3 * Copyright (c) 2010 Mozilla Corporation
4 * Copyright (c) 2010 Vladimir Vukicevic
5 * Copyright (c) 2013 John Mayer
7 * Permission is hereby granted, free of charge, to any person
8 * obtaining a copy of this software and associated documentation
9 * files (the "Software"), to deal in the Software without
10 * restriction, including without limitation the rights to use,
11 * copy, modify, merge, publish, distribute, sublicense, and/or sell
12 * copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following
16 * The above copyright notice and this permission notice shall be
17 * included in all copies or substantial portions of the Software.
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
20 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
21 * OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
22 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
23 * HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
24 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
25 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
26 * OTHER DEALINGS IN THE SOFTWARE.
32 * Vector and Matrix math utilities for JavaScript, optimized for WebGL.
33 * Edited to work with the Elm Programming Language
37Elm.Native.MJS.make = function(elm) {
39 elm.Native = elm.Native || {};
40 elm.Native.MJS = elm.Native.MJS || {};
41 if (elm.Native.MJS.values) return elm.Native.MJS.values;
44 * Constant: MJS_VERSION
46 * mjs version number aa.bb.cc, encoded as an integer of the form:
49 var MJS_VERSION = 0x000000;
52 * Constant: MJS_DO_ASSERT
54 * Enables or disables runtime assertions.
56 * For potentially more performance, the assert methods can be
57 * commented out in each place where they are called.
59 // var MJS_DO_ASSERT = false;
62 * Constant: MJS_FLOAT_ARRAY_TYPE
64 * The base float array type. By default, WebGLFloatArray.
66 * mjs can work with any array-like elements, but if an array
67 * creation is requested, it will create an array of the type
68 * MJS_FLOAT_ARRAY_TYPE. Also, the builtin constants such as (M4x4.I)
69 * will be of this type.
71 //MJS_FLOAT_ARRAY_TYPE = WebGLFloatArray;
72 var MJS_FLOAT_ARRAY_TYPE = Float32Array;
73 //MJS_FLOAT_ARRAY_TYPE = Float64Array;
74 //MJS_FLOAT_ARRAY_TYPE = Array;
78 function MathUtils_assert(cond, msg) {
80 throw "Assertion failed: " + msg;
85 function MathUtils_assert() { }
91 * Methods for working with 3-element vectors. A vector is represented by a 3-element array.
92 * Any valid JavaScript array type may be used, but if new
93 * vectors are created they are created using the configured MJS_FLOAT_ARRAY_TYPE.
98 V3._temp1 = new MJS_FLOAT_ARRAY_TYPE(3);
99 V3._temp2 = new MJS_FLOAT_ARRAY_TYPE(3);
100 V3._temp3 = new MJS_FLOAT_ARRAY_TYPE(3);
102 if (MJS_FLOAT_ARRAY_TYPE == Array) {
103 V3.x = [1.0, 0.0, 0.0];
104 V3.y = [0.0, 1.0, 0.0];
105 V3.z = [0.0, 0.0, 1.0];
107 V3.$ = function V3_$(x, y, z) {
111 V3.x = new MJS_FLOAT_ARRAY_TYPE([1.0, 0.0, 0.0]);
112 V3.y = new MJS_FLOAT_ARRAY_TYPE([0.0, 1.0, 0.0]);
113 V3.z = new MJS_FLOAT_ARRAY_TYPE([0.0, 0.0, 1.0]);
118 * Creates a new 3-element vector with the given values.
122 * x,y,z - the 3 elements of the new vector.
126 * A new vector containing with the given argument values.
129 V3.$ = function V3_$(x, y, z) {
130 return new MJS_FLOAT_ARRAY_TYPE([x, y, z]);
137 V3.getX = function V3_getX(a) {
140 V3.getY = function V3_getY(a) {
143 V3.getZ = function V3_getZ(a) {
146 V3.setX = function V3_setX(x, a) {
147 return new MJS_FLOAT_ARRAY_TYPE(x, a[1], a[2]);
149 V3.setY = function V3_setY(y, a) {
150 return new MJS_FLOAT_ARRAY_TYPE(a[0], y, a[2]);
152 V3.setZ = function V3_setZ(z, a) {
153 return new MJS_FLOAT_ARRAY_TYPE(a[0], a[1], z);
156 V3.toTuple3 = function V3_toTuple3(a) {
164 V3.fromTuple3 = function V3_fromTuple3(t) {
165 return new MJS_FLOAT_ARRAY_TYPE([t._0, t._1, t._2]);
168 V3.toRecord3 = function V3_toRecord3(a) {
176 V3.fromRecord3 = function V3_fromRecord3(r) {
177 return new MJS_FLOAT_ARRAY_TYPE([r.x, r.y, r.z]);
187 * a - the first vector operand
188 * b - the second vector operand
189 * r - optional vector to store the result in
193 * If r is specified, returns r after performing the operation.
194 * Otherwise, returns a new 3-element vector with the result.
196 V3.add = function V3_add(a, b, r) {
197 //MathUtils_assert(a.length == 3, "a.length == 3");
198 //MathUtils_assert(b.length == 3, "b.length == 3");
199 //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
202 r = new MJS_FLOAT_ARRAY_TYPE(3);
217 * a - the first vector operand
218 * b - the second vector operand
219 * r - optional vector to store the result in
223 * If r is specified, returns r after performing the operation.
224 * Otherwise, returns a new 3-element vector with the result.
226 V3.sub = function V3_sub(a, b, r) {
227 //MathUtils_assert(a.length == 3, "a.length == 3");
228 //MathUtils_assert(b.length == 3, "b.length == 3");
229 //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
232 r = new MJS_FLOAT_ARRAY_TYPE(3);
247 * a - the vector operand
248 * r - optional vector to store the result in
252 * If r is specified, returns r after performing the operation.
253 * Otherwise, returns a new 3-element vector with the result.
255 V3.neg = function V3_neg(a, r) {
256 //MathUtils_assert(a.length == 3, "a.length == 3");
257 //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
260 r = new MJS_FLOAT_ARRAY_TYPE(3);
268 * Function: V3.direction
271 * r = (a - b) / |a - b|. The result is the normalized
272 * direction from a to b.
276 * a - the first vector operand
277 * b - the second vector operand
278 * r - optional vector to store the result in
282 * If r is specified, returns r after performing the operation.
283 * Otherwise, returns a new 3-element vector with the result.
285 V3.direction = function V3_direction(a, b, r) {
286 //MathUtils_assert(a.length == 3, "a.length == 3");
287 //MathUtils_assert(b.length == 3, "b.length == 3");
288 //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
291 r = new MJS_FLOAT_ARRAY_TYPE(3);
292 return V3.normalize(V3.sub(a, b, r), r);
296 * Function: V3.length
302 * a - the vector operand
306 * The length of the given vector.
308 V3.length = function V3_length(a) {
309 //MathUtils_assert(a.length == 3, "a.length == 3");
311 return Math.sqrt(a[0]*a[0] + a[1]*a[1] + a[2]*a[2]);
315 * Function: V3.lengthSquard
317 * Perform r = |a|*|a|.
321 * a - the vector operand
325 * The square of the length of the given vector.
327 V3.lengthSquared = function V3_lengthSquared(a) {
328 //MathUtils_assert(a.length == 3, "a.length == 3");
330 return a[0]*a[0] + a[1]*a[1] + a[2]*a[2];
333 V3.distance = function V3_distance(a, b) {
334 var dx = a[0] - b[0];
335 var dy = a[1] - b[1];
336 var dz = a[2] - b[2];
337 return Math.sqrt(dx * dx + dy * dy + dz * dz);
340 V3.distanceSquared = function V3_distanceSquared(a) {
341 var dx = a[0] - b[0];
342 var dy = a[1] - b[1];
343 var dz = a[2] - b[2];
344 return dx * dx + dy * dy + dz * dz;
348 * Function: V3.normalize
350 * Perform r = a / |a|.
354 * a - the vector operand
355 * r - optional vector to store the result in
359 * If r is specified, returns r after performing the operation.
360 * Otherwise, returns a new 3-element vector with the result.
362 V3.normalize = function V3_normalize(a, r) {
363 //MathUtils_assert(a.length == 3, "a.length == 3");
364 //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
367 r = new MJS_FLOAT_ARRAY_TYPE(3);
368 var im = 1.0 / V3.length(a);
382 * a - the vector operand
384 * r - optional vector to store the result in
388 * If r is specified, returns r after performing the operation.
389 * Otherwise, returns a new 3-element vector with the result.
391 V3.scale = function V3_scale(a, k, r) {
392 //MathUtils_assert(a.length == 3, "a.length == 3");
393 //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
396 r = new MJS_FLOAT_ARRAY_TYPE(3);
411 * a - the first vector operand
412 * b - the second vector operand
416 * The dot product of a and b.
418 V3.dot = function V3_dot(a, b) {
419 //MathUtils_assert(a.length == 3, "a.length == 3");
420 //MathUtils_assert(b.length == 3, "b.length == 3");
434 * a - the first vector operand
435 * b - the second vector operand
436 * r - optional vector to store the result in
440 * If r is specified, returns r after performing the operation.
441 * Otherwise, returns a new 3-element vector with the result.
443 V3.cross = function V3_cross(a, b, r) {
444 //MathUtils_assert(a.length == 3, "a.length == 3");
445 //MathUtils_assert(b.length == 3, "b.length == 3");
446 //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
449 r = new MJS_FLOAT_ARRAY_TYPE(3);
450 r[0] = a[1]*b[2] - a[2]*b[1];
451 r[1] = a[2]*b[0] - a[0]*b[2];
452 r[2] = a[0]*b[1] - a[1]*b[0];
457 * Function: V3.mul4x4
464 * m - the 4x4 matrix operand
465 * v - the 3-element vector operand
466 * r - optional vector to store the result in
470 * If r is specified, returns r after performing the operation.
471 * Otherwise, returns a new 3-element vector with the result.
472 * The 4-element result vector is divided by the w component
473 * and returned as a 3-element vector.
475 V3.mul4x4 = function V3_mul4x4(m, v, r) {
476 //MathUtils_assert(m.length == 16, "m.length == 16");
477 //MathUtils_assert(v.length == 3, "v.length == 3");
478 //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
483 r = new MJS_FLOAT_ARRAY_TYPE(3);
487 w = V3.dot(v, tmp) + m[15];
491 r[0] = (V3.dot(v, tmp) + m[12])/w;
495 r[1] = (V3.dot(v, tmp) + m[13])/w;
499 r[2] = (V3.dot(v, tmp) + m[14])/w;
506 * Methods for working with 4x4 matrices. A matrix is represented by a 16-element array
507 * in column-major order. Any valid JavaScript array type may be used, but if new
508 * matrices are created they are created using the configured MJS_FLOAT_ARRAY_TYPE.
513 M4x4._temp1 = new MJS_FLOAT_ARRAY_TYPE(16);
514 M4x4._temp2 = new MJS_FLOAT_ARRAY_TYPE(16);
516 if (MJS_FLOAT_ARRAY_TYPE == Array) {
517 M4x4.I = [1.0, 0.0, 0.0, 0.0,
522 M4x4.$ = function M4x4_$(m00, m01, m02, m03,
527 return [m00, m01, m02, m03,
533 M4x4.I = new MJS_FLOAT_ARRAY_TYPE([1.0, 0.0, 0.0, 0.0,
536 0.0, 0.0, 0.0, 1.0]);
541 * Creates a new 4x4 matrix with the given values.
545 * m00..m15 - the 16 elements of the new matrix.
549 * A new matrix filled with the given argument values.
551 M4x4.$ = function M4x4_$(m00, m01, m02, m03,
556 return new MJS_FLOAT_ARRAY_TYPE([m00, m01, m02, m03,
559 m12, m13, m14, m15]);
563 M4x4.identity = M4x4.I;
566 * Function: M4x4.topLeft3x3
568 * Return the top left 3x3 matrix from the given 4x4 matrix m.
573 * r - optional 3x3 matrix to store the result in
577 * If r is specified, returns r after performing the operation.
578 * Otherwise, returns a new 3x3 matrix with the result.
580 M4x4.topLeft3x3 = function M4x4_topLeft3x3(m, r) {
581 //MathUtils_assert(m.length == 16, "m.length == 16");
582 //MathUtils_assert(r == undefined || r.length == 9, "r == undefined || r.length == 9");
585 r = new MJS_FLOAT_ARRAY_TYPE(9);
586 r[0] = m[0]; r[1] = m[1]; r[2] = m[2];
587 r[3] = m[4]; r[4] = m[5]; r[5] = m[6];
588 r[6] = m[8]; r[7] = m[9]; r[8] = m[10];
593 * Function: M4x4.inverseOrthonormal
595 * Computes the inverse of the given matrix m, assuming that
596 * the matrix is orthonormal.
601 * r - optional 4x4 matrix to store the result in
605 * If r is specified, returns r after performing the operation.
606 * Otherwise, returns a new 4x4 matrix with the result.
608 M4x4.inverseOrthonormal = function M4x4_inverseOrthonormal(m, r) {
609 //MathUtils_assert(m.length == 16, "m.length == 16");
610 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
611 //MathUtils_assert(m != r, "m != r");
614 r = new MJS_FLOAT_ARRAY_TYPE(16);
615 M4x4.transpose(m, r);
616 var t = [m[12], m[13], m[14]];
617 r[3] = r[7] = r[11] = 0;
618 r[12] = -V3.dot([r[0], r[4], r[8]], t);
619 r[13] = -V3.dot([r[1], r[5], r[9]], t);
620 r[14] = -V3.dot([r[2], r[6], r[10]], t);
625 * Function: M4x4.inverseTo3x3
627 * Computes the inverse of the given matrix m, but calculates
628 * only the top left 3x3 values of the result.
633 * r - optional 3x3 matrix to store the result in
637 * If r is specified, returns r after performing the operation.
638 * Otherwise, returns a new 3x3 matrix with the result.
640 M4x4.inverseTo3x3 = function M4x4_inverseTo3x3(m, r) {
641 //MathUtils_assert(m.length == 16, "m.length == 16");
642 //MathUtils_assert(r == undefined || r.length == 9, "r == undefined || r.length == 9");
645 r = new MJS_FLOAT_ARRAY_TYPE(9);
647 var a11 = m[10]*m[5]-m[6]*m[9],
648 a21 = -m[10]*m[1]+m[2]*m[9],
649 a31 = m[6]*m[1]-m[2]*m[5],
650 a12 = -m[10]*m[4]+m[6]*m[8],
651 a22 = m[10]*m[0]-m[2]*m[8],
652 a32 = -m[6]*m[0]+m[2]*m[4],
653 a13 = m[9]*m[4]-m[5]*m[8],
654 a23 = -m[9]*m[0]+m[1]*m[8],
655 a33 = m[5]*m[0]-m[1]*m[4];
656 var det = m[0]*(a11) + m[1]*(a12) + m[2]*(a13);
657 if (det == 0) // no inverse
658 throw "matrix not invertible";
659 var idet = 1.0 / det;
675 * Function: M4x4.makeFrustum
677 * Creates a matrix for a projection frustum with the given parameters.
681 * left - the left coordinate of the frustum
682 * right- the right coordinate of the frustum
683 * bottom - the bottom coordinate of the frustum
684 * top - the top coordinate of the frustum
685 * znear - the near z distance of the frustum
686 * zfar - the far z distance of the frustum
687 * r - optional 4x4 matrix to store the result in
691 * If r is specified, returns r after creating the projection matrix.
692 * Otherwise, returns a new 4x4 matrix.
694 M4x4.makeFrustum = function M4x4_makeFrustum(left, right, bottom, top, znear, zfar, r) {
695 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
698 r = new MJS_FLOAT_ARRAY_TYPE(16);
700 var X = 2*znear/(right-left);
701 var Y = 2*znear/(top-bottom);
702 var A = (right+left)/(right-left);
703 var B = (top+bottom)/(top-bottom);
704 var C = -(zfar+znear)/(zfar-znear);
705 var D = -2*zfar*znear/(zfar-znear);
707 r[0] = 2*znear/(right-left);
712 r[5] = 2*znear/(top-bottom);
715 r[8] = (right+left)/(right-left);
716 r[9] = (top+bottom)/(top-bottom);
717 r[10] = -(zfar+znear)/(zfar-znear);
721 r[14] = -2*zfar*znear/(zfar-znear);
728 * Function: M4x4.makePerspective
730 * Creates a matrix for a perspective projection with the given parameters.
734 * fovy - field of view in the y axis, in degrees
735 * aspect - aspect ratio
736 * znear - the near z distance of the projection
737 * zfar - the far z distance of the projection
738 * r - optional 4x4 matrix to store the result in
742 * If r is specified, returns r after creating the projection matrix.
743 * Otherwise, returns a new 4x4 matrix.
745 M4x4.makePerspective = function M4x4_makePerspective (fovy, aspect, znear, zfar, r) {
746 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
748 var ymax = znear * Math.tan(fovy * Math.PI / 360.0);
750 var xmin = ymin * aspect;
751 var xmax = ymax * aspect;
753 return M4x4.makeFrustum(xmin, xmax, ymin, ymax, znear, zfar, r);
757 * Function: M4x4.makeOrtho
759 * Creates a matrix for an orthogonal frustum projection with the given parameters.
763 * left - the left coordinate of the frustum
764 * right- the right coordinate of the frustum
765 * bottom - the bottom coordinate of the frustum
766 * top - the top coordinate of the frustum
767 * znear - the near z distance of the frustum
768 * zfar - the far z distance of the frustum
769 * r - optional 4x4 matrix to store the result in
773 * If r is specified, returns r after creating the projection matrix.
774 * Otherwise, returns a new 4x4 matrix.
776 M4x4.makeOrtho = function M4x4_makeOrtho (left, right, bottom, top, znear, zfar, r) {
777 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
780 r = new MJS_FLOAT_ARRAY_TYPE(16);
782 var tX = -(right+left)/(right-left);
783 var tY = -(top+bottom)/(top-bottom);
784 var tZ = -(zfar+znear)/(zfar-znear);
785 var X = 2 / (right-left);
786 var Y = 2 / (top-bottom);
787 var Z = -2 / (zfar-znear);
789 r[0] = 2 / (right-left);
794 r[5] = 2 / (top-bottom);
799 r[10] = -2 / (zfar-znear);
801 r[12] = -(right+left)/(right-left);
802 r[13] = -(top+bottom)/(top-bottom);
803 r[14] = -(zfar+znear)/(zfar-znear);
810 * Function: M4x4.makeOrtho2D
812 * Creates a matrix for a 2D orthogonal frustum projection with the given parameters.
813 * znear and zfar are assumed to be -1 and 1, respectively.
817 * left - the left coordinate of the frustum
818 * right- the right coordinate of the frustum
819 * bottom - the bottom coordinate of the frustum
820 * top - the top coordinate of the frustum
821 * r - optional 4x4 matrix to store the result in
825 * If r is specified, returns r after creating the projection matrix.
826 * Otherwise, returns a new 4x4 matrix.
828 M4x4.makeOrtho2D = function M4x4_makeOrtho2D (left, right, bottom, top, r) {
829 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
831 return M4x4.makeOrtho(left, right, bottom, top, -1, 1, r);
837 * Performs r = a * b.
841 * a - the first matrix operand
842 * b - the second matrix operand
843 * r - optional 4x4 matrix to store the result in
847 * If r is specified, returns r after performing the operation.
848 * Otherwise, returns a new 4x4 matrix with the result.
850 M4x4.mul = function M4x4_mul(a, b, r) {
851 //MathUtils_assert(a.length == 16, "a.length == 16");
852 //MathUtils_assert(b.length == 16, "b.length == 16");
853 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
854 //MathUtils_assert(a != r && b != r, "a != r && b != r");
857 r = new MJS_FLOAT_ARRAY_TYPE(16);
893 r[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
894 r[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
895 r[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
896 r[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
897 r[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
898 r[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
899 r[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
900 r[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
901 r[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
902 r[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
903 r[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
904 r[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
905 r[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
906 r[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
907 r[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
908 r[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
914 * Function: M4x4.mulAffine
916 * Performs r = a * b, assuming a and b are affine (elements 3,7,11,15 = 0,0,0,1)
920 * a - the first matrix operand
921 * b - the second matrix operand
922 * r - optional 4x4 matrix to store the result in
926 * If r is specified, returns r after performing the operation.
927 * Otherwise, returns a new 4x4 matrix with the result.
929 M4x4.mulAffine = function M4x4_mulAffine(a, b, r) {
930 //MathUtils_assert(a.length == 16, "a.length == 16");
931 //MathUtils_assert(b.length == 16, "b.length == 16");
932 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
933 //MathUtils_assert(a != r && b != r, "a != r && b != r");
936 r = new MJS_FLOAT_ARRAY_TYPE(16);
963 r[0] = a11 * b11 + a12 * b21 + a13 * b31;
964 r[1] = a21 * b11 + a22 * b21 + a23 * b31;
965 r[2] = a31 * b11 + a32 * b21 + a33 * b31;
967 r[4] = a11 * b12 + a12 * b22 + a13 * b32;
968 r[5] = a21 * b12 + a22 * b22 + a23 * b32;
969 r[6] = a31 * b12 + a32 * b22 + a33 * b32;
971 r[8] = a11 * b13 + a12 * b23 + a13 * b33;
972 r[9] = a21 * b13 + a22 * b23 + a23 * b33;
973 r[10] = a31 * b13 + a32 * b23 + a33 * b33;
975 r[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14;
976 r[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24;
977 r[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34;
984 * Function: M4x4.makeRotate
986 * Creates a transformation matrix for rotation by angle radians about the 3-element vector axis.
990 * angle - the angle of rotation, in radians
991 * axis - the axis around which the rotation is performed, a 3-element vector
992 * r - optional 4x4 matrix to store the result in
996 * If r is specified, returns r after creating the matrix.
997 * Otherwise, returns a new 4x4 matrix with the result.
999 M4x4.makeRotate = function M4x4_makeRotate(angle, axis, r) {
1000 //MathUtils_assert(angle.length == 3, "angle.length == 3");
1001 //MathUtils_assert(axis.length == 3, "axis.length == 3");
1002 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1005 r = new MJS_FLOAT_ARRAY_TYPE(16);
1007 axis = V3.normalize(axis, V3._temp1);
1008 var x = axis[0], y = axis[1], z = axis[2];
1009 var c = Math.cos(angle);
1011 var s = Math.sin(angle);
1034 * Function: M4x4.rotate
1036 * Concatenates a rotation of angle radians about the axis to the give matrix m.
1040 * angle - the angle of rotation, in radians
1041 * axis - the axis around which the rotation is performed, a 3-element vector
1042 * m - the matrix to concatenate the rotation to
1043 * r - optional 4x4 matrix to store the result in
1047 * If r is specified, returns r after performing the operation.
1048 * Otherwise, returns a new 4x4 matrix with the result.
1050 M4x4.rotate = function M4x4_rotate(angle, axis, m, r) {
1051 //MathUtils_assert(angle.length == 3, "angle.length == 3");
1052 //MathUtils_assert(axis.length == 3, "axis.length == 3");
1053 //MathUtils_assert(m.length == 16, "m.length == 16");
1054 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1057 r = new MJS_FLOAT_ARRAY_TYPE(16);
1058 var a0=axis [0], a1=axis [1], a2=axis [2];
1059 var l = Math.sqrt(a0*a0 + a1*a1 + a2*a2);
1060 var x = a0, y = a1, z = a2;
1067 var c = Math.cos(angle);
1069 var s = Math.sin(angle);
1073 var xyc1 = x * y * c1;
1074 var xzc1 = x * z * c1;
1075 var yzc1 = y * z * c1;
1090 var t11 = x * x * c1 + c;
1091 var t21 = xyc1 + zs;
1092 var t31 = xzc1 - ys;
1093 var t12 = xyc1 - zs;
1094 var t22 = y * y * c1 + c;
1095 var t32 = yzc1 + xs;
1096 var t13 = xzc1 + ys;
1097 var t23 = yzc1 - xs;
1098 var t33 = z * z * c1 + c;
1100 r[0] = m11 * t11 + m12 * t21 + m13 * t31;
1101 r[1] = m21 * t11 + m22 * t21 + m23 * t31;
1102 r[2] = m31 * t11 + m32 * t21 + m33 * t31;
1103 r[3] = m41 * t11 + m42 * t21 + m43 * t31;
1104 r[4] = m11 * t12 + m12 * t22 + m13 * t32;
1105 r[5] = m21 * t12 + m22 * t22 + m23 * t32;
1106 r[6] = m31 * t12 + m32 * t22 + m33 * t32;
1107 r[7] = m41 * t12 + m42 * t22 + m43 * t32;
1108 r[8] = m11 * t13 + m12 * t23 + m13 * t33;
1109 r[9] = m21 * t13 + m22 * t23 + m23 * t33;
1110 r[10] = m31 * t13 + m32 * t23 + m33 * t33;
1111 r[11] = m41 * t13 + m42 * t23 + m43 * t33;
1122 * Function: M4x4.makeScale3
1124 * Creates a transformation matrix for scaling by 3 scalar values, one for
1125 * each of the x, y, and z directions.
1129 * x - the scale for the x axis
1130 * y - the scale for the y axis
1131 * z - the scale for the z axis
1132 * r - optional 4x4 matrix to store the result in
1136 * If r is specified, returns r after creating the matrix.
1137 * Otherwise, returns a new 4x4 matrix with the result.
1139 M4x4.makeScale3 = function M4x4_makeScale3(x, y, z, r) {
1140 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1143 r = new MJS_FLOAT_ARRAY_TYPE(16);
1166 * Function: M4x4.makeScale1
1168 * Creates a transformation matrix for a uniform scale by a single scalar value.
1172 * k - the scale factor
1173 * r - optional 4x4 matrix to store the result in
1177 * If r is specified, returns r after creating the matrix.
1178 * Otherwise, returns a new 4x4 matrix with the result.
1180 M4x4.makeScale1 = function M4x4_makeScale1(k, r) {
1181 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1183 return M4x4.makeScale3(k, k, k, r);
1187 * Function: M4x4.makeScale
1189 * Creates a transformation matrix for scaling each of the x, y, and z axes by the amount
1190 * given in the corresponding element of the 3-element vector.
1194 * v - the 3-element vector containing the scale factors
1195 * r - optional 4x4 matrix to store the result in
1199 * If r is specified, returns r after creating the matrix.
1200 * Otherwise, returns a new 4x4 matrix with the result.
1202 M4x4.makeScale = function M4x4_makeScale(v, r) {
1203 //MathUtils_assert(v.length == 3, "v.length == 3");
1204 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1206 return M4x4.makeScale3(v[0], v[1], v[2], r);
1210 * Function: M4x4.scale3
1212 M4x4.scale3 = function M4x4_scale3(x, y, z, m, r) {
1213 //MathUtils_assert(m.length == 16, "m.length == 16");
1214 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1233 r = new MJS_FLOAT_ARRAY_TYPE(16);
1256 * Function: M4x4.scale1
1258 M4x4.scale1 = function M4x4_scale1(k, m, r) {
1259 //MathUtils_assert(m.length == 16, "m.length == 16");
1260 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1279 r = new MJS_FLOAT_ARRAY_TYPE(16);
1302 * Function: M4x4.scale1
1304 M4x4.scale = function M4x4_scale(v, m, r) {
1305 //MathUtils_assert(v.length == 3, "v.length == 3");
1306 //MathUtils_assert(m.length == 16, "m.length == 16");
1307 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1308 var x = v[0], y = v[1], z = v[2];
1327 r = new MJS_FLOAT_ARRAY_TYPE(16);
1351 * Function: M4x4.makeTranslate3
1353 M4x4.makeTranslate3 = function M4x4_makeTranslate3(x, y, z, r) {
1354 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1357 r = new MJS_FLOAT_ARRAY_TYPE(16);
1380 * Function: M4x4.makeTranslate1
1382 M4x4.makeTranslate1 = function M4x4_makeTranslate1 (k, r) {
1383 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1385 return M4x4.makeTranslate3(k, k, k, r);
1389 * Function: M4x4.makeTranslate
1391 M4x4.makeTranslate = function M4x4_makeTranslate (v, r) {
1392 //MathUtils_assert(v.length == 3, "v.length == 3");
1393 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1395 return M4x4.makeTranslate3(v[0], v[1], v[2], r);
1399 * Function: M4x4.translate3Self
1401 M4x4.translate3Self = function M4x4_translate3Self (x, y, z, m) {
1402 //MathUtils_assert(m.length == 16, "m.length == 16");
1403 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1404 m[12] += m[0] * x + m[4] * y + m[8] * z;
1405 m[13] += m[1] * x + m[5] * y + m[9] * z;
1406 m[14] += m[2] * x + m[6] * y + m[10] * z;
1407 m[15] += m[3] * x + m[7] * y + m[11] * z;
1412 * Function: M4x4.translate3
1414 M4x4.translate3 = function M4x4_translate3 (x, y, z, m, r) {
1415 //MathUtils_assert(m.length == 16, "m.length == 16");
1416 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1419 m[12] += m[0] * x + m[4] * y + m[8] * z;
1420 m[13] += m[1] * x + m[5] * y + m[9] * z;
1421 m[14] += m[2] * x + m[6] * y + m[10] * z;
1422 m[15] += m[3] * x + m[7] * y + m[11] * z;
1427 r = new MJS_FLOAT_ARRAY_TYPE(16);
1455 r[12] = m11 * x + m12 * y + m13 * z + m[12];
1456 r[13] = m21 * x + m22 * y + m23 * z + m[13];
1457 r[14] = m31 * x + m32 * y + m33 * z + m[14];
1458 r[15] = m41 * x + m42 * y + m43 * z + m[15];
1464 * Function: M4x4.translate1
1466 M4x4.translate1 = function M4x4_translate1 (k, m, r) {
1467 //MathUtils_assert(m.length == 16, "m.length == 16");
1468 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1470 return M4x4.translate3(k, k, k, m, r);
1473 * Function: M4x4.translateSelf
1475 M4x4.translateSelf = function M4x4_translateSelf (v, m) {
1476 //MathUtils_assert(v.length == 3, "v.length == 3");
1477 //MathUtils_assert(m.length == 16, "m.length == 16");
1478 var x=v[0], y=v[1], z=v[2];
1479 m[12] += m[0] * x + m[4] * y + m[8] * z;
1480 m[13] += m[1] * x + m[5] * y + m[9] * z;
1481 m[14] += m[2] * x + m[6] * y + m[10] * z;
1482 m[15] += m[3] * x + m[7] * y + m[11] * z;
1486 * Function: M4x4.translate
1488 M4x4.translate = function M4x4_translate (v, m, r) {
1489 //MathUtils_assert(v.length == 3, "v.length == 3");
1490 //MathUtils_assert(m.length == 16, "m.length == 16");
1491 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1492 var x=v[0], y=v[1], z=v[2];
1494 m[12] += m[0] * x + m[4] * y + m[8] * z;
1495 m[13] += m[1] * x + m[5] * y + m[9] * z;
1496 m[14] += m[2] * x + m[6] * y + m[10] * z;
1497 m[15] += m[3] * x + m[7] * y + m[11] * z;
1502 r = new MJS_FLOAT_ARRAY_TYPE(16);
1529 r[12] = m11 * x + m12 * y + m13 * z + m[12];
1530 r[13] = m21 * x + m22 * y + m23 * z + m[13];
1531 r[14] = m31 * x + m32 * y + m33 * z + m[14];
1532 r[15] = m41 * x + m42 * y + m43 * z + m[15];
1538 * Function: M4x4.makeLookAt
1540 M4x4.makeLookAt = function M4x4_makeLookAt (eye, center, up, r) {
1541 //MathUtils_assert(eye.length == 3, "eye.length == 3");
1542 //MathUtils_assert(center.length == 3, "center.length == 3");
1543 //MathUtils_assert(up.length == 3, "up.length == 3");
1544 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1546 var z = V3.direction(eye, center, V3._temp1);
1547 var x = V3.normalize(V3.cross(up, z, V3._temp2), V3._temp2);
1548 var y = V3.normalize(V3.cross(z, x, V3._temp3), V3._temp3);
1550 var tm1 = M4x4._temp1;
1551 var tm2 = M4x4._temp2;
1570 tm2[0] = 1; tm2[1] = 0; tm2[2] = 0; tm2[3] = 0;
1571 tm2[4] = 0; tm2[5] = 1; tm2[6] = 0; tm2[7] = 0;
1572 tm2[8] = 0; tm2[9] = 0; tm2[10] = 1; tm2[11] = 0;
1573 tm2[12] = -eye[0]; tm2[13] = -eye[1]; tm2[14] = -eye[2]; tm2[15] = 1;
1576 r = new MJS_FLOAT_ARRAY_TYPE(16);
1577 return M4x4.mul(tm1, tm2, r);
1581 * Function: M4x4.transposeSelf
1583 M4x4.transposeSelf = function M4x4_transposeSelf (m) {
1584 //MathUtils_assert(m.length == 16, "m.length == 16");
1585 var tmp = m[1]; m[1] = m[4]; m[4] = tmp;
1586 tmp = m[2]; m[2] = m[8]; m[8] = tmp;
1587 tmp = m[3]; m[3] = m[12]; m[12] = tmp;
1588 tmp = m[6]; m[6] = m[9]; m[9] = tmp;
1589 tmp = m[7]; m[7] = m[13]; m[13] = tmp;
1590 tmp = m[11]; m[11] = m[14]; m[14] = tmp;
1594 * Function: M4x4.transpose
1596 M4x4.transpose = function M4x4_transpose (m, r) {
1597 //MathUtils_assert(m.length == 16, "m.length == 16");
1598 //MathUtils_assert(r == undefined || r.length == 16, "r == undefined || r.length == 16");
1602 tmp = m[1]; m[1] = m[4]; m[4] = tmp;
1603 tmp = m[2]; m[2] = m[8]; m[8] = tmp;
1604 tmp = m[3]; m[3] = m[12]; m[12] = tmp;
1605 tmp = m[6]; m[6] = m[9]; m[9] = tmp;
1606 tmp = m[7]; m[7] = m[13]; m[13] = tmp;
1607 tmp = m[11]; m[11] = m[14]; m[14] = tmp;
1612 r = new MJS_FLOAT_ARRAY_TYPE(16);
1614 r[0] = m[0]; r[1] = m[4]; r[2] = m[8]; r[3] = m[12];
1615 r[4] = m[1]; r[5] = m[5]; r[6] = m[9]; r[7] = m[13];
1616 r[8] = m[2]; r[9] = m[6]; r[10] = m[10]; r[11] = m[14];
1617 r[12] = m[3]; r[13] = m[7]; r[14] = m[11]; r[15] = m[15];
1624 * Function: M4x4.transformPoint
1626 M4x4.transformPoint = function M4x4_transformPoint (m, v, r) {
1627 //MathUtils_assert(m.length == 16, "m.length == 16");
1628 //MathUtils_assert(v.length == 3, "v.length == 3");
1629 //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
1631 r = new MJS_FLOAT_ARRAY_TYPE(3);
1633 var v0 = v[0], v1 = v[1], v2 = v[2];
1635 r[0] = m[0] * v0 + m[4] * v1 + m[8] * v2 + m[12];
1636 r[1] = m[1] * v0 + m[5] * v1 + m[9] * v2 + m[13];
1637 r[2] = m[2] * v0 + m[6] * v1 + m[10] * v2 + m[14];
1638 var w = m[3] * v0 + m[7] * v1 + m[11] * v2 + m[15];
1650 * Function: M4x4.transformLine
1652 M4x4.transformLine = function M4x4_transformLine(m, v, r) {
1653 //MathUtils_assert(m.length == 16, "m.length == 16");
1654 //MathUtils_assert(v.length == 3, "v.length == 3");
1655 //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
1657 r = new MJS_FLOAT_ARRAY_TYPE(3);
1659 var v0 = v[0], v1 = v[1], v2 = v[2];
1660 r[0] = m[0] * v0 + m[4] * v1 + m[8] * v2;
1661 r[1] = m[1] * v0 + m[5] * v1 + m[9] * v2;
1662 r[2] = m[2] * v0 + m[6] * v1 + m[10] * v2;
1663 var w = m[3] * v0 + m[7] * v1 + m[11] * v2;
1676 * Function: M4x4.transformPointAffine
1678 M4x4.transformPointAffine = function M4x4_transformPointAffine (m, v, r) {
1679 //MathUtils_assert(m.length == 16, "m.length == 16");
1680 //MathUtils_assert(v.length == 3, "v.length == 3");
1681 //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
1683 r = new MJS_FLOAT_ARRAY_TYPE(3);
1685 var v0 = v[0], v1 = v[1], v2 = v[2];
1687 r[0] = m[0] * v0 + m[4] * v1 + m[8] * v2 + m[12];
1688 r[1] = m[1] * v0 + m[5] * v1 + m[9] * v2 + m[13];
1689 r[2] = m[2] * v0 + m[6] * v1 + m[10] * v2 + m[14];
1695 * Function: M4x4.transformLineAffine
1697 M4x4.transformLineAffine = function M4x4_transformLineAffine(m, v, r) {
1698 //MathUtils_assert(m.length == 16, "m.length == 16");
1699 //MathUtils_assert(v.length == 3, "v.length == 3");
1700 //MathUtils_assert(r == undefined || r.length == 3, "r == undefined || r.length == 3");
1702 r = new MJS_FLOAT_ARRAY_TYPE(3);
1704 var v0 = v[0], v1 = v[1], v2 = v[2];
1705 r[0] = m[0] * v0 + m[4] * v1 + m[8] * v2;
1706 r[1] = m[1] * v0 + m[5] * v1 + m[9] * v2;
1707 r[2] = m[2] * v0 + m[6] * v1 + m[10] * v2;
1712 M4x4.makeBasis = function M4x4_makeBasis(vx,vy,vz) {
1714 var r = new MJS_FLOAT_ARRAY_TYPE(16);
1742 v3setX: F2(V3.setX),
1743 v3setY: F2(V3.setY),
1744 v3setZ: F2(V3.setZ),
1745 toTuple3: V3.toTuple3,
1746 toRecord3: V3.toRecord3,
1747 fromTuple3: V3.fromTuple3,
1748 fromRecord3: V3.fromRecord3,
1752 v3direction: F2(V3.direction),
1753 v3length: V3.length,
1754 v3lengthSquared: V3.lengthSquared,
1755 v3distance: F2(V3.distance),
1756 v3distanceSquared: F2(V3.distanceSquared),
1757 v3normalize: V3.normalize,
1758 v3scale: F2(V3.scale),
1760 v3cross: F2(V3.cross),
1761 v3mul4x4: F2(V3.mul4x4),
1762 m4x4identity: M4x4.identity,
1763 m4x4topLeft3x3: M4x4.topLeft3x3,
1764 m4x4inverseOrthonormal: M4x4.inverseOrthonormal,
1765 m4x4inverseTo3x3: M4x4.inverseTo3x3,
1766 m4x4makeFrustum: F6(M4x4.makeFrustum),
1767 m4x4makePerspective: F4(M4x4.makePerspective),
1768 m4x4makeOrtho: F6(M4x4.makeOrtho),
1769 m4x4makeOrtho2D: F4(M4x4.makeOrtho2D),
1770 m4x4mul: F2(M4x4.mul),
1771 m4x4Affine: F2(M4x4.mulAffine),
1772 m4x4makeRotate: F2(M4x4.makeRotate),
1773 m4x4rotate: F3(M4x4.rotate),
1774 m4x4makeScale3: F3(M4x4.makeScale3),
1775 m4x4makeScale1: M4x4.makeScale1,
1776 m4x4makeScale: M4x4.makeScale,
1777 m4x4scale3: F4(M4x4.scale3),
1778 m4x4scale: F2(M4x4.scale),
1779 m4x4makeTranslate3: F3(M4x4.makeTranslate3),
1780 m4x4makeTranslate: M4x4.makeTranslate,
1781 m4x4translate3: F4(M4x4.translate3),
1782 m4x4translate: F2(M4x4.translate),
1783 m4x4makeLookAt: F3(M4x4.makeLookAt),
1784 m4x4transpose: M4x4.transpose,
1785 m4x4transformPoint: F2(M4x4.transformPoint),
1786 m4x4makeBasis: F3(M4x4.makeBasis)
keysesc to close
- j k
- move down, up
- enter
- open
- esc
- back, or up a level
- 1 2 3 4
- readme, files, commits, refs
- /
- filter
- y
- copy the clone command
- c
- compare the chosen commit with another (or shift-click both)
- ?
- show or hide this list