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m3.js

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/* * Copyright 2012, Gregg Tavares. * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above * copyright notice, this list of conditions and the following disclaimer * in the documentation and/or other materials provided with the * distribution. * * Neither the name of Gregg Tavares. nor the names of his * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /** * Various 2d math functions. * * @module webgl-2d-math */ /** * An array or typed array with 9 values. * @typedef {number[]|TypedArray} Matrix3 * @memberOf module:webgl-2d-math */ /** * Takes two Matrix3s, a and b, and computes the product in the order * that pre-composes b with a. In other words, the matrix returned will * @param {module:webgl-2d-math.Matrix3} a A matrix. * @param {module:webgl-2d-math.Matrix3} b A matrix. * @return {module:webgl-2d-math.Matrix3} the result. * @memberOf module:webgl-2d-math */ function multiply(a, b) { var a00 = a[0 * 3 + 0]; var a01 = a[0 * 3 + 1]; var a02 = a[0 * 3 + 2]; var a10 = a[1 * 3 + 0]; var a11 = a[1 * 3 + 1]; var a12 = a[1 * 3 + 2]; var a20 = a[2 * 3 + 0]; var a21 = a[2 * 3 + 1]; var a22 = a[2 * 3 + 2]; var b00 = b[0 * 3 + 0]; var b01 = b[0 * 3 + 1]; var b02 = b[0 * 3 + 2]; var b10 = b[1 * 3 + 0]; var b11 = b[1 * 3 + 1]; var b12 = b[1 * 3 + 2]; var b20 = b[2 * 3 + 0]; var b21 = b[2 * 3 + 1]; var b22 = b[2 * 3 + 2]; return [ b00 * a00 + b01 * a10 + b02 * a20, b00 * a01 + b01 * a11 + b02 * a21, b00 * a02 + b01 * a12 + b02 * a22, b10 * a00 + b11 * a10 + b12 * a20, b10 * a01 + b11 * a11 + b12 * a21, b10 * a02 + b11 * a12 + b12 * a22, b20 * a00 + b21 * a10 + b22 * a20, b20 * a01 + b21 * a11 + b22 * a21, b20 * a02 + b21 * a12 + b22 * a22, ]; } /** * Creates a 3x3 identity matrix * @return {module:webgl2-2d-math.Matrix3} an identity matrix */ function identity() { return [ 1, 0, 0, 0, 1, 0, 0, 0, 1, ]; } /** * Creates a 2D projection matrix * @param {number} width width in pixels * @param {number} height height in pixels * @return {module:webgl-2d-math.Matrix3} a projection matrix that converts from pixels to clipspace with Y = 0 at the top. * @memberOf module:webgl-2d-math */ function projection(width, height) { // Note: This matrix flips the Y axis so 0 is at the top. return [ 2 / width, 0, 0, 0, -2 / height, 0, -1, 1, 1, ]; } /** * Multiplies by a 2D projection matrix * @param {module:webgl-2d-math.Matrix3} the matrix to be multiplied * @param {number} width width in pixels * @param {number} height height in pixels * @return {module:webgl-2d-math.Matrix3} the result * @memberOf module:webgl-2d-math */ function project(m, width, height) { return multiply(m, projection(width, height)); } /** * Creates a 2D translation matrix * @param {number} tx amount to translate in x * @param {number} ty amount to translate in y * @return {module:webgl-2d-math.Matrix3} a translation matrix that translates by tx and ty. * @memberOf module:webgl-2d-math */ function translation(tx, ty) { return [ 1, 0, 0, 0, 1, 0, tx, ty, 1, ]; } /** * Multiplies by a 2D translation matrix * @param {module:webgl-2d-math.Matrix3} the matrix to be multiplied * @param {number} tx amount to translate in x * @param {number} ty amount to translate in y * @return {module:webgl-2d-math.Matrix3} the result * @memberOf module:webgl-2d-math */ function translate(m, tx, ty) { return multiply(m, translation(tx, ty)); } /** * Creates a 2D rotation matrix * @param {number} angleInRadians amount to rotate in radians * @return {module:webgl-2d-math.Matrix3} a rotation matrix that rotates by angleInRadians * @memberOf module:webgl-2d-math */ function rotation(angleInRadians) { var c = Math.cos(angleInRadians); var s = Math.sin(angleInRadians); return [ c, -s, 0, s, c, 0, 0, 0, 1, ]; } /** * Multiplies by a 2D rotation matrix * @param {module:webgl-2d-math.Matrix3} the matrix to be multiplied * @param {number} angleInRadians amount to rotate in radians * @return {module:webgl-2d-math.Matrix3} the result * @memberOf module:webgl-2d-math */ function rotate(m, angleInRadians) { return multiply(m, rotation(angleInRadians)); } /** * Creates a 2D scaling matrix * @param {number} sx amount to scale in x * @param {number} sy amount to scale in y * @return {module:webgl-2d-math.Matrix3} a scale matrix that scales by sx and sy. * @memberOf module:webgl-2d-math */ function scaling(sx, sy) { return [ sx, 0, 0, 0, sy, 0, 0, 0, 1, ]; } /** * Multiplies by a 2D scaling matrix * @param {module:webgl-2d-math.Matrix3} the matrix to be multiplied * @param {number} sx amount to scale in x * @param {number} sy amount to scale in y * @return {module:webgl-2d-math.Matrix3} the result * @memberOf module:webgl-2d-math */ function scale(m, sx, sy) { return multiply(m, scaling(sx, sy)); } /** * Computes dot product of point(x1, y1) and point(x2, y2) * @param {number} x1 x-axis value of point 1 * @param {number} y1 y-axis value of point 1 * @param {number} x2 x-axis value of point 2 * @param {number} y2 y-axis value of point 2 * @return {number} the result * @memberOf module:webgl-2d-math */ function dot(x1, y1, x2, y2) { return x1 * x2 + y1 * y2; } /** * Computes the distance between point(x1, y1) with point(x2, y2) * @param {number} x1 x-axis value of point 1 * @param {number} y1 y-axis value of point 1 * @param {number} x2 x-axis value of point 2 * @param {number} y2 y-axis value of point 2 * @return {number} the result * @memberOf module:webgl-2d-math */ function distance(x1, y1, x2, y2) { var dx = x1 - x2; var dy = y1 - y2; return Math.sqrt(dx * dx + dy * dy); } /** * Computes the normalized coordinate(on the unit circle) of point(x, y) * @param {number} x x-axis value * @param {number} y y-axis value * @return {number[]} the result array [normalized_x, normalized_y] * @memberOf module:webgl-2d-math */ function normalize(x, y) { var l = distance(0, 0, x, y); if (l > 0.00001) { return [x / l, y / l]; } else { return [0, 0]; } } /** * Computes the reflection vector of the incident vector (ix, iy) reflected by the plane whose normal vector is (nx, ny) * @param {number} ix incident vector's x-axis value * @param {number} iy incident vector's y-axis value * @param {number} nx normal vector's x-axis value * @param {number} ny normal vector's y-axis value * @return {number[]} the result * @memberOf module:webgl-2d-math */ function reflect(ix, iy, nx, ny) { // I - 2.0 * dot(N, I) * N. var d = dot(nx, ny, ix, iy); return [ ix - 2 * d * nx, iy - 2 * d * ny, ]; } /** * Convert radian to degree * @param {number} r radian * @returns {number} the result */ function radToDeg(r) { return r * 180 / Math.PI; } /** * Convert degree to radian * @param {number} d degree * @returns {number} the result */ function degToRad(d) { return d * Math.PI / 180; } /** * Transform point(x, y) by the matrix * @param {module:webgl-2d-math.Matrix3} m the transform matrix * @param {number[]} v point(x, y) * @return {number[]} the result * @memberOf module:webgl-2d-math */ function transformPoint(m, v) { var v0 = v[0]; var v1 = v[1]; var d = v0 * m[0 * 3 + 2] + v1 * m[1 * 3 + 2] + m[2 * 3 + 2]; return [ (v0 * m[0 * 3 + 0] + v1 * m[1 * 3 + 0] + m[2 * 3 + 0]) / d, (v0 * m[0 * 3 + 1] + v1 * m[1 * 3 + 1] + m[2 * 3 + 1]) / d, ]; } /** * Computes the inverse of a matrix. * @param {module:webgl-2d-math.Matrix3} m matrix to compute inverse of * @return {module:webgl-2d-math.Matrix3} the result * @memberOf module:webgl-2d-math */ function inverse(m) { var t00 = m[1 * 3 + 1] * m[2 * 3 + 2] - m[1 * 3 + 2] * m[2 * 3 + 1]; var t10 = m[0 * 3 + 1] * m[2 * 3 + 2] - m[0 * 3 + 2] * m[2 * 3 + 1]; var t20 = m[0 * 3 + 1] * m[1 * 3 + 2] - m[0 * 3 + 2] * m[1 * 3 + 1]; var d = 1.0 / (m[0 * 3 + 0] * t00 - m[1 * 3 + 0] * t10 + m[2 * 3 + 0] * t20); return [ d * t00, -d * t10, d * t20, -d * (m[1 * 3 + 0] * m[2 * 3 + 2] - m[1 * 3 + 2] * m[2 * 3 + 0]), d * (m[0 * 3 + 0] * m[2 * 3 + 2] - m[0 * 3 + 2] * m[2 * 3 + 0]), -d * (m[0 * 3 + 0] * m[1 * 3 + 2] - m[0 * 3 + 2] * m[1 * 3 + 0]), d * (m[1 * 3 + 0] * m[2 * 3 + 1] - m[1 * 3 + 1] * m[2 * 3 + 0]), -d * (m[0 * 3 + 0] * m[2 * 3 + 1] - m[0 * 3 + 1] * m[2 * 3 + 0]), d * (m[0 * 3 + 0] * m[1 * 3 + 1] - m[0 * 3 + 1] * m[1 * 3 + 0]), ]; } export { degToRad, distance, dot, identity, inverse, multiply, normalize, projection, radToDeg, reflect, rotation, rotate, scaling, scale, transformPoint, translation, translate, project, }