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1528 lines
53 KiB
C++
1528 lines
53 KiB
C++
/*
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* Copyright (C) 2005, 2006 Apple Computer, Inc. All rights reserved.
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* Copyright (C) 2009 Torch Mobile, Inc.
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* Copyright (C) 2013 Google Inc. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "sky/engine/platform/transforms/TransformationMatrix.h"
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#include "sky/engine/platform/geometry/FloatBox.h"
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#include "sky/engine/platform/geometry/FloatQuad.h"
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#include "sky/engine/platform/geometry/FloatRect.h"
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#include "sky/engine/platform/geometry/IntRect.h"
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#include "sky/engine/platform/geometry/LayoutRect.h"
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#include "sky/engine/platform/transforms/AffineTransform.h"
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#include "sky/engine/wtf/Assertions.h"
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#include "sky/engine/wtf/MathExtras.h"
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#if CPU(X86_64)
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#include <emmintrin.h>
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#endif
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namespace blink {
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//
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// Supporting Math Functions
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//
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// This is a set of function from various places (attributed inline) to do things like
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// inversion and decomposition of a 4x4 matrix. They are used throughout the code
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//
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//
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// Adapted from Matrix Inversion by Richard Carling, Graphics Gems <http://tog.acm.org/GraphicsGems/index.html>.
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// EULA: The Graphics Gems code is copyright-protected. In other words, you cannot claim the text of the code
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// as your own and resell it. Using the code is permitted in any program, product, or library, non-commercial
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// or commercial. Giving credit is not required, though is a nice gesture. The code comes as-is, and if there
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// are any flaws or problems with any Gems code, nobody involved with Gems - authors, editors, publishers, or
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// webmasters - are to be held responsible. Basically, don't be a jerk, and remember that anything free comes
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// with no guarantee.
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// A clarification about the storage of matrix elements
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//
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// This class uses a 2 dimensional array internally to store the elements of the matrix. The first index into
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// the array refers to the column that the element lies in; the second index refers to the row.
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//
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// In other words, this is the layout of the matrix:
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//
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// | m_matrix[0][0] m_matrix[1][0] m_matrix[2][0] m_matrix[3][0] |
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// | m_matrix[0][1] m_matrix[1][1] m_matrix[2][1] m_matrix[3][1] |
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// | m_matrix[0][2] m_matrix[1][2] m_matrix[2][2] m_matrix[3][2] |
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// | m_matrix[0][3] m_matrix[1][3] m_matrix[2][3] m_matrix[3][3] |
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typedef double Vector4[4];
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typedef double Vector3[3];
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const double SMALL_NUMBER = 1.e-8;
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// inverse(original_matrix, inverse_matrix)
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//
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// calculate the inverse of a 4x4 matrix
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//
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// -1
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// A = ___1__ adjoint A
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// det A
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// double = determinant2x2(double a, double b, double c, double d)
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//
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// calculate the determinant of a 2x2 matrix.
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static double determinant2x2(double a, double b, double c, double d)
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{
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return a * d - b * c;
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}
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// double = determinant3x3(a1, a2, a3, b1, b2, b3, c1, c2, c3)
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//
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// Calculate the determinant of a 3x3 matrix
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// in the form
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//
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// | a1, b1, c1 |
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// | a2, b2, c2 |
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// | a3, b3, c3 |
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static double determinant3x3(double a1, double a2, double a3, double b1, double b2, double b3, double c1, double c2, double c3)
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{
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return a1 * determinant2x2(b2, b3, c2, c3)
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- b1 * determinant2x2(a2, a3, c2, c3)
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+ c1 * determinant2x2(a2, a3, b2, b3);
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}
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// double = determinant4x4(matrix)
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//
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// calculate the determinant of a 4x4 matrix.
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static double determinant4x4(const TransformationMatrix::Matrix4& m)
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{
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// Assign to individual variable names to aid selecting
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// correct elements
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double a1 = m[0][0];
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double b1 = m[0][1];
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double c1 = m[0][2];
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double d1 = m[0][3];
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double a2 = m[1][0];
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double b2 = m[1][1];
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double c2 = m[1][2];
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double d2 = m[1][3];
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double a3 = m[2][0];
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double b3 = m[2][1];
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double c3 = m[2][2];
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double d3 = m[2][3];
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double a4 = m[3][0];
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double b4 = m[3][1];
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double c4 = m[3][2];
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double d4 = m[3][3];
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return a1 * determinant3x3(b2, b3, b4, c2, c3, c4, d2, d3, d4)
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- b1 * determinant3x3(a2, a3, a4, c2, c3, c4, d2, d3, d4)
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+ c1 * determinant3x3(a2, a3, a4, b2, b3, b4, d2, d3, d4)
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- d1 * determinant3x3(a2, a3, a4, b2, b3, b4, c2, c3, c4);
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}
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// adjoint( original_matrix, inverse_matrix )
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//
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// calculate the adjoint of a 4x4 matrix
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//
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// Let a denote the minor determinant of matrix A obtained by
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// ij
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//
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// deleting the ith row and jth column from A.
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//
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// i+j
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// Let b = (-1) a
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// ij ji
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//
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// The matrix B = (b ) is the adjoint of A
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// ij
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static void adjoint(const TransformationMatrix::Matrix4& matrix, TransformationMatrix::Matrix4& result)
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{
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// Assign to individual variable names to aid
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// selecting correct values
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double a1 = matrix[0][0];
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double b1 = matrix[0][1];
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double c1 = matrix[0][2];
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double d1 = matrix[0][3];
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double a2 = matrix[1][0];
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double b2 = matrix[1][1];
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double c2 = matrix[1][2];
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double d2 = matrix[1][3];
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double a3 = matrix[2][0];
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double b3 = matrix[2][1];
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double c3 = matrix[2][2];
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double d3 = matrix[2][3];
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double a4 = matrix[3][0];
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double b4 = matrix[3][1];
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double c4 = matrix[3][2];
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double d4 = matrix[3][3];
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// Row column labeling reversed since we transpose rows & columns
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result[0][0] = determinant3x3(b2, b3, b4, c2, c3, c4, d2, d3, d4);
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result[1][0] = - determinant3x3(a2, a3, a4, c2, c3, c4, d2, d3, d4);
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result[2][0] = determinant3x3(a2, a3, a4, b2, b3, b4, d2, d3, d4);
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result[3][0] = - determinant3x3(a2, a3, a4, b2, b3, b4, c2, c3, c4);
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result[0][1] = - determinant3x3(b1, b3, b4, c1, c3, c4, d1, d3, d4);
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result[1][1] = determinant3x3(a1, a3, a4, c1, c3, c4, d1, d3, d4);
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result[2][1] = - determinant3x3(a1, a3, a4, b1, b3, b4, d1, d3, d4);
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result[3][1] = determinant3x3(a1, a3, a4, b1, b3, b4, c1, c3, c4);
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result[0][2] = determinant3x3(b1, b2, b4, c1, c2, c4, d1, d2, d4);
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result[1][2] = - determinant3x3(a1, a2, a4, c1, c2, c4, d1, d2, d4);
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result[2][2] = determinant3x3(a1, a2, a4, b1, b2, b4, d1, d2, d4);
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result[3][2] = - determinant3x3(a1, a2, a4, b1, b2, b4, c1, c2, c4);
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result[0][3] = - determinant3x3(b1, b2, b3, c1, c2, c3, d1, d2, d3);
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result[1][3] = determinant3x3(a1, a2, a3, c1, c2, c3, d1, d2, d3);
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result[2][3] = - determinant3x3(a1, a2, a3, b1, b2, b3, d1, d2, d3);
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result[3][3] = determinant3x3(a1, a2, a3, b1, b2, b3, c1, c2, c3);
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}
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// Returns false if the matrix is not invertible
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static bool inverse(const TransformationMatrix::Matrix4& matrix, TransformationMatrix::Matrix4& result)
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{
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// Calculate the adjoint matrix
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adjoint(matrix, result);
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// Calculate the 4x4 determinant
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// If the determinant is zero,
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// then the inverse matrix is not unique.
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double det = determinant4x4(matrix);
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if (fabs(det) < SMALL_NUMBER)
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return false;
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// Scale the adjoint matrix to get the inverse
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for (int i = 0; i < 4; i++)
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for (int j = 0; j < 4; j++)
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result[i][j] = result[i][j] / det;
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return true;
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}
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// End of code adapted from Matrix Inversion by Richard Carling
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// Perform a decomposition on the passed matrix, return false if unsuccessful
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// From Graphics Gems: unmatrix.c
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// Transpose rotation portion of matrix a, return b
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static void transposeMatrix4(const TransformationMatrix::Matrix4& a, TransformationMatrix::Matrix4& b)
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{
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for (int i = 0; i < 4; i++)
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for (int j = 0; j < 4; j++)
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b[i][j] = a[j][i];
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}
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// Multiply a homogeneous point by a matrix and return the transformed point
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static void v4MulPointByMatrix(const Vector4 p, const TransformationMatrix::Matrix4& m, Vector4 result)
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{
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result[0] = (p[0] * m[0][0]) + (p[1] * m[1][0]) +
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(p[2] * m[2][0]) + (p[3] * m[3][0]);
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result[1] = (p[0] * m[0][1]) + (p[1] * m[1][1]) +
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(p[2] * m[2][1]) + (p[3] * m[3][1]);
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result[2] = (p[0] * m[0][2]) + (p[1] * m[1][2]) +
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(p[2] * m[2][2]) + (p[3] * m[3][2]);
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result[3] = (p[0] * m[0][3]) + (p[1] * m[1][3]) +
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(p[2] * m[2][3]) + (p[3] * m[3][3]);
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}
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static double v3Length(Vector3 a)
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{
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return std::sqrt((a[0] * a[0]) + (a[1] * a[1]) + (a[2] * a[2]));
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}
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static void v3Scale(Vector3 v, double desiredLength)
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{
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double len = v3Length(v);
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if (len != 0) {
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double l = desiredLength / len;
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v[0] *= l;
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v[1] *= l;
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v[2] *= l;
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}
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}
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static double v3Dot(const Vector3 a, const Vector3 b)
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{
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return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]);
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}
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// Make a linear combination of two vectors and return the result.
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// result = (a * ascl) + (b * bscl)
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static void v3Combine(const Vector3 a, const Vector3 b, Vector3 result, double ascl, double bscl)
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{
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result[0] = (ascl * a[0]) + (bscl * b[0]);
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result[1] = (ascl * a[1]) + (bscl * b[1]);
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result[2] = (ascl * a[2]) + (bscl * b[2]);
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}
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// Return the cross product result = a cross b */
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static void v3Cross(const Vector3 a, const Vector3 b, Vector3 result)
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{
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result[0] = (a[1] * b[2]) - (a[2] * b[1]);
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result[1] = (a[2] * b[0]) - (a[0] * b[2]);
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result[2] = (a[0] * b[1]) - (a[1] * b[0]);
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}
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static bool decompose(const TransformationMatrix::Matrix4& mat, TransformationMatrix::DecomposedType& result)
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{
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TransformationMatrix::Matrix4 localMatrix;
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memcpy(localMatrix, mat, sizeof(TransformationMatrix::Matrix4));
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// Normalize the matrix.
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if (localMatrix[3][3] == 0)
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return false;
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int i, j;
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for (i = 0; i < 4; i++)
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for (j = 0; j < 4; j++)
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localMatrix[i][j] /= localMatrix[3][3];
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// perspectiveMatrix is used to solve for perspective, but it also provides
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// an easy way to test for singularity of the upper 3x3 component.
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TransformationMatrix::Matrix4 perspectiveMatrix;
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memcpy(perspectiveMatrix, localMatrix, sizeof(TransformationMatrix::Matrix4));
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for (i = 0; i < 3; i++)
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perspectiveMatrix[i][3] = 0;
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perspectiveMatrix[3][3] = 1;
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if (determinant4x4(perspectiveMatrix) == 0)
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return false;
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// First, isolate perspective. This is the messiest.
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if (localMatrix[0][3] != 0 || localMatrix[1][3] != 0 || localMatrix[2][3] != 0) {
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// rightHandSide is the right hand side of the equation.
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Vector4 rightHandSide;
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rightHandSide[0] = localMatrix[0][3];
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rightHandSide[1] = localMatrix[1][3];
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rightHandSide[2] = localMatrix[2][3];
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rightHandSide[3] = localMatrix[3][3];
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// Solve the equation by inverting perspectiveMatrix and multiplying
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// rightHandSide by the inverse. (This is the easiest way, not
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// necessarily the best.)
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TransformationMatrix::Matrix4 inversePerspectiveMatrix, transposedInversePerspectiveMatrix;
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inverse(perspectiveMatrix, inversePerspectiveMatrix);
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transposeMatrix4(inversePerspectiveMatrix, transposedInversePerspectiveMatrix);
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Vector4 perspectivePoint;
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v4MulPointByMatrix(rightHandSide, transposedInversePerspectiveMatrix, perspectivePoint);
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result.perspectiveX = perspectivePoint[0];
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result.perspectiveY = perspectivePoint[1];
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result.perspectiveZ = perspectivePoint[2];
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result.perspectiveW = perspectivePoint[3];
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// Clear the perspective partition
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localMatrix[0][3] = localMatrix[1][3] = localMatrix[2][3] = 0;
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localMatrix[3][3] = 1;
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} else {
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// No perspective.
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result.perspectiveX = result.perspectiveY = result.perspectiveZ = 0;
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result.perspectiveW = 1;
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}
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// Next take care of translation (easy).
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result.translateX = localMatrix[3][0];
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localMatrix[3][0] = 0;
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result.translateY = localMatrix[3][1];
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localMatrix[3][1] = 0;
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result.translateZ = localMatrix[3][2];
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localMatrix[3][2] = 0;
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// Vector4 type and functions need to be added to the common set.
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Vector3 row[3], pdum3;
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// Now get scale and shear.
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for (i = 0; i < 3; i++) {
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row[i][0] = localMatrix[i][0];
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row[i][1] = localMatrix[i][1];
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row[i][2] = localMatrix[i][2];
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}
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// Compute X scale factor and normalize first row.
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result.scaleX = v3Length(row[0]);
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v3Scale(row[0], 1.0);
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// Compute XY shear factor and make 2nd row orthogonal to 1st.
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result.skewXY = v3Dot(row[0], row[1]);
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v3Combine(row[1], row[0], row[1], 1.0, -result.skewXY);
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// Now, compute Y scale and normalize 2nd row.
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result.scaleY = v3Length(row[1]);
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v3Scale(row[1], 1.0);
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result.skewXY /= result.scaleY;
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// Compute XZ and YZ shears, orthogonalize 3rd row.
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result.skewXZ = v3Dot(row[0], row[2]);
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v3Combine(row[2], row[0], row[2], 1.0, -result.skewXZ);
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result.skewYZ = v3Dot(row[1], row[2]);
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v3Combine(row[2], row[1], row[2], 1.0, -result.skewYZ);
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// Next, get Z scale and normalize 3rd row.
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result.scaleZ = v3Length(row[2]);
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v3Scale(row[2], 1.0);
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result.skewXZ /= result.scaleZ;
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result.skewYZ /= result.scaleZ;
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// At this point, the matrix (in rows[]) is orthonormal.
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// Check for a coordinate system flip. If the determinant
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// is -1, then negate the matrix and the scaling factors.
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v3Cross(row[1], row[2], pdum3);
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if (v3Dot(row[0], pdum3) < 0) {
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result.scaleX *= -1;
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result.scaleY *= -1;
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result.scaleZ *= -1;
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for (i = 0; i < 3; i++) {
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row[i][0] *= -1;
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row[i][1] *= -1;
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row[i][2] *= -1;
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}
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}
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// Now, get the rotations out, as described in the gem.
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// FIXME - Add the ability to return either quaternions (which are
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// easier to recompose with) or Euler angles (rx, ry, rz), which
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// are easier for authors to deal with. The latter will only be useful
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// when we fix https://bugs.webkit.org/show_bug.cgi?id=23799, so I
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// will leave the Euler angle code here for now.
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// ret.rotateY = asin(-row[0][2]);
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// if (cos(ret.rotateY) != 0) {
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// ret.rotateX = atan2(row[1][2], row[2][2]);
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// ret.rotateZ = atan2(row[0][1], row[0][0]);
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// } else {
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// ret.rotateX = atan2(-row[2][0], row[1][1]);
|
|
// ret.rotateZ = 0;
|
|
// }
|
|
|
|
double s, t, x, y, z, w;
|
|
|
|
t = row[0][0] + row[1][1] + row[2][2] + 1.0;
|
|
|
|
if (t > 1e-4) {
|
|
s = 0.5 / std::sqrt(t);
|
|
w = 0.25 / s;
|
|
x = (row[2][1] - row[1][2]) * s;
|
|
y = (row[0][2] - row[2][0]) * s;
|
|
z = (row[1][0] - row[0][1]) * s;
|
|
} else if (row[0][0] > row[1][1] && row[0][0] > row[2][2]) {
|
|
s = std::sqrt(1.0 + row[0][0] - row[1][1] - row[2][2]) * 2.0; // S=4*qx
|
|
x = 0.25 * s;
|
|
y = (row[0][1] + row[1][0]) / s;
|
|
z = (row[0][2] + row[2][0]) / s;
|
|
w = (row[2][1] - row[1][2]) / s;
|
|
} else if (row[1][1] > row[2][2]) {
|
|
s = std::sqrt(1.0 + row[1][1] - row[0][0] - row[2][2]) * 2.0; // S=4*qy
|
|
x = (row[0][1] + row[1][0]) / s;
|
|
y = 0.25 * s;
|
|
z = (row[1][2] + row[2][1]) / s;
|
|
w = (row[0][2] - row[2][0]) / s;
|
|
} else {
|
|
s = std::sqrt(1.0 + row[2][2] - row[0][0] - row[1][1]) * 2.0; // S=4*qz
|
|
x = (row[0][2] + row[2][0]) / s;
|
|
y = (row[1][2] + row[2][1]) / s;
|
|
z = 0.25 * s;
|
|
w = (row[1][0] - row[0][1]) / s;
|
|
}
|
|
|
|
result.quaternionX = x;
|
|
result.quaternionY = y;
|
|
result.quaternionZ = z;
|
|
result.quaternionW = w;
|
|
|
|
return true;
|
|
}
|
|
|
|
// Perform a spherical linear interpolation between the two
|
|
// passed quaternions with 0 <= t <= 1
|
|
static void slerp(double qa[4], const double qb[4], double t)
|
|
{
|
|
double ax, ay, az, aw;
|
|
double bx, by, bz, bw;
|
|
double cx, cy, cz, cw;
|
|
double angle;
|
|
double th, invth, scale, invscale;
|
|
|
|
ax = qa[0]; ay = qa[1]; az = qa[2]; aw = qa[3];
|
|
bx = qb[0]; by = qb[1]; bz = qb[2]; bw = qb[3];
|
|
|
|
angle = ax * bx + ay * by + az * bz + aw * bw;
|
|
|
|
if (angle < 0.0) {
|
|
ax = -ax; ay = -ay;
|
|
az = -az; aw = -aw;
|
|
angle = -angle;
|
|
}
|
|
|
|
if (angle + 1.0 > .05) {
|
|
if (1.0 - angle >= .05) {
|
|
th = std::acos(angle);
|
|
invth = 1.0 / std::sin(th);
|
|
scale = std::sin(th * (1.0 - t)) * invth;
|
|
invscale = std::sin(th * t) * invth;
|
|
} else {
|
|
scale = 1.0 - t;
|
|
invscale = t;
|
|
}
|
|
} else {
|
|
bx = -ay;
|
|
by = ax;
|
|
bz = -aw;
|
|
bw = az;
|
|
scale = std::sin(piDouble * (.5 - t));
|
|
invscale = std::sin(piDouble * t);
|
|
}
|
|
|
|
cx = ax * scale + bx * invscale;
|
|
cy = ay * scale + by * invscale;
|
|
cz = az * scale + bz * invscale;
|
|
cw = aw * scale + bw * invscale;
|
|
|
|
qa[0] = cx; qa[1] = cy; qa[2] = cz; qa[3] = cw;
|
|
}
|
|
|
|
// End of Supporting Math Functions
|
|
|
|
TransformationMatrix::TransformationMatrix(const AffineTransform& t)
|
|
{
|
|
setMatrix(t.a(), t.b(), t.c(), t.d(), t.e(), t.f());
|
|
}
|
|
|
|
TransformationMatrix& TransformationMatrix::scale(double s)
|
|
{
|
|
return scaleNonUniform(s, s);
|
|
}
|
|
|
|
TransformationMatrix& TransformationMatrix::rotateFromVector(double x, double y)
|
|
{
|
|
return rotate(rad2deg(atan2(y, x)));
|
|
}
|
|
|
|
TransformationMatrix& TransformationMatrix::flipX()
|
|
{
|
|
return scaleNonUniform(-1.0, 1.0);
|
|
}
|
|
|
|
TransformationMatrix& TransformationMatrix::flipY()
|
|
{
|
|
return scaleNonUniform(1.0, -1.0);
|
|
}
|
|
|
|
FloatPoint TransformationMatrix::projectPoint(const FloatPoint& p, bool* clamped) const
|
|
{
|
|
// This is basically raytracing. We have a point in the destination
|
|
// plane with z=0, and we cast a ray parallel to the z-axis from that
|
|
// point to find the z-position at which it intersects the z=0 plane
|
|
// with the transform applied. Once we have that point we apply the
|
|
// inverse transform to find the corresponding point in the source
|
|
// space.
|
|
//
|
|
// Given a plane with normal Pn, and a ray starting at point R0 and
|
|
// with direction defined by the vector Rd, we can find the
|
|
// intersection point as a distance d from R0 in units of Rd by:
|
|
//
|
|
// d = -dot (Pn', R0) / dot (Pn', Rd)
|
|
if (clamped)
|
|
*clamped = false;
|
|
|
|
if (m33() == 0) {
|
|
// In this case, the projection plane is parallel to the ray we are trying to
|
|
// trace, and there is no well-defined value for the projection.
|
|
return FloatPoint();
|
|
}
|
|
|
|
double x = p.x();
|
|
double y = p.y();
|
|
double z = -(m13() * x + m23() * y + m43()) / m33();
|
|
|
|
// FIXME: use multVecMatrix()
|
|
double outX = x * m11() + y * m21() + z * m31() + m41();
|
|
double outY = x * m12() + y * m22() + z * m32() + m42();
|
|
|
|
double w = x * m14() + y * m24() + z * m34() + m44();
|
|
if (w <= 0) {
|
|
// Using int max causes overflow when other code uses the projected point. To
|
|
// represent infinity yet reduce the risk of overflow, we use a large but
|
|
// not-too-large number here when clamping.
|
|
const int largeNumber = 100000000 / kFixedPointDenominator;
|
|
outX = copysign(largeNumber, outX);
|
|
outY = copysign(largeNumber, outY);
|
|
if (clamped)
|
|
*clamped = true;
|
|
} else if (w != 1) {
|
|
outX /= w;
|
|
outY /= w;
|
|
}
|
|
|
|
return FloatPoint(static_cast<float>(outX), static_cast<float>(outY));
|
|
}
|
|
|
|
FloatQuad TransformationMatrix::projectQuad(const FloatQuad& q, bool* clamped) const
|
|
{
|
|
FloatQuad projectedQuad;
|
|
|
|
bool clamped1 = false;
|
|
bool clamped2 = false;
|
|
bool clamped3 = false;
|
|
bool clamped4 = false;
|
|
|
|
projectedQuad.setP1(projectPoint(q.p1(), &clamped1));
|
|
projectedQuad.setP2(projectPoint(q.p2(), &clamped2));
|
|
projectedQuad.setP3(projectPoint(q.p3(), &clamped3));
|
|
projectedQuad.setP4(projectPoint(q.p4(), &clamped4));
|
|
|
|
if (clamped)
|
|
*clamped = clamped1 || clamped2 || clamped3 || clamped4;
|
|
|
|
// If all points on the quad had w < 0, then the entire quad would not be visible to the projected surface.
|
|
bool everythingWasClipped = clamped1 && clamped2 && clamped3 && clamped4;
|
|
if (everythingWasClipped)
|
|
return FloatQuad();
|
|
|
|
return projectedQuad;
|
|
}
|
|
|
|
static float clampEdgeValue(float f)
|
|
{
|
|
ASSERT(!std::isnan(f));
|
|
return std::min<float>(std::max<float>(f, (-LayoutUnit::max() / 2).toFloat()), (LayoutUnit::max() / 2).toFloat());
|
|
}
|
|
|
|
LayoutRect TransformationMatrix::clampedBoundsOfProjectedQuad(const FloatQuad& q) const
|
|
{
|
|
FloatRect mappedQuadBounds = projectQuad(q).boundingBox();
|
|
|
|
float left = clampEdgeValue(floorf(mappedQuadBounds.x()));
|
|
float top = clampEdgeValue(floorf(mappedQuadBounds.y()));
|
|
|
|
float right;
|
|
if (std::isinf(mappedQuadBounds.x()) && std::isinf(mappedQuadBounds.width()))
|
|
right = (LayoutUnit::max() / 2).toFloat();
|
|
else
|
|
right = clampEdgeValue(ceilf(mappedQuadBounds.maxX()));
|
|
|
|
float bottom;
|
|
if (std::isinf(mappedQuadBounds.y()) && std::isinf(mappedQuadBounds.height()))
|
|
bottom = (LayoutUnit::max() / 2).toFloat();
|
|
else
|
|
bottom = clampEdgeValue(ceilf(mappedQuadBounds.maxY()));
|
|
|
|
return LayoutRect(LayoutUnit::clamp(left), LayoutUnit::clamp(top), LayoutUnit::clamp(right - left), LayoutUnit::clamp(bottom - top));
|
|
}
|
|
|
|
void TransformationMatrix::transformBox(FloatBox& box) const
|
|
{
|
|
FloatBox bounds;
|
|
bool firstPoint = true;
|
|
for (size_t i = 0; i < 2; ++i) {
|
|
for (size_t j = 0; j < 2; ++j) {
|
|
for (size_t k = 0; k < 2; ++k) {
|
|
FloatPoint3D point(box.x(), box.y(), box.z());
|
|
point += FloatPoint3D(i * box.width(), j * box.height(), k * box.depth());
|
|
point = mapPoint(point);
|
|
if (firstPoint) {
|
|
bounds.setOrigin(point);
|
|
firstPoint = false;
|
|
} else {
|
|
bounds.expandTo(point);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
box = bounds;
|
|
}
|
|
|
|
FloatPoint TransformationMatrix::mapPoint(const FloatPoint& p) const
|
|
{
|
|
if (isIdentityOrTranslation())
|
|
return FloatPoint(p.x() + static_cast<float>(m_matrix[3][0]), p.y() + static_cast<float>(m_matrix[3][1]));
|
|
|
|
return internalMapPoint(p);
|
|
}
|
|
|
|
FloatPoint3D TransformationMatrix::mapPoint(const FloatPoint3D& p) const
|
|
{
|
|
if (isIdentityOrTranslation())
|
|
return FloatPoint3D(p.x() + static_cast<float>(m_matrix[3][0]),
|
|
p.y() + static_cast<float>(m_matrix[3][1]),
|
|
p.z() + static_cast<float>(m_matrix[3][2]));
|
|
|
|
return internalMapPoint(p);
|
|
}
|
|
|
|
IntRect TransformationMatrix::mapRect(const IntRect &rect) const
|
|
{
|
|
return enclosingIntRect(mapRect(FloatRect(rect)));
|
|
}
|
|
|
|
LayoutRect TransformationMatrix::mapRect(const LayoutRect& r) const
|
|
{
|
|
return enclosingLayoutRect(mapRect(FloatRect(r)));
|
|
}
|
|
|
|
FloatRect TransformationMatrix::mapRect(const FloatRect& r) const
|
|
{
|
|
if (isIdentityOrTranslation()) {
|
|
FloatRect mappedRect(r);
|
|
mappedRect.move(static_cast<float>(m_matrix[3][0]), static_cast<float>(m_matrix[3][1]));
|
|
return mappedRect;
|
|
}
|
|
|
|
FloatQuad result;
|
|
|
|
float maxX = r.maxX();
|
|
float maxY = r.maxY();
|
|
result.setP1(internalMapPoint(FloatPoint(r.x(), r.y())));
|
|
result.setP2(internalMapPoint(FloatPoint(maxX, r.y())));
|
|
result.setP3(internalMapPoint(FloatPoint(maxX, maxY)));
|
|
result.setP4(internalMapPoint(FloatPoint(r.x(), maxY)));
|
|
|
|
return result.boundingBox();
|
|
}
|
|
|
|
FloatQuad TransformationMatrix::mapQuad(const FloatQuad& q) const
|
|
{
|
|
if (isIdentityOrTranslation()) {
|
|
FloatQuad mappedQuad(q);
|
|
mappedQuad.move(static_cast<float>(m_matrix[3][0]), static_cast<float>(m_matrix[3][1]));
|
|
return mappedQuad;
|
|
}
|
|
|
|
FloatQuad result;
|
|
result.setP1(internalMapPoint(q.p1()));
|
|
result.setP2(internalMapPoint(q.p2()));
|
|
result.setP3(internalMapPoint(q.p3()));
|
|
result.setP4(internalMapPoint(q.p4()));
|
|
return result;
|
|
}
|
|
|
|
TransformationMatrix& TransformationMatrix::scaleNonUniform(double sx, double sy)
|
|
{
|
|
m_matrix[0][0] *= sx;
|
|
m_matrix[0][1] *= sx;
|
|
m_matrix[0][2] *= sx;
|
|
m_matrix[0][3] *= sx;
|
|
|
|
m_matrix[1][0] *= sy;
|
|
m_matrix[1][1] *= sy;
|
|
m_matrix[1][2] *= sy;
|
|
m_matrix[1][3] *= sy;
|
|
return *this;
|
|
}
|
|
|
|
TransformationMatrix& TransformationMatrix::scale3d(double sx, double sy, double sz)
|
|
{
|
|
scaleNonUniform(sx, sy);
|
|
|
|
m_matrix[2][0] *= sz;
|
|
m_matrix[2][1] *= sz;
|
|
m_matrix[2][2] *= sz;
|
|
m_matrix[2][3] *= sz;
|
|
return *this;
|
|
}
|
|
|
|
TransformationMatrix& TransformationMatrix::rotate3d(double x, double y, double z, double angle)
|
|
{
|
|
// Normalize the axis of rotation
|
|
double length = std::sqrt(x * x + y * y + z * z);
|
|
if (length == 0) {
|
|
// A direction vector that cannot be normalized, such as [0, 0, 0], will cause the rotation to not be applied.
|
|
return *this;
|
|
} else if (length != 1) {
|
|
x /= length;
|
|
y /= length;
|
|
z /= length;
|
|
}
|
|
|
|
// Angles are in degrees. Switch to radians.
|
|
angle = deg2rad(angle);
|
|
|
|
double sinTheta = std::sin(angle);
|
|
double cosTheta = std::cos(angle);
|
|
|
|
TransformationMatrix mat;
|
|
|
|
// Optimize cases where the axis is along a major axis
|
|
if (x == 1.0 && y == 0.0 && z == 0.0) {
|
|
mat.m_matrix[0][0] = 1.0;
|
|
mat.m_matrix[0][1] = 0.0;
|
|
mat.m_matrix[0][2] = 0.0;
|
|
mat.m_matrix[1][0] = 0.0;
|
|
mat.m_matrix[1][1] = cosTheta;
|
|
mat.m_matrix[1][2] = sinTheta;
|
|
mat.m_matrix[2][0] = 0.0;
|
|
mat.m_matrix[2][1] = -sinTheta;
|
|
mat.m_matrix[2][2] = cosTheta;
|
|
mat.m_matrix[0][3] = mat.m_matrix[1][3] = mat.m_matrix[2][3] = 0.0;
|
|
mat.m_matrix[3][0] = mat.m_matrix[3][1] = mat.m_matrix[3][2] = 0.0;
|
|
mat.m_matrix[3][3] = 1.0;
|
|
} else if (x == 0.0 && y == 1.0 && z == 0.0) {
|
|
mat.m_matrix[0][0] = cosTheta;
|
|
mat.m_matrix[0][1] = 0.0;
|
|
mat.m_matrix[0][2] = -sinTheta;
|
|
mat.m_matrix[1][0] = 0.0;
|
|
mat.m_matrix[1][1] = 1.0;
|
|
mat.m_matrix[1][2] = 0.0;
|
|
mat.m_matrix[2][0] = sinTheta;
|
|
mat.m_matrix[2][1] = 0.0;
|
|
mat.m_matrix[2][2] = cosTheta;
|
|
mat.m_matrix[0][3] = mat.m_matrix[1][3] = mat.m_matrix[2][3] = 0.0;
|
|
mat.m_matrix[3][0] = mat.m_matrix[3][1] = mat.m_matrix[3][2] = 0.0;
|
|
mat.m_matrix[3][3] = 1.0;
|
|
} else if (x == 0.0 && y == 0.0 && z == 1.0) {
|
|
mat.m_matrix[0][0] = cosTheta;
|
|
mat.m_matrix[0][1] = sinTheta;
|
|
mat.m_matrix[0][2] = 0.0;
|
|
mat.m_matrix[1][0] = -sinTheta;
|
|
mat.m_matrix[1][1] = cosTheta;
|
|
mat.m_matrix[1][2] = 0.0;
|
|
mat.m_matrix[2][0] = 0.0;
|
|
mat.m_matrix[2][1] = 0.0;
|
|
mat.m_matrix[2][2] = 1.0;
|
|
mat.m_matrix[0][3] = mat.m_matrix[1][3] = mat.m_matrix[2][3] = 0.0;
|
|
mat.m_matrix[3][0] = mat.m_matrix[3][1] = mat.m_matrix[3][2] = 0.0;
|
|
mat.m_matrix[3][3] = 1.0;
|
|
} else {
|
|
// This case is the rotation about an arbitrary unit vector.
|
|
//
|
|
// Formula is adapted from Wikipedia article on Rotation matrix,
|
|
// http://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_and_angle
|
|
//
|
|
// An alternate resource with the same matrix: http://www.fastgraph.com/makegames/3drotation/
|
|
//
|
|
double oneMinusCosTheta = 1 - cosTheta;
|
|
mat.m_matrix[0][0] = cosTheta + x * x * oneMinusCosTheta;
|
|
mat.m_matrix[0][1] = y * x * oneMinusCosTheta + z * sinTheta;
|
|
mat.m_matrix[0][2] = z * x * oneMinusCosTheta - y * sinTheta;
|
|
mat.m_matrix[1][0] = x * y * oneMinusCosTheta - z * sinTheta;
|
|
mat.m_matrix[1][1] = cosTheta + y * y * oneMinusCosTheta;
|
|
mat.m_matrix[1][2] = z * y * oneMinusCosTheta + x * sinTheta;
|
|
mat.m_matrix[2][0] = x * z * oneMinusCosTheta + y * sinTheta;
|
|
mat.m_matrix[2][1] = y * z * oneMinusCosTheta - x * sinTheta;
|
|
mat.m_matrix[2][2] = cosTheta + z * z * oneMinusCosTheta;
|
|
mat.m_matrix[0][3] = mat.m_matrix[1][3] = mat.m_matrix[2][3] = 0.0;
|
|
mat.m_matrix[3][0] = mat.m_matrix[3][1] = mat.m_matrix[3][2] = 0.0;
|
|
mat.m_matrix[3][3] = 1.0;
|
|
}
|
|
multiply(mat);
|
|
return *this;
|
|
}
|
|
|
|
TransformationMatrix& TransformationMatrix::rotate3d(double rx, double ry, double rz)
|
|
{
|
|
// Angles are in degrees. Switch to radians.
|
|
rx = deg2rad(rx);
|
|
ry = deg2rad(ry);
|
|
rz = deg2rad(rz);
|
|
|
|
TransformationMatrix mat;
|
|
|
|
double sinTheta = std::sin(rz);
|
|
double cosTheta = std::cos(rz);
|
|
|
|
mat.m_matrix[0][0] = cosTheta;
|
|
mat.m_matrix[0][1] = sinTheta;
|
|
mat.m_matrix[0][2] = 0.0;
|
|
mat.m_matrix[1][0] = -sinTheta;
|
|
mat.m_matrix[1][1] = cosTheta;
|
|
mat.m_matrix[1][2] = 0.0;
|
|
mat.m_matrix[2][0] = 0.0;
|
|
mat.m_matrix[2][1] = 0.0;
|
|
mat.m_matrix[2][2] = 1.0;
|
|
mat.m_matrix[0][3] = mat.m_matrix[1][3] = mat.m_matrix[2][3] = 0.0;
|
|
mat.m_matrix[3][0] = mat.m_matrix[3][1] = mat.m_matrix[3][2] = 0.0;
|
|
mat.m_matrix[3][3] = 1.0;
|
|
|
|
TransformationMatrix rmat(mat);
|
|
|
|
sinTheta = std::sin(ry);
|
|
cosTheta = std::cos(ry);
|
|
|
|
mat.m_matrix[0][0] = cosTheta;
|
|
mat.m_matrix[0][1] = 0.0;
|
|
mat.m_matrix[0][2] = -sinTheta;
|
|
mat.m_matrix[1][0] = 0.0;
|
|
mat.m_matrix[1][1] = 1.0;
|
|
mat.m_matrix[1][2] = 0.0;
|
|
mat.m_matrix[2][0] = sinTheta;
|
|
mat.m_matrix[2][1] = 0.0;
|
|
mat.m_matrix[2][2] = cosTheta;
|
|
mat.m_matrix[0][3] = mat.m_matrix[1][3] = mat.m_matrix[2][3] = 0.0;
|
|
mat.m_matrix[3][0] = mat.m_matrix[3][1] = mat.m_matrix[3][2] = 0.0;
|
|
mat.m_matrix[3][3] = 1.0;
|
|
|
|
rmat.multiply(mat);
|
|
|
|
sinTheta = std::sin(rx);
|
|
cosTheta = std::cos(rx);
|
|
|
|
mat.m_matrix[0][0] = 1.0;
|
|
mat.m_matrix[0][1] = 0.0;
|
|
mat.m_matrix[0][2] = 0.0;
|
|
mat.m_matrix[1][0] = 0.0;
|
|
mat.m_matrix[1][1] = cosTheta;
|
|
mat.m_matrix[1][2] = sinTheta;
|
|
mat.m_matrix[2][0] = 0.0;
|
|
mat.m_matrix[2][1] = -sinTheta;
|
|
mat.m_matrix[2][2] = cosTheta;
|
|
mat.m_matrix[0][3] = mat.m_matrix[1][3] = mat.m_matrix[2][3] = 0.0;
|
|
mat.m_matrix[3][0] = mat.m_matrix[3][1] = mat.m_matrix[3][2] = 0.0;
|
|
mat.m_matrix[3][3] = 1.0;
|
|
|
|
rmat.multiply(mat);
|
|
|
|
multiply(rmat);
|
|
return *this;
|
|
}
|
|
|
|
TransformationMatrix& TransformationMatrix::translate(double tx, double ty)
|
|
{
|
|
m_matrix[3][0] += tx * m_matrix[0][0] + ty * m_matrix[1][0];
|
|
m_matrix[3][1] += tx * m_matrix[0][1] + ty * m_matrix[1][1];
|
|
m_matrix[3][2] += tx * m_matrix[0][2] + ty * m_matrix[1][2];
|
|
m_matrix[3][3] += tx * m_matrix[0][3] + ty * m_matrix[1][3];
|
|
return *this;
|
|
}
|
|
|
|
TransformationMatrix& TransformationMatrix::translate3d(double tx, double ty, double tz)
|
|
{
|
|
m_matrix[3][0] += tx * m_matrix[0][0] + ty * m_matrix[1][0] + tz * m_matrix[2][0];
|
|
m_matrix[3][1] += tx * m_matrix[0][1] + ty * m_matrix[1][1] + tz * m_matrix[2][1];
|
|
m_matrix[3][2] += tx * m_matrix[0][2] + ty * m_matrix[1][2] + tz * m_matrix[2][2];
|
|
m_matrix[3][3] += tx * m_matrix[0][3] + ty * m_matrix[1][3] + tz * m_matrix[2][3];
|
|
return *this;
|
|
}
|
|
|
|
TransformationMatrix& TransformationMatrix::translateRight(double tx, double ty)
|
|
{
|
|
if (tx != 0) {
|
|
m_matrix[0][0] += m_matrix[0][3] * tx;
|
|
m_matrix[1][0] += m_matrix[1][3] * tx;
|
|
m_matrix[2][0] += m_matrix[2][3] * tx;
|
|
m_matrix[3][0] += m_matrix[3][3] * tx;
|
|
}
|
|
|
|
if (ty != 0) {
|
|
m_matrix[0][1] += m_matrix[0][3] * ty;
|
|
m_matrix[1][1] += m_matrix[1][3] * ty;
|
|
m_matrix[2][1] += m_matrix[2][3] * ty;
|
|
m_matrix[3][1] += m_matrix[3][3] * ty;
|
|
}
|
|
|
|
return *this;
|
|
}
|
|
|
|
TransformationMatrix& TransformationMatrix::translateRight3d(double tx, double ty, double tz)
|
|
{
|
|
translateRight(tx, ty);
|
|
if (tz != 0) {
|
|
m_matrix[0][2] += m_matrix[0][3] * tz;
|
|
m_matrix[1][2] += m_matrix[1][3] * tz;
|
|
m_matrix[2][2] += m_matrix[2][3] * tz;
|
|
m_matrix[3][2] += m_matrix[3][3] * tz;
|
|
}
|
|
|
|
return *this;
|
|
}
|
|
|
|
TransformationMatrix& TransformationMatrix::skew(double sx, double sy)
|
|
{
|
|
// angles are in degrees. Switch to radians
|
|
sx = deg2rad(sx);
|
|
sy = deg2rad(sy);
|
|
|
|
TransformationMatrix mat;
|
|
mat.m_matrix[0][1] = std::tan(sy); // note that the y shear goes in the first row
|
|
mat.m_matrix[1][0] = std::tan(sx); // and the x shear in the second row
|
|
|
|
multiply(mat);
|
|
return *this;
|
|
}
|
|
|
|
TransformationMatrix& TransformationMatrix::applyPerspective(double p)
|
|
{
|
|
TransformationMatrix mat;
|
|
if (p != 0)
|
|
mat.m_matrix[2][3] = -1/p;
|
|
|
|
multiply(mat);
|
|
return *this;
|
|
}
|
|
|
|
TransformationMatrix TransformationMatrix::rectToRect(const FloatRect& from, const FloatRect& to)
|
|
{
|
|
ASSERT(!from.isEmpty());
|
|
return TransformationMatrix(to.width() / from.width(),
|
|
0, 0,
|
|
to.height() / from.height(),
|
|
to.x() - from.x(),
|
|
to.y() - from.y());
|
|
}
|
|
|
|
// this = mat * this.
|
|
TransformationMatrix& TransformationMatrix::multiply(const TransformationMatrix& mat)
|
|
{
|
|
#if CPU(APPLE_ARMV7S)
|
|
double* leftMatrix = &(m_matrix[0][0]);
|
|
const double* rightMatrix = &(mat.m_matrix[0][0]);
|
|
asm volatile (// First row of leftMatrix.
|
|
"mov r3, %[leftMatrix]\n\t"
|
|
"vld1.64 { d16-d19 }, [%[leftMatrix], :128]!\n\t"
|
|
"vld1.64 { d0-d3}, [%[rightMatrix], :128]!\n\t"
|
|
"vmul.f64 d4, d0, d16\n\t"
|
|
"vld1.64 { d20-d23 }, [%[leftMatrix], :128]!\n\t"
|
|
"vmla.f64 d4, d1, d20\n\t"
|
|
"vld1.64 { d24-d27 }, [%[leftMatrix], :128]!\n\t"
|
|
"vmla.f64 d4, d2, d24\n\t"
|
|
"vld1.64 { d28-d31 }, [%[leftMatrix], :128]!\n\t"
|
|
"vmla.f64 d4, d3, d28\n\t"
|
|
|
|
"vmul.f64 d5, d0, d17\n\t"
|
|
"vmla.f64 d5, d1, d21\n\t"
|
|
"vmla.f64 d5, d2, d25\n\t"
|
|
"vmla.f64 d5, d3, d29\n\t"
|
|
|
|
"vmul.f64 d6, d0, d18\n\t"
|
|
"vmla.f64 d6, d1, d22\n\t"
|
|
"vmla.f64 d6, d2, d26\n\t"
|
|
"vmla.f64 d6, d3, d30\n\t"
|
|
|
|
"vmul.f64 d7, d0, d19\n\t"
|
|
"vmla.f64 d7, d1, d23\n\t"
|
|
"vmla.f64 d7, d2, d27\n\t"
|
|
"vmla.f64 d7, d3, d31\n\t"
|
|
"vld1.64 { d0-d3}, [%[rightMatrix], :128]!\n\t"
|
|
"vst1.64 { d4-d7 }, [r3, :128]!\n\t"
|
|
|
|
// Second row of leftMatrix.
|
|
"vmul.f64 d4, d0, d16\n\t"
|
|
"vmla.f64 d4, d1, d20\n\t"
|
|
"vmla.f64 d4, d2, d24\n\t"
|
|
"vmla.f64 d4, d3, d28\n\t"
|
|
|
|
"vmul.f64 d5, d0, d17\n\t"
|
|
"vmla.f64 d5, d1, d21\n\t"
|
|
"vmla.f64 d5, d2, d25\n\t"
|
|
"vmla.f64 d5, d3, d29\n\t"
|
|
|
|
"vmul.f64 d6, d0, d18\n\t"
|
|
"vmla.f64 d6, d1, d22\n\t"
|
|
"vmla.f64 d6, d2, d26\n\t"
|
|
"vmla.f64 d6, d3, d30\n\t"
|
|
|
|
"vmul.f64 d7, d0, d19\n\t"
|
|
"vmla.f64 d7, d1, d23\n\t"
|
|
"vmla.f64 d7, d2, d27\n\t"
|
|
"vmla.f64 d7, d3, d31\n\t"
|
|
"vld1.64 { d0-d3}, [%[rightMatrix], :128]!\n\t"
|
|
"vst1.64 { d4-d7 }, [r3, :128]!\n\t"
|
|
|
|
// Third row of leftMatrix.
|
|
"vmul.f64 d4, d0, d16\n\t"
|
|
"vmla.f64 d4, d1, d20\n\t"
|
|
"vmla.f64 d4, d2, d24\n\t"
|
|
"vmla.f64 d4, d3, d28\n\t"
|
|
|
|
"vmul.f64 d5, d0, d17\n\t"
|
|
"vmla.f64 d5, d1, d21\n\t"
|
|
"vmla.f64 d5, d2, d25\n\t"
|
|
"vmla.f64 d5, d3, d29\n\t"
|
|
|
|
"vmul.f64 d6, d0, d18\n\t"
|
|
"vmla.f64 d6, d1, d22\n\t"
|
|
"vmla.f64 d6, d2, d26\n\t"
|
|
"vmla.f64 d6, d3, d30\n\t"
|
|
|
|
"vmul.f64 d7, d0, d19\n\t"
|
|
"vmla.f64 d7, d1, d23\n\t"
|
|
"vmla.f64 d7, d2, d27\n\t"
|
|
"vmla.f64 d7, d3, d31\n\t"
|
|
"vld1.64 { d0-d3}, [%[rightMatrix], :128]\n\t"
|
|
"vst1.64 { d4-d7 }, [r3, :128]!\n\t"
|
|
|
|
// Fourth and last row of leftMatrix.
|
|
"vmul.f64 d4, d0, d16\n\t"
|
|
"vmla.f64 d4, d1, d20\n\t"
|
|
"vmla.f64 d4, d2, d24\n\t"
|
|
"vmla.f64 d4, d3, d28\n\t"
|
|
|
|
"vmul.f64 d5, d0, d17\n\t"
|
|
"vmla.f64 d5, d1, d21\n\t"
|
|
"vmla.f64 d5, d2, d25\n\t"
|
|
"vmla.f64 d5, d3, d29\n\t"
|
|
|
|
"vmul.f64 d6, d0, d18\n\t"
|
|
"vmla.f64 d6, d1, d22\n\t"
|
|
"vmla.f64 d6, d2, d26\n\t"
|
|
"vmla.f64 d6, d3, d30\n\t"
|
|
|
|
"vmul.f64 d7, d0, d19\n\t"
|
|
"vmla.f64 d7, d1, d23\n\t"
|
|
"vmla.f64 d7, d2, d27\n\t"
|
|
"vmla.f64 d7, d3, d31\n\t"
|
|
"vst1.64 { d4-d7 }, [r3, :128]\n\t"
|
|
: [leftMatrix]"+r"(leftMatrix), [rightMatrix]"+r"(rightMatrix)
|
|
:
|
|
: "memory", "r3", "d0", "d1", "d2", "d3", "d4", "d5", "d6", "d7", "d16", "d17", "d18", "d19", "d20", "d21", "d22", "d23", "d24", "d25", "d26", "d27", "d28", "d29", "d30", "d31");
|
|
#elif defined(TRANSFORMATION_MATRIX_USE_X86_64_SSE2)
|
|
// x86_64 has 16 XMM registers which is enough to do the multiplication fully in registers.
|
|
__m128d matrixBlockA = _mm_load_pd(&(m_matrix[0][0]));
|
|
__m128d matrixBlockC = _mm_load_pd(&(m_matrix[1][0]));
|
|
__m128d matrixBlockE = _mm_load_pd(&(m_matrix[2][0]));
|
|
__m128d matrixBlockG = _mm_load_pd(&(m_matrix[3][0]));
|
|
|
|
// First row.
|
|
__m128d otherMatrixFirstParam = _mm_set1_pd(mat.m_matrix[0][0]);
|
|
__m128d otherMatrixSecondParam = _mm_set1_pd(mat.m_matrix[0][1]);
|
|
__m128d otherMatrixThirdParam = _mm_set1_pd(mat.m_matrix[0][2]);
|
|
__m128d otherMatrixFourthParam = _mm_set1_pd(mat.m_matrix[0][3]);
|
|
|
|
// output00 and output01.
|
|
__m128d accumulator = _mm_mul_pd(matrixBlockA, otherMatrixFirstParam);
|
|
__m128d temp1 = _mm_mul_pd(matrixBlockC, otherMatrixSecondParam);
|
|
__m128d temp2 = _mm_mul_pd(matrixBlockE, otherMatrixThirdParam);
|
|
__m128d temp3 = _mm_mul_pd(matrixBlockG, otherMatrixFourthParam);
|
|
|
|
__m128d matrixBlockB = _mm_load_pd(&(m_matrix[0][2]));
|
|
__m128d matrixBlockD = _mm_load_pd(&(m_matrix[1][2]));
|
|
__m128d matrixBlockF = _mm_load_pd(&(m_matrix[2][2]));
|
|
__m128d matrixBlockH = _mm_load_pd(&(m_matrix[3][2]));
|
|
|
|
accumulator = _mm_add_pd(accumulator, temp1);
|
|
accumulator = _mm_add_pd(accumulator, temp2);
|
|
accumulator = _mm_add_pd(accumulator, temp3);
|
|
_mm_store_pd(&m_matrix[0][0], accumulator);
|
|
|
|
// output02 and output03.
|
|
accumulator = _mm_mul_pd(matrixBlockB, otherMatrixFirstParam);
|
|
temp1 = _mm_mul_pd(matrixBlockD, otherMatrixSecondParam);
|
|
temp2 = _mm_mul_pd(matrixBlockF, otherMatrixThirdParam);
|
|
temp3 = _mm_mul_pd(matrixBlockH, otherMatrixFourthParam);
|
|
|
|
accumulator = _mm_add_pd(accumulator, temp1);
|
|
accumulator = _mm_add_pd(accumulator, temp2);
|
|
accumulator = _mm_add_pd(accumulator, temp3);
|
|
_mm_store_pd(&m_matrix[0][2], accumulator);
|
|
|
|
// Second row.
|
|
otherMatrixFirstParam = _mm_set1_pd(mat.m_matrix[1][0]);
|
|
otherMatrixSecondParam = _mm_set1_pd(mat.m_matrix[1][1]);
|
|
otherMatrixThirdParam = _mm_set1_pd(mat.m_matrix[1][2]);
|
|
otherMatrixFourthParam = _mm_set1_pd(mat.m_matrix[1][3]);
|
|
|
|
// output10 and output11.
|
|
accumulator = _mm_mul_pd(matrixBlockA, otherMatrixFirstParam);
|
|
temp1 = _mm_mul_pd(matrixBlockC, otherMatrixSecondParam);
|
|
temp2 = _mm_mul_pd(matrixBlockE, otherMatrixThirdParam);
|
|
temp3 = _mm_mul_pd(matrixBlockG, otherMatrixFourthParam);
|
|
|
|
accumulator = _mm_add_pd(accumulator, temp1);
|
|
accumulator = _mm_add_pd(accumulator, temp2);
|
|
accumulator = _mm_add_pd(accumulator, temp3);
|
|
_mm_store_pd(&m_matrix[1][0], accumulator);
|
|
|
|
// output12 and output13.
|
|
accumulator = _mm_mul_pd(matrixBlockB, otherMatrixFirstParam);
|
|
temp1 = _mm_mul_pd(matrixBlockD, otherMatrixSecondParam);
|
|
temp2 = _mm_mul_pd(matrixBlockF, otherMatrixThirdParam);
|
|
temp3 = _mm_mul_pd(matrixBlockH, otherMatrixFourthParam);
|
|
|
|
accumulator = _mm_add_pd(accumulator, temp1);
|
|
accumulator = _mm_add_pd(accumulator, temp2);
|
|
accumulator = _mm_add_pd(accumulator, temp3);
|
|
_mm_store_pd(&m_matrix[1][2], accumulator);
|
|
|
|
// Third row.
|
|
otherMatrixFirstParam = _mm_set1_pd(mat.m_matrix[2][0]);
|
|
otherMatrixSecondParam = _mm_set1_pd(mat.m_matrix[2][1]);
|
|
otherMatrixThirdParam = _mm_set1_pd(mat.m_matrix[2][2]);
|
|
otherMatrixFourthParam = _mm_set1_pd(mat.m_matrix[2][3]);
|
|
|
|
// output20 and output21.
|
|
accumulator = _mm_mul_pd(matrixBlockA, otherMatrixFirstParam);
|
|
temp1 = _mm_mul_pd(matrixBlockC, otherMatrixSecondParam);
|
|
temp2 = _mm_mul_pd(matrixBlockE, otherMatrixThirdParam);
|
|
temp3 = _mm_mul_pd(matrixBlockG, otherMatrixFourthParam);
|
|
|
|
accumulator = _mm_add_pd(accumulator, temp1);
|
|
accumulator = _mm_add_pd(accumulator, temp2);
|
|
accumulator = _mm_add_pd(accumulator, temp3);
|
|
_mm_store_pd(&m_matrix[2][0], accumulator);
|
|
|
|
// output22 and output23.
|
|
accumulator = _mm_mul_pd(matrixBlockB, otherMatrixFirstParam);
|
|
temp1 = _mm_mul_pd(matrixBlockD, otherMatrixSecondParam);
|
|
temp2 = _mm_mul_pd(matrixBlockF, otherMatrixThirdParam);
|
|
temp3 = _mm_mul_pd(matrixBlockH, otherMatrixFourthParam);
|
|
|
|
accumulator = _mm_add_pd(accumulator, temp1);
|
|
accumulator = _mm_add_pd(accumulator, temp2);
|
|
accumulator = _mm_add_pd(accumulator, temp3);
|
|
_mm_store_pd(&m_matrix[2][2], accumulator);
|
|
|
|
// Fourth row.
|
|
otherMatrixFirstParam = _mm_set1_pd(mat.m_matrix[3][0]);
|
|
otherMatrixSecondParam = _mm_set1_pd(mat.m_matrix[3][1]);
|
|
otherMatrixThirdParam = _mm_set1_pd(mat.m_matrix[3][2]);
|
|
otherMatrixFourthParam = _mm_set1_pd(mat.m_matrix[3][3]);
|
|
|
|
// output30 and output31.
|
|
accumulator = _mm_mul_pd(matrixBlockA, otherMatrixFirstParam);
|
|
temp1 = _mm_mul_pd(matrixBlockC, otherMatrixSecondParam);
|
|
temp2 = _mm_mul_pd(matrixBlockE, otherMatrixThirdParam);
|
|
temp3 = _mm_mul_pd(matrixBlockG, otherMatrixFourthParam);
|
|
|
|
accumulator = _mm_add_pd(accumulator, temp1);
|
|
accumulator = _mm_add_pd(accumulator, temp2);
|
|
accumulator = _mm_add_pd(accumulator, temp3);
|
|
_mm_store_pd(&m_matrix[3][0], accumulator);
|
|
|
|
// output32 and output33.
|
|
accumulator = _mm_mul_pd(matrixBlockB, otherMatrixFirstParam);
|
|
temp1 = _mm_mul_pd(matrixBlockD, otherMatrixSecondParam);
|
|
temp2 = _mm_mul_pd(matrixBlockF, otherMatrixThirdParam);
|
|
temp3 = _mm_mul_pd(matrixBlockH, otherMatrixFourthParam);
|
|
|
|
accumulator = _mm_add_pd(accumulator, temp1);
|
|
accumulator = _mm_add_pd(accumulator, temp2);
|
|
accumulator = _mm_add_pd(accumulator, temp3);
|
|
_mm_store_pd(&m_matrix[3][2], accumulator);
|
|
#else
|
|
Matrix4 tmp;
|
|
|
|
tmp[0][0] = (mat.m_matrix[0][0] * m_matrix[0][0] + mat.m_matrix[0][1] * m_matrix[1][0]
|
|
+ mat.m_matrix[0][2] * m_matrix[2][0] + mat.m_matrix[0][3] * m_matrix[3][0]);
|
|
tmp[0][1] = (mat.m_matrix[0][0] * m_matrix[0][1] + mat.m_matrix[0][1] * m_matrix[1][1]
|
|
+ mat.m_matrix[0][2] * m_matrix[2][1] + mat.m_matrix[0][3] * m_matrix[3][1]);
|
|
tmp[0][2] = (mat.m_matrix[0][0] * m_matrix[0][2] + mat.m_matrix[0][1] * m_matrix[1][2]
|
|
+ mat.m_matrix[0][2] * m_matrix[2][2] + mat.m_matrix[0][3] * m_matrix[3][2]);
|
|
tmp[0][3] = (mat.m_matrix[0][0] * m_matrix[0][3] + mat.m_matrix[0][1] * m_matrix[1][3]
|
|
+ mat.m_matrix[0][2] * m_matrix[2][3] + mat.m_matrix[0][3] * m_matrix[3][3]);
|
|
|
|
tmp[1][0] = (mat.m_matrix[1][0] * m_matrix[0][0] + mat.m_matrix[1][1] * m_matrix[1][0]
|
|
+ mat.m_matrix[1][2] * m_matrix[2][0] + mat.m_matrix[1][3] * m_matrix[3][0]);
|
|
tmp[1][1] = (mat.m_matrix[1][0] * m_matrix[0][1] + mat.m_matrix[1][1] * m_matrix[1][1]
|
|
+ mat.m_matrix[1][2] * m_matrix[2][1] + mat.m_matrix[1][3] * m_matrix[3][1]);
|
|
tmp[1][2] = (mat.m_matrix[1][0] * m_matrix[0][2] + mat.m_matrix[1][1] * m_matrix[1][2]
|
|
+ mat.m_matrix[1][2] * m_matrix[2][2] + mat.m_matrix[1][3] * m_matrix[3][2]);
|
|
tmp[1][3] = (mat.m_matrix[1][0] * m_matrix[0][3] + mat.m_matrix[1][1] * m_matrix[1][3]
|
|
+ mat.m_matrix[1][2] * m_matrix[2][3] + mat.m_matrix[1][3] * m_matrix[3][3]);
|
|
|
|
tmp[2][0] = (mat.m_matrix[2][0] * m_matrix[0][0] + mat.m_matrix[2][1] * m_matrix[1][0]
|
|
+ mat.m_matrix[2][2] * m_matrix[2][0] + mat.m_matrix[2][3] * m_matrix[3][0]);
|
|
tmp[2][1] = (mat.m_matrix[2][0] * m_matrix[0][1] + mat.m_matrix[2][1] * m_matrix[1][1]
|
|
+ mat.m_matrix[2][2] * m_matrix[2][1] + mat.m_matrix[2][3] * m_matrix[3][1]);
|
|
tmp[2][2] = (mat.m_matrix[2][0] * m_matrix[0][2] + mat.m_matrix[2][1] * m_matrix[1][2]
|
|
+ mat.m_matrix[2][2] * m_matrix[2][2] + mat.m_matrix[2][3] * m_matrix[3][2]);
|
|
tmp[2][3] = (mat.m_matrix[2][0] * m_matrix[0][3] + mat.m_matrix[2][1] * m_matrix[1][3]
|
|
+ mat.m_matrix[2][2] * m_matrix[2][3] + mat.m_matrix[2][3] * m_matrix[3][3]);
|
|
|
|
tmp[3][0] = (mat.m_matrix[3][0] * m_matrix[0][0] + mat.m_matrix[3][1] * m_matrix[1][0]
|
|
+ mat.m_matrix[3][2] * m_matrix[2][0] + mat.m_matrix[3][3] * m_matrix[3][0]);
|
|
tmp[3][1] = (mat.m_matrix[3][0] * m_matrix[0][1] + mat.m_matrix[3][1] * m_matrix[1][1]
|
|
+ mat.m_matrix[3][2] * m_matrix[2][1] + mat.m_matrix[3][3] * m_matrix[3][1]);
|
|
tmp[3][2] = (mat.m_matrix[3][0] * m_matrix[0][2] + mat.m_matrix[3][1] * m_matrix[1][2]
|
|
+ mat.m_matrix[3][2] * m_matrix[2][2] + mat.m_matrix[3][3] * m_matrix[3][2]);
|
|
tmp[3][3] = (mat.m_matrix[3][0] * m_matrix[0][3] + mat.m_matrix[3][1] * m_matrix[1][3]
|
|
+ mat.m_matrix[3][2] * m_matrix[2][3] + mat.m_matrix[3][3] * m_matrix[3][3]);
|
|
|
|
setMatrix(tmp);
|
|
#endif
|
|
return *this;
|
|
}
|
|
|
|
void TransformationMatrix::multVecMatrix(double x, double y, double& resultX, double& resultY) const
|
|
{
|
|
resultX = m_matrix[3][0] + x * m_matrix[0][0] + y * m_matrix[1][0];
|
|
resultY = m_matrix[3][1] + x * m_matrix[0][1] + y * m_matrix[1][1];
|
|
double w = m_matrix[3][3] + x * m_matrix[0][3] + y * m_matrix[1][3];
|
|
if (w != 1 && w != 0) {
|
|
resultX /= w;
|
|
resultY /= w;
|
|
}
|
|
}
|
|
|
|
void TransformationMatrix::multVecMatrix(double x, double y, double z, double& resultX, double& resultY, double& resultZ) const
|
|
{
|
|
resultX = m_matrix[3][0] + x * m_matrix[0][0] + y * m_matrix[1][0] + z * m_matrix[2][0];
|
|
resultY = m_matrix[3][1] + x * m_matrix[0][1] + y * m_matrix[1][1] + z * m_matrix[2][1];
|
|
resultZ = m_matrix[3][2] + x * m_matrix[0][2] + y * m_matrix[1][2] + z * m_matrix[2][2];
|
|
double w = m_matrix[3][3] + x * m_matrix[0][3] + y * m_matrix[1][3] + z * m_matrix[2][3];
|
|
if (w != 1 && w != 0) {
|
|
resultX /= w;
|
|
resultY /= w;
|
|
resultZ /= w;
|
|
}
|
|
}
|
|
|
|
bool TransformationMatrix::isInvertible() const
|
|
{
|
|
if (isIdentityOrTranslation())
|
|
return true;
|
|
|
|
double det = blink::determinant4x4(m_matrix);
|
|
|
|
if (fabs(det) < SMALL_NUMBER)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
TransformationMatrix TransformationMatrix::inverse() const
|
|
{
|
|
if (isIdentityOrTranslation()) {
|
|
// identity matrix
|
|
if (m_matrix[3][0] == 0 && m_matrix[3][1] == 0 && m_matrix[3][2] == 0)
|
|
return TransformationMatrix();
|
|
|
|
// translation
|
|
return TransformationMatrix(1, 0, 0, 0,
|
|
0, 1, 0, 0,
|
|
0, 0, 1, 0,
|
|
-m_matrix[3][0], -m_matrix[3][1], -m_matrix[3][2], 1);
|
|
}
|
|
|
|
TransformationMatrix invMat;
|
|
bool inverted = blink::inverse(m_matrix, invMat.m_matrix);
|
|
if (!inverted)
|
|
return TransformationMatrix();
|
|
|
|
return invMat;
|
|
}
|
|
|
|
void TransformationMatrix::makeAffine()
|
|
{
|
|
m_matrix[0][2] = 0;
|
|
m_matrix[0][3] = 0;
|
|
|
|
m_matrix[1][2] = 0;
|
|
m_matrix[1][3] = 0;
|
|
|
|
m_matrix[2][0] = 0;
|
|
m_matrix[2][1] = 0;
|
|
m_matrix[2][2] = 1;
|
|
m_matrix[2][3] = 0;
|
|
|
|
m_matrix[3][2] = 0;
|
|
m_matrix[3][3] = 1;
|
|
}
|
|
|
|
AffineTransform TransformationMatrix::toAffineTransform() const
|
|
{
|
|
return AffineTransform(m_matrix[0][0], m_matrix[0][1], m_matrix[1][0],
|
|
m_matrix[1][1], m_matrix[3][0], m_matrix[3][1]);
|
|
}
|
|
|
|
static inline void blendFloat(double& from, double to, double progress)
|
|
{
|
|
if (from != to)
|
|
from = from + (to - from) * progress;
|
|
}
|
|
|
|
void TransformationMatrix::blend(const TransformationMatrix& from, double progress)
|
|
{
|
|
if (from.isIdentity() && isIdentity())
|
|
return;
|
|
|
|
// decompose
|
|
DecomposedType fromDecomp;
|
|
DecomposedType toDecomp;
|
|
if (!from.decompose(fromDecomp) || !decompose(toDecomp)) {
|
|
if (progress < 0.5)
|
|
*this = from;
|
|
return;
|
|
}
|
|
|
|
// interpolate
|
|
blendFloat(fromDecomp.scaleX, toDecomp.scaleX, progress);
|
|
blendFloat(fromDecomp.scaleY, toDecomp.scaleY, progress);
|
|
blendFloat(fromDecomp.scaleZ, toDecomp.scaleZ, progress);
|
|
blendFloat(fromDecomp.skewXY, toDecomp.skewXY, progress);
|
|
blendFloat(fromDecomp.skewXZ, toDecomp.skewXZ, progress);
|
|
blendFloat(fromDecomp.skewYZ, toDecomp.skewYZ, progress);
|
|
blendFloat(fromDecomp.translateX, toDecomp.translateX, progress);
|
|
blendFloat(fromDecomp.translateY, toDecomp.translateY, progress);
|
|
blendFloat(fromDecomp.translateZ, toDecomp.translateZ, progress);
|
|
blendFloat(fromDecomp.perspectiveX, toDecomp.perspectiveX, progress);
|
|
blendFloat(fromDecomp.perspectiveY, toDecomp.perspectiveY, progress);
|
|
blendFloat(fromDecomp.perspectiveZ, toDecomp.perspectiveZ, progress);
|
|
blendFloat(fromDecomp.perspectiveW, toDecomp.perspectiveW, progress);
|
|
|
|
slerp(&fromDecomp.quaternionX, &toDecomp.quaternionX, progress);
|
|
|
|
// recompose
|
|
recompose(fromDecomp);
|
|
}
|
|
|
|
bool TransformationMatrix::decompose(DecomposedType& decomp) const
|
|
{
|
|
if (isIdentity()) {
|
|
memset(&decomp, 0, sizeof(decomp));
|
|
decomp.perspectiveW = 1;
|
|
decomp.scaleX = 1;
|
|
decomp.scaleY = 1;
|
|
decomp.scaleZ = 1;
|
|
}
|
|
|
|
if (!blink::decompose(m_matrix, decomp))
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
void TransformationMatrix::recompose(const DecomposedType& decomp)
|
|
{
|
|
makeIdentity();
|
|
|
|
// first apply perspective
|
|
m_matrix[0][3] = decomp.perspectiveX;
|
|
m_matrix[1][3] = decomp.perspectiveY;
|
|
m_matrix[2][3] = decomp.perspectiveZ;
|
|
m_matrix[3][3] = decomp.perspectiveW;
|
|
|
|
// now translate
|
|
translate3d(decomp.translateX, decomp.translateY, decomp.translateZ);
|
|
|
|
// apply rotation
|
|
double xx = decomp.quaternionX * decomp.quaternionX;
|
|
double xy = decomp.quaternionX * decomp.quaternionY;
|
|
double xz = decomp.quaternionX * decomp.quaternionZ;
|
|
double xw = decomp.quaternionX * decomp.quaternionW;
|
|
double yy = decomp.quaternionY * decomp.quaternionY;
|
|
double yz = decomp.quaternionY * decomp.quaternionZ;
|
|
double yw = decomp.quaternionY * decomp.quaternionW;
|
|
double zz = decomp.quaternionZ * decomp.quaternionZ;
|
|
double zw = decomp.quaternionZ * decomp.quaternionW;
|
|
|
|
// Construct a composite rotation matrix from the quaternion values
|
|
TransformationMatrix rotationMatrix(1 - 2 * (yy + zz), 2 * (xy - zw), 2 * (xz + yw), 0,
|
|
2 * (xy + zw), 1 - 2 * (xx + zz), 2 * (yz - xw), 0,
|
|
2 * (xz - yw), 2 * (yz + xw), 1 - 2 * (xx + yy), 0,
|
|
0, 0, 0, 1);
|
|
|
|
multiply(rotationMatrix);
|
|
|
|
// now apply skew
|
|
if (decomp.skewYZ) {
|
|
TransformationMatrix tmp;
|
|
tmp.setM32(decomp.skewYZ);
|
|
multiply(tmp);
|
|
}
|
|
|
|
if (decomp.skewXZ) {
|
|
TransformationMatrix tmp;
|
|
tmp.setM31(decomp.skewXZ);
|
|
multiply(tmp);
|
|
}
|
|
|
|
if (decomp.skewXY) {
|
|
TransformationMatrix tmp;
|
|
tmp.setM21(decomp.skewXY);
|
|
multiply(tmp);
|
|
}
|
|
|
|
// finally, apply scale
|
|
scale3d(decomp.scaleX, decomp.scaleY, decomp.scaleZ);
|
|
}
|
|
|
|
bool TransformationMatrix::isIntegerTranslation() const
|
|
{
|
|
if (!isIdentityOrTranslation())
|
|
return false;
|
|
|
|
// Check for translate Z.
|
|
if (m_matrix[3][2])
|
|
return false;
|
|
|
|
// Check for non-integer translate X/Y.
|
|
if (static_cast<int>(m_matrix[3][0]) != m_matrix[3][0] || static_cast<int>(m_matrix[3][1]) != m_matrix[3][1])
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
TransformationMatrix TransformationMatrix::to2dTransform() const
|
|
{
|
|
return TransformationMatrix(m_matrix[0][0], m_matrix[0][1], 0, m_matrix[0][3],
|
|
m_matrix[1][0], m_matrix[1][1], 0, m_matrix[1][3],
|
|
0, 0, 1, 0,
|
|
m_matrix[3][0], m_matrix[3][1], 0, m_matrix[3][3]);
|
|
}
|
|
|
|
void TransformationMatrix::toColumnMajorFloatArray(FloatMatrix4& result) const
|
|
{
|
|
result[0] = m11();
|
|
result[1] = m12();
|
|
result[2] = m13();
|
|
result[3] = m14();
|
|
result[4] = m21();
|
|
result[5] = m22();
|
|
result[6] = m23();
|
|
result[7] = m24();
|
|
result[8] = m31();
|
|
result[9] = m32();
|
|
result[10] = m33();
|
|
result[11] = m34();
|
|
result[12] = m41();
|
|
result[13] = m42();
|
|
result[14] = m43();
|
|
result[15] = m44();
|
|
}
|
|
|
|
SkMatrix44 TransformationMatrix::toSkMatrix44(const TransformationMatrix& matrix)
|
|
{
|
|
SkMatrix44 ret(SkMatrix44::kUninitialized_Constructor);
|
|
ret.setDouble(0, 0, matrix.m11());
|
|
ret.setDouble(0, 1, matrix.m21());
|
|
ret.setDouble(0, 2, matrix.m31());
|
|
ret.setDouble(0, 3, matrix.m41());
|
|
ret.setDouble(1, 0, matrix.m12());
|
|
ret.setDouble(1, 1, matrix.m22());
|
|
ret.setDouble(1, 2, matrix.m32());
|
|
ret.setDouble(1, 3, matrix.m42());
|
|
ret.setDouble(2, 0, matrix.m13());
|
|
ret.setDouble(2, 1, matrix.m23());
|
|
ret.setDouble(2, 2, matrix.m33());
|
|
ret.setDouble(2, 3, matrix.m43());
|
|
ret.setDouble(3, 0, matrix.m14());
|
|
ret.setDouble(3, 1, matrix.m24());
|
|
ret.setDouble(3, 2, matrix.m34());
|
|
ret.setDouble(3, 3, matrix.m44());
|
|
return ret;
|
|
}
|
|
|
|
}
|