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@valeera/mathx

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A math library written in TS.

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/* eslint-disable max-lines */ import { IEulerAngle, EulerRotationOrders } from "../euler/IEulerAngle"; import { Vector3, Vector3Like } from "../vector/Vector3"; import { closeTo } from "../common"; import { EPSILON } from "../constants"; import { Matrix3Like } from "./Matrix3"; import { Plane3 } from "../shape/Plane3"; import { QuaternionLike } from "../quaternion"; let a00 = 0; let a01 = 0; let a02 = 0; let a03 = 0; let a11 = 0; let a10 = 0; let a12 = 0; let a13 = 0; let a20 = 0; let a21 = 0; let a22 = 0; let a23 = 0; let a31 = 0; let a30 = 0; let a32 = 0; let a33 = 0; let b00 = 0; let b01 = 0; let b02 = 0; let b03 = 0; let b11 = 0; let b10 = 0; let b12 = 0; let b13 = 0; let b20 = 0; let b21 = 0; let b22 = 0; let b23 = 0; let b31 = 0; let b30 = 0; let b32 = 0; let b33 = 0; let x = 0; let y = 0; let z = 0; let det = 0; let len = 0; let s = 0; let t = 0; let a = 0; let b = 0; let c = 0; let d = 0; let e = 0; let f = 0; const UNIT_MATRIX4_DATA = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]; export type Matrix4Like = Matrix4 | Float32Array | number[]; export class Matrix4 extends Float32Array { public static readonly UNIT_MATRIX4 = new Matrix4(UNIT_MATRIX4_DATA); public static clone = <T extends Matrix4Like = Matrix4>(source: Matrix4Like, out: T = new Matrix4() as T): T => { out[0] = source[0]; out[1] = source[1]; out[2] = source[2]; out[3] = source[3]; out[4] = source[4]; out[5] = source[5]; out[6] = source[6]; out[7] = source[7]; out[8] = source[8]; out[9] = source[9]; out[10] = source[10]; out[11] = source[11]; out[12] = source[12]; out[13] = source[13]; out[14] = source[14]; out[15] = source[15]; return out; }; public static create = (): Matrix4 => { return new Matrix4(UNIT_MATRIX4_DATA); }; public static determinant = (a: Matrix4Like): number => { 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]; a30 = a[12]; a31 = a[13]; a32 = a[14]; a33 = a[15]; b00 = a00 * a11 - a01 * a10; b01 = a00 * a12 - a02 * a10; b02 = a01 * a12 - a02 * a11; b03 = a20 * a31 - a21 * a30; b10 = a20 * a32 - a22 * a30; b11 = a21 * a32 - a22 * a31; b12 = a00 * b11 - a01 * b10 + a02 * b03; b13 = a10 * b11 - a11 * b10 + a12 * b03; b20 = a20 * b02 - a21 * b01 + a22 * b00; b21 = a30 * b02 - a31 * b01 + a32 * b00; return a13 * b12 - a03 * b13 + a33 * b20 - a23 * b21; }; public static fromArray = <T extends Matrix4Like = Matrix4>( source: Matrix4Like, out: T = new Matrix4() as T, ): T => { out[0] = source[0]; out[1] = source[1]; out[2] = source[2]; out[3] = source[3]; out[4] = source[4]; out[5] = source[5]; out[6] = source[6]; out[7] = source[7]; out[8] = source[8]; out[9] = source[9]; out[10] = source[10]; out[11] = source[11]; out[12] = source[12]; out[13] = source[13]; out[14] = source[14]; out[15] = source[15]; return out; }; public static fromEuler = <T extends Matrix4Like = Matrix4>(euler: IEulerAngle, out: T = new Matrix4() as T): T => { x = euler.x; y = euler.y; z = euler.z; a = Math.cos(x); b = Math.sin(x); c = Math.cos(y); d = Math.sin(y); e = Math.cos(z); f = Math.sin(z); if (euler.order === EulerRotationOrders.XYZ) { const ae = a * e; const af = a * f; const be = b * e; const bf = b * f; out[0] = c * e; out[4] = -c * f; out[8] = d; out[1] = af + be * d; out[5] = ae - bf * d; out[9] = -b * c; out[2] = bf - ae * d; out[6] = be + af * d; out[10] = a * c; } else if (euler.order === EulerRotationOrders.YXZ) { const ce = c * e; const cf = c * f; const de = d * e; const df = d * f; out[0] = ce + df * b; out[4] = de * b - cf; out[8] = a * d; out[1] = a * f; out[5] = a * e; out[9] = -b; out[2] = cf * b - de; out[6] = df + ce * b; out[10] = a * c; } else if (euler.order === EulerRotationOrders.ZXY) { const ce = c * e; const cf = c * f; const de = d * e; const df = d * f; out[0] = ce - df * b; out[4] = -a * f; out[8] = de + cf * b; out[1] = cf + de * b; out[5] = a * e; out[9] = df - ce * b; out[2] = -a * d; out[6] = b; out[10] = a * c; } else if (euler.order === EulerRotationOrders.ZYX) { const ae = a * e; const af = a * f; const be = b * e; const bf = b * f; out[0] = c * e; out[4] = be * d - af; out[8] = ae * d + bf; out[1] = c * f; out[5] = bf * d + ae; out[9] = af * d - be; out[2] = -d; out[6] = b * c; out[10] = a * c; } else if (euler.order === EulerRotationOrders.YZX) { const ac = a * c; const ad = a * d; const bc = b * c; const bd = b * d; out[0] = c * e; out[4] = bd - ac * f; out[8] = bc * f + ad; out[1] = f; out[5] = a * e; out[9] = -b * e; out[2] = -d * e; out[6] = ad * f + bc; out[10] = ac - bd * f; } else if (euler.order === EulerRotationOrders.XZY) { const ac = a * c; const ad = a * d; const bc = b * c; const bd = b * d; out[0] = c * e; out[4] = -f; out[8] = d * e; out[1] = ac * f + bd; out[5] = a * e; out[9] = ad * f - bc; out[2] = bc * f - ad; out[6] = b * e; out[10] = bd * f + ac; } // bottom row out[3] = 0; out[7] = 0; out[11] = 0; // last column out[12] = 0; out[13] = 0; out[14] = 0; out[15] = 1; return out; }; public static fromMatrix3 = <T extends Matrix4Like>(data: Matrix3Like, out: T = new Matrix4() as T): T => { out[0] = data[0]; out[1] = data[1]; out[2] = data[2]; out[3] = 0; out[4] = data[3]; out[5] = data[4]; out[6] = data[5]; out[7] = 0; out[8] = data[6]; out[9] = data[7]; out[10] = data[8]; out[11] = 0; out[12] = 0; out[13] = 0; out[14] = 0; out[15] = 1; return out; }; public static fromMatrix3MVP = <T extends Matrix4Like>(data: Matrix3Like, out: T = new Matrix4() as T): T => { out[0] = data[0]; out[1] = data[1]; out[2] = 0; out[3] = 0; out[4] = data[3]; out[5] = data[4]; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = 1; out[11] = 0; out[12] = data[6]; out[13] = data[7]; out[14] = 0; out[15] = 1; return out; }; public static fromQuaternion = <T extends Matrix4Like>(q: QuaternionLike, out: T = new Matrix4() as T): T => { const x = q[0]; const y = q[1]; const z = q[2]; const 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; }; public static fromReflectPlane = <T extends Matrix4Like>(plane: Plane3, out: T = new Matrix4() as T): T => { x = plane.normal.x; y = plane.normal.y; z = plane.normal.z; d = plane.distance; a = x * 2; b = y * 2; c = z * 2; out[0] = 1 - a * x; out[1] = -a * y; out[2] = -a * z; out[3] = 0; out[4] = out[1]; out[5] = 1 - b * y; out[6] = -b * z; out[7] = 0; out[8] = out[2]; out[9] = out[6]; out[10] = 1 - c * z; out[11] = 0; out[8] = -d * a; out[9] = -d * b; out[10] = -d * c; out[11] = 1; return out; }; public static fromRotation = <T extends Matrix4Like>( rad: number, axis: Vector3Like, out: T = new Matrix4() as T, ): T | null => { x = axis[0]; y = axis[1]; z = axis[2]; len = Math.hypot(x, y, z); if (len < EPSILON) { return null; } len = 1 / len; x *= len; y *= len; z *= len; s = Math.sin(rad); c = Math.cos(rad); t = 1 - c; 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; }; public static fromRotationX = <T extends Matrix4Like>(rad: number, out: T = new Matrix4() as T): T => { s = Math.sin(rad); c = Math.cos(rad); 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; }; public static fromRotationY = <T extends Matrix4Like>(rad: number, out: T = new Matrix4() as T): T => { s = Math.sin(rad); c = Math.cos(rad); 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; }; public static fromRotationZ = <T extends Matrix4Like>(rad: number, out: T = new Matrix4() as T): T => { s = Math.sin(rad); c = Math.cos(rad); 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; }; public static fromScaling = <T extends Matrix4Like>(v: Vector3Like, out: T = new Matrix4() as T): T => { 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; }; public static fromTranslation = <T extends Matrix4Like>(v: Vector3Like, out: T = new Matrix4() as T): T => { 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; }; public static identity = <T extends Matrix4Like>(out: T = new Matrix4() as T): T => { 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; }; public static invert = <T extends Matrix4Like>(a: Matrix4Like, out: T = new Matrix4() as T): T | null => { 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]; a30 = a[12]; a31 = a[13]; a32 = a[14]; a33 = a[15]; b00 = a00 * a11 - a01 * a10; b01 = a00 * a12 - a02 * a10; b02 = a00 * a13 - a03 * a10; b03 = a01 * a12 - a02 * a11; b20 = a01 * a13 - a03 * a11; b21 = a02 * a13 - a03 * a12; b22 = a20 * a31 - a21 * a30; b23 = a20 * a32 - a22 * a30; b30 = a20 * a33 - a23 * a30; b31 = a21 * a32 - a22 * a31; b32 = a21 * a33 - a23 * a31; b33 = a22 * a33 - a23 * a32; det = b00 * b33 - b01 * b32 + b02 * b31 + b03 * b30 - b20 * b23 + b21 * b22; if (!det) { return null; } det = 1.0 / det; out[0] = (a11 * b33 - a12 * b32 + a13 * b31) * det; out[1] = (a02 * b32 - a01 * b33 - a03 * b31) * det; out[2] = (a31 * b21 - a32 * b20 + a33 * b03) * det; out[3] = (a22 * b20 - a21 * b21 - a23 * b03) * det; out[4] = (a12 * b30 - a10 * b33 - a13 * b23) * det; out[5] = (a00 * b33 - a02 * b30 + a03 * b23) * det; out[6] = (a32 * b02 - a30 * b21 - a33 * b01) * det; out[7] = (a20 * b21 - a22 * b02 + a23 * b01) * det; out[8] = (a10 * b32 - a11 * b30 + a13 * b22) * det; out[9] = (a01 * b30 - a00 * b32 - a03 * b22) * det; out[10] = (a30 * b20 - a31 * b02 + a33 * b00) * det; out[11] = (a21 * b02 - a20 * b20 - a23 * b00) * det; out[12] = (a11 * b23 - a10 * b31 - a12 * b22) * det; out[13] = (a00 * b31 - a01 * b23 + a02 * b22) * det; out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det; out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det; return out; }; public static lookAt = <T extends Matrix4Like>( eye: Vector3Like, center: Vector3Like, up: Vector3Like = Vector3.VECTOR3_TOP, out: T = new Matrix4() as T, ): T => { let x0; let x1; let x2; let y0; let y1; let y2; let z0; let z1; let z2; let 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 (closeTo(eyex, centerx) && closeTo(eyey, centery) && closeTo(eyez, centerz)) { return Matrix4.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; }; public static multiply = <T extends Matrix4Like>( a: Matrix4Like, b: Matrix4Like, out: T = new Matrix4() as T, ): T => { 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]; a30 = a[12]; a31 = a[13]; a32 = a[14]; a33 = a[15]; b00 = b[0]; b01 = b[1]; b02 = b[2]; b03 = b[3]; out[0] = b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30; out[1] = b00 * a01 + b01 * a11 + b02 * a21 + b03 * a31; out[2] = b00 * a02 + b01 * a12 + b02 * a22 + b03 * a32; out[3] = b00 * a03 + b01 * a13 + b02 * a23 + b03 * a33; b00 = b[4]; b01 = b[5]; b02 = b[6]; b03 = b[7]; out[4] = b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30; out[5] = b00 * a01 + b01 * a11 + b02 * a21 + b03 * a31; out[6] = b00 * a02 + b01 * a12 + b02 * a22 + b03 * a32; out[7] = b00 * a03 + b01 * a13 + b02 * a23 + b03 * a33; b00 = b[8]; b01 = b[9]; b02 = b[10]; b03 = b[11]; out[8] = b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30; out[9] = b00 * a01 + b01 * a11 + b02 * a21 + b03 * a31; out[10] = b00 * a02 + b01 * a12 + b02 * a22 + b03 * a32; out[11] = b00 * a03 + b01 * a13 + b02 * a23 + b03 * a33; b00 = b[12]; b01 = b[13]; b02 = b[14]; b03 = b[15]; out[12] = b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30; out[13] = b00 * a01 + b01 * a11 + b02 * a21 + b03 * a31; out[14] = b00 * a02 + b01 * a12 + b02 * a22 + b03 * a32; out[15] = b00 * a03 + b01 * a13 + b02 * a23 + b03 * a33; return out; }; // 乘以缩放矩阵 public static multiplyScaleMatrix = <T extends Matrix4Like>( a: Matrix4Like, b: Matrix4Like, out: T = new Matrix4() as T, ): T => { 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]; a30 = a[12]; a31 = a[13]; a32 = a[14]; a33 = a[15]; b00 = b[0]; out[0] = b00 * a00; out[1] = b00 * a01; out[2] = b00 * a02; out[3] = b00 * a03; b01 = b[5]; out[4] = b01 * a10; out[5] = b01 * a11; out[6] = b01 * a12; out[7] = b01 * a13; b02 = b[10]; out[8] = b02 * a20; out[9] = b02 * a21; out[10] = b02 * a22; out[11] = b02 * a23; out[12] = a30; out[13] = a31; out[14] = a32; out[15] = a33; return out; }; // 乘以平移矩阵 public static multiplyTranslateMatrix = <T extends Matrix4Like>( a: Matrix4Like, b: Matrix4Like, out: T = new Matrix4() as T, ): T => { 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]; a30 = a[12]; a31 = a[13]; a32 = a[14]; a33 = a[15]; 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; b00 = b[12]; b01 = b[13]; b02 = b[14]; out[12] = b00 * a00 + b01 * a10 + b02 * a20 + a30; out[13] = b00 * a01 + b01 * a11 + b02 * a21 + a31; out[14] = b00 * a02 + b01 * a12 + b02 * a22 + a32; out[15] = b00 * a03 + b01 * a13 + b02 * a23 + a33; return out; }; public static orthogonal = <T extends Matrix4Like>( left: number, right: number, bottom: number, top: number, near: number, far: number, out: T = new Matrix4() as T, ): T => { c = 1 / (left - right); b = 1 / (bottom - top); a = 1 / (near - far); out[0] = -2 * c; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = -2 * b; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = 2 * a; out[11] = 0; out[12] = (left + right) * c; out[13] = (top + bottom) * b; out[14] = (far + near) * a; out[15] = 1; return out; }; public static orthogonalZ0 = <T extends Matrix4Like>( left: number, right: number, bottom: number, top: number, near: number, far: number, out: T = new Matrix4() as T, ): T => { c = 1 / (left - right); b = 1 / (bottom - top); a = 1 / (near - far); out[0] = -2 * c; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = -2 * b; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = a; out[11] = 0; out[12] = (left + right) * c; out[13] = (top + bottom) * b; out[14] = near * a; out[15] = 1; return out; }; public static perspective = <T extends Matrix4Like>( fovy: number, aspect: number, near: number, far: number, out: T = new Matrix4() as T, ): T => { 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) { a = 1 / (near - far); out[10] = (far + near) * a; out[14] = 2 * far * near * a; } else { out[10] = -1; out[14] = -2 * near; } return out; }; public static perspectiveZ0 = <T extends Matrix4Like>( fovy: number, aspect: number, near: number, far: number, out: T = new Matrix4() as T, ): T => { 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) { a = 1 / (near - far); out[10] = far * a; out[14] = far * near * a; } else { out[10] = -1; out[14] = -near; } return out; }; public static rotate = <T extends Matrix4Like>( a: Matrix4Like, rad: number, axis: Vector3Like, out: T = new Matrix4() as T, ): T | null => { x = axis[0]; y = axis[1]; z = axis[2]; len = Math.hypot(x, y, z); if (len < EPSILON) { return null; } len = 1 / len; x *= len; y *= len; z *= len; 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]; 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; 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) { out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; } return out; }; public static rotateX = <T extends Matrix4Like>(a: Matrix4Like, rad: number, out: T = new Matrix4() as T): T => { s = Math.sin(rad); c = Math.cos(rad); a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; if (a !== out) { 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]; } 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; }; public static rotateY = <T extends Matrix4Like>(a: Matrix4Like, rad: number, out: T = new Matrix4() as T): T => { s = Math.sin(rad); c = Math.cos(rad); a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; if (a !== out) { 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]; } 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; }; public static rotateZ = <T extends Matrix4Like>(a: Matrix4Like, rad: number, out: T = new Matrix4() as T): T => { s = Math.sin(rad); c = Math.cos(rad); a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; if (a !== out) { 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]; } 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; }; public static scale = <T extends Matrix4Like>(a: Matrix4Like, v: Vector3Like, out: T = new Matrix4() as T): T => { 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; if (out !== a) { out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; } return out; }; public static targetTo = <T extends Matrix4Like>( eye: Vector3Like, target: Vector3Like, up: Vector3Like = Vector3.VECTOR3_TOP, out: T = new Matrix4() as T, ): T => { const eyex = eye[0]; const eyey = eye[1]; const eyez = eye[2]; const upx = up[0]; const upy = up[1]; const upz = up[2]; let z0 = eyex - target[0]; let z1 = eyey - target[1]; let 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; let x1 = upz * z0 - upx * z2; let 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; }; public static translate = <T extends Matrix4Like>( a: Matrix4Like, v: Vector3Like, out: T = new Matrix4() as T, ): T => { x = v[0]; y = v[1]; z = v[2]; 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; }; public static transpose = <T extends Matrix4Like>(a: Matrix4Like, out: T = new Matrix4() as T): T => { if (out === a) { a01 = a[1]; a02 = a[2]; a03 = a[3]; a12 = a[6]; a13 = a[7]; 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; }; public static unproject = <T extends Vector3Like = Vector3>( vec3: Vector3Like, projectionMatrix: Matrix4Like, worldMatrix: Matrix4Like, out: T = new Vector3() as T, ): T => { tmpMatrix4Data.set(projectionMatrix); Matrix4.invert(tmpMatrix4Data, tmpMatrix4Data); Vector3.transformMatrix4(vec3, tmpMatrix4Data, out); return Vector3.transformMatrix4(out, worldMatrix, out); }; public constructor(data: Matrix4Like = UNIT_MATRIX4_DATA) { super(data); } } const tmpMatrix4Data = new Float32Array(16);