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1 // Copyright 2014 The Chromium Authors. All rights reserved. | 1 // Copyright 2014 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 #include "mojo/services/geometry/cpp/geometry_util.h" | 5 #include "mojo/services/geometry/cpp/geometry_util.h" |
6 | 6 |
7 #include <string.h> | 7 #include <string.h> |
8 | 8 |
9 namespace mojo { | 9 namespace mojo { |
10 | 10 |
11 static const float kIdentityMatrix[]{ | 11 static const float kIdentityMatrix[]{ |
12 1.f, 0.f, 0.f, 0.f, // comments to prevent | 12 1.f, 0.f, 0.f, 0.f, // comments to prevent |
13 0.f, 1.f, 0.f, 0.f, // auto formatter reflow | 13 0.f, 1.f, 0.f, 0.f, // auto formatter reflow |
14 0.f, 0.f, 1.f, 0.f, // | 14 0.f, 0.f, 1.f, 0.f, // |
15 0.f, 0.f, 0.f, 1.f}; | 15 0.f, 0.f, 0.f, 1.f}; |
16 | 16 |
17 void SetIdentityTransform(Transform* transform) { | 17 void SetIdentityTransform(Transform* transform) { |
18 transform->matrix.resize(16u); | 18 transform->matrix.resize(16u); |
19 memcpy(transform->matrix.data(), kIdentityMatrix, sizeof(kIdentityMatrix)); | 19 memcpy(transform->matrix.data(), kIdentityMatrix, sizeof(kIdentityMatrix)); |
20 } | 20 } |
21 | 21 |
22 void SetTranslationTransform(Transform* transform, float x, float y, float z) { | 22 void SetTranslationTransform(Transform* transform, float x, float y, float z) { |
23 SetIdentityTransform(transform); | 23 SetIdentityTransform(transform); |
24 transform->matrix[3] = x; | 24 transform->matrix[3] = x; |
25 transform->matrix[7] = y; | 25 transform->matrix[7] = y; |
26 transform->matrix[11] = z; | 26 transform->matrix[11] = z; |
27 } | 27 } |
28 | 28 |
| 29 Point TransformPoint(const Transform& transform, const Point& point) { |
| 30 // TODO(jeffbrown): If w is 0, then the point should be at infinity. |
| 31 // Also, we should perhaps be using PointF here rather than Point. |
| 32 float w = transform.matrix[12] * point.x + transform.matrix[13] * point.y + |
| 33 transform.matrix[15]; |
| 34 if (!w) |
| 35 w = 1.f / w; |
| 36 |
| 37 Point result; |
| 38 result.x = (transform.matrix[0] * point.x + transform.matrix[1] * point.y + |
| 39 transform.matrix[3]) * |
| 40 w; |
| 41 result.y = (transform.matrix[4] * point.x + transform.matrix[5] * point.y + |
| 42 transform.matrix[7]) * |
| 43 w; |
| 44 return result; |
| 45 } |
| 46 |
29 } // namespace mojo | 47 } // namespace mojo |
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