import { PI_2 } from "./const.mjs"; import { Point } from "./Point.mjs"; class Matrix { /** * @param a - x scale * @param b - y skew * @param c - x skew * @param d - y scale * @param tx - x translation * @param ty - y translation */ constructor(a = 1, b = 0, c = 0, d = 1, tx = 0, ty = 0) { this.array = null, this.a = a, this.b = b, this.c = c, this.d = d, this.tx = tx, this.ty = ty; } /** * Creates a Matrix object based on the given array. The Element to Matrix mapping order is as follows: * * a = array[0] * b = array[1] * c = array[3] * d = array[4] * tx = array[2] * ty = array[5] * @param array - The array that the matrix will be populated from. */ fromArray(array) { this.a = array[0], this.b = array[1], this.c = array[3], this.d = array[4], this.tx = array[2], this.ty = array[5]; } /** * Sets the matrix properties. * @param a - Matrix component * @param b - Matrix component * @param c - Matrix component * @param d - Matrix component * @param tx - Matrix component * @param ty - Matrix component * @returns This matrix. Good for chaining method calls. */ set(a, b, c, d, tx, ty) { return this.a = a, this.b = b, this.c = c, this.d = d, this.tx = tx, this.ty = ty, this; } /** * Creates an array from the current Matrix object. * @param transpose - Whether we need to transpose the matrix or not * @param [out=new Float32Array(9)] - If provided the array will be assigned to out * @returns The newly created array which contains the matrix */ toArray(transpose, out) { this.array || (this.array = new Float32Array(9)); const array = out || this.array; return transpose ? (array[0] = this.a, array[1] = this.b, array[2] = 0, array[3] = this.c, array[4] = this.d, array[5] = 0, array[6] = this.tx, array[7] = this.ty, array[8] = 1) : (array[0] = this.a, array[1] = this.c, array[2] = this.tx, array[3] = this.b, array[4] = this.d, array[5] = this.ty, array[6] = 0, array[7] = 0, array[8] = 1), array; } /** * Get a new position with the current transformation applied. * Can be used to go from a child's coordinate space to the world coordinate space. (e.g. rendering) * @param pos - The origin * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) * @returns {PIXI.Point} The new point, transformed through this matrix */ apply(pos, newPos) { newPos = newPos || new Point(); const x = pos.x, y = pos.y; return newPos.x = this.a * x + this.c * y + this.tx, newPos.y = this.b * x + this.d * y + this.ty, newPos; } /** * Get a new position with the inverse of the current transformation applied. * Can be used to go from the world coordinate space to a child's coordinate space. (e.g. input) * @param pos - The origin * @param {PIXI.Point} [newPos] - The point that the new position is assigned to (allowed to be same as input) * @returns {PIXI.Point} The new point, inverse-transformed through this matrix */ applyInverse(pos, newPos) { newPos = newPos || new Point(); const id = 1 / (this.a * this.d + this.c * -this.b), x = pos.x, y = pos.y; return newPos.x = this.d * id * x + -this.c * id * y + (this.ty * this.c - this.tx * this.d) * id, newPos.y = this.a * id * y + -this.b * id * x + (-this.ty * this.a + this.tx * this.b) * id, newPos; } /** * Translates the matrix on the x and y. * @param x - How much to translate x by * @param y - How much to translate y by * @returns This matrix. Good for chaining method calls. */ translate(x, y) { return this.tx += x, this.ty += y, this; } /** * Applies a scale transformation to the matrix. * @param x - The amount to scale horizontally * @param y - The amount to scale vertically * @returns This matrix. Good for chaining method calls. */ scale(x, y) { return this.a *= x, this.d *= y, this.c *= x, this.b *= y, this.tx *= x, this.ty *= y, this; } /** * Applies a rotation transformation to the matrix. * @param angle - The angle in radians. * @returns This matrix. Good for chaining method calls. */ rotate(angle) { const cos = Math.cos(angle), sin = Math.sin(angle), a1 = this.a, c1 = this.c, tx1 = this.tx; return 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, this; } /** * Appends the given Matrix to this Matrix. * @param matrix - The matrix to append. * @returns This matrix. Good for chaining method calls. */ append(matrix) { const a1 = this.a, b1 = this.b, c1 = this.c, d1 = this.d; return this.a = matrix.a * a1 + matrix.b * c1, this.b = matrix.a * b1 + matrix.b * d1, this.c = matrix.c * a1 + matrix.d * c1, this.d = matrix.c * b1 + matrix.d * d1, this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx, this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty, this; } /** * Sets the matrix based on all the available properties * @param x - Position on the x axis * @param y - Position on the y axis * @param pivotX - Pivot on the x axis * @param pivotY - Pivot on the y axis * @param scaleX - Scale on the x axis * @param scaleY - Scale on the y axis * @param rotation - Rotation in radians * @param skewX - Skew on the x axis * @param skewY - Skew on the y axis * @returns This matrix. Good for chaining method calls. */ setTransform(x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) { return this.a = Math.cos(rotation + skewY) * scaleX, this.b = Math.sin(rotation + skewY) * scaleX, this.c = -Math.sin(rotation - skewX) * scaleY, this.d = Math.cos(rotation - skewX) * scaleY, this.tx = x - (pivotX * this.a + pivotY * this.c), this.ty = y - (pivotX * this.b + pivotY * this.d), this; } /** * Prepends the given Matrix to this Matrix. * @param matrix - The matrix to prepend * @returns This matrix. Good for chaining method calls. */ prepend(matrix) { const tx1 = this.tx; if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) { const a1 = this.a, c1 = this.c; this.a = a1 * matrix.a + this.b * matrix.c, this.b = a1 * matrix.b + this.b * matrix.d, this.c = c1 * matrix.a + this.d * matrix.c, this.d = c1 * matrix.b + this.d * matrix.d; } return this.tx = tx1 * matrix.a + this.ty * matrix.c + matrix.tx, this.ty = tx1 * matrix.b + this.ty * matrix.d + matrix.ty, this; } /** * Decomposes the matrix (x, y, scaleX, scaleY, and rotation) and sets the properties on to a transform. * @param transform - The transform to apply the properties to. * @returns The transform with the newly applied properties */ decompose(transform) { const a = this.a, b = this.b, c = this.c, d = this.d, pivot = transform.pivot, skewX = -Math.atan2(-c, d), skewY = Math.atan2(b, a), delta = Math.abs(skewX + skewY); return delta < 1e-5 || Math.abs(PI_2 - delta) < 1e-5 ? (transform.rotation = skewY, transform.skew.x = transform.skew.y = 0) : (transform.rotation = 0, transform.skew.x = skewX, transform.skew.y = skewY), transform.scale.x = Math.sqrt(a * a + b * b), transform.scale.y = Math.sqrt(c * c + d * d), transform.position.x = this.tx + (pivot.x * a + pivot.y * c), transform.position.y = this.ty + (pivot.x * b + pivot.y * d), transform; } /** * Inverts this matrix * @returns This matrix. Good for chaining method calls. */ invert() { const a1 = this.a, b1 = this.b, c1 = this.c, d1 = this.d, tx1 = this.tx, n = a1 * d1 - b1 * c1; return 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, this; } /** * Resets this Matrix to an identity (default) matrix. * @returns This matrix. Good for chaining method calls. */ identity() { return this.a = 1, this.b = 0, this.c = 0, this.d = 1, this.tx = 0, this.ty = 0, this; } /** * Creates a new Matrix object with the same values as this one. * @returns A copy of this matrix. Good for chaining method calls. */ clone() { const matrix = new Matrix(); return matrix.a = this.a, matrix.b = this.b, matrix.c = this.c, matrix.d = this.d, matrix.tx = this.tx, matrix.ty = this.ty, matrix; } /** * Changes the values of the given matrix to be the same as the ones in this matrix * @param matrix - The matrix to copy to. * @returns The matrix given in parameter with its values updated. */ copyTo(matrix) { return matrix.a = this.a, matrix.b = this.b, matrix.c = this.c, matrix.d = this.d, matrix.tx = this.tx, matrix.ty = this.ty, matrix; } /** * Changes the values of the matrix to be the same as the ones in given matrix * @param {PIXI.Matrix} matrix - The matrix to copy from. * @returns {PIXI.Matrix} this */ copyFrom(matrix) { return this.a = matrix.a, this.b = matrix.b, this.c = matrix.c, this.d = matrix.d, this.tx = matrix.tx, this.ty = matrix.ty, this; } /** * A default (identity) matrix * @readonly */ static get IDENTITY() { return new Matrix(); } /** * A temp matrix * @readonly */ static get TEMP_MATRIX() { return new Matrix(); } } Matrix.prototype.toString = function() { return `[@pixi/math:Matrix a=${this.a} b=${this.b} c=${this.c} d=${this.d} tx=${this.tx} ty=${this.ty}]`; }; export { Matrix }; //# sourceMappingURL=Matrix.mjs.map