Fabric: Transform type and <View transform/> prop
Summary: The matrix magic and parsing approach are mixins between current iOS and Android implementation. Reviewed By: fkgozali Differential Revision: D8344054 fbshipit-source-id: 524b48c5ab61959ce740373534d0d435eb37b647
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@ -32,6 +32,7 @@ ViewProps::ViewProps(const ViewProps &sourceProps, const RawProps &rawProps):
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shadowOffset(convertRawProp(rawProps, "shadowOffset", sourceProps.shadowOffset)),
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shadowOpacity(convertRawProp(rawProps, "shadowOpacity", sourceProps.shadowOpacity)),
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shadowRadius(convertRawProp(rawProps, "shadowRadius", sourceProps.shadowRadius)),
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transform(convertRawProp(rawProps, "transform", sourceProps.transform)),
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backfaceVisibility(convertRawProp(rawProps, "backfaceVisibility", sourceProps.backfaceVisibility)),
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shouldRasterize(convertRawProp(rawProps, "shouldRasterize", sourceProps.shouldRasterize)),
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zIndex(convertRawProp(rawProps, "zIndex", sourceProps.zIndex)),
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@ -52,6 +52,7 @@ public:
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const Float shadowRadius {};
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// Transform
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const Transform transform {};
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const bool backfaceVisibility {false};
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const bool shouldRasterize {false};
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const int zIndex {0};
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@ -227,6 +227,54 @@ inline void fromDynamic(const folly::dynamic &value, YGFloatOptional &result) {
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abort();
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}
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inline void fromDynamic(const folly::dynamic &value, Transform &result) {
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assert(value.isArray());
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Transform transformMatrix;
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for (auto &&tranformConfiguration : value) {
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assert(tranformConfiguration.isObject());
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auto pair = *tranformConfiguration.items().begin();
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auto &&operation = pair.first.asString();
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auto &¶meters = pair.second;
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if (operation == "matrix") {
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assert(parameters.isArray());
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assert(parameters.size() == transformMatrix.matrix.size());
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int i = 0;
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for (auto item : parameters) {
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transformMatrix.matrix[i++] = (Float)item.asDouble();
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}
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} else if (operation == "perspective") {
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transformMatrix = transformMatrix * Transform::Perspective((Float)parameters.asDouble());
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} else if (operation == "rotateX") {
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transformMatrix = transformMatrix * Transform::Rotate((Float)parameters.asDouble(), 0, 0);
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} else if (operation == "rotateY") {
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transformMatrix = transformMatrix * Transform::Rotate(0, (Float)parameters.asDouble(), 0);
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} else if (operation == "rotateZ") {
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transformMatrix = transformMatrix * Transform::Rotate(0, 0, (Float)parameters.asDouble());
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} else if (operation == "scale") {
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transformMatrix = transformMatrix * Transform::Scale((Float)parameters.asDouble(), (Float)parameters.asDouble(), (Float)parameters.asDouble());
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} else if (operation == "scaleX") {
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transformMatrix = transformMatrix * Transform::Scale((Float)parameters.asDouble(), 0, 0);
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} else if (operation == "scaleY") {
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transformMatrix = transformMatrix * Transform::Scale(0, (Float)parameters.asDouble(), 0);
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} else if (operation == "scaleZ") {
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transformMatrix = transformMatrix * Transform::Scale(0, 0, (Float)parameters.asDouble());
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} else if (operation == "translate") {
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transformMatrix = transformMatrix * Transform::Translate(parameters[0].asDouble(), parameters[1].asDouble(), 0);
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} else if (operation == "translateX") {
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transformMatrix = transformMatrix * Transform::Translate(parameters[0].asDouble(), 0, 0);
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} else if (operation == "translateY") {
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transformMatrix = transformMatrix * Transform::Translate(0, parameters[0].asDouble(), 0);
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} else if (operation == "skewX") {
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transformMatrix = transformMatrix * Transform::Skew(parameters.asDouble(), 0);
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} else if (operation == "skewY") {
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transformMatrix = transformMatrix * Transform::Skew(0, parameters.asDouble());
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}
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}
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result = transformMatrix;
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}
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inline void fromDynamic(const folly::dynamic &value, PointerEventsMode &result) {
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assert(value.isString());
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auto stringValue = value.asString();
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@ -12,6 +12,137 @@
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namespace facebook {
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namespace react {
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struct Transform {
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std::array<Float, 16> matrix {{
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0, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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}};
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static Transform Identity() {
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Transform transform;
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return transform;
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}
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static Transform Perspective(const Float &perspective) {
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Transform transform;
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transform.matrix[11] = -1.0 / perspective;
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return transform;
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}
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static Transform Scale(const Float &factorX, const Float &factorY, const Float &factorZ) {
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Transform transform;
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transform.matrix[0] = factorX;
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transform.matrix[5] = factorY;
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transform.matrix[10] = factorZ;
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return transform;
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}
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static Transform Translate(const Float &x, const Float &y, const Float &z) {
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Transform transform;
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transform.matrix[12] = x;
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transform.matrix[13] = y;
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transform.matrix[14] = z;
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return transform;
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}
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static Transform Skew(const Float &x, const Float &y) {
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Transform transform;
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transform.matrix[4] = std::tan(x);
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transform.matrix[1] = std::tan(y);
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return transform;
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}
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static Transform RotateX(const Float &radians) {
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Transform transform;
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transform.matrix[5] = std::cos(radians);
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transform.matrix[6] = std::sin(radians);
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transform.matrix[9] = -std::sin(radians);
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transform.matrix[10] = std::cos(radians);
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return transform;
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}
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static Transform RotateY(const Float &radians) {
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Transform transform;
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transform.matrix[0] = std::cos(radians);
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transform.matrix[2] = -std::sin(radians);
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transform.matrix[8] = std::sin(radians);
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transform.matrix[10] = std::cos(radians);
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return transform;
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}
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static Transform RotateZ(const Float &radians) {
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Transform transform;
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transform.matrix[0] = std::cos(radians);
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transform.matrix[1] = std::sin(radians);
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transform.matrix[4] = -std::sin(radians);
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transform.matrix[5] = std::cos(radians);
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return transform;
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}
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static Transform Rotate(const Float &x, const Float &y, const Float &z) {
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Transform transform;
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if (x != 0) { transform = transform * Transform::RotateX(x); }
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if (y != 0) { transform = transform * Transform::RotateY(y); }
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if (z != 0) { transform = transform * Transform::RotateZ(z); }
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return transform;
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}
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bool operator ==(const Transform& rhs) const {
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for (int i = 0; i < 16; i++) {
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if (matrix[i] != rhs.matrix[i]) {
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return false;
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}
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}
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return true;
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}
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bool operator !=(const Transform& rhs) const {
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return !(*this == rhs);
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}
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Transform operator *(const Transform& rhs) const {
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if (*this == Transform::Identity()) {
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return rhs;
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}
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const Transform &lhs = *this;
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Transform result;
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Float lhs00 = lhs.matrix[0], lhs01 = lhs.matrix[1], lhs02 = lhs.matrix[2], lhs03 = lhs.matrix[3],
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lhs10 = lhs.matrix[4], lhs11 = lhs.matrix[5], lhs12 = lhs.matrix[6], lhs13 = lhs.matrix[7],
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lhs20 = lhs.matrix[8], lhs21 = lhs.matrix[9], lhs22 = lhs.matrix[10], lhs23 = lhs.matrix[11],
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lhs30 = lhs.matrix[12], lhs31 = lhs.matrix[13], lhs32 = lhs.matrix[14], lhs33 = lhs.matrix[15];
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Float rhs0 = rhs.matrix[0], rhs1 = rhs.matrix[1], rhs2 = rhs.matrix[2], rhs3 = rhs.matrix[3];
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result.matrix[0] = rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30;
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result.matrix[1] = rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31;
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result.matrix[2] = rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32;
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result.matrix[3] = rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33;
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rhs0 = rhs.matrix[4]; rhs1 = rhs.matrix[5]; rhs2 = rhs.matrix[6]; rhs3 = rhs.matrix[7];
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result.matrix[4] = rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30;
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result.matrix[5] = rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31;
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result.matrix[6] = rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32;
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result.matrix[7] = rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33;
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rhs0 = rhs.matrix[8]; rhs1 = rhs.matrix[9]; rhs2 = rhs.matrix[10]; rhs3 = rhs.matrix[11];
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result.matrix[8] = rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30;
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result.matrix[9] = rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31;
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result.matrix[10] = rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32;
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result.matrix[11] = rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33;
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rhs0 = rhs.matrix[12]; rhs1 = rhs.matrix[13]; rhs2 = rhs.matrix[14]; rhs3 = rhs.matrix[15];
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result.matrix[12] = rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30;
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result.matrix[13] = rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31;
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result.matrix[14] = rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32;
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result.matrix[15] = rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33;
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return result;
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}
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};
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enum class PointerEventsMode {
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Auto,
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None,
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