A cross-platform UI framework for .NET
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// Copyright (c) The Avalonia Project. All rights reserved.
// Licensed under the MIT license. See licence.md file in the project root for full license information.
using System;
using System.Globalization;
using Avalonia.Utilities;
namespace Avalonia
{
/// <summary>
/// A 2x3 matrix.
/// </summary>
public readonly struct Matrix : IEquatable<Matrix>
{
private readonly double _m11;
private readonly double _m12;
private readonly double _m21;
private readonly double _m22;
private readonly double _m31;
private readonly double _m32;
/// <summary>
/// Initializes a new instance of the <see cref="Matrix"/> struct.
/// </summary>
/// <param name="m11">The first element of the first row.</param>
/// <param name="m12">The second element of the first row.</param>
/// <param name="m21">The first element of the second row.</param>
/// <param name="m22">The second element of the second row.</param>
/// <param name="offsetX">The first element of the third row.</param>
/// <param name="offsetY">The second element of the third row.</param>
public Matrix(
double m11,
double m12,
double m21,
double m22,
double offsetX,
double offsetY)
{
_m11 = m11;
_m12 = m12;
_m21 = m21;
_m22 = m22;
_m31 = offsetX;
_m32 = offsetY;
}
/// <summary>
/// Returns the multiplicative identity matrix.
/// </summary>
public static Matrix Identity { get; } = new Matrix(1.0, 0.0, 0.0, 1.0, 0.0, 0.0);
/// <summary>
/// Returns whether the matrix is the identity matrix.
/// </summary>
public bool IsIdentity => Equals(Identity);
/// <summary>
/// HasInverse Property - returns true if this matrix is invertible, false otherwise.
/// </summary>
public bool HasInverse => GetDeterminant() != 0;
/// <summary>
/// The first element of the first row
/// </summary>
public double M11 => _m11;
/// <summary>
/// The second element of the first row
/// </summary>
public double M12 => _m12;
/// <summary>
/// The first element of the second row
/// </summary>
public double M21 => _m21;
/// <summary>
/// The second element of the second row
/// </summary>
public double M22 => _m22;
/// <summary>
/// The first element of the third row
/// </summary>
public double M31 => _m31;
/// <summary>
/// The second element of the third row
/// </summary>
public double M32 => _m32;
/// <summary>
/// Multiplies two matrices together and returns the resulting matrix.
/// </summary>
/// <param name="value1">The first source matrix.</param>
/// <param name="value2">The second source matrix.</param>
/// <returns>The product matrix.</returns>
public static Matrix operator *(Matrix value1, Matrix value2)
{
return new Matrix(
(value1.M11 * value2.M11) + (value1.M12 * value2.M21),
(value1.M11 * value2.M12) + (value1.M12 * value2.M22),
(value1.M21 * value2.M11) + (value1.M22 * value2.M21),
(value1.M21 * value2.M12) + (value1.M22 * value2.M22),
(value1._m31 * value2.M11) + (value1._m32 * value2.M21) + value2._m31,
(value1._m31 * value2.M12) + (value1._m32 * value2.M22) + value2._m32);
}
/// <summary>
/// Negates the given matrix by multiplying all values by -1.
/// </summary>
/// <param name="value">The source matrix.</param>
/// <returns>The negated matrix.</returns>
public static Matrix operator -(Matrix value)
{
return value.Invert();
}
/// <summary>
/// Returns a boolean indicating whether the given matrices are equal.
/// </summary>
/// <param name="value1">The first source matrix.</param>
/// <param name="value2">The second source matrix.</param>
/// <returns>True if the matrices are equal; False otherwise.</returns>
public static bool operator ==(Matrix value1, Matrix value2)
{
return value1.Equals(value2);
}
/// <summary>
/// Returns a boolean indicating whether the given matrices are not equal.
/// </summary>
/// <param name="value1">The first source matrix.</param>
/// <param name="value2">The second source matrix.</param>
/// <returns>True if the matrices are not equal; False if they are equal.</returns>
public static bool operator !=(Matrix value1, Matrix value2)
{
return !value1.Equals(value2);
}
/// <summary>
/// Creates a rotation matrix using the given rotation in radians.
/// </summary>
/// <param name="radians">The amount of rotation, in radians.</param>
/// <returns>A rotation matrix.</returns>
public static Matrix CreateRotation(double radians)
{
double cos = Math.Cos(radians);
double sin = Math.Sin(radians);
return new Matrix(cos, sin, -sin, cos, 0, 0);
}
/// <summary>
/// Creates a skew matrix from the given axis skew angles in radians.
/// </summary>
/// <param name="xAngle">The amount of skew along the X-axis, in radians.</param>
/// <param name="yAngle">The amount of skew along the Y-axis, in radians.</param>
/// <returns>A rotation matrix.</returns>
public static Matrix CreateSkew(double xAngle, double yAngle)
{
double tanX = Math.Tan(xAngle);
double tanY = Math.Tan(yAngle);
return new Matrix(1.0, tanY, tanX, 1.0, 0.0, 0.0);
}
/// <summary>
/// Creates a scale matrix from the given X and Y components.
/// </summary>
/// <param name="xScale">Value to scale by on the X-axis.</param>
/// <param name="yScale">Value to scale by on the Y-axis.</param>
/// <returns>A scaling matrix.</returns>
public static Matrix CreateScale(double xScale, double yScale)
{
return CreateScale(new Vector(xScale, yScale));
}
/// <summary>
/// Creates a scale matrix from the given vector scale.
/// </summary>
/// <param name="scales">The scale to use.</param>
/// <returns>A scaling matrix.</returns>
public static Matrix CreateScale(Vector scales)
{
return new Matrix(scales.X, 0, 0, scales.Y, 0, 0);
}
/// <summary>
/// Creates a translation matrix from the given vector.
/// </summary>
/// <param name="position">The translation position.</param>
/// <returns>A translation matrix.</returns>
public static Matrix CreateTranslation(Vector position)
{
return CreateTranslation(position.X, position.Y);
}
/// <summary>
/// Creates a translation matrix from the given X and Y components.
/// </summary>
/// <param name="xPosition">The X position.</param>
/// <param name="yPosition">The Y position.</param>
/// <returns>A translation matrix.</returns>
public static Matrix CreateTranslation(double xPosition, double yPosition)
{
return new Matrix(1.0, 0.0, 0.0, 1.0, xPosition, yPosition);
}
/// <summary>
/// Converts an angle in degrees to radians.
/// </summary>
/// <param name="angle">The angle in degrees.</param>
/// <returns>The angle in radians.</returns>
public static double ToRadians(double angle)
{
return angle * 0.0174532925;
}
/// <summary>
/// Calculates the determinant for this matrix.
/// </summary>
/// <returns>The determinant.</returns>
/// <remarks>
/// The determinant is calculated by expanding the matrix with a third column whose
/// values are (0,0,1).
/// </remarks>
public double GetDeterminant()
{
return (_m11 * _m22) - (_m12 * _m21);
}
/// <summary>
/// Returns a boolean indicating whether the matrix is equal to the other given matrix.
/// </summary>
/// <param name="other">The other matrix to test equality against.</param>
/// <returns>True if this matrix is equal to other; False otherwise.</returns>
public bool Equals(Matrix other)
{
// ReSharper disable CompareOfFloatsByEqualityOperator
return _m11 == other.M11 &&
_m12 == other.M12 &&
_m21 == other.M21 &&
_m22 == other.M22 &&
_m31 == other.M31 &&
_m32 == other.M32;
// ReSharper restore CompareOfFloatsByEqualityOperator
}
/// <summary>
/// Returns a boolean indicating whether the given Object is equal to this matrix instance.
/// </summary>
/// <param name="obj">The Object to compare against.</param>
/// <returns>True if the Object is equal to this matrix; False otherwise.</returns>
public override bool Equals(object obj) => obj is Matrix other && Equals(other);
/// <summary>
/// Returns the hash code for this instance.
/// </summary>
/// <returns>The hash code.</returns>
public override int GetHashCode()
{
return M11.GetHashCode() + M12.GetHashCode() +
M21.GetHashCode() + M22.GetHashCode() +
M31.GetHashCode() + M32.GetHashCode();
}
/// <summary>
/// Returns a String representing this matrix instance.
/// </summary>
/// <returns>The string representation.</returns>
public override string ToString()
{
CultureInfo ci = CultureInfo.CurrentCulture;
return string.Format(
ci,
"{{ {{M11:{0} M12:{1}}} {{M21:{2} M22:{3}}} {{M31:{4} M32:{5}}} }}",
M11.ToString(ci),
M12.ToString(ci),
M21.ToString(ci),
M22.ToString(ci),
M31.ToString(ci),
M32.ToString(ci));
}
/// <summary>
/// Inverts the Matrix.
/// </summary>
/// <returns>The inverted matrix.</returns>
public Matrix Invert()
{
double d = GetDeterminant();
if (d == 0)
{
throw new InvalidOperationException("Transform is not invertible.");
}
return new Matrix(
_m22 / d,
-_m12 / d,
-_m21 / d,
_m11 / d,
((_m21 * _m32) - (_m22 * _m31)) / d,
((_m12 * _m31) - (_m11 * _m32)) / d);
}
/// <summary>
/// Parses a <see cref="Matrix"/> string.
/// </summary>
/// <param name="s">The string.</param>
/// <returns>The <see cref="Matrix"/>.</returns>
public static Matrix Parse(string s)
{
using (var tokenizer = new StringTokenizer(s, CultureInfo.InvariantCulture, exceptionMessage: "Invalid Matrix."))
{
return new Matrix(
tokenizer.ReadDouble(),
tokenizer.ReadDouble(),
tokenizer.ReadDouble(),
tokenizer.ReadDouble(),
tokenizer.ReadDouble(),
tokenizer.ReadDouble()
);
}
}
}
}