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