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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
> ImplType
;
44 B3DHomMatrix(const B3DHomMatrix
& rMat
);
47 double get(sal_uInt16 nRow
, sal_uInt16 nColumn
) const;
48 void set(sal_uInt16 nRow
, sal_uInt16 nColumn
, double fValue
);
50 // test if last line is default to see if last line needs to be
51 // involved in calculations
52 bool isLastLineDefault() const;
54 bool isIdentity() const;
55 /// Reset to the identity matrix
58 /// Invert the matrix (if possible)
61 /// Calc the matrix determinant
62 double determinant() const;
65 void rotate(double fAngleX
,double fAngleY
,double fAngleZ
);
68 void translate(double fX
, double fY
, double fZ
);
71 void scale(double fX
, double fY
, double fZ
);
74 void shearXY(double fSx
, double fSy
);
75 void shearXZ(double fSx
, double fSz
);
77 // Projection matrices, used for converting between eye and
79 void frustum(double fLeft
= -1.0, double fRight
= 1.0,
80 double fBottom
= -1.0, double fTop
= 1.0,
81 double fNear
= 0.001, double fFar
= 1.0);
83 void ortho(double fLeft
= -1.0, double fRight
= 1.0,
84 double fBottom
= -1.0, double fTop
= 1.0,
85 double fNear
= 0.0, double fFar
= 1.0);
87 // build orientation matrix
89 const B3DPoint
& rVRP
= B3DPoint(0.0,0.0,1.0),
90 B3DVector aVPN
= B3DVector(0.0,0.0,1.0),
91 B3DVector aVUV
= B3DVector(0.0,1.0,0.0));
93 // addition, subtraction
94 B3DHomMatrix
& operator+=(const B3DHomMatrix
& rMat
);
95 B3DHomMatrix
& operator-=(const B3DHomMatrix
& rMat
);
98 bool operator==(const B3DHomMatrix
& rMat
) const;
99 bool operator!=(const B3DHomMatrix
& rMat
) const;
101 // multiplication, division by constant value
102 B3DHomMatrix
& operator*=(double fValue
);
103 B3DHomMatrix
& operator/=(double fValue
);
105 // matrix multiplication (from the left)
106 B3DHomMatrix
& operator*=(const B3DHomMatrix
& rMat
);
108 // assignment operator
109 B3DHomMatrix
& operator=(const B3DHomMatrix
& rMat
);
112 bool decompose(B3DTuple
& rScale
, B3DTuple
& rTranslate
, B3DTuple
& rRotate
, B3DTuple
& rShear
) const;
115 // addition, subtraction
116 inline B3DHomMatrix
operator+(const B3DHomMatrix
& rMatA
, const B3DHomMatrix
& rMatB
)
118 B3DHomMatrix
aSum(rMatA
);
123 inline B3DHomMatrix
operator-(const B3DHomMatrix
& rMatA
, const B3DHomMatrix
& rMatB
)
125 B3DHomMatrix
aDiv(rMatA
);
130 // multiplication, division by constant value
131 inline B3DHomMatrix
operator*(const B3DHomMatrix
& rMat
, double fValue
)
133 B3DHomMatrix
aNew(rMat
);
138 inline B3DHomMatrix
operator/(const B3DHomMatrix
& rMat
, double fValue
)
140 B3DHomMatrix
aNew(rMat
);
141 aNew
*= 1.0 / fValue
;
145 inline B3DHomMatrix
operator*(const B3DHomMatrix
& rMatA
, const B3DHomMatrix
& rMatB
)
147 B3DHomMatrix
aMul(rMatB
);
151 } // end of namespace basegfx
153 #endif // INCLUDED_BASEGFX_MATRIX_B3DHOMMATRIX_HXX
155 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */