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