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 }; } }