react-native/Libraries/Utilities/MatrixMath.js

132 lines
3.5 KiB
JavaScript
Raw Normal View History

2015-04-23 17:23:07 +00:00
/**
* Copyright 2004-present Facebook. All Rights Reserved.
*
* @providesModule MatrixMath
*/
'use strict';
/**
* Memory conservative (mutative) matrix math utilities. Uses "command"
* matrices, which are reusable.
*/
var MatrixMath = {
createIdentityMatrix: function() {
return [
1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1
];
},
createCopy: function(m) {
return [
m[0], m[1], m[2], m[3],
m[4], m[5], m[6], m[7],
m[8], m[9], m[10], m[11],
m[12], m[13], m[14], m[15],
];
},
createTranslate2d: function(x, y) {
var mat = MatrixMath.createIdentityMatrix();
MatrixMath.reuseTranslate2dCommand(mat, x, y);
return mat;
},
reuseTranslate2dCommand: function(matrixCommand, x, y) {
matrixCommand[12] = x;
matrixCommand[13] = y;
},
reuseTranslate3dCommand: function(matrixCommand, x, y, z) {
matrixCommand[12] = x;
matrixCommand[13] = y;
matrixCommand[14] = z;
},
createScale: function(factor) {
var mat = MatrixMath.createIdentityMatrix();
MatrixMath.reuseScaleCommand(mat, factor);
return mat;
},
reuseScaleCommand: function(matrixCommand, factor) {
matrixCommand[0] = factor;
matrixCommand[5] = factor;
},
reuseScale3dCommand: function(matrixCommand, x, y, z) {
matrixCommand[0] = x;
matrixCommand[5] = y;
matrixCommand[10] = z;
},
reuseScaleXCommand(matrixCommand, factor) {
matrixCommand[0] = factor;
},
reuseScaleYCommand(matrixCommand, factor) {
matrixCommand[5] = factor;
},
reuseScaleZCommand(matrixCommand, factor) {
matrixCommand[10] = factor;
},
reuseRotateYCommand: function(matrixCommand, amount) {
matrixCommand[0] = Math.cos(amount);
matrixCommand[2] = Math.sin(amount);
matrixCommand[8] = Math.sin(-amount);
matrixCommand[10] = Math.cos(amount);
},
createRotateZ: function(radians) {
var mat = MatrixMath.createIdentityMatrix();
MatrixMath.reuseRotateZCommand(mat, radians);
return mat;
},
// http://www.w3.org/TR/css3-transforms/#recomposing-to-a-2d-matrix
reuseRotateZCommand: function(matrixCommand, radians) {
matrixCommand[0] = Math.cos(radians);
matrixCommand[1] = Math.sin(radians);
matrixCommand[4] = -Math.sin(radians);
matrixCommand[5] = Math.cos(radians);
},
multiplyInto: function(out, a, b) {
var 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];
var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7];
out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11];
out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15];
out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
}
};
module.exports = MatrixMath;