Index: ui/gfx/transform.cc |
diff --git a/ui/gfx/transform.cc b/ui/gfx/transform.cc |
index 19b59dac2039be7debb9485a34d817392e79b978..ef87c70d3f3db4b6fdeb3814e0807fe0c4b6b2ac 100644 |
--- a/ui/gfx/transform.cc |
+++ b/ui/gfx/transform.cc |
@@ -185,10 +185,75 @@ bool Transform::IsIdentity() const { |
return matrix_.isIdentity(); |
} |
+bool Transform::IsIdentityOrTranslation() const { |
+ bool has_no_perspective = !matrix_.getDouble(3, 0) && |
+ !matrix_.getDouble(3, 1) && |
+ !matrix_.getDouble(3, 2) && |
+ (matrix_.getDouble(3, 3) == 1); |
+ |
+ bool has_no_rotation_or_skew = !matrix_.getDouble(0, 1) && |
+ !matrix_.getDouble(0, 2) && |
+ !matrix_.getDouble(1, 0) && |
+ !matrix_.getDouble(1, 2) && |
+ !matrix_.getDouble(2, 0) && |
+ !matrix_.getDouble(2, 1); |
+ |
+ bool has_no_scale = matrix_.getDouble(0, 0) == 1 && |
+ matrix_.getDouble(1, 1) == 1 && |
+ matrix_.getDouble(2, 2) == 1; |
+ |
+ return has_no_perspective && has_no_rotation_or_skew && has_no_scale; |
+} |
+ |
+bool Transform::IsScaleOrTranslation() const { |
+ bool has_no_perspective = !matrix_.getDouble(3, 0) && |
+ !matrix_.getDouble(3, 1) && |
+ !matrix_.getDouble(3, 2) && |
+ (matrix_.getDouble(3, 3) == 1); |
+ |
+ bool has_no_rotation_or_skew = !matrix_.getDouble(0, 1) && |
+ !matrix_.getDouble(0, 2) && |
+ !matrix_.getDouble(1, 0) && |
+ !matrix_.getDouble(1, 2) && |
+ !matrix_.getDouble(2, 0) && |
+ !matrix_.getDouble(2, 1); |
+ |
+ return has_no_perspective && has_no_rotation_or_skew; |
+} |
+ |
+bool Transform::HasPerspective() const { |
+ return matrix_.getDouble(3, 0) || |
+ matrix_.getDouble(3, 1) || |
+ matrix_.getDouble(3, 2) || |
+ (matrix_.getDouble(3, 3) != 1); |
+} |
+ |
bool Transform::IsInvertible() const { |
return std::abs(matrix_.determinant()) > kTooSmallForDeterminant; |
} |
+bool Transform::IsBackFaceVisible() const { |
+ // Compute whether a layer with a forward-facing normal of (0, 0, 1) would |
+ // have its back face visible after applying the transform. |
+ // |
+ // This is done by transforming the normal and seeing if the resulting z |
+ // value is positive or negative. However, note that transforming a normal |
+ // actually requires using the inverse-transpose of the original transform. |
+ |
+ // TODO (shawnsingh) make this perform more efficiently - we do not |
danakj
2012/11/28 00:42:12
is there a bug for this, for M25?
|
+ // actually need to instantiate/invert/transpose any matrices, exploiting the |
+ // fact that we only need to transform (0, 0, 1, 0). |
+ SkMatrix44 inverse; |
+ bool invertible = matrix_.invert(&inverse); |
+ |
+ // Assume the transform does not apply if it's not invertible, so it's |
+ // front face remains visible. |
+ if (!invertible) |
+ return false; |
+ |
+ return inverse.getDouble(2, 2) < 0; |
+} |
+ |
bool Transform::GetInverse(Transform* transform) const { |
return matrix_.invert(&transform->matrix_); |
} |