react-native-macos/ReactCommon/fabric/graphics/Transform.cpp

221 строка
6.9 KiB
C++

/*
* Copyright (c) Facebook, Inc. and its 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>
namespace facebook {
namespace react {
Transform Transform::Identity() {
return {};
}
Transform Transform::Perspective(Float perspective) {
auto transform = Transform{};
transform.matrix[11] = -1.0 / perspective;
return transform;
}
Transform Transform::Scale(Float factorX, Float factorY, Float factorZ) {
auto transform = Transform{};
transform.matrix[0] = factorX;
transform.matrix[5] = factorY;
transform.matrix[10] = factorZ;
return transform;
}
Transform Transform::Translate(Float x, Float y, Float z) {
auto transform = Transform{};
transform.matrix[12] = x;
transform.matrix[13] = y;
transform.matrix[14] = z;
return transform;
}
Transform Transform::Skew(Float x, Float y) {
auto transform = Transform{};
transform.matrix[4] = std::tan(x);
transform.matrix[1] = std::tan(y);
return transform;
}
Transform Transform::RotateX(Float radians) {
auto transform = Transform{};
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{};
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{};
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{};
if (x != 0) {
transform = transform * Transform::RotateX(x);
}
if (y != 0) {
transform = transform * Transform::RotateY(y);
}
if (z != 0) {
transform = transform * Transform::RotateZ(z);
}
return transform;
}
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{};
auto lhs00 = lhs.matrix[0], lhs01 = lhs.matrix[1], lhs02 = lhs.matrix[2],
lhs03 = lhs.matrix[3], lhs10 = lhs.matrix[4], lhs11 = lhs.matrix[5],
lhs12 = lhs.matrix[6], lhs13 = lhs.matrix[7], lhs20 = lhs.matrix[8],
lhs21 = lhs.matrix[9], lhs22 = lhs.matrix[10], lhs23 = lhs.matrix[11],
lhs30 = lhs.matrix[12], lhs31 = lhs.matrix[13], lhs32 = lhs.matrix[14],
lhs33 = lhs.matrix[15];
auto rhs0 = rhs.matrix[0], rhs1 = rhs.matrix[1], rhs2 = rhs.matrix[2],
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);
}
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 = transform.at(0, 0) * size.width;
result.height = transform.at(1, 1) * size.height;
return result;
}
} // namespace react
} // namespace facebook