shadow-function
Version:
ioing lib - shadow Function, worker Function
358 lines (313 loc) • 11.7 kB
JavaScript
/**
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2011-2012 cocos2d-x.org
Copyright (c) 2013-2014 Chukong Technologies Inc.
Copyright (c) 2008, Luke Benstead.
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.
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.
*/
window.Uint16Array = window.Uint16Array || window.Array;
window.Float32Array = window.Float32Array || window.Array;
(function(cc){
/**
* <p>
* A 3x3 matrix </br>
* </p>
* @class
* @param {cc.math.Matrix3} [mat3]
*/
cc.math.Matrix3 = function(mat3) {
if (mat3 && mat3.mat) {
this.mat = new Float32Array(mat3.mat);
} else {
this.mat = new Float32Array(9);
}
};
cc.kmMat3 = cc.math.Matrix3;
var _p = cc.math.Matrix3.prototype;
/**
* Copy matrix.
* @fn fill
* @memberof cc.math.Matrix3
* @param {cc.math.Matrix3} mat3 Matrix to copy
* @return {cc.math.Matrix3} this
*/
_p.fill = function(mat3) { //cc.kmMat3Fill
var mat = this.mat, matIn = mat3.mat;
mat[0] = matIn[0];
mat[1] = matIn[1];
mat[2] = matIn[2];
mat[3] = matIn[3];
mat[4] = matIn[4];
mat[5] = matIn[5];
mat[6] = matIn[6];
mat[7] = matIn[7];
mat[8] = matIn[8];
return this;
};
_p.adjugate = function(){ //= cc.kmMat3Adjugate
var mat = this.mat;
var m0 = mat[0], m1 = mat[1], m2 = mat[2], m3 = mat[3], m4 = mat[4],
m5 = mat[5], m6 = mat[6], m7 = mat[7], m8 = mat[8];
mat[0] = m4 * m8 - m5 * m7;
mat[1] = m2 * m7 - m1 * m8;
mat[2] = m1 * m5 - m2 * m4;
mat[3] = m5 * m6 - m3 * m8;
mat[4] = m0 * m8 - m2 * m6;
mat[5] = m2 * m3 - m0 * m5;
mat[6] = m3 * m7 - m4 * m6;
// XXX: pIn.mat[9] is invalid!
//mat[7] = m1 * m6 - pIn.mat[9] * m7;
mat[8] = m0 * m4 - m1 * m3;
return this;
};
/**
* Sets pOut to an identity matrix returns pOut
* @memberof cc.math.Matrix3
* @param {cc.math.Matrix3} pOut - A pointer to the matrix to set to identity
* @return {cc.math.Matrix3} this
*/
_p.identity = function() { //cc.kmMat3Identity
var mat = this.mat;
mat[1] = mat[2] = mat[3] =
mat[5] = mat[6] = mat[7] = 0;
mat[0] = mat[4] = mat[8] = 1.0;
return this;
};
var tmpMatrix = new cc.math.Matrix3(); // internal matrix
_p.inverse = function(determinate){ //cc.kmMat3Inverse
if (determinate === 0.0)
return this;
tmpMatrix.assignFrom(this);
var detInv = 1.0 / determinate;
this.adjugate();
this.multiplyScalar(detInv);
return this;
};
_p.isIdentity = function(){ //= cc.kmMat3IsIdentity
var mat = this.mat;
return (mat[0] === 1 && mat[1] === 0 && mat[2] === 0
&& mat[3] === 0 && mat[4] === 1 && mat[5] === 0
&& mat[6] === 0 && mat[7] === 0 && mat[8] === 1);
};
_p.transpose = function(){ // cc.kmMat3Transpose
var mat = this.mat;
var m1 = mat[1], m2 = mat[2], m3 = mat[3], m5 = mat[5],
m6 = mat[6], m7 = mat[7];
// m0 = mat[0],m8 = mat[8], m4 = mat[4];
//mat[0] = m0;
//mat[8] = m8;
//mat[4] = m4
mat[1] = m3;
mat[2] = m6;
mat[3] = m1;
mat[5] = m7;
mat[6] = m2;
mat[7] = m5;
return this;
};
_p.determinant = function(){
var mat = this.mat;
/*
calculating the determinant following the rule of sarus,
| 0 3 6 | 0 3 |
m = | 1 4 7 | 1 4 |
| 2 5 8 | 2 5 |
now sum up the products of the diagonals going to the right (i.e. 0,4,8)
and subtract the products of the other diagonals (i.e. 2,4,6)
*/
var output = mat[0] * mat[4] * mat[8] + mat[1] * mat[5] * mat[6] + mat[2] * mat[3] * mat[7];
output -= mat[2] * mat[4] * mat[6] + mat[0] * mat[5] * mat[7] + mat[1] * mat[3] * mat[8];
return output;
};
_p.multiply = function(mat3){
var m1 = this.mat, m2 = mat3.mat;
var a0 = m1[0], a1 = m1[1], a2 = m1[2], a3 = m1[3], a4 = m1[4], a5 = m1[5],
a6 = m1[6], a7 = m1[7], a8 = m1[8];
var b0 = m2[0], b1 = m2[1], b2 = m2[2], b3 = m2[3], b4 = m2[4], b5 = m2[5],
b6 = m2[6], b7 = m2[7], b8 = m2[8];
m1[0] = a0 * b0 + a3 * b1 + a6 * b2;
m1[1] = a1 * b0 + a4 * b1 + a7 * b2;
m1[2] = a2 * b0 + a5 * b1 + a8 * b2;
m1[3] = a2 * b0 + a5 * b1 + a8 * b2;
m1[4] = a1 * b3 + a4 * b4 + a7 * b5;
m1[5] = a2 * b3 + a5 * b4 + a8 * b5;
m1[6] = a0 * b6 + a3 * b7 + a6 * b8;
m1[7] = a1 * b6 + a4 * b7 + a7 * b8;
m1[8] = a2 * b6 + a5 * b7 + a8 * b8;
return this;
};
_p.multiplyScalar = function(factor) {
var mat = this.mat;
mat[0] *= factor;
mat[1] *= factor;
mat[2] *= factor;
mat[3] *= factor;
mat[4] *= factor;
mat[5] *= factor;
mat[6] *= factor;
mat[7] *= factor;
mat[8] *= factor;
return this;
};
cc.math.Matrix3.rotationAxisAngle = function(axis, radians) { //cc.kmMat3RotationAxisAngle
var rcos = Math.cos(radians), rsin = Math.sin(radians);
var retMat = new cc.math.Matrix3();
var mat = retMat.mat;
mat[0] = rcos + axis.x * axis.x * (1 - rcos);
mat[1] = axis.z * rsin + axis.y * axis.x * (1 - rcos);
mat[2] = -axis.y * rsin + axis.z * axis.x * (1 - rcos);
mat[3] = -axis.z * rsin + axis.x * axis.y * (1 - rcos);
mat[4] = rcos + axis.y * axis.y * (1 - rcos);
mat[5] = axis.x * rsin + axis.z * axis.y * (1 - rcos);
mat[6] = axis.y * rsin + axis.x * axis.z * (1 - rcos);
mat[7] = -axis.x * rsin + axis.y * axis.z * (1 - rcos);
mat[8] = rcos + axis.z * axis.z * (1 - rcos);
return retMat;
};
_p.assignFrom = function(matIn){ // cc.kmMat3Assign
if(this === matIn) {
cc.log("cc.math.Matrix3.assign(): current matrix equals matIn");
return this;
}
var mat = this.mat, m2 = matIn.mat;
mat[0] = m2[0];
mat[1] = m2[1];
mat[2] = m2[2];
mat[3] = m2[3];
mat[4] = m2[4];
mat[5] = m2[5];
mat[6] = m2[6];
mat[7] = m2[7];
mat[8] = m2[8];
return this;
};
_p.equals = function(mat3) {
if (this === mat3)
return true;
var EPSILON = cc.math.EPSILON,m1 = this.mat, m2 = mat3.mat;
for (var i = 0; i < 9; ++i) {
if (!(m1[i] + EPSILON > m2[i] && m1[i] - EPSILON < m2[i]))
return false;
}
return true;
};
cc.math.Matrix3.createByRotationX = function(radians) {
var retMat = new cc.math.Matrix3(), mat = retMat.mat;
mat[0] = 1.0;
mat[1] = 0.0;
mat[2] = 0.0;
mat[3] = 0.0;
mat[4] = Math.cos(radians);
mat[5] = Math.sin(radians);
mat[6] = 0.0;
mat[7] = -Math.sin(radians);
mat[8] = Math.cos(radians);
return retMat;
};
cc.math.Matrix3.createByRotationY = function(radians) {
/*
| cos(A) 0 sin(A) |
M = | 0 1 0 |
| -sin(A) 0 cos(A) |
*/
var retMat = new cc.math.Matrix3(), mat = retMat.mat;
mat[0] = Math.cos(radians);
mat[1] = 0.0;
mat[2] = -Math.sin(radians);
mat[3] = 0.0;
mat[4] = 1.0;
mat[5] = 0.0;
mat[6] = Math.sin(radians);
mat[7] = 0.0;
mat[8] = Math.cos(radians);
return retMat;
};
cc.math.Matrix3.createByRotationZ = function(radians) {
/*
| cos(A) -sin(A) 0 |
M = | sin(A) cos(A) 0 |
| 0 0 1 |
*/
var retMat = new cc.math.Matrix3(), mat = retMat.mat;
mat[0] = Math.cos(radians);
mat[1] = -Math.sin(radians);
mat[2] = 0.0;
mat[3] = Math.sin(radians);
mat[4] = Math.cos(radians);
mat[5] = 0.0;
mat[6] = 0.0;
mat[7] = 0.0;
mat[8] = 1.0;
return retMat;
};
cc.math.Matrix3.createByRotation = function(radians) {
/*
| cos(A) -sin(A) 0 |
M = | sin(A) cos(A) 0 |
| 0 0 1 |
*/
var retMat = new cc.math.Matrix3(), mat = retMat.mat;
mat[0] = Math.cos(radians);
mat[1] = Math.sin(radians);
mat[2] = 0.0;
mat[3] = -Math.sin(radians);
mat[4] = Math.cos(radians);
mat[5] = 0.0;
mat[6] = 0.0;
mat[7] = 0.0;
mat[8] = 1.0;
return retMat;
};
cc.math.Matrix3.createByScale = function(x, y) {
var ret = new cc.math.Matrix3();
ret.identity();
ret.mat[0] = x;
ret.mat[4] = y;
return ret;
};
cc.math.Matrix3.createByTranslation = function(x, y){
var ret = new cc.math.Matrix3();
ret.identity();
ret.mat[6] = x;
ret.mat[7] = y;
return ret;
};
cc.math.Matrix3.createByQuaternion = function(quaternion) { //cc.kmMat3RotationQuaternion
if(!quaternion)
return null;
var ret = new cc.math.Matrix3(), mat = ret.mat;
// First row
mat[0] = 1.0 - 2.0 * (quaternion.y * quaternion.y + quaternion.z * quaternion.z);
mat[1] = 2.0 * (quaternion.x * quaternion.y - quaternion.w * quaternion.z);
mat[2] = 2.0 * (quaternion.x * quaternion.z + quaternion.w * quaternion.y);
// Second row
mat[3] = 2.0 * (quaternion.x * quaternion.y + quaternion.w * quaternion.z);
mat[4] = 1.0 - 2.0 * (quaternion.x * quaternion.x + quaternion.z * quaternion.z);
mat[5] = 2.0 * (quaternion.y * quaternion.z - quaternion.w * quaternion.x);
// Third row
mat[6] = 2.0 * (quaternion.x * quaternion.z - quaternion.w * quaternion.y);
mat[7] = 2.0 * (quaternion.y * quaternion.z + quaternion.w * quaternion.x);
mat[8] = 1.0 - 2.0 * (quaternion.x * quaternion.x + quaternion.y * quaternion.y);
return ret;
};
_p.rotationToAxisAngle = function() { //cc.kmMat3RotationToAxisAngle
return cc.math.Quaternion.rotationMatrix(this).toAxisAndAngle();
}
})(cc);