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diff --git a/layout/style/nsStyleTransformMatrix.cpp b/layout/style/nsStyleTransformMatrix.cpp
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+/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* 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/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 ==
+ NS_STYLE_TRANSFORM_BOX_FILL_BOX) {
+ // Percentages in transforms resolve against the SVG bbox, and the
+ // transform is relative to the top-left of the SVG bbox.
+ gfxRect bbox = nsSVGUtils::GetBBox(const_cast<nsIFrame*>(mFrame));
+ nsRect bboxInAppUnits =
+ nsLayoutUtils::RoundGfxRectToAppRect(bbox,
+ mFrame->PresContext()->AppUnitsPerCSSPixel());
+ // 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 ==
+ NS_STYLE_TRANSFORM_BOX_VIEW_BOX ||
+ mFrame->StyleDisplay()->mTransformBox ==
+ NS_STYLE_TRANSFORM_BOX_BORDER_BOX,
+ "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,
+ nsStyleContext* 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()) {
+ nsRuleNode::ComputedCalc result =
+ nsRuleNode::SpecifiedCalcToComputedCalc(aValue, aContext, aPresContext,
+ aConditions);
+ percent = result.mPercent;
+ offset = result.mLength;
+ } else {
+ 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,
+ nsStyleContext* 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,
+ nsStyleContext* 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;
+}
+
+/* Helper function to process two matrices that we need to interpolate between */
+void
+ProcessInterpolateMatrix(Matrix4x4& aMatrix,
+ const nsCSSValue::Array* aData,
+ nsStyleContext* aContext,
+ nsPresContext* aPresContext,
+ RuleNodeCacheConditions& aConditions,
+ TransformReferenceBox& aRefBox,
+ bool* aContains3dTransform)
+{
+ NS_PRECONDITION(aData->Count() == 4, "Invalid array!");
+
+ Matrix4x4 matrix1, matrix2;
+ if (aData->Item(1).GetUnit() == eCSSUnit_List) {
+ matrix1 = nsStyleTransformMatrix::ReadTransforms(aData->Item(1).GetListValue(),
+ aContext, aPresContext,
+ aConditions,
+ aRefBox, nsPresContext::AppUnitsPerCSSPixel(),
+ aContains3dTransform);
+ }
+ if (aData->Item(2).GetUnit() == eCSSUnit_List) {
+ matrix2 = ReadTransforms(aData->Item(2).GetListValue(),
+ aContext, aPresContext,
+ aConditions,
+ aRefBox, nsPresContext::AppUnitsPerCSSPixel(),
+ aContains3dTransform);
+ }
+ double progress = aData->Item(3).GetPercentValue();
+
+ aMatrix =
+ StyleAnimationValue::InterpolateTransformMatrix(matrix1, matrix2, progress)
+ * aMatrix;
+}
+
+/* Helper function to process a translatex function. */
+static void
+ProcessTranslateX(Matrix4x4& aMatrix,
+ const nsCSSValue::Array* aData,
+ nsStyleContext* 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,
+ nsStyleContext* 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,
+ nsStyleContext* 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,
+ nsStyleContext* 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,
+ nsStyleContext* 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,
+ nsStyleContext *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,
+ nsStyleContext* 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:
+ ProcessInterpolateMatrix(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;
+
+ 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(), aContext,
+ 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;
+}
+
+/*
+ * 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;
+
+ // A*D - B*C should now be 1 or -1
+ NS_ASSERTION(0.99 < Abs(A*D - B*C) && Abs(A*D - B*C) < 1.01,
+ "determinant should now be 1 or -1");
+ if (A * D < B * C) {
+ 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;
+}
+
+} // namespace nsStyleTransformMatrix