// This file is part of Blend2D project // // See blend2d.h or LICENSE.md for license and copyright information // SPDX-License-Identifier: Zlib #ifndef BLEND2D_MATRIX_H_INCLUDED #define BLEND2D_MATRIX_H_INCLUDED #include "geometry.h" //! \addtogroup blend2d_api_geometry //! \{ //! \name BLMatrix Constants //! \{ //! Transformation matrix type that can be obtained by calling `BLMatrix2D::type()`. //! //! ``` //! Identity Transl. Scale Swap Affine //! [1 0] [1 0] [. 0] [0 .] [. .] //! [0 1] [0 1] [0 .] [. 0] [. .] //! [0 0] [. .] [. .] [. .] [. .] //! ``` BL_DEFINE_ENUM(BLTransformType) { //! Identity matrix. BL_TRANSFORM_TYPE_IDENTITY = 0, //! Has translation part (the rest is like identity). BL_TRANSFORM_TYPE_TRANSLATE = 1, //! Has translation and scaling parts. BL_TRANSFORM_TYPE_SCALE = 2, //! Has translation and scaling parts, however scaling swaps X/Y. BL_TRANSFORM_TYPE_SWAP = 3, //! Generic affine matrix. BL_TRANSFORM_TYPE_AFFINE = 4, //! Invalid/degenerate matrix not useful for transformations. BL_TRANSFORM_TYPE_INVALID = 5, //! Maximum value of `BLTransformType`. BL_TRANSFORM_TYPE_MAX_VALUE = 5 BL_FORCE_ENUM_UINT32(BL_MATRIX2D_TYPE) }; //! Transformation matrix operation type. BL_DEFINE_ENUM(BLTransformOp) { //! Reset matrix to identity (argument ignored, should be nullptr). BL_TRANSFORM_OP_RESET = 0, //! Assign (copy) the other matrix. BL_TRANSFORM_OP_ASSIGN = 1, //! Translate the matrix by [x, y]. BL_TRANSFORM_OP_TRANSLATE = 2, //! Scale the matrix by [x, y]. BL_TRANSFORM_OP_SCALE = 3, //! Skew the matrix by [x, y]. BL_TRANSFORM_OP_SKEW = 4, //! Rotate the matrix by the given angle about [0, 0]. BL_TRANSFORM_OP_ROTATE = 5, //! Rotate the matrix by the given angle about [x, y]. BL_TRANSFORM_OP_ROTATE_PT = 6, //! Transform this matrix by other `BLMatrix2D`. BL_TRANSFORM_OP_TRANSFORM = 7, //! Post-translate the matrix by [x, y]. BL_TRANSFORM_OP_POST_TRANSLATE = 8, //! Post-scale the matrix by [x, y]. BL_TRANSFORM_OP_POST_SCALE = 9, //! Post-skew the matrix by [x, y]. BL_TRANSFORM_OP_POST_SKEW = 10, //! Post-rotate the matrix about [0, 0]. BL_TRANSFORM_OP_POST_ROTATE = 11, //! Post-rotate the matrix about a reference BLPoint. BL_TRANSFORM_OP_POST_ROTATE_PT = 12, //! Post-transform this matrix by other `BLMatrix2D`. BL_TRANSFORM_OP_POST_TRANSFORM = 13, //! Maximum value of `BLTransformOp`. BL_TRANSFORM_OP_MAX_VALUE = 13 BL_FORCE_ENUM_UINT32(BL_TRANSFORM_OP) }; //! \} //! \name BLMatrix2D - C API //! //! Functions that initialize and manipulate \ref BLMatrix2D content. //! //! \{ BL_BEGIN_C_DECLS BL_API BLResult BL_CDECL blMatrix2DSetIdentity(BLMatrix2D* self) BL_NOEXCEPT_C; BL_API BLResult BL_CDECL blMatrix2DSetTranslation(BLMatrix2D* self, double x, double y) BL_NOEXCEPT_C; BL_API BLResult BL_CDECL blMatrix2DSetScaling(BLMatrix2D* self, double x, double y) BL_NOEXCEPT_C; BL_API BLResult BL_CDECL blMatrix2DSetSkewing(BLMatrix2D* self, double x, double y) BL_NOEXCEPT_C; BL_API BLResult BL_CDECL blMatrix2DSetRotation(BLMatrix2D* self, double angle, double cx, double cy) BL_NOEXCEPT_C; BL_API BLResult BL_CDECL blMatrix2DApplyOp(BLMatrix2D* self, BLTransformOp opType, const void* opData) BL_NOEXCEPT_C; BL_API BLResult BL_CDECL blMatrix2DInvert(BLMatrix2D* dst, const BLMatrix2D* src) BL_NOEXCEPT_C; BL_API BLTransformType BL_CDECL blMatrix2DGetType(const BLMatrix2D* self) BL_NOEXCEPT_C; BL_API BLResult BL_CDECL blMatrix2DMapPointDArray(const BLMatrix2D* self, BLPoint* dst, const BLPoint* src, size_t count) BL_NOEXCEPT_C; BL_END_C_DECLS //! \} //! \name BLMatrix C/C++ API //! \{ //! 2D matrix represents an affine transformation matrix that can be used to transform geometry and images. struct BLMatrix2D { // TODO: Remove the union, keep only m[] array. union { //! Matrix values, use `BL_MATRIX2D_VALUE` indexes to get a particular one. double m[6]; //! Matrix values that map `m` to named values that can be used directly. struct { double m00; double m01; double m10; double m11; double m20; double m21; }; }; #ifdef __cplusplus //! \name Construction & Destruction //! \{ //! Creates an uninitialized 2D matrix, you must initialize all members before use. BL_INLINE BLMatrix2D() noexcept = default; //! Creates a new matrix initialized to a copy of `src` matrix. BL_INLINE constexpr BLMatrix2D(const BLMatrix2D& src) noexcept = default; //! Creates a new matrix initialized to: //! //! ``` //! [m00 m01] //! [m10 m11] //! [m20 m21] //! ``` BL_INLINE constexpr BLMatrix2D(double m00Value, double m01Value, double m10Value, double m11Value, double m20Value, double m21Value) noexcept : m00(m00Value), m01(m01Value), m10(m10Value), m11(m11Value), m20(m20Value), m21(m21Value) {} //! \} //! \name Static Constructors //! \{ //! Creates a new matrix initialized to identity. BL_NODISCARD static BL_INLINE constexpr BLMatrix2D makeIdentity() noexcept { return BLMatrix2D(1.0, 0.0, 0.0, 1.0, 0.0, 0.0); } //! \overload BL_NODISCARD static BL_INLINE constexpr BLMatrix2D makeTranslation(double x, double y) noexcept { return BLMatrix2D(1.0, 0.0, 0.0, 1.0, x, y); } //! Creates a new matrix initialized to translation. BL_NODISCARD static BL_INLINE constexpr BLMatrix2D makeTranslation(const BLPointI& p) noexcept { return BLMatrix2D(1.0, 0.0, 0.0, 1.0, double(p.x), double(p.y)); } //! \overload BL_NODISCARD static BL_INLINE constexpr BLMatrix2D makeTranslation(const BLPoint& p) noexcept { return BLMatrix2D(1.0, 0.0, 0.0, 1.0, p.x, p.y); } //! Creates a new matrix initialized to scaling. BL_NODISCARD static BL_INLINE constexpr BLMatrix2D makeScaling(double xy) noexcept { return BLMatrix2D(xy, 0.0, 0.0, xy, 0.0, 0.0); } //! \overload BL_NODISCARD static BL_INLINE constexpr BLMatrix2D makeScaling(double x, double y) noexcept { return BLMatrix2D(x, 0.0, 0.0, y, 0.0, 0.0); } //! \overload BL_NODISCARD static BL_INLINE constexpr BLMatrix2D makeScaling(const BLPointI& p) noexcept { return BLMatrix2D(double(p.x), 0.0, 0.0, double(p.y), 0.0, 0.0); } //! \overload BL_NODISCARD static BL_INLINE constexpr BLMatrix2D makeScaling(const BLPoint& p) noexcept { return BLMatrix2D(p.x, 0.0, 0.0, p.y, 0.0, 0.0); } //! Creates a new matrix initialized to rotation. BL_NODISCARD static BL_INLINE BLMatrix2D makeRotation(double angle) noexcept { BLMatrix2D result; result.resetToRotation(angle, 0.0, 0.0); return result; } //! \overload BL_NODISCARD static BL_INLINE BLMatrix2D makeRotation(double angle, double x, double y) noexcept { BLMatrix2D result; result.resetToRotation(angle, x, y); return result; } //! \overload BL_NODISCARD static BL_INLINE BLMatrix2D makeRotation(double angle, const BLPoint& origin) noexcept { BLMatrix2D result; result.resetToRotation(angle, origin.x, origin.y); return result; } //! Create a new skewing matrix. BL_NODISCARD static BL_INLINE BLMatrix2D makeSkewing(double x, double y) noexcept { BLMatrix2D result; result.resetToSkewing(x, y); return result; } //! \overload BL_NODISCARD static BL_INLINE BLMatrix2D makeSkewing(const BLPoint& p) noexcept { BLMatrix2D result; result.resetToSkewing(p.x, p.y); return result; } BL_NODISCARD static BL_INLINE BLMatrix2D makeSinCos(double sin, double cos, double tx = 0.0, double ty = 0.0) noexcept { return BLMatrix2D(cos, sin, -sin, cos, tx, ty); } BL_NODISCARD static BL_INLINE BLMatrix2D makeSinCos(double sin, double cos, const BLPoint& t) noexcept { return makeSinCos(sin, cos, t.x, t.y); } //! \} //! \name Reset Matrix //! \{ //! Resets matrix to identity. BL_INLINE void reset() noexcept { reset(1.0, 0.0, 0.0, 1.0, 0.0, 0.0); } //! Resets matrix to `other` (copy its content to this matrix). BL_INLINE void reset(const BLMatrix2D& other) noexcept { reset(other.m00, other.m01, other.m10, other.m11, other.m20, other.m21); } //! Resets matrix to [`m00Value`, `m01Value`, `m10Value`, `m11Value`, `m20Value`, `m21Value`]. BL_INLINE void reset(double m00Value, double m01Value, double m10Value, double m11Value, double m20Value, double m21Value) noexcept { m00 = m00Value; m01 = m01Value; m10 = m10Value; m11 = m11Value; m20 = m20Value; m21 = m21Value; } //! Resets matrix to translation. BL_INLINE void resetToTranslation(double x, double y) noexcept { reset(1.0, 0.0, 0.0, 1.0, x, y); } //! Resets matrix to translation. BL_INLINE void resetToTranslation(const BLPointI& p) noexcept { resetToTranslation(BLPoint(p)); } //! Resets matrix to translation. BL_INLINE void resetToTranslation(const BLPoint& p) noexcept { resetToTranslation(p.x, p.y); } //! Resets matrix to scaling. BL_INLINE void resetToScaling(double xy) noexcept { resetToScaling(xy, xy); } //! Resets matrix to scaling. BL_INLINE void resetToScaling(double x, double y) noexcept { reset(x, 0.0, 0.0, y, 0.0, 0.0); } //! Resets matrix to scaling. BL_INLINE void resetToScaling(const BLPointI& p) noexcept { resetToScaling(BLPoint(p)); } //! Resets matrix to scaling. BL_INLINE void resetToScaling(const BLPoint& p) noexcept { resetToScaling(p.x, p.y); } //! Resets matrix to skewing. BL_INLINE void resetToSkewing(double x, double y) noexcept { blMatrix2DSetSkewing(this, x, y); } //! Resets matrix to skewing. BL_INLINE void resetToSkewing(const BLPoint& p) noexcept { blMatrix2DSetSkewing(this, p.x, p.y); } //! Resets matrix to rotation specified by `sin` and `cos` and optional translation `tx` and `ty`. BL_INLINE void resetToSinCos(double sin, double cos, double tx = 0.0, double ty = 0.0) noexcept { reset(cos, sin, -sin, cos, tx, ty); } //! Resets matrix to rotation specified by `sin` and `cos` and optional translation `t`. BL_INLINE void resetToSinCos(double sin, double cos, const BLPoint& t) noexcept { resetToSinCos(sin, cos, t.x, t.y); } //! Resets matrix to rotation. BL_INLINE void resetToRotation(double angle) noexcept { blMatrix2DSetRotation(this, angle, 0.0, 0.0); } //! Resets matrix to rotation around a point `[x, y]`. BL_INLINE void resetToRotation(double angle, double x, double y) noexcept { blMatrix2DSetRotation(this, angle, x, y); } //! Resets matrix to rotation around a point `p`. BL_INLINE void resetToRotation(double angle, const BLPoint& origin) noexcept { blMatrix2DSetRotation(this, angle, origin.x, origin.y); } //! \} //! \name Overloaded Operators //! \{ BL_INLINE BLMatrix2D& operator=(const BLMatrix2D& other) noexcept = default; BL_NODISCARD BL_INLINE bool operator==(const BLMatrix2D& other) const noexcept { return equals(other); } BL_NODISCARD BL_INLINE bool operator!=(const BLMatrix2D& other) const noexcept { return !equals(other); } //! \} //! \name Common Functionality //! \{ BL_NODISCARD BL_INLINE bool equals(const BLMatrix2D& other) const noexcept { return bool(unsigned(blEquals(m00, other.m00)) & unsigned(blEquals(m01, other.m01)) & unsigned(blEquals(m10, other.m10)) & unsigned(blEquals(m11, other.m11)) & unsigned(blEquals(m20, other.m20)) & unsigned(blEquals(m21, other.m21))); } //! \} //! \name Matrix Properties //! \{ //! Returns the matrix type, see \ref BLTransformType. BL_NODISCARD BL_INLINE BLTransformType type() const noexcept { return blMatrix2DGetType(this); } //! Calculates the matrix determinant. BL_NODISCARD BL_INLINE double determinant() const noexcept { return m00 * m11 - m01 * m10; } //! \} //! \name Matrix Operations //! \{ BL_INLINE BLResult translate(double x, double y) noexcept { m20 += x * m00 + y * m10; m21 += x * m01 + y * m11; return BL_SUCCESS; } BL_INLINE BLResult translate(const BLPointI& p) noexcept { return translate(double(p.x), double(p.y)); } BL_INLINE BLResult translate(const BLPoint& p) noexcept { return translate(p.x, p.y); } BL_INLINE BLResult scale(double xy) noexcept { return scale(xy, xy); } BL_INLINE BLResult scale(double x, double y) noexcept { m00 *= x; m01 *= x; m10 *= y; m11 *= y; return BL_SUCCESS; } BL_INLINE BLResult scale(const BLPointI& p) noexcept { return scale(double(p.x), double(p.y)); } BL_INLINE BLResult scale(const BLPoint& p) noexcept { return scale(p.x, p.y); } BL_INLINE BLResult skew(double x, double y) noexcept { return skew(BLPoint(x, y)); } BL_INLINE BLResult skew(const BLPoint& p) noexcept { return blMatrix2DApplyOp(this, BL_TRANSFORM_OP_SKEW, &p); } BL_INLINE BLResult rotate(double angle) noexcept { return blMatrix2DApplyOp(this, BL_TRANSFORM_OP_ROTATE, &angle); } BL_INLINE BLResult rotate(double angle, double x, double y) noexcept { double opData[3] = { angle, x, y }; return blMatrix2DApplyOp(this, BL_TRANSFORM_OP_ROTATE_PT, opData); } BL_INLINE BLResult rotate(double angle, const BLPointI& origin) noexcept { return rotate(angle, double(origin.x), double(origin.y)); } BL_INLINE BLResult rotate(double angle, const BLPoint& origin) noexcept { return rotate(angle, origin.x, origin.y); } BL_INLINE BLResult transform(const BLMatrix2D& m) noexcept { return blMatrix2DApplyOp(this, BL_TRANSFORM_OP_TRANSFORM, &m); } BL_INLINE BLResult postTranslate(double x, double y) noexcept { m20 += x; m21 += y; return BL_SUCCESS; } BL_INLINE BLResult postTranslate(const BLPointI& p) noexcept { return postTranslate(double(p.x), double(p.y)); } BL_INLINE BLResult postTranslate(const BLPoint& p) noexcept { return postTranslate(p.x, p.y); } BL_INLINE BLResult postScale(double xy) noexcept { return postScale(xy, xy); } BL_INLINE BLResult postScale(double x, double y) noexcept { m00 *= x; m01 *= y; m10 *= x; m11 *= y; m20 *= x; m21 *= y; return BL_SUCCESS; } BL_INLINE BLResult postScale(const BLPointI& p) noexcept { return postScale(double(p.x), double(p.y)); } BL_INLINE BLResult postScale(const BLPoint& p) noexcept { return postScale(p.x, p.y); } BL_INLINE BLResult postSkew(double x, double y) noexcept { return postSkew(BLPoint(x, y)); } BL_INLINE BLResult postSkew(const BLPoint& p) noexcept { return blMatrix2DApplyOp(this, BL_TRANSFORM_OP_POST_SKEW, &p); } BL_INLINE BLResult postRotate(double angle) noexcept { return blMatrix2DApplyOp(this, BL_TRANSFORM_OP_POST_ROTATE, &angle); } BL_INLINE BLResult postRotate(double angle, double x, double y) noexcept { double params[3] = { angle, x, y }; return blMatrix2DApplyOp(this, BL_TRANSFORM_OP_POST_ROTATE_PT, params); } BL_INLINE BLResult postRotate(double angle, const BLPointI& origin) noexcept { return postRotate(angle, double(origin.x), double(origin.y)); } BL_INLINE BLResult postRotate(double angle, const BLPoint& origin) noexcept { return postRotate(angle, origin.x, origin.y); } BL_INLINE BLResult postTransform(const BLMatrix2D& m) noexcept { return blMatrix2DApplyOp(this, BL_TRANSFORM_OP_POST_TRANSFORM, &m); } //! Inverts the matrix, returns `BL_SUCCESS` if the matrix has been inverted successfully. BL_INLINE BLResult invert() noexcept { return blMatrix2DInvert(this, this); } //! \} //! \name Map Points and Primitives //! \{ BL_INLINE BLPoint mapPoint(double x, double y) const noexcept { return BLPoint(x * m00 + y * m10 + m20, x * m01 + y * m11 + m21); } BL_INLINE BLPoint mapPoint(const BLPoint& p) const noexcept { return mapPoint(p.x, p.y); } BL_INLINE BLPoint mapVector(double x, double y) const noexcept { return BLPoint(x * m00 + y * m10, x * m01 + y * m11); } BL_INLINE BLPoint mapVector(const BLPoint& v) const noexcept { return mapVector(v.x, v.y); } //! \} //! \name Static Operations //! \{ //! Inverts `src` matrix and stores the result in `dst. //! //! \overload static BL_INLINE BLResult invert(BLMatrix2D& dst, const BLMatrix2D& src) noexcept { return blMatrix2DInvert(&dst, &src); } //! \} #endif }; //! \} //! \} #endif // BLEND2D_MATRIX_H_INCLUDED