467 lines
11 KiB
HTML
467 lines
11 KiB
HTML
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<title>JSDoc: Source: mat2.js</title>
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<h1 class="page-title">Source: mat2.js</h1>
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<section>
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<article>
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<pre class="prettyprint source linenums"><code>import * as glMatrix from "./common.js"
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/**
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* 2x2 Matrix
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* @module mat2
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*/
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/**
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* Creates a new identity mat2
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*
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* @returns {mat2} a new 2x2 matrix
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*/
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export function create() {
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let out = new glMatrix.ARRAY_TYPE(4);
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if(glMatrix.ARRAY_TYPE != Float32Array) {
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out[1] = 0;
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out[2] = 0;
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}
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out[0] = 1;
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out[3] = 1;
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return out;
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}
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/**
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* Creates a new mat2 initialized with values from an existing matrix
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*
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* @param {mat2} a matrix to clone
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* @returns {mat2} a new 2x2 matrix
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*/
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export function clone(a) {
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let out = new glMatrix.ARRAY_TYPE(4);
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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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return out;
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}
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/**
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* Copy the values from one mat2 to another
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*
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* @param {mat2} out the receiving matrix
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* @param {mat2} a the source matrix
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* @returns {mat2} out
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*/
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export function 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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return out;
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}
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/**
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* Set a mat2 to the identity matrix
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*
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* @param {mat2} out the receiving matrix
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* @returns {mat2} out
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*/
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export function 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] = 1;
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return out;
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}
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/**
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* Create a new mat2 with the given values
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*
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* @param {Number} m00 Component in column 0, row 0 position (index 0)
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* @param {Number} m01 Component in column 0, row 1 position (index 1)
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* @param {Number} m10 Component in column 1, row 0 position (index 2)
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* @param {Number} m11 Component in column 1, row 1 position (index 3)
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* @returns {mat2} out A new 2x2 matrix
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*/
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export function fromValues(m00, m01, m10, m11) {
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let out = new glMatrix.ARRAY_TYPE(4);
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out[0] = m00;
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out[1] = m01;
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out[2] = m10;
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out[3] = m11;
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return out;
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}
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/**
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* Set the components of a mat2 to the given values
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*
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* @param {mat2} out the receiving matrix
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* @param {Number} m00 Component in column 0, row 0 position (index 0)
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* @param {Number} m01 Component in column 0, row 1 position (index 1)
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* @param {Number} m10 Component in column 1, row 0 position (index 2)
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* @param {Number} m11 Component in column 1, row 1 position (index 3)
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* @returns {mat2} out
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*/
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export function set(out, m00, m01, m10, m11) {
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out[0] = m00;
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out[1] = m01;
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out[2] = m10;
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out[3] = m11;
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return out;
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}
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/**
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* Transpose the values of a mat2
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*
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* @param {mat2} out the receiving matrix
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* @param {mat2} a the source matrix
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* @returns {mat2} out
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*/
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export function transpose(out, a) {
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// If we are transposing ourselves we can skip a few steps but have to cache
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// some values
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if (out === a) {
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let a1 = a[1];
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out[1] = a[2];
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out[2] = a1;
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} else {
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out[0] = a[0];
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out[1] = a[2];
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out[2] = a[1];
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out[3] = a[3];
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}
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return out;
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}
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/**
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* Inverts a mat2
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*
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* @param {mat2} out the receiving matrix
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* @param {mat2} a the source matrix
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* @returns {mat2} out
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*/
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export function invert(out, a) {
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let a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
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// Calculate the determinant
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let det = a0 * a3 - a2 * a1;
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if (!det) {
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return null;
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}
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det = 1.0 / det;
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out[0] = a3 * det;
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out[1] = -a1 * det;
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out[2] = -a2 * det;
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out[3] = a0 * det;
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return out;
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}
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/**
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* Calculates the adjugate of a mat2
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*
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* @param {mat2} out the receiving matrix
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* @param {mat2} a the source matrix
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* @returns {mat2} out
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*/
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export function adjoint(out, a) {
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// Caching this value is nessecary if out == a
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let a0 = a[0];
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out[0] = a[3];
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out[1] = -a[1];
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out[2] = -a[2];
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out[3] = a0;
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return out;
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}
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/**
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* Calculates the determinant of a mat2
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*
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* @param {mat2} a the source matrix
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* @returns {Number} determinant of a
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*/
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export function determinant(a) {
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return a[0] * a[3] - a[2] * a[1];
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}
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/**
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* Multiplies two mat2's
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*
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* @param {mat2} out the receiving matrix
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* @param {mat2} a the first operand
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* @param {mat2} b the second operand
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* @returns {mat2} out
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*/
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export function multiply(out, a, b) {
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let a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
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let b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
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out[0] = a0 * b0 + a2 * b1;
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out[1] = a1 * b0 + a3 * b1;
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out[2] = a0 * b2 + a2 * b3;
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out[3] = a1 * b2 + a3 * b3;
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return out;
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}
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/**
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* Rotates a mat2 by the given angle
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*
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* @param {mat2} out the receiving matrix
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* @param {mat2} a the matrix to rotate
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* @param {Number} rad the angle to rotate the matrix by
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* @returns {mat2} out
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*/
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export function rotate(out, a, rad) {
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let a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
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let s = Math.sin(rad);
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let c = Math.cos(rad);
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out[0] = a0 * c + a2 * s;
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out[1] = a1 * c + a3 * s;
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out[2] = a0 * -s + a2 * c;
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out[3] = a1 * -s + a3 * c;
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return out;
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}
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/**
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* Scales the mat2 by the dimensions in the given vec2
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*
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* @param {mat2} out the receiving matrix
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* @param {mat2} a the matrix to rotate
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* @param {vec2} v the vec2 to scale the matrix by
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* @returns {mat2} out
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**/
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export function scale(out, a, v) {
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let a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
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let v0 = v[0], v1 = v[1];
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out[0] = a0 * v0;
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out[1] = a1 * v0;
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out[2] = a2 * v1;
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out[3] = a3 * v1;
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return out;
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}
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/**
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* Creates a matrix from a given angle
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* This is equivalent to (but much faster than):
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*
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* mat2.identity(dest);
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* mat2.rotate(dest, dest, rad);
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*
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* @param {mat2} out mat2 receiving operation result
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* @param {Number} rad the angle to rotate the matrix by
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* @returns {mat2} out
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*/
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export function fromRotation(out, rad) {
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let s = Math.sin(rad);
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let c = Math.cos(rad);
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out[0] = c;
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out[1] = s;
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out[2] = -s;
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out[3] = c;
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return out;
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}
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/**
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* Creates a matrix from a vector scaling
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* This is equivalent to (but much faster than):
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*
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* mat2.identity(dest);
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* mat2.scale(dest, dest, vec);
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*
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* @param {mat2} out mat2 receiving operation result
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* @param {vec2} v Scaling vector
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* @returns {mat2} out
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*/
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export function fromScaling(out, v) {
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out[0] = v[0];
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out[1] = 0;
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out[2] = 0;
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out[3] = v[1];
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return out;
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}
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/**
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* Returns a string representation of a mat2
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*
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* @param {mat2} a matrix to represent as a string
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* @returns {String} string representation of the matrix
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*/
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export function str(a) {
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return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
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}
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/**
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* Returns Frobenius norm of a mat2
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*
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* @param {mat2} a the matrix to calculate Frobenius norm of
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* @returns {Number} Frobenius norm
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*/
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export function frob(a) {
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return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2)))
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}
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/**
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* Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix
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* @param {mat2} L the lower triangular matrix
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* @param {mat2} D the diagonal matrix
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* @param {mat2} U the upper triangular matrix
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* @param {mat2} a the input matrix to factorize
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*/
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export function LDU(L, D, U, a) {
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L[2] = a[2]/a[0];
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U[0] = a[0];
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U[1] = a[1];
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U[3] = a[3] - L[2] * U[1];
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return [L, D, U];
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}
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/**
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* Adds two mat2's
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*
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* @param {mat2} out the receiving matrix
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* @param {mat2} a the first operand
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* @param {mat2} b the second operand
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* @returns {mat2} out
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*/
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export function add(out, a, b) {
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out[0] = a[0] + b[0];
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out[1] = a[1] + b[1];
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out[2] = a[2] + b[2];
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out[3] = a[3] + b[3];
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return out;
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}
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/**
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* Subtracts matrix b from matrix a
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*
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* @param {mat2} out the receiving matrix
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* @param {mat2} a the first operand
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* @param {mat2} b the second operand
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* @returns {mat2} out
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*/
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export function subtract(out, a, b) {
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out[0] = a[0] - b[0];
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out[1] = a[1] - b[1];
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out[2] = a[2] - b[2];
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out[3] = a[3] - b[3];
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return out;
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}
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/**
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* Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
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*
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* @param {mat2} a The first matrix.
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* @param {mat2} b The second matrix.
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* @returns {Boolean} True if the matrices are equal, false otherwise.
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*/
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export function exactEquals(a, b) {
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return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];
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}
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/**
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* Returns whether or not the matrices have approximately the same elements in the same position.
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*
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* @param {mat2} a The first matrix.
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* @param {mat2} b The second matrix.
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* @returns {Boolean} True if the matrices are equal, false otherwise.
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*/
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export function equals(a, b) {
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let a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
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let b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
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return (Math.abs(a0 - b0) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a0), Math.abs(b0)) &&
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Math.abs(a1 - b1) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a1), Math.abs(b1)) &&
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Math.abs(a2 - b2) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a2), Math.abs(b2)) &&
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Math.abs(a3 - b3) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a3), Math.abs(b3)));
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}
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/**
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* Multiply each element of the matrix by a scalar.
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*
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* @param {mat2} out the receiving matrix
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* @param {mat2} a the matrix to scale
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* @param {Number} b amount to scale the matrix's elements by
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* @returns {mat2} out
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*/
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export function multiplyScalar(out, a, b) {
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out[0] = a[0] * b;
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out[1] = a[1] * b;
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out[2] = a[2] * b;
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out[3] = a[3] * b;
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return out;
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}
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/**
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* Adds two mat2's after multiplying each element of the second operand by a scalar value.
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*
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* @param {mat2} out the receiving vector
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* @param {mat2} a the first operand
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* @param {mat2} b the second operand
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* @param {Number} scale the amount to scale b's elements by before adding
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* @returns {mat2} out
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*/
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export function multiplyScalarAndAdd(out, a, b, scale) {
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out[0] = a[0] + (b[0] * scale);
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out[1] = a[1] + (b[1] * scale);
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out[2] = a[2] + (b[2] * scale);
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out[3] = a[3] + (b[3] * scale);
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return out;
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}
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/**
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* Alias for {@link mat2.multiply}
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* @function
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*/
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export const mul = multiply;
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/**
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* Alias for {@link mat2.subtract}
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* @function
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*/
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export const sub = subtract;
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</code></pre>
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</article>
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</section>
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</div>
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<nav>
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<h2><a href="index.html">Home</a></h2><h3>Modules</h3><ul><li><a href="module-glMatrix.html">glMatrix</a></li><li><a href="module-mat2.html">mat2</a></li><li><a href="module-mat2d.html">mat2d</a></li><li><a href="module-mat3.html">mat3</a></li><li><a href="module-mat4.html">mat4</a></li><li><a href="module-quat.html">quat</a></li><li><a href="module-quat2.html">quat2</a></li><li><a href="module-vec2.html">vec2</a></li><li><a href="module-vec3.html">vec3</a></li><li><a href="module-vec4.html">vec4</a></li></ul>
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.5.5</a> on Fri Jul 13 2018 11:51:33 GMT+0200 (W. Europe Daylight Time)
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