/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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* file , You can obtain one at http : //mozilla.org/MPL/2.0/.
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* 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
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* 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
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*/
#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 ;
// 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: */
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