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