import {Vector3D} from './vector';
import {Point3D} from './point';
import {Index} from './index';
import {logger} from '../utils/logger';
// Number.EPSILON is difference between 1 and the smallest
// floating point number greater than 1
// -> ~2e-16
// BIG_EPSILON -> ~2e-12
export const BIG_EPSILON = Number.EPSILON * 1e4;
// 'real world', for example when comparing positions
export const REAL_WORLD_EPSILON = 1e-4;
/**
* Check if two numbers are similar.
*
* @param {number} a The first number.
* @param {number} b The second number.
* @param {number} tol The comparison tolerance,
* default to Number.EPSILON.
* @returns {boolean} True if similar.
*/
export function isSimilar(a, b, tol) {
if (typeof tol === 'undefined') {
tol = Number.EPSILON;
}
return Math.abs(a - b) < tol;
}
/**
* Immutable 3x3 Matrix.
*/
export class Matrix33 {
/**
* Matrix values.
*
* @type {number[]}
*/
#values;
/**
* Matrix inverse, calculated at first ask.
*
* @type {Matrix33}
*/
#inverse;
/**
* @param {number[]} values Row-major ordered 9 values.
*/
constructor(values) {
this.#values = values;
}
/**
* Get a value of the matrix.
*
* @param {number} row The row at wich to get the value.
* @param {number} col The column at wich to get the value.
* @returns {number|undefined} The value at the position.
*/
get(row, col) {
return this.#values[row * 3 + col];
}
/**
* Get the inverse of this matrix.
*
* @returns {Matrix33|undefined} The inverse matrix or undefined
* if the determinant is zero.
*/
getInverse() {
if (typeof this.#inverse === 'undefined') {
this.#inverse = getMatrixInverse(this);
}
return this.#inverse;
}
/**
* Check for Matrix33 equality.
*
* @param {Matrix33} rhs The other matrix to compare to.
* @param {number} [p] A numeric expression for the precision to use in check
* (ex: 0.001). Defaults to Number.EPSILON if not provided.
* @returns {boolean} True if both matrices are equal.
*/
equals(rhs, p) {
// TODO: add type check
// check values
for (let i = 0; i < 3; ++i) {
for (let j = 0; j < 3; ++j) {
if (!isSimilar(this.get(i, j), rhs.get(i, j), p)) {
return false;
}
}
}
return true;
}
/**
* Get a string representation of the Matrix33.
*
* @returns {string} The matrix as a string.
*/
toString() {
let str = '[';
for (let i = 0; i < 3; ++i) {
if (i !== 0) {
str += ', \n ';
}
for (let j = 0; j < 3; ++j) {
if (j !== 0) {
str += ', ';
}
str += this.get(i, j);
}
}
str += ']';
return str;
}
/**
* Multiply this matrix by another.
*
* @param {Matrix33} rhs The matrix to multiply by.
* @returns {Matrix33} The product matrix.
*/
multiply(rhs) {
const values = [];
for (let i = 0; i < 3; ++i) {
for (let j = 0; j < 3; ++j) {
let tmp = 0;
for (let k = 0; k < 3; ++k) {
tmp += this.get(i, k) * rhs.get(k, j);
}
values.push(tmp);
}
}
return new Matrix33(values);
}
/**
* Get the absolute value of this matrix.
*
* @returns {Matrix33} The result matrix.
*/
getAbs() {
const values = [];
for (let i = 0; i < 3; ++i) {
for (let j = 0; j < 3; ++j) {
values.push(Math.abs(this.get(i, j)));
}
}
return new Matrix33(values);
}
/**
* Multiply this matrix by a 3D array.
*
* @param {number[]} array3D The input 3D array.
* @returns {number[]} The result 3D array.
*/
multiplyArray3D(array3D) {
if (array3D.length !== 3) {
throw new Error('Cannot multiply 3x3 matrix with non 3D array: ' +
array3D.length);
}
const values = [];
for (let i = 0; i < 3; ++i) {
let tmp = 0;
for (let j = 0; j < 3; ++j) {
tmp += this.get(i, j) * array3D[j];
}
values.push(tmp);
}
return values;
}
/**
* Multiply this matrix by a 3D vector.
*
* @param {Vector3D} vector3D The input 3D vector.
* @returns {Vector3D} The result 3D vector.
*/
multiplyVector3D(vector3D) {
const array3D = this.multiplyArray3D(
[vector3D.getX(), vector3D.getY(), vector3D.getZ()]
);
return new Vector3D(array3D[0], array3D[1], array3D[2]);
}
/**
* Multiply this matrix by a 3D point.
*
* @param {Point3D} point3D The input 3D point.
* @returns {Point3D} The result 3D point.
*/
multiplyPoint3D(point3D) {
const array3D = this.multiplyArray3D(
[point3D.getX(), point3D.getY(), point3D.getZ()]
);
return new Point3D(array3D[0], array3D[1], array3D[2]);
}
/**
* Multiply this matrix by a 3D index.
*
* @param {Index} index3D The input 3D index.
* @returns {Index} The result 3D index.
*/
multiplyIndex3D(index3D) {
const array3D = this.multiplyArray3D(index3D.getValues());
return new Index(array3D);
}
/**
* Get the index of the maximum in absolute value of a row.
*
* @param {number} row The row to get the maximum from.
* @returns {object} The {value,index} of the maximum.
*/
getRowAbsMax(row) {
const values = [
Math.abs(this.get(row, 0)),
Math.abs(this.get(row, 1)),
Math.abs(this.get(row, 2))
];
const absMax = Math.max.apply(null, values);
const index = values.indexOf(absMax);
return {
value: this.get(row, index),
index: index
};
}
/**
* Get the index of the maximum in absolute value of a column.
*
* @param {number} col The column to get the maximum from.
* @returns {object} The {value,index} of the maximum.
*/
getColAbsMax(col) {
const values = [
Math.abs(this.get(0, col)),
Math.abs(this.get(1, col)),
Math.abs(this.get(2, col))
];
const absMax = Math.max.apply(null, values);
const index = values.indexOf(absMax);
return {
value: this.get(index, col),
index: index
};
}
/**
* Get this matrix with only zero and +/- ones instead of the maximum.
*
* @returns {Matrix33} The simplified matrix.
*/
asOneAndZeros() {
const res = [];
for (let j = 0; j < 3; ++j) {
const max = this.getRowAbsMax(j);
const sign = max.value > 0 ? 1 : -1;
for (let i = 0; i < 3; ++i) {
if (i === max.index) {
//res.push(1);
res.push(1 * sign);
} else {
res.push(0);
}
}
}
return new Matrix33(res);
}
/**
* Get the third column direction index of an orientation matrix.
*
* @returns {number} The index of the absolute maximum of the last column.
*/
getThirdColMajorDirection() {
return this.getColAbsMax(2).index;
}
} // Matrix33
/**
* Get the inverse of an input 3*3 matrix.
*
* Ref:
* - {@link https://en.wikipedia.org/wiki/Invertible_matrix#Inversion_of_3_%C3%97_3_matrices},
* - {@link https://github.com/willnode/N-Matrix-Programmer}.
*
* @param {Matrix33} m The input matrix.
* @returns {Matrix33|undefined} The inverse matrix or undefined
* if the determinant is zero.
*/
function getMatrixInverse(m) {
const m00 = m.get(0, 0);
const m01 = m.get(0, 1);
const m02 = m.get(0, 2);
const m10 = m.get(1, 0);
const m11 = m.get(1, 1);
const m12 = m.get(1, 2);
const m20 = m.get(2, 0);
const m21 = m.get(2, 1);
const m22 = m.get(2, 2);
const a1212 = m11 * m22 - m12 * m21;
const a2012 = m12 * m20 - m10 * m22;
const a0112 = m10 * m21 - m11 * m20;
let det = m00 * a1212 + m01 * a2012 + m02 * a0112;
if (det === 0) {
logger.warn('Cannot invert 3*3 matrix with zero determinant.');
return undefined;
}
det = 1 / det;
const values = [
det * a1212,
det * (m02 * m21 - m01 * m22),
det * (m01 * m12 - m02 * m11),
det * a2012,
det * (m00 * m22 - m02 * m20),
det * (m02 * m10 - m00 * m12),
det * a0112,
det * (m01 * m20 - m00 * m21),
det * (m00 * m11 - m01 * m10)
];
return new Matrix33(values);
}
/**
* Create a 3x3 identity matrix.
*
* @returns {Matrix33} The identity matrix.
*/
export function getIdentityMat33() {
/* eslint-disable array-element-newline */
return new Matrix33([
1, 0, 0,
0, 1, 0,
0, 0, 1
]);
/* eslint-enable array-element-newline */
}
/**
* Check if a matrix is a 3x3 identity matrix.
*
* @param {Matrix33} mat33 The matrix to test.
* @returns {boolean} True if identity.
*/
export function isIdentityMat33(mat33) {
return mat33.equals(getIdentityMat33());
}