LCOV - code coverage report
Current view: top level - gfx/2d - Matrix.cpp (source / functions) Hit Total Coverage
Test: output.info Lines: 0 50 0.0 %
Date: 2017-07-14 16:53:18 Functions: 0 5 0.0 %
Legend: Lines: hit not hit

          Line data    Source code
       1             : /* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
       2             :  * This Source Code Form is subject to the terms of the Mozilla Public
       3             :  * License, v. 2.0. If a copy of the MPL was not distributed with this
       4             :  * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
       5             : 
       6             : #include "Matrix.h"
       7             : #include "Quaternion.h"
       8             : #include "Tools.h"
       9             : #include <algorithm>
      10             : #include <ostream>
      11             : #include <math.h>
      12             : #include <float.h>  // for FLT_EPSILON
      13             : 
      14             : #include "mozilla/FloatingPoint.h" // for UnspecifiedNaN
      15             : 
      16             : using namespace std;
      17             : 
      18             : 
      19             : namespace mozilla {
      20             : namespace gfx {
      21             : 
      22             : /* Force small values to zero.  We do this to avoid having sin(360deg)
      23             :  * evaluate to a tiny but nonzero value.
      24             :  */
      25             : double
      26           0 : FlushToZero(double aVal)
      27             : {
      28             :   // XXX Is double precision really necessary here
      29           0 :   if (-FLT_EPSILON < aVal && aVal < FLT_EPSILON) {
      30           0 :     return 0.0f;
      31             :   } else {
      32           0 :     return aVal;
      33             :   }
      34             : }
      35             : 
      36             : /* Computes tan(aTheta).  For values of aTheta such that tan(aTheta) is
      37             :  * undefined or very large, SafeTangent returns a manageably large value
      38             :  * of the correct sign.
      39             :  */
      40             : double
      41           0 : SafeTangent(double aTheta)
      42             : {
      43             :   // XXX Is double precision really necessary here
      44           0 :   const double kEpsilon = 0.0001;
      45             : 
      46             :   /* tan(theta) = sin(theta)/cos(theta); problems arise when
      47             :    * cos(theta) is too close to zero.  Limit cos(theta) to the
      48             :    * range [-1, -epsilon] U [epsilon, 1].
      49             :    */
      50             : 
      51           0 :   double sinTheta = sin(aTheta);
      52           0 :   double cosTheta = cos(aTheta);
      53             : 
      54           0 :   if (cosTheta >= 0 && cosTheta < kEpsilon) {
      55           0 :     cosTheta = kEpsilon;
      56           0 :   } else if (cosTheta < 0 && cosTheta >= -kEpsilon) {
      57           0 :     cosTheta = -kEpsilon;
      58             :   }
      59           0 :   return FlushToZero(sinTheta / cosTheta);
      60             : }
      61             : 
      62             : template<> Matrix
      63           0 : Matrix::Rotation(Float aAngle)
      64             : {
      65           0 :   Matrix newMatrix;
      66             : 
      67           0 :   Float s = sinf(aAngle);
      68           0 :   Float c = cosf(aAngle);
      69             : 
      70           0 :   newMatrix._11 = c;
      71           0 :   newMatrix._12 = s;
      72           0 :   newMatrix._21 = -s;
      73           0 :   newMatrix._22 = c;
      74             : 
      75           0 :   return newMatrix;
      76             : }
      77             : 
      78             : template<> MatrixDouble
      79           0 : MatrixDouble::Rotation(Double aAngle)
      80             : {
      81           0 :   MatrixDouble newMatrix;
      82             : 
      83           0 :   Double s = sin(aAngle);
      84           0 :   Double c = cos(aAngle);
      85             : 
      86           0 :   newMatrix._11 = c;
      87           0 :   newMatrix._12 = s;
      88           0 :   newMatrix._21 = -s;
      89           0 :   newMatrix._22 = c;
      90             : 
      91           0 :   return newMatrix;
      92             : }
      93             : 
      94             : template<> Matrix4x4
      95           0 : MatrixDouble::operator*(const Matrix4x4& aMatrix) const
      96             : {
      97           0 :   Matrix4x4 resultMatrix;
      98             : 
      99           0 :   resultMatrix._11 = this->_11 * aMatrix._11 + this->_12 * aMatrix._21;
     100           0 :   resultMatrix._12 = this->_11 * aMatrix._12 + this->_12 * aMatrix._22;
     101           0 :   resultMatrix._13 = this->_11 * aMatrix._13 + this->_12 * aMatrix._23;
     102           0 :   resultMatrix._14 = this->_11 * aMatrix._14 + this->_12 * aMatrix._24;
     103             : 
     104           0 :   resultMatrix._21 = this->_21 * aMatrix._11 + this->_22 * aMatrix._21;
     105           0 :   resultMatrix._22 = this->_21 * aMatrix._12 + this->_22 * aMatrix._22;
     106           0 :   resultMatrix._23 = this->_21 * aMatrix._13 + this->_22 * aMatrix._23;
     107           0 :   resultMatrix._24 = this->_21 * aMatrix._14 + this->_22 * aMatrix._24;
     108             : 
     109           0 :   resultMatrix._31 = aMatrix._31;
     110           0 :   resultMatrix._32 = aMatrix._32;
     111           0 :   resultMatrix._33 = aMatrix._33;
     112           0 :   resultMatrix._34 = aMatrix._34;
     113             : 
     114           0 :   resultMatrix._41 = this->_31 * aMatrix._11 + this->_32 * aMatrix._21 + aMatrix._41;
     115           0 :   resultMatrix._42 = this->_31 * aMatrix._12 + this->_32 * aMatrix._22 + aMatrix._42;
     116           0 :   resultMatrix._43 = this->_31 * aMatrix._13 + this->_32 * aMatrix._23 + aMatrix._43;
     117           0 :   resultMatrix._44 = this->_31 * aMatrix._14 + this->_32 * aMatrix._24 + aMatrix._44;
     118             : 
     119           0 :   return resultMatrix;
     120             : }
     121             : 
     122             : } // namespace gfx
     123             : } // namespace mozilla

Generated by: LCOV version 1.13