221 lines
6.9 KiB
C++
221 lines
6.9 KiB
C++
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/*
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* Copyright (c) Facebook, Inc. and its affiliates.
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*
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* This source code is licensed under the MIT license found in the
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* LICENSE file in the root directory of this source tree.
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*/
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#include "Transform.h"
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#include <cmath>
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namespace facebook {
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namespace react {
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Transform Transform::Identity() {
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return {};
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}
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Transform Transform::Perspective(Float perspective) {
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auto transform = Transform{};
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transform.matrix[11] = -1.0 / perspective;
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return transform;
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}
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Transform Transform::Scale(Float factorX, Float factorY, Float factorZ) {
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auto transform = Transform{};
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transform.matrix[0] = factorX;
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transform.matrix[5] = factorY;
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transform.matrix[10] = factorZ;
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return transform;
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}
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Transform Transform::Translate(Float x, Float y, Float z) {
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auto transform = Transform{};
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transform.matrix[12] = x;
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transform.matrix[13] = y;
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transform.matrix[14] = z;
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return transform;
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}
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Transform Transform::Skew(Float x, Float y) {
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auto transform = Transform{};
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transform.matrix[4] = std::tan(x);
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transform.matrix[1] = std::tan(y);
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return transform;
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}
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Transform Transform::RotateX(Float radians) {
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auto transform = Transform{};
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transform.matrix[5] = std::cos(radians);
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transform.matrix[6] = std::sin(radians);
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transform.matrix[9] = -std::sin(radians);
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transform.matrix[10] = std::cos(radians);
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return transform;
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}
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Transform Transform::RotateY(Float radians) {
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auto transform = Transform{};
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transform.matrix[0] = std::cos(radians);
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transform.matrix[2] = -std::sin(radians);
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transform.matrix[8] = std::sin(radians);
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transform.matrix[10] = std::cos(radians);
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return transform;
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}
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Transform Transform::RotateZ(Float radians) {
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auto transform = Transform{};
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transform.matrix[0] = std::cos(radians);
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transform.matrix[1] = std::sin(radians);
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transform.matrix[4] = -std::sin(radians);
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transform.matrix[5] = std::cos(radians);
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return transform;
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}
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Transform Transform::Rotate(Float x, Float y, Float z) {
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auto transform = Transform{};
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if (x != 0) {
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transform = transform * Transform::RotateX(x);
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}
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if (y != 0) {
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transform = transform * Transform::RotateY(y);
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}
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if (z != 0) {
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transform = transform * Transform::RotateZ(z);
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}
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return transform;
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}
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bool Transform::operator==(Transform const &rhs) const {
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for (auto i = 0; i < 16; i++) {
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if (matrix[i] != rhs.matrix[i]) {
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return false;
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}
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}
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return true;
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}
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bool Transform::operator!=(Transform const &rhs) const {
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return !(*this == rhs);
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}
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Transform Transform::operator*(Transform const &rhs) const {
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if (*this == Transform::Identity()) {
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return rhs;
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}
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const auto &lhs = *this;
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auto result = Transform{};
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auto lhs00 = lhs.matrix[0], lhs01 = lhs.matrix[1], lhs02 = lhs.matrix[2],
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lhs03 = lhs.matrix[3], lhs10 = lhs.matrix[4], lhs11 = lhs.matrix[5],
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lhs12 = lhs.matrix[6], lhs13 = lhs.matrix[7], lhs20 = lhs.matrix[8],
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lhs21 = lhs.matrix[9], lhs22 = lhs.matrix[10], lhs23 = lhs.matrix[11],
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lhs30 = lhs.matrix[12], lhs31 = lhs.matrix[13], lhs32 = lhs.matrix[14],
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lhs33 = lhs.matrix[15];
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auto rhs0 = rhs.matrix[0], rhs1 = rhs.matrix[1], rhs2 = rhs.matrix[2],
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rhs3 = rhs.matrix[3];
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result.matrix[0] = rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30;
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result.matrix[1] = rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31;
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result.matrix[2] = rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32;
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result.matrix[3] = rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33;
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rhs0 = rhs.matrix[4];
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rhs1 = rhs.matrix[5];
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rhs2 = rhs.matrix[6];
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rhs3 = rhs.matrix[7];
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result.matrix[4] = rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30;
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result.matrix[5] = rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31;
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result.matrix[6] = rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32;
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result.matrix[7] = rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33;
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rhs0 = rhs.matrix[8];
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rhs1 = rhs.matrix[9];
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rhs2 = rhs.matrix[10];
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rhs3 = rhs.matrix[11];
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result.matrix[8] = rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30;
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result.matrix[9] = rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31;
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result.matrix[10] = rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32;
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result.matrix[11] = rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33;
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rhs0 = rhs.matrix[12];
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rhs1 = rhs.matrix[13];
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rhs2 = rhs.matrix[14];
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rhs3 = rhs.matrix[15];
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result.matrix[12] = rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30;
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result.matrix[13] = rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31;
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result.matrix[14] = rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32;
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result.matrix[15] = rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33;
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return result;
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}
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Float &Transform::at(int i, int j) {
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return matrix[(i * 4) + j];
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}
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Float const &Transform::at(int i, int j) const {
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return matrix[(i * 4) + j];
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}
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Point operator*(Point const &point, Transform const &transform) {
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if (transform == Transform::Identity()) {
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return point;
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}
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auto result = transform * Vector{point.x, point.y, 0, 1};
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return {result.x, result.y};
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}
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Rect operator*(Rect const &rect, Transform const &transform) {
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auto centre = rect.getCenter();
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auto a = Point{rect.origin.x, rect.origin.y} - centre;
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auto b = Point{rect.getMaxX(), rect.origin.y} - centre;
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auto c = Point{rect.getMaxX(), rect.getMaxY()} - centre;
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auto d = Point{rect.origin.x, rect.getMaxY()} - centre;
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auto vectorA = transform * Vector{a.x, a.y, 0, 1};
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auto vectorB = transform * Vector{b.x, b.y, 0, 1};
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auto vectorC = transform * Vector{c.x, c.y, 0, 1};
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auto vectorD = transform * Vector{d.x, d.y, 0, 1};
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Point transformedA{vectorA.x + centre.x, vectorA.y + centre.y};
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Point transformedB{vectorB.x + centre.x, vectorB.y + centre.y};
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Point transformedC{vectorC.x + centre.x, vectorC.y + centre.y};
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Point transformedD{vectorD.x + centre.x, vectorD.y + centre.y};
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return Rect::boundingRect(
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transformedA, transformedB, transformedC, transformedD);
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}
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Vector operator*(Transform const &transform, Vector const &vector) {
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return {
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vector.x * transform.at(0, 0) + vector.y * transform.at(1, 0) +
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vector.z * transform.at(2, 0) + vector.w * transform.at(3, 0),
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vector.x * transform.at(0, 1) + vector.y * transform.at(1, 1) +
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vector.z * transform.at(2, 1) + vector.w * transform.at(3, 1),
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vector.x * transform.at(0, 2) + vector.y * transform.at(1, 2) +
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vector.z * transform.at(2, 2) + vector.w * transform.at(3, 2),
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vector.x * transform.at(0, 3) + vector.y * transform.at(1, 3) +
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vector.z * transform.at(2, 3) + vector.w * transform.at(3, 3),
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};
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}
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Size operator*(Size const &size, Transform const &transform) {
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if (transform == Transform::Identity()) {
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return size;
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}
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auto result = Size{};
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result.width = transform.at(0, 0) * size.width;
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result.height = transform.at(1, 1) * size.height;
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return result;
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}
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} // namespace react
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} // namespace facebook
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