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clutter: Use graphene to interpolate matrixes
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@ -126,65 +126,15 @@ clutter_matrix_progress (const GValue *a,
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{
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const ClutterMatrix *matrix1 = g_value_get_boxed (a);
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const ClutterMatrix *matrix2 = g_value_get_boxed (b);
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graphene_point3d_t scale1 = GRAPHENE_POINT3D_INIT (1.f, 1.f, 1.f);
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float shear1[3] = { 0.f, 0.f, 0.f };
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graphene_point3d_t rotate1 = GRAPHENE_POINT3D_INIT_ZERO;
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graphene_point3d_t translate1 = GRAPHENE_POINT3D_INIT_ZERO;
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ClutterVertex4 perspective1 = { 0.f, 0.f, 0.f, 0.f };
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graphene_point3d_t scale2 = GRAPHENE_POINT3D_INIT (1.f, 1.f, 1.f);
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float shear2[3] = { 0.f, 0.f, 0.f };
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graphene_point3d_t rotate2 = GRAPHENE_POINT3D_INIT_ZERO;
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graphene_point3d_t translate2 = GRAPHENE_POINT3D_INIT_ZERO;
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ClutterVertex4 perspective2 = { 0.f, 0.f, 0.f, 0.f };
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graphene_point3d_t scale_res = GRAPHENE_POINT3D_INIT (1.f, 1.f, 1.f);
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float shear_res = 0.f;
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graphene_point3d_t rotate_res = GRAPHENE_POINT3D_INIT_ZERO;
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graphene_point3d_t translate_res = GRAPHENE_POINT3D_INIT_ZERO;
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ClutterVertex4 perspective_res = { 0.f, 0.f, 0.f, 0.f };
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graphene_matrix_t m1, m2, m;
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ClutterMatrix res;
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clutter_matrix_init_identity (&res);
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cogl_matrix_to_graphene_matrix (matrix1, &m1);
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cogl_matrix_to_graphene_matrix (matrix2, &m2);
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_clutter_util_matrix_decompose (matrix1,
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&scale1, shear1, &rotate1, &translate1,
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&perspective1);
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_clutter_util_matrix_decompose (matrix2,
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&scale2, shear2, &rotate2, &translate2,
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&perspective2);
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graphene_matrix_interpolate (&m1, &m2, progress, &m);
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/* perspective */
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_clutter_util_vertex4_interpolate (&perspective1, &perspective2, progress, &perspective_res);
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res.wx = perspective_res.x;
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res.wy = perspective_res.y;
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res.wz = perspective_res.z;
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res.ww = perspective_res.w;
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/* translation */
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graphene_point3d_interpolate (&translate1, &translate2, progress, &translate_res);
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cogl_matrix_translate (&res, translate_res.x, translate_res.y, translate_res.z);
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/* rotation */
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graphene_point3d_interpolate (&rotate1, &rotate2, progress, &rotate_res);
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cogl_matrix_rotate (&res, rotate_res.x, 1.0f, 0.0f, 0.0f);
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cogl_matrix_rotate (&res, rotate_res.y, 0.0f, 1.0f, 0.0f);
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cogl_matrix_rotate (&res, rotate_res.z, 0.0f, 0.0f, 1.0f);
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/* skew */
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shear_res = shear1[2] + (shear2[2] - shear1[2]) * progress; /* YZ */
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if (shear_res != 0.f)
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_clutter_util_matrix_skew_yz (&res, shear_res);
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shear_res = shear1[1] + (shear2[1] - shear1[1]) * progress; /* XZ */
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if (shear_res != 0.f)
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_clutter_util_matrix_skew_xz (&res, shear_res);
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shear_res = shear1[0] + (shear2[0] - shear1[0]) * progress; /* XY */
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if (shear_res != 0.f)
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_clutter_util_matrix_skew_xy (&res, shear_res);
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/* scale */
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graphene_point3d_interpolate (&scale1, &scale2, progress, &scale_res);
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cogl_matrix_scale (&res, scale_res.x, scale_res.y, scale_res.z);
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graphene_matrix_to_cogl_matrix (&m, &res);
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g_value_set_boxed (retval, &res);
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@ -274,12 +274,6 @@ struct _ClutterVertex4
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float w;
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};
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void
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_clutter_util_vertex4_interpolate (const ClutterVertex4 *a,
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const ClutterVertex4 *b,
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double progress,
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ClutterVertex4 *res);
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#define CLUTTER_MATRIX_INIT_IDENTITY { \
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1.0f, 0.0f, 0.0f, 0.0f, \
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0.0f, 1.0f, 0.0f, 0.0f, \
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@ -287,22 +281,6 @@ _clutter_util_vertex4_interpolate (const ClutterVertex4 *a,
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0.0f, 0.0f, 0.0f, 1.0f, \
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}
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float _clutter_util_matrix_determinant (const ClutterMatrix *matrix);
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void _clutter_util_matrix_skew_xy (ClutterMatrix *matrix,
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float factor);
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void _clutter_util_matrix_skew_xz (ClutterMatrix *matrix,
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float factor);
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void _clutter_util_matrix_skew_yz (ClutterMatrix *matrix,
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float factor);
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gboolean _clutter_util_matrix_decompose (const ClutterMatrix *src,
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graphene_point3d_t *scale_p,
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float shear_p[3],
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graphene_point3d_t *rotate_p,
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graphene_point3d_t *translate_p,
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ClutterVertex4 *perspective_p);
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typedef struct _ClutterPlane
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{
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graphene_vec3_t v0;
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@ -210,310 +210,6 @@ _clutter_util_rectangle_intersection (const cairo_rectangle_int_t *src1,
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}
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}
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float
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_clutter_util_matrix_determinant (const ClutterMatrix *matrix)
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{
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return matrix->xw * matrix->yz * matrix->zy * matrix->wz
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- matrix->xz * matrix->yw * matrix->zy * matrix->wz
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- matrix->xw * matrix->yy * matrix->zz * matrix->wz
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+ matrix->xy * matrix->yw * matrix->zz * matrix->wz
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+ matrix->xz * matrix->yy * matrix->zw * matrix->wz
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- matrix->xy * matrix->yz * matrix->zw * matrix->wz
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- matrix->xw * matrix->yz * matrix->zx * matrix->wy
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+ matrix->xz * matrix->yw * matrix->zx * matrix->wy
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+ matrix->xw * matrix->yx * matrix->zz * matrix->wy
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- matrix->xx * matrix->yw * matrix->zz * matrix->wy
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- matrix->xz * matrix->yx * matrix->zw * matrix->wy
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+ matrix->xx * matrix->yz * matrix->zw * matrix->wy
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+ matrix->xw * matrix->yy * matrix->zx * matrix->wz
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- matrix->xy * matrix->yw * matrix->zx * matrix->wz
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- matrix->xw * matrix->yx * matrix->zy * matrix->wz
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+ matrix->xx * matrix->yw * matrix->zy * matrix->wz
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+ matrix->xy * matrix->yx * matrix->zw * matrix->wz
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- matrix->xx * matrix->yy * matrix->zw * matrix->wz
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- matrix->xz * matrix->yy * matrix->zx * matrix->ww
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+ matrix->xy * matrix->yz * matrix->zx * matrix->ww
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+ matrix->xz * matrix->yx * matrix->zy * matrix->ww
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- matrix->xx * matrix->yz * matrix->zy * matrix->ww
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- matrix->xy * matrix->yx * matrix->zz * matrix->ww
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+ matrix->xx * matrix->yy * matrix->zz * matrix->ww;
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}
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static void
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_clutter_util_matrix_transpose_vector4_transform (const ClutterMatrix *matrix,
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const ClutterVertex4 *point,
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ClutterVertex4 *res)
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{
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res->x = matrix->xx * point->x
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+ matrix->xy * point->y
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+ matrix->xz * point->z
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+ matrix->xw * point->w;
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res->y = matrix->yx * point->x
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+ matrix->yy * point->y
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+ matrix->yz * point->z
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+ matrix->yw * point->w;
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res->z = matrix->zx * point->x
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+ matrix->zy * point->y
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+ matrix->zz * point->z
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+ matrix->zw * point->w;
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res->w = matrix->wz * point->x
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+ matrix->wy * point->w
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+ matrix->wz * point->z
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+ matrix->ww * point->w;
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}
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void
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_clutter_util_matrix_skew_xy (ClutterMatrix *matrix,
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float factor)
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{
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matrix->yx += matrix->xx * factor;
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matrix->yy += matrix->xy * factor;
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matrix->yz += matrix->xz * factor;
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matrix->yw += matrix->xw * factor;
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}
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void
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_clutter_util_matrix_skew_xz (ClutterMatrix *matrix,
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float factor)
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{
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matrix->zx += matrix->xx * factor;
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matrix->zy += matrix->xy * factor;
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matrix->zz += matrix->xz * factor;
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matrix->zw += matrix->xw * factor;
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}
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void
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_clutter_util_matrix_skew_yz (ClutterMatrix *matrix,
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float factor)
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{
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matrix->zx += matrix->yx * factor;
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matrix->zy += matrix->yy * factor;
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matrix->zz += matrix->yz * factor;
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matrix->zw += matrix->yw * factor;
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}
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static void
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_clutter_util_vertex_combine (const graphene_point3d_t *a,
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const graphene_point3d_t *b,
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double ascl,
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double bscl,
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graphene_point3d_t *res)
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{
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res->x = (ascl * a->x) + (bscl * b->x);
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res->y = (ascl * a->y) + (bscl * b->y);
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res->z = (ascl * a->z) + (bscl * b->z);
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}
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void
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_clutter_util_vertex4_interpolate (const ClutterVertex4 *a,
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const ClutterVertex4 *b,
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double progress,
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ClutterVertex4 *res)
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{
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res->x = a->x + (b->x - a->x) * progress;
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res->y = a->y + (b->y - a->y) * progress;
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res->z = a->z + (b->z - a->z) * progress;
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res->w = a->w + (b->w - a->w) * progress;
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}
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/*< private >
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* clutter_util_matrix_decompose:
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* @src: the matrix to decompose
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* @scale_p: (out caller-allocates): return location for a vertex containing
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* the scaling factors
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* @shear_p: (out) (array length=3): return location for an array of 3
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* elements containing the skew factors (XY, XZ, and YZ respectively)
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* @rotate_p: (out caller-allocates): return location for a vertex containing
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* the Euler angles
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* @translate_p: (out caller-allocates): return location for a vertex
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* containing the translation vector
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* @perspective_p: (out caller-allocates: return location for a 4D vertex
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* containing the perspective
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*
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* Decomposes a #ClutterMatrix into the transformations that compose it.
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*
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* This code is based on the matrix decomposition algorithm as published in
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* the CSS Transforms specification by the W3C CSS working group, available
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* at http://www.w3.org/TR/css3-transforms/.
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*
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* The algorithm, in turn, is based on the "unmatrix" method published in
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* "Graphics Gems II, edited by Jim Arvo", which is available at:
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* http://tog.acm.org/resources/GraphicsGems/gemsii/unmatrix.c
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*
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* Return value: %TRUE if the decomposition was successful, and %FALSE
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* if the matrix is singular
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*/
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gboolean
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_clutter_util_matrix_decompose (const ClutterMatrix *src,
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graphene_point3d_t *scale_p,
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float shear_p[3],
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graphene_point3d_t *rotate_p,
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graphene_point3d_t *translate_p,
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ClutterVertex4 *perspective_p)
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{
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CoglMatrix matrix = *src;
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CoglMatrix perspective;
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ClutterVertex4 vertex_tmp;
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graphene_point3d_t row[3], pdum;
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int i, j;
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#define XY_SHEAR 0
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#define XZ_SHEAR 1
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#define YZ_SHEAR 2
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#define MAT(m,r,c) ((float *)(m))[(c) * 4 + (r)]
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/* normalize the matrix */
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if (matrix.ww == 0.f)
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return FALSE;
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for (i = 0; i < 4; i++)
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{
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for (j = 0; j < 4; j++)
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{
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MAT (&matrix, j, i) /= MAT (&matrix, 3, 3);
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}
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}
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/* perspective is used to solve for perspective, but it also provides
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* an easy way to test for singularity of the upper 3x3 component
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*/
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perspective = matrix;
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/* transpose */
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MAT (&perspective, 3, 0) = 0.f;
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MAT (&perspective, 3, 1) = 0.f;
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MAT (&perspective, 3, 2) = 0.f;
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MAT (&perspective, 3, 3) = 1.f;
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if (_clutter_util_matrix_determinant (&perspective) == 0.f)
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return FALSE;
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if (MAT (&matrix, 3, 0) != 0.f ||
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MAT (&matrix, 3, 1) != 0.f ||
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MAT (&matrix, 3, 2) != 0.f)
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{
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CoglMatrix perspective_inv;
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ClutterVertex4 p;
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vertex_tmp.x = MAT (&matrix, 3, 0);
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vertex_tmp.y = MAT (&matrix, 3, 1);
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vertex_tmp.z = MAT (&matrix, 3, 2);
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vertex_tmp.w = MAT (&matrix, 3, 3);
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/* solve the equation by inverting perspective... */
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cogl_matrix_get_inverse (&perspective, &perspective_inv);
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/* ... and multiplying vertex_tmp by the inverse */
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_clutter_util_matrix_transpose_vector4_transform (&perspective_inv,
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&vertex_tmp,
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&p);
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*perspective_p = p;
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/* clear the perspective part */
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MAT (&matrix, 3, 0) = 0.0f;
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MAT (&matrix, 3, 1) = 0.0f;
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MAT (&matrix, 3, 2) = 0.0f;
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MAT (&matrix, 3, 3) = 1.0f;
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}
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else
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{
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/* no perspective */
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perspective_p->x = 0.0f;
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perspective_p->y = 0.0f;
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perspective_p->z = 0.0f;
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perspective_p->w = 1.0f;
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}
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/* translation */
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translate_p->x = MAT (&matrix, 0, 3);
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MAT (&matrix, 0, 3) = 0.f;
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translate_p->y = MAT (&matrix, 1, 3);
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MAT (&matrix, 1, 3) = 0.f;
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translate_p->z = MAT (&matrix, 2, 3);
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MAT (&matrix, 2, 3) = 0.f;
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/* scale and shear; we split the upper 3x3 matrix into rows */
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for (i = 0; i < 3; i++)
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{
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row[i].x = MAT (&matrix, i, 0);
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row[i].y = MAT (&matrix, i, 1);
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row[i].z = MAT (&matrix, i, 2);
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}
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/* compute scale.x and normalize the first row */
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scale_p->x = graphene_point3d_length (&row[0]);
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graphene_point3d_normalize (&row[0], &row[0]);
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/* compute XY shear and make the second row orthogonal to the first */
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shear_p[XY_SHEAR] = graphene_point3d_dot (&row[0], &row[1]);
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_clutter_util_vertex_combine (&row[1], &row[0],
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1.0, -shear_p[XY_SHEAR],
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&row[1]);
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/* compute the Y scale and normalize the second row */
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scale_p->y = graphene_point3d_length (&row[1]);
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graphene_point3d_normalize (&row[1], &row[1]);
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shear_p[XY_SHEAR] /= scale_p->y;
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/* compute XZ and YZ shears, orthogonalize the third row */
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shear_p[XZ_SHEAR] = graphene_point3d_dot (&row[0], &row[2]);
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_clutter_util_vertex_combine (&row[2], &row[0],
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1.0, -shear_p[XZ_SHEAR],
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&row[2]);
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shear_p[YZ_SHEAR] = graphene_point3d_dot (&row[1], &row[2]);
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_clutter_util_vertex_combine (&row[2], &row[1],
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1.0, -shear_p[YZ_SHEAR],
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&row[2]);
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/* get the Z scale and normalize the third row*/
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scale_p->z = graphene_point3d_length (&row[2]);
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graphene_point3d_normalize (&row[2], &row[2]);
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shear_p[XZ_SHEAR] /= scale_p->z;
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shear_p[YZ_SHEAR] /= scale_p->z;
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/* at this point, the matrix (inside row[]) is orthonormal.
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* check for a coordinate system flip; if the determinant
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* is -1, then negate the matrix and scaling factors
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*/
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graphene_point3d_cross (&row[1], &row[2], &pdum);
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if (graphene_point3d_dot (&row[0], &pdum) < 0.f)
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{
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scale_p->x *= -1.f;
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for (i = 0; i < 3; i++)
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{
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row[i].x *= -1.f;
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row[i].y *= -1.f;
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row[i].z *= -1.f;
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}
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}
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/* now get the rotations out */
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rotate_p->y = asinf (-row[0].z);
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if (cosf (rotate_p->y) != 0.f)
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{
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rotate_p->x = atan2f (row[1].z, row[2].z);
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rotate_p->z = atan2f (row[0].y, row[0].x);
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}
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else
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{
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rotate_p->x = atan2f (-row[2].x, row[1].y);
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rotate_p->z = 0.f;
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}
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#undef XY_SHEAR
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#undef XZ_SHEAR
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#undef YZ_SHEAR
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#undef MAT
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return TRUE;
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}
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typedef struct
|
||||
{
|
||||
GType value_type;
|
||||
|
Loading…
Reference in New Issue
Block a user