TransformUtilities.cpp 35 KB

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  1. /*
  2. * This source file is part of RmlUi, the HTML/CSS Interface Middleware
  3. *
  4. * For the latest information, see http://github.com/mikke89/RmlUi
  5. *
  6. * Copyright (c) 2014 Markus Schöngart
  7. * Copyright (c) 2019-2023 The RmlUi Team, and contributors
  8. *
  9. * Permission is hereby granted, free of charge, to any person obtaining a copy
  10. * of this software and associated documentation files (the "Software"), to deal
  11. * in the Software without restriction, including without limitation the rights
  12. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  13. * copies of the Software, and to permit persons to whom the Software is
  14. * furnished to do so, subject to the following conditions:
  15. *
  16. * The above copyright notice and this permission notice shall be included in
  17. * all copies or substantial portions of the Software.
  18. *
  19. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  20. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  21. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  22. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  23. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  24. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  25. * THE SOFTWARE.
  26. *
  27. */
  28. #include "TransformUtilities.h"
  29. #include "../../Include/RmlUi/Core/Element.h"
  30. #include "../../Include/RmlUi/Core/TransformPrimitive.h"
  31. namespace Rml {
  32. using namespace Transforms;
  33. static Vector3f Combine(const Vector3f a, const Vector3f b, float a_scale, float b_scale)
  34. {
  35. Vector3f result;
  36. result.x = a_scale * a.x + b_scale * b.x;
  37. result.y = a_scale * a.y + b_scale * b.y;
  38. result.z = a_scale * a.z + b_scale * b.z;
  39. return result;
  40. }
  41. // Interpolate two quaternions a, b with weight alpha [0, 1]
  42. static Vector4f QuaternionSlerp(const Vector4f a, const Vector4f b, float alpha)
  43. {
  44. using namespace Math;
  45. const float eps = 0.9995f;
  46. float dot = a.DotProduct(b);
  47. dot = Clamp(dot, -1.f, 1.f);
  48. if (dot > eps)
  49. return a;
  50. float theta = ACos(dot);
  51. float w = Sin(alpha * theta) / SquareRoot(1.f - dot * dot);
  52. float a_scale = Cos(alpha * theta) - dot * w;
  53. Vector4f result;
  54. for (int i = 0; i < 4; i++)
  55. {
  56. result[i] = a[i] * a_scale + b[i] * w;
  57. }
  58. return result;
  59. }
  60. // Resolve a numeric property value with the element's width as relative base value.
  61. static inline float ResolveWidth(NumericValue value, Element& e) noexcept
  62. {
  63. if (value.unit == Unit::PX || value.unit == Unit::NUMBER)
  64. return value.number;
  65. return e.ResolveNumericValue(value, e.GetBox().GetSize(BoxArea::Border).x);
  66. }
  67. // Resolve a numeric property value with the element's height as relative base value.
  68. static inline float ResolveHeight(NumericValue value, Element& e) noexcept
  69. {
  70. if (value.unit == Unit::PX || value.unit == Unit::NUMBER)
  71. return value.number;
  72. return e.ResolveNumericValue(value, e.GetBox().GetSize(BoxArea::Border).y);
  73. }
  74. // Resolve a length numeric property value for the given element.
  75. static inline float ResolveLength(NumericValue value, Element& e) noexcept
  76. {
  77. if (value.unit == Unit::PX || value.unit == Unit::NUMBER)
  78. return value.number;
  79. return e.ResolveLength(value);
  80. }
  81. static inline String ToString(NumericValue value) noexcept
  82. {
  83. Property prop;
  84. prop.value = Variant(value.number);
  85. prop.unit = value.unit;
  86. return prop.ToString();
  87. }
  88. struct SetIdentityVisitor {
  89. template <size_t N>
  90. void operator()(Transforms::ResolvedPrimitive<N>& p)
  91. {
  92. for (auto& value : p.values)
  93. value = 0.0f;
  94. }
  95. template <size_t N>
  96. void operator()(Transforms::UnresolvedPrimitive<N>& p)
  97. {
  98. for (auto& value : p.values)
  99. value.number = 0.0f;
  100. }
  101. void operator()(Transforms::Matrix2D& p)
  102. {
  103. for (int i = 0; i < 6; i++)
  104. p.values[i] = ((i == 0 || i == 3) ? 1.0f : 0.0f);
  105. }
  106. void operator()(Transforms::Matrix3D& p)
  107. {
  108. for (int i = 0; i < 16; i++)
  109. p.values[i] = ((i % 5) == 0 ? 1.0f : 0.0f);
  110. }
  111. void operator()(Transforms::ScaleX& p) { p.values[0] = 1; }
  112. void operator()(Transforms::ScaleY& p) { p.values[0] = 1; }
  113. void operator()(Transforms::ScaleZ& p) { p.values[0] = 1; }
  114. void operator()(Transforms::Scale2D& p) { p.values[0] = p.values[1] = 1; }
  115. void operator()(Transforms::Scale3D& p) { p.values[0] = p.values[1] = p.values[2] = 1; }
  116. void operator()(Transforms::DecomposedMatrix4& p)
  117. {
  118. p.perspective = Vector4f(0, 0, 0, 1);
  119. p.quaternion = Vector4f(0, 0, 0, 1);
  120. p.translation = Vector3f(0, 0, 0);
  121. p.scale = Vector3f(1, 1, 1);
  122. p.skew = Vector3f(0, 0, 0);
  123. }
  124. void run(TransformPrimitive& primitive)
  125. {
  126. switch (primitive.type)
  127. {
  128. case TransformPrimitive::MATRIX2D: this->operator()(primitive.matrix_2d); break;
  129. case TransformPrimitive::MATRIX3D: this->operator()(primitive.matrix_3d); break;
  130. case TransformPrimitive::TRANSLATEX: this->operator()(primitive.translate_x); break;
  131. case TransformPrimitive::TRANSLATEY: this->operator()(primitive.translate_y); break;
  132. case TransformPrimitive::TRANSLATEZ: this->operator()(primitive.translate_z); break;
  133. case TransformPrimitive::TRANSLATE2D: this->operator()(primitive.translate_2d); break;
  134. case TransformPrimitive::TRANSLATE3D: this->operator()(primitive.translate_3d); break;
  135. case TransformPrimitive::SCALEX: this->operator()(primitive.scale_x); break;
  136. case TransformPrimitive::SCALEY: this->operator()(primitive.scale_y); break;
  137. case TransformPrimitive::SCALEZ: this->operator()(primitive.scale_z); break;
  138. case TransformPrimitive::SCALE2D: this->operator()(primitive.scale_2d); break;
  139. case TransformPrimitive::SCALE3D: this->operator()(primitive.scale_3d); break;
  140. case TransformPrimitive::ROTATEX: this->operator()(primitive.rotate_x); break;
  141. case TransformPrimitive::ROTATEY: this->operator()(primitive.rotate_y); break;
  142. case TransformPrimitive::ROTATEZ: this->operator()(primitive.rotate_z); break;
  143. case TransformPrimitive::ROTATE2D: this->operator()(primitive.rotate_2d); break;
  144. case TransformPrimitive::ROTATE3D: this->operator()(primitive.rotate_3d); break;
  145. case TransformPrimitive::SKEWX: this->operator()(primitive.skew_x); break;
  146. case TransformPrimitive::SKEWY: this->operator()(primitive.skew_y); break;
  147. case TransformPrimitive::SKEW2D: this->operator()(primitive.skew_2d); break;
  148. case TransformPrimitive::PERSPECTIVE: this->operator()(primitive.perspective); break;
  149. case TransformPrimitive::DECOMPOSEDMATRIX4: this->operator()(primitive.decomposed_matrix_4); break;
  150. }
  151. }
  152. };
  153. void TransformUtilities::SetIdentity(TransformPrimitive& p) noexcept
  154. {
  155. SetIdentityVisitor{}.run(p);
  156. }
  157. struct ResolveTransformVisitor {
  158. Matrix4f& m;
  159. Element& e;
  160. void operator()(const Transforms::Matrix2D& p)
  161. {
  162. m = Matrix4f::FromRows(Vector4f(p.values[0], p.values[2], 0, p.values[4]), Vector4f(p.values[1], p.values[3], 0, p.values[5]),
  163. Vector4f(0, 0, 1, 0), Vector4f(0, 0, 0, 1));
  164. }
  165. void operator()(const Transforms::Matrix3D& p)
  166. {
  167. m = Matrix4f::FromColumns(Vector4f(p.values[0], p.values[1], p.values[2], p.values[3]),
  168. Vector4f(p.values[4], p.values[5], p.values[6], p.values[7]), Vector4f(p.values[8], p.values[9], p.values[10], p.values[11]),
  169. Vector4f(p.values[12], p.values[13], p.values[14], p.values[15]));
  170. }
  171. void operator()(const Transforms::TranslateX& p) { m = Matrix4f::TranslateX(ResolveWidth(p.values[0], e)); }
  172. void operator()(const Transforms::TranslateY& p) { m = Matrix4f::TranslateY(ResolveHeight(p.values[0], e)); }
  173. void operator()(const Transforms::TranslateZ& p) { m = Matrix4f::TranslateZ(ResolveLength(p.values[0], e)); }
  174. void operator()(const Transforms::Translate2D& p) { m = Matrix4f::Translate(ResolveWidth(p.values[0], e), ResolveHeight(p.values[1], e), 0); }
  175. void operator()(const Transforms::Translate3D& p)
  176. {
  177. m = Matrix4f::Translate(ResolveWidth(p.values[0], e), ResolveHeight(p.values[1], e), ResolveLength(p.values[2], e));
  178. }
  179. void operator()(const Transforms::ScaleX& p) { m = Matrix4f::ScaleX(p.values[0]); }
  180. void operator()(const Transforms::ScaleY& p) { m = Matrix4f::ScaleY(p.values[0]); }
  181. void operator()(const Transforms::ScaleZ& p) { m = Matrix4f::ScaleZ(p.values[0]); }
  182. void operator()(const Transforms::Scale2D& p) { m = Matrix4f::Scale(p.values[0], p.values[1], 1); }
  183. void operator()(const Transforms::Scale3D& p) { m = Matrix4f::Scale(p.values[0], p.values[1], p.values[2]); }
  184. void operator()(const Transforms::RotateX& p) { m = Matrix4f::RotateX(p.values[0]); }
  185. void operator()(const Transforms::RotateY& p) { m = Matrix4f::RotateY(p.values[0]); }
  186. void operator()(const Transforms::RotateZ& p) { m = Matrix4f::RotateZ(p.values[0]); }
  187. void operator()(const Transforms::Rotate2D& p) { m = Matrix4f::RotateZ(p.values[0]); }
  188. void operator()(const Transforms::Rotate3D& p) { m = Matrix4f::Rotate(Vector3f(p.values[0], p.values[1], p.values[2]), p.values[3]); }
  189. void operator()(const Transforms::SkewX& p) { m = Matrix4f::SkewX(p.values[0]); }
  190. void operator()(const Transforms::SkewY& p) { m = Matrix4f::SkewY(p.values[0]); }
  191. void operator()(const Transforms::Skew2D& p) { m = Matrix4f::Skew(p.values[0], p.values[1]); }
  192. void operator()(const Transforms::DecomposedMatrix4& p) { m = Matrix4f::Compose(p.translation, p.scale, p.skew, p.perspective, p.quaternion); }
  193. void operator()(const Transforms::Perspective& p) { m = Matrix4f::Perspective(ResolveLength(p.values[0], e)); }
  194. void run(const TransformPrimitive& primitive)
  195. {
  196. switch (primitive.type)
  197. {
  198. case TransformPrimitive::MATRIX2D: this->operator()(primitive.matrix_2d); break;
  199. case TransformPrimitive::MATRIX3D: this->operator()(primitive.matrix_3d); break;
  200. case TransformPrimitive::TRANSLATEX: this->operator()(primitive.translate_x); break;
  201. case TransformPrimitive::TRANSLATEY: this->operator()(primitive.translate_y); break;
  202. case TransformPrimitive::TRANSLATEZ: this->operator()(primitive.translate_z); break;
  203. case TransformPrimitive::TRANSLATE2D: this->operator()(primitive.translate_2d); break;
  204. case TransformPrimitive::TRANSLATE3D: this->operator()(primitive.translate_3d); break;
  205. case TransformPrimitive::SCALEX: this->operator()(primitive.scale_x); break;
  206. case TransformPrimitive::SCALEY: this->operator()(primitive.scale_y); break;
  207. case TransformPrimitive::SCALEZ: this->operator()(primitive.scale_z); break;
  208. case TransformPrimitive::SCALE2D: this->operator()(primitive.scale_2d); break;
  209. case TransformPrimitive::SCALE3D: this->operator()(primitive.scale_3d); break;
  210. case TransformPrimitive::ROTATEX: this->operator()(primitive.rotate_x); break;
  211. case TransformPrimitive::ROTATEY: this->operator()(primitive.rotate_y); break;
  212. case TransformPrimitive::ROTATEZ: this->operator()(primitive.rotate_z); break;
  213. case TransformPrimitive::ROTATE2D: this->operator()(primitive.rotate_2d); break;
  214. case TransformPrimitive::ROTATE3D: this->operator()(primitive.rotate_3d); break;
  215. case TransformPrimitive::SKEWX: this->operator()(primitive.skew_x); break;
  216. case TransformPrimitive::SKEWY: this->operator()(primitive.skew_y); break;
  217. case TransformPrimitive::SKEW2D: this->operator()(primitive.skew_2d); break;
  218. case TransformPrimitive::PERSPECTIVE: this->operator()(primitive.perspective); break;
  219. case TransformPrimitive::DECOMPOSEDMATRIX4: this->operator()(primitive.decomposed_matrix_4); break;
  220. }
  221. }
  222. };
  223. Matrix4f TransformUtilities::ResolveTransform(const TransformPrimitive& p, Element& e) noexcept
  224. {
  225. Matrix4f m;
  226. ResolveTransformVisitor visitor{m, e};
  227. visitor.run(p);
  228. return m;
  229. }
  230. struct PrepareVisitor {
  231. Element& e;
  232. bool operator()(TranslateX& p)
  233. {
  234. p.values[0] = NumericValue{ResolveWidth(p.values[0], e), Unit::PX};
  235. return true;
  236. }
  237. bool operator()(TranslateY& p)
  238. {
  239. p.values[0] = NumericValue{ResolveHeight(p.values[0], e), Unit::PX};
  240. return true;
  241. }
  242. bool operator()(TranslateZ& p)
  243. {
  244. p.values[0] = NumericValue{ResolveLength(p.values[0], e), Unit::PX};
  245. return true;
  246. }
  247. bool operator()(Translate2D& p)
  248. {
  249. p.values[0] = NumericValue{ResolveWidth(p.values[0], e), Unit::PX};
  250. p.values[1] = NumericValue{ResolveHeight(p.values[1], e), Unit::PX};
  251. return true;
  252. }
  253. bool operator()(Translate3D& p)
  254. {
  255. p.values[0] = NumericValue{ResolveWidth(p.values[0], e), Unit::PX};
  256. p.values[1] = NumericValue{ResolveHeight(p.values[1], e), Unit::PX};
  257. p.values[2] = NumericValue{ResolveLength(p.values[2], e), Unit::PX};
  258. return true;
  259. }
  260. template <size_t N>
  261. bool operator()(ResolvedPrimitive<N>& /*p*/)
  262. {
  263. // No conversion needed for resolved transforms (with some exceptions below)
  264. return true;
  265. }
  266. bool operator()(DecomposedMatrix4& /*p*/) { return true; }
  267. bool operator()(Rotate3D& p)
  268. {
  269. // Rotate3D can be interpolated if and only if their rotation axes point in the same direction.
  270. // We normalize the rotation vector here for easy comparison, and return true here. Later on we make the
  271. // pair-wise check in 'TryConvertToMatchingGenericType' to see if we need to decompose.
  272. Vector3f vec = Vector3f(p.values[0], p.values[1], p.values[2]).Normalise();
  273. p.values[0] = vec.x;
  274. p.values[1] = vec.y;
  275. p.values[2] = vec.z;
  276. return true;
  277. }
  278. bool operator()(Matrix3D& /*p*/)
  279. {
  280. // Matrices must be decomposed for interpolation
  281. return false;
  282. }
  283. bool operator()(Matrix2D& /*p*/)
  284. {
  285. // Matrix2D can also be optimized for interpolation, but for now we decompose it to a full DecomposedMatrix4
  286. return false;
  287. }
  288. bool operator()(Perspective& /*p*/)
  289. {
  290. // Perspective must be decomposed
  291. return false;
  292. }
  293. bool run(TransformPrimitive& primitive)
  294. {
  295. switch (primitive.type)
  296. {
  297. case TransformPrimitive::MATRIX2D: return this->operator()(primitive.matrix_2d);
  298. case TransformPrimitive::MATRIX3D: return this->operator()(primitive.matrix_3d);
  299. case TransformPrimitive::TRANSLATEX: return this->operator()(primitive.translate_x);
  300. case TransformPrimitive::TRANSLATEY: return this->operator()(primitive.translate_y);
  301. case TransformPrimitive::TRANSLATEZ: return this->operator()(primitive.translate_z);
  302. case TransformPrimitive::TRANSLATE2D: return this->operator()(primitive.translate_2d);
  303. case TransformPrimitive::TRANSLATE3D: return this->operator()(primitive.translate_3d);
  304. case TransformPrimitive::SCALEX: return this->operator()(primitive.scale_x);
  305. case TransformPrimitive::SCALEY: return this->operator()(primitive.scale_y);
  306. case TransformPrimitive::SCALEZ: return this->operator()(primitive.scale_z);
  307. case TransformPrimitive::SCALE2D: return this->operator()(primitive.scale_2d);
  308. case TransformPrimitive::SCALE3D: return this->operator()(primitive.scale_3d);
  309. case TransformPrimitive::ROTATEX: return this->operator()(primitive.rotate_x);
  310. case TransformPrimitive::ROTATEY: return this->operator()(primitive.rotate_y);
  311. case TransformPrimitive::ROTATEZ: return this->operator()(primitive.rotate_z);
  312. case TransformPrimitive::ROTATE2D: return this->operator()(primitive.rotate_2d);
  313. case TransformPrimitive::ROTATE3D: return this->operator()(primitive.rotate_3d);
  314. case TransformPrimitive::SKEWX: return this->operator()(primitive.skew_x);
  315. case TransformPrimitive::SKEWY: return this->operator()(primitive.skew_y);
  316. case TransformPrimitive::SKEW2D: return this->operator()(primitive.skew_2d);
  317. case TransformPrimitive::PERSPECTIVE: return this->operator()(primitive.perspective);
  318. case TransformPrimitive::DECOMPOSEDMATRIX4: return this->operator()(primitive.decomposed_matrix_4);
  319. }
  320. RMLUI_ASSERT(false);
  321. return false;
  322. }
  323. };
  324. bool TransformUtilities::PrepareForInterpolation(TransformPrimitive& p, Element& e) noexcept
  325. {
  326. return PrepareVisitor{e}.run(p);
  327. }
  328. enum class GenericType { None, Scale3D, Translate3D, Rotate3D };
  329. struct GetGenericTypeVisitor {
  330. GenericType run(const TransformPrimitive& primitive)
  331. {
  332. switch (primitive.type)
  333. {
  334. case TransformPrimitive::TRANSLATEX:
  335. case TransformPrimitive::TRANSLATEY:
  336. case TransformPrimitive::TRANSLATEZ:
  337. case TransformPrimitive::TRANSLATE2D:
  338. case TransformPrimitive::TRANSLATE3D: return GenericType::Translate3D;
  339. case TransformPrimitive::SCALEX:
  340. case TransformPrimitive::SCALEY:
  341. case TransformPrimitive::SCALEZ:
  342. case TransformPrimitive::SCALE2D:
  343. case TransformPrimitive::SCALE3D: return GenericType::Scale3D;
  344. case TransformPrimitive::ROTATEX:
  345. case TransformPrimitive::ROTATEY:
  346. case TransformPrimitive::ROTATEZ:
  347. case TransformPrimitive::ROTATE2D:
  348. case TransformPrimitive::ROTATE3D: return GenericType::Rotate3D;
  349. case TransformPrimitive::MATRIX2D:
  350. case TransformPrimitive::MATRIX3D:
  351. case TransformPrimitive::SKEWX:
  352. case TransformPrimitive::SKEWY:
  353. case TransformPrimitive::SKEW2D:
  354. case TransformPrimitive::PERSPECTIVE:
  355. case TransformPrimitive::DECOMPOSEDMATRIX4: return GenericType::None;
  356. }
  357. RMLUI_ASSERT(false);
  358. return GenericType::None;
  359. }
  360. };
  361. struct ConvertToGenericTypeVisitor {
  362. Translate3D operator()(const TranslateX& p) { return Translate3D{p.values[0], {0.0f, Unit::PX}, {0.0f, Unit::PX}}; }
  363. Translate3D operator()(const TranslateY& p) { return Translate3D{{0.0f, Unit::PX}, p.values[0], {0.0f, Unit::PX}}; }
  364. Translate3D operator()(const TranslateZ& p) { return Translate3D{{0.0f, Unit::PX}, {0.0f, Unit::PX}, p.values[0]}; }
  365. Translate3D operator()(const Translate2D& p) { return Translate3D{p.values[0], p.values[1], {0.0f, Unit::PX}}; }
  366. Scale3D operator()(const ScaleX& p) { return Scale3D{p.values[0], 1.0f, 1.0f}; }
  367. Scale3D operator()(const ScaleY& p) { return Scale3D{1.0f, p.values[0], 1.0f}; }
  368. Scale3D operator()(const ScaleZ& p) { return Scale3D{1.0f, 1.0f, p.values[0]}; }
  369. Scale3D operator()(const Scale2D& p) { return Scale3D{p.values[0], p.values[1], 1.0f}; }
  370. Rotate3D operator()(const RotateX& p) { return Rotate3D{1, 0, 0, p.values[0], Unit::RAD}; }
  371. Rotate3D operator()(const RotateY& p) { return Rotate3D{0, 1, 0, p.values[0], Unit::RAD}; }
  372. Rotate3D operator()(const RotateZ& p) { return Rotate3D{0, 0, 1, p.values[0], Unit::RAD}; }
  373. Rotate3D operator()(const Rotate2D& p) { return Rotate3D{0, 0, 1, p.values[0], Unit::RAD}; }
  374. template <typename T>
  375. TransformPrimitive operator()(const T& p)
  376. {
  377. RMLUI_ERROR;
  378. return p;
  379. }
  380. TransformPrimitive run(const TransformPrimitive& primitive)
  381. {
  382. TransformPrimitive result = primitive;
  383. // clang-format off
  384. switch (primitive.type)
  385. {
  386. case TransformPrimitive::TRANSLATEX: result.type = TransformPrimitive::TRANSLATE3D; result.translate_3d = this->operator()(primitive.translate_x); break;
  387. case TransformPrimitive::TRANSLATEY: result.type = TransformPrimitive::TRANSLATE3D; result.translate_3d = this->operator()(primitive.translate_y); break;
  388. case TransformPrimitive::TRANSLATEZ: result.type = TransformPrimitive::TRANSLATE3D; result.translate_3d = this->operator()(primitive.translate_z); break;
  389. case TransformPrimitive::TRANSLATE2D: result.type = TransformPrimitive::TRANSLATE3D; result.translate_3d = this->operator()(primitive.translate_2d); break;
  390. case TransformPrimitive::TRANSLATE3D: break;
  391. case TransformPrimitive::SCALEX: result.type = TransformPrimitive::SCALE3D; result.scale_3d = this->operator()(primitive.scale_x); break;
  392. case TransformPrimitive::SCALEY: result.type = TransformPrimitive::SCALE3D; result.scale_3d = this->operator()(primitive.scale_y); break;
  393. case TransformPrimitive::SCALEZ: result.type = TransformPrimitive::SCALE3D; result.scale_3d = this->operator()(primitive.scale_z); break;
  394. case TransformPrimitive::SCALE2D: result.type = TransformPrimitive::SCALE3D; result.scale_3d = this->operator()(primitive.scale_2d); break;
  395. case TransformPrimitive::SCALE3D: break;
  396. case TransformPrimitive::ROTATEX: result.type = TransformPrimitive::ROTATE3D; result.rotate_3d = this->operator()(primitive.rotate_x); break;
  397. case TransformPrimitive::ROTATEY: result.type = TransformPrimitive::ROTATE3D; result.rotate_3d = this->operator()(primitive.rotate_y); break;
  398. case TransformPrimitive::ROTATEZ: result.type = TransformPrimitive::ROTATE3D; result.rotate_3d = this->operator()(primitive.rotate_z); break;
  399. case TransformPrimitive::ROTATE2D: result.type = TransformPrimitive::ROTATE3D; result.rotate_3d = this->operator()(primitive.rotate_2d); break;
  400. case TransformPrimitive::ROTATE3D: break;
  401. default: RMLUI_ASSERT(false); break;
  402. }
  403. // clang-format on
  404. return result;
  405. }
  406. };
  407. static bool CanInterpolateRotate3D(const Rotate3D& p0, const Rotate3D& p1)
  408. {
  409. // Rotate3D can only be interpolated if and only if their rotation axes point in the same direction.
  410. // Assumes each rotation axis has already been normalized.
  411. auto& v0 = p0.values;
  412. auto& v1 = p1.values;
  413. return v0[0] == v1[0] && v0[1] == v1[1] && v0[2] == v1[2];
  414. }
  415. bool TransformUtilities::TryConvertToMatchingGenericType(TransformPrimitive& p0, TransformPrimitive& p1) noexcept
  416. {
  417. if (p0.type == p1.type)
  418. {
  419. if (p0.type == TransformPrimitive::ROTATE3D && !CanInterpolateRotate3D(p0.rotate_3d, p1.rotate_3d))
  420. return false;
  421. return true;
  422. }
  423. GenericType c0 = GetGenericTypeVisitor{}.run(p0);
  424. GenericType c1 = GetGenericTypeVisitor{}.run(p1);
  425. if (c0 == c1 && c0 != GenericType::None)
  426. {
  427. TransformPrimitive new_p0 = ConvertToGenericTypeVisitor{}.run(p0);
  428. TransformPrimitive new_p1 = ConvertToGenericTypeVisitor{}.run(p1);
  429. RMLUI_ASSERT(new_p0.type == new_p1.type);
  430. if (new_p0.type == TransformPrimitive::ROTATE3D && !CanInterpolateRotate3D(new_p0.rotate_3d, new_p1.rotate_3d))
  431. return false;
  432. p0 = new_p0;
  433. p1 = new_p1;
  434. return true;
  435. }
  436. return false;
  437. }
  438. struct InterpolateVisitor {
  439. const TransformPrimitive& other_variant;
  440. float alpha;
  441. template <size_t N>
  442. bool Interpolate(ResolvedPrimitive<N>& p0, const ResolvedPrimitive<N>& p1)
  443. {
  444. for (size_t i = 0; i < N; i++)
  445. p0.values[i] = p0.values[i] * (1.0f - alpha) + p1.values[i] * alpha;
  446. return true;
  447. }
  448. template <size_t N>
  449. bool Interpolate(UnresolvedPrimitive<N>& p0, const UnresolvedPrimitive<N>& p1)
  450. {
  451. // Assumes that the underlying units have been resolved (e.g. to pixels)
  452. for (size_t i = 0; i < N; i++)
  453. p0.values[i].number = p0.values[i].number * (1.0f - alpha) + p1.values[i].number * alpha;
  454. return true;
  455. }
  456. bool Interpolate(Rotate3D& p0, const Rotate3D& p1)
  457. {
  458. RMLUI_ASSERT(CanInterpolateRotate3D(p0, p1));
  459. // We can only interpolate rotate3d if their rotation axes align. That should be the case if we get here,
  460. // otherwise the generic type matching should decompose them. Thus, we only need to interpolate
  461. // the angle value here.
  462. p0.values[3] = p0.values[3] * (1.0f - alpha) + p1.values[3] * alpha;
  463. return true;
  464. }
  465. bool Interpolate(Matrix2D& /*p0*/, const Matrix2D& /*p1*/)
  466. {
  467. RMLUI_ERROR;
  468. return false; /* Error if we get here, see PrepareForInterpolation() */
  469. }
  470. bool Interpolate(Matrix3D& /*p0*/, const Matrix3D& /*p1*/)
  471. {
  472. RMLUI_ERROR;
  473. return false; /* Error if we get here, see PrepareForInterpolation() */
  474. }
  475. bool Interpolate(Perspective& /*p0*/, const Perspective& /*p1*/)
  476. {
  477. RMLUI_ERROR;
  478. return false; /* Error if we get here, see PrepareForInterpolation() */
  479. }
  480. bool Interpolate(DecomposedMatrix4& p0, const DecomposedMatrix4& p1)
  481. {
  482. p0.perspective = p0.perspective * (1.0f - alpha) + p1.perspective * alpha;
  483. p0.quaternion = QuaternionSlerp(p0.quaternion, p1.quaternion, alpha);
  484. p0.translation = p0.translation * (1.0f - alpha) + p1.translation * alpha;
  485. p0.scale = p0.scale * (1.0f - alpha) + p1.scale * alpha;
  486. p0.skew = p0.skew * (1.0f - alpha) + p1.skew * alpha;
  487. return true;
  488. }
  489. bool run(TransformPrimitive& variant)
  490. {
  491. RMLUI_ASSERT(variant.type == other_variant.type);
  492. switch (variant.type)
  493. {
  494. case TransformPrimitive::MATRIX2D: return Interpolate(variant.matrix_2d, other_variant.matrix_2d);
  495. case TransformPrimitive::MATRIX3D: return Interpolate(variant.matrix_3d, other_variant.matrix_3d);
  496. case TransformPrimitive::TRANSLATEX: return Interpolate(variant.translate_x, other_variant.translate_x);
  497. case TransformPrimitive::TRANSLATEY: return Interpolate(variant.translate_y, other_variant.translate_y);
  498. case TransformPrimitive::TRANSLATEZ: return Interpolate(variant.translate_z, other_variant.translate_z);
  499. case TransformPrimitive::TRANSLATE2D: return Interpolate(variant.translate_2d, other_variant.translate_2d);
  500. case TransformPrimitive::TRANSLATE3D: return Interpolate(variant.translate_3d, other_variant.translate_3d);
  501. case TransformPrimitive::SCALEX: return Interpolate(variant.scale_x, other_variant.scale_x);
  502. case TransformPrimitive::SCALEY: return Interpolate(variant.scale_y, other_variant.scale_y);
  503. case TransformPrimitive::SCALEZ: return Interpolate(variant.scale_z, other_variant.scale_z);
  504. case TransformPrimitive::SCALE2D: return Interpolate(variant.scale_2d, other_variant.scale_2d);
  505. case TransformPrimitive::SCALE3D: return Interpolate(variant.scale_3d, other_variant.scale_3d);
  506. case TransformPrimitive::ROTATEX: return Interpolate(variant.rotate_x, other_variant.rotate_x);
  507. case TransformPrimitive::ROTATEY: return Interpolate(variant.rotate_y, other_variant.rotate_y);
  508. case TransformPrimitive::ROTATEZ: return Interpolate(variant.rotate_z, other_variant.rotate_z);
  509. case TransformPrimitive::ROTATE2D: return Interpolate(variant.rotate_2d, other_variant.rotate_2d);
  510. case TransformPrimitive::ROTATE3D: return Interpolate(variant.rotate_3d, other_variant.rotate_3d);
  511. case TransformPrimitive::SKEWX: return Interpolate(variant.skew_x, other_variant.skew_x);
  512. case TransformPrimitive::SKEWY: return Interpolate(variant.skew_y, other_variant.skew_y);
  513. case TransformPrimitive::SKEW2D: return Interpolate(variant.skew_2d, other_variant.skew_2d);
  514. case TransformPrimitive::PERSPECTIVE: return Interpolate(variant.perspective, other_variant.perspective);
  515. case TransformPrimitive::DECOMPOSEDMATRIX4: return Interpolate(variant.decomposed_matrix_4, other_variant.decomposed_matrix_4);
  516. }
  517. RMLUI_ASSERT(false);
  518. return false;
  519. }
  520. };
  521. bool TransformUtilities::InterpolateWith(TransformPrimitive& target, const TransformPrimitive& other, float alpha) noexcept
  522. {
  523. if (target.type != other.type)
  524. return false;
  525. bool result = InterpolateVisitor{other, alpha}.run(target);
  526. return result;
  527. }
  528. template <size_t N>
  529. static String ToString(const Transforms::ResolvedPrimitive<N>& p, const String& unit, bool rad_to_deg = false,
  530. bool only_unit_on_last_value = false) noexcept
  531. {
  532. float multiplier = 1.0f;
  533. String tmp;
  534. String result = "(";
  535. for (size_t i = 0; i < N; i++)
  536. {
  537. if (only_unit_on_last_value && i < N - 1)
  538. multiplier = 1.0f;
  539. else if (rad_to_deg)
  540. multiplier = 180.f / Math::RMLUI_PI;
  541. if (TypeConverter<float, String>::Convert(p.values[i] * multiplier, tmp))
  542. result += tmp;
  543. if (!unit.empty() && (!only_unit_on_last_value || (i == N - 1)))
  544. result += unit;
  545. if (i < N - 1)
  546. result += ", ";
  547. }
  548. result += ")";
  549. return result;
  550. }
  551. template <size_t N>
  552. static inline String ToString(const Transforms::UnresolvedPrimitive<N>& p) noexcept
  553. {
  554. String result = "(";
  555. for (size_t i = 0; i < N; i++)
  556. {
  557. result += ToString(p.values[i]);
  558. if (i != N - 1)
  559. result += ", ";
  560. }
  561. result += ")";
  562. return result;
  563. }
  564. static inline String ToString(const Transforms::DecomposedMatrix4& p) noexcept
  565. {
  566. static const Transforms::DecomposedMatrix4 d{Vector4f(0, 0, 0, 1), Vector4f(0, 0, 0, 1), Vector3f(0, 0, 0), Vector3f(1, 1, 1), Vector3f(0, 0, 0)};
  567. String tmp;
  568. String result;
  569. if (p.perspective != d.perspective && TypeConverter<Vector4f, String>::Convert(p.perspective, tmp))
  570. result += "perspective(" + tmp + "), ";
  571. if (p.quaternion != d.quaternion && TypeConverter<Vector4f, String>::Convert(p.quaternion, tmp))
  572. result += "quaternion(" + tmp + "), ";
  573. if (p.translation != d.translation && TypeConverter<Vector3f, String>::Convert(p.translation, tmp))
  574. result += "translation(" + tmp + "), ";
  575. if (p.scale != d.scale && TypeConverter<Vector3f, String>::Convert(p.scale, tmp))
  576. result += "scale(" + tmp + "), ";
  577. if (p.skew != d.skew && TypeConverter<Vector3f, String>::Convert(p.skew, tmp))
  578. result += "skew(" + tmp + "), ";
  579. if (result.size() > 2)
  580. result.resize(result.size() - 2);
  581. result = "decomposedMatrix3d{ " + result + " }";
  582. return result;
  583. }
  584. // clang-format off
  585. static inline String ToString(const Transforms::Matrix2D& p) noexcept { return "matrix" + ToString(static_cast<const Transforms::ResolvedPrimitive< 6 >&>(p), ""); }
  586. static inline String ToString(const Transforms::Matrix3D& p) noexcept { return "matrix3d" + ToString(static_cast<const Transforms::ResolvedPrimitive< 16 >&>(p), ""); }
  587. static inline String ToString(const Transforms::TranslateX& p) noexcept { return "translateX" + ToString(static_cast<const Transforms::UnresolvedPrimitive< 1 >&>(p)); }
  588. static inline String ToString(const Transforms::TranslateY& p) noexcept { return "translateY" + ToString(static_cast<const Transforms::UnresolvedPrimitive< 1 >&>(p)); }
  589. static inline String ToString(const Transforms::TranslateZ& p) noexcept { return "translateZ" + ToString(static_cast<const Transforms::UnresolvedPrimitive< 1 >&>(p)); }
  590. static inline String ToString(const Transforms::Translate2D& p) noexcept { return "translate" + ToString(static_cast<const Transforms::UnresolvedPrimitive< 2 >&>(p)); }
  591. static inline String ToString(const Transforms::Translate3D& p) noexcept { return "translate3d" + ToString(static_cast<const Transforms::UnresolvedPrimitive< 3 >&>(p)); }
  592. static inline String ToString(const Transforms::ScaleX& p) noexcept { return "scaleX" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), ""); }
  593. static inline String ToString(const Transforms::ScaleY& p) noexcept { return "scaleY" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), ""); }
  594. static inline String ToString(const Transforms::ScaleZ& p) noexcept { return "scaleZ" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), ""); }
  595. static inline String ToString(const Transforms::Scale2D& p) noexcept { return "scale" + ToString(static_cast<const Transforms::ResolvedPrimitive< 2 >&>(p), ""); }
  596. static inline String ToString(const Transforms::Scale3D& p) noexcept { return "scale3d" + ToString(static_cast<const Transforms::ResolvedPrimitive< 3 >&>(p), ""); }
  597. static inline String ToString(const Transforms::RotateX& p) noexcept { return "rotateX" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), "deg", true); }
  598. static inline String ToString(const Transforms::RotateY& p) noexcept { return "rotateY" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), "deg", true); }
  599. static inline String ToString(const Transforms::RotateZ& p) noexcept { return "rotateZ" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), "deg", true); }
  600. static inline String ToString(const Transforms::Rotate2D& p) noexcept { return "rotate" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), "deg", true); }
  601. static inline String ToString(const Transforms::Rotate3D& p) noexcept { return "rotate3d" + ToString(static_cast<const Transforms::ResolvedPrimitive< 4 >&>(p), "deg", true, true); }
  602. static inline String ToString(const Transforms::SkewX& p) noexcept { return "skewX" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), "deg", true); }
  603. static inline String ToString(const Transforms::SkewY& p) noexcept { return "skewY" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), "deg", true); }
  604. static inline String ToString(const Transforms::Skew2D& p) noexcept { return "skew" + ToString(static_cast<const Transforms::ResolvedPrimitive< 2 >&>(p), "deg", true); }
  605. static inline String ToString(const Transforms::Perspective& p) noexcept { return "perspective" + ToString(static_cast<const Transforms::UnresolvedPrimitive< 1 >&>(p)); }
  606. // clang-format on
  607. struct ToStringVisitor {
  608. String run(const TransformPrimitive& variant)
  609. {
  610. switch (variant.type)
  611. {
  612. case TransformPrimitive::MATRIX2D: return ToString(variant.matrix_2d);
  613. case TransformPrimitive::MATRIX3D: return ToString(variant.matrix_3d);
  614. case TransformPrimitive::TRANSLATEX: return ToString(variant.translate_x);
  615. case TransformPrimitive::TRANSLATEY: return ToString(variant.translate_y);
  616. case TransformPrimitive::TRANSLATEZ: return ToString(variant.translate_z);
  617. case TransformPrimitive::TRANSLATE2D: return ToString(variant.translate_2d);
  618. case TransformPrimitive::TRANSLATE3D: return ToString(variant.translate_3d);
  619. case TransformPrimitive::SCALEX: return ToString(variant.scale_x);
  620. case TransformPrimitive::SCALEY: return ToString(variant.scale_y);
  621. case TransformPrimitive::SCALEZ: return ToString(variant.scale_z);
  622. case TransformPrimitive::SCALE2D: return ToString(variant.scale_2d);
  623. case TransformPrimitive::SCALE3D: return ToString(variant.scale_3d);
  624. case TransformPrimitive::ROTATEX: return ToString(variant.rotate_x);
  625. case TransformPrimitive::ROTATEY: return ToString(variant.rotate_y);
  626. case TransformPrimitive::ROTATEZ: return ToString(variant.rotate_z);
  627. case TransformPrimitive::ROTATE2D: return ToString(variant.rotate_2d);
  628. case TransformPrimitive::ROTATE3D: return ToString(variant.rotate_3d);
  629. case TransformPrimitive::SKEWX: return ToString(variant.skew_x);
  630. case TransformPrimitive::SKEWY: return ToString(variant.skew_y);
  631. case TransformPrimitive::SKEW2D: return ToString(variant.skew_2d);
  632. case TransformPrimitive::PERSPECTIVE: return ToString(variant.perspective);
  633. case TransformPrimitive::DECOMPOSEDMATRIX4: return ToString(variant.decomposed_matrix_4);
  634. }
  635. RMLUI_ASSERT(false);
  636. return String();
  637. }
  638. };
  639. String TransformUtilities::ToString(const TransformPrimitive& p) noexcept
  640. {
  641. String result = ToStringVisitor{}.run(p);
  642. return result;
  643. }
  644. bool TransformUtilities::Decompose(Transforms::DecomposedMatrix4& d, const Matrix4f& m) noexcept
  645. {
  646. // Follows the procedure given in https://drafts.csswg.org/css-transforms-2/#interpolation-of-3d-matrices
  647. const float eps = 0.0005f;
  648. if (Math::Absolute(m[3][3]) < eps)
  649. return false;
  650. // Perspective matrix
  651. Matrix4f p = m;
  652. for (int i = 0; i < 3; i++)
  653. p[i][3] = 0;
  654. p[3][3] = 1;
  655. if (Math::Absolute(p.Determinant()) < eps)
  656. return false;
  657. if (m[0][3] != 0 || m[1][3] != 0 || m[2][3] != 0)
  658. {
  659. auto rhs = m.GetColumn(3);
  660. Matrix4f p_inv = p;
  661. if (!p_inv.Invert())
  662. return false;
  663. auto& p_inv_trans = p.Transpose();
  664. d.perspective = p_inv_trans * rhs;
  665. }
  666. else
  667. {
  668. d.perspective[0] = d.perspective[1] = d.perspective[2] = 0;
  669. d.perspective[3] = 1;
  670. }
  671. for (int i = 0; i < 3; i++)
  672. d.translation[i] = m[3][i];
  673. Vector3f row[3];
  674. for (int i = 0; i < 3; i++)
  675. {
  676. row[i][0] = m[i][0];
  677. row[i][1] = m[i][1];
  678. row[i][2] = m[i][2];
  679. }
  680. d.scale[0] = row[0].Magnitude();
  681. row[0] = row[0].Normalise();
  682. d.skew[0] = row[0].DotProduct(row[1]);
  683. row[1] = Combine(row[1], row[0], 1, -d.skew[0]);
  684. d.scale[1] = row[1].Magnitude();
  685. row[1] = row[1].Normalise();
  686. d.skew[0] /= d.scale[1];
  687. d.skew[1] = row[0].DotProduct(row[2]);
  688. row[2] = Combine(row[2], row[0], 1, -d.skew[1]);
  689. d.skew[2] = row[1].DotProduct(row[2]);
  690. row[2] = Combine(row[2], row[1], 1, -d.skew[2]);
  691. d.scale[2] = row[2].Magnitude();
  692. row[2] = row[2].Normalise();
  693. d.skew[2] /= d.scale[2];
  694. d.skew[1] /= d.scale[2];
  695. // Check if we need to flip coordinate system
  696. auto pdum3 = row[1].CrossProduct(row[2]);
  697. if (row[0].DotProduct(pdum3) < 0.0f)
  698. {
  699. for (int i = 0; i < 3; i++)
  700. {
  701. d.scale[i] *= -1.f;
  702. row[i] *= -1.f;
  703. }
  704. }
  705. d.quaternion[0] = 0.5f * Math::SquareRoot(Math::Max(1.f + row[0][0] - row[1][1] - row[2][2], 0.0f));
  706. d.quaternion[1] = 0.5f * Math::SquareRoot(Math::Max(1.f - row[0][0] + row[1][1] - row[2][2], 0.0f));
  707. d.quaternion[2] = 0.5f * Math::SquareRoot(Math::Max(1.f - row[0][0] - row[1][1] + row[2][2], 0.0f));
  708. d.quaternion[3] = 0.5f * Math::SquareRoot(Math::Max(1.f + row[0][0] + row[1][1] + row[2][2], 0.0f));
  709. if (row[2][1] > row[1][2])
  710. d.quaternion[0] *= -1.f;
  711. if (row[0][2] > row[2][0])
  712. d.quaternion[1] *= -1.f;
  713. if (row[1][0] > row[0][1])
  714. d.quaternion[2] *= -1.f;
  715. return true;
  716. }
  717. } // namespace Rml