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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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@ -4,6 +4,7 @@
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//! Computed angles.
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use euclid::Radians;
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use std::{f32, f64, fmt};
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use std::f64::consts::PI;
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use style_traits::ToCss;
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@ -112,3 +113,10 @@ impl ToCss for Angle {
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}
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}
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}
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impl From<Angle> for Radians<CSSFloat> {
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#[inline]
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fn from(a: Angle) -> Self {
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Radians::new(a.radians())
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}
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}
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@ -4,7 +4,13 @@
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//! Computed types for CSS values that are related to transformations.
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use values::computed::{Length, LengthOrPercentage, Number, Percentage};
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use app_units::Au;
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use euclid::{Point3D, Rect, Transform3D};
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use properties::longhands::transform::computed_value::{ComputedOperation, ComputedMatrix};
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use properties::longhands::transform::computed_value::T as TransformList;
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use std::f32;
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use super::CSSFloat;
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use values::computed::{Angle, Length, LengthOrPercentage, Number, Percentage};
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use values::generics::transform::TimingFunction as GenericTimingFunction;
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use values::generics::transform::TransformOrigin as GenericTransformOrigin;
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@ -25,3 +31,171 @@ impl TransformOrigin {
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)
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}
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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(pub Point3D<f64>);
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impl DirectionVector {
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/// Create a DirectionVector.
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#[inline]
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pub 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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pub 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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pub 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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/// 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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pub 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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}
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impl From<ComputedMatrix> for Transform3D<CSSFloat> {
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#[inline]
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fn from(m: ComputedMatrix) -> Self {
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Transform3D::row_major(
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m.m11, m.m12, m.m13, m.m14,
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m.m21, m.m22, m.m23, m.m24,
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m.m31, m.m32, m.m33, m.m34,
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m.m41, m.m42, m.m43, m.m44)
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}
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}
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impl From<Transform3D<CSSFloat>> for ComputedMatrix {
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#[inline]
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fn from(m: Transform3D<CSSFloat>) -> Self {
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ComputedMatrix {
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m11: m.m11, m12: m.m12, m13: m.m13, m14: m.m14,
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m21: m.m21, m22: m.m22, m23: m.m23, m24: m.m24,
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m31: m.m31, m32: m.m32, m33: m.m33, m34: m.m34,
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m41: m.m41, m42: m.m42, m43: m.m43, m44: m.m44
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}
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}
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}
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impl TransformList {
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/// Return the equivalent 3d matrix of this transform list.
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/// If |reference_box| is None, we will drop the percent part from translate because
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/// we can resolve it without the layout info.
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pub fn to_transform_3d_matrix(&self, reference_box: Option<&Rect<Au>>)
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-> Option<Transform3D<CSSFloat>> {
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let mut transform = Transform3D::identity();
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let list = match self.0.as_ref() {
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Some(list) => list,
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None => return None,
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};
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let extract_pixel_length = |lop: &LengthOrPercentage| {
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match *lop {
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LengthOrPercentage::Length(au) => au.to_f32_px(),
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LengthOrPercentage::Percentage(_) => 0.,
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LengthOrPercentage::Calc(calc) => calc.length().to_f32_px(),
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}
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};
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for operation in list {
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let matrix = match *operation {
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ComputedOperation::Rotate(ax, ay, az, theta) => {
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// https://www.w3.org/TR/css-transforms-1/#funcdef-rotate3d
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// A direction vector that cannot be normalized, such as [0, 0, 0], will cause
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// the rotation to not be applied, so we use identity matrix in this case.
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let theta = Angle::from_radians(2.0f32 * f32::consts::PI - theta.radians());
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let (ax, ay, az, theta) =
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DirectionVector::get_normalized_vector_and_angle(ax, ay, az, theta);
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Transform3D::create_rotation(ax, ay, az, theta.into())
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}
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ComputedOperation::Perspective(d) => {
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Self::create_perspective_matrix(d)
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}
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ComputedOperation::Scale(sx, sy, sz) => {
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Transform3D::create_scale(sx, sy, sz)
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}
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ComputedOperation::Translate(tx, ty, tz) => {
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let (tx, ty) = match reference_box {
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Some(relative_border_box) => {
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(tx.to_used_value(relative_border_box.size.width).to_f32_px(),
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ty.to_used_value(relative_border_box.size.height).to_f32_px())
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},
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None => {
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// If we don't have reference box, we cannot resolve the used value,
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// so only retrieve the length part. This will be used for computing
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// distance without any layout info.
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(extract_pixel_length(&tx), extract_pixel_length(&ty))
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}
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};
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let tz = tz.to_f32_px();
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Transform3D::create_translation(tx, ty, tz)
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}
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ComputedOperation::Matrix(m) => {
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m.into()
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}
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ComputedOperation::MatrixWithPercents(_) => {
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// `-moz-transform` is not implemented in Servo yet.
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unreachable!()
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}
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ComputedOperation::Skew(theta_x, theta_y) => {
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Transform3D::create_skew(theta_x.into(), theta_y.into())
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}
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ComputedOperation::InterpolateMatrix { .. } |
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ComputedOperation::AccumulateMatrix { .. } => {
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// TODO: Convert InterpolateMatrix/AccmulateMatrix into a valid Transform3D by
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// the reference box and do interpolation on these two Transform3D matrices.
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// Both Gecko and Servo don't support this for computing distance, and Servo
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// doesn't support animations on InterpolateMatrix/AccumulateMatrix, so
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// return None.
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return None;
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}
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};
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transform = transform.pre_mul(&matrix);
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}
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Some(transform)
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}
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/// Return the transform matrix from a perspective length.
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#[inline]
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pub fn create_perspective_matrix(d: Au) -> Transform3D<f32> {
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// TODO(gw): The transforms spec says that perspective length must
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// be positive. However, there is some confusion between the spec
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// and browser implementations as to handling the case of 0 for the
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// perspective value. Until the spec bug is resolved, at least ensure
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// that a provided perspective value of <= 0.0 doesn't cause panics
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// and behaves as it does in other browsers.
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// See https://lists.w3.org/Archives/Public/www-style/2016Jan/0020.html for more details.
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let d = d.to_f32_px();
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if d <= 0.0 {
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Transform3D::identity()
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} else {
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Transform3D::create_perspective(d)
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}
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}
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}
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