| Index: Source/core/platform/graphics/transforms/TransformationMatrix.h
|
| diff --git a/Source/core/platform/graphics/transforms/TransformationMatrix.h b/Source/core/platform/graphics/transforms/TransformationMatrix.h
|
| deleted file mode 100644
|
| index c28546bf80477604643c5c1d2b52f5eabd7b91b3..0000000000000000000000000000000000000000
|
| --- a/Source/core/platform/graphics/transforms/TransformationMatrix.h
|
| +++ /dev/null
|
| @@ -1,364 +0,0 @@
|
| -/*
|
| - * Copyright (C) 2005, 2006 Apple Computer, Inc. All rights reserved.
|
| - *
|
| - * Redistribution and use in source and binary forms, with or without
|
| - * modification, are permitted provided that the following conditions
|
| - * are met:
|
| - * 1. Redistributions of source code must retain the above copyright
|
| - * notice, this list of conditions and the following disclaimer.
|
| - * 2. Redistributions in binary form must reproduce the above copyright
|
| - * notice, this list of conditions and the following disclaimer in the
|
| - * documentation and/or other materials provided with the distribution.
|
| - *
|
| - * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
|
| - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
| - * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
| - * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
|
| - * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
| - * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
| - * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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| - * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
|
| - * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
| - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
| - * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
| - */
|
| -
|
| -#ifndef TransformationMatrix_h
|
| -#define TransformationMatrix_h
|
| -
|
| -#include <SkMatrix.h>
|
| -#include <string.h> //for memcpy
|
| -#include "core/platform/graphics/FloatPoint.h"
|
| -#include "core/platform/graphics/FloatPoint3D.h"
|
| -#include "core/platform/graphics/IntPoint.h"
|
| -#include "wtf/CPU.h"
|
| -#include "wtf/FastAllocBase.h"
|
| -
|
| -namespace WebCore {
|
| -
|
| -class AffineTransform;
|
| -class IntRect;
|
| -class LayoutRect;
|
| -class FloatRect;
|
| -class FloatQuad;
|
| -
|
| -#if CPU(X86_64)
|
| -#define TRANSFORMATION_MATRIX_USE_X86_64_SSE2
|
| -#endif
|
| -
|
| -class TransformationMatrix {
|
| - WTF_MAKE_FAST_ALLOCATED;
|
| -public:
|
| -
|
| -#if CPU(APPLE_ARMV7S) || defined(TRANSFORMATION_MATRIX_USE_X86_64_SSE2)
|
| -#if COMPILER(MSVC)
|
| - __declspec(align(16)) typedef double Matrix4[4][4];
|
| -#else
|
| - typedef double Matrix4[4][4] __attribute__((aligned (16)));
|
| -#endif
|
| -#else
|
| - typedef double Matrix4[4][4];
|
| -#endif
|
| -
|
| - TransformationMatrix() { makeIdentity(); }
|
| - TransformationMatrix(const AffineTransform& t);
|
| - TransformationMatrix(const TransformationMatrix& t) { *this = t; }
|
| - TransformationMatrix(double a, double b, double c, double d, double e, double f) { setMatrix(a, b, c, d, e, f); }
|
| - TransformationMatrix(double m11, double m12, double m13, double m14,
|
| - double m21, double m22, double m23, double m24,
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| - double m31, double m32, double m33, double m34,
|
| - double m41, double m42, double m43, double m44)
|
| - {
|
| - setMatrix(m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, m42, m43, m44);
|
| - }
|
| -
|
| - void setMatrix(double a, double b, double c, double d, double e, double f)
|
| - {
|
| - m_matrix[0][0] = a; m_matrix[0][1] = b; m_matrix[0][2] = 0; m_matrix[0][3] = 0;
|
| - m_matrix[1][0] = c; m_matrix[1][1] = d; m_matrix[1][2] = 0; m_matrix[1][3] = 0;
|
| - m_matrix[2][0] = 0; m_matrix[2][1] = 0; m_matrix[2][2] = 1; m_matrix[2][3] = 0;
|
| - m_matrix[3][0] = e; m_matrix[3][1] = f; m_matrix[3][2] = 0; m_matrix[3][3] = 1;
|
| - }
|
| -
|
| - void setMatrix(double m11, double m12, double m13, double m14,
|
| - double m21, double m22, double m23, double m24,
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| - double m31, double m32, double m33, double m34,
|
| - double m41, double m42, double m43, double m44)
|
| - {
|
| - m_matrix[0][0] = m11; m_matrix[0][1] = m12; m_matrix[0][2] = m13; m_matrix[0][3] = m14;
|
| - m_matrix[1][0] = m21; m_matrix[1][1] = m22; m_matrix[1][2] = m23; m_matrix[1][3] = m24;
|
| - m_matrix[2][0] = m31; m_matrix[2][1] = m32; m_matrix[2][2] = m33; m_matrix[2][3] = m34;
|
| - m_matrix[3][0] = m41; m_matrix[3][1] = m42; m_matrix[3][2] = m43; m_matrix[3][3] = m44;
|
| - }
|
| -
|
| - TransformationMatrix& operator =(const TransformationMatrix &t)
|
| - {
|
| - setMatrix(t.m_matrix);
|
| - return *this;
|
| - }
|
| -
|
| - TransformationMatrix& makeIdentity()
|
| - {
|
| - setMatrix(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
|
| - return *this;
|
| - }
|
| -
|
| - bool isIdentity() const
|
| - {
|
| - return m_matrix[0][0] == 1 && m_matrix[0][1] == 0 && m_matrix[0][2] == 0 && m_matrix[0][3] == 0 &&
|
| - m_matrix[1][0] == 0 && m_matrix[1][1] == 1 && m_matrix[1][2] == 0 && m_matrix[1][3] == 0 &&
|
| - m_matrix[2][0] == 0 && m_matrix[2][1] == 0 && m_matrix[2][2] == 1 && m_matrix[2][3] == 0 &&
|
| - m_matrix[3][0] == 0 && m_matrix[3][1] == 0 && m_matrix[3][2] == 0 && m_matrix[3][3] == 1;
|
| - }
|
| -
|
| - // This form preserves the double math from input to output
|
| - void map(double x, double y, double& x2, double& y2) const { multVecMatrix(x, y, x2, y2); }
|
| -
|
| - // Map a 3D point through the transform, returning a 3D point.
|
| - FloatPoint3D mapPoint(const FloatPoint3D&) const;
|
| -
|
| - // Map a 2D point through the transform, returning a 2D point.
|
| - // Note that this ignores the z component, effectively projecting the point into the z=0 plane.
|
| - FloatPoint mapPoint(const FloatPoint&) const;
|
| -
|
| - // Like the version above, except that it rounds the mapped point to the nearest integer value.
|
| - IntPoint mapPoint(const IntPoint& p) const
|
| - {
|
| - return roundedIntPoint(mapPoint(FloatPoint(p)));
|
| - }
|
| -
|
| - // If the matrix has 3D components, the z component of the result is
|
| - // dropped, effectively projecting the rect into the z=0 plane
|
| - FloatRect mapRect(const FloatRect&) const;
|
| -
|
| - // Rounds the resulting mapped rectangle out. This is helpful for bounding
|
| - // box computations but may not be what is wanted in other contexts.
|
| - IntRect mapRect(const IntRect&) const;
|
| - LayoutRect mapRect(const LayoutRect&) const;
|
| -
|
| - // If the matrix has 3D components, the z component of the result is
|
| - // dropped, effectively projecting the quad into the z=0 plane
|
| - FloatQuad mapQuad(const FloatQuad&) const;
|
| -
|
| - // Map a point on the z=0 plane into a point on
|
| - // the plane with with the transform applied, by extending
|
| - // a ray perpendicular to the source plane and computing
|
| - // the local x,y position of the point where that ray intersects
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| - // with the destination plane.
|
| - FloatPoint projectPoint(const FloatPoint&, bool* clamped = 0) const;
|
| - // Projects the four corners of the quad
|
| - FloatQuad projectQuad(const FloatQuad&, bool* clamped = 0) const;
|
| - // Projects the four corners of the quad and takes a bounding box,
|
| - // while sanitizing values created when the w component is negative.
|
| - LayoutRect clampedBoundsOfProjectedQuad(const FloatQuad&) const;
|
| -
|
| - double m11() const { return m_matrix[0][0]; }
|
| - void setM11(double f) { m_matrix[0][0] = f; }
|
| - double m12() const { return m_matrix[0][1]; }
|
| - void setM12(double f) { m_matrix[0][1] = f; }
|
| - double m13() const { return m_matrix[0][2]; }
|
| - void setM13(double f) { m_matrix[0][2] = f; }
|
| - double m14() const { return m_matrix[0][3]; }
|
| - void setM14(double f) { m_matrix[0][3] = f; }
|
| - double m21() const { return m_matrix[1][0]; }
|
| - void setM21(double f) { m_matrix[1][0] = f; }
|
| - double m22() const { return m_matrix[1][1]; }
|
| - void setM22(double f) { m_matrix[1][1] = f; }
|
| - double m23() const { return m_matrix[1][2]; }
|
| - void setM23(double f) { m_matrix[1][2] = f; }
|
| - double m24() const { return m_matrix[1][3]; }
|
| - void setM24(double f) { m_matrix[1][3] = f; }
|
| - double m31() const { return m_matrix[2][0]; }
|
| - void setM31(double f) { m_matrix[2][0] = f; }
|
| - double m32() const { return m_matrix[2][1]; }
|
| - void setM32(double f) { m_matrix[2][1] = f; }
|
| - double m33() const { return m_matrix[2][2]; }
|
| - void setM33(double f) { m_matrix[2][2] = f; }
|
| - double m34() const { return m_matrix[2][3]; }
|
| - void setM34(double f) { m_matrix[2][3] = f; }
|
| - double m41() const { return m_matrix[3][0]; }
|
| - void setM41(double f) { m_matrix[3][0] = f; }
|
| - double m42() const { return m_matrix[3][1]; }
|
| - void setM42(double f) { m_matrix[3][1] = f; }
|
| - double m43() const { return m_matrix[3][2]; }
|
| - void setM43(double f) { m_matrix[3][2] = f; }
|
| - double m44() const { return m_matrix[3][3]; }
|
| - void setM44(double f) { m_matrix[3][3] = f; }
|
| -
|
| - double a() const { return m_matrix[0][0]; }
|
| - void setA(double a) { m_matrix[0][0] = a; }
|
| -
|
| - double b() const { return m_matrix[0][1]; }
|
| - void setB(double b) { m_matrix[0][1] = b; }
|
| -
|
| - double c() const { return m_matrix[1][0]; }
|
| - void setC(double c) { m_matrix[1][0] = c; }
|
| -
|
| - double d() const { return m_matrix[1][1]; }
|
| - void setD(double d) { m_matrix[1][1] = d; }
|
| -
|
| - double e() const { return m_matrix[3][0]; }
|
| - void setE(double e) { m_matrix[3][0] = e; }
|
| -
|
| - double f() const { return m_matrix[3][1]; }
|
| - void setF(double f) { m_matrix[3][1] = f; }
|
| -
|
| - // this = mat * this.
|
| - TransformationMatrix& multiply(const TransformationMatrix&);
|
| -
|
| - TransformationMatrix& scale(double);
|
| - TransformationMatrix& scaleNonUniform(double sx, double sy);
|
| - TransformationMatrix& scale3d(double sx, double sy, double sz);
|
| -
|
| - TransformationMatrix& rotate(double d) { return rotate3d(0, 0, d); }
|
| - TransformationMatrix& rotateFromVector(double x, double y);
|
| - TransformationMatrix& rotate3d(double rx, double ry, double rz);
|
| -
|
| - // The vector (x,y,z) is normalized if it's not already. A vector of
|
| - // (0,0,0) uses a vector of (0,0,1).
|
| - TransformationMatrix& rotate3d(double x, double y, double z, double angle);
|
| -
|
| - TransformationMatrix& translate(double tx, double ty);
|
| - TransformationMatrix& translate3d(double tx, double ty, double tz);
|
| -
|
| - // translation added with a post-multiply
|
| - TransformationMatrix& translateRight(double tx, double ty);
|
| - TransformationMatrix& translateRight3d(double tx, double ty, double tz);
|
| -
|
| - TransformationMatrix& flipX();
|
| - TransformationMatrix& flipY();
|
| - TransformationMatrix& skew(double angleX, double angleY);
|
| - TransformationMatrix& skewX(double angle) { return skew(angle, 0); }
|
| - TransformationMatrix& skewY(double angle) { return skew(0, angle); }
|
| -
|
| - TransformationMatrix& applyPerspective(double p);
|
| - bool hasPerspective() const { return m_matrix[2][3] != 0.0f; }
|
| -
|
| - // returns a transformation that maps a rect to a rect
|
| - static TransformationMatrix rectToRect(const FloatRect&, const FloatRect&);
|
| -
|
| - bool isInvertible() const;
|
| -
|
| - // This method returns the identity matrix if it is not invertible.
|
| - // Use isInvertible() before calling this if you need to know.
|
| - TransformationMatrix inverse() const;
|
| -
|
| - // decompose the matrix into its component parts
|
| - typedef struct {
|
| - double scaleX, scaleY, scaleZ;
|
| - double skewXY, skewXZ, skewYZ;
|
| - double quaternionX, quaternionY, quaternionZ, quaternionW;
|
| - double translateX, translateY, translateZ;
|
| - double perspectiveX, perspectiveY, perspectiveZ, perspectiveW;
|
| - } DecomposedType;
|
| -
|
| - bool decompose(DecomposedType& decomp) const;
|
| - void recompose(const DecomposedType& decomp);
|
| -
|
| - void blend(const TransformationMatrix& from, double progress);
|
| -
|
| - bool isAffine() const
|
| - {
|
| - return (m13() == 0 && m14() == 0 && m23() == 0 && m24() == 0 &&
|
| - m31() == 0 && m32() == 0 && m33() == 1 && m34() == 0 && m43() == 0 && m44() == 1);
|
| - }
|
| -
|
| - // Throw away the non-affine parts of the matrix (lossy!)
|
| - void makeAffine();
|
| -
|
| - AffineTransform toAffineTransform() const;
|
| -
|
| - bool operator==(const TransformationMatrix& m2) const
|
| - {
|
| - return (m_matrix[0][0] == m2.m_matrix[0][0] &&
|
| - m_matrix[0][1] == m2.m_matrix[0][1] &&
|
| - m_matrix[0][2] == m2.m_matrix[0][2] &&
|
| - m_matrix[0][3] == m2.m_matrix[0][3] &&
|
| - m_matrix[1][0] == m2.m_matrix[1][0] &&
|
| - m_matrix[1][1] == m2.m_matrix[1][1] &&
|
| - m_matrix[1][2] == m2.m_matrix[1][2] &&
|
| - m_matrix[1][3] == m2.m_matrix[1][3] &&
|
| - m_matrix[2][0] == m2.m_matrix[2][0] &&
|
| - m_matrix[2][1] == m2.m_matrix[2][1] &&
|
| - m_matrix[2][2] == m2.m_matrix[2][2] &&
|
| - m_matrix[2][3] == m2.m_matrix[2][3] &&
|
| - m_matrix[3][0] == m2.m_matrix[3][0] &&
|
| - m_matrix[3][1] == m2.m_matrix[3][1] &&
|
| - m_matrix[3][2] == m2.m_matrix[3][2] &&
|
| - m_matrix[3][3] == m2.m_matrix[3][3]);
|
| - }
|
| -
|
| - bool operator!=(const TransformationMatrix& other) const { return !(*this == other); }
|
| -
|
| - // *this = *this * t
|
| - TransformationMatrix& operator*=(const TransformationMatrix& t)
|
| - {
|
| - return multiply(t);
|
| - }
|
| -
|
| - // result = *this * t
|
| - TransformationMatrix operator*(const TransformationMatrix& t) const
|
| - {
|
| - TransformationMatrix result = *this;
|
| - result.multiply(t);
|
| - return result;
|
| - }
|
| -
|
| - operator SkMatrix() const;
|
| -
|
| - bool isIdentityOrTranslation() const
|
| - {
|
| - return m_matrix[0][0] == 1 && m_matrix[0][1] == 0 && m_matrix[0][2] == 0 && m_matrix[0][3] == 0
|
| - && m_matrix[1][0] == 0 && m_matrix[1][1] == 1 && m_matrix[1][2] == 0 && m_matrix[1][3] == 0
|
| - && m_matrix[2][0] == 0 && m_matrix[2][1] == 0 && m_matrix[2][2] == 1 && m_matrix[2][3] == 0
|
| - && m_matrix[3][3] == 1;
|
| - }
|
| -
|
| - bool isIntegerTranslation() const;
|
| -
|
| - // This method returns the matrix without 3D components.
|
| - TransformationMatrix to2dTransform() const;
|
| -
|
| - typedef float FloatMatrix4[16];
|
| - void toColumnMajorFloatArray(FloatMatrix4& result) const;
|
| -
|
| - // A local-space layer is implicitly defined at the z = 0 plane, with its front side
|
| - // facing the positive z-axis (i.e. a camera looking along the negative z-axis sees
|
| - // the front side of the layer). This function checks if the transformed layer's back
|
| - // face would be visible to a camera looking along the negative z-axis in the target space.
|
| - bool isBackFaceVisible() const;
|
| -
|
| -private:
|
| - // multiply passed 2D point by matrix (assume z=0)
|
| - void multVecMatrix(double x, double y, double& dstX, double& dstY) const;
|
| - FloatPoint internalMapPoint(const FloatPoint& sourcePoint) const
|
| - {
|
| - double resultX;
|
| - double resultY;
|
| - multVecMatrix(sourcePoint.x(), sourcePoint.y(), resultX, resultY);
|
| - return FloatPoint(static_cast<float>(resultX), static_cast<float>(resultY));
|
| - }
|
| -
|
| - // multiply passed 3D point by matrix
|
| - void multVecMatrix(double x, double y, double z, double& dstX, double& dstY, double& dstZ) const;
|
| - FloatPoint3D internalMapPoint(const FloatPoint3D& sourcePoint) const
|
| - {
|
| - double resultX;
|
| - double resultY;
|
| - double resultZ;
|
| - multVecMatrix(sourcePoint.x(), sourcePoint.y(), sourcePoint.z(), resultX, resultY, resultZ);
|
| - return FloatPoint3D(static_cast<float>(resultX), static_cast<float>(resultY), static_cast<float>(resultZ));
|
| - }
|
| -
|
| - void setMatrix(const Matrix4 m)
|
| - {
|
| - if (m && m != m_matrix)
|
| - memcpy(m_matrix, m, sizeof(Matrix4));
|
| - }
|
| -
|
| - Matrix4 m_matrix;
|
| -};
|
| -
|
| -} // namespace WebCore
|
| -
|
| -#endif // TransformationMatrix_h
|
|
|