modules/canvaskit/matrix.js (408 lines of code) (raw):

// // Add some helpers for matrices. This is ported from SkMatrix.cpp and others // to save complexity and overhead of going back and forth between C++ and JS layers. // I would have liked to use something like DOMMatrix, except it // isn't widely supported (would need polyfills) and it doesn't // have a mapPoints() function (which could maybe be tacked on here). // If DOMMatrix catches on, it would be worth re-considering this usage. // CanvasKit.Matrix = {}; function sdot() { // to be called with an even number of scalar args var acc = 0; for (var i=0; i < arguments.length-1; i+=2) { acc += arguments[i] * arguments[i+1]; } return acc; } // Private general matrix functions used in both 3x3s and 4x4s. // Return a square identity matrix of size n. var identityN = function(n) { var size = n*n; var m = new Array(size); while(size--) { m[size] = size%(n+1) === 0 ? 1.0 : 0.0; } return m; }; // Stride, a function for compactly representing several ways of copying an array into another. // Write vector `v` into matrix `m`. `m` is a matrix encoded as an array in row-major // order. Its width is passed as `width`. `v` is an array with length < (m.length/width). // An element of `v` is copied into `m` starting at `offset` and moving `colStride` cols right // each row. // // For example, a width of 4, offset of 3, and stride of -1 would put the vector here. // _ _ 0 _ // _ 1 _ _ // 2 _ _ _ // _ _ _ 3 // var stride = function(v, m, width, offset, colStride) { for (var i=0; i<v.length; i++) { m[i * width + // column (i * colStride + offset + width) % width // row ] = v[i]; } return m; }; CanvasKit.Matrix.identity = function() { return identityN(3); }; // Return the inverse (if it exists) of this matrix. // Otherwise, return null. CanvasKit.Matrix.invert = function(m) { // Find the determinant by the sarrus rule. https://en.wikipedia.org/wiki/Rule_of_Sarrus var det = m[0]*m[4]*m[8] + m[1]*m[5]*m[6] + m[2]*m[3]*m[7] - m[2]*m[4]*m[6] - m[1]*m[3]*m[8] - m[0]*m[5]*m[7]; if (!det) { Debug('Warning, uninvertible matrix'); return null; } // Return the inverse by the formula adj(m)/det. // adj (adjugate) of a 3x3 is the transpose of it's cofactor matrix. // a cofactor matrix is a matrix where each term is +-det(N) where matrix N is the 2x2 formed // by removing the row and column we're currently setting from the source. // the sign alternates in a checkerboard pattern with a `+` at the top left. // that's all been combined here into one expression. return [ (m[4]*m[8] - m[5]*m[7])/det, (m[2]*m[7] - m[1]*m[8])/det, (m[1]*m[5] - m[2]*m[4])/det, (m[5]*m[6] - m[3]*m[8])/det, (m[0]*m[8] - m[2]*m[6])/det, (m[2]*m[3] - m[0]*m[5])/det, (m[3]*m[7] - m[4]*m[6])/det, (m[1]*m[6] - m[0]*m[7])/det, (m[0]*m[4] - m[1]*m[3])/det, ]; }; // Maps the given points according to the passed in matrix. // Results are done in place. // See SkMatrix.h::mapPoints for the docs on the math. CanvasKit.Matrix.mapPoints = function(matrix, ptArr) { if (IsDebug && (ptArr.length % 2)) { throw 'mapPoints requires an even length arr'; } for (var i = 0; i < ptArr.length; i+=2) { var x = ptArr[i], y = ptArr[i+1]; // Gx+Hy+I var denom = matrix[6]*x + matrix[7]*y + matrix[8]; // Ax+By+C var xTrans = matrix[0]*x + matrix[1]*y + matrix[2]; // Dx+Ey+F var yTrans = matrix[3]*x + matrix[4]*y + matrix[5]; ptArr[i] = xTrans/denom; ptArr[i+1] = yTrans/denom; } return ptArr; }; function isnumber(val) { return !isNaN(val); } // generalized iterative algorithm for multiplying two matrices. function multiply(m1, m2, size) { if (IsDebug && (!m1.every(isnumber) || !m2.every(isnumber))) { throw 'Some members of matrices are NaN m1='+m1+', m2='+m2+''; } if (IsDebug && (m1.length !== m2.length)) { throw 'Undefined for matrices of different sizes. m1.length='+m1.length+', m2.length='+m2.length; } if (IsDebug && (size*size !== m1.length)) { throw 'Undefined for non-square matrices. array size was '+size; } var result = Array(m1.length); for (var r = 0; r < size; r++) { for (var c = 0; c < size; c++) { // accumulate a sum of m1[r,k]*m2[k, c] var acc = 0; for (var k = 0; k < size; k++) { acc += m1[size * r + k] * m2[size * k + c]; } result[r * size + c] = acc; } } return result; } // Accept an integer indicating the size of the matrices being multiplied (3 for 3x3), and any // number of matrices following it. function multiplyMany(size, listOfMatrices) { if (IsDebug && (listOfMatrices.length < 2)) { throw 'multiplication expected two or more matrices'; } var result = multiply(listOfMatrices[0], listOfMatrices[1], size); var next = 2; while (next < listOfMatrices.length) { result = multiply(result, listOfMatrices[next], size); next++; } return result; } // Accept any number 3x3 of matrices as arguments, multiply them together. // Matrix multiplication is associative but not commutative. the order of the arguments // matters, but it does not matter that this implementation multiplies them left to right. CanvasKit.Matrix.multiply = function() { return multiplyMany(3, arguments); }; // Return a matrix representing a rotation by n radians. // px, py optionally say which point the rotation should be around // with the default being (0, 0); CanvasKit.Matrix.rotated = function(radians, px, py) { px = px || 0; py = py || 0; var sinV = Math.sin(radians); var cosV = Math.cos(radians); return [ cosV, -sinV, sdot( sinV, py, 1 - cosV, px), sinV, cosV, sdot(-sinV, px, 1 - cosV, py), 0, 0, 1, ]; }; CanvasKit.Matrix.scaled = function(sx, sy, px, py) { px = px || 0; py = py || 0; var m = stride([sx, sy], identityN(3), 3, 0, 1); return stride([px-sx*px, py-sy*py], m, 3, 2, 0); }; CanvasKit.Matrix.skewed = function(kx, ky, px, py) { px = px || 0; py = py || 0; var m = stride([kx, ky], identityN(3), 3, 1, -1); return stride([-kx*px, -ky*py], m, 3, 2, 0); }; CanvasKit.Matrix.translated = function(dx, dy) { return stride(arguments, identityN(3), 3, 2, 0); }; // Functions for manipulating vectors. // Loosely based off of SkV3 in SkM44.h but skia also has SkVec2 and Skv4. This combines them and // works on vectors of any length. CanvasKit.Vector = {}; CanvasKit.Vector.dot = function(a, b) { if (IsDebug && (a.length !== b.length)) { throw 'Cannot perform dot product on arrays of different length ('+a.length+' vs '+b.length+')'; } return a.map(function(v, i) { return v*b[i] }).reduce(function(acc, cur) { return acc + cur; }); }; CanvasKit.Vector.lengthSquared = function(v) { return CanvasKit.Vector.dot(v, v); }; CanvasKit.Vector.length = function(v) { return Math.sqrt(CanvasKit.Vector.lengthSquared(v)); }; CanvasKit.Vector.mulScalar = function(v, s) { return v.map(function(i) { return i*s }); }; CanvasKit.Vector.add = function(a, b) { return a.map(function(v, i) { return v+b[i] }); }; CanvasKit.Vector.sub = function(a, b) { return a.map(function(v, i) { return v-b[i]; }); }; CanvasKit.Vector.dist = function(a, b) { return CanvasKit.Vector.length(CanvasKit.Vector.sub(a, b)); }; CanvasKit.Vector.normalize = function(v) { return CanvasKit.Vector.mulScalar(v, 1/CanvasKit.Vector.length(v)); }; CanvasKit.Vector.cross = function(a, b) { if (IsDebug && (a.length !== 3 || a.length !== 3)) { throw 'Cross product is only defined for 3-dimensional vectors (a.length='+a.length+', b.length='+b.length+')'; } return [ a[1]*b[2] - a[2]*b[1], a[2]*b[0] - a[0]*b[2], a[0]*b[1] - a[1]*b[0], ]; }; // Functions for creating and manipulating (row-major) 4x4 matrices. Accepted in place of // SkM44 in canvas methods, for the same reasons as the 3x3 matrices above. // ported from C++ code in SkM44.cpp CanvasKit.M44 = {}; // Create a 4x4 identity matrix CanvasKit.M44.identity = function() { return identityN(4); }; // Anything named vec below is an array of length 3 representing a vector/point in 3D space. // Create a 4x4 matrix representing a translate by the provided 3-vec CanvasKit.M44.translated = function(vec) { return stride(vec, identityN(4), 4, 3, 0); }; // Create a 4x4 matrix representing a scaling by the provided 3-vec CanvasKit.M44.scaled = function(vec) { return stride(vec, identityN(4), 4, 0, 1); }; // Create a 4x4 matrix representing a rotation about the provided axis 3-vec. // axis does not need to be normalized. CanvasKit.M44.rotated = function(axisVec, radians) { return CanvasKit.M44.rotatedUnitSinCos( CanvasKit.Vector.normalize(axisVec), Math.sin(radians), Math.cos(radians)); }; // Create a 4x4 matrix representing a rotation about the provided normalized axis 3-vec. // Rotation is provided redundantly as both sin and cos values. // This rotate can be used when you already have the cosAngle and sinAngle values // so you don't have to atan(cos/sin) to call roatated() which expects an angle in radians. // this does no checking! Behavior for invalid sin or cos values or non-normalized axis vectors // is incorrect. Prefer rotated(). CanvasKit.M44.rotatedUnitSinCos = function(axisVec, sinAngle, cosAngle) { var x = axisVec[0]; var y = axisVec[1]; var z = axisVec[2]; var c = cosAngle; var s = sinAngle; var t = 1 - c; return [ t*x*x + c, t*x*y - s*z, t*x*z + s*y, 0, t*x*y + s*z, t*y*y + c, t*y*z - s*x, 0, t*x*z - s*y, t*y*z + s*x, t*z*z + c, 0, 0, 0, 0, 1 ]; }; // Create a 4x4 matrix representing a camera at eyeVec, pointed at centerVec. CanvasKit.M44.lookat = function(eyeVec, centerVec, upVec) { var f = CanvasKit.Vector.normalize(CanvasKit.Vector.sub(centerVec, eyeVec)); var u = CanvasKit.Vector.normalize(upVec); var s = CanvasKit.Vector.normalize(CanvasKit.Vector.cross(f, u)); var m = CanvasKit.M44.identity(); // set each column's top three numbers stride(s, m, 4, 0, 0); stride(CanvasKit.Vector.cross(s, f), m, 4, 1, 0); stride(CanvasKit.Vector.mulScalar(f, -1), m, 4, 2, 0); stride(eyeVec, m, 4, 3, 0); var m2 = CanvasKit.M44.invert(m); if (m2 === null) { return CanvasKit.M44.identity(); } return m2; }; // Create a 4x4 matrix representing a perspective. All arguments are scalars. // angle is in radians. CanvasKit.M44.perspective = function(near, far, angle) { if (IsDebug && (far <= near)) { throw 'far must be greater than near when constructing M44 using perspective.'; } var dInv = 1 / (far - near); var halfAngle = angle / 2; var cot = Math.cos(halfAngle) / Math.sin(halfAngle); return [ cot, 0, 0, 0, 0, cot, 0, 0, 0, 0, (far+near)*dInv, 2*far*near*dInv, 0, 0, -1, 1, ]; }; // Returns the number at the given row and column in matrix m. CanvasKit.M44.rc = function(m, r, c) { return m[r*4+c]; }; // Accepts any number of 4x4 matrix arguments, multiplies them left to right. CanvasKit.M44.multiply = function() { return multiplyMany(4, arguments); }; // Invert the 4x4 matrix if it is invertible and return it. if not, return null. // taken from SkM44.cpp (altered to use row-major order) // m is not altered. CanvasKit.M44.invert = function(m) { if (IsDebug && !m.every(isnumber)) { throw 'some members of matrix are NaN m='+m; } var a00 = m[0]; var a01 = m[4]; var a02 = m[8]; var a03 = m[12]; var a10 = m[1]; var a11 = m[5]; var a12 = m[9]; var a13 = m[13]; var a20 = m[2]; var a21 = m[6]; var a22 = m[10]; var a23 = m[14]; var a30 = m[3]; var a31 = m[7]; var a32 = m[11]; var a33 = m[15]; var b00 = a00 * a11 - a01 * a10; var b01 = a00 * a12 - a02 * a10; var b02 = a00 * a13 - a03 * a10; var b03 = a01 * a12 - a02 * a11; var b04 = a01 * a13 - a03 * a11; var b05 = a02 * a13 - a03 * a12; var b06 = a20 * a31 - a21 * a30; var b07 = a20 * a32 - a22 * a30; var b08 = a20 * a33 - a23 * a30; var b09 = a21 * a32 - a22 * a31; var b10 = a21 * a33 - a23 * a31; var b11 = a22 * a33 - a23 * a32; // calculate determinate var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; var invdet = 1.0 / det; // bail out if the matrix is not invertible if (det === 0 || invdet === Infinity) { Debug('Warning, uninvertible matrix'); return null; } b00 *= invdet; b01 *= invdet; b02 *= invdet; b03 *= invdet; b04 *= invdet; b05 *= invdet; b06 *= invdet; b07 *= invdet; b08 *= invdet; b09 *= invdet; b10 *= invdet; b11 *= invdet; // store result in row major order var tmp = [ a11 * b11 - a12 * b10 + a13 * b09, a12 * b08 - a10 * b11 - a13 * b07, a10 * b10 - a11 * b08 + a13 * b06, a11 * b07 - a10 * b09 - a12 * b06, a02 * b10 - a01 * b11 - a03 * b09, a00 * b11 - a02 * b08 + a03 * b07, a01 * b08 - a00 * b10 - a03 * b06, a00 * b09 - a01 * b07 + a02 * b06, a31 * b05 - a32 * b04 + a33 * b03, a32 * b02 - a30 * b05 - a33 * b01, a30 * b04 - a31 * b02 + a33 * b00, a31 * b01 - a30 * b03 - a32 * b00, a22 * b04 - a21 * b05 - a23 * b03, a20 * b05 - a22 * b02 + a23 * b01, a21 * b02 - a20 * b04 - a23 * b00, a20 * b03 - a21 * b01 + a22 * b00, ]; if (!tmp.every(function(val) { return !isNaN(val) && val !== Infinity && val !== -Infinity; })) { Debug('inverted matrix contains infinities or NaN '+tmp); return null; } return tmp; }; CanvasKit.M44.transpose = function(m) { return [ m[0], m[4], m[8], m[12], m[1], m[5], m[9], m[13], m[2], m[6], m[10], m[14], m[3], m[7], m[11], m[15], ]; }; // Return the inverse of an SkM44. throw an error if it's not invertible CanvasKit.M44.mustInvert = function(m) { var m2 = CanvasKit.M44.invert(m); if (m2 === null) { throw 'Matrix not invertible'; } return m2; }; // returns a matrix that sets up a 3D perspective view from a given camera. // // area - a rect describing the viewport. (0, 0, canvas_width, canvas_height) suggested // zscale - a scalar describing the scale of the z axis. min(width, height)/2 suggested // cam - an object with the following attributes // const cam = { // 'eye' : [0, 0, 1 / Math.tan(Math.PI / 24) - 1], // a 3D point locating the camera // 'coa' : [0, 0, 0], // center of attention - the 3D point the camera is looking at. // 'up' : [0, 1, 0], // a unit vector pointing in the camera's up direction, because eye and // // coa alone leave roll unspecified. // 'near' : 0.02, // near clipping plane // 'far' : 4, // far clipping plane // 'angle': Math.PI / 12, // field of view in radians // }; CanvasKit.M44.setupCamera = function(area, zscale, cam) { var camera = CanvasKit.M44.lookat(cam['eye'], cam['coa'], cam['up']); var perspective = CanvasKit.M44.perspective(cam['near'], cam['far'], cam['angle']); var center = [(area[0] + area[2])/2, (area[1] + area[3])/2, 0]; var viewScale = [(area[2] - area[0])/2, (area[3] - area[1])/2, zscale]; var viewport = CanvasKit.M44.multiply( CanvasKit.M44.translated(center), CanvasKit.M44.scaled(viewScale)); return CanvasKit.M44.multiply( viewport, perspective, camera, CanvasKit.M44.mustInvert(viewport)); }; // An ColorMatrix is a 4x4 color matrix that transforms the 4 color channels // with a 1x4 matrix that post-translates those 4 channels. // For example, the following is the layout with the scale (S) and post-transform // (PT) items indicated. // RS, 0, 0, 0 | RPT // 0, GS, 0, 0 | GPT // 0, 0, BS, 0 | BPT // 0, 0, 0, AS | APT // // Much of this was hand-transcribed from SkColorMatrix.cpp, because it's easier to // deal with a Float32Array of length 20 than to try to expose the SkColorMatrix object. var rScale = 0; var gScale = 6; var bScale = 12; var aScale = 18; var rPostTrans = 4; var gPostTrans = 9; var bPostTrans = 14; var aPostTrans = 19; CanvasKit.ColorMatrix = {}; CanvasKit.ColorMatrix.identity = function() { var m = new Float32Array(20); m[rScale] = 1; m[gScale] = 1; m[bScale] = 1; m[aScale] = 1; return m; }; CanvasKit.ColorMatrix.scaled = function(rs, gs, bs, as) { var m = new Float32Array(20); m[rScale] = rs; m[gScale] = gs; m[bScale] = bs; m[aScale] = as; return m; }; var rotateIndices = [ [6, 7, 11, 12], [0, 10, 2, 12], [0, 1, 5, 6], ]; // axis should be 0, 1, 2 for r, g, b CanvasKit.ColorMatrix.rotated = function(axis, sine, cosine) { var m = CanvasKit.ColorMatrix.identity(); var indices = rotateIndices[axis]; m[indices[0]] = cosine; m[indices[1]] = sine; m[indices[2]] = -sine; m[indices[3]] = cosine; return m; }; // m is a ColorMatrix (i.e. a Float32Array), and this sets the 4 "special" // params that will translate the colors after they are multiplied by the 4x4 matrix. CanvasKit.ColorMatrix.postTranslate = function(m, dr, dg, db, da) { m[rPostTrans] += dr; m[gPostTrans] += dg; m[bPostTrans] += db; m[aPostTrans] += da; return m; }; // concat returns a new ColorMatrix that is the result of multiplying outer*inner CanvasKit.ColorMatrix.concat = function(outer, inner) { var m = new Float32Array(20); var index = 0; for (var j = 0; j < 20; j += 5) { for (var i = 0; i < 4; i++) { m[index++] = outer[j + 0] * inner[i + 0] + outer[j + 1] * inner[i + 5] + outer[j + 2] * inner[i + 10] + outer[j + 3] * inner[i + 15]; } m[index++] = outer[j + 0] * inner[4] + outer[j + 1] * inner[9] + outer[j + 2] * inner[14] + outer[j + 3] * inner[19] + outer[j + 4]; } return m; };