| /* |
| * Copyright (C) 2005, 2006 Apple Computer, Inc. All rights reserved. |
| * |
| * Redistribution and use in source and binary forms, with or without |
| * modification, are permitted provided that the following conditions |
| * are met: |
| * 1. Redistributions of source code must retain the above copyright |
| * notice, this list of conditions and the following disclaimer. |
| * 2. Redistributions in binary form must reproduce the above copyright |
| * notice, this list of conditions and the following disclaimer in the |
| * documentation and/or other materials provided with the distribution. |
| * |
| * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY |
| * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR |
| * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
| * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| */ |
| |
| #ifndef TransformationMatrix_h |
| #define TransformationMatrix_h |
| |
| #include "SkMatrix44.h" |
| #include "platform/geometry/FloatPoint.h" |
| #include "platform/geometry/FloatPoint3D.h" |
| #include "wtf/Alignment.h" |
| #include "wtf/Allocator.h" |
| #include "wtf/CPU.h" |
| #include "wtf/PtrUtil.h" |
| #include <memory> |
| #include <string.h> // for memcpy |
| |
| namespace blink { |
| |
| class AffineTransform; |
| class IntRect; |
| class LayoutRect; |
| class FloatRect; |
| class FloatQuad; |
| class FloatBox; |
| struct Rotation; |
| #if CPU(X86_64) |
| #define TRANSFORMATION_MATRIX_USE_X86_64_SSE2 |
| #endif |
| |
| // TransformationMatrix must not be allocated on Oilpan's heap since |
| // Oilpan doesn't (yet) have an ability to allocate the TransformationMatrix |
| // with 16-byte alignment. PartitionAlloc has the ability. |
| class PLATFORM_EXPORT TransformationMatrix { |
| USING_FAST_MALLOC(TransformationMatrix); |
| |
| public: |
| #if defined(TRANSFORMATION_MATRIX_USE_X86_64_SSE2) |
| typedef WTF_ALIGNED(double, Matrix4[4][4], 16); |
| #else |
| typedef double Matrix4[4][4]; |
| #endif |
| |
| static std::unique_ptr<TransformationMatrix> create() { |
| return wrapUnique(new TransformationMatrix()); |
| } |
| static std::unique_ptr<TransformationMatrix> create( |
| const TransformationMatrix& t) { |
| return wrapUnique(new TransformationMatrix(t)); |
| } |
| static std::unique_ptr<TransformationMatrix> create(double a, |
| double b, |
| double c, |
| double d, |
| double e, |
| double f) { |
| return wrapUnique(new TransformationMatrix(a, b, c, d, e, f)); |
| } |
| static std::unique_ptr<TransformationMatrix> create(double m11, |
| double m12, |
| double m13, |
| double m14, |
| double m21, |
| double m22, |
| double m23, |
| double m24, |
| double m31, |
| double m32, |
| double m33, |
| double m34, |
| double m41, |
| double m42, |
| double m43, |
| double m44) { |
| return wrapUnique(new TransformationMatrix(m11, m12, m13, m14, m21, m22, |
| m23, m24, m31, m32, m33, m34, |
| m41, m42, m43, m44)); |
| } |
| |
| TransformationMatrix() { |
| checkAlignment(); |
| makeIdentity(); |
| } |
| TransformationMatrix(const AffineTransform&); |
| TransformationMatrix(const TransformationMatrix& t) { |
| checkAlignment(); |
| *this = t; |
| } |
| TransformationMatrix(double a, |
| double b, |
| double c, |
| double d, |
| double e, |
| double f) { |
| checkAlignment(); |
| setMatrix(a, b, c, d, e, f); |
| } |
| TransformationMatrix(double m11, |
| double m12, |
| double m13, |
| double m14, |
| double m21, |
| double m22, |
| double m23, |
| double m24, |
| double m31, |
| double m32, |
| double m33, |
| double m34, |
| double m41, |
| double m42, |
| double m43, |
| double m44) { |
| checkAlignment(); |
| setMatrix(m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, |
| m42, m43, m44); |
| } |
| TransformationMatrix(const SkMatrix44& matrix) { |
| setMatrix( |
| matrix.get(0, 0), matrix.get(1, 0), matrix.get(2, 0), matrix.get(3, 0), |
| matrix.get(0, 1), matrix.get(1, 1), matrix.get(2, 1), matrix.get(3, 1), |
| matrix.get(0, 2), matrix.get(1, 2), matrix.get(2, 2), matrix.get(3, 2), |
| matrix.get(0, 3), matrix.get(1, 3), matrix.get(2, 3), matrix.get(3, 3)); |
| } |
| |
| void setMatrix(double a, double b, double c, double d, double e, double f) { |
| m_matrix[0][0] = a; |
| m_matrix[0][1] = b; |
| m_matrix[0][2] = 0; |
| m_matrix[0][3] = 0; |
| m_matrix[1][0] = c; |
| m_matrix[1][1] = d; |
| 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][0] = e; |
| m_matrix[3][1] = f; |
| m_matrix[3][2] = 0; |
| m_matrix[3][3] = 1; |
| } |
| |
| void setMatrix(double m11, |
| double m12, |
| double m13, |
| double m14, |
| double m21, |
| double m22, |
| double m23, |
| double m24, |
| double m31, |
| double m32, |
| double m33, |
| double m34, |
| double m41, |
| double m42, |
| double m43, |
| double m44) { |
| m_matrix[0][0] = m11; |
| m_matrix[0][1] = m12; |
| m_matrix[0][2] = m13; |
| m_matrix[0][3] = m14; |
| m_matrix[1][0] = m21; |
| m_matrix[1][1] = m22; |
| m_matrix[1][2] = m23; |
| m_matrix[1][3] = m24; |
| m_matrix[2][0] = m31; |
| m_matrix[2][1] = m32; |
| m_matrix[2][2] = m33; |
| m_matrix[2][3] = m34; |
| m_matrix[3][0] = m41; |
| m_matrix[3][1] = m42; |
| m_matrix[3][2] = m43; |
| m_matrix[3][3] = m44; |
| } |
| |
| TransformationMatrix& operator=(const TransformationMatrix& t) { |
| setMatrix(t.m_matrix); |
| return *this; |
| } |
| |
| TransformationMatrix& makeIdentity() { |
| setMatrix(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); |
| return *this; |
| } |
| |
| bool isIdentity() const { |
| return m_matrix[0][0] == 1 && m_matrix[0][1] == 0 && m_matrix[0][2] == 0 && |
| m_matrix[0][3] == 0 && m_matrix[1][0] == 0 && m_matrix[1][1] == 1 && |
| 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][0] == 0 && m_matrix[3][1] == 0 && m_matrix[3][2] == 0 && |
| m_matrix[3][3] == 1; |
| } |
| |
| // Map a 3D point through the transform, returning a 3D point. |
| FloatPoint3D mapPoint(const FloatPoint3D&) const; |
| |
| // Map a 2D point through the transform, returning a 2D point. |
| // Note that this ignores the z component, effectively projecting the point |
| // into the z=0 plane. |
| FloatPoint mapPoint(const FloatPoint&) const; |
| |
| // If the matrix has 3D components, the z component of the result is |
| // dropped, effectively projecting the rect into the z=0 plane |
| FloatRect mapRect(const FloatRect&) const; |
| |
| // Rounds the resulting mapped rectangle out. This is helpful for bounding |
| // box computations but may not be what is wanted in other contexts. |
| IntRect mapRect(const IntRect&) const; |
| LayoutRect mapRect(const LayoutRect&) const; |
| |
| // If the matrix has 3D components, the z component of the result is |
| // dropped, effectively projecting the quad into the z=0 plane |
| FloatQuad mapQuad(const FloatQuad&) const; |
| |
| // Map a point on the z=0 plane into a point on |
| // the plane with with the transform applied, by extending |
| // a ray perpendicular to the source plane and computing |
| // the local x,y position of the point where that ray intersects |
| // with the destination plane. |
| FloatPoint projectPoint(const FloatPoint&, bool* clamped = 0) const; |
| // Projects the four corners of the quad |
| FloatQuad projectQuad(const FloatQuad&, bool* clamped = 0) const; |
| // Projects the four corners of the quad and takes a bounding box, |
| // while sanitizing values created when the w component is negative. |
| LayoutRect clampedBoundsOfProjectedQuad(const FloatQuad&) const; |
| |
| void transformBox(FloatBox&) const; |
| |
| double m11() const { return m_matrix[0][0]; } |
| void setM11(double f) { m_matrix[0][0] = f; } |
| double m12() const { return m_matrix[0][1]; } |
| void setM12(double f) { m_matrix[0][1] = f; } |
| double m13() const { return m_matrix[0][2]; } |
| void setM13(double f) { m_matrix[0][2] = f; } |
| double m14() const { return m_matrix[0][3]; } |
| void setM14(double f) { m_matrix[0][3] = f; } |
| double m21() const { return m_matrix[1][0]; } |
| void setM21(double f) { m_matrix[1][0] = f; } |
| double m22() const { return m_matrix[1][1]; } |
| void setM22(double f) { m_matrix[1][1] = f; } |
| double m23() const { return m_matrix[1][2]; } |
| void setM23(double f) { m_matrix[1][2] = f; } |
| double m24() const { return m_matrix[1][3]; } |
| void setM24(double f) { m_matrix[1][3] = f; } |
| double m31() const { return m_matrix[2][0]; } |
| void setM31(double f) { m_matrix[2][0] = f; } |
| double m32() const { return m_matrix[2][1]; } |
| void setM32(double f) { m_matrix[2][1] = f; } |
| double m33() const { return m_matrix[2][2]; } |
| void setM33(double f) { m_matrix[2][2] = f; } |
| double m34() const { return m_matrix[2][3]; } |
| void setM34(double f) { m_matrix[2][3] = f; } |
| double m41() const { return m_matrix[3][0]; } |
| void setM41(double f) { m_matrix[3][0] = f; } |
| double m42() const { return m_matrix[3][1]; } |
| void setM42(double f) { m_matrix[3][1] = f; } |
| double m43() const { return m_matrix[3][2]; } |
| void setM43(double f) { m_matrix[3][2] = f; } |
| double m44() const { return m_matrix[3][3]; } |
| void setM44(double f) { m_matrix[3][3] = f; } |
| |
| double a() const { return m_matrix[0][0]; } |
| void setA(double a) { m_matrix[0][0] = a; } |
| |
| double b() const { return m_matrix[0][1]; } |
| void setB(double b) { m_matrix[0][1] = b; } |
| |
| double c() const { return m_matrix[1][0]; } |
| void setC(double c) { m_matrix[1][0] = c; } |
| |
| double d() const { return m_matrix[1][1]; } |
| void setD(double d) { m_matrix[1][1] = d; } |
| |
| double e() const { return m_matrix[3][0]; } |
| void setE(double e) { m_matrix[3][0] = e; } |
| |
| double f() const { return m_matrix[3][1]; } |
| void setF(double f) { m_matrix[3][1] = f; } |
| |
| // *this = *this * mat. |
| TransformationMatrix& multiply(const TransformationMatrix&); |
| |
| TransformationMatrix& scale(double); |
| TransformationMatrix& scaleNonUniform(double sx, double sy); |
| TransformationMatrix& scale3d(double sx, double sy, double sz); |
| |
| TransformationMatrix& rotate(double d) { return rotate3d(0, 0, d); } |
| // Angles are in degrees. |
| TransformationMatrix& rotate3d(double rx, double ry, double rz); |
| TransformationMatrix& rotate3d(const Rotation&); |
| |
| // The vector (x,y,z) is normalized if it's not already. A vector of |
| // (0,0,0) uses a vector of (0,0,1). |
| TransformationMatrix& rotate3d(double x, double y, double z, double angle); |
| |
| TransformationMatrix& translate(double tx, double ty); |
| TransformationMatrix& translate3d(double tx, double ty, double tz); |
| |
| // translation added with a post-multiply |
| TransformationMatrix& translateRight(double tx, double ty); |
| TransformationMatrix& translateRight3d(double tx, double ty, double tz); |
| |
| TransformationMatrix& skew(double angleX, double angleY); |
| TransformationMatrix& skewX(double angle) { return skew(angle, 0); } |
| TransformationMatrix& skewY(double angle) { return skew(0, angle); } |
| |
| TransformationMatrix& applyPerspective(double p); |
| |
| // Changes the transform to apply as if the origin were at (x, y, z). |
| TransformationMatrix& applyTransformOrigin(double x, double y, double z); |
| TransformationMatrix& applyTransformOrigin(const FloatPoint3D& origin) { |
| return applyTransformOrigin(origin.x(), origin.y(), origin.z()); |
| } |
| |
| // Changes the transform to: |
| // |
| // scale3d(z, z, z) * mat * scale3d(1/z, 1/z, 1/z) |
| // |
| // Useful for mapping zoomed points to their zoomed transformed result: |
| // |
| // new_mat * (scale3d(z, z, z) * x) == scale3d(z, z, z) * (mat * x) |
| // |
| TransformationMatrix& zoom(double zoomFactor); |
| |
| bool isInvertible() const; |
| |
| // This method returns the identity matrix if it is not invertible. |
| // Use isInvertible() before calling this if you need to know. |
| TransformationMatrix inverse() const; |
| |
| // decompose the matrix into its component parts |
| typedef struct { |
| double scaleX, scaleY, scaleZ; |
| double skewXY, skewXZ, skewYZ; |
| double quaternionX, quaternionY, quaternionZ, quaternionW; |
| double translateX, translateY, translateZ; |
| double perspectiveX, perspectiveY, perspectiveZ, perspectiveW; |
| } DecomposedType; |
| |
| bool decompose(DecomposedType&) const WARN_UNUSED_RETURN; |
| void recompose(const DecomposedType&); |
| |
| void blend(const TransformationMatrix& from, double progress); |
| |
| bool isAffine() const { |
| return m13() == 0 && m14() == 0 && m23() == 0 && m24() == 0 && m31() == 0 && |
| m32() == 0 && m33() == 1 && m34() == 0 && m43() == 0 && m44() == 1; |
| } |
| |
| // Throw away the non-affine parts of the matrix (lossy!) |
| void makeAffine(); |
| |
| AffineTransform toAffineTransform() const; |
| |
| // Flatten into a 2-D transformation (non-invertable). |
| // Same as gfx::Transform::FlattenTo2d(); see the docs for that function for |
| // details and discussion. |
| void flattenTo2d(); |
| |
| bool operator==(const TransformationMatrix& m2) const { |
| return m_matrix[0][0] == m2.m_matrix[0][0] && |
| m_matrix[0][1] == m2.m_matrix[0][1] && |
| m_matrix[0][2] == m2.m_matrix[0][2] && |
| m_matrix[0][3] == m2.m_matrix[0][3] && |
| m_matrix[1][0] == m2.m_matrix[1][0] && |
| m_matrix[1][1] == m2.m_matrix[1][1] && |
| m_matrix[1][2] == m2.m_matrix[1][2] && |
| m_matrix[1][3] == m2.m_matrix[1][3] && |
| m_matrix[2][0] == m2.m_matrix[2][0] && |
| m_matrix[2][1] == m2.m_matrix[2][1] && |
| m_matrix[2][2] == m2.m_matrix[2][2] && |
| m_matrix[2][3] == m2.m_matrix[2][3] && |
| m_matrix[3][0] == m2.m_matrix[3][0] && |
| m_matrix[3][1] == m2.m_matrix[3][1] && |
| m_matrix[3][2] == m2.m_matrix[3][2] && |
| m_matrix[3][3] == m2.m_matrix[3][3]; |
| } |
| |
| bool operator!=(const TransformationMatrix& other) const { |
| return !(*this == other); |
| } |
| |
| // *this = *this * t |
| TransformationMatrix& operator*=(const TransformationMatrix& t) { |
| return multiply(t); |
| } |
| |
| // result = *this * t |
| TransformationMatrix operator*(const TransformationMatrix& t) const { |
| TransformationMatrix result = *this; |
| result.multiply(t); |
| return result; |
| } |
| |
| bool isIdentityOrTranslation() const { |
| return m_matrix[0][0] == 1 && m_matrix[0][1] == 0 && m_matrix[0][2] == 0 && |
| m_matrix[0][3] == 0 && m_matrix[1][0] == 0 && m_matrix[1][1] == 1 && |
| 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][3] == 1; |
| } |
| |
| bool isIdentityOr2DTranslation() const { |
| return isIdentityOrTranslation() && m_matrix[3][2] == 0; |
| } |
| |
| bool isIntegerTranslation() const; |
| |
| // If this transformation is identity or 2D translation, returns the |
| // translation. |
| FloatSize to2DTranslation() const; |
| |
| typedef float FloatMatrix4[16]; |
| void toColumnMajorFloatArray(FloatMatrix4& result) const; |
| |
| static SkMatrix44 toSkMatrix44(const TransformationMatrix&); |
| |
| // If |asMatrix|, return the matrix in row-major order. Otherwise, return |
| // the transform's decomposition which shows the translation, scale, etc. |
| String toString(bool asMatrix = false) const; |
| |
| private: |
| // multiply passed 2D point by matrix (assume z=0) |
| void multVecMatrix(double x, double y, double& dstX, double& dstY) const; |
| FloatPoint internalMapPoint(const FloatPoint& sourcePoint) const { |
| double resultX; |
| double resultY; |
| multVecMatrix(sourcePoint.x(), sourcePoint.y(), resultX, resultY); |
| return FloatPoint(static_cast<float>(resultX), static_cast<float>(resultY)); |
| } |
| |
| // multiply passed 3D point by matrix |
| void multVecMatrix(double x, |
| double y, |
| double z, |
| double& dstX, |
| double& dstY, |
| double& dstZ) const; |
| FloatPoint3D internalMapPoint(const FloatPoint3D& sourcePoint) const { |
| double resultX; |
| double resultY; |
| double resultZ; |
| multVecMatrix(sourcePoint.x(), sourcePoint.y(), sourcePoint.z(), resultX, |
| resultY, resultZ); |
| return FloatPoint3D(static_cast<float>(resultX), |
| static_cast<float>(resultY), |
| static_cast<float>(resultZ)); |
| } |
| |
| void setMatrix(const Matrix4 m) { |
| if (m && m != m_matrix) |
| memcpy(m_matrix, m, sizeof(Matrix4)); |
| } |
| |
| void checkAlignment() { |
| #if defined(TRANSFORMATION_MATRIX_USE_X86_64_SSE2) |
| // m_matrix can cause this class to require higher than usual alignment. |
| // Make sure the allocator handles this. |
| ASSERT((reinterpret_cast<uintptr_t>(this) & |
| (WTF_ALIGN_OF(TransformationMatrix) - 1)) == 0); |
| #endif |
| } |
| |
| Matrix4 m_matrix; |
| }; |
| |
| // Redeclared here to avoid ODR issues. |
| // See platform/testing/TransformPrinters.h. |
| void PrintTo(const TransformationMatrix&, std::ostream*); |
| |
| } // namespace blink |
| |
| #endif // TransformationMatrix_h |