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+/*
+ * Copyright (C) 2005, 2006 Apple Computer, Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
+ * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#include "config.h"
+#include "TransformationMatrix.h"
+
+#include "FloatRect.h"
+#include "FloatQuad.h"
+#include "IntRect.h"
+
+#include <wtf/MathExtras.h>
+
+namespace WebCore {
+
+static void affineTransformDecompose(const TransformationMatrix& matrix, double sr[9])
+{
+ TransformationMatrix m(matrix);
+
+ // Compute scaling factors
+ double sx = sqrt(m.a() * m.a() + m.b() * m.b());
+ double sy = sqrt(m.c() * m.c() + m.d() * m.d());
+
+ /* Compute cross product of transformed unit vectors. If negative,
+ one axis was flipped. */
+
+ if (m.a() * m.d() - m.c() * m.b() < 0.0) {
+ // Flip axis with minimum unit vector dot product
+
+ if (m.a() < m.d())
+ sx = -sx;
+ else
+ sy = -sy;
+ }
+
+ // Remove scale from matrix
+
+ m.scale(1.0 / sx, 1.0 / sy);
+
+ // Compute rotation
+
+ double angle = atan2(m.b(), m.a());
+
+ // Remove rotation from matrix
+
+ m.rotate(rad2deg(-angle));
+
+ // Return results
+
+ sr[0] = sx; sr[1] = sy; sr[2] = angle;
+ sr[3] = m.a(); sr[4] = m.b();
+ sr[5] = m.c(); sr[6] = m.d();
+ sr[7] = m.e(); sr[8] = m.f();
+}
+
+static void affineTransformCompose(TransformationMatrix& m, const double sr[9])
+{
+ m.setA(sr[3]);
+ m.setB(sr[4]);
+ m.setC(sr[5]);
+ m.setD(sr[6]);
+ m.setE(sr[7]);
+ m.setF(sr[8]);
+ m.rotate(rad2deg(sr[2]));
+ m.scale(sr[0], sr[1]);
+}
+
+bool TransformationMatrix::isInvertible() const
+{
+ return det() != 0.0;
+}
+
+TransformationMatrix& TransformationMatrix::multiply(const TransformationMatrix& other)
+{
+ return (*this) *= other;
+}
+
+TransformationMatrix& TransformationMatrix::scale(double s)
+{
+ return scale(s, s);
+}
+
+TransformationMatrix& TransformationMatrix::scaleNonUniform(double sx, double sy)
+{
+ return scale(sx, sy);
+}
+
+TransformationMatrix& TransformationMatrix::rotateFromVector(double x, double y)
+{
+ return rotate(rad2deg(atan2(y, x)));
+}
+
+TransformationMatrix& TransformationMatrix::flipX()
+{
+ return scale(-1.0f, 1.0f);
+}
+
+TransformationMatrix& TransformationMatrix::flipY()
+{
+ return scale(1.0f, -1.0f);
+}
+
+TransformationMatrix& TransformationMatrix::skew(double angleX, double angleY)
+{
+ return shear(tan(deg2rad(angleX)), tan(deg2rad(angleY)));
+}
+
+TransformationMatrix& TransformationMatrix::skewX(double angle)
+{
+ return shear(tan(deg2rad(angle)), 0.0f);
+}
+
+TransformationMatrix& TransformationMatrix::skewY(double angle)
+{
+ return shear(0.0f, tan(deg2rad(angle)));
+}
+
+TransformationMatrix makeMapBetweenRects(const FloatRect& source, const FloatRect& dest)
+{
+ TransformationMatrix transform;
+ transform.translate(dest.x() - source.x(), dest.y() - source.y());
+ transform.scale(dest.width() / source.width(), dest.height() / source.height());
+ return transform;
+}
+
+IntPoint TransformationMatrix::mapPoint(const IntPoint& point) const
+{
+ double x2, y2;
+ map(point.x(), point.y(), &x2, &y2);
+
+ // Round the point.
+ return IntPoint(lround(x2), lround(y2));
+}
+
+FloatPoint TransformationMatrix::mapPoint(const FloatPoint& point) const
+{
+ double x2, y2;
+ map(point.x(), point.y(), &x2, &y2);
+
+ return FloatPoint(static_cast<float>(x2), static_cast<float>(y2));
+}
+
+FloatQuad TransformationMatrix::mapQuad(const FloatQuad& quad) const
+{
+ // FIXME: avoid 4 seperate library calls. Point mapping really needs
+ // to be platform-independent code.
+ return FloatQuad(mapPoint(quad.p1()),
+ mapPoint(quad.p2()),
+ mapPoint(quad.p3()),
+ mapPoint(quad.p4()));
+}
+
+void TransformationMatrix::blend(const TransformationMatrix& from, double progress)
+{
+ double srA[9], srB[9];
+
+ affineTransformDecompose(from, srA);
+ affineTransformDecompose(*this, srB);
+
+ // If x-axis of one is flipped, and y-axis of the other, convert to an unflipped rotation.
+ if ((srA[0] < 0.0 && srB[1] < 0.0) || (srA[1] < 0.0 && srB[0] < 0.0)) {
+ srA[0] = -srA[0];
+ srA[1] = -srA[1];
+ srA[2] += srA[2] < 0 ? piDouble : -piDouble;
+ }
+
+ // Don't rotate the long way around.
+ srA[2] = fmod(srA[2], 2.0 * piDouble);
+ srB[2] = fmod(srB[2], 2.0 * piDouble);
+
+ if (fabs(srA[2] - srB[2]) > piDouble) {
+ if (srA[2] > srB[2])
+ srA[2] -= piDouble * 2.0;
+ else
+ srB[2] -= piDouble * 2.0;
+ }
+
+ for (int i = 0; i < 9; i++)
+ srA[i] = srA[i] + progress * (srB[i] - srA[i]);
+
+ affineTransformCompose(*this, srA);
+}
+
+}