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- "use strict";
- /**
- * 2D 3x2 transformation matrix, applied to the canvas elements.
- *
- * @class
- */
- function Matrix(values)
- {
- if(value !== undefined)
- {
- this.m = values;
- }
- else
- {
- this.m = null;
- this.reset();
- }
- }
- /**
- * Reset this matrix to indentity.
- */
- Matrix.prototype.reset = function()
- {
- this.m = [1, 0, 0, 1, 0, 0];
- };
- /**
- * Multiply another matrix by this one and store the result.
- */
- Matrix.prototype.multiply = function(mat)
- {
- var m0 = this.m[0] * mat[0] + this.m[2] * mat[1];
- var m1 = this.m[1] * mat[0] + this.m[3] * mat[1];
- var m2 = this.m[0] * mat[2] + this.m[2] * mat[3];
- var m3 = this.m[1] * mat[2] + this.m[3] * mat[3];
- var m4 = this.m[0] * mat[4] + this.m[2] * mat[5] + this.m[4];
- var m5 = this.m[1] * mat[4] + this.m[3] * mat[5] + this.m[5];
-
- this.m = [m0, m1, m2, m3, m4, m5];
- };
- /**
- * Set position of the transformation matrix.
- */
- Matrix.prototype.setPosition = function(x, y)
- {
- this.m[4] = x;
- this.m[5] = y;
- }
- /**
- * Apply translation to this matrix.
- */
- Matrix.prototype.translate = function(x, y)
- {
- this.multiply([1, 0, 0, 1, x, y]);
- };
- /**
- * Apply rotation to this matrix.
- */
- Matrix.prototype.rotate = function(rAngle)
- {
- var c = Math.cos(rAngle);
- var s = Math.sin(rAngle);
- var mat = [c, s, -s, c, 0, 0];
- this.multiply(mat);
- };
- /**
- * Apply scale to this matrix.
- */
- Matrix.prototype.scale = function(x, y)
- {
- this.multiply([x, 0, 0, y, 0, 0]);
- };
- /**
- * Apply skew to this matrix.
- */
- Matrix.prototype.skew = function(radianX, radianY)
- {
- this.multiply([1, Math.tan(radianY), Math.tan(radianX), 1, 0, 0]);
- };
- /**
- * Get the matrix determinant.
- */
- Matrix.prototype.determinant = function()
- {
- return 1 / (this.m[0] * this.m[3] - this.m[1] * this.m[2]);
- };
- /**
- * Get the ivnerse matrix.
- */
- Matrix.prototype.getInverse = function()
- {
- var d = this.determinant();
- return [this.m[3] * d, -this.m[1] * d, -this.m[2] * d, this.m[0] * d, d * (this.m[2] * this.m[5] - this.m[3] * this.m[4]), d * (this.m[1] * this.m[4] - this.m[0] * this.m[5])];
- }
- /**
- * Set a canvas context to use this transformation.
- */
- Matrix.prototype.setContextTransform = function(context)
- {
- context.setTransform(this.m[0], this.m[1], this.m[2], this.m[3], this.m[4], this.m[5]);
- };
- /*
- var screenPoint=(transformedX, transformedY) =>
- {
- // invert
- var d =1/(this.m[0] * this.m[3] - this.m[1] * this.m[2]);
- var im = [m[3] * d, -m[1] * d, -m[2] * d, this.m[0] * d, d * (this.m[2] * this.m[5] - this.m[3] * this.m[4]), d * (this.m[1] * this.m[4] - this.m[0] * this.m[5])];
- // point
- return(
- {
- x: transformedX * im[0] + transformedY * im[2] + im[4],
- y: transformedX * im[1] + transformedY * im[3] + im[5]
- });
- };
- var transformedPoint = (screenX, screenY) => (
- {
- x: screenX * this.m[0] + screenY * this.m[2] + this.m[4],
- y: screenX * this.m[1] + screenY * this.m[3] + this.m[5]
- });
- */
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