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- // Implements SVG style matrix transformations.
- // https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/transform
- // Copyright 2018 All rights reserved.
- package rasterx
- import (
- "math"
- "golang.org/x/image/math/fixed"
- )
- // Matrix2D represents an SVG style matrix
- type Matrix2D struct {
- A, B, C, D, E, F float64
- }
- // matrix3 is a full 3x3 float64 matrix
- // used for inverting
- type matrix3 [9]float64
- func otherPair(i int) (a, b int) {
- switch i {
- case 0:
- a, b = 1, 2
- case 1:
- a, b = 0, 2
- case 2:
- a, b = 0, 1
- }
- return
- }
- func (m *matrix3) coFact(i, j int) float64 {
- ai, bi := otherPair(i)
- aj, bj := otherPair(j)
- a, b, c, d := m[ai+aj*3], m[bi+bj*3], m[ai+bj*3], m[bi+aj*3]
- return a*b - c*d
- }
- func (m *matrix3) Invert() *matrix3 {
- var cofact matrix3
- for i := 0; i < 3; i++ {
- for j := 0; j < 3; j++ {
- sign := float64(1 - (i+j%2)%2*2) // "checkerboard of minuses" grid
- cofact[i+j*3] = m.coFact(i, j) * sign
- }
- }
- deteriminate := m[0]*cofact[0] + m[1]*cofact[1] + m[2]*cofact[2]
- // transpose cofact
- for i := 0; i < 2; i++ {
- for j := i + 1; j < 3; j++ {
- cofact[i+j*3], cofact[j+i*3] = cofact[j+i*3], cofact[i+j*3]
- }
- }
- for i := 0; i < 9; i++ {
- cofact[i] /= deteriminate
- }
- return &cofact
- }
- // Invert returns the inverse matrix
- func (a Matrix2D) Invert() Matrix2D {
- n := &matrix3{a.A, a.C, a.E, a.B, a.D, a.F, 0, 0, 1}
- n = n.Invert()
- return Matrix2D{A: n[0], C: n[1], E: n[2], B: n[3], D: n[4], F: n[5]}
- }
- // Mult returns a*b
- func (a Matrix2D) Mult(b Matrix2D) Matrix2D {
- return Matrix2D{
- A: a.A*b.A + a.C*b.B,
- B: a.B*b.A + a.D*b.B,
- C: a.A*b.C + a.C*b.D,
- D: a.B*b.C + a.D*b.D,
- E: a.A*b.E + a.C*b.F + a.E,
- F: a.B*b.E + a.D*b.F + a.F}
- }
- // Identity is the identity matrix
- var Identity = Matrix2D{1, 0, 0, 1, 0, 0}
- // TFixed transforms a fixed.Point26_6 by the matrix
- func (a Matrix2D) TFixed(x fixed.Point26_6) (y fixed.Point26_6) {
- y.X = fixed.Int26_6((float64(x.X)*a.A + float64(x.Y)*a.C) + a.E*64)
- y.Y = fixed.Int26_6((float64(x.X)*a.B + float64(x.Y)*a.D) + a.F*64)
- return
- }
- // Transform multiples the input vector by matrix m and outputs the results vector
- // components.
- func (a Matrix2D) Transform(x1, y1 float64) (x2, y2 float64) {
- x2 = x1*a.A + y1*a.C + a.E
- y2 = x1*a.B + y1*a.D + a.F
- return
- }
- // TransformVector is a modidifed version of Transform that ignores the
- // translation components.
- func (a Matrix2D) TransformVector(x1, y1 float64) (x2, y2 float64) {
- x2 = x1*a.A + y1*a.C
- y2 = x1*a.B + y1*a.D
- return
- }
- //Scale matrix in x and y dimensions
- func (a Matrix2D) Scale(x, y float64) Matrix2D {
- return a.Mult(Matrix2D{
- A: x,
- B: 0,
- C: 0,
- D: y,
- E: 0,
- F: 0})
- }
- //SkewY skews the matrix in the Y dimension
- func (a Matrix2D) SkewY(theta float64) Matrix2D {
- return a.Mult(Matrix2D{
- A: 1,
- B: math.Tan(theta),
- C: 0,
- D: 1,
- E: 0,
- F: 0})
- }
- //SkewX skews the matrix in the X dimension
- func (a Matrix2D) SkewX(theta float64) Matrix2D {
- return a.Mult(Matrix2D{
- A: 1,
- B: 0,
- C: math.Tan(theta),
- D: 1,
- E: 0,
- F: 0})
- }
- //Translate translates the matrix to the x , y point
- func (a Matrix2D) Translate(x, y float64) Matrix2D {
- return a.Mult(Matrix2D{
- A: 1,
- B: 0,
- C: 0,
- D: 1,
- E: x,
- F: y})
- }
- //Rotate rotate the matrix by theta
- func (a Matrix2D) Rotate(theta float64) Matrix2D {
- return a.Mult(Matrix2D{
- A: math.Cos(theta),
- B: math.Sin(theta),
- C: -math.Sin(theta),
- D: math.Cos(theta),
- E: 0,
- F: 0})
- }
- // MatrixAdder is an adder that applies matrix M to all points
- type MatrixAdder struct {
- Adder
- M Matrix2D
- }
- // Reset sets the matrix M to identity
- func (t *MatrixAdder) Reset() {
- t.M = Identity
- }
- // Start starts a new path
- func (t *MatrixAdder) Start(a fixed.Point26_6) {
- t.Adder.Start(t.M.TFixed(a))
- }
- // Line adds a linear segment to the current curve.
- func (t *MatrixAdder) Line(b fixed.Point26_6) {
- t.Adder.Line(t.M.TFixed(b))
- }
- // QuadBezier adds a quadratic segment to the current curve.
- func (t *MatrixAdder) QuadBezier(b, c fixed.Point26_6) {
- t.Adder.QuadBezier(t.M.TFixed(b), t.M.TFixed(c))
- }
- // CubeBezier adds a cubic segment to the current curve.
- func (t *MatrixAdder) CubeBezier(b, c, d fixed.Point26_6) {
- t.Adder.CubeBezier(t.M.TFixed(b), t.M.TFixed(c), t.M.TFixed(d))
- }
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