зеркало из https://github.com/mozilla/gecko-dev.git
215 строки
6.1 KiB
JavaScript
215 строки
6.1 KiB
JavaScript
/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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"use strict";
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/**
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* Returns a matrix for the scaling given.
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* Calling `scale()` or `scale(1) returns a new identity matrix.
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*
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* @param {Number} [sx = 1]
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* the abscissa of the scaling vector.
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* If unspecified, it will equal to `1`.
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* @param {Number} [sy = sx]
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* The ordinate of the scaling vector.
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* If not present, its default value is `sx`, leading to a uniform scaling.
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* @return {Array}
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* The new matrix.
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*/
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const scale = (sx = 1, sy = sx) => [
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sx, 0, 0,
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0, sy, 0,
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0, 0, 1
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];
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exports.scale = scale;
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/**
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* Returns a matrix for the translation given.
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* Calling `translate()` or `translate(0) returns a new identity matrix.
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*
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* @param {Number} [tx = 0]
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* The abscissa of the translating vector.
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* If unspecified, it will equal to `0`.
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* @param {Number} [ty = tx]
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* The ordinate of the translating vector.
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* If unspecified, it will equal to `tx`.
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* @return {Array}
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* The new matrix.
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*/
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const translate = (tx = 0, ty = tx) => [
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1, 0, tx,
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0, 1, ty,
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0, 0, 1
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];
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exports.translate = translate;
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/**
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* Returns a matrix for the rotation given.
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* Calling `rotate()` or `rotate(0)` returns a new identity matrix.
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*
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* @param {Number} [angle = 0]
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* The angle, in radians, for which to return a corresponding rotation matrix.
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* If unspecified, it will equal `0`.
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* @return {Array}
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* The new matrix.
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*/
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const rotate = (angle = 0) => {
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let cos = Math.cos(angle);
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let sin = Math.sin(angle);
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return [
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cos, sin, 0,
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-sin, cos, 0,
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0, 0, 1
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];
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};
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exports.rotate = rotate;
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/**
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* Returns a new identity matrix.
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*
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* @return {Array}
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* The new matrix.
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*/
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const identity = () => [
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1, 0, 0,
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0, 1, 0,
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0, 0, 1
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];
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exports.identity = identity;
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/**
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* Multiplies two matrices and returns a new matrix with the result.
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*
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* @param {Array} M1
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* The first operand.
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* @param {Array} M2
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* The second operand.
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* @return {Array}
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* The resulting matrix.
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*/
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const multiply = (M1, M2) => {
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let c11 = M1[0] * M2[0] + M1[1] * M2[3] + M1[2] * M2[6];
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let c12 = M1[0] * M2[1] + M1[1] * M2[4] + M1[2] * M2[7];
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let c13 = M1[0] * M2[2] + M1[1] * M2[5] + M1[2] * M2[8];
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let c21 = M1[3] * M2[0] + M1[4] * M2[3] + M1[5] * M2[6];
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let c22 = M1[3] * M2[1] + M1[4] * M2[4] + M1[5] * M2[7];
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let c23 = M1[3] * M2[2] + M1[4] * M2[5] + M1[5] * M2[8];
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let c31 = M1[6] * M2[0] + M1[7] * M2[3] + M1[8] * M2[6];
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let c32 = M1[6] * M2[1] + M1[7] * M2[4] + M1[8] * M2[7];
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let c33 = M1[6] * M2[2] + M1[7] * M2[5] + M1[8] * M2[8];
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return [
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c11, c12, c13,
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c21, c22, c23,
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c31, c32, c33
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];
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};
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exports.multiply = multiply;
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/**
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* Applies the given matrix to a point.
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*
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* @param {Array} M
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* The matrix to apply.
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* @param {Array} P
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* The point's vector.
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* @return {Array}
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* The resulting point's vector.
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*/
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const apply = (M, P) => [
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M[0] * P[0] + M[1] * P[1] + M[2],
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M[3] * P[0] + M[4] * P[1] + M[5],
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];
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exports.apply = apply;
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/**
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* Returns `true` if the given matrix is a identity matrix.
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*
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* @param {Array} M
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* The matrix to check
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* @return {Boolean}
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* `true` if the matrix passed is a identity matrix, `false` otherwise.
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*/
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const isIdentity = (M) =>
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M[0] === 1 && M[1] === 0 && M[2] === 0 &&
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M[3] === 0 && M[4] === 1 && M[5] === 0 &&
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M[6] === 0 && M[7] === 0 && M[8] === 1;
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exports.isIdentity = isIdentity;
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/**
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* Get the change of basis matrix and inverted change of basis matrix
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* for the coordinate system based on the two given vectors, as well as
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* the lengths of the two given vectors.
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*
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* @param {Array} u
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* The first vector, serving as the "x axis" of the coordinate system.
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* @param {Array} v
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* The second vector, serving as the "y axis" of the coordinate system.
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* @return {Object}
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* { basis, invertedBasis, uLength, vLength }
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* basis and invertedBasis are the change of basis matrices. uLength and
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* vLength are the lengths of u and v.
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*/
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const getBasis = (u, v) => {
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let uLength = Math.abs(Math.sqrt(u[0] ** 2 + u[1] ** 2));
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let vLength = Math.abs(Math.sqrt(v[0] ** 2 + v[1] ** 2));
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let basis =
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[ u[0] / uLength, v[0] / vLength, 0,
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u[1] / uLength, v[1] / vLength, 0,
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0, 0, 1 ];
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let determinant = 1 / (basis[0] * basis[4] - basis[1] * basis[3]);
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let invertedBasis =
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[ basis[4] / determinant, -basis[1] / determinant, 0,
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-basis[3] / determinant, basis[0] / determinant, 0,
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0, 0, 1 ];
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return { basis, invertedBasis, uLength, vLength };
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};
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exports.getBasis = getBasis;
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/**
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* Convert the given matrix to a new coordinate system, based on the change of basis
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* matrix.
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*
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* @param {Array} M
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* The matrix to convert
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* @param {Array} basis
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* The change of basis matrix
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* @param {Array} invertedBasis
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* The inverted change of basis matrix
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* @return {Array}
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* The converted matrix.
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*/
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const changeMatrixBase = (M, basis, invertedBasis) => {
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return multiply(invertedBasis, multiply(M, basis));
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};
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exports.changeMatrixBase = changeMatrixBase;
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/**
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* Returns the transformation matrix for the given node, relative to the ancestor passed
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* as second argument; considering the ancestor transformation too.
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* If no ancestor is specified, it will returns the transformation matrix relative to the
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* node's parent element.
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*
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* @param {DOMNode} node
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* The node.
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* @param {DOMNode} ancestor
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* The ancestor of the node given.
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** @return {Array}
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* The transformation matrix.
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*/
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function getNodeTransformationMatrix(node, ancestor = node.parentElement) {
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let { a, b, c, d, e, f } = ancestor.getTransformToParent()
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.multiply(node.getTransformToAncestor(ancestor));
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return [
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a, c, e,
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b, d, f,
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0, 0, 1
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];
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}
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exports.getNodeTransformationMatrix = getNodeTransformationMatrix;
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