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https://github.com/servo/servo.git
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Move decompose and recompose functions to impl and implement interpolations
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parent
10b631dfd1
commit
5ee93b28cb
1 changed files with 177 additions and 125 deletions
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@ -21,7 +21,6 @@ use properties::longhands::z_index::computed_value::T as ZIndex;
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use std::cmp;
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use std::fmt;
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use super::ComputedValues;
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use values::CSSFloat;
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use values::computed::{Angle, LengthOrPercentageOrAuto, LengthOrPercentageOrNone};
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use values::computed::{BorderRadiusSize, LengthOrNone};
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use values::computed::{CalcLengthOrPercentage, LengthOrPercentage};
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@ -624,6 +623,8 @@ impl Interpolate for LengthOrNone {
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use properties::longhands::transform::computed_value::ComputedMatrix;
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use properties::longhands::transform::computed_value::ComputedOperation as TransformOperation;
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use properties::longhands::transform::computed_value::T as TransformList;
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use values::CSSFloat;
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use values::specified::Angle as SpecifiedAngle;
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/// Check if it's possible to do a direct numerical interpolation
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/// between these two transform lists.
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@ -702,8 +703,9 @@ impl Interpolate for LengthOrNone {
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match (from, to) {
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(&TransformOperation::Matrix(from),
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&TransformOperation::Matrix(_to)) => {
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// TODO(gw): Implement matrix decomposition and interpolation
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result.push(TransformOperation::Matrix(from));
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// TODO: It doesn't yet handle the case where one of the matrices are not 2D
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let interpolated = from.interpolate(&_to, time).unwrap();
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result.push(TransformOperation::Matrix(interpolated));
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}
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(&TransformOperation::Skew(fx, fy),
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&TransformOperation::Skew(tx, ty)) => {
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@ -735,14 +737,21 @@ impl Interpolate for LengthOrNone {
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let ia = fa.interpolate(&ta, time).unwrap();
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result.push(TransformOperation::Rotate(fx, fy, fz, ia));
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} else {
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// TODO(gw): Implement matrix decomposition and interpolation
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result.push(TransformOperation::Rotate(fx, fy, fz, fa));
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let matrix_f = rotate_to_matrix(fx, fy, fz, fa);
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let matrix_t = rotate_to_matrix(tx, ty, tz, ta);
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let interpolated = matrix_f.interpolate(&matrix_t, time).unwrap();
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result.push(TransformOperation::Matrix(interpolated));
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}
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}
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(&TransformOperation::Perspective(fd),
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&TransformOperation::Perspective(_td)) => {
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// TODO(gw): Implement matrix decomposition and interpolation
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result.push(TransformOperation::Perspective(fd));
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let mut fd_matrix = ComputedMatrix::identity();
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let mut td_matrix = ComputedMatrix::identity();
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fd_matrix.m43 = -1. / fd.to_f32_px();
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td_matrix.m43 = -1. / _td.to_f32_px();
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let interpolated = fd_matrix.interpolate(&td_matrix, time).unwrap();
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result.push(TransformOperation::Matrix(interpolated));
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}
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_ => {
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// This should be unreachable due to the can_interpolate_list() call.
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@ -758,9 +767,38 @@ impl Interpolate for LengthOrNone {
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TransformList(Some(result))
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}
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/// https://drafts.csswg.org/css-transforms/#Rotate3dDefined
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fn rotate_to_matrix(x: f32, y: f32, z: f32, a: SpecifiedAngle) -> ComputedMatrix {
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let rad = a.radians();
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let sc = (rad / 2.0).sin() * (rad / 2.0).cos();
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let sq = 1.0 / 2.0 * (1.0 - (rad).cos());
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ComputedMatrix {
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m11: 1.0 - 2.0 * (y * y + z * z) * sq,
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m12: 2.0 * (x * y * sq - z * sc),
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m13: 2.0 * (x * z * sq + y * sc),
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m14: 0.0,
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m21: 2.0 * (x * y * sq + z * sc),
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m22: 1.0 - 2.0 * (x * x + z * z) * sq,
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m23: 2.0 * (y * z * sq - x * sc),
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m24: 0.0,
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m31: 2.0 * (x * z * sq - y * sc),
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m32: 2.0 * (y * z * sq + x * sc),
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m33: 1.0 - 2.0 * (x * x + y * y) * sq,
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m34: 0.0,
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m41: 0.0,
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m42: 0.0,
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m43: 0.0,
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m44: 1.0
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}
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}
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#[derive(Clone, Copy, Debug)]
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#[cfg_attr(feature = "servo", derive(HeapSizeOf))]
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pub struct DecomposedMatrix {
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pub struct InnerMatrix2D {
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pub m11: CSSFloat, pub m12: CSSFloat,
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pub m21: CSSFloat, pub m22: CSSFloat,
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}
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@ -779,16 +817,16 @@ impl Interpolate for LengthOrNone {
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pub translate: Translate2D,
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pub scale: Scale2D,
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pub angle: f32,
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pub matrix: DecomposedMatrix,
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pub matrix: InnerMatrix2D,
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}
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impl Interpolate for DecomposedMatrix {
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impl Interpolate for InnerMatrix2D {
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fn interpolate(&self, other: &Self, time: f64) -> Result<Self, ()> {
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Ok(DecomposedMatrix {
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m11: self.m11.interpolate(&other.m11, time).unwrap(),
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m12: self.m12.interpolate(&other.m12, time).unwrap(),
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m21: self.m21.interpolate(&other.m21, time).unwrap(),
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m22: self.m22.interpolate(&other.m22, time).unwrap(),
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Ok(InnerMatrix2D {
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m11: try!(self.m11.interpolate(&other.m11, time)),
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m12: try!(self.m12.interpolate(&other.m12, time)),
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m21: try!(self.m21.interpolate(&other.m21, time)),
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m22: try!(self.m22.interpolate(&other.m22, time)),
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})
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}
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}
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@ -796,8 +834,8 @@ impl Interpolate for LengthOrNone {
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impl Interpolate for Translate2D {
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fn interpolate(&self, other: &Self, time: f64) -> Result<Self, ()> {
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Ok(Translate2D(
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self.0.interpolate(&other.0, time).unwrap(),
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self.1.interpolate(&other.1, time).unwrap()
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try!(self.0.interpolate(&other.0, time)),
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try!(self.1.interpolate(&other.1, time))
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))
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}
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}
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@ -805,8 +843,8 @@ impl Interpolate for LengthOrNone {
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impl Interpolate for Scale2D {
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fn interpolate(&self, other: &Self, time: f64) -> Result<Self, ()> {
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Ok(Scale2D(
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self.0.interpolate(&other.0, time).unwrap(),
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self.1.interpolate(&other.1, time).unwrap()
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try!(self.0.interpolate(&other.0, time)),
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try!(self.1.interpolate(&other.1, time))
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))
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}
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}
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@ -816,9 +854,9 @@ impl Interpolate for LengthOrNone {
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fn interpolate(&self, other: &Self, time: f64) -> Result<Self, ()> {
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// If x-axis of one is flipped, and y-axis of the other,
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// convert to an unflipped rotation.
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let mut scale = self.scale.clone();
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let mut angle = self.angle.clone();
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let mut other_angle = other.angle.clone();
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let mut scale = self.scale;
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let mut angle = self.angle;
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let mut other_angle = other.angle;
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if (scale.0 < 0.0 && other.scale.1 < 0.0) || (scale.1 < 0.0 && other.scale.0 < 0.0) {
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scale.0 = -scale.0;
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scale.1 = -scale.1;
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@ -843,124 +881,138 @@ impl Interpolate for LengthOrNone {
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}
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// Interpolate all values.
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let translate = self.translate.interpolate(&other.translate, time);
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let scale = scale.interpolate(&other.scale, time);
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let angle = angle.interpolate(&other_angle, time);
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let matrix = self.matrix.interpolate(&other.matrix, time);
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let translate = try!(self.translate.interpolate(&other.translate, time));
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let scale = try!(scale.interpolate(&other.scale, time));
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let angle = try!(angle.interpolate(&other_angle, time));
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let matrix = try!(self.matrix.interpolate(&other.matrix, time));
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Ok(MatrixDecomposed2D {
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translate: translate.unwrap(),
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scale: scale.unwrap(),
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angle: angle.unwrap(),
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matrix: matrix.unwrap(),
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translate: translate,
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scale: scale,
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angle: angle,
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matrix: matrix,
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})
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}
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}
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/// Decompose a matrix.
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/// https://drafts.csswg.org/css-transforms/#decomposing-a-2d-matrix
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fn decompose_matrix(matrix: ComputedMatrix) -> MatrixDecomposed2D {
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let mut row0x = matrix.m11;
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let mut row0y = matrix.m12;
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let mut row1x = matrix.m21;
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let mut row1y = matrix.m22;
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let translate = Translate2D(matrix.m41, matrix.m42);
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let mut scale = Scale2D((row0x * row0x + row0y * row0y).sqrt(),
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(row1x * row1x + row1y * row1y).sqrt());
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// If determinant is negative, one axis was flipped.
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let determinant = row0x * row1y - row0y * row1x;
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if determinant < 0. {
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if row0x < row1y {
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scale.0 = -scale.0;
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} else {
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scale.1 = -scale.1;
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}
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}
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// Renormalize matrix to remove scale.
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if scale.0 != 0.0 {
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row0x *= 1. / scale.0;
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row0y *= 1. / scale.0;
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}
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if scale.1 != 0.0 {
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row1x *= 1. / scale.1;
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row1y *= 1. / scale.1;
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}
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// Compute rotation and renormalize matrix.
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let mut angle = row0y.atan2(row0x);
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if angle != 0.0 {
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let sn = -row0y;
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let cs = row0x;
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let m11 = row0x;
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let m12 = row0y;
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let m21 = row1x;
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let m22 = row1y;
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row0x = cs * m11 + sn * m21;
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row0y = cs * m12 + sn * m22;
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row1x = -sn * m11 + cs * m21;
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row1y = -sn * m12 + cs * m22;
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}
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let m = DecomposedMatrix {
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m11: row0x, m12: row0y,
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m21: row1x, m22: row1y,
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};
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// Convert into degrees because our rotation functions expect it.
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angle = angle.to_degrees();
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MatrixDecomposed2D {
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translate: translate,
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scale: scale,
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angle: angle,
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matrix: m,
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impl Interpolate for ComputedMatrix {
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fn interpolate(&self, other: &Self, time: f64) -> Result<Self, ()> {
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let decomposed_from = MatrixDecomposed2D::from(*self);
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let decomposed_to = MatrixDecomposed2D::from(*other);
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let interpolated = try!(decomposed_from.interpolate(&decomposed_to, time));
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Ok(ComputedMatrix::from(interpolated))
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}
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}
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/// https://drafts.csswg.org/css-transforms/#recomposing-to-a-2d-matrix
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fn recompose_matrix(decomposed: MatrixDecomposed2D) -> ComputedMatrix {
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let mut computed_matrix = ComputedMatrix::identity();
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computed_matrix.m11 = decomposed.matrix.m11;
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computed_matrix.m12 = decomposed.matrix.m12;
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computed_matrix.m21 = decomposed.matrix.m21;
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computed_matrix.m22 = decomposed.matrix.m22;
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impl From<ComputedMatrix> for MatrixDecomposed2D {
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/// Decompose a matrix.
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/// https://drafts.csswg.org/css-transforms/#decomposing-a-2d-matrix
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fn from(matrix: ComputedMatrix) -> MatrixDecomposed2D {
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let mut row0x = matrix.m11;
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let mut row0y = matrix.m12;
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let mut row1x = matrix.m21;
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let mut row1y = matrix.m22;
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// Translate matrix.
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computed_matrix.m41 = decomposed.translate.0 * decomposed.matrix.m11 +
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decomposed.translate.1 * decomposed.matrix.m21;
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computed_matrix.m42 = decomposed.translate.0 * decomposed.matrix.m11 +
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decomposed.translate.1 * decomposed.matrix.m21;
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let translate = Translate2D(matrix.m41, matrix.m42);
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let mut scale = Scale2D((row0x * row0x + row0y * row0y).sqrt(),
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(row1x * row1x + row1y * row1y).sqrt());
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// Rotate matrix.
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let angle = decomposed.angle.to_radians();
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let cos_angle = angle.cos();
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let sin_angle = angle.sin();
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// If determinant is negative, one axis was flipped.
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let determinant = row0x * row1y - row0y * row1x;
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if determinant < 0. {
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if row0x < row1y {
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scale.0 = -scale.0;
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} else {
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scale.1 = -scale.1;
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}
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}
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let mut rotate_matrix = ComputedMatrix::identity();
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rotate_matrix.m11 = cos_angle;
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rotate_matrix.m12 = sin_angle;
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rotate_matrix.m21 = -sin_angle;
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rotate_matrix.m22 = cos_angle;
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// Renormalize matrix to remove scale.
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if scale.0 != 0.0 {
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row0x *= 1. / scale.0;
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row0y *= 1. / scale.0;
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}
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if scale.1 != 0.0 {
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row1x *= 1. / scale.1;
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row1y *= 1. / scale.1;
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}
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let matrix_clone = computed_matrix.clone();
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// Multiplication of computed_matrix and rotate_matrix
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% for i in range(1, 5):
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% for j in range(1, 5):
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computed_matrix.m${i}${j} = (matrix_clone.m${i}1 * rotate_matrix.m1${j}) +
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(matrix_clone.m${i}2 *rotate_matrix.m2${j}) +
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(matrix_clone.m${i}3 * rotate_matrix.m3${j}) +
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(matrix_clone.m${i}4 * rotate_matrix.m4${j});
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// Compute rotation and renormalize matrix.
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let mut angle = row0y.atan2(row0x);
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if angle != 0.0 {
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let sn = -row0y;
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let cs = row0x;
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let m11 = row0x;
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let m12 = row0y;
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let m21 = row1x;
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let m22 = row1y;
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row0x = cs * m11 + sn * m21;
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row0y = cs * m12 + sn * m22;
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row1x = -sn * m11 + cs * m21;
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row1y = -sn * m12 + cs * m22;
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}
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let m = InnerMatrix2D {
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m11: row0x, m12: row0y,
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m21: row1x, m22: row1y,
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};
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// Convert into degrees because our rotation functions expect it.
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angle = angle.to_degrees();
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MatrixDecomposed2D {
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translate: translate,
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scale: scale,
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angle: angle,
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matrix: m,
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}
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}
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}
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impl From<MatrixDecomposed2D> for ComputedMatrix {
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/// Recompose a matrix.
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/// https://drafts.csswg.org/css-transforms/#recomposing-to-a-2d-matrix
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fn from(decomposed: MatrixDecomposed2D) -> ComputedMatrix {
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let mut computed_matrix = ComputedMatrix::identity();
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computed_matrix.m11 = decomposed.matrix.m11;
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computed_matrix.m12 = decomposed.matrix.m12;
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computed_matrix.m21 = decomposed.matrix.m21;
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computed_matrix.m22 = decomposed.matrix.m22;
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// Translate matrix.
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computed_matrix.m41 = decomposed.translate.0 * decomposed.matrix.m11 +
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decomposed.translate.1 * decomposed.matrix.m21;
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computed_matrix.m42 = decomposed.translate.0 * decomposed.matrix.m12 +
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decomposed.translate.1 * decomposed.matrix.m22;
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// Rotate matrix.
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let angle = decomposed.angle.to_radians();
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let cos_angle = angle.cos();
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let sin_angle = angle.sin();
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let mut rotate_matrix = ComputedMatrix::identity();
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rotate_matrix.m11 = cos_angle;
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rotate_matrix.m12 = sin_angle;
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rotate_matrix.m21 = -sin_angle;
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rotate_matrix.m22 = cos_angle;
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let matrix_clone = computed_matrix;
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// Multiplication of computed_matrix and rotate_matrix
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% for i in range(1, 5):
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% for j in range(1, 5):
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computed_matrix.m${i}${j} = (matrix_clone.m${i}1 * rotate_matrix.m1${j}) +
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(matrix_clone.m${i}2 * rotate_matrix.m2${j}) +
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(matrix_clone.m${i}3 * rotate_matrix.m3${j}) +
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(matrix_clone.m${i}4 * rotate_matrix.m4${j});
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% endfor
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% endfor
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% endfor
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// Scale matrix.
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computed_matrix.m11 *= decomposed.scale.0;
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computed_matrix.m12 *= decomposed.scale.0;
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computed_matrix.m21 *= decomposed.scale.1;
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computed_matrix.m22 *= decomposed.scale.1;
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computed_matrix
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// Scale matrix.
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computed_matrix.m11 *= decomposed.scale.0;
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computed_matrix.m12 *= decomposed.scale.0;
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computed_matrix.m21 *= decomposed.scale.1;
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computed_matrix.m22 *= decomposed.scale.1;
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computed_matrix
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}
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}
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/// https://drafts.csswg.org/css-transforms/#interpolation-of-transforms
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