import { Point } from './Point.mjs';
import { PI_2 } from './const.mjs';

class Matrix {
  constructor(a = 1, b = 0, c = 0, d = 1, tx = 0, ty = 0) {
    this.array = null;
    this.a = a;
    this.b = b;
    this.c = c;
    this.d = d;
    this.tx = tx;
    this.ty = ty;
  }
  fromArray(array) {
    this.a = array[0];
    this.b = array[1];
    this.c = array[3];
    this.d = array[4];
    this.tx = array[2];
    this.ty = array[5];
  }
  set(a, b, c, d, tx, ty) {
    this.a = a;
    this.b = b;
    this.c = c;
    this.d = d;
    this.tx = tx;
    this.ty = ty;
    return this;
  }
  toArray(transpose, out) {
    if (!this.array) {
      this.array = new Float32Array(9);
    }
    const array = out || this.array;
    if (transpose) {
      array[0] = this.a;
      array[1] = this.b;
      array[2] = 0;
      array[3] = this.c;
      array[4] = this.d;
      array[5] = 0;
      array[6] = this.tx;
      array[7] = this.ty;
      array[8] = 1;
    } else {
      array[0] = this.a;
      array[1] = this.c;
      array[2] = this.tx;
      array[3] = this.b;
      array[4] = this.d;
      array[5] = this.ty;
      array[6] = 0;
      array[7] = 0;
      array[8] = 1;
    }
    return array;
  }
  apply(pos, newPos) {
    newPos = newPos || new Point();
    const x = pos.x;
    const y = pos.y;
    newPos.x = this.a * x + this.c * y + this.tx;
    newPos.y = this.b * x + this.d * y + this.ty;
    return newPos;
  }
  applyInverse(pos, newPos) {
    newPos = newPos || new Point();
    const id = 1 / (this.a * this.d + this.c * -this.b);
    const x = pos.x;
    const y = pos.y;
    newPos.x = this.d * id * x + -this.c * id * y + (this.ty * this.c - this.tx * this.d) * id;
    newPos.y = this.a * id * y + -this.b * id * x + (-this.ty * this.a + this.tx * this.b) * id;
    return newPos;
  }
  translate(x, y) {
    this.tx += x;
    this.ty += y;
    return this;
  }
  scale(x, y) {
    this.a *= x;
    this.d *= y;
    this.c *= x;
    this.b *= y;
    this.tx *= x;
    this.ty *= y;
    return this;
  }
  rotate(angle) {
    const cos = Math.cos(angle);
    const sin = Math.sin(angle);
    const a1 = this.a;
    const c1 = this.c;
    const tx1 = this.tx;
    this.a = a1 * cos - this.b * sin;
    this.b = a1 * sin + this.b * cos;
    this.c = c1 * cos - this.d * sin;
    this.d = c1 * sin + this.d * cos;
    this.tx = tx1 * cos - this.ty * sin;
    this.ty = tx1 * sin + this.ty * cos;
    return this;
  }
  append(matrix) {
    const a1 = this.a;
    const b1 = this.b;
    const c1 = this.c;
    const d1 = this.d;
    this.a = matrix.a * a1 + matrix.b * c1;
    this.b = matrix.a * b1 + matrix.b * d1;
    this.c = matrix.c * a1 + matrix.d * c1;
    this.d = matrix.c * b1 + matrix.d * d1;
    this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx;
    this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty;
    return this;
  }
  setTransform(x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {
    this.a = Math.cos(rotation + skewY) * scaleX;
    this.b = Math.sin(rotation + skewY) * scaleX;
    this.c = -Math.sin(rotation - skewX) * scaleY;
    this.d = Math.cos(rotation - skewX) * scaleY;
    this.tx = x - (pivotX * this.a + pivotY * this.c);
    this.ty = y - (pivotX * this.b + pivotY * this.d);
    return this;
  }
  prepend(matrix) {
    const tx1 = this.tx;
    if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {
      const a1 = this.a;
      const c1 = this.c;
      this.a = a1 * matrix.a + this.b * matrix.c;
      this.b = a1 * matrix.b + this.b * matrix.d;
      this.c = c1 * matrix.a + this.d * matrix.c;
      this.d = c1 * matrix.b + this.d * matrix.d;
    }
    this.tx = tx1 * matrix.a + this.ty * matrix.c + matrix.tx;
    this.ty = tx1 * matrix.b + this.ty * matrix.d + matrix.ty;
    return this;
  }
  decompose(transform) {
    const a = this.a;
    const b = this.b;
    const c = this.c;
    const d = this.d;
    const pivot = transform.pivot;
    const skewX = -Math.atan2(-c, d);
    const skewY = Math.atan2(b, a);
    const delta = Math.abs(skewX + skewY);
    if (delta < 1e-5 || Math.abs(PI_2 - delta) < 1e-5) {
      transform.rotation = skewY;
      transform.skew.x = transform.skew.y = 0;
    } else {
      transform.rotation = 0;
      transform.skew.x = skewX;
      transform.skew.y = skewY;
    }
    transform.scale.x = Math.sqrt(a * a + b * b);
    transform.scale.y = Math.sqrt(c * c + d * d);
    transform.position.x = this.tx + (pivot.x * a + pivot.y * c);
    transform.position.y = this.ty + (pivot.x * b + pivot.y * d);
    return transform;
  }
  invert() {
    const a1 = this.a;
    const b1 = this.b;
    const c1 = this.c;
    const d1 = this.d;
    const tx1 = this.tx;
    const n = a1 * d1 - b1 * c1;
    this.a = d1 / n;
    this.b = -b1 / n;
    this.c = -c1 / n;
    this.d = a1 / n;
    this.tx = (c1 * this.ty - d1 * tx1) / n;
    this.ty = -(a1 * this.ty - b1 * tx1) / n;
    return this;
  }
  identity() {
    this.a = 1;
    this.b = 0;
    this.c = 0;
    this.d = 1;
    this.tx = 0;
    this.ty = 0;
    return this;
  }
  clone() {
    const matrix = new Matrix();
    matrix.a = this.a;
    matrix.b = this.b;
    matrix.c = this.c;
    matrix.d = this.d;
    matrix.tx = this.tx;
    matrix.ty = this.ty;
    return matrix;
  }
  copyTo(matrix) {
    matrix.a = this.a;
    matrix.b = this.b;
    matrix.c = this.c;
    matrix.d = this.d;
    matrix.tx = this.tx;
    matrix.ty = this.ty;
    return matrix;
  }
  copyFrom(matrix) {
    this.a = matrix.a;
    this.b = matrix.b;
    this.c = matrix.c;
    this.d = matrix.d;
    this.tx = matrix.tx;
    this.ty = matrix.ty;
    return this;
  }
  toString() {
    return `[pixijs/math:Matrix a=${this.a} b=${this.b} c=${this.c} d=${this.d} tx=${this.tx} ty=${this.ty}]`;
  }
  static get IDENTITY() {
    return new Matrix();
  }
  static get TEMP_MATRIX() {
    return new Matrix();
  }
}

export { Matrix };
//# sourceMappingURL=Matrix.mjs.map
