From 6bf0a5cb5034a7e684dcc3500e841785237ce2dd Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Sun, 7 Apr 2024 19:32:43 +0200 Subject: Adding upstream version 1:115.7.0. Signed-off-by: Daniel Baumann --- .../components/style/values/computed/transform.rs | 558 +++++++++++++++++++++ 1 file changed, 558 insertions(+) create mode 100644 servo/components/style/values/computed/transform.rs (limited to 'servo/components/style/values/computed/transform.rs') diff --git a/servo/components/style/values/computed/transform.rs b/servo/components/style/values/computed/transform.rs new file mode 100644 index 0000000000..d70349ee0f --- /dev/null +++ b/servo/components/style/values/computed/transform.rs @@ -0,0 +1,558 @@ +/* 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/. */ + +//! Computed types for CSS values that are related to transformations. + +use super::CSSFloat; +use crate::values::animated::transform::{Perspective, Scale3D, Translate3D}; +use crate::values::animated::ToAnimatedZero; +use crate::values::computed::{Angle, Integer, Length, LengthPercentage, Number, Percentage}; +use crate::values::generics::transform as generic; +use crate::Zero; +use euclid::default::{Transform3D, Vector3D}; + +pub use crate::values::generics::transform::TransformStyle; + +/// A single operation in a computed CSS `transform` +pub type TransformOperation = + generic::GenericTransformOperation; +/// A computed CSS `transform` +pub type Transform = generic::GenericTransform; + +/// The computed value of a CSS `` +pub type TransformOrigin = + generic::GenericTransformOrigin; + +/// The computed value of the `perspective()` transform function. +pub type PerspectiveFunction = generic::PerspectiveFunction; + +/// A vector to represent the direction vector (rotate axis) for Rotate3D. +pub type DirectionVector = Vector3D; + +impl TransformOrigin { + /// Returns the initial computed value for `transform-origin`. + #[inline] + pub fn initial_value() -> Self { + Self::new( + LengthPercentage::new_percent(Percentage(0.5)), + LengthPercentage::new_percent(Percentage(0.5)), + Length::new(0.), + ) + } +} + +/// computed value of matrix3d() +pub type Matrix3D = generic::Matrix3D; + +/// computed value of matrix() +pub type Matrix = generic::Matrix; + +// we rustfmt_skip here because we want the matrices to look like +// matrices instead of being split across lines +#[cfg_attr(rustfmt, rustfmt_skip)] +impl Matrix3D { + /// Get an identity matrix + #[inline] + pub fn identity() -> Self { + Self { + m11: 1.0, m12: 0.0, m13: 0.0, m14: 0.0, + m21: 0.0, m22: 1.0, m23: 0.0, m24: 0.0, + m31: 0.0, m32: 0.0, m33: 1.0, m34: 0.0, + m41: 0., m42: 0., m43: 0., m44: 1.0 + } + } + + /// Convert to a 2D Matrix + #[inline] + pub fn into_2d(self) -> Result { + if self.m13 == 0. && self.m23 == 0. && + self.m31 == 0. && self.m32 == 0. && + self.m33 == 1. && self.m34 == 0. && + self.m14 == 0. && self.m24 == 0. && + self.m43 == 0. && self.m44 == 1. { + Ok(Matrix { + a: self.m11, c: self.m21, e: self.m41, + b: self.m12, d: self.m22, f: self.m42, + }) + } else { + Err(()) + } + } + + /// Return true if this has 3D components. + #[inline] + pub 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 + } + + /// Return determinant value. + #[inline] + pub 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. + #[inline] + pub fn transpose(&self) -> Self { + Self { + m11: self.m11, m12: self.m21, m13: self.m31, m14: self.m41, + m21: self.m12, m22: self.m22, m23: self.m32, m24: self.m42, + m31: self.m13, m32: self.m23, m33: self.m33, m34: self.m43, + m41: self.m14, m42: self.m24, m43: self.m34, m44: self.m44, + } + } + + /// Return inverse matrix. + pub fn inverse(&self) -> Result { + 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) + } + + /// Multiply `pin * self`. + #[inline] + pub fn pre_mul_point4(&self, pin: &[f32; 4]) -> [f32; 4] { + [ + pin[0] * self.m11 + pin[1] * self.m21 + pin[2] * self.m31 + pin[3] * self.m41, + pin[0] * self.m12 + pin[1] * self.m22 + pin[2] * self.m32 + pin[3] * self.m42, + pin[0] * self.m13 + pin[1] * self.m23 + pin[2] * self.m33 + pin[3] * self.m43, + pin[0] * self.m14 + pin[1] * self.m24 + pin[2] * self.m34 + pin[3] * self.m44, + ] + } + + /// Return the multiplication of two 4x4 matrices. + #[inline] + pub fn multiply(&self, other: &Self) -> Self { + Matrix3D { + m11: self.m11 * other.m11 + self.m12 * other.m21 + + self.m13 * other.m31 + self.m14 * other.m41, + m12: self.m11 * other.m12 + self.m12 * other.m22 + + self.m13 * other.m32 + self.m14 * other.m42, + m13: self.m11 * other.m13 + self.m12 * other.m23 + + self.m13 * other.m33 + self.m14 * other.m43, + m14: self.m11 * other.m14 + self.m12 * other.m24 + + self.m13 * other.m34 + self.m14 * other.m44, + m21: self.m21 * other.m11 + self.m22 * other.m21 + + self.m23 * other.m31 + self.m24 * other.m41, + m22: self.m21 * other.m12 + self.m22 * other.m22 + + self.m23 * other.m32 + self.m24 * other.m42, + m23: self.m21 * other.m13 + self.m22 * other.m23 + + self.m23 * other.m33 + self.m24 * other.m43, + m24: self.m21 * other.m14 + self.m22 * other.m24 + + self.m23 * other.m34 + self.m24 * other.m44, + m31: self.m31 * other.m11 + self.m32 * other.m21 + + self.m33 * other.m31 + self.m34 * other.m41, + m32: self.m31 * other.m12 + self.m32 * other.m22 + + self.m33 * other.m32 + self.m34 * other.m42, + m33: self.m31 * other.m13 + self.m32 * other.m23 + + self.m33 * other.m33 + self.m34 * other.m43, + m34: self.m31 * other.m14 + self.m32 * other.m24 + + self.m33 * other.m34 + self.m34 * other.m44, + m41: self.m41 * other.m11 + self.m42 * other.m21 + + self.m43 * other.m31 + self.m44 * other.m41, + m42: self.m41 * other.m12 + self.m42 * other.m22 + + self.m43 * other.m32 + self.m44 * other.m42, + m43: self.m41 * other.m13 + self.m42 * other.m23 + + self.m43 * other.m33 + self.m44 * other.m43, + m44: self.m41 * other.m14 + self.m42 * other.m24 + + self.m43 * other.m34 + self.m44 * other.m44, + } + } + + /// Scale the matrix by a factor. + #[inline] + pub fn scale_by_factor(&mut self, scaling_factor: CSSFloat) { + self.m11 *= scaling_factor; + self.m12 *= scaling_factor; + self.m13 *= scaling_factor; + self.m14 *= scaling_factor; + self.m21 *= scaling_factor; + self.m22 *= scaling_factor; + self.m23 *= scaling_factor; + self.m24 *= scaling_factor; + self.m31 *= scaling_factor; + self.m32 *= scaling_factor; + self.m33 *= scaling_factor; + self.m34 *= scaling_factor; + self.m41 *= scaling_factor; + self.m42 *= scaling_factor; + self.m43 *= scaling_factor; + self.m44 *= scaling_factor; + } + + /// Return the matrix 3x3 part (top-left corner). + /// This is used by retrieving the scale and shear factors + /// during decomposing a 3d matrix. + #[inline] + pub fn get_matrix_3x3_part(&self) -> [[f32; 3]; 3] { + [ + [ self.m11, self.m12, self.m13 ], + [ self.m21, self.m22, self.m23 ], + [ self.m31, self.m32, self.m33 ], + ] + } + + /// Set perspective on the matrix. + #[inline] + pub fn set_perspective(&mut self, perspective: &Perspective) { + self.m14 = perspective.0; + self.m24 = perspective.1; + self.m34 = perspective.2; + self.m44 = perspective.3; + } + + /// Apply translate on the matrix. + #[inline] + pub fn apply_translate(&mut self, translate: &Translate3D) { + self.m41 += translate.0 * self.m11 + translate.1 * self.m21 + translate.2 * self.m31; + self.m42 += translate.0 * self.m12 + translate.1 * self.m22 + translate.2 * self.m32; + self.m43 += translate.0 * self.m13 + translate.1 * self.m23 + translate.2 * self.m33; + self.m44 += translate.0 * self.m14 + translate.1 * self.m24 + translate.2 * self.m34; + } + + /// Apply scale on the matrix. + #[inline] + pub fn apply_scale(&mut self, scale: &Scale3D) { + self.m11 *= scale.0; + self.m12 *= scale.0; + self.m13 *= scale.0; + self.m14 *= scale.0; + self.m21 *= scale.1; + self.m22 *= scale.1; + self.m23 *= scale.1; + self.m24 *= scale.1; + self.m31 *= scale.2; + self.m32 *= scale.2; + self.m33 *= scale.2; + self.m34 *= scale.2; + } +} + +#[cfg_attr(rustfmt, rustfmt_skip)] +impl Matrix { + #[inline] + /// Get an identity matrix + pub fn identity() -> Self { + Self { + a: 1., c: 0., /* 0 0*/ + b: 0., d: 1., /* 0 0*/ + /* 0 0 1 0 */ + e: 0., f: 0., /* 0 1 */ + } + } +} + +#[cfg_attr(rustfmt, rustfmt_skip)] +impl From for Matrix3D { + fn from(m: Matrix) -> Self { + Self { + m11: m.a, m12: m.b, m13: 0.0, m14: 0.0, + m21: m.c, m22: m.d, m23: 0.0, m24: 0.0, + m31: 0.0, m32: 0.0, m33: 1.0, m34: 0.0, + m41: m.e, m42: m.f, m43: 0.0, m44: 1.0 + } + } +} + +#[cfg_attr(rustfmt, rustfmt_skip)] +impl From> for Matrix3D { + #[inline] + fn from(m: Transform3D) -> Self { + Matrix3D { + m11: m.m11, m12: m.m12, m13: m.m13, m14: m.m14, + m21: m.m21, m22: m.m22, m23: m.m23, m24: m.m24, + m31: m.m31, m32: m.m32, m33: m.m33, m34: m.m34, + m41: m.m41, m42: m.m42, m43: m.m43, m44: m.m44 + } + } +} + +impl TransformOperation { + /// Convert to a Translate3D. + /// + /// Must be called on a Translate function + pub fn to_translate_3d(&self) -> Self { + match *self { + generic::TransformOperation::Translate3D(..) => self.clone(), + generic::TransformOperation::TranslateX(ref x) => { + generic::TransformOperation::Translate3D( + x.clone(), + LengthPercentage::zero(), + Length::zero(), + ) + }, + generic::TransformOperation::Translate(ref x, ref y) => { + generic::TransformOperation::Translate3D(x.clone(), y.clone(), Length::zero()) + }, + generic::TransformOperation::TranslateY(ref y) => { + generic::TransformOperation::Translate3D( + LengthPercentage::zero(), + y.clone(), + Length::zero(), + ) + }, + generic::TransformOperation::TranslateZ(ref z) => { + generic::TransformOperation::Translate3D( + LengthPercentage::zero(), + LengthPercentage::zero(), + z.clone(), + ) + }, + _ => unreachable!(), + } + } + + /// Convert to a Rotate3D. + /// + /// Must be called on a Rotate function. + pub fn to_rotate_3d(&self) -> Self { + match *self { + generic::TransformOperation::Rotate3D(..) => self.clone(), + generic::TransformOperation::RotateZ(ref angle) | + generic::TransformOperation::Rotate(ref angle) => { + generic::TransformOperation::Rotate3D(0., 0., 1., angle.clone()) + }, + generic::TransformOperation::RotateX(ref angle) => { + generic::TransformOperation::Rotate3D(1., 0., 0., angle.clone()) + }, + generic::TransformOperation::RotateY(ref angle) => { + generic::TransformOperation::Rotate3D(0., 1., 0., angle.clone()) + }, + _ => unreachable!(), + } + } + + /// Convert to a Scale3D. + /// + /// Must be called on a Scale function + pub fn to_scale_3d(&self) -> Self { + match *self { + generic::TransformOperation::Scale3D(..) => self.clone(), + generic::TransformOperation::Scale(x, y) => { + generic::TransformOperation::Scale3D(x, y, 1.) + }, + generic::TransformOperation::ScaleX(x) => { + generic::TransformOperation::Scale3D(x, 1., 1.) + }, + generic::TransformOperation::ScaleY(y) => { + generic::TransformOperation::Scale3D(1., y, 1.) + }, + generic::TransformOperation::ScaleZ(z) => { + generic::TransformOperation::Scale3D(1., 1., z) + }, + _ => unreachable!(), + } + } +} + +/// Build an equivalent 'identity transform function list' based +/// on an existing transform list. +/// http://dev.w3.org/csswg/css-transforms/#none-transform-animation +impl ToAnimatedZero for TransformOperation { + fn to_animated_zero(&self) -> Result { + match *self { + generic::TransformOperation::Matrix3D(..) => { + Ok(generic::TransformOperation::Matrix3D(Matrix3D::identity())) + }, + generic::TransformOperation::Matrix(..) => { + Ok(generic::TransformOperation::Matrix(Matrix::identity())) + }, + generic::TransformOperation::Skew(sx, sy) => Ok(generic::TransformOperation::Skew( + sx.to_animated_zero()?, + sy.to_animated_zero()?, + )), + generic::TransformOperation::SkewX(s) => { + Ok(generic::TransformOperation::SkewX(s.to_animated_zero()?)) + }, + generic::TransformOperation::SkewY(s) => { + Ok(generic::TransformOperation::SkewY(s.to_animated_zero()?)) + }, + generic::TransformOperation::Translate3D(ref tx, ref ty, ref tz) => { + Ok(generic::TransformOperation::Translate3D( + tx.to_animated_zero()?, + ty.to_animated_zero()?, + tz.to_animated_zero()?, + )) + }, + generic::TransformOperation::Translate(ref tx, ref ty) => { + Ok(generic::TransformOperation::Translate( + tx.to_animated_zero()?, + ty.to_animated_zero()?, + )) + }, + generic::TransformOperation::TranslateX(ref t) => Ok( + generic::TransformOperation::TranslateX(t.to_animated_zero()?), + ), + generic::TransformOperation::TranslateY(ref t) => Ok( + generic::TransformOperation::TranslateY(t.to_animated_zero()?), + ), + generic::TransformOperation::TranslateZ(ref t) => Ok( + generic::TransformOperation::TranslateZ(t.to_animated_zero()?), + ), + generic::TransformOperation::Scale3D(..) => { + Ok(generic::TransformOperation::Scale3D(1.0, 1.0, 1.0)) + }, + generic::TransformOperation::Scale(_, _) => { + Ok(generic::TransformOperation::Scale(1.0, 1.0)) + }, + generic::TransformOperation::ScaleX(..) => Ok(generic::TransformOperation::ScaleX(1.0)), + generic::TransformOperation::ScaleY(..) => Ok(generic::TransformOperation::ScaleY(1.0)), + generic::TransformOperation::ScaleZ(..) => Ok(generic::TransformOperation::ScaleZ(1.0)), + generic::TransformOperation::Rotate3D(x, y, z, a) => { + let (x, y, z, _) = generic::get_normalized_vector_and_angle(x, y, z, a); + Ok(generic::TransformOperation::Rotate3D( + x, + y, + z, + Angle::zero(), + )) + }, + generic::TransformOperation::RotateX(_) => { + Ok(generic::TransformOperation::RotateX(Angle::zero())) + }, + generic::TransformOperation::RotateY(_) => { + Ok(generic::TransformOperation::RotateY(Angle::zero())) + }, + generic::TransformOperation::RotateZ(_) => { + Ok(generic::TransformOperation::RotateZ(Angle::zero())) + }, + generic::TransformOperation::Rotate(_) => { + Ok(generic::TransformOperation::Rotate(Angle::zero())) + }, + generic::TransformOperation::Perspective(_) => Ok( + generic::TransformOperation::Perspective(generic::PerspectiveFunction::None), + ), + generic::TransformOperation::AccumulateMatrix { .. } | + generic::TransformOperation::InterpolateMatrix { .. } => { + // AccumulateMatrix/InterpolateMatrix: We do interpolation on + // AccumulateMatrix/InterpolateMatrix by reading it as a ComputedMatrix + // (with layout information), and then do matrix interpolation. + // + // Therefore, we use an identity matrix to represent the identity transform list. + // http://dev.w3.org/csswg/css-transforms/#identity-transform-function + Ok(generic::TransformOperation::Matrix3D(Matrix3D::identity())) + }, + } + } +} + +impl ToAnimatedZero for Transform { + #[inline] + fn to_animated_zero(&self) -> Result { + Ok(generic::Transform( + self.0 + .iter() + .map(|op| op.to_animated_zero()) + .collect::, _>>()?, + )) + } +} + +/// A computed CSS `rotate` +pub type Rotate = generic::GenericRotate; + +/// A computed CSS `translate` +pub type Translate = generic::GenericTranslate; + +/// A computed CSS `scale` +pub type Scale = generic::GenericScale; -- cgit v1.2.3