diff options
author | Alon Zakai <alonzakai@gmail.com> | 2012-04-11 11:56:08 -0700 |
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committer | Alon Zakai <alonzakai@gmail.com> | 2012-04-11 11:56:08 -0700 |
commit | 08b0259a4a4a805343906b89ffdda64ab520c698 (patch) | |
tree | d4d74164c7f6bd0c245936d187ddf9f39167c79f | |
parent | 306b4ecb79ffc6afcb7ed991b8edeafb628c1c41 (diff) |
add glMatrix.js
-rw-r--r-- | src/gl-matrix.js | 1957 |
1 files changed, 1957 insertions, 0 deletions
diff --git a/src/gl-matrix.js b/src/gl-matrix.js new file mode 100644 index 00000000..c3ba8335 --- /dev/null +++ b/src/gl-matrix.js @@ -0,0 +1,1957 @@ +/** + * @fileoverview gl-matrix - High performance matrix and vector operations for WebGL + * @author Brandon Jones + * @version 1.2.4 + */ + +/* + * Copyright (c) 2011 Brandon Jones + * + * This software is provided 'as-is', without any express or implied + * warranty. In no event will the authors be held liable for any damages + * arising from the use of this software. + * + * Permission is granted to anyone to use this software for any purpose, + * including commercial applications, and to alter it and redistribute it + * freely, subject to the following restrictions: + * + * 1. The origin of this software must not be misrepresented; you must not + * claim that you wrote the original software. If you use this software + * in a product, an acknowledgment in the product documentation would be + * appreciated but is not required. + * + * 2. Altered source versions must be plainly marked as such, and must not + * be misrepresented as being the original software. + * + * 3. This notice may not be removed or altered from any source + * distribution. + */ + +"use strict"; + +// Type declarations +(function(_global) { + // account for CommonJS environments + _global.glMatrixArrayType = _global.MatrixArray = null; + + /** + * @class 3 Dimensional Vector + * @name vec3 + */ + _global.vec3 = {}; + + /** + * @class 3x3 Matrix + * @name mat3 + */ + _global.mat3 = {}; + + /** + * @class 4x4 Matrix + * @name mat4 + */ + _global.mat4 = {}; + + /** + * @class Quaternion + * @name quat4 + */ + _global.quat4 = {}; + + // explicitly sets and returns the type of array to use within glMatrix + _global.setMatrixArrayType = function(type) { + return glMatrixArrayType = MatrixArray = type; + }; + + // auto-detects and returns the best type of array to use within glMatrix, falling + // back to Array if typed arrays are unsupported + _global.determineMatrixArrayType = function() { + return setMatrixArrayType((typeof Float32Array !== 'undefined') ? Float32Array : Array); + }; + + determineMatrixArrayType(); +})((typeof(exports) != 'undefined') ? global : this); + +/* + * vec3 + */ + +/** + * Creates a new instance of a vec3 using the default array type + * Any javascript array-like objects containing at least 3 numeric elements can serve as a vec3 + * + * @param {vec3} [vec] vec3 containing values to initialize with + * + * @returns {vec3} New vec3 + */ +vec3.create = function (vec) { + var dest = new MatrixArray(3); + + if (vec) { + dest[0] = vec[0]; + dest[1] = vec[1]; + dest[2] = vec[2]; + } else { + dest[0] = dest[1] = dest[2] = 0; + } + + return dest; +}; + +/** + * Copies the values of one vec3 to another + * + * @param {vec3} vec vec3 containing values to copy + * @param {vec3} dest vec3 receiving copied values + * + * @returns {vec3} dest + */ +vec3.set = function (vec, dest) { + dest[0] = vec[0]; + dest[1] = vec[1]; + dest[2] = vec[2]; + + return dest; +}; + +/** + * Performs a vector addition + * + * @param {vec3} vec First operand + * @param {vec3} vec2 Second operand + * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec + * + * @returns {vec3} dest if specified, vec otherwise + */ +vec3.add = function (vec, vec2, dest) { + if (!dest || vec === dest) { + vec[0] += vec2[0]; + vec[1] += vec2[1]; + vec[2] += vec2[2]; + return vec; + } + + dest[0] = vec[0] + vec2[0]; + dest[1] = vec[1] + vec2[1]; + dest[2] = vec[2] + vec2[2]; + return dest; +}; + +/** + * Performs a vector subtraction + * + * @param {vec3} vec First operand + * @param {vec3} vec2 Second operand + * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec + * + * @returns {vec3} dest if specified, vec otherwise + */ +vec3.subtract = function (vec, vec2, dest) { + if (!dest || vec === dest) { + vec[0] -= vec2[0]; + vec[1] -= vec2[1]; + vec[2] -= vec2[2]; + return vec; + } + + dest[0] = vec[0] - vec2[0]; + dest[1] = vec[1] - vec2[1]; + dest[2] = vec[2] - vec2[2]; + return dest; +}; + +/** + * Performs a vector multiplication + * + * @param {vec3} vec First operand + * @param {vec3} vec2 Second operand + * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec + * + * @returns {vec3} dest if specified, vec otherwise + */ +vec3.multiply = function (vec, vec2, dest) { + if (!dest || vec === dest) { + vec[0] *= vec2[0]; + vec[1] *= vec2[1]; + vec[2] *= vec2[2]; + return vec; + } + + dest[0] = vec[0] * vec2[0]; + dest[1] = vec[1] * vec2[1]; + dest[2] = vec[2] * vec2[2]; + return dest; +}; + +/** + * Negates the components of a vec3 + * + * @param {vec3} vec vec3 to negate + * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec + * + * @returns {vec3} dest if specified, vec otherwise + */ +vec3.negate = function (vec, dest) { + if (!dest) { dest = vec; } + + dest[0] = -vec[0]; + dest[1] = -vec[1]; + dest[2] = -vec[2]; + return dest; +}; + +/** + * Multiplies the components of a vec3 by a scalar value + * + * @param {vec3} vec vec3 to scale + * @param {number} val Value to scale by + * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec + * + * @returns {vec3} dest if specified, vec otherwise + */ +vec3.scale = function (vec, val, dest) { + if (!dest || vec === dest) { + vec[0] *= val; + vec[1] *= val; + vec[2] *= val; + return vec; + } + + dest[0] = vec[0] * val; + dest[1] = vec[1] * val; + dest[2] = vec[2] * val; + return dest; +}; + +/** + * Generates a unit vector of the same direction as the provided vec3 + * If vector length is 0, returns [0, 0, 0] + * + * @param {vec3} vec vec3 to normalize + * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec + * + * @returns {vec3} dest if specified, vec otherwise + */ +vec3.normalize = function (vec, dest) { + if (!dest) { dest = vec; } + + var x = vec[0], y = vec[1], z = vec[2], + len = Math.sqrt(x * x + y * y + z * z); + + if (!len) { + dest[0] = 0; + dest[1] = 0; + dest[2] = 0; + return dest; + } else if (len === 1) { + dest[0] = x; + dest[1] = y; + dest[2] = z; + return dest; + } + + len = 1 / len; + dest[0] = x * len; + dest[1] = y * len; + dest[2] = z * len; + return dest; +}; + +/** + * Generates the cross product of two vec3s + * + * @param {vec3} vec First operand + * @param {vec3} vec2 Second operand + * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec + * + * @returns {vec3} dest if specified, vec otherwise + */ +vec3.cross = function (vec, vec2, dest) { + if (!dest) { dest = vec; } + + var x = vec[0], y = vec[1], z = vec[2], + x2 = vec2[0], y2 = vec2[1], z2 = vec2[2]; + + dest[0] = y * z2 - z * y2; + dest[1] = z * x2 - x * z2; + dest[2] = x * y2 - y * x2; + return dest; +}; + +/** + * Caclulates the length of a vec3 + * + * @param {vec3} vec vec3 to calculate length of + * + * @returns {number} Length of vec + */ +vec3.length = function (vec) { + var x = vec[0], y = vec[1], z = vec[2]; + return Math.sqrt(x * x + y * y + z * z); +}; + +/** + * Caclulates the dot product of two vec3s + * + * @param {vec3} vec First operand + * @param {vec3} vec2 Second operand + * + * @returns {number} Dot product of vec and vec2 + */ +vec3.dot = function (vec, vec2) { + return vec[0] * vec2[0] + vec[1] * vec2[1] + vec[2] * vec2[2]; +}; + +/** + * Generates a unit vector pointing from one vector to another + * + * @param {vec3} vec Origin vec3 + * @param {vec3} vec2 vec3 to point to + * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec + * + * @returns {vec3} dest if specified, vec otherwise + */ +vec3.direction = function (vec, vec2, dest) { + if (!dest) { dest = vec; } + + var x = vec[0] - vec2[0], + y = vec[1] - vec2[1], + z = vec[2] - vec2[2], + len = Math.sqrt(x * x + y * y + z * z); + + if (!len) { + dest[0] = 0; + dest[1] = 0; + dest[2] = 0; + return dest; + } + + len = 1 / len; + dest[0] = x * len; + dest[1] = y * len; + dest[2] = z * len; + return dest; +}; + +/** + * Performs a linear interpolation between two vec3 + * + * @param {vec3} vec First vector + * @param {vec3} vec2 Second vector + * @param {number} lerp Interpolation amount between the two inputs + * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec + * + * @returns {vec3} dest if specified, vec otherwise + */ +vec3.lerp = function (vec, vec2, lerp, dest) { + if (!dest) { dest = vec; } + + dest[0] = vec[0] + lerp * (vec2[0] - vec[0]); + dest[1] = vec[1] + lerp * (vec2[1] - vec[1]); + dest[2] = vec[2] + lerp * (vec2[2] - vec[2]); + + return dest; +}; + +/** + * Calculates the euclidian distance between two vec3 + * + * Params: + * @param {vec3} vec First vector + * @param {vec3} vec2 Second vector + * + * @returns {number} Distance between vec and vec2 + */ +vec3.dist = function (vec, vec2) { + var x = vec2[0] - vec[0], + y = vec2[1] - vec[1], + z = vec2[2] - vec[2]; + + return Math.sqrt(x*x + y*y + z*z); +}; + +/** + * Projects the specified vec3 from screen space into object space + * Based on the <a href="http://webcvs.freedesktop.org/mesa/Mesa/src/glu/mesa/project.c?revision=1.4&view=markup">Mesa gluUnProject implementation</a> + * + * @param {vec3} vec Screen-space vector to project + * @param {mat4} view View matrix + * @param {mat4} proj Projection matrix + * @param {vec4} viewport Viewport as given to gl.viewport [x, y, width, height] + * @param {vec3} [dest] vec3 receiving unprojected result. If not specified result is written to vec + * + * @returns {vec3} dest if specified, vec otherwise + */ +vec3.unproject = function (vec, view, proj, viewport, dest) { + if (!dest) { dest = vec; } + + var m = mat4.create(); + var v = new MatrixArray(4); + + v[0] = (vec[0] - viewport[0]) * 2.0 / viewport[2] - 1.0; + v[1] = (vec[1] - viewport[1]) * 2.0 / viewport[3] - 1.0; + v[2] = 2.0 * vec[2] - 1.0; + v[3] = 1.0; + + mat4.multiply(proj, view, m); + if(!mat4.inverse(m)) { return null; } + + mat4.multiplyVec4(m, v); + if(v[3] === 0.0) { return null; } + + dest[0] = v[0] / v[3]; + dest[1] = v[1] / v[3]; + dest[2] = v[2] / v[3]; + + return dest; +}; + +/** + * Returns a string representation of a vector + * + * @param {vec3} vec Vector to represent as a string + * + * @returns {string} String representation of vec + */ +vec3.str = function (vec) { + return '[' + vec[0] + ', ' + vec[1] + ', ' + vec[2] + ']'; +}; + +/* + * mat3 + */ + +/** + * Creates a new instance of a mat3 using the default array type + * Any javascript array-like object containing at least 9 numeric elements can serve as a mat3 + * + * @param {mat3} [mat] mat3 containing values to initialize with + * + * @returns {mat3} New mat3 + */ +mat3.create = function (mat) { + var dest = new MatrixArray(9); + + if (mat) { + dest[0] = mat[0]; + dest[1] = mat[1]; + dest[2] = mat[2]; + dest[3] = mat[3]; + dest[4] = mat[4]; + dest[5] = mat[5]; + dest[6] = mat[6]; + dest[7] = mat[7]; + dest[8] = mat[8]; + } + + return dest; +}; + +/** + * Copies the values of one mat3 to another + * + * @param {mat3} mat mat3 containing values to copy + * @param {mat3} dest mat3 receiving copied values + * + * @returns {mat3} dest + */ +mat3.set = function (mat, dest) { + dest[0] = mat[0]; + dest[1] = mat[1]; + dest[2] = mat[2]; + dest[3] = mat[3]; + dest[4] = mat[4]; + dest[5] = mat[5]; + dest[6] = mat[6]; + dest[7] = mat[7]; + dest[8] = mat[8]; + return dest; +}; + +/** + * Sets a mat3 to an identity matrix + * + * @param {mat3} dest mat3 to set + * + * @returns dest if specified, otherwise a new mat3 + */ +mat3.identity = function (dest) { + if (!dest) { dest = mat3.create(); } + dest[0] = 1; + dest[1] = 0; + dest[2] = 0; + dest[3] = 0; + dest[4] = 1; + dest[5] = 0; + dest[6] = 0; + dest[7] = 0; + dest[8] = 1; + return dest; +}; + +/** + * Transposes a mat3 (flips the values over the diagonal) + * + * Params: + * @param {mat3} mat mat3 to transpose + * @param {mat3} [dest] mat3 receiving transposed values. If not specified result is written to mat + * + * @returns {mat3} dest is specified, mat otherwise + */ +mat3.transpose = function (mat, dest) { + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (!dest || mat === dest) { + var a01 = mat[1], a02 = mat[2], + a12 = mat[5]; + + mat[1] = mat[3]; + mat[2] = mat[6]; + mat[3] = a01; + mat[5] = mat[7]; + mat[6] = a02; + mat[7] = a12; + return mat; + } + + dest[0] = mat[0]; + dest[1] = mat[3]; + dest[2] = mat[6]; + dest[3] = mat[1]; + dest[4] = mat[4]; + dest[5] = mat[7]; + dest[6] = mat[2]; + dest[7] = mat[5]; + dest[8] = mat[8]; + return dest; +}; + +/** + * Copies the elements of a mat3 into the upper 3x3 elements of a mat4 + * + * @param {mat3} mat mat3 containing values to copy + * @param {mat4} [dest] mat4 receiving copied values + * + * @returns {mat4} dest if specified, a new mat4 otherwise + */ +mat3.toMat4 = function (mat, dest) { + if (!dest) { dest = mat4.create(); } + + dest[15] = 1; + dest[14] = 0; + dest[13] = 0; + dest[12] = 0; + + dest[11] = 0; + dest[10] = mat[8]; + dest[9] = mat[7]; + dest[8] = mat[6]; + + dest[7] = 0; + dest[6] = mat[5]; + dest[5] = mat[4]; + dest[4] = mat[3]; + + dest[3] = 0; + dest[2] = mat[2]; + dest[1] = mat[1]; + dest[0] = mat[0]; + + return dest; +}; + +/** + * Returns a string representation of a mat3 + * + * @param {mat3} mat mat3 to represent as a string + * + * @param {string} String representation of mat + */ +mat3.str = function (mat) { + return '[' + mat[0] + ', ' + mat[1] + ', ' + mat[2] + + ', ' + mat[3] + ', ' + mat[4] + ', ' + mat[5] + + ', ' + mat[6] + ', ' + mat[7] + ', ' + mat[8] + ']'; +}; + +/* + * mat4 + */ + +/** + * Creates a new instance of a mat4 using the default array type + * Any javascript array-like object containing at least 16 numeric elements can serve as a mat4 + * + * @param {mat4} [mat] mat4 containing values to initialize with + * + * @returns {mat4} New mat4 + */ +mat4.create = function (mat) { + var dest = new MatrixArray(16); + + if (mat) { + dest[0] = mat[0]; + dest[1] = mat[1]; + dest[2] = mat[2]; + dest[3] = mat[3]; + dest[4] = mat[4]; + dest[5] = mat[5]; + dest[6] = mat[6]; + dest[7] = mat[7]; + dest[8] = mat[8]; + dest[9] = mat[9]; + dest[10] = mat[10]; + dest[11] = mat[11]; + dest[12] = mat[12]; + dest[13] = mat[13]; + dest[14] = mat[14]; + dest[15] = mat[15]; + } + + return dest; +}; + +/** + * Copies the values of one mat4 to another + * + * @param {mat4} mat mat4 containing values to copy + * @param {mat4} dest mat4 receiving copied values + * + * @returns {mat4} dest + */ +mat4.set = function (mat, dest) { + dest[0] = mat[0]; + dest[1] = mat[1]; + dest[2] = mat[2]; + dest[3] = mat[3]; + dest[4] = mat[4]; + dest[5] = mat[5]; + dest[6] = mat[6]; + dest[7] = mat[7]; + dest[8] = mat[8]; + dest[9] = mat[9]; + dest[10] = mat[10]; + dest[11] = mat[11]; + dest[12] = mat[12]; + dest[13] = mat[13]; + dest[14] = mat[14]; + dest[15] = mat[15]; + return dest; +}; + +/** + * Sets a mat4 to an identity matrix + * + * @param {mat4} dest mat4 to set + * + * @returns {mat4} dest + */ +mat4.identity = function (dest) { + if (!dest) { dest = mat4.create(); } + dest[0] = 1; + dest[1] = 0; + dest[2] = 0; + dest[3] = 0; + dest[4] = 0; + dest[5] = 1; + dest[6] = 0; + dest[7] = 0; + dest[8] = 0; + dest[9] = 0; + dest[10] = 1; + dest[11] = 0; + dest[12] = 0; + dest[13] = 0; + dest[14] = 0; + dest[15] = 1; + return dest; +}; + +/** + * Transposes a mat4 (flips the values over the diagonal) + * + * @param {mat4} mat mat4 to transpose + * @param {mat4} [dest] mat4 receiving transposed values. If not specified result is written to mat + * + * @param {mat4} dest is specified, mat otherwise + */ +mat4.transpose = function (mat, dest) { + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (!dest || mat === dest) { + var a01 = mat[1], a02 = mat[2], a03 = mat[3], + a12 = mat[6], a13 = mat[7], + a23 = mat[11]; + + mat[1] = mat[4]; + mat[2] = mat[8]; + mat[3] = mat[12]; + mat[4] = a01; + mat[6] = mat[9]; + mat[7] = mat[13]; + mat[8] = a02; + mat[9] = a12; + mat[11] = mat[14]; + mat[12] = a03; + mat[13] = a13; + mat[14] = a23; + return mat; + } + + dest[0] = mat[0]; + dest[1] = mat[4]; + dest[2] = mat[8]; + dest[3] = mat[12]; + dest[4] = mat[1]; + dest[5] = mat[5]; + dest[6] = mat[9]; + dest[7] = mat[13]; + dest[8] = mat[2]; + dest[9] = mat[6]; + dest[10] = mat[10]; + dest[11] = mat[14]; + dest[12] = mat[3]; + dest[13] = mat[7]; + dest[14] = mat[11]; + dest[15] = mat[15]; + return dest; +}; + +/** + * Calculates the determinant of a mat4 + * + * @param {mat4} mat mat4 to calculate determinant of + * + * @returns {number} determinant of mat + */ +mat4.determinant = function (mat) { + // Cache the matrix values (makes for huge speed increases!) + var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3], + a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7], + a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11], + a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15]; + + return (a30 * a21 * a12 * a03 - a20 * a31 * a12 * a03 - a30 * a11 * a22 * a03 + a10 * a31 * a22 * a03 + + a20 * a11 * a32 * a03 - a10 * a21 * a32 * a03 - a30 * a21 * a02 * a13 + a20 * a31 * a02 * a13 + + a30 * a01 * a22 * a13 - a00 * a31 * a22 * a13 - a20 * a01 * a32 * a13 + a00 * a21 * a32 * a13 + + a30 * a11 * a02 * a23 - a10 * a31 * a02 * a23 - a30 * a01 * a12 * a23 + a00 * a31 * a12 * a23 + + a10 * a01 * a32 * a23 - a00 * a11 * a32 * a23 - a20 * a11 * a02 * a33 + a10 * a21 * a02 * a33 + + a20 * a01 * a12 * a33 - a00 * a21 * a12 * a33 - a10 * a01 * a22 * a33 + a00 * a11 * a22 * a33); +}; + +/** + * Calculates the inverse matrix of a mat4 + * + * @param {mat4} mat mat4 to calculate inverse of + * @param {mat4} [dest] mat4 receiving inverse matrix. If not specified result is written to mat + * + * @param {mat4} dest is specified, mat otherwise, null if matrix cannot be inverted + */ +mat4.inverse = function (mat, dest) { + if (!dest) { dest = mat; } + + // Cache the matrix values (makes for huge speed increases!) + var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3], + a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7], + a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11], + a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15], + + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32, + + d = (b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06), + invDet; + + // Calculate the determinant + if (!d) { return null; } + invDet = 1 / d; + + dest[0] = (a11 * b11 - a12 * b10 + a13 * b09) * invDet; + dest[1] = (-a01 * b11 + a02 * b10 - a03 * b09) * invDet; + dest[2] = (a31 * b05 - a32 * b04 + a33 * b03) * invDet; + dest[3] = (-a21 * b05 + a22 * b04 - a23 * b03) * invDet; + dest[4] = (-a10 * b11 + a12 * b08 - a13 * b07) * invDet; + dest[5] = (a00 * b11 - a02 * b08 + a03 * b07) * invDet; + dest[6] = (-a30 * b05 + a32 * b02 - a33 * b01) * invDet; + dest[7] = (a20 * b05 - a22 * b02 + a23 * b01) * invDet; + dest[8] = (a10 * b10 - a11 * b08 + a13 * b06) * invDet; + dest[9] = (-a00 * b10 + a01 * b08 - a03 * b06) * invDet; + dest[10] = (a30 * b04 - a31 * b02 + a33 * b00) * invDet; + dest[11] = (-a20 * b04 + a21 * b02 - a23 * b00) * invDet; + dest[12] = (-a10 * b09 + a11 * b07 - a12 * b06) * invDet; + dest[13] = (a00 * b09 - a01 * b07 + a02 * b06) * invDet; + dest[14] = (-a30 * b03 + a31 * b01 - a32 * b00) * invDet; + dest[15] = (a20 * b03 - a21 * b01 + a22 * b00) * invDet; + + return dest; +}; + +/** + * Copies the upper 3x3 elements of a mat4 into another mat4 + * + * @param {mat4} mat mat4 containing values to copy + * @param {mat4} [dest] mat4 receiving copied values + * + * @returns {mat4} dest is specified, a new mat4 otherwise + */ +mat4.toRotationMat = function (mat, dest) { + if (!dest) { dest = mat4.create(); } + + dest[0] = mat[0]; + dest[1] = mat[1]; + dest[2] = mat[2]; + dest[3] = mat[3]; + dest[4] = mat[4]; + dest[5] = mat[5]; + dest[6] = mat[6]; + dest[7] = mat[7]; + dest[8] = mat[8]; + dest[9] = mat[9]; + dest[10] = mat[10]; + dest[11] = mat[11]; + dest[12] = 0; + dest[13] = 0; + dest[14] = 0; + dest[15] = 1; + + return dest; +}; + +/** + * Copies the upper 3x3 elements of a mat4 into a mat3 + * + * @param {mat4} mat mat4 containing values to copy + * @param {mat3} [dest] mat3 receiving copied values + * + * @returns {mat3} dest is specified, a new mat3 otherwise + */ +mat4.toMat3 = function (mat, dest) { + if (!dest) { dest = mat3.create(); } + + dest[0] = mat[0]; + dest[1] = mat[1]; + dest[2] = mat[2]; + dest[3] = mat[4]; + dest[4] = mat[5]; + dest[5] = mat[6]; + dest[6] = mat[8]; + dest[7] = mat[9]; + dest[8] = mat[10]; + + return dest; +}; + +/** + * Calculates the inverse of the upper 3x3 elements of a mat4 and copies the result into a mat3 + * The resulting matrix is useful for calculating transformed normals + * + * Params: + * @param {mat4} mat mat4 containing values to invert and copy + * @param {mat3} [dest] mat3 receiving values + * + * @returns {mat3} dest is specified, a new mat3 otherwise, null if the matrix cannot be inverted + */ +mat4.toInverseMat3 = function (mat, dest) { + // Cache the matrix values (makes for huge speed increases!) + var a00 = mat[0], a01 = mat[1], a02 = mat[2], + a10 = mat[4], a11 = mat[5], a12 = mat[6], + a20 = mat[8], a21 = mat[9], a22 = mat[10], + + b01 = a22 * a11 - a12 * a21, + b11 = -a22 * a10 + a12 * a20, + b21 = a21 * a10 - a11 * a20, + + d = a00 * b01 + a01 * b11 + a02 * b21, + id; + + if (!d) { return null; } + id = 1 / d; + + if (!dest) { dest = mat3.create(); } + + dest[0] = b01 * id; + dest[1] = (-a22 * a01 + a02 * a21) * id; + dest[2] = (a12 * a01 - a02 * a11) * id; + dest[3] = b11 * id; + dest[4] = (a22 * a00 - a02 * a20) * id; + dest[5] = (-a12 * a00 + a02 * a10) * id; + dest[6] = b21 * id; + dest[7] = (-a21 * a00 + a01 * a20) * id; + dest[8] = (a11 * a00 - a01 * a10) * id; + + return dest; +}; + +/** + * Performs a matrix multiplication + * + * @param {mat4} mat First operand + * @param {mat4} mat2 Second operand + * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat + * + * @returns {mat4} dest if specified, mat otherwise + */ +mat4.multiply = function (mat, mat2, dest) { + if (!dest) { dest = mat; } + + // Cache the matrix values (makes for huge speed increases!) + var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3], + a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7], + a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11], + a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15], + + b00 = mat2[0], b01 = mat2[1], b02 = mat2[2], b03 = mat2[3], + b10 = mat2[4], b11 = mat2[5], b12 = mat2[6], b13 = mat2[7], + b20 = mat2[8], b21 = mat2[9], b22 = mat2[10], b23 = mat2[11], + b30 = mat2[12], b31 = mat2[13], b32 = mat2[14], b33 = mat2[15]; + + dest[0] = b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30; + dest[1] = b00 * a01 + b01 * a11 + b02 * a21 + b03 * a31; + dest[2] = b00 * a02 + b01 * a12 + b02 * a22 + b03 * a32; + dest[3] = b00 * a03 + b01 * a13 + b02 * a23 + b03 * a33; + dest[4] = b10 * a00 + b11 * a10 + b12 * a20 + b13 * a30; + dest[5] = b10 * a01 + b11 * a11 + b12 * a21 + b13 * a31; + dest[6] = b10 * a02 + b11 * a12 + b12 * a22 + b13 * a32; + dest[7] = b10 * a03 + b11 * a13 + b12 * a23 + b13 * a33; + dest[8] = b20 * a00 + b21 * a10 + b22 * a20 + b23 * a30; + dest[9] = b20 * a01 + b21 * a11 + b22 * a21 + b23 * a31; + dest[10] = b20 * a02 + b21 * a12 + b22 * a22 + b23 * a32; + dest[11] = b20 * a03 + b21 * a13 + b22 * a23 + b23 * a33; + dest[12] = b30 * a00 + b31 * a10 + b32 * a20 + b33 * a30; + dest[13] = b30 * a01 + b31 * a11 + b32 * a21 + b33 * a31; + dest[14] = b30 * a02 + b31 * a12 + b32 * a22 + b33 * a32; + dest[15] = b30 * a03 + b31 * a13 + b32 * a23 + b33 * a33; + + return dest; +}; + +/** + * Transforms a vec3 with the given matrix + * 4th vector component is implicitly '1' + * + * @param {mat4} mat mat4 to transform the vector with + * @param {vec3} vec vec3 to transform + * @param {vec3} [dest] vec3 receiving operation result. If not specified result is written to vec + * + * @returns {vec3} dest if specified, vec otherwise + */ +mat4.multiplyVec3 = function (mat, vec, dest) { + if (!dest) { dest = vec; } + + var x = vec[0], y = vec[1], z = vec[2]; + + dest[0] = mat[0] * x + mat[4] * y + mat[8] * z + mat[12]; + dest[1] = mat[1] * x + mat[5] * y + mat[9] * z + mat[13]; + dest[2] = mat[2] * x + mat[6] * y + mat[10] * z + mat[14]; + + return dest; +}; + +/** + * Transforms a vec4 with the given matrix + * + * @param {mat4} mat mat4 to transform the vector with + * @param {vec4} vec vec4 to transform + * @param {vec4} [dest] vec4 receiving operation result. If not specified result is written to vec + * + * @returns {vec4} dest if specified, vec otherwise + */ +mat4.multiplyVec4 = function (mat, vec, dest) { + if (!dest) { dest = vec; } + + var x = vec[0], y = vec[1], z = vec[2], w = vec[3]; + + dest[0] = mat[0] * x + mat[4] * y + mat[8] * z + mat[12] * w; + dest[1] = mat[1] * x + mat[5] * y + mat[9] * z + mat[13] * w; + dest[2] = mat[2] * x + mat[6] * y + mat[10] * z + mat[14] * w; + dest[3] = mat[3] * x + mat[7] * y + mat[11] * z + mat[15] * w; + + return dest; +}; + +/** + * Translates a matrix by the given vector + * + * @param {mat4} mat mat4 to translate + * @param {vec3} vec vec3 specifying the translation + * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat + * + * @returns {mat4} dest if specified, mat otherwise + */ +mat4.translate = function (mat, vec, dest) { + var x = vec[0], y = vec[1], z = vec[2], + a00, a01, a02, a03, + a10, a11, a12, a13, + a20, a21, a22, a23; + + if (!dest || mat === dest) { + mat[12] = mat[0] * x + mat[4] * y + mat[8] * z + mat[12]; + mat[13] = mat[1] * x + mat[5] * y + mat[9] * z + mat[13]; + mat[14] = mat[2] * x + mat[6] * y + mat[10] * z + mat[14]; + mat[15] = mat[3] * x + mat[7] * y + mat[11] * z + mat[15]; + return mat; + } + + a00 = mat[0]; a01 = mat[1]; a02 = mat[2]; a03 = mat[3]; + a10 = mat[4]; a11 = mat[5]; a12 = mat[6]; a13 = mat[7]; + a20 = mat[8]; a21 = mat[9]; a22 = mat[10]; a23 = mat[11]; + + dest[0] = a00; dest[1] = a01; dest[2] = a02; dest[3] = a03; + dest[4] = a10; dest[5] = a11; dest[6] = a12; dest[7] = a13; + dest[8] = a20; dest[9] = a21; dest[10] = a22; dest[11] = a23; + + dest[12] = a00 * x + a10 * y + a20 * z + mat[12]; + dest[13] = a01 * x + a11 * y + a21 * z + mat[13]; + dest[14] = a02 * x + a12 * y + a22 * z + mat[14]; + dest[15] = a03 * x + a13 * y + a23 * z + mat[15]; + return dest; +}; + +/** + * Scales a matrix by the given vector + * + * @param {mat4} mat mat4 to scale + * @param {vec3} vec vec3 specifying the scale for each axis + * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat + * + * @param {mat4} dest if specified, mat otherwise + */ +mat4.scale = function (mat, vec, dest) { + var x = vec[0], y = vec[1], z = vec[2]; + + if (!dest || mat === dest) { + mat[0] *= x; + mat[1] *= x; + mat[2] *= x; + mat[3] *= x; + mat[4] *= y; + mat[5] *= y; + mat[6] *= y; + mat[7] *= y; + mat[8] *= z; + mat[9] *= z; + mat[10] *= z; + mat[11] *= z; + return mat; + } + + dest[0] = mat[0] * x; + dest[1] = mat[1] * x; + dest[2] = mat[2] * x; + dest[3] = mat[3] * x; + dest[4] = mat[4] * y; + dest[5] = mat[5] * y; + dest[6] = mat[6] * y; + dest[7] = mat[7] * y; + dest[8] = mat[8] * z; + dest[9] = mat[9] * z; + dest[10] = mat[10] * z; + dest[11] = mat[11] * z; + dest[12] = mat[12]; + dest[13] = mat[13]; + dest[14] = mat[14]; + dest[15] = mat[15]; + return dest; +}; + +/** + * Rotates a matrix by the given angle around the specified axis + * If rotating around a primary axis (X,Y,Z) one of the specialized rotation functions should be used instead for performance + * + * @param {mat4} mat mat4 to rotate + * @param {number} angle Angle (in radians) to rotate + * @param {vec3} axis vec3 representing the axis to rotate around + * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat + * + * @returns {mat4} dest if specified, mat otherwise + */ +mat4.rotate = function (mat, angle, axis, dest) { + var x = axis[0], y = axis[1], z = axis[2], + len = Math.sqrt(x * x + y * y + z * z), + s, c, t, + a00, a01, a02, a03, + a10, a11, a12, a13, + a20, a21, a22, a23, + b00, b01, b02, + b10, b11, b12, + b20, b21, b22; + + if (!len) { return null; } + if (len !== 1) { + len = 1 / len; + x *= len; + y *= len; + z *= len; + } + + s = Math.sin(angle); + c = Math.cos(angle); + t = 1 - c; + + a00 = mat[0]; a01 = mat[1]; a02 = mat[2]; a03 = mat[3]; + a10 = mat[4]; a11 = mat[5]; a12 = mat[6]; a13 = mat[7]; + a20 = mat[8]; a21 = mat[9]; a22 = mat[10]; a23 = mat[11]; + + // Construct the elements of the rotation matrix + b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; + b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; + b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; + + if (!dest) { + dest = mat; + } else if (mat !== dest) { // If the source and destination differ, copy the unchanged last row + dest[12] = mat[12]; + dest[13] = mat[13]; + dest[14] = mat[14]; + dest[15] = mat[15]; + } + + // Perform rotation-specific matrix multiplication + dest[0] = a00 * b00 + a10 * b01 + a20 * b02; + dest[1] = a01 * b00 + a11 * b01 + a21 * b02; + dest[2] = a02 * b00 + a12 * b01 + a22 * b02; + dest[3] = a03 * b00 + a13 * b01 + a23 * b02; + + dest[4] = a00 * b10 + a10 * b11 + a20 * b12; + dest[5] = a01 * b10 + a11 * b11 + a21 * b12; + dest[6] = a02 * b10 + a12 * b11 + a22 * b12; + dest[7] = a03 * b10 + a13 * b11 + a23 * b12; + + dest[8] = a00 * b20 + a10 * b21 + a20 * b22; + dest[9] = a01 * b20 + a11 * b21 + a21 * b22; + dest[10] = a02 * b20 + a12 * b21 + a22 * b22; + dest[11] = a03 * b20 + a13 * b21 + a23 * b22; + return dest; +}; + +/** + * Rotates a matrix by the given angle around the X axis + * + * @param {mat4} mat mat4 to rotate + * @param {number} angle Angle (in radians) to rotate + * @param {mat4} [dest] mat4 receiving operation result. If not specified result is written to mat + * + * @returns {mat4} dest if specified, mat otherwise + */ +mat4.rotateX = function (mat, angle, dest) { + var s = Math.sin(angle), + c = Math.cos(angle), + a10 = mat[4], + a11 = mat[5], + a12 = mat[6], + a13 = mat[7], + a20 = mat[8], + a21 = mat[9], + a22 = mat[10], + a23 = mat[11]; + + if (!dest) { + dest = mat; + } else if (mat !== dest) { // If the source and destination differ, copy the unchanged rows + dest[0] = mat[0]; + dest[1] = mat[1]; + dest[2] = mat[2]; + dest[3] = mat[3]; + + dest[12] = mat[12]; + dest[13] = mat[13]; + dest[14] = mat[14]; |