ShadowEditor/THREE/Math/Matrix3.cs
2018-12-09 20:22:25 +08:00

330 lines
8.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using _Math = System.Math;
namespace THREE
{
/// <summary>
/// @author alteredq / http://alteredqualia.com/
/// @author WestLangley / http://github.com/WestLangley
/// @author bhouston / http://clara.io
/// @author tschw
/// @author tengge / https://github.com/tengge1
/// </summary>
public class Matrix3
{
public double[] elements;
public Matrix3()
{
this.elements = new double[] {
1, 0, 0,
0, 1, 0,
0, 0, 1
};
}
public const bool isMatrix3 = true;
public Matrix3 Set(double n11, double n12, double n13, double n21, double n22, double n23, double n31, double n32, double n33)
{
var te = this.elements;
te[0] = n11; te[1] = n21; te[2] = n31;
te[3] = n12; te[4] = n22; te[5] = n32;
te[6] = n13; te[7] = n23; te[8] = n33;
return this;
}
public Matrix3 Identity()
{
this.Set(
1, 0, 0,
0, 1, 0,
0, 0, 1
);
return this;
}
public Matrix3 Clone()
{
return new Matrix3().FromArray(this.elements);
}
public Matrix3 Copy(Matrix3 m)
{
var te = this.elements;
var me = m.elements;
te[0] = me[0]; te[1] = me[1]; te[2] = me[2];
te[3] = me[3]; te[4] = me[4]; te[5] = me[5];
te[6] = me[6]; te[7] = me[7]; te[8] = me[8];
return this;
}
public Matrix3 SetFromMatrix4(Matrix4 m)
{
var me = m.elements;
this.Set(
me[0], me[4], me[8],
me[1], me[5], me[9],
me[2], me[6], me[10]
);
return this;
}
public Matrix3 Multiply(Matrix3 m)
{
return this.MultiplyMatrices(this, m);
}
public Matrix3 Premultiply(Matrix3 m)
{
return this.MultiplyMatrices(m, this);
}
public Matrix3 MultiplyMatrices(Matrix3 a, Matrix3 b)
{
var ae = a.elements;
var be = b.elements;
var te = this.elements;
double a11 = ae[0], a12 = ae[3], a13 = ae[6];
double a21 = ae[1], a22 = ae[4], a23 = ae[7];
double a31 = ae[2], a32 = ae[5], a33 = ae[8];
double b11 = be[0], b12 = be[3], b13 = be[6];
double b21 = be[1], b22 = be[4], b23 = be[7];
double b31 = be[2], b32 = be[5], b33 = be[8];
te[0] = a11 * b11 + a12 * b21 + a13 * b31;
te[3] = a11 * b12 + a12 * b22 + a13 * b32;
te[6] = a11 * b13 + a12 * b23 + a13 * b33;
te[1] = a21 * b11 + a22 * b21 + a23 * b31;
te[4] = a21 * b12 + a22 * b22 + a23 * b32;
te[7] = a21 * b13 + a22 * b23 + a23 * b33;
te[2] = a31 * b11 + a32 * b21 + a33 * b31;
te[5] = a31 * b12 + a32 * b22 + a33 * b32;
te[8] = a31 * b13 + a32 * b23 + a33 * b33;
return this;
}
public Matrix3 MultiplyScalar(double s)
{
var te = this.elements;
te[0] *= s; te[3] *= s; te[6] *= s;
te[1] *= s; te[4] *= s; te[7] *= s;
te[2] *= s; te[5] *= s; te[8] *= s;
return this;
}
public double Determinant()
{
var te = this.elements;
double a = te[0], b = te[1], c = te[2],
d = te[3], e = te[4], f = te[5],
g = te[6], h = te[7], i = te[8];
return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
}
public Matrix3 GetInverse(Matrix3 matrix, bool throwOnDegenerate = false)
{
double[] me = matrix.elements,
te = this.elements;
double n11 = me[0], n21 = me[1], n31 = me[2],
n12 = me[3], n22 = me[4], n32 = me[5],
n13 = me[6], n23 = me[7], n33 = me[8],
t11 = n33 * n22 - n32 * n23,
t12 = n32 * n13 - n33 * n12,
t13 = n23 * n12 - n22 * n13,
det = n11 * t11 + n21 * t12 + n31 * t13;
if (det == 0)
{
var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
if (throwOnDegenerate == true)
{
throw new Exception(msg);
}
else
{
Console.WriteLine(msg);
}
return this.Identity();
}
var detInv = 1 / det;
te[0] = t11 * detInv;
te[1] = (n31 * n23 - n33 * n21) * detInv;
te[2] = (n32 * n21 - n31 * n22) * detInv;
te[3] = t12 * detInv;
te[4] = (n33 * n11 - n31 * n13) * detInv;
te[5] = (n31 * n12 - n32 * n11) * detInv;
te[6] = t13 * detInv;
te[7] = (n21 * n13 - n23 * n11) * detInv;
te[8] = (n22 * n11 - n21 * n12) * detInv;
return this;
}
public Matrix3 Transpose()
{
double tmp;
double[] m = this.elements;
tmp = m[1]; m[1] = m[3]; m[3] = tmp;
tmp = m[2]; m[2] = m[6]; m[6] = tmp;
tmp = m[5]; m[5] = m[7]; m[7] = tmp;
return this;
}
public Matrix3 GetNormalMatrix(Matrix4 matrix4)
{
return this.SetFromMatrix4(matrix4).GetInverse(this).Transpose();
}
public Matrix3 TransposeIntoArray(double[] r)
{
var m = this.elements;
r[0] = m[0];
r[1] = m[3];
r[2] = m[6];
r[3] = m[1];
r[4] = m[4];
r[5] = m[7];
r[6] = m[2];
r[7] = m[5];
r[8] = m[8];
return this;
}
public void SetUvTransform(double tx, double ty, double sx, double sy, double rotation, double cx, double cy)
{
var c = _Math.Cos(rotation);
var s = _Math.Sin(rotation);
this.Set(
sx * c, sx * s, -sx * (c * cx + s * cy) + cx + tx,
-sy * s, sy * c, -sy * (-s * cx + c * cy) + cy + ty,
0, 0, 1
);
}
public Matrix3 Scale(double sx, double sy)
{
var te = this.elements;
te[0] *= sx; te[3] *= sx; te[6] *= sx;
te[1] *= sy; te[4] *= sy; te[7] *= sy;
return this;
}
public Matrix3 Rotate(double theta)
{
var c = _Math.Cos(theta);
var s = _Math.Sin(theta);
var te = this.elements;
double a11 = te[0], a12 = te[3], a13 = te[6];
double a21 = te[1], a22 = te[4], a23 = te[7];
te[0] = c * a11 + s * a21;
te[3] = c * a12 + s * a22;
te[6] = c * a13 + s * a23;
te[1] = -s * a11 + c * a21;
te[4] = -s * a12 + c * a22;
te[7] = -s * a13 + c * a23;
return this;
}
public Matrix3 Translate(double tx, double ty)
{
var te = this.elements;
te[0] += tx * te[2]; te[3] += tx * te[5]; te[6] += tx * te[8];
te[1] += ty * te[2]; te[4] += ty * te[5]; te[7] += ty * te[8];
return this;
}
public bool Equals(Matrix3 matrix)
{
var te = this.elements;
var me = matrix.elements;
for (var i = 0; i < 9; i++)
{
if (te[i] != me[i]) return false;
}
return true;
}
public Matrix3 FromArray(double[] array, int offset = 0)
{
for (var i = 0; i < 9; i++)
{
this.elements[i] = array[i + offset];
}
return this;
}
public double[] ToArray(double[] array = null, int offset = 0)
{
if (array == null) array = new double[9];
var te = this.elements;
array[offset] = te[0];
array[offset + 1] = te[1];
array[offset + 2] = te[2];
array[offset + 3] = te[3];
array[offset + 4] = te[4];
array[offset + 5] = te[5];
array[offset + 6] = te[6];
array[offset + 7] = te[7];
array[offset + 8] = te[8];
return array;
}
}
}