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define(function () { var ArrayCtor = typeof Float32Array === 'undefined' ? Array : Float32Array; /** * 3x2矩阵操作类 * @exports zrender/tool/matrix */ var matrix = { /** * 创建一个单位矩阵 * @return {Float32Array|Array.<number>} */ create : function() { var out = new ArrayCtor(6); matrix.identity(out); return out; }, /** * 设置矩阵为单位矩阵 * @param {Float32Array|Array.<number>} out */ identity : function(out) { out[0] = 1; out[1] = 0; out[2] = 0; out[3] = 1; out[4] = 0; out[5] = 0; return out; }, /** * 复制矩阵 * @param {Float32Array|Array.<number>} out * @param {Float32Array|Array.<number>} m */ copy: function(out, m) { out[0] = m[0]; out[1] = m[1]; out[2] = m[2]; out[3] = m[3]; out[4] = m[4]; out[5] = m[5]; return out; }, /** * 矩阵相乘 * @param {Float32Array|Array.<number>} out * @param {Float32Array|Array.<number>} m1 * @param {Float32Array|Array.<number>} m2 */ mul : function (out, m1, m2) { // Consider matrix.mul(m, m2, m); // where out is the same as m2. // So use temp variable to escape error. var out0 = m1[0] * m2[0] + m1[2] * m2[1]; var out1 = m1[1] * m2[0] + m1[3] * m2[1]; var out2 = m1[0] * m2[2] + m1[2] * m2[3]; var out3 = m1[1] * m2[2] + m1[3] * m2[3]; var out4 = m1[0] * m2[4] + m1[2] * m2[5] + m1[4]; var out5 = m1[1] * m2[4] + m1[3] * m2[5] + m1[5]; out[0] = out0; out[1] = out1; out[2] = out2; out[3] = out3; out[4] = out4; out[5] = out5; return out; }, /** * 平移变换 * @param {Float32Array|Array.<number>} out * @param {Float32Array|Array.<number>} a * @param {Float32Array|Array.<number>} v */ translate : function(out, a, v) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; out[4] = a[4] + v[0]; out[5] = a[5] + v[1]; return out; }, /** * 旋转变换 * @param {Float32Array|Array.<number>} out * @param {Float32Array|Array.<number>} a * @param {number} rad */ rotate : function(out, a, rad) { var aa = a[0]; var ac = a[2]; var atx = a[4]; var ab = a[1]; var ad = a[3]; var aty = a[5]; var st = Math.sin(rad); var ct = Math.cos(rad); out[0] = aa * ct + ab * st; out[1] = -aa * st + ab * ct; out[2] = ac * ct + ad * st; out[3] = -ac * st + ct * ad; out[4] = ct * atx + st * aty; out[5] = ct * aty - st * atx; return out; }, /** * 缩放变换 * @param {Float32Array|Array.<number>} out * @param {Float32Array|Array.<number>} a * @param {Float32Array|Array.<number>} v */ scale : function(out, a, v) { var vx = v[0]; var vy = v[1]; out[0] = a[0] * vx; out[1] = a[1] * vy; out[2] = a[2] * vx; out[3] = a[3] * vy; out[4] = a[4] * vx; out[5] = a[5] * vy; return out; }, /** * 求逆矩阵 * @param {Float32Array|Array.<number>} out * @param {Float32Array|Array.<number>} a */ invert : function(out, a) { var aa = a[0]; var ac = a[2]; var atx = a[4]; var ab = a[1]; var ad = a[3]; var aty = a[5]; var det = aa * ad - ab * ac; if (!det) { return null; } det = 1.0 / det; out[0] = ad * det; out[1] = -ab * det; out[2] = -ac * det; out[3] = aa * det; out[4] = (ac * aty - ad * atx) * det; out[5] = (ab * atx - aa * aty) * det; return out; } }; return matrix; });