gfx/2d/Matrix.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/2d/Matrix.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,106 @@
     1.4 +/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
     1.5 + * This Source Code Form is subject to the terms of the Mozilla Public
     1.6 + * License, v. 2.0. If a copy of the MPL was not distributed with this
     1.7 + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
     1.8 +
     1.9 +#include "Matrix.h"
    1.10 +#include "Tools.h"
    1.11 +#include <math.h>
    1.12 +
    1.13 +namespace mozilla {
    1.14 +namespace gfx {
    1.15 +
    1.16 +Matrix
    1.17 +Matrix::Rotation(Float aAngle)
    1.18 +{
    1.19 +  Matrix newMatrix;
    1.20 +
    1.21 +  Float s = sin(aAngle);
    1.22 +  Float c = cos(aAngle);
    1.23 +
    1.24 +  newMatrix._11 = c;
    1.25 +  newMatrix._12 = s;
    1.26 +  newMatrix._21 = -s;
    1.27 +  newMatrix._22 = c;
    1.28 +  
    1.29 +  return newMatrix;
    1.30 +}
    1.31 +
    1.32 +Rect
    1.33 +Matrix::TransformBounds(const Rect &aRect) const
    1.34 +{
    1.35 +  int i;
    1.36 +  Point quad[4];
    1.37 +  Float min_x, max_x;
    1.38 +  Float min_y, max_y;
    1.39 +
    1.40 +  quad[0] = *this * aRect.TopLeft();
    1.41 +  quad[1] = *this * aRect.TopRight();
    1.42 +  quad[2] = *this * aRect.BottomLeft();
    1.43 +  quad[3] = *this * aRect.BottomRight();
    1.44 +
    1.45 +  min_x = max_x = quad[0].x;
    1.46 +  min_y = max_y = quad[0].y;
    1.47 +
    1.48 +  for (i = 1; i < 4; i++) {
    1.49 +    if (quad[i].x < min_x)
    1.50 +      min_x = quad[i].x;
    1.51 +    if (quad[i].x > max_x)
    1.52 +      max_x = quad[i].x;
    1.53 +
    1.54 +    if (quad[i].y < min_y)
    1.55 +      min_y = quad[i].y;
    1.56 +    if (quad[i].y > max_y)
    1.57 +      max_y = quad[i].y;
    1.58 +  }
    1.59 +
    1.60 +  return Rect(min_x, min_y, max_x - min_x, max_y - min_y);
    1.61 +}
    1.62 +
    1.63 +void
    1.64 +Matrix::NudgeToIntegers()
    1.65 +{
    1.66 +  NudgeToInteger(&_11);
    1.67 +  NudgeToInteger(&_12);
    1.68 +  NudgeToInteger(&_21);
    1.69 +  NudgeToInteger(&_22);
    1.70 +  NudgeToInteger(&_31);
    1.71 +  NudgeToInteger(&_32);
    1.72 +}
    1.73 +
    1.74 +Rect
    1.75 +Matrix4x4::TransformBounds(const Rect& aRect) const
    1.76 +{
    1.77 +  Point quad[4];
    1.78 +  Float min_x, max_x;
    1.79 +  Float min_y, max_y;
    1.80 +
    1.81 +  quad[0] = *this * aRect.TopLeft();
    1.82 +  quad[1] = *this * aRect.TopRight();
    1.83 +  quad[2] = *this * aRect.BottomLeft();
    1.84 +  quad[3] = *this * aRect.BottomRight();
    1.85 +
    1.86 +  min_x = max_x = quad[0].x;
    1.87 +  min_y = max_y = quad[0].y;
    1.88 +
    1.89 +  for (int i = 1; i < 4; i++) {
    1.90 +    if (quad[i].x < min_x) {
    1.91 +      min_x = quad[i].x;
    1.92 +    }
    1.93 +    if (quad[i].x > max_x) {
    1.94 +      max_x = quad[i].x;
    1.95 +    }
    1.96 +
    1.97 +    if (quad[i].y < min_y) {
    1.98 +      min_y = quad[i].y;
    1.99 +    }
   1.100 +    if (quad[i].y > max_y) {
   1.101 +      max_y = quad[i].y;
   1.102 +    }
   1.103 +  }
   1.104 +
   1.105 +  return Rect(min_x, min_y, max_x - min_x, max_y - min_y);
   1.106 +}
   1.107 +
   1.108 +}
   1.109 +}

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