alchemist/J3DIMath.js
2017-10-23 14:31:42 -04:00

1065 lines
36 KiB
JavaScript

/*
* Copyright (C) 2009 Apple Inc. All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. 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.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. ``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 APPLE INC. OR
* CONTRIBUTORS 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.
*/
// J3DI (Jedi) - A support library for WebGL.
/*
J3DI Math Classes. Currently includes:
J3DIMatrix4 - A 4x4 Matrix
*/
/*
J3DIMatrix4 class
This class implements a 4x4 matrix. It has functions which duplicate the
functionality of the OpenGL matrix stack and glut functions. On browsers
that support it, CSSMatrix is used to accelerate operations.
IDL:
[
Constructor(in J3DIMatrix4 matrix), // copy passed matrix into new J3DIMatrix4
Constructor(in sequence<float> array) // create new J3DIMatrix4 with 16 floats (row major)
Constructor() // create new J3DIMatrix4 with identity matrix
]
interface J3DIMatrix4 {
void load(in J3DIMatrix4 matrix); // copy the values from the passed matrix
void load(in sequence<float> array); // copy 16 floats into the matrix
sequence<float> getAsArray(); // return the matrix as an array of 16 floats
Float32Array getAsFloat32Array(); // return the matrix as a Float32Array with 16 values
void setUniform(in WebGLRenderingContext ctx, // Send the matrix to the passed uniform location in the passed context
in WebGLUniformLocation loc,
in boolean transpose);
void makeIdentity(); // replace the matrix with identity
void transpose(); // replace the matrix with its transpose
void invert(); // replace the matrix with its inverse
void translate(in float x, in float y, in float z); // multiply the matrix by passed translation values on the right
void translate(in J3DVector3 v); // multiply the matrix by passed translation values on the right
void scale(in float x, in float y, in float z); // multiply the matrix by passed scale values on the right
void scale(in J3DVector3 v); // multiply the matrix by passed scale values on the right
void rotate(in float angle, // multiply the matrix by passed rotation values on the right
in float x, in float y, in float z); // (angle is in degrees)
void rotate(in float angle, in J3DVector3 v); // multiply the matrix by passed rotation values on the right
// (angle is in degrees)
void multiply(in CanvasMatrix matrix); // multiply the matrix by the passed matrix on the right
void divide(in float divisor); // divide the matrix by the passed divisor
void ortho(in float left, in float right, // multiply the matrix by the passed ortho values on the right
in float bottom, in float top,
in float near, in float far);
void frustum(in float left, in float right, // multiply the matrix by the passed frustum values on the right
in float bottom, in float top,
in float near, in float far);
void perspective(in float fovy, in float aspect, // multiply the matrix by the passed perspective values on the right
in float zNear, in float zFar);
void lookat(in J3DVector3 eye, // multiply the matrix by the passed lookat
in J3DVector3 center, in J3DVector3 up); // values on the right
bool decompose(in J3DVector3 translate, // decompose the matrix into the passed vector
in J3DVector3 rotate,
in J3DVector3 scale,
in J3DVector3 skew,
in sequence<float> perspective);
}
[
Constructor(in J3DVector3 vector), // copy passed vector into new J3DVector3
Constructor(in sequence<float> array) // create new J3DVector3 with 3 floats from array
Constructor(in float x, in float y, in float z) // create new J3DVector3 with 3 floats
Constructor() // create new J3DVector3 with (0,0,0)
]
interface J3DVector3 {
void load(in J3DVector3 vector); // copy the values from the passed vector
void load(in sequence<float> array); // copy 3 floats into the vector from array
void load(in float x, in float y, in float z); // copy 3 floats into the vector
sequence<float> getAsArray(); // return the vector as an array of 3 floats
Float32Array getAsFloat32Array(); // return the matrix as a Float32Array with 16 values
void multMatrix(in J3DIMatrix4 matrix); // multiply the vector by the passed matrix (on the right)
float vectorLength(); // return the length of the vector
float dot(); // return the dot product of the vector
void cross(in J3DVector3 v); // replace the vector with vector x v
void divide(in float divisor); // divide the vector by the passed divisor
}
*/
J3DIHasCSSMatrix = false;
J3DIHasCSSMatrixCopy = false;
/*
if ("WebKitCSSMatrix" in window && ("media" in window && window.media.matchMedium("(-webkit-transform-3d)")) ||
("styleMedia" in window && window.styleMedia.matchMedium("(-webkit-transform-3d)"))) {
J3DIHasCSSMatrix = true;
if ("copy" in WebKitCSSMatrix.prototype)
J3DIHasCSSMatrixCopy = true;
}
*/
// console.log("J3DIHasCSSMatrix="+J3DIHasCSSMatrix);
// console.log("J3DIHasCSSMatrixCopy="+J3DIHasCSSMatrixCopy);
//
// J3DIMatrix4
//
J3DIMatrix4 = function(m)
{
if (J3DIHasCSSMatrix)
this.$matrix = new WebKitCSSMatrix;
else
this.$matrix = new Object;
if (typeof m == 'object') {
if ("length" in m && m.length >= 16) {
this.load(m);
return;
}
else if (m instanceof J3DIMatrix4) {
this.load(m);
return;
}
}
this.makeIdentity();
}
J3DIMatrix4.prototype.load = function()
{
if (arguments.length == 1 && typeof arguments[0] == 'object') {
var matrix;
if (arguments[0] instanceof J3DIMatrix4) {
matrix = arguments[0].$matrix;
this.$matrix.m11 = matrix.m11;
this.$matrix.m12 = matrix.m12;
this.$matrix.m13 = matrix.m13;
this.$matrix.m14 = matrix.m14;
this.$matrix.m21 = matrix.m21;
this.$matrix.m22 = matrix.m22;
this.$matrix.m23 = matrix.m23;
this.$matrix.m24 = matrix.m24;
this.$matrix.m31 = matrix.m31;
this.$matrix.m32 = matrix.m32;
this.$matrix.m33 = matrix.m33;
this.$matrix.m34 = matrix.m34;
this.$matrix.m41 = matrix.m41;
this.$matrix.m42 = matrix.m42;
this.$matrix.m43 = matrix.m43;
this.$matrix.m44 = matrix.m44;
return;
}
else
matrix = arguments[0];
if ("length" in matrix && matrix.length >= 16) {
this.$matrix.m11 = matrix[0];
this.$matrix.m12 = matrix[1];
this.$matrix.m13 = matrix[2];
this.$matrix.m14 = matrix[3];
this.$matrix.m21 = matrix[4];
this.$matrix.m22 = matrix[5];
this.$matrix.m23 = matrix[6];
this.$matrix.m24 = matrix[7];
this.$matrix.m31 = matrix[8];
this.$matrix.m32 = matrix[9];
this.$matrix.m33 = matrix[10];
this.$matrix.m34 = matrix[11];
this.$matrix.m41 = matrix[12];
this.$matrix.m42 = matrix[13];
this.$matrix.m43 = matrix[14];
this.$matrix.m44 = matrix[15];
return;
}
}
this.makeIdentity();
}
J3DIMatrix4.prototype.getAsArray = function()
{
return [
this.$matrix.m11, this.$matrix.m12, this.$matrix.m13, this.$matrix.m14,
this.$matrix.m21, this.$matrix.m22, this.$matrix.m23, this.$matrix.m24,
this.$matrix.m31, this.$matrix.m32, this.$matrix.m33, this.$matrix.m34,
this.$matrix.m41, this.$matrix.m42, this.$matrix.m43, this.$matrix.m44
];
}
J3DIMatrix4.prototype.getAsFloat32Array = function()
{
if (J3DIHasCSSMatrixCopy) {
var array = new Float32Array(16);
this.$matrix.copy(array);
return array;
}
return new Float32Array(this.getAsArray());
}
J3DIMatrix4.prototype.setUniform = function(ctx, loc, transpose)
{
if (J3DIMatrix4.setUniformArray == undefined) {
J3DIMatrix4.setUniformWebGLArray = new Float32Array(16);
J3DIMatrix4.setUniformArray = new Array(16);
}
if (J3DIHasCSSMatrixCopy)
this.$matrix.copy(J3DIMatrix4.setUniformWebGLArray);
else {
J3DIMatrix4.setUniformArray[0] = this.$matrix.m11;
J3DIMatrix4.setUniformArray[1] = this.$matrix.m12;
J3DIMatrix4.setUniformArray[2] = this.$matrix.m13;
J3DIMatrix4.setUniformArray[3] = this.$matrix.m14;
J3DIMatrix4.setUniformArray[4] = this.$matrix.m21;
J3DIMatrix4.setUniformArray[5] = this.$matrix.m22;
J3DIMatrix4.setUniformArray[6] = this.$matrix.m23;
J3DIMatrix4.setUniformArray[7] = this.$matrix.m24;
J3DIMatrix4.setUniformArray[8] = this.$matrix.m31;
J3DIMatrix4.setUniformArray[9] = this.$matrix.m32;
J3DIMatrix4.setUniformArray[10] = this.$matrix.m33;
J3DIMatrix4.setUniformArray[11] = this.$matrix.m34;
J3DIMatrix4.setUniformArray[12] = this.$matrix.m41;
J3DIMatrix4.setUniformArray[13] = this.$matrix.m42;
J3DIMatrix4.setUniformArray[14] = this.$matrix.m43;
J3DIMatrix4.setUniformArray[15] = this.$matrix.m44;
J3DIMatrix4.setUniformWebGLArray.set(J3DIMatrix4.setUniformArray);
}
ctx.uniformMatrix4fv(loc, transpose, J3DIMatrix4.setUniformWebGLArray);
}
J3DIMatrix4.prototype.makeIdentity = function()
{
this.$matrix.m11 = 1;
this.$matrix.m12 = 0;
this.$matrix.m13 = 0;
this.$matrix.m14 = 0;
this.$matrix.m21 = 0;
this.$matrix.m22 = 1;
this.$matrix.m23 = 0;
this.$matrix.m24 = 0;
this.$matrix.m31 = 0;
this.$matrix.m32 = 0;
this.$matrix.m33 = 1;
this.$matrix.m34 = 0;
this.$matrix.m41 = 0;
this.$matrix.m42 = 0;
this.$matrix.m43 = 0;
this.$matrix.m44 = 1;
}
J3DIMatrix4.prototype.transpose = function()
{
var tmp = this.$matrix.m12;
this.$matrix.m12 = this.$matrix.m21;
this.$matrix.m21 = tmp;
tmp = this.$matrix.m13;
this.$matrix.m13 = this.$matrix.m31;
this.$matrix.m31 = tmp;
tmp = this.$matrix.m14;
this.$matrix.m14 = this.$matrix.m41;
this.$matrix.m41 = tmp;
tmp = this.$matrix.m23;
this.$matrix.m23 = this.$matrix.m32;
this.$matrix.m32 = tmp;
tmp = this.$matrix.m24;
this.$matrix.m24 = this.$matrix.m42;
this.$matrix.m42 = tmp;
tmp = this.$matrix.m34;
this.$matrix.m34 = this.$matrix.m43;
this.$matrix.m43 = tmp;
}
J3DIMatrix4.prototype.invert = function()
{
if (J3DIHasCSSMatrix) {
this.$matrix = this.$matrix.inverse();
return;
}
// Calculate the 4x4 determinant
// If the determinant is zero,
// then the inverse matrix is not unique.
var det = this._determinant4x4();
if (Math.abs(det) < 1e-8)
return null;
this._makeAdjoint();
// Scale the adjoint matrix to get the inverse
this.$matrix.m11 /= det;
this.$matrix.m12 /= det;
this.$matrix.m13 /= det;
this.$matrix.m14 /= det;
this.$matrix.m21 /= det;
this.$matrix.m22 /= det;
this.$matrix.m23 /= det;
this.$matrix.m24 /= det;
this.$matrix.m31 /= det;
this.$matrix.m32 /= det;
this.$matrix.m33 /= det;
this.$matrix.m34 /= det;
this.$matrix.m41 /= det;
this.$matrix.m42 /= det;
this.$matrix.m43 /= det;
this.$matrix.m44 /= det;
}
J3DIMatrix4.prototype.translate = function(x,y,z)
{
if (typeof x == 'object' && "length" in x) {
var t = x;
x = t[0];
y = t[1];
z = t[2];
}
else {
if (x == undefined)
x = 0;
if (y == undefined)
y = 0;
if (z == undefined)
z = 0;
}
if (J3DIHasCSSMatrix) {
this.$matrix = this.$matrix.translate(x, y, z);
return;
}
var matrix = new J3DIMatrix4();
matrix.$matrix.m41 = x;
matrix.$matrix.m42 = y;
matrix.$matrix.m43 = z;
this.multiply(matrix);
}
J3DIMatrix4.prototype.scale = function(x,y,z)
{
if (typeof x == 'object' && "length" in x) {
var t = x;
x = t[0];
y = t[1];
z = t[2];
}
else {
if (x == undefined)
x = 1;
if (z == undefined) {
if (y == undefined) {
y = x;
z = x;
}
else
z = 1;
}
else if (y == undefined)
y = x;
}
if (J3DIHasCSSMatrix) {
this.$matrix = this.$matrix.scale(x, y, z);
return;
}
var matrix = new J3DIMatrix4();
matrix.$matrix.m11 = x;
matrix.$matrix.m22 = y;
matrix.$matrix.m33 = z;
this.multiply(matrix);
}
J3DIMatrix4.prototype.rotate = function(angle,x,y,z)
{
// Forms are (angle, x,y,z), (angle,vector), (angleX, angleY, angleZ), (angle)
if (typeof x == 'object' && "length" in x) {
var t = x;
x = t[0];
y = t[1];
z = t[2];
}
else {
if (arguments.length == 1) {
x = 0;
y = 0;
z = 1;
}
else if (arguments.length == 3) {
this.rotate(angle, 1,0,0); // about X axis
this.rotate(x, 0,1,0); // about Y axis
this.rotate(y, 0,0,1); // about Z axis
return;
}
}
if (J3DIHasCSSMatrix) {
this.$matrix = this.$matrix.rotateAxisAngle(x, y, z, angle);
return;
}
// angles are in degrees. Switch to radians
angle = angle / 180 * Math.PI;
angle /= 2;
var sinA = Math.sin(angle);
var cosA = Math.cos(angle);
var sinA2 = sinA * sinA;
// normalize
var len = Math.sqrt(x * x + y * y + z * z);
if (len == 0) {
// bad vector, just use something reasonable
x = 0;
y = 0;
z = 1;
} else if (len != 1) {
x /= len;
y /= len;
z /= len;
}
var mat = new J3DIMatrix4();
// optimize case where axis is along major axis
if (x == 1 && y == 0 && z == 0) {
mat.$matrix.m11 = 1;
mat.$matrix.m12 = 0;
mat.$matrix.m13 = 0;
mat.$matrix.m21 = 0;
mat.$matrix.m22 = 1 - 2 * sinA2;
mat.$matrix.m23 = 2 * sinA * cosA;
mat.$matrix.m31 = 0;
mat.$matrix.m32 = -2 * sinA * cosA;
mat.$matrix.m33 = 1 - 2 * sinA2;
mat.$matrix.m14 = mat.$matrix.m24 = mat.$matrix.m34 = 0;
mat.$matrix.m41 = mat.$matrix.m42 = mat.$matrix.m43 = 0;
mat.$matrix.m44 = 1;
} else if (x == 0 && y == 1 && z == 0) {
mat.$matrix.m11 = 1 - 2 * sinA2;
mat.$matrix.m12 = 0;
mat.$matrix.m13 = -2 * sinA * cosA;
mat.$matrix.m21 = 0;
mat.$matrix.m22 = 1;
mat.$matrix.m23 = 0;
mat.$matrix.m31 = 2 * sinA * cosA;
mat.$matrix.m32 = 0;
mat.$matrix.m33 = 1 - 2 * sinA2;
mat.$matrix.m14 = mat.$matrix.m24 = mat.$matrix.m34 = 0;
mat.$matrix.m41 = mat.$matrix.m42 = mat.$matrix.m43 = 0;
mat.$matrix.m44 = 1;
} else if (x == 0 && y == 0 && z == 1) {
mat.$matrix.m11 = 1 - 2 * sinA2;
mat.$matrix.m12 = 2 * sinA * cosA;
mat.$matrix.m13 = 0;
mat.$matrix.m21 = -2 * sinA * cosA;
mat.$matrix.m22 = 1 - 2 * sinA2;
mat.$matrix.m23 = 0;
mat.$matrix.m31 = 0;
mat.$matrix.m32 = 0;
mat.$matrix.m33 = 1;
mat.$matrix.m14 = mat.$matrix.m24 = mat.$matrix.m34 = 0;
mat.$matrix.m41 = mat.$matrix.m42 = mat.$matrix.m43 = 0;
mat.$matrix.m44 = 1;
} else {
var x2 = x*x;
var y2 = y*y;
var z2 = z*z;
mat.$matrix.m11 = 1 - 2 * (y2 + z2) * sinA2;
mat.$matrix.m12 = 2 * (x * y * sinA2 + z * sinA * cosA);
mat.$matrix.m13 = 2 * (x * z * sinA2 - y * sinA * cosA);
mat.$matrix.m21 = 2 * (y * x * sinA2 - z * sinA * cosA);
mat.$matrix.m22 = 1 - 2 * (z2 + x2) * sinA2;
mat.$matrix.m23 = 2 * (y * z * sinA2 + x * sinA * cosA);
mat.$matrix.m31 = 2 * (z * x * sinA2 + y * sinA * cosA);
mat.$matrix.m32 = 2 * (z * y * sinA2 - x * sinA * cosA);
mat.$matrix.m33 = 1 - 2 * (x2 + y2) * sinA2;
mat.$matrix.m14 = mat.$matrix.m24 = mat.$matrix.m34 = 0;
mat.$matrix.m41 = mat.$matrix.m42 = mat.$matrix.m43 = 0;
mat.$matrix.m44 = 1;
}
this.multiply(mat);
}
J3DIMatrix4.prototype.multiply = function(mat)
{
if (J3DIHasCSSMatrix) {
this.$matrix = this.$matrix.multiply(mat.$matrix);
return;
}
var m11 = (mat.$matrix.m11 * this.$matrix.m11 + mat.$matrix.m12 * this.$matrix.m21
+ mat.$matrix.m13 * this.$matrix.m31 + mat.$matrix.m14 * this.$matrix.m41);
var m12 = (mat.$matrix.m11 * this.$matrix.m12 + mat.$matrix.m12 * this.$matrix.m22
+ mat.$matrix.m13 * this.$matrix.m32 + mat.$matrix.m14 * this.$matrix.m42);
var m13 = (mat.$matrix.m11 * this.$matrix.m13 + mat.$matrix.m12 * this.$matrix.m23
+ mat.$matrix.m13 * this.$matrix.m33 + mat.$matrix.m14 * this.$matrix.m43);
var m14 = (mat.$matrix.m11 * this.$matrix.m14 + mat.$matrix.m12 * this.$matrix.m24
+ mat.$matrix.m13 * this.$matrix.m34 + mat.$matrix.m14 * this.$matrix.m44);
var m21 = (mat.$matrix.m21 * this.$matrix.m11 + mat.$matrix.m22 * this.$matrix.m21
+ mat.$matrix.m23 * this.$matrix.m31 + mat.$matrix.m24 * this.$matrix.m41);
var m22 = (mat.$matrix.m21 * this.$matrix.m12 + mat.$matrix.m22 * this.$matrix.m22
+ mat.$matrix.m23 * this.$matrix.m32 + mat.$matrix.m24 * this.$matrix.m42);
var m23 = (mat.$matrix.m21 * this.$matrix.m13 + mat.$matrix.m22 * this.$matrix.m23
+ mat.$matrix.m23 * this.$matrix.m33 + mat.$matrix.m24 * this.$matrix.m43);
var m24 = (mat.$matrix.m21 * this.$matrix.m14 + mat.$matrix.m22 * this.$matrix.m24
+ mat.$matrix.m23 * this.$matrix.m34 + mat.$matrix.m24 * this.$matrix.m44);
var m31 = (mat.$matrix.m31 * this.$matrix.m11 + mat.$matrix.m32 * this.$matrix.m21
+ mat.$matrix.m33 * this.$matrix.m31 + mat.$matrix.m34 * this.$matrix.m41);
var m32 = (mat.$matrix.m31 * this.$matrix.m12 + mat.$matrix.m32 * this.$matrix.m22
+ mat.$matrix.m33 * this.$matrix.m32 + mat.$matrix.m34 * this.$matrix.m42);
var m33 = (mat.$matrix.m31 * this.$matrix.m13 + mat.$matrix.m32 * this.$matrix.m23
+ mat.$matrix.m33 * this.$matrix.m33 + mat.$matrix.m34 * this.$matrix.m43);
var m34 = (mat.$matrix.m31 * this.$matrix.m14 + mat.$matrix.m32 * this.$matrix.m24
+ mat.$matrix.m33 * this.$matrix.m34 + mat.$matrix.m34 * this.$matrix.m44);
var m41 = (mat.$matrix.m41 * this.$matrix.m11 + mat.$matrix.m42 * this.$matrix.m21
+ mat.$matrix.m43 * this.$matrix.m31 + mat.$matrix.m44 * this.$matrix.m41);
var m42 = (mat.$matrix.m41 * this.$matrix.m12 + mat.$matrix.m42 * this.$matrix.m22
+ mat.$matrix.m43 * this.$matrix.m32 + mat.$matrix.m44 * this.$matrix.m42);
var m43 = (mat.$matrix.m41 * this.$matrix.m13 + mat.$matrix.m42 * this.$matrix.m23
+ mat.$matrix.m43 * this.$matrix.m33 + mat.$matrix.m44 * this.$matrix.m43);
var m44 = (mat.$matrix.m41 * this.$matrix.m14 + mat.$matrix.m42 * this.$matrix.m24
+ mat.$matrix.m43 * this.$matrix.m34 + mat.$matrix.m44 * this.$matrix.m44);
this.$matrix.m11 = m11;
this.$matrix.m12 = m12;
this.$matrix.m13 = m13;
this.$matrix.m14 = m14;
this.$matrix.m21 = m21;
this.$matrix.m22 = m22;
this.$matrix.m23 = m23;
this.$matrix.m24 = m24;
this.$matrix.m31 = m31;
this.$matrix.m32 = m32;
this.$matrix.m33 = m33;
this.$matrix.m34 = m34;
this.$matrix.m41 = m41;
this.$matrix.m42 = m42;
this.$matrix.m43 = m43;
this.$matrix.m44 = m44;
}
J3DIMatrix4.prototype.divide = function(divisor)
{
this.$matrix.m11 /= divisor;
this.$matrix.m12 /= divisor;
this.$matrix.m13 /= divisor;
this.$matrix.m14 /= divisor;
this.$matrix.m21 /= divisor;
this.$matrix.m22 /= divisor;
this.$matrix.m23 /= divisor;
this.$matrix.m24 /= divisor;
this.$matrix.m31 /= divisor;
this.$matrix.m32 /= divisor;
this.$matrix.m33 /= divisor;
this.$matrix.m34 /= divisor;
this.$matrix.m41 /= divisor;
this.$matrix.m42 /= divisor;
this.$matrix.m43 /= divisor;
this.$matrix.m44 /= divisor;
}
J3DIMatrix4.prototype.ortho = function(left, right, bottom, top, near, far)
{
var tx = (left + right) / (left - right);
var ty = (top + bottom) / (top - bottom);
var tz = (far + near) / (far - near);
var matrix = new J3DIMatrix4();
matrix.$matrix.m11 = 2 / (left - right);
matrix.$matrix.m12 = 0;
matrix.$matrix.m13 = 0;
matrix.$matrix.m14 = 0;
matrix.$matrix.m21 = 0;
matrix.$matrix.m22 = 2 / (top - bottom);
matrix.$matrix.m23 = 0;
matrix.$matrix.m24 = 0;
matrix.$matrix.m31 = 0;
matrix.$matrix.m32 = 0;
matrix.$matrix.m33 = -2 / (far - near);
matrix.$matrix.m34 = 0;
matrix.$matrix.m41 = tx;
matrix.$matrix.m42 = ty;
matrix.$matrix.m43 = tz;
matrix.$matrix.m44 = 1;
this.multiply(matrix);
}
J3DIMatrix4.prototype.frustum = function(left, right, bottom, top, near, far)
{
var matrix = new J3DIMatrix4();
var A = (right + left) / (right - left);
var B = (top + bottom) / (top - bottom);
var C = -(far + near) / (far - near);
var D = -(2 * far * near) / (far - near);
matrix.$matrix.m11 = (2 * near) / (right - left);
matrix.$matrix.m12 = 0;
matrix.$matrix.m13 = 0;
matrix.$matrix.m14 = 0;
matrix.$matrix.m21 = 0;
matrix.$matrix.m22 = 2 * near / (top - bottom);
matrix.$matrix.m23 = 0;
matrix.$matrix.m24 = 0;
matrix.$matrix.m31 = A;
matrix.$matrix.m32 = B;
matrix.$matrix.m33 = C;
matrix.$matrix.m34 = -1;
matrix.$matrix.m41 = 0;
matrix.$matrix.m42 = 0;
matrix.$matrix.m43 = D;
matrix.$matrix.m44 = 0;
this.multiply(matrix);
}
J3DIMatrix4.prototype.perspective = function(fovy, aspect, zNear, zFar)
{
var top = Math.tan(fovy * Math.PI / 360) * zNear;
var bottom = -top;
var left = aspect * bottom;
var right = aspect * top;
this.frustum(left, right, bottom, top, zNear, zFar);
}
J3DIMatrix4.prototype.lookat = function(eyex, eyey, eyez, centerx, centery, centerz, upx, upy, upz)
{
if (typeof eyez == 'object' && "length" in eyez) {
var t = eyez;
upx = t[0];
upy = t[1];
upz = t[2];
t = eyey;
centerx = t[0];
centery = t[1];
centerz = t[2];
t = eyex;
eyex = t[0];
eyey = t[1];
eyez = t[2];
}
var matrix = new J3DIMatrix4();
// Make rotation matrix
// Z vector
var zx = eyex - centerx;
var zy = eyey - centery;
var zz = eyez - centerz;
var mag = Math.sqrt(zx * zx + zy * zy + zz * zz);
if (mag) {
zx /= mag;
zy /= mag;
zz /= mag;
}
// Y vector
var yx = upx;
var yy = upy;
var yz = upz;
// X vector = Y cross Z
xx = yy * zz - yz * zy;
xy = -yx * zz + yz * zx;
xz = yx * zy - yy * zx;
// Recompute Y = Z cross X
yx = zy * xz - zz * xy;
yy = -zx * xz + zz * xx;
yx = zx * xy - zy * xx;
// cross product gives area of parallelogram, which is < 1.0 for
// non-perpendicular unit-length vectors; so normalize x, y here
mag = Math.sqrt(xx * xx + xy * xy + xz * xz);
if (mag) {
xx /= mag;
xy /= mag;
xz /= mag;
}
mag = Math.sqrt(yx * yx + yy * yy + yz * yz);
if (mag) {
yx /= mag;
yy /= mag;
yz /= mag;
}
matrix.$matrix.m11 = xx;
matrix.$matrix.m12 = xy;
matrix.$matrix.m13 = xz;
matrix.$matrix.m14 = 0;
matrix.$matrix.m21 = yx;
matrix.$matrix.m22 = yy;
matrix.$matrix.m23 = yz;
matrix.$matrix.m24 = 0;
matrix.$matrix.m31 = zx;
matrix.$matrix.m32 = zy;
matrix.$matrix.m33 = zz;
matrix.$matrix.m34 = 0;
matrix.$matrix.m41 = 0;
matrix.$matrix.m42 = 0;
matrix.$matrix.m43 = 0;
matrix.$matrix.m44 = 1;
matrix.translate(-eyex, -eyey, -eyez);
this.multiply(matrix);
}
// Returns true on success, false otherwise. All params are Array objects
J3DIMatrix4.prototype.decompose = function(_translate, _rotate, _scale, _skew, _perspective)
{
// Normalize the matrix.
if (this.$matrix.m44 == 0)
return false;
// Gather the params
var translate, rotate, scale, skew, perspective;
var translate = (_translate == undefined || !("length" in _translate)) ? new J3DIVector3 : _translate;
var rotate = (_rotate == undefined || !("length" in _rotate)) ? new J3DIVector3 : _rotate;
var scale = (_scale == undefined || !("length" in _scale)) ? new J3DIVector3 : _scale;
var skew = (_skew == undefined || !("length" in _skew)) ? new J3DIVector3 : _skew;
var perspective = (_perspective == undefined || !("length" in _perspective)) ? new Array(4) : _perspective;
var matrix = new J3DIMatrix4(this);
matrix.divide(matrix.$matrix.m44);
// perspectiveMatrix is used to solve for perspective, but it also provides
// an easy way to test for singularity of the upper 3x3 component.
var perspectiveMatrix = new J3DIMatrix4(matrix);
perspectiveMatrix.$matrix.m14 = 0;
perspectiveMatrix.$matrix.m24 = 0;
perspectiveMatrix.$matrix.m34 = 0;
perspectiveMatrix.$matrix.m44 = 1;
if (perspectiveMatrix._determinant4x4() == 0)
return false;
// First, isolate perspective.
if (matrix.$matrix.m14 != 0 || matrix.$matrix.m24 != 0 || matrix.$matrix.m34 != 0) {
// rightHandSide is the right hand side of the equation.
var rightHandSide = [ matrix.$matrix.m14, matrix.$matrix.m24, matrix.$matrix.m34, matrix.$matrix.m44 ];
// Solve the equation by inverting perspectiveMatrix and multiplying
// rightHandSide by the inverse.
var inversePerspectiveMatrix = new J3DIMatrix4(perspectiveMatrix);
inversePerspectiveMatrix.invert();
var transposedInversePerspectiveMatrix = new J3DIMatrix4(inversePerspectiveMatrix);
transposedInversePerspectiveMatrix.transpose();
transposedInversePerspectiveMatrix.multVecMatrix(perspective, rightHandSide);
// Clear the perspective partition
matrix.$matrix.m14 = matrix.$matrix.m24 = matrix.$matrix.m34 = 0
matrix.$matrix.m44 = 1;
}
else {
// No perspective.
perspective[0] = perspective[1] = perspective[2] = 0;
perspective[3] = 1;
}
// Next take care of translation
translate[0] = matrix.$matrix.m41
matrix.$matrix.m41 = 0
translate[1] = matrix.$matrix.m42
matrix.$matrix.m42 = 0
translate[2] = matrix.$matrix.m43
matrix.$matrix.m43 = 0
// Now get scale and shear. 'row' is a 3 element array of 3 component vectors
var row0 = new J3DIVector3(matrix.$matrix.m11, matrix.$matrix.m12, matrix.$matrix.m13);
var row1 = new J3DIVector3(matrix.$matrix.m21, matrix.$matrix.m22, matrix.$matrix.m23);
var row2 = new J3DIVector3(matrix.$matrix.m31, matrix.$matrix.m32, matrix.$matrix.m33);
// Compute X scale factor and normalize first row.
scale[0] = row0.vectorLength();
row0.divide(scale[0]);
// Compute XY shear factor and make 2nd row orthogonal to 1st.
skew[0] = row0.dot(row1);
row1.combine(row0, 1.0, -skew[0]);
// Now, compute Y scale and normalize 2nd row.
scale[1] = row1.vectorLength();
row1.divide(scale[1]);
skew[0] /= scale[1];
// Compute XZ and YZ shears, orthogonalize 3rd row
skew[1] = row1.dot(row2);
row2.combine(row0, 1.0, -skew[1]);
skew[2] = row1.dot(row2);
row2.combine(row1, 1.0, -skew[2]);
// Next, get Z scale and normalize 3rd row.
scale[2] = row2.vectorLength();
row2.divide(scale[2]);
skew[1] /= scale[2];
skew[2] /= scale[2];
// At this point, the matrix (in rows) is orthonormal.
// Check for a coordinate system flip. If the determinant
// is -1, then negate the matrix and the scaling factors.
var pdum3 = new J3DIVector3(row1);
pdum3.cross(row2);
if (row0.dot(pdum3) < 0) {
for (i = 0; i < 3; i++) {
scale[i] *= -1;
row[0][i] *= -1;
row[1][i] *= -1;
row[2][i] *= -1;
}
}
// Now, get the rotations out
rotate[1] = Math.asin(-row0[2]);
if (Math.cos(rotate[1]) != 0) {
rotate[0] = Math.atan2(row1[2], row2[2]);
rotate[2] = Math.atan2(row0[1], row0[0]);
}
else {
rotate[0] = Math.atan2(-row2[0], row1[1]);
rotate[2] = 0;
}
// Convert rotations to degrees
var rad2deg = 180 / Math.PI;
rotate[0] *= rad2deg;
rotate[1] *= rad2deg;
rotate[2] *= rad2deg;
return true;
}
J3DIMatrix4.prototype._determinant2x2 = function(a, b, c, d)
{
return a * d - b * c;
}
J3DIMatrix4.prototype._determinant3x3 = function(a1, a2, a3, b1, b2, b3, c1, c2, c3)
{
return a1 * this._determinant2x2(b2, b3, c2, c3)
- b1 * this._determinant2x2(a2, a3, c2, c3)
+ c1 * this._determinant2x2(a2, a3, b2, b3);
}
J3DIMatrix4.prototype._determinant4x4 = function()
{
var a1 = this.$matrix.m11;
var b1 = this.$matrix.m12;
var c1 = this.$matrix.m13;
var d1 = this.$matrix.m14;
var a2 = this.$matrix.m21;
var b2 = this.$matrix.m22;
var c2 = this.$matrix.m23;
var d2 = this.$matrix.m24;
var a3 = this.$matrix.m31;
var b3 = this.$matrix.m32;
var c3 = this.$matrix.m33;
var d3 = this.$matrix.m34;
var a4 = this.$matrix.m41;
var b4 = this.$matrix.m42;
var c4 = this.$matrix.m43;
var d4 = this.$matrix.m44;
return a1 * this._determinant3x3(b2, b3, b4, c2, c3, c4, d2, d3, d4)
- b1 * this._determinant3x3(a2, a3, a4, c2, c3, c4, d2, d3, d4)
+ c1 * this._determinant3x3(a2, a3, a4, b2, b3, b4, d2, d3, d4)
- d1 * this._determinant3x3(a2, a3, a4, b2, b3, b4, c2, c3, c4);
}
J3DIMatrix4.prototype._makeAdjoint = function()
{
var a1 = this.$matrix.m11;
var b1 = this.$matrix.m12;
var c1 = this.$matrix.m13;
var d1 = this.$matrix.m14;
var a2 = this.$matrix.m21;
var b2 = this.$matrix.m22;
var c2 = this.$matrix.m23;
var d2 = this.$matrix.m24;
var a3 = this.$matrix.m31;
var b3 = this.$matrix.m32;
var c3 = this.$matrix.m33;
var d3 = this.$matrix.m34;
var a4 = this.$matrix.m41;
var b4 = this.$matrix.m42;
var c4 = this.$matrix.m43;
var d4 = this.$matrix.m44;
// Row column labeling reversed since we transpose rows & columns
this.$matrix.m11 = this._determinant3x3(b2, b3, b4, c2, c3, c4, d2, d3, d4);
this.$matrix.m21 = - this._determinant3x3(a2, a3, a4, c2, c3, c4, d2, d3, d4);
this.$matrix.m31 = this._determinant3x3(a2, a3, a4, b2, b3, b4, d2, d3, d4);
this.$matrix.m41 = - this._determinant3x3(a2, a3, a4, b2, b3, b4, c2, c3, c4);
this.$matrix.m12 = - this._determinant3x3(b1, b3, b4, c1, c3, c4, d1, d3, d4);
this.$matrix.m22 = this._determinant3x3(a1, a3, a4, c1, c3, c4, d1, d3, d4);
this.$matrix.m32 = - this._determinant3x3(a1, a3, a4, b1, b3, b4, d1, d3, d4);
this.$matrix.m42 = this._determinant3x3(a1, a3, a4, b1, b3, b4, c1, c3, c4);
this.$matrix.m13 = this._determinant3x3(b1, b2, b4, c1, c2, c4, d1, d2, d4);
this.$matrix.m23 = - this._determinant3x3(a1, a2, a4, c1, c2, c4, d1, d2, d4);
this.$matrix.m33 = this._determinant3x3(a1, a2, a4, b1, b2, b4, d1, d2, d4);
this.$matrix.m43 = - this._determinant3x3(a1, a2, a4, b1, b2, b4, c1, c2, c4);
this.$matrix.m14 = - this._determinant3x3(b1, b2, b3, c1, c2, c3, d1, d2, d3);
this.$matrix.m24 = this._determinant3x3(a1, a2, a3, c1, c2, c3, d1, d2, d3);
this.$matrix.m34 = - this._determinant3x3(a1, a2, a3, b1, b2, b3, d1, d2, d3);
this.$matrix.m44 = this._determinant3x3(a1, a2, a3, b1, b2, b3, c1, c2, c3);
}
//
// J3DIVector3
//
J3DIVector3 = function(x,y,z)
{
this.load(x,y,z);
}
J3DIVector3.prototype.load = function(x,y,z)
{
if (typeof x == 'object' && "length" in x) {
this[0] = x[0];
this[1] = x[1];
this[2] = x[2];
}
else if (typeof x == 'number') {
this[0] = x;
this[1] = y;
this[2] = z;
}
else {
this[0] = 0;
this[1] = 0;
this[2] = 0;
}
}
J3DIVector3.prototype.getAsArray = function()
{
return [ this[0], this[1], this[2] ];
}
J3DIVector3.prototype.getAsFloat32Array = function()
{
return new Float32Array(this.getAsArray());
}
J3DIVector3.prototype.vectorLength = function()
{
return Math.sqrt(this[0] * this[0] + this[1] * this[1] + this[2] * this[2]);
}
J3DIVector3.prototype.divide = function(divisor)
{
this[0] /= divisor; this[1] /= divisor; this[2] /= divisor;
}
J3DIVector3.prototype.cross = function(v)
{
this[0] = this[1] * v[2] - this[2] * v[1];
this[1] = -this[0] * v[2] + this[2] * v[0];
this[2] = this[0] * v[1] - this[1] * v[0];
}
J3DIVector3.prototype.dot = function(v)
{
return this[0] * v[0] + this[1] * v[1] + this[2] * v[2];
}
J3DIVector3.prototype.combine = function(v, ascl, bscl)
{
this[0] = (ascl * this[0]) + (bscl * v[0]);
this[1] = (ascl * this[1]) + (bscl * v[1]);
this[2] = (ascl * this[2]) + (bscl * v[2]);
}
J3DIVector3.prototype.multVecMatrix = function(matrix)
{
var x = this[0];
var y = this[1];
var z = this[2];
this[0] = matrix.$matrix.m41 + x * matrix.$matrix.m11 + y * matrix.$matrix.m21 + z * matrix.$matrix.m31;
this[1] = matrix.$matrix.m42 + x * matrix.$matrix.m12 + y * matrix.$matrix.m22 + z * matrix.$matrix.m32;
this[2] = matrix.$matrix.m43 + x * matrix.$matrix.m13 + y * matrix.$matrix.m23 + z * matrix.$matrix.m33;
var w = matrix.$matrix.m44 + x * matrix.$matrix.m14 + y * matrix.$matrix.m24 + z * matrix.$matrix.m34;
if (w != 1 && w != 0) {
this[0] /= w;
this[1] /= w;
this[2] /= w;
}
}
J3DIVector3.prototype.toString = function()
{
return "["+this[0]+","+this[1]+","+this[2]+"]";
}