Tldraw/packages/editor/src/lib/primitives/Mat.ts

319 wiersze
6.9 KiB
TypeScript

import { Box } from './Box'
import { clampRadians, HALF_PI, toDomPrecision } from './utils'
import { Vec, VecLike } from './Vec'
/** @public */
export type MatLike = MatModel | Mat
/** @public */
export interface MatModel {
a: number
b: number
c: number
d: number
e: number
f: number
}
// function getIdentity() {
// return new Mat(1.0, 0.0, 0.0, 1.0, 0.0, 0.0)
// }
/** @public */
export class Mat {
constructor(a: number, b: number, c: number, d: number, e: number, f: number) {
this.a = a
this.b = b
this.c = c
this.d = d
this.e = e
this.f = f
}
a = 1.0
b = 0.0
c = 0.0
d = 1.0
e = 0.0
f = 0.0
equals(m: Mat | MatModel) {
return (
this.a === m.a &&
this.b === m.b &&
this.c === m.c &&
this.d === m.d &&
this.e === m.e &&
this.f === m.f
)
}
identity() {
this.a = 1.0
this.b = 0.0
this.c = 0.0
this.d = 1.0
this.e = 0.0
this.f = 0.0
return this
}
multiply(m: Mat | MatModel) {
const m2: MatModel = m
const { a, b, c, d, e, f } = this
this.a = a * m2.a + c * m2.b
this.c = a * m2.c + c * m2.d
this.e = a * m2.e + c * m2.f + e
this.b = b * m2.a + d * m2.b
this.d = b * m2.c + d * m2.d
this.f = b * m2.e + d * m2.f + f
return this
}
rotate(r: number, cx?: number, cy?: number) {
if (r === 0) return this
if (cx === undefined) return this.multiply(Mat.Rotate(r))
return this.translate(cx, cy!).multiply(Mat.Rotate(r)).translate(-cx, -cy!)
}
translate(x: number, y: number): Mat {
return this.multiply(Mat.Translate(x, y!))
}
scale(x: number, y: number) {
return this.multiply(Mat.Scale(x, y))
}
invert() {
const { a, b, c, d, e, f } = this
const denom = a * d - b * c
this.a = d / denom
this.b = b / -denom
this.c = c / -denom
this.d = a / denom
this.e = (d * e - c * f) / -denom
this.f = (b * e - a * f) / denom
return this
}
applyToPoint(point: VecLike) {
return Mat.applyToPoint(this, point)
}
applyToPoints(points: VecLike[]) {
return Mat.applyToPoints(this, points)
}
rotation() {
return Mat.Rotation(this)
}
point() {
return Mat.Point(this)
}
decomposed() {
return Mat.Decompose(this)
}
toCssString() {
return Mat.toCssString(this)
}
setTo(model: MatModel) {
Object.assign(this, model)
return this
}
decompose() {
return Mat.Decompose(this)
}
clone() {
return new Mat(this.a, this.b, this.c, this.d, this.e, this.f)
}
/* --------------------- Static --------------------- */
static Identity() {
return new Mat(1.0, 0.0, 0.0, 1.0, 0.0, 0.0)
}
static Translate(x: number, y: number) {
return new Mat(1.0, 0.0, 0.0, 1.0, x, y)
}
static Rotate(r: number, cx?: number, cy?: number) {
if (r === 0) return Mat.Identity()
const cosAngle = Math.cos(r)
const sinAngle = Math.sin(r)
const rotationMatrix = new Mat(cosAngle, sinAngle, -sinAngle, cosAngle, 0.0, 0.0)
if (cx === undefined) return rotationMatrix
return Mat.Compose(Mat.Translate(cx, cy!), rotationMatrix, Mat.Translate(-cx, -cy!))
}
static Scale: {
(x: number, y: number): MatModel
(x: number, y: number, cx: number, cy: number): MatModel
} = (x: number, y: number, cx?: number, cy?: number) => {
const scaleMatrix = new Mat(x, 0, 0, y, 0, 0)
if (cx === undefined) return scaleMatrix
return Mat.Compose(Mat.Translate(cx, cy!), scaleMatrix, Mat.Translate(-cx, -cy!))
}
static Multiply(m1: MatModel, m2: MatModel): MatModel {
return {
a: m1.a * m2.a + m1.c * m2.b,
c: m1.a * m2.c + m1.c * m2.d,
e: m1.a * m2.e + m1.c * m2.f + m1.e,
b: m1.b * m2.a + m1.d * m2.b,
d: m1.b * m2.c + m1.d * m2.d,
f: m1.b * m2.e + m1.d * m2.f + m1.f,
}
}
static Inverse(m: MatModel): MatModel {
const denom = m.a * m.d - m.b * m.c
return {
a: m.d / denom,
b: m.b / -denom,
c: m.c / -denom,
d: m.a / denom,
e: (m.d * m.e - m.c * m.f) / -denom,
f: (m.b * m.e - m.a * m.f) / denom,
}
}
static Absolute(m: MatLike): MatModel {
const denom = m.a * m.d - m.b * m.c
return {
a: m.d / denom,
b: m.b / -denom,
c: m.c / -denom,
d: m.a / denom,
e: (m.d * m.e - m.c * m.f) / denom,
f: (m.b * m.e - m.a * m.f) / -denom,
}
}
static Compose(...matrices: MatLike[]) {
const matrix = Mat.Identity()
for (let i = 0, n = matrices.length; i < n; i++) {
matrix.multiply(matrices[i])
}
return matrix
}
static Point(m: MatLike) {
return new Vec(m.e, m.f)
}
static Rotation(m: MatLike): number {
let rotation
if (m.a !== 0 || m.c !== 0) {
const hypotAc = (m.a * m.a + m.c * m.c) ** 0.5
rotation = Math.acos(m.a / hypotAc) * (m.c > 0 ? -1 : 1)
} else if (m.b !== 0 || m.d !== 0) {
const hypotBd = (m.b * m.b + m.d * m.d) ** 0.5
rotation = HALF_PI + Math.acos(m.b / hypotBd) * (m.d > 0 ? -1 : 1)
} else {
rotation = 0
}
return clampRadians(rotation)
}
static Decompose(m: MatLike) {
let scaleX, scaleY, rotation
if (m.a !== 0 || m.c !== 0) {
const hypotAc = (m.a * m.a + m.c * m.c) ** 0.5
scaleX = hypotAc
scaleY = (m.a * m.d - m.b * m.c) / hypotAc
rotation = Math.acos(m.a / hypotAc) * (m.c > 0 ? -1 : 1)
} else if (m.b !== 0 || m.d !== 0) {
const hypotBd = (m.b * m.b + m.d * m.d) ** 0.5
scaleX = (m.a * m.d - m.b * m.c) / hypotBd
scaleY = hypotBd
rotation = HALF_PI + Math.acos(m.b / hypotBd) * (m.d > 0 ? -1 : 1)
} else {
scaleX = 0
scaleY = 0
rotation = 0
}
return {
x: m.e,
y: m.f,
scaleX,
scaleY,
rotation: clampRadians(rotation),
}
}
static Smooth(m: MatLike, precision = 10000000000) {
m.a = Math.round(m.a * precision) / precision
m.b = Math.round(m.b * precision) / precision
m.c = Math.round(m.c * precision) / precision
m.d = Math.round(m.d * precision) / precision
m.e = Math.round(m.e * precision) / precision
m.f = Math.round(m.f * precision) / precision
return m
}
static toCssString(m: MatLike) {
return `matrix(${toDomPrecision(m.a)}, ${toDomPrecision(m.b)}, ${toDomPrecision(
m.c
)}, ${toDomPrecision(m.d)}, ${toDomPrecision(m.e)}, ${toDomPrecision(m.f)})`
}
static applyToPoint(m: MatLike, point: VecLike) {
return new Vec(
m.a * point.x + m.c * point.y + m.e,
m.b * point.x + m.d * point.y + m.f,
point.z
)
}
static applyToXY(m: MatLike, x: number, y: number) {
return [m.a * x + m.c * y + m.e, m.b * x + m.d * y + m.f]
}
static applyToPoints(m: MatLike, points: VecLike[]): Vec[] {
return points.map(
(point) =>
new Vec(m.a * point.x + m.c * point.y + m.e, m.b * point.x + m.d * point.y + m.f, point.z)
)
}
static applyToBounds(m: MatLike, box: Box) {
return new Box(m.e + box.minX, m.f + box.minY, box.width, box.height)
}
static From(m: MatLike) {
return new Mat(m.a, m.b, m.c, m.d, m.e, m.f)
}
static Cast(m: MatLike) {
return m instanceof Mat ? m : Mat.From(m)
}
}
/** @public */
export function decomposeMatrix(m: MatLike) {
return {
x: m.e,
y: m.f,
scaleX: Math.sqrt(m.a * m.a + m.b * m.b),
scaleY: Math.sqrt(m.c * m.c + m.d * m.d),
rotation: Math.atan2(m.b, m.a),
}
}