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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 
64     uint8_t vertexNum = polygon_.GetVertexNum();
65     if (vertexNum < VERTEX_NUM_MIN) {
66         return false;
67     }
68 
69     for (uint8_t i = 0; i < vertexNum; i++) {
70         uint8_t j = (i + 1) % vertexNum; // 1: the next vertex
71         uint8_t k = (i + 2) % vertexNum; // 2: the after next vertex
72         int32_t c = (static_cast<int32_t>(polygon_[j].x_ - polygon_[i].x_) * (polygon_[k].y_ - polygon_[j].y_)) -
73             (static_cast<int32_t>(polygon_[j].y_ - polygon_[i].y_) * (polygon_[k].x_ - polygon_[j].x_));
74         if (c < 0) {
75             count--;
76         } else if (c > 0) {
77             count++;
78         }
79     }
80     if (count > 0) {
81         return true;
82     }
83     return false;
84 }
85 
SetTransMapRect(const Rect & rect)86 void TransformMap::SetTransMapRect(const Rect& rect)
87 {
88     rect_ = rect;
89     polygon_ = rect;
90     if (isInternalMatrix_) {
91         UpdateMap();
92     } else {
93         SetMatrix(matrixOrig_);
94     }
95 }
96 
Scale(const Vector2<float> & scale,const Vector2<float> & pivot)97 void TransformMap::Scale(const Vector2<float>& scale, const Vector2<float>& pivot)
98 {
99     Scale(Vector3<float>(scale.x_, scale.y_, 1.0f), Vector3<float>(pivot.x_, pivot.y_, 0));
100 }
101 
Scale(const Vector3<float> & scale,const Vector3<float> & pivot)102 void TransformMap::Scale(const Vector3<float>& scale, const Vector3<float>& pivot)
103 {
104     scaleCoeff_ = scale;
105     scalePivot_ = pivot;
106     AddOp(SCALE);
107     UpdateMap();
108 }
109 
IsInvalid() const110 bool TransformMap::IsInvalid() const
111 {
112     if (isInvalid_ || isIdentity_) {
113         return true;
114     }
115 
116     for (uint8_t i = 0; i < polygon_.GetVertexNum(); i++) {
117         if (polygon_[i].x_ != 0 || polygon_[i].y_ != 0) {
118             return false;
119         }
120     }
121     return true;
122 }
123 
Rotate(int16_t angle,const Vector2<float> & pivot)124 void TransformMap::Rotate(int16_t angle, const Vector2<float>& pivot)
125 {
126     Rotate(angle, Vector3<float>(pivot.x_, pivot.y_, 0), Vector3<float>(pivot.x_, pivot.y_, 1.0f));
127 }
128 
Rotate(int16_t angle,const Vector3<float> & rotatePivotStart,const Vector3<float> & rotatePivotEnd)129 void TransformMap::Rotate(int16_t angle, const Vector3<float>& rotatePivotStart, const Vector3<float>& rotatePivotEnd)
130 {
131     angle_ = angle;
132     rotatePivotStart_ = rotatePivotStart;
133     rotatePivotEnd_ = rotatePivotEnd;
134     AddOp(ROTATE);
135     UpdateMap();
136 }
137 
Translate(const Vector2<int16_t> & trans)138 void TransformMap::Translate(const Vector2<int16_t>& trans)
139 {
140     Translate(Vector3<int16_t>(trans.x_, trans.y_, 0));
141 }
142 
Translate(const Vector3<int16_t> & trans)143 void TransformMap::Translate(const Vector3<int16_t>& trans)
144 {
145     translate_ = Matrix4<float>::Translate(Vector3<float>(trans.x_, trans.y_, trans.z_));
146     AddOp(TRANSLATE);
147     UpdateMap();
148 }
149 
Shear(const Vector2<float> & shearX,const Vector2<float> & shearY,const Vector2<float> & shearZ)150 void TransformMap::Shear(const Vector2<float>& shearX, const Vector2<float>& shearY, const Vector2<float>& shearZ)
151 {
152     shearX_ = shearX;
153     shearY_ = shearY;
154     shearZ_ = shearZ;
155     AddOp(SHEAR);
156     UpdateMap();
157 }
158 
operator ==(const TransformMap & other) const159 bool TransformMap::operator==(const TransformMap& other) const
160 {
161     if (rotate_ == other.rotate_ && translate_ == other.translate_ && scale_ == other.scale_ &&
162         rect_ == other.rect_ && matrix_ == other.matrix_) {
163         return true;
164     }
165     return false;
166 }
167 
SetCameraDistance(int16_t distance)168 void TransformMap::SetCameraDistance(int16_t distance)
169 {
170     cameraDistance_ = distance;
171     UpdateMap();
172 }
173 
SetCameraPosition(const Vector2<float> & position)174 void TransformMap::SetCameraPosition(const Vector2<float>& position)
175 {
176     cameraPosition_ = position;
177     UpdateMap();
178 }
179 
Is3DTransform() const180 bool TransformMap::Is3DTransform() const
181 {
182     return is3d_;
183 }
184 
UpdateMap()185 void TransformMap::UpdateMap()
186 {
187     trans_[ROTATE] = &rotate_;
188     trans_[SCALE] = &scale_;
189     trans_[SHEAR] = &shear_;
190     trans_[TRANSLATE] = &translate_;
191     rotate_ =
192         Matrix4<float>::Rotate(angle_,
193             Vector3<float>(rotatePivotStart_.x_ + rect_.GetX(), rotatePivotStart_.y_ + rect_.GetY(),
194                            rotatePivotStart_.z_),
195             Vector3<float>(rotatePivotEnd_.x_ + rect_.GetX(), rotatePivotEnd_.y_ + rect_.GetY(), rotatePivotEnd_.z_));
196 
197     scale_ = Matrix4<float>::Scale(scaleCoeff_,
198         Vector3<float>(scalePivot_.x_ + rect_.GetX(), scalePivot_.y_ + rect_.GetY(), scalePivot_.z_));
199 
200     shear_ = Matrix4<float>::Shear(shearX_, shearY_, shearZ_);
201     shear_ = shear_ * Matrix4<float>::Translate(Vector3<float>(-rect_.GetX(), -rect_.GetY(), 0));
202     shear_ = Matrix4<float>::Translate(Vector3<float>(rect_.GetX(), rect_.GetY(), 0)) * shear_;
203 
204     matrix_ = (*trans_[opOrder_[TRANSLATE]]) * (*trans_[opOrder_[SHEAR]]) * (*trans_[opOrder_[SCALE]]) *
205               (*trans_[opOrder_[ROTATE]]);
206 
207     float x = rect_.GetX() + cameraPosition_.x_;
208     float y = rect_.GetY() + cameraPosition_.y_;
209     float z = 0;
210     Matrix4<float> translateFromCamera = Matrix4<float>::Translate(Vector3<float>(-x, -y, -z));
211     Matrix4<float> translateToCamera = Matrix4<float>::Translate(Vector3<float>(x, y, z));
212     Matrix4<float> perspectiveMatrix;
213     perspectiveMatrix[2][2] = 0; // 2 : index
214     if (!FloatEqual(cameraDistance_, 0)) {
215         perspectiveMatrix[2][3] = -1.0f / cameraDistance_; // 2 3 : index
216     }
217     perspectiveMatrix_ = translateToCamera * (perspectiveMatrix * translateFromCamera);
218     matrix_ = perspectiveMatrix_ * matrix_;
219     SetMatrix(matrix_, true);
220 }
221 
SetMatrix(const Matrix4<float> & matrix,bool isInternalMatrix)222 void TransformMap::SetMatrix(const Matrix4<float>& matrix, bool isInternalMatrix)
223 {
224     isInternalMatrix_ = isInternalMatrix;
225     polygon_ = rect_;
226     matrixOrig_ = matrix;
227     uint8_t vertexNum = polygon_.GetVertexNum();
228     Vector4<float> imgPoint4;
229     is3d_ = false;
230     for (uint8_t i = 0; i < vertexNum; i++) {
231         Vector4<float> point(polygon_[i].x_, polygon_[i].y_, 0, 1.0f);
232         imgPoint4 = matrix * point;
233         if (!FloatEqual(imgPoint4.w_, 1)) {
234             is3d_ = true;
235         }
236         if (!FloatEqual(imgPoint4.w_, 0)) {
237             imgPoint4.x_ /= imgPoint4.w_;
238             imgPoint4.y_ /= imgPoint4.w_;
239         }
240         if (imgPoint4.x_ < COORD_MIN) {
241             polygon_[i].x_ = COORD_MIN;
242         } else if (imgPoint4.x_ > COORD_MAX) {
243             polygon_[i].x_ = COORD_MAX;
244         } else {
245             polygon_[i].x_ = MATH_ROUND(imgPoint4.x_);
246         }
247 
248         if (imgPoint4.y_ < COORD_MIN) {
249             polygon_[i].y_ = COORD_MIN;
250         } else if (imgPoint4.y_ > COORD_MAX) {
251             polygon_[i].y_ = COORD_MAX;
252         } else {
253             polygon_[i].y_ = MATH_ROUND(imgPoint4.y_);
254         }
255     }
256     isIdentity_ = IsIdentity(const_cast<Matrix4<float>&>(matrix));
257     Matrix4<float> translate = Matrix4<float>::Translate(Vector3<float>(rect_.GetX(), rect_.GetY(), 0));
258     matrix_ = matrix * translate;
259     /* 0 1 2 3  : index of matrix */
260     Matrix3<float> matrix3(matrix_[0][0], matrix_[0][1], matrix_[0][3],
261                            matrix_[1][0], matrix_[1][1], matrix_[1][3],
262                            matrix_[3][0], matrix_[3][1], matrix_[3][3]);
263     invMatrix_ = matrix3.Inverse();
264 }
265 
AddOp(uint8_t op)266 void TransformMap::AddOp(uint8_t op)
267 {
268     uint8_t index = 0;
269     for (; index < TRANS_NUM; index++) {
270         if (opOrder_[index] == op) {
271             break;
272         }
273     }
274     for (; index < TRANSLATE; index++) {
275         opOrder_[index] = opOrder_[index + 1];
276     }
277     opOrder_[TRANSLATE] = op;
278 }
279 
Rotate(const Vector2<int16_t> & point,int16_t angle,const Vector2<int16_t> & pivot,Vector2<int16_t> & out)280 void Rotate(const Vector2<int16_t>& point, int16_t angle, const Vector2<int16_t>& pivot, Vector2<int16_t>& out)
281 {
282     float sinma = Sin(angle);
283     float cosma = Sin(angle + 90); // 90: cos
284 
285     int16_t xt = point.x_ - pivot.x_;
286     int16_t yt = point.y_ - pivot.y_;
287 
288     /* 0.5: round up */
289     float temp = cosma * xt - sinma * yt;
290     out.x_ = static_cast<int16_t>((temp > 0) ? (temp + 0.5f) : (temp - 0.5f)) + pivot.x_;
291     temp = sinma * xt + cosma * yt;
292     out.y_ = static_cast<int16_t>((temp > 0) ? (temp + 0.5f) : (temp - 0.5f)) + pivot.y_;
293 }
294 
Rotate(const Line & origLine,int16_t angle,const Vector2<int16_t> & pivot,Line & out)295 void Rotate(const Line& origLine, int16_t angle, const Vector2<int16_t>& pivot, Line& out)
296 {
297     Vector2<int16_t> pt1 = origLine[0];
298     Vector2<int16_t> pt2 = origLine[1];
299 
300     Rotate(pt1, angle, pivot, out[1]); // 1: the first point of line
301     Rotate(pt2, angle, pivot, out[2]); // 2: the second point of line
302 }
303 
Rotate(const Rect & origRect,int16_t angle,const Vector2<int16_t> & pivot,Polygon & out)304 void Rotate(const Rect& origRect, int16_t angle, const Vector2<int16_t>& pivot, Polygon& out)
305 {
306     Vector2<int16_t> pt1 = {origRect.GetLeft(), origRect.GetTop()};
307     Vector2<int16_t> pt2 = {origRect.GetRight(), origRect.GetTop()};
308     Vector2<int16_t> pt3 = {origRect.GetRight(), origRect.GetBottom()};
309     Vector2<int16_t> pt4 = {origRect.GetLeft(), origRect.GetBottom()};
310 
311     Rotate(pt1, angle, pivot, out[1]); // 1: the first point
312     Rotate(pt2, angle, pivot, out[2]); // 2: the second point
313     Rotate(pt3, angle, pivot, out[3]); // 3: the third point
314     Rotate(pt4, angle, pivot, out[4]); // 4: the fourth point
315 
316     out.SetVertexNum(4); // 4: number of vertex
317 }
318 } // namespace OHOS
319