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m4.js
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m4.js
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/*
* Copyright 2014, Gregg Tavares.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Gregg Tavares. nor the names of his
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "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 THE COPYRIGHT
* OWNER 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.
*/
/**
* Various 3d math functions.
*
* @module webgl-3d-math
*/
(function(root, factory) { // eslint-disable-line
if (typeof define === 'function' && define.amd) {
// AMD. Register as an anonymous module.
define([], factory);
} else {
// Browser globals
root.m4 = factory();
}
}(this, function() {
"use strict";
/**
* An array or typed array with 3 values.
* @typedef {number[]|TypedArray} Vector3
* @memberOf module:webgl-3d-math
*/
/**
* An array or typed array with 4 values.
* @typedef {number[]|TypedArray} Vector4
* @memberOf module:webgl-3d-math
*/
/**
* An array or typed array with 16 values.
* @typedef {number[]|TypedArray} Matrix4
* @memberOf module:webgl-3d-math
*/
/**
* Takes two 4-by-4 matrices, a and b, and computes the product in the order
* that pre-composes b with a. In other words, the matrix returned will
* transform by b first and then a. Note this is subtly different from just
* multiplying the matrices together. For given a and b, this function returns
* the same object in both row-major and column-major mode.
* @param {Matrix4} a A matrix.
* @param {Matrix4} b A matrix.
* @param {Matrix4} [dst] optional matrix to store result
* @return {Matrix4} dst or a new matrix if none provided
*/
function multiply(a, b, dst) {
dst = dst || new Float32Array(16);
var b00 = b[0 * 4 + 0];
var b01 = b[0 * 4 + 1];
var b02 = b[0 * 4 + 2];
var b03 = b[0 * 4 + 3];
var b10 = b[1 * 4 + 0];
var b11 = b[1 * 4 + 1];
var b12 = b[1 * 4 + 2];
var b13 = b[1 * 4 + 3];
var b20 = b[2 * 4 + 0];
var b21 = b[2 * 4 + 1];
var b22 = b[2 * 4 + 2];
var b23 = b[2 * 4 + 3];
var b30 = b[3 * 4 + 0];
var b31 = b[3 * 4 + 1];
var b32 = b[3 * 4 + 2];
var b33 = b[3 * 4 + 3];
var a00 = a[0 * 4 + 0];
var a01 = a[0 * 4 + 1];
var a02 = a[0 * 4 + 2];
var a03 = a[0 * 4 + 3];
var a10 = a[1 * 4 + 0];
var a11 = a[1 * 4 + 1];
var a12 = a[1 * 4 + 2];
var a13 = a[1 * 4 + 3];
var a20 = a[2 * 4 + 0];
var a21 = a[2 * 4 + 1];
var a22 = a[2 * 4 + 2];
var a23 = a[2 * 4 + 3];
var a30 = a[3 * 4 + 0];
var a31 = a[3 * 4 + 1];
var a32 = a[3 * 4 + 2];
var a33 = a[3 * 4 + 3];
dst[ 0] = b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30;
dst[ 1] = b00 * a01 + b01 * a11 + b02 * a21 + b03 * a31;
dst[ 2] = b00 * a02 + b01 * a12 + b02 * a22 + b03 * a32;
dst[ 3] = b00 * a03 + b01 * a13 + b02 * a23 + b03 * a33;
dst[ 4] = b10 * a00 + b11 * a10 + b12 * a20 + b13 * a30;
dst[ 5] = b10 * a01 + b11 * a11 + b12 * a21 + b13 * a31;
dst[ 6] = b10 * a02 + b11 * a12 + b12 * a22 + b13 * a32;
dst[ 7] = b10 * a03 + b11 * a13 + b12 * a23 + b13 * a33;
dst[ 8] = b20 * a00 + b21 * a10 + b22 * a20 + b23 * a30;
dst[ 9] = b20 * a01 + b21 * a11 + b22 * a21 + b23 * a31;
dst[10] = b20 * a02 + b21 * a12 + b22 * a22 + b23 * a32;
dst[11] = b20 * a03 + b21 * a13 + b22 * a23 + b23 * a33;
dst[12] = b30 * a00 + b31 * a10 + b32 * a20 + b33 * a30;
dst[13] = b30 * a01 + b31 * a11 + b32 * a21 + b33 * a31;
dst[14] = b30 * a02 + b31 * a12 + b32 * a22 + b33 * a32;
dst[15] = b30 * a03 + b31 * a13 + b32 * a23 + b33 * a33;
return dst;
}
/**
* adds 2 vectors3s
* @param {Vector3} a a
* @param {Vector3} b b
* @param {Vector3} dst optional vector3 to store result
* @return {Vector3} dst or new Vector3 if not provided
* @memberOf module:webgl-3d-math
*/
function addVectors(a, b, dst) {
dst = dst || new Float32Array(3);
dst[0] = a[0] + b[0];
dst[1] = a[1] + b[1];
dst[2] = a[2] + b[2];
return dst;
}
/**
* subtracts 2 vectors3s
* @param {Vector3} a a
* @param {Vector3} b b
* @param {Vector3} dst optional vector3 to store result
* @return {Vector3} dst or new Vector3 if not provided
* @memberOf module:webgl-3d-math
*/
function subtractVectors(a, b, dst) {
dst = dst || new Float32Array(3);
dst[0] = a[0] - b[0];
dst[1] = a[1] - b[1];
dst[2] = a[2] - b[2];
return dst;
}
/**
* normalizes a vector.
* @param {Vector3} v vector to normalzie
* @param {Vector3} dst optional vector3 to store result
* @return {Vector3} dst or new Vector3 if not provided
* @memberOf module:webgl-3d-math
*/
function normalize(v, dst) {
dst = dst || new Float32Array(3);
var length = Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
// make sure we don't divide by 0.
if (length > 0.00001) {
dst[0] = v[0] / length;
dst[1] = v[1] / length;
dst[2] = v[2] / length;
}
return dst;
}
/**
* Computes the length of a vecgor
* @param {Vector3} v vector to take length of
* @return {number} length of vector
*/
function length(v) {
return Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
}
/**
* Computes the cross product of 2 vectors3s
* @param {Vector3} a a
* @param {Vector3} b b
* @param {Vector3} dst optional vector3 to store result
* @return {Vector3} dst or new Vector3 if not provided
* @memberOf module:webgl-3d-math
*/
function cross(a, b, dst) {
dst = dst || new Float32Array(3);
dst[0] = a[1] * b[2] - a[2] * b[1];
dst[1] = a[2] * b[0] - a[0] * b[2];
dst[2] = a[0] * b[1] - a[1] * b[0];
return dst;
}
/**
* Computes the dot product of two vectors; assumes both vectors have
* three entries.
* @param {Vector3} a Operand vector.
* @param {Vector3} b Operand vector.
* @return {number} dot product
* @memberOf module:webgl-3d-math
*/
function dot(a, b) {
return (a[0] * b[0]) + (a[1] * b[1]) + (a[2] * b[2]);
}
/**
* Computes the distance squared between 2 points
* @param {Vector3} a
* @param {Vector3} b
* @return {nubmer} distance squared between a and b
*/
function distanceSq(a, b) {
const dx = a[0] - b[0];
const dy = a[1] - b[1];
const dz = a[2] - b[2];
return dx * dx + dy * dy + dz * dz;
}
/**
* Computes the distance between 2 points
* @param {Vector3} a
* @param {Vector3} b
* @return {nubmer} distance between a and b
*/
function distance(a, b) {
return Math.sqrt(distanceSq(a, b));
}
/**
* Makes an identity matrix.
* @param {Matrix4} [dst] optional matrix to store result
* @return {Matrix4} dst or a new matrix if none provided
* @memberOf module:webgl-3d-math
*/
function identity(dst) {
dst = dst || new Float32Array(16);
dst[ 0] = 1;
dst[ 1] = 0;
dst[ 2] = 0;
dst[ 3] = 0;
dst[ 4] = 0;
dst[ 5] = 1;
dst[ 6] = 0;
dst[ 7] = 0;
dst[ 8] = 0;
dst[ 9] = 0;
dst[10] = 1;
dst[11] = 0;
dst[12] = 0;
dst[13] = 0;
dst[14] = 0;
dst[15] = 1;
return dst;
}
/**
* Transposes a matrix.
* @param {Matrix4} m matrix to transpose.
* @param {Matrix4} [dst] optional matrix to store result
* @return {Matrix4} dst or a new matrix if none provided
* @memberOf module:webgl-3d-math
*/
function transpose(m, dst) {
dst = dst || new Float32Array(16);
dst[ 0] = m[0];
dst[ 1] = m[4];
dst[ 2] = m[8];
dst[ 3] = m[12];
dst[ 4] = m[1];
dst[ 5] = m[5];
dst[ 6] = m[9];
dst[ 7] = m[13];
dst[ 8] = m[2];
dst[ 9] = m[6];
dst[10] = m[10];
dst[11] = m[14];
dst[12] = m[3];
dst[13] = m[7];
dst[14] = m[11];
dst[15] = m[15];
return dst;
}
/**
* Creates a lookAt matrix.
* This is a world matrix for a camera. In other words it will transform
* from the origin to a place and orientation in the world. For a view
* matrix take the inverse of this.
* @param {Vector3} cameraPosition position of the camera
* @param {Vector3} target position of the target
* @param {Vector3} up direction
* @param {Matrix4} [dst] optional matrix to store result
* @return {Matrix4} dst or a new matrix if none provided
* @memberOf module:webgl-3d-math
*/
function lookAt(cameraPosition, target, up, dst) {
dst = dst || new Float32Array(16);
var zAxis = normalize(
subtractVectors(cameraPosition, target));
var xAxis = normalize(cross(up, zAxis));
var yAxis = normalize(cross(zAxis, xAxis));
dst[ 0] = xAxis[0];
dst[ 1] = xAxis[1];
dst[ 2] = xAxis[2];
dst[ 3] = 0;
dst[ 4] = yAxis[0];
dst[ 5] = yAxis[1];
dst[ 6] = yAxis[2];
dst[ 7] = 0;
dst[ 8] = zAxis[0];
dst[ 9] = zAxis[1];
dst[10] = zAxis[2];
dst[11] = 0;
dst[12] = cameraPosition[0];
dst[13] = cameraPosition[1];
dst[14] = cameraPosition[2];
dst[15] = 1;
return dst;
}
/**
* Computes a 4-by-4 perspective transformation matrix given the angular height
* of the frustum, the aspect ratio, and the near and far clipping planes. The
* arguments define a frustum extending in the negative z direction. The given
* angle is the vertical angle of the frustum, and the horizontal angle is
* determined to produce the given aspect ratio. The arguments near and far are
* the distances to the near and far clipping planes. Note that near and far
* are not z coordinates, but rather they are distances along the negative
* z-axis. The matrix generated sends the viewing frustum to the unit box.
* We assume a unit box extending from -1 to 1 in the x and y dimensions and
* from -1 to 1 in the z dimension.
* @param {number} fieldOfViewInRadians field of view in y axis.
* @param {number} aspect aspect of viewport (width / height)
* @param {number} near near Z clipping plane
* @param {number} far far Z clipping plane
* @param {Matrix4} [dst] optional matrix to store result
* @return {Matrix4} dst or a new matrix if none provided
* @memberOf module:webgl-3d-math
*/
function perspective(fieldOfViewInRadians, aspect, near, far, dst) {
dst = dst || new Float32Array(16);
var f = Math.tan(Math.PI * 0.5 - 0.5 * fieldOfViewInRadians);
var rangeInv = 1.0 / (near - far);
dst[ 0] = f / aspect;
dst[ 1] = 0;
dst[ 2] = 0;
dst[ 3] = 0;
dst[ 4] = 0;
dst[ 5] = f;
dst[ 6] = 0;
dst[ 7] = 0;
dst[ 8] = 0;
dst[ 9] = 0;
dst[10] = (near + far) * rangeInv;
dst[11] = -1;
dst[12] = 0;
dst[13] = 0;
dst[14] = near * far * rangeInv * 2;
dst[15] = 0;
return dst;
}
/**
* Computes a 4-by-4 orthographic projection matrix given the coordinates of the
* planes defining the axis-aligned, box-shaped viewing volume. The matrix
* generated sends that box to the unit box. Note that although left and right
* are x coordinates and bottom and top are y coordinates, near and far
* are not z coordinates, but rather they are distances along the negative
* z-axis. We assume a unit box extending from -1 to 1 in the x and y
* dimensions and from -1 to 1 in the z dimension.
* @param {number} left The x coordinate of the left plane of the box.
* @param {number} right The x coordinate of the right plane of the box.
* @param {number} bottom The y coordinate of the bottom plane of the box.
* @param {number} top The y coordinate of the right plane of the box.
* @param {number} near The negative z coordinate of the near plane of the box.
* @param {number} far The negative z coordinate of the far plane of the box.
* @param {Matrix4} [dst] optional matrix to store result
* @return {Matrix4} dst or a new matrix if none provided
* @memberOf module:webgl-3d-math
*/
function orthographic(left, right, bottom, top, near, far, dst) {
dst = dst || new Float32Array(16);
dst[ 0] = 2 / (right - left);
dst[ 1] = 0;
dst[ 2] = 0;
dst[ 3] = 0;
dst[ 4] = 0;
dst[ 5] = 2 / (top - bottom);
dst[ 6] = 0;
dst[ 7] = 0;
dst[ 8] = 0;
dst[ 9] = 0;
dst[10] = 2 / (near - far);
dst[11] = 0;
dst[12] = (left + right) / (left - right);
dst[13] = (bottom + top) / (bottom - top);
dst[14] = (near + far) / (near - far);
dst[15] = 1;
return dst;
}
/**
* Computes a 4-by-4 perspective transformation matrix given the left, right,
* top, bottom, near and far clipping planes. The arguments define a frustum
* extending in the negative z direction. The arguments near and far are the
* distances to the near and far clipping planes. Note that near and far are not
* z coordinates, but rather they are distances along the negative z-axis. The
* matrix generated sends the viewing frustum to the unit box. We assume a unit
* box extending from -1 to 1 in the x and y dimensions and from -1 to 1 in the z
* dimension.
* @param {number} left The x coordinate of the left plane of the box.
* @param {number} right The x coordinate of the right plane of the box.
* @param {number} bottom The y coordinate of the bottom plane of the box.
* @param {number} top The y coordinate of the right plane of the box.
* @param {number} near The negative z coordinate of the near plane of the box.
* @param {number} far The negative z coordinate of the far plane of the box.
* @param {Matrix4} [dst] optional matrix to store result
* @return {Matrix4} dst or a new matrix if none provided
* @memberOf module:webgl-3d-math
*/
function frustum(left, right, bottom, top, near, far, dst) {
dst = dst || new Float32Array(16);
var dx = right - left;
var dy = top - bottom;
var dz = far - near;
dst[ 0] = 2 * near / dx;
dst[ 1] = 0;
dst[ 2] = 0;
dst[ 3] = 0;
dst[ 4] = 0;
dst[ 5] = 2 * near / dy;
dst[ 6] = 0;
dst[ 7] = 0;
dst[ 8] = (left + right) / dx;
dst[ 9] = (top + bottom) / dy;
dst[10] = -(far + near) / dz;
dst[11] = -1;
dst[12] = 0;
dst[13] = 0;
dst[14] = -2 * near * far / dz;
dst[15] = 0;
return dst;
}
/**
* Makes a translation matrix
* @param {number} tx x translation.
* @param {number} ty y translation.
* @param {number} tz z translation.
* @param {Matrix4} [dst] optional matrix to store result
* @return {Matrix4} dst or a new matrix if none provided
* @memberOf module:webgl-3d-math
*/
function translation(tx, ty, tz, dst) {
dst = dst || new Float32Array(16);
dst[ 0] = 1;
dst[ 1] = 0;
dst[ 2] = 0;
dst[ 3] = 0;
dst[ 4] = 0;
dst[ 5] = 1;
dst[ 6] = 0;
dst[ 7] = 0;
dst[ 8] = 0;
dst[ 9] = 0;
dst[10] = 1;
dst[11] = 0;
dst[12] = tx;
dst[13] = ty;
dst[14] = tz;
dst[15] = 1;
return dst;
}
/**
* Mutliply by translation matrix.
* @param {Matrix4} m matrix to multiply
* @param {number} tx x translation.
* @param {number} ty y translation.
* @param {number} tz z translation.
* @param {Matrix4} [dst] optional matrix to store result
* @return {Matrix4} dst or a new matrix if none provided
* @memberOf module:webgl-3d-math
*/
function translate(m, tx, ty, tz, dst) {
// This is the optimized version of
// return multiply(m, translation(tx, ty, tz), dst);
dst = dst || new Float32Array(16);
var m00 = m[0];
var m01 = m[1];
var m02 = m[2];
var m03 = m[3];
var m10 = m[1 * 4 + 0];
var m11 = m[1 * 4 + 1];
var m12 = m[1 * 4 + 2];
var m13 = m[1 * 4 + 3];
var m20 = m[2 * 4 + 0];
var m21 = m[2 * 4 + 1];
var m22 = m[2 * 4 + 2];
var m23 = m[2 * 4 + 3];
var m30 = m[3 * 4 + 0];
var m31 = m[3 * 4 + 1];
var m32 = m[3 * 4 + 2];
var m33 = m[3 * 4 + 3];
if (m !== dst) {
dst[ 0] = m00;
dst[ 1] = m01;
dst[ 2] = m02;
dst[ 3] = m03;
dst[ 4] = m10;
dst[ 5] = m11;
dst[ 6] = m12;
dst[ 7] = m13;
dst[ 8] = m20;
dst[ 9] = m21;
dst[10] = m22;
dst[11] = m23;
}
dst[12] = m00 * tx + m10 * ty + m20 * tz + m30;
dst[13] = m01 * tx + m11 * ty + m21 * tz + m31;
dst[14] = m02 * tx + m12 * ty + m22 * tz + m32;
dst[15] = m03 * tx + m13 * ty + m23 * tz + m33;
return dst;
}
/**
* Makes an x rotation matrix
* @param {number} angleInRadians amount to rotate
* @param {Matrix4} [dst] optional matrix to store result
* @return {Matrix4} dst or a new matrix if none provided
* @memberOf module:webgl-3d-math
*/
function xRotation(angleInRadians, dst) {
dst = dst || new Float32Array(16);
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
dst[ 0] = 1;
dst[ 1] = 0;
dst[ 2] = 0;
dst[ 3] = 0;
dst[ 4] = 0;
dst[ 5] = c;
dst[ 6] = s;
dst[ 7] = 0;
dst[ 8] = 0;
dst[ 9] = -s;
dst[10] = c;
dst[11] = 0;
dst[12] = 0;
dst[13] = 0;
dst[14] = 0;
dst[15] = 1;
return dst;
}
/**
* Multiply by an x rotation matrix
* @param {Matrix4} m matrix to multiply
* @param {number} angleInRadians amount to rotate
* @param {Matrix4} [dst] optional matrix to store result
* @return {Matrix4} dst or a new matrix if none provided
* @memberOf module:webgl-3d-math
*/
function xRotate(m, angleInRadians, dst) {
// this is the optimized version of
// return multiply(m, xRotation(angleInRadians), dst);
dst = dst || new Float32Array(16);
var m10 = m[4];
var m11 = m[5];
var m12 = m[6];
var m13 = m[7];
var m20 = m[8];
var m21 = m[9];
var m22 = m[10];
var m23 = m[11];
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
dst[4] = c * m10 + s * m20;
dst[5] = c * m11 + s * m21;
dst[6] = c * m12 + s * m22;
dst[7] = c * m13 + s * m23;
dst[8] = c * m20 - s * m10;
dst[9] = c * m21 - s * m11;
dst[10] = c * m22 - s * m12;
dst[11] = c * m23 - s * m13;
if (m !== dst) {
dst[ 0] = m[ 0];
dst[ 1] = m[ 1];
dst[ 2] = m[ 2];
dst[ 3] = m[ 3];
dst[12] = m[12];
dst[13] = m[13];
dst[14] = m[14];
dst[15] = m[15];
}
return dst;
}
/**
* Makes an y rotation matrix
* @param {number} angleInRadians amount to rotate
* @param {Matrix4} [dst] optional matrix to store result
* @return {Matrix4} dst or a new matrix if none provided
* @memberOf module:webgl-3d-math
*/
function yRotation(angleInRadians, dst) {
dst = dst || new Float32Array(16);
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
dst[ 0] = c;
dst[ 1] = 0;
dst[ 2] = -s;
dst[ 3] = 0;
dst[ 4] = 0;
dst[ 5] = 1;
dst[ 6] = 0;
dst[ 7] = 0;
dst[ 8] = s;
dst[ 9] = 0;
dst[10] = c;
dst[11] = 0;
dst[12] = 0;
dst[13] = 0;
dst[14] = 0;
dst[15] = 1;
return dst;
}
/**
* Multiply by an y rotation matrix
* @param {Matrix4} m matrix to multiply
* @param {number} angleInRadians amount to rotate
* @param {Matrix4} [dst] optional matrix to store result
* @return {Matrix4} dst or a new matrix if none provided
* @memberOf module:webgl-3d-math
*/
function yRotate(m, angleInRadians, dst) {
// this is the optimized verison of
// return multiply(m, yRotation(angleInRadians), dst);
dst = dst || new Float32Array(16);
var m00 = m[0 * 4 + 0];
var m01 = m[0 * 4 + 1];
var m02 = m[0 * 4 + 2];
var m03 = m[0 * 4 + 3];
var m20 = m[2 * 4 + 0];
var m21 = m[2 * 4 + 1];
var m22 = m[2 * 4 + 2];
var m23 = m[2 * 4 + 3];
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
dst[ 0] = c * m00 - s * m20;
dst[ 1] = c * m01 - s * m21;
dst[ 2] = c * m02 - s * m22;
dst[ 3] = c * m03 - s * m23;
dst[ 8] = c * m20 + s * m00;
dst[ 9] = c * m21 + s * m01;
dst[10] = c * m22 + s * m02;
dst[11] = c * m23 + s * m03;
if (m !== dst) {
dst[ 4] = m[ 4];
dst[ 5] = m[ 5];
dst[ 6] = m[ 6];
dst[ 7] = m[ 7];
dst[12] = m[12];
dst[13] = m[13];
dst[14] = m[14];
dst[15] = m[15];
}
return dst;
}
/**
* Makes an z rotation matrix
* @param {number} angleInRadians amount to rotate
* @param {Matrix4} [dst] optional matrix to store result
* @return {Matrix4} dst or a new matrix if none provided
* @memberOf module:webgl-3d-math
*/
function zRotation(angleInRadians, dst) {
dst = dst || new Float32Array(16);
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
dst[ 0] = c;
dst[ 1] = s;
dst[ 2] = 0;
dst[ 3] = 0;
dst[ 4] = -s;
dst[ 5] = c;
dst[ 6] = 0;
dst[ 7] = 0;
dst[ 8] = 0;
dst[ 9] = 0;
dst[10] = 1;
dst[11] = 0;
dst[12] = 0;
dst[13] = 0;
dst[14] = 0;
dst[15] = 1;
return dst;
}
/**
* Multiply by an z rotation matrix
* @param {Matrix4} m matrix to multiply
* @param {number} angleInRadians amount to rotate
* @param {Matrix4} [dst] optional matrix to store result
* @return {Matrix4} dst or a new matrix if none provided
* @memberOf module:webgl-3d-math
*/
function zRotate(m, angleInRadians, dst) {
// This is the optimized verison of
// return multiply(m, zRotation(angleInRadians), dst);
dst = dst || new Float32Array(16);
var m00 = m[0 * 4 + 0];
var m01 = m[0 * 4 + 1];
var m02 = m[0 * 4 + 2];
var m03 = m[0 * 4 + 3];
var m10 = m[1 * 4 + 0];
var m11 = m[1 * 4 + 1];
var m12 = m[1 * 4 + 2];
var m13 = m[1 * 4 + 3];
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
dst[ 0] = c * m00 + s * m10;
dst[ 1] = c * m01 + s * m11;
dst[ 2] = c * m02 + s * m12;
dst[ 3] = c * m03 + s * m13;
dst[ 4] = c * m10 - s * m00;
dst[ 5] = c * m11 - s * m01;
dst[ 6] = c * m12 - s * m02;
dst[ 7] = c * m13 - s * m03;
if (m !== dst) {
dst[ 8] = m[ 8];
dst[ 9] = m[ 9];
dst[10] = m[10];
dst[11] = m[11];
dst[12] = m[12];
dst[13] = m[13];
dst[14] = m[14];
dst[15] = m[15];
}
return dst;
}
/**
* Makes an rotation matrix around an arbitrary axis
* @param {Vector3} axis axis to rotate around
* @param {number} angleInRadians amount to rotate
* @param {Matrix4} [dst] optional matrix to store result
* @return {Matrix4} dst or a new matrix if none provided
* @memberOf module:webgl-3d-math
*/
function axisRotation(axis, angleInRadians, dst) {
dst = dst || new Float32Array(16);
var x = axis[0];
var y = axis[1];
var z = axis[2];
var n = Math.sqrt(x * x + y * y + z * z);
x /= n;
y /= n;
z /= n;
var xx = x * x;
var yy = y * y;
var zz = z * z;
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
var oneMinusCosine = 1 - c;
dst[ 0] = xx + (1 - xx) * c;
dst[ 1] = x * y * oneMinusCosine + z * s;
dst[ 2] = x * z * oneMinusCosine - y * s;
dst[ 3] = 0;
dst[ 4] = x * y * oneMinusCosine - z * s;
dst[ 5] = yy + (1 - yy) * c;
dst[ 6] = y * z * oneMinusCosine + x * s;
dst[ 7] = 0;
dst[ 8] = x * z * oneMinusCosine + y * s;
dst[ 9] = y * z * oneMinusCosine - x * s;
dst[10] = zz + (1 - zz) * c;
dst[11] = 0;
dst[12] = 0;
dst[13] = 0;
dst[14] = 0;
dst[15] = 1;
return dst;
}
/**
* Multiply by an axis rotation matrix
* @param {Matrix4} m matrix to multiply
* @param {Vector3} axis axis to rotate around
* @param {number} angleInRadians amount to rotate
* @param {Matrix4} [dst] optional matrix to store result
* @return {Matrix4} dst or a new matrix if none provided
* @memberOf module:webgl-3d-math
*/
function axisRotate(m, axis, angleInRadians, dst) {
// This is the optimized verison of
// return multiply(m, axisRotation(axis, angleInRadians), dst);
dst = dst || new Float32Array(16);
var x = axis[0];
var y = axis[1];
var z = axis[2];
var n = Math.sqrt(x * x + y * y + z * z);
x /= n;
y /= n;
z /= n;
var xx = x * x;
var yy = y * y;
var zz = z * z;
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
var oneMinusCosine = 1 - c;
var r00 = xx + (1 - xx) * c;
var r01 = x * y * oneMinusCosine + z * s;
var r02 = x * z * oneMinusCosine - y * s;
var r10 = x * y * oneMinusCosine - z * s;
var r11 = yy + (1 - yy) * c;
var r12 = y * z * oneMinusCosine + x * s;
var r20 = x * z * oneMinusCosine + y * s;
var r21 = y * z * oneMinusCosine - x * s;
var r22 = zz + (1 - zz) * c;
var m00 = m[0];
var m01 = m[1];
var m02 = m[2];
var m03 = m[3];
var m10 = m[4];
var m11 = m[5];
var m12 = m[6];
var m13 = m[7];
var m20 = m[8];
var m21 = m[9];
var m22 = m[10];
var m23 = m[11];
dst[ 0] = r00 * m00 + r01 * m10 + r02 * m20;
dst[ 1] = r00 * m01 + r01 * m11 + r02 * m21;
dst[ 2] = r00 * m02 + r01 * m12 + r02 * m22;
dst[ 3] = r00 * m03 + r01 * m13 + r02 * m23;
dst[ 4] = r10 * m00 + r11 * m10 + r12 * m20;
dst[ 5] = r10 * m01 + r11 * m11 + r12 * m21;
dst[ 6] = r10 * m02 + r11 * m12 + r12 * m22;
dst[ 7] = r10 * m03 + r11 * m13 + r12 * m23;
dst[ 8] = r20 * m00 + r21 * m10 + r22 * m20;
dst[ 9] = r20 * m01 + r21 * m11 + r22 * m21;
dst[10] = r20 * m02 + r21 * m12 + r22 * m22;
dst[11] = r20 * m03 + r21 * m13 + r22 * m23;
if (m !== dst) {
dst[12] = m[12];
dst[13] = m[13];
dst[14] = m[14];
dst[15] = m[15];
}
return dst;
}
/**
* Makes a scale matrix
* @param {number} sx x scale.
* @param {number} sy y scale.
* @param {number} sz z scale.
* @param {Matrix4} [dst] optional matrix to store result
* @return {Matrix4} dst or a new matrix if none provided
* @memberOf module:webgl-3d-math
*/
function scaling(sx, sy, sz, dst) {
dst = dst || new Float32Array(16);
dst[ 0] = sx;
dst[ 1] = 0;
dst[ 2] = 0;
dst[ 3] = 0;
dst[ 4] = 0;
dst[ 5] = sy;
dst[ 6] = 0;
dst[ 7] = 0;
dst[ 8] = 0;
dst[ 9] = 0;
dst[10] = sz;
dst[11] = 0;
dst[12] = 0;
dst[13] = 0;
dst[14] = 0;
dst[15] = 1;
return dst;
}
/**
* Multiply by a scaling matrix
* @param {Matrix4} m matrix to multiply
* @param {number} sx x scale.
* @param {number} sy y scale.
* @param {number} sz z scale.
* @param {Matrix4} [dst] optional matrix to store result
* @return {Matrix4} dst or a new matrix if none provided
* @memberOf module:webgl-3d-math
*/
function scale(m, sx, sy, sz, dst) {
// This is the optimized verison of
// return multiply(m, scaling(sx, sy, sz), dst);
dst = dst || new Float32Array(16);
dst[ 0] = sx * m[0 * 4 + 0];
dst[ 1] = sx * m[0 * 4 + 1];
dst[ 2] = sx * m[0 * 4 + 2];
dst[ 3] = sx * m[0 * 4 + 3];
dst[ 4] = sy * m[1 * 4 + 0];
dst[ 5] = sy * m[1 * 4 + 1];
dst[ 6] = sy * m[1 * 4 + 2];
dst[ 7] = sy * m[1 * 4 + 3];
dst[ 8] = sz * m[2 * 4 + 0];
dst[ 9] = sz * m[2 * 4 + 1];
dst[10] = sz * m[2 * 4 + 2];
dst[11] = sz * m[2 * 4 + 3];
if (m !== dst) {
dst[12] = m[12];
dst[13] = m[13];
dst[14] = m[14];
dst[15] = m[15];
}
return dst;
}
/**
* creates a matrix from translation, quaternion, scale
* @param {Number[]} translation [x, y, z] translation
* @param {Number[]} quaternion [x, y, z, z] quaternion rotation
* @param {Number[]} scale [x, y, z] scale
* @param {Matrix4} [dst] optional matrix to store result
* @return {Matrix4} dst or a new matrix if none provided
*/
function compose(translation, quaternion, scale, dst) {
dst = dst || new Float32Array(16);
const x = quaternion[0];
const y = quaternion[1];
const z = quaternion[2];
const w = quaternion[3];
const x2 = x + x;