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Object model for HTML5 canvas, and SVG-to-canvas parser. Backed by jsdom and node-canvas.

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import { iMatrix } from "../../constants.mjs"; import { cos } from "./cos.mjs"; import { sin } from "./sin.mjs"; import { Point } from "../../Point.mjs"; import { degreesToRadians, radiansToDegrees } from "./radiansDegreesConversion.mjs"; //#region src/util/misc/matrix.ts const isIdentityMatrix = (mat) => mat.every((value, index) => value === iMatrix[index]); /** * Apply transform t to point p * @deprecated use {@link Point#transform} * @param {Point | XY} p The point to transform * @param {Array} t The transform * @param {Boolean} [ignoreOffset] Indicates that the offset should not be applied * @return {Point} The transformed point */ const transformPoint = (p, t, ignoreOffset) => new Point(p).transform(t, ignoreOffset); /** * Invert transformation t * @param {Array} t The transform * @return {Array} The inverted transform */ const invertTransform = (t) => { const a = 1 / (t[0] * t[3] - t[1] * t[2]), r = [ a * t[3], -a * t[1], -a * t[2], a * t[0], 0, 0 ], { x, y } = new Point(t[4], t[5]).transform(r, true); r[4] = -x; r[5] = -y; return r; }; /** * Multiply matrix A by matrix B to nest transformations * @param {TMat2D} a First transformMatrix * @param {TMat2D} b Second transformMatrix * @param {Boolean} is2x2 flag to multiply matrices as 2x2 matrices * @return {TMat2D} The product of the two transform matrices */ const multiplyTransformMatrices = (a, b, is2x2) => [ a[0] * b[0] + a[2] * b[1], a[1] * b[0] + a[3] * b[1], a[0] * b[2] + a[2] * b[3], a[1] * b[2] + a[3] * b[3], is2x2 ? 0 : a[0] * b[4] + a[2] * b[5] + a[4], is2x2 ? 0 : a[1] * b[4] + a[3] * b[5] + a[5] ]; /** * Multiplies the matrices array such that a matrix defines the plane for the rest of the matrices **after** it * * `multiplyTransformMatrixArray([A, B, C, D])` is equivalent to `A(B(C(D)))` * * @param matrices an array of matrices * @param [is2x2] flag to multiply matrices as 2x2 matrices * @returns the multiplication product */ const multiplyTransformMatrixArray = (matrices, is2x2) => matrices.reduceRight((product, curr) => curr && product ? multiplyTransformMatrices(curr, product, is2x2) : curr || product, void 0) || iMatrix.concat(); const calcPlaneRotation = ([a, b]) => Math.atan2(b, a); /** * Decomposes standard 2x3 matrix into transform components * @param {TMat2D} a transformMatrix * @return {Object} Components of transform */ const qrDecompose = (a) => { const angle = calcPlaneRotation(a), denom = Math.pow(a[0], 2) + Math.pow(a[1], 2), scaleX = Math.sqrt(denom), scaleY = (a[0] * a[3] - a[2] * a[1]) / scaleX, skewX = Math.atan2(a[0] * a[2] + a[1] * a[3], denom); return { angle: radiansToDegrees(angle), scaleX, scaleY, skewX: radiansToDegrees(skewX), skewY: 0, translateX: a[4] || 0, translateY: a[5] || 0 }; }; /** * Generate a translation matrix * * A translation matrix in the form of * [ 1 0 x ] * [ 0 1 y ] * [ 0 0 1 ] * * See {@link https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/transform#translate} for more details * * @param {number} x translation on X axis * @param {number} [y] translation on Y axis * @returns {TMat2D} matrix */ const createTranslateMatrix = (x, y = 0) => [ 1, 0, 0, 1, x, y ]; /** * Generate a rotation matrix around around a point (x,y), defaulting to (0,0) * * A matrix in the form of * [cos(a) -sin(a) -x*cos(a)+y*sin(a)+x] * [sin(a) cos(a) -x*sin(a)-y*cos(a)+y] * [0 0 1 ] * * * @param {TDegree} angle rotation in degrees * @param {XY} [pivotPoint] pivot point to rotate around * @returns {TMat2D} matrix */ function createRotateMatrix({ angle = 0 } = {}, { x = 0, y = 0 } = {}) { const angleRadiant = degreesToRadians(angle), cosValue = cos(angleRadiant), sinValue = sin(angleRadiant); return [ cosValue, sinValue, -sinValue, cosValue, x ? x - (cosValue * x - sinValue * y) : 0, y ? y - (sinValue * x + cosValue * y) : 0 ]; } /** * Generate a scale matrix around the point (0,0) * * A matrix in the form of * [x 0 0] * [0 y 0] * [0 0 1] * * {@link https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/transform#scale} * * @param {number} x scale on X axis * @param {number} [y] scale on Y axis * @returns {TMat2D} matrix */ const createScaleMatrix = (x, y = x) => [ x, 0, 0, y, 0, 0 ]; const angleToSkew = (angle) => Math.tan(degreesToRadians(angle)); /** * Generate a skew matrix for the X axis * * A matrix in the form of * [1 x 0] * [0 1 0] * [0 0 1] * * {@link https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/transform#skewx} * * @param {TDegree} skewValue translation on X axis * @returns {TMat2D} matrix */ const createSkewXMatrix = (skewValue) => [ 1, 0, angleToSkew(skewValue), 1, 0, 0 ]; /** * Generate a skew matrix for the Y axis * * A matrix in the form of * [1 0 0] * [y 1 0] * [0 0 1] * * {@link https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/transform#skewy} * * @param {TDegree} skewValue translation on Y axis * @returns {TMat2D} matrix */ const createSkewYMatrix = (skewValue) => [ 1, angleToSkew(skewValue), 0, 1, 0, 0 ]; /** * Returns a transform matrix starting from an object of the same kind of * the one returned from qrDecompose, useful also if you want to calculate some * transformations from an object that is not enlived yet. * is called DimensionsTransformMatrix because those properties are the one that influence * the size of the resulting box of the object. * @param {Object} options * @param {Number} [options.scaleX] * @param {Number} [options.scaleY] * @param {Boolean} [options.flipX] * @param {Boolean} [options.flipY] * @param {Number} [options.skewX] * @param {Number} [options.skewY] * @return {Number[]} transform matrix */ const calcDimensionsMatrix = ({ scaleX = 1, scaleY = 1, flipX = false, flipY = false, skewX = 0, skewY = 0 }) => { let matrix = createScaleMatrix(flipX ? -scaleX : scaleX, flipY ? -scaleY : scaleY); if (skewX) matrix = multiplyTransformMatrices(matrix, createSkewXMatrix(skewX), true); if (skewY) matrix = multiplyTransformMatrices(matrix, createSkewYMatrix(skewY), true); return matrix; }; /** * Returns a transform matrix starting from an object of the same kind of * the one returned from qrDecompose, useful also if you want to calculate some * transformations from an object that is not enlived yet * Before changing this function look at: src/benchmarks/calcTransformMatrix.mjs * @param {Object} options * @param {Number} [options.angle] * @param {Number} [options.scaleX] * @param {Number} [options.scaleY] * @param {Boolean} [options.flipX] * @param {Boolean} [options.flipY] * @param {Number} [options.skewX] * @param {Number} [options.skewY] * @param {Number} [options.translateX] * @param {Number} [options.translateY] * @return {Number[]} transform matrix */ const composeMatrix = (options) => { const { translateX = 0, translateY = 0, angle = 0 } = options; let matrix = createTranslateMatrix(translateX, translateY); if (angle) matrix = multiplyTransformMatrices(matrix, createRotateMatrix({ angle })); const scaleMatrix = calcDimensionsMatrix(options); if (!isIdentityMatrix(scaleMatrix)) matrix = multiplyTransformMatrices(matrix, scaleMatrix); return matrix; }; //#endregion export { calcDimensionsMatrix, calcPlaneRotation, composeMatrix, createRotateMatrix, createScaleMatrix, createSkewXMatrix, createSkewYMatrix, createTranslateMatrix, invertTransform, isIdentityMatrix, multiplyTransformMatrices, multiplyTransformMatrixArray, qrDecompose, transformPoint }; //# sourceMappingURL=matrix.mjs.map