Part 20 - Add more gfx3DMatrix transformation function and use these in nsStyleTransformMatrix. r=derf

This commit is contained in:
Matt Woodrow 2011-09-27 10:54:45 +13:00
parent fbf0bfdb94
commit 77eeddfb4e
4 changed files with 560 additions and 462 deletions

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@ -42,6 +42,40 @@
#include <algorithm>
using namespace std;
/* Force small values to zero. We do this to avoid having sin(360deg)
* evaluate to a tiny but nonzero value.
*/
static double FlushToZero(double aVal)
{
if (-FLT_EPSILON < aVal && aVal < FLT_EPSILON)
return 0.0f;
else
return aVal;
}
/* Computes tan(aTheta). For values of aTheta such that tan(aTheta) is
* undefined or very large, SafeTangent returns a manageably large value
* of the correct sign.
*/
static double SafeTangent(double aTheta)
{
const double kEpsilon = 0.0001;
/* tan(theta) = sin(theta)/cos(theta); problems arise when
* cos(theta) is too close to zero. Limit cos(theta) to the
* range [-1, -epsilon] U [epsilon, 1].
*/
double sinTheta = sin(aTheta);
double cosTheta = cos(aTheta);
if (cosTheta >= 0 && cosTheta < kEpsilon)
cosTheta = kEpsilon;
else if (cosTheta < 0 && cosTheta >= -kEpsilon)
cosTheta = -kEpsilon;
return FlushToZero(sinTheta / cosTheta);
}
gfx3DMatrix::gfx3DMatrix(void)
{
_11 = _22 = _33 = _44 = 1.0f;
@ -182,19 +216,19 @@ gfx3DMatrix::TranslatePost(const gfxPoint3D& aPoint)
}
void
gfx3DMatrix::SkewXY(float aSkew)
gfx3DMatrix::SkewXY(double aSkew)
{
(*this)[1] += (*this)[0] * aSkew;
}
void
gfx3DMatrix::SkewXZ(float aSkew)
gfx3DMatrix::SkewXZ(double aSkew)
{
(*this)[2] += (*this)[0] * aSkew;
}
void
gfx3DMatrix::SkewYZ(float aSkew)
gfx3DMatrix::SkewYZ(double aSkew)
{
(*this)[2] += (*this)[1] * aSkew;
}
@ -207,6 +241,144 @@ gfx3DMatrix::Scale(float aX, float aY, float aZ)
(*this)[2] *= aZ;
}
void
gfx3DMatrix::Perspective(float aDepth)
{
NS_ASSERTION(aDepth > 0.0f, "Perspective must be positive!");
_31 += -1.0/aDepth * _41;
_32 += -1.0/aDepth * _42;
_33 += -1.0/aDepth * _43;
_34 += -1.0/aDepth * _44;
}
void gfx3DMatrix::SkewXY(double aXSkew, double aYSkew)
{
float tanX = SafeTangent(aXSkew);
float tanY = SafeTangent(aYSkew);
float temp;
temp = _11;
_11 += tanY * _21;
_21 += tanX * temp;
temp = _12;
_12 += tanY * _22;
_22 += tanX * temp;
temp = _13;
_13 += tanY * _23;
_23 += tanX * temp;
temp = _14;
_14 += tanY * _24;
_24 += tanX * temp;
}
void
gfx3DMatrix::RotateX(double aTheta)
{
double cosTheta = FlushToZero(cos(aTheta));
double sinTheta = FlushToZero(sin(aTheta));
float temp;
temp = _21;
_21 = cosTheta * _21 + sinTheta * _31;
_31 = -sinTheta * temp + cosTheta * _31;
temp = _22;
_22 = cosTheta * _22 + sinTheta * _32;
_32 = -sinTheta * temp + cosTheta * _32;
temp = _23;
_23 = cosTheta * _23 + sinTheta * _33;
_33 = -sinTheta * temp + cosTheta * _33;
temp = _24;
_24 = cosTheta * _24 + sinTheta * _34;
_34 = -sinTheta * temp + cosTheta * _34;
}
void
gfx3DMatrix::RotateY(double aTheta)
{
double cosTheta = FlushToZero(cos(aTheta));
double sinTheta = FlushToZero(sin(aTheta));
float temp;
temp = _11;
_11 = cosTheta * _11 + -sinTheta * _31;
_31 = sinTheta * temp + cosTheta * _31;
temp = _12;
_12 = cosTheta * _12 + -sinTheta * _32;
_32 = sinTheta * temp + cosTheta * _32;
temp = _13;
_13 = cosTheta * _13 + -sinTheta * _33;
_33 = sinTheta * temp + cosTheta * _33;
temp = _14;
_14 = cosTheta * _14 + -sinTheta * _34;
_34 = sinTheta * temp + cosTheta * _34;
}
void
gfx3DMatrix::RotateZ(double aTheta)
{
double cosTheta = FlushToZero(cos(aTheta));
double sinTheta = FlushToZero(sin(aTheta));
float temp;
temp = _11;
_11 = cosTheta * _11 + sinTheta * _21;
_21 = -sinTheta * temp + cosTheta * _21;
temp = _12;
_12 = cosTheta * _12 + sinTheta * _22;
_22 = -sinTheta * temp + cosTheta * _22;
temp = _13;
_13 = cosTheta * _13 + sinTheta * _23;
_23 = -sinTheta * temp + cosTheta * _23;
temp = _14;
_14 = cosTheta * _14 + sinTheta * _24;
_24 = -sinTheta * temp + cosTheta * _24;
}
void
gfx3DMatrix::PreMultiply(const gfx3DMatrix& aOther)
{
*this = aOther * (*this);
}
void
gfx3DMatrix::PreMultiply(const gfxMatrix& aOther)
{
gfx3DMatrix temp;
temp._11 = aOther.xx * _11 + aOther.yx * _21;
temp._21 = aOther.xy * _11 + aOther.yy * _21;
temp._31 = _31;
temp._41 = aOther.x0 * _11 + aOther.y0 * _21 + _41;
temp._12 = aOther.xx * _12 + aOther.yx * _22;
temp._22 = aOther.xy * _12 + aOther.yy * _22;
temp._32 = _32;
temp._42 = aOther.x0 * _12 + aOther.y0 * _22 + _42;
temp._13 = aOther.xx * _13 + aOther.yx * _23;
temp._23 = aOther.xy * _13 + aOther.yy * _23;
temp._33 = _33;
temp._43 = aOther.x0 * _13 + aOther.y0 * _23 + _43;
temp._14 = aOther.xx * _14 + aOther.yx * _24;
temp._24 = aOther.xy * _14 + aOther.yy * _24;
temp._34 = _34;
temp._44 = aOther.x0 * _14 + aOther.y0 * _24 + _44;
*this = temp;
}
gfx3DMatrix
gfx3DMatrix::Translation(float aX, float aY, float aZ)
{

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@ -126,26 +126,117 @@ public:
*/
PRBool IsIdentity() const;
/**
* Pre-multiplication transformation functions:
*
* These functions construct a temporary matrix containing
* a single transformation and pre-multiply it onto the current
* matrix.
*/
/**
* Add a translation by aPoint to the matrix.
* This is functionally equivalent to:
* gfx3DMatrix::Translation(aPoint) * matrix
*
* This creates this temporary matrix:
* | 1 0 0 0 |
* | 0 1 0 0 |
* | 0 0 1 0 |
* | aPoint.x aPoint.y aPoint.z 1 |
*/
void Translate(const gfxPoint3D& aPoint);
/**
* Skew the matrix.
*
* This creates this temporary matrix:
* | 1 tan(aYSkew) 0 0 |
* | tan(aXSkew) 1 0 0 |
* | 0 0 1 0 |
* | 0 0 0 1 |
*/
void SkewXY(double aXSkew, double aYSkew);
void SkewXY(double aSkew);
void SkewXZ(double aSkew);
void SkewYZ(double aSkew);
/**
* Scale the matrix
*
* This creates this temporary matrix:
* | aX 0 0 0 |
* | 0 aY 0 0 |
* | 0 0 aZ 0 |
* | 0 0 0 1 |
*/
void Scale(float aX, float aY, float aZ);
/**
* Rotate around the X axis..
*
* This creates this temporary matrix:
* | 1 0 0 0 |
* | 0 cos(aTheta) sin(aTheta) 0 |
* | 0 -sin(aTheta) cos(aTheta) 0 |
* | 0 0 0 1 |
*/
void RotateX(double aTheta);
/**
* Rotate around the Y axis..
*
* This creates this temporary matrix:
* | cos(aTheta) 0 -sin(aTheta) 0 |
* | 0 1 0 0 |
* | sin(aTheta) 0 cos(aTheta) 0 |
* | 0 0 0 1 |
*/
void RotateY(double aTheta);
/**
* Rotate around the Z axis..
*
* This creates this temporary matrix:
* | cos(aTheta) sin(aTheta) 0 0 |
* | -sin(aTheta) cos(aTheta) 0 0 |
* | 0 0 1 0 |
* | 0 0 0 1 |
*/
void RotateZ(double aTheta);
/**
* Apply perspective to the matrix.
*
* This creates this temporary matrix:
* | 1 0 0 0 |
* | 0 1 0 0 |
* | 0 0 1 -1/aDepth |
* | 0 0 0 1 |
*/
void Perspective(float aDepth);
/**
* Pre multiply an existing matrix onto the current
* matrix
*/
void PreMultiply(const gfx3DMatrix& aOther);
void PreMultiply(const gfxMatrix& aOther);
/**
* Post-multiplication transformation functions:
*
* These functions construct a temporary matrix containing
* a single transformation and post-multiply it onto the current
* matrix.
*/
/**
* Add a translation by aPoint after the matrix.
* This is functionally equivalent to:
* matrix *gfx3DMatrix::Translation(aPoint)
* matrix * gfx3DMatrix::Translation(aPoint)
*/
void TranslatePost(const gfxPoint3D& aPoint);
void SkewXY(float aSkew);
void SkewXZ(float aSkew);
void SkewYZ(float aSkew);
void Scale(float aX, float aY, float aZ);
/**
* Transforms a point according to this matrix.
*/

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@ -52,6 +52,8 @@
namespace css = mozilla::css;
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
@ -69,29 +71,6 @@ static double FlushToZero(double aVal)
return aVal;
}
/* Computes tan(aTheta). For values of aTheta such that tan(aTheta) is
* undefined or very large, SafeTangent returns a manageably large value
* of the correct sign.
*/
static double SafeTangent(double aTheta)
{
const double kEpsilon = 0.0001;
/* tan(theta) = sin(theta)/cos(theta); problems arise when
* cos(theta) is too close to zero. Limit cos(theta) to the
* range [-1, -epsilon] U [epsilon, 1].
*/
double sinTheta = sin(aTheta);
double cosTheta = cos(aTheta);
if (cosTheta >= 0 && cosTheta < kEpsilon)
cosTheta = kEpsilon;
else if (cosTheta < 0 && cosTheta >= -kEpsilon)
cosTheta = -kEpsilon;
return FlushToZero(sinTheta / cosTheta);
}
/* Helper function to fill in an nscoord with the specified nsCSSValue. */
static nscoord CalcLength(const nsCSSValue &aValue,
nsStyleContext* aContext,
@ -113,9 +92,8 @@ static nscoord CalcLength(const nsCSSValue &aValue,
aCanStoreInRuleTree);
}
static void
ProcessTranslatePart(float& aResult,
const nsCSSValue& aValue,
static float
ProcessTranslatePart(const nsCSSValue& aValue,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
@ -137,51 +115,57 @@ ProcessTranslatePart(float& aResult,
aCanStoreInRuleTree);
}
aResult = (percent * NSAppUnitsToFloatPixels(aSize, aAppUnitsPerMatrixUnit)) +
NSAppUnitsToFloatPixels(offset, aAppUnitsPerMatrixUnit);
return (percent * NSAppUnitsToFloatPixels(aSize, aAppUnitsPerMatrixUnit)) +
NSAppUnitsToFloatPixels(offset, aAppUnitsPerMatrixUnit);
}
/**
* 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 */ gfx3DMatrix
nsStyleTransformMatrix::ProcessMatrix(const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit,
PRBool *aPercentX, PRBool *aPercentY)
static void
ProcessMatrix(gfx3DMatrix& aMatrix,
const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit)
{
NS_PRECONDITION(aData->Count() == 7, "Invalid array!");
gfx3DMatrix result;
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();
result.xx = aData->Item(1).GetFloatValue();
result.yx = aData->Item(2).GetFloatValue();
result.xy = aData->Item(3).GetFloatValue();
result.yy = 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].
*/
ProcessTranslatePart(result._41, aData->Item(5),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Width(), aAppUnitsPerMatrixUnit);
ProcessTranslatePart(result._42, aData->Item(6),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Height(), aAppUnitsPerMatrixUnit);
result.x0 = ProcessTranslatePart(aData->Item(5),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Width(), aAppUnitsPerMatrixUnit);
result.y0 = ProcessTranslatePart(aData->Item(6),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Height(), aAppUnitsPerMatrixUnit);
return result;
aMatrix.PreMultiply(result);
}
/*static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessMatrix3D(const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit,
PRBool *aPercentX, PRBool *aPercentY)
static void
ProcessMatrix3D(gfx3DMatrix& aMatrix,
const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit)
{
NS_PRECONDITION(aData->Count() == 17, "Invalid array!");
@ -201,31 +185,33 @@ nsStyleTransformMatrix::ProcessMatrix3D(const nsCSSValue::Array* aData,
temp._34 = aData->Item(12).GetFloatValue();
temp._44 = aData->Item(16).GetFloatValue();
ProcessTranslatePart(temp._41, aData->Item(13),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Width(), aAppUnitsPerMatrixUnit);
ProcessTranslatePart(temp._42, aData->Item(14),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Height(), aAppUnitsPerMatrixUnit);
ProcessTranslatePart(temp._43, aData->Item(15),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Height(), aAppUnitsPerMatrixUnit);
return temp;
temp._41 = ProcessTranslatePart(aData->Item(13),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Width(), aAppUnitsPerMatrixUnit);
temp._42 = ProcessTranslatePart(aData->Item(14),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Height(), aAppUnitsPerMatrixUnit);
temp._43 = ProcessTranslatePart(aData->Item(15),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Height(), aAppUnitsPerMatrixUnit);
aMatrix.PreMultiply(temp);
}
/* Helper function to process two matrices that we need to interpolate between */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessInterpolateMatrix(const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit)
static void
ProcessInterpolateMatrix(gfx3DMatrix& aMatrix,
const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit)
{
NS_PRECONDITION(aData->Count() == 4, "Invalid array!");
gfx3DMatrix matrix1, matrix2;
if (aData->Item(1).GetUnit() == eCSSUnit_List) {
matrix1 = ReadTransforms(aData->Item(1).GetListValue(),
matrix1 = nsStyleTransformMatrix::ReadTransforms(aData->Item(1).GetListValue(),
aContext, aPresContext,
aCanStoreInRuleTree,
aBounds, aAppUnitsPerMatrixUnit);
@ -238,190 +224,164 @@ nsStyleTransformMatrix::ProcessInterpolateMatrix(const nsCSSValue::Array* aData,
}
double progress = aData->Item(3).GetPercentValue();
return nsStyleAnimation::InterpolateTransformMatrix(matrix1, matrix2, progress);
aMatrix = nsStyleAnimation::InterpolateTransformMatrix(matrix1, matrix2, progress) * aMatrix;
}
/* Helper function to process a translatex function. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessTranslateX(const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit)
static void
ProcessTranslateX(gfx3DMatrix& aMatrix,
const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit)
{
NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
gfx3DMatrix temp;
gfxPoint3D temp;
/* There are two cases. If we have a number, we want our matrix to look
* like this:
*
* | 1 0 0 0 |
* | 0 1 0 0 |
* | 0 0 1 0 |
* | dx 0 0 1 |
* So E = value
*
* Otherwise, we might have a percentage, so we want to set the dX component
* to the percent.
*/
ProcessTranslatePart(temp._41, aData->Item(1),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Width(), aAppUnitsPerMatrixUnit);
return temp;
temp.x = ProcessTranslatePart(aData->Item(1),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Width(), aAppUnitsPerMatrixUnit);
aMatrix.Translate(temp);
}
/* Helper function to process a translatey function. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessTranslateY(const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit)
static void
ProcessTranslateY(gfx3DMatrix& aMatrix,
const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit)
{
NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
gfx3DMatrix temp;
gfxPoint3D temp;
/* There are two cases. If we have a number, we want our matrix to look
* like this:
*
* | 1 0 0 0 |
* | 0 1 0 0 |
* | 0 0 1 0 |
* | 0 dy 0 1 |
* So E = value
*
* Otherwise, we might have a percentage, so we want to set the dY component
* to the percent.
*/
ProcessTranslatePart(temp._42, aData->Item(1),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Height(), aAppUnitsPerMatrixUnit);
return temp;
temp.y = ProcessTranslatePart(aData->Item(1),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Height(), aAppUnitsPerMatrixUnit);
aMatrix.Translate(temp);
}
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessTranslateZ(const nsCSSValue::Array* aData,
nsStyleContext* aContext,
static void
ProcessTranslateZ(gfx3DMatrix& aMatrix,
const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
float aAppUnitsPerMatrixUnit)
{
NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
gfx3DMatrix temp;
gfxPoint3D temp;
ProcessTranslatePart(temp._43, aData->Item(1),
aContext, aPresContext, aCanStoreInRuleTree,
0, aAppUnitsPerMatrixUnit);
return temp;
temp.z = ProcessTranslatePart(aData->Item(1),
aContext, aPresContext, aCanStoreInRuleTree,
0, aAppUnitsPerMatrixUnit);
aMatrix.Translate(temp);
}
/* Helper function to process a translate function. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessTranslate(const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit)
static void
ProcessTranslate(gfx3DMatrix& aMatrix,
const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit)
{
NS_PRECONDITION(aData->Count() == 2 || aData->Count() == 3, "Invalid array!");
gfx3DMatrix temp;
gfxPoint3D temp;
ProcessTranslatePart(temp._41, aData->Item(1),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Width(), aAppUnitsPerMatrixUnit);
temp.x = ProcessTranslatePart(aData->Item(1),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Width(), aAppUnitsPerMatrixUnit);
/* If we read in a Y component, set it appropriately */
if (aData->Count() == 3) {
ProcessTranslatePart(temp._42, aData->Item(2),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Height(), aAppUnitsPerMatrixUnit);
temp.y = ProcessTranslatePart(aData->Item(2),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Height(), aAppUnitsPerMatrixUnit);
}
return temp;
aMatrix.Translate(temp);
}
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessTranslate3D(const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit)
static void
ProcessTranslate3D(gfx3DMatrix& aMatrix,
const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit)
{
NS_PRECONDITION(aData->Count() == 4, "Invalid array!");
gfx3DMatrix temp;
gfxPoint3D temp;
ProcessTranslatePart(temp._41, aData->Item(1),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Width(), aAppUnitsPerMatrixUnit);
temp.x = ProcessTranslatePart(aData->Item(1),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Width(), aAppUnitsPerMatrixUnit);
ProcessTranslatePart(temp._42, aData->Item(2),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Height(), aAppUnitsPerMatrixUnit);
temp.y = ProcessTranslatePart(aData->Item(2),
aContext, aPresContext, aCanStoreInRuleTree,
aBounds.Height(), aAppUnitsPerMatrixUnit);
ProcessTranslatePart(temp._43, aData->Item(3),
aContext, aPresContext, aCanStoreInRuleTree,
0, aAppUnitsPerMatrixUnit);
temp.z = ProcessTranslatePart(aData->Item(3),
aContext, aPresContext, aCanStoreInRuleTree,
0, aAppUnitsPerMatrixUnit);
return temp;
aMatrix.Translate(temp);
}
/* Helper function to set up a scale matrix. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessScaleHelper(float aXScale, float aYScale, float aZScale)
static void
ProcessScaleHelper(gfx3DMatrix& aMatrix,
float aXScale,
float aYScale,
float aZScale)
{
/* We want our matrix to look like this:
* | dx 0 0 0 |
* | 0 dy 0 0 |
* | 0 0 dz 0 |
* | 0 0 0 1 |
* So A = value
*/
gfx3DMatrix temp;
temp._11 = aXScale;
temp._22 = aYScale;
temp._33 = aZScale;
return temp;
aMatrix.Scale(aXScale, aYScale, aZScale);
}
/* Process a scalex function. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessScaleX(const nsCSSValue::Array* aData)
static void
ProcessScaleX(gfx3DMatrix& aMatrix, const nsCSSValue::Array* aData)
{
NS_PRECONDITION(aData->Count() == 2, "Bad array!");
return ProcessScaleHelper(aData->Item(1).GetFloatValue(), 1.0f, 1.0f);
ProcessScaleHelper(aMatrix, aData->Item(1).GetFloatValue(), 1.0f, 1.0f);
}
/* Process a scaley function. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessScaleY(const nsCSSValue::Array* aData)
static void
ProcessScaleY(gfx3DMatrix& aMatrix, const nsCSSValue::Array* aData)
{
NS_PRECONDITION(aData->Count() == 2, "Bad array!");
return ProcessScaleHelper(1.0f, aData->Item(1).GetFloatValue(), 1.0f);
ProcessScaleHelper(aMatrix, 1.0f, aData->Item(1).GetFloatValue(), 1.0f);
}
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessScaleZ(const nsCSSValue::Array* aData)
static void
ProcessScaleZ(gfx3DMatrix& aMatrix, const nsCSSValue::Array* aData)
{
NS_PRECONDITION(aData->Count() == 2, "Bad array!");
return ProcessScaleHelper(1.0f, 1.0f, aData->Item(1).GetFloatValue());
ProcessScaleHelper(aMatrix, 1.0f, 1.0f, aData->Item(1).GetFloatValue());
}
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessScale3D(const nsCSSValue::Array* aData)
static void
ProcessScale3D(gfx3DMatrix& aMatrix, const nsCSSValue::Array* aData)
{
NS_PRECONDITION(aData->Count() == 4, "Bad array!");
return ProcessScaleHelper(aData->Item(1).GetFloatValue(),
aData->Item(2).GetFloatValue(),
aData->Item(3).GetFloatValue());
ProcessScaleHelper(aMatrix,
aData->Item(1).GetFloatValue(),
aData->Item(2).GetFloatValue(),
aData->Item(3).GetFloatValue());
}
/* Process a scale function. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessScale(const nsCSSValue::Array* aData)
static void
ProcessScale(gfx3DMatrix& 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.
@ -431,50 +391,40 @@ nsStyleTransformMatrix::ProcessScale(const nsCSSValue::Array* aData)
const nsCSSValue& scaleY = (aData->Count() == 2 ? scaleX :
aData->Item(2));
return ProcessScaleHelper(scaleX.GetFloatValue(),
scaleY.GetFloatValue(),
1.0f);
ProcessScaleHelper(aMatrix,
scaleX.GetFloatValue(),
scaleY.GetFloatValue(),
1.0f);
}
/* Helper function that, given a set of angles, constructs the appropriate
* skew matrix.
*/
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessSkewHelper(double aXAngle, double aYAngle)
static void
ProcessSkewHelper(gfx3DMatrix& aMatrix, double aXAngle, double aYAngle)
{
/* We want our matrix to look like this:
* | 1 tan(ThetaY) 0 0 |
* | tan(ThetaX) 1 0 0 |
* | 0 0 1 0 |
* | 0 0 0 1 |
* However, to avoid infinite values, we'll use the SafeTangent function
* instead of the C standard tan function.
*/
gfx3DMatrix temp;
temp._12 = SafeTangent(aYAngle);
temp._21 = SafeTangent(aXAngle);
return temp;
aMatrix.SkewXY(aXAngle, aYAngle);
}
/* Function that converts a skewx transform into a matrix. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessSkewX(const nsCSSValue::Array* aData)
static void
ProcessSkewX(gfx3DMatrix& aMatrix, const nsCSSValue::Array* aData)
{
NS_ASSERTION(aData->Count() == 2, "Bad array!");
return ProcessSkewHelper(aData->Item(1).GetAngleValueInRadians(), 0.0);
ProcessSkewHelper(aMatrix, aData->Item(1).GetAngleValueInRadians(), 0.0);
}
/* Function that converts a skewy transform into a matrix. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessSkewY(const nsCSSValue::Array* aData)
static void
ProcessSkewY(gfx3DMatrix& aMatrix, const nsCSSValue::Array* aData)
{
NS_ASSERTION(aData->Count() == 2, "Bad array!");
return ProcessSkewHelper(0.0, aData->Item(1).GetAngleValueInRadians());
ProcessSkewHelper(aMatrix, 0.0, aData->Item(1).GetAngleValueInRadians());
}
/* Function that converts a skew transform into a matrix. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessSkew(const nsCSSValue::Array* aData)
static void
ProcessSkew(gfx3DMatrix& aMatrix, const nsCSSValue::Array* aData)
{
NS_ASSERTION(aData->Count() == 2 || aData->Count() == 3, "Bad array!");
@ -482,87 +432,36 @@ nsStyleTransformMatrix::ProcessSkew(const nsCSSValue::Array* aData)
double ySkew = (aData->Count() == 2
? 0.0 : aData->Item(2).GetAngleValueInRadians());
return ProcessSkewHelper(xSkew, ySkew);
ProcessSkewHelper(aMatrix, xSkew, ySkew);
}
/* Function that converts a rotate transform into a matrix. */
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessRotateZ(const nsCSSValue::Array* aData)
static void
ProcessRotateZ(gfx3DMatrix& aMatrix, const nsCSSValue::Array* aData)
{
NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
/* We want our matrix to look like this:
* | cos(theta) sin(theta) 0 0 |
* | -sin(theta) cos(theta) 0 0 |
* | 0 0 1 0 |
* | 0 0 0 1 |
* (see http://www.w3.org/TR/SVG/coords.html#RotationDefined)
*/
double theta = aData->Item(1).GetAngleValueInRadians();
float cosTheta = FlushToZero(cos(theta));
float sinTheta = FlushToZero(sin(theta));
gfx3DMatrix temp;
temp._11 = cosTheta;
temp._12 = sinTheta;
temp._21 = -sinTheta;
temp._22 = cosTheta;
return temp;
aMatrix.RotateZ(theta);
}
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessRotateX(const nsCSSValue::Array* aData)
static void
ProcessRotateX(gfx3DMatrix& aMatrix, const nsCSSValue::Array* aData)
{
NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
/* We want our matrix to look like this:
* | 1 0 0 0 |
* | 0 cos(theta) sin(theta) 0 |
* | 0 -sin(theta) cos(theta) 0 |
* | 0 0 0 1 |
* (see http://www.w3.org/TR/SVG/coords.html#RotationDefined)
*/
double theta = aData->Item(1).GetAngleValueInRadians();
float cosTheta = FlushToZero(cos(theta));
float sinTheta = FlushToZero(sin(theta));
gfx3DMatrix temp;
temp._22 = cosTheta;
temp._23 = sinTheta;
temp._32 = -sinTheta;
temp._33 = cosTheta;
return temp;
aMatrix.RotateX(theta);
}
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessRotateY(const nsCSSValue::Array* aData)
static void
ProcessRotateY(gfx3DMatrix& aMatrix, const nsCSSValue::Array* aData)
{
NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
/* We want our matrix to look like this:
* | cos(theta) 0 -sin(theta) 0 |
* | 0 1 0 0 |
* | sin(theta) 0 cos(theta) 0 |
* | 0 0 0 1 |
* (see http://www.w3.org/TR/SVG/coords.html#RotationDefined)
*/
double theta = aData->Item(1).GetAngleValueInRadians();
float cosTheta = FlushToZero(cos(theta));
float sinTheta = FlushToZero(sin(theta));
gfx3DMatrix temp;
temp._11 = cosTheta;
temp._13 = -sinTheta;
temp._31 = sinTheta;
temp._33 = cosTheta;
return temp;
aMatrix.RotateY(theta);
}
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessRotate3D(const nsCSSValue::Array* aData)
static void
ProcessRotate3D(gfx3DMatrix& aMatrix, const nsCSSValue::Array* aData)
{
NS_PRECONDITION(aData->Count() == 5, "Invalid array!");
@ -584,7 +483,7 @@ nsStyleTransformMatrix::ProcessRotate3D(const nsCSSValue::Array* aData)
/* Normalize [x,y,z] */
float length = sqrt(x*x + y*y + z*z);
if (length == 0.0) {
return gfx3DMatrix();
return;
}
x /= length;
y /= length;
@ -609,60 +508,39 @@ nsStyleTransformMatrix::ProcessRotate3D(const nsCSSValue::Array* aData)
temp._42 = 0.0f;
temp._43 = 0.0f;
temp._44 = 1.0f;
return temp;
aMatrix = temp * aMatrix;
}
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ProcessPerspective(const nsCSSValue::Array* aData,
nsStyleContext *aContext,
nsPresContext *aPresContext,
PRBool &aCanStoreInRuleTree,
float aAppUnitsPerMatrixUnit)
static void
ProcessPerspective(gfx3DMatrix& aMatrix,
const nsCSSValue::Array* aData,
nsStyleContext *aContext,
nsPresContext *aPresContext,
PRBool &aCanStoreInRuleTree,
float aAppUnitsPerMatrixUnit)
{
NS_PRECONDITION(aData->Count() == 2, "Invalid array!");
/* We want our matrix to look like this:
* | 1 0 0 0 |
* | 0 1 0 0 |
* | 0 0 1 -1/depth |
* | 0 0 0 1 |
*/
gfx3DMatrix temp;
float depth;
ProcessTranslatePart(depth, aData->Item(1), aContext,
aPresContext, aCanStoreInRuleTree,
0, aAppUnitsPerMatrixUnit);
NS_ASSERTION(depth > 0.0, "Perspective must be positive!");
temp._34 = -1.0/depth;
return temp;
float depth = ProcessTranslatePart(aData->Item(1), aContext,
aPresContext, aCanStoreInRuleTree,
0, aAppUnitsPerMatrixUnit);
aMatrix.Perspective(depth);
}
/**
* Return the transform function, as an nsCSSKeyword, for the given
* nsCSSValue::Array from a transform list.
*/
/* static */ nsCSSKeyword
nsStyleTransformMatrix::TransformFunctionOf(const nsCSSValue::Array* aData)
{
nsAutoString keyword;
aData->Item(0).GetStringValue(keyword);
return nsCSSKeywords::LookupKeyword(keyword);
}
/**
* SetToTransformFunction is essentially a giant switch statement that fans
* out to many smaller helper functions.
*/
gfx3DMatrix
nsStyleTransformMatrix::MatrixForTransformFunction(const nsCSSValue::Array * aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds,
float aAppUnitsPerMatrixUnit)
static void
MatrixForTransformFunction(gfx3DMatrix& aMatrix,
const nsCSSValue::Array * aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds,
float aAppUnitsPerMatrixUnit)
{
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
@ -673,70 +551,102 @@ nsStyleTransformMatrix::MatrixForTransformFunction(const nsCSSValue::Array * aDa
/* Get the keyword for the transform. */
switch (TransformFunctionOf(aData)) {
case eCSSKeyword_translatex:
return ProcessTranslateX(aData, aContext, aPresContext,
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
ProcessTranslateX(aMatrix, aData, aContext, aPresContext,
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
break;
case eCSSKeyword_translatey:
return ProcessTranslateY(aData, aContext, aPresContext,
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
ProcessTranslateY(aMatrix, aData, aContext, aPresContext,
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
break;
case eCSSKeyword_translatez:
return ProcessTranslateZ(aData, aContext, aPresContext,
aCanStoreInRuleTree, aAppUnitsPerMatrixUnit);
ProcessTranslateZ(aMatrix, aData, aContext, aPresContext,
aCanStoreInRuleTree, aAppUnitsPerMatrixUnit);
break;
case eCSSKeyword_translate:
return ProcessTranslate(aData, aContext, aPresContext,
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
ProcessTranslate(aMatrix, aData, aContext, aPresContext,
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
break;
case eCSSKeyword_translate3d:
return ProcessTranslate3D(aData, aContext, aPresContext,
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
ProcessTranslate3D(aMatrix, aData, aContext, aPresContext,
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
break;
case eCSSKeyword_scalex:
return ProcessScaleX(aData);
ProcessScaleX(aMatrix, aData);
break;
case eCSSKeyword_scaley:
return ProcessScaleY(aData);
ProcessScaleY(aMatrix, aData);
break;
case eCSSKeyword_scalez:
return ProcessScaleZ(aData);
ProcessScaleZ(aMatrix, aData);
break;
case eCSSKeyword_scale:
return ProcessScale(aData);
ProcessScale(aMatrix, aData);
break;
case eCSSKeyword_scale3d:
return ProcessScale3D(aData);
ProcessScale3D(aMatrix, aData);
break;
case eCSSKeyword_skewx:
return ProcessSkewX(aData);
ProcessSkewX(aMatrix, aData);
break;
case eCSSKeyword_skewy:
return ProcessSkewY(aData);
ProcessSkewY(aMatrix, aData);
break;
case eCSSKeyword_skew:
return ProcessSkew(aData);
ProcessSkew(aMatrix, aData);
break;
case eCSSKeyword_rotatex:
return ProcessRotateX(aData);
ProcessRotateX(aMatrix, aData);
break;
case eCSSKeyword_rotatey:
return ProcessRotateY(aData);
ProcessRotateY(aMatrix, aData);
break;
case eCSSKeyword_rotatez:
case eCSSKeyword_rotate:
return ProcessRotateZ(aData);
ProcessRotateZ(aMatrix, aData);
break;
case eCSSKeyword_rotate3d:
return ProcessRotate3D(aData);
ProcessRotate3D(aMatrix, aData);
break;
case eCSSKeyword_matrix:
return ProcessMatrix(aData, aContext, aPresContext,
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
ProcessMatrix(aMatrix, aData, aContext, aPresContext,
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
break;
case eCSSKeyword_matrix3d:
return ProcessMatrix3D(aData, aContext, aPresContext,
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
ProcessMatrix3D(aMatrix, aData, aContext, aPresContext,
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
break;
case eCSSKeyword_interpolatematrix:
return ProcessInterpolateMatrix(aData, aContext, aPresContext,
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
ProcessInterpolateMatrix(aMatrix, aData, aContext, aPresContext,
aCanStoreInRuleTree, aBounds, aAppUnitsPerMatrixUnit);
break;
case eCSSKeyword_perspective:
return ProcessPerspective(aData, aContext, aPresContext,
aCanStoreInRuleTree, aAppUnitsPerMatrixUnit);
ProcessPerspective(aMatrix, aData, aContext, aPresContext,
aCanStoreInRuleTree, aAppUnitsPerMatrixUnit);
break;
default:
NS_NOTREACHED("Unknown transform function!");
}
return gfx3DMatrix();
}
/* static */ gfx3DMatrix
nsStyleTransformMatrix::ReadTransforms(const nsCSSValueList* aList,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool &aCanStoreInRuleTree,
nsRect& aBounds,
float aAppUnitsPerMatrixUnit)
/**
* Return the transform function, as an nsCSSKeyword, for the given
* nsCSSValue::Array from a transform list.
*/
nsCSSKeyword
TransformFunctionOf(const nsCSSValue::Array* aData)
{
nsAutoString keyword;
aData->Item(0).GetStringValue(keyword);
return nsCSSKeywords::LookupKeyword(keyword);
}
gfx3DMatrix
ReadTransforms(const nsCSSValueList* aList,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool &aCanStoreInRuleTree,
nsRect& aBounds,
float aAppUnitsPerMatrixUnit)
{
gfx3DMatrix result;
@ -747,12 +657,13 @@ nsStyleTransformMatrix::ReadTransforms(const nsCSSValueList* aList,
NS_ASSERTION(currElem.GetArrayValue()->Count() >= 1,
"Incoming function is too short!");
/* Read in a single transform matrix, then accumulate it with the total. */
result = MatrixForTransformFunction(currElem.GetArrayValue(), aContext,
aPresContext, aCanStoreInRuleTree,
aBounds, aAppUnitsPerMatrixUnit) * result;
/* Read in a single transform matrix. */
MatrixForTransformFunction(result, currElem.GetArrayValue(), aContext,
aPresContext, aCanStoreInRuleTree,
aBounds, aAppUnitsPerMatrixUnit);
}
return result;
}
} // namespace nsStyleTransformMatrix

View File

@ -52,22 +52,21 @@ class nsStyleContext;
class nsPresContext;
/**
* A helper class to generate gfxMatrixes from css transform functions.
* A helper to generate gfxMatrixes from css transform functions.
*/
class nsStyleTransformMatrix
{
public:
namespace nsStyleTransformMatrix {
/**
* Return the transform function, as an nsCSSKeyword, for the given
* nsCSSValue::Array from a transform list.
*/
static nsCSSKeyword TransformFunctionOf(const nsCSSValue::Array* aData);
nsCSSKeyword TransformFunctionOf(const nsCSSValue::Array* aData);
/**
* Given an nsCSSValue::Array* containing a -moz-transform function,
* returns a matrix containing the value of that function.
* Given an nsCSSValueList containing -moz-transform functions,
* returns a matrix containing the value of those functions.
*
* @param aData The nsCSSValue::Array* containing the transform function.
* @param aData The nsCSSValueList containing the transform functions
* @param aContext The style context, used for unit conversion.
* @param aPresContext The presentation context, used for unit conversion.
* @param aCanStoreInRuleTree Set to false if the result cannot be cached
@ -79,88 +78,13 @@ class nsStyleTransformMatrix
* length values in aData are already known to have been converted to
* eCSSUnit_Pixel (as they are in an nsStyleAnimation::Value)
*/
static gfx3DMatrix MatrixForTransformFunction(const nsCSSValue::Array* aData,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool& aCanStoreInRuleTree,
nsRect& aBounds,
float aAppUnitsPerMatrixUnit);
gfx3DMatrix ReadTransforms(const nsCSSValueList* aList,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool &aCanStoreInRuleTree,
nsRect& aBounds,
float aAppUnitsPerMatrixUnit);
/**
* The same as MatrixForTransformFunction, but for a list of transform
* functions.
*/
static gfx3DMatrix ReadTransforms(const nsCSSValueList* aList,
nsStyleContext* aContext,
nsPresContext* aPresContext,
PRBool &aCanStoreInRuleTree,
nsRect& aBounds,
float aAppUnitsPerMatrixUnit);
private:
static gfx3DMatrix ProcessMatrix(const nsCSSValue::Array *aData,
nsStyleContext *aContext,
nsPresContext *aPresContext,
PRBool &aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit,
PRBool *aPercentX = nsnull,
PRBool *aPercentY = nsnull);
static gfx3DMatrix ProcessMatrix3D(const nsCSSValue::Array *aData,
nsStyleContext *aContext,
nsPresContext *aPresContext,
PRBool &aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit,
PRBool *aPercentX = nsnull,
PRBool *aPercentY = nsnull);
static gfx3DMatrix ProcessInterpolateMatrix(const nsCSSValue::Array *aData,
nsStyleContext *aContext,
nsPresContext *aPresContext,
PRBool &aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit);
static gfx3DMatrix ProcessTranslateX(const nsCSSValue::Array *aData,
nsStyleContext *aContext,
nsPresContext *aPresContext,
PRBool &aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit);
static gfx3DMatrix ProcessTranslateY(const nsCSSValue::Array *aData,
nsStyleContext *aContext,
nsPresContext *aPresContext,
PRBool &aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit);
static gfx3DMatrix ProcessTranslateZ(const nsCSSValue::Array *aData,
nsStyleContext *aContext,
nsPresContext *aPresContext,
PRBool &aCanStoreInRuleTree,
float aAppUnitsPerMatrixUnit);
static gfx3DMatrix ProcessTranslate(const nsCSSValue::Array *aData,
nsStyleContext *aContext,
nsPresContext *aPresContext,
PRBool &aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit);
static gfx3DMatrix ProcessTranslate3D(const nsCSSValue::Array *aData,
nsStyleContext *aContext,
nsPresContext *aPresContext,
PRBool &aCanStoreInRuleTree,
nsRect& aBounds, float aAppUnitsPerMatrixUnit);
static gfx3DMatrix ProcessScaleHelper(float aXScale, float aYScale, float aZScale);
static gfx3DMatrix ProcessScaleX(const nsCSSValue::Array *aData);
static gfx3DMatrix ProcessScaleY(const nsCSSValue::Array *aData);
static gfx3DMatrix ProcessScaleZ(const nsCSSValue::Array *aData);
static gfx3DMatrix ProcessScale(const nsCSSValue::Array *aData);
static gfx3DMatrix ProcessScale3D(const nsCSSValue::Array *aData);
static gfx3DMatrix ProcessSkewHelper(double aXAngle, double aYAngle);
static gfx3DMatrix ProcessSkewX(const nsCSSValue::Array *aData);
static gfx3DMatrix ProcessSkewY(const nsCSSValue::Array *aData);
static gfx3DMatrix ProcessSkew(const nsCSSValue::Array *aData);
static gfx3DMatrix ProcessRotateX(const nsCSSValue::Array *aData);
static gfx3DMatrix ProcessRotateY(const nsCSSValue::Array *aData);
static gfx3DMatrix ProcessRotateZ(const nsCSSValue::Array *aData);
static gfx3DMatrix ProcessRotate3D(const nsCSSValue::Array *aData);
static gfx3DMatrix ProcessPerspective(const nsCSSValue::Array *aData,
nsStyleContext *aContext,
nsPresContext *aPresContext,
PRBool &aCanStoreInRuleTree,
float aAppUnitsPerMatrixUnit);
};
} // namespace nsStyleTransformMatrix
#endif