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/*
* Copyright (C) 2013 Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/**
* @type {number}
*/
export const _Eps = 1e-5;
export class Vector {
/**
* @param {number} x
* @param {number} y
* @param {number} z
*/
constructor(x, y, z) {
this.x = x;
this.y = y;
this.z = z;
}
/**
* @return {number}
*/
length() {
return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
}
normalize() {
const length = this.length();
if (length <= _Eps) {
return;
}
this.x /= length;
this.y /= length;
this.z /= length;
}
}
export class Point {
/**
* @param {number} x
* @param {number} y
*/
constructor(x, y) {
this.x = x;
this.y = y;
}
/**
* @param {!Point} p
* @return {number}
*/
distanceTo(p) {
return Math.sqrt(Math.pow(p.x - this.x, 2) + Math.pow(p.y - this.y, 2));
}
/**
* @param {!Point} line
* @return {!Point}
*/
projectOn(line) {
if (line.x === 0 && line.y === 0) {
return new Point(0, 0);
}
return line.scale((this.x * line.x + this.y * line.y) / (Math.pow(line.x, 2) + Math.pow(line.y, 2)));
}
/**
* @param {number} scalar
* @return {!Point}
*/
scale(scalar) {
return new Point(this.x * scalar, this.y * scalar);
}
/**
* @override
* @return {string}
*/
toString() {
return Math.round(this.x * 100) / 100 + ', ' + Math.round(this.y * 100) / 100;
}
}
export class CubicBezier {
/**
* @param {!Point} point1
* @param {!Point} point2
*/
constructor(point1, point2) {
this.controlPoints = [point1, point2];
}
/**
* @param {string} text
* @return {?CubicBezier}
*/
static parse(text) {
const keywordValues = CubicBezier.KeywordValues;
const value = text.toLowerCase().replace(/\s+/g, '');
if (keywordValues.has(value)) {
return CubicBezier.parse(/** @type {string} */ (keywordValues.get(value)));
}
const bezierRegex = /^cubic-bezier\(([^,]+),([^,]+),([^,]+),([^,]+)\)$/;
const match = value.match(bezierRegex);
if (match) {
const control1 = new Point(parseFloat(match[1]), parseFloat(match[2]));
const control2 = new Point(parseFloat(match[3]), parseFloat(match[4]));
return new CubicBezier(control1, control2);
}
return null;
}
/**
* @param {number} t
* @return {!Point}
*/
evaluateAt(t) {
/**
* @param {number} v1
* @param {number} v2
* @param {number} t
*/
function evaluate(v1, v2, t) {
return 3 * (1 - t) * (1 - t) * t * v1 + 3 * (1 - t) * t * t * v2 + Math.pow(t, 3);
}
const x = evaluate(this.controlPoints[0].x, this.controlPoints[1].x, t);
const y = evaluate(this.controlPoints[0].y, this.controlPoints[1].y, t);
return new Point(x, y);
}
/**
* @return {string}
*/
asCSSText() {
const raw = 'cubic-bezier(' + this.controlPoints.join(', ') + ')';
const keywordValues = CubicBezier.KeywordValues;
for (const [keyword, value] of keywordValues) {
if (raw === value) {
return keyword;
}
}
return raw;
}
}
/** @type {!RegExp} */
CubicBezier.Regex = /((cubic-bezier\([^)]+\))|\b(linear|ease-in-out|ease-in|ease-out|ease)\b)/g;
/** @type {!Map<string, string>} */
CubicBezier.KeywordValues = new Map([
['linear', 'cubic-bezier(0, 0, 1, 1)'],
['ease', 'cubic-bezier(0.25, 0.1, 0.25, 1)'],
['ease-in', 'cubic-bezier(0.42, 0, 1, 1)'],
['ease-in-out', 'cubic-bezier(0.42, 0, 0.58, 1)'],
['ease-out', 'cubic-bezier(0, 0, 0.58, 1)'],
]);
export class EulerAngles {
/**
* @param {number} alpha
* @param {number} beta
* @param {number} gamma
*/
constructor(alpha, beta, gamma) {
this.alpha = alpha;
this.beta = beta;
this.gamma = gamma;
}
/**
* Derives orientation angles from a rotation matrix.
*
* The angles alpha, beta and gamma are in the [0, 360), [-180, 180) and
* [-90, 90) intervals respectively, as specified in the Device Orientation
* spec (https://w3c.github.io/deviceorientation/#deviceorientation).
*
* The Euler angles derived here follow a Z-X'-Y'' sequence.
*
* In particular we compute the decomposition of a given rotation matrix r
* such that
* r = rz(alpha) * rx(beta) * ry(gamma)
* where rz, rx and ry are rotation matrices around z, x and y axes in the
* world coordinate reference frame respectively. The reference frame
* consists of three orthogonal axes x, y, z where x points East, y points
* north and z points upwards perpendicular to the ground plane. The computed
* angles alpha, beta and gamma are in degrees and clockwise-positive when
* viewed along the positive direction of the corresponding axis. Except for
* the special case when the beta angle is +-90 these angles uniquely
* define the orientation of a mobile device in 3D space. The
* alpha-beta-gamma representation resembles the yaw-pitch-roll convention
* used in vehicle dynamics, however it does not exactly match it. One of the
* differences is that the 'pitch' angle beta is allowed to be within [-180,
* 180). A mobile device with pitch angle greater than 90 could
* correspond to a user lying down and looking upward at the screen.
*
* @param {!DOMMatrixReadOnly} rotationMatrix
* @return {!EulerAngles}
*/
static fromDeviceOrientationRotationMatrix(rotationMatrix) {
let alpha, beta, gamma;
// A few implementation notes:
// - This code has been ported from Chromium's
// //services/device/generic_sensor/orientation_util.cc at commit
// 1be837b6f142.
//
// - Since |rotationMatrix| contains non-integer numbers, directly
// comparing them to 0 will not be accurate, so we use |_Eps| to check if
// some numbers are close enough to 0.
//
// - The C++ code in Chromium uses a std::vector<double> to represent a 3x3
// rotation matrix in row-major order. |rotationMatrix| is a 4x4 matrix
// defined in column-major order, so |rotationMatrix.m13| here
// corresponds to |r[8]| in the original C++ code.
//
// - There are rounding errors and approximations in the floating-point
// arithmetics below, but it does not interfere with the use cases in
// DevTools (i.e. angles that are mostly within the allowed intervals). A
// rotation around the Z axis by 360 degrees will correctly return
// alpha=0, but a rotation around the Z axis by 360 * 20000000000000000
// will return alpha=~75 degrees, for example.
if (Math.abs(rotationMatrix.m33) < _Eps) { // m33 == 0
if (Math.abs(rotationMatrix.m13) < _Eps) { // m13 == 0, cos(beta) == 0
// Gimbal lock discontinuity: in the Z-X'-Y'' angle system used here, a
// rotation of 90 or -90 degrees around the X axis (beta) causes a
// Gimbal lock, which we handle by always setting gamma = 0 and
// handling the rotation in alpha.
alpha = Math.atan2(rotationMatrix.m12, rotationMatrix.m11);
beta = (rotationMatrix.m23 > 0) ? (Math.PI / 2) : -(Math.PI / 2); // beta = +-pi/2
gamma = 0; // gamma = 0
} else if (rotationMatrix.m13 > 0) { // cos(gamma) == 0, cos(beta) > 0
alpha = Math.atan2(-rotationMatrix.m21, rotationMatrix.m22);
beta = Math.asin(rotationMatrix.m23); // beta [-pi/2, pi/2]
gamma = -(Math.PI / 2); // gamma = -pi/2
} else { // cos(gamma) == 0, cos(beta) < 0
alpha = Math.atan2(rotationMatrix.m21, -rotationMatrix.m22);
beta = -Math.asin(rotationMatrix.m23);
beta += (beta > 0 || Math.abs(beta) < _Eps) ? -Math.PI : Math.PI; // beta [-pi,-pi/2) U (pi/2,pi)
gamma = -(Math.PI / 2); // gamma = -pi/2
}
} else if (rotationMatrix.m33 > 0) { // cos(beta) > 0
alpha = Math.atan2(-rotationMatrix.m21, rotationMatrix.m22);
beta = Math.asin(rotationMatrix.m23); // beta (-pi/2, pi/2)
gamma = Math.atan2(-rotationMatrix.m13, rotationMatrix.m33); // gamma (-pi/2, pi/2)
} else { // cos(beta) < 0
alpha = Math.atan2(rotationMatrix.m21, -rotationMatrix.m22);
beta = -Math.asin(rotationMatrix.m23);
beta += (beta > 0 || Math.abs(beta) < _Eps) ? -Math.PI : Math.PI; // beta [-pi,-pi/2) U (pi/2,pi)
gamma = Math.atan2(rotationMatrix.m13, -rotationMatrix.m33); // gamma (-pi/2, pi/2)
}
// alpha is in [-pi, pi], make sure it is in [0, 2*pi).
if (alpha < -_Eps) {
alpha += 2 * Math.PI; // alpha [0, 2*pi)
}
// We do not need a lot of precision in degrees. Arbitrarily set it to 6
// digits after the decimal point. In most use cases, this may be rounded
// even further in SensorsView and when passing these degrees to CSS.
alpha = Number(radiansToDegrees(alpha).toFixed(6));
beta = Number(radiansToDegrees(beta).toFixed(6));
gamma = Number(radiansToDegrees(gamma).toFixed(6));
return new EulerAngles(alpha, beta, gamma);
}
}
/**
* @param {!Vector} u
* @param {!Vector} v
* @return {number}
*/
export const scalarProduct = function(u, v) {
return u.x * v.x + u.y * v.y + u.z * v.z;
};
/**
* @param {!Vector} u
* @param {!Vector} v
* @return {!Vector}
*/
export const crossProduct = function(u, v) {
const x = u.y * v.z - u.z * v.y;
const y = u.z * v.x - u.x * v.z;
const z = u.x * v.y - u.y * v.x;
return new Vector(x, y, z);
};
/**
* @param {!Vector} u
* @param {!Vector} v
* @return {!Vector}
*/
export const subtract = function(u, v) {
const x = u.x - v.x;
const y = u.y - v.y;
const z = u.z - v.z;
return new Vector(x, y, z);
};
/**
* @param {!Vector} v
* @param {!DOMMatrix} m
* @return {!Vector}
*/
export const multiplyVectorByMatrixAndNormalize = function(v, m) {
const t = v.x * m.m14 + v.y * m.m24 + v.z * m.m34 + m.m44;
const x = (v.x * m.m11 + v.y * m.m21 + v.z * m.m31 + m.m41) / t;
const y = (v.x * m.m12 + v.y * m.m22 + v.z * m.m32 + m.m42) / t;
const z = (v.x * m.m13 + v.y * m.m23 + v.z * m.m33 + m.m43) / t;
return new Vector(x, y, z);
};
/**
* @param {!Vector} u
* @param {!Vector} v
* @return {number}
*/
export const calculateAngle = function(u, v) {
const uLength = u.length();
const vLength = v.length();
if (uLength <= _Eps || vLength <= _Eps) {
return 0;
}
const cos = scalarProduct(u, v) / uLength / vLength;
if (Math.abs(cos) > 1) {
return 0;
}
return radiansToDegrees(Math.acos(cos));
};
/**
* @param {number} deg
* @return {number}
*/
export const degreesToRadians = function(deg) {
return deg * Math.PI / 180;
};
/**
* @param {number} deg
* @return {number}
*/
export const degreesToGradians = function(deg) {
return deg / 9 * 10;
};
/**
* @param {number} deg
* @return {number}
*/
export const degreesToTurns = function(deg) {
return deg / 360;
};
/**
* @param {number} rad
* @return {number}
*/
export const radiansToDegrees = function(rad) {
return rad * 180 / Math.PI;
};
/**
* @param {number} rad
* @return {number}
*/
export const radiansToGradians = function(rad) {
return rad * 200 / Math.PI;
};
/**
* @param {number} rad
* @return {number}
*/
export const radiansToTurns = function(rad) {
return rad / (2 * Math.PI);
};
/**
* @param {number} grad
* @return {number}
*/
export const gradiansToRadians = function(grad) {
return grad * Math.PI / 200;
};
/**
* @param {number} turns
* @return {number}
*/
export const turnsToRadians = function(turns) {
return turns * 2 * Math.PI;
};
/**
* @param {!DOMMatrix} matrix
* @param {!Array.<number>} points
* @param {{minX: number, maxX: number, minY: number, maxY: number}=} aggregateBounds
* @return {!{minX: number, maxX: number, minY: number, maxY: number}}
*/
export const boundsForTransformedPoints = function(matrix, points, aggregateBounds) {
if (!aggregateBounds) {
aggregateBounds = {minX: Infinity, maxX: -Infinity, minY: Infinity, maxY: -Infinity};
}
if (points.length % 3) {
console.warn('Invalid size of points array');
}
for (let p = 0; p < points.length; p += 3) {
let vector = new Vector(points[p], points[p + 1], points[p + 2]);
vector = multiplyVectorByMatrixAndNormalize(vector, matrix);
aggregateBounds.minX = Math.min(aggregateBounds.minX, vector.x);
aggregateBounds.maxX = Math.max(aggregateBounds.maxX, vector.x);
aggregateBounds.minY = Math.min(aggregateBounds.minY, vector.y);
aggregateBounds.maxY = Math.max(aggregateBounds.maxY, vector.y);
}
return aggregateBounds;
};
export class Size {
/**
* @param {number} width
* @param {number} height
*/
constructor(width, height) {
this.width = width;
this.height = height;
}
/**
* @param {?Size=} size
* @return {!Size}
*/
clipTo(size) {
if (!size) {
return this;
}
return new Size(Math.min(this.width, size.width), Math.min(this.height, size.height));
}
/**
* @param {number} scale
* @return {!Size}
*/
scale(scale) {
return new Size(this.width * scale, this.height * scale);
}
/**
* @param {?Size} size
* @return {boolean}
*/
isEqual(size) {
return size !== null && this.width === size.width && this.height === size.height;
}
/**
* @param {!Size|number} size
* @return {!Size}
*/
widthToMax(size) {
return new Size(Math.max(this.width, (typeof size === 'number' ? size : size.width)), this.height);
}
/**
* @param {!Size|number} size
* @return {!Size}
*/
addWidth(size) {
return new Size(this.width + (typeof size === 'number' ? size : size.width), this.height);
}
/**
* @param {!Size|number} size
* @return {!Size}
*/
heightToMax(size) {
return new Size(this.width, Math.max(this.height, (typeof size === 'number' ? size : size.height)));
}
/**
* @param {!Size|number} size
* @return {!Size}
*/
addHeight(size) {
return new Size(this.width, this.height + (typeof size === 'number' ? size : size.height));
}
}
export class Insets {
/**
* @param {number} left
* @param {number} top
* @param {number} right
* @param {number} bottom
*/
constructor(left, top, right, bottom) {
this.left = left;
this.top = top;
this.right = right;
this.bottom = bottom;
}
/**
* @param {?Insets} insets
* @return {boolean}
*/
isEqual(insets) {
return insets !== null && this.left === insets.left && this.top === insets.top && this.right === insets.right &&
this.bottom === insets.bottom;
}
}
export class Rect {
/**
* @param {number} left
* @param {number} top
* @param {number} width
* @param {number} height
*/
constructor(left, top, width, height) {
this.left = left;
this.top = top;
this.width = width;
this.height = height;
}
/**
* @param {?Rect} rect
* @return {boolean}
*/
isEqual(rect) {
return rect !== null && this.left === rect.left && this.top === rect.top && this.width === rect.width &&
this.height === rect.height;
}
/**
* @param {number} scale
* @return {!Rect}
*/
scale(scale) {
return new Rect(this.left * scale, this.top * scale, this.width * scale, this.height * scale);
}
/**
* @return {!Size}
*/
size() {
return new Size(this.width, this.height);
}
/**
* @param {!Rect} origin
* @return {!Rect}
*/
relativeTo(origin) {
return new Rect(this.left - origin.left, this.top - origin.top, this.width, this.height);
}
/**
* @param {!Rect} origin
* @return {!Rect}
*/
rebaseTo(origin) {
return new Rect(this.left + origin.left, this.top + origin.top, this.width, this.height);
}
}
export class Constraints {
/**
* @param {!Size=} minimum
* @param {?Size=} preferred
*/
constructor(minimum, preferred) {
/**
* @type {!Size}
*/
this.minimum = minimum || new Size(0, 0);
/**
* @type {!Size}
*/
this.preferred = preferred || this.minimum;
if (this.minimum.width > this.preferred.width || this.minimum.height > this.preferred.height) {
throw new Error('Minimum size is greater than preferred.');
}
}
/**
* @param {?Constraints} constraints
* @return {boolean}
*/
isEqual(constraints) {
return constraints !== null && this.minimum.isEqual(constraints.minimum) &&
this.preferred.isEqual(constraints.preferred);
}
/**
* @param {!Constraints|number} value
* @return {!Constraints}
*/
widthToMax(value) {
if (typeof value === 'number') {
return new Constraints(this.minimum.widthToMax(value), this.preferred.widthToMax(value));
}
return new Constraints(this.minimum.widthToMax(value.minimum), this.preferred.widthToMax(value.preferred));
}
/**
* @param {!Constraints|number} value
* @return {!Constraints}
*/
addWidth(value) {
if (typeof value === 'number') {
return new Constraints(this.minimum.addWidth(value), this.preferred.addWidth(value));
}
return new Constraints(this.minimum.addWidth(value.minimum), this.preferred.addWidth(value.preferred));
}
/**
* @param {!Constraints|number} value
* @return {!Constraints}
*/
heightToMax(value) {
if (typeof value === 'number') {
return new Constraints(this.minimum.heightToMax(value), this.preferred.heightToMax(value));
}
return new Constraints(this.minimum.heightToMax(value.minimum), this.preferred.heightToMax(value.preferred));
}
/**
* @param {!Constraints|number} value
* @return {!Constraints}
*/
addHeight(value) {
if (typeof value === 'number') {
return new Constraints(this.minimum.addHeight(value), this.preferred.addHeight(value));
}
return new Constraints(this.minimum.addHeight(value.minimum), this.preferred.addHeight(value.preferred));
}
}