Add interpolation for matrices

Interpolating between two transformations expressed using a 3D matrix
can be achieved by decomposing the matrices into their transformations
and do a simple numeric interpolation between the initial and final
states, like we do for other data types.

Luckily for us, the CSS Transforms specification from the W3C provides
the decomposition algorithm, using the "unmatrix" code taken from the
book "Graphics Gems II, edited by Jim Arvo".

Once the matrices have been decomposed, we can simply interpolate the
transformations, and re-apply them onto the result matrix, using the
facilities that Clutter provides for interpolating between two known
GTypes.
This commit is contained in:
Emmanuele Bassi 2012-09-03 20:54:43 +01:00
parent cda4493f99
commit 22ce4409b3
4 changed files with 479 additions and 16 deletions

View File

@ -284,6 +284,17 @@ clutter_vertex_equal (const ClutterVertex *vertex_a,
fabsf (vertex_a->z - vertex_b->z) < FLOAT_EPSILON;
}
static void
clutter_vertex_interpolate (const ClutterVertex *a,
const ClutterVertex *b,
double progress,
ClutterVertex *res)
{
res->x = a->x + (b->x - a->x) * progress;
res->y = a->y + (b->y - a->y) * progress;
res->z = a->z + (b->z - a->z) * progress;
}
static gboolean
clutter_vertex_progress (const GValue *a,
const GValue *b,
@ -294,9 +305,7 @@ clutter_vertex_progress (const GValue *a,
const ClutterVertex *bv = g_value_get_boxed (b);
ClutterVertex res;
res.x = av->x + (bv->x - av->x) * progress;
res.y = av->y + (bv->y - av->y) * progress;
res.z = av->z + (bv->z - av->z) * progress;
clutter_vertex_interpolate (av, bv, progress, &res);
g_value_set_boxed (retval, &res);
@ -1280,12 +1289,86 @@ clutter_rect_progress (const GValue *a,
static gpointer
clutter_matrix_copy (gpointer data)
{
return g_memdup (data, sizeof (ClutterMatrix));
return cogl_matrix_copy (data);
}
G_DEFINE_BOXED_TYPE (ClutterMatrix, clutter_matrix,
clutter_matrix_copy,
clutter_matrix_free)
static gboolean
clutter_matrix_progress (const GValue *a,
const GValue *b,
gdouble progress,
GValue *retval)
{
const ClutterMatrix *matrix1 = g_value_get_boxed (a);
const ClutterMatrix *matrix2 = g_value_get_boxed (b);
ClutterVertex scale1 = CLUTTER_VERTEX_INIT (1.f, 1.f, 1.f);
float shear1[3] = { 0.f, 0.f, 0.f };
ClutterVertex rotate1 = CLUTTER_VERTEX_INIT_ZERO;
ClutterVertex translate1 = CLUTTER_VERTEX_INIT_ZERO;
ClutterVertex4 perspective1 = { 0.f, 0.f, 0.f, 0.f };
ClutterVertex scale2 = CLUTTER_VERTEX_INIT (1.f, 1.f, 1.f);
float shear2[3] = { 0.f, 0.f, 0.f };
ClutterVertex rotate2 = CLUTTER_VERTEX_INIT_ZERO;
ClutterVertex translate2 = CLUTTER_VERTEX_INIT_ZERO;
ClutterVertex4 perspective2 = { 0.f, 0.f, 0.f, 0.f };
ClutterVertex scale_res = CLUTTER_VERTEX_INIT (1.f, 1.f, 1.f);
float shear_res = 0.f;
ClutterVertex rotate_res = CLUTTER_VERTEX_INIT_ZERO;
ClutterVertex translate_res = CLUTTER_VERTEX_INIT_ZERO;
ClutterVertex4 perspective_res = { 0.f, 0.f, 0.f, 0.f };
ClutterMatrix res;
clutter_matrix_init_identity (&res);
_clutter_util_matrix_decompose (matrix1,
&scale1, shear1, &rotate1, &translate1,
&perspective1);
_clutter_util_matrix_decompose (matrix2,
&scale2, shear2, &rotate2, &translate2,
&perspective2);
/* perspective */
_clutter_util_vertex4_interpolate (&perspective1, &perspective2, progress, &perspective_res);
res.wx = perspective_res.x;
res.wy = perspective_res.y;
res.wz = perspective_res.z;
res.ww = perspective_res.w;
/* translation */
clutter_vertex_interpolate (&translate1, &translate2, progress, &translate_res);
cogl_matrix_translate (&res, translate_res.x, translate_res.y, translate_res.z);
/* rotation */
clutter_vertex_interpolate (&rotate1, &rotate2, progress, &rotate_res);
cogl_matrix_rotate (&res, rotate_res.x, 1.0f, 0.0f, 0.0f);
cogl_matrix_rotate (&res, rotate_res.y, 0.0f, 1.0f, 0.0f);
cogl_matrix_rotate (&res, rotate_res.z, 0.0f, 0.0f, 1.0f);
/* skew */
shear_res = shear1[2] + (shear2[2] - shear1[2]) * progress; /* YZ */
if (shear_res != 0.f)
_clutter_util_matrix_skew_yz (&res, shear_res);
shear_res = shear1[1] + (shear2[1] - shear1[1]) * progress; /* XZ */
if (shear_res != 0.f)
_clutter_util_matrix_skew_xz (&res, shear_res);
shear_res = shear1[0] + (shear2[0] - shear1[0]) * progress; /* XY */
if (shear_res != 0.f)
_clutter_util_matrix_skew_xy (&res, shear_res);
/* scale */
clutter_vertex_interpolate (&scale1, &scale2, progress, &scale_res);
cogl_matrix_scale (&res, scale_res.x, scale_res.y, scale_res.z);
g_value_set_boxed (retval, &res);
return TRUE;
}
G_DEFINE_BOXED_TYPE_WITH_CODE (ClutterMatrix, clutter_matrix,
clutter_matrix_copy,
clutter_matrix_free,
CLUTTER_REGISTER_INTERVAL_PROGRESS (clutter_matrix_progress))
/**
* clutter_matrix_alloc:
@ -1313,7 +1396,7 @@ clutter_matrix_alloc (void)
void
clutter_matrix_free (ClutterMatrix *matrix)
{
g_free (matrix);
cogl_matrix_free (matrix);
}
/**

View File

@ -46,6 +46,7 @@
G_BEGIN_DECLS
typedef struct _ClutterMainContext ClutterMainContext;
typedef struct _ClutterVertex4 ClutterVertex4;
#define CLUTTER_REGISTER_VALUE_TRANSFORM_TO(TYPE_TO,func) { \
g_value_register_transform_func (g_define_type_id, TYPE_TO, func); \
@ -265,6 +266,44 @@ void _clutter_util_rectangle_union (const cairo_rectangle_int_t *src1,
const cairo_rectangle_int_t *src2,
cairo_rectangle_int_t *dest);
struct _ClutterVertex4
{
float x;
float y;
float z;
float w;
};
void
_clutter_util_vertex4_interpolate (const ClutterVertex4 *a,
const ClutterVertex4 *b,
double progress,
ClutterVertex4 *res);
#define CLUTTER_MATRIX_INIT_IDENTITY { \
1.0f, 0.0f, 0.0f, 0.0f, \
0.0f, 1.0f, 0.0f, 0.0f, \
0.0f, 0.0f, 1.0f, 0.0f, \
0.0f, 0.0f, 0.0f, 1.0f, \
}
float _clutter_util_matrix_determinant (const ClutterMatrix *matrix);
void _clutter_util_matrix_skew_xy (ClutterMatrix *matrix,
float factor);
void _clutter_util_matrix_skew_xz (ClutterMatrix *matrix,
float factor);
void _clutter_util_matrix_skew_yz (ClutterMatrix *matrix,
float factor);
gboolean _clutter_util_matrix_decompose (const ClutterMatrix *src,
ClutterVertex *scale_p,
float shear_p[3],
ClutterVertex *rotate_p,
ClutterVertex *translate_p,
ClutterVertex4 *perspective_p);
typedef struct _ClutterPlane
{
float v0[3];

View File

@ -694,14 +694,20 @@ typedef gboolean (* ClutterProgressFunc) (const GValue *a,
void clutter_interval_register_progress_func (GType value_type,
ClutterProgressFunc func);
CLUTTER_AVAILABLE_IN_1_12
GType clutter_matrix_get_type (void) G_GNUC_CONST;
CLUTTER_AVAILABLE_IN_1_12
ClutterMatrix * clutter_matrix_alloc (void);
CLUTTER_AVAILABLE_IN_1_12
ClutterMatrix * clutter_matrix_init_identity (ClutterMatrix *matrix);
CLUTTER_AVAILABLE_IN_1_12
ClutterMatrix * clutter_matrix_init_from_array (ClutterMatrix *matrix,
const float values[16]);
CLUTTER_AVAILABLE_IN_1_12
ClutterMatrix * clutter_matrix_init_from_matrix (ClutterMatrix *a,
const ClutterMatrix *b);
CLUTTER_AVAILABLE_IN_1_12
void clutter_matrix_free (ClutterMatrix *matrix);
G_END_DECLS

View File

@ -34,8 +34,11 @@
#include "config.h"
#endif
#include <math.h>
#include <glib/gi18n-lib.h>
#include "clutter-debug.h"
#include "clutter-main.h"
#include "clutter-interval.h"
#include "clutter-private.h"
@ -84,14 +87,6 @@ _clutter_gettext (const gchar *str)
#define MTX_GL_SCALE_Y(y,w,v1,v2) ((v1) - (((((y) / (w)) + 1.0f) / 2.0f) * (v1)) + (v2))
#define MTX_GL_SCALE_Z(z,w,v1,v2) (MTX_GL_SCALE_X ((z), (w), (v1), (v2)))
typedef struct _ClutterVertex4
{
float x;
float y;
float z;
float w;
} ClutterVertex4;
void
_clutter_util_fully_transform_vertices (const CoglMatrix *modelview,
const CoglMatrix *projection,
@ -182,6 +177,346 @@ _clutter_util_rectangle_union (const cairo_rectangle_int_t *src1,
dest->y = dest_y;
}
float
_clutter_util_matrix_determinant (const ClutterMatrix *matrix)
{
return matrix->xw * matrix->yz * matrix->zy * matrix->wz
- matrix->xz * matrix->yw * matrix->zy * matrix->wz
- matrix->xw * matrix->yy * matrix->zz * matrix->wz
+ matrix->xy * matrix->yw * matrix->zz * matrix->wz
+ matrix->xz * matrix->yy * matrix->zw * matrix->wz
- matrix->xy * matrix->yz * matrix->zw * matrix->wz
- matrix->xw * matrix->yz * matrix->zx * matrix->wy
+ matrix->xz * matrix->yw * matrix->zx * matrix->wy
+ matrix->xw * matrix->yx * matrix->zz * matrix->wy
- matrix->xx * matrix->yw * matrix->zz * matrix->wy
- matrix->xz * matrix->yx * matrix->zw * matrix->wy
+ matrix->xx * matrix->yz * matrix->zw * matrix->wy
+ matrix->xw * matrix->yy * matrix->zx * matrix->wz
- matrix->xy * matrix->yw * matrix->zx * matrix->wz
- matrix->xw * matrix->yx * matrix->zy * matrix->wz
+ matrix->xx * matrix->yw * matrix->zy * matrix->wz
+ matrix->xy * matrix->yx * matrix->zw * matrix->wz
- matrix->xx * matrix->yy * matrix->zw * matrix->wz
- matrix->xz * matrix->yy * matrix->zx * matrix->ww
+ matrix->xy * matrix->yz * matrix->zx * matrix->ww
+ matrix->xz * matrix->yx * matrix->zy * matrix->ww
- matrix->xx * matrix->yz * matrix->zy * matrix->ww
- matrix->xy * matrix->yx * matrix->zz * matrix->ww
+ matrix->xx * matrix->yy * matrix->zz * matrix->ww;
}
static void
_clutter_util_matrix_transpose_vector4_transform (const ClutterMatrix *matrix,
const ClutterVertex4 *point,
ClutterVertex4 *res)
{
res->x = matrix->xx * point->x
+ matrix->xy * point->y
+ matrix->xz * point->z
+ matrix->xw * point->w;
res->y = matrix->yx * point->x
+ matrix->yy * point->y
+ matrix->yz * point->z
+ matrix->yw * point->w;
res->z = matrix->zx * point->x
+ matrix->zy * point->y
+ matrix->zz * point->z
+ matrix->zw * point->w;
res->w = matrix->wz * point->x
+ matrix->wy * point->w
+ matrix->wz * point->z
+ matrix->ww * point->w;
}
void
_clutter_util_matrix_skew_xy (ClutterMatrix *matrix,
float factor)
{
matrix->yx += matrix->xx * factor;
matrix->yy += matrix->xy * factor;
matrix->yz += matrix->xz * factor;
matrix->yw += matrix->xw * factor;
}
void
_clutter_util_matrix_skew_xz (ClutterMatrix *matrix,
float factor)
{
matrix->zx += matrix->xx * factor;
matrix->zy += matrix->xy * factor;
matrix->zz += matrix->xz * factor;
matrix->zw += matrix->xw * factor;
}
void
_clutter_util_matrix_skew_yz (ClutterMatrix *matrix,
float factor)
{
matrix->zx += matrix->yx * factor;
matrix->zy += matrix->yy * factor;
matrix->zz += matrix->yz * factor;
matrix->zw += matrix->yw * factor;
}
static float
_clutter_util_vertex_length (const ClutterVertex *vertex)
{
return sqrtf (vertex->x * vertex->x + vertex->y * vertex->y + vertex->z * vertex->z);
}
static void
_clutter_util_vertex_normalize (ClutterVertex *vertex)
{
float factor = _clutter_util_vertex_length (vertex);
if (factor == 0.f)
return;
vertex->x /= factor;
vertex->y /= factor;
vertex->z /= factor;
}
static float
_clutter_util_vertex_dot (const ClutterVertex *v1,
const ClutterVertex *v2)
{
return v1->x * v2->x + v1->y * v2->y + v1->z * v2->z;
}
static void
_clutter_util_vertex_cross (const ClutterVertex *v1,
const ClutterVertex *v2,
ClutterVertex *res)
{
res->x = v1->y * v2->z - v2->y * v1->z;
res->y = v1->z * v2->x - v2->z * v1->x;
res->z = v1->x * v2->y - v2->x * v1->y;
}
static void
_clutter_util_vertex_combine (const ClutterVertex *a,
const ClutterVertex *b,
double ascl,
double bscl,
ClutterVertex *res)
{
res->x = (ascl * a->x) + (bscl * b->x);
res->y = (ascl * a->y) + (bscl * b->y);
res->z = (ascl * a->z) + (bscl * b->z);
}
void
_clutter_util_vertex4_interpolate (const ClutterVertex4 *a,
const ClutterVertex4 *b,
double progress,
ClutterVertex4 *res)
{
res->x = a->x + (b->x - a->x) * progress;
res->y = a->y + (b->y - a->y) * progress;
res->z = a->z + (b->z - a->z) * progress;
res->w = a->w + (b->w - a->w) * progress;
}
/*< private >
* clutter_util_matrix_decompose:
* @src: the matrix to decompose
* @scale_p: (out caller-allocates): return location for a vertex containing
* the scaling factors
* @shear_p: (out) (array length=3): return location for an array of 3
* elements containing the skew factors (XY, XZ, and YZ respectively)
* @rotate_p: (out caller-allocates): return location for a vertex containing
* the Euler angles
* @translate_p: (out caller-allocates): return location for a vertex
* containing the translation vector
* @perspective_p: (out caller-allocates: return location for a 4D vertex
* containing the perspective
*
* Decomposes a #ClutterMatrix into the transformations that compose it.
*
* This code is based on the matrix decomposition algorithm as published in
* the CSS Transforms specification by the W3C CSS working group, available
* at http://www.w3.org/TR/css3-transforms/.
*
* The algorithm, in turn, is based on the "unmatrix" method published in
* "Graphics Gems II, edited by Jim Arvo", which is available at:
* http://tog.acm.org/resources/GraphicsGems/gemsii/unmatrix.c
*
* Return value: %TRUE if the decomposition was successful, and %FALSE
* if the matrix is singular
*/
gboolean
_clutter_util_matrix_decompose (const ClutterMatrix *src,
ClutterVertex *scale_p,
float shear_p[3],
ClutterVertex *rotate_p,
ClutterVertex *translate_p,
ClutterVertex4 *perspective_p)
{
CoglMatrix matrix = *src;
CoglMatrix perspective;
ClutterVertex4 vertex_tmp;
ClutterVertex row[3], pdum;
int i, j;
#define XY_SHEAR 0
#define XZ_SHEAR 1
#define YZ_SHEAR 2
#define MAT(m,r,c) ((float *)(m))[(c) * 4 + (r)]
/* normalize the matrix */
if (matrix.ww == 0.f)
return FALSE;
for (i = 0; i < 4; i++)
{
for (j = 0; j < 4; j++)
{
MAT (&matrix, j, i) /= MAT (&matrix, 3, 3);
}
}
/* perspective is used to solve for perspective, but it also provides
* an easy way to test for singularity of the upper 3x3 component
*/
perspective = matrix;
/* transpose */
MAT (&perspective, 3, 0) = 0.f;
MAT (&perspective, 3, 1) = 0.f;
MAT (&perspective, 3, 2) = 0.f;
MAT (&perspective, 3, 3) = 1.f;
if (_clutter_util_matrix_determinant (&perspective) == 0.f)
return FALSE;
if (MAT (&matrix, 3, 0) != 0.f ||
MAT (&matrix, 3, 1) != 0.f ||
MAT (&matrix, 3, 2) != 0.f)
{
CoglMatrix perspective_inv;
ClutterVertex4 p;
vertex_tmp.x = MAT (&matrix, 3, 0);
vertex_tmp.y = MAT (&matrix, 3, 1);
vertex_tmp.z = MAT (&matrix, 3, 2);
vertex_tmp.w = MAT (&matrix, 3, 3);
/* solve the equation by inverting perspective... */
cogl_matrix_get_inverse (&perspective, &perspective_inv);
/* ... and multiplying vertex_tmp by the inverse */
_clutter_util_matrix_transpose_vector4_transform (&perspective_inv,
&vertex_tmp,
&p);
*perspective_p = p;
/* clear the perspective part */
MAT (&matrix, 3, 0) = 0.0f;
MAT (&matrix, 3, 1) = 0.0f;
MAT (&matrix, 3, 2) = 0.0f;
MAT (&matrix, 3, 3) = 1.0f;
}
else
{
/* no perspective */
perspective_p->x = 0.0f;
perspective_p->y = 0.0f;
perspective_p->z = 0.0f;
perspective_p->w = 1.0f;
}
/* translation */
translate_p->x = MAT (&matrix, 0, 3);
MAT (&matrix, 0, 3) = 0.f;
translate_p->y = MAT (&matrix, 1, 3);
MAT (&matrix, 1, 3) = 0.f;
translate_p->z = MAT (&matrix, 2, 3);
MAT (&matrix, 2, 3) = 0.f;
/* scale and shear; we split the upper 3x3 matrix into rows */
for (i = 0; i < 3; i++)
{
row[i].x = MAT (&matrix, i, 0);
row[i].y = MAT (&matrix, i, 1);
row[i].z = MAT (&matrix, i, 2);
}
/* compute scale.x and normalize the first row */
scale_p->x = _clutter_util_vertex_length (&row[0]);
_clutter_util_vertex_normalize (&row[0]);
/* compute XY shear and make the second row orthogonal to the first */
shear_p[XY_SHEAR] = _clutter_util_vertex_dot (&row[0], &row[1]);
_clutter_util_vertex_combine (&row[1], &row[0],
1.0, -shear_p[XY_SHEAR],
&row[1]);
/* compute the Y scale and normalize the second row */
scale_p->y = _clutter_util_vertex_length (&row[1]);
_clutter_util_vertex_normalize (&row[1]);
shear_p[XY_SHEAR] /= scale_p->y;
/* compute XZ and YZ shears, orthogonalize the third row */
shear_p[XZ_SHEAR] = _clutter_util_vertex_dot (&row[0], &row[2]);
_clutter_util_vertex_combine (&row[2], &row[0],
1.0, -shear_p[XZ_SHEAR],
&row[2]);
shear_p[YZ_SHEAR] = _clutter_util_vertex_dot (&row[1], &row[2]);
_clutter_util_vertex_combine (&row[2], &row[1],
1.0, -shear_p[YZ_SHEAR],
&row[2]);
/* get the Z scale and normalize the third row*/
scale_p->z = _clutter_util_vertex_length (&row[2]);
_clutter_util_vertex_normalize (&row[2]);
shear_p[XZ_SHEAR] /= scale_p->z;
shear_p[YZ_SHEAR] /= scale_p->z;
/* at this point, the matrix (inside row[]) is orthonormal.
* check for a coordinate system flip; if the determinant
* is -1, then negate the matrix and scaling factors
*/
_clutter_util_vertex_cross (&row[1], &row[2], &pdum);
if (_clutter_util_vertex_dot (&row[0], &pdum) < 0.f)
{
scale_p->x *= -1.f;
for (i = 0; i < 3; i++)
{
row[i].x *= -1.f;
row[i].y *= -1.f;
row[i].z *= -1.f;
}
}
/* now get the rotations out */
rotate_p->y = asinf (-row[0].z);
if (cosf (rotate_p->y) != 0.f)
{
rotate_p->x = atan2f (row[1].z, row[2].z);
rotate_p->z = atan2f (row[0].y, row[0].x);
}
else
{
rotate_p->x = atan2f (-row[2].x, row[1].y);
rotate_p->z = 0.f;
}
#undef XY_SHEAR
#undef XZ_SHEAR
#undef YZ_SHEAR
#undef MAT
return TRUE;
}
typedef struct
{
GType value_type;