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Diffstat (limited to 'xbmc/utils/TransformMatrix.h')
-rw-r--r-- | xbmc/utils/TransformMatrix.h | 296 |
1 files changed, 296 insertions, 0 deletions
diff --git a/xbmc/utils/TransformMatrix.h b/xbmc/utils/TransformMatrix.h new file mode 100644 index 0000000..a9bf8fd --- /dev/null +++ b/xbmc/utils/TransformMatrix.h @@ -0,0 +1,296 @@ +/* + * Copyright (C) 2005-2018 Team Kodi + * This file is part of Kodi - https://kodi.tv + * + * SPDX-License-Identifier: GPL-2.0-or-later + * See LICENSES/README.md for more information. + */ + +#pragma once + +#include "utils/ColorUtils.h" + +#include <algorithm> +#include <math.h> +#include <memory> +#include <string.h> + +#ifdef __GNUC__ +// under gcc, inline will only take place if optimizations are applied (-O). this will force inline even with optimizations. +#define XBMC_FORCE_INLINE __attribute__((always_inline)) +#else +#define XBMC_FORCE_INLINE +#endif + +class TransformMatrix +{ +public: + TransformMatrix() + { + Reset(); + }; + void Reset() + { + m[0][0] = 1.0f; m[0][1] = m[0][2] = m[0][3] = 0.0f; + m[1][0] = m[1][2] = m[1][3] = 0.0f; m[1][1] = 1.0f; + m[2][0] = m[2][1] = m[2][3] = 0.0f; m[2][2] = 1.0f; + alpha = red = green = blue = 1.0f; + identity = true; + }; + static TransformMatrix CreateTranslation(float transX, float transY, float transZ = 0) + { + TransformMatrix translation; + translation.SetTranslation(transX, transY, transZ); + return translation; + } + void SetTranslation(float transX, float transY, float transZ) + { + m[0][1] = m[0][2] = 0.0f; m[0][0] = 1.0f; m[0][3] = transX; + m[1][0] = m[1][2] = 0.0f; m[1][1] = 1.0f; m[1][3] = transY; + m[2][0] = m[2][1] = 0.0f; m[2][2] = 1.0f; m[2][3] = transZ; + alpha = red = green = blue = 1.0f; + identity = (transX == 0 && transY == 0 && transZ == 0); + } + static TransformMatrix CreateScaler(float scaleX, float scaleY, float scaleZ = 1.0f) + { + TransformMatrix scaler; + scaler.m[0][0] = scaleX; + scaler.m[1][1] = scaleY; + scaler.m[2][2] = scaleZ; + scaler.identity = (scaleX == 1 && scaleY == 1 && scaleZ == 1); + return scaler; + }; + void SetScaler(float scaleX, float scaleY, float centerX, float centerY) + { + // Trans(centerX,centerY,centerZ)*Scale(scaleX,scaleY,scaleZ)*Trans(-centerX,-centerY,-centerZ) + float centerZ = 0.0f, scaleZ = 1.0f; + m[0][0] = scaleX; m[0][1] = 0.0f; m[0][2] = 0.0f; m[0][3] = centerX*(1-scaleX); + m[1][0] = 0.0f; m[1][1] = scaleY; m[1][2] = 0.0f; m[1][3] = centerY*(1-scaleY); + m[2][0] = 0.0f; m[2][1] = 0.0f; m[2][2] = scaleZ; m[2][3] = centerZ*(1-scaleZ); + alpha = red = green = blue = 1.0f; + identity = (scaleX == 1 && scaleY == 1); + }; + void SetXRotation(float angle, float y, float z, float ar = 1.0f) + { // angle about the X axis, centered at y,z where our coordinate system has aspect ratio ar. + // Trans(0,y,z)*Scale(1,1/ar,1)*RotateX(angle)*Scale(ar,1,1)*Trans(0,-y,-z); + float c = cos(angle); float s = sin(angle); + m[0][0] = ar; m[0][1] = 0.0f; m[0][2] = 0.0f; m[0][3] = 0.0f; + m[1][0] = 0.0f; m[1][1] = c/ar; m[1][2] = -s/ar; m[1][3] = (-y*c+s*z)/ar + y; + m[2][0] = 0.0f; m[2][1] = s; m[2][2] = c; m[2][3] = (-y*s-c*z) + z; + alpha = red = green = blue = 1.0f; + identity = (angle == 0); + } + void SetYRotation(float angle, float x, float z, float ar = 1.0f) + { // angle about the Y axis, centered at x,z where our coordinate system has aspect ratio ar. + // Trans(x,0,z)*Scale(1/ar,1,1)*RotateY(angle)*Scale(ar,1,1)*Trans(-x,0,-z); + float c = cos(angle); float s = sin(angle); + m[0][0] = c; m[0][1] = 0.0f; m[0][2] = -s/ar; m[0][3] = -x*c + s*z/ar + x; + m[1][0] = 0.0f; m[1][1] = 1.0f; m[1][2] = 0.0f; m[1][3] = 0.0f; + m[2][0] = ar*s; m[2][1] = 0.0f; m[2][2] = c; m[2][3] = -ar*x*s - c*z + z; + alpha = red = green = blue = 1.0f; + identity = (angle == 0); + } + static TransformMatrix CreateZRotation(float angle, float x, float y, float ar = 1.0f) + { // angle about the Z axis, centered at x,y where our coordinate system has aspect ratio ar. + // Trans(x,y,0)*Scale(1/ar,1,1)*RotateZ(angle)*Scale(ar,1,1)*Trans(-x,-y,0) + TransformMatrix rot; + rot.SetZRotation(angle, x, y, ar); + return rot; + } + void SetZRotation(float angle, float x, float y, float ar = 1.0f) + { // angle about the Z axis, centered at x,y where our coordinate system has aspect ratio ar. + // Trans(x,y,0)*Scale(1/ar,1,1)*RotateZ(angle)*Scale(ar,1,1)*Trans(-x,-y,0) + float c = cos(angle); float s = sin(angle); + m[0][0] = c; m[0][1] = -s/ar; m[0][2] = 0.0f; m[0][3] = -x*c + s*y/ar + x; + m[1][0] = s*ar; m[1][1] = c; m[1][2] = 0.0f; m[1][3] = -ar*x*s - c*y + y; + m[2][0] = 0.0f; m[2][1] = 0.0f; m[2][2] = 1.0f; m[2][3] = 0.0f; + alpha = red = green = blue = 1.0f; + identity = (angle == 0); + } + static TransformMatrix CreateFader(float a) + { + TransformMatrix fader; + fader.SetFader(a); + return fader; + } + static TransformMatrix CreateFader(float a, float r, float g, float b) + { + TransformMatrix fader; + fader.SetFader(a, r, g, b); + return fader; + } + void SetFader(float a) + { + m[0][0] = 1.0f; m[0][1] = 0.0f; m[0][2] = 0.0f; m[0][3] = 0.0f; + m[1][0] = 0.0f; m[1][1] = 1.0f; m[1][2] = 0.0f; m[1][3] = 0.0f; + m[2][0] = 0.0f; m[2][1] = 0.0f; m[2][2] = 1.0f; m[2][3] = 0.0f; + alpha = a; + red = green = blue = 1.0f; + identity = (a == 1.0f); + } + + void SetFader(float a, float r, float g, float b) + { + m[0][0] = 1.0f; m[0][1] = 0.0f; m[0][2] = 0.0f; m[0][3] = 0.0f; + m[1][0] = 0.0f; m[1][1] = 1.0f; m[1][2] = 0.0f; m[1][3] = 0.0f; + m[2][0] = 0.0f; m[2][1] = 0.0f; m[2][2] = 1.0f; m[2][3] = 0.0f; + alpha = a; + red = r; + green = g; + blue = b; + identity = ((a == 1.0f) && (r == 1.0f) && (g == 1.0f) && (b == 1.0f)); + } + + // multiplication operators + const TransformMatrix &operator *=(const TransformMatrix &right) + { + if (right.identity) + return *this; + if (identity) + { + *this = right; + return *this; + } + float t00 = m[0][0] * right.m[0][0] + m[0][1] * right.m[1][0] + m[0][2] * right.m[2][0]; + float t01 = m[0][0] * right.m[0][1] + m[0][1] * right.m[1][1] + m[0][2] * right.m[2][1]; + float t02 = m[0][0] * right.m[0][2] + m[0][1] * right.m[1][2] + m[0][2] * right.m[2][2]; + m[0][3] = m[0][0] * right.m[0][3] + m[0][1] * right.m[1][3] + m[0][2] * right.m[2][3] + m[0][3]; + m[0][0] = t00; m[0][1] = t01; m[0][2] = t02; + t00 = m[1][0] * right.m[0][0] + m[1][1] * right.m[1][0] + m[1][2] * right.m[2][0]; + t01 = m[1][0] * right.m[0][1] + m[1][1] * right.m[1][1] + m[1][2] * right.m[2][1]; + t02 = m[1][0] * right.m[0][2] + m[1][1] * right.m[1][2] + m[1][2] * right.m[2][2]; + m[1][3] = m[1][0] * right.m[0][3] + m[1][1] * right.m[1][3] + m[1][2] * right.m[2][3] + m[1][3]; + m[1][0] = t00; m[1][1] = t01; m[1][2] = t02; + t00 = m[2][0] * right.m[0][0] + m[2][1] * right.m[1][0] + m[2][2] * right.m[2][0]; + t01 = m[2][0] * right.m[0][1] + m[2][1] * right.m[1][1] + m[2][2] * right.m[2][1]; + t02 = m[2][0] * right.m[0][2] + m[2][1] * right.m[1][2] + m[2][2] * right.m[2][2]; + m[2][3] = m[2][0] * right.m[0][3] + m[2][1] * right.m[1][3] + m[2][2] * right.m[2][3] + m[2][3]; + m[2][0] = t00; m[2][1] = t01; m[2][2] = t02; + alpha *= right.alpha; + red *= right.red; + green *= right.green; + blue *= right.blue; + identity = false; + return *this; + } + + TransformMatrix operator *(const TransformMatrix &right) const + { + if (right.identity) + return *this; + if (identity) + return right; + TransformMatrix result; + result.m[0][0] = m[0][0] * right.m[0][0] + m[0][1] * right.m[1][0] + m[0][2] * right.m[2][0]; + result.m[0][1] = m[0][0] * right.m[0][1] + m[0][1] * right.m[1][1] + m[0][2] * right.m[2][1]; + result.m[0][2] = m[0][0] * right.m[0][2] + m[0][1] * right.m[1][2] + m[0][2] * right.m[2][2]; + result.m[0][3] = m[0][0] * right.m[0][3] + m[0][1] * right.m[1][3] + m[0][2] * right.m[2][3] + m[0][3]; + result.m[1][0] = m[1][0] * right.m[0][0] + m[1][1] * right.m[1][0] + m[1][2] * right.m[2][0]; + result.m[1][1] = m[1][0] * right.m[0][1] + m[1][1] * right.m[1][1] + m[1][2] * right.m[2][1]; + result.m[1][2] = m[1][0] * right.m[0][2] + m[1][1] * right.m[1][2] + m[1][2] * right.m[2][2]; + result.m[1][3] = m[1][0] * right.m[0][3] + m[1][1] * right.m[1][3] + m[1][2] * right.m[2][3] + m[1][3]; + result.m[2][0] = m[2][0] * right.m[0][0] + m[2][1] * right.m[1][0] + m[2][2] * right.m[2][0]; + result.m[2][1] = m[2][0] * right.m[0][1] + m[2][1] * right.m[1][1] + m[2][2] * right.m[2][1]; + result.m[2][2] = m[2][0] * right.m[0][2] + m[2][1] * right.m[1][2] + m[2][2] * right.m[2][2]; + result.m[2][3] = m[2][0] * right.m[0][3] + m[2][1] * right.m[1][3] + m[2][2] * right.m[2][3] + m[2][3]; + result.alpha = alpha * right.alpha; + result.red = red * right.red; + result.green = green * right.green; + result.blue = blue * right.blue; + result.identity = false; + return result; + } + + inline void TransformPosition(float &x, float &y, float &z) const XBMC_FORCE_INLINE + { + float newX = m[0][0] * x + m[0][1] * y + m[0][2] * z + m[0][3]; + float newY = m[1][0] * x + m[1][1] * y + m[1][2] * z + m[1][3]; + z = m[2][0] * x + m[2][1] * y + m[2][2] * z + m[2][3]; + y = newY; + x = newX; + } + + inline void TransformPositionUnscaled(float &x, float &y, float &z) const XBMC_FORCE_INLINE + { + float n; + // calculate the norm of the transformed (but not translated) vectors involved + n = sqrt(m[0][0]*m[0][0] + m[0][1]*m[0][1] + m[0][2]*m[0][2]); + float newX = (m[0][0] * x + m[0][1] * y + m[0][2] * z)/n + m[0][3]; + n = sqrt(m[1][0]*m[1][0] + m[1][1]*m[1][1] + m[1][2]*m[1][2]); + float newY = (m[1][0] * x + m[1][1] * y + m[1][2] * z)/n + m[1][3]; + n = sqrt(m[2][0]*m[2][0] + m[2][1]*m[2][1] + m[2][2]*m[2][2]); + float newZ = (m[2][0] * x + m[2][1] * y + m[2][2] * z)/n + m[2][3]; + z = newZ; + y = newY; + x = newX; + } + + inline void InverseTransformPosition(float &x, float &y) const XBMC_FORCE_INLINE + { // used for mouse - no way to find z + x -= m[0][3]; y -= m[1][3]; + float detM = m[0][0]*m[1][1] - m[0][1]*m[1][0]; + float newX = (m[1][1] * x - m[0][1] * y)/detM; + y = (-m[1][0] * x + m[0][0] * y)/detM; + x = newX; + } + + inline float TransformXCoord(float x, float y, float z) const XBMC_FORCE_INLINE + { + return m[0][0] * x + m[0][1] * y + m[0][2] * z + m[0][3]; + } + + inline float TransformYCoord(float x, float y, float z) const XBMC_FORCE_INLINE + { + return m[1][0] * x + m[1][1] * y + m[1][2] * z + m[1][3]; + } + + inline float TransformZCoord(float x, float y, float z) const XBMC_FORCE_INLINE + { + return m[2][0] * x + m[2][1] * y + m[2][2] * z + m[2][3]; + } + + inline UTILS::COLOR::Color TransformAlpha(UTILS::COLOR::Color color) const XBMC_FORCE_INLINE + { + return static_cast<UTILS::COLOR::Color>(color * alpha); + } + + inline UTILS::COLOR::Color TransformColor(UTILS::COLOR::Color color) const XBMC_FORCE_INLINE + { + UTILS::COLOR::Color a = static_cast<UTILS::COLOR::Color>(((color >> 24) & 0xff) * alpha); + UTILS::COLOR::Color r = static_cast<UTILS::COLOR::Color>(((color >> 16) & 0xff) * red); + UTILS::COLOR::Color g = static_cast<UTILS::COLOR::Color>(((color >> 8) & 0xff) * green); + UTILS::COLOR::Color b = static_cast<UTILS::COLOR::Color>(((color)&0xff) * blue); + if (a > 255) + a = 255; + if (r > 255) + r = 255; + if (g > 255) + g = 255; + if (b > 255) + b = 255; + + return ((a << 24) & 0xff000000) | ((r << 16) & 0xff0000) | ((g << 8) & 0xff00) | (b & 0xff); + } + + float m[3][4]; + float alpha; + float red; + float green; + float blue; + bool identity; +}; + +inline bool operator==(const TransformMatrix &a, const TransformMatrix &b) +{ + bool comparison = + a.alpha == b.alpha && a.red == b.red && a.green == b.green && a.blue == b.blue && + ((a.identity && b.identity) || + (!a.identity && !b.identity && + std::equal(&a.m[0][0], &a.m[0][0] + sizeof(a.m) / sizeof(a.m[0][0]), &b.m[0][0]))); + return comparison; +} + +inline bool operator!=(const TransformMatrix &a, const TransformMatrix &b) +{ + return !operator==(a, b); +} |