define(function () {
    var ArrayCtor = typeof Float32Array === 'undefined'
        ? Array
        : Float32Array;
    /**
     * 3x2矩阵操作类
     * @exports zrender/tool/matrix
     */
    var matrix = {
        /**
         * 创建一个单位矩阵
         * @return {Float32Array|Array.<number>}
         */
        create : function() {
            var out = new ArrayCtor(6);
            matrix.identity(out);

            return out;
        },
        /**
         * 设置矩阵为单位矩阵
         * @param {Float32Array|Array.<number>} out
         */
        identity : function(out) {
            out[0] = 1;
            out[1] = 0;
            out[2] = 0;
            out[3] = 1;
            out[4] = 0;
            out[5] = 0;
            return out;
        },
        /**
         * 复制矩阵
         * @param {Float32Array|Array.<number>} out
         * @param {Float32Array|Array.<number>} m
         */
        copy: function(out, m) {
            out[0] = m[0];
            out[1] = m[1];
            out[2] = m[2];
            out[3] = m[3];
            out[4] = m[4];
            out[5] = m[5];
            return out;
        },
        /**
         * 矩阵相乘
         * @param {Float32Array|Array.<number>} out
         * @param {Float32Array|Array.<number>} m1
         * @param {Float32Array|Array.<number>} m2
         */
        mul : function (out, m1, m2) {
            // Consider matrix.mul(m, m2, m);
            // where out is the same as m2.
            // So use temp variable to escape error.
            var out0 = m1[0] * m2[0] + m1[2] * m2[1];
            var out1 = m1[1] * m2[0] + m1[3] * m2[1];
            var out2 = m1[0] * m2[2] + m1[2] * m2[3];
            var out3 = m1[1] * m2[2] + m1[3] * m2[3];
            var out4 = m1[0] * m2[4] + m1[2] * m2[5] + m1[4];
            var out5 = m1[1] * m2[4] + m1[3] * m2[5] + m1[5];
            out[0] = out0;
            out[1] = out1;
            out[2] = out2;
            out[3] = out3;
            out[4] = out4;
            out[5] = out5;
            return out;
        },
        /**
         * 平移变换
         * @param {Float32Array|Array.<number>} out
         * @param {Float32Array|Array.<number>} a
         * @param {Float32Array|Array.<number>} v
         */
        translate : function(out, a, v) {
            out[0] = a[0];
            out[1] = a[1];
            out[2] = a[2];
            out[3] = a[3];
            out[4] = a[4] + v[0];
            out[5] = a[5] + v[1];
            return out;
        },
        /**
         * 旋转变换
         * @param {Float32Array|Array.<number>} out
         * @param {Float32Array|Array.<number>} a
         * @param {number} rad
         */
        rotate : function(out, a, rad) {
            var aa = a[0];
            var ac = a[2];
            var atx = a[4];
            var ab = a[1];
            var ad = a[3];
            var aty = a[5];
            var st = Math.sin(rad);
            var ct = Math.cos(rad);

            out[0] = aa * ct + ab * st;
            out[1] = -aa * st + ab * ct;
            out[2] = ac * ct + ad * st;
            out[3] = -ac * st + ct * ad;
            out[4] = ct * atx + st * aty;
            out[5] = ct * aty - st * atx;
            return out;
        },
        /**
         * 缩放变换
         * @param {Float32Array|Array.<number>} out
         * @param {Float32Array|Array.<number>} a
         * @param {Float32Array|Array.<number>} v
         */
        scale : function(out, a, v) {
            var vx = v[0];
            var vy = v[1];
            out[0] = a[0] * vx;
            out[1] = a[1] * vy;
            out[2] = a[2] * vx;
            out[3] = a[3] * vy;
            out[4] = a[4] * vx;
            out[5] = a[5] * vy;
            return out;
        },
        /**
         * 求逆矩阵
         * @param {Float32Array|Array.<number>} out
         * @param {Float32Array|Array.<number>} a
         */
        invert : function(out, a) {

            var aa = a[0];
            var ac = a[2];
            var atx = a[4];
            var ab = a[1];
            var ad = a[3];
            var aty = a[5];

            var det = aa * ad - ab * ac;
            if (!det) {
                return null;
            }
            det = 1.0 / det;

            out[0] = ad * det;
            out[1] = -ab * det;
            out[2] = -ac * det;
            out[3] = aa * det;
            out[4] = (ac * aty - ad * atx) * det;
            out[5] = (ab * atx - aa * aty) * det;
            return out;
        }
    };

    return matrix;
});
