mirror of
https://github.com/servo/servo.git
synced 2025-08-06 14:10:11 +01:00
Use DirectionVector as an alias of euclid::Vector3D<f32>.
Therefore, we can reuse the methods of Vector3D, instead of implementing similar ones.
This commit is contained in:
parent
5c2d8507be
commit
4580b530a8
2 changed files with 32 additions and 61 deletions
|
@ -5,7 +5,7 @@
|
|||
//! Computed types for CSS values that are related to transformations.
|
||||
|
||||
use app_units::Au;
|
||||
use euclid::{Point3D, Rect, Transform3D};
|
||||
use euclid::{Rect, Transform3D, Vector3D};
|
||||
use properties::longhands::transform::computed_value::{ComputedOperation, ComputedMatrix};
|
||||
use properties::longhands::transform::computed_value::T as TransformList;
|
||||
use std::f32;
|
||||
|
@ -20,6 +20,9 @@ pub type TransformOrigin = GenericTransformOrigin<LengthOrPercentage, LengthOrPe
|
|||
/// A computed timing function.
|
||||
pub type TimingFunction = GenericTimingFunction<u32, Number>;
|
||||
|
||||
/// A vector to represent the direction vector (rotate axis) for Rotate3D.
|
||||
pub type DirectionVector = Vector3D<CSSFloat>;
|
||||
|
||||
impl TransformOrigin {
|
||||
/// Returns the initial computed value for `transform-origin`.
|
||||
#[inline]
|
||||
|
@ -32,52 +35,6 @@ impl TransformOrigin {
|
|||
}
|
||||
}
|
||||
|
||||
/// A wrapper of Point3D to represent the direction vector (rotate axis) for Rotate3D.
|
||||
#[derive(Clone, Copy, Debug, PartialEq)]
|
||||
#[cfg_attr(feature = "servo", derive(HeapSizeOf))]
|
||||
pub struct DirectionVector(pub Point3D<f64>);
|
||||
|
||||
impl DirectionVector {
|
||||
/// Create a DirectionVector.
|
||||
#[inline]
|
||||
pub fn new(x: f32, y: f32, z: f32) -> Self {
|
||||
DirectionVector(Point3D::new(x as f64, y as f64, z as f64))
|
||||
}
|
||||
|
||||
/// Return the normalized direction vector.
|
||||
#[inline]
|
||||
pub fn normalize(&mut self) -> bool {
|
||||
let len = self.length();
|
||||
if len > 0. {
|
||||
self.0.x = self.0.x / len;
|
||||
self.0.y = self.0.y / len;
|
||||
self.0.z = self.0.z / len;
|
||||
true
|
||||
} else {
|
||||
false
|
||||
}
|
||||
}
|
||||
|
||||
/// Get the length of this vector.
|
||||
#[inline]
|
||||
pub fn length(&self) -> f64 {
|
||||
self.0.to_array().iter().fold(0f64, |sum, v| sum + v * v).sqrt()
|
||||
}
|
||||
|
||||
/// Return the normalized direction vector and its angle.
|
||||
/// A direction vector that cannot be normalized, such as [0,0,0], will cause the
|
||||
/// rotation to not be applied. i.e. Use an identity matrix or rotate3d(0, 0, 1, 0).
|
||||
pub fn get_normalized_vector_and_angle(x: f32, y: f32, z: f32, angle: Angle)
|
||||
-> (f32, f32, f32, Angle) {
|
||||
let mut vector = DirectionVector::new(x, y, z);
|
||||
if vector.normalize() {
|
||||
(vector.0.x as f32, vector.0.y as f32, vector.0.z as f32, angle)
|
||||
} else {
|
||||
(0., 0., 1., Angle::zero())
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl From<ComputedMatrix> for Transform3D<CSSFloat> {
|
||||
#[inline]
|
||||
fn from(m: ComputedMatrix) -> Self {
|
||||
|
@ -124,12 +81,9 @@ impl TransformList {
|
|||
for operation in list {
|
||||
let matrix = match *operation {
|
||||
ComputedOperation::Rotate(ax, ay, az, theta) => {
|
||||
// https://www.w3.org/TR/css-transforms-1/#funcdef-rotate3d
|
||||
// A direction vector that cannot be normalized, such as [0, 0, 0], will cause
|
||||
// the rotation to not be applied, so we use identity matrix in this case.
|
||||
let theta = Angle::from_radians(2.0f32 * f32::consts::PI - theta.radians());
|
||||
let (ax, ay, az, theta) =
|
||||
DirectionVector::get_normalized_vector_and_angle(ax, ay, az, theta);
|
||||
Self::get_normalized_vector_and_angle(ax, ay, az, theta);
|
||||
Transform3D::create_rotation(ax, ay, az, theta.into())
|
||||
}
|
||||
ComputedOperation::Perspective(d) => {
|
||||
|
@ -198,4 +152,21 @@ impl TransformList {
|
|||
Transform3D::create_perspective(d)
|
||||
}
|
||||
}
|
||||
|
||||
/// Return the normalized direction vector and its angle for Rotate3D.
|
||||
pub fn get_normalized_vector_and_angle(x: f32, y: f32, z: f32, angle: Angle)
|
||||
-> (f32, f32, f32, Angle) {
|
||||
use euclid::approxeq::ApproxEq;
|
||||
use euclid::num::Zero;
|
||||
let vector = DirectionVector::new(x, y, z);
|
||||
if vector.square_length().approx_eq(&f32::zero()) {
|
||||
// https://www.w3.org/TR/css-transforms-1/#funcdef-rotate3d
|
||||
// A direction vector that cannot be normalized, such as [0, 0, 0], will cause the
|
||||
// rotation to not be applied, so we use identity matrix (i.e. rotate3d(0, 0, 1, 0)).
|
||||
(0., 0., 1., Angle::zero())
|
||||
} else {
|
||||
let vector = vector.normalize();
|
||||
(vector.x, vector.y, vector.z, angle)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue