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#ifndef _BGFX_MATRIX_B3DHOMMATRIX_HXX
#define _BGFX_MATRIX_B3DHOMMATRIX_HXX
#include <sal/types.h>
#include <basegfx/point/b3dpoint.hxx>
#include <basegfx/vector/b3dvector.hxx>
#include <o3tl/cow_wrapper.hxx>
namespace basegfx
{
class B3DTuple;
class Impl3DHomMatrix;
class B3DHomMatrix
{
public:
typedef o3tl::cow_wrapper< Impl3DHomMatrix > ImplType;
private:
ImplType mpImpl;
public:
B3DHomMatrix();
B3DHomMatrix(const B3DHomMatrix& rMat);
~B3DHomMatrix();
/// unshare this matrix with all internally shared instances
void makeUnique();
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();
bool isInvertible() const;
/// Invert the matrix (if possible)
bool invert();
bool isNormalized() const;
/// Normalize (i.e. force w=1) the matrix
void normalize();
/// Calc the matrix determinant
double determinant() const;
/// Calc the matrix trace
double trace() const;
/// Transpose the matrix
void transpose();
/// Rotation
void rotate(double fAngleX,double fAngleY,double fAngleZ);
/// Translation
void translate(double fX, double fY, double fZ);
/// Scaling
void scale(double fX, double fY, double fZ);
// Shearing-Matrices
void shearXY(double fSx, double fSy);
void shearYZ(double fSy, double fSz);
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(
B3DPoint aVRP = 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);
// decomposition
bool decompose(B3DTuple& rScale, B3DTuple& rTranslate, B3DTuple& rRotate, B3DTuple& rShear) const;
};
// addition, subtraction
inline B3DHomMatrix operator+(const B3DHomMatrix& rMatA, const B3DHomMatrix& rMatB)
{
B3DHomMatrix aSum(rMatA);
aSum += rMatB;
return aSum;
}
inline B3DHomMatrix operator-(const B3DHomMatrix& rMatA, const B3DHomMatrix& rMatB)
{
B3DHomMatrix aDiv(rMatA);
aDiv -= rMatB;
return aDiv;
}
// multiplication, division by constant value
inline B3DHomMatrix operator*(const B3DHomMatrix& rMat, double fValue)
{
B3DHomMatrix aNew(rMat);
aNew *= fValue;
return aNew;
}
inline B3DHomMatrix operator/(const B3DHomMatrix& rMat, double fValue)
{
B3DHomMatrix aNew(rMat);
aNew *= 1.0 / fValue;
return aNew;
}
inline B3DHomMatrix operator*(const B3DHomMatrix& rMatA, const B3DHomMatrix& rMatB)
{
B3DHomMatrix aMul(rMatB);
aMul *= rMatA;
return aMul;
}
} // end of namespace basegfx
#endif /* _BGFX_MATRIX_B3DHOMMATRIX_HXX */