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 subtractInPlace(otherVector: Vector2): void {
  206. this.x -= otherVector.x;
  207. this.y -= otherVector.y;
  208. }
  209. public multiplyInPlace(otherVector: Vector2): void {
  210. this.x *= otherVector.x;
  211. this.y *= otherVector.y;
  212. }
  213. public multiply(otherVector: Vector2): Vector2 {
  214. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  215. }
  216. public multiplyToRef(otherVector: Vector2, result: Vector2): void {
  217. result.x = this.x * otherVector.x;
  218. result.y = this.y * otherVector.y;
  219. }
  220. public multiplyByFloats(x: number, y: number): Vector2 {
  221. return new Vector2(this.x * x, this.y * y);
  222. }
  223. public divide(otherVector: Vector2): Vector2 {
  224. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  225. }
  226. public divideToRef(otherVector: Vector2, result: Vector2): void {
  227. result.x = this.x / otherVector.x;
  228. result.y = this.y / otherVector.y;
  229. }
  230. public negate(): Vector2 {
  231. return new Vector2(-this.x, -this.y);
  232. }
  233. public scaleInPlace(scale: number): Vector2 {
  234. this.x *= scale;
  235. this.y *= scale;
  236. return this;
  237. }
  238. public scale(scale: number): Vector2 {
  239. return new Vector2(this.x * scale, this.y * scale);
  240. }
  241. public equals(otherVector: Vector2): boolean {
  242. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  243. }
  244. // Properties
  245. public length(): number {
  246. return Math.sqrt(this.x * this.x + this.y * this.y);
  247. }
  248. public lengthSquared(): number {
  249. return (this.x * this.x + this.y * this.y);
  250. }
  251. // Methods
  252. public normalize(): Vector2 {
  253. var len = this.length();
  254. if (len === 0)
  255. return this;
  256. var num = 1.0 / len;
  257. this.x *= num;
  258. this.y *= num;
  259. return this;
  260. }
  261. public clone(): Vector2 {
  262. return new Vector2(this.x, this.y);
  263. }
  264. // Statics
  265. public static Zero(): Vector2 {
  266. return new Vector2(0, 0);
  267. }
  268. public static FromArray(array: number[], offset?: number): Vector2 {
  269. if (!offset) {
  270. offset = 0;
  271. }
  272. return new Vector2(array[offset], array[offset + 1]);
  273. }
  274. public static FromArrayToRef(array: number[], offset: number, result: Vector2): void {
  275. result.x = array[offset];
  276. result.y = array[offset + 1];
  277. }
  278. public static CatmullRom(value1: Vector2, value2: Vector2, value3: Vector2, value4: Vector2, amount: number): Vector2 {
  279. var squared = amount * amount;
  280. var cubed = amount * squared;
  281. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  282. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  283. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  284. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  285. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  286. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  287. return new Vector2(x, y);
  288. }
  289. public static Clamp(value: Vector2, min: Vector2, max: Vector2): Vector2 {
  290. var x = value.x;
  291. x = (x > max.x) ? max.x : x;
  292. x = (x < min.x) ? min.x : x;
  293. var y = value.y;
  294. y = (y > max.y) ? max.y : y;
  295. y = (y < min.y) ? min.y : y;
  296. return new Vector2(x, y);
  297. }
  298. public static Hermite(value1: Vector2, tangent1: Vector2, value2: Vector2, tangent2: Vector2, amount: number): Vector2 {
  299. var squared = amount * amount;
  300. var cubed = amount * squared;
  301. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  302. var part2 = (-2.0 * cubed) + (3.0 * squared);
  303. var part3 = (cubed - (2.0 * squared)) + amount;
  304. var part4 = cubed - squared;
  305. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  306. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  307. return new Vector2(x, y);
  308. }
  309. public static Lerp(start: Vector2, end: Vector2, amount: number): Vector2 {
  310. var x = start.x + ((end.x - start.x) * amount);
  311. var y = start.y + ((end.y - start.y) * amount);
  312. return new Vector2(x, y);
  313. }
  314. public static Dot(left: Vector2, right: Vector2): number {
  315. return left.x * right.x + left.y * right.y;
  316. }
  317. public static Normalize(vector: Vector2): Vector2 {
  318. var newVector = vector.clone();
  319. newVector.normalize();
  320. return newVector;
  321. }
  322. public static Minimize(left: Vector2, right: Vector2): Vector2 {
  323. var x = (left.x < right.x) ? left.x : right.x;
  324. var y = (left.y < right.y) ? left.y : right.y;
  325. return new Vector2(x, y);
  326. }
  327. public static Maximize(left: Vector2, right: Vector2): Vector2 {
  328. var x = (left.x > right.x) ? left.x : right.x;
  329. var y = (left.y > right.y) ? left.y : right.y;
  330. return new Vector2(x, y);
  331. }
  332. public static Transform(vector: Vector2, transformation: Matrix): Vector2 {
  333. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]);
  334. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]);
  335. return new Vector2(x, y);
  336. }
  337. public static Distance(value1: Vector2, value2: Vector2): number {
  338. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  339. }
  340. public static DistanceSquared(value1: Vector2, value2: Vector2): number {
  341. var x = value1.x - value2.x;
  342. var y = value1.y - value2.y;
  343. return (x * x) + (y * y);
  344. }
  345. }
  346. export class Vector3 {
  347. constructor(public x: number, public y: number, public z: number) {
  348. }
  349. public toString(): string {
  350. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  351. }
  352. // Operators
  353. public asArray(): number[] {
  354. var result = [];
  355. this.toArray(result, 0);
  356. return result;
  357. }
  358. public toArray(array: number[], index?: number): void {
  359. if (index === undefined) {
  360. index = 0;
  361. }
  362. array[index] = this.x;
  363. array[index + 1] = this.y;
  364. array[index + 2] = this.z;
  365. }
  366. public addInPlace(otherVector: Vector3): void {
  367. this.x += otherVector.x;
  368. this.y += otherVector.y;
  369. this.z += otherVector.z;
  370. }
  371. public add(otherVector: Vector3): Vector3 {
  372. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  373. }
  374. public addToRef(otherVector: Vector3, result: Vector3): void {
  375. result.x = this.x + otherVector.x;
  376. result.y = this.y + otherVector.y;
  377. result.z = this.z + otherVector.z;
  378. }
  379. public subtractInPlace(otherVector: Vector3): void {
  380. this.x -= otherVector.x;
  381. this.y -= otherVector.y;
  382. this.z -= otherVector.z;
  383. }
  384. public subtract(otherVector: Vector3): Vector3 {
  385. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  386. }
  387. public subtractToRef(otherVector: Vector3, result: Vector3): void {
  388. result.x = this.x - otherVector.x;
  389. result.y = this.y - otherVector.y;
  390. result.z = this.z - otherVector.z;
  391. }
  392. public subtractFromFloats(x: number, y: number, z: number): Vector3 {
  393. return new Vector3(this.x - x, this.y - y, this.z - z);
  394. }
  395. public subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): void {
  396. result.x = this.x - x;
  397. result.y = this.y - y;
  398. result.z = this.z - z;
  399. }
  400. public negate(): Vector3 {
  401. return new Vector3(-this.x, -this.y, -this.z);
  402. }
  403. public scaleInPlace(scale: number): Vector3 {
  404. this.x *= scale;
  405. this.y *= scale;
  406. this.z *= scale;
  407. return this;
  408. }
  409. public scale(scale: number): Vector3 {
  410. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  411. }
  412. public scaleToRef(scale: number, result: Vector3) {
  413. result.x = this.x * scale;
  414. result.y = this.y * scale;
  415. result.z = this.z * scale;
  416. }
  417. public equals(otherVector: Vector3): boolean {
  418. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  419. }
  420. public equalsWithEpsilon(otherVector: Vector3): boolean {
  421. return Math.abs(this.x - otherVector.x) < Engine.Epsilon &&
  422. Math.abs(this.y - otherVector.y) < Engine.Epsilon &&
  423. Math.abs(this.z - otherVector.z) < Engine.Epsilon;
  424. }
  425. public equalsToFloats(x: number, y: number, z: number): boolean {
  426. return this.x === x && this.y === y && this.z === z;
  427. }
  428. public multiplyInPlace(otherVector: Vector3): void {
  429. this.x *= otherVector.x;
  430. this.y *= otherVector.y;
  431. this.z *= otherVector.z;
  432. }
  433. public multiply(otherVector: Vector3): Vector3 {
  434. return new Vector3(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  435. }
  436. public multiplyToRef(otherVector: Vector3, result: Vector3): void {
  437. result.x = this.x * otherVector.x;
  438. result.y = this.y * otherVector.y;
  439. result.z = this.z * otherVector.z;
  440. }
  441. public multiplyByFloats(x: number, y: number, z: number): Vector3 {
  442. return new Vector3(this.x * x, this.y * y, this.z * z);
  443. }
  444. public divide(otherVector: Vector3): Vector3 {
  445. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  446. }
  447. public divideToRef(otherVector: Vector3, result: Vector3): void {
  448. result.x = this.x / otherVector.x;
  449. result.y = this.y / otherVector.y;
  450. result.z = this.z / otherVector.z;
  451. }
  452. public MinimizeInPlace(other: Vector3): void {
  453. if (other.x < this.x) this.x = other.x;
  454. if (other.y < this.y) this.y = other.y;
  455. if (other.z < this.z) this.z = other.z;
  456. }
  457. public MaximizeInPlace(other: Vector3): void {
  458. if (other.x > this.x) this.x = other.x;
  459. if (other.y > this.y) this.y = other.y;
  460. if (other.z > this.z) this.z = other.z;
  461. }
  462. // Properties
  463. public length(): number {
  464. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  465. }
  466. public lengthSquared(): number {
  467. return (this.x * this.x + this.y * this.y + this.z * this.z);
  468. }
  469. // Methods
  470. public normalize(): Vector3 {
  471. var len = this.length();
  472. if (len === 0)
  473. return this;
  474. var num = 1.0 / len;
  475. this.x *= num;
  476. this.y *= num;
  477. this.z *= num;
  478. return this;
  479. }
  480. public clone(): Vector3 {
  481. return new Vector3(this.x, this.y, this.z);
  482. }
  483. public copyFrom(source: Vector3): void {
  484. this.x = source.x;
  485. this.y = source.y;
  486. this.z = source.z;
  487. }
  488. public copyFromFloats(x: number, y: number, z: number): void {
  489. this.x = x;
  490. this.y = y;
  491. this.z = z;
  492. }
  493. // Statics
  494. public static FromArray(array: number[], offset?: number): Vector3 {
  495. if (!offset) {
  496. offset = 0;
  497. }
  498. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  499. }
  500. public static FromArrayToRef(array: number[], offset: number, result: Vector3): void {
  501. result.x = array[offset];
  502. result.y = array[offset + 1];
  503. result.z = array[offset + 2];
  504. }
  505. public static FromFloatArrayToRef(array: Float32Array, offset: number, result: Vector3): void {
  506. result.x = array[offset];
  507. result.y = array[offset + 1];
  508. result.z = array[offset + 2];
  509. }
  510. public static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void {
  511. result.x = x;
  512. result.y = y;
  513. result.z = z;
  514. }
  515. public static Zero(): Vector3 {
  516. return new Vector3(0, 0, 0);
  517. }
  518. public static Up(): Vector3 {
  519. return new Vector3(0, 1.0, 0);
  520. }
  521. public static TransformCoordinates(vector: Vector3, transformation: Matrix): Vector3 {
  522. var result = Vector3.Zero();
  523. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  524. return result;
  525. }
  526. public static TransformCoordinatesToRef(vector: Vector3, transformation: Matrix, result: Vector3): void {
  527. var x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]) + transformation.m[12];
  528. var y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]) + transformation.m[13];
  529. var z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]) + transformation.m[14];
  530. var w = (vector.x * transformation.m[3]) + (vector.y * transformation.m[7]) + (vector.z * transformation.m[11]) + transformation.m[15];
  531. result.x = x / w;
  532. result.y = y / w;
  533. result.z = z / w;
  534. }
  535. public static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void {
  536. var rx = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]) + transformation.m[12];
  537. var ry = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]) + transformation.m[13];
  538. var rz = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]) + transformation.m[14];
  539. var rw = (x * transformation.m[3]) + (y * transformation.m[7]) + (z * transformation.m[11]) + transformation.m[15];
  540. result.x = rx / rw;
  541. result.y = ry / rw;
  542. result.z = rz / rw;
  543. }
  544. public static TransformNormal(vector: Vector3, transformation: Matrix): Vector3 {
  545. var result = Vector3.Zero();
  546. Vector3.TransformNormalToRef(vector, transformation, result);
  547. return result;
  548. }
  549. public static TransformNormalToRef(vector: Vector3, transformation: Matrix, result: Vector3): void {
  550. result.x = (vector.x * transformation.m[0]) + (vector.y * transformation.m[4]) + (vector.z * transformation.m[8]);
  551. result.y = (vector.x * transformation.m[1]) + (vector.y * transformation.m[5]) + (vector.z * transformation.m[9]);
  552. result.z = (vector.x * transformation.m[2]) + (vector.y * transformation.m[6]) + (vector.z * transformation.m[10]);
  553. }
  554. public static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: Matrix, result: Vector3): void {
  555. result.x = (x * transformation.m[0]) + (y * transformation.m[4]) + (z * transformation.m[8]);
  556. result.y = (x * transformation.m[1]) + (y * transformation.m[5]) + (z * transformation.m[9]);
  557. result.z = (x * transformation.m[2]) + (y * transformation.m[6]) + (z * transformation.m[10]);
  558. }
  559. public static CatmullRom(value1: Vector3, value2: Vector3, value3: Vector3, value4: Vector3, amount: number): Vector3 {
  560. var squared = amount * amount;
  561. var cubed = amount * squared;
  562. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  563. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  564. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  565. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  566. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  567. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  568. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  569. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  570. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  571. return new Vector3(x, y, z);
  572. }
  573. public static Clamp(value: Vector3, min: Vector3, max: Vector3): Vector3 {
  574. var x = value.x;
  575. x = (x > max.x) ? max.x : x;
  576. x = (x < min.x) ? min.x : x;
  577. var y = value.y;
  578. y = (y > max.y) ? max.y : y;
  579. y = (y < min.y) ? min.y : y;
  580. var z = value.z;
  581. z = (z > max.z) ? max.z : z;
  582. z = (z < min.z) ? min.z : z;
  583. return new Vector3(x, y, z);
  584. }
  585. public static Hermite(value1: Vector3, tangent1: Vector3, value2: Vector3, tangent2: Vector3, amount: number): Vector3 {
  586. var squared = amount * amount;
  587. var cubed = amount * squared;
  588. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  589. var part2 = (-2.0 * cubed) + (3.0 * squared);
  590. var part3 = (cubed - (2.0 * squared)) + amount;
  591. var part4 = cubed - squared;
  592. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  593. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  594. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  595. return new Vector3(x, y, z);
  596. }
  597. public static Lerp(start: Vector3, end: Vector3, amount: number): Vector3 {
  598. var x = start.x + ((end.x - start.x) * amount);
  599. var y = start.y + ((end.y - start.y) * amount);
  600. var z = start.z + ((end.z - start.z) * amount);
  601. return new Vector3(x, y, z);
  602. }
  603. public static Dot(left: Vector3, right: Vector3): number {
  604. return (left.x * right.x + left.y * right.y + left.z * right.z);
  605. }
  606. public static Cross(left: Vector3, right: Vector3): Vector3 {
  607. var result = Vector3.Zero();
  608. Vector3.CrossToRef(left, right, result);
  609. return result;
  610. }
  611. public static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void {
  612. result.x = left.y * right.z - left.z * right.y;
  613. result.y = left.z * right.x - left.x * right.z;
  614. result.z = left.x * right.y - left.y * right.x;
  615. }
  616. public static Normalize(vector: Vector3): Vector3 {
  617. var result = Vector3.Zero();
  618. Vector3.NormalizeToRef(vector, result);
  619. return result;
  620. }
  621. public static NormalizeToRef(vector: Vector3, result: Vector3): void {
  622. result.copyFrom(vector);
  623. result.normalize();
  624. }
  625. public static Project(vector: Vector3, world: Matrix, transform: Matrix, viewport: Viewport): Vector3 {
  626. var cw = viewport.width;
  627. var ch = viewport.height;
  628. var cx = viewport.x;
  629. var cy = viewport.y;
  630. var viewportMatrix = BABYLON.Matrix.FromValues(
  631. cw / 2.0, 0, 0, 0,
  632. 0, -ch / 2.0, 0, 0,
  633. 0, 0, 1, 0,
  634. cx + cw / 2.0, ch / 2.0 + cy, 0, 1);
  635. var finalMatrix = world.multiply(transform).multiply(viewportMatrix);
  636. return Vector3.TransformCoordinates(vector, finalMatrix);
  637. }
  638. public static Unproject(source: Vector3, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Vector3 {
  639. var matrix = world.multiply(view).multiply(projection);
  640. matrix.invert();
  641. source.x = source.x / viewportWidth * 2 - 1;
  642. source.y = -(source.y / viewportHeight * 2 - 1);
  643. var vector = BABYLON.Vector3.TransformCoordinates(source, matrix);
  644. var num = source.x * matrix.m[3] + source.y * matrix.m[7] + source.z * matrix.m[11] + matrix.m[15];
  645. if (BABYLON.Tools.WithinEpsilon(num, 1.0)) {
  646. vector = vector.scale(1.0 / num);
  647. }
  648. return vector;
  649. }
  650. public static Minimize(left: Vector3, right: Vector3): Vector3 {
  651. var min = left.clone();
  652. min.MinimizeInPlace(right);
  653. return min;
  654. }
  655. public static Maximize(left: Vector3, right: Vector3): Vector3 {
  656. var max = left.clone();
  657. max.MaximizeInPlace(right);
  658. return max;
  659. }
  660. public static Distance(value1: Vector3, value2: Vector3): number {
  661. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  662. }
  663. public static DistanceSquared(value1: Vector3, value2: Vector3): number {
  664. var x = value1.x - value2.x;
  665. var y = value1.y - value2.y;
  666. var z = value1.z - value2.z;
  667. return (x * x) + (y * y) + (z * z);
  668. }
  669. public static Center(value1: Vector3, value2: Vector3): Vector3 {
  670. var center = value1.add(value2);
  671. center.scaleInPlace(0.5);
  672. return center;
  673. }
  674. }
  675. export class Quaternion {
  676. constructor(public x: number = 0, public y: number = 0, public z: number = 0, public w: number = 1) {
  677. }
  678. public toString(): string {
  679. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  680. }
  681. public asArray(): number[] {
  682. return [this.x, this.y, this.z, this.w];
  683. }
  684. public equals(otherQuaternion: Quaternion): boolean {
  685. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  686. }
  687. public clone(): Quaternion {
  688. return new Quaternion(this.x, this.y, this.z, this.w);
  689. }
  690. public copyFrom(other: Quaternion): void {
  691. this.x = other.x;
  692. this.y = other.y;
  693. this.z = other.z;
  694. this.w = other.w;
  695. }
  696. public copyFromFloats(x: number, y: number, z: number, w: number): void {
  697. this.x = x;
  698. this.y = y;
  699. this.z = z;
  700. this.w = w;
  701. }
  702. public add(other: Quaternion): Quaternion {
  703. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  704. }
  705. public subtract(other: Quaternion): Quaternion {
  706. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  707. }
  708. public scale(value: number): Quaternion {
  709. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  710. }
  711. public multiply(q1: Quaternion): Quaternion {
  712. var result = new Quaternion(0, 0, 0, 1.0);
  713. this.multiplyToRef(q1, result);
  714. return result;
  715. }
  716. public multiplyToRef(q1: Quaternion, result: Quaternion): void {
  717. result.x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  718. result.y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  719. result.z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  720. result.w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  721. }
  722. public length(): number {
  723. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  724. }
  725. public normalize(): void {
  726. var length = 1.0 / this.length();
  727. this.x *= length;
  728. this.y *= length;
  729. this.z *= length;
  730. this.w *= length;
  731. }
  732. public toEulerAngles(): Vector3 {
  733. var result = Vector3.Zero();
  734. this.toEulerAnglesToRef(result);
  735. return result;
  736. }
  737. public toEulerAnglesToRef(result: Vector3): void {
  738. var qx = this.x;
  739. var qy = this.y;
  740. var qz = this.z;
  741. var qw = this.w;
  742. var sqx = qx * qx;
  743. var sqy = qy * qy;
  744. var sqz = qz * qz;
  745. var yaw = Math.atan2(2.0 * (qy * qw - qx * qz), 1.0 - 2.0 * (sqy + sqz));
  746. var pitch = Math.asin(2.0 * (qx * qy + qz * qw));
  747. var roll = Math.atan2(2.0 * (qx * qw - qy * qz), 1.0 - 2.0 * (sqx + sqz));
  748. var gimbaLockTest = qx * qy + qz * qw;
  749. if (gimbaLockTest > 0.499) {
  750. yaw = 2.0 * Math.atan2(qx, qw);
  751. roll = 0;
  752. } else if (gimbaLockTest < -0.499) {
  753. yaw = -2.0 * Math.atan2(qx, qw);
  754. roll = 0;
  755. }
  756. result.x = pitch;
  757. result.y = yaw;
  758. result.z = roll;
  759. }
  760. public toRotationMatrix(result: Matrix): void {
  761. var xx = this.x * this.x;
  762. var yy = this.y * this.y;
  763. var zz = this.z * this.z;
  764. var xy = this.x * this.y;
  765. var zw = this.z * this.w;
  766. var zx = this.z * this.x;
  767. var yw = this.y * this.w;
  768. var yz = this.y * this.z;
  769. var xw = this.x * this.w;
  770. result.m[0] = 1.0 - (2.0 * (yy + zz));
  771. result.m[1] = 2.0 * (xy + zw);
  772. result.m[2] = 2.0 * (zx - yw);
  773. result.m[3] = 0;
  774. result.m[4] = 2.0 * (xy - zw);
  775. result.m[5] = 1.0 - (2.0 * (zz + xx));
  776. result.m[6] = 2.0 * (yz + xw);
  777. result.m[7] = 0;
  778. result.m[8] = 2.0 * (zx + yw);
  779. result.m[9] = 2.0 * (yz - xw);
  780. result.m[10] = 1.0 - (2.0 * (yy + xx));
  781. result.m[11] = 0;
  782. result.m[12] = 0;
  783. result.m[13] = 0;
  784. result.m[14] = 0;
  785. result.m[15] = 1.0;
  786. }
  787. public fromRotationMatrix(matrix: Matrix): void {
  788. var data = matrix.m;
  789. var m11 = data[0], m12 = data[4], m13 = data[8];
  790. var m21 = data[1], m22 = data[5], m23 = data[9];
  791. var m31 = data[2], m32 = data[6], m33 = data[10];
  792. var trace = m11 + m22 + m33;
  793. var s;
  794. if (trace > 0) {
  795. s = 0.5 / Math.sqrt(trace + 1.0);
  796. this.w = 0.25 / s;
  797. this.x = (m32 - m23) * s;
  798. this.y = (m13 - m31) * s;
  799. this.z = (m21 - m12) * s;
  800. return;
  801. }
  802. if (m11 > m22 && m11 > m33) {
  803. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  804. this.w = (m32 - m23) / s;
  805. this.x = 0.25 * s;
  806. this.y = (m12 + m21) / s;
  807. this.z = (m13 + m31) / s;
  808. return;
  809. }
  810. if (m22 > m33) {
  811. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  812. this.w = (m13 - m31) / s;
  813. this.x = (m12 + m21) / s;
  814. this.y = 0.25 * s;
  815. this.z = (m23 + m32) / s;
  816. return;
  817. }
  818. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  819. this.w = (m21 - m12) / s;
  820. this.x = (m13 + m31) / s;
  821. this.y = (m23 + m32) / s;
  822. this.z = 0.25 * s;
  823. }
  824. // Statics
  825. public static Inverse(q: Quaternion): Quaternion {
  826. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  827. }
  828. public static RotationAxis(axis: Vector3, angle: number): Quaternion {
  829. var result = new Quaternion();
  830. var sin = Math.sin(angle / 2);
  831. result.w = Math.cos(angle / 2);
  832. result.x = axis.x * sin;
  833. result.y = axis.y * sin;
  834. result.z = axis.z * sin;
  835. return result;
  836. }
  837. public static FromArray(array: number[], offset?: number): Quaternion {
  838. if (!offset) {
  839. offset = 0;
  840. }
  841. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  842. }
  843. public static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion {
  844. var result = new Quaternion();
  845. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  846. return result;
  847. }
  848. public static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void {
  849. var halfRoll = roll * 0.5;
  850. var halfPitch = pitch * 0.5;
  851. var halfYaw = yaw * 0.5;
  852. var sinRoll = Math.sin(halfRoll);
  853. var cosRoll = Math.cos(halfRoll);
  854. var sinPitch = Math.sin(halfPitch);
  855. var cosPitch = Math.cos(halfPitch);
  856. var sinYaw = Math.sin(halfYaw);
  857. var cosYaw = Math.cos(halfYaw);
  858. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  859. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  860. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  861. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  862. }
  863. public static Slerp(left: Quaternion, right: Quaternion, amount: number): Quaternion {
  864. var num2;
  865. var num3;
  866. var num = amount;
  867. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  868. var flag = false;
  869. if (num4 < 0) {
  870. flag = true;
  871. num4 = -num4;
  872. }
  873. if (num4 > 0.999999) {
  874. num3 = 1 - num;
  875. num2 = flag ? -num : num;
  876. }
  877. else {
  878. var num5 = Math.acos(num4);
  879. var num6 = (1.0 / Math.sin(num5));
  880. num3 = (Math.sin((1.0 - num) * num5)) * num6;
  881. num2 = flag ? ((-Math.sin(num * num5)) * num6) : ((Math.sin(num * num5)) * num6);
  882. }
  883. 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));
  884. }
  885. }
  886. export class Matrix {
  887. private static _tempQuaternion: Quaternion = new Quaternion();
  888. private static _xAxis: Vector3 = Vector3.Zero();
  889. private static _yAxis: Vector3 = Vector3.Zero();
  890. private static _zAxis: Vector3 = Vector3.Zero();
  891. public m: Float32Array = new Float32Array(16);
  892. // Properties
  893. public isIdentity(): boolean {
  894. if (this.m[0] != 1.0 || this.m[5] != 1.0 || this.m[10] != 1.0 || this.m[15] != 1.0)
  895. return false;
  896. if (this.m[1] != 0.0 || this.m[2] != 0.0 || this.m[3] != 0.0 ||
  897. this.m[4] != 0.0 || this.m[6] != 0.0 || this.m[7] != 0.0 ||
  898. this.m[8] != 0.0 || this.m[9] != 0.0 || this.m[11] != 0.0 ||
  899. this.m[12] != 0.0 || this.m[13] != 0.0 || this.m[14] != 0.0)
  900. return false;
  901. return true;
  902. }
  903. public determinant(): number {
  904. var temp1 = (this.m[10] * this.m[15]) - (this.m[11] * this.m[14]);
  905. var temp2 = (this.m[9] * this.m[15]) - (this.m[11] * this.m[13]);
  906. var temp3 = (this.m[9] * this.m[14]) - (this.m[10] * this.m[13]);
  907. var temp4 = (this.m[8] * this.m[15]) - (this.m[11] * this.m[12]);
  908. var temp5 = (this.m[8] * this.m[14]) - (this.m[10] * this.m[12]);
  909. var temp6 = (this.m[8] * this.m[13]) - (this.m[9] * this.m[12]);
  910. return ((((this.m[0] * (((this.m[5] * temp1) - (this.m[6] * temp2)) + (this.m[7] * temp3))) - (this.m[1] * (((this.m[4] * temp1) -
  911. (this.m[6] * temp4)) + (this.m[7] * temp5)))) + (this.m[2] * (((this.m[4] * temp2) - (this.m[5] * temp4)) + (this.m[7] * temp6)))) -
  912. (this.m[3] * (((this.m[4] * temp3) - (this.m[5] * temp5)) + (this.m[6] * temp6))));
  913. }
  914. // Methods
  915. public toArray(): Float32Array {
  916. return this.m;
  917. }
  918. public asArray(): Float32Array {
  919. return this.toArray();
  920. }
  921. public invert(): void {
  922. this.invertToRef(this);
  923. }
  924. public invertToRef(other: Matrix) {
  925. var l1 = this.m[0];
  926. var l2 = this.m[1];
  927. var l3 = this.m[2];
  928. var l4 = this.m[3];
  929. var l5 = this.m[4];
  930. var l6 = this.m[5];
  931. var l7 = this.m[6];
  932. var l8 = this.m[7];
  933. var l9 = this.m[8];
  934. var l10 = this.m[9];
  935. var l11 = this.m[10];
  936. var l12 = this.m[11];
  937. var l13 = this.m[12];
  938. var l14 = this.m[13];
  939. var l15 = this.m[14];
  940. var l16 = this.m[15];
  941. var l17 = (l11 * l16) - (l12 * l15);
  942. var l18 = (l10 * l16) - (l12 * l14);
  943. var l19 = (l10 * l15) - (l11 * l14);
  944. var l20 = (l9 * l16) - (l12 * l13);
  945. var l21 = (l9 * l15) - (l11 * l13);
  946. var l22 = (l9 * l14) - (l10 * l13);
  947. var l23 = ((l6 * l17) - (l7 * l18)) + (l8 * l19);
  948. var l24 = -(((l5 * l17) - (l7 * l20)) + (l8 * l21));
  949. var l25 = ((l5 * l18) - (l6 * l20)) + (l8 * l22);
  950. var l26 = -(((l5 * l19) - (l6 * l21)) + (l7 * l22));
  951. var l27 = 1.0 / ((((l1 * l23) + (l2 * l24)) + (l3 * l25)) + (l4 * l26));
  952. var l28 = (l7 * l16) - (l8 * l15);
  953. var l29 = (l6 * l16) - (l8 * l14);
  954. var l30 = (l6 * l15) - (l7 * l14);
  955. var l31 = (l5 * l16) - (l8 * l13);
  956. var l32 = (l5 * l15) - (l7 * l13);
  957. var l33 = (l5 * l14) - (l6 * l13);
  958. var l34 = (l7 * l12) - (l8 * l11);
  959. var l35 = (l6 * l12) - (l8 * l10);
  960. var l36 = (l6 * l11) - (l7 * l10);
  961. var l37 = (l5 * l12) - (l8 * l9);
  962. var l38 = (l5 * l11) - (l7 * l9);
  963. var l39 = (l5 * l10) - (l6 * l9);
  964. other.m[0] = l23 * l27;
  965. other.m[4] = l24 * l27;
  966. other.m[8] = l25 * l27;
  967. other.m[12] = l26 * l27;
  968. other.m[1] = -(((l2 * l17) - (l3 * l18)) + (l4 * l19)) * l27;
  969. other.m[5] = (((l1 * l17) - (l3 * l20)) + (l4 * l21)) * l27;
  970. other.m[9] = -(((l1 * l18) - (l2 * l20)) + (l4 * l22)) * l27;
  971. other.m[13] = (((l1 * l19) - (l2 * l21)) + (l3 * l22)) * l27;
  972. other.m[2] = (((l2 * l28) - (l3 * l29)) + (l4 * l30)) * l27;
  973. other.m[6] = -(((l1 * l28) - (l3 * l31)) + (l4 * l32)) * l27;
  974. other.m[10] = (((l1 * l29) - (l2 * l31)) + (l4 * l33)) * l27;
  975. other.m[14] = -(((l1 * l30) - (l2 * l32)) + (l3 * l33)) * l27;
  976. other.m[3] = -(((l2 * l34) - (l3 * l35)) + (l4 * l36)) * l27;
  977. other.m[7] = (((l1 * l34) - (l3 * l37)) + (l4 * l38)) * l27;
  978. other.m[11] = -(((l1 * l35) - (l2 * l37)) + (l4 * l39)) * l27;
  979. other.m[15] = (((l1 * l36) - (l2 * l38)) + (l3 * l39)) * l27;
  980. }
  981. public setTranslation(vector3: Vector3): void {
  982. this.m[12] = vector3.x;
  983. this.m[13] = vector3.y;
  984. this.m[14] = vector3.z;
  985. }
  986. public multiply(other: Matrix): Matrix {
  987. var result = new Matrix();
  988. this.multiplyToRef(other, result);
  989. return result;
  990. }
  991. public copyFrom(other: Matrix): void {
  992. for (var index = 0; index < 16; index++) {
  993. this.m[index] = other.m[index];
  994. }
  995. }
  996. public copyToArray(array: Float32Array, offset: number = 0): void {
  997. for (var index = 0; index < 16; index++) {
  998. array[offset + index] = this.m[index];
  999. }
  1000. }
  1001. public multiplyToRef(other: Matrix, result: Matrix): void {
  1002. this.multiplyToArray(other, result.m, 0);
  1003. }
  1004. public multiplyToArray(other: Matrix, result: Float32Array, offset: number): void {
  1005. var tm0 = this.m[0];
  1006. var tm1 = this.m[1];
  1007. var tm2 = this.m[2];
  1008. var tm3 = this.m[3];
  1009. var tm4 = this.m[4];
  1010. var tm5 = this.m[5];
  1011. var tm6 = this.m[6];
  1012. var tm7 = this.m[7];
  1013. var tm8 = this.m[8];
  1014. var tm9 = this.m[9];
  1015. var tm10 = this.m[10];
  1016. var tm11 = this.m[11];
  1017. var tm12 = this.m[12];
  1018. var tm13 = this.m[13];
  1019. var tm14 = this.m[14];
  1020. var tm15 = this.m[15];
  1021. var om0 = other.m[0];
  1022. var om1 = other.m[1];
  1023. var om2 = other.m[2];
  1024. var om3 = other.m[3];
  1025. var om4 = other.m[4];
  1026. var om5 = other.m[5];
  1027. var om6 = other.m[6];
  1028. var om7 = other.m[7];
  1029. var om8 = other.m[8];
  1030. var om9 = other.m[9];
  1031. var om10 = other.m[10];
  1032. var om11 = other.m[11];
  1033. var om12 = other.m[12];
  1034. var om13 = other.m[13];
  1035. var om14 = other.m[14];
  1036. var om15 = other.m[15];
  1037. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  1038. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  1039. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  1040. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  1041. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  1042. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  1043. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  1044. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  1045. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  1046. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  1047. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  1048. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  1049. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  1050. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  1051. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  1052. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  1053. }
  1054. public equals(value: Matrix): boolean {
  1055. return value &&
  1056. (this.m[0] === value.m[0] && this.m[1] === value.m[1] && this.m[2] === value.m[2] && this.m[3] === value.m[3] &&
  1057. this.m[4] === value.m[4] && this.m[5] === value.m[5] && this.m[6] === value.m[6] && this.m[7] === value.m[7] &&
  1058. this.m[8] === value.m[8] && this.m[9] === value.m[9] && this.m[10] === value.m[10] && this.m[11] === value.m[11] &&
  1059. this.m[12] === value.m[12] && this.m[13] === value.m[13] && this.m[14] === value.m[14] && this.m[15] === value.m[15]);
  1060. }
  1061. public clone(): Matrix {
  1062. return Matrix.FromValues(this.m[0], this.m[1], this.m[2], this.m[3],
  1063. this.m[4], this.m[5], this.m[6], this.m[7],
  1064. this.m[8], this.m[9], this.m[10], this.m[11],
  1065. this.m[12], this.m[13], this.m[14], this.m[15]);
  1066. }
  1067. // Statics
  1068. public static FromArray(array: number[], offset?: number): Matrix {
  1069. var result = new Matrix();
  1070. if (!offset) {
  1071. offset = 0;
  1072. }
  1073. Matrix.FromArrayToRef(array, offset, result);
  1074. return result;
  1075. }
  1076. public static FromArrayToRef(array: number[], offset: number, result: Matrix) {
  1077. for (var index = 0; index < 16; index++) {
  1078. result.m[index] = array[index + offset];
  1079. }
  1080. }
  1081. public static FromValuesToRef(initialM11: number, initialM12: number, initialM13: number, initialM14: number,
  1082. initialM21: number, initialM22: number, initialM23: number, initialM24: number,
  1083. initialM31: number, initialM32: number, initialM33: number, initialM34: number,
  1084. initialM41: number, initialM42: number, initialM43: number, initialM44: number, result: Matrix): void {
  1085. result.m[0] = initialM11;
  1086. result.m[1] = initialM12;
  1087. result.m[2] = initialM13;
  1088. result.m[3] = initialM14;
  1089. result.m[4] = initialM21;
  1090. result.m[5] = initialM22;
  1091. result.m[6] = initialM23;
  1092. result.m[7] = initialM24;
  1093. result.m[8] = initialM31;
  1094. result.m[9] = initialM32;
  1095. result.m[10] = initialM33;
  1096. result.m[11] = initialM34;
  1097. result.m[12] = initialM41;
  1098. result.m[13] = initialM42;
  1099. result.m[14] = initialM43;
  1100. result.m[15] = initialM44;
  1101. }
  1102. public static FromValues(initialM11: number, initialM12: number, initialM13: number, initialM14: number,
  1103. initialM21: number, initialM22: number, initialM23: number, initialM24: number,
  1104. initialM31: number, initialM32: number, initialM33: number, initialM34: number,
  1105. initialM41: number, initialM42: number, initialM43: number, initialM44: number): Matrix {
  1106. var result = new Matrix();
  1107. result.m[0] = initialM11;
  1108. result.m[1] = initialM12;
  1109. result.m[2] = initialM13;
  1110. result.m[3] = initialM14;
  1111. result.m[4] = initialM21;
  1112. result.m[5] = initialM22;
  1113. result.m[6] = initialM23;
  1114. result.m[7] = initialM24;
  1115. result.m[8] = initialM31;
  1116. result.m[9] = initialM32;
  1117. result.m[10] = initialM33;
  1118. result.m[11] = initialM34;
  1119. result.m[12] = initialM41;
  1120. result.m[13] = initialM42;
  1121. result.m[14] = initialM43;
  1122. result.m[15] = initialM44;
  1123. return result;
  1124. }
  1125. public static Identity(): Matrix {
  1126. return Matrix.FromValues(1.0, 0, 0, 0,
  1127. 0, 1.0, 0, 0,
  1128. 0, 0, 1.0, 0,
  1129. 0, 0, 0, 1.0);
  1130. }
  1131. public static IdentityToRef(result: Matrix): void {
  1132. Matrix.FromValuesToRef(1.0, 0, 0, 0,
  1133. 0, 1.0, 0, 0,
  1134. 0, 0, 1.0, 0,
  1135. 0, 0, 0, 1.0, result);
  1136. }
  1137. public static Zero(): Matrix {
  1138. return Matrix.FromValues(0, 0, 0, 0,
  1139. 0, 0, 0, 0,
  1140. 0, 0, 0, 0,
  1141. 0, 0, 0, 0);
  1142. }
  1143. public static RotationX(angle: number): Matrix {
  1144. var result = new Matrix();
  1145. Matrix.RotationXToRef(angle, result);
  1146. return result;
  1147. }
  1148. public static RotationXToRef(angle: number, result: Matrix): void {
  1149. var s = Math.sin(angle);
  1150. var c = Math.cos(angle);
  1151. result.m[0] = 1.0;
  1152. result.m[15] = 1.0;
  1153. result.m[5] = c;
  1154. result.m[10] = c;
  1155. result.m[9] = -s;
  1156. result.m[6] = s;
  1157. result.m[1] = 0;
  1158. result.m[2] = 0;
  1159. result.m[3] = 0;
  1160. result.m[4] = 0;
  1161. result.m[7] = 0;
  1162. result.m[8] = 0;
  1163. result.m[11] = 0;
  1164. result.m[12] = 0;
  1165. result.m[13] = 0;
  1166. result.m[14] = 0;
  1167. }
  1168. public static RotationY(angle: number): Matrix {
  1169. var result = new Matrix();
  1170. Matrix.RotationYToRef(angle, result);
  1171. return result;
  1172. }
  1173. public static RotationYToRef(angle: number, result: Matrix): void {
  1174. var s = Math.sin(angle);
  1175. var c = Math.cos(angle);
  1176. result.m[5] = 1.0;
  1177. result.m[15] = 1.0;
  1178. result.m[0] = c;
  1179. result.m[2] = -s;
  1180. result.m[8] = s;
  1181. result.m[10] = c;
  1182. result.m[1] = 0;
  1183. result.m[3] = 0;
  1184. result.m[4] = 0;
  1185. result.m[6] = 0;
  1186. result.m[7] = 0;
  1187. result.m[9] = 0;
  1188. result.m[11] = 0;
  1189. result.m[12] = 0;
  1190. result.m[13] = 0;
  1191. result.m[14] = 0;
  1192. }
  1193. public static RotationZ(angle: number): Matrix {
  1194. var result = new Matrix();
  1195. Matrix.RotationZToRef(angle, result);
  1196. return result;
  1197. }
  1198. public static RotationZToRef(angle: number, result: Matrix): void {
  1199. var s = Math.sin(angle);
  1200. var c = Math.cos(angle);
  1201. result.m[10] = 1.0;
  1202. result.m[15] = 1.0;
  1203. result.m[0] = c;
  1204. result.m[1] = s;
  1205. result.m[4] = -s;
  1206. result.m[5] = c;
  1207. result.m[2] = 0;
  1208. result.m[3] = 0;
  1209. result.m[6] = 0;
  1210. result.m[7] = 0;
  1211. result.m[8] = 0;
  1212. result.m[9] = 0;
  1213. result.m[11] = 0;
  1214. result.m[12] = 0;
  1215. result.m[13] = 0;
  1216. result.m[14] = 0;
  1217. }
  1218. public static RotationAxis(axis: Vector3, angle: number): Matrix {
  1219. var s = Math.sin(-angle);
  1220. var c = Math.cos(-angle);
  1221. var c1 = 1 - c;
  1222. axis.normalize();
  1223. var result = Matrix.Zero();
  1224. result.m[0] = (axis.x * axis.x) * c1 + c;
  1225. result.m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  1226. result.m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  1227. result.m[3] = 0.0;
  1228. result.m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  1229. result.m[5] = (axis.y * axis.y) * c1 + c;
  1230. result.m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  1231. result.m[7] = 0.0;
  1232. result.m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  1233. result.m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  1234. result.m[10] = (axis.z * axis.z) * c1 + c;
  1235. result.m[11] = 0.0;
  1236. result.m[15] = 1.0;
  1237. return result;
  1238. }
  1239. public static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix {
  1240. var result = new Matrix();
  1241. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  1242. return result;
  1243. }
  1244. public static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void {
  1245. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, this._tempQuaternion);
  1246. this._tempQuaternion.toRotationMatrix(result);
  1247. }
  1248. public static Scaling(x: number, y: number, z: number): Matrix {
  1249. var result = Matrix.Zero();
  1250. Matrix.ScalingToRef(x, y, z, result);
  1251. return result;
  1252. }
  1253. public static ScalingToRef(x: number, y: number, z: number, result: Matrix): void {
  1254. result.m[0] = x;
  1255. result.m[1] = 0;
  1256. result.m[2] = 0;
  1257. result.m[3] = 0;
  1258. result.m[4] = 0;
  1259. result.m[5] = y;
  1260. result.m[6] = 0;
  1261. result.m[7] = 0;
  1262. result.m[8] = 0;
  1263. result.m[9] = 0;
  1264. result.m[10] = z;
  1265. result.m[11] = 0;
  1266. result.m[12] = 0;
  1267. result.m[13] = 0;
  1268. result.m[14] = 0;
  1269. result.m[15] = 1.0;
  1270. }
  1271. public static Translation(x: number, y: number, z: number): Matrix {
  1272. var result = Matrix.Identity();
  1273. Matrix.TranslationToRef(x, y, z, result);
  1274. return result;
  1275. }
  1276. public static TranslationToRef(x: number, y: number, z: number, result: Matrix): void {
  1277. Matrix.FromValuesToRef(1.0, 0, 0, 0,
  1278. 0, 1.0, 0, 0,
  1279. 0, 0, 1.0, 0,
  1280. x, y, z, 1.0, result);
  1281. }
  1282. public static LookAtLH(eye: Vector3, target: Vector3, up: Vector3): Matrix {
  1283. var result = Matrix.Zero();
  1284. Matrix.LookAtLHToRef(eye, target, up, result);
  1285. return result;
  1286. }
  1287. public static LookAtLHToRef(eye: Vector3, target: Vector3, up: Vector3, result: Matrix): void {
  1288. // Z axis
  1289. target.subtractToRef(eye, this._zAxis);
  1290. this._zAxis.normalize();
  1291. // X axis
  1292. Vector3.CrossToRef(up, this._zAxis, this._xAxis);
  1293. this._xAxis.normalize();
  1294. // Y axis
  1295. Vector3.CrossToRef(this._zAxis, this._xAxis, this._yAxis);
  1296. this._yAxis.normalize();
  1297. // Eye angles
  1298. var ex = -Vector3.Dot(this._xAxis, eye);
  1299. var ey = -Vector3.Dot(this._yAxis, eye);
  1300. var ez = -Vector3.Dot(this._zAxis, eye);
  1301. return Matrix.FromValuesToRef(this._xAxis.x, this._yAxis.x, this._zAxis.x, 0,
  1302. this._xAxis.y, this._yAxis.y, this._zAxis.y, 0,
  1303. this._xAxis.z, this._yAxis.z, this._zAxis.z, 0,
  1304. ex, ey, ez, 1, result);
  1305. }
  1306. public static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix {
  1307. var hw = 2.0 / width;
  1308. var hh = 2.0 / height;
  1309. var id = 1.0 / (zfar - znear);
  1310. var nid = znear / (znear - zfar);
  1311. return Matrix.FromValues(hw, 0, 0, 0,
  1312. 0, hh, 0, 0,
  1313. 0, 0, id, 0,
  1314. 0, 0, nid, 1);
  1315. }
  1316. public static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix {
  1317. var matrix = Matrix.Zero();
  1318. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  1319. return matrix;
  1320. }
  1321. public static OrthoOffCenterLHToRef(left: number, right, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void {
  1322. result.m[0] = 2.0 / (right - left);
  1323. result.m[1] = result.m[2] = result.m[3] = 0;
  1324. result.m[5] = 2.0 / (top - bottom);
  1325. result.m[4] = result.m[6] = result.m[7] = 0;
  1326. result.m[10] = -1.0 / (znear - zfar);
  1327. result.m[8] = result.m[9] = result.m[11] = 0;
  1328. result.m[12] = (left + right) / (left - right);
  1329. result.m[13] = (top + bottom) / (bottom - top);
  1330. result.m[14] = znear / (znear - zfar);
  1331. result.m[15] = 1.0;
  1332. }
  1333. public static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix {
  1334. var matrix = Matrix.Zero();
  1335. matrix.m[0] = (2.0 * znear) / width;
  1336. matrix.m[1] = matrix.m[2] = matrix.m[3] = 0.0;
  1337. matrix.m[5] = (2.0 * znear) / height;
  1338. matrix.m[4] = matrix.m[6] = matrix.m[7] = 0.0;
  1339. matrix.m[10] = -zfar / (znear - zfar);
  1340. matrix.m[8] = matrix.m[9] = 0.0;
  1341. matrix.m[11] = 1.0;
  1342. matrix.m[12] = matrix.m[13] = matrix.m[15] = 0.0;
  1343. matrix.m[14] = (znear * zfar) / (znear - zfar);
  1344. return matrix;
  1345. }
  1346. public static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix {
  1347. var matrix = Matrix.Zero();
  1348. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  1349. return matrix;
  1350. }
  1351. public static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix): void {
  1352. var tan = 1.0 / (Math.tan(fov * 0.5));
  1353. result.m[0] = tan / aspect;
  1354. result.m[1] = result.m[2] = result.m[3] = 0.0;
  1355. result.m[5] = tan;
  1356. result.m[4] = result.m[6] = result.m[7] = 0.0;
  1357. result.m[8] = result.m[9] = 0.0;
  1358. result.m[10] = -zfar / (znear - zfar);
  1359. result.m[11] = 1.0;
  1360. result.m[12] = result.m[13] = result.m[15] = 0.0;
  1361. result.m[14] = (znear * zfar) / (znear - zfar);
  1362. }
  1363. public static GetFinalMatrix(viewport: Viewport, world: Matrix, view: Matrix, projection: Matrix, zmin: number, zmax: number): Matrix {
  1364. var cw = viewport.width;
  1365. var ch = viewport.height;
  1366. var cx = viewport.x;
  1367. var cy = viewport.y;
  1368. var viewportMatrix = Matrix.FromValues(cw / 2.0, 0, 0, 0,
  1369. 0, -ch / 2.0, 0, 0,
  1370. 0, 0, zmax - zmin, 0,
  1371. cx + cw / 2.0, ch / 2.0 + cy, zmin, 1);
  1372. return world.multiply(view).multiply(projection).multiply(viewportMatrix);
  1373. }
  1374. public static Transpose(matrix: Matrix): Matrix {
  1375. var result = new Matrix();
  1376. result.m[0] = matrix.m[0];
  1377. result.m[1] = matrix.m[4];
  1378. result.m[2] = matrix.m[8];
  1379. result.m[3] = matrix.m[12];
  1380. result.m[4] = matrix.m[1];
  1381. result.m[5] = matrix.m[5];
  1382. result.m[6] = matrix.m[9];
  1383. result.m[7] = matrix.m[13];
  1384. result.m[8] = matrix.m[2];
  1385. result.m[9] = matrix.m[6];
  1386. result.m[10] = matrix.m[10];
  1387. result.m[11] = matrix.m[14];
  1388. result.m[12] = matrix.m[3];
  1389. result.m[13] = matrix.m[7];
  1390. result.m[14] = matrix.m[11];
  1391. result.m[15] = matrix.m[15];
  1392. return result;
  1393. }
  1394. public static Reflection(plane: Plane): Matrix {
  1395. var matrix = new Matrix();
  1396. Matrix.ReflectionToRef(plane, matrix);
  1397. return matrix;
  1398. }
  1399. public static ReflectionToRef(plane: Plane, result: Matrix): void {
  1400. plane.normalize();
  1401. var x = plane.normal.x;
  1402. var y = plane.normal.y;
  1403. var z = plane.normal.z;
  1404. var temp = -2 * x;
  1405. var temp2 = -2 * y;
  1406. var temp3 = -2 * z;
  1407. result.m[0] = (temp * x) + 1;
  1408. result.m[1] = temp2 * x;
  1409. result.m[2] = temp3 * x;
  1410. result.m[3] = 0.0;
  1411. result.m[4] = temp * y;
  1412. result.m[5] = (temp2 * y) + 1;
  1413. result.m[6] = temp3 * y;
  1414. result.m[7] = 0.0;
  1415. result.m[8] = temp * z;
  1416. result.m[9] = temp2 * z;
  1417. result.m[10] = (temp3 * z) + 1;
  1418. result.m[11] = 0.0;
  1419. result.m[12] = temp * plane.d;
  1420. result.m[13] = temp2 * plane.d;
  1421. result.m[14] = temp3 * plane.d;
  1422. result.m[15] = 1.0;
  1423. }
  1424. }
  1425. export class Plane {
  1426. public normal: Vector3;
  1427. public d: number;
  1428. constructor(a: number, b: number, c: number, d: number) {
  1429. this.normal = new Vector3(a, b, c);
  1430. this.d = d;
  1431. }
  1432. public asArray(): number[] {
  1433. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  1434. }
  1435. // Methods
  1436. public clone(): Plane {
  1437. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  1438. }
  1439. public normalize(): void {
  1440. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  1441. var magnitude = 0;
  1442. if (norm != 0) {
  1443. magnitude = 1.0 / norm;
  1444. }
  1445. this.normal.x *= magnitude;
  1446. this.normal.y *= magnitude;
  1447. this.normal.z *= magnitude;
  1448. this.d *= magnitude;
  1449. }
  1450. public transform(transformation: Matrix): Plane {
  1451. var transposedMatrix = BABYLON.Matrix.Transpose(transformation);
  1452. var x = this.normal.x;
  1453. var y = this.normal.y;
  1454. var z = this.normal.z;
  1455. var d = this.d;
  1456. var normalX = (((x * transposedMatrix.m[0]) + (y * transposedMatrix.m[1])) + (z * transposedMatrix.m[2])) + (d * transposedMatrix.m[3]);
  1457. var normalY = (((x * transposedMatrix.m[4]) + (y * transposedMatrix.m[5])) + (z * transposedMatrix.m[6])) + (d * transposedMatrix.m[7]);
  1458. var normalZ = (((x * transposedMatrix.m[8]) + (y * transposedMatrix.m[9])) + (z * transposedMatrix.m[10])) + (d * transposedMatrix.m[11]);
  1459. var finalD = (((x * transposedMatrix.m[12]) + (y * transposedMatrix.m[13])) + (z * transposedMatrix.m[14])) + (d * transposedMatrix.m[15]);
  1460. return new BABYLON.Plane(normalX, normalY, normalZ, finalD);
  1461. }
  1462. public dotCoordinate(point): number {
  1463. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  1464. }
  1465. public copyFromPoints(point1: Vector3, point2: Vector3, point3: Vector3): void {
  1466. var x1 = point2.x - point1.x;
  1467. var y1 = point2.y - point1.y;
  1468. var z1 = point2.z - point1.z;
  1469. var x2 = point3.x - point1.x;
  1470. var y2 = point3.y - point1.y;
  1471. var z2 = point3.z - point1.z;
  1472. var yz = (y1 * z2) - (z1 * y2);
  1473. var xz = (z1 * x2) - (x1 * z2);
  1474. var xy = (x1 * y2) - (y1 * x2);
  1475. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  1476. var invPyth;
  1477. if (pyth != 0) {
  1478. invPyth = 1.0 / pyth;
  1479. }
  1480. else {
  1481. invPyth = 0;
  1482. }
  1483. this.normal.x = yz * invPyth;
  1484. this.normal.y = xz * invPyth;
  1485. this.normal.z = xy * invPyth;
  1486. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  1487. }
  1488. public isFrontFacingTo(direction: Vector3, epsilon: number): boolean {
  1489. var dot = Vector3.Dot(this.normal, direction);
  1490. return (dot <= epsilon);
  1491. }
  1492. public signedDistanceTo(point: Vector3): number {
  1493. return Vector3.Dot(point, this.normal) + this.d;
  1494. }
  1495. // Statics
  1496. static FromArray(array: number[]): Plane {
  1497. return new BABYLON.Plane(array[0], array[1], array[2], array[3]);
  1498. }
  1499. static FromPoints(point1, point2, point3): Plane {
  1500. var result = new BABYLON.Plane(0, 0, 0, 0);
  1501. result.copyFromPoints(point1, point2, point3);
  1502. return result;
  1503. }
  1504. static FromPositionAndNormal(origin: Vector3, normal: Vector3): Plane {
  1505. var result = new BABYLON.Plane(0, 0, 0, 0);
  1506. normal.normalize();
  1507. result.normal = normal;
  1508. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  1509. return result;
  1510. }
  1511. static SignedDistanceToPlaneFromPositionAndNormal(origin: Vector3, normal: Vector3, point: Vector3): number {
  1512. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  1513. return Vector3.Dot(point, normal) + d;
  1514. }
  1515. }
  1516. export class Viewport {
  1517. constructor(public x: number, public y: number, public width: number, public height: number) {
  1518. }
  1519. public toGlobal(engine) {
  1520. var width = engine.getRenderWidth();
  1521. var height = engine.getRenderHeight();
  1522. return new Viewport(this.x * width, this.y * height, this.width * width, this.height * height);
  1523. }
  1524. }
  1525. export class Frustum {
  1526. public static GetPlanes(transform: Matrix): Plane[] {
  1527. var frustumPlanes = [];
  1528. for (var index = 0; index < 6; index++) {
  1529. frustumPlanes.push(new Plane(0, 0, 0, 0));
  1530. }
  1531. Frustum.GetPlanesToRef(transform, frustumPlanes);
  1532. return frustumPlanes;
  1533. }
  1534. public static GetPlanesToRef(transform: Matrix, frustumPlanes: Plane[]): void {
  1535. // Near
  1536. frustumPlanes[0].normal.x = transform.m[3] + transform.m[2];
  1537. frustumPlanes[0].normal.y = transform.m[7] + transform.m[6];
  1538. frustumPlanes[0].normal.z = transform.m[10] + transform.m[10];
  1539. frustumPlanes[0].d = transform.m[15] + transform.m[14];
  1540. frustumPlanes[0].normalize();
  1541. // Far
  1542. frustumPlanes[1].normal.x = transform.m[3] - transform.m[2];
  1543. frustumPlanes[1].normal.y = transform.m[7] - transform.m[6];
  1544. frustumPlanes[1].normal.z = transform.m[11] - transform.m[10];
  1545. frustumPlanes[1].d = transform.m[15] - transform.m[14];
  1546. frustumPlanes[1].normalize();
  1547. // Left
  1548. frustumPlanes[2].normal.x = transform.m[3] + transform.m[0];
  1549. frustumPlanes[2].normal.y = transform.m[7] + transform.m[4];
  1550. frustumPlanes[2].normal.z = transform.m[11] + transform.m[8];
  1551. frustumPlanes[2].d = transform.m[15] + transform.m[12];
  1552. frustumPlanes[2].normalize();
  1553. // Right
  1554. frustumPlanes[3].normal.x = transform.m[3] - transform.m[0];
  1555. frustumPlanes[3].normal.y = transform.m[7] - transform.m[4];
  1556. frustumPlanes[3].normal.z = transform.m[11] - transform.m[8];
  1557. frustumPlanes[3].d = transform.m[15] - transform.m[12];
  1558. frustumPlanes[3].normalize();
  1559. // Top
  1560. frustumPlanes[4].normal.x = transform.m[3] - transform.m[1];
  1561. frustumPlanes[4].normal.y = transform.m[7] - transform.m[5];
  1562. frustumPlanes[4].normal.z = transform.m[11] - transform.m[9];
  1563. frustumPlanes[4].d = transform.m[15] - transform.m[13];
  1564. frustumPlanes[4].normalize();
  1565. // Bottom
  1566. frustumPlanes[5].normal.x = transform.m[3] + transform.m[1];
  1567. frustumPlanes[5].normal.y = transform.m[7] + transform.m[5];
  1568. frustumPlanes[5].normal.z = transform.m[11] + transform.m[9];
  1569. frustumPlanes[5].d = transform.m[15] + transform.m[13];
  1570. frustumPlanes[5].normalize();
  1571. }
  1572. }
  1573. export class Ray {
  1574. private _edge1: Vector3;
  1575. private _edge2: Vector3;
  1576. private _pvec: Vector3;
  1577. private _tvec: Vector3;
  1578. private _qvec: Vector3;
  1579. constructor(public origin: Vector3, public direction: Vector3) {
  1580. }
  1581. // Methods
  1582. public intersectsBoxMinMax(minimum: Vector3, maximum: Vector3): boolean {
  1583. var d = 0.0;
  1584. var maxValue = Number.MAX_VALUE;
  1585. if (Math.abs(this.direction.x) < 0.0000001) {
  1586. if (this.origin.x < minimum.x || this.origin.x > maximum.x) {
  1587. return false;
  1588. }
  1589. }
  1590. else {
  1591. var inv = 1.0 / this.direction.x;
  1592. var min = (minimum.x - this.origin.x) * inv;
  1593. var max = (maximum.x - this.origin.x) * inv;
  1594. if (min > max) {
  1595. var temp = min;
  1596. min = max;
  1597. max = temp;
  1598. }
  1599. d = Math.max(min, d);
  1600. maxValue = Math.min(max, maxValue);
  1601. if (d > maxValue) {
  1602. return false;
  1603. }
  1604. }
  1605. if (Math.abs(this.direction.y) < 0.0000001) {
  1606. if (this.origin.y < minimum.y || this.origin.y > maximum.y) {
  1607. return false;
  1608. }
  1609. }
  1610. else {
  1611. inv = 1.0 / this.direction.y;
  1612. min = (minimum.y - this.origin.y) * inv;
  1613. max = (maximum.y - this.origin.y) * inv;
  1614. if (min > max) {
  1615. temp = min;
  1616. min = max;
  1617. max = temp;
  1618. }
  1619. d = Math.max(min, d);
  1620. maxValue = Math.min(max, maxValue);
  1621. if (d > maxValue) {
  1622. return false;
  1623. }
  1624. }
  1625. if (Math.abs(this.direction.z) < 0.0000001) {
  1626. if (this.origin.z < minimum.z || this.origin.z > maximum.z) {
  1627. return false;
  1628. }
  1629. }
  1630. else {
  1631. inv = 1.0 / this.direction.z;
  1632. min = (minimum.z - this.origin.z) * inv;
  1633. max = (maximum.z - this.origin.z) * inv;
  1634. if (min > max) {
  1635. temp = min;
  1636. min = max;
  1637. max = temp;
  1638. }
  1639. d = Math.max(min, d);
  1640. maxValue = Math.min(max, maxValue);
  1641. if (d > maxValue) {
  1642. return false;
  1643. }
  1644. }
  1645. return true;
  1646. }
  1647. public intersectsBox(box: BoundingBox): boolean {
  1648. return this.intersectsBoxMinMax(box.minimum, box.maximum);
  1649. }
  1650. public intersectsSphere(sphere): boolean {
  1651. var x = sphere.center.x - this.origin.x;
  1652. var y = sphere.center.y - this.origin.y;
  1653. var z = sphere.center.z - this.origin.z;
  1654. var pyth = (x * x) + (y * y) + (z * z);
  1655. var rr = sphere.radius * sphere.radius;
  1656. if (pyth <= rr) {
  1657. return true;
  1658. }
  1659. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  1660. if (dot < 0.0) {
  1661. return false;
  1662. }
  1663. var temp = pyth - (dot * dot);
  1664. return temp <= rr;
  1665. }
  1666. public intersectsTriangle(vertex0: Vector3, vertex1: Vector3, vertex2: Vector3): IntersectionInfo {
  1667. if (!this._edge1) {
  1668. this._edge1 = BABYLON.Vector3.Zero();
  1669. this._edge2 = BABYLON.Vector3.Zero();
  1670. this._pvec = BABYLON.Vector3.Zero();
  1671. this._tvec = BABYLON.Vector3.Zero();
  1672. this._qvec = BABYLON.Vector3.Zero();
  1673. }
  1674. vertex1.subtractToRef(vertex0, this._edge1);
  1675. vertex2.subtractToRef(vertex0, this._edge2);
  1676. BABYLON.Vector3.CrossToRef(this.direction, this._edge2, this._pvec);
  1677. var det = Vector3.Dot(this._edge1, this._pvec);
  1678. if (det === 0) {
  1679. return null;
  1680. }
  1681. var invdet = 1 / det;
  1682. this.origin.subtractToRef(vertex0, this._tvec);
  1683. var bu = Vector3.Dot(this._tvec, this._pvec) * invdet;
  1684. if (bu < 0 || bu > 1.0) {
  1685. return null;
  1686. }
  1687. Vector3.CrossToRef(this._tvec, this._edge1, this._qvec);
  1688. var bv = Vector3.Dot(this.direction, this._qvec) * invdet;
  1689. if (bv < 0 || bu + bv > 1.0) {
  1690. return null;
  1691. }
  1692. return new IntersectionInfo(bu, bv, Vector3.Dot(this._edge2, this._qvec) * invdet);
  1693. }
  1694. // Statics
  1695. public static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: Matrix, view: Matrix, projection: Matrix): Ray {
  1696. var start = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 0), viewportWidth, viewportHeight, world, view, projection);
  1697. var end = BABYLON.Vector3.Unproject(new BABYLON.Vector3(x, y, 1), viewportWidth, viewportHeight, world, view, projection);
  1698. var direction = end.subtract(start);
  1699. direction.normalize();
  1700. return new Ray(start, direction);
  1701. }
  1702. public static Transform(ray: Ray, matrix: Matrix): Ray {
  1703. var newOrigin = BABYLON.Vector3.TransformCoordinates(ray.origin, matrix);
  1704. var newDirection = BABYLON.Vector3.TransformNormal(ray.direction, matrix);
  1705. return new Ray(newOrigin, newDirection);
  1706. }
  1707. }
  1708. export enum Space {
  1709. LOCAL = 0,
  1710. WORLD = 1
  1711. }
  1712. export class Axis {
  1713. public static X: Vector3 = new BABYLON.Vector3(1, 0, 0);
  1714. public static Y: Vector3 = new BABYLON.Vector3(0, 1, 0);
  1715. public static Z: Vector3 = new BABYLON.Vector3(0, 0, 1);
  1716. };
  1717. }