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authorSteve Block <steveblock@google.com>2011-05-06 11:45:16 +0100
committerSteve Block <steveblock@google.com>2011-05-12 13:44:10 +0100
commitcad810f21b803229eb11403f9209855525a25d57 (patch)
tree29a6fd0279be608e0fe9ffe9841f722f0f4e4269 /Source/WebCore/platform/graphics/transforms/TransformationMatrix.h
parent121b0cf4517156d0ac5111caf9830c51b69bae8f (diff)
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Merge WebKit at r75315: Initial merge by git.
Change-Id: I570314b346ce101c935ed22a626b48c2af266b84
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+/*
+ * Copyright (C) 2005, 2006 Apple Computer, Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#ifndef TransformationMatrix_h
+#define TransformationMatrix_h
+
+#include "AffineTransform.h"
+#include "FloatPoint.h"
+#include "IntPoint.h"
+#include <string.h> //for memcpy
+#include <wtf/FastAllocBase.h>
+
+#if PLATFORM(CA)
+#include <QuartzCore/CATransform3D.h>
+#endif
+#if PLATFORM(CG)
+#include <CoreGraphics/CGAffineTransform.h>
+#elif PLATFORM(CAIRO)
+#include <cairo.h>
+#elif PLATFORM(OPENVG)
+#include "VGUtils.h"
+#elif PLATFORM(QT)
+#include <QTransform>
+#elif PLATFORM(SKIA)
+#include <SkMatrix.h>
+#elif PLATFORM(WX) && USE(WXGC)
+#include <wx/graphics.h>
+#endif
+
+#if PLATFORM(WIN) || (PLATFORM(QT) && OS(WINDOWS)) || (PLATFORM(WX) && OS(WINDOWS))
+#if COMPILER(MINGW) && !COMPILER(MINGW64)
+typedef struct _XFORM XFORM;
+#else
+typedef struct tagXFORM XFORM;
+#endif
+#endif
+
+namespace WebCore {
+
+class AffineTransform;
+class IntRect;
+class FloatPoint3D;
+class FloatRect;
+class FloatQuad;
+
+class TransformationMatrix : public FastAllocBase {
+public:
+ typedef double Matrix4[4][4];
+
+ TransformationMatrix() { makeIdentity(); }
+ TransformationMatrix(const TransformationMatrix& t) { *this = t; }
+ TransformationMatrix(double a, double b, double c, double d, double e, double f) { setMatrix(a, b, c, d, e, f); }
+ TransformationMatrix(double m11, double m12, double m13, double m14,
+ double m21, double m22, double m23, double m24,
+ double m31, double m32, double m33, double m34,
+ double m41, double m42, double m43, double m44)
+ {
+ setMatrix(m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, m42, m43, m44);
+ }
+
+ void setMatrix(double a, double b, double c, double d, double e, double f)
+ {
+ m_matrix[0][0] = a; m_matrix[0][1] = b; m_matrix[0][2] = 0; m_matrix[0][3] = 0;
+ m_matrix[1][0] = c; m_matrix[1][1] = d; m_matrix[1][2] = 0; m_matrix[1][3] = 0;
+ m_matrix[2][0] = 0; m_matrix[2][1] = 0; m_matrix[2][2] = 1; m_matrix[2][3] = 0;
+ m_matrix[3][0] = e; m_matrix[3][1] = f; m_matrix[3][2] = 0; m_matrix[3][3] = 1;
+ }
+
+ void setMatrix(double m11, double m12, double m13, double m14,
+ double m21, double m22, double m23, double m24,
+ double m31, double m32, double m33, double m34,
+ double m41, double m42, double m43, double m44)
+ {
+ m_matrix[0][0] = m11; m_matrix[0][1] = m12; m_matrix[0][2] = m13; m_matrix[0][3] = m14;
+ m_matrix[1][0] = m21; m_matrix[1][1] = m22; m_matrix[1][2] = m23; m_matrix[1][3] = m24;
+ m_matrix[2][0] = m31; m_matrix[2][1] = m32; m_matrix[2][2] = m33; m_matrix[2][3] = m34;
+ m_matrix[3][0] = m41; m_matrix[3][1] = m42; m_matrix[3][2] = m43; m_matrix[3][3] = m44;
+ }
+
+ TransformationMatrix& operator =(const TransformationMatrix &t)
+ {
+ setMatrix(t.m_matrix);
+ return *this;
+ }
+
+ TransformationMatrix& makeIdentity()
+ {
+ setMatrix(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
+ return *this;
+ }
+
+ bool isIdentity() const
+ {
+ return m_matrix[0][0] == 1 && m_matrix[0][1] == 0 && m_matrix[0][2] == 0 && m_matrix[0][3] == 0 &&
+ m_matrix[1][0] == 0 && m_matrix[1][1] == 1 && m_matrix[1][2] == 0 && m_matrix[1][3] == 0 &&
+ m_matrix[2][0] == 0 && m_matrix[2][1] == 0 && m_matrix[2][2] == 1 && m_matrix[2][3] == 0 &&
+ m_matrix[3][0] == 0 && m_matrix[3][1] == 0 && m_matrix[3][2] == 0 && m_matrix[3][3] == 1;
+ }
+
+ // This form preserves the double math from input to output
+ void map(double x, double y, double& x2, double& y2) const { multVecMatrix(x, y, x2, y2); }
+
+ // Map a 3D point through the transform, returning a 3D point.
+ FloatPoint3D mapPoint(const FloatPoint3D&) const;
+
+ // Map a 2D point through the transform, returning a 2D point.
+ // Note that this ignores the z component, effectively projecting the point into the z=0 plane.
+ FloatPoint mapPoint(const FloatPoint&) const;
+
+ // Like the version above, except that it rounds the mapped point to the nearest integer value.
+ IntPoint mapPoint(const IntPoint& p) const
+ {
+ return roundedIntPoint(mapPoint(FloatPoint(p)));
+ }
+
+ // If the matrix has 3D components, the z component of the result is
+ // dropped, effectively projecting the rect into the z=0 plane
+ FloatRect mapRect(const FloatRect&) const;
+
+ // Rounds the resulting mapped rectangle out. This is helpful for bounding
+ // box computations but may not be what is wanted in other contexts.
+ IntRect mapRect(const IntRect&) const;
+
+ // If the matrix has 3D components, the z component of the result is
+ // dropped, effectively projecting the quad into the z=0 plane
+ FloatQuad mapQuad(const FloatQuad&) const;
+
+ // Map a point on the z=0 plane into a point on
+ // the plane with with the transform applied, by extending
+ // a ray perpendicular to the source plane and computing
+ // the local x,y position of the point where that ray intersects
+ // with the destination plane.
+ FloatPoint projectPoint(const FloatPoint&) const;
+ // Projects the four corners of the quad
+ FloatQuad projectQuad(const FloatQuad&) const;
+
+ double m11() const { return m_matrix[0][0]; }
+ void setM11(double f) { m_matrix[0][0] = f; }
+ double m12() const { return m_matrix[0][1]; }
+ void setM12(double f) { m_matrix[0][1] = f; }
+ double m13() const { return m_matrix[0][2]; }
+ void setM13(double f) { m_matrix[0][2] = f; }
+ double m14() const { return m_matrix[0][3]; }
+ void setM14(double f) { m_matrix[0][3] = f; }
+ double m21() const { return m_matrix[1][0]; }
+ void setM21(double f) { m_matrix[1][0] = f; }
+ double m22() const { return m_matrix[1][1]; }
+ void setM22(double f) { m_matrix[1][1] = f; }
+ double m23() const { return m_matrix[1][2]; }
+ void setM23(double f) { m_matrix[1][2] = f; }
+ double m24() const { return m_matrix[1][3]; }
+ void setM24(double f) { m_matrix[1][3] = f; }
+ double m31() const { return m_matrix[2][0]; }
+ void setM31(double f) { m_matrix[2][0] = f; }
+ double m32() const { return m_matrix[2][1]; }
+ void setM32(double f) { m_matrix[2][1] = f; }
+ double m33() const { return m_matrix[2][2]; }
+ void setM33(double f) { m_matrix[2][2] = f; }
+ double m34() const { return m_matrix[2][3]; }
+ void setM34(double f) { m_matrix[2][3] = f; }
+ double m41() const { return m_matrix[3][0]; }
+ void setM41(double f) { m_matrix[3][0] = f; }
+ double m42() const { return m_matrix[3][1]; }
+ void setM42(double f) { m_matrix[3][1] = f; }
+ double m43() const { return m_matrix[3][2]; }
+ void setM43(double f) { m_matrix[3][2] = f; }
+ double m44() const { return m_matrix[3][3]; }
+ void setM44(double f) { m_matrix[3][3] = f; }
+
+ double a() const { return m_matrix[0][0]; }
+ void setA(double a) { m_matrix[0][0] = a; }
+
+ double b() const { return m_matrix[0][1]; }
+ void setB(double b) { m_matrix[0][1] = b; }
+
+ double c() const { return m_matrix[1][0]; }
+ void setC(double c) { m_matrix[1][0] = c; }
+
+ double d() const { return m_matrix[1][1]; }
+ void setD(double d) { m_matrix[1][1] = d; }
+
+ double e() const { return m_matrix[3][0]; }
+ void setE(double e) { m_matrix[3][0] = e; }
+
+ double f() const { return m_matrix[3][1]; }
+ void setF(double f) { m_matrix[3][1] = f; }
+
+ // this = this * mat
+ TransformationMatrix& multiply(const TransformationMatrix& t) { return *this *= t; }
+
+ // this = mat * this
+ TransformationMatrix& multLeft(const TransformationMatrix& mat);
+
+ TransformationMatrix& scale(double);
+ TransformationMatrix& scaleNonUniform(double sx, double sy);
+ TransformationMatrix& scale3d(double sx, double sy, double sz);
+
+ TransformationMatrix& rotate(double d) { return rotate3d(0, 0, d); }
+ TransformationMatrix& rotateFromVector(double x, double y);
+ TransformationMatrix& rotate3d(double rx, double ry, double rz);
+
+ // The vector (x,y,z) is normalized if it's not already. A vector of
+ // (0,0,0) uses a vector of (0,0,1).
+ TransformationMatrix& rotate3d(double x, double y, double z, double angle);
+
+ TransformationMatrix& translate(double tx, double ty);
+ TransformationMatrix& translate3d(double tx, double ty, double tz);
+
+ // translation added with a post-multiply
+ TransformationMatrix& translateRight(double tx, double ty);
+ TransformationMatrix& translateRight3d(double tx, double ty, double tz);
+
+ TransformationMatrix& flipX();
+ TransformationMatrix& flipY();
+ TransformationMatrix& skew(double angleX, double angleY);
+ TransformationMatrix& skewX(double angle) { return skew(angle, 0); }
+ TransformationMatrix& skewY(double angle) { return skew(0, angle); }
+
+ TransformationMatrix& applyPerspective(double p);
+ bool hasPerspective() const { return m_matrix[2][3] != 0.0f; }
+
+ // returns a transformation that maps a rect to a rect
+ static TransformationMatrix rectToRect(const FloatRect&, const FloatRect&);
+
+ bool isInvertible() const;
+
+ // This method returns the identity matrix if it is not invertible.
+ // Use isInvertible() before calling this if you need to know.
+ TransformationMatrix inverse() const;
+
+ // decompose the matrix into its component parts
+ typedef struct {
+ double scaleX, scaleY, scaleZ;
+ double skewXY, skewXZ, skewYZ;
+ double quaternionX, quaternionY, quaternionZ, quaternionW;
+ double translateX, translateY, translateZ;
+ double perspectiveX, perspectiveY, perspectiveZ, perspectiveW;
+ } DecomposedType;
+
+ bool decompose(DecomposedType& decomp) const;
+ void recompose(const DecomposedType& decomp);
+
+ void blend(const TransformationMatrix& from, double progress);
+
+ bool isAffine() const
+ {
+ return (m13() == 0 && m14() == 0 && m23() == 0 && m24() == 0 &&
+ m31() == 0 && m32() == 0 && m33() == 1 && m34() == 0 && m43() == 0 && m44() == 1);
+ }
+
+ // Throw away the non-affine parts of the matrix (lossy!)
+ void makeAffine();
+
+ AffineTransform toAffineTransform() const;
+
+ bool operator==(const TransformationMatrix& m2) const
+ {
+ return (m_matrix[0][0] == m2.m_matrix[0][0] &&
+ m_matrix[0][1] == m2.m_matrix[0][1] &&
+ m_matrix[0][2] == m2.m_matrix[0][2] &&
+ m_matrix[0][3] == m2.m_matrix[0][3] &&
+ m_matrix[1][0] == m2.m_matrix[1][0] &&
+ m_matrix[1][1] == m2.m_matrix[1][1] &&
+ m_matrix[1][2] == m2.m_matrix[1][2] &&
+ m_matrix[1][3] == m2.m_matrix[1][3] &&
+ m_matrix[2][0] == m2.m_matrix[2][0] &&
+ m_matrix[2][1] == m2.m_matrix[2][1] &&
+ m_matrix[2][2] == m2.m_matrix[2][2] &&
+ m_matrix[2][3] == m2.m_matrix[2][3] &&
+ m_matrix[3][0] == m2.m_matrix[3][0] &&
+ m_matrix[3][1] == m2.m_matrix[3][1] &&
+ m_matrix[3][2] == m2.m_matrix[3][2] &&
+ m_matrix[3][3] == m2.m_matrix[3][3]);
+ }
+
+ bool operator!=(const TransformationMatrix& other) const { return !(*this == other); }
+
+ // *this = *this * t (i.e., a multRight)
+ TransformationMatrix& operator*=(const TransformationMatrix& t)
+ {
+ *this = *this * t;
+ return *this;
+ }
+
+ // result = *this * t (i.e., a multRight)
+ TransformationMatrix operator*(const TransformationMatrix& t) const
+ {
+ TransformationMatrix result = t;
+ result.multLeft(*this);
+ return result;
+ }
+
+#if PLATFORM(CA)
+ TransformationMatrix(const CATransform3D&);
+ operator CATransform3D() const;
+#endif
+#if PLATFORM(CG)
+ TransformationMatrix(const CGAffineTransform&);
+ operator CGAffineTransform() const;
+#elif PLATFORM(CAIRO)
+ operator cairo_matrix_t() const;
+#elif PLATFORM(OPENVG)
+ operator VGMatrix() const;
+#elif PLATFORM(QT)
+ operator QTransform() const;
+#elif PLATFORM(SKIA)
+ operator SkMatrix() const;
+#elif PLATFORM(WX) && USE(WXGC)
+ operator wxGraphicsMatrix() const;
+#endif
+
+#if PLATFORM(WIN) || (PLATFORM(QT) && OS(WINDOWS)) || (PLATFORM(WX) && OS(WINDOWS))
+ operator XFORM() const;
+#endif
+
+ bool isIdentityOrTranslation() const
+ {
+ return m_matrix[0][0] == 1 && m_matrix[0][1] == 0 && m_matrix[0][2] == 0 && m_matrix[0][3] == 0
+ && m_matrix[1][0] == 0 && m_matrix[1][1] == 1 && m_matrix[1][2] == 0 && m_matrix[1][3] == 0
+ && m_matrix[2][0] == 0 && m_matrix[2][1] == 0 && m_matrix[2][2] == 1 && m_matrix[2][3] == 0
+ && m_matrix[3][3] == 1;
+ }
+
+private:
+ // multiply passed 2D point by matrix (assume z=0)
+ void multVecMatrix(double x, double y, double& dstX, double& dstY) const;
+
+ // multiply passed 3D point by matrix
+ void multVecMatrix(double x, double y, double z, double& dstX, double& dstY, double& dstZ) const;
+
+ void setMatrix(const Matrix4 m)
+ {
+ if (m && m != m_matrix)
+ memcpy(m_matrix, m, sizeof(Matrix4));
+ }
+
+ Matrix4 m_matrix;
+};
+
+} // namespace WebCore
+
+#endif // TransformationMatrix_h