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| 1 // Copyright 2013 The Chromium Authors. All rights reserved. | 1 // Copyright 2013 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 #include <cmath> | 5 #include <cmath> |
| 6 #include <limits> | 6 #include <limits> |
| 7 | 7 |
| 8 #include "cc/transform_operation.h" | 8 #include "cc/transform_operation.h" |
| 9 | 9 #include "ui/gfx/vector3d_f.h" |
| 10 using WebKit::WebTransformationMatrix; | |
| 11 | 10 |
| 12 namespace { | 11 namespace { |
| 13 const double kAngleEpsilon = 1e-4; | 12 const double kAngleEpsilon = 1e-4; |
| 14 } | 13 } |
| 15 | 14 |
| 16 namespace cc { | 15 namespace cc { |
| 17 | 16 |
| 18 bool TransformOperation::IsIdentity() const { | 17 bool TransformOperation::IsIdentity() const { |
| 19 return matrix.isIdentity(); | 18 return matrix.IsIdentity(); |
| 20 } | 19 } |
| 21 | 20 |
| 22 static bool IsOperationIdentity(const TransformOperation* operation) { | 21 static bool IsOperationIdentity(const TransformOperation* operation) { |
| 23 return !operation || operation->IsIdentity(); | 22 return !operation || operation->IsIdentity(); |
| 24 } | 23 } |
| 25 | 24 |
| 26 static bool ShareSameAxis(const TransformOperation* from, | 25 static bool ShareSameAxis(const TransformOperation* from, |
| 27 const TransformOperation* to, | 26 const TransformOperation* to, |
| 28 double& axis_x, double& axis_y, double& axis_z, | 27 double& axis_x, double& axis_y, double& axis_z, |
| 29 double& angle_from) { | 28 double& angle_from) { |
| (...skipping 36 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 66 axis_y = to->rotate.axis.y; | 65 axis_y = to->rotate.axis.y; |
| 67 axis_z = to->rotate.axis.z; | 66 axis_z = to->rotate.axis.z; |
| 68 // If the axes are pointing in opposite directions, we need to reverse | 67 // If the axes are pointing in opposite directions, we need to reverse |
| 69 // the angle. | 68 // the angle. |
| 70 angle_from = dot > 0 ? from->rotate.angle : -from->rotate.angle; | 69 angle_from = dot > 0 ? from->rotate.angle : -from->rotate.angle; |
| 71 } | 70 } |
| 72 return result; | 71 return result; |
| 73 } | 72 } |
| 74 | 73 |
| 75 static double BlendDoubles(double from, double to, double progress) { | 74 static double BlendDoubles(double from, double to, double progress) { |
| 75 if (progress <= 0.0) |
| 76 return from; |
| 77 |
| 78 if (progress >= 1.0) |
| 79 return to; |
| 80 |
| 76 return from * (1 - progress) + to * progress; | 81 return from * (1 - progress) + to * progress; |
| 77 } | 82 } |
| 78 | 83 |
| 79 bool TransformOperation::BlendTransformOperations( | 84 bool TransformOperation::BlendTransformOperations( |
| 80 const TransformOperation* from, | 85 const TransformOperation* from, |
| 81 const TransformOperation* to, | 86 const TransformOperation* to, |
| 82 double progress, | 87 double progress, |
| 83 WebTransformationMatrix& result) { | 88 gfx::Transform& result) { |
| 84 if (IsOperationIdentity(from) && IsOperationIdentity(to)) | 89 if (IsOperationIdentity(from) && IsOperationIdentity(to)) |
| 85 return true; | 90 return true; |
| 86 | 91 |
| 87 TransformOperation::Type interpolation_type = | 92 TransformOperation::Type interpolation_type = |
| 88 TransformOperation::TransformOperationIdentity; | 93 TransformOperation::TransformOperationIdentity; |
| 89 if (IsOperationIdentity(to)) | 94 if (IsOperationIdentity(to)) |
| 90 interpolation_type = from->type; | 95 interpolation_type = from->type; |
| 91 else | 96 else |
| 92 interpolation_type = to->type; | 97 interpolation_type = to->type; |
| 93 | 98 |
| 94 switch (interpolation_type) { | 99 switch (interpolation_type) { |
| 95 case TransformOperation::TransformOperationTranslate: { | 100 case TransformOperation::TransformOperationTranslate: { |
| 96 double from_x = IsOperationIdentity(from) ? 0 : from->translate.x; | 101 double from_x = IsOperationIdentity(from) ? 0 : from->translate.x; |
| 97 double from_y = IsOperationIdentity(from) ? 0 : from->translate.y; | 102 double from_y = IsOperationIdentity(from) ? 0 : from->translate.y; |
| 98 double from_z = IsOperationIdentity(from) ? 0 : from->translate.z; | 103 double from_z = IsOperationIdentity(from) ? 0 : from->translate.z; |
| 99 double to_x = IsOperationIdentity(to) ? 0 : to->translate.x; | 104 double to_x = IsOperationIdentity(to) ? 0 : to->translate.x; |
| 100 double to_y = IsOperationIdentity(to) ? 0 : to->translate.y; | 105 double to_y = IsOperationIdentity(to) ? 0 : to->translate.y; |
| 101 double to_z = IsOperationIdentity(to) ? 0 : to->translate.z; | 106 double to_z = IsOperationIdentity(to) ? 0 : to->translate.z; |
| 102 result.translate3d(BlendDoubles(from_x, to_x, progress), | 107 result.Translate3d(BlendDoubles(from_x, to_x, progress), |
| 103 BlendDoubles(from_y, to_y, progress), | 108 BlendDoubles(from_y, to_y, progress), |
| 104 BlendDoubles(from_z, to_z, progress)); | 109 BlendDoubles(from_z, to_z, progress)); |
| 105 break; | 110 break; |
| 106 } | 111 } |
| 107 case TransformOperation::TransformOperationRotate: { | 112 case TransformOperation::TransformOperationRotate: { |
| 108 double axis_x = 0; | 113 double axis_x = 0; |
| 109 double axis_y = 0; | 114 double axis_y = 0; |
| 110 double axis_z = 1; | 115 double axis_z = 1; |
| 111 double from_angle = 0; | 116 double from_angle = 0; |
| 112 double to_angle = IsOperationIdentity(to) ? 0 : to->rotate.angle; | 117 double to_angle = IsOperationIdentity(to) ? 0 : to->rotate.angle; |
| 113 if (ShareSameAxis(from, to, axis_x, axis_y, axis_z, from_angle)) | 118 if (ShareSameAxis(from, to, axis_x, axis_y, axis_z, from_angle)) |
| 114 result.rotate3d(axis_x, axis_y, axis_z, | 119 result.RotateAbout(gfx::Vector3dF(axis_x, axis_y, axis_z), |
| 115 BlendDoubles(from_angle, to_angle, progress)); | 120 BlendDoubles(from_angle, to_angle, progress)); |
| 116 else { | 121 else { |
| 117 WebTransformationMatrix to_matrix; | 122 gfx::Transform to_matrix; |
| 118 if (!IsOperationIdentity(to)) | 123 if (!IsOperationIdentity(to)) |
| 119 to_matrix = to->matrix; | 124 to_matrix = to->matrix; |
| 120 WebTransformationMatrix from_matrix; | 125 gfx::Transform from_matrix; |
| 121 if (!IsOperationIdentity(from)) | 126 if (!IsOperationIdentity(from)) |
| 122 from_matrix = from->matrix; | 127 from_matrix = from->matrix; |
| 123 result = to_matrix; | 128 result = to_matrix; |
| 124 if (!result.blend(from_matrix, progress)) | 129 if (!result.Blend(from_matrix, progress)) |
| 125 return false; | 130 return false; |
| 126 } | 131 } |
| 127 break; | 132 break; |
| 128 } | 133 } |
| 129 case TransformOperation::TransformOperationScale: { | 134 case TransformOperation::TransformOperationScale: { |
| 130 double from_x = IsOperationIdentity(from) ? 1 : from->scale.x; | 135 double from_x = IsOperationIdentity(from) ? 1 : from->scale.x; |
| 131 double from_y = IsOperationIdentity(from) ? 1 : from->scale.y; | 136 double from_y = IsOperationIdentity(from) ? 1 : from->scale.y; |
| 132 double from_z = IsOperationIdentity(from) ? 1 : from->scale.z; | 137 double from_z = IsOperationIdentity(from) ? 1 : from->scale.z; |
| 133 double to_x = IsOperationIdentity(to) ? 1 : to->scale.x; | 138 double to_x = IsOperationIdentity(to) ? 1 : to->scale.x; |
| 134 double to_y = IsOperationIdentity(to) ? 1 : to->scale.y; | 139 double to_y = IsOperationIdentity(to) ? 1 : to->scale.y; |
| 135 double to_z = IsOperationIdentity(to) ? 1 : to->scale.z; | 140 double to_z = IsOperationIdentity(to) ? 1 : to->scale.z; |
| 136 result.scale3d(BlendDoubles(from_x, to_x, progress), | 141 result.Scale3d(BlendDoubles(from_x, to_x, progress), |
| 137 BlendDoubles(from_y, to_y, progress), | 142 BlendDoubles(from_y, to_y, progress), |
| 138 BlendDoubles(from_z, to_z, progress)); | 143 BlendDoubles(from_z, to_z, progress)); |
| 139 break; | 144 break; |
| 140 } | 145 } |
| 141 case TransformOperation::TransformOperationSkew: { | 146 case TransformOperation::TransformOperationSkew: { |
| 142 double from_x = IsOperationIdentity(from) ? 0 : from->skew.x; | 147 double from_x = IsOperationIdentity(from) ? 0 : from->skew.x; |
| 143 double from_y = IsOperationIdentity(from) ? 0 : from->skew.y; | 148 double from_y = IsOperationIdentity(from) ? 0 : from->skew.y; |
| 144 double to_x = IsOperationIdentity(to) ? 0 : to->skew.x; | 149 double to_x = IsOperationIdentity(to) ? 0 : to->skew.x; |
| 145 double to_y = IsOperationIdentity(to) ? 0 : to->skew.y; | 150 double to_y = IsOperationIdentity(to) ? 0 : to->skew.y; |
| 146 result.skewX(BlendDoubles(from_x, to_x, progress)); | 151 result.SkewX(BlendDoubles(from_x, to_x, progress)); |
| 147 result.skewY(BlendDoubles(from_y, to_y, progress)); | 152 result.SkewY(BlendDoubles(from_y, to_y, progress)); |
| 148 break; | 153 break; |
| 149 } | 154 } |
| 150 case TransformOperation::TransformOperationPerspective: { | 155 case TransformOperation::TransformOperationPerspective: { |
| 151 double from_perspective_depth = IsOperationIdentity(from) ? | 156 double from_perspective_depth = IsOperationIdentity(from) ? |
| 152 std::numeric_limits<double>::max() : from->perspective_depth; | 157 std::numeric_limits<double>::max() : from->perspective_depth; |
| 153 double to_perspective_depth = IsOperationIdentity(to) ? | 158 double to_perspective_depth = IsOperationIdentity(to) ? |
| 154 std::numeric_limits<double>::max() : to->perspective_depth; | 159 std::numeric_limits<double>::max() : to->perspective_depth; |
| 155 result.applyPerspective( | 160 result.ApplyPerspectiveDepth( |
| 156 BlendDoubles(from_perspective_depth, to_perspective_depth, progress)); | 161 BlendDoubles(from_perspective_depth, to_perspective_depth, progress)); |
| 157 break; | 162 break; |
| 158 } | 163 } |
| 159 case TransformOperation::TransformOperationMatrix: { | 164 case TransformOperation::TransformOperationMatrix: { |
| 160 WebTransformationMatrix to_matrix; | 165 gfx::Transform to_matrix; |
| 161 if (!IsOperationIdentity(to)) | 166 if (!IsOperationIdentity(to)) |
| 162 to_matrix = to->matrix; | 167 to_matrix = to->matrix; |
| 163 WebTransformationMatrix from_matrix; | 168 gfx::Transform from_matrix; |
| 164 if (!IsOperationIdentity(from)) | 169 if (!IsOperationIdentity(from)) |
| 165 from_matrix = from->matrix; | 170 from_matrix = from->matrix; |
| 166 result = to_matrix; | 171 result = to_matrix; |
| 167 if (!result.blend(from_matrix, progress)) | 172 if (!result.Blend(from_matrix, progress)) |
| 168 return false; | 173 return false; |
| 169 break; | 174 break; |
| 170 } | 175 } |
| 171 case TransformOperation::TransformOperationIdentity: | 176 case TransformOperation::TransformOperationIdentity: |
| 172 // Do nothing. | 177 // Do nothing. |
| 173 break; | 178 break; |
| 174 } | 179 } |
| 175 | 180 |
| 176 return true; | 181 return true; |
| 177 } | 182 } |
| 178 | 183 |
| 179 } // namespace cc | 184 } // namespace cc |
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