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Matrix.ts
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Matrix.ts
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///<amd-module name="world/Matrix"/>
import Vertice = require('./Vertice');
import Vector = require('./Vector');
class Matrix{
public elements: Float32Array;
constructor(m11 = 1, m12 = 0, m13 = 0, m14 = 0,
m21 = 0, m22 = 1, m23 = 0, m24 = 0,
m31 = 0, m32 = 0, m33 = 1, m34 = 0,
m41 = 0, m42 = 0, m43 = 0, m44 = 1){
this.elements = new Float32Array(16);
this.setElements(m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, m42, m43, m44);
}
setElements(m11: number, m12: number, m13: number, m14: number,
m21: number, m22: number, m23: number, m24: number,
m31: number, m32: number, m33: number, m34: number,
m41: number, m42: number, m43: number, m44: number) {
var count = arguments.length;
if (count < 16) {
throw "invalid arguments:arguments length error";
}
var values = this.elements;
values[0] = m11;
values[4] = m12;
values[8] = m13;
values[12] = m14;
values[1] = m21;
values[5] = m22;
values[9] = m23;
values[13] = m24;
values[2] = m31;
values[6] = m32;
values[10] = m33;
values[14] = m34;
values[3] = m41;
values[7] = m42;
values[11] = m43;
values[15] = m44;
return this;
}
setColumnX(x: number, y: number, z: number) {
this.elements[0] = x;
this.elements[1] = y;
this.elements[2] = z;
}
getColumnX(): Vertice {
return new Vertice(this.elements[0], this.elements[1], this.elements[2]);
}
setColumnY(x: number, y: number, z: number) {
this.elements[4] = x;
this.elements[5] = y;
this.elements[6] = z;
}
getColumnY(): Vertice {
return new Vertice(this.elements[4], this.elements[5], this.elements[6]);
}
setColumnZ(x: number, y: number, z: number) {
this.elements[8] = x;
this.elements[9] = y;
this.elements[10] = z;
}
getColumnZ(): Vertice {
return new Vertice(this.elements[8], this.elements[9], this.elements[10]);
}
setColumnTrans(x: number, y: number, z: number) {
this.elements[12] = x;
this.elements[13] = y;
this.elements[14] = z;
}
getColumnTrans(): Vertice {
return new Vertice(this.elements[12], this.elements[13], this.elements[14]);
}
setLastRowDefault(): void {
this.elements[3] = 0;
this.elements[7] = 0;
this.elements[11] = 0;
this.elements[15] = 1;
}
//对当前矩阵进行转置,并对当前矩阵产生影响
transpose(): void {
var result = this.getTransposeMatrix();
this.setMatrixByOther(result);
}
//返回当前矩阵的转置矩阵,不对当前矩阵产生影响
getTransposeMatrix(): Matrix {
var result: Matrix = new Matrix();
result.elements[0] = this.elements[0];
result.elements[4] = this.elements[1];
result.elements[8] = this.elements[2];
result.elements[12] = this.elements[3];
result.elements[1] = this.elements[4];
result.elements[5] = this.elements[5];
result.elements[9] = this.elements[6];
result.elements[13] = this.elements[7];
result.elements[2] = this.elements[8];
result.elements[6] = this.elements[9];
result.elements[10] = this.elements[10];
result.elements[14] = this.elements[11];
result.elements[3] = this.elements[12];
result.elements[7] = this.elements[13];
result.elements[11] = this.elements[14];
result.elements[15] = this.elements[15];
return result;
}
//对当前矩阵进行取逆操作,并对当前矩阵产生影响
inverse(): void {
var result = this.getInverseMatrix();
this.setMatrixByOther(result);
}
//返回当前矩阵的逆矩阵,不对当前矩阵产生影响
getInverseMatrix(): Matrix {
var a = this.elements;
var result: Matrix = new Matrix();
var b = result.elements;
var c = a[0],
d = a[1],
e = a[2],
g = a[3],
f = a[4],
h = a[5],
i = a[6],
j = a[7],
k = a[8],
l = a[9],
n = a[10],
o = a[11],
m = a[12],
p = a[13],
r = a[14],
s = a[15];
var A = c * h - d * f;
var B = c * i - e * f;
var t = c * j - g * f;
var u = d * i - e * h;
var v = d * j - g * h;
var w = e * j - g * i;
var x = k * p - l * m;
var y = k * r - n * m;
var z = k * s - o * m;
var C = l * r - n * p;
var D = l * s - o * p;
var E = n * s - o * r;
var q = A * E - B * D + t * C + u * z - v * y + w * x;
if (!q) {
console.log("can't get inverse matrix");
return null
};
q = 1 / q;
b[0] = (h * E - i * D + j * C) * q;
b[1] = (-d * E + e * D - g * C) * q;
b[2] = (p * w - r * v + s * u) * q;
b[3] = (-l * w + n * v - o * u) * q;
b[4] = (-f * E + i * z - j * y) * q;
b[5] = (c * E - e * z + g * y) * q;
b[6] = (-m * w + r * t - s * B) * q;
b[7] = (k * w - n * t + o * B) * q;
b[8] = (f * D - h * z + j * x) * q;
b[9] = (-c * D + d * z - g * x) * q;
b[10] = (m * v - p * t + s * A) * q;
b[11] = (-k * v + l * t - o * A) * q;
b[12] = (-f * C + h * y - i * x) * q;
b[13] = (c * C - d * y + e * x) * q;
b[14] = (-m * u + p * B - r * A) * q;
b[15] = (k * u - l * B + n * A) * q;
return result;
}
setMatrixByOther(otherMatrix: Matrix): void {
if (!(otherMatrix instanceof Matrix)) {
throw "invalid otherMatrix";
}
for (var i = 0; i < otherMatrix.elements.length; i++) {
this.elements[i] = otherMatrix.elements[i];
}
}
/**
* 将矩阵设置为单位阵
*/
setUnitMatrix(): void {
this.setElements(
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
}
/**
* 判断矩阵是否为单位阵
* @returns {boolean}
*/
isUnitMatrix(): boolean {
var values = this.elements;
for (var i = 0; i < values.length; i++) {
if (i % 4 === 0) {
if (values[i] != 1) {
//斜对角线上的值需要为1
return false;
}
} else {
if (values[i] !== 0) {
//非斜对角线上的值需要为0
return false;
}
}
}
return true;
}
clone(): Matrix {
return new Matrix(
this.elements[0], this.elements[4], this.elements[8], this.elements[12],
this.elements[1], this.elements[5], this.elements[9], this.elements[13],
this.elements[2], this.elements[6], this.elements[10], this.elements[14],
this.elements[3], this.elements[7], this.elements[11], this.elements[15]);
}
multiplyMatrix(otherMatrix: Matrix): Matrix {
var values1 = this.elements;
var values2 = otherMatrix.elements;
var m11 = values1[0] * values2[0] + values1[4] * values2[1] + values1[8] * values2[2] + values1[12] * values2[3];
var m12 = values1[0] * values2[4] + values1[4] * values2[5] + values1[8] * values2[6] + values1[12] * values2[7];
var m13 = values1[0] * values2[8] + values1[4] * values2[9] + values1[8] * values2[10] + values1[12] * values2[11];
var m14 = values1[0] * values2[12] + values1[4] * values2[13] + values1[8] * values2[14] + values1[12] * values2[15];
var m21 = values1[1] * values2[0] + values1[5] * values2[1] + values1[9] * values2[2] + values1[13] * values2[3];
var m22 = values1[1] * values2[4] + values1[5] * values2[5] + values1[9] * values2[6] + values1[13] * values2[7];
var m23 = values1[1] * values2[8] + values1[5] * values2[9] + values1[9] * values2[10] + values1[13] * values2[11];
var m24 = values1[1] * values2[12] + values1[5] * values2[13] + values1[9] * values2[14] + values1[13] * values2[15];
var m31 = values1[2] * values2[0] + values1[6] * values2[1] + values1[10] * values2[2] + values1[14] * values2[3];
var m32 = values1[2] * values2[4] + values1[6] * values2[5] + values1[10] * values2[6] + values1[14] * values2[7];
var m33 = values1[2] * values2[8] + values1[6] * values2[9] + values1[10] * values2[10] + values1[14] * values2[11];
var m34 = values1[2] * values2[12] + values1[6] * values2[13] + values1[10] * values2[14] + values1[14] * values2[15];
var m41 = values1[3] * values2[0] + values1[7] * values2[1] + values1[11] * values2[2] + values1[15] * values2[3];
var m42 = values1[3] * values2[4] + values1[7] * values2[5] + values1[11] * values2[6] + values1[15] * values2[7];
var m43 = values1[3] * values2[8] + values1[7] * values2[9] + values1[11] * values2[10] + values1[15] * values2[11];
var m44 = values1[3] * values2[12] + values1[7] * values2[13] + values1[11] * values2[14] + values1[15] * values2[15];
return new Matrix(m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, m42, m43, m44);
}
/**
* 计算矩阵与列向量的乘积
* @param c 四元数组
* @return {Matrix} 列向量,四元数组
*/
multiplyColumn(c: number[]) : number[] {
var valid = c.length == 4;
if (!valid) {
throw "invalid c";
}
var values1 = this.elements;
var values2 = c;
var m11 = values1[0] * values2[0] + values1[4] * values2[1] + values1[8] * values2[2] + values1[12] * values2[3];
var m21 = values1[1] * values2[0] + values1[5] * values2[1] + values1[9] * values2[2] + values1[13] * values2[3];
var m31 = values1[2] * values2[0] + values1[6] * values2[1] + values1[10] * values2[2] + values1[14] * values2[3];
var m41 = values1[3] * values2[0] + values1[7] * values2[1] + values1[11] * values2[2] + values1[15] * values2[3];
return [m11, m21, m31, m41];
}
divide(a: number) {
if (a === 0) {
throw "invalid a:a is 0";
}
if (a !== 0) {
for (var i = 0, length = this.elements.length; i < length; i++) {
this.elements[i] /= a;
}
}
}
getPosition(): Vertice{
return this.getColumnTrans();
}
worldTranslate(x: number, y: number, z: number) {
this.elements[12] += x;
this.elements[13] += y;
this.elements[14] += z;
}
localTranslate(x: number, y: number, z: number) {
var localColumn = [x, y, z, 1];
var worldColumn = this.multiplyColumn(localColumn);
var origin = this.getPosition();
this.worldTranslate(worldColumn[0] - origin.x, worldColumn[1] - origin.y, worldColumn[2] - origin.z);
}
worldScale(scaleX: number, scaleY: number, scaleZ: number): void {
scaleX = (scaleX !== undefined) ? scaleX : 1;
scaleY = (scaleY !== undefined) ? scaleY : 1;
scaleZ = (scaleZ !== undefined) ? scaleZ : 1;
var m = new Matrix(scaleX, 0, 0, 0,
0, scaleY, 0, 0,
0, 0, scaleZ, 0,
0, 0, 0, 1);
var result = m.multiplyMatrix(this);
this.setMatrixByOther(result);
}
localScale(scaleX: number, scaleY: number, scaleZ: number): void {
var transVertice = this.getColumnTrans();
this.setColumnTrans(0, 0, 0);
this.worldScale(scaleX, scaleY, scaleZ);
this.setColumnTrans(transVertice.x, transVertice.y, transVertice.z);
}
worldRotateX(radian: number): void {
var c = Math.cos(radian);
var s = Math.sin(radian);
var m = new Matrix(1, 0, 0, 0,
0, c, -s, 0,
0, s, c, 0,
0, 0, 0, 1);
var result = m.multiplyMatrix(this);
this.setMatrixByOther(result);
}
worldRotateY(radian: number): void {
var c = Math.cos(radian);
var s = Math.sin(radian);
var m = new Matrix(c, 0, s, 0,
0, 1, 0, 0, -s, 0, c, 0,
0, 0, 0, 1);
var result = m.multiplyMatrix(this);
this.setMatrixByOther(result);
}
worldRotateZ(radian: number) {
var c = Math.cos(radian);
var s = Math.sin(radian);
var m = new Matrix(c, -s, 0, 0,
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
var result = m.multiplyMatrix(this);
this.setMatrixByOther(result);
}
worldRotateByVector(radian: number, vector: Vector): void {
var x = vector.x;
var y = vector.y;
var z = vector.z;
var length:number, s:number, c:number;
var xx:number, yy:number, zz:number, xy:number, yz:number, zx:number, xs:number, ys:number, zs:number, one_c:number;
s = Math.sin(radian);
c = Math.cos(radian);
length = Math.sqrt(x * x + y * y + z * z);
// Rotation matrix is normalized
x /= length;
y /= length;
z /= length;
xx = x * x;
yy = y * y;
zz = z * z;
xy = x * y;
yz = y * z;
zx = z * x;
xs = x * s;
ys = y * s;
zs = z * s;
one_c = 1.0 - c;
var m11 = (one_c * xx) + c; //M(0,0)
var m12 = (one_c * xy) - zs; //M(0,1)
var m13 = (one_c * zx) + ys; //M(0,2)
var m14 = 0.0; //M(0,3) 表示平移X
var m21 = (one_c * xy) + zs; //M(1,0)
var m22 = (one_c * yy) + c; //M(1,1)
var m23 = (one_c * yz) - xs; //M(1,2)
var m24 = 0.0; //M(1,3) 表示平移Y
var m31 = (one_c * zx) - ys; //M(2,0)
var m32 = (one_c * yz) + xs; //M(2,1)
var m33 = (one_c * zz) + c; //M(2,2)
var m34 = 0.0; //M(2,3) 表示平移Z
var m41 = 0.0; //M(3,0)
var m42 = 0.0; //M(3,1)
var m43 = 0.0; //M(3,2)
var m44 = 1.0; //M(3,3)
var mat = new Matrix(m11, m12, m13, m14,
m21, m22, m23, m24,
m31, m32, m33, m34,
m41, m42, m43, m44);
var result = mat.multiplyMatrix(this);
this.setMatrixByOther(result);
}
localRotateX(radian: number): void {
var transVertice = this.getColumnTrans();
this.setColumnTrans(0, 0, 0);
var columnX = Vector.fromVertice(this.getColumnX());
this.worldRotateByVector(radian, columnX);
this.setColumnTrans(transVertice.x, transVertice.y, transVertice.z);
}
localRotateY(radian: number): void {
var transVertice = this.getColumnTrans();
this.setColumnTrans(0, 0, 0);
var columnY = Vector.fromVertice(this.getColumnY());
this.worldRotateByVector(radian, columnY);
this.setColumnTrans(transVertice.x, transVertice.y, transVertice.z);
}
localRotateZ(radian: number): void {
var transVertice = this.getColumnTrans();
this.setColumnTrans(0, 0, 0);
var columnZ = Vector.fromVertice(this.getColumnZ());
this.worldRotateByVector(radian, columnZ);
this.setColumnTrans(transVertice.x, transVertice.y, transVertice.z);
}
//localVector指的是相对于模型坐标系中的向量
localRotateByVector(radian: number, localVector: Vector) {
var localColumn = localVector.getArray();
localColumn.push(1); //四元数组
var worldColumn = this.multiplyColumn(localColumn); //模型坐标转换为世界坐标
var worldVector = new Vector(worldColumn[0], worldColumn[1], worldColumn[2]);
var transVertice = this.getColumnTrans();
this.setColumnTrans(0, 0, 0);
this.worldRotateByVector(radian, worldVector);
this.setColumnTrans(transVertice.x, transVertice.y, transVertice.z);
}
};
export = Matrix;