mirror of
https://github.com/servo/servo.git
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643 lines
23 KiB
Rust
643 lines
23 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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//! Generic types for CSS values that are related to transformations.
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use app_units::Au;
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use euclid::{self, Rect, Transform3D};
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use num_traits::Zero;
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use values::{computed, CSSFloat};
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use values::computed::length::Length as ComputedLength;
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use values::computed::length::LengthOrPercentage as ComputedLengthOrPercentage;
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use values::specified::length::Length as SpecifiedLength;
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use values::specified::length::LengthOrPercentage as SpecifiedLengthOrPercentage;
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/// A generic 2D transformation matrix.
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#[allow(missing_docs)]
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#[derive(Clone, Copy, Debug, MallocSizeOf, PartialEq, ToComputedValue, ToCss)]
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#[css(comma, function)]
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pub struct Matrix<T> {
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pub a: T,
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pub b: T,
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pub c: T,
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pub d: T,
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pub e: T,
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pub f: T,
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}
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#[allow(missing_docs)]
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#[cfg_attr(rustfmt, rustfmt_skip)]
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#[css(comma, function = "matrix3d")]
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#[derive(Clone, Copy, Debug, MallocSizeOf, PartialEq, ToComputedValue, ToCss)]
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pub struct Matrix3D<T> {
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pub m11: T, pub m12: T, pub m13: T, pub m14: T,
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pub m21: T, pub m22: T, pub m23: T, pub m24: T,
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pub m31: T, pub m32: T, pub m33: T, pub m34: T,
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pub m41: T, pub m42: T, pub m43: T, pub m44: T,
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}
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#[cfg_attr(rustfmt, rustfmt_skip)]
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impl<T: Into<f64>> From<Matrix<T>> for Transform3D<f64> {
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#[inline]
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fn from(m: Matrix<T>) -> Self {
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Transform3D::row_major(
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m.a.into(), m.b.into(), 0.0, 0.0,
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m.c.into(), m.d.into(), 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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m.e.into(), m.f.into(), 0.0, 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<T: Into<f64>> From<Matrix3D<T>> for Transform3D<f64> {
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#[inline]
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fn from(m: Matrix3D<T>) -> Self {
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Transform3D::row_major(
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m.m11.into(), m.m12.into(), m.m13.into(), m.m14.into(),
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m.m21.into(), m.m22.into(), m.m23.into(), m.m24.into(),
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m.m31.into(), m.m32.into(), m.m33.into(), m.m34.into(),
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m.m41.into(), m.m42.into(), m.m43.into(), m.m44.into(),
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)
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}
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}
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/// A generic transform origin.
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#[derive(Animate, Clone, ComputeSquaredDistance, Copy, Debug)]
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#[derive(MallocSizeOf, PartialEq, ToAnimatedZero, ToComputedValue, ToCss)]
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pub struct TransformOrigin<H, V, Depth> {
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/// The horizontal origin.
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pub horizontal: H,
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/// The vertical origin.
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pub vertical: V,
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/// The depth.
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pub depth: Depth,
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}
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/// A generic timing function.
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///
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/// <https://drafts.csswg.org/css-timing-1/#single-timing-function-production>
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#[derive(Clone, Copy, Debug, MallocSizeOf, PartialEq, ToCss)]
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pub enum TimingFunction<Integer, Number> {
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/// `linear | ease | ease-in | ease-out | ease-in-out`
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Keyword(TimingKeyword),
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/// `cubic-bezier(<number>, <number>, <number>, <number>)`
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#[allow(missing_docs)]
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#[css(comma, function)]
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CubicBezier {
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x1: Number,
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y1: Number,
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x2: Number,
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y2: Number,
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},
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/// `step-start | step-end | steps(<integer>, [ start | end ]?)`
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#[css(comma, function)]
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Steps(Integer, #[css(skip_if = "is_end")] StepPosition),
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/// `frames(<integer>)`
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#[css(comma, function)]
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Frames(Integer),
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}
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#[allow(missing_docs)]
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#[cfg_attr(feature = "servo", derive(Deserialize, Serialize))]
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#[derive(Clone, Copy, Debug, Eq, MallocSizeOf, Parse, PartialEq)]
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#[derive(ToComputedValue, ToCss)]
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pub enum TimingKeyword {
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Linear,
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Ease,
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EaseIn,
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EaseOut,
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EaseInOut,
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}
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#[allow(missing_docs)]
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#[cfg_attr(feature = "servo", derive(Deserialize, Serialize))]
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#[derive(Clone, Copy, Debug, Eq, MallocSizeOf, Parse, PartialEq)]
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#[derive(ToComputedValue, ToCss)]
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pub enum StepPosition {
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Start,
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End,
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}
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#[inline]
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fn is_end(position: &StepPosition) -> bool {
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*position == StepPosition::End
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}
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impl<H, V, D> TransformOrigin<H, V, D> {
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/// Returns a new transform origin.
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pub fn new(horizontal: H, vertical: V, depth: D) -> Self {
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Self {
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horizontal: horizontal,
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vertical: vertical,
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depth: depth,
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}
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}
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}
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impl<Integer, Number> TimingFunction<Integer, Number> {
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/// `ease`
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#[inline]
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pub fn ease() -> Self {
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TimingFunction::Keyword(TimingKeyword::Ease)
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}
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}
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impl TimingKeyword {
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/// Returns the keyword as a quadruplet of Bezier point coordinates
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/// `(x1, y1, x2, y2)`.
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#[inline]
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pub fn to_bezier(self) -> (CSSFloat, CSSFloat, CSSFloat, CSSFloat) {
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match self {
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TimingKeyword::Linear => (0., 0., 1., 1.),
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TimingKeyword::Ease => (0.25, 0.1, 0.25, 1.),
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TimingKeyword::EaseIn => (0.42, 0., 1., 1.),
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TimingKeyword::EaseOut => (0., 0., 0.58, 1.),
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TimingKeyword::EaseInOut => (0.42, 0., 0.58, 1.),
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}
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}
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}
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#[derive(Clone, Debug, MallocSizeOf, PartialEq, ToComputedValue, ToCss)]
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/// A single operation in the list of a `transform` value
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pub enum TransformOperation<Angle, Number, Length, Integer, LengthOrPercentage> {
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/// Represents a 2D 2x3 matrix.
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Matrix(Matrix<Number>),
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/// Represents a 3D 4x4 matrix.
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Matrix3D(Matrix3D<Number>),
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/// A 2D skew.
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///
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/// If the second angle is not provided it is assumed zero.
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///
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/// Syntax can be skew(angle) or skew(angle, angle)
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#[css(comma, function)]
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Skew(Angle, Option<Angle>),
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/// skewX(angle)
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#[css(function = "skewX")]
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SkewX(Angle),
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/// skewY(angle)
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#[css(function = "skewY")]
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SkewY(Angle),
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/// translate(x, y) or translate(x)
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#[css(comma, function)]
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Translate(LengthOrPercentage, Option<LengthOrPercentage>),
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/// translateX(x)
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#[css(function = "translateX")]
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TranslateX(LengthOrPercentage),
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/// translateY(y)
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#[css(function = "translateY")]
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TranslateY(LengthOrPercentage),
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/// translateZ(z)
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#[css(function = "translateZ")]
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TranslateZ(Length),
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/// translate3d(x, y, z)
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#[css(comma, function = "translate3d")]
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Translate3D(LengthOrPercentage, LengthOrPercentage, Length),
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/// A 2D scaling factor.
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///
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/// `scale(2)` is parsed as `Scale(Number::new(2.0), None)` and is equivalent to
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/// writing `scale(2, 2)` (`Scale(Number::new(2.0), Some(Number::new(2.0)))`).
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///
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/// Negative values are allowed and flip the element.
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///
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/// Syntax can be scale(factor) or scale(factor, factor)
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#[css(comma, function)]
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Scale(Number, Option<Number>),
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/// scaleX(factor)
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#[css(function = "scaleX")]
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ScaleX(Number),
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/// scaleY(factor)
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#[css(function = "scaleY")]
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ScaleY(Number),
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/// scaleZ(factor)
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#[css(function = "scaleZ")]
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ScaleZ(Number),
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/// scale3D(factorX, factorY, factorZ)
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#[css(comma, function = "scale3d")]
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Scale3D(Number, Number, Number),
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/// Describes a 2D Rotation.
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///
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/// In a 3D scene `rotate(angle)` is equivalent to `rotateZ(angle)`.
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#[css(function)]
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Rotate(Angle),
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/// Rotation in 3D space around the x-axis.
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#[css(function = "rotateX")]
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RotateX(Angle),
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/// Rotation in 3D space around the y-axis.
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#[css(function = "rotateY")]
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RotateY(Angle),
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/// Rotation in 3D space around the z-axis.
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#[css(function = "rotateZ")]
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RotateZ(Angle),
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/// Rotation in 3D space.
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///
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/// Generalization of rotateX, rotateY and rotateZ.
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#[css(comma, function = "rotate3d")]
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Rotate3D(Number, Number, Number, Angle),
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/// Specifies a perspective projection matrix.
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///
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/// Part of CSS Transform Module Level 2 and defined at
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/// [§ 13.1. 3D Transform Function](https://drafts.csswg.org/css-transforms-2/#funcdef-perspective).
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///
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/// The value must be greater than or equal to zero.
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#[css(function)]
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Perspective(Length),
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/// A intermediate type for interpolation of mismatched transform lists.
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#[allow(missing_docs)]
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#[css(comma, function = "interpolatematrix")]
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InterpolateMatrix {
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from_list: Transform<
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TransformOperation<
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Angle,
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Number,
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Length,
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Integer,
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LengthOrPercentage,
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>,
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>,
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to_list: Transform<
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TransformOperation<
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Angle,
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Number,
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Length,
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Integer,
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LengthOrPercentage,
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>,
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>,
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progress: computed::Percentage,
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},
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/// A intermediate type for accumulation of mismatched transform lists.
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#[allow(missing_docs)]
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#[css(comma, function = "accumulatematrix")]
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AccumulateMatrix {
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from_list: Transform<
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TransformOperation<
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Angle,
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Number,
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Length,
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Integer,
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LengthOrPercentage,
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>,
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>,
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to_list: Transform<
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TransformOperation<
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Angle,
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Number,
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Length,
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Integer,
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LengthOrPercentage,
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>,
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>,
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count: Integer,
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},
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}
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#[derive(Clone, Debug, MallocSizeOf, PartialEq, ToComputedValue, ToCss)]
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/// A value of the `transform` property
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pub struct Transform<T>(#[css(if_empty = "none", iterable)] pub Vec<T>);
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impl<Angle, Number, Length, Integer, LengthOrPercentage>
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TransformOperation<Angle, Number, Length, Integer, LengthOrPercentage> {
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/// Check if it is any translate function
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pub fn is_translate(&self) -> bool {
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use self::TransformOperation::*;
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match *self {
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Translate(..) | Translate3D(..) | TranslateX(..) | TranslateY(..) | TranslateZ(..) => true,
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_ => false,
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}
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}
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/// Check if it is any scale function
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pub fn is_scale(&self) -> bool {
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use self::TransformOperation::*;
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match *self {
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Scale(..) | Scale3D(..) | ScaleX(..) | ScaleY(..) | ScaleZ(..) => true,
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_ => false,
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}
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}
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}
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/// Convert a length type into the absolute lengths.
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pub trait ToAbsoluteLength {
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/// Returns the absolute length as pixel value.
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fn to_pixel_length(&self, containing_len: Option<Au>) -> Result<CSSFloat, ()>;
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}
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impl ToAbsoluteLength for SpecifiedLength {
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// This returns Err(()) if there is any relative length or percentage. We use this when
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// parsing a transform list of DOMMatrix because we want to return a DOM Exception
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// if there is relative length.
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#[inline]
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fn to_pixel_length(&self, _containing_len: Option<Au>) -> Result<CSSFloat, ()> {
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match *self {
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SpecifiedLength::NoCalc(len) => len.to_computed_pixel_length_without_context(),
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SpecifiedLength::Calc(ref calc) => calc.to_computed_pixel_length_without_context(),
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}
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}
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}
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impl ToAbsoluteLength for SpecifiedLengthOrPercentage {
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// This returns Err(()) if there is any relative length or percentage. We use this when
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// parsing a transform list of DOMMatrix because we want to return a DOM Exception
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// if there is relative length.
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#[inline]
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fn to_pixel_length(&self, _containing_len: Option<Au>) -> Result<CSSFloat, ()> {
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use self::SpecifiedLengthOrPercentage::*;
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match *self {
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Length(len) => len.to_computed_pixel_length_without_context(),
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Calc(ref calc) => calc.to_computed_pixel_length_without_context(),
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_ => Err(()),
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}
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}
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}
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impl ToAbsoluteLength for ComputedLength {
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#[inline]
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fn to_pixel_length(&self, _containing_len: Option<Au>) -> Result<CSSFloat, ()> {
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Ok(self.px())
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}
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}
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impl ToAbsoluteLength for ComputedLengthOrPercentage {
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#[inline]
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fn to_pixel_length(&self, containing_len: Option<Au>) -> Result<CSSFloat, ()> {
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let extract_pixel_length = |lop: &ComputedLengthOrPercentage| match *lop {
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ComputedLengthOrPercentage::Length(px) => px.px(),
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ComputedLengthOrPercentage::Percentage(_) => 0.,
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ComputedLengthOrPercentage::Calc(calc) => calc.length().px(),
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};
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match containing_len {
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Some(relative_len) => Ok(self.to_pixel_length(relative_len).px()),
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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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None => Ok(extract_pixel_length(self))
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}
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}
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}
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/// Support the conversion to a 3d matrix.
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pub trait ToMatrix {
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/// Check if it is a 3d transform function.
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fn is_3d(&self) -> bool;
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/// Return the equivalent 3d matrix.
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fn to_3d_matrix(&self, reference_box: Option<&Rect<Au>>) -> Result<Transform3D<f64>, ()>;
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}
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impl<Angle, Number, Length, Integer, LoP> ToMatrix
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for TransformOperation<Angle, Number, Length, Integer, LoP>
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where
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Angle: Copy + AsRef<computed::angle::Angle>,
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Number: Copy + Into<f32> + Into<f64>,
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Length: ToAbsoluteLength,
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LoP: ToAbsoluteLength,
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{
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#[inline]
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fn is_3d(&self) -> bool {
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use self::TransformOperation::*;
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match *self {
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Translate3D(..) | TranslateZ(..) |
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Rotate3D(..) | RotateX(..) | RotateY(..) | RotateZ(..) |
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Scale3D(..) | ScaleZ(..) | Perspective(..) | Matrix3D(..) => true,
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_ => false,
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}
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}
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/// If |reference_box| is None, we will drop the percent part from translate because
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/// we cannot resolve it without the layout info, for computed TransformOperation.
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/// However, for specified TransformOperation, we will return Err(()) if there is any relative
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/// lengths because the only caller, DOMMatrix, doesn't accept relative lengths.
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#[inline]
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fn to_3d_matrix(&self, reference_box: Option<&Rect<Au>>) -> Result<Transform3D<f64>, ()> {
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use self::TransformOperation::*;
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use std::f64;
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const TWO_PI: f64 = 2.0f64 * f64::consts::PI;
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let reference_width = reference_box.map(|v| v.size.width);
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let reference_height = reference_box.map(|v| v.size.height);
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let matrix = match *self {
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Rotate3D(ax, ay, az, theta) => {
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let theta = TWO_PI - theta.as_ref().radians64();
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let (ax, ay, az, theta) =
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get_normalized_vector_and_angle(ax.into(), ay.into(), az.into(), theta);
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Transform3D::create_rotation(
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ax as f64, ay as f64, az as f64, euclid::Angle::radians(theta)
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)
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},
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RotateX(theta) => {
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let theta = euclid::Angle::radians(TWO_PI - theta.as_ref().radians64());
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Transform3D::create_rotation(1., 0., 0., theta)
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},
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RotateY(theta) => {
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let theta = euclid::Angle::radians(TWO_PI - theta.as_ref().radians64());
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Transform3D::create_rotation(0., 1., 0., theta)
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},
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RotateZ(theta) | Rotate(theta) => {
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let theta = euclid::Angle::radians(TWO_PI - theta.as_ref().radians64());
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Transform3D::create_rotation(0., 0., 1., theta)
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},
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Perspective(ref d) => {
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let m = create_perspective_matrix(d.to_pixel_length(None)?);
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m.cast().expect("Casting from f32 to f64 should be successful")
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},
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Scale3D(sx, sy, sz) => Transform3D::create_scale(sx.into(), sy.into(), sz.into()),
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Scale(sx, sy) => Transform3D::create_scale(sx.into(), sy.unwrap_or(sx).into(), 1.),
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ScaleX(s) => Transform3D::create_scale(s.into(), 1., 1.),
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ScaleY(s) => Transform3D::create_scale(1., s.into(), 1.),
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ScaleZ(s) => Transform3D::create_scale(1., 1., s.into()),
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Translate3D(ref tx, ref ty, ref tz) => {
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let tx = tx.to_pixel_length(reference_width)? as f64;
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let ty = ty.to_pixel_length(reference_height)? as f64;
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Transform3D::create_translation(tx, ty, tz.to_pixel_length(None)? as f64)
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},
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Translate(ref tx, Some(ref ty)) => {
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let tx = tx.to_pixel_length(reference_width)? as f64;
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let ty = ty.to_pixel_length(reference_height)? as f64;
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Transform3D::create_translation(tx, ty, 0.)
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},
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TranslateX(ref t) | Translate(ref t, None) => {
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let t = t.to_pixel_length(reference_width)? as f64;
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|
Transform3D::create_translation(t, 0., 0.)
|
|
},
|
|
TranslateY(ref t) => {
|
|
let t = t.to_pixel_length(reference_height)? as f64;
|
|
Transform3D::create_translation(0., t, 0.)
|
|
},
|
|
TranslateZ(ref z) => {
|
|
Transform3D::create_translation(0., 0., z.to_pixel_length(None)? as f64)
|
|
},
|
|
Skew(theta_x, theta_y) => {
|
|
Transform3D::create_skew(
|
|
euclid::Angle::radians(theta_x.as_ref().radians64()),
|
|
euclid::Angle::radians(theta_y.map_or(0., |a| a.as_ref().radians64())),
|
|
)
|
|
},
|
|
SkewX(theta) => {
|
|
Transform3D::create_skew(
|
|
euclid::Angle::radians(theta.as_ref().radians64()),
|
|
euclid::Angle::radians(0.),
|
|
)
|
|
},
|
|
SkewY(theta) => {
|
|
Transform3D::create_skew(
|
|
euclid::Angle::radians(0.),
|
|
euclid::Angle::radians(theta.as_ref().radians64()),
|
|
)
|
|
},
|
|
Matrix3D(m) => m.into(),
|
|
Matrix(m) => m.into(),
|
|
InterpolateMatrix { .. } | AccumulateMatrix { .. } => {
|
|
// TODO: Convert InterpolateMatrix/AccumulateMatrix 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 an identity matrix.
|
|
// Note: DOMMatrix doesn't go into this arm.
|
|
Transform3D::identity()
|
|
},
|
|
};
|
|
Ok(matrix)
|
|
}
|
|
}
|
|
|
|
impl<T> Transform<T> {
|
|
/// `none`
|
|
pub fn none() -> Self {
|
|
Transform(vec![])
|
|
}
|
|
}
|
|
|
|
impl<T: ToMatrix> Transform<T> {
|
|
/// Return the equivalent 3d matrix of this transform list.
|
|
/// We return a pair: the first one is the transform matrix, and the second one
|
|
/// indicates if there is any 3d transform function in this transform list.
|
|
#[cfg_attr(rustfmt, rustfmt_skip)]
|
|
pub fn to_transform_3d_matrix(
|
|
&self,
|
|
reference_box: Option<&Rect<Au>>
|
|
) -> Result<(Transform3D<CSSFloat>, bool), ()> {
|
|
let cast_3d_transform = |m: Transform3D<f64>| -> Transform3D<CSSFloat> {
|
|
use std::{f32, f64};
|
|
let cast = |v: f64| { v.min(f32::MAX as f64).max(f32::MIN as f64) as f32 };
|
|
Transform3D::row_major(
|
|
cast(m.m11), cast(m.m12), cast(m.m13), cast(m.m14),
|
|
cast(m.m21), cast(m.m22), cast(m.m23), cast(m.m24),
|
|
cast(m.m31), cast(m.m32), cast(m.m33), cast(m.m34),
|
|
cast(m.m41), cast(m.m42), cast(m.m43), cast(m.m44),
|
|
)
|
|
};
|
|
|
|
// We intentionally use Transform3D<f64> during computation to avoid error propagation
|
|
// because using f32 to compute triangle functions (e.g. in create_rotation()) is not
|
|
// accurate enough. In Gecko, we also use "double" to compute the triangle functions.
|
|
// Therefore, let's use Transform3D<f64> during matrix computation and cast it into f32
|
|
// in the end.
|
|
let mut transform = Transform3D::<f64>::identity();
|
|
let mut contain_3d = false;
|
|
|
|
for operation in &self.0 {
|
|
let matrix = operation.to_3d_matrix(reference_box)?;
|
|
contain_3d |= operation.is_3d();
|
|
transform = transform.pre_mul(&matrix);
|
|
}
|
|
|
|
Ok((cast_3d_transform(transform), contain_3d))
|
|
}
|
|
}
|
|
|
|
/// Return the transform matrix from a perspective length.
|
|
#[inline]
|
|
pub fn create_perspective_matrix(d: CSSFloat) -> Transform3D<CSSFloat> {
|
|
// 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<T: Zero>(
|
|
x: CSSFloat,
|
|
y: CSSFloat,
|
|
z: CSSFloat,
|
|
angle: T,
|
|
) -> (CSSFloat, CSSFloat, CSSFloat, T) {
|
|
use euclid::approxeq::ApproxEq;
|
|
use values::computed::transform::DirectionVector;
|
|
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., T::zero())
|
|
} else {
|
|
let vector = vector.normalize();
|
|
(vector.x, vector.y, vector.z, angle)
|
|
}
|
|
}
|
|
|
|
#[derive(Clone, ComputeSquaredDistance, Copy, Debug, MallocSizeOf, PartialEq)]
|
|
#[derive(ToAnimatedZero, ToComputedValue, ToCss)]
|
|
/// A value of the `Rotate` property
|
|
///
|
|
/// <https://drafts.csswg.org/css-transforms-2/#individual-transforms>
|
|
pub enum Rotate<Number, Angle> {
|
|
/// 'none'
|
|
None,
|
|
/// '<angle>'
|
|
Rotate(Angle),
|
|
/// '<number>{3} <angle>'
|
|
Rotate3D(Number, Number, Number, Angle),
|
|
}
|
|
|
|
#[derive(Clone, ComputeSquaredDistance, Copy, Debug, MallocSizeOf, PartialEq)]
|
|
#[derive(ToAnimatedZero, ToComputedValue, ToCss)]
|
|
/// A value of the `Scale` property
|
|
///
|
|
/// <https://drafts.csswg.org/css-transforms-2/#individual-transforms>
|
|
pub enum Scale<Number> {
|
|
/// 'none'
|
|
None,
|
|
/// '<number>'
|
|
ScaleX(Number),
|
|
/// '<number>{2}'
|
|
Scale(Number, Number),
|
|
/// '<number>{3}'
|
|
Scale3D(Number, Number, Number),
|
|
}
|
|
|
|
#[derive(ComputeSquaredDistance, ToAnimatedZero, ToComputedValue)]
|
|
#[derive(Clone, Debug, MallocSizeOf, PartialEq, ToCss)]
|
|
/// A value of the `Translate` property
|
|
///
|
|
/// <https://drafts.csswg.org/css-transforms-2/#individual-transforms>
|
|
pub enum Translate<LengthOrPercentage, Length> {
|
|
/// 'none'
|
|
None,
|
|
/// '<length-percentage>'
|
|
TranslateX(LengthOrPercentage),
|
|
/// '<length-percentage> <length-percentage>'
|
|
Translate(LengthOrPercentage, LengthOrPercentage),
|
|
/// '<length-percentage> <length-percentage> <length>'
|
|
Translate3D(LengthOrPercentage, LengthOrPercentage, Length),
|
|
}
|
|
|
|
#[allow(missing_docs)]
|
|
#[derive(Clone, Copy, Debug, MallocSizeOf, Parse, PartialEq, ToComputedValue, ToCss)]
|
|
pub enum TransformStyle {
|
|
#[cfg(feature = "servo")]
|
|
Auto,
|
|
Flat,
|
|
#[css(keyword = "preserve-3d")]
|
|
Preserve3d,
|
|
}
|