@inweb/client 25.3.18 → 25.3.20

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/src/ConvetMath.ts DELETED
@@ -1,372 +0,0 @@
1
- /**
2
- * Convert world coordinates to screen normalized (-1, 1)
3
- *
4
- * @param viewMatrix Camera world matrix
5
- * @param projectionMatrix Camera projection matrix
6
- * @param worldPoint World point
7
- */
8
- export function worldToScreenNormalized(
9
- viewMatrix: Array<number>,
10
- projectionMatrix: Array<number>,
11
- worldPoint: [x: number, y: number, z: number]
12
- ): [x: number, y: number, z: number] {
13
- function applyMatrixToPoint3(matrix, point: [x: number, y: number, z: number]): [x: number, y: number, z: number] {
14
- const [x, y, z] = point;
15
- const e = matrix;
16
- const w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]);
17
-
18
- return [
19
- (e[0] * x + e[4] * y + e[8] * z + e[12]) * w,
20
- (e[1] * x + e[5] * y + e[9] * z + e[13]) * w,
21
- (e[2] * x + e[6] * y + e[10] * z + e[14]) * w,
22
- ];
23
- }
24
-
25
- const [x, y, z] = applyMatrixToPoint3(projectionMatrix, applyMatrixToPoint3(invertMatrix(viewMatrix), worldPoint));
26
-
27
- return [x, y, z];
28
- }
29
-
30
- export function multiplyMatrices(a: Array<number>, b: Array<number>): Array<number> {
31
- const ae = a;
32
- const be = b;
33
- const te = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
34
-
35
- const a11 = ae[0],
36
- a12 = ae[4],
37
- a13 = ae[8],
38
- a14 = ae[12];
39
- const a21 = ae[1],
40
- a22 = ae[5],
41
- a23 = ae[9],
42
- a24 = ae[13];
43
- const a31 = ae[2],
44
- a32 = ae[6],
45
- a33 = ae[10],
46
- a34 = ae[14];
47
- const a41 = ae[3],
48
- a42 = ae[7],
49
- a43 = ae[11],
50
- a44 = ae[15];
51
-
52
- const b11 = be[0],
53
- b12 = be[4],
54
- b13 = be[8],
55
- b14 = be[12];
56
- const b21 = be[1],
57
- b22 = be[5],
58
- b23 = be[9],
59
- b24 = be[13];
60
- const b31 = be[2],
61
- b32 = be[6],
62
- b33 = be[10],
63
- b34 = be[14];
64
- const b41 = be[3],
65
- b42 = be[7],
66
- b43 = be[11],
67
- b44 = be[15];
68
-
69
- te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
70
- te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
71
- te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
72
- te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
73
-
74
- te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
75
- te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
76
- te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
77
- te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
78
-
79
- te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
80
- te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
81
- te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
82
- te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
83
-
84
- te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
85
- te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
86
- te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
87
- te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
88
-
89
- return te;
90
- }
91
-
92
- /**
93
- * @param matrix
94
- * @returns Matrix
95
- */
96
- export function invertMatrix(matrix: Array<number>): Array<number> {
97
- const te = matrix,
98
- n11 = te[0],
99
- n21 = te[1],
100
- n31 = te[2],
101
- n41 = te[3],
102
- n12 = te[4],
103
- n22 = te[5],
104
- n32 = te[6],
105
- n42 = te[7],
106
- n13 = te[8],
107
- n23 = te[9],
108
- n33 = te[10],
109
- n43 = te[11],
110
- n14 = te[12],
111
- n24 = te[13],
112
- n34 = te[14],
113
- n44 = te[15],
114
- t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
115
- t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
116
- t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
117
- t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
118
-
119
- const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
120
-
121
- if (det === 0) return [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
122
-
123
- const detInv = 1 / det;
124
-
125
- return [
126
- t11 * detInv,
127
- (n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44) *
128
- detInv,
129
- (n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44) *
130
- detInv,
131
- (n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43) *
132
- detInv,
133
-
134
- t12 * detInv,
135
- (n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44) *
136
- detInv,
137
- (n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44) *
138
- detInv,
139
- (n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43) *
140
- detInv,
141
-
142
- t13 * detInv,
143
- (n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44) *
144
- detInv,
145
- (n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44) *
146
- detInv,
147
- (n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43) *
148
- detInv,
149
-
150
- t14 * detInv,
151
- (n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34) *
152
- detInv,
153
- (n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34) *
154
- detInv,
155
- (n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33) *
156
- detInv,
157
- ];
158
- }
159
-
160
- /**
161
- * Convert world coordinates to screen (screenWidth, screenHeight)
162
- *
163
- * @param viewMatrix Camera world matrix
164
- * @param projectionMatrix Camera projection matrix
165
- * @param worldPoint World point
166
- * @param screenWidth Screen width
167
- * @param screenHeight Screen height
168
- */
169
- export function worldToScreen(
170
- viewMatrix: Array<number>,
171
- projectionMatrix: Array<number>,
172
- worldPoint: [x: number, y: number, z: number],
173
- screenWidth: number,
174
- screenHeight: number
175
- ) {
176
- const widthHalf = screenWidth / 2;
177
- const heightHalf = screenHeight / 2;
178
-
179
- const [x, y] = worldToScreenNormalized(viewMatrix, projectionMatrix, worldPoint);
180
- const p = [x * widthHalf + widthHalf, -(y * heightHalf) + heightHalf];
181
- return p;
182
- }
183
-
184
- /**
185
- * @param a
186
- * @returns
187
- */
188
- function lengthVector(a: { x: number; y: number; z: number }): number {
189
- return Math.sqrt(a.x * a.x + a.y * a.y + a.z * a.z);
190
- }
191
- function normalizeVector(a: { x: number; y: number; z: number }): { x: number; y: number; z: number } {
192
- const len = lengthVector(a);
193
- if (len === 0) return a;
194
- return {
195
- x: a.x / len,
196
- y: a.y / len,
197
- z: a.z / len,
198
- };
199
- }
200
-
201
- function crossVectors(a, b) {
202
- const ax = a.x,
203
- ay = a.y,
204
- az = a.z;
205
- const bx = b.x,
206
- by = b.y,
207
- bz = b.z;
208
-
209
- return {
210
- x: ay * bz - az * by,
211
- y: az * bx - ax * bz,
212
- z: ax * by - ay * bx,
213
- };
214
- }
215
-
216
- function normalizedProjection(
217
- width,
218
- height,
219
- nearClipPlaneDist,
220
- farClipPlaneDist,
221
- normalizedCenter,
222
- normalizedWidth,
223
- normalizedHeight,
224
- normalizedDepth
225
- ) {
226
- const mtx = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
227
-
228
- mtx[0] = -normalizedWidth / width;
229
- mtx[1] = 0;
230
- mtx[2] = 0.0;
231
- mtx[3] = normalizedCenter.x;
232
-
233
- mtx[4] = 0.0;
234
- mtx[5] = -normalizedHeight / height;
235
- mtx[6] = 0.0;
236
- mtx[7] = normalizedCenter.y;
237
-
238
- mtx[8] = 0;
239
- mtx[9] = 0.0;
240
- mtx[10] = normalizedDepth / (farClipPlaneDist - nearClipPlaneDist);
241
- mtx[11] = -mtx[10] * nearClipPlaneDist;
242
-
243
- mtx[12] = mtx[13] = mtx[14] = 0.0;
244
- mtx[15] = 1.0;
245
-
246
- return mtx;
247
- }
248
-
249
- export function createOrthoProjectionMatrix(camera, width, height) {
250
- const nearClipPlaneDist = 0.1;
251
- const farClipPlaneDist = 1000;
252
- const fieldWidth = camera.field_width;
253
- const fieldHeight = camera.field_height;
254
- let viewportNormalizedWidth = 2;
255
- let viewportNormalizedHeight = 2;
256
-
257
- if (width > height) {
258
- const aspect = height / width;
259
- const aspectFiled = fieldHeight / fieldWidth;
260
- viewportNormalizedWidth = (2 / aspectFiled) * aspect;
261
- viewportNormalizedHeight = 2;
262
- } else {
263
- const aspect = width / height;
264
- const aspectFiled = fieldWidth / fieldHeight;
265
- viewportNormalizedWidth = 2;
266
- viewportNormalizedHeight = (2 / aspectFiled) * aspect;
267
- }
268
-
269
- const viewportNormalizedCenter = {
270
- x: 0,
271
- y: 0,
272
- };
273
-
274
- const projectionMatrix = normalizedProjection(
275
- fieldWidth,
276
- fieldHeight,
277
- nearClipPlaneDist,
278
- farClipPlaneDist,
279
- viewportNormalizedCenter,
280
- viewportNormalizedWidth,
281
- viewportNormalizedHeight,
282
- 1.0
283
- );
284
-
285
- return projectionMatrix;
286
- }
287
-
288
- export function createViewMatrix(camera) {
289
- const position = camera.view_point;
290
-
291
- const viewMatrix = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, position.x, position.y, position.z, 1];
292
-
293
- const target = addVectors(camera.direction, position);
294
-
295
- matrixLookAt(viewMatrix, position, target, camera.up_vector);
296
-
297
- return viewMatrix;
298
- }
299
-
300
- export function bcfWorldToScreenFromCamera(
301
- camera,
302
- canvas: HTMLCanvasElement,
303
- point: [x: number, y: number, z: number]
304
- ) {
305
- const { width, height } = canvas;
306
-
307
- if (lengthVector(camera.direction) >= 1.0001) {
308
- camera = {
309
- ...camera,
310
- direction: normalizeVector(subVectors(camera.direction, camera.view_point)),
311
- };
312
- }
313
-
314
- const projectionMatrix = createOrthoProjectionMatrix(camera, width, height);
315
- const viewMatrix = createViewMatrix(camera);
316
-
317
- return worldToScreen(viewMatrix, projectionMatrix, point, width, height);
318
- }
319
-
320
- function subVectors(
321
- a: { x: number; y: number; z: number },
322
- b: { x: number; y: number; z: number }
323
- ): { x: number; y: number; z: number } {
324
- return { x: a.x - b.x, y: a.y - b.y, z: a.z - b.z };
325
- }
326
-
327
- function addVectors(
328
- a: { x: number; y: number; z: number },
329
- b: { x: number; y: number; z: number }
330
- ): { x: number; y: number; z: number } {
331
- return { x: a.x + b.x, y: a.y + b.y, z: a.z + b.z };
332
- }
333
-
334
- export function matrixLookAt(matrix, eye, target, up) {
335
- let z = subVectors(eye, target);
336
-
337
- if (lengthVector(z) === 0) {
338
- z.z = 1;
339
- }
340
- z = normalizeVector(z);
341
-
342
- let x = crossVectors(z, up);
343
- if (lengthVector(x) === 0) {
344
- if (Math.abs(up.z) === 1) {
345
- z.x += 0.0001;
346
- } else {
347
- z.z += 0.0001;
348
- }
349
-
350
- z = normalizeVector(z);
351
-
352
- x = crossVectors(up, z);
353
- }
354
-
355
- x = normalizeVector(x);
356
-
357
- const y = crossVectors(z, x);
358
-
359
- const m = matrix;
360
-
361
- m[0] = x.x;
362
- m[4] = y.x;
363
- m[8] = z.x;
364
- m[1] = x.y;
365
- m[5] = y.y;
366
- m[9] = z.y;
367
- m[2] = x.z;
368
- m[6] = y.z;
369
- m[10] = z.z;
370
-
371
- return m;
372
- }