TransformPrimitive.cpp 12 KB

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  1. /*
  2. * This source file is part of libRocket, the HTML/CSS Interface Middleware
  3. *
  4. * For the latest information, see http://www.librocket.com
  5. *
  6. * Copyright (c) 2014 Markus Schöngart
  7. *
  8. * Permission is hereby granted, free of charge, to any person obtaining a copy
  9. * of this software and associated documentation files (the "Software"), to deal
  10. * in the Software without restriction, including without limitation the rights
  11. * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  12. * copies of the Software, and to permit persons to whom the Software is
  13. * furnished to do so, subject to the following conditions:
  14. *
  15. * The above copyright notice and this permission notice shall be included in
  16. * all copies or substantial portions of the Software.
  17. *
  18. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  19. * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  20. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  21. * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  22. * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  23. * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  24. * THE SOFTWARE.
  25. *
  26. */
  27. #include "precompiled.h"
  28. #include "../../Include/Rocket/Core/TransformPrimitive.h"
  29. #include <iostream>
  30. #include <unordered_map>
  31. namespace Rocket {
  32. namespace Core {
  33. namespace Transforms {
  34. NumericValue::NumericValue() noexcept
  35. : number(), unit(Property::UNKNOWN)
  36. {
  37. }
  38. NumericValue::NumericValue(float number, Property::Unit unit) noexcept
  39. : number(number), unit(unit)
  40. {
  41. }
  42. float NumericValue::Resolve(Element& e, float base) const noexcept
  43. {
  44. Property prop;
  45. prop.value = Variant(number);
  46. prop.unit = unit;
  47. return e.ResolveProperty(&prop, base);
  48. }
  49. float NumericValue::ResolveWidth(Element& e) const noexcept
  50. {
  51. if(unit & (Property::PX | Property::NUMBER)) return number;
  52. return Resolve(e, e.GetBox().GetSize().x);
  53. }
  54. float NumericValue::ResolveHeight(Element& e) const noexcept
  55. {
  56. if (unit & (Property::PX | Property::NUMBER)) return number;
  57. return Resolve(e, e.GetBox().GetSize().y);
  58. }
  59. float NumericValue::ResolveDepth(Element& e) const noexcept
  60. {
  61. if (unit & (Property::PX | Property::NUMBER)) return number;
  62. Vector2f size = e.GetBox().GetSize();
  63. return Resolve(e, Math::Max(size.x, size.y));
  64. }
  65. float NumericValue::ResolveAbsoluteUnit(Property::Unit base_unit) const noexcept
  66. {
  67. switch (base_unit)
  68. {
  69. case Property::RAD:
  70. {
  71. switch (unit)
  72. {
  73. case Property::NUMBER:
  74. case Property::DEG:
  75. return Math::DegreesToRadians(number);
  76. case Property::RAD:
  77. return number;
  78. case Property::PERCENT:
  79. return number * 0.01f * 2.0f * Math::ROCKET_PI;
  80. break;
  81. }
  82. }
  83. }
  84. return number;
  85. }
  86. struct ResolveTransformVisitor
  87. {
  88. Matrix4f& m;
  89. Element& e;
  90. bool operator()(const Matrix2D& p)
  91. {
  92. m = Matrix4f::FromRows(
  93. Vector4f(p.values[0], p.values[2], 0, p.values[4]),
  94. Vector4f(p.values[1], p.values[3], 0, p.values[5]),
  95. Vector4f(0, 0, 1, 0),
  96. Vector4f(0, 0, 0, 1)
  97. );
  98. return true;
  99. }
  100. bool operator()(const Matrix3D& p)
  101. {
  102. m = Matrix4f::FromRows(
  103. Vector4f(p.values[0], p.values[1], p.values[2], p.values[3]),
  104. Vector4f(p.values[4], p.values[5], p.values[6], p.values[7]),
  105. Vector4f(p.values[8], p.values[9], p.values[10], p.values[11]),
  106. Vector4f(p.values[12], p.values[13], p.values[14], p.values[15])
  107. );
  108. return true;
  109. }
  110. bool operator()(const TranslateX& p)
  111. {
  112. m = Matrix4f::TranslateX(p.values[0].ResolveWidth(e));
  113. return true;
  114. }
  115. bool operator()(const TranslateY& p)
  116. {
  117. m = Matrix4f::TranslateY(p.values[0].ResolveHeight(e));
  118. return true;
  119. }
  120. bool operator()(const TranslateZ& p)
  121. {
  122. m = Matrix4f::TranslateZ(p.values[0].ResolveDepth(e));
  123. return true;
  124. }
  125. bool operator()(const Translate2D& p)
  126. {
  127. m = Matrix4f::Translate(
  128. p.values[0].ResolveWidth(e),
  129. p.values[1].ResolveHeight(e),
  130. 0
  131. );
  132. return true;
  133. }
  134. bool operator()(const Translate3D& p)
  135. {
  136. m = Matrix4f::Translate(
  137. p.values[0].ResolveWidth(e),
  138. p.values[1].ResolveHeight(e),
  139. p.values[2].ResolveDepth(e)
  140. );
  141. return true;
  142. }
  143. bool operator()(const ScaleX& p)
  144. {
  145. m = Matrix4f::ScaleX(p.values[0]);
  146. return true;
  147. }
  148. bool operator()(const ScaleY& p)
  149. {
  150. m = Matrix4f::ScaleY(p.values[0]);
  151. return true;
  152. }
  153. bool operator()(const ScaleZ& p)
  154. {
  155. m = Matrix4f::ScaleZ(p.values[0]);
  156. return true;
  157. }
  158. bool operator()(const Scale2D& p)
  159. {
  160. m = Matrix4f::Scale(p.values[0], p.values[1], 1);
  161. return true;
  162. }
  163. bool operator()(const Scale3D& p)
  164. {
  165. m = Matrix4f::Scale(p.values[0], p.values[1], p.values[2]);
  166. return true;
  167. }
  168. bool operator()(const RotateX& p)
  169. {
  170. m = Matrix4f::RotateX(p.values[0]);
  171. return true;
  172. }
  173. bool operator()(const RotateY& p)
  174. {
  175. m = Matrix4f::RotateY(p.values[0]);
  176. return true;
  177. }
  178. bool operator()(const RotateZ& p)
  179. {
  180. m = Matrix4f::RotateZ(p.values[0]);
  181. return true;
  182. }
  183. bool operator()(const Rotate2D& p)
  184. {
  185. m = Matrix4f::RotateZ(p.values[0]);
  186. return true;
  187. }
  188. bool operator()(const Rotate3D& p)
  189. {
  190. m = Matrix4f::Rotate(Vector3f(p.values[0], p.values[1], p.values[2]), p.values[3]);
  191. return true;
  192. }
  193. bool operator()(const SkewX& p)
  194. {
  195. m = Matrix4f::SkewX(p.values[0]);
  196. return true;
  197. }
  198. bool operator()(const SkewY& p)
  199. {
  200. m = Matrix4f::SkewY(p.values[0]);
  201. return true;
  202. }
  203. bool operator()(const Skew2D& p)
  204. {
  205. m = Matrix4f::Skew(p.values[0], p.values[1]);
  206. return true;
  207. }
  208. bool operator()(const Perspective& p)
  209. {
  210. return false;
  211. }
  212. };
  213. struct SetIdentityVisitor
  214. {
  215. template <size_t N>
  216. void operator()(ResolvedPrimitive<N>& p)
  217. {
  218. for (auto& value : p.values)
  219. value = 0.0f;
  220. }
  221. template <size_t N>
  222. void operator()(UnresolvedPrimitive<N>& p)
  223. {
  224. for (auto& value : p.values)
  225. value.number = 0.0f;
  226. }
  227. void operator()(Matrix2D& p)
  228. {
  229. for (int i = 0; i < 6; i++)
  230. p.values[i] = ((i == 0 || i == 3) ? 1.0f : 0.0f);
  231. }
  232. void operator()(Matrix3D& p)
  233. {
  234. for (int i = 0; i < 16; i++)
  235. p.values[i] = ((i % 5) == 0 ? 1.0f : 0.0f);
  236. }
  237. void operator()(ScaleX& p)
  238. {
  239. p.values[0] = 1;
  240. }
  241. void operator()(ScaleY& p)
  242. {
  243. p.values[0] = 1;
  244. }
  245. void operator()(ScaleZ& p)
  246. {
  247. p.values[0] = 1;
  248. }
  249. void operator()(Scale2D& p)
  250. {
  251. p.values[0] = p.values[1] = 1;
  252. }
  253. void operator()(Scale3D& p)
  254. {
  255. p.values[0] = p.values[1] = p.values[2] = 1;
  256. }
  257. };
  258. void Primitive::SetIdentity() noexcept
  259. {
  260. std::visit(SetIdentityVisitor{}, primitive);
  261. }
  262. bool Primitive::ResolveTransform(Matrix4f & m, Element & e) const noexcept
  263. {
  264. ResolveTransformVisitor visitor{ m, e };
  265. bool result = std::visit(visitor, primitive);
  266. return result;
  267. }
  268. bool Primitive::ResolvePerspective(float & p, Element & e) const noexcept
  269. {
  270. bool result = false;
  271. if (const Perspective* perspective = std::get_if<Perspective>(&primitive))
  272. {
  273. p = perspective->values[0].ResolveDepth(e);
  274. result = true;
  275. }
  276. return result;
  277. }
  278. struct InterpolateVisitor
  279. {
  280. const PrimitiveVariant& other_variant;
  281. float alpha;
  282. template <size_t N>
  283. void Interpolate(ResolvedPrimitive<N>& p0, const ResolvedPrimitive<N>& p1)
  284. {
  285. for (size_t i = 0; i < N; i++)
  286. p0.values[i] = p0.values[i] * (1.0f - alpha) + p1.values[i] * alpha;
  287. }
  288. template <size_t N>
  289. void Interpolate(UnresolvedPrimitive<N>& p0, const UnresolvedPrimitive<N>& p1)
  290. {
  291. // Assumes that the underlying units have been resolved (e.g. to pixels)
  292. for (size_t i = 0; i < N; i++)
  293. p0.values[i].number = p0.values[i].number*(1.0f - alpha) + p1.values[i].number * alpha;
  294. }
  295. void Interpolate(Rotate3D& p0, const Rotate3D& p1)
  296. {
  297. // Assumes that the underlying direction vectors are normalized and equivalent (else, need to do full matrix interpolation)
  298. p0.values[4] = p0.values[4] * (1.0f - alpha) + p1.values[4] * alpha;
  299. }
  300. //void Interpolate(Matrix3D& p0, const Matrix3D& p1)
  301. //{
  302. // // Special interpolation for full matrices TODO
  303. // // Also, Matrix2d, Perspective, and conditionally Rotate3d get interpolated in this way
  304. //}
  305. template <typename T>
  306. void operator()(T& p0)
  307. {
  308. auto& p1 = std::get<T>(other_variant);
  309. Interpolate(p0, p1);
  310. }
  311. };
  312. bool Primitive::InterpolateWith(const Primitive & other, float alpha) noexcept
  313. {
  314. if (primitive.index() != other.primitive.index())
  315. return false;
  316. std::visit(InterpolateVisitor{ other.primitive, alpha }, primitive);
  317. return true;
  318. }
  319. enum class GenericType { None, Scale3D, Translate3D };
  320. struct GetGenericTypeVisitor
  321. {
  322. GenericType common_type = GenericType::None;
  323. GenericType operator()(const TranslateX& p) { return GenericType::Translate3D; }
  324. GenericType operator()(const TranslateY& p) { return GenericType::Translate3D; }
  325. GenericType operator()(const TranslateZ& p) { return GenericType::Translate3D; }
  326. GenericType operator()(const Translate2D& p) { return GenericType::Translate3D; }
  327. GenericType operator()(const ScaleX& p) { return GenericType::Scale3D; }
  328. GenericType operator()(const ScaleY& p) { return GenericType::Scale3D; }
  329. GenericType operator()(const ScaleZ& p) { return GenericType::Scale3D; }
  330. GenericType operator()(const Scale2D& p) { return GenericType::Scale3D; }
  331. template <typename T>
  332. GenericType operator()(const T& p) { return GenericType::None; }
  333. };
  334. struct ConvertToGenericTypeVisitor
  335. {
  336. PrimitiveVariant operator()(const TranslateX& p) { return Translate3D{ p.values[0], {0.0f, Property::PX}, {0.0f, Property::PX} }; }
  337. PrimitiveVariant operator()(const TranslateY& p) { return Translate3D{ {0.0f, Property::PX}, p.values[0], {0.0f, Property::PX} }; }
  338. PrimitiveVariant operator()(const TranslateZ& p) { return Translate3D{ {0.0f, Property::PX}, {0.0f, Property::PX}, p.values[0] }; }
  339. PrimitiveVariant operator()(const Translate2D& p) { return Translate3D{ p.values[0], p.values[1], {0.0f, Property::PX} }; }
  340. PrimitiveVariant operator()(const ScaleX& p) { return Scale3D{ p.values[0], 1.0f, 1.0f }; }
  341. PrimitiveVariant operator()(const ScaleY& p) { return Scale3D{ 1.0f, p.values[0], 1.0f }; }
  342. PrimitiveVariant operator()(const ScaleZ& p) { return Scale3D{ 1.0f, 1.0f, p.values[0] }; }
  343. PrimitiveVariant operator()(const Scale2D& p) { return Scale3D{ p.values[0], p.values[1], 1.0f }; }
  344. template <typename T>
  345. PrimitiveVariant operator()(const T& p) { ROCKET_ERROR; return p; }
  346. };
  347. bool Primitive::TryConvertToMatchingGenericType(Primitive & p0, Primitive & p1) noexcept
  348. {
  349. if (p0.primitive.index() == p1.primitive.index())
  350. return true;
  351. GenericType c0 = std::visit(GetGenericTypeVisitor{}, p0.primitive);
  352. GenericType c1 = std::visit(GetGenericTypeVisitor{}, p1.primitive);
  353. if (c0 == c1 && c0 != GenericType::None)
  354. {
  355. p0.primitive = std::visit(ConvertToGenericTypeVisitor{}, p0.primitive);
  356. p1.primitive = std::visit(ConvertToGenericTypeVisitor{}, p1.primitive);
  357. return true;
  358. }
  359. return false;
  360. }
  361. struct ResolveUnitsVisitor
  362. {
  363. Element& e;
  364. bool operator()(TranslateX& p)
  365. {
  366. p.values[0] = NumericValue{ p.values[0].ResolveWidth(e), Property::PX };
  367. return true;
  368. }
  369. bool operator()(TranslateY& p)
  370. {
  371. p.values[0] = NumericValue{ p.values[0].ResolveHeight(e), Property::PX };
  372. return true;
  373. }
  374. bool operator()(TranslateZ& p)
  375. {
  376. p.values[0] = NumericValue{ p.values[0].ResolveDepth(e), Property::PX };
  377. return true;
  378. }
  379. bool operator()(Translate2D& p)
  380. {
  381. p.values[0] = NumericValue{ p.values[0].ResolveWidth(e), Property::PX };
  382. p.values[1] = NumericValue{ p.values[1].ResolveHeight(e), Property::PX };
  383. return true;
  384. }
  385. bool operator()(Translate3D& p)
  386. {
  387. p.values[0] = NumericValue{ p.values[0].ResolveWidth(e), Property::PX };
  388. p.values[1] = NumericValue{ p.values[1].ResolveHeight(e), Property::PX };
  389. p.values[2] = NumericValue{ p.values[2].ResolveDepth(e), Property::PX };
  390. return true;
  391. }
  392. template <size_t N>
  393. bool operator()(ResolvedPrimitive<N>& p)
  394. {
  395. // No conversion needed for resolved transforms
  396. return true;
  397. }
  398. bool operator()(Perspective& p)
  399. {
  400. // Perspective is special and not used for transform animations, ignore.
  401. return false;
  402. }
  403. };
  404. bool Primitive::ResolveUnits(Element & e) noexcept
  405. {
  406. return std::visit(ResolveUnitsVisitor{ e }, primitive);
  407. }
  408. }
  409. }
  410. }