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.
5 #ifndef UI_GFX_TRANSFORM_H_
6 #define UI_GFX_TRANSFORM_H_
10 #include "base/compiler_specific.h"
11 #include "third_party/skia/include/utils/SkMatrix44.h"
12 #include "ui/gfx/gfx_export.h"
13 #include "ui/gfx/vector2d_f.h"
23 // 4x4 transformation matrix. Transform is cheap and explicitly allows
25 class GFX_EXPORT Transform
{
28 enum SkipInitialization
{
32 Transform() : matrix_(SkMatrix44::kIdentity_Constructor
) {}
34 // Skips initializing this matrix to avoid overhead, when we know it will be
35 // initialized before use.
36 Transform(SkipInitialization
)
37 : matrix_(SkMatrix44::kUninitialized_Constructor
) {}
38 Transform(const Transform
& rhs
) : matrix_(rhs
.matrix_
) {}
39 // Initialize with the concatenation of lhs * rhs.
40 Transform(const Transform
& lhs
, const Transform
& rhs
)
41 : matrix_(lhs
.matrix_
, rhs
.matrix_
) {}
42 // Constructs a transform from explicit 16 matrix elements. Elements
43 // should be given in row-major order.
44 Transform(SkMScalar col1row1
,
60 // Constructs a transform from explicit 2d elements. All other matrix
61 // elements remain the same as the corresponding elements of an identity
63 Transform(SkMScalar col1row1
,
67 SkMScalar x_translation
,
68 SkMScalar y_translation
);
71 bool operator==(const Transform
& rhs
) const { return matrix_
== rhs
.matrix_
; }
72 bool operator!=(const Transform
& rhs
) const { return matrix_
!= rhs
.matrix_
; }
74 // Resets this transform to the identity transform.
75 void MakeIdentity() { matrix_
.setIdentity(); }
77 // Applies the current transformation on a 2d rotation and assigns the result
79 void Rotate(double degrees
) { RotateAboutZAxis(degrees
); }
81 // Applies the current transformation on an axis-angle rotation and assigns
82 // the result to |this|.
83 void RotateAboutXAxis(double degrees
);
84 void RotateAboutYAxis(double degrees
);
85 void RotateAboutZAxis(double degrees
);
86 void RotateAbout(const Vector3dF
& axis
, double degrees
);
88 // Applies the current transformation on a scaling and assigns the result
90 void Scale(SkMScalar x
, SkMScalar y
);
91 void Scale3d(SkMScalar x
, SkMScalar y
, SkMScalar z
);
92 gfx::Vector2dF
Scale2d() const {
93 return gfx::Vector2dF(matrix_
.get(0, 0), matrix_
.get(1, 1));
96 // Applies the current transformation on a translation and assigns the result
98 void Translate(SkMScalar x
, SkMScalar y
);
99 void Translate3d(SkMScalar x
, SkMScalar y
, SkMScalar z
);
101 // Applies the current transformation on a skew and assigns the result
103 void SkewX(double angle_x
);
104 void SkewY(double angle_y
);
106 // Applies the current transformation on a perspective transform and assigns
107 // the result to |this|.
108 void ApplyPerspectiveDepth(SkMScalar depth
);
110 // Applies a transformation on the current transformation
111 // (i.e. 'this = this * transform;').
112 void PreconcatTransform(const Transform
& transform
);
114 // Applies a transformation on the current transformation
115 // (i.e. 'this = transform * this;').
116 void ConcatTransform(const Transform
& transform
);
118 // Returns true if this is the identity matrix.
119 bool IsIdentity() const { return matrix_
.isIdentity(); }
121 // Returns true if the matrix is either identity or pure translation.
122 bool IsIdentityOrTranslation() const {
123 return !(matrix_
.getType() & ~SkMatrix44::kTranslate_Mask
);
126 // Returns true if the matrix is either identity or pure translation,
127 // allowing for an amount of inaccuracy as specified by the parameter.
128 bool IsApproximatelyIdentityOrTranslation(SkMScalar tolerance
) const;
130 // Returns true if the matrix is either a positive scale and/or a translation.
131 bool IsPositiveScaleOrTranslation() const {
132 if (!IsScaleOrTranslation())
134 return matrix_
.get(0, 0) > 0.0 && matrix_
.get(1, 1) > 0.0 &&
135 matrix_
.get(2, 2) > 0.0;
138 // Returns true if the matrix is either identity or pure, non-fractional
140 bool IsIdentityOrIntegerTranslation() const;
142 // Returns true if the matrix had only scaling components.
143 bool IsScale2d() const {
144 return !(matrix_
.getType() & ~SkMatrix44::kScale_Mask
);
147 // Returns true if the matrix is has only scaling and translation components.
148 bool IsScaleOrTranslation() const {
149 int mask
= SkMatrix44::kScale_Mask
| SkMatrix44::kTranslate_Mask
;
150 return (matrix_
.getType() & ~mask
) == 0;
153 // Returns true if axis-aligned 2d rects will remain axis-aligned after being
154 // transformed by this matrix.
155 bool Preserves2dAxisAlignment() const;
157 // Returns true if the matrix has any perspective component that would
158 // change the w-component of a homogeneous point.
159 bool HasPerspective() const {
160 return (matrix_
.getType() & SkMatrix44::kPerspective_Mask
) != 0;
163 // Returns true if this transform is non-singular.
164 bool IsInvertible() const { return matrix_
.invert(NULL
); }
166 // Returns true if a layer with a forward-facing normal of (0, 0, 1) would
167 // have its back side facing frontwards after applying the transform.
168 bool IsBackFaceVisible() const;
170 // Inverts the transform which is passed in. Returns true if successful.
171 bool GetInverse(Transform
* transform
) const WARN_UNUSED_RESULT
;
173 // Transposes this transform in place.
176 // Set 3rd row and 3rd colum to (0, 0, 1, 0). Note that this flattening
177 // operation is not quite the same as an orthographic projection and is
178 // technically not a linear operation.
180 // One useful interpretation of doing this operation:
181 // - For x and y values, the new transform behaves effectively like an
182 // orthographic projection was added to the matrix sequence.
183 // - For z values, the new transform overrides any effect that the transform
184 // had on z, and instead it preserves the z value for any points that are
186 // - Because of linearity of transforms, this flattened transform also
187 // preserves the effect that any subsequent (multiplied from the right)
188 // transforms would have on z values.
192 // Returns the x and y translation components of the matrix.
193 Vector2dF
To2dTranslation() const;
195 // Applies the transformation to the point.
196 void TransformPoint(Point3F
* point
) const;
198 // Applies the transformation to the point.
199 void TransformPoint(Point
* point
) const;
201 // Applies the reverse transformation on the point. Returns true if the
202 // transformation can be inverted.
203 bool TransformPointReverse(Point3F
* point
) const;
205 // Applies the reverse transformation on the point. Returns true if the
206 // transformation can be inverted. Rounds the result to the nearest point.
207 bool TransformPointReverse(Point
* point
) const;
209 // Applies transformation on the given rect. After the function completes,
210 // |rect| will be the smallest axis aligned bounding rect containing the
212 void TransformRect(RectF
* rect
) const;
214 // Applies the reverse transformation on the given rect. After the function
215 // completes, |rect| will be the smallest axis aligned bounding rect
216 // containing the transformed rect. Returns false if the matrix cannot be
218 bool TransformRectReverse(RectF
* rect
) const;
220 // Applies transformation on the given box. After the function completes,
221 // |box| will be the smallest axis aligned bounding box containing the
223 void TransformBox(BoxF
* box
) const;
225 // Applies the reverse transformation on the given box. After the function
226 // completes, |box| will be the smallest axis aligned bounding box
227 // containing the transformed box. Returns false if the matrix cannot be
229 bool TransformBoxReverse(BoxF
* box
) const;
231 // Decomposes |this| and |from|, interpolates the decomposed values, and
232 // sets |this| to the reconstituted result. Returns false if either matrix
233 // can't be decomposed. Uses routines described in this spec:
234 // http://www.w3.org/TR/css3-3d-transforms/.
236 // Note: this call is expensive since we need to decompose the transform. If
237 // you're going to be calling this rapidly (e.g., in an animation) you should
238 // decompose once using gfx::DecomposeTransforms and reuse your
239 // DecomposedTransform.
240 bool Blend(const Transform
& from
, double progress
);
242 // Returns |this| * |other|.
243 Transform
operator*(const Transform
& other
) const {
244 return Transform(*this, other
);
247 // Sets |this| = |this| * |other|
248 Transform
& operator*=(const Transform
& other
) {
249 PreconcatTransform(other
);
253 // Returns the underlying matrix.
254 const SkMatrix44
& matrix() const { return matrix_
; }
255 SkMatrix44
& matrix() { return matrix_
; }
257 std::string
ToString() const;
260 void TransformPointInternal(const SkMatrix44
& xform
,
263 void TransformPointInternal(const SkMatrix44
& xform
,
264 Point3F
* point
) const;
268 // copy/assign are allowed.
273 #endif // UI_GFX_TRANSFORM_H_