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// Copyright 2013 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
// Needed on Windows to get |M_PI| from <cmath>
#ifdef _WIN32
#define _USE_MATH_DEFINES
#endif
#include <algorithm>
#include <cmath>
#include <limits>
#include "base/logging.h"
#include "cc/animation/transform_operation.h"
#include "ui/gfx/box_f.h"
#include "ui/gfx/vector3d_f.h"
namespace {
const SkMScalar kAngleEpsilon = 1e-4f;
}
namespace cc {
bool TransformOperation::IsIdentity() const {
return matrix.IsIdentity();
}
static bool IsOperationIdentity(const TransformOperation* operation) {
return !operation || operation->IsIdentity();
}
static bool ShareSameAxis(const TransformOperation* from,
const TransformOperation* to,
SkMScalar* axis_x,
SkMScalar* axis_y,
SkMScalar* axis_z,
SkMScalar* angle_from) {
if (IsOperationIdentity(from) && IsOperationIdentity(to))
return false;
if (IsOperationIdentity(from) && !IsOperationIdentity(to)) {
*axis_x = to->rotate.axis.x;
*axis_y = to->rotate.axis.y;
*axis_z = to->rotate.axis.z;
*angle_from = 0;
return true;
}
if (!IsOperationIdentity(from) && IsOperationIdentity(to)) {
*axis_x = from->rotate.axis.x;
*axis_y = from->rotate.axis.y;
*axis_z = from->rotate.axis.z;
*angle_from = from->rotate.angle;
return true;
}
SkMScalar length_2 = from->rotate.axis.x * from->rotate.axis.x +
from->rotate.axis.y * from->rotate.axis.y +
from->rotate.axis.z * from->rotate.axis.z;
SkMScalar other_length_2 = to->rotate.axis.x * to->rotate.axis.x +
to->rotate.axis.y * to->rotate.axis.y +
to->rotate.axis.z * to->rotate.axis.z;
if (length_2 <= kAngleEpsilon || other_length_2 <= kAngleEpsilon)
return false;
SkMScalar dot = to->rotate.axis.x * from->rotate.axis.x +
to->rotate.axis.y * from->rotate.axis.y +
to->rotate.axis.z * from->rotate.axis.z;
SkMScalar error =
std::abs(SK_MScalar1 - (dot * dot) / (length_2 * other_length_2));
bool result = error < kAngleEpsilon;
if (result) {
*axis_x = to->rotate.axis.x;
*axis_y = to->rotate.axis.y;
*axis_z = to->rotate.axis.z;
// If the axes are pointing in opposite directions, we need to reverse
// the angle.
*angle_from = dot > 0 ? from->rotate.angle : -from->rotate.angle;
}
return result;
}
static SkMScalar BlendSkMScalars(SkMScalar from,
SkMScalar to,
SkMScalar progress) {
return from * (1 - progress) + to * progress;
}
bool TransformOperation::BlendTransformOperations(
const TransformOperation* from,
const TransformOperation* to,
SkMScalar progress,
gfx::Transform* result) {
if (IsOperationIdentity(from) && IsOperationIdentity(to))
return true;
TransformOperation::Type interpolation_type =
TransformOperation::TransformOperationIdentity;
if (IsOperationIdentity(to))
interpolation_type = from->type;
else
interpolation_type = to->type;
switch (interpolation_type) {
case TransformOperation::TransformOperationTranslate: {
SkMScalar from_x = IsOperationIdentity(from) ? 0 : from->translate.x;
SkMScalar from_y = IsOperationIdentity(from) ? 0 : from->translate.y;
SkMScalar from_z = IsOperationIdentity(from) ? 0 : from->translate.z;
SkMScalar to_x = IsOperationIdentity(to) ? 0 : to->translate.x;
SkMScalar to_y = IsOperationIdentity(to) ? 0 : to->translate.y;
SkMScalar to_z = IsOperationIdentity(to) ? 0 : to->translate.z;
result->Translate3d(BlendSkMScalars(from_x, to_x, progress),
BlendSkMScalars(from_y, to_y, progress),
BlendSkMScalars(from_z, to_z, progress));
break;
}
case TransformOperation::TransformOperationRotate: {
SkMScalar axis_x = 0;
SkMScalar axis_y = 0;
SkMScalar axis_z = 1;
SkMScalar from_angle = 0;
SkMScalar to_angle = IsOperationIdentity(to) ? 0 : to->rotate.angle;
if (ShareSameAxis(from, to, &axis_x, &axis_y, &axis_z, &from_angle)) {
result->RotateAbout(gfx::Vector3dF(axis_x, axis_y, axis_z),
BlendSkMScalars(from_angle, to_angle, progress));
} else {
gfx::Transform to_matrix;
if (!IsOperationIdentity(to))
to_matrix = to->matrix;
gfx::Transform from_matrix;
if (!IsOperationIdentity(from))
from_matrix = from->matrix;
*result = to_matrix;
if (!result->Blend(from_matrix, progress))
return false;
}
break;
}
case TransformOperation::TransformOperationScale: {
SkMScalar from_x = IsOperationIdentity(from) ? 1 : from->scale.x;
SkMScalar from_y = IsOperationIdentity(from) ? 1 : from->scale.y;
SkMScalar from_z = IsOperationIdentity(from) ? 1 : from->scale.z;
SkMScalar to_x = IsOperationIdentity(to) ? 1 : to->scale.x;
SkMScalar to_y = IsOperationIdentity(to) ? 1 : to->scale.y;
SkMScalar to_z = IsOperationIdentity(to) ? 1 : to->scale.z;
result->Scale3d(BlendSkMScalars(from_x, to_x, progress),
BlendSkMScalars(from_y, to_y, progress),
BlendSkMScalars(from_z, to_z, progress));
break;
}
case TransformOperation::TransformOperationSkew: {
SkMScalar from_x = IsOperationIdentity(from) ? 0 : from->skew.x;
SkMScalar from_y = IsOperationIdentity(from) ? 0 : from->skew.y;
SkMScalar to_x = IsOperationIdentity(to) ? 0 : to->skew.x;
SkMScalar to_y = IsOperationIdentity(to) ? 0 : to->skew.y;
result->SkewX(BlendSkMScalars(from_x, to_x, progress));
result->SkewY(BlendSkMScalars(from_y, to_y, progress));
break;
}
case TransformOperation::TransformOperationPerspective: {
SkMScalar from_perspective_depth =
IsOperationIdentity(from) ? std::numeric_limits<SkMScalar>::max()
: from->perspective_depth;
SkMScalar to_perspective_depth = IsOperationIdentity(to)
? std::numeric_limits<SkMScalar>::max()
: to->perspective_depth;
result->ApplyPerspectiveDepth(BlendSkMScalars(
from_perspective_depth, to_perspective_depth, progress));
break;
}
case TransformOperation::TransformOperationMatrix: {
gfx::Transform to_matrix;
if (!IsOperationIdentity(to))
to_matrix = to->matrix;
gfx::Transform from_matrix;
if (!IsOperationIdentity(from))
from_matrix = from->matrix;
*result = to_matrix;
if (!result->Blend(from_matrix, progress))
return false;
break;
}
case TransformOperation::TransformOperationIdentity:
// Do nothing.
break;
}
return true;
}
static void ApplyScaleToBox(float x_scale,
float y_scale,
float z_scale,
gfx::BoxF* box) {
if (x_scale < 0)
box->set_x(-box->right());
if (y_scale < 0)
box->set_y(-box->bottom());
if (z_scale < 0)
box->set_z(-box->front());
box->Scale(std::abs(x_scale), std::abs(y_scale), std::abs(z_scale));
}
static void UnionBoxWithZeroScale(gfx::BoxF* box) {
float min_x = std::min(box->x(), 0.f);
float min_y = std::min(box->y(), 0.f);
float min_z = std::min(box->z(), 0.f);
float max_x = std::max(box->right(), 0.f);
float max_y = std::max(box->bottom(), 0.f);
float max_z = std::max(box->front(), 0.f);
*box = gfx::BoxF(
min_x, min_y, min_z, max_x - min_x, max_y - min_y, max_z - min_z);
}
// If p = (px, py) is a point in the plane being rotated about (0, 0, nz), this
// function computes the angles we would have to rotate from p to get to
// (length(p), 0), (-length(p), 0), (0, length(p)), (0, -length(p)). If nz is
// negative, these angles will need to be reversed.
static void FindCandidatesInPlane(float px,
float py,
float nz,
double* candidates,
int* num_candidates) {
double phi = atan2(px, py);
*num_candidates = 4;
candidates[0] = phi;
for (int i = 1; i < *num_candidates; ++i)
candidates[i] = candidates[i - 1] + M_PI_2;
if (nz < 0.f) {
for (int i = 0; i < *num_candidates; ++i)
candidates[i] *= -1.f;
}
}
static float RadiansToDegrees(float radians) {
return (180.f * radians) / M_PI;
}
static float DegreesToRadians(float degrees) {
return (M_PI * degrees) / 180.f;
}
// Div by zero doesn't always result in Inf as you might hope, so we'll do this
// explicitly here.
static float SafeDivide(float numerator, float denominator) {
if (numerator == 0.f)
return 0.f;
if (denominator == 0.f) {
return numerator > 0.f ? std::numeric_limits<float>::infinity()
: -std::numeric_limits<float>::infinity();
}
return numerator / denominator;
}
static void BoundingBoxForArc(const gfx::Point3F& point,
const TransformOperation* from,
const TransformOperation* to,
SkMScalar min_progress,
SkMScalar max_progress,
gfx::BoxF* box) {
const TransformOperation* exemplar = from ? from : to;
gfx::Vector3dF axis(exemplar->rotate.axis.x,
exemplar->rotate.axis.y,
exemplar->rotate.axis.z);
const bool x_is_zero = axis.x() == 0.f;
const bool y_is_zero = axis.y() == 0.f;
const bool z_is_zero = axis.z() == 0.f;
// We will have at most 6 angles to test (excluding from->angle and
// to->angle).
static const int kMaxNumCandidates = 6;
double candidates[kMaxNumCandidates];
int num_candidates = kMaxNumCandidates;
if (x_is_zero && y_is_zero && z_is_zero)
return;
SkMScalar from_angle = from ? from->rotate.angle : 0.f;
SkMScalar to_angle = to ? to->rotate.angle : 0.f;
float min_degrees =
SkMScalarToFloat(BlendSkMScalars(from_angle, to_angle, min_progress));
float max_degrees =
SkMScalarToFloat(BlendSkMScalars(from_angle, to_angle, max_progress));
if (max_degrees < min_degrees)
std::swap(min_degrees, max_degrees);
gfx::Transform from_transform;
from_transform.RotateAbout(axis, min_degrees);
gfx::Transform to_transform;
to_transform.RotateAbout(axis, max_degrees);
*box = gfx::BoxF();
gfx::Point3F point_rotated_from = point;
from_transform.TransformPoint(&point_rotated_from);
gfx::Point3F point_rotated_to = point;
to_transform.TransformPoint(&point_rotated_to);
box->set_origin(point_rotated_from);
box->ExpandTo(point_rotated_to);
if (x_is_zero && y_is_zero) {
FindCandidatesInPlane(
point.x(), point.y(), axis.z(), candidates, &num_candidates);
} else if (x_is_zero && z_is_zero) {
FindCandidatesInPlane(
point.z(), point.x(), axis.y(), candidates, &num_candidates);
} else if (y_is_zero && z_is_zero) {
FindCandidatesInPlane(
point.y(), point.z(), axis.x(), candidates, &num_candidates);
} else {
gfx::Vector3dF normal = axis;
normal.Scale(1.f / normal.Length());
// First, find center of rotation.
gfx::Point3F origin;
gfx::Vector3dF to_point = point - origin;
gfx::Point3F center =
origin + gfx::ScaleVector3d(normal, gfx::DotProduct(to_point, normal));
// Now we need to find two vectors in the plane of rotation. One pointing
// towards point and another, perpendicular vector in the plane.
gfx::Vector3dF v1 = point - center;
float v1_length = v1.Length();
if (v1_length == 0.f)
return;
v1.Scale(1.f / v1_length);
gfx::Vector3dF v2 = gfx::CrossProduct(normal, v1);
// Now figure out where (1, 0, 0) and (0, 0, 1) project on the rotation
// plane.
gfx::Point3F px(1.f, 0.f, 0.f);
gfx::Vector3dF to_px = px - center;
gfx::Point3F px_projected =
px - gfx::ScaleVector3d(normal, gfx::DotProduct(to_px, normal));
gfx::Vector3dF vx = px_projected - origin;
gfx::Point3F pz(0.f, 0.f, 1.f);
gfx::Vector3dF to_pz = pz - center;
gfx::Point3F pz_projected =
pz - ScaleVector3d(normal, gfx::DotProduct(to_pz, normal));
gfx::Vector3dF vz = pz_projected - origin;
double phi_x = atan2(gfx::DotProduct(v2, vx), gfx::DotProduct(v1, vx));
double phi_z = atan2(gfx::DotProduct(v2, vz), gfx::DotProduct(v1, vz));
// NB: it is fine if the denominators here are zero and these values go to
// infinity; atan can handle it.
double tan_theta1 = SafeDivide(normal.y(), (normal.x() * normal.z()));
double tan_theta2 = SafeDivide(-normal.z(), (normal.x() * normal.y()));
candidates[0] = atan(tan_theta1) + phi_x;
candidates[1] = candidates[0] + M_PI;
candidates[2] = atan(tan_theta2) + phi_x;
candidates[3] = candidates[2] + M_PI;
candidates[4] = atan(-tan_theta1) + phi_z;
candidates[5] = candidates[4] + M_PI;
}
double min_radians = DegreesToRadians(min_degrees);
double max_radians = DegreesToRadians(max_degrees);
for (int i = 0; i < num_candidates; ++i) {
double radians = candidates[i];
while (radians < min_radians)
radians += 2.0 * M_PI;
while (radians > max_radians)
radians -= 2.0 * M_PI;
if (radians < min_radians)
continue;
gfx::Transform rotation;
rotation.RotateAbout(axis, RadiansToDegrees(radians));
gfx::Point3F rotated = point;
rotation.TransformPoint(&rotated);
box->ExpandTo(rotated);
}
}
bool TransformOperation::BlendedBoundsForBox(const gfx::BoxF& box,
const TransformOperation* from,
const TransformOperation* to,
SkMScalar min_progress,
SkMScalar max_progress,
gfx::BoxF* bounds) {
bool is_identity_from = IsOperationIdentity(from);
bool is_identity_to = IsOperationIdentity(to);
if (is_identity_from && is_identity_to) {
*bounds = box;
return true;
}
TransformOperation::Type interpolation_type =
TransformOperation::TransformOperationIdentity;
if (is_identity_to)
interpolation_type = from->type;
else
interpolation_type = to->type;
switch (interpolation_type) {
case TransformOperation::TransformOperationTranslate: {
SkMScalar from_x, from_y, from_z;
if (is_identity_from) {
from_x = from_y = from_z = 0.0;
} else {
from_x = from->translate.x;
from_y = from->translate.y;
from_z = from->translate.z;
}
SkMScalar to_x, to_y, to_z;
if (is_identity_to) {
to_x = to_y = to_z = 0.0;
} else {
to_x = to->translate.x;
to_y = to->translate.y;
to_z = to->translate.z;
}
*bounds = box;
*bounds += gfx::Vector3dF(BlendSkMScalars(from_x, to_x, min_progress),
BlendSkMScalars(from_y, to_y, min_progress),
BlendSkMScalars(from_z, to_z, min_progress));
gfx::BoxF bounds_max = box;
bounds_max += gfx::Vector3dF(BlendSkMScalars(from_x, to_x, max_progress),
BlendSkMScalars(from_y, to_y, max_progress),
BlendSkMScalars(from_z, to_z, max_progress));
bounds->Union(bounds_max);
return true;
}
case TransformOperation::TransformOperationScale: {
SkMScalar from_x, from_y, from_z;
if (is_identity_from) {
from_x = from_y = from_z = 1.0;
} else {
from_x = from->scale.x;
from_y = from->scale.y;
from_z = from->scale.z;
}
SkMScalar to_x, to_y, to_z;
if (is_identity_to) {
to_x = to_y = to_z = 1.0;
} else {
to_x = to->scale.x;
to_y = to->scale.y;
to_z = to->scale.z;
}
*bounds = box;
ApplyScaleToBox(
SkMScalarToFloat(BlendSkMScalars(from_x, to_x, min_progress)),
SkMScalarToFloat(BlendSkMScalars(from_y, to_y, min_progress)),
SkMScalarToFloat(BlendSkMScalars(from_z, to_z, min_progress)),
bounds);
gfx::BoxF bounds_max = box;
ApplyScaleToBox(
SkMScalarToFloat(BlendSkMScalars(from_x, to_x, max_progress)),
SkMScalarToFloat(BlendSkMScalars(from_y, to_y, max_progress)),
SkMScalarToFloat(BlendSkMScalars(from_z, to_z, max_progress)),
&bounds_max);
if (!bounds->IsEmpty() && !bounds_max.IsEmpty()) {
bounds->Union(bounds_max);
} else if (!bounds->IsEmpty()) {
UnionBoxWithZeroScale(bounds);
} else if (!bounds_max.IsEmpty()) {
UnionBoxWithZeroScale(&bounds_max);
*bounds = bounds_max;
}
return true;
}
case TransformOperation::TransformOperationIdentity:
*bounds = box;
return true;
case TransformOperation::TransformOperationRotate: {
bool first_point = true;
for (int i = 0; i < 8; ++i) {
gfx::Point3F corner = box.origin();
corner += gfx::Vector3dF(i & 1 ? box.width() : 0.f,
i & 2 ? box.height() : 0.f,
i & 4 ? box.depth() : 0.f);
gfx::BoxF box_for_arc;
BoundingBoxForArc(
corner, from, to, min_progress, max_progress, &box_for_arc);
if (first_point)
*bounds = box_for_arc;
else
bounds->Union(box_for_arc);
first_point = false;
}
return true;
}
case TransformOperation::TransformOperationSkew:
case TransformOperation::TransformOperationPerspective:
case TransformOperation::TransformOperationMatrix:
return false;
}
NOTREACHED();
return false;
}
} // namespace cc