mirror of
https://github.com/photonstorm/phaser
synced 2024-12-24 12:03:36 +00:00
1787 lines
45 KiB
JavaScript
1787 lines
45 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../utils/Class');
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var Vector3 = require('./Vector3');
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/**
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* @ignore
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*/
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var EPSILON = 0.000001;
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/**
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* @classdesc
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* A four-dimensional matrix.
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*
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* Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
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* and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
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*
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* @class Matrix4
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* @memberof Phaser.Math
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.Math.Matrix4} [m] - Optional Matrix4 to copy values from.
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*/
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var Matrix4 = new Class({
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initialize:
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function Matrix4 (m)
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{
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/**
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* The matrix values.
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*
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* @name Phaser.Math.Matrix4#val
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* @type {Float32Array}
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* @since 3.0.0
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*/
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this.val = new Float32Array(16);
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if (m)
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{
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// Assume Matrix4 with val:
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this.copy(m);
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}
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else
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{
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// Default to identity
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this.identity();
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}
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},
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/**
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* Make a clone of this Matrix4.
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*
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* @method Phaser.Math.Matrix4#clone
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* @since 3.0.0
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*
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* @return {Phaser.Math.Matrix4} A clone of this Matrix4.
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*/
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clone: function ()
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{
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return new Matrix4(this);
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},
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/**
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* This method is an alias for `Matrix4.copy`.
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*
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* @method Phaser.Math.Matrix4#set
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* @since 3.0.0
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*
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* @param {Phaser.Math.Matrix4} src - The Matrix to set the values of this Matrix's from.
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*
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* @return {this} This Matrix4.
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*/
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set: function (src)
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{
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return this.copy(src);
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},
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/**
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* Sets all values of this Matrix4.
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*
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* @method Phaser.Math.Matrix4#setValues
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* @since 3.50.0
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*
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* @param {number} m00 - The m00 value.
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* @param {number} m01 - The m01 value.
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* @param {number} m02 - The m02 value.
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* @param {number} m03 - The m03 value.
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* @param {number} m10 - The m10 value.
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* @param {number} m11 - The m11 value.
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* @param {number} m12 - The m12 value.
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* @param {number} m13 - The m13 value.
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* @param {number} m20 - The m20 value.
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* @param {number} m21 - The m21 value.
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* @param {number} m22 - The m22 value.
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* @param {number} m23 - The m23 value.
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* @param {number} m30 - The m30 value.
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* @param {number} m31 - The m31 value.
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* @param {number} m32 - The m32 value.
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* @param {number} m33 - The m33 value.
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*
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* @return {this} This Matrix4 instance.
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*/
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setValues: function (m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33)
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{
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var out = this.val;
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out[0] = m00;
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out[1] = m01;
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out[2] = m02;
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out[3] = m03;
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out[4] = m10;
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out[5] = m11;
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out[6] = m12;
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out[7] = m13;
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out[8] = m20;
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out[9] = m21;
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out[10] = m22;
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out[11] = m23;
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out[12] = m30;
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out[13] = m31;
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out[14] = m32;
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out[15] = m33;
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return this;
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},
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/**
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* Copy the values of a given Matrix into this Matrix.
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*
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* @method Phaser.Math.Matrix4#copy
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* @since 3.0.0
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*
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* @param {Phaser.Math.Matrix4} src - The Matrix to copy the values from.
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*
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* @return {this} This Matrix4.
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*/
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copy: function (src)
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{
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var a = src.val;
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return this.setValues(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8], a[9], a[10], a[11], a[12], a[13], a[14], a[15]);
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},
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/**
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* Set the values of this Matrix from the given array.
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*
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* @method Phaser.Math.Matrix4#fromArray
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* @since 3.0.0
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*
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* @param {number[]} a - The array to copy the values from. Must have at least 16 elements.
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*
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* @return {this} This Matrix4.
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*/
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fromArray: function (a)
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{
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return this.setValues(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8], a[9], a[10], a[11], a[12], a[13], a[14], a[15]);
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},
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/**
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* Reset this Matrix.
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*
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* Sets all values to `0`.
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*
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* @method Phaser.Math.Matrix4#zero
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* @since 3.0.0
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*
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* @return {Phaser.Math.Matrix4} This Matrix4.
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*/
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zero: function ()
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{
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return this.setValues(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
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},
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/**
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* Generates a transform matrix based on the given position, scale and rotation.
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*
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* @method Phaser.Math.Matrix4#transform
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* @since 3.50.0
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*
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* @param {Phaser.Math.Vector3} position - The position vector.
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* @param {Phaser.Math.Vector3} scale - The scale vector.
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* @param {Phaser.Math.Quaternion} rotation - The rotation quaternion.
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*
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* @return {this} This Matrix4.
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*/
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transform: function (position, scale, rotation)
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{
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var rotMatrix = _tempMat1.fromQuat(rotation);
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var rm = rotMatrix.val;
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var sx = scale.x;
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var sy = scale.y;
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var sz = scale.z;
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return this.setValues(
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rm[0] * sx,
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rm[1] * sx,
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rm[2] * sx,
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0,
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rm[4] * sy,
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rm[5] * sy,
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rm[6] * sy,
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0,
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rm[8] * sz,
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rm[9] * sz,
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rm[10] * sz,
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0,
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position.x,
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position.y,
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position.z,
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1
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);
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},
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/**
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* Set the `x`, `y` and `z` values of this Matrix.
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*
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* @method Phaser.Math.Matrix4#xyz
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* @since 3.0.0
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*
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* @param {number} x - The x value.
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* @param {number} y - The y value.
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* @param {number} z - The z value.
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*
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* @return {this} This Matrix4.
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*/
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xyz: function (x, y, z)
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{
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this.identity();
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var out = this.val;
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out[12] = x;
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out[13] = y;
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out[14] = z;
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return this;
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},
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/**
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* Set the scaling values of this Matrix.
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*
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* @method Phaser.Math.Matrix4#scaling
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* @since 3.0.0
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*
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* @param {number} x - The x scaling value.
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* @param {number} y - The y scaling value.
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* @param {number} z - The z scaling value.
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*
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* @return {this} This Matrix4.
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*/
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scaling: function (x, y, z)
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{
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this.zero();
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var out = this.val;
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out[0] = x;
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out[5] = y;
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out[10] = z;
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out[15] = 1;
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return this;
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},
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/**
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* Reset this Matrix to an identity (default) matrix.
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*
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* @method Phaser.Math.Matrix4#identity
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* @since 3.0.0
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*
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* @return {this} This Matrix4.
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*/
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identity: function ()
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{
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return this.setValues(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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},
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/**
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* Transpose this Matrix.
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*
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* @method Phaser.Math.Matrix4#transpose
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* @since 3.0.0
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*
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* @return {this} This Matrix4.
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*/
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transpose: function ()
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{
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var a = this.val;
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var a01 = a[1];
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var a02 = a[2];
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var a03 = a[3];
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var a12 = a[6];
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var a13 = a[7];
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var a23 = a[11];
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a[1] = a[4];
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a[2] = a[8];
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a[3] = a[12];
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a[4] = a01;
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a[6] = a[9];
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a[7] = a[13];
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a[8] = a02;
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a[9] = a12;
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a[11] = a[14];
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a[12] = a03;
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a[13] = a13;
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a[14] = a23;
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return this;
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},
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/**
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* Copies the given Matrix4 into this Matrix and then inverses it.
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*
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* @method Phaser.Math.Matrix4#getInverse
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* @since 3.50.0
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*
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* @param {Phaser.Math.Matrix4} m - The Matrix4 to invert into this Matrix4.
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*
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* @return {this} This Matrix4.
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*/
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getInverse: function (m)
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{
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this.copy(m);
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return this.invert();
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},
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/**
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* Invert this Matrix.
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*
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* @method Phaser.Math.Matrix4#invert
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* @since 3.0.0
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*
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* @return {this} This Matrix4.
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*/
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invert: function ()
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{
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var a = this.val;
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var a00 = a[0];
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var a01 = a[1];
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var a02 = a[2];
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var a03 = a[3];
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var a10 = a[4];
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var a11 = a[5];
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var a12 = a[6];
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var a13 = a[7];
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var a20 = a[8];
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var a21 = a[9];
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var a22 = a[10];
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var a23 = a[11];
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var a30 = a[12];
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var a31 = a[13];
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var a32 = a[14];
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var a33 = a[15];
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var b00 = a00 * a11 - a01 * a10;
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var b01 = a00 * a12 - a02 * a10;
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var b02 = a00 * a13 - a03 * a10;
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var b03 = a01 * a12 - a02 * a11;
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var b04 = a01 * a13 - a03 * a11;
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var b05 = a02 * a13 - a03 * a12;
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var b06 = a20 * a31 - a21 * a30;
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var b07 = a20 * a32 - a22 * a30;
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var b08 = a20 * a33 - a23 * a30;
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var b09 = a21 * a32 - a22 * a31;
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var b10 = a21 * a33 - a23 * a31;
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var b11 = a22 * a33 - a23 * a32;
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// Calculate the determinant
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var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
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if (!det)
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{
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return this;
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}
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det = 1 / det;
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return this.setValues(
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(a11 * b11 - a12 * b10 + a13 * b09) * det,
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(a02 * b10 - a01 * b11 - a03 * b09) * det,
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(a31 * b05 - a32 * b04 + a33 * b03) * det,
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(a22 * b04 - a21 * b05 - a23 * b03) * det,
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(a12 * b08 - a10 * b11 - a13 * b07) * det,
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(a00 * b11 - a02 * b08 + a03 * b07) * det,
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(a32 * b02 - a30 * b05 - a33 * b01) * det,
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(a20 * b05 - a22 * b02 + a23 * b01) * det,
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(a10 * b10 - a11 * b08 + a13 * b06) * det,
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(a01 * b08 - a00 * b10 - a03 * b06) * det,
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(a30 * b04 - a31 * b02 + a33 * b00) * det,
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(a21 * b02 - a20 * b04 - a23 * b00) * det,
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(a11 * b07 - a10 * b09 - a12 * b06) * det,
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(a00 * b09 - a01 * b07 + a02 * b06) * det,
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(a31 * b01 - a30 * b03 - a32 * b00) * det,
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(a20 * b03 - a21 * b01 + a22 * b00) * det
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);
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},
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/**
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* Calculate the adjoint, or adjugate, of this Matrix.
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*
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* @method Phaser.Math.Matrix4#adjoint
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* @since 3.0.0
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*
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* @return {this} This Matrix4.
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*/
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adjoint: function ()
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{
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var a = this.val;
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var a00 = a[0];
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var a01 = a[1];
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var a02 = a[2];
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var a03 = a[3];
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var a10 = a[4];
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var a11 = a[5];
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var a12 = a[6];
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var a13 = a[7];
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var a20 = a[8];
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var a21 = a[9];
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var a22 = a[10];
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var a23 = a[11];
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var a30 = a[12];
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var a31 = a[13];
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var a32 = a[14];
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var a33 = a[15];
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return this.setValues(
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(a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22)),
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-(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22)),
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(a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12)),
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-(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12)),
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-(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22)),
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(a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22)),
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-(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12)),
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(a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12)),
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(a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21)),
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-(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21)),
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(a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11)),
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-(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11)),
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-(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21)),
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(a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21)),
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-(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11)),
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(a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11))
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);
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},
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/**
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* Calculate the determinant of this Matrix.
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*
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* @method Phaser.Math.Matrix4#determinant
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* @since 3.0.0
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*
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* @return {number} The determinant of this Matrix.
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*/
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determinant: function ()
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{
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var a = this.val;
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var a00 = a[0];
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var a01 = a[1];
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var a02 = a[2];
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var a03 = a[3];
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var a10 = a[4];
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var a11 = a[5];
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var a12 = a[6];
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var a13 = a[7];
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var a20 = a[8];
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var a21 = a[9];
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var a22 = a[10];
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var a23 = a[11];
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var a30 = a[12];
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var a31 = a[13];
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var a32 = a[14];
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var a33 = a[15];
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|
var b00 = a00 * a11 - a01 * a10;
|
|
var b01 = a00 * a12 - a02 * a10;
|
|
var b02 = a00 * a13 - a03 * a10;
|
|
var b03 = a01 * a12 - a02 * a11;
|
|
var b04 = a01 * a13 - a03 * a11;
|
|
var b05 = a02 * a13 - a03 * a12;
|
|
var b06 = a20 * a31 - a21 * a30;
|
|
var b07 = a20 * a32 - a22 * a30;
|
|
var b08 = a20 * a33 - a23 * a30;
|
|
var b09 = a21 * a32 - a22 * a31;
|
|
var b10 = a21 * a33 - a23 * a31;
|
|
var b11 = a22 * a33 - a23 * a32;
|
|
|
|
// Calculate the determinant
|
|
return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
|
|
},
|
|
|
|
/**
|
|
* Multiply this Matrix by the given Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix4#multiply
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Matrix4} src - The Matrix to multiply this Matrix by.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
multiply: function (src)
|
|
{
|
|
var a = this.val;
|
|
|
|
var a00 = a[0];
|
|
var a01 = a[1];
|
|
var a02 = a[2];
|
|
var a03 = a[3];
|
|
|
|
var a10 = a[4];
|
|
var a11 = a[5];
|
|
var a12 = a[6];
|
|
var a13 = a[7];
|
|
|
|
var a20 = a[8];
|
|
var a21 = a[9];
|
|
var a22 = a[10];
|
|
var a23 = a[11];
|
|
|
|
var a30 = a[12];
|
|
var a31 = a[13];
|
|
var a32 = a[14];
|
|
var a33 = a[15];
|
|
|
|
var b = src.val;
|
|
|
|
// Cache only the current line of the second matrix
|
|
var b0 = b[0];
|
|
var b1 = b[1];
|
|
var b2 = b[2];
|
|
var b3 = b[3];
|
|
|
|
a[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
|
|
a[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
|
|
a[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
|
|
a[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
|
|
|
|
b0 = b[4];
|
|
b1 = b[5];
|
|
b2 = b[6];
|
|
b3 = b[7];
|
|
|
|
a[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
|
|
a[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
|
|
a[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
|
|
a[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
|
|
|
|
b0 = b[8];
|
|
b1 = b[9];
|
|
b2 = b[10];
|
|
b3 = b[11];
|
|
|
|
a[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
|
|
a[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
|
|
a[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
|
|
a[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
|
|
|
|
b0 = b[12];
|
|
b1 = b[13];
|
|
b2 = b[14];
|
|
b3 = b[15];
|
|
|
|
a[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
|
|
a[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
|
|
a[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
|
|
a[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Multiply the values of this Matrix4 by those given in the `src` argument.
|
|
*
|
|
* @method Phaser.Math.Matrix4#multiplyLocal
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Matrix4} src - The source Matrix4 that this Matrix4 is multiplied by.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
multiplyLocal: function (src)
|
|
{
|
|
var a = this.val;
|
|
var b = src.val;
|
|
|
|
return this.setValues(
|
|
a[0] * b[0] + a[1] * b[4] + a[2] * b[8] + a[3] * b[12],
|
|
a[0] * b[1] + a[1] * b[5] + a[2] * b[9] + a[3] * b[13],
|
|
a[0] * b[2] + a[1] * b[6] + a[2] * b[10] + a[3] * b[14],
|
|
a[0] * b[3] + a[1] * b[7] + a[2] * b[11] + a[3] * b[15],
|
|
|
|
a[4] * b[0] + a[5] * b[4] + a[6] * b[8] + a[7] * b[12],
|
|
a[4] * b[1] + a[5] * b[5] + a[6] * b[9] + a[7] * b[13],
|
|
a[4] * b[2] + a[5] * b[6] + a[6] * b[10] + a[7] * b[14],
|
|
a[4] * b[3] + a[5] * b[7] + a[6] * b[11] + a[7] * b[15],
|
|
|
|
a[8] * b[0] + a[9] * b[4] + a[10] * b[8] + a[11] * b[12],
|
|
a[8] * b[1] + a[9] * b[5] + a[10] * b[9] + a[11] * b[13],
|
|
a[8] * b[2] + a[9] * b[6] + a[10] * b[10] + a[11] * b[14],
|
|
a[8] * b[3] + a[9] * b[7] + a[10] * b[11] + a[11] * b[15],
|
|
|
|
a[12] * b[0] + a[13] * b[4] + a[14] * b[8] + a[15] * b[12],
|
|
a[12] * b[1] + a[13] * b[5] + a[14] * b[9] + a[15] * b[13],
|
|
a[12] * b[2] + a[13] * b[6] + a[14] * b[10] + a[15] * b[14],
|
|
a[12] * b[3] + a[13] * b[7] + a[14] * b[11] + a[15] * b[15]
|
|
);
|
|
},
|
|
|
|
/**
|
|
* Multiplies the given Matrix4 object with this Matrix.
|
|
*
|
|
* This is the same as calling `multiplyMatrices(m, this)`.
|
|
*
|
|
* @method Phaser.Math.Matrix4#premultiply
|
|
* @since 3.50.0
|
|
*
|
|
* @param {Phaser.Math.Matrix4} m - The Matrix4 to multiply with this one.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
premultiply: function (m)
|
|
{
|
|
return this.multiplyMatrices(m, this);
|
|
},
|
|
|
|
/**
|
|
* Multiplies the two given Matrix4 objects and stores the results in this Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix4#multiplyMatrices
|
|
* @since 3.50.0
|
|
*
|
|
* @param {Phaser.Math.Matrix4} a - The first Matrix4 to multiply.
|
|
* @param {Phaser.Math.Matrix4} b - The second Matrix4 to multiply.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
multiplyMatrices: function (a, b)
|
|
{
|
|
var am = a.val;
|
|
var bm = b.val;
|
|
|
|
var a11 = am[0];
|
|
var a12 = am[4];
|
|
var a13 = am[8];
|
|
var a14 = am[12];
|
|
var a21 = am[1];
|
|
var a22 = am[5];
|
|
var a23 = am[9];
|
|
var a24 = am[13];
|
|
var a31 = am[2];
|
|
var a32 = am[6];
|
|
var a33 = am[10];
|
|
var a34 = am[14];
|
|
var a41 = am[3];
|
|
var a42 = am[7];
|
|
var a43 = am[11];
|
|
var a44 = am[15];
|
|
|
|
var b11 = bm[0];
|
|
var b12 = bm[4];
|
|
var b13 = bm[8];
|
|
var b14 = bm[12];
|
|
var b21 = bm[1];
|
|
var b22 = bm[5];
|
|
var b23 = bm[9];
|
|
var b24 = bm[13];
|
|
var b31 = bm[2];
|
|
var b32 = bm[6];
|
|
var b33 = bm[10];
|
|
var b34 = bm[14];
|
|
var b41 = bm[3];
|
|
var b42 = bm[7];
|
|
var b43 = bm[11];
|
|
var b44 = bm[15];
|
|
|
|
return this.setValues(
|
|
a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41,
|
|
a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41,
|
|
a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41,
|
|
a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41,
|
|
a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42,
|
|
a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42,
|
|
a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42,
|
|
a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42,
|
|
a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43,
|
|
a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43,
|
|
a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43,
|
|
a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43,
|
|
a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44,
|
|
a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44,
|
|
a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44,
|
|
a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44
|
|
);
|
|
},
|
|
|
|
/**
|
|
* Translate this Matrix using the given Vector.
|
|
*
|
|
* @method Phaser.Math.Matrix4#translate
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to translate this Matrix with.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
translate: function (v)
|
|
{
|
|
return this.translateXYZ(v.x, v.y, v.z);
|
|
},
|
|
|
|
/**
|
|
* Translate this Matrix using the given values.
|
|
*
|
|
* @method Phaser.Math.Matrix4#translateXYZ
|
|
* @since 3.16.0
|
|
*
|
|
* @param {number} x - The x component.
|
|
* @param {number} y - The y component.
|
|
* @param {number} z - The z component.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
translateXYZ: function (x, y, z)
|
|
{
|
|
var a = this.val;
|
|
|
|
a[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
|
|
a[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
|
|
a[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
|
|
a[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Apply a scale transformation to this Matrix.
|
|
*
|
|
* Uses the `x`, `y` and `z` components of the given Vector to scale the Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix4#scale
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to scale this Matrix with.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
scale: function (v)
|
|
{
|
|
return this.scaleXYZ(v.x, v.y, v.z);
|
|
},
|
|
|
|
/**
|
|
* Apply a scale transformation to this Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix4#scaleXYZ
|
|
* @since 3.16.0
|
|
*
|
|
* @param {number} x - The x component.
|
|
* @param {number} y - The y component.
|
|
* @param {number} z - The z component.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
scaleXYZ: function (x, y, z)
|
|
{
|
|
var a = this.val;
|
|
|
|
a[0] = a[0] * x;
|
|
a[1] = a[1] * x;
|
|
a[2] = a[2] * x;
|
|
a[3] = a[3] * x;
|
|
|
|
a[4] = a[4] * y;
|
|
a[5] = a[5] * y;
|
|
a[6] = a[6] * y;
|
|
a[7] = a[7] * y;
|
|
|
|
a[8] = a[8] * z;
|
|
a[9] = a[9] * z;
|
|
a[10] = a[10] * z;
|
|
a[11] = a[11] * z;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Derive a rotation matrix around the given axis.
|
|
*
|
|
* @method Phaser.Math.Matrix4#makeRotationAxis
|
|
* @since 3.0.0
|
|
*
|
|
* @param {(Phaser.Math.Vector3|Phaser.Math.Vector4)} axis - The rotation axis.
|
|
* @param {number} angle - The rotation angle in radians.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
makeRotationAxis: function (axis, angle)
|
|
{
|
|
// Based on http://www.gamedev.net/reference/articles/article1199.asp
|
|
|
|
var c = Math.cos(angle);
|
|
var s = Math.sin(angle);
|
|
var t = 1 - c;
|
|
var x = axis.x;
|
|
var y = axis.y;
|
|
var z = axis.z;
|
|
var tx = t * x;
|
|
var ty = t * y;
|
|
|
|
return this.setValues(
|
|
tx * x + c, tx * y - s * z, tx * z + s * y, 0,
|
|
tx * y + s * z, ty * y + c, ty * z - s * x, 0,
|
|
tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
|
|
0, 0, 0, 1
|
|
);
|
|
},
|
|
|
|
/**
|
|
* Apply a rotation transformation to this Matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix4#rotate
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} rad - The angle in radians to rotate by.
|
|
* @param {Phaser.Math.Vector3} axis - The axis to rotate upon.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
rotate: function (rad, axis)
|
|
{
|
|
var a = this.val;
|
|
var x = axis.x;
|
|
var y = axis.y;
|
|
var z = axis.z;
|
|
var len = Math.sqrt(x * x + y * y + z * z);
|
|
|
|
if (Math.abs(len) < EPSILON)
|
|
{
|
|
return this;
|
|
}
|
|
|
|
len = 1 / len;
|
|
x *= len;
|
|
y *= len;
|
|
z *= len;
|
|
|
|
var s = Math.sin(rad);
|
|
var c = Math.cos(rad);
|
|
var t = 1 - c;
|
|
|
|
var a00 = a[0];
|
|
var a01 = a[1];
|
|
var a02 = a[2];
|
|
var a03 = a[3];
|
|
|
|
var a10 = a[4];
|
|
var a11 = a[5];
|
|
var a12 = a[6];
|
|
var a13 = a[7];
|
|
|
|
var a20 = a[8];
|
|
var a21 = a[9];
|
|
var a22 = a[10];
|
|
var a23 = a[11];
|
|
|
|
var a30 = a[12];
|
|
var a31 = a[13];
|
|
var a32 = a[14];
|
|
var a33 = a[15];
|
|
|
|
// Construct the elements of the rotation matrix
|
|
var b00 = x * x * t + c;
|
|
var b01 = y * x * t + z * s;
|
|
var b02 = z * x * t - y * s;
|
|
|
|
var b10 = x * y * t - z * s;
|
|
var b11 = y * y * t + c;
|
|
var b12 = z * y * t + x * s;
|
|
|
|
var b20 = x * z * t + y * s;
|
|
var b21 = y * z * t - x * s;
|
|
var b22 = z * z * t + c;
|
|
|
|
// Perform rotation-specific matrix multiplication
|
|
return this.setValues(
|
|
a00 * b00 + a10 * b01 + a20 * b02,
|
|
a01 * b00 + a11 * b01 + a21 * b02,
|
|
a02 * b00 + a12 * b01 + a22 * b02,
|
|
a03 * b00 + a13 * b01 + a23 * b02,
|
|
a00 * b10 + a10 * b11 + a20 * b12,
|
|
a01 * b10 + a11 * b11 + a21 * b12,
|
|
a02 * b10 + a12 * b11 + a22 * b12,
|
|
a03 * b10 + a13 * b11 + a23 * b12,
|
|
a00 * b20 + a10 * b21 + a20 * b22,
|
|
a01 * b20 + a11 * b21 + a21 * b22,
|
|
a02 * b20 + a12 * b21 + a22 * b22,
|
|
a03 * b20 + a13 * b21 + a23 * b22,
|
|
a30, a31, a32, a33
|
|
);
|
|
},
|
|
|
|
/**
|
|
* Rotate this matrix on its X axis.
|
|
*
|
|
* @method Phaser.Math.Matrix4#rotateX
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} rad - The angle in radians to rotate by.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
rotateX: function (rad)
|
|
{
|
|
var a = this.val;
|
|
var s = Math.sin(rad);
|
|
var c = Math.cos(rad);
|
|
|
|
var a10 = a[4];
|
|
var a11 = a[5];
|
|
var a12 = a[6];
|
|
var a13 = a[7];
|
|
|
|
var a20 = a[8];
|
|
var a21 = a[9];
|
|
var a22 = a[10];
|
|
var a23 = a[11];
|
|
|
|
// Perform axis-specific matrix multiplication
|
|
a[4] = a10 * c + a20 * s;
|
|
a[5] = a11 * c + a21 * s;
|
|
a[6] = a12 * c + a22 * s;
|
|
a[7] = a13 * c + a23 * s;
|
|
a[8] = a20 * c - a10 * s;
|
|
a[9] = a21 * c - a11 * s;
|
|
a[10] = a22 * c - a12 * s;
|
|
a[11] = a23 * c - a13 * s;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Rotate this matrix on its Y axis.
|
|
*
|
|
* @method Phaser.Math.Matrix4#rotateY
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} rad - The angle to rotate by, in radians.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
rotateY: function (rad)
|
|
{
|
|
var a = this.val;
|
|
var s = Math.sin(rad);
|
|
var c = Math.cos(rad);
|
|
|
|
var a00 = a[0];
|
|
var a01 = a[1];
|
|
var a02 = a[2];
|
|
var a03 = a[3];
|
|
|
|
var a20 = a[8];
|
|
var a21 = a[9];
|
|
var a22 = a[10];
|
|
var a23 = a[11];
|
|
|
|
// Perform axis-specific matrix multiplication
|
|
a[0] = a00 * c - a20 * s;
|
|
a[1] = a01 * c - a21 * s;
|
|
a[2] = a02 * c - a22 * s;
|
|
a[3] = a03 * c - a23 * s;
|
|
a[8] = a00 * s + a20 * c;
|
|
a[9] = a01 * s + a21 * c;
|
|
a[10] = a02 * s + a22 * c;
|
|
a[11] = a03 * s + a23 * c;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Rotate this matrix on its Z axis.
|
|
*
|
|
* @method Phaser.Math.Matrix4#rotateZ
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} rad - The angle to rotate by, in radians.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
rotateZ: function (rad)
|
|
{
|
|
var a = this.val;
|
|
var s = Math.sin(rad);
|
|
var c = Math.cos(rad);
|
|
|
|
var a00 = a[0];
|
|
var a01 = a[1];
|
|
var a02 = a[2];
|
|
var a03 = a[3];
|
|
|
|
var a10 = a[4];
|
|
var a11 = a[5];
|
|
var a12 = a[6];
|
|
var a13 = a[7];
|
|
|
|
// Perform axis-specific matrix multiplication
|
|
a[0] = a00 * c + a10 * s;
|
|
a[1] = a01 * c + a11 * s;
|
|
a[2] = a02 * c + a12 * s;
|
|
a[3] = a03 * c + a13 * s;
|
|
a[4] = a10 * c - a00 * s;
|
|
a[5] = a11 * c - a01 * s;
|
|
a[6] = a12 * c - a02 * s;
|
|
a[7] = a13 * c - a03 * s;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Set the values of this Matrix from the given rotation Quaternion and translation Vector.
|
|
*
|
|
* @method Phaser.Math.Matrix4#fromRotationTranslation
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Quaternion} q - The Quaternion to set rotation from.
|
|
* @param {Phaser.Math.Vector3} v - The Vector to set translation from.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
fromRotationTranslation: function (q, v)
|
|
{
|
|
// Quaternion math
|
|
var x = q.x;
|
|
var y = q.y;
|
|
var z = q.z;
|
|
var w = q.w;
|
|
|
|
var x2 = x + x;
|
|
var y2 = y + y;
|
|
var z2 = z + z;
|
|
|
|
var xx = x * x2;
|
|
var xy = x * y2;
|
|
var xz = x * z2;
|
|
|
|
var yy = y * y2;
|
|
var yz = y * z2;
|
|
var zz = z * z2;
|
|
|
|
var wx = w * x2;
|
|
var wy = w * y2;
|
|
var wz = w * z2;
|
|
|
|
return this.setValues(
|
|
1 - (yy + zz),
|
|
xy + wz,
|
|
xz - wy,
|
|
0,
|
|
|
|
xy - wz,
|
|
1 - (xx + zz),
|
|
yz + wx,
|
|
0,
|
|
|
|
xz + wy,
|
|
yz - wx,
|
|
1 - (xx + yy),
|
|
0,
|
|
|
|
v.x,
|
|
v.y,
|
|
v.z,
|
|
1
|
|
);
|
|
},
|
|
|
|
/**
|
|
* Set the values of this Matrix from the given Quaternion.
|
|
*
|
|
* @method Phaser.Math.Matrix4#fromQuat
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Quaternion} q - The Quaternion to set the values of this Matrix from.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
fromQuat: function (q)
|
|
{
|
|
var x = q.x;
|
|
var y = q.y;
|
|
var z = q.z;
|
|
var w = q.w;
|
|
|
|
var x2 = x + x;
|
|
var y2 = y + y;
|
|
var z2 = z + z;
|
|
|
|
var xx = x * x2;
|
|
var xy = x * y2;
|
|
var xz = x * z2;
|
|
|
|
var yy = y * y2;
|
|
var yz = y * z2;
|
|
var zz = z * z2;
|
|
|
|
var wx = w * x2;
|
|
var wy = w * y2;
|
|
var wz = w * z2;
|
|
|
|
return this.setValues(
|
|
1 - (yy + zz),
|
|
xy + wz,
|
|
xz - wy,
|
|
0,
|
|
|
|
xy - wz,
|
|
1 - (xx + zz),
|
|
yz + wx,
|
|
0,
|
|
|
|
xz + wy,
|
|
yz - wx,
|
|
1 - (xx + yy),
|
|
0,
|
|
|
|
0,
|
|
0,
|
|
0,
|
|
1
|
|
);
|
|
},
|
|
|
|
/**
|
|
* Generate a frustum matrix with the given bounds.
|
|
*
|
|
* @method Phaser.Math.Matrix4#frustum
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} left - The left bound of the frustum.
|
|
* @param {number} right - The right bound of the frustum.
|
|
* @param {number} bottom - The bottom bound of the frustum.
|
|
* @param {number} top - The top bound of the frustum.
|
|
* @param {number} near - The near bound of the frustum.
|
|
* @param {number} far - The far bound of the frustum.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
frustum: function (left, right, bottom, top, near, far)
|
|
{
|
|
var rl = 1 / (right - left);
|
|
var tb = 1 / (top - bottom);
|
|
var nf = 1 / (near - far);
|
|
|
|
return this.setValues(
|
|
(near * 2) * rl,
|
|
0,
|
|
0,
|
|
0,
|
|
|
|
0,
|
|
(near * 2) * tb,
|
|
0,
|
|
0,
|
|
|
|
(right + left) * rl,
|
|
(top + bottom) * tb,
|
|
(far + near) * nf,
|
|
-1,
|
|
|
|
0,
|
|
0,
|
|
(far * near * 2) * nf,
|
|
0
|
|
);
|
|
},
|
|
|
|
/**
|
|
* Generate a perspective projection matrix with the given bounds.
|
|
*
|
|
* @method Phaser.Math.Matrix4#perspective
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} fovy - Vertical field of view in radians
|
|
* @param {number} aspect - Aspect ratio. Typically viewport width /height.
|
|
* @param {number} near - Near bound of the frustum.
|
|
* @param {number} far - Far bound of the frustum.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
perspective: function (fovy, aspect, near, far)
|
|
{
|
|
var f = 1.0 / Math.tan(fovy / 2);
|
|
var nf = 1 / (near - far);
|
|
|
|
return this.setValues(
|
|
f / aspect,
|
|
0,
|
|
0,
|
|
0,
|
|
|
|
0,
|
|
f,
|
|
0,
|
|
0,
|
|
|
|
0,
|
|
0,
|
|
(far + near) * nf,
|
|
-1,
|
|
|
|
0,
|
|
0,
|
|
(2 * far * near) * nf,
|
|
0
|
|
);
|
|
},
|
|
|
|
/**
|
|
* Generate a perspective projection matrix with the given bounds.
|
|
*
|
|
* @method Phaser.Math.Matrix4#perspectiveLH
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} width - The width of the frustum.
|
|
* @param {number} height - The height of the frustum.
|
|
* @param {number} near - Near bound of the frustum.
|
|
* @param {number} far - Far bound of the frustum.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
perspectiveLH: function (width, height, near, far)
|
|
{
|
|
return this.setValues(
|
|
(2 * near) / width,
|
|
0,
|
|
0,
|
|
0,
|
|
|
|
0,
|
|
(2 * near) / height,
|
|
0,
|
|
0,
|
|
|
|
0,
|
|
0,
|
|
-far / (near - far),
|
|
1,
|
|
|
|
0,
|
|
0,
|
|
(near * far) / (near - far),
|
|
0
|
|
);
|
|
},
|
|
|
|
/**
|
|
* Generate an orthogonal projection matrix with the given bounds.
|
|
*
|
|
* @method Phaser.Math.Matrix4#ortho
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} left - The left bound of the frustum.
|
|
* @param {number} right - The right bound of the frustum.
|
|
* @param {number} bottom - The bottom bound of the frustum.
|
|
* @param {number} top - The top bound of the frustum.
|
|
* @param {number} near - The near bound of the frustum.
|
|
* @param {number} far - The far bound of the frustum.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
ortho: function (left, right, bottom, top, near, far)
|
|
{
|
|
var lr = left - right;
|
|
var bt = bottom - top;
|
|
var nf = near - far;
|
|
|
|
// Avoid division by zero
|
|
lr = (lr === 0) ? lr : 1 / lr;
|
|
bt = (bt === 0) ? bt : 1 / bt;
|
|
nf = (nf === 0) ? nf : 1 / nf;
|
|
|
|
return this.setValues(
|
|
-2 * lr,
|
|
0,
|
|
0,
|
|
0,
|
|
|
|
0,
|
|
-2 * bt,
|
|
0,
|
|
0,
|
|
|
|
0,
|
|
0,
|
|
2 * nf,
|
|
0,
|
|
|
|
(left + right) * lr,
|
|
(top + bottom) * bt,
|
|
(far + near) * nf,
|
|
1
|
|
);
|
|
},
|
|
|
|
/**
|
|
* Generate a right-handed look-at matrix with the given eye position, target and up axis.
|
|
*
|
|
* @method Phaser.Math.Matrix4#lookAtRH
|
|
* @since 3.50.0
|
|
*
|
|
* @param {Phaser.Math.Vector3} eye - Position of the viewer.
|
|
* @param {Phaser.Math.Vector3} target - Point the viewer is looking at.
|
|
* @param {Phaser.Math.Vector3} up - vec3 pointing up.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
lookAtRH: function (eye, target, up)
|
|
{
|
|
var m = this.val;
|
|
|
|
_z.subVectors(eye, target);
|
|
|
|
if (_z.getLengthSquared() === 0)
|
|
{
|
|
// eye and target are in the same position
|
|
_z.z = 1;
|
|
}
|
|
|
|
_z.normalize();
|
|
_x.crossVectors(up, _z);
|
|
|
|
if (_x.getLengthSquared() === 0)
|
|
{
|
|
// up and z are parallel
|
|
|
|
if (Math.abs(up.z) === 1)
|
|
{
|
|
_z.x += 0.0001;
|
|
}
|
|
else
|
|
{
|
|
_z.z += 0.0001;
|
|
}
|
|
|
|
_z.normalize();
|
|
_x.crossVectors(up, _z);
|
|
}
|
|
|
|
_x.normalize();
|
|
_y.crossVectors(_z, _x);
|
|
|
|
m[0] = _x.x;
|
|
m[1] = _x.y;
|
|
m[2] = _x.z;
|
|
m[4] = _y.x;
|
|
m[5] = _y.y;
|
|
m[6] = _y.z;
|
|
m[8] = _z.x;
|
|
m[9] = _z.y;
|
|
m[10] = _z.z;
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Generate a look-at matrix with the given eye position, focal point, and up axis.
|
|
*
|
|
* @method Phaser.Math.Matrix4#lookAt
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector3} eye - Position of the viewer
|
|
* @param {Phaser.Math.Vector3} center - Point the viewer is looking at
|
|
* @param {Phaser.Math.Vector3} up - vec3 pointing up.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
lookAt: function (eye, center, up)
|
|
{
|
|
var eyex = eye.x;
|
|
var eyey = eye.y;
|
|
var eyez = eye.z;
|
|
|
|
var upx = up.x;
|
|
var upy = up.y;
|
|
var upz = up.z;
|
|
|
|
var centerx = center.x;
|
|
var centery = center.y;
|
|
var centerz = center.z;
|
|
|
|
if (Math.abs(eyex - centerx) < EPSILON &&
|
|
Math.abs(eyey - centery) < EPSILON &&
|
|
Math.abs(eyez - centerz) < EPSILON)
|
|
{
|
|
return this.identity();
|
|
}
|
|
|
|
var z0 = eyex - centerx;
|
|
var z1 = eyey - centery;
|
|
var z2 = eyez - centerz;
|
|
|
|
var len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
|
|
|
|
z0 *= len;
|
|
z1 *= len;
|
|
z2 *= len;
|
|
|
|
var x0 = upy * z2 - upz * z1;
|
|
var x1 = upz * z0 - upx * z2;
|
|
var 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;
|
|
}
|
|
|
|
var y0 = z1 * x2 - z2 * x1;
|
|
var y1 = z2 * x0 - z0 * x2;
|
|
var 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;
|
|
}
|
|
|
|
return this.setValues(
|
|
x0,
|
|
y0,
|
|
z0,
|
|
0,
|
|
|
|
x1,
|
|
y1,
|
|
z1,
|
|
0,
|
|
|
|
x2,
|
|
y2,
|
|
z2,
|
|
0,
|
|
|
|
-(x0 * eyex + x1 * eyey + x2 * eyez),
|
|
-(y0 * eyex + y1 * eyey + y2 * eyez),
|
|
-(z0 * eyex + z1 * eyey + z2 * eyez),
|
|
1
|
|
);
|
|
},
|
|
|
|
/**
|
|
* Set the values of this matrix from the given `yaw`, `pitch` and `roll` values.
|
|
*
|
|
* @method Phaser.Math.Matrix4#yawPitchRoll
|
|
* @since 3.0.0
|
|
*
|
|
* @param {number} yaw - The yaw value.
|
|
* @param {number} pitch - The pitch value.
|
|
* @param {number} roll - The roll value.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
yawPitchRoll: function (yaw, pitch, roll)
|
|
{
|
|
this.zero();
|
|
_tempMat1.zero();
|
|
_tempMat2.zero();
|
|
|
|
var m0 = this.val;
|
|
var m1 = _tempMat1.val;
|
|
var m2 = _tempMat2.val;
|
|
|
|
// Rotate Z
|
|
var s = Math.sin(roll);
|
|
var c = Math.cos(roll);
|
|
|
|
m0[10] = 1;
|
|
m0[15] = 1;
|
|
m0[0] = c;
|
|
m0[1] = s;
|
|
m0[4] = -s;
|
|
m0[5] = c;
|
|
|
|
// Rotate X
|
|
s = Math.sin(pitch);
|
|
c = Math.cos(pitch);
|
|
|
|
m1[0] = 1;
|
|
m1[15] = 1;
|
|
m1[5] = c;
|
|
m1[10] = c;
|
|
m1[9] = -s;
|
|
m1[6] = s;
|
|
|
|
// Rotate Y
|
|
s = Math.sin(yaw);
|
|
c = Math.cos(yaw);
|
|
|
|
m2[5] = 1;
|
|
m2[15] = 1;
|
|
m2[0] = c;
|
|
m2[2] = -s;
|
|
m2[8] = s;
|
|
m2[10] = c;
|
|
|
|
this.multiplyLocal(_tempMat1);
|
|
this.multiplyLocal(_tempMat2);
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Generate a world matrix from the given rotation, position, scale, view matrix and projection matrix.
|
|
*
|
|
* @method Phaser.Math.Matrix4#setWorldMatrix
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Math.Vector3} rotation - The rotation of the world matrix.
|
|
* @param {Phaser.Math.Vector3} position - The position of the world matrix.
|
|
* @param {Phaser.Math.Vector3} scale - The scale of the world matrix.
|
|
* @param {Phaser.Math.Matrix4} [viewMatrix] - The view matrix.
|
|
* @param {Phaser.Math.Matrix4} [projectionMatrix] - The projection matrix.
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
setWorldMatrix: function (rotation, position, scale, viewMatrix, projectionMatrix)
|
|
{
|
|
this.yawPitchRoll(rotation.y, rotation.x, rotation.z);
|
|
|
|
_tempMat1.scaling(scale.x, scale.y, scale.z);
|
|
_tempMat2.xyz(position.x, position.y, position.z);
|
|
|
|
this.multiplyLocal(_tempMat1);
|
|
this.multiplyLocal(_tempMat2);
|
|
|
|
if (viewMatrix)
|
|
{
|
|
this.multiplyLocal(viewMatrix);
|
|
}
|
|
|
|
if (projectionMatrix)
|
|
{
|
|
this.multiplyLocal(projectionMatrix);
|
|
}
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Multiplies this Matrix4 by the given `src` Matrix4 and stores the results in the `out` Matrix4.
|
|
*
|
|
* @method Phaser.Math.Matrix4#multiplyToMat4
|
|
* @since 3.50.0
|
|
*
|
|
* @param {Phaser.Math.Matrix4} src - The Matrix4 to multiply with this one.
|
|
* @param {Phaser.Math.Matrix4} out - The receiving Matrix.
|
|
*
|
|
* @return {Phaser.Math.Matrix4} This `out` Matrix4.
|
|
*/
|
|
multiplyToMat4: function (src, out)
|
|
{
|
|
var a = this.val;
|
|
var b = src.val;
|
|
|
|
var a00 = a[0];
|
|
var a01 = a[1];
|
|
var a02 = a[2];
|
|
var a03 = a[3];
|
|
var a10 = a[4];
|
|
var a11 = a[5];
|
|
var a12 = a[6];
|
|
var a13 = a[7];
|
|
var a20 = a[8];
|
|
var a21 = a[9];
|
|
var a22 = a[10];
|
|
var a23 = a[11];
|
|
var a30 = a[12];
|
|
var a31 = a[13];
|
|
var a32 = a[14];
|
|
var a33 = a[15];
|
|
|
|
var b00 = b[0];
|
|
var b01 = b[1];
|
|
var b02 = b[2];
|
|
var b03 = b[3];
|
|
var b10 = b[4];
|
|
var b11 = b[5];
|
|
var b12 = b[6];
|
|
var b13 = b[7];
|
|
var b20 = b[8];
|
|
var b21 = b[9];
|
|
var b22 = b[10];
|
|
var b23 = b[11];
|
|
var b30 = b[12];
|
|
var b31 = b[13];
|
|
var b32 = b[14];
|
|
var b33 = b[15];
|
|
|
|
return out.setValues(
|
|
b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30,
|
|
b01 * a01 + b01 * a11 + b02 * a21 + b03 * a31,
|
|
b02 * a02 + b01 * a12 + b02 * a22 + b03 * a32,
|
|
b03 * a03 + b01 * a13 + b02 * a23 + b03 * a33,
|
|
|
|
b10 * a00 + b11 * a10 + b12 * a20 + b13 * a30,
|
|
b10 * a01 + b11 * a11 + b12 * a21 + b13 * a31,
|
|
b10 * a02 + b11 * a12 + b12 * a22 + b13 * a32,
|
|
b10 * a03 + b11 * a13 + b12 * a23 + b13 * a33,
|
|
|
|
b20 * a00 + b21 * a10 + b22 * a20 + b23 * a30,
|
|
b20 * a01 + b21 * a11 + b22 * a21 + b23 * a31,
|
|
b20 * a02 + b21 * a12 + b22 * a22 + b23 * a32,
|
|
b20 * a03 + b21 * a13 + b22 * a23 + b23 * a33,
|
|
|
|
b30 * a00 + b31 * a10 + b32 * a20 + b33 * a30,
|
|
b30 * a01 + b31 * a11 + b32 * a21 + b33 * a31,
|
|
b30 * a02 + b31 * a12 + b32 * a22 + b33 * a32,
|
|
b30 * a03 + b31 * a13 + b32 * a23 + b33 * a33
|
|
);
|
|
},
|
|
|
|
/**
|
|
* Takes the rotation and position vectors and builds this Matrix4 from them.
|
|
*
|
|
* @method Phaser.Math.Matrix4#fromRotationXYTranslation
|
|
* @since 3.50.0
|
|
*
|
|
* @param {Phaser.Math.Vector3} rotation - The rotation vector.
|
|
* @param {Phaser.Math.Vector3} position - The position vector.
|
|
* @param {boolean} translateFirst - Should the operation translate then rotate (`true`), or rotate then translate? (`false`)
|
|
*
|
|
* @return {this} This Matrix4.
|
|
*/
|
|
fromRotationXYTranslation: function (rotation, position, translateFirst)
|
|
{
|
|
var x = position.x;
|
|
var y = position.y;
|
|
var z = position.z;
|
|
|
|
var sx = Math.sin(rotation.x);
|
|
var cx = Math.cos(rotation.x);
|
|
|
|
var sy = Math.sin(rotation.y);
|
|
var cy = Math.cos(rotation.y);
|
|
|
|
var a30 = x;
|
|
var a31 = y;
|
|
var a32 = z;
|
|
|
|
// Rotate X
|
|
|
|
var b21 = -sx;
|
|
|
|
// Rotate Y
|
|
|
|
var c01 = 0 - b21 * sy;
|
|
|
|
var c02 = 0 - cx * sy;
|
|
|
|
var c21 = b21 * cy;
|
|
|
|
var c22 = cx * cy;
|
|
|
|
// Translate
|
|
if (!translateFirst)
|
|
{
|
|
// a30 = cy * x + 0 * y + sy * z;
|
|
a30 = cy * x + sy * z;
|
|
a31 = c01 * x + cx * y + c21 * z;
|
|
a32 = c02 * x + sx * y + c22 * z;
|
|
}
|
|
|
|
return this.setValues(
|
|
cy,
|
|
c01,
|
|
c02,
|
|
0,
|
|
0,
|
|
cx,
|
|
sx,
|
|
0,
|
|
sy,
|
|
c21,
|
|
c22,
|
|
0,
|
|
a30,
|
|
a31,
|
|
a32,
|
|
1
|
|
);
|
|
},
|
|
|
|
/**
|
|
* Returns the maximum axis scale from this Matrix4.
|
|
*
|
|
* @method Phaser.Math.Matrix4#getMaxScaleOnAxis
|
|
* @since 3.50.0
|
|
*
|
|
* @return {number} The maximum axis scale.
|
|
*/
|
|
getMaxScaleOnAxis: function ()
|
|
{
|
|
var m = this.val;
|
|
|
|
var scaleXSq = m[0] * m[0] + m[1] * m[1] + m[2] * m[2];
|
|
var scaleYSq = m[4] * m[4] + m[5] * m[5] + m[6] * m[6];
|
|
var scaleZSq = m[8] * m[8] + m[9] * m[9] + m[10] * m[10];
|
|
|
|
return Math.sqrt(Math.max(scaleXSq, scaleYSq, scaleZSq));
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @ignore
|
|
*/
|
|
var _tempMat1 = new Matrix4();
|
|
|
|
/**
|
|
* @ignore
|
|
*/
|
|
var _tempMat2 = new Matrix4();
|
|
|
|
/**
|
|
* @ignore
|
|
*/
|
|
var _x = new Vector3();
|
|
|
|
/**
|
|
* @ignore
|
|
*/
|
|
var _y = new Vector3();
|
|
|
|
/**
|
|
* @ignore
|
|
*/
|
|
var _z = new Vector3();
|
|
|
|
module.exports = Matrix4;
|