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 numeric property value with the element's depth as relative base value.
  75. static inline float ResolveDepth(NumericValue value, Element& e) noexcept
  76. {
  77. if (value.unit == Unit::PX || value.unit == Unit::NUMBER)
  78. return value.number;
  79. Vector2f size = e.GetBox().GetSize(BoxArea::Border);
  80. return e.ResolveNumericValue(value, Math::Max(size.x, size.y));
  81. }
  82. static inline String ToString(NumericValue value) noexcept
  83. {
  84. Property prop;
  85. prop.value = Variant(value.number);
  86. prop.unit = value.unit;
  87. return prop.ToString();
  88. }
  89. struct SetIdentityVisitor {
  90. template <size_t N>
  91. void operator()(Transforms::ResolvedPrimitive<N>& p)
  92. {
  93. for (auto& value : p.values)
  94. value = 0.0f;
  95. }
  96. template <size_t N>
  97. void operator()(Transforms::UnresolvedPrimitive<N>& p)
  98. {
  99. for (auto& value : p.values)
  100. value.number = 0.0f;
  101. }
  102. void operator()(Transforms::Matrix2D& p)
  103. {
  104. for (int i = 0; i < 6; i++)
  105. p.values[i] = ((i == 0 || i == 3) ? 1.0f : 0.0f);
  106. }
  107. void operator()(Transforms::Matrix3D& p)
  108. {
  109. for (int i = 0; i < 16; i++)
  110. p.values[i] = ((i % 5) == 0 ? 1.0f : 0.0f);
  111. }
  112. void operator()(Transforms::ScaleX& p) { p.values[0] = 1; }
  113. void operator()(Transforms::ScaleY& p) { p.values[0] = 1; }
  114. void operator()(Transforms::ScaleZ& p) { p.values[0] = 1; }
  115. void operator()(Transforms::Scale2D& p) { p.values[0] = p.values[1] = 1; }
  116. void operator()(Transforms::Scale3D& p) { p.values[0] = p.values[1] = p.values[2] = 1; }
  117. void operator()(Transforms::DecomposedMatrix4& p)
  118. {
  119. p.perspective = Vector4f(0, 0, 0, 1);
  120. p.quaternion = Vector4f(0, 0, 0, 1);
  121. p.translation = Vector3f(0, 0, 0);
  122. p.scale = Vector3f(1, 1, 1);
  123. p.skew = Vector3f(0, 0, 0);
  124. }
  125. void run(TransformPrimitive& primitive)
  126. {
  127. switch (primitive.type)
  128. {
  129. case TransformPrimitive::MATRIX2D: this->operator()(primitive.matrix_2d); break;
  130. case TransformPrimitive::MATRIX3D: this->operator()(primitive.matrix_3d); break;
  131. case TransformPrimitive::TRANSLATEX: this->operator()(primitive.translate_x); break;
  132. case TransformPrimitive::TRANSLATEY: this->operator()(primitive.translate_y); break;
  133. case TransformPrimitive::TRANSLATEZ: this->operator()(primitive.translate_z); break;
  134. case TransformPrimitive::TRANSLATE2D: this->operator()(primitive.translate_2d); break;
  135. case TransformPrimitive::TRANSLATE3D: this->operator()(primitive.translate_3d); break;
  136. case TransformPrimitive::SCALEX: this->operator()(primitive.scale_x); break;
  137. case TransformPrimitive::SCALEY: this->operator()(primitive.scale_y); break;
  138. case TransformPrimitive::SCALEZ: this->operator()(primitive.scale_z); break;
  139. case TransformPrimitive::SCALE2D: this->operator()(primitive.scale_2d); break;
  140. case TransformPrimitive::SCALE3D: this->operator()(primitive.scale_3d); break;
  141. case TransformPrimitive::ROTATEX: this->operator()(primitive.rotate_x); break;
  142. case TransformPrimitive::ROTATEY: this->operator()(primitive.rotate_y); break;
  143. case TransformPrimitive::ROTATEZ: this->operator()(primitive.rotate_z); break;
  144. case TransformPrimitive::ROTATE2D: this->operator()(primitive.rotate_2d); break;
  145. case TransformPrimitive::ROTATE3D: this->operator()(primitive.rotate_3d); break;
  146. case TransformPrimitive::SKEWX: this->operator()(primitive.skew_x); break;
  147. case TransformPrimitive::SKEWY: this->operator()(primitive.skew_y); break;
  148. case TransformPrimitive::SKEW2D: this->operator()(primitive.skew_2d); break;
  149. case TransformPrimitive::PERSPECTIVE: this->operator()(primitive.perspective); break;
  150. case TransformPrimitive::DECOMPOSEDMATRIX4: this->operator()(primitive.decomposed_matrix_4); break;
  151. }
  152. }
  153. };
  154. void TransformUtilities::SetIdentity(TransformPrimitive& p) noexcept
  155. {
  156. SetIdentityVisitor{}.run(p);
  157. }
  158. struct ResolveTransformVisitor {
  159. Matrix4f& m;
  160. Element& e;
  161. void operator()(const Transforms::Matrix2D& p)
  162. {
  163. 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]),
  164. Vector4f(0, 0, 1, 0), Vector4f(0, 0, 0, 1));
  165. }
  166. void operator()(const Transforms::Matrix3D& p)
  167. {
  168. m = Matrix4f::FromColumns(Vector4f(p.values[0], p.values[1], p.values[2], p.values[3]),
  169. 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]),
  170. Vector4f(p.values[12], p.values[13], p.values[14], p.values[15]));
  171. }
  172. void operator()(const Transforms::TranslateX& p) { m = Matrix4f::TranslateX(ResolveWidth(p.values[0], e)); }
  173. void operator()(const Transforms::TranslateY& p) { m = Matrix4f::TranslateY(ResolveHeight(p.values[0], e)); }
  174. void operator()(const Transforms::TranslateZ& p) { m = Matrix4f::TranslateZ(ResolveDepth(p.values[0], e)); }
  175. void operator()(const Transforms::Translate2D& p) { m = Matrix4f::Translate(ResolveWidth(p.values[0], e), ResolveHeight(p.values[1], e), 0); }
  176. void operator()(const Transforms::Translate3D& p)
  177. {
  178. m = Matrix4f::Translate(ResolveWidth(p.values[0], e), ResolveHeight(p.values[1], e), ResolveDepth(p.values[2], e));
  179. }
  180. void operator()(const Transforms::ScaleX& p) { m = Matrix4f::ScaleX(p.values[0]); }
  181. void operator()(const Transforms::ScaleY& p) { m = Matrix4f::ScaleY(p.values[0]); }
  182. void operator()(const Transforms::ScaleZ& p) { m = Matrix4f::ScaleZ(p.values[0]); }
  183. void operator()(const Transforms::Scale2D& p) { m = Matrix4f::Scale(p.values[0], p.values[1], 1); }
  184. void operator()(const Transforms::Scale3D& p) { m = Matrix4f::Scale(p.values[0], p.values[1], p.values[2]); }
  185. void operator()(const Transforms::RotateX& p) { m = Matrix4f::RotateX(p.values[0]); }
  186. void operator()(const Transforms::RotateY& p) { m = Matrix4f::RotateY(p.values[0]); }
  187. void operator()(const Transforms::RotateZ& p) { m = Matrix4f::RotateZ(p.values[0]); }
  188. void operator()(const Transforms::Rotate2D& p) { m = Matrix4f::RotateZ(p.values[0]); }
  189. void operator()(const Transforms::Rotate3D& p) { m = Matrix4f::Rotate(Vector3f(p.values[0], p.values[1], p.values[2]), p.values[3]); }
  190. void operator()(const Transforms::SkewX& p) { m = Matrix4f::SkewX(p.values[0]); }
  191. void operator()(const Transforms::SkewY& p) { m = Matrix4f::SkewY(p.values[0]); }
  192. void operator()(const Transforms::Skew2D& p) { m = Matrix4f::Skew(p.values[0], p.values[1]); }
  193. void operator()(const Transforms::DecomposedMatrix4& p) { m = Matrix4f::Compose(p.translation, p.scale, p.skew, p.perspective, p.quaternion); }
  194. void operator()(const Transforms::Perspective& p) { m = Matrix4f::Perspective(ResolveDepth(p.values[0], e)); }
  195. void run(const TransformPrimitive& primitive)
  196. {
  197. switch (primitive.type)
  198. {
  199. case TransformPrimitive::MATRIX2D: this->operator()(primitive.matrix_2d); break;
  200. case TransformPrimitive::MATRIX3D: this->operator()(primitive.matrix_3d); break;
  201. case TransformPrimitive::TRANSLATEX: this->operator()(primitive.translate_x); break;
  202. case TransformPrimitive::TRANSLATEY: this->operator()(primitive.translate_y); break;
  203. case TransformPrimitive::TRANSLATEZ: this->operator()(primitive.translate_z); break;
  204. case TransformPrimitive::TRANSLATE2D: this->operator()(primitive.translate_2d); break;
  205. case TransformPrimitive::TRANSLATE3D: this->operator()(primitive.translate_3d); break;
  206. case TransformPrimitive::SCALEX: this->operator()(primitive.scale_x); break;
  207. case TransformPrimitive::SCALEY: this->operator()(primitive.scale_y); break;
  208. case TransformPrimitive::SCALEZ: this->operator()(primitive.scale_z); break;
  209. case TransformPrimitive::SCALE2D: this->operator()(primitive.scale_2d); break;
  210. case TransformPrimitive::SCALE3D: this->operator()(primitive.scale_3d); break;
  211. case TransformPrimitive::ROTATEX: this->operator()(primitive.rotate_x); break;
  212. case TransformPrimitive::ROTATEY: this->operator()(primitive.rotate_y); break;
  213. case TransformPrimitive::ROTATEZ: this->operator()(primitive.rotate_z); break;
  214. case TransformPrimitive::ROTATE2D: this->operator()(primitive.rotate_2d); break;
  215. case TransformPrimitive::ROTATE3D: this->operator()(primitive.rotate_3d); break;
  216. case TransformPrimitive::SKEWX: this->operator()(primitive.skew_x); break;
  217. case TransformPrimitive::SKEWY: this->operator()(primitive.skew_y); break;
  218. case TransformPrimitive::SKEW2D: this->operator()(primitive.skew_2d); break;
  219. case TransformPrimitive::PERSPECTIVE: this->operator()(primitive.perspective); break;
  220. case TransformPrimitive::DECOMPOSEDMATRIX4: this->operator()(primitive.decomposed_matrix_4); break;
  221. }
  222. }
  223. };
  224. Matrix4f TransformUtilities::ResolveTransform(const TransformPrimitive& p, Element& e) noexcept
  225. {
  226. Matrix4f m;
  227. ResolveTransformVisitor visitor{m, e};
  228. visitor.run(p);
  229. return m;
  230. }
  231. struct PrepareVisitor {
  232. Element& e;
  233. bool operator()(TranslateX& p)
  234. {
  235. p.values[0] = NumericValue{ResolveWidth(p.values[0], e), Unit::PX};
  236. return true;
  237. }
  238. bool operator()(TranslateY& p)
  239. {
  240. p.values[0] = NumericValue{ResolveHeight(p.values[0], e), Unit::PX};
  241. return true;
  242. }
  243. bool operator()(TranslateZ& p)
  244. {
  245. p.values[0] = NumericValue{ResolveDepth(p.values[0], e), Unit::PX};
  246. return true;
  247. }
  248. bool operator()(Translate2D& p)
  249. {
  250. p.values[0] = NumericValue{ResolveWidth(p.values[0], e), Unit::PX};
  251. p.values[1] = NumericValue{ResolveHeight(p.values[1], e), Unit::PX};
  252. return true;
  253. }
  254. bool operator()(Translate3D& p)
  255. {
  256. p.values[0] = NumericValue{ResolveWidth(p.values[0], e), Unit::PX};
  257. p.values[1] = NumericValue{ResolveHeight(p.values[1], e), Unit::PX};
  258. p.values[2] = NumericValue{ResolveDepth(p.values[2], e), Unit::PX};
  259. return true;
  260. }
  261. template <size_t N>
  262. bool operator()(ResolvedPrimitive<N>& /*p*/)
  263. {
  264. // No conversion needed for resolved transforms (with some exceptions below)
  265. return true;
  266. }
  267. bool operator()(DecomposedMatrix4& /*p*/) { return true; }
  268. bool operator()(Rotate3D& p)
  269. {
  270. // Rotate3D can be interpolated if and only if their rotation axes point in the same direction.
  271. // We normalize the rotation vector here for easy comparison, and return true here. Later on we make the
  272. // pair-wise check in 'TryConvertToMatchingGenericType' to see if we need to decompose.
  273. Vector3f vec = Vector3f(p.values[0], p.values[1], p.values[2]).Normalise();
  274. p.values[0] = vec.x;
  275. p.values[1] = vec.y;
  276. p.values[2] = vec.z;
  277. return true;
  278. }
  279. bool operator()(Matrix3D& /*p*/)
  280. {
  281. // Matrices must be decomposed for interpolation
  282. return false;
  283. }
  284. bool operator()(Matrix2D& /*p*/)
  285. {
  286. // Matrix2D can also be optimized for interpolation, but for now we decompose it to a full DecomposedMatrix4
  287. return false;
  288. }
  289. bool operator()(Perspective& /*p*/)
  290. {
  291. // Perspective must be decomposed
  292. return false;
  293. }
  294. bool run(TransformPrimitive& primitive)
  295. {
  296. switch (primitive.type)
  297. {
  298. case TransformPrimitive::MATRIX2D: return this->operator()(primitive.matrix_2d);
  299. case TransformPrimitive::MATRIX3D: return this->operator()(primitive.matrix_3d);
  300. case TransformPrimitive::TRANSLATEX: return this->operator()(primitive.translate_x);
  301. case TransformPrimitive::TRANSLATEY: return this->operator()(primitive.translate_y);
  302. case TransformPrimitive::TRANSLATEZ: return this->operator()(primitive.translate_z);
  303. case TransformPrimitive::TRANSLATE2D: return this->operator()(primitive.translate_2d);
  304. case TransformPrimitive::TRANSLATE3D: return this->operator()(primitive.translate_3d);
  305. case TransformPrimitive::SCALEX: return this->operator()(primitive.scale_x);
  306. case TransformPrimitive::SCALEY: return this->operator()(primitive.scale_y);
  307. case TransformPrimitive::SCALEZ: return this->operator()(primitive.scale_z);
  308. case TransformPrimitive::SCALE2D: return this->operator()(primitive.scale_2d);
  309. case TransformPrimitive::SCALE3D: return this->operator()(primitive.scale_3d);
  310. case TransformPrimitive::ROTATEX: return this->operator()(primitive.rotate_x);
  311. case TransformPrimitive::ROTATEY: return this->operator()(primitive.rotate_y);
  312. case TransformPrimitive::ROTATEZ: return this->operator()(primitive.rotate_z);
  313. case TransformPrimitive::ROTATE2D: return this->operator()(primitive.rotate_2d);
  314. case TransformPrimitive::ROTATE3D: return this->operator()(primitive.rotate_3d);
  315. case TransformPrimitive::SKEWX: return this->operator()(primitive.skew_x);
  316. case TransformPrimitive::SKEWY: return this->operator()(primitive.skew_y);
  317. case TransformPrimitive::SKEW2D: return this->operator()(primitive.skew_2d);
  318. case TransformPrimitive::PERSPECTIVE: return this->operator()(primitive.perspective);
  319. case TransformPrimitive::DECOMPOSEDMATRIX4: return this->operator()(primitive.decomposed_matrix_4);
  320. }
  321. RMLUI_ASSERT(false);
  322. return false;
  323. }
  324. };
  325. bool TransformUtilities::PrepareForInterpolation(TransformPrimitive& p, Element& e) noexcept
  326. {
  327. return PrepareVisitor{e}.run(p);
  328. }
  329. enum class GenericType { None, Scale3D, Translate3D, Rotate3D };
  330. struct GetGenericTypeVisitor {
  331. GenericType run(const TransformPrimitive& primitive)
  332. {
  333. switch (primitive.type)
  334. {
  335. case TransformPrimitive::TRANSLATEX:
  336. case TransformPrimitive::TRANSLATEY:
  337. case TransformPrimitive::TRANSLATEZ:
  338. case TransformPrimitive::TRANSLATE2D:
  339. case TransformPrimitive::TRANSLATE3D: return GenericType::Translate3D;
  340. case TransformPrimitive::SCALEX:
  341. case TransformPrimitive::SCALEY:
  342. case TransformPrimitive::SCALEZ:
  343. case TransformPrimitive::SCALE2D:
  344. case TransformPrimitive::SCALE3D: return GenericType::Scale3D;
  345. case TransformPrimitive::ROTATEX:
  346. case TransformPrimitive::ROTATEY:
  347. case TransformPrimitive::ROTATEZ:
  348. case TransformPrimitive::ROTATE2D:
  349. case TransformPrimitive::ROTATE3D: return GenericType::Rotate3D;
  350. case TransformPrimitive::MATRIX2D:
  351. case TransformPrimitive::MATRIX3D:
  352. case TransformPrimitive::SKEWX:
  353. case TransformPrimitive::SKEWY:
  354. case TransformPrimitive::SKEW2D:
  355. case TransformPrimitive::PERSPECTIVE:
  356. case TransformPrimitive::DECOMPOSEDMATRIX4: return GenericType::None;
  357. }
  358. RMLUI_ASSERT(false);
  359. return GenericType::None;
  360. }
  361. };
  362. struct ConvertToGenericTypeVisitor {
  363. Translate3D operator()(const TranslateX& p) { return Translate3D{p.values[0], {0.0f, Unit::PX}, {0.0f, Unit::PX}}; }
  364. Translate3D operator()(const TranslateY& p) { return Translate3D{{0.0f, Unit::PX}, p.values[0], {0.0f, Unit::PX}}; }
  365. Translate3D operator()(const TranslateZ& p) { return Translate3D{{0.0f, Unit::PX}, {0.0f, Unit::PX}, p.values[0]}; }
  366. Translate3D operator()(const Translate2D& p) { return Translate3D{p.values[0], p.values[1], {0.0f, Unit::PX}}; }
  367. Scale3D operator()(const ScaleX& p) { return Scale3D{p.values[0], 1.0f, 1.0f}; }
  368. Scale3D operator()(const ScaleY& p) { return Scale3D{1.0f, p.values[0], 1.0f}; }
  369. Scale3D operator()(const ScaleZ& p) { return Scale3D{1.0f, 1.0f, p.values[0]}; }
  370. Scale3D operator()(const Scale2D& p) { return Scale3D{p.values[0], p.values[1], 1.0f}; }
  371. Rotate3D operator()(const RotateX& p) { return Rotate3D{1, 0, 0, p.values[0], Unit::RAD}; }
  372. Rotate3D operator()(const RotateY& p) { return Rotate3D{0, 1, 0, p.values[0], Unit::RAD}; }
  373. Rotate3D operator()(const RotateZ& p) { return Rotate3D{0, 0, 1, p.values[0], Unit::RAD}; }
  374. Rotate3D operator()(const Rotate2D& p) { return Rotate3D{0, 0, 1, p.values[0], Unit::RAD}; }
  375. template <typename T>
  376. TransformPrimitive operator()(const T& p)
  377. {
  378. RMLUI_ERROR;
  379. return p;
  380. }
  381. TransformPrimitive run(const TransformPrimitive& primitive)
  382. {
  383. TransformPrimitive result = primitive;
  384. // clang-format off
  385. switch (primitive.type)
  386. {
  387. case TransformPrimitive::TRANSLATEX: result.type = TransformPrimitive::TRANSLATE3D; result.translate_3d = this->operator()(primitive.translate_x); break;
  388. case TransformPrimitive::TRANSLATEY: result.type = TransformPrimitive::TRANSLATE3D; result.translate_3d = this->operator()(primitive.translate_y); break;
  389. case TransformPrimitive::TRANSLATEZ: result.type = TransformPrimitive::TRANSLATE3D; result.translate_3d = this->operator()(primitive.translate_z); break;
  390. case TransformPrimitive::TRANSLATE2D: result.type = TransformPrimitive::TRANSLATE3D; result.translate_3d = this->operator()(primitive.translate_2d); break;
  391. case TransformPrimitive::TRANSLATE3D: break;
  392. case TransformPrimitive::SCALEX: result.type = TransformPrimitive::SCALE3D; result.scale_3d = this->operator()(primitive.scale_x); break;
  393. case TransformPrimitive::SCALEY: result.type = TransformPrimitive::SCALE3D; result.scale_3d = this->operator()(primitive.scale_y); break;
  394. case TransformPrimitive::SCALEZ: result.type = TransformPrimitive::SCALE3D; result.scale_3d = this->operator()(primitive.scale_z); break;
  395. case TransformPrimitive::SCALE2D: result.type = TransformPrimitive::SCALE3D; result.scale_3d = this->operator()(primitive.scale_2d); break;
  396. case TransformPrimitive::SCALE3D: break;
  397. case TransformPrimitive::ROTATEX: result.type = TransformPrimitive::ROTATE3D; result.rotate_3d = this->operator()(primitive.rotate_x); break;
  398. case TransformPrimitive::ROTATEY: result.type = TransformPrimitive::ROTATE3D; result.rotate_3d = this->operator()(primitive.rotate_y); break;
  399. case TransformPrimitive::ROTATEZ: result.type = TransformPrimitive::ROTATE3D; result.rotate_3d = this->operator()(primitive.rotate_z); break;
  400. case TransformPrimitive::ROTATE2D: result.type = TransformPrimitive::ROTATE3D; result.rotate_3d = this->operator()(primitive.rotate_2d); break;
  401. case TransformPrimitive::ROTATE3D: break;
  402. default: RMLUI_ASSERT(false); break;
  403. }
  404. // clang-format on
  405. return result;
  406. }
  407. };
  408. static bool CanInterpolateRotate3D(const Rotate3D& p0, const Rotate3D& p1)
  409. {
  410. // Rotate3D can only be interpolated if and only if their rotation axes point in the same direction.
  411. // Assumes each rotation axis has already been normalized.
  412. auto& v0 = p0.values;
  413. auto& v1 = p1.values;
  414. return v0[0] == v1[0] && v0[1] == v1[1] && v0[2] == v1[2];
  415. }
  416. bool TransformUtilities::TryConvertToMatchingGenericType(TransformPrimitive& p0, TransformPrimitive& p1) noexcept
  417. {
  418. if (p0.type == p1.type)
  419. {
  420. if (p0.type == TransformPrimitive::ROTATE3D && !CanInterpolateRotate3D(p0.rotate_3d, p1.rotate_3d))
  421. return false;
  422. return true;
  423. }
  424. GenericType c0 = GetGenericTypeVisitor{}.run(p0);
  425. GenericType c1 = GetGenericTypeVisitor{}.run(p1);
  426. if (c0 == c1 && c0 != GenericType::None)
  427. {
  428. TransformPrimitive new_p0 = ConvertToGenericTypeVisitor{}.run(p0);
  429. TransformPrimitive new_p1 = ConvertToGenericTypeVisitor{}.run(p1);
  430. RMLUI_ASSERT(new_p0.type == new_p1.type);
  431. if (new_p0.type == TransformPrimitive::ROTATE3D && !CanInterpolateRotate3D(new_p0.rotate_3d, new_p1.rotate_3d))
  432. return false;
  433. p0 = new_p0;
  434. p1 = new_p1;
  435. return true;
  436. }
  437. return false;
  438. }
  439. struct InterpolateVisitor {
  440. const TransformPrimitive& other_variant;
  441. float alpha;
  442. template <size_t N>
  443. bool Interpolate(ResolvedPrimitive<N>& p0, const ResolvedPrimitive<N>& p1)
  444. {
  445. for (size_t i = 0; i < N; i++)
  446. p0.values[i] = p0.values[i] * (1.0f - alpha) + p1.values[i] * alpha;
  447. return true;
  448. }
  449. template <size_t N>
  450. bool Interpolate(UnresolvedPrimitive<N>& p0, const UnresolvedPrimitive<N>& p1)
  451. {
  452. // Assumes that the underlying units have been resolved (e.g. to pixels)
  453. for (size_t i = 0; i < N; i++)
  454. p0.values[i].number = p0.values[i].number * (1.0f - alpha) + p1.values[i].number * alpha;
  455. return true;
  456. }
  457. bool Interpolate(Rotate3D& p0, const Rotate3D& p1)
  458. {
  459. RMLUI_ASSERT(CanInterpolateRotate3D(p0, p1));
  460. // We can only interpolate rotate3d if their rotation axes align. That should be the case if we get here,
  461. // otherwise the generic type matching should decompose them. Thus, we only need to interpolate
  462. // the angle value here.
  463. p0.values[3] = p0.values[3] * (1.0f - alpha) + p1.values[3] * alpha;
  464. return true;
  465. }
  466. bool Interpolate(Matrix2D& /*p0*/, const Matrix2D& /*p1*/)
  467. {
  468. RMLUI_ERROR;
  469. return false; /* Error if we get here, see PrepareForInterpolation() */
  470. }
  471. bool Interpolate(Matrix3D& /*p0*/, const Matrix3D& /*p1*/)
  472. {
  473. RMLUI_ERROR;
  474. return false; /* Error if we get here, see PrepareForInterpolation() */
  475. }
  476. bool Interpolate(Perspective& /*p0*/, const Perspective& /*p1*/)
  477. {
  478. RMLUI_ERROR;
  479. return false; /* Error if we get here, see PrepareForInterpolation() */
  480. }
  481. bool Interpolate(DecomposedMatrix4& p0, const DecomposedMatrix4& p1)
  482. {
  483. p0.perspective = p0.perspective * (1.0f - alpha) + p1.perspective * alpha;
  484. p0.quaternion = QuaternionSlerp(p0.quaternion, p1.quaternion, alpha);
  485. p0.translation = p0.translation * (1.0f - alpha) + p1.translation * alpha;
  486. p0.scale = p0.scale * (1.0f - alpha) + p1.scale * alpha;
  487. p0.skew = p0.skew * (1.0f - alpha) + p1.skew * alpha;
  488. return true;
  489. }
  490. bool run(TransformPrimitive& variant)
  491. {
  492. RMLUI_ASSERT(variant.type == other_variant.type);
  493. switch (variant.type)
  494. {
  495. case TransformPrimitive::MATRIX2D: return Interpolate(variant.matrix_2d, other_variant.matrix_2d);
  496. case TransformPrimitive::MATRIX3D: return Interpolate(variant.matrix_3d, other_variant.matrix_3d);
  497. case TransformPrimitive::TRANSLATEX: return Interpolate(variant.translate_x, other_variant.translate_x);
  498. case TransformPrimitive::TRANSLATEY: return Interpolate(variant.translate_y, other_variant.translate_y);
  499. case TransformPrimitive::TRANSLATEZ: return Interpolate(variant.translate_z, other_variant.translate_z);
  500. case TransformPrimitive::TRANSLATE2D: return Interpolate(variant.translate_2d, other_variant.translate_2d);
  501. case TransformPrimitive::TRANSLATE3D: return Interpolate(variant.translate_3d, other_variant.translate_3d);
  502. case TransformPrimitive::SCALEX: return Interpolate(variant.scale_x, other_variant.scale_x);
  503. case TransformPrimitive::SCALEY: return Interpolate(variant.scale_y, other_variant.scale_y);
  504. case TransformPrimitive::SCALEZ: return Interpolate(variant.scale_z, other_variant.scale_z);
  505. case TransformPrimitive::SCALE2D: return Interpolate(variant.scale_2d, other_variant.scale_2d);
  506. case TransformPrimitive::SCALE3D: return Interpolate(variant.scale_3d, other_variant.scale_3d);
  507. case TransformPrimitive::ROTATEX: return Interpolate(variant.rotate_x, other_variant.rotate_x);
  508. case TransformPrimitive::ROTATEY: return Interpolate(variant.rotate_y, other_variant.rotate_y);
  509. case TransformPrimitive::ROTATEZ: return Interpolate(variant.rotate_z, other_variant.rotate_z);
  510. case TransformPrimitive::ROTATE2D: return Interpolate(variant.rotate_2d, other_variant.rotate_2d);
  511. case TransformPrimitive::ROTATE3D: return Interpolate(variant.rotate_3d, other_variant.rotate_3d);
  512. case TransformPrimitive::SKEWX: return Interpolate(variant.skew_x, other_variant.skew_x);
  513. case TransformPrimitive::SKEWY: return Interpolate(variant.skew_y, other_variant.skew_y);
  514. case TransformPrimitive::SKEW2D: return Interpolate(variant.skew_2d, other_variant.skew_2d);
  515. case TransformPrimitive::PERSPECTIVE: return Interpolate(variant.perspective, other_variant.perspective);
  516. case TransformPrimitive::DECOMPOSEDMATRIX4: return Interpolate(variant.decomposed_matrix_4, other_variant.decomposed_matrix_4);
  517. }
  518. RMLUI_ASSERT(false);
  519. return false;
  520. }
  521. };
  522. bool TransformUtilities::InterpolateWith(TransformPrimitive& target, const TransformPrimitive& other, float alpha) noexcept
  523. {
  524. if (target.type != other.type)
  525. return false;
  526. bool result = InterpolateVisitor{other, alpha}.run(target);
  527. return result;
  528. }
  529. template <size_t N>
  530. static String ToString(const Transforms::ResolvedPrimitive<N>& p, const String& unit, bool rad_to_deg = false,
  531. bool only_unit_on_last_value = false) noexcept
  532. {
  533. float multiplier = 1.0f;
  534. String tmp;
  535. String result = "(";
  536. for (size_t i = 0; i < N; i++)
  537. {
  538. if (only_unit_on_last_value && i < N - 1)
  539. multiplier = 1.0f;
  540. else if (rad_to_deg)
  541. multiplier = 180.f / Math::RMLUI_PI;
  542. if (TypeConverter<float, String>::Convert(p.values[i] * multiplier, tmp))
  543. result += tmp;
  544. if (!unit.empty() && (!only_unit_on_last_value || (i == N - 1)))
  545. result += unit;
  546. if (i < N - 1)
  547. result += ", ";
  548. }
  549. result += ")";
  550. return result;
  551. }
  552. template <size_t N>
  553. static inline String ToString(const Transforms::UnresolvedPrimitive<N>& p) noexcept
  554. {
  555. String result = "(";
  556. for (size_t i = 0; i < N; i++)
  557. {
  558. result += ToString(p.values[i]);
  559. if (i != N - 1)
  560. result += ", ";
  561. }
  562. result += ")";
  563. return result;
  564. }
  565. static inline String ToString(const Transforms::DecomposedMatrix4& p) noexcept
  566. {
  567. 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)};
  568. String tmp;
  569. String result;
  570. if (p.perspective != d.perspective && TypeConverter<Vector4f, String>::Convert(p.perspective, tmp))
  571. result += "perspective(" + tmp + "), ";
  572. if (p.quaternion != d.quaternion && TypeConverter<Vector4f, String>::Convert(p.quaternion, tmp))
  573. result += "quaternion(" + tmp + "), ";
  574. if (p.translation != d.translation && TypeConverter<Vector3f, String>::Convert(p.translation, tmp))
  575. result += "translation(" + tmp + "), ";
  576. if (p.scale != d.scale && TypeConverter<Vector3f, String>::Convert(p.scale, tmp))
  577. result += "scale(" + tmp + "), ";
  578. if (p.skew != d.skew && TypeConverter<Vector3f, String>::Convert(p.skew, tmp))
  579. result += "skew(" + tmp + "), ";
  580. if (result.size() > 2)
  581. result.resize(result.size() - 2);
  582. result = "decomposedMatrix3d{ " + result + " }";
  583. return result;
  584. }
  585. // clang-format off
  586. static inline String ToString(const Transforms::Matrix2D& p) noexcept { return "matrix" + ToString(static_cast<const Transforms::ResolvedPrimitive< 6 >&>(p), ""); }
  587. static inline String ToString(const Transforms::Matrix3D& p) noexcept { return "matrix3d" + ToString(static_cast<const Transforms::ResolvedPrimitive< 16 >&>(p), ""); }
  588. static inline String ToString(const Transforms::TranslateX& p) noexcept { return "translateX" + ToString(static_cast<const Transforms::UnresolvedPrimitive< 1 >&>(p)); }
  589. static inline String ToString(const Transforms::TranslateY& p) noexcept { return "translateY" + ToString(static_cast<const Transforms::UnresolvedPrimitive< 1 >&>(p)); }
  590. static inline String ToString(const Transforms::TranslateZ& p) noexcept { return "translateZ" + ToString(static_cast<const Transforms::UnresolvedPrimitive< 1 >&>(p)); }
  591. static inline String ToString(const Transforms::Translate2D& p) noexcept { return "translate" + ToString(static_cast<const Transforms::UnresolvedPrimitive< 2 >&>(p)); }
  592. static inline String ToString(const Transforms::Translate3D& p) noexcept { return "translate3d" + ToString(static_cast<const Transforms::UnresolvedPrimitive< 3 >&>(p)); }
  593. static inline String ToString(const Transforms::ScaleX& p) noexcept { return "scaleX" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), ""); }
  594. static inline String ToString(const Transforms::ScaleY& p) noexcept { return "scaleY" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), ""); }
  595. static inline String ToString(const Transforms::ScaleZ& p) noexcept { return "scaleZ" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), ""); }
  596. static inline String ToString(const Transforms::Scale2D& p) noexcept { return "scale" + ToString(static_cast<const Transforms::ResolvedPrimitive< 2 >&>(p), ""); }
  597. static inline String ToString(const Transforms::Scale3D& p) noexcept { return "scale3d" + ToString(static_cast<const Transforms::ResolvedPrimitive< 3 >&>(p), ""); }
  598. static inline String ToString(const Transforms::RotateX& p) noexcept { return "rotateX" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), "deg", true); }
  599. static inline String ToString(const Transforms::RotateY& p) noexcept { return "rotateY" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), "deg", true); }
  600. static inline String ToString(const Transforms::RotateZ& p) noexcept { return "rotateZ" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), "deg", true); }
  601. static inline String ToString(const Transforms::Rotate2D& p) noexcept { return "rotate" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), "deg", true); }
  602. static inline String ToString(const Transforms::Rotate3D& p) noexcept { return "rotate3d" + ToString(static_cast<const Transforms::ResolvedPrimitive< 4 >&>(p), "deg", true, true); }
  603. static inline String ToString(const Transforms::SkewX& p) noexcept { return "skewX" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), "deg", true); }
  604. static inline String ToString(const Transforms::SkewY& p) noexcept { return "skewY" + ToString(static_cast<const Transforms::ResolvedPrimitive< 1 >&>(p), "deg", true); }
  605. static inline String ToString(const Transforms::Skew2D& p) noexcept { return "skew" + ToString(static_cast<const Transforms::ResolvedPrimitive< 2 >&>(p), "deg", true); }
  606. static inline String ToString(const Transforms::Perspective& p) noexcept { return "perspective" + ToString(static_cast<const Transforms::UnresolvedPrimitive< 1 >&>(p)); }
  607. // clang-format on
  608. struct ToStringVisitor {
  609. String run(const TransformPrimitive& variant)
  610. {
  611. switch (variant.type)
  612. {
  613. case TransformPrimitive::MATRIX2D: return ToString(variant.matrix_2d);
  614. case TransformPrimitive::MATRIX3D: return ToString(variant.matrix_3d);
  615. case TransformPrimitive::TRANSLATEX: return ToString(variant.translate_x);
  616. case TransformPrimitive::TRANSLATEY: return ToString(variant.translate_y);
  617. case TransformPrimitive::TRANSLATEZ: return ToString(variant.translate_z);
  618. case TransformPrimitive::TRANSLATE2D: return ToString(variant.translate_2d);
  619. case TransformPrimitive::TRANSLATE3D: return ToString(variant.translate_3d);
  620. case TransformPrimitive::SCALEX: return ToString(variant.scale_x);
  621. case TransformPrimitive::SCALEY: return ToString(variant.scale_y);
  622. case TransformPrimitive::SCALEZ: return ToString(variant.scale_z);
  623. case TransformPrimitive::SCALE2D: return ToString(variant.scale_2d);
  624. case TransformPrimitive::SCALE3D: return ToString(variant.scale_3d);
  625. case TransformPrimitive::ROTATEX: return ToString(variant.rotate_x);
  626. case TransformPrimitive::ROTATEY: return ToString(variant.rotate_y);
  627. case TransformPrimitive::ROTATEZ: return ToString(variant.rotate_z);
  628. case TransformPrimitive::ROTATE2D: return ToString(variant.rotate_2d);
  629. case TransformPrimitive::ROTATE3D: return ToString(variant.rotate_3d);
  630. case TransformPrimitive::SKEWX: return ToString(variant.skew_x);
  631. case TransformPrimitive::SKEWY: return ToString(variant.skew_y);
  632. case TransformPrimitive::SKEW2D: return ToString(variant.skew_2d);
  633. case TransformPrimitive::PERSPECTIVE: return ToString(variant.perspective);
  634. case TransformPrimitive::DECOMPOSEDMATRIX4: return ToString(variant.decomposed_matrix_4);
  635. }
  636. RMLUI_ASSERT(false);
  637. return String();
  638. }
  639. };
  640. String TransformUtilities::ToString(const TransformPrimitive& p) noexcept
  641. {
  642. String result = ToStringVisitor{}.run(p);
  643. return result;
  644. }
  645. bool TransformUtilities::Decompose(Transforms::DecomposedMatrix4& d, const Matrix4f& m) noexcept
  646. {
  647. // Follows the procedure given in https://drafts.csswg.org/css-transforms-2/#interpolation-of-3d-matrices
  648. const float eps = 0.0005f;
  649. if (Math::Absolute(m[3][3]) < eps)
  650. return false;
  651. // Perspective matrix
  652. Matrix4f p = m;
  653. for (int i = 0; i < 3; i++)
  654. p[i][3] = 0;
  655. p[3][3] = 1;
  656. if (Math::Absolute(p.Determinant()) < eps)
  657. return false;
  658. if (m[0][3] != 0 || m[1][3] != 0 || m[2][3] != 0)
  659. {
  660. auto rhs = m.GetColumn(3);
  661. Matrix4f p_inv = p;
  662. if (!p_inv.Invert())
  663. return false;
  664. auto& p_inv_trans = p.Transpose();
  665. d.perspective = p_inv_trans * rhs;
  666. }
  667. else
  668. {
  669. d.perspective[0] = d.perspective[1] = d.perspective[2] = 0;
  670. d.perspective[3] = 1;
  671. }
  672. for (int i = 0; i < 3; i++)
  673. d.translation[i] = m[3][i];
  674. Vector3f row[3];
  675. for (int i = 0; i < 3; i++)
  676. {
  677. row[i][0] = m[i][0];
  678. row[i][1] = m[i][1];
  679. row[i][2] = m[i][2];
  680. }
  681. d.scale[0] = row[0].Magnitude();
  682. row[0] = row[0].Normalise();
  683. d.skew[0] = row[0].DotProduct(row[1]);
  684. row[1] = Combine(row[1], row[0], 1, -d.skew[0]);
  685. d.scale[1] = row[1].Magnitude();
  686. row[1] = row[1].Normalise();
  687. d.skew[0] /= d.scale[1];
  688. d.skew[1] = row[0].DotProduct(row[2]);
  689. row[2] = Combine(row[2], row[0], 1, -d.skew[1]);
  690. d.skew[2] = row[1].DotProduct(row[2]);
  691. row[2] = Combine(row[2], row[1], 1, -d.skew[2]);
  692. d.scale[2] = row[2].Magnitude();
  693. row[2] = row[2].Normalise();
  694. d.skew[2] /= d.scale[2];
  695. d.skew[1] /= d.scale[2];
  696. // Check if we need to flip coordinate system
  697. auto pdum3 = row[1].CrossProduct(row[2]);
  698. if (row[0].DotProduct(pdum3) < 0.0f)
  699. {
  700. for (int i = 0; i < 3; i++)
  701. {
  702. d.scale[i] *= -1.f;
  703. row[i] *= -1.f;
  704. }
  705. }
  706. d.quaternion[0] = 0.5f * Math::SquareRoot(Math::Max(1.f + row[0][0] - row[1][1] - row[2][2], 0.0f));
  707. d.quaternion[1] = 0.5f * Math::SquareRoot(Math::Max(1.f - row[0][0] + row[1][1] - row[2][2], 0.0f));
  708. d.quaternion[2] = 0.5f * Math::SquareRoot(Math::Max(1.f - row[0][0] - row[1][1] + row[2][2], 0.0f));
  709. d.quaternion[3] = 0.5f * Math::SquareRoot(Math::Max(1.f + row[0][0] + row[1][1] + row[2][2], 0.0f));
  710. if (row[2][1] > row[1][2])
  711. d.quaternion[0] *= -1.f;
  712. if (row[0][2] > row[2][0])
  713. d.quaternion[1] *= -1.f;
  714. if (row[1][0] > row[0][1])
  715. d.quaternion[2] *= -1.f;
  716. return true;
  717. }
  718. } // namespace Rml