Fabric: Transform type was moved to graphics module.

Summary:
We will use it inside `core` module, so we have to decouple it from `view`.
As part of this, I added some comments, changed `const Float &` to just `Float` and put the implementation into `.cpp` file.

Reviewed By: mdvacca

Differential Revision: D14593952

fbshipit-source-id: 80f7746f4fc5b95febc8df9f5a9c0386a6425c88
This commit is contained in:
Valentin Shergin
2019-03-25 12:00:31 -07:00
committed by Facebook Github Bot
parent b943db418f
commit af38a0cf87
6 changed files with 254 additions and 162 deletions

View File

@@ -8,10 +8,11 @@
#import <UIKit/UIKit.h>
#import <react/components/view/primitives.h>
#import <react/components/view/AccessibilityPrimitives.h>
#import <react/components/view/primitives.h>
#import <react/graphics/Color.h>
#import <react/graphics/Geometry.h>
#import <react/graphics/Transform.h>
NS_ASSUME_NONNULL_BEGIN

View File

@@ -13,6 +13,7 @@
#include <react/core/Props.h>
#include <react/graphics/Color.h>
#include <react/graphics/Geometry.h>
#include <react/graphics/Transform.h>
namespace facebook {
namespace react {

View File

@@ -14,6 +14,7 @@
#include <react/components/view/primitives.h>
#include <react/core/LayoutMetrics.h>
#include <react/graphics/Geometry.h>
#include <react/graphics/Transform.h>
#include <stdlib.h>
#include <yoga/YGEnums.h>
#include <yoga/YGNode.h>

View File

@@ -16,167 +16,6 @@
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() {
return {};
}
static Transform Perspective(const Float &perspective) {
auto transform = Transform{};
transform.matrix[11] = -1.0 / perspective;
return transform;
}
static Transform
Scale(const Float &factorX, const Float &factorY, const Float &factorZ) {
auto 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) {
auto 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) {
auto transform = Transform{};
transform.matrix[4] = std::tan(x);
transform.matrix[1] = std::tan(y);
return transform;
}
static Transform RotateX(const Float &radians) {
auto 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) {
auto 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) {
auto 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) {
auto 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 (auto 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 auto &lhs = *this;
auto result = Transform{};
auto 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];
auto 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 };

View File

@@ -0,0 +1,153 @@
// Copyright (c) Facebook, Inc. and its affiliates.
// This source code is licensed under the MIT license found in the
// LICENSE file in the root directory of this source tree.
#include "Transform.h"
#include <cmath>
namespace facebook {
namespace react {
Transform Transform::Identity() {
return {};
}
Transform Transform::Perspective(Float perspective) {
auto transform = Transform{};
transform.matrix[11] = -1.0 / perspective;
return transform;
}
Transform Transform::Scale(Float factorX, Float factorY, Float factorZ) {
auto transform = Transform{};
transform.matrix[0] = factorX;
transform.matrix[5] = factorY;
transform.matrix[10] = factorZ;
return transform;
}
Transform Transform::Translate(Float x, Float y, Float z) {
auto transform = Transform{};
transform.matrix[12] = x;
transform.matrix[13] = y;
transform.matrix[14] = z;
return transform;
}
Transform Transform::Skew(Float x, Float y) {
auto transform = Transform{};
transform.matrix[4] = std::tan(x);
transform.matrix[1] = std::tan(y);
return transform;
}
Transform Transform::RotateX(Float radians) {
auto 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;
}
Transform Transform::RotateY(Float radians) {
auto 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;
}
Transform Transform::RotateZ(Float radians) {
auto 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;
}
Transform Transform::Rotate(Float x, Float y, Float z) {
auto 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 Transform::operator==(Transform const &rhs) const {
for (auto i = 0; i < 16; i++) {
if (matrix[i] != rhs.matrix[i]) {
return false;
}
}
return true;
}
bool Transform::operator!=(Transform const &rhs) const {
return !(*this == rhs);
}
Transform Transform::operator*(Transform const &rhs) const {
if (*this == Transform::Identity()) {
return rhs;
}
const auto &lhs = *this;
auto result = Transform{};
auto 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];
auto 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;
}
} // namespace react
} // namespace facebook

View File

@@ -0,0 +1,97 @@
// Copyright (c) Facebook, Inc. and its affiliates.
// 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 <array>
#include <folly/Hash.h>
#include <react/graphics/Float.h>
namespace facebook {
namespace react {
/*
* Defines transform matrix to apply affine transformations.
*/
struct Transform {
std::array<Float, 16> matrix{
{1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1}};
/*
* Returs the identity transform (`[1 0 0 0; 0 1 0 0; 0 0 1 0; 0 0 0 1]`).
*/
static Transform Identity();
/*
* Returns a Perspective transform.
*/
static Transform Perspective(Float perspective);
/*
* Returns a Scale transform.
*/
static Transform Scale(Float factorX, Float factorY, Float factorZ);
/*
* Returns a Translate transform.
*/
static Transform Translate(Float x, Float y, Float z);
/*
* Returns a Skew transform.
*/
static Transform Skew(Float x, Float y);
/*
* Returns a transform that rotates by `angle` radians along the given axis.
*/
static Transform RotateX(Float angle);
static Transform RotateY(Float angle);
static Transform RotateZ(Float angle);
static Transform Rotate(Float angleX, Float angleY, Float angleZ);
/*
* Equality operators.
*/
bool operator==(Transform const &rhs) const;
bool operator!=(Transform const &rhs) const;
/*
* Concatenates (multiplies) transform matrices.
*/
Transform operator*(Transform const &rhs) const;
};
} // namespace react
} // namespace facebook
namespace std {
template <>
struct hash<facebook::react::Transform> {
size_t operator()(const facebook::react::Transform &transform) const {
return folly::hash::hash_combine(
0,
transform.matrix[0],
transform.matrix[1],
transform.matrix[2],
transform.matrix[3],
transform.matrix[4],
transform.matrix[5],
transform.matrix[6],
transform.matrix[7],
transform.matrix[8],
transform.matrix[9],
transform.matrix[10],
transform.matrix[11],
transform.matrix[12],
transform.matrix[13],
transform.matrix[14],
transform.matrix[15]);
}
};
} // namespace std