'use strict'; var mat4X4 = require('gl-mat4'); exports.init2dArray = function(rowLength, colLength) { var array = new Array(rowLength); for(var i = 0; i < rowLength; i++) array[i] = new Array(colLength); return array; }; /** * transpose a (possibly ragged) 2d array z. inspired by * http://stackoverflow.com/questions/17428587/ * transposing-a-2d-array-in-javascript */ exports.transposeRagged = function(z) { var maxlen = 0; var zlen = z.length; var i, j; // Maximum row length: for(i = 0; i < zlen; i++) maxlen = Math.max(maxlen, z[i].length); var t = new Array(maxlen); for(i = 0; i < maxlen; i++) { t[i] = new Array(zlen); for(j = 0; j < zlen; j++) t[i][j] = z[j][i]; } return t; }; // our own dot function so that we don't need to include numeric exports.dot = function(x, y) { if(!(x.length && y.length) || x.length !== y.length) return null; var len = x.length; var out; var i; if(x[0].length) { // mat-vec or mat-mat out = new Array(len); for(i = 0; i < len; i++) out[i] = exports.dot(x[i], y); } else if(y[0].length) { // vec-mat var yTranspose = exports.transposeRagged(y); out = new Array(yTranspose.length); for(i = 0; i < yTranspose.length; i++) out[i] = exports.dot(x, yTranspose[i]); } else { // vec-vec out = 0; for(i = 0; i < len; i++) out += x[i] * y[i]; } return out; }; // translate by (x,y) exports.translationMatrix = function(x, y) { return [[1, 0, x], [0, 1, y], [0, 0, 1]]; }; // rotate by alpha around (0,0) exports.rotationMatrix = function(alpha) { var a = alpha * Math.PI / 180; return [[Math.cos(a), -Math.sin(a), 0], [Math.sin(a), Math.cos(a), 0], [0, 0, 1]]; }; // rotate by alpha around (x,y) exports.rotationXYMatrix = function(a, x, y) { return exports.dot( exports.dot(exports.translationMatrix(x, y), exports.rotationMatrix(a)), exports.translationMatrix(-x, -y)); }; // applies a 3D transformation matrix to either x, y and z params // Note: z is optional exports.apply3DTransform = function(transform) { return function() { var args = arguments; var xyz = arguments.length === 1 ? args[0] : [args[0], args[1], args[2] || 0]; return exports.dot(transform, [xyz[0], xyz[1], xyz[2], 1]).slice(0, 3); }; }; // applies a 2D transformation matrix to either x and y params or an [x,y] array exports.apply2DTransform = function(transform) { return function() { var args = arguments; if(args.length === 3) { args = args[0]; } // from map var xy = arguments.length === 1 ? args[0] : [args[0], args[1]]; return exports.dot(transform, [xy[0], xy[1], 1]).slice(0, 2); }; }; // applies a 2D transformation matrix to an [x1,y1,x2,y2] array (to transform a segment) exports.apply2DTransform2 = function(transform) { var at = exports.apply2DTransform(transform); return function(xys) { return at(xys.slice(0, 2)).concat(at(xys.slice(2, 4))); }; }; exports.convertCssMatrix = function(m) { if(m) { var len = m.length; if(len === 16) return m; if(len === 6) { // converts a 2x3 css transform matrix to a 4x4 matrix see https://developer.mozilla.org/en-US/docs/Web/CSS/transform-function/matrix return [ m[0], m[1], 0, 0, m[2], m[3], 0, 0, 0, 0, 1, 0, m[4], m[5], 0, 1 ]; } } return [ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ]; }; // find the inverse for a 4x4 affine transform matrix exports.inverseTransformMatrix = function(m) { var out = []; mat4X4.invert(out, m); return [ [out[0], out[1], out[2], out[3]], [out[4], out[5], out[6], out[7]], [out[8], out[9], out[10], out[11]], [out[12], out[13], out[14], out[15]] ]; };