// SPDX-License-Identifier: Unlicense OR MIT package f32 import ( "fmt" "math" ) // Affine2D represents an affine 2D transformation. The zero value if Affine2D // represents the identity transform. type Affine2D struct { // in order to make the zero value of Affine2D represent the identity // transform we store it with the identity matrix subtracted, that is // if the actual transformation matrix is: // [sx, hx, ox] // [hy, sy, oy] // [ 0, 0, 1] // we store a = sx-1 and e = sy-1 a, b, c float32 d, e, f float32 } // NewAffine2D creates a new Affine2D transform from the matrix elements // in row major order. The rows are: [sx, hx, ox], [hy, sy, oy], [0, 0, 1]. func NewAffine2D(sx, hx, ox, hy, sy, oy float32) Affine2D { return Affine2D{ a: sx - 1, b: hx, c: ox, d: hy, e: sy - 1, f: oy, } } // Offset the transformation. func (a Affine2D) Offset(offset Point) Affine2D { return Affine2D{ a.a, a.b, a.c + offset.X, a.d, a.e, a.f + offset.Y, } } // Scale the transformation around the given origin. func (a Affine2D) Scale(origin, factor Point) Affine2D { if origin == (Point{}) { return a.scale(factor) } a = a.Offset(origin.Mul(-1)) a = a.scale(factor) return a.Offset(origin) } // Rotate the transformation by the given angle (in radians) counter clockwise around the given origin. func (a Affine2D) Rotate(origin Point, radians float32) Affine2D { if origin == (Point{}) { return a.rotate(radians) } a = a.Offset(origin.Mul(-1)) a = a.rotate(radians) return a.Offset(origin) } // Shear the transformation by the given angle (in radians) around the given origin. func (a Affine2D) Shear(origin Point, radiansX, radiansY float32) Affine2D { if origin == (Point{}) { return a.shear(radiansX, radiansY) } a = a.Offset(origin.Mul(-1)) a = a.shear(radiansX, radiansY) return a.Offset(origin) } // Mul returns A*B. func (A Affine2D) Mul(B Affine2D) (r Affine2D) { r.a = (A.a+1)*(B.a+1) + A.b*B.d - 1 r.b = (A.a+1)*B.b + A.b*(B.e+1) r.c = (A.a+1)*B.c + A.b*B.f + A.c r.d = A.d*(B.a+1) + (A.e+1)*B.d r.e = A.d*B.b + (A.e+1)*(B.e+1) - 1 r.f = A.d*B.c + (A.e+1)*B.f + A.f return r } // Invert the transformation. Note that if the matrix is close to singular // numerical errors may become large or infinity. func (a Affine2D) Invert() Affine2D { if a.a == 0 && a.b == 0 && a.d == 0 && a.e == 0 { return Affine2D{a: 0, b: 0, c: -a.c, d: 0, e: 0, f: -a.f} } a.a += 1 a.e += 1 det := a.a*a.e - a.b*a.d a.a, a.e = a.e/det, a.a/det a.b, a.d = -a.b/det, -a.d/det temp := a.c a.c = -a.a*a.c - a.b*a.f a.f = -a.d*temp - a.e*a.f a.a -= 1 a.e -= 1 return a } // Transform p by returning a*p. func (a Affine2D) Transform(p Point) Point { return Point{ X: p.X*(a.a+1) + p.Y*a.b + a.c, Y: p.X*a.d + p.Y*(a.e+1) + a.f, } } // Elems returns the matrix elements of the transform in row-major order. The // rows are: [sx, hx, ox], [hy, sy, oy], [0, 0, 1]. func (a Affine2D) Elems() (sx, hx, ox, hy, sy, oy float32) { return a.a + 1, a.b, a.c, a.d, a.e + 1, a.f } func (a Affine2D) scale(factor Point) Affine2D { return Affine2D{ (a.a+1)*factor.X - 1, a.b * factor.X, a.c * factor.X, a.d * factor.Y, (a.e+1)*factor.Y - 1, a.f * factor.Y, } } func (a Affine2D) rotate(radians float32) Affine2D { sin, cos := math.Sincos(float64(radians)) s, c := float32(sin), float32(cos) return Affine2D{ (a.a+1)*c - a.d*s - 1, a.b*c - (a.e+1)*s, a.c*c - a.f*s, (a.a+1)*s + a.d*c, a.b*s + (a.e+1)*c - 1, a.c*s + a.f*c, } } func (a Affine2D) shear(radiansX, radiansY float32) Affine2D { tx := float32(math.Tan(float64(radiansX))) ty := float32(math.Tan(float64(radiansY))) return Affine2D{ (a.a + 1) + a.d*tx - 1, a.b + (a.e+1)*tx, a.c + a.f*tx, (a.a+1)*ty + a.d, a.b*ty + (a.e + 1) - 1, a.f*ty + a.f, } } func (a Affine2D) String() string { sx, hx, ox, hy, sy, oy := a.Elems() return fmt.Sprintf("[[%f %f %f] [%f %f %f]]", sx, hx, ox, hy, sy, oy) }