I have the the following Transform Matrix in CSS
// rotate the element 60deg
element.style.transform = \"matrix(0.5,0.866025,-0.866025,0.5,0,0)\"
Found the definition of your matrices here. We have the transformation matrix T
/ a b tx \
T = | c d ty |
\ 0 0 1 /
For the following expression
element.style.transform = "matrix(a,b,c,d,tx,ty)"
In order to retrive the parameters used to build up this matrix we need to first find a decomposition of the matrix T. Assuming the skew is applied after the rotation we can find the QR-decomposition:
QR = T
The rotation will be found inside the Q matrix in the form of a pure rotation matrix. You can then use trigonometry to find out the single rotation angle, for example like so
rotation = atan2(Q21, Q11)
The skew and translation will be found in the R matrix.
/ sx k tx \
R = | 0 sy ty |
\ 0 0 1 /
Where sx and sy is the scale and k represents the shear. I dont know how this shear relates to the css-skew.
I don't know if the QR decomposition is availble in javascript, but it should be easy enough to implement using the Numerical Recipes as reference.
Not a complete answer to get the parameters to create a new matrix object, but should set you off in the right direction!
I needed same functionality and today I ended up with this code that works very good.
I took inspiration from here: https://www.youtube.com/watch?v=51MRHjKSbtk and from the answer below, without the hint QR decomposition i would never find it out
I worked on a 2x2 case, i will try to expand to 2x3 to include also translations. But it should be easy
var a = [a, b, c, d, e, f];
var qrDecompone = function(a) {
var angle = Math.atan2(a[1], a[0]),
denom = Math.pow(a[0], 2) + Math.pow(a[1], 2),
scaleX = Math.sqrt(denom),
scaleY = (a[0] * a[3] - a[2] * a[1]) / scaleX,
skewX = Math.atan2(a[0] * a[2] + a[1] * a[3], denom);
return {
angle: angle / (Math.PI / 180), // this is rotation angle in degrees
scaleX: scaleX, // scaleX factor
scaleY: scaleY, // scaleY factor
skewX: skewX / (Math.PI / 180), // skewX angle degrees
skewY: 0, // skewY angle degrees
translateX: a[4], // translation point x
translateY: a[5] // translation point y
};
};
It looks like that the last two items in the transformMatrix, before decomposition, are translation values. You can extract them directly.