react-native/ReactCommon/fabric/components/view/primitives.h

162 lines
5.1 KiB
C++

/**
* Copyright (c) 2015-present, Facebook, Inc.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
#pragma once
#include <cmath>
#include <fabric/graphics/Geometry.h>
namespace facebook {
namespace react {
struct Transform {
std::array<Float, 16> matrix {{
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
}};
static Transform Identity() {
Transform transform;
return transform;
}
static Transform Perspective(const Float &perspective) {
Transform transform;
transform.matrix[11] = -1.0 / perspective;
return transform;
}
static Transform Scale(const Float &factorX, const Float &factorY, const Float &factorZ) {
Transform transform;
transform.matrix[0] = factorX;
transform.matrix[5] = factorY;
transform.matrix[10] = factorZ;
return transform;
}
static Transform Translate(const Float &x, const Float &y, const Float &z) {
Transform transform;
transform.matrix[12] = x;
transform.matrix[13] = y;
transform.matrix[14] = z;
return transform;
}
static Transform Skew(const Float &x, const Float &y) {
Transform transform;
transform.matrix[4] = std::tan(x);
transform.matrix[1] = std::tan(y);
return transform;
}
static Transform RotateX(const Float &radians) {
Transform transform;
transform.matrix[5] = std::cos(radians);
transform.matrix[6] = std::sin(radians);
transform.matrix[9] = -std::sin(radians);
transform.matrix[10] = std::cos(radians);
return transform;
}
static Transform RotateY(const Float &radians) {
Transform transform;
transform.matrix[0] = std::cos(radians);
transform.matrix[2] = -std::sin(radians);
transform.matrix[8] = std::sin(radians);
transform.matrix[10] = std::cos(radians);
return transform;
}
static Transform RotateZ(const Float &radians) {
Transform transform;
transform.matrix[0] = std::cos(radians);
transform.matrix[1] = std::sin(radians);
transform.matrix[4] = -std::sin(radians);
transform.matrix[5] = std::cos(radians);
return transform;
}
static Transform Rotate(const Float &x, const Float &y, const Float &z) {
Transform transform;
if (x != 0) { transform = transform * Transform::RotateX(x); }
if (y != 0) { transform = transform * Transform::RotateY(y); }
if (z != 0) { transform = transform * Transform::RotateZ(z); }
return transform;
}
bool operator ==(const Transform& rhs) const {
for (int i = 0; i < 16; i++) {
if (matrix[i] != rhs.matrix[i]) {
return false;
}
}
return true;
}
bool operator !=(const Transform& rhs) const {
return !(*this == rhs);
}
Transform operator *(const Transform& rhs) const {
if (*this == Transform::Identity()) {
return rhs;
}
const Transform &lhs = *this;
Transform result;
Float lhs00 = lhs.matrix[0], lhs01 = lhs.matrix[1], lhs02 = lhs.matrix[2], lhs03 = lhs.matrix[3],
lhs10 = lhs.matrix[4], lhs11 = lhs.matrix[5], lhs12 = lhs.matrix[6], lhs13 = lhs.matrix[7],
lhs20 = lhs.matrix[8], lhs21 = lhs.matrix[9], lhs22 = lhs.matrix[10], lhs23 = lhs.matrix[11],
lhs30 = lhs.matrix[12], lhs31 = lhs.matrix[13], lhs32 = lhs.matrix[14], lhs33 = lhs.matrix[15];
Float rhs0 = rhs.matrix[0], rhs1 = rhs.matrix[1], rhs2 = rhs.matrix[2], rhs3 = rhs.matrix[3];
result.matrix[0] = rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30;
result.matrix[1] = rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31;
result.matrix[2] = rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32;
result.matrix[3] = rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33;
rhs0 = rhs.matrix[4]; rhs1 = rhs.matrix[5]; rhs2 = rhs.matrix[6]; rhs3 = rhs.matrix[7];
result.matrix[4] = rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30;
result.matrix[5] = rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31;
result.matrix[6] = rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32;
result.matrix[7] = rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33;
rhs0 = rhs.matrix[8]; rhs1 = rhs.matrix[9]; rhs2 = rhs.matrix[10]; rhs3 = rhs.matrix[11];
result.matrix[8] = rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30;
result.matrix[9] = rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31;
result.matrix[10] = rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32;
result.matrix[11] = rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33;
rhs0 = rhs.matrix[12]; rhs1 = rhs.matrix[13]; rhs2 = rhs.matrix[14]; rhs3 = rhs.matrix[15];
result.matrix[12] = rhs0 * lhs00 + rhs1 * lhs10 + rhs2 * lhs20 + rhs3 * lhs30;
result.matrix[13] = rhs0 * lhs01 + rhs1 * lhs11 + rhs2 * lhs21 + rhs3 * lhs31;
result.matrix[14] = rhs0 * lhs02 + rhs1 * lhs12 + rhs2 * lhs22 + rhs3 * lhs32;
result.matrix[15] = rhs0 * lhs03 + rhs1 * lhs13 + rhs2 * lhs23 + rhs3 * lhs33;
return result;
}
};
enum class PointerEventsMode {
Auto,
None,
BoxNone,
BoxOnly
};
enum class BorderStyle {
Solid,
Dotted,
Dashed
};
} // namespace react
} // namespace facebook