transform_util.cc revision 2a99a7e74a7f215066514fe81d2bfa6639d9eddd
1// Copyright (c) 2012 The Chromium Authors. All rights reserved. 2// Use of this source code is governed by a BSD-style license that can be 3// found in the LICENSE file. 4 5#include "ui/gfx/transform_util.h" 6 7#include <cmath> 8 9#include "ui/gfx/point.h" 10 11namespace gfx { 12 13namespace { 14 15double Length3(double v[3]) { 16 return std::sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); 17} 18 19void Scale3(double v[3], double scale) { 20 for (int i = 0; i < 3; ++i) 21 v[i] *= scale; 22} 23 24template <int n> 25double Dot(const double* a, const double* b) { 26 double toReturn = 0; 27 for (int i = 0; i < n; ++i) 28 toReturn += a[i] * b[i]; 29 return toReturn; 30} 31 32template <int n> 33void Combine(double* out, 34 const double* a, 35 const double* b, 36 double scale_a, 37 double scale_b) { 38 for (int i = 0; i < n; ++i) 39 out[i] = a[i] * scale_a + b[i] * scale_b; 40} 41 42void Cross3(double out[3], double a[3], double b[3]) { 43 double x = a[1] * b[2] - a[2] * b[1]; 44 double y = a[2] * b[0] - a[0] * b[2]; 45 double z = a[0] * b[1] - a[1] * b[0]; 46 out[0] = x; 47 out[1] = y; 48 out[2] = z; 49} 50 51// Taken from http://www.w3.org/TR/css3-transforms/. 52bool Slerp(double out[4], 53 const double q1[4], 54 const double q2[4], 55 double progress) { 56 double product = Dot<4>(q1, q2); 57 58 // Clamp product to -1.0 <= product <= 1.0. 59 product = std::min(std::max(product, -1.0), 1.0); 60 61 const double epsilon = 1e-5; 62 if (std::abs(product - 1.0) < epsilon) { 63 for (int i = 0; i < 4; ++i) 64 out[i] = q1[i]; 65 return true; 66 } 67 68 if (std::abs(product) < epsilon) { 69 // Rotation by 180 degrees. We'll fail. It's ambiguous how to interpolate. 70 return false; 71 } 72 73 double denom = std::sqrt(1 - product * product); 74 double theta = std::acos(product); 75 double w = std::sin(progress * theta) * (1 / denom); 76 77 double scale1 = std::cos(progress * theta) - product * w; 78 double scale2 = w; 79 Combine<4>(out, q1, q2, scale1, scale2); 80 81 return true; 82} 83 84// Returns false if the matrix cannot be normalized. 85bool Normalize(SkMatrix44& m) { 86 if (m.getDouble(3, 3) == 0.0) 87 // Cannot normalize. 88 return false; 89 90 double scale = 1.0 / m.getDouble(3, 3); 91 for (int i = 0; i < 4; i++) 92 for (int j = 0; j < 4; j++) 93 m.setDouble(i, j, m.getDouble(i, j) * scale); 94 95 return true; 96} 97 98} // namespace 99 100Transform GetScaleTransform(const Point& anchor, float scale) { 101 Transform transform; 102 transform.Translate(anchor.x() * (1 - scale), 103 anchor.y() * (1 - scale)); 104 transform.Scale(scale, scale); 105 return transform; 106} 107 108DecomposedTransform::DecomposedTransform() { 109 translate[0] = translate[1] = translate[2] = 0.0; 110 scale[0] = scale[1] = scale[2] = 1.0; 111 skew[0] = skew[1] = skew[2] = 0.0; 112 perspective[0] = perspective[1] = perspective[2] = 0.0; 113 quaternion[0] = quaternion[1] = quaternion[2] = 0.0; 114 perspective[3] = quaternion[3] = 1.0; 115} 116 117bool BlendDecomposedTransforms(DecomposedTransform* out, 118 const DecomposedTransform& to, 119 const DecomposedTransform& from, 120 double progress) { 121 double scalea = progress; 122 double scaleb = 1.0 - progress; 123 Combine<3>(out->translate, to.translate, from.translate, scalea, scaleb); 124 Combine<3>(out->scale, to.scale, from.scale, scalea, scaleb); 125 Combine<3>(out->skew, to.skew, from.skew, scalea, scaleb); 126 Combine<4>( 127 out->perspective, to.perspective, from.perspective, scalea, scaleb); 128 return Slerp(out->quaternion, from.quaternion, to.quaternion, progress); 129} 130 131// Taken from http://www.w3.org/TR/css3-transforms/. 132bool DecomposeTransform(DecomposedTransform* decomp, 133 const Transform& transform) { 134 if (!decomp) 135 return false; 136 137 // We'll operate on a copy of the matrix. 138 SkMatrix44 matrix = transform.matrix(); 139 140 // If we cannot normalize the matrix, then bail early as we cannot decompose. 141 if (!Normalize(matrix)) 142 return false; 143 144 SkMatrix44 perspectiveMatrix = matrix; 145 146 for (int i = 0; i < 3; ++i) 147 perspectiveMatrix.setDouble(3, i, 0.0); 148 149 perspectiveMatrix.setDouble(3, 3, 1.0); 150 151 // If the perspective matrix is not invertible, we are also unable to 152 // decompose, so we'll bail early. Constant taken from SkMatrix44::invert. 153 if (std::abs(perspectiveMatrix.determinant()) < 1e-8) 154 return false; 155 156 if (matrix.getDouble(3, 0) != 0.0 || 157 matrix.getDouble(3, 1) != 0.0 || 158 matrix.getDouble(3, 2) != 0.0) { 159 // rhs is the right hand side of the equation. 160 SkMScalar rhs[4] = { 161 matrix.get(3, 0), 162 matrix.get(3, 1), 163 matrix.get(3, 2), 164 matrix.get(3, 3) 165 }; 166 167 // Solve the equation by inverting perspectiveMatrix and multiplying 168 // rhs by the inverse. 169 SkMatrix44 inversePerspectiveMatrix(SkMatrix44::kUninitialized_Constructor); 170 if (!perspectiveMatrix.invert(&inversePerspectiveMatrix)) 171 return false; 172 173 SkMatrix44 transposedInversePerspectiveMatrix = 174 inversePerspectiveMatrix; 175 176 transposedInversePerspectiveMatrix.transpose(); 177 transposedInversePerspectiveMatrix.mapMScalars(rhs); 178 179 for (int i = 0; i < 4; ++i) 180 decomp->perspective[i] = rhs[i]; 181 182 } else { 183 // No perspective. 184 for (int i = 0; i < 3; ++i) 185 decomp->perspective[i] = 0.0; 186 decomp->perspective[3] = 1.0; 187 } 188 189 for (int i = 0; i < 3; i++) 190 decomp->translate[i] = matrix.getDouble(i, 3); 191 192 double row[3][3]; 193 for (int i = 0; i < 3; i++) 194 for (int j = 0; j < 3; ++j) 195 row[i][j] = matrix.getDouble(j, i); 196 197 // Compute X scale factor and normalize first row. 198 decomp->scale[0] = Length3(row[0]); 199 if (decomp->scale[0] != 0.0) 200 Scale3(row[0], 1.0 / decomp->scale[0]); 201 202 // Compute XY shear factor and make 2nd row orthogonal to 1st. 203 decomp->skew[0] = Dot<3>(row[0], row[1]); 204 Combine<3>(row[1], row[1], row[0], 1.0, -decomp->skew[0]); 205 206 // Now, compute Y scale and normalize 2nd row. 207 decomp->scale[1] = Length3(row[1]); 208 if (decomp->scale[1] != 0.0) 209 Scale3(row[1], 1.0 / decomp->scale[1]); 210 211 decomp->skew[0] /= decomp->scale[1]; 212 213 // Compute XZ and YZ shears, orthogonalize 3rd row 214 decomp->skew[1] = Dot<3>(row[0], row[2]); 215 Combine<3>(row[2], row[2], row[0], 1.0, -decomp->skew[1]); 216 decomp->skew[2] = Dot<3>(row[1], row[2]); 217 Combine<3>(row[2], row[2], row[1], 1.0, -decomp->skew[2]); 218 219 // Next, get Z scale and normalize 3rd row. 220 decomp->scale[2] = Length3(row[2]); 221 if (decomp->scale[2] != 0.0) 222 Scale3(row[2], 1.0 / decomp->scale[2]); 223 224 decomp->skew[1] /= decomp->scale[2]; 225 decomp->skew[2] /= decomp->scale[2]; 226 227 // At this point, the matrix (in rows) is orthonormal. 228 // Check for a coordinate system flip. If the determinant 229 // is -1, then negate the matrix and the scaling factors. 230 double pdum3[3]; 231 Cross3(pdum3, row[1], row[2]); 232 if (Dot<3>(row[0], pdum3) < 0) { 233 for (int i = 0; i < 3; i++) { 234 decomp->scale[i] *= -1.0; 235 for (int j = 0; j < 3; ++j) 236 row[i][j] *= -1.0; 237 } 238 } 239 240 decomp->quaternion[0] = 241 0.5 * std::sqrt(std::max(1.0 + row[0][0] - row[1][1] - row[2][2], 0.0)); 242 decomp->quaternion[1] = 243 0.5 * std::sqrt(std::max(1.0 - row[0][0] + row[1][1] - row[2][2], 0.0)); 244 decomp->quaternion[2] = 245 0.5 * std::sqrt(std::max(1.0 - row[0][0] - row[1][1] + row[2][2], 0.0)); 246 decomp->quaternion[3] = 247 0.5 * std::sqrt(std::max(1.0 + row[0][0] + row[1][1] + row[2][2], 0.0)); 248 249 if (row[2][1] > row[1][2]) 250 decomp->quaternion[0] = -decomp->quaternion[0]; 251 if (row[0][2] > row[2][0]) 252 decomp->quaternion[1] = -decomp->quaternion[1]; 253 if (row[1][0] > row[0][1]) 254 decomp->quaternion[2] = -decomp->quaternion[2]; 255 256 return true; 257} 258 259// Taken from http://www.w3.org/TR/css3-transforms/. 260Transform ComposeTransform(const DecomposedTransform& decomp) { 261 SkMatrix44 matrix(SkMatrix44::kIdentity_Constructor); 262 for (int i = 0; i < 4; i++) 263 matrix.setDouble(3, i, decomp.perspective[i]); 264 265 matrix.preTranslate(SkDoubleToMScalar(decomp.translate[0]), 266 SkDoubleToMScalar(decomp.translate[1]), 267 SkDoubleToMScalar(decomp.translate[2])); 268 269 double x = decomp.quaternion[0]; 270 double y = decomp.quaternion[1]; 271 double z = decomp.quaternion[2]; 272 double w = decomp.quaternion[3]; 273 274 SkMatrix44 rotation_matrix(SkMatrix44::kUninitialized_Constructor); 275 rotation_matrix.set3x3(1.0 - 2.0 * (y * y + z * z), 276 2.0 * (x * y + z * w), 277 2.0 * (x * z - y * w), 278 2.0 * (x * y - z * w), 279 1.0 - 2.0 * (x * x + z * z), 280 2.0 * (y * z + x * w), 281 2.0 * (x * z + y * w), 282 2.0 * (y * z - x * w), 283 1.0 - 2.0 * (x * x + y * y)); 284 285 matrix.preConcat(rotation_matrix); 286 287 SkMatrix44 temp(SkMatrix44::kIdentity_Constructor); 288 if (decomp.skew[2]) { 289 temp.setDouble(1, 2, decomp.skew[2]); 290 matrix.preConcat(temp); 291 } 292 293 if (decomp.skew[1]) { 294 temp.setDouble(1, 2, 0); 295 temp.setDouble(0, 2, decomp.skew[1]); 296 matrix.preConcat(temp); 297 } 298 299 if (decomp.skew[0]) { 300 temp.setDouble(0, 2, 0); 301 temp.setDouble(0, 1, decomp.skew[0]); 302 matrix.preConcat(temp); 303 } 304 305 matrix.preScale(SkDoubleToMScalar(decomp.scale[0]), 306 SkDoubleToMScalar(decomp.scale[1]), 307 SkDoubleToMScalar(decomp.scale[2])); 308 309 Transform to_return; 310 to_return.matrix() = matrix; 311 return to_return; 312} 313 314} // namespace ui 315