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https://github.com/flutter/flutter.git
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157 lines
5.0 KiB
C++
157 lines
5.0 KiB
C++
/*
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* Copyright (C) 1999 Antti Koivisto (koivisto@kde.org)
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* Copyright (C) 2004, 2005, 2006, 2007, 2008 Apple Inc. All rights reserved.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public License
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* along with this library; see the file COPYING.LIB. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*
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*/
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#include "flutter/sky/engine/platform/transforms/RotateTransformOperation.h"
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#include <algorithm>
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#include "flutter/sky/engine/platform/animation/AnimationUtilities.h"
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#include "flutter/sky/engine/platform/geometry/FloatPoint3D.h"
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#include "flutter/sky/engine/wtf/MathExtras.h"
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namespace blink {
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static const double angleEpsilon = 1e-4;
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FloatPoint3D RotateTransformOperation::axis() const
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{
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return FloatPoint3D(x(), y(), z());
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}
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bool RotateTransformOperation::shareSameAxis(const RotateTransformOperation* from, const RotateTransformOperation* to, FloatPoint3D* axis, double* fromAngle, double* toAngle)
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{
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*axis = FloatPoint3D(0, 0, 1);
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*fromAngle = 0;
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*toAngle = 0;
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if (!from && !to)
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return true;
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bool fromZero = !from || from->axis().isZero();
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bool toZero = !to || to->axis().isZero();
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if (fromZero && toZero)
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return true;
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if (fromZero) {
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*axis = to->axis();
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*toAngle = to->angle();
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return true;
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}
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if (toZero) {
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*axis = from->axis();
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*fromAngle = from->angle();
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return true;
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}
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FloatPoint3D fromAxis = from->axis();
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FloatPoint3D toAxis = to->axis();
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double fromSquared = fromAxis.lengthSquared();
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double toSquared = toAxis.lengthSquared();
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double dot = fromAxis.dot(toAxis);
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double error = std::abs(1 - (dot * dot) / (fromSquared * toSquared));
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if (error > angleEpsilon)
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return false;
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*axis = from->axis();
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*fromAngle = from->angle();
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*toAngle = to->angle();
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return true;
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}
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PassRefPtr<TransformOperation> RotateTransformOperation::blend(const TransformOperation* from, double progress, bool blendToIdentity)
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{
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if (from && !from->isSameType(*this))
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return this;
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if (blendToIdentity)
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return RotateTransformOperation::create(m_x, m_y, m_z, m_angle - m_angle * progress, m_type);
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const RotateTransformOperation* fromOp = static_cast<const RotateTransformOperation*>(from);
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// Optimize for single axis rotation
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if (!fromOp || (fromOp->m_x == 0 && fromOp->m_y == 0 && fromOp->m_z == 1) ||
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(fromOp->m_x == 0 && fromOp->m_y == 1 && fromOp->m_z == 0) ||
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(fromOp->m_x == 1 && fromOp->m_y == 0 && fromOp->m_z == 0)) {
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double fromAngle = fromOp ? fromOp->m_angle : 0;
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return RotateTransformOperation::create(fromOp ? fromOp->m_x : m_x,
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fromOp ? fromOp->m_y : m_y,
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fromOp ? fromOp->m_z : m_z,
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blink::blend(fromAngle, m_angle, progress), m_type);
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}
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double fromAngle;
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double toAngle;
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FloatPoint3D axis;
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if (shareSameAxis(fromOp, this, &axis, &fromAngle, &toAngle))
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return RotateTransformOperation::create(axis.x(), axis.y(), axis.z(), blink::blend(fromAngle, toAngle, progress), m_type);
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const RotateTransformOperation* toOp = this;
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// Create the 2 rotation matrices
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TransformationMatrix fromT;
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TransformationMatrix toT;
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fromT.rotate3d((fromOp ? fromOp->m_x : 0),
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(fromOp ? fromOp->m_y : 0),
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(fromOp ? fromOp->m_z : 1),
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(fromOp ? fromOp->m_angle : 0));
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toT.rotate3d((toOp ? toOp->m_x : 0),
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(toOp ? toOp->m_y : 0),
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(toOp ? toOp->m_z : 1),
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(toOp ? toOp->m_angle : 0));
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// Blend them
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toT.blend(fromT, progress);
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// Extract the result as a quaternion
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TransformationMatrix::DecomposedType decomp;
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toT.decompose(decomp);
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// Convert that to Axis/Angle form
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double x = -decomp.quaternionX;
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double y = -decomp.quaternionY;
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double z = -decomp.quaternionZ;
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double length = std::sqrt(x * x + y * y + z * z);
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double angle = 0;
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if (length > 0.00001) {
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x /= length;
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y /= length;
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z /= length;
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angle = rad2deg(std::acos(decomp.quaternionW) * 2);
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} else {
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x = 0;
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y = 0;
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z = 1;
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}
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return RotateTransformOperation::create(x, y, z, angle, Rotate3D);
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}
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bool RotateTransformOperation::canBlendWith(const TransformOperation& other) const
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{
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return other.isSameType(*this);
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}
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} // namespace blink
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