// Copyright 2014 PDFium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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// Original code copyright 2014 Foxit Software Inc. http://www.foxitsoftware.com
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#include "core/fxcrt/fx_coordinates.h"
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#include <algorithm>
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#include <utility>
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#include "core/fxcrt/fx_extension.h"
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namespace {
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void MatchFloatRange(float f1, float f2, int* i1, int* i2) {
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int length = static_cast<int>(ceil(f2 - f1));
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int i1_1 = static_cast<int>(floor(f1));
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int i1_2 = static_cast<int>(ceil(f1));
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float error1 = f1 - i1_1 + fabsf(f2 - i1_1 - length);
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float error2 = i1_2 - f1 + fabsf(f2 - i1_2 - length);
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*i1 = error1 > error2 ? i1_2 : i1_1;
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*i2 = *i1 + length;
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}
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} // namespace
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void FX_RECT::Normalize() {
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if (left > right)
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std::swap(left, right);
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if (top > bottom)
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std::swap(top, bottom);
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}
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void FX_RECT::Intersect(const FX_RECT& src) {
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FX_RECT src_n = src;
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src_n.Normalize();
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Normalize();
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left = std::max(left, src_n.left);
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top = std::max(top, src_n.top);
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right = std::min(right, src_n.right);
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bottom = std::min(bottom, src_n.bottom);
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if (left > right || top > bottom) {
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left = top = right = bottom = 0;
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}
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}
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CFX_FloatRect::CFX_FloatRect(const FX_RECT& rect) {
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left = rect.left;
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top = rect.bottom;
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right = rect.right;
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bottom = rect.top;
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}
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// static
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CFX_FloatRect CFX_FloatRect::GetBBox(const CFX_PointF* pPoints, int nPoints) {
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if (nPoints == 0)
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return CFX_FloatRect();
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float min_x = pPoints->x;
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float max_x = pPoints->x;
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float min_y = pPoints->y;
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float max_y = pPoints->y;
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for (int i = 1; i < nPoints; i++) {
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min_x = std::min(min_x, pPoints[i].x);
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max_x = std::max(max_x, pPoints[i].x);
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min_y = std::min(min_y, pPoints[i].y);
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max_y = std::max(max_y, pPoints[i].y);
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}
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return CFX_FloatRect(min_x, min_y, max_x, max_y);
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}
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void CFX_FloatRect::Normalize() {
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if (left > right)
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std::swap(left, right);
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if (bottom > top)
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std::swap(top, bottom);
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}
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void CFX_FloatRect::Reset() {
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left = 0.0f;
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right = 0.0f;
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bottom = 0.0f;
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top = 0.0f;
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}
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void CFX_FloatRect::Intersect(const CFX_FloatRect& other_rect) {
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Normalize();
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CFX_FloatRect other = other_rect;
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other.Normalize();
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left = std::max(left, other.left);
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bottom = std::max(bottom, other.bottom);
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right = std::min(right, other.right);
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top = std::min(top, other.top);
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if (left > right || bottom > top)
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Reset();
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}
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void CFX_FloatRect::Union(const CFX_FloatRect& other_rect) {
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Normalize();
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CFX_FloatRect other = other_rect;
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other.Normalize();
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left = std::min(left, other.left);
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bottom = std::min(bottom, other.bottom);
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right = std::max(right, other.right);
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top = std::max(top, other.top);
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}
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FX_RECT CFX_FloatRect::GetOuterRect() const {
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FX_RECT rect;
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rect.left = static_cast<int>(floor(left));
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rect.bottom = static_cast<int>(ceil(top));
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rect.right = static_cast<int>(ceil(right));
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rect.top = static_cast<int>(floor(bottom));
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rect.Normalize();
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return rect;
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}
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FX_RECT CFX_FloatRect::GetInnerRect() const {
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FX_RECT rect;
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rect.left = static_cast<int>(ceil(left));
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rect.bottom = static_cast<int>(floor(top));
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rect.right = static_cast<int>(floor(right));
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rect.top = static_cast<int>(ceil(bottom));
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rect.Normalize();
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return rect;
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}
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FX_RECT CFX_FloatRect::GetClosestRect() const {
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FX_RECT rect;
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MatchFloatRange(left, right, &rect.left, &rect.right);
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MatchFloatRange(bottom, top, &rect.top, &rect.bottom);
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rect.Normalize();
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return rect;
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}
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CFX_FloatRect CFX_FloatRect::GetCenterSquare() const {
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float fWidth = right - left;
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float fHeight = top - bottom;
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float fHalfWidth = (fWidth > fHeight) ? fHeight / 2 : fWidth / 2;
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float fCenterX = (left + right) / 2.0f;
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float fCenterY = (top + bottom) / 2.0f;
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return CFX_FloatRect(fCenterX - fHalfWidth, fCenterY - fHalfWidth,
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fCenterX + fHalfWidth, fCenterY + fHalfWidth);
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}
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bool CFX_FloatRect::Contains(const CFX_PointF& point) const {
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CFX_FloatRect n1(*this);
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n1.Normalize();
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return point.x <= n1.right && point.x >= n1.left && point.y <= n1.top &&
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point.y >= n1.bottom;
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}
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bool CFX_FloatRect::Contains(const CFX_FloatRect& other_rect) const {
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CFX_FloatRect n1(*this);
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CFX_FloatRect n2(other_rect);
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n1.Normalize();
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n2.Normalize();
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return n2.left >= n1.left && n2.right <= n1.right && n2.bottom >= n1.bottom &&
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n2.top <= n1.top;
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}
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void CFX_FloatRect::UpdateRect(const CFX_PointF& point) {
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left = std::min(left, point.x);
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bottom = std::min(bottom, point.y);
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right = std::max(right, point.x);
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top = std::max(top, point.y);
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}
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void CFX_FloatRect::Scale(float fScale) {
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left *= fScale;
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bottom *= fScale;
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right *= fScale;
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top *= fScale;
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}
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void CFX_FloatRect::ScaleFromCenterPoint(float fScale) {
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float fHalfWidth = (right - left) / 2.0f;
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float fHalfHeight = (top - bottom) / 2.0f;
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float center_x = (left + right) / 2;
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float center_y = (top + bottom) / 2;
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left = center_x - fHalfWidth * fScale;
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bottom = center_y - fHalfHeight * fScale;
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right = center_x + fHalfWidth * fScale;
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top = center_y + fHalfHeight * fScale;
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}
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FX_RECT CFX_FloatRect::ToFxRect() const {
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return FX_RECT(static_cast<int>(left), static_cast<int>(top),
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static_cast<int>(right), static_cast<int>(bottom));
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}
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FX_RECT CFX_FloatRect::ToRoundedFxRect() const {
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return FX_RECT(FXSYS_round(left), FXSYS_round(top), FXSYS_round(right),
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FXSYS_round(bottom));
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}
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#ifndef NDEBUG
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std::ostream& operator<<(std::ostream& os, const CFX_FloatRect& rect) {
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os << "rect[" << rect.Width() << "x" << rect.Height() << " (" << rect.left
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<< ", " << rect.bottom << ")]";
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return os;
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}
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#endif
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CFX_Matrix CFX_Matrix::GetInverse() const {
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CFX_Matrix inverse;
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float i = a * d - b * c;
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if (fabs(i) == 0)
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return inverse;
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float j = -i;
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inverse.a = d / i;
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inverse.b = b / j;
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inverse.c = c / j;
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inverse.d = a / i;
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inverse.e = (c * f - d * e) / i;
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inverse.f = (a * f - b * e) / j;
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return inverse;
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}
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void CFX_Matrix::Concat(const CFX_Matrix& m, bool bPrepended) {
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ConcatInternal(m, bPrepended);
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}
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void CFX_Matrix::ConcatInverse(const CFX_Matrix& src, bool bPrepended) {
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Concat(src.GetInverse(), bPrepended);
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}
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bool CFX_Matrix::Is90Rotated() const {
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return fabs(a * 1000) < fabs(b) && fabs(d * 1000) < fabs(c);
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}
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bool CFX_Matrix::IsScaled() const {
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return fabs(b * 1000) < fabs(a) && fabs(c * 1000) < fabs(d);
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}
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void CFX_Matrix::Translate(float x, float y, bool bPrepended) {
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if (bPrepended) {
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e += x * a + y * c;
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f += y * d + x * b;
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return;
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}
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e += x;
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f += y;
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}
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void CFX_Matrix::Scale(float sx, float sy, bool bPrepended) {
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a *= sx;
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d *= sy;
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if (bPrepended) {
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b *= sx;
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c *= sy;
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return;
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}
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b *= sy;
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c *= sx;
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e *= sx;
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f *= sy;
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}
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void CFX_Matrix::Rotate(float fRadian, bool bPrepended) {
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float cosValue = cos(fRadian);
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float sinValue = sin(fRadian);
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ConcatInternal(CFX_Matrix(cosValue, sinValue, -sinValue, cosValue, 0, 0),
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bPrepended);
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}
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void CFX_Matrix::RotateAt(float fRadian, float dx, float dy, bool bPrepended) {
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Translate(dx, dy, bPrepended);
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Rotate(fRadian, bPrepended);
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Translate(-dx, -dy, bPrepended);
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}
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void CFX_Matrix::Shear(float fAlphaRadian, float fBetaRadian, bool bPrepended) {
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ConcatInternal(CFX_Matrix(1, tan(fAlphaRadian), tan(fBetaRadian), 1, 0, 0),
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bPrepended);
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}
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void CFX_Matrix::MatchRect(const CFX_FloatRect& dest,
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const CFX_FloatRect& src) {
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float fDiff = src.left - src.right;
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a = fabs(fDiff) < 0.001f ? 1 : (dest.left - dest.right) / fDiff;
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fDiff = src.bottom - src.top;
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d = fabs(fDiff) < 0.001f ? 1 : (dest.bottom - dest.top) / fDiff;
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e = dest.left - src.left * a;
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f = dest.bottom - src.bottom * d;
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b = 0;
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c = 0;
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}
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float CFX_Matrix::GetXUnit() const {
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if (b == 0)
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return (a > 0 ? a : -a);
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if (a == 0)
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return (b > 0 ? b : -b);
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return sqrt(a * a + b * b);
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}
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float CFX_Matrix::GetYUnit() const {
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if (c == 0)
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return (d > 0 ? d : -d);
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if (d == 0)
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return (c > 0 ? c : -c);
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return sqrt(c * c + d * d);
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}
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CFX_FloatRect CFX_Matrix::GetUnitRect() const {
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return TransformRect(CFX_FloatRect(0.f, 0.f, 1.f, 1.f));
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}
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float CFX_Matrix::TransformXDistance(float dx) const {
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float fx = a * dx;
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float fy = b * dx;
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return sqrt(fx * fx + fy * fy);
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}
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float CFX_Matrix::TransformDistance(float distance) const {
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return distance * (GetXUnit() + GetYUnit()) / 2;
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}
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CFX_PointF CFX_Matrix::Transform(const CFX_PointF& point) const {
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return CFX_PointF(a * point.x + c * point.y + e,
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b * point.x + d * point.y + f);
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}
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std::tuple<float, float, float, float> CFX_Matrix::TransformRect(
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const float& left,
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const float& right,
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const float& top,
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const float& bottom) const {
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CFX_PointF points[] = {
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{left, top}, {left, bottom}, {right, top}, {right, bottom}};
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for (int i = 0; i < 4; i++)
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points[i] = Transform(points[i]);
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float new_right = points[0].x;
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float new_left = points[0].x;
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float new_top = points[0].y;
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float new_bottom = points[0].y;
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for (int i = 1; i < 4; i++) {
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new_right = std::max(new_right, points[i].x);
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new_left = std::min(new_left, points[i].x);
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new_top = std::max(new_top, points[i].y);
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new_bottom = std::min(new_bottom, points[i].y);
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}
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return std::make_tuple(new_left, new_right, new_top, new_bottom);
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}
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CFX_RectF CFX_Matrix::TransformRect(const CFX_RectF& rect) const {
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float left;
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float right;
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float bottom;
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float top;
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std::tie(left, right, bottom, top) =
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TransformRect(rect.left, rect.right(), rect.bottom(), rect.top);
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return CFX_RectF(left, top, right - left, bottom - top);
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}
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CFX_FloatRect CFX_Matrix::TransformRect(const CFX_FloatRect& rect) const {
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float left;
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float right;
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float top;
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float bottom;
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std::tie(left, right, top, bottom) =
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TransformRect(rect.left, rect.right, rect.top, rect.bottom);
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return CFX_FloatRect(left, bottom, right, top);
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}
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void CFX_Matrix::ConcatInternal(const CFX_Matrix& other, bool prepend) {
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CFX_Matrix left;
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CFX_Matrix right;
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if (prepend) {
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left = other;
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right = *this;
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} else {
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left = *this;
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right = other;
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}
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a = left.a * right.a + left.b * right.c;
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b = left.a * right.b + left.b * right.d;
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c = left.c * right.a + left.d * right.c;
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d = left.c * right.b + left.d * right.d;
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e = left.e * right.a + left.f * right.c + right.e;
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f = left.e * right.b + left.f * right.d + right.f;
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}
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