/* * Copyright (c) Meta Platforms, Inc. and affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ #include "Transform.h" #include #include #include namespace facebook::react { #ifdef RN_DEBUG_STRING_CONVERTIBLE void Transform::print(Transform const &t, std::string prefix) { LOG(ERROR) << prefix << "[ " << t.matrix[0] << " " << t.matrix[1] << " " << t.matrix[2] << " " << t.matrix[3] << " ]"; LOG(ERROR) << prefix << "[ " << t.matrix[4] << " " << t.matrix[5] << " " << t.matrix[6] << " " << t.matrix[7] << " ]"; LOG(ERROR) << prefix << "[ " << t.matrix[8] << " " << t.matrix[9] << " " << t.matrix[10] << " " << t.matrix[11] << " ]"; LOG(ERROR) << prefix << "[ " << t.matrix[12] << " " << t.matrix[13] << " " << t.matrix[14] << " " << t.matrix[15] << " ]"; } #endif Transform Transform::Identity() { return {}; } Transform Transform::VerticalInversion() { return Transform::Scale(1, -1, 1); } Transform Transform::HorizontalInversion() { return Transform::Scale(-1, 1, 1); } Transform Transform::Perspective(Float perspective) { auto transform = Transform{}; transform.operations.push_back(TransformOperation{ TransformOperationType::Perspective, perspective, 0, 0}); transform.matrix[11] = -1 / perspective; return transform; } Transform Transform::Scale(Float x, Float y, Float z) { auto transform = Transform{}; Float xprime = isZero(x) ? 0 : x; Float yprime = isZero(y) ? 0 : y; Float zprime = isZero(z) ? 0 : z; if (xprime != 1 || yprime != 1 || zprime != 1) { transform.operations.push_back(TransformOperation{ TransformOperationType::Scale, xprime, yprime, zprime}); transform.matrix[0] = xprime; transform.matrix[5] = yprime; transform.matrix[10] = zprime; } return transform; } Transform Transform::Translate(Float x, Float y, Float z) { auto transform = Transform{}; Float xprime = isZero(x) ? 0 : x; Float yprime = isZero(y) ? 0 : y; Float zprime = isZero(z) ? 0 : z; if (xprime != 0 || yprime != 0 || zprime != 0) { transform.operations.push_back(TransformOperation{ TransformOperationType::Translate, xprime, yprime, zprime}); transform.matrix[12] = xprime; transform.matrix[13] = yprime; transform.matrix[14] = zprime; } return transform; } Transform Transform::Skew(Float x, Float y) { auto transform = Transform{}; Float xprime = isZero(x) ? 0 : x; Float yprime = isZero(y) ? 0 : y; transform.operations.push_back( TransformOperation{TransformOperationType::Skew, xprime, yprime, 0}); transform.matrix[4] = std::tan(xprime); transform.matrix[1] = std::tan(yprime); return transform; } Transform Transform::RotateX(Float radians) { auto transform = Transform{}; if (!isZero(radians)) { transform.operations.push_back( TransformOperation{TransformOperationType::Rotate, radians, 0, 0}); transform.matrix[5] = std::cos(radians); transform.matrix[6] = std::sin(radians); transform.matrix[9] = -std::sin(radians); transform.matrix[10] = std::cos(radians); } return transform; } Transform Transform::RotateY(Float radians) { auto transform = Transform{}; if (!isZero(radians)) { transform.operations.push_back( TransformOperation{TransformOperationType::Rotate, 0, radians, 0}); transform.matrix[0] = std::cos(radians); transform.matrix[2] = -std::sin(radians); transform.matrix[8] = std::sin(radians); transform.matrix[10] = std::cos(radians); } return transform; } Transform Transform::RotateZ(Float radians) { auto transform = Transform{}; if (!isZero(radians)) { transform.operations.push_back( TransformOperation{TransformOperationType::Rotate, 0, 0, radians}); transform.matrix[0] = std::cos(radians); transform.matrix[1] = std::sin(radians); transform.matrix[4] = -std::sin(radians); transform.matrix[5] = std::cos(radians); } return transform; } Transform Transform::Rotate(Float x, Float y, Float z) { auto transform = Transform{}; transform.operations.push_back( TransformOperation{TransformOperationType::Rotate, x, y, z}); if (!isZero(x)) { transform = transform * Transform::RotateX(x); } if (!isZero(y)) { transform = transform * Transform::RotateY(y); } if (!isZero(z)) { transform = transform * Transform::RotateZ(z); } return transform; } Transform Transform::FromTransformOperation( TransformOperation transformOperation) { if (transformOperation.type == TransformOperationType::Perspective) { return Transform::Perspective(transformOperation.x); } if (transformOperation.type == TransformOperationType::Scale) { return Transform::Scale( transformOperation.x, transformOperation.y, transformOperation.z); } if (transformOperation.type == TransformOperationType::Translate) { return Transform::Translate( transformOperation.x, transformOperation.y, transformOperation.z); } if (transformOperation.type == TransformOperationType::Skew) { return Transform::Skew(transformOperation.x, transformOperation.y); } if (transformOperation.type == TransformOperationType::Rotate) { return Transform::Rotate( transformOperation.x, transformOperation.y, transformOperation.z); } // Identity or Arbitrary return Transform::Identity(); } TransformOperation Transform::DefaultTransformOperation( TransformOperationType type) { switch (type) { case TransformOperationType::Arbitrary: return TransformOperation{TransformOperationType::Arbitrary, 0, 0, 0}; case TransformOperationType::Perspective: return TransformOperation{TransformOperationType::Perspective, 0, 0, 0}; case TransformOperationType::Scale: return TransformOperation{TransformOperationType::Scale, 1, 1, 1}; case TransformOperationType::Translate: return TransformOperation{TransformOperationType::Translate, 0, 0, 0}; case TransformOperationType::Rotate: return TransformOperation{TransformOperationType::Rotate, 0, 0, 0}; case TransformOperationType::Skew: return TransformOperation{TransformOperationType::Skew, 0, 0, 0}; default: case TransformOperationType::Identity: return TransformOperation{TransformOperationType::Identity, 0, 0, 0}; } } Transform Transform::Interpolate( Float animationProgress, Transform const &lhs, Transform const &rhs) { // Iterate through operations and reconstruct an interpolated resulting // transform If at any point we hit an "Arbitrary" Transform, return at that // point Transform result = Transform::Identity(); for (size_t i = 0, j = 0; i < lhs.operations.size() || j < rhs.operations.size();) { bool haveLHS = i < lhs.operations.size(); bool haveRHS = j < rhs.operations.size(); if ((haveLHS && lhs.operations[i].type == TransformOperationType::Arbitrary) || (haveRHS && rhs.operations[i].type == TransformOperationType::Arbitrary)) { return result; } if (haveLHS && lhs.operations[i].type == TransformOperationType::Identity) { i++; continue; } if (haveRHS && rhs.operations[j].type == TransformOperationType::Identity) { j++; continue; } // Here we either set: // 1. lhs = next left op, rhs = next right op (when types are identical and // both exist) // 2. lhs = next left op, rhs = default of type (if types unequal, or rhs // doesn't exist) // 3. lhs = default of type, rhs = next right op (if types unequal, or rhs // doesn't exist) This guarantees that the types of both sides are equal, // and that one or both indices moves forward. TransformOperationType type = (haveLHS ? lhs.operations[i] : rhs.operations[j]).type; TransformOperation lhsOp = (haveLHS ? lhs.operations[i++] : Transform::DefaultTransformOperation(type)); TransformOperation rhsOp = (haveRHS && rhs.operations[j].type == type ? rhs.operations[j++] : Transform::DefaultTransformOperation(type)); react_native_assert(type == lhsOp.type); react_native_assert(type == rhsOp.type); result = result * Transform::FromTransformOperation(TransformOperation{ type, lhsOp.x + (rhsOp.x - lhsOp.x) * animationProgress, lhsOp.y + (rhsOp.y - lhsOp.y) * animationProgress, lhsOp.z + (rhsOp.z - lhsOp.z) * animationProgress}); } return result; } bool Transform::isVerticalInversion(Transform const &transform) { return transform.at(1, 1) == -1; } bool Transform::isHorizontalInversion(Transform const &transform) { return transform.at(0, 0) == -1; } bool Transform::operator==(Transform const &rhs) const { for (auto i = 0; i < 16; i++) { if (matrix[i] != rhs.matrix[i]) { return false; } } return true; } bool Transform::operator!=(Transform const &rhs) const { return !(*this == rhs); } Transform Transform::operator*(Transform const &rhs) const { if (*this == Transform::Identity()) { return rhs; } const auto &lhs = *this; auto result = Transform{}; for (const auto &op : this->operations) { if (op.type == TransformOperationType::Identity && !result.operations.empty()) { continue; } result.operations.push_back(op); } for (const auto &op : rhs.operations) { if (op.type == TransformOperationType::Identity && !result.operations.empty()) { continue; } result.operations.push_back(op); } auto lhs00 = lhs.matrix[0]; auto lhs01 = lhs.matrix[1]; auto lhs02 = lhs.matrix[2]; auto lhs03 = lhs.matrix[3]; auto lhs10 = lhs.matrix[4]; auto lhs11 = lhs.matrix[5]; auto lhs12 = lhs.matrix[6]; auto lhs13 = lhs.matrix[7]; auto lhs20 = lhs.matrix[8]; auto lhs21 = lhs.matrix[9]; auto lhs22 = lhs.matrix[10]; auto lhs23 = lhs.matrix[11]; auto lhs30 = lhs.matrix[12]; auto lhs31 = lhs.matrix[13]; auto lhs32 = lhs.matrix[14]; auto lhs33 = lhs.matrix[15]; auto rhs0 = rhs.matrix[0]; auto rhs1 = rhs.matrix[1]; auto rhs2 = rhs.matrix[2]; auto rhs3 = rhs.matrix[3]; result.matrix[0] = rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30; result.matrix[1] = rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31; result.matrix[2] = rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32; result.matrix[3] = rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33; rhs0 = rhs.matrix[4]; rhs1 = rhs.matrix[5]; rhs2 = rhs.matrix[6]; rhs3 = rhs.matrix[7]; result.matrix[4] = rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30; result.matrix[5] = rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31; result.matrix[6] = rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32; result.matrix[7] = rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33; rhs0 = rhs.matrix[8]; rhs1 = rhs.matrix[9]; rhs2 = rhs.matrix[10]; rhs3 = rhs.matrix[11]; result.matrix[8] = rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30; result.matrix[9] = rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31; result.matrix[10] = rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32; result.matrix[11] = rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33; rhs0 = rhs.matrix[12]; rhs1 = rhs.matrix[13]; rhs2 = rhs.matrix[14]; rhs3 = rhs.matrix[15]; result.matrix[12] = rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30; result.matrix[13] = rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31; result.matrix[14] = rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32; result.matrix[15] = rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33; return result; } Float &Transform::at(int i, int j) { return matrix[(i * 4) + j]; } Float const &Transform::at(int i, int j) const { return matrix[(i * 4) + j]; } Point operator*(Point const &point, Transform const &transform) { if (transform == Transform::Identity()) { return point; } auto result = transform * Vector{point.x, point.y, 0, 1}; return {result.x, result.y}; } Rect operator*(Rect const &rect, Transform const &transform) { auto centre = rect.getCenter(); auto a = Point{rect.origin.x, rect.origin.y} - centre; auto b = Point{rect.getMaxX(), rect.origin.y} - centre; auto c = Point{rect.getMaxX(), rect.getMaxY()} - centre; auto d = Point{rect.origin.x, rect.getMaxY()} - centre; auto vectorA = transform * Vector{a.x, a.y, 0, 1}; auto vectorB = transform * Vector{b.x, b.y, 0, 1}; auto vectorC = transform * Vector{c.x, c.y, 0, 1}; auto vectorD = transform * Vector{d.x, d.y, 0, 1}; Point transformedA{vectorA.x + centre.x, vectorA.y + centre.y}; Point transformedB{vectorB.x + centre.x, vectorB.y + centre.y}; Point transformedC{vectorC.x + centre.x, vectorC.y + centre.y}; Point transformedD{vectorD.x + centre.x, vectorD.y + centre.y}; return Rect::boundingRect( transformedA, transformedB, transformedC, transformedD); } EdgeInsets operator*(EdgeInsets const &edgeInsets, Transform const &transform) { return EdgeInsets{ edgeInsets.left * transform.matrix[0], edgeInsets.top * transform.matrix[5], edgeInsets.right * transform.matrix[0], edgeInsets.bottom * transform.matrix[5]}; } Vector operator*(Transform const &transform, Vector const &vector) { return { vector.x * transform.at(0, 0) + vector.y * transform.at(1, 0) + vector.z * transform.at(2, 0) + vector.w * transform.at(3, 0), vector.x * transform.at(0, 1) + vector.y * transform.at(1, 1) + vector.z * transform.at(2, 1) + vector.w * transform.at(3, 1), vector.x * transform.at(0, 2) + vector.y * transform.at(1, 2) + vector.z * transform.at(2, 2) + vector.w * transform.at(3, 2), vector.x * transform.at(0, 3) + vector.y * transform.at(1, 3) + vector.z * transform.at(2, 3) + vector.w * transform.at(3, 3), }; } Size operator*(Size const &size, Transform const &transform) { if (transform == Transform::Identity()) { return size; } auto result = Size{}; result.width = std::abs(transform.at(0, 0) * size.width); result.height = std::abs(transform.at(1, 1) * size.height); return result; } } // namespace facebook::react