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algebra.js
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/**
* @page Algebra
* Algebra functions that make your life better.
*/
/**
* @library hyperelastic
* @version 0.0.1
* @brief Hyperelastic growth simulator in javascript
*/
/**
* @function matrix
* @description Makes a 3x3 matrix object out of 9 float values
* @param {float} a 1st row, 1st column
* @param {float} b
* @param {float} c
* @param {float} d 2nd row, 1st column
* @param {float} e
* @param {float} f
* @param {float} g 3rd row, 1st column
* @param {float} h
* @param {float} i
* @return {Matrix} A matrix object
*/
function matrix(a,b,c,d,e,f,g,h,i) {
this.a=a;
this.b=b;
this.c=c;
this.d=d;
this.e=e;
this.f=f;
this.g=g;
this.h=h;
this.i=i;
}
/**
* @function invert
* @description Matrix inversion.
* @param {Matrix} m A 3x3 matrix represented as a vector
* @return {Matrix} The inverse of matrix m
*/
function invert(m) {
var det;
var w=new Object();
det=m.b*m.f*m.g + m.c*m.d*m.h + m.a*m.e*m.i - m.c*m.e*m.g - m.a*m.f*m.h - m.b*m.d*m.i;
w.a=(m.e*m.i - m.f*m.h)/det;
w.b=(m.c*m.h - m.b*m.i)/det;
w.c=(m.b*m.f - m.c*m.e)/det;
w.d=(m.f*m.g - m.d*m.i)/det;
w.e=(m.a*m.i - m.c*m.g)/det;
w.f=(m.c*m.d - m.a*m.f)/det;
w.g=(m.d*m.h - m.e*m.g)/det;
w.h=(m.b*m.g - m.a*m.h)/det;
w.i=(m.a*m.e - m.b*m.d)/det;
return w;
}
/**
* @function mulInvMatVec
* @description Multiply matrix inverse by vector
* @param {Matrix} m A 3x3 matrix represented as a vector, first row first
* @param {Vector} p 3x1 vector
*/
function mulInvMatVec(m, p)
{
var det;
var a,b,c,d,e,f,g,h,i;
det = m.b*m.f*m.g + m.c*m.d*m.h + m.a*m.e*m.i - m.c*m.e*m.g - m.a*m.f*m.h - m.b*m.d*m.i;
a=(m.e*m.i - m.f*m.h);
b=(m.c*m.h - m.b*m.i);
c=(m.b*m.f - m.c*m.e);
d=(m.f*m.g - m.d*m.i);
e=(m.a*m.i - m.c*m.g);
f=(m.c*m.d - m.a*m.f);
g=(m.d*m.h - m.e*m.g);
h=(m.b*m.g - m.a*m.h);
i=(m.a*m.e - m.b*m.d);
return [ (p[0]*a + p[1]*d + p[2]*g)/det,
(p[0]*b + p[1]*e + p[2]*h)/det,
(p[0]*c + p[1]*f + p[2]*i)/det];
}
/**
* @function determinant
* @description Matrix determinant.
* @param {Matrix} a A 3x3 matrix represented as a vector
*/
function determinant(a)
{
var det=
a.b*a.f*a.g +
a.c*a.d*a.h +
a.a*a.e*a.i -
a.c*a.e*a.g -
a.a*a.f*a.h -
a.b*a.d*a.i;
return det;
}
/**
* @description Vector addition.
* @function add
* @param {Vector} a 3x1 vector
* @param {Vector} b 3x1 vector
*/
function add(a,b) {
return [a[0]+b[0],a[1]+b[1],a[2]+b[2]];
}
/**
* @description subtract
* @function subtract
*/
function subtract(a,b) {
return [a[0]-b[0],a[1]-b[1],a[2]-b[2]];
}
/**
* @description norm
* @function norm
*/
function norm(a) {
return Math.sqrt(a[0]*a[0]+a[1]*a[1]+a[2]*a[2]);
}
function dot(a,b) {
return a[0]*b[0]+a[1]*b[1]+a[2]*b[2];
}
function scale(a,t) {
return [a[0]*t,a[1]*t,a[2]*t];
}
/**
* @description addMat
* @function addMat
*/
function addMat(a,b) {
return {
a:a.a+b.a, b:a.b+b.b, c:a.c+b.c,
d:a.d+b.d, e:a.e+b.e, f:a.f+b.f,
g:a.g+b.g, h:a.h+b.h, i:a.i+b.i};
}
/**
* @description subMat
* @function subMat
*/
function subMat(a,b) {
return {
a:a.a-b.a, b:a.b-b.b, c:a.c-b.c,
d:a.d-b.d, e:a.e-b.e, f:a.f-b.f,
g:a.g-b.g, h:a.h-b.h, i:a.i-b.i};
}
/**
* @description cross
* @function cross
*/
function cross(a,b) {
return [a[1]*b[2]-a[2]*b[1],
a[2]*b[0]-a[0]*b[2],
a[0]*b[1]-a[1]*b[0]];
}
/**
* @description transpose
* @function transpose
*/
function transpose(m) {
return {a:m.a,b:m.d,c:m.g,
d:m.b,e:m.e,f:m.h,
g:m.c,h:m.f,i:m.i};
}
/**
* @description trace
* @function trace
*/
function trace(m) {
return m.a+m.e+m.i;
}
/**
* @description Make a matrix out of 3 vectors, one per column
* @function vecs2Mat
* @param {Vector} a 3x1 vector
* @param {Vector} b 3x1 vector
* @param {Vector} c 3x1 vector
*/
function vecs2Mat(a, b, c)
{
return { a:a[0],b:b[0],c:c[0],
d:a[1],e:b[1],f:c[1],
g:a[2],h:b[2],i:c[2] };
}
/**
* @description mulMat
* @function mulMat
*/
function mulMat(a,b) {
return {
a:a.a*b.a+a.b*b.d+a.c*b.g,
b:a.a*b.b+a.b*b.e+a.c*b.h,
c:a.a*b.c+a.b*b.f+a.c*b.i,
d:a.d*b.a+a.e*b.d+a.f*b.g,
e:a.d*b.b+a.e*b.e+a.f*b.h,
f:a.d*b.c+a.e*b.f+a.f*b.i,
g:a.g*b.a+a.h*b.d+a.i*b.g,
h:a.g*b.b+a.h*b.e+a.i*b.h,
i:a.g*b.c+a.h*b.f+a.i*b.i };
}
/**
* @description mulMatVec
* @function mulMatVec
*/
function mulMatVec(m,a) {
return [
m.a*a[0]+m.b*a[1]+m.c*a[2],
m.d*a[0]+m.e*a[1]+m.f*a[2],
m.g*a[0]+m.h*a[1]+m.i*a[2]];
}
/**
* @description mulVecSca
* @function mulVecSca
*/
function mulVecSca(a,b) {
return [a[0]*b,a[1]*b,a[2]*b];
}
/**
* @description mulMatSca
* @function mulMatSca
*/
function mulMatSca(m,a) {
return {
a:m.a*a, b:m.b*a, c:m.c*a,
d:m.d*a, e:m.e*a, f:m.f*a,
g:m.g*a, h:m.h*a, i:m.i*a};
}
/**
* @function solidAngle
* @description Compute the solid angle of a tetrahedron. Reference Jacobson et al (2013) "Robust Inside-Outside Segmentation using Generalized Winding Numbers"
* @param {Vector} a 1st vertex of tetrahedron
* @param {Vector} b 2nd vertex of tetrahedron
* @param {Vector} c 3rd vertex of tetrahedron
* @param {Vector} d 4th vertex of tetrahedron
*/
function solidAngle(a, b, c, d) {
var A=[a[0]-d[0],a[1]-d[1],a[2]-d[2]];
var B=[b[0]-d[0],b[1]-d[1],b[2]-d[2]];
var C=[c[0]-d[0],c[1]-d[1],c[2]-d[2]];
var detABC=A[0]*B[1]*C[2] + B[0]*C[1]*A[2] + C[0]*A[1]*B[2] - A[0]*C[1]*B[2] - B[0]*A[1]*C[2] - C[0]*B[1]*A[2];
var na=Math.sqrt(A[0]*A[0]+A[1]*A[1]+A[2]*A[2]);
var nb=Math.sqrt(B[0]*B[0]+B[1]*B[1]+B[2]*B[2]);
var nc=Math.sqrt(C[0]*C[0]+C[1]*C[1]+C[2]*C[2]);
var divisor = na*nb*nc + (A[0]*B[0] + A[1]*B[1] + A[2]*B[2])*nc + (B[0]*C[0] + B[1]*C[1] + B[2]*C[2])*na + (C[0]*A[0] + C[1]*A[1] + C[2]*A[2])*nb;
var sabc=2*Math.atan(detABC/divisor);
return sabc;
}
/**
* @description printMat
* @function printMat
*/
function printMat(M,name) {
console.log(name+":",
M.a+" "+M.b+" "+M.c,
M.d+" "+M.e+" "+M.f,
M.g+" "+M.h+" "+M.i);
}
/**
* @description printVec
* @function printVec
*/
function printVec(V,name) {
console.log(name+": "+V[0]+","+V[1]+","+V[2]);
}