/*
* This source file is part of RmlUi, the HTML/CSS Interface Middleware
*
* For the latest information, see http://github.com/mikke89/RmlUi
*
* Copyright (c) 2014 Markus Schöngart
* Copyright (c) 2019 The RmlUi Team, and contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#include "precompiled.h"
#include "../../Include/RmlUi/Core/TransformState.h"
namespace Rml {
namespace Core {
Matrix4f TransformState::Perspective::GetProjection() const noexcept
{
float depth = (float)Math::Max(view_size.x, view_size.y);
if (distance == 0)
{
return Matrix4f::ProjectOrtho(
-0.5f * view_size.x,
+0.5f * view_size.x,
+0.5f * view_size.y,
-0.5f * view_size.y,
-1.0f * depth,
+1.0f * depth
) * Matrix4f::Translate(
-0.5f * view_size.x,
-0.5f * view_size.y,
0
);
}
else if (distance > 0)
{
float far = distance + 1.0f * depth;
const float FAR_NEAR_RATIO = 256.0f;
float near = Math::Max(1.0f, far / FAR_NEAR_RATIO);
float scale = near / distance;
return Matrix4f::ProjectPerspective(
(-vanish.x) * scale,
(view_size.x - vanish.x) * scale,
(view_size.y - vanish.y) * scale,
(-vanish.y) * scale,
near,
far
) * Matrix4f::Translate(
-vanish.x,
-vanish.y,
-distance
);
}
else /* if (distance < 0) */
{
return Matrix4f::Identity();
}
}
Vector3f TransformState::Perspective::Project(const Vector3f &point) const noexcept
{
if (distance < 0)
{
return point;
}
else /* if (distance >= 0) */
{
return GetProjection() * point;
}
}
Vector3f TransformState::Perspective::Unproject(const Vector3f &point) const noexcept
{
if (distance < 0)
{
return point;
}
else /* if (distance >= 0) */
{
Matrix4f projection_inv = GetProjection();
projection_inv.Invert();
return projection_inv * point;
}
}
Matrix4f TransformState::LocalPerspective::GetProjection() const noexcept
{
float depth = (float)Math::Max(view_size.x, view_size.y);
if (distance == 0)
{
return Matrix4f::ProjectOrtho(
-0.5f * view_size.x,
+0.5f * view_size.x,
+0.5f * view_size.y,
-0.5f * view_size.y,
-0.5f * depth,
+0.5f * depth
) * Matrix4f::Translate(
-0.5f * view_size.x,
-0.5f * view_size.y,
0
);
}
else if (distance > 0)
{
return Matrix4f::ProjectPerspective(
(0.f - 0.5f) * view_size.x,
(1.f - 0.5f) * view_size.x,
(1.f - 0.5f) * view_size.y,
(0.f - 0.5f) * view_size.y,
distance,
distance + depth
) * Matrix4f::Translate(
-0.5f * view_size.x,
-0.5f * view_size.y,
-distance - 0.5f * depth
);
}
else /* if (distance < 0) */
{
return Matrix4f::Identity();
}
}
Vector3f TransformState::LocalPerspective::Project(const Vector3f &point) const noexcept
{
if (distance < 0)
{
return point;
}
else /* if (distance >= 0) */
{
return GetProjection() * point;
}
}
Vector3f TransformState::LocalPerspective::Unproject(const Vector3f &point) const noexcept
{
if (distance < 0)
{
return point;
}
else /* if (distance >= 0) */
{
Matrix4f projection_inv = GetProjection();
projection_inv.Invert();
return projection_inv * point;
}
}
TransformState::TransformState()
: have_perspective(false), have_local_perspective(false),
have_parent_recursive_transform(false), have_transform(false)
{
}
void TransformState::SetPerspective(const Perspective *perspective) noexcept
{
if (perspective)
{
this->perspective = perspective->distance;
this->view_size = perspective->view_size;
this->vanish = perspective->vanish;
}
have_perspective = perspective != 0;
}
bool TransformState::GetPerspective(Perspective *perspective) const noexcept
{
if (have_perspective && perspective)
{
perspective->distance = this->perspective;
perspective->view_size = this->view_size;
perspective->vanish = this->vanish;
}
return have_perspective;
}
void TransformState::SetLocalPerspective(const LocalPerspective *local_perspective) noexcept
{
if (local_perspective)
{
this->local_perspective = local_perspective->distance;
this->view_size = local_perspective->view_size;
}
have_local_perspective = local_perspective != 0;
}
bool TransformState::GetLocalPerspective(LocalPerspective *local_perspective) const noexcept
{
if (have_local_perspective && local_perspective)
{
local_perspective->distance = this->local_perspective;
local_perspective->view_size = this->view_size;
}
return have_local_perspective;
}
void TransformState::SetTransform(const Matrix4f *transform) noexcept
{
if (transform)
{
this->transform = *transform;
}
have_transform = transform != 0;
}
bool TransformState::GetTransform(Matrix4f *transform) const noexcept
{
if (have_transform)
{
if (transform)
{
*transform = this->transform;
}
return true;
}
else
{
return false;
}
}
void TransformState::SetParentRecursiveTransform(const Matrix4f *parent_recursive_transform) noexcept
{
if (parent_recursive_transform)
{
this->parent_recursive_transform = *parent_recursive_transform;
}
have_parent_recursive_transform = parent_recursive_transform != 0;
}
bool TransformState::GetParentRecursiveTransform(Matrix4f *transform) const noexcept
{
if (have_parent_recursive_transform)
{
if (transform)
{
*transform = this->parent_recursive_transform;
}
return true;
}
else
{
return false;
}
}
Vector3f TransformState::Transform(const Vector3f &point) const noexcept
{
if (have_parent_recursive_transform && have_transform)
{
return parent_recursive_transform * (transform * point);
}
else if (have_parent_recursive_transform)
{
return parent_recursive_transform * point;
}
else if (have_transform)
{
return transform * point;
}
else
{
return point;
}
}
Vector3f TransformState::Untransform(const Vector3f &point) const noexcept
{
Matrix4f transform_inv;
if (have_parent_recursive_transform && have_transform)
{
transform_inv = parent_recursive_transform * transform;
transform_inv.Invert();
}
else if (have_parent_recursive_transform)
{
transform_inv = parent_recursive_transform;
transform_inv.Invert();
}
else if (have_transform)
{
transform_inv = transform;
transform_inv.Invert();
}
else
{
return point;
}
return transform_inv * point;
}
bool TransformState::GetRecursiveTransform(Matrix4f *recursive_transform) const noexcept
{
if (recursive_transform)
{
if (have_parent_recursive_transform && have_transform)
{
*recursive_transform = parent_recursive_transform * transform;
}
else if (have_parent_recursive_transform)
{
*recursive_transform = parent_recursive_transform;
}
else if (have_transform)
{
*recursive_transform = transform;
}
}
return have_parent_recursive_transform || have_transform;
}
}
}