Hilo/docs/api-en/code/geom/Matrix.js
2018-08-08 15:57:32 +08:00

209 lines
5.9 KiB
JavaScript

/**
* Hilo
* Copyright 2015 alibaba.com
* Licensed under the MIT License
*/
/**
* @class Matrix class is a transforming matrix, which declare how points in one coordinate maped to another coordinate.
* @param {Number} a The value affects pixel positioning alongside the x axis when Scale or rotate images.
* @param {Number} b The value affects pixel positioning alongside the y axis when rotate or skew images.
* @param {Number} c The value affects pixel positioning alongside the x axis when rotate or skew images.
* @param {Number} d The value affects pixel positioning alongside the y axis when Scale or rotate images.
* @param {Number} tx The distance to move every point alongside the x axis.
* @param {Number} ty The distance to move every point alongside the y axis.
* @module hilo/geom/Matrix
* @requires hilo/core/Class
*/
var Matrix = Class.create(/** @lends Matrix.prototype */{
constructor: function(a, b, c, d, tx, ty){
this.a = a;
this.b = b;
this.c = c;
this.d = d;
this.tx = tx;
this.ty = ty;
},
/**
* set
* @param {Number} a
* @param {Number} b
* @param {Number} c
* @param {Number} d
* @param {Number} tx
* @param {Number} ty
*/
set: function(a, b, c, d, tx, ty){
this.a = a;
this.b = b;
this.c = c;
this.d = d;
this.tx = tx;
this.ty = ty;
return this;
},
/**
* copy
* @param {Matrix} mat
* @return {Matrix} this
*/
copy: function(mat){
this.a = mat.a;
this.b = mat.b;
this.c = mat.c;
this.d = mat.d;
this.tx = mat.tx;
this.ty = mat.ty;
return this;
},
/**
* clone
* @return {Matrix}
*/
clone: function(){
return new Matrix().copy(this);
},
/**
* Link a Matrix to current Matrix, in order to make geometry effects on these two composed more effective.
* @param {Matrix} mtx Matrix that link to the source matrix.
* @returns {Matrix} A Matrix Object.
*/
concat: function(mtx){
var args = arguments,
a = this.a, b = this.b, c = this.c, d = this.d,
tx = this.tx, ty = this.ty;
var ma, mb, mc, md, mx, my;
if(args.length >= 6){
ma = args[0];
mb = args[1];
mc = args[2];
md = args[3];
mx = args[4];
my = args[5];
}
else{
ma = mtx.a;
mb = mtx.b;
mc = mtx.c;
md = mtx.d;
mx = mtx.tx;
my = mtx.ty;
}
this.a = a * ma + b * mc;
this.b = a * mb + b * md;
this.c = c * ma + d * mc;
this.d = c * mb + d * md;
this.tx = tx * ma + ty * mc + mx;
this.ty = tx * mb + ty * md + my;
return this;
},
/**
* Rotate the Matrix Object.
* @param {Number} angle The angle to rotate.
* @returns {Matrix} A Matrix object.
*/
rotate: function(angle){
var sin = Math.sin(angle), cos = Math.cos(angle),
a = this.a, b = this.b, c = this.c, d = this.d,
tx = this.tx, ty = this.ty;
this.a = a * cos - b * sin;
this.b = a * sin + b * cos;
this.c = c * cos - d * sin;
this.d = c * sin + d * cos;
this.tx = tx * cos - ty * sin;
this.ty = tx * sin + ty * cos;
return this;
},
/**
* Scale the Matrix.
* @param {Number} sx The value to multiply those object scale alongside the x axis.
* @param {Number} sy The value to multiply those object scale alongside the y axis.
* @returns {Matrix} A Matrix object.
*/
scale: function(sx, sy){
this.a *= sx;
this.d *= sy;
this.c *= sx;
this.b *= sy;
this.tx *= sx;
this.ty *= sy;
return this;
},
/**
* Translate the Matrix alongside x axis and y axis by dx and dy.
* @param {Number} dx Translate Matrix alongside the x axis to the right (measured in px).
* @param {Number} dy Translate Matrix alongside the y axis to the right (measured in px).
* @returns {Matrix} A Matrix object.
*/
translate: function(dx, dy){
this.tx += dx;
this.ty += dy;
return this;
},
/**
* Set each Matrix property a value to trigger null transform. The Matrix after applying identity matrix transformation will be exactly the same as original.
* @returns {Matrix} A Matrix object.
*/
identity: function(){
this.a = this.d = 1;
this.b = this.c = this.tx = this.ty = 0;
return this;
},
/**
* Apply an invert transformation of original Matrix. Using this invert transformation, you can reset a Matrix to a state before it had been apply some Matrix.
* @returns {Matrix} A Matrix object.
*/
invert: function(){
var a = this.a;
var b = this.b;
var c = this.c;
var d = this.d;
var tx = this.tx;
var i = a * d - b * c;
this.a = d / i;
this.b = -b / i;
this.c = -c / i;
this.d = a / i;
this.tx = (c * this.ty - d * tx) / i;
this.ty = -(a * this.ty - b * tx) / i;
return this;
},
/**
* Return the result after apply a Matrix displaying transform on the point.
* @param {Object} point Point need to transform.
* @param {Boolean} round Whether ceil the coordinate values of the point.
* @param {Boolean} returnNew Whether return a new point.
* @returns {Object} 由应用矩阵转换所产生的点。
*/
transformPoint: function(point, round, returnNew){
var x = point.x * this.a + point.y * this.c + this.tx,
y = point.x * this.b + point.y * this.d + this.ty;
if(round){
x = x + 0.5 >> 0;
y = y + 0.5 >> 0;
}
if(returnNew) return {x:x, y:y};
point.x = x;
point.y = y;
return point;
}
});