From b89a7ee8b956c96a1dcee995ea840feddc5d4b27 Mon Sep 17 00:00:00 2001 From: Pierre Frisch Date: Thu, 22 Dec 2011 07:25:50 -0800 Subject: First commit of Ninja to ninja-internal Signed-off-by: Valerio Virgillito --- js/helper-classes/3D/GLMatrix/gl-matrix.js | 1842 ++++++++++++++++++++ js/helper-classes/3D/GLMatrix/notice.txt | 4 + js/helper-classes/3D/LinePlaneIntersectRec.js | 60 + js/helper-classes/3D/ParseUtils.js | 84 + js/helper-classes/3D/Rectangle.js | 209 +++ js/helper-classes/3D/StageLine.js | 461 +++++ js/helper-classes/3D/draw-utils.js | 1208 +++++++++++++ js/helper-classes/3D/element-planes.js | 134 ++ js/helper-classes/3D/glUtils.js | 319 ++++ js/helper-classes/3D/hit-record.js | 291 ++++ js/helper-classes/3D/math-utils.js | 1104 ++++++++++++ js/helper-classes/3D/snap-2d-record.js | 130 ++ js/helper-classes/3D/snap-manager.js | 2247 +++++++++++++++++++++++++ js/helper-classes/3D/vec-utils.js | 199 +++ js/helper-classes/3D/view-utils.js | 1342 +++++++++++++++ 15 files changed, 9634 insertions(+) create mode 100644 js/helper-classes/3D/GLMatrix/gl-matrix.js create mode 100644 js/helper-classes/3D/GLMatrix/notice.txt create mode 100644 js/helper-classes/3D/LinePlaneIntersectRec.js create mode 100644 js/helper-classes/3D/ParseUtils.js create mode 100644 js/helper-classes/3D/Rectangle.js create mode 100644 js/helper-classes/3D/StageLine.js create mode 100644 js/helper-classes/3D/draw-utils.js create mode 100644 js/helper-classes/3D/element-planes.js create mode 100644 js/helper-classes/3D/glUtils.js create mode 100644 js/helper-classes/3D/hit-record.js create mode 100644 js/helper-classes/3D/math-utils.js create mode 100644 js/helper-classes/3D/snap-2d-record.js create mode 100644 js/helper-classes/3D/snap-manager.js create mode 100644 js/helper-classes/3D/vec-utils.js create mode 100644 js/helper-classes/3D/view-utils.js (limited to 'js/helper-classes/3D') diff --git a/js/helper-classes/3D/GLMatrix/gl-matrix.js b/js/helper-classes/3D/GLMatrix/gl-matrix.js new file mode 100644 index 00000000..811ed5cd --- /dev/null +++ b/js/helper-classes/3D/GLMatrix/gl-matrix.js @@ -0,0 +1,1842 @@ +/* + * gl-matrix.js - High performance matrix and vector operations for WebGL + * Version 1.0.0 + */ + +/* + * 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 +var MatrixArray = (typeof Float32Array !== 'undefined') ? Float32Array : Array, // Fallback for systems that don't support TypedArrays + glMatrixArrayType = MatrixArray, // For Backwards compatibility + vec3 = {}, + mat3 = {}, + glmat4 = {}, + quat4 = {}; + + +/* + * vec3 - 3 Dimensional Vector + */ + +/* + * vec3.create + * Creates a new instance of a vec3 using the default array type + * Any javascript array containing at least 3 numeric elements can serve as a vec3 + * + * Params: + * vec - Optional, vec3 containing values to initialize with + * + * Returns: + * 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]; + } + + return dest; +}; + +/* + * vec3.set + * Copies the values of one vec3 to another + * + * Params: + * vec - vec3 containing values to copy + * dest - vec3 receiving copied values + * + * Returns: + * dest + */ +vec3.set = function (vec, dest) { + dest[0] = vec[0]; + dest[1] = vec[1]; + dest[2] = vec[2]; + + return dest; +}; + +/* + * vec3.add + * Performs a vector addition + * + * Params: + * vec - vec3, first operand + * vec2 - vec3, second operand + * dest - Optional, vec3 receiving operation result. If not specified result is written to vec + * + * Returns: + * 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; +}; + +/* + * vec3.subtract + * Performs a vector subtraction + * + * Params: + * vec - vec3, first operand + * vec2 - vec3, second operand + * dest - Optional, vec3 receiving operation result. If not specified result is written to vec + * + * Returns: + * 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; +}; + +/* + * vec3.negate + * Negates the components of a vec3 + * + * Params: + * vec - vec3 to negate + * dest - Optional, vec3 receiving operation result. If not specified result is written to vec + * + * Returns: + * 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; +}; + +/* + * vec3.scale + * Multiplies the components of a vec3 by a scalar value + * + * Params: + * vec - vec3 to scale + * val - Numeric value to scale by + * dest - Optional, vec3 receiving operation result. If not specified result is written to vec + * + * Returns: + * 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; +}; + +/* + * vec3.normalize + * Generates a unit vector of the same direction as the provided vec3 + * If vector length is 0, returns [0, 0, 0] + * + * Params: + * vec - vec3 to normalize + * dest - Optional, vec3 receiving operation result. If not specified result is written to vec + * + * Returns: + * 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; +}; + +/* + * vec3.cross + * Generates the cross product of two vec3s + * + * Params: + * vec - vec3, first operand + * vec2 - vec3, second operand + * dest - Optional, vec3 receiving operation result. If not specified result is written to vec + * + * Returns: + * 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; +}; + +/* + * vec3.length + * Caclulates the length of a vec3 + * + * Params: + * vec - vec3 to calculate length of + * + * Returns: + * 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); +}; + +/* + * vec3.dot + * Caclulates the dot product of two vec3s + * + * Params: + * vec - vec3, first operand + * vec2 - vec3, second operand + * + * Returns: + * Dot product of vec and vec2 + */ +vec3.dot = function (vec, vec2) { + return vec[0] * vec2[0] + vec[1] * vec2[1] + vec[2] * vec2[2]; +}; + +/* + * vec3.direction + * Generates a unit vector pointing from one vector to another + * + * Params: + * vec - origin vec3 + * vec2 - vec3 to point to + * dest - Optional, vec3 receiving operation result. If not specified result is written to vec + * + * Returns: + * 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; +}; + +/* + * vec3.lerp + * Performs a linear interpolation between two vec3 + * + * Params: + * vec - vec3, first vector + * vec2 - vec3, second vector + * lerp - interpolation amount between the two inputs + * dest - Optional, vec3 receiving operation result. If not specified result is written to vec + * + * Returns: + * 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; +}; + +/* + * vec3.str + * Returns a string representation of a vector + * + * Params: + * vec - vec3 to represent as a string + * + * Returns: + * string representation of vec + */ +vec3.str = function (vec) { + return '[' + vec[0] + ', ' + vec[1] + ', ' + vec[2] + ']'; +}; + +/* + * mat3 - 3x3 Matrix + */ + +/* + * mat3.create + * Creates a new instance of a mat3 using the default array type + * Any javascript array containing at least 9 numeric elements can serve as a mat3 + * + * Params: + * mat - Optional, mat3 containing values to initialize with + * + * Returns: + * 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; +}; + +/* + * mat3.set + * Copies the values of one mat3 to another + * + * Params: + * mat - mat3 containing values to copy + * dest - mat3 receiving copied values + * + * Returns: + * 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; +}; + +/* + * mat3.identity + * Sets a mat3 to an identity matrix + * + * Params: + * dest - mat3 to set + * + * Returns: + * dest + */ +mat3.identity = function (dest) { + 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; +}; + +/* + * glmat4.transpose + * Transposes a mat3 (flips the values over the diagonal) + * + * Params: + * mat - mat3 to transpose + * dest - Optional, mat3 receiving transposed values. If not specified result is written to mat + * + * Returns: + * 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; +}; + +/* + * mat3.toMat4 + * Copies the elements of a mat3 into the upper 3x3 elements of a mat4 + * + * Params: + * mat - mat3 containing values to copy + * dest - Optional, mat4 receiving copied values + * + * Returns: + * dest if specified, a new mat4 otherwise + */ +mat3.toMat4 = function (mat, dest) { + if (!dest) { dest = glmat4.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; +}; + +/* + * mat3.str + * Returns a string representation of a mat3 + * + * Params: + * mat - mat3 to represent as a string + * + * Returns: + * 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 - 4x4 Matrix + */ + +/* + * glmat4.create + * Creates a new instance of a mat4 using the default array type + * Any javascript array containing at least 16 numeric elements can serve as a mat4 + * + * Params: + * mat - Optional, mat4 containing values to initialize with + * + * Returns: + * New mat4 + */ +glmat4.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; +}; + +/* + * glmat4.set + * Copies the values of one mat4 to another + * + * Params: + * mat - mat4 containing values to copy + * dest - mat4 receiving copied values + * + * Returns: + * dest + */ +glmat4.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; +}; + +/* + * glmat4.identity + * Sets a mat4 to an identity matrix + * + * Params: + * dest - mat4 to set + * + * Returns: + * dest + */ +glmat4.identity = function (dest) { + 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; +}; + +/* + * glmat4.transpose + * Transposes a mat4 (flips the values over the diagonal) + * + * Params: + * mat - mat4 to transpose + * dest - Optional, mat4 receiving transposed values. If not specified result is written to mat + * + * Returns: + * dest is specified, mat otherwise + */ +glmat4.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; +}; + +/* + * glmat4.determinant + * Calculates the determinant of a mat4 + * + * Params: + * mat - mat4 to calculate determinant of + * + * Returns: + * determinant of mat + */ +glmat4.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); +}; + +/* + * glmat4.inverse + * Calculates the inverse matrix of a mat4 + * + * Params: + * mat - mat4 to calculate inverse of + * dest - Optional, mat4 receiving inverse matrix. If not specified result is written to mat + * + * Returns: + * dest is specified, mat otherwise + */ +glmat4.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, + + // Calculate the determinant (inlined to avoid double-caching) + invDet = 1 / (b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06); + + 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; +}; + +/* + * glmat4.toRotationMat + * Copies the upper 3x3 elements of a mat4 into another mat4 + * + * Params: + * mat - mat4 containing values to copy + * dest - Optional, mat4 receiving copied values + * + * Returns: + * dest is specified, a new mat4 otherwise + */ +glmat4.toRotationMat = function (mat, dest) { + if (!dest) { dest = glmat4.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; +}; + +/* + * glmat4.toMat3 + * Copies the upper 3x3 elements of a mat4 into a mat3 + * + * Params: + * mat - mat4 containing values to copy + * dest - Optional, mat3 receiving copied values + * + * Returns: + * dest is specified, a new mat3 otherwise + */ +glmat4.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; +}; + +/* + * glmat4.toInverseMat3 + * 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: + * mat - mat4 containing values to invert and copy + * dest - Optional, mat3 receiving values + * + * Returns: + * dest is specified, a new mat3 otherwise + */ +glmat4.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; +}; + +/* + * glmat4.multiply + * Performs a matrix multiplication + * + * Params: + * mat - mat4, first operand + * mat2 - mat4, second operand + * dest - Optional, mat4 receiving operation result. If not specified result is written to mat + * + * Returns: + * dest if specified, mat otherwise + */ +glmat4.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; +}; + +/* + * glmat4.multiplyVec3 + * Transforms a vec3 with the given matrix + * 4th vector component is implicitly '1' + * + * Params: + * mat - mat4 to transform the vector with + * vec - vec3 to transform + * dest - Optional, vec3 receiving operation result. If not specified result is written to vec + * + * Returns: + * dest if specified, vec otherwise + */ +glmat4.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; +}; + +/* + * glmat4.multiplyVec4 + * Transforms a vec4 with the given matrix + * + * Params: + * mat - mat4 to transform the vector with + * vec - vec4 to transform + * dest - Optional, vec4 receiving operation result. If not specified result is written to vec + * + * Returns: + * dest if specified, vec otherwise + */ +glmat4.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; +}; + +/* + * glmat4.translate + * Translates a matrix by the given vector + * + * Params: + * mat - mat4 to translate + * vec - vec3 specifying the translation + * dest - Optional, mat4 receiving operation result. If not specified result is written to mat + * + * Returns: + * dest if specified, mat otherwise + */ +glmat4.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; +}; + +/* + * glmat4.scale + * Scales a matrix by the given vector + * + * Params: + * mat - mat4 to scale + * vec - vec3 specifying the scale for each axis + * dest - Optional, mat4 receiving operation result. If not specified result is written to mat + * + * Returns: + * dest if specified, mat otherwise + */ +glmat4.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; +}; + +/* + * glmat4.rotate + * 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 + * + * Params: + * mat - mat4 to rotate + * angle - angle (in radians) to rotate + * axis - vec3 representing the axis to rotate around + * dest - Optional, mat4 receiving operation result. If not specified result is written to mat + * + * Returns: + * dest if specified, mat otherwise + */ +glmat4.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; +}; + +/* + * glmat4.rotateX + * Rotates a matrix by the given angle around the X axis + * + * Params: + * mat - mat4 to rotate + * angle - angle (in radians) to rotate + * dest - Optional, mat4 receiving operation result. If not specified result is written to mat + * + * Returns: + * dest if specified, mat otherwise + */ +glmat4.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]; + dest[15] = mat[15]; + } + + // Perform axis-specific matrix multiplication + dest[4] = a10 * c + a20 * s; + dest[5] = a11 * c + a21 * s; + dest[6] = a12 * c + a22 * s; + dest[7] = a13 * c + a23 * s; + + dest[8] = a10 * -s + a20 * c; + dest[9] = a11 * -s + a21 * c; + dest[10] = a12 * -s + a22 * c; + dest[11] = a13 * -s + a23 * c; + return dest; +}; + +/* + * glmat4.rotateY + * Rotates a matrix by the given angle around the Y axis + * + * Params: + * mat - mat4 to rotate + * angle - angle (in radians) to rotate + * dest - Optional, mat4 receiving operation result. If not specified result is written to mat + * + * Returns: + * dest if specified, mat otherwise + */ +glmat4.rotateY = function (mat, angle, dest) { + var s = Math.sin(angle), + c = Math.cos(angle), + a00 = mat[0], + a01 = mat[1], + a02 = mat[2], + a03 = mat[3], + 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[4] = mat[4]; + dest[5] = mat[5]; + dest[6] = mat[6]; + dest[7] = mat[7]; + + dest[12] = mat[12]; + dest[13] = mat[13]; + dest[14] = mat[14]; + dest[15] = mat[15]; + } + + // Perform axis-specific matrix multiplication + dest[0] = a00 * c + a20 * -s; + dest[1] = a01 * c + a21 * -s; + dest[2] = a02 * c + a22 * -s; + dest[3] = a03 * c + a23 * -s; + + dest[8] = a00 * s + a20 * c; + dest[9] = a01 * s + a21 * c; + dest[10] = a02 * s + a22 * c; + dest[11] = a03 * s + a23 * c; + return dest; +}; + +/* + * glmat4.rotateZ + * Rotates a matrix by the given angle around the Z axis + * + * Params: + * mat - mat4 to rotate + * angle - angle (in radians) to rotate + * dest - Optional, mat4 receiving operation result. If not specified result is written to mat + * + * Returns: + * dest if specified, mat otherwise + */ +glmat4.rotateZ = function (mat, angle, dest) { + var s = Math.sin(angle), + c = Math.cos(angle), + a00 = mat[0], + a01 = mat[1], + a02 = mat[2], + a03 = mat[3], + a10 = mat[4], + a11 = mat[5], + a12 = mat[6], + a13 = mat[7]; + + if (!dest) { + dest = mat; + } else if (mat !== dest) { // If the source and destination differ, copy the unchanged last row + 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]; + } + + // Perform axis-specific matrix multiplication + dest[0] = a00 * c + a10 * s; + dest[1] = a01 * c + a11 * s; + dest[2] = a02 * c + a12 * s; + dest[3] = a03 * c + a13 * s; + + dest[4] = a00 * -s + a10 * c; + dest[5] = a01 * -s + a11 * c; + dest[6] = a02 * -s + a12 * c; + dest[7] = a03 * -s + a13 * c; + + return dest; +}; + +/* + * glmat4.frustum + * Generates a frustum matrix with the given bounds + * + * Params: + * left, right - scalar, left and right bounds of the frustum + * bottom, top - scalar, bottom and top bounds of the frustum + * near, far - scalar, near and far bounds of the frustum + * dest - Optional, mat4 frustum matrix will be written into + * + * Returns: + * dest if specified, a new mat4 otherwise + */ +glmat4.frustum = function (left, right, bottom, top, near, far, dest) { + if (!dest) { dest = glmat4.create(); } + var rl = (right - left), + tb = (top - bottom), + fn = (far - near); + dest[0] = (near * 2) / rl; + dest[1] = 0; + dest[2] = 0; + dest[3] = 0; + dest[4] = 0; + dest[5] = (near * 2) / tb; + dest[6] = 0; + dest[7] = 0; + dest[8] = (right + left) / rl; + dest[9] = (top + bottom) / tb; + dest[10] = -(far + near) / fn; + dest[11] = -1; + dest[12] = 0; + dest[13] = 0; + dest[14] = -(far * near * 2) / fn; + dest[15] = 0; + return dest; +}; + +/* + * glmat4.perspective + * Generates a perspective projection matrix with the given bounds + * + * Params: + * fovy - scalar, vertical field of view + * aspect - scalar, aspect ratio. typically viewport width/height + * near, far - scalar, near and far bounds of the frustum + * dest - Optional, mat4 frustum matrix will be written into + * + * Returns: + * dest if specified, a new mat4 otherwise + */ +glmat4.perspective = function (fovy, aspect, near, far, dest) { + var top = near * Math.tan(fovy * Math.PI / 360.0), + right = top * aspect; + return glmat4.frustum(-right, right, -top, top, near, far, dest); +}; + +/* + * glmat4.ortho + * Generates a orthogonal projection matrix with the given bounds + * + * Params: + * left, right - scalar, left and right bounds of the frustum + * bottom, top - scalar, bottom and top bounds of the frustum + * near, far - scalar, near and far bounds of the frustum + * dest - Optional, mat4 frustum matrix will be written into + * + * Returns: + * dest if specified, a new mat4 otherwise + */ +glmat4.ortho = function (left, right, bottom, top, near, far, dest) { + if (!dest) { dest = glmat4.create(); } + var rl = (right - left), + tb = (top - bottom), + fn = (far - near); + dest[0] = 2 / rl; + dest[1] = 0; + dest[2] = 0; + dest[3] = 0; + dest[4] = 0; + dest[5] = 2 / tb; + dest[6] = 0; + dest[7] = 0; + dest[8] = 0; + dest[9] = 0; + dest[10] = -2 / fn; + dest[11] = 0; + dest[12] = -(left + right) / rl; + dest[13] = -(top + bottom) / tb; + dest[14] = -(far + near) / fn; + dest[15] = 1; + return dest; +}; + +/* + * glmat4.lookAt + * Generates a look-at matrix with the given eye position, focal point, and up axis + * + * Params: + * eye - vec3, position of the viewer + * center - vec3, point the viewer is looking at + * up - vec3 pointing "up" + * dest - Optional, mat4 frustum matrix will be written into + * + * Returns: + * dest if specified, a new mat4 otherwise + */ +glmat4.lookAt = function (eye, center, up, dest) { + if (!dest) { dest = glmat4.create(); } + + var x0, x1, x2, y0, y1, y2, z0, z1, z2, len, + eyex = eye[0], + eyey = eye[1], + eyez = eye[2], + upx = up[0], + upy = up[1], + upz = up[2], + centerx = center[0], + centery = center[1], + centerz = center[2]; + + if (eyex === centerx && eyey === centery && eyez === centerz) { + return glmat4.identity(dest); + } + + //vec3.direction(eye, center, z); + z0 = eyex - center[0]; + z1 = eyey - center[1]; + z2 = eyez - center[2]; + + // normalize (no check needed for 0 because of early return) + len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); + z0 *= len; + z1 *= len; + z2 *= len; + + //vec3.normalize(vec3.cross(up, z, x)); + x0 = upy * z2 - upz * z1; + x1 = upz * z0 - upx * z2; + x2 = upx * z1 - upy * z0; + len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); + if (!len) { + x0 = 0; + x1 = 0; + x2 = 0; + } else { + len = 1 / len; + x0 *= len; + x1 *= len; + x2 *= len; + } + + //vec3.normalize(vec3.cross(z, x, y)); + y0 = z1 * x2 - z2 * x1; + y1 = z2 * x0 - z0 * x2; + y2 = z0 * x1 - z1 * x0; + + len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); + if (!len) { + y0 = 0; + y1 = 0; + y2 = 0; + } else { + len = 1 / len; + y0 *= len; + y1 *= len; + y2 *= len; + } + + dest[0] = x0; + dest[1] = y0; + dest[2] = z0; + dest[3] = 0; + dest[4] = x1; + dest[5] = y1; + dest[6] = z1; + dest[7] = 0; + dest[8] = x2; + dest[9] = y2; + dest[10] = z2; + dest[11] = 0; + dest[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); + dest[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); + dest[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); + dest[15] = 1; + + return dest; +}; + +/* + * glmat4.str + * Returns a string representation of a mat4 + * + * Params: + * mat - mat4 to represent as a string + * + * Returns: + * string representation of mat + */ +glmat4.str = function (mat) { + return '[' + mat[0] + ', ' + mat[1] + ', ' + mat[2] + ', ' + mat[3] + + ', ' + mat[4] + ', ' + mat[5] + ', ' + mat[6] + ', ' + mat[7] + + ', ' + mat[8] + ', ' + mat[9] + ', ' + mat[10] + ', ' + mat[11] + + ', ' + mat[12] + ', ' + mat[13] + ', ' + mat[14] + ', ' + mat[15] + ']'; +}; + +/* + * quat4 - Quaternions + */ + +/* + * quat4.create + * Creates a new instance of a quat4 using the default array type + * Any javascript array containing at least 4 numeric elements can serve as a quat4 + * + * Params: + * quat - Optional, quat4 containing values to initialize with + * + * Returns: + * New quat4 + */ +quat4.create = function (quat) { + var dest = new MatrixArray(4); + + if (quat) { + dest[0] = quat[0]; + dest[1] = quat[1]; + dest[2] = quat[2]; + dest[3] = quat[3]; + } + + return dest; +}; + +/* + * quat4.set + * Copies the values of one quat4 to another + * + * Params: + * quat - quat4 containing values to copy + * dest - quat4 receiving copied values + * + * Returns: + * dest + */ +quat4.set = function (quat, dest) { + dest[0] = quat[0]; + dest[1] = quat[1]; + dest[2] = quat[2]; + dest[3] = quat[3]; + + return dest; +}; + +/* + * quat4.calculateW + * Calculates the W component of a quat4 from the X, Y, and Z components. + * Assumes that quaternion is 1 unit in length. + * Any existing W component will be ignored. + * + * Params: + * quat - quat4 to calculate W component of + * dest - Optional, quat4 receiving calculated values. If not specified result is written to quat + * + * Returns: + * dest if specified, quat otherwise + */ +quat4.calculateW = function (quat, dest) { + var x = quat[0], y = quat[1], z = quat[2]; + + if (!dest || quat === dest) { + quat[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); + return quat; + } + dest[0] = x; + dest[1] = y; + dest[2] = z; + dest[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); + return dest; +}; + +/* + * quat4.inverse + * Calculates the inverse of a quat4 + * + * Params: + * quat - quat4 to calculate inverse of + * dest - Optional, quat4 receiving inverse values. If not specified result is written to quat + * + * Returns: + * dest if specified, quat otherwise + */ +quat4.inverse = function (quat, dest) { + if (!dest || quat === dest) { + quat[0] *= -1; + quat[1] *= -1; + quat[2] *= -1; + return quat; + } + dest[0] = -quat[0]; + dest[1] = -quat[1]; + dest[2] = -quat[2]; + dest[3] = quat[3]; + return dest; +}; + +/* + * quat4.length + * Calculates the length of a quat4 + * + * Params: + * quat - quat4 to calculate length of + * + * Returns: + * Length of quat + */ +quat4.length = function (quat) { + var x = quat[0], y = quat[1], z = quat[2], w = quat[3]; + return Math.sqrt(x * x + y * y + z * z + w * w); +}; + +/* + * quat4.normalize + * Generates a unit quaternion of the same direction as the provided quat4 + * If quaternion length is 0, returns [0, 0, 0, 0] + * + * Params: + * quat - quat4 to normalize + * dest - Optional, quat4 receiving operation result. If not specified result is written to quat + * + * Returns: + * dest if specified, quat otherwise + */ +quat4.normalize = function (quat, dest) { + if (!dest) { dest = quat; } + + var x = quat[0], y = quat[1], z = quat[2], w = quat[3], + len = Math.sqrt(x * x + y * y + z * z + w * w); + if (len === 0) { + dest[0] = 0; + dest[1] = 0; + dest[2] = 0; + dest[3] = 0; + return dest; + } + len = 1 / len; + dest[0] = x * len; + dest[1] = y * len; + dest[2] = z * len; + dest[3] = w * len; + + return dest; +}; + +/* + * quat4.multiply + * Performs a quaternion multiplication + * + * Params: + * quat - quat4, first operand + * quat2 - quat4, second operand + * dest - Optional, quat4 receiving operation result. If not specified result is written to quat + * + * Returns: + * dest if specified, quat otherwise + */ +quat4.multiply = function (quat, quat2, dest) { + if (!dest) { dest = quat; } + + var qax = quat[0], qay = quat[1], qaz = quat[2], qaw = quat[3], + qbx = quat2[0], qby = quat2[1], qbz = quat2[2], qbw = quat2[3]; + + dest[0] = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; + dest[1] = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; + dest[2] = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; + dest[3] = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; + + return dest; +}; + +/* + * quat4.multiplyVec3 + * Transforms a vec3 with the given quaternion + * + * Params: + * quat - quat4 to transform the vector with + * vec - vec3 to transform + * dest - Optional, vec3 receiving operation result. If not specified result is written to vec + * + * Returns: + * dest if specified, vec otherwise + */ +quat4.multiplyVec3 = function (quat, vec, dest) { + if (!dest) { dest = vec; } + + var x = vec[0], y = vec[1], z = vec[2], + qx = quat[0], qy = quat[1], qz = quat[2], qw = quat[3], + + // calculate quat * vec + ix = qw * x + qy * z - qz * y, + iy = qw * y + qz * x - qx * z, + iz = qw * z + qx * y - qy * x, + iw = -qx * x - qy * y - qz * z; + + // calculate result * inverse quat + dest[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; + dest[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; + dest[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; + + return dest; +}; + +/* + * quat4.toMat3 + * Calculates a 3x3 matrix from the given quat4 + * + * Params: + * quat - quat4 to create matrix from + * dest - Optional, mat3 receiving operation result + * + * Returns: + * dest if specified, a new mat3 otherwise + */ +quat4.toMat3 = function (quat, dest) { + if (!dest) { dest = mat3.create(); } + + var x = quat[0], y = quat[1], z = quat[2], w = quat[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + + dest[0] = 1 - (yy + zz); + dest[1] = xy + wz; + dest[2] = xz - wy; + + dest[3] = xy - wz; + dest[4] = 1 - (xx + zz); + dest[5] = yz + wx; + + dest[6] = xz + wy; + dest[7] = yz - wx; + dest[8] = 1 - (xx + yy); + + return dest; +}; + +/* + * quat4.toMat4 + * Calculates a 4x4 matrix from the given quat4 + * + * Params: + * quat - quat4 to create matrix from + * dest - Optional, mat4 receiving operation result + * + * Returns: + * dest if specified, a new mat4 otherwise + */ +quat4.toMat4 = function (quat, dest) { + if (!dest) { dest = glmat4.create(); } + + var x = quat[0], y = quat[1], z = quat[2], w = quat[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + + dest[0] = 1 - (yy + zz); + dest[1] = xy + wz; + dest[2] = xz - wy; + dest[3] = 0; + + dest[4] = xy - wz; + dest[5] = 1 - (xx + zz); + dest[6] = yz + wx; + dest[7] = 0; + + dest[8] = xz + wy; + dest[9] = yz - wx; + dest[10] = 1 - (xx + yy); + dest[11] = 0; + + dest[12] = 0; + dest[13] = 0; + dest[14] = 0; + dest[15] = 1; + + return dest; +}; + +/* + * quat4.slerp + * Performs a spherical linear interpolation between two quat4 + * + * Params: + * quat - quat4, first quaternion + * quat2 - quat4, second quaternion + * slerp - interpolation amount between the two inputs + * dest - Optional, quat4 receiving operation result. If not specified result is written to quat + * + * Returns: + * dest if specified, quat otherwise + */ +quat4.slerp = function (quat, quat2, slerp, dest) { + if (!dest) { dest = quat; } + + var cosHalfTheta = quat[0] * quat2[0] + quat[1] * quat2[1] + quat[2] * quat2[2] + quat[3] * quat2[3], + halfTheta, + sinHalfTheta, + ratioA, + ratioB; + + if (Math.abs(cosHalfTheta) >= 1.0) { + if (dest !== quat) { + dest[0] = quat[0]; + dest[1] = quat[1]; + dest[2] = quat[2]; + dest[3] = quat[3]; + } + return dest; + } + + halfTheta = Math.acos(cosHalfTheta); + sinHalfTheta = Math.sqrt(1.0 - cosHalfTheta * cosHalfTheta); + + if (Math.abs(sinHalfTheta) < 0.001) { + dest[0] = (quat[0] * 0.5 + quat2[0] * 0.5); + dest[1] = (quat[1] * 0.5 + quat2[1] * 0.5); + dest[2] = (quat[2] * 0.5 + quat2[2] * 0.5); + dest[3] = (quat[3] * 0.5 + quat2[3] * 0.5); + return dest; + } + + ratioA = Math.sin((1 - slerp) * halfTheta) / sinHalfTheta; + ratioB = Math.sin(slerp * halfTheta) / sinHalfTheta; + + dest[0] = (quat[0] * ratioA + quat2[0] * ratioB); + dest[1] = (quat[1] * ratioA + quat2[1] * ratioB); + dest[2] = (quat[2] * ratioA + quat2[2] * ratioB); + dest[3] = (quat[3] * ratioA + quat2[3] * ratioB); + + return dest; +}; + +/* + * quat4.str + * Returns a string representation of a quaternion + * + * Params: + * quat - quat4 to represent as a string + * + * Returns: + * string representation of quat + */ +quat4.str = function (quat) { + return '[' + quat[0] + ', ' + quat[1] + ', ' + quat[2] + ', ' + quat[3] + ']'; +}; diff --git a/js/helper-classes/3D/GLMatrix/notice.txt b/js/helper-classes/3D/GLMatrix/notice.txt new file mode 100644 index 00000000..8903aa97 --- /dev/null +++ b/js/helper-classes/3D/GLMatrix/notice.txt @@ -0,0 +1,4 @@ +/* + Code from https://github.com/toji/gl-matrix
+ License https://github.com/toji/gl-matrix/blob/master/LICENSE.md
+
*/ \ No newline at end of file diff --git a/js/helper-classes/3D/LinePlaneIntersectRec.js b/js/helper-classes/3D/LinePlaneIntersectRec.js new file mode 100644 index 00000000..e075dd3d --- /dev/null +++ b/js/helper-classes/3D/LinePlaneIntersectRec.js @@ -0,0 +1,60 @@ +/* +This file contains proprietary software owned by Motorola Mobility, Inc.
+No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
+(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. +
*/ + +/////////////////////////////////////////////////////////////////////// +// Class Utils +// This class represents an intersection between a StageLine +// and an ElementsPlane. +/////////////////////////////////////////////////////////////////////// +var LinePlaneIntersectRec = exports.LinePlaneIntersectRec = Object.create(Object.prototype, { + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + + // references to the StageLine and ElementPlanes instances + _stageLine: { value: null, writable: true }, + _elementPlanes: { value: null, writable: true }, + + // the intersection information + _t: { value: null, writable: true }, + _deltaVis: { value: null, writable: true }, + + // doubly linked list to allow easy sorted insertions + _next: { value: null, writable: true }, + _prev: { value: null, writable: true }, + + /////////////////////////////////////////////////////////////////////// + // Property accessors + /////////////////////////////////////////////////////////////////////// + + getStageLine: { value: function() { return this._stageLine; } }, + setStageLine: { value: function(sl) { this._stageLine = sl; } }, + + getElementPlanes: { value: function() { return this._elementPlanes; } }, + setElementPlanes: { value: function(p) { this._elementPlanes = p; } }, + + getT: { value: function() { return this._t; } }, + setT: { value: function(t) { this._t = t; } }, + + setDeltaVis: { value: function(d) { this._deltaVis = d; } }, + getDeltaVis: { value: function() { return this._deltaVis; } }, + + getElementPlanes: { value: function() { return this._deltaVis; } }, + setElementPlanes: { value: function(p) { this._elementPlanes = p; } }, + + setNext: { value: function(n) { this._next = n; } }, + getNext: { value: function() { return this._next; } }, + + getPrev: { value: function() { return this._prev; } }, + setPrev: { value: function(p) { this._prev = p; } } + + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + +}); + + diff --git a/js/helper-classes/3D/ParseUtils.js b/js/helper-classes/3D/ParseUtils.js new file mode 100644 index 00000000..556253e9 --- /dev/null +++ b/js/helper-classes/3D/ParseUtils.js @@ -0,0 +1,84 @@ +/* +This file contains proprietary software owned by Motorola Mobility, Inc.
+No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
+(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. +
*/ + +/////////////////////////////////////////////////////////////////////// +// Class Utils +// Vector Utility functions +/////////////////////////////////////////////////////////////////////// +function ParseUtils( theStr ) +{ + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + this._strBuffer = theStr; + + /////////////////////////////////////////////////////////////////////// + // Property accessors + /////////////////////////////////////////////////////////////////////// + this.getBuffer = function() { return this._strBuffer; } + this.setBuffer = function(b) { this._strBuffer = b; } + + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + this.nextValue = function( prop, endKeyArg, advanceBufferArg ) + { + if (!this._strBuffer) return; + + // make the 2 & 3rd argument optional. default is to advance the string + var endKey = "\n", advanceBuffer = true; + if (endKeyArg) + endKey = endKeyArg; + if (advanceBufferArg) + advanceBuffer = advanceBufferArg; + + var iStart = this._strBuffer.indexOf( prop ); + if (iStart < 0) return; + + var iEnd = this._strBuffer.indexOf( endKey, iStart ); + if (iEnd < 0) throw new Error( "property " + prop + " improperly terminated: " + this._strBuffer); + + iStart += prop.length; + var nChars = iEnd - iStart; + var rtnStr = this._strBuffer.substr( iStart, nChars ); + + if (advanceBuffer) + this._strBuffer = this._strBuffer.substr( iEnd + endKey.length ); + + return rtnStr; + } + + this.nextToken = function() + { + if (!this._strBuffer) return; + + // find the limits + var index = this._strBuffer.search( /\S/ ); // first non-whitespace character + if (index > 0) this._strBuffer = this._strBuffer.slice(index); + index = this._strBuffer.search( /\s/ ); // first whitespace character marking the end of the token + + var token; + if (index > 0) + { + token = this._strBuffer.slice(0, index); + this._strBuffer = this._strBuffer.slice( index ); + } + + return token; + } + + this.advancePastToken = function( token ) + { + var index = this._strBuffer.indexOf( token ); + if (index < 0) + console.log( "could not find token: " + token + " in string: " + this._strBuffer ); + else + this._strBuffer = this._strBuffer.substr( index + token.length ); + } + +} + + diff --git a/js/helper-classes/3D/Rectangle.js b/js/helper-classes/3D/Rectangle.js new file mode 100644 index 00000000..e797eedf --- /dev/null +++ b/js/helper-classes/3D/Rectangle.js @@ -0,0 +1,209 @@ +/* +This file contains proprietary software owned by Motorola Mobility, Inc.
+No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
+(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. +
*/ + +/////////////////////////////////////////////////////////////////////// +// Class Rectangle +// 2D rectangle +/////////////////////////////////////////////////////////////////////// +var Rectangle = exports.Rectangle = Object.create(Object.prototype, { + /////////////////////////////////////////////////////////////////////// + // Instance variables + /////////////////////////////////////////////////////////////////////// + m_top: { value: null, writable: true }, + m_left: { value: null, writable: true }, + m_width: { value: null, writable: true }, + m_height: { value: null, writable: true }, + + + /////////////////////////////////////////////////////////////////////// + // Property accessors + /////////////////////////////////////////////////////////////////////// + set: { value: function(l,t,w,h) { this.m_left = l; this.m_top = t; this.m_width = w; this.m_height = h; } }, + + getLeft: { value: function() { return this.m_left; } }, + setLeft: { value: function(l) { this.m_left = l; } }, + + getRight: { value: function() { return this.m_left + this.m_width; } }, + setRight: { value: function(r) { this.m_width = r - this.m_left; } }, + + getBottom: { value: function() { return this.m_top + this.m_height; } }, + setBottom: { value: function(b) { this.m_height = b - this.m_top; } }, + + getTop: { value: function() { return this.m_top; } }, + setTop: { value: function(t) { this.m_top = t; } }, + + getCenter: { value: function() { return Vector.create( [this.m_left + 0.5*this.m_width, this.m_top + 0.5*this.m_height] ); } }, + + getWidth: { value: function() { return this.m_width; } }, + setWidth: { value: function(w) { this.m_width = w; } }, + + getHeight: { value: function() { return this.m_height; } }, + setHeight: { value: function(h) { this.m_height = h; } }, + + geomType: { value: function() { return this.GEOM_TYPE_RECTANGLE; } }, + + /////////////////////////////////////////////////////////////////////// + // Methods + /////////////////////////////////////////////////////////////////////// + contains: { + value: function( x, y ) + { + if (x < this.getLeft()) return false; + if (x > this.getRight()) return false; + if (y < this.getTop()) return false; + if (y > this.getBottom()) return false; + + return true; + } + }, + + dup: { + value: function() + { + var rtnRec = Object.create(Rectangle, {}); + rtnRec.m_top = this.m_top; + rtnRec.m_left = this.m_left; + rtnRec.m_width = this.m_width; + rtnRec.m_height = this.m_height; + + return rtnRec; + } + }, + + onBoundary: { + value: function( x, y ) + { + if ((MathUtils.fpCmp(y,this.getTop()) >= 0) && (MathUtils.fpCmp(y,this.getBottom()) <= 0)) + { + if ((MathUtils.fpCmp(x, this.getLeft()) == 0) || (MathUtils.fpCmp(x, this.getRight()) == 0)) return true; + + if ((MathUtils.fpCmp(x,this.getLeft()) >= 0) && (MathUtils.fpCmp(x,this.getRight()) <= 0)) + { + if ((MathUtils.fpCmp(y, this.getTop()) == 0) || (MathUtils.fpCmp(y, this.getBottom()) == 0)) return true; + } + } + + return false; + } + }, + + setToPoint: { + value: function( pt ) + { + this.m_left = pt[0]; this.m_top = pt[1]; + this.m_width = 0; this.m_height = 0; + } + }, + + setToBounds: { + value: function( bounds ) + { + var pt = bounds[0]; + this.setToPoint( pt ); + for (var i=1; i<4; i++) + this.unionPoint( bounds[i] ); + } + }, + + getPoint: { + value: function(i) + { + if (i < 0) throw( "invalid point index in Rectangle.getPoint: " + i ); + + i = i % 4; + var pt = [0,0]; + switch (i) + { + case 0: + pt[0] = this.getLeft(); + pt[1] = this.getTop(); + break; + + case 1: + pt[0] = this.getLeft(); + pt[1] = this.getBottom(); + break; + + case 2: + pt[0] = this.getRight(); + pt[1] = this.getBottom(); + break; + + case 3: + pt[0] = this.getRight(); + pt[1] = this.getTop(); + break; + } + + return pt; + } + }, + + getQuadrant: { + value: function( iQuad ) + { + // quadrant ordering starts at upper left and continues around counter-clockwise + + var rtnQuad = this.dup(); + var hw = 0.5*this.m_width, hh = 0.5*this.m_height; + rtnQuad.m_width = hw; + rtnQuad.m_height = hh; + switch (iQuad) + { + case 0: + // no-op + break; + + case 1: + rtnQuad.m_top += hh; + break; + + case 2: + rtnQuad.m_left += hw; + rtnQuad.m_top += hh; + break; + + case 3: + rtnQuad.m_left += hw; + break; + + default: + throw new Error( "invalid quadrant to Rectangle.getQuadrant: " + iQuad ); + break; + } + + return rtnQuad; + } + }, + + unionPoint: { + value: function( pt ) + { + var x = pt[0]; + var xMin = this.getLeft(), xMax = this.getRight(); + if (x < xMin) xMin =x; + else if (x > xMax) xMax = x; + + var y = pt[1]; + var yMin = this.getTop(), yMax = this.getBottom(); + if (y < yMin) yMin = y; + else if (y > yMax) yMax = y; + + this.setLeft( xMin ); this.setWidth( xMax - xMin ); + this.setTop( yMin ); this.setHeight( yMax - yMin ); + } + }, + + + translate: { + value: function( dx, dy ) + { + this.m_left += dx; + this.m_top += dy; + } + } +}); + diff --git a/js/helper-classes/3D/StageLine.js b/js/helper-classes/3D/StageLine.js new file mode 100644 index 00000000..e0e7a8e3 --- /dev/null +++ b/js/helper-classes/3D/StageLine.js @@ -0,0 +1,461 @@ +/* +This file contains proprietary software owned by Motorola Mobility, Inc.
+No rights, expressed or implied, whatsoever to this software are provided by Motorola Mobility, Inc. hereunder.
+(c) Copyright 2011 Motorola Mobility, Inc. All Rights Reserved. +
*/ + +/////////////////////////////////////////////////////////////////////// +// Class StageLine +// The line class represents a line intersected with all planes on the scene +/////////////////////////////////////////////////////////////////////// +var vecUtils = require("js/helper-classes/3D/vec-utils").VecUtils; +var LinePlaneIntersectRec = require("js/helper-classes/3D/LinePlaneIntersectRec").LinePlaneIntersectRec; + +var StageLine = exports.StageLine = Object.create(Object.prototype, { + ///////////