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.
This commit is contained in:
Boris Chiou 2017-08-22 10:25:35 +08:00
parent 772a8464eb
commit 5c2d8507be
5 changed files with 215 additions and 146 deletions

View file

@ -4,6 +4,7 @@
//! Computed angles.
use euclid::Radians;
use std::{f32, f64, fmt};
use std::f64::consts::PI;
use style_traits::ToCss;
@ -112,3 +113,10 @@ impl ToCss for Angle {
}
}
}
impl From<Angle> for Radians<CSSFloat> {
#[inline]
fn from(a: Angle) -> Self {
Radians::new(a.radians())
}
}

View file

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