|
|
_14*_21*_43 + _11*_24*_43 +
|
|
_13*_21*_44 - _11*_23*_44;
|
|
temp._24 = _13*_24*_31 - _14*_23*_31 +
|
|
_14*_21*_33 - _11*_24*_33 -
|
|
_13*_21*_34 + _11*_23*_34;
|
|
temp._31 = _22*_34*_41 - _24*_32*_41 +
|
|
_24*_31*_42 - _21*_34*_42 -
|
|
_22*_31*_44 + _21*_32*_44;
|
|
temp._32 = _14*_32*_41 - _12*_34*_41 -
|
|
_14*_31*_42 + _11*_34*_42 +
|
|
_12*_31*_44 - _11*_32*_44;
|
|
temp._33 = _12*_24*_41 - _14*_22*_41 +
|
|
_14*_21*_42 - _11*_24*_42 -
|
|
_12*_21*_44 + _11*_22*_44;
|
|
temp._34 = _14*_22*_31 - _12*_24*_31 -
|
|
_14*_21*_32 + _11*_24*_32 +
|
|
_12*_21*_34 - _11*_22*_34;
|
|
temp._41 = _23*_32*_41 - _22*_33*_41 -
|
|
_23*_31*_42 + _21*_33*_42 +
|
|
_22*_31*_43 - _21*_32*_43;
|
|
temp._42 = _12*_33*_41 - _13*_32*_41 +
|
|
_13*_31*_42 - _11*_33*_42 -
|
|
_12*_31*_43 + _11*_32*_43;
|
|
temp._43 = _13*_22*_41 - _12*_23*_41 -
|
|
_13*_21*_42 + _11*_23*_42 +
|
|
_12*_21*_43 - _11*_22*_43;
|
|
temp._44 = _12*_23*_31 - _13*_22*_31 +
|
|
_13*_21*_32 - _11*_23*_32 -
|
|
_12*_21*_33 + _11*_22*_33;
|
|
|
|
temp /= det;
|
|
return temp;
|
|
}
|
|
|
|
gfx3DMatrix&
|
|
gfx3DMatrix::Normalize()
|
|
{
|
|
for (int i = 0; i < 4; i++) {
|
|
for (int j = 0; j < 4; j++) {
|
|
(*this)[i][j] /= (*this)[3][3];
|
|
}
|
|
}
|
|
return *this;
|
|
}
|
|
|
|
gfx3DMatrix&
|
|
gfx3DMatrix::Transpose()
|
|
{
|
|
*this = Transposed();
|
|
return *this;
|
|
}
|
|
|
|
gfx3DMatrix
|
|
gfx3DMatrix::Transposed() const
|
|
{
|
|
gfx3DMatrix temp;
|
|
for (int i = 0; i < 4; i++) {
|
|
temp[i] = TransposedVector(i);
|
|
}
|
|
return temp;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
gfxPointH3D
|
|
gfx3DMatrix::Transform4D(const gfxPointH3D& aPoint) const
|
|
{
|
|
gfxFloat x = aPoint.x * _11 + aPoint.y * _21 + aPoint.z * _31 + aPoint.w * _41;
|
|
gfxFloat y = aPoint.x * _12 + aPoint.y * _22 + aPoint.z * _32 + aPoint.w * _42;
|
|
gfxFloat z = aPoint.x * _13 + aPoint.y * _23 + aPoint.z * _33 + aPoint.w * _43;
|
|
gfxFloat w = aPoint.x * _14 + aPoint.y * _24 + aPoint.z * _34 + aPoint.w * _44;
|
|
|
|
return gfxPointH3D(x, y, z, w);
|
|
}
|
|
|
|
gfxPointH3D
|
|
gfx3DMatrix::TransposeTransform4D(const gfxPointH3D& aPoint) const
|
|
{
|
|
gfxFloat x = aPoint.x * _11 + aPoint.y * _12 + aPoint.z * _13 + aPoint.w * _14;
|
|
gfxFloat y = aPoint.x * _21 + aPoint.y * _22 + aPoint.z * _23 + aPoint.w * _24;
|
|
gfxFloat z = aPoint.x * _31 + aPoint.y * _32 + aPoint.z * _33 + aPoint.w * _34;
|
|
gfxFloat w = aPoint.x * _41 + aPoint.y * _42 + aPoint.z * _43 + aPoint.w * _44;
|
|
|
|
return gfxPointH3D(x, y, z, w);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
gfxQuad
|
|
gfx3DMatrix::TransformRect(const gfxRect& aRect) const
|
|
{
|
|
gfxPoint points[4];
|
|
|
|
points[0] = Transform(aRect.TopLeft());
|
|
points[1] = Transform(gfxPoint(aRect.X() + aRect.Width(), aRect.Y()));
|
|
points[2] = Transform(gfxPoint(aRect.X() + aRect.Width(),
|
|
aRect.Y() + aRect.Height()));
|
|
points[3] = Transform(gfxPoint(aRect.X(), aRect.Y() + aRect.Height()));
|
|
|
|
// Could this ever result in lines that intersect? I don't think so.
|
|
return gfxQuad(points[0], points[1], points[2], points[3]);
|
|
}
|
|
|
|
bool
|
|
gfx3DMatrix::Is2D() 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 false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
gfx3DMatrix::Is2D(gfxMatrix* aMatrix) const
|
|
{
|
|
if (!Is2D()) {
|
|
return false;
|
|
}
|
|
if (aMatrix) {
|
|
aMatrix->xx = _11;
|
|
aMatrix->yx = _12;
|
|
aMatrix->xy = _21;
|
|
aMatrix->yy = _22;
|
|
aMatrix->x0 = _41;
|
|
aMatrix->y0 = _42;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool
|
|
gfx3DMatrix::CanDraw2D(gfxMatrix* aMatrix) const
|
|
{
|
|
if (_14 != 0.0f ||
|
|
_24 != 0.0f ||
|
|
_44 != 1.0f) {
|
|
return false;
|
|
}
|
|
if (aMatrix) {
|
|
aMatrix->xx = _11;
|
|
aMatrix->yx = _12;
|
|
aMatrix->xy = _21;
|
|
aMatrix->yy = _22;
|
|
aMatrix->x0 = _41;
|
|
aMatrix->y0 = _42;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
gfx3DMatrix&
|
|
gfx3DMatrix::ProjectTo2D()
|
|
{
|
|
_31 = 0.0f;
|
|
_32 = 0.0f;
|
|
_13 = 0.0f;
|
|
_23 = 0.0f;
|
|
_33 = 1.0f;
|
|
_43 = 0.0f;
|
|
_34 = 0.0f;
|
|
return *this;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
bool gfx3DMatrix::IsBackfaceVisible() const
|
|
{
|
|
// Inverse()._33 < 0;
|
|
gfxFloat det = Determinant();
|
|
float _33 = _12*_24*_41 - _14*_22*_41 +
|
|
_14*_21*_42 - _11*_24*_42 -
|
|
_12*_21*_44 + _11*_22*_44;
|
|
return (_33 * det) < 0;
|
|
}
|
|
|