mirror of
https://github.com/servo/servo.git
synced 2025-07-13 10:23:40 +01:00
491 lines
22 KiB
Rust
491 lines
22 KiB
Rust
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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//! Computed types for CSS values that are related to transformations.
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use app_units::Au;
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use euclid::{Rect, Transform3D, Vector3D};
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use std::f32;
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use super::{CSSFloat, Either};
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use values::animated::ToAnimatedZero;
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use values::computed::{Angle, Integer, Length, LengthOrPercentage, Number, Percentage};
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use values::computed::{LengthOrNumber, LengthOrPercentageOrNumber};
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use values::generics::transform::{Matrix as GenericMatrix, Matrix3D as GenericMatrix3D};
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use values::generics::transform::{Transform as GenericTransform, TransformOperation as GenericTransformOperation};
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use values::generics::transform::TimingFunction as GenericTimingFunction;
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use values::generics::transform::TransformOrigin as GenericTransformOrigin;
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/// A single operation in a computed CSS `transform`
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pub type TransformOperation = GenericTransformOperation<
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Angle,
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Number,
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Length,
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Integer,
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LengthOrNumber,
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LengthOrPercentage,
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LengthOrPercentageOrNumber,
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>;
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/// A computed CSS `transform`
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pub type Transform = GenericTransform<TransformOperation>;
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/// The computed value of a CSS `<transform-origin>`
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pub type TransformOrigin = GenericTransformOrigin<LengthOrPercentage, LengthOrPercentage, Length>;
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/// A computed timing function.
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pub type TimingFunction = GenericTimingFunction<u32, Number>;
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/// A vector to represent the direction vector (rotate axis) for Rotate3D.
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pub type DirectionVector = Vector3D<CSSFloat>;
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impl TransformOrigin {
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/// Returns the initial computed value for `transform-origin`.
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#[inline]
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pub fn initial_value() -> Self {
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Self::new(
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LengthOrPercentage::Percentage(Percentage(0.5)),
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LengthOrPercentage::Percentage(Percentage(0.5)),
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Length::new(0.),
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)
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}
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}
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/// computed value of matrix3d()
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pub type Matrix3D = GenericMatrix3D<Number>;
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/// computed value of matrix3d() in -moz-transform
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pub type PrefixedMatrix3D = GenericMatrix3D<Number, LengthOrPercentageOrNumber, LengthOrNumber>;
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/// computed value of matrix()
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pub type Matrix = GenericMatrix<Number>;
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/// computed value of matrix() in -moz-transform
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pub type PrefixedMatrix = GenericMatrix<Number, LengthOrPercentageOrNumber>;
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// we rustfmt_skip here because we want the matrices to look like
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// matrices instead of being split across lines
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#[cfg_attr(rustfmt, rustfmt_skip)]
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impl Matrix3D {
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#[inline]
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/// Get an identity matrix
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pub fn identity() -> Self {
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Self {
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m11: 1.0, m12: 0.0, m13: 0.0, m14: 0.0,
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m21: 0.0, m22: 1.0, m23: 0.0, m24: 0.0,
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m31: 0.0, m32: 0.0, m33: 1.0, m34: 0.0,
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m41: 0., m42: 0., m43: 0., m44: 1.0
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}
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}
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/// Convert to a 2D Matrix
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pub fn into_2d(self) -> Result<Matrix, ()> {
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if self.m13 == 0. && self.m23 == 0. &&
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self.m31 == 0. && self.m32 == 0. &&
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self.m33 == 1. && self.m34 == 0. &&
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self.m14 == 0. && self.m24 == 0. &&
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self.m43 == 0. && self.m44 == 1. {
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Ok(Matrix {
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a: self.m11, c: self.m21, e: self.m41,
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b: self.m12, d: self.m22, f: self.m42,
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})
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} else {
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Err(())
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}
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}
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}
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#[cfg_attr(rustfmt, rustfmt_skip)]
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impl PrefixedMatrix3D {
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#[inline]
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/// Get an identity matrix
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pub fn identity() -> Self {
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Self {
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m11: 1.0, m12: 0.0, m13: 0.0, m14: 0.0,
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m21: 0.0, m22: 1.0, m23: 0.0, m24: 0.0,
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m31: 0.0, m32: 0.0, m33: 1.0, m34: 0.0,
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m41: Either::First(0.), m42: Either::First(0.),
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m43: Either::First(Length::new(0.)), m44: 1.0
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}
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}
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}
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#[cfg_attr(rustfmt, rustfmt_skip)]
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impl Matrix {
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#[inline]
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/// Get an identity matrix
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pub fn identity() -> Self {
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Self {
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a: 1., c: 0., /* 0 0*/
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b: 0., d: 1., /* 0 0*/
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/* 0 0 1 0 */
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e: 0., f: 0., /* 0 1 */
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}
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}
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}
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#[cfg_attr(rustfmt, rustfmt_skip)]
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impl From<Matrix> for Matrix3D {
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fn from(m: Matrix) -> Self {
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Self {
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m11: m.a, m12: m.b, m13: 0.0, m14: 0.0,
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m21: m.c, m22: m.d, m23: 0.0, m24: 0.0,
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m31: 0.0, m32: 0.0, m33: 1.0, m34: 0.0,
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m41: m.e, m42: m.f, m43: 0.0, m44: 1.0
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}
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}
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}
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#[cfg_attr(rustfmt, rustfmt_skip)]
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impl PrefixedMatrix {
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#[inline]
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/// Get an identity matrix
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pub fn identity() -> Self {
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Self {
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a: 1., c: 0., /* 0 0 */
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b: 0., d: 1., /* 0 0 */
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/* 0 0 1 0 */
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e: Either::First(0.), f: Either::First(0.), /* 0 1 */
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}
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}
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}
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#[cfg_attr(rustfmt, rustfmt_skip)]
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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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#[cfg_attr(rustfmt, rustfmt_skip)]
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impl From<Transform3D<CSSFloat>> for Matrix3D {
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#[inline]
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fn from(m: Transform3D<CSSFloat>) -> Self {
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Matrix3D {
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m11: m.m11, m12: m.m12, m13: m.m13, m14: m.m14,
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m21: m.m21, m22: m.m22, m23: m.m23, m24: m.m24,
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m31: m.m31, m32: m.m32, m33: m.m33, m34: m.m34,
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m41: m.m41, m42: m.m42, m43: m.m43, m44: m.m44
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}
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}
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}
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#[cfg_attr(rustfmt, rustfmt_skip)]
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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 TransformOperation {
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/// Convert to a Translate3D.
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///
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/// Must be called on a Translate function
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pub fn to_translate_3d(&self) -> Self {
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match *self {
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GenericTransformOperation::Translate3D(..) => self.clone(),
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GenericTransformOperation::TranslateX(ref x) |
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GenericTransformOperation::Translate(ref x, None) => {
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GenericTransformOperation::Translate3D(x.clone(), LengthOrPercentage::zero(), Length::zero())
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},
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GenericTransformOperation::Translate(ref x, Some(ref y)) => {
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GenericTransformOperation::Translate3D(x.clone(), y.clone(), Length::zero())
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},
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GenericTransformOperation::TranslateY(ref y) => {
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GenericTransformOperation::Translate3D(LengthOrPercentage::zero(), y.clone(), Length::zero())
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},
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GenericTransformOperation::TranslateZ(ref z) => {
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GenericTransformOperation::Translate3D(
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LengthOrPercentage::zero(),
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LengthOrPercentage::zero(),
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z.clone(),
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)
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},
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_ => unreachable!(),
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}
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}
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/// Convert to a Scale3D.
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///
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/// Must be called on a Scale function
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pub fn to_scale_3d(&self) -> Self {
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match *self {
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GenericTransformOperation::Scale3D(..) => self.clone(),
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GenericTransformOperation::Scale(s, None) => GenericTransformOperation::Scale3D(s, s, 1.),
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GenericTransformOperation::Scale(x, Some(y)) => GenericTransformOperation::Scale3D(x, y, 1.),
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GenericTransformOperation::ScaleX(x) => GenericTransformOperation::Scale3D(x, 1., 1.),
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GenericTransformOperation::ScaleY(y) => GenericTransformOperation::Scale3D(1., y, 1.),
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GenericTransformOperation::ScaleZ(z) => GenericTransformOperation::Scale3D(1., 1., z),
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_ => unreachable!(),
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}
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}
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}
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/// Build an equivalent 'identity transform function list' based
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/// on an existing transform list.
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/// http://dev.w3.org/csswg/css-transforms/#none-transform-animation
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impl ToAnimatedZero for TransformOperation {
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fn to_animated_zero(&self) -> Result<Self, ()> {
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match *self {
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GenericTransformOperation::Matrix3D(..) => Ok(GenericTransformOperation::Matrix3D(Matrix3D::identity())),
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GenericTransformOperation::PrefixedMatrix3D(..) => {
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Ok(GenericTransformOperation::PrefixedMatrix3D(
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PrefixedMatrix3D::identity(),
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))
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},
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GenericTransformOperation::Matrix(..) => Ok(GenericTransformOperation::Matrix(Matrix::identity())),
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GenericTransformOperation::PrefixedMatrix(..) => {
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Ok(GenericTransformOperation::PrefixedMatrix(
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PrefixedMatrix::identity(),
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))
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},
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GenericTransformOperation::Skew(sx, sy) => {
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Ok(GenericTransformOperation::Skew(
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sx.to_animated_zero()?,
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sy.to_animated_zero()?,
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))
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},
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GenericTransformOperation::SkewX(s) => Ok(GenericTransformOperation::SkewX(s.to_animated_zero()?)),
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GenericTransformOperation::SkewY(s) => Ok(GenericTransformOperation::SkewY(s.to_animated_zero()?)),
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GenericTransformOperation::Translate3D(ref tx, ref ty, ref tz) => {
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Ok(GenericTransformOperation::Translate3D(
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tx.to_animated_zero()?,
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ty.to_animated_zero()?,
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tz.to_animated_zero()?,
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))
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},
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GenericTransformOperation::Translate(ref tx, ref ty) => {
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Ok(GenericTransformOperation::Translate(
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tx.to_animated_zero()?,
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ty.to_animated_zero()?,
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))
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},
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GenericTransformOperation::TranslateX(ref t) => {
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Ok(GenericTransformOperation::TranslateX(t.to_animated_zero()?))
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},
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GenericTransformOperation::TranslateY(ref t) => {
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Ok(GenericTransformOperation::TranslateY(t.to_animated_zero()?))
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},
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GenericTransformOperation::TranslateZ(ref t) => {
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Ok(GenericTransformOperation::TranslateZ(t.to_animated_zero()?))
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},
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GenericTransformOperation::Scale3D(..) => Ok(GenericTransformOperation::Scale3D(1.0, 1.0, 1.0)),
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GenericTransformOperation::Scale(_, _) => Ok(GenericTransformOperation::Scale(1.0, Some(1.0))),
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GenericTransformOperation::ScaleX(..) => Ok(GenericTransformOperation::ScaleX(1.0)),
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GenericTransformOperation::ScaleY(..) => Ok(GenericTransformOperation::ScaleY(1.0)),
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GenericTransformOperation::ScaleZ(..) => Ok(GenericTransformOperation::ScaleZ(1.0)),
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GenericTransformOperation::Rotate3D(x, y, z, a) => {
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let (x, y, z, _) = Transform::get_normalized_vector_and_angle(x, y, z, a);
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Ok(GenericTransformOperation::Rotate3D(x, y, z, Angle::zero()))
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},
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GenericTransformOperation::RotateX(_) => Ok(GenericTransformOperation::RotateX(Angle::zero())),
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GenericTransformOperation::RotateY(_) => Ok(GenericTransformOperation::RotateY(Angle::zero())),
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GenericTransformOperation::RotateZ(_) => Ok(GenericTransformOperation::RotateZ(Angle::zero())),
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GenericTransformOperation::Rotate(_) => Ok(GenericTransformOperation::Rotate(Angle::zero())),
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GenericTransformOperation::Perspective(..) |
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GenericTransformOperation::AccumulateMatrix {
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..
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} |
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GenericTransformOperation::InterpolateMatrix {
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..
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} => {
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// Perspective: We convert a perspective function into an equivalent
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// ComputedMatrix, and then decompose/interpolate/recompose these matrices.
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// AccumulateMatrix/InterpolateMatrix: We do interpolation on
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// AccumulateMatrix/InterpolateMatrix by reading it as a ComputedMatrix
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// (with layout information), and then do matrix interpolation.
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//
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// Therefore, we use an identity matrix to represent the identity transform list.
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// http://dev.w3.org/csswg/css-transforms/#identity-transform-function
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Ok(GenericTransformOperation::Matrix3D(Matrix3D::identity()))
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},
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}
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}
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}
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impl ToAnimatedZero for Transform {
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#[inline]
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fn to_animated_zero(&self) -> Result<Self, ()> {
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Ok(GenericTransform(self.0
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.iter()
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.map(|op| op.to_animated_zero())
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.collect::<Result<Vec<_>, _>>()?))
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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>>) -> 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| 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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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) = 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) |
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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) => Self::create_perspective_matrix(d.px()),
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GenericTransformOperation::Scale3D(sx, sy, sz) => Transform3D::create_scale(sx, sy, sz),
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GenericTransformOperation::Scale(sx, sy) => Transform3D::create_scale(sx, sy.unwrap_or(sx), 1.),
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GenericTransformOperation::ScaleX(s) => Transform3D::create_scale(s, 1., 1.),
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GenericTransformOperation::ScaleY(s) => Transform3D::create_scale(1., s, 1.),
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GenericTransformOperation::ScaleZ(s) => Transform3D::create_scale(1., 1., s),
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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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(
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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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},
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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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(
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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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},
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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) |
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GenericTransformOperation::Translate(t, None) => {
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let t = match reference_box {
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Some(relative_border_box) => t.to_pixel_length(relative_border_box.size.width).px(),
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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) => t.to_pixel_length(relative_border_box.size.height).px(),
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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) => Transform3D::create_translation(0., 0., z.px()),
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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) => Transform3D::create_skew(theta.into(), Angle::zero().into()),
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GenericTransformOperation::SkewY(theta) => Transform3D::create_skew(Angle::zero().into(), theta.into()),
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GenericTransformOperation::Matrix3D(m) => m.into(),
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GenericTransformOperation::Matrix(m) => m.into(),
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GenericTransformOperation::PrefixedMatrix3D(_) |
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GenericTransformOperation::PrefixedMatrix(_) => {
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// `-moz-transform` is not implemented in Servo yet.
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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)
|
|
}
|
|
}
|
|
}
|