| Index: utils/matrix/matrix4.dart
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| diff --git a/utils/matrix/matrix4.dart b/utils/matrix/matrix4.dart
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| new file mode 100644
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| index 0000000000000000000000000000000000000000..4d829d4d455b924521a2acafd44eb412b5892e26
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| --- /dev/null
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| +++ b/utils/matrix/matrix4.dart
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| @@ -0,0 +1,369 @@
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| +// Copyright (c) 2011, the Dart project authors. Please see the AUTHORS file
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| +// for details. All rights reserved. Use of this source code is governed by a
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| +// BSD-style license that can be found in the LICENSE file.
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| +
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| +// based on code from
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| +// http://code.google.com/p/closure-library/source/browse/trunk/closure/goog/vec/mat4.js
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| +
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| +/**
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| + * Thrown if you attempt to normalize a zero length vector.
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| + */
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| +class ZeroLengthVectorException implements Exception {
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| + ZeroLengthVectorException() {}
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| +}
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| +
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| +/**
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| + * Thrown if you attempt to invert a singular matrix. (A
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| + * singular matrix has no inverse.)
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| + */
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| +class SingularMatrixException implements Exception {
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| + SingularMatrixException() {}
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| +}
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| +
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| +/**
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| + * 3 dimensional vector.
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| + */
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| +class Vector3 {
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| + final double x;
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| + final double y;
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| + final double z;
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| +
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| + // TODO - should be const, but cannot because of
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| + // bug http://code.google.com/p/dart/issues/detail?id=777
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| +
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| + // TODO - switch to initializing formal syntax once we have type
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| + // checking for this.x style constructors. See bug
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| + // http://code.google.com/p/dart/issues/detail?id=464
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| + Vector3(double x, double y, double z) : x = x, y = y, z = z;
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| +
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| + double magnitude() => Math.sqrt(x*x + y*y + z*z);
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| +
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| + Vector3 normalize() {
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| + double len = magnitude();
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| + if (len == 0.0) {
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| + throw new ZeroLengthVectorException();
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| + }
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| + return new Vector3(x/len, y/len, z/len);
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| + }
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| +
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| + Vector3 operator negate() {
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| + return new Vector3(-x, -y, -z);
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| + }
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| +
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| + Vector3 operator -(Vector3 other) {
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| + return new Vector3(x - other.x, y - other.y, z - other.z);
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| + }
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| +
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| + Vector3 cross(Vector3 other) {
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| + double xResult = y * other.z - z * other.y;
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| + double yResult = z * other.x - x * other.z;
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| + double zResult = x * other.y - y * other.x;
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| + return new Vector3(xResult, yResult, zResult);
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| + }
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| +
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| + String toString() {
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| + return "Vector3($x,$y,$z)";
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| + }
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| +}
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| +
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| +/**
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| + * A 4x4 transformation matrix (for use with webgl)
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| + *
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| + * We label the elements of the matrix as follows:
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| + *
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| + * m00 m01 m02 m03
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| + * m10 m11 m12 m13
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| + * m20 m21 m22 m23
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| + * m30 m31 m32 m33
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| + *
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| + * These are stored in a 16 element [Float32Array], in column major
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| + * order, so they are ordered like this:
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| + *
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| + * [ m00,m10,m20,m30, m11,m21,m31,m41, m02,m12,m22,m32, m03,m13,m23,m33 ]
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| + * 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
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| + *
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| + * We use column major order because that is what WebGL APIs expect.
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| + *
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| + */
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| +class Matrix4 {
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| + final Float32Array buf;
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| +
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| + /**
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| + * Constructs a new Matrix4 with all entries initialized
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| + * to zero.
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| + */
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| + Matrix4() : buf = new Float32Array(16);
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| +
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| + /**
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| + * returns the index into [buf] for a given
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| + * row and column.
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| + */
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| + static int rc(int row, int col) => row + col * 4;
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| +
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| + double get m00() => buf[rc(0, 0)];
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| + double get m01() => buf[rc(0, 1)];
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| + double get m02() => buf[rc(0, 2)];
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| + double get m03() => buf[rc(0, 3)];
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| + double get m10() => buf[rc(1, 0)];
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| + double get m11() => buf[rc(1, 1)];
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| + double get m12() => buf[rc(1, 2)];
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| + double get m13() => buf[rc(1, 3)];
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| + double get m20() => buf[rc(2, 0)];
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| + double get m21() => buf[rc(2, 1)];
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| + double get m22() => buf[rc(2, 2)];
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| + double get m23() => buf[rc(2, 3)];
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| + double get m30() => buf[rc(3, 0)];
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| + double get m31() => buf[rc(3, 1)];
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| + double get m32() => buf[rc(3, 2)];
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| + double get m33() => buf[rc(3, 3)];
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| +
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| + void set m00(double m) { buf[rc(0, 0)] = m; }
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| + void set m01(double m) { buf[rc(0, 1)] = m; }
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| + void set m02(double m) { buf[rc(0, 2)] = m; }
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| + void set m03(double m) { buf[rc(0, 3)] = m; }
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| + void set m10(double m) { buf[rc(1, 0)] = m; }
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| + void set m11(double m) { buf[rc(1, 1)] = m; }
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| + void set m12(double m) { buf[rc(1, 2)] = m; }
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| + void set m13(double m) { buf[rc(1, 3)] = m; }
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| + void set m20(double m) { buf[rc(2, 0)] = m; }
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| + void set m21(double m) { buf[rc(2, 1)] = m; }
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| + void set m22(double m) { buf[rc(2, 2)] = m; }
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| + void set m23(double m) { buf[rc(2, 3)] = m; }
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| + void set m30(double m) { buf[rc(3, 0)] = m; }
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| + void set m31(double m) { buf[rc(3, 1)] = m; }
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| + void set m32(double m) { buf[rc(3, 2)] = m; }
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| + void set m33(double m) { buf[rc(3, 3)] = m; }
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| +
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| + String toString() {
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| + List<String> rows = new List();
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| + for (int row = 0; row < 4; row++) {
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| + List<String> items = new List();
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| + for (int col = 0; col < 4; col++) {
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| + double v = buf[rc(row, col)];
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| + if (v.abs() < 1e-16) {
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| + v = 0.0;
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| + }
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| + String display;
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| + try {
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| + display = v.toStringAsPrecision(4);
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| + } catch (Object e) {
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| + // TODO - remove this once toStringAsPrecision is implemented in vm
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| + display = v.toString();
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| + }
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| + items.add(display);
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| + }
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| + rows.add("| ${Strings.join(items, ", ")} |");
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| + }
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| + return "Matrix4:\n${Strings.join(rows, '\n')}";
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| + }
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| +
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| + /**
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| + * Cosntructs a new Matrix4 that represents the identity transformation
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| + * (all the diagonal entries are 1, and everything else is zero).
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| + */
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| + static Matrix4 identity() {
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| + Matrix4 m = new Matrix4();
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| + m.m00 = 1.0;
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| + m.m11 = 1.0;
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| + m.m22 = 1.0;
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| + m.m33 = 1.0;
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| + return m;
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| + }
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| +
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| + /**
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| + * Constructs a new Matrix4 that represents a rotation around an axis.
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| + *
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| + * [degrees] number of degrees to rotate
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| + * [axis] direction of axis of rotation (must not be zero length)
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| + */
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| + static Matrix4 rotation(double degrees, Vector3 axis) {
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| + double radians = degrees / 180.0 * Math.PI;
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| + axis = axis.normalize();
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| +
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| + double x = axis.x;
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| + double y = axis.y;
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| + double z = axis.z;
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| + double s = Math.sin(radians);
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| + double c = Math.cos(radians);
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| + double t = 1 - c;
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| +
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| + Matrix4 m = new Matrix4();
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| + m.m00 = x * x * t + c;
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| + m.m10 = x * y * t + z * s;
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| + m.m20 = x * z * t - y * s;
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| +
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| + m.m01 = x * y * t - z * s;
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| + m.m11 = y * y * t + c;
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| + m.m21 = y * z * t + x * s;
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| +
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| + m.m02 = x * z * t + y * s;
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| + m.m12 = y * z * t - x * s;
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| + m.m22 = z * z * t + c;
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| +
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| + m.m33 = 1.0;
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| + return m;
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| + }
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| +
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| + /**
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| + * Constructs a new Matrix4 that represents a translation.
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| + *
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| + * [v] vector representing which direction to move and how much to move
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| + */
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| + static Matrix4 translation(Vector3 v) {
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| + Matrix4 m = identity();
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| + m.m03 = v.x;
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| + m.m13 = v.y;
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| + m.m23 = v.z;
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| + return m;
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| + }
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| +
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| + /**
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| + * returns the transpose of this matrix
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| + */
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| + Matrix4 transpose() {
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| + Matrix4 m = new Matrix4();
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| + for (int row = 0; row < 4; row++) {
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| + for (int col = 0; col < 4; col++) {
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| + m.buf[rc(col, row)] = this.buf[rc(row, col)];
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| + }
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| + }
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| + return m;
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| + }
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| +
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| + /**
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| + * Returns result of multiplication of this matrix
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| + * by another matrix.
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| + *
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| + * In this equation:
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| + *
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| + * C = A * B
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| + *
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| + * C is the result of multiplying A * B.
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| + * A is this matrix
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| + * B is another matrix
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| + *
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| + */
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| + Matrix4 operator *(Matrix4 matrixB) {
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| + Matrix4 matrixC = new Matrix4();
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| + Float32Array bufA = this.buf;
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| + Float32Array bufB = matrixB.buf;
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| + Float32Array bufC = matrixC.buf;
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| + for (int row = 0; row < 4; row++) {
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| + for (int col = 0; col < 4; col++) {
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| + for (int i = 0; i < 4; i++) {
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| + bufC[rc(row, col)] += bufA[rc(row, i)] * bufB[rc(i, col)];
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| + }
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| + }
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| + }
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| + return matrixC;
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| + }
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| +
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| + /**
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| + * Constructs a 4x4 matrix matrix so that the eye is 'looking at' a
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| + * given center point. (What this means is that the returned matrix can be
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| + * used transform points from world coordinates to a new coordinate system
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| + * where the eye is at the origin, and the negative z-axis of the new
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| + * coordinate system goes from the eye towards the center point.)
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| + *
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| + * [eye] position of the eye (i.e. camera origin).
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| + * [center] point to aim the camera at.
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| + * [up] vector that identifies the up direction of the camera
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| + */
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| + static Matrix4 lookAt(Vector3 eye, Vector3 center, Vector3 up) {
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| + // Compute the z basis vector. (The z-axis negative direction is
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| + // from eye to center point.)
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| + Vector3 zBasis = (eye - center).normalize();
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| +
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| + // Compute x basis. (The positive x-axis points right.)
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| + Vector3 xBasis = up.cross(zBasis).normalize();
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| +
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| + // Compute the y basis. (The positive y-axis points approximately the same
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| + // direction as the supplied [up] direction, and is perpendicular to z and
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| + // x.)
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| + Vector3 yBasis = zBasis.cross(xBasis);
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| +
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| + // We now have an orthonormal basis.
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| + Matrix4 b = new Matrix4();
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| + b.m00 = xBasis.x; b.m01 = xBasis.y; b.m02 = xBasis.z;
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| + b.m10 = yBasis.x; b.m11 = yBasis.y; b.m12 = yBasis.z;
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| + b.m20 = zBasis.x; b.m21 = zBasis.y; b.m22 = zBasis.z;
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| + b.m33 = 1.0;
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| +
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| + // Before switching to the new basis, first translate by the negation
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| + // of the eye point. (This will put the eye at the origin of the
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| + // new coordinate system.)
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| + return b * Matrix4.translation(-eye);
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| + }
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| +
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| + /**
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| + * Makse a 4x4 matrix perspective projection matrix given a field of view and
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| + * aspect ratio.
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| + *
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| + * [fovyDegrees] field of view (in degrees) of the y-axis
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| + * [aspectRatio] width to height aspect ratio.
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| + * [zNear] distance to the near clipping plane.
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| + * [zFar] distance to the far clipping plane.
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| + */
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| + static Matrix4 perspective(double fovyDegrees, double aspectRatio,
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| + double zNear, double zFar) {
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| + double yTop = Math.tan(fovyDegrees * Math.PI / 180.0 / 2.0) * zNear;
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| + double xRight = aspectRatio * yTop;
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| + double zDepth = zFar - zNear;
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| +
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| + Matrix4 m = new Matrix4();
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| + m.m00 = zNear / xRight;
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| + m.m11 = zNear / yTop;
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| + m.m22 = -(zFar + zNear) / zDepth;
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| + m.m23 = -(2 * zNear * zFar) / zDepth;
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| + m.m32 = -1;
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| + return m;
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| + }
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| +
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| + /**
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| + * Returns the inverse of this matrix.
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| + */
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| + Matrix4 inverse() {
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| + double a0 = m00 * m11 - m10 * m01;
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| + double a1 = m00 * m21 - m20 * m01;
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| + double a2 = m00 * m31 - m30 * m01;
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| + double a3 = m10 * m21 - m20 * m11;
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| + double a4 = m10 * m31 - m30 * m11;
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| + double a5 = m20 * m31 - m30 * m21;
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| +
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| + double b0 = m02 * m13 - m12 * m03;
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| + double b1 = m02 * m23 - m22 * m03;
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| + double b2 = m02 * m33 - m32 * m03;
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| + double b3 = m12 * m23 - m22 * m13;
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| + double b4 = m12 * m33 - m32 * m13;
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| + double b5 = m22 * m33 - m32 * m23;
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| +
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| + // compute determinant
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| + double det = a0 * b5 - a1 * b4 + a2 * b3 + a3 * b2 - a4 * b1 + a5 * b0;
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| + if (det == 0) {
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| + throw new SingularMatrixException();
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| + }
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| +
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| + Matrix4 m = new Matrix4();
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| + m.m00 = (m11 * b5 - m21 * b4 + m31 * b3) / det;
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| + m.m10 = (-m10 * b5 + m20 * b4 - m30 * b3) / det;
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| + m.m20 = (m13 * a5 - m23 * a4 + m33 * a3) / det;
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| + m.m30 = (-m12 * a5 + m22 * a4 - m32 * a3) / det;
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| +
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| + m.m01 = (-m01 * b5 + m21 * b2 - m31 * b1) / det;
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| + m.m11 = (m00 * b5 - m20 * b2 + m30 * b1) / det;
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| + m.m21 = (-m03 * a5 + m23 * a2 - m33 * a1) / det;
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| + m.m31 = (m02 * a5 - m22 * a2 + m32 * a1) / det;
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| +
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| + m.m02 = (m01 * b4 - m11 * b2 + m31 * b0) / det;
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| + m.m12 = (-m00 * b4 + m10 * b2 - m30 * b0) / det;
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| + m.m22 = (m03 * a4 - m13 * a2 + m33 * a0) / det;
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| + m.m32 = (-m02 * a4 + m12 * a2 - m32 * a0) / det;
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| +
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| + m.m03 = (-m01 * b3 + m11 * b1 - m21 * b0) / det;
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| + m.m13 = (m00 * b3 - m10 * b1 + m20 * b0) / det;
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| + m.m23 = (-m03 * a3 + m13 * a1 - m23 * a0) / det;
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| + m.m33 = (m02 * a3 - m12 * a1 + m22 * a0) / det;
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| +
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| + return m;
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| + }
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| +}
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|
|