/* * OpenSeadragon - Mat3 * * Copyright (C) 2010-2024 OpenSeadragon contributors * * 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 CodePlex Foundation 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. * */ /* * Portions of this source file are taken from WegGL Fundamentals: * * Copyright 2012, Gregg Tavares. * 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 Gregg Tavares. nor the names of his * 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. * */ (function( $ ){ // Modified from https://webglfundamentals.org/webgl/lessons/webgl-2d-matrices.html /** * * * @class Mat3 * @classdesc A left-to-right matrix representation, useful for affine transforms for * positioning tiles for drawing * * @memberof OpenSeadragon * * @param {Array} [values] - Initial values for the matrix * **/ class Mat3{ constructor(values){ if(!values) { values = [ 0, 0, 0, 0, 0, 0, 0, 0, 0 ]; } this.values = values; } /** * @function makeIdentity * @memberof OpenSeadragon.Mat3 * @static * @returns {OpenSeadragon.Mat3} an identity matrix */ static makeIdentity(){ return new Mat3([ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]); } /** * @function makeTranslation * @memberof OpenSeadragon.Mat3 * @static * @param {Number} tx The x value of the translation * @param {Number} ty The y value of the translation * @returns {OpenSeadragon.Mat3} A translation matrix */ static makeTranslation(tx, ty) { return new Mat3([ 1, 0, 0, 0, 1, 0, tx, ty, 1, ]); } /** * @function makeRotation * @memberof OpenSeadragon.Mat3 * @static * @param {Number} angleInRadians The desired rotation angle, in radians * @returns {OpenSeadragon.Mat3} A rotation matrix */ static makeRotation(angleInRadians) { var c = Math.cos(angleInRadians); var s = Math.sin(angleInRadians); return new Mat3([ c, -s, 0, s, c, 0, 0, 0, 1, ]); } /** * @function makeScaling * @memberof OpenSeadragon.Mat3 * @static * @param {Number} sx The x value of the scaling * @param {Number} sy The y value of the scaling * @returns {OpenSeadragon.Mat3} A scaling matrix */ static makeScaling(sx, sy) { return new Mat3([ sx, 0, 0, 0, sy, 0, 0, 0, 1, ]); } /** * @alias multiply * @memberof! OpenSeadragon.Mat3 * @param {OpenSeadragon.Mat3} other the matrix to multiply with * @returns {OpenSeadragon.Mat3} The result of matrix multiplication */ multiply(other) { let a = this.values; let b = other.values; var a00 = a[0 * 3 + 0]; var a01 = a[0 * 3 + 1]; var a02 = a[0 * 3 + 2]; var a10 = a[1 * 3 + 0]; var a11 = a[1 * 3 + 1]; var a12 = a[1 * 3 + 2]; var a20 = a[2 * 3 + 0]; var a21 = a[2 * 3 + 1]; var a22 = a[2 * 3 + 2]; var b00 = b[0 * 3 + 0]; var b01 = b[0 * 3 + 1]; var b02 = b[0 * 3 + 2]; var b10 = b[1 * 3 + 0]; var b11 = b[1 * 3 + 1]; var b12 = b[1 * 3 + 2]; var b20 = b[2 * 3 + 0]; var b21 = b[2 * 3 + 1]; var b22 = b[2 * 3 + 2]; return new Mat3([ b00 * a00 + b01 * a10 + b02 * a20, b00 * a01 + b01 * a11 + b02 * a21, b00 * a02 + b01 * a12 + b02 * a22, b10 * a00 + b11 * a10 + b12 * a20, b10 * a01 + b11 * a11 + b12 * a21, b10 * a02 + b11 * a12 + b12 * a22, b20 * a00 + b21 * a10 + b22 * a20, b20 * a01 + b21 * a11 + b22 * a21, b20 * a02 + b21 * a12 + b22 * a22, ]); } } $.Mat3 = Mat3; }( OpenSeadragon ));