/* vim: set ts=8 sw=8 noexpandtab: */ // qcms // Copyright (C) 2009 Mozilla Foundation // Copyright (C) 1998-2007 Marti Maria // // Permission is hereby granted, free of charge, to any person obtaining // a copy of this software and associated documentation files (the "Software"), // to deal in the Software without restriction, including without limitation // the rights to use, copy, modify, merge, publish, distribute, sublicense, // and/or sell copies of the Software, and to permit persons to whom the Software // is furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, // EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO // THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE // LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION // OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION // WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. #[derive(Copy, Clone, Default)] pub struct Matrix { pub m: [[f32; 3]; 3], pub invalid: bool, } #[derive(Copy, Clone)] pub struct Vector { pub v: [f32; 3], } impl Matrix { pub fn eval(&self, v: Vector) -> Vector { let mut result: Vector = Vector { v: [0.; 3] }; result.v[0] = self.m[0][0] * v.v[0] + self.m[0][1] * v.v[1] + self.m[0][2] * v.v[2]; result.v[1] = self.m[1][0] * v.v[0] + self.m[1][1] * v.v[1] + self.m[1][2] * v.v[2]; result.v[2] = self.m[2][0] * v.v[0] + self.m[2][1] * v.v[1] + self.m[2][2] * v.v[2]; result } //probably reuse this computation in matrix_invert pub fn det(&self) -> f32 { let det: f32 = self.m[0][0] * self.m[1][1] * self.m[2][2] + self.m[0][1] * self.m[1][2] * self.m[2][0] + self.m[0][2] * self.m[1][0] * self.m[2][1] - self.m[0][0] * self.m[1][2] * self.m[2][1] - self.m[0][1] * self.m[1][0] * self.m[2][2] - self.m[0][2] * self.m[1][1] * self.m[2][0]; det } /* from pixman and cairo and Mathematics for Game Programmers */ /* lcms uses gauss-jordan elimination with partial pivoting which is * less efficient and not as numerically stable. See Mathematics for * Game Programmers. */ pub fn invert(&self) -> Matrix { let mut dest_mat: Matrix = Matrix { m: [[0.; 3]; 3], invalid: false, }; let mut i: i32; const a: [i32; 3] = [2, 2, 1]; const b: [i32; 3] = [1, 0, 0]; /* inv (A) = 1/det (A) * adj (A) */ let mut det: f32 = self.det(); if det == 0. { dest_mat.invalid = true; return dest_mat; } dest_mat.invalid = false; det = 1. / det; let mut j: i32 = 0; while j < 3 { i = 0; while i < 3 { let ai: i32 = a[i as usize]; let aj: i32 = a[j as usize]; let bi: i32 = b[i as usize]; let bj: i32 = b[j as usize]; let mut p: f64 = (self.m[ai as usize][aj as usize] * self.m[bi as usize][bj as usize] - self.m[ai as usize][bj as usize] * self.m[bi as usize][aj as usize]) as f64; if ((i + j) & 1) != 0 { p = -p } dest_mat.m[j as usize][i as usize] = (det as f64 * p) as f32; i += 1 } j += 1 } dest_mat } pub fn identity() -> Matrix { let mut i: Matrix = Matrix { m: [[0.; 3]; 3], invalid: false, }; i.m[0][0] = 1.; i.m[0][1] = 0.; i.m[0][2] = 0.; i.m[1][0] = 0.; i.m[1][1] = 1.; i.m[1][2] = 0.; i.m[2][0] = 0.; i.m[2][1] = 0.; i.m[2][2] = 1.; i.invalid = false; i } pub fn invalid() -> Matrix { let mut inv: Matrix = Self::identity(); inv.invalid = true; inv } /* from pixman */ /* MAT3per... */ pub fn multiply(a: Matrix, b: Matrix) -> Matrix { let mut result: Matrix = Matrix { m: [[0.; 3]; 3], invalid: false, }; let mut dx: i32; let mut o: i32; let mut dy: i32 = 0; while dy < 3 { dx = 0; while dx < 3 { let mut v: f64 = 0f64; o = 0; while o < 3 { v += (a.m[dy as usize][o as usize] * b.m[o as usize][dx as usize]) as f64; o += 1 } result.m[dy as usize][dx as usize] = v as f32; dx += 1 } dy += 1 } result.invalid = a.invalid as i32 != 0 || b.invalid as i32 != 0; result } }