blob: 3732b683b0903fddb7469834aef0aebefd579f2e [file] [log] [blame]
// Copyright 2017 Google Inc. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef COBALT_RENDER_TREE_MATRIX_TRANSFORM_3D_NODE_H_
#define COBALT_RENDER_TREE_MATRIX_TRANSFORM_3D_NODE_H_
#include <algorithm>
#include <vector>
#include "base/compiler_specific.h"
#include "cobalt/base/type_id.h"
#include "cobalt/render_tree/node.h"
#include "third_party/glm/glm/mat4x4.hpp"
namespace cobalt {
namespace render_tree {
// A MatrixTransform3DNode applies a specified 3D affine matrix transform,
// |transform| to a specified sub render tree node, |source|. As of the time
// of this writing, the MatrixTransform3DNode will not affect anything except
// for FilterNodes with the MapToMeshFilter attached to them, in which case
// the 3D transform will be applied to the mesh.
class MatrixTransform3DNode : public Node {
public:
struct Builder {
Builder(const scoped_refptr<Node>& source, const glm::mat4& transform)
: source(source), transform(transform) {}
bool operator==(const Builder& other) const {
return source == other.source && transform == other.transform;
}
// The subtree that will be rendered with |transform| applied to it.
scoped_refptr<Node> source;
// The matrix transform that will be applied to the subtree. It is an
// affine 4x4 matrix.
glm::mat4 transform;
};
MatrixTransform3DNode(const scoped_refptr<Node>& source,
const glm::mat4& transform)
: data_(source, transform) {}
explicit MatrixTransform3DNode(const Builder& builder) : data_(builder) {}
void Accept(NodeVisitor* visitor) OVERRIDE;
math::RectF GetBounds() const OVERRIDE;
base::TypeId GetTypeId() const OVERRIDE {
return base::GetTypeId<MatrixTransform3DNode>();
}
const Builder& data() const { return data_; }
private:
const Builder data_;
};
} // namespace render_tree
} // namespace cobalt
#endif // COBALT_RENDER_TREE_MATRIX_TRANSFORM_3D_NODE_H_