VideoTools/vendor/github.com/srwiley/rasterx/matrix.go
Stu Leak 68df790d27 Fix player frame generation and video playback
Major improvements to UnifiedPlayer:

1. GetFrameImage() now works when paused for responsive UI updates
2. Play() method properly starts FFmpeg process
3. Frame display loop runs continuously for smooth video display
4. Disabled audio temporarily to fix video playback fundamentals
5. Simplified FFmpeg command to focus on video stream only

Player now:
- Generates video frames correctly
- Shows video when paused
- Has responsive progress tracking
- Starts playback properly

Next steps: Re-enable audio playback once video is stable
2026-01-07 22:20:00 -05:00

192 lines
4.1 KiB
Go

// Implements SVG style matrix transformations.
// https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/transform
// Copyright 2018 All rights reserved.
package rasterx
import (
"math"
"golang.org/x/image/math/fixed"
)
// Matrix2D represents an SVG style matrix
type Matrix2D struct {
A, B, C, D, E, F float64
}
// matrix3 is a full 3x3 float64 matrix
// used for inverting
type matrix3 [9]float64
func otherPair(i int) (a, b int) {
switch i {
case 0:
a, b = 1, 2
case 1:
a, b = 0, 2
case 2:
a, b = 0, 1
}
return
}
func (m *matrix3) coFact(i, j int) float64 {
ai, bi := otherPair(i)
aj, bj := otherPair(j)
a, b, c, d := m[ai+aj*3], m[bi+bj*3], m[ai+bj*3], m[bi+aj*3]
return a*b - c*d
}
func (m *matrix3) Invert() *matrix3 {
var cofact matrix3
for i := 0; i < 3; i++ {
for j := 0; j < 3; j++ {
sign := float64(1 - (i+j%2)%2*2) // "checkerboard of minuses" grid
cofact[i+j*3] = m.coFact(i, j) * sign
}
}
deteriminate := m[0]*cofact[0] + m[1]*cofact[1] + m[2]*cofact[2]
// transpose cofact
for i := 0; i < 2; i++ {
for j := i + 1; j < 3; j++ {
cofact[i+j*3], cofact[j+i*3] = cofact[j+i*3], cofact[i+j*3]
}
}
for i := 0; i < 9; i++ {
cofact[i] /= deteriminate
}
return &cofact
}
// Invert returns the inverse matrix
func (a Matrix2D) Invert() Matrix2D {
n := &matrix3{a.A, a.C, a.E, a.B, a.D, a.F, 0, 0, 1}
n = n.Invert()
return Matrix2D{A: n[0], C: n[1], E: n[2], B: n[3], D: n[4], F: n[5]}
}
// Mult returns a*b
func (a Matrix2D) Mult(b Matrix2D) Matrix2D {
return Matrix2D{
A: a.A*b.A + a.C*b.B,
B: a.B*b.A + a.D*b.B,
C: a.A*b.C + a.C*b.D,
D: a.B*b.C + a.D*b.D,
E: a.A*b.E + a.C*b.F + a.E,
F: a.B*b.E + a.D*b.F + a.F}
}
// Identity is the identity matrix
var Identity = Matrix2D{1, 0, 0, 1, 0, 0}
// TFixed transforms a fixed.Point26_6 by the matrix
func (a Matrix2D) TFixed(x fixed.Point26_6) (y fixed.Point26_6) {
y.X = fixed.Int26_6((float64(x.X)*a.A + float64(x.Y)*a.C) + a.E*64)
y.Y = fixed.Int26_6((float64(x.X)*a.B + float64(x.Y)*a.D) + a.F*64)
return
}
// Transform multiples the input vector by matrix m and outputs the results vector
// components.
func (a Matrix2D) Transform(x1, y1 float64) (x2, y2 float64) {
x2 = x1*a.A + y1*a.C + a.E
y2 = x1*a.B + y1*a.D + a.F
return
}
// TransformVector is a modidifed version of Transform that ignores the
// translation components.
func (a Matrix2D) TransformVector(x1, y1 float64) (x2, y2 float64) {
x2 = x1*a.A + y1*a.C
y2 = x1*a.B + y1*a.D
return
}
//Scale matrix in x and y dimensions
func (a Matrix2D) Scale(x, y float64) Matrix2D {
return a.Mult(Matrix2D{
A: x,
B: 0,
C: 0,
D: y,
E: 0,
F: 0})
}
//SkewY skews the matrix in the Y dimension
func (a Matrix2D) SkewY(theta float64) Matrix2D {
return a.Mult(Matrix2D{
A: 1,
B: math.Tan(theta),
C: 0,
D: 1,
E: 0,
F: 0})
}
//SkewX skews the matrix in the X dimension
func (a Matrix2D) SkewX(theta float64) Matrix2D {
return a.Mult(Matrix2D{
A: 1,
B: 0,
C: math.Tan(theta),
D: 1,
E: 0,
F: 0})
}
//Translate translates the matrix to the x , y point
func (a Matrix2D) Translate(x, y float64) Matrix2D {
return a.Mult(Matrix2D{
A: 1,
B: 0,
C: 0,
D: 1,
E: x,
F: y})
}
//Rotate rotate the matrix by theta
func (a Matrix2D) Rotate(theta float64) Matrix2D {
return a.Mult(Matrix2D{
A: math.Cos(theta),
B: math.Sin(theta),
C: -math.Sin(theta),
D: math.Cos(theta),
E: 0,
F: 0})
}
// MatrixAdder is an adder that applies matrix M to all points
type MatrixAdder struct {
Adder
M Matrix2D
}
// Reset sets the matrix M to identity
func (t *MatrixAdder) Reset() {
t.M = Identity
}
// Start starts a new path
func (t *MatrixAdder) Start(a fixed.Point26_6) {
t.Adder.Start(t.M.TFixed(a))
}
// Line adds a linear segment to the current curve.
func (t *MatrixAdder) Line(b fixed.Point26_6) {
t.Adder.Line(t.M.TFixed(b))
}
// QuadBezier adds a quadratic segment to the current curve.
func (t *MatrixAdder) QuadBezier(b, c fixed.Point26_6) {
t.Adder.QuadBezier(t.M.TFixed(b), t.M.TFixed(c))
}
// CubeBezier adds a cubic segment to the current curve.
func (t *MatrixAdder) CubeBezier(b, c, d fixed.Point26_6) {
t.Adder.CubeBezier(t.M.TFixed(b), t.M.TFixed(c), t.M.TFixed(d))
}