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// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "impeller/geometry/matrix.h"
#include <climits>
#include <sstream>
namespace impeller {
Matrix::Matrix(const MatrixDecomposition& d) : Matrix() {
/*
* Apply perspective.
*/
for (int i = 0; i < 4; i++) {
e[i][3] = d.perspective.e[i];
}
/*
* Apply translation.
*/
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
e[3][i] += d.translation.e[j] * e[j][i];
}
}
/*
* Apply rotation.
*/
Matrix rotation;
const auto x = -d.rotation.x;
const auto y = -d.rotation.y;
const auto z = -d.rotation.z;
const auto w = d.rotation.w;
/*
* Construct a composite rotation matrix from the quaternion values.
*/
rotation.e[0][0] = 1.0 - 2.0 * (y * y + z * z);
rotation.e[0][1] = 2.0 * (x * y - z * w);
rotation.e[0][2] = 2.0 * (x * z + y * w);
rotation.e[1][0] = 2.0 * (x * y + z * w);
rotation.e[1][1] = 1.0 - 2.0 * (x * x + z * z);
rotation.e[1][2] = 2.0 * (y * z - x * w);
rotation.e[2][0] = 2.0 * (x * z - y * w);
rotation.e[2][1] = 2.0 * (y * z + x * w);
rotation.e[2][2] = 1.0 - 2.0 * (x * x + y * y);
*this = *this * rotation;
/*
* Apply shear.
*/
Matrix shear;
if (d.shear.e[2] != 0) {
shear.e[2][1] = d.shear.e[2];
*this = *this * shear;
}
if (d.shear.e[1] != 0) {
shear.e[2][1] = 0.0;
shear.e[2][0] = d.shear.e[1];
*this = *this * shear;
}
if (d.shear.e[0] != 0) {
shear.e[2][0] = 0.0;
shear.e[1][0] = d.shear.e[0];
*this = *this * shear;
}
/*
* Apply scale.
*/
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
e[i][j] *= d.scale.e[i];
}
}
}
Matrix Matrix::operator+(const Matrix& o) const {
return Matrix(
m[0] + o.m[0], m[1] + o.m[1], m[2] + o.m[2], m[3] + o.m[3], //
m[4] + o.m[4], m[5] + o.m[5], m[6] + o.m[6], m[7] + o.m[7], //
m[8] + o.m[8], m[9] + o.m[9], m[10] + o.m[10], m[11] + o.m[11], //
m[12] + o.m[12], m[13] + o.m[13], m[14] + o.m[14], m[15] + o.m[15] //
);
}
Matrix Matrix::Invert() const {
Matrix tmp{
m[5] * m[10] * m[15] - m[5] * m[11] * m[14] - m[9] * m[6] * m[15] +
m[9] * m[7] * m[14] + m[13] * m[6] * m[11] - m[13] * m[7] * m[10],
-m[1] * m[10] * m[15] + m[1] * m[11] * m[14] + m[9] * m[2] * m[15] -
m[9] * m[3] * m[14] - m[13] * m[2] * m[11] + m[13] * m[3] * m[10],
m[1] * m[6] * m[15] - m[1] * m[7] * m[14] - m[5] * m[2] * m[15] +
m[5] * m[3] * m[14] + m[13] * m[2] * m[7] - m[13] * m[3] * m[6],
-m[1] * m[6] * m[11] + m[1] * m[7] * m[10] + m[5] * m[2] * m[11] -
m[5] * m[3] * m[10] - m[9] * m[2] * m[7] + m[9] * m[3] * m[6],
-m[4] * m[10] * m[15] + m[4] * m[11] * m[14] + m[8] * m[6] * m[15] -
m[8] * m[7] * m[14] - m[12] * m[6] * m[11] + m[12] * m[7] * m[10],
m[0] * m[10] * m[15] - m[0] * m[11] * m[14] - m[8] * m[2] * m[15] +
m[8] * m[3] * m[14] + m[12] * m[2] * m[11] - m[12] * m[3] * m[10],
-m[0] * m[6] * m[15] + m[0] * m[7] * m[14] + m[4] * m[2] * m[15] -
m[4] * m[3] * m[14] - m[12] * m[2] * m[7] + m[12] * m[3] * m[6],
m[0] * m[6] * m[11] - m[0] * m[7] * m[10] - m[4] * m[2] * m[11] +
m[4] * m[3] * m[10] + m[8] * m[2] * m[7] - m[8] * m[3] * m[6],
m[4] * m[9] * m[15] - m[4] * m[11] * m[13] - m[8] * m[5] * m[15] +
m[8] * m[7] * m[13] + m[12] * m[5] * m[11] - m[12] * m[7] * m[9],
-m[0] * m[9] * m[15] + m[0] * m[11] * m[13] + m[8] * m[1] * m[15] -
m[8] * m[3] * m[13] - m[12] * m[1] * m[11] + m[12] * m[3] * m[9],
m[0] * m[5] * m[15] - m[0] * m[7] * m[13] - m[4] * m[1] * m[15] +
m[4] * m[3] * m[13] + m[12] * m[1] * m[7] - m[12] * m[3] * m[5],
-m[0] * m[5] * m[11] + m[0] * m[7] * m[9] + m[4] * m[1] * m[11] -
m[4] * m[3] * m[9] - m[8] * m[1] * m[7] + m[8] * m[3] * m[5],
-m[4] * m[9] * m[14] + m[4] * m[10] * m[13] + m[8] * m[5] * m[14] -
m[8] * m[6] * m[13] - m[12] * m[5] * m[10] + m[12] * m[6] * m[9],
m[0] * m[9] * m[14] - m[0] * m[10] * m[13] - m[8] * m[1] * m[14] +
m[8] * m[2] * m[13] + m[12] * m[1] * m[10] - m[12] * m[2] * m[9],
-m[0] * m[5] * m[14] + m[0] * m[6] * m[13] + m[4] * m[1] * m[14] -
m[4] * m[2] * m[13] - m[12] * m[1] * m[6] + m[12] * m[2] * m[5],
m[0] * m[5] * m[10] - m[0] * m[6] * m[9] - m[4] * m[1] * m[10] +
m[4] * m[2] * m[9] + m[8] * m[1] * m[6] - m[8] * m[2] * m[5]};
Scalar det =
m[0] * tmp.m[0] + m[1] * tmp.m[4] + m[2] * tmp.m[8] + m[3] * tmp.m[12];
if (det == 0) {
return {};
}
det = 1.0 / det;
return {tmp.m[0] * det, tmp.m[1] * det, tmp.m[2] * det, tmp.m[3] * det,
tmp.m[4] * det, tmp.m[5] * det, tmp.m[6] * det, tmp.m[7] * det,
tmp.m[8] * det, tmp.m[9] * det, tmp.m[10] * det, tmp.m[11] * det,
tmp.m[12] * det, tmp.m[13] * det, tmp.m[14] * det, tmp.m[15] * det};
}
Scalar Matrix::GetDeterminant() const {
auto a00 = e[0][0];
auto a01 = e[0][1];
auto a02 = e[0][2];
auto a03 = e[0][3];
auto a10 = e[1][0];
auto a11 = e[1][1];
auto a12 = e[1][2];
auto a13 = e[1][3];
auto a20 = e[2][0];
auto a21 = e[2][1];
auto a22 = e[2][2];
auto a23 = e[2][3];
auto a30 = e[3][0];
auto a31 = e[3][1];
auto a32 = e[3][2];
auto a33 = e[3][3];
auto b00 = a00 * a11 - a01 * a10;
auto b01 = a00 * a12 - a02 * a10;
auto b02 = a00 * a13 - a03 * a10;
auto b03 = a01 * a12 - a02 * a11;
auto b04 = a01 * a13 - a03 * a11;
auto b05 = a02 * a13 - a03 * a12;
auto b06 = a20 * a31 - a21 * a30;
auto b07 = a20 * a32 - a22 * a30;
auto b08 = a20 * a33 - a23 * a30;
auto b09 = a21 * a32 - a22 * a31;
auto b10 = a21 * a33 - a23 * a31;
auto b11 = a22 * a33 - a23 * a32;
return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
}
Scalar Matrix::GetMaxBasisLength() const {
Scalar max = 0;
for (int i = 0; i < 3; i++) {
max = std::max(max,
e[i][0] * e[i][0] + e[i][1] * e[i][1] + e[i][2] * e[i][2]);
}
return std::sqrt(max);
}
/*
* Adapted for Impeller from Graphics Gems:
* http://www.realtimerendering.com/resources/GraphicsGems/gemsii/unmatrix.c
*/
std::optional<MatrixDecomposition> Matrix::Decompose() const {
/*
* Normalize the matrix.
*/
Matrix self = *this;
if (self.e[3][3] == 0) {
return std::nullopt;
}
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
self.e[i][j] /= self.e[3][3];
}
}
/*
* `perspectiveMatrix` is used to solve for perspective, but it also provides
* an easy way to test for singularity of the upper 3x3 component.
*/
Matrix perpectiveMatrix = self;
for (int i = 0; i < 3; i++) {
perpectiveMatrix.e[i][3] = 0;
}
perpectiveMatrix.e[3][3] = 1;
if (perpectiveMatrix.GetDeterminant() == 0.0) {
return std::nullopt;
}
MatrixDecomposition result;
/*
* ==========================================================================
* First, isolate perspective.
* ==========================================================================
*/
if (self.e[0][3] != 0.0 || self.e[1][3] != 0.0 || self.e[2][3] != 0.0) {
/*
* prhs is the right hand side of the equation.
*/
const Vector4 rightHandSide(self.e[0][3], //
self.e[1][3], //
self.e[2][3], //
self.e[3][3]);
/*
* Solve the equation by inverting `perspectiveMatrix` and multiplying
* prhs by the inverse.
*/
result.perspective = perpectiveMatrix.Invert().Transpose() * rightHandSide;
/*
* Clear the perspective partition.
*/
self.e[0][3] = self.e[1][3] = self.e[2][3] = 0;
self.e[3][3] = 1;
}
/*
* ==========================================================================
* Next, the translation.
* ==========================================================================
*/
result.translation = {self.e[3][0], self.e[3][1], self.e[3][2]};
self.e[3][0] = self.e[3][1] = self.e[3][2] = 0.0;
/*
* ==========================================================================
* Next, the scale and shear.
* ==========================================================================
*/
Vector3 row[3];
for (int i = 0; i < 3; i++) {
row[i].x = self.e[i][0];
row[i].y = self.e[i][1];
row[i].z = self.e[i][2];
}
/*
* Compute X scale factor and normalize first row.
*/
result.scale.x = row[0].Length();
row[0] = row[0].Normalize();
/*
* Compute XY shear factor and make 2nd row orthogonal to 1st.
*/
result.shear.xy = row[0].Dot(row[1]);
row[1] = Vector3::Combine(row[1], 1.0, row[0], -result.shear.xy);
/*
* Compute Y scale and normalize 2nd row.
*/
result.scale.y = row[1].Length();
row[1] = row[1].Normalize();
result.shear.xy /= result.scale.y;
/*
* Compute XZ and YZ shears, orthogonalize 3rd row.
*/
result.shear.xz = row[0].Dot(row[2]);
row[2] = Vector3::Combine(row[2], 1.0, row[0], -result.shear.xz);
result.shear.yz = row[1].Dot(row[2]);
row[2] = Vector3::Combine(row[2], 1.0, row[1], -result.shear.yz);
/*
* Next, get Z scale and normalize 3rd row.
*/
result.scale.z = row[2].Length();
row[2] = row[2].Normalize();
result.shear.xz /= result.scale.z;
result.shear.yz /= result.scale.z;
/*
* At this point, the matrix (in rows[]) is orthonormal.
* Check for a coordinate system flip. If the determinant
* is -1, then negate the matrix and the scaling factors.
*/
if (row[0].Dot(row[1].Cross(row[2])) < 0) {
result.scale.x *= -1;
result.scale.y *= -1;
result.scale.z *= -1;
for (int i = 0; i < 3; i++) {
row[i].x *= -1;
row[i].y *= -1;
row[i].z *= -1;
}
}
/*
* ==========================================================================
* Finally, get the rotations out.
* ==========================================================================
*/
result.rotation.x =
0.5 * sqrt(fmax(1.0 + row[0].x - row[1].y - row[2].z, 0.0));
result.rotation.y =
0.5 * sqrt(fmax(1.0 - row[0].x + row[1].y - row[2].z, 0.0));
result.rotation.z =
0.5 * sqrt(fmax(1.0 - row[0].x - row[1].y + row[2].z, 0.0));
result.rotation.w =
0.5 * sqrt(fmax(1.0 + row[0].x + row[1].y + row[2].z, 0.0));
if (row[2].y > row[1].z) {
result.rotation.x = -result.rotation.x;
}
if (row[0].z > row[2].x) {
result.rotation.y = -result.rotation.y;
}
if (row[1].x > row[0].y) {
result.rotation.z = -result.rotation.z;
}
return result;
}
uint64_t MatrixDecomposition::GetComponentsMask() const {
uint64_t mask = 0;
Quaternion noRotation(0.0, 0.0, 0.0, 1.0);
if (rotation != noRotation) {
mask = mask | static_cast<uint64_t>(Component::kRotation);
}
Vector4 defaultPerspective(0.0, 0.0, 0.0, 1.0);
if (perspective != defaultPerspective) {
mask = mask | static_cast<uint64_t>(Component::kPerspective);
}
Shear noShear(0.0, 0.0, 0.0);
if (shear != noShear) {
mask = mask | static_cast<uint64_t>(Component::kShear);
}
Vector3 defaultScale(1.0, 1.0, 1.0);
if (scale != defaultScale) {
mask = mask | static_cast<uint64_t>(Component::kScale);
}
Vector3 defaultTranslation(0.0, 0.0, 0.0);
if (translation != defaultTranslation) {
mask = mask | static_cast<uint64_t>(Component::kTranslation);
}
return mask;
}
} // namespace impeller