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Revert euclid update.
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parent
3bcde6fd91
commit
5158f65810
2 changed files with 31 additions and 28 deletions
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@ -38,7 +38,7 @@ byteorder = "1.0"
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cssparser = "0.28"
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derive_more = "0.99"
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encoding_rs = { version = "0.8", optional = true }
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euclid = "0.22"
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euclid = "0.20"
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fallible = { path = "../fallible" }
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fxhash = "0.2"
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hashglobe = { path = "../hashglobe" }
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@ -76,7 +76,7 @@ pub use self::GenericMatrix3D as Matrix3D;
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impl<T: Into<f64>> From<Matrix<T>> for Transform3D<f64> {
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#[inline]
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fn from(m: Matrix<T>) -> Self {
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Transform3D::new(
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Transform3D::row_major(
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m.a.into(), m.b.into(), 0.0, 0.0,
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m.c.into(), m.d.into(), 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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@ -89,7 +89,7 @@ impl<T: Into<f64>> From<Matrix<T>> for Transform3D<f64> {
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impl<T: Into<f64>> From<Matrix3D<T>> for Transform3D<f64> {
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#[inline]
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fn from(m: Matrix3D<T>) -> Self {
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Transform3D::new(
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Transform3D::row_major(
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m.m11.into(), m.m12.into(), m.m13.into(), m.m14.into(),
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m.m21.into(), m.m22.into(), m.m23.into(), m.m24.into(),
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m.m31.into(), m.m32.into(), m.m33.into(), m.m34.into(),
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@ -443,14 +443,15 @@ where
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use self::TransformOperation::*;
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use std::f64;
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const TWO_PI: f64 = 2.0f64 * f64::consts::PI;
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let reference_width = reference_box.map(|v| v.size.width);
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let reference_height = reference_box.map(|v| v.size.height);
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let matrix = match *self {
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Rotate3D(ax, ay, az, theta) => {
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let theta = theta.radians64();
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let theta = TWO_PI - theta.radians64();
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let (ax, ay, az, theta) =
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get_normalized_vector_and_angle(ax.into(), ay.into(), az.into(), theta);
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Transform3D::rotation(
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Transform3D::create_rotation(
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ax as f64,
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ay as f64,
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az as f64,
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@ -458,54 +459,56 @@ where
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)
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},
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RotateX(theta) => {
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let theta = euclid::Angle::radians(theta.radians64());
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Transform3D::rotation(1., 0., 0., theta)
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let theta = euclid::Angle::radians(TWO_PI - theta.radians64());
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Transform3D::create_rotation(1., 0., 0., theta)
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},
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RotateY(theta) => {
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let theta = euclid::Angle::radians(theta.radians64());
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Transform3D::rotation(0., 1., 0., theta)
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let theta = euclid::Angle::radians(TWO_PI - theta.radians64());
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Transform3D::create_rotation(0., 1., 0., theta)
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},
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RotateZ(theta) | Rotate(theta) => {
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let theta = euclid::Angle::radians(theta.radians64());
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Transform3D::rotation(0., 0., 1., theta)
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let theta = euclid::Angle::radians(TWO_PI - theta.radians64());
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Transform3D::create_rotation(0., 0., 1., theta)
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},
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Perspective(ref d) => {
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let m = create_perspective_matrix(d.to_pixel_length(None)?);
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m.cast()
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},
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Scale3D(sx, sy, sz) => Transform3D::scale(sx.into(), sy.into(), sz.into()),
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Scale(sx, sy) => Transform3D::scale(sx.into(), sy.into(), 1.),
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ScaleX(s) => Transform3D::scale(s.into(), 1., 1.),
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ScaleY(s) => Transform3D::scale(1., s.into(), 1.),
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ScaleZ(s) => Transform3D::scale(1., 1., s.into()),
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Scale3D(sx, sy, sz) => Transform3D::create_scale(sx.into(), sy.into(), sz.into()),
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Scale(sx, sy) => Transform3D::create_scale(sx.into(), sy.into(), 1.),
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ScaleX(s) => Transform3D::create_scale(s.into(), 1., 1.),
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ScaleY(s) => Transform3D::create_scale(1., s.into(), 1.),
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ScaleZ(s) => Transform3D::create_scale(1., 1., s.into()),
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Translate3D(ref tx, ref ty, ref tz) => {
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let tx = tx.to_pixel_length(reference_width)? as f64;
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let ty = ty.to_pixel_length(reference_height)? as f64;
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Transform3D::translation(tx, ty, tz.to_pixel_length(None)? as f64)
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Transform3D::create_translation(tx, ty, tz.to_pixel_length(None)? as f64)
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},
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Translate(ref tx, ref ty) => {
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let tx = tx.to_pixel_length(reference_width)? as f64;
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let ty = ty.to_pixel_length(reference_height)? as f64;
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Transform3D::translation(tx, ty, 0.)
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Transform3D::create_translation(tx, ty, 0.)
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},
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TranslateX(ref t) => {
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let t = t.to_pixel_length(reference_width)? as f64;
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Transform3D::translation(t, 0., 0.)
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Transform3D::create_translation(t, 0., 0.)
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},
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TranslateY(ref t) => {
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let t = t.to_pixel_length(reference_height)? as f64;
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Transform3D::translation(0., t, 0.)
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Transform3D::create_translation(0., t, 0.)
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},
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TranslateZ(ref z) => Transform3D::translation(0., 0., z.to_pixel_length(None)? as f64),
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Skew(theta_x, theta_y) => Transform3D::skew(
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TranslateZ(ref z) => {
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Transform3D::create_translation(0., 0., z.to_pixel_length(None)? as f64)
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},
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Skew(theta_x, theta_y) => Transform3D::create_skew(
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euclid::Angle::radians(theta_x.radians64()),
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euclid::Angle::radians(theta_y.radians64()),
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),
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SkewX(theta) => Transform3D::skew(
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SkewX(theta) => Transform3D::create_skew(
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euclid::Angle::radians(theta.radians64()),
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euclid::Angle::radians(0.),
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),
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SkewY(theta) => Transform3D::skew(
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SkewY(theta) => Transform3D::create_skew(
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euclid::Angle::radians(0.),
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euclid::Angle::radians(theta.radians64()),
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),
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@ -544,7 +547,7 @@ impl<T: ToMatrix> Transform<T> {
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let cast_3d_transform = |m: Transform3D<f64>| -> Transform3D<CSSFloat> {
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use std::{f32, f64};
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let cast = |v: f64| { v.min(f32::MAX as f64).max(f32::MIN as f64) as f32 };
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Transform3D::new(
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Transform3D::row_major(
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cast(m.m11), cast(m.m12), cast(m.m13), cast(m.m14),
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cast(m.m21), cast(m.m22), cast(m.m23), cast(m.m24),
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cast(m.m31), cast(m.m32), cast(m.m33), cast(m.m34),
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@ -562,7 +565,7 @@ impl<T: ToMatrix> Transform<T> {
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reference_box: Option<&Rect<ComputedLength>>,
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) -> Result<(Transform3D<f64>, bool), ()> {
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// We intentionally use Transform3D<f64> during computation to avoid error propagation
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// because using f32 to compute triangle functions (e.g. in rotation()) is not
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// because using f32 to compute triangle functions (e.g. in create_rotation()) is not
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// accurate enough. In Gecko, we also use "double" to compute the triangle functions.
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// Therefore, let's use Transform3D<f64> during matrix computation and cast it into f32
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// in the end.
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@ -572,7 +575,7 @@ impl<T: ToMatrix> Transform<T> {
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for operation in &*self.0 {
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let matrix = operation.to_3d_matrix(reference_box)?;
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contain_3d |= operation.is_3d();
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transform = matrix.then(&transform);
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transform = transform.pre_transform(&matrix);
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}
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Ok((transform, contain_3d))
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@ -592,7 +595,7 @@ pub fn create_perspective_matrix(d: CSSFloat) -> Transform3D<CSSFloat> {
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if d <= 0.0 {
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Transform3D::identity()
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} else {
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Transform3D::perspective(d)
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Transform3D::create_perspective(d)
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}
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}
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