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@lightningjs/renderer

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/* * If not stated otherwise in this file or this component's LICENSE file the * following copyright and licenses apply: * * Copyright 2023 Comcast Cable Communications Management, LLC. * * Licensed under the Apache License, Version 2.0 (the License); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ import { getMatrixArrayType, EPSILON, } from './common.js'; /** * Creates a new identity Mat4 * * @returns {Mat4} a new 4x4 matrix */ export function create() { const out = getMatrixArrayType(16); if (!(out instanceof Float32Array)) { out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[11] = 0; out[12] = 0; out[13] = 0; out[14] = 0; } out[0] = 1; out[5] = 1; out[10] = 1; out[15] = 1; return out; } /** * Creates a new Mat4 initialized with values from an existing matrix * * @param {Mat4} a matrix to clone * @returns {Mat4} a new 4x4 matrix */ export function clone(a) { const out = getMatrixArrayType(16); out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; out[4] = a[4]; out[5] = a[5]; out[6] = a[6]; out[7] = a[7]; out[8] = a[8]; out[9] = a[9]; out[10] = a[10]; out[11] = a[11]; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; return out; } /** * Copy the values from one Mat4 to another * * @param {Mat4} out the receiving matrix * @param {Mat4} a the source matrix * @returns {Mat4} out */ export function copy(out, a) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; out[4] = a[4]; out[5] = a[5]; out[6] = a[6]; out[7] = a[7]; out[8] = a[8]; out[9] = a[9]; out[10] = a[10]; out[11] = a[11]; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; return out; } /** * Create a new Mat4 with the given values * * @param {Number} m00 Component in column 0, row 0 position (index 0) * @param {Number} m01 Component in column 0, row 1 position (index 1) * @param {Number} m02 Component in column 0, row 2 position (index 2) * @param {Number} m03 Component in column 0, row 3 position (index 3) * @param {Number} m10 Component in column 1, row 0 position (index 4) * @param {Number} m11 Component in column 1, row 1 position (index 5) * @param {Number} m12 Component in column 1, row 2 position (index 6) * @param {Number} m13 Component in column 1, row 3 position (index 7) * @param {Number} m20 Component in column 2, row 0 position (index 8) * @param {Number} m21 Component in column 2, row 1 position (index 9) * @param {Number} m22 Component in column 2, row 2 position (index 10) * @param {Number} m23 Component in column 2, row 3 position (index 11) * @param {Number} m30 Component in column 3, row 0 position (index 12) * @param {Number} m31 Component in column 3, row 1 position (index 13) * @param {Number} m32 Component in column 3, row 2 position (index 14) * @param {Number} m33 Component in column 3, row 3 position (index 15) * @returns {Mat4} A new Mat4 */ export function fromValues(m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) { const out = getMatrixArrayType(16); out[0] = m00; out[1] = m01; out[2] = m02; out[3] = m03; out[4] = m10; out[5] = m11; out[6] = m12; out[7] = m13; out[8] = m20; out[9] = m21; out[10] = m22; out[11] = m23; out[12] = m30; out[13] = m31; out[14] = m32; out[15] = m33; return out; } /** * Set the components of a Mat4 to the given values * * @param {Mat4} out the receiving matrix * @param {Number} m00 Component in column 0, row 0 position (index 0) * @param {Number} m01 Component in column 0, row 1 position (index 1) * @param {Number} m02 Component in column 0, row 2 position (index 2) * @param {Number} m03 Component in column 0, row 3 position (index 3) * @param {Number} m10 Component in column 1, row 0 position (index 4) * @param {Number} m11 Component in column 1, row 1 position (index 5) * @param {Number} m12 Component in column 1, row 2 position (index 6) * @param {Number} m13 Component in column 1, row 3 position (index 7) * @param {Number} m20 Component in column 2, row 0 position (index 8) * @param {Number} m21 Component in column 2, row 1 position (index 9) * @param {Number} m22 Component in column 2, row 2 position (index 10) * @param {Number} m23 Component in column 2, row 3 position (index 11) * @param {Number} m30 Component in column 3, row 0 position (index 12) * @param {Number} m31 Component in column 3, row 1 position (index 13) * @param {Number} m32 Component in column 3, row 2 position (index 14) * @param {Number} m33 Component in column 3, row 3 position (index 15) * @returns {Mat4} out */ export function set(out, m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) { out[0] = m00; out[1] = m01; out[2] = m02; out[3] = m03; out[4] = m10; out[5] = m11; out[6] = m12; out[7] = m13; out[8] = m20; out[9] = m21; out[10] = m22; out[11] = m23; out[12] = m30; out[13] = m31; out[14] = m32; out[15] = m33; return out; } /** * Set a Mat4 to the identity matrix * * @param {Mat4} out the receiving matrix * @returns {Mat4} out */ export function identity(out) { out[0] = 1; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = 1; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = 1; out[11] = 0; out[12] = 0; out[13] = 0; out[14] = 0; out[15] = 1; return out; } /** * Transpose the values of a Mat4 * * @param {Mat4} out the receiving matrix * @param {Mat4} a the source matrix * @returns {Mat4} out */ export function transpose(out, a) { // If we are transposing ourselves we can skip a few steps but have to cache some values if (out === a) { const a01 = a[1], a02 = a[2], a03 = a[3]; const a12 = a[6], a13 = a[7]; const a23 = a[11]; out[1] = a[4]; out[2] = a[8]; out[3] = a[12]; out[4] = a01; out[6] = a[9]; out[7] = a[13]; out[8] = a02; out[9] = a12; out[11] = a[14]; out[12] = a03; out[13] = a13; out[14] = a23; } else { out[0] = a[0]; out[1] = a[4]; out[2] = a[8]; out[3] = a[12]; out[4] = a[1]; out[5] = a[5]; out[6] = a[9]; out[7] = a[13]; out[8] = a[2]; out[9] = a[6]; out[10] = a[10]; out[11] = a[14]; out[12] = a[3]; out[13] = a[7]; out[14] = a[11]; out[15] = a[15]; } return out; } /** * Inverts a Mat4 * * @param {Mat4} out the receiving matrix * @param {Mat4} a the source matrix * @returns {Mat4} out */ export function invert(out, a) { const a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3]; const a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7]; const a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11]; const a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; const b00 = a00 * a11 - a01 * a10; const b01 = a00 * a12 - a02 * a10; const b02 = a00 * a13 - a03 * a10; const b03 = a01 * a12 - a02 * a11; const b04 = a01 * a13 - a03 * a11; const b05 = a02 * a13 - a03 * a12; const b06 = a20 * a31 - a21 * a30; const b07 = a20 * a32 - a22 * a30; const b08 = a20 * a33 - a23 * a30; const b09 = a21 * a32 - a22 * a31; const b10 = a21 * a33 - a23 * a31; const b11 = a22 * a33 - a23 * a32; // Calculate the determinant let det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; if (!det) { return null; } det = 1.0 / det; out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det; out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det; out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det; out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det; out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det; out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det; out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det; out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det; out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det; out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det; out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det; out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det; out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det; out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det; out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det; return out; } /** * Calculates the adjugate of a Mat4 * * @param {Mat4} out the receiving matrix * @param {Mat4} a the source matrix * @returns {Mat4} out */ export function adjoint(out, a) { const a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3]; const a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7]; const a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11]; const a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; const b00 = a00 * a11 - a01 * a10; const b01 = a00 * a12 - a02 * a10; const b02 = a00 * a13 - a03 * a10; const b03 = a01 * a12 - a02 * a11; const b04 = a01 * a13 - a03 * a11; const b05 = a02 * a13 - a03 * a12; const b06 = a20 * a31 - a21 * a30; const b07 = a20 * a32 - a22 * a30; const b08 = a20 * a33 - a23 * a30; const b09 = a21 * a32 - a22 * a31; const b10 = a21 * a33 - a23 * a31; const b11 = a22 * a33 - a23 * a32; out[0] = a11 * b11 - a12 * b10 + a13 * b09; out[1] = a02 * b10 - a01 * b11 - a03 * b09; out[2] = a31 * b05 - a32 * b04 + a33 * b03; out[3] = a22 * b04 - a21 * b05 - a23 * b03; out[4] = a12 * b08 - a10 * b11 - a13 * b07; out[5] = a00 * b11 - a02 * b08 + a03 * b07; out[6] = a32 * b02 - a30 * b05 - a33 * b01; out[7] = a20 * b05 - a22 * b02 + a23 * b01; out[8] = a10 * b10 - a11 * b08 + a13 * b06; out[9] = a01 * b08 - a00 * b10 - a03 * b06; out[10] = a30 * b04 - a31 * b02 + a33 * b00; out[11] = a21 * b02 - a20 * b04 - a23 * b00; out[12] = a11 * b07 - a10 * b09 - a12 * b06; out[13] = a00 * b09 - a01 * b07 + a02 * b06; out[14] = a31 * b01 - a30 * b03 - a32 * b00; out[15] = a20 * b03 - a21 * b01 + a22 * b00; return out; } /** * Calculates the determinant of a Mat4 * * @param {Mat4} a the source matrix * @returns {Number} determinant of a */ export function determinant(a) { const a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3]; const a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7]; const a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11]; const a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; const b0 = a00 * a11 - a01 * a10; const b1 = a00 * a12 - a02 * a10; const b2 = a01 * a12 - a02 * a11; const b3 = a20 * a31 - a21 * a30; const b4 = a20 * a32 - a22 * a30; const b5 = a21 * a32 - a22 * a31; const b6 = a00 * b5 - a01 * b4 + a02 * b3; const b7 = a10 * b5 - a11 * b4 + a12 * b3; const b8 = a20 * b2 - a21 * b1 + a22 * b0; const b9 = a30 * b2 - a31 * b1 + a32 * b0; // Calculate the determinant return a13 * b6 - a03 * b7 + a33 * b8 - a23 * b9; } /** * Multiplies two Mat4s * * @param {Mat4} out the receiving matrix * @param {Mat4} a the first operand * @param {Mat4} b the second operand * @returns {Mat4} out */ export function multiply(out, a, b) { const a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3]; const a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7]; const a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11]; const a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; // Cache only the current line of the second matrix let b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; out[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30; out[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31; out[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32; out[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33; b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; out[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30; out[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31; out[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32; out[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33; b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; out[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30; out[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31; out[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32; out[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33; b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; out[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30; out[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31; out[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32; out[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33; return out; } /** * Translate a Mat4 by the given vector * * @param {Mat4} out the receiving matrix * @param {Mat4} a the matrix to translate * @param {Vec3} v vector to translate by * @returns {Mat4} out */ export function translate(out, a, v) { const x = v[0], y = v[1], z = v[2]; let a00, a01, a02, a03; let a10, a11, a12, a13; let a20, a21, a22, a23; if (a === out) { out[12] = a[0] * x + a[4] * y + a[8] * z + a[12]; out[13] = a[1] * x + a[5] * y + a[9] * z + a[13]; out[14] = a[2] * x + a[6] * y + a[10] * z + a[14]; out[15] = a[3] * x + a[7] * y + a[11] * z + a[15]; } else { a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03; out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13; out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23; out[12] = a00 * x + a10 * y + a20 * z + a[12]; out[13] = a01 * x + a11 * y + a21 * z + a[13]; out[14] = a02 * x + a12 * y + a22 * z + a[14]; out[15] = a03 * x + a13 * y + a23 * z + a[15]; } return out; } /** * Scales the Mat4 by the dimensions in the given Vec3 not using vectorization * * @param {Mat4} out the receiving matrix * @param {Mat4} a the matrix to scale * @param {Vec3} v the Vec3 to scale the matrix by * @returns {Mat4} out **/ export function scale(out, a, v) { const x = v[0], y = v[1], z = v[2]; out[0] = a[0] * x; out[1] = a[1] * x; out[2] = a[2] * x; out[3] = a[3] * x; out[4] = a[4] * y; out[5] = a[5] * y; out[6] = a[6] * y; out[7] = a[7] * y; out[8] = a[8] * z; out[9] = a[9] * z; out[10] = a[10] * z; out[11] = a[11] * z; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; return out; } /** * Rotates a Mat4 by the given angle around the given axis * * @param {Mat4} out the receiving matrix * @param {Mat4} a the matrix to rotate * @param {Number} rad the angle to rotate the matrix by * @param {Vec3} axis the axis to rotate around * @returns {Mat4} out */ export function rotate(out, a, rad, axis) { let x = axis[0], y = axis[1], z = axis[2]; let len = Math.hypot(x, y, z); const s = Math.sin(rad), c = Math.cos(rad), t = 1 - c, a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11]; // Construct the elements of the rotation matrix if (len < EPSILON) { return null; } len = 1 / len; x *= len; y *= len; z *= len; const b00 = x * x * t + c, b01 = y * x * t + z * s, b02 = z * x * t - y * s, b10 = x * y * t - z * s, b11 = y * y * t + c, b12 = z * y * t + x * s, b20 = x * z * t + y * s, b21 = y * z * t - x * s, b22 = z * z * t + c; // Perform rotation-specific matrix multiplication out[0] = a00 * b00 + a10 * b01 + a20 * b02; out[1] = a01 * b00 + a11 * b01 + a21 * b02; out[2] = a02 * b00 + a12 * b01 + a22 * b02; out[3] = a03 * b00 + a13 * b01 + a23 * b02; out[4] = a00 * b10 + a10 * b11 + a20 * b12; out[5] = a01 * b10 + a11 * b11 + a21 * b12; out[6] = a02 * b10 + a12 * b11 + a22 * b12; out[7] = a03 * b10 + a13 * b11 + a23 * b12; out[8] = a00 * b20 + a10 * b21 + a20 * b22; out[9] = a01 * b20 + a11 * b21 + a21 * b22; out[10] = a02 * b20 + a12 * b21 + a22 * b22; out[11] = a03 * b20 + a13 * b21 + a23 * b22; if (a !== out) { // If the source and destination differ, copy the unchanged last row out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; } return out; } /** * Rotates a matrix by the given angle around the X axis * * @param {Mat4} out the receiving matrix * @param {Mat4} a the matrix to rotate * @param {Number} rad the angle to rotate the matrix by * @returns {Mat4} out */ export function rotateX(out, a, rad) { const s = Math.sin(rad); const c = Math.cos(rad); const a10 = a[4]; const a11 = a[5]; const a12 = a[6]; const a13 = a[7]; const a20 = a[8]; const a21 = a[9]; const a22 = a[10]; const a23 = a[11]; if (a !== out) { // If the source and destination differ, copy the unchanged rows out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; } // Perform axis-specific matrix multiplication out[4] = a10 * c + a20 * s; out[5] = a11 * c + a21 * s; out[6] = a12 * c + a22 * s; out[7] = a13 * c + a23 * s; out[8] = a20 * c - a10 * s; out[9] = a21 * c - a11 * s; out[10] = a22 * c - a12 * s; out[11] = a23 * c - a13 * s; return out; } /** * Rotates a matrix by the given angle around the Y axis * * @param {Mat4} out the receiving matrix * @param {Mat4} a the matrix to rotate * @param {Number} rad the angle to rotate the matrix by * @returns {Mat4} out */ export function rotateY(out, a, rad) { const s = Math.sin(rad); const c = Math.cos(rad); const a00 = a[0]; const a01 = a[1]; const a02 = a[2]; const a03 = a[3]; const a20 = a[8]; const a21 = a[9]; const a22 = a[10]; const a23 = a[11]; if (a !== out) { // If the source and destination differ, copy the unchanged rows out[4] = a[4]; out[5] = a[5]; out[6] = a[6]; out[7] = a[7]; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; } // Perform axis-specific matrix multiplication out[0] = a00 * c - a20 * s; out[1] = a01 * c - a21 * s; out[2] = a02 * c - a22 * s; out[3] = a03 * c - a23 * s; out[8] = a00 * s + a20 * c; out[9] = a01 * s + a21 * c; out[10] = a02 * s + a22 * c; out[11] = a03 * s + a23 * c; return out; } /** * Rotates a matrix by the given angle around the Z axis * * @param {Mat4} out the receiving matrix * @param {Mat4} a the matrix to rotate * @param {Number} rad the angle to rotate the matrix by * @returns {Mat4} out */ export function rotateZ(out, a, rad) { const s = Math.sin(rad); const c = Math.cos(rad); const a00 = a[0]; const a01 = a[1]; const a02 = a[2]; const a03 = a[3]; const a10 = a[4]; const a11 = a[5]; const a12 = a[6]; const a13 = a[7]; if (a !== out) { // If the source and destination differ, copy the unchanged last row out[8] = a[8]; out[9] = a[9]; out[10] = a[10]; out[11] = a[11]; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; } // Perform axis-specific matrix multiplication out[0] = a00 * c + a10 * s; out[1] = a01 * c + a11 * s; out[2] = a02 * c + a12 * s; out[3] = a03 * c + a13 * s; out[4] = a10 * c - a00 * s; out[5] = a11 * c - a01 * s; out[6] = a12 * c - a02 * s; out[7] = a13 * c - a03 * s; return out; } /** * Creates a matrix from a vector translation * This is equivalent to (but much faster than): * * Mat4.identity(dest); * Mat4.translate(dest, dest, vec); * * @param {Mat4} out Mat4 receiving operation result * @param {Vec3} v Translation vector * @returns {Mat4} out */ export function fromTranslation(out, v) { out[0] = 1; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = 1; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = 1; out[11] = 0; out[12] = v[0]; out[13] = v[1]; out[14] = v[2]; out[15] = 1; return out; } /** * Creates a matrix from a vector scaling * This is equivalent to (but much faster than): * * Mat4.identity(dest); * Mat4.scale(dest, dest, vec); * * @param {Mat4} out Mat4 receiving operation result * @param {Vec3} v Scaling vector * @returns {Mat4} out */ export function fromScaling(out, v) { out[0] = v[0]; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = v[1]; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = v[2]; out[11] = 0; out[12] = 0; out[13] = 0; out[14] = 0; out[15] = 1; return out; } /** * Creates a matrix from a given angle around a given axis * This is equivalent to (but much faster than): * * Mat4.identity(dest); * Mat4.rotate(dest, dest, rad, axis); * * @param {Mat4} out Mat4 receiving operation result * @param {Number} rad the angle to rotate the matrix by * @param {Vec3} axis the axis to rotate around * @returns {Mat4} out */ export function fromRotation(out, rad, axis) { let x = axis[0], y = axis[1], z = axis[2]; let len = Math.hypot(x, y, z); const s = Math.sin(rad), c = Math.cos(rad), t = 1 - c; // Perform rotation-specific matrix multiplication if (len < EPSILON) { return null; } len = 1 / len; x *= len; y *= len; z *= len; out[0] = x * x * t + c; out[1] = y * x * t + z * s; out[2] = z * x * t - y * s; out[3] = 0; out[4] = x * y * t - z * s; out[5] = y * y * t + c; out[6] = z * y * t + x * s; out[7] = 0; out[8] = x * z * t + y * s; out[9] = y * z * t - x * s; out[10] = z * z * t + c; out[11] = 0; out[12] = 0; out[13] = 0; out[14] = 0; out[15] = 1; return out; } /** * Creates a matrix from the given angle around the X axis * This is equivalent to (but much faster than): * * Mat4.identity(dest); * Mat4.rotateX(dest, dest, rad); * * @param {Mat4} out Mat4 receiving operation result * @param {Number} rad the angle to rotate the matrix by * @returns {Mat4} out */ export function fromXRotation(out, rad) { const s = Math.sin(rad); const c = Math.cos(rad); // Perform axis-specific matrix multiplication out[0] = 1; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = c; out[6] = s; out[7] = 0; out[8] = 0; out[9] = -s; out[10] = c; out[11] = 0; out[12] = 0; out[13] = 0; out[14] = 0; out[15] = 1; return out; } /** * Creates a matrix from the given angle around the Y axis * This is equivalent to (but much faster than): * * Mat4.identity(dest); * Mat4.rotateY(dest, dest, rad); * * @param {Mat4} out Mat4 receiving operation result * @param {Number} rad the angle to rotate the matrix by * @returns {Mat4} out */ export function fromYRotation(out, rad) { const s = Math.sin(rad); const c = Math.cos(rad); // Perform axis-specific matrix multiplication out[0] = c; out[1] = 0; out[2] = -s; out[3] = 0; out[4] = 0; out[5] = 1; out[6] = 0; out[7] = 0; out[8] = s; out[9] = 0; out[10] = c; out[11] = 0; out[12] = 0; out[13] = 0; out[14] = 0; out[15] = 1; return out; } /** * Creates a matrix from the given angle around the Z axis * This is equivalent to (but much faster than): * * Mat4.identity(dest); * Mat4.rotateZ(dest, dest, rad); * * @param {Mat4} out Mat4 receiving operation result * @param {Number} rad the angle to rotate the matrix by * @returns {Mat4} out */ export function fromZRotation(out, rad) { const s = Math.sin(rad); const c = Math.cos(rad); // Perform axis-specific matrix multiplication out[0] = c; out[1] = s; out[2] = 0; out[3] = 0; out[4] = -s; out[5] = c; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = 1; out[11] = 0; out[12] = 0; out[13] = 0; out[14] = 0; out[15] = 1; return out; } /** * Creates a matrix from a quaternion rotation and vector translation * This is equivalent to (but much faster than): * * Mat4.identity(dest); * Mat4.translate(dest, vec); * let quatMat = Mat4.create(); * quat4.toMat4(quat, quatMat); * Mat4.multiply(dest, quatMat); * * @param {Mat4} out Mat4 receiving operation result * @param {quat4} q Rotation quaternion * @param {Vec3} v Translation vector * @returns {Mat4} out */ export function fromRotationTranslation(out, q, v) { // Quaternion math const x = q[0], y = q[1], z = q[2], w = q[3]; const x2 = x + x; const y2 = y + y; const z2 = z + z; const xx = x * x2; const xy = x * y2; const xz = x * z2; const yy = y * y2; const yz = y * z2; const zz = z * z2; const wx = w * x2; const wy = w * y2; const wz = w * z2; out[0] = 1 - (yy + zz); out[1] = xy + wz; out[2] = xz - wy; out[3] = 0; out[4] = xy - wz; out[5] = 1 - (xx + zz); out[6] = yz + wx; out[7] = 0; out[8] = xz + wy; out[9] = yz - wx; out[10] = 1 - (xx + yy); out[11] = 0; out[12] = v[0]; out[13] = v[1]; out[14] = v[2]; out[15] = 1; return out; } /** * Creates a new Mat4 from a dual quat. * * @param {Mat4} out Matrix * @param {Quat2} a Dual Quaternion * @returns {Mat4} Mat4 receiving operation result */ export function fromQuat2(out, a) { const translation = getMatrixArrayType(3); const bx = -a[0], by = -a[1], bz = -a[2], bw = a[3], ax = a[4], ay = a[5], az = a[6], aw = a[7]; const magnitude = bx * bx + by * by + bz * bz + bw * bw; //Only scale if it makes sense if (magnitude > 0) { translation[0] = ((ax * bw + aw * bx + ay * bz - az * by) * 2) / magnitude; translation[1] = ((ay * bw + aw * by + az * bx - ax * bz) * 2) / magnitude; translation[2] = ((az * bw + aw * bz + ax * by - ay * bx) * 2) / magnitude; } else { translation[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2; translation[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2; translation[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2; } fromRotationTranslation(out, a, translation); return out; } /** * Returns the translation vector component of a transformation * matrix. If a matrix is built with fromRotationTranslation, * the returned vector will be the same as the translation vector * originally supplied. * @param {Vec3} out Vector to receive translation component * @param {Mat4} mat Matrix to be decomposed (input) * @return {Vec3} out */ export function getTranslation(out, mat) { out[0] = mat[12]; out[1] = mat[13]; out[2] = mat[14]; return out; } /** * Returns the scaling factor component of a transformation * matrix. If a matrix is built with fromRotationTranslationScale * with a normalized Quaternion paramter, the returned vector will be * the same as the scaling vector * originally supplied. * @param {Vec3} out Vector to receive scaling factor component * @param {Mat4} mat Matrix to be decomposed (input) * @return {Vec3} out */ export function getScaling(out, mat) { const m11 = mat[0]; const m12 = mat[1]; const m13 = mat[2]; const m21 = mat[4]; const m22 = mat[5]; const m23 = mat[6]; const m31 = mat[8]; const m32 = mat[9]; const m33 = mat[10]; out[0] = Math.hypot(m11, m12, m13); out[1] = Math.hypot(m21, m22, m23); out[2] = Math.hypot(m31, m32, m33); return out; } /** * Returns a quaternion representing the rotational component * of a transformation matrix. If a matrix is built with * fromRotationTranslation, the returned quaternion will be the * same as the quaternion originally supplied. * @param {quat} out Quaternion to receive the rotation component * @param {Mat4} mat Matrix to be decomposed (input) * @return {quat} out */ export function getRotation(out, mat) { const scaling = getMatrixArrayType(3); getScaling(scaling, mat); const is1 = 1 / scaling[0]; const is2 = 1 / scaling[1]; const is3 = 1 / scaling[2]; const sm11 = mat[0] * is1; const sm12 = mat[1] * is2; const sm13 = mat[2] * is3; const sm21 = mat[4] * is1; const sm22 = mat[5] * is2; const sm23 = mat[6] * is3; const sm31 = mat[8] * is1; const sm32 = mat[9] * is2; const sm33 = mat[10] * is3; const trace = sm11 + sm22 + sm33; let S = 0; if (trace > 0) { S = Math.sqrt(trace + 1.0) * 2; out[3] = 0.25 * S; out[0] = (sm23 - sm32) / S; out[1] = (sm31 - sm13) / S; out[2] = (sm12 - sm21) / S; } else if (sm11 > sm22 && sm11 > sm33) { S = Math.sqrt(1.0 + sm11 - sm22 - sm33) * 2; out[3] = (sm23 - sm32) / S; out[0] = 0.25 * S; out[1] = (sm12 + sm21) / S; out[2] = (sm31 + sm13) / S; } else if (sm22 > sm33) { S = Math.sqrt(1.0 + sm22 - sm11 - sm33) * 2; out[3] = (sm31 - sm13) / S; out[0] = (sm12 + sm21) / S; out[1] = 0.25 * S; out[2] = (sm23 + sm32) / S; } else { S = Math.sqrt(1.0 + sm33 - sm11 - sm22) * 2; out[3] = (sm12 - sm21) / S; out[0] = (sm31 + sm13) / S; out[1] = (sm23 + sm32) / S; out[2] = 0.25 * S; } return out; } /** * Decomposes a transformation matrix into its rotation, translation * and scale components. Returns only the rotation component * @param {quat} out_r Quaternion to receive the rotation component * @param {Vec3} out_t Vector to receive the translation vector * @param {Vec3} out_s Vector to receive the scaling factor * @param {Mat4} mat Matrix to be decomposed (input) * @returns {quat} out_r */ export function decompose(out_r, out_t, out_s, mat) { out_t[0] = mat[12]; out_t[1] = mat[13]; out_t[2] = mat[14]; const m11 = mat[0]; const m12 = mat[1]; const m13 = mat[2]; const m21 = mat[4]; const m22 = mat[5]; const m23 = mat[6]; const m31 = mat[8]; const m32 = mat[9]; const m33 = mat[10]; out_s[0] = Math.hypot(m11, m12, m13); out_s[1] = Math.hypot(m21, m22, m23); out_s[2] = Math.hypot(m31, m32, m33); const is1 = 1 / out_s[0]; const is2 = 1 / out_s[1]; const is3 = 1 / out_s[2]; const sm11 = m11 * is1; const sm12 = m12 * is2; const sm13 = m13 * is3; const sm21 = m21 * is1; const sm22 = m22 * is2; const sm23 = m23 * is3; const sm31 = m31 * is1; const sm32 = m32 * is2; const sm33 = m33 * is3; const trace = sm11 + sm22 + sm33; let S = 0; if (trace > 0) { S = Math.sqrt(trace + 1.0) * 2; out_r[3] = 0.25 * S; out_r[0] = (sm23 - sm32) / S; out_r[1] = (sm31 - sm13) / S; out_r[2] = (sm12 - sm21) / S; } else if (sm11 > sm22 && sm11 > sm33) { S = Math.sqrt(1.0 + sm11 - sm22 - sm33) * 2; out_r[3] = (sm23 - sm32) / S; out_r[0] = 0.25 * S; out_r[1] = (sm12 + sm21) / S; out_r[2] = (sm31 + sm13) / S; } else if (sm22 > sm33) { S = Math.sqrt(1.0 + sm22 - sm11 - sm33) * 2; out_r[3] = (sm31 - sm13) / S; out_r[0] = (sm12 + sm21) / S; out_r[1] = 0.25 * S; out_r[2] = (sm23 + sm32) / S; } else { S = Math.sqrt(1.0 + sm33 - sm11 - sm22) * 2; out_r[3] = (sm12 - sm21) / S; out_r[0] = (sm31 + sm13) / S; out_r[1] = (sm23 + sm32) / S; out_r[2] = 0.25 * S; } return out_r; } /** * Creates a matrix from a quaternion rotation, vector translation and vector scale * This is equivalent to (but much faster than): * * Mat4.identity(dest); * Mat4.translate(dest, vec); * let quatMat = Mat4.create(); * quat4.toMat4(quat, quatMat); * Mat4.multiply(dest, quatMat); * Mat4.scale(dest, scale) * * @param {Mat4} out Mat4 receiving operation result * @param {quat4} q Rotation quaternion * @param {Vec3} v Translation vector * @param {Vec3} s Scaling vector * @returns {Mat4} out */ export function fromRotationTranslationScale(out, q, v, s) { // Quaternion math const x = q[0], y = q[1], z = q[2], w = q[3]; const x2 = x + x; const y2 = y + y; const z2 = z + z; const xx = x * x2; const xy = x * y2; const xz = x * z2; const yy = y * y2; const yz = y * z2; const zz = z * z2; const wx = w * x2; const wy = w * y2; const wz = w * z2; const sx = s[0]; const sy = s[1]; const sz = s[2]; out[0] = (1 - (yy + zz)) * sx; out[1] = (xy + wz) * sx; out[2] = (xz - wy) * sx; out[3] = 0; out[4] = (xy - wz) * sy; out[5] = (1 - (xx + zz)) * sy; out[6] = (yz + wx) * sy; out[7] = 0; out[8] = (xz + wy) * sz; out[9] = (yz - wx) * sz; out[10] = (1 - (xx + yy)) * sz; out[11] = 0; out[12] = v[0]; out[13] = v[1]; out[14] = v[2]; out[15] = 1; return out; } /** * Creates a matrix from a quaternion rotation, vector translation and vector scale, rotating and scaling around the given origin * This is equivalent to (but much faster than): * * Mat4.identity(dest); * Mat4.translate(dest, vec); * Mat4.translate(dest, origin); * let quatMat = Mat4.create(); * quat4.toMat4(quat, quatMat); * Mat4.multiply(dest, quatMat); * Mat4.scale(dest, scale) * Mat4.translate(dest, negativeOrigin); * * @param {Mat4} out Mat4 receiving operation result * @param {quat4} q Rotation quaternion * @param {Vec3} v Translation vector * @param {Vec3} s Scaling vector * @param {Vec3} o The origin vector around which to scale and rotate * @returns {Mat4} out */ export function fromRotationTranslationScaleOrigin(out, q, v, s, o) { // Quaternion math const x = q[0], y = q[1], z = q[2], w = q[3]; const x2 = x + x; const y2 = y + y; const z2 = z + z; const xx = x * x2; const xy = x * y2; const xz = x * z2; const yy = y * y2; const yz = y * z2; const zz = z * z2; const wx = w * x2; const wy = w * y2; const wz = w * z2; const sx = s[0]; const sy = s[1]; const sz = s[2]; const ox = o[0]; const oy = o[1]; const oz = o[2]; const out0 = (1 - (yy + zz)) * sx; const out1 = (xy + wz) * sx; const out2 = (xz - wy) * sx; const out4 = (xy - wz) * sy; const out5 = (1 - (xx + zz)) * sy; const out6 = (yz + wx) * sy; const out8 = (xz + wy) * sz; const out9 = (yz - wx) * sz; const out10 = (1 - (xx + yy)) * sz; out[0] = out0; out[1] = out1; out[2] = out2; out[3] = 0; out[4] = out4; out[5] = out5; out[6] = out6; out[7] = 0; out[8] = out8; out[9] = out9; out[10] = out10; out[11] = 0; out[12] = v[0] + ox - (out0 * ox + out4 * oy + out8 * oz); out[13] = v[1] + oy - (out1 * ox + out5 * oy + out9 * oz); out[14] = v[2] + oz - (out2 * ox + out6 * oy + out10 * oz); out[15] = 1; return out; } /** * Calculates a 4x4 matrix from the given quaternion * * @param {Mat4} out Mat4 receiving operation result * @param {Quat} q Quaternion to create matrix from * * @returns {Mat4} out */ export function fromQuat(out, q) { const x = q[0], y = q[1], z = q[2], w = q[3]; const x2 = x + x; const y2 = y + y; const z2 = z + z; const xx = x * x2; const yx = y * x2; const yy = y * y2; const zx = z * x2; const zy = z * y2; const zz = z * z2; const wx = w * x2; const wy = w * y2; const wz = w * z2; out[0] = 1 - yy - zz; out[1] = yx + wz; out[2] = zx - wy; out[3] = 0; out[4] = yx - wz; out[5] = 1 - xx - zz; out[6] = zy + wx; out[7] = 0; out[8] = zx + wy; out[9] = zy - wx; out[10] = 1 - xx - yy; out[11] = 0; out[12] = 0; out[13] = 0; out[14] = 0; out[15] = 1; return out; } /** * Generates a frustum matrix with the given bounds * * @param {Mat4} out Mat4 frustum matrix will be written into * @param {Number} left Left bound of the frustum * @param {Number} right Right bound of the frustum * @param {Number} bottom Bottom bound of the frustum * @param {Number} top Top bound of the frustum * @param {Number} near Near bound of the frustum * @param {Number} far Far bound of the frustum * @returns {Mat4} out */ export function frustum(out, left, right, bottom, top, near, far) { const rl = 1 / (right - left); const tb = 1 / (top - bottom); const nf = 1 / (near - far); out[0] = near * 2 * rl; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = near * 2 * tb; out[6] = 0; out[7] = 0; out[8] = (right + left) * rl; out[9] = (top + bottom) * tb; out[10] = (far + near) * nf; out[11] = -1; out[12] = 0; out[13] = 0; out[14] = far * near * 2 * nf; out[15] = 0; return out; } /** * Generates a perspective projection matrix with the given bounds. * The near/far clip planes correspond to a normalized device coordinate Z range of [-1, 1], * which matches WebGL/OpenGL's clip volume. * Passing null/undefined/no value for far will generate infinite projection matrix. * * @param {Mat4} out Mat4 frustum matrix will be written into * @param {number} fovy Vertical field of view in radians * @param {number} aspect Aspect ratio. typically viewport width/height * @param {number} near Near bound of the frustum * @param {number} far Far bound of the frustum, can be null or Infinity * @returns {Mat4} out */ export function perspectiveNO(out, fovy, aspect, near, far) { const f = 1.0 / Math.tan(fovy / 2); out[0] = f / aspect; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = f; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[11] = -1; out[12] = 0; out[13] = 0; out[15] = 0; if (far != null && far !== Infinity) { const nf = 1 / (near - far); out[10] = (far + near) * nf; out[14] = 2 * far * near * nf; } else { out[10] = -1; out[14] = -2 * near; } return out; } /** * Alias for {@link perspectiveNO} * @function */ export const perspective = perspectiveNO; /** * Generates a perspective projection matrix suitable for WebGPU with the given bounds. * The near/far clip planes correspond to a normalized device coordinate Z range of [0, 1], * which matches WebGPU/Vulkan/DirectX/Metal's clip volume. * Passing null/undefined/no value for far will generate infinite projection matrix. * * @param {Mat4} out Mat4 frustum matrix will be written into * @param {number} fovy Vertical field of view in radians * @param {number} aspect Aspect ratio. typically viewport width/height * @param {number} near Near bound of the frustum * @param {number} far Far bound of the frustum, can be null or Infinity * @returns {Mat4} out */ export function perspectiveZO(out, fovy, aspect, near, far) { const f = 1.0 / Math.tan(fovy / 2); out[0] = f / aspect; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = f; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[11] = -1; out[12] = 0; out[13] = 0; out[15] = 0; if (far != null && far !== Infinity) { const nf = 1 / (near - far); out[10] = far * nf; out[14] = far * near * nf; } else { out[10] = -1; out[14] = -near; } return out; } /** * Generates a perspective projection matrix with the given field of view. * This is primarily useful for generating projection matrices to be used * with the still experiemental WebVR API. * * @param {Mat4} out Mat4 frustum matrix will be written into * @param {Object} fov Object containing the following values: upDegrees, downDegrees, leftDegrees, rightDegrees * @param {number} near Near bound of the frustum * @param {number} far Far bound of the frustum * @returns {Mat4} out */ export function perspectiveFromFieldOfView(out, fov, near, far) { const upTan = Math.tan((fov.upDegrees * Math.PI) / 180.0); const downTan = Math.tan((fov.downDegrees * Math.PI) / 180.0); const leftTan = Math.tan((fov.leftDegrees * Math.PI) / 180.0); const rightTan = Math.tan((fov.rightDegrees * Math.PI) / 180.0); const xScale = 2.0 / (leftTan + rightTan); const yScale = 2.0 / (upTan + downTan); out[0] = xScale; out[1] = 0.0; out[2] = 0.0; out[3] = 0.0; out[4] = 0.0; out[5] = yScale; out[6] = 0.0; out[7] = 0.0; out[8] = -((leftTan - rightTan) * xScale * 0.5); out[9] = (upTan - downTan) * yScale * 0.5; out[10] = far / (near - far); out[11] = -1.0; out[12] = 0.0; out[13] = 0.0; out[14] = (far * near) / (near - far); out[15] = 0.0; return out; } /** * Generates a orthogonal projection matrix with the given bounds. * The near/far clip planes correspond to a normalized device coordinate Z range of [-1, 1], * which matches WebGL/OpenGL's clip volume. * * @param {Mat4} out Mat4 frustum matrix will be written into * @param {number} left Left bound of the frustum * @param {number} right Right bound of the frustum * @param {number} bottom Bottom bound of the frustum * @param {number} top Top bound of the frustum * @param {number} near Near bound of the frustum * @param {number} far Far bound of the frustum * @returns {Mat4} out */ export function orthoNO(out, left, right, bottom, top, near, far) { const lr = 1 / (left - right); const bt = 1 / (bottom - top); const nf = 1 / (near - far); out[0] = -2 * lr; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = -2 * bt; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = 2 * nf; out[11] = 0; out[12] = (left + right) * lr; out[13] = (top + bottom) * bt; out[14] = (far + near) * nf; out[15] = 1; return out; } /** * Alias for {@link orthoNO} * @function */ export const ortho = orthoNO; /** * Generates a orthogonal projection matrix with the given bounds. * The near/far clip planes correspond to a normalized device coordinate Z range of [0, 1], * which matches WebGPU/Vulkan/DirectX/Metal's clip volume. * * @param {Mat4} out Mat4 frustum matrix will be written into * @param {number} left Left bound of the frustum * @param {number} right Right bound of the frustum * @param {number} bottom Bottom bound of the frustum * @param {number} top Top bound of the frustum * @param {number} near Near bound of the frustum * @param {number} far Far bound of the frustum * @returns {Mat4} out */ export function orthoZO(out, left, right, bottom, top, near, far) { const lr = 1 / (left - right); const bt = 1 / (bottom - top); const nf = 1 / (near - far); out[0] = -2 * lr; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = -2 * bt; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = nf; out[11] = 0; out[12] = (left + right) * lr; out[13] = (top + bottom) * bt; out[14] = near * nf; out[15] = 1; return out; } /** * Generates a look-at matrix with the given eye position, focal point, and up axis. * If you want a matrix that actually makes an object look at another object, you should use targetTo instead. * * @param {Mat4} out Mat4 frustum matrix will be written into * @param {Vec3} eye Position of the viewer * @param {Vec3} center Point the viewer is looking at * @param {Vec3} up Vec3 pointing up * @returns {Mat4} out */ export function lookAt(out, eye, center, up) { let x0, x1, x2, y0, y1, y2, z0, z1, z2, len; const eyex = eye[0]; const eyey = eye[1]; const eyez = eye[2]; const upx = up[0]; const upy = up[1]; const upz = up[2]; const centerx = center[0]; const centery = center[1]; const centerz = center[2]; if (Math.abs(eyex - centerx) < EPSILON && Math.abs(eyey - centery) < EPSILON && Math.abs(eyez - centerz) < EPSILON) { return identity(out); } z0 = eyex - centerx; z1 = eyey - centery; z2 = eyez - centerz; len = 1 / Math.hypot(z0, z1, z2); z0 *= len; z1 *= len; z2 *= len; x0 = upy * z2 - upz * z1; x1 = upz * z0 - upx * z2; x2 = upx * z1 - upy * z0; len = Math.hypot(x0, x1, x2); if (!len) { x0 = 0; x1 = 0; x2 = 0; } else { len = 1 / len; x0 *= len; x1 *= len; x2 *= len; } y0 = z1 * x2 - z2 * x1; y1 = z2 * x0 - z0 * x2; y2 = z0 * x1 - z1 * x0; len = Math.hypot(y0, y1, y2); if (!len) { y0 = 0; y1 = 0; y2 = 0; } else { len = 1 / len; y0 *= len; y1 *= len; y2 *= len; } out[0] = x0; out[1] = y0; out[2] = z0; out[3] = 0; out[4] = x1; out[5] = y1; out[6] = z1; out[7] = 0; out[8] = x2; out[9] = y2; out[10] = z2; out[11] = 0; out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); out[15] = 1; return out; } /** * Generates a matrix that makes something look at something else. * * @param {Mat4} out Mat4 frustum matrix will be written into * @param {Vec3} eye Position of the viewer * @param {Vec3} center Point the viewer is looking at * @param {Vec3} up Vec3 pointing up * @returns {Mat4} out */ export function targetTo(out, eye, target, up) { const eyex = eye[0], eyey = eye[1], eyez = eye[2], upx = up[0], upy = up[1], upz = up[2]; let z0 = eyex - target[0], z1 = eyey - target[1], z2 = eyez - target[2]; let len = z0 * z0 + z1 * z1 + z2 * z2; if (len > 0) { len = 1 / Math.sqrt(len); z0 *= len; z1 *= len; z2 *= len; } let x0 = upy * z2 - upz * z1, x1 = upz * z0 - upx * z2, x2 = upx * z1 - upy * z0; len = x0 * x0 + x1 * x1 + x2 * x2; if (len > 0) { len = 1 / Math.sqrt(len); x0 *= len; x1 *= len; x2 *= len; } out[0] = x0; out[1] = x1; out[2] = x2; out[3] = 0; out[4] = z1 * x2 - z2 * x1; out[5] = z2 * x0 - z0 * x2; out[6] = z0 * x1 - z1 * x0; out[7] = 0; out[8] = z0; out[9] = z1; out[10] = z2; out[11] = 0; out[12] = eyex; out[13] = eyey; out[14] = eyez; out[15] = 1; return out; } /** * Returns a string representation of a Mat4 * * @param {Mat4} a matrix to represent as a string * @returns {String} string representation of the matrix */ export function str(a) { return `Mat4(${a[0]}, ${a[1]}, ${a[2]}, ${a[3]}, ${a[4]}, ${a[5]}, ${a[6]}, ${a[7]}, ${a[8]}, ${a[9]}, ${a[10]}, ${a[11]}, ${a[12]}, ${a[13]}, ${a[14]}, ${a[15]})`; } /** * Returns Frobenius norm of a Mat4 * * @param {Mat4} a the matrix to calculate Frobenius norm of * @returns {Number} Frobenius norm */ export function frob(a) { return Math.hypot(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8], a[9], a[10], a[11], a[12], a[13], a[14], a[15]); } /** * Adds two Mat4's * * @param {Mat4} out the receiving matrix * @param {Mat4} a the first operand * @param {Mat4} b the second operand * @returns {Mat4} out */ export function add(out, a, b) { out[0] = a[0] + b[0]; out[1] = a[1] + b[1]; out[2] = a[2] + b[2]; out[3] = a[3] + b[3]; out[4] = a[4] + b[4]; out[5] = a[5] + b[5]; out[6] = a[6] + b[6]; out[7] = a[7] + b[7]; out[8] = a[8] + b[8]; out[9] = a[9] + b[9]; out[10] = a[10] + b[10]; out[11] = a[11] + b[11]; out[12] = a[12] + b[12]; out[13] = a[13] + b[13]; out[14] = a[14] + b[14]; out[15] = a[15] + b[15]; return out; } /** * Subtracts matrix b from matrix a * * @param {Mat4} out the receiving matrix * @param {Mat4} a the first operand * @param {Mat4} b the second operand * @returns {Mat4} out */ export function subtract(out, a, b) { out[0] = a[0] - b[0]; out[1] = a[1] - b[1]; out[2] = a[2] - b[2]; out[3] = a[3] - b[3]; out[4] = a[4] - b[4]; out[5] = a[5] - b[5]; out[6] = a[6] - b[6]; out[7] = a[7] - b[7]; out[8] = a[8] - b[8]; out[9] = a[9] - b[9]; out[10] = a[10] - b[10]; out[11] = a[11] - b[11]; out[12] = a[12] - b[12]; out[13] = a[13] - b[13]; out[14] = a[14] - b[14]; out[15] = a[15] - b[15]; return out; } /** * Multiply each element of the matrix by a scalar. * * @param {Mat4} out the receiving matrix * @pa