Matrix.hx 24 KB

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  1. package h3d;
  2. import hxd.Math;
  3. typedef ColorAdjust = {
  4. ?saturation : Float,
  5. ?lightness : Float,
  6. ?hue : Float,
  7. ?contrast : Float,
  8. ?gain : { color : Int, alpha : Float },
  9. };
  10. class MatrixImpl {
  11. static var tmp = new Matrix();
  12. public var _11 : Float;
  13. public var _12 : Float;
  14. public var _13 : Float;
  15. public var _14 : Float;
  16. public var _21 : Float;
  17. public var _22 : Float;
  18. public var _23 : Float;
  19. public var _24 : Float;
  20. public var _31 : Float;
  21. public var _32 : Float;
  22. public var _33 : Float;
  23. public var _34 : Float;
  24. public var _41 : Float;
  25. public var _42 : Float;
  26. public var _43 : Float;
  27. public var _44 : Float;
  28. public var tx(get, set) : Float;
  29. public var ty(get, set) : Float;
  30. public var tz(get, set) : Float;
  31. inline public function new() {
  32. }
  33. inline function get_tx() return _41;
  34. inline function get_ty() return _42;
  35. inline function get_tz() return _43;
  36. inline function set_tx(v) return _41 = v;
  37. inline function set_ty(v) return _42 = v;
  38. inline function set_tz(v) return _43 = v;
  39. public function equal( other : Matrix ) {
  40. return _11 == other._11 && _12 == other._12 && _13 == other._13 && _14 == other._14
  41. && _21 == other._21 && _22 == other._22 && _23 == other._23 && _24 == other._24
  42. && _31 == other._31 && _32 == other._32 && _33 == other._33 && _34 == other._34
  43. && _41 == other._41 && _42 == other._42 && _43 == other._43 && _44 == other._44;
  44. }
  45. public function zero() {
  46. _11 = 0.0; _12 = 0.0; _13 = 0.0; _14 = 0.0;
  47. _21 = 0.0; _22 = 0.0; _23 = 0.0; _24 = 0.0;
  48. _31 = 0.0; _32 = 0.0; _33 = 0.0; _34 = 0.0;
  49. _41 = 0.0; _42 = 0.0; _43 = 0.0; _44 = 0.0;
  50. }
  51. public function identity() {
  52. _11 = 1.0; _12 = 0.0; _13 = 0.0; _14 = 0.0;
  53. _21 = 0.0; _22 = 1.0; _23 = 0.0; _24 = 0.0;
  54. _31 = 0.0; _32 = 0.0; _33 = 1.0; _34 = 0.0;
  55. _41 = 0.0; _42 = 0.0; _43 = 0.0; _44 = 1.0;
  56. }
  57. public function isIdentity() {
  58. if( _41 != 0 || _42 != 0 || _43 != 0 )
  59. return false;
  60. if( _11 != 1 || _22 != 1 || _33 != 1 )
  61. return false;
  62. if( _12 != 0 || _13 != 0 || _14 != 0 )
  63. return false;
  64. if( _21 != 0 || _23 != 0 || _24 != 0 )
  65. return false;
  66. if( _31 != 0 || _32 != 0 || _34 != 0 )
  67. return false;
  68. return _44 == 1;
  69. }
  70. public function isIdentityEpsilon( e : Float ) {
  71. if( Math.abs(_41) > e || Math.abs(_42) > e || Math.abs(_43) > e )
  72. return false;
  73. if( Math.abs(_11-1) > e || Math.abs(_22-1) > e || Math.abs(_33-1) > e )
  74. return false;
  75. if( Math.abs(_12) > e || Math.abs(_13) > e || Math.abs(_14) > e )
  76. return false;
  77. if( Math.abs(_21) > e || Math.abs(_23) > e || Math.abs(_24) > e )
  78. return false;
  79. if( Math.abs(_31) > e || Math.abs(_32) > e || Math.abs(_34) > e )
  80. return false;
  81. return Math.abs(_44 - 1) <= e;
  82. }
  83. public function initRotationX( a : Float ) {
  84. var cos = Math.cos(a);
  85. var sin = Math.sin(a);
  86. _11 = 1.0; _12 = 0.0; _13 = 0.0; _14 = 0.0;
  87. _21 = 0.0; _22 = cos; _23 = sin; _24 = 0.0;
  88. _31 = 0.0; _32 = -sin; _33 = cos; _34 = 0.0;
  89. _41 = 0.0; _42 = 0.0; _43 = 0.0; _44 = 1.0;
  90. }
  91. public function initRotationY( a : Float ) {
  92. var cos = Math.cos(a);
  93. var sin = Math.sin(a);
  94. _11 = cos; _12 = 0.0; _13 = -sin; _14 = 0.0;
  95. _21 = 0.0; _22 = 1.0; _23 = 0.0; _24 = 0.0;
  96. _31 = sin; _32 = 0.0; _33 = cos; _34 = 0.0;
  97. _41 = 0.0; _42 = 0.0; _43 = 0.0; _44 = 1.0;
  98. }
  99. public function initRotationZ( a : Float ) {
  100. var cos = Math.cos(a);
  101. var sin = Math.sin(a);
  102. _11 = cos; _12 = sin; _13 = 0.0; _14 = 0.0;
  103. _21 = -sin; _22 = cos; _23 = 0.0; _24 = 0.0;
  104. _31 = 0.0; _32 = 0.0; _33 = 1.0; _34 = 0.0;
  105. _41 = 0.0; _42 = 0.0; _43 = 0.0; _44 = 1.0;
  106. }
  107. public function initTranslation( x = 0., y = 0., z = 0. ) {
  108. _11 = 1.0; _12 = 0.0; _13 = 0.0; _14 = 0.0;
  109. _21 = 0.0; _22 = 1.0; _23 = 0.0; _24 = 0.0;
  110. _31 = 0.0; _32 = 0.0; _33 = 1.0; _34 = 0.0;
  111. _41 = x; _42 = y; _43 = z; _44 = 1.0;
  112. }
  113. public function initScale( x = 1., y = 1., z = 1. ) {
  114. _11 = x; _12 = 0.0; _13 = 0.0; _14 = 0.0;
  115. _21 = 0.0; _22 = y; _23 = 0.0; _24 = 0.0;
  116. _31 = 0.0; _32 = 0.0; _33 = z; _34 = 0.0;
  117. _41 = 0.0; _42 = 0.0; _43 = 0.0; _44 = 1.0;
  118. }
  119. public function initRotationAxis( axis : Vector, angle : Float ) {
  120. var cos = Math.cos(angle), sin = Math.sin(angle);
  121. var cos1 = 1 - cos;
  122. var x = -axis.x, y = -axis.y, z = -axis.z;
  123. var xx = x * x, yy = y * y, zz = z * z;
  124. var len = Math.invSqrt(xx + yy + zz);
  125. x *= len;
  126. y *= len;
  127. z *= len;
  128. var xcos1 = x * cos1, zcos1 = z * cos1;
  129. _11 = cos + x * xcos1;
  130. _12 = y * xcos1 - z * sin;
  131. _13 = x * zcos1 + y * sin;
  132. _14 = 0.;
  133. _21 = y * xcos1 + z * sin;
  134. _22 = cos + y * y * cos1;
  135. _23 = y * zcos1 - x * sin;
  136. _24 = 0.;
  137. _31 = x * zcos1 - y * sin;
  138. _32 = y * zcos1 + x * sin;
  139. _33 = cos + z * zcos1;
  140. _34 = 0.;
  141. _41 = 0.; _42 = 0.; _43 = 0.; _44 = 1.;
  142. }
  143. public function initRotation( x : Float, y : Float, z : Float ) {
  144. var cx = Math.cos(x);
  145. var sx = Math.sin(x);
  146. var cy = Math.cos(y);
  147. var sy = Math.sin(y);
  148. var cz = Math.cos(z);
  149. var sz = Math.sin(z);
  150. var cxsy = cx * sy;
  151. var sxsy = sx * sy;
  152. _11 = cy * cz;
  153. _12 = cy * sz;
  154. _13 = -sy;
  155. _14 = 0;
  156. _21 = sxsy * cz - cx * sz;
  157. _22 = sxsy * sz + cx * cz;
  158. _23 = sx * cy;
  159. _24 = 0;
  160. _31 = cxsy * cz + sx * sz;
  161. _32 = cxsy * sz - sx * cz;
  162. _33 = cx * cy;
  163. _34 = 0;
  164. _41 = 0;
  165. _42 = 0;
  166. _43 = 0;
  167. _44 = 1;
  168. }
  169. public function translate( x = 0., y = 0., z = 0. ) {
  170. _11 += x * _14;
  171. _12 += y * _14;
  172. _13 += z * _14;
  173. _21 += x * _24;
  174. _22 += y * _24;
  175. _23 += z * _24;
  176. _31 += x * _34;
  177. _32 += y * _34;
  178. _33 += z * _34;
  179. _41 += x * _44;
  180. _42 += y * _44;
  181. _43 += z * _44;
  182. }
  183. public function scale( x = 1., y = 1., z = 1. ) {
  184. _11 *= x;
  185. _21 *= x;
  186. _31 *= x;
  187. _41 *= x;
  188. _12 *= y;
  189. _22 *= y;
  190. _32 *= y;
  191. _42 *= y;
  192. _13 *= z;
  193. _23 *= z;
  194. _33 *= z;
  195. _43 *= z;
  196. }
  197. public function rotate( x, y, z ) {
  198. var tmp = tmp;
  199. tmp.initRotation(x,y,z);
  200. multiply(this, tmp);
  201. }
  202. public function rotateAxis( axis, angle ) {
  203. var tmp = tmp;
  204. tmp.initRotationAxis(axis, angle);
  205. multiply(this, tmp);
  206. }
  207. public inline function getPosition() {
  208. var v = new Vector();
  209. v.set(_41,_42,_43,_44);
  210. return v;
  211. }
  212. public inline function setPosition( v : Vector ) {
  213. _41 = v.x;
  214. _42 = v.y;
  215. _43 = v.z;
  216. _44 = v.w;
  217. }
  218. public function prependTranslation( x = 0., y = 0., z = 0. ) {
  219. var vx = _11 * x + _21 * y + _31 * z + _41;
  220. var vy = _12 * x + _22 * y + _32 * z + _42;
  221. var vz = _13 * x + _23 * y + _33 * z + _43;
  222. var vw = _14 * x + _24 * y + _34 * z + _44;
  223. _41 = vx;
  224. _42 = vy;
  225. _43 = vz;
  226. _44 = vw;
  227. }
  228. public inline function getScale() {
  229. var v = new Vector();
  230. v.x = Math.sqrt(_11 * _11 + _12 * _12 + _13 * _13);
  231. v.y = Math.sqrt(_21 * _21 + _22 * _22 + _23 * _23);
  232. v.z = Math.sqrt(_31 * _31 + _32 * _32 + _33 * _33);
  233. if( getDeterminant() < 0 ) {
  234. v.x *= -1;
  235. v.y *= -1;
  236. v.z *= -1;
  237. }
  238. return v;
  239. }
  240. public function prependRotation( x, y, z ) {
  241. var tmp = tmp;
  242. tmp.initRotation(x,y,z);
  243. multiply(tmp, this);
  244. }
  245. public function prependRotationAxis( axis, angle ) {
  246. var tmp = tmp;
  247. tmp.initRotationAxis(axis, angle);
  248. multiply(tmp, this);
  249. }
  250. public function prependScale( sx = 1., sy = 1., sz = 1. ) {
  251. var tmp = tmp;
  252. tmp.initScale(sx,sy,sz);
  253. multiply(tmp, this);
  254. }
  255. @:noDebug
  256. public function multiply3x4( a : Matrix, b : Matrix ) {
  257. multiply3x4inline(a, b);
  258. }
  259. public inline function multiply3x4inline( a : Matrix, b : Matrix ) {
  260. var m11 = a._11; var m12 = a._12; var m13 = a._13;
  261. var m21 = a._21; var m22 = a._22; var m23 = a._23;
  262. var a31 = a._31; var a32 = a._32; var a33 = a._33;
  263. var a41 = a._41; var a42 = a._42; var a43 = a._43;
  264. var b11 = b._11; var b12 = b._12; var b13 = b._13;
  265. var b21 = b._21; var b22 = b._22; var b23 = b._23;
  266. var b31 = b._31; var b32 = b._32; var b33 = b._33;
  267. var b41 = b._41; var b42 = b._42; var b43 = b._43;
  268. _11 = m11 * b11 + m12 * b21 + m13 * b31;
  269. _12 = m11 * b12 + m12 * b22 + m13 * b32;
  270. _13 = m11 * b13 + m12 * b23 + m13 * b33;
  271. _14 = 0;
  272. _21 = m21 * b11 + m22 * b21 + m23 * b31;
  273. _22 = m21 * b12 + m22 * b22 + m23 * b32;
  274. _23 = m21 * b13 + m22 * b23 + m23 * b33;
  275. _24 = 0;
  276. _31 = a31 * b11 + a32 * b21 + a33 * b31;
  277. _32 = a31 * b12 + a32 * b22 + a33 * b32;
  278. _33 = a31 * b13 + a32 * b23 + a33 * b33;
  279. _34 = 0;
  280. _41 = a41 * b11 + a42 * b21 + a43 * b31 + b41;
  281. _42 = a41 * b12 + a42 * b22 + a43 * b32 + b42;
  282. _43 = a41 * b13 + a42 * b23 + a43 * b33 + b43;
  283. _44 = 1;
  284. }
  285. public function multiply( a : Matrix, b : Matrix ) {
  286. var a11 = a._11; var a12 = a._12; var a13 = a._13; var a14 = a._14;
  287. var a21 = a._21; var a22 = a._22; var a23 = a._23; var a24 = a._24;
  288. var a31 = a._31; var a32 = a._32; var a33 = a._33; var a34 = a._34;
  289. var a41 = a._41; var a42 = a._42; var a43 = a._43; var a44 = a._44;
  290. var b11 = b._11; var b12 = b._12; var b13 = b._13; var b14 = b._14;
  291. var b21 = b._21; var b22 = b._22; var b23 = b._23; var b24 = b._24;
  292. var b31 = b._31; var b32 = b._32; var b33 = b._33; var b34 = b._34;
  293. var b41 = b._41; var b42 = b._42; var b43 = b._43; var b44 = b._44;
  294. _11 = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  295. _12 = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  296. _13 = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  297. _14 = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  298. _21 = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  299. _22 = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  300. _23 = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  301. _24 = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  302. _31 = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  303. _32 = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  304. _33 = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  305. _34 = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  306. _41 = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  307. _42 = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  308. _43 = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  309. _44 = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  310. }
  311. public function multiplyValue( v : Float ) {
  312. _11 *= v;
  313. _12 *= v;
  314. _13 *= v;
  315. _14 *= v;
  316. _21 *= v;
  317. _22 *= v;
  318. _23 *= v;
  319. _24 *= v;
  320. _31 *= v;
  321. _32 *= v;
  322. _33 *= v;
  323. _34 *= v;
  324. _41 *= v;
  325. _42 *= v;
  326. _43 *= v;
  327. _44 *= v;
  328. }
  329. public inline function invert() {
  330. initInverse(this);
  331. }
  332. public function getInverse( ?m : h3d.Matrix ) {
  333. if( m == null ) m = new h3d.Matrix();
  334. m.initInverse(this);
  335. return m;
  336. }
  337. public inline function getDeterminant() {
  338. return _11 * (_22*_33 - _23*_32) + _12 * (_23*_31 - _21*_33) + _13 * (_21*_32 - _22*_31);
  339. }
  340. public function inverse3x4( m : Matrix ) {
  341. var m11 = m._11, m12 = m._12, m13 = m._13;
  342. var m21 = m._21, m22 = m._22, m23 = m._23;
  343. var m31 = m._31, m32 = m._32, m33 = m._33;
  344. var m41 = m._41, m42 = m._42, m43 = m._43;
  345. _11 = m22*m33 - m23*m32;
  346. _12 = m13*m32 - m12*m33;
  347. _13 = m12*m23 - m13*m22;
  348. _14 = 0;
  349. _21 = m23*m31 - m21*m33;
  350. _22 = m11*m33 - m13*m31;
  351. _23 = m13*m21 - m11*m23;
  352. _24 = 0;
  353. _31 = m21*m32 - m22*m31;
  354. _32 = m12*m31 - m11*m32;
  355. _33 = m11*m22 - m12*m21;
  356. _34 = 0;
  357. _41 = -m21 * m32 * m43 + m21 * m33 * m42 + m31 * m22 * m43 - m31 * m23 * m42 - m41 * m22 * m33 + m41 * m23 * m32;
  358. _42 = m11 * m32 * m43 - m11 * m33 * m42 - m31 * m12 * m43 + m31 * m13 * m42 + m41 * m12 * m33 - m41 * m13 * m32;
  359. _43 = -m11 * m22 * m43 + m11 * m23 * m42 + m21 * m12 * m43 - m21 * m13 * m42 - m41 * m12 * m23 + m41 * m13 * m22;
  360. _44 = m11 * m22 * m33 - m11 * m23 * m32 - m21 * m12 * m33 + m21 * m13 * m32 + m31 * m12 * m23 - m31 * m13 * m22;
  361. _44 = 1;
  362. var det = m11 * _11 + m12 * _21 + m13 * _31;
  363. if( Math.abs(det) < Math.EPSILON ) {
  364. zero();
  365. return;
  366. }
  367. var invDet = 1.0 / det;
  368. _11 *= invDet; _12 *= invDet; _13 *= invDet;
  369. _21 *= invDet; _22 *= invDet; _23 *= invDet;
  370. _31 *= invDet; _32 *= invDet; _33 *= invDet;
  371. _41 *= invDet; _42 *= invDet; _43 *= invDet;
  372. }
  373. public function initInverse( m : Matrix ) {
  374. var m11 = m._11; var m12 = m._12; var m13 = m._13; var m14 = m._14;
  375. var m21 = m._21; var m22 = m._22; var m23 = m._23; var m24 = m._24;
  376. var m31 = m._31; var m32 = m._32; var m33 = m._33; var m34 = m._34;
  377. var m41 = m._41; var m42 = m._42; var m43 = m._43; var m44 = m._44;
  378. _11 = m22 * m33 * m44 - m22 * m34 * m43 - m32 * m23 * m44 + m32 * m24 * m43 + m42 * m23 * m34 - m42 * m24 * m33;
  379. _12 = -m12 * m33 * m44 + m12 * m34 * m43 + m32 * m13 * m44 - m32 * m14 * m43 - m42 * m13 * m34 + m42 * m14 * m33;
  380. _13 = m12 * m23 * m44 - m12 * m24 * m43 - m22 * m13 * m44 + m22 * m14 * m43 + m42 * m13 * m24 - m42 * m14 * m23;
  381. _14 = -m12 * m23 * m34 + m12 * m24 * m33 + m22 * m13 * m34 - m22 * m14 * m33 - m32 * m13 * m24 + m32 * m14 * m23;
  382. _21 = -m21 * m33 * m44 + m21 * m34 * m43 + m31 * m23 * m44 - m31 * m24 * m43 - m41 * m23 * m34 + m41 * m24 * m33;
  383. _22 = m11 * m33 * m44 - m11 * m34 * m43 - m31 * m13 * m44 + m31 * m14 * m43 + m41 * m13 * m34 - m41 * m14 * m33;
  384. _23 = -m11 * m23 * m44 + m11 * m24 * m43 + m21 * m13 * m44 - m21 * m14 * m43 - m41 * m13 * m24 + m41 * m14 * m23;
  385. _24 = m11 * m23 * m34 - m11 * m24 * m33 - m21 * m13 * m34 + m21 * m14 * m33 + m31 * m13 * m24 - m31 * m14 * m23;
  386. _31 = m21 * m32 * m44 - m21 * m34 * m42 - m31 * m22 * m44 + m31 * m24 * m42 + m41 * m22 * m34 - m41 * m24 * m32;
  387. _32 = -m11 * m32 * m44 + m11 * m34 * m42 + m31 * m12 * m44 - m31 * m14 * m42 - m41 * m12 * m34 + m41 * m14 * m32;
  388. _33 = m11 * m22 * m44 - m11 * m24 * m42 - m21 * m12 * m44 + m21 * m14 * m42 + m41 * m12 * m24 - m41 * m14 * m22;
  389. _34 = -m11 * m22 * m34 + m11 * m24 * m32 + m21 * m12 * m34 - m21 * m14 * m32 - m31 * m12 * m24 + m31 * m14 * m22;
  390. _41 = -m21 * m32 * m43 + m21 * m33 * m42 + m31 * m22 * m43 - m31 * m23 * m42 - m41 * m22 * m33 + m41 * m23 * m32;
  391. _42 = m11 * m32 * m43 - m11 * m33 * m42 - m31 * m12 * m43 + m31 * m13 * m42 + m41 * m12 * m33 - m41 * m13 * m32;
  392. _43 = -m11 * m22 * m43 + m11 * m23 * m42 + m21 * m12 * m43 - m21 * m13 * m42 - m41 * m12 * m23 + m41 * m13 * m22;
  393. _44 = m11 * m22 * m33 - m11 * m23 * m32 - m21 * m12 * m33 + m21 * m13 * m32 + m31 * m12 * m23 - m31 * m13 * m22;
  394. var det = m11 * _11 + m12 * _21 + m13 * _31 + m14 * _41;
  395. if( Math.abs(det) < Math.EPSILON ) {
  396. zero();
  397. return;
  398. }
  399. det = 1.0 / det;
  400. _11 *= det;
  401. _12 *= det;
  402. _13 *= det;
  403. _14 *= det;
  404. _21 *= det;
  405. _22 *= det;
  406. _23 *= det;
  407. _24 *= det;
  408. _31 *= det;
  409. _32 *= det;
  410. _33 *= det;
  411. _34 *= det;
  412. _41 *= det;
  413. _42 *= det;
  414. _43 *= det;
  415. _44 *= det;
  416. }
  417. public function initInverse3x3( m : Matrix ) {
  418. var m11 = m._11; var m12 = m._12; var m13 = m._13;
  419. var m21 = m._21; var m22 = m._22; var m23 = m._23;
  420. var m31 = m._31; var m32 = m._32; var m33 = m._33;
  421. _11 = m22 * m33 - m32 * m23;
  422. _12 = -m12 * m33 + m32 * m13;
  423. _13 = m12 * m23 - m22 * m13;
  424. _21 = -m21 * m33 + m31 * m23;
  425. _22 = m11 * m33 - m31 * m13;
  426. _23 = -m11 * m23 + m21 * m13;
  427. _31 = m21 * m32 - m31 * m22;
  428. _32 = -m11 * m32 + m31 * m12;
  429. _33 = m11 * m22 - m21 * m12;
  430. var det = m11 * _11 + m12 * _21 + m13 * _31;
  431. if( Math.abs(det) < Math.EPSILON ) {
  432. zero();
  433. return;
  434. }
  435. det = 1.0 / det;
  436. _11 *= det;
  437. _12 *= det;
  438. _13 *= det;
  439. _14 = 0;
  440. _21 *= det;
  441. _22 *= det;
  442. _23 *= det;
  443. _24 = 0;
  444. _31 *= det;
  445. _32 *= det;
  446. _33 *= det;
  447. _34 = 0;
  448. _41 = 0;
  449. _42 = 0;
  450. _43 = 0;
  451. _44 = 1;
  452. }
  453. public inline function front() {
  454. var v = new h3d.Vector(_11, _12, _13);
  455. v.normalize();
  456. return v;
  457. }
  458. public inline function right() {
  459. var v = new h3d.Vector(_21, _22, _23);
  460. v.normalize();
  461. return v;
  462. }
  463. public inline function up() {
  464. var v = new h3d.Vector(_31, _32, _33);
  465. v.normalize();
  466. return v;
  467. }
  468. public function transpose() {
  469. var tmp;
  470. tmp = _12; _12 = _21; _21 = tmp;
  471. tmp = _13; _13 = _31; _31 = tmp;
  472. tmp = _14; _14 = _41; _41 = tmp;
  473. tmp = _23; _23 = _32; _32 = tmp;
  474. tmp = _24; _24 = _42; _42 = tmp;
  475. tmp = _34; _34 = _43; _43 = tmp;
  476. }
  477. public function clone() {
  478. var m = new Matrix();
  479. m._11 = _11; m._12 = _12; m._13 = _13; m._14 = _14;
  480. m._21 = _21; m._22 = _22; m._23 = _23; m._24 = _24;
  481. m._31 = _31; m._32 = _32; m._33 = _33; m._34 = _34;
  482. m._41 = _41; m._42 = _42; m._43 = _43; m._44 = _44;
  483. return m;
  484. }
  485. public function load( m : Matrix ) {
  486. _11 = m._11; _12 = m._12; _13 = m._13; _14 = m._14;
  487. _21 = m._21; _22 = m._22; _23 = m._23; _24 = m._24;
  488. _31 = m._31; _32 = m._32; _33 = m._33; _34 = m._34;
  489. _41 = m._41; _42 = m._42; _43 = m._43; _44 = m._44;
  490. }
  491. public function loadValues( a : Array<Float> ) {
  492. _11 = a[0]; _12 = a[1]; _13 = a[2]; _14 = a[3];
  493. _21 = a[4]; _22 = a[5]; _23 = a[6]; _24 = a[7];
  494. _31 = a[8]; _32 = a[9]; _33 = a[10]; _34 = a[11];
  495. _41 = a[12]; _42 = a[13]; _43 = a[14]; _44 = a[15];
  496. }
  497. public function getFloats() {
  498. return [_11, _12, _13, _14, _21, _22, _23, _24, _31, _32, _33, _34, _41, _42, _43, _44];
  499. }
  500. public function getDirection() {
  501. var q = new h3d.Quat();
  502. q.initRotateMatrix(this);
  503. q.normalize();
  504. return q.getDirection();
  505. }
  506. /**
  507. Extracts Euler rotation angles from rotation matrix
  508. **/
  509. public function getEulerAngles() {
  510. var m = this.clone();
  511. var s = this.getScale();
  512. m.prependScale(1.0 / s.x, 1.0 / s.y, 1.0 / s.z);
  513. var cy = hxd.Math.sqrt(m._11 * m._11 + m._12 * m._12);
  514. if(cy > 0.01) {
  515. var v1 = new h3d.Vector(
  516. hxd.Math.atan2(m._23, m._33),
  517. hxd.Math.atan2(-m._13, cy),
  518. hxd.Math.atan2(m._12, m._11));
  519. var v2 = new h3d.Vector(
  520. hxd.Math.atan2(-m._23, -m._33),
  521. hxd.Math.atan2(-m._13, -cy),
  522. hxd.Math.atan2(-m._12, -m._11));
  523. return v1.lengthSq() < v2.lengthSq() ? v1 : v2;
  524. }
  525. else {
  526. return new h3d.Vector(
  527. hxd.Math.atan2(-m._32, m._22),
  528. hxd.Math.atan2(-m._13, cy),
  529. 0.0);
  530. }
  531. }
  532. public function toString() {
  533. return "MAT=[\n" +
  534. " [ " + Math.fmt(_11) + ", " + Math.fmt(_12) + ", " + Math.fmt(_13) + ", " + Math.fmt(_14) + " ]\n" +
  535. " [ " + Math.fmt(_21) + ", " + Math.fmt(_22) + ", " + Math.fmt(_23) + ", " + Math.fmt(_24) + " ]\n" +
  536. " [ " + Math.fmt(_31) + ", " + Math.fmt(_32) + ", " + Math.fmt(_33) + ", " + Math.fmt(_34) + " ]\n" +
  537. " [ " + Math.fmt(_41) + ", " + Math.fmt(_42) + ", " + Math.fmt(_43) + ", " + Math.fmt(_44) + " ]\n" +
  538. "]";
  539. }
  540. // ---- COLOR MATRIX FUNCTIONS -------
  541. static inline var lumR = 0.212671;
  542. static inline var lumG = 0.71516;
  543. static inline var lumB = 0.072169;
  544. static inline var SQ13 = 0.57735026918962576450914878050196; // sqrt(1/3)
  545. public function colorHue( hue : Float ) {
  546. if( hue == 0. )
  547. return;
  548. var cosA = Math.cos(-hue);
  549. var sinA = Math.sin(-hue);
  550. var ch = (1 - cosA) / 3;
  551. var tmp = tmp;
  552. tmp._11 = cosA + ch;
  553. tmp._12 = ch - SQ13 * sinA;
  554. tmp._13 = ch + SQ13 * sinA;
  555. tmp._21 = ch + SQ13 * sinA;
  556. tmp._22 = cosA + ch;
  557. tmp._23 = ch - SQ13 * sinA;
  558. tmp._31 = ch - SQ13 * sinA;
  559. tmp._32 = ch + SQ13 * sinA;
  560. tmp._33 = cosA + ch;
  561. tmp._34 = 0;
  562. tmp._41 = 0;
  563. tmp._42 = 0;
  564. tmp._43 = 0;
  565. multiply3x4(this, tmp);
  566. }
  567. public function colorSaturate( sat : Float ) {
  568. sat += 1;
  569. var ins = 1 - sat;
  570. var r = ins * lumR;
  571. var g = ins * lumG;
  572. var b = ins * lumB;
  573. var tmp = tmp;
  574. tmp._11 = r + sat;
  575. tmp._12 = r;
  576. tmp._13 = r;
  577. tmp._21 = g;
  578. tmp._22 = g + sat;
  579. tmp._23 = g;
  580. tmp._31 = b;
  581. tmp._32 = b;
  582. tmp._33 = b + sat;
  583. tmp._41 = 0;
  584. tmp._42 = 0;
  585. tmp._43 = 0;
  586. multiply3x4(this, tmp);
  587. }
  588. public function colorContrast( contrast : Float ) {
  589. var tmp = tmp;
  590. var v = contrast + 1;
  591. tmp._11 = v;
  592. tmp._12 = 0;
  593. tmp._13 = 0;
  594. tmp._21 = 0;
  595. tmp._22 = v;
  596. tmp._23 = 0;
  597. tmp._31 = 0;
  598. tmp._32 = 0;
  599. tmp._33 = v;
  600. tmp._41 = -contrast*0.5;
  601. tmp._42 = -contrast*0.5;
  602. tmp._43 = -contrast*0.5;
  603. multiply3x4(this, tmp);
  604. }
  605. public function colorLightness( lightness : Float ) {
  606. _41 += lightness;
  607. _42 += lightness;
  608. _43 += lightness;
  609. }
  610. public function colorGain( color : Int, alpha : Float ) {
  611. var tmp = tmp;
  612. tmp._11 = 1 - alpha;
  613. tmp._12 = 0;
  614. tmp._13 = 0;
  615. tmp._21 = 0;
  616. tmp._22 = 1 - alpha;
  617. tmp._23 = 0;
  618. tmp._31 = 0;
  619. tmp._32 = 0;
  620. tmp._33 = 1 - alpha;
  621. tmp._41 = (((color >> 16) & 0xFF) / 255) * alpha;
  622. tmp._42 = (((color >> 8) & 0xFF) / 255) * alpha;
  623. tmp._43 = ((color & 0xFF) / 255) * alpha;
  624. multiply3x4(this, tmp);
  625. }
  626. public function colorBits( bits : Int, blend : Float ) {
  627. var t11 = 0., t12 = 0., t13 = 0.;
  628. var t21 = 0., t22 = 0., t23 = 0.;
  629. var t31 = 0., t32 = 0., t33 = 0.;
  630. var c = bits;
  631. if( c & 1 == 1 ) t11 = 1; c >>= 1;
  632. if( c & 1 == 1 ) t12 = 1; c >>= 1;
  633. if( c & 1 == 1 ) t13 = 1; c >>= 1;
  634. if( c & 1 == 1 ) t21 = 1; c >>= 1;
  635. if( c & 1 == 1 ) t22 = 1; c >>= 1;
  636. if( c & 1 == 1 ) t23 = 1; c >>= 1;
  637. if( c & 1 == 1 ) t31 = 1; c >>= 1;
  638. if( c & 1 == 1 ) t32 = 1; c >>= 1;
  639. if( c & 1 == 1 ) t33 = 1; c >>= 1;
  640. var r = t11 + t21 + t31;
  641. var g = t12 + t22 + t32;
  642. var b = t13 + t23 + t33;
  643. if( r > 1 ) { t11 /= r; t21 /= r; t31 /= r; }
  644. if( g > 1 ) { t12 /= g; t22 /= g; t32 /= g; }
  645. if( b > 1 ) { t13 /= b; t23 /= b; t33 /= b; }
  646. // multiply our 3x3 by current matrix
  647. var b11 = _11 * t11 + _12 * t21 + _13 * t31;
  648. var b12 = _11 * t12 + _12 * t22 + _13 * t32;
  649. var b13 = _11 * t13 + _12 * t23 + _13 * t33;
  650. var b21 = _21 * t11 + _22 * t21 + _23 * t31;
  651. var b22 = _21 * t12 + _22 * t22 + _23 * t32;
  652. var b23 = _21 * t13 + _22 * t23 + _23 * t33;
  653. var b31 = _31 * t11 + _32 * t21 + _33 * t31;
  654. var b32 = _31 * t12 + _32 * t22 + _33 * t32;
  655. var b33 = _31 * t13 + _32 * t23 + _33 * t33;
  656. // blend it
  657. var ik = blend, k = 1 - ik;
  658. _11 = _11 * k + b11 * ik;
  659. _12 = _12 * k + b12 * ik;
  660. _13 = _13 * k + b13 * ik;
  661. _21 = _21 * k + b21 * ik;
  662. _22 = _22 * k + b22 * ik;
  663. _23 = _23 * k + b23 * ik;
  664. _31 = _31 * k + b31 * ik;
  665. _32 = _32 * k + b32 * ik;
  666. _33 = _33 * k + b33 * ik;
  667. }
  668. public inline function colorAdd( c : Int ) {
  669. _41 += ((c >> 16) & 0xFF) / 255;
  670. _42 += ((c >> 8) & 0xFF) / 255;
  671. _43 += (c & 0xFF) / 255;
  672. }
  673. public inline function colorSet( c : Int, alpha = 1. ) {
  674. zero();
  675. _44 = alpha;
  676. colorAdd(c);
  677. }
  678. public function adjustColor( col : ColorAdjust ) {
  679. if( col.hue != null ) colorHue(col.hue);
  680. if( col.saturation != null ) colorSaturate(col.saturation);
  681. if( col.contrast != null ) colorContrast(col.contrast);
  682. if( col.lightness != null ) colorLightness(col.lightness);
  683. if( col.gain != null ) colorGain(col.gain.color, col.gain.alpha);
  684. }
  685. public inline function toMatrix2D( ?m : h2d.col.Matrix ) {
  686. if( m == null ) m = new h2d.col.Matrix();
  687. m.a = _11;
  688. m.b = _12;
  689. m.c = _21;
  690. m.d = _22;
  691. m.x = tx;
  692. m.y = ty;
  693. return m;
  694. }
  695. }
  696. @:forward abstract Matrix(MatrixImpl) from MatrixImpl to MatrixImpl {
  697. public inline function new() {
  698. this = new MatrixImpl();
  699. }
  700. @:op(a * b) public inline function multiplied( m : Matrix ) {
  701. var mout = new Matrix();
  702. mout.multiply(this, m);
  703. return mout;
  704. }
  705. // STATICS
  706. public static function I() {
  707. var m = new Matrix();
  708. m.identity();
  709. return m;
  710. }
  711. public static function L( a : Array<Float> ) {
  712. var m = new Matrix();
  713. m.loadValues(a);
  714. return m;
  715. }
  716. public static function T( x = 0., y = 0., z = 0. ) {
  717. var m = new Matrix();
  718. m.initTranslation(x, y, z);
  719. return m;
  720. }
  721. public static function R(x,y,z) {
  722. var m = new Matrix();
  723. m.initRotation(x,y,z);
  724. return m;
  725. }
  726. public static function S( x = 1., y = 1., z = 1.0 ) {
  727. var m = new Matrix();
  728. m.initScale(x, y, z);
  729. return m;
  730. }
  731. /**
  732. 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)
  733. **/
  734. public static function lookAtX( dir : Vector, ?up : Vector, ?m : Matrix ) {
  735. if( up == null ) up = new Vector(0, 0, 1);
  736. if( m == null ) m = new Matrix();
  737. var ax = dir.normalized();
  738. var ay = up.cross(ax).normalized();
  739. if( ay.lengthSq() < Math.EPSILON2 ) {
  740. ay.x = ax.y;
  741. ay.y = ax.z;
  742. ay.z = ax.x;
  743. }
  744. var az = ax.cross(ay);
  745. m._11 = ax.x;
  746. m._12 = ax.y;
  747. m._13 = ax.z;
  748. m._14 = 0;
  749. m._21 = ay.x;
  750. m._22 = ay.y;
  751. m._23 = ay.z;
  752. m._24 = 0;
  753. m._31 = az.x;
  754. m._32 = az.y;
  755. m._33 = az.z;
  756. m._34 = 0;
  757. m._41 = 0;
  758. m._42 = 0;
  759. m._43 = 0;
  760. m._44 = 1;
  761. return m;
  762. }
  763. }