bool AnimationBase::computeTransformedExtentViaMatrix(const FloatRect& rendererBox, const RenderStyle& style, LayoutRect& bounds) const { TransformationMatrix transform; style.applyTransform(transform, rendererBox, RenderStyle::IncludeTransformOrigin); if (!transform.isAffine()) return false; TransformationMatrix::Decomposed2Type fromDecomp; transform.decompose2(fromDecomp); // Any rotation prevents us from using a simple start/end rect union. if (fromDecomp.angle) return false; bounds = LayoutRect(transform.mapRect(bounds)); return true; }
bool AnimationBase::computeTransformedExtentViaTransformList(const FloatRect& rendererBox, const RenderStyle& style, LayoutRect& bounds) const { FloatRect floatBounds = bounds; FloatPoint transformOrigin; bool applyTransformOrigin = containsRotation(style.transform().operations()) || style.transform().affectedByTransformOrigin(); if (applyTransformOrigin) { float offsetX = style.transformOriginX().isPercent() ? rendererBox.x() : 0; float offsetY = style.transformOriginY().isPercent() ? rendererBox.y() : 0; transformOrigin.setX(floatValueForLength(style.transformOriginX(), rendererBox.width()) + offsetX); transformOrigin.setY(floatValueForLength(style.transformOriginY(), rendererBox.height()) + offsetY); // Ignore transformOriginZ because we'll bail if we encounter any 3D transforms. floatBounds.moveBy(-transformOrigin); } for (const auto& operation : style.transform().operations()) { if (operation->type() == TransformOperation::ROTATE) { // For now, just treat this as a full rotation. This could take angle into account to reduce inflation. floatBounds = boundsOfRotatingRect(floatBounds); } else { TransformationMatrix transform; operation->apply(transform, rendererBox.size()); if (!transform.isAffine()) return false; if (operation->type() == TransformOperation::MATRIX || operation->type() == TransformOperation::MATRIX_3D) { TransformationMatrix::Decomposed2Type toDecomp; transform.decompose2(toDecomp); // Any rotation prevents us from using a simple start/end rect union. if (toDecomp.angle) return false; } floatBounds = transform.mapRect(floatBounds); } } if (applyTransformOrigin) floatBounds.moveBy(transformOrigin); bounds = LayoutRect(floatBounds); return true; }