// Copyright (c) Facebook, Inc. and its 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 namespace facebook { namespace react { Transform Transform::Identity() { return {}; } Transform Transform::Perspective(Float perspective) { auto transform = Transform{}; transform.matrix[11] = -1.0 / perspective; return transform; } Transform Transform::Scale(Float factorX, Float factorY, Float factorZ) { auto transform = Transform{}; transform.matrix[0] = factorX; transform.matrix[5] = factorY; transform.matrix[10] = factorZ; return transform; } Transform Transform::Translate(Float x, Float y, Float z) { auto transform = Transform{}; transform.matrix[12] = x; transform.matrix[13] = y; transform.matrix[14] = z; return transform; } Transform Transform::Skew(Float x, Float y) { auto transform = Transform{}; transform.matrix[4] = std::tan(x); transform.matrix[1] = std::tan(y); return transform; } Transform Transform::RotateX(Float radians) { auto transform = Transform{}; 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{}; 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{}; 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{}; if (x != 0) { transform = transform * Transform::RotateX(x); } if (y != 0) { transform = transform * Transform::RotateY(y); } if (z != 0) { transform = transform * Transform::RotateZ(z); } return transform; } 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{}; auto lhs00 = lhs.matrix[0], lhs01 = lhs.matrix[1], lhs02 = lhs.matrix[2], lhs03 = lhs.matrix[3], lhs10 = lhs.matrix[4], lhs11 = lhs.matrix[5], lhs12 = lhs.matrix[6], lhs13 = lhs.matrix[7], lhs20 = lhs.matrix[8], lhs21 = lhs.matrix[9], lhs22 = lhs.matrix[10], lhs23 = lhs.matrix[11], lhs30 = lhs.matrix[12], lhs31 = lhs.matrix[13], lhs32 = lhs.matrix[14], lhs33 = lhs.matrix[15]; auto rhs0 = rhs.matrix[0], rhs1 = rhs.matrix[1], rhs2 = rhs.matrix[2], 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 = Point{}; result.x = transform.at(3, 0) + point.x * transform.at(0, 0) + point.y * transform.at(1, 0); result.y = transform.at(3, 1) + point.x * transform.at(0, 1) + point.y * transform.at(1, 1); auto w = transform.at(3, 3) + point.x * transform.at(0, 3) + point.y * transform.at(1, 3); if (w != 1 && w != 0) { result.x /= w; result.y /= w; } return result; } } // namespace react } // namespace facebook