/* * Matrix2D * Visit http://createjs.com/ for documentation, updates and examples. * * Copyright (c) 2010 gskinner.com, inc. * * Permission is hereby granted, free of charge, to any person * obtaining a copy of this software and associated documentation * files (the "Software"), to deal in the Software without * restriction, including without limitation the rights to use, * copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following * conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ // namespace: this.createjs = this.createjs||{}; (function() { /** * Represents an affine transformation matrix, and provides tools for constructing and concatenating matrixes. * @class Matrix2D * @constructor * @param {Number} a Specifies the a property for the new matrix. * @param {Number} b Specifies the b property for the new matrix. * @param {Number} c Specifies the c property for the new matrix. * @param {Number} d Specifies the d property for the new matrix. * @param {Number} tx Specifies the tx property for the new matrix. * @param {Number} ty Specifies the ty property for the new matrix. **/ var Matrix2D = function(a, b, c, d, tx, ty) { this.initialize(a, b, c, d, tx, ty); } var p = Matrix2D.prototype; // static public properties: /** * An identity matrix, representing a null transformation. Read-only. * @property identity * @static * @type Matrix2D **/ Matrix2D.identity = null; // set at bottom of class definition. /** * Multiplier for converting degrees to radians. Used internally by Matrix2D. Read-only. * @property DEG_TO_RAD * @static * @final * @type Number **/ Matrix2D.DEG_TO_RAD = Math.PI/180; // public properties: /** * Position (0, 0) in a 3x3 affine transformation matrix. * @property a * @type Number **/ p.a = 1; /** * Position (0, 1) in a 3x3 affine transformation matrix. * @property b * @type Number **/ p.b = 0; /** * Position (1, 0) in a 3x3 affine transformation matrix. * @property c * @type Number **/ p.c = 0; /** * Position (1, 1) in a 3x3 affine transformation matrix. * @property d * @type Number **/ p.d = 1; /** * Position (2, 0) in a 3x3 affine transformation matrix. * @property tx * @type Number **/ p.tx = 0; /** * Position (2, 1) in a 3x3 affine transformation matrix. * @property ty * @type Number **/ p.ty = 0; /** * Property representing the alpha that will be applied to a display object. This is not part of matrix * operations, but is used for operations like getConcatenatedMatrix to provide concatenated alpha values. * @property alpha * @type Number **/ p.alpha = 1; /** * Property representing the shadow that will be applied to a display object. This is not part of matrix * operations, but is used for operations like getConcatenatedMatrix to provide concatenated shadow values. * @property shadow * @type Shadow **/ p.shadow = null; /** * Property representing the compositeOperation that will be applied to a display object. This is not part of * matrix operations, but is used for operations like getConcatenatedMatrix to provide concatenated * compositeOperation values. You can find a list of valid composite operations at: * https://developer.mozilla.org/en/Canvas_tutorial/Compositing * @property compositeOperation * @type String **/ p.compositeOperation = null; // constructor: /** * Initialization method. * @method initialize * @protected * @return {Matrix2D} This matrix. Useful for chaining method calls. */ p.initialize = function(a, b, c, d, tx, ty) { if (a != null) { this.a = a; } this.b = b || 0; this.c = c || 0; if (d != null) { this.d = d; } this.tx = tx || 0; this.ty = ty || 0; return this; } // public methods: /** * Concatenates the specified matrix properties with this matrix. All parameters are required. * @method prepend * @param {Number} a * @param {Number} b * @param {Number} c * @param {Number} d * @param {Number} tx * @param {Number} ty * @return {Matrix2D} This matrix. Useful for chaining method calls. **/ p.prepend = function(a, b, c, d, tx, ty) { var tx1 = this.tx; if (a != 1 || b != 0 || c != 0 || d != 1) { var a1 = this.a; var c1 = this.c; this.a = a1*a+this.b*c; this.b = a1*b+this.b*d; this.c = c1*a+this.d*c; this.d = c1*b+this.d*d; } this.tx = tx1*a+this.ty*c+tx; this.ty = tx1*b+this.ty*d+ty; return this; } /** * Appends the specified matrix properties with this matrix. All parameters are required. * @method append * @param {Number} a * @param {Number} b * @param {Number} c * @param {Number} d * @param {Number} tx * @param {Number} ty * @return {Matrix2D} This matrix. Useful for chaining method calls. **/ p.append = function(a, b, c, d, tx, ty) { var a1 = this.a; var b1 = this.b; var c1 = this.c; var d1 = this.d; this.a = a*a1+b*c1; this.b = a*b1+b*d1; this.c = c*a1+d*c1; this.d = c*b1+d*d1; this.tx = tx*a1+ty*c1+this.tx; this.ty = tx*b1+ty*d1+this.ty; return this; } /** * Prepends the specified matrix with this matrix. * @method prependMatrix * @param {Matrix2D} matrix **/ p.prependMatrix = function(matrix) { this.prepend(matrix.a, matrix.b, matrix.c, matrix.d, matrix.tx, matrix.ty); this.prependProperties(matrix.alpha, matrix.shadow, matrix.compositeOperation); return this; } /** * Appends the specified matrix with this matrix. * @method appendMatrix * @param {Matrix2D} matrix * @return {Matrix2D} This matrix. Useful for chaining method calls. **/ p.appendMatrix = function(matrix) { this.append(matrix.a, matrix.b, matrix.c, matrix.d, matrix.tx, matrix.ty); this.appendProperties(matrix.alpha, matrix.shadow, matrix.compositeOperation); return this; } /** * Generates matrix properties from the specified display object transform properties, and prepends them with this matrix. * For example, you can use this to generate a matrix from a display object: var mtx = new Matrix2D(); * mtx.prependTransform(o.x, o.y, o.scaleX, o.scaleY, o.rotation); * @method prependTransform * @param {Number} x * @param {Number} y * @param {Number} scaleX * @param {Number} scaleY * @param {Number} rotation * @param {Number} skewX * @param {Number} skewY * @param {Number} regX Optional. * @param {Number} regY Optional. * @return {Matrix2D} This matrix. Useful for chaining method calls. **/ p.prependTransform = function(x, y, scaleX, scaleY, rotation, skewX, skewY, regX, regY) { if (rotation%360) { var r = rotation*Matrix2D.DEG_TO_RAD; var cos = Math.cos(r); var sin = Math.sin(r); } else { cos = 1; sin = 0; } if (regX || regY) { // append the registration offset: this.tx -= regX; this.ty -= regY; } if (skewX || skewY) { // TODO: can this be combined into a single prepend operation? skewX *= Matrix2D.DEG_TO_RAD; skewY *= Matrix2D.DEG_TO_RAD; this.prepend(cos*scaleX, sin*scaleX, -sin*scaleY, cos*scaleY, 0, 0); this.prepend(Math.cos(skewY), Math.sin(skewY), -Math.sin(skewX), Math.cos(skewX), x, y); } else { this.prepend(cos*scaleX, sin*scaleX, -sin*scaleY, cos*scaleY, x, y); } return this; } /** * Generates matrix properties from the specified display object transform properties, and appends them with this matrix. * For example, you can use this to generate a matrix from a display object: var mtx = new Matrix2D(); * mtx.appendTransform(o.x, o.y, o.scaleX, o.scaleY, o.rotation); * @method appendTransform * @param {Number} x * @param {Number} y * @param {Number} scaleX * @param {Number} scaleY * @param {Number} rotation * @param {Number} skewX * @param {Number} skewY * @param {Number} regX Optional. * @param {Number} regY Optional. * @return {Matrix2D} This matrix. Useful for chaining method calls. **/ p.appendTransform = function(x, y, scaleX, scaleY, rotation, skewX, skewY, regX, regY) { if (rotation%360) { var r = rotation*Matrix2D.DEG_TO_RAD; var cos = Math.cos(r); var sin = Math.sin(r); } else { cos = 1; sin = 0; } if (skewX || skewY) { // TODO: can this be combined into a single append? skewX *= Matrix2D.DEG_TO_RAD; skewY *= Matrix2D.DEG_TO_RAD; this.append(Math.cos(skewY), Math.sin(skewY), -Math.sin(skewX), Math.cos(skewX), x, y); this.append(cos*scaleX, sin*scaleX, -sin*scaleY, cos*scaleY, 0, 0); } else { this.append(cos*scaleX, sin*scaleX, -sin*scaleY, cos*scaleY, x, y); } if (regX || regY) { // prepend the registration offset: this.tx -= regX*this.a+regY*this.c; this.ty -= regX*this.b+regY*this.d; } return this; } /** * Applies a rotation transformation to the matrix. * @method rotate * @param {Number} angle The angle in radians. To use degrees, multiply by Math.PI/180. * @return {Matrix2D} This matrix. Useful for chaining method calls. **/ p.rotate = function(angle) { var cos = Math.cos(angle); var sin = Math.sin(angle); var a1 = this.a; var c1 = this.c; var tx1 = this.tx; this.a = a1*cos-this.b*sin; this.b = a1*sin+this.b*cos; this.c = c1*cos-this.d*sin; this.d = c1*sin+this.d*cos; this.tx = tx1*cos-this.ty*sin; this.ty = tx1*sin+this.ty*cos; return this; } /** * Applies a skew transformation to the matrix. * @method skew * @param {Number} skewX The amount to skew horizontally in degrees. * @param {Number} skewY The amount to skew vertically in degrees. * @return {Matrix2D} This matrix. Useful for chaining method calls. */ p.skew = function(skewX, skewY) { skewX = skewX*Matrix2D.DEG_TO_RAD; skewY = skewY*Matrix2D.DEG_TO_RAD; this.append(Math.cos(skewY), Math.sin(skewY), -Math.sin(skewX), Math.cos(skewX), 0, 0); return this; } /** * Applies a scale transformation to the matrix. * @method scale * @param {Number} x * @param {Number} y * @return {Matrix2D} This matrix. Useful for chaining method calls. **/ p.scale = function(x, y) { this.a *= x; this.d *= y; this.tx *= x; this.ty *= y; return this; } /** * Translates the matrix on the x and y axes. * @method translate * @param {Number} x * @param {Number} y * @return {Matrix2D} This matrix. Useful for chaining method calls. **/ p.translate = function(x, y) { this.tx += x; this.ty += y; return this; } /** * Sets the properties of the matrix to those of an identity matrix (one that applies a null transformation). * @method identity * @return {Matrix2D} This matrix. Useful for chaining method calls. **/ p.identity = function() { this.alpha = this.a = this.d = 1; this.b = this.c = this.tx = this.ty = 0; this.shadow = this.compositeOperation = null; return this; } /** * Inverts the matrix, causing it to perform the opposite transformation. * @method invert * @return {Matrix2D} This matrix. Useful for chaining method calls. **/ p.invert = function() { var a1 = this.a; var b1 = this.b; var c1 = this.c; var d1 = this.d; var tx1 = this.tx; var n = a1*d1-b1*c1; this.a = d1/n; this.b = -b1/n; this.c = -c1/n; this.d = a1/n; this.tx = (c1*this.ty-d1*tx1)/n; this.ty = -(a1*this.ty-b1*tx1)/n; return this; } /** * Returns true if the matrix is an identity matrix. * @method isIdentity * @return {Boolean} **/ p.isIdentity = function() { return this.tx == 0 && this.ty == 0 && this.a == 1 && this.b == 0 && this.c == 0 && this.d == 1; } /** * Decomposes the matrix into transform properties (x, y, scaleX, scaleY, and rotation). Note that this these values * may not match the transform properties you used to generate the matrix, though they will produce the same visual * results. * @method decompose * @param {Object} target The object to apply the transform properties to. If null, then a new object will be returned. * @return {Matrix2D} This matrix. Useful for chaining method calls. */ p.decompose = function(target) { // TODO: it would be nice to be able to solve for whether the matrix can be decomposed into only scale/rotation // even when scale is negative if (target == null) { target = {}; } target.x = this.tx; target.y = this.ty; target.scaleX = Math.sqrt(this.a * this.a + this.b * this.b); target.scaleY = Math.sqrt(this.c * this.c + this.d * this.d); var skewX = Math.atan2(-this.c, this.d); var skewY = Math.atan2(this.b, this.a); if (skewX == skewY) { target.rotation = skewY/Matrix2D.DEG_TO_RAD; if (this.a < 0 && this.d >= 0) { target.rotation += (target.rotation <= 0) ? 180 : -180; } target.skewX = target.skewY = 0; } else { target.skewX = skewX/Matrix2D.DEG_TO_RAD; target.skewY = skewY/Matrix2D.DEG_TO_RAD; } return target; } /** * Reinitializes all matrix properties to those specified. * @method appendProperties * @param {Number} a * @param {Number} b * @param {Number} c * @param {Number} d * @param {Number} tx * @param {Number} ty * @param {Number} alpha desired alpha value * @param {Shadow} shadow desired shadow value * @param {String} compositeOperation desired composite operation value * @return {Matrix2D} This matrix. Useful for chaining method calls. */ p.reinitialize = function(a,b,c,d,tx,ty,alpha,shadow,compositeOperation) { this.initialize(a,b,c,d,tx,ty); this.alpha = alpha || 1; this.shadow = shadow; this.compositeOperation = compositeOperation; return this; } /** * Appends the specified visual properties to the current matrix. * @method appendProperties * @param {Number} alpha desired alpha value * @param {Shadow} shadow desired shadow value * @param {String} compositeOperation desired composite operation value * @return {Matrix2D} This matrix. Useful for chaining method calls. */ p.appendProperties = function(alpha, shadow, compositeOperation) { this.alpha *= alpha; this.shadow = shadow || this.shadow; this.compositeOperation = compositeOperation || this.compositeOperation; return this; } /** * Prepends the specified visual properties to the current matrix. * @method prependProperties * @param {Number} alpha desired alpha value * @param {Shadow} shadow desired shadow value * @param {String} compositeOperation desired composite operation value * @return {Matrix2D} This matrix. Useful for chaining method calls. */ p.prependProperties = function(alpha, shadow, compositeOperation) { this.alpha *= alpha; this.shadow = this.shadow || shadow; this.compositeOperation = this.compositeOperation || compositeOperation; return this; } /** * Returns a clone of the Matrix2D instance. * @method clone * @return {Matrix2D} a clone of the Matrix2D instance. **/ p.clone = function() { var mtx = new Matrix2D(this.a, this.b, this.c, this.d, this.tx, this.ty); mtx.shadow = this.shadow; mtx.alpha = this.alpha; mtx.compositeOperation = this.compositeOperation; return mtx; } /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[Matrix2D (a="+this.a+" b="+this.b+" c="+this.c+" d="+this.d+" tx="+this.tx+" ty="+this.ty+")]"; } // this has to be populated after the class is defined: Matrix2D.identity = new Matrix2D(1, 0, 0, 1, 0, 0); createjs.Matrix2D = Matrix2D; }());