// 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]]; } 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 null; } 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] ]; } function toRadians(arg) { var rads = arg.rad || 0; var degs = arg.deg || 0; var grads = arg.grad || 0; var turns = arg.turn || 0; var angle = (degs / 360 + grads / 400 + turns) * (2 * Math.PI) + rads; return angle; } function convertItemToMatrix(item) { switch (item.t) { case 'rotatex': var angle = toRadians(item.d[0]); 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 angle = toRadians(item.d[0]); 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 angle = toRadians(item.d[0]); 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 angle = toRadians(item.d[3]); 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]; case 'skew': var xAngle = toRadians(item.d[0]); var yAngle = toRadians(item.d[1]); return [1, Math.tan(yAngle), 0, 0, Math.tan(xAngle), 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]; case 'skewx': var angle = toRadians(item.d[0]); return [1, 0, 0, 0, Math.tan(angle), 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]; case 'skewy': var angle = toRadians(item.d[0]); return [1, Math.tan(angle), 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]; 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; scope.transformListToMatrix = convertToMatrix; })(webAnimations1, webAnimationsTesting);