blob: e64cd7d1e0846a0244d9453d5837ae585b115951 [file] [log] [blame]
/*
* Copyright (C) 1999 Antti Koivisto (koivisto@kde.org)
* Copyright (C) 2004, 2005, 2006, 2007, 2008 Apple Inc. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public License
* along with this library; see the file COPYING.LIB. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
*/
#include "config.h"
#include "platform/transforms/RotateTransformOperation.h"
#include "platform/animation/AnimationUtilities.h"
#include "platform/geometry/FloatPoint3D.h"
#include "wtf/MathExtras.h"
#include <algorithm>
using namespace std;
namespace blink {
static const double angleEpsilon = 1e-4;
FloatPoint3D RotateTransformOperation::axis() const
{
return FloatPoint3D(x(), y(), z());
}
bool RotateTransformOperation::shareSameAxis(const RotateTransformOperation* from, const RotateTransformOperation* to, FloatPoint3D* axis, double* fromAngle, double* toAngle)
{
*axis = FloatPoint3D(0, 0, 1);
*fromAngle = 0;
*toAngle = 0;
if (!from && !to)
return true;
bool fromZero = !from || from->axis().isZero();
bool toZero = !to || to->axis().isZero();
if (fromZero && toZero)
return true;
if (fromZero) {
*axis = to->axis();
*toAngle = to->angle();
return true;
}
if (toZero) {
*axis = from->axis();
*fromAngle = from->angle();
return true;
}
FloatPoint3D fromAxis = from->axis();
FloatPoint3D toAxis = to->axis();
double fromSquared = fromAxis.lengthSquared();
double toSquared = toAxis.lengthSquared();
double dot = fromAxis.dot(toAxis);
double error = std::abs(1 - (dot * dot) / (fromSquared * toSquared));
if (error > angleEpsilon)
return false;
*axis = from->axis();
*fromAngle = from->angle();
*toAngle = to->angle();
return true;
}
PassRefPtr<TransformOperation> RotateTransformOperation::blend(const TransformOperation* from, double progress, bool blendToIdentity)
{
if (from && !from->isSameType(*this))
return this;
if (blendToIdentity)
return RotateTransformOperation::create(m_x, m_y, m_z, m_angle - m_angle * progress, m_type);
const RotateTransformOperation* fromOp = static_cast<const RotateTransformOperation*>(from);
// Optimize for single axis rotation
if (!fromOp || (fromOp->m_x == 0 && fromOp->m_y == 0 && fromOp->m_z == 1) ||
(fromOp->m_x == 0 && fromOp->m_y == 1 && fromOp->m_z == 0) ||
(fromOp->m_x == 1 && fromOp->m_y == 0 && fromOp->m_z == 0)) {
double fromAngle = fromOp ? fromOp->m_angle : 0;
return RotateTransformOperation::create(fromOp ? fromOp->m_x : m_x,
fromOp ? fromOp->m_y : m_y,
fromOp ? fromOp->m_z : m_z,
blink::blend(fromAngle, m_angle, progress), m_type);
}
double fromAngle;
double toAngle;
FloatPoint3D axis;
if (shareSameAxis(fromOp, this, &axis, &fromAngle, &toAngle))
return RotateTransformOperation::create(axis.x(), axis.y(), axis.z(), blink::blend(fromAngle, toAngle, progress), m_type);
const RotateTransformOperation* toOp = this;
// Create the 2 rotation matrices
TransformationMatrix fromT;
TransformationMatrix toT;
fromT.rotate3d((fromOp ? fromOp->m_x : 0),
(fromOp ? fromOp->m_y : 0),
(fromOp ? fromOp->m_z : 1),
(fromOp ? fromOp->m_angle : 0));
toT.rotate3d((toOp ? toOp->m_x : 0),
(toOp ? toOp->m_y : 0),
(toOp ? toOp->m_z : 1),
(toOp ? toOp->m_angle : 0));
// Blend them
toT.blend(fromT, progress);
// Extract the result as a quaternion
TransformationMatrix::DecomposedType decomp;
toT.decompose(decomp);
// Convert that to Axis/Angle form
double x = -decomp.quaternionX;
double y = -decomp.quaternionY;
double z = -decomp.quaternionZ;
double length = sqrt(x * x + y * y + z * z);
double angle = 0;
if (length > 0.00001) {
x /= length;
y /= length;
z /= length;
angle = rad2deg(acos(decomp.quaternionW) * 2);
} else {
x = 0;
y = 0;
z = 1;
}
return RotateTransformOperation::create(x, y, z, angle, Rotate3D);
}
bool RotateTransformOperation::canBlendWith(const TransformOperation& other) const
{
return other.isSameType(*this);
}
} // namespace blink