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