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