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@turbox3d/math

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Large-scale graphics application math library

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/* eslint-disable function-call-argument-newline */ import { MathUtils } from '../MathUtils'; import { Matrix4 } from './Matrix4'; import { Vector2 } from './Vector2'; import { Vector3 } from './Vector3'; class Matrix3 { readonly isMatrix3: boolean; elements: number[]; constructor() { this.isMatrix3 = true; this.elements = [ 1, 0, 0, 0, 1, 0, 0, 0, 1, ]; if (arguments.length > 0) { console.error('THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.'); } } set(n11: number, n12: number, n13: number, n21: number, n22: number, n23: number, n31: number, n32: number, n33: number) { const te = this.elements; te[0] = n11; te[1] = n21; te[2] = n31; te[3] = n12; te[4] = n22; te[5] = n32; te[6] = n13; te[7] = n23; te[8] = n33; return this; } identity() { this.set( 1, 0, 0, 0, 1, 0, 0, 0, 1, ); return this; } clone() { return new Matrix3().fromArray(this.elements); } copy(m: Matrix3) { const te = this.elements; const me = m.elements; te[0] = me[0]; te[1] = me[1]; te[2] = me[2]; te[3] = me[3]; te[4] = me[4]; te[5] = me[5]; te[6] = me[6]; te[7] = me[7]; te[8] = me[8]; return this; } extractBasis(xAxis: Vector3, yAxis: Vector3, zAxis: Vector3) { xAxis.setFromMatrix3Column(this, 0); yAxis.setFromMatrix3Column(this, 1); zAxis.setFromMatrix3Column(this, 2); return this; } setFromMatrix4(m: Matrix4) { const me = m.elements; this.set( me[0], me[4], me[8], me[1], me[5], me[9], me[2], me[6], me[10], ); return this; } add(b: Matrix3) { const me: number[] = this.elements; const be: number[] = b.elements; this.set(me[0] + be[0], me[3] + be[3], me[6] + be[6], me[1] + be[1], me[4] + be[4], me[7] + be[7], me[2] + be[2], me[5] + be[5], me[8] + be[8]); return this; } added(b: Matrix3) { const me: number[] = this.elements; const be: number[] = b.elements; const res = new Matrix3(); res.set(me[0] + be[0], me[3] + be[3], me[6] + be[6], me[1] + be[1], me[4] + be[4], me[7] + be[7], me[2] + be[2], me[5] + be[5], me[8] + be[8]); return res; } multiply(m: Matrix3) { return this.multiplyMatrices(this, m); } multiplied(m: Matrix3): Matrix3 { return new Matrix3().multiplyMatrices(this, m); } premultiply(m: Matrix3) { return this.multiplyMatrices(m, this); } premultiplied(m: Matrix3): Matrix3 { return new Matrix3().multiplyMatrices(m, this); } multiplyMatrices(a: Matrix3, b: Matrix3) { const ae = a.elements; const be = b.elements; const te = this.elements; const a11 = ae[0]; const a12 = ae[3]; const a13 = ae[6]; const a21 = ae[1]; const a22 = ae[4]; const a23 = ae[7]; const a31 = ae[2]; const a32 = ae[5]; const a33 = ae[8]; const b11 = be[0]; const b12 = be[3]; const b13 = be[6]; const b21 = be[1]; const b22 = be[4]; const b23 = be[7]; const b31 = be[2]; const b32 = be[5]; const b33 = be[8]; te[0] = a11 * b11 + a12 * b21 + a13 * b31; te[3] = a11 * b12 + a12 * b22 + a13 * b32; te[6] = a11 * b13 + a12 * b23 + a13 * b33; te[1] = a21 * b11 + a22 * b21 + a23 * b31; te[4] = a21 * b12 + a22 * b22 + a23 * b32; te[7] = a21 * b13 + a22 * b23 + a23 * b33; te[2] = a31 * b11 + a32 * b21 + a33 * b31; te[5] = a31 * b12 + a32 * b22 + a33 * b32; te[8] = a31 * b13 + a32 * b23 + a33 * b33; return this; } multiplyScalar(s: number) { const te = this.elements; te[0] *= s; te[3] *= s; te[6] *= s; te[1] *= s; te[4] *= s; te[7] *= s; te[2] *= s; te[5] *= s; te[8] *= s; return this; } determinant() { const te = this.elements; const a = te[0]; const b = te[1]; const c = te[2]; const d = te[3]; const e = te[4]; const f = te[5]; const g = te[6]; const h = te[7]; const i = te[8]; return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g; } invert() { const te = this.elements; const n11 = te[0]; const n21 = te[1]; const n31 = te[2]; const n12 = te[3]; const n22 = te[4]; const n32 = te[5]; const n13 = te[6]; const n23 = te[7]; const n33 = te[8]; const t11 = n33 * n22 - n32 * n23; const t12 = n32 * n13 - n33 * n12; const t13 = n23 * n12 - n22 * n13; const det = n11 * t11 + n21 * t12 + n31 * t13; if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0); const detInv = 1 / det; te[0] = t11 * detInv; te[1] = (n31 * n23 - n33 * n21) * detInv; te[2] = (n32 * n21 - n31 * n22) * detInv; te[3] = t12 * detInv; te[4] = (n33 * n11 - n31 * n13) * detInv; te[5] = (n31 * n12 - n32 * n11) * detInv; te[6] = t13 * detInv; te[7] = (n21 * n13 - n23 * n11) * detInv; te[8] = (n22 * n11 - n21 * n12) * detInv; return this; } inverted() { const result = new Matrix3(); result.copy(this).invert(); return result; } transpose() { let tmp: number; const m = this.elements; tmp = m[1]; m[1] = m[3]; m[3] = tmp; tmp = m[2]; m[2] = m[6]; m[6] = tmp; tmp = m[5]; m[5] = m[7]; m[7] = tmp; return this; } getNormalMatrix(matrix4: Matrix4) { return this.setFromMatrix4(matrix4).copy(this).invert().transpose(); } transposeIntoArray(r: number[]) { const m = this.elements; r[0] = m[0]; r[1] = m[3]; r[2] = m[6]; r[3] = m[1]; r[4] = m[4]; r[5] = m[7]; r[6] = m[2]; r[7] = m[5]; r[8] = m[8]; return this; } setUvTransform(tx: number, ty: number, sx: number, sy: number, rotation: number, cx: number, cy: number) { const c = Math.cos(rotation); const s = Math.sin(rotation); this.set( sx * c, sx * s, -sx * (c * cx + s * cy) + cx + tx, -sy * s, sy * c, -sy * (-s * cx + c * cy) + cy + ty, 0, 0, 1 ); return this; } scale(sx: number, sy: number) { const te = this.elements; te[0] *= sx; te[3] *= sx; te[6] *= sx; te[1] *= sy; te[4] *= sy; te[7] *= sy; return this; } rotate(theta: number) { const c = Math.cos(theta); const s = Math.sin(theta); const te = this.elements; const a11 = te[0]; const a12 = te[3]; const a13 = te[6]; const a21 = te[1]; const a22 = te[4]; const a23 = te[7]; te[0] = c * a11 + s * a21; te[3] = c * a12 + s * a22; te[6] = c * a13 + s * a23; te[1] = -s * a11 + c * a21; te[4] = -s * a12 + c * a22; te[7] = -s * a13 + c * a23; return this; } translate(tx: number, ty: number) { const te = this.elements; te[0] += tx * te[2]; te[3] += tx * te[5]; te[6] += tx * te[8]; te[1] += ty * te[2]; te[4] += ty * te[5]; te[7] += ty * te[8]; return this; } equals(matrix: Matrix3) { const te = this.elements; const me = matrix.elements; for (let i = 0; i < 9; i++) { if (!(MathUtils.isEqual(te[i], me[i]))) { return false; } } return true; } fromArray(array: number[] | ArrayLike<number>, offset = 0) { for (let i = 0; i < 9; i++) { this.elements[i] = array[i + offset]; } return this; } toArray(array: number[] = [], offset = 0) { const te = this.elements; array[offset] = te[0]; array[offset + 1] = te[1]; array[offset + 2] = te[2]; array[offset + 3] = te[3]; array[offset + 4] = te[4]; array[offset + 5] = te[5]; array[offset + 6] = te[6]; array[offset + 7] = te[7]; array[offset + 8] = te[8]; return array; } /** 缩放,注意和 scale 的区别,这个不会影响 position */ doScale(sx: number, sy: number) { const te = this.elements; te[0] *= sx; te[1] *= sx; te[2] *= sx; te[3] *= sy; te[4] *= sy; te[5] *= sy; return this; } /** * 设置成缩放矩阵 */ setScale(scale: Vector2) { const x = scale.x; const y = scale.y; return this.set( x, 0, 0, 0, y, 0, 0, 0, 1 ); } /** * 设置成旋转矩阵 */ setRotation(angle: number) { const c = Math.cos(angle); const s = Math.sin(angle); return this.set( c, -s, 0, s, c, 0, 0, 0, 1, ); } /** * 设置成平移矩阵 */ setTranslation(translation: Vector2) { const x = translation.x; const y = translation.y; return this.set( 1, 0, x, 0, 1, y, 0, 0, 1, ); } /** * 把位置信息放到没用的两个矩阵索引 */ setPosition(position: Vector2) { const me = this.elements; me[6] = position.x; me[7] = position.y; } getPosition() { return new Vector2(this.elements[6], this.elements[7]); } compose(position: Vector2, rotation: number, scale?: Vector2) { this.setRotation(rotation); if (scale) { this.doScale(scale.x, scale.y); } this.setPosition(position); return this; } } export { Matrix3 };