1 // Copyright 2014 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "cc/layers/layer_utils.h"
7 #include "cc/layers/layer_impl.h"
8 #include "cc/trees/layer_tree_host_common.h"
9 #include "ui/gfx/geometry/box_f.h"
15 bool HasAnimationThatInflatesBounds(const LayerImpl
& layer
) {
16 return layer
.HasAnimationThatInflatesBounds();
19 bool HasFilterAnimationThatInflatesBounds(const LayerImpl
& layer
) {
20 return layer
.HasFilterAnimationThatInflatesBounds();
23 bool HasTransformAnimationThatInflatesBounds(const LayerImpl
& layer
) {
24 return layer
.HasTransformAnimationThatInflatesBounds();
27 inline bool HasAncestorTransformAnimation(const LayerImpl
& layer
) {
28 return layer
.screen_space_transform_is_animating();
31 inline bool HasAncestorFilterAnimation(const LayerImpl
& layer
) {
32 for (const LayerImpl
* current
= &layer
; current
;
33 current
= current
->parent()) {
34 if (HasFilterAnimationThatInflatesBounds(*current
))
43 bool LayerUtils::GetAnimationBounds(const LayerImpl
& layer_in
, gfx::BoxF
* out
) {
44 // We don't care about animated bounds for invisible layers.
45 if (!layer_in
.DrawsContent())
48 // We also don't care for layers that are not animated or a child of an
50 if (!HasAncestorTransformAnimation(layer_in
) &&
51 !HasAncestorFilterAnimation(layer_in
))
54 // To compute the inflated bounds for a layer, we start by taking its bounds
55 // and converting it to a 3d box, and then we transform or inflate it
56 // repeatedly as we walk up the layer tree to the root.
58 // At each layer we apply the following transformations to the box:
59 // 1) We translate so that the anchor point is the origin.
60 // 2) We either apply the layer's transform or inflate if the layer's
61 // transform is animated.
62 // 3) We undo the translation from step 1 and apply a second translation
63 // to account for the layer's position.
65 gfx::BoxF
box(layer_in
.bounds().width(), layer_in
.bounds().height(), 0.f
);
67 // We want to inflate/transform the box as few times as possible. Each time
68 // we do this, we have to make the box axis aligned again, so if we make many
69 // small adjustments to the box by transforming it repeatedly rather than
70 // once by the product of all these matrices, we will accumulate a bunch of
71 // unnecessary inflation because of the the many axis-alignment fixes. This
72 // matrix stores said product.
73 gfx::Transform coalesced_transform
;
75 for (const LayerImpl
* layer
= &layer_in
; layer
; layer
= layer
->parent()) {
76 int transform_origin_x
= layer
->transform_origin().x();
77 int transform_origin_y
= layer
->transform_origin().y();
78 int transform_origin_z
= layer
->transform_origin().z();
80 gfx::PointF position
= layer
->position();
81 if (layer
->parent() && !HasAnimationThatInflatesBounds(*layer
)) {
82 // |composite_layer_transform| contains 1 - 4 mentioned above. We compute
83 // it separately and apply afterwards because it's a bit more efficient
84 // because post-multiplication appears a bit more expensive, so we want
85 // to do it only once.
86 gfx::Transform composite_layer_transform
;
88 composite_layer_transform
.Translate3d(transform_origin_x
+ position
.x(),
89 transform_origin_y
+ position
.y(),
91 composite_layer_transform
.PreconcatTransform(layer
->transform());
92 composite_layer_transform
.Translate3d(
93 -transform_origin_x
, -transform_origin_y
, -transform_origin_z
);
95 // Add this layer's contributions to the |coalesced_transform|.
96 coalesced_transform
.ConcatTransform(composite_layer_transform
);
100 // First, apply coalesced transform we've been building and reset it.
101 coalesced_transform
.TransformBox(&box
);
102 coalesced_transform
.MakeIdentity();
104 // We need to apply the inflation about the layer's anchor point. Rather
105 // than doing this via transforms, we'll just shift the box directly.
106 box
.set_origin(box
.origin() + gfx::Vector3dF(-transform_origin_x
,
108 -transform_origin_z
));
110 // Perform the inflation
111 if (HasFilterAnimationThatInflatesBounds(*layer
)) {
113 if (!layer
->FilterAnimationBoundsForBox(box
, &inflated
))
118 if (HasTransformAnimationThatInflatesBounds(*layer
)) {
120 if (!layer
->TransformAnimationBoundsForBox(box
, &inflated
))
125 // Apply step 3) mentioned above.
126 box
.set_origin(box
.origin() +
127 gfx::Vector3dF(transform_origin_x
+ position
.x(),
128 transform_origin_y
+ position
.y(),
129 transform_origin_z
));
132 // If we've got an unapplied coalesced transform at this point, it must still
134 if (!coalesced_transform
.IsIdentity())
135 coalesced_transform
.TransformBox(&box
);