forked from mirrors/gecko-dev
		
	 87186734ba
			
		
	
	
		87186734ba
		
	
	
	
	
		
			
			This follows from the previous patch; these values feed into UpdateMinMaxScale as well, which explicitly wants to use floats, so there's no point in creating doubles. The source of this information is also a float-based matrix. MozReview-Commit-ID: LPk4Xm9AaJJ --HG-- extra : rebase_source : d7714755fb1078880133d6f044cc9bc7743439ee
		
			
				
	
	
		
			1429 lines
		
	
	
	
		
			49 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1429 lines
		
	
	
	
		
			49 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
 | |
| /* vim: set ts=8 sts=2 et sw=2 tw=80: */
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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 http://mozilla.org/MPL/2.0/. */
 | |
| 
 | |
| /*
 | |
|  * A class used for intermediate representations of the -moz-transform property.
 | |
|  */
 | |
| 
 | |
| #include "nsStyleTransformMatrix.h"
 | |
| #include "nsCSSValue.h"
 | |
| #include "nsLayoutUtils.h"
 | |
| #include "nsPresContext.h"
 | |
| #include "nsRuleNode.h"
 | |
| #include "nsSVGUtils.h"
 | |
| #include "nsCSSKeywords.h"
 | |
| #include "mozilla/ServoBindings.h"
 | |
| #include "mozilla/StyleAnimationValue.h"
 | |
| #include "gfxMatrix.h"
 | |
| #include "gfxQuaternion.h"
 | |
| 
 | |
| using namespace mozilla;
 | |
| using namespace mozilla::gfx;
 | |
| 
 | |
| namespace nsStyleTransformMatrix {
 | |
| 
 | |
| /* Note on floating point precision: The transform matrix is an array
 | |
|  * of single precision 'float's, and so are most of the input values
 | |
|  * we get from the style system, but intermediate calculations
 | |
|  * involving angles need to be done in 'double'.
 | |
|  */
 | |
| 
 | |
| 
 | |
| // Define UNIFIED_CONTINUATIONS here and in nsDisplayList.cpp
 | |
| // to have the transform property try
 | |
| // to transform content with continuations as one unified block instead of
 | |
| // several smaller ones.  This is currently disabled because it doesn't work
 | |
| // correctly, since when the frames are initially being reflowed, their
 | |
| // continuations all compute their bounding rects independently of each other
 | |
| // and consequently get the wrong value.
 | |
| //#define UNIFIED_CONTINUATIONS
 | |
| 
 | |
| void
 | |
| TransformReferenceBox::EnsureDimensionsAreCached()
 | |
| {
 | |
|   if (mIsCached) {
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   MOZ_ASSERT(mFrame);
 | |
| 
 | |
|   mIsCached = true;
 | |
| 
 | |
|   if (mFrame->GetStateBits() & NS_FRAME_SVG_LAYOUT) {
 | |
|     if (!nsLayoutUtils::SVGTransformBoxEnabled()) {
 | |
|       mX = -mFrame->GetPosition().x;
 | |
|       mY = -mFrame->GetPosition().y;
 | |
|       Size contextSize = nsSVGUtils::GetContextSize(mFrame);
 | |
|       mWidth = nsPresContext::CSSPixelsToAppUnits(contextSize.width);
 | |
|       mHeight = nsPresContext::CSSPixelsToAppUnits(contextSize.height);
 | |
|     } else
 | |
|     if (mFrame->StyleDisplay()->mTransformBox == StyleGeometryBox::FillBox) {
 | |
|       // Percentages in transforms resolve against the SVG bbox, and the
 | |
|       // transform is relative to the top-left of the SVG bbox.
 | |
|       nsRect bboxInAppUnits =
 | |
|         nsLayoutUtils::ComputeGeometryBox(const_cast<nsIFrame*>(mFrame),
 | |
|                                           StyleGeometryBox::FillBox);
 | |
|       // The mRect of an SVG nsIFrame is its user space bounds *including*
 | |
|       // stroke and markers, whereas bboxInAppUnits is its user space bounds
 | |
|       // including fill only.  We need to note the offset of the reference box
 | |
|       // from the frame's mRect in mX/mY.
 | |
|       mX = bboxInAppUnits.x - mFrame->GetPosition().x;
 | |
|       mY = bboxInAppUnits.y - mFrame->GetPosition().y;
 | |
|       mWidth = bboxInAppUnits.width;
 | |
|       mHeight = bboxInAppUnits.height;
 | |
|     } else {
 | |
|       // The value 'border-box' is treated as 'view-box' for SVG content.
 | |
|       MOZ_ASSERT(mFrame->StyleDisplay()->mTransformBox ==
 | |
|                    StyleGeometryBox::ViewBox ||
 | |
|                  mFrame->StyleDisplay()->mTransformBox ==
 | |
|                    StyleGeometryBox::BorderBox,
 | |
|                  "Unexpected value for 'transform-box'");
 | |
|       // Percentages in transforms resolve against the width/height of the
 | |
|       // nearest viewport (or its viewBox if one is applied), and the
 | |
|       // transform is relative to {0,0} in current user space.
 | |
|       mX = -mFrame->GetPosition().x;
 | |
|       mY = -mFrame->GetPosition().y;
 | |
|       Size contextSize = nsSVGUtils::GetContextSize(mFrame);
 | |
|       mWidth = nsPresContext::CSSPixelsToAppUnits(contextSize.width);
 | |
|       mHeight = nsPresContext::CSSPixelsToAppUnits(contextSize.height);
 | |
|     }
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   // If UNIFIED_CONTINUATIONS is not defined, this is simply the frame's
 | |
|   // bounding rectangle, translated to the origin.  Otherwise, it is the
 | |
|   // smallest rectangle containing a frame and all of its continuations.  For
 | |
|   // example, if there is a <span> element with several continuations split
 | |
|   // over several lines, this function will return the rectangle containing all
 | |
|   // of those continuations.
 | |
| 
 | |
|   nsRect rect;
 | |
| 
 | |
| #ifndef UNIFIED_CONTINUATIONS
 | |
|   rect = mFrame->GetRect();
 | |
| #else
 | |
|   // Iterate the continuation list, unioning together the bounding rects:
 | |
|   for (const nsIFrame *currFrame = mFrame->FirstContinuation();
 | |
|        currFrame != nullptr;
 | |
|        currFrame = currFrame->GetNextContinuation())
 | |
|   {
 | |
|     // Get the frame rect in local coordinates, then translate back to the
 | |
|     // original coordinates:
 | |
|     rect.UnionRect(result, nsRect(currFrame->GetOffsetTo(mFrame),
 | |
|                                   currFrame->GetSize()));
 | |
|   }
 | |
| #endif
 | |
| 
 | |
|   mX = 0;
 | |
|   mY = 0;
 | |
|   mWidth = rect.Width();
 | |
|   mHeight = rect.Height();
 | |
| }
 | |
| 
 | |
| void
 | |
| TransformReferenceBox::Init(const nsSize& aDimensions)
 | |
| {
 | |
|   MOZ_ASSERT(!mFrame && !mIsCached);
 | |
| 
 | |
|   mX = 0;
 | |
|   mY = 0;
 | |
|   mWidth = aDimensions.width;
 | |
|   mHeight = aDimensions.height;
 | |
|   mIsCached = true;
 | |
| }
 | |
| 
 | |
| float
 | |
| ProcessTranslatePart(const nsCSSValue& aValue,
 | |
|                      GeckoStyleContext* aContext,
 | |
|                      nsPresContext* aPresContext,
 | |
|                      RuleNodeCacheConditions& aConditions,
 | |
|                      TransformReferenceBox* aRefBox,
 | |
|                      TransformReferenceBox::DimensionGetter aDimensionGetter)
 | |
| {
 | |
|   nscoord offset = 0;
 | |
|   float percent = 0.0f;
 | |
| 
 | |
|   if (aValue.GetUnit() == eCSSUnit_Percent) {
 | |
|     percent = aValue.GetPercentValue();
 | |
|   } else if (aValue.GetUnit() == eCSSUnit_Pixel ||
 | |
|              aValue.GetUnit() == eCSSUnit_Number) {
 | |
|     // Handle this here (even though nsRuleNode::CalcLength handles it
 | |
|     // fine) so that callers are allowed to pass a null style context
 | |
|     // and pres context to SetToTransformFunction if they know (as
 | |
|     // StyleAnimationValue does) that all lengths within the transform
 | |
|     // function have already been computed to pixels and percents.
 | |
|     //
 | |
|     // Raw numbers are treated as being pixels.
 | |
|     //
 | |
|     // Don't convert to aValue to AppUnits here to avoid precision issues.
 | |
|     return aValue.GetFloatValue();
 | |
|   } else if (aValue.IsCalcUnit()) {
 | |
|     if (aContext) {
 | |
|       // Gecko backend
 | |
|       nsRuleNode::ComputedCalc result =
 | |
|         nsRuleNode::SpecifiedCalcToComputedCalc(aValue, aContext, aPresContext,
 | |
|                                                 aConditions);
 | |
|       percent = result.mPercent;
 | |
|       offset = result.mLength;
 | |
|     } else {
 | |
|       // Servo backend. We can retrieve the Calc value directly because it has
 | |
|       // been computed from Servo side and set by nsCSSValue::SetCalcValue().
 | |
|       // We don't use nsRuleNode::SpecifiedCalcToComputedCalc() because it
 | |
|       // asserts for null context and we always pass null context for Servo
 | |
|       // backend.
 | |
|       nsStyleCoord::CalcValue calc = aValue.GetCalcValue();
 | |
|       percent = calc.mPercent;
 | |
|       offset = calc.mLength;
 | |
|     }
 | |
|   } else {
 | |
|     // Note: The unit of nsCSSValue passed from Servo side would be number,
 | |
|     //       pixel, percent, or eCSSUnit_Calc, so it is impossible to go into
 | |
|     //       this branch.
 | |
|     MOZ_ASSERT(aContext, "We need a valid context to compute the length");
 | |
|     offset = nsRuleNode::CalcLength(aValue, aContext, aPresContext,
 | |
|                                     aConditions);
 | |
|   }
 | |
| 
 | |
|   float translation =
 | |
|     NSAppUnitsToFloatPixels(offset, nsPresContext::AppUnitsPerCSSPixel());
 | |
|   // We want to avoid calling aDimensionGetter if there's no percentage to be
 | |
|   // resolved (for performance reasons - see TransformReferenceBox).
 | |
|   if (percent != 0.0f && aRefBox && !aRefBox->IsEmpty()) {
 | |
|     translation +=
 | |
|       percent * NSAppUnitsToFloatPixels((aRefBox->*aDimensionGetter)(),
 | |
|                                         nsPresContext::AppUnitsPerCSSPixel());
 | |
|   }
 | |
|   return translation;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Helper functions to process all the transformation function types.
 | |
|  *
 | |
|  * These take a matrix parameter to accumulate the current matrix.
 | |
|  */
 | |
| 
 | |
| /* Helper function to process a matrix entry. */
 | |
| static void
 | |
| ProcessMatrix(Matrix4x4& aMatrix,
 | |
|               const nsCSSValue::Array* aData,
 | |
|               GeckoStyleContext* aContext,
 | |
|               nsPresContext* aPresContext,
 | |
|               RuleNodeCacheConditions& aConditions,
 | |
|               TransformReferenceBox& aRefBox)
 | |
| {
 | |
|   NS_PRECONDITION(aData->Count() == 7, "Invalid array!");
 | |
| 
 | |
|   gfxMatrix result;
 | |
| 
 | |
|   /* Take the first four elements out of the array as floats and store
 | |
|    * them.
 | |
|    */
 | |
|   result._11 = aData->Item(1).GetFloatValue();
 | |
|   result._12 = aData->Item(2).GetFloatValue();
 | |
|   result._21 = aData->Item(3).GetFloatValue();
 | |
|   result._22 = aData->Item(4).GetFloatValue();
 | |
| 
 | |
|   /* The last two elements have their length parts stored in aDelta
 | |
|    * and their percent parts stored in aX[0] and aY[1].
 | |
|    */
 | |
|   result._31 = ProcessTranslatePart(aData->Item(5),
 | |
|                                    aContext, aPresContext, aConditions,
 | |
|                                    &aRefBox, &TransformReferenceBox::Width);
 | |
|   result._32 = ProcessTranslatePart(aData->Item(6),
 | |
|                                    aContext, aPresContext, aConditions,
 | |
|                                    &aRefBox, &TransformReferenceBox::Height);
 | |
| 
 | |
|   aMatrix = result * aMatrix;
 | |
| }
 | |
| 
 | |
| static void
 | |
| ProcessMatrix3D(Matrix4x4& aMatrix,
 | |
|                 const nsCSSValue::Array* aData,
 | |
|                 GeckoStyleContext* aContext,
 | |
|                 nsPresContext* aPresContext,
 | |
|                 RuleNodeCacheConditions& aConditions,
 | |
|                 TransformReferenceBox& aRefBox)
 | |
| {
 | |
|   NS_PRECONDITION(aData->Count() == 17, "Invalid array!");
 | |
| 
 | |
|   Matrix4x4 temp;
 | |
| 
 | |
|   temp._11 = aData->Item(1).GetFloatValue();
 | |
|   temp._12 = aData->Item(2).GetFloatValue();
 | |
|   temp._13 = aData->Item(3).GetFloatValue();
 | |
|   temp._14 = aData->Item(4).GetFloatValue();
 | |
|   temp._21 = aData->Item(5).GetFloatValue();
 | |
|   temp._22 = aData->Item(6).GetFloatValue();
 | |
|   temp._23 = aData->Item(7).GetFloatValue();
 | |
|   temp._24 = aData->Item(8).GetFloatValue();
 | |
|   temp._31 = aData->Item(9).GetFloatValue();
 | |
|   temp._32 = aData->Item(10).GetFloatValue();
 | |
|   temp._33 = aData->Item(11).GetFloatValue();
 | |
|   temp._34 = aData->Item(12).GetFloatValue();
 | |
|   temp._44 = aData->Item(16).GetFloatValue();
 | |
| 
 | |
|   temp._41 = ProcessTranslatePart(aData->Item(13),
 | |
|                                   aContext, aPresContext, aConditions,
 | |
|                                   &aRefBox, &TransformReferenceBox::Width);
 | |
|   temp._42 = ProcessTranslatePart(aData->Item(14),
 | |
|                                   aContext, aPresContext, aConditions,
 | |
|                                   &aRefBox, &TransformReferenceBox::Height);
 | |
|   temp._43 = ProcessTranslatePart(aData->Item(15),
 | |
|                                   aContext, aPresContext, aConditions,
 | |
|                                   nullptr);
 | |
| 
 | |
|   aMatrix = temp * aMatrix;
 | |
| }
 | |
| 
 | |
| // For accumulation for transform functions, |aOne| corresponds to |aB| and
 | |
| // |aTwo| corresponds to |aA| for StyleAnimationValue::Accumulate().
 | |
| class Accumulate {
 | |
| public:
 | |
|   template<typename T>
 | |
|   static T operate(const T& aOne, const T& aTwo, double aCoeff)
 | |
|   {
 | |
|     return aOne + aTwo * aCoeff;
 | |
|   }
 | |
| 
 | |
|   static Point4D operateForPerspective(const Point4D& aOne,
 | |
|                                        const Point4D& aTwo,
 | |
|                                        double aCoeff)
 | |
|   {
 | |
|     return (aOne - Point4D(0, 0, 0, 1)) +
 | |
|            (aTwo - Point4D(0, 0, 0, 1)) * aCoeff +
 | |
|            Point4D(0, 0, 0, 1);
 | |
|   }
 | |
|   static Point3D operateForScale(const Point3D& aOne,
 | |
|                                  const Point3D& aTwo,
 | |
|                                  double aCoeff)
 | |
|   {
 | |
|     // For scale, the identify element is 1, see AddTransformScale in
 | |
|     // StyleAnimationValue.cpp.
 | |
|     return (aOne - Point3D(1, 1, 1)) +
 | |
|            (aTwo - Point3D(1, 1, 1)) * aCoeff +
 | |
|            Point3D(1, 1, 1);
 | |
|   }
 | |
| 
 | |
|   static Matrix4x4 operateForRotate(const gfxQuaternion& aOne,
 | |
|                                     const gfxQuaternion& aTwo,
 | |
|                                     double aCoeff)
 | |
|   {
 | |
|     if (aCoeff == 0.0) {
 | |
|       return aOne.ToMatrix();
 | |
|     }
 | |
| 
 | |
|     double theta = acos(mozilla::clamped(aTwo.w, -1.0, 1.0));
 | |
|     double scale = (theta != 0.0) ? 1.0 / sin(theta) : 0.0;
 | |
|     theta *= aCoeff;
 | |
|     scale *= sin(theta);
 | |
| 
 | |
|     gfxQuaternion result = gfxQuaternion(scale * aTwo.x,
 | |
|                                          scale * aTwo.y,
 | |
|                                          scale * aTwo.z,
 | |
|                                          cos(theta)) * aOne;
 | |
|     return result.ToMatrix();
 | |
|   }
 | |
| 
 | |
|   static Matrix4x4 operateForFallback(const Matrix4x4& aMatrix1,
 | |
|                                       const Matrix4x4& aMatrix2,
 | |
|                                       double aProgress)
 | |
|   {
 | |
|     return aMatrix1;
 | |
|   }
 | |
| 
 | |
|   static Matrix4x4 operateByServo(const Matrix4x4& aMatrix1,
 | |
|                                   const Matrix4x4& aMatrix2,
 | |
|                                   double aCount)
 | |
|   {
 | |
|     Matrix4x4 result;
 | |
|     Servo_MatrixTransform_Operate(MatrixTransformOperator::Accumulate,
 | |
|                                   &aMatrix1.components,
 | |
|                                   &aMatrix2.components,
 | |
|                                   aCount,
 | |
|                                   &result.components);
 | |
|     return result;
 | |
|   }
 | |
| };
 | |
| 
 | |
| class Interpolate {
 | |
| public:
 | |
|   template<typename T>
 | |
|   static T operate(const T& aOne, const T& aTwo, double aCoeff)
 | |
|   {
 | |
|     return aOne + (aTwo - aOne) * aCoeff;
 | |
|   }
 | |
| 
 | |
|   static Point4D operateForPerspective(const Point4D& aOne,
 | |
|                                        const Point4D& aTwo,
 | |
|                                        double aCoeff)
 | |
|   {
 | |
|     return aOne + (aTwo - aOne) * aCoeff;
 | |
|   }
 | |
| 
 | |
|   static Point3D operateForScale(const Point3D& aOne,
 | |
|                                  const Point3D& aTwo,
 | |
|                                  double aCoeff)
 | |
|   {
 | |
|     return aOne + (aTwo - aOne) * aCoeff;
 | |
|   }
 | |
| 
 | |
|   static Matrix4x4 operateForRotate(const gfxQuaternion& aOne,
 | |
|                                     const gfxQuaternion& aTwo,
 | |
|                                     double aCoeff)
 | |
|   {
 | |
|     return aOne.Slerp(aTwo, aCoeff).ToMatrix();
 | |
|   }
 | |
| 
 | |
|   static Matrix4x4 operateForFallback(const Matrix4x4& aMatrix1,
 | |
|                                       const Matrix4x4& aMatrix2,
 | |
|                                       double aProgress)
 | |
|   {
 | |
|     return aProgress < 0.5 ? aMatrix1 : aMatrix2;
 | |
|   }
 | |
| 
 | |
|   static Matrix4x4 operateByServo(const Matrix4x4& aMatrix1,
 | |
|                                   const Matrix4x4& aMatrix2,
 | |
|                                   double aProgress)
 | |
|   {
 | |
|     Matrix4x4 result;
 | |
|     Servo_MatrixTransform_Operate(MatrixTransformOperator::Interpolate,
 | |
|                                   &aMatrix1.components,
 | |
|                                   &aMatrix2.components,
 | |
|                                   aProgress,
 | |
|                                   &result.components);
 | |
|     return result;
 | |
|   }
 | |
| };
 | |
| 
 | |
| /**
 | |
|  * Calculate 2 matrices by decomposing them with Operator.
 | |
|  *
 | |
|  * @param aMatrix1   First matrix, using CSS pixel units.
 | |
|  * @param aMatrix2   Second matrix, using CSS pixel units.
 | |
|  * @param aProgress  Coefficient for the Operator.
 | |
|  */
 | |
| template <typename Operator>
 | |
| static Matrix4x4
 | |
| OperateTransformMatrix(const Matrix4x4 &aMatrix1,
 | |
|                        const Matrix4x4 &aMatrix2,
 | |
|                        double aProgress)
 | |
| {
 | |
|   // Decompose both matrices
 | |
| 
 | |
|   Point3D scale1(1, 1, 1), translate1;
 | |
|   Point4D perspective1(0, 0, 0, 1);
 | |
|   gfxQuaternion rotate1;
 | |
|   nsStyleTransformMatrix::ShearArray shear1{0.0f, 0.0f, 0.0f};
 | |
| 
 | |
|   Point3D scale2(1, 1, 1), translate2;
 | |
|   Point4D perspective2(0, 0, 0, 1);
 | |
|   gfxQuaternion rotate2;
 | |
|   nsStyleTransformMatrix::ShearArray shear2{0.0f, 0.0f, 0.0f};
 | |
| 
 | |
|   // Check if both matrices are decomposable.
 | |
|   bool wasDecomposed;
 | |
|   Matrix matrix2d1, matrix2d2;
 | |
|   if (aMatrix1.Is2D(&matrix2d1) && aMatrix2.Is2D(&matrix2d2)) {
 | |
|     wasDecomposed =
 | |
|       Decompose2DMatrix(matrix2d1, scale1, shear1, rotate1, translate1) &&
 | |
|       Decompose2DMatrix(matrix2d2, scale2, shear2, rotate2, translate2);
 | |
|   } else {
 | |
|     wasDecomposed =
 | |
|       Decompose3DMatrix(aMatrix1, scale1, shear1,
 | |
|                         rotate1, translate1, perspective1) &&
 | |
|       Decompose3DMatrix(aMatrix2, scale2, shear2,
 | |
|                         rotate2, translate2, perspective2);
 | |
|   }
 | |
| 
 | |
|   // Fallback to discrete operation if one of the matrices is not decomposable.
 | |
|   if (!wasDecomposed) {
 | |
|     return Operator::operateForFallback(aMatrix1, aMatrix2, aProgress);
 | |
|   }
 | |
| 
 | |
|   Matrix4x4 result;
 | |
| 
 | |
|   // Operate each of the pieces in response to |Operator|.
 | |
|   Point4D perspective =
 | |
|     Operator::operateForPerspective(perspective1, perspective2, aProgress);
 | |
|   result.SetTransposedVector(3, perspective);
 | |
| 
 | |
|   Point3D translate =
 | |
|     Operator::operate(translate1, translate2, aProgress);
 | |
|   result.PreTranslate(translate.x, translate.y, translate.z);
 | |
| 
 | |
|   Matrix4x4 rotate = Operator::operateForRotate(rotate1, rotate2, aProgress);
 | |
|   if (!rotate.IsIdentity()) {
 | |
|     result = rotate * result;
 | |
|   }
 | |
| 
 | |
|   // TODO: Would it be better to operate these as angles?
 | |
|   //       How do we convert back to angles?
 | |
|   float yzshear =
 | |
|     Operator::operate(shear1[ShearType::YZSHEAR],
 | |
|                       shear2[ShearType::YZSHEAR],
 | |
|                       aProgress);
 | |
|   if (yzshear != 0.0) {
 | |
|     result.SkewYZ(yzshear);
 | |
|   }
 | |
| 
 | |
|   float xzshear =
 | |
|     Operator::operate(shear1[ShearType::XZSHEAR],
 | |
|                       shear2[ShearType::XZSHEAR],
 | |
|                       aProgress);
 | |
|   if (xzshear != 0.0) {
 | |
|     result.SkewXZ(xzshear);
 | |
|   }
 | |
| 
 | |
|   float xyshear =
 | |
|     Operator::operate(shear1[ShearType::XYSHEAR],
 | |
|                       shear2[ShearType::XYSHEAR],
 | |
|                       aProgress);
 | |
|   if (xyshear != 0.0) {
 | |
|     result.SkewXY(xyshear);
 | |
|   }
 | |
| 
 | |
|   Point3D scale =
 | |
|     Operator::operateForScale(scale1, scale2, aProgress);
 | |
|   if (scale != Point3D(1.0, 1.0, 1.0)) {
 | |
|     result.PreScale(scale.x, scale.y, scale.z);
 | |
|   }
 | |
| 
 | |
|   return result;
 | |
| }
 | |
| 
 | |
| template <typename Operator>
 | |
| static Matrix4x4
 | |
| OperateTransformMatrixByServo(const Matrix4x4 &aMatrix1,
 | |
|                               const Matrix4x4 &aMatrix2,
 | |
|                               double aProgress)
 | |
| {
 | |
|   return Operator::operateByServo(aMatrix1, aMatrix2, aProgress);
 | |
| }
 | |
| 
 | |
| template <typename Operator>
 | |
| static void
 | |
| ProcessMatrixOperator(Matrix4x4& aMatrix,
 | |
|                       const nsCSSValue::Array* aData,
 | |
|                       GeckoStyleContext* aContext,
 | |
|                       nsPresContext* aPresContext,
 | |
|                       RuleNodeCacheConditions& aConditions,
 | |
|                       TransformReferenceBox& aRefBox,
 | |
|                       bool* aContains3dTransform)
 | |
| {
 | |
|   NS_PRECONDITION(aData->Count() == 4, "Invalid array!");
 | |
| 
 | |
|   auto readTransform = [&](const nsCSSValue& aValue) -> Matrix4x4 {
 | |
|     const nsCSSValueList* list = nullptr;
 | |
|     switch (aValue.GetUnit()) {
 | |
|       case eCSSUnit_List:
 | |
|         // For Gecko style backend.
 | |
|         list = aValue.GetListValue();
 | |
|         break;
 | |
|       case eCSSUnit_SharedList:
 | |
|         // For Servo style backend. The transform lists of interpolatematrix
 | |
|         // are not created on the main thread (i.e. during parallel traversal),
 | |
|         // and nsCSSValueList_heap is not thread safe. Therefore, we use
 | |
|         // nsCSSValueSharedList as a workaround.
 | |
|         list = aValue.GetSharedListValue()->mHead;
 | |
|         break;
 | |
|       default:
 | |
|         list = nullptr;
 | |
|     }
 | |
| 
 | |
|     Matrix4x4 matrix;
 | |
|     if (!list) {
 | |
|       return matrix;
 | |
|     }
 | |
| 
 | |
|     float appUnitPerCSSPixel = nsPresContext::AppUnitsPerCSSPixel();
 | |
|     matrix = nsStyleTransformMatrix::ReadTransforms(list,
 | |
|                                                     aContext,
 | |
|                                                     aPresContext,
 | |
|                                                     aConditions,
 | |
|                                                     aRefBox,
 | |
|                                                     appUnitPerCSSPixel,
 | |
|                                                     aContains3dTransform);
 | |
|     return matrix;
 | |
|   };
 | |
| 
 | |
|   Matrix4x4 matrix1 = readTransform(aData->Item(1));
 | |
|   Matrix4x4 matrix2 = readTransform(aData->Item(2));
 | |
|   double progress = aData->Item(3).GetPercentValue();
 | |
| 
 | |
|   // We cannot use GeckoStyleContext to check if we use Servo backend because
 | |
|   // it could be null in Gecko. Instead, use the unit of the nsCSSValue because
 | |
|   // we use eCSSUnit_SharedList for Servo backend.
 | |
|   if (aData->Item(1).GetUnit() == eCSSUnit_SharedList) {
 | |
|     aMatrix =
 | |
|       OperateTransformMatrixByServo<Operator>(matrix1, matrix2, progress)
 | |
|         * aMatrix;
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   aMatrix =
 | |
|     OperateTransformMatrix<Operator>(matrix1, matrix2, progress) * aMatrix;
 | |
| }
 | |
| 
 | |
| /* Helper function to process two matrices that we need to interpolate between */
 | |
| void
 | |
| ProcessInterpolateMatrix(Matrix4x4& aMatrix,
 | |
|                          const nsCSSValue::Array* aData,
 | |
|                          GeckoStyleContext* aContext,
 | |
|                          nsPresContext* aPresContext,
 | |
|                          RuleNodeCacheConditions& aConditions,
 | |
|                          TransformReferenceBox& aRefBox,
 | |
|                          bool* aContains3dTransform)
 | |
| {
 | |
|   ProcessMatrixOperator<Interpolate>(aMatrix, aData, aContext, aPresContext,
 | |
|                                      aConditions, aRefBox,
 | |
|                                      aContains3dTransform);
 | |
| }
 | |
| 
 | |
| void
 | |
| ProcessAccumulateMatrix(Matrix4x4& aMatrix,
 | |
|                         const nsCSSValue::Array* aData,
 | |
|                         GeckoStyleContext* aContext,
 | |
|                         nsPresContext* aPresContext,
 | |
|                         RuleNodeCacheConditions& aConditions,
 | |
|                         TransformReferenceBox& aRefBox,
 | |
|                         bool* aContains3dTransform)
 | |
| {
 | |
|   ProcessMatrixOperator<Accumulate>(aMatrix, aData, aContext, aPresContext,
 | |
|                                     aConditions, aRefBox,
 | |
|                                     aContains3dTransform);
 | |
| }
 | |
| 
 | |
| /* Helper function to process a translatex function. */
 | |
| static void
 | |
| ProcessTranslateX(Matrix4x4& aMatrix,
 | |
|                   const nsCSSValue::Array* aData,
 | |
|                   GeckoStyleContext* aContext,
 | |
|                   nsPresContext* aPresContext,
 | |
|                   RuleNodeCacheConditions& aConditions,
 | |
|                   TransformReferenceBox& aRefBox)
 | |
| {
 | |
|   NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
 | |
| 
 | |
|   Point3D temp;
 | |
| 
 | |
|   temp.x = ProcessTranslatePart(aData->Item(1),
 | |
|                                 aContext, aPresContext, aConditions,
 | |
|                                 &aRefBox, &TransformReferenceBox::Width);
 | |
|   aMatrix.PreTranslate(temp);
 | |
| }
 | |
| 
 | |
| /* Helper function to process a translatey function. */
 | |
| static void
 | |
| ProcessTranslateY(Matrix4x4& aMatrix,
 | |
|                   const nsCSSValue::Array* aData,
 | |
|                   GeckoStyleContext* aContext,
 | |
|                   nsPresContext* aPresContext,
 | |
|                   RuleNodeCacheConditions& aConditions,
 | |
|                   TransformReferenceBox& aRefBox)
 | |
| {
 | |
|   NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
 | |
| 
 | |
|   Point3D temp;
 | |
| 
 | |
|   temp.y = ProcessTranslatePart(aData->Item(1),
 | |
|                                 aContext, aPresContext, aConditions,
 | |
|                                 &aRefBox, &TransformReferenceBox::Height);
 | |
|   aMatrix.PreTranslate(temp);
 | |
| }
 | |
| 
 | |
| static void
 | |
| ProcessTranslateZ(Matrix4x4& aMatrix,
 | |
|                   const nsCSSValue::Array* aData,
 | |
|                   GeckoStyleContext* aContext,
 | |
|                   nsPresContext* aPresContext,
 | |
|                   RuleNodeCacheConditions& aConditions)
 | |
| {
 | |
|   NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
 | |
| 
 | |
|   Point3D temp;
 | |
| 
 | |
|   temp.z = ProcessTranslatePart(aData->Item(1), aContext,
 | |
|                                 aPresContext, aConditions,
 | |
|                                 nullptr);
 | |
|   aMatrix.PreTranslate(temp);
 | |
| }
 | |
| 
 | |
| /* Helper function to process a translate function. */
 | |
| static void
 | |
| ProcessTranslate(Matrix4x4& aMatrix,
 | |
|                  const nsCSSValue::Array* aData,
 | |
|                  GeckoStyleContext* aContext,
 | |
|                  nsPresContext* aPresContext,
 | |
|                  RuleNodeCacheConditions& aConditions,
 | |
|                  TransformReferenceBox& aRefBox)
 | |
| {
 | |
|   NS_PRECONDITION(aData->Count() == 2 || aData->Count() == 3, "Invalid array!");
 | |
| 
 | |
|   Point3D temp;
 | |
| 
 | |
|   temp.x = ProcessTranslatePart(aData->Item(1),
 | |
|                                 aContext, aPresContext, aConditions,
 | |
|                                 &aRefBox, &TransformReferenceBox::Width);
 | |
| 
 | |
|   /* If we read in a Y component, set it appropriately */
 | |
|   if (aData->Count() == 3) {
 | |
|     temp.y = ProcessTranslatePart(aData->Item(2),
 | |
|                                   aContext, aPresContext, aConditions,
 | |
|                                   &aRefBox, &TransformReferenceBox::Height);
 | |
|   }
 | |
|   aMatrix.PreTranslate(temp);
 | |
| }
 | |
| 
 | |
| static void
 | |
| ProcessTranslate3D(Matrix4x4& aMatrix,
 | |
|                    const nsCSSValue::Array* aData,
 | |
|                    GeckoStyleContext* aContext,
 | |
|                    nsPresContext* aPresContext,
 | |
|                    RuleNodeCacheConditions& aConditions,
 | |
|                    TransformReferenceBox& aRefBox)
 | |
| {
 | |
|   NS_PRECONDITION(aData->Count() == 4, "Invalid array!");
 | |
| 
 | |
|   Point3D temp;
 | |
| 
 | |
|   temp.x = ProcessTranslatePart(aData->Item(1),
 | |
|                                 aContext, aPresContext, aConditions,
 | |
|                                 &aRefBox, &TransformReferenceBox::Width);
 | |
| 
 | |
|   temp.y = ProcessTranslatePart(aData->Item(2),
 | |
|                                 aContext, aPresContext, aConditions,
 | |
|                                 &aRefBox, &TransformReferenceBox::Height);
 | |
| 
 | |
|   temp.z = ProcessTranslatePart(aData->Item(3),
 | |
|                                 aContext, aPresContext, aConditions,
 | |
|                                 nullptr);
 | |
| 
 | |
|   aMatrix.PreTranslate(temp);
 | |
| }
 | |
| 
 | |
| /* Helper function to set up a scale matrix. */
 | |
| static void
 | |
| ProcessScaleHelper(Matrix4x4& aMatrix,
 | |
|                    float aXScale,
 | |
|                    float aYScale,
 | |
|                    float aZScale)
 | |
| {
 | |
|   aMatrix.PreScale(aXScale, aYScale, aZScale);
 | |
| }
 | |
| 
 | |
| /* Process a scalex function. */
 | |
| static void
 | |
| ProcessScaleX(Matrix4x4& aMatrix, const nsCSSValue::Array* aData)
 | |
| {
 | |
|   NS_PRECONDITION(aData->Count() == 2, "Bad array!");
 | |
|   ProcessScaleHelper(aMatrix, aData->Item(1).GetFloatValue(), 1.0f, 1.0f);
 | |
| }
 | |
| 
 | |
| /* Process a scaley function. */
 | |
| static void
 | |
| ProcessScaleY(Matrix4x4& aMatrix, const nsCSSValue::Array* aData)
 | |
| {
 | |
|   NS_PRECONDITION(aData->Count() == 2, "Bad array!");
 | |
|   ProcessScaleHelper(aMatrix, 1.0f, aData->Item(1).GetFloatValue(), 1.0f);
 | |
| }
 | |
| 
 | |
| static void
 | |
| ProcessScaleZ(Matrix4x4& aMatrix, const nsCSSValue::Array* aData)
 | |
| {
 | |
|   NS_PRECONDITION(aData->Count() == 2, "Bad array!");
 | |
|   ProcessScaleHelper(aMatrix, 1.0f, 1.0f, aData->Item(1).GetFloatValue());
 | |
| }
 | |
| 
 | |
| static void
 | |
| ProcessScale3D(Matrix4x4& aMatrix, const nsCSSValue::Array* aData)
 | |
| {
 | |
|   NS_PRECONDITION(aData->Count() == 4, "Bad array!");
 | |
|   ProcessScaleHelper(aMatrix,
 | |
|                      aData->Item(1).GetFloatValue(),
 | |
|                      aData->Item(2).GetFloatValue(),
 | |
|                      aData->Item(3).GetFloatValue());
 | |
| }
 | |
| 
 | |
| /* Process a scale function. */
 | |
| static void
 | |
| ProcessScale(Matrix4x4& aMatrix, const nsCSSValue::Array* aData)
 | |
| {
 | |
|   NS_PRECONDITION(aData->Count() == 2 || aData->Count() == 3, "Bad array!");
 | |
|   /* We either have one element or two.  If we have one, it's for both X and Y.
 | |
|    * Otherwise it's one for each.
 | |
|    */
 | |
|   const nsCSSValue& scaleX = aData->Item(1);
 | |
|   const nsCSSValue& scaleY = (aData->Count() == 2 ? scaleX :
 | |
|                               aData->Item(2));
 | |
| 
 | |
|   ProcessScaleHelper(aMatrix,
 | |
|                      scaleX.GetFloatValue(),
 | |
|                      scaleY.GetFloatValue(),
 | |
|                      1.0f);
 | |
| }
 | |
| 
 | |
| /* Helper function that, given a set of angles, constructs the appropriate
 | |
|  * skew matrix.
 | |
|  */
 | |
| static void
 | |
| ProcessSkewHelper(Matrix4x4& aMatrix, double aXAngle, double aYAngle)
 | |
| {
 | |
|   aMatrix.SkewXY(aXAngle, aYAngle);
 | |
| }
 | |
| 
 | |
| /* Function that converts a skewx transform into a matrix. */
 | |
| static void
 | |
| ProcessSkewX(Matrix4x4& aMatrix, const nsCSSValue::Array* aData)
 | |
| {
 | |
|   NS_ASSERTION(aData->Count() == 2, "Bad array!");
 | |
|   ProcessSkewHelper(aMatrix, aData->Item(1).GetAngleValueInRadians(), 0.0);
 | |
| }
 | |
| 
 | |
| /* Function that converts a skewy transform into a matrix. */
 | |
| static void
 | |
| ProcessSkewY(Matrix4x4& aMatrix, const nsCSSValue::Array* aData)
 | |
| {
 | |
|   NS_ASSERTION(aData->Count() == 2, "Bad array!");
 | |
|   ProcessSkewHelper(aMatrix, 0.0, aData->Item(1).GetAngleValueInRadians());
 | |
| }
 | |
| 
 | |
| /* Function that converts a skew transform into a matrix. */
 | |
| static void
 | |
| ProcessSkew(Matrix4x4& aMatrix, const nsCSSValue::Array* aData)
 | |
| {
 | |
|   NS_ASSERTION(aData->Count() == 2 || aData->Count() == 3, "Bad array!");
 | |
| 
 | |
|   double xSkew = aData->Item(1).GetAngleValueInRadians();
 | |
|   double ySkew = (aData->Count() == 2
 | |
|                   ? 0.0 : aData->Item(2).GetAngleValueInRadians());
 | |
| 
 | |
|   ProcessSkewHelper(aMatrix, xSkew, ySkew);
 | |
| }
 | |
| 
 | |
| /* Function that converts a rotate transform into a matrix. */
 | |
| static void
 | |
| ProcessRotateZ(Matrix4x4& aMatrix, const nsCSSValue::Array* aData)
 | |
| {
 | |
|   NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
 | |
|   double theta = aData->Item(1).GetAngleValueInRadians();
 | |
|   aMatrix.RotateZ(theta);
 | |
| }
 | |
| 
 | |
| static void
 | |
| ProcessRotateX(Matrix4x4& aMatrix, const nsCSSValue::Array* aData)
 | |
| {
 | |
|   NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
 | |
|   double theta = aData->Item(1).GetAngleValueInRadians();
 | |
|   aMatrix.RotateX(theta);
 | |
| }
 | |
| 
 | |
| static void
 | |
| ProcessRotateY(Matrix4x4& aMatrix, const nsCSSValue::Array* aData)
 | |
| {
 | |
|   NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
 | |
|   double theta = aData->Item(1).GetAngleValueInRadians();
 | |
|   aMatrix.RotateY(theta);
 | |
| }
 | |
| 
 | |
| static void
 | |
| ProcessRotate3D(Matrix4x4& aMatrix, const nsCSSValue::Array* aData)
 | |
| {
 | |
|   NS_PRECONDITION(aData->Count() == 5, "Invalid array!");
 | |
| 
 | |
|   double theta = aData->Item(4).GetAngleValueInRadians();
 | |
|   float x = aData->Item(1).GetFloatValue();
 | |
|   float y = aData->Item(2).GetFloatValue();
 | |
|   float z = aData->Item(3).GetFloatValue();
 | |
| 
 | |
|   Matrix4x4 temp;
 | |
|   temp.SetRotateAxisAngle(x, y, z, theta);
 | |
| 
 | |
|   aMatrix = temp * aMatrix;
 | |
| }
 | |
| 
 | |
| static void
 | |
| ProcessPerspective(Matrix4x4& aMatrix,
 | |
|                    const nsCSSValue::Array* aData,
 | |
|                    GeckoStyleContext *aContext,
 | |
|                    nsPresContext *aPresContext,
 | |
|                    RuleNodeCacheConditions& aConditions)
 | |
| {
 | |
|   NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
 | |
| 
 | |
|   float depth = ProcessTranslatePart(aData->Item(1), aContext,
 | |
|                                      aPresContext, aConditions, nullptr);
 | |
|   ApplyPerspectiveToMatrix(aMatrix, depth);
 | |
| }
 | |
| 
 | |
| 
 | |
| /**
 | |
|  * SetToTransformFunction is essentially a giant switch statement that fans
 | |
|  * out to many smaller helper functions.
 | |
|  */
 | |
| static void
 | |
| MatrixForTransformFunction(Matrix4x4& aMatrix,
 | |
|                            const nsCSSValue::Array * aData,
 | |
|                            GeckoStyleContext* aContext,
 | |
|                            nsPresContext* aPresContext,
 | |
|                            RuleNodeCacheConditions& aConditions,
 | |
|                            TransformReferenceBox& aRefBox,
 | |
|                            bool* aContains3dTransform)
 | |
| {
 | |
|   MOZ_ASSERT(aContains3dTransform);
 | |
|   NS_PRECONDITION(aData, "Why did you want to get data from a null array?");
 | |
|   // It's OK if aContext and aPresContext are null if the caller already
 | |
|   // knows that all length units have been converted to pixels (as
 | |
|   // StyleAnimationValue does).
 | |
| 
 | |
|   /* Get the keyword for the transform. */
 | |
|   switch (TransformFunctionOf(aData)) {
 | |
|   case eCSSKeyword_translatex:
 | |
|     ProcessTranslateX(aMatrix, aData, aContext, aPresContext,
 | |
|                       aConditions, aRefBox);
 | |
|     break;
 | |
|   case eCSSKeyword_translatey:
 | |
|     ProcessTranslateY(aMatrix, aData, aContext, aPresContext,
 | |
|                       aConditions, aRefBox);
 | |
|     break;
 | |
|   case eCSSKeyword_translatez:
 | |
|     *aContains3dTransform = true;
 | |
|     ProcessTranslateZ(aMatrix, aData, aContext, aPresContext,
 | |
|                       aConditions);
 | |
|     break;
 | |
|   case eCSSKeyword_translate:
 | |
|     ProcessTranslate(aMatrix, aData, aContext, aPresContext,
 | |
|                      aConditions, aRefBox);
 | |
|     break;
 | |
|   case eCSSKeyword_translate3d:
 | |
|     *aContains3dTransform = true;
 | |
|     ProcessTranslate3D(aMatrix, aData, aContext, aPresContext,
 | |
|                        aConditions, aRefBox);
 | |
|     break;
 | |
|   case eCSSKeyword_scalex:
 | |
|     ProcessScaleX(aMatrix, aData);
 | |
|     break;
 | |
|   case eCSSKeyword_scaley:
 | |
|     ProcessScaleY(aMatrix, aData);
 | |
|     break;
 | |
|   case eCSSKeyword_scalez:
 | |
|     *aContains3dTransform = true;
 | |
|     ProcessScaleZ(aMatrix, aData);
 | |
|     break;
 | |
|   case eCSSKeyword_scale:
 | |
|     ProcessScale(aMatrix, aData);
 | |
|     break;
 | |
|   case eCSSKeyword_scale3d:
 | |
|     *aContains3dTransform = true;
 | |
|     ProcessScale3D(aMatrix, aData);
 | |
|     break;
 | |
|   case eCSSKeyword_skewx:
 | |
|     ProcessSkewX(aMatrix, aData);
 | |
|     break;
 | |
|   case eCSSKeyword_skewy:
 | |
|     ProcessSkewY(aMatrix, aData);
 | |
|     break;
 | |
|   case eCSSKeyword_skew:
 | |
|     ProcessSkew(aMatrix, aData);
 | |
|     break;
 | |
|   case eCSSKeyword_rotatex:
 | |
|     *aContains3dTransform = true;
 | |
|     ProcessRotateX(aMatrix, aData);
 | |
|     break;
 | |
|   case eCSSKeyword_rotatey:
 | |
|     *aContains3dTransform = true;
 | |
|     ProcessRotateY(aMatrix, aData);
 | |
|     break;
 | |
|   case eCSSKeyword_rotatez:
 | |
|     *aContains3dTransform = true;
 | |
|     MOZ_FALLTHROUGH;
 | |
|   case eCSSKeyword_rotate:
 | |
|     ProcessRotateZ(aMatrix, aData);
 | |
|     break;
 | |
|   case eCSSKeyword_rotate3d:
 | |
|     *aContains3dTransform = true;
 | |
|     ProcessRotate3D(aMatrix, aData);
 | |
|     break;
 | |
|   case eCSSKeyword_matrix:
 | |
|     ProcessMatrix(aMatrix, aData, aContext, aPresContext,
 | |
|                   aConditions, aRefBox);
 | |
|     break;
 | |
|   case eCSSKeyword_matrix3d:
 | |
|     *aContains3dTransform = true;
 | |
|     ProcessMatrix3D(aMatrix, aData, aContext, aPresContext,
 | |
|                     aConditions, aRefBox);
 | |
|     break;
 | |
|   case eCSSKeyword_interpolatematrix:
 | |
|     ProcessMatrixOperator<Interpolate>(aMatrix, aData, aContext, aPresContext,
 | |
|                                        aConditions, aRefBox,
 | |
|                                        aContains3dTransform);
 | |
|     break;
 | |
|   case eCSSKeyword_accumulatematrix:
 | |
|     ProcessMatrixOperator<Accumulate>(aMatrix, aData, aContext, aPresContext,
 | |
|                                       aConditions, aRefBox,
 | |
|                                       aContains3dTransform);
 | |
|     break;
 | |
|   case eCSSKeyword_perspective:
 | |
|     *aContains3dTransform = true;
 | |
|     ProcessPerspective(aMatrix, aData, aContext, aPresContext,
 | |
|                        aConditions);
 | |
|     break;
 | |
|   default:
 | |
|     NS_NOTREACHED("Unknown transform function!");
 | |
|   }
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Return the transform function, as an nsCSSKeyword, for the given
 | |
|  * nsCSSValue::Array from a transform list.
 | |
|  */
 | |
| nsCSSKeyword
 | |
| TransformFunctionOf(const nsCSSValue::Array* aData)
 | |
| {
 | |
|   MOZ_ASSERT(aData->Item(0).GetUnit() == eCSSUnit_Enumerated);
 | |
|   return aData->Item(0).GetKeywordValue();
 | |
| }
 | |
| 
 | |
| void
 | |
| SetIdentityMatrix(nsCSSValue::Array* aMatrix)
 | |
| {
 | |
|   MOZ_ASSERT(aMatrix, "aMatrix should be non-null");
 | |
| 
 | |
|   nsCSSKeyword tfunc = TransformFunctionOf(aMatrix);
 | |
|   MOZ_ASSERT(tfunc == eCSSKeyword_matrix ||
 | |
|              tfunc == eCSSKeyword_matrix3d,
 | |
|              "Only accept matrix and matrix3d");
 | |
| 
 | |
|   if (tfunc == eCSSKeyword_matrix) {
 | |
|     MOZ_ASSERT(aMatrix->Count() == 7, "Invalid matrix");
 | |
|     Matrix m;
 | |
|     for (size_t i = 0; i < 6; ++i) {
 | |
|       aMatrix->Item(i + 1).SetFloatValue(m.components[i], eCSSUnit_Number);
 | |
|     }
 | |
|     return;
 | |
|   }
 | |
| 
 | |
|   MOZ_ASSERT(aMatrix->Count() == 17, "Invalid matrix3d");
 | |
|   Matrix4x4 m;
 | |
|   for (size_t i = 0; i < 16; ++i) {
 | |
|     aMatrix->Item(i + 1).SetFloatValue(m.components[i], eCSSUnit_Number);
 | |
|   }
 | |
| }
 | |
| 
 | |
| Matrix4x4
 | |
| ReadTransforms(const nsCSSValueList* aList,
 | |
|                nsStyleContext* aContext,
 | |
|                nsPresContext* aPresContext,
 | |
|                RuleNodeCacheConditions& aConditions,
 | |
|                TransformReferenceBox& aRefBox,
 | |
|                float aAppUnitsPerMatrixUnit,
 | |
|                bool* aContains3dTransform)
 | |
| {
 | |
|   Matrix4x4 result;
 | |
|   GeckoStyleContext* contextIfGecko = aContext
 | |
|                                       ? aContext->GetAsGecko()
 | |
|                                       : nullptr;
 | |
| 
 | |
|   for (const nsCSSValueList* curr = aList; curr != nullptr; curr = curr->mNext) {
 | |
|     const nsCSSValue &currElem = curr->mValue;
 | |
|     if (currElem.GetUnit() != eCSSUnit_Function) {
 | |
|       NS_ASSERTION(currElem.GetUnit() == eCSSUnit_None &&
 | |
|                    !aList->mNext,
 | |
|                    "stream should either be a list of functions or a "
 | |
|                    "lone None");
 | |
|       continue;
 | |
|     }
 | |
|     NS_ASSERTION(currElem.GetArrayValue()->Count() >= 1,
 | |
|                  "Incoming function is too short!");
 | |
| 
 | |
|     /* Read in a single transform matrix. */
 | |
|     MatrixForTransformFunction(result, currElem.GetArrayValue(), contextIfGecko,
 | |
|                                aPresContext, aConditions, aRefBox,
 | |
|                                aContains3dTransform);
 | |
|   }
 | |
| 
 | |
|   float scale = float(nsPresContext::AppUnitsPerCSSPixel()) / aAppUnitsPerMatrixUnit;
 | |
|   result.PreScale(1/scale, 1/scale, 1/scale);
 | |
|   result.PostScale(scale, scale, scale);
 | |
| 
 | |
|   return result;
 | |
| }
 | |
| 
 | |
| Point
 | |
| Convert2DPosition(nsStyleCoord const (&aValue)[2],
 | |
|                   TransformReferenceBox& aRefBox,
 | |
|                   int32_t aAppUnitsPerDevPixel)
 | |
| {
 | |
|   float position[2];
 | |
|   nsStyleTransformMatrix::TransformReferenceBox::DimensionGetter dimensionGetter[] =
 | |
|     { &nsStyleTransformMatrix::TransformReferenceBox::Width,
 | |
|       &nsStyleTransformMatrix::TransformReferenceBox::Height };
 | |
|   for (uint8_t index = 0; index < 2; ++index) {
 | |
|     const nsStyleCoord& value  = aValue[index];
 | |
|     if (value.GetUnit() == eStyleUnit_Calc) {
 | |
|       const nsStyleCoord::Calc *calc = value.GetCalcValue();
 | |
|       position[index] =
 | |
|         NSAppUnitsToFloatPixels((aRefBox.*dimensionGetter[index])(), aAppUnitsPerDevPixel) *
 | |
|           calc->mPercent +
 | |
|         NSAppUnitsToFloatPixels(calc->mLength, aAppUnitsPerDevPixel);
 | |
|     } else if (value.GetUnit() == eStyleUnit_Percent) {
 | |
|       position[index] =
 | |
|         NSAppUnitsToFloatPixels((aRefBox.*dimensionGetter[index])(), aAppUnitsPerDevPixel) *
 | |
|         value.GetPercentValue();
 | |
|     } else {
 | |
|       MOZ_ASSERT(value.GetUnit() == eStyleUnit_Coord,
 | |
|                 "unexpected unit");
 | |
|       position[index] =
 | |
|         NSAppUnitsToFloatPixels(value.GetCoordValue(),
 | |
|                                 aAppUnitsPerDevPixel);
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   return Point(position[0], position[1]);
 | |
| }
 | |
| 
 | |
| /*
 | |
|  * The relevant section of the transitions specification:
 | |
|  * http://dev.w3.org/csswg/css3-transitions/#animation-of-property-types-
 | |
|  * defers all of the details to the 2-D and 3-D transforms specifications.
 | |
|  * For the 2-D transforms specification (all that's relevant for us, right
 | |
|  * now), the relevant section is:
 | |
|  * http://dev.w3.org/csswg/css3-2d-transforms/#animation
 | |
|  * This, in turn, refers to the unmatrix program in Graphics Gems,
 | |
|  * available from http://tog.acm.org/resources/GraphicsGems/ , and in
 | |
|  * particular as the file GraphicsGems/gemsii/unmatrix.c
 | |
|  * in http://tog.acm.org/resources/GraphicsGems/AllGems.tar.gz
 | |
|  *
 | |
|  * The unmatrix reference is for general 3-D transform matrices (any of the
 | |
|  * 16 components can have any value).
 | |
|  *
 | |
|  * For CSS 2-D transforms, we have a 2-D matrix with the bottom row constant:
 | |
|  *
 | |
|  * [ A C E ]
 | |
|  * [ B D F ]
 | |
|  * [ 0 0 1 ]
 | |
|  *
 | |
|  * For that case, I believe the algorithm in unmatrix reduces to:
 | |
|  *
 | |
|  *  (1) If A * D - B * C == 0, the matrix is singular.  Fail.
 | |
|  *
 | |
|  *  (2) Set translation components (Tx and Ty) to the translation parts of
 | |
|  *      the matrix (E and F) and then ignore them for the rest of the time.
 | |
|  *      (For us, E and F each actually consist of three constants:  a
 | |
|  *      length, a multiplier for the width, and a multiplier for the
 | |
|  *      height.  This actually requires its own decomposition, but I'll
 | |
|  *      keep that separate.)
 | |
|  *
 | |
|  *  (3) Let the X scale (Sx) be sqrt(A^2 + B^2).  Then divide both A and B
 | |
|  *      by it.
 | |
|  *
 | |
|  *  (4) Let the XY shear (K) be A * C + B * D.  From C, subtract A times
 | |
|  *      the XY shear.  From D, subtract B times the XY shear.
 | |
|  *
 | |
|  *  (5) Let the Y scale (Sy) be sqrt(C^2 + D^2).  Divide C, D, and the XY
 | |
|  *      shear (K) by it.
 | |
|  *
 | |
|  *  (6) At this point, A * D - B * C is either 1 or -1.  If it is -1,
 | |
|  *      negate the XY shear (K), the X scale (Sx), and A, B, C, and D.
 | |
|  *      (Alternatively, we could negate the XY shear (K) and the Y scale
 | |
|  *      (Sy).)
 | |
|  *
 | |
|  *  (7) Let the rotation be R = atan2(B, A).
 | |
|  *
 | |
|  * Then the resulting decomposed transformation is:
 | |
|  *
 | |
|  *   translate(Tx, Ty) rotate(R) skewX(atan(K)) scale(Sx, Sy)
 | |
|  *
 | |
|  * An interesting result of this is that all of the simple transform
 | |
|  * functions (i.e., all functions other than matrix()), in isolation,
 | |
|  * decompose back to themselves except for:
 | |
|  *   'skewY(φ)', which is 'matrix(1, tan(φ), 0, 1, 0, 0)', which decomposes
 | |
|  *   to 'rotate(φ) skewX(φ) scale(sec(φ), cos(φ))' since (ignoring the
 | |
|  *   alternate sign possibilities that would get fixed in step 6):
 | |
|  *     In step 3, the X scale factor is sqrt(1+tan²(φ)) = sqrt(sec²(φ)) = sec(φ).
 | |
|  *     Thus, after step 3, A = 1/sec(φ) = cos(φ) and B = tan(φ) / sec(φ) = sin(φ).
 | |
|  *     In step 4, the XY shear is sin(φ).
 | |
|  *     Thus, after step 4, C = -cos(φ)sin(φ) and D = 1 - sin²(φ) = cos²(φ).
 | |
|  *     Thus, in step 5, the Y scale is sqrt(cos²(φ)(sin²(φ) + cos²(φ)) = cos(φ).
 | |
|  *     Thus, after step 5, C = -sin(φ), D = cos(φ), and the XY shear is tan(φ).
 | |
|  *     Thus, in step 6, A * D - B * C = cos²(φ) + sin²(φ) = 1.
 | |
|  *     In step 7, the rotation is thus φ.
 | |
|  *
 | |
|  *   skew(θ, φ), which is matrix(1, tan(φ), tan(θ), 1, 0, 0), which decomposes
 | |
|  *   to 'rotate(φ) skewX(θ + φ) scale(sec(φ), cos(φ))' since (ignoring
 | |
|  *   the alternate sign possibilities that would get fixed in step 6):
 | |
|  *     In step 3, the X scale factor is sqrt(1+tan²(φ)) = sqrt(sec²(φ)) = sec(φ).
 | |
|  *     Thus, after step 3, A = 1/sec(φ) = cos(φ) and B = tan(φ) / sec(φ) = sin(φ).
 | |
|  *     In step 4, the XY shear is cos(φ)tan(θ) + sin(φ).
 | |
|  *     Thus, after step 4,
 | |
|  *     C = tan(θ) - cos(φ)(cos(φ)tan(θ) + sin(φ)) = tan(θ)sin²(φ) - cos(φ)sin(φ)
 | |
|  *     D = 1 - sin(φ)(cos(φ)tan(θ) + sin(φ)) = cos²(φ) - sin(φ)cos(φ)tan(θ)
 | |
|  *     Thus, in step 5, the Y scale is sqrt(C² + D²) =
 | |
|  *     sqrt(tan²(θ)(sin⁴(φ) + sin²(φ)cos²(φ)) -
 | |
|  *          2 tan(θ)(sin³(φ)cos(φ) + sin(φ)cos³(φ)) +
 | |
|  *          (sin²(φ)cos²(φ) + cos⁴(φ))) =
 | |
|  *     sqrt(tan²(θ)sin²(φ) - 2 tan(θ)sin(φ)cos(φ) + cos²(φ)) =
 | |
|  *     cos(φ) - tan(θ)sin(φ) (taking the negative of the obvious solution so
 | |
|  *     we avoid flipping in step 6).
 | |
|  *     After step 5, C = -sin(φ) and D = cos(φ), and the XY shear is
 | |
|  *     (cos(φ)tan(θ) + sin(φ)) / (cos(φ) - tan(θ)sin(φ)) =
 | |
|  *     (dividing both numerator and denominator by cos(φ))
 | |
|  *     (tan(θ) + tan(φ)) / (1 - tan(θ)tan(φ)) = tan(θ + φ).
 | |
|  *     (See http://en.wikipedia.org/wiki/List_of_trigonometric_identities .)
 | |
|  *     Thus, in step 6, A * D - B * C = cos²(φ) + sin²(φ) = 1.
 | |
|  *     In step 7, the rotation is thus φ.
 | |
|  *
 | |
|  *     To check this result, we can multiply things back together:
 | |
|  *
 | |
|  *     [ cos(φ) -sin(φ) ] [ 1 tan(θ + φ) ] [ sec(φ)    0   ]
 | |
|  *     [ sin(φ)  cos(φ) ] [ 0      1     ] [   0    cos(φ) ]
 | |
|  *
 | |
|  *     [ cos(φ)      cos(φ)tan(θ + φ) - sin(φ) ] [ sec(φ)    0   ]
 | |
|  *     [ sin(φ)      sin(φ)tan(θ + φ) + cos(φ) ] [   0    cos(φ) ]
 | |
|  *
 | |
|  *     but since tan(θ + φ) = (tan(θ) + tan(φ)) / (1 - tan(θ)tan(φ)),
 | |
|  *     cos(φ)tan(θ + φ) - sin(φ)
 | |
|  *      = cos(φ)(tan(θ) + tan(φ)) - sin(φ) + sin(φ)tan(θ)tan(φ)
 | |
|  *      = cos(φ)tan(θ) + sin(φ) - sin(φ) + sin(φ)tan(θ)tan(φ)
 | |
|  *      = cos(φ)tan(θ) + sin(φ)tan(θ)tan(φ)
 | |
|  *      = tan(θ) (cos(φ) + sin(φ)tan(φ))
 | |
|  *      = tan(θ) sec(φ) (cos²(φ) + sin²(φ))
 | |
|  *      = tan(θ) sec(φ)
 | |
|  *     and
 | |
|  *     sin(φ)tan(θ + φ) + cos(φ)
 | |
|  *      = sin(φ)(tan(θ) + tan(φ)) + cos(φ) - cos(φ)tan(θ)tan(φ)
 | |
|  *      = tan(θ) (sin(φ) - sin(φ)) + sin(φ)tan(φ) + cos(φ)
 | |
|  *      = sec(φ) (sin²(φ) + cos²(φ))
 | |
|  *      = sec(φ)
 | |
|  *     so the above is:
 | |
|  *     [ cos(φ)  tan(θ) sec(φ) ] [ sec(φ)    0   ]
 | |
|  *     [ sin(φ)     sec(φ)     ] [   0    cos(φ) ]
 | |
|  *
 | |
|  *     [    1   tan(θ) ]
 | |
|  *     [ tan(φ)    1   ]
 | |
|  */
 | |
| 
 | |
| /*
 | |
|  * Decompose2DMatrix implements the above decomposition algorithm.
 | |
|  */
 | |
| 
 | |
| bool
 | |
| Decompose2DMatrix(const Matrix& aMatrix,
 | |
|                   Point3D& aScale,
 | |
|                   ShearArray& aShear,
 | |
|                   gfxQuaternion& aRotate,
 | |
|                   Point3D& aTranslate)
 | |
| {
 | |
|   float A = aMatrix._11,
 | |
|         B = aMatrix._12,
 | |
|         C = aMatrix._21,
 | |
|         D = aMatrix._22;
 | |
|   if (A * D == B * C) {
 | |
|     // singular matrix
 | |
|     return false;
 | |
|   }
 | |
| 
 | |
|   float scaleX = sqrt(A * A + B * B);
 | |
|   A /= scaleX;
 | |
|   B /= scaleX;
 | |
| 
 | |
|   float XYshear = A * C + B * D;
 | |
|   C -= A * XYshear;
 | |
|   D -= B * XYshear;
 | |
| 
 | |
|   float scaleY = sqrt(C * C + D * D);
 | |
|   C /= scaleY;
 | |
|   D /= scaleY;
 | |
|   XYshear /= scaleY;
 | |
| 
 | |
|   float determinant = A * D - B * C;
 | |
|   // Determinant should now be 1 or -1.
 | |
|   if (0.99 > Abs(determinant) || Abs(determinant) > 1.01) {
 | |
|     return false;
 | |
|   }
 | |
| 
 | |
|   if (determinant < 0) {
 | |
|     A = -A;
 | |
|     B = -B;
 | |
|     C = -C;
 | |
|     D = -D;
 | |
|     XYshear = -XYshear;
 | |
|     scaleX = -scaleX;
 | |
|   }
 | |
| 
 | |
|   float rotate = atan2f(B, A);
 | |
|   aRotate = gfxQuaternion(0, 0, sin(rotate/2), cos(rotate/2));
 | |
|   aShear[ShearType::XYSHEAR] = XYshear;
 | |
|   aScale.x = scaleX;
 | |
|   aScale.y = scaleY;
 | |
|   aTranslate.x = aMatrix._31;
 | |
|   aTranslate.y = aMatrix._32;
 | |
|   return true;
 | |
| }
 | |
| 
 | |
| /**
 | |
|  * Implementation of the unmatrix algorithm, specified by:
 | |
|  *
 | |
|  * http://dev.w3.org/csswg/css3-2d-transforms/#unmatrix
 | |
|  *
 | |
|  * This, in turn, refers to the unmatrix program in Graphics Gems,
 | |
|  * available from http://tog.acm.org/resources/GraphicsGems/ , and in
 | |
|  * particular as the file GraphicsGems/gemsii/unmatrix.c
 | |
|  * in http://tog.acm.org/resources/GraphicsGems/AllGems.tar.gz
 | |
|  */
 | |
| bool
 | |
| Decompose3DMatrix(const Matrix4x4& aMatrix,
 | |
|                   Point3D& aScale,
 | |
|                   ShearArray& aShear,
 | |
|                   gfxQuaternion& aRotate,
 | |
|                   Point3D& aTranslate,
 | |
|                   Point4D& aPerspective)
 | |
| {
 | |
|   Matrix4x4 local = aMatrix;
 | |
| 
 | |
|   if (local[3][3] == 0) {
 | |
|     return false;
 | |
|   }
 | |
|   /* Normalize the matrix */
 | |
|   local.Normalize();
 | |
| 
 | |
|   /**
 | |
|    * perspective is used to solve for perspective, but it also provides
 | |
|    * an easy way to test for singularity of the upper 3x3 component.
 | |
|    */
 | |
|   Matrix4x4 perspective = local;
 | |
|   Point4D empty(0, 0, 0, 1);
 | |
|   perspective.SetTransposedVector(3, empty);
 | |
| 
 | |
|   if (perspective.Determinant() == 0.0) {
 | |
|     return false;
 | |
|   }
 | |
| 
 | |
|   /* First, isolate perspective. */
 | |
|   if (local[0][3] != 0 || local[1][3] != 0 ||
 | |
|       local[2][3] != 0) {
 | |
|     /* aPerspective is the right hand side of the equation. */
 | |
|     aPerspective = local.TransposedVector(3);
 | |
| 
 | |
|     /**
 | |
|      * Solve the equation by inverting perspective and multiplying
 | |
|      * aPerspective by the inverse.
 | |
|      */
 | |
|     perspective.Invert();
 | |
|     aPerspective = perspective.TransposeTransform4D(aPerspective);
 | |
| 
 | |
|     /* Clear the perspective partition */
 | |
|     local.SetTransposedVector(3, empty);
 | |
|   } else {
 | |
|     aPerspective = Point4D(0, 0, 0, 1);
 | |
|   }
 | |
| 
 | |
|   /* Next take care of translation */
 | |
|   for (int i = 0; i < 3; i++) {
 | |
|     aTranslate[i] = local[3][i];
 | |
|     local[3][i] = 0;
 | |
|   }
 | |
| 
 | |
|   /* Now get scale and shear. */
 | |
| 
 | |
|   /* Compute X scale factor and normalize first row. */
 | |
|   aScale.x = local[0].Length();
 | |
|   local[0] /= aScale.x;
 | |
| 
 | |
|   /* Compute XY shear factor and make 2nd local orthogonal to 1st. */
 | |
|   aShear[ShearType::XYSHEAR] = local[0].DotProduct(local[1]);
 | |
|   local[1] -= local[0] * aShear[ShearType::XYSHEAR];
 | |
| 
 | |
|   /* Now, compute Y scale and normalize 2nd local. */
 | |
|   aScale.y = local[1].Length();
 | |
|   local[1] /= aScale.y;
 | |
|   aShear[ShearType::XYSHEAR] /= aScale.y;
 | |
| 
 | |
|   /* Compute XZ and YZ shears, make 3rd local orthogonal */
 | |
|   aShear[ShearType::XZSHEAR] = local[0].DotProduct(local[2]);
 | |
|   local[2] -= local[0] * aShear[ShearType::XZSHEAR];
 | |
|   aShear[ShearType::YZSHEAR] = local[1].DotProduct(local[2]);
 | |
|   local[2] -= local[1] * aShear[ShearType::YZSHEAR];
 | |
| 
 | |
|   /* Next, get Z scale and normalize 3rd local. */
 | |
|   aScale.z = local[2].Length();
 | |
|   local[2] /= aScale.z;
 | |
| 
 | |
|   aShear[ShearType::XZSHEAR] /= aScale.z;
 | |
|   aShear[ShearType::YZSHEAR] /= aScale.z;
 | |
| 
 | |
|   /**
 | |
|    * At this point, the matrix (in locals) is orthonormal.
 | |
|    * Check for a coordinate system flip.  If the determinant
 | |
|    * is -1, then negate the matrix and the scaling factors.
 | |
|    */
 | |
|   if (local[0].DotProduct(local[1].CrossProduct(local[2])) < 0) {
 | |
|     aScale *= -1;
 | |
|     for (int i = 0; i < 3; i++) {
 | |
|       local[i] *= -1;
 | |
|     }
 | |
|   }
 | |
| 
 | |
|   /* Now, get the rotations out */
 | |
|   aRotate = gfxQuaternion(local);
 | |
| 
 | |
|   return true;
 | |
| }
 | |
| 
 | |
| Matrix
 | |
| CSSValueArrayTo2DMatrix(nsCSSValue::Array* aArray)
 | |
| {
 | |
|   MOZ_ASSERT(aArray &&
 | |
|              TransformFunctionOf(aArray) == eCSSKeyword_matrix &&
 | |
|              aArray->Count() == 7);
 | |
|   Matrix m(aArray->Item(1).GetFloatValue(),
 | |
|            aArray->Item(2).GetFloatValue(),
 | |
|            aArray->Item(3).GetFloatValue(),
 | |
|            aArray->Item(4).GetFloatValue(),
 | |
|            aArray->Item(5).GetFloatValue(),
 | |
|            aArray->Item(6).GetFloatValue());
 | |
|   return m;
 | |
| }
 | |
| 
 | |
| Matrix4x4
 | |
| CSSValueArrayTo3DMatrix(nsCSSValue::Array* aArray)
 | |
| {
 | |
|   MOZ_ASSERT(aArray &&
 | |
|              TransformFunctionOf(aArray) == eCSSKeyword_matrix3d &&
 | |
|              aArray->Count() == 17);
 | |
|   gfx::Float array[16];
 | |
|   for (size_t i = 0; i < 16; ++i) {
 | |
|     array[i] = aArray->Item(i+1).GetFloatValue();
 | |
|   }
 | |
|   Matrix4x4 m(array);
 | |
|   return m;
 | |
| }
 | |
| 
 | |
| Size
 | |
| GetScaleValue(const nsCSSValueSharedList* aList,
 | |
|               const nsIFrame* aForFrame)
 | |
| {
 | |
|   MOZ_ASSERT(aList && aList->mHead);
 | |
|   MOZ_ASSERT(aForFrame);
 | |
| 
 | |
|   RuleNodeCacheConditions dontCare;
 | |
|   bool dontCareBool;
 | |
|   TransformReferenceBox refBox(aForFrame);
 | |
|   Matrix4x4 transform = ReadTransforms(
 | |
|                           aList->mHead,
 | |
|                           aForFrame->StyleContext(),
 | |
|                           aForFrame->PresContext(), dontCare, refBox,
 | |
|                           aForFrame->PresContext()->AppUnitsPerDevPixel(),
 | |
|                           &dontCareBool);
 | |
|   Matrix transform2d;
 | |
|   bool canDraw2D = transform.CanDraw2D(&transform2d);
 | |
|   if (!canDraw2D) {
 | |
|     return Size();
 | |
|   }
 | |
| 
 | |
|   return transform2d.ScaleFactors(true);
 | |
| }
 | |
| 
 | |
| } // namespace nsStyleTransformMatrix
 |