1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #include "ui/gfx/transform_util.h"
6
7 #include <algorithm>
8 #include <cmath>
9
10 #include "base/logging.h"
11 #include "base/strings/stringprintf.h"
12 #include "ui/gfx/point.h"
13 #include "ui/gfx/point3_f.h"
14 #include "ui/gfx/rect.h"
15
16 namespace gfx {
17
18 namespace {
19
Length3(SkMScalar v[3])20 SkMScalar Length3(SkMScalar v[3]) {
21 double vd[3] = {SkMScalarToDouble(v[0]), SkMScalarToDouble(v[1]),
22 SkMScalarToDouble(v[2])};
23 return SkDoubleToMScalar(
24 std::sqrt(vd[0] * vd[0] + vd[1] * vd[1] + vd[2] * vd[2]));
25 }
26
Scale3(SkMScalar v[3],SkMScalar scale)27 void Scale3(SkMScalar v[3], SkMScalar scale) {
28 for (int i = 0; i < 3; ++i)
29 v[i] *= scale;
30 }
31
32 template <int n>
Dot(const SkMScalar * a,const SkMScalar * b)33 SkMScalar Dot(const SkMScalar* a, const SkMScalar* b) {
34 double total = 0.0;
35 for (int i = 0; i < n; ++i)
36 total += a[i] * b[i];
37 return SkDoubleToMScalar(total);
38 }
39
40 template <int n>
Combine(SkMScalar * out,const SkMScalar * a,const SkMScalar * b,double scale_a,double scale_b)41 void Combine(SkMScalar* out,
42 const SkMScalar* a,
43 const SkMScalar* b,
44 double scale_a,
45 double scale_b) {
46 for (int i = 0; i < n; ++i)
47 out[i] = SkDoubleToMScalar(a[i] * scale_a + b[i] * scale_b);
48 }
49
Cross3(SkMScalar out[3],SkMScalar a[3],SkMScalar b[3])50 void Cross3(SkMScalar out[3], SkMScalar a[3], SkMScalar b[3]) {
51 SkMScalar x = a[1] * b[2] - a[2] * b[1];
52 SkMScalar y = a[2] * b[0] - a[0] * b[2];
53 SkMScalar z = a[0] * b[1] - a[1] * b[0];
54 out[0] = x;
55 out[1] = y;
56 out[2] = z;
57 }
58
Round(SkMScalar n)59 SkMScalar Round(SkMScalar n) {
60 return SkDoubleToMScalar(std::floor(SkMScalarToDouble(n) + 0.5));
61 }
62
63 // Taken from http://www.w3.org/TR/css3-transforms/.
Slerp(SkMScalar out[4],const SkMScalar q1[4],const SkMScalar q2[4],double progress)64 bool Slerp(SkMScalar out[4],
65 const SkMScalar q1[4],
66 const SkMScalar q2[4],
67 double progress) {
68 double product = Dot<4>(q1, q2);
69
70 // Clamp product to -1.0 <= product <= 1.0.
71 product = std::min(std::max(product, -1.0), 1.0);
72
73 // Interpolate angles along the shortest path. For example, to interpolate
74 // between a 175 degree angle and a 185 degree angle, interpolate along the
75 // 10 degree path from 175 to 185, rather than along the 350 degree path in
76 // the opposite direction. This matches WebKit's implementation but not
77 // the current W3C spec. Fixing the spec to match this approach is discussed
78 // at:
79 // http://lists.w3.org/Archives/Public/www-style/2013May/0131.html
80 double scale1 = 1.0;
81 if (product < 0) {
82 product = -product;
83 scale1 = -1.0;
84 }
85
86 const double epsilon = 1e-5;
87 if (std::abs(product - 1.0) < epsilon) {
88 for (int i = 0; i < 4; ++i)
89 out[i] = q1[i];
90 return true;
91 }
92
93 double denom = std::sqrt(1.0 - product * product);
94 double theta = std::acos(product);
95 double w = std::sin(progress * theta) * (1.0 / denom);
96
97 scale1 *= std::cos(progress * theta) - product * w;
98 double scale2 = w;
99 Combine<4>(out, q1, q2, scale1, scale2);
100
101 return true;
102 }
103
104 // Returns false if the matrix cannot be normalized.
Normalize(SkMatrix44 & m)105 bool Normalize(SkMatrix44& m) {
106 if (m.get(3, 3) == 0.0)
107 // Cannot normalize.
108 return false;
109
110 SkMScalar scale = 1.0 / m.get(3, 3);
111 for (int i = 0; i < 4; i++)
112 for (int j = 0; j < 4; j++)
113 m.set(i, j, m.get(i, j) * scale);
114
115 return true;
116 }
117
BuildPerspectiveMatrix(const DecomposedTransform & decomp)118 SkMatrix44 BuildPerspectiveMatrix(const DecomposedTransform& decomp) {
119 SkMatrix44 matrix(SkMatrix44::kIdentity_Constructor);
120
121 for (int i = 0; i < 4; i++)
122 matrix.setDouble(3, i, decomp.perspective[i]);
123 return matrix;
124 }
125
BuildTranslationMatrix(const DecomposedTransform & decomp)126 SkMatrix44 BuildTranslationMatrix(const DecomposedTransform& decomp) {
127 SkMatrix44 matrix(SkMatrix44::kUninitialized_Constructor);
128 // Implicitly calls matrix.setIdentity()
129 matrix.setTranslate(SkDoubleToMScalar(decomp.translate[0]),
130 SkDoubleToMScalar(decomp.translate[1]),
131 SkDoubleToMScalar(decomp.translate[2]));
132 return matrix;
133 }
134
BuildSnappedTranslationMatrix(DecomposedTransform decomp)135 SkMatrix44 BuildSnappedTranslationMatrix(DecomposedTransform decomp) {
136 decomp.translate[0] = Round(decomp.translate[0]);
137 decomp.translate[1] = Round(decomp.translate[1]);
138 decomp.translate[2] = Round(decomp.translate[2]);
139 return BuildTranslationMatrix(decomp);
140 }
141
BuildRotationMatrix(const DecomposedTransform & decomp)142 SkMatrix44 BuildRotationMatrix(const DecomposedTransform& decomp) {
143 double x = decomp.quaternion[0];
144 double y = decomp.quaternion[1];
145 double z = decomp.quaternion[2];
146 double w = decomp.quaternion[3];
147
148 SkMatrix44 matrix(SkMatrix44::kUninitialized_Constructor);
149
150 // Implicitly calls matrix.setIdentity()
151 matrix.set3x3(1.0 - 2.0 * (y * y + z * z),
152 2.0 * (x * y + z * w),
153 2.0 * (x * z - y * w),
154 2.0 * (x * y - z * w),
155 1.0 - 2.0 * (x * x + z * z),
156 2.0 * (y * z + x * w),
157 2.0 * (x * z + y * w),
158 2.0 * (y * z - x * w),
159 1.0 - 2.0 * (x * x + y * y));
160 return matrix;
161 }
162
BuildSnappedRotationMatrix(const DecomposedTransform & decomp)163 SkMatrix44 BuildSnappedRotationMatrix(const DecomposedTransform& decomp) {
164 // Create snapped rotation.
165 SkMatrix44 rotation_matrix = BuildRotationMatrix(decomp);
166 for (int i = 0; i < 3; ++i) {
167 for (int j = 0; j < 3; ++j) {
168 SkMScalar value = rotation_matrix.get(i, j);
169 // Snap values to -1, 0 or 1.
170 if (value < -0.5f) {
171 value = -1.0f;
172 } else if (value > 0.5f) {
173 value = 1.0f;
174 } else {
175 value = 0.0f;
176 }
177 rotation_matrix.set(i, j, value);
178 }
179 }
180 return rotation_matrix;
181 }
182
BuildSkewMatrix(const DecomposedTransform & decomp)183 SkMatrix44 BuildSkewMatrix(const DecomposedTransform& decomp) {
184 SkMatrix44 matrix(SkMatrix44::kIdentity_Constructor);
185
186 SkMatrix44 temp(SkMatrix44::kIdentity_Constructor);
187 if (decomp.skew[2]) {
188 temp.setDouble(1, 2, decomp.skew[2]);
189 matrix.preConcat(temp);
190 }
191
192 if (decomp.skew[1]) {
193 temp.setDouble(1, 2, 0);
194 temp.setDouble(0, 2, decomp.skew[1]);
195 matrix.preConcat(temp);
196 }
197
198 if (decomp.skew[0]) {
199 temp.setDouble(0, 2, 0);
200 temp.setDouble(0, 1, decomp.skew[0]);
201 matrix.preConcat(temp);
202 }
203 return matrix;
204 }
205
BuildScaleMatrix(const DecomposedTransform & decomp)206 SkMatrix44 BuildScaleMatrix(const DecomposedTransform& decomp) {
207 SkMatrix44 matrix(SkMatrix44::kUninitialized_Constructor);
208 matrix.setScale(SkDoubleToMScalar(decomp.scale[0]),
209 SkDoubleToMScalar(decomp.scale[1]),
210 SkDoubleToMScalar(decomp.scale[2]));
211 return matrix;
212 }
213
BuildSnappedScaleMatrix(DecomposedTransform decomp)214 SkMatrix44 BuildSnappedScaleMatrix(DecomposedTransform decomp) {
215 decomp.scale[0] = Round(decomp.scale[0]);
216 decomp.scale[1] = Round(decomp.scale[1]);
217 decomp.scale[2] = Round(decomp.scale[2]);
218 return BuildScaleMatrix(decomp);
219 }
220
ComposeTransform(const SkMatrix44 & perspective,const SkMatrix44 & translation,const SkMatrix44 & rotation,const SkMatrix44 & skew,const SkMatrix44 & scale)221 Transform ComposeTransform(const SkMatrix44& perspective,
222 const SkMatrix44& translation,
223 const SkMatrix44& rotation,
224 const SkMatrix44& skew,
225 const SkMatrix44& scale) {
226 SkMatrix44 matrix(SkMatrix44::kIdentity_Constructor);
227
228 matrix.preConcat(perspective);
229 matrix.preConcat(translation);
230 matrix.preConcat(rotation);
231 matrix.preConcat(skew);
232 matrix.preConcat(scale);
233
234 Transform to_return;
235 to_return.matrix() = matrix;
236 return to_return;
237 }
238
CheckViewportPointMapsWithinOnePixel(const Point & point,const Transform & transform)239 bool CheckViewportPointMapsWithinOnePixel(const Point& point,
240 const Transform& transform) {
241 Point3F point_original(point);
242 Point3F point_transformed(point);
243
244 // Can't use TransformRect here since it would give us the axis-aligned
245 // bounding rect of the 4 points in the initial rectable which is not what we
246 // want.
247 transform.TransformPoint(&point_transformed);
248
249 if ((point_transformed - point_original).Length() > 1.f) {
250 // The changed distance should not be more than 1 pixel.
251 return false;
252 }
253 return true;
254 }
255
CheckTransformsMapsIntViewportWithinOnePixel(const Rect & viewport,const Transform & original,const Transform & snapped)256 bool CheckTransformsMapsIntViewportWithinOnePixel(const Rect& viewport,
257 const Transform& original,
258 const Transform& snapped) {
259
260 Transform original_inv(Transform::kSkipInitialization);
261 bool invertible = true;
262 invertible &= original.GetInverse(&original_inv);
263 DCHECK(invertible) << "Non-invertible transform, cannot snap.";
264
265 Transform combined = snapped * original_inv;
266
267 return CheckViewportPointMapsWithinOnePixel(viewport.origin(), combined) &&
268 CheckViewportPointMapsWithinOnePixel(viewport.top_right(), combined) &&
269 CheckViewportPointMapsWithinOnePixel(viewport.bottom_left(),
270 combined) &&
271 CheckViewportPointMapsWithinOnePixel(viewport.bottom_right(),
272 combined);
273 }
274
275 } // namespace
276
GetScaleTransform(const Point & anchor,float scale)277 Transform GetScaleTransform(const Point& anchor, float scale) {
278 Transform transform;
279 transform.Translate(anchor.x() * (1 - scale),
280 anchor.y() * (1 - scale));
281 transform.Scale(scale, scale);
282 return transform;
283 }
284
DecomposedTransform()285 DecomposedTransform::DecomposedTransform() {
286 translate[0] = translate[1] = translate[2] = 0.0;
287 scale[0] = scale[1] = scale[2] = 1.0;
288 skew[0] = skew[1] = skew[2] = 0.0;
289 perspective[0] = perspective[1] = perspective[2] = 0.0;
290 quaternion[0] = quaternion[1] = quaternion[2] = 0.0;
291 perspective[3] = quaternion[3] = 1.0;
292 }
293
BlendDecomposedTransforms(DecomposedTransform * out,const DecomposedTransform & to,const DecomposedTransform & from,double progress)294 bool BlendDecomposedTransforms(DecomposedTransform* out,
295 const DecomposedTransform& to,
296 const DecomposedTransform& from,
297 double progress) {
298 double scalea = progress;
299 double scaleb = 1.0 - progress;
300 Combine<3>(out->translate, to.translate, from.translate, scalea, scaleb);
301 Combine<3>(out->scale, to.scale, from.scale, scalea, scaleb);
302 Combine<3>(out->skew, to.skew, from.skew, scalea, scaleb);
303 Combine<4>(
304 out->perspective, to.perspective, from.perspective, scalea, scaleb);
305 return Slerp(out->quaternion, from.quaternion, to.quaternion, progress);
306 }
307
308 // Taken from http://www.w3.org/TR/css3-transforms/.
DecomposeTransform(DecomposedTransform * decomp,const Transform & transform)309 bool DecomposeTransform(DecomposedTransform* decomp,
310 const Transform& transform) {
311 if (!decomp)
312 return false;
313
314 // We'll operate on a copy of the matrix.
315 SkMatrix44 matrix = transform.matrix();
316
317 // If we cannot normalize the matrix, then bail early as we cannot decompose.
318 if (!Normalize(matrix))
319 return false;
320
321 SkMatrix44 perspectiveMatrix = matrix;
322
323 for (int i = 0; i < 3; ++i)
324 perspectiveMatrix.set(3, i, 0.0);
325
326 perspectiveMatrix.set(3, 3, 1.0);
327
328 // If the perspective matrix is not invertible, we are also unable to
329 // decompose, so we'll bail early. Constant taken from SkMatrix44::invert.
330 if (std::abs(perspectiveMatrix.determinant()) < 1e-8)
331 return false;
332
333 if (matrix.get(3, 0) != 0.0 || matrix.get(3, 1) != 0.0 ||
334 matrix.get(3, 2) != 0.0) {
335 // rhs is the right hand side of the equation.
336 SkMScalar rhs[4] = {
337 matrix.get(3, 0),
338 matrix.get(3, 1),
339 matrix.get(3, 2),
340 matrix.get(3, 3)
341 };
342
343 // Solve the equation by inverting perspectiveMatrix and multiplying
344 // rhs by the inverse.
345 SkMatrix44 inversePerspectiveMatrix(SkMatrix44::kUninitialized_Constructor);
346 if (!perspectiveMatrix.invert(&inversePerspectiveMatrix))
347 return false;
348
349 SkMatrix44 transposedInversePerspectiveMatrix =
350 inversePerspectiveMatrix;
351
352 transposedInversePerspectiveMatrix.transpose();
353 transposedInversePerspectiveMatrix.mapMScalars(rhs);
354
355 for (int i = 0; i < 4; ++i)
356 decomp->perspective[i] = rhs[i];
357
358 } else {
359 // No perspective.
360 for (int i = 0; i < 3; ++i)
361 decomp->perspective[i] = 0.0;
362 decomp->perspective[3] = 1.0;
363 }
364
365 for (int i = 0; i < 3; i++)
366 decomp->translate[i] = matrix.get(i, 3);
367
368 SkMScalar row[3][3];
369 for (int i = 0; i < 3; i++)
370 for (int j = 0; j < 3; ++j)
371 row[i][j] = matrix.get(j, i);
372
373 // Compute X scale factor and normalize first row.
374 decomp->scale[0] = Length3(row[0]);
375 if (decomp->scale[0] != 0.0)
376 Scale3(row[0], 1.0 / decomp->scale[0]);
377
378 // Compute XY shear factor and make 2nd row orthogonal to 1st.
379 decomp->skew[0] = Dot<3>(row[0], row[1]);
380 Combine<3>(row[1], row[1], row[0], 1.0, -decomp->skew[0]);
381
382 // Now, compute Y scale and normalize 2nd row.
383 decomp->scale[1] = Length3(row[1]);
384 if (decomp->scale[1] != 0.0)
385 Scale3(row[1], 1.0 / decomp->scale[1]);
386
387 decomp->skew[0] /= decomp->scale[1];
388
389 // Compute XZ and YZ shears, orthogonalize 3rd row
390 decomp->skew[1] = Dot<3>(row[0], row[2]);
391 Combine<3>(row[2], row[2], row[0], 1.0, -decomp->skew[1]);
392 decomp->skew[2] = Dot<3>(row[1], row[2]);
393 Combine<3>(row[2], row[2], row[1], 1.0, -decomp->skew[2]);
394
395 // Next, get Z scale and normalize 3rd row.
396 decomp->scale[2] = Length3(row[2]);
397 if (decomp->scale[2] != 0.0)
398 Scale3(row[2], 1.0 / decomp->scale[2]);
399
400 decomp->skew[1] /= decomp->scale[2];
401 decomp->skew[2] /= decomp->scale[2];
402
403 // At this point, the matrix (in rows) is orthonormal.
404 // Check for a coordinate system flip. If the determinant
405 // is -1, then negate the matrix and the scaling factors.
406 SkMScalar pdum3[3];
407 Cross3(pdum3, row[1], row[2]);
408 if (Dot<3>(row[0], pdum3) < 0) {
409 for (int i = 0; i < 3; i++) {
410 decomp->scale[i] *= -1.0;
411 for (int j = 0; j < 3; ++j)
412 row[i][j] *= -1.0;
413 }
414 }
415
416 decomp->quaternion[0] =
417 0.5 * std::sqrt(std::max(1.0 + row[0][0] - row[1][1] - row[2][2], 0.0));
418 decomp->quaternion[1] =
419 0.5 * std::sqrt(std::max(1.0 - row[0][0] + row[1][1] - row[2][2], 0.0));
420 decomp->quaternion[2] =
421 0.5 * std::sqrt(std::max(1.0 - row[0][0] - row[1][1] + row[2][2], 0.0));
422 decomp->quaternion[3] =
423 0.5 * std::sqrt(std::max(1.0 + row[0][0] + row[1][1] + row[2][2], 0.0));
424
425 if (row[2][1] > row[1][2])
426 decomp->quaternion[0] = -decomp->quaternion[0];
427 if (row[0][2] > row[2][0])
428 decomp->quaternion[1] = -decomp->quaternion[1];
429 if (row[1][0] > row[0][1])
430 decomp->quaternion[2] = -decomp->quaternion[2];
431
432 return true;
433 }
434
435 // Taken from http://www.w3.org/TR/css3-transforms/.
ComposeTransform(const DecomposedTransform & decomp)436 Transform ComposeTransform(const DecomposedTransform& decomp) {
437 SkMatrix44 perspective = BuildPerspectiveMatrix(decomp);
438 SkMatrix44 translation = BuildTranslationMatrix(decomp);
439 SkMatrix44 rotation = BuildRotationMatrix(decomp);
440 SkMatrix44 skew = BuildSkewMatrix(decomp);
441 SkMatrix44 scale = BuildScaleMatrix(decomp);
442
443 return ComposeTransform(perspective, translation, rotation, skew, scale);
444 }
445
SnapTransform(Transform * out,const Transform & transform,const Rect & viewport)446 bool SnapTransform(Transform* out,
447 const Transform& transform,
448 const Rect& viewport) {
449 DecomposedTransform decomp;
450 DecomposeTransform(&decomp, transform);
451
452 SkMatrix44 rotation_matrix = BuildSnappedRotationMatrix(decomp);
453 SkMatrix44 translation = BuildSnappedTranslationMatrix(decomp);
454 SkMatrix44 scale = BuildSnappedScaleMatrix(decomp);
455
456 // Rebuild matrices for other unchanged components.
457 SkMatrix44 perspective = BuildPerspectiveMatrix(decomp);
458
459 // Completely ignore the skew.
460 SkMatrix44 skew(SkMatrix44::kIdentity_Constructor);
461
462 // Get full tranform
463 Transform snapped =
464 ComposeTransform(perspective, translation, rotation_matrix, skew, scale);
465
466 // Verify that viewport is not moved unnaturally.
467 bool snappable =
468 CheckTransformsMapsIntViewportWithinOnePixel(viewport, transform, snapped);
469 if (snappable) {
470 *out = snapped;
471 }
472 return snappable;
473 }
474
ToString() const475 std::string DecomposedTransform::ToString() const {
476 return base::StringPrintf(
477 "translate: %+0.4f %+0.4f %+0.4f\n"
478 "scale: %+0.4f %+0.4f %+0.4f\n"
479 "skew: %+0.4f %+0.4f %+0.4f\n"
480 "perspective: %+0.4f %+0.4f %+0.4f %+0.4f\n"
481 "quaternion: %+0.4f %+0.4f %+0.4f %+0.4f\n",
482 translate[0],
483 translate[1],
484 translate[2],
485 scale[0],
486 scale[1],
487 scale[2],
488 skew[0],
489 skew[1],
490 skew[2],
491 perspective[0],
492 perspective[1],
493 perspective[2],
494 perspective[3],
495 quaternion[0],
496 quaternion[1],
497 quaternion[2],
498 quaternion[3]);
499 }
500
501 } // namespace ui
502