transformRect method Null safety

Rect transformRect(
  1. Matrix4 transform,
  2. Rect rect
)

Returns a rect that bounds the result of applying the given matrix as a perspective transform to the given rect.

This function assumes the given rect is in the plane with z equals 0.0. The transformed rect is then projected back into the plane with z equals 0.0 before computing its bounding rect.

Implementation

static Rect transformRect(Matrix4 transform, Rect rect) {
  final Float64List storage = transform.storage;
  final double x = rect.left;
  final double y = rect.top;
  final double w = rect.right - x;
  final double h = rect.bottom - y;

  // We want to avoid turning a finite rect into an infinite one if we can.
  if (!w.isFinite || !h.isFinite) {
    return _safeTransformRect(transform, rect);
  }

  // Transforming the 4 corners of a rectangle the straightforward way
  // incurs the cost of transforming 4 points using vector math which
  // involves 48 multiplications and 48 adds and then normalizing
  // the points using 4 inversions of the homogeneous weight factor
  // and then 12 multiplies. Once we have transformed all of the points
  // we then need to turn them into a bounding box using 4 min/max
  // operations each on 4 values yielding 12 total comparisons.
  //
  // On top of all of those operations, using the vector_math package to
  // do the work for us involves allocating several objects in order to
  // communicate the values back and forth - 4 allocating getters to extract
  // the [Offset] objects for the corners of the [Rect], 4 conversions to
  // a [Vector3] to use [Matrix4.perspectiveTransform()], and then 4 new
  // [Offset] objects allocated to hold those results, yielding 8 [Offset]
  // and 4 [Vector3] object allocations per rectangle transformed.
  //
  // But the math we really need to get our answer is actually much less
  // than that.
  //
  // First, consider that a full point transform using the vector math
  // package involves expanding it out into a vector3 with a Z coordinate
  // of 0.0 and then performing 3 multiplies and 3 adds per coordinate:
  // ```
  // xt = x*m00 + y*m10 + z*m20 + m30;
  // yt = x*m01 + y*m11 + z*m21 + m31;
  // zt = x*m02 + y*m12 + z*m22 + m32;
  // wt = x*m03 + y*m13 + z*m23 + m33;
  // ```
  // Immediately we see that we can get rid of the 3rd column of multiplies
  // since we know that Z=0.0. We can also get rid of the 3rd row because
  // we ignore the resulting Z coordinate. Finally we can get rid of the
  // last row if we don't have a perspective transform since we can verify
  // that the results are 1.0 for all points.  This gets us down to 16
  // multiplies and 16 adds in the non-perspective case and 24 of each for
  // the perspective case. (Plus the 12 comparisons to turn them back into
  // a bounding box.)
  //
  // But we can do even better than that.
  //
  // Under optimal conditions of no perspective transformation,
  // which is actually a very common condition, we can transform
  // a rectangle in as little as 3 operations:
  //
  // (rx,ry) = transform of upper left corner of rectangle
  // (wx,wy) = delta transform of the (w, 0) width relative vector
  // (hx,hy) = delta transform of the (0, h) height relative vector
  //
  // A delta transform is a transform of all elements of the matrix except
  // for the translation components. The translation components are added
  // in at the end of each transform computation so they represent a
  // constant offset for each point transformed. A delta transform of
  // a horizontal or vertical vector involves a single multiplication due
  // to the fact that it only has one non-zero coordinate and no addition
  // of the translation component.
  //
  // In the absence of a perspective transform, the transformed
  // rectangle will be mapped into a parallelogram with corners at:
  // corner1 = (rx, ry)
  // corner2 = corner1 + dTransformed width vector = (rx+wx, ry+wy)
  // corner3 = corner1 + dTransformed height vector = (rx+hx, ry+hy)
  // corner4 = corner1 + both dTransformed vectors = (rx+wx+hx, ry+wy+hy)
  // In all, this method of transforming the rectangle requires only
  // 8 multiplies and 12 additions (which we can reduce to 8 additions if
  // we only need a bounding box, see below).
  //
  // In the presence of a perspective transform, the above conditions
  // continue to hold with respect to the non-normalized coordinates so
  // we can still save a lot of multiplications by computing the 4
  // non-normalized coordinates using relative additions before we normalize
  // them and they lose their "pseudo-parallelogram" relationships.  We still
  // have to do the normalization divisions and min/max all 4 points to
  // get the resulting transformed bounding box, but we save a lot of
  // calculations over blindly transforming all 4 coordinates independently.
  // In all, we need 12 multiplies and 22 additions to construct the
  // non-normalized vectors and then 8 divisions (or 4 inversions and 8
  // multiplies) for normalization (plus the standard set of 12 comparisons
  // for the min/max bounds operations).
  //
  // Back to the non-perspective case, the optimization that lets us get
  // away with fewer additions if we only need a bounding box comes from
  // analyzing the impact of the relative vectors on expanding the
  // bounding box of the parallelogram. First, the bounding box always
  // contains the transformed upper-left corner of the rectangle. Next,
  // each relative vector either pushes on the left or right side of the
  // bounding box and also either the top or bottom side, depending on
  // whether it is positive or negative. Finally, you can consider the
  // impact of each vector on the bounding box independently. If, say,
  // wx and hx have the same sign, then the limiting point in the bounding
  // box will be the one that involves adding both of them to the origin
  // point. If they have opposite signs, then one will push one wall one
  // way and the other will push the opposite wall the other way and when
  // you combine both of them, the resulting "opposite corner" will
  // actually be between the limits they established by pushing the walls
  // away from each other, as below:
  // ```
  //         +---------(originx,originy)--------------+
  //         |            -----^----                  |
  //         |       -----          ----              |
  //         |  -----                   ----          |
  // (+hx,+hy)<                             ----      |
  //         |  ----                            ----  |
  //         |      ----                             >(+wx,+wy)
  //         |          ----                   -----  |
  //         |              ----          -----       |
  //         |                  ---- -----            |
  //         |                      v                 |
  //         +---------------(+wx+hx,+wy+hy)----------+
  // ```
  // In this diagram, consider that:
  // ```
  // wx would be a positive number
  // hx would be a negative number
  // wy and hy would both be positive numbers
  // ```
  // As a result, wx pushes out the right wall, hx pushes out the left wall,
  // and both wy and hy push down the bottom wall of the bounding box. The
  // wx,hx pair (of opposite signs) worked on opposite walls and the final
  // opposite corner had an X coordinate between the limits they established.
  // The wy,hy pair (of the same sign) both worked together to push the
  // bottom wall down by their sum.
  //
  // This relationship allows us to simply start with the point computed by
  // transforming the upper left corner of the rectangle, and then
  // conditionally adding wx, wy, hx, and hy to either the left or top
  // or right or bottom of the bounding box independently depending on sign.
  // In that case we only need 4 comparisons and 4 additions total to
  // compute the bounding box, combined with the 8 multiplications and
  // 4 additions to compute the transformed point and relative vectors
  // for a total of 8 multiplies, 8 adds, and 4 comparisons.
  //
  // An astute observer will note that we do need to do 2 subtractions at
  // the top of the method to compute the width and height.  Add those to
  // all of the relative solutions listed above.  The test for perspective
  // also adds 3 compares to the affine case and up to 3 compares to the
  // perspective case (depending on which test fails, the rest are omitted).
  //
  // The final tally:
  // basic method          = 60 mul + 48 add + 12 compare
  // optimized perspective = 12 mul + 22 add + 15 compare + 2 sub
  // optimized affine      =  8 mul +  8 add +  7 compare + 2 sub
  //
  // Since compares are essentially subtractions and subtractions are
  // the same cost as adds, we end up with:
  // basic method          = 60 mul + 60 add/sub/compare
  // optimized perspective = 12 mul + 39 add/sub/compare
  // optimized affine      =  8 mul + 17 add/sub/compare

  final double wx = storage[0] * w;
  final double hx = storage[4] * h;
  final double rx = storage[0] * x + storage[4] * y + storage[12];

  final double wy = storage[1] * w;
  final double hy = storage[5] * h;
  final double ry = storage[1] * x + storage[5] * y + storage[13];

  if (storage[3] == 0.0 && storage[7] == 0.0 && storage[15] == 1.0) {
    double left  = rx;
    double right = rx;
    if (wx < 0) {
      left  += wx;
    } else {
      right += wx;
    }
    if (hx < 0) {
      left  += hx;
    } else {
      right += hx;
    }

    double top    = ry;
    double bottom = ry;
    if (wy < 0) {
      top    += wy;
    } else {
      bottom += wy;
    }
    if (hy < 0) {
      top    += hy;
    } else {
      bottom += hy;
    }

    return Rect.fromLTRB(left, top, right, bottom);
  } else {
    final double ww = storage[3] * w;
    final double hw = storage[7] * h;
    final double rw = storage[3] * x + storage[7] * y + storage[15];

    final double ulx =  rx            /  rw;
    final double uly =  ry            /  rw;
    final double urx = (rx + wx)      / (rw + ww);
    final double ury = (ry + wy)      / (rw + ww);
    final double llx = (rx      + hx) / (rw      + hw);
    final double lly = (ry      + hy) / (rw      + hw);
    final double lrx = (rx + wx + hx) / (rw + ww + hw);
    final double lry = (ry + wy + hy) / (rw + ww + hw);

    return Rect.fromLTRB(
      _min4(ulx, urx, llx, lrx),
      _min4(uly, ury, lly, lry),
      _max4(ulx, urx, llx, lrx),
      _max4(uly, ury, lly, lry),
    );
  }
}