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Add utilities for converting Transform to euclid types
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@ -130,6 +130,28 @@ impl PrefixedMatrix {
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}
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}
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impl From<Matrix3D> for Transform3D<CSSFloat> {
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#[inline]
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fn from(m: Matrix3D) -> 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<Matrix> for Transform3D<CSSFloat> {
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#[inline]
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fn from(m: Matrix) -> Self {
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Transform3D::row_major(
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m.a, m.b, 0.0, 0.0,
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m.c, m.d, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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m.e, m.f, 0.0, 1.0)
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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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@ -354,3 +376,195 @@ impl ToAnimatedZero for TransformOperation {
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}
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}
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}
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impl Transform {
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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 = &self.0;
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if list.len() == 0 {
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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(px) => px.px(),
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LengthOrPercentage::Percentage(_) => 0.,
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LengthOrPercentage::Calc(calc) => calc.length().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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GenericTransformOperation::Rotate3D(ax, ay, az, theta) => {
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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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Self::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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GenericTransformOperation::RotateX(theta) => {
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let theta = Angle::from_radians(2.0f32 * f32::consts::PI - theta.radians());
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Transform3D::create_rotation(1., 0., 0., theta.into())
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}
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GenericTransformOperation::RotateY(theta) => {
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let theta = Angle::from_radians(2.0f32 * f32::consts::PI - theta.radians());
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Transform3D::create_rotation(0., 1., 0., theta.into())
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}
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GenericTransformOperation::RotateZ(theta) | GenericTransformOperation::Rotate(theta) => {
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let theta = Angle::from_radians(2.0f32 * f32::consts::PI - theta.radians());
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Transform3D::create_rotation(0., 0., 1., theta.into())
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}
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GenericTransformOperation::Perspective(d) => {
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Self::create_perspective_matrix(d.px())
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}
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GenericTransformOperation::Scale3D(sx, sy, sz) => {
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Transform3D::create_scale(sx, sy, sz)
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}
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GenericTransformOperation::Scale(sx, sy) => {
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Transform3D::create_scale(sx, sy.unwrap_or(sx), 1.)
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}
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GenericTransformOperation::ScaleX(s) => {
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Transform3D::create_scale(s, s, 1.)
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}
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GenericTransformOperation::ScaleY(s) => {
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Transform3D::create_scale(1., s, 1.)
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}
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GenericTransformOperation::ScaleZ(s) => {
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Transform3D::create_scale(1., 1., s)
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}
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GenericTransformOperation::Translate3D(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_pixel_length(relative_border_box.size.width).px(),
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ty.to_pixel_length(relative_border_box.size.height).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.px();
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Transform3D::create_translation(tx, ty, tz)
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}
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GenericTransformOperation::Translate(tx, Some(ty)) => {
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let (tx, ty) = match reference_box {
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Some(relative_border_box) => {
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(tx.to_pixel_length(relative_border_box.size.width).px(),
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ty.to_pixel_length(relative_border_box.size.height).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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Transform3D::create_translation(tx, ty, 0.)
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}
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GenericTransformOperation::TranslateX(t) | GenericTransformOperation::Translate(t, None) => {
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let t = match reference_box {
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Some(relative_border_box) => {
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t.to_pixel_length(relative_border_box.size.width).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(&t)
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}
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};
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Transform3D::create_translation(t, 0., 0.)
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}
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GenericTransformOperation::TranslateY(t) => {
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let t = match reference_box {
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Some(relative_border_box) => {
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t.to_pixel_length(relative_border_box.size.height).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(&t)
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}
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};
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Transform3D::create_translation(0., t, 0.)
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}
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GenericTransformOperation::TranslateZ(z) => {
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Transform3D::create_translation(0., 0., z.px())
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}
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GenericTransformOperation::Skew(theta_x, theta_y) => {
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Transform3D::create_skew(theta_x.into(), theta_y.unwrap_or(Angle::zero()).into())
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}
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GenericTransformOperation::SkewX(theta) => {
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Transform3D::create_skew(theta.into(), Angle::zero().into())
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}
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GenericTransformOperation::SkewY(theta) => {
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Transform3D::create_skew(Angle::zero().into(), theta.into())
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}
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GenericTransformOperation::Matrix3D(m) => {
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m.into()
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}
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GenericTransformOperation::Matrix(m) => {
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m.into()
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}
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GenericTransformOperation::PrefixedMatrix3D(_) | GenericTransformOperation::PrefixedMatrix(_) => {
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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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GenericTransformOperation::InterpolateMatrix { .. } |
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GenericTransformOperation::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: CSSFloat) -> 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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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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/// Return the normalized direction vector and its angle for Rotate3D.
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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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use euclid::approxeq::ApproxEq;
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use euclid::num::Zero;
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let vector = DirectionVector::new(x, y, z);
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if vector.square_length().approx_eq(&f32::zero()) {
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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 the
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// rotation to not be applied, so we use identity matrix (i.e. rotate3d(0, 0, 1, 0)).
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(0., 0., 1., Angle::zero())
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} else {
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let vector = vector.normalize();
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(vector.x, vector.y, vector.z, angle)
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}
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}
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}
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