Add Chromium-only Blender WebEngine parity work
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205
blender-5.2.0/intern/cycles/util/transform.cpp
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205
blender-5.2.0/intern/cycles/util/transform.cpp
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/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#include "util/transform.h"
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#include "util/projection.h"
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#include "util/boundbox.h"
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#include "util/math.h"
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CCL_NAMESPACE_BEGIN
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/* Transform Inverse */
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Transform transform_transposed_inverse(const Transform &tfm)
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{
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const ProjectionTransform iprojection(transform_inverse(tfm));
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return projection_to_transform(projection_transpose(iprojection));
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}
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/* Motion Transform */
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float4 transform_to_quat(const Transform &tfm)
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{
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const double trace = (double)(tfm[0][0] + tfm[1][1] + tfm[2][2]);
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float4 qt;
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if (trace > 0.0) {
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double s = sqrt(trace + 1.0);
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qt.w = (float)(s / 2.0);
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s = 0.5 / s;
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qt.x = (float)((double)(tfm[2][1] - tfm[1][2]) * s);
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qt.y = (float)((double)(tfm[0][2] - tfm[2][0]) * s);
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qt.z = (float)((double)(tfm[1][0] - tfm[0][1]) * s);
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}
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else {
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int i = 0;
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if (tfm[1][1] > tfm[i][i]) {
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i = 1;
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}
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if (tfm[2][2] > tfm[i][i]) {
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i = 2;
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}
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const int j = (i + 1) % 3;
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const int k = (j + 1) % 3;
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double s = sqrt((double)(tfm[i][i] - (tfm[j][j] + tfm[k][k])) + 1.0);
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double q[3];
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q[i] = s * 0.5;
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if (s != 0.0) {
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s = 0.5 / s;
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}
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const double w = (double)(tfm[k][j] - tfm[j][k]) * s;
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q[j] = (double)(tfm[j][i] + tfm[i][j]) * s;
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q[k] = (double)(tfm[k][i] + tfm[i][k]) * s;
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qt.x = (float)q[0];
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qt.y = (float)q[1];
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qt.z = (float)q[2];
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qt.w = (float)w;
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}
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return qt;
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}
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static void transform_decompose(DecomposedTransform *decomp, const Transform *tfm)
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{
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/* extract translation */
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decomp->y = make_float4(tfm->x.w, tfm->y.w, tfm->z.w, 0.0f);
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/* extract rotation */
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Transform M = *tfm;
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M.x.w = 0.0f;
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M.y.w = 0.0f;
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M.z.w = 0.0f;
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#if 0
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Transform R = M;
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float norm;
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int iteration = 0;
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do {
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Transform Rnext;
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Transform Rit = transform_transposed_inverse(R);
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for (int i = 0; i < 3; i++) {
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for (int j = 0; j < 4; j++) {
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Rnext[i][j] = 0.5f * (R[i][j] + Rit[i][j]);
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}
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}
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norm = 0.0f;
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for (int i = 0; i < 3; i++) {
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norm = max(norm,
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fabsf(R[i][0] - Rnext[i][0]) + fabsf(R[i][1] - Rnext[i][1]) +
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fabsf(R[i][2] - Rnext[i][2]));
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}
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R = Rnext;
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iteration++;
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} while (iteration < 100 && norm > 1e-4f);
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if (transform_negative_scale(R)) {
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R = R * transform_scale(-1.0f, -1.0f, -1.0f);
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}
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decomp->x = transform_to_quat(R);
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/* extract scale and pack it */
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Transform scale = transform_inverse(R) * M;
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decomp->y.w = scale.x.x;
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decomp->z = make_float4(scale.x.y, scale.x.z, scale.y.x, scale.y.y);
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decomp->w = make_float4(scale.y.z, scale.z.x, scale.z.y, scale.z.z);
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#else
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float3 colx = transform_get_column(&M, 0);
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float3 coly = transform_get_column(&M, 1);
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float3 colz = transform_get_column(&M, 2);
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/* extract scale and shear first */
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float3 scale;
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float3 shear;
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scale.x = len(colx);
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colx = safe_divide(colx, scale.x);
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shear.z = dot(colx, coly);
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coly -= shear.z * colx;
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scale.y = len(coly);
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coly = safe_divide(coly, scale.y);
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shear.y = dot(colx, colz);
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colz -= shear.y * colx;
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shear.x = dot(coly, colz);
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colz -= shear.x * coly;
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scale.z = len(colz);
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colz = safe_divide(colz, scale.z);
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transform_set_column(&M, 0, colx);
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transform_set_column(&M, 1, coly);
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transform_set_column(&M, 2, colz);
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if (transform_negative_scale(M)) {
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scale *= -1.0f;
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M = M * transform_scale(-1.0f, -1.0f, -1.0f);
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}
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decomp->x = transform_to_quat(M);
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decomp->y.w = scale.x;
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decomp->z = make_float4(shear.z, shear.y, 0.0f, scale.y);
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decomp->w = make_float4(shear.x, 0.0f, 0.0f, scale.z);
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#endif
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}
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void transform_motion_decompose(DecomposedTransform *decomp,
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const Transform *motion,
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const size_t size)
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{
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/* Decompose and correct rotation. */
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for (size_t i = 0; i < size; i++) {
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transform_decompose(decomp + i, motion + i);
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if (i > 0) {
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/* Ensure rotation around shortest angle, negated quaternions are the same
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* but this means we don't have to do the check in quat_interpolate */
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if (dot(decomp[i - 1].x, decomp[i].x) < 0.0f) {
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decomp[i].x = -decomp[i].x;
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}
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}
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}
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/* Copy rotation to decomposed transform where scale is degenerate. This avoids weird object
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* rotation interpolation when the scale goes to 0 for a time step.
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*
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* Note that this is very simple and naive implementation, which only deals with degenerated
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* scale happening only on one frame. It is possible to improve it further by interpolating
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* rotation into s degenerated range using rotation from time-steps from adjacent non-degenerated
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* time steps. */
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for (size_t i = 0; i < size; i++) {
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const float3 scale = make_float3(decomp[i].y.w, decomp[i].z.w, decomp[i].w.w);
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if (!is_zero(scale)) {
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continue;
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}
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if (i > 0) {
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decomp[i].x = decomp[i - 1].x;
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}
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else if (i < size - 1) {
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decomp[i].x = decomp[i + 1].x;
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}
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}
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}
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Transform transform_from_viewplane(BoundBox2D &viewplane)
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{
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return transform_scale(1.0f / (viewplane.right - viewplane.left),
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1.0f / (viewplane.top - viewplane.bottom),
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1.0f) *
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transform_translate(-viewplane.left, -viewplane.bottom, 0.0f);
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}
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CCL_NAMESPACE_END
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