Wed, 31 Dec 2014 06:09:35 +0100
Cloned upstream origin tor-browser at tor-browser-31.3.0esr-4.5-1-build1
revision ID fc1c9ff7c1b2defdbc039f12214767608f46423f for hacking purpose.
1 /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
2 * This Source Code Form is subject to the terms of the Mozilla Public
3 * License, v. 2.0. If a copy of the MPL was not distributed with this
4 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6 #include "gfxMatrix.h"
7 #include "gfx3DMatrix.h"
8 #include "mozilla/gfx/Tools.h"
9 #include <math.h>
10 #include <algorithm>
12 using namespace std;
13 using namespace mozilla;
14 using namespace mozilla::gfx;
16 /* Force small values to zero. We do this to avoid having sin(360deg)
17 * evaluate to a tiny but nonzero value.
18 */
19 static double FlushToZero(double aVal)
20 {
21 if (-FLT_EPSILON < aVal && aVal < FLT_EPSILON)
22 return 0.0f;
23 else
24 return aVal;
25 }
27 /* Computes tan(aTheta). For values of aTheta such that tan(aTheta) is
28 * undefined or very large, SafeTangent returns a manageably large value
29 * of the correct sign.
30 */
31 static double SafeTangent(double aTheta)
32 {
33 const double kEpsilon = 0.0001;
35 /* tan(theta) = sin(theta)/cos(theta); problems arise when
36 * cos(theta) is too close to zero. Limit cos(theta) to the
37 * range [-1, -epsilon] U [epsilon, 1].
38 */
39 double sinTheta = sin(aTheta);
40 double cosTheta = cos(aTheta);
42 if (cosTheta >= 0 && cosTheta < kEpsilon)
43 cosTheta = kEpsilon;
44 else if (cosTheta < 0 && cosTheta >= -kEpsilon)
45 cosTheta = -kEpsilon;
47 return FlushToZero(sinTheta / cosTheta);
48 }
50 gfx3DMatrix::gfx3DMatrix(void)
51 {
52 _11 = _22 = _33 = _44 = 1.0f;
53 _12 = _13 = _14 = 0.0f;
54 _21 = _23 = _24 = 0.0f;
55 _31 = _32 = _34 = 0.0f;
56 _41 = _42 = _43 = 0.0f;
57 }
59 gfx3DMatrix
60 gfx3DMatrix::operator*(const gfx3DMatrix &aMatrix) const
61 {
62 if (Is2D() && aMatrix.Is2D()) {
63 return Multiply2D(aMatrix);
64 }
66 gfx3DMatrix matrix;
68 matrix._11 = _11 * aMatrix._11 + _12 * aMatrix._21 + _13 * aMatrix._31 + _14 * aMatrix._41;
69 matrix._21 = _21 * aMatrix._11 + _22 * aMatrix._21 + _23 * aMatrix._31 + _24 * aMatrix._41;
70 matrix._31 = _31 * aMatrix._11 + _32 * aMatrix._21 + _33 * aMatrix._31 + _34 * aMatrix._41;
71 matrix._41 = _41 * aMatrix._11 + _42 * aMatrix._21 + _43 * aMatrix._31 + _44 * aMatrix._41;
72 matrix._12 = _11 * aMatrix._12 + _12 * aMatrix._22 + _13 * aMatrix._32 + _14 * aMatrix._42;
73 matrix._22 = _21 * aMatrix._12 + _22 * aMatrix._22 + _23 * aMatrix._32 + _24 * aMatrix._42;
74 matrix._32 = _31 * aMatrix._12 + _32 * aMatrix._22 + _33 * aMatrix._32 + _34 * aMatrix._42;
75 matrix._42 = _41 * aMatrix._12 + _42 * aMatrix._22 + _43 * aMatrix._32 + _44 * aMatrix._42;
76 matrix._13 = _11 * aMatrix._13 + _12 * aMatrix._23 + _13 * aMatrix._33 + _14 * aMatrix._43;
77 matrix._23 = _21 * aMatrix._13 + _22 * aMatrix._23 + _23 * aMatrix._33 + _24 * aMatrix._43;
78 matrix._33 = _31 * aMatrix._13 + _32 * aMatrix._23 + _33 * aMatrix._33 + _34 * aMatrix._43;
79 matrix._43 = _41 * aMatrix._13 + _42 * aMatrix._23 + _43 * aMatrix._33 + _44 * aMatrix._43;
80 matrix._14 = _11 * aMatrix._14 + _12 * aMatrix._24 + _13 * aMatrix._34 + _14 * aMatrix._44;
81 matrix._24 = _21 * aMatrix._14 + _22 * aMatrix._24 + _23 * aMatrix._34 + _24 * aMatrix._44;
82 matrix._34 = _31 * aMatrix._14 + _32 * aMatrix._24 + _33 * aMatrix._34 + _34 * aMatrix._44;
83 matrix._44 = _41 * aMatrix._14 + _42 * aMatrix._24 + _43 * aMatrix._34 + _44 * aMatrix._44;
85 return matrix;
86 }
88 gfx3DMatrix&
89 gfx3DMatrix::operator*=(const gfx3DMatrix &aMatrix)
90 {
91 return *this = *this * aMatrix;
92 }
94 gfx3DMatrix
95 gfx3DMatrix::Multiply2D(const gfx3DMatrix &aMatrix) const
96 {
97 gfx3DMatrix matrix;
99 matrix._11 = _11 * aMatrix._11 + _12 * aMatrix._21;
100 matrix._21 = _21 * aMatrix._11 + _22 * aMatrix._21;
101 matrix._41 = _41 * aMatrix._11 + _42 * aMatrix._21 + aMatrix._41;
102 matrix._12 = _11 * aMatrix._12 + _12 * aMatrix._22;
103 matrix._22 = _21 * aMatrix._12 + _22 * aMatrix._22;
104 matrix._42 = _41 * aMatrix._12 + _42 * aMatrix._22 + aMatrix._42;
106 return matrix;
107 }
109 bool
110 gfx3DMatrix::operator==(const gfx3DMatrix& o) const
111 {
112 // XXX would be nice to memcmp here, but that breaks IEEE 754 semantics
113 return _11 == o._11 && _12 == o._12 && _13 == o._13 && _14 == o._14 &&
114 _21 == o._21 && _22 == o._22 && _23 == o._23 && _24 == o._24 &&
115 _31 == o._31 && _32 == o._32 && _33 == o._33 && _34 == o._34 &&
116 _41 == o._41 && _42 == o._42 && _43 == o._43 && _44 == o._44;
117 }
119 bool
120 gfx3DMatrix::operator!=(const gfx3DMatrix& o) const
121 {
122 return !((*this) == o);
123 }
125 bool
126 gfx3DMatrix::FuzzyEqual(const gfx3DMatrix& o) const
127 {
128 static const float error = 1e-4;
129 return gfx::FuzzyEqual(_11, o._11, error) && gfx::FuzzyEqual(_12, o._12, error) &&
130 gfx::FuzzyEqual(_13, o._13, error) && gfx::FuzzyEqual(_14, o._14, error) &&
131 gfx::FuzzyEqual(_21, o._21, error) && gfx::FuzzyEqual(_22, o._22, error) &&
132 gfx::FuzzyEqual(_23, o._23, error) && gfx::FuzzyEqual(_24, o._24, error) &&
133 gfx::FuzzyEqual(_31, o._31, error) && gfx::FuzzyEqual(_32, o._32, error) &&
134 gfx::FuzzyEqual(_33, o._33, error) && gfx::FuzzyEqual(_34, o._34, error) &&
135 gfx::FuzzyEqual(_41, o._41, error) && gfx::FuzzyEqual(_42, o._42, error) &&
136 gfx::FuzzyEqual(_43, o._43, error) && gfx::FuzzyEqual(_44, o._44, error);
137 }
139 gfx3DMatrix&
140 gfx3DMatrix::operator/=(const gfxFloat scalar)
141 {
142 _11 /= scalar;
143 _12 /= scalar;
144 _13 /= scalar;
145 _14 /= scalar;
146 _21 /= scalar;
147 _22 /= scalar;
148 _23 /= scalar;
149 _24 /= scalar;
150 _31 /= scalar;
151 _32 /= scalar;
152 _33 /= scalar;
153 _34 /= scalar;
154 _41 /= scalar;
155 _42 /= scalar;
156 _43 /= scalar;
157 _44 /= scalar;
158 return *this;
159 }
161 gfx3DMatrix
162 gfx3DMatrix::From2D(const gfxMatrix &aMatrix)
163 {
164 gfx3DMatrix matrix;
165 matrix._11 = (float)aMatrix.xx;
166 matrix._12 = (float)aMatrix.yx;
167 matrix._21 = (float)aMatrix.xy;
168 matrix._22 = (float)aMatrix.yy;
169 matrix._41 = (float)aMatrix.x0;
170 matrix._42 = (float)aMatrix.y0;
171 return matrix;
172 }
174 bool
175 gfx3DMatrix::IsIdentity() const
176 {
177 return _11 == 1.0f && _12 == 0.0f && _13 == 0.0f && _14 == 0.0f &&
178 _21 == 0.0f && _22 == 1.0f && _23 == 0.0f && _24 == 0.0f &&
179 _31 == 0.0f && _32 == 0.0f && _33 == 1.0f && _34 == 0.0f &&
180 _41 == 0.0f && _42 == 0.0f && _43 == 0.0f && _44 == 1.0f;
181 }
183 void
184 gfx3DMatrix::Translate(const gfxPoint3D& aPoint)
185 {
186 _41 += aPoint.x * _11 + aPoint.y * _21 + aPoint.z * _31;
187 _42 += aPoint.x * _12 + aPoint.y * _22 + aPoint.z * _32;
188 _43 += aPoint.x * _13 + aPoint.y * _23 + aPoint.z * _33;
189 _44 += aPoint.x * _14 + aPoint.y * _24 + aPoint.z * _34;
190 }
192 void
193 gfx3DMatrix::TranslatePost(const gfxPoint3D& aPoint)
194 {
195 _11 += _14 * aPoint.x;
196 _21 += _24 * aPoint.x;
197 _31 += _34 * aPoint.x;
198 _41 += _44 * aPoint.x;
199 _12 += _14 * aPoint.y;
200 _22 += _24 * aPoint.y;
201 _32 += _34 * aPoint.y;
202 _42 += _44 * aPoint.y;
203 _13 += _14 * aPoint.z;
204 _23 += _24 * aPoint.z;
205 _33 += _34 * aPoint.z;
206 _43 += _44 * aPoint.z;
207 }
209 void
210 gfx3DMatrix::ScalePost(float aX, float aY, float aZ)
211 {
212 _11 *= aX;
213 _21 *= aX;
214 _31 *= aX;
215 _41 *= aX;
217 _12 *= aY;
218 _22 *= aY;
219 _32 *= aY;
220 _42 *= aY;
222 _13 *= aZ;
223 _23 *= aZ;
224 _33 *= aZ;
225 _43 *= aZ;
226 }
228 void
229 gfx3DMatrix::SkewXY(double aSkew)
230 {
231 (*this)[1] += (*this)[0] * aSkew;
232 }
234 void
235 gfx3DMatrix::SkewXZ(double aSkew)
236 {
237 (*this)[2] += (*this)[0] * aSkew;
238 }
240 void
241 gfx3DMatrix::SkewYZ(double aSkew)
242 {
243 (*this)[2] += (*this)[1] * aSkew;
244 }
246 void
247 gfx3DMatrix::Scale(float aX, float aY, float aZ)
248 {
249 (*this)[0] *= aX;
250 (*this)[1] *= aY;
251 (*this)[2] *= aZ;
252 }
254 void
255 gfx3DMatrix::Perspective(float aDepth)
256 {
257 NS_ASSERTION(aDepth > 0.0f, "Perspective must be positive!");
258 _31 += -1.0/aDepth * _41;
259 _32 += -1.0/aDepth * _42;
260 _33 += -1.0/aDepth * _43;
261 _34 += -1.0/aDepth * _44;
262 }
264 void gfx3DMatrix::SkewXY(double aXSkew, double aYSkew)
265 {
266 float tanX = SafeTangent(aXSkew);
267 float tanY = SafeTangent(aYSkew);
268 float temp;
270 temp = _11;
271 _11 += tanY * _21;
272 _21 += tanX * temp;
274 temp = _12;
275 _12 += tanY * _22;
276 _22 += tanX * temp;
278 temp = _13;
279 _13 += tanY * _23;
280 _23 += tanX * temp;
282 temp = _14;
283 _14 += tanY * _24;
284 _24 += tanX * temp;
285 }
287 void
288 gfx3DMatrix::RotateX(double aTheta)
289 {
290 double cosTheta = FlushToZero(cos(aTheta));
291 double sinTheta = FlushToZero(sin(aTheta));
293 float temp;
295 temp = _21;
296 _21 = cosTheta * _21 + sinTheta * _31;
297 _31 = -sinTheta * temp + cosTheta * _31;
299 temp = _22;
300 _22 = cosTheta * _22 + sinTheta * _32;
301 _32 = -sinTheta * temp + cosTheta * _32;
303 temp = _23;
304 _23 = cosTheta * _23 + sinTheta * _33;
305 _33 = -sinTheta * temp + cosTheta * _33;
307 temp = _24;
308 _24 = cosTheta * _24 + sinTheta * _34;
309 _34 = -sinTheta * temp + cosTheta * _34;
310 }
312 void
313 gfx3DMatrix::RotateY(double aTheta)
314 {
315 double cosTheta = FlushToZero(cos(aTheta));
316 double sinTheta = FlushToZero(sin(aTheta));
318 float temp;
320 temp = _11;
321 _11 = cosTheta * _11 + -sinTheta * _31;
322 _31 = sinTheta * temp + cosTheta * _31;
324 temp = _12;
325 _12 = cosTheta * _12 + -sinTheta * _32;
326 _32 = sinTheta * temp + cosTheta * _32;
328 temp = _13;
329 _13 = cosTheta * _13 + -sinTheta * _33;
330 _33 = sinTheta * temp + cosTheta * _33;
332 temp = _14;
333 _14 = cosTheta * _14 + -sinTheta * _34;
334 _34 = sinTheta * temp + cosTheta * _34;
335 }
337 void
338 gfx3DMatrix::RotateZ(double aTheta)
339 {
340 double cosTheta = FlushToZero(cos(aTheta));
341 double sinTheta = FlushToZero(sin(aTheta));
343 float temp;
345 temp = _11;
346 _11 = cosTheta * _11 + sinTheta * _21;
347 _21 = -sinTheta * temp + cosTheta * _21;
349 temp = _12;
350 _12 = cosTheta * _12 + sinTheta * _22;
351 _22 = -sinTheta * temp + cosTheta * _22;
353 temp = _13;
354 _13 = cosTheta * _13 + sinTheta * _23;
355 _23 = -sinTheta * temp + cosTheta * _23;
357 temp = _14;
358 _14 = cosTheta * _14 + sinTheta * _24;
359 _24 = -sinTheta * temp + cosTheta * _24;
360 }
362 void
363 gfx3DMatrix::PreMultiply(const gfx3DMatrix& aOther)
364 {
365 *this = aOther * (*this);
366 }
368 void
369 gfx3DMatrix::PreMultiply(const gfxMatrix& aOther)
370 {
371 gfx3DMatrix temp;
372 temp._11 = aOther.xx * _11 + aOther.yx * _21;
373 temp._21 = aOther.xy * _11 + aOther.yy * _21;
374 temp._31 = _31;
375 temp._41 = aOther.x0 * _11 + aOther.y0 * _21 + _41;
376 temp._12 = aOther.xx * _12 + aOther.yx * _22;
377 temp._22 = aOther.xy * _12 + aOther.yy * _22;
378 temp._32 = _32;
379 temp._42 = aOther.x0 * _12 + aOther.y0 * _22 + _42;
380 temp._13 = aOther.xx * _13 + aOther.yx * _23;
381 temp._23 = aOther.xy * _13 + aOther.yy * _23;
382 temp._33 = _33;
383 temp._43 = aOther.x0 * _13 + aOther.y0 * _23 + _43;
384 temp._14 = aOther.xx * _14 + aOther.yx * _24;
385 temp._24 = aOther.xy * _14 + aOther.yy * _24;
386 temp._34 = _34;
387 temp._44 = aOther.x0 * _14 + aOther.y0 * _24 + _44;
389 *this = temp;
390 }
392 gfx3DMatrix
393 gfx3DMatrix::Translation(float aX, float aY, float aZ)
394 {
395 gfx3DMatrix matrix;
397 matrix._41 = aX;
398 matrix._42 = aY;
399 matrix._43 = aZ;
400 return matrix;
401 }
403 gfx3DMatrix
404 gfx3DMatrix::Translation(const gfxPoint3D& aPoint)
405 {
406 gfx3DMatrix matrix;
408 matrix._41 = aPoint.x;
409 matrix._42 = aPoint.y;
410 matrix._43 = aPoint.z;
411 return matrix;
412 }
414 gfx3DMatrix
415 gfx3DMatrix::ScalingMatrix(float aFactor)
416 {
417 gfx3DMatrix matrix;
419 matrix._11 = matrix._22 = matrix._33 = aFactor;
420 return matrix;
421 }
423 gfx3DMatrix
424 gfx3DMatrix::ScalingMatrix(float aX, float aY, float aZ)
425 {
426 gfx3DMatrix matrix;
428 matrix._11 = aX;
429 matrix._22 = aY;
430 matrix._33 = aZ;
432 return matrix;
433 }
435 gfxFloat
436 gfx3DMatrix::Determinant() const
437 {
438 return _14 * _23 * _32 * _41
439 - _13 * _24 * _32 * _41
440 - _14 * _22 * _33 * _41
441 + _12 * _24 * _33 * _41
442 + _13 * _22 * _34 * _41
443 - _12 * _23 * _34 * _41
444 - _14 * _23 * _31 * _42
445 + _13 * _24 * _31 * _42
446 + _14 * _21 * _33 * _42
447 - _11 * _24 * _33 * _42
448 - _13 * _21 * _34 * _42
449 + _11 * _23 * _34 * _42
450 + _14 * _22 * _31 * _43
451 - _12 * _24 * _31 * _43
452 - _14 * _21 * _32 * _43
453 + _11 * _24 * _32 * _43
454 + _12 * _21 * _34 * _43
455 - _11 * _22 * _34 * _43
456 - _13 * _22 * _31 * _44
457 + _12 * _23 * _31 * _44
458 + _13 * _21 * _32 * _44
459 - _11 * _23 * _32 * _44
460 - _12 * _21 * _33 * _44
461 + _11 * _22 * _33 * _44;
462 }
464 gfxFloat
465 gfx3DMatrix::Determinant3x3() const
466 {
467 return _11 * (_22 * _33 - _23 * _32) +
468 _12 * (_23 * _31 - _33 * _21) +
469 _13 * (_21 * _32 - _22 * _31);
470 }
472 gfx3DMatrix
473 gfx3DMatrix::Inverse3x3() const
474 {
475 gfxFloat det = Determinant3x3();
476 if (det == 0.0) {
477 return *this;
478 }
480 gfxFloat detInv = 1/det;
481 gfx3DMatrix temp;
483 temp._11 = (_22 * _33 - _23 * _32) * detInv;
484 temp._12 = (_13 * _32 - _12 * _33) * detInv;
485 temp._13 = (_12 * _23 - _13 * _22) * detInv;
486 temp._21 = (_23 * _31 - _33 * _21) * detInv;
487 temp._22 = (_11 * _33 - _13 * _31) * detInv;
488 temp._23 = (_13 * _21 - _11 * _23) * detInv;
489 temp._31 = (_21 * _32 - _22 * _31) * detInv;
490 temp._32 = (_31 * _12 - _11 * _32) * detInv;
491 temp._33 = (_11 * _22 - _12 * _21) * detInv;
492 return temp;
493 }
495 bool
496 gfx3DMatrix::IsSingular() const
497 {
498 return Determinant() == 0.0;
499 }
501 gfx3DMatrix
502 gfx3DMatrix::Inverse() const
503 {
504 if (TransposedVector(3) == gfxPointH3D(0, 0, 0, 1)) {
505 /**
506 * When the matrix contains no perspective, the inverse
507 * is the same as the 3x3 inverse of the rotation components
508 * multiplied by the inverse of the translation components.
509 * Doing these steps separately is faster and more numerically
510 * stable.
511 *
512 * Inverse of the translation matrix is just negating
513 * the values.
514 */
515 gfx3DMatrix matrix3 = Inverse3x3();
516 matrix3.Translate(gfxPoint3D(-_41, -_42, -_43));
517 return matrix3;
518 }
520 gfxFloat det = Determinant();
521 if (det == 0.0) {
522 return *this;
523 }
525 gfx3DMatrix temp;
527 temp._11 = _23*_34*_42 - _24*_33*_42 +
528 _24*_32*_43 - _22*_34*_43 -
529 _23*_32*_44 + _22*_33*_44;
530 temp._12 = _14*_33*_42 - _13*_34*_42 -
531 _14*_32*_43 + _12*_34*_43 +
532 _13*_32*_44 - _12*_33*_44;
533 temp._13 = _13*_24*_42 - _14*_23*_42 +
534 _14*_22*_43 - _12*_24*_43 -
535 _13*_22*_44 + _12*_23*_44;
536 temp._14 = _14*_23*_32 - _13*_24*_32 -
537 _14*_22*_33 + _12*_24*_33 +
538 _13*_22*_34 - _12*_23*_34;
539 temp._21 = _24*_33*_41 - _23*_34*_41 -
540 _24*_31*_43 + _21*_34*_43 +
541 _23*_31*_44 - _21*_33*_44;
542 temp._22 = _13*_34*_41 - _14*_33*_41 +
543 _14*_31*_43 - _11*_34*_43 -
544 _13*_31*_44 + _11*_33*_44;
545 temp._23 = _14*_23*_41 - _13*_24*_41 -
546 _14*_21*_43 + _11*_24*_43 +
547 _13*_21*_44 - _11*_23*_44;
548 temp._24 = _13*_24*_31 - _14*_23*_31 +
549 _14*_21*_33 - _11*_24*_33 -
550 _13*_21*_34 + _11*_23*_34;
551 temp._31 = _22*_34*_41 - _24*_32*_41 +
552 _24*_31*_42 - _21*_34*_42 -
553 _22*_31*_44 + _21*_32*_44;
554 temp._32 = _14*_32*_41 - _12*_34*_41 -
555 _14*_31*_42 + _11*_34*_42 +
556 _12*_31*_44 - _11*_32*_44;
557 temp._33 = _12*_24*_41 - _14*_22*_41 +
558 _14*_21*_42 - _11*_24*_42 -
559 _12*_21*_44 + _11*_22*_44;
560 temp._34 = _14*_22*_31 - _12*_24*_31 -
561 _14*_21*_32 + _11*_24*_32 +
562 _12*_21*_34 - _11*_22*_34;
563 temp._41 = _23*_32*_41 - _22*_33*_41 -
564 _23*_31*_42 + _21*_33*_42 +
565 _22*_31*_43 - _21*_32*_43;
566 temp._42 = _12*_33*_41 - _13*_32*_41 +
567 _13*_31*_42 - _11*_33*_42 -
568 _12*_31*_43 + _11*_32*_43;
569 temp._43 = _13*_22*_41 - _12*_23*_41 -
570 _13*_21*_42 + _11*_23*_42 +
571 _12*_21*_43 - _11*_22*_43;
572 temp._44 = _12*_23*_31 - _13*_22*_31 +
573 _13*_21*_32 - _11*_23*_32 -
574 _12*_21*_33 + _11*_22*_33;
576 temp /= det;
577 return temp;
578 }
580 gfx3DMatrix&
581 gfx3DMatrix::Normalize()
582 {
583 for (int i = 0; i < 4; i++) {
584 for (int j = 0; j < 4; j++) {
585 (*this)[i][j] /= (*this)[3][3];
586 }
587 }
588 return *this;
589 }
591 gfx3DMatrix&
592 gfx3DMatrix::Transpose()
593 {
594 *this = Transposed();
595 return *this;
596 }
598 gfx3DMatrix
599 gfx3DMatrix::Transposed() const
600 {
601 gfx3DMatrix temp;
602 for (int i = 0; i < 4; i++) {
603 temp[i] = TransposedVector(i);
604 }
605 return temp;
606 }
608 gfxPoint
609 gfx3DMatrix::Transform(const gfxPoint& point) const
610 {
611 gfxPoint3D vec3d(point.x, point.y, 0);
612 vec3d = Transform3D(vec3d);
613 return gfxPoint(vec3d.x, vec3d.y);
614 }
616 gfxPoint3D
617 gfx3DMatrix::Transform3D(const gfxPoint3D& point) const
618 {
619 gfxFloat x = point.x * _11 + point.y * _21 + point.z * _31 + _41;
620 gfxFloat y = point.x * _12 + point.y * _22 + point.z * _32 + _42;
621 gfxFloat z = point.x * _13 + point.y * _23 + point.z * _33 + _43;
622 gfxFloat w = point.x * _14 + point.y * _24 + point.z * _34 + _44;
624 x /= w;
625 y /= w;
626 z /= w;
628 return gfxPoint3D(x, y, z);
629 }
631 gfxPointH3D
632 gfx3DMatrix::Transform4D(const gfxPointH3D& aPoint) const
633 {
634 gfxFloat x = aPoint.x * _11 + aPoint.y * _21 + aPoint.z * _31 + aPoint.w * _41;
635 gfxFloat y = aPoint.x * _12 + aPoint.y * _22 + aPoint.z * _32 + aPoint.w * _42;
636 gfxFloat z = aPoint.x * _13 + aPoint.y * _23 + aPoint.z * _33 + aPoint.w * _43;
637 gfxFloat w = aPoint.x * _14 + aPoint.y * _24 + aPoint.z * _34 + aPoint.w * _44;
639 return gfxPointH3D(x, y, z, w);
640 }
642 gfxPointH3D
643 gfx3DMatrix::TransposeTransform4D(const gfxPointH3D& aPoint) const
644 {
645 gfxFloat x = aPoint.x * _11 + aPoint.y * _12 + aPoint.z * _13 + aPoint.w * _14;
646 gfxFloat y = aPoint.x * _21 + aPoint.y * _22 + aPoint.z * _23 + aPoint.w * _24;
647 gfxFloat z = aPoint.x * _31 + aPoint.y * _32 + aPoint.z * _33 + aPoint.w * _34;
648 gfxFloat w = aPoint.x * _41 + aPoint.y * _42 + aPoint.z * _43 + aPoint.w * _44;
650 return gfxPointH3D(x, y, z, w);
651 }
653 gfxRect
654 gfx3DMatrix::TransformBounds(const gfxRect& rect) const
655 {
656 gfxPoint points[4];
658 points[0] = Transform(rect.TopLeft());
659 points[1] = Transform(gfxPoint(rect.X() + rect.Width(), rect.Y()));
660 points[2] = Transform(gfxPoint(rect.X(), rect.Y() + rect.Height()));
661 points[3] = Transform(gfxPoint(rect.X() + rect.Width(),
662 rect.Y() + rect.Height()));
664 gfxFloat min_x, max_x;
665 gfxFloat min_y, max_y;
667 min_x = max_x = points[0].x;
668 min_y = max_y = points[0].y;
670 for (int i=1; i<4; i++) {
671 min_x = min(points[i].x, min_x);
672 max_x = max(points[i].x, max_x);
673 min_y = min(points[i].y, min_y);
674 max_y = max(points[i].y, max_y);
675 }
677 return gfxRect(min_x, min_y, max_x - min_x, max_y - min_y);
678 }
680 gfxQuad
681 gfx3DMatrix::TransformRect(const gfxRect& aRect) const
682 {
683 gfxPoint points[4];
685 points[0] = Transform(aRect.TopLeft());
686 points[1] = Transform(gfxPoint(aRect.X() + aRect.Width(), aRect.Y()));
687 points[2] = Transform(gfxPoint(aRect.X() + aRect.Width(),
688 aRect.Y() + aRect.Height()));
689 points[3] = Transform(gfxPoint(aRect.X(), aRect.Y() + aRect.Height()));
691 // Could this ever result in lines that intersect? I don't think so.
692 return gfxQuad(points[0], points[1], points[2], points[3]);
693 }
695 bool
696 gfx3DMatrix::Is2D() const
697 {
698 if (_13 != 0.0f || _14 != 0.0f ||
699 _23 != 0.0f || _24 != 0.0f ||
700 _31 != 0.0f || _32 != 0.0f || _33 != 1.0f || _34 != 0.0f ||
701 _43 != 0.0f || _44 != 1.0f) {
702 return false;
703 }
704 return true;
705 }
707 bool
708 gfx3DMatrix::Is2D(gfxMatrix* aMatrix) const
709 {
710 if (!Is2D()) {
711 return false;
712 }
713 if (aMatrix) {
714 aMatrix->xx = _11;
715 aMatrix->yx = _12;
716 aMatrix->xy = _21;
717 aMatrix->yy = _22;
718 aMatrix->x0 = _41;
719 aMatrix->y0 = _42;
720 }
721 return true;
722 }
724 bool
725 gfx3DMatrix::CanDraw2D(gfxMatrix* aMatrix) const
726 {
727 if (_14 != 0.0f ||
728 _24 != 0.0f ||
729 _44 != 1.0f) {
730 return false;
731 }
732 if (aMatrix) {
733 aMatrix->xx = _11;
734 aMatrix->yx = _12;
735 aMatrix->xy = _21;
736 aMatrix->yy = _22;
737 aMatrix->x0 = _41;
738 aMatrix->y0 = _42;
739 }
740 return true;
741 }
743 gfx3DMatrix&
744 gfx3DMatrix::ProjectTo2D()
745 {
746 _31 = 0.0f;
747 _32 = 0.0f;
748 _13 = 0.0f;
749 _23 = 0.0f;
750 _33 = 1.0f;
751 _43 = 0.0f;
752 _34 = 0.0f;
753 return *this;
754 }
756 gfxPoint gfx3DMatrix::ProjectPoint(const gfxPoint& aPoint) const
757 {
758 // Define a ray of the form P + Ut where t is a real number
759 // w is assumed to always be 1 when transforming 3d points with our
760 // 4x4 matrix.
761 // p is our click point, q is another point on the same ray.
762 //
763 // Note: since the transformation is a general projective transformation and is not
764 // necessarily affine, we can't just take a unit vector u, back-transform it, and use
765 // it as unit vector on the back-transformed ray. Instead, we really must take two points
766 // on the ray and back-transform them.
767 gfxPoint3D p(aPoint.x, aPoint.y, 0);
768 gfxPoint3D q(aPoint.x, aPoint.y, 1);
770 // Back transform the vectors (using w = 1) and normalize
771 // back into 3d vectors by dividing by the w component.
772 gfxPoint3D pback = Transform3D(p);
773 gfxPoint3D qback = Transform3D(q);
774 gfxPoint3D uback = qback - pback;
776 // Find the point where the back transformed line intersects z=0
777 // and find t.
779 float t = -pback.z / uback.z;
781 gfxPoint result(pback.x + t*uback.x, pback.y + t*uback.y);
783 return result;
784 }
786 gfxRect gfx3DMatrix::ProjectRectBounds(const gfxRect& aRect) const
787 {
788 gfxPoint points[4];
790 points[0] = ProjectPoint(aRect.TopLeft());
791 points[1] = ProjectPoint(aRect.TopRight());
792 points[2] = ProjectPoint(aRect.BottomLeft());
793 points[3] = ProjectPoint(aRect.BottomRight());
795 gfxFloat min_x, max_x;
796 gfxFloat min_y, max_y;
798 min_x = max_x = points[0].x;
799 min_y = max_y = points[0].y;
801 for (int i=1; i<4; i++) {
802 min_x = min(points[i].x, min_x);
803 max_x = max(points[i].x, max_x);
804 min_y = min(points[i].y, min_y);
805 max_y = max(points[i].y, max_y);
806 }
808 return gfxRect(min_x, min_y, max_x - min_x, max_y - min_y);
809 }
811 gfxRect gfx3DMatrix::UntransformBounds(const gfxRect& aRect, const gfxRect& aChildBounds) const
812 {
813 if (Is2D()) {
814 return Inverse().TransformBounds(aRect);
815 }
816 gfxRect bounds = TransformBounds(aChildBounds);
818 gfxRect rect = aRect.Intersect(bounds);
820 return Inverse().ProjectRectBounds(rect);
821 }
823 bool gfx3DMatrix::UntransformPoint(const gfxPoint& aPoint, const gfxRect& aChildBounds, gfxPoint* aOut) const
824 {
825 if (Is2D()) {
826 *aOut = Inverse().Transform(aPoint);
827 return true;
828 }
829 gfxRect bounds = TransformBounds(aChildBounds);
831 if (!bounds.Contains(aPoint)) {
832 return false;
833 }
835 *aOut = Inverse().ProjectPoint(aPoint);
836 return true;
837 }
839 gfxPoint3D gfx3DMatrix::GetNormalVector() const
840 {
841 // Define a plane in transformed space as the transformations
842 // of 3 points on the z=0 screen plane.
843 gfxPoint3D a = Transform3D(gfxPoint3D(0, 0, 0));
844 gfxPoint3D b = Transform3D(gfxPoint3D(0, 1, 0));
845 gfxPoint3D c = Transform3D(gfxPoint3D(1, 0, 0));
847 // Convert to two vectors on the surface of the plane.
848 gfxPoint3D ab = b - a;
849 gfxPoint3D ac = c - a;
851 return ac.CrossProduct(ab);
852 }
854 bool gfx3DMatrix::IsBackfaceVisible() const
855 {
856 // Inverse()._33 < 0;
857 gfxFloat det = Determinant();
858 float _33 = _12*_24*_41 - _14*_22*_41 +
859 _14*_21*_42 - _11*_24*_42 -
860 _12*_21*_44 + _11*_22*_44;
861 return (_33 * det) < 0;
862 }
864 void gfx3DMatrix::NudgeToIntegers(void)
865 {
866 NudgeToInteger(&_11);
867 NudgeToInteger(&_12);
868 NudgeToInteger(&_13);
869 NudgeToInteger(&_14);
870 NudgeToInteger(&_21);
871 NudgeToInteger(&_22);
872 NudgeToInteger(&_23);
873 NudgeToInteger(&_24);
874 NudgeToInteger(&_31);
875 NudgeToInteger(&_32);
876 NudgeToInteger(&_33);
877 NudgeToInteger(&_34);
878 NudgeToInteger(&_41);
879 NudgeToInteger(&_42);
880 NudgeToInteger(&_43);
881 NudgeToInteger(&_44);
882 }