Matrix.hx 20 KB

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  1. package h3d;
  2. import hxd.Math;
  3. @:noDebug
  4. class Matrix {
  5. static var tmp = new Matrix();
  6. public var _11 : Float;
  7. public var _12 : Float;
  8. public var _13 : Float;
  9. public var _14 : Float;
  10. public var _21 : Float;
  11. public var _22 : Float;
  12. public var _23 : Float;
  13. public var _24 : Float;
  14. public var _31 : Float;
  15. public var _32 : Float;
  16. public var _33 : Float;
  17. public var _34 : Float;
  18. public var _41 : Float;
  19. public var _42 : Float;
  20. public var _43 : Float;
  21. public var _44 : Float;
  22. public var tx(get, set) : Float;
  23. public var ty(get, set) : Float;
  24. public var tz(get, set) : Float;
  25. public function new() {
  26. }
  27. inline function get_tx() return _41;
  28. inline function get_ty() return _42;
  29. inline function get_tz() return _43;
  30. inline function set_tx(v) return _41 = v;
  31. inline function set_ty(v) return _42 = v;
  32. inline function set_tz(v) return _43 = v;
  33. public function zero() {
  34. _11 = 0.0; _12 = 0.0; _13 = 0.0; _14 = 0.0;
  35. _21 = 0.0; _22 = 0.0; _23 = 0.0; _24 = 0.0;
  36. _31 = 0.0; _32 = 0.0; _33 = 0.0; _34 = 0.0;
  37. _41 = 0.0; _42 = 0.0; _43 = 0.0; _44 = 0.0;
  38. }
  39. public function identity() {
  40. _11 = 1.0; _12 = 0.0; _13 = 0.0; _14 = 0.0;
  41. _21 = 0.0; _22 = 1.0; _23 = 0.0; _24 = 0.0;
  42. _31 = 0.0; _32 = 0.0; _33 = 1.0; _34 = 0.0;
  43. _41 = 0.0; _42 = 0.0; _43 = 0.0; _44 = 1.0;
  44. }
  45. public function initRotateX( a : Float ) {
  46. var cos = Math.cos(a);
  47. var sin = Math.sin(a);
  48. _11 = 1.0; _12 = 0.0; _13 = 0.0; _14 = 0.0;
  49. _21 = 0.0; _22 = cos; _23 = sin; _24 = 0.0;
  50. _31 = 0.0; _32 = -sin; _33 = cos; _34 = 0.0;
  51. _41 = 0.0; _42 = 0.0; _43 = 0.0; _44 = 1.0;
  52. }
  53. public function initRotateY( a : Float ) {
  54. var cos = Math.cos(a);
  55. var sin = Math.sin(a);
  56. _11 = cos; _12 = 0.0; _13 = -sin; _14 = 0.0;
  57. _21 = 0.0; _22 = 1.0; _23 = 0.0; _24 = 0.0;
  58. _31 = sin; _32 = 0.0; _33 = cos; _34 = 0.0;
  59. _41 = 0.0; _42 = 0.0; _43 = 0.0; _44 = 1.0;
  60. }
  61. public function initRotateZ( a : Float ) {
  62. var cos = Math.cos(a);
  63. var sin = Math.sin(a);
  64. _11 = cos; _12 = sin; _13 = 0.0; _14 = 0.0;
  65. _21 = -sin; _22 = cos; _23 = 0.0; _24 = 0.0;
  66. _31 = 0.0; _32 = 0.0; _33 = 1.0; _34 = 0.0;
  67. _41 = 0.0; _42 = 0.0; _43 = 0.0; _44 = 1.0;
  68. }
  69. public function initTranslate( x = 0., y = 0., z = 0. ) {
  70. _11 = 1.0; _12 = 0.0; _13 = 0.0; _14 = 0.0;
  71. _21 = 0.0; _22 = 1.0; _23 = 0.0; _24 = 0.0;
  72. _31 = 0.0; _32 = 0.0; _33 = 1.0; _34 = 0.0;
  73. _41 = x; _42 = y; _43 = z; _44 = 1.0;
  74. }
  75. public function initScale( x = 1., y = 1., z = 1. ) {
  76. _11 = x; _12 = 0.0; _13 = 0.0; _14 = 0.0;
  77. _21 = 0.0; _22 = y; _23 = 0.0; _24 = 0.0;
  78. _31 = 0.0; _32 = 0.0; _33 = z; _34 = 0.0;
  79. _41 = 0.0; _42 = 0.0; _43 = 0.0; _44 = 1.0;
  80. }
  81. public function initRotateAxis( axis : Vector, angle : Float ) {
  82. var cos = Math.cos(angle), sin = Math.sin(angle);
  83. var cos1 = 1 - cos;
  84. var x = -axis.x, y = -axis.y, z = -axis.z;
  85. var xx = x * x, yy = y * y, zz = z * z;
  86. var len = Math.invSqrt(xx + yy + zz);
  87. x *= len;
  88. y *= len;
  89. z *= len;
  90. var xcos1 = x * cos1, zcos1 = z * cos1;
  91. _11 = cos + x * xcos1;
  92. _12 = y * xcos1 - z * sin;
  93. _13 = x * zcos1 + y * sin;
  94. _14 = 0.;
  95. _21 = y * xcos1 + z * sin;
  96. _22 = cos + y * y * cos1;
  97. _23 = y * zcos1 - x * sin;
  98. _24 = 0.;
  99. _31 = x * zcos1 - y * sin;
  100. _32 = y * zcos1 + x * sin;
  101. _33 = cos + z * zcos1;
  102. _34 = 0.;
  103. _41 = 0.; _42 = 0.; _43 = 0.; _44 = 1.;
  104. }
  105. public function initRotate( x : Float, y : Float, z : Float ) {
  106. var cx = Math.cos(x);
  107. var sx = Math.sin(x);
  108. var cy = Math.cos(y);
  109. var sy = Math.sin(y);
  110. var cz = Math.cos(z);
  111. var sz = Math.sin(z);
  112. var cxsy = cx * sy;
  113. var sxsy = sx * sy;
  114. _11 = cy * cz;
  115. _12 = cy * sz;
  116. _13 = -sy;
  117. _14 = 0;
  118. _21 = sxsy * cz - cx * sz;
  119. _22 = sxsy * sz + cx * cz;
  120. _23 = sx * cy;
  121. _24 = 0;
  122. _31 = cxsy * cz + sx * sz;
  123. _32 = cxsy * sz - sx * cz;
  124. _33 = cx * cy;
  125. _34 = 0;
  126. _41 = 0;
  127. _42 = 0;
  128. _43 = 0;
  129. _44 = 1;
  130. }
  131. public function translate( x = 0., y = 0., z = 0. ) {
  132. _11 += x * _14;
  133. _12 += y * _14;
  134. _13 += z * _14;
  135. _21 += x * _24;
  136. _22 += y * _24;
  137. _23 += z * _24;
  138. _31 += x * _34;
  139. _32 += y * _34;
  140. _33 += z * _34;
  141. _41 += x * _44;
  142. _42 += y * _44;
  143. _43 += z * _44;
  144. }
  145. public function scale( x = 1., y = 1., z = 1. ) {
  146. _11 *= x;
  147. _21 *= x;
  148. _31 *= x;
  149. _41 *= x;
  150. _12 *= y;
  151. _22 *= y;
  152. _32 *= y;
  153. _42 *= y;
  154. _13 *= z;
  155. _23 *= z;
  156. _33 *= z;
  157. _43 *= z;
  158. }
  159. public function rotate( x, y, z ) {
  160. var tmp = tmp;
  161. tmp.initRotate(x,y,z);
  162. multiply(this, tmp);
  163. }
  164. public function rotateAxis( axis, angle ) {
  165. var tmp = tmp;
  166. tmp.initRotateAxis(axis, angle);
  167. multiply(this, tmp);
  168. }
  169. public inline function pos( ?v : Vector ) {
  170. if( v == null )
  171. return new Vector( _41, _42 , _43 , _44 );
  172. v.x = _41;
  173. v.y = _42;
  174. v.z = _43;
  175. v.w = _44;
  176. return v;
  177. }
  178. public function prependTranslate( x = 0., y = 0., z = 0. ) {
  179. var vx = _11 * x + _21 * y + _31 * z + _41;
  180. var vy = _12 * x + _22 * y + _32 * z + _42;
  181. var vz = _13 * x + _23 * y + _33 * z + _43;
  182. var vw = _14 * x + _24 * y + _34 * z + _44;
  183. _41 = vx;
  184. _42 = vy;
  185. _43 = vz;
  186. _44 = vw;
  187. }
  188. public inline function getScale() {
  189. var v = new Vector();
  190. v.x = Math.sqrt(_11 * _11 + _12 * _12 + _13 * _13);
  191. v.y = Math.sqrt(_21 * _21 + _22 * _22 + _23 * _23);
  192. v.z = Math.sqrt(_31 * _31 + _32 * _32 + _33 * _33);
  193. if( getDeterminant() < 0 ) {
  194. v.x *= -1;
  195. v.y *= -1;
  196. v.z *= -1;
  197. }
  198. return v;
  199. }
  200. public function prependRotate( x, y, z ) {
  201. var tmp = tmp;
  202. tmp.initRotate(x,y,z);
  203. multiply(tmp, this);
  204. }
  205. public function prependRotateAxis( axis, angle ) {
  206. var tmp = tmp;
  207. tmp.initRotateAxis(axis, angle);
  208. multiply(tmp, this);
  209. }
  210. public function prependScale( sx = 1., sy = 1., sz = 1. ) {
  211. var tmp = tmp;
  212. tmp.initScale(sx,sy,sz);
  213. multiply(tmp, this);
  214. }
  215. @:noDebug
  216. public function multiply3x4( a : Matrix, b : Matrix ) {
  217. multiply3x4inline(a, b);
  218. }
  219. public inline function multiply3x4inline( a : Matrix, b : Matrix ) {
  220. var m11 = a._11; var m12 = a._12; var m13 = a._13;
  221. var m21 = a._21; var m22 = a._22; var m23 = a._23;
  222. var a31 = a._31; var a32 = a._32; var a33 = a._33;
  223. var a41 = a._41; var a42 = a._42; var a43 = a._43;
  224. var b11 = b._11; var b12 = b._12; var b13 = b._13;
  225. var b21 = b._21; var b22 = b._22; var b23 = b._23;
  226. var b31 = b._31; var b32 = b._32; var b33 = b._33;
  227. var b41 = b._41; var b42 = b._42; var b43 = b._43;
  228. _11 = m11 * b11 + m12 * b21 + m13 * b31;
  229. _12 = m11 * b12 + m12 * b22 + m13 * b32;
  230. _13 = m11 * b13 + m12 * b23 + m13 * b33;
  231. _14 = 0;
  232. _21 = m21 * b11 + m22 * b21 + m23 * b31;
  233. _22 = m21 * b12 + m22 * b22 + m23 * b32;
  234. _23 = m21 * b13 + m22 * b23 + m23 * b33;
  235. _24 = 0;
  236. _31 = a31 * b11 + a32 * b21 + a33 * b31;
  237. _32 = a31 * b12 + a32 * b22 + a33 * b32;
  238. _33 = a31 * b13 + a32 * b23 + a33 * b33;
  239. _34 = 0;
  240. _41 = a41 * b11 + a42 * b21 + a43 * b31 + b41;
  241. _42 = a41 * b12 + a42 * b22 + a43 * b32 + b42;
  242. _43 = a41 * b13 + a42 * b23 + a43 * b33 + b43;
  243. _44 = 1;
  244. }
  245. public function multiply( a : Matrix, b : Matrix ) {
  246. var a11 = a._11; var a12 = a._12; var a13 = a._13; var a14 = a._14;
  247. var a21 = a._21; var a22 = a._22; var a23 = a._23; var a24 = a._24;
  248. var a31 = a._31; var a32 = a._32; var a33 = a._33; var a34 = a._34;
  249. var a41 = a._41; var a42 = a._42; var a43 = a._43; var a44 = a._44;
  250. var b11 = b._11; var b12 = b._12; var b13 = b._13; var b14 = b._14;
  251. var b21 = b._21; var b22 = b._22; var b23 = b._23; var b24 = b._24;
  252. var b31 = b._31; var b32 = b._32; var b33 = b._33; var b34 = b._34;
  253. var b41 = b._41; var b42 = b._42; var b43 = b._43; var b44 = b._44;
  254. _11 = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  255. _12 = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  256. _13 = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  257. _14 = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  258. _21 = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  259. _22 = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  260. _23 = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  261. _24 = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  262. _31 = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  263. _32 = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  264. _33 = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  265. _34 = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  266. _41 = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  267. _42 = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  268. _43 = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  269. _44 = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  270. }
  271. public function multiplyValue( v : Float ) {
  272. _11 *= v;
  273. _12 *= v;
  274. _13 *= v;
  275. _14 *= v;
  276. _21 *= v;
  277. _22 *= v;
  278. _23 *= v;
  279. _24 *= v;
  280. _31 *= v;
  281. _32 *= v;
  282. _33 *= v;
  283. _34 *= v;
  284. _41 *= v;
  285. _42 *= v;
  286. _43 *= v;
  287. _44 *= v;
  288. }
  289. public inline function invert() {
  290. initInverse(this);
  291. }
  292. public inline function getDeterminant() {
  293. return _11 * (_22*_33 - _23*_32) + _12 * (_23*_31 - _21*_33) + _13 * (_21*_32 - _22*_31);
  294. }
  295. public function inverse3x4( m : Matrix ) {
  296. var m11 = m._11, m12 = m._12, m13 = m._13;
  297. var m21 = m._21, m22 = m._22, m23 = m._23;
  298. var m31 = m._31, m32 = m._32, m33 = m._33;
  299. var m41 = m._41, m42 = m._42, m43 = m._43;
  300. _11 = m22*m33 - m23*m32;
  301. _12 = m13*m32 - m12*m33;
  302. _13 = m12*m23 - m13*m22;
  303. _14 = 0;
  304. _21 = m23*m31 - m21*m33;
  305. _22 = m11*m33 - m13*m31;
  306. _23 = m13*m21 - m11*m23;
  307. _24 = 0;
  308. _31 = m21*m32 - m22*m31;
  309. _32 = m12*m31 - m11*m32;
  310. _33 = m11*m22 - m12*m21;
  311. _34 = 0;
  312. _41 = -m21 * m32 * m43 + m21 * m33 * m42 + m31 * m22 * m43 - m31 * m23 * m42 - m41 * m22 * m33 + m41 * m23 * m32;
  313. _42 = m11 * m32 * m43 - m11 * m33 * m42 - m31 * m12 * m43 + m31 * m13 * m42 + m41 * m12 * m33 - m41 * m13 * m32;
  314. _43 = -m11 * m22 * m43 + m11 * m23 * m42 + m21 * m12 * m43 - m21 * m13 * m42 - m41 * m12 * m23 + m41 * m13 * m22;
  315. _44 = m11 * m22 * m33 - m11 * m23 * m32 - m21 * m12 * m33 + m21 * m13 * m32 + m31 * m12 * m23 - m31 * m13 * m22;
  316. _44 = 1;
  317. var det = m11 * _11 + m12 * _21 + m13 * _31;
  318. if( Math.abs(det) < Math.EPSILON ) {
  319. zero();
  320. return;
  321. }
  322. var invDet = 1.0 / det;
  323. _11 *= invDet; _12 *= invDet; _13 *= invDet;
  324. _21 *= invDet; _22 *= invDet; _23 *= invDet;
  325. _31 *= invDet; _32 *= invDet; _33 *= invDet;
  326. _41 *= invDet; _42 *= invDet; _43 *= invDet;
  327. }
  328. public function initInverse( m : Matrix ) {
  329. var m11 = m._11; var m12 = m._12; var m13 = m._13; var m14 = m._14;
  330. var m21 = m._21; var m22 = m._22; var m23 = m._23; var m24 = m._24;
  331. var m31 = m._31; var m32 = m._32; var m33 = m._33; var m34 = m._34;
  332. var m41 = m._41; var m42 = m._42; var m43 = m._43; var m44 = m._44;
  333. _11 = m22 * m33 * m44 - m22 * m34 * m43 - m32 * m23 * m44 + m32 * m24 * m43 + m42 * m23 * m34 - m42 * m24 * m33;
  334. _12 = -m12 * m33 * m44 + m12 * m34 * m43 + m32 * m13 * m44 - m32 * m14 * m43 - m42 * m13 * m34 + m42 * m14 * m33;
  335. _13 = m12 * m23 * m44 - m12 * m24 * m43 - m22 * m13 * m44 + m22 * m14 * m43 + m42 * m13 * m24 - m42 * m14 * m23;
  336. _14 = -m12 * m23 * m34 + m12 * m24 * m33 + m22 * m13 * m34 - m22 * m14 * m33 - m32 * m13 * m24 + m32 * m14 * m23;
  337. _21 = -m21 * m33 * m44 + m21 * m34 * m43 + m31 * m23 * m44 - m31 * m24 * m43 - m41 * m23 * m34 + m41 * m24 * m33;
  338. _22 = m11 * m33 * m44 - m11 * m34 * m43 - m31 * m13 * m44 + m31 * m14 * m43 + m41 * m13 * m34 - m41 * m14 * m33;
  339. _23 = -m11 * m23 * m44 + m11 * m24 * m43 + m21 * m13 * m44 - m21 * m14 * m43 - m41 * m13 * m24 + m41 * m14 * m23;
  340. _24 = m11 * m23 * m34 - m11 * m24 * m33 - m21 * m13 * m34 + m21 * m14 * m33 + m31 * m13 * m24 - m31 * m14 * m23;
  341. _31 = m21 * m32 * m44 - m21 * m34 * m42 - m31 * m22 * m44 + m31 * m24 * m42 + m41 * m22 * m34 - m41 * m24 * m32;
  342. _32 = -m11 * m32 * m44 + m11 * m34 * m42 + m31 * m12 * m44 - m31 * m14 * m42 - m41 * m12 * m34 + m41 * m14 * m32;
  343. _33 = m11 * m22 * m44 - m11 * m24 * m42 - m21 * m12 * m44 + m21 * m14 * m42 + m41 * m12 * m24 - m41 * m14 * m22;
  344. _34 = -m11 * m22 * m34 + m11 * m24 * m32 + m21 * m12 * m34 - m21 * m14 * m32 - m31 * m12 * m24 + m31 * m14 * m22;
  345. _41 = -m21 * m32 * m43 + m21 * m33 * m42 + m31 * m22 * m43 - m31 * m23 * m42 - m41 * m22 * m33 + m41 * m23 * m32;
  346. _42 = m11 * m32 * m43 - m11 * m33 * m42 - m31 * m12 * m43 + m31 * m13 * m42 + m41 * m12 * m33 - m41 * m13 * m32;
  347. _43 = -m11 * m22 * m43 + m11 * m23 * m42 + m21 * m12 * m43 - m21 * m13 * m42 - m41 * m12 * m23 + m41 * m13 * m22;
  348. _44 = m11 * m22 * m33 - m11 * m23 * m32 - m21 * m12 * m33 + m21 * m13 * m32 + m31 * m12 * m23 - m31 * m13 * m22;
  349. var det = m11 * _11 + m12 * _21 + m13 * _31 + m14 * _41;
  350. if( Math.abs(det) < Math.EPSILON ) {
  351. zero();
  352. return;
  353. }
  354. det = 1.0 / det;
  355. _11 *= det;
  356. _12 *= det;
  357. _13 *= det;
  358. _14 *= det;
  359. _21 *= det;
  360. _22 *= det;
  361. _23 *= det;
  362. _24 *= det;
  363. _31 *= det;
  364. _32 *= det;
  365. _33 *= det;
  366. _34 *= det;
  367. _41 *= det;
  368. _42 *= det;
  369. _43 *= det;
  370. _44 *= det;
  371. }
  372. public function initInverse3x3( m : Matrix ) {
  373. var m11 = m._11; var m12 = m._12; var m13 = m._13;
  374. var m21 = m._21; var m22 = m._22; var m23 = m._23;
  375. var m31 = m._31; var m32 = m._32; var m33 = m._33;
  376. _11 = m22 * m33 - m32 * m23;
  377. _12 = -m12 * m33 + m32 * m13;
  378. _13 = m12 * m23 - m22 * m13;
  379. _21 = -m21 * m33 + m31 * m23;
  380. _22 = m11 * m33 - m31 * m13;
  381. _23 = -m11 * m23 + m21 * m13;
  382. _31 = m21 * m32 - m31 * m22;
  383. _32 = -m11 * m32 + m31 * m12;
  384. _33 = m11 * m22 - m21 * m12;
  385. var det = m11 * _11 + m12 * _21 + m13 * _31;
  386. if( Math.abs(det) < Math.EPSILON ) {
  387. zero();
  388. return;
  389. }
  390. det = 1.0 / det;
  391. _11 *= det;
  392. _12 *= det;
  393. _13 *= det;
  394. _14 = 0;
  395. _21 *= det;
  396. _22 *= det;
  397. _23 *= det;
  398. _24 = 0;
  399. _31 *= det;
  400. _32 *= det;
  401. _33 *= det;
  402. _34 = 0;
  403. _41 = 0;
  404. _42 = 0;
  405. _43 = 0;
  406. _44 = 1;
  407. }
  408. public function transpose() {
  409. var tmp;
  410. tmp = _12; _12 = _21; _21 = tmp;
  411. tmp = _13; _13 = _31; _31 = tmp;
  412. tmp = _14; _14 = _41; _41 = tmp;
  413. tmp = _23; _23 = _32; _32 = tmp;
  414. tmp = _24; _24 = _42; _42 = tmp;
  415. tmp = _34; _34 = _43; _43 = tmp;
  416. }
  417. public function clone() {
  418. var m = new Matrix();
  419. m._11 = _11; m._12 = _12; m._13 = _13; m._14 = _14;
  420. m._21 = _21; m._22 = _22; m._23 = _23; m._24 = _24;
  421. m._31 = _31; m._32 = _32; m._33 = _33; m._34 = _34;
  422. m._41 = _41; m._42 = _42; m._43 = _43; m._44 = _44;
  423. return m;
  424. }
  425. public function loadFrom( m : Matrix ) {
  426. _11 = m._11; _12 = m._12; _13 = m._13; _14 = m._14;
  427. _21 = m._21; _22 = m._22; _23 = m._23; _24 = m._24;
  428. _31 = m._31; _32 = m._32; _33 = m._33; _34 = m._34;
  429. _41 = m._41; _42 = m._42; _43 = m._43; _44 = m._44;
  430. }
  431. public function load( a : Array<Float> ) {
  432. _11 = a[0]; _12 = a[1]; _13 = a[2]; _14 = a[3];
  433. _21 = a[4]; _22 = a[5]; _23 = a[6]; _24 = a[7];
  434. _31 = a[8]; _32 = a[9]; _33 = a[10]; _34 = a[11];
  435. _41 = a[12]; _42 = a[13]; _43 = a[14]; _44 = a[15];
  436. }
  437. public function getFloats() {
  438. return [_11, _12, _13, _14, _21, _22, _23, _24, _31, _32, _33, _34, _41, _42, _43, _44];
  439. }
  440. public function toString() {
  441. return "MAT=[\n" +
  442. " [ " + Math.fmt(_11) + ", " + Math.fmt(_12) + ", " + Math.fmt(_13) + ", " + Math.fmt(_14) + " ]\n" +
  443. " [ " + Math.fmt(_21) + ", " + Math.fmt(_22) + ", " + Math.fmt(_23) + ", " + Math.fmt(_24) + " ]\n" +
  444. " [ " + Math.fmt(_31) + ", " + Math.fmt(_32) + ", " + Math.fmt(_33) + ", " + Math.fmt(_34) + " ]\n" +
  445. " [ " + Math.fmt(_41) + ", " + Math.fmt(_42) + ", " + Math.fmt(_43) + ", " + Math.fmt(_44) + " ]\n" +
  446. "]";
  447. }
  448. // ---- COLOR MATRIX FUNCTIONS -------
  449. static inline var lumR = 0.212671;
  450. static inline var lumG = 0.71516;
  451. static inline var lumB = 0.072169;
  452. static inline var SQ13 = 0.57735026918962576450914878050196; // sqrt(1/3)
  453. public function colorHue( hue : Float ) {
  454. if( hue == 0. )
  455. return;
  456. var cosA = Math.cos(-hue);
  457. var sinA = Math.sin(-hue);
  458. var ch = (1 - cosA) / 3;
  459. var tmp = tmp;
  460. tmp._11 = cosA + ch;
  461. tmp._12 = ch - SQ13 * sinA;
  462. tmp._13 = ch + SQ13 * sinA;
  463. tmp._21 = ch + SQ13 * sinA;
  464. tmp._22 = cosA + ch;
  465. tmp._23 = ch - SQ13 * sinA;
  466. tmp._31 = ch - SQ13 * sinA;
  467. tmp._32 = ch + SQ13 * sinA;
  468. tmp._33 = cosA + ch;
  469. tmp._34 = 0;
  470. tmp._41 = 0;
  471. tmp._42 = 0;
  472. tmp._43 = 0;
  473. multiply3x4(this, tmp);
  474. }
  475. public function colorSaturation( sat : Float ) {
  476. sat += 1;
  477. var is = 1 - sat;
  478. var r = is * lumR;
  479. var g = is * lumG;
  480. var b = is * lumB;
  481. var tmp = tmp;
  482. tmp._11 = r + sat;
  483. tmp._12 = r;
  484. tmp._13 = r;
  485. tmp._21 = g;
  486. tmp._22 = g + sat;
  487. tmp._23 = g;
  488. tmp._31 = b;
  489. tmp._32 = b;
  490. tmp._33 = b + sat;
  491. tmp._41 = 0;
  492. tmp._42 = 0;
  493. tmp._43 = 0;
  494. multiply3x4(this, tmp);
  495. }
  496. public function colorContrast( contrast : Float ) {
  497. var tmp = tmp;
  498. var v = contrast + 1;
  499. tmp._11 = v;
  500. tmp._12 = 0;
  501. tmp._13 = 0;
  502. tmp._21 = 0;
  503. tmp._22 = v;
  504. tmp._23 = 0;
  505. tmp._31 = 0;
  506. tmp._32 = 0;
  507. tmp._33 = v;
  508. tmp._41 = -contrast*0.5;
  509. tmp._42 = -contrast*0.5;
  510. tmp._43 = -contrast*0.5;
  511. multiply3x4(this, tmp);
  512. }
  513. public function colorLightness( lightness : Float ) {
  514. _41 += lightness;
  515. _42 += lightness;
  516. _43 += lightness;
  517. }
  518. public function colorGain( color : Int, alpha : Float ) {
  519. var tmp = tmp;
  520. tmp._11 = 1 - alpha;
  521. tmp._12 = 0;
  522. tmp._13 = 0;
  523. tmp._21 = 0;
  524. tmp._22 = 1 - alpha;
  525. tmp._23 = 0;
  526. tmp._31 = 0;
  527. tmp._32 = 0;
  528. tmp._33 = 1 - alpha;
  529. tmp._41 = (((color >> 16) & 0xFF) / 255) * alpha;
  530. tmp._42 = (((color >> 8) & 0xFF) / 255) * alpha;
  531. tmp._43 = ((color & 0xFF) / 255) * alpha;
  532. multiply3x4(this, tmp);
  533. }
  534. public function colorBits( bits : Int, blend : Float ) {
  535. var t11 = 0., t12 = 0., t13 = 0.;
  536. var t21 = 0., t22 = 0., t23 = 0.;
  537. var t31 = 0., t32 = 0., t33 = 0.;
  538. var c = bits;
  539. if( c & 1 == 1 ) t11 = 1; c >>= 1;
  540. if( c & 1 == 1 ) t12 = 1; c >>= 1;
  541. if( c & 1 == 1 ) t13 = 1; c >>= 1;
  542. if( c & 1 == 1 ) t21 = 1; c >>= 1;
  543. if( c & 1 == 1 ) t22 = 1; c >>= 1;
  544. if( c & 1 == 1 ) t23 = 1; c >>= 1;
  545. if( c & 1 == 1 ) t31 = 1; c >>= 1;
  546. if( c & 1 == 1 ) t32 = 1; c >>= 1;
  547. if( c & 1 == 1 ) t33 = 1; c >>= 1;
  548. var r = t11 + t21 + t31;
  549. var g = t12 + t22 + t32;
  550. var b = t13 + t23 + t33;
  551. if( r > 1 ) { t11 /= r; t21 /= r; t31 /= r; }
  552. if( g > 1 ) { t12 /= g; t22 /= g; t32 /= g; }
  553. if( b > 1 ) { t13 /= b; t23 /= b; t33 /= b; }
  554. // multiply our 3x3 by current matrix
  555. var b11 = _11 * t11 + _12 * t21 + _13 * t31;
  556. var b12 = _11 * t12 + _12 * t22 + _13 * t32;
  557. var b13 = _11 * t13 + _12 * t23 + _13 * t33;
  558. var b21 = _21 * t11 + _22 * t21 + _23 * t31;
  559. var b22 = _21 * t12 + _22 * t22 + _23 * t32;
  560. var b23 = _21 * t13 + _22 * t23 + _23 * t33;
  561. var b31 = _31 * t11 + _32 * t21 + _33 * t31;
  562. var b32 = _31 * t12 + _32 * t22 + _33 * t32;
  563. var b33 = _31 * t13 + _32 * t23 + _33 * t33;
  564. // blend it
  565. var ik = blend, k = 1 - ik;
  566. _11 = _11 * k + b11 * ik;
  567. _12 = _12 * k + b12 * ik;
  568. _13 = _13 * k + b13 * ik;
  569. _21 = _21 * k + b21 * ik;
  570. _22 = _22 * k + b22 * ik;
  571. _23 = _23 * k + b23 * ik;
  572. _31 = _31 * k + b31 * ik;
  573. _32 = _32 * k + b32 * ik;
  574. _33 = _33 * k + b33 * ik;
  575. }
  576. public inline function colorAdd( c : Int ) {
  577. _41 += ((c >> 16) & 0xFF) / 255;
  578. _42 += ((c >> 8) & 0xFF) / 255;
  579. _43 += (c & 0xFF) / 255;
  580. }
  581. public inline function colorSet( c : Int, alpha = 1. ) {
  582. zero();
  583. _44 = alpha;
  584. colorAdd(c);
  585. }
  586. // STATICS
  587. public static function I() {
  588. var m = new Matrix();
  589. m.identity();
  590. return m;
  591. }
  592. public static function L( a : Array<Float> ) {
  593. var m = new Matrix();
  594. m.load(a);
  595. return m;
  596. }
  597. public static function T( x = 0., y = 0., z = 0. ) {
  598. var m = new Matrix();
  599. m.initTranslate(x, y, z);
  600. return m;
  601. }
  602. public static function R(x,y,z) {
  603. var m = new Matrix();
  604. m.initRotate(x,y,z);
  605. return m;
  606. }
  607. public static function S( x = 1., y = 1., z = 1.0 ) {
  608. var m = new Matrix();
  609. m.initScale(x, y, z);
  610. return m;
  611. }
  612. /**
  613. Build a rotation Matrix so the X axis will look at the given direction, and the Z axis will be the Up vector ([0,0,1] by default)
  614. **/
  615. public static function lookAtX( dir : Vector, ?up : Vector, ?m : Matrix ) {
  616. if( up == null ) up = new Vector(0, 0, 1);
  617. if( m == null ) m = new Matrix();
  618. var ax = dir.getNormalized();
  619. var ay = up.cross(ax).getNormalized();
  620. if( ay.lengthSq() < Math.EPSILON ) {
  621. ay.x = ax.y;
  622. ay.y = ax.z;
  623. ay.z = ax.x;
  624. }
  625. var az = ax.cross(ay);
  626. m._11 = ax.x;
  627. m._12 = ax.y;
  628. m._13 = ax.z;
  629. m._14 = 0;
  630. m._21 = ay.x;
  631. m._22 = ay.y;
  632. m._23 = ay.z;
  633. m._24 = 0;
  634. m._31 = az.x;
  635. m._32 = az.y;
  636. m._33 = az.z;
  637. m._34 = 0;
  638. m._41 = 0;
  639. m._42 = 0;
  640. m._43 = 0;
  641. m._44 = 1;
  642. return m;
  643. }
  644. }