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matrix.ts
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matrix.ts
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import { Matrix } from "@pixi/math"
import { Point3D } from "./point"
import { Quaternion } from "./quaternion"
import { Mat4 } from "../math/mat4"
import { Vec3 } from "../math/vec3"
import { MatrixComponent } from "./matrix-component"
import { Quat } from "../math/quat"
import { TransformId } from "./transform-id"
const temp = new Float32Array(16)
/**
* Represents a 4x4 matrix.
*/
export class Matrix4x4 extends Matrix implements TransformId {
private _transformId = 0
private _position?: MatrixComponent<Point3D>
private _scaling?: MatrixComponent<Point3D>
private _rotation?: MatrixComponent<Quaternion>
private _up?: MatrixComponent<Point3D>
private _down?: MatrixComponent<Point3D>
private _forward?: MatrixComponent<Point3D>
private _left?: MatrixComponent<Point3D>
private _right?: MatrixComponent<Point3D>
private _backward?: MatrixComponent<Point3D>
get transformId() {
return this._transformId
}
/** The array containing the matrix data. */
public array: Float32Array
/**
* Creates a new transform matrix using the specified matrix array.
* @param array The matrix array, expected length is 16. If empty, an identity
* matrix is used by default.
*/
constructor(array?: ArrayLike<number>) {
super()
if (array) {
this.array = new Float32Array(array)
} else {
this.array = new Float32Array([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1])
}
}
toArray(transpose: boolean, out?: Float32Array) {
if (transpose) {
return Mat4.transpose(this.array, out)
}
return out ? Mat4.copy(this.array, out) : this.array
}
/** Returns the position component of the matrix. */
get position() {
if (!this._position) {
this._position = new MatrixComponent<Point3D>(this, new Point3D(), data => {
Mat4.getTranslation(this.array, data.array)
})
}
return this._position.data
}
/** Returns the scaling component of the matrix. */
get scaling() {
if (!this._scaling) {
this._scaling = new MatrixComponent<Point3D>(this, new Point3D(), data => {
Mat4.getScaling(this.array, data.array)
})
}
return this._scaling.data
}
/** Returns the normalized rotation quaternion of the matrix. */
get rotation() {
if (!this._rotation) {
let matrix = new Float32Array(16)
this._rotation = new MatrixComponent<Quaternion>(this, new Quaternion(), data => {
// To extract a correct rotation, the scaling component must be eliminated.
for (let col = 0; col < 3; col++) {
matrix[col + 0] = this.array[col + 0] / this.scaling.x
matrix[col + 4] = this.array[col + 4] / this.scaling.y
matrix[col + 8] = this.array[col + 8] / this.scaling.z
}
Quat.normalize(Mat4.getRotation(matrix, data.array), data.array)
})
}
return this._rotation.data
}
/** Returns the normalized up vector of the matrix. */
get up() {
if (!this._up) {
this._up = new MatrixComponent<Point3D>(this, new Point3D(), data => {
Vec3.normalize(Vec3.set(
this.array[4], this.array[5], this.array[6], data.array), data.array)
})
}
return this._up.data
}
/** Returns the normalized down vector of the matrix. */
get down() {
if (!this._down) {
this._down = new MatrixComponent<Point3D>(this, new Point3D(), data => {
Vec3.negate(this.up.array, data.array)
})
}
return this._down.data
}
/** Returns the normalized left vector of the matrix. */
get right() {
if (!this._right) {
this._right = new MatrixComponent<Point3D>(this, new Point3D(), data => {
Vec3.negate(this.left.array, data.array)
})
}
return this._right.data
}
/** Returns the normalized right vector of the matrix. */
get left() {
if (!this._left) {
this._left = new MatrixComponent<Point3D>(this, new Point3D(), data => {
Vec3.normalize(
Vec3.cross(this.up.array, this.forward.array, data.array), data.array)
})
}
return this._left.data
}
/** Returns the normalized forward vector of the matrix. */
get forward() {
if (!this._forward) {
this._forward = new MatrixComponent<Point3D>(this, new Point3D(), data => {
Vec3.normalize(Vec3.set(
this.array[8], this.array[9], this.array[10], data.array), data.array)
})
}
return this._forward.data
}
/** Returns the normalized backward vector of the matrix. */
get backward() {
if (!this._backward) {
this._backward = new MatrixComponent<Point3D>(this, new Point3D(), data => {
Vec3.negate(this.forward.array, data.array)
})
}
return this._backward.data
}
copyFrom(matrix: Matrix4x4) {
if (matrix instanceof Matrix4x4) {
Mat4.copy(matrix.array, this.array); this._transformId++
}
return this
}
/**
* Sets the matrix to the contents of the specified array.
* @param array The array.
*/
setFrom(array: ArrayLike<number>) {
Mat4.copy(<Float32Array>array, this.array); this._transformId++; return this
}
/**
* Sets the rotation, position and scale components.
* @param rotation The rotation to set.
* @param position The position to set.
* @param scaling The scale to set.
*/
setFromRotationPositionScale(rotation: Quaternion, position: Point3D, scaling: Point3D) {
Mat4.fromRotationTranslationScale(
rotation.array, position.array, scaling.array, this.array);
this._transformId++
}
/**
* Multiplies this matrix with another matrix.
* @param matrix The matrix to multiply with.
*/
multiply(matrix: Matrix4x4) {
Mat4.multiply(matrix.array, this.array, this.array); this._transformId++
}
/**
* Translate a matrix by the given vector.
* @param mat The matrix to translate.
* @param v The vector to translate by.
* @param out The receiving matrix. If not supplied, a new matrix will be created.
*/
static translate(mat: Matrix4x4, v: Point3D, out = new Matrix4x4()) {
return out.setFrom(Mat4.translate(mat.array, v.array, temp))
}
/**
* Calculates a matrix from the given quaternion.
* @param q The quaternion to create matrix from.
* @param out The receiving matrix. If not supplied, a new matrix will be created.
*/
static fromQuaternion(q: Quaternion, out = new Matrix4x4()) {
return out.setFrom(Mat4.fromQuat(q.array, temp))
}
/**
* Creates a matrix from a quaternion rotation, point translation and point scale.
* @param q The rotation quaternion.
* @param v The translation point.
* @param s The scale point.
* @param out The receiving matrix. If not supplied, a new matrix will be created.
*/
static fromRotationTranslationScale(q: Quaternion, v: Point3D, s: Point3D, out = new Matrix4x4()) {
return out.setFrom(Mat4.fromRotationTranslationScale(q.array, v.array, s.array, temp))
}
/**
* Creates a matrix from a given angle around a given axis.
* @param rad The angle in radians to rotate the matrix by.
* @param axis The axis to rotate around.
* @param out The receiving matrix. If not supplied, a new matrix will be created.
*/
static fromRotation(rad: number, axis: Point3D, out = new Matrix4x4()) {
return out.setFrom(Mat4.fromRotation(rad, axis.array, temp))
}
/**
* Creates a matrix from a scaling point.
* @param v The scaling point.
* @param out The receiving matrix. If not supplied, a new matrix will be created.
*/
static fromScaling(v: Point3D, out = new Matrix4x4()) {
return out.setFrom(Mat4.fromScaling(v.array, temp))
}
/**
* Creates a matrix from a scaling point.
* @param v The translation point.
* @param out The receiving matrix. If not supplied, a new matrix will be created.
*/
static fromTranslation(v: Point3D, out = new Matrix4x4()) {
return out.setFrom(Mat4.fromTranslation(v.array, temp))
}
/**
* Generates a look-at matrix with the given eye position, focal point, and up axis. If you want a matrix that actually makes an object look at another object, you should use targetTo instead.
* @param eye The position of the viewer.
* @param center The point the viewer is looking at.
* @param up The vector pointing up.
* @param out The receiving matrix. If not supplied, a new matrix will be created.
*/
static lookAt(eye: Point3D, center: Point3D, up: Point3D, out = new Matrix4x4()) {
return out.setFrom(Mat4.lookAt(eye.array, center.array, up.array, temp))
}
/**
* Set a matrix to the identity matrix.
* @param out The receiving matrix. If not supplied, a new matrix will be created.
*/
static identity(out = new Matrix4x4()) {
return out.setFrom(Mat4.identity(temp))
}
/**
*
* @param fovy The vertical field of view in radians.
* @param aspect The aspect ratio, typically viewport width/height.
* @param near The near bound of the frustum.
* @param far The far bound of the frustum.
* @param out The receiving matrix. If not supplied, a new matrix will be created.
* @returns
*/
static perspective(fovy: number, aspect: number, near: number, far: number, out = new Matrix4x4()) {
return out.setFrom(Mat4.perspective(fovy, aspect, near, far, temp))
}
/**
*
* @param left The left bound of the frustum.
* @param right The right bound of the frustum.
* @param bottom The bottom bound of the frustum.
* @param top The top bound of the frustum.
* @param near The near bound of the frustum.
* @param far The far bound of the frustum.
* @param out The receiving matrix. If not supplied, a new matrix will be created.
*/
static ortho(left: number, right: number, bottom: number, top: number, near: number, far: number, out = new Matrix4x4()) {
return out.setFrom(Mat4.ortho(left, right, bottom, top, near, far, temp))
}
/**
* Inverts a matrix.
* @param a The source matrix to invert.
* @param out The receiving matrix. If not supplied, a new matrix will be created.
*/
static invert(a: Matrix4x4, out = new Matrix4x4()) {
return out.setFrom(Mat4.invert(a.array, temp))
}
/**
* Transpose the values of a matrix
* @param a The source matrix to transpose.
* @param out The receiving matrix. If not supplied, a new matrix will be created.
*/
static transpose(a: Matrix4x4, out = new Matrix4x4()) {
return out.setFrom(Mat4.transpose(a.array, temp))
}
/**
* Generates a matrix that makes something look at something else.
* @param eye The position of the viewer.
* @param target The point the viewer is looking at.
* @param up The vector pointing up.
* @param out The receiving matrix. If not supplied, a new matrix will be created.
*/
static targetTo(eye: Point3D, target: Point3D, up: Point3D, out = new Matrix4x4()) {
return out.setFrom(Mat4.targetTo(eye.array, target.array, up.array, temp))
}
/**
* Rotates a matrix by the given angle around the x-axis.
* @param a The matrix to rotate.
* @param rad The angle in radians to rotate the matrix by.
* @param out The receiving matrix. If not supplied, a new matrix will be created.
*/
static rotateX(a: Matrix4x4, rad: number, out = new Matrix4x4()) {
return out.setFrom(Mat4.rotateX(a.array, rad, temp))
}
/**
* Rotates a matrix by the given angle around the y-axis.
* @param a The matrix to rotate.
* @param rad The angle in radians to rotate the matrix by.
* @param out The receiving matrix. If not supplied, a new matrix will be created.
*/
static rotateY(a: Matrix4x4, rad: number, out = new Matrix4x4()) {
return out.setFrom(Mat4.rotateY(a.array, rad, temp))
}
/**
* Rotates a matrix by the given angle around the z-axis.
* @param a The matrix to rotate.
* @param rad The angle in radians to rotate the matrix by.
* @param out The receiving matrix. If not supplied, a new matrix will be created.
*/
static rotateZ(a: Matrix4x4, rad: number, out = new Matrix4x4()) {
return out.setFrom(Mat4.rotateZ(a.array, rad, temp))
}
/**
* Rotates a matrix by the given angle around the given axis.
* @param a The matrix to rotate.
* @param rad The angle in radians to rotate the matrix by.
* @param axis The axis to rotate around.
* @param out The receiving matrix. If not supplied, a new matrix will be created.
*/
static rotate(a: Matrix4x4, rad: number, axis: Point3D, out = new Matrix4x4()) {
return out.setFrom(Mat4.rotate(a.array, rad, axis.array, temp))
}
/**
* Scales the matrix by the dimensions in the given point.
* @param a The matrix to scale.
* @param v The point vector to scale the matrix by.
* @param out The receiving matrix. If not supplied, a new matrix will be created.
*/
static scale(a: Matrix4x4, v: Point3D, out = new Matrix4x4()) {
return out.setFrom(Mat4.scale(a.array, v.array, temp))
}
}