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Matrix3D.ts
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import {Box} from "../geom/Box";
import {Plane3D} from "../geom/Plane3D";
import {MathConsts} from "../geom/MathConsts";
import {Orientation3D} from "../geom/Orientation3D";
import {Quaternion} from "../geom/Quaternion";
import {Vector3D} from "../geom/Vector3D";
import {ArgumentError} from "../errors/ArgumentError";
import { Sphere } from './Sphere';
export class Matrix3D
{
/**
* A reference to a Matrix3D to be used as a temporary data container, preventing object creation.
*/
public static CALCULATION_MATRIX:Matrix3D = new Matrix3D();
private static _tempMatrix:Matrix3D = new Matrix3D();
static getAxisRotationMatrix(x:number, y:number, z:number, degrees:number, target:Matrix3D = null):Matrix3D
{
if (target == null)
target = new Matrix3D();
var targetData:Float32Array = target._rawData;
var rad = degrees*MathConsts.DEGREES_TO_RADIANS;
var c:number = Math.cos(rad);
var s:number = Math.sin(rad);
var t:number = 1 - c;
var tmp1:number, tmp2:number;
targetData[0] = c + x*x*t;
targetData[5] = c + y*y*t;
targetData[10] = c + z*z*t;
tmp1 = x*y*t;
tmp2 = z*s;
targetData[1] = tmp1 + tmp2;
targetData[4] = tmp1 - tmp2;
tmp1 = x*z*t;
tmp2 = y*s;
targetData[8] = tmp1 + tmp2;
targetData[2] = tmp1 - tmp2;
tmp1 = y*z*t;
tmp2 = x*s;
targetData[9] = tmp1 - tmp2;
targetData[6] = tmp1 + tmp2;
targetData[3] = 0;
targetData[7] = 0;
targetData[11] = 0;
targetData[12] = 0;
targetData[13] = 0;
targetData[14] = 0;
targetData[15] = 1;
target.invalidatePosition();
return target;
}
public static getPointAtMatrix(pos:Vector3D, dir:Vector3D, up:Vector3D, target:Matrix3D = null):Matrix3D
{
var dirN:Vector3D;
var upN:Vector3D;
var lftN:Vector3D;
if (target == null)
target = new Matrix3D();
var targetData:Float32Array = target._rawData;
dirN = dir.clone();
dirN.normalize();
upN = up.clone();
upN.normalize();
lftN = upN.crossProduct(dirN);
lftN.normalize();
if (lftN.length < 0.05) {
lftN.x = upN.y;
lftN.y = upN.x;
lftN.z = 0;
lftN.normalize();
}
upN = dirN.crossProduct(lftN);
targetData[0] = lftN.x;
targetData[1] = lftN.y;
targetData[2] = lftN.z;
targetData[3] = 0;
targetData[4] = upN.x;
targetData[5] = upN.y;
targetData[6] = upN.z;
targetData[7] = 0;
targetData[8] = dirN.x;
targetData[9] = dirN.y;
targetData[10] = dirN.z;
targetData[11] = 0;
targetData[12] = lftN.dotProduct(pos);
targetData[13] = upN.dotProduct(pos);
targetData[14] = dirN.dotProduct(pos);
targetData[15] = 1;
target.invalidatePosition();
return target;
}
/**
* Fills the 3d matrix with values representing the transformation made by the given quaternion.
*
* @param quarternion The quarterion object to convert.
*/
public static getQuaternionMatrix(quarternion:Quaternion, target:Matrix3D = null):Matrix3D
{
if (target == null)
target = new Matrix3D();
var targetData:Float32Array = target._rawData;
var x:number = quarternion.x;
var y:number = quarternion.y;
var z:number = quarternion.z;
var w:number = quarternion.w;
var xx:number = x*x;
var xy:number = x*y;
var xz:number = x*z;
var xw:number = x*w;
var yy:number = y*y;
var yz:number = y*z;
var yw:number = y*w;
var zz:number = z*z;
var zw:number = z*w;
targetData[0] = 1 - 2*(yy + zz);
targetData[1] = 2*(xy + zw);
targetData[2] = 2*(xz - yw);
targetData[4] = 2*(xy - zw);
targetData[5] = 1 - 2*(xx + zz);
targetData[6] = 2*(yz + xw);
targetData[8] = 2*(xz + yw);
targetData[9] = 2*(yz - xw);
targetData[10] = 1 - 2*(xx + yy);
targetData[3] = 0;
targetData[7] = 0;
targetData[11] = 0;
targetData[12] = 0;
targetData[13] = 0;
targetData[14] = 0;
targetData[15] = 1;
target.invalidatePosition();
return target;
}
/**
* Returns a boolean value representing whether there is any difference between the two given 3d matrices.
*/
public static compare(m1:Matrix3D, m2:Matrix3D):boolean
{
var r1:Float32Array = m1._rawData;
var r2:Float32Array = m2._rawData;
for (var i:number = 0; i < 16; ++i)
if (r1[i] != r2[i])
return false;
return true;
}
/**
* A Vector of 16 Numbers, where every four elements is a column of a 4x4 matrix.
*
* <p>An exception is thrown if the _rawData property is set to a matrix that is not invertible. The Matrix3D
* object must be invertible. If a non-invertible matrix is needed, create a subexport class of the Matrix3D object.</p>
*/
public _rawData:Float32Array;
private _position:Vector3D = new Vector3D();
private _positionDirty:boolean = true;
private _components:Array<Vector3D>;
/**
* [read-only] A number that determines whether a matrix is invertible.
*/
public get determinant():number
{
var raw:Float32Array = this._rawData;
return ((raw[0]*raw[5] - raw[4]*raw[1])*(raw[10]*raw[15] - raw[14]*raw[11])
- (raw[0]*raw[9] - raw[8]*raw[1])*(raw[6]*raw[15] - raw[14]*raw[7])
+ (raw[0]*raw[13] - raw[12]*raw[1])*(raw[6]*raw[11] - raw[10]*raw[7])
+ (raw[4]*raw[9] - raw[8]*raw[5])*(raw[2]*raw[15] - raw[14]*raw[3])
- (raw[4]*raw[13] - raw[12]*raw[5])*(raw[2]*raw[11] - raw[10]*raw[3])
+ (raw[8]*raw[13] - raw[12]*raw[9])*(raw[2]*raw[7] - raw[6]*raw[3]));
}
/**
* A Vector3D object that holds the position, the 3D coordinate (x,y,z) of a display object within the
* transformation's frame of reference.
*/
public get position():Vector3D
{
if (this._positionDirty) {
this._positionDirty = false;
this._position.x = this._rawData[12];
this._position.y = this._rawData[13];
this._position.z = this._rawData[14];
}
return this._position;
}
/**
* Creates a Matrix3D object.
*/
constructor(rawData:Float32Array = null)
{
if (rawData != null) {
this._rawData = rawData;
} else {
this._rawData = new Float32Array(16);
this.identity();
}
}
/**
* Appends the matrix by multiplying another Matrix3D object by the current Matrix3D object.
*/
public append(lhs:Matrix3D):void
{
var raw:Float32Array = this._rawData;
var rawLhs:Float32Array = lhs._rawData;
var m111:number = raw[0];
var m112:number = raw[1];
var m113:number = raw[2];
var m114:number = raw[3];
var m121:number = raw[4];
var m122:number = raw[5];
var m123:number = raw[6];
var m124:number = raw[7];
var m131:number = raw[8];
var m132:number = raw[9];
var m133:number = raw[10];
var m134:number = raw[11];
var m141:number = raw[12];
var m142:number = raw[13];
var m143:number = raw[14];
var m144:number = raw[15];
var m211:number = rawLhs[0];
var m212:number = rawLhs[1];
var m213:number = rawLhs[2];
var m214:number = rawLhs[3];
var m221:number = rawLhs[4];
var m222:number = rawLhs[5];
var m223:number = rawLhs[6];
var m224:number = rawLhs[7];
var m231:number = rawLhs[8];
var m232:number = rawLhs[9];
var m233:number = rawLhs[10];
var m234:number = rawLhs[11];
var m241:number = rawLhs[12];
var m242:number = rawLhs[13];
var m243:number = rawLhs[14];
var m244:number = rawLhs[15];
raw[0] = m111*m211 + m112*m221 + m113*m231 + m114*m241;
raw[1] = m111*m212 + m112*m222 + m113*m232 + m114*m242;
raw[2] = m111*m213 + m112*m223 + m113*m233 + m114*m243;
raw[3] = m111*m214 + m112*m224 + m113*m234 + m114*m244;
raw[4] = m121*m211 + m122*m221 + m123*m231 + m124*m241;
raw[5] = m121*m212 + m122*m222 + m123*m232 + m124*m242;
raw[6] = m121*m213 + m122*m223 + m123*m233 + m124*m243;
raw[7] = m121*m214 + m122*m224 + m123*m234 + m124*m244;
raw[8] = m131*m211 + m132*m221 + m133*m231 + m134*m241;
raw[9] = m131*m212 + m132*m222 + m133*m232 + m134*m242;
raw[10] = m131*m213 + m132*m223 + m133*m233 + m134*m243;
raw[11] = m131*m214 + m132*m224 + m133*m234 + m134*m244;
raw[12] = m141*m211 + m142*m221 + m143*m231 + m144*m241;
raw[13] = m141*m212 + m142*m222 + m143*m232 + m144*m242;
raw[14] = m141*m213 + m142*m223 + m143*m233 + m144*m243;
raw[15] = m141*m214 + m142*m224 + m143*m234 + m144*m244;
this._positionDirty = true;
}
/**
* Appends an incremental rotation to a Matrix3D object.
*/
public appendRotation(degrees:number, axis:Vector3D):void
{
this.append(Matrix3D.getAxisRotationMatrix(axis.x, axis.y, axis.z, degrees, Matrix3D._tempMatrix));
}
/**
* Appends an incremental skew change along the x, y, and z axes to a Matrix3D object.
*/
public appendSkew(xSkew:number, ySkew:number, zSkew:number):void
{
if(xSkew == 0 && ySkew == 0 && zSkew == 0)
return;
var rawData:Float32Array = Matrix3D._tempMatrix._rawData;
rawData[0] = 1;
rawData[1] = 0;
rawData[2] = 0;
rawData[3] = 0;
rawData[4] = xSkew;
rawData[5] = 1;
rawData[6] = 0;
rawData[7] = 0;
rawData[8] = ySkew;
rawData[9] = zSkew;
rawData[10] = 1;
rawData[11] = 0;
rawData[12] = 0;
rawData[13] = 0;
rawData[14] = 0;
rawData[15] = 1;
this.append(Matrix3D._tempMatrix);
}
/**
* Appends an incremental scale change along the x, y, and z axes to a Matrix3D object.
*/
public appendScale(xScale:number, yScale:number, zScale:number):void
{
if(xScale == 1 && yScale == 1 && zScale == 1)
return;
var rawData:Float32Array = Matrix3D._tempMatrix._rawData;
rawData[0] = xScale;
rawData[1] = 0;
rawData[2] = 0;
rawData[3] = 0;
rawData[4] = 0;
rawData[5] = yScale;
rawData[6] = 0;
rawData[7] = 0;
rawData[8] = 0;
rawData[9] = 0;
rawData[10] = zScale;
rawData[11] = 0;
rawData[12] = 0;
rawData[13] = 0;
rawData[14] = 0;
rawData[15] = 1;
this.append(Matrix3D._tempMatrix);
}
/**
*Appends an incremental translation, a repositioning along the x, y, and z axes, to a Matrix3D object.
*/
public appendTranslation(x:number, y:number, z:number):void
{
var raw:Float32Array = this._rawData;
var m41 = raw[3], m42 = raw[7], m43 = raw[11], m44 = raw[15];
raw[0 ] += x*m41;
raw[1 ] += y*m41;
raw[2 ] += z*m41;
raw[4 ] += x*m42;
raw[5 ] += y*m42;
raw[6 ] += z*m42;
raw[8 ] += x*m43;
raw[9 ] += y*m43;
raw[10] += z*m43;
raw[12] += x*m44;
raw[13] += y*m44;
raw[14] += z*m44;
this._positionDirty = true;
}
/**
* Returns a new Matrix3D object that is an exact copy of the current Matrix3D object.
*/
public clone():Matrix3D
{
var matrix3D:Matrix3D = new Matrix3D();
matrix3D.copyFrom(this);
return matrix3D;
}
/**
* Copies a Vector3D object into specific column of the calling Matrix3D object.
*/
public copyColumnFrom(column:number, vector3D:Vector3D):void
{
if (column < 0 || column > 3)
throw new ArgumentError("ArgumentError, Column " + column + " out of bounds [0, ..., 3]");
var targetData:Float32Array = this._rawData;
var vectorData:Float32Array = vector3D._rawData;
column *= 4;
targetData[column] = vectorData[0];
targetData[column + 1] = vectorData[1];
targetData[column + 2] = vectorData[2];
targetData[column + 3] = vectorData[3];
this._positionDirty = true;
}
/**
* Copies specific column of the calling Matrix3D object into the Vector3D object.
*/
public copyColumnTo(column:number, vector3D:Vector3D, negate:boolean = false):void
{
if (column < 0 || column > 3)
throw new ArgumentError("ArgumentError, Column " + column + " out of bounds [0, ..., 3]");
column *= 4;
var sourceData:Float32Array = this._rawData;
var vectorData:Float32Array = vector3D._rawData;
if (negate) {
vectorData[0] = -sourceData[column];
vectorData[1] = -sourceData[column + 1];
vectorData[2] = -sourceData[column + 2];
vectorData[3] = -sourceData[column + 3];
} else {
vectorData[0] = sourceData[column];
vectorData[1] = sourceData[column + 1];
vectorData[2] = sourceData[column + 2];
vectorData[3] = sourceData[column + 3];
}
}
/**
* Copies all of the matrix data from the source Matrix3D object into the calling Matrix3D object.
*/
public copyFrom(source:Matrix3D, transpose:boolean = false):void
{
var sourceData = source._rawData, targetData = this._rawData;
targetData[0] = sourceData[0];
targetData[5] = sourceData[5];
targetData[10] = sourceData[10];
targetData[15] = sourceData[15];
if (transpose) {
targetData[1] = sourceData[4];
targetData[2] = sourceData[8];
targetData[3] = sourceData[12];
targetData[4] = sourceData[1];
targetData[6] = sourceData[9];
targetData[7] = sourceData[13];
targetData[8] = sourceData[2];
targetData[9] = sourceData[6];
targetData[11] = sourceData[14];
targetData[12] = sourceData[3];
targetData[13] = sourceData[7];
targetData[14] = sourceData[11];
} else {
targetData[1] = sourceData[1];
targetData[2] = sourceData[2];
targetData[3] = sourceData[3];
targetData[4] = sourceData[4];
targetData[6] = sourceData[6];
targetData[7] = sourceData[7];
targetData[8] = sourceData[8];
targetData[9] = sourceData[9];
targetData[11] = sourceData[11];
targetData[12] = sourceData[12];
targetData[13] = sourceData[13];
targetData[14] = sourceData[14];
}
this._positionDirty = true;
}
/**
* Copies this Matrix3D object into a destination Matrix3D object.
*/
public copyTo(target:Matrix3D, transpose:boolean = false):void
{
target.copyFrom(this, transpose);
}
public copyRawDataFrom(sourceData:Float32Array, offset:number = 0, transpose:boolean = false):void
{
var targetData = this._rawData;
targetData[0] = sourceData[offset + 0];
targetData[5] = sourceData[offset + 5];
targetData[10] = sourceData[offset + 10];
targetData[15] = sourceData[offset + 15];
if (transpose) {
targetData[offset + 1] = sourceData[4];
targetData[offset + 2] = sourceData[8];
targetData[offset + 3] = sourceData[12];
targetData[offset + 4] = sourceData[1];
targetData[offset + 6] = sourceData[9];
targetData[offset + 7] = sourceData[13];
targetData[offset + 8] = sourceData[2];
targetData[offset + 9] = sourceData[6];
targetData[offset + 11] = sourceData[14];
targetData[offset + 12] = sourceData[3];
targetData[offset + 13] = sourceData[7];
targetData[offset + 14] = sourceData[11];
} else {
targetData[1] = sourceData[offset + 1];
targetData[2] = sourceData[offset + 2];
targetData[3] = sourceData[offset + 3];
targetData[4] = sourceData[offset + 4];
targetData[6] = sourceData[offset + 6];
targetData[7] = sourceData[offset + 7];
targetData[8] = sourceData[offset + 8];
targetData[9] = sourceData[offset + 9];
targetData[11] = sourceData[offset + 11];
targetData[12] = sourceData[offset + 12];
targetData[13] = sourceData[offset + 13];
targetData[14] = sourceData[offset + 14];
}
this._positionDirty = true;
}
public copyRawDataTo(targetData:Float32Array, offset:number = 0, transpose:boolean = false):void
{
var sourceData = this._rawData;
targetData[offset] = sourceData[0];
targetData[offset + 5] = sourceData[5];
targetData[offset + 10] = sourceData[10];
targetData[offset + 15] = sourceData[15];
if (transpose) {
targetData[offset + 1] = sourceData[4];
targetData[offset + 2] = sourceData[8];
targetData[offset + 3] = sourceData[12];
targetData[offset + 4] = sourceData[1];
targetData[offset + 6] = sourceData[9];
targetData[offset + 7] = sourceData[13];
targetData[offset + 8] = sourceData[2];
targetData[offset + 9] = sourceData[6];
targetData[offset + 11] = sourceData[14];
targetData[offset + 12] = sourceData[3];
targetData[offset + 13] = sourceData[7];
targetData[offset + 14] = sourceData[11];
} else {
targetData[offset + 1] = sourceData[1];
targetData[offset + 2] = sourceData[2];
targetData[offset + 3] = sourceData[3];
targetData[offset + 4] = sourceData[4];
targetData[offset + 6] = sourceData[6];
targetData[offset + 7] = sourceData[7];
targetData[offset + 8] = sourceData[8];
targetData[offset + 9] = sourceData[9];
targetData[offset + 11] = sourceData[11];
targetData[offset + 12] = sourceData[12];
targetData[offset + 13] = sourceData[13];
targetData[offset + 14] = sourceData[14];
}
}
/**
* Copies a Vector3D object into specific row of the calling Matrix3D object.
*/
public copyRowFrom(row:number, vector3D:Vector3D):void
{
if (row < 0 || row > 3)
throw new ArgumentError("ArgumentError, Row " + row + " out of bounds [0, ..., 3]");
var targetData:Float32Array = this._rawData;
var vectorData:Float32Array = vector3D._rawData;
targetData[row] = vectorData[0];
targetData[row + 4] = vectorData[1];
targetData[row + 8] = vectorData[2];
targetData[row + 12] = vectorData[3];
this._positionDirty = true;
}
/**
* Copies specific row of the calling Matrix3D object into the Vector3D object.
*/
public copyRowTo(row:number, vector3D:Vector3D, negate:boolean = false):void
{
if (row < 0 || row > 3)
throw new ArgumentError("ArgumentError, Row " + row + " out of bounds [0, ..., 3]");
var sourceData:Float32Array = this._rawData;
var vectorData:Float32Array = vector3D._rawData;
if (negate) {
vectorData[0] = -sourceData[row];
vectorData[1] = -sourceData[row + 4];
vectorData[2] = -sourceData[row + 8];
vectorData[3] = -sourceData[row + 12];
} else {
vectorData[0] = sourceData[row];
vectorData[1] = sourceData[row + 4];
vectorData[2] = sourceData[row + 8];
vectorData[3] = sourceData[row + 12];
}
}
/**
* Returns the transformation matrix's translation, rotation, and scale settings as a Vector of three Vector3D objects.
*/
public decompose(orientationStyle:string = "eulerAngles"):Vector3D[]
{
var q:Quaternion;
if (this._components == null)
this._components = [new Vector3D(), new Vector3D(), new Vector3D(), new Vector3D()];
var colX:Vector3D = new Vector3D(this._rawData[0], this._rawData[1], this._rawData[2]);
var colY:Vector3D = new Vector3D(this._rawData[4], this._rawData[5], this._rawData[6]);
var colZ:Vector3D = new Vector3D(this._rawData[8], this._rawData[9], this._rawData[10]);
var scale:Vector3D = this._components[3];
var skew:Vector3D = this._components[2];
//compute X scale factor and normalise colX
scale.x = colX.length;
colX.scaleBy(1/scale.x);
//compute XY shear factor and make colY orthogonal to colX
skew.x = colX.dotProduct(colY);
colY = Vector3D.combine(colY, colX, 1, -skew.x);
//compute Y scale factor and normalise colY
scale.y = colY.length;
colY.scaleBy(1/scale.y);
skew.x /= scale.y;
//compute XZ and YZ shears and make colZ orthogonal to colX and colY
skew.y = colX.dotProduct(colZ);
colZ = Vector3D.combine(colZ, colX, 1, -skew.y);
skew.z = colY.dotProduct(colZ);
colZ = Vector3D.combine(colZ, colY, 1, -skew.z);
//compute Z scale and normalise colZ
scale.z = colZ.length;
colZ.scaleBy(1/scale.z);
skew.y /= scale.z;
skew.z /= scale.z;
//at this point, the matrix (in cols) is orthonormal
//check for a coordinate system flip. If the determinant is -1, negate the z scaling factor
if (colX.dotProduct(colY.crossProduct(colZ)) < 0) {
scale.z = -scale.z;
colZ.x = -colZ.x;
colZ.y = -colZ.y;
colZ.z = -colZ.z;
}
var rot = this._components[1];
switch (orientationStyle) {
case Orientation3D.AXIS_ANGLE:
rot.w = Math.acos((colX.x + colY.y + colZ.z - 1)/2);
var len:number = Math.sqrt((colY.z - colZ.y)*(colY.z - colZ.y) + (colZ.x - colX.z)*(colZ.x - colX.z) + (colX.y - colY.x)*(colX.y - colY.x));
rot.x = (colY.z - colZ.y)/len;
rot.y = (colZ.x - colX.z)/len;
rot.z = (colX.y - colY.x)/len;
break;
case Orientation3D.QUATERNION:
var tr = colX.x + colY.y + colZ.z;
if (tr > 0) {
rot.w = Math.sqrt(1 + tr)/2;
rot.x = (colY.z - colZ.y)/(4*rot.w);
rot.y = (colZ.x - colX.z)/(4*rot.w);
rot.z = (colX.y - colY.x)/(4*rot.w);
} else if ((colX.x > colY.y) && (colX.x > colZ.z)) {
rot.x = Math.sqrt(1 + colX.x - colY.y - colZ.z)/2;
rot.w = (colY.z - colZ.y)/(4*rot.x);
rot.y = (colX.y + colY.x)/(4*rot.x);
rot.z = (colZ.x + colX.z)/(4*rot.x);
} else if (colY.y > colZ.z) {
rot.y = Math.sqrt(1 + colY.y - colX.x - colZ.z)/2;
rot.x = (colX.y + colY.x)/(4*rot.y);
rot.w = (colZ.x - colX.z)/(4*rot.y);
rot.z = (colY.z + colZ.y)/(4*rot.y);
} else {
rot.z = Math.sqrt(1 + colZ.z - colX.x - colY.y)/2;
rot.x = (colZ.x + colX.z)/(4*rot.z);
rot.y = (colY.z + colZ.y)/(4*rot.z);
rot.w = (colX.y - colY.x)/(4*rot.z);
}
break;
case Orientation3D.EULER_ANGLES:
rot.y = Math.asin(-colX.z);
//var cos:number = Math.cos(rot.y);
if (colX.z != 1 && colX.z != -1) {
rot.x = Math.atan2(colY.z, colZ.z);
rot.z = Math.atan2(colX.y, colX.x);
} else {
rot.z = 0;
rot.x = Math.atan2(colY.x, colY.y);
}
break;
}
this._components[0].copyFrom(this.position);
return this._components;
}
/**
* Uses the transformation matrix without its translation elements to transform a Vector3D object from one space
* coordinate to another.
*/
public deltaTransformVector(v:Vector3D, t:Vector3D = null):Vector3D
{
var x:number = v.x;
var y:number = v.y;
var z:number = v.z;
if (!t)
t = new Vector3D();
var raw:Float32Array = this._rawData;
var rawT:Float32Array = t._rawData;
rawT[0] = x*raw[0] + y*raw[4] + z*raw[8];
rawT[1] = x*raw[1] + y*raw[5] + z*raw[9];
rawT[2] = x*raw[2] + y*raw[6] + z*raw[10];
rawT[3] = x*raw[3] + y*raw[7] + z*raw[11];
return t;
}
public deltaTransformVectors(vin:Array<number>, vout:Array<number>):void
{
var raw:Float32Array = this._rawData;
var a:number = raw[0];
var e:number = raw[1];
var i:number = raw[2];
var m:number = raw[3];
var b:number = raw[4];
var f:number = raw[5];
var j:number = raw[6];
var n:number = raw[7];
var c:number = raw[8];
var g:number = raw[9];
var k:number = raw[10];
var o:number = raw[11];
var outIndex:number = 0;
var length:number = vin.length;
for(var index:number = 0; index<length; index+=3) {
var x:number = vin[index];
var y:number = vin[index+1];
var z:number = vin[index+2];
vout[outIndex++] = a * x + b * y + c * z;
vout[outIndex++] = e * x + f * y + g * z;
vout[outIndex++] = i * x + j * y + k * z;
}
}
/**
* Converts the current matrix to an identity or unit matrix.
*/
public identity():void
{
var raw:Float32Array = this._rawData;
raw[0] = 1;
raw[1] = 0;
raw[2] = 0;
raw[3] = 0;
raw[4] = 0;
raw[5] = 1;
raw[6] = 0;
raw[7] = 0;
raw[8] = 0;
raw[9] = 0;
raw[10] = 1;
raw[11] = 0;
raw[12] = 0;
raw[13] = 0;
raw[14] = 0;
raw[15] = 1;
this._positionDirty = true;
}
/**
* Inverts the current matrix.
*/
public invert():boolean
{
var d = this.determinant;
var invertable:boolean = Math.abs(d) > 0.00000000001;
var raw:Float32Array = this._rawData;
if (invertable) {
d = 1/d;
var m11:number = raw[0];
var m12:number = raw[1];
var m13:number = raw[2];
var m14:number = raw[3];
var m21:number = raw[4];
var m22:number = raw[5];
var m23:number = raw[6];
var m24:number = raw[7];
var m31:number = raw[8];
var m32:number = raw[9];
var m33:number = raw[10];
var m34:number = raw[11];
var m41:number = raw[12];
var m42:number = raw[13];
var m43:number = raw[14];
var m44:number = raw[15];
raw[0] = d*(m22*(m33*m44 - m43*m34) - m32*(m23*m44 - m43*m24) + m42*(m23*m34 - m33*m24));
raw[1] = -d*(m12*(m33*m44 - m43*m34) - m32*(m13*m44 - m43*m14) + m42*(m13*m34 - m33*m14));
raw[2] = d*(m12*(m23*m44 - m43*m24) - m22*(m13*m44 - m43*m14) + m42*(m13*m24 - m23*m14));
raw[3] = -d*(m12*(m23*m34 - m33*m24) - m22*(m13*m34 - m33*m14) + m32*(m13*m24 - m23*m14));
raw[4] = -d*(m21*(m33*m44 - m43*m34) - m31*(m23*m44 - m43*m24) + m41*(m23*m34 - m33*m24));
raw[5] = d*(m11*(m33*m44 - m43*m34) - m31*(m13*m44 - m43*m14) + m41*(m13*m34 - m33*m14));
raw[6] = -d*(m11*(m23*m44 - m43*m24) - m21*(m13*m44 - m43*m14) + m41*(m13*m24 - m23*m14));
raw[7] = d*(m11*(m23*m34 - m33*m24) - m21*(m13*m34 - m33*m14) + m31*(m13*m24 - m23*m14));
raw[8] = d*(m21*(m32*m44 - m42*m34) - m31*(m22*m44 - m42*m24) + m41*(m22*m34 - m32*m24));
raw[9] = -d*(m11*(m32*m44 - m42*m34) - m31*(m12*m44 - m42*m14) + m41*(m12*m34 - m32*m14));
raw[10] = d*(m11*(m22*m44 - m42*m24) - m21*(m12*m44 - m42*m14) + m41*(m12*m24 - m22*m14));
raw[11] = -d*(m11*(m22*m34 - m32*m24) - m21*(m12*m34 - m32*m14) + m31*(m12*m24 - m22*m14));
raw[12] = -d*(m21*(m32*m43 - m42*m33) - m31*(m22*m43 - m42*m23) + m41*(m22*m33 - m32*m23));
raw[13] = d*(m11*(m32*m43 - m42*m33) - m31*(m12*m43 - m42*m13) + m41*(m12*m33 - m32*m13));
raw[14] = -d*(m11*(m22*m43 - m42*m23) - m21*(m12*m43 - m42*m13) + m41*(m12*m23 - m22*m13));
raw[15] = d*(m11*(m22*m33 - m32*m23) - m21*(m12*m33 - m32*m13) + m31*(m12*m23 - m22*m13));
}
this._positionDirty = true;
return invertable;
}
public isIdentity():boolean
{
var raw:Float32Array = this._rawData;
if (raw[0] == 1 &&
raw[1] == 0 &&
raw[2] == 0 &&
raw[3] == 0 &&
raw[4] == 0 &&
raw[5] == 1 &&
raw[6] == 0 &&
raw[7] == 0 &&
raw[8] == 0 &&
raw[9] == 0 &&
raw[10] == 1 &&
raw[11] == 0 &&
raw[12] == 0 &&
raw[13] == 0 &&
raw[14] == 0 &&
raw[15] == 1)
return true;
return false;
}
/**
* Prepends a matrix by multiplying the current Matrix3D object by another Matrix3D object.
*/
public prepend(rhs:Matrix3D):void
{
var raw:Float32Array = this._rawData;
var rawRhs:Float32Array = rhs._rawData;
var m111:number = rawRhs[0];
var m112:number = rawRhs[1];
var m113:number = rawRhs[2];
var m114:number = rawRhs[3];
var m121:number = rawRhs[4];
var m122:number = rawRhs[5];
var m123:number = rawRhs[6];
var m124:number = rawRhs[7];
var m131:number = rawRhs[8];
var m132:number = rawRhs[9];
var m133:number = rawRhs[10];
var m134:number = rawRhs[11];
var m141:number = rawRhs[12];
var m142:number = rawRhs[13];
var m143:number = rawRhs[14];
var m144:number = rawRhs[15];
var m211:number = raw[0];
var m212:number = raw[1];
var m213:number = raw[2];
var m214:number = raw[3];
var m221:number = raw[4];
var m222:number = raw[5];
var m223:number = raw[6];
var m224:number = raw[7];
var m231:number = raw[8];
var m232:number = raw[9];
var m233:number = raw[10];
var m234:number = raw[11];
var m241:number = raw[12];
var m242:number = raw[13];
var m243:number = raw[14];
var m244:number = raw[15];
raw[0] = m111*m211 + m112*m221 + m113*m231 + m114*m241;
raw[1] = m111*m212 + m112*m222 + m113*m232 + m114*m242;
raw[2] = m111*m213 + m112*m223 + m113*m233 + m114*m243;
raw[3] = m111*m214 + m112*m224 + m113*m234 + m114*m244;
raw[4] = m121*m211 + m122*m221 + m123*m231 + m124*m241;
raw[5] = m121*m212 + m122*m222 + m123*m232 + m124*m242;
raw[6] = m121*m213 + m122*m223 + m123*m233 + m124*m243;
raw[7] = m121*m214 + m122*m224 + m123*m234 + m124*m244;
raw[8] = m131*m211 + m132*m221 + m133*m231 + m134*m241;
raw[9] = m131*m212 + m132*m222 + m133*m232 + m134*m242;
raw[10] = m131*m213 + m132*m223 + m133*m233 + m134*m243;
raw[11] = m131*m214 + m132*m224 + m133*m234 + m134*m244;
raw[12] = m141*m211 + m142*m221 + m143*m231 + m144*m241;
raw[13] = m141*m212 + m142*m222 + m143*m232 + m144*m242;
raw[14] = m141*m213 + m142*m223 + m143*m233 + m144*m243;
raw[15] = m141*m214 + m142*m224 + m143*m234 + m144*m244;
this._positionDirty = true;
}
/**
* Prepends an incremental rotation to a Matrix3D object.
*/
public prependRotation(degrees:number, axis:Vector3D) //, pivot:Vector3D = null ):void
{
this.prepend(Matrix3D.getAxisRotationMatrix(axis.x, axis.y, axis.z, degrees, Matrix3D._tempMatrix));
}
/**
* Prepends an incremental scale change along the x, y, and z axes to a Matrix3D object.
*/
public prependScale(xScale:number, yScale:number, zScale:number):void
{
if(xScale == 1 && yScale == 1 && zScale == 1)
return;
var rawData:Float32Array = Matrix3D._tempMatrix._rawData;
rawData[0] = xScale;
rawData[1] = 0;
rawData[2] = 0;
rawData[3] = 0;
rawData[4] = 0;
rawData[5] = yScale;
rawData[6] = 0;