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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 | 137x 1x 364x 364x 364x 56x 56x 56x 56x 56x 56x 56x 56x 56x 42x 14x 14x 1x 1x 1x 14x 14x 14x 136x 136x 136x 136x 13x 13x 193x 193x 193x 12x 12x 12x 1x 1x 1x 1x 3x 3x 375x 47x 328x 328x 19126x 19126x 19126x 19126x 19126x 328x 3x 25x 25x 25x 25x 339x | import { vec3, mat4, glMatrix } from 'gl-matrix'; // eslint-disable-next-line import/no-cycle import { areMatricesEqual } from 'vtk.js/Sources/Common/Core/Math'; import { IDENTITY } from 'vtk.js/Sources/Common/Core/Math/Constants'; const NoOp = (v) => v; const EPSILON = 1e-6; class Transform { constructor(useDegree = false) { this.matrix = mat4.identity(new Float64Array(16)); this.tmp = new Float64Array(3); this.angleConv = useDegree ? glMatrix.toRadian : NoOp; } rotateFromDirections(originDirection, targetDirection) { const src = new Float64Array(3); const dst = new Float64Array(3); const transf = new Float64Array(16); vec3.set(src, originDirection[0], originDirection[1], originDirection[2]); vec3.set(dst, targetDirection[0], targetDirection[1], targetDirection[2]); vec3.normalize(src, src); vec3.normalize(dst, dst); const cosAlpha = vec3.dot(src, dst); if (cosAlpha >= 1) { return this; } vec3.cross(this.tmp, src, dst); if (vec3.length(this.tmp) < EPSILON) { // cross product is 0, so pick arbitrary axis perpendicular // to originDirection. vec3.cross(this.tmp, [1, 0, 0], originDirection); if (vec3.length(this.tmp) < EPSILON) { vec3.cross(this.tmp, [0, 1, 0], originDirection); } } mat4.fromRotation(transf, Math.acos(cosAlpha), this.tmp); mat4.multiply(this.matrix, this.matrix, transf); return this; } rotate(angle, axis) { vec3.set(this.tmp, ...axis); vec3.normalize(this.tmp, this.tmp); mat4.rotate(this.matrix, this.matrix, this.angleConv(angle), this.tmp); return this; } rotateX(angle) { mat4.rotateX(this.matrix, this.matrix, this.angleConv(angle)); return this; } rotateY(angle) { mat4.rotateY(this.matrix, this.matrix, this.angleConv(angle)); return this; } rotateZ(angle) { mat4.rotateZ(this.matrix, this.matrix, this.angleConv(angle)); return this; } translate(x, y, z) { vec3.set(this.tmp, x, y, z); mat4.translate(this.matrix, this.matrix, this.tmp); return this; } scale(sx, sy, sz) { vec3.set(this.tmp, sx, sy, sz); mat4.scale(this.matrix, this.matrix, this.tmp); return this; } multiply(mat4x4) { mat4.multiply(this.matrix, this.matrix, mat4x4); return this; } multiply3x3(mat3x3) { mat4.multiply(this.matrix, this.matrix, [ mat3x3[0], mat3x3[1], mat3x3[2], 0, mat3x3[3], mat3x3[4], mat3x3[5], 0, mat3x3[6], mat3x3[7], mat3x3[8], 0, 0, 0, 0, 1, ]); return this; } invert() { mat4.invert(this.matrix, this.matrix); return this; } identity() { mat4.identity(this.matrix); return this; } //----------- apply(typedArray, offset = 0, nbIterations = -1) { if (areMatricesEqual(IDENTITY, this.matrix)) { // Make sure we can chain apply... return this; } const size = nbIterations === -1 ? typedArray.length : offset + nbIterations * 3; for (let i = offset; i < size; i += 3) { vec3.set(this.tmp, typedArray[i], typedArray[i + 1], typedArray[i + 2]); vec3.transformMat4(this.tmp, this.tmp, this.matrix); typedArray[i] = this.tmp[0]; typedArray[i + 1] = this.tmp[1]; typedArray[i + 2] = this.tmp[2]; } // Make sure we can chain apply... return this; } getMatrix() { return this.matrix; } setMatrix(mat4x4) { if (!!mat4x4 && mat4x4.length === 16) { mat4.copy(this.matrix, mat4x4); } return this; } } function buildFromDegree() { return new Transform(true); } function buildFromRadian() { return new Transform(false); } export default { buildFromDegree, buildFromRadian, }; |