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CesiumJS is a JavaScript library for creating 3D globes and 2D maps in a web browser without a plugin.

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import Cartesian3 from './Cartesian3.js'; import Cartesian4 from './Cartesian4.js'; import Check from './Check.js'; import defaultValue from './defaultValue.js'; import defined from './defined.js'; import CesiumMath from './Math.js'; import Matrix3 from './Matrix3.js'; import RuntimeError from './RuntimeError.js'; /** * A 4x4 matrix, indexable as a column-major order array. * Constructor parameters are in row-major order for code readability. * @alias Matrix4 * @constructor * * @param {Number} [column0Row0=0.0] The value for column 0, row 0. * @param {Number} [column1Row0=0.0] The value for column 1, row 0. * @param {Number} [column2Row0=0.0] The value for column 2, row 0. * @param {Number} [column3Row0=0.0] The value for column 3, row 0. * @param {Number} [column0Row1=0.0] The value for column 0, row 1. * @param {Number} [column1Row1=0.0] The value for column 1, row 1. * @param {Number} [column2Row1=0.0] The value for column 2, row 1. * @param {Number} [column3Row1=0.0] The value for column 3, row 1. * @param {Number} [column0Row2=0.0] The value for column 0, row 2. * @param {Number} [column1Row2=0.0] The value for column 1, row 2. * @param {Number} [column2Row2=0.0] The value for column 2, row 2. * @param {Number} [column3Row2=0.0] The value for column 3, row 2. * @param {Number} [column0Row3=0.0] The value for column 0, row 3. * @param {Number} [column1Row3=0.0] The value for column 1, row 3. * @param {Number} [column2Row3=0.0] The value for column 2, row 3. * @param {Number} [column3Row3=0.0] The value for column 3, row 3. * * @see Matrix4.fromColumnMajorArray * @see Matrix4.fromRowMajorArray * @see Matrix4.fromRotationTranslation * @see Matrix4.fromTranslationRotationScale * @see Matrix4.fromTranslationQuaternionRotationScale * @see Matrix4.fromTranslation * @see Matrix4.fromScale * @see Matrix4.fromUniformScale * @see Matrix4.fromCamera * @see Matrix4.computePerspectiveFieldOfView * @see Matrix4.computeOrthographicOffCenter * @see Matrix4.computePerspectiveOffCenter * @see Matrix4.computeInfinitePerspectiveOffCenter * @see Matrix4.computeViewportTransformation * @see Matrix4.computeView * @see Matrix2 * @see Matrix3 * @see Packable */ function Matrix4(column0Row0, column1Row0, column2Row0, column3Row0, column0Row1, column1Row1, column2Row1, column3Row1, column0Row2, column1Row2, column2Row2, column3Row2, column0Row3, column1Row3, column2Row3, column3Row3) { this[0] = defaultValue(column0Row0, 0.0); this[1] = defaultValue(column0Row1, 0.0); this[2] = defaultValue(column0Row2, 0.0); this[3] = defaultValue(column0Row3, 0.0); this[4] = defaultValue(column1Row0, 0.0); this[5] = defaultValue(column1Row1, 0.0); this[6] = defaultValue(column1Row2, 0.0); this[7] = defaultValue(column1Row3, 0.0); this[8] = defaultValue(column2Row0, 0.0); this[9] = defaultValue(column2Row1, 0.0); this[10] = defaultValue(column2Row2, 0.0); this[11] = defaultValue(column2Row3, 0.0); this[12] = defaultValue(column3Row0, 0.0); this[13] = defaultValue(column3Row1, 0.0); this[14] = defaultValue(column3Row2, 0.0); this[15] = defaultValue(column3Row3, 0.0); } /** * The number of elements used to pack the object into an array. * @type {Number} */ Matrix4.packedLength = 16; /** * Stores the provided instance into the provided array. * * @param {Matrix4} value The value to pack. * @param {Number[]} array The array to pack into. * @param {Number} [startingIndex=0] The index into the array at which to start packing the elements. * * @returns {Number[]} The array that was packed into */ Matrix4.pack = function(value, array, startingIndex) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('value', value); Check.defined('array', array); //>>includeEnd('debug'); startingIndex = defaultValue(startingIndex, 0); array[startingIndex++] = value[0]; array[startingIndex++] = value[1]; array[startingIndex++] = value[2]; array[startingIndex++] = value[3]; array[startingIndex++] = value[4]; array[startingIndex++] = value[5]; array[startingIndex++] = value[6]; array[startingIndex++] = value[7]; array[startingIndex++] = value[8]; array[startingIndex++] = value[9]; array[startingIndex++] = value[10]; array[startingIndex++] = value[11]; array[startingIndex++] = value[12]; array[startingIndex++] = value[13]; array[startingIndex++] = value[14]; array[startingIndex] = value[15]; return array; }; /** * Retrieves an instance from a packed array. * * @param {Number[]} array The packed array. * @param {Number} [startingIndex=0] The starting index of the element to be unpacked. * @param {Matrix4} [result] The object into which to store the result. * @returns {Matrix4} The modified result parameter or a new Matrix4 instance if one was not provided. */ Matrix4.unpack = function(array, startingIndex, result) { //>>includeStart('debug', pragmas.debug); Check.defined('array', array); //>>includeEnd('debug'); startingIndex = defaultValue(startingIndex, 0); if (!defined(result)) { result = new Matrix4(); } result[0] = array[startingIndex++]; result[1] = array[startingIndex++]; result[2] = array[startingIndex++]; result[3] = array[startingIndex++]; result[4] = array[startingIndex++]; result[5] = array[startingIndex++]; result[6] = array[startingIndex++]; result[7] = array[startingIndex++]; result[8] = array[startingIndex++]; result[9] = array[startingIndex++]; result[10] = array[startingIndex++]; result[11] = array[startingIndex++]; result[12] = array[startingIndex++]; result[13] = array[startingIndex++]; result[14] = array[startingIndex++]; result[15] = array[startingIndex]; return result; }; /** * Duplicates a Matrix4 instance. * * @param {Matrix4} matrix The matrix to duplicate. * @param {Matrix4} [result] The object onto which to store the result. * @returns {Matrix4} The modified result parameter or a new Matrix4 instance if one was not provided. (Returns undefined if matrix is undefined) */ Matrix4.clone = function(matrix, result) { if (!defined(matrix)) { return undefined; } if (!defined(result)) { return new Matrix4(matrix[0], matrix[4], matrix[8], matrix[12], matrix[1], matrix[5], matrix[9], matrix[13], matrix[2], matrix[6], matrix[10], matrix[14], matrix[3], matrix[7], matrix[11], matrix[15]); } result[0] = matrix[0]; result[1] = matrix[1]; result[2] = matrix[2]; result[3] = matrix[3]; result[4] = matrix[4]; result[5] = matrix[5]; result[6] = matrix[6]; result[7] = matrix[7]; result[8] = matrix[8]; result[9] = matrix[9]; result[10] = matrix[10]; result[11] = matrix[11]; result[12] = matrix[12]; result[13] = matrix[13]; result[14] = matrix[14]; result[15] = matrix[15]; return result; }; /** * Creates a Matrix4 from 16 consecutive elements in an array. * @function * * @param {Number[]} array The array whose 16 consecutive elements correspond to the positions of the matrix. Assumes column-major order. * @param {Number} [startingIndex=0] The offset into the array of the first element, which corresponds to first column first row position in the matrix. * @param {Matrix4} [result] The object onto which to store the result. * @returns {Matrix4} The modified result parameter or a new Matrix4 instance if one was not provided. * * @example * // Create the Matrix4: * // [1.0, 2.0, 3.0, 4.0] * // [1.0, 2.0, 3.0, 4.0] * // [1.0, 2.0, 3.0, 4.0] * // [1.0, 2.0, 3.0, 4.0] * * var v = [1.0, 1.0, 1.0, 1.0, 2.0, 2.0, 2.0, 2.0, 3.0, 3.0, 3.0, 3.0, 4.0, 4.0, 4.0, 4.0]; * var m = Cesium.Matrix4.fromArray(v); * * // Create same Matrix4 with using an offset into an array * var v2 = [0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 2.0, 2.0, 2.0, 2.0, 3.0, 3.0, 3.0, 3.0, 4.0, 4.0, 4.0, 4.0]; * var m2 = Cesium.Matrix4.fromArray(v2, 2); */ Matrix4.fromArray = Matrix4.unpack; /** * Computes a Matrix4 instance from a column-major order array. * * @param {Number[]} values The column-major order array. * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided. */ Matrix4.fromColumnMajorArray = function(values, result) { //>>includeStart('debug', pragmas.debug); Check.defined('values', values); //>>includeEnd('debug'); return Matrix4.clone(values, result); }; /** * Computes a Matrix4 instance from a row-major order array. * The resulting matrix will be in column-major order. * * @param {Number[]} values The row-major order array. * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided. */ Matrix4.fromRowMajorArray = function(values, result) { //>>includeStart('debug', pragmas.debug); Check.defined('values', values); //>>includeEnd('debug'); if (!defined(result)) { return new Matrix4(values[0], values[1], values[2], values[3], values[4], values[5], values[6], values[7], values[8], values[9], values[10], values[11], values[12], values[13], values[14], values[15]); } result[0] = values[0]; result[1] = values[4]; result[2] = values[8]; result[3] = values[12]; result[4] = values[1]; result[5] = values[5]; result[6] = values[9]; result[7] = values[13]; result[8] = values[2]; result[9] = values[6]; result[10] = values[10]; result[11] = values[14]; result[12] = values[3]; result[13] = values[7]; result[14] = values[11]; result[15] = values[15]; return result; }; /** * Computes a Matrix4 instance from a Matrix3 representing the rotation * and a Cartesian3 representing the translation. * * @param {Matrix3} rotation The upper left portion of the matrix representing the rotation. * @param {Cartesian3} [translation=Cartesian3.ZERO] The upper right portion of the matrix representing the translation. * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided. */ Matrix4.fromRotationTranslation = function(rotation, translation, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('rotation', rotation); //>>includeEnd('debug'); translation = defaultValue(translation, Cartesian3.ZERO); if (!defined(result)) { return new Matrix4(rotation[0], rotation[3], rotation[6], translation.x, rotation[1], rotation[4], rotation[7], translation.y, rotation[2], rotation[5], rotation[8], translation.z, 0.0, 0.0, 0.0, 1.0); } result[0] = rotation[0]; result[1] = rotation[1]; result[2] = rotation[2]; result[3] = 0.0; result[4] = rotation[3]; result[5] = rotation[4]; result[6] = rotation[5]; result[7] = 0.0; result[8] = rotation[6]; result[9] = rotation[7]; result[10] = rotation[8]; result[11] = 0.0; result[12] = translation.x; result[13] = translation.y; result[14] = translation.z; result[15] = 1.0; return result; }; /** * Computes a Matrix4 instance from a translation, rotation, and scale (TRS) * representation with the rotation represented as a quaternion. * * @param {Cartesian3} translation The translation transformation. * @param {Quaternion} rotation The rotation transformation. * @param {Cartesian3} scale The non-uniform scale transformation. * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided. * * @example * var result = Cesium.Matrix4.fromTranslationQuaternionRotationScale( * new Cesium.Cartesian3(1.0, 2.0, 3.0), // translation * Cesium.Quaternion.IDENTITY, // rotation * new Cesium.Cartesian3(7.0, 8.0, 9.0), // scale * result); */ Matrix4.fromTranslationQuaternionRotationScale = function(translation, rotation, scale, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('translation', translation); Check.typeOf.object('rotation', rotation); Check.typeOf.object('scale', scale); //>>includeEnd('debug'); if (!defined(result)) { result = new Matrix4(); } var scaleX = scale.x; var scaleY = scale.y; var scaleZ = scale.z; var x2 = rotation.x * rotation.x; var xy = rotation.x * rotation.y; var xz = rotation.x * rotation.z; var xw = rotation.x * rotation.w; var y2 = rotation.y * rotation.y; var yz = rotation.y * rotation.z; var yw = rotation.y * rotation.w; var z2 = rotation.z * rotation.z; var zw = rotation.z * rotation.w; var w2 = rotation.w * rotation.w; var m00 = x2 - y2 - z2 + w2; var m01 = 2.0 * (xy - zw); var m02 = 2.0 * (xz + yw); var m10 = 2.0 * (xy + zw); var m11 = -x2 + y2 - z2 + w2; var m12 = 2.0 * (yz - xw); var m20 = 2.0 * (xz - yw); var m21 = 2.0 * (yz + xw); var m22 = -x2 - y2 + z2 + w2; result[0] = m00 * scaleX; result[1] = m10 * scaleX; result[2] = m20 * scaleX; result[3] = 0.0; result[4] = m01 * scaleY; result[5] = m11 * scaleY; result[6] = m21 * scaleY; result[7] = 0.0; result[8] = m02 * scaleZ; result[9] = m12 * scaleZ; result[10] = m22 * scaleZ; result[11] = 0.0; result[12] = translation.x; result[13] = translation.y; result[14] = translation.z; result[15] = 1.0; return result; }; /** * Creates a Matrix4 instance from a {@link TranslationRotationScale} instance. * * @param {TranslationRotationScale} translationRotationScale The instance. * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided. */ Matrix4.fromTranslationRotationScale = function(translationRotationScale, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('translationRotationScale', translationRotationScale); //>>includeEnd('debug'); return Matrix4.fromTranslationQuaternionRotationScale(translationRotationScale.translation, translationRotationScale.rotation, translationRotationScale.scale, result); }; /** * Creates a Matrix4 instance from a Cartesian3 representing the translation. * * @param {Cartesian3} translation The upper right portion of the matrix representing the translation. * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided. * * @see Matrix4.multiplyByTranslation */ Matrix4.fromTranslation = function(translation, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('translation', translation); //>>includeEnd('debug'); return Matrix4.fromRotationTranslation(Matrix3.IDENTITY, translation, result); }; /** * Computes a Matrix4 instance representing a non-uniform scale. * * @param {Cartesian3} scale The x, y, and z scale factors. * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided. * * @example * // Creates * // [7.0, 0.0, 0.0, 0.0] * // [0.0, 8.0, 0.0, 0.0] * // [0.0, 0.0, 9.0, 0.0] * // [0.0, 0.0, 0.0, 1.0] * var m = Cesium.Matrix4.fromScale(new Cesium.Cartesian3(7.0, 8.0, 9.0)); */ Matrix4.fromScale = function(scale, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('scale', scale); //>>includeEnd('debug'); if (!defined(result)) { return new Matrix4( scale.x, 0.0, 0.0, 0.0, 0.0, scale.y, 0.0, 0.0, 0.0, 0.0, scale.z, 0.0, 0.0, 0.0, 0.0, 1.0); } result[0] = scale.x; result[1] = 0.0; result[2] = 0.0; result[3] = 0.0; result[4] = 0.0; result[5] = scale.y; result[6] = 0.0; result[7] = 0.0; result[8] = 0.0; result[9] = 0.0; result[10] = scale.z; result[11] = 0.0; result[12] = 0.0; result[13] = 0.0; result[14] = 0.0; result[15] = 1.0; return result; }; /** * Computes a Matrix4 instance representing a uniform scale. * * @param {Number} scale The uniform scale factor. * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided. * * @example * // Creates * // [2.0, 0.0, 0.0, 0.0] * // [0.0, 2.0, 0.0, 0.0] * // [0.0, 0.0, 2.0, 0.0] * // [0.0, 0.0, 0.0, 1.0] * var m = Cesium.Matrix4.fromUniformScale(2.0); */ Matrix4.fromUniformScale = function(scale, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.number('scale', scale); //>>includeEnd('debug'); if (!defined(result)) { return new Matrix4(scale, 0.0, 0.0, 0.0, 0.0, scale, 0.0, 0.0, 0.0, 0.0, scale, 0.0, 0.0, 0.0, 0.0, 1.0); } result[0] = scale; result[1] = 0.0; result[2] = 0.0; result[3] = 0.0; result[4] = 0.0; result[5] = scale; result[6] = 0.0; result[7] = 0.0; result[8] = 0.0; result[9] = 0.0; result[10] = scale; result[11] = 0.0; result[12] = 0.0; result[13] = 0.0; result[14] = 0.0; result[15] = 1.0; return result; }; var fromCameraF = new Cartesian3(); var fromCameraR = new Cartesian3(); var fromCameraU = new Cartesian3(); /** * Computes a Matrix4 instance from a Camera. * * @param {Camera} camera The camera to use. * @param {Matrix4} [result] The object in which the result will be stored, if undefined a new instance will be created. * @returns {Matrix4} The modified result parameter, or a new Matrix4 instance if one was not provided. */ Matrix4.fromCamera = function(camera, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('camera', camera); //>>includeEnd('debug'); var position = camera.position; var direction = camera.direction; var up = camera.up; //>>includeStart('debug', pragmas.debug); Check.typeOf.object('camera.position', position); Check.typeOf.object('camera.direction', direction); Check.typeOf.object('camera.up', up); //>>includeEnd('debug'); Cartesian3.normalize(direction, fromCameraF); Cartesian3.normalize(Cartesian3.cross(fromCameraF, up, fromCameraR), fromCameraR); Cartesian3.normalize(Cartesian3.cross(fromCameraR, fromCameraF, fromCameraU), fromCameraU); var sX = fromCameraR.x; var sY = fromCameraR.y; var sZ = fromCameraR.z; var fX = fromCameraF.x; var fY = fromCameraF.y; var fZ = fromCameraF.z; var uX = fromCameraU.x; var uY = fromCameraU.y; var uZ = fromCameraU.z; var positionX = position.x; var positionY = position.y; var positionZ = position.z; var t0 = sX * -positionX + sY * -positionY + sZ * -positionZ; var t1 = uX * -positionX + uY * -positionY + uZ * -positionZ; var t2 = fX * positionX + fY * positionY + fZ * positionZ; // The code below this comment is an optimized // version of the commented lines. // Rather that create two matrices and then multiply, // we just bake in the multiplcation as part of creation. // var rotation = new Matrix4( // sX, sY, sZ, 0.0, // uX, uY, uZ, 0.0, // -fX, -fY, -fZ, 0.0, // 0.0, 0.0, 0.0, 1.0); // var translation = new Matrix4( // 1.0, 0.0, 0.0, -position.x, // 0.0, 1.0, 0.0, -position.y, // 0.0, 0.0, 1.0, -position.z, // 0.0, 0.0, 0.0, 1.0); // return rotation.multiply(translation); if (!defined(result)) { return new Matrix4( sX, sY, sZ, t0, uX, uY, uZ, t1, -fX, -fY, -fZ, t2, 0.0, 0.0, 0.0, 1.0); } result[0] = sX; result[1] = uX; result[2] = -fX; result[3] = 0.0; result[4] = sY; result[5] = uY; result[6] = -fY; result[7] = 0.0; result[8] = sZ; result[9] = uZ; result[10] = -fZ; result[11] = 0.0; result[12] = t0; result[13] = t1; result[14] = t2; result[15] = 1.0; return result; }; /** * Computes a Matrix4 instance representing a perspective transformation matrix. * * @param {Number} fovY The field of view along the Y axis in radians. * @param {Number} aspectRatio The aspect ratio. * @param {Number} near The distance to the near plane in meters. * @param {Number} far The distance to the far plane in meters. * @param {Matrix4} result The object in which the result will be stored. * @returns {Matrix4} The modified result parameter. * * @exception {DeveloperError} fovY must be in (0, PI]. * @exception {DeveloperError} aspectRatio must be greater than zero. * @exception {DeveloperError} near must be greater than zero. * @exception {DeveloperError} far must be greater than zero. */ Matrix4.computePerspectiveFieldOfView = function(fovY, aspectRatio, near, far, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.number.greaterThan('fovY', fovY, 0.0); Check.typeOf.number.lessThan('fovY', fovY, Math.PI); Check.typeOf.number.greaterThan('near', near, 0.0); Check.typeOf.number.greaterThan('far', far, 0.0); Check.typeOf.object('result', result); //>>includeEnd('debug'); var bottom = Math.tan(fovY * 0.5); var column1Row1 = 1.0 / bottom; var column0Row0 = column1Row1 / aspectRatio; var column2Row2 = (far + near) / (near - far); var column3Row2 = (2.0 * far * near) / (near - far); result[0] = column0Row0; result[1] = 0.0; result[2] = 0.0; result[3] = 0.0; result[4] = 0.0; result[5] = column1Row1; result[6] = 0.0; result[7] = 0.0; result[8] = 0.0; result[9] = 0.0; result[10] = column2Row2; result[11] = -1.0; result[12] = 0.0; result[13] = 0.0; result[14] = column3Row2; result[15] = 0.0; return result; }; /** * Computes a Matrix4 instance representing an orthographic transformation matrix. * * @param {Number} left The number of meters to the left of the camera that will be in view. * @param {Number} right The number of meters to the right of the camera that will be in view. * @param {Number} bottom The number of meters below of the camera that will be in view. * @param {Number} top The number of meters above of the camera that will be in view. * @param {Number} near The distance to the near plane in meters. * @param {Number} far The distance to the far plane in meters. * @param {Matrix4} result The object in which the result will be stored. * @returns {Matrix4} The modified result parameter. */ Matrix4.computeOrthographicOffCenter = function(left, right, bottom, top, near, far, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.number('left', left); Check.typeOf.number('right', right); Check.typeOf.number('bottom', bottom); Check.typeOf.number('top', top); Check.typeOf.number('near', near); Check.typeOf.number('far', far); Check.typeOf.object('result', result); //>>includeEnd('debug'); var a = 1.0 / (right - left); var b = 1.0 / (top - bottom); var c = 1.0 / (far - near); var tx = -(right + left) * a; var ty = -(top + bottom) * b; var tz = -(far + near) * c; a *= 2.0; b *= 2.0; c *= -2.0; result[0] = a; result[1] = 0.0; result[2] = 0.0; result[3] = 0.0; result[4] = 0.0; result[5] = b; result[6] = 0.0; result[7] = 0.0; result[8] = 0.0; result[9] = 0.0; result[10] = c; result[11] = 0.0; result[12] = tx; result[13] = ty; result[14] = tz; result[15] = 1.0; return result; }; /** * Computes a Matrix4 instance representing an off center perspective transformation. * * @param {Number} left The number of meters to the left of the camera that will be in view. * @param {Number} right The number of meters to the right of the camera that will be in view. * @param {Number} bottom The number of meters below of the camera that will be in view. * @param {Number} top The number of meters above of the camera that will be in view. * @param {Number} near The distance to the near plane in meters. * @param {Number} far The distance to the far plane in meters. * @param {Matrix4} result The object in which the result will be stored. * @returns {Matrix4} The modified result parameter. */ Matrix4.computePerspectiveOffCenter = function(left, right, bottom, top, near, far, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.number('left', left); Check.typeOf.number('right', right); Check.typeOf.number('bottom', bottom); Check.typeOf.number('top', top); Check.typeOf.number('near', near); Check.typeOf.number('far', far); Check.typeOf.object('result', result); //>>includeEnd('debug'); var column0Row0 = 2.0 * near / (right - left); var column1Row1 = 2.0 * near / (top - bottom); var column2Row0 = (right + left) / (right - left); var column2Row1 = (top + bottom) / (top - bottom); var column2Row2 = -(far + near) / (far - near); var column2Row3 = -1.0; var column3Row2 = -2.0 * far * near / (far - near); result[0] = column0Row0; result[1] = 0.0; result[2] = 0.0; result[3] = 0.0; result[4] = 0.0; result[5] = column1Row1; result[6] = 0.0; result[7] = 0.0; result[8] = column2Row0; result[9] = column2Row1; result[10] = column2Row2; result[11] = column2Row3; result[12] = 0.0; result[13] = 0.0; result[14] = column3Row2; result[15] = 0.0; return result; }; /** * Computes a Matrix4 instance representing an infinite off center perspective transformation. * * @param {Number} left The number of meters to the left of the camera that will be in view. * @param {Number} right The number of meters to the right of the camera that will be in view. * @param {Number} bottom The number of meters below of the camera that will be in view. * @param {Number} top The number of meters above of the camera that will be in view. * @param {Number} near The distance to the near plane in meters. * @param {Matrix4} result The object in which the result will be stored. * @returns {Matrix4} The modified result parameter. */ Matrix4.computeInfinitePerspectiveOffCenter = function(left, right, bottom, top, near, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.number('left', left); Check.typeOf.number('right', right); Check.typeOf.number('bottom', bottom); Check.typeOf.number('top', top); Check.typeOf.number('near', near); Check.typeOf.object('result', result); //>>includeEnd('debug'); var column0Row0 = 2.0 * near / (right - left); var column1Row1 = 2.0 * near / (top - bottom); var column2Row0 = (right + left) / (right - left); var column2Row1 = (top + bottom) / (top - bottom); var column2Row2 = -1.0; var column2Row3 = -1.0; var column3Row2 = -2.0 * near; result[0] = column0Row0; result[1] = 0.0; result[2] = 0.0; result[3] = 0.0; result[4] = 0.0; result[5] = column1Row1; result[6] = 0.0; result[7] = 0.0; result[8] = column2Row0; result[9] = column2Row1; result[10] = column2Row2; result[11] = column2Row3; result[12] = 0.0; result[13] = 0.0; result[14] = column3Row2; result[15] = 0.0; return result; }; /** * Computes a Matrix4 instance that transforms from normalized device coordinates to window coordinates. * * @param {Object}[viewport = { x : 0.0, y : 0.0, width : 0.0, height : 0.0 }] The viewport's corners as shown in Example 1. * @param {Number}[nearDepthRange=0.0] The near plane distance in window coordinates. * @param {Number}[farDepthRange=1.0] The far plane distance in window coordinates. * @param {Matrix4} result The object in which the result will be stored. * @returns {Matrix4} The modified result parameter. * * @example * // Create viewport transformation using an explicit viewport and depth range. * var m = Cesium.Matrix4.computeViewportTransformation({ * x : 0.0, * y : 0.0, * width : 1024.0, * height : 768.0 * }, 0.0, 1.0, new Cesium.Matrix4()); */ Matrix4.computeViewportTransformation = function(viewport, nearDepthRange, farDepthRange, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('result', result); //>>includeEnd('debug'); viewport = defaultValue(viewport, defaultValue.EMPTY_OBJECT); var x = defaultValue(viewport.x, 0.0); var y = defaultValue(viewport.y, 0.0); var width = defaultValue(viewport.width, 0.0); var height = defaultValue(viewport.height, 0.0); nearDepthRange = defaultValue(nearDepthRange, 0.0); farDepthRange = defaultValue(farDepthRange, 1.0); var halfWidth = width * 0.5; var halfHeight = height * 0.5; var halfDepth = (farDepthRange - nearDepthRange) * 0.5; var column0Row0 = halfWidth; var column1Row1 = halfHeight; var column2Row2 = halfDepth; var column3Row0 = x + halfWidth; var column3Row1 = y + halfHeight; var column3Row2 = nearDepthRange + halfDepth; var column3Row3 = 1.0; result[0] = column0Row0; result[1] = 0.0; result[2] = 0.0; result[3] = 0.0; result[4] = 0.0; result[5] = column1Row1; result[6] = 0.0; result[7] = 0.0; result[8] = 0.0; result[9] = 0.0; result[10] = column2Row2; result[11] = 0.0; result[12] = column3Row0; result[13] = column3Row1; result[14] = column3Row2; result[15] = column3Row3; return result; }; /** * Computes a Matrix4 instance that transforms from world space to view space. * * @param {Cartesian3} position The position of the camera. * @param {Cartesian3} direction The forward direction. * @param {Cartesian3} up The up direction. * @param {Cartesian3} right The right direction. * @param {Matrix4} result The object in which the result will be stored. * @returns {Matrix4} The modified result parameter. */ Matrix4.computeView = function(position, direction, up, right, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('position', position); Check.typeOf.object('direction', direction); Check.typeOf.object('up', up); Check.typeOf.object('right', right); Check.typeOf.object('result', result); //>>includeEnd('debug'); result[0] = right.x; result[1] = up.x; result[2] = -direction.x; result[3] = 0.0; result[4] = right.y; result[5] = up.y; result[6] = -direction.y; result[7] = 0.0; result[8] = right.z; result[9] = up.z; result[10] = -direction.z; result[11] = 0.0; result[12] = -Cartesian3.dot(right, position); result[13] = -Cartesian3.dot(up, position); result[14] = Cartesian3.dot(direction, position); result[15] = 1.0; return result; }; /** * Computes an Array from the provided Matrix4 instance. * The array will be in column-major order. * * @param {Matrix4} matrix The matrix to use.. * @param {Number[]} [result] The Array onto which to store the result. * @returns {Number[]} The modified Array parameter or a new Array instance if one was not provided. * * @example * //create an array from an instance of Matrix4 * // m = [10.0, 14.0, 18.0, 22.0] * // [11.0, 15.0, 19.0, 23.0] * // [12.0, 16.0, 20.0, 24.0] * // [13.0, 17.0, 21.0, 25.0] * var a = Cesium.Matrix4.toArray(m); * * // m remains the same * //creates a = [10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0] */ Matrix4.toArray = function(matrix, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('matrix', matrix); //>>includeEnd('debug'); if (!defined(result)) { return [matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5], matrix[6], matrix[7], matrix[8], matrix[9], matrix[10], matrix[11], matrix[12], matrix[13], matrix[14], matrix[15]]; } result[0] = matrix[0]; result[1] = matrix[1]; result[2] = matrix[2]; result[3] = matrix[3]; result[4] = matrix[4]; result[5] = matrix[5]; result[6] = matrix[6]; result[7] = matrix[7]; result[8] = matrix[8]; result[9] = matrix[9]; result[10] = matrix[10]; result[11] = matrix[11]; result[12] = matrix[12]; result[13] = matrix[13]; result[14] = matrix[14]; result[15] = matrix[15]; return result; }; /** * Computes the array index of the element at the provided row and column. * * @param {Number} row The zero-based index of the row. * @param {Number} column The zero-based index of the column. * @returns {Number} The index of the element at the provided row and column. * * @exception {DeveloperError} row must be 0, 1, 2, or 3. * @exception {DeveloperError} column must be 0, 1, 2, or 3. * * @example * var myMatrix = new Cesium.Matrix4(); * var column1Row0Index = Cesium.Matrix4.getElementIndex(1, 0); * var column1Row0 = myMatrix[column1Row0Index]; * myMatrix[column1Row0Index] = 10.0; */ Matrix4.getElementIndex = function(column, row) { //>>includeStart('debug', pragmas.debug); Check.typeOf.number.greaterThanOrEquals('row', row, 0); Check.typeOf.number.lessThanOrEquals('row', row, 3); Check.typeOf.number.greaterThanOrEquals('column', column, 0); Check.typeOf.number.lessThanOrEquals('column', column, 3); //>>includeEnd('debug'); return column * 4 + row; }; /** * Retrieves a copy of the matrix column at the provided index as a Cartesian4 instance. * * @param {Matrix4} matrix The matrix to use. * @param {Number} index The zero-based index of the column to retrieve. * @param {Cartesian4} result The object onto which to store the result. * @returns {Cartesian4} The modified result parameter. * * @exception {DeveloperError} index must be 0, 1, 2, or 3. * * @example * //returns a Cartesian4 instance with values from the specified column * // m = [10.0, 11.0, 12.0, 13.0] * // [14.0, 15.0, 16.0, 17.0] * // [18.0, 19.0, 20.0, 21.0] * // [22.0, 23.0, 24.0, 25.0] * * //Example 1: Creates an instance of Cartesian * var a = Cesium.Matrix4.getColumn(m, 2, new Cesium.Cartesian4()); * * @example * //Example 2: Sets values for Cartesian instance * var a = new Cesium.Cartesian4(); * Cesium.Matrix4.getColumn(m, 2, a); * * // a.x = 12.0; a.y = 16.0; a.z = 20.0; a.w = 24.0; */ Matrix4.getColumn = function(matrix, index, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('matrix', matrix); Check.typeOf.number.greaterThanOrEquals('index', index, 0); Check.typeOf.number.lessThanOrEquals('index', index, 3); Check.typeOf.object('result', result); //>>includeEnd('debug'); var startIndex = index * 4; var x = matrix[startIndex]; var y = matrix[startIndex + 1]; var z = matrix[startIndex + 2]; var w = matrix[startIndex + 3]; result.x = x; result.y = y; result.z = z; result.w = w; return result; }; /** * Computes a new matrix that replaces the specified column in the provided matrix with the provided Cartesian4 instance. * * @param {Matrix4} matrix The matrix to use. * @param {Number} index The zero-based index of the column to set. * @param {Cartesian4} cartesian The Cartesian whose values will be assigned to the specified column. * @param {Matrix4} result The object onto which to store the result. * @returns {Matrix4} The modified result parameter. * * @exception {DeveloperError} index must be 0, 1, 2, or 3. * * @example * //creates a new Matrix4 instance with new column values from the Cartesian4 instance * // m = [10.0, 11.0, 12.0, 13.0] * // [14.0, 15.0, 16.0, 17.0] * // [18.0, 19.0, 20.0, 21.0] * // [22.0, 23.0, 24.0, 25.0] * * var a = Cesium.Matrix4.setColumn(m, 2, new Cesium.Cartesian4(99.0, 98.0, 97.0, 96.0), new Cesium.Matrix4()); * * // m remains the same * // a = [10.0, 11.0, 99.0, 13.0] * // [14.0, 15.0, 98.0, 17.0] * // [18.0, 19.0, 97.0, 21.0] * // [22.0, 23.0, 96.0, 25.0] */ Matrix4.setColumn = function(matrix, index, cartesian, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('matrix', matrix); Check.typeOf.number.greaterThanOrEquals('index', index, 0); Check.typeOf.number.lessThanOrEquals('index', index, 3); Check.typeOf.object('cartesian', cartesian); Check.typeOf.object('result', result); //>>includeEnd('debug'); result = Matrix4.clone(matrix, result); var startIndex = index * 4; result[startIndex] = cartesian.x; result[startIndex + 1] = cartesian.y; result[startIndex + 2] = cartesian.z; result[startIndex + 3] = cartesian.w; return result; }; /** * Computes a new matrix that replaces the translation in the rightmost column of the provided * matrix with the provided translation. This assumes the matrix is an affine transformation * * @param {Matrix4} matrix The matrix to use. * @param {Cartesian3} translation The translation that replaces the translation of the provided matrix. * @param {Matrix4} result The object onto which to store the result. * @returns {Matrix4} The modified result parameter. */ Matrix4.setTranslation = function(matrix, translation, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('matrix', matrix); Check.typeOf.object('translation', translation); Check.typeOf.object('result', result); //>>includeEnd('debug'); result[0] = matrix[0]; result[1] = matrix[1]; result[2] = matrix[2]; result[3] = matrix[3]; result[4] = matrix[4]; result[5] = matrix[5]; result[6] = matrix[6]; result[7] = matrix[7]; result[8] = matrix[8]; result[9] = matrix[9]; result[10] = matrix[10]; result[11] = matrix[11]; result[12] = translation.x; result[13] = translation.y; result[14] = translation.z; result[15] = matrix[15]; return result; }; var scaleScratch = new Cartesian3(); /** * Computes a new matrix that replaces the scale with the provided scale. This assumes the matrix is an affine transformation * * @param {Matrix4} matrix The matrix to use. * @param {Cartesian3} scale The scale that replaces the scale of the provided matrix. * @param {Matrix4} result The object onto which to store the result. * @returns {Matrix4} The modified result parameter. */ Matrix4.setScale = function(matrix, scale, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('matrix', matrix); Check.typeOf.object('scale', scale); Check.typeOf.object('result', result); //>>includeEnd('debug'); var existingScale = Matrix4.getScale(matrix, scaleScratch); var newScale = Cartesian3.divideComponents(scale, existingScale, scaleScratch); return Matrix4.multiplyByScale(matrix, newScale, result); }; /** * Retrieves a copy of the matrix row at the provided index as a Cartesian4 instance. * * @param {Matrix4} matrix The matrix to use. * @param {Number} index The zero-based index of the row to retrieve. * @param {Cartesian4} result The object onto which to store the result. * @returns {Cartesian4} The modified result parameter. * * @exception {DeveloperError} index must be 0, 1, 2, or 3. * * @example * //returns a Cartesian4 instance with values from the specified column * // m = [10.0, 11.0, 12.0, 13.0] * // [14.0, 15.0, 16.0, 17.0] * // [18.0, 19.0, 20.0, 21.0] * // [22.0, 23.0, 24.0, 25.0] * * //Example 1: Returns an instance of Cartesian * var a = Cesium.Matrix4.getRow(m, 2, new Cesium.Cartesian4()); * * @example * //Example 2: Sets values for a Cartesian instance * var a = new Cesium.Cartesian4(); * Cesium.Matrix4.getRow(m, 2, a); * * // a.x = 18.0; a.y = 19.0; a.z = 20.0; a.w = 21.0; */ Matrix4.getRow = function(matrix, index, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('matrix', matrix); Check.typeOf.number.greaterThanOrEquals('index', index, 0); Check.typeOf.number.lessThanOrEquals('index', index, 3); Check.typeOf.object('result', result); //>>includeEnd('debug'); var x = matrix[index]; var y = matrix[index + 4]; var z = matrix[index + 8]; var w = matrix[index + 12]; result.x = x; result.y = y; result.z = z; result.w = w; return result; }; /** * Computes a new matrix that replaces the specified row in the provided matrix with the provided Cartesian4 instance. * * @param {Matrix4} matrix The matrix to use. * @param {Number} index The zero-based index of the row to set. * @param {Cartesian4} cartesian The Cartesian whose values will be assigned to the specified row. * @param {Matrix4} result The object onto which to store the result. * @returns {Matrix4} The modified result parameter. * * @exception {DeveloperError} index must be 0, 1, 2, or 3. * * @example * //create a new Matrix4 instance with new row values from the Cartesian4 instance * // m = [10.0, 11.0, 12.0, 13.0] * // [14.0, 15.0, 16.0, 17.0] * // [18.0, 19.0, 20.0, 21.0] * // [22.0, 23.0, 24.0, 25.0] * * var a = Cesium.Matrix4.setRow(m, 2, new Cesium.Cartesian4(99.0, 98.0, 97.0, 96.0), new Cesium.Matrix4()); * * // m remains the same * // a = [10.0, 11.0, 12.0, 13.0] * // [14.0, 15.0, 16.0, 17.0] * // [99.0, 98.0, 97.0, 96.0] * // [22.0, 23.0, 24.0, 25.0] */ Matrix4.setRow = function(matrix, index, cartesian, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('matrix', matrix); Check.typeOf.number.greaterThanOrEquals('index', index, 0); Check.typeOf.number.lessThanOrEquals('index', index, 3); Check.typeOf.object('cartesian', cartesian); Check.typeOf.object('result', result); //>>includeEnd('debug'); result = Matrix4.clone(matrix, result); result[index] = cartesian.x; result[index + 4] = cartesian.y; result[index + 8] = cartesian.z; result[index + 12] = cartesian.w; return result; }; var scratchColumn = new Cartesian3(); /** * Extracts the non-uniform scale assuming the matrix is an affine transformation. * * @param {Matrix4} matrix The matrix. * @param {Cartesian3} result The object onto which to store the result. * @returns {Cartesian3} The modified result parameter */ Matrix4.getScale = function(matrix, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('matrix', matrix); Check.typeOf.object('result', result); //>>includeEnd('debug'); result.x = Cartesian3.magnitude(Cartesian3.fromElements(matrix[0], matrix[1], matrix[2], scratchColumn)); result.y = Cartesian3.magnitude(Cartesian3.fromElements(matrix[4], matrix[5], matrix[6], scratchColumn)); result.z = Cartesian3.magnitude(Cartesian3.fromElements(matrix[8], matrix[9], matrix[10], scratchColumn)); return result; }; var scratchScale = new Cartesian3(); /** * Computes the maximum scale assuming the matrix is an affine transformation. * The maximum scale is the maximum length of the column vectors in the upper-left * 3x3 matrix. * * @param {Matrix4} matrix The matrix. * @returns {Number} The maximum scale. */ Matrix4.getMaximumScale = function(matrix) { Matrix4.getScale(matrix, scratchScale); return Cartesian3.maximumComponent(scratchScale); }; /** * Computes the product of two matrices. * * @param {Matrix4} left The first matrix. * @param {Matrix4} right The second matrix. * @param {Matrix4} result The object onto which to store the result. * @returns {Matrix4} The modified result parameter. */ Matrix4.multiply = function(left, right, result) { //>>includeStart('debug', pragmas.debug); Check.typeOf.object('left', left); Check.typeOf.object('right', right); Check.typeOf.object('result', result); //>>includeEnd('debug'); var left0 = left[0]; var left1 = left[