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esengine/source/src/Math/Matrix2D.ts

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2020-06-08 11:49:45 +08:00
/**
* 3 * 3
*/
class Matrix2D {
public m11: number;
public m12: number;
public m21: number;
public m22: number;
public m31: number;
public m32: number;
private static _identity: Matrix2D = new Matrix2D(1, 0, 0, 1, 0, 0);
/**
*
*/
public static get identity(){
return Matrix2D._identity;
}
constructor(m11: number, m12: number, m21: number, m22: number, m31: number, m32: number){
this.m11 = m11;
this.m12 = m12;
this.m21 = m21;
this.m22 = m22;
this.m31 = m31;
this.m32 = m32;
}
/** 存储在这个矩阵中的位置 */
public get translation(){
return new Vector2(this.m31, this.m32);
}
public set translation(value: Vector2){
this.m31 = value.x;
this.m32 = value.y;
}
/** 以弧度表示的旋转存储在这个矩阵中 */
public get rotation(){
return Math.atan2(this.m21, this.m11);
}
public set rotation(value: number){
let val1 = Math.cos(value);
let val2 = Math.sin(value);
this.m11 = val1;
this.m12 = val2;
this.m21 = -val2;
this.m22 = val1;
}
/**
*
*/
public get rotationDegrees(){
return MathHelper.ToDegrees(this.rotation);
}
public set rotationDegrees(value: number){
this.rotation = MathHelper.ToRadians(value);
}
public get scale(){
return new Vector2(this.m11, this.m22);
}
public set scale(value: Vector2){
this.m11 = value.x;
this.m12 = value.y;
}
/**
* matrix,
* @param matrix1
* @param matrix2
*/
public static add(matrix1: Matrix2D, matrix2: Matrix2D){
matrix1.m11 += matrix2.m11;
matrix1.m12 += matrix2.m12;
matrix1.m21 += matrix2.m21;
matrix1.m22 += matrix2.m22;
matrix1.m31 += matrix2.m31;
matrix1.m32 += matrix2.m32;
return matrix1;
}
public static divide(matrix1: Matrix2D, matrix2: Matrix2D){
matrix1.m11 /= matrix2.m11;
matrix1.m12 /= matrix2.m12;
matrix1.m21 /= matrix2.m21;
matrix1.m22 /= matrix2.m22;
matrix1.m31 /= matrix2.m31;
matrix1.m32 /= matrix2.m32;
return matrix1;
}
public static multiply(matrix1: Matrix2D, matrix2: Matrix2D){
let m11 = ( matrix1.m11 * matrix2.m11 ) + ( matrix1.m12 * matrix2.m21 );
let m12 = ( matrix1.m11 * matrix2.m12 ) + ( matrix1.m12 * matrix2.m22 );
let m21 = ( matrix1.m21 * matrix2.m11 ) + ( matrix1.m22 * matrix2.m21 );
let m22 = ( matrix1.m21 * matrix2.m12 ) + ( matrix1.m22 * matrix2.m22 );
let m31 = ( matrix1.m31 * matrix2.m11 ) + ( matrix1.m32 * matrix2.m21 ) + matrix2.m31;
let m32 = ( matrix1.m31 * matrix2.m12 ) + ( matrix1.m32 * matrix2.m22 ) + matrix2.m32;
matrix1.m11 = m11;
matrix1.m12 = m12;
matrix1.m21 = m21;
matrix1.m22 = m22;
matrix1.m31 = m31;
matrix1.m32 = m32;
return matrix1;
}
}