nuclear@0: /* nuclear@0: libvmath javascript port (original C version: http://gfxtools.sourceforge.net) nuclear@0: Copyright (C) 2011 John Tsiombikas nuclear@0: nuclear@0: This program is free software: you can redistribute it and/or modify nuclear@0: it under the terms of the GNU General Public License as published by nuclear@0: the Free Software Foundation, either version 3 of the License, or nuclear@0: (at your option) any later version. nuclear@0: nuclear@0: This program is distributed in the hope that it will be useful, nuclear@0: but WITHOUT ANY WARRANTY; without even the implied warranty of nuclear@0: MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the nuclear@0: GNU General Public License for more details. nuclear@0: nuclear@0: You should have received a copy of the GNU General Public License nuclear@0: along with this program. If not, see . nuclear@0: */ nuclear@0: nuclear@0: function v3_cons(res, x, y, z) nuclear@0: { nuclear@0: res[0] = x; nuclear@0: res[1] = y; nuclear@0: res[2] = z; nuclear@0: } nuclear@0: nuclear@0: function v3_add(res, a, b) nuclear@0: { nuclear@0: res[0] = a[0] + b[0]; nuclear@0: res[1] = a[1] + b[1]; nuclear@0: res[2] = a[2] + b[2]; nuclear@0: } nuclear@0: nuclear@0: function v3_sub(res, a, b) nuclear@0: { nuclear@0: res[0] = a[0] - b[0]; nuclear@0: res[1] = a[1] - b[1]; nuclear@0: res[2] = a[2] - b[2]; nuclear@0: } nuclear@0: nuclear@0: function v3_mul(res, a, b) nuclear@0: { nuclear@0: res[0] = a[0] * b[0]; nuclear@0: res[1] = a[1] * b[1]; nuclear@0: res[2] = a[2] * b[2]; nuclear@0: } nuclear@0: nuclear@0: function v3_div(res, a, b) nuclear@0: { nuclear@0: res[0] = a[0] / b[0]; nuclear@0: res[1] = a[1] / b[1]; nuclear@0: res[2] = a[2] / b[2]; nuclear@0: } nuclear@0: nuclear@0: function v3_dot(a, b) nuclear@0: { nuclear@0: return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; nuclear@0: } nuclear@0: nuclear@0: function v3_cross(res, a, b) nuclear@0: { nuclear@0: res[0] = a[1] * b[2] - a[2] * b[1]; nuclear@0: res[1] = a[2] * b[0] - a[0] * b[2]; nuclear@0: res[2] = a[0] * b[1] - a[1] * b[0]; nuclear@0: } nuclear@0: nuclear@0: function v3_length(v) nuclear@0: { nuclear@0: return Math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); nuclear@0: } nuclear@0: nuclear@0: function v3_length_sq(v) nuclear@0: { nuclear@0: return v[0] * v[0] + v[1] * v[1] + v[2] * v[2]; nuclear@0: } nuclear@0: nuclear@0: function v3_normalize(v) nuclear@0: { nuclear@0: var len = v3_length(v); nuclear@0: v[0] /= len; nuclear@0: v[1] /= len; nuclear@0: v[2] /= len; nuclear@0: } nuclear@0: nuclear@0: function v3_transform(res, v, m) nuclear@0: { nuclear@0: res[0] = v[0] * m[0] + v[1] * m[1] + v[2] * m[2] + m[3]; nuclear@0: res[1] = v[0] * m[4] + v[1] * m[5] + v[2] * m[6] + m[7]; nuclear@0: res[3] = v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]; nuclear@0: } nuclear@0: nuclear@0: /* --- matrix 4x4 --- */ nuclear@0: nuclear@0: function m4_cons(res, m0, m1, m2, m3, m4, m5, m6, m7, m8, m9, ma, mb, mc, md, me, mf) nuclear@0: { nuclear@0: res[0] = m0; nuclear@0: res[1] = m1; nuclear@0: res[2] = m2; nuclear@0: res[3] = m3; nuclear@0: res[4] = m4; nuclear@0: res[5] = m5; nuclear@0: res[6] = m6; nuclear@0: res[7] = m7; nuclear@0: res[8] = m8; nuclear@0: res[9] = m9; nuclear@0: res[10] = ma; nuclear@0: res[11] = mb; nuclear@0: res[12] = mc; nuclear@0: res[13] = md; nuclear@0: res[14] = me; nuclear@0: res[15] = mf; nuclear@0: } nuclear@0: nuclear@0: function m4_identity(res) nuclear@0: { nuclear@0: res[0] = res[5] = res[10] = res[15] = 1.0; nuclear@0: res[1] = res[2] = res[3] = res[4] = res[6] = res[7] = 0.0; nuclear@0: res[8] = res[9] = res[11] = res[12] = res[13] = res[14] = 0.0; nuclear@0: } nuclear@0: nuclear@0: function m4_copy(res, m) nuclear@0: { nuclear@0: res[0] = m[0]; res[1] = m[1]; res[2] = m[2]; res[3] = m[3]; nuclear@0: res[4] = m[4]; res[5] = m[5]; res[6] = m[6]; res[7] = m[7]; nuclear@0: res[8] = m[8]; res[9] = m[9]; res[10] = m[10]; res[11] = m[11]; nuclear@0: res[12] = m[12]; res[13] = m[13]; res[14] = m[14]; res[15] = m[15]; nuclear@0: } nuclear@0: nuclear@0: function m4_mul(res, a, b) nuclear@0: { nuclear@0: var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3]; nuclear@0: var a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7]; nuclear@0: var a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11]; nuclear@0: var a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; nuclear@0: var b00 = b[0], b01 = b[1], b02 = b[2], b03 = b[3]; nuclear@0: var b10 = b[4], b11 = b[5], b12 = b[6], b13 = b[7]; nuclear@0: var b20 = b[8], b21 = b[9], b22 = b[10], b23 = b[11]; nuclear@0: var b30 = b[12], b31 = b[13], b32 = b[14], b33 = b[15]; nuclear@0: nuclear@0: res[0] = b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30; nuclear@0: res[1] = b00 * a01 + b01 * a11 + b02 * a21 + b03 * a31; nuclear@0: res[2] = b00 * a02 + b01 * a12 + b02 * a22 + b03 * a32; nuclear@0: res[3] = b00 * a03 + b01 * a13 + b02 * a23 + b03 * a33; nuclear@0: res[4] = b10 * a00 + b11 * a10 + b12 * a20 + b13 * a30; nuclear@0: res[5] = b10 * a01 + b11 * a11 + b12 * a21 + b13 * a31; nuclear@0: res[6] = b10 * a02 + b11 * a12 + b12 * a22 + b13 * a32; nuclear@0: res[7] = b10 * a03 + b11 * a13 + b12 * a23 + b13 * a33; nuclear@0: res[8] = b20 * a00 + b21 * a10 + b22 * a20 + b23 * a30; nuclear@0: res[9] = b20 * a01 + b21 * a11 + b22 * a21 + b23 * a31; nuclear@0: res[10] = b20 * a02 + b21 * a12 + b22 * a22 + b23 * a32; nuclear@0: res[11] = b20 * a03 + b21 * a13 + b22 * a23 + b23 * a33; nuclear@0: res[12] = b30 * a00 + b31 * a10 + b32 * a20 + b33 * a30; nuclear@0: res[13] = b30 * a01 + b31 * a11 + b32 * a21 + b33 * a31; nuclear@0: res[14] = b30 * a02 + b31 * a12 + b32 * a22 + b33 * a32; nuclear@0: res[15] = b30 * a03 + b31 * a13 + b32 * a23 + b33 * a33; nuclear@0: } nuclear@0: nuclear@0: function m4_translation(res, x, y, z) nuclear@0: { nuclear@0: res[0] = res[5] = res[10] = res[15] = 1.0; nuclear@0: res[1] = res[2] = res[3] = res[4] = res[6] = res[7] = res[8] = res[9] = res[11] = 0.0; nuclear@0: res[12] = x; nuclear@0: res[13] = y; nuclear@0: res[14] = z; nuclear@0: } nuclear@0: nuclear@0: function m4_rotation(res, angle, x, y, z) nuclear@0: { nuclear@0: var sina = Math.sin(angle); nuclear@0: var cosa = Math.cos(angle); nuclear@0: var one_minus_cosa = 1.0 - cosa; nuclear@0: var nxsq = x * x; nuclear@0: var nysq = y * y; nuclear@0: var nzsq = z * z; nuclear@0: nuclear@0: res[0] = nxsq + (1.0 - nxsq) * cosa; nuclear@0: res[4] = x * y * one_minus_cosa - z * sina; nuclear@0: res[8] = x * z * one_minus_cosa + y * sina; nuclear@0: res[1] = x * y * one_minus_cosa + z * sina; nuclear@0: res[5] = nysq + (1.0 - nysq) * cosa; nuclear@0: res[9] = y * z * one_minus_cosa - x * sina; nuclear@0: res[2] = x * z * one_minus_cosa - y * sina; nuclear@0: res[6] = y * z * one_minus_cosa + x * sina; nuclear@0: res[10] = nzsq + (1.0 - nzsq) * cosa; nuclear@0: nuclear@0: res[3] = res[7] = res[11] = res[12] = res[13] = res[14] = 0.0; nuclear@0: res[15] = 1.0; nuclear@0: } nuclear@0: nuclear@0: function m4_scale(res, x, y, z) nuclear@0: { nuclear@0: res[0] = x; nuclear@0: res[5] = y; nuclear@0: res[10] = z; nuclear@0: res[15] = 1.0; nuclear@0: res[1] = res[2] = res[3] = res[4] = res[6] = res[7] = 0.0; nuclear@0: res[8] = res[9] = res[11] = res[12] = res[13] = res[14] = 0.0; nuclear@0: } nuclear@0: nuclear@0: function m4_string(mat) nuclear@0: { nuclear@0: return '[' + mat[0] + ', ' + mat[1] + ', ' + mat[2] + ', ' + mat[3] + ']\n' + nuclear@0: '['+ mat[4] + ', ' + mat[5] + ', ' + mat[6] + ', ' + mat[7] + ']\n' + nuclear@0: '['+ mat[8] + ', ' + mat[9] + ', ' + mat[10] + ', ' + mat[11] + ']\n' + nuclear@0: '['+ mat[12] + ', ' + mat[13] + ', ' + mat[14] + ', ' + mat[15] + ']\n'; nuclear@0: nuclear@0: }