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/*!
Transformation Matrix v2.0
(c) Epistemex 2014-2015
www.epistemex.com
By Ken Fyrstenberg
Contributions by leeoniya.
License: MIT, header required.
*/
/**
* 2D transformation matrix object initialized with identity matrix.
*
* The matrix can synchronize a canvas context by supplying the context
* as an argument, or later apply current absolute transform to an
* existing context.
*
* All values are handled as floating point values.
*
* @param {CanvasRenderingContext2D} [context] - Optional context to sync with Matrix
* @prop {number} a - scale x
* @prop {number} b - shear y
* @prop {number} c - shear x
* @prop {number} d - scale y
* @prop {number} e - translate x
* @prop {number} f - translate y
* @prop {CanvasRenderingContext2D|null} [context=null] - set or get current canvas context
* @constructor
*/
var Matrix = (function(){
var _cos = Math.cos;
var _sin = Math.sin;
var _tan = Math.tan;
var _rnd = Math.round;
function reset(){
this.props[0] = 1;
this.props[1] = 0;
this.props[2] = 0;
this.props[3] = 0;
this.props[4] = 0;
this.props[5] = 1;
this.props[6] = 0;
this.props[7] = 0;
this.props[8] = 0;
this.props[9] = 0;
this.props[10] = 1;
this.props[11] = 0;
this.props[12] = 0;
this.props[13] = 0;
this.props[14] = 0;
this.props[15] = 1;
return this;
}
function rotate(angle) {
if(angle === 0){
return this;
}
var mCos = _cos(angle);
var mSin = _sin(angle);
return this._t(mCos, -mSin, 0, 0, mSin, mCos, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
}
function rotateX(angle){
if(angle === 0){
return this;
}
var mCos = _cos(angle);
var mSin = _sin(angle);
return this._t(1, 0, 0, 0, 0, mCos, -mSin, 0, 0, mSin, mCos, 0, 0, 0, 0, 1);
}
function rotateY(angle){
if(angle === 0){
return this;
}
var mCos = _cos(angle);
var mSin = _sin(angle);
return this._t(mCos, 0, mSin, 0, 0, 1, 0, 0, -mSin, 0, mCos, 0, 0, 0, 0, 1);
}
function rotateZ(angle){
if(angle === 0){
return this;
}
var mCos = _cos(angle);
var mSin = _sin(angle);
return this._t(mCos, -mSin, 0, 0, mSin, mCos, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
}
function shear(sx,sy){
return this._t(1, sy, sx, 1, 0, 0);
}
function skew(ax, ay){
return this.shear(_tan(ax), _tan(ay));
}
function skewFromAxis(ax, angle){
var mCos = _cos(angle);
var mSin = _sin(angle);
return this._t(mCos, mSin, 0, 0, -mSin, mCos, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1)
._t(1, 0, 0, 0, _tan(ax), 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1)
._t(mCos, -mSin, 0, 0, mSin, mCos, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
//return this._t(mCos, mSin, -mSin, mCos, 0, 0)._t(1, 0, _tan(ax), 1, 0, 0)._t(mCos, -mSin, mSin, mCos, 0, 0);
}
function scale(sx, sy, sz) {
if(!sz && sz !== 0) {
sz = 1;
}
if(sx === 1 && sy === 1 && sz === 1){
return this;
}
return this._t(sx, 0, 0, 0, 0, sy, 0, 0, 0, 0, sz, 0, 0, 0, 0, 1);
}
function setTransform(a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p) {
this.props[0] = a;
this.props[1] = b;
this.props[2] = c;
this.props[3] = d;
this.props[4] = e;
this.props[5] = f;
this.props[6] = g;
this.props[7] = h;
this.props[8] = i;
this.props[9] = j;
this.props[10] = k;
this.props[11] = l;
this.props[12] = m;
this.props[13] = n;
this.props[14] = o;
this.props[15] = p;
return this;
}
function translate(tx, ty, tz) {
tz = tz || 0;
if(tx !== 0 || ty !== 0 || tz !== 0){
return this._t(1,0,0,0,0,1,0,0,0,0,1,0,tx,ty,tz,1);
}
return this;
}
function transform(a2, b2, c2, d2, e2, f2, g2, h2, i2, j2, k2, l2, m2, n2, o2, p2) {
var _p = this.props;
if(a2 === 1 && b2 === 0 && c2 === 0 && d2 === 0 && e2 === 0 && f2 === 1 && g2 === 0 && h2 === 0 && i2 === 0 && j2 === 0 && k2 === 1 && l2 === 0){
//NOTE: commenting this condition because TurboFan deoptimizes code when present
//if(m2 !== 0 || n2 !== 0 || o2 !== 0){
_p[12] = _p[12] * a2 + _p[15] * m2;
_p[13] = _p[13] * f2 + _p[15] * n2;
_p[14] = _p[14] * k2 + _p[15] * o2;
_p[15] = _p[15] * p2;
//}
this._identityCalculated = false;
return this;
}
var a1 = _p[0];
var b1 = _p[1];
var c1 = _p[2];
var d1 = _p[3];
var e1 = _p[4];
var f1 = _p[5];
var g1 = _p[6];
var h1 = _p[7];
var i1 = _p[8];
var j1 = _p[9];
var k1 = _p[10];
var l1 = _p[11];
var m1 = _p[12];
var n1 = _p[13];
var o1 = _p[14];
var p1 = _p[15];
/* matrix order (canvas compatible):
* ace
* bdf
* 001
*/
_p[0] = a1 * a2 + b1 * e2 + c1 * i2 + d1 * m2;
_p[1] = a1 * b2 + b1 * f2 + c1 * j2 + d1 * n2 ;
_p[2] = a1 * c2 + b1 * g2 + c1 * k2 + d1 * o2 ;
_p[3] = a1 * d2 + b1 * h2 + c1 * l2 + d1 * p2 ;
_p[4] = e1 * a2 + f1 * e2 + g1 * i2 + h1 * m2 ;
_p[5] = e1 * b2 + f1 * f2 + g1 * j2 + h1 * n2 ;
_p[6] = e1 * c2 + f1 * g2 + g1 * k2 + h1 * o2 ;
_p[7] = e1 * d2 + f1 * h2 + g1 * l2 + h1 * p2 ;
_p[8] = i1 * a2 + j1 * e2 + k1 * i2 + l1 * m2 ;
_p[9] = i1 * b2 + j1 * f2 + k1 * j2 + l1 * n2 ;
_p[10] = i1 * c2 + j1 * g2 + k1 * k2 + l1 * o2 ;
_p[11] = i1 * d2 + j1 * h2 + k1 * l2 + l1 * p2 ;
_p[12] = m1 * a2 + n1 * e2 + o1 * i2 + p1 * m2 ;
_p[13] = m1 * b2 + n1 * f2 + o1 * j2 + p1 * n2 ;
_p[14] = m1 * c2 + n1 * g2 + o1 * k2 + p1 * o2 ;
_p[15] = m1 * d2 + n1 * h2 + o1 * l2 + p1 * p2 ;
this._identityCalculated = false;
return this;
}
function isIdentity() {
if(!this._identityCalculated){
this._identity = !(this.props[0] !== 1 || this.props[1] !== 0 || this.props[2] !== 0 || this.props[3] !== 0 || this.props[4] !== 0 || this.props[5] !== 1 || this.props[6] !== 0 || this.props[7] !== 0 || this.props[8] !== 0 || this.props[9] !== 0 || this.props[10] !== 1 || this.props[11] !== 0 || this.props[12] !== 0 || this.props[13] !== 0 || this.props[14] !== 0 || this.props[15] !== 1);
this._identityCalculated = true;
}
return this._identity;
}
function equals(matr){
var i = 0;
while (i < 16) {
if(matr.props[i] !== this.props[i]) {
return false;
}
i+=1;
}
return true;
}
function clone(matr){
var i;
for(i=0;i<16;i+=1){
matr.props[i] = this.props[i];
}
}
function cloneFromProps(props){
var i;
for(i=0;i<16;i+=1){
this.props[i] = props[i];
}
}
function applyToPoint(x, y, z) {
return {
x: x * this.props[0] + y * this.props[4] + z * this.props[8] + this.props[12],
y: x * this.props[1] + y * this.props[5] + z * this.props[9] + this.props[13],
z: x * this.props[2] + y * this.props[6] + z * this.props[10] + this.props[14]
};
/*return {
x: x * me.a + y * me.c + me.e,
y: x * me.b + y * me.d + me.f
};*/
}
function applyToX(x, y, z) {
return x * this.props[0] + y * this.props[4] + z * this.props[8] + this.props[12];
}
function applyToY(x, y, z) {
return x * this.props[1] + y * this.props[5] + z * this.props[9] + this.props[13];
}
function applyToZ(x, y, z) {
return x * this.props[2] + y * this.props[6] + z * this.props[10] + this.props[14];
}
function getInverseMatrix() {
var determinant = this.props[0] * this.props[5] - this.props[1] * this.props[4];
var a = this.props[5]/determinant;
var b = - this.props[1]/determinant;
var c = - this.props[4]/determinant;
var d = this.props[0]/determinant;
var e = (this.props[4] * this.props[13] - this.props[5] * this.props[12])/determinant;
var f = - (this.props[0] * this.props[13] - this.props[1] * this.props[12])/determinant;
var inverseMatrix = new Matrix();
inverseMatrix.props[0] = a;
inverseMatrix.props[1] = b;
inverseMatrix.props[4] = c;
inverseMatrix.props[5] = d;
inverseMatrix.props[12] = e;
inverseMatrix.props[13] = f;
return inverseMatrix;
}
function inversePoint(pt) {
var inverseMatrix = this.getInverseMatrix();
return inverseMatrix.applyToPointArray(pt[0], pt[1], pt[2] || 0)
}
function inversePoints(pts){
var i, len = pts.length, retPts = [];
for(i=0;i<len;i+=1){
retPts[i] = inversePoint(pts[i]);
}
return retPts;
}
function applyToTriplePoints(pt1, pt2, pt3) {
var arr = createTypedArray('float32', 6);
if(this.isIdentity()) {
arr[0] = pt1[0];
arr[1] = pt1[1];
arr[2] = pt2[0];
arr[3] = pt2[1];
arr[4] = pt3[0];
arr[5] = pt3[1];
} else {
var p0 = this.props[0], p1 = this.props[1], p4 = this.props[4], p5 = this.props[5], p12 = this.props[12], p13 = this.props[13];
arr[0] = pt1[0] * p0 + pt1[1] * p4 + p12;
arr[1] = pt1[0] * p1 + pt1[1] * p5 + p13;
arr[2] = pt2[0] * p0 + pt2[1] * p4 + p12;
arr[3] = pt2[0] * p1 + pt2[1] * p5 + p13;
arr[4] = pt3[0] * p0 + pt3[1] * p4 + p12;
arr[5] = pt3[0] * p1 + pt3[1] * p5 + p13;
}
return arr;
}
function applyToPointArray(x,y,z){
var arr;
if(this.isIdentity()) {
arr = [x,y,z];
} else {
arr = [x * this.props[0] + y * this.props[4] + z * this.props[8] + this.props[12],x * this.props[1] + y * this.props[5] + z * this.props[9] + this.props[13],x * this.props[2] + y * this.props[6] + z * this.props[10] + this.props[14]];
}
return arr;
}
function applyToPointStringified(x, y) {
if(this.isIdentity()) {
return x + ',' + y;
}
var _p = this.props;
return Math.round((x * _p[0] + y * _p[4] + _p[12]) * 100) / 100+','+ Math.round((x * _p[1] + y * _p[5] + _p[13]) * 100) / 100;
}
function toCSS() {
//Doesn't make much sense to add this optimization. If it is an identity matrix, it's very likely this will get called only once since it won't be keyframed.
/*if(this.isIdentity()) {
return '';
}*/
var i = 0;
var props = this.props;
var cssValue = 'matrix3d(';
var v = 10000;
while(i<16){
cssValue += _rnd(props[i]*v)/v;
cssValue += i === 15 ? ')':',';
i += 1;
}
return cssValue;
}
function roundMatrixProperty(val) {
var v = 10000;
if((val < 0.000001 && val > 0) || (val > -0.000001 && val < 0)) {
return _rnd(val * v) / v;
}
return val;
}
function to2dCSS() {
//Doesn't make much sense to add this optimization. If it is an identity matrix, it's very likely this will get called only once since it won't be keyframed.
/*if(this.isIdentity()) {
return '';
}*/
var props = this.props;
var _a = roundMatrixProperty(props[0]);
var _b = roundMatrixProperty(props[1]);
var _c = roundMatrixProperty(props[4]);
var _d = roundMatrixProperty(props[5]);
var _e = roundMatrixProperty(props[12]);
var _f = roundMatrixProperty(props[13]);
return "matrix(" + _a + ',' + _b + ',' + _c + ',' + _d + ',' + _e + ',' + _f + ")";
}
return function(){
this.reset = reset;
this.rotate = rotate;
this.rotateX = rotateX;
this.rotateY = rotateY;
this.rotateZ = rotateZ;
this.skew = skew;
this.skewFromAxis = skewFromAxis;
this.shear = shear;
this.scale = scale;
this.setTransform = setTransform;
this.translate = translate;
this.transform = transform;
this.applyToPoint = applyToPoint;
this.applyToX = applyToX;
this.applyToY = applyToY;
this.applyToZ = applyToZ;
this.applyToPointArray = applyToPointArray;
this.applyToTriplePoints = applyToTriplePoints;
this.applyToPointStringified = applyToPointStringified;
this.toCSS = toCSS;
this.to2dCSS = to2dCSS;
this.clone = clone;
this.cloneFromProps = cloneFromProps;
this.equals = equals;
this.inversePoints = inversePoints;
this.inversePoint = inversePoint;
this.getInverseMatrix = getInverseMatrix;
this._t = this.transform;
this.isIdentity = isIdentity;
this._identity = true;
this._identityCalculated = false;
this.props = createTypedArray('float32', 16);
this.reset();
};
}());