servo/components/style/values/computed/transform.rs
2017-11-02 14:37:54 -07:00

491 lines
22 KiB
Rust

/* 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 std::f32;
use super::{CSSFloat, Either};
use values::animated::ToAnimatedZero;
use values::computed::{Angle, Integer, Length, LengthOrPercentage, Number, Percentage};
use values::computed::{LengthOrNumber, LengthOrPercentageOrNumber};
use values::generics::transform::{Matrix as GenericMatrix, Matrix3D as GenericMatrix3D};
use values::generics::transform::{Transform as GenericTransform, TransformOperation as GenericTransformOperation};
use values::generics::transform::TimingFunction as GenericTimingFunction;
use values::generics::transform::TransformOrigin as GenericTransformOrigin;
/// A single operation in a computed CSS `transform`
pub type TransformOperation = GenericTransformOperation<
Angle,
Number,
Length,
Integer,
LengthOrNumber,
LengthOrPercentage,
LengthOrPercentageOrNumber,
>;
/// A computed CSS `transform`
pub type Transform = GenericTransform<TransformOperation>;
/// The computed value of a CSS `<transform-origin>`
pub type TransformOrigin = GenericTransformOrigin<LengthOrPercentage, LengthOrPercentage, Length>;
/// A computed timing function.
pub type TimingFunction = GenericTimingFunction<u32, Number>;
/// A vector to represent the direction vector (rotate axis) for Rotate3D.
pub type DirectionVector = Vector3D<CSSFloat>;
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::new(0.),
)
}
}
/// computed value of matrix3d()
pub type Matrix3D = GenericMatrix3D<Number>;
/// computed value of matrix3d() in -moz-transform
pub type PrefixedMatrix3D = GenericMatrix3D<Number, LengthOrPercentageOrNumber, LengthOrNumber>;
/// computed value of matrix()
pub type Matrix = GenericMatrix<Number>;
/// computed value of matrix() in -moz-transform
pub type PrefixedMatrix = GenericMatrix<Number, LengthOrPercentageOrNumber>;
// we rustfmt_skip here because we want the matrices to look like
// matrices instead of being split across lines
#[cfg_attr(rustfmt, rustfmt_skip)]
impl Matrix3D {
#[inline]
/// Get an identity matrix
pub fn identity() -> Self {
Self {
m11: 1.0, m12: 0.0, m13: 0.0, m14: 0.0,
m21: 0.0, m22: 1.0, m23: 0.0, m24: 0.0,
m31: 0.0, m32: 0.0, m33: 1.0, m34: 0.0,
m41: 0., m42: 0., m43: 0., m44: 1.0
}
}
/// Convert to a 2D Matrix
pub fn into_2d(self) -> Result<Matrix, ()> {
if self.m13 == 0. && self.m23 == 0. &&
self.m31 == 0. && self.m32 == 0. &&
self.m33 == 1. && self.m34 == 0. &&
self.m14 == 0. && self.m24 == 0. &&
self.m43 == 0. && self.m44 == 1. {
Ok(Matrix {
a: self.m11, c: self.m21, e: self.m41,
b: self.m12, d: self.m22, f: self.m42,
})
} else {
Err(())
}
}
}
#[cfg_attr(rustfmt, rustfmt_skip)]
impl PrefixedMatrix3D {
#[inline]
/// Get an identity matrix
pub fn identity() -> Self {
Self {
m11: 1.0, m12: 0.0, m13: 0.0, m14: 0.0,
m21: 0.0, m22: 1.0, m23: 0.0, m24: 0.0,
m31: 0.0, m32: 0.0, m33: 1.0, m34: 0.0,
m41: Either::First(0.), m42: Either::First(0.),
m43: Either::First(Length::new(0.)), m44: 1.0
}
}
}
#[cfg_attr(rustfmt, rustfmt_skip)]
impl Matrix {
#[inline]
/// Get an identity matrix
pub fn identity() -> Self {
Self {
a: 1., c: 0., /* 0 0*/
b: 0., d: 1., /* 0 0*/
/* 0 0 1 0 */
e: 0., f: 0., /* 0 1 */
}
}
}
#[cfg_attr(rustfmt, rustfmt_skip)]
impl From<Matrix> for Matrix3D {
fn from(m: Matrix) -> Self {
Self {
m11: m.a, m12: m.b, m13: 0.0, m14: 0.0,
m21: m.c, m22: m.d, m23: 0.0, m24: 0.0,
m31: 0.0, m32: 0.0, m33: 1.0, m34: 0.0,
m41: m.e, m42: m.f, m43: 0.0, m44: 1.0
}
}
}
#[cfg_attr(rustfmt, rustfmt_skip)]
impl PrefixedMatrix {
#[inline]
/// Get an identity matrix
pub fn identity() -> Self {
Self {
a: 1., c: 0., /* 0 0 */
b: 0., d: 1., /* 0 0 */
/* 0 0 1 0 */
e: Either::First(0.), f: Either::First(0.), /* 0 1 */
}
}
}
#[cfg_attr(rustfmt, rustfmt_skip)]
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)
}
}
#[cfg_attr(rustfmt, rustfmt_skip)]
impl From<Transform3D<CSSFloat>> for Matrix3D {
#[inline]
fn from(m: Transform3D<CSSFloat>) -> Self {
Matrix3D {
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
}
}
}
#[cfg_attr(rustfmt, rustfmt_skip)]
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 TransformOperation {
/// Convert to a Translate3D.
///
/// Must be called on a Translate function
pub fn to_translate_3d(&self) -> Self {
match *self {
GenericTransformOperation::Translate3D(..) => self.clone(),
GenericTransformOperation::TranslateX(ref x) |
GenericTransformOperation::Translate(ref x, None) => {
GenericTransformOperation::Translate3D(x.clone(), LengthOrPercentage::zero(), Length::zero())
},
GenericTransformOperation::Translate(ref x, Some(ref y)) => {
GenericTransformOperation::Translate3D(x.clone(), y.clone(), Length::zero())
},
GenericTransformOperation::TranslateY(ref y) => {
GenericTransformOperation::Translate3D(LengthOrPercentage::zero(), y.clone(), Length::zero())
},
GenericTransformOperation::TranslateZ(ref z) => {
GenericTransformOperation::Translate3D(
LengthOrPercentage::zero(),
LengthOrPercentage::zero(),
z.clone(),
)
},
_ => unreachable!(),
}
}
/// Convert to a Scale3D.
///
/// Must be called on a Scale function
pub fn to_scale_3d(&self) -> Self {
match *self {
GenericTransformOperation::Scale3D(..) => self.clone(),
GenericTransformOperation::Scale(s, None) => GenericTransformOperation::Scale3D(s, s, 1.),
GenericTransformOperation::Scale(x, Some(y)) => GenericTransformOperation::Scale3D(x, y, 1.),
GenericTransformOperation::ScaleX(x) => GenericTransformOperation::Scale3D(x, 1., 1.),
GenericTransformOperation::ScaleY(y) => GenericTransformOperation::Scale3D(1., y, 1.),
GenericTransformOperation::ScaleZ(z) => GenericTransformOperation::Scale3D(1., 1., z),
_ => unreachable!(),
}
}
}
/// Build an equivalent 'identity transform function list' based
/// on an existing transform list.
/// http://dev.w3.org/csswg/css-transforms/#none-transform-animation
impl ToAnimatedZero for TransformOperation {
fn to_animated_zero(&self) -> Result<Self, ()> {
match *self {
GenericTransformOperation::Matrix3D(..) => Ok(GenericTransformOperation::Matrix3D(Matrix3D::identity())),
GenericTransformOperation::PrefixedMatrix3D(..) => {
Ok(GenericTransformOperation::PrefixedMatrix3D(
PrefixedMatrix3D::identity(),
))
},
GenericTransformOperation::Matrix(..) => Ok(GenericTransformOperation::Matrix(Matrix::identity())),
GenericTransformOperation::PrefixedMatrix(..) => {
Ok(GenericTransformOperation::PrefixedMatrix(
PrefixedMatrix::identity(),
))
},
GenericTransformOperation::Skew(sx, sy) => {
Ok(GenericTransformOperation::Skew(
sx.to_animated_zero()?,
sy.to_animated_zero()?,
))
},
GenericTransformOperation::SkewX(s) => Ok(GenericTransformOperation::SkewX(s.to_animated_zero()?)),
GenericTransformOperation::SkewY(s) => Ok(GenericTransformOperation::SkewY(s.to_animated_zero()?)),
GenericTransformOperation::Translate3D(ref tx, ref ty, ref tz) => {
Ok(GenericTransformOperation::Translate3D(
tx.to_animated_zero()?,
ty.to_animated_zero()?,
tz.to_animated_zero()?,
))
},
GenericTransformOperation::Translate(ref tx, ref ty) => {
Ok(GenericTransformOperation::Translate(
tx.to_animated_zero()?,
ty.to_animated_zero()?,
))
},
GenericTransformOperation::TranslateX(ref t) => {
Ok(GenericTransformOperation::TranslateX(t.to_animated_zero()?))
},
GenericTransformOperation::TranslateY(ref t) => {
Ok(GenericTransformOperation::TranslateY(t.to_animated_zero()?))
},
GenericTransformOperation::TranslateZ(ref t) => {
Ok(GenericTransformOperation::TranslateZ(t.to_animated_zero()?))
},
GenericTransformOperation::Scale3D(..) => Ok(GenericTransformOperation::Scale3D(1.0, 1.0, 1.0)),
GenericTransformOperation::Scale(_, _) => Ok(GenericTransformOperation::Scale(1.0, Some(1.0))),
GenericTransformOperation::ScaleX(..) => Ok(GenericTransformOperation::ScaleX(1.0)),
GenericTransformOperation::ScaleY(..) => Ok(GenericTransformOperation::ScaleY(1.0)),
GenericTransformOperation::ScaleZ(..) => Ok(GenericTransformOperation::ScaleZ(1.0)),
GenericTransformOperation::Rotate3D(x, y, z, a) => {
let (x, y, z, _) = Transform::get_normalized_vector_and_angle(x, y, z, a);
Ok(GenericTransformOperation::Rotate3D(x, y, z, Angle::zero()))
},
GenericTransformOperation::RotateX(_) => Ok(GenericTransformOperation::RotateX(Angle::zero())),
GenericTransformOperation::RotateY(_) => Ok(GenericTransformOperation::RotateY(Angle::zero())),
GenericTransformOperation::RotateZ(_) => Ok(GenericTransformOperation::RotateZ(Angle::zero())),
GenericTransformOperation::Rotate(_) => Ok(GenericTransformOperation::Rotate(Angle::zero())),
GenericTransformOperation::Perspective(..) |
GenericTransformOperation::AccumulateMatrix {
..
} |
GenericTransformOperation::InterpolateMatrix {
..
} => {
// Perspective: We convert a perspective function into an equivalent
// ComputedMatrix, and then decompose/interpolate/recompose these matrices.
// AccumulateMatrix/InterpolateMatrix: We do interpolation on
// AccumulateMatrix/InterpolateMatrix by reading it as a ComputedMatrix
// (with layout information), and then do matrix interpolation.
//
// Therefore, we use an identity matrix to represent the identity transform list.
// http://dev.w3.org/csswg/css-transforms/#identity-transform-function
Ok(GenericTransformOperation::Matrix3D(Matrix3D::identity()))
},
}
}
}
impl ToAnimatedZero for Transform {
#[inline]
fn to_animated_zero(&self) -> Result<Self, ()> {
Ok(GenericTransform(self.0
.iter()
.map(|op| op.to_animated_zero())
.collect::<Result<Vec<_>, _>>()?))
}
}
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, 1., 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)
}
}
}