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