-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathmatrix.js
More file actions
151 lines (151 loc) · 6.73 KB
/
Copy pathmatrix.js
File metadata and controls
151 lines (151 loc) · 6.73 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
const matrix_epsilon = 0.000001;
class Matrix {
/**
** @desc Создаёт пустую матрицу
**/
Create() {
return this.Empty( [] );
}
/**
** @desc Обнуляет значения массива матрицы
** @vars (array) matrix - массив значений матрицы
**/
Empty( matrix ) {
this.NullMatrix( matrix );
matrix[ 0 ] = 1;
matrix[ 5 ] = 1;
matrix[ 10 ] = 1;
matrix[ 15 ] = 1;
return matrix;
}
NullMatrix( matrix ) {
for( let m = 0; m < 16; m++ ) {
matrix[ m ] = 0;
}
return matrix;
}
Copy( matrix ) {
let copy = this.Create();
for( let c = 0; c < 16; c++ ) {
copy[ c ] = matrix[ c ];
}
return copy;
}
Perspective( matrix , fieldOfViewRad , aspectRation , zNear, zFar ) {
this.NullMatrix( matrix );
matrix[ 0 ] = aspectRation * fieldOfViewRad;
matrix[ 5 ] = fieldOfViewRad;
matrix[ 10 ] = zFar / ( zFar - zNear );
matrix[ 11 ] = 1;
matrix[ 14 ] = ( -zFar * zNear ) / ( zFar - zNear );
matrix[ 15 ] = 0;
return matrix;
}
Translate( matrix , vector3f ) {
let cache = this.Copy( matrix );
matrix[ 12 ] = cache[ 0 ] * vector3f.x + cache[ 4 ] * vector3f.y + cache[ 8 ] * vector3f.z + cache[ 12 ];
matrix[ 13 ] = cache[ 1 ] * vector3f.x + cache[ 5 ] * vector3f.y + cache[ 9 ] * vector3f.z + cache[ 13 ];
matrix[ 14 ] = cache[ 2 ] * vector3f.x + cache[ 6 ] * vector3f.y + cache[ 10 ] * vector3f.z + cache[ 14 ];
matrix[ 15 ] = cache[ 3 ] * vector3f.x + cache[ 7 ] * vector3f.y + cache[ 11 ] * vector3f.z + cache[ 15 ];
return matrix;
}
RotateX( matrix , fTheta = 0 ) {
matrix[ 0 ] = 1;
matrix[ 5 ] = Math.cos( fTheta );
matrix[ 6 ] = Math.sin( fTheta );
matrix[ 9 ] = -Math.sin( fTheta );
matrix[ 10 ] = Math.cos( fTheta );
matrix[ 15 ] = 1;
return matrix;
}
RotateY( matrix , fTheta = 0 ) {
matrix[ 0 ] = Math.cos( fTheta );
matrix[ 2 ] = -Math.sin( fTheta );
matrix[ 5 ] = 1;
matrix[ 8 ] = Math.sin( fTheta );
matrix[ 10 ] = Math.cos( fTheta );
matrix[ 15 ] = 1;
return matrix;
}
RotateZ( matrix , fTheta = 0 ) {
matrix[ 0 ] = Math.cos( fTheta );
matrix[ 1 ] = Math.sin( fTheta );
matrix[ 4 ] = -Math.sin( fTheta );
matrix[ 5 ] = Math.cos( fTheta );
matrix[ 10 ] = 1;
matrix[ 15 ] = 1;
return matrix;
}
/**
** @desc Возвращает матрицу взгляда, относительно координатов камеры, некоторые решения подсмотрел реализации glmatrix.net, очень крутая либа
** @vars (Vector3F) eye - позиция камеры, (Vector3F) center - точка взгляда камеры, (Vector3F) up - вертикальное положение камеры
**/
LookAt( matrix , eye , center , up ) {
let len = 0;
let view = eye.Subtract( center ); //
if ( Math.abs( view.x ) < matrix_epsilon && Math.abs( view.y ) < matrix_epsilon && Math.abs( view.z ) < matrix_epsilon ) return this.NullMatrix( [] );
//Перпендикуляры осей, относительно взгляда
let z = view.Normalize();
let x = z.Cross( up.Normalize() ).Normalize();
let y = x.Cross( z ).Normalize();
//Заполнение значений матрицы
matrix[ 0 ] = x.x;
matrix[ 1 ] = y.x;
matrix[ 2 ] = z.x;
matrix[ 3 ] = 0;
matrix[ 4 ] = x.y;
matrix[ 5 ] = y.y;
matrix[ 6 ] = z.y;
matrix[ 7 ] = 0;
matrix[ 8 ] = x.z;
matrix[ 9 ] = y.z;
matrix[ 10 ] = z.z;
matrix[ 11 ] = 0;
matrix[ 12 ] = -( x.Dot( eye ) );
matrix[ 13 ] = -( y.Dot( eye ) );
matrix[ 14 ] = -( z.Dot( eye ) );
matrix[ 15 ] = 1;
return matrix;
}
MultiplyVector( matrix , vector3f ) {
let outVector3f = new Vector3F();
outVector3f.x = vector3f.x * matrix[ 0 ] + vector3f.y * matrix[ 4 ] + vector3f.z * matrix[ 8 ] + matrix[ 12 ] * vector3f.w;
outVector3f.y = vector3f.x * matrix[ 1 ] + vector3f.y * matrix[ 5 ] + vector3f.z * matrix[ 9 ] + matrix[ 13 ] * vector3f.w;
outVector3f.z = vector3f.x * matrix[ 2 ] + vector3f.y * matrix[ 6 ] + vector3f.z * matrix[ 10 ] + matrix[ 14 ] * vector3f.w;
outVector3f.w = vector3f.x * matrix[ 3 ] + vector3f.y * matrix[ 7 ] + vector3f.z * matrix[ 11 ] + matrix[ 15 ] * vector3f.w;
if( outVector3f.w != 0 ) {
outVector3f.x /= outVector3f.w;
outVector3f.y /= outVector3f.w;
outVector3f.z /= outVector3f.w;
outVector3f.w = 1;
}
return outVector3f;
}
MultiplyMatrix( matrix1 , matrix2 ) {
let out = [];
out[ 0 ] = matrix1[ 0 ] * matrix2[ 0 ] + matrix1[ 1 ] * matrix2[ 4 ] + matrix1[ 2 ] * matrix2[ 8 ] + matrix1[ 3 ] * matrix2[ 12 ];
out[ 1 ] = matrix1[ 0 ] * matrix2[ 1 ] + matrix1[ 1 ] * matrix2[ 5 ] + matrix1[ 2 ] * matrix2[ 9 ] + matrix1[ 3 ] * matrix2[ 13 ];
out[ 2 ] = matrix1[ 0 ] * matrix2[ 2 ] + matrix1[ 1 ] * matrix2[ 6 ] + matrix1[ 2 ] * matrix2[ 10 ] + matrix1[ 3 ] * matrix2[ 14 ];
out[ 3 ] = matrix1[ 0 ] * matrix2[ 3 ] + matrix1[ 1 ] * matrix2[ 7 ] + matrix1[ 2 ] * matrix2[ 11 ] + matrix1[ 3 ] * matrix2[ 15 ];
out[ 4 ] = matrix1[ 4 ] * matrix2[ 0 ] + matrix1[ 5 ] * matrix2[ 4 ] + matrix1[ 6 ] * matrix2[ 8 ] + matrix1[ 7 ] * matrix2[ 12 ];
out[ 5 ] = matrix1[ 4 ] * matrix2[ 1 ] + matrix1[ 5 ] * matrix2[ 5 ] + matrix1[ 6 ] * matrix2[ 9 ] + matrix1[ 7 ] * matrix2[ 13 ];
out[ 6 ] = matrix1[ 4 ] * matrix2[ 2 ] + matrix1[ 5 ] * matrix2[ 6 ] + matrix1[ 6 ] * matrix2[ 10 ] + matrix1[ 7 ] * matrix2[ 14 ];
out[ 7 ] = matrix1[ 4 ] * matrix2[ 3 ] + matrix1[ 5 ] * matrix2[ 7 ] + matrix1[ 6 ] * matrix2[ 11 ] + matrix1[ 7 ] * matrix2[ 15 ];
out[ 8 ] = matrix1[ 8 ] * matrix2[ 0 ] + matrix1[ 9 ] * matrix2[ 4 ] + matrix1[ 10 ] * matrix2[ 8 ] + matrix1[ 11 ] * matrix2[ 12 ];
out[ 9 ] = matrix1[ 8 ] * matrix2[ 1 ] + matrix1[ 9 ] * matrix2[ 5 ] + matrix1[ 10 ] * matrix2[ 9 ] + matrix1[ 11 ] * matrix2[ 13 ];
out[ 10 ] = matrix1[ 8 ] * matrix2[ 2 ] + matrix1[ 9 ] * matrix2[ 6 ] + matrix1[ 10 ] * matrix2[ 10 ] + matrix1[ 11 ] * matrix2[ 14 ];
out[ 11 ] = matrix1[ 8 ] * matrix2[ 3 ] + matrix1[ 9 ] * matrix2[ 7 ] + matrix1[ 10 ] * matrix2[ 11 ] + matrix1[ 11 ] * matrix2[ 15 ];
out[ 12 ] = matrix1[ 12 ] * matrix2[ 0 ] + matrix1[ 13 ] * matrix2[ 4 ] + matrix1[ 14 ] * matrix2[ 8 ] + matrix1[ 15 ] * matrix2[ 12 ];
out[ 13 ] = matrix1[ 12 ] * matrix2[ 1 ] + matrix1[ 13 ] * matrix2[ 5 ] + matrix1[ 14 ] * matrix2[ 9 ] + matrix1[ 15 ] * matrix2[ 13 ];
out[ 14 ] = matrix1[ 12 ] * matrix2[ 2 ] + matrix1[ 13 ] * matrix2[ 6 ] + matrix1[ 14 ] * matrix2[ 10 ] + matrix1[ 15 ] * matrix2[ 14 ];
out[ 15 ] = matrix1[ 12 ] * matrix2[ 3 ] + matrix1[ 13 ] * matrix2[ 7 ] + matrix1[ 14 ] * matrix2[ 11 ] + matrix1[ 15 ] * matrix2[ 15 ];
return out;
}
Scale( matrix , vector3f ) {
matrix[ 0 ] = vector3f.x;
matrix[ 5 ] = vector3f.y;
matrix[ 10 ] = vector3f.z;
return;
}
}
const mat4 = new Matrix();