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Fabric: Transform type was moved to graphics module.
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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
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shergin authored and facebook-github-bot committed Mar 25, 2019
1 parent b943db4 commit af38a0c
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Showing 6 changed files with 254 additions and 162 deletions.
3 changes: 2 additions & 1 deletion React/Fabric/RCTConversions.h
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#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

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1 change: 1 addition & 0 deletions ReactCommon/fabric/components/view/ViewProps.h
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#include <react/core/Props.h>
#include <react/graphics/Color.h>
#include <react/graphics/Geometry.h>
#include <react/graphics/Transform.h>

namespace facebook {
namespace react {
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1 change: 1 addition & 0 deletions ReactCommon/fabric/components/view/conversions.h
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#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>
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161 changes: 0 additions & 161 deletions ReactCommon/fabric/components/view/primitives.h
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Expand Up @@ -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 };
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153 changes: 153 additions & 0 deletions ReactCommon/fabric/graphics/Transform.cpp
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// 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
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