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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 #ifndef UI_GFX_TRANSFORM_H_
6 #define UI_GFX_TRANSFORM_H_
7 
8 #include <iosfwd>
9 #include <string>
10 
11 #include "base/compiler_specific.h"
12 #include "third_party/skia/include/utils/SkMatrix44.h"
13 #include "ui/gfx/gfx_export.h"
14 #include "ui/gfx/vector2d_f.h"
15 
16 namespace gfx {
17 
18 class BoxF;
19 class RectF;
20 class Point;
21 class Point3F;
22 class Vector3dF;
23 
24 // 4x4 transformation matrix. Transform is cheap and explicitly allows
25 // copy/assign.
26 class GFX_EXPORT Transform {
27  public:
28 
29   enum SkipInitialization {
30     kSkipInitialization
31   };
32 
Transform()33   Transform() : matrix_(SkMatrix44::kIdentity_Constructor) {}
34 
35   // Skips initializing this matrix to avoid overhead, when we know it will be
36   // initialized before use.
Transform(SkipInitialization)37   Transform(SkipInitialization)
38       : matrix_(SkMatrix44::kUninitialized_Constructor) {}
Transform(const Transform & rhs)39   Transform(const Transform& rhs) : matrix_(rhs.matrix_) {}
40   // Initialize with the concatenation of lhs * rhs.
Transform(const Transform & lhs,const Transform & rhs)41   Transform(const Transform& lhs, const Transform& rhs)
42       : matrix_(lhs.matrix_, rhs.matrix_) {}
43   // Constructs a transform from explicit 16 matrix elements. Elements
44   // should be given in row-major order.
45   Transform(SkMScalar col1row1,
46             SkMScalar col2row1,
47             SkMScalar col3row1,
48             SkMScalar col4row1,
49             SkMScalar col1row2,
50             SkMScalar col2row2,
51             SkMScalar col3row2,
52             SkMScalar col4row2,
53             SkMScalar col1row3,
54             SkMScalar col2row3,
55             SkMScalar col3row3,
56             SkMScalar col4row3,
57             SkMScalar col1row4,
58             SkMScalar col2row4,
59             SkMScalar col3row4,
60             SkMScalar col4row4);
61   // Constructs a transform from explicit 2d elements. All other matrix
62   // elements remain the same as the corresponding elements of an identity
63   // matrix.
64   Transform(SkMScalar col1row1,
65             SkMScalar col2row1,
66             SkMScalar col1row2,
67             SkMScalar col2row2,
68             SkMScalar x_translation,
69             SkMScalar y_translation);
~Transform()70   ~Transform() {}
71 
72   bool operator==(const Transform& rhs) const { return matrix_ == rhs.matrix_; }
73   bool operator!=(const Transform& rhs) const { return matrix_ != rhs.matrix_; }
74 
75   // Resets this transform to the identity transform.
MakeIdentity()76   void MakeIdentity() { matrix_.setIdentity(); }
77 
78   // Applies the current transformation on a 2d rotation and assigns the result
79   // to |this|.
Rotate(double degrees)80   void Rotate(double degrees) { RotateAboutZAxis(degrees); }
81 
82   // Applies the current transformation on an axis-angle rotation and assigns
83   // the result to |this|.
84   void RotateAboutXAxis(double degrees);
85   void RotateAboutYAxis(double degrees);
86   void RotateAboutZAxis(double degrees);
87   void RotateAbout(const Vector3dF& axis, double degrees);
88 
89   // Applies the current transformation on a scaling and assigns the result
90   // to |this|.
91   void Scale(SkMScalar x, SkMScalar y);
92   void Scale3d(SkMScalar x, SkMScalar y, SkMScalar z);
Scale2d()93   gfx::Vector2dF Scale2d() const {
94     return gfx::Vector2dF(matrix_.get(0, 0), matrix_.get(1, 1));
95   }
96 
97   // Applies the current transformation on a translation and assigns the result
98   // to |this|.
99   void Translate(SkMScalar x, SkMScalar y);
100   void Translate3d(SkMScalar x, SkMScalar y, SkMScalar z);
101 
102   // Applies the current transformation on a skew and assigns the result
103   // to |this|.
104   void SkewX(double angle_x);
105   void SkewY(double angle_y);
106 
107   // Applies the current transformation on a perspective transform and assigns
108   // the result to |this|.
109   void ApplyPerspectiveDepth(SkMScalar depth);
110 
111   // Applies a transformation on the current transformation
112   // (i.e. 'this = this * transform;').
113   void PreconcatTransform(const Transform& transform);
114 
115   // Applies a transformation on the current transformation
116   // (i.e. 'this = transform * this;').
117   void ConcatTransform(const Transform& transform);
118 
119   // Returns true if this is the identity matrix.
IsIdentity()120   bool IsIdentity() const { return matrix_.isIdentity(); }
121 
122   // Returns true if the matrix is either identity or pure translation.
IsIdentityOrTranslation()123   bool IsIdentityOrTranslation() const { return matrix_.isTranslate(); }
124 
125   // Returns true if the matrix is either identity or pure translation,
126   // allowing for an amount of inaccuracy as specified by the parameter.
127   bool IsApproximatelyIdentityOrTranslation(SkMScalar tolerance) const;
128 
129   // Returns true if the matrix is either a positive scale and/or a translation.
IsPositiveScaleOrTranslation()130   bool IsPositiveScaleOrTranslation() const {
131     if (!IsScaleOrTranslation())
132       return false;
133     return matrix_.get(0, 0) > 0.0 && matrix_.get(1, 1) > 0.0 &&
134            matrix_.get(2, 2) > 0.0;
135   }
136 
137   // Returns true if the matrix is either identity or pure, non-fractional
138   // translation.
139   bool IsIdentityOrIntegerTranslation() const;
140 
141   // Returns true if the matrix had only scaling components.
IsScale2d()142   bool IsScale2d() const {
143     return !(matrix_.getType() & ~SkMatrix44::kScale_Mask);
144   }
145 
146   // Returns true if the matrix is has only scaling and translation components.
IsScaleOrTranslation()147   bool IsScaleOrTranslation() const { return matrix_.isScaleTranslate(); }
148 
149   // Returns true if axis-aligned 2d rects will remain axis-aligned after being
150   // transformed by this matrix.
151   bool Preserves2dAxisAlignment() const;
152 
153   // Returns true if the matrix has any perspective component that would
154   // change the w-component of a homogeneous point.
HasPerspective()155   bool HasPerspective() const { return matrix_.hasPerspective(); }
156 
157   // Returns true if this transform is non-singular.
IsInvertible()158   bool IsInvertible() const { return matrix_.invert(NULL); }
159 
160   // Returns true if a layer with a forward-facing normal of (0, 0, 1) would
161   // have its back side facing frontwards after applying the transform.
162   bool IsBackFaceVisible() const;
163 
164   // Inverts the transform which is passed in. Returns true if successful.
165   bool GetInverse(Transform* transform) const WARN_UNUSED_RESULT;
166 
167   // Transposes this transform in place.
168   void Transpose();
169 
170   // Set 3rd row and 3rd colum to (0, 0, 1, 0). Note that this flattening
171   // operation is not quite the same as an orthographic projection and is
172   // technically not a linear operation.
173   //
174   // One useful interpretation of doing this operation:
175   //  - For x and y values, the new transform behaves effectively like an
176   //    orthographic projection was added to the matrix sequence.
177   //  - For z values, the new transform overrides any effect that the transform
178   //    had on z, and instead it preserves the z value for any points that are
179   //    transformed.
180   //  - Because of linearity of transforms, this flattened transform also
181   //    preserves the effect that any subsequent (multiplied from the right)
182   //    transforms would have on z values.
183   //
184   void FlattenTo2d();
185 
186   // Returns the x and y translation components of the matrix.
187   Vector2dF To2dTranslation() const;
188 
189   // Applies the transformation to the point.
190   void TransformPoint(Point3F* point) const;
191 
192   // Applies the transformation to the point.
193   void TransformPoint(Point* point) const;
194 
195   // Applies the reverse transformation on the point. Returns true if the
196   // transformation can be inverted.
197   bool TransformPointReverse(Point3F* point) const;
198 
199   // Applies the reverse transformation on the point. Returns true if the
200   // transformation can be inverted. Rounds the result to the nearest point.
201   bool TransformPointReverse(Point* point) const;
202 
203   // Applies transformation on the given rect. After the function completes,
204   // |rect| will be the smallest axis aligned bounding rect containing the
205   // transformed rect.
206   void TransformRect(RectF* rect) const;
207 
208   // Applies the reverse transformation on the given rect. After the function
209   // completes, |rect| will be the smallest axis aligned bounding rect
210   // containing the transformed rect. Returns false if the matrix cannot be
211   // inverted.
212   bool TransformRectReverse(RectF* rect) const;
213 
214   // Applies transformation on the given box. After the function completes,
215   // |box| will be the smallest axis aligned bounding box containing the
216   // transformed box.
217   void TransformBox(BoxF* box) const;
218 
219   // Applies the reverse transformation on the given box. After the function
220   // completes, |box| will be the smallest axis aligned bounding box
221   // containing the transformed box. Returns false if the matrix cannot be
222   // inverted.
223   bool TransformBoxReverse(BoxF* box) const;
224 
225   // Decomposes |this| and |from|, interpolates the decomposed values, and
226   // sets |this| to the reconstituted result. Returns false if either matrix
227   // can't be decomposed. Uses routines described in this spec:
228   // http://www.w3.org/TR/css3-3d-transforms/.
229   //
230   // Note: this call is expensive since we need to decompose the transform. If
231   // you're going to be calling this rapidly (e.g., in an animation) you should
232   // decompose once using gfx::DecomposeTransforms and reuse your
233   // DecomposedTransform.
234   bool Blend(const Transform& from, double progress);
235 
236   // Returns |this| * |other|.
237   Transform operator*(const Transform& other) const {
238     return Transform(*this, other);
239   }
240 
241   // Sets |this| = |this| * |other|
242   Transform& operator*=(const Transform& other) {
243     PreconcatTransform(other);
244     return *this;
245   }
246 
247   // Returns the underlying matrix.
matrix()248   const SkMatrix44& matrix() const { return matrix_; }
matrix()249   SkMatrix44& matrix() { return matrix_; }
250 
251   std::string ToString() const;
252 
253  private:
254   void TransformPointInternal(const SkMatrix44& xform,
255                               Point* point) const;
256 
257   void TransformPointInternal(const SkMatrix44& xform,
258                               Point3F* point) const;
259 
260   SkMatrix44 matrix_;
261 
262   // copy/assign are allowed.
263 };
264 
265 // This is declared here for use in gtest-based unit tests but is defined in
266 // the gfx_test_support target. Depend on that to use this in your unit test.
267 // This should not be used in production code - call ToString() instead.
268 void PrintTo(const Transform& transform, ::std::ostream* os);
269 
270 }  // namespace gfx
271 
272 #endif  // UI_GFX_TRANSFORM_H_
273