flutter_flutter/engine/platform/transforms/RotateTransformOperation.cpp
Eric Seidel e0fd75b5ab Make absolute and sort all Sky headers
This caused us to lose our gn check certification. :(

Turns out gn check was just ignoring all the header
paths it didn't understand and so gn check passing
for sky wasn't meaning much.  I tried to straighten
out some of the mess in this CL, but its going to take
several more rounds of massaging before gn check
passes again.  On the bright side (almost) all of
our headers are absolute now.  Turns out my script
(attached to the bug) didn't notice ../ includes
but I'll fix that in the next patch.

R=abarth@chromium.org
BUG=435361

Review URL: https://codereview.chromium.org/746023002
2014-11-20 17:42:05 -08:00

158 lines
5.0 KiB
C++

/*
* 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 "sky/engine/config.h"
#include "sky/engine/platform/transforms/RotateTransformOperation.h"
#include <algorithm>
#include "sky/engine/platform/animation/AnimationUtilities.h"
#include "sky/engine/platform/geometry/FloatPoint3D.h"
#include "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<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 = 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