/* This Source Code Form is subject to the terms of the Mozilla Public
* License , v . 2 . 0 . If a copy of the MPL was not distributed with this
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
//! Computed types for CSS values that are related to transformations.
use super ::CSSFloat;
use crate ::values::animated::transform::{Perspective, Scale3D, Translate3D};
use crate ::values::animated::ToAnimatedZero;
use crate ::values::computed::{Angle, Integer, Length, LengthPercentage, Number, Percen
tage};
use crate ::values::generics::transform as generic;
use crate ::Zero;
use euclid::default::{Transform3D, Vector3D};
pub use crate ::values::generics::transform::TransformStyle;
pub use crate ::values::specified::transform::TransformBox;
/// A single operation in a computed CSS `transform`
pub type TransformOperation =
generic::GenericTransformOperation<Angle, Number, Length, Integer, LengthPercentage>;
/// A computed CSS `transform`
pub type Transform = generic::GenericTransform<TransformOperation>;
/// The computed value of a CSS `<transform-origin>`
pub type TransformOrigin =
generic::GenericTransformOrigin<LengthPercentage, LengthPercentage, Length>;
/// The computed value of the `perspective()` transform function.
pub type PerspectiveFunction = generic::PerspectiveFunction<Length>;
/// A vector to represent the direction vector (rotate axis) for Rotate3D.
pub type DirectionVector = Vector3D<CSSFloat>;
impl TransformOrigin {
/// Returns the initial computed value for `transform-origin`.
#[ inline]
pub fn initial_value() -> Self {
Self ::new(
LengthPercentage::new_percent(Percentage(0 .5 )),
LengthPercentage::new_percent(Percentage(0 .5 )),
Length::new(0 .),
)
}
}
/// computed value of matrix3d()
pub type Matrix3D = generic::Matrix3D<Number>;
/// computed value of matrix()
pub type Matrix = generic::Matrix<Number>;
// we rustfmt_skip here because we want the matrices to look like
// matrices instead of being split across lines
#[ cfg_attr(rustfmt, rustfmt_skip)]
impl Matrix3D {
/// Get an identity matrix
#[ inline]
pub fn identity() -> Self {
Self {
m11: 1 .0 , m12: 0 .0 , m13: 0 .0 , m14: 0 .0 ,
m21: 0 .0 , m22: 1 .0 , m23: 0 .0 , m24: 0 .0 ,
m31: 0 .0 , m32: 0 .0 , m33: 1 .0 , m34: 0 .0 ,
m41: 0 ., m42: 0 ., m43: 0 ., m44: 1 .0
}
}
/// Convert to a 2D Matrix
#[ inline]
pub fn into_2d(self ) -> Result<Matrix, ()> {
if self .m13 == 0 . && self .m23 == 0 . &&
self .m31 == 0 . && self .m32 == 0 . &&
self .m33 == 1 . && self .m34 == 0 . &&
self .m14 == 0 . && self .m24 == 0 . &&
self .m43 == 0 . && self .m44 == 1 . {
Ok(Matrix {
a: self .m11, c: self .m21, e: self .m41,
b: self .m12, d: self .m22, f: self .m42,
})
} else {
Err(())
}
}
/// Return true if this has 3D components.
#[ inline]
pub fn is_3d(&self ) -> bool {
self .m13 != 0 .0 || self .m14 != 0 .0 ||
self .m23 != 0 .0 || self .m24 != 0 .0 ||
self .m31 != 0 .0 || self .m32 != 0 .0 ||
self .m33 != 1 .0 || self .m34 != 0 .0 ||
self .m43 != 0 .0 || self .m44 != 1 .0
}
/// Return determinant value.
#[ inline]
pub fn determinant(&self ) -> CSSFloat {
self .m14 * self .m23 * self .m32 * self .m41 -
self .m13 * self .m24 * self .m32 * self .m41 -
self .m14 * self .m22 * self .m33 * self .m41 +
self .m12 * self .m24 * self .m33 * self .m41 +
self .m13 * self .m22 * self .m34 * self .m41 -
self .m12 * self .m23 * self .m34 * self .m41 -
self .m14 * self .m23 * self .m31 * self .m42 +
self .m13 * self .m24 * self .m31 * self .m42 +
self .m14 * self .m21 * self .m33 * self .m42 -
self .m11 * self .m24 * self .m33 * self .m42 -
self .m13 * self .m21 * self .m34 * self .m42 +
self .m11 * self .m23 * self .m34 * self .m42 +
self .m14 * self .m22 * self .m31 * self .m43 -
self .m12 * self .m24 * self .m31 * self .m43 -
self .m14 * self .m21 * self .m32 * self .m43 +
self .m11 * self .m24 * self .m32 * self .m43 +
self .m12 * self .m21 * self .m34 * self .m43 -
self .m11 * self .m22 * self .m34 * self .m43 -
self .m13 * self .m22 * self .m31 * self .m44 +
self .m12 * self .m23 * self .m31 * self .m44 +
self .m13 * self .m21 * self .m32 * self .m44 -
self .m11 * self .m23 * self .m32 * self .m44 -
self .m12 * self .m21 * self .m33 * self .m44 +
self .m11 * self .m22 * self .m33 * self .m44
}
/// Transpose a matrix.
#[ inline]
pub fn transpose(&self ) -> Self {
Self {
m11: self .m11, m12: self .m21, m13: self .m31, m14: self .m41,
m21: self .m12, m22: self .m22, m23: self .m32, m24: self .m42,
m31: self .m13, m32: self .m23, m33: self .m33, m34: self .m43,
m41: self .m14, m42: self .m24, m43: self .m34, m44: self .m44,
}
}
/// Return inverse matrix.
pub fn inverse(&self ) -> Result<Matrix3D, ()> {
let mut det = self .determinant();
if det == 0 .0 {
return Err(());
}
det = 1 .0 / det;
let x = Matrix3D {
m11: det *
(self .m23 * self .m34 * self .m42 - self .m24 * self .m33 * self .m42 +
self .m24 * self .m32 * self .m43 - self .m22 * self .m34 * self .m43 -
self .m23 * self .m32 * self .m44 + self .m22 * self .m33 * self .m44),
m12: det *
(self .m14 * self .m33 * self .m42 - self .m13 * self .m34 * self .m42 -
self .m14 * self .m32 * self .m43 + self .m12 * self .m34 * self .m43 +
self .m13 * self .m32 * self .m44 - self .m12 * self .m33 * self .m44),
m13: det *
(self .m13 * self .m24 * self .m42 - self .m14 * self .m23 * self .m42 +
self .m14 * self .m22 * self .m43 - self .m12 * self .m24 * self .m43 -
self .m13 * self .m22 * self .m44 + self .m12 * self .m23 * self .m44),
m14: det *
(self .m14 * self .m23 * self .m32 - self .m13 * self .m24 * self .m32 -
self .m14 * self .m22 * self .m33 + self .m12 * self .m24 * self .m33 +
self .m13 * self .m22 * self .m34 - self .m12 * self .m23 * self .m34),
m21: det *
(self .m24 * self .m33 * self .m41 - self .m23 * self .m34 * self .m41 -
self .m24 * self .m31 * self .m43 + self .m21 * self .m34 * self .m43 +
self .m23 * self .m31 * self .m44 - self .m21 * self .m33 * self .m44),
m22: det *
(self .m13 * self .m34 * self .m41 - self .m14 * self .m33 * self .m41 +
self .m14 * self .m31 * self .m43 - self .m11 * self .m34 * self .m43 -
self .m13 * self .m31 * self .m44 + self .m11 * self .m33 * self .m44),
m23: det *
(self .m14 * self .m23 * self .m41 - self .m13 * self .m24 * self .m41 -
self .m14 * self .m21 * self .m43 + self .m11 * self .m24 * self .m43 +
self .m13 * self .m21 * self .m44 - self .m11 * self .m23 * self .m44),
m24: det *
(self .m13 * self .m24 * self .m31 - self .m14 * self .m23 * self .m31 +
self .m14 * self .m21 * self .m33 - self .m11 * self .m24 * self .m33 -
self .m13 * self .m21 * self .m34 + self .m11 * self .m23 * self .m34),
m31: det *
(self .m22 * self .m34 * self .m41 - self .m24 * self .m32 * self .m41 +
self .m24 * self .m31 * self .m42 - self .m21 * self .m34 * self .m42 -
self .m22 * self .m31 * self .m44 + self .m21 * self .m32 * self .m44),
m32: det *
(self .m14 * self .m32 * self .m41 - self .m12 * self .m34 * self .m41 -
self .m14 * self .m31 * self .m42 + self .m11 * self .m34 * self .m42 +
self .m12 * self .m31 * self .m44 - self .m11 * self .m32 * self .m44),
m33: det *
(self .m12 * self .m24 * self .m41 - self .m14 * self .m22 * self .m41 +
self .m14 * self .m21 * self .m42 - self .m11 * self .m24 * self .m42 -
self .m12 * self .m21 * self .m44 + self .m11 * self .m22 * self .m44),
m34: det *
(self .m14 * self .m22 * self .m31 - self .m12 * self .m24 * self .m31 -
self .m14 * self .m21 * self .m32 + self .m11 * self .m24 * self .m32 +
self .m12 * self .m21 * self .m34 - self .m11 * self .m22 * self .m34),
m41: det *
(self .m23 * self .m32 * self .m41 - self .m22 * self .m33 * self .m41 -
self .m23 * self .m31 * self .m42 + self .m21 * self .m33 * self .m42 +
self .m22 * self .m31 * self .m43 - self .m21 * self .m32 * self .m43),
m42: det *
(self .m12 * self .m33 * self .m41 - self .m13 * self .m32 * self .m41 +
self .m13 * self .m31 * self .m42 - self .m11 * self .m33 * self .m42 -
self .m12 * self .m31 * self .m43 + self .m11 * self .m32 * self .m43),
m43: det *
(self .m13 * self .m22 * self .m41 - self .m12 * self .m23 * self .m41 -
self .m13 * self .m21 * self .m42 + self .m11 * self .m23 * self .m42 +
self .m12 * self .m21 * self .m43 - self .m11 * self .m22 * self .m43),
m44: det *
(self .m12 * self .m23 * self .m31 - self .m13 * self .m22 * self .m31 +
self .m13 * self .m21 * self .m32 - self .m11 * self .m23 * self .m32 -
self .m12 * self .m21 * self .m33 + self .m11 * self .m22 * self .m33),
};
Ok(x)
}
/// Multiply `pin * self`.
#[ inline]
pub fn pre_mul_point4(&self , pin: &[f32; 4 ]) -> [f32; 4 ] {
[
pin[0 ] * self .m11 + pin[1 ] * self .m21 + pin[2 ] * self .m31 + pin[3 ] * self .m41,
pin[0 ] * self .m12 + pin[1 ] * self .m22 + pin[2 ] * self .m32 + pin[3 ] * self .m42,
pin[0 ] * self .m13 + pin[1 ] * self .m23 + pin[2 ] * self .m33 + pin[3 ] * self .m43,
pin[0 ] * self .m14 + pin[1 ] * self .m24 + pin[2 ] * self .m34 + pin[3 ] * self .m44,
]
}
/// Return the multiplication of two 4x4 matrices.
#[ inline]
pub fn multiply(&self , other: &Self ) -> Self {
Matrix3D {
m11: self .m11 * other.m11 + self .m12 * other.m21 +
self .m13 * other.m31 + self .m14 * other.m41,
m12: self .m11 * other.m12 + self .m12 * other.m22 +
self .m13 * other.m32 + self .m14 * other.m42,
m13: self .m11 * other.m13 + self .m12 * other.m23 +
self .m13 * other.m33 + self .m14 * other.m43,
m14: self .m11 * other.m14 + self .m12 * other.m24 +
self .m13 * other.m34 + self .m14 * other.m44,
m21: self .m21 * other.m11 + self .m22 * other.m21 +
self .m23 * other.m31 + self .m24 * other.m41,
m22: self .m21 * other.m12 + self .m22 * other.m22 +
self .m23 * other.m32 + self .m24 * other.m42,
m23: self .m21 * other.m13 + self .m22 * other.m23 +
self .m23 * other.m33 + self .m24 * other.m43,
m24: self .m21 * other.m14 + self .m22 * other.m24 +
self .m23 * other.m34 + self .m24 * other.m44,
m31: self .m31 * other.m11 + self .m32 * other.m21 +
self .m33 * other.m31 + self .m34 * other.m41,
m32: self .m31 * other.m12 + self .m32 * other.m22 +
self .m33 * other.m32 + self .m34 * other.m42,
m33: self .m31 * other.m13 + self .m32 * other.m23 +
self .m33 * other.m33 + self .m34 * other.m43,
m34: self .m31 * other.m14 + self .m32 * other.m24 +
self .m33 * other.m34 + self .m34 * other.m44,
m41: self .m41 * other.m11 + self .m42 * other.m21 +
self .m43 * other.m31 + self .m44 * other.m41,
m42: self .m41 * other.m12 + self .m42 * other.m22 +
self .m43 * other.m32 + self .m44 * other.m42,
m43: self .m41 * other.m13 + self .m42 * other.m23 +
self .m43 * other.m33 + self .m44 * other.m43,
m44: self .m41 * other.m14 + self .m42 * other.m24 +
self .m43 * other.m34 + self .m44 * other.m44,
}
}
/// Scale the matrix by a factor.
#[ inline]
pub fn scale_by_factor(&mut self , scaling_factor: CSSFloat) {
self .m11 *= scaling_factor;
self .m12 *= scaling_factor;
self .m13 *= scaling_factor;
self .m14 *= scaling_factor;
self .m21 *= scaling_factor;
self .m22 *= scaling_factor;
self .m23 *= scaling_factor;
self .m24 *= scaling_factor;
self .m31 *= scaling_factor;
self .m32 *= scaling_factor;
self .m33 *= scaling_factor;
self .m34 *= scaling_factor;
self .m41 *= scaling_factor;
self .m42 *= scaling_factor;
self .m43 *= scaling_factor;
self .m44 *= scaling_factor;
}
/// Return the matrix 3x3 part (top-left corner).
/// This is used by retrieving the scale and shear factors
/// during decomposing a 3d matrix.
#[ inline]
pub fn get_matrix_3x3_part(&self ) -> [[f32; 3 ]; 3 ] {
[
[ self .m11, self .m12, self .m13 ],
[ self .m21, self .m22, self .m23 ],
[ self .m31, self .m32, self .m33 ],
]
}
/// Set perspective on the matrix.
#[ inline]
pub fn set_perspective(&mut self , perspective: &Perspective) {
self .m14 = perspective.0 ;
self .m24 = perspective.1 ;
self .m34 = perspective.2 ;
self .m44 = perspective.3 ;
}
/// Apply translate on the matrix.
#[ inline]
pub fn apply_translate(&mut self , translate: &Translate3D) {
self .m41 += translate.0 * self .m11 + translate.1 * self .m21 + translate.2 * self .m31;
self .m42 += translate.0 * self .m12 + translate.1 * self .m22 + translate.2 * self .m32;
self .m43 += translate.0 * self .m13 + translate.1 * self .m23 + translate.2 * self .m33;
self .m44 += translate.0 * self .m14 + translate.1 * self .m24 + translate.2 * self .m34;
}
/// Apply scale on the matrix.
#[ inline]
pub fn apply_scale(&mut self , scale: &Scale3D) {
self .m11 *= scale.0 ;
self .m12 *= scale.0 ;
self .m13 *= scale.0 ;
self .m14 *= scale.0 ;
self .m21 *= scale.1 ;
self .m22 *= scale.1 ;
self .m23 *= scale.1 ;
self .m24 *= scale.1 ;
self .m31 *= scale.2 ;
self .m32 *= scale.2 ;
self .m33 *= scale.2 ;
self .m34 *= scale.2 ;
}
}
#[ cfg_attr(rustfmt, rustfmt_skip)]
impl Matrix {
#[ inline]
/// Get an identity matrix
pub fn identity() -> Self {
Self {
a: 1 ., c: 0 ., /* 0 0*/
b: 0 ., d: 1 ., /* 0 0*/
/* 0 0 1 0 */
e: 0 ., f: 0 ., /* 0 1 */
}
}
}
#[ cfg_attr(rustfmt, rustfmt_skip)]
impl From<Matrix> for Matrix3D {
fn from(m: Matrix) -> Self {
Self {
m11: m.a, m12: m.b, m13: 0 .0 , m14: 0 .0 ,
m21: m.c, m22: m.d, m23: 0 .0 , m24: 0 .0 ,
m31: 0 .0 , m32: 0 .0 , m33: 1 .0 , m34: 0 .0 ,
m41: m.e, m42: m.f, m43: 0 .0 , m44: 1 .0
}
}
}
#[ cfg_attr(rustfmt, rustfmt_skip)]
impl From<Transform3D<CSSFloat>> for Matrix3D {
#[ inline]
fn from(m: Transform3D<CSSFloat>) -> Self {
Matrix3D {
m11: m.m11, m12: m.m12, m13: m.m13, m14: m.m14,
m21: m.m21, m22: m.m22, m23: m.m23, m24: m.m24,
m31: m.m31, m32: m.m32, m33: m.m33, m34: m.m34,
m41: m.m41, m42: m.m42, m43: m.m43, m44: m.m44
}
}
}
impl TransformOperation {
/// Convert to a Translate3D.
///
/// Must be called on a Translate function
pub fn to_translate_3d(&self ) -> Self {
match *self {
generic::TransformOperation::Translate3D(..) => self .clone(),
generic::TransformOperation::TranslateX(ref x) => {
generic::TransformOperation::Translate3D(
x.clone(),
LengthPercentage::zero(),
Length::zero(),
)
},
generic::TransformOperation::Translate(ref x, ref y) => {
generic::TransformOperation::Translate3D(x.clone(), y.clone(), Length::zero())
},
generic::TransformOperation::TranslateY(ref y) => {
generic::TransformOperation::Translate3D(
LengthPercentage::zero(),
y.clone(),
Length::zero(),
)
},
generic::TransformOperation::TranslateZ(ref z) => {
generic::TransformOperation::Translate3D(
LengthPercentage::zero(),
LengthPercentage::zero(),
z.clone(),
)
},
_ => unreachable!(),
}
}
/// Convert to a Rotate3D.
///
/// Must be called on a Rotate function.
pub fn to_rotate_3d(&self ) -> Self {
match *self {
generic::TransformOperation::Rotate3D(..) => self .clone(),
generic::TransformOperation::RotateZ(ref angle) |
generic::TransformOperation::Rotate(ref angle) => {
generic::TransformOperation::Rotate3D(0 ., 0 ., 1 ., angle.clone())
},
generic::TransformOperation::RotateX(ref angle) => {
generic::TransformOperation::Rotate3D(1 ., 0 ., 0 ., angle.clone())
},
generic::TransformOperation::RotateY(ref angle) => {
generic::TransformOperation::Rotate3D(0 ., 1 ., 0 ., angle.clone())
},
_ => unreachable!(),
}
}
/// Convert to a Scale3D.
///
/// Must be called on a Scale function
pub fn to_scale_3d(&self ) -> Self {
match *self {
generic::TransformOperation::Scale3D(..) => self .clone(),
generic::TransformOperation::Scale(x, y) => {
generic::TransformOperation::Scale3D(x, y, 1 .)
},
generic::TransformOperation::ScaleX(x) => {
generic::TransformOperation::Scale3D(x, 1 ., 1 .)
},
generic::TransformOperation::ScaleY(y) => {
generic::TransformOperation::Scale3D(1 ., y, 1 .)
},
generic::TransformOperation::ScaleZ(z) => {
generic::TransformOperation::Scale3D(1 ., 1 ., z)
},
_ => unreachable!(),
}
}
}
/// Build an equivalent 'identity transform function list' based
/// on an existing transform list.
/// http://dev.w3.org/csswg/css-transforms/#none-transform-animation
impl ToAnimatedZero for TransformOperation {
fn to_animated_zero(&self ) -> Result<Self , ()> {
match *self {
generic::TransformOperation::Matrix3D(..) => {
Ok(generic::TransformOperation::Matrix3D(Matrix3D::identity()))
},
generic::TransformOperation::Matrix(..) => {
Ok(generic::TransformOperation::Matrix(Matrix::identity()))
},
generic::TransformOperation::Skew(sx, sy) => Ok(generic::TransformOperation::Skew(
sx.to_animated_zero()?,
sy.to_animated_zero()?,
)),
generic::TransformOperation::SkewX(s) => {
Ok(generic::TransformOperation::SkewX(s.to_animated_zero()?))
},
generic::TransformOperation::SkewY(s) => {
Ok(generic::TransformOperation::SkewY(s.to_animated_zero()?))
},
generic::TransformOperation::Translate3D(ref tx, ref ty, ref tz) => {
Ok(generic::TransformOperation::Translate3D(
tx.to_animated_zero()?,
ty.to_animated_zero()?,
tz.to_animated_zero()?,
))
},
generic::TransformOperation::Translate(ref tx, ref ty) => {
Ok(generic::TransformOperation::Translate(
tx.to_animated_zero()?,
ty.to_animated_zero()?,
))
},
generic::TransformOperation::TranslateX(ref t) => Ok(
generic::TransformOperation::TranslateX(t.to_animated_zero()?),
),
generic::TransformOperation::TranslateY(ref t) => Ok(
generic::TransformOperation::TranslateY(t.to_animated_zero()?),
),
generic::TransformOperation::TranslateZ(ref t) => Ok(
generic::TransformOperation::TranslateZ(t.to_animated_zero()?),
),
generic::TransformOperation::Scale3D(..) => {
Ok(generic::TransformOperation::Scale3D(1 .0 , 1 .0 , 1 .0 ))
},
generic::TransformOperation::Scale(_, _) => {
Ok(generic::TransformOperation::Scale(1 .0 , 1 .0 ))
},
generic::TransformOperation::ScaleX(..) => Ok(generic::TransformOperation::ScaleX(1 .0 )),
generic::TransformOperation::ScaleY(..) => Ok(generic::TransformOperation::ScaleY(1 .0 )),
generic::TransformOperation::ScaleZ(..) => Ok(generic::TransformOperation::ScaleZ(1 .0 )),
generic::TransformOperation::Rotate3D(x, y, z, a) => {
let (x, y, z, _) = generic::get_normalized_vector_and_angle(x, y, z, a);
Ok(generic::TransformOperation::Rotate3D(
x,
y,
z,
Angle::zero(),
))
},
generic::TransformOperation::RotateX(_) => {
Ok(generic::TransformOperation::RotateX(Angle::zero()))
},
generic::TransformOperation::RotateY(_) => {
Ok(generic::TransformOperation::RotateY(Angle::zero()))
},
generic::TransformOperation::RotateZ(_) => {
Ok(generic::TransformOperation::RotateZ(Angle::zero()))
},
generic::TransformOperation::Rotate(_) => {
Ok(generic::TransformOperation::Rotate(Angle::zero()))
},
generic::TransformOperation::Perspective(_) => Ok(
generic::TransformOperation::Perspective(generic::PerspectiveFunction::None),
),
generic::TransformOperation::AccumulateMatrix { .. } |
generic::TransformOperation::InterpolateMatrix { .. } => {
// AccumulateMatrix/InterpolateMatrix: We do interpolation on
// AccumulateMatrix/InterpolateMatrix by reading it as a ComputedMatrix
// (with layout information), and then do matrix interpolation.
//
// Therefore, we use an identity matrix to represent the identity transform list.
// http://dev.w3.org/csswg/css-transforms/#identity-transform-function
Ok(generic::TransformOperation::Matrix3D(Matrix3D::identity()))
},
}
}
}
impl ToAnimatedZero for Transform {
#[ inline]
fn to_animated_zero(&self ) -> Result<Self , ()> {
Ok(generic::Transform(
self .0
.iter()
.map(|op| op.to_animated_zero())
.collect::<Result<crate ::OwnedSlice<_>, _>>()?,
))
}
}
/// A computed CSS `rotate`
pub type Rotate = generic::GenericRotate<Number, Angle>;
/// A computed CSS `translate`
pub type Translate = generic::GenericTranslate<LengthPercentage, Length>;
/// A computed CSS `scale`
pub type Scale = generic::GenericScale<Number>;
Messung V0.5 in Prozent C=88 H=100 G=94
¤ Dauer der Verarbeitung: 0.16 Sekunden
(vorverarbeitet am 2026-06-19)
¤
*© Formatika GbR, Deutschland