| // Copyright 2013 The Chromium Authors | |
| // Use of this source code is governed by a BSD-style license that can be | |
| // found in the LICENSE file. | |
| import * as Platform from '../../core/platform/platform.js'; | |
| import * as SDK from '../../core/sdk/sdk.js'; | |
| export const Size: typeof Platform.Size = Platform.Size; | |
| export type Size = Platform.Size; | |
| const EPS = 1e-5; | |
| export class Vector { | |
| x: number; | |
| y: number; | |
| z: number; | |
| constructor(x: number, y: number, z: number) { | |
| this.x = x; | |
| this.y = y; | |
| this.z = z; | |
| } | |
| length(): number { | |
| return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z); | |
| } | |
| normalize(): void { | |
| const length = this.length(); | |
| if (length <= EPS) { | |
| return; | |
| } | |
| this.x /= length; | |
| this.y /= length; | |
| this.z /= length; | |
| } | |
| } | |
| export class Point { | |
| x: number; | |
| y: number; | |
| constructor(x: number, y: number) { | |
| this.x = x; | |
| this.y = y; | |
| } | |
| distanceTo(p: Point): number { | |
| return Math.sqrt(Math.pow(p.x - this.x, 2) + Math.pow(p.y - this.y, 2)); | |
| } | |
| projectOn(line: Point): Point { | |
| 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))); | |
| } | |
| scale(scalar: number): Point { | |
| return new Point(this.x * scalar, this.y * scalar); | |
| } | |
| toString(): string { | |
| return Math.round(this.x * 100) / 100 + ', ' + Math.round(this.y * 100) / 100; | |
| } | |
| } | |
| export class CubicBezier { | |
| controlPoints: Point[]; | |
| constructor(point1: Point, point2: Point) { | |
| this.controlPoints = [point1, point2]; | |
| } | |
| static parse(text: string): CubicBezier|null { | |
| const keywordValues = SDK.CSSMetadata.CubicBezierKeywordValues; | |
| const value = text.toLowerCase().replace(/\s+/g, ''); | |
| if (keywordValues.has(value)) { | |
| return CubicBezier.parse((keywordValues.get(value) as string)); | |
| } | |
| 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; | |
| } | |
| evaluateAt(t: number): Point { | |
| function evaluate(v1: number, v2: number, t: number): number { | |
| 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); | |
| } | |
| asCSSText(): string { | |
| const raw = 'cubic-bezier(' + this.controlPoints.join(', ') + ')'; | |
| const keywordValues = SDK.CSSMetadata.CubicBezierKeywordValues; | |
| for (const [keyword, value] of keywordValues) { | |
| // We special case `linear` in here as we | |
| // treat `linear` keyword as a CSSLinearEasingModel. | |
| // We return its full value instead of the keyword | |
| // since otherwise it will be parsed as a CSSLinearEasingModel | |
| // instead of a cubic bezier. | |
| if (raw === value && keyword !== 'linear') { | |
| return keyword; | |
| } | |
| } | |
| return raw; | |
| } | |
| // TODO(crbug.com/1172300) Ignored during the jsdoc to ts migration | |
| // eslint-disable-next-line @typescript-eslint/naming-convention | |
| static readonly Regex: RegExp = | |
| /((cubic-bezier\([^)]+\))|\b(linear(?![-\(])|ease-in-out|ease-in|ease-out|ease)\b)|(linear\([^)]+\))/g; | |
| } | |
| export const LINEAR_BEZIER: CubicBezier = new CubicBezier(new Point(0, 0), new Point(1, 1)); | |
| export class EulerAngles { | |
| alpha: number; | |
| beta: number; | |
| gamma: number; | |
| constructor(alpha: number, beta: number, gamma: number) { | |
| 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. | |
| */ | |
| static fromDeviceOrientationRotationMatrix(rotationMatrix: DOMMatrixReadOnly): EulerAngles { | |
| 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); | |
| } | |
| } | |
| export const scalarProduct = function(u: Vector, v: Vector): number { | |
| return u.x * v.x + u.y * v.y + u.z * v.z; | |
| }; | |
| export const crossProduct = function(u: Vector, v: Vector): Vector { | |
| 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); | |
| }; | |
| export const subtract = function(u: Vector, v: Vector): Vector { | |
| const x = u.x - v.x; | |
| const y = u.y - v.y; | |
| const z = u.z - v.z; | |
| return new Vector(x, y, z); | |
| }; | |
| export const multiplyVectorByMatrixAndNormalize = function(v: Vector, m: DOMMatrix): Vector { | |
| 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); | |
| }; | |
| export const calculateAngle = function(u: Vector, v: Vector): number { | |
| 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)); | |
| }; | |
| export const degreesToRadians = function(deg: number): number { | |
| return deg * Math.PI / 180; | |
| }; | |
| export const degreesToGradians = function(deg: number): number { | |
| return deg / 9 * 10; | |
| }; | |
| export const degreesToTurns = function(deg: number): number { | |
| return deg / 360; | |
| }; | |
| export const radiansToDegrees = function(rad: number): number { | |
| return rad * 180 / Math.PI; | |
| }; | |
| export const radiansToGradians = function(rad: number): number { | |
| return rad * 200 / Math.PI; | |
| }; | |
| export const radiansToTurns = function(rad: number): number { | |
| return rad / (2 * Math.PI); | |
| }; | |
| export const gradiansToRadians = function(grad: number): number { | |
| return grad * Math.PI / 200; | |
| }; | |
| export const turnsToRadians = function(turns: number): number { | |
| return turns * 2 * Math.PI; | |
| }; | |
| export const boundsForTransformedPoints = function(matrix: DOMMatrix, points: number[], aggregateBounds?: { | |
| minX: number, | |
| maxX: number, | |
| minY: number, | |
| maxY: number, | |
| }): { | |
| minX: number, | |
| maxX: number, | |
| minY: number, | |
| maxY: number, | |
| } { | |
| 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: 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 Constraints { | |
| minimum: Size; | |
| preferred: Size; | |
| constructor(minimum?: Size, preferred?: Size|null) { | |
| this.minimum = minimum || new Size(0, 0); | |
| 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.'); | |
| } | |
| } | |
| isEqual(constraints: Constraints|null): boolean { | |
| return constraints !== null && this.minimum.isEqual(constraints.minimum) && | |
| this.preferred.isEqual(constraints.preferred); | |
| } | |
| widthToMax(value: number|Constraints): Constraints { | |
| 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)); | |
| } | |
| addWidth(value: number|Constraints): Constraints { | |
| 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)); | |
| } | |
| heightToMax(value: number|Constraints): Constraints { | |
| 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)); | |
| } | |
| addHeight(value: number|Constraints): Constraints { | |
| 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)); | |
| } | |
| } |