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sylvester-es6

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Fork of the famous Sylvester vector, matrix and geometry library. Rewritten in ES6 and including the glUtils.js add-ons.

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"use strict"; import { PRECISION } from "./PRECISION"; import { Vector } from "./Vector"; export class Matrix { constructor (elements) { this.setElements(elements); } e (i,j) { if (i < 1 || i > this.elements.length || j < 1 || j > this.elements[0].length) { return null; } return this.elements[i-1][j-1]; } row (i) { if (i > this.elements.length) { return null; } return new Vector(this.elements[i-1]); } col (j) { if (this.elements.length === 0) { return null; } if (j > this.elements[0].length) { return null; } var col = [], n = this.elements.length; for (var i = 0; i < n; i++) { col.push(this.elements[i][j-1]); } return new Vector(col); } dimensions () { var cols = (this.elements.length === 0) ? 0 : this.elements[0].length; return {rows: this.elements.length, cols: cols}; } rows () { return this.elements.length; } cols () { if (this.elements.length === 0) { return 0; } return this.elements[0].length; } eql (matrix) { var M = matrix.elements || matrix; if (!M[0] || typeof(M[0][0]) === 'undefined') { M = new Matrix(M).elements; } if (this.elements.length === 0 || M.length === 0) { return this.elements.length === M.length; } if (this.elements.length !== M.length) { return false; } if (this.elements[0].length !== M[0].length) { return false; } var i = this.elements.length, nj = this.elements[0].length, j; while (i--) { j = nj; while (j--) { if (Math.abs(this.elements[i][j] - M[i][j]) > PRECISION) { return false; } } } return true; } dup () { return new Matrix(this.elements); } map (fn, context) { if (this.elements.length === 0) { return new Matrix([]); } var els = [], i = this.elements.length, nj = this.elements[0].length, j; while (i--) { j = nj; els[i] = []; while (j--) { els[i][j] = fn.call(context, this.elements[i][j], i + 1, j + 1); } } return new Matrix(els); } isSameSizeAs (matrix) { var M = matrix.elements || matrix; if (typeof(M[0][0]) === 'undefined') { M = new Matrix(M).elements; } if (this.elements.length === 0) { return M.length === 0; } return (this.elements.length === M.length && this.elements[0].length === M[0].length); } add (matrix) { if (this.elements.length === 0) { return this.map(function(x) { return x }); } var M = matrix.elements || matrix; if (typeof(M[0][0]) === 'undefined') { M = new Matrix(M).elements; } if (!this.isSameSizeAs(M)) { return null; } return this.map(function(x, i, j) { return x + M[i-1][j-1]; }); } subtract (matrix) { if (this.elements.length === 0) { return this.map(function(x) { return x; }); } var M = matrix.elements || matrix; if (typeof(M[0][0]) === 'undefined') { M = new Matrix(M).elements; } if (!this.isSameSizeAs(M)) { return null; } return this.map(function(x, i, j) { return x - M[i-1][j-1]; }); } canMultiplyFromLeft (matrix) { if (this.elements.length === 0) { return false; } var M = matrix.elements || matrix; if (typeof(M[0][0]) === 'undefined') { M = new Matrix(M).elements; } // this.columns should equal matrix.rows return (this.elements[0].length === M.length); } multiply (matrix) { if (this.elements.length === 0) { return null; } if (!matrix.elements) { return this.map(function(x) { return x * matrix; }); } var returnVector = matrix.modulus ? true : false; var M = matrix.elements || matrix; if (typeof(M[0][0]) === 'undefined') { M = new Matrix(M).elements; } if (!this.canMultiplyFromLeft(M)) { return null; } var i = this.elements.length, nj = M[0].length, j; var cols = this.elements[0].length, c, elements = [], sum; while (i--) { j = nj; elements[i] = []; while (j--) { c = cols; sum = 0; while (c--) { sum += this.elements[i][c] * M[c][j]; } elements[i][j] = sum; } } var M = new Matrix(elements); return returnVector ? M.col(1) : M; } minor (a, b, c, d) { if (this.elements.length === 0) { return null; } var elements = [], ni = c, i, nj, j; var rows = this.elements.length, cols = this.elements[0].length; while (ni--) { i = c - ni - 1; elements[i] = []; nj = d; while (nj--) { j = d - nj - 1; elements[i][j] = this.elements[(a+i-1)%rows][(b+j-1)%cols]; } } return new Matrix(elements); } transpose () { if (this.elements.length === 0) { return new Matrix([]); } var rows = this.elements.length, i, cols = this.elements[0].length, j; var elements = [], i = cols; while (i--) { j = rows; elements[i] = []; while (j--) { elements[i][j] = this.elements[j][i]; } } return new Matrix(elements); } isSquare () { var cols = (this.elements.length === 0) ? 0 : this.elements[0].length; return (this.elements.length === cols); } max () { if (this.elements.length === 0) { return null; } var m = 0, i = this.elements.length, nj = this.elements[0].length, j; while (i--) { j = nj; while (j--) { if (Math.abs(this.elements[i][j]) > Math.abs(m)) { m = this.elements[i][j]; } } } return m; } indexOf (x) { if (this.elements.length === 0) { return null; } var index = null, ni = this.elements.length, i, nj = this.elements[0].length, j; for (i = 0; i < ni; i++) { for (j = 0; j < nj; j++) { if (this.elements[i][j] === x) { return { i: i+1, j: j+1 }; } } } return null; } diagonal () { if (!this.isSquare) { return null; } var els = [], n = this.elements.length; for (var i = 0; i < n; i++) { els.push(this.elements[i][i]); } return new Vector(els); } toRightTriangular () { if (this.elements.length === 0) { return new Matrix([]); } var M = this.dup(), els; var n = this.elements.length, i, j, np = this.elements[0].length, p; for (i = 0; i < n; i++) { if (M.elements[i][i] === 0) { for (j = i + 1; j < n; j++) { if (M.elements[j][i] !== 0) { els = []; for (p = 0; p < np; p++) { els.push(M.elements[i][p] + M.elements[j][p]); } M.elements[i] = els; break; } } } if (M.elements[i][i] !== 0) { for (j = i + 1; j < n; j++) { var multiplier = M.elements[j][i] / M.elements[i][i]; els = []; for (p = 0; p < np; p++) { // Elements with column numbers up to an including the number of the // row that we're subtracting can safely be set straight to zero, // since that's the point of this routine and it avoids having to // loop over and correct rounding errors later els.push(p <= i ? 0 : M.elements[j][p] - M.elements[i][p] * multiplier); } M.elements[j] = els; } } } return M; } determinant () { if (this.elements.length === 0) { return 1; } if (!this.isSquare()) { return null; } var M = this.toRightTriangular(); var det = M.elements[0][0], n = M.elements.length; for (var i = 1; i < n; i++) { det = det * M.elements[i][i]; } return det; } isSingular () { return (this.isSquare() && this.determinant() === 0); } trace () { if (this.elements.length === 0) { return 0; } if (!this.isSquare()) { return null; } var tr = this.elements[0][0], n = this.elements.length; for (var i = 1; i < n; i++) { tr += this.elements[i][i]; } return tr; } rank () { if (this.elements.length === 0) { return 0; } var M = this.toRightTriangular(), rank = 0; var i = this.elements.length, nj = this.elements[0].length, j; while (i--) { j = nj; while (j--) { if (Math.abs(M.elements[i][j]) > PRECISION) { rank++; break; } } } return rank; } augment (matrix) { if (this.elements.length === 0) { return this.dup(); } var M = matrix.elements || matrix; if (typeof(M[0][0]) === 'undefined') { M = new Matrix(M).elements; } var T = this.dup(), cols = T.elements[0].length; var i = T.elements.length, nj = M[0].length, j; if (i !== M.length) { return null; } while (i--) { j = nj; while (j--) { T.elements[i][cols + j] = M[i][j]; } } return T; } inverse () { if (this.elements.length === 0) { return null; } if (!this.isSquare() || this.isSingular()) { return null; } var n = this.elements.length, i= n, j; var M = this.augment(Matrix.I(n)).toRightTriangular(); var np = M.elements[0].length, p, els, divisor; var inverse_elements = [], new_element; // Matrix is non-singular so there will be no zeros on the // diagonal. Cycle through rows from last to first. while (i--) { // First, normalise diagonal elements to 1 els = []; inverse_elements[i] = []; divisor = M.elements[i][i]; for (p = 0; p < np; p++) { new_element = M.elements[i][p] / divisor; els.push(new_element); // Shuffle off the current row of the right hand side into the results // array as it will not be modified by later runs through this loop if (p >= n) { inverse_elements[i].push(new_element); } } M.elements[i] = els; // Then, subtract this row from those above it to give the identity matrix // on the left hand side j = i; while (j--) { els = []; for (p = 0; p < np; p++) { els.push(M.elements[j][p] - M.elements[i][p] * M.elements[j][i]); } M.elements[j] = els; } } return new Matrix(inverse_elements); } round () { return this.map(function(x) { return Math.round(x); }); } snapTo (x) { return this.map(function(p) { return (Math.abs(p - x) <= PRECISION) ? x : p; }); } inspect () { var matrix_rows = []; var n = this.elements.length; if (n === 0) return '[]'; for (var i = 0; i < n; i++) { matrix_rows.push(new Vector(this.elements[i]).inspect()); } return matrix_rows.join('\n'); } setElements (els) { var i, j, elements = els.elements || els; if (elements[0] && typeof(elements[0][0]) !== 'undefined') { i = elements.length; this.elements = []; while (i--) { j = elements[i].length; this.elements[i] = []; while (j--) { this.elements[i][j] = elements[i][j]; } } return this; } var n = elements.length; this.elements = []; for (i = 0; i < n; i++) { this.elements.push([elements[i]]); } return this; } //From glUtils.js flatten () { var result = []; if (this.elements.length == 0) { return []; } for (var j = 0; j < this.elements[0].length; j++) { for (var i = 0; i < this.elements.length; i++) { result.push(this.elements[i][j]); } } return result; } //From glUtils.js ensure4x4 () { if (this.elements.length == 4 && this.elements[0].length == 4) { return this; } if (this.elements.length > 4 || this.elements[0].length > 4) { return null; } for (var i = 0; i < this.elements.length; i++) { for (var j = this.elements[i].length; j < 4; j++) { if (i == j) { this.elements[i].push(1); } else { this.elements[i].push(0); } } } for (var i = this.elements.length; i < 4; i++) { if (i == 0) { this.elements.push([1, 0, 0, 0]); } else if (i == 1) { this.elements.push([0, 1, 0, 0]); } else if (i == 2) { this.elements.push([0, 0, 1, 0]); } else if (i == 3) { this.elements.push([0, 0, 0, 1]); } } return this; } //From glUtils.js make3x3 () { if (this.elements.length != 4 || this.elements[0].length != 4) { return null; } return new Matrix([[this.elements[0][0], this.elements[0][1], this.elements[0][2]], [this.elements[1][0], this.elements[1][1], this.elements[1][2]], [this.elements[2][0], this.elements[2][1], this.elements[2][2]]]); }; } Matrix.I = function(n) { var els = [], i = n, j; while (i--) { j = n; els[i] = []; while (j--) { els[i][j] = (i === j) ? 1 : 0; } } return new Matrix(els); }; Matrix.Diagonal = function(elements) { var i = elements.length; var M = Matrix.I(i); while (i--) { M.elements[i][i] = elements[i]; } return M; }; Matrix.Rotation = function(theta, a) { if (!a) { return new Matrix([ [Math.cos(theta), -Math.sin(theta)], [Math.sin(theta), Math.cos(theta)] ]); } var axis = a.dup(); if (axis.elements.length !== 3) { return null; } var mod = axis.modulus(); var x = axis.elements[0]/mod, y = axis.elements[1]/mod, z = axis.elements[2]/mod; var s = Math.sin(theta), c = Math.cos(theta), t = 1 - c; // Formula derived here: http://www.gamedev.net/reference/articles/article1199.asp // That proof rotates the co-ordinate system so theta becomes -theta and sin // becomes -sin here. return new Matrix([ [ t*x*x + c, t*x*y - s*z, t*x*z + s*y ], [ t*x*y + s*z, t*y*y + c, t*y*z - s*x ], [ t*x*z - s*y, t*y*z + s*x, t*z*z + c ] ]); }; Matrix.RotationX = function(t) { var c = Math.cos(t), s = Math.sin(t); return new Matrix([ [ 1, 0, 0 ], [ 0, c, -s ], [ 0, s, c ] ]); }; Matrix.RotationY = function(t) { var c = Math.cos(t), s = Math.sin(t); return new Matrix([ [ c, 0, s ], [ 0, 1, 0 ], [ -s, 0, c ] ]); }; Matrix.RotationZ = function(t) { var c = Math.cos(t), s = Math.sin(t); return new Matrix([ [ c, -s, 0 ], [ s, c, 0 ], [ 0, 0, 1 ] ]); }; Matrix.Random = function(n, m) { return Matrix.Zero(n, m).map(function() { return Math.random(); }); }; //From glUtils.js Matrix.Translation = function (v) { if (v.elements.length == 2) { var r = Matrix.I(3); r.elements[2][0] = v.elements[0]; r.elements[2][1] = v.elements[1]; return r; } if (v.elements.length == 3) { var r = Matrix.I(4); r.elements[0][3] = v.elements[0]; r.elements[1][3] = v.elements[1]; r.elements[2][3] = v.elements[2]; return r; } throw "Invalid length for Translation"; }; Matrix.Zero = function(n, m) { var els = [], i = n, j; while (i--) { j = m; els[i] = []; while (j--) { els[i][j] = 0; } } return new Matrix(els); }; Matrix.prototype.toUpperTriangular = Matrix.prototype.toRightTriangular; Matrix.prototype.det = Matrix.prototype.determinant; Matrix.prototype.tr = Matrix.prototype.trace; Matrix.prototype.rk = Matrix.prototype.rank; Matrix.prototype.inv = Matrix.prototype.inverse; Matrix.prototype.x = Matrix.prototype.multiply;