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File: libs/Matrix.js

var __extends = (this && this.__extends) || (function () {
    var extendStatics = function (d, b) {
        extendStatics = Object.setPrototypeOf ||
            ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) ||
            function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; };
        return extendStatics(d, b);
    };
    return function (d, b) {
        extendStatics(d, b);
        function __() { this.constructor = d; }
        d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __());
    };
})();
/**
 * @module annie
 */
var annie;
(function (annie) {
    var PI = Math.PI;
    var HalfPI = PI >> 1;
    var PacPI = PI + HalfPI;
    var TwoPI = PI << 1;
    var DEG_TO_RAD = Math.PI / 180;
    function cos(angle) {
        switch (angle) {
            case HalfPI:
            case -PacPI:
                return 0;
            case PI:
            case -PI:
                return -1;
            case PacPI:
            case -HalfPI:
                return 0;
            default:
                return Math.cos(angle);
        }
    }
    function sin(angle) {
        switch (angle) {
            case HalfPI:
            case -PacPI:
                return 1;
            case PI:
            case -PI:
                return 0;
            case PacPI:
            case -HalfPI:
                return -1;
            default:
                return Math.sin(angle);
        }
    }
    /**
     * 2维矩阵,不熟悉的朋友可以找相关书箱看看
     * @class annie.Matrix
     * @extends annie.AObject
     * @public
     * @since 1.0.0
     */
    var Matrix = /** @class */ (function (_super) {
        __extends(Matrix, _super);
        /**
         * 构造函数
         * @method Matrix
         * @param {number} a
         * @param {number} b
         * @param {number} c
         * @param {number} d
         * @param {number} tx
         * @param {number} ty
         * @public
         * @since 1.0.0
         */
        function Matrix(a, b, c, d, tx, ty) {
            if (a === void 0) { a = 1; }
            if (b === void 0) { b = 0; }
            if (c === void 0) { c = 0; }
            if (d === void 0) { d = 1; }
            if (tx === void 0) { tx = 0; }
            if (ty === void 0) { ty = 0; }
            var _this = _super.call(this) || this;
            /**
             * @property a
             * @type {number}
             * @public
             * @default 1
             * @since 1.0.0
             */
            _this.a = 1;
            /**
             * @property b
             * @public
             * @since 1.0.0
             * @type {number}
             */
            _this.b = 0;
            /**
             * @property c
             * @type {number}
             * @public
             * @since 1.0.0
             */
            _this.c = 0;
            /**
             * @property d
             * @type {number}
             * @public
             * @since 1.0.0
             */
            _this.d = 1;
            /**
             * @property tx
             * @type {number}
             * @public
             * @since 1.0.0
             */
            _this.tx = 0;
            /**
             * @property ty
             * @type {number}
             * @since 1.0.0
             * @public
             */
            _this.ty = 0;
            /**
             * 将一个点通过矩阵变换后的点
             * @method transformPoint
             * @param {number} x
             * @param {number} y
             * @param {annie.Point} 默认为空,如果不为null,则返回的是Point就是此对象,如果为null,则返回来的Point是新建的对象
             * @return {annie.Point}
             * @public
             * @since 1.0.0
             */
            _this.transformPoint = function (x, y, bp) {
                if (bp === void 0) { bp = null; }
                var s = this;
                if (!(bp instanceof annie.Point)) {
                    bp = new annie.Point();
                }
                bp.x = x * s.a + y * s.c + s.tx;
                bp.y = x * s.b + y * s.d + s.ty;
                return bp;
            };
            /**
             * 矩阵相乘
             * @method prepend
             * @public
             * @since 1.0.0
             * @param {annie.Matrix} mtx
             */
            _this.prepend = function (mtx) {
                var s = this;
                var a = mtx.a;
                var b = mtx.b;
                var c = mtx.c;
                var d = mtx.d;
                var tx = mtx.tx;
                var ty = mtx.ty;
                var a1 = s.a;
                var c1 = s.c;
                var tx1 = s.tx;
                s.a = a * a1 + c * s.b;
                s.b = b * a1 + d * s.b;
                s.c = a * c1 + c * s.d;
                s.d = b * c1 + d * s.d;
                s.tx = a * tx1 + c * s.ty + tx;
                s.ty = b * tx1 + d * s.ty + ty;
            };
            var s = _this;
            s._instanceType = "annie.Matrix";
            s.a = a;
            s.b = b;
            s.c = c;
            s.d = d;
            s.tx = tx;
            s.ty = ty;
            return _this;
        }
        /**
         * 复制一个矩阵
         * @method clone
         * @since 1.0.0
         * @public
         * @return {annie.Matrix}
         */
        Matrix.prototype.clone = function () {
            var s = this;
            return new Matrix(s.a, s.b, s.c, s.d, s.tx, s.ty);
        };
        /**
         * 从一个矩阵里赋值给这个矩阵
         * @method setFrom
         * @param {annie.Matrix} mtx
         * @public
         * @since 1.0.0
         */
        Matrix.prototype.setFrom = function (mtx) {
            var s = this;
            s.a = mtx.a;
            s.b = mtx.b;
            s.c = mtx.c;
            s.d = mtx.d;
            s.tx = mtx.tx;
            s.ty = mtx.ty;
        };
        /**
         * 将矩阵恢复成原始矩阵
         * @method identity
         * @public
         * @since 1.0.0
         */
        Matrix.prototype.identity = function () {
            var s = this;
            s.a = s.d = 1;
            s.b = s.c = s.tx = s.ty = 0;
        };
        /**
         * 反转一个矩阵
         * @method invert
         * @return {Matrix}
         * @since 1.0.0
         * @public
         */
        Matrix.prototype.invert = function () {
            var s = this;
            var target = new Matrix(s.a, s.b, s.c, s.d, s.tx, s.ty);
            var a = s.a;
            var b = s.b;
            var c = s.c;
            var d = s.d;
            var tx = s.tx;
            var ty = s.ty;
            if (b == 0 && c == 0) {
                if (a == 0 || d == 0) {
                    target.a = target.d = target.tx = target.ty = 0;
                }
                else {
                    a = target.a = 1 / a;
                    d = target.d = 1 / d;
                    target.tx = -a * tx;
                    target.ty = -d * ty;
                }
                return target;
            }
            var determinant = a * d - b * c;
            if (determinant == 0) {
                target.identity();
                return target;
            }
            determinant = 1 / determinant;
            var k = target.a = d * determinant;
            b = target.b = -b * determinant;
            c = target.c = -c * determinant;
            d = target.d = a * determinant;
            target.tx = -(k * tx + c * ty);
            target.ty = -(b * tx + d * ty);
            return target;
        };
        /**
         * 设置一个矩阵通过普通的显示对象的相关九大属性
         * @method createBox
         * @param {number} x
         * @param {number} y
         * @param {number} scaleX
         * @param {number} scaleY
         * @param {number} rotation
         * @param {number} skewX
         * @param {number} skewY
         * @param {number} ax
         * @param {number} ay
         * @since 1.0.0
         * @public
         */
        Matrix.prototype.createBox = function (x, y, scaleX, scaleY, rotation, skewX, skewY, ax, ay) {
            var s = this;
            if (rotation != 0) {
                skewX = skewY = rotation % 360;
            }
            else {
                skewX %= 360;
                skewY %= 360;
            }
            if ((skewX == 0) && (skewY == 0)) {
                s.a = scaleX;
                s.b = s.c = 0;
                s.d = scaleY;
            }
            else {
                skewX *= DEG_TO_RAD;
                skewY *= DEG_TO_RAD;
                var u = cos(skewX);
                var v = sin(skewX);
                if (skewX == skewY) {
                    s.a = u * scaleX;
                    s.b = v * scaleX;
                }
                else {
                    s.a = cos(skewY) * scaleX;
                    s.b = sin(skewY) * scaleX;
                }
                s.c = -v * scaleY;
                s.d = u * scaleY;
            }
            ;
            s.tx = x + ax - (ax * s.a + ay * s.c);
            s.ty = y + ay - (ax * s.b + ay * s.d);
        };
        /**
         * 判断两个矩阵是否相等
         * @method isEqual
         * @static
         * @public
         * @since 1.0.0
         * @param {annie.Matrix} m1
         * @param {annie.Matrix} m2
         * @return {boolean}
         */
        Matrix.isEqual = function (m1, m2) {
            return m1.tx == m2.tx && m1.ty == m2.ty && m1.a == m2.a && m1.b == m2.b && m1.c == m2.c && m1.d == m2.d;
        };
        Matrix.prototype.concat = function (mtx) {
            var s = this;
            var a = s.a, b = s.b, c = s.c, d = s.d, tx = s.tx, ty = s.ty;
            var ma = mtx.a, mb = mtx.b, mc = mtx.c, md = mtx.d, mx = mtx.tx, my = mtx.ty;
            s.a = a * ma + b * mc;
            s.b = a * mb + b * md;
            s.c = c * ma + d * mc;
            s.d = c * mb + d * md;
            s.tx = tx * ma + ty * mc + mx;
            s.ty = tx * mb + ty * md + my;
        };
        /**
         * 对矩阵应用旋转转换。
         * @method rotate
         * @param angle
         * @since 1.0.3
         * @public
         */
        Matrix.prototype.rotate = function (angle) {
            var s = this;
            var sin = Math.sin(angle), cos = Math.cos(angle), a = s.a, b = s.b, c = s.c, d = s.d, tx = s.tx, ty = s.ty;
            s.a = a * cos - b * sin;
            s.b = a * sin + b * cos;
            s.c = c * cos - d * sin;
            s.d = c * sin + d * cos;
            s.tx = tx * cos - ty * sin;
            s.ty = tx * sin + ty * cos;
        };
        /**
         * 对矩阵应用缩放转换。
         * @method scale
         * @param {Number} sx 用于沿 x 轴缩放对象的乘数。
         * @param {Number} sy 用于沿 y 轴缩放对象的乘数。
         * @since 1.0.3
         * @public
         */
        Matrix.prototype.scale = function (sx, sy) {
            var s = this;
            s.a *= sx;
            s.d *= sy;
            s.c *= sx;
            s.b *= sy;
            s.tx *= sx;
            s.ty *= sy;
        };
        /**
         * 沿 x 和 y 轴平移矩阵,由 dx 和 dy 参数指定。
         * @method translate
         * @public
         * @since 1.0.3
         * @param {Number} dx 沿 x 轴向右移动的量(以像素为单位
         * @param {Number} dy 沿 y 轴向右移动的量(以像素为单位
         */
        Matrix.prototype.translate = function (dx, dy) {
            var s = this;
            s.tx += dx;
            s.ty += dy;
        };
        Matrix.prototype.destroy = function () { };
        return Matrix;
    }(annie.AObject));
    annie.Matrix = Matrix;
})(annie || (annie = {}));