action-engine-js 1.0.0
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/LICENSE +45 -0
- package/README.md +348 -0
- package/actionengine/3rdparty/goblin/goblin.js +9609 -0
- package/actionengine/3rdparty/goblin/goblin.min.js +5 -0
- package/actionengine/camera/actioncamera.js +90 -0
- package/actionengine/camera/cameracollisionhandler.js +69 -0
- package/actionengine/character/actioncharacter.js +360 -0
- package/actionengine/character/actioncharacter3D.js +61 -0
- package/actionengine/core/app.js +430 -0
- package/actionengine/debug/basedebugpanel.js +858 -0
- package/actionengine/display/canvasmanager.js +75 -0
- package/actionengine/display/gl/programmanager.js +570 -0
- package/actionengine/display/gl/shaders/lineshader.js +118 -0
- package/actionengine/display/gl/shaders/objectshader.js +1756 -0
- package/actionengine/display/gl/shaders/particleshader.js +43 -0
- package/actionengine/display/gl/shaders/shadowshader.js +319 -0
- package/actionengine/display/gl/shaders/spriteshader.js +100 -0
- package/actionengine/display/gl/shaders/watershader.js +67 -0
- package/actionengine/display/graphics/actionmodel3D.js +191 -0
- package/actionengine/display/graphics/actionsprite3D.js +230 -0
- package/actionengine/display/graphics/lighting/actiondirectionalshadowlight.js +864 -0
- package/actionengine/display/graphics/lighting/actionlight.js +211 -0
- package/actionengine/display/graphics/lighting/actionomnidirectionalshadowlight.js +862 -0
- package/actionengine/display/graphics/lighting/lightingconstants.js +263 -0
- package/actionengine/display/graphics/lighting/lightmanager.js +789 -0
- package/actionengine/display/graphics/renderableobject.js +44 -0
- package/actionengine/display/graphics/renderers/actionrenderer2D.js +341 -0
- package/actionengine/display/graphics/renderers/actionrenderer3D/actionrenderer3D.js +655 -0
- package/actionengine/display/graphics/renderers/actionrenderer3D/canvasmanager3D.js +82 -0
- package/actionengine/display/graphics/renderers/actionrenderer3D/debugrenderer3D.js +493 -0
- package/actionengine/display/graphics/renderers/actionrenderer3D/objectrenderer3D.js +790 -0
- package/actionengine/display/graphics/renderers/actionrenderer3D/spriteRenderer3D.js +266 -0
- package/actionengine/display/graphics/renderers/actionrenderer3D/sunrenderer3D.js +140 -0
- package/actionengine/display/graphics/renderers/actionrenderer3D/waterrenderer3D.js +173 -0
- package/actionengine/display/graphics/renderers/actionrenderer3D/weatherrenderer3D.js +87 -0
- package/actionengine/display/graphics/texture/proceduraltexture.js +192 -0
- package/actionengine/display/graphics/texture/texturemanager.js +242 -0
- package/actionengine/display/graphics/texture/textureregistry.js +177 -0
- package/actionengine/input/actionscrollablearea.js +1405 -0
- package/actionengine/input/inputhandler.js +1647 -0
- package/actionengine/math/geometry/geometrybuilder.js +161 -0
- package/actionengine/math/geometry/glbexporter.js +364 -0
- package/actionengine/math/geometry/glbloader.js +722 -0
- package/actionengine/math/geometry/modelcodegenerator.js +97 -0
- package/actionengine/math/geometry/triangle.js +33 -0
- package/actionengine/math/geometry/triangleutils.js +34 -0
- package/actionengine/math/mathutils.js +25 -0
- package/actionengine/math/matrix4.js +785 -0
- package/actionengine/math/physics/actionphysics.js +108 -0
- package/actionengine/math/physics/actionphysicsobject3D.js +164 -0
- package/actionengine/math/physics/actionphysicsworld3D.js +238 -0
- package/actionengine/math/physics/actionraycast.js +129 -0
- package/actionengine/math/physics/shapes/actionphysicsbox3D.js +158 -0
- package/actionengine/math/physics/shapes/actionphysicscapsule3D.js +200 -0
- package/actionengine/math/physics/shapes/actionphysicscompoundshape3D.js +147 -0
- package/actionengine/math/physics/shapes/actionphysicscone3D.js +126 -0
- package/actionengine/math/physics/shapes/actionphysicsconvexshape3D.js +72 -0
- package/actionengine/math/physics/shapes/actionphysicscylinder3D.js +117 -0
- package/actionengine/math/physics/shapes/actionphysicsmesh3D.js +74 -0
- package/actionengine/math/physics/shapes/actionphysicsplane3D.js +100 -0
- package/actionengine/math/physics/shapes/actionphysicssphere3D.js +95 -0
- package/actionengine/math/quaternion.js +61 -0
- package/actionengine/math/vector2.js +277 -0
- package/actionengine/math/vector3.js +318 -0
- package/actionengine/math/viewfrustum.js +136 -0
- package/actionengine/network/ACTIONNETREADME.md +810 -0
- package/actionengine/network/client/ActionNetManager.js +802 -0
- package/actionengine/network/client/ActionNetManagerGUI.js +1709 -0
- package/actionengine/network/client/ActionNetManagerP2P.js +1537 -0
- package/actionengine/network/client/SyncSystem.js +422 -0
- package/actionengine/network/p2p/ActionNetPeer.js +142 -0
- package/actionengine/network/p2p/ActionNetTrackerClient.js +623 -0
- package/actionengine/network/p2p/DataConnection.js +282 -0
- package/actionengine/network/p2p/README.md +510 -0
- package/actionengine/network/p2p/example.html +502 -0
- package/actionengine/network/server/ActionNetServer.js +577 -0
- package/actionengine/network/server/ActionNetServerSSL.js +579 -0
- package/actionengine/network/server/ActionNetServerUtils.js +458 -0
- package/actionengine/network/server/SERVERREADME.md +314 -0
- package/actionengine/network/server/package-lock.json +35 -0
- package/actionengine/network/server/package.json +13 -0
- package/actionengine/network/server/start.bat +27 -0
- package/actionengine/network/server/start.sh +25 -0
- package/actionengine/network/server/startwss.bat +27 -0
- package/actionengine/sound/audiomanager.js +1589 -0
- package/actionengine/sound/soundfont/ACTIONSOUNDFONT_README.md +205 -0
- package/actionengine/sound/soundfont/actionparser.js +718 -0
- package/actionengine/sound/soundfont/actionreverb.js +252 -0
- package/actionengine/sound/soundfont/actionsoundfont.js +543 -0
- package/actionengine/sound/soundfont/sf2playerlicence.txt +29 -0
- package/actionengine/sound/soundfont/soundfont.js +2 -0
- package/dist/action-engine.min.js +328 -0
- package/package.json +35 -0
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// actionengine/math/matrix4.js
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class Matrix4 {
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static create() {
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return new Float32Array([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
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}
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static identity(out) {
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out[0] = 1;
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out[1] = 0;
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out[2] = 0;
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out[3] = 0;
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out[4] = 0;
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out[5] = 1;
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out[6] = 0;
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out[7] = 0;
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out[8] = 0;
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out[9] = 0;
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out[10] = 1;
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out[11] = 0;
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out[12] = 0;
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out[13] = 0;
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out[14] = 0;
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out[15] = 1;
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return out;
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}
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/**
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* Multiply a vector by a matrix
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* @param {Array} out - Output vector (will be modified)
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* @param {Array|Float32Array} matrix - 4x4 matrix
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* @param {Array} vec - Input vector [x, y, z, w]
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* @returns {Array} - The output vector
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*/
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static multiplyVector(out, matrix, vec) {
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const x = vec[0];
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const y = vec[1];
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const z = vec[2];
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const w = vec[3] || 1.0;
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out[0] = matrix[0] * x + matrix[4] * y + matrix[8] * z + matrix[12] * w;
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out[1] = matrix[1] * x + matrix[5] * y + matrix[9] * z + matrix[13] * w;
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out[2] = matrix[2] * x + matrix[6] * y + matrix[10] * z + matrix[14] * w;
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out[3] = matrix[3] * x + matrix[7] * y + matrix[11] * z + matrix[15] * w;
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return out;
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}
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static transformVector(vector, viewMatrix, projectionMatrix) {
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// First multiply by view matrix
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const viewResult = [0, 0, 0, 0];
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for (let i = 0; i < 4; i++) {
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viewResult[i] =
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vector[0] * viewMatrix[i] +
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vector[1] * viewMatrix[i + 4] +
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vector[2] * viewMatrix[i + 8] +
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vector[3] * viewMatrix[i + 12];
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}
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// Then multiply by projection matrix
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const result = [0, 0, 0, 0];
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for (let i = 0; i < 4; i++) {
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result[i] =
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viewResult[0] * projectionMatrix[i] +
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viewResult[1] * projectionMatrix[i + 4] +
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viewResult[2] * projectionMatrix[i + 8] +
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viewResult[3] * projectionMatrix[i + 12];
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}
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return result;
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}
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static fromQuat(out, q) {
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const x = q.x,
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y = q.y,
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z = q.z,
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w = q.w;
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const x2 = x + x,
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y2 = y + y,
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z2 = z + z;
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const xx = x * x2,
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xy = x * y2,
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xz = x * z2;
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const yy = y * y2,
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yz = y * z2,
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zz = z * z2;
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const wx = w * x2,
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wy = w * y2,
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wz = w * z2;
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out[0] = 1 - (yy + zz);
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out[1] = xy + wz;
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out[2] = xz - wy;
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out[3] = 0;
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out[4] = xy - wz;
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out[5] = 1 - (xx + zz);
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out[6] = yz + wx;
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out[7] = 0;
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out[8] = xz + wy;
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out[9] = yz - wx;
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out[10] = 1 - (xx + yy);
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out[11] = 0;
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out[12] = 0;
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out[13] = 0;
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out[14] = 0;
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out[15] = 1;
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return out;
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}
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static fromLightDirection(out, dir) {
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// Make sure the direction is normalized
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const nx = dir.x;
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const ny = dir.y;
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const nz = dir.z;
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// Find a perpendicular vector for the "right" direction
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// Using world-up (0,1,0) as a reference
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const right = [
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nz, // Cross product of dir with (0,1,0)
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0,
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-nx
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];
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// Normalize right vector
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const rLength = Math.sqrt(right[0] * right[0] + right[2] * right[2]);
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right[0] /= rLength;
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right[2] /= rLength;
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// Get up vector by crossing right with direction
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const up = [
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-nx * ny, // Cross product of right with dir
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nx * nx + nz * nz,
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-ny * nz
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];
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// Build the view matrix
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out[0] = right[0];
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out[1] = up[0];
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out[2] = nx;
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out[3] = 0;
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out[4] = right[1];
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out[5] = up[1];
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out[6] = ny;
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out[7] = 0;
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out[8] = right[2];
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out[9] = up[2];
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out[10] = nz;
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out[11] = 0;
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out[12] = 0;
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out[13] = 0;
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out[14] = 0;
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out[15] = 1;
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return out;
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}
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static copy(out, a) {
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out[0] = a[0];
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out[1] = a[1];
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out[2] = a[2];
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out[3] = a[3];
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out[4] = a[4];
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out[5] = a[5];
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out[6] = a[6];
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out[7] = a[7];
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out[8] = a[8];
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out[9] = a[9];
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out[10] = a[10];
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out[11] = a[11];
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out[12] = a[12];
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out[13] = a[13];
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out[14] = a[14];
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out[15] = a[15];
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return out;
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}
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static multiply(out, a, b) {
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const a00 = a[0],
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a01 = a[1],
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a02 = a[2],
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a03 = a[3];
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const a10 = a[4],
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a11 = a[5],
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a12 = a[6],
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a13 = a[7];
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const a20 = a[8],
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a21 = a[9],
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a22 = a[10],
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a23 = a[11];
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const a30 = a[12],
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a31 = a[13],
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a32 = a[14],
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a33 = a[15];
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let b0 = b[0],
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b1 = b[1],
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b2 = b[2],
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b3 = b[3];
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out[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
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out[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
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out[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
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out[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
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b0 = b[4];
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b1 = b[5];
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b2 = b[6];
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b3 = b[7];
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out[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
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out[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
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out[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
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out[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
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b0 = b[8];
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b1 = b[9];
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b2 = b[10];
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b3 = b[11];
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out[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
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out[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
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out[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
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out[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
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b0 = b[12];
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b1 = b[13];
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b2 = b[14];
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b3 = b[15];
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out[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
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out[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
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out[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
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out[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
|
|
233
|
+
return out;
|
|
234
|
+
}
|
|
235
|
+
static fromRotationTranslation(out, q, v) {
|
|
236
|
+
// Similar to his code but using our Quaternion class
|
|
237
|
+
const x = q.x,
|
|
238
|
+
y = q.y,
|
|
239
|
+
z = q.z,
|
|
240
|
+
w = q.w;
|
|
241
|
+
const x2 = x + x;
|
|
242
|
+
const y2 = y + y;
|
|
243
|
+
const z2 = z + z;
|
|
244
|
+
|
|
245
|
+
const xx = x * x2;
|
|
246
|
+
const xy = x * y2;
|
|
247
|
+
const xz = x * z2;
|
|
248
|
+
const yy = y * y2;
|
|
249
|
+
const yz = y * z2;
|
|
250
|
+
const zz = z * z2;
|
|
251
|
+
const wx = w * x2;
|
|
252
|
+
const wy = w * y2;
|
|
253
|
+
const wz = w * z2;
|
|
254
|
+
|
|
255
|
+
out[0] = 1 - (yy + zz);
|
|
256
|
+
out[1] = xy + wz;
|
|
257
|
+
out[2] = xz - wy;
|
|
258
|
+
out[3] = 0;
|
|
259
|
+
out[4] = xy - wz;
|
|
260
|
+
out[5] = 1 - (xx + zz);
|
|
261
|
+
out[6] = yz + wx;
|
|
262
|
+
out[7] = 0;
|
|
263
|
+
out[8] = xz + wy;
|
|
264
|
+
out[9] = yz - wx;
|
|
265
|
+
out[10] = 1 - (xx + yy);
|
|
266
|
+
out[11] = 0;
|
|
267
|
+
out[12] = v.x;
|
|
268
|
+
out[13] = v.y;
|
|
269
|
+
out[14] = v.z;
|
|
270
|
+
out[15] = 1;
|
|
271
|
+
return out;
|
|
272
|
+
}
|
|
273
|
+
|
|
274
|
+
static transformVertex(vertex, modelMatrix) {
|
|
275
|
+
const v = [vertex.x, vertex.y, vertex.z, 1];
|
|
276
|
+
const result = [0, 0, 0, 0];
|
|
277
|
+
|
|
278
|
+
for (let i = 0; i < 4; i++) {
|
|
279
|
+
result[i] =
|
|
280
|
+
v[0] * modelMatrix[i] +
|
|
281
|
+
v[1] * modelMatrix[i + 4] +
|
|
282
|
+
v[2] * modelMatrix[i + 8] +
|
|
283
|
+
v[3] * modelMatrix[i + 12];
|
|
284
|
+
}
|
|
285
|
+
|
|
286
|
+
return new Vector3(result[0] / result[3], result[1] / result[3], result[2] / result[3]);
|
|
287
|
+
}
|
|
288
|
+
|
|
289
|
+
static transformNormal(normal, modelMatrix) {
|
|
290
|
+
// Calculate inverse transpose of 3x3 portion of model matrix
|
|
291
|
+
const a = modelMatrix[0],
|
|
292
|
+
b = modelMatrix[1],
|
|
293
|
+
c = modelMatrix[2],
|
|
294
|
+
d = modelMatrix[4],
|
|
295
|
+
e = modelMatrix[5],
|
|
296
|
+
f = modelMatrix[6],
|
|
297
|
+
g = modelMatrix[8],
|
|
298
|
+
h = modelMatrix[9],
|
|
299
|
+
i = modelMatrix[10];
|
|
300
|
+
|
|
301
|
+
const det = a * (e * i - f * h) - b * (d * i - f * g) + c * (d * h - e * g);
|
|
302
|
+
const invdet = 1.0 / det;
|
|
303
|
+
|
|
304
|
+
const invTranspose = [
|
|
305
|
+
(e * i - f * h) * invdet,
|
|
306
|
+
(c * h - b * i) * invdet,
|
|
307
|
+
(b * f - c * e) * invdet,
|
|
308
|
+
(f * g - d * i) * invdet,
|
|
309
|
+
(a * i - c * g) * invdet,
|
|
310
|
+
(c * d - a * f) * invdet,
|
|
311
|
+
(d * h - e * g) * invdet,
|
|
312
|
+
(b * g - a * h) * invdet,
|
|
313
|
+
(a * e - b * d) * invdet
|
|
314
|
+
];
|
|
315
|
+
|
|
316
|
+
const x = normal.x * invTranspose[0] + normal.y * invTranspose[1] + normal.z * invTranspose[2];
|
|
317
|
+
const y = normal.x * invTranspose[3] + normal.y * invTranspose[4] + normal.z * invTranspose[5];
|
|
318
|
+
const z = normal.x * invTranspose[6] + normal.y * invTranspose[7] + normal.z * invTranspose[8];
|
|
319
|
+
|
|
320
|
+
return new Vector3(x, y, z).normalize();
|
|
321
|
+
}
|
|
322
|
+
static perspective(out, fovy, aspect, near, far) {
|
|
323
|
+
const f = 1.0 / Math.tan(fovy / 2);
|
|
324
|
+
out[0] = f / aspect;
|
|
325
|
+
out[1] = 0;
|
|
326
|
+
out[2] = 0;
|
|
327
|
+
out[3] = 0;
|
|
328
|
+
out[4] = 0;
|
|
329
|
+
out[5] = f;
|
|
330
|
+
out[6] = 0;
|
|
331
|
+
out[7] = 0;
|
|
332
|
+
out[8] = 0;
|
|
333
|
+
out[9] = 0;
|
|
334
|
+
out[10] = (far + near) / (near - far);
|
|
335
|
+
out[11] = -1;
|
|
336
|
+
out[12] = 0;
|
|
337
|
+
out[13] = 0;
|
|
338
|
+
out[14] = (2 * far * near) / (near - far);
|
|
339
|
+
out[15] = 0;
|
|
340
|
+
return out;
|
|
341
|
+
}
|
|
342
|
+
|
|
343
|
+
static ortho(out, left, right, bottom, top, near, far) {
|
|
344
|
+
const lr = 1 / (left - right);
|
|
345
|
+
const bt = 1 / (bottom - top);
|
|
346
|
+
const nf = 1 / (near - far);
|
|
347
|
+
out[0] = -2 * lr;
|
|
348
|
+
out[1] = 0;
|
|
349
|
+
out[2] = 0;
|
|
350
|
+
out[3] = 0;
|
|
351
|
+
out[4] = 0;
|
|
352
|
+
out[5] = -2 * bt;
|
|
353
|
+
out[6] = 0;
|
|
354
|
+
out[7] = 0;
|
|
355
|
+
out[8] = 0;
|
|
356
|
+
out[9] = 0;
|
|
357
|
+
out[10] = 2 * nf;
|
|
358
|
+
out[11] = 0;
|
|
359
|
+
out[12] = (left + right) * lr;
|
|
360
|
+
out[13] = (top + bottom) * bt;
|
|
361
|
+
out[14] = (far + near) * nf;
|
|
362
|
+
out[15] = 1;
|
|
363
|
+
return out;
|
|
364
|
+
}
|
|
365
|
+
|
|
366
|
+
static translate(out, a, v) {
|
|
367
|
+
const x = v[0],
|
|
368
|
+
y = v[1],
|
|
369
|
+
z = v[2];
|
|
370
|
+
|
|
371
|
+
if (a !== out) {
|
|
372
|
+
out[0] = a[0];
|
|
373
|
+
out[1] = a[1];
|
|
374
|
+
out[2] = a[2];
|
|
375
|
+
out[3] = a[3];
|
|
376
|
+
out[4] = a[4];
|
|
377
|
+
out[5] = a[5];
|
|
378
|
+
out[6] = a[6];
|
|
379
|
+
out[7] = a[7];
|
|
380
|
+
out[8] = a[8];
|
|
381
|
+
out[9] = a[9];
|
|
382
|
+
out[10] = a[10];
|
|
383
|
+
out[11] = a[11];
|
|
384
|
+
}
|
|
385
|
+
|
|
386
|
+
out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
|
|
387
|
+
out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
|
|
388
|
+
out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
|
|
389
|
+
out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
|
|
390
|
+
|
|
391
|
+
return out;
|
|
392
|
+
}
|
|
393
|
+
|
|
394
|
+
static rotate(out, a, rad, axis) {
|
|
395
|
+
let x = axis[0],
|
|
396
|
+
y = axis[1],
|
|
397
|
+
z = axis[2];
|
|
398
|
+
|
|
399
|
+
let len = Math.hypot(x, y, z);
|
|
400
|
+
if (len < 0.000001) {
|
|
401
|
+
return null;
|
|
402
|
+
}
|
|
403
|
+
len = 1 / len;
|
|
404
|
+
x *= len;
|
|
405
|
+
y *= len;
|
|
406
|
+
z *= len;
|
|
407
|
+
|
|
408
|
+
const s = Math.sin(rad);
|
|
409
|
+
const c = Math.cos(rad);
|
|
410
|
+
const t = 1 - c;
|
|
411
|
+
|
|
412
|
+
const a00 = a[0],
|
|
413
|
+
a01 = a[1],
|
|
414
|
+
a02 = a[2],
|
|
415
|
+
a03 = a[3];
|
|
416
|
+
const a10 = a[4],
|
|
417
|
+
a11 = a[5],
|
|
418
|
+
a12 = a[6],
|
|
419
|
+
a13 = a[7];
|
|
420
|
+
const a20 = a[8],
|
|
421
|
+
a21 = a[9],
|
|
422
|
+
a22 = a[10],
|
|
423
|
+
a23 = a[11];
|
|
424
|
+
|
|
425
|
+
const b00 = x * x * t + c;
|
|
426
|
+
const b01 = y * x * t + z * s;
|
|
427
|
+
const b02 = z * x * t - y * s;
|
|
428
|
+
const b10 = x * y * t - z * s;
|
|
429
|
+
const b11 = y * y * t + c;
|
|
430
|
+
const b12 = z * y * t + x * s;
|
|
431
|
+
const b20 = x * z * t + y * s;
|
|
432
|
+
const b21 = y * z * t - x * s;
|
|
433
|
+
const b22 = z * z * t + c;
|
|
434
|
+
|
|
435
|
+
out[0] = a00 * b00 + a10 * b01 + a20 * b02;
|
|
436
|
+
out[1] = a01 * b00 + a11 * b01 + a21 * b02;
|
|
437
|
+
out[2] = a02 * b00 + a12 * b01 + a22 * b02;
|
|
438
|
+
out[3] = a03 * b00 + a13 * b01 + a23 * b02;
|
|
439
|
+
out[4] = a00 * b10 + a10 * b11 + a20 * b12;
|
|
440
|
+
out[5] = a01 * b10 + a11 * b11 + a21 * b12;
|
|
441
|
+
out[6] = a02 * b10 + a12 * b11 + a22 * b12;
|
|
442
|
+
out[7] = a03 * b10 + a13 * b11 + a23 * b12;
|
|
443
|
+
out[8] = a00 * b20 + a10 * b21 + a20 * b22;
|
|
444
|
+
out[9] = a01 * b20 + a11 * b21 + a21 * b22;
|
|
445
|
+
out[10] = a02 * b20 + a12 * b21 + a22 * b22;
|
|
446
|
+
out[11] = a03 * b20 + a13 * b21 + a23 * b22;
|
|
447
|
+
|
|
448
|
+
if (a !== out) {
|
|
449
|
+
out[12] = a[12];
|
|
450
|
+
out[13] = a[13];
|
|
451
|
+
out[14] = a[14];
|
|
452
|
+
out[15] = a[15];
|
|
453
|
+
}
|
|
454
|
+
return out;
|
|
455
|
+
}
|
|
456
|
+
|
|
457
|
+
static scale(out, a, v) {
|
|
458
|
+
const x = v[0],
|
|
459
|
+
y = v[1],
|
|
460
|
+
z = v[2];
|
|
461
|
+
out[0] = a[0] * x;
|
|
462
|
+
out[1] = a[1] * x;
|
|
463
|
+
out[2] = a[2] * x;
|
|
464
|
+
out[3] = a[3] * x;
|
|
465
|
+
out[4] = a[4] * y;
|
|
466
|
+
out[5] = a[5] * y;
|
|
467
|
+
out[6] = a[6] * y;
|
|
468
|
+
out[7] = a[7] * y;
|
|
469
|
+
out[8] = a[8] * z;
|
|
470
|
+
out[9] = a[9] * z;
|
|
471
|
+
out[10] = a[10] * z;
|
|
472
|
+
out[11] = a[11] * z;
|
|
473
|
+
out[12] = a[12];
|
|
474
|
+
out[13] = a[13];
|
|
475
|
+
out[14] = a[14];
|
|
476
|
+
out[15] = a[15];
|
|
477
|
+
return out;
|
|
478
|
+
}
|
|
479
|
+
|
|
480
|
+
static invert(out, a) {
|
|
481
|
+
const a00 = a[0],
|
|
482
|
+
a01 = a[1],
|
|
483
|
+
a02 = a[2],
|
|
484
|
+
a03 = a[3];
|
|
485
|
+
const a10 = a[4],
|
|
486
|
+
a11 = a[5],
|
|
487
|
+
a12 = a[6],
|
|
488
|
+
a13 = a[7];
|
|
489
|
+
const a20 = a[8],
|
|
490
|
+
a21 = a[9],
|
|
491
|
+
a22 = a[10],
|
|
492
|
+
a23 = a[11];
|
|
493
|
+
const a30 = a[12],
|
|
494
|
+
a31 = a[13],
|
|
495
|
+
a32 = a[14],
|
|
496
|
+
a33 = a[15];
|
|
497
|
+
|
|
498
|
+
const b00 = a00 * a11 - a01 * a10;
|
|
499
|
+
const b01 = a00 * a12 - a02 * a10;
|
|
500
|
+
const b02 = a00 * a13 - a03 * a10;
|
|
501
|
+
const b03 = a01 * a12 - a02 * a11;
|
|
502
|
+
const b04 = a01 * a13 - a03 * a11;
|
|
503
|
+
const b05 = a02 * a13 - a03 * a12;
|
|
504
|
+
const b06 = a20 * a31 - a21 * a30;
|
|
505
|
+
const b07 = a20 * a32 - a22 * a30;
|
|
506
|
+
const b08 = a20 * a33 - a23 * a30;
|
|
507
|
+
const b09 = a21 * a32 - a22 * a31;
|
|
508
|
+
const b10 = a21 * a33 - a23 * a31;
|
|
509
|
+
const b11 = a22 * a33 - a23 * a32;
|
|
510
|
+
|
|
511
|
+
let det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
|
|
512
|
+
if (!det) {
|
|
513
|
+
return null;
|
|
514
|
+
}
|
|
515
|
+
det = 1.0 / det;
|
|
516
|
+
|
|
517
|
+
out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
|
|
518
|
+
out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
|
|
519
|
+
out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
|
|
520
|
+
out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
|
|
521
|
+
out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
|
|
522
|
+
out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
|
|
523
|
+
out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
|
|
524
|
+
out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
|
|
525
|
+
out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
|
|
526
|
+
out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
|
|
527
|
+
out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
|
|
528
|
+
out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
|
|
529
|
+
out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
|
|
530
|
+
out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
|
|
531
|
+
out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
|
|
532
|
+
out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
|
|
533
|
+
|
|
534
|
+
return out;
|
|
535
|
+
}
|
|
536
|
+
|
|
537
|
+
static lookAt(out, eye, center, up) {
|
|
538
|
+
let x0, x1, x2, y0, y1, y2, z0, z1, z2, len;
|
|
539
|
+
const eyex = eye[0];
|
|
540
|
+
const eyey = eye[1];
|
|
541
|
+
const eyez = eye[2];
|
|
542
|
+
const upx = up[0];
|
|
543
|
+
const upy = up[1];
|
|
544
|
+
const upz = up[2];
|
|
545
|
+
const centerx = center[0];
|
|
546
|
+
const centery = center[1];
|
|
547
|
+
const centerz = center[2];
|
|
548
|
+
|
|
549
|
+
if (
|
|
550
|
+
Math.abs(eyex - centerx) < 0.000001 &&
|
|
551
|
+
Math.abs(eyey - centery) < 0.000001 &&
|
|
552
|
+
Math.abs(eyez - centerz) < 0.000001
|
|
553
|
+
) {
|
|
554
|
+
return Matrix4.identity(out);
|
|
555
|
+
}
|
|
556
|
+
|
|
557
|
+
z0 = eyex - centerx;
|
|
558
|
+
z1 = eyey - centery;
|
|
559
|
+
z2 = eyez - centerz;
|
|
560
|
+
|
|
561
|
+
len = 1 / Math.hypot(z0, z1, z2);
|
|
562
|
+
z0 *= len;
|
|
563
|
+
z1 *= len;
|
|
564
|
+
z2 *= len;
|
|
565
|
+
|
|
566
|
+
// Cross product of up and z
|
|
567
|
+
x0 = upy * z2 - upz * z1;
|
|
568
|
+
x1 = upz * z0 - upx * z2;
|
|
569
|
+
x2 = upx * z1 - upy * z0;
|
|
570
|
+
len = Math.hypot(x0, x1, x2);
|
|
571
|
+
|
|
572
|
+
// Handle the case where up and z are colinear (or nearly so)
|
|
573
|
+
if (len < 0.000001) {
|
|
574
|
+
// Find a perpendicular vector to z
|
|
575
|
+
// Try cross product with (1,0,0) first
|
|
576
|
+
if (Math.abs(z0) < 0.9) {
|
|
577
|
+
// Cross with X axis
|
|
578
|
+
x0 = 0;
|
|
579
|
+
x1 = z2;
|
|
580
|
+
x2 = -z1;
|
|
581
|
+
} else {
|
|
582
|
+
// Cross with Z axis if Z is near X
|
|
583
|
+
x0 = z1;
|
|
584
|
+
x1 = -z0;
|
|
585
|
+
x2 = 0;
|
|
586
|
+
}
|
|
587
|
+
len = Math.hypot(x0, x1, x2);
|
|
588
|
+
len = 1 / len;
|
|
589
|
+
x0 *= len;
|
|
590
|
+
x1 *= len;
|
|
591
|
+
x2 *= len;
|
|
592
|
+
} else {
|
|
593
|
+
// Normal case - normalize the computed cross product
|
|
594
|
+
len = 1 / len;
|
|
595
|
+
x0 *= len;
|
|
596
|
+
x1 *= len;
|
|
597
|
+
x2 *= len;
|
|
598
|
+
}
|
|
599
|
+
|
|
600
|
+
y0 = z1 * x2 - z2 * x1;
|
|
601
|
+
y1 = z2 * x0 - z0 * x2;
|
|
602
|
+
y2 = z0 * x1 - z1 * x0;
|
|
603
|
+
|
|
604
|
+
len = Math.hypot(y0, y1, y2);
|
|
605
|
+
if (!len) {
|
|
606
|
+
y0 = 0;
|
|
607
|
+
y1 = 0;
|
|
608
|
+
y2 = 0;
|
|
609
|
+
} else {
|
|
610
|
+
len = 1 / len;
|
|
611
|
+
y0 *= len;
|
|
612
|
+
y1 *= len;
|
|
613
|
+
y2 *= len;
|
|
614
|
+
}
|
|
615
|
+
|
|
616
|
+
out[0] = x0;
|
|
617
|
+
out[1] = y0;
|
|
618
|
+
out[2] = z0;
|
|
619
|
+
out[3] = 0;
|
|
620
|
+
out[4] = x1;
|
|
621
|
+
out[5] = y1;
|
|
622
|
+
out[6] = z1;
|
|
623
|
+
out[7] = 0;
|
|
624
|
+
out[8] = x2;
|
|
625
|
+
out[9] = y2;
|
|
626
|
+
out[10] = z2;
|
|
627
|
+
out[11] = 0;
|
|
628
|
+
out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
|
|
629
|
+
out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
|
|
630
|
+
out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
|
|
631
|
+
out[15] = 1;
|
|
632
|
+
|
|
633
|
+
return out;
|
|
634
|
+
}
|
|
635
|
+
|
|
636
|
+
static transpose(out, a) {
|
|
637
|
+
if (out === a) {
|
|
638
|
+
const a01 = a[1],
|
|
639
|
+
a02 = a[2],
|
|
640
|
+
a03 = a[3],
|
|
641
|
+
a12 = a[6],
|
|
642
|
+
a13 = a[7],
|
|
643
|
+
a23 = a[11];
|
|
644
|
+
|
|
645
|
+
out[1] = a[4];
|
|
646
|
+
out[2] = a[8];
|
|
647
|
+
out[3] = a[12];
|
|
648
|
+
out[4] = a01;
|
|
649
|
+
out[6] = a[9];
|
|
650
|
+
out[7] = a[13];
|
|
651
|
+
out[8] = a02;
|
|
652
|
+
out[9] = a12;
|
|
653
|
+
out[11] = a[14];
|
|
654
|
+
out[12] = a03;
|
|
655
|
+
out[13] = a13;
|
|
656
|
+
out[14] = a23;
|
|
657
|
+
} else {
|
|
658
|
+
out[0] = a[0];
|
|
659
|
+
out[1] = a[4];
|
|
660
|
+
out[2] = a[8];
|
|
661
|
+
out[3] = a[12];
|
|
662
|
+
out[4] = a[1];
|
|
663
|
+
out[5] = a[5];
|
|
664
|
+
out[6] = a[9];
|
|
665
|
+
out[7] = a[13];
|
|
666
|
+
out[8] = a[2];
|
|
667
|
+
out[9] = a[6];
|
|
668
|
+
out[10] = a[10];
|
|
669
|
+
out[11] = a[14];
|
|
670
|
+
out[12] = a[3];
|
|
671
|
+
out[13] = a[7];
|
|
672
|
+
out[14] = a[11];
|
|
673
|
+
out[15] = a[15];
|
|
674
|
+
}
|
|
675
|
+
|
|
676
|
+
return out;
|
|
677
|
+
}
|
|
678
|
+
|
|
679
|
+
static rotateX(out, a, rad) {
|
|
680
|
+
const s = Math.sin(rad);
|
|
681
|
+
const c = Math.cos(rad);
|
|
682
|
+
const a10 = a[4];
|
|
683
|
+
const a11 = a[5];
|
|
684
|
+
const a12 = a[6];
|
|
685
|
+
const a13 = a[7];
|
|
686
|
+
const a20 = a[8];
|
|
687
|
+
const a21 = a[9];
|
|
688
|
+
const a22 = a[10];
|
|
689
|
+
const a23 = a[11];
|
|
690
|
+
|
|
691
|
+
out[4] = a10 * c + a20 * s;
|
|
692
|
+
out[5] = a11 * c + a21 * s;
|
|
693
|
+
out[6] = a12 * c + a22 * s;
|
|
694
|
+
out[7] = a13 * c + a23 * s;
|
|
695
|
+
out[8] = a20 * c - a10 * s;
|
|
696
|
+
out[9] = a21 * c - a11 * s;
|
|
697
|
+
out[10] = a22 * c - a12 * s;
|
|
698
|
+
out[11] = a23 * c - a13 * s;
|
|
699
|
+
|
|
700
|
+
// If the source and destination differ, we need to copy the unchanged rows
|
|
701
|
+
if (a !== out) {
|
|
702
|
+
out[0] = a[0];
|
|
703
|
+
out[1] = a[1];
|
|
704
|
+
out[2] = a[2];
|
|
705
|
+
out[3] = a[3];
|
|
706
|
+
out[12] = a[12];
|
|
707
|
+
out[13] = a[13];
|
|
708
|
+
out[14] = a[14];
|
|
709
|
+
out[15] = a[15];
|
|
710
|
+
}
|
|
711
|
+
|
|
712
|
+
return out;
|
|
713
|
+
}
|
|
714
|
+
static rotateZ(out, a, rad) {
|
|
715
|
+
const s = Math.sin(rad);
|
|
716
|
+
const c = Math.cos(rad);
|
|
717
|
+
const a00 = a[0];
|
|
718
|
+
const a01 = a[1];
|
|
719
|
+
const a02 = a[2];
|
|
720
|
+
const a03 = a[3];
|
|
721
|
+
const a10 = a[4];
|
|
722
|
+
const a11 = a[5];
|
|
723
|
+
const a12 = a[6];
|
|
724
|
+
const a13 = a[7];
|
|
725
|
+
|
|
726
|
+
out[0] = a00 * c + a10 * s;
|
|
727
|
+
out[1] = a01 * c + a11 * s;
|
|
728
|
+
out[2] = a02 * c + a12 * s;
|
|
729
|
+
out[3] = a03 * c + a13 * s;
|
|
730
|
+
out[4] = a10 * c - a00 * s;
|
|
731
|
+
out[5] = a11 * c - a01 * s;
|
|
732
|
+
out[6] = a12 * c - a02 * s;
|
|
733
|
+
out[7] = a13 * c - a03 * s;
|
|
734
|
+
|
|
735
|
+
// If the source and destination differ, we need to copy the unchanged rows
|
|
736
|
+
if (a !== out) {
|
|
737
|
+
out[8] = a[8];
|
|
738
|
+
out[9] = a[9];
|
|
739
|
+
out[10] = a[10];
|
|
740
|
+
out[11] = a[11];
|
|
741
|
+
out[12] = a[12];
|
|
742
|
+
out[13] = a[13];
|
|
743
|
+
out[14] = a[14];
|
|
744
|
+
out[15] = a[15];
|
|
745
|
+
}
|
|
746
|
+
|
|
747
|
+
return out;
|
|
748
|
+
}
|
|
749
|
+
|
|
750
|
+
static rotateY(out, a, rad) {
|
|
751
|
+
const s = Math.sin(rad);
|
|
752
|
+
const c = Math.cos(rad);
|
|
753
|
+
const a00 = a[0];
|
|
754
|
+
const a01 = a[1];
|
|
755
|
+
const a02 = a[2];
|
|
756
|
+
const a03 = a[3];
|
|
757
|
+
const a20 = a[8];
|
|
758
|
+
const a21 = a[9];
|
|
759
|
+
const a22 = a[10];
|
|
760
|
+
const a23 = a[11];
|
|
761
|
+
|
|
762
|
+
out[0] = a00 * c - a20 * s;
|
|
763
|
+
out[1] = a01 * c - a21 * s;
|
|
764
|
+
out[2] = a02 * c - a22 * s;
|
|
765
|
+
out[3] = a03 * c - a23 * s;
|
|
766
|
+
out[8] = a00 * s + a20 * c;
|
|
767
|
+
out[9] = a01 * s + a21 * c;
|
|
768
|
+
out[10] = a02 * s + a22 * c;
|
|
769
|
+
out[11] = a03 * s + a23 * c;
|
|
770
|
+
|
|
771
|
+
// If the source and destination differ, we need to copy the unchanged rows
|
|
772
|
+
if (a !== out) {
|
|
773
|
+
out[4] = a[4];
|
|
774
|
+
out[5] = a[5];
|
|
775
|
+
out[6] = a[6];
|
|
776
|
+
out[7] = a[7];
|
|
777
|
+
out[12] = a[12];
|
|
778
|
+
out[13] = a[13];
|
|
779
|
+
out[14] = a[14];
|
|
780
|
+
out[15] = a[15];
|
|
781
|
+
}
|
|
782
|
+
|
|
783
|
+
return out;
|
|
784
|
+
}
|
|
785
|
+
}
|