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cranpose_render_common/
layer_transform.rs

1use cranpose_ui_graphics::{GraphicsLayer, Point, Rect};
2
3use crate::graph::{ProjectiveTransform, quad_bounds};
4
5pub(crate) fn layer_scale_x(layer: &GraphicsLayer) -> f32 {
6    layer.scale * layer.scale_x
7}
8
9pub(crate) fn layer_scale_y(layer: &GraphicsLayer) -> f32 {
10    layer.scale * layer.scale_y
11}
12
13pub fn layer_uniform_scale(layer: &GraphicsLayer) -> f32 {
14    layer_scale_x(layer).min(layer_scale_y(layer))
15}
16
17pub(crate) fn layer_affine_is_identity(layer: &GraphicsLayer) -> bool {
18    layer.scale == 1.0
19        && layer.scale_x == 1.0
20        && layer.scale_y == 1.0
21        && layer.translation_x == 0.0
22        && layer.translation_y == 0.0
23}
24
25pub fn apply_layer_affine_to_rect(rect: Rect, layer_bounds: Rect, layer: &GraphicsLayer) -> Rect {
26    if layer_affine_is_identity(layer) {
27        return rect;
28    }
29    let scale_x = layer_scale_x(layer);
30    let scale_y = layer_scale_y(layer);
31    let (pivot_x, pivot_y) = layer_rotation_pivot(layer_bounds, layer);
32    Rect {
33        x: pivot_x + (rect.x - pivot_x) * scale_x + layer.translation_x,
34        y: pivot_y + (rect.y - pivot_y) * scale_y + layer.translation_y,
35        width: rect.width * scale_x,
36        height: rect.height * scale_y,
37    }
38}
39
40/// Point counterpart of [`apply_layer_affine_to_rect`]: scale about the layer
41/// pivot, then translate. Rotation/perspective are deliberately excluded — the
42/// affine space is the one SDF shapes are evaluated in, with rotation carried
43/// by the deformed quad instead.
44pub fn apply_layer_affine_to_point(
45    point: Point,
46    layer_bounds: Rect,
47    layer: &GraphicsLayer,
48) -> Point {
49    if layer_affine_is_identity(layer) {
50        return point;
51    }
52    let (pivot_x, pivot_y) = layer_rotation_pivot(layer_bounds, layer);
53    Point::new(
54        pivot_x + (point.x - pivot_x) * layer_scale_x(layer) + layer.translation_x,
55        pivot_y + (point.y - pivot_y) * layer_scale_y(layer) + layer.translation_y,
56    )
57}
58
59fn layer_rotation_pivot(layer_bounds: Rect, layer: &GraphicsLayer) -> (f32, f32) {
60    (
61        layer_bounds.x + layer_bounds.width * layer.transform_origin.pivot_fraction_x,
62        layer_bounds.y + layer_bounds.height * layer.transform_origin.pivot_fraction_y,
63    )
64}
65
66pub(crate) fn layer_scales_or_rotates(layer: &GraphicsLayer) -> bool {
67    layer_scale_x(layer) != 1.0 || layer_scale_y(layer) != 1.0 || layer_has_rotation(layer)
68}
69
70fn layer_has_rotation(layer: &GraphicsLayer) -> bool {
71    layer.rotation_x.abs() > f32::EPSILON
72        || layer.rotation_y.abs() > f32::EPSILON
73        || layer.rotation_z.abs() > f32::EPSILON
74}
75
76/// Where the layer's turns -- about x, then y, then z -- take the x and y
77/// axes of its plane, in three dimensions.
78fn rotation_axes(layer: &GraphicsLayer) -> [[f32; 3]; 2] {
79    let (sin_x, cos_x) = layer.rotation_x.to_radians().sin_cos();
80    let (sin_y, cos_y) = layer.rotation_y.to_radians().sin_cos();
81    let (sin_z, cos_z) = layer.rotation_z.to_radians().sin_cos();
82    [
83        [cos_z * cos_y, sin_z * cos_y, -sin_y],
84        [
85            cos_z * sin_x * sin_y - sin_z * cos_x,
86            sin_z * sin_x * sin_y + cos_z * cos_x,
87            sin_x * cos_y,
88        ],
89    ]
90}
91
92/// How far the camera a tilted layer is seen from stands before its plane.
93fn camera_distance(layer: &GraphicsLayer) -> f32 {
94    const CAMERA_DISTANCE_SCALE: f32 = 72.0;
95    (layer.camera_distance * CAMERA_DISTANCE_SCALE).max(1.0)
96}
97
98fn apply_rotation_and_perspective(
99    point: [f32; 2],
100    pivot: (f32, f32),
101    layer: &GraphicsLayer,
102) -> [f32; 2] {
103    if !layer_has_rotation(layer) {
104        return point;
105    }
106    let (x, y) = (point[0] - pivot.0, point[1] - pivot.1);
107    let [x_axis, y_axis] = rotation_axes(layer);
108    let [turned_x, turned_y, turned_z] = [0, 1, 2].map(|axis| x * x_axis[axis] + y * y_axis[axis]);
109    let camera_distance = camera_distance(layer);
110    let perspective = camera_distance / (camera_distance - turned_z).max(1.0);
111    [
112        pivot.0 + turned_x * perspective,
113        pivot.1 + turned_y * perspective,
114    ]
115}
116
117fn apply_layer_to_point(point: [f32; 2], pivot: (f32, f32), layer: &GraphicsLayer) -> [f32; 2] {
118    let scaled = [
119        pivot.0 + (point[0] - pivot.0) * layer_scale_x(layer),
120        pivot.1 + (point[1] - pivot.1) * layer_scale_y(layer),
121    ];
122    let rotated = apply_rotation_and_perspective(scaled, pivot, layer);
123    [
124        rotated[0] + layer.translation_x,
125        rotated[1] + layer.translation_y,
126    ]
127}
128
129pub fn apply_layer_to_quad(rect: Rect, layer_bounds: Rect, layer: &GraphicsLayer) -> [[f32; 2]; 4] {
130    let quad = [
131        [rect.x, rect.y],
132        [rect.x + rect.width, rect.y],
133        [rect.x, rect.y + rect.height],
134        [rect.x + rect.width, rect.y + rect.height],
135    ];
136    if layer_affine_is_identity(layer) && !layer_has_rotation(layer) {
137        return quad;
138    }
139    let pivot = layer_rotation_pivot(layer_bounds, layer);
140    quad.map(|point| apply_layer_to_point(point, pivot, layer))
141}
142
143pub fn apply_layer_to_rect(rect: Rect, layer_bounds: Rect, layer: &GraphicsLayer) -> Rect {
144    quad_bounds(apply_layer_to_quad(rect, layer_bounds, layer))
145}
146
147pub fn layer_transform_to_parent(
148    local_bounds: Rect,
149    placement: Point,
150    layer: &GraphicsLayer,
151) -> ProjectiveTransform {
152    // Local space keeps the node's origin at `placement`, wherever the
153    // layer's bounds sit in it, so a layer bounded at a coordinator away
154    // from the node's origin clips and pivots there without moving content.
155    //
156    // The matrix is the layer's own scale, turn and camera, not a fit to
157    // where they take its corners: a fit's rounding grows with the distance
158    // from the origin, and a turned cell far down a screen came out skewed
159    // by it, too skewed to draw in place.
160    let (pivot_x, pivot_y) = layer_rotation_pivot(local_bounds, layer);
161    let [x_axis, y_axis] = rotation_axes(layer);
162    let (scale_x, scale_y) = (layer_scale_x(layer), layer_scale_y(layer));
163    let camera_distance = camera_distance(layer);
164    let turn = ProjectiveTransform::from_homogeneous([
165        [x_axis[0] * scale_x, y_axis[0] * scale_y, 0.0],
166        [x_axis[1] * scale_x, y_axis[1] * scale_y, 0.0],
167        [
168            -x_axis[2] * scale_x / camera_distance,
169            -y_axis[2] * scale_y / camera_distance,
170            1.0,
171        ],
172    ]);
173    let placed = ProjectiveTransform::translation(-pivot_x, -pivot_y)
174        .then(turn)
175        .then(ProjectiveTransform::translation(pivot_x, pivot_y))
176        .then(ProjectiveTransform::translation(
177            placement.x + layer.translation_x,
178            placement.y + layer.translation_y,
179        ));
180    ProjectiveTransform::from_homogeneous(placed.matrix())
181}
182
183#[cfg(test)]
184#[path = "tests/layer_transform_tests.rs"]
185mod tests;