2005-01-31 Zoltan Varga <vargaz@freemail.hu>
[mono.git] / mcs / class / System.Drawing / System.Drawing.Drawing2D / Matrix.cs
index db8318685a908f56ae529c6195108ec24f003349..b56d9d33eb3b1264edb4a67c9f4b69a2e66da5f7 100644 (file)
-//\r
-// System.Drawing.Drawing2D.Matrix.cs\r
-//\r
-// Author:\r
-//   Stefan Maierhofer <sm@cg.tuwien.ac.at>\r
-//\r
-// (C) Ximian, Inc.  http://www.ximian.com\r
-//\r
-\r
-using System;\r
-using System.Drawing;\r
-using System.Runtime.InteropServices;\r
-\r
-namespace System.Drawing.Drawing2D\r
-{\r
-    public sealed class Matrix : MarshalByRefObject, IDisposable\r
-    {\r
-        // initialize to identity\r
-        private float[] m = {1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f};\r
-        \r
-        // constructors\r
-        public Matrix() { }\r
-        \r
-        /* TODO: depends on System.Drawing.Drawing2D.Rectangle\r
-        public Matrix(Rectangle rect , Point[] plgpts)\r
-        {\r
-            // TODO\r
-        }\r
-        */\r
-        \r
-        /* TODO: depends on System.Drawing.Drawing2D.RectangleF\r
-        public Matrix(RectangleF rect , PointF[] pa)\r
-        {\r
-            // TODO\r
-        }\r
-        */\r
-        public Matrix(float m11, float m12, \r
-                      float m21, float m22, \r
-                      float dx, float dy)\r
-        {\r
-            m[0] = m11; m[1] = m12;\r
-            m[2] = m21; m[3] = m22;\r
-            m[4] = dx; m[5] = dy;\r
-        }\r
-        \r
-        // properties\r
-        public float[] Elements\r
-        {\r
-            get { return m; }\r
-        }\r
-        \r
-        public bool IsIdentity\r
-        {\r
-            get \r
-            {\r
-                if ( (m[0] == 1.0f) && (m[1] == 0.0f) &&\r
-                     (m[2] == 0.0f) && (m[3] == 1.0f) &&\r
-                     (m[4] == 0.0f) && (m[5] == 0.0f) )\r
-                    return true;\r
-                else \r
-                    return false;\r
-            }\r
-        }\r
-        \r
-        public bool IsInvertible\r
-        {\r
-            get \r
-            { \r
-                // matrix M is invertible if det(M) != 0\r
-                float det = m[0] * m[3] - m[2] * m[1];\r
-                if (det != 0.0f) return true;\r
-                else return false;\r
-            }\r
-        }\r
-        \r
-        public float OffsetX\r
-        {\r
-            get { return m[4]; }\r
-        }\r
-        \r
-        public float OffsetY\r
-        {\r
-            get { return m[5]; }\r
-        }\r
-        \r
-        // methods\r
-        public Matrix Clone()\r
-        {\r
-            return new Matrix(m[0], m[1], m[2], m[3], m[4], m[5]);\r
-        }\r
-        \r
-        public void Dispose() { }\r
-        \r
-        public override bool Equals(object obj)\r
-        {\r
-            if (obj is Matrix)\r
-            {\r
-                float[] a = ((Matrix)obj).Elements;\r
-                if ( m[0] == a[0] && m[1] == a[1] &&\r
-                     m[2] == a[2] && m[3] == a[3] &&\r
-                     m[4] == a[4] && m[5] == a[5] ) \r
-                    return true;\r
-                else \r
-                    return false;\r
-            }\r
-            else\r
-            {\r
-                return false;\r
-            }\r
-        }\r
-        \r
-        ~Matrix() {}\r
-        \r
-        [StructLayout(LayoutKind.Explicit)]\r
-        internal struct BitConverter \r
-        {\r
-            [FieldOffset(0)] public float f;\r
-            [FieldOffset(0)] public int i;\r
-        }\r
-        \r
-        public override int GetHashCode()\r
-        {\r
-            BitConverter b;\r
-            // compiler is not smart\r
-            b.i = 0;\r
-            int h = 0;\r
-            for (int i = 0; i < 6; i++) \r
-            {\r
-                b.f = m[i];\r
-                h ^= b.i >> i;\r
-            }\r
-            return h;\r
-        }\r
-        \r
-        public void Invert()\r
-        {\r
-            float det = m[0] * m[3] - m[2] * m[1];\r
-            if (det != 0.0f)    // if invertible\r
-            {\r
-                float[] r = \r
-                {\r
-                    m[3] / det, \r
-                    -m[1] / det,\r
-                    -m[2] / det,\r
-                     m[0] / det,\r
-                    (-m[3] * m[4] + m[1] * m[5]) / det,\r
-                    (m[2] * m[4] - m[0] * m[5]) / det\r
-                };\r
-                m = r;\r
-            }\r
-        }\r
-        \r
-        public void Multiply(Matrix matrix)\r
-        {\r
-            Multiply(matrix, MatrixOrder.Prepend);\r
-        }\r
-        \r
-        public void Multiply(Matrix matrix, MatrixOrder order)\r
-        {\r
-            switch (order)\r
-            {\r
-                case MatrixOrder.Prepend:\r
-                    // this = matrix * this\r
-                    float[] p = matrix.Elements;\r
-                    float[] r0 = \r
-                    {\r
-                        p[0] * m[0] + p[1] * m[2],\r
-                        p[0] * m[1] + p[1] * m[3],\r
-                        p[2] * m[0] + p[3] * m[2],\r
-                        p[2] * m[1] + p[3] * m[3],\r
-                        p[4] * m[0] + p[5] * m[2] + m[4],\r
-                        p[4] * m[1] + p[5] * m[3] + m[5]\r
-                    };\r
-                    m = r0;\r
-                    break;\r
-                case MatrixOrder.Append:\r
-                    // this = this * matrix\r
-                    float[] a = matrix.Elements;\r
-                    float[] r1 = \r
-                    {\r
-                        m[0] * a[0] + m[1] * a[2],\r
-                        m[0] * a[1] + m[1] * a[3],\r
-                        m[2] * a[0] + m[3] * a[2],\r
-                        m[2] * a[1] + m[3] * a[3],\r
-                        m[4] * a[0] + m[5] * a[2] + a[4],\r
-                        m[4] * a[1] + m[5] * a[3] + a[5]\r
-                    };\r
-                    m = r1;\r
-                    break;\r
-            }\r
-        }\r
-        \r
-        public void Reset()\r
-        {\r
-            m[0] = 1.0f; m[1] = 0.0f;\r
-            m[2] = 0.0f; m[3] = 1.0f;\r
-            m[4] = 0.0f; m[5] = 0.0f;\r
-        }\r
-        \r
-        public void Rotate(float angle)\r
-        {\r
-            Rotate(angle, MatrixOrder.Prepend);\r
-        }\r
-        \r
-        public void Rotate(float angle, MatrixOrder order)\r
-        {\r
-            angle *= (float)(Math.PI / 180.0);  // degrees to randians\r
-            float cos = (float)Math.Cos(angle);\r
-            float sin = (float)Math.Sin(angle);\r
-            switch (order)\r
-            {\r
-                case MatrixOrder.Prepend:\r
-                    // this = rotation * this\r
-                    float[] r0 = \r
-                    {\r
-                         cos * m[0] + sin * m[2],\r
-                         cos * m[1] + sin * m[3],\r
-                        -sin * m[0] + cos * m[2],\r
-                        -sin * m[1] + cos * m[3],\r
-                        m[4],\r
-                        m[5]\r
-                    };\r
-                    m = r0;\r
-                    break;\r
-                case MatrixOrder.Append:\r
-                    // this = this * rotation\r
-                    float[] r1 = \r
-                    {\r
-                        m[0] * cos + m[1] * -sin,\r
-                        m[0] * sin + m[1] *  cos,\r
-                        m[2] * cos + m[3] * -sin,\r
-                        m[2] * sin + m[3] *  cos,\r
-                        m[4] * cos + m[5] * -sin,\r
-                        m[4] * sin + m[5] *  cos\r
-                    };\r
-                    m = r1;\r
-                    break;\r
-            }\r
-        }\r
-        \r
-        public void RotateAt(float angle, PointF point)\r
-        {\r
-            RotateAt(angle, point, MatrixOrder.Prepend);\r
-        }\r
-        \r
-        public void RotateAt(float angle, PointF point, MatrixOrder order)\r
-        {\r
-            angle *= (float)(Math.PI / 180.0);  // degrees to randians\r
-            float cos = (float)Math.Cos(angle);\r
-            float sin = (float)Math.Sin(angle);\r
-            float e4 = -point.X * cos + point.Y * sin + point.X;\r
-            float e5 = -point.X * sin - point.Y * cos + point.Y;\r
-            switch (order)\r
-            {\r
-                case MatrixOrder.Prepend:\r
-                    // this = rotation * this\r
-                    float[] r0 = \r
-                    {\r
-                        cos * m[0] + sin * m[2],\r
-                        cos * m[1] + sin * m[3],\r
-                        -sin * m[0] + cos * m[2],\r
-                        -sin * m[1] + cos * m[3],\r
-                        e4 * m[0] + e5 * m[2] + m[4],\r
-                        e4 * m[1] + e5 * m[3] + m[5]\r
-                    };\r
-                    m = r0;\r
-                    break;\r
-                case MatrixOrder.Append:\r
-                    // this = this * rotation\r
-                    float[] r1 = \r
-                    {\r
-                        m[0] * cos + m[1] * -sin,\r
-                        m[0] * sin + m[1] * cos,\r
-                        m[2] * cos + m[3] * -sin,\r
-                        m[2] * sin + m[3] * cos,\r
-                        m[4] * cos + m[5] * -sin + e4,\r
-                        m[4] * sin + m[5] * cos + e5\r
-                    };\r
-                    m = r1;\r
-                    break;\r
-            }\r
-        }\r
-        \r
-        public void Scale(float scaleX, float scaleY)\r
-        {\r
-            Scale(scaleX, scaleY, MatrixOrder.Prepend);\r
-        }\r
-        \r
-        public void Scale(float scaleX, float scaleY, MatrixOrder order)\r
-        {\r
-            switch (order)\r
-            {\r
-                case MatrixOrder.Prepend:\r
-                    // this = scale * this\r
-                    m[0] *= scaleX; m[1] *= scaleX;\r
-                    m[2] *= scaleY; m[3] *= scaleY;\r
-                    break;\r
-                case MatrixOrder.Append:\r
-                    // this = this * scale\r
-                    m[0] *= scaleX; m[1] *= scaleY;\r
-                    m[2] *= scaleX; m[3] *= scaleY;\r
-                    m[4] *= scaleX; m[5] *= scaleY;\r
-                    break;\r
-            }\r
-        }\r
-        \r
-        public void Shear(float shearX, float shearY)\r
-        {\r
-            Shear(shearX, shearY, MatrixOrder.Prepend);\r
-        }\r
-        \r
-        // LAMESPEC: quote from beta 2 sdk docs: "[To be supplied!]"\r
-        //\r
-        // assuming transformation matrix:\r
-        //\r
-        //      (1       shearY  0)\r
-        //      (shearX  1       0)\r
-        //      (0       0       1)\r
-        //\r
-        public void Shear(float shearX, float shearY, MatrixOrder order)\r
-        {\r
-            switch (order)\r
-            {\r
-                case MatrixOrder.Prepend:\r
-                    // this = shear * this\r
-                    float[] r0 = \r
-                    {\r
-                        m[0] + shearY * m[2],\r
-                        m[1] + shearY * m[3],\r
-                        shearX * m[0] + m[2],\r
-                        shearX * m[1] + m[3],\r
-                        m[4],\r
-                        m[5]\r
-                    };\r
-                    m = r0;\r
-                    break;\r
-                case MatrixOrder.Append:\r
-                    // this = this * shear\r
-                    float[] r1 = \r
-                    {\r
-                        m[0] + m[1] * shearX,\r
-                        m[0] * shearY + m[1],\r
-                        m[2] + m[3] * shearX,\r
-                        m[2] * shearY + m[3],\r
-                        m[4] + m[5] * shearX ,\r
-                        m[4] * shearY + m[5]\r
-                    };\r
-                    m = r1;\r
-                    break;\r
-            }\r
-        }\r
-        \r
-        public void TransformPoints(Point[] pts)\r
-        {\r
-            for (int i = 0; i < pts.Length; i++)\r
-            {\r
-                float x = (float)pts[i].X;\r
-                float y = (float)pts[i].Y;\r
-                pts[i].X = (int)(x * m[0] + y * m[2] + m[4]);\r
-                pts[i].Y = (int)(x * m[1] + y * m[3] + m[5]);\r
-            }\r
-        }\r
-        \r
-        public void TransformPoints(PointF[] pts)\r
-        {\r
-            for (int i = 0; i < pts.Length; i++)\r
-            {\r
-                float x = pts[i].X;\r
-                float y = pts[i].Y;\r
-                pts[i].X = x * m[0] + y * m[2] + m[4];\r
-                pts[i].Y = x * m[1] + y * m[3] + m[5];\r
-            }\r
-        }\r
-        \r
-        public void TransformVectors(Point[] pts)\r
-        {\r
-            for (int i = 0; i < pts.Length; i++)\r
-            {\r
-                float x = (float)pts[i].X;\r
-                float y = (float)pts[i].Y;\r
-                pts[i].X = (int)(x * m[0] + y * m[2]);\r
-                pts[i].Y = (int)(x * m[1] + y * m[3]);\r
-            }\r
-        }\r
-        \r
-        public void TransformVectors(PointF[] pts)\r
-        {\r
-            for (int i = 0; i < pts.Length; i++)\r
-            {\r
-                float x = pts[i].X;\r
-                float y = pts[i].Y;\r
-                pts[i].X = x * m[0] + y * m[2];\r
-                pts[i].Y = x * m[1] + y * m[3];\r
-            }\r
-        }\r
-        \r
-        public void Translate(float offsetX, float offsetY)\r
-        {\r
-            Translate(offsetX, offsetY, MatrixOrder.Prepend);\r
-        }\r
-        \r
-        public void Translate(float offsetX, float offsetY, MatrixOrder order)\r
-        {\r
-            switch (order)\r
-            {\r
-                case MatrixOrder.Prepend:\r
-                    // this = translation * this\r
-                    m[4] = offsetX * m[0] + offsetY * m[2] + m[4];\r
-                    m[5] = offsetX * m[1] + offsetY * m[3] + m[5];\r
-                    break;\r
-                case MatrixOrder.Append:\r
-                    // this = this * translation\r
-                    m[4] += offsetX;\r
-                    m[5] += offsetY;\r
-                    break;\r
-            }\r
-        }\r
-        \r
-        // LAMESPEC: quote from beta 2 sdk docs: "[To be supplied!]"\r
-//     [MonoTODO]    \r
-       public void VectorTransformPoints(Point[] pts)\r
-        {\r
-            // TODO\r
-        }\r
-        \r
-        // some simple test (TODO: remove)\r
-        /*\r
-        public static void Main()\r
-        {\r
-            PointF[] p = {new PointF(1.0f, 2.0f)};\r
-            Console.WriteLine("(" + p[0].X + " " + p[0].Y + ")");\r
-            Matrix m = new Matrix();\r
-            \r
-            m.Translate(1.0f, 1.0f); \r
-            m.Scale(2.0f, 2.0f); \r
-            m.Rotate(180.0f);\r
-            \r
-            m.TransformPoints(p);\r
-            Console.WriteLine("(" + p[0].X + " " + p[0].Y + ")");\r
-            m.Invert();\r
-            m.TransformPoints(p);\r
-            Console.WriteLine("(" + p[0].X + " " + p[0].Y + ")");\r
-            \r
-            Matrix a = new Matrix(1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f);\r
-            Matrix b = new Matrix(2.0f, 0.0f, 0.0f, 2.0f, 0.0f, 0.0f);\r
-            \r
-            Console.WriteLine("h(a) = " + a.GetHashCode());\r
-            Console.WriteLine("h(b) = " + b.GetHashCode());\r
-        }\r
-        */\r
-        \r
-    }\r
-}\r
+//
+// System.Drawing.Drawing2D.Matrix.cs
+//
+// Authors:
+//   Stefan Maierhofer <sm@cg.tuwien.ac.at>
+//   Dennis Hayes (dennish@Raytek.com)
+//   Duncan Mak (duncan@ximian.com)
+//   Ravindra (rkumar@novell.com)
+//
+// (C) Ximian, Inc.  http://www.ximian.com
+// (C) Novell, Inc.  http://www.novell.com
+//
+
+//
+// Copyright (C) 2004 Novell, Inc (http://www.novell.com)
+//
+// 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.
+//
+
+using System;
+using System.Drawing;
+using System.Runtime.InteropServices;
+
+namespace System.Drawing.Drawing2D
+{
+        public sealed class Matrix : MarshalByRefObject, IDisposable
+        {
+                internal IntPtr nativeMatrix;
+                
+                // constructors
+                internal Matrix (IntPtr ptr)
+                {
+                        nativeMatrix = ptr;
+                }
+                
+                public Matrix ()
+                {
+                       Status status = GDIPlus.GdipCreateMatrix (out nativeMatrix);
+                       GDIPlus.CheckStatus (status);
+                }
+        
+                public Matrix (Rectangle rect , Point[] plgpts)
+                {
+                       Status status = GDIPlus.GdipCreateMatrix3I (rect, plgpts, out nativeMatrix);
+                       GDIPlus.CheckStatus (status);
+                }
+        
+                public Matrix (RectangleF rect , PointF[] pa)
+                {
+                       Status status = GDIPlus.GdipCreateMatrix3 (rect, pa, out nativeMatrix);
+                       GDIPlus.CheckStatus (status);
+                }
+
+                public Matrix (float m11, float m12, float m21, float m22, float dx, float dy)
+                {
+                       Status status = GDIPlus.GdipCreateMatrix2 (m11, m12, m21, m22, dx, dy, out nativeMatrix);
+                       GDIPlus.CheckStatus (status);
+                }
+        
+                // properties
+                public float[] Elements {
+                        get {
+                                IntPtr tmp = Marshal.AllocHGlobal (Marshal.SizeOf (typeof (float)) * 6);
+                                float [] retval = new float [6];
+
+                               Status status = GDIPlus.GdipGetMatrixElements (nativeMatrix, tmp);
+                               GDIPlus.CheckStatus (status);
+
+                                Marshal.Copy (tmp, retval, 0, 6);
+
+                                Marshal.FreeHGlobal (tmp);
+                                return retval;
+                        }
+                }
+        
+                public bool IsIdentity {
+                        get {
+                                bool retval;
+                               Status status = GDIPlus.GdipIsMatrixIdentity (nativeMatrix, out retval);
+                               GDIPlus.CheckStatus (status);
+                                return retval;
+                        }
+                }
+        
+                public bool IsInvertible {
+                        get {
+                                bool retval;
+                               Status status = GDIPlus.GdipIsMatrixInvertible (nativeMatrix, out retval);
+                               GDIPlus.CheckStatus (status);
+                                return retval;
+                        }
+                }
+        
+                public float OffsetX {
+                        get {
+                                return this.Elements [4];
+                        }
+                }
+        
+                public float OffsetY {
+                        get {
+                                return this.Elements [5];
+                        }
+                }
+
+                public Matrix Clone()
+                {
+                        IntPtr retval;
+                        Status status = GDIPlus.GdipCloneMatrix (nativeMatrix, out retval);
+                       GDIPlus.CheckStatus (status);
+                        return new Matrix (retval);
+                }
+                
+        
+                public void Dispose ()
+                {
+                       Status status = GDIPlus.GdipDeleteMatrix (nativeMatrix);
+                       GDIPlus.CheckStatus (status);
+                }                       
+        
+                public override bool Equals (object obj)
+                {
+                        Matrix m = obj as Matrix;
+
+                        if (m != null) {
+                                bool retval;
+                               Status status = GDIPlus.GdipIsMatrixEqual (nativeMatrix, m.nativeMatrix, out retval);
+                               GDIPlus.CheckStatus (status);
+                                return retval;
+
+                        } else
+                                return false;
+                }
+        
+                ~Matrix()
+                {
+                        Dispose ();
+                }
+                
+                public override int GetHashCode ()
+                {
+                        return base.GetHashCode ();
+                }
+        
+                public void Invert ()
+                {
+                       Status status = GDIPlus.GdipInvertMatrix (nativeMatrix);
+                       GDIPlus.CheckStatus (status);
+                }
+        
+                public void Multiply (Matrix matrix)
+                {
+                        Multiply (matrix, MatrixOrder.Prepend);
+                }
+        
+                public void Multiply (Matrix matrix, MatrixOrder order)
+                {
+                       Status status = GDIPlus.GdipMultiplyMatrix (nativeMatrix, matrix.nativeMatrix, order);
+                       GDIPlus.CheckStatus (status);
+                }
+        
+                public void Reset()
+                {
+                       Status status = GDIPlus.GdipSetMatrixElements (nativeMatrix, 1, 0, 0, 1, 0, 0);
+                       GDIPlus.CheckStatus (status);
+                }
+        
+                public void Rotate (float angle)
+                {
+                        Rotate (angle, MatrixOrder.Prepend);
+                }
+        
+                public void Rotate (float angle, MatrixOrder order)
+                {
+                       Status status = GDIPlus.GdipRotateMatrix (nativeMatrix, angle, order);
+                       GDIPlus.CheckStatus (status);
+                }
+        
+                public void RotateAt (float angle, PointF point)
+                {
+                        RotateAt (angle, point, MatrixOrder.Prepend);
+                }
+        
+                public void RotateAt (float angle, PointF point, MatrixOrder order)
+                {
+                        angle *= (float) (Math.PI / 180.0);  // degrees to radians
+                        float cos = (float) Math.Cos (angle);
+                        float sin = (float) Math.Sin (angle);
+                        float e4 = -point.X * cos + point.Y * sin + point.X;
+                        float e5 = -point.X * sin - point.Y * cos + point.Y;
+                        float[] m = this.Elements;
+
+                       Status status;
+
+                        if (order == MatrixOrder.Prepend)
+                               status = GDIPlus.GdipSetMatrixElements (nativeMatrix,
+                                                               cos * m[0] + sin * m[2],
+                                                               cos * m[1] + sin * m[3],
+                                                               -sin * m[0] + cos * m[2],
+                                                               -sin * m[1] + cos * m[3],
+                                                               e4 * m[0] + e5 * m[2] + m[4],
+                                                               e4 * m[1] + e5 * m[3] + m[5]);
+                        else
+                               status = GDIPlus.GdipSetMatrixElements (nativeMatrix,
+                                                               m[0] * cos + m[1] * -sin,
+                                                               m[0] * sin + m[1] * cos,
+                                                               m[2] * cos + m[3] * -sin,
+                                                               m[2] * sin + m[3] * cos,
+                                                               m[4] * cos + m[5] * -sin + e4,
+                                                               m[4] * sin + m[5] * cos + e5);
+                       GDIPlus.CheckStatus (status);
+                }
+        
+                public void Scale (float scaleX, float scaleY)
+                {
+                        Scale (scaleX, scaleY, MatrixOrder.Prepend);
+                }
+        
+                public void Scale (float scaleX, float scaleY, MatrixOrder order)
+                {
+                       Status status = GDIPlus.GdipScaleMatrix (nativeMatrix, scaleX, scaleY, order);
+                       GDIPlus.CheckStatus (status);
+                }
+        
+                public void Shear (float shearX, float shearY)
+                {
+                        Shear (shearX, shearY, MatrixOrder.Prepend);
+                }
+        
+                public void Shear (float shearX, float shearY, MatrixOrder order)
+                {
+                       Status status = GDIPlus.GdipShearMatrix (nativeMatrix, shearX, shearY, order);
+                       GDIPlus.CheckStatus (status);
+                }
+        
+                public void TransformPoints (Point[] pts)
+                {
+                       Status status = GDIPlus.GdipTransformMatrixPointsI (nativeMatrix, pts, pts.Length);
+                       GDIPlus.CheckStatus (status);
+                }
+        
+                public void TransformPoints (PointF[] pts)
+                {
+                       Status status = GDIPlus.GdipTransformMatrixPoints (nativeMatrix, pts, pts.Length);
+                       GDIPlus.CheckStatus (status);
+                }
+        
+                public void TransformVectors (Point[] pts)
+                {
+                       Status status = GDIPlus.GdipVectorTransformMatrixPointsI (nativeMatrix, pts, pts.Length);
+                       GDIPlus.CheckStatus (status);
+                }
+        
+                public void TransformVectors (PointF[] pts)
+                {
+                       Status status = GDIPlus.GdipVectorTransformMatrixPoints (nativeMatrix, pts, pts.Length);
+                       GDIPlus.CheckStatus (status);
+                }
+        
+                public void Translate (float offsetX, float offsetY)
+                {
+                        Translate (offsetX, offsetY, MatrixOrder.Prepend);
+                }
+        
+                public void Translate (float offsetX, float offsetY, MatrixOrder order)
+                {
+                       Status status = GDIPlus.GdipTranslateMatrix (nativeMatrix, offsetX, offsetY, order);
+                       GDIPlus.CheckStatus (status);
+                }
+        
+                public void VectorTransformPoints (Point[] pts)
+                {
+                        TransformVectors (pts);
+                }
+                
+                internal IntPtr NativeObject
+                {
+                       get{
+                               return nativeMatrix;
+                       }
+                       set     {
+                               nativeMatrix = value;
+                       }
+               }
+        }
+}