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Merge pull request #10 from cscott/9d396a3aef1dd066f7d3fc6184b9920470…
…26b6b4 Fix issue #9 (missing lib/matrix.js)
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//adding matrix 4x4 library | ||
/* | ||
* Copyright (c) 2009, Mozilla Corp | ||
* 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 the <organization> nor the | ||
* names of its contributors may be used to endorse or promote products | ||
* derived from this software without specific prior written permission. | ||
* | ||
* THIS SOFTWARE IS PROVIDED BY <copyright holder> ''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 <copyright holder> 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. | ||
*/ | ||
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/* | ||
* Based on sample code from the OpenGL(R) ES 2.0 Programming Guide, which carriers | ||
* the following header: | ||
* | ||
* Book: OpenGL(R) ES 2.0 Programming Guide | ||
* Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner | ||
* ISBN-10: 0321502795 | ||
* ISBN-13: 9780321502797 | ||
* Publisher: Addison-Wesley Professional | ||
* URLs: http://safari.informit.com/9780321563835 | ||
* http://www.opengles-book.com | ||
*/ | ||
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// | ||
// A simple 4x4 Matrix utility class | ||
// | ||
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function Matrix4x4() { | ||
this.elements = Array(16); | ||
this.loadIdentity(); | ||
} | ||
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Matrix4x4.prototype = { | ||
scale: function (sx, sy, sz) { | ||
this.elements[0*4+0] *= sx; | ||
this.elements[0*4+1] *= sx; | ||
this.elements[0*4+2] *= sx; | ||
this.elements[0*4+3] *= sx; | ||
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this.elements[1*4+0] *= sy; | ||
this.elements[1*4+1] *= sy; | ||
this.elements[1*4+2] *= sy; | ||
this.elements[1*4+3] *= sy; | ||
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this.elements[2*4+0] *= sz; | ||
this.elements[2*4+1] *= sz; | ||
this.elements[2*4+2] *= sz; | ||
this.elements[2*4+3] *= sz; | ||
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return this; | ||
}, | ||
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translate: function (tx, ty, tz) { | ||
this.elements[3*4+0] += this.elements[0*4+0] * tx + this.elements[1*4+0] * ty + this.elements[2*4+0] * tz; | ||
this.elements[3*4+1] += this.elements[0*4+1] * tx + this.elements[1*4+1] * ty + this.elements[2*4+1] * tz; | ||
this.elements[3*4+2] += this.elements[0*4+2] * tx + this.elements[1*4+2] * ty + this.elements[2*4+2] * tz; | ||
this.elements[3*4+3] += this.elements[0*4+3] * tx + this.elements[1*4+3] * ty + this.elements[2*4+3] * tz; | ||
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return this; | ||
}, | ||
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rotate: function (angle, x, y, z) { | ||
var mag = Math.sqrt(x*x + y*y + z*z); | ||
var sinAngle = Math.sin(angle * Math.PI / 180.0); | ||
var cosAngle = Math.cos(angle * Math.PI / 180.0); | ||
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if (mag > 0) { | ||
var xx, yy, zz, xy, yz, zx, xs, ys, zs; | ||
var oneMinusCos; | ||
var rotMat; | ||
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x /= mag; | ||
y /= mag; | ||
z /= mag; | ||
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xx = x * x; | ||
yy = y * y; | ||
zz = z * z; | ||
xy = x * y; | ||
yz = y * z; | ||
zx = z * x; | ||
xs = x * sinAngle; | ||
ys = y * sinAngle; | ||
zs = z * sinAngle; | ||
oneMinusCos = 1.0 - cosAngle; | ||
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rotMat = new Matrix4x4(); | ||
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rotMat.elements[0*4+0] = (oneMinusCos * xx) + cosAngle; | ||
rotMat.elements[0*4+1] = (oneMinusCos * xy) - zs; | ||
rotMat.elements[0*4+2] = (oneMinusCos * zx) + ys; | ||
rotMat.elements[0*4+3] = 0.0; | ||
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rotMat.elements[1*4+0] = (oneMinusCos * xy) + zs; | ||
rotMat.elements[1*4+1] = (oneMinusCos * yy) + cosAngle; | ||
rotMat.elements[1*4+2] = (oneMinusCos * yz) - xs; | ||
rotMat.elements[1*4+3] = 0.0; | ||
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rotMat.elements[2*4+0] = (oneMinusCos * zx) - ys; | ||
rotMat.elements[2*4+1] = (oneMinusCos * yz) + xs; | ||
rotMat.elements[2*4+2] = (oneMinusCos * zz) + cosAngle; | ||
rotMat.elements[2*4+3] = 0.0; | ||
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rotMat.elements[3*4+0] = 0.0; | ||
rotMat.elements[3*4+1] = 0.0; | ||
rotMat.elements[3*4+2] = 0.0; | ||
rotMat.elements[3*4+3] = 1.0; | ||
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rotMat = rotMat.multiply(this); | ||
this.elements = rotMat.elements; | ||
} | ||
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return this; | ||
}, | ||
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frustum: function (left, right, bottom, top, nearZ, farZ) { | ||
var deltaX = right - left; | ||
var deltaY = top - bottom; | ||
var deltaZ = farZ - nearZ; | ||
var frust; | ||
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if ( (nearZ <= 0.0) || (farZ <= 0.0) || | ||
(deltaX <= 0.0) || (deltaY <= 0.0) || (deltaZ <= 0.0) ) | ||
return this; | ||
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frust = new Matrix4x4(); | ||
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frust.elements[0*4+0] = 2.0 * nearZ / deltaX; | ||
frust.elements[0*4+1] = frust.elements[0*4+2] = frust.elements[0*4+3] = 0.0; | ||
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frust.elements[1*4+1] = 2.0 * nearZ / deltaY; | ||
frust.elements[1*4+0] = frust.elements[1*4+2] = frust.elements[1*4+3] = 0.0; | ||
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frust.elements[2*4+0] = (right + left) / deltaX; | ||
frust.elements[2*4+1] = (top + bottom) / deltaY; | ||
frust.elements[2*4+2] = -(nearZ + farZ) / deltaZ; | ||
frust.elements[2*4+3] = -1.0; | ||
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frust.elements[3*4+2] = -2.0 * nearZ * farZ / deltaZ; | ||
frust.elements[3*4+0] = frust.elements[3*4+1] = frust.elements[3*4+3] = 0.0; | ||
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frust = frust.multiply(this); | ||
this.elements = frust.elements; | ||
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return this; | ||
}, | ||
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perspective: function (fovy, aspect, nearZ, farZ) { | ||
var frustumH = Math.tan(fovy / 360.0 * Math.PI) * nearZ; | ||
var frustumW = frustumH * aspect; | ||
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return this.frustum(-frustumW, frustumW, -frustumH, frustumH, nearZ, farZ); | ||
}, | ||
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ortho: function (left, right, bottom, top, nearZ, farZ) { | ||
var deltaX = right - left; | ||
var deltaY = top - bottom; | ||
var deltaZ = farZ - nearZ; | ||
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var ortho = new Matrix4x4(); | ||
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if ( (deltaX == 0.0) || (deltaY == 0.0) || (deltaZ == 0.0) ) | ||
return this; | ||
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ortho.elements[0*4+0] = 2.0 / deltaX; | ||
ortho.elements[3*4+0] = -(right + left) / deltaX; | ||
ortho.elements[1*4+1] = 2.0 / deltaY; | ||
ortho.elements[3*4+1] = -(top + bottom) / deltaY; | ||
ortho.elements[2*4+2] = -2.0 / deltaZ; | ||
ortho.elements[3*4+2] = -(nearZ + farZ) / deltaZ; | ||
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ortho = ortho.multiply(this); | ||
this.elements = ortho.elements; | ||
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return this; | ||
}, | ||
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multiply: function (right) { | ||
var tmp = new Matrix4x4(); | ||
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for (var i = 0; i < 4; i++) { | ||
tmp.elements[i*4+0] = | ||
(this.elements[i*4+0] * right.elements[0*4+0]) + | ||
(this.elements[i*4+1] * right.elements[1*4+0]) + | ||
(this.elements[i*4+2] * right.elements[2*4+0]) + | ||
(this.elements[i*4+3] * right.elements[3*4+0]) ; | ||
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tmp.elements[i*4+1] = | ||
(this.elements[i*4+0] * right.elements[0*4+1]) + | ||
(this.elements[i*4+1] * right.elements[1*4+1]) + | ||
(this.elements[i*4+2] * right.elements[2*4+1]) + | ||
(this.elements[i*4+3] * right.elements[3*4+1]) ; | ||
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tmp.elements[i*4+2] = | ||
(this.elements[i*4+0] * right.elements[0*4+2]) + | ||
(this.elements[i*4+1] * right.elements[1*4+2]) + | ||
(this.elements[i*4+2] * right.elements[2*4+2]) + | ||
(this.elements[i*4+3] * right.elements[3*4+2]) ; | ||
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tmp.elements[i*4+3] = | ||
(this.elements[i*4+0] * right.elements[0*4+3]) + | ||
(this.elements[i*4+1] * right.elements[1*4+3]) + | ||
(this.elements[i*4+2] * right.elements[2*4+3]) + | ||
(this.elements[i*4+3] * right.elements[3*4+3]) ; | ||
} | ||
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this.elements = tmp.elements; | ||
return this; | ||
}, | ||
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loadIdentity: function () { | ||
for (var i = 0; i < 16; i++) | ||
this.elements[i] = 0; | ||
this.elements[0*4+0] = 1.0; | ||
this.elements[1*4+1] = 1.0; | ||
this.elements[2*4+2] = 1.0; | ||
this.elements[3*4+3] = 1.0; | ||
return this; | ||
} | ||
}; |