/* * Copyright (C) 2005, 2006 Apple Computer, Inc. All rights reserved. * 2010 Dirk Schulze * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "config.h" #include "AffineTransform.h" #include "FloatConversion.h" #include "FloatQuad.h" #include "FloatRect.h" #include "IntRect.h" #include namespace WebCore { static void affineTransformDecompose(const AffineTransform& matrix, double sr[9]) { AffineTransform m(matrix); // Compute scaling factors double sx = matrix.xScale(); double sy = matrix.yScale(); // Compute cross product of transformed unit vectors. If negative, // one axis was flipped. if (m.a() * m.d() - m.c() * m.b() < 0.0) { // Flip axis with minimum unit vector dot product if (m.a() < m.d()) sx = -sx; else sy = -sy; } // Remove scale from matrix m.scale(1.0 / sx, 1.0 / sy); // Compute rotation double angle = atan2(m.b(), m.a()); // Remove rotation from matrix m.rotate(rad2deg(-angle)); // Return results sr[0] = sx; sr[1] = sy; sr[2] = angle; sr[3] = m.a(); sr[4] = m.b(); sr[5] = m.c(); sr[6] = m.d(); sr[7] = m.e(); sr[8] = m.f(); } static void affineTransformCompose(AffineTransform& m, const double sr[9]) { m.setA(sr[3]); m.setB(sr[4]); m.setC(sr[5]); m.setD(sr[6]); m.setE(sr[7]); m.setF(sr[8]); m.rotate(rad2deg(sr[2])); m.scale(sr[0], sr[1]); } AffineTransform::AffineTransform() { setMatrix(1, 0, 0, 1, 0, 0); } AffineTransform::AffineTransform(double a, double b, double c, double d, double e, double f) { setMatrix(a, b, c, d, e, f); } void AffineTransform::makeIdentity() { setMatrix(1, 0, 0, 1, 0, 0); } void AffineTransform::setMatrix(double a, double b, double c, double d, double e, double f) { m_transform[0] = a; m_transform[1] = b; m_transform[2] = c; m_transform[3] = d; m_transform[4] = e; m_transform[5] = f; } bool AffineTransform::isIdentity() const { return (m_transform[0] == 1 && m_transform[1] == 0 && m_transform[2] == 0 && m_transform[3] == 1 && m_transform[4] == 0 && m_transform[5] == 0); } double AffineTransform::xScale() const { return sqrt(m_transform[0] * m_transform[0] + m_transform[1] * m_transform[1]); } double AffineTransform::yScale() const { return sqrt(m_transform[2] * m_transform[2] + m_transform[3] * m_transform[3]); } double AffineTransform::det() const { return m_transform[0] * m_transform[3] - m_transform[1] * m_transform[2]; } bool AffineTransform::isInvertible() const { return det() != 0.0; } AffineTransform AffineTransform::inverse() const { double determinant = det(); if (determinant == 0.0) return AffineTransform(); AffineTransform result; if (isIdentityOrTranslation()) { result.m_transform[4] = -m_transform[4]; result.m_transform[5] = -m_transform[5]; return result; } result.m_transform[0] = m_transform[3] / determinant; result.m_transform[1] = -m_transform[1] / determinant; result.m_transform[2] = -m_transform[2] / determinant; result.m_transform[3] = m_transform[0] / determinant; result.m_transform[4] = (m_transform[2] * m_transform[5] - m_transform[3] * m_transform[4]) / determinant; result.m_transform[5] = (m_transform[1] * m_transform[4] - m_transform[0] * m_transform[5]) / determinant; return result; } // Multiplies this AffineTransform by the provided AffineTransform - i.e. // this = this * other; AffineTransform& AffineTransform::multiply(const AffineTransform& other) { AffineTransform trans; trans.m_transform[0] = other.m_transform[0] * m_transform[0] + other.m_transform[1] * m_transform[2]; trans.m_transform[1] = other.m_transform[0] * m_transform[1] + other.m_transform[1] * m_transform[3]; trans.m_transform[2] = other.m_transform[2] * m_transform[0] + other.m_transform[3] * m_transform[2]; trans.m_transform[3] = other.m_transform[2] * m_transform[1] + other.m_transform[3] * m_transform[3]; trans.m_transform[4] = other.m_transform[4] * m_transform[0] + other.m_transform[5] * m_transform[2] + m_transform[4]; trans.m_transform[5] = other.m_transform[4] * m_transform[1] + other.m_transform[5] * m_transform[3] + m_transform[5]; setMatrix(trans.m_transform); return *this; } AffineTransform& AffineTransform::rotate(double a) { // angle is in degree. Switch to radian a = deg2rad(a); double cosAngle = cos(a); double sinAngle = sin(a); AffineTransform rot(cosAngle, sinAngle, -sinAngle, cosAngle, 0, 0); multiply(rot); return *this; } AffineTransform& AffineTransform::scale(double s) { return scale(s, s); } AffineTransform& AffineTransform::scale(double sx, double sy) { m_transform[0] *= sx; m_transform[1] *= sx; m_transform[2] *= sy; m_transform[3] *= sy; return *this; } // *this = *this * translation AffineTransform& AffineTransform::translate(double tx, double ty) { if (isIdentityOrTranslation()) { m_transform[4] += tx; m_transform[5] += ty; return *this; } m_transform[4] += tx * m_transform[0] + ty * m_transform[2]; m_transform[5] += tx * m_transform[1] + ty * m_transform[3]; return *this; } AffineTransform& AffineTransform::scaleNonUniform(double sx, double sy) { return scale(sx, sy); } AffineTransform& AffineTransform::rotateFromVector(double x, double y) { return rotate(rad2deg(atan2(y, x))); } AffineTransform& AffineTransform::flipX() { return scale(-1, 1); } AffineTransform& AffineTransform::flipY() { return scale(1, -1); } AffineTransform& AffineTransform::shear(double sx, double sy) { double a = m_transform[0]; double b = m_transform[1]; m_transform[0] += sy * m_transform[2]; m_transform[1] += sy * m_transform[3]; m_transform[2] += sx * a; m_transform[3] += sx * b; return *this; } AffineTransform& AffineTransform::skew(double angleX, double angleY) { return shear(tan(deg2rad(angleX)), tan(deg2rad(angleY))); } AffineTransform& AffineTransform::skewX(double angle) { return shear(tan(deg2rad(angle)), 0); } AffineTransform& AffineTransform::skewY(double angle) { return shear(0, tan(deg2rad(angle))); } AffineTransform makeMapBetweenRects(const FloatRect& source, const FloatRect& dest) { AffineTransform transform; transform.translate(dest.x() - source.x(), dest.y() - source.y()); transform.scale(dest.width() / source.width(), dest.height() / source.height()); return transform; } void AffineTransform::map(double x, double y, double& x2, double& y2) const { x2 = (m_transform[0] * x + m_transform[2] * y + m_transform[4]); y2 = (m_transform[1] * x + m_transform[3] * y + m_transform[5]); } IntPoint AffineTransform::mapPoint(const IntPoint& point) const { double x2, y2; map(point.x(), point.y(), x2, y2); // Round the point. return IntPoint(lround(x2), lround(y2)); } FloatPoint AffineTransform::mapPoint(const FloatPoint& point) const { double x2, y2; map(point.x(), point.y(), x2, y2); return FloatPoint(narrowPrecisionToFloat(x2), narrowPrecisionToFloat(y2)); } IntRect AffineTransform::mapRect(const IntRect &rect) const { return enclosingIntRect(mapRect(FloatRect(rect))); } FloatRect AffineTransform::mapRect(const FloatRect& rect) const { if (isIdentityOrTranslation()) { FloatRect mappedRect(rect); mappedRect.move(narrowPrecisionToFloat(m_transform[4]), narrowPrecisionToFloat(m_transform[5])); return mappedRect; } FloatQuad result; result.setP1(mapPoint(rect.location())); result.setP2(mapPoint(FloatPoint(rect.maxX(), rect.y()))); result.setP3(mapPoint(FloatPoint(rect.maxX(), rect.maxY()))); result.setP4(mapPoint(FloatPoint(rect.x(), rect.maxY()))); return result.boundingBox(); } FloatQuad AffineTransform::mapQuad(const FloatQuad& q) const { if (isIdentityOrTranslation()) { FloatQuad mappedQuad(q); mappedQuad.move(narrowPrecisionToFloat(m_transform[4]), narrowPrecisionToFloat(m_transform[5])); return mappedQuad; } FloatQuad result; result.setP1(mapPoint(q.p1())); result.setP2(mapPoint(q.p2())); result.setP3(mapPoint(q.p3())); result.setP4(mapPoint(q.p4())); return result; } void AffineTransform::blend(const AffineTransform& from, double progress) { double srA[9], srB[9]; affineTransformDecompose(from, srA); affineTransformDecompose(*this, srB); // If x-axis of one is flipped, and y-axis of the other, convert to an unflipped rotation. if ((srA[0] < 0 && srB[1] < 0) || (srA[1] < 0 && srB[0] < 0)) { srA[0] = -srA[0]; srA[1] = -srA[1]; srA[2] += srA[2] < 0 ? piDouble : -piDouble; } // Don't rotate the long way around. srA[2] = fmod(srA[2], 2.0 * piDouble); srB[2] = fmod(srB[2], 2.0 * piDouble); if (fabs(srA[2] - srB[2]) > piDouble) { if (srA[2] > srB[2]) srA[2] -= piDouble * 2.0; else srB[2] -= piDouble * 2.0; } for (int i = 0; i < 9; i++) srA[i] = srA[i] + progress * (srB[i] - srA[i]); affineTransformCompose(*this, srA); } TransformationMatrix AffineTransform::toTransformationMatrix() const { return TransformationMatrix(m_transform[0], m_transform[1], m_transform[2], m_transform[3], m_transform[4], m_transform[5]); } }