From a636b9e04fd2ae68d1be908ff0fa2aefa302da4b Mon Sep 17 00:00:00 2001 From: David Sehnal <david.sehnal@gmail.com> Date: Fri, 3 Nov 2017 15:57:23 +0100 Subject: [PATCH] refactored 3d linear algebra --- src/mol-base/math/linear-algebra-3d.ts | 196 ++++++++++++------------- 1 file changed, 95 insertions(+), 101 deletions(-) diff --git a/src/mol-base/math/linear-algebra-3d.ts b/src/mol-base/math/linear-algebra-3d.ts index cfbf4010a..cbfe8de21 100644 --- a/src/mol-base/math/linear-algebra-3d.ts +++ b/src/mol-base/math/linear-algebra-3d.ts @@ -16,9 +16,9 @@ * furnished to do so, subject to the following conditions: */ -export type Mat4 = number[] -export type Vec3 = number[] -export type Vec4 = number[] +export interface Mat4 { [d: number]: number, '@type': 'mat4' } +export interface Vec3 { [d: number]: number, '@type': 'vec3' | 'vec4' } +export interface Vec4 { [d: number]: number, '@type': 'vec4' } const enum EPSILON { Value = 0.000001 } @@ -30,15 +30,15 @@ export function Mat4() { * Stores a 4x4 matrix in a column major (j * 4 + i indexing) format. */ export namespace Mat4 { - export function zero(): number[] { + export function zero(): Mat4 { // force double backing array by 0.1. const ret = [0.1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]; ret[0] = 0.0; - return ret; + return ret as any; } - export function identity(): number[] { - let out = zero(); + export function identity(): Mat4 { + const out = zero(); out[0] = 1; out[1] = 0; out[2] = 0; @@ -58,7 +58,7 @@ export namespace Mat4 { return out; } - export function fromIdentity(mat: number[]): number[] { + export function setIdentity(mat: Mat4): Mat4 { mat[0] = 1; mat[1] = 0; mat[2] = 0; @@ -78,18 +78,18 @@ export namespace Mat4 { return mat; } - export function ofRows(rows: number[][]): number[] { - let out = zero(), i: number, j: number, r: number[]; - for (i = 0; i < 4; i++) { - r = rows[i]; - for (j = 0; j < 4; j++) { + export function ofRows(rows: number[][]): Mat4 { + const out = zero(); + for (let i = 0; i < 4; i++) { + const r = rows[i]; + for (let j = 0; j < 4; j++) { out[4 * j + i] = r[j]; } } return out; } - export function areEqual(a: number[], b: number[], eps: number) { + export function areEqual(a: Mat4, b: Mat4, eps: number) { for (let i = 0; i < 16; i++) { if (Math.abs(a[i] - b[i]) > eps) { return false; @@ -98,11 +98,11 @@ export namespace Mat4 { return true; } - export function setValue(a: number[], i: number, j: number, value: number) { + export function setValue(a: Mat4, i: number, j: number, value: number) { a[4 * j + i] = value; } - export function copy(out: number[], a: number[]) { + export function copy(out: Mat4, a: Mat4) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; @@ -122,12 +122,12 @@ export namespace Mat4 { return out; } - export function clone(a: number[]) { + export function clone(a: Mat4) { return Mat4.copy(Mat4.zero(), a); } - export function invert(out: number[], a: number[]) { - let a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + export function invert(out: Mat4, a: Mat4) { + const a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], @@ -143,13 +143,13 @@ export namespace Mat4 { b08 = a20 * a33 - a23 * a30, b09 = a21 * a32 - a22 * a31, b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32, + b11 = a22 * a33 - a23 * a32; - // Calculate the determinant - det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; + // Calculate the determinant + let det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; if (!det) { - return null; + return Number.NaN; } det = 1.0 / det; @@ -173,8 +173,8 @@ export namespace Mat4 { return out; } - export function mul(out: number[], a: number[], b: number[]) { - let a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + export function mul(out: Mat4, a: Mat4, b: Mat4) { + const a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; @@ -206,13 +206,13 @@ export namespace Mat4 { return out; } - export function mul3(out: number[], a: number[], b: number[], c: number[]) { + export function mul3(out: Mat4, a: Mat4, b: Mat4, c: Mat4) { return mul(out, mul(out, a, b), c); } - export function translate(out: number[], a: number[], v: number[]) { - let x = v[0], y = v[1], z = v[2], - a00: number, a01: number, a02: number, a03: number, + export function translate(out: Mat4, a: Mat4, v: Mat4) { + const x = v[0], y = v[1], z = v[2]; + let a00: number, a01: number, a02: number, a03: number, a10: number, a11: number, a12: number, a13: number, a20: number, a21: number, a22: number, a23: number; @@ -239,7 +239,7 @@ export namespace Mat4 { return out; } - export function fromTranslation(out: number[], v: number[]) { + export function fromTranslation(out: Mat4, v: Mat4) { out[0] = 1; out[1] = 0; out[2] = 0; @@ -259,7 +259,7 @@ export namespace Mat4 { return out; } - export function rotate(out: number[], a: number[], rad: number, axis: number[]) { + export function rotate(out: Mat4, a: Mat4, rad: number, axis: Mat4) { let x = axis[0], y = axis[1], z = axis[2], len = Math.sqrt(x * x + y * y + z * z), s, c, t, @@ -270,7 +270,9 @@ export namespace Mat4 { b10, b11, b12, b20, b21, b22; - if (Math.abs(len) < EPSILON.Value) { return null; } + if (Math.abs(len) < EPSILON.Value) { + return Mat4.identity(); + } len = 1 / len; x *= len; @@ -313,12 +315,12 @@ export namespace Mat4 { return out; } - export function fromRotation(out: number[], rad: number, axis: number[]) { + export function fromRotation(out: Mat4, rad: number, axis: Vec3) { let x = axis[0], y = axis[1], z = axis[2], len = Math.sqrt(x * x + y * y + z * z), s, c, t; - if (Math.abs(len) < EPSILON.Value) { return fromIdentity(out); } + if (Math.abs(len) < EPSILON.Value) { return setIdentity(out); } len = 1 / len; x *= len; @@ -349,8 +351,8 @@ export namespace Mat4 { return out; } - export function scale(out: number[], a: number[], v: number[]) { - let x = v[0], y = v[1], z = v[2]; + export function scale(out: Mat4, a: Mat4, v: Vec3) { + const x = v[0], y = v[1], z = v[2]; out[0] = a[0] * x; out[1] = a[1] * x; @@ -371,7 +373,7 @@ export namespace Mat4 { return out; } - export function fromScaling(out: number[], v: number[]) { + export function fromScaling(out: Mat4, v: Vec3) { out[0] = v[0]; out[1] = 0; out[2] = 0; @@ -391,7 +393,7 @@ export namespace Mat4 { return out; } - export function makeTable(m: number[]) { + export function makeTable(m: Mat4) { let ret = ''; for (let i = 0; i < 4; i++) { for (let j = 0; j < 4; j++) { @@ -403,8 +405,8 @@ export namespace Mat4 { return ret; } - export function determinant(a: number[]) { - let a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + export function determinant(a: Mat4) { + const a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], @@ -427,113 +429,109 @@ export namespace Mat4 { } } -export function Vec3(x?: number, y?: number, z?: number) { - return Vec3.fromValues(x || 0, y || 0, z || 0); -} - export namespace Vec3 { - export function zero() { - let out = [0.1, 0.0, 0.0]; + export function zero(): Vec3 { + const out = [0.1, 0.0, 0.0]; out[0] = 0; - return out; + return out as any; } - export function clone(a: number[]) { - let out = zero(); + export function clone(a: Vec3): Vec3 { + const out = zero(); out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; return out; } - export function fromObj(v: { x: number, y: number, z: number }) { - return fromValues(v.x, v.y, v.z); + export function fromObj(v: { x: number, y: number, z: number }): Vec3 { + return create(v.x, v.y, v.z); } - export function toObj(v: number[]) { + export function toObj(v: Vec3) { return { x: v[0], y: v[1], z: v[2] }; } - export function fromValues(x: number, y: number, z: number) { - let out = zero(); + export function create(x: number, y: number, z: number): Vec3 { + const out = zero(); out[0] = x; out[1] = y; out[2] = z; return out; } - export function set(out: number[], x: number, y: number, z: number) { + export function set(out: Vec3, x: number, y: number, z: number): Vec3 { out[0] = x; out[1] = y; out[2] = z; return out; } - export function copy(out: number[], a: number[]) { + export function copy(out: Vec3, a: Vec3) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; return out; } - export function add(out: number[], a: number[], b: number[]) { + export function add(out: Vec3, a: Vec3, b: Vec3) { out[0] = a[0] + b[0]; out[1] = a[1] + b[1]; out[2] = a[2] + b[2]; return out; } - export function sub(out: number[], a: number[], b: number[]) { + export function sub(out: Vec3, a: Vec3, b: Vec3) { out[0] = a[0] - b[0]; out[1] = a[1] - b[1]; out[2] = a[2] - b[2]; return out; } - export function scale(out: number[], a: number[], b: number) { + export function scale(out: Vec3, a: Vec3, b: number) { out[0] = a[0] * b; out[1] = a[1] * b; out[2] = a[2] * b; return out; } - export function scaleAndAdd(out: number[], a: number[], b: number[], scale: number) { + export function scaleAndAdd(out: Vec3, a: Vec3, b: Vec3, scale: number) { out[0] = a[0] + (b[0] * scale); out[1] = a[1] + (b[1] * scale); out[2] = a[2] + (b[2] * scale); return out; } - export function distance(a: number[], b: number[]) { - let x = b[0] - a[0], + export function distance(a: Vec3, b: Vec3) { + const x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2]; return Math.sqrt(x * x + y * y + z * z); } - export function squaredDistance(a: number[], b: number[]) { - let x = b[0] - a[0], + export function squaredDistance(a: Vec3, b: Vec3) { + const x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2]; return x * x + y * y + z * z; } - export function magnitude(a: number[]) { - let x = a[0], + export function magnitude(a: Vec3) { + const x = a[0], y = a[1], z = a[2]; return Math.sqrt(x * x + y * y + z * z); } - export function squaredMagnitude(a: number[]) { - let x = a[0], + export function squaredMagnitude(a: Vec3) { + const x = a[0], y = a[1], z = a[2]; return x * x + y * y + z * z; } - export function normalize(out: number[], a: number[]) { - let x = a[0], + export function normalize(out: Vec3, a: Vec3) { + const x = a[0], y = a[1], z = a[2]; let len = x * x + y * y + z * z; @@ -546,12 +544,12 @@ export namespace Vec3 { return out; } - export function dot(a: number[], b: number[]) { + export function dot(a: Vec3, b: Vec3) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; } - export function cross(out: number[], a: number[], b: number[]) { - let ax = a[0], ay = a[1], az = a[2], + export function cross(out: Vec3, a: Vec3, b: Vec3) { + const ax = a[0], ay = a[1], az = a[2], bx = b[0], by = b[1], bz = b[2]; out[0] = ay * bz - az * by; @@ -560,8 +558,8 @@ export namespace Vec3 { return out; } - export function lerp(out: number[], a: number[], b: number[], t: number) { - let ax = a[0], + export function lerp(out: Vec3, a: Vec3, b: Vec3, t: number) { + const ax = a[0], ay = a[1], az = a[2]; out[0] = ax + t * (b[0] - ax); @@ -570,8 +568,8 @@ export namespace Vec3 { return out; } - export function transformMat4(out: number[], a: number[], m: number[]) { - let x = a[0], y = a[1], z = a[2], + export function transformMat4(out: Vec3, a: Vec3, m: number[]) { + const x = a[0], y = a[1], z = a[2], w = (m[3] * x + m[7] * y + m[11] * z + m[15]) || 1.0; out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w; out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w; @@ -580,14 +578,14 @@ export namespace Vec3 { } const angleTempA = zero(), angleTempB = zero(); - export function angle(a: number[], b: number[]) { + export function angle(a: Vec3, b: Vec3) { copy(angleTempA, a); copy(angleTempB, b); normalize(angleTempA, angleTempA); normalize(angleTempB, angleTempB); - let cosine = dot(angleTempA, angleTempB); + const cosine = dot(angleTempA, angleTempB); if (cosine > 1.0) { return 0; @@ -602,26 +600,22 @@ export namespace Vec3 { const rotTemp = zero(); export function makeRotation(mat: Mat4, a: Vec3, b: Vec3): Mat4 { const by = angle(a, b); - if (Math.abs(by) < 0.0001) return Mat4.fromIdentity(mat); + if (Math.abs(by) < 0.0001) return Mat4.setIdentity(mat); const axis = cross(rotTemp, a, b); return Mat4.fromRotation(mat, by, axis); } } -export function Vec4(x?: number, y?: number, z?: number, w?: number) { - return Vec4.fromValues(x || 0, y || 0, z || 0, w || 0); -} - export namespace Vec4 { - export function zero(): number[] { + export function zero(): Vec4 { // force double backing array by 0.1. const ret = [0.1, 0, 0, 0]; ret[0] = 0.0; - return ret; + return ret as any; } - export function clone(a: number[]) { - let out = zero(); + export function clone(a: Vec4) { + const out = zero(); out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; @@ -629,8 +623,8 @@ export namespace Vec4 { return out; } - export function fromValues(x: number, y: number, z: number, w: number) { - let out = zero(); + export function create(x: number, y: number, z: number, w: number) { + const out = zero(); out[0] = x; out[1] = y; out[2] = z; @@ -638,7 +632,7 @@ export namespace Vec4 { return out; } - export function set(out: number[], x: number, y: number, z: number, w: number) { + export function set(out: Vec4, x: number, y: number, z: number, w: number) { out[0] = x; out[1] = y; out[2] = z; @@ -646,40 +640,40 @@ export namespace Vec4 { return out; } - export function distance(a: number[], b: number[]) { - let x = b[0] - a[0], + export function distance(a: Vec4, b: Vec4) { + const x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2], w = b[3] - a[3]; return Math.sqrt(x * x + y * y + z * z + w * w); } - export function squaredDistance(a: number[], b: number[]) { - let x = b[0] - a[0], + export function squaredDistance(a: Vec4, b: Vec4) { + const x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2], w = b[3] - a[3]; return x * x + y * y + z * z + w * w; } - export function norm(a: number[]) { - let x = a[0], + export function norm(a: Vec4) { + const x = a[0], y = a[1], z = a[2], w = a[3]; return Math.sqrt(x * x + y * y + z * z + w * w); } - export function squaredNorm(a: number[]) { - let x = a[0], + export function squaredNorm(a: Vec4) { + const x = a[0], y = a[1], z = a[2], w = a[3]; return x * x + y * y + z * z + w * w; } - export function transform(out: number[], a: number[], m: number[]) { - let x = a[0], y = a[1], z = a[2], w = a[3]; + export function transform(out: Vec4, a: Vec4, m: Mat4) { + const x = a[0], y = a[1], z = a[2], w = a[3]; out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w; out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w; out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w; -- GitLab