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+// 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);