diff --git a/src/mol-math/linear-algebra/3d.ts b/src/mol-math/linear-algebra/3d.ts index 1609b99cf653e3f37380a6f5193cd26cd829551f..0bdcb55e9c613cdb487e4f1db15608542a8e68da 100644 --- a/src/mol-math/linear-algebra/3d.ts +++ b/src/mol-math/linear-algebra/3d.ts @@ -77,7 +77,7 @@ export namespace Mat4 { mat[15] = 1; return mat; } - + export function ofRows(rows: number[][]): Mat4 { const out = zero(); for (let i = 0; i < 4; i++) { @@ -463,6 +463,165 @@ export namespace Mat4 { } return true; } + + /** + * Generates a frustum matrix with the given bounds + */ + export function frustum(out: Mat4, left: number, right: number, bottom: number, top: number, near: number, far: number) { + let rl = 1 / (right - left); + let tb = 1 / (top - bottom); + let nf = 1 / (near - far); + out[0] = (near * 2) * rl; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = (near * 2) * tb; + out[6] = 0; + out[7] = 0; + out[8] = (right + left) * rl; + out[9] = (top + bottom) * tb; + out[10] = (far + near) * nf; + out[11] = -1; + out[12] = 0; + out[13] = 0; + out[14] = (far * near * 2) * nf; + out[15] = 0; + return out; + } + + /** + * Generates a perspective projection matrix with the given bounds + */ + export function perspective(out: Mat4, fovy: number, aspect: number, near: number, far: number) { + let f = 1.0 / Math.tan(fovy / 2); + let nf = 1 / (near - far); + out[0] = f / aspect; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = f; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = (far + near) * nf; + out[11] = -1; + out[12] = 0; + out[13] = 0; + out[14] = (2 * far * near) * nf; + out[15] = 0; + return out; + } + + /** + * Generates a orthogonal projection matrix with the given bounds + */ + export function ortho(out: Mat4, left: number, right: number, bottom: number, top: number, near: number, far: number) { + let lr = 1 / (left - right); + let bt = 1 / (bottom - top); + let nf = 1 / (near - far); + out[0] = -2 * lr; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = -2 * bt; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 2 * nf; + out[11] = 0; + out[12] = (left + right) * lr; + out[13] = (top + bottom) * bt; + out[14] = (far + near) * nf; + out[15] = 1; + return out; + } + + /** + * Generates a look-at matrix with the given eye position, focal point, and up axis + */ + export function lookAt(out: Mat4, eye: Vec3, center: Vec3, up: Vec3) { + let x0, x1, x2, y0, y1, y2, z0, z1, z2, len; + let eyex = eye[0]; + let eyey = eye[1]; + let eyez = eye[2]; + let upx = up[0]; + let upy = up[1]; + let upz = up[2]; + let centerx = center[0]; + let centery = center[1]; + let centerz = center[2]; + + if (Math.abs(eyex - centerx) < EPSILON.Value && + Math.abs(eyey - centery) < EPSILON.Value && + Math.abs(eyez - centerz) < EPSILON.Value + ) { + return setIdentity(out); + } + + z0 = eyex - centerx; + z1 = eyey - centery; + z2 = eyez - centerz; + + len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); + z0 *= len; + z1 *= len; + z2 *= len; + + x0 = upy * z2 - upz * z1; + x1 = upz * z0 - upx * z2; + x2 = upx * z1 - upy * z0; + len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); + if (!len) { + x0 = 0; + x1 = 0; + x2 = 0; + } else { + len = 1 / len; + x0 *= len; + x1 *= len; + x2 *= len; + } + + y0 = z1 * x2 - z2 * x1; + y1 = z2 * x0 - z0 * x2; + y2 = z0 * x1 - z1 * x0; + + len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); + if (!len) { + y0 = 0; + y1 = 0; + y2 = 0; + } else { + len = 1 / len; + y0 *= len; + y1 *= len; + y2 *= len; + } + + out[0] = x0; + out[1] = y0; + out[2] = z0; + out[3] = 0; + out[4] = x1; + out[5] = y1; + out[6] = z1; + out[7] = 0; + out[8] = x2; + out[9] = y2; + out[10] = z2; + out[11] = 0; + out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); + out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); + out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); + out[15] = 1; + + return out; + } } export namespace Vec3 {