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javascript matrix vector bezier***
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/** | |
* @class bezier | |
*/ | |
KISSY.add('khc/lib/bezier', function(S) { | |
var TOTAL_SIMPSON_STEP = 100; | |
/** | |
* @class bezier | |
*/ | |
function Bezier(p0, p1, p2, p3) { | |
var self = this; | |
self.p0 = p0; | |
self.p1 = p1; | |
self.p2 = p2; | |
self.p3 = p3; | |
} | |
S.augment(Bezier, {}, { | |
/** | |
* @param {number} -- t {0, 1} | |
* @return {number} -- length of the bezier arc from 0 to t | |
*/ | |
getLength: function(t) { | |
var stepCounts = parseInt(TOTAL_SIMPSON_STEP * t), | |
i; | |
if (stepCounts & 1) stepCounts++; | |
if (stepCounts == 0) return 0.0; | |
var halfCounts = stepCounts >> 1; | |
var sum1 = 0, | |
sum2 = 0; | |
var dStep = t / stepCounts; | |
for (i = 0; i < halfCounts; i++) { | |
sum1 += this._getSpeedLength((2 * i + 1) * dStep); | |
} | |
for (i = 1; i < halfCounts; i++) { | |
sum2 += this._getSpeedLength((2 * i) * dStep); | |
} | |
return (this._getSpeedLength(0) + this._getSpeedLength(1) + 2 * sum2 + 4 * sum1) * dStep / 3; | |
}, | |
/** | |
* @param {number} -- t {0, 1} | |
* @return {Point} -- return point at the given time in the bezier arc | |
*/ | |
getPointByTime: function(t) { | |
var it = 1 - t, | |
it2 = it * it, | |
it3 = it2 * it; | |
var t2 = t * t, | |
t3 = t2 * t; | |
return new Point(it3 * this.p0.x + 3 * it2 * t * this.p1.x + 3 * it * t2 * this.p2.x + t3 * this.p3.x, | |
it3 * this.p0.y + 3 * it2 * t * this.p1.y + 3 * it * t2 * this.p2.y + t3 * this.p3.y | |
); | |
}, | |
/** | |
* @param {number} -- len | |
* @return {Point} -- point at the given length | |
*/ | |
getPointByLen: function(len) { | |
if (len > this.length) { | |
return this.p3; | |
} | |
var t1 = len / this.length, | |
t2; | |
do { | |
t2 = t1 - (this.getLength(t1) - len) / this._getSpeedLength(t1); | |
if (Math.abs(t1 - t2) < 0.01) break; | |
t1 = t2; | |
} while (true); | |
return this.getPointByTime(t2); | |
}, | |
getPointsByStep: function(step) { | |
step = step || 1; | |
var len = this.getLength(); | |
var i = 0; | |
var points = []; | |
while (i < len) { | |
points.push(this.getPointByLen(i)); | |
i += step; | |
} | |
points.push(this.getPointByLen(len)) | |
return points; | |
}, | |
/** | |
* @param {number} -- step = (1/pointsSize); | |
* @return {Array} -- points in the arc stepd by 'step' param | |
*/ | |
getPointsByTime: function(step) { | |
step = step || .01; | |
var t = 0; | |
var points = []; | |
while (t < 1) { | |
points.push(this.getPointByTime(t)); | |
t += step; | |
} | |
points.push(this.getPointByTime(1)); | |
return points; | |
}, | |
/** | |
* @inner func | |
*/ | |
_getSpeedLength: function(t) { | |
var it = 1 - t, | |
it2 = it * it, | |
t2 = t * t; | |
var x = -3 * this.p0.x * it2 + 3 * this.p1.x * it2 - 6 * this.p1.x * it * t + 6 * this.p2.x * it * t - 3 * this.p2.x * t2 + 3 * this.p3.x * t2; | |
var y = -3 * this.p0.y * it2 + 3 * this.p1.y * it2 - 6 * this.p1.y * it * t + 6 * this.p2.y * it * t - 3 * this.p2.y * t2 + 3 * this.p3.y * t2; | |
return Math.sqrt(x * x + y * y); | |
} | |
}); | |
/** | |
* @class Point | |
*/ | |
function Point(x, y) { | |
var self = this; | |
if (!self instanceof Point) { | |
return new Point(x, y); | |
} | |
self.x = x; | |
self.y = y; | |
} | |
}); |
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// === Sylvester === | |
// Vector and Matrix mathematics modules for JavaScript | |
// Copyright (c) 2007 James Coglan | |
// | |
// Permission is hereby granted, free of charge, to any person obtaining | |
// a copy of this software and associated documentation files (the "Software"), | |
// to deal in the Software without restriction, including without limitation | |
// the rights to use, copy, modify, merge, publish, distribute, sublicense, | |
// and/or sell copies of the Software, and to permit persons to whom the | |
// Software is furnished to do so, subject to the following conditions: | |
// | |
// The above copyright notice and this permission notice shall be included | |
// in all copies or substantial portions of the Software. | |
// | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS | |
// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL | |
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING | |
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER | |
// DEALINGS IN THE SOFTWARE. | |
var Sylvester = { | |
version: '0.1.3', | |
precision: 1e-6 | |
}; | |
function Vector() {} | |
Vector.prototype = { | |
// Returns element i of the vector | |
e: function(i) { | |
return (i < 1 || i > this.elements.length) ? null : this.elements[i-1]; | |
}, | |
// Returns the number of elements the vector has | |
dimensions: function() { | |
return this.elements.length; | |
}, | |
// Returns the modulus ('length') of the vector | |
modulus: function() { | |
return Math.sqrt(this.dot(this)); | |
}, | |
// Returns true iff the vector is equal to the argument | |
eql: function(vector) { | |
var n = this.elements.length; | |
var V = vector.elements || vector; | |
if (n != V.length) { return false; } | |
do { | |
if (Math.abs(this.elements[n-1] - V[n-1]) > Sylvester.precision) { return false; } | |
} while (--n); | |
return true; | |
}, | |
// Returns a copy of the vector | |
dup: function() { | |
return Vector.create(this.elements); | |
}, | |
// Maps the vector to another vector according to the given function | |
map: function(fn) { | |
var elements = []; | |
this.each(function(x, i) { | |
elements.push(fn(x, i)); | |
}); | |
return Vector.create(elements); | |
}, | |
// Calls the iterator for each element of the vector in turn | |
each: function(fn) { | |
var n = this.elements.length, k = n, i; | |
do { i = k - n; | |
fn(this.elements[i], i+1); | |
} while (--n); | |
}, | |
// Returns a new vector created by normalizing the receiver | |
toUnitVector: function() { | |
var r = this.modulus(); | |
if (r === 0) { return this.dup(); } | |
return this.map(function(x) { return x/r; }); | |
}, | |
// Returns the angle between the vector and the argument (also a vector) | |
angleFrom: function(vector) { | |
var V = vector.elements || vector; | |
var n = this.elements.length, k = n, i; | |
if (n != V.length) { return null; } | |
var dot = 0, mod1 = 0, mod2 = 0; | |
// Work things out in parallel to save time | |
this.each(function(x, i) { | |
dot += x * V[i-1]; | |
mod1 += x * x; | |
mod2 += V[i-1] * V[i-1]; | |
}); | |
mod1 = Math.sqrt(mod1); mod2 = Math.sqrt(mod2); | |
if (mod1*mod2 === 0) { return null; } | |
var theta = dot / (mod1*mod2); | |
if (theta < -1) { theta = -1; } | |
if (theta > 1) { theta = 1; } | |
return Math.acos(theta); | |
}, | |
// Returns true iff the vector is parallel to the argument | |
isParallelTo: function(vector) { | |
var angle = this.angleFrom(vector); | |
return (angle === null) ? null : (angle <= Sylvester.precision); | |
}, | |
// Returns true iff the vector is antiparallel to the argument | |
isAntiparallelTo: function(vector) { | |
var angle = this.angleFrom(vector); | |
return (angle === null) ? null : (Math.abs(angle - Math.PI) <= Sylvester.precision); | |
}, | |
// Returns true iff the vector is perpendicular to the argument | |
isPerpendicularTo: function(vector) { | |
var dot = this.dot(vector); | |
return (dot === null) ? null : (Math.abs(dot) <= Sylvester.precision); | |
}, | |
// Returns the result of adding the argument to the vector | |
add: function(vector) { | |
var V = vector.elements || vector; | |
if (this.elements.length != V.length) { return null; } | |
return this.map(function(x, i) { return x + V[i-1]; }); | |
}, | |
// Returns the result of subtracting the argument from the vector | |
subtract: function(vector) { | |
var V = vector.elements || vector; | |
if (this.elements.length != V.length) { return null; } | |
return this.map(function(x, i) { return x - V[i-1]; }); | |
}, | |
// Returns the result of multiplying the elements of the vector by the argument | |
multiply: function(k) { | |
return this.map(function(x) { return x*k; }); | |
}, | |
x: function(k) { return this.multiply(k); }, | |
// Returns the scalar product of the vector with the argument | |
// Both vectors must have equal dimensionality | |
dot: function(vector) { | |
var V = vector.elements || vector; | |
var i, product = 0, n = this.elements.length; | |
if (n != V.length) { return null; } | |
do { product += this.elements[n-1] * V[n-1]; } while (--n); | |
return product; | |
}, | |
// Returns the vector product of the vector with the argument | |
// Both vectors must have dimensionality 3 | |
cross: function(vector) { | |
var B = vector.elements || vector; | |
if (this.elements.length != 3 || B.length != 3) { return null; } | |
var A = this.elements; | |
return Vector.create([ | |
(A[1] * B[2]) - (A[2] * B[1]), | |
(A[2] * B[0]) - (A[0] * B[2]), | |
(A[0] * B[1]) - (A[1] * B[0]) | |
]); | |
}, | |
// Returns the (absolute) largest element of the vector | |
max: function() { | |
var m = 0, n = this.elements.length, k = n, i; | |
do { i = k - n; | |
if (Math.abs(this.elements[i]) > Math.abs(m)) { m = this.elements[i]; } | |
} while (--n); | |
return m; | |
}, | |
// Returns the index of the first match found | |
indexOf: function(x) { | |
var index = null, n = this.elements.length, k = n, i; | |
do { i = k - n; | |
if (index === null && this.elements[i] == x) { | |
index = i + 1; | |
} | |
} while (--n); | |
return index; | |
}, | |
// Returns a diagonal matrix with the vector's elements as its diagonal elements | |
toDiagonalMatrix: function() { | |
return Matrix.Diagonal(this.elements); | |
}, | |
// Returns the result of rounding the elements of the vector | |
round: function() { | |
return this.map(function(x) { return Math.round(x); }); | |
}, | |
// Returns a copy of the vector with elements set to the given value if they | |
// differ from it by less than Sylvester.precision | |
snapTo: function(x) { | |
return this.map(function(y) { | |
return (Math.abs(y - x) <= Sylvester.precision) ? x : y; | |
}); | |
}, | |
// Returns the vector's distance from the argument, when considered as a point in space | |
distanceFrom: function(obj) { | |
if (obj.anchor) { return obj.distanceFrom(this); } | |
var V = obj.elements || obj; | |
if (V.length != this.elements.length) { return null; } | |
var sum = 0, part; | |
this.each(function(x, i) { | |
part = x - V[i-1]; | |
sum += part * part; | |
}); | |
return Math.sqrt(sum); | |
}, | |
// Returns true if the vector is point on the given line | |
liesOn: function(line) { | |
return line.contains(this); | |
}, | |
// Return true iff the vector is a point in the given plane | |
liesIn: function(plane) { | |
return plane.contains(this); | |
}, | |
// Rotates the vector about the given object. The object should be a | |
// point if the vector is 2D, and a line if it is 3D. Be careful with line directions! | |
rotate: function(t, obj) { | |
var V, R, x, y, z; | |
switch (this.elements.length) { | |
case 2: | |
V = obj.elements || obj; | |
if (V.length != 2) { return null; } | |
R = Matrix.Rotation(t).elements; | |
x = this.elements[0] - V[0]; | |
y = this.elements[1] - V[1]; | |
return Vector.create([ | |
V[0] + R[0][0] * x + R[0][1] * y, | |
V[1] + R[1][0] * x + R[1][1] * y | |
]); | |
break; | |
case 3: | |
if (!obj.direction) { return null; } | |
var C = obj.pointClosestTo(this).elements; | |
R = Matrix.Rotation(t, obj.direction).elements; | |
x = this.elements[0] - C[0]; | |
y = this.elements[1] - C[1]; | |
z = this.elements[2] - C[2]; | |
return Vector.create([ | |
C[0] + R[0][0] * x + R[0][1] * y + R[0][2] * z, | |
C[1] + R[1][0] * x + R[1][1] * y + R[1][2] * z, | |
C[2] + R[2][0] * x + R[2][1] * y + R[2][2] * z | |
]); | |
break; | |
default: | |
return null; | |
} | |
}, | |
// Returns the result of reflecting the point in the given point, line or plane | |
reflectionIn: function(obj) { | |
if (obj.anchor) { | |
// obj is a plane or line | |
var P = this.elements.slice(); | |
var C = obj.pointClosestTo(P).elements; | |
return Vector.create([C[0] + (C[0] - P[0]), C[1] + (C[1] - P[1]), C[2] + (C[2] - (P[2] || 0))]); | |
} else { | |
// obj is a point | |
var Q = obj.elements || obj; | |
if (this.elements.length != Q.length) { return null; } | |
return this.map(function(x, i) { return Q[i-1] + (Q[i-1] - x); }); | |
} | |
}, | |
// Utility to make sure vectors are 3D. If they are 2D, a zero z-component is added | |
to3D: function() { | |
var V = this.dup(); | |
switch (V.elements.length) { | |
case 3: break; | |
case 2: V.elements.push(0); break; | |
default: return null; | |
} | |
return V; | |
}, | |
// Returns a string representation of the vector | |
inspect: function() { | |
return '[' + this.elements.join(', ') + ']'; | |
}, | |
// Set vector's elements from an array | |
setElements: function(els) { | |
this.elements = (els.elements || els).slice(); | |
return this; | |
} | |
}; | |
// Constructor function | |
Vector.create = function(elements) { | |
var V = new Vector(); | |
return V.setElements(elements); | |
}; | |
// i, j, k unit vectors | |
Vector.i = Vector.create([1,0,0]); | |
Vector.j = Vector.create([0,1,0]); | |
Vector.k = Vector.create([0,0,1]); | |
// Random vector of size n | |
Vector.Random = function(n) { | |
var elements = []; | |
do { elements.push(Math.random()); | |
} while (--n); | |
return Vector.create(elements); | |
}; | |
// Vector filled with zeros | |
Vector.Zero = function(n) { | |
var elements = []; | |
do { elements.push(0); | |
} while (--n); | |
return Vector.create(elements); | |
}; | |
function Matrix() {} | |
Matrix.prototype = { | |
// Returns element (i,j) of the matrix | |
e: function(i,j) { | |
if (i < 1 || i > this.elements.length || j < 1 || j > this.elements[0].length) { return null; } | |
return this.elements[i-1][j-1]; | |
}, | |
// Returns row k of the matrix as a vector | |
row: function(i) { | |
if (i > this.elements.length) { return null; } | |
return Vector.create(this.elements[i-1]); | |
}, | |
// Returns column k of the matrix as a vector | |
col: function(j) { | |
if (j > this.elements[0].length) { return null; } | |
var col = [], n = this.elements.length, k = n, i; | |
do { i = k - n; | |
col.push(this.elements[i][j-1]); | |
} while (--n); | |
return Vector.create(col); | |
}, | |
// Returns the number of rows/columns the matrix has | |
dimensions: function() { | |
return {rows: this.elements.length, cols: this.elements[0].length}; | |
}, | |
// Returns the number of rows in the matrix | |
rows: function() { | |
return this.elements.length; | |
}, | |
// Returns the number of columns in the matrix | |
cols: function() { | |
return this.elements[0].length; | |
}, | |
// Returns true iff the matrix is equal to the argument. You can supply | |
// a vector as the argument, in which case the receiver must be a | |
// one-column matrix equal to the vector. | |
eql: function(matrix) { | |
var M = matrix.elements || matrix; | |
if (typeof(M[0][0]) == 'undefined') { M = Matrix.create(M).elements; } | |
if (this.elements.length != M.length || | |
this.elements[0].length != M[0].length) { return false; } | |
var ni = this.elements.length, ki = ni, i, nj, kj = this.elements[0].length, j; | |
do { i = ki - ni; | |
nj = kj; | |
do { j = kj - nj; | |
if (Math.abs(this.elements[i][j] - M[i][j]) > Sylvester.precision) { return false; } | |
} while (--nj); | |
} while (--ni); | |
return true; | |
}, | |
// Returns a copy of the matrix | |
dup: function() { | |
return Matrix.create(this.elements); | |
}, | |
// Maps the matrix to another matrix (of the same dimensions) according to the given function | |
map: function(fn) { | |
var els = [], ni = this.elements.length, ki = ni, i, nj, kj = this.elements[0].length, j; | |
do { i = ki - ni; | |
nj = kj; | |
els[i] = []; | |
do { j = kj - nj; | |
els[i][j] = fn(this.elements[i][j], i + 1, j + 1); | |
} while (--nj); | |
} while (--ni); | |
return Matrix.create(els); | |
}, | |
// Returns true iff the argument has the same dimensions as the matrix | |
isSameSizeAs: function(matrix) { | |
var M = matrix.elements || matrix; | |
if (typeof(M[0][0]) == 'undefined') { M = Matrix.create(M).elements; } | |
return (this.elements.length == M.length && | |
this.elements[0].length == M[0].length); | |
}, | |
// Returns the result of adding the argument to the matrix | |
add: function(matrix) { | |
var M = matrix.elements || matrix; | |
if (typeof(M[0][0]) == 'undefined') { M = Matrix.create(M).elements; } | |
if (!this.isSameSizeAs(M)) { return null; } | |
return this.map(function(x, i, j) { return x + M[i-1][j-1]; }); | |
}, | |
// Returns the result of subtracting the argument from the matrix | |
subtract: function(matrix) { | |
var M = matrix.elements || matrix; | |
if (typeof(M[0][0]) == 'undefined') { M = Matrix.create(M).elements; } | |
if (!this.isSameSizeAs(M)) { return null; } | |
return this.map(function(x, i, j) { return x - M[i-1][j-1]; }); | |
}, | |
// Returns true iff the matrix can multiply the argument from the left | |
canMultiplyFromLeft: function(matrix) { | |
var M = matrix.elements || matrix; | |
if (typeof(M[0][0]) == 'undefined') { M = Matrix.create(M).elements; } | |
// this.columns should equal matrix.rows | |
return (this.elements[0].length == M.length); | |
}, | |
// Returns the result of multiplying the matrix from the right by the argument. | |
// If the argument is a scalar then just multiply all the elements. If the argument is | |
// a vector, a vector is returned, which saves you having to remember calling | |
// col(1) on the result. | |
multiply: function(matrix) { | |
if (!matrix.elements) { | |
return this.map(function(x) { return x * matrix; }); | |
} | |
var returnVector = matrix.modulus ? true : false; | |
var M = matrix.elements || matrix; | |
if (typeof(M[0][0]) == 'undefined') { M = Matrix.create(M).elements; } | |
if (!this.canMultiplyFromLeft(M)) { return null; } | |
var ni = this.elements.length, ki = ni, i, nj, kj = M[0].length, j; | |
var cols = this.elements[0].length, elements = [], sum, nc, c; | |
do { i = ki - ni; | |
elements[i] = []; | |
nj = kj; | |
do { j = kj - nj; | |
sum = 0; | |
nc = cols; | |
do { c = cols - nc; | |
sum += this.elements[i][c] * M[c][j]; | |
} while (--nc); | |
elements[i][j] = sum; | |
} while (--nj); | |
} while (--ni); | |
var M = Matrix.create(elements); | |
return returnVector ? M.col(1) : M; | |
}, | |
x: function(matrix) { return this.multiply(matrix); }, | |
// Returns a submatrix taken from the matrix | |
// Argument order is: start row, start col, nrows, ncols | |
// Element selection wraps if the required index is outside the matrix's bounds, so you could | |
// use this to perform row/column cycling or copy-augmenting. | |
minor: function(a, b, c, d) { | |
var elements = [], ni = c, i, nj, j; | |
var rows = this.elements.length, cols = this.elements[0].length; | |
do { i = c - ni; | |
elements[i] = []; | |
nj = d; | |
do { j = d - nj; | |
elements[i][j] = this.elements[(a+i-1)%rows][(b+j-1)%cols]; | |
} while (--nj); | |
} while (--ni); | |
return Matrix.create(elements); | |
}, | |
// Returns the transpose of the matrix | |
transpose: function() { | |
var rows = this.elements.length, cols = this.elements[0].length; | |
var elements = [], ni = cols, i, nj, j; | |
do { i = cols - ni; | |
elements[i] = []; | |
nj = rows; | |
do { j = rows - nj; | |
elements[i][j] = this.elements[j][i]; | |
} while (--nj); | |
} while (--ni); | |
return Matrix.create(elements); | |
}, | |
// Returns true iff the matrix is square | |
isSquare: function() { | |
return (this.elements.length == this.elements[0].length); | |
}, | |
// Returns the (absolute) largest element of the matrix | |
max: function() { | |
var m = 0, ni = this.elements.length, ki = ni, i, nj, kj = this.elements[0].length, j; | |
do { i = ki - ni; | |
nj = kj; | |
do { j = kj - nj; | |
if (Math.abs(this.elements[i][j]) > Math.abs(m)) { m = this.elements[i][j]; } | |
} while (--nj); | |
} while (--ni); | |
return m; | |
}, | |
// Returns the indeces of the first match found by reading row-by-row from left to right | |
indexOf: function(x) { | |
var index = null, ni = this.elements.length, ki = ni, i, nj, kj = this.elements[0].length, j; | |
do { i = ki - ni; | |
nj = kj; | |
do { j = kj - nj; | |
if (this.elements[i][j] == x) { return {i: i+1, j: j+1}; } | |
} while (--nj); | |
} while (--ni); | |
return null; | |
}, | |
// If the matrix is square, returns the diagonal elements as a vector. | |
// Otherwise, returns null. | |
diagonal: function() { | |
if (!this.isSquare) { return null; } | |
var els = [], n = this.elements.length, k = n, i; | |
do { i = k - n; | |
els.push(this.elements[i][i]); | |
} while (--n); | |
return Vector.create(els); | |
}, | |
// Make the matrix upper (right) triangular by Gaussian elimination. | |
// This method only adds multiples of rows to other rows. No rows are | |
// scaled up or switched, and the determinant is preserved. | |
toRightTriangular: function() { | |
var M = this.dup(), els; | |
var n = this.elements.length, k = n, i, np, kp = this.elements[0].length, p; | |
do { i = k - n; | |
if (M.elements[i][i] == 0) { | |
for (j = i + 1; j < k; j++) { | |
if (M.elements[j][i] != 0) { | |
els = []; np = kp; | |
do { p = kp - np; | |
els.push(M.elements[i][p] + M.elements[j][p]); | |
} while (--np); | |
M.elements[i] = els; | |
break; | |
} | |
} | |
} | |
if (M.elements[i][i] != 0) { | |
for (j = i + 1; j < k; j++) { | |
var multiplier = M.elements[j][i] / M.elements[i][i]; | |
els = []; np = kp; | |
do { p = kp - np; | |
// Elements with column numbers up to an including the number | |
// of the row that we're subtracting can safely be set straight to | |
// zero, since that's the point of this routine and it avoids having | |
// to loop over and correct rounding errors later | |
els.push(p <= i ? 0 : M.elements[j][p] - M.elements[i][p] * multiplier); | |
} while (--np); | |
M.elements[j] = els; | |
} | |
} | |
} while (--n); | |
return M; | |
}, | |
toUpperTriangular: function() { return this.toRightTriangular(); }, | |
// Returns the determinant for square matrices | |
determinant: function() { | |
if (!this.isSquare()) { return null; } | |
var M = this.toRightTriangular(); | |
var det = M.elements[0][0], n = M.elements.length - 1, k = n, i; | |
do { i = k - n + 1; | |
det = det * M.elements[i][i]; | |
} while (--n); | |
return det; | |
}, | |
det: function() { return this.determinant(); }, | |
// Returns true iff the matrix is singular | |
isSingular: function() { | |
return (this.isSquare() && this.determinant() === 0); | |
}, | |
// Returns the trace for square matrices | |
trace: function() { | |
if (!this.isSquare()) { return null; } | |
var tr = this.elements[0][0], n = this.elements.length - 1, k = n, i; | |
do { i = k - n + 1; | |
tr += this.elements[i][i]; | |
} while (--n); | |
return tr; | |
}, | |
tr: function() { return this.trace(); }, | |
// Returns the rank of the matrix | |
rank: function() { | |
var M = this.toRightTriangular(), rank = 0; | |
var ni = this.elements.length, ki = ni, i, nj, kj = this.elements[0].length, j; | |
do { i = ki - ni; | |
nj = kj; | |
do { j = kj - nj; | |
if (Math.abs(M.elements[i][j]) > Sylvester.precision) { rank++; break; } | |
} while (--nj); | |
} while (--ni); | |
return rank; | |
}, | |
rk: function() { return this.rank(); }, | |
// Returns the result of attaching the given argument to the right-hand side of the matrix | |
augment: function(matrix) { | |
var M = matrix.elements || matrix; | |
if (typeof(M[0][0]) == 'undefined') { M = Matrix.create(M).elements; } | |
var T = this.dup(), cols = T.elements[0].length; | |
var ni = T.elements.length, ki = ni, i, nj, kj = M[0].length, j; | |
if (ni != M.length) { return null; } | |
do { i = ki - ni; | |
nj = kj; | |
do { j = kj - nj; | |
T.elements[i][cols + j] = M[i][j]; | |
} while (--nj); | |
} while (--ni); | |
return T; | |
}, | |
// Returns the inverse (if one exists) using Gauss-Jordan | |
inverse: function() { | |
if (!this.isSquare() || this.isSingular()) { return null; } | |
var ni = this.elements.length, ki = ni, i, j; | |
var M = this.augment(Matrix.I(ni)).toRightTriangular(); | |
var np, kp = M.elements[0].length, p, els, divisor; | |
var inverse_elements = [], new_element; | |
// Matrix is non-singular so there will be no zeros on the diagonal | |
// Cycle through rows from last to first | |
do { i = ni - 1; | |
// First, normalise diagonal elements to 1 | |
els = []; np = kp; | |
inverse_elements[i] = []; | |
divisor = M.elements[i][i]; | |
do { p = kp - np; | |
new_element = M.elements[i][p] / divisor; | |
els.push(new_element); | |
// Shuffle of the current row of the right hand side into the results | |
// array as it will not be modified by later runs through this loop | |
if (p >= ki) { inverse_elements[i].push(new_element); } | |
} while (--np); | |
M.elements[i] = els; | |
// Then, subtract this row from those above it to | |
// give the identity matrix on the left hand side | |
for (j = 0; j < i; j++) { | |
els = []; np = kp; | |
do { p = kp - np; | |
els.push(M.elements[j][p] - M.elements[i][p] * M.elements[j][i]); | |
} while (--np); | |
M.elements[j] = els; | |
} | |
} while (--ni); | |
return Matrix.create(inverse_elements); | |
}, | |
inv: function() { return this.inverse(); }, | |
// Returns the result of rounding all the elements | |
round: function() { | |
return this.map(function(x) { return Math.round(x); }); | |
}, | |
// Returns a copy of the matrix with elements set to the given value if they | |
// differ from it by less than Sylvester.precision | |
snapTo: function(x) { | |
return this.map(function(p) { | |
return (Math.abs(p - x) <= Sylvester.precision) ? x : p; | |
}); | |
}, | |
// Returns a string representation of the matrix | |
inspect: function() { | |
var matrix_rows = []; | |
var n = this.elements.length, k = n, i; | |
do { i = k - n; | |
matrix_rows.push(Vector.create(this.elements[i]).inspect()); | |
} while (--n); | |
return matrix_rows.join('\n'); | |
}, | |
// Set the matrix's elements from an array. If the argument passed | |
// is a vector, the resulting matrix will be a single column. | |
setElements: function(els) { | |
var i, elements = els.elements || els; | |
if (typeof(elements[0][0]) != 'undefined') { | |
var ni = elements.length, ki = ni, nj, kj, j; | |
this.elements = []; | |
do { i = ki - ni; | |
nj = elements[i].length; kj = nj; | |
this.elements[i] = []; | |
do { j = kj - nj; | |
this.elements[i][j] = elements[i][j]; | |
} while (--nj); | |
} while(--ni); | |
return this; | |
} | |
var n = elements.length, k = n; | |
this.elements = []; | |
do { i = k - n; | |
this.elements.push([elements[i]]); | |
} while (--n); | |
return this; | |
} | |
}; | |
// Constructor function | |
Matrix.create = function(elements) { | |
var M = new Matrix(); | |
return M.setElements(elements); | |
}; | |
// Identity matrix of size n | |
Matrix.I = function(n) { | |
var els = [], k = n, i, nj, j; | |
do { i = k - n; | |
els[i] = []; nj = k; | |
do { j = k - nj; | |
els[i][j] = (i == j) ? 1 : 0; | |
} while (--nj); | |
} while (--n); | |
return Matrix.create(els); | |
}; | |
// Diagonal matrix - all off-diagonal elements are zero | |
Matrix.Diagonal = function(elements) { | |
var n = elements.length, k = n, i; | |
var M = Matrix.I(n); | |
do { i = k - n; | |
M.elements[i][i] = elements[i]; | |
} while (--n); | |
return M; | |
}; | |
// Rotation matrix about some axis. If no axis is | |
// supplied, assume we're after a 2D transform | |
Matrix.Rotation = function(theta, a) { | |
if (!a) { | |
return Matrix.create([ | |
[Math.cos(theta), -Math.sin(theta)], | |
[Math.sin(theta), Math.cos(theta)] | |
]); | |
} | |
var axis = a.dup(); | |
if (axis.elements.length != 3) { return null; } | |
var mod = axis.modulus(); | |
var x = axis.elements[0]/mod, y = axis.elements[1]/mod, z = axis.elements[2]/mod; | |
var s = Math.sin(theta), c = Math.cos(theta), t = 1 - c; | |
// Formula derived here: http://www.gamedev.net/reference/articles/article1199.asp | |
// That proof rotates the co-ordinate system so theta | |
// becomes -theta and sin becomes -sin here. | |
return Matrix.create([ | |
[ t*x*x + c, t*x*y - s*z, t*x*z + s*y ], | |
[ t*x*y + s*z, t*y*y + c, t*y*z - s*x ], | |
[ t*x*z - s*y, t*y*z + s*x, t*z*z + c ] | |
]); | |
}; | |
// Special case rotations | |
Matrix.RotationX = function(t) { | |
var c = Math.cos(t), s = Math.sin(t); | |
return Matrix.create([ | |
[ 1, 0, 0 ], | |
[ 0, c, -s ], | |
[ 0, s, c ] | |
]); | |
}; | |
Matrix.RotationY = function(t) { | |
var c = Math.cos(t), s = Math.sin(t); | |
return Matrix.create([ | |
[ c, 0, s ], | |
[ 0, 1, 0 ], | |
[ -s, 0, c ] | |
]); | |
}; | |
Matrix.RotationZ = function(t) { | |
var c = Math.cos(t), s = Math.sin(t); | |
return Matrix.create([ | |
[ c, -s, 0 ], | |
[ s, c, 0 ], | |
[ 0, 0, 1 ] | |
]); | |
}; | |
// Random matrix of n rows, m columns | |
Matrix.Random = function(n, m) { | |
return Matrix.Zero(n, m).map( | |
function() { return Math.random(); } | |
); | |
}; | |
// Matrix filled with zeros | |
Matrix.Zero = function(n, m) { | |
var els = [], ni = n, i, nj, j; | |
do { i = n - ni; | |
els[i] = []; | |
nj = m; | |
do { j = m - nj; | |
els[i][j] = 0; | |
} while (--nj); | |
} while (--ni); | |
return Matrix.create(els); | |
}; | |
function Line() {} | |
Line.prototype = { | |
// Returns true if the argument occupies the same space as the line | |
eql: function(line) { | |
return (this.isParallelTo(line) && this.contains(line.anchor)); | |
}, | |
// Returns a copy of the line | |
dup: function() { | |
return Line.create(this.anchor, this.direction); | |
}, | |
// Returns the result of translating the line by the given vector/array | |
translate: function(vector) { | |
var V = vector.elements || vector; | |
return Line.create([ | |
this.anchor.elements[0] + V[0], | |
this.anchor.elements[1] + V[1], | |
this.anchor.elements[2] + (V[2] || 0) | |
], this.direction); | |
}, | |
// Returns true if the line is parallel to the argument. Here, 'parallel to' | |
// means that the argument's direction is either parallel or antiparallel to | |
// the line's own direction. A line is parallel to a plane if the two do not | |
// have a unique intersection. | |
isParallelTo: function(obj) { | |
if (obj.normal) { return obj.isParallelTo(this); } | |
var theta = this.direction.angleFrom(obj.direction); | |
return (Math.abs(theta) <= Sylvester.precision || Math.abs(theta - Math.PI) <= Sylvester.precision); | |
}, | |
// Returns the line's perpendicular distance from the argument, | |
// which can be a point, a line or a plane | |
distanceFrom: function(obj) { | |
if (obj.normal) { return obj.distanceFrom(this); } | |
if (obj.direction) { | |
// obj is a line | |
if (this.isParallelTo(obj)) { return this.distanceFrom(obj.anchor); } | |
var N = this.direction.cross(obj.direction).toUnitVector().elements; | |
var A = this.anchor.elements, B = obj.anchor.elements; | |
return Math.abs((A[0] - B[0]) * N[0] + (A[1] - B[1]) * N[1] + (A[2] - B[2]) * N[2]); | |
} else { | |
// obj is a point | |
var P = obj.elements || obj; | |
var A = this.anchor.elements, D = this.direction.elements; | |
var PA1 = P[0] - A[0], PA2 = P[1] - A[1], PA3 = (P[2] || 0) - A[2]; | |
var modPA = Math.sqrt(PA1*PA1 + PA2*PA2 + PA3*PA3); | |
if (modPA === 0) return 0; | |
// Assumes direction vector is normalized | |
var cosTheta = (PA1 * D[0] + PA2 * D[1] + PA3 * D[2]) / modPA; | |
var sin2 = 1 - cosTheta*cosTheta; | |
return Math.abs(modPA * Math.sqrt(sin2 < 0 ? 0 : sin2)); | |
} | |
}, | |
// Returns true iff the argument is a point on the line | |
contains: function(point) { | |
var dist = this.distanceFrom(point); | |
return (dist !== null && dist <= Sylvester.precision); | |
}, | |
// Returns true iff the line lies in the given plane | |
liesIn: function(plane) { | |
return plane.contains(this); | |
}, | |
// Returns true iff the line has a unique point of intersection with the argument | |
intersects: function(obj) { | |
if (obj.normal) { return obj.intersects(this); } | |
return (!this.isParallelTo(obj) && this.distanceFrom(obj) <= Sylvester.precision); | |
}, | |
// Returns the unique intersection point with the argument, if one exists | |
intersectionWith: function(obj) { | |
if (obj.normal) { return obj.intersectionWith(this); } | |
if (!this.intersects(obj)) { return null; } | |
var P = this.anchor.elements, X = this.direction.elements, | |
Q = obj.anchor.elements, Y = obj.direction.elements; | |
var X1 = X[0], X2 = X[1], X3 = X[2], Y1 = Y[0], Y2 = Y[1], Y3 = Y[2]; | |
var PsubQ1 = P[0] - Q[0], PsubQ2 = P[1] - Q[1], PsubQ3 = P[2] - Q[2]; | |
var XdotQsubP = - X1*PsubQ1 - X2*PsubQ2 - X3*PsubQ3; | |
var YdotPsubQ = Y1*PsubQ1 + Y2*PsubQ2 + Y3*PsubQ3; | |
var XdotX = X1*X1 + X2*X2 + X3*X3; | |
var YdotY = Y1*Y1 + Y2*Y2 + Y3*Y3; | |
var XdotY = X1*Y1 + X2*Y2 + X3*Y3; | |
var k = (XdotQsubP * YdotY / XdotX + XdotY * YdotPsubQ) / (YdotY - XdotY * XdotY); | |
return Vector.create([P[0] + k*X1, P[1] + k*X2, P[2] + k*X3]); | |
}, | |
// Returns the point on the line that is closest to the given point or line | |
pointClosestTo: function(obj) { | |
if (obj.direction) { | |
// obj is a line | |
if (this.intersects(obj)) { return this.intersectionWith(obj); } | |
if (this.isParallelTo(obj)) { return null; } | |
var D = this.direction.elements, E = obj.direction.elements; | |
var D1 = D[0], D2 = D[1], D3 = D[2], E1 = E[0], E2 = E[1], E3 = E[2]; | |
// Create plane containing obj and the shared normal and intersect this with it | |
// Thank you: http://www.cgafaq.info/wiki/Line-line_distance | |
var x = (D3 * E1 - D1 * E3), y = (D1 * E2 - D2 * E1), z = (D2 * E3 - D3 * E2); | |
var N = Vector.create([x * E3 - y * E2, y * E1 - z * E3, z * E2 - x * E1]); | |
var P = Plane.create(obj.anchor, N); | |
return P.intersectionWith(this); | |
} else { | |
// obj is a point | |
var P = obj.elements || obj; | |
if (this.contains(P)) { return Vector.create(P); } | |
var A = this.anchor.elements, D = this.direction.elements; | |
var D1 = D[0], D2 = D[1], D3 = D[2], A1 = A[0], A2 = A[1], A3 = A[2]; | |
var x = D1 * (P[1]-A2) - D2 * (P[0]-A1), y = D2 * ((P[2] || 0) - A3) - D3 * (P[1]-A2), | |
z = D3 * (P[0]-A1) - D1 * ((P[2] || 0) - A3); | |
var V = Vector.create([D2 * x - D3 * z, D3 * y - D1 * x, D1 * z - D2 * y]); | |
var k = this.distanceFrom(P) / V.modulus(); | |
return Vector.create([ | |
P[0] + V.elements[0] * k, | |
P[1] + V.elements[1] * k, | |
(P[2] || 0) + V.elements[2] * k | |
]); | |
} | |
}, | |
// Returns a copy of the line rotated by t radians about the given line. Works by | |
// finding the argument's closest point to this line's anchor point (call this C) and | |
// rotating the anchor about C. Also rotates the line's direction about the argument's. | |
// Be careful with this - the rotation axis' direction affects the outcome! | |
rotate: function(t, line) { | |
// If we're working in 2D | |
if (typeof(line.direction) == 'undefined') { line = Line.create(line.to3D(), Vector.k); } | |
var R = Matrix.Rotation(t, line.direction).elements; | |
var C = line.pointClosestTo(this.anchor).elements; | |
var A = this.anchor.elements, D = this.direction.elements; | |
var C1 = C[0], C2 = C[1], C3 = C[2], A1 = A[0], A2 = A[1], A3 = A[2]; | |
var x = A1 - C1, y = A2 - C2, z = A3 - C3; | |
return Line.create([ | |
C1 + R[0][0] * x + R[0][1] * y + R[0][2] * z, | |
C2 + R[1][0] * x + R[1][1] * y + R[1][2] * z, | |
C3 + R[2][0] * x + R[2][1] * y + R[2][2] * z | |
], [ | |
R[0][0] * D[0] + R[0][1] * D[1] + R[0][2] * D[2], | |
R[1][0] * D[0] + R[1][1] * D[1] + R[1][2] * D[2], | |
R[2][0] * D[0] + R[2][1] * D[1] + R[2][2] * D[2] | |
]); | |
}, | |
// Returns the line's reflection in the given point or line | |
reflectionIn: function(obj) { | |
if (obj.normal) { | |
// obj is a plane | |
var A = this.anchor.elements, D = this.direction.elements; | |
var A1 = A[0], A2 = A[1], A3 = A[2], D1 = D[0], D2 = D[1], D3 = D[2]; | |
var newA = this.anchor.reflectionIn(obj).elements; | |
// Add the line's direction vector to its anchor, then mirror that in the plane | |
var AD1 = A1 + D1, AD2 = A2 + D2, AD3 = A3 + D3; | |
var Q = obj.pointClosestTo([AD1, AD2, AD3]).elements; | |
var newD = [Q[0] + (Q[0] - AD1) - newA[0], Q[1] + (Q[1] - AD2) - newA[1], Q[2] + (Q[2] - AD3) - newA[2]]; | |
return Line.create(newA, newD); | |
} else if (obj.direction) { | |
// obj is a line - reflection obtained by rotating PI radians about obj | |
return this.rotate(Math.PI, obj); | |
} else { | |
// obj is a point - just reflect the line's anchor in it | |
var P = obj.elements || obj; | |
return Line.create(this.anchor.reflectionIn([P[0], P[1], (P[2] || 0)]), this.direction); | |
} | |
}, | |
// Set the line's anchor point and direction. | |
setVectors: function(anchor, direction) { | |
// Need to do this so that line's properties are not | |
// references to the arguments passed in | |
anchor = Vector.create(anchor); | |
direction = Vector.create(direction); | |
if (anchor.elements.length == 2) {anchor.elements.push(0); } | |
if (direction.elements.length == 2) { direction.elements.push(0); } | |
if (anchor.elements.length > 3 || direction.elements.length > 3) { return null; } | |
var mod = direction.modulus(); | |
if (mod === 0) { return null; } | |
this.anchor = anchor; | |
this.direction = Vector.create([ | |
direction.elements[0] / mod, | |
direction.elements[1] / mod, | |
direction.elements[2] / mod | |
]); | |
return this; | |
} | |
}; | |
// Constructor function | |
Line.create = function(anchor, direction) { | |
var L = new Line(); | |
return L.setVectors(anchor, direction); | |
}; | |
// Axes | |
Line.X = Line.create(Vector.Zero(3), Vector.i); | |
Line.Y = Line.create(Vector.Zero(3), Vector.j); | |
Line.Z = Line.create(Vector.Zero(3), Vector.k); | |
function Plane() {} | |
Plane.prototype = { | |
// Returns true iff the plane occupies the same space as the argument | |
eql: function(plane) { | |
return (this.contains(plane.anchor) && this.isParallelTo(plane)); | |
}, | |
// Returns a copy of the plane | |
dup: function() { | |
return Plane.create(this.anchor, this.normal); | |
}, | |
// Returns the result of translating the plane by the given vector | |
translate: function(vector) { | |
var V = vector.elements || vector; | |
return Plane.create([ | |
this.anchor.elements[0] + V[0], | |
this.anchor.elements[1] + V[1], | |
this.anchor.elements[2] + (V[2] || 0) | |
], this.normal); | |
}, | |
// Returns true iff the plane is parallel to the argument. Will return true | |
// if the planes are equal, or if you give a line and it lies in the plane. | |
isParallelTo: function(obj) { | |
var theta; | |
if (obj.normal) { | |
// obj is a plane | |
theta = this.normal.angleFrom(obj.normal); | |
return (Math.abs(theta) <= Sylvester.precision || Math.abs(Math.PI - theta) <= Sylvester.precision); | |
} else if (obj.direction) { | |
// obj is a line | |
return this.normal.isPerpendicularTo(obj.direction); | |
} | |
return null; | |
}, | |
// Returns true iff the receiver is perpendicular to the argument | |
isPerpendicularTo: function(plane) { | |
var theta = this.normal.angleFrom(plane.normal); | |
return (Math.abs(Math.PI/2 - theta) <= Sylvester.precision); | |
}, | |
// Returns the plane's distance from the given object (point, line or plane) | |
distanceFrom: function(obj) { | |
if (this.intersects(obj) || this.contains(obj)) { return 0; } | |
if (obj.anchor) { | |
// obj is a plane or line | |
var A = this.anchor.elements, B = obj.anchor.elements, N = this.normal.elements; | |
return Math.abs((A[0] - B[0]) * N[0] + (A[1] - B[1]) * N[1] + (A[2] - B[2]) * N[2]); | |
} else { | |
// obj is a point | |
var P = obj.elements || obj; | |
var A = this.anchor.elements, N = this.normal.elements; | |
return Math.abs((A[0] - P[0]) * N[0] + (A[1] - P[1]) * N[1] + (A[2] - (P[2] || 0)) * N[2]); | |
} | |
}, | |
// Returns true iff the plane contains the given point or line | |
contains: function(obj) { | |
if (obj.normal) { return null; } | |
if (obj.direction) { | |
return (this.contains(obj.anchor) && this.contains(obj.anchor.add(obj.direction))); | |
} else { | |
var P = obj.elements || obj; | |
var A = this.anchor.elements, N = this.normal.elements; | |
var diff = Math.abs(N[0]*(A[0] - P[0]) + N[1]*(A[1] - P[1]) + N[2]*(A[2] - (P[2] || 0))); | |
return (diff <= Sylvester.precision); | |
} | |
}, | |
// Returns true iff the plane has a unique point/line of intersection with the argument | |
intersects: function(obj) { | |
if (typeof(obj.direction) == 'undefined' && typeof(obj.normal) == 'undefined') { return null; } | |
return !this.isParallelTo(obj); | |
}, | |
// Returns the unique intersection with the argument, if one exists. The result | |
// will be a vector if a line is supplied, and a line if a plane is supplied. | |
intersectionWith: function(obj) { | |
if (!this.intersects(obj)) { return null; } | |
if (obj.direction) { | |
// obj is a line | |
var A = obj.anchor.elements, D = obj.direction.elements, | |
P = this.anchor.elements, N = this.normal.elements; | |
var multiplier = (N[0]*(P[0]-A[0]) + N[1]*(P[1]-A[1]) + N[2]*(P[2]-A[2])) / (N[0]*D[0] + N[1]*D[1] + N[2]*D[2]); | |
return Vector.create([A[0] + D[0]*multiplier, A[1] + D[1]*multiplier, A[2] + D[2]*multiplier]); | |
} else if (obj.normal) { | |
// obj is a plane | |
var direction = this.normal.cross(obj.normal).toUnitVector(); | |
// To find an anchor point, we find one co-ordinate that has a value | |
// of zero somewhere on the intersection, and remember which one we picked | |
var N = this.normal.elements, A = this.anchor.elements, | |
O = obj.normal.elements, B = obj.anchor.elements; | |
var solver = Matrix.Zero(2,2), i = 0; | |
while (solver.isSingular()) { | |
i++; | |
solver = Matrix.create([ | |
[ N[i%3], N[(i+1)%3] ], | |
[ O[i%3], O[(i+1)%3] ] | |
]); | |
} | |
// Then we solve the simultaneous equations in the remaining dimensions | |
var inverse = solver.inverse().elements; | |
var x = N[0]*A[0] + N[1]*A[1] + N[2]*A[2]; | |
var y = O[0]*B[0] + O[1]*B[1] + O[2]*B[2]; | |
var intersection = [ | |
inverse[0][0] * x + inverse[0][1] * y, | |
inverse[1][0] * x + inverse[1][1] * y | |
]; | |
var anchor = []; | |
for (var j = 1; j <= 3; j++) { | |
// This formula picks the right element from intersection by | |
// cycling depending on which element we set to zero above | |
anchor.push((i == j) ? 0 : intersection[(j + (5 - i)%3)%3]); | |
} | |
return Line.create(anchor, direction); | |
} | |
}, | |
// Returns the point in the plane closest to the given point | |
pointClosestTo: function(point) { | |
var P = point.elements || point; | |
var A = this.anchor.elements, N = this.normal.elements; | |
var dot = (A[0] - P[0]) * N[0] + (A[1] - P[1]) * N[1] + (A[2] - (P[2] || 0)) * N[2]; | |
return Vector.create([P[0] + N[0] * dot, P[1] + N[1] * dot, (P[2] || 0) + N[2] * dot]); | |
}, | |
// Returns a copy of the plane, rotated by t radians about the given line | |
// See notes on Line#rotate. | |
rotate: function(t, line) { | |
var R = Matrix.Rotation(t, line.direction).elements; | |
var C = line.pointClosestTo(this.anchor).elements; | |
var A = this.anchor.elements, N = this.normal.elements; | |
var C1 = C[0], C2 = C[1], C3 = C[2], A1 = A[0], A2 = A[1], A3 = A[2]; | |
var x = A1 - C1, y = A2 - C2, z = A3 - C3; | |
return Plane.create([ | |
C1 + R[0][0] * x + R[0][1] * y + R[0][2] * z, | |
C2 + R[1][0] * x + R[1][1] * y + R[1][2] * z, | |
C3 + R[2][0] * x + R[2][1] * y + R[2][2] * z | |
], [ | |
R[0][0] * N[0] + R[0][1] * N[1] + R[0][2] * N[2], | |
R[1][0] * N[0] + R[1][1] * N[1] + R[1][2] * N[2], | |
R[2][0] * N[0] + R[2][1] * N[1] + R[2][2] * N[2] | |
]); | |
}, | |
// Returns the reflection of the plane in the given point, line or plane. | |
reflectionIn: function(obj) { | |
if (obj.normal) { | |
// obj is a plane | |
var A = this.anchor.elements, N = this.normal.elements; | |
var A1 = A[0], A2 = A[1], A3 = A[2], N1 = N[0], N2 = N[1], N3 = N[2]; | |
var newA = this.anchor.reflectionIn(obj).elements; | |
// Add the plane's normal to its anchor, then mirror that in the other plane | |
var AN1 = A1 + N1, AN2 = A2 + N2, AN3 = A3 + N3; | |
var Q = obj.pointClosestTo([AN1, AN2, AN3]).elements; | |
var newN = [Q[0] + (Q[0] - AN1) - newA[0], Q[1] + (Q[1] - AN2) - newA[1], Q[2] + (Q[2] - AN3) - newA[2]]; | |
return Plane.create(newA, newN); | |
} else if (obj.direction) { | |
// obj is a line | |
return this.rotate(Math.PI, obj); | |
} else { | |
// obj is a point | |
var P = obj.elements || obj; | |
return Plane.create(this.anchor.reflectionIn([P[0], P[1], (P[2] || 0)]), this.normal); | |
} | |
}, | |
// Sets the anchor point and normal to the plane. If three arguments are specified, | |
// the normal is calculated by assuming the three points should lie in the same plane. | |
// If only two are sepcified, the second is taken to be the normal. Normal vector is | |
// normalised before storage. | |
setVectors: function(anchor, v1, v2) { | |
anchor = Vector.create(anchor); | |
anchor = anchor.to3D(); if (anchor === null) { return null; } | |
v1 = Vector.create(v1); | |
v1 = v1.to3D(); if (v1 === null) { return null; } | |
if (typeof(v2) == 'undefined') { | |
v2 = null; | |
} else { | |
v2 = Vector.create(v2); | |
v2 = v2.to3D(); if (v2 === null) { return null; } | |
} | |
var A1 = anchor.elements[0], A2 = anchor.elements[1], A3 = anchor.elements[2]; | |
var v11 = v1.elements[0], v12 = v1.elements[1], v13 = v1.elements[2]; | |
var normal, mod; | |
if (v2 !== null) { | |
var v21 = v2.elements[0], v22 = v2.elements[1], v23 = v2.elements[2]; | |
normal = Vector.create([ | |
(v12 - A2) * (v23 - A3) - (v13 - A3) * (v22 - A2), | |
(v13 - A3) * (v21 - A1) - (v11 - A1) * (v23 - A3), | |
(v11 - A1) * (v22 - A2) - (v12 - A2) * (v21 - A1) | |
]); | |
mod = normal.modulus(); | |
if (mod === 0) { return null; } | |
normal = Vector.create([normal.elements[0] / mod, normal.elements[1] / mod, normal.elements[2] / mod]); | |
} else { | |
mod = Math.sqrt(v11*v11 + v12*v12 + v13*v13); | |
if (mod === 0) { return null; } | |
normal = Vector.create([v1.elements[0] / mod, v1.elements[1] / mod, v1.elements[2] / mod]); | |
} | |
this.anchor = anchor; | |
this.normal = normal; | |
return this; | |
} | |
}; | |
// Constructor function | |
Plane.create = function(anchor, v1, v2) { | |
var P = new Plane(); | |
return P.setVectors(anchor, v1, v2); | |
}; | |
// X-Y-Z planes | |
Plane.XY = Plane.create(Vector.Zero(3), Vector.k); | |
Plane.YZ = Plane.create(Vector.Zero(3), Vector.i); | |
Plane.ZX = Plane.create(Vector.Zero(3), Vector.j); | |
Plane.YX = Plane.XY; Plane.ZY = Plane.YZ; Plane.XZ = Plane.ZX; | |
// Utility functions | |
var $V = Vector.create; | |
var $M = Matrix.create; | |
var $L = Line.create; | |
var $P = Plane.create; |
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/** | |
* @class vector | |
*/ | |
KISSY.add('khc/lib/vector', function(S) { | |
S.log('load-vector-module'); | |
/** | |
* @class Vector | |
*/ | |
function Vector(xx, yy) { | |
this.x = xx || 0; | |
this.y = yy || 0; | |
} | |
S.mix(Vector, { | |
random: function(scale){ | |
var scale = scale || 1; | |
var x = Math.random()*scale; | |
var y = Math.random()*scale; | |
var v = new Vector(x, y); | |
v.setAngle((Math.random() * Math.PI * 2)); | |
return v; | |
} | |
}); | |
S.mix(Vector.prototype, { | |
reset: function(xx, yy) { | |
this.x = xx; | |
this.y = yy; | |
}, | |
getClone: function() { | |
return new Vector(this.x, this.y); | |
}, | |
cut: function(max) { | |
var r = Math.min(max, this.getLength()); | |
this.setLength(r); | |
}, | |
cutNew: function(max) { | |
var r = Math.min(max, this.getLength()); | |
var v = this.getClone(); | |
v.setLength(r); | |
return v; | |
}, | |
equals: function(v) { | |
return (this.x == v.x && this.y == v.y); | |
}, | |
plus: function(v) { | |
this.x += v.x; | |
this.y += v.y; | |
}, | |
plusNew: function(v) { | |
return new Vector(this.x + v.x, this.y + v.y); | |
}, | |
minus: function(v) { | |
this.x -= v.x; | |
this.y -= v.y; | |
}, | |
minusNew: function(v) { | |
return new Vector(this.x - v.x, this.y - v.y); | |
}, | |
negate: function() { | |
this.x = -this.x; | |
this.y = -this.y; | |
}, | |
negateNew: function() { | |
return new Vector(-this.x, -this.y); | |
}, | |
scale: function(s) { | |
this.x *= s; | |
this.y *= s; | |
}, | |
scaleNew: function(s) { | |
return new Vector(this.x * s, this.y * s); | |
}, | |
getLength: function() { | |
return Math.sqrt(this.x * this.x + this.y * this.y); | |
}, | |
setLength: function(len) { | |
var r = this.getLength(); | |
if (r) this.scale(len / r); | |
else this.x = len; | |
}, | |
getAngle: function() { | |
return Math.atan2(this.y, this.x); | |
}, | |
setAngle: function(ang) { | |
var r = this.getLength(); | |
this.x = r * Math.cos(ang); | |
this.y = r * Math.sin(ang); | |
}, | |
rotate: function() { | |
var cos, sin; | |
var a = arguments; | |
if (a.length == 1) { | |
cos = Math.cos(a[0]); | |
sin = Math.sin(a[0]); | |
} else { | |
cos = a[0]; | |
sin = a[1]; | |
} | |
var rx = this.x * cos - this.y * sin; | |
var ry = this.x * sin + this.y * cos; | |
this.x = rx; | |
this.y = ry; | |
}, | |
rotateNew: function(ang) { | |
var v = new Vector(this.x, this.y); | |
v.rotate(ang); | |
return v; | |
}, | |
dot: function(v) { | |
return this.x * v.x + this.y * v.y; | |
}, | |
getNormal: function() { | |
return new Vector(-this.y, this.x); | |
}, | |
isPerpTo: function(v) { | |
return (this.dot(v) == 0); | |
}, | |
angleBetween: function(v) { | |
var dp = this.dot(v); | |
var cosAngle = dp / (this.getLength() * v.getLength()); | |
return Math.acos(cosAngle); | |
} | |
}); | |
return Vector; | |
}); |
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