Source code

Revision control

Copy as Markdown

Other Tools

// qcms
// Copyright (C) 2009 Mozilla Foundation
// Copyright (C) 1998-2007 Marti Maria
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the Software
// is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
// LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
// OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
#[derive(Copy, Clone, Debug, Default)]
pub struct Matrix {
pub m: [[f32; 3]; 3], // Three rows of three elems.
}
#[derive(Copy, Clone)]
pub struct Vector {
pub v: [f32; 3],
}
impl Matrix {
pub fn eval(&self, v: Vector) -> Vector {
let mut result: Vector = Vector { v: [0.; 3] };
result.v[0] = self.m[0][0] * v.v[0] + self.m[0][1] * v.v[1] + self.m[0][2] * v.v[2];
result.v[1] = self.m[1][0] * v.v[0] + self.m[1][1] * v.v[1] + self.m[1][2] * v.v[2];
result.v[2] = self.m[2][0] * v.v[0] + self.m[2][1] * v.v[1] + self.m[2][2] * v.v[2];
result
}
pub fn row(&self, r: usize) -> [f32; 3] {
self.m[r]
}
//probably reuse this computation in matrix_invert
pub fn det(&self) -> f32 {
let det: f32 = self.m[0][0] * self.m[1][1] * self.m[2][2]
+ self.m[0][1] * self.m[1][2] * self.m[2][0]
+ self.m[0][2] * self.m[1][0] * self.m[2][1]
- self.m[0][0] * self.m[1][2] * self.m[2][1]
- self.m[0][1] * self.m[1][0] * self.m[2][2]
- self.m[0][2] * self.m[1][1] * self.m[2][0];
det
}
/* from pixman and cairo and Mathematics for Game Programmers */
/* lcms uses gauss-jordan elimination with partial pivoting which is
* less efficient and not as numerically stable. See Mathematics for
* Game Programmers. */
pub fn invert(&self) -> Option<Matrix> {
let mut dest_mat: Matrix = Matrix { m: [[0.; 3]; 3] };
let mut i: i32;
const a: [i32; 3] = [2, 2, 1];
const b: [i32; 3] = [1, 0, 0];
/* inv (A) = 1/det (A) * adj (A) */
let mut det: f32 = self.det();
if det == 0. {
return None;
}
det = 1. / det;
let mut j: i32 = 0;
while j < 3 {
i = 0;
while i < 3 {
let ai: i32 = a[i as usize];
let aj: i32 = a[j as usize];
let bi: i32 = b[i as usize];
let bj: i32 = b[j as usize];
let mut p: f64 = (self.m[ai as usize][aj as usize]
* self.m[bi as usize][bj as usize]
- self.m[ai as usize][bj as usize] * self.m[bi as usize][aj as usize])
as f64;
if ((i + j) & 1) != 0 {
p = -p
}
dest_mat.m[j as usize][i as usize] = (det as f64 * p) as f32;
i += 1
}
j += 1
}
Some(dest_mat)
}
pub fn identity() -> Matrix {
let mut i: Matrix = Matrix { m: [[0.; 3]; 3] };
i.m[0][0] = 1.;
i.m[0][1] = 0.;
i.m[0][2] = 0.;
i.m[1][0] = 0.;
i.m[1][1] = 1.;
i.m[1][2] = 0.;
i.m[2][0] = 0.;
i.m[2][1] = 0.;
i.m[2][2] = 1.;
i
}
pub fn invalid() -> Option<Matrix> {
None
}
/* from pixman */
/* MAT3per... */
pub fn multiply(a: Matrix, b: Matrix) -> Matrix {
let mut result: Matrix = Matrix { m: [[0.; 3]; 3] };
let mut dx: i32;
let mut o: i32;
let mut dy: i32 = 0;
while dy < 3 {
dx = 0;
while dx < 3 {
let mut v: f64 = 0f64;
o = 0;
while o < 3 {
v += (a.m[dy as usize][o as usize] * b.m[o as usize][dx as usize]) as f64;
o += 1
}
result.m[dy as usize][dx as usize] = v as f32;
dx += 1
}
dy += 1
}
result
}
}