module BABYLON { declare var SIMD; export class Color3 { constructor(public r: number = 0, public g: number = 0, public b: number = 0) { } public toString(): string { return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}"; } // Operators public toArray(array: number[], index?: number): Color3 { if (index === undefined) { index = 0; } array[index] = this.r; array[index + 1] = this.g; array[index + 2] = this.b; return this; } public toColor4(alpha = 1): Color4 { return new Color4(this.r, this.g, this.b, alpha); } public asArray(): number[] { var result = []; this.toArray(result, 0); return result; } public toLuminance(): number { return this.r * 0.3 + this.g * 0.59 + this.b * 0.11; } public multiply(otherColor: Color3): Color3 { return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b); } public multiplyToRef(otherColor: Color3, result: Color3): Color3 { result.r = this.r * otherColor.r; result.g = this.g * otherColor.g; result.b = this.b * otherColor.b; return this; } public equals(otherColor: Color3): boolean { return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b; } public scale(scale: number): Color3 { return new Color3(this.r * scale, this.g * scale, this.b * scale); } public scaleToRef(scale: number, result: Color3): Color3 { result.r = this.r * scale; result.g = this.g * scale; result.b = this.b * scale; return this; } public add(otherColor: Color3): Color3 { return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b); } public addToRef(otherColor: Color3, result: Color3): Color3 { result.r = this.r + otherColor.r; result.g = this.g + otherColor.g; result.b = this.b + otherColor.b; return this; } public subtract(otherColor: Color3): Color3 { return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b); } public subtractToRef(otherColor: Color3, result: Color3): Color3 { result.r = this.r - otherColor.r; result.g = this.g - otherColor.g; result.b = this.b - otherColor.b; return this; } public clone(): Color3 { return new Color3(this.r, this.g, this.b); } public copyFrom(source: Color3): Color3 { this.r = source.r; this.g = source.g; this.b = source.b; return this; } public copyFromFloats(r: number, g: number, b: number): Color3 { this.r = r; this.g = g; this.b = b; return this; } // Statics public static FromArray(array: number[], offset: number = 0): Color3 { return new Color3(array[offset], array[offset + 1], array[offset + 2]); } public static FromInts(r: number, g: number, b: number): Color3 { return new Color3(r / 255.0, g / 255.0, b / 255.0); } public static Lerp(start: Color3, end: Color3, amount: number): Color3 { var r = start.r + ((end.r - start.r) * amount); var g = start.g + ((end.g - start.g) * amount); var b = start.b + ((end.b - start.b) * amount); return new Color3(r, g, b); } public static Red(): Color3 { return new Color3(1, 0, 0); } public static Green(): Color3 { return new Color3(0, 1, 0); } public static Blue(): Color3 { return new Color3(0, 0, 1); } public static Black(): Color3 { return new Color3(0, 0, 0); } public static White(): Color3 { return new Color3(1, 1, 1); } public static Purple(): Color3 { return new Color3(0.5, 0, 0.5); } public static Magenta(): Color3 { return new Color3(1, 0, 1); } public static Yellow(): Color3 { return new Color3(1, 1, 0); } public static Gray(): Color3 { return new Color3(0.5, 0.5, 0.5); } } export class Color4 { constructor(public r: number, public g: number, public b: number, public a: number) { } // Operators public addInPlace(right): Color4 { this.r += right.r; this.g += right.g; this.b += right.b; this.a += right.a; return this; } public asArray(): number[] { var result = []; this.toArray(result, 0); return result; } public toArray(array: number[], index?: number): Color4 { if (index === undefined) { index = 0; } array[index] = this.r; array[index + 1] = this.g; array[index + 2] = this.b; array[index + 3] = this.a; return this; } public add(right: Color4): Color4 { return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a); } public subtract(right: Color4): Color4 { return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a); } public subtractToRef(right: Color4, result: Color4): Color4 { result.r = this.r - right.r; result.g = this.g - right.g; result.b = this.b - right.b; result.a = this.a - right.a; return this; } public scale(scale: number): Color4 { return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale); } public scaleToRef(scale: number, result: Color4): Color4 { result.r = this.r * scale; result.g = this.g * scale; result.b = this.b * scale; result.a = this.a * scale; return this; } public toString(): string { return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}"; } public clone(): Color4 { return new Color4(this.r, this.g, this.b, this.a); } public copyFrom(source: Color4): Color4 { this.r = source.r; this.g = source.g; this.b = source.b; this.a = source.a; return this; } // Statics public static Lerp(left: Color4, right: Color4, amount: number): Color4 { var result = new Color4(0, 0, 0, 0); Color4.LerpToRef(left, right, amount, result); return result; } public static LerpToRef(left: Color4, right: Color4, amount: number, result: Color4): void { result.r = left.r + (right.r - left.r) * amount; result.g = left.g + (right.g - left.g) * amount; result.b = left.b + (right.b - left.b) * amount; result.a = left.a + (right.a - left.a) * amount; } public static FromArray(array: number[], offset: number = 0): Color4 { return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]); } public static FromInts(r: number, g: number, b: number, a: number): Color4 { return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0); } } export class Vector2 { constructor(public x: number, public y: number) { } public toString(): string { return "{X: " + this.x + " Y:" + this.y + "}"; } // Operators public toArray(array: number[], index: number = 0): Vector2 { array[index] = this.x; array[index + 1] = this.y; return this; } public asArray(): number[] { var result = []; this.toArray(result, 0); return result; } public copyFrom(source: Vector2): Vector2 { this.x = source.x; this.y = source.y; return this; } public copyFromFloats(x: number, y: number): Vector2 { this.x = x; this.y = y; return this; } public add(otherVector: Vector2): Vector2 { return new Vector2(this.x + otherVector.x, this.y + otherVector.y); } public addVector3(otherVector: Vector3): Vector2 { return new Vector2(this.x + otherVector.x, this.y + otherVector.y); } public subtract(otherVector: Vector2): Vector2 { return new Vector2(this.x - otherVector.x, this.y - otherVector.y); } public subtractInPlace(otherVector: Vector2): Vector2 { this.x -= otherVector.x; this.y -= otherVector.y; return this; } public multiplyInPlace(otherVector: Vector2): Vector2 { this.x *= otherVector.x; this.y *= otherVector.y; return this; } public multiply(otherVector: Vector2): Vector2 { return new Vector2(this.x * otherVector.x, this.y * otherVector.y); } public multiplyToRef(otherVector: Vector2, result: Vector2): Vector2 { result.x = this.x * otherVector.x; result.y = this.y * otherVector.y; return this; } public multiplyByFloats(x: number, y: number): Vector2 { return new Vector2(this.x * x, this.y * y); } public divide(otherVector: Vector2): Vector2 { return new Vector2(this.x / otherVector.x, this.y / otherVector.y); } public divideToRef(otherVector: Vector2, result: Vector2): Vector2 { result.x = this.x / otherVector.x; result.y = this.y / otherVector.y; return this; } public negate(): Vector2 { return new Vector2(-this.x, -this.y); } public scaleInPlace(scale: number): Vector2 { this.x *= scale; this.y *= scale; return this; } public scale(scale: number): Vector2 { return new Vector2(this.x * scale, this.y * scale); } public equals(otherVector: Vector2): boolean { return otherVector && this.x === otherVector.x && this.y === otherVector.y; } // Properties public length(): number { return Math.sqrt(this.x * this.x + this.y * this.y); } public lengthSquared(): number { return (this.x * this.x + this.y * this.y); } // Methods public normalize(): Vector2 { var len = this.length(); if (len === 0) return this; var num = 1.0 / len; this.x *= num; this.y *= num; return this; } public clone(): Vector2 { return new Vector2(this.x, this.y); } // Statics public static Zero(): Vector2 { return new Vector2(0, 0); } public static FromArray(array: number[], offset: number = 0): Vector2 { return new Vector2(array[offset], array[offset + 1]); } public static FromArrayToRef(array: number[], offset: number, result: Vector2): void { result.x = array[offset]; result.y = array[offset + 1]; } public static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2 { var squared = amount * amount; var cubed = amount * squared; var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) + (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) + ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed)); var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) + (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) + ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed)); return new Vector2(x, y); } public static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2 { var x = value.x; x = (x > max.x) ? max.x : x; x = (x < min.x) ? min.x : x; var y = value.y; y = (y > max.y) ? max.y : y; y = (y < min.y) ? min.y : y; return new Vector2(x, y); } public static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2 { var squared = amount * amount; var cubed = amount * squared; var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0; var part2 = (-2.0 * cubed) + (3.0 * squared); var part3 = (cubed - (2.0 * squared)) + amount; var part4 = cubed - squared; var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4); var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4); return new Vector2(x, y); } public static Lerp(start: Vector2, end: Vector2, amount: number): Vector2 { var x = start.x + ((end.x - start.x) * amount); var y = start.y + ((end.y - start.y) * amount); return new Vector2(x, y); } public static Dot(left: Vector2, right: Vector2): number { return left.x * right.x + left.y * right.y; } public static Normalize(vector: Vector2): Vector2 { var newVector = vector.clone(); newVector.normalize(); return newVector; } public static Minimize(left: Vector2, right: Vector2): Vector2 { var x = (left.x < right.x) ? left.x : right.x; var y = (left.y < right.y) ? left.y : right.y; return new Vector2(x, y); } public static Maximize(left: Vector2, right: Vector2): Vector2 { var x = (left.x > right.x) ? left.x : right.x; var y = (left.y > right.y) ? left.y : right.y; return new Vector2(x, y); } public static Transform(vector: Vector2, transformation: Matrix): Vector2 { var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]); var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]); return new Vector2(x, y); } public static Distance(value1: Vector2, value2: Vector2): number { return Math.sqrt(Vector2.DistanceSquared(value1, value2)); } public static DistanceSquared(value1: Vector2, value2: Vector2): number { var x = value1.x - value2.x; var y = value1.y - value2.y; return (x * x) + (y * y); } } export class Vector3 { constructor(public x: number, public y: number, public z: number) { } public toString(): string { return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}"; } // Operators public asArray(): number[] { var result = []; this.toArray(result, 0); return result; } public toArray(array: number[], index: number = 0): Vector3 { array[index] = this.x; array[index + 1] = this.y; array[index + 2] = this.z; return this; } public toQuaternion(): Quaternion { var result = new Quaternion(0, 0, 0, 1); var cosxPlusz = Math.cos((this.x + this.z) * 0.5); var sinxPlusz = Math.sin((this.x + this.z) * 0.5); var coszMinusx = Math.cos((this.z - this.x) * 0.5); var sinzMinusx = Math.sin((this.z - this.x) * 0.5); var cosy = Math.cos(this.y * 0.5); var siny = Math.sin(this.y * 0.5); result.x = coszMinusx * siny; result.y = -sinzMinusx * siny; result.z = sinxPlusz * cosy; result.w = cosxPlusz * cosy; return result; } public addInPlace(otherVector: Vector3): Vector3 { this.x += otherVector.x; this.y += otherVector.y; this.z += otherVector.z; return this; } public add(otherVector: Vector3): Vector3 { return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z); } public addToRef(otherVector: Vector3, result: Vector3): Vector3 { result.x = this.x + otherVector.x; result.y = this.y + otherVector.y; result.z = this.z + otherVector.z; return this; } public subtractInPlace(otherVector: Vector3): Vector3 { this.x -= otherVector.x; this.y -= otherVector.y; this.z -= otherVector.z; return this; } public subtract(otherVector: Vector3): Vector3 { return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z); } public subtractToRef(otherVector: Vector3, result: Vector3): Vector3 { result.x = this.x - otherVector.x; result.y = this.y - otherVector.y; result.z = this.z - otherVector.z; return this; } public subtractFromFloats(x: number, y: number, z: number): Vector3 { return new Vector3(this.x - x, this.y - y, this.z - z); } public subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3 { result.x = this.x - x; result.y = this.y - y; result.z = this.z - z; return this; } public negate(): Vector3 { return new Vector3(-this.x, -this.y, -this.z); } public scaleInPlace(scale: number): Vector3 { this.x *= scale; this.y *= scale; this.z *= scale; return this; } public scale(scale: number): Vector3 { return new Vector3(this.x * scale, this.y * scale, this.z * scale); } public scaleToRef(scale: number, result: Vector3) { result.x = this.x * scale; result.y = this.y * scale; result.z = this.z * scale; } public equals(otherVector: Vector3): boolean { return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z; } public equalsWithEpsilon(otherVector: Vector3): boolean { return Math.abs(this.x - otherVector.x) < Engine.Epsilon && Math.abs(this.y - otherVector.y) < Engine.Epsilon && Math.abs(this.z - otherVector.z) < Engine.Epsilon; } public equalsToFloats(x: number, y: number, z: number): boolean { return this.x === x && this.y === y && this.z === z; } public multiplyInPlace(otherVector: Vector3): Vector3 { this.x *= otherVector.x; this.y *= otherVector.y; this.z *= otherVector.z; return this; } public multiply(otherVector: Vector3): Vector3 { return new Vector3(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z); } public multiplyToRef(otherVector: Vector3, result: Vector3): Vector3 { result.x = this.x * otherVector.x; result.y = this.y * otherVector.y; result.z = this.z * otherVector.z; return this; } public multiplyByFloats(x: number, y: number, z: number): Vector3 { return new Vector3(this.x * x, this.y * y, this.z * z); } public divide(otherVector: Vector3): Vector3 { return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z); } public divideToRef(otherVector: Vector3, result: Vector3): Vector3 { result.x = this.x / otherVector.x; result.y = this.y / otherVector.y; result.z = this.z / otherVector.z; return this; } public MinimizeInPlace(other: Vector3): Vector3 { if (other.x < this.x) this.x = other.x; if (other.y < this.y) this.y = other.y; if (other.z < this.z) this.z = other.z; return this; } public MaximizeInPlace(other: Vector3): Vector3 { if (other.x > this.x) this.x = other.x; if (other.y > this.y) this.y = other.y; if (other.z > this.z) this.z = other.z; return this; } // Properties public length(): number { return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z); } public lengthSquared(): number { return (this.x * this.x + this.y * this.y + this.z * this.z); } // Methods public normalize(): Vector3 { var len = this.length(); if (len === 0) return this; var num = 1.0 / len; this.x *= num; this.y *= num; this.z *= num; return this; } public clone(): Vector3 { return new Vector3(this.x, this.y, this.z); } public copyFrom(source: Vector3): Vector3 { this.x = source.x; this.y = source.y; this.z = source.z; return this; } public copyFromFloats(x: number, y: number, z: number): Vector3 { this.x = x; this.y = y; this.z = z; return this; } // Statics public static FromArray(array: number[], offset?: number): Vector3 { if (!offset) { offset = 0; } return new Vector3(array[offset], array[offset + 1], array[offset + 2]); } public static FromArrayToRef(array: number[], offset: number, result: Vector3): void { result.x = array[offset]; result.y = array[offset + 1]; result.z = array[offset + 2]; } public static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector3): void { result.x = array[offset]; result.y = array[offset + 1]; result.z = array[offset + 2]; } public static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void { result.x = x; result.y = y; result.z = z; } public static Zero(): Vector3 { return new Vector3(0, 0, 0); } public static Up(): Vector3 { return new Vector3(0, 1.0, 0); } public static TransformCoordinates(vector: Vector3, transformation: Matrix): Vector3 { var result = Vector3.Zero(); Vector3.TransformCoordinatesToRef(vector, transformation, result); return result; } public static TransformCoordinatesToRef(vector: Vector3, transformation: Matrix, result: Vector3): void { var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]) + transformation.m[12]; var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]) + transformation.m[13]; var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]) + transformation.m[14]; var w = (vector.x * transformation.m[3]) + (vector.y * transformation.m[7]) + (vector.z * transformation.m[11]) + transformation.m[15]; result.x = x / w; result.y = y / w; result.z = z / w; } public static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void { var rx = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]) + transformation.m[12]; var ry = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]) + transformation.m[13]; var rz = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]) + transformation.m[14]; var rw = (x * transformation.m[3]) + (y * transformation.m[7]) + (z * transformation.m[11]) + transformation.m[15]; result.x = rx / rw; result.y = ry / rw; result.z = rz / rw; } public static TransformNormal(vector: Vector3, transformation: Matrix): Vector3 { var result = Vector3.Zero(); Vector3.TransformNormalToRef(vector, transformation, result); return result; } public static TransformNormalToRef(vector: Vector3, transformation: Matrix, result: Vector3): void { result.x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]); result.y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]); result.z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]); } public static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void { result.x = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]); result.y = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]); result.z = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]); } public static CatmullRom(value1: Vector3, value2: Vector3, value3: Vector3, value4: Vector3, amount: number): Vector3 { var squared = amount * amount; var cubed = amount * squared; var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) + (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) + ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed)); var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) + (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) + ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed)); var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) + (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) + ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed)); return new Vector3(x, y, z); } public static Clamp(value: Vector3, min: Vector3, max: Vector3): Vector3 { var x = value.x; x = (x > max.x) ? max.x : x; x = (x < min.x) ? min.x : x; var y = value.y; y = (y > max.y) ? max.y : y; y = (y < min.y) ? min.y : y; var z = value.z; z = (z > max.z) ? max.z : z; z = (z < min.z) ? min.z : z; return new Vector3(x, y, z); } public static Hermite(value1: Vector3, tangent1: Vector3, value2: Vector3, tangent2: Vector3, amount: number): Vector3 { var squared = amount * amount; var cubed = amount * squared; var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0; var part2 = (-2.0 * cubed) + (3.0 * squared); var part3 = (cubed - (2.0 * squared)) + amount; var part4 = cubed - squared; var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4); var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4); var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4); return new Vector3(x, y, z); } public static Lerp(start: Vector3, end: Vector3, amount: number): Vector3 { var x = start.x + ((end.x - start.x) * amount); var y = start.y + ((end.y - start.y) * amount); var z = start.z + ((end.z - start.z) * amount); return new Vector3(x, y, z); } public static Dot(left: Vector3, right: Vector3): number { return (left.x * right.x + left.y * right.y + left.z * right.z); } public static Cross(left: Vector3, right: Vector3): Vector3 { var result = Vector3.Zero(); Vector3.CrossToRef(left, right, result); return result; } public static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void { result.x = left.y * right.z - left.z * right.y; result.y = left.z * right.x - left.x * right.z; result.z = left.x * right.y - left.y * right.x; } public static Normalize(vector: Vector3): Vector3 { var result = Vector3.Zero(); Vector3.NormalizeToRef(vector, result); return result; } public static NormalizeToRef(vector: Vector3, result: Vector3): void { result.copyFrom(vector); result.normalize(); } public static Project(vector: Vector3, world: Matrix, transform: Matrix, viewport: Viewport): Vector3 { var cw = viewport.width; var ch = viewport.height; var cx = viewport.x; var cy = viewport.y; var viewportMatrix = Matrix.FromValues( cw / 2.0, 0, 0, 0, 0, -ch / 2.0, 0, 0, 0, 0, 1, 0, cx + cw / 2.0, ch / 2.0 + cy, 0, 1); var finalMatrix = world.multiply(transform).multiply(viewportMatrix); return Vector3.TransformCoordinates(vector, finalMatrix); } public static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, transform: Matrix): Vector3 { var matrix = world.multiply(transform); matrix.invert(); source.x = source.x / viewportWidth * 2 - 1; source.y = -(source.y / viewportHeight * 2 - 1); var vector = Vector3.TransformCoordinates(source, matrix); var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15]; if (Tools.WithinEpsilon(num, 1.0)) { vector = vector.scale(1.0 / num); } return vector; } public static Unproject(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Vector3 { var matrix = world.multiply(view).multiply(projection); matrix.invert(); source.x = source.x / viewportWidth * 2 - 1; source.y = -(source.y / viewportHeight * 2 - 1); var vector = Vector3.TransformCoordinates(source, matrix); var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15]; if (Tools.WithinEpsilon(num, 1.0)) { vector = vector.scale(1.0 / num); } return vector; } public static Minimize(left: Vector3, right: Vector3): Vector3 { var min = left.clone(); min.MinimizeInPlace(right); return min; } public static Maximize(left: Vector3, right: Vector3): Vector3 { var max = left.clone(); max.MaximizeInPlace(right); return max; } public static Distance(value1: Vector3, value2: Vector3): number { return Math.sqrt(Vector3.DistanceSquared(value1, value2)); } public static DistanceSquared(value1: Vector3, value2: Vector3): number { var x = value1.x - value2.x; var y = value1.y - value2.y; var z = value1.z - value2.z; return (x * x) + (y * y) + (z * z); } public static Center(value1: Vector3, value2: Vector3): Vector3 { var center = value1.add(value2); center.scaleInPlace(0.5); return center; } } //Vector4 class created for EulerAngle class conversion to Quaternion export class Vector4 { constructor(public x: number, public y: number, public z: number, public w: number) { } public toString(): string { return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "W:" + this.w + "}"; } // Operators public asArray(): number[] { var result = []; this.toArray(result, 0); return result; } public toArray(array: number[], index?: number): Vector4 { if (index === undefined) { index = 0; } array[index] = this.x; array[index + 1] = this.y; array[index + 2] = this.z; array[index + 3] = this.w; return this; } public addInPlace(otherVector: Vector4): Vector4 { this.x += otherVector.x; this.y += otherVector.y; this.z += otherVector.z; this.w += otherVector.w; return this; } public add(otherVector: Vector4): Vector4 { return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w); } public addToRef(otherVector: Vector4, result: Vector4): Vector4 { result.x = this.x + otherVector.x; result.y = this.y + otherVector.y; result.z = this.z + otherVector.z; result.w = this.w + otherVector.w; return this; } public subtractInPlace(otherVector: Vector4): Vector4 { this.x -= otherVector.x; this.y -= otherVector.y; this.z -= otherVector.z; this.w -= otherVector.w; return this; } public subtract(otherVector: Vector4): Vector4 { return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w); } public subtractToRef(otherVector: Vector4, result: Vector4): Vector4 { result.x = this.x - otherVector.x; result.y = this.y - otherVector.y; result.z = this.z - otherVector.z; result.w = this.w - otherVector.w; return this; } public subtractFromFloats(x: number, y: number, z: number, w: number): Vector4 { return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w); } public subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4 { result.x = this.x - x; result.y = this.y - y; result.z = this.z - z; result.w = this.w - w; return this; } public negate(): Vector4 { return new Vector4(-this.x, -this.y, -this.z, -this.w); } public scaleInPlace(scale: number): Vector4 { this.x *= scale; this.y *= scale; this.z *= scale; this.w *= scale; return this; } public scale(scale: number): Vector4 { return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale); } public scaleToRef(scale: number, result: Vector4) { result.x = this.x * scale; result.y = this.y * scale; result.z = this.z * scale; result.w = this.w * scale; } public equals(otherVector: Vector4): boolean { return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w; } public equalsWithEpsilon(otherVector: Vector4): boolean { return Math.abs(this.x - otherVector.x) < Engine.Epsilon && Math.abs(this.y - otherVector.y) < Engine.Epsilon && Math.abs(this.z - otherVector.z) < Engine.Epsilon && Math.abs(this.w - otherVector.w) < Engine.Epsilon; } public equalsToFloats(x: number, y: number, z: number, w: number): boolean { return this.x === x && this.y === y && this.z === z && this.w === w; } public multiplyInPlace(otherVector: Vector4): Vector4 { this.x *= otherVector.x; this.y *= otherVector.y; this.z *= otherVector.z; this.w *= otherVector.w; return this; } public multiply(otherVector: Vector4): Vector4 { return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w); } public multiplyToRef(otherVector: Vector4, result: Vector4): Vector4 { result.x = this.x * otherVector.x; result.y = this.y * otherVector.y; result.z = this.z * otherVector.z; result.w = this.w * otherVector.w; return this; } public multiplyByFloats(x: number, y: number, z: number, w: number): Vector4 { return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w); } public divide(otherVector: Vector4): Vector4 { return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w); } public divideToRef(otherVector: Vector4, result: Vector4): Vector4 { result.x = this.x / otherVector.x; result.y = this.y / otherVector.y; result.z = this.z / otherVector.z; result.w = this.w / otherVector.w; return this; } public MinimizeInPlace(other: Vector4): Vector4 { if (other.x < this.x) this.x = other.x; if (other.y < this.y) this.y = other.y; if (other.z < this.z) this.z = other.z; if (other.w < this.w) this.w = other.w; return this; } public MaximizeInPlace(other: Vector4): Vector4 { if (other.x > this.x) this.x = other.x; if (other.y > this.y) this.y = other.y; if (other.z > this.z) this.z = other.z; if (other.w > this.w) this.w = other.w; return this; } // Properties public length(): number { return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w); } public lengthSquared(): number { return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w); } // Methods public normalize(): Vector4 { var len = this.length(); if (len === 0) return this; var num = 1.0 / len; this.x *= num; this.y *= num; this.z *= num; this.w *= num; return this; } public clone(): Vector4 { return new Vector4(this.x, this.y, this.z, this.w); } public copyFrom(source: Vector4): Vector4 { this.x = source.x; this.y = source.y; this.z = source.z; this.w = source.w; return this; } public copyFromFloats(x: number, y: number, z: number, w: number): Vector4 { this.x = x; this.y = y; this.z = z; this.w = w; return this; } // Statics public static FromArray(array: number[], offset?: number): Vector4 { if (!offset) { offset = 0; } return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]); } public static FromArrayToRef(array: number[], offset: number, result: Vector4): void { result.x = array[offset]; result.y = array[offset + 1]; result.z = array[offset + 2]; result.w = array[offset + 3]; } public static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector4): void { result.x = array[offset]; result.y = array[offset + 1]; result.z = array[offset + 2]; result.w = array[offset + 3]; } public static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void { result.x = x; result.y = y; result.z = z; result.w = w; } public static Zero(): Vector4 { return new Vector4(0, 0, 0, 0); } public static Normalize(vector: Vector4): Vector4 { var result = Vector4.Zero(); Vector4.NormalizeToRef(vector, result); return result; } public static NormalizeToRef(vector: Vector4, result: Vector4): void { result.copyFrom(vector); result.normalize(); } public static Minimize(left: Vector4, right: Vector4): Vector4 { var min = left.clone(); min.MinimizeInPlace(right); return min; } public static Maximize(left: Vector4, right: Vector4): Vector4 { var max = left.clone(); max.MaximizeInPlace(right); return max; } public static Distance(value1: Vector4, value2: Vector4): number { return Math.sqrt(Vector4.DistanceSquared(value1, value2)); } public static DistanceSquared(value1: Vector4, value2: Vector4): number { var x = value1.x - value2.x; var y = value1.y - value2.y; var z = value1.z - value2.z; var w = value1.w - value2.w; return (x * x) + (y * y) + (z * z) + (w * w); } public static Center(value1: Vector4, value2: Vector4): Vector4 { var center = value1.add(value2); center.scaleInPlace(0.5); return center; } } export class Quaternion { constructor(public x: number = 0, public y: number = 0, public z: number = 0, public w: number = 1) { } public toString(): string { return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}"; } public asArray(): number[] { return [this.x, this.y, this.z, this.w]; } public equals(otherQuaternion: Quaternion): boolean { return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w; } public clone(): Quaternion { return new Quaternion(this.x, this.y, this.z, this.w); } public copyFrom(other: Quaternion): Quaternion { this.x = other.x; this.y = other.y; this.z = other.z; this.w = other.w; return this; } public copyFromFloats(x: number, y: number, z: number, w: number): Quaternion { this.x = x; this.y = y; this.z = z; this.w = w; return this; } public add(other: Quaternion): Quaternion { return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w); } public subtract(other: Quaternion): Quaternion { return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w); } public scale(value: number): Quaternion { return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value); } public multiply(q1: Quaternion): Quaternion { var result = new Quaternion(0, 0, 0, 1.0); this.multiplyToRef(q1, result); return result; } public multiplyToRef(q1: Quaternion, result: Quaternion): Quaternion { result.x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x; result.y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y; result.z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z; result.w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w; return this; } public length(): number { return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w)); } public normalize(): Quaternion { var length = 1.0 / this.length(); this.x *= length; this.y *= length; this.z *= length; this.w *= length; return this; } public toEulerAngles(): Vector3 { var result = Vector3.Zero(); this.toEulerAnglesToRef(result); return result; } public toEulerAnglesToRef(result: Vector3): Quaternion { //result is an EulerAngles in the in the z-x-z convention var qx = this.x; var qy = this.y; var qz = this.z; var qw = this.w; var qxy = qx * qy; var qxz = qx * qz; var qwy = qw * qy; var qwz = qw * qz; var qwx = qw * qx; var qyz = qy * qz; var sqx = qx * qx; var sqy = qy * qy; var determinant = sqx + sqy; if (determinant !== 0.000 && determinant !== 1.000) { result.x = Math.atan2(qxz + qwy, qwx - qyz); result.y = Math.acos(1 - 2 * determinant); result.z = Math.atan2(qxz - qwy, qwx + qyz); } else { if (determinant === 0.0) { result.x = 0.0; result.y = 0.0; result.z = Math.atan2(qxy - qwz, 0.5 - sqy - qz * qz); //actually, degeneracy gives us choice with x+z=Math.atan2(qxy-qwz,0.5-sqy-qz*qz) } else //determinant == 1.000 { result.x = Math.atan2(qxy - qwz, 0.5 - sqy - qz * qz); //actually, degeneracy gives us choice with x-z=Math.atan2(qxy-qwz,0.5-sqy-qz*qz) result.y = Math.PI; result.z = 0.0; } } return this; } public toRotationMatrix(result: Matrix): Quaternion { var xx = this.x * this.x; var yy = this.y * this.y; var zz = this.z * this.z; var xy = this.x * this.y; var zw = this.z * this.w; var zx = this.z * this.x; var yw = this.y * this.w; var yz = this.y * this.z; var xw = this.x * this.w; result.m[0] = 1.0 - (2.0 * (yy + zz)); result.m[1] = 2.0 * (xy + zw); result.m[2] = 2.0 * (zx - yw); result.m[3] = 0; result.m[4] = 2.0 * (xy - zw); result.m[5] = 1.0 - (2.0 * (zz + xx)); result.m[6] = 2.0 * (yz + xw); result.m[7] = 0; result.m[8] = 2.0 * (zx + yw); result.m[9] = 2.0 * (yz - xw); result.m[10] = 1.0 - (2.0 * (yy + xx)); result.m[11] = 0; result.m[12] = 0; result.m[13] = 0; result.m[14] = 0; result.m[15] = 1.0; return this; } public fromRotationMatrix(matrix: Matrix): Quaternion { Quaternion.FromRotationMatrixToRef(matrix, this); return this; } // Statics public static FromRotationMatrix(matrix: Matrix): Quaternion { var result = new Quaternion(); Quaternion.FromRotationMatrixToRef(matrix, result); return result; } public static FromRotationMatrixToRef(matrix: Matrix, result: Quaternion): void { var data = matrix.m; var m11 = data[0], m12 = data[4], m13 = data[8]; var m21 = data[1], m22 = data[5], m23 = data[9]; var m31 = data[2], m32 = data[6], m33 = data[10]; var trace = m11 + m22 + m33; var s; if (trace > 0) { s = 0.5 / Math.sqrt(trace + 1.0); result.w = 0.25 / s; result.x = (m32 - m23) * s; result.y = (m13 - m31) * s; result.z = (m21 - m12) * s; } else if (m11 > m22 && m11 > m33) { s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33); result.w = (m32 - m23) / s; result.x = 0.25 * s; result.y = (m12 + m21) / s; result.z = (m13 + m31) / s; } else if (m22 > m33) { s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33); result.w = (m13 - m31) / s; result.x = (m12 + m21) / s; result.y = 0.25 * s; result.z = (m23 + m32) / s; } else { s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22); result.w = (m21 - m12) / s; result.x = (m13 + m31) / s; result.y = (m23 + m32) / s; result.z = 0.25 * s; } } public static Inverse(q: Quaternion): Quaternion { return new Quaternion(-q.x, -q.y, -q.z, q.w); } public static Identity(): Quaternion { return new Quaternion(0, 0, 0, 1); } public static RotationAxis(axis: Vector3, angle: number): Quaternion { var result = new Quaternion(); var sin = Math.sin(angle / 2); result.w = Math.cos(angle / 2); result.x = axis.x * sin; result.y = axis.y * sin; result.z = axis.z * sin; return result; } public static FromArray(array: number[], offset?: number): Quaternion { if (!offset) { offset = 0; } return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]); } public static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion { var result = new Quaternion(); Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, result); return result; } public static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void { // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles) var halfRoll = roll * 0.5; var halfPitch = pitch * 0.5; var halfYaw = yaw * 0.5; var sinRoll = Math.sin(halfRoll); var cosRoll = Math.cos(halfRoll); var sinPitch = Math.sin(halfPitch); var cosPitch = Math.cos(halfPitch); var sinYaw = Math.sin(halfYaw); var cosYaw = Math.cos(halfYaw); result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll); result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll); result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll); result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll); } public static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion { var result = new Quaternion(); Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result); return result; } public static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void { // Produces a quaternion from Euler angles in the z-x-z orientation var halfGammaPlusAlpha = (gamma + alpha) * 0.5; var halfGammaMinusAlpha = (gamma - alpha) * 0.5; var halfBeta = beta * 0.5; result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta); result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta); result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta); result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta); } public static Slerp(left: Quaternion, right: Quaternion, amount: number): Quaternion { var num2; var num3; var num = amount; var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w); var flag = false; if (num4 < 0) { flag = true; num4 = -num4; } if (num4 > 0.999999) { num3 = 1 - num; num2 = flag ? -num : num; } else { var num5 = Math.acos(num4); var num6 = (1.0 / Math.sin(num5)); num3 = (Math.sin((1.0 - num) * num5)) * num6; num2 = flag ? ((-Math.sin(num * num5)) * num6) : ((Math.sin(num * num5)) * num6); } return new Quaternion((num3 * left.x) + (num2 * right.x), (num3 * left.y) + (num2 * right.y), (num3 * left.z) + (num2 * right.z), (num3 * left.w) + (num2 * right.w)); } } export class Matrix { private static _tempQuaternion: Quaternion = new Quaternion(); private static _xAxis: Vector3 = Vector3.Zero(); private static _yAxis: Vector3 = Vector3.Zero(); private static _zAxis: Vector3 = Vector3.Zero(); public m: Float32Array = new Float32Array(16); // Properties public isIdentity(): boolean { if (this.m[0] !== 1.0 || this.m[5] !== 1.0 || this.m[10] !== 1.0 || this.m[15] !== 1.0) return false; if (this.m[1] !== 0.0 || this.m[2] !== 0.0 || this.m[3] !== 0.0 || this.m[4] !== 0.0 || this.m[6] !== 0.0 || this.m[7] !== 0.0 || this.m[8] !== 0.0 || this.m[9] !== 0.0 || this.m[11] !== 0.0 || this.m[12] !== 0.0 || this.m[13] !== 0.0 || this.m[14] !== 0.0) return false; return true; } public determinant(): number { var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]); var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]); var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]); var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]); var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]); var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]); return ((((this.m[0] * (((this.m[5] * temp1) - (this.m[6] * temp2)) + (this.m[7] * temp3))) - (this.m[1] * (((this.m[4] * temp1) - (this.m[6] * temp4)) + (this.m[7] * temp5)))) + (this.m[2] * (((this.m[4] * temp2) - (this.m[5] * temp4)) + (this.m[7] * temp6)))) - (this.m[3] * (((this.m[4] * temp3) - (this.m[5] * temp5)) + (this.m[6] * temp6)))); } // Methods public toArray(): Float32Array { return this.m; } public asArray(): Float32Array { return this.toArray(); } public invert(): Matrix { this.invertToRef(this); return this; } public invertToRef(other: Matrix): Matrix { var l1 = this.m[0]; var l2 = this.m[1]; var l3 = this.m[2]; var l4 = this.m[3]; var l5 = this.m[4]; var l6 = this.m[5]; var l7 = this.m[6]; var l8 = this.m[7]; var l9 = this.m[8]; var l10 = this.m[9]; var l11 = this.m[10]; var l12 = this.m[11]; var l13 = this.m[12]; var l14 = this.m[13]; var l15 = this.m[14]; var l16 = this.m[15]; var l17 = (l11 * l16) - (l12 * l15); var l18 = (l10 * l16) - (l12 * l14); var l19 = (l10 * l15) - (l11 * l14); var l20 = (l9 * l16) - (l12 * l13); var l21 = (l9 * l15) - (l11 * l13); var l22 = (l9 * l14) - (l10 * l13); var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19); var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21)); var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22); var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22)); var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26)); var l28 = (l7 * l16) - (l8 * l15); var l29 = (l6 * l16) - (l8 * l14); var l30 = (l6 * l15) - (l7 * l14); var l31 = (l5 * l16) - (l8 * l13); var l32 = (l5 * l15) - (l7 * l13); var l33 = (l5 * l14) - (l6 * l13); var l34 = (l7 * l12) - (l8 * l11); var l35 = (l6 * l12) - (l8 * l10); var l36 = (l6 * l11) - (l7 * l10); var l37 = (l5 * l12) - (l8 * l9); var l38 = (l5 * l11) - (l7 * l9); var l39 = (l5 * l10) - (l6 * l9); other.m[0] = l23 * l27; other.m[4] = l24 * l27; other.m[8] = l25 * l27; other.m[12] = l26 * l27; other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27; other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27; other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27; other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27; other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27; other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27; other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27; other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27; other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27; other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27; other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27; other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27; return this; } public setTranslation(vector3: Vector3): Matrix { this.m[12] = vector3.x; this.m[13] = vector3.y; this.m[14] = vector3.z; return this; } public multiply(other: Matrix): Matrix { var result = new Matrix(); this.multiplyToRef(other, result); return result; } public copyFrom(other: Matrix): Matrix { for (var index = 0; index < 16; index++) { this.m[index] = other.m[index]; } return this; } public copyToArray(array: Float32Array, offset: number = 0): Matrix { for (var index = 0; index < 16; index++) { array[offset + index] = this.m[index]; } return this; } public multiplyToRef(other: Matrix, result: Matrix): Matrix { this.multiplyToArray(other, result.m, 0); return this; } public multiplyToArray(other: Matrix, result: Float32Array, offset: number): Matrix { var tm0 = this.m[0]; var tm1 = this.m[1]; var tm2 = this.m[2]; var tm3 = this.m[3]; var tm4 = this.m[4]; var tm5 = this.m[5]; var tm6 = this.m[6]; var tm7 = this.m[7]; var tm8 = this.m[8]; var tm9 = this.m[9]; var tm10 = this.m[10]; var tm11 = this.m[11]; var tm12 = this.m[12]; var tm13 = this.m[13]; var tm14 = this.m[14]; var tm15 = this.m[15]; var om0 = other.m[0]; var om1 = other.m[1]; var om2 = other.m[2]; var om3 = other.m[3]; var om4 = other.m[4]; var om5 = other.m[5]; var om6 = other.m[6]; var om7 = other.m[7]; var om8 = other.m[8]; var om9 = other.m[9]; var om10 = other.m[10]; var om11 = other.m[11]; var om12 = other.m[12]; var om13 = other.m[13]; var om14 = other.m[14]; var om15 = other.m[15]; result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12; result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13; result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14; result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15; result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12; result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13; result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14; result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15; result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12; result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13; result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14; result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15; result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12; result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13; result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14; result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15; return this; } public multiplyToArraySIMD(other: Matrix, result: Matrix, offset = 0): void { var tm = this.m; var om = other.m; var om0 = SIMD.float32x4.load(om, 0); var om1 = SIMD.float32x4.load(om, 4); var om2 = SIMD.float32x4.load(om, 8); var om3 = SIMD.float32x4.load(om, 12); var tm0 = SIMD.float32x4.load(tm, 0); SIMD.float32x4.store(result, offset + 0, SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 0, 0, 0, 0), om0), SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 1, 1, 1, 1), om1), SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm0, 3, 3, 3, 3), om3))))); var tm1 = SIMD.float32x4.load(tm, 4); SIMD.float32x4.store(result, offset + 4, SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 0, 0, 0, 0), om0), SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 1, 1, 1, 1), om1), SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm1, 3, 3, 3, 3), om3))))); var tm2 = SIMD.float32x4.load(tm, 8); SIMD.float32x4.store(result, offset + 8, SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 0, 0, 0, 0), om0), SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 1, 1, 1, 1), om1), SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm2, 3, 3, 3, 3), om3))))); var tm3 = SIMD.float32x4.load(tm, 12); SIMD.float32x4.store(result, offset + 12, SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 0, 0, 0, 0), om0), SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 1, 1, 1, 1), om1), SIMD.float32x4.add( SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 2, 2, 2, 2), om2), SIMD.float32x4.mul(SIMD.float32x4.swizzle(tm3, 3, 3, 3, 3), om3))))); } public equals(value: Matrix): boolean { return value && (this.m[0] === value.m[0] && this.m[1] === value.m[1] && this.m[2] === value.m[2] && this.m[3] === value.m[3] && this.m[4] === value.m[4] && this.m[5] === value.m[5] && this.m[6] === value.m[6] && this.m[7] === value.m[7] && this.m[8] === value.m[8] && this.m[9] === value.m[9] && this.m[10] === value.m[10] && this.m[11] === value.m[11] && this.m[12] === value.m[12] && this.m[13] === value.m[13] && this.m[14] === value.m[14] && this.m[15] === value.m[15]); } public clone(): Matrix { return Matrix.FromValues(this.m[0], this.m[1], this.m[2], this.m[3], this.m[4], this.m[5], this.m[6], this.m[7], this.m[8], this.m[9], this.m[10], this.m[11], this.m[12], this.m[13], this.m[14], this.m[15]); } public decompose(scale: Vector3, rotation: Quaternion, translation: Vector3): boolean { translation.x = this.m[12]; translation.y = this.m[13]; translation.z = this.m[14]; var xs = Tools.Sign(this.m[0] * this.m[1] * this.m[2] * this.m[3]) < 0 ? -1 : 1; var ys = Tools.Sign(this.m[4] * this.m[5] * this.m[6] * this.m[7]) < 0 ? -1 : 1; var zs = Tools.Sign(this.m[8] * this.m[9] * this.m[10] * this.m[11]) < 0 ? -1 : 1; scale.x = xs * Math.sqrt(this.m[0] * this.m[0] + this.m[1] * this.m[1] + this.m[2] * this.m[2]); scale.y = ys * Math.sqrt(this.m[4] * this.m[4] + this.m[5] * this.m[5] + this.m[6] * this.m[6]); scale.z = zs * Math.sqrt(this.m[8] * this.m[8] + this.m[9] * this.m[9] + this.m[10] * this.m[10]); if (scale.x === 0 || scale.y === 0 || scale.z === 0) { rotation.x = 0; rotation.y = 0; rotation.z = 0; rotation.w = 1; return false; } var rotationMatrix = Matrix.FromValues( this.m[0] / scale.x, this.m[1] / scale.x, this.m[2] / scale.x, 0, this.m[4] / scale.y, this.m[5] / scale.y, this.m[6] / scale.y, 0, this.m[8] / scale.z, this.m[9] / scale.z, this.m[10] / scale.z, 0, 0, 0, 0, 1); Quaternion.FromRotationMatrixToRef(rotationMatrix, rotation); return true; } // Statics public static FromArray(array: number[], offset?: number): Matrix { var result = new Matrix(); if (!offset) { offset = 0; } Matrix.FromArrayToRef(array, offset, result); return result; } public static FromArrayToRef(array: number[], offset: number, result: Matrix) { for (var index = 0; index < 16; index++) { result.m[index] = array[index + offset]; } } public static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void { result.m[0] = initialM11; result.m[1] = initialM12; result.m[2] = initialM13; result.m[3] = initialM14; result.m[4] = initialM21; result.m[5] = initialM22; result.m[6] = initialM23; result.m[7] = initialM24; result.m[8] = initialM31; result.m[9] = initialM32; result.m[10] = initialM33; result.m[11] = initialM34; result.m[12] = initialM41; result.m[13] = initialM42; result.m[14] = initialM43; result.m[15] = initialM44; } public static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number, initialM21: number, initialM22: number, initialM23: number, initialM24: number, initialM31: number, initialM32: number, initialM33: number, initialM34: number, initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix { var result = new Matrix(); result.m[0] = initialM11; result.m[1] = initialM12; result.m[2] = initialM13; result.m[3] = initialM14; result.m[4] = initialM21; result.m[5] = initialM22; result.m[6] = initialM23; result.m[7] = initialM24; result.m[8] = initialM31; result.m[9] = initialM32; result.m[10] = initialM33; result.m[11] = initialM34; result.m[12] = initialM41; result.m[13] = initialM42; result.m[14] = initialM43; result.m[15] = initialM44; return result; } public static Compose(scale: Vector3, rotation: Quaternion, translation: Vector3): Matrix { var result = Matrix.FromValues(scale.x, 0, 0, 0, 0, scale.y, 0, 0, 0, 0, scale.z, 0, 0, 0, 0, 1); var rotationMatrix = Matrix.Identity(); rotation.toRotationMatrix(rotationMatrix); result = result.multiply(rotationMatrix); result.setTranslation(translation); return result; } public static Identity(): Matrix { return Matrix.FromValues(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0); } public static IdentityToRef(result: Matrix): void { Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, result); } public static Zero(): Matrix { return Matrix.FromValues(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0); } public static RotationX(angle: number): Matrix { var result = new Matrix(); Matrix.RotationXToRef(angle, result); return result; } public static Invert(source: Matrix): Matrix { var result = new Matrix(); source.invertToRef(result); return result; } public static RotationXToRef(angle: number, result: Matrix): void { var s = Math.sin(angle); var c = Math.cos(angle); result.m[0] = 1.0; result.m[15] = 1.0; result.m[5] = c; result.m[10] = c; result.m[9] = -s; result.m[6] = s; result.m[1] = 0; result.m[2] = 0; result.m[3] = 0; result.m[4] = 0; result.m[7] = 0; result.m[8] = 0; result.m[11] = 0; result.m[12] = 0; result.m[13] = 0; result.m[14] = 0; } public static RotationY(angle: number): Matrix { var result = new Matrix(); Matrix.RotationYToRef(angle, result); return result; } public static RotationYToRef(angle: number, result: Matrix): void { var s = Math.sin(angle); var c = Math.cos(angle); result.m[5] = 1.0; result.m[15] = 1.0; result.m[0] = c; result.m[2] = -s; result.m[8] = s; result.m[10] = c; result.m[1] = 0; result.m[3] = 0; result.m[4] = 0; result.m[6] = 0; result.m[7] = 0; result.m[9] = 0; result.m[11] = 0; result.m[12] = 0; result.m[13] = 0; result.m[14] = 0; } public static RotationZ(angle: number): Matrix { var result = new Matrix(); Matrix.RotationZToRef(angle, result); return result; } public static RotationZToRef(angle: number, result: Matrix): void { var s = Math.sin(angle); var c = Math.cos(angle); result.m[10] = 1.0; result.m[15] = 1.0; result.m[0] = c; result.m[1] = s; result.m[4] = -s; result.m[5] = c; result.m[2] = 0; result.m[3] = 0; result.m[6] = 0; result.m[7] = 0; result.m[8] = 0; result.m[9] = 0; result.m[11] = 0; result.m[12] = 0; result.m[13] = 0; result.m[14] = 0; } public static RotationAxis(axis: Vector3, angle: number): Matrix { var s = Math.sin(-angle); var c = Math.cos(-angle); var c1 = 1 - c; axis.normalize(); var result = Matrix.Zero(); result.m[0] = (axis.x * axis.x) * c1 + c; result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s); result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s); result.m[3] = 0.0; result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s); result.m[5] = (axis.y * axis.y) * c1 + c; result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s); result.m[7] = 0.0; result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s); result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s); result.m[10] = (axis.z * axis.z) * c1 + c; result.m[11] = 0.0; result.m[15] = 1.0; return result; } public static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix { var result = new Matrix(); Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result); return result; } public static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void { Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion); this._tempQuaternion.toRotationMatrix(result); } public static Scaling(x: number, y: number, z: number): Matrix { var result = Matrix.Zero(); Matrix.ScalingToRef(x, y, z, result); return result; } public static ScalingToRef(x: number, y: number, z: number, result: Matrix): void { result.m[0] = x; result.m[1] = 0; result.m[2] = 0; result.m[3] = 0; result.m[4] = 0; result.m[5] = y; result.m[6] = 0; result.m[7] = 0; result.m[8] = 0; result.m[9] = 0; result.m[10] = z; result.m[11] = 0; result.m[12] = 0; result.m[13] = 0; result.m[14] = 0; result.m[15] = 1.0; } public static Translation(x: number, y: number, z: number): Matrix { var result = Matrix.Identity(); Matrix.TranslationToRef(x, y, z, result); return result; } public static TranslationToRef(x: number, y: number, z: number, result: Matrix): void { Matrix.FromValuesToRef(1.0, 0, 0, 0, 0, 1.0, 0, 0, 0, 0, 1.0, 0, x, y, z, 1.0, result); } public static LookAtLH(eye: Vector3, target: Vector3, up: Vector3): Matrix { var result = Matrix.Zero(); Matrix.LookAtLHToRef(eye, target, up, result); return result; } public static LookAtLHToRef(eye: Vector3, target: Vector3, up: Vector3, result: Matrix): void { // Z axis target.subtractToRef(eye, this._zAxis); this._zAxis.normalize(); // X axis Vector3.CrossToRef(up, this._zAxis, this._xAxis); this._xAxis.normalize(); // Y axis Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis); this._yAxis.normalize(); // Eye angles var ex = -Vector3.Dot(this._xAxis, eye); var ey = -Vector3.Dot(this._yAxis, eye); var ez = -Vector3.Dot(this._zAxis, eye); return Matrix.FromValuesToRef(this._xAxis.x, this._yAxis.x, this._zAxis.x, 0, this._xAxis.y, this._yAxis.y, this._zAxis.y, 0, this._xAxis.z, this._yAxis.z, this._zAxis.z, 0, ex, ey, ez, 1, result); } public static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix { var matrix = Matrix.Zero(); Matrix.OrthoLHToRef(width, height, znear, zfar, matrix); return matrix; } public static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void { var hw = 2.0 / width; var hh = 2.0 / height; var id = 1.0 / (zfar - znear); var nid = znear / (znear - zfar); Matrix.FromValuesToRef(hw, 0, 0, 0, 0, hh, 0, 0, 0, 0, id, 0, 0, 0, nid, 1, result); } public static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix { var matrix = Matrix.Zero(); Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix); return matrix; } public static OrthoOffCenterLHToRef(left: number, right, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void { result.m[0] = 2.0 / (right - left); result.m[1] = result.m[2] = result.m[3] = 0; result.m[5] = 2.0 / (top - bottom); result.m[4] = result.m[6] = result.m[7] = 0; result.m[10] = -1.0 / (znear - zfar); result.m[8] = result.m[9] = result.m[11] = 0; result.m[12] = (left + right) / (left - right); result.m[13] = (top + bottom) / (bottom - top); result.m[14] = znear / (znear - zfar); result.m[15] = 1.0; } public static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix { var matrix = Matrix.Zero(); matrix.m[0] = (2.0 * znear) / width; matrix.m[1] = matrix.m[2] = matrix.m[3] = 0.0; matrix.m[5] = (2.0 * znear) / height; matrix.m[4] = matrix.m[6] = matrix.m[7] = 0.0; matrix.m[10] = -zfar / (znear - zfar); matrix.m[8] = matrix.m[9] = 0.0; matrix.m[11] = 1.0; matrix.m[12] = matrix.m[13] = matrix.m[15] = 0.0; matrix.m[14] = (znear * zfar) / (znear - zfar); return matrix; } public static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix { var matrix = Matrix.Zero(); Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix); return matrix; } public static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, fovMode = Camera.FOVMODE_VERTICAL_FIXED): void { var tan = 1.0 / (Math.tan(fov * 0.5)); var v_fixed = (fovMode === Camera.FOVMODE_VERTICAL_FIXED); if (v_fixed) { result.m[0] = tan / aspect; } else { result.m[0] = tan; } result.m[1] = result.m[2] = result.m[3] = 0.0; if (v_fixed) { result.m[5] = tan; } else { result.m[5] = tan * aspect; } result.m[4] = result.m[6] = result.m[7] = 0.0; result.m[8] = result.m[9] = 0.0; result.m[10] = -zfar / (znear - zfar); result.m[11] = 1.0; result.m[12] = result.m[13] = result.m[15] = 0.0; result.m[14] = (znear * zfar) / (znear - zfar); } public static GetFinalMatrix(viewport: Viewport, world: Matrix, view: Matrix, projection: Matrix, zmin: number, zmax: number): Matrix { var cw = viewport.width; var ch = viewport.height; var cx = viewport.x; var cy = viewport.y; var viewportMatrix = Matrix.FromValues(cw / 2.0, 0, 0, 0, 0, -ch / 2.0, 0, 0, 0, 0, zmax - zmin, 0, cx + cw / 2.0, ch / 2.0 + cy, zmin, 1); return world.multiply(view).multiply(projection).multiply(viewportMatrix); } public static Transpose(matrix: Matrix): Matrix { var result = new Matrix(); result.m[0] = matrix.m[0]; result.m[1] = matrix.m[4]; result.m[2] = matrix.m[8]; result.m[3] = matrix.m[12]; result.m[4] = matrix.m[1]; result.m[5] = matrix.m[5]; result.m[6] = matrix.m[9]; result.m[7] = matrix.m[13]; result.m[8] = matrix.m[2]; result.m[9] = matrix.m[6]; result.m[10] = matrix.m[10]; result.m[11] = matrix.m[14]; result.m[12] = matrix.m[3]; result.m[13] = matrix.m[7]; result.m[14] = matrix.m[11]; result.m[15] = matrix.m[15]; return result; } public static Reflection(plane: Plane): Matrix { var matrix = new Matrix(); Matrix.ReflectionToRef(plane, matrix); return matrix; } public static ReflectionToRef(plane: Plane, result: Matrix): void { plane.normalize(); var x = plane.normal.x; var y = plane.normal.y; var z = plane.normal.z; var temp = -2 * x; var temp2 = -2 * y; var temp3 = -2 * z; result.m[0] = (temp * x) + 1; result.m[1] = temp2 * x; result.m[2] = temp3 * x; result.m[3] = 0.0; result.m[4] = temp * y; result.m[5] = (temp2 * y) + 1; result.m[6] = temp3 * y; result.m[7] = 0.0; result.m[8] = temp * z; result.m[9] = temp2 * z; result.m[10] = (temp3 * z) + 1; result.m[11] = 0.0; result.m[12] = temp * plane.d; result.m[13] = temp2 * plane.d; result.m[14] = temp3 * plane.d; result.m[15] = 1.0; } } export class Plane { public normal: Vector3; public d: number; constructor(a: number, b: number, c: number, d: number) { this.normal = new Vector3(a, b, c); this.d = d; } public asArray(): number[] { return [this.normal.x, this.normal.y, this.normal.z, this.d]; } // Methods public clone(): Plane { return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d); } public normalize(): Plane { var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z))); var magnitude = 0; if (norm !== 0) { magnitude = 1.0 / norm; } this.normal.x *= magnitude; this.normal.y *= magnitude; this.normal.z *= magnitude; this.d *= magnitude; return this; } public transform(transformation: Matrix): Plane { var transposedMatrix = Matrix.Transpose(transformation); var x = this.normal.x; var y = this.normal.y; var z = this.normal.z; var d = this.d; var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]); var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]); var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]); var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]); return new Plane(normalX, normalY, normalZ, finalD); } public dotCoordinate(point): number { return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d); } public copyFromPoints(point1: Vector3, point2: Vector3, point3: Vector3): Plane { var x1 = point2.x - point1.x; var y1 = point2.y - point1.y; var z1 = point2.z - point1.z; var x2 = point3.x - point1.x; var y2 = point3.y - point1.y; var z2 = point3.z - point1.z; var yz = (y1 * z2) - (z1 * y2); var xz = (z1 * x2) - (x1 * z2); var xy = (x1 * y2) - (y1 * x2); var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy))); var invPyth; if (pyth !== 0) { invPyth = 1.0 / pyth; } else { invPyth = 0; } this.normal.x = yz * invPyth; this.normal.y = xz * invPyth; this.normal.z = xy * invPyth; this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z)); return this; } public isFrontFacingTo(direction: Vector3, epsilon: number): boolean { var dot = Vector3.Dot(this.normal, direction); return (dot <= epsilon); } public signedDistanceTo(point: Vector3): number { return Vector3.Dot(point, this.normal) + this.d; } // Statics static FromArray(array: number[]): Plane { return new Plane(array[0], array[1], array[2], array[3]); } static FromPoints(point1, point2, point3): Plane { var result = new Plane(0, 0, 0, 0); result.copyFromPoints(point1, point2, point3); return result; } static FromPositionAndNormal(origin: Vector3, normal: Vector3): Plane { var result = new Plane(0, 0, 0, 0); normal.normalize(); result.normal = normal; result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z); return result; } static SignedDistanceToPlaneFromPositionAndNormal(origin: Vector3, normal: Vector3, point: Vector3): number { var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z); return Vector3.Dot(point, normal) + d; } } export class Viewport { constructor(public x: number, public y: number, public width: number, public height: number) { } public toGlobal(engine): Viewport { var width = engine.getRenderWidth(); var height = engine.getRenderHeight(); return new Viewport(this.x * width, this.y * height, this.width * width, this.height * height); } } export class Frustum { public static GetPlanes(transform: Matrix): Plane[] { var frustumPlanes = []; for (var index = 0; index < 6; index++) { frustumPlanes.push(new Plane(0, 0, 0, 0)); } Frustum.GetPlanesToRef(transform, frustumPlanes); return frustumPlanes; } public static GetPlanesToRef(transform: Matrix, frustumPlanes: Plane[]): void { // Near frustumPlanes[0].normal.x = transform.m[3] + transform.m[2]; frustumPlanes[0].normal.y = transform.m[7] + transform.m[6]; frustumPlanes[0].normal.z = transform.m[10] + transform.m[10]; frustumPlanes[0].d = transform.m[15] + transform.m[14]; frustumPlanes[0].normalize(); // Far frustumPlanes[1].normal.x = transform.m[3] - transform.m[2]; frustumPlanes[1].normal.y = transform.m[7] - transform.m[6]; frustumPlanes[1].normal.z = transform.m[11] - transform.m[10]; frustumPlanes[1].d = transform.m[15] - transform.m[14]; frustumPlanes[1].normalize(); // Left frustumPlanes[2].normal.x = transform.m[3] + transform.m[0]; frustumPlanes[2].normal.y = transform.m[7] + transform.m[4]; frustumPlanes[2].normal.z = transform.m[11] + transform.m[8]; frustumPlanes[2].d = transform.m[15] + transform.m[12]; frustumPlanes[2].normalize(); // Right frustumPlanes[3].normal.x = transform.m[3] - transform.m[0]; frustumPlanes[3].normal.y = transform.m[7] - transform.m[4]; frustumPlanes[3].normal.z = transform.m[11] - transform.m[8]; frustumPlanes[3].d = transform.m[15] - transform.m[12]; frustumPlanes[3].normalize(); // Top frustumPlanes[4].normal.x = transform.m[3] - transform.m[1]; frustumPlanes[4].normal.y = transform.m[7] - transform.m[5]; frustumPlanes[4].normal.z = transform.m[11] - transform.m[9]; frustumPlanes[4].d = transform.m[15] - transform.m[13]; frustumPlanes[4].normalize(); // Bottom frustumPlanes[5].normal.x = transform.m[3] + transform.m[1]; frustumPlanes[5].normal.y = transform.m[7] + transform.m[5]; frustumPlanes[5].normal.z = transform.m[11] + transform.m[9]; frustumPlanes[5].d = transform.m[15] + transform.m[13]; frustumPlanes[5].normalize(); } } export class Ray { private _edge1: Vector3; private _edge2: Vector3; private _pvec: Vector3; private _tvec: Vector3; private _qvec: Vector3; constructor(public origin: Vector3, public direction: Vector3, public length: number = Number.MAX_VALUE) { } // Methods public intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean { var d = 0.0; var maxValue = Number.MAX_VALUE; if (Math.abs(this.direction.x) < 0.0000001) { if (this.origin.x < minimum.x || this.origin.x > maximum.x) { return false; } } else { var inv = 1.0 / this.direction.x; var min = (minimum.x - this.origin.x) * inv; var max = (maximum.x - this.origin.x) * inv; if (max === -Infinity) { max = Infinity; } if (min > max) { var temp = min; min = max; max = temp; } d = Math.max(min, d); maxValue = Math.min(max, maxValue); if (d > maxValue) { return false; } } if (Math.abs(this.direction.y) < 0.0000001) { if (this.origin.y < minimum.y || this.origin.y > maximum.y) { return false; } } else { inv = 1.0 / this.direction.y; min = (minimum.y - this.origin.y) * inv; max = (maximum.y - this.origin.y) * inv; if (max === -Infinity) { max = Infinity; } if (min > max) { temp = min; min = max; max = temp; } d = Math.max(min, d); maxValue = Math.min(max, maxValue); if (d > maxValue) { return false; } } if (Math.abs(this.direction.z) < 0.0000001) { if (this.origin.z < minimum.z || this.origin.z > maximum.z) { return false; } } else { inv = 1.0 / this.direction.z; min = (minimum.z - this.origin.z) * inv; max = (maximum.z - this.origin.z) * inv; if (max === -Infinity) { max = Infinity; } if (min > max) { temp = min; min = max; max = temp; } d = Math.max(min, d); maxValue = Math.min(max, maxValue); if (d > maxValue) { return false; } } return true; } public intersectsBox(box: BoundingBox): boolean { return this.intersectsBoxMinMax(box.minimum, box.maximum); } public intersectsSphere(sphere): boolean { var x = sphere.center.x - this.origin.x; var y = sphere.center.y - this.origin.y; var z = sphere.center.z - this.origin.z; var pyth = (x * x) + (y * y) + (z * z); var rr = sphere.radius * sphere.radius; if (pyth <= rr) { return true; } var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z); if (dot < 0.0) { return false; } var temp = pyth - (dot * dot); return temp <= rr; } public intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo { if (!this._edge1) { this._edge1 = Vector3.Zero(); this._edge2 = Vector3.Zero(); this._pvec = Vector3.Zero(); this._tvec = Vector3.Zero(); this._qvec = Vector3.Zero(); } vertex1.subtractToRef(vertex0, this._edge1); vertex2.subtractToRef(vertex0, this._edge2); Vector3.CrossToRef(this.direction, this._edge2, this._pvec); var det = Vector3.Dot(this._edge1, this._pvec); if (det === 0) { return null; } var invdet = 1 / det; this.origin.subtractToRef(vertex0, this._tvec); var bu = Vector3.Dot(this._tvec, this._pvec) * invdet; if (bu < 0 || bu > 1.0) { return null; } Vector3.CrossToRef(this._tvec, this._edge1, this._qvec); var bv = Vector3.Dot(this.direction, this._qvec) * invdet; if (bv < 0 || bu + bv > 1.0) { return null; } //check if the distance is longer than the predefined length. var distance = Vector3.Dot(this._edge2, this._qvec) * invdet; if (distance > this.length) { return null; } return new IntersectionInfo(bu, bv, distance); } // Statics public static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray { var start = Vector3.Unproject(new Vector3(x, y, 0), viewportWidth, viewportHeight, world, view, projection); var end = Vector3.Unproject(new Vector3(x, y, 1), viewportWidth, viewportHeight, world, view, projection); var direction = end.subtract(start); direction.normalize(); return new Ray(start, direction); } /** * Function will create a new transformed ray starting from origin and ending at the end point. Ray's length will be set, and ray will be * transformed to the given world matrix. * @param origin The origin point * @param end The end point * @param world a matrix to transform the ray to. Default is the identity matrix. */ public static CreateNewFromTo(origin: Vector3, end: Vector3, world: Matrix = Matrix.Identity()): Ray { var direction = end.subtract(origin); var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z)); direction.normalize(); return Ray.Transform(new Ray(origin, direction, length), world); } public static Transform(ray: Ray, matrix: Matrix): Ray { var newOrigin = Vector3.TransformCoordinates(ray.origin, matrix); var newDirection = Vector3.TransformNormal(ray.direction, matrix); return new Ray(newOrigin, newDirection, ray.length); } } export enum Space { LOCAL = 0, WORLD = 1 } export class Axis { public static X: Vector3 = new Vector3(1, 0, 0); public static Y: Vector3 = new Vector3(0, 1, 0); public static Z: Vector3 = new Vector3(0, 0, 1); }; export class BezierCurve { public static interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number { // Extract X (which is equal to time here) var f0 = 1 - 3 * x2 + 3 * x1; var f1 = 3 * x2 - 6 * x1; var f2 = 3 * x1; var refinedT = t; for (var i = 0; i < 5; i++) { var refinedT2 = refinedT * refinedT; var refinedT3 = refinedT2 * refinedT; var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT; var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2); refinedT -= (x - t) * slope; refinedT = Math.min(1, Math.max(0, refinedT)); } // Resolve cubic bezier for the given x return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 + 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 + Math.pow(refinedT, 3); } } export enum Orientation { CW = 0, CCW = 1 } export class Angle { private _radians: number; constructor(radians: number) { this._radians = radians; if (this._radians < 0) this._radians += (2 * Math.PI); } public degrees = () => this._radians * 180 / Math.PI; public radians = () => this._radians; public static BetweenTwoPoints(a: Vector2, b: Vector2): Angle { var delta = b.subtract(a); var theta = Math.atan2(delta.y, delta.x); return new Angle(theta); } public static FromRadians(radians: number): Angle { return new Angle(radians); } public static FromDegrees(degrees: number): Angle { return new Angle(degrees * Math.PI / 180); } } export class Arc2 { centerPoint: Vector2; radius: number; angle: Angle; startAngle: Angle; orientation: Orientation; constructor(public startPoint: Vector2, public midPoint: Vector2, public endPoint: Vector2) { var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2); var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.; var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.; var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y); this.centerPoint = new Vector2( (startToMid * (midPoint.y - endPoint.y) - midToEnd * (startPoint.y - midPoint.y)) / det, ((startPoint.x - midPoint.x) * midToEnd - (midPoint.x - endPoint.x) * startToMid) / det ); this.radius = this.centerPoint.subtract(this.startPoint).length(); this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint); var a1 = this.startAngle.degrees(); var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees(); var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees(); // angles correction if (a2 - a1 > +180.0) a2 -= 360.0; if (a2 - a1 < -180.0) a2 += 360.0; if (a3 - a2 > +180.0) a3 -= 360.0; if (a3 - a2 < -180.0) a3 += 360.0; this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW; this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1); } } export class PathCursor { private _onchange = new Array<(cursor: PathCursor) => void>(); value: number = 0; animations = new Array(); constructor(private path: Path2) { } public getPoint(): Vector3 { var point = this.path.getPointAtLengthPosition(this.value); return new Vector3(point.x, 0, point.y); } public moveAhead(step: number = 0.002): PathCursor { this.move(step); return this; } public moveBack(step: number = 0.002): PathCursor { this.move(-step); return this; } public move(step: number): PathCursor { if (Math.abs(step) > 1) { throw "step size should be less than 1."; } this.value += step; this.ensureLimits(); this.raiseOnChange(); return this; } private ensureLimits(): PathCursor { while (this.value > 1) { this.value -= 1; } while (this.value < 0) { this.value += 1; } return this; } // used by animation engine private markAsDirty(propertyName: string): PathCursor { this.ensureLimits(); this.raiseOnChange(); return this; } private raiseOnChange(): PathCursor { this._onchange.forEach(f => f(this)); return this; } public onchange(f: (cursor: PathCursor) => void): PathCursor { this._onchange.push(f); return this; } } export class Path2 { private _points = new Array(); private _length = 0; public closed = false; constructor(x: number, y: number) { this._points.push(new Vector2(x, y)); } public addLineTo(x: number, y: number): Path2 { if (closed) { Tools.Error("cannot add lines to closed paths"); return this; } var newPoint = new Vector2(x, y); var previousPoint = this._points[this._points.length - 1]; this._points.push(newPoint); this._length += newPoint.subtract(previousPoint).length(); return this; } public addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments = 36): Path2 { if (closed) { Tools.Error("cannot add arcs to closed paths"); return this; } var startPoint = this._points[this._points.length - 1]; var midPoint = new Vector2(midX, midY); var endPoint = new Vector2(endX, endY); var arc = new Arc2(startPoint, midPoint, endPoint); var increment = arc.angle.radians() / numberOfSegments; if (arc.orientation === Orientation.CW) increment *= -1; var currentAngle = arc.startAngle.radians() + increment; for (var i = 0; i < numberOfSegments; i++) { var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x; var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y; this.addLineTo(x, y); currentAngle += increment; } return this; } public close(): Path2 { this.closed = true; return this; } public length(): number { var result = this._length; if (!this.closed) { var lastPoint = this._points[this._points.length - 1]; var firstPoint = this._points[0]; result += (firstPoint.subtract(lastPoint).length()); } return result; } public getPoints(): Vector2[] { return this._points; } public getPointAtLengthPosition(normalizedLengthPosition: number): Vector2 { if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) { Tools.Error("normalized length position should be between 0 and 1."); return Vector2.Zero(); } var lengthPosition = normalizedLengthPosition * this.length(); var previousOffset = 0; for (var i = 0; i < this._points.length; i++) { var j = (i + 1) % this._points.length; var a = this._points[i]; var b = this._points[j]; var bToA = b.subtract(a); var nextOffset = (bToA.length() + previousOffset); if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) { var dir = bToA.normalize(); var localOffset = lengthPosition - previousOffset; return new Vector2( a.x + (dir.x * localOffset), a.y + (dir.y * localOffset) ); } previousOffset = nextOffset; } Tools.Error("internal error"); return Vector2.Zero(); } public static StartingAt(x: number, y: number): Path2 { return new Path2(x, y); } } export class Path3D { private _curve = new Array(); private _distances = new Array(); private _tangents = new Array(); private _normals = new Array(); private _binormals = new Array(); constructor(public path: Vector3[]) { this._curve = path.slice(); // copy array var l = this._curve.length; // first and last tangents this._tangents[0] = this._curve[1].subtract(this._curve[0]); this._tangents[0].normalize(); this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]); this._tangents[l - 1].normalize(); // normals and binormals at first point : arbitrary vector with _normalVector() var tg0 = this._tangents[0]; var pp0 = this._normalVector(this._curve[0], tg0); this._normals[0] = pp0; this._normals[0].normalize(); this._binormals[0] = Vector3.Cross(tg0, this._normals[0]); this._normals[0].normalize(); this._distances[0] = 0; // normals and binormals : next points var prev: Vector3; // previous vector (segment) var cur: Vector3; // current vector (segment) var curTang: Vector3; // current tangent var prevNorm: Vector3; // previous normal var prevBinor: Vector3; // previous binormal for (var i = 1; i < l; i++) { // tangents prev = this._curve[i].subtract(this._curve[i - 1]); if (i < l - 1) { cur = this._curve[i + 1].subtract(this._curve[i]); this._tangents[i] = prev.add(cur); this._tangents[i].normalize(); } this._distances[i] = this._distances[i - 1] + prev.length(); // normals and binormals // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html curTang = this._tangents[i]; prevNorm = this._normals[i - 1]; prevBinor = this._binormals[i - 1]; this._normals[i] = Vector3.Cross(prevBinor, curTang); this._normals[i].normalize(); this._binormals[i] = Vector3.Cross(curTang, this._normals[i]); this._binormals[i].normalize(); } } public getCurve(): Vector3[] { return this._curve; } public getTangents(): Vector3[] { return this._tangents; } public getNormals(): Vector3[] { return this._normals; } public getBinormals(): Vector3[] { return this._binormals; } public getDistances(): number[] { return this._distances; } // private function normalVector(v0, vt) : // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane private _normalVector(v0: Vector3, vt: Vector3): Vector3 { var point: Vector3; if (vt.x !== 1) { // search for a point in the plane point = new Vector3(1, 0, 0); } else if (vt.y !== 1) { point = new Vector3(0, 1, 0); } else if (vt.z !== 1) { point = new Vector3(0, 0, 1); } var normal0: Vector3 = Vector3.Cross(vt, point); normal0.normalize(); return normal0; } } export class Curve3 { private _points: Vector3[]; // QuadraticBezier(origin_V3, control_V3, destination_V3 ) public static QuadraticBezier(v0: Vector3, v1: Vector3, v2: Vector3, nbPoints: number): Curve3 { nbPoints = nbPoints > 2 ? nbPoints : 3; var bez = new Array(); var step = 1 / nbPoints; var equation = (t: number, val0: number, val1: number, val2: number) => { var res = (1 - t) * (1 - t) * val0 + 2 * t * (1 - t) * val1 + t * t * val2; return res; } for (var i = 0; i <= 1; i += step) { bez.push(new Vector3(equation(i, v0.x, v1.x, v2.x), equation(i, v0.y, v1.y, v2.y), equation(i, v0.z, v1.z, v2.z))); } return new Curve3(bez); } // CubicBezier(origin_V3, control1_V3, control2_V3, destination_V3) public static CubicBezier(v0: Vector3, v1: Vector3, v2: Vector3, v3: Vector3, nbPoints: number): Curve3 { nbPoints = nbPoints > 3 ? nbPoints : 4; var bez = new Array(); var step = 1 / nbPoints; var equation = (t: number, val0: number, val1: number, val2: number, val3: number) => { var res = (1 - t) * (1 - t) * (1 - t) * val0 + 3 * t * (1 - t) * (1 - t) * val1 + 3 * t * t * (1 - t) * val2 + t * t * t * val3; return res; } for (var i = 0; i <= 1; i += step) { bez.push(new Vector3(equation(i, v0.x, v1.x, v2.x, v3.x), equation(i, v0.y, v1.y, v2.y, v3.y), equation(i, v0.z, v1.z, v2.z, v3.z))); } return new Curve3(bez); } constructor(points: Vector3[]) { this._points = points; } public getPoints() { return this._points; } } // SIMD if (window.SIMD !== undefined) { // Replace functions Matrix.prototype.multiplyToArray = Matrix.prototype.multiplyToArraySIMD; } }