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Unified Diff: third_party/web-animations-js/sources/src/matrix-decomposition.js

Issue 1214573003: Fix Polymer licensing issues (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: fix web-animations-js path Created 5 years, 6 months ago
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Index: third_party/web-animations-js/sources/src/matrix-decomposition.js
diff --git a/third_party/web-animations-js/sources/src/matrix-decomposition.js b/third_party/web-animations-js/sources/src/matrix-decomposition.js
deleted file mode 100644
index c825372e3d813f7e9e353056b51c88b19e20fcef..0000000000000000000000000000000000000000
--- a/third_party/web-animations-js/sources/src/matrix-decomposition.js
+++ /dev/null
@@ -1,452 +0,0 @@
-// Copyright 2014 Google Inc. All rights reserved.
-//
-// Licensed under the Apache License, Version 2.0 (the "License");
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://www.apache.org/licenses/LICENSE-2.0
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an "AS IS" BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-
-(function(scope, testing) {
- var decomposeMatrix = (function() {
- function determinant(m) {
- return m[0][0] * m[1][1] * m[2][2] +
- m[1][0] * m[2][1] * m[0][2] +
- m[2][0] * m[0][1] * m[1][2] -
- m[0][2] * m[1][1] * m[2][0] -
- m[1][2] * m[2][1] * m[0][0] -
- m[2][2] * m[0][1] * m[1][0];
- }
-
- // from Wikipedia:
- //
- // [A B]^-1 = [A^-1 + A^-1B(D - CA^-1B)^-1CA^-1 -A^-1B(D - CA^-1B)^-1]
- // [C D] [-(D - CA^-1B)^-1CA^-1 (D - CA^-1B)^-1 ]
- //
- // Therefore
- //
- // [A [0]]^-1 = [A^-1 [0]]
- // [C 1 ] [ -CA^-1 1 ]
- function inverse(m) {
- var iDet = 1 / determinant(m);
- var a = m[0][0], b = m[0][1], c = m[0][2];
- var d = m[1][0], e = m[1][1], f = m[1][2];
- var g = m[2][0], h = m[2][1], k = m[2][2];
- var Ainv = [
- [(e * k - f * h) * iDet, (c * h - b * k) * iDet,
- (b * f - c * e) * iDet, 0],
- [(f * g - d * k) * iDet, (a * k - c * g) * iDet,
- (c * d - a * f) * iDet, 0],
- [(d * h - e * g) * iDet, (g * b - a * h) * iDet,
- (a * e - b * d) * iDet, 0]
- ];
- var lastRow = [];
- for (var i = 0; i < 3; i++) {
- var val = 0;
- for (var j = 0; j < 3; j++) {
- val += m[3][j] * Ainv[j][i];
- }
- lastRow.push(val);
- }
- lastRow.push(1);
- Ainv.push(lastRow);
- return Ainv;
- }
-
- function transposeMatrix4(m) {
- return [[m[0][0], m[1][0], m[2][0], m[3][0]],
- [m[0][1], m[1][1], m[2][1], m[3][1]],
- [m[0][2], m[1][2], m[2][2], m[3][2]],
- [m[0][3], m[1][3], m[2][3], m[3][3]]];
- }
-
- function multVecMatrix(v, m) {
- var result = [];
- for (var i = 0; i < 4; i++) {
- var val = 0;
- for (var j = 0; j < 4; j++) {
- val += v[j] * m[j][i];
- }
- result.push(val);
- }
- return result;
- }
-
- function normalize(v) {
- var len = length(v);
- return [v[0] / len, v[1] / len, v[2] / len];
- }
-
- function length(v) {
- return Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
- }
-
- function combine(v1, v2, v1s, v2s) {
- return [v1s * v1[0] + v2s * v2[0], v1s * v1[1] + v2s * v2[1],
- v1s * v1[2] + v2s * v2[2]];
- }
-
- function cross(v1, v2) {
- return [v1[1] * v2[2] - v1[2] * v2[1],
- v1[2] * v2[0] - v1[0] * v2[2],
- v1[0] * v2[1] - v1[1] * v2[0]];
- }
-
- // TODO: Implement 2D matrix decomposition.
- // http://dev.w3.org/csswg/css-transforms/#decomposing-a-2d-matrix
- function decomposeMatrix(matrix) {
- var m3d = [
- matrix.slice(0, 4),
- matrix.slice(4, 8),
- matrix.slice(8, 12),
- matrix.slice(12, 16)
- ];
-
- // skip normalization step as m3d[3][3] should always be 1
- if (m3d[3][3] !== 1) {
- return null;
- }
-
- var perspectiveMatrix = [];
- for (var i = 0; i < 4; i++) {
- perspectiveMatrix.push(m3d[i].slice());
- }
-
- for (var i = 0; i < 3; i++) {
- perspectiveMatrix[i][3] = 0;
- }
-
- if (determinant(perspectiveMatrix) === 0) {
- return false;
- }
-
- var rhs = [];
-
- var perspective;
- if (m3d[0][3] || m3d[1][3] || m3d[2][3]) {
- rhs.push(m3d[0][3]);
- rhs.push(m3d[1][3]);
- rhs.push(m3d[2][3]);
- rhs.push(m3d[3][3]);
-
- var inversePerspectiveMatrix = inverse(perspectiveMatrix);
- var transposedInversePerspectiveMatrix =
- transposeMatrix4(inversePerspectiveMatrix);
- perspective = multVecMatrix(rhs, transposedInversePerspectiveMatrix);
- } else {
- perspective = [0, 0, 0, 1];
- }
-
- var translate = m3d[3].slice(0, 3);
-
- var row = [];
- row.push(m3d[0].slice(0, 3));
- var scale = [];
- scale.push(length(row[0]));
- row[0] = normalize(row[0]);
-
- var skew = [];
- row.push(m3d[1].slice(0, 3));
- skew.push(dot(row[0], row[1]));
- row[1] = combine(row[1], row[0], 1.0, -skew[0]);
-
- scale.push(length(row[1]));
- row[1] = normalize(row[1]);
- skew[0] /= scale[1];
-
- row.push(m3d[2].slice(0, 3));
- skew.push(dot(row[0], row[2]));
- row[2] = combine(row[2], row[0], 1.0, -skew[1]);
- skew.push(dot(row[1], row[2]));
- row[2] = combine(row[2], row[1], 1.0, -skew[2]);
-
- scale.push(length(row[2]));
- row[2] = normalize(row[2]);
- skew[1] /= scale[2];
- skew[2] /= scale[2];
-
- var pdum3 = cross(row[1], row[2]);
- if (dot(row[0], pdum3) < 0) {
- for (var i = 0; i < 3; i++) {
- scale[i] *= -1;
- row[i][0] *= -1;
- row[i][1] *= -1;
- row[i][2] *= -1;
- }
- }
-
- var t = row[0][0] + row[1][1] + row[2][2] + 1;
- var s;
- var quaternion;
-
- if (t > 1e-4) {
- s = 0.5 / Math.sqrt(t);
- quaternion = [
- (row[2][1] - row[1][2]) * s,
- (row[0][2] - row[2][0]) * s,
- (row[1][0] - row[0][1]) * s,
- 0.25 / s
- ];
- } else if (row[0][0] > row[1][1] && row[0][0] > row[2][2]) {
- s = Math.sqrt(1 + row[0][0] - row[1][1] - row[2][2]) * 2.0;
- quaternion = [
- 0.25 * s,
- (row[0][1] + row[1][0]) / s,
- (row[0][2] + row[2][0]) / s,
- (row[2][1] - row[1][2]) / s
- ];
- } else if (row[1][1] > row[2][2]) {
- s = Math.sqrt(1.0 + row[1][1] - row[0][0] - row[2][2]) * 2.0;
- quaternion = [
- (row[0][1] + row[1][0]) / s,
- 0.25 * s,
- (row[1][2] + row[2][1]) / s,
- (row[0][2] - row[2][0]) / s
- ];
- } else {
- s = Math.sqrt(1.0 + row[2][2] - row[0][0] - row[1][1]) * 2.0;
- quaternion = [
- (row[0][2] + row[2][0]) / s,
- (row[1][2] + row[2][1]) / s,
- 0.25 * s,
- (row[1][0] - row[0][1]) / s
- ];
- }
-
- return [translate, scale, skew, quaternion, perspective];
- }
- return decomposeMatrix;
- })();
-
- function dot(v1, v2) {
- var result = 0;
- for (var i = 0; i < v1.length; i++) {
- result += v1[i] * v2[i];
- }
- return result;
- }
-
- function multiplyMatrices(a, b) {
- return [
- a[0] * b[0] + a[4] * b[1] + a[8] * b[2] + a[12] * b[3],
- a[1] * b[0] + a[5] * b[1] + a[9] * b[2] + a[13] * b[3],
- a[2] * b[0] + a[6] * b[1] + a[10] * b[2] + a[14] * b[3],
- a[3] * b[0] + a[7] * b[1] + a[11] * b[2] + a[15] * b[3],
-
- a[0] * b[4] + a[4] * b[5] + a[8] * b[6] + a[12] * b[7],
- a[1] * b[4] + a[5] * b[5] + a[9] * b[6] + a[13] * b[7],
- a[2] * b[4] + a[6] * b[5] + a[10] * b[6] + a[14] * b[7],
- a[3] * b[4] + a[7] * b[5] + a[11] * b[6] + a[15] * b[7],
-
- a[0] * b[8] + a[4] * b[9] + a[8] * b[10] + a[12] * b[11],
- a[1] * b[8] + a[5] * b[9] + a[9] * b[10] + a[13] * b[11],
- a[2] * b[8] + a[6] * b[9] + a[10] * b[10] + a[14] * b[11],
- a[3] * b[8] + a[7] * b[9] + a[11] * b[10] + a[15] * b[11],
-
- a[0] * b[12] + a[4] * b[13] + a[8] * b[14] + a[12] * b[15],
- a[1] * b[12] + a[5] * b[13] + a[9] * b[14] + a[13] * b[15],
- a[2] * b[12] + a[6] * b[13] + a[10] * b[14] + a[14] * b[15],
- a[3] * b[12] + a[7] * b[13] + a[11] * b[14] + a[15] * b[15]
- ];
- }
-
- // TODO: This can probably be made smaller.
- function convertItemToMatrix(item) {
- switch (item.t) {
- // TODO: Handle units other than rads and degs.
- case 'rotatex':
- var rads = item.d[0].rad || 0;
- var degs = item.d[0].deg || 0;
- var angle = (degs * Math.PI / 180) + rads;
- return [1, 0, 0, 0,
- 0, Math.cos(angle), Math.sin(angle), 0,
- 0, -Math.sin(angle), Math.cos(angle), 0,
- 0, 0, 0, 1];
- case 'rotatey':
- var rads = item.d[0].rad || 0;
- var degs = item.d[0].deg || 0;
- var angle = (degs * Math.PI / 180) + rads;
- return [Math.cos(angle), 0, -Math.sin(angle), 0,
- 0, 1, 0, 0,
- Math.sin(angle), 0, Math.cos(angle), 0,
- 0, 0, 0, 1];
- case 'rotate':
- case 'rotatez':
- var rads = item.d[0].rad || 0;
- var degs = item.d[0].deg || 0;
- var angle = (degs * Math.PI / 180) + rads;
- return [Math.cos(angle), Math.sin(angle), 0, 0,
- -Math.sin(angle), Math.cos(angle), 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1];
- case 'rotate3d':
- var x = item.d[0];
- var y = item.d[1];
- var z = item.d[2];
- var rads = item.d[3].rad || 0;
- var degs = item.d[3].deg || 0;
- var angle = (degs * Math.PI / 180) + rads;
-
- var sqrLength = x * x + y * y + z * z;
- if (sqrLength === 0) {
- x = 1;
- y = 0;
- z = 0;
- } else if (sqrLength !== 1) {
- var length = Math.sqrt(sqrLength);
- x /= length;
- y /= length;
- z /= length;
- }
-
- var s = Math.sin(angle / 2);
- var sc = s * Math.cos(angle / 2);
- var sq = s * s;
- return [
- 1 - 2 * (y * y + z * z) * sq,
- 2 * (x * y * sq + z * sc),
- 2 * (x * z * sq - y * sc),
- 0,
-
- 2 * (x * y * sq - z * sc),
- 1 - 2 * (x * x + z * z) * sq,
- 2 * (y * z * sq + x * sc),
- 0,
-
- 2 * (x * z * sq + y * sc),
- 2 * (y * z * sq - x * sc),
- 1 - 2 * (x * x + y * y) * sq,
- 0,
-
- 0, 0, 0, 1
- ];
- case 'scale':
- return [item.d[0], 0, 0, 0,
- 0, item.d[1], 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1];
- case 'scalex':
- return [item.d[0], 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1];
- case 'scaley':
- return [1, 0, 0, 0,
- 0, item.d[0], 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1];
- case 'scalez':
- return [1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, item.d[0], 0,
- 0, 0, 0, 1];
- case 'scale3d':
- return [item.d[0], 0, 0, 0,
- 0, item.d[1], 0, 0,
- 0, 0, item.d[2], 0,
- 0, 0, 0, 1];
- // FIXME: Skew behaves differently in Blink, FireFox and here. Need to work out why.
- case 'skew':
- var xDegs = item.d[0].deg || 0;
- var xRads = item.d[0].rad || 0;
- var yDegs = item.d[1].deg || 0;
- var yRads = item.d[1].rad || 0;
- var xAngle = (xDegs * Math.PI / 180) + xRads;
- var yAngle = (yDegs * Math.PI / 180) + yRads;
- return [1, Math.tan(yAngle), 0, 0,
- Math.tan(xAngle), 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1];
- case 'skewx':
- var rads = item.d[0].rad || 0;
- var degs = item.d[0].deg || 0;
- var angle = (degs * Math.PI / 180) + rads;
- return [1, 0, 0, 0,
- Math.tan(angle), 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1];
- case 'skewy':
- var rads = item.d[0].rad || 0;
- var degs = item.d[0].deg || 0;
- var angle = (degs * Math.PI / 180) + rads;
- return [1, Math.tan(angle), 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1];
- // TODO: Work out what to do with non-px values.
- case 'translate':
- var x = item.d[0].px || 0;
- var y = item.d[1].px || 0;
- return [1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- x, y, 0, 1];
- case 'translatex':
- var x = item.d[0].px || 0;
- return [1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- x, 0, 0, 1];
- case 'translatey':
- var y = item.d[0].px || 0;
- return [1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, y, 0, 1];
- case 'translatez':
- var z = item.d[0].px || 0;
- return [1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, z, 1];
- case 'translate3d':
- var x = item.d[0].px || 0;
- var y = item.d[1].px || 0;
- var z = item.d[2].px || 0;
- return [1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- x, y, z, 1];
- case 'perspective':
- var p = item.d[0].px ? (-1 / item.d[0].px) : 0;
- return [
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, p,
- 0, 0, 0, 1];
- case 'matrix':
- return [item.d[0], item.d[1], 0, 0,
- item.d[2], item.d[3], 0, 0,
- 0, 0, 1, 0,
- item.d[4], item.d[5], 0, 1];
- case 'matrix3d':
- return item.d;
- default:
- WEB_ANIMATIONS_TESTING && console.assert(false, 'Transform item type ' + item.t +
- ' conversion to matrix not yet implemented.');
- }
- }
-
- function convertToMatrix(transformList) {
- if (transformList.length === 0) {
- return [1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1];
- }
- return transformList.map(convertItemToMatrix).reduce(multiplyMatrices);
- }
-
- function makeMatrixDecomposition(transformList) {
- return [decomposeMatrix(convertToMatrix(transformList))];
- }
-
- scope.dot = dot;
- scope.makeMatrixDecomposition = makeMatrixDecomposition;
-
-})(webAnimations1, webAnimationsTesting);

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