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Update euclid, azure, skia, offscreen_gl_context, plane-split, webrender
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parent
76270ad6c1
commit
e17697fb0e
47 changed files with 196 additions and 211 deletions
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@ -14,7 +14,7 @@ use dom::dommatrix::DOMMatrix;
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use dom::dompoint::DOMPoint;
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use dom::globalscope::GlobalScope;
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use dom_struct::dom_struct;
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use euclid::{Transform3D, Radians};
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use euclid::{Transform3D, Angle};
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use std::cell::{Cell, Ref};
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use std::f64;
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@ -256,19 +256,19 @@ impl DOMMatrixReadOnly {
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}
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if rotZ != 0.0 {
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// Step 5.
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let rotation = Transform3D::create_rotation(0.0, 0.0, 1.0, Radians::new(rotZ.to_radians()));
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let rotation = Transform3D::create_rotation(0.0, 0.0, 1.0, Angle::radians(rotZ.to_radians()));
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let mut matrix = self.matrix.borrow_mut();
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*matrix = rotation.post_mul(&matrix);
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}
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if rotY != 0.0 {
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// Step 6.
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let rotation = Transform3D::create_rotation(0.0, 1.0, 0.0, Radians::new(rotY.to_radians()));
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let rotation = Transform3D::create_rotation(0.0, 1.0, 0.0, Angle::radians(rotY.to_radians()));
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let mut matrix = self.matrix.borrow_mut();
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*matrix = rotation.post_mul(&matrix);
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}
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if rotX != 0.0 {
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// Step 7.
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let rotation = Transform3D::create_rotation(1.0, 0.0, 0.0, Radians::new(rotX.to_radians()));
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let rotation = Transform3D::create_rotation(1.0, 0.0, 0.0, Angle::radians(rotX.to_radians()));
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let mut matrix = self.matrix.borrow_mut();
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*matrix = rotation.post_mul(&matrix);
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}
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@ -280,7 +280,7 @@ impl DOMMatrixReadOnly {
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// don't do anything when the rotation angle is zero or undefined
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if y != 0.0 || x < 0.0 {
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// Step 1.
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let rotZ = Radians::new(f64::atan2(y, x));
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let rotZ = Angle::radians(f64::atan2(y, x));
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let rotation = Transform3D::create_rotation(0.0, 0.0, 1.0, rotZ);
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let mut matrix = self.matrix.borrow_mut();
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*matrix = rotation.post_mul(&matrix);
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@ -292,7 +292,7 @@ impl DOMMatrixReadOnly {
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pub fn rotate_axis_angle_self(&self, x: f64, y: f64, z: f64, angle: f64) {
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// Step 1.
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let (norm_x, norm_y, norm_z) = normalize_point(x, y, z);
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let rotation = Transform3D::create_rotation(norm_x, norm_y, norm_z, Radians::new(angle.to_radians()));
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let rotation = Transform3D::create_rotation(norm_x, norm_y, norm_z, Angle::radians(angle.to_radians()));
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let mut matrix = self.matrix.borrow_mut();
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*matrix = rotation.post_mul(&matrix);
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// Step 2.
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@ -305,7 +305,7 @@ impl DOMMatrixReadOnly {
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// https://drafts.fxtf.org/geometry-1/#dom-dommatrix-skewxself
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pub fn skew_x_self(&self, sx: f64) {
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// Step 1.
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let skew = Transform3D::create_skew(Radians::new(sx.to_radians()), Radians::new(0.0));
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let skew = Transform3D::create_skew(Angle::radians(sx.to_radians()), Angle::radians(0.0));
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let mut matrix = self.matrix.borrow_mut();
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*matrix = skew.post_mul(&matrix);
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// Step 2 in DOMMatrix.SkewXSelf
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@ -314,7 +314,7 @@ impl DOMMatrixReadOnly {
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// https://drafts.fxtf.org/geometry-1/#dom-dommatrix-skewyself
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pub fn skew_y_self(&self, sy: f64) {
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// Step 1.
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let skew = Transform3D::create_skew(Radians::new(0.0), Radians::new(sy.to_radians()));
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let skew = Transform3D::create_skew(Angle::radians(0.0), Angle::radians(sy.to_radians()));
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let mut matrix = self.matrix.borrow_mut();
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*matrix = skew.post_mul(&matrix);
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// Step 2 in DOMMatrix.SkewYSelf
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