lettuce
Version:
Lettuce JS, Mini Mobile Framework for Romantic with DSL.
375 lines (343 loc) • 11.5 kB
JavaScript
/*
* MelonJS Game Engine
* Copyright (C) 2011 - 2014, melonJS Team
* http://www.melonjs.org
* sourced from: https://github.com/mattdesl/vecmath. To keep in line with other matrix libraries
*/
(function () {
me.Matrix3d = Object.extend({
/** @ignore */
init : function (m) {
this.val = new Float32Array(9);
if (m) { //assume Matrix3 with val
this.copy(m);
}
else { //default to identity
this.identity();
}
},
/**
* Adjoint the matrix.
* @name adjoint
* @memberOf me.Matrix3d
* @function
* @return {me.Matrix3d} this matrix for chaining
*/
adjoint : function () {
var a = this.val,
a00 = a[0], a01 = a[1], a02 = a[2],
a10 = a[3], a11 = a[4], a12 = a[5],
a20 = a[6], a21 = a[7], a22 = a[8];
a[0] = (a11 * a22 - a12 * a21);
a[1] = (a02 * a21 - a01 * a22);
a[2] = (a01 * a12 - a02 * a11);
a[3] = (a12 * a20 - a10 * a22);
a[4] = (a00 * a22 - a02 * a20);
a[5] = (a02 * a10 - a00 * a12);
a[6] = (a10 * a21 - a11 * a20);
a[7] = (a01 * a20 - a00 * a21);
a[8] = (a00 * a11 - a01 * a10);
return this;
},
/**
* returns true if the matrix is an identity matrix.
* @name isIdentity
* @memberOf me.Matrix3d
* @function
* @return {Boolean}
*/
isIdentity : function () {
var a = this.val;
return (a[0] === 1 && a[1] === 0 && a[2] === 0 &&
a[3] === 0 && a[4] === 1 && a[5] === 0 &&
a[6] === 0 && a[7] === 0 && a[8] === 1);
},
/**
* Creates a copy of the current matrix, returning that copy
* @name clone
* @memberOf me.Matrix3d
* @function
* @return {me.Matrix3d} this matrix for chaining
*/
clone : function () {
return new me.Matrix3d(this);
},
/**
* Copies over the values from another me.Matrix3d.
* @name copy
* @memberOf me.Matrix3d
* @function
* @param {me.Matrix3d} otherMat - the matrix object to copy from
* @return {me.Matrix3d} this matrix for chaining
*/
copy : function (otherMat) {
var out = this.val, a = otherMat.val;
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];
return this;
},
/**
* Returns the determinant of the matrix.
* @name determinant
* @memberOf me.Matrix3d
* @function
* @return {Number}
*/
determinant : function () {
var a = this.val,
a00 = a[0], a01 = a[1], a02 = a[2],
a10 = a[3], a11 = a[4], a12 = a[5],
a20 = a[6], a21 = a[7], a22 = a[8];
return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
},
/**
* Set the matrix to identity
* @name identity
* @memberOf me.Matrix3d
* @function
* @return {me.Matrix3d} this matrix for chaining
*/
identity : function () {
var a = this.val;
a[0] = 1;
a[1] = 0;
a[2] = 0;
a[3] = 0;
a[4] = 1;
a[5] = 0;
a[6] = 0;
a[7] = 0;
a[8] = 1;
return this;
},
/**
* Inverts the matrix
* @name invert
* @memberOf me.Matrix3d
* @function
* @return {me.Matrix3d} this matrix for chaining
*/
invert : function () {
var a = this.val,
a00 = a[0], a01 = a[1], a02 = a[2],
a10 = a[3], a11 = a[4], a12 = a[5],
a20 = a[6], a21 = a[7], a22 = a[8],
b01 = a22 * a11 - a12 * a21,
b11 = -a22 * a10 + a12 * a20,
b21 = a21 * a10 - a11 * a20,
// Calculate the determinant
det = a00 * b01 + a01 * b11 + a02 * b21;
if (!det) {
return null;
}
det = 1.0 / det;
a[0] = b01 * det;
a[1] = (-a22 * a01 + a02 * a21) * det;
a[2] = (a12 * a01 - a02 * a11) * det;
a[3] = b11 * det;
a[4] = (a22 * a00 - a02 * a20) * det;
a[5] = (-a12 * a00 + a02 * a10) * det;
a[6] = b21 * det;
a[7] = (-a21 * a00 + a01 * a20) * det;
a[8] = (a11 * a00 - a01 * a10) * det;
return this;
},
/**
* Multiplies this current matrix by a given Matrix3d object.
* @name multiple
* @memberOf me.Matrix3d
* @function
* @param {me.Matrix3d} otherMat
* @return {me.Matrix3d} this matrix for chaining
*/
multiply : function (otherMat) {
return this.multiplyArray(otherMat.val);
},
/**
* @ignore
*/
multiplyArray : function (array) {
var a = this.val,
b = array,
a00 = a[0], a01 = a[1], a02 = a[2],
a10 = a[3], a11 = a[4], a12 = a[5],
a20 = a[6], a21 = a[7], a22 = a[8],
b00 = b[0], b01 = b[1], b02 = b[2],
b10 = b[3], b11 = b[4], b12 = b[5],
b20 = b[6], b21 = b[7], b22 = b[8];
a[0] = b00 * a00 + b01 * a10 + b02 * a20;
a[1] = b00 * a01 + b01 * a11 + b02 * a21;
a[2] = b00 * a02 + b01 * a12 + b02 * a22;
a[3] = b10 * a00 + b11 * a10 + b12 * a20;
a[4] = b10 * a01 + b11 * a11 + b12 * a21;
a[5] = b10 * a02 + b11 * a12 + b12 * a22;
a[6] = b20 * a00 + b21 * a10 + b22 * a20;
a[7] = b20 * a01 + b21 * a11 + b22 * a21;
a[8] = b20 * a02 + b21 * a12 + b22 * a22;
return this;
},
/**
* Rotates the matrix by the number in radians (rotate the matrix CCW)
* @name rotate
* @memberOf me.Matrix3d
* @function
* @param {Number} rad - angle of rotation in radians
* @return {me.Matrix3d} this matrix for chaining
*/
rotate : function (rad) {
var a = this.val,
a00 = a[0], a01 = a[1], a02 = a[2],
a10 = a[3], a11 = a[4], a12 = a[5],
s = Math.sin(rad),
c = Math.cos(rad);
a[0] = c * a00 + s * a10;
a[1] = c * a01 + s * a11;
a[2] = c * a02 + s * a12;
a[3] = c * a10 - s * a00;
a[4] = c * a11 - s * a01;
a[5] = c * a12 - s * a02;
return this;
},
/**
* Scales the matrix by x & y values.
* @name scale
* @memberOf me.Matrix3d
* @function
* @param {Number} x to scale by
* @param {Number} y to scale by
* @return {me.Matrix3d} this matrix for chaining
*/
scale : function (x, y) {
var a = this.val;
a[0] = x * a[0];
a[1] = x * a[1];
a[2] = x * a[2];
a[3] = y * a[3];
a[4] = y * a[4];
a[5] = y * a[5];
return this;
},
/**
* Set the matrix to the specified values
* @name set
* @memberOf me.Matrix3d
* @function
* @param {Number} m10
* @param {Number} m11
* @param {Number} m12
* @param {Number} m20
* @param {Number} m21
* @param {Number} m22
* @param {Number} m30
* @param {Number} m31
* @param {Number} m32
* @return {me.Matrix3d} this matrix for chaining
*/
set : function () {
var a = this.val;
a[0] = arguments[0];
a[1] = arguments[1];
a[2] = arguments[2];
a[3] = arguments[3];
a[4] = arguments[4];
a[5] = arguments[5];
a[6] = arguments[6];
a[7] = arguments[7];
a[8] = arguments[8];
return this;
},
/**
* Translate the matrix by x & y
* @name translate
* @memberOf me.Matrix3d
* @function
* @param {Number} x - the x coordinate to translate by
* @param {Number} y - the y coordinate to translate by
* @return {me.Matrix3d} this matrix for chaining
*/
translate : function (x, y) {
var a = this.val;
a[6] = x * a[0] + y * a[3] + a[6];
a[7] = x * a[1] + y * a[4] + a[7];
a[8] = x * a[2] + y * a[5] + a[8];
return this;
},
/**
* translate the matrix by a vector
* @name translateV
* @memberOf me.Matrix3d
* @function
* @param {me.Vector2d} v the vector to translate the matrix by
* @return {me.Matrix3d} this matrix for chaining
*/
translateV : function (v) {
return this.translate(v.x, v.y);
},
/**
* Sets the matrix to the specified values from a Matrix2d
* Created to support the original canvas method on the webgl renderer
* @name transform
* @memberOf me.Matrix3d
* @function
* @param {Number} a the m1,1 (m11) value in the matrix
* @param {Number} b the m1,2 (m12) value in the matrix
* @param {Number} d the m2,1 (m21) value in the matrix
* @param {Number} e the m2,2 (m12) value in the matrix
* @param {Number} c the m1,3
* @param {Number} f the m2,3
* @return {me.Matrix3d} this matrix for chaining
*/
transform : function (a, b, c, d, e, f) {
var m = this.val;
m[0] = a;
m[1] = c;
m[2] = e;
m[3] = b;
m[4] = d;
m[5] = f;
m[6] = 0;
m[7] = 0;
m[8] = 1;
return this;
},
/**
* Transpose the matrix. Returns self
* @name transpose
* @memberOf me.Matrix3d
* @function
* @return {me.Matrix3d} this matrix for chaining
*/
transpose : function () {
var a = this.val,
a01 = a[1],
a02 = a[2],
a12 = a[5];
a[1] = a[3];
a[2] = a[6];
a[3] = a01;
a[5] = a[7];
a[6] = a02;
a[7] = a12;
return this;
},
/**
* convert the object to a string representation
* @name toString
* @memberOf me.Matrix3d
* @function
* @return {String}
*/
toString : function () {
var a = this.val;
return "mat3d(" + a[0] + ", " + a[1] + ", " + a[2] + ", " +
a[3] + ", " + a[4] + ", " + a[5] + ", " + a[6] + ", " + a[7] + ", " + a[8] + ")";
}
});
})();