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transform.ts
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transform.ts
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import { Transform } from "@pixi/math"
import { Matrix4x4 } from "./matrix"
import { Point3D } from "./point"
import { Quaternion } from "./quaternion"
import { Mat4 } from "../math/mat4"
/**
* Handles position, scaling and rotation in 3D.
*/
export class Transform3D extends Transform {
/** The position in local space. */
position = new Point3D(0, 0, 0, this.onChange, this)
/** The scale in local space. */
scale = new Point3D(1, 1, 1, this.onChange, this)
/** The rotation in local space. */
rotationQuaternion = new Quaternion(0, 0, 0, 1, this.onChange, this)
/** The transformation matrix in world space. */
worldTransform = new Matrix4x4()
/** The transformation matrix in local space. */
localTransform = new Matrix4x4()
/** The inverse transformation matrix in world space. */
inverseWorldTransform = new Matrix4x4()
/** The normal transformation matrix. */
normalTransform = new Matrix4x4()
/**
* Updates the local transformation matrix.
*/
updateLocalTransform() {
if (this._localID === this._currentLocalID) {
return
}
this.localTransform.setFromRotationPositionScale(
this.rotationQuaternion, this.position, this.scale)
this._parentID = -1
this._currentLocalID = this._localID
}
/**
* Sets position, rotation and scale from a matrix array.
* @param matrix The matrix to set.
*/
setFromMatrix(matrix: Matrix4x4) {
this.localTransform.copyFrom(matrix)
this.position.copyFrom(this.localTransform.position)
this.scale.copyFrom(this.localTransform.scaling)
this.rotationQuaternion.copyFrom(this.localTransform.rotation)
}
/**
* Updates the world transformation matrix.
* @param parentTransform The parent transform.
*/
updateTransform(parentTransform?: Transform) {
this.updateLocalTransform()
if (parentTransform && this._parentID === parentTransform._worldID) {
return
}
this.worldTransform.copyFrom(this.localTransform)
if (parentTransform instanceof Transform3D) {
this.worldTransform.multiply(parentTransform.worldTransform)
}
Mat4.invert(this.worldTransform.array, this.inverseWorldTransform.array)
Mat4.transpose(this.inverseWorldTransform.array, this.normalTransform.array)
this._worldID++
if (parentTransform) {
this._parentID = parentTransform._worldID
}
}
/**
* Rotates the transform so the forward vector points at specified point.
* @param point The point to look at.
* @param up The upward direction.
*/
lookAt(point: Point3D, up: Point3D | Float32Array = new Point3D(0, 1, 0)) {
if (up instanceof Point3D) {
up = up.array
}
let rot = Mat4.getRotation(
Mat4.targetTo(point.array, this.worldTransform.position.array, up))
this.rotationQuaternion.set(rot[0], rot[1], rot[2], rot[3])
}
}