Chromium Code Reviews| Index: ui/gfx/transform.h |
| diff --git a/ui/gfx/transform.h b/ui/gfx/transform.h |
| index 95de30fa3f4c0d3275c19cd61c3e4663f232c38f..b8635b60f3adc0511c4ea3e893f77cd1d4597636 100644 |
| --- a/ui/gfx/transform.h |
| +++ b/ui/gfx/transform.h |
| @@ -37,6 +37,18 @@ class UI_EXPORT Transform { |
| // Initialize with the concatenation of lhs * rhs. |
| Transform(const Transform& lhs, const Transform& rhs) |
| : matrix_(lhs.matrix_, rhs.matrix_) {} |
| + // Constructs a transform from explicit 16 matrix elements. NOTE: Elements |
|
danakj
2013/01/11 04:14:12
nit: drop the NOTE? the variable names kinda say t
|
| + // should be given in row-major order. |
| + Transform(double col1row1, double col2row1, double col3row1, double col4row1, |
| + double col1row2, double col2row2, double col3row2, double col4row2, |
| + double col1row3, double col2row3, double col3row3, double col4row3, |
| + double col1row4, double col2row4, double col3row4, double col4row4); |
| + // Constructs a transform from explicit 2d elements. All other matrix |
| + // elements remain the same as the corresponding elements of an identity |
| + // matrix. |
| + Transform(double col1row1, double col2row1, |
| + double col1row2, double col2row2, |
| + double x_translation, double y_translation); |
| ~Transform() {} |
| bool operator==(const Transform& rhs) const { return matrix_ == rhs.matrix_; } |
| @@ -120,6 +132,22 @@ class UI_EXPORT Transform { |
| // Transposes this transform in place. |
| void Transpose(); |
| + // Set 3rd row and 3rd colum to (0, 0, 1, 0). Note that this flattening |
| + // operation is not quite the same as an orthographic projection and is |
| + // technically not a linear operation. |
| + // |
| + // One useful interpretation of doing this operation: |
| + // - For x and y values, the new transform behaves effectively like an |
| + // orthographic projection was added to the matrix sequence. |
| + // - For z values, the new transform overrides any effect that the transform |
| + // had on z, and instead it preserves the z value for any points that are |
| + // transformed. |
| + // - Because of linearity of transforms, this flattened transform also |
| + // preserves the effect that any subsequent (multiplied from the right) |
| + // transforms would have on z values. |
| + // |
| + void FlattenTo2d(); |
| + |
| // Applies the transformation on the point. Returns true if the point is |
| // transformed successfully. |
| void TransformPoint(Point3F& point) const; |