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| class Matrix extends GObject { constructor(matrix_list) { super() if (matrix_list) { this.m = matrix_list } else { this.m = [ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, ] } } toString() { let s = '' let m = this.m for (let i = 0; i < m.length; i++) { s += m[i].toFixed(3) } return s } multiply(other) { let m1 = this.m let m2 = other.m let m = [] for (let index = 0; index < 16; index++) { let i = Math.floor(index / 4) let j = index % 4 m[i * 4 + j] = m1[i * 4] * m2[j] + m1[i * 4 + 1] * m2[4 + j] + m1[i * 4 + 2] * m2[2 * 4 + j] + m1[i * 4 + 3] * m2[3 * 4 + j] } return Matrix.new(m) } static zero() { return this.new() } static identity() { m = [ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, ] return this.new(m) } static lookAtLH(eye, target, up) { let zaxis = target.sub(eye).normalize() let xaxis = up.cross(zaxis).normalize() let yaxis = zaxis.cross(xaxis).normalize()
let ex = -xaxis.dot(eye) let ey = -yaxis.dot(eye) let ez = -zaxis.dot(eye)
let m = [ xaxis.x, yaxis.x, zaxis.x, 0, xaxis.y, yaxis.y, zaxis.y, 0, xaxis.z, yaxis.z, zaxis.z, 0, ex, ey, ez, 1, ] return Matrix.new(m) } static perspectiveFovLH(field_of_view, aspect, znear, zfar) { let h = 1 / Math.tan(field_of_view / 2) let w = h / aspect let m = [ w, 0, 0, 0, 0, h, 0, 0, 0, 0, zfar / (zfar - znear), 1, 0, 0, (znear * zfar) / (znear - zfar), 0, ] return Matrix.new(m) } static rotationX(angle) { let s = Math.sin(angle) let c = Math.cos(angle) let m = [ 1, 0, 0, 0, 0, c, s, 0, 0, -s, c, 0, 0, 0, 0, 1, ] return Matrix.new(m) } static rotationY(angle) { let s = Math.sin(angle) let c = Math.cos(angle) let m = [ c, 0, -s, 0, 0, 1, 0, 0, s, 0, c, 0, 0, 0, 0, 1, ] return Matrix.new(m) } static rotationZ(angle) { let s = Math.sin(angle) let c = Math.cos(angle) let m = [ c, s, 0, 0, -s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, ] return Matrix.new(m) } static rotation(angle) { let x = Matrix.rotationZ(angle.z) let y = Matrix.rotationX(angle.x) let z = Matrix.rotationY(angle.y) return x.multiply(y).multiply(z) } static translation(v) { let { x, y, z } = v let m = [ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, x, y, z, 1, ] return Matrix.new(m) } transform(v) { let m = this.m let x = v.x * m[0] + v.y * m[1 * 4 + 0] + v.z * m[2 * 4 + 0] + m[3 * 4 + 0] let y = v.x * m[1] + v.y * m[1 * 4 + 1] + v.z * m[2 * 4 + 1] + m[3 * 4 + 1] let z = v.x * m[2] + v.y * m[1 * 4 + 2] + v.z * m[2 * 4 + 2] + m[3 * 4 + 2] let w = v.x * m[3] + v.y * m[1 * 4 + 3] + v.z * m[2 * 4 + 3] + m[3 * 4 + 3]
return Vector.new(x / w, y / w, z / w) } }
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