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-rw-r--r--gfx/2d/Matrix.cpp179
1 files changed, 179 insertions, 0 deletions
diff --git a/gfx/2d/Matrix.cpp b/gfx/2d/Matrix.cpp
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+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* 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 "Matrix.h"
+#include "Quaternion.h"
+#include "Tools.h"
+#include <algorithm>
+#include <ostream>
+#include <math.h>
+#include <float.h> // for FLT_EPSILON
+
+#include "mozilla/FloatingPoint.h" // for UnspecifiedNaN
+
+namespace mozilla {
+namespace gfx {
+
+/* Force small values to zero. We do this to avoid having sin(360deg)
+ * evaluate to a tiny but nonzero value.
+ */
+double FlushToZero(double aVal) {
+ // XXX Is double precision really necessary here
+ 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.
+ */
+double SafeTangent(double aTheta) {
+ // XXX Is double precision really necessary here
+ 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);
+}
+
+template <>
+Matrix Matrix::Rotation(Float aAngle) {
+ Matrix newMatrix;
+
+ Float s = sinf(aAngle);
+ Float c = cosf(aAngle);
+
+ newMatrix._11 = c;
+ newMatrix._12 = s;
+ newMatrix._21 = -s;
+ newMatrix._22 = c;
+
+ return newMatrix;
+}
+
+template <>
+MatrixDouble MatrixDouble::Rotation(Double aAngle) {
+ MatrixDouble newMatrix;
+
+ Double s = sin(aAngle);
+ Double c = cos(aAngle);
+
+ newMatrix._11 = c;
+ newMatrix._12 = s;
+ newMatrix._21 = -s;
+ newMatrix._22 = c;
+
+ return newMatrix;
+}
+
+template <>
+Matrix4x4 MatrixDouble::operator*(const Matrix4x4& aMatrix) const {
+ Matrix4x4 resultMatrix;
+
+ resultMatrix._11 = this->_11 * aMatrix._11 + this->_12 * aMatrix._21;
+ resultMatrix._12 = this->_11 * aMatrix._12 + this->_12 * aMatrix._22;
+ resultMatrix._13 = this->_11 * aMatrix._13 + this->_12 * aMatrix._23;
+ resultMatrix._14 = this->_11 * aMatrix._14 + this->_12 * aMatrix._24;
+
+ resultMatrix._21 = this->_21 * aMatrix._11 + this->_22 * aMatrix._21;
+ resultMatrix._22 = this->_21 * aMatrix._12 + this->_22 * aMatrix._22;
+ resultMatrix._23 = this->_21 * aMatrix._13 + this->_22 * aMatrix._23;
+ resultMatrix._24 = this->_21 * aMatrix._14 + this->_22 * aMatrix._24;
+
+ resultMatrix._31 = aMatrix._31;
+ resultMatrix._32 = aMatrix._32;
+ resultMatrix._33 = aMatrix._33;
+ resultMatrix._34 = aMatrix._34;
+
+ resultMatrix._41 =
+ this->_31 * aMatrix._11 + this->_32 * aMatrix._21 + aMatrix._41;
+ resultMatrix._42 =
+ this->_31 * aMatrix._12 + this->_32 * aMatrix._22 + aMatrix._42;
+ resultMatrix._43 =
+ this->_31 * aMatrix._13 + this->_32 * aMatrix._23 + aMatrix._43;
+ resultMatrix._44 =
+ this->_31 * aMatrix._14 + this->_32 * aMatrix._24 + aMatrix._44;
+
+ return resultMatrix;
+}
+
+// Intersect the polygon given by aPoints with the half space induced by
+// aPlaneNormal and return the resulting polygon. The returned points are
+// stored in aDestBuffer, and its meaningful subspan is returned.
+template <typename F>
+Span<Point4DTyped<UnknownUnits, F>> IntersectPolygon(
+ Span<Point4DTyped<UnknownUnits, F>> aPoints,
+ const Point4DTyped<UnknownUnits, F>& aPlaneNormal,
+ Span<Point4DTyped<UnknownUnits, F>> aDestBuffer) {
+ if (aPoints.Length() < 1 || aDestBuffer.Length() < 1) {
+ return {};
+ }
+
+ size_t nextIndex = 0; // aDestBuffer[nextIndex] is the next emitted point.
+
+ // Iterate over the polygon edges. In each iteration the current edge
+ // is the edge from *prevPoint to point. If the two end points lie on
+ // different sides of the plane, we have an intersection. Otherwise,
+ // the edge is either completely "inside" the half-space created by
+ // the clipping plane, and we add curPoint, or it is completely
+ // "outside", and we discard curPoint. This loop can create duplicated
+ // points in the polygon.
+ const auto* prevPoint = &aPoints[aPoints.Length() - 1];
+ F prevDot = aPlaneNormal.DotProduct(*prevPoint);
+ for (const auto& curPoint : aPoints) {
+ F curDot = aPlaneNormal.DotProduct(curPoint);
+
+ if ((curDot >= 0.0) != (prevDot >= 0.0)) {
+ // An intersection with the clipping plane has been detected.
+ // Interpolate to find the intersecting curPoint and emit it.
+ F t = -prevDot / (curDot - prevDot);
+ aDestBuffer[nextIndex++] = curPoint * t + *prevPoint * (1.0 - t);
+ if (nextIndex >= aDestBuffer.Length()) {
+ break;
+ }
+ }
+
+ if (curDot >= 0.0) {
+ // Emit any source points that are on the positive side of the
+ // clipping plane.
+ aDestBuffer[nextIndex++] = curPoint;
+ if (nextIndex >= aDestBuffer.Length()) {
+ break;
+ }
+ }
+
+ prevPoint = &curPoint;
+ prevDot = curDot;
+ }
+
+ return aDestBuffer.To(nextIndex);
+}
+
+template Span<Point4DTyped<UnknownUnits, Float>> IntersectPolygon(
+ Span<Point4DTyped<UnknownUnits, Float>> aPoints,
+ const Point4DTyped<UnknownUnits, Float>& aPlaneNormal,
+ Span<Point4DTyped<UnknownUnits, Float>> aDestBuffer);
+template Span<Point4DTyped<UnknownUnits, Double>> IntersectPolygon(
+ Span<Point4DTyped<UnknownUnits, Double>> aPoints,
+ const Point4DTyped<UnknownUnits, Double>& aPlaneNormal,
+ Span<Point4DTyped<UnknownUnits, Double>> aDestBuffer);
+
+} // namespace gfx
+} // namespace mozilla