bg2e-js 2.3.11 → 2.3.13

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.
Files changed (148) hide show
  1. package/dist/bg2e-js.js +356 -326
  2. package/dist/bg2e-js.js.map +1 -1
  3. package/package.json +56 -56
  4. package/src/app/AppController.ts +39 -39
  5. package/src/app/Bg2KeyboardEvent.ts +54 -54
  6. package/src/app/Bg2MouseEvent.ts +82 -82
  7. package/src/app/Bg2TouchEvent.ts +18 -18
  8. package/src/app/Canvas.ts +108 -108
  9. package/src/app/EventBase.ts +10 -10
  10. package/src/app/MainLoop.ts +273 -273
  11. package/src/app/index.ts +24 -24
  12. package/src/base/Color.ts +134 -134
  13. package/src/base/Environment.ts +183 -183
  14. package/src/base/Light.ts +192 -192
  15. package/src/base/Material.ts +620 -620
  16. package/src/base/PolyList.ts +365 -365
  17. package/src/base/Texture.ts +620 -620
  18. package/src/base/index.ts +81 -81
  19. package/src/db/Bg2LoaderPlugin.ts +143 -143
  20. package/src/db/DBPluginApi.ts +48 -48
  21. package/src/db/Loader.ts +116 -116
  22. package/src/db/LoaderPlugin.ts +34 -34
  23. package/src/db/MtlParser.ts +7 -7
  24. package/src/db/ObjLoaderPlugin.ts +54 -54
  25. package/src/db/ObjParser.ts +252 -252
  26. package/src/db/ObjWriterPlugin.ts +18 -18
  27. package/src/db/VitscnjLoaderPlugin.ts +112 -112
  28. package/src/db/Writer.ts +52 -52
  29. package/src/db/WriterPlugin.ts +22 -22
  30. package/src/db/index.ts +44 -44
  31. package/src/debug/DebugRenderer.ts +173 -173
  32. package/src/debug/WebGLTextureViewer.ts +75 -75
  33. package/src/debug/index.ts +6 -6
  34. package/src/index.html +11 -11
  35. package/src/index.ts +33 -33
  36. package/src/manipulation/SelectionBuffer.ts +81 -81
  37. package/src/manipulation/SelectionHighlight.ts +105 -84
  38. package/src/manipulation/SelectionIdAssignVisitor.ts +96 -96
  39. package/src/manipulation/SelectionManager.ts +196 -188
  40. package/src/manipulation/SelectionMode.ts +6 -6
  41. package/src/math/Mat3.ts +259 -259
  42. package/src/math/Mat4.ts +710 -710
  43. package/src/math/MatrixStrategy.ts +25 -25
  44. package/src/math/Quat.ts +65 -65
  45. package/src/math/Vec.ts +753 -753
  46. package/src/math/constants.ts +46 -46
  47. package/src/math/functions.ts +103 -103
  48. package/src/math/index.ts +74 -74
  49. package/src/phsics/joint.ts +137 -137
  50. package/src/primitives/arrow.ts +57 -57
  51. package/src/primitives/cone.ts +138 -138
  52. package/src/primitives/cube.ts +60 -60
  53. package/src/primitives/cylinder.ts +216 -216
  54. package/src/primitives/index.ts +13 -13
  55. package/src/primitives/plane.ts +31 -31
  56. package/src/primitives/sphere.ts +809 -809
  57. package/src/react/useBg2e.ts +69 -69
  58. package/src/render/BRDFIntegrationMap.ts +4 -4
  59. package/src/render/Environment.ts +135 -135
  60. package/src/render/FrameBuffer.ts +35 -35
  61. package/src/render/MaterialRenderer.ts +34 -34
  62. package/src/render/Pipeline.ts +108 -108
  63. package/src/render/PolyListRenderer.ts +47 -47
  64. package/src/render/RenderBuffer.ts +197 -197
  65. package/src/render/RenderQueue.ts +198 -198
  66. package/src/render/RenderState.ts +116 -116
  67. package/src/render/Renderer.ts +248 -248
  68. package/src/render/SceneAppController.ts +250 -250
  69. package/src/render/SceneRenderer.ts +387 -387
  70. package/src/render/Shader.ts +32 -32
  71. package/src/render/ShadowRenderer.ts +176 -176
  72. package/src/render/SkyCube.ts +105 -105
  73. package/src/render/SkySphere.ts +117 -117
  74. package/src/render/TextureMergerRenderer.ts +70 -70
  75. package/src/render/TextureRenderer.ts +34 -34
  76. package/src/render/index.ts +67 -67
  77. package/src/render/webgl/FrameBuffer.ts +9 -9
  78. package/src/render/webgl/MaterialRenderer.ts +112 -112
  79. package/src/render/webgl/Pipeline.ts +88 -88
  80. package/src/render/webgl/PolyListRenderer.ts +260 -260
  81. package/src/render/webgl/RenderBuffer.ts +226 -226
  82. package/src/render/webgl/Renderer.ts +262 -262
  83. package/src/render/webgl/SceneRenderer.ts +67 -67
  84. package/src/render/webgl/ShaderProgram.ts +424 -424
  85. package/src/render/webgl/ShadowRenderer.ts +6 -6
  86. package/src/render/webgl/SkyCube.ts +15 -15
  87. package/src/render/webgl/SkySphere.ts +15 -15
  88. package/src/render/webgl/State.ts +152 -152
  89. package/src/render/webgl/TextureRenderer.ts +167 -167
  90. package/src/render/webgl/VertexBuffer.ts +137 -137
  91. package/src/render/webgl/index.ts +35 -35
  92. package/src/scene/Camera.ts +458 -458
  93. package/src/scene/Chain.ts +44 -44
  94. package/src/scene/ChainJoint.ts +58 -58
  95. package/src/scene/Component.ts +177 -177
  96. package/src/scene/ComponentMap.ts +106 -106
  97. package/src/scene/Drawable.ts +154 -154
  98. package/src/scene/EnvironmentComponent.ts +141 -141
  99. package/src/scene/FindNodeVisitor.ts +59 -59
  100. package/src/scene/LightComponent.ts +154 -154
  101. package/src/scene/MatrixState.ts +46 -46
  102. package/src/scene/Node.ts +328 -328
  103. package/src/scene/NodeVisitor.ts +15 -15
  104. package/src/scene/OrbitCameraController.ts +450 -450
  105. package/src/scene/SmoothOrbitCameraController.ts +99 -99
  106. package/src/scene/Transform.ts +73 -73
  107. package/src/scene/index.ts +60 -60
  108. package/src/shaders/BasicDiffuseColorShader.ts +111 -111
  109. package/src/shaders/BasicPBRLightShader.ts +276 -276
  110. package/src/shaders/DebugRenderShader.ts +97 -97
  111. package/src/shaders/DepthRenderShader.ts +127 -127
  112. package/src/shaders/IrradianceMapCubeShader.ts +115 -115
  113. package/src/shaders/PBRLightIBLShader.ts +486 -486
  114. package/src/shaders/PickSelectionShader.ts +101 -101
  115. package/src/shaders/PresentDebugFramebufferShader.ts +118 -118
  116. package/src/shaders/PresentTextureShader.ts +99 -99
  117. package/src/shaders/SelectionHighlightShader.ts +143 -127
  118. package/src/shaders/ShaderFunction.ts +318 -318
  119. package/src/shaders/SkyCubeShader.ts +93 -93
  120. package/src/shaders/SkySphereShader.ts +102 -102
  121. package/src/shaders/SpecularMapCubeShader.ts +164 -164
  122. package/src/shaders/TextureMergerShader.ts +171 -171
  123. package/src/shaders/index.ts +36 -36
  124. package/src/shaders/webgl/color_correction.glsl +47 -47
  125. package/src/shaders/webgl/constants.glsl +6 -6
  126. package/src/shaders/webgl/index.ts +70 -70
  127. package/src/shaders/webgl/normal_map.glsl +9 -9
  128. package/src/shaders/webgl/pbr.glsl +173 -173
  129. package/src/shaders/webgl/uniforms.glsl +91 -91
  130. package/src/shaders/webgl_shader_lib.ts +213 -213
  131. package/src/tools/BinaryResourceProvider.ts +14 -14
  132. package/src/tools/ImageResourceProvider.ts +66 -66
  133. package/src/tools/MaterialModifier.ts +446 -446
  134. package/src/tools/Resource.ts +203 -203
  135. package/src/tools/ResourceProvider.ts +69 -69
  136. package/src/tools/TextResourceProvider.ts +24 -24
  137. package/src/tools/TextureCache.ts +51 -51
  138. package/src/tools/TextureResourceDatabase.ts +100 -100
  139. package/src/tools/UserAgent.ts +362 -362
  140. package/src/tools/VideoResourceProvider.ts +50 -50
  141. package/src/tools/WriteStrategy.ts +22 -22
  142. package/src/tools/base64.ts +11 -11
  143. package/src/tools/crypto.ts +19 -19
  144. package/src/tools/endiantess.ts +13 -13
  145. package/src/tools/image.ts +18 -18
  146. package/src/tools/index.ts +41 -41
  147. package/src/tools/processType.ts +39 -39
  148. package/src/vite-env.d.ts +12 -12
package/src/math/Mat4.ts CHANGED
@@ -1,710 +1,710 @@
1
- import { NumericArray, PI, checkArray } from "./constants";
2
- import Vec from "./Vec";
3
- import Mat3 from "./Mat3";
4
- import { equals, isZero } from "./functions";
5
-
6
- export default class Mat4 extends NumericArray {
7
- constructor();
8
- constructor(m: ArrayLike<number>);
9
- constructor(m0: number, m1: number, m2: number, m3: number, m4: number, m5: number, m6: number, m7: number, m8: number, m9: number, m10: number, m11: number, m12: number, m13: number, m14: number, m15: number);
10
- constructor(...args: any[]) {
11
- const inMatrix = [
12
- 0, 0, 0, 0,
13
- 0, 0, 0, 0,
14
- 0, 0, 0, 0,
15
- 0, 0, 0, 0
16
- ];
17
-
18
- // Create from matrix3
19
- if (args.length === 9) {
20
- inMatrix[0] = args[0];
21
- inMatrix[1] = args[1];
22
- inMatrix[2] = args[2];
23
-
24
- inMatrix[4] = args[3];
25
- inMatrix[5] = args[4];
26
- inMatrix[6] = args[5];
27
-
28
- inMatrix[8] = args[6];
29
- inMatrix[9] = args[7];
30
- inMatrix[10] = args[8];
31
-
32
- inMatrix[15] = 1;
33
- }
34
- else if (args.length === 1 && args[0].length === 9) {
35
- inMatrix[0] = args[0][0];
36
- inMatrix[1] = args[0][1];
37
- inMatrix[2] = args[0][2];
38
-
39
- inMatrix[4] = args[0][3];
40
- inMatrix[5] = args[0][4];
41
- inMatrix[6] = args[0][5];
42
-
43
- inMatrix[8] = args[0][6];
44
- inMatrix[9] = args[0][7];
45
- inMatrix[10] = args[0][8];
46
-
47
- inMatrix[15] = 1;
48
- }
49
- // Create from matrix4
50
- else if (args.length === 16) {
51
- inMatrix[0 ] = args[0];
52
- inMatrix[1 ] = args[1 ];
53
- inMatrix[2 ] = args[2 ];
54
- inMatrix[3 ] = args[3 ];
55
-
56
- inMatrix[4 ] = args[4 ];
57
- inMatrix[5 ] = args[5 ];
58
- inMatrix[6 ] = args[6 ];
59
- inMatrix[7 ] = args[7 ];
60
-
61
- inMatrix[8 ] = args[8 ];
62
- inMatrix[9 ] = args[9 ];
63
- inMatrix[10] = args[10];
64
- inMatrix[11] = args[11];
65
-
66
- inMatrix[12] = args[12];
67
- inMatrix[13] = args[13];
68
- inMatrix[14] = args[14];
69
- inMatrix[15] = args[15];
70
- }
71
- else if (args.length === 1 && args[0].length === 16) {
72
- inMatrix[0 ] = args[0][0];
73
- inMatrix[1 ] = args[0][1 ];
74
- inMatrix[2 ] = args[0][2 ];
75
- inMatrix[3 ] = args[0][3 ];
76
-
77
- inMatrix[4 ] = args[0][4 ];
78
- inMatrix[5 ] = args[0][5 ];
79
- inMatrix[6 ] = args[0][6 ];
80
- inMatrix[7 ] = args[0][7 ];
81
-
82
- inMatrix[8 ] = args[0][8 ];
83
- inMatrix[9 ] = args[0][9 ];
84
- inMatrix[10] = args[0][10];
85
- inMatrix[11] = args[0][11];
86
-
87
- inMatrix[12] = args[0][12];
88
- inMatrix[13] = args[0][13];
89
- inMatrix[14] = args[0][14];
90
- inMatrix[15] = args[0][15];
91
- }
92
- else if (args.length != 0) {
93
- throw new Error(`Invalid parameter size in Matrix3 constructor`);
94
- }
95
-
96
- super(inMatrix);
97
- }
98
-
99
- ////// Initializers
100
- identity(): this {
101
- this[0 ] = 1; this[1 ] = 0; this[2 ] = 0; this[3 ] = 0
102
- this[4 ] = 0; this[5 ] = 1; this[6 ] = 0; this[7 ] = 0
103
- this[8 ] = 0; this[9 ] = 0; this[10] = 1; this[11] = 0
104
- this[12] = 0; this[13] = 0; this[14] = 0; this[15] = 1
105
- return this;
106
- }
107
-
108
- zero(): this {
109
- this[ 0] = 0; this[ 1] = 0; this[ 2] = 0; this[ 3] = 0;
110
- this[ 4] = 0; this[ 5] = 0; this[ 6] = 0; this[ 7] = 0;
111
- this[ 8] = 0; this[ 9] = 0; this[10] = 0; this[11] = 0;
112
- this[12] = 0; this[13] = 0; this[14] = 0; this[15] = 0;
113
- return this;
114
- }
115
-
116
- perspective(fovy: number, aspect: number, nearPlane: number, farPlane: number): this {
117
- let fovy2 = Math.tan(fovy * PI / 360.0) * nearPlane;
118
- let fovy2aspect = fovy2 * aspect;
119
- this.frustum(-fovy2aspect,fovy2aspect,-fovy2,fovy2,nearPlane,farPlane);
120
- return this;
121
- }
122
-
123
- frustum(left: number, right: number, bottom: number, top: number, nearPlane: number, farPlane: number): this {
124
- let A = right - left;
125
- let B = top-bottom;
126
- let C = farPlane-nearPlane;
127
-
128
- this.setRow(0, new Vec(nearPlane*2.0/A, 0.0, 0.0, 0.0));
129
- this.setRow(1, new Vec(0.0, nearPlane*2.0/B, 0.0, 0.0));
130
- this.setRow(2, new Vec((right+left)/A, (top+bottom)/B, -(farPlane+nearPlane)/C, -1.0));
131
- this.setRow(3, new Vec(0.0, 0.0, -(farPlane*nearPlane*2.0)/C, 0.0));
132
-
133
- return this;
134
- }
135
-
136
- ortho(left: number, right: number, bottom: number, top: number, nearPlane: number, farPlane: number): this {
137
- let m = right-left;
138
- let l = top-bottom;
139
- let k = farPlane-nearPlane;;
140
-
141
- this[0] = 2/m; this[1] = 0; this[2] = 0; this[3] = 0;
142
- this[4] = 0; this[5] = 2/l; this[6] = 0; this[7] = 0;
143
- this[8] = 0; this[9] = 0; this[10] = -2/k; this[11]= 0;
144
- this[12]=-(left+right)/m; this[13] = -(top+bottom)/l; this[14] = -(farPlane+nearPlane)/k; this[15]=1;
145
-
146
- return this;
147
- }
148
-
149
- lookAt(p_eye: Vec, p_center: Vec, p_up: Vec): this {
150
- this.identity();
151
-
152
- const y = new Vec(p_up);
153
- const z = Vec.Sub(p_eye,p_center);
154
- z.normalize();
155
- const x = Vec.Cross(y,z) as Vec;
156
- x.normalize();
157
- y.normalize();
158
-
159
- this.m00 = x.x;
160
- this.m10 = x.y;
161
- this.m20 = x.z;
162
- this.m30 = -Vec.Dot(x, p_eye);
163
- this.m01 = y.x;
164
- this.m11 = y.y;
165
- this.m21 = y.z;
166
- this.m31 = -Vec.Dot(y, p_eye);
167
- this.m02 = z.x;
168
- this.m12 = z.y;
169
- this.m22 = z.z;
170
- this.m32 = -Vec.Dot(z, p_eye);
171
- this.m03 = 0;
172
- this.m13 = 0;
173
- this.m23 = 0;
174
- this.m33 = 1;
175
-
176
- return this;
177
- }
178
-
179
-
180
-
181
-
182
- ///// Setters and getters
183
- get m00(): number { return this[0]; }
184
- get m01(): number { return this[1]; }
185
- get m02(): number { return this[2]; }
186
- get m03(): number { return this[3]; }
187
- get m10(): number { return this[4]; }
188
- get m11(): number { return this[5]; }
189
- get m12(): number { return this[6]; }
190
- get m13(): number { return this[7]; }
191
- get m20(): number { return this[8]; }
192
- get m21(): number { return this[9]; }
193
- get m22(): number { return this[10]; }
194
- get m23(): number { return this[11]; }
195
- get m30(): number { return this[12]; }
196
- get m31(): number { return this[13]; }
197
- get m32(): number { return this[14]; }
198
- get m33(): number { return this[15]; }
199
-
200
- set m00(v: number) { this[0] = v; }
201
- set m01(v: number) { this[1] = v; }
202
- set m02(v: number) { this[2] = v; }
203
- set m03(v: number) { this[3] = v; }
204
- set m10(v: number) { this[4] = v; }
205
- set m11(v: number) { this[5] = v; }
206
- set m12(v: number) { this[6] = v; }
207
- set m13(v: number) { this[7] = v; }
208
- set m20(v: number) { this[8] = v; }
209
- set m21(v: number) { this[9] = v; }
210
- set m22(v: number) { this[10] = v; }
211
- set m23(v: number) { this[11] = v; }
212
- set m30(v: number) { this[12] = v; }
213
- set m31(v: number) { this[13] = v; }
214
- set m32(v: number) { this[14] = v; }
215
- set m33(v: number) { this[15] = v; }
216
-
217
- get mat3(): Mat3 {
218
- return new Mat3(this[0], this[1], this[ 2],
219
- this[4], this[5], this[ 6],
220
- this[8], this[9], this[10]);
221
- }
222
-
223
- get forwardVector(): Vec {
224
- return Mat4.TransformDirection(this, new Vec(0.0, 0.0, 1.0));
225
- }
226
-
227
- get rightVector(): Vec {
228
- return Mat4.TransformDirection(this, new Vec(1.0, 0.0, 0.0));
229
- }
230
-
231
- get upVector(): Vec {
232
- return Mat4.TransformDirection(this, new Vec(0.0, 1.0, 0.0));
233
- }
234
-
235
- get backwardVector(): Vec {
236
- return Mat4.TransformDirection(this, new Vec(0.0, 0.0, -1.0));
237
- }
238
-
239
- get leftVector(): Vec {
240
- return Mat4.TransformDirection(this, new Vec(-1.0, 0.0, 0.0));
241
- }
242
-
243
- get downVector(): Vec {
244
- return Mat4.TransformDirection(this, new Vec(0.0, -1.0, 0.0));
245
- }
246
-
247
- get translation(): Vec {
248
- return new Vec(this[12], this[13], this[14]);
249
- }
250
-
251
- row(i: number): Vec {
252
- return new Vec(
253
- this[i * 4],
254
- this[i * 4 + 1],
255
- this[i * 4 + 2],
256
- this[i * 4 + 3]);
257
- }
258
-
259
- setRow(i: number, a: ArrayLike<number>): this;
260
- setRow(i: number, x: number, y: number, z: number, w: number): this;
261
- setRow(i: number, a: number | ArrayLike<number>, y?: number, z?: number, w?: number): this {
262
- if (typeof a === 'object' && a.length >= 4) {
263
- this[i * 4] = a[0];
264
- this[i * 4 + 1] = a[1];
265
- this[i * 4 + 2] = a[2];
266
- this[i * 4 + 3] = a[3];
267
- }
268
- else if (typeof a === 'object' && a.length == 3) {
269
- this[i * 4] = a[0];
270
- this[i * 4 + 1] = a[1];
271
- this[i * 4 + 2] = a[2];
272
- }
273
- else if (typeof(a) === "number" &&
274
- typeof(y) === "number" &&
275
- typeof(z) === "number" &&
276
- typeof(w) === "number"
277
- ) {
278
- this[i * 4] = a;
279
- this[i * 4 + 1] = y;
280
- this[i * 4 + 2] = z;
281
- this[i * 4 + 3] = w;
282
- }
283
- else {
284
- throw new Error(`Invalid parameter setting matrix row`);
285
- }
286
- return this;
287
- }
288
-
289
- col(i: number): Vec {
290
- return new Vec(
291
- this[i],
292
- this[i + 4],
293
- this[i + 4 * 2],
294
- this[i + 4 * 3]
295
- )
296
- }
297
-
298
- setCol(i: number, a: ArrayLike<number>): this;
299
- setCol(i: number, x: number, y: number, z: number, w: number): this;
300
- setCol(i: number, a: number | ArrayLike<number>, y?: number, z?: number, w?: number): this {
301
- if (typeof a === 'object' && a.length >= 4) {
302
- this[i] = a[0];
303
- this[i + 4] = a[1];
304
- this[i + 4 * 2] = a[2];
305
- this[i + 4 * 3] = a[3];
306
- }
307
- else if (typeof(a) === "number" &&
308
- typeof(y) === "number" &&
309
- typeof(z) === "number" &&
310
- typeof(w) === "number"
311
- ) {
312
- this[i] = a;
313
- this[i + 4] = y;
314
- this[i + 4 * 2] = z;
315
- this[i + 4 * 3] = w;
316
- }
317
- else {
318
- throw new Error(`Invalid parameter setting matrix row`);
319
- }
320
- return this;
321
- }
322
-
323
- assign(a: ArrayLike<number>): this {
324
- if (a.length==9) {
325
- this[0] = a[0]; this[1] = a[1]; this[2] = a[2]; this[3] = 0;
326
- this[4] = a[3]; this[5] = a[4]; this[6] = a[5]; this[7] = 0;
327
- this[8] = a[6]; this[9] = a[7]; this[10] = a[8]; this[11] = 0;
328
- this[12] = 0; this[13] = 0; this[14] = 0; this[15] = 1;
329
- }
330
- else if (a.length==16) {
331
- this[0] = a[0]; this[1] = a[1]; this[2] = a[2]; this[3] = a[3];
332
- this[4] = a[4]; this[5] = a[5]; this[6] = a[6]; this[7] = a[7];
333
- this[8] = a[8]; this[9] = a[9]; this[10] = a[10]; this[11] = a[11];
334
- this[12] = a[12]; this[13] = a[13]; this[14] = a[14]; this[15] = a[15];
335
- }
336
- return this;
337
- }
338
-
339
- translate(x: number | ArrayLike<number>, y?: number, z?: number): this {
340
- if (checkArray(x, 3)) {
341
- y = (x as ArrayLike<number>)[1];
342
- z = (x as ArrayLike<number>)[2];
343
- x = (x as ArrayLike<number>)[0];
344
- }
345
- this.mult(Mat4.MakeTranslation(x, y, z));
346
- return this;
347
- }
348
-
349
- rotate(alpha: number, x: number | ArrayLike<number>, y?: number, z?: number): this {
350
- if (checkArray(x, 3)) {
351
- y = (x as ArrayLike<number>)[1];
352
- z = (x as ArrayLike<number>)[2];
353
- x = (x as ArrayLike<number>)[0];
354
- }
355
- this.mult(Mat4.MakeRotation(alpha, x as number, y ?? 0, z ?? 0));
356
- return this;
357
- }
358
-
359
- scale(x: number | ArrayLike<number>, y?: number, z?: number): this {
360
- if (checkArray(x, 3)) {
361
- y = (x as ArrayLike<number>)[1];
362
- z = (x as ArrayLike<number>)[2];
363
- x = (x as ArrayLike<number>)[0];
364
- }
365
- this.mult(Mat4.MakeScale(x, y, z));
366
- return this;
367
- }
368
-
369
- toString(): string {
370
- return `[ ${this[ 0]}, ${this[ 1]}, ${this[ 2]}, ${this[ 3]}\n` +
371
- ` ${this[ 4]}, ${this[ 5]}, ${this[ 6]}, ${this[ 7]}\n` +
372
- ` ${this[ 8]}, ${this[ 9]}, ${this[10]}, ${this[11]}\n` +
373
- ` ${this[12]}, ${this[13]}, ${this[14]}, ${this[15]} ]`;
374
- }
375
-
376
- setScale(x: number, y: number, z: number): this {
377
- const rx = new Vec(this[0], this[4], this[8]).normalize().scale(x);
378
- const ry = new Vec(this[1], this[5], this[9]).normalize().scale(y);
379
- const rz = new Vec(this[2], this[6], this[10]).normalize().scale(z);
380
- this[0] = rx.x; this[4] = rx.y; this[8] = rx.z;
381
- this[1] = ry.x; this[5] = ry.y; this[9] = ry.z;
382
- this[2] = rz.x; this[6] = rz.y; this[10] = rz.z;
383
- return this;
384
- }
385
-
386
- setPosition(pos: Vec): this;
387
- setPosition(x: number, y: number, z: number): this;
388
- setPosition(pos: number | Vec, y?: number, z?: number): this {
389
- if (typeof(pos) === "number" && y !== undefined && z !== undefined) {
390
- this[12] = pos;
391
- this[13] = y;
392
- this[14] = z;
393
- }
394
- else if (typeof pos === 'object') {
395
- this[12] = pos.x;
396
- this[13] = pos.y;
397
- this[14] = pos.z;
398
- }
399
- return this;
400
- }
401
-
402
- setRotation(rotationMatrix: ArrayLike<number>): this {
403
- if (rotationMatrix.length === 9) {
404
- this[0] = rotationMatrix[0]; this[1] = rotationMatrix[1]; this[2] = rotationMatrix[2];
405
- this[4] = rotationMatrix[3]; this[5] = rotationMatrix[4]; this[6] = rotationMatrix[5];
406
- this[8] = rotationMatrix[6]; this[9] = rotationMatrix[7]; this[10] = rotationMatrix[8];
407
- }
408
- else if (rotationMatrix.length === 16) {
409
- this[0] = rotationMatrix[0]; this[1] = rotationMatrix[1]; this[2] = rotationMatrix[2];
410
- this[4] = rotationMatrix[4]; this[5] = rotationMatrix[5]; this[6] = rotationMatrix[6];
411
- this[8] = rotationMatrix[8]; this[9] = rotationMatrix[9]; this[10] = rotationMatrix[10];
412
- }
413
- else {
414
- throw new Error("Invalid parameter setting rotation matrix");
415
- }
416
- return this;
417
- }
418
-
419
- mult(a: number): this;
420
- mult(a: Mat4): this;
421
- mult(a: number | Mat4): this {
422
- if (typeof(a)=='number') {
423
- this[ 0] *= a; this[ 1] *= a; this[ 2] *= a; this[ 3] *= a;
424
- this[ 4] *= a; this[ 5] *= a; this[ 6] *= a; this[ 7] *= a;
425
- this[ 8] *= a; this[ 9] *= a; this[10] *= a; this[11] *= a;
426
- this[12] *= a; this[13] *= a; this[14] *= a; this[15] *= a;
427
- return this;
428
- }
429
-
430
- const r0 = this.row(0);
431
- const r1 = this.row(1);
432
- const r2 = this.row(2);
433
- const r3 = this.row(3);
434
- const c0 = a.col(0);
435
- const c1 = a.col(1);
436
- const c2 = a.col(2);
437
- const c3 = a.col(3);
438
-
439
- this[0 ] = Vec.Dot(r0, c0); this[1 ] = Vec.Dot(r0, c1); this[2 ] = Vec.Dot(r0, c2); this[3 ] = Vec.Dot(r0, c3);
440
- this[4 ] = Vec.Dot(r1, c0); this[5 ] = Vec.Dot(r1, c1); this[6 ] = Vec.Dot(r1, c2); this[7 ] = Vec.Dot(r1, c3);
441
- this[8 ] = Vec.Dot(r2, c0); this[9 ] = Vec.Dot(r2, c1); this[10] = Vec.Dot(r2, c2); this[11] = Vec.Dot(r2, c3);
442
- this[12] = Vec.Dot(r3, c0); this[13] = Vec.Dot(r3, c1); this[14] = Vec.Dot(r3, c2); this[15] = Vec.Dot(r3, c3);
443
-
444
- return this;
445
- }
446
-
447
- multVector(vec: ArrayLike<number>): Vec {
448
- if (vec.length<3) {
449
- throw new Error("Invalid parameter multiplying Mat4 by vector");
450
- }
451
-
452
- const x = vec[0];
453
- const y = vec[1];
454
- const z = vec[2];
455
- const w = vec.length >3 ? vec[3] : 1.0;
456
-
457
- return new Vec( this[0] * x + this[4] * y + this[ 8] * z + this[12] * w,
458
- this[1] * x + this[5] * y + this[ 9] * z + this[13] * w,
459
- this[2] * x + this[6] * y + this[10] * z + this[14] * w,
460
- this[3] * x + this[7] * y + this[11] * z + this[15] * w);
461
- }
462
-
463
- invert(): this {
464
- const a00 = this[0], a01 = this[1], a02 = this[2], a03 = this[3],
465
- a10 = this[4], a11 = this[5], a12 = this[6], a13 = this[7],
466
- a20 = this[8], a21 = this[9], a22 = this[10], a23 = this[11],
467
- a30 = this[12], a31 = this[13], a32 = this[14], a33 = this[15];
468
-
469
- const b00 = a00 * a11 - a01 * a10,
470
- b01 = a00 * a12 - a02 * a10,
471
- b02 = a00 * a13 - a03 * a10,
472
- b03 = a01 * a12 - a02 * a11,
473
- b04 = a01 * a13 - a03 * a11,
474
- b05 = a02 * a13 - a03 * a12,
475
- b06 = a20 * a31 - a21 * a30,
476
- b07 = a20 * a32 - a22 * a30,
477
- b08 = a20 * a33 - a23 * a30,
478
- b09 = a21 * a32 - a22 * a31,
479
- b10 = a21 * a33 - a23 * a31,
480
- b11 = a22 * a33 - a23 * a32;
481
-
482
- let det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
483
-
484
- if (!det) {
485
- this.zero();
486
- }
487
- else {
488
- det = 1.0 / det;
489
-
490
- this[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
491
- this[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
492
- this[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
493
- this[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
494
- this[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
495
- this[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
496
- this[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
497
- this[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
498
- this[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
499
- this[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
500
- this[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
501
- this[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
502
- this[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
503
- this[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
504
- this[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
505
- this[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
506
- }
507
-
508
- return this;
509
- }
510
-
511
- traspose(): this {
512
- const r0 = new Vec(this[0], this[4], this[ 8], this[12]);
513
- const r1 = new Vec(this[1], this[5], this[ 9], this[13]);
514
- const r2 = new Vec(this[2], this[6], this[10], this[14]);
515
- const r3 = new Vec(this[3], this[7], this[11], this[15]);
516
-
517
- this.setRow(0, r0);
518
- this.setRow(1, r1);
519
- this.setRow(2, r2);
520
- this.setRow(3, r3);
521
- return this;
522
- }
523
-
524
- ///////// Factory methods
525
- static MakeIdentity(): Mat4 {
526
- const m = new Mat4();
527
- return m.identity();
528
- }
529
-
530
- static MakeZero(): Mat4 {
531
- const m = new Mat4();
532
- return m.zero();
533
- }
534
-
535
- static MakeWithQuaternion(q: ArrayLike<number>): Mat4 {
536
- const m = Mat4.MakeIdentity();
537
- m.setRotation(Mat3.MakeWithQuaternion(q));
538
- return m;
539
- }
540
-
541
- static MakeTranslation(x: number | ArrayLike<number>, y?: number, z?: number): Mat4 {
542
- if (checkArray(x, 3)) {
543
- y = (x as ArrayLike<number>)[1];
544
- z = (x as ArrayLike<number>)[2];
545
- x = (x as ArrayLike<number>)[0];
546
- }
547
- return new Mat4(
548
- 1.0, 0.0, 0.0, 0.0,
549
- 0.0, 1.0, 0.0, 0.0,
550
- 0.0, 0.0, 1.0, 0.0,
551
- x as number, y as number, z as number, 1.0
552
- );
553
- }
554
-
555
- static MakeRotation(alpha: number, x: number, y: number, z: number): Mat4 {
556
- const axis = new Vec(x,y,z);
557
- axis.normalize();
558
-
559
- var cosAlpha = Math.cos(alpha);
560
- var acosAlpha = 1.0 - cosAlpha;
561
- var sinAlpha = Math.sin(alpha);
562
-
563
- return new Mat4(
564
- axis.x * axis.x * acosAlpha + cosAlpha, axis.x * axis.y * acosAlpha + axis.z * sinAlpha, axis.x * axis.z * acosAlpha - axis.y * sinAlpha, 0,
565
- axis.y * axis.x * acosAlpha - axis.z * sinAlpha, axis.y * axis.y * acosAlpha + cosAlpha, axis.y * axis.z * acosAlpha + axis.x * sinAlpha, 0,
566
- axis.z * axis.x * acosAlpha + axis.y * sinAlpha, axis.z * axis.y * acosAlpha - axis.x * sinAlpha, axis.z * axis.z * acosAlpha + cosAlpha, 0,
567
- 0,0,0,1
568
- );
569
- }
570
-
571
- static MakeRotationWithDirection(direction: Vec, up?: Vec): Mat4 {
572
- const trx = Mat4.MakeIdentity();
573
- trx.setRotation(Mat3.MakeRotationWithDirection(direction, up));
574
- return trx;
575
- }
576
-
577
- static MakeScale(x: number | ArrayLike<number>, y?: number, z?: number): Mat4 {
578
- if (checkArray(x, 3)) {
579
- y = (x as ArrayLike<number>)[1];
580
- z = (x as ArrayLike<number>)[2];
581
- x = (x as ArrayLike<number>)[0];
582
- }
583
- return new Mat4(
584
- x as number, 0, 0, 0,
585
- 0, y as number, 0, 0,
586
- 0, 0, z as number, 0,
587
- 0, 0, 0, 1
588
- )
589
- }
590
-
591
-
592
- static MakePerspective(fovy: number, aspect: number, nearPlane: number, farPlane: number): Mat4 {
593
- return (new Mat4()).perspective(fovy, aspect, nearPlane, farPlane);
594
- }
595
-
596
- static MakeFrustum(left: number, right: number, bottom: number, top: number, nearPlane: number, farPlane: number): Mat4 {
597
- return (new Mat4()).frustum(left, right, bottom, top, nearPlane, farPlane);
598
- }
599
-
600
- static MakeOrtho(left: number, right: number, bottom: number, top: number, nearPlane: number, farPlane: number): Mat4 {
601
- return (new Mat4()).ortho(left, right, bottom, top, nearPlane, farPlane);
602
- }
603
-
604
- static MakeLookAt(origin: Vec, target: Vec, up: Vec): Mat4 {
605
- return (new Mat4()).lookAt(origin,target,up);
606
- }
607
-
608
- // Other static methods. This function multyplies two B x A matrices. It works opposite than the non-static mult() function:
609
- // A.mult(B) is the same as Mat4.Mult(B,A)
610
- static Mult(A: Mat4, B: Mat4): Mat4 {
611
- const result = new Mat4(B);
612
- return result.mult(A);
613
- }
614
-
615
- static Unproject(x: number, y: number, depth: number, mvMat: Mat4, pMat: Mat4, viewport: Vec): Vec {
616
- let mvp = new Mat4(pMat);
617
- mvp.mult(mvMat);
618
- mvp.invert();
619
-
620
- const vin = new Vec(((x - viewport.y) / viewport.width) * 2.0 - 1.0,
621
- ((y - viewport.x) / viewport.height) * 2.0 - 1.0,
622
- depth * 2.0 - 1.0,
623
- 1.0);
624
-
625
- const result = mvp.multVector(vin);
626
- if (result.z==0) {
627
- result.setValue(0, 0, 0, 0);
628
- }
629
- else {
630
- result.setValue(result.x/result.w,
631
- result.y/result.w,
632
- result.z/result.w,
633
- result.w/result.w);
634
- }
635
-
636
- return result;
637
- }
638
-
639
- static GetScale(m: ArrayLike<number>): Vec {
640
- return new Vec(
641
- Vec.Magnitude([m[1], m[5], m[9]]),
642
- Vec.Magnitude([m[0], m[4], m[8]]),
643
- Vec.Magnitude([m[2], m[6], m[10]])
644
- );
645
- }
646
-
647
- static GetRotation(m: ArrayLike<number>): Mat4 {
648
- const scale = Mat4.GetScale(m);
649
- return new Mat4(
650
- m[0] / scale.x, m[1] / scale.y, m[ 2] / scale.z, 0,
651
- m[4] / scale.x, m[5] / scale.y, m[ 6] / scale.z, 0,
652
- m[8] / scale.x, m[9] / scale.y, m[10] / scale.z, 0,
653
- 0, 0, 0, 1
654
- );
655
- }
656
-
657
- static GetPosition(m: ArrayLike<number>): Vec {
658
- return new Vec(m[12], m[13], m[14]);
659
- }
660
-
661
- static GetInverted(m: Mat4): Mat4 {
662
- const inverted = new Mat4(m);
663
- inverted.invert();
664
- return inverted;
665
- }
666
-
667
- static GetNormalMatrix(m: Mat4): Mat3 {
668
- return new Mat4(m)
669
- .invert()
670
- .traspose()
671
- .mat3;
672
- }
673
-
674
- static Equals(m: ArrayLike<number>, n: ArrayLike<number>): boolean {
675
- return m[ 0] == n[ 0] && m[ 1] == n[ 1] && m[ 2] == n[ 2] && m[ 3] == n[ 3] &&
676
- m[ 4] == n[ 4] && m[ 5] == n[ 5] && m[ 6] == n[ 6] && m[ 7] == n[ 7] &&
677
- m[ 8] == n[ 8] && m[ 9] == n[ 9] && m[10] == n[10] && m[11] == n[11] &&
678
- m[12] == n[12] && m[13] == n[13] && m[14] == n[14] && m[15] == n[15];
679
- }
680
-
681
- static TransformDirection(M: Mat4, dir: Vec): Vec {
682
- const direction = new Vec(dir);
683
- const trx = new Mat4(M);
684
- trx.setRow(3, new Vec(0, 0, 0, 1));
685
- direction.assign(trx.multVector(direction).xyz);
686
- direction.normalize();
687
- return direction;
688
- }
689
-
690
- static IsNan(m: ArrayLike<number>): boolean {
691
- return isNaN(m[ 0]) || isNaN(m[ 1]) || isNaN(m[ 2]) || isNaN(m[ 3]) ||
692
- isNaN(m[ 4]) || isNaN(m[ 5]) || isNaN(m[ 6]) || isNaN(m[ 7]) ||
693
- isNaN(m[ 8]) || isNaN(m[ 9]) || isNaN(m[10]) || isNaN(m[11]) ||
694
- isNaN(m[12]) || isNaN(m[13]) || isNaN(m[14]) || isNaN(m[15]);
695
- }
696
-
697
- static IsZero(m: ArrayLike<number>): boolean {
698
- return isZero(m[ 0]) && isZero(m[ 1]) && isZero(m[ 2]) && isZero(m[ 3]) &&
699
- isZero(m[ 4]) && isZero(m[ 5]) && isZero(m[ 6]) && isZero(m[ 7]) &&
700
- isZero(m[ 8]) && isZero(m[ 9]) && isZero(m[10]) && isZero(m[11]) &&
701
- isZero(m[12]) && isZero(m[13]) && isZero(m[14]) && isZero(m[15]);
702
- }
703
-
704
- static IsIdentity(m: ArrayLike<number>): boolean {
705
- return equals(m[ 0],1) && equals(m[ 1],0) && equals(m[ 2],0) && equals(m[ 3],0) &&
706
- equals(m[ 4],0) && equals(m[ 5],1) && equals(m[ 6],0) && equals(m[ 7],0) &&
707
- equals(m[ 8],0) && equals(m[ 9],0) && equals(m[10],1) && equals(m[11],0) &&
708
- equals(m[12],0) && equals(m[13],0) && equals(m[14],0) && equals(m[15],1);
709
- }
710
- }
1
+ import { NumericArray, PI, checkArray } from "./constants";
2
+ import Vec from "./Vec";
3
+ import Mat3 from "./Mat3";
4
+ import { equals, isZero } from "./functions";
5
+
6
+ export default class Mat4 extends NumericArray {
7
+ constructor();
8
+ constructor(m: ArrayLike<number>);
9
+ constructor(m0: number, m1: number, m2: number, m3: number, m4: number, m5: number, m6: number, m7: number, m8: number, m9: number, m10: number, m11: number, m12: number, m13: number, m14: number, m15: number);
10
+ constructor(...args: any[]) {
11
+ const inMatrix = [
12
+ 0, 0, 0, 0,
13
+ 0, 0, 0, 0,
14
+ 0, 0, 0, 0,
15
+ 0, 0, 0, 0
16
+ ];
17
+
18
+ // Create from matrix3
19
+ if (args.length === 9) {
20
+ inMatrix[0] = args[0];
21
+ inMatrix[1] = args[1];
22
+ inMatrix[2] = args[2];
23
+
24
+ inMatrix[4] = args[3];
25
+ inMatrix[5] = args[4];
26
+ inMatrix[6] = args[5];
27
+
28
+ inMatrix[8] = args[6];
29
+ inMatrix[9] = args[7];
30
+ inMatrix[10] = args[8];
31
+
32
+ inMatrix[15] = 1;
33
+ }
34
+ else if (args.length === 1 && args[0].length === 9) {
35
+ inMatrix[0] = args[0][0];
36
+ inMatrix[1] = args[0][1];
37
+ inMatrix[2] = args[0][2];
38
+
39
+ inMatrix[4] = args[0][3];
40
+ inMatrix[5] = args[0][4];
41
+ inMatrix[6] = args[0][5];
42
+
43
+ inMatrix[8] = args[0][6];
44
+ inMatrix[9] = args[0][7];
45
+ inMatrix[10] = args[0][8];
46
+
47
+ inMatrix[15] = 1;
48
+ }
49
+ // Create from matrix4
50
+ else if (args.length === 16) {
51
+ inMatrix[0 ] = args[0];
52
+ inMatrix[1 ] = args[1 ];
53
+ inMatrix[2 ] = args[2 ];
54
+ inMatrix[3 ] = args[3 ];
55
+
56
+ inMatrix[4 ] = args[4 ];
57
+ inMatrix[5 ] = args[5 ];
58
+ inMatrix[6 ] = args[6 ];
59
+ inMatrix[7 ] = args[7 ];
60
+
61
+ inMatrix[8 ] = args[8 ];
62
+ inMatrix[9 ] = args[9 ];
63
+ inMatrix[10] = args[10];
64
+ inMatrix[11] = args[11];
65
+
66
+ inMatrix[12] = args[12];
67
+ inMatrix[13] = args[13];
68
+ inMatrix[14] = args[14];
69
+ inMatrix[15] = args[15];
70
+ }
71
+ else if (args.length === 1 && args[0].length === 16) {
72
+ inMatrix[0 ] = args[0][0];
73
+ inMatrix[1 ] = args[0][1 ];
74
+ inMatrix[2 ] = args[0][2 ];
75
+ inMatrix[3 ] = args[0][3 ];
76
+
77
+ inMatrix[4 ] = args[0][4 ];
78
+ inMatrix[5 ] = args[0][5 ];
79
+ inMatrix[6 ] = args[0][6 ];
80
+ inMatrix[7 ] = args[0][7 ];
81
+
82
+ inMatrix[8 ] = args[0][8 ];
83
+ inMatrix[9 ] = args[0][9 ];
84
+ inMatrix[10] = args[0][10];
85
+ inMatrix[11] = args[0][11];
86
+
87
+ inMatrix[12] = args[0][12];
88
+ inMatrix[13] = args[0][13];
89
+ inMatrix[14] = args[0][14];
90
+ inMatrix[15] = args[0][15];
91
+ }
92
+ else if (args.length != 0) {
93
+ throw new Error(`Invalid parameter size in Matrix3 constructor`);
94
+ }
95
+
96
+ super(inMatrix);
97
+ }
98
+
99
+ ////// Initializers
100
+ identity(): this {
101
+ this[0 ] = 1; this[1 ] = 0; this[2 ] = 0; this[3 ] = 0
102
+ this[4 ] = 0; this[5 ] = 1; this[6 ] = 0; this[7 ] = 0
103
+ this[8 ] = 0; this[9 ] = 0; this[10] = 1; this[11] = 0
104
+ this[12] = 0; this[13] = 0; this[14] = 0; this[15] = 1
105
+ return this;
106
+ }
107
+
108
+ zero(): this {
109
+ this[ 0] = 0; this[ 1] = 0; this[ 2] = 0; this[ 3] = 0;
110
+ this[ 4] = 0; this[ 5] = 0; this[ 6] = 0; this[ 7] = 0;
111
+ this[ 8] = 0; this[ 9] = 0; this[10] = 0; this[11] = 0;
112
+ this[12] = 0; this[13] = 0; this[14] = 0; this[15] = 0;
113
+ return this;
114
+ }
115
+
116
+ perspective(fovy: number, aspect: number, nearPlane: number, farPlane: number): this {
117
+ let fovy2 = Math.tan(fovy * PI / 360.0) * nearPlane;
118
+ let fovy2aspect = fovy2 * aspect;
119
+ this.frustum(-fovy2aspect,fovy2aspect,-fovy2,fovy2,nearPlane,farPlane);
120
+ return this;
121
+ }
122
+
123
+ frustum(left: number, right: number, bottom: number, top: number, nearPlane: number, farPlane: number): this {
124
+ let A = right - left;
125
+ let B = top-bottom;
126
+ let C = farPlane-nearPlane;
127
+
128
+ this.setRow(0, new Vec(nearPlane*2.0/A, 0.0, 0.0, 0.0));
129
+ this.setRow(1, new Vec(0.0, nearPlane*2.0/B, 0.0, 0.0));
130
+ this.setRow(2, new Vec((right+left)/A, (top+bottom)/B, -(farPlane+nearPlane)/C, -1.0));
131
+ this.setRow(3, new Vec(0.0, 0.0, -(farPlane*nearPlane*2.0)/C, 0.0));
132
+
133
+ return this;
134
+ }
135
+
136
+ ortho(left: number, right: number, bottom: number, top: number, nearPlane: number, farPlane: number): this {
137
+ let m = right-left;
138
+ let l = top-bottom;
139
+ let k = farPlane-nearPlane;;
140
+
141
+ this[0] = 2/m; this[1] = 0; this[2] = 0; this[3] = 0;
142
+ this[4] = 0; this[5] = 2/l; this[6] = 0; this[7] = 0;
143
+ this[8] = 0; this[9] = 0; this[10] = -2/k; this[11]= 0;
144
+ this[12]=-(left+right)/m; this[13] = -(top+bottom)/l; this[14] = -(farPlane+nearPlane)/k; this[15]=1;
145
+
146
+ return this;
147
+ }
148
+
149
+ lookAt(p_eye: Vec, p_center: Vec, p_up: Vec): this {
150
+ this.identity();
151
+
152
+ const y = new Vec(p_up);
153
+ const z = Vec.Sub(p_eye,p_center);
154
+ z.normalize();
155
+ const x = Vec.Cross(y,z) as Vec;
156
+ x.normalize();
157
+ y.normalize();
158
+
159
+ this.m00 = x.x;
160
+ this.m10 = x.y;
161
+ this.m20 = x.z;
162
+ this.m30 = -Vec.Dot(x, p_eye);
163
+ this.m01 = y.x;
164
+ this.m11 = y.y;
165
+ this.m21 = y.z;
166
+ this.m31 = -Vec.Dot(y, p_eye);
167
+ this.m02 = z.x;
168
+ this.m12 = z.y;
169
+ this.m22 = z.z;
170
+ this.m32 = -Vec.Dot(z, p_eye);
171
+ this.m03 = 0;
172
+ this.m13 = 0;
173
+ this.m23 = 0;
174
+ this.m33 = 1;
175
+
176
+ return this;
177
+ }
178
+
179
+
180
+
181
+
182
+ ///// Setters and getters
183
+ get m00(): number { return this[0]; }
184
+ get m01(): number { return this[1]; }
185
+ get m02(): number { return this[2]; }
186
+ get m03(): number { return this[3]; }
187
+ get m10(): number { return this[4]; }
188
+ get m11(): number { return this[5]; }
189
+ get m12(): number { return this[6]; }
190
+ get m13(): number { return this[7]; }
191
+ get m20(): number { return this[8]; }
192
+ get m21(): number { return this[9]; }
193
+ get m22(): number { return this[10]; }
194
+ get m23(): number { return this[11]; }
195
+ get m30(): number { return this[12]; }
196
+ get m31(): number { return this[13]; }
197
+ get m32(): number { return this[14]; }
198
+ get m33(): number { return this[15]; }
199
+
200
+ set m00(v: number) { this[0] = v; }
201
+ set m01(v: number) { this[1] = v; }
202
+ set m02(v: number) { this[2] = v; }
203
+ set m03(v: number) { this[3] = v; }
204
+ set m10(v: number) { this[4] = v; }
205
+ set m11(v: number) { this[5] = v; }
206
+ set m12(v: number) { this[6] = v; }
207
+ set m13(v: number) { this[7] = v; }
208
+ set m20(v: number) { this[8] = v; }
209
+ set m21(v: number) { this[9] = v; }
210
+ set m22(v: number) { this[10] = v; }
211
+ set m23(v: number) { this[11] = v; }
212
+ set m30(v: number) { this[12] = v; }
213
+ set m31(v: number) { this[13] = v; }
214
+ set m32(v: number) { this[14] = v; }
215
+ set m33(v: number) { this[15] = v; }
216
+
217
+ get mat3(): Mat3 {
218
+ return new Mat3(this[0], this[1], this[ 2],
219
+ this[4], this[5], this[ 6],
220
+ this[8], this[9], this[10]);
221
+ }
222
+
223
+ get forwardVector(): Vec {
224
+ return Mat4.TransformDirection(this, new Vec(0.0, 0.0, 1.0));
225
+ }
226
+
227
+ get rightVector(): Vec {
228
+ return Mat4.TransformDirection(this, new Vec(1.0, 0.0, 0.0));
229
+ }
230
+
231
+ get upVector(): Vec {
232
+ return Mat4.TransformDirection(this, new Vec(0.0, 1.0, 0.0));
233
+ }
234
+
235
+ get backwardVector(): Vec {
236
+ return Mat4.TransformDirection(this, new Vec(0.0, 0.0, -1.0));
237
+ }
238
+
239
+ get leftVector(): Vec {
240
+ return Mat4.TransformDirection(this, new Vec(-1.0, 0.0, 0.0));
241
+ }
242
+
243
+ get downVector(): Vec {
244
+ return Mat4.TransformDirection(this, new Vec(0.0, -1.0, 0.0));
245
+ }
246
+
247
+ get translation(): Vec {
248
+ return new Vec(this[12], this[13], this[14]);
249
+ }
250
+
251
+ row(i: number): Vec {
252
+ return new Vec(
253
+ this[i * 4],
254
+ this[i * 4 + 1],
255
+ this[i * 4 + 2],
256
+ this[i * 4 + 3]);
257
+ }
258
+
259
+ setRow(i: number, a: ArrayLike<number>): this;
260
+ setRow(i: number, x: number, y: number, z: number, w: number): this;
261
+ setRow(i: number, a: number | ArrayLike<number>, y?: number, z?: number, w?: number): this {
262
+ if (typeof a === 'object' && a.length >= 4) {
263
+ this[i * 4] = a[0];
264
+ this[i * 4 + 1] = a[1];
265
+ this[i * 4 + 2] = a[2];
266
+ this[i * 4 + 3] = a[3];
267
+ }
268
+ else if (typeof a === 'object' && a.length == 3) {
269
+ this[i * 4] = a[0];
270
+ this[i * 4 + 1] = a[1];
271
+ this[i * 4 + 2] = a[2];
272
+ }
273
+ else if (typeof(a) === "number" &&
274
+ typeof(y) === "number" &&
275
+ typeof(z) === "number" &&
276
+ typeof(w) === "number"
277
+ ) {
278
+ this[i * 4] = a;
279
+ this[i * 4 + 1] = y;
280
+ this[i * 4 + 2] = z;
281
+ this[i * 4 + 3] = w;
282
+ }
283
+ else {
284
+ throw new Error(`Invalid parameter setting matrix row`);
285
+ }
286
+ return this;
287
+ }
288
+
289
+ col(i: number): Vec {
290
+ return new Vec(
291
+ this[i],
292
+ this[i + 4],
293
+ this[i + 4 * 2],
294
+ this[i + 4 * 3]
295
+ )
296
+ }
297
+
298
+ setCol(i: number, a: ArrayLike<number>): this;
299
+ setCol(i: number, x: number, y: number, z: number, w: number): this;
300
+ setCol(i: number, a: number | ArrayLike<number>, y?: number, z?: number, w?: number): this {
301
+ if (typeof a === 'object' && a.length >= 4) {
302
+ this[i] = a[0];
303
+ this[i + 4] = a[1];
304
+ this[i + 4 * 2] = a[2];
305
+ this[i + 4 * 3] = a[3];
306
+ }
307
+ else if (typeof(a) === "number" &&
308
+ typeof(y) === "number" &&
309
+ typeof(z) === "number" &&
310
+ typeof(w) === "number"
311
+ ) {
312
+ this[i] = a;
313
+ this[i + 4] = y;
314
+ this[i + 4 * 2] = z;
315
+ this[i + 4 * 3] = w;
316
+ }
317
+ else {
318
+ throw new Error(`Invalid parameter setting matrix row`);
319
+ }
320
+ return this;
321
+ }
322
+
323
+ assign(a: ArrayLike<number>): this {
324
+ if (a.length==9) {
325
+ this[0] = a[0]; this[1] = a[1]; this[2] = a[2]; this[3] = 0;
326
+ this[4] = a[3]; this[5] = a[4]; this[6] = a[5]; this[7] = 0;
327
+ this[8] = a[6]; this[9] = a[7]; this[10] = a[8]; this[11] = 0;
328
+ this[12] = 0; this[13] = 0; this[14] = 0; this[15] = 1;
329
+ }
330
+ else if (a.length==16) {
331
+ this[0] = a[0]; this[1] = a[1]; this[2] = a[2]; this[3] = a[3];
332
+ this[4] = a[4]; this[5] = a[5]; this[6] = a[6]; this[7] = a[7];
333
+ this[8] = a[8]; this[9] = a[9]; this[10] = a[10]; this[11] = a[11];
334
+ this[12] = a[12]; this[13] = a[13]; this[14] = a[14]; this[15] = a[15];
335
+ }
336
+ return this;
337
+ }
338
+
339
+ translate(x: number | ArrayLike<number>, y?: number, z?: number): this {
340
+ if (checkArray(x, 3)) {
341
+ y = (x as ArrayLike<number>)[1];
342
+ z = (x as ArrayLike<number>)[2];
343
+ x = (x as ArrayLike<number>)[0];
344
+ }
345
+ this.mult(Mat4.MakeTranslation(x, y, z));
346
+ return this;
347
+ }
348
+
349
+ rotate(alpha: number, x: number | ArrayLike<number>, y?: number, z?: number): this {
350
+ if (checkArray(x, 3)) {
351
+ y = (x as ArrayLike<number>)[1];
352
+ z = (x as ArrayLike<number>)[2];
353
+ x = (x as ArrayLike<number>)[0];
354
+ }
355
+ this.mult(Mat4.MakeRotation(alpha, x as number, y ?? 0, z ?? 0));
356
+ return this;
357
+ }
358
+
359
+ scale(x: number | ArrayLike<number>, y?: number, z?: number): this {
360
+ if (checkArray(x, 3)) {
361
+ y = (x as ArrayLike<number>)[1];
362
+ z = (x as ArrayLike<number>)[2];
363
+ x = (x as ArrayLike<number>)[0];
364
+ }
365
+ this.mult(Mat4.MakeScale(x, y, z));
366
+ return this;
367
+ }
368
+
369
+ toString(): string {
370
+ return `[ ${this[ 0]}, ${this[ 1]}, ${this[ 2]}, ${this[ 3]}\n` +
371
+ ` ${this[ 4]}, ${this[ 5]}, ${this[ 6]}, ${this[ 7]}\n` +
372
+ ` ${this[ 8]}, ${this[ 9]}, ${this[10]}, ${this[11]}\n` +
373
+ ` ${this[12]}, ${this[13]}, ${this[14]}, ${this[15]} ]`;
374
+ }
375
+
376
+ setScale(x: number, y: number, z: number): this {
377
+ const rx = new Vec(this[0], this[4], this[8]).normalize().scale(x);
378
+ const ry = new Vec(this[1], this[5], this[9]).normalize().scale(y);
379
+ const rz = new Vec(this[2], this[6], this[10]).normalize().scale(z);
380
+ this[0] = rx.x; this[4] = rx.y; this[8] = rx.z;
381
+ this[1] = ry.x; this[5] = ry.y; this[9] = ry.z;
382
+ this[2] = rz.x; this[6] = rz.y; this[10] = rz.z;
383
+ return this;
384
+ }
385
+
386
+ setPosition(pos: Vec): this;
387
+ setPosition(x: number, y: number, z: number): this;
388
+ setPosition(pos: number | Vec, y?: number, z?: number): this {
389
+ if (typeof(pos) === "number" && y !== undefined && z !== undefined) {
390
+ this[12] = pos;
391
+ this[13] = y;
392
+ this[14] = z;
393
+ }
394
+ else if (typeof pos === 'object') {
395
+ this[12] = pos.x;
396
+ this[13] = pos.y;
397
+ this[14] = pos.z;
398
+ }
399
+ return this;
400
+ }
401
+
402
+ setRotation(rotationMatrix: ArrayLike<number>): this {
403
+ if (rotationMatrix.length === 9) {
404
+ this[0] = rotationMatrix[0]; this[1] = rotationMatrix[1]; this[2] = rotationMatrix[2];
405
+ this[4] = rotationMatrix[3]; this[5] = rotationMatrix[4]; this[6] = rotationMatrix[5];
406
+ this[8] = rotationMatrix[6]; this[9] = rotationMatrix[7]; this[10] = rotationMatrix[8];
407
+ }
408
+ else if (rotationMatrix.length === 16) {
409
+ this[0] = rotationMatrix[0]; this[1] = rotationMatrix[1]; this[2] = rotationMatrix[2];
410
+ this[4] = rotationMatrix[4]; this[5] = rotationMatrix[5]; this[6] = rotationMatrix[6];
411
+ this[8] = rotationMatrix[8]; this[9] = rotationMatrix[9]; this[10] = rotationMatrix[10];
412
+ }
413
+ else {
414
+ throw new Error("Invalid parameter setting rotation matrix");
415
+ }
416
+ return this;
417
+ }
418
+
419
+ mult(a: number): this;
420
+ mult(a: Mat4): this;
421
+ mult(a: number | Mat4): this {
422
+ if (typeof(a)=='number') {
423
+ this[ 0] *= a; this[ 1] *= a; this[ 2] *= a; this[ 3] *= a;
424
+ this[ 4] *= a; this[ 5] *= a; this[ 6] *= a; this[ 7] *= a;
425
+ this[ 8] *= a; this[ 9] *= a; this[10] *= a; this[11] *= a;
426
+ this[12] *= a; this[13] *= a; this[14] *= a; this[15] *= a;
427
+ return this;
428
+ }
429
+
430
+ const r0 = this.row(0);
431
+ const r1 = this.row(1);
432
+ const r2 = this.row(2);
433
+ const r3 = this.row(3);
434
+ const c0 = a.col(0);
435
+ const c1 = a.col(1);
436
+ const c2 = a.col(2);
437
+ const c3 = a.col(3);
438
+
439
+ this[0 ] = Vec.Dot(r0, c0); this[1 ] = Vec.Dot(r0, c1); this[2 ] = Vec.Dot(r0, c2); this[3 ] = Vec.Dot(r0, c3);
440
+ this[4 ] = Vec.Dot(r1, c0); this[5 ] = Vec.Dot(r1, c1); this[6 ] = Vec.Dot(r1, c2); this[7 ] = Vec.Dot(r1, c3);
441
+ this[8 ] = Vec.Dot(r2, c0); this[9 ] = Vec.Dot(r2, c1); this[10] = Vec.Dot(r2, c2); this[11] = Vec.Dot(r2, c3);
442
+ this[12] = Vec.Dot(r3, c0); this[13] = Vec.Dot(r3, c1); this[14] = Vec.Dot(r3, c2); this[15] = Vec.Dot(r3, c3);
443
+
444
+ return this;
445
+ }
446
+
447
+ multVector(vec: ArrayLike<number>): Vec {
448
+ if (vec.length<3) {
449
+ throw new Error("Invalid parameter multiplying Mat4 by vector");
450
+ }
451
+
452
+ const x = vec[0];
453
+ const y = vec[1];
454
+ const z = vec[2];
455
+ const w = vec.length >3 ? vec[3] : 1.0;
456
+
457
+ return new Vec( this[0] * x + this[4] * y + this[ 8] * z + this[12] * w,
458
+ this[1] * x + this[5] * y + this[ 9] * z + this[13] * w,
459
+ this[2] * x + this[6] * y + this[10] * z + this[14] * w,
460
+ this[3] * x + this[7] * y + this[11] * z + this[15] * w);
461
+ }
462
+
463
+ invert(): this {
464
+ const a00 = this[0], a01 = this[1], a02 = this[2], a03 = this[3],
465
+ a10 = this[4], a11 = this[5], a12 = this[6], a13 = this[7],
466
+ a20 = this[8], a21 = this[9], a22 = this[10], a23 = this[11],
467
+ a30 = this[12], a31 = this[13], a32 = this[14], a33 = this[15];
468
+
469
+ const b00 = a00 * a11 - a01 * a10,
470
+ b01 = a00 * a12 - a02 * a10,
471
+ b02 = a00 * a13 - a03 * a10,
472
+ b03 = a01 * a12 - a02 * a11,
473
+ b04 = a01 * a13 - a03 * a11,
474
+ b05 = a02 * a13 - a03 * a12,
475
+ b06 = a20 * a31 - a21 * a30,
476
+ b07 = a20 * a32 - a22 * a30,
477
+ b08 = a20 * a33 - a23 * a30,
478
+ b09 = a21 * a32 - a22 * a31,
479
+ b10 = a21 * a33 - a23 * a31,
480
+ b11 = a22 * a33 - a23 * a32;
481
+
482
+ let det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
483
+
484
+ if (!det) {
485
+ this.zero();
486
+ }
487
+ else {
488
+ det = 1.0 / det;
489
+
490
+ this[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
491
+ this[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
492
+ this[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
493
+ this[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
494
+ this[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
495
+ this[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
496
+ this[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
497
+ this[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
498
+ this[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
499
+ this[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
500
+ this[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
501
+ this[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
502
+ this[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
503
+ this[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
504
+ this[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
505
+ this[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
506
+ }
507
+
508
+ return this;
509
+ }
510
+
511
+ traspose(): this {
512
+ const r0 = new Vec(this[0], this[4], this[ 8], this[12]);
513
+ const r1 = new Vec(this[1], this[5], this[ 9], this[13]);
514
+ const r2 = new Vec(this[2], this[6], this[10], this[14]);
515
+ const r3 = new Vec(this[3], this[7], this[11], this[15]);
516
+
517
+ this.setRow(0, r0);
518
+ this.setRow(1, r1);
519
+ this.setRow(2, r2);
520
+ this.setRow(3, r3);
521
+ return this;
522
+ }
523
+
524
+ ///////// Factory methods
525
+ static MakeIdentity(): Mat4 {
526
+ const m = new Mat4();
527
+ return m.identity();
528
+ }
529
+
530
+ static MakeZero(): Mat4 {
531
+ const m = new Mat4();
532
+ return m.zero();
533
+ }
534
+
535
+ static MakeWithQuaternion(q: ArrayLike<number>): Mat4 {
536
+ const m = Mat4.MakeIdentity();
537
+ m.setRotation(Mat3.MakeWithQuaternion(q));
538
+ return m;
539
+ }
540
+
541
+ static MakeTranslation(x: number | ArrayLike<number>, y?: number, z?: number): Mat4 {
542
+ if (checkArray(x, 3)) {
543
+ y = (x as ArrayLike<number>)[1];
544
+ z = (x as ArrayLike<number>)[2];
545
+ x = (x as ArrayLike<number>)[0];
546
+ }
547
+ return new Mat4(
548
+ 1.0, 0.0, 0.0, 0.0,
549
+ 0.0, 1.0, 0.0, 0.0,
550
+ 0.0, 0.0, 1.0, 0.0,
551
+ x as number, y as number, z as number, 1.0
552
+ );
553
+ }
554
+
555
+ static MakeRotation(alpha: number, x: number, y: number, z: number): Mat4 {
556
+ const axis = new Vec(x,y,z);
557
+ axis.normalize();
558
+
559
+ var cosAlpha = Math.cos(alpha);
560
+ var acosAlpha = 1.0 - cosAlpha;
561
+ var sinAlpha = Math.sin(alpha);
562
+
563
+ return new Mat4(
564
+ axis.x * axis.x * acosAlpha + cosAlpha, axis.x * axis.y * acosAlpha + axis.z * sinAlpha, axis.x * axis.z * acosAlpha - axis.y * sinAlpha, 0,
565
+ axis.y * axis.x * acosAlpha - axis.z * sinAlpha, axis.y * axis.y * acosAlpha + cosAlpha, axis.y * axis.z * acosAlpha + axis.x * sinAlpha, 0,
566
+ axis.z * axis.x * acosAlpha + axis.y * sinAlpha, axis.z * axis.y * acosAlpha - axis.x * sinAlpha, axis.z * axis.z * acosAlpha + cosAlpha, 0,
567
+ 0,0,0,1
568
+ );
569
+ }
570
+
571
+ static MakeRotationWithDirection(direction: Vec, up?: Vec): Mat4 {
572
+ const trx = Mat4.MakeIdentity();
573
+ trx.setRotation(Mat3.MakeRotationWithDirection(direction, up));
574
+ return trx;
575
+ }
576
+
577
+ static MakeScale(x: number | ArrayLike<number>, y?: number, z?: number): Mat4 {
578
+ if (checkArray(x, 3)) {
579
+ y = (x as ArrayLike<number>)[1];
580
+ z = (x as ArrayLike<number>)[2];
581
+ x = (x as ArrayLike<number>)[0];
582
+ }
583
+ return new Mat4(
584
+ x as number, 0, 0, 0,
585
+ 0, y as number, 0, 0,
586
+ 0, 0, z as number, 0,
587
+ 0, 0, 0, 1
588
+ )
589
+ }
590
+
591
+
592
+ static MakePerspective(fovy: number, aspect: number, nearPlane: number, farPlane: number): Mat4 {
593
+ return (new Mat4()).perspective(fovy, aspect, nearPlane, farPlane);
594
+ }
595
+
596
+ static MakeFrustum(left: number, right: number, bottom: number, top: number, nearPlane: number, farPlane: number): Mat4 {
597
+ return (new Mat4()).frustum(left, right, bottom, top, nearPlane, farPlane);
598
+ }
599
+
600
+ static MakeOrtho(left: number, right: number, bottom: number, top: number, nearPlane: number, farPlane: number): Mat4 {
601
+ return (new Mat4()).ortho(left, right, bottom, top, nearPlane, farPlane);
602
+ }
603
+
604
+ static MakeLookAt(origin: Vec, target: Vec, up: Vec): Mat4 {
605
+ return (new Mat4()).lookAt(origin,target,up);
606
+ }
607
+
608
+ // Other static methods. This function multyplies two B x A matrices. It works opposite than the non-static mult() function:
609
+ // A.mult(B) is the same as Mat4.Mult(B,A)
610
+ static Mult(A: Mat4, B: Mat4): Mat4 {
611
+ const result = new Mat4(B);
612
+ return result.mult(A);
613
+ }
614
+
615
+ static Unproject(x: number, y: number, depth: number, mvMat: Mat4, pMat: Mat4, viewport: Vec): Vec {
616
+ let mvp = new Mat4(pMat);
617
+ mvp.mult(mvMat);
618
+ mvp.invert();
619
+
620
+ const vin = new Vec(((x - viewport.y) / viewport.width) * 2.0 - 1.0,
621
+ ((y - viewport.x) / viewport.height) * 2.0 - 1.0,
622
+ depth * 2.0 - 1.0,
623
+ 1.0);
624
+
625
+ const result = mvp.multVector(vin);
626
+ if (result.z==0) {
627
+ result.setValue(0, 0, 0, 0);
628
+ }
629
+ else {
630
+ result.setValue(result.x/result.w,
631
+ result.y/result.w,
632
+ result.z/result.w,
633
+ result.w/result.w);
634
+ }
635
+
636
+ return result;
637
+ }
638
+
639
+ static GetScale(m: ArrayLike<number>): Vec {
640
+ return new Vec(
641
+ Vec.Magnitude([m[1], m[5], m[9]]),
642
+ Vec.Magnitude([m[0], m[4], m[8]]),
643
+ Vec.Magnitude([m[2], m[6], m[10]])
644
+ );
645
+ }
646
+
647
+ static GetRotation(m: ArrayLike<number>): Mat4 {
648
+ const scale = Mat4.GetScale(m);
649
+ return new Mat4(
650
+ m[0] / scale.x, m[1] / scale.y, m[ 2] / scale.z, 0,
651
+ m[4] / scale.x, m[5] / scale.y, m[ 6] / scale.z, 0,
652
+ m[8] / scale.x, m[9] / scale.y, m[10] / scale.z, 0,
653
+ 0, 0, 0, 1
654
+ );
655
+ }
656
+
657
+ static GetPosition(m: ArrayLike<number>): Vec {
658
+ return new Vec(m[12], m[13], m[14]);
659
+ }
660
+
661
+ static GetInverted(m: Mat4): Mat4 {
662
+ const inverted = new Mat4(m);
663
+ inverted.invert();
664
+ return inverted;
665
+ }
666
+
667
+ static GetNormalMatrix(m: Mat4): Mat3 {
668
+ return new Mat4(m)
669
+ .invert()
670
+ .traspose()
671
+ .mat3;
672
+ }
673
+
674
+ static Equals(m: ArrayLike<number>, n: ArrayLike<number>): boolean {
675
+ return m[ 0] == n[ 0] && m[ 1] == n[ 1] && m[ 2] == n[ 2] && m[ 3] == n[ 3] &&
676
+ m[ 4] == n[ 4] && m[ 5] == n[ 5] && m[ 6] == n[ 6] && m[ 7] == n[ 7] &&
677
+ m[ 8] == n[ 8] && m[ 9] == n[ 9] && m[10] == n[10] && m[11] == n[11] &&
678
+ m[12] == n[12] && m[13] == n[13] && m[14] == n[14] && m[15] == n[15];
679
+ }
680
+
681
+ static TransformDirection(M: Mat4, dir: Vec): Vec {
682
+ const direction = new Vec(dir);
683
+ const trx = new Mat4(M);
684
+ trx.setRow(3, new Vec(0, 0, 0, 1));
685
+ direction.assign(trx.multVector(direction).xyz);
686
+ direction.normalize();
687
+ return direction;
688
+ }
689
+
690
+ static IsNan(m: ArrayLike<number>): boolean {
691
+ return isNaN(m[ 0]) || isNaN(m[ 1]) || isNaN(m[ 2]) || isNaN(m[ 3]) ||
692
+ isNaN(m[ 4]) || isNaN(m[ 5]) || isNaN(m[ 6]) || isNaN(m[ 7]) ||
693
+ isNaN(m[ 8]) || isNaN(m[ 9]) || isNaN(m[10]) || isNaN(m[11]) ||
694
+ isNaN(m[12]) || isNaN(m[13]) || isNaN(m[14]) || isNaN(m[15]);
695
+ }
696
+
697
+ static IsZero(m: ArrayLike<number>): boolean {
698
+ return isZero(m[ 0]) && isZero(m[ 1]) && isZero(m[ 2]) && isZero(m[ 3]) &&
699
+ isZero(m[ 4]) && isZero(m[ 5]) && isZero(m[ 6]) && isZero(m[ 7]) &&
700
+ isZero(m[ 8]) && isZero(m[ 9]) && isZero(m[10]) && isZero(m[11]) &&
701
+ isZero(m[12]) && isZero(m[13]) && isZero(m[14]) && isZero(m[15]);
702
+ }
703
+
704
+ static IsIdentity(m: ArrayLike<number>): boolean {
705
+ return equals(m[ 0],1) && equals(m[ 1],0) && equals(m[ 2],0) && equals(m[ 3],0) &&
706
+ equals(m[ 4],0) && equals(m[ 5],1) && equals(m[ 6],0) && equals(m[ 7],0) &&
707
+ equals(m[ 8],0) && equals(m[ 9],0) && equals(m[10],1) && equals(m[11],0) &&
708
+ equals(m[12],0) && equals(m[13],0) && equals(m[14],0) && equals(m[15],1);
709
+ }
710
+ }