LCOV - app.info - objdir/dist/include/mozilla/gfx/Matrix.h

LCOV - code coverage report
| Current view: | directory - objdir/dist/include/mozilla/gfx - Matrix.h (source / functions) |  | Found | Hit | Coverage |
| Test: | app.info | Lines: | 60 | 3 | 5.0 %
| Date: | 2012-06-02 | Functions: | 11 | 1 | 9.1 %

           1                 : /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
           2                 :  * ***** BEGIN LICENSE BLOCK *****
           3                 :  * Version: MPL 1.1/GPL 2.0/LGPL 2.1
           4                 :  *
           5                 :  * The contents of this file are subject to the Mozilla Public License Version
           6                 :  * 1.1 (the "License"); you may not use this file except in compliance with
           7                 :  * the License. You may obtain a copy of the License at
           8                 :  * http://www.mozilla.org/MPL/
           9                 :  *
          10                 :  * Software distributed under the License is distributed on an "AS IS" basis,
          11                 :  * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
          12                 :  * for the specific language governing rights and limitations under the
          13                 :  * License.
          14                 :  *
          15                 :  * The Original Code is Mozilla Corporation code.
          16                 :  *
          17                 :  * The Initial Developer of the Original Code is Mozilla Foundation.
          18                 :  * Portions created by the Initial Developer are Copyright (C) 2011
          19                 :  * the Initial Developer. All Rights Reserved.
          20                 :  *
          21                 :  * Contributor(s):
          22                 :  *   Bas Schouten <bschouten@mozilla.com>
          23                 :  *
          24                 :  * Alternatively, the contents of this file may be used under the terms of
          25                 :  * either the GNU General Public License Version 2 or later (the "GPL"), or
          26                 :  * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
          27                 :  * in which case the provisions of the GPL or the LGPL are applicable instead
          28                 :  * of those above. If you wish to allow use of your version of this file only
          29                 :  * under the terms of either the GPL or the LGPL, and not to allow others to
          30                 :  * use your version of this file under the terms of the MPL, indicate your
          31                 :  * decision by deleting the provisions above and replace them with the notice
          32                 :  * and other provisions required by the GPL or the LGPL. If you do not delete
          33                 :  * the provisions above, a recipient may use your version of this file under
          34                 :  * the terms of any one of the MPL, the GPL or the LGPL.
          35                 :  *
          36                 :  * ***** END LICENSE BLOCK ***** */
          37                 :
          38                 : #ifndef MOZILLA_GFX_MATRIX_H_
          39                 : #define MOZILLA_GFX_MATRIX_H_
          40                 :
          41                 : #include "Types.h"
          42                 : #include "Rect.h"
          43                 : #include "Point.h"
          44                 : #include <math.h>
          45                 :
          46                 : namespace mozilla {
          47                 : namespace gfx {
          48                 :
          49                 : class Matrix
          50                 : {
          51                 : public:
          52             147 :   Matrix()
          53                 :     : _11(1.0f), _12(0)
          54                 :     , _21(0), _22(1.0f)
          55             147 :     , _31(0), _32(0)
          56             147 :   {}
          57               0 :   Matrix(Float a11, Float a12, Float a21, Float a22, Float a31, Float a32)
          58                 :     : _11(a11), _12(a12)
          59                 :     , _21(a21), _22(a22)
          60               0 :     , _31(a31), _32(a32)
          61               0 :   {}
          62                 :   Float _11, _12;
          63                 :   Float _21, _22;
          64                 :   Float _31, _32;
          65                 :
          66               0 :   Point operator *(const Point &aPoint) const
          67                 :   {
          68               0 :     Point retPoint;
          69                 :
          70               0 :     retPoint.x = aPoint.x * _11 + aPoint.y * _21 + _31;
          71               0 :     retPoint.y = aPoint.x * _12 + aPoint.y * _22 + _32;
          72                 :
          73                 :     return retPoint;
          74                 :   }
          75                 :
          76               0 :   Size operator *(const Size &aSize) const
          77                 :   {
          78               0 :     Size retSize;
          79                 :
          80               0 :     retSize.width = aSize.width * _11 + aSize.height * _21;
          81               0 :     retSize.height = aSize.width * _12 + aSize.height * _22;
          82                 :
          83                 :     return retSize;
          84                 :   }
          85                 :
          86                 :   Rect TransformBounds(const Rect& rect) const;
          87                 :
          88                 :   // Apply a scale to this matrix. This scale will be applied -before- the
          89                 :   // existing transformation of the matrix.
          90               0 :   Matrix &Scale(Float aX, Float aY)
          91                 :   {
          92               0 :     _11 *= aX;
          93               0 :     _12 *= aX;
          94               0 :     _21 *= aY;
          95               0 :     _22 *= aY;
          96                 :
          97               0 :     return *this;
          98                 :   }
          99                 :
         100               0 :   Matrix &Translate(Float aX, Float aY)
         101                 :   {
         102               0 :     _31 += _11 * aX + _21 * aY;
         103               0 :     _32 += _12 * aX + _22 * aY;
         104                 :
         105               0 :     return *this;
         106                 :   }
         107                 :
         108               0 :   bool Invert()
         109                 :   {
         110                 :     // Compute co-factors.
         111               0 :     Float A = _22;
         112               0 :     Float B = -_21;
         113               0 :     Float C = _21 * _32 - _22 * _31;
         114               0 :     Float D = -_12;
         115               0 :     Float E = _11;
         116               0 :     Float F = _31 * _12 - _11 * _32;
         117                 :
         118               0 :     Float det = Determinant();
         119                 :
         120               0 :     if (!det) {
         121               0 :       return false;
         122                 :     }
         123                 :
         124               0 :     Float inv_det = 1 / det;
         125                 :
         126               0 :     _11 = inv_det * A;
         127               0 :     _12 = inv_det * D;
         128               0 :     _21 = inv_det * B;
         129               0 :     _22 = inv_det * E;
         130               0 :     _31 = inv_det * C;
         131               0 :     _32 = inv_det * F;
         132                 :
         133               0 :     return true;
         134                 :   }
         135                 :
         136               0 :   Float Determinant() const
         137                 :   {
         138               0 :     return _11 * _22 - _12 * _21;
         139                 :   }
         140                 :
         141                 :   static Matrix Rotation(Float aAngle);
         142                 :
         143               0 :   Matrix operator*(const Matrix &aMatrix) const
         144                 :   {
         145               0 :     Matrix resultMatrix;
         146                 :
         147               0 :     resultMatrix._11 = this->_11 * aMatrix._11 + this->_12 * aMatrix._21;
         148               0 :     resultMatrix._12 = this->_11 * aMatrix._12 + this->_12 * aMatrix._22;
         149               0 :     resultMatrix._21 = this->_21 * aMatrix._11 + this->_22 * aMatrix._21;
         150               0 :     resultMatrix._22 = this->_21 * aMatrix._12 + this->_22 * aMatrix._22;
         151               0 :     resultMatrix._31 = this->_31 * aMatrix._11 + this->_32 * aMatrix._21 + aMatrix._31;
         152               0 :     resultMatrix._32 = this->_31 * aMatrix._12 + this->_32 * aMatrix._22 + aMatrix._32;
         153                 :
         154                 :     return resultMatrix;
         155                 :   }
         156                 :
         157                 :   /* Returns true if the other matrix is fuzzy-equal to this matrix.
         158                 :    * Note that this isn't a cheap comparison!
         159                 :    */
         160                 :   bool operator==(const Matrix& other) const
         161                 :   {
         162                 :     return FuzzyEqual(_11, other._11) && FuzzyEqual(_12, other._12) &&
         163                 :            FuzzyEqual(_21, other._21) && FuzzyEqual(_22, other._22) &&
         164                 :            FuzzyEqual(_31, other._31) && FuzzyEqual(_32, other._32);
         165                 :   }
         166                 :
         167                 :   bool operator!=(const Matrix& other) const
         168                 :   {
         169                 :     return !(*this == other);
         170                 :   }
         171                 :
         172                 :   /* Returns true if the matrix is a rectilinear transformation (i.e.
         173                 :    * grid-aligned rectangles are transformed to grid-aligned rectangles)
         174                 :    */
         175               0 :   bool IsRectilinear() {
         176               0 :     if (FuzzyEqual(_12, 0) && FuzzyEqual(_21, 0)) {
         177               0 :       return true;
         178               0 :     } else if (FuzzyEqual(_22, 0) && FuzzyEqual(_11, 0)) {
         179               0 :       return true;
         180                 :     }
         181                 :
         182               0 :     return false;
         183                 :   }
         184                 :
         185                 :   /* Returns true if the matrix is an identity matrix.
         186                 :    */
         187                 :   bool IsIdentity() const
         188                 :   {
         189                 :     return _11 == 1.0f && _12 == 0.0f &&
         190                 :            _21 == 0.0f && _22 == 1.0f &&
         191                 :            _31 == 0.0f && _32 == 0.0f;
         192                 :   }
         193                 :
         194                 : private:
         195               0 :   static bool FuzzyEqual(Float aV1, Float aV2) {
         196                 :     // XXX - Check if fabs does the smart thing and just negates the sign bit.
         197               0 :     return fabs(aV2 - aV1) < 1e-6;
         198                 :   }
         199                 : };
         200                 :
         201                 : }
         202                 : }
         203                 :
         204                 : #endif /* MOZILLA_GFX_MATRIX_H_ */

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