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// Copyright (c) 2012 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.
#include "ui/gfx/transform_util.h"
#include <cmath>
#include "ui/gfx/point.h"
namespace gfx {
namespace {
double Length3(double v[3]) {
return std::sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
}
void Scale3(double v[3], double scale) {
for (int i = 0; i < 3; ++i)
v[i] *= scale;
}
template <int n>
double Dot(const double* a, const double* b) {
double toReturn = 0;
for (int i = 0; i < n; ++i)
toReturn += a[i] * b[i];
return toReturn;
}
template <int n>
void Combine(double* out,
const double* a,
const double* b,
double scale_a,
double scale_b) {
for (int i = 0; i < n; ++i)
out[i] = a[i] * scale_a + b[i] * scale_b;
}
void Cross3(double out[3], double a[3], double b[3]) {
double x = a[1] * b[2] - a[2] * b[1];
double y = a[2] * b[0] - a[0] * b[2];
double z = a[0] * b[1] - a[1] * b[0];
out[0] = x;
out[1] = y;
out[2] = z;
}
// Taken from http://www.w3.org/TR/css3-transforms/.
bool Slerp(double out[4],
const double q1[4],
const double q2[4],
double progress) {
double product = Dot<4>(q1, q2);
// Clamp product to -1.0 <= product <= 1.0.
product = std::min(std::max(product, -1.0), 1.0);
// Interpolate angles along the shortest path. For example, to interpolate
// between a 175 degree angle and a 185 degree angle, interpolate along the
// 10 degree path from 175 to 185, rather than along the 350 degree path in
// the opposite direction. This matches WebKit's implementation but not
// the current W3C spec. Fixing the spec to match this approach is discussed
// at:
// http://lists.w3.org/Archives/Public/www-style/2013May/0131.html
double scale1 = 1.0;
if (product < 0) {
product = -product;
scale1 = -1.0;
}
const double epsilon = 1e-5;
if (std::abs(product - 1.0) < epsilon) {
for (int i = 0; i < 4; ++i)
out[i] = q1[i];
return true;
}
double denom = std::sqrt(1 - product * product);
double theta = std::acos(product);
double w = std::sin(progress * theta) * (1 / denom);
scale1 *= std::cos(progress * theta) - product * w;
double scale2 = w;
Combine<4>(out, q1, q2, scale1, scale2);
return true;
}
// Returns false if the matrix cannot be normalized.
bool Normalize(SkMatrix44& m) {
if (m.getDouble(3, 3) == 0.0)
// Cannot normalize.
return false;
double scale = 1.0 / m.getDouble(3, 3);
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
m.setDouble(i, j, m.getDouble(i, j) * scale);
return true;
}
} // namespace
Transform GetScaleTransform(const Point& anchor, float scale) {
Transform transform;
transform.Translate(anchor.x() * (1 - scale),
anchor.y() * (1 - scale));
transform.Scale(scale, scale);
return transform;
}
DecomposedTransform::DecomposedTransform() {
translate[0] = translate[1] = translate[2] = 0.0;
scale[0] = scale[1] = scale[2] = 1.0;
skew[0] = skew[1] = skew[2] = 0.0;
perspective[0] = perspective[1] = perspective[2] = 0.0;
quaternion[0] = quaternion[1] = quaternion[2] = 0.0;
perspective[3] = quaternion[3] = 1.0;
}
bool BlendDecomposedTransforms(DecomposedTransform* out,
const DecomposedTransform& to,
const DecomposedTransform& from,
double progress) {
double scalea = progress;
double scaleb = 1.0 - progress;
Combine<3>(out->translate, to.translate, from.translate, scalea, scaleb);
Combine<3>(out->scale, to.scale, from.scale, scalea, scaleb);
Combine<3>(out->skew, to.skew, from.skew, scalea, scaleb);
Combine<4>(
out->perspective, to.perspective, from.perspective, scalea, scaleb);
return Slerp(out->quaternion, from.quaternion, to.quaternion, progress);
}
// Taken from http://www.w3.org/TR/css3-transforms/.
bool DecomposeTransform(DecomposedTransform* decomp,
const Transform& transform) {
if (!decomp)
return false;
// We'll operate on a copy of the matrix.
SkMatrix44 matrix = transform.matrix();
// If we cannot normalize the matrix, then bail early as we cannot decompose.
if (!Normalize(matrix))
return false;
SkMatrix44 perspectiveMatrix = matrix;
for (int i = 0; i < 3; ++i)
perspectiveMatrix.setDouble(3, i, 0.0);
perspectiveMatrix.setDouble(3, 3, 1.0);
// If the perspective matrix is not invertible, we are also unable to
// decompose, so we'll bail early. Constant taken from SkMatrix44::invert.
if (std::abs(perspectiveMatrix.determinant()) < 1e-8)
return false;
if (matrix.getDouble(3, 0) != 0.0 ||
matrix.getDouble(3, 1) != 0.0 ||
matrix.getDouble(3, 2) != 0.0) {
// rhs is the right hand side of the equation.
SkMScalar rhs[4] = {
matrix.get(3, 0),
matrix.get(3, 1),
matrix.get(3, 2),
matrix.get(3, 3)
};
// Solve the equation by inverting perspectiveMatrix and multiplying
// rhs by the inverse.
SkMatrix44 inversePerspectiveMatrix(SkMatrix44::kUninitialized_Constructor);
if (!perspectiveMatrix.invert(&inversePerspectiveMatrix))
return false;
SkMatrix44 transposedInversePerspectiveMatrix =
inversePerspectiveMatrix;
transposedInversePerspectiveMatrix.transpose();
transposedInversePerspectiveMatrix.mapMScalars(rhs);
for (int i = 0; i < 4; ++i)
decomp->perspective[i] = rhs[i];
} else {
// No perspective.
for (int i = 0; i < 3; ++i)
decomp->perspective[i] = 0.0;
decomp->perspective[3] = 1.0;
}
for (int i = 0; i < 3; i++)
decomp->translate[i] = matrix.getDouble(i, 3);
double row[3][3];
for (int i = 0; i < 3; i++)
for (int j = 0; j < 3; ++j)
row[i][j] = matrix.getDouble(j, i);
// Compute X scale factor and normalize first row.
decomp->scale[0] = Length3(row[0]);
if (decomp->scale[0] != 0.0)
Scale3(row[0], 1.0 / decomp->scale[0]);
// Compute XY shear factor and make 2nd row orthogonal to 1st.
decomp->skew[0] = Dot<3>(row[0], row[1]);
Combine<3>(row[1], row[1], row[0], 1.0, -decomp->skew[0]);
// Now, compute Y scale and normalize 2nd row.
decomp->scale[1] = Length3(row[1]);
if (decomp->scale[1] != 0.0)
Scale3(row[1], 1.0 / decomp->scale[1]);
decomp->skew[0] /= decomp->scale[1];
// Compute XZ and YZ shears, orthogonalize 3rd row
decomp->skew[1] = Dot<3>(row[0], row[2]);
Combine<3>(row[2], row[2], row[0], 1.0, -decomp->skew[1]);
decomp->skew[2] = Dot<3>(row[1], row[2]);
Combine<3>(row[2], row[2], row[1], 1.0, -decomp->skew[2]);
// Next, get Z scale and normalize 3rd row.
decomp->scale[2] = Length3(row[2]);
if (decomp->scale[2] != 0.0)
Scale3(row[2], 1.0 / decomp->scale[2]);
decomp->skew[1] /= decomp->scale[2];
decomp->skew[2] /= decomp->scale[2];
// At this point, the matrix (in rows) is orthonormal.
// Check for a coordinate system flip. If the determinant
// is -1, then negate the matrix and the scaling factors.
double pdum3[3];
Cross3(pdum3, row[1], row[2]);
if (Dot<3>(row[0], pdum3) < 0) {
for (int i = 0; i < 3; i++) {
decomp->scale[i] *= -1.0;
for (int j = 0; j < 3; ++j)
row[i][j] *= -1.0;
}
}
decomp->quaternion[0] =
0.5 * std::sqrt(std::max(1.0 + row[0][0] - row[1][1] - row[2][2], 0.0));
decomp->quaternion[1] =
0.5 * std::sqrt(std::max(1.0 - row[0][0] + row[1][1] - row[2][2], 0.0));
decomp->quaternion[2] =
0.5 * std::sqrt(std::max(1.0 - row[0][0] - row[1][1] + row[2][2], 0.0));
decomp->quaternion[3] =
0.5 * std::sqrt(std::max(1.0 + row[0][0] + row[1][1] + row[2][2], 0.0));
if (row[2][1] > row[1][2])
decomp->quaternion[0] = -decomp->quaternion[0];
if (row[0][2] > row[2][0])
decomp->quaternion[1] = -decomp->quaternion[1];
if (row[1][0] > row[0][1])
decomp->quaternion[2] = -decomp->quaternion[2];
return true;
}
// Taken from http://www.w3.org/TR/css3-transforms/.
Transform ComposeTransform(const DecomposedTransform& decomp) {
SkMatrix44 matrix(SkMatrix44::kIdentity_Constructor);
for (int i = 0; i < 4; i++)
matrix.setDouble(3, i, decomp.perspective[i]);
matrix.preTranslate(SkDoubleToMScalar(decomp.translate[0]),
SkDoubleToMScalar(decomp.translate[1]),
SkDoubleToMScalar(decomp.translate[2]));
double x = decomp.quaternion[0];
double y = decomp.quaternion[1];
double z = decomp.quaternion[2];
double w = decomp.quaternion[3];
SkMatrix44 rotation_matrix(SkMatrix44::kUninitialized_Constructor);
rotation_matrix.set3x3(1.0 - 2.0 * (y * y + z * z),
2.0 * (x * y + z * w),
2.0 * (x * z - y * w),
2.0 * (x * y - z * w),
1.0 - 2.0 * (x * x + z * z),
2.0 * (y * z + x * w),
2.0 * (x * z + y * w),
2.0 * (y * z - x * w),
1.0 - 2.0 * (x * x + y * y));
matrix.preConcat(rotation_matrix);
SkMatrix44 temp(SkMatrix44::kIdentity_Constructor);
if (decomp.skew[2]) {
temp.setDouble(1, 2, decomp.skew[2]);
matrix.preConcat(temp);
}
if (decomp.skew[1]) {
temp.setDouble(1, 2, 0);
temp.setDouble(0, 2, decomp.skew[1]);
matrix.preConcat(temp);
}
if (decomp.skew[0]) {
temp.setDouble(0, 2, 0);
temp.setDouble(0, 1, decomp.skew[0]);
matrix.preConcat(temp);
}
matrix.preScale(SkDoubleToMScalar(decomp.scale[0]),
SkDoubleToMScalar(decomp.scale[1]),
SkDoubleToMScalar(decomp.scale[2]));
Transform to_return;
to_return.matrix() = matrix;
return to_return;
}
} // namespace ui