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