javauis/eswt_qt/s60utils/java/src/com/nokia/mj/impl/uitestutils/Matrix.java
changeset 35 85266cc22c7f
parent 26 dc7c549001d5
child 40 c6043ea9b06a
child 44 0105bdca6f9c
child 47 f40128debb5d
child 49 35baca0e7a2e
--- a/javauis/eswt_qt/s60utils/java/src/com/nokia/mj/impl/uitestutils/Matrix.java	Thu May 27 12:49:31 2010 +0300
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,274 +0,0 @@
-/*
-* Copyright (c) 2009 Nokia Corporation and/or its subsidiary(-ies).
-* All rights reserved.
-* This component and the accompanying materials are made available
-* under the terms of "Eclipse Public License v1.0"
-* which accompanies this distribution, and is available
-* at the URL "http://www.eclipse.org/legal/epl-v10.html".
-*
-* Initial Contributors:
-* Nokia Corporation - initial contribution.
-*
-* Contributors:
-*
-* Description: 
-*
-*/
-package com.nokia.mj.impl.uitestutils;
-
-/**
- * Matrix calculation implementation.
- * 
- */
-public class Matrix {
-
-    static final int ARRAY_SIZE = 6;
-    // Array index
-    static private final int M00 = 0; 
-    static private final int M10 = 1; 
-    static private final int M01 = 2; 
-    static private final int M11 = 3; 
-    static private final int M02 = 4; 
-    static private final int M12 = 5; 
-	
-    private float iComponents[];
-
-    /**
-     * Construct a matrix with the following components:
-     * <pre>
-     * [1 0 0]
-     * [0 1 0]
-     * </pre>
-     */
-    public Matrix() {
-        iComponents = new float[ARRAY_SIZE];
-        identity();
-    }
-    
-    /**
-     * Construct a matrix with the following components:
-     * <pre>
-     * [aM00 aM01 aM02]
-     * [aM10 aM11 aM12]
-     * </pre>
-     * @param aM00 the x scaling component
-     * @param aM10 the y shearing component
-     * @param aM01 the x shearing component
-     * @param aM11 the y scaling component
-     * @param aM02 the x translation component
-     * @param aM12 the y translation component
-     */
-    public Matrix(float aM00, float aM10, float aM01, 
-    		     float aM11, float aM02, float aM12) {
-        iComponents = new float[ARRAY_SIZE];
-        iComponents[M00] = aM00; iComponents[M01] = aM01; iComponents[M02] = aM02; 
-        iComponents[M10] = aM10; iComponents[M11] = aM11; iComponents[M12] = aM12;	
-    }
-
-    /**
-     * Constructor
-     * Create a new matrix by coping the given one.
-     * @param aMatrix the matrix to copy
-     */ 
-    public Matrix(Matrix aMatrix) {
-        iComponents = new float[aMatrix.iComponents.length];
-        for(int index = 0; index < iComponents.length; index++) {
-            iComponents[index] = aMatrix.iComponents[index];
-        }
-    }
-    
-    /**
-     * 
-     */
-    public float getComponent(int index) {
-        return iComponents[index];
-    }
-
-    /**
-     * Set matrix components:
-     * <pre>
-     * [1 0 0]
-     * [0 1 0]
-     * </pre>
-     * 
-     */
-    public void identity()
-    {
-        iComponents[M00] = 1; iComponents[M01] = 0; iComponents[M02] = 0; 
-        iComponents[M10] = 0; iComponents[M11] = 1; iComponents[M12] = 0; 
-    }
-
-    /**
-     * Return transformed <code>Point</code> instance
-     *
-     * The transformation can be represented using matrix math on a 3x3 array.
-     * Given (x,y), the transformation (x',y') can be found by:
-     * [ x']   [ m00 m01 m02 ] [ x ]   [ m00*x + m01*y + m02 ]
-     * [ y'] = [ m10 m11 m12 ] [ y ] = [ m10*x + m11*y + m12 ]
-     * [ 1 ]   [  0   0   1  ] [ 1 ]   [          1          ]
-     *
-     * The bottom row of the matrix is constant, so a transform can be uniquely
-     * represented by "[[m00, m01, m02], [m10, m11, m12]]".
-     * @param p the source point
-     * @return new point instance
-     */
-    public Point transform(final Point p)
-    {
-        return new Point(
-            iComponents[M00] * p.x + iComponents[M01] * p.y + iComponents[M02],
-            iComponents[M10] * p.x + iComponents[M11] * p.y + iComponents[M12]);
-    }
-    
-    /**
-     * Return the matrix of components used in this transform. The resulting
-     * values are:
-     * <pre>
-     * [array[0] array[2] array[4]]
-     * [array[1] array[3] array[5]]
-     * </pre>
-     * @return array that contains the matrix components.
-     */
-    float[] getComponents() {
-	return iComponents;
-    }
-
-    
-    /**
-     * Return the determinant of this transform matrix. If the determinant is
-     * non-zero, the transform is invertible.
-     * The determinant is calculated as:
-     * <pre>
-     * [m00 m01 m02] 
-     * [m10 m11 m12] = m00 * m11 - m01 * m10
-     * [ 0   0   1 ]
-     * </pre>
-     * @return the determinant
-     */
-    public float determinant() {
-        return ((iComponents[M00] * iComponents[M11]) - 
-		        (iComponents[M01] * iComponents[M10]));
-    }
-        
-    /**
-     * The inverse is calculated as:
-     * <pre>
-     *     [m00 m01 m02]
-     *  M= [m10 m11 m12]
-     *     [ 0   0   1 ] 
-     *
-     *              1                 [ m11/det  -m01/det   (m01*m12-m02*m11)/det]     
-     * inverse(M)= --- x adjoint(M) = [-m10/det   m00/det   (m10*m02-m00*m12)/det] 
-     *             det                [    0         0               1           ]  
-     * </pre>
-     */
-    public Matrix inverse() {
-    	// The inversion is useful for undoing transformations.
-    	float det = determinant();
-        if (det == 0) 
-        { 
-            throw new RuntimeException("Invalid determinant");
-        }
-        return new Matrix(
-            iComponents[M11] / det, // iMtx[M00]
-            (-iComponents[M10]) / det, // iMtx[M10]
-            (-iComponents[M01]) / det, // iMtx[M01]
-            iComponents[M00] / det, // iMtx[M11]
-            ((iComponents[M01] * iComponents[M12]) - (iComponents[M02] * iComponents[M11])) / det, 
-            ((iComponents[M10] * iComponents[M02]) - (iComponents[M00] * iComponents[M12])) / det); 
-    }
-
-    /**
-     * The multiply is calculated as:
-     * <pre>
-     *       [a00 a01 a02]   [b00 b01 b02]
-     *  this=[a10 a11 a12] B=[b10 b11 b12] 
-     *       [ 0   0   1 ]   [ 0   0   1 ]
-     *
-     *                       [(a00*b00+a01*b10) (a00*b01+a01*b11) (a00*b02+a01*b12+a02)]   
-	 * [this] = [this]x[B] = [(a10*b00+a11*b10) (a10*b01+a11*b11) (a10*b02+a11*b12+a12)]
-     *                       [       0                   0                     1       ]
-     * </pre>
-     */
-    public Matrix multiply(Matrix b) {
-    	if(b == null) 
-    	{
-            throw new NullPointerException();
-    	}
-        float a00 = iComponents[M00]; // a
-        float a10 = iComponents[M10]; // b
-        float a01 = iComponents[M01]; // c
-        float a11 = iComponents[M11]; // d
-        float a02 = iComponents[M02]; // e
-        float a12 = iComponents[M12]; // f
-        iComponents[M00] = (a00 * b.iComponents[M00]) + (a01 * b.iComponents[M10]); // a
-        iComponents[M10] = (a10 * b.iComponents[M00]) + (a11 * b.iComponents[M10]); // b
-        iComponents[M01] = (a00 * b.iComponents[M01]) + (a01 * b.iComponents[M11]); // c
-        iComponents[M11] = (a10 * b.iComponents[M01]) + (a11 * b.iComponents[M11]); // d
-        iComponents[M02] = (a00 * b.iComponents[M02]) + (a01 * b.iComponents[M12]) + a02; // e
-        iComponents[M12] = (a10 * b.iComponents[M02]) + (a11 * b.iComponents[M12]) + a12; // f
-	return this;
-    }
-    
-    /**
-     * The rotation is calculated as:
-     * <pre>
-     *          [ cos(angle) -sin(angle) 0 ]
-     * [this] x [ sin(angle)  cos(angle) 0 ]
-     *          [     0           0      1 ]
-     * </pre>
-     */
-    public Matrix rotate(float angle) {
-	if (angle % 360 == 0) { 
-            return this; 
-	}
-	// Must convert degrees to radians since java.lang.Math expects radians
-	angle = angle * (float)Math.PI / 180.0f;
-	float c = (float)Math.cos(angle);
-	float s = (float)Math.sin(angle);
-        float m00 = iComponents[M00];
-        float m10 = iComponents[M10];
-        float m01 = iComponents[M01];
-        float m11 = iComponents[M11];
-	iComponents[M00] = m00 * c + m01 * s;
-	iComponents[M10] = m10 * c + m11 * s;
-	iComponents[M01] = m01 * c - m00 * s;
-	iComponents[M11] = m11 * c - m10 * s;
-	return this;
-    }
-
-    /**
-     * The multiply is calculated as:
-     * <pre>
-     *       [m00 m01 m02]   [scaleFactor      0      0]
-     *  this=[m10 m11 m12] B=[    0       scaleFactor 0] 
-     *       [ 0   0   1 ]   [    0            0      1]
-     *
-     *                       [(a00*scaleFactor) (a01*scaleFactor) a02]   
-     * [this] = [this]x[B] = [(a10*scaleFactor) (a11*scaleFactor) a12]
-     *                       [       0                   0         1 ]
-     * </pre>
-     * @see org.w3c.dom.svg.SVGMatrix#mScale()
-     */
-    public Matrix scale(float scaleFactor) {
-    	if(scaleFactor == 1) { 
-    		return this; 
-    	}
-        iComponents[M00] *= scaleFactor;  
-        iComponents[M01] *= scaleFactor; 
-        iComponents[M10] *= scaleFactor;  
-        iComponents[M11] *= scaleFactor;
-        return this;
-    }
-
-    /**
-     * 
-     */
-    public Matrix translate(float x, float y) {
-    	if(x == 0 && y == 0) { 
-    		return this; 
-    	}
-	iComponents[M02] += (iComponents[M00] * x) + (iComponents[M01] * y);
-	iComponents[M12] += (iComponents[M10] * x) + (iComponents[M11] * y); 
-    	return this;
-    }
-}