#include void fz_invert3x3(float *dst, float *m) { float det; int i; #define M3(m,i,j) (m)[3*i+j] #define D2(a,b,c,d) (a * d - b * c) #define D3(a1,a2,a3,b1,b2,b3,c1,c2,c3) \ (a1 * D2(b2,b3,c2,c3)) - \ (b1 * D2(a2,a3,c2,c3)) + \ (c1 * D2(a2,a3,b2,b3)) det = D3(M3(m,0,0), M3(m,1,0), M3(m,2,0), M3(m,0,1), M3(m,1,1), M3(m,2,1), M3(m,0,2), M3(m,1,2), M3(m,2,2)); if (det == 0) det = 1.0; det = 1.0 / det; M3(dst,0,0) = M3(m,1,1) * M3(m,2,2) - M3(m,1,2) * M3(m,2,1); M3(dst,0,1) = -M3(m,0,1) * M3(m,2,2) + M3(m,0,2) * M3(m,2,1); M3(dst,0,2) = M3(m,0,1) * M3(m,1,2) - M3(m,0,2) * M3(m,1,1); M3(dst,1,0) = -M3(m,1,0) * M3(m,2,2) + M3(m,1,2) * M3(m,2,0); M3(dst,1,1) = M3(m,0,0) * M3(m,2,2) - M3(m,0,2) * M3(m,2,0); M3(dst,1,2) = -M3(m,0,0) * M3(m,1,2) + M3(m,0,2) * M3(m,1,0); M3(dst,2,0) = M3(m,1,0) * M3(m,2,1) - M3(m,1,1) * M3(m,2,0); M3(dst,2,1) = -M3(m,0,0) * M3(m,2,1) + M3(m,0,1) * M3(m,2,0); M3(dst,2,2) = M3(m,0,0) * M3(m,1,1) - M3(m,0,1) * M3(m,1,0); for (i = 0; i < 9; i++) dst[i] *= det; } fz_matrix fz_concat(fz_matrix one, fz_matrix two) { fz_matrix dst; dst.a = one.a * two.a + one.b * two.c; dst.b = one.a * two.b + one.b * two.d; dst.c = one.c * two.a + one.d * two.c; dst.d = one.c * two.b + one.d * two.d; dst.e = one.e * two.a + one.f * two.c + two.e; dst.f = one.e * two.b + one.f * two.d + two.f; return dst; } fz_matrix fz_identity(void) { fz_matrix m; m.a = 1; m.b = 0; m.c = 0; m.d = 1; m.e = 0; m.f = 0; return m; } fz_matrix fz_scale(float sx, float sy) { fz_matrix m; m.a = sx; m.b = 0; m.c = 0; m.d = sy; m.e = 0; m.f = 0; return m; } fz_matrix fz_rotate(float theta) { fz_matrix m; float s = sin(theta * M_PI / 180.0); float c = cos(theta * M_PI / 180.0); m.a = c; m.b = s; m.c = -s; m.d = c; m.e = 0; m.f = 0; return m; } fz_matrix fz_translate(float tx, float ty) { fz_matrix m; m.a = 1; m.b = 0; m.c = 0; m.d = 1; m.e = tx; m.f = ty; return m; } fz_matrix fz_invertmatrix(fz_matrix src) { fz_matrix dst; float rdet = 1.0 / (src.a * src.d - src.b * src.c); dst.a = src.d * rdet; dst.b = -src.b * rdet; dst.c = -src.c * rdet; dst.d = src.a * rdet; dst.e = -src.e * dst.a - src.f * dst.c; dst.f = -src.e * dst.b - src.f * dst.d; return dst; } int fz_isrectilinear(fz_matrix m) { return (fabs(m.b) < FLT_EPSILON && fabs(m.c) < FLT_EPSILON) || (fabs(m.a) < FLT_EPSILON && fabs(m.d) < FLT_EPSILON); } float fz_matrixexpansion(fz_matrix m) { return sqrt(fabs(m.a * m.d - m.b * m.c)); } fz_point fz_transformpoint(fz_matrix m, fz_point p) { fz_point t; t.x = p.x * m.a + p.y * m.c + m.e; t.y = p.x * m.b + p.y * m.d + m.f; return t; } fz_rect fz_transformaabb(fz_matrix m, fz_rect r) { fz_point s, t, u, v; if (fz_isinfiniterect(r)) return r; s.x = r.x0; s.y = r.y0; t.x = r.x0; t.y = r.y1; u.x = r.x1; u.y = r.y1; v.x = r.x1; v.y = r.y0; s = fz_transformpoint(m, s); t = fz_transformpoint(m, t); u = fz_transformpoint(m, u); v = fz_transformpoint(m, v); r.x0 = MIN4(s.x, t.x, u.x, v.x); r.y0 = MIN4(s.y, t.y, u.y, v.y); r.x1 = MAX4(s.x, t.x, u.x, v.x); r.y1 = MAX4(s.y, t.y, u.y, v.y); return r; }