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1 // Copyright (c) 2013 The Chromium Authors. All rights reserved. | 1 // Copyright 2013 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #ifndef UI_GFX_MATRIX3_F_H_ | 5 // TODO(beng): remove once callsites are patched. |
6 #define UI_GFX_MATRIX3_F_H_ | 6 #include "ui/gfx/geometry/matrix3_f.h" |
7 | 7 |
8 #include "base/logging.h" | |
9 #include "ui/gfx/vector3d_f.h" | |
10 | |
11 namespace gfx { | |
12 | |
13 class GFX_EXPORT Matrix3F { | |
14 public: | |
15 ~Matrix3F(); | |
16 | |
17 static Matrix3F Zeros(); | |
18 static Matrix3F Ones(); | |
19 static Matrix3F Identity(); | |
20 static Matrix3F FromOuterProduct(const Vector3dF& a, const Vector3dF& bt); | |
21 | |
22 bool IsEqual(const Matrix3F& rhs) const; | |
23 | |
24 // Element-wise comparison with given precision. | |
25 bool IsNear(const Matrix3F& rhs, float precision) const; | |
26 | |
27 float get(int i, int j) const { | |
28 return data_[MatrixToArrayCoords(i, j)]; | |
29 } | |
30 | |
31 void set(int i, int j, float v) { | |
32 data_[MatrixToArrayCoords(i, j)] = v; | |
33 } | |
34 | |
35 void set(float m00, float m01, float m02, | |
36 float m10, float m11, float m12, | |
37 float m20, float m21, float m22) { | |
38 data_[0] = m00; | |
39 data_[1] = m01; | |
40 data_[2] = m02; | |
41 data_[3] = m10; | |
42 data_[4] = m11; | |
43 data_[5] = m12; | |
44 data_[6] = m20; | |
45 data_[7] = m21; | |
46 data_[8] = m22; | |
47 } | |
48 | |
49 Vector3dF get_column(int i) const { | |
50 return Vector3dF( | |
51 data_[MatrixToArrayCoords(0, i)], | |
52 data_[MatrixToArrayCoords(1, i)], | |
53 data_[MatrixToArrayCoords(2, i)]); | |
54 } | |
55 | |
56 void set_column(int i, const Vector3dF& c) { | |
57 data_[MatrixToArrayCoords(0, i)] = c.x(); | |
58 data_[MatrixToArrayCoords(1, i)] = c.y(); | |
59 data_[MatrixToArrayCoords(2, i)] = c.z(); | |
60 } | |
61 | |
62 // Returns an inverse of this if the matrix is non-singular, zero (== Zero()) | |
63 // otherwise. | |
64 Matrix3F Inverse() const; | |
65 | |
66 // Value of the determinant of the matrix. | |
67 float Determinant() const; | |
68 | |
69 // Trace (sum of diagonal elements) of the matrix. | |
70 float Trace() const { | |
71 return data_[MatrixToArrayCoords(0, 0)] + | |
72 data_[MatrixToArrayCoords(1, 1)] + | |
73 data_[MatrixToArrayCoords(2, 2)]; | |
74 } | |
75 | |
76 // Compute eigenvalues and (optionally) normalized eigenvectors of | |
77 // a positive defnite matrix *this. Eigenvectors are computed only if | |
78 // non-null |eigenvectors| matrix is passed. If it is NULL, the routine | |
79 // will not attempt to compute eigenvectors but will still return eigenvalues | |
80 // if they can be computed. | |
81 // If eigenvalues cannot be computed (the matrix does not meet constraints) | |
82 // the 0-vector is returned. Note that to retrieve eigenvalues, the matrix | |
83 // only needs to be symmetric while eigenvectors require it to be | |
84 // positive-definite. Passing a non-positive definite matrix will result in | |
85 // NaNs in vectors which cannot be computed. | |
86 // Eigenvectors are placed as column in |eigenvectors| in order corresponding | |
87 // to eigenvalues. | |
88 Vector3dF SolveEigenproblem(Matrix3F* eigenvectors) const; | |
89 | |
90 private: | |
91 Matrix3F(); // Uninitialized default. | |
92 | |
93 static int MatrixToArrayCoords(int i, int j) { | |
94 DCHECK(i >= 0 && i < 3); | |
95 DCHECK(j >= 0 && j < 3); | |
96 return i * 3 + j; | |
97 } | |
98 | |
99 float data_[9]; | |
100 }; | |
101 | |
102 inline bool operator==(const Matrix3F& lhs, const Matrix3F& rhs) { | |
103 return lhs.IsEqual(rhs); | |
104 } | |
105 | |
106 } // namespace gfx | |
107 | |
108 #endif // UI_GFX_MATRIX3_F_H_ | |
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