1 /*
2 * Copyright (c) 2020-2021 Huawei Device Co., Ltd.
3 * Licensed under the Apache License, Version 2.0 (the "License");
4 * you may not use this file except in compliance with the License.
5 * You may obtain a copy of the License at
6 *
7 * http://www.apache.org/licenses/LICENSE-2.0
8 *
9 * Unless required by applicable law or agreed to in writing, software
10 * distributed under the License is distributed on an "AS IS" BASIS,
11 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 * See the License for the specific language governing permissions and
13 * limitations under the License.
14 */
15
16 #include "gfx_utils/transform.h"
17
18 #include "gfx_utils/graphic_math.h"
19 namespace OHOS {
20 constexpr uint8_t VERTEX_NUM_MIN = 3;
21
TransformMap()22 TransformMap::TransformMap()
23 {
24 scale_ = Matrix4<float>::Scale(Vector3<float>(1.0f, 1.0f, 1.0f), Vector3<float>(0, 0, 0));
25 rotate_ = Matrix4<float>::Rotate(0, Vector3<float>(0, 0, 0), Vector3<float>(0, 0, 0));
26 shear_ = Matrix4<float>::Shear(Vector2<float>(0, 0), Vector2<float>(0, 0), Vector2<float>(0, 0));
27 translate_ = Matrix4<float>::Translate(Vector3<float>(0, 0, 0));
28 trans_[ROTATE] = &rotate_;
29 trans_[SCALE] = &scale_;
30 trans_[SHEAR] = &shear_;
31 trans_[TRANSLATE] = &translate_;
32 opOrder_[ROTATE] = ROTATE;
33 opOrder_[SCALE] = SCALE;
34 opOrder_[SHEAR] = SHEAR;
35 opOrder_[TRANSLATE] = TRANSLATE;
36
37 UpdateMap();
38 }
39
TransformMap(const Rect & rect)40 TransformMap::TransformMap(const Rect& rect)
41 {
42 rect_ = rect;
43 polygon_ = rect;
44 scale_ = Matrix4<float>::Scale(Vector3<float>(1.0f, 1.0f, 1.0f), Vector3<float>(0, 0, 0));
45 rotate_ = Matrix4<float>::Rotate(0, Vector3<float>(0, 0, 0), Vector3<float>(0, 0, 0));
46 shear_ = Matrix4<float>::Shear(Vector2<float>(0, 0), Vector2<float>(0, 0), Vector2<float>(0, 0));
47 translate_ = Matrix4<float>::Translate(Vector3<float>(0, 0, 0));
48 trans_[ROTATE] = &rotate_;
49 trans_[SCALE] = &scale_;
50 trans_[SHEAR] = &shear_;
51 trans_[TRANSLATE] = &translate_;
52 opOrder_[ROTATE] = ROTATE;
53 opOrder_[SCALE] = SCALE;
54 opOrder_[SHEAR] = SHEAR;
55 opOrder_[TRANSLATE] = TRANSLATE;
56
57 UpdateMap();
58 }
59
GetClockWise() const60 bool TransformMap::GetClockWise() const
61 {
62 int16_t count = 0;
63 int32_t c;
64
65 uint8_t vertexNum = polygon_.GetVertexNum();
66 if (vertexNum < VERTEX_NUM_MIN) {
67 return false;
68 }
69
70 uint8_t i = 0;
71 uint8_t j;
72 uint8_t k;
73 for (; i < vertexNum; i++) {
74 j = (i + 1) % vertexNum; // 1: the next vertex
75 k = (i + 2) % vertexNum; // 2: the after next vertex
76 c = (static_cast<int32_t>(polygon_[j].x_ - polygon_[i].x_) * (polygon_[k].y_ - polygon_[j].y_)) -
77 (static_cast<int32_t>(polygon_[j].y_ - polygon_[i].y_) * (polygon_[k].x_ - polygon_[j].x_));
78 if (c < 0) {
79 count--;
80 } else if (c > 0) {
81 count++;
82 }
83 }
84 if (count > 0) {
85 return true;
86 }
87 return false;
88 }
89
SetTransMapRect(const Rect & rect)90 void TransformMap::SetTransMapRect(const Rect& rect)
91 {
92 rect_ = rect;
93 polygon_ = rect;
94 if (isInternalMatrix_) {
95 UpdateMap();
96 } else {
97 SetMatrix(matrixOrig_);
98 }
99 }
100
Scale(const Vector2<float> & scale,const Vector2<float> & pivot)101 void TransformMap::Scale(const Vector2<float>& scale, const Vector2<float>& pivot)
102 {
103 Scale(Vector3<float>(scale.x_, scale.y_, 1.0f), Vector3<float>(pivot.x_, pivot.y_, 0));
104 }
105
Scale(const Vector3<float> & scale,const Vector3<float> & pivot)106 void TransformMap::Scale(const Vector3<float>& scale, const Vector3<float>& pivot)
107 {
108 scaleCoeff_ = scale;
109 scalePivot_ = pivot;
110 AddOp(SCALE);
111 UpdateMap();
112 }
113
IsInvalid() const114 bool TransformMap::IsInvalid() const
115 {
116 if (isInvalid_ || isIdentity_) {
117 return true;
118 }
119
120 for (uint8_t i = 0; i < polygon_.GetVertexNum(); i++) {
121 if (polygon_[i].x_ != 0 || polygon_[i].y_ != 0) {
122 return false;
123 }
124 }
125 return true;
126 }
127
Rotate(int16_t angle,const Vector2<float> & pivot)128 void TransformMap::Rotate(int16_t angle, const Vector2<float>& pivot)
129 {
130 Rotate(angle, Vector3<float>(pivot.x_, pivot.y_, 0), Vector3<float>(pivot.x_, pivot.y_, 1.0f));
131 }
132
Rotate(int16_t angle,const Vector3<float> & rotatePivotStart,const Vector3<float> & rotatePivotEnd)133 void TransformMap::Rotate(int16_t angle, const Vector3<float>& rotatePivotStart, const Vector3<float>& rotatePivotEnd)
134 {
135 angle_ = angle;
136 rotatePivotStart_ = rotatePivotStart;
137 rotatePivotEnd_ = rotatePivotEnd;
138 AddOp(ROTATE);
139 UpdateMap();
140 }
141
Translate(const Vector2<int16_t> & trans)142 void TransformMap::Translate(const Vector2<int16_t>& trans)
143 {
144 Translate(Vector3<int16_t>(trans.x_, trans.y_, 0));
145 }
146
Translate(const Vector3<int16_t> & trans)147 void TransformMap::Translate(const Vector3<int16_t>& trans)
148 {
149 translate_ = Matrix4<float>::Translate(Vector3<float>(trans.x_, trans.y_, trans.z_));
150 AddOp(TRANSLATE);
151 UpdateMap();
152 }
153
Shear(const Vector2<float> & shearX,const Vector2<float> & shearY,const Vector2<float> & shearZ)154 void TransformMap::Shear(const Vector2<float>& shearX, const Vector2<float>& shearY, const Vector2<float>& shearZ)
155 {
156 shearX_ = shearX;
157 shearY_ = shearY;
158 shearZ_ = shearZ;
159 AddOp(SHEAR);
160 UpdateMap();
161 }
162
operator ==(const TransformMap & other) const163 bool TransformMap::operator==(const TransformMap& other) const
164 {
165 if (rotate_ == other.rotate_ && translate_ == other.translate_ && scale_ == other.scale_ &&
166 rect_ == other.rect_ && matrix_ == other.matrix_) {
167 return true;
168 }
169 return false;
170 }
171
SetCameraDistance(int16_t distance)172 void TransformMap::SetCameraDistance(int16_t distance)
173 {
174 cameraDistance_ = distance;
175 UpdateMap();
176 }
177
SetCameraPosition(const Vector2<float> & position)178 void TransformMap::SetCameraPosition(const Vector2<float>& position)
179 {
180 cameraPosition_ = position;
181 UpdateMap();
182 }
183
Is3DTransform() const184 bool TransformMap::Is3DTransform() const
185 {
186 return is3d_;
187 }
188
UpdateMap()189 void TransformMap::UpdateMap()
190 {
191 trans_[ROTATE] = &rotate_;
192 trans_[SCALE] = &scale_;
193 trans_[SHEAR] = &shear_;
194 trans_[TRANSLATE] = &translate_;
195 rotate_ =
196 Matrix4<float>::Rotate(angle_,
197 Vector3<float>(rotatePivotStart_.x_ + rect_.GetX(), rotatePivotStart_.y_ + rect_.GetY(),
198 rotatePivotStart_.z_),
199 Vector3<float>(rotatePivotEnd_.x_ + rect_.GetX(), rotatePivotEnd_.y_ + rect_.GetY(), rotatePivotEnd_.z_));
200
201 scale_ = Matrix4<float>::Scale(scaleCoeff_,
202 Vector3<float>(scalePivot_.x_ + rect_.GetX(), scalePivot_.y_ + rect_.GetY(), scalePivot_.z_));
203
204 shear_ = Matrix4<float>::Shear(shearX_, shearY_, shearZ_);
205 shear_ = shear_ * Matrix4<float>::Translate(Vector3<float>(-rect_.GetX(), -rect_.GetY(), 0));
206 shear_ = Matrix4<float>::Translate(Vector3<float>(rect_.GetX(), rect_.GetY(), 0)) * shear_;
207
208 matrix_ = (*trans_[opOrder_[TRANSLATE]]) * (*trans_[opOrder_[SHEAR]]) * (*trans_[opOrder_[SCALE]]) *
209 (*trans_[opOrder_[ROTATE]]);
210
211 float x = rect_.GetX() + cameraPosition_.x_;
212 float y = rect_.GetY() + cameraPosition_.y_;
213 float z = 0;
214 Matrix4<float> translateFromCamera = Matrix4<float>::Translate(Vector3<float>(-x, -y, -z));
215 Matrix4<float> translateToCamera = Matrix4<float>::Translate(Vector3<float>(x, y, z));
216 Matrix4<float> perspectiveMatrix;
217 perspectiveMatrix[2][2] = 0; // 2 : index
218 if (!FloatEqual(cameraDistance_, 0)) {
219 perspectiveMatrix[2][3] = -1.0f / cameraDistance_; // 2 3 : index
220 }
221 perspectiveMatrix_ = translateToCamera * (perspectiveMatrix * translateFromCamera);
222 matrix_ = perspectiveMatrix_ * matrix_;
223 SetMatrix(matrix_, true);
224 }
225
SetMatrix(const Matrix4<float> & matrix,bool isInternalMatrix)226 void TransformMap::SetMatrix(const Matrix4<float>& matrix, bool isInternalMatrix)
227 {
228 isInternalMatrix_ = isInternalMatrix;
229 polygon_ = rect_;
230 matrixOrig_ = matrix;
231 uint8_t vertexNum = polygon_.GetVertexNum();
232 Vector4<float> imgPoint4;
233 is3d_ = false;
234 for (uint8_t i = 0; i < vertexNum; i++) {
235 Vector4<float> point(polygon_[i].x_, polygon_[i].y_, 0, 1.0f);
236 imgPoint4 = matrix * point;
237 if (!FloatEqual(imgPoint4.w_, 1)) {
238 is3d_ = true;
239 }
240 if (!FloatEqual(imgPoint4.w_, 0)) {
241 imgPoint4.x_ /= imgPoint4.w_;
242 imgPoint4.y_ /= imgPoint4.w_;
243 }
244 if (imgPoint4.x_ < COORD_MIN) {
245 polygon_[i].x_ = COORD_MIN;
246 } else if (imgPoint4.x_ > COORD_MAX) {
247 polygon_[i].x_ = COORD_MAX;
248 } else {
249 polygon_[i].x_ = MATH_ROUND(imgPoint4.x_);
250 }
251
252 if (imgPoint4.y_ < COORD_MIN) {
253 polygon_[i].y_ = COORD_MIN;
254 } else if (imgPoint4.y_ > COORD_MAX) {
255 polygon_[i].y_ = COORD_MAX;
256 } else {
257 polygon_[i].y_ = MATH_ROUND(imgPoint4.y_);
258 }
259 }
260 isIdentity_ = IsIdentity(const_cast<Matrix4<float>&>(matrix));
261 Matrix4<float> translate = Matrix4<float>::Translate(Vector3<float>(rect_.GetX(), rect_.GetY(), 0));
262 matrix_ = matrix * translate;
263 /* 0 1 2 3 : index of matrix */
264 Matrix3<float> matrix3(matrix_[0][0], matrix_[0][1], matrix_[0][3],
265 matrix_[1][0], matrix_[1][1], matrix_[1][3],
266 matrix_[3][0], matrix_[3][1], matrix_[3][3]);
267 invMatrix_ = matrix3.Inverse();
268 }
269
AddOp(uint8_t op)270 void TransformMap::AddOp(uint8_t op)
271 {
272 uint8_t index = 0;
273 for (; index < TRANS_NUM; index++) {
274 if (opOrder_[index] == op) {
275 break;
276 }
277 }
278 for (; index < TRANSLATE; index++) {
279 opOrder_[index] = opOrder_[index + 1];
280 }
281 opOrder_[TRANSLATE] = op;
282 }
283
Rotate(const Vector2<int16_t> & point,int16_t angle,const Vector2<int16_t> & pivot,Vector2<int16_t> & out)284 void Rotate(const Vector2<int16_t>& point, int16_t angle, const Vector2<int16_t>& pivot, Vector2<int16_t>& out)
285 {
286 float sinma = Sin(angle);
287 float cosma = Sin(angle + 90); // 90: cos
288
289 int16_t xt = point.x_ - pivot.x_;
290 int16_t yt = point.y_ - pivot.y_;
291
292 /* 0.5: round up */
293 float temp = cosma * xt - sinma * yt;
294 out.x_ = static_cast<int16_t>((temp > 0) ? (temp + 0.5f) : (temp - 0.5f)) + pivot.x_;
295 temp = sinma * xt + cosma * yt;
296 out.y_ = static_cast<int16_t>((temp > 0) ? (temp + 0.5f) : (temp - 0.5f)) + pivot.y_;
297 }
298
Rotate(const Line & origLine,int16_t angle,const Vector2<int16_t> & pivot,Line & out)299 void Rotate(const Line& origLine, int16_t angle, const Vector2<int16_t>& pivot, Line& out)
300 {
301 Vector2<int16_t> pt1 = origLine[0];
302 Vector2<int16_t> pt2 = origLine[1];
303
304 Rotate(pt1, angle, pivot, out[1]); // 1: the first point of line
305 Rotate(pt2, angle, pivot, out[2]); // 2: the second point of line
306 }
307
Rotate(const Rect & origRect,int16_t angle,const Vector2<int16_t> & pivot,Polygon & out)308 void Rotate(const Rect& origRect, int16_t angle, const Vector2<int16_t>& pivot, Polygon& out)
309 {
310 Vector2<int16_t> pt1 = {origRect.GetLeft(), origRect.GetTop()};
311 Vector2<int16_t> pt2 = {origRect.GetRight(), origRect.GetTop()};
312 Vector2<int16_t> pt3 = {origRect.GetRight(), origRect.GetBottom()};
313 Vector2<int16_t> pt4 = {origRect.GetLeft(), origRect.GetBottom()};
314
315 Rotate(pt1, angle, pivot, out[1]); // 1: the first point
316 Rotate(pt2, angle, pivot, out[2]); // 2: the second point
317 Rotate(pt3, angle, pivot, out[3]); // 3: the third point
318 Rotate(pt4, angle, pivot, out[4]); // 4: the fourth point
319
320 out.SetVertexNum(4); // 4: number of vertex
321 }
322 } // namespace OHOS
323