/* * 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 "flutter/sky/engine/platform/transforms/RotateTransformOperation.h" #include #include "flutter/sky/engine/platform/animation/AnimationUtilities.h" #include "flutter/sky/engine/platform/geometry/FloatPoint3D.h" #include "flutter/sky/engine/wtf/MathExtras.h" 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 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(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 = std::sqrt(x * x + y * y + z * z); double angle = 0; if (length > 0.00001) { x /= length; y /= length; z /= length; angle = rad2deg(std::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