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| 1 // Copyright (c) 2013 The Chromium Authors. All rights reserved. |
| 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. |
| 4 |
| 5 #ifndef UI_GFX_MATRIX3_F_H_ |
| 6 #define UI_GFX_MATRIX3_F_H_ |
| 7 |
| 8 #include "base/logging.h" |
| 9 #include "ui/gfx/vector3d_f.h" |
| 10 |
| 11 namespace gfx { |
| 12 |
| 13 class UI_EXPORT Matrix3F { |
| 14 public: |
| 15 ~Matrix3F(); |
| 16 |
| 17 static Matrix3F Zeros(); |
| 18 static Matrix3F Ones(); |
| 19 static Matrix3F Identity(); |
| 20 static Matrix3F FromOuterProduct(const Vector3dF& a, const Vector3dF& bt); |
| 21 |
| 22 bool IsEqual(const Matrix3F& rhs) const; |
| 23 |
| 24 // Element-wise comparison with given precision. |
| 25 bool IsNear(const Matrix3F& rhs, float precision) const; |
| 26 |
| 27 float get(int i, int j) const { |
| 28 return data_[MatrixToArrayCoords(i, j)]; |
| 29 } |
| 30 |
| 31 void set(int i, int j, float v) { |
| 32 data_[MatrixToArrayCoords(i, j)] = v; |
| 33 } |
| 34 |
| 35 void set(float m00, float m01, float m02, |
| 36 float m10, float m11, float m12, |
| 37 float m20, float m21, float m22) { |
| 38 data_[0] = m00; |
| 39 data_[1] = m01; |
| 40 data_[2] = m02; |
| 41 data_[3] = m10; |
| 42 data_[4] = m11; |
| 43 data_[5] = m12; |
| 44 data_[6] = m20; |
| 45 data_[7] = m21; |
| 46 data_[8] = m22; |
| 47 } |
| 48 |
| 49 Vector3dF get_column(int i) const { |
| 50 return Vector3dF( |
| 51 data_[MatrixToArrayCoords(0, i)], |
| 52 data_[MatrixToArrayCoords(1, i)], |
| 53 data_[MatrixToArrayCoords(2, i)]); |
| 54 } |
| 55 |
| 56 void set_column(int i, const Vector3dF& c) { |
| 57 data_[MatrixToArrayCoords(0, i)] = c.x(); |
| 58 data_[MatrixToArrayCoords(1, i)] = c.y(); |
| 59 data_[MatrixToArrayCoords(2, i)] = c.z(); |
| 60 } |
| 61 |
| 62 // Returns an inverse of this if the matrix is non-singular, zero (== Zero()) |
| 63 // otherwise. |
| 64 Matrix3F Inverse() const; |
| 65 |
| 66 // Value of the determinant of the matrix. |
| 67 float Determinant() const; |
| 68 |
| 69 // Trace (sum of diagonal elements) of the matrix. |
| 70 float Trace() const { |
| 71 return data_[MatrixToArrayCoords(0, 0)] + |
| 72 data_[MatrixToArrayCoords(1, 1)] + |
| 73 data_[MatrixToArrayCoords(2, 2)]; |
| 74 } |
| 75 |
| 76 // Compute eigenvalues and (optionally) normalized eigenvectors of |
| 77 // a positive defnite matrix *this. Eigenvectors are computed only if |
| 78 // non-null |eigenvectors| matrix is passed. If it is NULL, the routine |
| 79 // will not attempt to compute eigenvectors but will still return eigenvalues |
| 80 // if they can be computed. |
| 81 // If eigenvalues cannot be computed (the matrix does not meet constraints) |
| 82 // the 0-vector is returned. Note that to retrieve eigenvalues, the matrix |
| 83 // only needs to be symmetric while eigenvectors require it to be |
| 84 // positive-definite. Passing a non-positive definite matrix will result in |
| 85 // NaNs in vectors which cannot be computed. |
| 86 // Eigenvectors are placed as column in |eigenvectors| in order corresponding |
| 87 // to eigenvalues. |
| 88 Vector3dF SolveEigenproblem(Matrix3F* eigenvectors) const; |
| 89 |
| 90 private: |
| 91 Matrix3F(); // Uninitialized default. |
| 92 |
| 93 static int MatrixToArrayCoords(int i, int j) { |
| 94 DCHECK(i >= 0 && i < 3); |
| 95 DCHECK(j >= 0 && j < 3); |
| 96 return i * 3 + j; |
| 97 } |
| 98 |
| 99 float data_[9]; |
| 100 }; |
| 101 |
| 102 inline bool operator==(const Matrix3F& lhs, const Matrix3F& rhs) { |
| 103 return lhs.IsEqual(rhs); |
| 104 } |
| 105 |
| 106 } // namespace gfx |
| 107 |
| 108 #endif // UI_GFX_MATRIX3_F_H_ |
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