Add utilities for converting Transform to euclid types

This commit is contained in:
Manish Goregaokar 2017-10-03 17:52:50 -07:00
parent 2de3464374
commit 5ce2966bda
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@ -130,6 +130,28 @@ impl PrefixedMatrix {
}
}
impl From<Matrix3D> for Transform3D<CSSFloat> {
#[inline]
fn from(m: Matrix3D) -> 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<Matrix> for Transform3D<CSSFloat> {
#[inline]
fn from(m: Matrix) -> Self {
Transform3D::row_major(
m.a, m.b, 0.0, 0.0,
m.c, m.d, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
m.e, m.f, 0.0, 1.0)
}
}
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
@ -354,3 +376,195 @@ impl ToAnimatedZero for TransformOperation {
}
}
}
impl Transform {
/// 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 = &self.0;
if list.len() == 0 {
return None;
}
let extract_pixel_length = |lop: &LengthOrPercentage| {
match *lop {
LengthOrPercentage::Length(px) => px.px(),
LengthOrPercentage::Percentage(_) => 0.,
LengthOrPercentage::Calc(calc) => calc.length().px(),
}
};
for operation in list {
let matrix = match *operation {
GenericTransformOperation::Rotate3D(ax, ay, az, theta) => {
let theta = Angle::from_radians(2.0f32 * f32::consts::PI - theta.radians());
let (ax, ay, az, theta) =
Self::get_normalized_vector_and_angle(ax, ay, az, theta);
Transform3D::create_rotation(ax, ay, az, theta.into())
}
GenericTransformOperation::RotateX(theta) => {
let theta = Angle::from_radians(2.0f32 * f32::consts::PI - theta.radians());
Transform3D::create_rotation(1., 0., 0., theta.into())
}
GenericTransformOperation::RotateY(theta) => {
let theta = Angle::from_radians(2.0f32 * f32::consts::PI - theta.radians());
Transform3D::create_rotation(0., 1., 0., theta.into())
}
GenericTransformOperation::RotateZ(theta) | GenericTransformOperation::Rotate(theta) => {
let theta = Angle::from_radians(2.0f32 * f32::consts::PI - theta.radians());
Transform3D::create_rotation(0., 0., 1., theta.into())
}
GenericTransformOperation::Perspective(d) => {
Self::create_perspective_matrix(d.px())
}
GenericTransformOperation::Scale3D(sx, sy, sz) => {
Transform3D::create_scale(sx, sy, sz)
}
GenericTransformOperation::Scale(sx, sy) => {
Transform3D::create_scale(sx, sy.unwrap_or(sx), 1.)
}
GenericTransformOperation::ScaleX(s) => {
Transform3D::create_scale(s, s, 1.)
}
GenericTransformOperation::ScaleY(s) => {
Transform3D::create_scale(1., s, 1.)
}
GenericTransformOperation::ScaleZ(s) => {
Transform3D::create_scale(1., 1., s)
}
GenericTransformOperation::Translate3D(tx, ty, tz) => {
let (tx, ty) = match reference_box {
Some(relative_border_box) => {
(tx.to_pixel_length(relative_border_box.size.width).px(),
ty.to_pixel_length(relative_border_box.size.height).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.px();
Transform3D::create_translation(tx, ty, tz)
}
GenericTransformOperation::Translate(tx, Some(ty)) => {
let (tx, ty) = match reference_box {
Some(relative_border_box) => {
(tx.to_pixel_length(relative_border_box.size.width).px(),
ty.to_pixel_length(relative_border_box.size.height).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))
}
};
Transform3D::create_translation(tx, ty, 0.)
}
GenericTransformOperation::TranslateX(t) | GenericTransformOperation::Translate(t, None) => {
let t = match reference_box {
Some(relative_border_box) => {
t.to_pixel_length(relative_border_box.size.width).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(&t)
}
};
Transform3D::create_translation(t, 0., 0.)
}
GenericTransformOperation::TranslateY(t) => {
let t = match reference_box {
Some(relative_border_box) => {
t.to_pixel_length(relative_border_box.size.height).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(&t)
}
};
Transform3D::create_translation(0., t, 0.)
}
GenericTransformOperation::TranslateZ(z) => {
Transform3D::create_translation(0., 0., z.px())
}
GenericTransformOperation::Skew(theta_x, theta_y) => {
Transform3D::create_skew(theta_x.into(), theta_y.unwrap_or(Angle::zero()).into())
}
GenericTransformOperation::SkewX(theta) => {
Transform3D::create_skew(theta.into(), Angle::zero().into())
}
GenericTransformOperation::SkewY(theta) => {
Transform3D::create_skew(Angle::zero().into(), theta.into())
}
GenericTransformOperation::Matrix3D(m) => {
m.into()
}
GenericTransformOperation::Matrix(m) => {
m.into()
}
GenericTransformOperation::PrefixedMatrix3D(_) | GenericTransformOperation::PrefixedMatrix(_) => {
// `-moz-transform` is not implemented in Servo yet.
unreachable!()
}
GenericTransformOperation::InterpolateMatrix { .. } |
GenericTransformOperation::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: CSSFloat) -> 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.
if d <= 0.0 {
Transform3D::identity()
} else {
Transform3D::create_perspective(d)
}
}
/// Return the normalized direction vector and its angle for Rotate3D.
pub fn get_normalized_vector_and_angle(x: f32, y: f32, z: f32, angle: Angle)
-> (f32, f32, f32, Angle) {
use euclid::approxeq::ApproxEq;
use euclid::num::Zero;
let vector = DirectionVector::new(x, y, z);
if vector.square_length().approx_eq(&f32::zero()) {
// 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 (i.e. rotate3d(0, 0, 1, 0)).
(0., 0., 1., Angle::zero())
} else {
let vector = vector.normalize();
(vector.x, vector.y, vector.z, angle)
}
}
}