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- /*
- * Copyright (c) 2009, Mozilla Corp
- * All rights reserved.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the <organization> nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY <copyright holder> ''AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- /*
- * Based on sample code from the OpenGL(R) ES 2.0 Programming Guide, which carriers
- * the following header:
- *
- * Book: OpenGL(R) ES 2.0 Programming Guide
- * Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
- * ISBN-10: 0321502795
- * ISBN-13: 9780321502797
- * Publisher: Addison-Wesley Professional
- * URLs: http://safari.informit.com/9780321563835
- * http://www.opengles-book.com
- */
- //
- // A simple 4x4 Matrix utility class
- //
- function Matrix4x4() {
- this.elements = Array(16);
- this.loadIdentity();
- }
- Matrix4x4.prototype = {
- scale: function (sx, sy, sz) {
- this.elements[0*4+0] *= sx;
- this.elements[0*4+1] *= sx;
- this.elements[0*4+2] *= sx;
- this.elements[0*4+3] *= sx;
- this.elements[1*4+0] *= sy;
- this.elements[1*4+1] *= sy;
- this.elements[1*4+2] *= sy;
- this.elements[1*4+3] *= sy;
- this.elements[2*4+0] *= sz;
- this.elements[2*4+1] *= sz;
- this.elements[2*4+2] *= sz;
- this.elements[2*4+3] *= sz;
- return this;
- },
- translate: function (tx, ty, tz) {
- this.elements[3*4+0] += this.elements[0*4+0] * tx + this.elements[1*4+0] * ty + this.elements[2*4+0] * tz;
- this.elements[3*4+1] += this.elements[0*4+1] * tx + this.elements[1*4+1] * ty + this.elements[2*4+1] * tz;
- this.elements[3*4+2] += this.elements[0*4+2] * tx + this.elements[1*4+2] * ty + this.elements[2*4+2] * tz;
- this.elements[3*4+3] += this.elements[0*4+3] * tx + this.elements[1*4+3] * ty + this.elements[2*4+3] * tz;
- return this;
- },
- rotate: function (angle, x, y, z) {
- var mag = Math.sqrt(x*x + y*y + z*z);
- var sinAngle = Math.sin(angle * Math.PI / 180.0);
- var cosAngle = Math.cos(angle * Math.PI / 180.0);
- if (mag > 0) {
- var xx, yy, zz, xy, yz, zx, xs, ys, zs;
- var oneMinusCos;
- var rotMat;
- x /= mag;
- y /= mag;
- z /= mag;
- xx = x * x;
- yy = y * y;
- zz = z * z;
- xy = x * y;
- yz = y * z;
- zx = z * x;
- xs = x * sinAngle;
- ys = y * sinAngle;
- zs = z * sinAngle;
- oneMinusCos = 1.0 - cosAngle;
- rotMat = new Matrix4x4();
- rotMat.elements[0*4+0] = (oneMinusCos * xx) + cosAngle;
- rotMat.elements[0*4+1] = (oneMinusCos * xy) - zs;
- rotMat.elements[0*4+2] = (oneMinusCos * zx) + ys;
- rotMat.elements[0*4+3] = 0.0;
- rotMat.elements[1*4+0] = (oneMinusCos * xy) + zs;
- rotMat.elements[1*4+1] = (oneMinusCos * yy) + cosAngle;
- rotMat.elements[1*4+2] = (oneMinusCos * yz) - xs;
- rotMat.elements[1*4+3] = 0.0;
- rotMat.elements[2*4+0] = (oneMinusCos * zx) - ys;
- rotMat.elements[2*4+1] = (oneMinusCos * yz) + xs;
- rotMat.elements[2*4+2] = (oneMinusCos * zz) + cosAngle;
- rotMat.elements[2*4+3] = 0.0;
- rotMat.elements[3*4+0] = 0.0;
- rotMat.elements[3*4+1] = 0.0;
- rotMat.elements[3*4+2] = 0.0;
- rotMat.elements[3*4+3] = 1.0;
- rotMat = rotMat.multiply(this);
- this.elements = rotMat.elements;
- }
- return this;
- },
- frustum: function (left, right, bottom, top, nearZ, farZ) {
- var deltaX = right - left;
- var deltaY = top - bottom;
- var deltaZ = farZ - nearZ;
- var frust;
- if ( (nearZ <= 0.0) || (farZ <= 0.0) ||
- (deltaX <= 0.0) || (deltaY <= 0.0) || (deltaZ <= 0.0) )
- return this;
- frust = new Matrix4x4();
- frust.elements[0*4+0] = 2.0 * nearZ / deltaX;
- frust.elements[0*4+1] = frust.elements[0*4+2] = frust.elements[0*4+3] = 0.0;
- frust.elements[1*4+1] = 2.0 * nearZ / deltaY;
- frust.elements[1*4+0] = frust.elements[1*4+2] = frust.elements[1*4+3] = 0.0;
- frust.elements[2*4+0] = (right + left) / deltaX;
- frust.elements[2*4+1] = (top + bottom) / deltaY;
- frust.elements[2*4+2] = -(nearZ + farZ) / deltaZ;
- frust.elements[2*4+3] = -1.0;
- frust.elements[3*4+2] = -2.0 * nearZ * farZ / deltaZ;
- frust.elements[3*4+0] = frust.elements[3*4+1] = frust.elements[3*4+3] = 0.0;
- frust = frust.multiply(this);
- this.elements = frust.elements;
- return this;
- },
- perspective: function (fovy, aspect, nearZ, farZ) {
- var frustumH = Math.tan(fovy / 360.0 * Math.PI) * nearZ;
- var frustumW = frustumH * aspect;
- return this.frustum(-frustumW, frustumW, -frustumH, frustumH, nearZ, farZ);
- },
- ortho: function (left, right, bottom, top, nearZ, farZ) {
- var deltaX = right - left;
- var deltaY = top - bottom;
- var deltaZ = farZ - nearZ;
- var ortho = new Matrix4x4();
- if ( (deltaX == 0.0) || (deltaY == 0.0) || (deltaZ == 0.0) )
- return this;
- ortho.elements[0*4+0] = 2.0 / deltaX;
- ortho.elements[3*4+0] = -(right + left) / deltaX;
- ortho.elements[1*4+1] = 2.0 / deltaY;
- ortho.elements[3*4+1] = -(top + bottom) / deltaY;
- ortho.elements[2*4+2] = -2.0 / deltaZ;
- ortho.elements[3*4+2] = -(nearZ + farZ) / deltaZ;
- ortho = ortho.multiply(this);
- this.elements = ortho.elements;
- return this;
- },
- multiply: function (right) {
- var tmp = new Matrix4x4();
- for (var i = 0; i < 4; i++) {
- tmp.elements[i*4+0] =
- (this.elements[i*4+0] * right.elements[0*4+0]) +
- (this.elements[i*4+1] * right.elements[1*4+0]) +
- (this.elements[i*4+2] * right.elements[2*4+0]) +
- (this.elements[i*4+3] * right.elements[3*4+0]) ;
- tmp.elements[i*4+1] =
- (this.elements[i*4+0] * right.elements[0*4+1]) +
- (this.elements[i*4+1] * right.elements[1*4+1]) +
- (this.elements[i*4+2] * right.elements[2*4+1]) +
- (this.elements[i*4+3] * right.elements[3*4+1]) ;
- tmp.elements[i*4+2] =
- (this.elements[i*4+0] * right.elements[0*4+2]) +
- (this.elements[i*4+1] * right.elements[1*4+2]) +
- (this.elements[i*4+2] * right.elements[2*4+2]) +
- (this.elements[i*4+3] * right.elements[3*4+2]) ;
- tmp.elements[i*4+3] =
- (this.elements[i*4+0] * right.elements[0*4+3]) +
- (this.elements[i*4+1] * right.elements[1*4+3]) +
- (this.elements[i*4+2] * right.elements[2*4+3]) +
- (this.elements[i*4+3] * right.elements[3*4+3]) ;
- }
- this.elements = tmp.elements;
- return this;
- },
- copy: function () {
- var tmp = new Matrix4x4();
- for (var i = 0; i < 16; i++) {
- tmp.elements[i] = this.elements[i];
- }
- return tmp;
- },
- get: function (row, col) {
- return this.elements[4*row+col];
- },
- // In-place inversion
- invert: function () {
- var tmp_0 = this.get(2,2) * this.get(3,3);
- var tmp_1 = this.get(3,2) * this.get(2,3);
- var tmp_2 = this.get(1,2) * this.get(3,3);
- var tmp_3 = this.get(3,2) * this.get(1,3);
- var tmp_4 = this.get(1,2) * this.get(2,3);
- var tmp_5 = this.get(2,2) * this.get(1,3);
- var tmp_6 = this.get(0,2) * this.get(3,3);
- var tmp_7 = this.get(3,2) * this.get(0,3);
- var tmp_8 = this.get(0,2) * this.get(2,3);
- var tmp_9 = this.get(2,2) * this.get(0,3);
- var tmp_10 = this.get(0,2) * this.get(1,3);
- var tmp_11 = this.get(1,2) * this.get(0,3);
- var tmp_12 = this.get(2,0) * this.get(3,1);
- var tmp_13 = this.get(3,0) * this.get(2,1);
- var tmp_14 = this.get(1,0) * this.get(3,1);
- var tmp_15 = this.get(3,0) * this.get(1,1);
- var tmp_16 = this.get(1,0) * this.get(2,1);
- var tmp_17 = this.get(2,0) * this.get(1,1);
- var tmp_18 = this.get(0,0) * this.get(3,1);
- var tmp_19 = this.get(3,0) * this.get(0,1);
- var tmp_20 = this.get(0,0) * this.get(2,1);
- var tmp_21 = this.get(2,0) * this.get(0,1);
- var tmp_22 = this.get(0,0) * this.get(1,1);
- var tmp_23 = this.get(1,0) * this.get(0,1);
- var t0 = ((tmp_0 * this.get(1,1) + tmp_3 * this.get(2,1) + tmp_4 * this.get(3,1)) -
- (tmp_1 * this.get(1,1) + tmp_2 * this.get(2,1) + tmp_5 * this.get(3,1)));
- var t1 = ((tmp_1 * this.get(0,1) + tmp_6 * this.get(2,1) + tmp_9 * this.get(3,1)) -
- (tmp_0 * this.get(0,1) + tmp_7 * this.get(2,1) + tmp_8 * this.get(3,1)));
- var t2 = ((tmp_2 * this.get(0,1) + tmp_7 * this.get(1,1) + tmp_10 * this.get(3,1)) -
- (tmp_3 * this.get(0,1) + tmp_6 * this.get(1,1) + tmp_11 * this.get(3,1)));
- var t3 = ((tmp_5 * this.get(0,1) + tmp_8 * this.get(1,1) + tmp_11 * this.get(2,1)) -
- (tmp_4 * this.get(0,1) + tmp_9 * this.get(1,1) + tmp_10 * this.get(2,1)));
- var d = 1.0 / (this.get(0,0) * t0 + this.get(1,0) * t1 + this.get(2,0) * t2 + this.get(3,0) * t3);
- var out_00 = d * t0;
- var out_01 = d * t1;
- var out_02 = d * t2;
- var out_03 = d * t3;
- var out_10 = d * ((tmp_1 * this.get(1,0) + tmp_2 * this.get(2,0) + tmp_5 * this.get(3,0)) -
- (tmp_0 * this.get(1,0) + tmp_3 * this.get(2,0) + tmp_4 * this.get(3,0)));
- var out_11 = d * ((tmp_0 * this.get(0,0) + tmp_7 * this.get(2,0) + tmp_8 * this.get(3,0)) -
- (tmp_1 * this.get(0,0) + tmp_6 * this.get(2,0) + tmp_9 * this.get(3,0)));
- var out_12 = d * ((tmp_3 * this.get(0,0) + tmp_6 * this.get(1,0) + tmp_11 * this.get(3,0)) -
- (tmp_2 * this.get(0,0) + tmp_7 * this.get(1,0) + tmp_10 * this.get(3,0)));
- var out_13 = d * ((tmp_4 * this.get(0,0) + tmp_9 * this.get(1,0) + tmp_10 * this.get(2,0)) -
- (tmp_5 * this.get(0,0) + tmp_8 * this.get(1,0) + tmp_11 * this.get(2,0)));
- var out_20 = d * ((tmp_12 * this.get(1,3) + tmp_15 * this.get(2,3) + tmp_16 * this.get(3,3)) -
- (tmp_13 * this.get(1,3) + tmp_14 * this.get(2,3) + tmp_17 * this.get(3,3)));
- var out_21 = d * ((tmp_13 * this.get(0,3) + tmp_18 * this.get(2,3) + tmp_21 * this.get(3,3)) -
- (tmp_12 * this.get(0,3) + tmp_19 * this.get(2,3) + tmp_20 * this.get(3,3)));
- var out_22 = d * ((tmp_14 * this.get(0,3) + tmp_19 * this.get(1,3) + tmp_22 * this.get(3,3)) -
- (tmp_15 * this.get(0,3) + tmp_18 * this.get(1,3) + tmp_23 * this.get(3,3)));
- var out_23 = d * ((tmp_17 * this.get(0,3) + tmp_20 * this.get(1,3) + tmp_23 * this.get(2,3)) -
- (tmp_16 * this.get(0,3) + tmp_21 * this.get(1,3) + tmp_22 * this.get(2,3)));
-
- var out_30 = d * ((tmp_14 * this.get(2,2) + tmp_17 * this.get(3,2) + tmp_13 * this.get(1,2)) -
- (tmp_16 * this.get(3,2) + tmp_12 * this.get(1,2) + tmp_15 * this.get(2,2)));
- var out_31 = d * ((tmp_20 * this.get(3,2) + tmp_12 * this.get(0,2) + tmp_19 * this.get(2,2)) -
- (tmp_18 * this.get(2,2) + tmp_21 * this.get(3,2) + tmp_13 * this.get(0,2)));
- var out_32 = d * ((tmp_18 * this.get(1,2) + tmp_23 * this.get(3,2) + tmp_15 * this.get(0,2)) -
- (tmp_22 * this.get(3,2) + tmp_14 * this.get(0,2) + tmp_19 * this.get(1,2)));
- var out_33 = d * ((tmp_22 * this.get(2,2) + tmp_16 * this.get(0,2) + tmp_21 * this.get(1,2)) -
- (tmp_20 * this.get(1,2) + tmp_23 * this.get(2,2) + tmp_17 * this.get(0,2)));
- this.elements[0*4+0] = out_00;
- this.elements[0*4+1] = out_01;
- this.elements[0*4+2] = out_02;
- this.elements[0*4+3] = out_03;
- this.elements[1*4+0] = out_10;
- this.elements[1*4+1] = out_11;
- this.elements[1*4+2] = out_12;
- this.elements[1*4+3] = out_13;
- this.elements[2*4+0] = out_20;
- this.elements[2*4+1] = out_21;
- this.elements[2*4+2] = out_22;
- this.elements[2*4+3] = out_23;
- this.elements[3*4+0] = out_30;
- this.elements[3*4+1] = out_31;
- this.elements[3*4+2] = out_32;
- this.elements[3*4+3] = out_33;
- return this;
- },
- // Returns new matrix which is the inverse of this
- inverse: function () {
- var tmp = this.copy();
- return tmp.invert();
- },
-
- // In-place transpose
- transpose: function () {
- var tmp = this.elements[0*4+1];
- this.elements[0*4+1] = this.elements[1*4+0];
- this.elements[1*4+0] = tmp;
- tmp = this.elements[0*4+2];
- this.elements[0*4+2] = this.elements[2*4+0];
- this.elements[2*4+0] = tmp;
- tmp = this.elements[0*4+3];
- this.elements[0*4+3] = this.elements[3*4+0];
- this.elements[3*4+0] = tmp;
- tmp = this.elements[1*4+2];
- this.elements[1*4+2] = this.elements[2*4+1];
- this.elements[2*4+1] = tmp;
- tmp = this.elements[1*4+3];
- this.elements[1*4+3] = this.elements[3*4+1];
- this.elements[3*4+1] = tmp;
- tmp = this.elements[2*4+3];
- this.elements[2*4+3] = this.elements[3*4+2];
- this.elements[3*4+2] = tmp;
- return this;
- },
- loadIdentity: function () {
- for (var i = 0; i < 16; i++)
- this.elements[i] = 0;
- this.elements[0*4+0] = 1.0;
- this.elements[1*4+1] = 1.0;
- this.elements[2*4+2] = 1.0;
- this.elements[3*4+3] = 1.0;
- return this;
- }
- };
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