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pixi.js / src / pixi / core / Matrix.js


/*
 * A lighter version of the rad gl-matrix created by Brandon Jones, Colin MacKenzie IV
 * you both rock!
 */

function determineMatrixArrayType() {
    PIXI.Matrix = (typeof Float32Array !== 'undefined') ? Float32Array : Array;
    return PIXI.Matrix;
}

determineMatrixArrayType();

PIXI.mat3 = {};

PIXI.mat3.create = function()
{
    var matrix = new PIXI.Matrix(9);

    matrix[0] = 1;
    matrix[1] = 0;
    matrix[2] = 0;
    matrix[3] = 0;
    matrix[4] = 1;
    matrix[5] = 0;
    matrix[6] = 0;
    matrix[7] = 0;
    matrix[8] = 1;

    return matrix;
}


PIXI.mat3.identity = function(matrix)
{
    matrix[0] = 1;
    matrix[1] = 0;
    matrix[2] = 0;
    matrix[3] = 0;
    matrix[4] = 1;
    matrix[5] = 0;
    matrix[6] = 0;
    matrix[7] = 0;
    matrix[8] = 1;

    return matrix;
}


PIXI.mat4 = {};

PIXI.mat4.create = function()
{
    var matrix = new PIXI.Matrix(16);

    matrix[0] = 1;
    matrix[1] = 0;
    matrix[2] = 0;
    matrix[3] = 0;
    matrix[4] = 0;
    matrix[5] = 1;
    matrix[6] = 0;
    matrix[7] = 0;
    matrix[8] = 0;
    matrix[9] = 0;
    matrix[10] = 1;
    matrix[11] = 0;
    matrix[12] = 0;
    matrix[13] = 0;
    matrix[14] = 0;
    matrix[15] = 1;

    return matrix;
}

PIXI.mat3.multiply = function (mat, mat2, dest)
{
    if (!dest) { dest = mat; }

    // Cache the matrix values (makes for huge speed increases!)
    var a00 = mat[0], a01 = mat[1], a02 = mat[2],
        a10 = mat[3], a11 = mat[4], a12 = mat[5],
        a20 = mat[6], a21 = mat[7], a22 = mat[8],

        b00 = mat2[0], b01 = mat2[1], b02 = mat2[2],
        b10 = mat2[3], b11 = mat2[4], b12 = mat2[5],
        b20 = mat2[6], b21 = mat2[7], b22 = mat2[8];

    dest[0] = b00 * a00 + b01 * a10 + b02 * a20;
    dest[1] = b00 * a01 + b01 * a11 + b02 * a21;
    dest[2] = b00 * a02 + b01 * a12 + b02 * a22;

    dest[3] = b10 * a00 + b11 * a10 + b12 * a20;
    dest[4] = b10 * a01 + b11 * a11 + b12 * a21;
    dest[5] = b10 * a02 + b11 * a12 + b12 * a22;

    dest[6] = b20 * a00 + b21 * a10 + b22 * a20;
    dest[7] = b20 * a01 + b21 * a11 + b22 * a21;
    dest[8] = b20 * a02 + b21 * a12 + b22 * a22;

    return dest;
}

PIXI.mat3.clone = function(mat)
{
    var matrix = new PIXI.Matrix(9);

    matrix[0] = mat[0];
    matrix[1] = mat[1];
    matrix[2] = mat[2];
    matrix[3] = mat[3];
    matrix[4] = mat[4];
    matrix[5] = mat[5];
    matrix[6] = mat[6];
    matrix[7] = mat[7];
    matrix[8] = mat[8];

    return matrix;
}

PIXI.mat3.transpose = function (mat, dest)
{
    // If we are transposing ourselves we can skip a few steps but have to cache some values
    if (!dest || mat === dest) {
        var a01 = mat[1], a02 = mat[2],
            a12 = mat[5];

        mat[1] = mat[3];
        mat[2] = mat[6];
        mat[3] = a01;
        mat[5] = mat[7];
        mat[6] = a02;
        mat[7] = a12;
        return mat;
    }

    dest[0] = mat[0];
    dest[1] = mat[3];
    dest[2] = mat[6];
    dest[3] = mat[1];
    dest[4] = mat[4];
    dest[5] = mat[7];
    dest[6] = mat[2];
    dest[7] = mat[5];
    dest[8] = mat[8];
    return dest;
}

PIXI.mat3.toMat4 = function (mat, dest)
{
    if (!dest) { dest = PIXI.mat4.create(); }

    dest[15] = 1;
    dest[14] = 0;
    dest[13] = 0;
    dest[12] = 0;

    dest[11] = 0;
    dest[10] = mat[8];
    dest[9] = mat[7];
    dest[8] = mat[6];

    dest[7] = 0;
    dest[6] = mat[5];
    dest[5] = mat[4];
    dest[4] = mat[3];

    dest[3] = 0;
    dest[2] = mat[2];
    dest[1] = mat[1];
    dest[0] = mat[0];

    return dest;
}


/////


PIXI.mat4.create = function()
{
    var matrix = new PIXI.Matrix(16);

    matrix[0] = 1;
    matrix[1] = 0;
    matrix[2] = 0;
    matrix[3] = 0;
    matrix[4] = 0;
    matrix[5] = 1;
    matrix[6] = 0;
    matrix[7] = 0;
    matrix[8] = 0;
    matrix[9] = 0;
    matrix[10] = 1;
    matrix[11] = 0;
    matrix[12] = 0;
    matrix[13] = 0;
    matrix[14] = 0;
    matrix[15] = 1;

    return matrix;
}

PIXI.mat4.transpose = function (mat, dest)
{
    // If we are transposing ourselves we can skip a few steps but have to cache some values
    if (!dest || mat === dest)
    {
        var a01 = mat[1], a02 = mat[2], a03 = mat[3],
            a12 = mat[6], a13 = mat[7],
            a23 = mat[11];

        mat[1] = mat[4];
        mat[2] = mat[8];
        mat[3] = mat[12];
        mat[4] = a01;
        mat[6] = mat[9];
        mat[7] = mat[13];
        mat[8] = a02;
        mat[9] = a12;
        mat[11] = mat[14];
        mat[12] = a03;
        mat[13] = a13;
        mat[14] = a23;
        return mat;
    }

    dest[0] = mat[0];
    dest[1] = mat[4];
    dest[2] = mat[8];
    dest[3] = mat[12];
    dest[4] = mat[1];
    dest[5] = mat[5];
    dest[6] = mat[9];
    dest[7] = mat[13];
    dest[8] = mat[2];
    dest[9] = mat[6];
    dest[10] = mat[10];
    dest[11] = mat[14];
    dest[12] = mat[3];
    dest[13] = mat[7];
    dest[14] = mat[11];
    dest[15] = mat[15];
    return dest;
}

PIXI.mat4.multiply = function (mat, mat2, dest)
{
    if (!dest) { dest = mat; }

    // Cache the matrix values (makes for huge speed increases!)
    var a00 = mat[ 0], a01 = mat[ 1], a02 = mat[ 2], a03 = mat[3];
    var a10 = mat[ 4], a11 = mat[ 5], a12 = mat[ 6], a13 = mat[7];
    var a20 = mat[ 8], a21 = mat[ 9], a22 = mat[10], a23 = mat[11];
    var a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15];

    // Cache only the current line of the second matrix
    var b0  = mat2[0], b1 = mat2[1], b2 = mat2[2], b3 = mat2[3];
    dest[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
    dest[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
    dest[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
    dest[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33;

    b0 = mat2[4];
    b1 = mat2[5];
    b2 = mat2[6];
    b3 = mat2[7];
    dest[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
    dest[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
    dest[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
    dest[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33;

    b0 = mat2[8];
    b1 = mat2[9];
    b2 = mat2[10];
    b3 = mat2[11];
    dest[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
    dest[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
    dest[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
    dest[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33;

    b0 = mat2[12];
    b1 = mat2[13];
    b2 = mat2[14];
    b3 = mat2[15];
    dest[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
    dest[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
    dest[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
    dest[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33;

    return dest;
}