GT2/GT2-Android/node_modules/react-native-svg/lib/Matrix2D.js

283 lines
9.4 KiB
JavaScript

/**
* based on
* https://github.com/CreateJS/EaselJS/blob/631cdffb85eff9413dab43b4676f059b4232d291/src/easeljs/geom/Matrix2D.js
*/
const DEG_TO_RAD = Math.PI / 180;
/**
* Represents an affine transformation matrix, and provides tools for constructing and concatenating matrices.
*
* This matrix can be visualized as:
*
* [ a c tx
* b d ty
* 0 0 1 ]
*
* Note the locations of b and c.
*
* @class Matrix2D
* @param {Number} [a=1] Specifies the a property for the new matrix.
* @param {Number} [b=0] Specifies the b property for the new matrix.
* @param {Number} [c=0] Specifies the c property for the new matrix.
* @param {Number} [d=1] Specifies the d property for the new matrix.
* @param {Number} [tx=0] Specifies the tx property for the new matrix.
* @param {Number} [ty=0] Specifies the ty property for the new matrix.
* @constructor
**/
export default class Matrix2D {
constructor(a, b, c, d, tx, ty) {
this.setTransform(a, b, c, d, tx, ty);
// public properties:
// assigned in the setValues method.
/**
* Position (0, 0) in a 3x3 affine transformation matrix.
* @property a
* @type Number
**/
/**
* Position (0, 1) in a 3x3 affine transformation matrix.
* @property b
* @type Number
**/
/**
* Position (1, 0) in a 3x3 affine transformation matrix.
* @property c
* @type Number
**/
/**
* Position (1, 1) in a 3x3 affine transformation matrix.
* @property d
* @type Number
**/
/**
* Position (2, 0) in a 3x3 affine transformation matrix.
* @property tx
* @type Number
**/
/**
* Position (2, 1) in a 3x3 affine transformation matrix.
* @property ty
* @type Number
**/
}
/**
* Set current matrix to new absolute matrix.
* @method setTransform
* @param {Number} [a=1] Specifies the a property for the new matrix.
* @param {Number} [b=0] Specifies the b property for the new matrix.
* @param {Number} [c=0] Specifies the c property for the new matrix.
* @param {Number} [d=1] Specifies the d property for the new matrix.
* @param {Number} [tx=0] Specifies the tx property for the new matrix.
* @param {Number} [ty=0] Specifies the ty property for the new matrix.
* @return {Matrix2D} This instance. Useful for chaining method calls.
*/
setTransform = function(a, b, c, d, tx, ty) {
/*eslint eqeqeq:0*/
this.a = a == null ? 1 : a;
this.b = b || 0;
this.c = c || 0;
this.d = d == null ? 1 : d;
this.tx = tx || 0;
this.ty = ty || 0;
return this;
};
/**
* Reset current matrix to an identity matrix.
* @method reset
* @return {Matrix2D} This matrix. Useful for chaining method calls.
**/
reset = function() {
this.a = this.d = 1;
this.b = this.c = this.tx = this.ty = 0;
return this;
};
/**
* Returns an array with current matrix values.
* @method toArray
* @return {Array} an array with current matrix values.
**/
toArray = function() {
return [this.a, this.b, this.c, this.d, this.tx, this.ty];
};
/**
* Copies all properties from the specified matrix to this matrix.
* @method copy
* @param {Matrix2D} matrix The matrix to copy properties from.
* @return {Matrix2D} This matrix. Useful for chaining method calls.
*/
copy = function(matrix) {
return this.setTransform(matrix.a, matrix.b, matrix.c, matrix.d, matrix.tx, matrix.ty);
};
/**
* Clones current instance and returning a new matrix.
* @method clone
* @return {Matrix2D} a clone of the Matrix2D instance.
**/
clone = function() {
return new Matrix2D(this.a, this.b, this.c, this.d, this.tx, this.ty);
};
/**
* Prepends the specified matrix properties to this matrix.
* This is the equivalent of multiplying `(specified matrix) * (this matrix)`.
* All parameters are required.
* @method prepend
* @param {Number} a
* @param {Number} b
* @param {Number} c
* @param {Number} d
* @param {Number} tx
* @param {Number} ty
* @return {Matrix2D} This matrix. Useful for chaining method calls.
**/
prepend = function(a, b, c, d, tx, ty) {
var a1 = this.a;
var c1 = this.c;
var tx1 = this.tx;
this.a = a * a1 + c * this.b;
this.b = b * a1 + d * this.b;
this.c = a * c1 + c * this.d;
this.d = b * c1 + d * this.d;
this.tx = a * tx1 + c * this.ty + tx;
this.ty = b * tx1 + d * this.ty + ty;
return this;
};
/**
* Appends the specified matrix properties to this matrix. All parameters are required.
* This is the equivalent of multiplying `(this matrix) * (specified matrix)`.
* @method append
* @param {Number} a
* @param {Number} b
* @param {Number} c
* @param {Number} d
* @param {Number} tx
* @param {Number} ty
* @return {Matrix2D} This matrix. Useful for chaining method calls.
**/
append = function(a, b, c, d, tx, ty) {
var a1 = this.a;
var b1 = this.b;
var c1 = this.c;
var d1 = this.d;
if (a !== 1 || b !== 0 || c !== 0 || d !== 1) {
this.a = a1 * a + c1 * b;
this.b = b1 * a + d1 * b;
this.c = a1 * c + c1 * d;
this.d = b1 * c + d1 * d;
}
this.tx = a1 * tx + c1 * ty + this.tx;
this.ty = b1 * tx + d1 * ty + this.ty;
return this;
};
/**
* Generates matrix properties from the specified display object transform properties, and appends them to this matrix.
* For example, you can use this to generate a matrix representing the transformations of a display object:
*
* var mtx = new createjs.Matrix2D();
* mtx.appendTransform(o.x, o.y, o.scaleX, o.scaleY, o.rotation);
* @method appendTransform
* @param {Number} x
* @param {Number} y
* @param {Number} scaleX
* @param {Number} scaleY
* @param {Number} rotation
* @param {Number} skewX
* @param {Number} skewY
* @param {Number} regX Optional.
* @param {Number} regY Optional.
* @return {Matrix2D} This matrix. Useful for chaining method calls.
**/
appendTransform = function(x, y, scaleX, scaleY, rotation, skewX, skewY, regX, regY) {
if (rotation % 360) {
var r = rotation * DEG_TO_RAD;
var cos = Math.cos(r);
var sin = Math.sin(r);
} else {
cos = 1;
sin = 0;
}
if (skewX || skewY) {
// TODO: can this be combined into a single append operation?
skewX *= DEG_TO_RAD;
skewY *= DEG_TO_RAD;
this.append(Math.cos(skewY), Math.sin(skewY), -Math.sin(skewX), Math.cos(skewX), x, y);
this.append(cos * scaleX, sin * scaleX, -sin * scaleY, cos * scaleY, 0, 0);
} else {
this.append(cos * scaleX, sin * scaleX, -sin * scaleY, cos * scaleY, x, y);
}
if (regX || regY) {
// append the registration offset:
this.tx -= regX * this.a + regY * this.c;
this.ty -= regX * this.b + regY * this.d;
}
return this;
};
/**
* Generates matrix properties from the specified display object transform properties, and prepends them to this matrix.
* For example, you could calculate the combined transformation for a child object using:
*
* var o = myDisplayObject;
* var mtx = new createjs.Matrix2D();
* do {
* // prepend each parent's transformation in turn:
* mtx.prependTransform(o.x, o.y, o.scaleX, o.scaleY, o.rotation, o.skewX, o.skewY, o.regX, o.regY);
* } while (o = o.parent);
*
* Note that the above example would not account for {{#crossLink "DisplayObject/transformMatrix:property"}}{{/crossLink}}
* values. See {{#crossLink "Matrix2D/prependMatrix"}}{{/crossLink}} for an example that does.
* @method prependTransform
* @param {Number} x
* @param {Number} y
* @param {Number} scaleX
* @param {Number} scaleY
* @param {Number} rotation
* @param {Number} skewX
* @param {Number} skewY
* @param {Number} regX Optional.
* @param {Number} regY Optional.
* @return {Matrix2D} This matrix. Useful for chaining method calls.
**/
prependTransform = function(x, y, scaleX, scaleY, rotation, skewX, skewY, regX, regY) {
if (rotation % 360) {
var r = rotation * DEG_TO_RAD;
var cos = Math.cos(r);
var sin = Math.sin(r);
} else {
cos = 1;
sin = 0;
}
if (regX || regY) {
// prepend the registration offset:
this.tx -= regX; this.ty -= regY;
}
if (skewX || skewY) {
// TODO: can this be combined into a single prepend operation?
skewX *= DEG_TO_RAD;
skewY *= DEG_TO_RAD;
this.prepend(cos * scaleX, sin * scaleX, -sin * scaleY, cos * scaleY, 0, 0);
this.prepend(Math.cos(skewY), Math.sin(skewY), -Math.sin(skewX), Math.cos(skewX), x, y);
} else {
this.prepend(cos * scaleX, sin * scaleX, -sin * scaleY, cos * scaleY, x, y);
}
return this;
};
}