Coverage Report

Created: 2025-12-31 10:39

next uncovered line (L), next uncovered region (R), next uncovered branch (B)
/src/libreoffice/include/basegfx/matrix/b3dhommatrix.hxx
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/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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 * This file is part of the LibreOffice project.
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 *
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 * This Source Code Form is subject to the terms of the Mozilla Public
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 * License, v. 2.0. If a copy of the MPL was not distributed with this
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 * file, You can obtain one at http://mozilla.org/MPL/2.0/.
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 *
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 * This file incorporates work covered by the following license notice:
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 *
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 *   Licensed to the Apache Software Foundation (ASF) under one or more
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 *   contributor license agreements. See the NOTICE file distributed
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 *   with this work for additional information regarding copyright
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 *   ownership. The ASF licenses this file to you under the Apache
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 *   License, Version 2.0 (the "License"); you may not use this file
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 *   except in compliance with the License. You may obtain a copy of
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 *   the License at http://www.apache.org/licenses/LICENSE-2.0 .
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 */
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#pragma once
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#include <sal/types.h>
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#include <basegfx/point/b3dpoint.hxx>
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#include <basegfx/vector/b3dvector.hxx>
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#include <o3tl/cow_wrapper.hxx>
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#include <basegfx/basegfxdllapi.h>
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namespace basegfx
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{
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    class B3DTuple;
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    class Impl3DHomMatrix;
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    class BASEGFX_DLLPUBLIC B3DHomMatrix
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    {
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    public:
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        typedef o3tl::cow_wrapper< Impl3DHomMatrix, o3tl::ThreadSafeRefCountingPolicy > ImplType;
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    private:
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        ImplType                                     mpImpl;
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    public:
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        B3DHomMatrix();
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        B3DHomMatrix(const B3DHomMatrix& rMat);
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        B3DHomMatrix(B3DHomMatrix&& rMat);
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        ~B3DHomMatrix();
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        double get(sal_uInt16 nRow, sal_uInt16 nColumn) const;
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        void set(sal_uInt16 nRow, sal_uInt16 nColumn, double fValue);
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        // test if last line is default to see if last line needs to be
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        // involved in calculations
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        bool isLastLineDefault() const;
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        bool isIdentity() const;
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        /// Reset to the identity matrix
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        void identity();
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        /// Invert the matrix (if possible)
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        void invert();
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        /// Calc the matrix determinant
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        double determinant() const;
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        /// Rotation
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        void rotate(double fAngleX,double fAngleY,double fAngleZ);
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        void rotate(const B3DTuple& rRotation);
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        /// Translation
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        void translate(double fX, double fY, double fZ);
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        void translate(const B3DTuple& rTranslation);
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        /// Scaling
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        void scale(double fX, double fY, double fZ);
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        void scale(const B3DTuple& rScale);
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        // Shearing-Matrices
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        void shearXY(double fSx, double fSy);
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        void shearXZ(double fSx, double fSz);
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        // Projection matrices, used for converting between eye and
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        // clip coordinates
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        void frustum(double fLeft = -1.0, double fRight = 1.0,
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            double fBottom = -1.0, double fTop = 1.0,
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            double fNear = 0.001, double fFar = 1.0);
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        void ortho(double fLeft = -1.0, double fRight = 1.0,
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            double fBottom = -1.0, double fTop = 1.0,
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            double fNear = 0.0, double fFar = 1.0);
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        // build orientation matrix
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        void orientation(
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            const B3DPoint& rVRP = B3DPoint(0.0,0.0,1.0),
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            B3DVector aVPN = B3DVector(0.0,0.0,1.0),
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            B3DVector aVUV = B3DVector(0.0,1.0,0.0));
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        // addition, subtraction
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        B3DHomMatrix& operator+=(const B3DHomMatrix& rMat);
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        B3DHomMatrix& operator-=(const B3DHomMatrix& rMat);
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        // comparison
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        bool operator==(const B3DHomMatrix& rMat) const;
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        // matrix multiplication (from the left)
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        B3DHomMatrix& operator*=(const B3DHomMatrix& rMat);
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        // assignment operator
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        B3DHomMatrix& operator=(const B3DHomMatrix& rMat);
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        B3DHomMatrix& operator=(B3DHomMatrix&& rMat);
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        // decomposition
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        void decompose(B3DTuple& rScale, B3DTuple& rTranslate, B3DTuple& rRotate, B3DTuple& rShear) const;
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    };
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    inline B3DHomMatrix operator*(const B3DHomMatrix& rMatA, const B3DHomMatrix& rMatB)
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    {
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        B3DHomMatrix aMul(rMatB);
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        aMul *= rMatA;
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        return aMul;
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    }
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} // end of namespace basegfx
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */