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- /*
- * 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/TransformPrimitive.h"
- #include "../../Include/RmlUi/Core/TypeConverter.h"
- #include <iostream>
- #include <unordered_map>
- namespace Rml {
- namespace Core {
- namespace Transforms {
- static Vector3f Combine(const Vector3f& a, const Vector3f& b, float a_scale, float b_scale)
- {
- Vector3f result;
- result.x = a_scale * a.x + b_scale * b.x;
- result.y = a_scale * a.y + b_scale * b.y;
- result.z = a_scale * a.z + b_scale * b.z;
- return result;
- }
- // Interpolate two quaternions a, b with weight alpha [0, 1]
- static Vector4f QuaternionSlerp(const Vector4f& a, const Vector4f& b, float alpha)
- {
- using namespace Math;
- const float eps = 0.9995f;
- float dot = a.DotProduct(b);
- dot = Clamp(dot, -1.f, 1.f);
- if (dot > eps)
- return a;
- float theta = ACos(dot);
- float w = Sin(alpha * theta) / SquareRoot(1.f - dot * dot);
- float a_scale = Cos(alpha*theta) - dot * w;
- Vector4f result;
- for (int i = 0; i < 4; i++)
- {
- result[i] = a[i] * a_scale + b[i] * w;
- }
- return result;
- }
- NumericValue::NumericValue() noexcept
- : number(), unit(Property::UNKNOWN)
- {
- }
- NumericValue::NumericValue(float number, Property::Unit unit) noexcept
- : number(number), unit(unit)
- {
- }
- float NumericValue::ResolveLengthPercentage(Element& e, float base) const noexcept
- {
- Property prop;
- prop.value = Variant(number);
- prop.unit = unit;
- return e.ResolveNumericProperty(&prop, base);
- }
- float NumericValue::ResolveWidth(Element& e) const noexcept
- {
- if(unit & (Property::PX | Property::NUMBER)) return number;
- return ResolveLengthPercentage(e, e.GetBox().GetSize(Box::BORDER).x);
- }
- float NumericValue::ResolveHeight(Element& e) const noexcept
- {
- if (unit & (Property::PX | Property::NUMBER)) return number;
- return ResolveLengthPercentage(e, e.GetBox().GetSize(Box::BORDER).y);
- }
- float NumericValue::ResolveDepth(Element& e) const noexcept
- {
- if (unit & (Property::PX | Property::NUMBER)) return number;
- Vector2f size = e.GetBox().GetSize(Box::BORDER);
- return ResolveLengthPercentage(e, Math::Max(size.x, size.y));
- }
- float NumericValue::ResolveAbsoluteUnit(Property::Unit base_unit) const noexcept
- {
- if(base_unit == Property::RAD)
- {
- switch (unit)
- {
- case Property::NUMBER:
- case Property::DEG:
- return Math::DegreesToRadians(number);
- case Property::RAD:
- return number;
- case Property::PERCENT:
- return number * 0.01f * 2.0f * Math::RMLUI_PI;
- default:
- break;
- }
- }
- return number;
- }
- String NumericValue::ToString() const noexcept
- {
- Property prop;
- prop.value = Variant(number);
- prop.unit = unit;
- return prop.ToString();
- }
- struct ResolveTransformVisitor
- {
- Matrix4f& m;
- Element& e;
- bool operator()(const Matrix2D& p)
- {
- 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]),
- Vector4f(0, 0, 1, 0),
- Vector4f(0, 0, 0, 1)
- );
- return true;
- }
- bool operator()(const Matrix3D& p)
- {
- m = Matrix4f::FromColumns(
- Vector4f(p.values[0], p.values[1], p.values[2], p.values[3]),
- 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]),
- Vector4f(p.values[12], p.values[13], p.values[14], p.values[15])
- );
- return true;
- }
- bool operator()(const TranslateX& p)
- {
- m = Matrix4f::TranslateX(p.values[0].ResolveWidth(e));
- return true;
- }
- bool operator()(const TranslateY& p)
- {
- m = Matrix4f::TranslateY(p.values[0].ResolveHeight(e));
- return true;
- }
- bool operator()(const TranslateZ& p)
- {
- m = Matrix4f::TranslateZ(p.values[0].ResolveDepth(e));
- return true;
- }
- bool operator()(const Translate2D& p)
- {
- m = Matrix4f::Translate(
- p.values[0].ResolveWidth(e),
- p.values[1].ResolveHeight(e),
- 0
- );
- return true;
- }
- bool operator()(const Translate3D& p)
- {
- m = Matrix4f::Translate(
- p.values[0].ResolveWidth(e),
- p.values[1].ResolveHeight(e),
- p.values[2].ResolveDepth(e)
- );
- return true;
- }
- bool operator()(const ScaleX& p)
- {
- m = Matrix4f::ScaleX(p.values[0]);
- return true;
- }
- bool operator()(const ScaleY& p)
- {
- m = Matrix4f::ScaleY(p.values[0]);
- return true;
- }
- bool operator()(const ScaleZ& p)
- {
- m = Matrix4f::ScaleZ(p.values[0]);
- return true;
- }
- bool operator()(const Scale2D& p)
- {
- m = Matrix4f::Scale(p.values[0], p.values[1], 1);
- return true;
- }
- bool operator()(const Scale3D& p)
- {
- m = Matrix4f::Scale(p.values[0], p.values[1], p.values[2]);
- return true;
- }
- bool operator()(const RotateX& p)
- {
- m = Matrix4f::RotateX(p.values[0]);
- return true;
- }
- bool operator()(const RotateY& p)
- {
- m = Matrix4f::RotateY(p.values[0]);
- return true;
- }
- bool operator()(const RotateZ& p)
- {
- m = Matrix4f::RotateZ(p.values[0]);
- return true;
- }
- bool operator()(const Rotate2D& p)
- {
- m = Matrix4f::RotateZ(p.values[0]);
- return true;
- }
- bool operator()(const Rotate3D& p)
- {
- m = Matrix4f::Rotate(Vector3f(p.values[0], p.values[1], p.values[2]), p.values[3]);
- return true;
- }
- bool operator()(const SkewX& p)
- {
- m = Matrix4f::SkewX(p.values[0]);
- return true;
- }
- bool operator()(const SkewY& p)
- {
- m = Matrix4f::SkewY(p.values[0]);
- return true;
- }
- bool operator()(const Skew2D& p)
- {
- m = Matrix4f::Skew(p.values[0], p.values[1]);
- return true;
- }
- bool operator()(const DecomposedMatrix4& p)
- {
- m = Matrix4f::Compose(p.translation, p.scale, p.skew, p.perspective, p.quaternion);
- return true;
- }
- bool operator()(const Perspective& p)
- {
- m = Matrix4f::Perspective(p.values[0].ResolveDepth(e));
- return true;
- }
- bool run(const PrimitiveVariant& primitive)
- {
- switch (primitive.type)
- {
- case PrimitiveVariant::MATRIX2D: return this->operator()(primitive.matrix_2d);
- case PrimitiveVariant::MATRIX3D: return this->operator()(primitive.matrix_3d);
- case PrimitiveVariant::TRANSLATEX: return this->operator()(primitive.translate_x);
- case PrimitiveVariant::TRANSLATEY: return this->operator()(primitive.translate_y);
- case PrimitiveVariant::TRANSLATEZ: return this->operator()(primitive.translate_z);
- case PrimitiveVariant::TRANSLATE2D: return this->operator()(primitive.translate_2d);
- case PrimitiveVariant::TRANSLATE3D: return this->operator()(primitive.translate_3d);
- case PrimitiveVariant::SCALEX: return this->operator()(primitive.scale_x);
- case PrimitiveVariant::SCALEY: return this->operator()(primitive.scale_y);
- case PrimitiveVariant::SCALEZ: return this->operator()(primitive.scale_z);
- case PrimitiveVariant::SCALE2D: return this->operator()(primitive.scale_2d);
- case PrimitiveVariant::SCALE3D: return this->operator()(primitive.scale_3d);
- case PrimitiveVariant::ROTATEX: return this->operator()(primitive.rotate_x);
- case PrimitiveVariant::ROTATEY: return this->operator()(primitive.rotate_y);
- case PrimitiveVariant::ROTATEZ: return this->operator()(primitive.rotate_z);
- case PrimitiveVariant::ROTATE2D: return this->operator()(primitive.rotate_2d);
- case PrimitiveVariant::ROTATE3D: return this->operator()(primitive.rotate_3d);
- case PrimitiveVariant::SKEWX: return this->operator()(primitive.skew_x);
- case PrimitiveVariant::SKEWY: return this->operator()(primitive.skew_y);
- case PrimitiveVariant::SKEW2D: return this->operator()(primitive.skew_2d);
- case PrimitiveVariant::PERSPECTIVE: return this->operator()(primitive.perspective);
- case PrimitiveVariant::DECOMPOSEDMATRIX4: return this->operator()(primitive.decomposed_matrix_4);
- default:
- break;
- }
- RMLUI_ASSERT(false);
- return false;
- }
- };
- bool Primitive::ResolveTransform(Matrix4f & m, Element & e) const noexcept
- {
- ResolveTransformVisitor visitor{ m, e };
- bool result = visitor.run(primitive);
- return result;
- }
- struct SetIdentityVisitor
- {
- template <size_t N>
- void operator()(ResolvedPrimitive<N>& p)
- {
- for (auto& value : p.values)
- value = 0.0f;
- }
- template <size_t N>
- void operator()(UnresolvedPrimitive<N>& p)
- {
- for (auto& value : p.values)
- value.number = 0.0f;
- }
- void operator()(Matrix2D& p)
- {
- for (int i = 0; i < 6; i++)
- p.values[i] = ((i == 0 || i == 3) ? 1.0f : 0.0f);
- }
- void operator()(Matrix3D& p)
- {
- for (int i = 0; i < 16; i++)
- p.values[i] = ((i % 5) == 0 ? 1.0f : 0.0f);
- }
- void operator()(ScaleX& p)
- {
- p.values[0] = 1;
- }
- void operator()(ScaleY& p)
- {
- p.values[0] = 1;
- }
- void operator()(ScaleZ& p)
- {
- p.values[0] = 1;
- }
- void operator()(Scale2D& p)
- {
- p.values[0] = p.values[1] = 1;
- }
- void operator()(Scale3D& p)
- {
- p.values[0] = p.values[1] = p.values[2] = 1;
- }
- void operator()(DecomposedMatrix4& p)
- {
- p.perspective = Vector4f(0, 0, 0, 1);
- p.quaternion = Vector4f(0, 0, 0, 1);
- p.translation = Vector3f(0, 0, 0);
- p.scale = Vector3f(1, 1, 1);
- p.skew = Vector3f(0, 0, 0);
- }
- void run(PrimitiveVariant& primitive)
- {
- switch (primitive.type)
- {
- case PrimitiveVariant::MATRIX2D: this->operator()(primitive.matrix_2d); break;
- case PrimitiveVariant::MATRIX3D: this->operator()(primitive.matrix_3d); break;
- case PrimitiveVariant::TRANSLATEX: this->operator()(primitive.translate_x); break;
- case PrimitiveVariant::TRANSLATEY: this->operator()(primitive.translate_y); break;
- case PrimitiveVariant::TRANSLATEZ: this->operator()(primitive.translate_z); break;
- case PrimitiveVariant::TRANSLATE2D: this->operator()(primitive.translate_2d); break;
- case PrimitiveVariant::TRANSLATE3D: this->operator()(primitive.translate_3d); break;
- case PrimitiveVariant::SCALEX: this->operator()(primitive.scale_x); break;
- case PrimitiveVariant::SCALEY: this->operator()(primitive.scale_y); break;
- case PrimitiveVariant::SCALEZ: this->operator()(primitive.scale_z); break;
- case PrimitiveVariant::SCALE2D: this->operator()(primitive.scale_2d); break;
- case PrimitiveVariant::SCALE3D: this->operator()(primitive.scale_3d); break;
- case PrimitiveVariant::ROTATEX: this->operator()(primitive.rotate_x); break;
- case PrimitiveVariant::ROTATEY: this->operator()(primitive.rotate_y); break;
- case PrimitiveVariant::ROTATEZ: this->operator()(primitive.rotate_z); break;
- case PrimitiveVariant::ROTATE2D: this->operator()(primitive.rotate_2d); break;
- case PrimitiveVariant::ROTATE3D: this->operator()(primitive.rotate_3d); break;
- case PrimitiveVariant::SKEWX: this->operator()(primitive.skew_x); break;
- case PrimitiveVariant::SKEWY: this->operator()(primitive.skew_y); break;
- case PrimitiveVariant::SKEW2D: this->operator()(primitive.skew_2d); break;
- case PrimitiveVariant::PERSPECTIVE: this->operator()(primitive.perspective); break;
- case PrimitiveVariant::DECOMPOSEDMATRIX4: this->operator()(primitive.decomposed_matrix_4); break;
- default:
- RMLUI_ASSERT(false);
- break;
- }
- }
- };
- void Primitive::SetIdentity() noexcept
- {
- SetIdentityVisitor{}.run(primitive);
- }
- struct PrepareVisitor
- {
- Element& e;
- bool operator()(TranslateX& p)
- {
- p.values[0] = NumericValue{ p.values[0].ResolveWidth(e), Property::PX };
- return true;
- }
- bool operator()(TranslateY& p)
- {
- p.values[0] = NumericValue{ p.values[0].ResolveHeight(e), Property::PX };
- return true;
- }
- bool operator()(TranslateZ& p)
- {
- p.values[0] = NumericValue{ p.values[0].ResolveDepth(e), Property::PX };
- return true;
- }
- bool operator()(Translate2D& p)
- {
- p.values[0] = NumericValue{ p.values[0].ResolveWidth(e), Property::PX };
- p.values[1] = NumericValue{ p.values[1].ResolveHeight(e), Property::PX };
- return true;
- }
- bool operator()(Translate3D& p)
- {
- p.values[0] = NumericValue{ p.values[0].ResolveWidth(e), Property::PX };
- p.values[1] = NumericValue{ p.values[1].ResolveHeight(e), Property::PX };
- p.values[2] = NumericValue{ p.values[2].ResolveDepth(e), Property::PX };
- return true;
- }
- template <size_t N>
- bool operator()(ResolvedPrimitive<N>& p)
- {
- // No conversion needed for resolved transforms (with some exceptions below)
- return true;
- }
- bool operator()(DecomposedMatrix4& p)
- {
- return true;
- }
- bool operator()(Rotate3D& p)
- {
- // Rotate3D can be interpolated if and only if their rotation axes point in the same direction.
- // We normalize the rotation vector here for easy comparison, and return true here. Later on we make the
- // pair-wise check in 'TryConvertToMatchingGenericType' to see if we need to decompose.
- Vector3f vec = Vector3f(p.values[0], p.values[1], p.values[2]).Normalise();
- p.values[0] = vec.x;
- p.values[1] = vec.y;
- p.values[2] = vec.z;
- return true;
- }
- bool operator()(Matrix3D& p)
- {
- // Matrices must be decomposed for interpolation
- return false;
- }
- bool operator()(Matrix2D& p)
- {
- // Matrix2D can also be optimized for interpolation, but for now we decompose it to a full DecomposedMatrix4
- return false;
- }
- bool operator()(Perspective& p)
- {
- // Perspective must be decomposed
- return false;
- }
- bool run(PrimitiveVariant& primitive)
- {
- switch (primitive.type)
- {
- case PrimitiveVariant::MATRIX2D: return this->operator()(primitive.matrix_2d);
- case PrimitiveVariant::MATRIX3D: return this->operator()(primitive.matrix_3d);
- case PrimitiveVariant::TRANSLATEX: return this->operator()(primitive.translate_x);
- case PrimitiveVariant::TRANSLATEY: return this->operator()(primitive.translate_y);
- case PrimitiveVariant::TRANSLATEZ: return this->operator()(primitive.translate_z);
- case PrimitiveVariant::TRANSLATE2D: return this->operator()(primitive.translate_2d);
- case PrimitiveVariant::TRANSLATE3D: return this->operator()(primitive.translate_3d);
- case PrimitiveVariant::SCALEX: return this->operator()(primitive.scale_x);
- case PrimitiveVariant::SCALEY: return this->operator()(primitive.scale_y);
- case PrimitiveVariant::SCALEZ: return this->operator()(primitive.scale_z);
- case PrimitiveVariant::SCALE2D: return this->operator()(primitive.scale_2d);
- case PrimitiveVariant::SCALE3D: return this->operator()(primitive.scale_3d);
- case PrimitiveVariant::ROTATEX: return this->operator()(primitive.rotate_x);
- case PrimitiveVariant::ROTATEY: return this->operator()(primitive.rotate_y);
- case PrimitiveVariant::ROTATEZ: return this->operator()(primitive.rotate_z);
- case PrimitiveVariant::ROTATE2D: return this->operator()(primitive.rotate_2d);
- case PrimitiveVariant::ROTATE3D: return this->operator()(primitive.rotate_3d);
- case PrimitiveVariant::SKEWX: return this->operator()(primitive.skew_x);
- case PrimitiveVariant::SKEWY: return this->operator()(primitive.skew_y);
- case PrimitiveVariant::SKEW2D: return this->operator()(primitive.skew_2d);
- case PrimitiveVariant::PERSPECTIVE: return this->operator()(primitive.perspective);
- case PrimitiveVariant::DECOMPOSEDMATRIX4: return this->operator()(primitive.decomposed_matrix_4);
- default:
- break;
- }
- RMLUI_ASSERT(false);
- return false;
- }
- };
- bool Primitive::PrepareForInterpolation(Element & e) noexcept
- {
- return PrepareVisitor{ e }.run(primitive);
- }
- enum class GenericType { None, Scale3D, Translate3D, Rotate3D };
- struct GetGenericTypeVisitor
- {
- GenericType run(const PrimitiveVariant& primitive)
- {
- switch (primitive.type)
- {
- case PrimitiveVariant::TRANSLATEX: return GenericType::Translate3D;
- case PrimitiveVariant::TRANSLATEY: return GenericType::Translate3D;
- case PrimitiveVariant::TRANSLATEZ: return GenericType::Translate3D;
- case PrimitiveVariant::TRANSLATE2D: return GenericType::Translate3D;
- case PrimitiveVariant::TRANSLATE3D: return GenericType::Translate3D;
- case PrimitiveVariant::SCALEX: return GenericType::Scale3D;
- case PrimitiveVariant::SCALEY: return GenericType::Scale3D;
- case PrimitiveVariant::SCALEZ: return GenericType::Scale3D;
- case PrimitiveVariant::SCALE2D: return GenericType::Scale3D;
- case PrimitiveVariant::SCALE3D: return GenericType::Scale3D;
- case PrimitiveVariant::ROTATEX: return GenericType::Rotate3D;
- case PrimitiveVariant::ROTATEY: return GenericType::Rotate3D;
- case PrimitiveVariant::ROTATEZ: return GenericType::Rotate3D;
- case PrimitiveVariant::ROTATE2D: return GenericType::Rotate3D;
- case PrimitiveVariant::ROTATE3D: return GenericType::Rotate3D;
- default:
- break;
- }
- return GenericType::None;
- }
- };
- struct ConvertToGenericTypeVisitor
- {
- Translate3D operator()(const TranslateX& p) { return Translate3D{ p.values[0], {0.0f, Property::PX}, {0.0f, Property::PX} }; }
- Translate3D operator()(const TranslateY& p) { return Translate3D{ {0.0f, Property::PX}, p.values[0], {0.0f, Property::PX} }; }
- Translate3D operator()(const TranslateZ& p) { return Translate3D{ {0.0f, Property::PX}, {0.0f, Property::PX}, p.values[0] }; }
- Translate3D operator()(const Translate2D& p) { return Translate3D{ p.values[0], p.values[1], {0.0f, Property::PX} }; }
- Scale3D operator()(const ScaleX& p) { return Scale3D{ p.values[0], 1.0f, 1.0f }; }
- Scale3D operator()(const ScaleY& p) { return Scale3D{ 1.0f, p.values[0], 1.0f }; }
- Scale3D operator()(const ScaleZ& p) { return Scale3D{ 1.0f, 1.0f, p.values[0] }; }
- Scale3D operator()(const Scale2D& p) { return Scale3D{ p.values[0], p.values[1], 1.0f }; }
- Rotate3D operator()(const RotateX& p) { return Rotate3D{ 1, 0, 0, p.values[0], Property::RAD }; }
- Rotate3D operator()(const RotateY& p) { return Rotate3D{ 0, 1, 0, p.values[0], Property::RAD }; }
- Rotate3D operator()(const RotateZ& p) { return Rotate3D{ 0, 0, 1, p.values[0], Property::RAD }; }
- Rotate3D operator()(const Rotate2D& p) { return Rotate3D{ 0, 0, 1, p.values[0], Property::RAD }; }
- template <typename T>
- PrimitiveVariant operator()(const T& p) { RMLUI_ERROR; return p; }
- PrimitiveVariant run(const PrimitiveVariant& primitive)
- {
- PrimitiveVariant result = primitive;
- switch (primitive.type)
- {
- case PrimitiveVariant::TRANSLATEX: result.type = PrimitiveVariant::TRANSLATE3D; result.translate_3d = this->operator()(primitive.translate_x); break;
- case PrimitiveVariant::TRANSLATEY: result.type = PrimitiveVariant::TRANSLATE3D; result.translate_3d = this->operator()(primitive.translate_y); break;
- case PrimitiveVariant::TRANSLATEZ: result.type = PrimitiveVariant::TRANSLATE3D; result.translate_3d = this->operator()(primitive.translate_z); break;
- case PrimitiveVariant::TRANSLATE2D: result.type = PrimitiveVariant::TRANSLATE3D; result.translate_3d = this->operator()(primitive.translate_2d); break;
- case PrimitiveVariant::TRANSLATE3D: break;
- case PrimitiveVariant::SCALEX: result.type = PrimitiveVariant::SCALE3D; result.scale_3d = this->operator()(primitive.scale_x); break;
- case PrimitiveVariant::SCALEY: result.type = PrimitiveVariant::SCALE3D; result.scale_3d = this->operator()(primitive.scale_y); break;
- case PrimitiveVariant::SCALEZ: result.type = PrimitiveVariant::SCALE3D; result.scale_3d = this->operator()(primitive.scale_z); break;
- case PrimitiveVariant::SCALE2D: result.type = PrimitiveVariant::SCALE3D; result.scale_3d = this->operator()(primitive.scale_2d); break;
- case PrimitiveVariant::SCALE3D: break;
- case PrimitiveVariant::ROTATEX: result.type = PrimitiveVariant::ROTATE3D; result.rotate_3d = this->operator()(primitive.rotate_x); break;
- case PrimitiveVariant::ROTATEY: result.type = PrimitiveVariant::ROTATE3D; result.rotate_3d = this->operator()(primitive.rotate_y); break;
- case PrimitiveVariant::ROTATEZ: result.type = PrimitiveVariant::ROTATE3D; result.rotate_3d = this->operator()(primitive.rotate_z); break;
- case PrimitiveVariant::ROTATE2D: result.type = PrimitiveVariant::ROTATE3D; result.rotate_3d = this->operator()(primitive.rotate_2d); break;
- case PrimitiveVariant::ROTATE3D: break;
- default:
- RMLUI_ASSERT(false);
- break;
- }
- return result;
- }
- };
- static bool CanInterpolateRotate3D(const Rotate3D& p0, const Rotate3D& p1)
- {
- // Rotate3D can only be interpolated if and only if their rotation axes point in the same direction.
- // Assumes each rotation axis has already been normalized.
- auto& v0 = p0.values;
- auto& v1 = p1.values;
- return v0[0] == v1[0] && v0[1] == v1[1] && v0[2] == v1[2];
- }
- bool Primitive::TryConvertToMatchingGenericType(Primitive & p0, Primitive & p1) noexcept
- {
- if (p0.primitive.type == p1.primitive.type)
- {
- if(p0.primitive.type == PrimitiveVariant::ROTATE3D && !CanInterpolateRotate3D(p0.primitive.rotate_3d, p1.primitive.rotate_3d))
- return false;
- return true;
- }
- GenericType c0 = GetGenericTypeVisitor{}.run(p0.primitive);
- GenericType c1 = GetGenericTypeVisitor{}.run(p1.primitive);
- if (c0 == c1 && c0 != GenericType::None)
- {
- PrimitiveVariant new_p0 = ConvertToGenericTypeVisitor{}.run(p0.primitive);
- PrimitiveVariant new_p1 = ConvertToGenericTypeVisitor{}.run(p1.primitive);
-
- RMLUI_ASSERT(new_p0.type == new_p1.type);
-
- if (new_p0.type == PrimitiveVariant::ROTATE3D && !CanInterpolateRotate3D(new_p0.rotate_3d, new_p1.rotate_3d))
- return false;
- p0.primitive = new_p0;
- p1.primitive = new_p1;
- return true;
- }
- return false;
- }
- struct InterpolateVisitor
- {
- const PrimitiveVariant& other_variant;
- float alpha;
- template <size_t N>
- bool Interpolate(ResolvedPrimitive<N>& p0, const ResolvedPrimitive<N>& p1)
- {
- for (size_t i = 0; i < N; i++)
- p0.values[i] = p0.values[i] * (1.0f - alpha) + p1.values[i] * alpha;
- return true;
- }
- template <size_t N>
- bool Interpolate(UnresolvedPrimitive<N>& p0, const UnresolvedPrimitive<N>& p1)
- {
- // Assumes that the underlying units have been resolved (e.g. to pixels)
- for (size_t i = 0; i < N; i++)
- p0.values[i].number = p0.values[i].number*(1.0f - alpha) + p1.values[i].number * alpha;
- return true;
- }
- bool Interpolate(Rotate3D& p0, const Rotate3D& p1)
- {
- RMLUI_ASSERT(CanInterpolateRotate3D(p0, p1));
- // We can only interpolate rotate3d if their rotation axes align. That should be the case if we get here,
- // otherwise the generic type matching should decompose them. Thus, we only need to interpolate
- // the angle value here.
- p0.values[3] = p0.values[3] * (1.0f - alpha) + p1.values[3] * alpha;
- return true;
- }
- bool Interpolate(Matrix2D& p0, const Matrix2D& p1) { return false; /* Error if we get here, see PrepareForInterpolation() */ }
- bool Interpolate(Matrix3D& p0, const Matrix3D& p1) { return false; /* Error if we get here, see PrepareForInterpolation() */ }
- bool Interpolate(Perspective& p0, const Perspective& p1) { return false; /* Error if we get here, see PrepareForInterpolation() */ }
- bool Interpolate(DecomposedMatrix4& p0, const DecomposedMatrix4& p1)
- {
- p0.perspective = p0.perspective * (1.0f - alpha) + p1.perspective * alpha;
- p0.quaternion = QuaternionSlerp(p0.quaternion, p1.quaternion, alpha);
- p0.translation = p0.translation * (1.0f - alpha) + p1.translation * alpha;
- p0.scale = p0.scale* (1.0f - alpha) + p1.scale* alpha;
- p0.skew = p0.skew* (1.0f - alpha) + p1.skew* alpha;
- return true;
- }
- bool run(PrimitiveVariant& variant)
- {
- RMLUI_ASSERT(variant.type == other_variant.type);
- switch (variant.type)
- {
- case PrimitiveVariant::MATRIX2D: return Interpolate(variant.matrix_2d, other_variant.matrix_2d);
- case PrimitiveVariant::MATRIX3D: return Interpolate(variant.matrix_3d, other_variant.matrix_3d);
- case PrimitiveVariant::TRANSLATEX: return Interpolate(variant.translate_x, other_variant.translate_x);
- case PrimitiveVariant::TRANSLATEY: return Interpolate(variant.translate_y, other_variant.translate_y);
- case PrimitiveVariant::TRANSLATEZ: return Interpolate(variant.translate_z, other_variant.translate_z);
- case PrimitiveVariant::TRANSLATE2D: return Interpolate(variant.translate_2d, other_variant.translate_2d);
- case PrimitiveVariant::TRANSLATE3D: return Interpolate(variant.translate_3d, other_variant.translate_3d);
- case PrimitiveVariant::SCALEX: return Interpolate(variant.scale_x, other_variant.scale_x);
- case PrimitiveVariant::SCALEY: return Interpolate(variant.scale_y, other_variant.scale_y);
- case PrimitiveVariant::SCALEZ: return Interpolate(variant.scale_z, other_variant.scale_z);
- case PrimitiveVariant::SCALE2D: return Interpolate(variant.scale_2d, other_variant.scale_2d);
- case PrimitiveVariant::SCALE3D: return Interpolate(variant.scale_3d, other_variant.scale_3d);
- case PrimitiveVariant::ROTATEX: return Interpolate(variant.rotate_x, other_variant.rotate_x);
- case PrimitiveVariant::ROTATEY: return Interpolate(variant.rotate_y, other_variant.rotate_y);
- case PrimitiveVariant::ROTATEZ: return Interpolate(variant.rotate_z, other_variant.rotate_z);
- case PrimitiveVariant::ROTATE2D: return Interpolate(variant.rotate_2d, other_variant.rotate_2d);
- case PrimitiveVariant::ROTATE3D: return Interpolate(variant.rotate_3d, other_variant.rotate_3d);
- case PrimitiveVariant::SKEWX: return Interpolate(variant.skew_x, other_variant.skew_x);
- case PrimitiveVariant::SKEWY: return Interpolate(variant.skew_y, other_variant.skew_y);
- case PrimitiveVariant::SKEW2D: return Interpolate(variant.skew_2d, other_variant.skew_2d);
- case PrimitiveVariant::PERSPECTIVE: return Interpolate(variant.perspective, other_variant.perspective);
- case PrimitiveVariant::DECOMPOSEDMATRIX4: return Interpolate(variant.decomposed_matrix_4, other_variant.decomposed_matrix_4);
- default:
- break;
- }
- RMLUI_ASSERT(false);
- return false;
- }
- };
- bool Primitive::InterpolateWith(const Primitive & other, float alpha) noexcept
- {
- if (primitive.type != other.primitive.type)
- return false;
- bool result = InterpolateVisitor{ other.primitive, alpha }.run(primitive);
- return result;
- }
- template<size_t N>
- static inline String ToString(const Transforms::ResolvedPrimitive<N>& p, String unit, bool rad_to_deg = false, bool only_unit_on_last_value = false) noexcept {
- float multiplier = 1.0f;
- String tmp;
- String result = "(";
- for (size_t i = 0; i < N; i++)
- {
- if (only_unit_on_last_value && i < N - 1)
- multiplier = 1.0f;
- else if (rad_to_deg)
- multiplier = 180.f / Math::RMLUI_PI;
- if (TypeConverter<float, String>::Convert(p.values[i] * multiplier, tmp))
- result += tmp;
- if (!unit.empty() && (!only_unit_on_last_value || (i == N - 1)))
- result += unit;
- if (i < N - 1)
- result += ", ";
- }
- result += ")";
- return result;
- }
- template<size_t N>
- static inline String ToString(const Transforms::UnresolvedPrimitive<N> & p) noexcept {
- String result = "(";
- for (size_t i = 0; i < N; i++)
- {
- result += p.values[i].ToString();
- if (i != N - 1)
- result += ", ";
- }
- result += ")";
- return result;
- }
- static inline String ToString(const Transforms::DecomposedMatrix4& p) noexcept {
- static const DecomposedMatrix4 d{
- Vector4f(0, 0, 0, 1),
- Vector4f(0, 0, 0, 1),
- Vector3f(0, 0, 0),
- Vector3f(1, 1, 1),
- Vector3f(0, 0, 0)
- };
- String tmp;
- String result;
-
- if(p.perspective != d.perspective && TypeConverter< Vector4f, String >::Convert(p.perspective, tmp))
- result += "perspective(" + tmp + "), ";
- if (p.quaternion != d.quaternion && TypeConverter< Vector4f, String >::Convert(p.quaternion, tmp))
- result += "quaternion(" + tmp + "), ";
- if (p.translation != d.translation && TypeConverter< Vector3f, String >::Convert(p.translation, tmp))
- result += "translation(" + tmp + "), ";
- if (p.scale != d.scale && TypeConverter< Vector3f, String >::Convert(p.scale, tmp))
- result += "scale(" + tmp + "), ";
- if (p.skew != d.skew && TypeConverter< Vector3f, String >::Convert(p.skew, tmp))
- result += "skew(" + tmp + "), ";
- if (result.size() > 2)
- result.resize(result.size() - 2);
- result = "decomposedMatrix3d{ " + result + " }";
- return result;
- }
- String ToString(const Transforms::Matrix2D & p) noexcept { return "matrix" + ToString(static_cast<const Transforms::ResolvedPrimitive< 6 >&>(p), ""); }
- String ToString(const Transforms::Matrix3D & p) noexcept { return "matrix3d" + ToString(static_cast<const Transforms::ResolvedPrimitive< 16 >&>(p), ""); }
- String ToString(const Transforms::TranslateX & p) noexcept { return "translateX" + ToString(static_cast<const Transforms::UnresolvedPrimitive< 1 >&>(p)); }
- String ToString(const Transforms::TranslateY & p) noexcept { return "translateY" + ToString(static_cast<const Transforms::UnresolvedPrimitive< 1 >&>(p)); }
- String ToString(const Transforms::TranslateZ & p) noexcept { return "translateZ" + ToString(static_cast<const Transforms::UnresolvedPrimitive< 1 >&>(p)); }
- String ToString(const Transforms::Translate2D & p) noexcept { return "translate" + ToString(static_cast<const Transforms::UnresolvedPrimitive< 2 >&>(p)); }
- String ToString(const Transforms::Translate3D & p) noexcept { return "translate3d" + ToString(static_cast<const Transforms::UnresolvedPrimitive< 3 >&>(p)); }
- String ToString(const Transforms::ScaleX & p) noexcept { return "scaleX" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), ""); }
- String ToString(const Transforms::ScaleY & p) noexcept { return "scaleY" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), ""); }
- String ToString(const Transforms::ScaleZ & p) noexcept { return "scaleZ" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), ""); }
- String ToString(const Transforms::Scale2D & p) noexcept { return "scale" + ToString(static_cast<const Transforms::ResolvedPrimitive< 2 >&>(p), ""); }
- String ToString(const Transforms::Scale3D & p) noexcept { return "scale3d" + ToString(static_cast<const Transforms::ResolvedPrimitive< 3 >&>(p), ""); }
- String ToString(const Transforms::RotateX & p) noexcept { return "rotateX" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), "deg", true); }
- String ToString(const Transforms::RotateY & p) noexcept { return "rotateY" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), "deg", true); }
- String ToString(const Transforms::RotateZ & p) noexcept { return "rotateZ" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), "deg", true); }
- String ToString(const Transforms::Rotate2D & p) noexcept { return "rotate" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), "deg", true); }
- String ToString(const Transforms::Rotate3D & p) noexcept { return "rotate3d" + ToString(static_cast<const Transforms::ResolvedPrimitive< 4 >&>(p), "deg", true, true); }
- String ToString(const Transforms::SkewX & p) noexcept { return "skewX" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), "deg", true); }
- String ToString(const Transforms::SkewY & p) noexcept { return "skewY" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), "deg", true); }
- String ToString(const Transforms::Skew2D & p) noexcept { return "skew" + ToString(static_cast<const Transforms::ResolvedPrimitive< 2 >&>(p), "deg", true); }
- String ToString(const Transforms::Perspective & p) noexcept { return "perspective" + ToString(static_cast<const Transforms::UnresolvedPrimitive< 1 >&>(p)); }
- struct ToStringVisitor
- {
- String run(const PrimitiveVariant& variant)
- {
- switch (variant.type)
- {
- case PrimitiveVariant::MATRIX2D: return ToString(variant.matrix_2d);
- case PrimitiveVariant::MATRIX3D: return ToString(variant.matrix_3d);
- case PrimitiveVariant::TRANSLATEX: return ToString(variant.translate_x);
- case PrimitiveVariant::TRANSLATEY: return ToString(variant.translate_y);
- case PrimitiveVariant::TRANSLATEZ: return ToString(variant.translate_z);
- case PrimitiveVariant::TRANSLATE2D: return ToString(variant.translate_2d);
- case PrimitiveVariant::TRANSLATE3D: return ToString(variant.translate_3d);
- case PrimitiveVariant::SCALEX: return ToString(variant.scale_x);
- case PrimitiveVariant::SCALEY: return ToString(variant.scale_y);
- case PrimitiveVariant::SCALEZ: return ToString(variant.scale_z);
- case PrimitiveVariant::SCALE2D: return ToString(variant.scale_2d);
- case PrimitiveVariant::SCALE3D: return ToString(variant.scale_3d);
- case PrimitiveVariant::ROTATEX: return ToString(variant.rotate_x);
- case PrimitiveVariant::ROTATEY: return ToString(variant.rotate_y);
- case PrimitiveVariant::ROTATEZ: return ToString(variant.rotate_z);
- case PrimitiveVariant::ROTATE2D: return ToString(variant.rotate_2d);
- case PrimitiveVariant::ROTATE3D: return ToString(variant.rotate_3d);
- case PrimitiveVariant::SKEWX: return ToString(variant.skew_x);
- case PrimitiveVariant::SKEWY: return ToString(variant.skew_y);
- case PrimitiveVariant::SKEW2D: return ToString(variant.skew_2d);
- case PrimitiveVariant::PERSPECTIVE: return ToString(variant.perspective);
- case PrimitiveVariant::DECOMPOSEDMATRIX4: return ToString(variant.decomposed_matrix_4);
- default:
- break;
- }
- RMLUI_ASSERT(false);
- return String();
- }
- };
- String Primitive::ToString() const noexcept
- {
- String result = ToStringVisitor{}.run(primitive);
- return result;
- }
- bool DecomposedMatrix4::Decompose(const Matrix4f & m)
- {
- // Follows the procedure given in https://drafts.csswg.org/css-transforms-2/#interpolation-of-3d-matrices
- const float eps = 0.0005f;
- if (Math::AbsoluteValue(m[3][3]) < eps)
- return false;
- // Perspective matrix
- Matrix4f p = m;
- for (int i = 0; i < 3; i++)
- p[i][3] = 0;
- p[3][3] = 1;
- if (Math::AbsoluteValue(p.Determinant()) < eps)
- return false;
- if (m[0][3] != 0 || m[1][3] != 0 || m[2][3] != 0)
- {
- auto rhs = m.GetColumn(3);
- Matrix4f p_inv = p;
- if (!p_inv.Invert())
- return false;
- auto& p_inv_trans = p.Transpose();
- perspective = p_inv_trans * rhs;
- }
- else
- {
- perspective[0] = perspective[1] = perspective[2] = 0;
- perspective[3] = 1;
- }
- for (int i = 0; i < 3; i++)
- translation[i] = m[3][i];
- Vector3f row[3];
- for (int i = 0; i < 3; i++)
- {
- row[i][0] = m[i][0];
- row[i][1] = m[i][1];
- row[i][2] = m[i][2];
- }
- scale[0] = row[0].Magnitude();
- row[0] = row[0].Normalise();
- skew[0] = row[0].DotProduct(row[1]);
- row[1] = Combine(row[1], row[0], 1, -skew[0]);
- scale[1] = row[1].Magnitude();
- row[1] = row[1].Normalise();
- skew[0] /= scale[1];
- skew[1] = row[0].DotProduct(row[2]);
- row[2] = Combine(row[2], row[0], 1, -skew[1]);
- skew[2] = row[1].DotProduct(row[2]);
- row[2] = Combine(row[2], row[1], 1, -skew[2]);
- scale[2] = row[2].Magnitude();
- row[2] = row[2].Normalise();
- skew[1] /= scale[2];
- skew[2] /= scale[2];
- // Check if we need to flip coordinate system
- auto pdum3 = row[1].CrossProduct(row[2]);
- if (row[0].DotProduct(pdum3) < 0.0f)
- {
- for (int i = 0; i < 3; i++)
- {
- scale[i] *= -1.f;
- row[i] *= -1.f;
- }
- }
- quaternion[0] = 0.5f * Math::SquareRoot(Math::Max(1.f + row[0][0] - row[1][1] - row[2][2], 0.0f));
- quaternion[1] = 0.5f * Math::SquareRoot(Math::Max(1.f - row[0][0] + row[1][1] - row[2][2], 0.0f));
- quaternion[2] = 0.5f * Math::SquareRoot(Math::Max(1.f - row[0][0] - row[1][1] + row[2][2], 0.0f));
- quaternion[3] = 0.5f * Math::SquareRoot(Math::Max(1.f + row[0][0] + row[1][1] + row[2][2], 0.0f));
- if (row[2][1] > row[1][2])
- quaternion[0] *= -1.f;
- if (row[0][2] > row[2][0])
- quaternion[1] *= -1.f;
- if (row[1][0] > row[0][1])
- quaternion[2] *= -1.f;
- return true;
- }
- }
- }
- }
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