office-gobmx/include/basegfx/matrix/b3dhommatrix.hxx
Tomaž Vajngerl ba88ebb641 use pragma once in include/basegfx headers
Change-Id: Ief442ff36927b9b14d76d72b25a6cec3d481fb2d
Reviewed-on: https://gerrit.libreoffice.org/c/core/+/94033
Tested-by: Jenkins
Reviewed-by: Tomaž Vajngerl <quikee@gmail.com>
2020-05-12 10:12:58 +02:00

127 lines
4.2 KiB
C++

/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/*
* This file is part of the LibreOffice project.
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/.
*
* This file incorporates work covered by the following license notice:
*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed
* with this work for additional information regarding copyright
* ownership. The ASF licenses this file to you under the Apache
* License, Version 2.0 (the "License"); you may not use this file
* except in compliance with the License. You may obtain a copy of
* the License at http://www.apache.org/licenses/LICENSE-2.0 .
*/
#pragma once
#include <sal/types.h>
#include <basegfx/point/b3dpoint.hxx>
#include <basegfx/vector/b3dvector.hxx>
#include <o3tl/cow_wrapper.hxx>
#include <basegfx/basegfxdllapi.h>
namespace basegfx
{
class B3DTuple;
class Impl3DHomMatrix;
class BASEGFX_DLLPUBLIC B3DHomMatrix
{
public:
typedef o3tl::cow_wrapper< Impl3DHomMatrix, o3tl::ThreadSafeRefCountingPolicy > ImplType;
private:
ImplType mpImpl;
public:
B3DHomMatrix();
B3DHomMatrix(const B3DHomMatrix& rMat);
B3DHomMatrix(B3DHomMatrix&& rMat);
~B3DHomMatrix();
double get(sal_uInt16 nRow, sal_uInt16 nColumn) const;
void set(sal_uInt16 nRow, sal_uInt16 nColumn, double fValue);
// test if last line is default to see if last line needs to be
// involved in calculations
bool isLastLineDefault() const;
bool isIdentity() const;
/// Reset to the identity matrix
void identity();
/// Invert the matrix (if possible)
void invert();
/// Calc the matrix determinant
double determinant() const;
/// Rotation
void rotate(double fAngleX,double fAngleY,double fAngleZ);
void rotate(const B3DTuple& rRotation);
/// Translation
void translate(double fX, double fY, double fZ);
void translate(const B3DTuple& rTranslation);
/// Scaling
void scale(double fX, double fY, double fZ);
void scale(const B3DTuple& rScale);
// Shearing-Matrices
void shearXY(double fSx, double fSy);
void shearXZ(double fSx, double fSz);
// Projection matrices, used for converting between eye and
// clip coordinates
void frustum(double fLeft = -1.0, double fRight = 1.0,
double fBottom = -1.0, double fTop = 1.0,
double fNear = 0.001, double fFar = 1.0);
void ortho(double fLeft = -1.0, double fRight = 1.0,
double fBottom = -1.0, double fTop = 1.0,
double fNear = 0.0, double fFar = 1.0);
// build orientation matrix
void orientation(
const B3DPoint& rVRP = B3DPoint(0.0,0.0,1.0),
B3DVector aVPN = B3DVector(0.0,0.0,1.0),
B3DVector aVUV = B3DVector(0.0,1.0,0.0));
// addition, subtraction
B3DHomMatrix& operator+=(const B3DHomMatrix& rMat);
B3DHomMatrix& operator-=(const B3DHomMatrix& rMat);
// comparison
bool operator==(const B3DHomMatrix& rMat) const;
bool operator!=(const B3DHomMatrix& rMat) const;
// multiplication, division by constant value
B3DHomMatrix& operator*=(double fValue);
B3DHomMatrix& operator/=(double fValue);
// matrix multiplication (from the left)
B3DHomMatrix& operator*=(const B3DHomMatrix& rMat);
// assignment operator
B3DHomMatrix& operator=(const B3DHomMatrix& rMat);
B3DHomMatrix& operator=(B3DHomMatrix&& rMat);
// decomposition
void decompose(B3DTuple& rScale, B3DTuple& rTranslate, B3DTuple& rRotate, B3DTuple& rShear) const;
};
inline B3DHomMatrix operator*(const B3DHomMatrix& rMatA, const B3DHomMatrix& rMatB)
{
B3DHomMatrix aMul(rMatB);
aMul *= rMatA;
return aMul;
}
} // end of namespace basegfx
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */