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Side by Side Diff: polymer_0.5.0/bower_components/web-animations-js/src/matrix-decomposition.js

Issue 786953007: npm_modules: Fork bower_components into Polymer 0.4.0 and 0.5.0 versions (Closed) Base URL: https://chromium.googlesource.com/infra/third_party/npm_modules.git@master
Patch Set: Created 5 years, 11 months ago
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1 // Copyright 2014 Google Inc. All rights reserved.
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 // http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14
15 (function(scope, testing) {
16 var decomposeMatrix = (function() {
17 function determinant(m) {
18 return m[0][0] * m[1][1] * m[2][2] +
19 m[1][0] * m[2][1] * m[0][2] +
20 m[2][0] * m[0][1] * m[1][2] -
21 m[0][2] * m[1][1] * m[2][0] -
22 m[1][2] * m[2][1] * m[0][0] -
23 m[2][2] * m[0][1] * m[1][0];
24 }
25
26 // from Wikipedia:
27 //
28 // [A B]^-1 = [A^-1 + A^-1B(D - CA^-1B)^-1CA^-1 -A^-1B(D - CA^-1B)^-1]
29 // [C D] [-(D - CA^-1B)^-1CA^-1 (D - CA^-1B)^-1 ]
30 //
31 // Therefore
32 //
33 // [A [0]]^-1 = [A^-1 [0]]
34 // [C 1 ] [ -CA^-1 1 ]
35 function inverse(m) {
36 var iDet = 1 / determinant(m);
37 var a = m[0][0], b = m[0][1], c = m[0][2];
38 var d = m[1][0], e = m[1][1], f = m[1][2];
39 var g = m[2][0], h = m[2][1], k = m[2][2];
40 var Ainv = [
41 [(e * k - f * h) * iDet, (c * h - b * k) * iDet,
42 (b * f - c * e) * iDet, 0],
43 [(f * g - d * k) * iDet, (a * k - c * g) * iDet,
44 (c * d - a * f) * iDet, 0],
45 [(d * h - e * g) * iDet, (g * b - a * h) * iDet,
46 (a * e - b * d) * iDet, 0]
47 ];
48 var lastRow = [];
49 for (var i = 0; i < 3; i++) {
50 var val = 0;
51 for (var j = 0; j < 3; j++) {
52 val += m[3][j] * Ainv[j][i];
53 }
54 lastRow.push(val);
55 }
56 lastRow.push(1);
57 Ainv.push(lastRow);
58 return Ainv;
59 }
60
61 function transposeMatrix4(m) {
62 return [[m[0][0], m[1][0], m[2][0], m[3][0]],
63 [m[0][1], m[1][1], m[2][1], m[3][1]],
64 [m[0][2], m[1][2], m[2][2], m[3][2]],
65 [m[0][3], m[1][3], m[2][3], m[3][3]]];
66 }
67
68 function multVecMatrix(v, m) {
69 var result = [];
70 for (var i = 0; i < 4; i++) {
71 var val = 0;
72 for (var j = 0; j < 4; j++) {
73 val += v[j] * m[j][i];
74 }
75 result.push(val);
76 }
77 return result;
78 }
79
80 function normalize(v) {
81 var len = length(v);
82 return [v[0] / len, v[1] / len, v[2] / len];
83 }
84
85 function length(v) {
86 return Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
87 }
88
89 function combine(v1, v2, v1s, v2s) {
90 return [v1s * v1[0] + v2s * v2[0], v1s * v1[1] + v2s * v2[1],
91 v1s * v1[2] + v2s * v2[2]];
92 }
93
94 function cross(v1, v2) {
95 return [v1[1] * v2[2] - v1[2] * v2[1],
96 v1[2] * v2[0] - v1[0] * v2[2],
97 v1[0] * v2[1] - v1[1] * v2[0]];
98 }
99
100 // TODO: Implement 2D matrix decomposition.
101 // http://dev.w3.org/csswg/css-transforms/#decomposing-a-2d-matrix
102 function decomposeMatrix(matrix) {
103 var m3d = [
104 matrix.slice(0, 4),
105 matrix.slice(4, 8),
106 matrix.slice(8, 12),
107 matrix.slice(12, 16)
108 ];
109
110 // skip normalization step as m3d[3][3] should always be 1
111 if (m3d[3][3] !== 1) {
112 return null;
113 }
114
115 var perspectiveMatrix = [];
116 for (var i = 0; i < 4; i++) {
117 perspectiveMatrix.push(m3d[i].slice());
118 }
119
120 for (var i = 0; i < 3; i++) {
121 perspectiveMatrix[i][3] = 0;
122 }
123
124 if (determinant(perspectiveMatrix) === 0) {
125 return false;
126 }
127
128 var rhs = [];
129
130 var perspective;
131 if (m3d[0][3] || m3d[1][3] || m3d[2][3]) {
132 rhs.push(m3d[0][3]);
133 rhs.push(m3d[1][3]);
134 rhs.push(m3d[2][3]);
135 rhs.push(m3d[3][3]);
136
137 var inversePerspectiveMatrix = inverse(perspectiveMatrix);
138 var transposedInversePerspectiveMatrix =
139 transposeMatrix4(inversePerspectiveMatrix);
140 perspective = multVecMatrix(rhs, transposedInversePerspectiveMatrix);
141 } else {
142 perspective = [0, 0, 0, 1];
143 }
144
145 var translate = m3d[3].slice(0, 3);
146
147 var row = [];
148 row.push(m3d[0].slice(0, 3));
149 var scale = [];
150 scale.push(length(row[0]));
151 row[0] = normalize(row[0]);
152
153 var skew = [];
154 row.push(m3d[1].slice(0, 3));
155 skew.push(dot(row[0], row[1]));
156 row[1] = combine(row[1], row[0], 1.0, -skew[0]);
157
158 scale.push(length(row[1]));
159 row[1] = normalize(row[1]);
160 skew[0] /= scale[1];
161
162 row.push(m3d[2].slice(0, 3));
163 skew.push(dot(row[0], row[2]));
164 row[2] = combine(row[2], row[0], 1.0, -skew[1]);
165 skew.push(dot(row[1], row[2]));
166 row[2] = combine(row[2], row[1], 1.0, -skew[2]);
167
168 scale.push(length(row[2]));
169 row[2] = normalize(row[2]);
170 skew[1] /= scale[2];
171 skew[2] /= scale[2];
172
173 var pdum3 = cross(row[1], row[2]);
174 if (dot(row[0], pdum3) < 0) {
175 for (var i = 0; i < 3; i++) {
176 scale[i] *= -1;
177 row[i][0] *= -1;
178 row[i][1] *= -1;
179 row[i][2] *= -1;
180 }
181 }
182
183 var t = row[0][0] + row[1][1] + row[2][2] + 1;
184 var s;
185 var quaternion;
186
187 if (t > 1e-4) {
188 s = 0.5 / Math.sqrt(t);
189 quaternion = [
190 (row[2][1] - row[1][2]) * s,
191 (row[0][2] - row[2][0]) * s,
192 (row[1][0] - row[0][1]) * s,
193 0.25 / s
194 ];
195 } else if (row[0][0] > row[1][1] && row[0][0] > row[2][2]) {
196 s = Math.sqrt(1 + row[0][0] - row[1][1] - row[2][2]) * 2.0;
197 quaternion = [
198 0.25 * s,
199 (row[0][1] + row[1][0]) / s,
200 (row[0][2] + row[2][0]) / s,
201 (row[2][1] - row[1][2]) / s
202 ];
203 } else if (row[1][1] > row[2][2]) {
204 s = Math.sqrt(1.0 + row[1][1] - row[0][0] - row[2][2]) * 2.0;
205 quaternion = [
206 (row[0][1] + row[1][0]) / s,
207 0.25 * s,
208 (row[1][2] + row[2][1]) / s,
209 (row[0][2] - row[2][0]) / s
210 ];
211 } else {
212 s = Math.sqrt(1.0 + row[2][2] - row[0][0] - row[1][1]) * 2.0;
213 quaternion = [
214 (row[0][2] + row[2][0]) / s,
215 (row[1][2] + row[2][1]) / s,
216 0.25 * s,
217 (row[1][0] - row[0][1]) / s
218 ];
219 }
220
221 return [translate, scale, skew, quaternion, perspective];
222 }
223 return decomposeMatrix;
224 })();
225
226 function dot(v1, v2) {
227 var result = 0;
228 for (var i = 0; i < v1.length; i++) {
229 result += v1[i] * v2[i];
230 }
231 return result;
232 }
233
234 function multiplyMatrices(a, b) {
235 return [
236 a[0] * b[0] + a[4] * b[1] + a[8] * b[2] + a[12] * b[3],
237 a[1] * b[0] + a[5] * b[1] + a[9] * b[2] + a[13] * b[3],
238 a[2] * b[0] + a[6] * b[1] + a[10] * b[2] + a[14] * b[3],
239 a[3] * b[0] + a[7] * b[1] + a[11] * b[2] + a[15] * b[3],
240
241 a[0] * b[4] + a[4] * b[5] + a[8] * b[6] + a[12] * b[7],
242 a[1] * b[4] + a[5] * b[5] + a[9] * b[6] + a[13] * b[7],
243 a[2] * b[4] + a[6] * b[5] + a[10] * b[6] + a[14] * b[7],
244 a[3] * b[4] + a[7] * b[5] + a[11] * b[6] + a[15] * b[7],
245
246 a[0] * b[8] + a[4] * b[9] + a[8] * b[10] + a[12] * b[11],
247 a[1] * b[8] + a[5] * b[9] + a[9] * b[10] + a[13] * b[11],
248 a[2] * b[8] + a[6] * b[9] + a[10] * b[10] + a[14] * b[11],
249 a[3] * b[8] + a[7] * b[9] + a[11] * b[10] + a[15] * b[11],
250
251 a[0] * b[12] + a[4] * b[13] + a[8] * b[14] + a[12] * b[15],
252 a[1] * b[12] + a[5] * b[13] + a[9] * b[14] + a[13] * b[15],
253 a[2] * b[12] + a[6] * b[13] + a[10] * b[14] + a[14] * b[15],
254 a[3] * b[12] + a[7] * b[13] + a[11] * b[14] + a[15] * b[15]
255 ];
256 }
257
258 // TODO: This can probably be made smaller.
259 function convertItemToMatrix(item) {
260 switch (item.t) {
261 // TODO: Handle units other than rads and degs.
262 case 'rotatex':
263 var rads = item.d[0].rad || 0;
264 var degs = item.d[0].deg || 0;
265 var angle = (degs * Math.PI / 180) + rads;
266 return [1, 0, 0, 0,
267 0, Math.cos(angle), Math.sin(angle), 0,
268 0, -Math.sin(angle), Math.cos(angle), 0,
269 0, 0, 0, 1];
270 case 'rotatey':
271 var rads = item.d[0].rad || 0;
272 var degs = item.d[0].deg || 0;
273 var angle = (degs * Math.PI / 180) + rads;
274 return [Math.cos(angle), 0, -Math.sin(angle), 0,
275 0, 1, 0, 0,
276 Math.sin(angle), 0, Math.cos(angle), 0,
277 0, 0, 0, 1];
278 case 'rotate':
279 case 'rotatez':
280 var rads = item.d[0].rad || 0;
281 var degs = item.d[0].deg || 0;
282 var angle = (degs * Math.PI / 180) + rads;
283 return [Math.cos(angle), Math.sin(angle), 0, 0,
284 -Math.sin(angle), Math.cos(angle), 0, 0,
285 0, 0, 1, 0,
286 0, 0, 0, 1];
287 case 'rotate3d':
288 var x = item.d[0];
289 var y = item.d[1];
290 var z = item.d[2];
291 var rads = item.d[3].rad || 0;
292 var degs = item.d[3].deg || 0;
293 var angle = (degs * Math.PI / 180) + rads;
294
295 var sqrLength = x * x + y * y + z * z;
296 if (sqrLength === 0) {
297 x = 1;
298 y = 0;
299 z = 0;
300 } else if (sqrLength !== 1) {
301 var length = Math.sqrt(sqrLength);
302 x /= length;
303 y /= length;
304 z /= length;
305 }
306
307 var s = Math.sin(angle / 2);
308 var sc = s * Math.cos(angle / 2);
309 var sq = s * s;
310 return [
311 1 - 2 * (y * y + z * z) * sq,
312 2 * (x * y * sq + z * sc),
313 2 * (x * z * sq - y * sc),
314 0,
315
316 2 * (x * y * sq - z * sc),
317 1 - 2 * (x * x + z * z) * sq,
318 2 * (y * z * sq + x * sc),
319 0,
320
321 2 * (x * z * sq + y * sc),
322 2 * (y * z * sq - x * sc),
323 1 - 2 * (x * x + y * y) * sq,
324 0,
325
326 0, 0, 0, 1
327 ];
328 case 'scale':
329 return [item.d[0], 0, 0, 0,
330 0, item.d[1], 0, 0,
331 0, 0, 1, 0,
332 0, 0, 0, 1];
333 case 'scalex':
334 return [item.d[0], 0, 0, 0,
335 0, 1, 0, 0,
336 0, 0, 1, 0,
337 0, 0, 0, 1];
338 case 'scaley':
339 return [1, 0, 0, 0,
340 0, item.d[0], 0, 0,
341 0, 0, 1, 0,
342 0, 0, 0, 1];
343 case 'scalez':
344 return [1, 0, 0, 0,
345 0, 1, 0, 0,
346 0, 0, item.d[0], 0,
347 0, 0, 0, 1];
348 case 'scale3d':
349 return [item.d[0], 0, 0, 0,
350 0, item.d[1], 0, 0,
351 0, 0, item.d[2], 0,
352 0, 0, 0, 1];
353 // FIXME: Skew behaves differently in Blink, FireFox and here. Need to wor k out why.
354 case 'skew':
355 var xDegs = item.d[0].deg || 0;
356 var xRads = item.d[0].rad || 0;
357 var yDegs = item.d[1].deg || 0;
358 var yRads = item.d[1].rad || 0;
359 var xAngle = (xDegs * Math.PI / 180) + xRads;
360 var yAngle = (yDegs * Math.PI / 180) + yRads;
361 return [1, Math.tan(yAngle), 0, 0,
362 Math.tan(xAngle), 1, 0, 0,
363 0, 0, 1, 0,
364 0, 0, 0, 1];
365 case 'skewx':
366 var rads = item.d[0].rad || 0;
367 var degs = item.d[0].deg || 0;
368 var angle = (degs * Math.PI / 180) + rads;
369 return [1, 0, 0, 0,
370 Math.tan(angle), 1, 0, 0,
371 0, 0, 1, 0,
372 0, 0, 0, 1];
373 case 'skewy':
374 var rads = item.d[0].rad || 0;
375 var degs = item.d[0].deg || 0;
376 var angle = (degs * Math.PI / 180) + rads;
377 return [1, Math.tan(angle), 0, 0,
378 0, 1, 0, 0,
379 0, 0, 1, 0,
380 0, 0, 0, 1];
381 // TODO: Work out what to do with non-px values.
382 case 'translate':
383 var x = item.d[0].px || 0;
384 var y = item.d[1].px || 0;
385 return [1, 0, 0, 0,
386 0, 1, 0, 0,
387 0, 0, 1, 0,
388 x, y, 0, 1];
389 case 'translatex':
390 var x = item.d[0].px || 0;
391 return [1, 0, 0, 0,
392 0, 1, 0, 0,
393 0, 0, 1, 0,
394 x, 0, 0, 1];
395 case 'translatey':
396 var y = item.d[0].px || 0;
397 return [1, 0, 0, 0,
398 0, 1, 0, 0,
399 0, 0, 1, 0,
400 0, y, 0, 1];
401 case 'translatez':
402 var z = item.d[0].px || 0;
403 return [1, 0, 0, 0,
404 0, 1, 0, 0,
405 0, 0, 1, 0,
406 0, 0, z, 1];
407 case 'translate3d':
408 var x = item.d[0].px || 0;
409 var y = item.d[1].px || 0;
410 var z = item.d[2].px || 0;
411 return [1, 0, 0, 0,
412 0, 1, 0, 0,
413 0, 0, 1, 0,
414 x, y, z, 1];
415 case 'perspective':
416 var p = item.d[0].px ? (-1 / item.d[0].px) : 0;
417 return [
418 1, 0, 0, 0,
419 0, 1, 0, 0,
420 0, 0, 1, p,
421 0, 0, 0, 1];
422 case 'matrix':
423 return [item.d[0], item.d[1], 0, 0,
424 item.d[2], item.d[3], 0, 0,
425 0, 0, 1, 0,
426 item.d[4], item.d[5], 0, 1];
427 case 'matrix3d':
428 return item.d;
429 default:
430 WEB_ANIMATIONS_TESTING && console.assert(false, 'Transform item type ' + item.t +
431 ' conversion to matrix not yet implemented.');
432 }
433 }
434
435 function convertToMatrix(transformList) {
436 if (transformList.length === 0) {
437 return [1, 0, 0, 0,
438 0, 1, 0, 0,
439 0, 0, 1, 0,
440 0, 0, 0, 1];
441 }
442 return transformList.map(convertItemToMatrix).reduce(multiplyMatrices);
443 }
444
445 function makeMatrixDecomposition(transformList) {
446 return [decomposeMatrix(convertToMatrix(transformList))];
447 }
448
449 scope.dot = dot;
450 scope.makeMatrixDecomposition = makeMatrixDecomposition;
451
452 })(webAnimationsMinifill, webAnimationsTesting);
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