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import { abcdef, arrayToMatrix, closeEnough, isMatrixLike } from './helpers.js'
import Point from './Point.js'
import { delimiter } from './regex.js'
import { radians } from './utils.js'
import parser from './parser.js'
import Element from './Element.js'
import { registerMethods } from './methods.js'
export default class Matrix {
constructor (...args) {
this.init(...args)
}
// Initialize
init (source) {
var base = arrayToMatrix([1, 0, 0, 1, 0, 0])
// ensure source as object
source = source instanceof Element ? source.matrixify()
: typeof source === 'string' ? arrayToMatrix(source.split(delimiter).map(parseFloat))
: Array.isArray(source) ? arrayToMatrix(source)
: (typeof source === 'object' && isMatrixLike(source)) ? source
: (typeof source === 'object') ? new Matrix().transform(source)
: arguments.length === 6 ? arrayToMatrix([].slice.call(arguments))
: base
// Merge the source matrix with the base matrix
this.a = source.a != null ? source.a : base.a
this.b = source.b != null ? source.b : base.b
this.c = source.c != null ? source.c : base.c
this.d = source.d != null ? source.d : base.d
this.e = source.e != null ? source.e : base.e
this.f = source.f != null ? source.f : base.f
}
// Clones this matrix
clone () {
return new Matrix(this)
}
// Transform a matrix into another matrix by manipulating the space
transform (o) {
// Check if o is a matrix and then left multiply it directly
if (isMatrixLike(o)) {
var matrix = new Matrix(o)
return matrix.multiplyO(this)
}
// Get the proposed transformations and the current transformations
var t = Matrix.formatTransforms(o)
var current = this
let { x: ox, y: oy } = new Point(t.ox, t.oy).transform(current)
// Construct the resulting matrix
var transformer = new Matrix()
.translateO(t.rx, t.ry)
.lmultiplyO(current)
.translateO(-ox, -oy)
.scaleO(t.scaleX, t.scaleY)
.skewO(t.skewX, t.skewY)
.shearO(t.shear)
.rotateO(t.theta)
.translateO(ox, oy)
// If we want the origin at a particular place, we force it there
if (isFinite(t.px) || isFinite(t.py)) {
const origin = new Point(ox, oy).transform(transformer)
// TODO: Replace t.px with isFinite(t.px)
const dx = t.px ? t.px - origin.x : 0
const dy = t.py ? t.py - origin.y : 0
transformer.translateO(dx, dy)
}
// Translate now after positioning
transformer.translateO(t.tx, t.ty)
return transformer
}
// Applies a matrix defined by its affine parameters
compose (o) {
if (o.origin) {
o.originX = o.origin[0]
o.originY = o.origin[1]
}
// Get the parameters
var ox = o.originX || 0
var oy = o.originY || 0
var sx = o.scaleX || 1
var sy = o.scaleY || 1
var lam = o.shear || 0
var theta = o.rotate || 0
var tx = o.translateX || 0
var ty = o.translateY || 0
// Apply the standard matrix
var result = new Matrix()
.translateO(-ox, -oy)
.scaleO(sx, sy)
.shearO(lam)
.rotateO(theta)
.translateO(tx, ty)
.lmultiplyO(this)
.translateO(ox, oy)
return result
}
// Decomposes this matrix into its affine parameters
decompose (cx = 0, cy = 0) {
// Get the parameters from the matrix
var a = this.a
var b = this.b
var c = this.c
var d = this.d
var e = this.e
var f = this.f
// Figure out if the winding direction is clockwise or counterclockwise
var determinant = a * d - b * c
var ccw = determinant > 0 ? 1 : -1
// Since we only shear in x, we can use the x basis to get the x scale
// and the rotation of the resulting matrix
var sx = ccw * Math.sqrt(a * a + b * b)
var thetaRad = Math.atan2(ccw * b, ccw * a)
var theta = 180 / Math.PI * thetaRad
var ct = Math.cos(thetaRad)
var st = Math.sin(thetaRad)
// We can then solve the y basis vector simultaneously to get the other
// two affine parameters directly from these parameters
var lam = (a * c + b * d) / determinant
var sy = ((c * sx) / (lam * a - b)) || ((d * sx) / (lam * b + a))
// Use the translations
let tx = e - cx + cx * ct * sx + cy * (lam * ct * sx - st * sy)
let ty = f - cy + cx * st * sx + cy * (lam * st * sx + ct * sy)
// Construct the decomposition and return it
return {
// Return the affine parameters
scaleX: sx,
scaleY: sy,
shear: lam,
rotate: theta,
translateX: tx,
translateY: ty,
originX: cx,
originY: cy,
// Return the matrix parameters
a: this.a,
b: this.b,
c: this.c,
d: this.d,
e: this.e,
f: this.f
}
}
// Left multiplies by the given matrix
multiply (matrix) {
return this.clone().multiplyO(matrix)
}
multiplyO (matrix) {
// Get the matrices
var l = this
var r = matrix instanceof Matrix
? matrix
: new Matrix(matrix)
return Matrix.matrixMultiply(l, r, this)
}
lmultiply (matrix) {
return this.clone().lmultiplyO(matrix)
}
lmultiplyO (matrix) {
var r = this
var l = matrix instanceof Matrix
? matrix
: new Matrix(matrix)
return Matrix.matrixMultiply(l, r, this)
}
// Inverses matrix
inverseO () {
// Get the current parameters out of the matrix
var a = this.a
var b = this.b
var c = this.c
var d = this.d
var e = this.e
var f = this.f
// Invert the 2x2 matrix in the top left
var det = a * d - b * c
if (!det) throw new Error('Cannot invert ' + this)
// Calculate the top 2x2 matrix
var na = d / det
var nb = -b / det
var nc = -c / det
var nd = a / det
// Apply the inverted matrix to the top right
var ne = -(na * e + nc * f)
var nf = -(nb * e + nd * f)
// Construct the inverted matrix
this.a = na
this.b = nb
this.c = nc
this.d = nd
this.e = ne
this.f = nf
return this
}
inverse () {
return this.clone().inverseO()
}
// Translate matrix
translate (x, y) {
return this.clone().translateO(x, y)
}
translateO (x, y) {
this.e += x || 0
this.f += y || 0
return this
}
// Scale matrix
scale (x, y, cx, cy) {
return this.clone().scaleO(...arguments)
}
scaleO (x, y = x, cx = 0, cy = 0) {
// Support uniform scaling
if (arguments.length === 3) {
cy = cx
cx = y
y = x
}
let { a, b, c, d, e, f } = this
this.a = a * x
this.b = b * y
this.c = c * x
this.d = d * y
this.e = e * x - cx * x + cx
this.f = f * y - cy * y + cy
return this
}
// Rotate matrix
rotate (r, cx, cy) {
return this.clone().rotateO(r, cx, cy)
}
rotateO (r, cx = 0, cy = 0) {
// Convert degrees to radians
r = radians(r)
let cos = Math.cos(r)
let sin = Math.sin(r)
let { a, b, c, d, e, f } = this
this.a = a * cos - b * sin
this.b = b * cos + a * sin
this.c = c * cos - d * sin
this.d = d * cos + c * sin
this.e = e * cos - f * sin + cy * sin - cx * cos + cx
this.f = f * cos + e * sin - cx * sin - cy * cos + cy
return this
}
// Flip matrix on x or y, at a given offset
flip (axis, around) {
return this.clone().flipO(axis, around)
}
flipO (axis, around) {
return axis === 'x' ? this.scaleO(-1, 1, around, 0)
: axis === 'y' ? this.scaleO(1, -1, 0, around)
: this.scaleO(-1, -1, axis, around || axis) // Define an x, y flip point
}
// Shear matrix
shear (a, cx, cy) {
return this.clone().shearO(a, cx, cy)
}
shearO (lx, cx = 0, cy = 0) {
let { a, b, c, d, e, f } = this
this.a = a + b * lx
this.c = c + d * lx
this.e = e + f * lx - cy * lx
return this
}
// Skew Matrix
skew (x, y, cx, cy) {
return this.clone().skewO(...arguments)
}
skewO (x, y = x, cx = 0, cy = 0) {
// support uniformal skew
if (arguments.length === 3) {
cy = cx
cx = y
y = x
}
// Convert degrees to radians
x = radians(x)
y = radians(y)
let lx = Math.tan(x)
let ly = Math.tan(y)
let { a, b, c, d, e, f } = this
this.a = a + b * lx
this.b = b + a * ly
this.c = c + d * lx
this.d = d + c * ly
this.e = e + f * lx - cy * lx
this.f = f + e * ly - cx * ly
return this
}
// SkewX
skewX (x, cx, cy) {
return this.skew(x, 0, cx, cy)
}
skewXO (x, cx, cy) {
return this.skewO(x, 0, cx, cy)
}
// SkewY
skewY (y, cx, cy) {
return this.skew(0, y, cx, cy)
}
skewYO (y, cx, cy) {
return this.skewO(0, y, cx, cy)
}
// Transform around a center point
aroundO (cx, cy, matrix) {
var dx = cx || 0
var dy = cy || 0
return this.translateO(-dx, -dy).lmultiplyO(matrix).translateO(dx, dy)
}
around (cx, cy, matrix) {
return this.clone().aroundO(cx, cy, matrix)
}
// Convert to native SVGMatrix
native () {
// create new matrix
var matrix = parser().svg.node.createSVGMatrix()
// update with current values
for (var i = abcdef.length - 1; i >= 0; i--) {
matrix[abcdef[i]] = this[abcdef[i]]
}
return matrix
}
// Check if two matrices are equal
equals (other) {
var comp = new Matrix(other)
return closeEnough(this.a, comp.a) && closeEnough(this.b, comp.b) &&
closeEnough(this.c, comp.c) && closeEnough(this.d, comp.d) &&
closeEnough(this.e, comp.e) && closeEnough(this.f, comp.f)
}
// Convert matrix to string
toString () {
return 'matrix(' + this.a + ',' + this.b + ',' + this.c + ',' + this.d + ',' + this.e + ',' + this.f + ')'
}
toArray () {
return [this.a, this.b, this.c, this.d, this.e, this.f]
}
valueOf () {
return {
a: this.a,
b: this.b,
c: this.c,
d: this.d,
e: this.e,
f: this.f
}
}
// TODO: Refactor this to a static function of matrix.js
static formatTransforms (o) {
// Get all of the parameters required to form the matrix
var flipBoth = o.flip === 'both' || o.flip === true
var flipX = o.flip && (flipBoth || o.flip === 'x') ? -1 : 1
var flipY = o.flip && (flipBoth || o.flip === 'y') ? -1 : 1
var skewX = o.skew && o.skew.length ? o.skew[0]
: isFinite(o.skew) ? o.skew
: isFinite(o.skewX) ? o.skewX
: 0
var skewY = o.skew && o.skew.length ? o.skew[1]
: isFinite(o.skew) ? o.skew
: isFinite(o.skewY) ? o.skewY
: 0
var scaleX = o.scale && o.scale.length ? o.scale[0] * flipX
: isFinite(o.scale) ? o.scale * flipX
: isFinite(o.scaleX) ? o.scaleX * flipX
: flipX
var scaleY = o.scale && o.scale.length ? o.scale[1] * flipY
: isFinite(o.scale) ? o.scale * flipY
: isFinite(o.scaleY) ? o.scaleY * flipY
: flipY
var shear = o.shear || 0
var theta = o.rotate || o.theta || 0
var origin = new Point(o.origin || o.around || o.ox || o.originX, o.oy || o.originY)
var ox = origin.x
var oy = origin.y
var position = new Point(o.position || o.px || o.positionX, o.py || o.positionY)
var px = position.x
var py = position.y
var translate = new Point(o.translate || o.tx || o.translateX, o.ty || o.translateY)
var tx = translate.x
var ty = translate.y
var relative = new Point(o.relative || o.rx || o.relativeX, o.ry || o.relativeY)
var rx = relative.x
var ry = relative.y
// Populate all of the values
return {
scaleX, scaleY, skewX, skewY, shear, theta, rx, ry, tx, ty, ox, oy, px, py
}
}
// left matrix, right matrix, target matrix which is overwritten
static matrixMultiply (l, r, o) {
// Work out the product directly
var a = l.a * r.a + l.c * r.b
var b = l.b * r.a + l.d * r.b
var c = l.a * r.c + l.c * r.d
var d = l.b * r.c + l.d * r.d
var e = l.e + l.a * r.e + l.c * r.f
var f = l.f + l.b * r.e + l.d * r.f
// make sure to use local variables because l/r and o could be the same
o.a = a
o.b = b
o.c = c
o.d = d
o.e = e
o.f = f
return o
}
}
registerMethods({
Element: {
// Get current matrix
ctm () {
return new Matrix(this.node.getCTM())
},
// Get current screen matrix
screenCTM () {
/* https://bugzilla.mozilla.org/show_bug.cgi?id=1344537
This is needed because FF does not return the transformation matrix
for the inner coordinate system when getScreenCTM() is called on nested svgs.
However all other Browsers do that */
if (typeof this.isRoot === 'function' && !this.isRoot()) {
var rect = this.rect(1, 1)
var m = rect.node.getScreenCTM()
rect.remove()
return new Matrix(m)
}
return new Matrix(this.node.getScreenCTM())
}
}
})
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