/src/libreoffice/include/basegfx/matrix/b3dhommatrix.hxx
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1 | | /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ |
2 | | /* |
3 | | * This file is part of the LibreOffice project. |
4 | | * |
5 | | * This Source Code Form is subject to the terms of the Mozilla Public |
6 | | * License, v. 2.0. If a copy of the MPL was not distributed with this |
7 | | * file, You can obtain one at http://mozilla.org/MPL/2.0/. |
8 | | * |
9 | | * This file incorporates work covered by the following license notice: |
10 | | * |
11 | | * Licensed to the Apache Software Foundation (ASF) under one or more |
12 | | * contributor license agreements. See the NOTICE file distributed |
13 | | * with this work for additional information regarding copyright |
14 | | * ownership. The ASF licenses this file to you under the Apache |
15 | | * License, Version 2.0 (the "License"); you may not use this file |
16 | | * except in compliance with the License. You may obtain a copy of |
17 | | * the License at http://www.apache.org/licenses/LICENSE-2.0 . |
18 | | */ |
19 | | |
20 | | #pragma once |
21 | | |
22 | | #include <sal/types.h> |
23 | | #include <basegfx/point/b3dpoint.hxx> |
24 | | #include <basegfx/vector/b3dvector.hxx> |
25 | | #include <o3tl/cow_wrapper.hxx> |
26 | | #include <basegfx/basegfxdllapi.h> |
27 | | |
28 | | namespace basegfx |
29 | | { |
30 | | class B3DTuple; |
31 | | class Impl3DHomMatrix; |
32 | | |
33 | | class BASEGFX_DLLPUBLIC B3DHomMatrix |
34 | | { |
35 | | public: |
36 | | typedef o3tl::cow_wrapper< Impl3DHomMatrix, o3tl::ThreadSafeRefCountingPolicy > ImplType; |
37 | | |
38 | | private: |
39 | | ImplType mpImpl; |
40 | | |
41 | | public: |
42 | | B3DHomMatrix(); |
43 | | B3DHomMatrix(const B3DHomMatrix& rMat); |
44 | | B3DHomMatrix(B3DHomMatrix&& rMat); |
45 | | ~B3DHomMatrix(); |
46 | | |
47 | | double get(sal_uInt16 nRow, sal_uInt16 nColumn) const; |
48 | | void set(sal_uInt16 nRow, sal_uInt16 nColumn, double fValue); |
49 | | |
50 | | // test if last line is default to see if last line needs to be |
51 | | // involved in calculations |
52 | | bool isLastLineDefault() const; |
53 | | |
54 | | bool isIdentity() const; |
55 | | /// Reset to the identity matrix |
56 | | void identity(); |
57 | | |
58 | | /// Invert the matrix (if possible) |
59 | | void invert(); |
60 | | |
61 | | /// Calc the matrix determinant |
62 | | double determinant() const; |
63 | | |
64 | | /// Rotation |
65 | | void rotate(double fAngleX,double fAngleY,double fAngleZ); |
66 | | void rotate(const B3DTuple& rRotation); |
67 | | |
68 | | /// Translation |
69 | | void translate(double fX, double fY, double fZ); |
70 | | void translate(const B3DTuple& rTranslation); |
71 | | |
72 | | /// Scaling |
73 | | void scale(double fX, double fY, double fZ); |
74 | | void scale(const B3DTuple& rScale); |
75 | | |
76 | | // Shearing-Matrices |
77 | | void shearXY(double fSx, double fSy); |
78 | | void shearXZ(double fSx, double fSz); |
79 | | |
80 | | // Projection matrices, used for converting between eye and |
81 | | // clip coordinates |
82 | | void frustum(double fLeft = -1.0, double fRight = 1.0, |
83 | | double fBottom = -1.0, double fTop = 1.0, |
84 | | double fNear = 0.001, double fFar = 1.0); |
85 | | |
86 | | void ortho(double fLeft = -1.0, double fRight = 1.0, |
87 | | double fBottom = -1.0, double fTop = 1.0, |
88 | | double fNear = 0.0, double fFar = 1.0); |
89 | | |
90 | | // build orientation matrix |
91 | | void orientation( |
92 | | const B3DPoint& rVRP = B3DPoint(0.0,0.0,1.0), |
93 | | B3DVector aVPN = B3DVector(0.0,0.0,1.0), |
94 | | B3DVector aVUV = B3DVector(0.0,1.0,0.0)); |
95 | | |
96 | | // addition, subtraction |
97 | | B3DHomMatrix& operator+=(const B3DHomMatrix& rMat); |
98 | | B3DHomMatrix& operator-=(const B3DHomMatrix& rMat); |
99 | | |
100 | | // comparison |
101 | | bool operator==(const B3DHomMatrix& rMat) const; |
102 | | |
103 | | // matrix multiplication (from the left) |
104 | | B3DHomMatrix& operator*=(const B3DHomMatrix& rMat); |
105 | | |
106 | | // assignment operator |
107 | | B3DHomMatrix& operator=(const B3DHomMatrix& rMat); |
108 | | B3DHomMatrix& operator=(B3DHomMatrix&& rMat); |
109 | | |
110 | | // decomposition |
111 | | void decompose(B3DTuple& rScale, B3DTuple& rTranslate, B3DTuple& rRotate, B3DTuple& rShear) const; |
112 | | }; |
113 | | |
114 | | inline B3DHomMatrix operator*(const B3DHomMatrix& rMatA, const B3DHomMatrix& rMatB) |
115 | 20 | { |
116 | 20 | B3DHomMatrix aMul(rMatB); |
117 | 20 | aMul *= rMatA; |
118 | 20 | return aMul; |
119 | 20 | } |
120 | | } // end of namespace basegfx |
121 | | |
122 | | /* vim:set shiftwidth=4 softtabstop=4 expandtab: */ |