/**
* @author Mat Groves http://matgroves.com/ @Doormat23
*/
/*
* @class Matrix
* The Matrix class will choose the best type of array to use between
* a regular javascript Array and a Float32Array if the latter is available
*
*/
PIXI.determineMatrixArrayType = function() {
return (typeof Float32Array !== 'undefined') ? Float32Array : Array;
};
PIXI.Matrix2 = PIXI.determineMatrixArrayType();
/**
* A lighter version of the rad gl-matrix created by Brandon Jones, Colin MacKenzie IV
* you both rock!
*
* @class mat3
* @static
*/
PIXI.mat3 = {};
/*
* Creates a mat3 object
*
* @method mat3.create
* @static
*/
PIXI.mat3.create = function()
{
var matrix = new PIXI.Matrix2(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;
};
/*
* Creates a mat3 identity matrix
*
* @method mat3.indentity
* @static
* @param matrix {Array|Float32Array}
*
*/
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;
};
/*
* Multiplies the matrices given as parameters by themselves
*
* @method mat3.multiply
* @static
* @param mat {Array|Float32Array} the first operand (matrix)
* @param mat2 {Array|Float32Array} the second operand (matrix)
* @param [dest] {Array|Float32Array} the matrix which will hold the resulting 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;
};
/*
* Makes a copy of the matrix given in parameter
*
* @method mat3.clone
* @static
* @param mat {Array|Float32Array}
*
*/
PIXI.mat3.clone = function(mat)
{
var matrix = new PIXI.Matrix2(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;
};
/*
* Re-arranges the matrix
*
* @method mat3.transpose
* @static
* @param mat {Array|Float32Array}
* @param [dest] {Array|Float32Array} the matrix which will hold the resulting 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.mat4 = {};
/*
* Appends the mat3 into a mat4, therefore making it a regular mat4 object
*
* @method mat3.toMat4
* @static
* @param mat {Array|Float32Array}
* @param [dest] {Array|Float32Array} the matrix which will hold the resulting matrix
*
*/
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;
};
/*
* Creates a new mat4 matrix
*
* @method mat4.create
* @static
*
*/
PIXI.mat4.create = function()
{
var matrix = new PIXI.Matrix2(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;
};
/*
* Re-arranges the matrix
*
*
* @method mat4.transpose
* @static
* @param mat {Array|Float32Array}
* @param [dest] {Array|Float32Array} the matrix which will hold the resulting 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;
};
/*
* Multiplies the matrices given as parameters by themselves
*
* @method mat4.multiply
* @static
* @param mat {Array|Float32Array} the first operand (matrix)
* @param mat2 {Array|Float32Array} the second operand (matrix)
* @param [dest] {Array|Float32Array} the matrix which will hold the resulting matrix
*/
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;
};
PIXI.identityMatrix = PIXI.mat3.create();
PIXI.tempMatrix = PIXI.mat3.create();
PIXI.Matrix = function()
{
this.a = 1;
this.b = 0;
this.c = 0;
this.d = 1;
this.tx = 0;
this.ty = 0;
};
PIXI.Matrix.prototype.fromArray = function(array)
{
this.a = array[0];
this.b = array[1];
this.c = array[3];
this.d = array[4];
this.tx = array[2];
this.ty = array[5];
};
PIXI.Matrix.prototype.toArray = function(transpose)
{
if(!this.array)this.array = new Float32Array(9);
var array = this.array;
if(transpose)
{
this.array[0] = this.a;
this.array[1] = this.c;
this.array[2] = 0;
this.array[3] = this.b;
this.array[4] = this.d;
this.array[5] = 0;
this.array[6] = this.tx;
this.array[7] = this.ty;
this.array[8] = 1;
}
else
{
this.array[0] = this.a;
this.array[1] = this.b;
this.array[2] = this.tx;
this.array[3] = this.c;
this.array[4] = this.d;
this.array[5] = this.ty;
this.array[6] = 0;
this.array[7] = 0;
this.array[8] = 1;
}
return array;//[this.a, this.b, this.tx, this.c, this.d, this.ty, 0, 0, 1];
};