mirror of
https://github.com/servo/servo.git
synced 2025-06-06 16:45:39 +00:00
3026 lines
109 KiB
Rust
3026 lines
109 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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<%namespace name="helpers" file="/helpers.mako.rs" />
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<%
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from data import to_idl_name, SYSTEM_FONT_LONGHANDS, to_camel_case
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from itertools import groupby
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%>
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#[cfg(feature = "gecko")] use gecko_bindings::bindings::RawServoAnimationValueMap;
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#[cfg(feature = "gecko")] use gecko_bindings::structs::RawGeckoGfxMatrix4x4;
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#[cfg(feature = "gecko")] use gecko_bindings::structs::nsCSSPropertyID;
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#[cfg(feature = "gecko")] use gecko_bindings::sugar::ownership::{HasFFI, HasSimpleFFI};
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use itertools::{EitherOrBoth, Itertools};
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use num_traits::Zero;
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use properties::{CSSWideKeyword, PropertyDeclaration};
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use properties::longhands;
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use properties::longhands::font_weight::computed_value::T as FontWeight;
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use properties::longhands::visibility::computed_value::T as Visibility;
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use properties::PropertyId;
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use properties::{LonghandId, ShorthandId};
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use servo_arc::Arc;
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use smallvec::SmallVec;
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use std::{cmp, ptr};
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use std::mem::{self, ManuallyDrop};
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use hash::FxHashMap;
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use super::ComputedValues;
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use values::CSSFloat;
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use values::animated::{Animate, Procedure, ToAnimatedValue, ToAnimatedZero};
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use values::animated::color::Color as AnimatedColor;
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use values::animated::effects::Filter as AnimatedFilter;
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#[cfg(feature = "gecko")] use values::computed::TransitionProperty;
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use values::computed::{Angle, CalcLengthOrPercentage};
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use values::computed::{ClipRect, Context};
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use values::computed::{Length, LengthOrPercentage, LengthOrPercentageOrAuto};
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use values::computed::{LengthOrPercentageOrNone, MaxLength};
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use values::computed::{NonNegativeNumber, Number, NumberOrPercentage, Percentage};
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use values::computed::length::NonNegativeLengthOrPercentage;
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use values::computed::ToComputedValue;
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use values::computed::transform::{DirectionVector, Matrix, Matrix3D};
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use values::computed::transform::TransformOperation as ComputedTransformOperation;
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use values::computed::transform::Transform as ComputedTransform;
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use values::computed::transform::Rotate as ComputedRotate;
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use values::computed::transform::Translate as ComputedTranslate;
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use values::computed::transform::Scale as ComputedScale;
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use values::computed::url::ComputedUrl;
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use values::generics::transform::{self, Rotate, Translate, Scale, Transform, TransformOperation};
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use values::distance::{ComputeSquaredDistance, SquaredDistance};
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use values::generics::font::{FontSettings as GenericFontSettings, FontTag, VariationValue};
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use values::computed::font::FontVariationSettings;
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use values::generics::effects::Filter;
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use values::generics::svg::{SVGLength, SvgLengthOrPercentageOrNumber, SVGPaint};
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use values::generics::svg::{SVGPaintKind, SVGStrokeDashArray, SVGOpacity};
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use void::{self, Void};
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/// Returns true if this nsCSSPropertyID is one of the animatable properties.
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#[cfg(feature = "gecko")]
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pub fn nscsspropertyid_is_animatable(property: nsCSSPropertyID) -> bool {
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match property {
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% for prop in data.longhands + data.shorthands_except_all():
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% if prop.animatable:
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${prop.nscsspropertyid()} => true,
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% endif
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% endfor
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_ => false
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}
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}
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/// Convert nsCSSPropertyID to TransitionProperty
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#[cfg(feature = "gecko")]
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#[allow(non_upper_case_globals)]
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impl From<nsCSSPropertyID> for TransitionProperty {
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fn from(property: nsCSSPropertyID) -> TransitionProperty {
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match property {
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% for prop in data.longhands:
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${prop.nscsspropertyid()} => {
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TransitionProperty::Longhand(LonghandId::${prop.camel_case})
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}
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% endfor
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% for prop in data.shorthands_except_all():
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${prop.nscsspropertyid()} => {
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TransitionProperty::Shorthand(ShorthandId::${prop.camel_case})
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}
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% endfor
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nsCSSPropertyID::eCSSPropertyExtra_all_properties => {
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TransitionProperty::Shorthand(ShorthandId::All)
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}
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_ => {
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panic!("non-convertible nsCSSPropertyID")
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}
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}
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}
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}
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/// Returns true if this nsCSSPropertyID is one of the transitionable properties.
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#[cfg(feature = "gecko")]
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pub fn nscsspropertyid_is_transitionable(property: nsCSSPropertyID) -> bool {
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match property {
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% for prop in data.longhands + data.shorthands_except_all():
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% if prop.transitionable:
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${prop.nscsspropertyid()} => true,
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% endif
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% endfor
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_ => false
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}
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}
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/// An animated property interpolation between two computed values for that
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/// property.
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#[derive(Clone, Debug, PartialEq)]
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#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
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pub enum AnimatedProperty {
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% for prop in data.longhands:
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% if prop.animatable and not prop.logical:
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<%
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value_type = "longhands::{}::computed_value::T".format(prop.ident)
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if not prop.is_animatable_with_computed_value:
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value_type = "<{} as ToAnimatedValue>::AnimatedValue".format(value_type)
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%>
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/// ${prop.name}
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${prop.camel_case}(${value_type}, ${value_type}),
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% endif
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% endfor
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}
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impl AnimatedProperty {
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/// Get the name of this property.
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pub fn name(&self) -> &'static str {
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match *self {
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% for prop in data.longhands:
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% if prop.animatable and not prop.logical:
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AnimatedProperty::${prop.camel_case}(..) => "${prop.name}",
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% endif
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% endfor
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}
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}
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/// Whether this interpolation does animate, that is, whether the start and
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/// end values are different.
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pub fn does_animate(&self) -> bool {
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match *self {
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% for prop in data.longhands:
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% if prop.animatable and not prop.logical:
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AnimatedProperty::${prop.camel_case}(ref from, ref to) => from != to,
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% endif
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% endfor
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}
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}
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/// Whether an animated property has the same end value as another.
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pub fn has_the_same_end_value_as(&self, other: &Self) -> bool {
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match (self, other) {
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% for prop in data.longhands:
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% if prop.animatable and not prop.logical:
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(&AnimatedProperty::${prop.camel_case}(_, ref this_end_value),
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&AnimatedProperty::${prop.camel_case}(_, ref other_end_value)) => {
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this_end_value == other_end_value
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}
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% endif
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% endfor
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_ => false,
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}
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}
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/// Update `style` with the proper computed style corresponding to this
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/// animation at `progress`.
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#[cfg_attr(feature = "gecko", allow(unused))]
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pub fn update(&self, style: &mut ComputedValues, progress: f64) {
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#[cfg(feature = "servo")]
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{
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match *self {
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% for prop in data.longhands:
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% if prop.animatable and not prop.logical:
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AnimatedProperty::${prop.camel_case}(ref from, ref to) => {
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// https://drafts.csswg.org/web-animations/#discrete-animation-type
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% if prop.animation_value_type == "discrete":
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let value = if progress < 0.5 { from.clone() } else { to.clone() };
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% else:
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let value = match from.animate(to, Procedure::Interpolate { progress }) {
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Ok(value) => value,
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Err(()) => return,
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};
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% endif
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% if not prop.is_animatable_with_computed_value:
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let value: longhands::${prop.ident}::computed_value::T =
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ToAnimatedValue::from_animated_value(value);
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% endif
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style.mutate_${prop.style_struct.name_lower}().set_${prop.ident}(value);
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}
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% endif
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% endfor
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}
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}
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}
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/// Get an animatable value from a transition-property, an old style, and a
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/// new style.
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pub fn from_longhand(
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property: LonghandId,
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old_style: &ComputedValues,
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new_style: &ComputedValues,
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) -> Option<AnimatedProperty> {
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// FIXME(emilio): Handle the case where old_style and new_style's
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// writing mode differ.
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let property = property.to_physical(new_style.writing_mode);
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Some(match property {
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% for prop in data.longhands:
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% if prop.animatable and not prop.logical:
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LonghandId::${prop.camel_case} => {
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let old_computed = old_style.clone_${prop.ident}();
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let new_computed = new_style.clone_${prop.ident}();
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AnimatedProperty::${prop.camel_case}(
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% if prop.is_animatable_with_computed_value:
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old_computed,
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new_computed,
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% else:
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old_computed.to_animated_value(),
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new_computed.to_animated_value(),
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% endif
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)
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}
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% endif
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% endfor
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_ => return None,
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})
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}
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}
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/// A collection of AnimationValue that were composed on an element.
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/// This HashMap stores the values that are the last AnimationValue to be
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/// composed for each TransitionProperty.
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pub type AnimationValueMap = FxHashMap<LonghandId, AnimationValue>;
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#[cfg(feature = "gecko")]
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unsafe impl HasFFI for AnimationValueMap {
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type FFIType = RawServoAnimationValueMap;
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}
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#[cfg(feature = "gecko")]
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unsafe impl HasSimpleFFI for AnimationValueMap {}
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/// An enum to represent a single computed value belonging to an animated
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/// property in order to be interpolated with another one. When interpolating,
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/// both values need to belong to the same property.
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///
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/// This is different to AnimatedProperty in the sense that AnimatedProperty
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/// also knows the final value to be used during the animation.
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///
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/// This is to be used in Gecko integration code.
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///
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/// FIXME: We need to add a path for custom properties, but that's trivial after
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/// this (is a similar path to that of PropertyDeclaration).
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#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
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#[derive(Debug)]
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#[repr(u16)]
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pub enum AnimationValue {
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% for prop in data.longhands:
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/// `${prop.name}`
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% if prop.animatable and not prop.logical:
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${prop.camel_case}(${prop.animated_type()}),
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% else:
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${prop.camel_case}(Void),
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% endif
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% endfor
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}
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<%
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animated = []
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unanimated = []
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animated_with_logical = []
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for prop in data.longhands:
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if prop.animatable:
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animated_with_logical.append(prop)
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if prop.animatable and not prop.logical:
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animated.append(prop)
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else:
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unanimated.append(prop)
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%>
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#[repr(C)]
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struct AnimationValueVariantRepr<T> {
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tag: u16,
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value: T
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}
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impl Clone for AnimationValue {
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#[inline]
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fn clone(&self) -> Self {
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use self::AnimationValue::*;
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<%
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[copy, others] = [list(g) for _, g in groupby(animated, key=lambda x: not x.specified_is_copy())]
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%>
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let self_tag = unsafe { *(self as *const _ as *const u16) };
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if self_tag <= LonghandId::${copy[-1].camel_case} as u16 {
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#[derive(Clone, Copy)]
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#[repr(u16)]
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enum CopyVariants {
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% for prop in copy:
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_${prop.camel_case}(${prop.animated_type()}),
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% endfor
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}
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unsafe {
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let mut out = mem::uninitialized();
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ptr::write(
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&mut out as *mut _ as *mut CopyVariants,
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*(self as *const _ as *const CopyVariants),
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);
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return out;
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}
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}
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match *self {
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% for ty, props in groupby(others, key=lambda x: x.animated_type()):
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<% props = list(props) %>
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${" |\n".join("{}(ref value)".format(prop.camel_case) for prop in props)} => {
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% if len(props) == 1:
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${props[0].camel_case}(value.clone())
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% else:
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unsafe {
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let mut out = ManuallyDrop::new(mem::uninitialized());
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ptr::write(
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&mut out as *mut _ as *mut AnimationValueVariantRepr<${ty}>,
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AnimationValueVariantRepr {
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tag: *(self as *const _ as *const u16),
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value: value.clone(),
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},
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);
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ManuallyDrop::into_inner(out)
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}
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% endif
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}
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% endfor
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_ => unsafe { debug_unreachable!() }
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}
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}
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}
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impl PartialEq for AnimationValue {
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#[inline]
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fn eq(&self, other: &Self) -> bool {
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use self::AnimationValue::*;
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unsafe {
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let this_tag = *(self as *const _ as *const u16);
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let other_tag = *(other as *const _ as *const u16);
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if this_tag != other_tag {
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return false;
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}
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match *self {
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% for ty, props in groupby(animated, key=lambda x: x.animated_type()):
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${" |\n".join("{}(ref this)".format(prop.camel_case) for prop in props)} => {
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let other_repr =
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&*(other as *const _ as *const AnimationValueVariantRepr<${ty}>);
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*this == other_repr.value
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}
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% endfor
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${" |\n".join("{}(void)".format(prop.camel_case) for prop in unanimated)} => {
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void::unreachable(void)
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}
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}
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}
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}
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}
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impl AnimationValue {
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/// Returns the longhand id this animated value corresponds to.
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#[inline]
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pub fn id(&self) -> LonghandId {
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let id = unsafe { *(self as *const _ as *const LonghandId) };
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debug_assert_eq!(id, match *self {
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% for prop in data.longhands:
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% if prop.animatable and not prop.logical:
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AnimationValue::${prop.camel_case}(..) => LonghandId::${prop.camel_case},
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% else:
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AnimationValue::${prop.camel_case}(void) => void::unreachable(void),
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% endif
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% endfor
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});
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id
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}
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/// "Uncompute" this animation value in order to be used inside the CSS
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/// cascade.
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pub fn uncompute(&self) -> PropertyDeclaration {
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use properties::longhands;
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use self::AnimationValue::*;
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use super::PropertyDeclarationVariantRepr;
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match *self {
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<% keyfunc = lambda x: (x.base_type(), x.specified_type(), x.boxed, x.is_animatable_with_computed_value) %>
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% for (ty, specified, boxed, computed), props in groupby(animated, key=keyfunc):
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<% props = list(props) %>
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${" |\n".join("{}(ref value)".format(prop.camel_case) for prop in props)} => {
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% if not computed:
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let ref value = ToAnimatedValue::from_animated_value(value.clone());
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% endif
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let value = ${ty}::from_computed_value(&value);
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% if boxed:
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let value = Box::new(value);
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% endif
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% if len(props) == 1:
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PropertyDeclaration::${props[0].camel_case}(value)
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% else:
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unsafe {
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let mut out = mem::uninitialized();
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ptr::write(
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&mut out as *mut _ as *mut PropertyDeclarationVariantRepr<${specified}>,
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PropertyDeclarationVariantRepr {
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tag: *(self as *const _ as *const u16),
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value,
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},
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);
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out
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}
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% endif
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}
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% endfor
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${" |\n".join("{}(void)".format(prop.camel_case) for prop in unanimated)} => {
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void::unreachable(void)
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}
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}
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}
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/// Construct an AnimationValue from a property declaration.
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pub fn from_declaration(
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decl: &PropertyDeclaration,
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context: &mut Context,
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extra_custom_properties: Option<<&Arc<::custom_properties::CustomPropertiesMap>>,
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initial: &ComputedValues
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) -> Option<Self> {
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use super::PropertyDeclarationVariantRepr;
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<%
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keyfunc = lambda x: (
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x.specified_type(),
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x.animated_type(),
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x.boxed,
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not x.is_animatable_with_computed_value,
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x.style_struct.inherited,
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x.ident in SYSTEM_FONT_LONGHANDS and product == "gecko",
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)
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%>
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let animatable = match *decl {
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% for (specified_ty, ty, boxed, to_animated, inherit, system), props in groupby(animated_with_logical, key=keyfunc):
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${" |\n".join("PropertyDeclaration::{}(ref value)".format(prop.camel_case) for prop in props)} => {
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let decl_repr = unsafe {
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&*(decl as *const _ as *const PropertyDeclarationVariantRepr<${specified_ty}>)
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};
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let longhand_id = unsafe {
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*(&decl_repr.tag as *const u16 as *const LonghandId)
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};
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% if inherit:
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context.for_non_inherited_property = None;
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% else:
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context.for_non_inherited_property = Some(longhand_id);
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% endif
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% if system:
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if let Some(sf) = value.get_system() {
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longhands::system_font::resolve_system_font(sf, context)
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}
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% endif
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% if boxed:
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let value = (**value).to_computed_value(context);
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% else:
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let value = value.to_computed_value(context);
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% endif
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% if to_animated:
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let value = value.to_animated_value();
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% endif
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|
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unsafe {
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let mut out = mem::uninitialized();
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ptr::write(
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&mut out as *mut _ as *mut AnimationValueVariantRepr<${ty}>,
|
|
AnimationValueVariantRepr {
|
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tag: longhand_id.to_physical(context.builder.writing_mode) as u16,
|
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value,
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},
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);
|
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out
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|
}
|
|
}
|
|
% endfor
|
|
PropertyDeclaration::CSSWideKeyword(ref declaration) => {
|
|
match declaration.id {
|
|
// We put all the animatable properties first in the hopes
|
|
// that it might increase match locality.
|
|
% for prop in data.longhands:
|
|
% if prop.animatable:
|
|
LonghandId::${prop.camel_case} => {
|
|
let style_struct = match declaration.keyword {
|
|
% if not prop.style_struct.inherited:
|
|
CSSWideKeyword::Unset |
|
|
% endif
|
|
CSSWideKeyword::Initial => {
|
|
initial.get_${prop.style_struct.name_lower}()
|
|
},
|
|
% if prop.style_struct.inherited:
|
|
CSSWideKeyword::Unset |
|
|
% endif
|
|
CSSWideKeyword::Inherit => {
|
|
context.builder
|
|
.get_parent_${prop.style_struct.name_lower}()
|
|
},
|
|
};
|
|
let computed = style_struct
|
|
% if prop.logical:
|
|
.clone_${prop.ident}(context.builder.writing_mode);
|
|
% else:
|
|
.clone_${prop.ident}();
|
|
% endif
|
|
|
|
% if not prop.is_animatable_with_computed_value:
|
|
let computed = computed.to_animated_value();
|
|
% endif
|
|
|
|
% if prop.logical:
|
|
let wm = context.builder.writing_mode;
|
|
<%helpers:logical_setter_helper name="${prop.name}">
|
|
<%def name="inner(physical_ident)">
|
|
AnimationValue::${to_camel_case(physical_ident)}(computed)
|
|
</%def>
|
|
</%helpers:logical_setter_helper>
|
|
% else:
|
|
AnimationValue::${prop.camel_case}(computed)
|
|
% endif
|
|
},
|
|
% endif
|
|
% endfor
|
|
% for prop in data.longhands:
|
|
% if not prop.animatable:
|
|
LonghandId::${prop.camel_case} => return None,
|
|
% endif
|
|
% endfor
|
|
}
|
|
},
|
|
PropertyDeclaration::WithVariables(ref declaration) => {
|
|
let substituted = {
|
|
let custom_properties =
|
|
extra_custom_properties.or_else(|| context.style().custom_properties());
|
|
|
|
declaration.value.substitute_variables(
|
|
declaration.id,
|
|
custom_properties,
|
|
context.quirks_mode,
|
|
)
|
|
};
|
|
return AnimationValue::from_declaration(
|
|
&substituted,
|
|
context,
|
|
extra_custom_properties,
|
|
initial,
|
|
)
|
|
},
|
|
_ => return None // non animatable properties will get included because of shorthands. ignore.
|
|
};
|
|
Some(animatable)
|
|
}
|
|
|
|
/// Get an AnimationValue for an AnimatableLonghand from a given computed values.
|
|
pub fn from_computed_values(
|
|
property: LonghandId,
|
|
style: &ComputedValues,
|
|
) -> Option<Self> {
|
|
let property = property.to_physical(style.writing_mode);
|
|
Some(match property {
|
|
% for prop in data.longhands:
|
|
% if prop.animatable and not prop.logical:
|
|
LonghandId::${prop.camel_case} => {
|
|
let computed = style.clone_${prop.ident}();
|
|
AnimationValue::${prop.camel_case}(
|
|
% if prop.is_animatable_with_computed_value:
|
|
computed
|
|
% else:
|
|
computed.to_animated_value()
|
|
% endif
|
|
)
|
|
}
|
|
% endif
|
|
% endfor
|
|
_ => return None,
|
|
})
|
|
}
|
|
}
|
|
|
|
fn animate_discrete<T: Clone>(this: &T, other: &T, procedure: Procedure) -> Result<T, ()> {
|
|
if let Procedure::Interpolate { progress } = procedure {
|
|
Ok(if progress < 0.5 { this.clone() } else { other.clone() })
|
|
} else {
|
|
Err(())
|
|
}
|
|
}
|
|
|
|
impl Animate for AnimationValue {
|
|
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
|
|
Ok(unsafe {
|
|
use self::AnimationValue::*;
|
|
|
|
let this_tag = *(self as *const _ as *const u16);
|
|
let other_tag = *(other as *const _ as *const u16);
|
|
if this_tag != other_tag {
|
|
panic!("Unexpected AnimationValue::animate call");
|
|
}
|
|
|
|
match *self {
|
|
<% keyfunc = lambda x: (x.animated_type(), x.animation_value_type == "discrete") %>
|
|
% for (ty, discrete), props in groupby(animated, key=keyfunc):
|
|
${" |\n".join("{}(ref this)".format(prop.camel_case) for prop in props)} => {
|
|
let other_repr =
|
|
&*(other as *const _ as *const AnimationValueVariantRepr<${ty}>);
|
|
% if discrete:
|
|
let value = animate_discrete(this, &other_repr.value, procedure)?;
|
|
% else:
|
|
let value = this.animate(&other_repr.value, procedure)?;
|
|
% endif
|
|
|
|
let mut out = mem::uninitialized();
|
|
ptr::write(
|
|
&mut out as *mut _ as *mut AnimationValueVariantRepr<${ty}>,
|
|
AnimationValueVariantRepr {
|
|
tag: this_tag,
|
|
value,
|
|
},
|
|
);
|
|
out
|
|
}
|
|
% endfor
|
|
${" |\n".join("{}(void)".format(prop.camel_case) for prop in unanimated)} => {
|
|
void::unreachable(void)
|
|
}
|
|
}
|
|
})
|
|
}
|
|
}
|
|
|
|
<%
|
|
nondiscrete = []
|
|
for prop in animated:
|
|
if prop.animation_value_type != "discrete":
|
|
nondiscrete.append(prop)
|
|
%>
|
|
|
|
impl ComputeSquaredDistance for AnimationValue {
|
|
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
|
|
unsafe {
|
|
use self::AnimationValue::*;
|
|
|
|
let this_tag = *(self as *const _ as *const u16);
|
|
let other_tag = *(other as *const _ as *const u16);
|
|
if this_tag != other_tag {
|
|
panic!("Unexpected AnimationValue::compute_squared_distance call");
|
|
}
|
|
|
|
match *self {
|
|
% for ty, props in groupby(nondiscrete, key=lambda x: x.animated_type()):
|
|
${" |\n".join("{}(ref this)".format(prop.camel_case) for prop in props)} => {
|
|
let other_repr =
|
|
&*(other as *const _ as *const AnimationValueVariantRepr<${ty}>);
|
|
|
|
this.compute_squared_distance(&other_repr.value)
|
|
}
|
|
% endfor
|
|
_ => Err(()),
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
impl ToAnimatedZero for AnimationValue {
|
|
#[inline]
|
|
fn to_animated_zero(&self) -> Result<Self, ()> {
|
|
match *self {
|
|
% for prop in data.longhands:
|
|
% if prop.animatable and not prop.logical and prop.animation_value_type != "discrete":
|
|
AnimationValue::${prop.camel_case}(ref base) => {
|
|
Ok(AnimationValue::${prop.camel_case}(base.to_animated_zero()?))
|
|
},
|
|
% endif
|
|
% endfor
|
|
_ => Err(()),
|
|
}
|
|
}
|
|
}
|
|
|
|
/// A trait to abstract away the different kind of animations over a list that
|
|
/// there may be.
|
|
pub trait ListAnimation<T> : Sized {
|
|
/// <https://drafts.csswg.org/css-transitions/#animtype-repeatable-list>
|
|
fn animate_repeatable_list(&self, other: &Self, procedure: Procedure) -> Result<Self, ()>
|
|
where
|
|
T: Animate;
|
|
|
|
/// <https://drafts.csswg.org/css-transitions/#animtype-repeatable-list>
|
|
fn squared_distance_repeatable_list(&self, other: &Self) -> Result<SquaredDistance, ()>
|
|
where
|
|
T: ComputeSquaredDistance;
|
|
|
|
/// This is the animation used for some of the types like shadows and
|
|
/// filters, where the interpolation happens with the zero value if one of
|
|
/// the sides is not present.
|
|
fn animate_with_zero(&self, other: &Self, procedure: Procedure) -> Result<Self, ()>
|
|
where
|
|
T: Animate + Clone + ToAnimatedZero;
|
|
|
|
/// This is the animation used for some of the types like shadows and
|
|
/// filters, where the interpolation happens with the zero value if one of
|
|
/// the sides is not present.
|
|
fn squared_distance_with_zero(&self, other: &Self) -> Result<SquaredDistance, ()>
|
|
where
|
|
T: ToAnimatedZero + ComputeSquaredDistance;
|
|
}
|
|
|
|
macro_rules! animated_list_impl {
|
|
(<$t:ident> for $ty:ty) => {
|
|
impl<$t> ListAnimation<$t> for $ty {
|
|
fn animate_repeatable_list(
|
|
&self,
|
|
other: &Self,
|
|
procedure: Procedure,
|
|
) -> Result<Self, ()>
|
|
where
|
|
T: Animate,
|
|
{
|
|
// If the length of either list is zero, the least common multiple is undefined.
|
|
if self.is_empty() || other.is_empty() {
|
|
return Err(());
|
|
}
|
|
use num_integer::lcm;
|
|
let len = lcm(self.len(), other.len());
|
|
self.iter().cycle().zip(other.iter().cycle()).take(len).map(|(this, other)| {
|
|
this.animate(other, procedure)
|
|
}).collect()
|
|
}
|
|
|
|
fn squared_distance_repeatable_list(
|
|
&self,
|
|
other: &Self,
|
|
) -> Result<SquaredDistance, ()>
|
|
where
|
|
T: ComputeSquaredDistance,
|
|
{
|
|
if self.is_empty() || other.is_empty() {
|
|
return Err(());
|
|
}
|
|
use num_integer::lcm;
|
|
let len = lcm(self.len(), other.len());
|
|
self.iter().cycle().zip(other.iter().cycle()).take(len).map(|(this, other)| {
|
|
this.compute_squared_distance(other)
|
|
}).sum()
|
|
}
|
|
|
|
fn animate_with_zero(
|
|
&self,
|
|
other: &Self,
|
|
procedure: Procedure,
|
|
) -> Result<Self, ()>
|
|
where
|
|
T: Animate + Clone + ToAnimatedZero
|
|
{
|
|
if procedure == Procedure::Add {
|
|
return Ok(
|
|
self.iter().chain(other.iter()).cloned().collect()
|
|
);
|
|
}
|
|
self.iter().zip_longest(other.iter()).map(|it| {
|
|
match it {
|
|
EitherOrBoth::Both(this, other) => {
|
|
this.animate(other, procedure)
|
|
},
|
|
EitherOrBoth::Left(this) => {
|
|
this.animate(&this.to_animated_zero()?, procedure)
|
|
},
|
|
EitherOrBoth::Right(other) => {
|
|
other.to_animated_zero()?.animate(other, procedure)
|
|
}
|
|
}
|
|
}).collect()
|
|
}
|
|
|
|
fn squared_distance_with_zero(
|
|
&self,
|
|
other: &Self,
|
|
) -> Result<SquaredDistance, ()>
|
|
where
|
|
T: ToAnimatedZero + ComputeSquaredDistance
|
|
{
|
|
self.iter().zip_longest(other.iter()).map(|it| {
|
|
match it {
|
|
EitherOrBoth::Both(this, other) => {
|
|
this.compute_squared_distance(other)
|
|
},
|
|
EitherOrBoth::Left(list) | EitherOrBoth::Right(list) => {
|
|
list.to_animated_zero()?.compute_squared_distance(list)
|
|
},
|
|
}
|
|
}).sum()
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
animated_list_impl!(<T> for SmallVec<[T; 1]>);
|
|
animated_list_impl!(<T> for Vec<T>);
|
|
|
|
/// <https://drafts.csswg.org/css-transitions/#animtype-visibility>
|
|
impl Animate for Visibility {
|
|
#[inline]
|
|
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
|
|
let (this_weight, other_weight) = procedure.weights();
|
|
match (*self, *other) {
|
|
(Visibility::Visible, _) => {
|
|
Ok(if this_weight > 0.0 { *self } else { *other })
|
|
},
|
|
(_, Visibility::Visible) => {
|
|
Ok(if other_weight > 0.0 { *other } else { *self })
|
|
},
|
|
_ => Err(()),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl ComputeSquaredDistance for Visibility {
|
|
#[inline]
|
|
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
|
|
Ok(SquaredDistance::from_sqrt(if *self == *other { 0. } else { 1. }))
|
|
}
|
|
}
|
|
|
|
impl ToAnimatedZero for Visibility {
|
|
#[inline]
|
|
fn to_animated_zero(&self) -> Result<Self, ()> {
|
|
Err(())
|
|
}
|
|
}
|
|
|
|
/// <https://drafts.csswg.org/css-transitions/#animtype-lpcalc>
|
|
impl Animate for CalcLengthOrPercentage {
|
|
#[inline]
|
|
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
|
|
let animate_percentage_half = |this: Option<Percentage>, other: Option<Percentage>| {
|
|
if this.is_none() && other.is_none() {
|
|
return Ok(None);
|
|
}
|
|
let this = this.unwrap_or_default();
|
|
let other = other.unwrap_or_default();
|
|
Ok(Some(this.animate(&other, procedure)?))
|
|
};
|
|
|
|
let length = self.unclamped_length().animate(&other.unclamped_length(), procedure)?;
|
|
let percentage = animate_percentage_half(self.percentage, other.percentage)?;
|
|
Ok(CalcLengthOrPercentage::with_clamping_mode(length, percentage, self.clamping_mode))
|
|
}
|
|
}
|
|
|
|
impl ToAnimatedZero for LengthOrPercentageOrAuto {
|
|
#[inline]
|
|
fn to_animated_zero(&self) -> Result<Self, ()> {
|
|
match *self {
|
|
LengthOrPercentageOrAuto::Length(_) |
|
|
LengthOrPercentageOrAuto::Percentage(_) |
|
|
LengthOrPercentageOrAuto::Calc(_) => {
|
|
Ok(LengthOrPercentageOrAuto::Length(Length::new(0.)))
|
|
},
|
|
LengthOrPercentageOrAuto::Auto => Err(()),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl ToAnimatedZero for LengthOrPercentageOrNone {
|
|
#[inline]
|
|
fn to_animated_zero(&self) -> Result<Self, ()> {
|
|
match *self {
|
|
LengthOrPercentageOrNone::Length(_) |
|
|
LengthOrPercentageOrNone::Percentage(_) |
|
|
LengthOrPercentageOrNone::Calc(_) => {
|
|
Ok(LengthOrPercentageOrNone::Length(Length::new(0.)))
|
|
},
|
|
LengthOrPercentageOrNone::None => Err(()),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl ToAnimatedZero for MaxLength {
|
|
#[inline]
|
|
fn to_animated_zero(&self) -> Result<Self, ()> { Err(()) }
|
|
}
|
|
|
|
impl ToAnimatedZero for FontWeight {
|
|
#[inline]
|
|
fn to_animated_zero(&self) -> Result<Self, ()> {
|
|
Ok(FontWeight::normal())
|
|
}
|
|
}
|
|
|
|
/// <https://drafts.csswg.org/css-fonts-4/#font-variation-settings-def>
|
|
impl Animate for FontVariationSettings {
|
|
#[inline]
|
|
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
|
|
FontSettingTagIter::new(self, other)?
|
|
.map(|r| r.and_then(|(st, ot)| st.animate(&ot, procedure)))
|
|
.collect::<Result<Vec<ComputedVariationValue>, ()>>()
|
|
.map(|v| GenericFontSettings(v.into_boxed_slice()))
|
|
}
|
|
}
|
|
|
|
impl ComputeSquaredDistance for FontVariationSettings {
|
|
#[inline]
|
|
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
|
|
FontSettingTagIter::new(self, other)?
|
|
.map(|r| r.and_then(|(st, ot)| st.compute_squared_distance(&ot)))
|
|
.sum()
|
|
}
|
|
}
|
|
|
|
impl ToAnimatedZero for FontVariationSettings {
|
|
#[inline]
|
|
fn to_animated_zero(&self) -> Result<Self, ()> {
|
|
Err(())
|
|
}
|
|
}
|
|
|
|
type ComputedVariationValue = VariationValue<Number>;
|
|
|
|
// FIXME: Could do a rename, this is only used for font variations.
|
|
struct FontSettingTagIterState<'a> {
|
|
tags: Vec<(&'a ComputedVariationValue)>,
|
|
index: usize,
|
|
prev_tag: FontTag,
|
|
}
|
|
|
|
impl<'a> FontSettingTagIterState<'a> {
|
|
fn new(tags: Vec<<&'a ComputedVariationValue>) -> FontSettingTagIterState<'a> {
|
|
FontSettingTagIterState {
|
|
index: tags.len(),
|
|
tags,
|
|
prev_tag: FontTag(0),
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Iterator for font-variation-settings tag lists
|
|
///
|
|
/// [CSS fonts level 4](https://drafts.csswg.org/css-fonts-4/#descdef-font-face-font-variation-settings)
|
|
/// defines the animation of font-variation-settings as follows:
|
|
///
|
|
/// Two declarations of font-feature-settings[sic] can be animated between if
|
|
/// they are "like". "Like" declarations are ones where the same set of
|
|
/// properties appear (in any order). Because succesive[sic] duplicate
|
|
/// properties are applied instead of prior duplicate properties, two
|
|
/// declarations can be "like" even if they have differing number of
|
|
/// properties. If two declarations are "like" then animation occurs pairwise
|
|
/// between corresponding values in the declarations.
|
|
///
|
|
/// In other words if we have the following lists:
|
|
///
|
|
/// "wght" 1.4, "wdth" 5, "wght" 2
|
|
/// "wdth" 8, "wght" 4, "wdth" 10
|
|
///
|
|
/// We should animate between:
|
|
///
|
|
/// "wdth" 5, "wght" 2
|
|
/// "wght" 4, "wdth" 10
|
|
///
|
|
/// This iterator supports this by sorting the two lists, then iterating them in
|
|
/// reverse, and skipping entries with repeated tag names. It will return
|
|
/// Some(Err()) if it reaches the end of one list before the other, or if the
|
|
/// tag names do not match.
|
|
///
|
|
/// For the above example, this iterator would return:
|
|
///
|
|
/// Some(Ok("wght" 2, "wght" 4))
|
|
/// Some(Ok("wdth" 5, "wdth" 10))
|
|
/// None
|
|
///
|
|
struct FontSettingTagIter<'a> {
|
|
a_state: FontSettingTagIterState<'a>,
|
|
b_state: FontSettingTagIterState<'a>,
|
|
}
|
|
|
|
impl<'a> FontSettingTagIter<'a> {
|
|
fn new(
|
|
a_settings: &'a FontVariationSettings,
|
|
b_settings: &'a FontVariationSettings,
|
|
) -> Result<FontSettingTagIter<'a>, ()> {
|
|
if a_settings.0.is_empty() || b_settings.0.is_empty() {
|
|
return Err(());
|
|
}
|
|
fn as_new_sorted_tags(tags: &[ComputedVariationValue]) -> Vec<<&ComputedVariationValue> {
|
|
use std::iter::FromIterator;
|
|
let mut sorted_tags = Vec::from_iter(tags.iter());
|
|
sorted_tags.sort_by_key(|k| k.tag.0);
|
|
sorted_tags
|
|
};
|
|
|
|
Ok(FontSettingTagIter {
|
|
a_state: FontSettingTagIterState::new(as_new_sorted_tags(&a_settings.0)),
|
|
b_state: FontSettingTagIterState::new(as_new_sorted_tags(&b_settings.0)),
|
|
})
|
|
}
|
|
|
|
fn next_tag(state: &mut FontSettingTagIterState<'a>) -> Option<<&'a ComputedVariationValue> {
|
|
if state.index == 0 {
|
|
return None;
|
|
}
|
|
|
|
state.index -= 1;
|
|
let tag = state.tags[state.index];
|
|
if tag.tag == state.prev_tag {
|
|
FontSettingTagIter::next_tag(state)
|
|
} else {
|
|
state.prev_tag = tag.tag;
|
|
Some(tag)
|
|
}
|
|
}
|
|
}
|
|
|
|
impl<'a> Iterator for FontSettingTagIter<'a> {
|
|
type Item = Result<(&'a ComputedVariationValue, &'a ComputedVariationValue), ()>;
|
|
|
|
fn next(&mut self) -> Option<Result<(&'a ComputedVariationValue, &'a ComputedVariationValue), ()>> {
|
|
match (
|
|
FontSettingTagIter::next_tag(&mut self.a_state),
|
|
FontSettingTagIter::next_tag(&mut self.b_state),
|
|
) {
|
|
(Some(at), Some(bt)) if at.tag == bt.tag => Some(Ok((at, bt))),
|
|
(None, None) => None,
|
|
_ => Some(Err(())), // Mismatch number of unique tags or tag names.
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <https://drafts.csswg.org/css-transitions/#animtype-rect>
|
|
impl Animate for ClipRect {
|
|
#[inline]
|
|
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
|
|
use values::computed::Length;
|
|
let animate_component = |this: &Option<Length>, other: &Option<Length>| {
|
|
match (this.animate(other, procedure)?, procedure) {
|
|
(None, Procedure::Interpolate { .. }) => Ok(None),
|
|
(None, _) => Err(()),
|
|
(result, _) => Ok(result),
|
|
}
|
|
};
|
|
|
|
Ok(ClipRect {
|
|
top: animate_component(&self.top, &other.top)?,
|
|
right: animate_component(&self.right, &other.right)?,
|
|
bottom: animate_component(&self.bottom, &other.bottom)?,
|
|
left: animate_component(&self.left, &other.left)?,
|
|
})
|
|
}
|
|
}
|
|
|
|
impl ToAnimatedZero for ClipRect {
|
|
#[inline]
|
|
fn to_animated_zero(&self) -> Result<Self, ()> { Err(()) }
|
|
}
|
|
|
|
fn animate_multiplicative_factor(
|
|
this: CSSFloat,
|
|
other: CSSFloat,
|
|
procedure: Procedure,
|
|
) -> Result<CSSFloat, ()> {
|
|
Ok((this - 1.).animate(&(other - 1.), procedure)? + 1.)
|
|
}
|
|
|
|
/// <http://dev.w3.org/csswg/css-transforms/#interpolation-of-transforms>
|
|
impl Animate for ComputedTransformOperation {
|
|
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
|
|
match (self, other) {
|
|
(
|
|
&TransformOperation::Matrix3D(ref this),
|
|
&TransformOperation::Matrix3D(ref other),
|
|
) => {
|
|
Ok(TransformOperation::Matrix3D(
|
|
this.animate(other, procedure)?,
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::Matrix(ref this),
|
|
&TransformOperation::Matrix(ref other),
|
|
) => {
|
|
Ok(TransformOperation::Matrix(
|
|
this.animate(other, procedure)?,
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::Skew(ref fx, None),
|
|
&TransformOperation::Skew(ref tx, None),
|
|
) => {
|
|
Ok(TransformOperation::Skew(
|
|
fx.animate(tx, procedure)?,
|
|
None,
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::Skew(ref fx, ref fy),
|
|
&TransformOperation::Skew(ref tx, ref ty),
|
|
) => {
|
|
Ok(TransformOperation::Skew(
|
|
fx.animate(tx, procedure)?,
|
|
Some(fy.unwrap_or(Angle::zero()).animate(&ty.unwrap_or(Angle::zero()), procedure)?)
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::SkewX(ref f),
|
|
&TransformOperation::SkewX(ref t),
|
|
) => {
|
|
Ok(TransformOperation::SkewX(
|
|
f.animate(t, procedure)?,
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::SkewY(ref f),
|
|
&TransformOperation::SkewY(ref t),
|
|
) => {
|
|
Ok(TransformOperation::SkewY(
|
|
f.animate(t, procedure)?,
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::Translate3D(ref fx, ref fy, ref fz),
|
|
&TransformOperation::Translate3D(ref tx, ref ty, ref tz),
|
|
) => {
|
|
Ok(TransformOperation::Translate3D(
|
|
fx.animate(tx, procedure)?,
|
|
fy.animate(ty, procedure)?,
|
|
fz.animate(tz, procedure)?,
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::Translate(ref fx, None),
|
|
&TransformOperation::Translate(ref tx, None),
|
|
) => {
|
|
Ok(TransformOperation::Translate(
|
|
fx.animate(tx, procedure)?,
|
|
None
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::Translate(ref fx, ref fy),
|
|
&TransformOperation::Translate(ref tx, ref ty),
|
|
) => {
|
|
Ok(TransformOperation::Translate(
|
|
fx.animate(tx, procedure)?,
|
|
Some(fy.unwrap_or(LengthOrPercentage::zero())
|
|
.animate(&ty.unwrap_or(LengthOrPercentage::zero()), procedure)?)
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::TranslateX(ref f),
|
|
&TransformOperation::TranslateX(ref t),
|
|
) => {
|
|
Ok(TransformOperation::TranslateX(
|
|
f.animate(t, procedure)?
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::TranslateY(ref f),
|
|
&TransformOperation::TranslateY(ref t),
|
|
) => {
|
|
Ok(TransformOperation::TranslateY(
|
|
f.animate(t, procedure)?
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::TranslateZ(ref f),
|
|
&TransformOperation::TranslateZ(ref t),
|
|
) => {
|
|
Ok(TransformOperation::TranslateZ(
|
|
f.animate(t, procedure)?
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::Scale3D(ref fx, ref fy, ref fz),
|
|
&TransformOperation::Scale3D(ref tx, ref ty, ref tz),
|
|
) => {
|
|
Ok(TransformOperation::Scale3D(
|
|
animate_multiplicative_factor(*fx, *tx, procedure)?,
|
|
animate_multiplicative_factor(*fy, *ty, procedure)?,
|
|
animate_multiplicative_factor(*fz, *tz, procedure)?,
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::ScaleX(ref f),
|
|
&TransformOperation::ScaleX(ref t),
|
|
) => {
|
|
Ok(TransformOperation::ScaleX(
|
|
animate_multiplicative_factor(*f, *t, procedure)?
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::ScaleY(ref f),
|
|
&TransformOperation::ScaleY(ref t),
|
|
) => {
|
|
Ok(TransformOperation::ScaleY(
|
|
animate_multiplicative_factor(*f, *t, procedure)?
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::ScaleZ(ref f),
|
|
&TransformOperation::ScaleZ(ref t),
|
|
) => {
|
|
Ok(TransformOperation::ScaleZ(
|
|
animate_multiplicative_factor(*f, *t, procedure)?
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::Scale(ref f, None),
|
|
&TransformOperation::Scale(ref t, None),
|
|
) => {
|
|
Ok(TransformOperation::Scale(
|
|
animate_multiplicative_factor(*f, *t, procedure)?,
|
|
None
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::Scale(ref fx, ref fy),
|
|
&TransformOperation::Scale(ref tx, ref ty),
|
|
) => {
|
|
Ok(TransformOperation::Scale(
|
|
animate_multiplicative_factor(*fx, *tx, procedure)?,
|
|
Some(animate_multiplicative_factor(
|
|
fy.unwrap_or(*fx),
|
|
ty.unwrap_or(*tx),
|
|
procedure
|
|
)?),
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::Rotate3D(fx, fy, fz, fa),
|
|
&TransformOperation::Rotate3D(tx, ty, tz, ta),
|
|
) => {
|
|
let animated = Rotate::Rotate3D(fx, fy, fz, fa)
|
|
.animate(&Rotate::Rotate3D(tx, ty, tz, ta), procedure)?;
|
|
let (fx, fy, fz, fa) = ComputedRotate::resolve(&animated);
|
|
Ok(TransformOperation::Rotate3D(fx, fy, fz, fa))
|
|
},
|
|
(
|
|
&TransformOperation::RotateX(fa),
|
|
&TransformOperation::RotateX(ta),
|
|
) => {
|
|
Ok(TransformOperation::RotateX(
|
|
fa.animate(&ta, procedure)?
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::RotateY(fa),
|
|
&TransformOperation::RotateY(ta),
|
|
) => {
|
|
Ok(TransformOperation::RotateY(
|
|
fa.animate(&ta, procedure)?
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::RotateZ(fa),
|
|
&TransformOperation::RotateZ(ta),
|
|
) => {
|
|
Ok(TransformOperation::RotateZ(
|
|
fa.animate(&ta, procedure)?
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::Rotate(fa),
|
|
&TransformOperation::Rotate(ta),
|
|
) => {
|
|
Ok(TransformOperation::Rotate(
|
|
fa.animate(&ta, procedure)?
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::Rotate(fa),
|
|
&TransformOperation::RotateZ(ta),
|
|
) => {
|
|
Ok(TransformOperation::Rotate(
|
|
fa.animate(&ta, procedure)?
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::RotateZ(fa),
|
|
&TransformOperation::Rotate(ta),
|
|
) => {
|
|
Ok(TransformOperation::Rotate(
|
|
fa.animate(&ta, procedure)?
|
|
))
|
|
},
|
|
(
|
|
&TransformOperation::Perspective(ref fd),
|
|
&TransformOperation::Perspective(ref td),
|
|
) => {
|
|
Ok(TransformOperation::Perspective(
|
|
fd.animate(td, procedure)?
|
|
))
|
|
},
|
|
_ if self.is_translate() && other.is_translate() => {
|
|
self.to_translate_3d().animate(&other.to_translate_3d(), procedure)
|
|
}
|
|
_ if self.is_scale() && other.is_scale() => {
|
|
self.to_scale_3d().animate(&other.to_scale_3d(), procedure)
|
|
}
|
|
_ if self.is_rotate() && other.is_rotate() => {
|
|
self.to_rotate_3d().animate(&other.to_rotate_3d(), procedure)
|
|
}
|
|
_ => Err(()),
|
|
}
|
|
}
|
|
}
|
|
|
|
fn is_matched_operation(first: &ComputedTransformOperation, second: &ComputedTransformOperation) -> bool {
|
|
match (first, second) {
|
|
(&TransformOperation::Matrix(..),
|
|
&TransformOperation::Matrix(..)) |
|
|
(&TransformOperation::Matrix3D(..),
|
|
&TransformOperation::Matrix3D(..)) |
|
|
(&TransformOperation::Skew(..),
|
|
&TransformOperation::Skew(..)) |
|
|
(&TransformOperation::SkewX(..),
|
|
&TransformOperation::SkewX(..)) |
|
|
(&TransformOperation::SkewY(..),
|
|
&TransformOperation::SkewY(..)) |
|
|
(&TransformOperation::Rotate(..),
|
|
&TransformOperation::Rotate(..)) |
|
|
(&TransformOperation::Rotate3D(..),
|
|
&TransformOperation::Rotate3D(..)) |
|
|
(&TransformOperation::RotateX(..),
|
|
&TransformOperation::RotateX(..)) |
|
|
(&TransformOperation::RotateY(..),
|
|
&TransformOperation::RotateY(..)) |
|
|
(&TransformOperation::RotateZ(..),
|
|
&TransformOperation::RotateZ(..)) |
|
|
(&TransformOperation::Perspective(..),
|
|
&TransformOperation::Perspective(..)) => true,
|
|
// we animate scale and translate operations against each other
|
|
(a, b) if a.is_translate() && b.is_translate() => true,
|
|
(a, b) if a.is_scale() && b.is_scale() => true,
|
|
(a, b) if a.is_rotate() && b.is_rotate() => true,
|
|
// InterpolateMatrix and AccumulateMatrix are for mismatched transform.
|
|
_ => false
|
|
}
|
|
}
|
|
|
|
/// A 2d matrix for interpolation.
|
|
#[derive(Clone, ComputeSquaredDistance, Copy, Debug)]
|
|
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
|
|
#[allow(missing_docs)]
|
|
// FIXME: We use custom derive for ComputeSquaredDistance. However, If possible, we should convert
|
|
// the InnerMatrix2D into types with physical meaning. This custom derive computes the squared
|
|
// distance from each matrix item, and this makes the result different from that in Gecko if we
|
|
// have skew factor in the Matrix3D.
|
|
pub struct InnerMatrix2D {
|
|
pub m11: CSSFloat, pub m12: CSSFloat,
|
|
pub m21: CSSFloat, pub m22: CSSFloat,
|
|
}
|
|
|
|
/// A 2d translation function.
|
|
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
|
|
#[derive(Animate, Clone, ComputeSquaredDistance, Copy, Debug)]
|
|
pub struct Translate2D(f32, f32);
|
|
|
|
/// A 2d scale function.
|
|
#[derive(Clone, ComputeSquaredDistance, Copy, Debug)]
|
|
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
|
|
pub struct Scale2D(f32, f32);
|
|
|
|
/// A decomposed 2d matrix.
|
|
#[derive(Clone, Copy, Debug)]
|
|
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
|
|
pub struct MatrixDecomposed2D {
|
|
/// The translation function.
|
|
pub translate: Translate2D,
|
|
/// The scale function.
|
|
pub scale: Scale2D,
|
|
/// The rotation angle.
|
|
pub angle: f32,
|
|
/// The inner matrix.
|
|
pub matrix: InnerMatrix2D,
|
|
}
|
|
|
|
impl Animate for InnerMatrix2D {
|
|
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
|
|
Ok(InnerMatrix2D {
|
|
m11: animate_multiplicative_factor(self.m11, other.m11, procedure)?,
|
|
m12: self.m12.animate(&other.m12, procedure)?,
|
|
m21: self.m21.animate(&other.m21, procedure)?,
|
|
m22: animate_multiplicative_factor(self.m22, other.m22, procedure)?,
|
|
})
|
|
}
|
|
}
|
|
|
|
impl Animate for Scale2D {
|
|
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
|
|
Ok(Scale2D(
|
|
animate_multiplicative_factor(self.0, other.0, procedure)?,
|
|
animate_multiplicative_factor(self.1, other.1, procedure)?,
|
|
))
|
|
}
|
|
}
|
|
|
|
impl Animate for MatrixDecomposed2D {
|
|
/// <https://drafts.csswg.org/css-transforms/#interpolation-of-decomposed-2d-matrix-values>
|
|
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
|
|
// If x-axis of one is flipped, and y-axis of the other,
|
|
// convert to an unflipped rotation.
|
|
let mut scale = self.scale;
|
|
let mut angle = self.angle;
|
|
let mut other_angle = other.angle;
|
|
if (scale.0 < 0.0 && other.scale.1 < 0.0) || (scale.1 < 0.0 && other.scale.0 < 0.0) {
|
|
scale.0 = -scale.0;
|
|
scale.1 = -scale.1;
|
|
angle += if angle < 0.0 {180.} else {-180.};
|
|
}
|
|
|
|
// Don't rotate the long way around.
|
|
if angle == 0.0 {
|
|
angle = 360.
|
|
}
|
|
if other_angle == 0.0 {
|
|
other_angle = 360.
|
|
}
|
|
|
|
if (angle - other_angle).abs() > 180. {
|
|
if angle > other_angle {
|
|
angle -= 360.
|
|
}
|
|
else{
|
|
other_angle -= 360.
|
|
}
|
|
}
|
|
|
|
// Interpolate all values.
|
|
let translate = self.translate.animate(&other.translate, procedure)?;
|
|
let scale = scale.animate(&other.scale, procedure)?;
|
|
let angle = angle.animate(&other_angle, procedure)?;
|
|
let matrix = self.matrix.animate(&other.matrix, procedure)?;
|
|
|
|
Ok(MatrixDecomposed2D {
|
|
translate,
|
|
scale,
|
|
angle,
|
|
matrix,
|
|
})
|
|
}
|
|
}
|
|
|
|
impl ComputeSquaredDistance for MatrixDecomposed2D {
|
|
#[inline]
|
|
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
|
|
// Use Radian to compute the distance.
|
|
const RAD_PER_DEG: f64 = ::std::f64::consts::PI / 180.0;
|
|
let angle1 = self.angle as f64 * RAD_PER_DEG;
|
|
let angle2 = other.angle as f64 * RAD_PER_DEG;
|
|
Ok(self.translate.compute_squared_distance(&other.translate)? +
|
|
self.scale.compute_squared_distance(&other.scale)? +
|
|
angle1.compute_squared_distance(&angle2)? +
|
|
self.matrix.compute_squared_distance(&other.matrix)?)
|
|
}
|
|
}
|
|
|
|
impl Animate for Matrix3D {
|
|
#[cfg(feature = "servo")]
|
|
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
|
|
if self.is_3d() || other.is_3d() {
|
|
let decomposed_from = decompose_3d_matrix(*self);
|
|
let decomposed_to = decompose_3d_matrix(*other);
|
|
match (decomposed_from, decomposed_to) {
|
|
(Ok(this), Ok(other)) => {
|
|
Ok(Matrix3D::from(this.animate(&other, procedure)?))
|
|
},
|
|
// Matrices can be undecomposable due to couple reasons, e.g.,
|
|
// non-invertible matrices. In this case, we should report Err
|
|
// here, and let the caller do the fallback procedure.
|
|
_ => Err(())
|
|
}
|
|
} else {
|
|
let this = MatrixDecomposed2D::from(*self);
|
|
let other = MatrixDecomposed2D::from(*other);
|
|
Ok(Matrix3D::from(this.animate(&other, procedure)?))
|
|
}
|
|
}
|
|
|
|
#[cfg(feature = "gecko")]
|
|
// Gecko doesn't exactly follow the spec here; we use a different procedure
|
|
// to match it
|
|
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
|
|
let (from, to) = if self.is_3d() || other.is_3d() {
|
|
(decompose_3d_matrix(*self), decompose_3d_matrix(*other))
|
|
} else {
|
|
(decompose_2d_matrix(self), decompose_2d_matrix(other))
|
|
};
|
|
match (from, to) {
|
|
(Ok(from), Ok(to)) => {
|
|
Ok(Matrix3D::from(from.animate(&to, procedure)?))
|
|
},
|
|
// Matrices can be undecomposable due to couple reasons, e.g.,
|
|
// non-invertible matrices. In this case, we should report Err here,
|
|
// and let the caller do the fallback procedure.
|
|
_ => Err(())
|
|
}
|
|
}
|
|
}
|
|
|
|
impl Animate for Matrix {
|
|
#[cfg(feature = "servo")]
|
|
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
|
|
let this = Matrix3D::from(*self);
|
|
let other = Matrix3D::from(*other);
|
|
let this = MatrixDecomposed2D::from(this);
|
|
let other = MatrixDecomposed2D::from(other);
|
|
Ok(Matrix3D::from(this.animate(&other, procedure)?).into_2d()?)
|
|
}
|
|
|
|
#[cfg(feature = "gecko")]
|
|
// Gecko doesn't exactly follow the spec here; we use a different procedure
|
|
// to match it
|
|
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
|
|
let from = decompose_2d_matrix(&(*self).into());
|
|
let to = decompose_2d_matrix(&(*other).into());
|
|
match (from, to) {
|
|
(Ok(from), Ok(to)) => {
|
|
Matrix3D::from(from.animate(&to, procedure)?).into_2d()
|
|
},
|
|
// Matrices can be undecomposable due to couple reasons, e.g.,
|
|
// non-invertible matrices. In this case, we should report Err here,
|
|
// and let the caller do the fallback procedure.
|
|
_ => Err(())
|
|
}
|
|
}
|
|
}
|
|
|
|
impl ComputeSquaredDistance for Matrix3D {
|
|
#[inline]
|
|
#[cfg(feature = "servo")]
|
|
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
|
|
if self.is_3d() || other.is_3d() {
|
|
let from = decompose_3d_matrix(*self)?;
|
|
let to = decompose_3d_matrix(*other)?;
|
|
from.compute_squared_distance(&to)
|
|
} else {
|
|
let from = MatrixDecomposed2D::from(*self);
|
|
let to = MatrixDecomposed2D::from(*other);
|
|
from.compute_squared_distance(&to)
|
|
}
|
|
}
|
|
|
|
#[inline]
|
|
#[cfg(feature = "gecko")]
|
|
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
|
|
let (from, to) = if self.is_3d() || other.is_3d() {
|
|
(decompose_3d_matrix(*self)?, decompose_3d_matrix(*other)?)
|
|
} else {
|
|
(decompose_2d_matrix(self)?, decompose_2d_matrix(other)?)
|
|
};
|
|
from.compute_squared_distance(&to)
|
|
}
|
|
}
|
|
|
|
impl From<Matrix3D> for MatrixDecomposed2D {
|
|
/// Decompose a 2D matrix.
|
|
/// <https://drafts.csswg.org/css-transforms/#decomposing-a-2d-matrix>
|
|
fn from(matrix: Matrix3D) -> MatrixDecomposed2D {
|
|
let mut row0x = matrix.m11;
|
|
let mut row0y = matrix.m12;
|
|
let mut row1x = matrix.m21;
|
|
let mut row1y = matrix.m22;
|
|
|
|
let translate = Translate2D(matrix.m41, matrix.m42);
|
|
let mut scale = Scale2D((row0x * row0x + row0y * row0y).sqrt(),
|
|
(row1x * row1x + row1y * row1y).sqrt());
|
|
|
|
// If determinant is negative, one axis was flipped.
|
|
let determinant = row0x * row1y - row0y * row1x;
|
|
if determinant < 0. {
|
|
if row0x < row1y {
|
|
scale.0 = -scale.0;
|
|
} else {
|
|
scale.1 = -scale.1;
|
|
}
|
|
}
|
|
|
|
// Renormalize matrix to remove scale.
|
|
if scale.0 != 0.0 {
|
|
row0x *= 1. / scale.0;
|
|
row0y *= 1. / scale.0;
|
|
}
|
|
if scale.1 != 0.0 {
|
|
row1x *= 1. / scale.1;
|
|
row1y *= 1. / scale.1;
|
|
}
|
|
|
|
// Compute rotation and renormalize matrix.
|
|
let mut angle = row0y.atan2(row0x);
|
|
if angle != 0.0 {
|
|
let sn = -row0y;
|
|
let cs = row0x;
|
|
let m11 = row0x;
|
|
let m12 = row0y;
|
|
let m21 = row1x;
|
|
let m22 = row1y;
|
|
row0x = cs * m11 + sn * m21;
|
|
row0y = cs * m12 + sn * m22;
|
|
row1x = -sn * m11 + cs * m21;
|
|
row1y = -sn * m12 + cs * m22;
|
|
}
|
|
|
|
let m = InnerMatrix2D {
|
|
m11: row0x, m12: row0y,
|
|
m21: row1x, m22: row1y,
|
|
};
|
|
|
|
// Convert into degrees because our rotation functions expect it.
|
|
angle = angle.to_degrees();
|
|
MatrixDecomposed2D {
|
|
translate: translate,
|
|
scale: scale,
|
|
angle: angle,
|
|
matrix: m,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl From<MatrixDecomposed2D> for Matrix3D {
|
|
/// Recompose a 2D matrix.
|
|
/// <https://drafts.csswg.org/css-transforms/#recomposing-to-a-2d-matrix>
|
|
fn from(decomposed: MatrixDecomposed2D) -> Matrix3D {
|
|
let mut computed_matrix = Matrix3D::identity();
|
|
computed_matrix.m11 = decomposed.matrix.m11;
|
|
computed_matrix.m12 = decomposed.matrix.m12;
|
|
computed_matrix.m21 = decomposed.matrix.m21;
|
|
computed_matrix.m22 = decomposed.matrix.m22;
|
|
|
|
// Translate matrix.
|
|
computed_matrix.m41 = decomposed.translate.0;
|
|
computed_matrix.m42 = decomposed.translate.1;
|
|
|
|
// Rotate matrix.
|
|
let angle = decomposed.angle.to_radians();
|
|
let cos_angle = angle.cos();
|
|
let sin_angle = angle.sin();
|
|
|
|
let mut rotate_matrix = Matrix3D::identity();
|
|
rotate_matrix.m11 = cos_angle;
|
|
rotate_matrix.m12 = sin_angle;
|
|
rotate_matrix.m21 = -sin_angle;
|
|
rotate_matrix.m22 = cos_angle;
|
|
|
|
// Multiplication of computed_matrix and rotate_matrix
|
|
computed_matrix = multiply(rotate_matrix, computed_matrix);
|
|
|
|
// Scale matrix.
|
|
computed_matrix.m11 *= decomposed.scale.0;
|
|
computed_matrix.m12 *= decomposed.scale.0;
|
|
computed_matrix.m21 *= decomposed.scale.1;
|
|
computed_matrix.m22 *= decomposed.scale.1;
|
|
computed_matrix
|
|
}
|
|
}
|
|
|
|
#[cfg(feature = "gecko")]
|
|
impl<'a> From< &'a RawGeckoGfxMatrix4x4> for Matrix3D {
|
|
fn from(m: &'a RawGeckoGfxMatrix4x4) -> Matrix3D {
|
|
Matrix3D {
|
|
m11: m[0], m12: m[1], m13: m[2], m14: m[3],
|
|
m21: m[4], m22: m[5], m23: m[6], m24: m[7],
|
|
m31: m[8], m32: m[9], m33: m[10], m34: m[11],
|
|
m41: m[12], m42: m[13], m43: m[14], m44: m[15],
|
|
}
|
|
}
|
|
}
|
|
|
|
#[cfg(feature = "gecko")]
|
|
impl From<Matrix3D> for RawGeckoGfxMatrix4x4 {
|
|
fn from(matrix: Matrix3D) -> RawGeckoGfxMatrix4x4 {
|
|
[ matrix.m11, matrix.m12, matrix.m13, matrix.m14,
|
|
matrix.m21, matrix.m22, matrix.m23, matrix.m24,
|
|
matrix.m31, matrix.m32, matrix.m33, matrix.m34,
|
|
matrix.m41, matrix.m42, matrix.m43, matrix.m44 ]
|
|
}
|
|
}
|
|
|
|
/// A 3d translation.
|
|
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
|
|
#[derive(Animate, Clone, ComputeSquaredDistance, Copy, Debug)]
|
|
pub struct Translate3D(f32, f32, f32);
|
|
|
|
/// A 3d scale function.
|
|
#[derive(Clone, ComputeSquaredDistance, Copy, Debug)]
|
|
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
|
|
pub struct Scale3D(f32, f32, f32);
|
|
|
|
/// A 3d skew function.
|
|
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
|
|
#[derive(Animate, Clone, Copy, Debug)]
|
|
pub struct Skew(f32, f32, f32);
|
|
|
|
/// A 3d perspective transformation.
|
|
#[derive(Clone, ComputeSquaredDistance, Copy, Debug)]
|
|
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
|
|
pub struct Perspective(f32, f32, f32, f32);
|
|
|
|
/// A quaternion used to represent a rotation.
|
|
#[derive(Clone, Copy, Debug)]
|
|
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
|
|
pub struct Quaternion(f64, f64, f64, f64);
|
|
|
|
/// A decomposed 3d matrix.
|
|
#[derive(Animate, Clone, ComputeSquaredDistance, Copy, Debug)]
|
|
#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
|
|
pub struct MatrixDecomposed3D {
|
|
/// A translation function.
|
|
pub translate: Translate3D,
|
|
/// A scale function.
|
|
pub scale: Scale3D,
|
|
/// The skew component of the transformation.
|
|
pub skew: Skew,
|
|
/// The perspective component of the transformation.
|
|
pub perspective: Perspective,
|
|
/// The quaternion used to represent the rotation.
|
|
pub quaternion: Quaternion,
|
|
}
|
|
|
|
impl Quaternion {
|
|
/// Return a quaternion from a unit direction vector and angle (unit: radian).
|
|
#[inline]
|
|
fn from_direction_and_angle(vector: &DirectionVector, angle: f64) -> Self {
|
|
debug_assert!((vector.length() - 1.).abs() < 0.0001,
|
|
"Only accept an unit direction vector to create a quaternion");
|
|
// Reference:
|
|
// https://en.wikipedia.org/wiki/Quaternions_and_spatial_rotation
|
|
//
|
|
// if the direction axis is (x, y, z) = xi + yj + zk,
|
|
// and the angle is |theta|, this formula can be done using
|
|
// an extension of Euler's formula:
|
|
// q = cos(theta/2) + (xi + yj + zk)(sin(theta/2))
|
|
// = cos(theta/2) +
|
|
// x*sin(theta/2)i + y*sin(theta/2)j + z*sin(theta/2)k
|
|
Quaternion(vector.x as f64 * (angle / 2.).sin(),
|
|
vector.y as f64 * (angle / 2.).sin(),
|
|
vector.z as f64 * (angle / 2.).sin(),
|
|
(angle / 2.).cos())
|
|
}
|
|
|
|
/// Calculate the dot product.
|
|
#[inline]
|
|
fn dot(&self, other: &Self) -> f64 {
|
|
self.0 * other.0 + self.1 * other.1 + self.2 * other.2 + self.3 * other.3
|
|
}
|
|
}
|
|
|
|
impl Animate for Quaternion {
|
|
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
|
|
use std::f64;
|
|
|
|
let (this_weight, other_weight) = procedure.weights();
|
|
debug_assert!(
|
|
// Doule EPSILON since both this_weight and other_weght have calculation errors
|
|
// which are approximately equal to EPSILON.
|
|
(this_weight + other_weight - 1.0f64).abs() <= f64::EPSILON * 2.0 ||
|
|
other_weight == 1.0f64 || other_weight == 0.0f64,
|
|
"animate should only be used for interpolating or accumulating transforms"
|
|
);
|
|
|
|
// We take a specialized code path for accumulation (where other_weight
|
|
// is 1).
|
|
if let Procedure::Accumulate { .. } = procedure {
|
|
debug_assert_eq!(other_weight, 1.0);
|
|
if this_weight == 0.0 {
|
|
return Ok(*other);
|
|
}
|
|
|
|
let clamped_w = self.3.min(1.0).max(-1.0);
|
|
|
|
// Determine the scale factor.
|
|
let mut theta = clamped_w.acos();
|
|
let mut scale = if theta == 0.0 { 0.0 } else { 1.0 / theta.sin() };
|
|
theta *= this_weight;
|
|
scale *= theta.sin();
|
|
|
|
// Scale the self matrix by this_weight.
|
|
let mut scaled_self = *self;
|
|
% for i in range(3):
|
|
scaled_self.${i} *= scale;
|
|
% endfor
|
|
scaled_self.3 = theta.cos();
|
|
|
|
// Multiply scaled-self by other.
|
|
let a = &scaled_self;
|
|
let b = other;
|
|
return Ok(Quaternion(
|
|
a.3 * b.0 + a.0 * b.3 + a.1 * b.2 - a.2 * b.1,
|
|
a.3 * b.1 - a.0 * b.2 + a.1 * b.3 + a.2 * b.0,
|
|
a.3 * b.2 + a.0 * b.1 - a.1 * b.0 + a.2 * b.3,
|
|
a.3 * b.3 - a.0 * b.0 - a.1 * b.1 - a.2 * b.2,
|
|
));
|
|
}
|
|
|
|
// Straight from gfxQuaternion::Slerp.
|
|
//
|
|
// Dot product, clamped between -1 and 1.
|
|
let dot =
|
|
(self.0 * other.0 +
|
|
self.1 * other.1 +
|
|
self.2 * other.2 +
|
|
self.3 * other.3)
|
|
.min(1.0).max(-1.0);
|
|
|
|
if dot == 1.0 {
|
|
return Ok(*self);
|
|
}
|
|
|
|
let theta = dot.acos();
|
|
let rsintheta = 1.0 / (1.0 - dot * dot).sqrt();
|
|
|
|
let right_weight = (other_weight * theta).sin() * rsintheta;
|
|
let left_weight = (other_weight * theta).cos() - dot * right_weight;
|
|
|
|
let mut left = *self;
|
|
let mut right = *other;
|
|
% for i in range(4):
|
|
left.${i} *= left_weight;
|
|
right.${i} *= right_weight;
|
|
% endfor
|
|
|
|
Ok(Quaternion(
|
|
left.0 + right.0,
|
|
left.1 + right.1,
|
|
left.2 + right.2,
|
|
left.3 + right.3,
|
|
))
|
|
}
|
|
}
|
|
|
|
impl ComputeSquaredDistance for Quaternion {
|
|
#[inline]
|
|
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
|
|
// Use quaternion vectors to get the angle difference. Both q1 and q2 are unit vectors,
|
|
// so we can get their angle difference by:
|
|
// cos(theta/2) = (q1 dot q2) / (|q1| * |q2|) = q1 dot q2.
|
|
let distance = self.dot(other).max(-1.0).min(1.0).acos() * 2.0;
|
|
Ok(SquaredDistance::from_sqrt(distance))
|
|
}
|
|
}
|
|
|
|
/// Decompose a 3D matrix.
|
|
/// https://drafts.csswg.org/css-transforms-2/#decomposing-a-3d-matrix
|
|
/// http://www.realtimerendering.com/resources/GraphicsGems/gemsii/unmatrix.c
|
|
fn decompose_3d_matrix(mut matrix: Matrix3D) -> Result<MatrixDecomposed3D, ()> {
|
|
// Normalize the matrix.
|
|
if matrix.m44 == 0.0 {
|
|
return Err(());
|
|
}
|
|
|
|
let scaling_factor = matrix.m44;
|
|
|
|
// Normalize the matrix.
|
|
% for i in range(1, 5):
|
|
% for j in range(1, 5):
|
|
matrix.m${i}${j} /= scaling_factor;
|
|
% endfor
|
|
% endfor
|
|
|
|
// perspective_matrix is used to solve for perspective, but it also provides
|
|
// an easy way to test for singularity of the upper 3x3 component.
|
|
let mut perspective_matrix = matrix;
|
|
|
|
perspective_matrix.m14 = 0.0;
|
|
perspective_matrix.m24 = 0.0;
|
|
perspective_matrix.m34 = 0.0;
|
|
perspective_matrix.m44 = 1.0;
|
|
|
|
if perspective_matrix.determinant() == 0.0 {
|
|
return Err(());
|
|
}
|
|
|
|
// First, isolate perspective.
|
|
let perspective = if matrix.m14 != 0.0 || matrix.m24 != 0.0 || matrix.m34 != 0.0 {
|
|
let right_hand_side: [f32; 4] = [
|
|
matrix.m14,
|
|
matrix.m24,
|
|
matrix.m34,
|
|
matrix.m44
|
|
];
|
|
|
|
perspective_matrix = perspective_matrix.inverse().unwrap().transpose();
|
|
let perspective = perspective_matrix.pre_mul_point4(&right_hand_side);
|
|
// NOTE(emilio): Even though the reference algorithm clears the
|
|
// fourth column here (matrix.m14..matrix.m44), they're not used below
|
|
// so it's not really needed.
|
|
Perspective(perspective[0], perspective[1], perspective[2], perspective[3])
|
|
} else {
|
|
Perspective(0.0, 0.0, 0.0, 1.0)
|
|
};
|
|
|
|
// Next take care of translation (easy).
|
|
let translate = Translate3D(matrix.m41, matrix.m42, matrix.m43);
|
|
|
|
// Now get scale and shear. 'row' is a 3 element array of 3 component vectors
|
|
let mut row: [[f32; 3]; 3] = [[0.0; 3]; 3];
|
|
% for i in range(1, 4):
|
|
row[${i - 1}][0] = matrix.m${i}1;
|
|
row[${i - 1}][1] = matrix.m${i}2;
|
|
row[${i - 1}][2] = matrix.m${i}3;
|
|
% endfor
|
|
|
|
// Compute X scale factor and normalize first row.
|
|
let row0len = (row[0][0] * row[0][0] + row[0][1] * row[0][1] + row[0][2] * row[0][2]).sqrt();
|
|
let mut scale = Scale3D(row0len, 0.0, 0.0);
|
|
row[0] = [row[0][0] / row0len, row[0][1] / row0len, row[0][2] / row0len];
|
|
|
|
// Compute XY shear factor and make 2nd row orthogonal to 1st.
|
|
let mut skew = Skew(dot(row[0], row[1]), 0.0, 0.0);
|
|
row[1] = combine(row[1], row[0], 1.0, -skew.0);
|
|
|
|
// Now, compute Y scale and normalize 2nd row.
|
|
let row1len = (row[1][0] * row[1][0] + row[1][1] * row[1][1] + row[1][2] * row[1][2]).sqrt();
|
|
scale.1 = row1len;
|
|
row[1] = [row[1][0] / row1len, row[1][1] / row1len, row[1][2] / row1len];
|
|
skew.0 /= scale.1;
|
|
|
|
// Compute XZ and YZ shears, orthogonalize 3rd row
|
|
skew.1 = dot(row[0], row[2]);
|
|
row[2] = combine(row[2], row[0], 1.0, -skew.1);
|
|
skew.2 = dot(row[1], row[2]);
|
|
row[2] = combine(row[2], row[1], 1.0, -skew.2);
|
|
|
|
// Next, get Z scale and normalize 3rd row.
|
|
let row2len = (row[2][0] * row[2][0] + row[2][1] * row[2][1] + row[2][2] * row[2][2]).sqrt();
|
|
scale.2 = row2len;
|
|
row[2] = [row[2][0] / row2len, row[2][1] / row2len, row[2][2] / row2len];
|
|
skew.1 /= scale.2;
|
|
skew.2 /= scale.2;
|
|
|
|
// At this point, the matrix (in rows) is orthonormal.
|
|
// Check for a coordinate system flip. If the determinant
|
|
// is -1, then negate the matrix and the scaling factors.
|
|
if dot(row[0], cross(row[1], row[2])) < 0.0 {
|
|
% for i in range(3):
|
|
scale.${i} *= -1.0;
|
|
row[${i}][0] *= -1.0;
|
|
row[${i}][1] *= -1.0;
|
|
row[${i}][2] *= -1.0;
|
|
% endfor
|
|
}
|
|
|
|
// Now, get the rotations out.
|
|
let mut quaternion = Quaternion(
|
|
0.5 * ((1.0 + row[0][0] - row[1][1] - row[2][2]).max(0.0) as f64).sqrt(),
|
|
0.5 * ((1.0 - row[0][0] + row[1][1] - row[2][2]).max(0.0) as f64).sqrt(),
|
|
0.5 * ((1.0 - row[0][0] - row[1][1] + row[2][2]).max(0.0) as f64).sqrt(),
|
|
0.5 * ((1.0 + row[0][0] + row[1][1] + row[2][2]).max(0.0) as f64).sqrt()
|
|
);
|
|
|
|
if row[2][1] > row[1][2] {
|
|
quaternion.0 = -quaternion.0
|
|
}
|
|
if row[0][2] > row[2][0] {
|
|
quaternion.1 = -quaternion.1
|
|
}
|
|
if row[1][0] > row[0][1] {
|
|
quaternion.2 = -quaternion.2
|
|
}
|
|
|
|
Ok(MatrixDecomposed3D {
|
|
translate,
|
|
scale,
|
|
skew,
|
|
perspective,
|
|
quaternion,
|
|
})
|
|
}
|
|
|
|
/// Decompose a 2D matrix for Gecko.
|
|
// Use the algorithm from nsStyleTransformMatrix::Decompose2DMatrix() in Gecko.
|
|
#[cfg(feature = "gecko")]
|
|
fn decompose_2d_matrix(matrix: &Matrix3D) -> Result<MatrixDecomposed3D, ()> {
|
|
// The index is column-major, so the equivalent transform matrix is:
|
|
// | m11 m21 0 m41 | => | m11 m21 | and translate(m41, m42)
|
|
// | m12 m22 0 m42 | | m12 m22 |
|
|
// | 0 0 1 0 |
|
|
// | 0 0 0 1 |
|
|
let (mut m11, mut m12) = (matrix.m11, matrix.m12);
|
|
let (mut m21, mut m22) = (matrix.m21, matrix.m22);
|
|
// Check if this is a singular matrix.
|
|
if m11 * m22 == m12 * m21 {
|
|
return Err(());
|
|
}
|
|
|
|
let mut scale_x = (m11 * m11 + m12 * m12).sqrt();
|
|
m11 /= scale_x;
|
|
m12 /= scale_x;
|
|
|
|
let mut shear_xy = m11 * m21 + m12 * m22;
|
|
m21 -= m11 * shear_xy;
|
|
m22 -= m12 * shear_xy;
|
|
|
|
let scale_y = (m21 * m21 + m22 * m22).sqrt();
|
|
m21 /= scale_y;
|
|
m22 /= scale_y;
|
|
shear_xy /= scale_y;
|
|
|
|
let determinant = m11 * m22 - m12 * m21;
|
|
// Determinant should now be 1 or -1.
|
|
if 0.99 > determinant.abs() || determinant.abs() > 1.01 {
|
|
return Err(());
|
|
}
|
|
|
|
if determinant < 0. {
|
|
m11 = -m11;
|
|
m12 = -m12;
|
|
shear_xy = -shear_xy;
|
|
scale_x = -scale_x;
|
|
}
|
|
|
|
Ok(MatrixDecomposed3D {
|
|
translate: Translate3D(matrix.m41, matrix.m42, 0.),
|
|
scale: Scale3D(scale_x, scale_y, 1.),
|
|
skew: Skew(shear_xy, 0., 0.),
|
|
perspective: Perspective(0., 0., 0., 1.),
|
|
quaternion: Quaternion::from_direction_and_angle(&DirectionVector::new(0., 0., 1.),
|
|
m12.atan2(m11) as f64)
|
|
})
|
|
}
|
|
|
|
// Combine 2 point.
|
|
fn combine(a: [f32; 3], b: [f32; 3], ascl: f32, bscl: f32) -> [f32; 3] {
|
|
[
|
|
(ascl * a[0]) + (bscl * b[0]),
|
|
(ascl * a[1]) + (bscl * b[1]),
|
|
(ascl * a[2]) + (bscl * b[2])
|
|
]
|
|
}
|
|
|
|
// Dot product.
|
|
fn dot(a: [f32; 3], b: [f32; 3]) -> f32 {
|
|
a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
|
|
}
|
|
|
|
// Cross product.
|
|
fn cross(row1: [f32; 3], row2: [f32; 3]) -> [f32; 3] {
|
|
[
|
|
row1[1] * row2[2] - row1[2] * row2[1],
|
|
row1[2] * row2[0] - row1[0] * row2[2],
|
|
row1[0] * row2[1] - row1[1] * row2[0]
|
|
]
|
|
}
|
|
|
|
impl Animate for Scale3D {
|
|
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
|
|
Ok(Scale3D(
|
|
animate_multiplicative_factor(self.0, other.0, procedure)?,
|
|
animate_multiplicative_factor(self.1, other.1, procedure)?,
|
|
animate_multiplicative_factor(self.2, other.2, procedure)?,
|
|
))
|
|
}
|
|
}
|
|
|
|
impl ComputeSquaredDistance for Skew {
|
|
// We have to use atan() to convert the skew factors into skew angles, so implement
|
|
// ComputeSquaredDistance manually.
|
|
#[inline]
|
|
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
|
|
Ok(self.0.atan().compute_squared_distance(&other.0.atan())? +
|
|
self.1.atan().compute_squared_distance(&other.1.atan())? +
|
|
self.2.atan().compute_squared_distance(&other.2.atan())?)
|
|
}
|
|
}
|
|
|
|
impl Animate for Perspective {
|
|
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
|
|
Ok(Perspective(
|
|
self.0.animate(&other.0, procedure)?,
|
|
self.1.animate(&other.1, procedure)?,
|
|
self.2.animate(&other.2, procedure)?,
|
|
animate_multiplicative_factor(self.3, other.3, procedure)?,
|
|
))
|
|
}
|
|
}
|
|
|
|
impl From<MatrixDecomposed3D> for Matrix3D {
|
|
/// Recompose a 3D matrix.
|
|
/// <https://drafts.csswg.org/css-transforms/#recomposing-to-a-3d-matrix>
|
|
fn from(decomposed: MatrixDecomposed3D) -> Matrix3D {
|
|
let mut matrix = Matrix3D::identity();
|
|
|
|
// Apply perspective
|
|
% for i in range(1, 5):
|
|
matrix.m${i}4 = decomposed.perspective.${i - 1};
|
|
% endfor
|
|
|
|
// Apply translation
|
|
% for i in range(1, 5):
|
|
% for j in range(1, 4):
|
|
matrix.m4${i} += decomposed.translate.${j - 1} * matrix.m${j}${i};
|
|
% endfor
|
|
% endfor
|
|
|
|
// Apply rotation
|
|
{
|
|
let x = decomposed.quaternion.0;
|
|
let y = decomposed.quaternion.1;
|
|
let z = decomposed.quaternion.2;
|
|
let w = decomposed.quaternion.3;
|
|
|
|
// Construct a composite rotation matrix from the quaternion values
|
|
// rotationMatrix is a identity 4x4 matrix initially
|
|
let mut rotation_matrix = Matrix3D::identity();
|
|
rotation_matrix.m11 = 1.0 - 2.0 * (y * y + z * z) as f32;
|
|
rotation_matrix.m12 = 2.0 * (x * y + z * w) as f32;
|
|
rotation_matrix.m13 = 2.0 * (x * z - y * w) as f32;
|
|
rotation_matrix.m21 = 2.0 * (x * y - z * w) as f32;
|
|
rotation_matrix.m22 = 1.0 - 2.0 * (x * x + z * z) as f32;
|
|
rotation_matrix.m23 = 2.0 * (y * z + x * w) as f32;
|
|
rotation_matrix.m31 = 2.0 * (x * z + y * w) as f32;
|
|
rotation_matrix.m32 = 2.0 * (y * z - x * w) as f32;
|
|
rotation_matrix.m33 = 1.0 - 2.0 * (x * x + y * y) as f32;
|
|
|
|
matrix = multiply(rotation_matrix, matrix);
|
|
}
|
|
|
|
// Apply skew
|
|
{
|
|
let mut temp = Matrix3D::identity();
|
|
if decomposed.skew.2 != 0.0 {
|
|
temp.m32 = decomposed.skew.2;
|
|
matrix = multiply(temp, matrix);
|
|
temp.m32 = 0.0;
|
|
}
|
|
|
|
if decomposed.skew.1 != 0.0 {
|
|
temp.m31 = decomposed.skew.1;
|
|
matrix = multiply(temp, matrix);
|
|
temp.m31 = 0.0;
|
|
}
|
|
|
|
if decomposed.skew.0 != 0.0 {
|
|
temp.m21 = decomposed.skew.0;
|
|
matrix = multiply(temp, matrix);
|
|
}
|
|
}
|
|
|
|
// Apply scale
|
|
% for i in range(1, 4):
|
|
% for j in range(1, 5):
|
|
matrix.m${i}${j} *= decomposed.scale.${i - 1};
|
|
% endfor
|
|
% endfor
|
|
|
|
matrix
|
|
}
|
|
}
|
|
|
|
// Multiplication of two 4x4 matrices.
|
|
fn multiply(a: Matrix3D, b: Matrix3D) -> Matrix3D {
|
|
Matrix3D {
|
|
% for i in range(1, 5):
|
|
% for j in range(1, 5):
|
|
m${i}${j}:
|
|
a.m${i}1 * b.m1${j} +
|
|
a.m${i}2 * b.m2${j} +
|
|
a.m${i}3 * b.m3${j} +
|
|
a.m${i}4 * b.m4${j},
|
|
% endfor
|
|
% endfor
|
|
}
|
|
}
|
|
|
|
impl Matrix3D {
|
|
fn is_3d(&self) -> bool {
|
|
self.m13 != 0.0 || self.m14 != 0.0 ||
|
|
self.m23 != 0.0 || self.m24 != 0.0 ||
|
|
self.m31 != 0.0 || self.m32 != 0.0 || self.m33 != 1.0 || self.m34 != 0.0 ||
|
|
self.m43 != 0.0 || self.m44 != 1.0
|
|
}
|
|
|
|
fn determinant(&self) -> CSSFloat {
|
|
self.m14 * self.m23 * self.m32 * self.m41 -
|
|
self.m13 * self.m24 * self.m32 * self.m41 -
|
|
self.m14 * self.m22 * self.m33 * self.m41 +
|
|
self.m12 * self.m24 * self.m33 * self.m41 +
|
|
self.m13 * self.m22 * self.m34 * self.m41 -
|
|
self.m12 * self.m23 * self.m34 * self.m41 -
|
|
self.m14 * self.m23 * self.m31 * self.m42 +
|
|
self.m13 * self.m24 * self.m31 * self.m42 +
|
|
self.m14 * self.m21 * self.m33 * self.m42 -
|
|
self.m11 * self.m24 * self.m33 * self.m42 -
|
|
self.m13 * self.m21 * self.m34 * self.m42 +
|
|
self.m11 * self.m23 * self.m34 * self.m42 +
|
|
self.m14 * self.m22 * self.m31 * self.m43 -
|
|
self.m12 * self.m24 * self.m31 * self.m43 -
|
|
self.m14 * self.m21 * self.m32 * self.m43 +
|
|
self.m11 * self.m24 * self.m32 * self.m43 +
|
|
self.m12 * self.m21 * self.m34 * self.m43 -
|
|
self.m11 * self.m22 * self.m34 * self.m43 -
|
|
self.m13 * self.m22 * self.m31 * self.m44 +
|
|
self.m12 * self.m23 * self.m31 * self.m44 +
|
|
self.m13 * self.m21 * self.m32 * self.m44 -
|
|
self.m11 * self.m23 * self.m32 * self.m44 -
|
|
self.m12 * self.m21 * self.m33 * self.m44 +
|
|
self.m11 * self.m22 * self.m33 * self.m44
|
|
}
|
|
|
|
/// Transpose a matrix.
|
|
fn transpose(&self) -> Self {
|
|
Self {
|
|
% for i in range(1, 5):
|
|
% for j in range(1, 5):
|
|
m${i}${j}: self.m${j}${i},
|
|
% endfor
|
|
% endfor
|
|
}
|
|
}
|
|
|
|
fn inverse(&self) -> Result<Matrix3D, ()> {
|
|
let mut det = self.determinant();
|
|
|
|
if det == 0.0 {
|
|
return Err(());
|
|
}
|
|
|
|
det = 1.0 / det;
|
|
let x = Matrix3D {
|
|
m11: det *
|
|
(self.m23*self.m34*self.m42 - self.m24*self.m33*self.m42 +
|
|
self.m24*self.m32*self.m43 - self.m22*self.m34*self.m43 -
|
|
self.m23*self.m32*self.m44 + self.m22*self.m33*self.m44),
|
|
m12: det *
|
|
(self.m14*self.m33*self.m42 - self.m13*self.m34*self.m42 -
|
|
self.m14*self.m32*self.m43 + self.m12*self.m34*self.m43 +
|
|
self.m13*self.m32*self.m44 - self.m12*self.m33*self.m44),
|
|
m13: det *
|
|
(self.m13*self.m24*self.m42 - self.m14*self.m23*self.m42 +
|
|
self.m14*self.m22*self.m43 - self.m12*self.m24*self.m43 -
|
|
self.m13*self.m22*self.m44 + self.m12*self.m23*self.m44),
|
|
m14: det *
|
|
(self.m14*self.m23*self.m32 - self.m13*self.m24*self.m32 -
|
|
self.m14*self.m22*self.m33 + self.m12*self.m24*self.m33 +
|
|
self.m13*self.m22*self.m34 - self.m12*self.m23*self.m34),
|
|
m21: det *
|
|
(self.m24*self.m33*self.m41 - self.m23*self.m34*self.m41 -
|
|
self.m24*self.m31*self.m43 + self.m21*self.m34*self.m43 +
|
|
self.m23*self.m31*self.m44 - self.m21*self.m33*self.m44),
|
|
m22: det *
|
|
(self.m13*self.m34*self.m41 - self.m14*self.m33*self.m41 +
|
|
self.m14*self.m31*self.m43 - self.m11*self.m34*self.m43 -
|
|
self.m13*self.m31*self.m44 + self.m11*self.m33*self.m44),
|
|
m23: det *
|
|
(self.m14*self.m23*self.m41 - self.m13*self.m24*self.m41 -
|
|
self.m14*self.m21*self.m43 + self.m11*self.m24*self.m43 +
|
|
self.m13*self.m21*self.m44 - self.m11*self.m23*self.m44),
|
|
m24: det *
|
|
(self.m13*self.m24*self.m31 - self.m14*self.m23*self.m31 +
|
|
self.m14*self.m21*self.m33 - self.m11*self.m24*self.m33 -
|
|
self.m13*self.m21*self.m34 + self.m11*self.m23*self.m34),
|
|
m31: det *
|
|
(self.m22*self.m34*self.m41 - self.m24*self.m32*self.m41 +
|
|
self.m24*self.m31*self.m42 - self.m21*self.m34*self.m42 -
|
|
self.m22*self.m31*self.m44 + self.m21*self.m32*self.m44),
|
|
m32: det *
|
|
(self.m14*self.m32*self.m41 - self.m12*self.m34*self.m41 -
|
|
self.m14*self.m31*self.m42 + self.m11*self.m34*self.m42 +
|
|
self.m12*self.m31*self.m44 - self.m11*self.m32*self.m44),
|
|
m33: det *
|
|
(self.m12*self.m24*self.m41 - self.m14*self.m22*self.m41 +
|
|
self.m14*self.m21*self.m42 - self.m11*self.m24*self.m42 -
|
|
self.m12*self.m21*self.m44 + self.m11*self.m22*self.m44),
|
|
m34: det *
|
|
(self.m14*self.m22*self.m31 - self.m12*self.m24*self.m31 -
|
|
self.m14*self.m21*self.m32 + self.m11*self.m24*self.m32 +
|
|
self.m12*self.m21*self.m34 - self.m11*self.m22*self.m34),
|
|
m41: det *
|
|
(self.m23*self.m32*self.m41 - self.m22*self.m33*self.m41 -
|
|
self.m23*self.m31*self.m42 + self.m21*self.m33*self.m42 +
|
|
self.m22*self.m31*self.m43 - self.m21*self.m32*self.m43),
|
|
m42: det *
|
|
(self.m12*self.m33*self.m41 - self.m13*self.m32*self.m41 +
|
|
self.m13*self.m31*self.m42 - self.m11*self.m33*self.m42 -
|
|
self.m12*self.m31*self.m43 + self.m11*self.m32*self.m43),
|
|
m43: det *
|
|
(self.m13*self.m22*self.m41 - self.m12*self.m23*self.m41 -
|
|
self.m13*self.m21*self.m42 + self.m11*self.m23*self.m42 +
|
|
self.m12*self.m21*self.m43 - self.m11*self.m22*self.m43),
|
|
m44: det *
|
|
(self.m12*self.m23*self.m31 - self.m13*self.m22*self.m31 +
|
|
self.m13*self.m21*self.m32 - self.m11*self.m23*self.m32 -
|
|
self.m12*self.m21*self.m33 + self.m11*self.m22*self.m33),
|
|
};
|
|
|
|
Ok(x)
|
|
}
|
|
|
|
/// Multiplies `pin * self`.
|
|
fn pre_mul_point4(&self, pin: &[f32; 4]) -> [f32; 4] {
|
|
[
|
|
% for i in range(1, 5):
|
|
pin[0] * self.m1${i} +
|
|
pin[1] * self.m2${i} +
|
|
pin[2] * self.m3${i} +
|
|
pin[3] * self.m4${i},
|
|
% endfor
|
|
]
|
|
}
|
|
}
|
|
|
|
/// <https://drafts.csswg.org/css-transforms-2/#propdef-rotate>
|
|
impl ComputedRotate {
|
|
fn resolve(rotate: &ComputedRotate) -> (Number, Number, Number, Angle) {
|
|
// According to the spec:
|
|
// https://drafts.csswg.org/css-transforms-2/#individual-transforms
|
|
//
|
|
// If the axis is unspecified, it defaults to "0 0 1"
|
|
match *rotate {
|
|
Rotate::None => (0., 0., 1., Angle::zero()),
|
|
Rotate::Rotate3D(rx, ry, rz, angle) => (rx, ry, rz, angle),
|
|
Rotate::Rotate(angle) => (0., 0., 1., angle),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl Animate for ComputedRotate {
|
|
#[inline]
|
|
fn animate(
|
|
&self,
|
|
other: &Self,
|
|
procedure: Procedure,
|
|
) -> Result<Self, ()> {
|
|
let from = ComputedRotate::resolve(self);
|
|
let to = ComputedRotate::resolve(other);
|
|
|
|
let (fx, fy, fz, fa) =
|
|
transform::get_normalized_vector_and_angle(from.0, from.1, from.2, from.3);
|
|
let (tx, ty, tz, ta) =
|
|
transform::get_normalized_vector_and_angle(to.0, to.1, to.2, to.3);
|
|
if (fx, fy, fz) == (tx, ty, tz) {
|
|
return Ok(Rotate::Rotate3D(fx, fy, fz, fa.animate(&ta, procedure)?));
|
|
}
|
|
|
|
let fv = DirectionVector::new(fx, fy, fz);
|
|
let tv = DirectionVector::new(tx, ty, tz);
|
|
let fq = Quaternion::from_direction_and_angle(&fv, fa.radians64());
|
|
let tq = Quaternion::from_direction_and_angle(&tv, ta.radians64());
|
|
|
|
let rq = Quaternion::animate(&fq, &tq, procedure)?;
|
|
let (x, y, z, angle) = transform::get_normalized_vector_and_angle(
|
|
rq.0 as f32,
|
|
rq.1 as f32,
|
|
rq.2 as f32,
|
|
rq.3.acos() as f32 * 2.0,
|
|
);
|
|
|
|
Ok(Rotate::Rotate3D(x, y, z, Angle::from_radians(angle)))
|
|
}
|
|
}
|
|
|
|
/// <https://drafts.csswg.org/css-transforms-2/#propdef-translate>
|
|
impl ComputedTranslate {
|
|
fn resolve(
|
|
translate: &ComputedTranslate,
|
|
) -> (LengthOrPercentage, LengthOrPercentage, Length) {
|
|
// According to the spec:
|
|
// https://drafts.csswg.org/css-transforms-2/#individual-transforms
|
|
//
|
|
// Unspecified translations default to 0px
|
|
match *translate {
|
|
Translate::None => {
|
|
(
|
|
LengthOrPercentage::Length(Length::zero()),
|
|
LengthOrPercentage::Length(Length::zero()),
|
|
Length::zero(),
|
|
)
|
|
},
|
|
Translate::Translate3D(tx, ty, tz) => (tx, ty, tz),
|
|
Translate::Translate(tx, ty) => (tx, ty, Length::zero()),
|
|
Translate::TranslateX(tx) => (tx, LengthOrPercentage::Length(Length::zero()), Length::zero()),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl Animate for ComputedTranslate {
|
|
#[inline]
|
|
fn animate(
|
|
&self,
|
|
other: &Self,
|
|
procedure: Procedure,
|
|
) -> Result<Self, ()> {
|
|
let from = ComputedTranslate::resolve(self);
|
|
let to = ComputedTranslate::resolve(other);
|
|
|
|
Ok(Translate::Translate3D(from.0.animate(&to.0, procedure)?,
|
|
from.1.animate(&to.1, procedure)?,
|
|
from.2.animate(&to.2, procedure)?))
|
|
}
|
|
}
|
|
|
|
/// <https://drafts.csswg.org/css-transforms-2/#propdef-scale>
|
|
impl ComputedScale {
|
|
fn resolve(scale: &ComputedScale) -> (Number, Number, Number) {
|
|
// According to the spec:
|
|
// https://drafts.csswg.org/css-transforms-2/#individual-transforms
|
|
//
|
|
// Unspecified scales default to 1
|
|
match *scale {
|
|
Scale::None => (1.0, 1.0, 1.0),
|
|
Scale::Scale3D(sx, sy, sz) => (sx, sy, sz),
|
|
Scale::Scale(sx, sy) => (sx, sy, 1.),
|
|
Scale::ScaleX(sx) => (sx, 1., 1.),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl Animate for ComputedScale {
|
|
#[inline]
|
|
fn animate(
|
|
&self,
|
|
other: &Self,
|
|
procedure: Procedure,
|
|
) -> Result<Self, ()> {
|
|
let from = ComputedScale::resolve(self);
|
|
let to = ComputedScale::resolve(other);
|
|
|
|
// FIXME(emilio, bug 1464791): why does this do something different than
|
|
// Scale3D / TransformOperation::Scale3D?
|
|
if procedure == Procedure::Add {
|
|
// scale(x1,y1,z1)*scale(x2,y2,z2) = scale(x1*x2, y1*y2, z1*z2)
|
|
return Ok(Scale::Scale3D(from.0 * to.0, from.1 * to.1, from.2 * to.2));
|
|
}
|
|
|
|
Ok(Scale::Scale3D(
|
|
animate_multiplicative_factor(from.0, to.0, procedure)?,
|
|
animate_multiplicative_factor(from.1, to.1, procedure)?,
|
|
animate_multiplicative_factor(from.2, to.2, procedure)?,
|
|
))
|
|
}
|
|
}
|
|
|
|
/// <https://drafts.csswg.org/css-transforms/#interpolation-of-transforms>
|
|
impl Animate for ComputedTransform {
|
|
#[inline]
|
|
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
|
|
use std::borrow::Cow;
|
|
|
|
if procedure == Procedure::Add {
|
|
let result = self.0.iter().chain(&other.0).cloned().collect::<Vec<_>>();
|
|
return Ok(Transform(result));
|
|
}
|
|
|
|
// https://drafts.csswg.org/css-transforms-1/#transform-transform-neutral-extend-animation
|
|
fn match_operations_if_possible<'a>(
|
|
this: &mut Cow<'a, Vec<ComputedTransformOperation>>,
|
|
other: &mut Cow<'a, Vec<ComputedTransformOperation>>,
|
|
) -> bool {
|
|
if !this.iter().zip(other.iter()).all(|(this, other)| is_matched_operation(this, other)) {
|
|
return false;
|
|
}
|
|
|
|
if this.len() == other.len() {
|
|
return true;
|
|
}
|
|
|
|
let (shorter, longer) =
|
|
if this.len() < other.len() {
|
|
(this.to_mut(), other)
|
|
} else {
|
|
(other.to_mut(), this)
|
|
};
|
|
|
|
shorter.reserve(longer.len());
|
|
for op in longer.iter().skip(shorter.len()) {
|
|
shorter.push(op.to_animated_zero().unwrap());
|
|
}
|
|
|
|
// The resulting operations won't be matched regardless if the
|
|
// extended component is already InterpolateMatrix /
|
|
// AccumulateMatrix.
|
|
//
|
|
// Otherwise they should be matching operations all the time.
|
|
let already_mismatched = matches!(
|
|
longer[0],
|
|
TransformOperation::InterpolateMatrix { .. } |
|
|
TransformOperation::AccumulateMatrix { .. }
|
|
);
|
|
|
|
debug_assert_eq!(
|
|
!already_mismatched,
|
|
longer.iter().zip(shorter.iter()).all(|(this, other)| is_matched_operation(this, other)),
|
|
"ToAnimatedZero should generate matched operations"
|
|
);
|
|
|
|
!already_mismatched
|
|
}
|
|
|
|
let mut this = Cow::Borrowed(&self.0);
|
|
let mut other = Cow::Borrowed(&other.0);
|
|
|
|
if match_operations_if_possible(&mut this, &mut other) {
|
|
return Ok(Transform(
|
|
this.iter().zip(other.iter())
|
|
.map(|(this, other)| this.animate(other, procedure))
|
|
.collect::<Result<Vec<_>, _>>()?
|
|
));
|
|
}
|
|
|
|
match procedure {
|
|
Procedure::Add => Err(()),
|
|
Procedure::Interpolate { progress } => {
|
|
Ok(Transform(vec![TransformOperation::InterpolateMatrix {
|
|
from_list: Transform(this.into_owned()),
|
|
to_list: Transform(other.into_owned()),
|
|
progress: Percentage(progress as f32),
|
|
}]))
|
|
},
|
|
Procedure::Accumulate { count } => {
|
|
Ok(Transform(vec![TransformOperation::AccumulateMatrix {
|
|
from_list: Transform(this.into_owned()),
|
|
to_list: Transform(other.into_owned()),
|
|
count: cmp::min(count, i32::max_value() as u64) as i32,
|
|
}]))
|
|
},
|
|
}
|
|
}
|
|
}
|
|
|
|
// This might not be the most useful definition of distance. It might be better, for example,
|
|
// to trace the distance travelled by a point as its transform is interpolated between the two
|
|
// lists. That, however, proves to be quite complicated so we take a simple approach for now.
|
|
// See https://bugzilla.mozilla.org/show_bug.cgi?id=1318591#c0.
|
|
impl ComputeSquaredDistance for ComputedTransformOperation {
|
|
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
|
|
// For translate, We don't want to require doing layout in order to calculate the result, so
|
|
// drop the percentage part. However, dropping percentage makes us impossible to
|
|
// compute the distance for the percentage-percentage case, but Gecko uses the
|
|
// same formula, so it's fine for now.
|
|
// Note: We use pixel value to compute the distance for translate, so we have to
|
|
// convert Au into px.
|
|
let extract_pixel_length = |lop: &LengthOrPercentage| {
|
|
match *lop {
|
|
LengthOrPercentage::Length(px) => px.px(),
|
|
LengthOrPercentage::Percentage(_) => 0.,
|
|
LengthOrPercentage::Calc(calc) => calc.length().px(),
|
|
}
|
|
};
|
|
match (self, other) {
|
|
(
|
|
&TransformOperation::Matrix3D(ref this),
|
|
&TransformOperation::Matrix3D(ref other),
|
|
) => {
|
|
this.compute_squared_distance(other)
|
|
},
|
|
(
|
|
&TransformOperation::Matrix(ref this),
|
|
&TransformOperation::Matrix(ref other),
|
|
) => {
|
|
let this: Matrix3D = (*this).into();
|
|
let other: Matrix3D = (*other).into();
|
|
this.compute_squared_distance(&other)
|
|
},
|
|
|
|
|
|
(
|
|
&TransformOperation::Skew(ref fx, ref fy),
|
|
&TransformOperation::Skew(ref tx, ref ty),
|
|
) => {
|
|
Ok(
|
|
fx.compute_squared_distance(&tx)? +
|
|
fy.compute_squared_distance(&ty)?,
|
|
)
|
|
},
|
|
(
|
|
&TransformOperation::SkewX(ref f),
|
|
&TransformOperation::SkewX(ref t),
|
|
) | (
|
|
&TransformOperation::SkewY(ref f),
|
|
&TransformOperation::SkewY(ref t),
|
|
) => {
|
|
f.compute_squared_distance(&t)
|
|
},
|
|
(
|
|
&TransformOperation::Translate3D(ref fx, ref fy, ref fz),
|
|
&TransformOperation::Translate3D(ref tx, ref ty, ref tz),
|
|
) => {
|
|
let fx = extract_pixel_length(&fx);
|
|
let fy = extract_pixel_length(&fy);
|
|
let tx = extract_pixel_length(&tx);
|
|
let ty = extract_pixel_length(&ty);
|
|
|
|
Ok(
|
|
fx.compute_squared_distance(&tx)? +
|
|
fy.compute_squared_distance(&ty)? +
|
|
fz.compute_squared_distance(&tz)?,
|
|
)
|
|
},
|
|
(
|
|
&TransformOperation::Scale3D(ref fx, ref fy, ref fz),
|
|
&TransformOperation::Scale3D(ref tx, ref ty, ref tz),
|
|
) => {
|
|
Ok(
|
|
fx.compute_squared_distance(&tx)? +
|
|
fy.compute_squared_distance(&ty)? +
|
|
fz.compute_squared_distance(&tz)?,
|
|
)
|
|
},
|
|
(
|
|
&TransformOperation::Rotate3D(fx, fy, fz, fa),
|
|
&TransformOperation::Rotate3D(tx, ty, tz, ta),
|
|
) => {
|
|
let (fx, fy, fz, angle1) =
|
|
transform::get_normalized_vector_and_angle(fx, fy, fz, fa);
|
|
let (tx, ty, tz, angle2) =
|
|
transform::get_normalized_vector_and_angle(tx, ty, tz, ta);
|
|
if (fx, fy, fz) == (tx, ty, tz) {
|
|
angle1.compute_squared_distance(&angle2)
|
|
} else {
|
|
let v1 = DirectionVector::new(fx, fy, fz);
|
|
let v2 = DirectionVector::new(tx, ty, tz);
|
|
let q1 = Quaternion::from_direction_and_angle(&v1, angle1.radians64());
|
|
let q2 = Quaternion::from_direction_and_angle(&v2, angle2.radians64());
|
|
q1.compute_squared_distance(&q2)
|
|
}
|
|
}
|
|
(
|
|
&TransformOperation::RotateX(fa),
|
|
&TransformOperation::RotateX(ta),
|
|
) |
|
|
(
|
|
&TransformOperation::RotateY(fa),
|
|
&TransformOperation::RotateY(ta),
|
|
) |
|
|
(
|
|
&TransformOperation::RotateZ(fa),
|
|
&TransformOperation::RotateZ(ta),
|
|
) |
|
|
(
|
|
&TransformOperation::Rotate(fa),
|
|
&TransformOperation::Rotate(ta),
|
|
) => {
|
|
fa.compute_squared_distance(&ta)
|
|
}
|
|
(
|
|
&TransformOperation::Perspective(ref fd),
|
|
&TransformOperation::Perspective(ref td),
|
|
) => {
|
|
fd.compute_squared_distance(td)
|
|
}
|
|
(
|
|
&TransformOperation::Perspective(ref p),
|
|
&TransformOperation::Matrix3D(ref m),
|
|
) | (
|
|
&TransformOperation::Matrix3D(ref m),
|
|
&TransformOperation::Perspective(ref p),
|
|
) => {
|
|
// FIXME(emilio): Is this right? Why interpolating this with
|
|
// Perspective but not with anything else?
|
|
let mut p_matrix = Matrix3D::identity();
|
|
if p.px() > 0. {
|
|
p_matrix.m34 = -1. / p.px();
|
|
}
|
|
p_matrix.compute_squared_distance(&m)
|
|
}
|
|
// Gecko cross-interpolates amongst all translate and all scale
|
|
// functions (See ToPrimitive in layout/style/StyleAnimationValue.cpp)
|
|
// without falling back to InterpolateMatrix
|
|
_ if self.is_translate() && other.is_translate() => {
|
|
self.to_translate_3d().compute_squared_distance(&other.to_translate_3d())
|
|
}
|
|
_ if self.is_scale() && other.is_scale() => {
|
|
self.to_scale_3d().compute_squared_distance(&other.to_scale_3d())
|
|
}
|
|
_ if self.is_rotate() && other.is_rotate() => {
|
|
self.to_rotate_3d().compute_squared_distance(&other.to_rotate_3d())
|
|
}
|
|
_ => Err(()),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl ComputeSquaredDistance for ComputedTransform {
|
|
#[inline]
|
|
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
|
|
let squared_dist = self.0.squared_distance_with_zero(&other.0);
|
|
|
|
// Roll back to matrix interpolation if there is any Err(()) in the
|
|
// transform lists, such as mismatched transform functions.
|
|
if squared_dist.is_err() {
|
|
let matrix1: Matrix3D = self.to_transform_3d_matrix(None)?.0.into();
|
|
let matrix2: Matrix3D = other.to_transform_3d_matrix(None)?.0.into();
|
|
return matrix1.compute_squared_distance(&matrix2);
|
|
}
|
|
|
|
squared_dist
|
|
}
|
|
}
|
|
|
|
/// Animated SVGPaint
|
|
pub type IntermediateSVGPaint = SVGPaint<AnimatedColor, ComputedUrl>;
|
|
|
|
/// Animated SVGPaintKind
|
|
pub type IntermediateSVGPaintKind = SVGPaintKind<AnimatedColor, ComputedUrl>;
|
|
|
|
impl ToAnimatedZero for IntermediateSVGPaint {
|
|
#[inline]
|
|
fn to_animated_zero(&self) -> Result<Self, ()> {
|
|
Ok(IntermediateSVGPaint {
|
|
kind: self.kind.to_animated_zero()?,
|
|
fallback: self.fallback.and_then(|v| v.to_animated_zero().ok()),
|
|
})
|
|
}
|
|
}
|
|
|
|
impl From<NonNegativeLengthOrPercentage> for NumberOrPercentage {
|
|
fn from(lop: NonNegativeLengthOrPercentage) -> NumberOrPercentage {
|
|
lop.0.into()
|
|
}
|
|
}
|
|
|
|
impl From<NonNegativeNumber> for NumberOrPercentage {
|
|
fn from(num: NonNegativeNumber) -> NumberOrPercentage {
|
|
num.0.into()
|
|
}
|
|
}
|
|
|
|
impl From<LengthOrPercentage> for NumberOrPercentage {
|
|
fn from(lop: LengthOrPercentage) -> NumberOrPercentage {
|
|
match lop {
|
|
LengthOrPercentage::Length(len) => NumberOrPercentage::Number(len.px()),
|
|
LengthOrPercentage::Percentage(p) => NumberOrPercentage::Percentage(p),
|
|
LengthOrPercentage::Calc(_) => {
|
|
panic!("We dont't expected calc interpolation for SvgLengthOrPercentageOrNumber");
|
|
},
|
|
}
|
|
}
|
|
}
|
|
|
|
impl From<Number> for NumberOrPercentage {
|
|
fn from(num: Number) -> NumberOrPercentage {
|
|
NumberOrPercentage::Number(num)
|
|
}
|
|
}
|
|
|
|
fn convert_to_number_or_percentage<LengthOrPercentageType, NumberType>(
|
|
from: SvgLengthOrPercentageOrNumber<LengthOrPercentageType, NumberType>)
|
|
-> NumberOrPercentage
|
|
where LengthOrPercentageType: Into<NumberOrPercentage>,
|
|
NumberType: Into<NumberOrPercentage>
|
|
{
|
|
match from {
|
|
SvgLengthOrPercentageOrNumber::LengthOrPercentage(lop) => {
|
|
lop.into()
|
|
}
|
|
SvgLengthOrPercentageOrNumber::Number(num) => {
|
|
num.into()
|
|
}
|
|
}
|
|
}
|
|
|
|
fn convert_from_number_or_percentage<LengthOrPercentageType, NumberType>(
|
|
from: NumberOrPercentage)
|
|
-> SvgLengthOrPercentageOrNumber<LengthOrPercentageType, NumberType>
|
|
where LengthOrPercentageType: From<LengthOrPercentage>,
|
|
NumberType: From<Number>
|
|
{
|
|
match from {
|
|
NumberOrPercentage::Number(num) =>
|
|
SvgLengthOrPercentageOrNumber::Number(num.into()),
|
|
NumberOrPercentage::Percentage(p) =>
|
|
SvgLengthOrPercentageOrNumber::LengthOrPercentage(
|
|
(LengthOrPercentage::Percentage(p)).into())
|
|
}
|
|
}
|
|
|
|
impl <L, N> Animate for SvgLengthOrPercentageOrNumber<L, N>
|
|
where
|
|
L: Animate + From<LengthOrPercentage> + Into<NumberOrPercentage> + Copy,
|
|
N: Animate + From<Number> + Into<NumberOrPercentage>,
|
|
LengthOrPercentage: From<L>,
|
|
Self: Copy,
|
|
{
|
|
#[inline]
|
|
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
|
|
if self.has_calc() || other.has_calc() {
|
|
// TODO: We need to treat calc value.
|
|
// https://bugzilla.mozilla.org/show_bug.cgi?id=1386967
|
|
return Err(());
|
|
}
|
|
|
|
let this = convert_to_number_or_percentage(*self);
|
|
let other = convert_to_number_or_percentage(*other);
|
|
|
|
match (this, other) {
|
|
(
|
|
NumberOrPercentage::Number(ref this),
|
|
NumberOrPercentage::Number(ref other),
|
|
) => {
|
|
Ok(convert_from_number_or_percentage(
|
|
NumberOrPercentage::Number(this.animate(other, procedure)?)
|
|
))
|
|
},
|
|
(
|
|
NumberOrPercentage::Percentage(ref this),
|
|
NumberOrPercentage::Percentage(ref other),
|
|
) => {
|
|
Ok(convert_from_number_or_percentage(
|
|
NumberOrPercentage::Percentage(this.animate(other, procedure)?)
|
|
))
|
|
},
|
|
_ => Err(()),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl<L> Animate for SVGLength<L>
|
|
where
|
|
L: Animate + Clone,
|
|
{
|
|
#[inline]
|
|
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
|
|
match (self, other) {
|
|
(&SVGLength::Length(ref this), &SVGLength::Length(ref other)) => {
|
|
Ok(SVGLength::Length(this.animate(other, procedure)?))
|
|
},
|
|
_ => Err(()),
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <https://www.w3.org/TR/SVG11/painting.html#StrokeDasharrayProperty>
|
|
impl<L> Animate for SVGStrokeDashArray<L>
|
|
where
|
|
L: Clone + Animate,
|
|
{
|
|
#[inline]
|
|
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
|
|
if matches!(procedure, Procedure::Add | Procedure::Accumulate { .. }) {
|
|
// Non-additive.
|
|
return Err(());
|
|
}
|
|
match (self, other) {
|
|
(&SVGStrokeDashArray::Values(ref this), &SVGStrokeDashArray::Values(ref other)) => {
|
|
Ok(SVGStrokeDashArray::Values(this.animate_repeatable_list(other, procedure)?))
|
|
},
|
|
_ => Err(()),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl<L> ComputeSquaredDistance for SVGStrokeDashArray<L>
|
|
where
|
|
L: ComputeSquaredDistance,
|
|
{
|
|
#[inline]
|
|
fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
|
|
match (self, other) {
|
|
(&SVGStrokeDashArray::Values(ref this), &SVGStrokeDashArray::Values(ref other)) => {
|
|
this.squared_distance_repeatable_list(other)
|
|
},
|
|
_ => Err(()),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl<L> ToAnimatedZero for SVGStrokeDashArray<L>
|
|
where
|
|
L: ToAnimatedZero,
|
|
{
|
|
#[inline]
|
|
fn to_animated_zero(&self) -> Result<Self, ()> {
|
|
match *self {
|
|
SVGStrokeDashArray::Values(ref values) => {
|
|
Ok(SVGStrokeDashArray::Values(
|
|
values.iter().map(ToAnimatedZero::to_animated_zero).collect::<Result<Vec<_>, _>>()?,
|
|
))
|
|
}
|
|
SVGStrokeDashArray::ContextValue => Ok(SVGStrokeDashArray::ContextValue),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl<O> Animate for SVGOpacity<O>
|
|
where
|
|
O: Animate + Clone,
|
|
{
|
|
#[inline]
|
|
fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
|
|
match (self, other) {
|
|
(&SVGOpacity::Opacity(ref this), &SVGOpacity::Opacity(ref other)) => {
|
|
Ok(SVGOpacity::Opacity(this.animate(other, procedure)?))
|
|
},
|
|
_ => Err(()),
|
|
}
|
|
}
|
|
}
|
|
|
|
<%
|
|
FILTER_FUNCTIONS = [ 'Blur', 'Brightness', 'Contrast', 'Grayscale',
|
|
'HueRotate', 'Invert', 'Opacity', 'Saturate',
|
|
'Sepia' ]
|
|
%>
|
|
|
|
/// <https://drafts.fxtf.org/filters/#animation-of-filters>
|
|
impl Animate for AnimatedFilter {
|
|
fn animate(
|
|
&self,
|
|
other: &Self,
|
|
procedure: Procedure,
|
|
) -> Result<Self, ()> {
|
|
match (self, other) {
|
|
% for func in ['Blur', 'Grayscale', 'HueRotate', 'Invert', 'Sepia']:
|
|
(&Filter::${func}(ref this), &Filter::${func}(ref other)) => {
|
|
Ok(Filter::${func}(this.animate(other, procedure)?))
|
|
},
|
|
% endfor
|
|
% for func in ['Brightness', 'Contrast', 'Opacity', 'Saturate']:
|
|
(&Filter::${func}(this), &Filter::${func}(other)) => {
|
|
Ok(Filter::${func}(animate_multiplicative_factor(this, other, procedure)?))
|
|
},
|
|
% endfor
|
|
% if product == "gecko":
|
|
(&Filter::DropShadow(ref this), &Filter::DropShadow(ref other)) => {
|
|
Ok(Filter::DropShadow(this.animate(other, procedure)?))
|
|
},
|
|
% endif
|
|
_ => Err(()),
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <http://dev.w3.org/csswg/css-transforms/#none-transform-animation>
|
|
impl ToAnimatedZero for AnimatedFilter {
|
|
fn to_animated_zero(&self) -> Result<Self, ()> {
|
|
match *self {
|
|
% for func in ['Blur', 'Grayscale', 'HueRotate', 'Invert', 'Sepia']:
|
|
Filter::${func}(ref this) => Ok(Filter::${func}(this.to_animated_zero()?)),
|
|
% endfor
|
|
% for func in ['Brightness', 'Contrast', 'Opacity', 'Saturate']:
|
|
Filter::${func}(_) => Ok(Filter::${func}(1.)),
|
|
% endfor
|
|
% if product == "gecko":
|
|
Filter::DropShadow(ref this) => Ok(Filter::DropShadow(this.to_animated_zero()?)),
|
|
% endif
|
|
_ => Err(()),
|
|
}
|
|
}
|
|
}
|
|
|
|
/// The category a property falls into for ordering purposes.
|
|
///
|
|
/// https://drafts.csswg.org/web-animations/#calculating-computed-keyframes
|
|
///
|
|
#[derive(Clone, Copy, Eq, Ord, PartialEq, PartialOrd)]
|
|
enum PropertyCategory {
|
|
Custom,
|
|
PhysicalLonghand,
|
|
LogicalLonghand,
|
|
Shorthand,
|
|
}
|
|
|
|
impl PropertyCategory {
|
|
fn of(id: &PropertyId) -> Self {
|
|
match *id {
|
|
PropertyId::Shorthand(..) |
|
|
PropertyId::ShorthandAlias(..) => PropertyCategory::Shorthand,
|
|
PropertyId::Longhand(id) |
|
|
PropertyId::LonghandAlias(id, ..) => {
|
|
if id.is_logical() {
|
|
PropertyCategory::LogicalLonghand
|
|
} else {
|
|
PropertyCategory::PhysicalLonghand
|
|
}
|
|
}
|
|
PropertyId::Custom(..) => PropertyCategory::Custom,
|
|
}
|
|
}
|
|
}
|
|
|
|
/// A comparator to sort PropertyIds such that physical longhands are sorted
|
|
/// before logical longhands and shorthands, shorthands with fewer components
|
|
/// are sorted before shorthands with more components, and otherwise shorthands
|
|
/// are sorted by IDL name as defined by [Web Animations][property-order].
|
|
///
|
|
/// Using this allows us to prioritize values specified by longhands (or smaller
|
|
/// shorthand subsets) when longhands and shorthands are both specified on the
|
|
/// one keyframe.
|
|
///
|
|
/// [property-order] https://drafts.csswg.org/web-animations/#calculating-computed-keyframes
|
|
pub fn compare_property_priority(a: &PropertyId, b: &PropertyId) -> cmp::Ordering {
|
|
let a_category = PropertyCategory::of(a);
|
|
let b_category = PropertyCategory::of(b);
|
|
|
|
if a_category != b_category {
|
|
return a_category.cmp(&b_category);
|
|
}
|
|
|
|
if a_category == PropertyCategory::Shorthand {
|
|
let a = a.as_shorthand().unwrap();
|
|
let b = b.as_shorthand().unwrap();
|
|
// Within shorthands, sort by the number of subproperties, then by IDL
|
|
// name.
|
|
let subprop_count_a = a.longhands().count();
|
|
let subprop_count_b = b.longhands().count();
|
|
return subprop_count_a.cmp(&subprop_count_b).then_with(|| {
|
|
get_idl_name_sort_order(a).cmp(&get_idl_name_sort_order(b))
|
|
});
|
|
}
|
|
|
|
cmp::Ordering::Equal
|
|
}
|
|
|
|
fn get_idl_name_sort_order(shorthand: ShorthandId) -> u32 {
|
|
<%
|
|
# Sort by IDL name.
|
|
sorted_shorthands = sorted(data.shorthands, key=lambda p: to_idl_name(p.ident))
|
|
|
|
# Annotate with sorted position
|
|
sorted_shorthands = [(p, position) for position, p in enumerate(sorted_shorthands)]
|
|
%>
|
|
match shorthand {
|
|
% for property, position in sorted_shorthands:
|
|
ShorthandId::${property.camel_case} => ${position},
|
|
% endfor
|
|
}
|
|
}
|