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/* global abcdef, arrayToMatrix, closeEnough, formatTransforms */
SVG.Matrix = SVG.invent({
// Initialize
create: function (source) {
var base = arrayToMatrix([1, 0, 0, 1, 0, 0])
// ensure source as object
source = source instanceof SVG.Element ? source.matrixify()
: typeof source === 'string' ? arrayToMatrix(source.split(SVG.regex.delimiter).map(parseFloat))
: Array.isArray(source) ? arrayToMatrix(source)
: (typeof source === 'object' && (
source.a != null || source.b != null || source.c != null ||
source.d != null || source.e != null || source.f != null
)) ? source
: (typeof source === 'object') ? new SVG.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
},
// Add methods
extend: {
// Clones this matrix
clone: function () {
return new SVG.Matrix(this)
},
// Transform a matrix into another matrix by manipulating the space
transform: function (o) {
// Check if o is a matrix and then left multiply it directly
if (o.a != null) {
var matrix = new SVG.Matrix(o)
var newMatrix = this.lmultiply(matrix)
return newMatrix
}
// Get the proposed transformations and the current transformations
var t = formatTransforms(o)
var currentTransform = new SVG.Matrix(this)
// Construct the resulting matrix
var transformer = new SVG.Matrix()
.translate(-t.ox, -t.oy)
.scale(t.scaleX, t.scaleY)
.skew(t.skewX, t.skewY)
.shear(t.shear)
.rotate(t.theta)
.translate(t.ox, t.oy)
.translate(t.rx, t.ry)
.lmultiply(currentTransform)
// If we want the origin at a particular place, we force it there
if (isFinite(t.px) || isFinite(t.py)) {
// Figure out where the origin went and the delta to get there
var current = new SVG.Point(t.ox - t.rx, t.oy - t.ry).transform(transformer)
var dx = t.px ? t.px - current.x : 0
var dy = t.py ? t.py - current.y : 0
// Apply another translation
transformer = transformer.translate(dx, dy)
}
// We can apply translations after everything else
transformer = transformer.translate(t.tx, t.ty)
return transformer
},
// Applies a matrix defined by its affine parameters
compose: function (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 SVG.Matrix()
.translate(-ox, -oy)
.scale(sx, sy)
.shear(lam)
.rotate(theta)
.translate(tx, ty)
.lmultiply(this)
.translate(ox, oy)
return result
},
// Decomposes this matrix into its affine parameters
decompose: function (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))
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
}
},
// Morph one matrix into another
morph: function (matrix) {
// Store new destination
this.destination = new SVG.Matrix(matrix)
return this
},
// Get morphed matrix at a given position
at: function (pos) {
// Make sure a destination is defined
if (!this.destination) return this
// Calculate morphed matrix at a given position
var matrix = new SVG.Matrix({
a: this.a + (this.destination.a - this.a) * pos,
b: this.b + (this.destination.b - this.b) * pos,
c: this.c + (this.destination.c - this.c) * pos,
d: this.d + (this.destination.d - this.d) * pos,
e: this.e + (this.destination.e - this.e) * pos,
f: this.f + (this.destination.f - this.f) * pos
})
return matrix
},
// Left multiplies by the given matrix
multiply: function (matrix) {
// Get the matrices
var l = this
var r = new SVG.Matrix(matrix)
// 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
// Form the matrix and return it
var product = new SVG.Matrix(a, b, c, d, e, f)
return product
},
lmultiply: function (matrix) {
var result = new SVG.Matrix(matrix).multiply(this)
return result
},
// Inverses matrix
inverse: function () {
// 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
return new SVG.Matrix(na, nb, nc, nd, ne, nf)
},
// Translate matrix
translate: function (x, y) {
return new SVG.Matrix(this).translateO(x, y)
},
translateO: function (x, y) {
this.e += x || 0
this.f += y || 0
return this
},
// Scale matrix
scale: function (x, y, cx, cy) {
// Support uniform scaling
if (arguments.length === 1) {
y = x
} else if (arguments.length === 3) {
cy = cx
cx = y
y = x
}
// Scale the current matrix
var scale = new SVG.Matrix(x, 0, 0, y, 0, 0)
var matrix = this.around(cx, cy, scale)
return matrix
},
// Rotate matrix
rotate: function (r, cx, cy) {
// Convert degrees to radians
r = SVG.utils.radians(r)
// Construct the rotation matrix
var rotation = new SVG.Matrix(Math.cos(r), Math.sin(r), -Math.sin(r), Math.cos(r), 0, 0)
var matrix = this.around(cx, cy, rotation)
return matrix
},
// Flip matrix on x or y, at a given offset
flip: function (axis, around) {
return axis === 'x' ? this.scale(-1, 1, around, 0)
: axis === 'y' ? this.scale(1, -1, 0, around)
: this.scale(-1, -1, axis, around || axis) // Define an x, y flip point
},
// Shear matrix
shear: function (a, cx, cy) {
var shear = new SVG.Matrix(1, 0, a, 1, 0, 0)
var matrix = this.around(cx, cy, shear)
return matrix
},
// Skew Matrix
skew: function (x, y, cx, cy) {
// support uniformal skew
if (arguments.length === 1) {
y = x
} else if (arguments.length === 3) {
cy = cx
cx = y
y = x
}
// Convert degrees to radians
x = SVG.utils.radians(x)
y = SVG.utils.radians(y)
// Construct the matrix
var skew = new SVG.Matrix(1, Math.tan(y), Math.tan(x), 1, 0, 0)
var matrix = this.around(cx, cy, skew)
return matrix
},
// SkewX
skewX: function (x, cx, cy) {
return this.skew(x, 0, cx, cy)
},
// SkewY
skewY: function (y, cx, cy) {
return this.skew(0, y, cx, cy)
},
// Transform around a center point
around: function (cx, cy, matrix) {
var dx = cx || 0
var dy = cy || 0
return this.translate(-dx, -dy).lmultiply(matrix).translate(dx, dy)
},
// Convert to native SVGMatrix
native: function () {
// create new matrix
var matrix = SVG.parser.nodes.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: function (other) {
var comp = new SVG.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: function () {
return 'matrix(' + this.a + ',' + this.b + ',' + this.c + ',' + this.d + ',' + this.e + ',' + this.f + ')'
},
toArray: function () {
return [this.a, this.b, this.c, this.d, this.e, this.f]
},
valueOf: function () {
return {
a: this.a,
b: this.b,
c: this.c,
d: this.d,
e: this.e,
f: this.f
}
}
},
// Define parent
parent: SVG.Element,
// Add parent method
construct: {
// Get current matrix
ctm: function () {
return new SVG.Matrix(this.node.getCTM())
},
// Get current screen matrix
screenCTM: function () {
/* 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 (this instanceof SVG.Doc && !this.isRoot()) {
var rect = this.rect(1, 1)
var m = rect.node.getScreenCTM()
rect.remove()
return new SVG.Matrix(m)
}
return new SVG.Matrix(this.node.getScreenCTM())
}
}
})
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