import { ArgumentError } from '../errors/ArgumentError';
import { Box } from './Box';
import { MathConsts } from './MathConsts';
import { Orientation3D } from './Orientation3D';
import { Plane3D } from './Plane3D';
import { Quaternion } from './Quaternion';
import { Sphere } from './Sphere';
import { Vector3D } from './Vector3D';
export class Matrix3D {
private static _identityData: Float32Array = new Float32Array([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
private static _tempMatrix: Matrix3D = new Matrix3D();
/**
* A reference to a Matrix3D to be used as a temporary data container, preventing object creation.
*/
public static CALCULATION_MATRIX: Matrix3D = new Matrix3D();
static getAxisRotationMatrix(x: number, y: number, z: number, degrees: number, target: Matrix3D = null): Matrix3D {
if (target == null)
target = new Matrix3D();
const targetData: Float32Array = target._rawData;
const rad = degrees * MathConsts.DEGREES_TO_RADIANS;
const c: number = Math.cos(rad);
const s: number = Math.sin(rad);
const t: number = 1 - c;
let tmp1: number, tmp2: number;
targetData[0] = c + x * x * t;
targetData[5] = c + y * y * t;
targetData[10] = c + z * z * t;
tmp1 = x * y * t;
tmp2 = z * s;
targetData[1] = tmp1 + tmp2;
targetData[4] = tmp1 - tmp2;
tmp1 = x * z * t;
tmp2 = y * s;
targetData[8] = tmp1 + tmp2;
targetData[2] = tmp1 - tmp2;
tmp1 = y * z * t;
tmp2 = x * s;
targetData[9] = tmp1 - tmp2;
targetData[6] = tmp1 + tmp2;
targetData[3] = 0;
targetData[7] = 0;
targetData[11] = 0;
targetData[12] = 0;
targetData[13] = 0;
targetData[14] = 0;
targetData[15] = 1;
return target;
}
public static getPointAtMatrix(pos: Vector3D, dir: Vector3D, up: Vector3D, target: Matrix3D = null): Matrix3D {
let upN: Vector3D;
if (target == null)
target = new Matrix3D();
const targetData: Float32Array = target._rawData;
const dirN = dir.clone();
dirN.normalize();
upN = up.clone();
upN.normalize();
const lftN = upN.crossProduct(dirN);
lftN.normalize();
if (lftN.length < 0.05) {
lftN.x = upN.y;
lftN.y = upN.x;
lftN.z = 0;
lftN.normalize();
}
upN = dirN.crossProduct(lftN);
targetData[0] = lftN.x;
targetData[1] = lftN.y;
targetData[2] = lftN.z;
targetData[3] = 0;
targetData[4] = upN.x;
targetData[5] = upN.y;
targetData[6] = upN.z;
targetData[7] = 0;
targetData[8] = dirN.x;
targetData[9] = dirN.y;
targetData[10] = dirN.z;
targetData[11] = 0;
targetData[12] = lftN.dotProduct(pos);
targetData[13] = upN.dotProduct(pos);
targetData[14] = dirN.dotProduct(pos);
targetData[15] = 1;
return target;
}
/**
* Fills the 3d matrix with values representing the transformation made by the given quaternion.
*
* @param quarternion The quarterion object to convert.
*/
public static getQuaternionMatrix(quarternion: Quaternion, target: Matrix3D = null): Matrix3D {
if (target == null)
target = new Matrix3D();
const targetData: Float32Array = target._rawData;
const x: number = quarternion.x;
const y: number = quarternion.y;
const z: number = quarternion.z;
const w: number = quarternion.w;
const xx: number = x * x;
const xy: number = x * y;
const xz: number = x * z;
const xw: number = x * w;
const yy: number = y * y;
const yz: number = y * z;
const yw: number = y * w;
const zz: number = z * z;
const zw: number = z * w;
targetData[0] = 1 - 2 * (yy + zz);
targetData[1] = 2 * (xy + zw);
targetData[2] = 2 * (xz - yw);
targetData[4] = 2 * (xy - zw);
targetData[5] = 1 - 2 * (xx + zz);
targetData[6] = 2 * (yz + xw);
targetData[8] = 2 * (xz + yw);
targetData[9] = 2 * (yz - xw);
targetData[10] = 1 - 2 * (xx + yy);
targetData[3] = 0;
targetData[7] = 0;
targetData[11] = 0;
targetData[12] = 0;
targetData[13] = 0;
targetData[14] = 0;
targetData[15] = 1;
return target;
}
/**
* Returns a boolean value representing whether there is any difference between the two given 3d matrices.
*/
public static compare(m1: Matrix3D, m2: Matrix3D): boolean {
const r1: Float32Array = m1._rawData;
const r2: Float32Array = m2._rawData;
for (let i: number = 0; i < 16; ++i)
if (r1[i] != r2[i])
return false;
return true;
}
/**
* A Vector of 16 Numbers, where every four elements is a column of a 4x4 matrix.
*
*
An exception is thrown if the _rawData property is set to a matrix that is not invertible. The Matrix3D
* object must be invertible. If a non-invertible matrix is needed,
* create a subexport class of the Matrix3D object.
*/
public _rawData: Float32Array;
private _position: Vector3D;
private _components: Array;
/**
* [read-only] A number that determines whether a matrix is invertible.
*/
public get determinant(): number {
const raw: Float32Array = this._rawData;
return ((raw[0] * raw[5] - raw[4] * raw[1]) * (raw[10] * raw[15] - raw[14] * raw[11])
- (raw[0] * raw[9] - raw[8] * raw[1]) * (raw[6] * raw[15] - raw[14] * raw[7])
+ (raw[0] * raw[13] - raw[12] * raw[1]) * (raw[6] * raw[11] - raw[10] * raw[7])
+ (raw[4] * raw[9] - raw[8] * raw[5]) * (raw[2] * raw[15] - raw[14] * raw[3])
- (raw[4] * raw[13] - raw[12] * raw[5]) * (raw[2] * raw[11] - raw[10] * raw[3])
+ (raw[8] * raw[13] - raw[12] * raw[9]) * (raw[2] * raw[7] - raw[6] * raw[3]));
}
/**
* A Vector3D object that holds the position, the 3D coordinate (x,y,z) of a display object within the
* transformation's frame of reference.
*/
public get position(): Vector3D {
if (!this._position)
this._position = new Vector3D(new Float32Array(this._rawData.buffer, 48, 4));
return this._position;
}
/**
* Creates a Matrix3D object.
*/
constructor(rawData: Float32Array = null) {
if (rawData != null) {
this._rawData = rawData;
} else {
this._rawData = new Float32Array(16);
this.identity();
}
}
/**
* Appends the matrix by multiplying another Matrix3D object by the current Matrix3D object.
*/
public append(lhs: Matrix3D): void {
const raw: Float32Array = this._rawData;
const rawLhs: Float32Array = lhs._rawData;
const m111: number = raw[0];
const m112: number = raw[1];
const m113: number = raw[2];
const m114: number = raw[3];
const m121: number = raw[4];
const m122: number = raw[5];
const m123: number = raw[6];
const m124: number = raw[7];
const m131: number = raw[8];
const m132: number = raw[9];
const m133: number = raw[10];
const m134: number = raw[11];
const m141: number = raw[12];
const m142: number = raw[13];
const m143: number = raw[14];
const m144: number = raw[15];
const m211: number = rawLhs[0];
const m212: number = rawLhs[1];
const m213: number = rawLhs[2];
const m214: number = rawLhs[3];
const m221: number = rawLhs[4];
const m222: number = rawLhs[5];
const m223: number = rawLhs[6];
const m224: number = rawLhs[7];
const m231: number = rawLhs[8];
const m232: number = rawLhs[9];
const m233: number = rawLhs[10];
const m234: number = rawLhs[11];
const m241: number = rawLhs[12];
const m242: number = rawLhs[13];
const m243: number = rawLhs[14];
const m244: number = rawLhs[15];
raw[0] = m111 * m211 + m112 * m221 + m113 * m231 + m114 * m241;
raw[1] = m111 * m212 + m112 * m222 + m113 * m232 + m114 * m242;
raw[2] = m111 * m213 + m112 * m223 + m113 * m233 + m114 * m243;
raw[3] = m111 * m214 + m112 * m224 + m113 * m234 + m114 * m244;
raw[4] = m121 * m211 + m122 * m221 + m123 * m231 + m124 * m241;
raw[5] = m121 * m212 + m122 * m222 + m123 * m232 + m124 * m242;
raw[6] = m121 * m213 + m122 * m223 + m123 * m233 + m124 * m243;
raw[7] = m121 * m214 + m122 * m224 + m123 * m234 + m124 * m244;
raw[8] = m131 * m211 + m132 * m221 + m133 * m231 + m134 * m241;
raw[9] = m131 * m212 + m132 * m222 + m133 * m232 + m134 * m242;
raw[10] = m131 * m213 + m132 * m223 + m133 * m233 + m134 * m243;
raw[11] = m131 * m214 + m132 * m224 + m133 * m234 + m134 * m244;
raw[12] = m141 * m211 + m142 * m221 + m143 * m231 + m144 * m241;
raw[13] = m141 * m212 + m142 * m222 + m143 * m232 + m144 * m242;
raw[14] = m141 * m213 + m142 * m223 + m143 * m233 + m144 * m243;
raw[15] = m141 * m214 + m142 * m224 + m143 * m234 + m144 * m244;
}
/**
* Appends an incremental rotation to a Matrix3D object.
*/
public appendRotation(degrees: number, axis: Vector3D): void {
this.append(Matrix3D.getAxisRotationMatrix(axis.x, axis.y, axis.z, degrees, Matrix3D._tempMatrix));
}
/**
* Appends an incremental skew change along the x, y, and z axes to a Matrix3D object.
*/
public appendSkew(xSkew: number, ySkew: number, zSkew: number): void {
if (xSkew == 0 && ySkew == 0 && zSkew == 0)
return;
const rawData: Float32Array = Matrix3D._tempMatrix._rawData;
rawData[0] = 1;
rawData[1] = 0;
rawData[2] = 0;
rawData[3] = 0;
rawData[4] = xSkew;
rawData[5] = 1;
rawData[6] = 0;
rawData[7] = 0;
rawData[8] = ySkew;
rawData[9] = zSkew;
rawData[10] = 1;
rawData[11] = 0;
rawData[12] = 0;
rawData[13] = 0;
rawData[14] = 0;
rawData[15] = 1;
this.append(Matrix3D._tempMatrix);
}
/**
* Appends an incremental scale change along the x, y, and z axes to a Matrix3D object.
*/
public appendScale(xScale: number, yScale: number, zScale: number): void {
if (xScale == 1 && yScale == 1 && zScale == 1)
return;
const rawData: Float32Array = Matrix3D._tempMatrix._rawData;
rawData[0] = xScale;
rawData[1] = 0;
rawData[2] = 0;
rawData[3] = 0;
rawData[4] = 0;
rawData[5] = yScale;
rawData[6] = 0;
rawData[7] = 0;
rawData[8] = 0;
rawData[9] = 0;
rawData[10] = zScale;
rawData[11] = 0;
rawData[12] = 0;
rawData[13] = 0;
rawData[14] = 0;
rawData[15] = 1;
this.append(Matrix3D._tempMatrix);
}
/**
*Appends an incremental translation, a repositioning along the x, y, and z axes, to a Matrix3D object.
*/
public appendTranslation(x: number, y: number, z: number): void {
const raw: Float32Array = this._rawData;
const m41 = raw[3], m42 = raw[7], m43 = raw[11], m44 = raw[15];
raw[0 ] += x * m41;
raw[1 ] += y * m41;
raw[2 ] += z * m41;
raw[4 ] += x * m42;
raw[5 ] += y * m42;
raw[6 ] += z * m42;
raw[8 ] += x * m43;
raw[9 ] += y * m43;
raw[10] += z * m43;
raw[12] += x * m44;
raw[13] += y * m44;
raw[14] += z * m44;
}
/**
* Returns a new Matrix3D object that is an exact copy of the current Matrix3D object.
*/
public clone(): Matrix3D {
const matrix3D: Matrix3D = new Matrix3D();
matrix3D.copyFrom(this);
return matrix3D;
}
/**
* Copies a Vector3D object into specific column of the calling Matrix3D object.
*/
public copyColumnFrom(column: number, vector3D: Vector3D): void {
if (column < 0 || column > 3)
throw new ArgumentError('ArgumentError, Column ' + column + ' out of bounds [0, ..., 3]');
const targetData: Float32Array = this._rawData;
const vectorData: Float32Array = vector3D._rawData;
column *= 4;
targetData[column] = vectorData[0];
targetData[column + 1] = vectorData[1];
targetData[column + 2] = vectorData[2];
targetData[column + 3] = vectorData[3];
}
/**
* Copies specific column of the calling Matrix3D object into the Vector3D object.
*/
public copyColumnTo(column: number, vector3D: Vector3D, negate: boolean = false): void {
if (column < 0 || column > 3)
throw new ArgumentError('ArgumentError, Column ' + column + ' out of bounds [0, ..., 3]');
column *= 4;
const sourceData: Float32Array = this._rawData;
const vectorData: Float32Array = vector3D._rawData;
if (negate) {
vectorData[0] = -sourceData[column];
vectorData[1] = -sourceData[column + 1];
vectorData[2] = -sourceData[column + 2];
vectorData[3] = -sourceData[column + 3];
} else {
vectorData[0] = sourceData[column];
vectorData[1] = sourceData[column + 1];
vectorData[2] = sourceData[column + 2];
vectorData[3] = sourceData[column + 3];
}
}
/**
* Copies all of the matrix data from the source Matrix3D object into the calling Matrix3D object.
*/
public copyFrom(source: Matrix3D, transpose: boolean = false): void {
const sourceData = source._rawData, targetData = this._rawData;
if (transpose) {
targetData[0] = sourceData[0];
targetData[1] = sourceData[4];
targetData[2] = sourceData[8];
targetData[3] = sourceData[12];
targetData[4] = sourceData[1];
targetData[5] = sourceData[5];
targetData[6] = sourceData[9];
targetData[7] = sourceData[13];
targetData[8] = sourceData[2];
targetData[9] = sourceData[6];
targetData[10] = sourceData[10];
targetData[11] = sourceData[14];
targetData[12] = sourceData[3];
targetData[13] = sourceData[7];
targetData[14] = sourceData[11];
targetData[15] = sourceData[15];
} else {
targetData.set(sourceData);
}
}
/**
* Copies this Matrix3D object into a destination Matrix3D object.
*/
public copyTo(target: Matrix3D, transpose: boolean = false): void {
target.copyFrom(this, transpose);
}
public copyRawDataFrom(sourceData: Float32Array, offset: number = 0, transpose: boolean = false): void {
const targetData = this._rawData;
if (transpose) {
targetData[0] = sourceData[offset + 0];
targetData[1] = sourceData[offset + 4];
targetData[2] = sourceData[offset + 8];
targetData[3] = sourceData[offset + 12];
targetData[4] = sourceData[offset + 1];
targetData[5] = sourceData[offset + 5];
targetData[6] = sourceData[offset + 9];
targetData[7] = sourceData[offset + 13];
targetData[8] = sourceData[offset + 2];
targetData[9] = sourceData[offset + 6];
targetData[10] = sourceData[offset + 10];
targetData[11] = sourceData[offset + 14];
targetData[12] = sourceData[offset + 3];
targetData[13] = sourceData[offset + 7];
targetData[14] = sourceData[offset + 11];
targetData[15] = sourceData[offset + 15];
} else {
targetData.set(sourceData.subarray(offset, offset + 16));
}
}
public copyRawDataTo(targetData: Float32Array, offset: number = 0, transpose: boolean = false): void {
const sourceData = this._rawData;
if (transpose) {
targetData[offset] = sourceData[0];
targetData[offset + 1] = sourceData[4];
targetData[offset + 2] = sourceData[8];
targetData[offset + 3] = sourceData[12];
targetData[offset + 4] = sourceData[1];
targetData[offset + 5] = sourceData[5];
targetData[offset + 6] = sourceData[9];
targetData[offset + 7] = sourceData[13];
targetData[offset + 8] = sourceData[2];
targetData[offset + 9] = sourceData[6];
targetData[offset + 10] = sourceData[10];
targetData[offset + 11] = sourceData[14];
targetData[offset + 12] = sourceData[3];
targetData[offset + 13] = sourceData[7];
targetData[offset + 14] = sourceData[11];
targetData[offset + 15] = sourceData[15];
} else {
targetData.set(sourceData, offset);
}
}
/**
* Copies a Vector3D object into specific row of the calling Matrix3D object.
*/
public copyRowFrom(row: number, vector3D: Vector3D): void {
if (row < 0 || row > 3)
throw new ArgumentError('ArgumentError, Row ' + row + ' out of bounds [0, ..., 3]');
const targetData: Float32Array = this._rawData;
const vectorData: Float32Array = vector3D._rawData;
targetData[row] = vectorData[0];
targetData[row + 4] = vectorData[1];
targetData[row + 8] = vectorData[2];
targetData[row + 12] = vectorData[3];
}
/**
* Copies specific row of the calling Matrix3D object into the Vector3D object.
*/
public copyRowTo(row: number, vector3D: Vector3D, negate: boolean = false): void {
if (row < 0 || row > 3)
throw new ArgumentError('ArgumentError, Row ' + row + ' out of bounds [0, ..., 3]');
const sourceData: Float32Array = this._rawData;
const vectorData: Float32Array = vector3D._rawData;
if (negate) {
vectorData[0] = -sourceData[row];
vectorData[1] = -sourceData[row + 4];
vectorData[2] = -sourceData[row + 8];
vectorData[3] = -sourceData[row + 12];
} else {
vectorData[0] = sourceData[row];
vectorData[1] = sourceData[row + 4];
vectorData[2] = sourceData[row + 8];
vectorData[3] = sourceData[row + 12];
}
}
private static COL_X = new Vector3D();
private static COL_Y = new Vector3D();
private static COL_Z = new Vector3D();
/**
* Returns the transformation matrix's translation, rotation, and scale
* settings as a Vector of three Vector3D objects.
*/
public decompose(orientationStyle: string = 'eulerAngles'): Vector3D[] {
if (this._components == null)
this._components = [new Vector3D(), new Vector3D(), new Vector3D(), new Vector3D()];
/// use TMP for avoid realocation
const colX = Matrix3D.COL_X;
colX.setTo(this._rawData[0], this._rawData[1], this._rawData[2]);
const colY = Matrix3D.COL_Y;
colY.setTo(this._rawData[4], this._rawData[5], this._rawData[6]);
const colZ = Matrix3D.COL_Z;
colZ.setTo(this._rawData[8], this._rawData[9], this._rawData[10]);
const skew = this._components[3];
const scale = this._components[2];
//compute X scale factor and normalise colX
scale.x = colX.length;
if (scale.x)
colX.scaleBy(1 / scale.x);
//compute XY shear factor and make colY orthogonal to colX
skew.x = colX.dotProduct(colY);
Vector3D.combine(colY, colX, 1, -skew.x, colY);
//compute Y scale factor and normalise colY
scale.y = colY.length;
if (scale.y) {
colY.scaleBy(1 / scale.y);
skew.x /= scale.y;
}
//compute XZ and YZ shears and make colZ orthogonal to colX and colY
skew.y = colX.dotProduct(colZ);
Vector3D.combine(colZ, colX, 1, -skew.y, colZ);
skew.z = colY.dotProduct(colZ);
Vector3D.combine(colZ, colY, 1, -skew.z, colZ);
//compute Z scale and normalise colZ
scale.z = colZ.length;
if (scale.z) {
colZ.scaleBy(1 / scale.z);
skew.y /= scale.z;
skew.z /= scale.z;
}
//at this point, the matrix (in cols) is orthonormal
//check for a coordinate system flip. If the determinant is -1, negate the z scaling factor
if (colX.dotProduct(colY.crossProduct(colZ)) < 0) {
scale.z = -scale.z;
colZ.x = -colZ.x;
colZ.y = -colZ.y;
colZ.z = -colZ.z;
}
const rot = this._components[1];
switch (orientationStyle) {
case Orientation3D.AXIS_ANGLE: {
rot.w = Math.acos((colX.x + colY.y + colZ.z - 1) / 2);
const len: number = Math.sqrt(
(colY.z - colZ.y) * (colY.z - colZ.y) +
(colZ.x - colX.z) * (colZ.x - colX.z) +
(colX.y - colY.x) * (colX.y - colY.x));
rot.x = len ? (colY.z - colZ.y) / len : 0;
rot.y = len ? (colZ.x - colX.z) / len : 0;
rot.z = len ? (colX.y - colY.x) / len : 0;
break;
}
case Orientation3D.QUATERNION: {
const tr = colX.x + colY.y + colZ.z;
if (tr > 0) {
rot.w = Math.sqrt(1 + tr) / 2;
rot.x = (colY.z - colZ.y) / (4 * rot.w);
rot.y = (colZ.x - colX.z) / (4 * rot.w);
rot.z = (colX.y - colY.x) / (4 * rot.w);
} else if ((colX.x > colY.y) && (colX.x > colZ.z)) {
rot.x = Math.sqrt(1 + colX.x - colY.y - colZ.z) / 2;
rot.w = (colY.z - colZ.y) / (4 * rot.x);
rot.y = (colX.y + colY.x) / (4 * rot.x);
rot.z = (colZ.x + colX.z) / (4 * rot.x);
} else if (colY.y > colZ.z) {
rot.y = Math.sqrt(1 + colY.y - colX.x - colZ.z) / 2;
rot.x = (colX.y + colY.x) / (4 * rot.y);
rot.w = (colZ.x - colX.z) / (4 * rot.y);
rot.z = (colY.z + colZ.y) / (4 * rot.y);
} else {
rot.z = Math.sqrt(1 + colZ.z - colX.x - colY.y) / 2;
rot.x = (colZ.x + colX.z) / (4 * rot.z);
rot.y = (colY.z + colZ.y) / (4 * rot.z);
rot.w = (colX.y - colY.x) / (4 * rot.z);
}
break;
}
case Orientation3D.EULER_ANGLES:
rot.y = Math.asin(-colX.z) * MathConsts.RADIANS_TO_DEGREES;
//var cos:number = Math.cos(rot.y);
if (colX.z != 1 && colX.z != -1) {
rot.x = Math.atan2(colY.z, colZ.z) * MathConsts.RADIANS_TO_DEGREES;
rot.z = Math.atan2(colX.y, colX.x) * MathConsts.RADIANS_TO_DEGREES;
} else {
rot.z = 0;
rot.x = Math.atan2(colY.x, colY.y) * MathConsts.RADIANS_TO_DEGREES;
}
break;
}
this._components[0].copyFrom(this.position);
return this._components;
}
/**
* Uses the transformation matrix without its translation elements to transform a Vector3D object from one space
* coordinate to another.
*/
public deltaTransformVector(v: Vector3D, t: Vector3D = null): Vector3D {
const x: number = v.x;
const y: number = v.y;
const z: number = v.z;
if (!t)
t = new Vector3D();
const raw: Float32Array = this._rawData;
const rawT: Float32Array = t._rawData;
rawT[0] = x * raw[0] + y * raw[4] + z * raw[8];
rawT[1] = x * raw[1] + y * raw[5] + z * raw[9];
rawT[2] = x * raw[2] + y * raw[6] + z * raw[10];
rawT[3] = x * raw[3] + y * raw[7] + z * raw[11];
return t;
}
public deltaTransformVectors(vin: Array, vout: Array): void {
const raw: Float32Array = this._rawData;
const a: number = raw[0];
const e: number = raw[1];
const i: number = raw[2];
const b: number = raw[4];
const f: number = raw[5];
const j: number = raw[6];
const c: number = raw[8];
const g: number = raw[9];
const k: number = raw[10];
let outIndex: number = 0;
const length: number = vin.length;
for (let index: number = 0; index < length; index += 3) {
const x: number = vin[index];
const y: number = vin[index + 1];
const z: number = vin[index + 2];
vout[outIndex++] = a * x + b * y + c * z;
vout[outIndex++] = e * x + f * y + g * z;
vout[outIndex++] = i * x + j * y + k * z;
}
}
/**
* Converts the current matrix to an identity or unit matrix.
*/
public identity(): void {
this._rawData.set(Matrix3D._identityData);
}
/**
* Inverts the current matrix.
*/
public invert(): boolean {
let d = this.determinant;
const invertable: boolean = Math.abs(d) > 0.00000000001;
const raw: Float32Array = this._rawData;
if (invertable) {
d = 1 / d;
const m11: number = raw[0];
const m12: number = raw[1];
const m13: number = raw[2];
const m14: number = raw[3];
const m21: number = raw[4];
const m22: number = raw[5];
const m23: number = raw[6];
const m24: number = raw[7];
const m31: number = raw[8];
const m32: number = raw[9];
const m33: number = raw[10];
const m34: number = raw[11];
const m41: number = raw[12];
const m42: number = raw[13];
const m43: number = raw[14];
const m44: number = raw[15];
/* eslint-disable */
raw[0] = d * (m22 * (m33 * m44 - m43 * m34) - m32 * (m23 * m44 - m43 * m24) + m42 * (m23 * m34 - m33 * m24));
raw[1] = -d * (m12 * (m33 * m44 - m43 * m34) - m32 * (m13 * m44 - m43 * m14) + m42 * (m13 * m34 - m33 * m14));
raw[2] = d * (m12 * (m23 * m44 - m43 * m24) - m22 * (m13 * m44 - m43 * m14) + m42 * (m13 * m24 - m23 * m14));
raw[3] = -d * (m12 * (m23 * m34 - m33 * m24) - m22 * (m13 * m34 - m33 * m14) + m32 * (m13 * m24 - m23 * m14));
raw[4] = -d * (m21 * (m33 * m44 - m43 * m34) - m31 * (m23 * m44 - m43 * m24) + m41 * (m23 * m34 - m33 * m24));
raw[5] = d * (m11 * (m33 * m44 - m43 * m34) - m31 * (m13 * m44 - m43 * m14) + m41 * (m13 * m34 - m33 * m14));
raw[6] = -d * (m11 * (m23 * m44 - m43 * m24) - m21 * (m13 * m44 - m43 * m14) + m41 * (m13 * m24 - m23 * m14));
raw[7] = d * (m11 * (m23 * m34 - m33 * m24) - m21 * (m13 * m34 - m33 * m14) + m31 * (m13 * m24 - m23 * m14));
raw[8] = d * (m21 * (m32 * m44 - m42 * m34) - m31 * (m22 * m44 - m42 * m24) + m41 * (m22 * m34 - m32 * m24));
raw[9] = -d * (m11 * (m32 * m44 - m42 * m34) - m31 * (m12 * m44 - m42 * m14) + m41 * (m12 * m34 - m32 * m14));
raw[10] = d * (m11 * (m22 * m44 - m42 * m24) - m21 * (m12 * m44 - m42 * m14) + m41 * (m12 * m24 - m22 * m14));
raw[11] = -d * (m11 * (m22 * m34 - m32 * m24) - m21 * (m12 * m34 - m32 * m14) + m31 * (m12 * m24 - m22 * m14));
raw[12] = -d * (m21 * (m32 * m43 - m42 * m33) - m31 * (m22 * m43 - m42 * m23) + m41 * (m22 * m33 - m32 * m23));
raw[13] = d * (m11 * (m32 * m43 - m42 * m33) - m31 * (m12 * m43 - m42 * m13) + m41 * (m12 * m33 - m32 * m13));
raw[14] = -d * (m11 * (m22 * m43 - m42 * m23) - m21 * (m12 * m43 - m42 * m13) + m41 * (m12 * m23 - m22 * m13));
raw[15] = d * (m11 * (m22 * m33 - m32 * m23) - m21 * (m12 * m33 - m32 * m13) + m31 * (m12 * m23 - m22 * m13));
/* eslint-enable */
}
return invertable;
}
public isIdentity(): boolean {
const raw: Float32Array = this._rawData;
if (raw[0] == 1 &&
raw[1] == 0 &&
raw[2] == 0 &&
raw[3] == 0 &&
raw[4] == 0 &&
raw[5] == 1 &&
raw[6] == 0 &&
raw[7] == 0 &&
raw[8] == 0 &&
raw[9] == 0 &&
raw[10] == 1 &&
raw[11] == 0 &&
raw[12] == 0 &&
raw[13] == 0 &&
raw[14] == 0 &&
raw[15] == 1)
return true;
return false;
}
/**
* Prepends a matrix by multiplying the current Matrix3D object by another Matrix3D object.
*/
public prepend(rhs: Matrix3D): void {
const raw: Float32Array = this._rawData;
const rawRhs: Float32Array = rhs._rawData;
const m111: number = rawRhs[0];
const m112: number = rawRhs[1];
const m113: number = rawRhs[2];
const m114: number = rawRhs[3];
const m121: number = rawRhs[4];
const m122: number = rawRhs[5];
const m123: number = rawRhs[6];
const m124: number = rawRhs[7];
const m131: number = rawRhs[8];
const m132: number = rawRhs[9];
const m133: number = rawRhs[10];
const m134: number = rawRhs[11];
const m141: number = rawRhs[12];
const m142: number = rawRhs[13];
const m143: number = rawRhs[14];
const m144: number = rawRhs[15];
const m211: number = raw[0];
const m212: number = raw[1];
const m213: number = raw[2];
const m214: number = raw[3];
const m221: number = raw[4];
const m222: number = raw[5];
const m223: number = raw[6];
const m224: number = raw[7];
const m231: number = raw[8];
const m232: number = raw[9];
const m233: number = raw[10];
const m234: number = raw[11];
const m241: number = raw[12];
const m242: number = raw[13];
const m243: number = raw[14];
const m244: number = raw[15];
raw[0] = m111 * m211 + m112 * m221 + m113 * m231 + m114 * m241;
raw[1] = m111 * m212 + m112 * m222 + m113 * m232 + m114 * m242;
raw[2] = m111 * m213 + m112 * m223 + m113 * m233 + m114 * m243;
raw[3] = m111 * m214 + m112 * m224 + m113 * m234 + m114 * m244;
raw[4] = m121 * m211 + m122 * m221 + m123 * m231 + m124 * m241;
raw[5] = m121 * m212 + m122 * m222 + m123 * m232 + m124 * m242;
raw[6] = m121 * m213 + m122 * m223 + m123 * m233 + m124 * m243;
raw[7] = m121 * m214 + m122 * m224 + m123 * m234 + m124 * m244;
raw[8] = m131 * m211 + m132 * m221 + m133 * m231 + m134 * m241;
raw[9] = m131 * m212 + m132 * m222 + m133 * m232 + m134 * m242;
raw[10] = m131 * m213 + m132 * m223 + m133 * m233 + m134 * m243;
raw[11] = m131 * m214 + m132 * m224 + m133 * m234 + m134 * m244;
raw[12] = m141 * m211 + m142 * m221 + m143 * m231 + m144 * m241;
raw[13] = m141 * m212 + m142 * m222 + m143 * m232 + m144 * m242;
raw[14] = m141 * m213 + m142 * m223 + m143 * m233 + m144 * m243;
raw[15] = m141 * m214 + m142 * m224 + m143 * m234 + m144 * m244;
}
/**
* Prepends an incremental rotation to a Matrix3D object.
*/
public prependRotation(degrees: number, axis: Vector3D) //, pivot:Vector3D = null ):void
{ // eslint-disable-line
this.prepend(Matrix3D.getAxisRotationMatrix(axis.x, axis.y, axis.z, degrees, Matrix3D._tempMatrix));
}
/**
* Prepends an incremental scale change along the x, y, and z axes to a Matrix3D object.
*/
public prependScale(xScale: number, yScale: number, zScale: number): void {
if (xScale == 1 && yScale == 1 && zScale == 1)
return;
const rawData: Float32Array = Matrix3D._tempMatrix._rawData;
rawData[0] = xScale;
rawData[1] = 0;
rawData[2] = 0;
rawData[3] = 0;
rawData[4] = 0;
rawData[5] = yScale;
rawData[6] = 0;
rawData[7] = 0;
rawData[8] = 0;
rawData[9] = 0;
rawData[10] = zScale;
rawData[11] = 0;
rawData[12] = 0;
rawData[13] = 0;
rawData[14] = 0;
rawData[15] = 1;
this.prepend(Matrix3D._tempMatrix);
}
/**
* Prepends an incremental translation, a repositioning along the x, y, and z axes, to a Matrix3D object.
*/
public prependTranslation(x: number, y: number, z: number): void {
const rawData: Float32Array = Matrix3D._tempMatrix._rawData;
rawData[0] = 1;
rawData[1] = 0;
rawData[2] = 0;
rawData[3] = 0;
rawData[4] = 0;
rawData[5] = 1;
rawData[6] = 0;
rawData[7] = 0;
rawData[8] = 0;
rawData[9] = 0;
rawData[10] = 1;
rawData[11] = 0;
rawData[12] = x;
rawData[13] = y;
rawData[14] = z;
rawData[15] = 1;
this.prepend(Matrix3D._tempMatrix);
}
// TODO orientationStyle
/**
* Sets the transformation matrix's translation, rotation, and scale settings.
*/
public recompose(components: Vector3D[]): void {
//reset matrix ready for recompose
this.identity();
const skew: Vector3D = components[3];
if (skew && (skew.x != 0 || skew.y != 0 || skew.z != 0))
this.appendSkew(skew.x, skew.y, skew.z);
const scale: Vector3D = components[2];
if (scale && (scale.x != 1 || scale.y != 1 || scale.z != 1))
this.appendScale(scale.x, scale.y, scale.z);
let sin: number;
let cos: number;
const rawData: Float32Array = Matrix3D._tempMatrix._rawData;
rawData[12] = 0;
rawData[13] = 0;
rawData[14] = 0;
rawData[15] = 0;
const rotation: Vector3D = components[1];
if (rotation) {
let angle: number = -rotation.x * MathConsts.DEGREES_TO_RADIANS;
if (angle != 0) {
sin = Math.sin(angle);
cos = Math.cos(angle);
rawData[0] = 1;
rawData[1] = 0;
rawData[2] = 0;
rawData[3] = 0;
rawData[4] = 0;
rawData[5] = cos;
rawData[6] = -sin;
rawData[7] = 0;
rawData[8] = 0;
rawData[9] = sin;
rawData[10] = cos;
rawData[11] = 0;
this.append(Matrix3D._tempMatrix);
}
angle = -rotation.y * MathConsts.DEGREES_TO_RADIANS;
if (angle != 0) {
sin = Math.sin(angle);
cos = Math.cos(angle);
rawData[0] = cos;
rawData[1] = 0;
rawData[2] = sin;
rawData[3] = 0;
rawData[4] = 0;
rawData[5] = 1;
rawData[6] = 0;
rawData[7] = 0;
rawData[8] = -sin;
rawData[9] = 0;
rawData[10] = cos;
rawData[11] = 0;
this.append(Matrix3D._tempMatrix);
}
angle = -rotation.z * MathConsts.DEGREES_TO_RADIANS;
if (angle != 0) {
sin = Math.sin(angle);
cos = Math.cos(angle);
rawData[0] = cos;
rawData[1] = -sin;
rawData[2] = 0;
rawData[3] = 0;
rawData[4] = sin;
rawData[5] = cos;
rawData[6] = 0;
rawData[7] = 0;
rawData[8] = 0;
rawData[9] = 0;
rawData[10] = 1;
rawData[11] = 0;
this.append(Matrix3D._tempMatrix);
}
}
const pos: Vector3D = components[0];
if (pos) {
this._rawData[12] = pos.x;
this._rawData[13] = pos.y;
this._rawData[14] = pos.z;
this._rawData[15] = 1;
}
}
public reflect(plane: Plane3D): void {
const a: number = plane.a, b: number = plane.b, c: number = plane.c, d: number = plane.d;
const ab2: number = -2 * a * b;
const ac2: number = -2 * a * c;
const bc2: number = -2 * b * c;
// reflection matrix
const rawData: Float32Array = this._rawData;
rawData[0] = 1 - 2 * a * a;
rawData[4] = ab2;
rawData[8] = ac2;
rawData[12] = -2 * a * d;
rawData[1] = ab2;
rawData[5] = 1 - 2 * b * b;
rawData[9] = bc2;
rawData[13] = -2 * b * d;
rawData[2] = ac2;
rawData[6] = bc2;
rawData[10] = 1 - 2 * c * c;
rawData[14] = -2 * c * d;
rawData[3] = 0;
rawData[7] = 0;
rawData[11] = 0;
rawData[15] = 1;
}
public transformBox(box: Box, target: Box = null): Box {
if (box == null)
throw new ArgumentError('ArgumentError, box cannot be null');
if (!target)
target = new Box();
const hx: number = box.width / 2;
const hy: number = box.height / 2;
const hz: number = box.depth / 2;
const cx: number = box.x + hx;
const cy: number = box.y + hy;
const cz: number = box.z + hz;
const
m11: number = this._rawData[0],
m12: number = this._rawData[4],
m13: number = this._rawData[8],
m14: number = this._rawData[12];
const
m21: number = this._rawData[1],
m22: number = this._rawData[5],
m23: number = this._rawData[9],
m24: number = this._rawData[13];
const
m31: number = this._rawData[2],
m32: number = this._rawData[6],
m33: number = this._rawData[10],
m34: number = this._rawData[14];
const centerX: number = cx * m11 + cy * m12 + cz * m13 + m14;
const centerY: number = cx * m21 + cy * m22 + cz * m23 + m24;
const centerZ: number = cx * m31 + cy * m32 + cz * m33 + m34;
const halfExtentsX: number = Math.max(
Math.abs(hx * m11 + hy * m12 + hz * m13),
Math.abs(-hx * m11 + hy * m12 + hz * m13),
Math.abs(hx * m11 - hy * m12 + hz * m13),
Math.abs(hx * m11 + hy * m12 - hz * m13));
const halfExtentsY: number = Math.max(
Math.abs(hx * m21 + hy * m22 + hz * m23),
Math.abs(-hx * m21 + hy * m22 + hz * m23),
Math.abs(hx * m21 - hy * m22 + hz * m23),
Math.abs(hx * m21 + hy * m22 - hz * m23));
const halfExtentsZ: number = Math.max(
Math.abs(hx * m31 + hy * m32 + hz * m33),
Math.abs(-hx * m31 + hy * m32 + hz * m33),
Math.abs(hx * m31 - hy * m32 + hz * m33),
Math.abs(hx * m31 + hy * m32 - hz * m33));
target.width = halfExtentsX * 2;
target.height = halfExtentsY * 2;
target.depth = halfExtentsZ * 2;
target.x = centerX - halfExtentsX;
target.y = centerY - halfExtentsY;
target.z = centerZ - halfExtentsZ;
return target;
}
public transformSphere(sphere: Sphere, target: Sphere = null): Sphere {
//TODO: use a better solution than this
if (sphere == null)
throw new ArgumentError('ArgumentError, sphere cannot be null');
const box: Box = new Box(
sphere.x - sphere.radius, // x
sphere.y - sphere.radius, // y
sphere.z - sphere.radius, // z
sphere.radius * 2, // w
sphere.radius * 2, // h
sphere.radius * 2); // d
this.transformBox(box, box);
if (!target)
target = new Sphere();
target.x = box.x + box.width / 2;
target.y = box.y + box.height / 2;
target.z = box.z + box.depth / 2;
target.radius = Math.max(box.width, box.height, box.depth);
return target;
}
public transformVector(vector: Vector3D, target: Vector3D = null, ignoreW: boolean = false): Vector3D {
if (vector == null)
throw new ArgumentError('ArgumentError, vector cannot be null');
const x: number = vector.x;
const y: number = vector.y;
const z: number = vector.z;
const w: number = ignoreW ? 1 : vector.w;
if (!target)
target = new Vector3D();
const raw: Float32Array = this._rawData;
const rawTarget: Float32Array = target._rawData;
rawTarget[0] = x * raw[0] + y * raw[4] + z * raw[8] + w * raw[12];
rawTarget[1] = x * raw[1] + y * raw[5] + z * raw[9] + w * raw[13];
rawTarget[2] = x * raw[2] + y * raw[6] + z * raw[10] + w * raw[14];
rawTarget[3] = x * raw[3] + y * raw[7] + z * raw[11] + w * raw[15];
return target;
}
/**
* Uses the transformation matrix to transform a Vector of Numbers from one coordinate space to another.
*/
public transformVectors(vin: number[], vout: number[]): void {
let i: number = 0;
let x: number = 0, y: number = 0, z: number = 0;
const raw: Float32Array = this._rawData;
while (i + 3 <= vin.length) {
x = vin[i];
y = vin[i + 1];
z = vin[i + 2];
vout[i] = x * raw[0] + y * raw[4] + z * raw[8] + raw[12];
vout[i + 1] = x * raw[1] + y * raw[5] + z * raw[9] + raw[13];
vout[i + 2] = x * raw[2] + y * raw[6] + z * raw[10] + raw[14];
i += 3;
}
}
/**
* Converts the current Matrix3D object to a matrix where the rows and columns are swapped.
*/
public transpose(): void {
const raw: Float32Array = this._rawData;
const rawTemp: Float32Array = Matrix3D._tempMatrix._rawData;
this.copyRawDataTo(rawTemp, 0, true);
raw[1] = rawTemp[1];
raw[2] = rawTemp[2];
raw[3] = rawTemp[3];
raw[4] = rawTemp[4];
raw[6] = rawTemp[6];
raw[7] = rawTemp[7];
raw[8] = rawTemp[8];
raw[9] = rawTemp[9];
raw[11] = rawTemp[11];
raw[12] = rawTemp[12];
raw[13] = rawTemp[13];
raw[14] = rawTemp[14];
}
public toFixed(decimalPlace: number): string {
const magnitude: number = Math.pow(10, decimalPlace);
return 'matrix3d(' + Math.round(this._rawData[0] * magnitude) / magnitude +
',' + Math.round(this._rawData[1] * magnitude) / magnitude +
',' + Math.round(this._rawData[2] * magnitude) / magnitude +
',' + Math.round(this._rawData[3] * magnitude) / magnitude +
',' + Math.round(this._rawData[4] * magnitude) / magnitude +
',' + Math.round(this._rawData[5] * magnitude) / magnitude +
',' + Math.round(this._rawData[6] * magnitude) / magnitude +
',' + Math.round(this._rawData[7] * magnitude) / magnitude +
',' + Math.round(this._rawData[8] * magnitude) / magnitude +
',' + Math.round(this._rawData[9] * magnitude) / magnitude +
',' + Math.round(this._rawData[10] * magnitude) / magnitude +
',' + Math.round(this._rawData[11] * magnitude) / magnitude +
',' + Math.round(this._rawData[12] * magnitude) / magnitude +
',' + Math.round(this._rawData[13] * magnitude) / magnitude +
',' + Math.round(this._rawData[14] * magnitude) / magnitude +
',' + Math.round(this._rawData[15] * magnitude) / magnitude + ')';
}
public toString(): string {
return 'matrix3d(' + Math.round(this._rawData[0] * 1000) / 1000 +
',' + Math.round(this._rawData[1] * 1000) / 1000 +
',' + Math.round(this._rawData[2] * 1000) / 1000 +
',' + Math.round(this._rawData[3] * 1000) / 1000 +
',' + Math.round(this._rawData[4] * 1000) / 1000 +
',' + Math.round(this._rawData[5] * 1000) / 1000 +
',' + Math.round(this._rawData[6] * 1000) / 1000 +
',' + Math.round(this._rawData[7] * 1000) / 1000 +
',' + Math.round(this._rawData[8] * 1000) / 1000 +
',' + Math.round(this._rawData[9] * 1000) / 1000 +
',' + Math.round(this._rawData[10] * 1000) / 1000 +
',' + Math.round(this._rawData[11] * 1000) / 1000 +
',' + Math.round(this._rawData[12] * 1000) / 1000 +
',' + Math.round(this._rawData[13] * 1000) / 1000 +
',' + Math.round(this._rawData[14] * 1000) / 1000 +
',' + Math.round(this._rawData[15] * 1000) / 1000 + ')';
}
}