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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
373 lines
11 KiB
C++
373 lines
11 KiB
C++
/*
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* Copyright (C) 2005, 2006 Apple Computer, Inc. All rights reserved.
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* 2010 Dirk Schulze <krit@webkit.org>
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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/config.h"
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#include "sky/engine/platform/transforms/AffineTransform.h"
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#include "sky/engine/platform/FloatConversion.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/wtf/MathExtras.h"
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namespace blink {
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AffineTransform::AffineTransform()
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{
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setMatrix(1, 0, 0, 1, 0, 0);
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}
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AffineTransform::AffineTransform(double a, double b, double c, double d, double e, double f)
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{
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setMatrix(a, b, c, d, e, f);
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}
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void AffineTransform::makeIdentity()
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{
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setMatrix(1, 0, 0, 1, 0, 0);
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}
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void AffineTransform::setMatrix(double a, double b, double c, double d, double e, double f)
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{
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m_transform[0] = a;
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m_transform[1] = b;
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m_transform[2] = c;
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m_transform[3] = d;
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m_transform[4] = e;
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m_transform[5] = f;
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}
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bool AffineTransform::isIdentity() const
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{
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return (m_transform[0] == 1 && m_transform[1] == 0
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&& m_transform[2] == 0 && m_transform[3] == 1
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&& m_transform[4] == 0 && m_transform[5] == 0);
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}
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double AffineTransform::xScale() const
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{
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return sqrt(m_transform[0] * m_transform[0] + m_transform[1] * m_transform[1]);
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}
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double AffineTransform::yScale() const
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{
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return sqrt(m_transform[2] * m_transform[2] + m_transform[3] * m_transform[3]);
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}
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double AffineTransform::det() const
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{
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return m_transform[0] * m_transform[3] - m_transform[1] * m_transform[2];
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}
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bool AffineTransform::isInvertible() const
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{
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return det() != 0.0;
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}
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AffineTransform AffineTransform::inverse() const
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{
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double determinant = det();
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if (determinant == 0.0)
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return AffineTransform();
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AffineTransform result;
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if (isIdentityOrTranslation()) {
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result.m_transform[4] = -m_transform[4];
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result.m_transform[5] = -m_transform[5];
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return result;
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}
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result.m_transform[0] = m_transform[3] / determinant;
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result.m_transform[1] = -m_transform[1] / determinant;
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result.m_transform[2] = -m_transform[2] / determinant;
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result.m_transform[3] = m_transform[0] / determinant;
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result.m_transform[4] = (m_transform[2] * m_transform[5]
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- m_transform[3] * m_transform[4]) / determinant;
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result.m_transform[5] = (m_transform[1] * m_transform[4]
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- m_transform[0] * m_transform[5]) / determinant;
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return result;
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}
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// Multiplies this AffineTransform by the provided AffineTransform - i.e.
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// this = this * other;
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AffineTransform& AffineTransform::multiply(const AffineTransform& other)
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{
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AffineTransform trans;
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trans.m_transform[0] = other.m_transform[0] * m_transform[0] + other.m_transform[1] * m_transform[2];
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trans.m_transform[1] = other.m_transform[0] * m_transform[1] + other.m_transform[1] * m_transform[3];
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trans.m_transform[2] = other.m_transform[2] * m_transform[0] + other.m_transform[3] * m_transform[2];
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trans.m_transform[3] = other.m_transform[2] * m_transform[1] + other.m_transform[3] * m_transform[3];
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trans.m_transform[4] = other.m_transform[4] * m_transform[0] + other.m_transform[5] * m_transform[2] + m_transform[4];
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trans.m_transform[5] = other.m_transform[4] * m_transform[1] + other.m_transform[5] * m_transform[3] + m_transform[5];
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setMatrix(trans.m_transform);
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return *this;
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}
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AffineTransform& AffineTransform::rotate(double a)
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{
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// angle is in degree. Switch to radian
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return rotateRadians(deg2rad(a));
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}
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AffineTransform& AffineTransform::rotateRadians(double a)
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{
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double cosAngle = cos(a);
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double sinAngle = sin(a);
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AffineTransform rot(cosAngle, sinAngle, -sinAngle, cosAngle, 0, 0);
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multiply(rot);
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return *this;
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}
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AffineTransform& AffineTransform::scale(double s)
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{
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return scale(s, s);
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}
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AffineTransform& AffineTransform::scale(double sx, double sy)
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{
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m_transform[0] *= sx;
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m_transform[1] *= sx;
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m_transform[2] *= sy;
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m_transform[3] *= sy;
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return *this;
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}
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// *this = *this * translation
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AffineTransform& AffineTransform::translate(double tx, double ty)
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{
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if (isIdentityOrTranslation()) {
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m_transform[4] += tx;
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m_transform[5] += ty;
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return *this;
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}
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m_transform[4] += tx * m_transform[0] + ty * m_transform[2];
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m_transform[5] += tx * m_transform[1] + ty * m_transform[3];
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return *this;
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}
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AffineTransform& AffineTransform::scaleNonUniform(double sx, double sy)
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{
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return scale(sx, sy);
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}
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AffineTransform& AffineTransform::rotateFromVector(double x, double y)
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{
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return rotateRadians(atan2(y, x));
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}
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AffineTransform& AffineTransform::flipX()
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{
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return scale(-1, 1);
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}
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AffineTransform& AffineTransform::flipY()
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{
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return scale(1, -1);
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}
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AffineTransform& AffineTransform::shear(double sx, double sy)
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{
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double a = m_transform[0];
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double b = m_transform[1];
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m_transform[0] += sy * m_transform[2];
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m_transform[1] += sy * m_transform[3];
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m_transform[2] += sx * a;
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m_transform[3] += sx * b;
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return *this;
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}
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AffineTransform& AffineTransform::skew(double angleX, double angleY)
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{
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return shear(tan(deg2rad(angleX)), tan(deg2rad(angleY)));
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}
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AffineTransform& AffineTransform::skewX(double angle)
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{
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return shear(tan(deg2rad(angle)), 0);
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}
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AffineTransform& AffineTransform::skewY(double angle)
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{
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return shear(0, tan(deg2rad(angle)));
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}
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AffineTransform makeMapBetweenRects(const FloatRect& source, const FloatRect& dest)
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{
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AffineTransform transform;
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transform.translate(dest.x() - source.x(), dest.y() - source.y());
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transform.scale(dest.width() / source.width(), dest.height() / source.height());
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return transform;
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}
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void AffineTransform::map(double x, double y, double& x2, double& y2) const
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{
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x2 = (m_transform[0] * x + m_transform[2] * y + m_transform[4]);
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y2 = (m_transform[1] * x + m_transform[3] * y + m_transform[5]);
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}
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IntPoint AffineTransform::mapPoint(const IntPoint& point) const
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{
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double x2, y2;
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map(point.x(), point.y(), x2, y2);
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// Round the point.
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return IntPoint(lround(x2), lround(y2));
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}
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FloatPoint AffineTransform::mapPoint(const FloatPoint& point) const
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{
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double x2, y2;
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map(point.x(), point.y(), x2, y2);
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return FloatPoint(narrowPrecisionToFloat(x2), narrowPrecisionToFloat(y2));
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}
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IntSize AffineTransform::mapSize(const IntSize& size) const
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{
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double width2 = size.width() * xScale();
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double height2 = size.height() * yScale();
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return IntSize(lround(width2), lround(height2));
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}
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FloatSize AffineTransform::mapSize(const FloatSize& size) const
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{
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double width2 = size.width() * xScale();
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double height2 = size.height() * yScale();
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return FloatSize(narrowPrecisionToFloat(width2), narrowPrecisionToFloat(height2));
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}
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IntRect AffineTransform::mapRect(const IntRect &rect) const
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{
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return enclosingIntRect(mapRect(FloatRect(rect)));
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}
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FloatRect AffineTransform::mapRect(const FloatRect& rect) const
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{
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if (isIdentityOrTranslation()) {
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if (!m_transform[4] && !m_transform[5])
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return rect;
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FloatRect mappedRect(rect);
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mappedRect.move(narrowPrecisionToFloat(m_transform[4]), narrowPrecisionToFloat(m_transform[5]));
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return mappedRect;
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}
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FloatQuad result;
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result.setP1(mapPoint(rect.location()));
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result.setP2(mapPoint(FloatPoint(rect.maxX(), rect.y())));
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result.setP3(mapPoint(FloatPoint(rect.maxX(), rect.maxY())));
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result.setP4(mapPoint(FloatPoint(rect.x(), rect.maxY())));
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return result.boundingBox();
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}
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FloatQuad AffineTransform::mapQuad(const FloatQuad& q) const
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{
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if (isIdentityOrTranslation()) {
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FloatQuad mappedQuad(q);
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mappedQuad.move(narrowPrecisionToFloat(m_transform[4]), narrowPrecisionToFloat(m_transform[5]));
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return mappedQuad;
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}
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FloatQuad result;
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result.setP1(mapPoint(q.p1()));
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result.setP2(mapPoint(q.p2()));
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result.setP3(mapPoint(q.p3()));
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result.setP4(mapPoint(q.p4()));
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return result;
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}
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TransformationMatrix AffineTransform::toTransformationMatrix() const
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{
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return TransformationMatrix(m_transform[0], m_transform[1], m_transform[2],
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m_transform[3], m_transform[4], m_transform[5]);
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}
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bool AffineTransform::decompose(DecomposedType& decomp) const
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{
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AffineTransform m(*this);
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// Compute scaling factors
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double sx = xScale();
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double sy = yScale();
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// Compute cross product of transformed unit vectors. If negative,
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// one axis was flipped.
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if (m.a() * m.d() - m.c() * m.b() < 0) {
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// Flip axis with minimum unit vector dot product
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if (m.a() < m.d())
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sx = -sx;
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else
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sy = -sy;
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}
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// Remove scale from matrix
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m.scale(1 / sx, 1 / sy);
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// Compute rotation
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double angle = atan2(m.b(), m.a());
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// Remove rotation from matrix
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m.rotateRadians(-angle);
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// Return results
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decomp.scaleX = sx;
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decomp.scaleY = sy;
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decomp.angle = angle;
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decomp.remainderA = m.a();
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decomp.remainderB = m.b();
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decomp.remainderC = m.c();
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decomp.remainderD = m.d();
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decomp.translateX = m.e();
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decomp.translateY = m.f();
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return true;
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}
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void AffineTransform::recompose(const DecomposedType& decomp)
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{
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this->setA(decomp.remainderA);
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this->setB(decomp.remainderB);
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this->setC(decomp.remainderC);
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this->setD(decomp.remainderD);
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this->setE(decomp.translateX);
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this->setF(decomp.translateY);
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this->rotateRadians(decomp.angle);
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this->scale(decomp.scaleX, decomp.scaleY);
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}
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}
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