| 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);
|
|
|