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449
node_modules/lottie-web/player/js/3rd_party/transformation-matrix.js
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vendored
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449
node_modules/lottie-web/player/js/3rd_party/transformation-matrix.js
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import {
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createTypedArray,
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} from '../utils/helpers/arrays';
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/*!
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Transformation Matrix v2.0
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(c) Epistemex 2014-2015
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www.epistemex.com
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By Ken Fyrstenberg
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Contributions by leeoniya.
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License: MIT, header required.
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*/
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/**
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* 2D transformation matrix object initialized with identity matrix.
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*
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* The matrix can synchronize a canvas context by supplying the context
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* as an argument, or later apply current absolute transform to an
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* existing context.
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*
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* All values are handled as floating point values.
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*
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* @param {CanvasRenderingContext2D} [context] - Optional context to sync with Matrix
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* @prop {number} a - scale x
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* @prop {number} b - shear y
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* @prop {number} c - shear x
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* @prop {number} d - scale y
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* @prop {number} e - translate x
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* @prop {number} f - translate y
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* @prop {CanvasRenderingContext2D|null} [context=null] - set or get current canvas context
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* @constructor
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*/
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const Matrix = (function () {
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var _cos = Math.cos;
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var _sin = Math.sin;
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var _tan = Math.tan;
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var _rnd = Math.round;
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function reset() {
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this.props[0] = 1;
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this.props[1] = 0;
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this.props[2] = 0;
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this.props[3] = 0;
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this.props[4] = 0;
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this.props[5] = 1;
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this.props[6] = 0;
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this.props[7] = 0;
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this.props[8] = 0;
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this.props[9] = 0;
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this.props[10] = 1;
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this.props[11] = 0;
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this.props[12] = 0;
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this.props[13] = 0;
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this.props[14] = 0;
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this.props[15] = 1;
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return this;
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}
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function rotate(angle) {
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if (angle === 0) {
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return this;
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}
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var mCos = _cos(angle);
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var mSin = _sin(angle);
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return this._t(mCos, -mSin, 0, 0, mSin, mCos, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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}
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function rotateX(angle) {
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if (angle === 0) {
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return this;
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}
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var mCos = _cos(angle);
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var mSin = _sin(angle);
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return this._t(1, 0, 0, 0, 0, mCos, -mSin, 0, 0, mSin, mCos, 0, 0, 0, 0, 1);
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}
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function rotateY(angle) {
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if (angle === 0) {
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return this;
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}
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var mCos = _cos(angle);
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var mSin = _sin(angle);
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return this._t(mCos, 0, mSin, 0, 0, 1, 0, 0, -mSin, 0, mCos, 0, 0, 0, 0, 1);
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}
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function rotateZ(angle) {
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if (angle === 0) {
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return this;
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}
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var mCos = _cos(angle);
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var mSin = _sin(angle);
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return this._t(mCos, -mSin, 0, 0, mSin, mCos, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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}
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function shear(sx, sy) {
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return this._t(1, sy, sx, 1, 0, 0);
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}
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function skew(ax, ay) {
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return this.shear(_tan(ax), _tan(ay));
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}
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function skewFromAxis(ax, angle) {
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var mCos = _cos(angle);
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var mSin = _sin(angle);
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return this._t(mCos, mSin, 0, 0, -mSin, mCos, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1)
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._t(1, 0, 0, 0, _tan(ax), 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1)
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._t(mCos, -mSin, 0, 0, mSin, mCos, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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// return this._t(mCos, mSin, -mSin, mCos, 0, 0)._t(1, 0, _tan(ax), 1, 0, 0)._t(mCos, -mSin, mSin, mCos, 0, 0);
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}
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function scale(sx, sy, sz) {
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if (!sz && sz !== 0) {
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sz = 1;
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}
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if (sx === 1 && sy === 1 && sz === 1) {
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return this;
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}
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return this._t(sx, 0, 0, 0, 0, sy, 0, 0, 0, 0, sz, 0, 0, 0, 0, 1);
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}
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function setTransform(a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p) {
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this.props[0] = a;
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this.props[1] = b;
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this.props[2] = c;
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this.props[3] = d;
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this.props[4] = e;
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this.props[5] = f;
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this.props[6] = g;
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this.props[7] = h;
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this.props[8] = i;
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this.props[9] = j;
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this.props[10] = k;
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this.props[11] = l;
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this.props[12] = m;
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this.props[13] = n;
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this.props[14] = o;
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this.props[15] = p;
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return this;
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}
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function translate(tx, ty, tz) {
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tz = tz || 0;
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if (tx !== 0 || ty !== 0 || tz !== 0) {
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return this._t(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, tx, ty, tz, 1);
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}
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return this;
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}
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function transform(a2, b2, c2, d2, e2, f2, g2, h2, i2, j2, k2, l2, m2, n2, o2, p2) {
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var _p = this.props;
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if (a2 === 1 && b2 === 0 && c2 === 0 && d2 === 0 && e2 === 0 && f2 === 1 && g2 === 0 && h2 === 0 && i2 === 0 && j2 === 0 && k2 === 1 && l2 === 0) {
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// NOTE: commenting this condition because TurboFan deoptimizes code when present
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// if(m2 !== 0 || n2 !== 0 || o2 !== 0){
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_p[12] = _p[12] * a2 + _p[15] * m2;
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_p[13] = _p[13] * f2 + _p[15] * n2;
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_p[14] = _p[14] * k2 + _p[15] * o2;
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_p[15] *= p2;
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// }
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this._identityCalculated = false;
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return this;
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}
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var a1 = _p[0];
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var b1 = _p[1];
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var c1 = _p[2];
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var d1 = _p[3];
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var e1 = _p[4];
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var f1 = _p[5];
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var g1 = _p[6];
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var h1 = _p[7];
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var i1 = _p[8];
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var j1 = _p[9];
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var k1 = _p[10];
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var l1 = _p[11];
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var m1 = _p[12];
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var n1 = _p[13];
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var o1 = _p[14];
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var p1 = _p[15];
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/* matrix order (canvas compatible):
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* ace
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* bdf
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* 001
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*/
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_p[0] = a1 * a2 + b1 * e2 + c1 * i2 + d1 * m2;
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_p[1] = a1 * b2 + b1 * f2 + c1 * j2 + d1 * n2;
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_p[2] = a1 * c2 + b1 * g2 + c1 * k2 + d1 * o2;
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_p[3] = a1 * d2 + b1 * h2 + c1 * l2 + d1 * p2;
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_p[4] = e1 * a2 + f1 * e2 + g1 * i2 + h1 * m2;
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_p[5] = e1 * b2 + f1 * f2 + g1 * j2 + h1 * n2;
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_p[6] = e1 * c2 + f1 * g2 + g1 * k2 + h1 * o2;
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_p[7] = e1 * d2 + f1 * h2 + g1 * l2 + h1 * p2;
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_p[8] = i1 * a2 + j1 * e2 + k1 * i2 + l1 * m2;
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_p[9] = i1 * b2 + j1 * f2 + k1 * j2 + l1 * n2;
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_p[10] = i1 * c2 + j1 * g2 + k1 * k2 + l1 * o2;
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_p[11] = i1 * d2 + j1 * h2 + k1 * l2 + l1 * p2;
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_p[12] = m1 * a2 + n1 * e2 + o1 * i2 + p1 * m2;
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_p[13] = m1 * b2 + n1 * f2 + o1 * j2 + p1 * n2;
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_p[14] = m1 * c2 + n1 * g2 + o1 * k2 + p1 * o2;
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_p[15] = m1 * d2 + n1 * h2 + o1 * l2 + p1 * p2;
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this._identityCalculated = false;
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return this;
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}
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function multiply(matrix) {
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var matrixProps = matrix.props;
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return this.transform(
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matrixProps[0],
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matrixProps[1],
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matrixProps[2],
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matrixProps[3],
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matrixProps[4],
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matrixProps[5],
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matrixProps[6],
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matrixProps[7],
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matrixProps[8],
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matrixProps[9],
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matrixProps[10],
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matrixProps[11],
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matrixProps[12],
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matrixProps[13],
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matrixProps[14],
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matrixProps[15]
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);
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}
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function isIdentity() {
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if (!this._identityCalculated) {
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this._identity = !(this.props[0] !== 1 || this.props[1] !== 0 || this.props[2] !== 0 || this.props[3] !== 0 || this.props[4] !== 0 || this.props[5] !== 1 || this.props[6] !== 0 || this.props[7] !== 0 || this.props[8] !== 0 || this.props[9] !== 0 || this.props[10] !== 1 || this.props[11] !== 0 || this.props[12] !== 0 || this.props[13] !== 0 || this.props[14] !== 0 || this.props[15] !== 1);
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this._identityCalculated = true;
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}
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return this._identity;
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}
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function equals(matr) {
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var i = 0;
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while (i < 16) {
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if (matr.props[i] !== this.props[i]) {
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return false;
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}
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i += 1;
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}
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return true;
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}
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function clone(matr) {
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var i;
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for (i = 0; i < 16; i += 1) {
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matr.props[i] = this.props[i];
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}
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return matr;
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}
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function cloneFromProps(props) {
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var i;
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for (i = 0; i < 16; i += 1) {
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this.props[i] = props[i];
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}
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}
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function applyToPoint(x, y, z) {
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return {
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x: x * this.props[0] + y * this.props[4] + z * this.props[8] + this.props[12],
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y: x * this.props[1] + y * this.props[5] + z * this.props[9] + this.props[13],
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z: x * this.props[2] + y * this.props[6] + z * this.props[10] + this.props[14],
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};
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/* return {
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x: x * me.a + y * me.c + me.e,
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y: x * me.b + y * me.d + me.f
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}; */
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}
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function applyToX(x, y, z) {
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return x * this.props[0] + y * this.props[4] + z * this.props[8] + this.props[12];
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}
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function applyToY(x, y, z) {
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return x * this.props[1] + y * this.props[5] + z * this.props[9] + this.props[13];
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}
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function applyToZ(x, y, z) {
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return x * this.props[2] + y * this.props[6] + z * this.props[10] + this.props[14];
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}
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function getInverseMatrix() {
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var determinant = this.props[0] * this.props[5] - this.props[1] * this.props[4];
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var a = this.props[5] / determinant;
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var b = -this.props[1] / determinant;
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var c = -this.props[4] / determinant;
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var d = this.props[0] / determinant;
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var e = (this.props[4] * this.props[13] - this.props[5] * this.props[12]) / determinant;
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var f = -(this.props[0] * this.props[13] - this.props[1] * this.props[12]) / determinant;
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var inverseMatrix = new Matrix();
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inverseMatrix.props[0] = a;
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inverseMatrix.props[1] = b;
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inverseMatrix.props[4] = c;
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inverseMatrix.props[5] = d;
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inverseMatrix.props[12] = e;
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inverseMatrix.props[13] = f;
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return inverseMatrix;
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}
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function inversePoint(pt) {
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var inverseMatrix = this.getInverseMatrix();
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return inverseMatrix.applyToPointArray(pt[0], pt[1], pt[2] || 0);
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}
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function inversePoints(pts) {
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var i;
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var len = pts.length;
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var retPts = [];
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for (i = 0; i < len; i += 1) {
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retPts[i] = inversePoint(pts[i]);
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}
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return retPts;
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}
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function applyToTriplePoints(pt1, pt2, pt3) {
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var arr = createTypedArray('float32', 6);
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if (this.isIdentity()) {
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arr[0] = pt1[0];
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arr[1] = pt1[1];
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arr[2] = pt2[0];
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arr[3] = pt2[1];
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arr[4] = pt3[0];
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arr[5] = pt3[1];
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} else {
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var p0 = this.props[0];
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var p1 = this.props[1];
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var p4 = this.props[4];
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var p5 = this.props[5];
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var p12 = this.props[12];
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var p13 = this.props[13];
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arr[0] = pt1[0] * p0 + pt1[1] * p4 + p12;
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arr[1] = pt1[0] * p1 + pt1[1] * p5 + p13;
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arr[2] = pt2[0] * p0 + pt2[1] * p4 + p12;
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arr[3] = pt2[0] * p1 + pt2[1] * p5 + p13;
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arr[4] = pt3[0] * p0 + pt3[1] * p4 + p12;
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arr[5] = pt3[0] * p1 + pt3[1] * p5 + p13;
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}
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return arr;
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}
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function applyToPointArray(x, y, z) {
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var arr;
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if (this.isIdentity()) {
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arr = [x, y, z];
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} else {
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arr = [
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x * this.props[0] + y * this.props[4] + z * this.props[8] + this.props[12],
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x * this.props[1] + y * this.props[5] + z * this.props[9] + this.props[13],
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x * this.props[2] + y * this.props[6] + z * this.props[10] + this.props[14],
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];
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}
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return arr;
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}
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function applyToPointStringified(x, y) {
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if (this.isIdentity()) {
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return x + ',' + y;
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}
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var _p = this.props;
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return Math.round((x * _p[0] + y * _p[4] + _p[12]) * 100) / 100 + ',' + Math.round((x * _p[1] + y * _p[5] + _p[13]) * 100) / 100;
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}
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function toCSS() {
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// Doesn't make much sense to add this optimization. If it is an identity matrix, it's very likely this will get called only once since it won't be keyframed.
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/* if(this.isIdentity()) {
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return '';
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} */
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var i = 0;
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var props = this.props;
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var cssValue = 'matrix3d(';
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var v = 10000;
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while (i < 16) {
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cssValue += _rnd(props[i] * v) / v;
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cssValue += i === 15 ? ')' : ',';
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i += 1;
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}
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return cssValue;
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||||
}
|
||||
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||||
function roundMatrixProperty(val) {
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||||
var v = 10000;
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if ((val < 0.000001 && val > 0) || (val > -0.000001 && val < 0)) {
|
||||
return _rnd(val * v) / v;
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||||
}
|
||||
return val;
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||||
}
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||||
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||||
function to2dCSS() {
|
||||
// Doesn't make much sense to add this optimization. If it is an identity matrix, it's very likely this will get called only once since it won't be keyframed.
|
||||
/* if(this.isIdentity()) {
|
||||
return '';
|
||||
} */
|
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var props = this.props;
|
||||
var _a = roundMatrixProperty(props[0]);
|
||||
var _b = roundMatrixProperty(props[1]);
|
||||
var _c = roundMatrixProperty(props[4]);
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||||
var _d = roundMatrixProperty(props[5]);
|
||||
var _e = roundMatrixProperty(props[12]);
|
||||
var _f = roundMatrixProperty(props[13]);
|
||||
return 'matrix(' + _a + ',' + _b + ',' + _c + ',' + _d + ',' + _e + ',' + _f + ')';
|
||||
}
|
||||
|
||||
return function () {
|
||||
this.reset = reset;
|
||||
this.rotate = rotate;
|
||||
this.rotateX = rotateX;
|
||||
this.rotateY = rotateY;
|
||||
this.rotateZ = rotateZ;
|
||||
this.skew = skew;
|
||||
this.skewFromAxis = skewFromAxis;
|
||||
this.shear = shear;
|
||||
this.scale = scale;
|
||||
this.setTransform = setTransform;
|
||||
this.translate = translate;
|
||||
this.transform = transform;
|
||||
this.multiply = multiply;
|
||||
this.applyToPoint = applyToPoint;
|
||||
this.applyToX = applyToX;
|
||||
this.applyToY = applyToY;
|
||||
this.applyToZ = applyToZ;
|
||||
this.applyToPointArray = applyToPointArray;
|
||||
this.applyToTriplePoints = applyToTriplePoints;
|
||||
this.applyToPointStringified = applyToPointStringified;
|
||||
this.toCSS = toCSS;
|
||||
this.to2dCSS = to2dCSS;
|
||||
this.clone = clone;
|
||||
this.cloneFromProps = cloneFromProps;
|
||||
this.equals = equals;
|
||||
this.inversePoints = inversePoints;
|
||||
this.inversePoint = inversePoint;
|
||||
this.getInverseMatrix = getInverseMatrix;
|
||||
this._t = this.transform;
|
||||
this.isIdentity = isIdentity;
|
||||
this._identity = true;
|
||||
this._identityCalculated = false;
|
||||
|
||||
this.props = createTypedArray('float32', 16);
|
||||
this.reset();
|
||||
};
|
||||
}());
|
||||
|
||||
export default Matrix;
|
Reference in New Issue
Block a user