matrix.js
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/**
* 3x2矩阵操作类
* @exports zrender/tool/matrix
*/
var ArrayCtor = typeof Float32Array === 'undefined'
? Array
: Float32Array;
/**
* Create a identity matrix.
* @return {Float32Array|Array.<number>}
*/
export function create() {
var out = new ArrayCtor(6);
identity(out);
return out;
}
/**
* 设置矩阵为单位矩阵
* @param {Float32Array|Array.<number>} out
*/
export function identity(out) {
out[0] = 1;
out[1] = 0;
out[2] = 0;
out[3] = 1;
out[4] = 0;
out[5] = 0;
return out;
}
/**
* 复制矩阵
* @param {Float32Array|Array.<number>} out
* @param {Float32Array|Array.<number>} m
*/
export function copy(out, m) {
out[0] = m[0];
out[1] = m[1];
out[2] = m[2];
out[3] = m[3];
out[4] = m[4];
out[5] = m[5];
return out;
}
/**
* 矩阵相乘
* @param {Float32Array|Array.<number>} out
* @param {Float32Array|Array.<number>} m1
* @param {Float32Array|Array.<number>} m2
*/
export function mul(out, m1, m2) {
// Consider matrix.mul(m, m2, m);
// where out is the same as m2.
// So use temp variable to escape error.
var out0 = m1[0] * m2[0] + m1[2] * m2[1];
var out1 = m1[1] * m2[0] + m1[3] * m2[1];
var out2 = m1[0] * m2[2] + m1[2] * m2[3];
var out3 = m1[1] * m2[2] + m1[3] * m2[3];
var out4 = m1[0] * m2[4] + m1[2] * m2[5] + m1[4];
var out5 = m1[1] * m2[4] + m1[3] * m2[5] + m1[5];
out[0] = out0;
out[1] = out1;
out[2] = out2;
out[3] = out3;
out[4] = out4;
out[5] = out5;
return out;
}
/**
* 平移变换
* @param {Float32Array|Array.<number>} out
* @param {Float32Array|Array.<number>} a
* @param {Float32Array|Array.<number>} v
*/
export function translate(out, a, v) {
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
out[4] = a[4] + v[0];
out[5] = a[5] + v[1];
return out;
}
/**
* 旋转变换
* @param {Float32Array|Array.<number>} out
* @param {Float32Array|Array.<number>} a
* @param {number} rad
*/
export function rotate(out, a, rad) {
var aa = a[0];
var ac = a[2];
var atx = a[4];
var ab = a[1];
var ad = a[3];
var aty = a[5];
var st = Math.sin(rad);
var ct = Math.cos(rad);
out[0] = aa * ct + ab * st;
out[1] = -aa * st + ab * ct;
out[2] = ac * ct + ad * st;
out[3] = -ac * st + ct * ad;
out[4] = ct * atx + st * aty;
out[5] = ct * aty - st * atx;
return out;
}
/**
* 缩放变换
* @param {Float32Array|Array.<number>} out
* @param {Float32Array|Array.<number>} a
* @param {Float32Array|Array.<number>} v
*/
export function scale(out, a, v) {
var vx = v[0];
var vy = v[1];
out[0] = a[0] * vx;
out[1] = a[1] * vy;
out[2] = a[2] * vx;
out[3] = a[3] * vy;
out[4] = a[4] * vx;
out[5] = a[5] * vy;
return out;
}
/**
* 求逆矩阵
* @param {Float32Array|Array.<number>} out
* @param {Float32Array|Array.<number>} a
*/
export function invert(out, a) {
var aa = a[0];
var ac = a[2];
var atx = a[4];
var ab = a[1];
var ad = a[3];
var aty = a[5];
var det = aa * ad - ab * ac;
if (!det) {
return null;
}
det = 1.0 / det;
out[0] = ad * det;
out[1] = -ab * det;
out[2] = -ac * det;
out[3] = aa * det;
out[4] = (ac * aty - ad * atx) * det;
out[5] = (ab * atx - aa * aty) * det;
return out;
}
/**
* Clone a new matrix.
* @param {Float32Array|Array.<number>} a
*/
export function clone(a) {
var b = create();
copy(b, a);
return b;
}