jsketcher/modules/math/matrix.ts
2022-08-09 21:51:56 -07:00

500 lines
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13 KiB
TypeScript

import Vector, {AXIS, UnitVector} from "math/vector";
import {Vec3} from "math/vec";
import * as vec from "math/vec";
import {VectorTransformer} from "math/functions";
export type Matrix3x4Data = [[number, number, number, number], [number, number, number, number], [number, number, number, number]];
export type Matrix3x4FlatData = [number, number, number, number, number, number, number, number, number, number, number, number];
export class Matrix3x4 {
mxx: number = 1;
mxy: number = 0;
mxz: number = 0;
tx: number = 0;
myx: number = 0;
myy: number = 1;
myz: number = 0;
ty: number = 0;
mzx: number = 0;
mzy: number = 0;
mzz: number = 1;
tz: number = 0;
reset(): Matrix3x4 {
this.mxx = 1;
this.mxy = 0;
this.mxz = 0;
this.tx = 0;
this.myx = 0;
this.myy = 1;
this.myz = 0;
this.ty = 0;
this.mzx = 0;
this.mzy = 0;
this.mzz = 1;
this.tz = 0;
return this;
};
setBasis(basis: [Vector, Vector, Vector]): Matrix3x4 {
var b = basis;
this.mxx = b[0].x;
this.mxy = b[1].x;
this.mxz = b[2].x;
this.tx = 0;
this.myx = b[0].y;
this.myy = b[1].y;
this.myz = b[2].y;
this.ty = 0;
this.mzx = b[0].z;
this.mzy = b[1].z;
this.mzz = b[2].z;
this.tz = 0;
return this;
};
setBasis3(basis: [Vec3, Vec3, Vec3]): Matrix3x4 {
const b = basis;
this.mxx = b[0][0];
this.mxy = b[1][0];
this.mxz = b[2][0];
this.tx = 0;
this.myx = b[0][1];
this.myy = b[1][1];
this.myz = b[2][1];
this.ty = 0;
this.mzx = b[0][2];
this.mzy = b[1][2];
this.mzz = b[2][2];
this.tz = 0;
return this;
};
setBasisAxises(x: Vector, y: Vector, z: Vector): Matrix3x4 {
this.mxx = x.x;
this.mxy = y.x;
this.mxz = z.x;
this.tx = 0;
this.myx = x.y;
this.myy = y.y;
this.myz = z.y;
this.ty = 0;
this.mzx = x.z;
this.mzy = y.z;
this.mzz = z.z;
this.tz = 0;
return this;
};
setBasisAndTranslation(basis: [Vector, Vector, Vector], translation: Vector): Matrix3x4 {
this.setBasis(basis);
this.tx = translation.x;
this.ty = translation.y;
this.tz = translation.z;
return this;
};
setBasisAndTranslation3(basis: [Vec3, Vec3, Vec3], translation: Vec3): Matrix3x4 {
this.setBasis3(basis);
this.tx = translation[0];
this.ty = translation[1];
this.tz = translation[2];
return this;
};
getBasis3(): [Vec3, Vec3, Vec3] {
return [
[
this.mxx,
this.myx,
this.mzx
],
[
this.mxy,
this.myy,
this.mzy
],
[
this.mxz,
this.myz,
this.mzz
]
]
};
getTranslation3(): Vec3 {
return [this.tx, this.ty, this.tz];
}
scale(dx: number, dy: number, dz: number): Matrix3x4 {
this.mxx *= dx;
this.myy *= dy;
this.mzz *= dz;
return this;
};
translate(dx: number, dy: number, dz: number): Matrix3x4 {
this.tx += dx;
this.ty += dy;
this.tz += dz;
return this;
};
translateVec({x, y, z}: Vector): Matrix3x4 {
this.tx += x;
this.ty += y;
this.tz += z;
return this;
};
set3x3(
mxx: number, mxy: number, mxz: number,
myx: number, myy: number, myz: number,
mzx: number, mzy: number, mzz: number
): Matrix3x4 {
this.mxx = mxx;
this.mxy = mxy;
this.mxz = mxz;
this.myx = myx;
this.myy = myy;
this.myz = myz;
this.mzx = mzx;
this.mzy = mzy;
this.mzz = mzz;
return this;
};
set3x4(
mxx: number, mxy: number, mxz: number, tx: number,
myx: number, myy: number, myz: number, ty: number,
mzx: number, mzy: number, mzz: number, tz: number
): Matrix3x4 {
this.mxx = mxx;
this.mxy = mxy;
this.mxz = mxz;
this.tx = tx;
this.myx = myx;
this.myy = myy;
this.myz = myz;
this.ty = ty;
this.mzx = mzx;
this.mzy = mzy;
this.mzz = mzz;
this.tz = tz;
return this;
};
setMatrix(m: Matrix3x4): Matrix3x4 {
this.mxx = m.mxx;
this.mxy = m.mxy;
this.mxz = m.mxz;
this.tx = m.tx;
this.myx = m.myx;
this.myy = m.myy;
this.myz = m.myz;
this.ty = m.ty;
this.mzx = m.mzx;
this.mzy = m.mzy;
this.mzz = m.mzz;
this.tz = m.tz;
return this;
};
setToMatrix4x4(m: any): void {
m.set(
this.mxx, this.mxy, this.mxz, this.tx,
this.myx, this.myy, this.myz, this.ty,
this.mzx, this.mzy, this.mzz, this.tz,
0, 0, 0, 1
);
};
toArray(): Matrix3x4Data {
return [
[this.mxx, this.mxy, this.mxz, this.tx],
[this.myx, this.myy, this.myz, this.ty],
[this.mzx, this.mzy, this.mzz, this.tz]
];
};
toFlatArray(): Matrix3x4FlatData {
return [
this.mxx, this.mxy, this.mxz, this.tx,
this.myx, this.myy, this.myz, this.ty,
this.mzx, this.mzy, this.mzz, this.tz
];
};
invert(): Matrix3x4 {
return this.__invert(new Matrix3x4());
};
_invert(): Matrix3x4 {
return this.__invert(this);
};
normalize(): Matrix3x4 {
return this.__normalize(new Matrix3x4());
};
_normalize(): Matrix3x4 {
return this.__normalize(this);
};
__normalize(out: Matrix3x4): Matrix3x4 {
const basis = this.getBasis3();
const tr = this.getTranslation3();
basis.forEach(vec._normalize);
out.setBasisAndTranslation3(basis, tr);
return out;
};
__invert(out: Matrix3x4): Matrix3x4 {
var det =
this.mxx * (this.myy * this.mzz - this.mzy * this.myz) +
this.mxy * (this.myz * this.mzx - this.mzz * this.myx) +
this.mxz * (this.myx * this.mzy - this.mzx * this.myy);
if (det == 0.0) {
return null;
}
var cxx = this.myy * this.mzz - this.myz * this.mzy;
var cyx = -this.myx * this.mzz + this.myz * this.mzx;
var czx = this.myx * this.mzy - this.myy * this.mzx;
var cxt = -this.mxy * (this.myz * this.tz - this.mzz * this.ty)
- this.mxz * (this.ty * this.mzy - this.tz * this.myy)
- this.tx * (this.myy * this.mzz - this.mzy * this.myz);
var cxy = -this.mxy * this.mzz + this.mxz * this.mzy;
var cyy = this.mxx * this.mzz - this.mxz * this.mzx;
var czy = -this.mxx * this.mzy + this.mxy * this.mzx;
var cyt = this.mxx * (this.myz * this.tz - this.mzz * this.ty)
+ this.mxz * (this.ty * this.mzx - this.tz * this.myx)
+ this.tx * (this.myx * this.mzz - this.mzx * this.myz);
var cxz = this.mxy * this.myz - this.mxz * this.myy;
var cyz = -this.mxx * this.myz + this.mxz * this.myx;
var czz = this.mxx * this.myy - this.mxy * this.myx;
var czt = -this.mxx * (this.myy * this.tz - this.mzy * this.ty)
- this.mxy * (this.ty * this.mzx - this.tz * this.myx)
- this.tx * (this.myx * this.mzy - this.mzx * this.myy);
out.mxx = cxx / det;
out.mxy = cxy / det;
out.mxz = cxz / det;
out.tx = cxt / det;
out.myx = cyx / det;
out.myy = cyy / det;
out.myz = cyz / det;
out.ty = cyt / det;
out.mzx = czx / det;
out.mzy = czy / det;
out.mzz = czz / det;
out.tz = czt / det;
return out;
};
combine(transform: Matrix3x4, out?: Matrix3x4): Matrix3x4 {
var txx = transform.mxx;
var txy = transform.mxy;
var txz = transform.mxz;
var ttx = transform.tx;
var tyx = transform.myx;
var tyy = transform.myy;
var tyz = transform.myz;
var tty = transform.ty;
var tzx = transform.mzx;
var tzy = transform.mzy;
var tzz = transform.mzz;
var ttz = transform.tz;
var m = out || new Matrix3x4();
m.mxx = (this.mxx * txx + this.mxy * tyx + this.mxz * tzx);
m.mxy = (this.mxx * txy + this.mxy * tyy + this.mxz * tzy);
m.mxz = (this.mxx * txz + this.mxy * tyz + this.mxz * tzz);
m.tx = (this.mxx * ttx + this.mxy * tty + this.mxz * ttz + this.tx);
m.myx = (this.myx * txx + this.myy * tyx + this.myz * tzx);
m.myy = (this.myx * txy + this.myy * tyy + this.myz * tzy);
m.myz = (this.myx * txz + this.myy * tyz + this.myz * tzz);
m.ty = (this.myx * ttx + this.myy * tty + this.myz * ttz + this.ty);
m.mzx = (this.mzx * txx + this.mzy * tyx + this.mzz * tzx);
m.mzy = (this.mzx * txy + this.mzy * tyy + this.mzz * tzy);
m.mzz = (this.mzx * txz + this.mzy * tyz + this.mzz * tzz);
m.tz = (this.mzx * ttx + this.mzy * tty + this.mzz * ttz + this.tz);
return m;
};
combine3x3(transform: Matrix3x4, out?: Matrix3x4): Matrix3x4 {
var txx = transform.mxx;
var txy = transform.mxy;
var txz = transform.mxz;
var tyx = transform.myx;
var tyy = transform.myy;
var tyz = transform.myz;
var tzx = transform.mzx;
var tzy = transform.mzy;
var tzz = transform.mzz;
var m = out || new Matrix3x4();
m.mxx = (this.mxx * txx + this.mxy * tyx + this.mxz * tzx);
m.mxy = (this.mxx * txy + this.mxy * tyy + this.mxz * tzy);
m.mxz = (this.mxx * txz + this.mxy * tyz + this.mxz * tzz);
m.myx = (this.myx * txx + this.myy * tyx + this.myz * tzx);
m.myy = (this.myx * txy + this.myy * tyy + this.myz * tzy);
m.myz = (this.myx * txz + this.myy * tyz + this.myz * tzz);
m.mzx = (this.mzx * txx + this.mzy * tyx + this.mzz * tzx);
m.mzy = (this.mzx * txy + this.mzy * tyy + this.mzz * tzy);
m.mzz = (this.mzx * txz + this.mzy * tyz + this.mzz * tzz);
return m;
};
__applyNoTranslation(vector: Vector, out: Vector): Vector;
__applyNoTranslation(vector: UnitVector, out: UnitVector): UnitVector;
__applyNoTranslation(vector: Vector, out: Vector): Vector {
let x = vector.x;
let y = vector.y;
let z = vector.z;
out.x = this.mxx * x + this.mxy * y + this.mxz * z;
out.y = this.myx * x + this.myy * y + this.myz * z;
out.z = this.mzx * x + this.mzy * y + this.mzz * z;
return out;
};
_applyNoTranslation(vector: Vector): Vector;
_applyNoTranslation(vector: UnitVector): UnitVector;
_applyNoTranslation(vector: Vector): Vector {
return this.__applyNoTranslation(vector, vector);
};
applyNoTranslation: {
(vector: UnitVector): UnitVector;
(vector: Vector): Vector;
} = (vector: Vector) => this.__applyNoTranslation(vector, new Vector()) as any;
_apply(vector: Vector): Vector {
return this.__apply(vector, vector);
};
__apply(vector: Vector, out: Vector): Vector {
let x = vector.x;
let y = vector.y;
let z = vector.z;
out.x = this.mxx * x + this.mxy * y + this.mxz * z + this.tx;
out.y = this.myx * x + this.myy * y + this.myz * z + this.ty;
out.z = this.mzx * x + this.mzy * y + this.mzz * z + this.tz;
return out;
};
apply3(data: Vec3): Vec3 {
return this.__apply3(data, [0, 0, 0])
};
_apply3(data: Vec3): Vec3 {
return this.__apply3(data, data);
};
__apply3([x, y, z]: Vec3, out: Vec3): Vec3 {
out[0] = this.mxx * x + this.mxy * y + this.mxz * z + this.tx;
out[1] = this.myx * x + this.myy * y + this.myz * z + this.ty;
out[2] = this.mzx * x + this.mzy * y + this.mzz * z + this.tz;
return out;
};
rotateWithSphericalAxis(axisAzimuth: number, axisInclination: number, angle: number, pivot: Vector) {
const axis = new Vector(
Math.sin(axisAzimuth) * Math.cos(axisInclination),
Math.sin(axisAzimuth) * Math.sin(axisInclination),
Math.cos(axisAzimuth)
);
return Matrix3x4.rotateMatrix(angle, axis, pivot, this);
};
rotate(angle: number, axis: Vector, pivot: Vector) {
return Matrix3x4.rotateMatrix(angle, axis, pivot, this);
};
static rotateMatrix(angle: number, axis: Vector, pivot: Vector, matrix?: Matrix3x4): Matrix3x4 {
const sin = Math.sin(angle);
const cos = Math.cos(angle);
return Matrix3x4.rotationMatrix(cos, sin, axis, pivot, matrix);
}
static rotationFromVectorToVector(from: Vector, to: Vector, pivot: Vector, matrix?: Matrix3x4): Matrix3x4 {
const axis = from.cross(to);
const cos = from.dot(to);
const sin = axis.length();
return Matrix3x4.rotationMatrix(cos, sin, axis, pivot, matrix);
}
static rotationMatrix(cos: number, sin: number, axis: Vector, pivot: Vector, matrix?: Matrix3x4): Matrix3x4 {
var axisX, axisY, axisZ;
var m = matrix || new Matrix3x4();
if (axis === AXIS.X || axis === AXIS.Y || axis === AXIS.Z) {
axisX = axis.x;
axisY = axis.y;
axisZ = axis.z;
} else {
// normalize
var mag = axis.length();
if (mag == 0.0) {
return m;
} else {
axisX = axis.x / mag;
axisY = axis.y / mag;
axisZ = axis.z / mag;
}
}
var px = pivot.x;
var py = pivot.y;
var pz = pivot.z;
m.mxx = cos + axisX * axisX * (1 - cos);
m.mxy = axisX * axisY * (1 - cos) - axisZ * sin;
m.mxz = axisX * axisZ * (1 - cos) + axisY * sin;
m.tx = px * (1 - m.mxx) - py * m.mxy - pz * m.mxz;
m.myx = axisY * axisX * (1 - cos) + axisZ * sin;
m.myy = cos + axisY * axisY * (1 - cos);
m.myz = axisY * axisZ * (1 - cos) - axisX * sin;
m.ty = py * (1 - m.myy) - px * m.myx - pz * m.myz;
m.mzx = axisZ * axisX * (1 - cos) - axisY * sin;
m.mzy = axisZ * axisY * (1 - cos) + axisX * sin;
m.mzz = cos + axisZ * axisZ * (1 - cos);
m.tz = pz * (1 - m.mzz) - px * m.mzx - py * m.mzy;
return m;
};
apply: VectorTransformer = vector => this.__apply(vector, new Vector());
setTranslation(tx, ty, tz) {
this.tx = tx;
this.ty = ty;
this.tz = tz;
return this;
}
}
export const IDENTITY_MATRIX = Object.freeze(new Matrix3x4());