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m3.js
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m3.js
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/*
* Copyright 2012, 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 2d math functions.
*
* @module webgl-2d-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.m3 = factory();
}
}(this, function() {
"use strict";
/**
* An array or typed array with 9 values.
* @typedef {number[]|TypedArray} Matrix3
* @memberOf module:webgl-2d-math
*/
/**
* Takes two Matrix3s, a and b, and computes the product in the order
* that pre-composes b with a. In other words, the matrix returned will
* @param {module:webgl-2d-math.Matrix3} a A matrix.
* @param {module:webgl-2d-math.Matrix3} b A matrix.
* @return {module:webgl-2d-math.Matrix3} the result.
* @memberOf module:webgl-2d-math
*/
function multiply(a, b) {
var a00 = a[0 * 3 + 0];
var a01 = a[0 * 3 + 1];
var a02 = a[0 * 3 + 2];
var a10 = a[1 * 3 + 0];
var a11 = a[1 * 3 + 1];
var a12 = a[1 * 3 + 2];
var a20 = a[2 * 3 + 0];
var a21 = a[2 * 3 + 1];
var a22 = a[2 * 3 + 2];
var b00 = b[0 * 3 + 0];
var b01 = b[0 * 3 + 1];
var b02 = b[0 * 3 + 2];
var b10 = b[1 * 3 + 0];
var b11 = b[1 * 3 + 1];
var b12 = b[1 * 3 + 2];
var b20 = b[2 * 3 + 0];
var b21 = b[2 * 3 + 1];
var b22 = b[2 * 3 + 2];
return [
b00 * a00 + b01 * a10 + b02 * a20,
b00 * a01 + b01 * a11 + b02 * a21,
b00 * a02 + b01 * a12 + b02 * a22,
b10 * a00 + b11 * a10 + b12 * a20,
b10 * a01 + b11 * a11 + b12 * a21,
b10 * a02 + b11 * a12 + b12 * a22,
b20 * a00 + b21 * a10 + b22 * a20,
b20 * a01 + b21 * a11 + b22 * a21,
b20 * a02 + b21 * a12 + b22 * a22,
];
}
/**
* Creates a 3x3 identity matrix
* @return {module:webgl2-2d-math.Matrix3} an identity matrix
*/
function identity() {
return [
1, 0, 0,
0, 1, 0,
0, 0, 1,
];
}
/**
* Creates a 2D projection matrix
* @param {number} width width in pixels
* @param {number} height height in pixels
* @return {module:webgl-2d-math.Matrix3} a projection matrix that converts from pixels to clipspace with Y = 0 at the top.
* @memberOf module:webgl-2d-math
*/
function projection(width, height) {
// Note: This matrix flips the Y axis so 0 is at the top.
return [
2 / width, 0, 0,
0, -2 / height, 0,
-1, 1, 1,
];
}
/**
* Multiplies by a 2D projection matrix
* @param {module:webgl-2d-math.Matrix3} the matrix to be multiplied
* @param {number} width width in pixels
* @param {number} height height in pixels
* @return {module:webgl-2d-math.Matrix3} the result
* @memberOf module:webgl-2d-math
*/
function project(m, width, height) {
return multiply(m, projection(width, height));
}
/**
* Creates a 2D translation matrix
* @param {number} tx amount to translate in x
* @param {number} ty amount to translate in y
* @return {module:webgl-2d-math.Matrix3} a translation matrix that translates by tx and ty.
* @memberOf module:webgl-2d-math
*/
function translation(tx, ty) {
return [
1, 0, 0,
0, 1, 0,
tx, ty, 1,
];
}
/**
* Multiplies by a 2D translation matrix
* @param {module:webgl-2d-math.Matrix3} the matrix to be multiplied
* @param {number} tx amount to translate in x
* @param {number} ty amount to translate in y
* @return {module:webgl-2d-math.Matrix3} the result
* @memberOf module:webgl-2d-math
*/
function translate(m, tx, ty) {
return multiply(m, translation(tx, ty));
}
/**
* Creates a 2D rotation matrix
* @param {number} angleInRadians amount to rotate in radians
* @return {module:webgl-2d-math.Matrix3} a rotation matrix that rotates by angleInRadians
* @memberOf module:webgl-2d-math
*/
function rotation(angleInRadians) {
var c = Math.cos(angleInRadians);
var s = Math.sin(angleInRadians);
return [
c, -s, 0,
s, c, 0,
0, 0, 1,
];
}
/**
* Multiplies by a 2D rotation matrix
* @param {module:webgl-2d-math.Matrix3} the matrix to be multiplied
* @param {number} angleInRadians amount to rotate in radians
* @return {module:webgl-2d-math.Matrix3} the result
* @memberOf module:webgl-2d-math
*/
function rotate(m, angleInRadians) {
return multiply(m, rotation(angleInRadians));
}
/**
* Creates a 2D scaling matrix
* @param {number} sx amount to scale in x
* @param {number} sy amount to scale in y
* @return {module:webgl-2d-math.Matrix3} a scale matrix that scales by sx and sy.
* @memberOf module:webgl-2d-math
*/
function scaling(sx, sy) {
return [
sx, 0, 0,
0, sy, 0,
0, 0, 1,
];
}
/**
* Multiplies by a 2D scaling matrix
* @param {module:webgl-2d-math.Matrix3} the matrix to be multiplied
* @param {number} sx amount to scale in x
* @param {number} sy amount to scale in y
* @return {module:webgl-2d-math.Matrix3} the result
* @memberOf module:webgl-2d-math
*/
function scale(m, sx, sy) {
return multiply(m, scaling(sx, sy));
}
function dot(x1, y1, x2, y2) {
return x1 * x2 + y1 * y2;
}
function distance(x1, y1, x2, y2) {
var dx = x1 - x2;
var dy = y1 - y2;
return Math.sqrt(dx * dx + dy * dy);
}
function normalize(x, y) {
var l = distance(0, 0, x, y);
if (l > 0.00001) {
return [x / l, y / l];
} else {
return [0, 0];
}
}
// i = incident
// n = normal
function reflect(ix, iy, nx, ny) {
// I - 2.0 * dot(N, I) * N.
var d = dot(nx, ny, ix, iy);
return [
ix - 2 * d * nx,
iy - 2 * d * ny,
];
}
function radToDeg(r) {
return r * 180 / Math.PI;
}
function degToRad(d) {
return d * Math.PI / 180;
}
function transformPoint(m, v) {
var v0 = v[0];
var v1 = v[1];
var d = v0 * m[0 * 3 + 2] + v1 * m[1 * 3 + 2] + m[2 * 3 + 2];
return [
(v0 * m[0 * 3 + 0] + v1 * m[1 * 3 + 0] + m[2 * 3 + 0]) / d,
(v0 * m[0 * 3 + 1] + v1 * m[1 * 3 + 1] + m[2 * 3 + 1]) / d,
];
}
function inverse(m) {
var t00 = m[1 * 3 + 1] * m[2 * 3 + 2] - m[1 * 3 + 2] * m[2 * 3 + 1];
var t10 = m[0 * 3 + 1] * m[2 * 3 + 2] - m[0 * 3 + 2] * m[2 * 3 + 1];
var t20 = m[0 * 3 + 1] * m[1 * 3 + 2] - m[0 * 3 + 2] * m[1 * 3 + 1];
var d = 1.0 / (m[0 * 3 + 0] * t00 - m[1 * 3 + 0] * t10 + m[2 * 3 + 0] * t20);
return [
d * t00, -d * t10, d * t20,
-d * (m[1 * 3 + 0] * m[2 * 3 + 2] - m[1 * 3 + 2] * m[2 * 3 + 0]),
d * (m[0 * 3 + 0] * m[2 * 3 + 2] - m[0 * 3 + 2] * m[2 * 3 + 0]),
-d * (m[0 * 3 + 0] * m[1 * 3 + 2] - m[0 * 3 + 2] * m[1 * 3 + 0]),
d * (m[1 * 3 + 0] * m[2 * 3 + 1] - m[1 * 3 + 1] * m[2 * 3 + 0]),
-d * (m[0 * 3 + 0] * m[2 * 3 + 1] - m[0 * 3 + 1] * m[2 * 3 + 0]),
d * (m[0 * 3 + 0] * m[1 * 3 + 1] - m[0 * 3 + 1] * m[1 * 3 + 0]),
];
}
return {
degToRad: degToRad,
distance: distance,
dot: dot,
identity: identity,
inverse: inverse,
multiply: multiply,
normalize: normalize,
projection: projection,
radToDeg: radToDeg,
reflect: reflect,
rotation: rotation,
rotate: rotate,
scaling: scaling,
scale: scale,
transformPoint: transformPoint,
translation: translation,
translate: translate,
project: project,
};
}));