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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 17:32:43 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-07 17:32:43 +0000
commit6bf0a5cb5034a7e684dcc3500e841785237ce2dd (patch)
treea68f146d7fa01f0134297619fbe7e33db084e0aa /servo/components/style/values/animated/transform.rs
parentInitial commit. (diff)
downloadthunderbird-6bf0a5cb5034a7e684dcc3500e841785237ce2dd.tar.xz
thunderbird-6bf0a5cb5034a7e684dcc3500e841785237ce2dd.zip
Adding upstream version 1:115.7.0.upstream/1%115.7.0upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'servo/components/style/values/animated/transform.rs')
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+/* This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at https://mozilla.org/MPL/2.0/. */
+
+//! Animated types for transform.
+// There are still some implementation on Matrix3D in animated_properties.mako.rs
+// because they still need mako to generate the code.
+
+use super::animate_multiplicative_factor;
+use super::{Animate, Procedure, ToAnimatedZero};
+use crate::values::computed::transform::Rotate as ComputedRotate;
+use crate::values::computed::transform::Scale as ComputedScale;
+use crate::values::computed::transform::Transform as ComputedTransform;
+use crate::values::computed::transform::TransformOperation as ComputedTransformOperation;
+use crate::values::computed::transform::Translate as ComputedTranslate;
+use crate::values::computed::transform::{DirectionVector, Matrix, Matrix3D};
+use crate::values::computed::Angle;
+use crate::values::computed::{Length, LengthPercentage};
+use crate::values::computed::{Number, Percentage};
+use crate::values::distance::{ComputeSquaredDistance, SquaredDistance};
+use crate::values::generics::transform::{self, Transform, TransformOperation};
+use crate::values::generics::transform::{Rotate, Scale, Translate};
+use crate::values::CSSFloat;
+use crate::Zero;
+use std::cmp;
+
+// ------------------------------------
+// Animations for Matrix/Matrix3D.
+// ------------------------------------
+/// 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,
+}
+
+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)?,
+ })
+ }
+}
+
+/// 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);
+
+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)?,
+ ))
+ }
+}
+
+/// 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 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 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 = rotate_matrix.multiply(&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
+ }
+}
+
+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);
+ 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 this = Matrix3D::from(*self);
+ let other = Matrix3D::from(*other);
+ let from = decompose_2d_matrix(&this)?;
+ let to = decompose_2d_matrix(&other)?;
+ Matrix3D::from(from.animate(&to, procedure)?).into_2d()
+ }
+}
+
+/// A 3d translation.
+#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
+#[derive(Animate, Clone, ComputeSquaredDistance, Copy, Debug)]
+pub struct Translate3D(pub f32, pub f32, pub f32);
+
+/// A 3d scale function.
+#[derive(Clone, ComputeSquaredDistance, Copy, Debug)]
+#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
+pub struct Scale3D(pub f32, pub f32, pub f32);
+
+impl Scale3D {
+ /// Negate self.
+ fn negate(&mut self) {
+ self.0 *= -1.0;
+ self.1 *= -1.0;
+ self.2 *= -1.0;
+ }
+}
+
+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)?,
+ ))
+ }
+}
+
+/// A 3d skew function.
+#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
+#[derive(Animate, Clone, Copy, Debug)]
+pub struct Skew(f32, f32, f32);
+
+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())?)
+ }
+}
+
+/// A 3d perspective transformation.
+#[derive(Clone, ComputeSquaredDistance, Copy, Debug)]
+#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
+pub struct Perspective(pub f32, pub f32, pub f32, pub f32);
+
+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)?,
+ ))
+ }
+}
+
+/// A quaternion used to represent a rotation.
+#[derive(Clone, Copy, Debug)]
+#[cfg_attr(feature = "servo", derive(MallocSizeOf))]
+pub struct Quaternion(f64, f64, f64, f64);
+
+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
+ }
+
+ /// Return the scaled quaternion by a factor.
+ #[inline]
+ fn scale(&self, factor: f64) -> Self {
+ Quaternion(
+ self.0 * factor,
+ self.1 * factor,
+ self.2 * factor,
+ self.3 * factor,
+ )
+ }
+}
+
+impl Animate for Quaternion {
+ fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
+ 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;
+ scaled_self.0 *= scale;
+ scaled_self.1 *= scale;
+ scaled_self.2 *= scale;
+ 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.abs() == 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 left = self.scale(left_weight);
+ let right = other.scale(right_weight);
+
+ 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))
+ }
+}
+
+/// 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 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
+ matrix.set_perspective(&decomposed.perspective);
+
+ // Apply translation
+ matrix.apply_translate(&decomposed.translate);
+
+ // 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 = rotation_matrix.multiply(&matrix);
+ }
+
+ // Apply skew
+ {
+ let mut temp = Matrix3D::identity();
+ if decomposed.skew.2 != 0.0 {
+ temp.m32 = decomposed.skew.2;
+ matrix = temp.multiply(&matrix);
+ temp.m32 = 0.0;
+ }
+
+ if decomposed.skew.1 != 0.0 {
+ temp.m31 = decomposed.skew.1;
+ matrix = temp.multiply(&matrix);
+ temp.m31 = 0.0;
+ }
+
+ if decomposed.skew.0 != 0.0 {
+ temp.m21 = decomposed.skew.0;
+ matrix = temp.multiply(&matrix);
+ }
+ }
+
+ // Apply scale
+ matrix.apply_scale(&decomposed.scale);
+
+ matrix
+ }
+}
+
+/// 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, ()> {
+ // Combine 2 point.
+ let combine = |a: [f32; 3], b: [f32; 3], ascl: f32, bscl: f32| {
+ [
+ (ascl * a[0]) + (bscl * b[0]),
+ (ascl * a[1]) + (bscl * b[1]),
+ (ascl * a[2]) + (bscl * b[2]),
+ ]
+ };
+ // Dot product.
+ let dot = |a: [f32; 3], b: [f32; 3]| a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
+ // Cross product.
+ let cross = |row1: [f32; 3], row2: [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],
+ ]
+ };
+
+ if matrix.m44 == 0.0 {
+ return Err(());
+ }
+
+ let scaling_factor = matrix.m44;
+
+ // Normalize the matrix.
+ matrix.scale_by_factor(1.0 / scaling_factor);
+
+ // 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 = matrix.get_matrix_3x3_part();
+
+ // 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 {
+ scale.negate();
+ for i in 0..3 {
+ row[i][0] *= -1.0;
+ row[i][1] *= -1.0;
+ row[i][2] *= -1.0;
+ }
+ }
+
+ // 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,
+ ),
+ })
+}
+
+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)?)
+ };
+ // 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.
+ Ok(Matrix3D::from(from.animate(&to, procedure)?))
+ }
+}
+
+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)
+ }
+}
+
+// ------------------------------------
+// Animation for Transform list.
+// ------------------------------------
+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,
+ // Match functions that have the same primitive transform function
+ (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 transforms
+ _ => false,
+ }
+}
+
+/// <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;
+
+ // Addition for transforms simply means appending to the list of
+ // transform functions. This is different to how we handle the other
+ // animation procedures so we treat it separately here rather than
+ // handling it in TransformOperation.
+ if procedure == Procedure::Add {
+ let result = self.0.iter().chain(&*other.0).cloned().collect();
+ return Ok(Transform(result));
+ }
+
+ let this = Cow::Borrowed(&self.0);
+ let other = Cow::Borrowed(&other.0);
+
+ // Interpolate the common prefix
+ let mut result = this
+ .iter()
+ .zip(other.iter())
+ .take_while(|(this, other)| is_matched_operation(this, other))
+ .map(|(this, other)| this.animate(other, procedure))
+ .collect::<Result<Vec<_>, _>>()?;
+
+ // Deal with the remainders
+ let this_remainder = if this.len() > result.len() {
+ Some(&this[result.len()..])
+ } else {
+ None
+ };
+ let other_remainder = if other.len() > result.len() {
+ Some(&other[result.len()..])
+ } else {
+ None
+ };
+
+ match (this_remainder, other_remainder) {
+ // If there is a remainder from *both* lists we must have had mismatched functions.
+ // => Add the remainders to a suitable ___Matrix function.
+ (Some(this_remainder), Some(other_remainder)) => {
+ result.push(TransformOperation::animate_mismatched_transforms(
+ this_remainder,
+ other_remainder,
+ procedure,
+ )?);
+ },
+ // If there is a remainder from just one list, then one list must be shorter but
+ // completely match the type of the corresponding functions in the longer list.
+ // => Interpolate the remainder with identity transforms.
+ (Some(remainder), None) | (None, Some(remainder)) => {
+ let fill_right = this_remainder.is_some();
+ result.append(
+ &mut remainder
+ .iter()
+ .map(|transform| {
+ let identity = transform.to_animated_zero().unwrap();
+
+ match transform {
+ TransformOperation::AccumulateMatrix { .. } |
+ TransformOperation::InterpolateMatrix { .. } => {
+ let (from, to) = if fill_right {
+ (transform, &identity)
+ } else {
+ (&identity, transform)
+ };
+
+ TransformOperation::animate_mismatched_transforms(
+ &[from.clone()],
+ &[to.clone()],
+ procedure,
+ )
+ },
+ _ => {
+ let (lhs, rhs) = if fill_right {
+ (transform, &identity)
+ } else {
+ (&identity, transform)
+ };
+ lhs.animate(rhs, procedure)
+ },
+ }
+ })
+ .collect::<Result<Vec<_>, _>>()?,
+ );
+ },
+ (None, None) => {},
+ }
+
+ Ok(Transform(result.into()))
+ }
+}
+
+impl ComputeSquaredDistance for ComputedTransform {
+ #[inline]
+ fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
+ let squared_dist = super::lists::with_zero::squared_distance(&self.0, &other.0);
+
+ // Roll back to matrix interpolation if there is any Err(()) in the
+ // transform lists, such as mismatched transform functions.
+ //
+ // FIXME: Using a zero size here seems a bit sketchy but matches the
+ // previous behavior.
+ if squared_dist.is_err() {
+ let rect = euclid::Rect::zero();
+ let matrix1: Matrix3D = self.to_transform_3d_matrix(Some(&rect))?.0.into();
+ let matrix2: Matrix3D = other.to_transform_3d_matrix(Some(&rect))?.0.into();
+ return matrix1.compute_squared_distance(&matrix2);
+ }
+
+ squared_dist
+ }
+}
+
+/// <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, ref fy),
+ &TransformOperation::Skew(ref tx, ref ty),
+ ) => Ok(TransformOperation::Skew(
+ fx.animate(tx, procedure)?,
+ fy.animate(ty, 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, ref fy),
+ &TransformOperation::Translate(ref tx, ref ty),
+ ) => Ok(TransformOperation::Translate(
+ fx.animate(tx, procedure)?,
+ fy.animate(ty, 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 fx, ref fy),
+ &TransformOperation::Scale(ref tx, ref ty),
+ ) => Ok(TransformOperation::Scale(
+ animate_multiplicative_factor(*fx, *tx, procedure)?,
+ animate_multiplicative_factor(*fy, *ty, 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),
+ ) => {
+ use crate::values::computed::CSSPixelLength;
+ use crate::values::generics::transform::create_perspective_matrix;
+
+ // From https://drafts.csswg.org/css-transforms-2/#interpolation-of-transform-functions:
+ //
+ // The transform functions matrix(), matrix3d() and
+ // perspective() get converted into 4x4 matrices first and
+ // interpolated as defined in section Interpolation of
+ // Matrices afterwards.
+ //
+ let from = create_perspective_matrix(fd.infinity_or(|l| l.px()));
+ let to = create_perspective_matrix(td.infinity_or(|l| l.px()));
+
+ let interpolated = Matrix3D::from(from).animate(&Matrix3D::from(to), procedure)?;
+
+ let decomposed = decompose_3d_matrix(interpolated)?;
+ let perspective_z = decomposed.perspective.2;
+ // Clamp results outside of the -1 to 0 range so that we get perspective
+ // function values between 1 and infinity.
+ let used_value = if perspective_z >= 0. {
+ transform::PerspectiveFunction::None
+ } else {
+ transform::PerspectiveFunction::Length(CSSPixelLength::new(
+ if perspective_z <= -1. {
+ 1.
+ } else {
+ -1. / perspective_z
+ },
+ ))
+ };
+ Ok(TransformOperation::Perspective(used_value))
+ },
+ _ 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(()),
+ }
+ }
+}
+
+impl ComputedTransformOperation {
+ /// If there are no size dependencies, we try to animate in-place, to avoid
+ /// creating deeply nested Interpolate* operations.
+ fn try_animate_mismatched_transforms_in_place(
+ left: &[Self],
+ right: &[Self],
+ procedure: Procedure,
+ ) -> Result<Self, ()> {
+ let (left, _left_3d) = Transform::components_to_transform_3d_matrix(left, None)?;
+ let (right, _right_3d) = Transform::components_to_transform_3d_matrix(right, None)?;
+ Ok(Self::Matrix3D(
+ Matrix3D::from(left).animate(&Matrix3D::from(right), procedure)?,
+ ))
+ }
+
+ fn animate_mismatched_transforms(
+ left: &[Self],
+ right: &[Self],
+ procedure: Procedure,
+ ) -> Result<Self, ()> {
+ if let Ok(op) = Self::try_animate_mismatched_transforms_in_place(left, right, procedure) {
+ return Ok(op);
+ }
+ let from_list = Transform(left.to_vec().into());
+ let to_list = Transform(right.to_vec().into());
+ Ok(match procedure {
+ Procedure::Add => {
+ debug_assert!(false, "Addition should've been handled earlier");
+ return Err(());
+ },
+ Procedure::Interpolate { progress } => Self::InterpolateMatrix {
+ from_list,
+ to_list,
+ progress: Percentage(progress as f32),
+ },
+ Procedure::Accumulate { count } => Self::AccumulateMatrix {
+ from_list,
+ to_list,
+ 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, ()> {
+ 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),
+ ) => {
+ // 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.
+ let basis = Length::new(0.);
+ let fx = fx.resolve(basis).px();
+ let fy = fy.resolve(basis).px();
+ let tx = tx.resolve(basis).px();
+ let ty = ty.resolve(basis).px();
+
+ 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),
+ ) => Rotate::Rotate3D(fx, fy, fz, fa)
+ .compute_squared_distance(&Rotate::Rotate3D(tx, ty, tz, ta)),
+ (&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
+ .infinity_or(|l| l.px())
+ .compute_squared_distance(&td.infinity_or(|l| l.px())),
+ (&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();
+ let p = p.infinity_or(|p| p.px());
+ if p >= 0. {
+ p_matrix.m34 = -1. / p.max(1.);
+ }
+ 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(()),
+ }
+ }
+}
+
+// ------------------------------------
+// Individual transforms.
+// ------------------------------------
+/// <https://drafts.csswg.org/css-transforms-2/#propdef-rotate>
+impl ComputedRotate {
+ fn resolve(&self) -> (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 *self {
+ 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, ()> {
+ match (self, other) {
+ (&Rotate::None, &Rotate::None) => Ok(Rotate::None),
+ (&Rotate::Rotate3D(fx, fy, fz, fa), &Rotate::None) => {
+ // We always normalize direction vector for rotate3d() first, so we should also
+ // apply the same rule for rotate property. In other words, we promote none into
+ // a 3d rotate, and normalize both direction vector first, and then do
+ // interpolation.
+ let (fx, fy, fz, fa) = transform::get_normalized_vector_and_angle(fx, fy, fz, fa);
+ Ok(Rotate::Rotate3D(
+ fx,
+ fy,
+ fz,
+ fa.animate(&Angle::zero(), procedure)?,
+ ))
+ },
+ (&Rotate::None, &Rotate::Rotate3D(tx, ty, tz, ta)) => {
+ // Normalize direction vector first.
+ let (tx, ty, tz, ta) = transform::get_normalized_vector_and_angle(tx, ty, tz, ta);
+ Ok(Rotate::Rotate3D(
+ tx,
+ ty,
+ tz,
+ Angle::zero().animate(&ta, procedure)?,
+ ))
+ },
+ (&Rotate::Rotate3D(_, ..), _) | (_, &Rotate::Rotate3D(_, ..)) => {
+ let (from, to) = (self.resolve(), other.resolve());
+ let (mut fx, mut fy, mut fz, fa) =
+ transform::get_normalized_vector_and_angle(from.0, from.1, from.2, from.3);
+ let (mut tx, mut ty, mut tz, ta) =
+ transform::get_normalized_vector_and_angle(to.0, to.1, to.2, to.3);
+
+ if fa == Angle::from_degrees(0.) {
+ fx = tx;
+ fy = ty;
+ fz = tz;
+ } else if ta == Angle::from_degrees(0.) {
+ tx = fx;
+ ty = fy;
+ tz = fz;
+ }
+
+ 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)))
+ },
+ (&Rotate::Rotate(_), _) | (_, &Rotate::Rotate(_)) => {
+ // If this is a 2D rotation, we just animate the <angle>
+ let (from, to) = (self.resolve().3, other.resolve().3);
+ Ok(Rotate::Rotate(from.animate(&to, procedure)?))
+ },
+ }
+ }
+}
+
+impl ComputeSquaredDistance for ComputedRotate {
+ #[inline]
+ fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
+ match (self, other) {
+ (&Rotate::None, &Rotate::None) => Ok(SquaredDistance::from_sqrt(0.)),
+ (&Rotate::Rotate3D(_, _, _, a), &Rotate::None) |
+ (&Rotate::None, &Rotate::Rotate3D(_, _, _, a)) => {
+ a.compute_squared_distance(&Angle::zero())
+ },
+ (&Rotate::Rotate3D(_, ..), _) | (_, &Rotate::Rotate3D(_, ..)) => {
+ let (from, to) = (self.resolve(), other.resolve());
+ let (mut fx, mut fy, mut fz, angle1) =
+ transform::get_normalized_vector_and_angle(from.0, from.1, from.2, from.3);
+ let (mut tx, mut ty, mut tz, angle2) =
+ transform::get_normalized_vector_and_angle(to.0, to.1, to.2, to.3);
+
+ if angle1 == Angle::zero() {
+ fx = tx;
+ fy = ty;
+ fz = tz;
+ } else if angle2 == Angle::zero() {
+ tx = fx;
+ ty = fy;
+ tz = fz;
+ }
+
+ 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)
+ }
+ },
+ (&Rotate::Rotate(_), _) | (_, &Rotate::Rotate(_)) => self
+ .resolve()
+ .3
+ .compute_squared_distance(&other.resolve().3),
+ }
+ }
+}
+
+/// <https://drafts.csswg.org/css-transforms-2/#propdef-translate>
+impl ComputedTranslate {
+ fn resolve(&self) -> (LengthPercentage, LengthPercentage, Length) {
+ // According to the spec:
+ // https://drafts.csswg.org/css-transforms-2/#individual-transforms
+ //
+ // Unspecified translations default to 0px
+ match *self {
+ Translate::None => (
+ LengthPercentage::zero(),
+ LengthPercentage::zero(),
+ Length::zero(),
+ ),
+ Translate::Translate(ref tx, ref ty, ref tz) => (tx.clone(), ty.clone(), tz.clone()),
+ }
+ }
+}
+
+impl Animate for ComputedTranslate {
+ #[inline]
+ fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
+ match (self, other) {
+ (&Translate::None, &Translate::None) => Ok(Translate::None),
+ (&Translate::Translate(_, ..), _) | (_, &Translate::Translate(_, ..)) => {
+ let (from, to) = (self.resolve(), other.resolve());
+ Ok(Translate::Translate(
+ from.0.animate(&to.0, procedure)?,
+ from.1.animate(&to.1, procedure)?,
+ from.2.animate(&to.2, procedure)?,
+ ))
+ },
+ }
+ }
+}
+
+impl ComputeSquaredDistance for ComputedTranslate {
+ #[inline]
+ fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
+ let (from, to) = (self.resolve(), other.resolve());
+ Ok(from.0.compute_squared_distance(&to.0)? +
+ from.1.compute_squared_distance(&to.1)? +
+ from.2.compute_squared_distance(&to.2)?)
+ }
+}
+
+/// <https://drafts.csswg.org/css-transforms-2/#propdef-scale>
+impl ComputedScale {
+ fn resolve(&self) -> (Number, Number, Number) {
+ // According to the spec:
+ // https://drafts.csswg.org/css-transforms-2/#individual-transforms
+ //
+ // Unspecified scales default to 1
+ match *self {
+ Scale::None => (1.0, 1.0, 1.0),
+ Scale::Scale(sx, sy, sz) => (sx, sy, sz),
+ }
+ }
+}
+
+impl Animate for ComputedScale {
+ #[inline]
+ fn animate(&self, other: &Self, procedure: Procedure) -> Result<Self, ()> {
+ match (self, other) {
+ (&Scale::None, &Scale::None) => Ok(Scale::None),
+ (&Scale::Scale(_, ..), _) | (_, &Scale::Scale(_, ..)) => {
+ let (from, to) = (self.resolve(), other.resolve());
+ // For transform lists, we add by appending to the list of
+ // transform functions. However, ComputedScale cannot be
+ // simply concatenated, so we have to calculate the additive
+ // result here.
+ if procedure == Procedure::Add {
+ // scale(x1,y1,z1)*scale(x2,y2,z2) = scale(x1*x2, y1*y2, z1*z2)
+ return Ok(Scale::Scale(from.0 * to.0, from.1 * to.1, from.2 * to.2));
+ }
+ Ok(Scale::Scale(
+ animate_multiplicative_factor(from.0, to.0, procedure)?,
+ animate_multiplicative_factor(from.1, to.1, procedure)?,
+ animate_multiplicative_factor(from.2, to.2, procedure)?,
+ ))
+ },
+ }
+ }
+}
+
+impl ComputeSquaredDistance for ComputedScale {
+ #[inline]
+ fn compute_squared_distance(&self, other: &Self) -> Result<SquaredDistance, ()> {
+ let (from, to) = (self.resolve(), other.resolve());
+ Ok(from.0.compute_squared_distance(&to.0)? +
+ from.1.compute_squared_distance(&to.1)? +
+ from.2.compute_squared_distance(&to.2)?)
+ }
+}