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6c0f73b322
Summary: This diff formats the Java class files inside xplat/js/react-native-github. Since google-java-format was enabled in D16071401 we want to codemode the existing code so that users don't have to deal with formatter lint noise at diff-time. ```arc f --paths-cmd 'hg files -I "**/*.java"'``` drop-conflicts Reviewed By: cpojer Differential Revision: D16071725 fbshipit-source-id: fc6e3852e45742c109f0c5ac4065d64201c74204
543 lines
16 KiB
Java
543 lines
16 KiB
Java
/**
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* Copyright (c) Facebook, Inc. and its affiliates.
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*
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* <p>This source code is licensed under the MIT license found in the LICENSE file in the root
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* directory of this source tree.
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*/
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package com.facebook.react.uimanager;
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import com.facebook.infer.annotation.Assertions;
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/**
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* Provides helper methods for converting transform operations into a matrix and then into a list of
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* translate, scale and rotate commands.
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*/
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public class MatrixMathHelper {
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private static final double EPSILON = .00001d;
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public static class MatrixDecompositionContext {
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double[] perspective = new double[4];
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double[] scale = new double[3];
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double[] skew = new double[3];
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double[] translation = new double[3];
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double[] rotationDegrees = new double[3];
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private static void resetArray(double[] arr) {
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for (int i = 0; i < arr.length; i++) {
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arr[i] = 0;
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}
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}
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public void reset() {
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MatrixDecompositionContext.resetArray(perspective);
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MatrixDecompositionContext.resetArray(scale);
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MatrixDecompositionContext.resetArray(skew);
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MatrixDecompositionContext.resetArray(translation);
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MatrixDecompositionContext.resetArray(rotationDegrees);
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}
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}
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private static boolean isZero(double d) {
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if (Double.isNaN(d)) {
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return false;
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}
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return Math.abs(d) < EPSILON;
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}
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public static void multiplyInto(double[] out, double[] a, double[] b) {
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double a00 = a[0],
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a01 = a[1],
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a02 = a[2],
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a03 = a[3],
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a10 = a[4],
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a11 = a[5],
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a12 = a[6],
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a13 = a[7],
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a20 = a[8],
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a21 = a[9],
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a22 = a[10],
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a23 = a[11],
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a30 = a[12],
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a31 = a[13],
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a32 = a[14],
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a33 = a[15];
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double b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
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out[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
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out[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
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out[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
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out[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
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b0 = b[4];
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b1 = b[5];
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b2 = b[6];
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b3 = b[7];
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out[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
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out[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
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out[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
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out[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
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b0 = b[8];
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b1 = b[9];
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b2 = b[10];
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b3 = b[11];
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out[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
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out[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
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out[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
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out[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
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b0 = b[12];
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b1 = b[13];
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b2 = b[14];
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b3 = b[15];
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out[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
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out[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
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out[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
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out[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
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}
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/** @param transformMatrix 16-element array of numbers representing 4x4 transform matrix */
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public static void decomposeMatrix(double[] transformMatrix, MatrixDecompositionContext ctx) {
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Assertions.assertCondition(transformMatrix.length == 16);
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// output values
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final double[] perspective = ctx.perspective;
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final double[] scale = ctx.scale;
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final double[] skew = ctx.skew;
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final double[] translation = ctx.translation;
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final double[] rotationDegrees = ctx.rotationDegrees;
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// create normalized, 2d array matrix
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// and normalized 1d array perspectiveMatrix with redefined 4th column
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if (isZero(transformMatrix[15])) {
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return;
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}
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double[][] matrix = new double[4][4];
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double[] perspectiveMatrix = new double[16];
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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double value = transformMatrix[(i * 4) + j] / transformMatrix[15];
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matrix[i][j] = value;
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perspectiveMatrix[(i * 4) + j] = j == 3 ? 0 : value;
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}
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}
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perspectiveMatrix[15] = 1;
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// test for singularity of upper 3x3 part of the perspective matrix
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if (isZero(determinant(perspectiveMatrix))) {
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return;
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}
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// isolate perspective
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if (!isZero(matrix[0][3]) || !isZero(matrix[1][3]) || !isZero(matrix[2][3])) {
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// rightHandSide is the right hand side of the equation.
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// rightHandSide is a vector, or point in 3d space relative to the origin.
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double[] rightHandSide = {matrix[0][3], matrix[1][3], matrix[2][3], matrix[3][3]};
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// Solve the equation by inverting perspectiveMatrix and multiplying
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// rightHandSide by the inverse.
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double[] inversePerspectiveMatrix = inverse(perspectiveMatrix);
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double[] transposedInversePerspectiveMatrix = transpose(inversePerspectiveMatrix);
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multiplyVectorByMatrix(rightHandSide, transposedInversePerspectiveMatrix, perspective);
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} else {
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// no perspective
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perspective[0] = perspective[1] = perspective[2] = 0d;
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perspective[3] = 1d;
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}
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// translation is simple
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for (int i = 0; i < 3; i++) {
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translation[i] = matrix[3][i];
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}
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// Now get scale and shear.
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// 'row' is a 3 element array of 3 component vectors
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double[][] row = new double[3][3];
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for (int i = 0; i < 3; i++) {
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row[i][0] = matrix[i][0];
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row[i][1] = matrix[i][1];
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row[i][2] = matrix[i][2];
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}
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// Compute X scale factor and normalize first row.
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scale[0] = v3Length(row[0]);
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row[0] = v3Normalize(row[0], scale[0]);
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// Compute XY shear factor and make 2nd row orthogonal to 1st.
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skew[0] = v3Dot(row[0], row[1]);
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row[1] = v3Combine(row[1], row[0], 1.0, -skew[0]);
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// Compute XY shear factor and make 2nd row orthogonal to 1st.
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skew[0] = v3Dot(row[0], row[1]);
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row[1] = v3Combine(row[1], row[0], 1.0, -skew[0]);
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// Now, compute Y scale and normalize 2nd row.
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scale[1] = v3Length(row[1]);
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row[1] = v3Normalize(row[1], scale[1]);
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skew[0] /= scale[1];
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// Compute XZ and YZ shears, orthogonalize 3rd row
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skew[1] = v3Dot(row[0], row[2]);
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row[2] = v3Combine(row[2], row[0], 1.0, -skew[1]);
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skew[2] = v3Dot(row[1], row[2]);
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row[2] = v3Combine(row[2], row[1], 1.0, -skew[2]);
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// Next, get Z scale and normalize 3rd row.
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scale[2] = v3Length(row[2]);
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row[2] = v3Normalize(row[2], scale[2]);
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skew[1] /= scale[2];
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skew[2] /= scale[2];
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// At this point, the matrix (in rows) is orthonormal.
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// Check for a coordinate system flip. If the determinant
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// is -1, then negate the matrix and the scaling factors.
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double[] pdum3 = v3Cross(row[1], row[2]);
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if (v3Dot(row[0], pdum3) < 0) {
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for (int i = 0; i < 3; i++) {
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scale[i] *= -1;
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row[i][0] *= -1;
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row[i][1] *= -1;
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row[i][2] *= -1;
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}
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}
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// Now, get the rotations out
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// Based on: http://nghiaho.com/?page_id=846
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double conv = 180 / Math.PI;
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rotationDegrees[0] = roundTo3Places(-Math.atan2(row[2][1], row[2][2]) * conv);
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rotationDegrees[1] =
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roundTo3Places(
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-Math.atan2(-row[2][0], Math.sqrt(row[2][1] * row[2][1] + row[2][2] * row[2][2]))
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* conv);
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rotationDegrees[2] = roundTo3Places(-Math.atan2(row[1][0], row[0][0]) * conv);
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}
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public static double determinant(double[] matrix) {
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double m00 = matrix[0],
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m01 = matrix[1],
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m02 = matrix[2],
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m03 = matrix[3],
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m10 = matrix[4],
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m11 = matrix[5],
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m12 = matrix[6],
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m13 = matrix[7],
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m20 = matrix[8],
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m21 = matrix[9],
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m22 = matrix[10],
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m23 = matrix[11],
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m30 = matrix[12],
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m31 = matrix[13],
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m32 = matrix[14],
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m33 = matrix[15];
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return (m03 * m12 * m21 * m30
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- m02 * m13 * m21 * m30
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- m03 * m11 * m22 * m30
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+ m01 * m13 * m22 * m30
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+ m02 * m11 * m23 * m30
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- m01 * m12 * m23 * m30
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- m03 * m12 * m20 * m31
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+ m02 * m13 * m20 * m31
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+ m03 * m10 * m22 * m31
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- m00 * m13 * m22 * m31
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- m02 * m10 * m23 * m31
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+ m00 * m12 * m23 * m31
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+ m03 * m11 * m20 * m32
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- m01 * m13 * m20 * m32
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- m03 * m10 * m21 * m32
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+ m00 * m13 * m21 * m32
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+ m01 * m10 * m23 * m32
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- m00 * m11 * m23 * m32
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- m02 * m11 * m20 * m33
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+ m01 * m12 * m20 * m33
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+ m02 * m10 * m21 * m33
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- m00 * m12 * m21 * m33
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- m01 * m10 * m22 * m33
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+ m00 * m11 * m22 * m33);
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}
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/**
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* Inverse of a matrix. Multiplying by the inverse is used in matrix math instead of division.
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*
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* <p>Formula from:
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* http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
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*/
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public static double[] inverse(double[] matrix) {
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double det = determinant(matrix);
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if (isZero(det)) {
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return matrix;
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}
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double m00 = matrix[0],
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m01 = matrix[1],
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m02 = matrix[2],
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m03 = matrix[3],
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m10 = matrix[4],
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m11 = matrix[5],
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m12 = matrix[6],
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m13 = matrix[7],
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m20 = matrix[8],
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m21 = matrix[9],
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m22 = matrix[10],
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m23 = matrix[11],
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m30 = matrix[12],
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m31 = matrix[13],
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m32 = matrix[14],
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m33 = matrix[15];
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return new double[] {
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(m12 * m23 * m31
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- m13 * m22 * m31
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+ m13 * m21 * m32
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- m11 * m23 * m32
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- m12 * m21 * m33
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+ m11 * m22 * m33)
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/ det,
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(m03 * m22 * m31
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- m02 * m23 * m31
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- m03 * m21 * m32
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+ m01 * m23 * m32
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+ m02 * m21 * m33
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- m01 * m22 * m33)
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/ det,
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(m02 * m13 * m31
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- m03 * m12 * m31
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+ m03 * m11 * m32
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- m01 * m13 * m32
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- m02 * m11 * m33
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+ m01 * m12 * m33)
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/ det,
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(m03 * m12 * m21
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- m02 * m13 * m21
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- m03 * m11 * m22
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+ m01 * m13 * m22
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+ m02 * m11 * m23
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- m01 * m12 * m23)
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/ det,
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(m13 * m22 * m30
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- m12 * m23 * m30
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- m13 * m20 * m32
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+ m10 * m23 * m32
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+ m12 * m20 * m33
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- m10 * m22 * m33)
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/ det,
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(m02 * m23 * m30
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- m03 * m22 * m30
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+ m03 * m20 * m32
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- m00 * m23 * m32
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- m02 * m20 * m33
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+ m00 * m22 * m33)
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/ det,
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(m03 * m12 * m30
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- m02 * m13 * m30
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- m03 * m10 * m32
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+ m00 * m13 * m32
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+ m02 * m10 * m33
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- m00 * m12 * m33)
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/ det,
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(m02 * m13 * m20
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- m03 * m12 * m20
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+ m03 * m10 * m22
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- m00 * m13 * m22
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- m02 * m10 * m23
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+ m00 * m12 * m23)
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/ det,
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(m11 * m23 * m30
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- m13 * m21 * m30
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+ m13 * m20 * m31
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- m10 * m23 * m31
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- m11 * m20 * m33
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+ m10 * m21 * m33)
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/ det,
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(m03 * m21 * m30
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- m01 * m23 * m30
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- m03 * m20 * m31
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+ m00 * m23 * m31
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+ m01 * m20 * m33
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- m00 * m21 * m33)
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/ det,
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(m01 * m13 * m30
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- m03 * m11 * m30
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+ m03 * m10 * m31
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- m00 * m13 * m31
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- m01 * m10 * m33
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+ m00 * m11 * m33)
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/ det,
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(m03 * m11 * m20
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- m01 * m13 * m20
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- m03 * m10 * m21
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+ m00 * m13 * m21
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+ m01 * m10 * m23
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- m00 * m11 * m23)
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/ det,
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(m12 * m21 * m30
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- m11 * m22 * m30
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- m12 * m20 * m31
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+ m10 * m22 * m31
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+ m11 * m20 * m32
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- m10 * m21 * m32)
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/ det,
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(m01 * m22 * m30
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- m02 * m21 * m30
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+ m02 * m20 * m31
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- m00 * m22 * m31
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- m01 * m20 * m32
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+ m00 * m21 * m32)
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/ det,
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(m02 * m11 * m30
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- m01 * m12 * m30
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- m02 * m10 * m31
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+ m00 * m12 * m31
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+ m01 * m10 * m32
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- m00 * m11 * m32)
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/ det,
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(m01 * m12 * m20
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- m02 * m11 * m20
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+ m02 * m10 * m21
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- m00 * m12 * m21
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- m01 * m10 * m22
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+ m00 * m11 * m22)
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/ det
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};
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}
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/** Turns columns into rows and rows into columns. */
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public static double[] transpose(double[] m) {
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return new double[] {
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m[0], m[4], m[8], m[12],
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m[1], m[5], m[9], m[13],
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m[2], m[6], m[10], m[14],
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m[3], m[7], m[11], m[15]
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};
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}
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/** Based on: http://tog.acm.org/resources/GraphicsGems/gemsii/unmatrix.c */
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public static void multiplyVectorByMatrix(double[] v, double[] m, double[] result) {
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double vx = v[0], vy = v[1], vz = v[2], vw = v[3];
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result[0] = vx * m[0] + vy * m[4] + vz * m[8] + vw * m[12];
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result[1] = vx * m[1] + vy * m[5] + vz * m[9] + vw * m[13];
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result[2] = vx * m[2] + vy * m[6] + vz * m[10] + vw * m[14];
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result[3] = vx * m[3] + vy * m[7] + vz * m[11] + vw * m[15];
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}
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/** From: https://code.google.com/p/webgl-mjs/source/browse/mjs.js */
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public static double v3Length(double[] a) {
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return Math.sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]);
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}
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/** Based on: https://code.google.com/p/webgl-mjs/source/browse/mjs.js */
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public static double[] v3Normalize(double[] vector, double norm) {
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double im = 1 / (isZero(norm) ? v3Length(vector) : norm);
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return new double[] {vector[0] * im, vector[1] * im, vector[2] * im};
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}
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/**
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* The dot product of a and b, two 3-element vectors. From:
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* https://code.google.com/p/webgl-mjs/source/browse/mjs.js
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*/
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public static double v3Dot(double[] a, double[] b) {
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return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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}
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/**
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* From:
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* http://www.opensource.apple.com/source/WebCore/WebCore-514/platform/graphics/transforms/TransformationMatrix.cpp
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*/
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public static double[] v3Combine(double[] a, double[] b, double aScale, double bScale) {
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return new double[] {
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aScale * a[0] + bScale * b[0], aScale * a[1] + bScale * b[1], aScale * a[2] + bScale * b[2]
|
|
};
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|
}
|
|
|
|
/**
|
|
* From:
|
|
* http://www.opensource.apple.com/source/WebCore/WebCore-514/platform/graphics/transforms/TransformationMatrix.cpp
|
|
*/
|
|
public static double[] v3Cross(double[] a, double[] b) {
|
|
return new double[] {
|
|
a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]
|
|
};
|
|
}
|
|
|
|
public static double roundTo3Places(double n) {
|
|
return Math.round(n * 1000d) * 0.001;
|
|
}
|
|
|
|
public static double[] createIdentityMatrix() {
|
|
double[] res = new double[16];
|
|
resetIdentityMatrix(res);
|
|
return res;
|
|
}
|
|
|
|
public static double degreesToRadians(double degrees) {
|
|
return degrees * Math.PI / 180;
|
|
}
|
|
|
|
public static void resetIdentityMatrix(double[] matrix) {
|
|
matrix[1] =
|
|
matrix[2] =
|
|
matrix[3] =
|
|
matrix[4] =
|
|
matrix[6] =
|
|
matrix[7] =
|
|
matrix[8] =
|
|
matrix[9] = matrix[11] = matrix[12] = matrix[13] = matrix[14] = 0;
|
|
matrix[0] = matrix[5] = matrix[10] = matrix[15] = 1;
|
|
}
|
|
|
|
public static void applyPerspective(double[] m, double perspective) {
|
|
m[11] = -1 / perspective;
|
|
}
|
|
|
|
public static void applyScaleX(double[] m, double factor) {
|
|
m[0] = factor;
|
|
}
|
|
|
|
public static void applyScaleY(double[] m, double factor) {
|
|
m[5] = factor;
|
|
}
|
|
|
|
public static void applyScaleZ(double[] m, double factor) {
|
|
m[10] = factor;
|
|
}
|
|
|
|
public static void applyTranslate2D(double[] m, double x, double y) {
|
|
m[12] = x;
|
|
m[13] = y;
|
|
}
|
|
|
|
public static void applyTranslate3D(double[] m, double x, double y, double z) {
|
|
m[12] = x;
|
|
m[13] = y;
|
|
m[14] = z;
|
|
}
|
|
|
|
public static void applySkewX(double[] m, double radians) {
|
|
m[4] = Math.tan(radians);
|
|
}
|
|
|
|
public static void applySkewY(double[] m, double radians) {
|
|
m[1] = Math.tan(radians);
|
|
}
|
|
|
|
public static void applyRotateX(double[] m, double radians) {
|
|
m[5] = Math.cos(radians);
|
|
m[6] = Math.sin(radians);
|
|
m[9] = -Math.sin(radians);
|
|
m[10] = Math.cos(radians);
|
|
}
|
|
|
|
public static void applyRotateY(double[] m, double radians) {
|
|
m[0] = Math.cos(radians);
|
|
m[2] = -Math.sin(radians);
|
|
m[8] = Math.sin(radians);
|
|
m[10] = Math.cos(radians);
|
|
}
|
|
|
|
// http://www.w3.org/TR/css3-transforms/#recomposing-to-a-2d-matrix
|
|
public static void applyRotateZ(double[] m, double radians) {
|
|
m[0] = Math.cos(radians);
|
|
m[1] = Math.sin(radians);
|
|
m[4] = -Math.sin(radians);
|
|
m[5] = Math.cos(radians);
|
|
}
|
|
}
|