2016-12-07 15:20:41 +01:00
|
|
|
/**
|
|
|
|
* Api Matrix 4
|
|
|
|
* @param row0 GameLib.D3.API.Vector4
|
|
|
|
* @param row1 GameLib.D3.API.Vector4
|
|
|
|
* @param row2 GameLib.D3.API.Vector4
|
|
|
|
* @param row3 GameLib.D3.API.Vector4
|
|
|
|
* @constructor
|
|
|
|
*/
|
|
|
|
GameLib.D3.API.Matrix4 = function ApiMatrix4(
|
|
|
|
row0,
|
|
|
|
row1,
|
|
|
|
row2,
|
|
|
|
row3
|
|
|
|
) {
|
|
|
|
this.rows = [];
|
|
|
|
|
|
|
|
if (GameLib.D3.Utils.UndefinedOrNull(row0)) {
|
|
|
|
row0 = new GameLib.D3.API.Vector4(1, 0, 0, 0);
|
|
|
|
}
|
|
|
|
this.rows[0] = row0;
|
|
|
|
|
|
|
|
if (GameLib.D3.Utils.UndefinedOrNull(row1)) {
|
|
|
|
row1 = new GameLib.D3.API.Vector4(0, 1, 0, 0);
|
|
|
|
}
|
|
|
|
this.rows[1] = row1;
|
|
|
|
|
|
|
|
if (GameLib.D3.Utils.UndefinedOrNull(row2)) {
|
|
|
|
row2 = new GameLib.D3.API.Vector4(0, 0, 1, 0);
|
|
|
|
}
|
|
|
|
this.rows[2] = row2;
|
|
|
|
|
|
|
|
if (GameLib.D3.Utils.UndefinedOrNull(row3)) {
|
|
|
|
row3 = new GameLib.D3.API.Vector4(0, 0, 0, 1);
|
|
|
|
}
|
|
|
|
this.rows[3] = row3;
|
2016-12-08 19:43:16 +01:00
|
|
|
};
|
|
|
|
|
|
|
|
GameLib.D3.API.Matrix4.prototype.rotationMatrixX = function (radians) {
|
|
|
|
this.identity();
|
|
|
|
this.rows[1] = new GameLib.D3.API.Vector4(0, Math.cos(radians), -1 * Math.sin(radians), 0);
|
|
|
|
this.rows[2] = new GameLib.D3.API.Vector4(0, Math.sin(radians), Math.cos(radians), 0);
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
|
|
|
|
GameLib.D3.API.Matrix4.prototype.rotationMatrixY = function (radians) {
|
|
|
|
this.identity();
|
|
|
|
this.rows[0] = new GameLib.D3.API.Vector4(
|
|
|
|
Math.cos(radians),
|
|
|
|
0,
|
|
|
|
Math.sin(radians),
|
|
|
|
0
|
|
|
|
);
|
|
|
|
this.rows[2] = new GameLib.D3.API.Vector4(
|
|
|
|
-1 * Math.sin(radians),
|
|
|
|
0,
|
|
|
|
Math.cos(radians),
|
|
|
|
0
|
|
|
|
);
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
|
|
|
|
GameLib.D3.API.Matrix4.prototype.rotationMatrixZ = function (radians) {
|
|
|
|
this.identity();
|
|
|
|
this.rows[0] = new GameLib.D3.API.Vector4(Math.cos(radians), -1 * Math.sin(radians), 0, 0);
|
|
|
|
this.rows[1] = new GameLib.D3.API.Vector4(Math.sin(radians), Math.cos(radians), 0, 0);
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
|
|
|
|
GameLib.D3.API.Matrix4.prototype.rotateX = function (radians, point) {
|
|
|
|
this.identity();
|
|
|
|
this.rotationMatrixX(radians);
|
|
|
|
return this.multiply(point);
|
|
|
|
};
|
|
|
|
|
|
|
|
GameLib.D3.API.Matrix4.prototype.rotateY = function (radians, point) {
|
|
|
|
this.identity();
|
|
|
|
this.rotationMatrixY(radians);
|
|
|
|
return this.multiply(point);
|
|
|
|
};
|
|
|
|
|
|
|
|
GameLib.D3.API.Matrix4.prototype.rotateZ = function (radians, point) {
|
|
|
|
this.identity();
|
|
|
|
this.rotationMatrixZ(radians);
|
|
|
|
return this.multiply(point);
|
|
|
|
};
|
|
|
|
|
|
|
|
GameLib.D3.API.Matrix4.prototype.multiply = function (mvp) {
|
|
|
|
if (mvp instanceof GameLib.D3.API.Vector4) {
|
|
|
|
return new GameLib.D3.API.Vector4(
|
|
|
|
this.rows[0].x * mvp.x + this.rows[0].y * mvp.y + this.rows[0].z * mvp.z + this.rows[0].w * mvp.w,
|
|
|
|
this.rows[1].x * mvp.x + this.rows[1].y * mvp.y + this.rows[1].z * mvp.z + this.rows[1].w * mvp.w,
|
|
|
|
this.rows[2].x * mvp.x + this.rows[2].y * mvp.y + this.rows[2].z * mvp.z + this.rows[2].w * mvp.w,
|
|
|
|
this.rows[3].x * mvp.x + this.rows[3].y * mvp.y + this.rows[3].z * mvp.z + this.rows[3].w * mvp.w
|
|
|
|
);
|
|
|
|
} else if (mvp instanceof GameLib.D3.API.Vector3) {
|
|
|
|
return new GameLib.D3.API.Vector3(
|
|
|
|
this.rows[0].x * mvp.x + this.rows[0].y * mvp.y + this.rows[0].z * mvp.z,
|
|
|
|
this.rows[1].x * mvp.x + this.rows[1].y * mvp.y + this.rows[1].z * mvp.z,
|
|
|
|
this.rows[2].x * mvp.x + this.rows[2].y * mvp.y + this.rows[2].z * mvp.z
|
|
|
|
);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
GameLib.D3.API.Matrix4.prototype.identity = function () {
|
|
|
|
this.rows = [
|
|
|
|
new GameLib.D3.API.Vector4(1, 0, 0, 0),
|
|
|
|
new GameLib.D3.API.Vector4(0, 1, 0, 0),
|
|
|
|
new GameLib.D3.API.Vector4(0, 0, 1, 0),
|
|
|
|
new GameLib.D3.API.Vector4(0, 0, 0, 1)
|
|
|
|
];
|
|
|
|
};
|
|
|
|
|
|
|
|
GameLib.D3.API.Matrix4.prototype.lookAt = function (position, target, up) {
|
|
|
|
|
|
|
|
var pv = new GameLib.D3.API.Vector3(position.x, position.y, position.z);
|
|
|
|
|
|
|
|
var z = pv.subtract(target).normalize();
|
|
|
|
|
|
|
|
if (z.squared() === 0) {
|
|
|
|
z.z = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
var x = up.cross(z).normalize();
|
|
|
|
|
|
|
|
if (x.squared() === 0) {
|
|
|
|
z.x += 0.0001;
|
|
|
|
x = up.cross(z).normalize();
|
|
|
|
}
|
|
|
|
|
|
|
|
var y = z.cross(x);
|
|
|
|
|
|
|
|
this.rows[0].x = x.x;
|
|
|
|
this.rows[0].y = x.y;
|
|
|
|
this.rows[0].z = x.z;
|
|
|
|
|
|
|
|
this.rows[1].x = y.x;
|
|
|
|
this.rows[1].y = y.y;
|
|
|
|
this.rows[1].z = y.z;
|
|
|
|
|
|
|
|
this.rows[2].x = z.x;
|
|
|
|
this.rows[2].y = z.y;
|
|
|
|
this.rows[2].z = z.z;
|
|
|
|
|
|
|
|
return this;
|
|
|
|
};
|
|
|
|
|