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