Source: aftereffect/shapes/lib/transformation-matrix.js

/* eslint-disable */
import { createTypedArray } from '../helpers/arrays'
/*!
 Transformation Matrix v2.0
 (c) Epistemex 2014-2015
 www.epistemex.com
 By Ken Fyrstenberg
 Contributions by leeoniya.
 License: MIT, header required.
 */

/**
 * 2D transformation matrix object initialized with identity matrix.
 *
 * The matrix can synchronize a canvas context by supplying the context
 * as an argument, or later apply current absolute transform to an
 * existing context.
 *
 * All values are handled as floating point values.
 *
 * @param {CanvasRenderingContext2D} [context] - Optional context to sync with Matrix
 * @prop {number} a - scale x
 * @prop {number} b - shear y
 * @prop {number} c - shear x
 * @prop {number} d - scale y
 * @prop {number} e - translate x
 * @prop {number} f - translate y
 * @prop {CanvasRenderingContext2D|null} [context=null] - set or get current canvas context
 * @constructor
 */

var Matrix = (function(){

    var _cos = Math.cos;
    var _sin = Math.sin;
    var _tan = Math.tan;
    var _rnd = Math.round;

    function reset(){
        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;
        return this;
    }

    function rotate(angle) {
        if(angle === 0){
            return this;
        }
        var mCos = _cos(angle);
        var mSin = _sin(angle);
        return this._t(mCos, -mSin,  0, 0, mSin,  mCos, 0, 0, 0,  0,  1, 0, 0, 0, 0, 1);
    }

    function rotateX(angle){
        if(angle === 0){
            return this;
        }
        var mCos = _cos(angle);
        var mSin = _sin(angle);
        return this._t(1, 0, 0, 0, 0, mCos, -mSin, 0, 0, mSin,  mCos, 0, 0, 0, 0, 1);
    }

    function rotateY(angle){
        if(angle === 0){
            return this;
        }
        var mCos = _cos(angle);
        var mSin = _sin(angle);
        return this._t(mCos,  0,  mSin, 0, 0, 1, 0, 0, -mSin,  0,  mCos, 0, 0, 0, 0, 1);
    }

    function rotateZ(angle){
        if(angle === 0){
            return this;
        }
        var mCos = _cos(angle);
        var mSin = _sin(angle);
        return this._t(mCos, -mSin,  0, 0, mSin,  mCos, 0, 0, 0,  0,  1, 0, 0, 0, 0, 1);
    }

    function shear(sx,sy){
        return this._t(1, sy, sx, 1, 0, 0);
    }

    function skew(ax, ay){
        return this.shear(_tan(ax), _tan(ay));
    }

    function skewFromAxis(ax, angle){
        var mCos = _cos(angle);
        var mSin = _sin(angle);
        return this._t(mCos, mSin,  0, 0, -mSin,  mCos, 0, 0, 0,  0,  1, 0, 0, 0, 0, 1)
            ._t(1, 0,  0, 0, _tan(ax),  1, 0, 0, 0,  0,  1, 0, 0, 0, 0, 1)
            ._t(mCos, -mSin,  0, 0, mSin,  mCos, 0, 0, 0,  0,  1, 0, 0, 0, 0, 1);
        //return this._t(mCos, mSin, -mSin, mCos, 0, 0)._t(1, 0, _tan(ax), 1, 0, 0)._t(mCos, -mSin, mSin, mCos, 0, 0);
    }

    function scale(sx, sy, sz) {
        if(!sz && sz !== 0) {
            sz = 1;
        }
        if(sx === 1 && sy === 1 && sz === 1){
            return this;
        }
        return this._t(sx, 0, 0, 0, 0, sy, 0, 0, 0, 0, sz, 0, 0, 0, 0, 1);
    }

    function setTransform(a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p) {
        this.props[0] = a;
        this.props[1] = b;
        this.props[2] = c;
        this.props[3] = d;
        this.props[4] = e;
        this.props[5] = f;
        this.props[6] = g;
        this.props[7] = h;
        this.props[8] = i;
        this.props[9] = j;
        this.props[10] = k;
        this.props[11] = l;
        this.props[12] = m;
        this.props[13] = n;
        this.props[14] = o;
        this.props[15] = p;
        return this;
    }

    function translate(tx, ty, tz) {
        tz = tz || 0;
        if(tx !== 0 || ty !== 0 || tz !== 0){
            return this._t(1,0,0,0,0,1,0,0,0,0,1,0,tx,ty,tz,1);
        }
        return this;
    }

    function transform(a2, b2, c2, d2, e2, f2, g2, h2, i2, j2, k2, l2, m2, n2, o2, p2) {

        var _p = this.props;

        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){
            //NOTE: commenting this condition because TurboFan deoptimizes code when present
            //if(m2 !== 0 || n2 !== 0 || o2 !== 0){
                _p[12] = _p[12] * a2 + _p[15] * m2;
                _p[13] = _p[13] * f2 + _p[15] * n2;
                _p[14] = _p[14] * k2 + _p[15] * o2;
                _p[15] = _p[15] * p2;
            //}
            this._identityCalculated = false;
            return this;
        }

        var a1 = _p[0];
        var b1 = _p[1];
        var c1 = _p[2];
        var d1 = _p[3];
        var e1 = _p[4];
        var f1 = _p[5];
        var g1 = _p[6];
        var h1 = _p[7];
        var i1 = _p[8];
        var j1 = _p[9];
        var k1 = _p[10];
        var l1 = _p[11];
        var m1 = _p[12];
        var n1 = _p[13];
        var o1 = _p[14];
        var p1 = _p[15];

        /* matrix order (canvas compatible):
         * ace
         * bdf
         * 001
         */
        _p[0] = a1 * a2 + b1 * e2 + c1 * i2 + d1 * m2;
        _p[1] = a1 * b2 + b1 * f2 + c1 * j2 + d1 * n2 ;
        _p[2] = a1 * c2 + b1 * g2 + c1 * k2 + d1 * o2 ;
        _p[3] = a1 * d2 + b1 * h2 + c1 * l2 + d1 * p2 ;

        _p[4] = e1 * a2 + f1 * e2 + g1 * i2 + h1 * m2 ;
        _p[5] = e1 * b2 + f1 * f2 + g1 * j2 + h1 * n2 ;
        _p[6] = e1 * c2 + f1 * g2 + g1 * k2 + h1 * o2 ;
        _p[7] = e1 * d2 + f1 * h2 + g1 * l2 + h1 * p2 ;

        _p[8] = i1 * a2 + j1 * e2 + k1 * i2 + l1 * m2 ;
        _p[9] = i1 * b2 + j1 * f2 + k1 * j2 + l1 * n2 ;
        _p[10] = i1 * c2 + j1 * g2 + k1 * k2 + l1 * o2 ;
        _p[11] = i1 * d2 + j1 * h2 + k1 * l2 + l1 * p2 ;

        _p[12] = m1 * a2 + n1 * e2 + o1 * i2 + p1 * m2 ;
        _p[13] = m1 * b2 + n1 * f2 + o1 * j2 + p1 * n2 ;
        _p[14] = m1 * c2 + n1 * g2 + o1 * k2 + p1 * o2 ;
        _p[15] = m1 * d2 + n1 * h2 + o1 * l2 + p1 * p2 ;

        this._identityCalculated = false;
        return this;
    }

    function isIdentity() {
        if(!this._identityCalculated){
            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);
            this._identityCalculated = true;
        }
        return this._identity;
    }

    function equals(matr){
        var i = 0;
        while (i < 16) {
            if(matr.props[i] !== this.props[i]) {
                return false;
            }
            i+=1;
        }
        return true;
    }

    function clone(matr){
        var i;
        for(i=0;i<16;i+=1){
            matr.props[i] = this.props[i];
        }
    }

    function cloneFromProps(props){
        var i;
        for(i=0;i<16;i+=1){
            this.props[i] = props[i];
        }
    }

    function applyToPoint(x, y, z) {

        return {
            x: x * this.props[0] + y * this.props[4] + z * this.props[8] + this.props[12],
            y: x * this.props[1] + y * this.props[5] + z * this.props[9] + this.props[13],
            z: x * this.props[2] + y * this.props[6] + z * this.props[10] + this.props[14]
        };
        /*return {
         x: x * me.a + y * me.c + me.e,
         y: x * me.b + y * me.d + me.f
         };*/
    }
    function applyToX(x, y, z) {
        return x * this.props[0] + y * this.props[4] + z * this.props[8] + this.props[12];
    }
    function applyToY(x, y, z) {
        return x * this.props[1] + y * this.props[5] + z * this.props[9] + this.props[13];
    }
    function applyToZ(x, y, z) {
        return x * this.props[2] + y * this.props[6] + z * this.props[10] + this.props[14];
    }

    function inversePoint(pt) {
        var determinant = this.props[0] * this.props[5] - this.props[1] * this.props[4];
        var a = this.props[5]/determinant;
        var b = - this.props[1]/determinant;
        var c = - this.props[4]/determinant;
        var d = this.props[0]/determinant;
        var e = (this.props[4] * this.props[13] - this.props[5] * this.props[12])/determinant;
        var f = - (this.props[0] * this.props[13] - this.props[1] * this.props[12])/determinant;
        return [pt[0] * a + pt[1] * c + e, pt[0] * b + pt[1] * d + f, 0];
    }

    function inversePoints(pts){
        var i, len = pts.length, retPts = [];
        for(i=0;i<len;i+=1){
            retPts[i] = inversePoint(pts[i]);
        }
        return retPts;
    }

    function applyToTriplePoints(pt1, pt2, pt3) {
        var arr = createTypedArray('float32', 6);
        if(this.isIdentity()) {
            arr[0] = pt1[0];
            arr[1] = pt1[1];
            arr[2] = pt2[0];
            arr[3] = pt2[1];
            arr[4] = pt3[0];
            arr[5] = pt3[1];
        } else {
            var p0 = this.props[0], p1 = this.props[1], p4 = this.props[4], p5 = this.props[5], p12 = this.props[12], p13 = this.props[13];
            arr[0] = pt1[0] * p0 + pt1[1] * p4 + p12;
            arr[1] = pt1[0] * p1 + pt1[1] * p5 + p13;
            arr[2] = pt2[0] * p0 + pt2[1] * p4 + p12;
            arr[3] = pt2[0] * p1 + pt2[1] * p5 + p13;
            arr[4] = pt3[0] * p0 + pt3[1] * p4 + p12;
            arr[5] = pt3[0] * p1 + pt3[1] * p5 + p13;
        }
        return arr;
    }

    function applyToPointArray(x,y,z){
        var arr;
        if(this.isIdentity()) {
            arr = [x,y,z];
        } else {
            arr = [x * this.props[0] + y * this.props[4] + z * this.props[8] + this.props[12],x * this.props[1] + y * this.props[5] + z * this.props[9] + this.props[13],x * this.props[2] + y * this.props[6] + z * this.props[10] + this.props[14]];
        }
        return arr;
    }

    function applyToPointStringified(x, y) {
        if(this.isIdentity()) {
            return x + ',' + y;
        }
        var _p = this.props;
        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;
    }

    function toCSS() {
        //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 '';
        }*/
        var i = 0;
        var props = this.props;
        var cssValue = 'matrix3d(';
        var v = 10000;
        while(i<16){
            cssValue += _rnd(props[i]*v)/v;
            cssValue += i === 15 ? ')':',';
            i += 1;
        }
        return cssValue;
    }

    function roundMatrixProperty(val) {
        var v = 10000;
        if((val < 0.000001 && val > 0) || (val > -0.000001 && val < 0)) {
            return _rnd(val * v) / v;
        }
        return val;
    }

    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 '';
        }*/
        var props = this.props;
        var _a = roundMatrixProperty(props[0]);
        var _b = roundMatrixProperty(props[1]);
        var _c = roundMatrixProperty(props[4]);
        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.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._t = this.transform;
        this.isIdentity = isIdentity;
        this._identity = true;
        this._identityCalculated = false;

        this.props = createTypedArray('float32', 16);
        this.reset();
    };
}());

export default Matrix;