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@awayjs/core

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import { ArgumentError } from '../errors/ArgumentError'; import { Point } from './Point'; /** * The Matrix export class represents a transformation matrix that determines how to * map points from one coordinate space to another. You can perform various * graphical transformations on a display object by setting the properties of * a Matrix object, applying that Matrix object to the <code>matrix</code> * property of a Transform object, and then applying that Transform object as * the <code>transform</code> property of the display object. These * transformation functions include translation(<i>x</i> and <i>y</i> * repositioning), rotation, scaling, and skewing. * * <p>Together these types of transformations are known as <i>affine * transformations</i>. Affine transformations preserve the straightness of * lines while transforming, so that parallel lines stay parallel.</p> * * <p>To apply a transformation matrix to a display object, you create a * Transform object, set its <code>matrix</code> property to the * transformation matrix, and then set the <code>transform</code> property of * the display object to the Transform object. Matrix objects are also used as * parameters of some methods, such as the following:</p> * * <ul> * <li>The <code>draw()</code> method of a BitmapData object</li> * <li>The <code>beginBitmapFill()</code> method, * <code>beginGradientFill()</code> method, or * <code>lineGradientStyle()</code> method of a Graphics object</li> * </ul> * * <p>A transformation matrix object is a 3 x 3 matrix with the following * contents:</p> * * <p>In traditional transformation matrixes, the <code>u</code>, * <code>v</code>, and <code>w</code> properties provide extra capabilities. * The Matrix export class can only operate in two-dimensional space, so it always * assumes that the property values <code>u</code> and <code>v</code> are 0.0, * and that the property value <code>w</code> is 1.0. The effective values of * the matrix are as follows:</p> * * <p>You can get and set the values of all six of the other properties in a * Matrix object: <code>a</code>, <code>b</code>, <code>c</code>, * <code>d</code>, <code>tx</code>, and <code>ty</code>.</p> * * <p>The Matrix export class supports the four major types of transformations: * translation, scaling, rotation, and skewing. You can set three of these * transformations by using specialized methods, as described in the following * table: </p> * * <p>Each transformation function alters the current matrix properties so * that you can effectively combine multiple transformations. To do this, you * call more than one transformation function before applying the matrix to * its display object target(by using the <code>transform</code> property of * that display object).</p> * * <p>Use the <code>new Matrix()</code> constructor to create a Matrix object * before you can call the methods of the Matrix object.</p> */ var Matrix = /** @class */ (function () { function Matrix(a, b, c, d, tx, ty) { if (a === void 0) { a = 1; } if (b === void 0) { b = 0; } if (c === void 0) { c = 0; } if (d === void 0) { d = 1; } if (tx === void 0) { tx = 0; } if (ty === void 0) { ty = 0; } this.rawData = new Float32Array(6); if (a instanceof Float32Array) { this.copyRawDataFrom(a); } else { var raw = this.rawData; raw[0] = Number(a); raw[1] = b; raw[2] = c; raw[3] = d; raw[4] = tx; raw[5] = ty; } } Object.defineProperty(Matrix.prototype, "a", { /** * The value that affects the positioning of pixels along the <i>x</i> axis * when scaling or rotating an image. */ get: function () { return this.rawData[0]; }, set: function (value) { this.rawData[0] = value; }, enumerable: false, configurable: true }); Object.defineProperty(Matrix.prototype, "b", { /** * The value that affects the positioning of pixels along the <i>y</i> axis * when rotating or skewing an image. */ get: function () { return this.rawData[1]; }, set: function (value) { this.rawData[1] = value; }, enumerable: false, configurable: true }); Object.defineProperty(Matrix.prototype, "c", { /** * The value that affects the positioning of pixels along the <i>x</i> axis * when rotating or skewing an image. */ get: function () { return this.rawData[2]; }, set: function (value) { this.rawData[2] = value; }, enumerable: false, configurable: true }); Object.defineProperty(Matrix.prototype, "d", { /** * The value that affects the positioning of pixels along the <i>y</i> axis * when scaling or rotating an image. */ get: function () { return this.rawData[3]; }, set: function (value) { this.rawData[3] = value; }, enumerable: false, configurable: true }); Object.defineProperty(Matrix.prototype, "tx", { /** * The distance by which to translate each point along the <i>x</i> axis. */ get: function () { return this.rawData[4]; }, set: function (value) { this.rawData[4] = value; }, enumerable: false, configurable: true }); Object.defineProperty(Matrix.prototype, "ty", { /** * The distance by which to translate each point along the <i>y</i> axis. */ get: function () { return this.rawData[5]; }, set: function (value) { this.rawData[5] = value; }, enumerable: false, configurable: true }); Matrix.prototype.copyRawDataFrom = function (vector, offset) { if (offset === void 0) { offset = 0; } var raw = this.rawData; raw[0] = vector[offset + 0]; raw[1] = vector[offset + 1]; raw[2] = vector[offset + 2]; raw[3] = vector[offset + 3]; raw[4] = vector[offset + 4]; raw[5] = vector[offset + 5]; }; /** * Returns a new Matrix object that is a clone of this matrix, with an exact * copy of the contained object. * * @return A Matrix object. */ Matrix.prototype.clone = function () { var raw = this.rawData; return new Matrix(raw[0], raw[1], raw[2], raw[3], raw[4], raw[5]); }; /** * Concatenates a matrix with the current matrix, effectively combining the * geometric effects of the two. In mathematical terms, concatenating two * matrixes is the same as combining them using matrix multiplication. * * <p>For example, if matrix <code>m1</code> scales an object by a factor of * four, and matrix <code>m2</code> rotates an object by 1.5707963267949 * radians(<code>Math.PI/2</code>), then <code>m1.concat(m2)</code> * transforms <code>m1</code> into a matrix that scales an object by a factor * of four and rotates the object by <code>Math.PI/2</code> radians. </p> * * <p>This method replaces the source matrix with the concatenated matrix. If * you want to concatenate two matrixes without altering either of the two * source matrixes, first copy the source matrix by using the * <code>clone()</code> method, as shown in the Class Examples section.</p> * * @param matrix The matrix to be concatenated to the source matrix. */ Matrix.prototype.concat = function (matrix) { var m = this.rawData; var n = matrix.rawData; var a = m[0] * n[0]; var b = 0.0; var c = 0.0; var d = m[3] * n[3]; var tx = m[4] * n[0] + n[4]; var ty = m[5] * n[3] + n[5]; if (m[1] !== 0.0 || m[2] !== 0.0 || n[1] !== 0.0 || n[2] !== 0.0) { a += m[1] * n[2]; d += m[2] * n[1]; b += m[0] * n[1] + m[1] * n[3]; c += m[2] * n[0] + m[3] * n[2]; tx += m[5] * n[2]; ty += m[4] * n[1]; } m[0] = a; m[1] = b; m[2] = c; m[3] = d; m[4] = tx; m[5] = ty; }; /** * Copies a Vector3D object into specific column of the calling Matrix3D * object. * * @param column The column from which to copy the data from. * @param vector3D The Vector3D object from which to copy the data. */ Matrix.prototype.copyColumnFrom = function (column, vector3D) { var raw = this.rawData; var rawVector3D = vector3D._rawData; if (column > 2) { throw 'Column ' + column + ' out of bounds (2)'; } else if (column == 0) { raw[0] = rawVector3D[0]; raw[1] = rawVector3D[1]; } else if (column == 1) { raw[2] = rawVector3D[0]; raw[3] = rawVector3D[1]; } else { raw[4] = rawVector3D[0]; raw[5] = rawVector3D[1]; } }; /** * Copies specific column of the calling Matrix object into the Vector3D * object. The w element of the Vector3D object will not be changed. * * @param column The column from which to copy the data from. * @param vector3D The Vector3D object from which to copy the data. */ Matrix.prototype.copyColumnTo = function (column, vector3D) { var raw = this.rawData; var rawVector3D = vector3D._rawData; if (column > 2) { throw new ArgumentError('ArgumentError, Column ' + column + ' out of bounds [0, ..., 2]'); } else if (column == 0) { rawVector3D[0] = raw[0]; rawVector3D[1] = raw[1]; rawVector3D[2] = 0; } else if (column == 1) { rawVector3D[0] = raw[2]; rawVector3D[1] = raw[3]; rawVector3D[2] = 0; } else { rawVector3D[0] = raw[4]; rawVector3D[1] = raw[5]; rawVector3D[2] = 1; } }; /** * Copies all of the matrix data from the source Point object into the * calling Matrix object. * * @param sourceMatrix The Matrix object from which to copy the data. */ Matrix.prototype.copyFrom = function (sourceMatrix) { var raw = this.rawData; var sourceRaw = sourceMatrix.rawData; raw[0] = sourceRaw[0]; raw[1] = sourceRaw[1]; raw[2] = sourceRaw[2]; raw[3] = sourceRaw[3]; raw[4] = sourceRaw[4]; raw[5] = sourceRaw[5]; }; /** * Copies a Vector3D object into specific row of the calling Matrix object. * * @param row The row from which to copy the data from. * @param vector3D The Vector3D object from which to copy the data. */ Matrix.prototype.copyRowFrom = function (row, vector3D) { var raw = this.rawData; var rawVector3D = vector3D._rawData; if (row > 2) { throw new ArgumentError('ArgumentError, Row ' + row + ' out of bounds [0, ..., 2]'); } else if (row == 0) { raw[0] = rawVector3D[0]; raw[2] = rawVector3D[1]; raw[4] = rawVector3D[2]; } else { raw[1] = rawVector3D[0]; raw[3] = rawVector3D[1]; raw[5] = rawVector3D[2]; } }; /** * Copies specific row of the calling Matrix object into the Vector3D object. * The w element of the Vector3D object will not be changed. * * @param row The row from which to copy the data from. * @param vector3D The Vector3D object from which to copy the data. */ Matrix.prototype.copyRowTo = function (row, vector3D) { var raw = this.rawData; var rawVector3D = vector3D._rawData; if (row > 2) { throw new ArgumentError('ArgumentError, Row ' + row + ' out of bounds [0, ..., 2]'); } else if (row == 0) { rawVector3D[0] = raw[0]; rawVector3D[1] = raw[2]; rawVector3D[2] = raw[4]; } else if (row == 1) { rawVector3D[0] = raw[1]; rawVector3D[1] = raw[3]; rawVector3D[2] = raw[5]; } else { rawVector3D[0] = 0; rawVector3D[1] = 0; rawVector3D[2] = 1; } }; /** * Includes parameters for scaling, rotation, and translation. When applied * to a matrix it sets the matrix's values based on those parameters. * * <p>Using the <code>createBox()</code> method lets you obtain the same * matrix as you would if you applied the <code>identity()</code>, * <code>rotate()</code>, <code>scale()</code>, and <code>translate()</code> * methods in succession. For example, <code>mat1.createBox(2,2,Math.PI/4, * 100, 100)</code> has the same effect as the following:</p> * * @param scaleX The factor by which to scale horizontally. * @param scaleY The factor by which scale vertically. * @param rotation The amount to rotate, in radians. * @param tx The number of pixels to translate(move) to the right * along the <i>x</i> axis. * @param ty The number of pixels to translate(move) down along the * <i>y</i> axis. */ Matrix.prototype.createBox = function (scaleX, scaleY, rotation, tx, ty) { if (rotation === void 0) { rotation = 0; } if (tx === void 0) { tx = 0; } if (ty === void 0) { ty = 0; } var raw = this.rawData; if (rotation !== 0) { var u = Math.cos(rotation); var v = Math.sin(rotation); raw[0] = u * scaleX; raw[1] = v * scaleY; raw[2] = -v * scaleX; raw[3] = u * scaleY; } else { raw[0] = scaleX; raw[1] = 0; raw[2] = 0; raw[3] = scaleY; } raw[4] = tx; raw[5] = ty; }; /** * Creates the specific style of matrix expected by the * <code>beginGradientFill()</code> and <code>lineGradientStyle()</code> * methods of the Graphics class. Width and height are scaled to a * <code>scaleX</code>/<code>scaleY</code> pair and the * <code>tx</code>/<code>ty</code> values are offset by half the width and * height. * * <p>For example, consider a gradient with the following * characteristics:</p> * * <ul> * <li><code>GradientType.LINEAR</code></li> * <li>Two colors, green and blue, with the ratios array set to <code>[0, * 255]</code></li> * <li><code>SpreadMethod.PAD</code></li> * <li><code>InterpolationMethod.LINEAR_RGB</code></li> * </ul> * * <p>The following illustrations show gradients in which the matrix was * defined using the <code>createGradientBox()</code> method with different * parameter settings:</p> * * @param width The width of the gradient box. * @param height The height of the gradient box. * @param rotation The amount to rotate, in radians. * @param tx The distance, in pixels, to translate to the right along * the <i>x</i> axis. This value is offset by half of the * <code>width</code> parameter. * @param ty The distance, in pixels, to translate down along the * <i>y</i> axis. This value is offset by half of the * <code>height</code> parameter. */ Matrix.prototype.createGradientBox = function (width, height, rotation, tx, ty) { if (rotation === void 0) { rotation = 0; } if (tx === void 0) { tx = 0; } if (ty === void 0) { ty = 0; } this.createBox(width / 1638.4, height / 1638.4, rotation, tx + width / 2, ty + height / 2); }; /** * Given a point in the pretransform coordinate space, returns the * coordinates of that point after the transformation occurs. Unlike the * standard transformation applied using the <code>transformPoint()</code> * method, the <code>deltaTransformPoint()</code> method's transformation * does not consider the translation parameters <code>tx</code> and * <code>ty</code>. * * @param point The point for which you want to get the result of the matrix * transformation. * @return The point resulting from applying the matrix transformation. */ Matrix.prototype.deltaTransformPoint = function (point) { var raw = this.rawData; return new Point(point.x * raw[0] + point.y * raw[2], point.x * raw[1] + point.y * raw[3]); }; /** * Sets each matrix property to a value that causes a null transformation. An * object transformed by applying an identity matrix will be identical to the * original. * * <p>After calling the <code>identity()</code> method, the resulting matrix * has the following properties: <code>a</code>=1, <code>b</code>=0, * <code>c</code>=0, <code>d</code>=1, <code>tx</code>=0, * <code>ty</code>=0.</p> * * <p>In matrix notation, the identity matrix looks like this:</p> * */ Matrix.prototype.identity = function () { var raw = this.rawData; raw[0] = 1; raw[1] = 0; raw[2] = 0; raw[3] = 1; raw[4] = 0; raw[5] = 0; }; /** * Performs the opposite transformation of the original matrix. You can apply * an inverted matrix to an object to undo the transformation performed when * applying the original matrix. */ Matrix.prototype.invert = function () { var raw = this.rawData; var b = raw[1]; var c = raw[2]; var tx = raw[4]; var ty = raw[5]; if (b === 0 && c === 0) { var a_1 = raw[0] = 1 / raw[0]; var d_1 = raw[3] = 1 / raw[3]; raw[1] = raw[2] = 0; raw[4] = -a_1 * tx; raw[5] = -d_1 * ty; return; } var a = raw[0]; var d = raw[3]; var determinant = a * d - b * c; if (determinant === 0) { this.identity(); return; } /** * Multiplying by reciprocal of the |determinant| is only accurate if the reciprocal is * representable without loss of precision. This is usually only the case for powers of * two: 1/2, 1/4 ... */ determinant = 1 / determinant; var k = 0; k = raw[0] = d * determinant; b = raw[1] = -b * determinant; c = raw[2] = -c * determinant; d = raw[3] = a * determinant; raw[4] = -(k * tx + c * ty); raw[5] = -(b * tx + d * ty); }; /** * Returns a new Matrix object that is a clone of this matrix, with an exact * copy of the contained object. * * @param matrix The matrix for which you want to get the result of the matrix * transformation. * @return A Matrix object. */ Matrix.prototype.multiply = function (matrix) { var result = new Matrix(); result.a = this.a * matrix.a + this.b * matrix.c; result.b = this.a * matrix.b + this.b * matrix.d; result.c = this.c * matrix.a + this.d * matrix.c; result.d = this.c * matrix.b + this.d * matrix.d; result.tx = this.tx * matrix.a + this.ty * matrix.c + matrix.tx; result.ty = this.tx * matrix.b + this.ty * matrix.d + matrix.ty; return result; }; /** * Applies a rotation transformation to the Matrix object. * * <p>The <code>rotate()</code> method alters the <code>a</code>, * <code>b</code>, <code>c</code>, and <code>d</code> properties of the * Matrix object. In matrix notation, this is the same as concatenating the * current matrix with the following:</p> * * @param angle The rotation angle in radians. */ Matrix.prototype.rotate = function (angle) { if (angle !== 0) { var raw = this.rawData; var u = Math.cos(angle); var v = Math.sin(angle); var ta = raw[0]; var tb = raw[1]; var tc = raw[2]; var td = raw[3]; var ttx = raw[4]; var tty = raw[5]; raw[0] = ta * u - tb * v; raw[1] = ta * v + tb * u; raw[2] = tc * u - td * v; raw[3] = tc * v + td * u; raw[4] = ttx * u - tty * v; raw[5] = ttx * v + tty * u; } }; /** * Applies a scaling transformation to the matrix. The <i>x</i> axis is * multiplied by <code>sx</code>, and the <i>y</i> axis it is multiplied by * <code>sy</code>. * * <p>The <code>scale()</code> method alters the <code>a</code> and * <code>d</code> properties of the Matrix object. In matrix notation, this * is the same as concatenating the current matrix with the following * matrix:</p> * * @param sx A multiplier used to scale the object along the <i>x</i> axis. * @param sy A multiplier used to scale the object along the <i>y</i> axis. */ Matrix.prototype.scale = function (sx, sy) { var raw = this.rawData; if (sx !== 1) { raw[0] *= sx; raw[2] *= sx; raw[4] *= sx; } if (sy !== 1) { raw[1] *= sy; raw[3] *= sy; raw[5] *= sy; } }; /** * Sets the members of Matrix to the specified values. * * @param a The value that affects the positioning of pixels along the * <i>x</i> axis when scaling or rotating an image. * @param b The value that affects the positioning of pixels along the * <i>y</i> axis when rotating or skewing an image. * @param c The value that affects the positioning of pixels along the * <i>x</i> axis when rotating or skewing an image. * @param d The value that affects the positioning of pixels along the * <i>y</i> axis when scaling or rotating an image.. * @param tx The distance by which to translate each point along the <i>x</i> * axis. * @param ty The distance by which to translate each point along the <i>y</i> * axis. */ Matrix.prototype.setTo = function (a, b, c, d, tx, ty) { var raw = this.rawData; raw[0] = a; raw[2] = b; raw[1] = c; raw[3] = d; raw[4] = tx; raw[5] = ty; }; /** * Returns a text value listing the properties of the Matrix object. * * @return A string containing the values of the properties of the Matrix * object: <code>a</code>, <code>b</code>, <code>c</code>, * <code>d</code>, <code>tx</code>, and <code>ty</code>. */ Matrix.prototype.toString = function () { return '[Matrix] (a=' + this.a + ', b=' + this.b + ', c=' + this.c + ', d=' + this.d + ', tx=' + this.tx + ', ty=' + this.ty + ')'; }; /** * Returns the result of applying the geometric transformation represented by * the Matrix object to the specified point. * * @param point The point for which you want to get the result of the Matrix * transformation. * @return The point resulting from applying the Matrix transformation. */ Matrix.prototype.transformPoint = function (point) { var raw = this.rawData; return new Point(point.x * raw[0] + point.y * raw[2] + raw[4], point.x * raw[1] + point.y * raw[3] + raw[5]); }; /** * Translates the matrix along the <i>x</i> and <i>y</i> axes, as specified * by the <code>dx</code> and <code>dy</code> parameters. * * @param dx The amount of movement along the <i>x</i> axis to the right, in * pixels. * @param dy The amount of movement down along the <i>y</i> axis, in pixels. */ Matrix.prototype.translate = function (dx, dy) { this.rawData[4] += dx; this.rawData[5] += dy; }; return Matrix; }()); export { Matrix };