From 9078ca7dc8b2512322e5a2b26e91c2ca8348f9e1 Mon Sep 17 00:00:00 2001 From: Jan-Peter Zurek Date: Wed, 26 Jan 2022 14:46:54 +0100 Subject: [PATCH] Fix Rotate3DTransform for DeferredRenderer. --- .../Avalonia.Build.Tasks.csproj | 1 + src/Avalonia.Visuals/Matrix.cs | 2 +- src/Avalonia.Visuals/Point.cs | 17 +++++++++++++++++ 3 files changed, 19 insertions(+), 1 deletion(-) diff --git a/src/Avalonia.Build.Tasks/Avalonia.Build.Tasks.csproj b/src/Avalonia.Build.Tasks/Avalonia.Build.Tasks.csproj index e864ea2007..7e4272f5d2 100644 --- a/src/Avalonia.Build.Tasks/Avalonia.Build.Tasks.csproj +++ b/src/Avalonia.Build.Tasks/Avalonia.Build.Tasks.csproj @@ -94,5 +94,6 @@ + diff --git a/src/Avalonia.Visuals/Matrix.cs b/src/Avalonia.Visuals/Matrix.cs index 4326dc3670..38d0508ffb 100644 --- a/src/Avalonia.Visuals/Matrix.cs +++ b/src/Avalonia.Visuals/Matrix.cs @@ -357,7 +357,7 @@ namespace Avalonia /// /// Determines if the current matrix contains perspective (non-affine) transforms (true) or only (affine) transforms that could be mapped into an 2x3 matrix (false). /// - private bool ContainsPerspective() + public bool ContainsPerspective() { // ReSharper disable CompareOfFloatsByEqualityOperator diff --git a/src/Avalonia.Visuals/Point.cs b/src/Avalonia.Visuals/Point.cs index 67e7d71fbc..473de8e501 100644 --- a/src/Avalonia.Visuals/Point.cs +++ b/src/Avalonia.Visuals/Point.cs @@ -1,5 +1,6 @@ using System; using System.Globalization; +using System.Numerics; #if !BUILDTASK using Avalonia.Animation.Animators; #endif @@ -244,6 +245,22 @@ namespace Avalonia /// The transformed point. public Point Transform(Matrix transform) { + if (transform.ContainsPerspective()) + { + var m44 = new Matrix4x4( + (float)transform.M11, (float)transform.M12, (float)transform.M13, 0, + (float)transform.M21, (float)transform.M22, (float)transform.M23, 0, + (float)transform.M31, (float)transform.M32, (float)transform.M33, 0, + 0, 0, 0, 1 + ); + + var vector = new Vector3((float)X, (float)Y, 1); + var transformedVector = Vector3.Transform(vector, m44); + var z = 1 / transformedVector.Z; + + return new Point(transformedVector.X * z, transformedVector.Y * z); + } + var x = X; var y = Y; var xadd = y * transform.M21 + transform.M31;