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@icanvas/core

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import Vector from './vector.js'; import Vector2 from './vector2.js'; export default class Matrix4 extends Vector { constructor(vector) { super(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); if (vector) this.setApply(vector); } //重置为单位矩阵 identity() { return this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); } //乘以Matrix4 multiply(matrix4) { var i, e, a, b, ai0, ai1, ai2, ai3; // Calculate e = a * b e = this.elements; a = this.elements; b = matrix4.elements; // If e equals b, copy b to temporary matrix. if (e === b) { b = new Float32Array(16); for (i = 0; i < 16; ++i) { b[i] = e[i]; } } for (i = 0; i < 4; i++) { ai0 = a[i]; ai1 = a[i + 4]; ai2 = a[i + 8]; ai3 = a[i + 12]; e[i] = ai0 * b[0] + ai1 * b[1] + ai2 * b[2] + ai3 * b[3]; e[i + 4] = ai0 * b[4] + ai1 * b[5] + ai2 * b[6] + ai3 * b[7]; e[i + 8] = ai0 * b[8] + ai1 * b[9] + ai2 * b[10] + ai3 * b[11]; e[i + 12] = ai0 * b[12] + ai1 * b[13] + ai2 * b[14] + ai3 * b[15]; } return this; } /** * 乘以一个点返回一个新点 */ multiplyVector3(vector3) { var e = this.elements; var p = vector3.elements; let x = p[0] * e[0] + p[1] * e[4] + p[2] * e[8] + e[12]; let y = p[0] * e[1] + p[1] * e[5] + p[2] * e[9] + e[13]; let z = p[0] * e[2] + p[1] * e[6] + p[2] * e[10] + e[14]; vector3.x = x; vector3.y = y; vector3.z = z; return vector3; } // multiplyVector4(vector4) { // var e = this.elements; // var p = vector4.elements; // return new Vector4( // p[0] * e[0] + p[1] * e[4] + p[2] * e[8] + p[3] * e[12], // p[0] * e[1] + p[1] * e[5] + p[2] * e[9] + p[3] * e[13], // p[0] * e[2] + p[1] * e[6] + p[2] * e[10] + p[3] * e[14], // p[0] * e[3] + p[1] * e[7] + p[2] * e[11] + p[3] * e[15], // ); // } /** * 转置矩阵 */ transpose() { let e = this.elements; return this.set(e[0], e[4], e[8], e[12], e[1], e[5], e[9], e[13], e[2], e[6], e[10], e[14], e[3], e[7], e[11], e[15]); } /** * 设置为逆矩阵 */ invert(matrix4) { var i, s, d, inv, det; s = matrix4 ? matrix4.elements || matrix4 : this.elements; d = this.elements; inv = Matrix4.invertHandle || (Matrix4.invertHandle = []); inv[0] = s[5] * s[10] * s[15] - s[5] * s[11] * s[14] - s[9] * s[6] * s[15] + s[9] * s[7] * s[14] + s[13] * s[6] * s[11] - s[13] * s[7] * s[10]; inv[4] = -s[4] * s[10] * s[15] + s[4] * s[11] * s[14] + s[8] * s[6] * s[15] - s[8] * s[7] * s[14] - s[12] * s[6] * s[11] + s[12] * s[7] * s[10]; inv[8] = s[4] * s[9] * s[15] - s[4] * s[11] * s[13] - s[8] * s[5] * s[15] + s[8] * s[7] * s[13] + s[12] * s[5] * s[11] - s[12] * s[7] * s[9]; inv[12] = -s[4] * s[9] * s[14] + s[4] * s[10] * s[13] + s[8] * s[5] * s[14] - s[8] * s[6] * s[13] - s[12] * s[5] * s[10] + s[12] * s[6] * s[9]; inv[1] = -s[1] * s[10] * s[15] + s[1] * s[11] * s[14] + s[9] * s[2] * s[15] - s[9] * s[3] * s[14] - s[13] * s[2] * s[11] + s[13] * s[3] * s[10]; inv[5] = s[0] * s[10] * s[15] - s[0] * s[11] * s[14] - s[8] * s[2] * s[15] + s[8] * s[3] * s[14] + s[12] * s[2] * s[11] - s[12] * s[3] * s[10]; inv[9] = -s[0] * s[9] * s[15] + s[0] * s[11] * s[13] + s[8] * s[1] * s[15] - s[8] * s[3] * s[13] - s[12] * s[1] * s[11] + s[12] * s[3] * s[9]; inv[13] = s[0] * s[9] * s[14] - s[0] * s[10] * s[13] - s[8] * s[1] * s[14] + s[8] * s[2] * s[13] + s[12] * s[1] * s[10] - s[12] * s[2] * s[9]; inv[2] = s[1] * s[6] * s[15] - s[1] * s[7] * s[14] - s[5] * s[2] * s[15] + s[5] * s[3] * s[14] + s[13] * s[2] * s[7] - s[13] * s[3] * s[6]; inv[6] = -s[0] * s[6] * s[15] + s[0] * s[7] * s[14] + s[4] * s[2] * s[15] - s[4] * s[3] * s[14] - s[12] * s[2] * s[7] + s[12] * s[3] * s[6]; inv[10] = s[0] * s[5] * s[15] - s[0] * s[7] * s[13] - s[4] * s[1] * s[15] + s[4] * s[3] * s[13] + s[12] * s[1] * s[7] - s[12] * s[3] * s[5]; inv[14] = -s[0] * s[5] * s[14] + s[0] * s[6] * s[13] + s[4] * s[1] * s[14] - s[4] * s[2] * s[13] - s[12] * s[1] * s[6] + s[12] * s[2] * s[5]; inv[3] = -s[1] * s[6] * s[11] + s[1] * s[7] * s[10] + s[5] * s[2] * s[11] - s[5] * s[3] * s[10] - s[9] * s[2] * s[7] + s[9] * s[3] * s[6]; inv[7] = s[0] * s[6] * s[11] - s[0] * s[7] * s[10] - s[4] * s[2] * s[11] + s[4] * s[3] * s[10] + s[8] * s[2] * s[7] - s[8] * s[3] * s[6]; inv[11] = -s[0] * s[5] * s[11] + s[0] * s[7] * s[9] + s[4] * s[1] * s[11] - s[4] * s[3] * s[9] - s[8] * s[1] * s[7] + s[8] * s[3] * s[5]; inv[15] = s[0] * s[5] * s[10] - s[0] * s[6] * s[9] - s[4] * s[1] * s[10] + s[4] * s[2] * s[9] + s[8] * s[1] * s[6] - s[8] * s[2] * s[5]; det = s[0] * inv[0] + s[1] * inv[4] + s[2] * inv[8] + s[3] * inv[12]; if (det === 0) return this; det = 1 / det; for (i = 0; i < 16; i++) d[i] = inv[i] * det; return this; } // /** // * 设置正交投影 // */ setOrtho(left, right, bottom, top, near, far) { var e, rw, rh, rd; if (left === right || bottom === top || near === far) { throw 'null frustum'; } rw = 1 / (right - left); rh = 1 / (top - bottom); rd = 1 / (far - near); e = this.elements; e[0] = 2 * rw; e[1] = 0; e[2] = 0; e[3] = 0; e[4] = 0; e[5] = 2 * rh; e[6] = 0; e[7] = 0; e[8] = 0; e[9] = 0; e[10] = -2 * rd; e[11] = 0; e[12] = -(right + left) * rw; e[13] = -(top + bottom) * rh; e[14] = -(far + near) * rd; e[15] = 1; return this; } // ortho(left, right, bottom, top, near, far) { // return this.multiply(new Matrix4().setOrtho(left, right, bottom, top, near, far)); // } // /** // * 设置透视投影 // */ // setFrustum(left, right, bottom, top, near, far) { // var e, rw, rh, rd; // if (left === right || top === bottom || near === far) { // throw 'null frustum'; // } // if (near <= 0) { // throw 'near <= 0'; // } // if (far <= 0) { // throw 'far <= 0'; // } // rw = 1 / (right - left); // rh = 1 / (top - bottom); // rd = 1 / (far - near); // e = this.elements; // e[0] = 2 * near * rw; // e[1] = 0; // e[2] = 0; // e[3] = 0; // e[4] = 0; // e[5] = 2 * near * rh; // e[6] = 0; // e[7] = 0; // e[8] = (right + left) * rw; // e[9] = (top + bottom) * rh; // e[10] = -(far + near) * rd; // e[11] = -1; // e[12] = 0; // e[13] = 0; // e[14] = -2 * near * far * rd; // e[15] = 0; // return this; // } // frustum (left, right, bottom, top, near, far) { // return this.multiply(new Matrix4().setFrustum(left, right, bottom, top, near, far)); // } // /** // * 通过视锥角度和长宽比设置透视投影 // */ // setPerspective = function(fovy, aspect, near, far) { // var e, rd, s, ct; // if (near === far || aspect === 0) { // throw 'null frustum'; // } // if (near <= 0) { // throw 'near <= 0'; // } // if (far <= 0) { // throw 'far <= 0'; // } // fovy = (Math.PI * fovy) / 180 / 2; // s = Math.sin(fovy); // if (s === 0) { // throw 'null frustum'; // } // rd = 1 / (far - near); // ct = Math.cos(fovy) / s; // e = this.elements; // e[0] = ct / aspect; // e[1] = 0; // e[2] = 0; // e[3] = 0; // e[4] = 0; // e[5] = ct; // e[6] = 0; // e[7] = 0; // e[8] = 0; // e[9] = 0; // e[10] = -(far + near) * rd; // e[11] = -1; // e[12] = 0; // e[13] = 0; // e[14] = -2 * near * far * rd; // e[15] = 0; // return this; // } // perspective (fovy, aspect, near, far) { // return this.multiply(new Matrix4().setPerspective(fovy, aspect, near, far)); // } /** * 矩阵缩放 */ setScale(x = 1, y = 1, z = 1) { return this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1); } scale(x = 1, y = 1, z = 1) { return this.mult(x, x, x, x, y, y, y, y, z, z, z, z); } /** * 矩阵移动 */ setTranslate(x = 0, y = 0, z = 0) { return this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, x, y, z, 1); } translate(x = 0, y = 0, z = 0) { var e = this.elements; e[12] += e[0] * x + e[4] * y + e[8] * z; e[13] += e[1] * x + e[5] * y + e[9] * z; e[14] += e[2] * x + e[6] * y + e[10] * z; e[15] += e[3] * x + e[7] * y + e[11] * z; return this; } /** * 矩阵旋转(弧度) */ setRotate(angle, x, y, z) { var s, c, len, rlen, nc, xy, yz, zx, xs, ys, zs, e; e = this.elements; s = Math.sin(angle); c = Math.cos(angle); if (0 !== x && 0 === y && 0 === z) { if (x < 0) s = -s; return this.set(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1); } else if (0 === x && 0 !== y && 0 === z) { if (y < 0) s = -s; return this.set(c, 0, -s, 0, 0, 1, 0, 0, s, 0, c, 0, 0, 0, 0, 1); } else if (0 === x && 0 === y && 0 !== z) { if (z < 0) s = -s; return this.set(c, s, 0, 0, -s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); } else { len = Math.sqrt(x * x + y * y + z * z); if (len !== 1) { rlen = 1 / len; x *= rlen; y *= rlen; z *= rlen; } nc = 1 - c; xy = x * y; yz = y * z; zx = z * x; xs = x * s; ys = y * s; zs = z * s; return this.set( x * x * nc + c, xy * nc + zs, zx * nc - ys, 0, xy * nc - zs, y * y * nc + c, yz * nc + xs, 0, zx * nc + ys, yz * nc - xs, z * z * nc + c, 0, 0, 0, 0, 1, ); } } rotate(angle, x, y, z) { return this.multiply(new Matrix4().setRotate(angle, x, y, z)); } // /** // * 设置矩阵视角 // */ // setLookAt = function(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) { // var e, fx, fy, fz, rlf, sx, sy, sz, rls, ux, uy, uz; // fx = centerX - eyeX; // fy = centerY - eyeY; // fz = centerZ - eyeZ; // // Normalize f. // rlf = 1 / Math.sqrt(fx * fx + fy * fy + fz * fz); // fx *= rlf; // fy *= rlf; // fz *= rlf; // // Calculate cross product of f and up. // sx = fy * upZ - fz * upY; // sy = fz * upX - fx * upZ; // sz = fx * upY - fy * upX; // // Normalize s. // rls = 1 / Math.sqrt(sx * sx + sy * sy + sz * sz); // sx *= rls; // sy *= rls; // sz *= rls; // // Calculate cross product of s and f. // ux = sy * fz - sz * fy; // uy = sz * fx - sx * fz; // uz = sx * fy - sy * fx; // return this.set(sx, ux, -fx, 0, sy, uy, -fy, 0, sz, uz, -fz, 0, 0, 0, 0, 1).translate(-eyeX, -eyeY, -eyeZ); // }; // lookAt(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) { // return this.multiply(new Matrix4().setLookAt(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ)); // } // /** // * Multiply the matrix for project vertex to plane from the right. // * @param plane The array[A, B, C, D] of the equation of plane "Ax + By + Cz + D = 0". // * @param light The array which stored coordinates of the light. if light[3]=0, treated as parallel light. // * @return this // */ // dropShadow(plane, light) { // var mat = new Matrix4(); // var e = mat.elements; // var dot = plane[0] * light[0] + plane[1] * light[1] + plane[2] * light[2] + plane[3] * light[3]; // e[0] = dot - light[0] * plane[0]; // e[1] = -light[1] * plane[0]; // e[2] = -light[2] * plane[0]; // e[3] = -light[3] * plane[0]; // e[4] = -light[0] * plane[1]; // e[5] = dot - light[1] * plane[1]; // e[6] = -light[2] * plane[1]; // e[7] = -light[3] * plane[1]; // e[8] = -light[0] * plane[2]; // e[9] = -light[1] * plane[2]; // e[10] = dot - light[2] * plane[2]; // e[11] = -light[3] * plane[2]; // e[12] = -light[0] * plane[3]; // e[13] = -light[1] * plane[3]; // e[14] = -light[2] * plane[3]; // e[15] = dot - light[3] * plane[3]; // return this.concat(mat); // } // /** // * Multiply the matrix for project vertex to plane from the right.(Projected by parallel light.) // * @param normX, normY, normZ The normal vector of the plane.(Not necessary to be normalized.) // * @param planeX, planeY, planeZ The coordinate of arbitrary points on a plane. // * @param lightX, lightY, lightZ The vector of the direction of light.(Not necessary to be normalized.) // * @return this // */ // ropShadowDirectionally(normX, normY, normZ, planeX, planeY, planeZ, lightX, lightY, lightZ) { // var a = planeX * normX + planeY * normY + planeZ * normZ; // return this.dropShadow([normX, normY, normZ, -a], [lightX, lightY, lightZ, 0]); // } }