/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ //! Computed types for CSS values that are related to transformations. use app_units::Au; use euclid::{Rect, Transform3D, Vector3D}; 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; /// The computed value of a CSS `` pub type TransformOrigin = GenericTransformOrigin; /// A computed timing function. pub type TimingFunction = GenericTimingFunction; /// A vector to represent the direction vector (rotate axis) for Rotate3D. pub type DirectionVector = Vector3D; impl TransformOrigin { /// Returns the initial computed value for `transform-origin`. #[inline] pub fn initial_value() -> Self { Self::new( LengthOrPercentage::Percentage(Percentage(0.5)), LengthOrPercentage::Percentage(Percentage(0.5)), Length::from_px(0), ) } } impl From for Transform3D { #[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> for ComputedMatrix { #[inline] fn from(m: Transform3D) -> 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>) -> Option> { 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) => { 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()) } 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 { // 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) } } /// 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) } } }