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Transform.cpp
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/*
* 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 <react/graphics/Quaternion.h>
#include <cmath>
#include <glog/logging.h>
namespace facebook {
namespace react {
#ifdef RN_DEBUG_STRING_CONVERTIBLE
void Transform::print(Transform const &t, std::string prefix) {
LOG(ERROR) << prefix << "[ " << t.matrix[0] << " " << t.matrix[1] << " "
<< t.matrix[2] << " " << t.matrix[3] << " ]";
LOG(ERROR) << prefix << "[ " << t.matrix[4] << " " << t.matrix[5] << " "
<< t.matrix[6] << " " << t.matrix[7] << " ]";
LOG(ERROR) << prefix << "[ " << t.matrix[8] << " " << t.matrix[9] << " "
<< t.matrix[10] << " " << t.matrix[11] << " ]";
LOG(ERROR) << prefix << "[ " << t.matrix[12] << " " << t.matrix[13] << " "
<< t.matrix[14] << " " << t.matrix[15] << " ]";
}
#endif
Transform Transform::Identity() {
return {};
}
Transform Transform::Perspective(Float perspective) {
auto transform = Transform{};
transform.matrix[11] = -1 / 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;
}
Transform::SRT Transform::ExtractSRT(Transform const &t) {
// First we need to extract translation, rotation, and scale from both
// matrices, in that order. Matrices must be in this form: [a b c d] [e f g h]
// [i j k l]
// [0 0 0 1]
// We also assume that all scale factors are non-negative.
// TODO T68587989: If ViewProps retains the underlying transform props instead
// of just the matrix version of transforms, then we can use those properties
// directly instead of decomposing properties from a matrix which will always
// be lossy. Because of these assumptions, animations involving negative
// scale/rotation and anything involving skews will not look great.
// assert(
// t.matrix[12] == 0 && t.matrix[13] == 0 && t.matrix[14] == 0 &&
// t.matrix[15] == 1 && "Last row of matrix must be [0,0,0,1]");
// lhs:
// Translation: extract the values from the rightmost column
Float translationX = t.matrix[3];
Float translationY = t.matrix[7];
Float translationZ = t.matrix[11];
// Scale: the length of the first three column vectors
// TODO: do we need to do anything special for negative scale factors?
// the last element is a uniform scale factor
Float scaleX = t.matrix[15] *
sqrt(pow(t.matrix[0], 2) + pow(t.matrix[4], 2) +
pow(t.matrix[8], 2)); // sqrt(a^2 + e^2 + i^2)
Float scaleY = t.matrix[15] *
sqrt(pow(t.matrix[1], 2) + pow(t.matrix[5], 2) +
pow(t.matrix[9], 2)); // sqrt(b^2 + f^2 + j^2)
Float scaleZ = t.matrix[15] *
sqrt(pow(t.matrix[2], 2) + pow(t.matrix[6], 2) +
pow(t.matrix[10], 2)); // sqrt(c^2 + g^2 + k^2)
Float rScaleFactorX = scaleX == 0 ? 1 : scaleX;
Float rScaleFactorY = scaleY == 0 ? 1 : scaleY;
Float rScaleFactorZ = scaleZ == 0 ? 1 : scaleZ;
// Construct a rotation matrix and convert that to quaternions
auto rotationMatrix = std::array<Float, 16>{t.matrix[0] / rScaleFactorX,
t.matrix[1] / rScaleFactorY,
t.matrix[2] / rScaleFactorZ,
0,
t.matrix[4] / rScaleFactorX,
t.matrix[5] / rScaleFactorY,
t.matrix[6] / rScaleFactorZ,
0,
t.matrix[8] / rScaleFactorX,
t.matrix[9] / rScaleFactorY,
t.matrix[10] / rScaleFactorZ,
0,
0,
0,
0,
1};
Quaternion<Float> q =
Quaternion<Float>::fromRotationMatrix(rotationMatrix).normalize();
return Transform::SRT{
translationX, translationY, translationZ, scaleX, scaleY, scaleZ, q};
}
Transform Transform::Interpolate(
float animationProgress,
Transform const &lhs,
Transform const &rhs) {
// Extract SRT for both sides
// This is extracted in the form: X,Y,Z coordinates for translations; X,Y,Z
// coordinates for scale; and a quaternion for rotation.
auto lhsSRT = ExtractSRT(lhs);
auto rhsSRT = ExtractSRT(rhs);
// Interpolate translation and scale terms linearly (LERP)
Float translateX =
(lhsSRT.translationX +
(rhsSRT.translationX - lhsSRT.translationX) * animationProgress);
Float translateY =
(lhsSRT.translationY +
(rhsSRT.translationY - lhsSRT.translationY) * animationProgress);
Float translateZ =
(lhsSRT.translationZ +
(rhsSRT.translationZ - lhsSRT.translationZ) * animationProgress);
Float scaleX =
(lhsSRT.scaleX + (rhsSRT.scaleX - lhsSRT.scaleX) * animationProgress);
Float scaleY =
(lhsSRT.scaleY + (rhsSRT.scaleY - lhsSRT.scaleY) * animationProgress);
Float scaleZ =
(lhsSRT.scaleZ + (rhsSRT.scaleZ - lhsSRT.scaleZ) * animationProgress);
// Use the quaternion vectors to produce an interpolated rotation via SLERP
// dot: cos of the angle between the two quaternion vectors
Quaternion<Float> q1 = lhsSRT.rotation;
Quaternion<Float> q2 = rhsSRT.rotation;
Float dot = q1.dot(q2);
// Clamp dot between -1 and 1
dot = (dot < -1 ? -1 : (dot > 1 ? 1 : dot));
// There are two ways of performing an identical slerp: q1 and -q1.
// If the dot-product is negative, we can multiply q1 by -1 and our animation
// will take the "short way" around instead of the "long way".
if (dot < 0) {
q1 = q1 * (Float)-1;
dot = dot * -1;
}
// Interpolated angle
Float theta = acosf(dot) * animationProgress;
Transform rotation = Transform::Identity();
// Compute orthonormal basis
Quaternion<Float> orthonormalBasis = (q2 - q1 * dot);
if (orthonormalBasis.abs() > 0) {
Quaternion<Float> orthonormalBasisNormalized = orthonormalBasis.normalize();
// Compute orthonormal basis
// Final quaternion result - slerp!
Quaternion<Float> resultingRotationVec =
(q1 * (Float)cos(theta) +
orthonormalBasisNormalized * (Float)sin(theta))
.normalize();
// Convert quaternion to matrix
rotation.matrix = resultingRotationVec.toRotationMatrix4x4();
}
// Compose matrices and return
return (Scale(scaleX, scaleY, scaleZ) * rotation) *
Translate(translateX, translateY, translateZ);
}
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