amis-rpc-design/node_modules/react-native/ReactCommon/react/renderer/graphics/Transform.cpp

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2023-10-07 19:42:30 +08:00
/*
* Copyright (c) Meta Platforms, Inc. and 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 <cmath>
#include <glog/logging.h>
#include <react/debug/react_native_assert.h>
namespace facebook::react {
#ifdef RN_DEBUG_STRING_CONVERTIBLE
void Transform::print(Transform const &t, std::string prefix) {
LOG(ERROR) << prefix << "[ " << t.matrix[0] << " " << t.matrix[1] << " "
<< t.matrix[2] << " " << t.matrix[3] << " ]";
LOG(ERROR) << prefix << "[ " << t.matrix[4] << " " << t.matrix[5] << " "
<< t.matrix[6] << " " << t.matrix[7] << " ]";
LOG(ERROR) << prefix << "[ " << t.matrix[8] << " " << t.matrix[9] << " "
<< t.matrix[10] << " " << t.matrix[11] << " ]";
LOG(ERROR) << prefix << "[ " << t.matrix[12] << " " << t.matrix[13] << " "
<< t.matrix[14] << " " << t.matrix[15] << " ]";
}
#endif
Transform Transform::Identity() {
return {};
}
Transform Transform::VerticalInversion() {
return Transform::Scale(1, -1, 1);
}
Transform Transform::HorizontalInversion() {
return Transform::Scale(-1, 1, 1);
}
Transform Transform::Perspective(Float perspective) {
auto transform = Transform{};
transform.operations.push_back(TransformOperation{
TransformOperationType::Perspective, perspective, 0, 0});
transform.matrix[11] = -1 / perspective;
return transform;
}
Transform Transform::Scale(Float x, Float y, Float z) {
auto transform = Transform{};
Float xprime = isZero(x) ? 0 : x;
Float yprime = isZero(y) ? 0 : y;
Float zprime = isZero(z) ? 0 : z;
if (xprime != 1 || yprime != 1 || zprime != 1) {
transform.operations.push_back(TransformOperation{
TransformOperationType::Scale, xprime, yprime, zprime});
transform.matrix[0] = xprime;
transform.matrix[5] = yprime;
transform.matrix[10] = zprime;
}
return transform;
}
Transform Transform::Translate(Float x, Float y, Float z) {
auto transform = Transform{};
Float xprime = isZero(x) ? 0 : x;
Float yprime = isZero(y) ? 0 : y;
Float zprime = isZero(z) ? 0 : z;
if (xprime != 0 || yprime != 0 || zprime != 0) {
transform.operations.push_back(TransformOperation{
TransformOperationType::Translate, xprime, yprime, zprime});
transform.matrix[12] = xprime;
transform.matrix[13] = yprime;
transform.matrix[14] = zprime;
}
return transform;
}
Transform Transform::Skew(Float x, Float y) {
auto transform = Transform{};
Float xprime = isZero(x) ? 0 : x;
Float yprime = isZero(y) ? 0 : y;
transform.operations.push_back(
TransformOperation{TransformOperationType::Skew, xprime, yprime, 0});
transform.matrix[4] = std::tan(xprime);
transform.matrix[1] = std::tan(yprime);
return transform;
}
Transform Transform::RotateX(Float radians) {
auto transform = Transform{};
if (!isZero(radians)) {
transform.operations.push_back(
TransformOperation{TransformOperationType::Rotate, radians, 0, 0});
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{};
if (!isZero(radians)) {
transform.operations.push_back(
TransformOperation{TransformOperationType::Rotate, 0, radians, 0});
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{};
if (!isZero(radians)) {
transform.operations.push_back(
TransformOperation{TransformOperationType::Rotate, 0, 0, radians});
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{};
transform.operations.push_back(
TransformOperation{TransformOperationType::Rotate, x, y, z});
if (!isZero(x)) {
transform = transform * Transform::RotateX(x);
}
if (!isZero(y)) {
transform = transform * Transform::RotateY(y);
}
if (!isZero(z)) {
transform = transform * Transform::RotateZ(z);
}
return transform;
}
Transform Transform::FromTransformOperation(
TransformOperation transformOperation) {
if (transformOperation.type == TransformOperationType::Perspective) {
return Transform::Perspective(transformOperation.x);
}
if (transformOperation.type == TransformOperationType::Scale) {
return Transform::Scale(
transformOperation.x, transformOperation.y, transformOperation.z);
}
if (transformOperation.type == TransformOperationType::Translate) {
return Transform::Translate(
transformOperation.x, transformOperation.y, transformOperation.z);
}
if (transformOperation.type == TransformOperationType::Skew) {
return Transform::Skew(transformOperation.x, transformOperation.y);
}
if (transformOperation.type == TransformOperationType::Rotate) {
return Transform::Rotate(
transformOperation.x, transformOperation.y, transformOperation.z);
}
// Identity or Arbitrary
return Transform::Identity();
}
TransformOperation Transform::DefaultTransformOperation(
TransformOperationType type) {
switch (type) {
case TransformOperationType::Arbitrary:
return TransformOperation{TransformOperationType::Arbitrary, 0, 0, 0};
case TransformOperationType::Perspective:
return TransformOperation{TransformOperationType::Perspective, 0, 0, 0};
case TransformOperationType::Scale:
return TransformOperation{TransformOperationType::Scale, 1, 1, 1};
case TransformOperationType::Translate:
return TransformOperation{TransformOperationType::Translate, 0, 0, 0};
case TransformOperationType::Rotate:
return TransformOperation{TransformOperationType::Rotate, 0, 0, 0};
case TransformOperationType::Skew:
return TransformOperation{TransformOperationType::Skew, 0, 0, 0};
default:
case TransformOperationType::Identity:
return TransformOperation{TransformOperationType::Identity, 0, 0, 0};
}
}
Transform Transform::Interpolate(
Float animationProgress,
Transform const &lhs,
Transform const &rhs) {
// Iterate through operations and reconstruct an interpolated resulting
// transform If at any point we hit an "Arbitrary" Transform, return at that
// point
Transform result = Transform::Identity();
for (size_t i = 0, j = 0;
i < lhs.operations.size() || j < rhs.operations.size();) {
bool haveLHS = i < lhs.operations.size();
bool haveRHS = j < rhs.operations.size();
if ((haveLHS &&
lhs.operations[i].type == TransformOperationType::Arbitrary) ||
(haveRHS &&
rhs.operations[i].type == TransformOperationType::Arbitrary)) {
return result;
}
if (haveLHS && lhs.operations[i].type == TransformOperationType::Identity) {
i++;
continue;
}
if (haveRHS && rhs.operations[j].type == TransformOperationType::Identity) {
j++;
continue;
}
// Here we either set:
// 1. lhs = next left op, rhs = next right op (when types are identical and
// both exist)
// 2. lhs = next left op, rhs = default of type (if types unequal, or rhs
// doesn't exist)
// 3. lhs = default of type, rhs = next right op (if types unequal, or rhs
// doesn't exist) This guarantees that the types of both sides are equal,
// and that one or both indices moves forward.
TransformOperationType type =
(haveLHS ? lhs.operations[i] : rhs.operations[j]).type;
TransformOperation lhsOp =
(haveLHS ? lhs.operations[i++]
: Transform::DefaultTransformOperation(type));
TransformOperation rhsOp =
(haveRHS && rhs.operations[j].type == type
? rhs.operations[j++]
: Transform::DefaultTransformOperation(type));
react_native_assert(type == lhsOp.type);
react_native_assert(type == rhsOp.type);
result = result *
Transform::FromTransformOperation(TransformOperation{
type,
lhsOp.x + (rhsOp.x - lhsOp.x) * animationProgress,
lhsOp.y + (rhsOp.y - lhsOp.y) * animationProgress,
lhsOp.z + (rhsOp.z - lhsOp.z) * animationProgress});
}
return result;
}
bool Transform::isVerticalInversion(Transform const &transform) {
return transform.at(1, 1) == -1;
}
bool Transform::isHorizontalInversion(Transform const &transform) {
return transform.at(0, 0) == -1;
}
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{};
for (const auto &op : this->operations) {
if (op.type == TransformOperationType::Identity &&
!result.operations.empty()) {
continue;
}
result.operations.push_back(op);
}
for (const auto &op : rhs.operations) {
if (op.type == TransformOperationType::Identity &&
!result.operations.empty()) {
continue;
}
result.operations.push_back(op);
}
auto lhs00 = lhs.matrix[0];
auto lhs01 = lhs.matrix[1];
auto lhs02 = lhs.matrix[2];
auto lhs03 = lhs.matrix[3];
auto lhs10 = lhs.matrix[4];
auto lhs11 = lhs.matrix[5];
auto lhs12 = lhs.matrix[6];
auto lhs13 = lhs.matrix[7];
auto lhs20 = lhs.matrix[8];
auto lhs21 = lhs.matrix[9];
auto lhs22 = lhs.matrix[10];
auto lhs23 = lhs.matrix[11];
auto lhs30 = lhs.matrix[12];
auto lhs31 = lhs.matrix[13];
auto lhs32 = lhs.matrix[14];
auto lhs33 = lhs.matrix[15];
auto rhs0 = rhs.matrix[0];
auto rhs1 = rhs.matrix[1];
auto rhs2 = rhs.matrix[2];
auto 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);
}
EdgeInsets operator*(EdgeInsets const &edgeInsets, Transform const &transform) {
return EdgeInsets{
edgeInsets.left * transform.matrix[0],
edgeInsets.top * transform.matrix[5],
edgeInsets.right * transform.matrix[0],
edgeInsets.bottom * transform.matrix[5]};
}
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 = std::abs(transform.at(0, 0) * size.width);
result.height = std::abs(transform.at(1, 1) * size.height);
return result;
}
} // namespace facebook::react