Created
February 27, 2019 09:24
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Some Matrix functions for 3d projection
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| function matrix(m){ | |
| return m || [ | |
| [1,0,0,0], | |
| [0,1,0,0], | |
| [0,0,1,0], | |
| [0,0,0,1], | |
| ]; | |
| } | |
| function projectionmatrix(fov,aspect,znear,zfar){ | |
| let fovrad = 1/Math.tan((fov/2).toRadians()); | |
| let m = matrix(); | |
| m[0][0] = aspect*fovrad; | |
| m[1][1] = fovrad; | |
| m[2][2] = zfar / (zfar-znear); | |
| m[3][2] = (-zfar *znear)/(zfar-znear); | |
| m[2][3] = 1; | |
| m[3][3] = 0; | |
| return m; | |
| } | |
| function vector4mat4x4mul(v, m){ | |
| let x = v.x * m[0][0]+v.y*m[1][0]+v.z*m[2][0]+m[3][0]; | |
| let y = v.x * m[0][1]+v.y*m[1][1]+v.z*m[2][1]+m[3][1]; | |
| let z = v.x * m[0][2]+v.y*m[1][2]+v.z*m[2][2]+m[3][2]; | |
| let w = v.x * m[0][3]+v.y*m[1][3]+v.z*m[2][3]+m[3][3]; | |
| return vector(x,y,z,w); | |
| } | |
| function vector(x,y,z,w){ | |
| return { x:x,y:y,z:z,w:w||1}; | |
| } | |
| function normalizevector(v){ | |
| let x = v.x/v.w; | |
| let y = v.y/v.w; | |
| let z = v.z/v.w; | |
| return vector(x,y,z); | |
| } | |
| //Algorithm: | |
| //triangle = [vA,vB,vC] | |
| //transformedTriangle = [normalizevector(vector4mat4x4mul(vA)),normalizevector(vector4mat4x4mul(vB)),normalizevector(vector4mat4x4mul(vC))] | |
| //drawtriangle(triangle); |
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