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20 #ifndef INCLUDED_BASEGFX_MATRIX_B3DHOMMATRIX_HXX
21 #define INCLUDED_BASEGFX_MATRIX_B3DHOMMATRIX_HXX
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>
32 class Impl3DHomMatrix
;
34 class BASEGFX_DLLPUBLIC B3DHomMatrix
37 typedef o3tl::cow_wrapper
< Impl3DHomMatrix
, o3tl::ThreadSafeRefCountingPolicy
> ImplType
;
44 B3DHomMatrix(const B3DHomMatrix
& rMat
);
45 B3DHomMatrix(B3DHomMatrix
&& rMat
);
48 double get(sal_uInt16 nRow
, sal_uInt16 nColumn
) const;
49 void set(sal_uInt16 nRow
, sal_uInt16 nColumn
, double fValue
);
51 // test if last line is default to see if last line needs to be
52 // involved in calculations
53 bool isLastLineDefault() const;
55 bool isIdentity() const;
56 /// Reset to the identity matrix
59 /// Invert the matrix (if possible)
62 /// Calc the matrix determinant
63 double determinant() const;
66 void rotate(double fAngleX
,double fAngleY
,double fAngleZ
);
67 void rotate(const B3DTuple
& rRotation
);
70 void translate(double fX
, double fY
, double fZ
);
71 void translate(const B3DTuple
& rTranslation
);
74 void scale(double fX
, double fY
, double fZ
);
75 void scale(const B3DTuple
& rScale
);
78 void shearXY(double fSx
, double fSy
);
79 void shearXZ(double fSx
, double fSz
);
81 // Projection matrices, used for converting between eye and
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);
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);
91 // build orientation matrix
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));
97 // addition, subtraction
98 B3DHomMatrix
& operator+=(const B3DHomMatrix
& rMat
);
99 B3DHomMatrix
& operator-=(const B3DHomMatrix
& rMat
);
102 bool operator==(const B3DHomMatrix
& rMat
) const;
103 bool operator!=(const B3DHomMatrix
& rMat
) const;
105 // multiplication, division by constant value
106 B3DHomMatrix
& operator*=(double fValue
);
107 B3DHomMatrix
& operator/=(double fValue
);
109 // matrix multiplication (from the left)
110 B3DHomMatrix
& operator*=(const B3DHomMatrix
& rMat
);
112 // assignment operator
113 B3DHomMatrix
& operator=(const B3DHomMatrix
& rMat
);
114 B3DHomMatrix
& operator=(B3DHomMatrix
&& rMat
);
117 void decompose(B3DTuple
& rScale
, B3DTuple
& rTranslate
, B3DTuple
& rRotate
, B3DTuple
& rShear
) const;
120 inline B3DHomMatrix
operator*(const B3DHomMatrix
& rMatA
, const B3DHomMatrix
& rMatB
)
122 B3DHomMatrix
aMul(rMatB
);
126 } // end of namespace basegfx
128 #endif // INCLUDED_BASEGFX_MATRIX_B3DHOMMATRIX_HXX
130 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */