/** * Copyright (c) 2017 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author David Sehnal */ /* * This code has been modified from https://github.com/toji/gl-matrix/, * copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: */ export type Mat4 = number[] export type Vec3 = number[] export type Vec4 = number[] const enum EPSILON { Value = 0.000001 } export function Mat4() { return Mat4.zero(); } /** * Stores a 4x4 matrix in a column major (j * 4 + i indexing) format. */ export namespace Mat4 { export function zero(): number[] { // force double backing array by 0.1. const ret = [0.1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]; ret[0] = 0.0; return ret; } export function identity(): number[] { let out = zero(); out[0] = 1; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = 1; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = 1; out[11] = 0; out[12] = 0; out[13] = 0; out[14] = 0; out[15] = 1; return out; } export function fromIdentity(mat: number[]): number[] { mat[0] = 1; mat[1] = 0; mat[2] = 0; mat[3] = 0; mat[4] = 0; mat[5] = 1; mat[6] = 0; mat[7] = 0; mat[8] = 0; mat[9] = 0; mat[10] = 1; mat[11] = 0; mat[12] = 0; mat[13] = 0; mat[14] = 0; mat[15] = 1; return mat; } export function ofRows(rows: number[][]): number[] { let out = zero(), i: number, j: number, r: number[]; for (i = 0; i < 4; i++) { r = rows[i]; for (j = 0; j < 4; j++) { out[4 * j + i] = r[j]; } } return out; } export function areEqual(a: number[], b: number[], eps: number) { for (let i = 0; i < 16; i++) { if (Math.abs(a[i] - b[i]) > eps) { return false; } } return true; } export function setValue(a: number[], i: number, j: number, value: number) { a[4 * j + i] = value; } export function copy(out: number[], a: number[]) { 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]; out[9] = a[9]; out[10] = a[10]; out[11] = a[11]; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; return out; } export function clone(a: number[]) { return Mat4.copy(Mat4.zero(), a); } export function invert(out: number[], a: number[]) { let a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], b00 = a00 * a11 - a01 * a10, b01 = a00 * a12 - a02 * a10, b02 = a00 * a13 - a03 * a10, b03 = a01 * a12 - a02 * a11, b04 = a01 * a13 - a03 * a11, b05 = a02 * a13 - a03 * a12, b06 = a20 * a31 - a21 * a30, b07 = a20 * a32 - a22 * a30, b08 = a20 * a33 - a23 * a30, b09 = a21 * a32 - a22 * a31, b10 = a21 * a33 - a23 * a31, b11 = a22 * a33 - a23 * a32, // Calculate the determinant det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; if (!det) { return null; } det = 1.0 / det; out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det; out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det; out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det; out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det; out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det; out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det; out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det; out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det; out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det; out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det; out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det; out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det; out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det; out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det; out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det; return out; } export function mul(out: number[], a: number[], b: number[]) { let a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; // Cache only the current line of the second matrix let b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; out[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30; out[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31; out[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32; out[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33; b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; out[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30; out[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31; out[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32; out[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33; b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; out[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30; out[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31; out[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32; out[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33; b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; out[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30; out[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31; out[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32; out[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33; return out; } export function mul3(out: number[], a: number[], b: number[], c: number[]) { return mul(out, mul(out, a, b), c); } export function translate(out: number[], a: number[], v: number[]) { let x = v[0], y = v[1], z = v[2], a00: number, a01: number, a02: number, a03: number, a10: number, a11: number, a12: number, a13: number, a20: number, a21: number, a22: number, a23: number; if (a === out) { out[12] = a[0] * x + a[4] * y + a[8] * z + a[12]; out[13] = a[1] * x + a[5] * y + a[9] * z + a[13]; out[14] = a[2] * x + a[6] * y + a[10] * z + a[14]; out[15] = a[3] * x + a[7] * y + a[11] * z + a[15]; } else { a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03; out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13; out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23; out[12] = a00 * x + a10 * y + a20 * z + a[12]; out[13] = a01 * x + a11 * y + a21 * z + a[13]; out[14] = a02 * x + a12 * y + a22 * z + a[14]; out[15] = a03 * x + a13 * y + a23 * z + a[15]; } return out; } export function fromTranslation(out: number[], v: number[]) { out[0] = 1; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = 1; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = 1; out[11] = 0; out[12] = v[0]; out[13] = v[1]; out[14] = v[2]; out[15] = 1; return out; } export function rotate(out: number[], a: number[], rad: number, axis: number[]) { let x = axis[0], y = axis[1], z = axis[2], len = Math.sqrt(x * x + y * y + z * z), s, c, t, a00, a01, a02, a03, a10, a11, a12, a13, a20, a21, a22, a23, b00, b01, b02, b10, b11, b12, b20, b21, b22; if (Math.abs(len) < EPSILON.Value) { return null; } len = 1 / len; x *= len; y *= len; z *= len; s = Math.sin(rad); c = Math.cos(rad); t = 1 - c; a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; // Construct the elements of the rotation matrix b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; // Perform rotation-specific matrix multiplication out[0] = a00 * b00 + a10 * b01 + a20 * b02; out[1] = a01 * b00 + a11 * b01 + a21 * b02; out[2] = a02 * b00 + a12 * b01 + a22 * b02; out[3] = a03 * b00 + a13 * b01 + a23 * b02; out[4] = a00 * b10 + a10 * b11 + a20 * b12; out[5] = a01 * b10 + a11 * b11 + a21 * b12; out[6] = a02 * b10 + a12 * b11 + a22 * b12; out[7] = a03 * b10 + a13 * b11 + a23 * b12; out[8] = a00 * b20 + a10 * b21 + a20 * b22; out[9] = a01 * b20 + a11 * b21 + a21 * b22; out[10] = a02 * b20 + a12 * b21 + a22 * b22; out[11] = a03 * b20 + a13 * b21 + a23 * b22; if (a !== out) { // If the source and destination differ, copy the unchanged last row out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; } return out; } export function fromRotation(out: number[], rad: number, axis: number[]) { let x = axis[0], y = axis[1], z = axis[2], len = Math.sqrt(x * x + y * y + z * z), s, c, t; if (Math.abs(len) < EPSILON.Value) { return fromIdentity(out); } len = 1 / len; x *= len; y *= len; z *= len; s = Math.sin(rad); c = Math.cos(rad); t = 1 - c; // Perform rotation-specific matrix multiplication out[0] = x * x * t + c; out[1] = y * x * t + z * s; out[2] = z * x * t - y * s; out[3] = 0; out[4] = x * y * t - z * s; out[5] = y * y * t + c; out[6] = z * y * t + x * s; out[7] = 0; out[8] = x * z * t + y * s; out[9] = y * z * t - x * s; out[10] = z * z * t + c; out[11] = 0; out[12] = 0; out[13] = 0; out[14] = 0; out[15] = 1; return out; } export function scale(out: number[], a: number[], v: number[]) { let x = v[0], y = v[1], z = v[2]; out[0] = a[0] * x; out[1] = a[1] * x; out[2] = a[2] * x; out[3] = a[3] * x; out[4] = a[4] * y; out[5] = a[5] * y; out[6] = a[6] * y; out[7] = a[7] * y; out[8] = a[8] * z; out[9] = a[9] * z; out[10] = a[10] * z; out[11] = a[11] * z; out[12] = a[12]; out[13] = a[13]; out[14] = a[14]; out[15] = a[15]; return out; } export function fromScaling(out: number[], v: number[]) { out[0] = v[0]; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 0; out[5] = v[1]; out[6] = 0; out[7] = 0; out[8] = 0; out[9] = 0; out[10] = v[2]; out[11] = 0; out[12] = 0; out[13] = 0; out[14] = 0; out[15] = 1; return out; } export function makeTable(m: number[]) { let ret = ''; for (let i = 0; i < 4; i++) { for (let j = 0; j < 4; j++) { ret += m[4 * j + i].toString(); if (j < 3) ret += ' '; } if (i < 3) ret += '\n'; } return ret; } export function determinant(a: number[]) { let a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], b00 = a00 * a11 - a01 * a10, b01 = a00 * a12 - a02 * a10, b02 = a00 * a13 - a03 * a10, b03 = a01 * a12 - a02 * a11, b04 = a01 * a13 - a03 * a11, b05 = a02 * a13 - a03 * a12, b06 = a20 * a31 - a21 * a30, b07 = a20 * a32 - a22 * a30, b08 = a20 * a33 - a23 * a30, b09 = a21 * a32 - a22 * a31, b10 = a21 * a33 - a23 * a31, b11 = a22 * a33 - a23 * a32; // Calculate the determinant return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; } } export function Vec3(x?: number, y?: number, z?: number) { return Vec3.fromValues(x || 0, y || 0, z || 0); } export namespace Vec3 { export function zero() { let out = [0.1, 0.0, 0.0]; out[0] = 0; return out; } export function clone(a: number[]) { let out = zero(); out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; return out; } export function fromObj(v: { x: number, y: number, z: number }) { return fromValues(v.x, v.y, v.z); } export function toObj(v: number[]) { return { x: v[0], y: v[1], z: v[2] }; } export function fromValues(x: number, y: number, z: number) { let out = zero(); out[0] = x; out[1] = y; out[2] = z; return out; } export function set(out: number[], x: number, y: number, z: number) { out[0] = x; out[1] = y; out[2] = z; return out; } export function copy(out: number[], a: number[]) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; return out; } export function add(out: number[], a: number[], b: number[]) { out[0] = a[0] + b[0]; out[1] = a[1] + b[1]; out[2] = a[2] + b[2]; return out; } export function sub(out: number[], a: number[], b: number[]) { out[0] = a[0] - b[0]; out[1] = a[1] - b[1]; out[2] = a[2] - b[2]; return out; } export function scale(out: number[], a: number[], b: number) { out[0] = a[0] * b; out[1] = a[1] * b; out[2] = a[2] * b; return out; } export function scaleAndAdd(out: number[], a: number[], b: number[], scale: number) { out[0] = a[0] + (b[0] * scale); out[1] = a[1] + (b[1] * scale); out[2] = a[2] + (b[2] * scale); return out; } export function distance(a: number[], b: number[]) { let x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2]; return Math.sqrt(x * x + y * y + z * z); } export function squaredDistance(a: number[], b: number[]) { let x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2]; return x * x + y * y + z * z; } export function magnitude(a: number[]) { let x = a[0], y = a[1], z = a[2]; return Math.sqrt(x * x + y * y + z * z); } export function squaredMagnitude(a: number[]) { let x = a[0], y = a[1], z = a[2]; return x * x + y * y + z * z; } export function normalize(out: number[], a: number[]) { let x = a[0], y = a[1], z = a[2]; let len = x * x + y * y + z * z; if (len > 0) { len = 1 / Math.sqrt(len); out[0] = a[0] * len; out[1] = a[1] * len; out[2] = a[2] * len; } return out; } export function dot(a: number[], b: number[]) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; } export function cross(out: number[], a: number[], b: number[]) { let ax = a[0], ay = a[1], az = a[2], bx = b[0], by = b[1], bz = b[2]; out[0] = ay * bz - az * by; out[1] = az * bx - ax * bz; out[2] = ax * by - ay * bx; return out; } export function lerp(out: number[], a: number[], b: number[], t: number) { let ax = a[0], ay = a[1], az = a[2]; out[0] = ax + t * (b[0] - ax); out[1] = ay + t * (b[1] - ay); out[2] = az + t * (b[2] - az); return out; } export function transformMat4(out: number[], a: number[], m: number[]) { let x = a[0], y = a[1], z = a[2], w = (m[3] * x + m[7] * y + m[11] * z + m[15]) || 1.0; out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w; out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w; out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w; return out; } const angleTempA = zero(), angleTempB = zero(); export function angle(a: number[], b: number[]) { copy(angleTempA, a); copy(angleTempB, b); normalize(angleTempA, angleTempA); normalize(angleTempB, angleTempB); let cosine = dot(angleTempA, angleTempB); if (cosine > 1.0) { return 0; } else if (cosine < -1.0) { return Math.PI; } else { return Math.acos(cosine); } } const rotTemp = zero(); export function makeRotation(mat: Mat4, a: Vec3, b: Vec3): Mat4 { const by = angle(a, b); if (Math.abs(by) < 0.0001) return Mat4.fromIdentity(mat); const axis = cross(rotTemp, a, b); return Mat4.fromRotation(mat, by, axis); } } export function Vec4(x?: number, y?: number, z?: number, w?: number) { return Vec4.fromValues(x || 0, y || 0, z || 0, w || 0); } export namespace Vec4 { export function zero(): number[] { // force double backing array by 0.1. const ret = [0.1, 0, 0, 0]; ret[0] = 0.0; return ret; } export function clone(a: number[]) { let out = zero(); out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; return out; } export function fromValues(x: number, y: number, z: number, w: number) { let out = zero(); out[0] = x; out[1] = y; out[2] = z; out[3] = w; return out; } export function set(out: number[], x: number, y: number, z: number, w: number) { out[0] = x; out[1] = y; out[2] = z; out[3] = w; return out; } export function distance(a: number[], b: number[]) { let x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2], w = b[3] - a[3]; return Math.sqrt(x * x + y * y + z * z + w * w); } export function squaredDistance(a: number[], b: number[]) { let x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2], w = b[3] - a[3]; return x * x + y * y + z * z + w * w; } export function norm(a: number[]) { let x = a[0], y = a[1], z = a[2], w = a[3]; return Math.sqrt(x * x + y * y + z * z + w * w); } export function squaredNorm(a: number[]) { let x = a[0], y = a[1], z = a[2], w = a[3]; return x * x + y * y + z * z + w * w; } export function transform(out: number[], a: number[], m: number[]) { let x = a[0], y = a[1], z = a[2], w = a[3]; out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w; out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w; out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w; out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w; return out; } }