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/****************************************************************************
**
** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
** Contact: Qt Software Information (qt-info@nokia.com)
**
** This file is part of the QtDeclarative module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** No Commercial Usage
** This file contains pre-release code and may not be distributed.
** You may use this file in accordance with the terms and conditions
** contained in the either Technology Preview License Agreement or the
** Beta Release License Agreement.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file.  Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Nokia gives you certain
** additional rights. These rights are described in the Nokia Qt LGPL
** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
** package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file.  Please review the following information to
** ensure the GNU General Public License version 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
** If you are unsure which license is appropriate for your use, please
** contact the sales department at qt-sales@nokia.com.
** $QT_END_LICENSE$
**
****************************************************************************/

#include <QDebug>
#include "private/qfxitem_p.h"
#include "qfxtransform.h"
#include <QtDeclarative/qmlinfo.h>

#include <math.h>
#ifndef M_PI

QT_BEGIN_NAMESPACE
#define M_PI 3.14159265358979323846
#endif

QML_DEFINE_NOCREATE_TYPE(QFxTransform);

/*!
    \qmlclass Transform
    \brief A transformation.
*/
QFxTransform::QFxTransform(QObject *parent) :
    QObject(parent)
{
}

QFxTransform::~QFxTransform()
{
}

bool QFxTransform::isIdentity() const
{
    return true;
}

QSimpleCanvas::Matrix QFxTransform::transform() const
{
    return QSimpleCanvas::Matrix();
}

void QFxTransform::update()
{
    QFxItem *item = qobject_cast<QFxItem *>(parent());
    if (item)
        item->updateTransform();
}

/*!
    \qmlclass Axis
    \brief The Axis element defines an axis that can be used for rotation or translation.

    An axis is specified by 2 points in 3D space: a start point and
    an end point. While technically the axis is the line running through these two points
    (and thus many different sets of two points could define the same axis), the distance
    between the points does matter for translation along an axis.

    \code
    Axis { startX: 0; startY: 0; endX: 20; endY: 30 }
    \endcode
*/

QML_DEFINE_TYPE(QFxAxis, Axis);

QFxAxis::QFxAxis(QObject *parent)
: QObject(parent), _startX(0), _startY(0), _endX(0), _endY(0), _endZ(0)
{
}

QFxAxis::~QFxAxis()
{
}

/*!
    \qmlproperty real Axis::startX
    \qmlproperty real Axis::startY

    The start point of the axis. The z-position of the start point is assumed to be 0, and cannot
    be changed.
*/
qreal QFxAxis::startX() const
{
    return _startX;
}

void QFxAxis::setStartX(qreal x)
{
    _startX = x;
    emit updated();
}

qreal QFxAxis::startY() const
{
    return _startY;
}

void QFxAxis::setStartY(qreal y)
{
    _startY = y;
    emit updated();
}

/*!
    \qmlproperty real Axis::endX
    \qmlproperty real Axis::endY
    \qmlproperty real Axis::endZ

    The end point of the axis.
*/
qreal QFxAxis::endX() const
{
    return _endX;
}

void QFxAxis::setEndX(qreal x)
{
    _endX = x;
    emit updated();
}

qreal QFxAxis::endY() const
{
    return _endY;
}

void QFxAxis::setEndY(qreal y)
{
    _endY = y;
    emit updated();
}

qreal QFxAxis::endZ() const
{
    return _endZ;
}

void QFxAxis::setEndZ(qreal z)
{
    _endZ = z;
    emit updated();
}

/*!
    \qmlclass Rotation3D
    \brief The Rotation3D element provides a way to rotate an Item around an axis.

    Here is an example of various rotations applied to an \l Image.
    \snippet doc/src/snippets/declarative/rotation.qml 0

    \image axisrotation.png
*/

QML_DEFINE_TYPE(QFxRotation3D,Rotation3D);

QFxRotation3D::QFxRotation3D(QObject *parent)
: QFxTransform(parent), _angle(0), _dirty(true)
{
    connect(&_axis, SIGNAL(updated()), this, SLOT(update()));
}

QFxRotation3D::~QFxRotation3D()
{
}

/*!
    \qmlproperty real Rotation3D::axis.startX
    \qmlproperty real Rotation3D::axis.startY
    \qmlproperty real Rotation3D::axis.endX
    \qmlproperty real Rotation3D::axis.endY
    \qmlproperty real Rotation3D::axis.endZ

    A rotation axis is specified by 2 points in 3D space: a start point and
    an end point. The z-position of the start point is assumed to be 0, and cannot
    be changed.

    \sa Axis
*/
QFxAxis *QFxRotation3D::axis()
{
    return &_axis;
}

/*!
    \qmlproperty real Rotation3D::angle

    The angle, in degrees, to rotate around the specified axis.
*/
qreal QFxRotation3D::angle() const
{
    return _angle;
}

void QFxRotation3D::setAngle(qreal angle)
{
    _angle = angle;
    update();
}

bool QFxRotation3D::isIdentity() const
{
    return (_angle == 0.) || (_axis.endZ() == 0. && _axis.endY() == _axis.startY() && _axis.endX() == _axis.startX());
}

#if defined(QFX_RENDER_QPAINTER)
const qreal inv_dist_to_plane = 1. / 1024.;
QTransform QFxRotation3D::transform() const
{
    if (_dirty) {
        _transform = QTransform();

        if (!isIdentity()) {
            if (angle() != 0.) {
                QTransform rotTrans;
                rotTrans.translate(-_axis.startX(), -_axis.startY());
                QTransform rotTrans2;
                rotTrans2.translate(_axis.startX(), _axis.startY());

                qreal rad = angle() * 2. * M_PI / 360.;
                qreal c = ::cos(rad);
                qreal s = ::sin(rad);

                qreal x = _axis.endX() - _axis.startX();
                qreal y = _axis.endY() - _axis.startY();
                qreal z = _axis.endZ();

                qreal len = x * x + y * y + z * z;
                if (len != 1.) {
                    len = ::sqrt(len);
                    x /= len;
                    y /= len;
                    z /= len;
                }

                QTransform rot(x*x*(1-c)+c, x*y*(1-c)-z*s, x*z*(1-c)+y*s*inv_dist_to_plane,
                               y*x*(1-c)+z*s, y*y*(1-c)+c, y*z*(1-c)-x*s*inv_dist_to_plane,
                               0, 0, 1);

                _transform *= rotTrans;
                _transform *= rot;
                _transform *= rotTrans2;
            }
        }

        _dirty = false;
    }

    return _transform;
}
#elif defined(QFX_RENDER_OPENGL)
QMatrix4x4 QFxRotation3D::transform() const
{
    if (_dirty) {
        _dirty = false;
        _transform = QMatrix4x4();

        if (!isIdentity()) {
            if (angle() != 0.) {
                qreal x = _axis.endX() - _axis.startX();
                qreal y = _axis.endY() - _axis.startY();
                qreal z = _axis.endZ();

                _transform.translate(_axis.startX(), _axis.startY(), 0);
                _transform.rotate(angle(), x, y, z);
                _transform.translate(-_axis.startX(), -_axis.startY(), 0);
            }
        }
    }

    return _transform;
}
#endif

void QFxRotation3D::update()
{
    _dirty = true;
    QFxItem *item = qobject_cast<QFxItem *>(parent());
    if (item)
        item->updateTransform();
}

/*!
    \qmlclass Translation3D
    \brief The Translation3D element provides a way to move an Item along an axis.

    The following example translates the image to 10, 3.
    \code
    <Image src="logo.png">
        <transform>
            <Translation3D axis.startX="0" axis.startY="0" axis.endX="1" axis.endY=".3" distance="10"/>
        </transform>
    </Image>
    \endcode
*/

QML_DEFINE_TYPE(QFxTranslation3D,Translation3D);

QFxTranslation3D::QFxTranslation3D(QObject *parent)
: QFxTransform(parent), _distance(0), _dirty(true)
{
    connect(&_axis, SIGNAL(updated()), this, SLOT(update()));
}

QFxTranslation3D::~QFxTranslation3D()
{
}

/*!
    \qmlproperty real Translation3D::axis.startX
    \qmlproperty real Translation3D::axis.startY
    \qmlproperty real Translation3D::axis.endX
    \qmlproperty real Translation3D::axis.endY
    \qmlproperty real Translation3D::axis.endZ

    A translation axis is specified by 2 points in 3D space: a start point and
    an end point. The z-position of the start point is assumed to be 0, and cannot
    be changed. Changing the z-position of the end point is only valid when running
    under OpenGL.

    \sa Axis
*/
QFxAxis *QFxTranslation3D::axis()
{
    return &_axis;
}

/*!
    \qmlproperty real Translation3D::distance

    The distance to translate along the specified axis. distance is a multiplier;
    in the example below, a distance of 1 would translate to 100, 50, while a distance
    of 0.5 would translate to 50, 25.

    \code
    Translation3D { axis.startX: 0; axis.startY: 0; axis.endX: 100; axis.endY: 50 }
    \endcode
*/
qreal QFxTranslation3D::distance() const
{
    return _distance;
}

void QFxTranslation3D::setDistance(qreal distance)
{
    _distance = distance;
    update();
}

bool QFxTranslation3D::isIdentity() const
{
    return (_distance == 0.) || (_axis.endZ() == 0. && _axis.endY() == _axis.startY() && _axis.endX() == _axis.startX());
}

#if defined(QFX_RENDER_QPAINTER)
QTransform QFxTranslation3D::transform() const
{
    if (_dirty) {
        _transform = QTransform();

        if (!isIdentity()) {
            if (distance() != 0.) {
                QTransform trans;
                trans.translate((_axis.endX() - _axis.startX()) * distance(),
                        (_axis.endY() - _axis.startY()) * distance());
                _transform *= trans;
            }
        }

        _dirty = false;
    }

    return _transform;
}
#elif defined(QFX_RENDER_OPENGL)
QMatrix4x4 QFxTranslation3D::transform() const
{
    if (_dirty) {
        _dirty = false;
        _transform = QMatrix4x4();

        if (!isIdentity()) {
            if (distance() != 0.)
                _transform.translate((_axis.endX() - _axis.startX()) * distance(),
                                     (_axis.endY() - _axis.startY()) * distance(),
                                     (_axis.endZ()) * distance());

        }
    }

    return _transform;
}
#endif

void QFxTranslation3D::update()
{
    _dirty = true;

#if !defined(QFX_RENDER_OPENGL)
    if (_axis.endZ() != 0. && distance() != 0.) {
        qmlInfo(this) << "QTransform cannot translate along Z-axis.";
    }
#endif

    QFxItem *item = qobject_cast<QFxItem *>(parent());
    if (item)
        item->updateTransform();
}

/*!
    \qmlclass Perspective
    \brief The Perspective element specifies a perspective transformation.

    A Perspective transform only affects an item when running under OpenGL; when running under software
    rasterization it has no effect.
*/

QML_DEFINE_TYPE(QFxPerspective,Perspective);

QFxPerspective::QFxPerspective(QObject *parent)
    : QFxTransform(parent)
{
}

QFxPerspective::~QFxPerspective()
{
}

#if defined(QFX_RENDER_OPENGL)
bool QFxPerspective::isIdentity() const
{
    return false;
}

QMatrix4x4 QFxPerspective::transform() const
{
    QMatrix4x4 rv;
    rv.translate(_x, _y);
    rv.perspective(_angle, _aspect, 1, 1024 * 1024);
    rv.translate(-_x, -_y, -1);
    rv.scale(1, 1, 1. / _scale);

    return rv;
}
#endif

/*!
    \qmlproperty real Perspective::angle
*/

/*!
    \qmlproperty real Perspective::aspect
*/

/*!
    \qmlproperty real Perspective::x
*/

/*!
    \qmlproperty real Perspective::y
*/

/*!
    \qmlproperty real Perspective::scale
*/

/*!
    \qmlclass Squish
    \brief The Squish element allows you to distort an items appearance by 'squishing' it.

    Here is an example of various \l Image squishes.
    \code
    Rect {
        id: Screen
        width: 360; height: 80
        color: "white"

        HorizontalLayout {
            margin: 10
            spacing: 10
            Image { src: "qt.png" }
            Image {
                src: "qt.png"
                transform: Squish {
                    x:0; y:0; width:60; height:60
                    topLeftX:0; topLeftY:0
                    topRightX:50; topRightY:10
                    bottomLeftX:0; bottomLeftY:60
                    bottomRightX: 60; bottomRightY:60
                }
            }
            Image {
                src: "qt.png"
                transform: Squish {
                    x:0; y:0; width:60; height:60
                    topLeftX:0; topLeftY:0
                    topRightX:50; topRightY:0
                    bottomLeftX:10; bottomLeftY:50
                    bottomRightX: 60; bottomRightY:60
                }
            }
            Image {
                src: "qt.png"
                transform: Squish {
                    x:0; y:0; width:60; height:60
                    topLeftX:0; topLeftY:10
                    topRightX:60; topRightY:10
                    bottomLeftX:0; bottomLeftY:50
                    bottomRightX: 60; bottomRightY:50
                }
            }
            Image {
                src: "qt.png"
                transform: Squish {
                    x:0; y:0; width:60; height:60
                    topLeftX:10; topLeftY:0
                    topRightX:50; topRightY:0
                    bottomLeftX:10; bottomLeftY:60
                    bottomRightX: 50; bottomRightY:60
                }
            }
        }
    }
    \endcode

    \image squish.png
*/
QML_DEFINE_TYPE(QFxSquish,Squish);

QFxSquish::QFxSquish(QObject *parent)
    : QFxTransform(parent)
{
}

QFxSquish::~QFxSquish()
{
}

/*!
    \qmlproperty real Squish::x
    \qmlproperty real Squish::y
    \qmlproperty real Squish::width
    \qmlproperty real Squish::height

    This is usually set to the original geometry of the item being squished.
*/
qreal QFxSquish::x() const
{
    return p.x();
}

void QFxSquish::setX(qreal v)
{
    p.setX(v);
    update();
}

qreal QFxSquish::y() const
{
    return p.y();
}

void QFxSquish::setY(qreal v)
{
    p.setY(v);
    update();
}

qreal QFxSquish::width() const
{
    return s.width();
}

void QFxSquish::setWidth(qreal v)
{
    s.setWidth(v);
    update();
}

qreal QFxSquish::height() const
{
    return s.height();
}

void QFxSquish::setHeight(qreal v)
{
    s.setHeight(v);
    update();
}

/*!
    \qmlproperty real Squish::topLeftX
    \qmlproperty real Squish::topLeftY

    The top left point for the squish.
*/
qreal QFxSquish::topLeft_x() const
{
    return p1.x();
}

void QFxSquish::settopLeft_x(qreal v)
{
    p1.setX(v);
    update();
}

qreal QFxSquish::topLeft_y() const
{
    return p1.y();
}

void QFxSquish::settopLeft_y(qreal v)
{
    p1.setY(v);
    update();
}

/*!
    \qmlproperty real Squish::topRightX
    \qmlproperty real Squish::topRightY

    The top right point for the squish.
*/
qreal QFxSquish::topRight_x() const
{
    return p2.x();
}

void QFxSquish::settopRight_x(qreal v)
{
    p2.setX(v);
    update();
}

qreal QFxSquish::topRight_y() const
{
    return p2.y();
}

void QFxSquish::settopRight_y(qreal v)
{
    p2.setY(v);
    update();
}

/*!
    \qmlproperty real Squish::bottomLeftX
    \qmlproperty real Squish::bottomLeftY

    The bottom left point for the squish.
*/
qreal QFxSquish::bottomLeft_x() const
{
    return p3.x();
}

void QFxSquish::setbottomLeft_x(qreal v)
{
    p3.setX(v);
    update();
}

qreal QFxSquish::bottomLeft_y() const
{
    return p3.y();
}

void QFxSquish::setbottomLeft_y(qreal v)
{
    p3.setY(v);
    update();
}

/*!
    \qmlproperty real Squish::bottomRightX
    \qmlproperty real Squish::bottomRightY

    The bottom right point for the squish.
*/
qreal QFxSquish::bottomRight_x() const
{
    return p4.x();
}

void QFxSquish::setbottomRight_x(qreal v)
{
    p4.setX(v);
    update();
}

qreal QFxSquish::bottomRight_y() const
{
    return p4.y();
}

void QFxSquish::setbottomRight_y(qreal v)
{
    p4.setY(v);
    update();
}

void QFxSquish::update()
{
    QFxItem *item = qobject_cast<QFxItem *>(parent());
    if (item)
        item->updateTransform();
}

bool QFxSquish::isIdentity() const
{
    return false;
}

#if defined(QFX_RENDER_QPAINTER)
QTransform QFxSquish::transform() const
{
    QPolygonF poly;
    poly << p << QPointF(p.x() + s.width(), p.y()) << QPointF(p.x() + s.width(), p.y() + s.height()) << QPointF(p.x(), p.y() + s.height());
    QPolygonF poly2;
    poly2 << p1 << p2 << p4 << p3;

    QTransform t;
    QTransform::quadToQuad(poly, poly2, t);
    return t;
}
#elif defined(QFX_RENDER_OPENGL)
QMatrix4x4 QFxSquish::transform() const
{
    QPolygonF poly;
    poly << p << QPointF(p.x() + s.width(), p.y()) << QPointF(p.x() + s.width(), p.y() + s.height()) << QPointF(p.x(), p.y() + s.height());
    QPolygonF poly2;
    poly2 << p1 << p2 << p4 << p3;

    QTransform t;
    QMatrix4x4 rv;
    if (QTransform::quadToQuad(poly, poly2, t))
        rv = QMatrix4x4(t);

    return rv;
}
#endif

QT_END_NAMESPACE