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use ;
use fmt;
// @short_description: Functions for efficiently tracking many
// related transformations
//
// Matrices can be used (for example) to describe the model-view
// transforms of objects, texture transforms, and projective
// transforms.
//
// The #Matrix api provides a good way to manipulate individual
// matrices representing a single transformation but if you need to
// track many-many such transformations for many objects that are
// organized in a scenegraph for example then using a separate
// #Matrix for each object may not be the most efficient way.
//
// A #MatrixStack enables applications to track lots of
// transformations that are related to each other in some kind of
// hierarchy. In a scenegraph for example if you want to know how to
// transform a particular node then you usually have to walk up
// through the ancestors and accumulate their transforms before
// finally applying the transform of the node itself. In this model
// things are grouped together spatially according to their ancestry
// and all siblings with the same parent share the same initial
// transformation. The #MatrixStack API is suited to tracking lots
// of transformations that fit this kind of model.
//
// Compared to using the #Matrix api directly to track many
// related transforms, these can be some advantages to using a
// #MatrixStack:
// <itemizedlist>
// - Faster equality comparisons of transformations</listitem>
// - Efficient comparisons of the differences between arbitrary
// transformations</listitem>
// - Avoid redundant arithmetic related to common transforms
// </listitem>
// - Can be more space efficient (not always though)</listitem>
// </itemizedlist>
//
// For reference (to give an idea of when a #MatrixStack can
// provide a space saving) a #Matrix can be expected to take 72
// bytes whereas a single #MatrixEntry in a #MatrixStack is
// currently around 32 bytes on a 32bit CPU or 36 bytes on a 64bit
// CPU. An entry is needed for each individual operation applied to
// the stack (such as rotate, scale, translate) so if most of your
// leaf node transformations only need one or two simple operations
// relative to their parent then a matrix stack will likely take less
// space than having a #Matrix for each node.
//
// Even without any space saving though the ability to perform fast
// comparisons and avoid redundant arithmetic (especially sine and
// cosine calculations for rotations) can make using a matrix stack
// worthwhile.
// MatrixStack:
//
// Tracks your current position within a hierarchy and lets you build
// up a graph of transformations as you traverse through a hierarchy
// such as a scenegraph.
//
// A #MatrixStack always maintains a reference to a single
// transformation at any point in time, representing the
// transformation at the current position in the hierarchy. You can
// get a reference to the current transformation by calling
// matrix_stack_get_entry().
//
// When a #MatrixStack is first created with
// matrix_stack_new() then it is conceptually positioned at the
// root of your hierarchy and the current transformation simply
// represents an identity transformation.
//
// As you traverse your object hierarchy (your scenegraph) then you
// should call matrix_stack_push() whenever you move down one
// level and call matrix_stack_pop() whenever you move back up
// one level towards the root.
//
// At any time you can apply a set of operations, such as "rotate",
// "scale", "translate" on top of the current transformation of a
// #MatrixStack using functions such as
// matrix_stack_rotate(), matrix_stack_scale() and
// matrix_stack_translate(). These operations will derive a new
// current transformation and will never affect a transformation
// that you have referenced using matrix_stack_get_entry().
//
// Internally applying operations to a #MatrixStack builds up a
// graph of #MatrixEntry structures which each represent a single
// immutable transform.