babylon.math.ts 76 KB

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  1. module BABYLON {
  2. export class Color3 {
  3. constructor(public r: number = 0, public g: number = 0, public b: number = 0) {
  4. }
  5. public toString(): string {
  6. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  7. }
  8. // Operators
  9. public toArray(array: number[], index?: number): void {
  10. if (index === undefined) {
  11. index = 0;
  12. }
  13. array[index] = this.r;
  14. array[index + 1] = this.g;
  15. array[index + 2] = this.b;
  16. }
  17. public toColor4(alpha = 1): Color4 {
  18. return new Color4(this.r, this.g, this.b, alpha);
  19. }
  20. public asArray(): number[] {
  21. var result = [];
  22. this.toArray(result, 0);
  23. return result;
  24. }
  25. public toLuminance(): number {
  26. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  27. }
  28. public multiply(otherColor: Color3): Color3 {
  29. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  30. }
  31. public multiplyToRef(otherColor: Color3, result: Color3): void {
  32. result.r = this.r * otherColor.r;
  33. result.g = this.g * otherColor.g;
  34. result.b = this.b * otherColor.b;
  35. }
  36. public equals(otherColor: Color3): boolean {
  37. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  38. }
  39. public scale(scale: number): Color3 {
  40. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  41. }
  42. public scaleToRef(scale: number, result: Color3): void {
  43. result.r = this.r * scale;
  44. result.g = this.g * scale;
  45. result.b = this.b * scale;
  46. }
  47. public add(otherColor: Color3): Color3 {
  48. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  49. }
  50. public addToRef(otherColor: Color3, result: Color3): void {
  51. result.r = this.r + otherColor.r;
  52. result.g = this.g + otherColor.g;
  53. result.b = this.b + otherColor.b;
  54. }
  55. public subtract(otherColor: Color3): Color3 {
  56. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  57. }
  58. public subtractToRef(otherColor: Color3, result: Color3): void {
  59. result.r = this.r - otherColor.r;
  60. result.g = this.g - otherColor.g;
  61. result.b = this.b - otherColor.b;
  62. }
  63. public clone(): Color3 {
  64. return new Color3(this.r, this.g, this.b);
  65. }
  66. public copyFrom(source: Color3): void {
  67. this.r = source.r;
  68. this.g = source.g;
  69. this.b = source.b;
  70. }
  71. public copyFromFloats(r: number, g: number, b: number): void {
  72. this.r = r;
  73. this.g = g;
  74. this.b = b;
  75. }
  76. // Statics
  77. public static FromArray(array: number[]): Color3 {
  78. return new Color3(array[0], array[1], array[2]);
  79. }
  80. public static FromInts(r: number, g: number, b: number): Color3 {
  81. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  82. }
  83. public static Lerp(start: Color3, end: Color3, amount: number): Color3 {
  84. var r = start.r + ((end.r - start.r) * amount);
  85. var g = start.g + ((end.g - start.g) * amount);
  86. var b = start.b + ((end.b - start.b) * amount);
  87. return new Color3(r, g, b);
  88. }
  89. public static Red(): Color3 { return new Color3(1, 0, 0); }
  90. public static Green(): Color3 { return new Color3(0, 1, 0); }
  91. public static Blue(): Color3 { return new Color3(0, 0, 1); }
  92. public static Black(): Color3 { return new Color3(0, 0, 0); }
  93. public static White(): Color3 { return new Color3(1, 1, 1); }
  94. public static Purple(): Color3 { return new Color3(0.5, 0, 0.5); }
  95. public static Magenta(): Color3 { return new Color3(1, 0, 1); }
  96. public static Yellow(): Color3 { return new Color3(1, 1, 0); }
  97. public static Gray(): Color3 { return new Color3(0.5, 0.5, 0.5); }
  98. }
  99. export class Color4 {
  100. constructor(public r: number, public g: number, public b: number, public a: number) {
  101. }
  102. // Operators
  103. public addInPlace(right) {
  104. this.r += right.r;
  105. this.g += right.g;
  106. this.b += right.b;
  107. this.a += right.a;
  108. }
  109. public asArray(): number[] {
  110. var result = [];
  111. this.toArray(result, 0);
  112. return result;
  113. }
  114. public toArray(array: number[], index?: number): void {
  115. if (index === undefined) {
  116. index = 0;
  117. }
  118. array[index] = this.r;
  119. array[index + 1] = this.g;
  120. array[index + 2] = this.b;
  121. array[index + 3] = this.a;
  122. }
  123. public add(right: Color4): Color4 {
  124. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  125. }
  126. public subtract(right: Color4): Color4 {
  127. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  128. }
  129. public subtractToRef(right: Color4, result: Color4): void {
  130. result.r = this.r - right.r;
  131. result.g = this.g - right.g;
  132. result.b = this.b - right.b;
  133. result.a = this.a - right.a;
  134. }
  135. public scale(scale: number): Color4 {
  136. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  137. }
  138. public scaleToRef(scale: number, result: Color4): void {
  139. result.r = this.r * scale;
  140. result.g = this.g * scale;
  141. result.b = this.b * scale;
  142. result.a = this.a * scale;
  143. }
  144. public toString(): string {
  145. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  146. }
  147. public clone(): Color4 {
  148. return new Color4(this.r, this.g, this.b, this.a);
  149. }
  150. // Statics
  151. public static Lerp(left: Color4, right: Color4, amount: number): Color4 {
  152. var result = new Color4(0, 0, 0, 0);
  153. BABYLON.Color4.LerpToRef(left, right, amount, result);
  154. return result;
  155. }
  156. public static LerpToRef(left: Color4, right: Color4, amount: number, result: Color4): void {
  157. result.r = left.r + (right.r - left.r) * amount;
  158. result.g = left.g + (right.g - left.g) * amount;
  159. result.b = left.b + (right.b - left.b) * amount;
  160. result.a = left.a + (right.a - left.a) * amount;
  161. }
  162. public static FromArray(array: number[], offset: number = 0): Color4 {
  163. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  164. }
  165. public static FromInts(r: number, g: number, b: number, a: number): Color4 {
  166. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  167. }
  168. }
  169. export class Vector2 {
  170. constructor(public x: number, public y: number) {
  171. }
  172. public toString(): string {
  173. return "{X: " + this.x + " Y:" + this.y + "}";
  174. }
  175. // Operators
  176. public toArray(array: number[], index?: number): void {
  177. if (index === undefined) {
  178. index = 0;
  179. }
  180. array[index] = this.x;
  181. array[index + 1] = this.y;
  182. }
  183. public asArray(): number[] {
  184. var result = [];
  185. this.toArray(result, 0);
  186. return result;
  187. }
  188. public copyFrom(source: Vector2): void {
  189. this.x = source.x;
  190. this.y = source.y;
  191. }
  192. public copyFromFloats(x: number, y: number): void {
  193. this.x = x;
  194. this.y = y;
  195. }
  196. public add(otherVector: Vector2): Vector2 {
  197. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  198. }
  199. public addVector3(otherVector: Vector3): Vector2 {
  200. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  201. }
  202. public subtract(otherVector: Vector2): Vector2 {
  203. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  204. }
  205. public multiplyInPlace(otherVector: Vector2): void {
  206. this.x *= otherVector.x;
  207. this.y *= otherVector.y;
  208. }
  209. public multiply(otherVector: Vector2): Vector2 {
  210. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  211. }
  212. public multiplyToRef(otherVector: Vector2, result: Vector2): void {
  213. result.x = this.x * otherVector.x;
  214. result.y = this.y * otherVector.y;
  215. }
  216. public multiplyByFloats(x: number, y: number): Vector2 {
  217. return new Vector2(this.x * x, this.y * y);
  218. }
  219. public divide(otherVector: Vector2): Vector2 {
  220. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  221. }
  222. public divideToRef(otherVector: Vector2, result: Vector2): void {
  223. result.x = this.x / otherVector.x;
  224. result.y = this.y / otherVector.y;
  225. }
  226. public negate(): Vector2 {
  227. return new Vector2(-this.x, -this.y);
  228. }
  229. public scaleInPlace(scale: number): void {
  230. this.x *= scale;
  231. this.y *= scale;
  232. return this;
  233. }
  234. public scale(scale: number): Vector2 {
  235. return new Vector2(this.x * scale, this.y * scale);
  236. }
  237. public equals(otherVector: Vector2): boolean {
  238. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  239. }
  240. // Properties
  241. public length(): number {
  242. return Math.sqrt(this.x * this.x + this.y * this.y);
  243. }
  244. public lengthSquared(): number {
  245. return (this.x * this.x + this.y * this.y);
  246. }
  247. // Methods
  248. public normalize(): void {
  249. var len = this.length();
  250. if (len === 0)
  251. return;
  252. var num = 1.0 / len;
  253. this.x *= num;
  254. this.y *= num;
  255. return this;
  256. }
  257. public clone(): Vector2 {
  258. return new Vector2(this.x, this.y);
  259. }
  260. // Statics
  261. public static Zero(): Vector2 {
  262. return new Vector2(0, 0);
  263. }
  264. public static FromArray(array: number[], offset?: number): Vector2 {
  265. if (!offset) {
  266. offset = 0;
  267. }
  268. return new Vector2(array[offset], array[offset + 1]);
  269. }
  270. public static FromArrayToRef(array: number[], offset: number, result: Vector2): void {
  271. result.x = array[offset];
  272. result.y = array[offset + 1];
  273. }
  274. public static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2 {
  275. var squared = amount * amount;
  276. var cubed = amount * squared;
  277. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  278. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  279. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  280. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  281. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  282. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  283. return new Vector2(x, y);
  284. }
  285. public static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2 {
  286. var x = value.x;
  287. x = (x > max.x) ? max.x : x;
  288. x = (x < min.x) ? min.x : x;
  289. var y = value.y;
  290. y = (y > max.y) ? max.y : y;
  291. y = (y < min.y) ? min.y : y;
  292. return new Vector2(x, y);
  293. }
  294. public static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2 {
  295. var squared = amount * amount;
  296. var cubed = amount * squared;
  297. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  298. var part2 = (-2.0 * cubed) + (3.0 * squared);
  299. var part3 = (cubed - (2.0 * squared)) + amount;
  300. var part4 = cubed - squared;
  301. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  302. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  303. return new Vector2(x, y);
  304. }
  305. public static Lerp(start: Vector2, end: Vector2, amount: number): Vector2 {
  306. var x = start.x + ((end.x - start.x) * amount);
  307. var y = start.y + ((end.y - start.y) * amount);
  308. return new Vector2(x, y);
  309. }
  310. public static Dot(left: Vector2, right: Vector2): number {
  311. return left.x * right.x + left.y * right.y;
  312. }
  313. public static Normalize(vector: Vector2): Vector2 {
  314. var newVector = vector.clone();
  315. newVector.normalize();
  316. return newVector;
  317. }
  318. public static Minimize(left: Vector2, right: Vector2): Vector2 {
  319. var x = (left.x < right.x) ? left.x : right.x;
  320. var y = (left.y < right.y) ? left.y : right.y;
  321. return new Vector2(x, y);
  322. }
  323. public static Maximize(left: Vector2, right: Vector2): Vector2 {
  324. var x = (left.x > right.x) ? left.x : right.x;
  325. var y = (left.y > right.y) ? left.y : right.y;
  326. return new Vector2(x, y);
  327. }
  328. public static Transform(vector: Vector2, transformation: Matrix): Vector2 {
  329. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]);
  330. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]);
  331. return new Vector2(x, y);
  332. }
  333. public static Distance(value1: Vector2, value2: Vector2): number {
  334. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  335. }
  336. public static DistanceSquared(value1: Vector2, value2: Vector2): number {
  337. var x = value1.x - value2.x;
  338. var y = value1.y - value2.y;
  339. return (x * x) + (y * y);
  340. }
  341. }
  342. export class Vector3 {
  343. constructor(public x: number, public y: number, public z: number) {
  344. }
  345. public toString(): string {
  346. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  347. }
  348. // Operators
  349. public asArray(): number[] {
  350. var result = [];
  351. this.toArray(result, 0);
  352. return result;
  353. }
  354. public toArray(array: number[], index?: number): void {
  355. if (index === undefined) {
  356. index = 0;
  357. }
  358. array[index] = this.x;
  359. array[index + 1] = this.y;
  360. array[index + 2] = this.z;
  361. }
  362. public addInPlace(otherVector: Vector3): void {
  363. this.x += otherVector.x;
  364. this.y += otherVector.y;
  365. this.z += otherVector.z;
  366. }
  367. public add(otherVector: Vector3): Vector3 {
  368. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  369. }
  370. public addToRef(otherVector: Vector3, result: Vector3): void {
  371. result.x = this.x + otherVector.x;
  372. result.y = this.y + otherVector.y;
  373. result.z = this.z + otherVector.z;
  374. }
  375. public subtractInPlace(otherVector: Vector3): void {
  376. this.x -= otherVector.x;
  377. this.y -= otherVector.y;
  378. this.z -= otherVector.z;
  379. }
  380. public subtract(otherVector: Vector3): Vector3 {
  381. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  382. }
  383. public subtractToRef(otherVector: Vector3, result: Vector3): void {
  384. result.x = this.x - otherVector.x;
  385. result.y = this.y - otherVector.y;
  386. result.z = this.z - otherVector.z;
  387. }
  388. public subtractFromFloats(x: number, y: number, z: number): Vector3 {
  389. return new Vector3(this.x - x, this.y - y, this.z - z);
  390. }
  391. public subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): void {
  392. result.x = this.x - x;
  393. result.y = this.y - y;
  394. result.z = this.z - z;
  395. }
  396. public negate(): Vector3 {
  397. return new Vector3(-this.x, -this.y, -this.z);
  398. }
  399. public scaleInPlace(scale: number): void {
  400. this.x *= scale;
  401. this.y *= scale;
  402. this.z *= scale;
  403. return this;
  404. }
  405. public scale(scale: number): Vector3 {
  406. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  407. }
  408. public scaleToRef(scale: number, result: Vector3) {
  409. result.x = this.x * scale;
  410. result.y = this.y * scale;
  411. result.z = this.z * scale;
  412. }
  413. public equals(otherVector: Vector3): boolean {
  414. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  415. }
  416. public equalsWithEpsilon(otherVector: Vector3): boolean {
  417. return Math.abs(this.x - otherVector.x) < Engine.Epsilon &&
  418. Math.abs(this.y - otherVector.y) < Engine.Epsilon &&
  419. Math.abs(this.z - otherVector.z) < Engine.Epsilon;
  420. }
  421. public equalsToFloats(x: number, y: number, z: number): boolean {
  422. return this.x === x && this.y === y && this.z === z;
  423. }
  424. public multiplyInPlace(otherVector: Vector3): void {
  425. this.x *= otherVector.x;
  426. this.y *= otherVector.y;
  427. this.z *= otherVector.z;
  428. }
  429. public multiply(otherVector: Vector3): Vector3 {
  430. return new Vector3(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  431. }
  432. public multiplyToRef(otherVector: Vector3, result: Vector3): void {
  433. result.x = this.x * otherVector.x;
  434. result.y = this.y * otherVector.y;
  435. result.z = this.z * otherVector.z;
  436. }
  437. public multiplyByFloats(x: number, y: number, z: number): Vector3 {
  438. return new Vector3(this.x * x, this.y * y, this.z * z);
  439. }
  440. public divide(otherVector: Vector3): Vector3 {
  441. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  442. }
  443. public divideToRef(otherVector: Vector3, result: Vector3): void {
  444. result.x = this.x / otherVector.x;
  445. result.y = this.y / otherVector.y;
  446. result.z = this.z / otherVector.z;
  447. }
  448. public MinimizeInPlace(other: Vector3): void {
  449. if (other.x < this.x) this.x = other.x;
  450. if (other.y < this.y) this.y = other.y;
  451. if (other.z < this.z) this.z = other.z;
  452. }
  453. public MaximizeInPlace(other: Vector3): void {
  454. if (other.x > this.x) this.x = other.x;
  455. if (other.y > this.y) this.y = other.y;
  456. if (other.z > this.z) this.z = other.z;
  457. }
  458. // Properties
  459. public length(): number {
  460. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  461. }
  462. public lengthSquared(): number {
  463. return (this.x * this.x + this.y * this.y + this.z * this.z);
  464. }
  465. // Methods
  466. public normalize(): void {
  467. var len = this.length();
  468. if (len === 0)
  469. return;
  470. var num = 1.0 / len;
  471. this.x *= num;
  472. this.y *= num;
  473. this.z *= num;
  474. return this;
  475. }
  476. public clone(): Vector3 {
  477. return new Vector3(this.x, this.y, this.z);
  478. }
  479. public copyFrom(source: Vector3): void {
  480. this.x = source.x;
  481. this.y = source.y;
  482. this.z = source.z;
  483. }
  484. public copyFromFloats(x: number, y: number, z: number): void {
  485. this.x = x;
  486. this.y = y;
  487. this.z = z;
  488. }
  489. // Statics
  490. public static FromArray(array: number[], offset?: number): Vector3 {
  491. if (!offset) {
  492. offset = 0;
  493. }
  494. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  495. }
  496. public static FromArrayToRef(array: number[], offset: number, result: Vector3): void {
  497. result.x = array[offset];
  498. result.y = array[offset + 1];
  499. result.z = array[offset + 2];
  500. }
  501. public static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector3): void {
  502. result.x = array[offset];
  503. result.y = array[offset + 1];
  504. result.z = array[offset + 2];
  505. }
  506. public static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void {
  507. result.x = x;
  508. result.y = y;
  509. result.z = z;
  510. }
  511. public static Zero(): Vector3 {
  512. return new Vector3(0, 0, 0);
  513. }
  514. public static Up(): Vector3 {
  515. return new Vector3(0, 1.0, 0);
  516. }
  517. public static TransformCoordinates(vector: Vector3, transformation: Matrix): Vector3 {
  518. var result = Vector3.Zero();
  519. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  520. return result;
  521. }
  522. public static TransformCoordinatesToRef(vector: Vector3, transformation: Matrix, result: Vector3): void {
  523. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]) + transformation.m[12];
  524. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]) + transformation.m[13];
  525. var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]) + transformation.m[14];
  526. var w = (vector.x * transformation.m[3]) + (vector.y * transformation.m[7]) + (vector.z * transformation.m[11]) + transformation.m[15];
  527. result.x = x / w;
  528. result.y = y / w;
  529. result.z = z / w;
  530. }
  531. public static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void {
  532. var rx = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]) + transformation.m[12];
  533. var ry = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]) + transformation.m[13];
  534. var rz = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]) + transformation.m[14];
  535. var rw = (x * transformation.m[3]) + (y * transformation.m[7]) + (z * transformation.m[11]) + transformation.m[15];
  536. result.x = rx / rw;
  537. result.y = ry / rw;
  538. result.z = rz / rw;
  539. }
  540. public static TransformNormal(vector: Vector3, transformation: Matrix): Vector3 {
  541. var result = Vector3.Zero();
  542. Vector3.TransformNormalToRef(vector, transformation, result);
  543. return result;
  544. }
  545. public static TransformNormalToRef(vector: Vector3, transformation: Matrix, result: Vector3): void {
  546. result.x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]);
  547. result.y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]);
  548. result.z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]);
  549. }
  550. public static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void {
  551. result.x = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]);
  552. result.y = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]);
  553. result.z = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]);
  554. }
  555. public static CatmullRom(value1: Vector3, value2: Vector3, value3: Vector3, value4: Vector3, amount: number): Vector3 {
  556. var squared = amount * amount;
  557. var cubed = amount * squared;
  558. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  559. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  560. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  561. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  562. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  563. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  564. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  565. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  566. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  567. return new Vector3(x, y, z);
  568. }
  569. public static Clamp(value: Vector3, min: Vector3, max: Vector3): Vector3 {
  570. var x = value.x;
  571. x = (x > max.x) ? max.x : x;
  572. x = (x < min.x) ? min.x : x;
  573. var y = value.y;
  574. y = (y > max.y) ? max.y : y;
  575. y = (y < min.y) ? min.y : y;
  576. var z = value.z;
  577. z = (z > max.z) ? max.z : z;
  578. z = (z < min.z) ? min.z : z;
  579. return new Vector3(x, y, z);
  580. }
  581. public static Hermite(value1: Vector3, tangent1: Vector3, value2: Vector3, tangent2: Vector3, amount: number): Vector3 {
  582. var squared = amount * amount;
  583. var cubed = amount * squared;
  584. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  585. var part2 = (-2.0 * cubed) + (3.0 * squared);
  586. var part3 = (cubed - (2.0 * squared)) + amount;
  587. var part4 = cubed - squared;
  588. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  589. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  590. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  591. return new Vector3(x, y, z);
  592. }
  593. public static Lerp(start: Vector3, end: Vector3, amount: number): Vector3 {
  594. var x = start.x + ((end.x - start.x) * amount);
  595. var y = start.y + ((end.y - start.y) * amount);
  596. var z = start.z + ((end.z - start.z) * amount);
  597. return new Vector3(x, y, z);
  598. }
  599. public static Dot(left: Vector3, right: Vector3): number {
  600. return (left.x * right.x + left.y * right.y + left.z * right.z);
  601. }
  602. public static Cross(left: Vector3, right: Vector3): Vector3 {
  603. var result = Vector3.Zero();
  604. Vector3.CrossToRef(left, right, result);
  605. return result;
  606. }
  607. public static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void {
  608. result.x = left.y * right.z - left.z * right.y;
  609. result.y = left.z * right.x - left.x * right.z;
  610. result.z = left.x * right.y - left.y * right.x;
  611. }
  612. public static Normalize(vector: Vector3): Vector3 {
  613. var result = Vector3.Zero();
  614. Vector3.NormalizeToRef(vector, result);
  615. return result;
  616. }
  617. public static NormalizeToRef(vector: Vector3, result: Vector3): void {
  618. result.copyFrom(vector);
  619. result.normalize();
  620. }
  621. public static Project(vector: Vector3, world: Matrix, transform: Matrix, viewport: Viewport): Vector3 {
  622. var cw = viewport.width;
  623. var ch = viewport.height;
  624. var cx = viewport.x;
  625. var cy = viewport.y;
  626. var viewportMatrix = BABYLON.Matrix.FromValues(
  627. cw / 2.0, 0, 0, 0,
  628. 0, -ch / 2.0, 0, 0,
  629. 0, 0, 1, 0,
  630. cx + cw / 2.0, ch / 2.0 + cy, 0, 1);
  631. var finalMatrix = world.multiply(transform).multiply(viewportMatrix);
  632. return Vector3.TransformCoordinates(vector, finalMatrix);
  633. }
  634. public static Unproject(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Vector3 {
  635. var matrix = world.multiply(view).multiply(projection);
  636. matrix.invert();
  637. source.x = source.x / viewportWidth * 2 - 1;
  638. source.y = -(source.y / viewportHeight * 2 - 1);
  639. var vector = BABYLON.Vector3.TransformCoordinates(source, matrix);
  640. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  641. if (BABYLON.Tools.WithinEpsilon(num, 1.0)) {
  642. vector = vector.scale(1.0 / num);
  643. }
  644. return vector;
  645. }
  646. public static Minimize(left: Vector3, right: Vector3): Vector3 {
  647. var min = left.clone();
  648. min.MinimizeInPlace(right);
  649. return min;
  650. }
  651. public static Maximize(left: Vector3, right: Vector3): Vector3 {
  652. var max = left.clone();
  653. max.MaximizeInPlace(right);
  654. return max;
  655. }
  656. public static Distance(value1: Vector3, value2: Vector3): number {
  657. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  658. }
  659. public static DistanceSquared(value1: Vector3, value2: Vector3): number {
  660. var x = value1.x - value2.x;
  661. var y = value1.y - value2.y;
  662. var z = value1.z - value2.z;
  663. return (x * x) + (y * y) + (z * z);
  664. }
  665. public static Center(value1: Vector3, value2: Vector3): Vector3 {
  666. var center = value1.add(value2);
  667. center.scaleInPlace(0.5);
  668. return center;
  669. }
  670. }
  671. export class Quaternion {
  672. constructor(public x: number = 0, public y: number = 0, public z: number = 0, public w: number = 1) {
  673. }
  674. public toString(): string {
  675. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  676. }
  677. public asArray(): number[] {
  678. return [this.x, this.y, this.z, this.w];
  679. }
  680. public equals(otherQuaternion: Quaternion): boolean {
  681. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  682. }
  683. public clone(): Quaternion {
  684. return new Quaternion(this.x, this.y, this.z, this.w);
  685. }
  686. public copyFrom(other: Quaternion): void {
  687. this.x = other.x;
  688. this.y = other.y;
  689. this.z = other.z;
  690. this.w = other.w;
  691. }
  692. public copyFromFloats(x: number, y: number, z: number, w: number): void {
  693. this.x = x;
  694. this.y = y;
  695. this.z = z;
  696. this.w = w;
  697. }
  698. public add(other: Quaternion): Quaternion {
  699. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  700. }
  701. public subtract(other: Quaternion): Quaternion {
  702. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  703. }
  704. public scale(value: number): Quaternion {
  705. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  706. }
  707. public multiply(q1: Quaternion): Quaternion {
  708. var result = new Quaternion(0, 0, 0, 1.0);
  709. this.multiplyToRef(q1, result);
  710. return result;
  711. }
  712. public multiplyToRef(q1: Quaternion, result: Quaternion): void {
  713. result.x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  714. result.y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  715. result.z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  716. result.w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  717. }
  718. public length(): number {
  719. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  720. }
  721. public normalize(): void {
  722. var length = 1.0 / this.length();
  723. this.x *= length;
  724. this.y *= length;
  725. this.z *= length;
  726. this.w *= length;
  727. }
  728. public toEulerAngles(): Vector3 {
  729. var result = Vector3.Zero();
  730. this.toEulerAnglesToRef(result);
  731. return result;
  732. }
  733. public toEulerAnglesToRef(result: Vector3): void {
  734. var qx = this.x;
  735. var qy = this.y;
  736. var qz = this.z;
  737. var qw = this.w;
  738. var sqx = qx * qx;
  739. var sqy = qy * qy;
  740. var sqz = qz * qz;
  741. var yaw = Math.atan2(2.0 * (qy * qw - qx * qz), 1.0 - 2.0 * (sqy + sqz));
  742. var pitch = Math.asin(2.0 * (qx * qy + qz * qw));
  743. var roll = Math.atan2(2.0 * (qx * qw - qy * qz), 1.0 - 2.0 * (sqx + sqz));
  744. var gimbaLockTest = qx * qy + qz * qw;
  745. if (gimbaLockTest > 0.499) {
  746. yaw = 2.0 * Math.atan2(qx, qw);
  747. roll = 0;
  748. } else if (gimbaLockTest < -0.499) {
  749. yaw = -2.0 * Math.atan2(qx, qw);
  750. roll = 0;
  751. }
  752. result.x = pitch;
  753. result.y = yaw;
  754. result.z = roll;
  755. }
  756. public toRotationMatrix(result: Matrix): void {
  757. var xx = this.x * this.x;
  758. var yy = this.y * this.y;
  759. var zz = this.z * this.z;
  760. var xy = this.x * this.y;
  761. var zw = this.z * this.w;
  762. var zx = this.z * this.x;
  763. var yw = this.y * this.w;
  764. var yz = this.y * this.z;
  765. var xw = this.x * this.w;
  766. result.m[0] = 1.0 - (2.0 * (yy + zz));
  767. result.m[1] = 2.0 * (xy + zw);
  768. result.m[2] = 2.0 * (zx - yw);
  769. result.m[3] = 0;
  770. result.m[4] = 2.0 * (xy - zw);
  771. result.m[5] = 1.0 - (2.0 * (zz + xx));
  772. result.m[6] = 2.0 * (yz + xw);
  773. result.m[7] = 0;
  774. result.m[8] = 2.0 * (zx + yw);
  775. result.m[9] = 2.0 * (yz - xw);
  776. result.m[10] = 1.0 - (2.0 * (yy + xx));
  777. result.m[11] = 0;
  778. result.m[12] = 0;
  779. result.m[13] = 0;
  780. result.m[14] = 0;
  781. result.m[15] = 1.0;
  782. }
  783. public fromRotationMatrix(matrix: Matrix): void {
  784. var data = matrix.m;
  785. var m11 = data[0], m12 = data[4], m13 = data[8];
  786. var m21 = data[1], m22 = data[5], m23 = data[9];
  787. var m31 = data[2], m32 = data[6], m33 = data[10];
  788. var trace = m11 + m22 + m33;
  789. var s;
  790. if (trace > 0) {
  791. s = 0.5 / Math.sqrt(trace + 1.0);
  792. this.w = 0.25 / s;
  793. this.x = (m32 - m23) * s;
  794. this.y = (m13 - m31) * s;
  795. this.z = (m21 - m12) * s;
  796. return;
  797. }
  798. if (m11 > m22 && m11 > m33) {
  799. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  800. this.w = (m32 - m23) / s;
  801. this.x = 0.25 * s;
  802. this.y = (m12 + m21) / s;
  803. this.z = (m13 + m31) / s;
  804. return;
  805. }
  806. if (m22 > m33) {
  807. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  808. this.w = (m13 - m31) / s;
  809. this.x = (m12 + m21) / s;
  810. this.y = 0.25 * s;
  811. this.z = (m23 + m32) / s;
  812. return;
  813. }
  814. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  815. this.w = (m21 - m12) / s;
  816. this.x = (m13 + m31) / s;
  817. this.y = (m23 + m32) / s;
  818. this.z = 0.25 * s;
  819. }
  820. // Statics
  821. public static Inverse(q: Quaternion): Quaternion {
  822. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  823. }
  824. public static RotationAxis(axis: Vector3, angle: number): Quaternion {
  825. var result = new Quaternion();
  826. var sin = Math.sin(angle / 2);
  827. result.w = Math.cos(angle / 2);
  828. result.x = axis.x * sin;
  829. result.y = axis.y * sin;
  830. result.z = axis.z * sin;
  831. return result;
  832. }
  833. public static FromArray(array: number[], offset?: number): Quaternion {
  834. if (!offset) {
  835. offset = 0;
  836. }
  837. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  838. }
  839. public static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion {
  840. var result = new Quaternion();
  841. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  842. return result;
  843. }
  844. public static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void {
  845. var halfRoll = roll * 0.5;
  846. var halfPitch = pitch * 0.5;
  847. var halfYaw = yaw * 0.5;
  848. var sinRoll = Math.sin(halfRoll);
  849. var cosRoll = Math.cos(halfRoll);
  850. var sinPitch = Math.sin(halfPitch);
  851. var cosPitch = Math.cos(halfPitch);
  852. var sinYaw = Math.sin(halfYaw);
  853. var cosYaw = Math.cos(halfYaw);
  854. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  855. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  856. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  857. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  858. }
  859. public static Slerp(left: Quaternion, right: Quaternion, amount: number): Quaternion {
  860. var num2;
  861. var num3;
  862. var num = amount;
  863. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  864. var flag = false;
  865. if (num4 < 0) {
  866. flag = true;
  867. num4 = -num4;
  868. }
  869. if (num4 > 0.999999) {
  870. num3 = 1 - num;
  871. num2 = flag ? -num : num;
  872. }
  873. else {
  874. var num5 = Math.acos(num4);
  875. var num6 = (1.0 / Math.sin(num5));
  876. num3 = (Math.sin((1.0 - num) * num5)) * num6;
  877. num2 = flag ? ((-Math.sin(num * num5)) * num6) : ((Math.sin(num * num5)) * num6);
  878. }
  879. 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));
  880. }
  881. }
  882. export class Matrix {
  883. private static _tempQuaternion: Quaternion = new Quaternion();
  884. private static _xAxis: Vector3 = Vector3.Zero();
  885. private static _yAxis: Vector3 = Vector3.Zero();
  886. private static _zAxis: Vector3 = Vector3.Zero();
  887. public m: Float32Array = new Float32Array(16);
  888. // Properties
  889. public isIdentity(): boolean {
  890. if (this.m[0] != 1.0 || this.m[5] != 1.0 || this.m[10] != 1.0 || this.m[15] != 1.0)
  891. return false;
  892. if (this.m[1] != 0.0 || this.m[2] != 0.0 || this.m[3] != 0.0 ||
  893. this.m[4] != 0.0 || this.m[6] != 0.0 || this.m[7] != 0.0 ||
  894. this.m[8] != 0.0 || this.m[9] != 0.0 || this.m[11] != 0.0 ||
  895. this.m[12] != 0.0 || this.m[13] != 0.0 || this.m[14] != 0.0)
  896. return false;
  897. return true;
  898. }
  899. public determinant(): number {
  900. var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]);
  901. var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]);
  902. var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]);
  903. var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]);
  904. var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]);
  905. var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]);
  906. return ((((this.m[0] * (((this.m[5] * temp1) - (this.m[6] * temp2)) + (this.m[7] * temp3))) - (this.m[1] * (((this.m[4] * temp1) -
  907. (this.m[6] * temp4)) + (this.m[7] * temp5)))) + (this.m[2] * (((this.m[4] * temp2) - (this.m[5] * temp4)) + (this.m[7] * temp6)))) -
  908. (this.m[3] * (((this.m[4] * temp3) - (this.m[5] * temp5)) + (this.m[6] * temp6))));
  909. }
  910. // Methods
  911. public toArray(): Float32Array {
  912. return this.m;
  913. }
  914. public asArray(): Float32Array {
  915. return this.toArray();
  916. }
  917. public invert(): void {
  918. this.invertToRef(this);
  919. }
  920. public invertToRef(other: Matrix) {
  921. var l1 = this.m[0];
  922. var l2 = this.m[1];
  923. var l3 = this.m[2];
  924. var l4 = this.m[3];
  925. var l5 = this.m[4];
  926. var l6 = this.m[5];
  927. var l7 = this.m[6];
  928. var l8 = this.m[7];
  929. var l9 = this.m[8];
  930. var l10 = this.m[9];
  931. var l11 = this.m[10];
  932. var l12 = this.m[11];
  933. var l13 = this.m[12];
  934. var l14 = this.m[13];
  935. var l15 = this.m[14];
  936. var l16 = this.m[15];
  937. var l17 = (l11 * l16) - (l12 * l15);
  938. var l18 = (l10 * l16) - (l12 * l14);
  939. var l19 = (l10 * l15) - (l11 * l14);
  940. var l20 = (l9 * l16) - (l12 * l13);
  941. var l21 = (l9 * l15) - (l11 * l13);
  942. var l22 = (l9 * l14) - (l10 * l13);
  943. var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19);
  944. var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21));
  945. var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22);
  946. var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22));
  947. var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26));
  948. var l28 = (l7 * l16) - (l8 * l15);
  949. var l29 = (l6 * l16) - (l8 * l14);
  950. var l30 = (l6 * l15) - (l7 * l14);
  951. var l31 = (l5 * l16) - (l8 * l13);
  952. var l32 = (l5 * l15) - (l7 * l13);
  953. var l33 = (l5 * l14) - (l6 * l13);
  954. var l34 = (l7 * l12) - (l8 * l11);
  955. var l35 = (l6 * l12) - (l8 * l10);
  956. var l36 = (l6 * l11) - (l7 * l10);
  957. var l37 = (l5 * l12) - (l8 * l9);
  958. var l38 = (l5 * l11) - (l7 * l9);
  959. var l39 = (l5 * l10) - (l6 * l9);
  960. other.m[0] = l23 * l27;
  961. other.m[4] = l24 * l27;
  962. other.m[8] = l25 * l27;
  963. other.m[12] = l26 * l27;
  964. other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27;
  965. other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27;
  966. other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27;
  967. other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27;
  968. other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27;
  969. other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27;
  970. other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27;
  971. other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27;
  972. other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27;
  973. other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27;
  974. other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27;
  975. other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
  976. }
  977. public setTranslation(vector3: Vector3): void {
  978. this.m[12] = vector3.x;
  979. this.m[13] = vector3.y;
  980. this.m[14] = vector3.z;
  981. }
  982. public multiply(other: Matrix): Matrix {
  983. var result = new Matrix();
  984. this.multiplyToRef(other, result);
  985. return result;
  986. }
  987. public copyFrom(other: Matrix): void {
  988. for (var index = 0; index < 16; index++) {
  989. this.m[index] = other.m[index];
  990. }
  991. }
  992. public copyToArray(array: Float32Array, offset: number = 0): void {
  993. for (var index = 0; index < 16; index++) {
  994. array[offset + index] = this.m[index];
  995. }
  996. }
  997. public multiplyToRef(other: Matrix, result: Matrix): void {
  998. this.multiplyToArray(other, result.m, 0);
  999. }
  1000. public multiplyToArray(other: Matrix, result: Float32Array, offset: number): void {
  1001. var tm0 = this.m[0];
  1002. var tm1 = this.m[1];
  1003. var tm2 = this.m[2];
  1004. var tm3 = this.m[3];
  1005. var tm4 = this.m[4];
  1006. var tm5 = this.m[5];
  1007. var tm6 = this.m[6];
  1008. var tm7 = this.m[7];
  1009. var tm8 = this.m[8];
  1010. var tm9 = this.m[9];
  1011. var tm10 = this.m[10];
  1012. var tm11 = this.m[11];
  1013. var tm12 = this.m[12];
  1014. var tm13 = this.m[13];
  1015. var tm14 = this.m[14];
  1016. var tm15 = this.m[15];
  1017. var om0 = other.m[0];
  1018. var om1 = other.m[1];
  1019. var om2 = other.m[2];
  1020. var om3 = other.m[3];
  1021. var om4 = other.m[4];
  1022. var om5 = other.m[5];
  1023. var om6 = other.m[6];
  1024. var om7 = other.m[7];
  1025. var om8 = other.m[8];
  1026. var om9 = other.m[9];
  1027. var om10 = other.m[10];
  1028. var om11 = other.m[11];
  1029. var om12 = other.m[12];
  1030. var om13 = other.m[13];
  1031. var om14 = other.m[14];
  1032. var om15 = other.m[15];
  1033. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  1034. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  1035. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  1036. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  1037. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  1038. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  1039. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  1040. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  1041. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  1042. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  1043. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  1044. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  1045. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  1046. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  1047. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  1048. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  1049. }
  1050. public equals(value: Matrix): boolean {
  1051. return value &&
  1052. (this.m[0] === value.m[0] && this.m[1] === value.m[1] && this.m[2] === value.m[2] && this.m[3] === value.m[3] &&
  1053. this.m[4] === value.m[4] && this.m[5] === value.m[5] && this.m[6] === value.m[6] && this.m[7] === value.m[7] &&
  1054. this.m[8] === value.m[8] && this.m[9] === value.m[9] && this.m[10] === value.m[10] && this.m[11] === value.m[11] &&
  1055. this.m[12] === value.m[12] && this.m[13] === value.m[13] && this.m[14] === value.m[14] && this.m[15] === value.m[15]);
  1056. }
  1057. public clone(): Matrix {
  1058. return Matrix.FromValues(this.m[0], this.m[1], this.m[2], this.m[3],
  1059. this.m[4], this.m[5], this.m[6], this.m[7],
  1060. this.m[8], this.m[9], this.m[10], this.m[11],
  1061. this.m[12], this.m[13], this.m[14], this.m[15]);
  1062. }
  1063. // Statics
  1064. public static FromArray(array: number[], offset?: number): Matrix {
  1065. var result = new Matrix();
  1066. if (!offset) {
  1067. offset = 0;
  1068. }
  1069. Matrix.FromArrayToRef(array, offset, result);
  1070. return result;
  1071. }
  1072. public static FromArrayToRef(array: number[], offset: number, result: Matrix) {
  1073. for (var index = 0; index < 16; index++) {
  1074. result.m[index] = array[index + offset];
  1075. }
  1076. }
  1077. public static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number,
  1078. initialM21: number, initialM22: number, initialM23: number, initialM24: number,
  1079. initialM31: number, initialM32: number, initialM33: number, initialM34: number,
  1080. initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void {
  1081. result.m[0] = initialM11;
  1082. result.m[1] = initialM12;
  1083. result.m[2] = initialM13;
  1084. result.m[3] = initialM14;
  1085. result.m[4] = initialM21;
  1086. result.m[5] = initialM22;
  1087. result.m[6] = initialM23;
  1088. result.m[7] = initialM24;
  1089. result.m[8] = initialM31;
  1090. result.m[9] = initialM32;
  1091. result.m[10] = initialM33;
  1092. result.m[11] = initialM34;
  1093. result.m[12] = initialM41;
  1094. result.m[13] = initialM42;
  1095. result.m[14] = initialM43;
  1096. result.m[15] = initialM44;
  1097. }
  1098. public static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number,
  1099. initialM21: number, initialM22: number, initialM23: number, initialM24: number,
  1100. initialM31: number, initialM32: number, initialM33: number, initialM34: number,
  1101. initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix {
  1102. var result = new Matrix();
  1103. result.m[0] = initialM11;
  1104. result.m[1] = initialM12;
  1105. result.m[2] = initialM13;
  1106. result.m[3] = initialM14;
  1107. result.m[4] = initialM21;
  1108. result.m[5] = initialM22;
  1109. result.m[6] = initialM23;
  1110. result.m[7] = initialM24;
  1111. result.m[8] = initialM31;
  1112. result.m[9] = initialM32;
  1113. result.m[10] = initialM33;
  1114. result.m[11] = initialM34;
  1115. result.m[12] = initialM41;
  1116. result.m[13] = initialM42;
  1117. result.m[14] = initialM43;
  1118. result.m[15] = initialM44;
  1119. return result;
  1120. }
  1121. public static Identity(): Matrix {
  1122. return Matrix.FromValues(1.0, 0, 0, 0,
  1123. 0, 1.0, 0, 0,
  1124. 0, 0, 1.0, 0,
  1125. 0, 0, 0, 1.0);
  1126. }
  1127. public static IdentityToRef(result: Matrix): void {
  1128. Matrix.FromValuesToRef(1.0, 0, 0, 0,
  1129. 0, 1.0, 0, 0,
  1130. 0, 0, 1.0, 0,
  1131. 0, 0, 0, 1.0, result);
  1132. }
  1133. public static Zero(): Matrix {
  1134. return Matrix.FromValues(0, 0, 0, 0,
  1135. 0, 0, 0, 0,
  1136. 0, 0, 0, 0,
  1137. 0, 0, 0, 0);
  1138. }
  1139. public static RotationX(angle: number): Matrix {
  1140. var result = new Matrix();
  1141. Matrix.RotationXToRef(angle, result);
  1142. return result;
  1143. }
  1144. public static RotationXToRef(angle: number, result: Matrix): void {
  1145. var s = Math.sin(angle);
  1146. var c = Math.cos(angle);
  1147. result.m[0] = 1.0;
  1148. result.m[15] = 1.0;
  1149. result.m[5] = c;
  1150. result.m[10] = c;
  1151. result.m[9] = -s;
  1152. result.m[6] = s;
  1153. result.m[1] = 0;
  1154. result.m[2] = 0;
  1155. result.m[3] = 0;
  1156. result.m[4] = 0;
  1157. result.m[7] = 0;
  1158. result.m[8] = 0;
  1159. result.m[11] = 0;
  1160. result.m[12] = 0;
  1161. result.m[13] = 0;
  1162. result.m[14] = 0;
  1163. }
  1164. public static RotationY(angle: number): Matrix {
  1165. var result = new Matrix();
  1166. Matrix.RotationYToRef(angle, result);
  1167. return result;
  1168. }
  1169. public static RotationYToRef(angle: number, result: Matrix): void {
  1170. var s = Math.sin(angle);
  1171. var c = Math.cos(angle);
  1172. result.m[5] = 1.0;
  1173. result.m[15] = 1.0;
  1174. result.m[0] = c;
  1175. result.m[2] = -s;
  1176. result.m[8] = s;
  1177. result.m[10] = c;
  1178. result.m[1] = 0;
  1179. result.m[3] = 0;
  1180. result.m[4] = 0;
  1181. result.m[6] = 0;
  1182. result.m[7] = 0;
  1183. result.m[9] = 0;
  1184. result.m[11] = 0;
  1185. result.m[12] = 0;
  1186. result.m[13] = 0;
  1187. result.m[14] = 0;
  1188. }
  1189. public static RotationZ(angle: number): Matrix {
  1190. var result = new Matrix();
  1191. Matrix.RotationZToRef(angle, result);
  1192. return result;
  1193. }
  1194. public static RotationZToRef(angle: number, result: Matrix): void {
  1195. var s = Math.sin(angle);
  1196. var c = Math.cos(angle);
  1197. result.m[10] = 1.0;
  1198. result.m[15] = 1.0;
  1199. result.m[0] = c;
  1200. result.m[1] = s;
  1201. result.m[4] = -s;
  1202. result.m[5] = c;
  1203. result.m[2] = 0;
  1204. result.m[3] = 0;
  1205. result.m[6] = 0;
  1206. result.m[7] = 0;
  1207. result.m[8] = 0;
  1208. result.m[9] = 0;
  1209. result.m[11] = 0;
  1210. result.m[12] = 0;
  1211. result.m[13] = 0;
  1212. result.m[14] = 0;
  1213. }
  1214. public static RotationAxis(axis: Vector3, angle: number): Matrix {
  1215. var s = Math.sin(-angle);
  1216. var c = Math.cos(-angle);
  1217. var c1 = 1 - c;
  1218. axis.normalize();
  1219. var result = Matrix.Zero();
  1220. result.m[0] = (axis.x * axis.x) * c1 + c;
  1221. result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  1222. result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  1223. result.m[3] = 0.0;
  1224. result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  1225. result.m[5] = (axis.y * axis.y) * c1 + c;
  1226. result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  1227. result.m[7] = 0.0;
  1228. result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  1229. result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  1230. result.m[10] = (axis.z * axis.z) * c1 + c;
  1231. result.m[11] = 0.0;
  1232. result.m[15] = 1.0;
  1233. return result;
  1234. }
  1235. public static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix {
  1236. var result = new Matrix();
  1237. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  1238. return result;
  1239. }
  1240. public static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void {
  1241. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion);
  1242. this._tempQuaternion.toRotationMatrix(result);
  1243. }
  1244. public static Scaling(x: number, y: number, z: number): Matrix {
  1245. var result = Matrix.Zero();
  1246. Matrix.ScalingToRef(x, y, z, result);
  1247. return result;
  1248. }
  1249. public static ScalingToRef(x: number, y: number, z: number, result: Matrix): void {
  1250. result.m[0] = x;
  1251. result.m[1] = 0;
  1252. result.m[2] = 0;
  1253. result.m[3] = 0;
  1254. result.m[4] = 0;
  1255. result.m[5] = y;
  1256. result.m[6] = 0;
  1257. result.m[7] = 0;
  1258. result.m[8] = 0;
  1259. result.m[9] = 0;
  1260. result.m[10] = z;
  1261. result.m[11] = 0;
  1262. result.m[12] = 0;
  1263. result.m[13] = 0;
  1264. result.m[14] = 0;
  1265. result.m[15] = 1.0;
  1266. }
  1267. public static Translation(x: number, y: number, z: number): Matrix {
  1268. var result = Matrix.Identity();
  1269. Matrix.TranslationToRef(x, y, z, result);
  1270. return result;
  1271. }
  1272. public static TranslationToRef(x: number, y: number, z: number, result: Matrix): void {
  1273. Matrix.FromValuesToRef(1.0, 0, 0, 0,
  1274. 0, 1.0, 0, 0,
  1275. 0, 0, 1.0, 0,
  1276. x, y, z, 1.0, result);
  1277. }
  1278. public static LookAtLH(eye: Vector3, target: Vector3, up: Vector3): Matrix {
  1279. var result = Matrix.Zero();
  1280. Matrix.LookAtLHToRef(eye, target, up, result);
  1281. return result;
  1282. }
  1283. public static LookAtLHToRef(eye: Vector3, target: Vector3, up: Vector3, result: Matrix): void {
  1284. // Z axis
  1285. target.subtractToRef(eye, this._zAxis);
  1286. this._zAxis.normalize();
  1287. // X axis
  1288. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  1289. this._xAxis.normalize();
  1290. // Y axis
  1291. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  1292. this._yAxis.normalize();
  1293. // Eye angles
  1294. var ex = -Vector3.Dot(this._xAxis, eye);
  1295. var ey = -Vector3.Dot(this._yAxis, eye);
  1296. var ez = -Vector3.Dot(this._zAxis, eye);
  1297. return Matrix.FromValuesToRef(this._xAxis.x, this._yAxis.x, this._zAxis.x, 0,
  1298. this._xAxis.y, this._yAxis.y, this._zAxis.y, 0,
  1299. this._xAxis.z, this._yAxis.z, this._zAxis.z, 0,
  1300. ex, ey, ez, 1, result);
  1301. }
  1302. public static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix {
  1303. var hw = 2.0 / width;
  1304. var hh = 2.0 / height;
  1305. var id = 1.0 / (zfar - znear);
  1306. var nid = znear / (znear - zfar);
  1307. return Matrix.FromValues(hw, 0, 0, 0,
  1308. 0, hh, 0, 0,
  1309. 0, 0, id, 0,
  1310. 0, 0, nid, 1);
  1311. }
  1312. public static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix {
  1313. var matrix = Matrix.Zero();
  1314. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  1315. return matrix;
  1316. }
  1317. public static OrthoOffCenterLHToRef(left: number, right, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void {
  1318. result.m[0] = 2.0 / (right - left);
  1319. result.m[1] = result.m[2] = result.m[3] = 0;
  1320. result.m[5] = 2.0 / (top - bottom);
  1321. result.m[4] = result.m[6] = result.m[7] = 0;
  1322. result.m[10] = -1.0 / (znear - zfar);
  1323. result.m[8] = result.m[9] = result.m[11] = 0;
  1324. result.m[12] = (left + right) / (left - right);
  1325. result.m[13] = (top + bottom) / (bottom - top);
  1326. result.m[14] = znear / (znear - zfar);
  1327. result.m[15] = 1.0;
  1328. }
  1329. public static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix {
  1330. var matrix = Matrix.Zero();
  1331. matrix.m[0] = (2.0 * znear) / width;
  1332. matrix.m[1] = matrix.m[2] = matrix.m[3] = 0.0;
  1333. matrix.m[5] = (2.0 * znear) / height;
  1334. matrix.m[4] = matrix.m[6] = matrix.m[7] = 0.0;
  1335. matrix.m[10] = -zfar / (znear - zfar);
  1336. matrix.m[8] = matrix.m[9] = 0.0;
  1337. matrix.m[11] = 1.0;
  1338. matrix.m[12] = matrix.m[13] = matrix.m[15] = 0.0;
  1339. matrix.m[14] = (znear * zfar) / (znear - zfar);
  1340. return matrix;
  1341. }
  1342. public static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix {
  1343. var matrix = Matrix.Zero();
  1344. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  1345. return matrix;
  1346. }
  1347. public static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix): void {
  1348. var tan = 1.0 / (Math.tan(fov * 0.5));
  1349. result.m[0] = tan / aspect;
  1350. result.m[1] = result.m[2] = result.m[3] = 0.0;
  1351. result.m[5] = tan;
  1352. result.m[4] = result.m[6] = result.m[7] = 0.0;
  1353. result.m[8] = result.m[9] = 0.0;
  1354. result.m[10] = -zfar / (znear - zfar);
  1355. result.m[11] = 1.0;
  1356. result.m[12] = result.m[13] = result.m[15] = 0.0;
  1357. result.m[14] = (znear * zfar) / (znear - zfar);
  1358. }
  1359. public static GetFinalMatrix(viewport: Viewport, world: Matrix, view: Matrix, projection: Matrix, zmin: number, zmax: number): Matrix {
  1360. var cw = viewport.width;
  1361. var ch = viewport.height;
  1362. var cx = viewport.x;
  1363. var cy = viewport.y;
  1364. var viewportMatrix = Matrix.FromValues(cw / 2.0, 0, 0, 0,
  1365. 0, -ch / 2.0, 0, 0,
  1366. 0, 0, zmax - zmin, 0,
  1367. cx + cw / 2.0, ch / 2.0 + cy, zmin, 1);
  1368. return world.multiply(view).multiply(projection).multiply(viewportMatrix);
  1369. }
  1370. public static Transpose(matrix: Matrix): Matrix {
  1371. var result = new Matrix();
  1372. result.m[0] = matrix.m[0];
  1373. result.m[1] = matrix.m[4];
  1374. result.m[2] = matrix.m[8];
  1375. result.m[3] = matrix.m[12];
  1376. result.m[4] = matrix.m[1];
  1377. result.m[5] = matrix.m[5];
  1378. result.m[6] = matrix.m[9];
  1379. result.m[7] = matrix.m[13];
  1380. result.m[8] = matrix.m[2];
  1381. result.m[9] = matrix.m[6];
  1382. result.m[10] = matrix.m[10];
  1383. result.m[11] = matrix.m[14];
  1384. result.m[12] = matrix.m[3];
  1385. result.m[13] = matrix.m[7];
  1386. result.m[14] = matrix.m[11];
  1387. result.m[15] = matrix.m[15];
  1388. return result;
  1389. }
  1390. public static Reflection(plane: Plane): Matrix {
  1391. var matrix = new Matrix();
  1392. Matrix.ReflectionToRef(plane, matrix);
  1393. return matrix;
  1394. }
  1395. public static ReflectionToRef(plane: Plane, result: Matrix): void {
  1396. plane.normalize();
  1397. var x = plane.normal.x;
  1398. var y = plane.normal.y;
  1399. var z = plane.normal.z;
  1400. var temp = -2 * x;
  1401. var temp2 = -2 * y;
  1402. var temp3 = -2 * z;
  1403. result.m[0] = (temp * x) + 1;
  1404. result.m[1] = temp2 * x;
  1405. result.m[2] = temp3 * x;
  1406. result.m[3] = 0.0;
  1407. result.m[4] = temp * y;
  1408. result.m[5] = (temp2 * y) + 1;
  1409. result.m[6] = temp3 * y;
  1410. result.m[7] = 0.0;
  1411. result.m[8] = temp * z;
  1412. result.m[9] = temp2 * z;
  1413. result.m[10] = (temp3 * z) + 1;
  1414. result.m[11] = 0.0;
  1415. result.m[12] = temp * plane.d;
  1416. result.m[13] = temp2 * plane.d;
  1417. result.m[14] = temp3 * plane.d;
  1418. result.m[15] = 1.0;
  1419. }
  1420. }
  1421. export class Plane {
  1422. public normal: Vector3;
  1423. public d: number;
  1424. constructor(a: number, b: number, c: number, d: number) {
  1425. this.normal = new Vector3(a, b, c);
  1426. this.d = d;
  1427. }
  1428. public asArray(): number[] {
  1429. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  1430. }
  1431. // Methods
  1432. public clone(): Plane {
  1433. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  1434. }
  1435. public normalize(): void {
  1436. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  1437. var magnitude = 0;
  1438. if (norm != 0) {
  1439. magnitude = 1.0 / norm;
  1440. }
  1441. this.normal.x *= magnitude;
  1442. this.normal.y *= magnitude;
  1443. this.normal.z *= magnitude;
  1444. this.d *= magnitude;
  1445. }
  1446. public transform(transformation: Matrix): Plane {
  1447. var transposedMatrix = BABYLON.Matrix.Transpose(transformation);
  1448. var x = this.normal.x;
  1449. var y = this.normal.y;
  1450. var z = this.normal.z;
  1451. var d = this.d;
  1452. var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]);
  1453. var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]);
  1454. var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]);
  1455. var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]);
  1456. return new BABYLON.Plane(normalX, normalY, normalZ, finalD);
  1457. }
  1458. public dotCoordinate(point): number {
  1459. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  1460. }
  1461. public copyFromPoints(point1: Vector3, point2: Vector3, point3: Vector3): void {
  1462. var x1 = point2.x - point1.x;
  1463. var y1 = point2.y - point1.y;
  1464. var z1 = point2.z - point1.z;
  1465. var x2 = point3.x - point1.x;
  1466. var y2 = point3.y - point1.y;
  1467. var z2 = point3.z - point1.z;
  1468. var yz = (y1 * z2) - (z1 * y2);
  1469. var xz = (z1 * x2) - (x1 * z2);
  1470. var xy = (x1 * y2) - (y1 * x2);
  1471. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  1472. var invPyth;
  1473. if (pyth != 0) {
  1474. invPyth = 1.0 / pyth;
  1475. }
  1476. else {
  1477. invPyth = 0;
  1478. }
  1479. this.normal.x = yz * invPyth;
  1480. this.normal.y = xz * invPyth;
  1481. this.normal.z = xy * invPyth;
  1482. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  1483. }
  1484. public isFrontFacingTo(direction: Vector3, epsilon: number): boolean {
  1485. var dot = Vector3.Dot(this.normal, direction);
  1486. return (dot <= epsilon);
  1487. }
  1488. public signedDistanceTo(point: Vector3): number {
  1489. return Vector3.Dot(point, this.normal) + this.d;
  1490. }
  1491. // Statics
  1492. static FromArray(array: number[]): Plane {
  1493. return new BABYLON.Plane(array[0], array[1], array[2], array[3]);
  1494. }
  1495. static FromPoints(point1, point2, point3): Plane {
  1496. var result = new BABYLON.Plane(0, 0, 0, 0);
  1497. result.copyFromPoints(point1, point2, point3);
  1498. return result;
  1499. }
  1500. static FromPositionAndNormal(origin: Vector3, normal: Vector3): Plane {
  1501. var result = new BABYLON.Plane(0, 0, 0, 0);
  1502. normal.normalize();
  1503. result.normal = normal;
  1504. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  1505. return result;
  1506. }
  1507. static SignedDistanceToPlaneFromPositionAndNormal(origin: Vector3, normal: Vector3, point: Vector3): number {
  1508. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  1509. return Vector3.Dot(point, normal) + d;
  1510. }
  1511. }
  1512. export class Viewport {
  1513. constructor(public x: number, public y: number, public width: number, public height: number) {
  1514. }
  1515. public toGlobal(engine) {
  1516. var width = engine.getRenderWidth();
  1517. var height = engine.getRenderHeight();
  1518. return new Viewport(this.x * width, this.y * height, this.width * width, this.height * height);
  1519. }
  1520. }
  1521. export class Frustum {
  1522. public static GetPlanes(transform: Matrix): Plane[] {
  1523. var frustumPlanes = [];
  1524. for (var index = 0; index < 6; index++) {
  1525. frustumPlanes.push(new Plane(0, 0, 0, 0));
  1526. }
  1527. Frustum.GetPlanesToRef(transform, frustumPlanes);
  1528. return frustumPlanes;
  1529. }
  1530. public static GetPlanesToRef(transform: Matrix, frustumPlanes: Plane[]): void {
  1531. // Near
  1532. frustumPlanes[0].normal.x = transform.m[3] + transform.m[2];
  1533. frustumPlanes[0].normal.y = transform.m[7] + transform.m[6];
  1534. frustumPlanes[0].normal.z = transform.m[10] + transform.m[10];
  1535. frustumPlanes[0].d = transform.m[15] + transform.m[14];
  1536. frustumPlanes[0].normalize();
  1537. // Far
  1538. frustumPlanes[1].normal.x = transform.m[3] - transform.m[2];
  1539. frustumPlanes[1].normal.y = transform.m[7] - transform.m[6];
  1540. frustumPlanes[1].normal.z = transform.m[11] - transform.m[10];
  1541. frustumPlanes[1].d = transform.m[15] - transform.m[14];
  1542. frustumPlanes[1].normalize();
  1543. // Left
  1544. frustumPlanes[2].normal.x = transform.m[3] + transform.m[0];
  1545. frustumPlanes[2].normal.y = transform.m[7] + transform.m[4];
  1546. frustumPlanes[2].normal.z = transform.m[11] + transform.m[8];
  1547. frustumPlanes[2].d = transform.m[15] + transform.m[12];
  1548. frustumPlanes[2].normalize();
  1549. // Right
  1550. frustumPlanes[3].normal.x = transform.m[3] - transform.m[0];
  1551. frustumPlanes[3].normal.y = transform.m[7] - transform.m[4];
  1552. frustumPlanes[3].normal.z = transform.m[11] - transform.m[8];
  1553. frustumPlanes[3].d = transform.m[15] - transform.m[12];
  1554. frustumPlanes[3].normalize();
  1555. // Top
  1556. frustumPlanes[4].normal.x = transform.m[3] - transform.m[1];
  1557. frustumPlanes[4].normal.y = transform.m[7] - transform.m[5];
  1558. frustumPlanes[4].normal.z = transform.m[11] - transform.m[9];
  1559. frustumPlanes[4].d = transform.m[15] - transform.m[13];
  1560. frustumPlanes[4].normalize();
  1561. // Bottom
  1562. frustumPlanes[5].normal.x = transform.m[3] + transform.m[1];
  1563. frustumPlanes[5].normal.y = transform.m[7] + transform.m[5];
  1564. frustumPlanes[5].normal.z = transform.m[11] + transform.m[9];
  1565. frustumPlanes[5].d = transform.m[15] + transform.m[13];
  1566. frustumPlanes[5].normalize();
  1567. }
  1568. }
  1569. export class Ray {
  1570. private _edge1: Vector3;
  1571. private _edge2: Vector3;
  1572. private _pvec: Vector3;
  1573. private _tvec: Vector3;
  1574. private _qvec: Vector3;
  1575. constructor(public origin: Vector3, public direction: Vector3) {
  1576. }
  1577. // Methods
  1578. public intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean {
  1579. var d = 0.0;
  1580. var maxValue = Number.MAX_VALUE;
  1581. if (Math.abs(this.direction.x) < 0.0000001) {
  1582. if (this.origin.x < minimum.x || this.origin.x > maximum.x) {
  1583. return false;
  1584. }
  1585. }
  1586. else {
  1587. var inv = 1.0 / this.direction.x;
  1588. var min = (minimum.x - this.origin.x) * inv;
  1589. var max = (maximum.x - this.origin.x) * inv;
  1590. if (min > max) {
  1591. var temp = min;
  1592. min = max;
  1593. max = temp;
  1594. }
  1595. d = Math.max(min, d);
  1596. maxValue = Math.min(max, maxValue);
  1597. if (d > maxValue) {
  1598. return false;
  1599. }
  1600. }
  1601. if (Math.abs(this.direction.y) < 0.0000001) {
  1602. if (this.origin.y < minimum.y || this.origin.y > maximum.y) {
  1603. return false;
  1604. }
  1605. }
  1606. else {
  1607. inv = 1.0 / this.direction.y;
  1608. min = (minimum.y - this.origin.y) * inv;
  1609. max = (maximum.y - this.origin.y) * inv;
  1610. if (min > max) {
  1611. temp = min;
  1612. min = max;
  1613. max = temp;
  1614. }
  1615. d = Math.max(min, d);
  1616. maxValue = Math.min(max, maxValue);
  1617. if (d > maxValue) {
  1618. return false;
  1619. }
  1620. }
  1621. if (Math.abs(this.direction.z) < 0.0000001) {
  1622. if (this.origin.z < minimum.z || this.origin.z > maximum.z) {
  1623. return false;
  1624. }
  1625. }
  1626. else {
  1627. inv = 1.0 / this.direction.z;
  1628. min = (minimum.z - this.origin.z) * inv;
  1629. max = (maximum.z - this.origin.z) * inv;
  1630. if (min > max) {
  1631. temp = min;
  1632. min = max;
  1633. max = temp;
  1634. }
  1635. d = Math.max(min, d);
  1636. maxValue = Math.min(max, maxValue);
  1637. if (d > maxValue) {
  1638. return false;
  1639. }
  1640. }
  1641. return true;
  1642. }
  1643. public intersectsBox(box: BoundingBox): boolean {
  1644. return this.intersectsBoxMinMax(box.minimum, box.maximum);
  1645. }
  1646. public intersectsSphere(sphere): boolean {
  1647. var x = sphere.center.x - this.origin.x;
  1648. var y = sphere.center.y - this.origin.y;
  1649. var z = sphere.center.z - this.origin.z;
  1650. var pyth = (x * x) + (y * y) + (z * z);
  1651. var rr = sphere.radius * sphere.radius;
  1652. if (pyth <= rr) {
  1653. return true;
  1654. }
  1655. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  1656. if (dot < 0.0) {
  1657. return false;
  1658. }
  1659. var temp = pyth - (dot * dot);
  1660. return temp <= rr;
  1661. }
  1662. public intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo {
  1663. if (!this._edge1) {
  1664. this._edge1 = BABYLON.Vector3.Zero();
  1665. this._edge2 = BABYLON.Vector3.Zero();
  1666. this._pvec = BABYLON.Vector3.Zero();
  1667. this._tvec = BABYLON.Vector3.Zero();
  1668. this._qvec = BABYLON.Vector3.Zero();
  1669. }
  1670. vertex1.subtractToRef(vertex0, this._edge1);
  1671. vertex2.subtractToRef(vertex0, this._edge2);
  1672. BABYLON.Vector3.CrossToRef(this.direction, this._edge2, this._pvec);
  1673. var det = Vector3.Dot(this._edge1, this._pvec);
  1674. if (det === 0) {
  1675. return null;
  1676. }
  1677. var invdet = 1 / det;
  1678. this.origin.subtractToRef(vertex0, this._tvec);
  1679. var bu = Vector3.Dot(this._tvec, this._pvec) * invdet;
  1680. if (bu < 0 || bu > 1.0) {
  1681. return null;
  1682. }
  1683. Vector3.CrossToRef(this._tvec, this._edge1, this._qvec);
  1684. var bv = Vector3.Dot(this.direction, this._qvec) * invdet;
  1685. if (bv < 0 || bu + bv > 1.0) {
  1686. return null;
  1687. }
  1688. return new IntersectionInfo(bu, bv, Vector3.Dot(this._edge2, this._qvec) * invdet);
  1689. }
  1690. // Statics
  1691. public static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray {
  1692. var start = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 0), viewportWidth, viewportHeight, world, view, projection);
  1693. var end = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 1), viewportWidth, viewportHeight, world, view, projection);
  1694. var direction = end.subtract(start);
  1695. direction.normalize();
  1696. return new Ray(start, direction);
  1697. }
  1698. public static Transform(ray: Ray, matrix: Matrix): Ray {
  1699. var newOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, matrix);
  1700. var newDirection = BABYLON.Vector3.TransformNormal(ray.direction, matrix);
  1701. return new Ray(newOrigin, newDirection);
  1702. }
  1703. }
  1704. export enum Space {
  1705. LOCAL = 0,
  1706. WORLD = 1
  1707. }
  1708. export class Axis {
  1709. public static X: Vector3 = new BABYLON.Vector3(1, 0, 0);
  1710. public static Y: Vector3 = new BABYLON.Vector3(0, 1, 0);
  1711. public static Z: Vector3 = new BABYLON.Vector3(0, 0, 1);
  1712. };
  1713. }