diff -r 000000000000 -r 6474c204b198 gfx/thebes/gfx3DMatrix.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/gfx/thebes/gfx3DMatrix.cpp Wed Dec 31 06:09:35 2014 +0100 @@ -0,0 +1,882 @@ +/* -*- 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/. */ + +#include "gfxMatrix.h" +#include "gfx3DMatrix.h" +#include "mozilla/gfx/Tools.h" +#include +#include + +using namespace std; +using namespace mozilla; +using namespace mozilla::gfx; + +/* Force small values to zero. We do this to avoid having sin(360deg) + * evaluate to a tiny but nonzero value. + */ +static double FlushToZero(double aVal) +{ + if (-FLT_EPSILON < aVal && aVal < FLT_EPSILON) + return 0.0f; + else + return aVal; +} + +/* Computes tan(aTheta). For values of aTheta such that tan(aTheta) is + * undefined or very large, SafeTangent returns a manageably large value + * of the correct sign. + */ +static double SafeTangent(double aTheta) +{ + const double kEpsilon = 0.0001; + + /* tan(theta) = sin(theta)/cos(theta); problems arise when + * cos(theta) is too close to zero. Limit cos(theta) to the + * range [-1, -epsilon] U [epsilon, 1]. + */ + double sinTheta = sin(aTheta); + double cosTheta = cos(aTheta); + + if (cosTheta >= 0 && cosTheta < kEpsilon) + cosTheta = kEpsilon; + else if (cosTheta < 0 && cosTheta >= -kEpsilon) + cosTheta = -kEpsilon; + + return FlushToZero(sinTheta / cosTheta); +} + +gfx3DMatrix::gfx3DMatrix(void) +{ + _11 = _22 = _33 = _44 = 1.0f; + _12 = _13 = _14 = 0.0f; + _21 = _23 = _24 = 0.0f; + _31 = _32 = _34 = 0.0f; + _41 = _42 = _43 = 0.0f; +} + +gfx3DMatrix +gfx3DMatrix::operator*(const gfx3DMatrix &aMatrix) const +{ + if (Is2D() && aMatrix.Is2D()) { + return Multiply2D(aMatrix); + } + + gfx3DMatrix matrix; + + matrix._11 = _11 * aMatrix._11 + _12 * aMatrix._21 + _13 * aMatrix._31 + _14 * aMatrix._41; + matrix._21 = _21 * aMatrix._11 + _22 * aMatrix._21 + _23 * aMatrix._31 + _24 * aMatrix._41; + matrix._31 = _31 * aMatrix._11 + _32 * aMatrix._21 + _33 * aMatrix._31 + _34 * aMatrix._41; + matrix._41 = _41 * aMatrix._11 + _42 * aMatrix._21 + _43 * aMatrix._31 + _44 * aMatrix._41; + matrix._12 = _11 * aMatrix._12 + _12 * aMatrix._22 + _13 * aMatrix._32 + _14 * aMatrix._42; + matrix._22 = _21 * aMatrix._12 + _22 * aMatrix._22 + _23 * aMatrix._32 + _24 * aMatrix._42; + matrix._32 = _31 * aMatrix._12 + _32 * aMatrix._22 + _33 * aMatrix._32 + _34 * aMatrix._42; + matrix._42 = _41 * aMatrix._12 + _42 * aMatrix._22 + _43 * aMatrix._32 + _44 * aMatrix._42; + matrix._13 = _11 * aMatrix._13 + _12 * aMatrix._23 + _13 * aMatrix._33 + _14 * aMatrix._43; + matrix._23 = _21 * aMatrix._13 + _22 * aMatrix._23 + _23 * aMatrix._33 + _24 * aMatrix._43; + matrix._33 = _31 * aMatrix._13 + _32 * aMatrix._23 + _33 * aMatrix._33 + _34 * aMatrix._43; + matrix._43 = _41 * aMatrix._13 + _42 * aMatrix._23 + _43 * aMatrix._33 + _44 * aMatrix._43; + matrix._14 = _11 * aMatrix._14 + _12 * aMatrix._24 + _13 * aMatrix._34 + _14 * aMatrix._44; + matrix._24 = _21 * aMatrix._14 + _22 * aMatrix._24 + _23 * aMatrix._34 + _24 * aMatrix._44; + matrix._34 = _31 * aMatrix._14 + _32 * aMatrix._24 + _33 * aMatrix._34 + _34 * aMatrix._44; + matrix._44 = _41 * aMatrix._14 + _42 * aMatrix._24 + _43 * aMatrix._34 + _44 * aMatrix._44; + + return matrix; +} + +gfx3DMatrix& +gfx3DMatrix::operator*=(const gfx3DMatrix &aMatrix) +{ + return *this = *this * aMatrix; +} + +gfx3DMatrix +gfx3DMatrix::Multiply2D(const gfx3DMatrix &aMatrix) const +{ + gfx3DMatrix matrix; + + matrix._11 = _11 * aMatrix._11 + _12 * aMatrix._21; + matrix._21 = _21 * aMatrix._11 + _22 * aMatrix._21; + matrix._41 = _41 * aMatrix._11 + _42 * aMatrix._21 + aMatrix._41; + matrix._12 = _11 * aMatrix._12 + _12 * aMatrix._22; + matrix._22 = _21 * aMatrix._12 + _22 * aMatrix._22; + matrix._42 = _41 * aMatrix._12 + _42 * aMatrix._22 + aMatrix._42; + + return matrix; +} + +bool +gfx3DMatrix::operator==(const gfx3DMatrix& o) const +{ + // XXX would be nice to memcmp here, but that breaks IEEE 754 semantics + return _11 == o._11 && _12 == o._12 && _13 == o._13 && _14 == o._14 && + _21 == o._21 && _22 == o._22 && _23 == o._23 && _24 == o._24 && + _31 == o._31 && _32 == o._32 && _33 == o._33 && _34 == o._34 && + _41 == o._41 && _42 == o._42 && _43 == o._43 && _44 == o._44; +} + +bool +gfx3DMatrix::operator!=(const gfx3DMatrix& o) const +{ + return !((*this) == o); +} + +bool +gfx3DMatrix::FuzzyEqual(const gfx3DMatrix& o) const +{ + static const float error = 1e-4; + return gfx::FuzzyEqual(_11, o._11, error) && gfx::FuzzyEqual(_12, o._12, error) && + gfx::FuzzyEqual(_13, o._13, error) && gfx::FuzzyEqual(_14, o._14, error) && + gfx::FuzzyEqual(_21, o._21, error) && gfx::FuzzyEqual(_22, o._22, error) && + gfx::FuzzyEqual(_23, o._23, error) && gfx::FuzzyEqual(_24, o._24, error) && + gfx::FuzzyEqual(_31, o._31, error) && gfx::FuzzyEqual(_32, o._32, error) && + gfx::FuzzyEqual(_33, o._33, error) && gfx::FuzzyEqual(_34, o._34, error) && + gfx::FuzzyEqual(_41, o._41, error) && gfx::FuzzyEqual(_42, o._42, error) && + gfx::FuzzyEqual(_43, o._43, error) && gfx::FuzzyEqual(_44, o._44, error); +} + +gfx3DMatrix& +gfx3DMatrix::operator/=(const gfxFloat scalar) +{ + _11 /= scalar; + _12 /= scalar; + _13 /= scalar; + _14 /= scalar; + _21 /= scalar; + _22 /= scalar; + _23 /= scalar; + _24 /= scalar; + _31 /= scalar; + _32 /= scalar; + _33 /= scalar; + _34 /= scalar; + _41 /= scalar; + _42 /= scalar; + _43 /= scalar; + _44 /= scalar; + return *this; +} + +gfx3DMatrix +gfx3DMatrix::From2D(const gfxMatrix &aMatrix) +{ + gfx3DMatrix matrix; + matrix._11 = (float)aMatrix.xx; + matrix._12 = (float)aMatrix.yx; + matrix._21 = (float)aMatrix.xy; + matrix._22 = (float)aMatrix.yy; + matrix._41 = (float)aMatrix.x0; + matrix._42 = (float)aMatrix.y0; + return matrix; +} + +bool +gfx3DMatrix::IsIdentity() const +{ + return _11 == 1.0f && _12 == 0.0f && _13 == 0.0f && _14 == 0.0f && + _21 == 0.0f && _22 == 1.0f && _23 == 0.0f && _24 == 0.0f && + _31 == 0.0f && _32 == 0.0f && _33 == 1.0f && _34 == 0.0f && + _41 == 0.0f && _42 == 0.0f && _43 == 0.0f && _44 == 1.0f; +} + +void +gfx3DMatrix::Translate(const gfxPoint3D& aPoint) +{ + _41 += aPoint.x * _11 + aPoint.y * _21 + aPoint.z * _31; + _42 += aPoint.x * _12 + aPoint.y * _22 + aPoint.z * _32; + _43 += aPoint.x * _13 + aPoint.y * _23 + aPoint.z * _33; + _44 += aPoint.x * _14 + aPoint.y * _24 + aPoint.z * _34; +} + +void +gfx3DMatrix::TranslatePost(const gfxPoint3D& aPoint) +{ + _11 += _14 * aPoint.x; + _21 += _24 * aPoint.x; + _31 += _34 * aPoint.x; + _41 += _44 * aPoint.x; + _12 += _14 * aPoint.y; + _22 += _24 * aPoint.y; + _32 += _34 * aPoint.y; + _42 += _44 * aPoint.y; + _13 += _14 * aPoint.z; + _23 += _24 * aPoint.z; + _33 += _34 * aPoint.z; + _43 += _44 * aPoint.z; +} + +void +gfx3DMatrix::ScalePost(float aX, float aY, float aZ) +{ + _11 *= aX; + _21 *= aX; + _31 *= aX; + _41 *= aX; + + _12 *= aY; + _22 *= aY; + _32 *= aY; + _42 *= aY; + + _13 *= aZ; + _23 *= aZ; + _33 *= aZ; + _43 *= aZ; +} + +void +gfx3DMatrix::SkewXY(double aSkew) +{ + (*this)[1] += (*this)[0] * aSkew; +} + +void +gfx3DMatrix::SkewXZ(double aSkew) +{ + (*this)[2] += (*this)[0] * aSkew; +} + +void +gfx3DMatrix::SkewYZ(double aSkew) +{ + (*this)[2] += (*this)[1] * aSkew; +} + +void +gfx3DMatrix::Scale(float aX, float aY, float aZ) +{ + (*this)[0] *= aX; + (*this)[1] *= aY; + (*this)[2] *= aZ; +} + +void +gfx3DMatrix::Perspective(float aDepth) +{ + NS_ASSERTION(aDepth > 0.0f, "Perspective must be positive!"); + _31 += -1.0/aDepth * _41; + _32 += -1.0/aDepth * _42; + _33 += -1.0/aDepth * _43; + _34 += -1.0/aDepth * _44; +} + +void gfx3DMatrix::SkewXY(double aXSkew, double aYSkew) +{ + float tanX = SafeTangent(aXSkew); + float tanY = SafeTangent(aYSkew); + float temp; + + temp = _11; + _11 += tanY * _21; + _21 += tanX * temp; + + temp = _12; + _12 += tanY * _22; + _22 += tanX * temp; + + temp = _13; + _13 += tanY * _23; + _23 += tanX * temp; + + temp = _14; + _14 += tanY * _24; + _24 += tanX * temp; +} + +void +gfx3DMatrix::RotateX(double aTheta) +{ + double cosTheta = FlushToZero(cos(aTheta)); + double sinTheta = FlushToZero(sin(aTheta)); + + float temp; + + temp = _21; + _21 = cosTheta * _21 + sinTheta * _31; + _31 = -sinTheta * temp + cosTheta * _31; + + temp = _22; + _22 = cosTheta * _22 + sinTheta * _32; + _32 = -sinTheta * temp + cosTheta * _32; + + temp = _23; + _23 = cosTheta * _23 + sinTheta * _33; + _33 = -sinTheta * temp + cosTheta * _33; + + temp = _24; + _24 = cosTheta * _24 + sinTheta * _34; + _34 = -sinTheta * temp + cosTheta * _34; +} + +void +gfx3DMatrix::RotateY(double aTheta) +{ + double cosTheta = FlushToZero(cos(aTheta)); + double sinTheta = FlushToZero(sin(aTheta)); + + float temp; + + temp = _11; + _11 = cosTheta * _11 + -sinTheta * _31; + _31 = sinTheta * temp + cosTheta * _31; + + temp = _12; + _12 = cosTheta * _12 + -sinTheta * _32; + _32 = sinTheta * temp + cosTheta * _32; + + temp = _13; + _13 = cosTheta * _13 + -sinTheta * _33; + _33 = sinTheta * temp + cosTheta * _33; + + temp = _14; + _14 = cosTheta * _14 + -sinTheta * _34; + _34 = sinTheta * temp + cosTheta * _34; +} + +void +gfx3DMatrix::RotateZ(double aTheta) +{ + double cosTheta = FlushToZero(cos(aTheta)); + double sinTheta = FlushToZero(sin(aTheta)); + + float temp; + + temp = _11; + _11 = cosTheta * _11 + sinTheta * _21; + _21 = -sinTheta * temp + cosTheta * _21; + + temp = _12; + _12 = cosTheta * _12 + sinTheta * _22; + _22 = -sinTheta * temp + cosTheta * _22; + + temp = _13; + _13 = cosTheta * _13 + sinTheta * _23; + _23 = -sinTheta * temp + cosTheta * _23; + + temp = _14; + _14 = cosTheta * _14 + sinTheta * _24; + _24 = -sinTheta * temp + cosTheta * _24; +} + +void +gfx3DMatrix::PreMultiply(const gfx3DMatrix& aOther) +{ + *this = aOther * (*this); +} + +void +gfx3DMatrix::PreMultiply(const gfxMatrix& aOther) +{ + gfx3DMatrix temp; + temp._11 = aOther.xx * _11 + aOther.yx * _21; + temp._21 = aOther.xy * _11 + aOther.yy * _21; + temp._31 = _31; + temp._41 = aOther.x0 * _11 + aOther.y0 * _21 + _41; + temp._12 = aOther.xx * _12 + aOther.yx * _22; + temp._22 = aOther.xy * _12 + aOther.yy * _22; + temp._32 = _32; + temp._42 = aOther.x0 * _12 + aOther.y0 * _22 + _42; + temp._13 = aOther.xx * _13 + aOther.yx * _23; + temp._23 = aOther.xy * _13 + aOther.yy * _23; + temp._33 = _33; + temp._43 = aOther.x0 * _13 + aOther.y0 * _23 + _43; + temp._14 = aOther.xx * _14 + aOther.yx * _24; + temp._24 = aOther.xy * _14 + aOther.yy * _24; + temp._34 = _34; + temp._44 = aOther.x0 * _14 + aOther.y0 * _24 + _44; + + *this = temp; +} + +gfx3DMatrix +gfx3DMatrix::Translation(float aX, float aY, float aZ) +{ + gfx3DMatrix matrix; + + matrix._41 = aX; + matrix._42 = aY; + matrix._43 = aZ; + return matrix; +} + +gfx3DMatrix +gfx3DMatrix::Translation(const gfxPoint3D& aPoint) +{ + gfx3DMatrix matrix; + + matrix._41 = aPoint.x; + matrix._42 = aPoint.y; + matrix._43 = aPoint.z; + return matrix; +} + +gfx3DMatrix +gfx3DMatrix::ScalingMatrix(float aFactor) +{ + gfx3DMatrix matrix; + + matrix._11 = matrix._22 = matrix._33 = aFactor; + return matrix; +} + +gfx3DMatrix +gfx3DMatrix::ScalingMatrix(float aX, float aY, float aZ) +{ + gfx3DMatrix matrix; + + matrix._11 = aX; + matrix._22 = aY; + matrix._33 = aZ; + + return matrix; +} + +gfxFloat +gfx3DMatrix::Determinant() const +{ + return _14 * _23 * _32 * _41 + - _13 * _24 * _32 * _41 + - _14 * _22 * _33 * _41 + + _12 * _24 * _33 * _41 + + _13 * _22 * _34 * _41 + - _12 * _23 * _34 * _41 + - _14 * _23 * _31 * _42 + + _13 * _24 * _31 * _42 + + _14 * _21 * _33 * _42 + - _11 * _24 * _33 * _42 + - _13 * _21 * _34 * _42 + + _11 * _23 * _34 * _42 + + _14 * _22 * _31 * _43 + - _12 * _24 * _31 * _43 + - _14 * _21 * _32 * _43 + + _11 * _24 * _32 * _43 + + _12 * _21 * _34 * _43 + - _11 * _22 * _34 * _43 + - _13 * _22 * _31 * _44 + + _12 * _23 * _31 * _44 + + _13 * _21 * _32 * _44 + - _11 * _23 * _32 * _44 + - _12 * _21 * _33 * _44 + + _11 * _22 * _33 * _44; +} + +gfxFloat +gfx3DMatrix::Determinant3x3() const +{ + return _11 * (_22 * _33 - _23 * _32) + + _12 * (_23 * _31 - _33 * _21) + + _13 * (_21 * _32 - _22 * _31); +} + +gfx3DMatrix +gfx3DMatrix::Inverse3x3() const +{ + gfxFloat det = Determinant3x3(); + if (det == 0.0) { + return *this; + } + + gfxFloat detInv = 1/det; + gfx3DMatrix temp; + + temp._11 = (_22 * _33 - _23 * _32) * detInv; + temp._12 = (_13 * _32 - _12 * _33) * detInv; + temp._13 = (_12 * _23 - _13 * _22) * detInv; + temp._21 = (_23 * _31 - _33 * _21) * detInv; + temp._22 = (_11 * _33 - _13 * _31) * detInv; + temp._23 = (_13 * _21 - _11 * _23) * detInv; + temp._31 = (_21 * _32 - _22 * _31) * detInv; + temp._32 = (_31 * _12 - _11 * _32) * detInv; + temp._33 = (_11 * _22 - _12 * _21) * detInv; + return temp; +} + +bool +gfx3DMatrix::IsSingular() const +{ + return Determinant() == 0.0; +} + +gfx3DMatrix +gfx3DMatrix::Inverse() const +{ + if (TransposedVector(3) == gfxPointH3D(0, 0, 0, 1)) { + /** + * When the matrix contains no perspective, the inverse + * is the same as the 3x3 inverse of the rotation components + * multiplied by the inverse of the translation components. + * Doing these steps separately is faster and more numerically + * stable. + * + * Inverse of the translation matrix is just negating + * the values. + */ + gfx3DMatrix matrix3 = Inverse3x3(); + matrix3.Translate(gfxPoint3D(-_41, -_42, -_43)); + return matrix3; + } + + gfxFloat det = Determinant(); + if (det == 0.0) { + return *this; + } + + gfx3DMatrix temp; + + temp._11 = _23*_34*_42 - _24*_33*_42 + + _24*_32*_43 - _22*_34*_43 - + _23*_32*_44 + _22*_33*_44; + temp._12 = _14*_33*_42 - _13*_34*_42 - + _14*_32*_43 + _12*_34*_43 + + _13*_32*_44 - _12*_33*_44; + temp._13 = _13*_24*_42 - _14*_23*_42 + + _14*_22*_43 - _12*_24*_43 - + _13*_22*_44 + _12*_23*_44; + temp._14 = _14*_23*_32 - _13*_24*_32 - + _14*_22*_33 + _12*_24*_33 + + _13*_22*_34 - _12*_23*_34; + temp._21 = _24*_33*_41 - _23*_34*_41 - + _24*_31*_43 + _21*_34*_43 + + _23*_31*_44 - _21*_33*_44; + temp._22 = _13*_34*_41 - _14*_33*_41 + + _14*_31*_43 - _11*_34*_43 - + _13*_31*_44 + _11*_33*_44; + temp._23 = _14*_23*_41 - _13*_24*_41 - + _14*_21*_43 + _11*_24*_43 + + _13*_21*_44 - _11*_23*_44; + temp._24 = _13*_24*_31 - _14*_23*_31 + + _14*_21*_33 - _11*_24*_33 - + _13*_21*_34 + _11*_23*_34; + temp._31 = _22*_34*_41 - _24*_32*_41 + + _24*_31*_42 - _21*_34*_42 - + _22*_31*_44 + _21*_32*_44; + temp._32 = _14*_32*_41 - _12*_34*_41 - + _14*_31*_42 + _11*_34*_42 + + _12*_31*_44 - _11*_32*_44; + temp._33 = _12*_24*_41 - _14*_22*_41 + + _14*_21*_42 - _11*_24*_42 - + _12*_21*_44 + _11*_22*_44; + temp._34 = _14*_22*_31 - _12*_24*_31 - + _14*_21*_32 + _11*_24*_32 + + _12*_21*_34 - _11*_22*_34; + temp._41 = _23*_32*_41 - _22*_33*_41 - + _23*_31*_42 + _21*_33*_42 + + _22*_31*_43 - _21*_32*_43; + temp._42 = _12*_33*_41 - _13*_32*_41 + + _13*_31*_42 - _11*_33*_42 - + _12*_31*_43 + _11*_32*_43; + temp._43 = _13*_22*_41 - _12*_23*_41 - + _13*_21*_42 + _11*_23*_42 + + _12*_21*_43 - _11*_22*_43; + temp._44 = _12*_23*_31 - _13*_22*_31 + + _13*_21*_32 - _11*_23*_32 - + _12*_21*_33 + _11*_22*_33; + + temp /= det; + return temp; +} + +gfx3DMatrix& +gfx3DMatrix::Normalize() +{ + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + (*this)[i][j] /= (*this)[3][3]; + } + } + return *this; +} + +gfx3DMatrix& +gfx3DMatrix::Transpose() +{ + *this = Transposed(); + return *this; +} + +gfx3DMatrix +gfx3DMatrix::Transposed() const +{ + gfx3DMatrix temp; + for (int i = 0; i < 4; i++) { + temp[i] = TransposedVector(i); + } + return temp; +} + +gfxPoint +gfx3DMatrix::Transform(const gfxPoint& point) const +{ + gfxPoint3D vec3d(point.x, point.y, 0); + vec3d = Transform3D(vec3d); + return gfxPoint(vec3d.x, vec3d.y); +} + +gfxPoint3D +gfx3DMatrix::Transform3D(const gfxPoint3D& point) const +{ + gfxFloat x = point.x * _11 + point.y * _21 + point.z * _31 + _41; + gfxFloat y = point.x * _12 + point.y * _22 + point.z * _32 + _42; + gfxFloat z = point.x * _13 + point.y * _23 + point.z * _33 + _43; + gfxFloat w = point.x * _14 + point.y * _24 + point.z * _34 + _44; + + x /= w; + y /= w; + z /= w; + + return gfxPoint3D(x, y, z); +} + +gfxPointH3D +gfx3DMatrix::Transform4D(const gfxPointH3D& aPoint) const +{ + gfxFloat x = aPoint.x * _11 + aPoint.y * _21 + aPoint.z * _31 + aPoint.w * _41; + gfxFloat y = aPoint.x * _12 + aPoint.y * _22 + aPoint.z * _32 + aPoint.w * _42; + gfxFloat z = aPoint.x * _13 + aPoint.y * _23 + aPoint.z * _33 + aPoint.w * _43; + gfxFloat w = aPoint.x * _14 + aPoint.y * _24 + aPoint.z * _34 + aPoint.w * _44; + + return gfxPointH3D(x, y, z, w); +} + +gfxPointH3D +gfx3DMatrix::TransposeTransform4D(const gfxPointH3D& aPoint) const +{ + gfxFloat x = aPoint.x * _11 + aPoint.y * _12 + aPoint.z * _13 + aPoint.w * _14; + gfxFloat y = aPoint.x * _21 + aPoint.y * _22 + aPoint.z * _23 + aPoint.w * _24; + gfxFloat z = aPoint.x * _31 + aPoint.y * _32 + aPoint.z * _33 + aPoint.w * _34; + gfxFloat w = aPoint.x * _41 + aPoint.y * _42 + aPoint.z * _43 + aPoint.w * _44; + + return gfxPointH3D(x, y, z, w); +} + +gfxRect +gfx3DMatrix::TransformBounds(const gfxRect& rect) const +{ + gfxPoint points[4]; + + points[0] = Transform(rect.TopLeft()); + points[1] = Transform(gfxPoint(rect.X() + rect.Width(), rect.Y())); + points[2] = Transform(gfxPoint(rect.X(), rect.Y() + rect.Height())); + points[3] = Transform(gfxPoint(rect.X() + rect.Width(), + rect.Y() + rect.Height())); + + gfxFloat min_x, max_x; + gfxFloat min_y, max_y; + + min_x = max_x = points[0].x; + min_y = max_y = points[0].y; + + for (int i=1; i<4; i++) { + min_x = min(points[i].x, min_x); + max_x = max(points[i].x, max_x); + min_y = min(points[i].y, min_y); + max_y = max(points[i].y, max_y); + } + + return gfxRect(min_x, min_y, max_x - min_x, max_y - min_y); +} + +gfxQuad +gfx3DMatrix::TransformRect(const gfxRect& aRect) const +{ + gfxPoint points[4]; + + points[0] = Transform(aRect.TopLeft()); + points[1] = Transform(gfxPoint(aRect.X() + aRect.Width(), aRect.Y())); + points[2] = Transform(gfxPoint(aRect.X() + aRect.Width(), + aRect.Y() + aRect.Height())); + points[3] = Transform(gfxPoint(aRect.X(), aRect.Y() + aRect.Height())); + + // Could this ever result in lines that intersect? I don't think so. + return gfxQuad(points[0], points[1], points[2], points[3]); +} + +bool +gfx3DMatrix::Is2D() const +{ + if (_13 != 0.0f || _14 != 0.0f || + _23 != 0.0f || _24 != 0.0f || + _31 != 0.0f || _32 != 0.0f || _33 != 1.0f || _34 != 0.0f || + _43 != 0.0f || _44 != 1.0f) { + return false; + } + return true; +} + +bool +gfx3DMatrix::Is2D(gfxMatrix* aMatrix) const +{ + if (!Is2D()) { + return false; + } + if (aMatrix) { + aMatrix->xx = _11; + aMatrix->yx = _12; + aMatrix->xy = _21; + aMatrix->yy = _22; + aMatrix->x0 = _41; + aMatrix->y0 = _42; + } + return true; +} + +bool +gfx3DMatrix::CanDraw2D(gfxMatrix* aMatrix) const +{ + if (_14 != 0.0f || + _24 != 0.0f || + _44 != 1.0f) { + return false; + } + if (aMatrix) { + aMatrix->xx = _11; + aMatrix->yx = _12; + aMatrix->xy = _21; + aMatrix->yy = _22; + aMatrix->x0 = _41; + aMatrix->y0 = _42; + } + return true; +} + +gfx3DMatrix& +gfx3DMatrix::ProjectTo2D() +{ + _31 = 0.0f; + _32 = 0.0f; + _13 = 0.0f; + _23 = 0.0f; + _33 = 1.0f; + _43 = 0.0f; + _34 = 0.0f; + return *this; +} + +gfxPoint gfx3DMatrix::ProjectPoint(const gfxPoint& aPoint) const +{ + // Define a ray of the form P + Ut where t is a real number + // w is assumed to always be 1 when transforming 3d points with our + // 4x4 matrix. + // p is our click point, q is another point on the same ray. + // + // Note: since the transformation is a general projective transformation and is not + // necessarily affine, we can't just take a unit vector u, back-transform it, and use + // it as unit vector on the back-transformed ray. Instead, we really must take two points + // on the ray and back-transform them. + gfxPoint3D p(aPoint.x, aPoint.y, 0); + gfxPoint3D q(aPoint.x, aPoint.y, 1); + + // Back transform the vectors (using w = 1) and normalize + // back into 3d vectors by dividing by the w component. + gfxPoint3D pback = Transform3D(p); + gfxPoint3D qback = Transform3D(q); + gfxPoint3D uback = qback - pback; + + // Find the point where the back transformed line intersects z=0 + // and find t. + + float t = -pback.z / uback.z; + + gfxPoint result(pback.x + t*uback.x, pback.y + t*uback.y); + + return result; +} + +gfxRect gfx3DMatrix::ProjectRectBounds(const gfxRect& aRect) const +{ + gfxPoint points[4]; + + points[0] = ProjectPoint(aRect.TopLeft()); + points[1] = ProjectPoint(aRect.TopRight()); + points[2] = ProjectPoint(aRect.BottomLeft()); + points[3] = ProjectPoint(aRect.BottomRight()); + + gfxFloat min_x, max_x; + gfxFloat min_y, max_y; + + min_x = max_x = points[0].x; + min_y = max_y = points[0].y; + + for (int i=1; i<4; i++) { + min_x = min(points[i].x, min_x); + max_x = max(points[i].x, max_x); + min_y = min(points[i].y, min_y); + max_y = max(points[i].y, max_y); + } + + return gfxRect(min_x, min_y, max_x - min_x, max_y - min_y); +} + +gfxRect gfx3DMatrix::UntransformBounds(const gfxRect& aRect, const gfxRect& aChildBounds) const +{ + if (Is2D()) { + return Inverse().TransformBounds(aRect); + } + gfxRect bounds = TransformBounds(aChildBounds); + + gfxRect rect = aRect.Intersect(bounds); + + return Inverse().ProjectRectBounds(rect); +} + +bool gfx3DMatrix::UntransformPoint(const gfxPoint& aPoint, const gfxRect& aChildBounds, gfxPoint* aOut) const +{ + if (Is2D()) { + *aOut = Inverse().Transform(aPoint); + return true; + } + gfxRect bounds = TransformBounds(aChildBounds); + + if (!bounds.Contains(aPoint)) { + return false; + } + + *aOut = Inverse().ProjectPoint(aPoint); + return true; +} + +gfxPoint3D gfx3DMatrix::GetNormalVector() const +{ + // Define a plane in transformed space as the transformations + // of 3 points on the z=0 screen plane. + gfxPoint3D a = Transform3D(gfxPoint3D(0, 0, 0)); + gfxPoint3D b = Transform3D(gfxPoint3D(0, 1, 0)); + gfxPoint3D c = Transform3D(gfxPoint3D(1, 0, 0)); + + // Convert to two vectors on the surface of the plane. + gfxPoint3D ab = b - a; + gfxPoint3D ac = c - a; + + return ac.CrossProduct(ab); +} + +bool gfx3DMatrix::IsBackfaceVisible() const +{ + // Inverse()._33 < 0; + gfxFloat det = Determinant(); + float _33 = _12*_24*_41 - _14*_22*_41 + + _14*_21*_42 - _11*_24*_42 - + _12*_21*_44 + _11*_22*_44; + return (_33 * det) < 0; +} + +void gfx3DMatrix::NudgeToIntegers(void) +{ + NudgeToInteger(&_11); + NudgeToInteger(&_12); + NudgeToInteger(&_13); + NudgeToInteger(&_14); + NudgeToInteger(&_21); + NudgeToInteger(&_22); + NudgeToInteger(&_23); + NudgeToInteger(&_24); + NudgeToInteger(&_31); + NudgeToInteger(&_32); + NudgeToInteger(&_33); + NudgeToInteger(&_34); + NudgeToInteger(&_41); + NudgeToInteger(&_42); + NudgeToInteger(&_43); + NudgeToInteger(&_44); +}