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19 
20 #ifndef INCLUDED_BASEGFX_MATRIX_B3DHOMMATRIX_HXX
21 #define INCLUDED_BASEGFX_MATRIX_B3DHOMMATRIX_HXX
22 
23 #include <sal/types.h>
24 #include <basegfx/point/b3dpoint.hxx>
25 #include <basegfx/vector/b3dvector.hxx>
26 #include <o3tl/cow_wrapper.hxx>
27 #include <basegfx/basegfxdllapi.h>
28 
29 namespace basegfx
30 {
31     class B3DTuple;
32     class Impl3DHomMatrix;
33 
34     class BASEGFX_DLLPUBLIC B3DHomMatrix
35     {
36     public:
37         typedef o3tl::cow_wrapper< Impl3DHomMatrix, o3tl::ThreadSafeRefCountingPolicy > ImplType;
38 
39     private:
40         ImplType                                     mpImpl;
41 
42     public:
43         B3DHomMatrix();
44         B3DHomMatrix(const B3DHomMatrix& rMat);
45         B3DHomMatrix(B3DHomMatrix&& rMat);
46         ~B3DHomMatrix();
47 
48         double get(sal_uInt16 nRow, sal_uInt16 nColumn) const;
49         void set(sal_uInt16 nRow, sal_uInt16 nColumn, double fValue);
50 
51         // test if last line is default to see if last line needs to be
52         // involved in calculations
53         bool isLastLineDefault() const;
54 
55         bool isIdentity() const;
56         /// Reset to the identity matrix
57         void identity();
58 
59         /// Invert the matrix (if possible)
60         void invert();
61 
62         /// Calc the matrix determinant
63         double determinant() const;
64 
65         /// Rotation
66         void rotate(double fAngleX,double fAngleY,double fAngleZ);
67         void rotate(const B3DTuple& rRotation);
68 
69         /// Translation
70         void translate(double fX, double fY, double fZ);
71         void translate(const B3DTuple& rTranslation);
72 
73         /// Scaling
74         void scale(double fX, double fY, double fZ);
75         void scale(const B3DTuple& rScale);
76 
77         // Shearing-Matrices
78         void shearXY(double fSx, double fSy);
79         void shearXZ(double fSx, double fSz);
80 
81         // Projection matrices, used for converting between eye and
82         // clip coordinates
83         void frustum(double fLeft = -1.0, double fRight = 1.0,
84             double fBottom = -1.0, double fTop = 1.0,
85             double fNear = 0.001, double fFar = 1.0);
86 
87         void ortho(double fLeft = -1.0, double fRight = 1.0,
88             double fBottom = -1.0, double fTop = 1.0,
89             double fNear = 0.0, double fFar = 1.0);
90 
91         // build orientation matrix
92         void orientation(
93             const B3DPoint& rVRP = B3DPoint(0.0,0.0,1.0),
94             B3DVector aVPN = B3DVector(0.0,0.0,1.0),
95             B3DVector aVUV = B3DVector(0.0,1.0,0.0));
96 
97         // addition, subtraction
98         B3DHomMatrix& operator+=(const B3DHomMatrix& rMat);
99         B3DHomMatrix& operator-=(const B3DHomMatrix& rMat);
100 
101         // comparison
102         bool operator==(const B3DHomMatrix& rMat) const;
103         bool operator!=(const B3DHomMatrix& rMat) const;
104 
105         // multiplication, division by constant value
106         B3DHomMatrix& operator*=(double fValue);
107         B3DHomMatrix& operator/=(double fValue);
108 
109         // matrix multiplication (from the left)
110         B3DHomMatrix& operator*=(const B3DHomMatrix& rMat);
111 
112         // assignment operator
113         B3DHomMatrix& operator=(const B3DHomMatrix& rMat);
114         B3DHomMatrix& operator=(B3DHomMatrix&& rMat);
115 
116         // decomposition
117         void decompose(B3DTuple& rScale, B3DTuple& rTranslate, B3DTuple& rRotate, B3DTuple& rShear) const;
118     };
119 
operator *(const B3DHomMatrix & rMatA,const B3DHomMatrix & rMatB)120     inline B3DHomMatrix operator*(const B3DHomMatrix& rMatA, const B3DHomMatrix& rMatB)
121     {
122         B3DHomMatrix aMul(rMatB);
123         aMul *= rMatA;
124         return aMul;
125     }
126 } // end of namespace basegfx
127 
128 #endif // INCLUDED_BASEGFX_MATRIX_B3DHOMMATRIX_HXX
129 
130 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */
131