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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. | 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 | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 // MSVC++ requires this to be set before any other includes to get M_PI. | 5 // MSVC++ requires this to be set before any other includes to get M_PI. |
6 #define _USE_MATH_DEFINES | 6 #define _USE_MATH_DEFINES |
7 | 7 |
8 #include "ui/gfx/transform.h" | 8 #include "ui/gfx/transform.h" |
9 | 9 |
10 #include <cmath> | 10 #include <cmath> |
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263 matrix_.getDouble(3, 1) || | 263 matrix_.getDouble(3, 1) || |
264 matrix_.getDouble(3, 2) || | 264 matrix_.getDouble(3, 2) || |
265 (matrix_.getDouble(3, 3) != 1); | 265 (matrix_.getDouble(3, 3) != 1); |
266 } | 266 } |
267 | 267 |
268 bool Transform::IsInvertible() const { | 268 bool Transform::IsInvertible() const { |
269 return std::abs(matrix_.determinant()) > kTooSmallForDeterminant; | 269 return std::abs(matrix_.determinant()) > kTooSmallForDeterminant; |
270 } | 270 } |
271 | 271 |
272 bool Transform::IsBackFaceVisible() const { | 272 bool Transform::IsBackFaceVisible() const { |
273 // Compute whether a layer with a forward-facing normal of (0, 0, 1) would | 273 // Compute whether a layer with a forward-facing normal of (0, 0, 1, 0) |
274 // have its back face visible after applying the transform. | 274 // would have its back face visible after applying the transform. |
275 // | 275 // |
276 // This is done by transforming the normal and seeing if the resulting z | 276 // This is done by transforming the normal and seeing if the resulting z |
277 // value is positive or negative. However, note that transforming a normal | 277 // value is positive or negative. However, note that transforming a normal |
278 // actually requires using the inverse-transpose of the original transform. | 278 // actually requires using the inverse-transpose of the original transform. |
279 // | |
280 // We can avoid inverting and transposing the matrix since we know we want | |
281 // to transform only the specific normal vector (0, 0, 1, 0). In this case, | |
282 // we only need the 3rd row, 3rd column of the inverse-transpose. We can | |
283 // calculate only the 3rd row 3rd column element of the inverse, skipping | |
284 // everything else. | |
285 // | |
286 // For more information, refer to: | |
287 // http://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution | |
288 // | |
279 | 289 |
280 // TODO (shawnsingh) make this perform more efficiently - we do not | 290 double determinant = matrix_.determinant(); |
281 // actually need to instantiate/invert/transpose any matrices, exploiting the | |
282 // fact that we only need to transform (0, 0, 1, 0). | |
283 SkMatrix44 inverse; | |
284 bool invertible = matrix_.invert(&inverse); | |
285 | 291 |
286 // Assume the transform does not apply if it's not invertible, so it's | 292 // If matrix was not invertible, then just assume back face is not visible. |
287 // front face remains visible. | 293 if (std::abs(determinant) <= kTooSmallForDeterminant) |
288 if (!invertible) | |
289 return false; | 294 return false; |
290 | 295 |
291 return inverse.getDouble(2, 2) < 0; | 296 double cofactor33 = |
297 matrix_.getDouble(0,0) * matrix_.getDouble(1,1) * matrix_.getDouble(3,3) + | |
sky
2012/11/29 23:58:35
It should be 4 space indented and spaces after the
| |
298 matrix_.getDouble(0,1) * matrix_.getDouble(1,3) * matrix_.getDouble(3,0) + | |
299 matrix_.getDouble(0,3) * matrix_.getDouble(1,0) * matrix_.getDouble(3,1) - | |
300 matrix_.getDouble(0,0) * matrix_.getDouble(1,3) * matrix_.getDouble(3,1) - | |
301 matrix_.getDouble(0,1) * matrix_.getDouble(1,0) * matrix_.getDouble(3,3) - | |
302 matrix_.getDouble(0,3) * matrix_.getDouble(1,1) * matrix_.getDouble(3,0); | |
303 | |
304 // Technically the transformed z component is cofactor33 / determinant. But | |
305 // we can avoid the costly division because we only care about the resulting | |
306 // +/- sign; we can check this equivalently by multiplication. | |
307 return cofactor33 * determinant < 0; | |
292 } | 308 } |
293 | 309 |
294 bool Transform::GetInverse(Transform* transform) const { | 310 bool Transform::GetInverse(Transform* transform) const { |
295 return matrix_.invert(&transform->matrix_); | 311 return matrix_.invert(&transform->matrix_); |
296 } | 312 } |
297 | 313 |
298 void Transform::Transpose() { | 314 void Transform::Transpose() { |
299 matrix_.transpose(); | 315 matrix_.transpose(); |
300 } | 316 } |
301 | 317 |
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404 SkDoubleToMScalar(0), | 420 SkDoubleToMScalar(0), |
405 SkDoubleToMScalar(1) | 421 SkDoubleToMScalar(1) |
406 }; | 422 }; |
407 | 423 |
408 xform.mapMScalars(p); | 424 xform.mapMScalars(p); |
409 | 425 |
410 point.SetPoint(ToRoundedInt(p[0]), ToRoundedInt(p[1])); | 426 point.SetPoint(ToRoundedInt(p[0]), ToRoundedInt(p[1])); |
411 } | 427 } |
412 | 428 |
413 } // namespace gfx | 429 } // namespace gfx |
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