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quaggaJS/src/glMatrixAddon.js

429 lines
9.6 KiB
JavaScript

/*
<augmentedJS: A javascript library for natural feature tracking>
Copyright (C) 2011
- Christoph Oberhofer (ar.oberhofer@gmail.com)
- Jens Grubert (jg@jensgrubert.de)
- Gerhard Reitmayr (reitmayr@icg.tugraz.at)
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* glMatrixAddon.js
* Extension to the glMatrix library. The original glMatrix library
* was created by Brandon Jones.
*/
mat4.xVec4 = function(mat, vec, dest){
if(!dest) { dest = vec; }
var x = vec[0], y = vec[1], z = vec[2], w = vec[3];
dest[0] = mat[0]*x + mat[1]*y + mat[2]*z + mat[3]*w;
dest[1] = mat[4]*x + mat[5]*y + mat[6]*z + mat[7]*w;
dest[2] = mat[8]*x + mat[9]*y + mat[10]*z + mat[11]*w;
dest[3] = mat[12]*x + mat[13]*y + mat[14]*z + mat[15]*w;
return dest;
};
mat3.scale = function(mat, scalar, dest){
if(!dest || mat == dest) {
mat[0] *= scalar;
mat[1] *= scalar;
mat[2] *= scalar;
mat[3] *= scalar;
mat[4] *= scalar;
mat[5] *= scalar;
mat[6] *= scalar;
mat[7] *= scalar;
mat[8] *= scalar;
return mat;
}
dest = mat3.create();
dest[0] = mat[0]*scalar;
dest[1] = mat[1]*scalar;
dest[2] = mat[2]*scalar;
dest[3] = mat[3]*scalar;
dest[4] = mat[4]*scalar;
dest[5] = mat[5]*scalar;
dest[6] = mat[6]*scalar;
dest[7] = mat[7]*scalar;
dest[8] = mat[8]*scalar;
return dest;
};
mat3.inverse = function(mat, dest){
if(!dest) { dest = mat; }
var ha00 = mat[0], ha01 = mat[1], ha02 = mat[2];
var ha10 = mat[3], ha11 = mat[4], ha12 = mat[5];
var ha20 = mat[6], ha21 = mat[7], ha22 = mat[8];
var invDetA = 1/(ha00*ha11*ha22 + ha01*ha12*ha20 + ha02*ha10*ha21 - ha02*ha11*ha20 - ha01*ha10*ha22 - ha00*ha12*ha21);
dest[0] = (ha11*ha22 - ha12*ha21)*invDetA;
dest[1] = (ha02*ha21 - ha01*ha22)*invDetA;
dest[2] = (ha01*ha12 - ha02*ha11)*invDetA;
dest[3] = (ha12*ha20 - ha10*ha22)*invDetA;
dest[4] = (ha00*ha22 - ha02*ha20)*invDetA;
dest[5] = (ha02*ha10 - ha00*ha12)*invDetA;
dest[6] = (ha10*ha21 - ha11*ha20)*invDetA;
dest[7] = (ha01*ha20 - ha00*ha21)*invDetA;
dest[8] = (ha00*ha11 - ha01*ha10)*invDetA;
return dest;
};
mat3.multiply = function(mat, mat2, dest) {
if(!dest) { dest = mat; }
var ha00 = mat[0], ha01 = mat[1], ha02 = mat[2];
var ha10 = mat[3], ha11 = mat[4], ha12 = mat[5];
var ha20 = mat[6], ha21 = mat[7], ha22 = mat[8];
var hb00 = mat2[0], hb01 = mat2[1], hb02 = mat2[2];
var hb10 = mat2[3], hb11 = mat2[4], hb12 = mat2[5];
var hb20 = mat2[6], hb21 = mat2[7], hb22 = mat2[8];
dest[0] = ha00*hb00 + ha01*hb10 + ha02*hb20;
dest[1] = ha00*hb01 + ha01*hb11 + ha02*hb21;
dest[2] = ha00*hb02 + ha01*hb12 + ha02*hb22;
dest[3] = ha10*hb00 + ha11*hb10 + ha12*hb20;
dest[4] = ha10*hb01 + ha11*hb11 + ha12*hb21;
dest[5] = ha10*hb02 + ha11*hb12 + ha12*hb22;
dest[6] = ha20*hb00 + ha21*hb10 + ha22*hb20;
dest[7] = ha20*hb01 + ha21*hb11 + ha22*hb21;
dest[8] = ha20*hb02 + ha21*hb12 + ha22*hb22;
return dest;
};
mat3.xVec3 = function(mat, vec, dest){
if(!dest) { dest = vec; }
var x = vec[0], y = vec[1], z = vec[2];
dest[0] = mat[0]*x + mat[1]*y + mat[2]*z;
dest[1] = mat[3]*x + mat[4]*y + mat[5]*z;
dest[2] = mat[6]*x + mat[7]*y + mat[8]*z;
return dest;
};
var vec4={};
vec4.create = function(vec){
var dest;
if(vec) {
dest = new glMatrixArrayType(4);
dest[0] = vec[0];
dest[1] = vec[1];
dest[2] = vec[2];
dest[3] = vec[3];
} else {
if(glMatrixArrayType === Array)
dest = new glMatrixArrayType([0,0,0,0]);
else
dest = new glMatrixArrayType(4);
}
return dest;
};
vec4.project = function(vec, dest){
if(!dest) { dest = vec; }
dest[0] = vec[0]/vec[3];
dest[1] = vec[1]/vec[3];
dest[2] = vec[2]/vec[3];
return dest;
};
vec4.scale = function(vec, val, dest){
if(!dest || vec == dest) {
vec[0] *= val;
vec[1] *= val;
vec[2] *= val;
vec[4] *= val;
return vec;
}
dest[0] = vec[0]*val;
dest[1] = vec[1]*val;
dest[2] = vec[2]*val;
dest[3] = vec[3]*val;
return dest;
};
vec4.xMat4 = function(vec, mat, dest){
if(!dest) { dest = vec; }
var x = vec[0], y = vec[1], z = vec[2], w = vec[3];
dest[0] = mat[0]*x + mat[4]*y + mat[8]*z + mat[12]*w;
dest[1] = mat[1]*x + mat[5]*y + mat[9]*z + mat[13]*w;
dest[2] = mat[2]*x + mat[6]*y + mat[10]*z + mat[14]*w;
dest[3] = mat[3]*x + mat[7]*y + mat[11]*z + mat[15]*w;
return dest;
};
var mat2 = {};
mat2.create = function(mat){
var dest;
if(mat) {
dest = new glMatrixArrayType(4);
dest[0] = mat[0];
dest[1] = mat[1];
dest[2] = mat[2];
dest[3] = mat[3];
} else {
if(glMatrixArrayType === Array)
dest = new glMatrixArrayType([0,0,0,0]);
else
dest = new glMatrixArrayType(4);
}
return dest;
};
mat2.xVec2 = function(mat, vec, dest){
if(!dest) { dest = vec; }
var x = vec[0], y = vec[1];
dest[0] = mat[0]*x + mat[1]*y;
dest[1] = mat[2]*x + mat[3]*y;
return dest;
};
mat2.scale = function(mat, scale, dest){
if(!dest || mat == dest) {
mat[0] *= scale;
mat[1] *= scale;
mat[2] *= scale;
mat[3] *= scale;
return mat;
}
dest[0] = mat[0]*scale;
dest[1] = mat[1]*scale;
dest[2] = mat[2]*scale;
dest[3] = mat[3]*scale;
return dest;
};
mat2.determinant = function(mat){
return mat[0]*mat[3] - mat[1]*mat[2];
};
mat2.inverse = function(mat){
var scale = 1/(mat2.determinant(mat));
var a = mat[3]*scale,
b = -mat[1]*scale,
c = -mat[2]*scale,
d = mat[0];
mat[0] = a;
mat[1] = b;
mat[2] = c;
mat[3] = d;
return mat;
};
var vec2 = {};
vec2.create = function(vec){
var dest;
if(vec) {
dest = new glMatrixArrayType(2);
dest[0] = vec[0];
dest[1] = vec[1];
} else {
if(glMatrixArrayType === Array)
dest = new glMatrixArrayType([0,0]);
else
dest = new glMatrixArrayType(2);
}
return dest;
};
vec2.subtract = function(vec, vec2, dest) {
if(!dest || vec == dest) {
vec[0] -= vec2[0];
vec[1] -= vec2[1];
return vec;
}
dest[0] = vec[0] - vec2[0];
dest[1] = vec[1] - vec2[1];
return dest;
};
vec2.add = function(vec, vec2, dest) {
if(!dest || vec == dest) {
vec[0] += vec2[0];
vec[1] += vec2[1];
return vec;
}
dest[0] = vec[0] + vec2[0];
dest[1] = vec[1] + vec2[1];
return dest;
};
vec2.scale = function(vec, val, dest) {
if(!dest || vec == dest) {
vec[0] *= val;
vec[1] *= val;
return vec;
}
dest[0] = vec[0]*val;
dest[1] = vec[1]*val;
return dest;
};
vec2.normalize = function(vec, dest) {
if(!dest) { dest = vec; }
var x = vec[0], y = vec[1];
var len = Math.sqrt(x*x + y*y);
if (!len) {
dest[0] = 0;
dest[1] = 0;
return dest;
} else if (len == 1) {
dest[0] = x;
dest[1] = y;
return dest;
}
len = 1 / len;
dest[0] = x*len;
dest[1] = y*len;
return dest;
};
vec2.dot = function(vec, vec2){
return vec[0]*vec2[0] + vec[1]*vec2[1];
};
vec2.multiply = function(vec, vec2, dest){
if(!dest) { dest = vec; }
dest[0] = vec[0]*vec2[0];
dest[1] = vec[1]*vec2[1];
return dest;
};
/**
* @param vec vec2 to be unprojected [x,y] -> [x,y,1]
* @returns vec3 unprojected vector
*/
vec2.unproject = function(vec){
return vec3.create([vec[0], vec[1], 1]);
};
vec2.length = function(vec){
return Math.sqrt(vec[0]*vec[0] + vec[1]*vec[1]);
};
vec2.perspectiveProject = function(vec){
var result = vec2.create(vec);
return vec2.scale(result, 1/vec[2]);
};
/**
* @param vec vec3 to be projected [x,y,z] -> [x/z,y/z]
* @returns vec2 projected vector
*/
vec3.project = function(vec){
return vec2.scale(vec2.create(vec), 1/vec[2]);
};
var vec6 = {};
vec6.scale = function(vec, val, dest){
if(!dest || vec == dest) {
vec[0] *= val;
vec[1] *= val;
vec[2] *= val;
vec[3] *= val;
vec[4] *= val;
vec[5] *= val;
return vec;
}
dest[0] = vec[0]*val;
dest[1] = vec[1]*val;
dest[2] = vec[2]*val;
dest[3] = vec[3]*val;
dest[4] = vec[4]*val;
dest[5] = vec[5]*val;
return dest;
};
vec6.subtract = function(vec, vec2, dest){
if(!dest || vec == dest) {
vec[0] -= vec2[0];
vec[1] -= vec2[1];
vec[2] -= vec2[2];
vec[3] -= vec2[3];
vec[4] -= vec2[4];
vec[5] -= vec2[5];
return vec;
}
dest[0] = vec[0] - vec2[0];
dest[1] = vec[1] - vec2[1];
dest[2] = vec[2] - vec2[2];
dest[3] = vec[3] - vec2[3];
dest[4] = vec[4] - vec2[4];
dest[5] = vec[5] - vec2[5];
return dest;
};
vec6.dot = function(vec, vec2){
return vec[0]*vec2[0] + vec[1]*vec2[1] + vec[2]*vec2[2] + vec[3]*vec2[3] + vec[4]*vec2[4] + vec[5]*vec2[5];
};
var mat6 = {};
mat6.xVec6 = function(mat, vec, dest){
if(!dest) { dest = vec; }
var x = vec[0], y = vec[1], z = vec[2], u = vec[3], w = vec[4], v = vec[5];
dest[0] = mat[0]*x + mat[1]*y + mat[2]*z + mat[3]*u + mat[4]*w + mat[5]*v;
dest[1] = mat[6]*x + mat[7]*y + mat[8]*z + mat[9]*u + mat[10]*w + mat[11]*v;
dest[2] = mat[12]*x + mat[13]*y + mat[14]*z + mat[15]*u + mat[16]*w + mat[17]*v;
dest[3] = mat[18]*x + mat[19]*y + mat[20]*z + mat[21]*u + mat[22]*w + mat[23]*v;
dest[4] = mat[24]*x + mat[25]*y + mat[26]*z + mat[27]*u + mat[28]*w + mat[29]*v;
dest[5] = mat[30]*x + mat[31]*y + mat[32]*z + mat[33]*u + mat[34]*w + mat[35]*v;
return dest;
};
mat3.xVec3 = function(mat, vec, dest){
if(!dest) { dest = vec; }
var x = vec[0], y = vec[1], z = vec[2];
dest[0] = mat[0]*x + mat[1]*y + mat[2]*z;
dest[1] = mat[3]*x + mat[4]*y + mat[5]*z;
dest[2] = mat[6]*x + mat[7]*y + mat[8]*z;
return dest;
};