1 /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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22 #include <sal/types.h>
23 #include <basegfx/point/b3dpoint.hxx>
24 #include <basegfx/vector/b3dvector.hxx>
25 #include <o3tl/cow_wrapper.hxx>
26 #include <basegfx/basegfxdllapi.h>
31 class Impl3DHomMatrix
;
33 class BASEGFX_DLLPUBLIC B3DHomMatrix
36 typedef o3tl::cow_wrapper
< Impl3DHomMatrix
, o3tl::ThreadSafeRefCountingPolicy
> ImplType
;
43 B3DHomMatrix(const B3DHomMatrix
& rMat
);
44 B3DHomMatrix(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
);
66 void rotate(const B3DTuple
& rRotation
);
69 void translate(double fX
, double fY
, double fZ
);
70 void translate(const B3DTuple
& rTranslation
);
73 void scale(double fX
, double fY
, double fZ
);
74 void scale(const B3DTuple
& rScale
);
77 void shearXY(double fSx
, double fSy
);
78 void shearXZ(double fSx
, double fSz
);
80 // Projection matrices, used for converting between eye and
82 void frustum(double fLeft
= -1.0, double fRight
= 1.0,
83 double fBottom
= -1.0, double fTop
= 1.0,
84 double fNear
= 0.001, double fFar
= 1.0);
86 void ortho(double fLeft
= -1.0, double fRight
= 1.0,
87 double fBottom
= -1.0, double fTop
= 1.0,
88 double fNear
= 0.0, double fFar
= 1.0);
90 // build orientation matrix
92 const B3DPoint
& rVRP
= B3DPoint(0.0,0.0,1.0),
93 B3DVector aVPN
= B3DVector(0.0,0.0,1.0),
94 B3DVector aVUV
= B3DVector(0.0,1.0,0.0));
96 // addition, subtraction
97 B3DHomMatrix
& operator+=(const B3DHomMatrix
& rMat
);
98 B3DHomMatrix
& operator-=(const B3DHomMatrix
& rMat
);
101 bool operator==(const B3DHomMatrix
& rMat
) const;
103 // multiplication, division by constant value
104 B3DHomMatrix
& operator*=(double fValue
);
105 B3DHomMatrix
& operator/=(double fValue
);
107 // matrix multiplication (from the left)
108 B3DHomMatrix
& operator*=(const B3DHomMatrix
& rMat
);
110 // assignment operator
111 B3DHomMatrix
& operator=(const B3DHomMatrix
& rMat
);
112 B3DHomMatrix
& operator=(B3DHomMatrix
&& rMat
);
115 void decompose(B3DTuple
& rScale
, B3DTuple
& rTranslate
, B3DTuple
& rRotate
, B3DTuple
& rShear
) const;
118 inline B3DHomMatrix
operator*(const B3DHomMatrix
& rMatA
, const B3DHomMatrix
& rMatB
)
120 B3DHomMatrix
aMul(rMatB
);
124 } // end of namespace basegfx
126 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */