/* -*- 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; } /* Returns true if the matrix is a rectilinear transformation (i.e. * grid-aligned rectangles are transformed to grid-aligned rectangles) */ bool IsRectilinear() const { if (FuzzyEqual(_12, 0) && FuzzyEqual(_21, 0)) { return true; } else if (FuzzyEqual(_22, 0) && FuzzyEqual(_11, 0)) { return true; } return false; } /** * 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 */