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Matrix3D implementation using Typed Arrays
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(function(w) { | |
var Matrix3D = {}; | |
Matrix3D._deg2rad = function(deg) { | |
return deg * (Math.PI / 180); | |
}; | |
Matrix3D.create = function() { | |
var out, args = Array.prototype.slice.call(arguments); | |
if (args.length > 0 && args.length < 16) throw 'Invalid arguments supplied!'; | |
if (args.length === 0) { | |
out = new Float32Array([1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1]); | |
} else { | |
out = new Float32Array(args); | |
} | |
return out; | |
}; | |
Matrix3D.fromTransform = function(str) { | |
var r = str.match(/([\d.-]+(?!\w))+/g); | |
if (r) { | |
return new Float32Array([ | |
r[0], r[1], r[2], r[3], | |
r[4], r[5], r[6], r[7], | |
r[8], r[9], r[10], r[11], | |
r[12], r[13], r[14], r[15] | |
]); | |
} else { | |
return; | |
} | |
}; | |
Matrix3D.identity = function(out) { | |
out[0] = out[5] = out[10] = out[15] = 1; | |
out[1] = out[2] = out[3] = out[4] = out[6] = out[7] = out[8] = out[9] = out[11] = out[12] = out[13] = out[14] = 0; | |
}; | |
Matrix3D.multiply = function(mx1, mx2, out) { | |
var a1 = mx1[0], b1 = mx1[1], c1 = mx1[2], d1 = mx1[3], | |
e1 = mx1[4], f1 = mx1[5], g1 = mx1[6], h1 = mx1[7], | |
i1 = mx1[8], j1 = mx1[9], k1 = mx1[10], l1 = mx1[11], | |
m1 = mx1[12], n1 = mx1[13], o1 = mx1[14], p1 = mx1[15]; | |
var a2 = mx2[0], b2 = mx2[1], c2 = mx2[2], d2 = mx2[3], | |
e2 = mx2[4], f2 = mx2[5], g2 = mx2[6], h2 = mx2[7], | |
i2 = mx2[8], j2 = mx2[9], k2 = mx2[10], l2 = mx2[11], | |
m2 = mx2[12], n2 = mx2[13], o2 = mx2[14], p2 = mx2[15]; | |
out[0] = a1 * a2 + b1 * e2 + c1 * i2 + d1 * m2; | |
out[1] = a1 * b2 + b1 * f2 + c1 * j2 + d1 * n2; | |
out[2] = a1 * c2 + b1 * g2 + c1 * k2 + d1 * o2; | |
out[3] = 0; | |
out[4] = e1 * a2 + f1 * e2 + g1 * i2 + h1 * m2; | |
out[5] = e1 * b2 + f1 * f2 + g1 * f2 + h1 * n2; | |
out[6] = e1 * c2 + f1 * g2 + g1 * k2 + h1 * o2; | |
out[7] = 0; | |
out[8] = i1 * a2 + j1 * e2 + k1 * i2 + l1 * m2; | |
out[9] = i1 * b2 + j1 * f2 + k1 * f2 + l1 * n2; | |
out[10] = i1 * c2 + j1 * g2 + k1 * k2 + l1 * o2; | |
out[11] = 0; | |
out[12] = m1 * a2 + n1 * e2 + o1 * i2 + p1 * m2; | |
out[13] = m1 * b2 + n1 * f2 + o1 * f2 + p1 * n2; | |
out[14] = m1 * c2 + n1 * g2 + o1 * k2 + p1 * o2; | |
out[15] = 1; | |
}; | |
Matrix3D.isEqual = function(mx1, mx2) { | |
var a1 = mx1[0], b1 = mx1[1], c1 = mx1[2], d1 = mx1[3], | |
e1 = mx1[4], f1 = mx1[5], g1 = mx1[6], h1 = mx1[7], | |
i1 = mx1[8], j1 = mx1[9], k1 = mx1[10], l1 = mx1[11], | |
m1 = mx1[12], n1 = mx1[13], o1 = mx1[14], p1 = mx1[15]; | |
var a2 = mx2[0], b2 = mx2[1], c2 = mx2[2], d2 = mx2[3], | |
e2 = mx2[4], f2 = mx2[5], g2 = mx2[6], h2 = mx2[7], | |
i2 = mx2[8], j2 = mx2[9], k2 = mx2[10], l2 = mx2[11], | |
m2 = mx2[12], n2 = mx2[13], o2 = mx2[14], p2 = mx2[15]; | |
if (a1 === a2 && b1 === b2 && c1 === c2 && d1 === d2 && | |
e1 === e2 && f1 === f2 && g1 === g2 && h1 === h2 && | |
i1 === i2 && j1 === j2 && k1 === k2 && l1 === l2 && | |
m1 === m2 && n1 === n2 && o1 === o2 && p1 === p2) { | |
return true; | |
} else { | |
return false; | |
} | |
}; | |
Matrix3D.translate = function(out, tx, ty, tz) { | |
out[12] = tx; | |
out[13] = ty || out[13]; | |
out[14] = tz || out[14]; | |
}; | |
Matrix3D.translateX = function(out, tx) { | |
out[12] = tx; | |
}; | |
Matrix3D.translateY = function(out, ty) { | |
out[13] = ty; | |
}; | |
Matrix3D.translateZ = function(out, tz) { | |
out[14] = tz; | |
}; | |
Matrix3D.scale = function(out, sx, sy, sz) { | |
out[0] = sx; | |
out[5] = sy || out[5]; | |
out[10] = sz || out[10]; | |
}; | |
Matrix3D.scaleX = function(out, sx) { | |
out[0] = sx; | |
}; | |
Matrix3D.scaleY = function(out, sy) { | |
out[5] = sy; | |
}; | |
Matrix3D.scaleZ = function(out, sz) { | |
out[10] = sz; | |
}; | |
Matrix3D.rotate = function(out, deg) { | |
var rad = Matrix3D._deg2rad(deg), | |
cos = Math.cos(rad), | |
sin = Math.sin(rad); | |
out[0] = cos; | |
out[1] = sin; | |
out[4] = -sin; | |
out[5] = cos; | |
}; | |
Matrix3D.rotateX = function(out, deg) { | |
var rad = Matrix3D._deg2rad(deg), | |
cos = Math.cos(rad), | |
sin = Math.sin(rad); | |
out[5] = cos; | |
out[6] = sin; | |
out[9] = -sin; | |
out[10] = cos; | |
}; | |
Matrix3D.rotateY = function(out, deg) { | |
var rad = Matrix3D._deg2rad(deg), | |
cos = Math.cos(rad), | |
sin = Math.sin(rad); | |
out[0] = cos; | |
out[2] = sin; | |
out[8] = -sin; | |
out[10] = cos; | |
}; | |
Matrix3D.rotateZ = function(out, deg) { | |
Matrix3D.rotate(out, deg); | |
}; | |
Matrix3D.skew = function(out, xdeg, ydeg) { | |
var xrad = Matrix3D._deg2rad(xdeg), | |
yrad = ydeg ? Matrix3D._deg2rad(ydeg) : 0, | |
xtan = Math.tan(xrad), | |
ytan = Math.tan(yrad); | |
out[4] = xtan; | |
out[1] = ytan; | |
}; | |
Matrix3D.skewX = function(out, xdeg) { | |
var rad = Matrix3D._deg2rad(xdeg), | |
tan = Math.tan(rad); | |
out[4] = tan; | |
}; | |
Matrix3D.skewY = function(out, ydeg) { | |
var rad = Matrix3D._deg2rad(ydeg), | |
tan = Math.tan(rad); | |
out[1] = tan; | |
}; | |
Matrix3D.toTransform = function(mx) { | |
return 'matrix(' + mx[0] + ',' + mx[1] + ',' + | |
mx[4] + ',' + mx[5] + ',' + | |
mx[12] + ',' + mx[13] + ')'; | |
}; | |
Matrix3D.toTransform3D = function(mx) { | |
return 'matrix3d(' + mx[0] + ',' + mx[1] + ',' + mx[2] + ',' + mx[3] + ',' + | |
mx[4] + ',' + mx[5] + ',' + mx[6] + ',' + mx[7] + ',' + | |
mx[8] + ',' + mx[9] + ',' + mx[10] + ',' + mx[11] + ',' + | |
mx[12] + ',' + mx[13] + ',' + mx[14] + ',' + mx[15] + ')'; | |
}; | |
w.Matrix3D = Matrix3D; | |
})(window); |
For speed it is purely for defining matrices. Use Matrix3D.multiply for doing calculations, e.g.:
var mtx1 = Matrix3D.create();
var mtx2 = Matrix3D.create();
Matrix3D.rotateX(mtx1, 30);
Matrix3D.rotateX(mtx2, 45);
Matrix3D.multiply(mtx1, mtx2, mtx1);
In the above example, mtx1
should now have a rotation of 75
degrees on the X axis.
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I enthustiastically used this, but then I notice that it actually doesnt do math (doing rotateX multiple times doesnt work). So it's a glorified formatter :)