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@awayjs/core

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import { ArgumentError } from '../errors/ArgumentError'; import { Box } from './Box'; import { MathConsts } from './MathConsts'; import { Orientation3D } from './Orientation3D'; import { Sphere } from './Sphere'; import { Vector3D } from './Vector3D'; var Matrix3D = /** @class */ (function () { /** * Creates a Matrix3D object. */ function Matrix3D(rawData) { if (rawData === void 0) { rawData = null; } if (rawData != null) { this._rawData = rawData; } else { this._rawData = new Float32Array(16); this.identity(); } } Matrix3D.getAxisRotationMatrix = function (x, y, z, degrees, target) { if (target === void 0) { target = null; } if (target == null) target = new Matrix3D(); var targetData = target._rawData; var rad = degrees * MathConsts.DEGREES_TO_RADIANS; var c = Math.cos(rad); var s = Math.sin(rad); var t = 1 - c; var tmp1, tmp2; targetData[0] = c + x * x * t; targetData[5] = c + y * y * t; targetData[10] = c + z * z * t; tmp1 = x * y * t; tmp2 = z * s; targetData[1] = tmp1 + tmp2; targetData[4] = tmp1 - tmp2; tmp1 = x * z * t; tmp2 = y * s; targetData[8] = tmp1 + tmp2; targetData[2] = tmp1 - tmp2; tmp1 = y * z * t; tmp2 = x * s; targetData[9] = tmp1 - tmp2; targetData[6] = tmp1 + tmp2; targetData[3] = 0; targetData[7] = 0; targetData[11] = 0; targetData[12] = 0; targetData[13] = 0; targetData[14] = 0; targetData[15] = 1; return target; }; Matrix3D.getPointAtMatrix = function (pos, dir, up, target) { if (target === void 0) { target = null; } var upN; if (target == null) target = new Matrix3D(); var targetData = target._rawData; var dirN = dir.clone(); dirN.normalize(); upN = up.clone(); upN.normalize(); var lftN = upN.crossProduct(dirN); lftN.normalize(); if (lftN.length < 0.05) { lftN.x = upN.y; lftN.y = upN.x; lftN.z = 0; lftN.normalize(); } upN = dirN.crossProduct(lftN); targetData[0] = lftN.x; targetData[1] = lftN.y; targetData[2] = lftN.z; targetData[3] = 0; targetData[4] = upN.x; targetData[5] = upN.y; targetData[6] = upN.z; targetData[7] = 0; targetData[8] = dirN.x; targetData[9] = dirN.y; targetData[10] = dirN.z; targetData[11] = 0; targetData[12] = lftN.dotProduct(pos); targetData[13] = upN.dotProduct(pos); targetData[14] = dirN.dotProduct(pos); targetData[15] = 1; return target; }; /** * Fills the 3d matrix with values representing the transformation made by the given quaternion. * * @param quarternion The quarterion object to convert. */ Matrix3D.getQuaternionMatrix = function (quarternion, target) { if (target === void 0) { target = null; } if (target == null) target = new Matrix3D(); var targetData = target._rawData; var x = quarternion.x; var y = quarternion.y; var z = quarternion.z; var w = quarternion.w; var xx = x * x; var xy = x * y; var xz = x * z; var xw = x * w; var yy = y * y; var yz = y * z; var yw = y * w; var zz = z * z; var zw = z * w; targetData[0] = 1 - 2 * (yy + zz); targetData[1] = 2 * (xy + zw); targetData[2] = 2 * (xz - yw); targetData[4] = 2 * (xy - zw); targetData[5] = 1 - 2 * (xx + zz); targetData[6] = 2 * (yz + xw); targetData[8] = 2 * (xz + yw); targetData[9] = 2 * (yz - xw); targetData[10] = 1 - 2 * (xx + yy); targetData[3] = 0; targetData[7] = 0; targetData[11] = 0; targetData[12] = 0; targetData[13] = 0; targetData[14] = 0; targetData[15] = 1; return target; }; /** * Returns a boolean value representing whether there is any difference between the two given 3d matrices. */ Matrix3D.compare = function (m1, m2) { var r1 = m1._rawData; var r2 = m2._rawData; for (var i = 0; i < 16; ++i) if (r1[i] != r2[i]) return false; return true; }; Object.defineProperty(Matrix3D.prototype, "determinant", { /** * [read-only] A number that determines whether a matrix is invertible. */ get: function () { var raw = this._rawData; return ((raw[0] * raw[5] - raw[4] * raw[1]) * (raw[10] * raw[15] - raw[14] * raw[11]) - (raw[0] * raw[9] - raw[8] * raw[1]) * (raw[6] * raw[15] - raw[14] * raw[7]) + (raw[0] * raw[13] - raw[12] * raw[1]) * (raw[6] * raw[11] - raw[10] * raw[7]) + (raw[4] * raw[9] - raw[8] * raw[5]) * (raw[2] * raw[15] - raw[14] * raw[3]) - (raw[4] * raw[13] - raw[12] * raw[5]) * (raw[2] * raw[11] - raw[10] * raw[3]) + (raw[8] * raw[13] - raw[12] * raw[9]) * (raw[2] * raw[7] - raw[6] * raw[3])); }, enumerable: false, configurable: true }); Object.defineProperty(Matrix3D.prototype, "position", { /** * A Vector3D object that holds the position, the 3D coordinate (x,y,z) of a display object within the * transformation's frame of reference. */ get: function () { if (!this._position) this._position = new Vector3D(new Float32Array(this._rawData.buffer, 48, 4)); return this._position; }, enumerable: false, configurable: true }); /** * Appends the matrix by multiplying another Matrix3D object by the current Matrix3D object. */ Matrix3D.prototype.append = function (lhs) { var raw = this._rawData; var rawLhs = lhs._rawData; var m111 = raw[0]; var m112 = raw[1]; var m113 = raw[2]; var m114 = raw[3]; var m121 = raw[4]; var m122 = raw[5]; var m123 = raw[6]; var m124 = raw[7]; var m131 = raw[8]; var m132 = raw[9]; var m133 = raw[10]; var m134 = raw[11]; var m141 = raw[12]; var m142 = raw[13]; var m143 = raw[14]; var m144 = raw[15]; var m211 = rawLhs[0]; var m212 = rawLhs[1]; var m213 = rawLhs[2]; var m214 = rawLhs[3]; var m221 = rawLhs[4]; var m222 = rawLhs[5]; var m223 = rawLhs[6]; var m224 = rawLhs[7]; var m231 = rawLhs[8]; var m232 = rawLhs[9]; var m233 = rawLhs[10]; var m234 = rawLhs[11]; var m241 = rawLhs[12]; var m242 = rawLhs[13]; var m243 = rawLhs[14]; var m244 = rawLhs[15]; raw[0] = m111 * m211 + m112 * m221 + m113 * m231 + m114 * m241; raw[1] = m111 * m212 + m112 * m222 + m113 * m232 + m114 * m242; raw[2] = m111 * m213 + m112 * m223 + m113 * m233 + m114 * m243; raw[3] = m111 * m214 + m112 * m224 + m113 * m234 + m114 * m244; raw[4] = m121 * m211 + m122 * m221 + m123 * m231 + m124 * m241; raw[5] = m121 * m212 + m122 * m222 + m123 * m232 + m124 * m242; raw[6] = m121 * m213 + m122 * m223 + m123 * m233 + m124 * m243; raw[7] = m121 * m214 + m122 * m224 + m123 * m234 + m124 * m244; raw[8] = m131 * m211 + m132 * m221 + m133 * m231 + m134 * m241; raw[9] = m131 * m212 + m132 * m222 + m133 * m232 + m134 * m242; raw[10] = m131 * m213 + m132 * m223 + m133 * m233 + m134 * m243; raw[11] = m131 * m214 + m132 * m224 + m133 * m234 + m134 * m244; raw[12] = m141 * m211 + m142 * m221 + m143 * m231 + m144 * m241; raw[13] = m141 * m212 + m142 * m222 + m143 * m232 + m144 * m242; raw[14] = m141 * m213 + m142 * m223 + m143 * m233 + m144 * m243; raw[15] = m141 * m214 + m142 * m224 + m143 * m234 + m144 * m244; }; /** * Appends an incremental rotation to a Matrix3D object. */ Matrix3D.prototype.appendRotation = function (degrees, axis) { this.append(Matrix3D.getAxisRotationMatrix(axis.x, axis.y, axis.z, degrees, Matrix3D._tempMatrix)); }; /** * Appends an incremental skew change along the x, y, and z axes to a Matrix3D object. */ Matrix3D.prototype.appendSkew = function (xSkew, ySkew, zSkew) { if (xSkew == 0 && ySkew == 0 && zSkew == 0) return; var rawData = Matrix3D._tempMatrix._rawData; rawData[0] = 1; rawData[1] = 0; rawData[2] = 0; rawData[3] = 0; rawData[4] = xSkew; rawData[5] = 1; rawData[6] = 0; rawData[7] = 0; rawData[8] = ySkew; rawData[9] = zSkew; rawData[10] = 1; rawData[11] = 0; rawData[12] = 0; rawData[13] = 0; rawData[14] = 0; rawData[15] = 1; this.append(Matrix3D._tempMatrix); }; /** * Appends an incremental scale change along the x, y, and z axes to a Matrix3D object. */ Matrix3D.prototype.appendScale = function (xScale, yScale, zScale) { if (xScale == 1 && yScale == 1 && zScale == 1) return; var rawData = Matrix3D._tempMatrix._rawData; rawData[0] = xScale; rawData[1] = 0; rawData[2] = 0; rawData[3] = 0; rawData[4] = 0; rawData[5] = yScale; rawData[6] = 0; rawData[7] = 0; rawData[8] = 0; rawData[9] = 0; rawData[10] = zScale; rawData[11] = 0; rawData[12] = 0; rawData[13] = 0; rawData[14] = 0; rawData[15] = 1; this.append(Matrix3D._tempMatrix); }; /** *Appends an incremental translation, a repositioning along the x, y, and z axes, to a Matrix3D object. */ Matrix3D.prototype.appendTranslation = function (x, y, z) { var raw = this._rawData; var m41 = raw[3], m42 = raw[7], m43 = raw[11], m44 = raw[15]; raw[0] += x * m41; raw[1] += y * m41; raw[2] += z * m41; raw[4] += x * m42; raw[5] += y * m42; raw[6] += z * m42; raw[8] += x * m43; raw[9] += y * m43; raw[10] += z * m43; raw[12] += x * m44; raw[13] += y * m44; raw[14] += z * m44; }; /** * Returns a new Matrix3D object that is an exact copy of the current Matrix3D object. */ Matrix3D.prototype.clone = function () { var matrix3D = new Matrix3D(); matrix3D.copyFrom(this); return matrix3D; }; /** * Copies a Vector3D object into specific column of the calling Matrix3D object. */ Matrix3D.prototype.copyColumnFrom = function (column, vector3D) { if (column < 0 || column > 3) throw new ArgumentError('ArgumentError, Column ' + column + ' out of bounds [0, ..., 3]'); var targetData = this._rawData; var vectorData = vector3D._rawData; column *= 4; targetData[column] = vectorData[0]; targetData[column + 1] = vectorData[1]; targetData[column + 2] = vectorData[2]; targetData[column + 3] = vectorData[3]; }; /** * Copies specific column of the calling Matrix3D object into the Vector3D object. */ Matrix3D.prototype.copyColumnTo = function (column, vector3D, negate) { if (negate === void 0) { negate = false; } if (column < 0 || column > 3) throw new ArgumentError('ArgumentError, Column ' + column + ' out of bounds [0, ..., 3]'); column *= 4; var sourceData = this._rawData; var vectorData = vector3D._rawData; if (negate) { vectorData[0] = -sourceData[column]; vectorData[1] = -sourceData[column + 1]; vectorData[2] = -sourceData[column + 2]; vectorData[3] = -sourceData[column + 3]; } else { vectorData[0] = sourceData[column]; vectorData[1] = sourceData[column + 1]; vectorData[2] = sourceData[column + 2]; vectorData[3] = sourceData[column + 3]; } }; /** * Copies all of the matrix data from the source Matrix3D object into the calling Matrix3D object. */ Matrix3D.prototype.copyFrom = function (source, transpose) { if (transpose === void 0) { transpose = false; } var sourceData = source._rawData, targetData = this._rawData; if (transpose) { targetData[0] = sourceData[0]; targetData[1] = sourceData[4]; targetData[2] = sourceData[8]; targetData[3] = sourceData[12]; targetData[4] = sourceData[1]; targetData[5] = sourceData[5]; targetData[6] = sourceData[9]; targetData[7] = sourceData[13]; targetData[8] = sourceData[2]; targetData[9] = sourceData[6]; targetData[10] = sourceData[10]; targetData[11] = sourceData[14]; targetData[12] = sourceData[3]; targetData[13] = sourceData[7]; targetData[14] = sourceData[11]; targetData[15] = sourceData[15]; } else { targetData.set(sourceData); } }; /** * Copies this Matrix3D object into a destination Matrix3D object. */ Matrix3D.prototype.copyTo = function (target, transpose) { if (transpose === void 0) { transpose = false; } target.copyFrom(this, transpose); }; Matrix3D.prototype.copyRawDataFrom = function (sourceData, offset, transpose) { if (offset === void 0) { offset = 0; } if (transpose === void 0) { transpose = false; } var targetData = this._rawData; if (transpose) { targetData[0] = sourceData[offset + 0]; targetData[1] = sourceData[offset + 4]; targetData[2] = sourceData[offset + 8]; targetData[3] = sourceData[offset + 12]; targetData[4] = sourceData[offset + 1]; targetData[5] = sourceData[offset + 5]; targetData[6] = sourceData[offset + 9]; targetData[7] = sourceData[offset + 13]; targetData[8] = sourceData[offset + 2]; targetData[9] = sourceData[offset + 6]; targetData[10] = sourceData[offset + 10]; targetData[11] = sourceData[offset + 14]; targetData[12] = sourceData[offset + 3]; targetData[13] = sourceData[offset + 7]; targetData[14] = sourceData[offset + 11]; targetData[15] = sourceData[offset + 15]; } else { targetData.set(sourceData.subarray(offset, offset + 16)); } }; Matrix3D.prototype.copyRawDataTo = function (targetData, offset, transpose) { if (offset === void 0) { offset = 0; } if (transpose === void 0) { transpose = false; } var sourceData = this._rawData; if (transpose) { targetData[offset] = sourceData[0]; targetData[offset + 1] = sourceData[4]; targetData[offset + 2] = sourceData[8]; targetData[offset + 3] = sourceData[12]; targetData[offset + 4] = sourceData[1]; targetData[offset + 5] = sourceData[5]; targetData[offset + 6] = sourceData[9]; targetData[offset + 7] = sourceData[13]; targetData[offset + 8] = sourceData[2]; targetData[offset + 9] = sourceData[6]; targetData[offset + 10] = sourceData[10]; targetData[offset + 11] = sourceData[14]; targetData[offset + 12] = sourceData[3]; targetData[offset + 13] = sourceData[7]; targetData[offset + 14] = sourceData[11]; targetData[offset + 15] = sourceData[15]; } else { targetData.set(sourceData, offset); } }; /** * Copies a Vector3D object into specific row of the calling Matrix3D object. */ Matrix3D.prototype.copyRowFrom = function (row, vector3D) { if (row < 0 || row > 3) throw new ArgumentError('ArgumentError, Row ' + row + ' out of bounds [0, ..., 3]'); var targetData = this._rawData; var vectorData = vector3D._rawData; targetData[row] = vectorData[0]; targetData[row + 4] = vectorData[1]; targetData[row + 8] = vectorData[2]; targetData[row + 12] = vectorData[3]; }; /** * Copies specific row of the calling Matrix3D object into the Vector3D object. */ Matrix3D.prototype.copyRowTo = function (row, vector3D, negate) { if (negate === void 0) { negate = false; } if (row < 0 || row > 3) throw new ArgumentError('ArgumentError, Row ' + row + ' out of bounds [0, ..., 3]'); var sourceData = this._rawData; var vectorData = vector3D._rawData; if (negate) { vectorData[0] = -sourceData[row]; vectorData[1] = -sourceData[row + 4]; vectorData[2] = -sourceData[row + 8]; vectorData[3] = -sourceData[row + 12]; } else { vectorData[0] = sourceData[row]; vectorData[1] = sourceData[row + 4]; vectorData[2] = sourceData[row + 8]; vectorData[3] = sourceData[row + 12]; } }; /** * Returns the transformation matrix's translation, rotation, and scale * settings as a Vector of three Vector3D objects. */ Matrix3D.prototype.decompose = function (orientationStyle) { if (orientationStyle === void 0) { orientationStyle = 'eulerAngles'; } if (this._components == null) this._components = [new Vector3D(), new Vector3D(), new Vector3D(), new Vector3D()]; /// use TMP for avoid realocation var colX = Matrix3D.COL_X; colX.setTo(this._rawData[0], this._rawData[1], this._rawData[2]); var colY = Matrix3D.COL_Y; colY.setTo(this._rawData[4], this._rawData[5], this._rawData[6]); var colZ = Matrix3D.COL_Z; colZ.setTo(this._rawData[8], this._rawData[9], this._rawData[10]); var skew = this._components[3]; var scale = this._components[2]; //compute X scale factor and normalise colX scale.x = colX.length; if (scale.x) colX.scaleBy(1 / scale.x); //compute XY shear factor and make colY orthogonal to colX skew.x = colX.dotProduct(colY); Vector3D.combine(colY, colX, 1, -skew.x, colY); //compute Y scale factor and normalise colY scale.y = colY.length; if (scale.y) { colY.scaleBy(1 / scale.y); skew.x /= scale.y; } //compute XZ and YZ shears and make colZ orthogonal to colX and colY skew.y = colX.dotProduct(colZ); Vector3D.combine(colZ, colX, 1, -skew.y, colZ); skew.z = colY.dotProduct(colZ); Vector3D.combine(colZ, colY, 1, -skew.z, colZ); //compute Z scale and normalise colZ scale.z = colZ.length; if (scale.z) { colZ.scaleBy(1 / scale.z); skew.y /= scale.z; skew.z /= scale.z; } //at this point, the matrix (in cols) is orthonormal //check for a coordinate system flip. If the determinant is -1, negate the z scaling factor if (colX.dotProduct(colY.crossProduct(colZ)) < 0) { scale.z = -scale.z; colZ.x = -colZ.x; colZ.y = -colZ.y; colZ.z = -colZ.z; } var rot = this._components[1]; switch (orientationStyle) { case Orientation3D.AXIS_ANGLE: { rot.w = Math.acos((colX.x + colY.y + colZ.z - 1) / 2); var len = Math.sqrt((colY.z - colZ.y) * (colY.z - colZ.y) + (colZ.x - colX.z) * (colZ.x - colX.z) + (colX.y - colY.x) * (colX.y - colY.x)); rot.x = len ? (colY.z - colZ.y) / len : 0; rot.y = len ? (colZ.x - colX.z) / len : 0; rot.z = len ? (colX.y - colY.x) / len : 0; break; } case Orientation3D.QUATERNION: { var tr = colX.x + colY.y + colZ.z; if (tr > 0) { rot.w = Math.sqrt(1 + tr) / 2; rot.x = (colY.z - colZ.y) / (4 * rot.w); rot.y = (colZ.x - colX.z) / (4 * rot.w); rot.z = (colX.y - colY.x) / (4 * rot.w); } else if ((colX.x > colY.y) && (colX.x > colZ.z)) { rot.x = Math.sqrt(1 + colX.x - colY.y - colZ.z) / 2; rot.w = (colY.z - colZ.y) / (4 * rot.x); rot.y = (colX.y + colY.x) / (4 * rot.x); rot.z = (colZ.x + colX.z) / (4 * rot.x); } else if (colY.y > colZ.z) { rot.y = Math.sqrt(1 + colY.y - colX.x - colZ.z) / 2; rot.x = (colX.y + colY.x) / (4 * rot.y); rot.w = (colZ.x - colX.z) / (4 * rot.y); rot.z = (colY.z + colZ.y) / (4 * rot.y); } else { rot.z = Math.sqrt(1 + colZ.z - colX.x - colY.y) / 2; rot.x = (colZ.x + colX.z) / (4 * rot.z); rot.y = (colY.z + colZ.y) / (4 * rot.z); rot.w = (colX.y - colY.x) / (4 * rot.z); } break; } case Orientation3D.EULER_ANGLES: rot.y = Math.asin(-colX.z) * MathConsts.RADIANS_TO_DEGREES; //var cos:number = Math.cos(rot.y); if (colX.z != 1 && colX.z != -1) { rot.x = Math.atan2(colY.z, colZ.z) * MathConsts.RADIANS_TO_DEGREES; rot.z = Math.atan2(colX.y, colX.x) * MathConsts.RADIANS_TO_DEGREES; } else { rot.z = 0; rot.x = Math.atan2(colY.x, colY.y) * MathConsts.RADIANS_TO_DEGREES; } break; } this._components[0].copyFrom(this.position); return this._components; }; /** * Uses the transformation matrix without its translation elements to transform a Vector3D object from one space * coordinate to another. */ Matrix3D.prototype.deltaTransformVector = function (v, t) { if (t === void 0) { t = null; } var x = v.x; var y = v.y; var z = v.z; if (!t) t = new Vector3D(); var raw = this._rawData; var rawT = t._rawData; rawT[0] = x * raw[0] + y * raw[4] + z * raw[8]; rawT[1] = x * raw[1] + y * raw[5] + z * raw[9]; rawT[2] = x * raw[2] + y * raw[6] + z * raw[10]; rawT[3] = x * raw[3] + y * raw[7] + z * raw[11]; return t; }; Matrix3D.prototype.deltaTransformVectors = function (vin, vout) { var raw = this._rawData; var a = raw[0]; var e = raw[1]; var i = raw[2]; var b = raw[4]; var f = raw[5]; var j = raw[6]; var c = raw[8]; var g = raw[9]; var k = raw[10]; var outIndex = 0; var length = vin.length; for (var index = 0; index < length; index += 3) { var x = vin[index]; var y = vin[index + 1]; var z = vin[index + 2]; vout[outIndex++] = a * x + b * y + c * z; vout[outIndex++] = e * x + f * y + g * z; vout[outIndex++] = i * x + j * y + k * z; } }; /** * Converts the current matrix to an identity or unit matrix. */ Matrix3D.prototype.identity = function () { this._rawData.set(Matrix3D._identityData); }; /** * Inverts the current matrix. */ Matrix3D.prototype.invert = function () { var d = this.determinant; var invertable = Math.abs(d) > 0.00000000001; var raw = this._rawData; if (invertable) { d = 1 / d; var m11 = raw[0]; var m12 = raw[1]; var m13 = raw[2]; var m14 = raw[3]; var m21 = raw[4]; var m22 = raw[5]; var m23 = raw[6]; var m24 = raw[7]; var m31 = raw[8]; var m32 = raw[9]; var m33 = raw[10]; var m34 = raw[11]; var m41 = raw[12]; var m42 = raw[13]; var m43 = raw[14]; var m44 = raw[15]; /* eslint-disable */ raw[0] = d * (m22 * (m33 * m44 - m43 * m34) - m32 * (m23 * m44 - m43 * m24) + m42 * (m23 * m34 - m33 * m24)); raw[1] = -d * (m12 * (m33 * m44 - m43 * m34) - m32 * (m13 * m44 - m43 * m14) + m42 * (m13 * m34 - m33 * m14)); raw[2] = d * (m12 * (m23 * m44 - m43 * m24) - m22 * (m13 * m44 - m43 * m14) + m42 * (m13 * m24 - m23 * m14)); raw[3] = -d * (m12 * (m23 * m34 - m33 * m24) - m22 * (m13 * m34 - m33 * m14) + m32 * (m13 * m24 - m23 * m14)); raw[4] = -d * (m21 * (m33 * m44 - m43 * m34) - m31 * (m23 * m44 - m43 * m24) + m41 * (m23 * m34 - m33 * m24)); raw[5] = d * (m11 * (m33 * m44 - m43 * m34) - m31 * (m13 * m44 - m43 * m14) + m41 * (m13 * m34 - m33 * m14)); raw[6] = -d * (m11 * (m23 * m44 - m43 * m24) - m21 * (m13 * m44 - m43 * m14) + m41 * (m13 * m24 - m23 * m14)); raw[7] = d * (m11 * (m23 * m34 - m33 * m24) - m21 * (m13 * m34 - m33 * m14) + m31 * (m13 * m24 - m23 * m14)); raw[8] = d * (m21 * (m32 * m44 - m42 * m34) - m31 * (m22 * m44 - m42 * m24) + m41 * (m22 * m34 - m32 * m24)); raw[9] = -d * (m11 * (m32 * m44 - m42 * m34) - m31 * (m12 * m44 - m42 * m14) + m41 * (m12 * m34 - m32 * m14)); raw[10] = d * (m11 * (m22 * m44 - m42 * m24) - m21 * (m12 * m44 - m42 * m14) + m41 * (m12 * m24 - m22 * m14)); raw[11] = -d * (m11 * (m22 * m34 - m32 * m24) - m21 * (m12 * m34 - m32 * m14) + m31 * (m12 * m24 - m22 * m14)); raw[12] = -d * (m21 * (m32 * m43 - m42 * m33) - m31 * (m22 * m43 - m42 * m23) + m41 * (m22 * m33 - m32 * m23)); raw[13] = d * (m11 * (m32 * m43 - m42 * m33) - m31 * (m12 * m43 - m42 * m13) + m41 * (m12 * m33 - m32 * m13)); raw[14] = -d * (m11 * (m22 * m43 - m42 * m23) - m21 * (m12 * m43 - m42 * m13) + m41 * (m12 * m23 - m22 * m13)); raw[15] = d * (m11 * (m22 * m33 - m32 * m23) - m21 * (m12 * m33 - m32 * m13) + m31 * (m12 * m23 - m22 * m13)); /* eslint-enable */ } return invertable; }; Matrix3D.prototype.isIdentity = function () { var raw = this._rawData; if (raw[0] == 1 && raw[1] == 0 && raw[2] == 0 && raw[3] == 0 && raw[4] == 0 && raw[5] == 1 && raw[6] == 0 && raw[7] == 0 && raw[8] == 0 && raw[9] == 0 && raw[10] == 1 && raw[11] == 0 && raw[12] == 0 && raw[13] == 0 && raw[14] == 0 && raw[15] == 1) return true; return false; }; /** * Prepends a matrix by multiplying the current Matrix3D object by another Matrix3D object. */ Matrix3D.prototype.prepend = function (rhs) { var raw = this._rawData; var rawRhs = rhs._rawData; var m111 = rawRhs[0]; var m112 = rawRhs[1]; var m113 = rawRhs[2]; var m114 = rawRhs[3]; var m121 = rawRhs[4]; var m122 = rawRhs[5]; var m123 = rawRhs[6]; var m124 = rawRhs[7]; var m131 = rawRhs[8]; var m132 = rawRhs[9]; var m133 = rawRhs[10]; var m134 = rawRhs[11]; var m141 = rawRhs[12]; var m142 = rawRhs[13]; var m143 = rawRhs[14]; var m144 = rawRhs[15]; var m211 = raw[0]; var m212 = raw[1]; var m213 = raw[2]; var m214 = raw[3]; var m221 = raw[4]; var m222 = raw[5]; var m223 = raw[6]; var m224 = raw[7]; var m231 = raw[8]; var m232 = raw[9]; var m233 = raw[10]; var m234 = raw[11]; var m241 = raw[12]; var m242 = raw[13]; var m243 = raw[14]; var m244 = raw[15]; raw[0] = m111 * m211 + m112 * m221 + m113 * m231 + m114 * m241; raw[1] = m111 * m212 + m112 * m222 + m113 * m232 + m114 * m242; raw[2] = m111 * m213 + m112 * m223 + m113 * m233 + m114 * m243; raw[3] = m111 * m214 + m112 * m224 + m113 * m234 + m114 * m244; raw[4] = m121 * m211 + m122 * m221 + m123 * m231 + m124 * m241; raw[5] = m121 * m212 + m122 * m222 + m123 * m232 + m124 * m242; raw[6] = m121 * m213 + m122 * m223 + m123 * m233 + m124 * m243; raw[7] = m121 * m214 + m122 * m224 + m123 * m234 + m124 * m244; raw[8] = m131 * m211 + m132 * m221 + m133 * m231 + m134 * m241; raw[9] = m131 * m212 + m132 * m222 + m133 * m232 + m134 * m242; raw[10] = m131 * m213 + m132 * m223 + m133 * m233 + m134 * m243; raw[11] = m131 * m214 + m132 * m224 + m133 * m234 + m134 * m244; raw[12] = m141 * m211 + m142 * m221 + m143 * m231 + m144 * m241; raw[13] = m141 * m212 + m142 * m222 + m143 * m232 + m144 * m242; raw[14] = m141 * m213 + m142 * m223 + m143 * m233 + m144 * m243; raw[15] = m141 * m214 + m142 * m224 + m143 * m234 + m144 * m244; }; /** * Prepends an incremental rotation to a Matrix3D object. */ Matrix3D.prototype.prependRotation = function (degrees, axis) { this.prepend(Matrix3D.getAxisRotationMatrix(axis.x, axis.y, axis.z, degrees, Matrix3D._tempMatrix)); }; /** * Prepends an incremental scale change along the x, y, and z axes to a Matrix3D object. */ Matrix3D.prototype.prependScale = function (xScale, yScale, zScale) { if (xScale == 1 && yScale == 1 && zScale == 1) return; var rawData = Matrix3D._tempMatrix._rawData; rawData[0] = xScale; rawData[1] = 0; rawData[2] = 0; rawData[3] = 0; rawData[4] = 0; rawData[5] = yScale; rawData[6] = 0; rawData[7] = 0; rawData[8] = 0; rawData[9] = 0; rawData[10] = zScale; rawData[11] = 0; rawData[12] = 0; rawData[13] = 0; rawData[14] = 0; rawData[15] = 1; this.prepend(Matrix3D._tempMatrix); }; /** * Prepends an incremental translation, a repositioning along the x, y, and z axes, to a Matrix3D object. */ Matrix3D.prototype.prependTranslation = function (x, y, z) { var rawData = Matrix3D._tempMatrix._rawData; rawData[0] = 1; rawData[1] = 0; rawData[2] = 0; rawData[3] = 0; rawData[4] = 0; rawData[5] = 1; rawData[6] = 0; rawData[7] = 0; rawData[8] = 0; rawData[9] = 0; rawData[10] = 1; rawData[11] = 0; rawData[12] = x; rawData[13] = y; rawData[14] = z; rawData[15] = 1; this.prepend(Matrix3D._tempMatrix); }; // TODO orientationStyle /** * Sets the transformation matrix's translation, rotation, and scale settings. */ Matrix3D.prototype.recompose = function (components) { //reset matrix ready for recompose this.identity(); var skew = components[3]; if (skew && (skew.x != 0 || skew.y != 0 || skew.z != 0)) this.appendSkew(skew.x, skew.y, skew.z); var scale = components[2]; if (scale && (scale.x != 1 || scale.y != 1 || scale.z != 1)) this.appendScale(scale.x, scale.y, scale.z); var sin; var cos; var rawData = Matrix3D._tempMatrix._rawData; rawData[12] = 0; rawData[13] = 0; rawData[14] = 0; rawData[15] = 0; var rotation = components[1]; if (rotation) { var angle = -rotation.x * MathConsts.DEGREES_TO_RADIANS; if (angle != 0) { sin = Math.sin(angle); cos = Math.cos(angle); rawData[0] = 1; rawData[1] = 0; rawData[2] = 0; rawData[3] = 0; rawData[4] = 0; rawData[5] = cos; rawData[6] = -sin; rawData[7] = 0; rawData[8] = 0; rawData[9] = sin; rawData[10] = cos; rawData[11] = 0; this.append(Matrix3D._tempMatrix); } angle = -rotation.y * MathConsts.DEGREES_TO_RADIANS; if (angle != 0) { sin = Math.sin(angle); cos = Math.cos(angle); rawData[0] = cos; rawData[1] = 0; rawData[2] = sin; rawData[3] = 0; rawData[4] = 0; rawData[5] = 1; rawData[6] = 0; rawData[7] = 0; rawData[8] = -sin; rawData[9] = 0; rawData[10] = cos; rawData[11] = 0; this.append(Matrix3D._tempMatrix); } angle = -rotation.z * MathConsts.DEGREES_TO_RADIANS; if (angle != 0) { sin = Math.sin(angle); cos = Math.cos(angle); rawData[0] = cos; rawData[1] = -sin; rawData[2] = 0; rawData[3] = 0; rawData[4] = sin; rawData[5] = cos; rawData[6] = 0; rawData[7] = 0; rawData[8] = 0; rawData[9] = 0; rawData[10] = 1; rawData[11] = 0; this.append(Matrix3D._tempMatrix); } } var pos = components[0]; if (pos) { this._rawData[12] = pos.x; this._rawData[13] = pos.y; this._rawData[14] = pos.z; this._rawData[15] = 1; } }; Matrix3D.prototype.reflect = function (plane) { var a = plane.a, b = plane.b, c = plane.c, d = plane.d; var ab2 = -2 * a * b; var ac2 = -2 * a * c; var bc2 = -2 * b * c; // reflection matrix var rawData = this._rawData; rawData[0] = 1 - 2 * a * a; rawData[4] = ab2; rawData[8] = ac2; rawData[12] = -2 * a * d; rawData[1] = ab2; rawData[5] = 1 - 2 * b * b; rawData[9] = bc2; rawData[13] = -2 * b * d; rawData[2] = ac2; rawData[6] = bc2; rawData[10] = 1 - 2 * c * c; rawData[14] = -2 * c * d; rawData[3] = 0; rawData[7] = 0; rawData[11] = 0; rawData[15] = 1; }; Matrix3D.prototype.transformBox = function (box, target) { if (target === void 0) { target = null; } if (box == null) throw new ArgumentError('ArgumentError, box cannot be null'); if (!target) target = new Box(); var hx = box.width / 2; var hy = box.height / 2; var hz = box.depth / 2; var cx = box.x + hx; var cy = box.y + hy; var cz = box.z + hz; var m11 = this._rawData[0], m12 = this._rawData[4], m13 = this._rawData[8], m14 = this._rawData[12]; var m21 = this._rawData[1], m22 = this._rawData[5], m23 = this._rawData[9], m24 = this._rawData[13]; var m31 = this._rawData[2], m32 = this._rawData[6], m33 = this._rawData[10], m34 = this._rawData[14]; var centerX = cx * m11 + cy * m12 + cz * m13 + m14; var centerY = cx * m21 + cy * m22 + cz * m23 + m24; var centerZ = cx * m31 + cy * m32 + cz * m33 + m34; var halfExtentsX = Math.max(Math.abs(hx * m11 + hy * m12 + hz * m13), Math.abs(-hx * m11 + hy * m12 + hz * m13), Math.abs(hx * m11 - hy * m12 + hz * m13), Math.abs(hx * m11 + hy * m12 - hz * m13)); var halfExtentsY = Math.max(Math.abs(hx * m21 + hy * m22 + hz * m23), Math.abs(-hx * m21 + hy * m22 + hz * m23), Math.abs(hx * m21 - hy * m22 + hz * m23), Math.abs(hx * m21 + hy * m22 - hz * m23)); var halfExtentsZ = Math.max(Math.abs(hx * m31 + hy * m32 + hz * m33), Math.abs(-hx * m31 + hy * m32 + hz * m33), Math.abs(hx * m31 - hy * m32 + hz * m33), Math.abs(hx * m31 + hy * m32 - hz * m33)); target.width = halfExtentsX * 2; target.height = halfExtentsY * 2; target.depth = halfExtentsZ * 2; target.x = centerX - halfExtentsX; target.y = centerY - halfExtentsY; target.z = centerZ - halfExtentsZ; return target; }; Matrix3D.prototype.transformSphere = function (sphere, target) { if (target === void 0) { target = null; } //TODO: use a better solution than this if (sphere == null) throw new ArgumentError('ArgumentError, sphere cannot be null'); var box = new Box(sphere.x - sphere.radius, // x sphere.y - sphere.radius, // y sphere.z - sphere.radius, // z sphere.radius * 2, // w sphere.radius * 2, // h sphere.radius * 2); // d this.transformBox(box, box); if (!target) target = new Sphere(); target.x = box.x + box.width / 2; target.y = box.y + box.height / 2; target.z = box.z + box.depth / 2; target.radius = Math.max(box.width, box.height, box.depth); return target; }; Matrix3D.prototype.transformVector = function (vector, target, ignoreW) { if (target === void 0) { target = null; } if (ignoreW === void 0) { ignoreW = false; } if (vector == null) throw new ArgumentError('ArgumentError, vector cannot be null'); var x = vector.x; var y = vector.y; var z = vector.z; var w = ignoreW ? 1 : vector.w; if (!target) target = new Vector3D(); var raw = this._rawData; var rawTarget = target._rawData; rawTarget[0] = x * raw[0] + y * raw[4] + z * raw[8] + w * raw[12]; rawTarget[1] = x * raw[1] + y * raw[5] + z * raw[9] + w * raw[13]; rawTarget[2] = x * raw[2] + y * raw[6] + z * raw[10] + w * raw[14]; rawTarget[3] = x * raw[3] + y * raw[7] + z * raw[11] + w * raw[15]; return target; }; /** * Uses the transformation matrix to transform a Vector of Numbers from one coordinate space to another. */ Matrix3D.prototype.transformVectors = function (vin, vout) { var i = 0; var x = 0, y = 0, z = 0; var raw = this._rawData; while (i + 3 <= vin.length) { x = vin[i]; y = vin[i + 1]; z = vin[i + 2]; vout[i] = x * raw[0] + y * raw[4] + z * raw[8] + raw[12]; vout[i + 1] = x * raw[1] + y * raw[5] + z * raw[9] + raw[13]; vout[i + 2] = x * raw[2] + y * raw[6] + z * raw[10] + raw[14]; i += 3; } }; /** * Converts the current Matrix3D object to a matrix where the rows and columns are swapped. */ Matrix3D.prototype.transpose = function () { var raw = this._rawData; var rawTemp = Matrix3D._tempMatrix._rawData; this.copyRawDataTo(rawTemp, 0, true); raw[1] = rawTemp[1]; raw[2] = rawTemp[2]; raw[3] = rawTemp[3]; raw[4] = rawTemp[4]; raw[6] = rawTemp[6]; raw[7] = rawTemp[7]; raw[8] = rawTemp[8]; raw[9] = rawTemp[9]; raw[11] = rawTemp[11]; raw[12] = rawTemp[12]; raw[13] = rawTemp[13]; raw[14] = rawTemp[14]; }; Matrix3D.prototype.toFixed = function (decimalPlace) { var magnitude = Math.pow(10, decimalPlace); return 'matrix3d(' + Math.round(this._rawData[0] * magnitude) / magnitude + ',' + Math.round(this._rawData[1] * magnitude) / magnitude + ',' + Math.round(this._rawData[2] * magnitude) / magnitude + ',' + Math.round(this._rawData[3] * magnitude) / magnitude + ',' + Math.round(this._rawData[4] * magnitude) / magnitude + ',' + Math.round(this._rawData[5] * magnitude) / magnitude + ',' + Math.round(this._rawData[6] * magnitude) / magnitude + ',' + Math.round(this._rawData[7] * magnitude) / magnitude + ',' + Math.round(this._rawData[8] * magnitude) / magnitude + ',' + Math.round(this._rawData[9] * magnitude) / magnitude + ',' + Math.round(this._rawData[10] * magnitude) / magnitude + ',' + Math.round(this._rawData[11] * magnitude) / magnitude + ',' + Math.round(this._rawData[12] * magnitude) / magnitude + ',' + Math.round(this._rawData[13] * magnitude) / magnitude + ',' + Math.round(this._rawData[14] * magnitude) / magnitude + ',' + Math.round(this._rawData[15] * magnitude) / magnitude + ')'; }; Matrix3D.prototype.toString = function () { return 'matrix3d(' + Math.round(this._rawData[0] * 1000) / 1000 + ',' + Math.round(this._rawData[1] * 1000) / 1000 + ',' + Math.round(this._rawData[2] * 1000) / 1000 + ',' + Math.round(this._rawData[3] * 1000) / 1000 + ',' + Math.round(this._rawData[4] * 1000) / 1000 + ',' + Math.round(this._rawData[5] * 1000) / 1000 + ',' + Math.round(this._rawData[6] * 1000) / 1000 + ',' + Math.round(this._rawData[7] * 1000) / 1000 + ',' + Math.round(this._rawData[8] * 1000) / 1000 + ',' + Math.round(this._rawData[9] * 1000) / 1000 + ',' + Math.round(this._rawData[10] * 1000) / 1000 + ',' + Math.round(this._rawData[11] * 1000) / 1000 + ',' + Math.round(this._rawData[12] * 1000) / 1000 + ',' + Math.round(this._rawData[13] * 1000) / 1000 + ',' + Math.round(this._rawData[14] * 1000) / 1000 + ',' + Math.round(this._rawData[15] * 1000) / 1000 + ')'; }; Matrix3D._identityData = new Float32Array([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]); Matrix3D._tempMatrix = new Matrix3D(); /** * A reference to a Matrix3D to be used as a temporary data container, preventing object creation. */ Matrix3D.CALCULATION_MATRIX = new Matrix3D(); Matrix3D.COL_X = new Vector3D(); Matrix3D.COL_Y = new Vector3D(); Matrix3D.COL_Z = new Vector3D(); return Matrix3D; }()); export { Matrix3D };