// Copyright 2011 The Closure Library Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS-IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. /** * @fileoverview Implements 4x4 matrices and their related functions which are * compatible with WebGL. The API is structured to avoid unnecessary memory * allocations. The last parameter will typically be the output vector and * an object can be both an input and output parameter to all methods except * where noted. Matrix operations follow the mathematical form when multiplying * vectors as follows: resultVec = matrix * vec. * * The matrices are stored in column-major order. * */ goog.provide('goog.vec.Mat4'); goog.require('goog.vec'); goog.require('goog.vec.Vec3'); goog.require('goog.vec.Vec4'); /** @typedef {goog.vec.Float32} */ goog.vec.Mat4.Float32; /** @typedef {goog.vec.Float64} */ goog.vec.Mat4.Float64; /** @typedef {goog.vec.Number} */ goog.vec.Mat4.Number; /** @typedef {goog.vec.AnyType} */ goog.vec.Mat4.AnyType; // The following two types are deprecated - use the above types instead. /** @typedef {!Float32Array} */ goog.vec.Mat4.Type; /** @typedef {goog.vec.ArrayType} */ goog.vec.Mat4.Mat4Like; /** * Creates the array representation of a 4x4 matrix of Float32. * The use of the array directly instead of a class reduces overhead. * The returned matrix is cleared to all zeros. * * @return {!goog.vec.Mat4.Float32} The new matrix. */ goog.vec.Mat4.createFloat32 = function() { return new Float32Array(16); }; /** * Creates the array representation of a 4x4 matrix of Float64. * The returned matrix is cleared to all zeros. * * @return {!goog.vec.Mat4.Float64} The new matrix. */ goog.vec.Mat4.createFloat64 = function() { return new Float64Array(16); }; /** * Creates the array representation of a 4x4 matrix of Number. * The returned matrix is cleared to all zeros. * * @return {!goog.vec.Mat4.Number} The new matrix. */ goog.vec.Mat4.createNumber = function() { var a = new Array(16); goog.vec.Mat4.setFromValues( a, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0); return a; }; /** * Creates the array representation of a 4x4 matrix of Float32. * The returned matrix is cleared to all zeros. * * @deprecated Use createFloat32. * @return {!goog.vec.Mat4.Type} The new matrix. */ goog.vec.Mat4.create = function() { return goog.vec.Mat4.createFloat32(); }; /** * Creates a 4x4 identity matrix of Float32. * * @return {!goog.vec.Mat4.Float32} The new 16 element array. */ goog.vec.Mat4.createFloat32Identity = function() { var mat = goog.vec.Mat4.createFloat32(); mat[0] = mat[5] = mat[10] = mat[15] = 1; return mat; }; /** * Creates a 4x4 identity matrix of Float64. * * @return {!goog.vec.Mat4.Float64} The new 16 element array. */ goog.vec.Mat4.createFloat64Identity = function() { var mat = goog.vec.Mat4.createFloat64(); mat[0] = mat[5] = mat[10] = mat[15] = 1; return mat; }; /** * Creates a 4x4 identity matrix of Number. * The returned matrix is cleared to all zeros. * * @return {!goog.vec.Mat4.Number} The new 16 element array. */ goog.vec.Mat4.createNumberIdentity = function() { var a = new Array(16); goog.vec.Mat4.setFromValues( a, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); return a; }; /** * Creates the array representation of a 4x4 matrix of Float32. * The returned matrix is cleared to all zeros. * * @deprecated Use createFloat32Identity. * @return {!goog.vec.Mat4.Type} The new 16 element array. */ goog.vec.Mat4.createIdentity = function() { return goog.vec.Mat4.createFloat32Identity(); }; /** * Creates a 4x4 matrix of Float32 initialized from the given array. * * @param {goog.vec.Mat4.AnyType} matrix The array containing the * matrix values in column major order. * @return {!goog.vec.Mat4.Float32} The new, 16 element array. */ goog.vec.Mat4.createFloat32FromArray = function(matrix) { var newMatrix = goog.vec.Mat4.createFloat32(); goog.vec.Mat4.setFromArray(newMatrix, matrix); return newMatrix; }; /** * Creates a 4x4 matrix of Float32 initialized from the given values. * * @param {number} v00 The values at (0, 0). * @param {number} v10 The values at (1, 0). * @param {number} v20 The values at (2, 0). * @param {number} v30 The values at (3, 0). * @param {number} v01 The values at (0, 1). * @param {number} v11 The values at (1, 1). * @param {number} v21 The values at (2, 1). * @param {number} v31 The values at (3, 1). * @param {number} v02 The values at (0, 2). * @param {number} v12 The values at (1, 2). * @param {number} v22 The values at (2, 2). * @param {number} v32 The values at (3, 2). * @param {number} v03 The values at (0, 3). * @param {number} v13 The values at (1, 3). * @param {number} v23 The values at (2, 3). * @param {number} v33 The values at (3, 3). * @return {!goog.vec.Mat4.Float32} The new, 16 element array. */ goog.vec.Mat4.createFloat32FromValues = function( v00, v10, v20, v30, v01, v11, v21, v31, v02, v12, v22, v32, v03, v13, v23, v33) { var newMatrix = goog.vec.Mat4.createFloat32(); goog.vec.Mat4.setFromValues( newMatrix, v00, v10, v20, v30, v01, v11, v21, v31, v02, v12, v22, v32, v03, v13, v23, v33); return newMatrix; }; /** * Creates a clone of a 4x4 matrix of Float32. * * @param {goog.vec.Mat4.Float32} matrix The source 4x4 matrix. * @return {!goog.vec.Mat4.Float32} The new 4x4 element matrix. */ goog.vec.Mat4.cloneFloat32 = goog.vec.Mat4.createFloat32FromArray; /** * Creates a 4x4 matrix of Float64 initialized from the given array. * * @param {goog.vec.Mat4.AnyType} matrix The array containing the * matrix values in column major order. * @return {!goog.vec.Mat4.Float64} The new, nine element array. */ goog.vec.Mat4.createFloat64FromArray = function(matrix) { var newMatrix = goog.vec.Mat4.createFloat64(); goog.vec.Mat4.setFromArray(newMatrix, matrix); return newMatrix; }; /** * Creates a 4x4 matrix of Float64 initialized from the given values. * * @param {number} v00 The values at (0, 0). * @param {number} v10 The values at (1, 0). * @param {number} v20 The values at (2, 0). * @param {number} v30 The values at (3, 0). * @param {number} v01 The values at (0, 1). * @param {number} v11 The values at (1, 1). * @param {number} v21 The values at (2, 1). * @param {number} v31 The values at (3, 1). * @param {number} v02 The values at (0, 2). * @param {number} v12 The values at (1, 2). * @param {number} v22 The values at (2, 2). * @param {number} v32 The values at (3, 2). * @param {number} v03 The values at (0, 3). * @param {number} v13 The values at (1, 3). * @param {number} v23 The values at (2, 3). * @param {number} v33 The values at (3, 3). * @return {!goog.vec.Mat4.Float64} The new, 16 element array. */ goog.vec.Mat4.createFloat64FromValues = function( v00, v10, v20, v30, v01, v11, v21, v31, v02, v12, v22, v32, v03, v13, v23, v33) { var newMatrix = goog.vec.Mat4.createFloat64(); goog.vec.Mat4.setFromValues( newMatrix, v00, v10, v20, v30, v01, v11, v21, v31, v02, v12, v22, v32, v03, v13, v23, v33); return newMatrix; }; /** * Creates a clone of a 4x4 matrix of Float64. * * @param {goog.vec.Mat4.Float64} matrix The source 4x4 matrix. * @return {!goog.vec.Mat4.Float64} The new 4x4 element matrix. */ goog.vec.Mat4.cloneFloat64 = goog.vec.Mat4.createFloat64FromArray; /** * Creates a 4x4 matrix of Float32 initialized from the given array. * * @deprecated Use createFloat32FromArray. * @param {goog.vec.Mat4.Mat4Like} matrix The array containing the * matrix values in column major order. * @return {!goog.vec.Mat4.Type} The new, nine element array. */ goog.vec.Mat4.createFromArray = function(matrix) { var newMatrix = goog.vec.Mat4.createFloat32(); goog.vec.Mat4.setFromArray(newMatrix, matrix); return newMatrix; }; /** * Creates a 4x4 matrix of Float32 initialized from the given values. * * @deprecated Use createFloat32FromValues. * @param {number} v00 The values at (0, 0). * @param {number} v10 The values at (1, 0). * @param {number} v20 The values at (2, 0). * @param {number} v30 The values at (3, 0). * @param {number} v01 The values at (0, 1). * @param {number} v11 The values at (1, 1). * @param {number} v21 The values at (2, 1). * @param {number} v31 The values at (3, 1). * @param {number} v02 The values at (0, 2). * @param {number} v12 The values at (1, 2). * @param {number} v22 The values at (2, 2). * @param {number} v32 The values at (3, 2). * @param {number} v03 The values at (0, 3). * @param {number} v13 The values at (1, 3). * @param {number} v23 The values at (2, 3). * @param {number} v33 The values at (3, 3). * @return {!goog.vec.Mat4.Type} The new, 16 element array. */ goog.vec.Mat4.createFromValues = function( v00, v10, v20, v30, v01, v11, v21, v31, v02, v12, v22, v32, v03, v13, v23, v33) { return goog.vec.Mat4.createFloat32FromValues( v00, v10, v20, v30, v01, v11, v21, v31, v02, v12, v22, v32, v03, v13, v23, v33); }; /** * Creates a clone of a 4x4 matrix of Float32. * * @deprecated Use cloneFloat32. * @param {goog.vec.Mat4.Mat4Like} matrix The source 4x4 matrix. * @return {!goog.vec.Mat4.Type} The new 4x4 element matrix. */ goog.vec.Mat4.clone = goog.vec.Mat4.createFromArray; /** * Retrieves the element at the requested row and column. * * @param {goog.vec.Mat4.AnyType} mat The matrix containing the * value to retrieve. * @param {number} row The row index. * @param {number} column The column index. * @return {number} The element value at the requested row, column indices. */ goog.vec.Mat4.getElement = function(mat, row, column) { return mat[row + column * 4]; }; /** * Sets the element at the requested row and column. * * @param {goog.vec.Mat4.AnyType} mat The matrix to set the value on. * @param {number} row The row index. * @param {number} column The column index. * @param {number} value The value to set at the requested row, column. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained together. */ goog.vec.Mat4.setElement = function(mat, row, column, value) { mat[row + column * 4] = value; return mat; }; /** * Initializes the matrix from the set of values. Note the values supplied are * in column major order. * * @param {goog.vec.Mat4.AnyType} mat The matrix to receive the * values. * @param {number} v00 The values at (0, 0). * @param {number} v10 The values at (1, 0). * @param {number} v20 The values at (2, 0). * @param {number} v30 The values at (3, 0). * @param {number} v01 The values at (0, 1). * @param {number} v11 The values at (1, 1). * @param {number} v21 The values at (2, 1). * @param {number} v31 The values at (3, 1). * @param {number} v02 The values at (0, 2). * @param {number} v12 The values at (1, 2). * @param {number} v22 The values at (2, 2). * @param {number} v32 The values at (3, 2). * @param {number} v03 The values at (0, 3). * @param {number} v13 The values at (1, 3). * @param {number} v23 The values at (2, 3). * @param {number} v33 The values at (3, 3). * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained together. */ goog.vec.Mat4.setFromValues = function( mat, v00, v10, v20, v30, v01, v11, v21, v31, v02, v12, v22, v32, v03, v13, v23, v33) { mat[0] = v00; mat[1] = v10; mat[2] = v20; mat[3] = v30; mat[4] = v01; mat[5] = v11; mat[6] = v21; mat[7] = v31; mat[8] = v02; mat[9] = v12; mat[10] = v22; mat[11] = v32; mat[12] = v03; mat[13] = v13; mat[14] = v23; mat[15] = v33; return mat; }; /** * Sets the matrix from the array of values stored in column major order. * * @param {goog.vec.Mat4.AnyType} mat The matrix to receive the values. * @param {goog.vec.Mat4.AnyType} values The column major ordered * array of values to store in the matrix. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained together. */ goog.vec.Mat4.setFromArray = function(mat, values) { mat[0] = values[0]; mat[1] = values[1]; mat[2] = values[2]; mat[3] = values[3]; mat[4] = values[4]; mat[5] = values[5]; mat[6] = values[6]; mat[7] = values[7]; mat[8] = values[8]; mat[9] = values[9]; mat[10] = values[10]; mat[11] = values[11]; mat[12] = values[12]; mat[13] = values[13]; mat[14] = values[14]; mat[15] = values[15]; return mat; }; /** * Sets the matrix from the array of values stored in row major order. * * @param {goog.vec.Mat4.AnyType} mat The matrix to receive the values. * @param {goog.vec.Mat4.AnyType} values The row major ordered array of * values to store in the matrix. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained together. */ goog.vec.Mat4.setFromRowMajorArray = function(mat, values) { mat[0] = values[0]; mat[1] = values[4]; mat[2] = values[8]; mat[3] = values[12]; mat[4] = values[1]; mat[5] = values[5]; mat[6] = values[9]; mat[7] = values[13]; mat[8] = values[2]; mat[9] = values[6]; mat[10] = values[10]; mat[11] = values[14]; mat[12] = values[3]; mat[13] = values[7]; mat[14] = values[11]; mat[15] = values[15]; return mat; }; /** * Sets the diagonal values of the matrix from the given values. * * @param {goog.vec.Mat4.AnyType} mat The matrix to receive the values. * @param {number} v00 The values for (0, 0). * @param {number} v11 The values for (1, 1). * @param {number} v22 The values for (2, 2). * @param {number} v33 The values for (3, 3). * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained together. */ goog.vec.Mat4.setDiagonalValues = function(mat, v00, v11, v22, v33) { mat[0] = v00; mat[5] = v11; mat[10] = v22; mat[15] = v33; return mat; }; /** * Sets the diagonal values of the matrix from the given vector. * * @param {goog.vec.Mat4.AnyType} mat The matrix to receive the values. * @param {goog.vec.Vec4.AnyType} vec The vector containing the values. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained together. */ goog.vec.Mat4.setDiagonal = function(mat, vec) { mat[0] = vec[0]; mat[5] = vec[1]; mat[10] = vec[2]; mat[15] = vec[3]; return mat; }; /** * Gets the diagonal values of the matrix into the given vector. * * @param {goog.vec.Mat4.AnyType} mat The matrix containing the values. * @param {goog.vec.Vec4.AnyType} vec The vector to receive the values. * @param {number=} opt_diagonal Which diagonal to get. A value of 0 selects the * main diagonal, a positive number selects a super diagonal and a negative * number selects a sub diagonal. * @return {goog.vec.Vec4.AnyType} return vec so that operations can be * chained together. */ goog.vec.Mat4.getDiagonal = function(mat, vec, opt_diagonal) { if (!opt_diagonal) { // This is the most common case, so we avoid the for loop. vec[0] = mat[0]; vec[1] = mat[5]; vec[2] = mat[10]; vec[3] = mat[15]; } else { var offset = opt_diagonal > 0 ? 4 * opt_diagonal : -opt_diagonal; for (var i = 0; i < 4 - Math.abs(opt_diagonal); i++) { vec[i] = mat[offset + 5 * i]; } } return vec; }; /** * Sets the specified column with the supplied values. * * @param {goog.vec.Mat4.AnyType} mat The matrix to receive the values. * @param {number} column The column index to set the values on. * @param {number} v0 The value for row 0. * @param {number} v1 The value for row 1. * @param {number} v2 The value for row 2. * @param {number} v3 The value for row 3. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained together. */ goog.vec.Mat4.setColumnValues = function(mat, column, v0, v1, v2, v3) { var i = column * 4; mat[i] = v0; mat[i + 1] = v1; mat[i + 2] = v2; mat[i + 3] = v3; return mat; }; /** * Sets the specified column with the value from the supplied vector. * * @param {goog.vec.Mat4.AnyType} mat The matrix to receive the values. * @param {number} column The column index to set the values on. * @param {goog.vec.Vec4.AnyType} vec The vector of elements for the column. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained together. */ goog.vec.Mat4.setColumn = function(mat, column, vec) { var i = column * 4; mat[i] = vec[0]; mat[i + 1] = vec[1]; mat[i + 2] = vec[2]; mat[i + 3] = vec[3]; return mat; }; /** * Retrieves the specified column from the matrix into the given vector. * * @param {goog.vec.Mat4.AnyType} mat The matrix supplying the values. * @param {number} column The column to get the values from. * @param {goog.vec.Vec4.AnyType} vec The vector of elements to * receive the column. * @return {goog.vec.Vec4.AnyType} return vec so that operations can be * chained together. */ goog.vec.Mat4.getColumn = function(mat, column, vec) { var i = column * 4; vec[0] = mat[i]; vec[1] = mat[i + 1]; vec[2] = mat[i + 2]; vec[3] = mat[i + 3]; return vec; }; /** * Sets the columns of the matrix from the given vectors. * * @param {goog.vec.Mat4.AnyType} mat The matrix to receive the values. * @param {goog.vec.Vec4.AnyType} vec0 The values for column 0. * @param {goog.vec.Vec4.AnyType} vec1 The values for column 1. * @param {goog.vec.Vec4.AnyType} vec2 The values for column 2. * @param {goog.vec.Vec4.AnyType} vec3 The values for column 3. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained together. */ goog.vec.Mat4.setColumns = function(mat, vec0, vec1, vec2, vec3) { goog.vec.Mat4.setColumn(mat, 0, vec0); goog.vec.Mat4.setColumn(mat, 1, vec1); goog.vec.Mat4.setColumn(mat, 2, vec2); goog.vec.Mat4.setColumn(mat, 3, vec3); return mat; }; /** * Retrieves the column values from the given matrix into the given vectors. * * @param {goog.vec.Mat4.AnyType} mat The matrix supplying the columns. * @param {goog.vec.Vec4.AnyType} vec0 The vector to receive column 0. * @param {goog.vec.Vec4.AnyType} vec1 The vector to receive column 1. * @param {goog.vec.Vec4.AnyType} vec2 The vector to receive column 2. * @param {goog.vec.Vec4.AnyType} vec3 The vector to receive column 3. */ goog.vec.Mat4.getColumns = function(mat, vec0, vec1, vec2, vec3) { goog.vec.Mat4.getColumn(mat, 0, vec0); goog.vec.Mat4.getColumn(mat, 1, vec1); goog.vec.Mat4.getColumn(mat, 2, vec2); goog.vec.Mat4.getColumn(mat, 3, vec3); }; /** * Sets the row values from the supplied values. * * @param {goog.vec.Mat4.AnyType} mat The matrix to receive the values. * @param {number} row The index of the row to receive the values. * @param {number} v0 The value for column 0. * @param {number} v1 The value for column 1. * @param {number} v2 The value for column 2. * @param {number} v3 The value for column 3. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained together. */ goog.vec.Mat4.setRowValues = function(mat, row, v0, v1, v2, v3) { mat[row] = v0; mat[row + 4] = v1; mat[row + 8] = v2; mat[row + 12] = v3; return mat; }; /** * Sets the row values from the supplied vector. * * @param {goog.vec.Mat4.AnyType} mat The matrix to receive the row values. * @param {number} row The index of the row. * @param {goog.vec.Vec4.AnyType} vec The vector containing the values. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained together. */ goog.vec.Mat4.setRow = function(mat, row, vec) { mat[row] = vec[0]; mat[row + 4] = vec[1]; mat[row + 8] = vec[2]; mat[row + 12] = vec[3]; return mat; }; /** * Retrieves the row values into the given vector. * * @param {goog.vec.Mat4.AnyType} mat The matrix supplying the values. * @param {number} row The index of the row supplying the values. * @param {goog.vec.Vec4.AnyType} vec The vector to receive the row. * @return {goog.vec.Vec4.AnyType} return vec so that operations can be * chained together. */ goog.vec.Mat4.getRow = function(mat, row, vec) { vec[0] = mat[row]; vec[1] = mat[row + 4]; vec[2] = mat[row + 8]; vec[3] = mat[row + 12]; return vec; }; /** * Sets the rows of the matrix from the supplied vectors. * * @param {goog.vec.Mat4.AnyType} mat The matrix to receive the values. * @param {goog.vec.Vec4.AnyType} vec0 The values for row 0. * @param {goog.vec.Vec4.AnyType} vec1 The values for row 1. * @param {goog.vec.Vec4.AnyType} vec2 The values for row 2. * @param {goog.vec.Vec4.AnyType} vec3 The values for row 3. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained together. */ goog.vec.Mat4.setRows = function(mat, vec0, vec1, vec2, vec3) { goog.vec.Mat4.setRow(mat, 0, vec0); goog.vec.Mat4.setRow(mat, 1, vec1); goog.vec.Mat4.setRow(mat, 2, vec2); goog.vec.Mat4.setRow(mat, 3, vec3); return mat; }; /** * Retrieves the rows of the matrix into the supplied vectors. * * @param {goog.vec.Mat4.AnyType} mat The matrix to supply the values. * @param {goog.vec.Vec4.AnyType} vec0 The vector to receive row 0. * @param {goog.vec.Vec4.AnyType} vec1 The vector to receive row 1. * @param {goog.vec.Vec4.AnyType} vec2 The vector to receive row 2. * @param {goog.vec.Vec4.AnyType} vec3 The vector to receive row 3. */ goog.vec.Mat4.getRows = function(mat, vec0, vec1, vec2, vec3) { goog.vec.Mat4.getRow(mat, 0, vec0); goog.vec.Mat4.getRow(mat, 1, vec1); goog.vec.Mat4.getRow(mat, 2, vec2); goog.vec.Mat4.getRow(mat, 3, vec3); }; /** * Makes the given 4x4 matrix the zero matrix. * * @param {goog.vec.Mat4.AnyType} mat The matrix. * @return {!goog.vec.Mat4.AnyType} return mat so operations can be chained. */ goog.vec.Mat4.makeZero = function(mat) { mat[0] = 0; mat[1] = 0; mat[2] = 0; mat[3] = 0; mat[4] = 0; mat[5] = 0; mat[6] = 0; mat[7] = 0; mat[8] = 0; mat[9] = 0; mat[10] = 0; mat[11] = 0; mat[12] = 0; mat[13] = 0; mat[14] = 0; mat[15] = 0; return mat; }; /** * Makes the given 4x4 matrix the identity matrix. * * @param {goog.vec.Mat4.AnyType} mat The matrix. * @return {goog.vec.Mat4.AnyType} return mat so operations can be chained. */ goog.vec.Mat4.makeIdentity = function(mat) { mat[0] = 1; mat[1] = 0; mat[2] = 0; mat[3] = 0; mat[4] = 0; mat[5] = 1; mat[6] = 0; mat[7] = 0; mat[8] = 0; mat[9] = 0; mat[10] = 1; mat[11] = 0; mat[12] = 0; mat[13] = 0; mat[14] = 0; mat[15] = 1; return mat; }; /** * Performs a per-component addition of the matrix mat0 and mat1, storing * the result into resultMat. * * @param {goog.vec.Mat4.AnyType} mat0 The first addend. * @param {goog.vec.Mat4.AnyType} mat1 The second addend. * @param {goog.vec.Mat4.AnyType} resultMat The matrix to * receive the results (may be either mat0 or mat1). * @return {goog.vec.Mat4.AnyType} return resultMat so that operations can be * chained together. */ goog.vec.Mat4.addMat = function(mat0, mat1, resultMat) { resultMat[0] = mat0[0] + mat1[0]; resultMat[1] = mat0[1] + mat1[1]; resultMat[2] = mat0[2] + mat1[2]; resultMat[3] = mat0[3] + mat1[3]; resultMat[4] = mat0[4] + mat1[4]; resultMat[5] = mat0[5] + mat1[5]; resultMat[6] = mat0[6] + mat1[6]; resultMat[7] = mat0[7] + mat1[7]; resultMat[8] = mat0[8] + mat1[8]; resultMat[9] = mat0[9] + mat1[9]; resultMat[10] = mat0[10] + mat1[10]; resultMat[11] = mat0[11] + mat1[11]; resultMat[12] = mat0[12] + mat1[12]; resultMat[13] = mat0[13] + mat1[13]; resultMat[14] = mat0[14] + mat1[14]; resultMat[15] = mat0[15] + mat1[15]; return resultMat; }; /** * Performs a per-component subtraction of the matrix mat0 and mat1, * storing the result into resultMat. * * @param {goog.vec.Mat4.AnyType} mat0 The minuend. * @param {goog.vec.Mat4.AnyType} mat1 The subtrahend. * @param {goog.vec.Mat4.AnyType} resultMat The matrix to receive * the results (may be either mat0 or mat1). * @return {goog.vec.Mat4.AnyType} return resultMat so that operations can be * chained together. */ goog.vec.Mat4.subMat = function(mat0, mat1, resultMat) { resultMat[0] = mat0[0] - mat1[0]; resultMat[1] = mat0[1] - mat1[1]; resultMat[2] = mat0[2] - mat1[2]; resultMat[3] = mat0[3] - mat1[3]; resultMat[4] = mat0[4] - mat1[4]; resultMat[5] = mat0[5] - mat1[5]; resultMat[6] = mat0[6] - mat1[6]; resultMat[7] = mat0[7] - mat1[7]; resultMat[8] = mat0[8] - mat1[8]; resultMat[9] = mat0[9] - mat1[9]; resultMat[10] = mat0[10] - mat1[10]; resultMat[11] = mat0[11] - mat1[11]; resultMat[12] = mat0[12] - mat1[12]; resultMat[13] = mat0[13] - mat1[13]; resultMat[14] = mat0[14] - mat1[14]; resultMat[15] = mat0[15] - mat1[15]; return resultMat; }; /** * Multiplies matrix mat with the given scalar, storing the result * into resultMat. * * @param {goog.vec.Mat4.AnyType} mat The matrix. * @param {number} scalar The scalar value to multiply to each element of mat. * @param {goog.vec.Mat4.AnyType} resultMat The matrix to receive * the results (may be mat). * @return {goog.vec.Mat4.AnyType} return resultMat so that operations can be * chained together. */ goog.vec.Mat4.multScalar = function(mat, scalar, resultMat) { resultMat[0] = mat[0] * scalar; resultMat[1] = mat[1] * scalar; resultMat[2] = mat[2] * scalar; resultMat[3] = mat[3] * scalar; resultMat[4] = mat[4] * scalar; resultMat[5] = mat[5] * scalar; resultMat[6] = mat[6] * scalar; resultMat[7] = mat[7] * scalar; resultMat[8] = mat[8] * scalar; resultMat[9] = mat[9] * scalar; resultMat[10] = mat[10] * scalar; resultMat[11] = mat[11] * scalar; resultMat[12] = mat[12] * scalar; resultMat[13] = mat[13] * scalar; resultMat[14] = mat[14] * scalar; resultMat[15] = mat[15] * scalar; return resultMat; }; /** * Multiplies the two matrices mat0 and mat1 using matrix multiplication, * storing the result into resultMat. * * @param {goog.vec.Mat4.AnyType} mat0 The first (left hand) matrix. * @param {goog.vec.Mat4.AnyType} mat1 The second (right hand) matrix. * @param {goog.vec.Mat4.AnyType} resultMat The matrix to receive * the results (may be either mat0 or mat1). * @return {goog.vec.Mat4.AnyType} return resultMat so that operations can be * chained together. */ goog.vec.Mat4.multMat = function(mat0, mat1, resultMat) { var a00 = mat0[0], a10 = mat0[1], a20 = mat0[2], a30 = mat0[3]; var a01 = mat0[4], a11 = mat0[5], a21 = mat0[6], a31 = mat0[7]; var a02 = mat0[8], a12 = mat0[9], a22 = mat0[10], a32 = mat0[11]; var a03 = mat0[12], a13 = mat0[13], a23 = mat0[14], a33 = mat0[15]; var b00 = mat1[0], b10 = mat1[1], b20 = mat1[2], b30 = mat1[3]; var b01 = mat1[4], b11 = mat1[5], b21 = mat1[6], b31 = mat1[7]; var b02 = mat1[8], b12 = mat1[9], b22 = mat1[10], b32 = mat1[11]; var b03 = mat1[12], b13 = mat1[13], b23 = mat1[14], b33 = mat1[15]; resultMat[0] = a00 * b00 + a01 * b10 + a02 * b20 + a03 * b30; resultMat[1] = a10 * b00 + a11 * b10 + a12 * b20 + a13 * b30; resultMat[2] = a20 * b00 + a21 * b10 + a22 * b20 + a23 * b30; resultMat[3] = a30 * b00 + a31 * b10 + a32 * b20 + a33 * b30; resultMat[4] = a00 * b01 + a01 * b11 + a02 * b21 + a03 * b31; resultMat[5] = a10 * b01 + a11 * b11 + a12 * b21 + a13 * b31; resultMat[6] = a20 * b01 + a21 * b11 + a22 * b21 + a23 * b31; resultMat[7] = a30 * b01 + a31 * b11 + a32 * b21 + a33 * b31; resultMat[8] = a00 * b02 + a01 * b12 + a02 * b22 + a03 * b32; resultMat[9] = a10 * b02 + a11 * b12 + a12 * b22 + a13 * b32; resultMat[10] = a20 * b02 + a21 * b12 + a22 * b22 + a23 * b32; resultMat[11] = a30 * b02 + a31 * b12 + a32 * b22 + a33 * b32; resultMat[12] = a00 * b03 + a01 * b13 + a02 * b23 + a03 * b33; resultMat[13] = a10 * b03 + a11 * b13 + a12 * b23 + a13 * b33; resultMat[14] = a20 * b03 + a21 * b13 + a22 * b23 + a23 * b33; resultMat[15] = a30 * b03 + a31 * b13 + a32 * b23 + a33 * b33; return resultMat; }; /** * Transposes the given matrix mat storing the result into resultMat. * * @param {goog.vec.Mat4.AnyType} mat The matrix to transpose. * @param {goog.vec.Mat4.AnyType} resultMat The matrix to receive * the results (may be mat). * @return {goog.vec.Mat4.AnyType} return resultMat so that operations can be * chained together. */ goog.vec.Mat4.transpose = function(mat, resultMat) { if (resultMat == mat) { var a10 = mat[1], a20 = mat[2], a30 = mat[3]; var a21 = mat[6], a31 = mat[7]; var a32 = mat[11]; resultMat[1] = mat[4]; resultMat[2] = mat[8]; resultMat[3] = mat[12]; resultMat[4] = a10; resultMat[6] = mat[9]; resultMat[7] = mat[13]; resultMat[8] = a20; resultMat[9] = a21; resultMat[11] = mat[14]; resultMat[12] = a30; resultMat[13] = a31; resultMat[14] = a32; } else { resultMat[0] = mat[0]; resultMat[1] = mat[4]; resultMat[2] = mat[8]; resultMat[3] = mat[12]; resultMat[4] = mat[1]; resultMat[5] = mat[5]; resultMat[6] = mat[9]; resultMat[7] = mat[13]; resultMat[8] = mat[2]; resultMat[9] = mat[6]; resultMat[10] = mat[10]; resultMat[11] = mat[14]; resultMat[12] = mat[3]; resultMat[13] = mat[7]; resultMat[14] = mat[11]; resultMat[15] = mat[15]; } return resultMat; }; /** * Computes the determinant of the matrix. * * @param {goog.vec.Mat4.AnyType} mat The matrix to compute the matrix for. * @return {number} The determinant of the matrix. */ goog.vec.Mat4.determinant = function(mat) { var m00 = mat[0], m10 = mat[1], m20 = mat[2], m30 = mat[3]; var m01 = mat[4], m11 = mat[5], m21 = mat[6], m31 = mat[7]; var m02 = mat[8], m12 = mat[9], m22 = mat[10], m32 = mat[11]; var m03 = mat[12], m13 = mat[13], m23 = mat[14], m33 = mat[15]; var a0 = m00 * m11 - m10 * m01; var a1 = m00 * m21 - m20 * m01; var a2 = m00 * m31 - m30 * m01; var a3 = m10 * m21 - m20 * m11; var a4 = m10 * m31 - m30 * m11; var a5 = m20 * m31 - m30 * m21; var b0 = m02 * m13 - m12 * m03; var b1 = m02 * m23 - m22 * m03; var b2 = m02 * m33 - m32 * m03; var b3 = m12 * m23 - m22 * m13; var b4 = m12 * m33 - m32 * m13; var b5 = m22 * m33 - m32 * m23; return a0 * b5 - a1 * b4 + a2 * b3 + a3 * b2 - a4 * b1 + a5 * b0; }; /** * Computes the inverse of mat storing the result into resultMat. If the * inverse is defined, this function returns true, false otherwise. * * @param {goog.vec.Mat4.AnyType} mat The matrix to invert. * @param {goog.vec.Mat4.AnyType} resultMat The matrix to receive * the result (may be mat). * @return {boolean} True if the inverse is defined. If false is returned, * resultMat is not modified. */ goog.vec.Mat4.invert = function(mat, resultMat) { var m00 = mat[0], m10 = mat[1], m20 = mat[2], m30 = mat[3]; var m01 = mat[4], m11 = mat[5], m21 = mat[6], m31 = mat[7]; var m02 = mat[8], m12 = mat[9], m22 = mat[10], m32 = mat[11]; var m03 = mat[12], m13 = mat[13], m23 = mat[14], m33 = mat[15]; var a0 = m00 * m11 - m10 * m01; var a1 = m00 * m21 - m20 * m01; var a2 = m00 * m31 - m30 * m01; var a3 = m10 * m21 - m20 * m11; var a4 = m10 * m31 - m30 * m11; var a5 = m20 * m31 - m30 * m21; var b0 = m02 * m13 - m12 * m03; var b1 = m02 * m23 - m22 * m03; var b2 = m02 * m33 - m32 * m03; var b3 = m12 * m23 - m22 * m13; var b4 = m12 * m33 - m32 * m13; var b5 = m22 * m33 - m32 * m23; var det = a0 * b5 - a1 * b4 + a2 * b3 + a3 * b2 - a4 * b1 + a5 * b0; if (det == 0) { return false; } var idet = 1.0 / det; resultMat[0] = (m11 * b5 - m21 * b4 + m31 * b3) * idet; resultMat[1] = (-m10 * b5 + m20 * b4 - m30 * b3) * idet; resultMat[2] = (m13 * a5 - m23 * a4 + m33 * a3) * idet; resultMat[3] = (-m12 * a5 + m22 * a4 - m32 * a3) * idet; resultMat[4] = (-m01 * b5 + m21 * b2 - m31 * b1) * idet; resultMat[5] = (m00 * b5 - m20 * b2 + m30 * b1) * idet; resultMat[6] = (-m03 * a5 + m23 * a2 - m33 * a1) * idet; resultMat[7] = (m02 * a5 - m22 * a2 + m32 * a1) * idet; resultMat[8] = (m01 * b4 - m11 * b2 + m31 * b0) * idet; resultMat[9] = (-m00 * b4 + m10 * b2 - m30 * b0) * idet; resultMat[10] = (m03 * a4 - m13 * a2 + m33 * a0) * idet; resultMat[11] = (-m02 * a4 + m12 * a2 - m32 * a0) * idet; resultMat[12] = (-m01 * b3 + m11 * b1 - m21 * b0) * idet; resultMat[13] = (m00 * b3 - m10 * b1 + m20 * b0) * idet; resultMat[14] = (-m03 * a3 + m13 * a1 - m23 * a0) * idet; resultMat[15] = (m02 * a3 - m12 * a1 + m22 * a0) * idet; return true; }; /** * Returns true if the components of mat0 are equal to the components of mat1. * * @param {goog.vec.Mat4.AnyType} mat0 The first matrix. * @param {goog.vec.Mat4.AnyType} mat1 The second matrix. * @return {boolean} True if the the two matrices are equivalent. */ goog.vec.Mat4.equals = function(mat0, mat1) { return mat0.length == mat1.length && mat0[0] == mat1[0] && mat0[1] == mat1[1] && mat0[2] == mat1[2] && mat0[3] == mat1[3] && mat0[4] == mat1[4] && mat0[5] == mat1[5] && mat0[6] == mat1[6] && mat0[7] == mat1[7] && mat0[8] == mat1[8] && mat0[9] == mat1[9] && mat0[10] == mat1[10] && mat0[11] == mat1[11] && mat0[12] == mat1[12] && mat0[13] == mat1[13] && mat0[14] == mat1[14] && mat0[15] == mat1[15]; }; /** * Transforms the given vector with the given matrix storing the resulting, * transformed vector into resultVec. The input vector is multiplied against the * upper 3x4 matrix omitting the projective component. * * @param {goog.vec.Mat4.AnyType} mat The matrix supplying the transformation. * @param {goog.vec.Vec3.AnyType} vec The 3 element vector to transform. * @param {goog.vec.Vec3.AnyType} resultVec The 3 element vector to * receive the results (may be vec). * @return {goog.vec.Vec3.AnyType} return resultVec so that operations can be * chained together. */ goog.vec.Mat4.multVec3 = function(mat, vec, resultVec) { var x = vec[0], y = vec[1], z = vec[2]; resultVec[0] = x * mat[0] + y * mat[4] + z * mat[8] + mat[12]; resultVec[1] = x * mat[1] + y * mat[5] + z * mat[9] + mat[13]; resultVec[2] = x * mat[2] + y * mat[6] + z * mat[10] + mat[14]; return resultVec; }; /** * Transforms the given vector with the given matrix storing the resulting, * transformed vector into resultVec. The input vector is multiplied against the * upper 3x3 matrix omitting the projective component and translation * components. * * @param {goog.vec.Mat4.AnyType} mat The matrix supplying the transformation. * @param {goog.vec.Vec3.AnyType} vec The 3 element vector to transform. * @param {goog.vec.Vec3.AnyType} resultVec The 3 element vector to * receive the results (may be vec). * @return {goog.vec.Vec3.AnyType} return resultVec so that operations can be * chained together. */ goog.vec.Mat4.multVec3NoTranslate = function(mat, vec, resultVec) { var x = vec[0], y = vec[1], z = vec[2]; resultVec[0] = x * mat[0] + y * mat[4] + z * mat[8]; resultVec[1] = x * mat[1] + y * mat[5] + z * mat[9]; resultVec[2] = x * mat[2] + y * mat[6] + z * mat[10]; return resultVec; }; /** * Transforms the given vector with the given matrix storing the resulting, * transformed vector into resultVec. The input vector is multiplied against the * full 4x4 matrix with the homogeneous divide applied to reduce the 4 element * vector to a 3 element vector. * * @param {goog.vec.Mat4.AnyType} mat The matrix supplying the transformation. * @param {goog.vec.Vec3.AnyType} vec The 3 element vector to transform. * @param {goog.vec.Vec3.AnyType} resultVec The 3 element vector * to receive the results (may be vec). * @return {goog.vec.Vec3.AnyType} return resultVec so that operations can be * chained together. */ goog.vec.Mat4.multVec3Projective = function(mat, vec, resultVec) { var x = vec[0], y = vec[1], z = vec[2]; var invw = 1 / (x * mat[3] + y * mat[7] + z * mat[11] + mat[15]); resultVec[0] = (x * mat[0] + y * mat[4] + z * mat[8] + mat[12]) * invw; resultVec[1] = (x * mat[1] + y * mat[5] + z * mat[9] + mat[13]) * invw; resultVec[2] = (x * mat[2] + y * mat[6] + z * mat[10] + mat[14]) * invw; return resultVec; }; /** * Transforms the given vector with the given matrix storing the resulting, * transformed vector into resultVec. * * @param {goog.vec.Mat4.AnyType} mat The matrix supplying the transformation. * @param {goog.vec.Vec4.AnyType} vec The vector to transform. * @param {goog.vec.Vec4.AnyType} resultVec The vector to * receive the results (may be vec). * @return {goog.vec.Vec4.AnyType} return resultVec so that operations can be * chained together. */ goog.vec.Mat4.multVec4 = function(mat, vec, resultVec) { var x = vec[0], y = vec[1], z = vec[2], w = vec[3]; resultVec[0] = x * mat[0] + y * mat[4] + z * mat[8] + w * mat[12]; resultVec[1] = x * mat[1] + y * mat[5] + z * mat[9] + w * mat[13]; resultVec[2] = x * mat[2] + y * mat[6] + z * mat[10] + w * mat[14]; resultVec[3] = x * mat[3] + y * mat[7] + z * mat[11] + w * mat[15]; return resultVec; }; /** * Makes the given 4x4 matrix a translation matrix with x, y and z * translation factors. * * @param {goog.vec.Mat4.AnyType} mat The matrix. * @param {number} x The translation along the x axis. * @param {number} y The translation along the y axis. * @param {number} z The translation along the z axis. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained. */ goog.vec.Mat4.makeTranslate = function(mat, x, y, z) { goog.vec.Mat4.makeIdentity(mat); return goog.vec.Mat4.setColumnValues(mat, 3, x, y, z, 1); }; /** * Makes the given 4x4 matrix as a scale matrix with x, y and z scale factors. * * @param {goog.vec.Mat4.AnyType} mat The matrix. * @param {number} x The scale along the x axis. * @param {number} y The scale along the y axis. * @param {number} z The scale along the z axis. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained. */ goog.vec.Mat4.makeScale = function(mat, x, y, z) { goog.vec.Mat4.makeIdentity(mat); return goog.vec.Mat4.setDiagonalValues(mat, x, y, z, 1); }; /** * Makes the given 4x4 matrix a rotation matrix with the given rotation * angle about the axis defined by the vector (ax, ay, az). * * @param {goog.vec.Mat4.AnyType} mat The matrix. * @param {number} angle The rotation angle in radians. * @param {number} ax The x component of the rotation axis. * @param {number} ay The y component of the rotation axis. * @param {number} az The z component of the rotation axis. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained. */ goog.vec.Mat4.makeRotate = function(mat, angle, ax, ay, az) { var c = Math.cos(angle); var d = 1 - c; var s = Math.sin(angle); return goog.vec.Mat4.setFromValues( mat, ax * ax * d + c, ax * ay * d + az * s, ax * az * d - ay * s, 0, ax * ay * d - az * s, ay * ay * d + c, ay * az * d + ax * s, 0, ax * az * d + ay * s, ay * az * d - ax * s, az * az * d + c, 0, 0, 0, 0, 1); }; /** * Makes the given 4x4 matrix a rotation matrix with the given rotation * angle about the X axis. * * @param {goog.vec.Mat4.AnyType} mat The matrix. * @param {number} angle The rotation angle in radians. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained. */ goog.vec.Mat4.makeRotateX = function(mat, angle) { var c = Math.cos(angle); var s = Math.sin(angle); return goog.vec.Mat4.setFromValues( mat, 1, 0, 0, 0, 0, c, s, 0, 0, -s, c, 0, 0, 0, 0, 1); }; /** * Makes the given 4x4 matrix a rotation matrix with the given rotation * angle about the Y axis. * * @param {goog.vec.Mat4.AnyType} mat The matrix. * @param {number} angle The rotation angle in radians. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained. */ goog.vec.Mat4.makeRotateY = function(mat, angle) { var c = Math.cos(angle); var s = Math.sin(angle); return goog.vec.Mat4.setFromValues( mat, c, 0, -s, 0, 0, 1, 0, 0, s, 0, c, 0, 0, 0, 0, 1); }; /** * Makes the given 4x4 matrix a rotation matrix with the given rotation * angle about the Z axis. * * @param {goog.vec.Mat4.AnyType} mat The matrix. * @param {number} angle The rotation angle in radians. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained. */ goog.vec.Mat4.makeRotateZ = function(mat, angle) { var c = Math.cos(angle); var s = Math.sin(angle); return goog.vec.Mat4.setFromValues( mat, c, s, 0, 0, -s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); }; /** * Makes the given 4x4 matrix a perspective projection matrix. * * @param {goog.vec.Mat4.AnyType} mat The matrix. * @param {number} left The coordinate of the left clipping plane. * @param {number} right The coordinate of the right clipping plane. * @param {number} bottom The coordinate of the bottom clipping plane. * @param {number} top The coordinate of the top clipping plane. * @param {number} near The distance to the near clipping plane. * @param {number} far The distance to the far clipping plane. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained. */ goog.vec.Mat4.makeFrustum = function(mat, left, right, bottom, top, near, far) { var x = (2 * near) / (right - left); var y = (2 * near) / (top - bottom); var a = (right + left) / (right - left); var b = (top + bottom) / (top - bottom); var c = -(far + near) / (far - near); var d = -(2 * far * near) / (far - near); return goog.vec.Mat4.setFromValues( mat, x, 0, 0, 0, 0, y, 0, 0, a, b, c, -1, 0, 0, d, 0); }; /** * Makes the given 4x4 matrix perspective projection matrix given a * field of view and aspect ratio. * * @param {goog.vec.Mat4.AnyType} mat The matrix. * @param {number} fovy The field of view along the y (vertical) axis in * radians. * @param {number} aspect The x (width) to y (height) aspect ratio. * @param {number} near The distance to the near clipping plane. * @param {number} far The distance to the far clipping plane. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained. */ goog.vec.Mat4.makePerspective = function(mat, fovy, aspect, near, far) { var angle = fovy / 2; var dz = far - near; var sinAngle = Math.sin(angle); if (dz == 0 || sinAngle == 0 || aspect == 0) { return mat; } var cot = Math.cos(angle) / sinAngle; return goog.vec.Mat4.setFromValues( mat, cot / aspect, 0, 0, 0, 0, cot, 0, 0, 0, 0, -(far + near) / dz, -1, 0, 0, -(2 * near * far) / dz, 0); }; /** * Makes the given 4x4 matrix an orthographic projection matrix. * * @param {goog.vec.Mat4.AnyType} mat The matrix. * @param {number} left The coordinate of the left clipping plane. * @param {number} right The coordinate of the right clipping plane. * @param {number} bottom The coordinate of the bottom clipping plane. * @param {number} top The coordinate of the top clipping plane. * @param {number} near The distance to the near clipping plane. * @param {number} far The distance to the far clipping plane. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained. */ goog.vec.Mat4.makeOrtho = function(mat, left, right, bottom, top, near, far) { var x = 2 / (right - left); var y = 2 / (top - bottom); var z = -2 / (far - near); var a = -(right + left) / (right - left); var b = -(top + bottom) / (top - bottom); var c = -(far + near) / (far - near); return goog.vec.Mat4.setFromValues( mat, x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, a, b, c, 1); }; /** * Makes the given 4x4 matrix a modelview matrix of a camera so that * the camera is 'looking at' the given center point. * * @param {goog.vec.Mat4.AnyType} mat The matrix. * @param {goog.vec.Vec3.AnyType} eyePt The position of the eye point * (camera origin). * @param {goog.vec.Vec3.AnyType} centerPt The point to aim the camera at. * @param {goog.vec.Vec3.AnyType} worldUpVec The vector that identifies * the up direction for the camera. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained. */ goog.vec.Mat4.makeLookAt = function(mat, eyePt, centerPt, worldUpVec) { // Compute the direction vector from the eye point to the center point and // normalize. var fwdVec = goog.vec.Mat4.tmpVec4_[0]; goog.vec.Vec3.subtract(centerPt, eyePt, fwdVec); goog.vec.Vec3.normalize(fwdVec, fwdVec); fwdVec[3] = 0; // Compute the side vector from the forward vector and the input up vector. var sideVec = goog.vec.Mat4.tmpVec4_[1]; goog.vec.Vec3.cross(fwdVec, worldUpVec, sideVec); goog.vec.Vec3.normalize(sideVec, sideVec); sideVec[3] = 0; // Now the up vector to form the orthonormal basis. var upVec = goog.vec.Mat4.tmpVec4_[2]; goog.vec.Vec3.cross(sideVec, fwdVec, upVec); goog.vec.Vec3.normalize(upVec, upVec); upVec[3] = 0; // Update the view matrix with the new orthonormal basis and position the // camera at the given eye point. goog.vec.Vec3.negate(fwdVec, fwdVec); goog.vec.Mat4.setRow(mat, 0, sideVec); goog.vec.Mat4.setRow(mat, 1, upVec); goog.vec.Mat4.setRow(mat, 2, fwdVec); goog.vec.Mat4.setRowValues(mat, 3, 0, 0, 0, 1); goog.vec.Mat4.translate(mat, -eyePt[0], -eyePt[1], -eyePt[2]); return mat; }; /** * Decomposes a matrix into the lookAt vectors eyePt, fwdVec and worldUpVec. * The matrix represents the modelview matrix of a camera. It is the inverse * of lookAt except for the output of the fwdVec instead of centerPt. * The centerPt itself cannot be recovered from a modelview matrix. * * @param {goog.vec.Mat4.AnyType} mat The matrix. * @param {goog.vec.Vec3.AnyType} eyePt The position of the eye point * (camera origin). * @param {goog.vec.Vec3.AnyType} fwdVec The vector describing where * the camera points to. * @param {goog.vec.Vec3.AnyType} worldUpVec The vector that * identifies the up direction for the camera. * @return {boolean} True if the method succeeds, false otherwise. * The method can only fail if the inverse of viewMatrix is not defined. */ goog.vec.Mat4.toLookAt = function(mat, eyePt, fwdVec, worldUpVec) { // Get eye of the camera. var matInverse = goog.vec.Mat4.tmpMat4_[0]; if (!goog.vec.Mat4.invert(mat, matInverse)) { // The input matrix does not have a valid inverse. return false; } if (eyePt) { eyePt[0] = matInverse[12]; eyePt[1] = matInverse[13]; eyePt[2] = matInverse[14]; } // Get forward vector from the definition of lookAt. if (fwdVec || worldUpVec) { if (!fwdVec) { fwdVec = goog.vec.Mat4.tmpVec3_[0]; } fwdVec[0] = -mat[2]; fwdVec[1] = -mat[6]; fwdVec[2] = -mat[10]; // Normalize forward vector. goog.vec.Vec3.normalize(fwdVec, fwdVec); } if (worldUpVec) { // Get side vector from the definition of gluLookAt. var side = goog.vec.Mat4.tmpVec3_[1]; side[0] = mat[0]; side[1] = mat[4]; side[2] = mat[8]; // Compute up vector as a up = side x forward. goog.vec.Vec3.cross(side, fwdVec, worldUpVec); // Normalize up vector. goog.vec.Vec3.normalize(worldUpVec, worldUpVec); } return true; }; /** * Makes the given 4x4 matrix a rotation matrix given Euler angles using * the ZXZ convention. * Given the euler angles [theta1, theta2, theta3], the rotation is defined as * rotation = rotation_z(theta1) * rotation_x(theta2) * rotation_z(theta3), * with theta1 in [0, 2 * pi], theta2 in [0, pi] and theta3 in [0, 2 * pi]. * rotation_x(theta) means rotation around the X axis of theta radians, * * @param {goog.vec.Mat4.AnyType} mat The matrix. * @param {number} theta1 The angle of rotation around the Z axis in radians. * @param {number} theta2 The angle of rotation around the X axis in radians. * @param {number} theta3 The angle of rotation around the Z axis in radians. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained. */ goog.vec.Mat4.makeEulerZXZ = function(mat, theta1, theta2, theta3) { var c1 = Math.cos(theta1); var s1 = Math.sin(theta1); var c2 = Math.cos(theta2); var s2 = Math.sin(theta2); var c3 = Math.cos(theta3); var s3 = Math.sin(theta3); mat[0] = c1 * c3 - c2 * s1 * s3; mat[1] = c2 * c1 * s3 + c3 * s1; mat[2] = s3 * s2; mat[3] = 0; mat[4] = -c1 * s3 - c3 * c2 * s1; mat[5] = c1 * c2 * c3 - s1 * s3; mat[6] = c3 * s2; mat[7] = 0; mat[8] = s2 * s1; mat[9] = -c1 * s2; mat[10] = c2; mat[11] = 0; mat[12] = 0; mat[13] = 0; mat[14] = 0; mat[15] = 1; return mat; }; /** * Decomposes a rotation matrix into Euler angles using the ZXZ convention so * that rotation = rotation_z(theta1) * rotation_x(theta2) * rotation_z(theta3), * with theta1 in [0, 2 * pi], theta2 in [0, pi] and theta3 in [0, 2 * pi]. * rotation_x(theta) means rotation around the X axis of theta radians. * * @param {goog.vec.Mat4.AnyType} mat The matrix. * @param {goog.vec.Vec3.AnyType} euler The ZXZ Euler angles in * radians as [theta1, theta2, theta3]. * @param {boolean=} opt_theta2IsNegative Whether theta2 is in [-pi, 0] instead * of the default [0, pi]. * @return {goog.vec.Vec4.AnyType} return euler so that operations can be * chained together. */ goog.vec.Mat4.toEulerZXZ = function(mat, euler, opt_theta2IsNegative) { // There is an ambiguity in the sign of sinTheta2 because of the sqrt. var sinTheta2 = Math.sqrt(mat[2] * mat[2] + mat[6] * mat[6]); // By default we explicitely constrain theta2 to be in [0, pi], // so sinTheta2 is always positive. We can change the behavior and specify // theta2 to be negative in [-pi, 0] with opt_Theta2IsNegative. var signTheta2 = opt_theta2IsNegative ? -1 : 1; if (sinTheta2 > goog.vec.EPSILON) { euler[2] = Math.atan2(mat[2] * signTheta2, mat[6] * signTheta2); euler[1] = Math.atan2(sinTheta2 * signTheta2, mat[10]); euler[0] = Math.atan2(mat[8] * signTheta2, -mat[9] * signTheta2); } else { // There is also an arbitrary choice for theta1 = 0 or theta2 = 0 here. // We assume theta1 = 0 as some applications do not allow the camera to roll // (i.e. have theta1 != 0). euler[0] = 0; euler[1] = Math.atan2(sinTheta2 * signTheta2, mat[10]); euler[2] = Math.atan2(mat[1], mat[0]); } // Atan2 outputs angles in [-pi, pi] so we bring them back to [0, 2 * pi]. euler[0] = (euler[0] + Math.PI * 2) % (Math.PI * 2); euler[2] = (euler[2] + Math.PI * 2) % (Math.PI * 2); // For theta2 we want the angle to be in [0, pi] or [-pi, 0] depending on // signTheta2. euler[1] = ((euler[1] * signTheta2 + Math.PI * 2) % (Math.PI * 2)) * signTheta2; return euler; }; /** * Translates the given matrix by x,y,z. Equvialent to: * goog.vec.Mat4.multMat( * mat, * goog.vec.Mat4.makeTranslate(goog.vec.Mat4.create(), x, y, z), * mat); * * @param {goog.vec.Mat4.AnyType} mat The matrix. * @param {number} x The translation along the x axis. * @param {number} y The translation along the y axis. * @param {number} z The translation along the z axis. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained. */ goog.vec.Mat4.translate = function(mat, x, y, z) { return goog.vec.Mat4.setColumnValues( mat, 3, mat[0] * x + mat[4] * y + mat[8] * z + mat[12], mat[1] * x + mat[5] * y + mat[9] * z + mat[13], mat[2] * x + mat[6] * y + mat[10] * z + mat[14], mat[3] * x + mat[7] * y + mat[11] * z + mat[15]); }; /** * Scales the given matrix by x,y,z. Equivalent to: * goog.vec.Mat4.multMat( * mat, * goog.vec.Mat4.makeScale(goog.vec.Mat4.create(), x, y, z), * mat); * * @param {goog.vec.Mat4.AnyType} mat The matrix. * @param {number} x The x scale factor. * @param {number} y The y scale factor. * @param {number} z The z scale factor. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained. */ goog.vec.Mat4.scale = function(mat, x, y, z) { return goog.vec.Mat4.setFromValues( mat, mat[0] * x, mat[1] * x, mat[2] * x, mat[3] * x, mat[4] * y, mat[5] * y, mat[6] * y, mat[7] * y, mat[8] * z, mat[9] * z, mat[10] * z, mat[11] * z, mat[12], mat[13], mat[14], mat[15]); }; /** * Rotate the given matrix by angle about the x,y,z axis. Equivalent to: * goog.vec.Mat4.multMat( * mat, * goog.vec.Mat4.makeRotate(goog.vec.Mat4.create(), angle, x, y, z), * mat); * * @param {goog.vec.Mat4.AnyType} mat The matrix. * @param {number} angle The angle in radians. * @param {number} x The x component of the rotation axis. * @param {number} y The y component of the rotation axis. * @param {number} z The z component of the rotation axis. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained. */ goog.vec.Mat4.rotate = function(mat, angle, x, y, z) { var m00 = mat[0], m10 = mat[1], m20 = mat[2], m30 = mat[3]; var m01 = mat[4], m11 = mat[5], m21 = mat[6], m31 = mat[7]; var m02 = mat[8], m12 = mat[9], m22 = mat[10], m32 = mat[11]; var m03 = mat[12], m13 = mat[13], m23 = mat[14], m33 = mat[15]; var cosAngle = Math.cos(angle); var sinAngle = Math.sin(angle); var diffCosAngle = 1 - cosAngle; var r00 = x * x * diffCosAngle + cosAngle; var r10 = x * y * diffCosAngle + z * sinAngle; var r20 = x * z * diffCosAngle - y * sinAngle; var r01 = x * y * diffCosAngle - z * sinAngle; var r11 = y * y * diffCosAngle + cosAngle; var r21 = y * z * diffCosAngle + x * sinAngle; var r02 = x * z * diffCosAngle + y * sinAngle; var r12 = y * z * diffCosAngle - x * sinAngle; var r22 = z * z * diffCosAngle + cosAngle; return goog.vec.Mat4.setFromValues( mat, m00 * r00 + m01 * r10 + m02 * r20, m10 * r00 + m11 * r10 + m12 * r20, m20 * r00 + m21 * r10 + m22 * r20, m30 * r00 + m31 * r10 + m32 * r20, m00 * r01 + m01 * r11 + m02 * r21, m10 * r01 + m11 * r11 + m12 * r21, m20 * r01 + m21 * r11 + m22 * r21, m30 * r01 + m31 * r11 + m32 * r21, m00 * r02 + m01 * r12 + m02 * r22, m10 * r02 + m11 * r12 + m12 * r22, m20 * r02 + m21 * r12 + m22 * r22, m30 * r02 + m31 * r12 + m32 * r22, m03, m13, m23, m33); }; /** * Rotate the given matrix by angle about the x axis. Equivalent to: * goog.vec.Mat4.multMat( * mat, * goog.vec.Mat4.makeRotateX(goog.vec.Mat4.create(), angle), * mat); * * @param {goog.vec.Mat4.AnyType} mat The matrix. * @param {number} angle The angle in radians. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained. */ goog.vec.Mat4.rotateX = function(mat, angle) { var m01 = mat[4], m11 = mat[5], m21 = mat[6], m31 = mat[7]; var m02 = mat[8], m12 = mat[9], m22 = mat[10], m32 = mat[11]; var c = Math.cos(angle); var s = Math.sin(angle); mat[4] = m01 * c + m02 * s; mat[5] = m11 * c + m12 * s; mat[6] = m21 * c + m22 * s; mat[7] = m31 * c + m32 * s; mat[8] = m01 * -s + m02 * c; mat[9] = m11 * -s + m12 * c; mat[10] = m21 * -s + m22 * c; mat[11] = m31 * -s + m32 * c; return mat; }; /** * Rotate the given matrix by angle about the y axis. Equivalent to: * goog.vec.Mat4.multMat( * mat, * goog.vec.Mat4.makeRotateY(goog.vec.Mat4.create(), angle), * mat); * * @param {goog.vec.Mat4.AnyType} mat The matrix. * @param {number} angle The angle in radians. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained. */ goog.vec.Mat4.rotateY = function(mat, angle) { var m00 = mat[0], m10 = mat[1], m20 = mat[2], m30 = mat[3]; var m02 = mat[8], m12 = mat[9], m22 = mat[10], m32 = mat[11]; var c = Math.cos(angle); var s = Math.sin(angle); mat[0] = m00 * c + m02 * -s; mat[1] = m10 * c + m12 * -s; mat[2] = m20 * c + m22 * -s; mat[3] = m30 * c + m32 * -s; mat[8] = m00 * s + m02 * c; mat[9] = m10 * s + m12 * c; mat[10] = m20 * s + m22 * c; mat[11] = m30 * s + m32 * c; return mat; }; /** * Rotate the given matrix by angle about the z axis. Equivalent to: * goog.vec.Mat4.multMat( * mat, * goog.vec.Mat4.makeRotateZ(goog.vec.Mat4.create(), angle), * mat); * * @param {goog.vec.Mat4.AnyType} mat The matrix. * @param {number} angle The angle in radians. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained. */ goog.vec.Mat4.rotateZ = function(mat, angle) { var m00 = mat[0], m10 = mat[1], m20 = mat[2], m30 = mat[3]; var m01 = mat[4], m11 = mat[5], m21 = mat[6], m31 = mat[7]; var c = Math.cos(angle); var s = Math.sin(angle); mat[0] = m00 * c + m01 * s; mat[1] = m10 * c + m11 * s; mat[2] = m20 * c + m21 * s; mat[3] = m30 * c + m31 * s; mat[4] = m00 * -s + m01 * c; mat[5] = m10 * -s + m11 * c; mat[6] = m20 * -s + m21 * c; mat[7] = m30 * -s + m31 * c; return mat; }; /** * Retrieves the translation component of the transformation matrix. * * @param {goog.vec.Mat4.AnyType} mat The transformation matrix. * @param {goog.vec.Vec3.AnyType} translation The vector for storing the * result. * @return {goog.vec.Mat4.AnyType} return mat so that operations can be * chained. */ goog.vec.Mat4.getTranslation = function(mat, translation) { translation[0] = mat[12]; translation[1] = mat[13]; translation[2] = mat[14]; return translation; }; /** * @type {!Array} * @private */ goog.vec.Mat4.tmpVec3_ = [goog.vec.Vec3.createFloat64(), goog.vec.Vec3.createFloat64()]; /** * @type {!Array} * @private */ goog.vec.Mat4.tmpVec4_ = [ goog.vec.Vec4.createFloat64(), goog.vec.Vec4.createFloat64(), goog.vec.Vec4.createFloat64() ]; /** * @type {!Array} * @private */ goog.vec.Mat4.tmpMat4_ = [goog.vec.Mat4.createFloat64()];