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submodules/LegacyComponents/Sources/TransformationMatrix.h
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277
submodules/LegacyComponents/Sources/TransformationMatrix.h
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/*
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* Copyright (C) 2005, 2006 Apple Computer, Inc. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef TransformationMatrix_h
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#define TransformationMatrix_h
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#include <string.h> //for memcpy
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#include <CoreGraphics/CGAffineTransform.h>
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#include <QuartzCore/QuartzCore.h>
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namespace WebCore {
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class TransformationMatrix {
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public:
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typedef double Matrix4[4][4];
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TransformationMatrix() { makeIdentity(); }
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TransformationMatrix(const TransformationMatrix& t) { *this = t; }
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TransformationMatrix(double a, double b, double c, double d, double e, double f) { setMatrix(a, b, c, d, e, f); }
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TransformationMatrix(double m11, double m12, double m13, double m14,
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double m21, double m22, double m23, double m24,
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double m31, double m32, double m33, double m34,
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double m41, double m42, double m43, double m44)
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{
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setMatrix(m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, m42, m43, m44);
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}
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void setMatrix(double a, double b, double c, double d, double e, double f)
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{
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m_matrix[0][0] = a; m_matrix[0][1] = b; m_matrix[0][2] = 0; m_matrix[0][3] = 0;
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m_matrix[1][0] = c; m_matrix[1][1] = d; m_matrix[1][2] = 0; m_matrix[1][3] = 0;
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m_matrix[2][0] = 0; m_matrix[2][1] = 0; m_matrix[2][2] = 1; m_matrix[2][3] = 0;
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m_matrix[3][0] = e; m_matrix[3][1] = f; m_matrix[3][2] = 0; m_matrix[3][3] = 1;
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}
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void setMatrix(double m11, double m12, double m13, double m14,
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double m21, double m22, double m23, double m24,
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double m31, double m32, double m33, double m34,
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double m41, double m42, double m43, double m44)
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{
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m_matrix[0][0] = m11; m_matrix[0][1] = m12; m_matrix[0][2] = m13; m_matrix[0][3] = m14;
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m_matrix[1][0] = m21; m_matrix[1][1] = m22; m_matrix[1][2] = m23; m_matrix[1][3] = m24;
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m_matrix[2][0] = m31; m_matrix[2][1] = m32; m_matrix[2][2] = m33; m_matrix[2][3] = m34;
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m_matrix[3][0] = m41; m_matrix[3][1] = m42; m_matrix[3][2] = m43; m_matrix[3][3] = m44;
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}
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TransformationMatrix& operator =(const TransformationMatrix &t)
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{
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setMatrix(t.m_matrix);
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return *this;
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}
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TransformationMatrix& makeIdentity()
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{
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setMatrix(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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return *this;
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}
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bool isIdentity() const
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{
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return m_matrix[0][0] == 1 && m_matrix[0][1] == 0 && m_matrix[0][2] == 0 && m_matrix[0][3] == 0 &&
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m_matrix[1][0] == 0 && m_matrix[1][1] == 1 && m_matrix[1][2] == 0 && m_matrix[1][3] == 0 &&
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m_matrix[2][0] == 0 && m_matrix[2][1] == 0 && m_matrix[2][2] == 1 && m_matrix[2][3] == 0 &&
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m_matrix[3][0] == 0 && m_matrix[3][1] == 0 && m_matrix[3][2] == 0 && m_matrix[3][3] == 1;
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}
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// This form preserves the double math from input to output
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void map(double x, double y, double& x2, double& y2) const { multVecMatrix(x, y, x2, y2); }
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double m11() const { return m_matrix[0][0]; }
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void setM11(double f) { m_matrix[0][0] = f; }
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double m12() const { return m_matrix[0][1]; }
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void setM12(double f) { m_matrix[0][1] = f; }
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double m13() const { return m_matrix[0][2]; }
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void setM13(double f) { m_matrix[0][2] = f; }
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double m14() const { return m_matrix[0][3]; }
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void setM14(double f) { m_matrix[0][3] = f; }
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double m21() const { return m_matrix[1][0]; }
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void setM21(double f) { m_matrix[1][0] = f; }
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double m22() const { return m_matrix[1][1]; }
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void setM22(double f) { m_matrix[1][1] = f; }
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double m23() const { return m_matrix[1][2]; }
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void setM23(double f) { m_matrix[1][2] = f; }
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double m24() const { return m_matrix[1][3]; }
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void setM24(double f) { m_matrix[1][3] = f; }
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double m31() const { return m_matrix[2][0]; }
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void setM31(double f) { m_matrix[2][0] = f; }
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double m32() const { return m_matrix[2][1]; }
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void setM32(double f) { m_matrix[2][1] = f; }
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double m33() const { return m_matrix[2][2]; }
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void setM33(double f) { m_matrix[2][2] = f; }
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double m34() const { return m_matrix[2][3]; }
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void setM34(double f) { m_matrix[2][3] = f; }
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double m41() const { return m_matrix[3][0]; }
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void setM41(double f) { m_matrix[3][0] = f; }
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double m42() const { return m_matrix[3][1]; }
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void setM42(double f) { m_matrix[3][1] = f; }
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double m43() const { return m_matrix[3][2]; }
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void setM43(double f) { m_matrix[3][2] = f; }
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double m44() const { return m_matrix[3][3]; }
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void setM44(double f) { m_matrix[3][3] = f; }
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double a() const { return m_matrix[0][0]; }
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void setA(double a) { m_matrix[0][0] = a; }
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double b() const { return m_matrix[0][1]; }
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void setB(double b) { m_matrix[0][1] = b; }
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double c() const { return m_matrix[1][0]; }
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void setC(double c) { m_matrix[1][0] = c; }
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double d() const { return m_matrix[1][1]; }
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void setD(double d) { m_matrix[1][1] = d; }
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double e() const { return m_matrix[3][0]; }
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void setE(double e) { m_matrix[3][0] = e; }
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double f() const { return m_matrix[3][1]; }
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void setF(double f) { m_matrix[3][1] = f; }
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// this = this * mat
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TransformationMatrix& multiply(const TransformationMatrix&);
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TransformationMatrix& scale(double);
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TransformationMatrix& scaleNonUniform(double sx, double sy);
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TransformationMatrix& scale3d(double sx, double sy, double sz);
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TransformationMatrix& rotate(double d) { return rotate3d(0, 0, d); }
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TransformationMatrix& rotateFromVector(double x, double y);
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TransformationMatrix& rotate3d(double rx, double ry, double rz);
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// The vector (x,y,z) is normalized if it's not already. A vector of
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// (0,0,0) uses a vector of (0,0,1).
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TransformationMatrix& rotate3d(double x, double y, double z, double angle);
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TransformationMatrix& translate(double tx, double ty);
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TransformationMatrix& translate3d(double tx, double ty, double tz);
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// translation added with a post-multiply
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TransformationMatrix& translateRight(double tx, double ty);
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TransformationMatrix& translateRight3d(double tx, double ty, double tz);
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TransformationMatrix& flipX();
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TransformationMatrix& flipY();
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TransformationMatrix& skew(double angleX, double angleY);
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TransformationMatrix& skewX(double angle) { return skew(angle, 0); }
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TransformationMatrix& skewY(double angle) { return skew(0, angle); }
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TransformationMatrix& applyPerspective(double p);
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bool hasPerspective() const { return m_matrix[2][3] != 0.0f; }
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bool isInvertible() const;
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// This method returns the identity matrix if it is not invertible.
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// Use isInvertible() before calling this if you need to know.
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TransformationMatrix inverse() const;
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// decompose the matrix into its component parts
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typedef struct {
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double scaleX, scaleY, scaleZ;
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double skewXY, skewXZ, skewYZ;
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double rotateX, rotateY, rotateZ;
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double quaternionX, quaternionY, quaternionZ, quaternionW;
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double translateX, translateY, translateZ;
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double perspectiveX, perspectiveY, perspectiveZ, perspectiveW;
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} DecomposedType;
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bool decompose(DecomposedType& decomp) const;
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void recompose(const DecomposedType& decomp, bool useEulerAngle = false);
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void blend(const TransformationMatrix& from, double progress);
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bool isAffine() const
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{
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return (m13() == 0 && m14() == 0 && m23() == 0 && m24() == 0 &&
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m31() == 0 && m32() == 0 && m33() == 1 && m34() == 0 && m43() == 0 && m44() == 1);
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}
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// Throw away the non-affine parts of the matrix (lossy!)
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void makeAffine();
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bool operator==(const TransformationMatrix& m2) const
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{
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return (m_matrix[0][0] == m2.m_matrix[0][0] &&
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m_matrix[0][1] == m2.m_matrix[0][1] &&
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m_matrix[0][2] == m2.m_matrix[0][2] &&
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m_matrix[0][3] == m2.m_matrix[0][3] &&
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m_matrix[1][0] == m2.m_matrix[1][0] &&
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m_matrix[1][1] == m2.m_matrix[1][1] &&
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m_matrix[1][2] == m2.m_matrix[1][2] &&
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m_matrix[1][3] == m2.m_matrix[1][3] &&
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m_matrix[2][0] == m2.m_matrix[2][0] &&
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m_matrix[2][1] == m2.m_matrix[2][1] &&
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m_matrix[2][2] == m2.m_matrix[2][2] &&
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m_matrix[2][3] == m2.m_matrix[2][3] &&
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m_matrix[3][0] == m2.m_matrix[3][0] &&
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m_matrix[3][1] == m2.m_matrix[3][1] &&
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m_matrix[3][2] == m2.m_matrix[3][2] &&
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m_matrix[3][3] == m2.m_matrix[3][3]);
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}
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bool operator!=(const TransformationMatrix& other) const { return !(*this == other); }
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// *this = *this * t (i.e., a multRight)
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TransformationMatrix& operator*=(const TransformationMatrix& t)
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{
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return multiply(t);
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}
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// result = *this * t (i.e., a multRight)
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TransformationMatrix operator*(const TransformationMatrix& t)
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{
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TransformationMatrix result = *this;
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result.multiply(t);
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return result;
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}
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CATransform3D transform3d () const;
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CGAffineTransform affineTransform () const;
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TransformationMatrix(const CATransform3D&);
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operator CATransform3D() const;
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TransformationMatrix(const CGAffineTransform&);
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operator CGAffineTransform() const;
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private:
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// multiply passed 2D point by matrix (assume z=0)
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void multVecMatrix(double x, double y, double& dstX, double& dstY) const;
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// multiply passed 3D point by matrix
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void multVecMatrix(double x, double y, double z, double& dstX, double& dstY, double& dstZ) const;
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void setMatrix(const Matrix4 m)
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{
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if (m && m != m_matrix)
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memcpy(m_matrix, m, sizeof(Matrix4));
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}
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bool isIdentityOrTranslation() const
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{
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return m_matrix[0][0] == 1 && m_matrix[0][1] == 0 && m_matrix[0][2] == 0 && m_matrix[0][3] == 0 &&
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m_matrix[1][0] == 0 && m_matrix[1][1] == 1 && m_matrix[1][2] == 0 && m_matrix[1][3] == 0 &&
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m_matrix[2][0] == 0 && m_matrix[2][1] == 0 && m_matrix[2][2] == 1 && m_matrix[2][3] == 0 &&
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m_matrix[3][3] == 1;
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}
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Matrix4 m_matrix;
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};
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} // namespace WebCore
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#endif // TransformationMatrix_h
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