import {Point} from "../geom/Point";
import {Vector3D} from "../geom/Vector3D";
import {ArgumentError} from "../errors/ArgumentError";
/**
* The Matrix export class represents a transformation matrix that determines how to
* map points from one coordinate space to another. You can perform various
* graphical transformations on a display object by setting the properties of
* a Matrix object, applying that Matrix object to the matrix
* property of a Transform object, and then applying that Transform object as
* the transform property of the display object. These
* transformation functions include translation(x and y
* repositioning), rotation, scaling, and skewing.
*
*
Together these types of transformations are known as affine * transformations. Affine transformations preserve the straightness of * lines while transforming, so that parallel lines stay parallel.
* *To apply a transformation matrix to a display object, you create a
* Transform object, set its matrix property to the
* transformation matrix, and then set the transform property of
* the display object to the Transform object. Matrix objects are also used as
* parameters of some methods, such as the following:
draw() method of a BitmapData objectbeginBitmapFill() method,
* beginGradientFill() method, or
* lineGradientStyle() method of a Graphics objectA transformation matrix object is a 3 x 3 matrix with the following * contents:
* *In traditional transformation matrixes, the u,
* v, and w properties provide extra capabilities.
* The Matrix export class can only operate in two-dimensional space, so it always
* assumes that the property values u and v are 0.0,
* and that the property value w is 1.0. The effective values of
* the matrix are as follows:
You can get and set the values of all six of the other properties in a
* Matrix object: a, b, c,
* d, tx, and ty.
The Matrix export class supports the four major types of transformations: * translation, scaling, rotation, and skewing. You can set three of these * transformations by using specialized methods, as described in the following * table:
* *Each transformation function alters the current matrix properties so
* that you can effectively combine multiple transformations. To do this, you
* call more than one transformation function before applying the matrix to
* its display object target(by using the transform property of
* that display object).
Use the new Matrix() constructor to create a Matrix object
* before you can call the methods of the Matrix object.
If you do not provide any parameters to the new Matrix()
* constructor, it creates an identity matrix with the following
* values:
In matrix notation, the identity matrix looks like this:
* * @param a The value that affects the positioning of pixels along the * x axis when scaling or rotating an image. * @param b The value that affects the positioning of pixels along the * y axis when rotating or skewing an image. * @param c The value that affects the positioning of pixels along the * x axis when rotating or skewing an image. * @param d The value that affects the positioning of pixels along the * y axis when scaling or rotating an image.. * @param tx The distance by which to translate each point along the x * axis. * @param ty The distance by which to translate each point along the y * axis. */ constructor(rawData?:Float32Array); constructor(a?:number, b?:number, c?:number, d?:number, tx?:number, ty?:number); constructor(a:number | Float32Array = 1, b:number = 0, c:number = 0, d:number = 1, tx:number = 0, ty:number = 0) { if (a instanceof Float32Array) { this.copyRawDataFrom(a); } else { this.a = Number(a); this.b = b; this.c = c; this.d = d; this.tx = tx; this.ty = ty; } } public copyRawDataFrom(vector:Float32Array, index:number = 0):void { for (var c:number = 0; c < 6; c++) this.rawData[c] = vector[c + index]; } /** * Returns a new Matrix object that is a clone of this matrix, with an exact * copy of the contained object. * * @return A Matrix object. */ public clone():Matrix { return new Matrix(this.a, this.b, this.c, this.d, this.tx, this.ty); } /** * Concatenates a matrix with the current matrix, effectively combining the * geometric effects of the two. In mathematical terms, concatenating two * matrixes is the same as combining them using matrix multiplication. * *For example, if matrix m1 scales an object by a factor of
* four, and matrix m2 rotates an object by 1.5707963267949
* radians(Math.PI/2), then m1.concat(m2)
* transforms m1 into a matrix that scales an object by a factor
* of four and rotates the object by Math.PI/2 radians.
This method replaces the source matrix with the concatenated matrix. If
* you want to concatenate two matrixes without altering either of the two
* source matrixes, first copy the source matrix by using the
* clone() method, as shown in the Class Examples section.
Using the createBox() method lets you obtain the same
* matrix as you would if you applied the identity(),
* rotate(), scale(), and translate()
* methods in succession. For example, mat1.createBox(2,2,Math.PI/4,
* 100, 100) has the same effect as the following:
beginGradientFill() and lineGradientStyle()
* methods of the Graphics class. Width and height are scaled to a
* scaleX/scaleY pair and the
* tx/ty values are offset by half the width and
* height.
*
* For example, consider a gradient with the following * characteristics:
* *GradientType.LINEAR[0,
* 255]SpreadMethod.PADInterpolationMethod.LINEAR_RGBThe following illustrations show gradients in which the matrix was
* defined using the createGradientBox() method with different
* parameter settings:
width parameter.
* @param ty The distance, in pixels, to translate down along the
* y axis. This value is offset by half of the
* height parameter.
*/
public createGradientBox(width:number, height:number, rotation:number = 0, tx:number = 0, ty:number = 0):void
{
this.a = width/1638.4;
this.d = height/1638.4;
if (rotation != 0.0) {
var cos = Math.cos(rotation);
var sin = Math.sin(rotation);
this.b = sin*this.d;
this.c = -sin*this.a;
this.a *= cos;
this.d *= cos;
} else {
this.b = this.c = 0;
}
this.tx = tx + width/2;
this.ty = ty + height/2;
}
/**
* Given a point in the pretransform coordinate space, returns the
* coordinates of that point after the transformation occurs. Unlike the
* standard transformation applied using the transformPoint()
* method, the deltaTransformPoint() method's transformation
* does not consider the translation parameters tx and
* ty.
*
* @param point The point for which you want to get the result of the matrix
* transformation.
* @return The point resulting from applying the matrix transformation.
*/
public deltaTransformPoint(point:Point):Point
{
return new Point(point.x*this.a + point.y*this.c, point.x*this.b + point.y*this.d);
}
/**
* Sets each matrix property to a value that causes a null transformation. An
* object transformed by applying an identity matrix will be identical to the
* original.
*
* After calling the identity() method, the resulting matrix
* has the following properties: a=1, b=0,
* c=0, d=1, tx=0,
* ty=0.
In matrix notation, the identity matrix looks like this:
* */ public identity():void { this.a = 1; this.b = 0; this.c = 0; this.d = 1; this.tx = 0; this.ty = 0; } /** * Performs the opposite transformation of the original matrix. You can apply * an inverted matrix to an object to undo the transformation performed when * applying the original matrix. */ public invert():void { var norm = this.a*this.d - this.b*this.c; if (norm == 0) { this.a = this.b = this.c = this.d = 0; this.tx = -this.tx; this.ty = -this.ty; } else { norm = 1.0/norm; var a1 = this.d*norm; this.d = this.a*norm; this.a = a1; this.b *= -norm; this.c *= -norm; var tx1 = -this.a*this.tx - this.c*this.ty; this.ty = -this.b*this.tx - this.d*this.ty; this.tx = tx1; } } /** * Returns a new Matrix object that is a clone of this matrix, with an exact * copy of the contained object. * * @param matrix The matrix for which you want to get the result of the matrix * transformation. * @return A Matrix object. */ public multiply(matrix:Matrix):Matrix { var result = new Matrix(); result.a = this.a*matrix.a + this.b*matrix.c; result.b = this.a*matrix.b + this.b*matrix.d; result.c = this.c*matrix.a + this.d*matrix.c; result.d = this.c*matrix.b + this.d*matrix.d; result.tx = this.tx*matrix.a + this.ty*matrix.c + matrix.tx; result.ty = this.tx*matrix.b + this.ty*matrix.d + matrix.ty; return result; } /** * Applies a rotation transformation to the Matrix object. * *The rotate() method alters the a,
* b, c, and d properties of the
* Matrix object. In matrix notation, this is the same as concatenating the
* current matrix with the following:
sx, and the y axis it is multiplied by
* sy.
*
* The scale() method alters the a and
* d properties of the Matrix object. In matrix notation, this
* is the same as concatenating the current matrix with the following
* matrix:
a, b, c,
* d, tx, and ty.
*/
public toString():string
{
return "[Matrix] (a=" + this.a + ", b=" + this.b + ", c=" + this.c + ", d=" + this.d + ", tx=" + this.tx + ", ty=" + this.ty + ")";
}
/**
* Returns the result of applying the geometric transformation represented by
* the Matrix object to the specified point.
*
* @param point The point for which you want to get the result of the Matrix
* transformation.
* @return The point resulting from applying the Matrix transformation.
*/
public transformPoint(point:Point):Point
{
return new Point(point.x*this.a + point.y*this.c + this.tx, point.x*this.b + point.y*this.d + this.ty);
}
/**
* Translates the matrix along the x and y axes, as specified
* by the dx and dy parameters.
*
* @param dx The amount of movement along the x axis to the right, in
* pixels.
* @param dy The amount of movement down along the y axis, in pixels.
*/
public translate(dx:number, dy:number):void
{
this.tx += dx;
this.ty += dy;
}
}