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Add missing gles/lib/matrix.js file.

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commit 9d396a3aef1dd066f7d3fc6184b992047026b6b4 1 parent e7f942a
@cscott cscott authored
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  1. +238 −0 examples/gles/lib/matrix.js
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238 examples/gles/lib/matrix.js
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+//adding matrix 4x4 library
+/*
+ * Copyright (c) 2009, Mozilla Corp
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the <organization> nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY <copyright holder> ''AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+/*
+ * Based on sample code from the OpenGL(R) ES 2.0 Programming Guide, which carriers
+ * the following header:
+ *
+ * Book: OpenGL(R) ES 2.0 Programming Guide
+ * Authors: Aaftab Munshi, Dan Ginsburg, Dave Shreiner
+ * ISBN-10: 0321502795
+ * ISBN-13: 9780321502797
+ * Publisher: Addison-Wesley Professional
+ * URLs: http://safari.informit.com/9780321563835
+ * http://www.opengles-book.com
+ */
+
+//
+// A simple 4x4 Matrix utility class
+//
+
+function Matrix4x4() {
+ this.elements = Array(16);
+ this.loadIdentity();
+}
+
+Matrix4x4.prototype = {
+ scale: function (sx, sy, sz) {
+ this.elements[0*4+0] *= sx;
+ this.elements[0*4+1] *= sx;
+ this.elements[0*4+2] *= sx;
+ this.elements[0*4+3] *= sx;
+
+ this.elements[1*4+0] *= sy;
+ this.elements[1*4+1] *= sy;
+ this.elements[1*4+2] *= sy;
+ this.elements[1*4+3] *= sy;
+
+ this.elements[2*4+0] *= sz;
+ this.elements[2*4+1] *= sz;
+ this.elements[2*4+2] *= sz;
+ this.elements[2*4+3] *= sz;
+
+ return this;
+ },
+
+ translate: function (tx, ty, tz) {
+ this.elements[3*4+0] += this.elements[0*4+0] * tx + this.elements[1*4+0] * ty + this.elements[2*4+0] * tz;
+ this.elements[3*4+1] += this.elements[0*4+1] * tx + this.elements[1*4+1] * ty + this.elements[2*4+1] * tz;
+ this.elements[3*4+2] += this.elements[0*4+2] * tx + this.elements[1*4+2] * ty + this.elements[2*4+2] * tz;
+ this.elements[3*4+3] += this.elements[0*4+3] * tx + this.elements[1*4+3] * ty + this.elements[2*4+3] * tz;
+
+ return this;
+ },
+
+ rotate: function (angle, x, y, z) {
+ var mag = Math.sqrt(x*x + y*y + z*z);
+ var sinAngle = Math.sin(angle * Math.PI / 180.0);
+ var cosAngle = Math.cos(angle * Math.PI / 180.0);
+
+ if (mag > 0) {
+ var xx, yy, zz, xy, yz, zx, xs, ys, zs;
+ var oneMinusCos;
+ var rotMat;
+
+ x /= mag;
+ y /= mag;
+ z /= mag;
+
+ xx = x * x;
+ yy = y * y;
+ zz = z * z;
+ xy = x * y;
+ yz = y * z;
+ zx = z * x;
+ xs = x * sinAngle;
+ ys = y * sinAngle;
+ zs = z * sinAngle;
+ oneMinusCos = 1.0 - cosAngle;
+
+ rotMat = new Matrix4x4();
+
+ rotMat.elements[0*4+0] = (oneMinusCos * xx) + cosAngle;
+ rotMat.elements[0*4+1] = (oneMinusCos * xy) - zs;
+ rotMat.elements[0*4+2] = (oneMinusCos * zx) + ys;
+ rotMat.elements[0*4+3] = 0.0;
+
+ rotMat.elements[1*4+0] = (oneMinusCos * xy) + zs;
+ rotMat.elements[1*4+1] = (oneMinusCos * yy) + cosAngle;
+ rotMat.elements[1*4+2] = (oneMinusCos * yz) - xs;
+ rotMat.elements[1*4+3] = 0.0;
+
+ rotMat.elements[2*4+0] = (oneMinusCos * zx) - ys;
+ rotMat.elements[2*4+1] = (oneMinusCos * yz) + xs;
+ rotMat.elements[2*4+2] = (oneMinusCos * zz) + cosAngle;
+ rotMat.elements[2*4+3] = 0.0;
+
+ rotMat.elements[3*4+0] = 0.0;
+ rotMat.elements[3*4+1] = 0.0;
+ rotMat.elements[3*4+2] = 0.0;
+ rotMat.elements[3*4+3] = 1.0;
+
+ rotMat = rotMat.multiply(this);
+ this.elements = rotMat.elements;
+ }
+
+ return this;
+ },
+
+ frustum: function (left, right, bottom, top, nearZ, farZ) {
+ var deltaX = right - left;
+ var deltaY = top - bottom;
+ var deltaZ = farZ - nearZ;
+ var frust;
+
+ if ( (nearZ <= 0.0) || (farZ <= 0.0) ||
+ (deltaX <= 0.0) || (deltaY <= 0.0) || (deltaZ <= 0.0) )
+ return this;
+
+ frust = new Matrix4x4();
+
+ frust.elements[0*4+0] = 2.0 * nearZ / deltaX;
+ frust.elements[0*4+1] = frust.elements[0*4+2] = frust.elements[0*4+3] = 0.0;
+
+ frust.elements[1*4+1] = 2.0 * nearZ / deltaY;
+ frust.elements[1*4+0] = frust.elements[1*4+2] = frust.elements[1*4+3] = 0.0;
+
+ frust.elements[2*4+0] = (right + left) / deltaX;
+ frust.elements[2*4+1] = (top + bottom) / deltaY;
+ frust.elements[2*4+2] = -(nearZ + farZ) / deltaZ;
+ frust.elements[2*4+3] = -1.0;
+
+ frust.elements[3*4+2] = -2.0 * nearZ * farZ / deltaZ;
+ frust.elements[3*4+0] = frust.elements[3*4+1] = frust.elements[3*4+3] = 0.0;
+
+ frust = frust.multiply(this);
+ this.elements = frust.elements;
+
+ return this;
+ },
+
+ perspective: function (fovy, aspect, nearZ, farZ) {
+ var frustumH = Math.tan(fovy / 360.0 * Math.PI) * nearZ;
+ var frustumW = frustumH * aspect;
+
+ return this.frustum(-frustumW, frustumW, -frustumH, frustumH, nearZ, farZ);
+ },
+
+ ortho: function (left, right, bottom, top, nearZ, farZ) {
+ var deltaX = right - left;
+ var deltaY = top - bottom;
+ var deltaZ = farZ - nearZ;
+
+ var ortho = new Matrix4x4();
+
+ if ( (deltaX == 0.0) || (deltaY == 0.0) || (deltaZ == 0.0) )
+ return this;
+
+ ortho.elements[0*4+0] = 2.0 / deltaX;
+ ortho.elements[3*4+0] = -(right + left) / deltaX;
+ ortho.elements[1*4+1] = 2.0 / deltaY;
+ ortho.elements[3*4+1] = -(top + bottom) / deltaY;
+ ortho.elements[2*4+2] = -2.0 / deltaZ;
+ ortho.elements[3*4+2] = -(nearZ + farZ) / deltaZ;
+
+ ortho = ortho.multiply(this);
+ this.elements = ortho.elements;
+
+ return this;
+ },
+
+ multiply: function (right) {
+ var tmp = new Matrix4x4();
+
+ for (var i = 0; i < 4; i++) {
+ tmp.elements[i*4+0] =
+ (this.elements[i*4+0] * right.elements[0*4+0]) +
+ (this.elements[i*4+1] * right.elements[1*4+0]) +
+ (this.elements[i*4+2] * right.elements[2*4+0]) +
+ (this.elements[i*4+3] * right.elements[3*4+0]) ;
+
+ tmp.elements[i*4+1] =
+ (this.elements[i*4+0] * right.elements[0*4+1]) +
+ (this.elements[i*4+1] * right.elements[1*4+1]) +
+ (this.elements[i*4+2] * right.elements[2*4+1]) +
+ (this.elements[i*4+3] * right.elements[3*4+1]) ;
+
+ tmp.elements[i*4+2] =
+ (this.elements[i*4+0] * right.elements[0*4+2]) +
+ (this.elements[i*4+1] * right.elements[1*4+2]) +
+ (this.elements[i*4+2] * right.elements[2*4+2]) +
+ (this.elements[i*4+3] * right.elements[3*4+2]) ;
+
+ tmp.elements[i*4+3] =
+ (this.elements[i*4+0] * right.elements[0*4+3]) +
+ (this.elements[i*4+1] * right.elements[1*4+3]) +
+ (this.elements[i*4+2] * right.elements[2*4+3]) +
+ (this.elements[i*4+3] * right.elements[3*4+3]) ;
+ }
+
+ this.elements = tmp.elements;
+ return this;
+ },
+
+ loadIdentity: function () {
+ for (var i = 0; i < 16; i++)
+ this.elements[i] = 0;
+ this.elements[0*4+0] = 1.0;
+ this.elements[1*4+1] = 1.0;
+ this.elements[2*4+2] = 1.0;
+ this.elements[3*4+3] = 1.0;
+ return this;
+ }
+};
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