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clutter/actor: Revert transform order
When doing affine transforms on 2D and 3D spaces, operations are done relative to the origin. That means that, when applying rotations and scales, we must: * translate (-anchor_x, -anchor_y, -anchor_z) * apply the operation * translate (anchor_x, anchor_y, anchor_z) Since OpenGL has its matrices applied in the reverse order, the usual way to do it is, then: * translate (anchor_x, anchor_y, anchor_z) * apply the operation * translate (-anchor_x, anchor_y, anchor_z) However, graphene matrices do not follow the GL format, so matrix operations are done as the first example. Now that we are using graphene_matrix_t for every matrix operation, the transform order is wrong. Apply the transform operations in the opposite order.
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@ -36,15 +36,15 @@
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* or clutter_actor_set_rotation(). The order in which the transformations are
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* applied is decided by Clutter and it is the following:
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*
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* 1. translation by the origin of the #ClutterActor:allocation property
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* 2. translation by the actor's #ClutterActor:z-position property
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* 3. translation by the actor's #ClutterActor:pivot-point property
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* 4. scaling by the #ClutterActor:scale-x and #ClutterActor:scale-y factors
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* 1. negative translation by the actor's #ClutterActor:pivot-point
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* 2. negative translation by the #ClutterActor:anchor-x and #ClutterActor:anchor-y point.
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* 3. rotation around the #ClutterActor:rotation-angle-z and #ClutterActor:rotation-center-z
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* 4. rotation around the #ClutterActor:rotation-angle-y and #ClutterActor:rotation-center-y
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* 5. rotation around the #ClutterActor:rotation-angle-x and #ClutterActor:rotation-center-x
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* 6. rotation around the #ClutterActor:rotation-angle-y and #ClutterActor:rotation-center-y
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* 7. rotation around the #ClutterActor:rotation-angle-z and #ClutterActor:rotation-center-z
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* 8. negative translation by the #ClutterActor:anchor-x and #ClutterActor:anchor-y point.
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* 9. negative translation by the actor's #ClutterActor:pivot-point
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* 6. scaling by the #ClutterActor:scale-x and #ClutterActor:scale-y factors
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* 7. translation by the actor's #ClutterActor:pivot-point property
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* 8. translation by the actor's #ClutterActor:z-position property
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* 9. translation by the origin of the #ClutterActor:allocation property
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*
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* ## Modifying an actor's geometry ## {#clutter-actor-geometry}
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*
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@ -1069,8 +1069,6 @@ static ClutterGravity clutter_anchor_coord_get_gravity (const AnchorCoord *coord
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static void clutter_anchor_coord_set_gravity (AnchorCoord *coord,
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ClutterGravity gravity);
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static gboolean clutter_anchor_coord_is_zero (const AnchorCoord *coord);
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static void _clutter_actor_get_relative_transformation_matrix (ClutterActor *self,
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ClutterActor *ancestor,
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CoglMatrix *matrix);
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@ -1111,9 +1109,9 @@ static void clutter_actor_pop_in_cloned_branch (ClutterActor *self,
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#define TRANSFORM_ABOUT_ANCHOR_COORD(a,m,c,_transform) G_STMT_START { \
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gfloat _tx, _ty, _tz; \
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clutter_anchor_coord_get_units ((a), (c), &_tx, &_ty, &_tz); \
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cogl_matrix_translate ((m), _tx, _ty, _tz); \
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cogl_matrix_translate ((m), -_tx, -_ty, -_tz); \
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{ _transform; } \
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cogl_matrix_translate ((m), -_tx, -_ty, -_tz); } G_STMT_END
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cogl_matrix_translate ((m), _tx, _ty, _tz); } G_STMT_END
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static GQuark quark_actor_layout_info = 0;
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static GQuark quark_actor_transform_info = 0;
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@ -3150,6 +3148,7 @@ clutter_actor_real_apply_transform (ClutterActor *self,
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CoglMatrix *transform = &priv->transform;
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const ClutterTransformInfo *info;
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float pivot_x = 0.f, pivot_y = 0.f;
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float tx, ty, tz;
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/* we already have a cached transformation */
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if (priv->transform_valid)
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@ -3193,42 +3192,45 @@ clutter_actor_real_apply_transform (ClutterActor *self,
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* space, and to the pivot point
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*/
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cogl_matrix_translate (transform,
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priv->allocation.x1 + pivot_x,
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priv->allocation.y1 + pivot_y,
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info->pivot_z);
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cogl_matrix_multiply (transform, transform, &info->transform);
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-pivot_x,
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-pivot_y,
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-info->pivot_z);
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cogl_matrix_multiply (transform, &info->transform, transform);
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cogl_matrix_translate (transform,
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priv->allocation.x1,
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priv->allocation.y1,
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0.0f);
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goto roll_back_pivot;
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}
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/* basic translation: :allocation's origin and :z-position; instead
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* of decomposing the pivot and translation info separate operations,
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* we just compose everything into a single translation
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*/
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cogl_matrix_translate (transform,
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priv->allocation.x1 + pivot_x + info->translation.x,
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priv->allocation.y1 + pivot_y + info->translation.y,
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info->z_position + info->pivot_z + info->translation.z);
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/* XXX:2.0 remove anchor point translation */
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clutter_anchor_coord_get_units (self, &info->anchor, &tx, &ty, &tz);
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tx += pivot_x;
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ty += pivot_y;
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tz += info->pivot_z;
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/* because the rotation involves translations, we must scale
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* before applying the rotations (if we apply the scale after
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* the rotations, the translations included in the rotation are
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* not scaled and so the entire object will move on the screen
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* as a result of rotating it).
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*
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* XXX:2.0 the comment has to be reworded once we remove the
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* per-transformation centers; we also may want to apply rotation
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* first and scaling after, to match the matrix decomposition
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* code we use when interpolating transformations
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*/
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if (info->scale_x != 1.0 || info->scale_y != 1.0 || info->scale_z != 1.0)
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if (tx != 0.f || ty != 0.f || tz != 0.f)
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cogl_matrix_translate (transform, -tx, -ty, -tz);
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if (info->rx_angle)
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{
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/* XXX:2.0 remove anchor coord */
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TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
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&info->scale_center,
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cogl_matrix_scale (transform,
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info->scale_x,
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info->scale_y,
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info->scale_z));
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&info->rx_center,
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cogl_matrix_rotate (transform,
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info->rx_angle,
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1.0, 0, 0));
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}
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if (info->ry_angle)
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{
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/* XXX:2.0 remove anchor coord */
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TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
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&info->ry_center,
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cogl_matrix_rotate (transform,
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info->ry_angle,
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0, 1.0, 0));
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}
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if (info->rz_angle)
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@ -3241,39 +3243,26 @@ clutter_actor_real_apply_transform (ClutterActor *self,
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0, 0, 1.0));
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}
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if (info->ry_angle)
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if (info->scale_x != 1.0 || info->scale_y != 1.0 || info->scale_z != 1.0)
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{
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/* XXX:2.0 remove anchor coord */
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TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
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&info->ry_center,
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cogl_matrix_rotate (transform,
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info->ry_angle,
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0, 1.0, 0));
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&info->scale_center,
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cogl_matrix_scale (transform,
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info->scale_x,
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info->scale_y,
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info->scale_z));
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}
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if (info->rx_angle)
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{
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/* XXX:2.0 remove anchor coord */
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TRANSFORM_ABOUT_ANCHOR_COORD (self, transform,
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&info->rx_center,
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cogl_matrix_rotate (transform,
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info->rx_angle,
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1.0, 0, 0));
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}
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/* XXX:2.0 remove anchor point translation */
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if (!clutter_anchor_coord_is_zero (&info->anchor))
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{
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gfloat x, y, z;
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clutter_anchor_coord_get_units (self, &info->anchor, &x, &y, &z);
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cogl_matrix_translate (transform, -x, -y, -z);
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}
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cogl_matrix_translate (transform,
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priv->allocation.x1 + info->translation.x,
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priv->allocation.y1 + info->translation.y,
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info->z_position + info->translation.z);
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roll_back_pivot:
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/* roll back the pivot translation */
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if (pivot_x != 0.f || pivot_y != 0.f || info->pivot_z != 0.f)
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cogl_matrix_translate (transform, -pivot_x, -pivot_y, -info->pivot_z);
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cogl_matrix_translate (transform, pivot_x, pivot_y, info->pivot_z);
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/* we have a valid modelview */
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priv->transform_valid = TRUE;
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@ -16167,17 +16156,6 @@ clutter_anchor_coord_set_gravity (AnchorCoord *coord,
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coord->is_fractional = TRUE;
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}
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static gboolean
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clutter_anchor_coord_is_zero (const AnchorCoord *coord)
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{
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if (coord->is_fractional)
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return coord->v.fraction.x == 0.0 && coord->v.fraction.y == 0.0;
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else
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return (coord->v.units.x == 0.0
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&& coord->v.units.y == 0.0
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&& coord->v.units.z == 0.0);
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}
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/**
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* clutter_actor_get_flags:
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* @self: a #ClutterActor
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