|
export class Matrix { |
|
static identity() { |
|
return [ |
|
1, 0, 0, 0, |
|
0, 1, 0, 0, |
|
0, 0, 1, 0, |
|
0, 0, 0, 1 |
|
]; |
|
} |
|
|
|
static multiply(a, b) { |
|
const result = new Array(16); |
|
for (let i = 0; i < 4; i++) { |
|
for (let j = 0; j < 4; j++) { |
|
let sum = 0; |
|
for (let k = 0; k < 4; k++) { |
|
sum += a[i * 4 + k] * b[k * 4 + j]; |
|
} |
|
result[i * 4 + j] = sum; |
|
} |
|
} |
|
return result; |
|
} |
|
|
|
static translation(x, y, z) { |
|
return [ |
|
1, 0, 0, 0, |
|
0, 1, 0, 0, |
|
0, 0, 1, 0, |
|
x, y, z, 1 |
|
]; |
|
} |
|
|
|
static scaling(sx, sy, sz) { |
|
return [ |
|
sx, 0, 0, 0, |
|
0, sy, 0, 0, |
|
0, 0, sz, 0, |
|
0, 0, 0, 1 |
|
]; |
|
} |
|
|
|
static perspective(fov, aspect, near, far) { |
|
const f = Math.tan(Math.PI * 0.5 - 0.5 * fov); |
|
const rangeInv = 1.0 / (near - far); |
|
|
|
return [ |
|
f / aspect, 0, 0, 0, |
|
0, f, 0, 0, |
|
0, 0, (near + far) * rangeInv, -1, |
|
0, 0, near * far * rangeInv * 2, 0 |
|
]; |
|
} |
|
|
|
static fromQuaternion(q) { |
|
const x = q.x, y = q.y, z = q.z, w = q.w; |
|
const x2 = x + x, y2 = y + y, z2 = z + z; |
|
const xx = x * x2, xy = x * y2, xz = x * z2; |
|
const yy = y * y2, yz = y * z2, zz = z * z2; |
|
const wx = w * x2, wy = w * y2, wz = w * z2; |
|
|
|
return [ |
|
1 - (yy + zz), xy - wz, xz + wy, 0, |
|
xy + wz, 1 - (xx + zz), yz - wx, 0, |
|
xz - wy, yz + wx, 1 - (xx + yy), 0, |
|
0, 0, 0, 1 |
|
]; |
|
} |
|
|
|
static transformPoint(matrix, vector) { |
|
const w = matrix[3] * vector.x + matrix[7] * vector.y + matrix[11] * vector.z + matrix[15]; |
|
return { |
|
x: (matrix[0] * vector.x + matrix[4] * vector.y + matrix[8] * vector.z + matrix[12]) / w, |
|
y: (matrix[1] * vector.x + matrix[5] * vector.y + matrix[9] * vector.z + matrix[13]) / w, |
|
z: (matrix[2] * vector.x + matrix[6] * vector.y + matrix[10] * vector.z + matrix[14]) / w |
|
}; |
|
} |
|
} |
|
|