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Implement to_transform_3d_matrix for computing distance of mismatched transform lists.
We could use this method to convert a TransformList into a Matrix, and use this matrix for computing distance for Stylo and rendering the transform for Servo. This is an equivalent of nsStyleTransformMatrix::ReadTransforms in Gecko.
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5 changed files with 215 additions and 146 deletions
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@ -8,7 +8,6 @@
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use app_units::Au;
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use cssparser::Parser;
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use euclid::Point3D;
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#[cfg(feature = "gecko")] use gecko_bindings::bindings::RawServoAnimationValueMap;
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#[cfg(feature = "gecko")] use gecko_bindings::structs::RawGeckoGfxMatrix4x4;
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#[cfg(feature = "gecko")] use gecko_bindings::structs::nsCSSPropertyID;
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@ -53,6 +52,7 @@ use values::computed::{NonNegativeNumber, Number, NumberOrPercentage, Percentage
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use values::computed::{PositiveIntegerOrAuto, ToComputedValue};
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use values::computed::length::{NonNegativeLengthOrAuto, NonNegativeLengthOrNormal};
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use values::computed::length::NonNegativeLengthOrPercentage;
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use values::computed::transform::DirectionVector;
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use values::distance::{ComputeSquaredDistance, SquaredDistance};
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use values::generics::NonNegative;
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use values::generics::effects::Filter;
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@ -1107,7 +1107,7 @@ impl ToAnimatedZero for TransformOperation {
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Ok(TransformOperation::Scale(1.0, 1.0, 1.0))
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},
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TransformOperation::Rotate(x, y, z, a) => {
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let (x, y, z, _) = get_normalized_vector_and_angle(x, y, z, a);
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let (x, y, z, _) = DirectionVector::get_normalized_vector_and_angle(x, y, z, a);
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Ok(TransformOperation::Rotate(x, y, z, Angle::zero()))
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},
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TransformOperation::Perspective(..) |
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@ -1184,8 +1184,10 @@ impl Animate for TransformOperation {
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&TransformOperation::Rotate(fx, fy, fz, fa),
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&TransformOperation::Rotate(tx, ty, tz, ta),
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) => {
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let (fx, fy, fz, fa) = get_normalized_vector_and_angle(fx, fy, fz, fa);
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let (tx, ty, tz, ta) = get_normalized_vector_and_angle(tx, ty, tz, ta);
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let (fx, fy, fz, fa) =
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DirectionVector::get_normalized_vector_and_angle(fx, fy, fz, fa);
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let (tx, ty, tz, ta) =
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DirectionVector::get_normalized_vector_and_angle(tx, ty, tz, ta);
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if (fx, fy, fz) == (tx, ty, tz) {
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let ia = fa.animate(&ta, procedure)?;
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Ok(TransformOperation::Rotate(fx, fy, fz, ia))
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@ -1598,11 +1600,6 @@ pub struct MatrixDecomposed3D {
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pub quaternion: Quaternion,
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}
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/// A wrapper of Point3D to represent the direction vector (rotate axis) for Rotate3D.
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#[derive(Clone, Copy, Debug, PartialEq)]
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#[cfg_attr(feature = "servo", derive(HeapSizeOf))]
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pub struct DirectionVector(Point3D<f64>);
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impl Quaternion {
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/// Return a quaternion from a unit direction vector and angle (unit: radian).
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#[inline]
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@ -1642,47 +1639,6 @@ impl ComputeSquaredDistance for Quaternion {
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}
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}
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impl DirectionVector {
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/// Create a DirectionVector.
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#[inline]
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fn new(x: f32, y: f32, z: f32) -> Self {
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DirectionVector(Point3D::new(x as f64, y as f64, z as f64))
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}
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/// Return the normalized direction vector.
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#[inline]
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fn normalize(&mut self) -> bool {
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let len = self.length();
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if len > 0. {
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self.0.x = self.0.x / len;
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self.0.y = self.0.y / len;
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self.0.z = self.0.z / len;
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true
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} else {
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false
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}
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}
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/// Get the length of this vector.
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#[inline]
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fn length(&self) -> f64 {
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self.0.to_array().iter().fold(0f64, |sum, v| sum + v * v).sqrt()
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}
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}
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/// Return the normalized direction vector and its angle.
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// A direction vector that cannot be normalized, such as [0,0,0], will cause the
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// rotation to not be applied. i.e. Use an identity matrix or rotate3d(0, 0, 1, 0).
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fn get_normalized_vector_and_angle(x: f32, y: f32, z: f32, angle: Angle)
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-> (f32, f32, f32, Angle) {
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let mut vector = DirectionVector::new(x, y, z);
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if vector.normalize() {
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(vector.0.x as f32, vector.0.y as f32, vector.0.z as f32, angle)
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} else {
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(0., 0., 1., Angle::zero())
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}
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}
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/// Decompose a 3D matrix.
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/// https://drafts.csswg.org/css-transforms/#decomposing-a-3d-matrix
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fn decompose_3d_matrix(mut matrix: ComputedMatrix) -> Result<MatrixDecomposed3D, ()> {
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@ -2347,8 +2303,10 @@ impl ComputeSquaredDistance for TransformOperation {
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&TransformOperation::Rotate(fx, fy, fz, fa),
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&TransformOperation::Rotate(tx, ty, tz, ta),
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) => {
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let (fx, fy, fz, angle1) = get_normalized_vector_and_angle(fx, fy, fz, fa);
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let (tx, ty, tz, angle2) = get_normalized_vector_and_angle(tx, ty, tz, ta);
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let (fx, fy, fz, angle1) =
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DirectionVector::get_normalized_vector_and_angle(fx, fy, fz, fa);
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let (tx, ty, tz, angle2) =
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DirectionVector::get_normalized_vector_and_angle(tx, ty, tz, ta);
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if (fx, fy, fz) == (tx, ty, tz) {
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angle1.compute_squared_distance(&angle2)
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} else {
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@ -2395,10 +2353,10 @@ impl ComputeSquaredDistance for TransformOperation {
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impl ComputeSquaredDistance for TransformList {
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#[inline]
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fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
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let this = self.0.as_ref().map_or(&[][..], |l| l);
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let other = other.0.as_ref().map_or(&[][..], |l| l);
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let list1 = self.0.as_ref().map_or(&[][..], |l| l);
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let list2 = other.0.as_ref().map_or(&[][..], |l| l);
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this.iter().zip_longest(other).map(|it| {
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let squared_dist: Result<SquaredDistance, _> = list1.iter().zip_longest(list2).map(|it| {
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match it {
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EitherOrBoth::Both(this, other) => {
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this.compute_squared_distance(other)
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@ -2407,7 +2365,16 @@ impl ComputeSquaredDistance for TransformList {
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list.to_animated_zero()?.compute_squared_distance(list)
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},
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}
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}).sum()
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}).sum();
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// Roll back to matrix interpolation if there is any Err(()) in the transform lists, such
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// as mismatched transform functions.
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if let Err(_) = squared_dist {
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let matrix1: ComputedMatrix = self.to_transform_3d_matrix(None).ok_or(())?.into();
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let matrix2: ComputedMatrix = other.to_transform_3d_matrix(None).ok_or(())?.into();
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return matrix1.compute_squared_distance(&matrix2);
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}
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squared_dist
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}
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}
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