1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/gfx/thebes/gfx3DMatrix.cpp Wed Dec 31 06:09:35 2014 +0100 1.3 @@ -0,0 +1,882 @@ 1.4 +/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*- 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 "gfxMatrix.h" 1.10 +#include "gfx3DMatrix.h" 1.11 +#include "mozilla/gfx/Tools.h" 1.12 +#include <math.h> 1.13 +#include <algorithm> 1.14 + 1.15 +using namespace std; 1.16 +using namespace mozilla; 1.17 +using namespace mozilla::gfx; 1.18 + 1.19 +/* Force small values to zero. We do this to avoid having sin(360deg) 1.20 + * evaluate to a tiny but nonzero value. 1.21 + */ 1.22 +static double FlushToZero(double aVal) 1.23 +{ 1.24 + if (-FLT_EPSILON < aVal && aVal < FLT_EPSILON) 1.25 + return 0.0f; 1.26 + else 1.27 + return aVal; 1.28 +} 1.29 + 1.30 +/* Computes tan(aTheta). For values of aTheta such that tan(aTheta) is 1.31 + * undefined or very large, SafeTangent returns a manageably large value 1.32 + * of the correct sign. 1.33 + */ 1.34 +static double SafeTangent(double aTheta) 1.35 +{ 1.36 + const double kEpsilon = 0.0001; 1.37 + 1.38 + /* tan(theta) = sin(theta)/cos(theta); problems arise when 1.39 + * cos(theta) is too close to zero. Limit cos(theta) to the 1.40 + * range [-1, -epsilon] U [epsilon, 1]. 1.41 + */ 1.42 + double sinTheta = sin(aTheta); 1.43 + double cosTheta = cos(aTheta); 1.44 + 1.45 + if (cosTheta >= 0 && cosTheta < kEpsilon) 1.46 + cosTheta = kEpsilon; 1.47 + else if (cosTheta < 0 && cosTheta >= -kEpsilon) 1.48 + cosTheta = -kEpsilon; 1.49 + 1.50 + return FlushToZero(sinTheta / cosTheta); 1.51 +} 1.52 + 1.53 +gfx3DMatrix::gfx3DMatrix(void) 1.54 +{ 1.55 + _11 = _22 = _33 = _44 = 1.0f; 1.56 + _12 = _13 = _14 = 0.0f; 1.57 + _21 = _23 = _24 = 0.0f; 1.58 + _31 = _32 = _34 = 0.0f; 1.59 + _41 = _42 = _43 = 0.0f; 1.60 +} 1.61 + 1.62 +gfx3DMatrix 1.63 +gfx3DMatrix::operator*(const gfx3DMatrix &aMatrix) const 1.64 +{ 1.65 + if (Is2D() && aMatrix.Is2D()) { 1.66 + return Multiply2D(aMatrix); 1.67 + } 1.68 + 1.69 + gfx3DMatrix matrix; 1.70 + 1.71 + matrix._11 = _11 * aMatrix._11 + _12 * aMatrix._21 + _13 * aMatrix._31 + _14 * aMatrix._41; 1.72 + matrix._21 = _21 * aMatrix._11 + _22 * aMatrix._21 + _23 * aMatrix._31 + _24 * aMatrix._41; 1.73 + matrix._31 = _31 * aMatrix._11 + _32 * aMatrix._21 + _33 * aMatrix._31 + _34 * aMatrix._41; 1.74 + matrix._41 = _41 * aMatrix._11 + _42 * aMatrix._21 + _43 * aMatrix._31 + _44 * aMatrix._41; 1.75 + matrix._12 = _11 * aMatrix._12 + _12 * aMatrix._22 + _13 * aMatrix._32 + _14 * aMatrix._42; 1.76 + matrix._22 = _21 * aMatrix._12 + _22 * aMatrix._22 + _23 * aMatrix._32 + _24 * aMatrix._42; 1.77 + matrix._32 = _31 * aMatrix._12 + _32 * aMatrix._22 + _33 * aMatrix._32 + _34 * aMatrix._42; 1.78 + matrix._42 = _41 * aMatrix._12 + _42 * aMatrix._22 + _43 * aMatrix._32 + _44 * aMatrix._42; 1.79 + matrix._13 = _11 * aMatrix._13 + _12 * aMatrix._23 + _13 * aMatrix._33 + _14 * aMatrix._43; 1.80 + matrix._23 = _21 * aMatrix._13 + _22 * aMatrix._23 + _23 * aMatrix._33 + _24 * aMatrix._43; 1.81 + matrix._33 = _31 * aMatrix._13 + _32 * aMatrix._23 + _33 * aMatrix._33 + _34 * aMatrix._43; 1.82 + matrix._43 = _41 * aMatrix._13 + _42 * aMatrix._23 + _43 * aMatrix._33 + _44 * aMatrix._43; 1.83 + matrix._14 = _11 * aMatrix._14 + _12 * aMatrix._24 + _13 * aMatrix._34 + _14 * aMatrix._44; 1.84 + matrix._24 = _21 * aMatrix._14 + _22 * aMatrix._24 + _23 * aMatrix._34 + _24 * aMatrix._44; 1.85 + matrix._34 = _31 * aMatrix._14 + _32 * aMatrix._24 + _33 * aMatrix._34 + _34 * aMatrix._44; 1.86 + matrix._44 = _41 * aMatrix._14 + _42 * aMatrix._24 + _43 * aMatrix._34 + _44 * aMatrix._44; 1.87 + 1.88 + return matrix; 1.89 +} 1.90 + 1.91 +gfx3DMatrix& 1.92 +gfx3DMatrix::operator*=(const gfx3DMatrix &aMatrix) 1.93 +{ 1.94 + return *this = *this * aMatrix; 1.95 +} 1.96 + 1.97 +gfx3DMatrix 1.98 +gfx3DMatrix::Multiply2D(const gfx3DMatrix &aMatrix) const 1.99 +{ 1.100 + gfx3DMatrix matrix; 1.101 + 1.102 + matrix._11 = _11 * aMatrix._11 + _12 * aMatrix._21; 1.103 + matrix._21 = _21 * aMatrix._11 + _22 * aMatrix._21; 1.104 + matrix._41 = _41 * aMatrix._11 + _42 * aMatrix._21 + aMatrix._41; 1.105 + matrix._12 = _11 * aMatrix._12 + _12 * aMatrix._22; 1.106 + matrix._22 = _21 * aMatrix._12 + _22 * aMatrix._22; 1.107 + matrix._42 = _41 * aMatrix._12 + _42 * aMatrix._22 + aMatrix._42; 1.108 + 1.109 + return matrix; 1.110 +} 1.111 + 1.112 +bool 1.113 +gfx3DMatrix::operator==(const gfx3DMatrix& o) const 1.114 +{ 1.115 + // XXX would be nice to memcmp here, but that breaks IEEE 754 semantics 1.116 + return _11 == o._11 && _12 == o._12 && _13 == o._13 && _14 == o._14 && 1.117 + _21 == o._21 && _22 == o._22 && _23 == o._23 && _24 == o._24 && 1.118 + _31 == o._31 && _32 == o._32 && _33 == o._33 && _34 == o._34 && 1.119 + _41 == o._41 && _42 == o._42 && _43 == o._43 && _44 == o._44; 1.120 +} 1.121 + 1.122 +bool 1.123 +gfx3DMatrix::operator!=(const gfx3DMatrix& o) const 1.124 +{ 1.125 + return !((*this) == o); 1.126 +} 1.127 + 1.128 +bool 1.129 +gfx3DMatrix::FuzzyEqual(const gfx3DMatrix& o) const 1.130 +{ 1.131 + static const float error = 1e-4; 1.132 + return gfx::FuzzyEqual(_11, o._11, error) && gfx::FuzzyEqual(_12, o._12, error) && 1.133 + gfx::FuzzyEqual(_13, o._13, error) && gfx::FuzzyEqual(_14, o._14, error) && 1.134 + gfx::FuzzyEqual(_21, o._21, error) && gfx::FuzzyEqual(_22, o._22, error) && 1.135 + gfx::FuzzyEqual(_23, o._23, error) && gfx::FuzzyEqual(_24, o._24, error) && 1.136 + gfx::FuzzyEqual(_31, o._31, error) && gfx::FuzzyEqual(_32, o._32, error) && 1.137 + gfx::FuzzyEqual(_33, o._33, error) && gfx::FuzzyEqual(_34, o._34, error) && 1.138 + gfx::FuzzyEqual(_41, o._41, error) && gfx::FuzzyEqual(_42, o._42, error) && 1.139 + gfx::FuzzyEqual(_43, o._43, error) && gfx::FuzzyEqual(_44, o._44, error); 1.140 +} 1.141 + 1.142 +gfx3DMatrix& 1.143 +gfx3DMatrix::operator/=(const gfxFloat scalar) 1.144 +{ 1.145 + _11 /= scalar; 1.146 + _12 /= scalar; 1.147 + _13 /= scalar; 1.148 + _14 /= scalar; 1.149 + _21 /= scalar; 1.150 + _22 /= scalar; 1.151 + _23 /= scalar; 1.152 + _24 /= scalar; 1.153 + _31 /= scalar; 1.154 + _32 /= scalar; 1.155 + _33 /= scalar; 1.156 + _34 /= scalar; 1.157 + _41 /= scalar; 1.158 + _42 /= scalar; 1.159 + _43 /= scalar; 1.160 + _44 /= scalar; 1.161 + return *this; 1.162 +} 1.163 + 1.164 +gfx3DMatrix 1.165 +gfx3DMatrix::From2D(const gfxMatrix &aMatrix) 1.166 +{ 1.167 + gfx3DMatrix matrix; 1.168 + matrix._11 = (float)aMatrix.xx; 1.169 + matrix._12 = (float)aMatrix.yx; 1.170 + matrix._21 = (float)aMatrix.xy; 1.171 + matrix._22 = (float)aMatrix.yy; 1.172 + matrix._41 = (float)aMatrix.x0; 1.173 + matrix._42 = (float)aMatrix.y0; 1.174 + return matrix; 1.175 +} 1.176 + 1.177 +bool 1.178 +gfx3DMatrix::IsIdentity() const 1.179 +{ 1.180 + return _11 == 1.0f && _12 == 0.0f && _13 == 0.0f && _14 == 0.0f && 1.181 + _21 == 0.0f && _22 == 1.0f && _23 == 0.0f && _24 == 0.0f && 1.182 + _31 == 0.0f && _32 == 0.0f && _33 == 1.0f && _34 == 0.0f && 1.183 + _41 == 0.0f && _42 == 0.0f && _43 == 0.0f && _44 == 1.0f; 1.184 +} 1.185 + 1.186 +void 1.187 +gfx3DMatrix::Translate(const gfxPoint3D& aPoint) 1.188 +{ 1.189 + _41 += aPoint.x * _11 + aPoint.y * _21 + aPoint.z * _31; 1.190 + _42 += aPoint.x * _12 + aPoint.y * _22 + aPoint.z * _32; 1.191 + _43 += aPoint.x * _13 + aPoint.y * _23 + aPoint.z * _33; 1.192 + _44 += aPoint.x * _14 + aPoint.y * _24 + aPoint.z * _34; 1.193 +} 1.194 + 1.195 +void 1.196 +gfx3DMatrix::TranslatePost(const gfxPoint3D& aPoint) 1.197 +{ 1.198 + _11 += _14 * aPoint.x; 1.199 + _21 += _24 * aPoint.x; 1.200 + _31 += _34 * aPoint.x; 1.201 + _41 += _44 * aPoint.x; 1.202 + _12 += _14 * aPoint.y; 1.203 + _22 += _24 * aPoint.y; 1.204 + _32 += _34 * aPoint.y; 1.205 + _42 += _44 * aPoint.y; 1.206 + _13 += _14 * aPoint.z; 1.207 + _23 += _24 * aPoint.z; 1.208 + _33 += _34 * aPoint.z; 1.209 + _43 += _44 * aPoint.z; 1.210 +} 1.211 + 1.212 +void 1.213 +gfx3DMatrix::ScalePost(float aX, float aY, float aZ) 1.214 +{ 1.215 + _11 *= aX; 1.216 + _21 *= aX; 1.217 + _31 *= aX; 1.218 + _41 *= aX; 1.219 + 1.220 + _12 *= aY; 1.221 + _22 *= aY; 1.222 + _32 *= aY; 1.223 + _42 *= aY; 1.224 + 1.225 + _13 *= aZ; 1.226 + _23 *= aZ; 1.227 + _33 *= aZ; 1.228 + _43 *= aZ; 1.229 +} 1.230 + 1.231 +void 1.232 +gfx3DMatrix::SkewXY(double aSkew) 1.233 +{ 1.234 + (*this)[1] += (*this)[0] * aSkew; 1.235 +} 1.236 + 1.237 +void 1.238 +gfx3DMatrix::SkewXZ(double aSkew) 1.239 +{ 1.240 + (*this)[2] += (*this)[0] * aSkew; 1.241 +} 1.242 + 1.243 +void 1.244 +gfx3DMatrix::SkewYZ(double aSkew) 1.245 +{ 1.246 + (*this)[2] += (*this)[1] * aSkew; 1.247 +} 1.248 + 1.249 +void 1.250 +gfx3DMatrix::Scale(float aX, float aY, float aZ) 1.251 +{ 1.252 + (*this)[0] *= aX; 1.253 + (*this)[1] *= aY; 1.254 + (*this)[2] *= aZ; 1.255 +} 1.256 + 1.257 +void 1.258 +gfx3DMatrix::Perspective(float aDepth) 1.259 +{ 1.260 + NS_ASSERTION(aDepth > 0.0f, "Perspective must be positive!"); 1.261 + _31 += -1.0/aDepth * _41; 1.262 + _32 += -1.0/aDepth * _42; 1.263 + _33 += -1.0/aDepth * _43; 1.264 + _34 += -1.0/aDepth * _44; 1.265 +} 1.266 + 1.267 +void gfx3DMatrix::SkewXY(double aXSkew, double aYSkew) 1.268 +{ 1.269 + float tanX = SafeTangent(aXSkew); 1.270 + float tanY = SafeTangent(aYSkew); 1.271 + float temp; 1.272 + 1.273 + temp = _11; 1.274 + _11 += tanY * _21; 1.275 + _21 += tanX * temp; 1.276 + 1.277 + temp = _12; 1.278 + _12 += tanY * _22; 1.279 + _22 += tanX * temp; 1.280 + 1.281 + temp = _13; 1.282 + _13 += tanY * _23; 1.283 + _23 += tanX * temp; 1.284 + 1.285 + temp = _14; 1.286 + _14 += tanY * _24; 1.287 + _24 += tanX * temp; 1.288 +} 1.289 + 1.290 +void 1.291 +gfx3DMatrix::RotateX(double aTheta) 1.292 +{ 1.293 + double cosTheta = FlushToZero(cos(aTheta)); 1.294 + double sinTheta = FlushToZero(sin(aTheta)); 1.295 + 1.296 + float temp; 1.297 + 1.298 + temp = _21; 1.299 + _21 = cosTheta * _21 + sinTheta * _31; 1.300 + _31 = -sinTheta * temp + cosTheta * _31; 1.301 + 1.302 + temp = _22; 1.303 + _22 = cosTheta * _22 + sinTheta * _32; 1.304 + _32 = -sinTheta * temp + cosTheta * _32; 1.305 + 1.306 + temp = _23; 1.307 + _23 = cosTheta * _23 + sinTheta * _33; 1.308 + _33 = -sinTheta * temp + cosTheta * _33; 1.309 + 1.310 + temp = _24; 1.311 + _24 = cosTheta * _24 + sinTheta * _34; 1.312 + _34 = -sinTheta * temp + cosTheta * _34; 1.313 +} 1.314 + 1.315 +void 1.316 +gfx3DMatrix::RotateY(double aTheta) 1.317 +{ 1.318 + double cosTheta = FlushToZero(cos(aTheta)); 1.319 + double sinTheta = FlushToZero(sin(aTheta)); 1.320 + 1.321 + float temp; 1.322 + 1.323 + temp = _11; 1.324 + _11 = cosTheta * _11 + -sinTheta * _31; 1.325 + _31 = sinTheta * temp + cosTheta * _31; 1.326 + 1.327 + temp = _12; 1.328 + _12 = cosTheta * _12 + -sinTheta * _32; 1.329 + _32 = sinTheta * temp + cosTheta * _32; 1.330 + 1.331 + temp = _13; 1.332 + _13 = cosTheta * _13 + -sinTheta * _33; 1.333 + _33 = sinTheta * temp + cosTheta * _33; 1.334 + 1.335 + temp = _14; 1.336 + _14 = cosTheta * _14 + -sinTheta * _34; 1.337 + _34 = sinTheta * temp + cosTheta * _34; 1.338 +} 1.339 + 1.340 +void 1.341 +gfx3DMatrix::RotateZ(double aTheta) 1.342 +{ 1.343 + double cosTheta = FlushToZero(cos(aTheta)); 1.344 + double sinTheta = FlushToZero(sin(aTheta)); 1.345 + 1.346 + float temp; 1.347 + 1.348 + temp = _11; 1.349 + _11 = cosTheta * _11 + sinTheta * _21; 1.350 + _21 = -sinTheta * temp + cosTheta * _21; 1.351 + 1.352 + temp = _12; 1.353 + _12 = cosTheta * _12 + sinTheta * _22; 1.354 + _22 = -sinTheta * temp + cosTheta * _22; 1.355 + 1.356 + temp = _13; 1.357 + _13 = cosTheta * _13 + sinTheta * _23; 1.358 + _23 = -sinTheta * temp + cosTheta * _23; 1.359 + 1.360 + temp = _14; 1.361 + _14 = cosTheta * _14 + sinTheta * _24; 1.362 + _24 = -sinTheta * temp + cosTheta * _24; 1.363 +} 1.364 + 1.365 +void 1.366 +gfx3DMatrix::PreMultiply(const gfx3DMatrix& aOther) 1.367 +{ 1.368 + *this = aOther * (*this); 1.369 +} 1.370 + 1.371 +void 1.372 +gfx3DMatrix::PreMultiply(const gfxMatrix& aOther) 1.373 +{ 1.374 + gfx3DMatrix temp; 1.375 + temp._11 = aOther.xx * _11 + aOther.yx * _21; 1.376 + temp._21 = aOther.xy * _11 + aOther.yy * _21; 1.377 + temp._31 = _31; 1.378 + temp._41 = aOther.x0 * _11 + aOther.y0 * _21 + _41; 1.379 + temp._12 = aOther.xx * _12 + aOther.yx * _22; 1.380 + temp._22 = aOther.xy * _12 + aOther.yy * _22; 1.381 + temp._32 = _32; 1.382 + temp._42 = aOther.x0 * _12 + aOther.y0 * _22 + _42; 1.383 + temp._13 = aOther.xx * _13 + aOther.yx * _23; 1.384 + temp._23 = aOther.xy * _13 + aOther.yy * _23; 1.385 + temp._33 = _33; 1.386 + temp._43 = aOther.x0 * _13 + aOther.y0 * _23 + _43; 1.387 + temp._14 = aOther.xx * _14 + aOther.yx * _24; 1.388 + temp._24 = aOther.xy * _14 + aOther.yy * _24; 1.389 + temp._34 = _34; 1.390 + temp._44 = aOther.x0 * _14 + aOther.y0 * _24 + _44; 1.391 + 1.392 + *this = temp; 1.393 +} 1.394 + 1.395 +gfx3DMatrix 1.396 +gfx3DMatrix::Translation(float aX, float aY, float aZ) 1.397 +{ 1.398 + gfx3DMatrix matrix; 1.399 + 1.400 + matrix._41 = aX; 1.401 + matrix._42 = aY; 1.402 + matrix._43 = aZ; 1.403 + return matrix; 1.404 +} 1.405 + 1.406 +gfx3DMatrix 1.407 +gfx3DMatrix::Translation(const gfxPoint3D& aPoint) 1.408 +{ 1.409 + gfx3DMatrix matrix; 1.410 + 1.411 + matrix._41 = aPoint.x; 1.412 + matrix._42 = aPoint.y; 1.413 + matrix._43 = aPoint.z; 1.414 + return matrix; 1.415 +} 1.416 + 1.417 +gfx3DMatrix 1.418 +gfx3DMatrix::ScalingMatrix(float aFactor) 1.419 +{ 1.420 + gfx3DMatrix matrix; 1.421 + 1.422 + matrix._11 = matrix._22 = matrix._33 = aFactor; 1.423 + return matrix; 1.424 +} 1.425 + 1.426 +gfx3DMatrix 1.427 +gfx3DMatrix::ScalingMatrix(float aX, float aY, float aZ) 1.428 +{ 1.429 + gfx3DMatrix matrix; 1.430 + 1.431 + matrix._11 = aX; 1.432 + matrix._22 = aY; 1.433 + matrix._33 = aZ; 1.434 + 1.435 + return matrix; 1.436 +} 1.437 + 1.438 +gfxFloat 1.439 +gfx3DMatrix::Determinant() const 1.440 +{ 1.441 + return _14 * _23 * _32 * _41 1.442 + - _13 * _24 * _32 * _41 1.443 + - _14 * _22 * _33 * _41 1.444 + + _12 * _24 * _33 * _41 1.445 + + _13 * _22 * _34 * _41 1.446 + - _12 * _23 * _34 * _41 1.447 + - _14 * _23 * _31 * _42 1.448 + + _13 * _24 * _31 * _42 1.449 + + _14 * _21 * _33 * _42 1.450 + - _11 * _24 * _33 * _42 1.451 + - _13 * _21 * _34 * _42 1.452 + + _11 * _23 * _34 * _42 1.453 + + _14 * _22 * _31 * _43 1.454 + - _12 * _24 * _31 * _43 1.455 + - _14 * _21 * _32 * _43 1.456 + + _11 * _24 * _32 * _43 1.457 + + _12 * _21 * _34 * _43 1.458 + - _11 * _22 * _34 * _43 1.459 + - _13 * _22 * _31 * _44 1.460 + + _12 * _23 * _31 * _44 1.461 + + _13 * _21 * _32 * _44 1.462 + - _11 * _23 * _32 * _44 1.463 + - _12 * _21 * _33 * _44 1.464 + + _11 * _22 * _33 * _44; 1.465 +} 1.466 + 1.467 +gfxFloat 1.468 +gfx3DMatrix::Determinant3x3() const 1.469 +{ 1.470 + return _11 * (_22 * _33 - _23 * _32) + 1.471 + _12 * (_23 * _31 - _33 * _21) + 1.472 + _13 * (_21 * _32 - _22 * _31); 1.473 +} 1.474 + 1.475 +gfx3DMatrix 1.476 +gfx3DMatrix::Inverse3x3() const 1.477 +{ 1.478 + gfxFloat det = Determinant3x3(); 1.479 + if (det == 0.0) { 1.480 + return *this; 1.481 + } 1.482 + 1.483 + gfxFloat detInv = 1/det; 1.484 + gfx3DMatrix temp; 1.485 + 1.486 + temp._11 = (_22 * _33 - _23 * _32) * detInv; 1.487 + temp._12 = (_13 * _32 - _12 * _33) * detInv; 1.488 + temp._13 = (_12 * _23 - _13 * _22) * detInv; 1.489 + temp._21 = (_23 * _31 - _33 * _21) * detInv; 1.490 + temp._22 = (_11 * _33 - _13 * _31) * detInv; 1.491 + temp._23 = (_13 * _21 - _11 * _23) * detInv; 1.492 + temp._31 = (_21 * _32 - _22 * _31) * detInv; 1.493 + temp._32 = (_31 * _12 - _11 * _32) * detInv; 1.494 + temp._33 = (_11 * _22 - _12 * _21) * detInv; 1.495 + return temp; 1.496 +} 1.497 + 1.498 +bool 1.499 +gfx3DMatrix::IsSingular() const 1.500 +{ 1.501 + return Determinant() == 0.0; 1.502 +} 1.503 + 1.504 +gfx3DMatrix 1.505 +gfx3DMatrix::Inverse() const 1.506 +{ 1.507 + if (TransposedVector(3) == gfxPointH3D(0, 0, 0, 1)) { 1.508 + /** 1.509 + * When the matrix contains no perspective, the inverse 1.510 + * is the same as the 3x3 inverse of the rotation components 1.511 + * multiplied by the inverse of the translation components. 1.512 + * Doing these steps separately is faster and more numerically 1.513 + * stable. 1.514 + * 1.515 + * Inverse of the translation matrix is just negating 1.516 + * the values. 1.517 + */ 1.518 + gfx3DMatrix matrix3 = Inverse3x3(); 1.519 + matrix3.Translate(gfxPoint3D(-_41, -_42, -_43)); 1.520 + return matrix3; 1.521 + } 1.522 + 1.523 + gfxFloat det = Determinant(); 1.524 + if (det == 0.0) { 1.525 + return *this; 1.526 + } 1.527 + 1.528 + gfx3DMatrix temp; 1.529 + 1.530 + temp._11 = _23*_34*_42 - _24*_33*_42 + 1.531 + _24*_32*_43 - _22*_34*_43 - 1.532 + _23*_32*_44 + _22*_33*_44; 1.533 + temp._12 = _14*_33*_42 - _13*_34*_42 - 1.534 + _14*_32*_43 + _12*_34*_43 + 1.535 + _13*_32*_44 - _12*_33*_44; 1.536 + temp._13 = _13*_24*_42 - _14*_23*_42 + 1.537 + _14*_22*_43 - _12*_24*_43 - 1.538 + _13*_22*_44 + _12*_23*_44; 1.539 + temp._14 = _14*_23*_32 - _13*_24*_32 - 1.540 + _14*_22*_33 + _12*_24*_33 + 1.541 + _13*_22*_34 - _12*_23*_34; 1.542 + temp._21 = _24*_33*_41 - _23*_34*_41 - 1.543 + _24*_31*_43 + _21*_34*_43 + 1.544 + _23*_31*_44 - _21*_33*_44; 1.545 + temp._22 = _13*_34*_41 - _14*_33*_41 + 1.546 + _14*_31*_43 - _11*_34*_43 - 1.547 + _13*_31*_44 + _11*_33*_44; 1.548 + temp._23 = _14*_23*_41 - _13*_24*_41 - 1.549 + _14*_21*_43 + _11*_24*_43 + 1.550 + _13*_21*_44 - _11*_23*_44; 1.551 + temp._24 = _13*_24*_31 - _14*_23*_31 + 1.552 + _14*_21*_33 - _11*_24*_33 - 1.553 + _13*_21*_34 + _11*_23*_34; 1.554 + temp._31 = _22*_34*_41 - _24*_32*_41 + 1.555 + _24*_31*_42 - _21*_34*_42 - 1.556 + _22*_31*_44 + _21*_32*_44; 1.557 + temp._32 = _14*_32*_41 - _12*_34*_41 - 1.558 + _14*_31*_42 + _11*_34*_42 + 1.559 + _12*_31*_44 - _11*_32*_44; 1.560 + temp._33 = _12*_24*_41 - _14*_22*_41 + 1.561 + _14*_21*_42 - _11*_24*_42 - 1.562 + _12*_21*_44 + _11*_22*_44; 1.563 + temp._34 = _14*_22*_31 - _12*_24*_31 - 1.564 + _14*_21*_32 + _11*_24*_32 + 1.565 + _12*_21*_34 - _11*_22*_34; 1.566 + temp._41 = _23*_32*_41 - _22*_33*_41 - 1.567 + _23*_31*_42 + _21*_33*_42 + 1.568 + _22*_31*_43 - _21*_32*_43; 1.569 + temp._42 = _12*_33*_41 - _13*_32*_41 + 1.570 + _13*_31*_42 - _11*_33*_42 - 1.571 + _12*_31*_43 + _11*_32*_43; 1.572 + temp._43 = _13*_22*_41 - _12*_23*_41 - 1.573 + _13*_21*_42 + _11*_23*_42 + 1.574 + _12*_21*_43 - _11*_22*_43; 1.575 + temp._44 = _12*_23*_31 - _13*_22*_31 + 1.576 + _13*_21*_32 - _11*_23*_32 - 1.577 + _12*_21*_33 + _11*_22*_33; 1.578 + 1.579 + temp /= det; 1.580 + return temp; 1.581 +} 1.582 + 1.583 +gfx3DMatrix& 1.584 +gfx3DMatrix::Normalize() 1.585 +{ 1.586 + for (int i = 0; i < 4; i++) { 1.587 + for (int j = 0; j < 4; j++) { 1.588 + (*this)[i][j] /= (*this)[3][3]; 1.589 + } 1.590 + } 1.591 + return *this; 1.592 +} 1.593 + 1.594 +gfx3DMatrix& 1.595 +gfx3DMatrix::Transpose() 1.596 +{ 1.597 + *this = Transposed(); 1.598 + return *this; 1.599 +} 1.600 + 1.601 +gfx3DMatrix 1.602 +gfx3DMatrix::Transposed() const 1.603 +{ 1.604 + gfx3DMatrix temp; 1.605 + for (int i = 0; i < 4; i++) { 1.606 + temp[i] = TransposedVector(i); 1.607 + } 1.608 + return temp; 1.609 +} 1.610 + 1.611 +gfxPoint 1.612 +gfx3DMatrix::Transform(const gfxPoint& point) const 1.613 +{ 1.614 + gfxPoint3D vec3d(point.x, point.y, 0); 1.615 + vec3d = Transform3D(vec3d); 1.616 + return gfxPoint(vec3d.x, vec3d.y); 1.617 +} 1.618 + 1.619 +gfxPoint3D 1.620 +gfx3DMatrix::Transform3D(const gfxPoint3D& point) const 1.621 +{ 1.622 + gfxFloat x = point.x * _11 + point.y * _21 + point.z * _31 + _41; 1.623 + gfxFloat y = point.x * _12 + point.y * _22 + point.z * _32 + _42; 1.624 + gfxFloat z = point.x * _13 + point.y * _23 + point.z * _33 + _43; 1.625 + gfxFloat w = point.x * _14 + point.y * _24 + point.z * _34 + _44; 1.626 + 1.627 + x /= w; 1.628 + y /= w; 1.629 + z /= w; 1.630 + 1.631 + return gfxPoint3D(x, y, z); 1.632 +} 1.633 + 1.634 +gfxPointH3D 1.635 +gfx3DMatrix::Transform4D(const gfxPointH3D& aPoint) const 1.636 +{ 1.637 + gfxFloat x = aPoint.x * _11 + aPoint.y * _21 + aPoint.z * _31 + aPoint.w * _41; 1.638 + gfxFloat y = aPoint.x * _12 + aPoint.y * _22 + aPoint.z * _32 + aPoint.w * _42; 1.639 + gfxFloat z = aPoint.x * _13 + aPoint.y * _23 + aPoint.z * _33 + aPoint.w * _43; 1.640 + gfxFloat w = aPoint.x * _14 + aPoint.y * _24 + aPoint.z * _34 + aPoint.w * _44; 1.641 + 1.642 + return gfxPointH3D(x, y, z, w); 1.643 +} 1.644 + 1.645 +gfxPointH3D 1.646 +gfx3DMatrix::TransposeTransform4D(const gfxPointH3D& aPoint) const 1.647 +{ 1.648 + gfxFloat x = aPoint.x * _11 + aPoint.y * _12 + aPoint.z * _13 + aPoint.w * _14; 1.649 + gfxFloat y = aPoint.x * _21 + aPoint.y * _22 + aPoint.z * _23 + aPoint.w * _24; 1.650 + gfxFloat z = aPoint.x * _31 + aPoint.y * _32 + aPoint.z * _33 + aPoint.w * _34; 1.651 + gfxFloat w = aPoint.x * _41 + aPoint.y * _42 + aPoint.z * _43 + aPoint.w * _44; 1.652 + 1.653 + return gfxPointH3D(x, y, z, w); 1.654 +} 1.655 + 1.656 +gfxRect 1.657 +gfx3DMatrix::TransformBounds(const gfxRect& rect) const 1.658 +{ 1.659 + gfxPoint points[4]; 1.660 + 1.661 + points[0] = Transform(rect.TopLeft()); 1.662 + points[1] = Transform(gfxPoint(rect.X() + rect.Width(), rect.Y())); 1.663 + points[2] = Transform(gfxPoint(rect.X(), rect.Y() + rect.Height())); 1.664 + points[3] = Transform(gfxPoint(rect.X() + rect.Width(), 1.665 + rect.Y() + rect.Height())); 1.666 + 1.667 + gfxFloat min_x, max_x; 1.668 + gfxFloat min_y, max_y; 1.669 + 1.670 + min_x = max_x = points[0].x; 1.671 + min_y = max_y = points[0].y; 1.672 + 1.673 + for (int i=1; i<4; i++) { 1.674 + min_x = min(points[i].x, min_x); 1.675 + max_x = max(points[i].x, max_x); 1.676 + min_y = min(points[i].y, min_y); 1.677 + max_y = max(points[i].y, max_y); 1.678 + } 1.679 + 1.680 + return gfxRect(min_x, min_y, max_x - min_x, max_y - min_y); 1.681 +} 1.682 + 1.683 +gfxQuad 1.684 +gfx3DMatrix::TransformRect(const gfxRect& aRect) const 1.685 +{ 1.686 + gfxPoint points[4]; 1.687 + 1.688 + points[0] = Transform(aRect.TopLeft()); 1.689 + points[1] = Transform(gfxPoint(aRect.X() + aRect.Width(), aRect.Y())); 1.690 + points[2] = Transform(gfxPoint(aRect.X() + aRect.Width(), 1.691 + aRect.Y() + aRect.Height())); 1.692 + points[3] = Transform(gfxPoint(aRect.X(), aRect.Y() + aRect.Height())); 1.693 + 1.694 + // Could this ever result in lines that intersect? I don't think so. 1.695 + return gfxQuad(points[0], points[1], points[2], points[3]); 1.696 +} 1.697 + 1.698 +bool 1.699 +gfx3DMatrix::Is2D() const 1.700 +{ 1.701 + if (_13 != 0.0f || _14 != 0.0f || 1.702 + _23 != 0.0f || _24 != 0.0f || 1.703 + _31 != 0.0f || _32 != 0.0f || _33 != 1.0f || _34 != 0.0f || 1.704 + _43 != 0.0f || _44 != 1.0f) { 1.705 + return false; 1.706 + } 1.707 + return true; 1.708 +} 1.709 + 1.710 +bool 1.711 +gfx3DMatrix::Is2D(gfxMatrix* aMatrix) const 1.712 +{ 1.713 + if (!Is2D()) { 1.714 + return false; 1.715 + } 1.716 + if (aMatrix) { 1.717 + aMatrix->xx = _11; 1.718 + aMatrix->yx = _12; 1.719 + aMatrix->xy = _21; 1.720 + aMatrix->yy = _22; 1.721 + aMatrix->x0 = _41; 1.722 + aMatrix->y0 = _42; 1.723 + } 1.724 + return true; 1.725 +} 1.726 + 1.727 +bool 1.728 +gfx3DMatrix::CanDraw2D(gfxMatrix* aMatrix) const 1.729 +{ 1.730 + if (_14 != 0.0f || 1.731 + _24 != 0.0f || 1.732 + _44 != 1.0f) { 1.733 + return false; 1.734 + } 1.735 + if (aMatrix) { 1.736 + aMatrix->xx = _11; 1.737 + aMatrix->yx = _12; 1.738 + aMatrix->xy = _21; 1.739 + aMatrix->yy = _22; 1.740 + aMatrix->x0 = _41; 1.741 + aMatrix->y0 = _42; 1.742 + } 1.743 + return true; 1.744 +} 1.745 + 1.746 +gfx3DMatrix& 1.747 +gfx3DMatrix::ProjectTo2D() 1.748 +{ 1.749 + _31 = 0.0f; 1.750 + _32 = 0.0f; 1.751 + _13 = 0.0f; 1.752 + _23 = 0.0f; 1.753 + _33 = 1.0f; 1.754 + _43 = 0.0f; 1.755 + _34 = 0.0f; 1.756 + return *this; 1.757 +} 1.758 + 1.759 +gfxPoint gfx3DMatrix::ProjectPoint(const gfxPoint& aPoint) const 1.760 +{ 1.761 + // Define a ray of the form P + Ut where t is a real number 1.762 + // w is assumed to always be 1 when transforming 3d points with our 1.763 + // 4x4 matrix. 1.764 + // p is our click point, q is another point on the same ray. 1.765 + // 1.766 + // Note: since the transformation is a general projective transformation and is not 1.767 + // necessarily affine, we can't just take a unit vector u, back-transform it, and use 1.768 + // it as unit vector on the back-transformed ray. Instead, we really must take two points 1.769 + // on the ray and back-transform them. 1.770 + gfxPoint3D p(aPoint.x, aPoint.y, 0); 1.771 + gfxPoint3D q(aPoint.x, aPoint.y, 1); 1.772 + 1.773 + // Back transform the vectors (using w = 1) and normalize 1.774 + // back into 3d vectors by dividing by the w component. 1.775 + gfxPoint3D pback = Transform3D(p); 1.776 + gfxPoint3D qback = Transform3D(q); 1.777 + gfxPoint3D uback = qback - pback; 1.778 + 1.779 + // Find the point where the back transformed line intersects z=0 1.780 + // and find t. 1.781 + 1.782 + float t = -pback.z / uback.z; 1.783 + 1.784 + gfxPoint result(pback.x + t*uback.x, pback.y + t*uback.y); 1.785 + 1.786 + return result; 1.787 +} 1.788 + 1.789 +gfxRect gfx3DMatrix::ProjectRectBounds(const gfxRect& aRect) const 1.790 +{ 1.791 + gfxPoint points[4]; 1.792 + 1.793 + points[0] = ProjectPoint(aRect.TopLeft()); 1.794 + points[1] = ProjectPoint(aRect.TopRight()); 1.795 + points[2] = ProjectPoint(aRect.BottomLeft()); 1.796 + points[3] = ProjectPoint(aRect.BottomRight()); 1.797 + 1.798 + gfxFloat min_x, max_x; 1.799 + gfxFloat min_y, max_y; 1.800 + 1.801 + min_x = max_x = points[0].x; 1.802 + min_y = max_y = points[0].y; 1.803 + 1.804 + for (int i=1; i<4; i++) { 1.805 + min_x = min(points[i].x, min_x); 1.806 + max_x = max(points[i].x, max_x); 1.807 + min_y = min(points[i].y, min_y); 1.808 + max_y = max(points[i].y, max_y); 1.809 + } 1.810 + 1.811 + return gfxRect(min_x, min_y, max_x - min_x, max_y - min_y); 1.812 +} 1.813 + 1.814 +gfxRect gfx3DMatrix::UntransformBounds(const gfxRect& aRect, const gfxRect& aChildBounds) const 1.815 +{ 1.816 + if (Is2D()) { 1.817 + return Inverse().TransformBounds(aRect); 1.818 + } 1.819 + gfxRect bounds = TransformBounds(aChildBounds); 1.820 + 1.821 + gfxRect rect = aRect.Intersect(bounds); 1.822 + 1.823 + return Inverse().ProjectRectBounds(rect); 1.824 +} 1.825 + 1.826 +bool gfx3DMatrix::UntransformPoint(const gfxPoint& aPoint, const gfxRect& aChildBounds, gfxPoint* aOut) const 1.827 +{ 1.828 + if (Is2D()) { 1.829 + *aOut = Inverse().Transform(aPoint); 1.830 + return true; 1.831 + } 1.832 + gfxRect bounds = TransformBounds(aChildBounds); 1.833 + 1.834 + if (!bounds.Contains(aPoint)) { 1.835 + return false; 1.836 + } 1.837 + 1.838 + *aOut = Inverse().ProjectPoint(aPoint); 1.839 + return true; 1.840 +} 1.841 + 1.842 +gfxPoint3D gfx3DMatrix::GetNormalVector() const 1.843 +{ 1.844 + // Define a plane in transformed space as the transformations 1.845 + // of 3 points on the z=0 screen plane. 1.846 + gfxPoint3D a = Transform3D(gfxPoint3D(0, 0, 0)); 1.847 + gfxPoint3D b = Transform3D(gfxPoint3D(0, 1, 0)); 1.848 + gfxPoint3D c = Transform3D(gfxPoint3D(1, 0, 0)); 1.849 + 1.850 + // Convert to two vectors on the surface of the plane. 1.851 + gfxPoint3D ab = b - a; 1.852 + gfxPoint3D ac = c - a; 1.853 + 1.854 + return ac.CrossProduct(ab); 1.855 +} 1.856 + 1.857 +bool gfx3DMatrix::IsBackfaceVisible() const 1.858 +{ 1.859 + // Inverse()._33 < 0; 1.860 + gfxFloat det = Determinant(); 1.861 + float _33 = _12*_24*_41 - _14*_22*_41 + 1.862 + _14*_21*_42 - _11*_24*_42 - 1.863 + _12*_21*_44 + _11*_22*_44; 1.864 + return (_33 * det) < 0; 1.865 +} 1.866 + 1.867 +void gfx3DMatrix::NudgeToIntegers(void) 1.868 +{ 1.869 + NudgeToInteger(&_11); 1.870 + NudgeToInteger(&_12); 1.871 + NudgeToInteger(&_13); 1.872 + NudgeToInteger(&_14); 1.873 + NudgeToInteger(&_21); 1.874 + NudgeToInteger(&_22); 1.875 + NudgeToInteger(&_23); 1.876 + NudgeToInteger(&_24); 1.877 + NudgeToInteger(&_31); 1.878 + NudgeToInteger(&_32); 1.879 + NudgeToInteger(&_33); 1.880 + NudgeToInteger(&_34); 1.881 + NudgeToInteger(&_41); 1.882 + NudgeToInteger(&_42); 1.883 + NudgeToInteger(&_43); 1.884 + NudgeToInteger(&_44); 1.885 +}