// math3d.js -- Copyright 2007 Google

// Some Javascript math utilities.
//
// Exports V3 (3-vector utilities), M33 (3x3 matrix utilities)

// NOTE: This will be refactored in a more Object
// Oriented style, so don't get attached to this syntax!

// 3D vector functions.
V3 = {
  EARTH_RADIUS: 6378100,

  dup: function(a) {
    return [a[0], a[1], a[2]];
  },

  toString: function(a) {
    return "[" + a[0] + ", " + a[1] + ", " + a[2] + "]";
  },

  nearlyEqual: function(a, b, tolerance) {
    if (!tolerance) {
      tolerance = 1e-6;
    }
    return Math.abs(a[0] - b[0]) <= tolerance
      && Math.abs(a[1] - b[1]) <= tolerance
      && Math.abs(a[2] - b[2]) <= tolerance;
  },
  
  cross: function(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] ];
  },

  dot: function(a, b) {
    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
  },

  add: function(a, b) {
    return [
        a[0] + b[0],
        a[1] + b[1],
        a[2] + b[2]];
  },

  sub: function(a, b) {
    return [
        a[0] - b[0],
        a[1] - b[1],
        a[2] - b[2]];
  },

  scale: function(a, scale) {
    return [a[0] * scale, a[1] * scale, a[2] * scale];
  },

  length: function(a) {
    return Math.sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]);
  },

  normalize: function(a) {
    var len = V3.length(a);
    if (len <= 0) {
      return [NaN, NaN, NaN];
    }
    return V3.scale(a, 1.0 / len);
  },

  bisect: function(a, b) {
    return [(a[0] + b[0]) / 2,
            (a[1] + b[1]) / 2,
            (a[2] + b[2]) / 2];
  },

  // Returns v rotated counterclockwise about axis by radians.
  // axis should be a unit vector; otherwise you'll get weird results.
  rotate: function(v, axis, radians) {
    var vDotAxis = V3.dot(v, axis);
    var vPerpAxis = V3.sub(v, V3.scale(axis, vDotAxis));
    var vPerpPerpAxis = V3.cross(axis, vPerpAxis);
    var result = V3.add(V3.scale(axis, vDotAxis),
                        V3.add(V3.scale(vPerpAxis, Math.cos(radians)),
                               V3.scale(vPerpPerpAxis, Math.sin(radians))));
    return result;
  },

  // Takes a set of Euler angles and converts from degrees to radians.
  toRadians: function(v) {
    return [v[0] * Math.PI / 180,
            v[1] * Math.PI / 180,
            v[2] * Math.PI / 180];
  },

  // Takes a set of Euler angles and converts from radians to degrees.
  toDegrees: function(v) {
    return [v[0] * 180 / Math.PI,
            v[1] * 180 / Math.PI,
            v[2] * 180 / Math.PI];
  },

  // Input is [lat, lon, alt].  Lat & lon are in degrees, positive up
  // and east.  Alt in meters, relative to Earth's radius.
  //
  // Output is meters x,y,z.  x points out of (0,0) (just off West
  // Africa), y points out the North Pole, and z points out of (0,-90)
  // (near Ecuador).
  latLonAltToCartesian: function(vert) {
    var sinTheta = Math.sin(vert[1] * Math.PI / 180);
    var cosTheta = Math.cos(vert[1] * Math.PI / 180);
    var sinPhi = Math.sin(vert[0] * Math.PI / 180);
    var cosPhi = Math.cos(vert[0] * Math.PI / 180);

    var r = V3.EARTH_RADIUS + vert[2];
    var result = [
        r * cosTheta * cosPhi,
        r * sinPhi,
        r * -sinTheta * cosPhi ];
    return result;
  },

  // Input is meters [x, y, z].  Output is [lat, lon, alt].  Lat & lon
  // in degrees, alt in meters.
  // 
  // V3.cartesianToLatLonAlt([R, 0, 0]) ~= [0, 0, 0]
  // V3.cartesianToLatLonAlt([R/sqrt(2), R/sqrt(2), 0]) ~= [45, 0, 0]
  // V3.cartesianToLatLonAlt([R/sqrt(2), 0, R/sqrt(2)]) ~= [0, -45, 0]
  cartesianToLatLonAlt: function(a) {
    var r = V3.length(a);
    if (r <= 0) {
      return [NaN, NaN, NaN];
    }
    var alt = r - V3.EARTH_RADIUS;
    // Compute projection onto unit sphere.
    var n = V3.scale(a, 1 / r);
    var lat = Math.asin(n[1]) * 180 / Math.PI;
    if (lat > 90) {
      lat -= 180;
    }
    var lon = 0;
    if (Math.abs(lat) < 90) {
      lon = Math.atan2(n[2], n[0]) * -180 / Math.PI;
    }
    return [lat, lon, alt];
  },

  // Return the signed perpendicular distance from the point c to the line
  // defined by [a, b].
  //
  // We get the sign by determining if point is to the left of the line,
  // from the point of view of looking towards the origin through vert0.
  // I.e. is it to the left, looking at the surface of the Earth from
  // above.
  leftDistance: function(a, b, c) {
    var ab = V3.sub(b, a);
    var ac = V3.sub(c, a);
    var cross = V3.cross(ab, ac);

    var dot = V3.dot(a, cross);
    var lineLength = V3.length(ab);
    if (lineLength < 1e-6) {
      return NaN;
    }
    var perpendicularDistance = V3.length(cross) / lineLength;

    if (dot > 0) {
      return perpendicularDistance;
    } else {
      return -perpendicularDistance;
    }
  },

  // Return the distance between two cartesian 3d points, along the
  // surface of the Earth, assuming they are on the surface of the
  // Earth.  (If the inputs are not on the surface of the earth, they
  // are projected to the surface first.)
  earthDistance: function(a, b) {
    var dot = V3.dot(V3.normalize(a), V3.normalize(b));
    var angle = Math.acos(dot);
    var dist = V3.EARTH_RADIUS * angle;
    return dist;
  }
};

M33 = {
  // Conventions:
  //
  // * V3 is a 3-element array representing a column vector
  //
  // * M33 is an array of 3 column vectors, representing a 3x3 matrix
  //
  //   [ [00] [10] [20] ]
  //   [ [01] [11] [21] ]
  //   [ [02] [12] [22] ]
  
  toString: function(a) {
    return "[" + V3.toString(a[0]) + ", " + 
      V3.toString(a[1]) + ", " + V3.toString(a[2]) + "]";
  },

  nearlyEqual: function(a, b) {
    return V3.nearlyEqual(a[0], b[0])
      && V3.nearlyEqual(a[1], b[1])
      && V3.nearlyEqual(a[2], b[2]);
  },

  transpose: function(a) {
    return [
        [a[0][0], a[1][0], a[2][0]],
        [a[0][1], a[1][1], a[2][1]],
        [a[0][2], a[1][2], a[2][2]]];
  },

  multiply: function(a, b) {
    var result = [[0, 0, 0], [0, 0, 0], [0, 0, 0]];
    for (var i = 0; i < 3; i++) {
      for (var j = 0; j < 3; j++) {
        result[i][j] = a[0][j] * b[i][0]
                       + a[1][j] * b[i][1]
                       + a[2][j] * b[i][2];
      }
    }
    return result;
  },

  // Applies matrix a to column vector b.  (I.e. returns a * b)
  transform: function(a, b) {
    return [
        a[0][0] * b[0] + a[1][0] * b[1] + a[2][0] * b[2],
        a[0][1] * b[0] + a[1][1] * b[1] + a[2][1] * b[2],
        a[0][2] * b[0] + a[1][2] * b[1] + a[2][2] * b[2]];
  },

  // Applies the transpose of matrix a to column vector b.
  // (I.e. returns a.transpose() * b)
  transformByTranspose: function(a, b) {
    return [
        a[0][0] * b[0] + a[0][1] * b[1] + a[0][2] * b[2],
        a[1][0] * b[0] + a[1][1] * b[1] + a[1][2] * b[2],
        a[2][0] * b[0] + a[2][1] * b[1] + a[2][2] * b[2]];
  },

  identity: function() {
    return [[1, 0, 0], [0, 1, 0], [0, 0, 1]];
  },

  makeOrthonormalFrame: function(dir, up) {
    var newright = V3.normalize(V3.cross(dir, up));
    var newdir = V3.normalize(V3.cross(up, newright));
    var newup = V3.cross(newright, newdir);
    return [newright, newdir, newup];
  },

  // [heading, tilt, roll] (degrees) to [[right],[dir],[up]] (local
  // coords).  The return value transforms global direction vectors
  // into local direction vectors.  The transpose of the return value
  // transforms local direction vectors into global direction vectors.
  //
  // heading, tilt, roll are in degrees, clockwise about z,x,y axes (!?).
  // heading of 0 means pointing North
  // heading of 90 means pointing West
  //
  // [1, 0, 0] in local coords points right (East, for 0, 0, 0 htr)
  // [0, 1, 0] in local coords points ahead (North, for 0, 0, 0 htr)
  // [0, 0, 1] in local coords points up (away from center of earth)
  headingTiltRollToLocalOrientationMatrix: function(htr) {
    return M33.eulToMat(V3.toRadians(htr));
  },

  // [[right], [dir], [up]] (in local cartesian coords) to [heading, tilt, roll]
  // (in degrees)
  localOrientationMatrixToHeadingTiltRoll: function(mat) {
    var htr = M33.matToEul(mat);
    return V3.toDegrees(htr);
  },

  // Builds a local orientation matrix, to transform from local coords
  // into global coords.  "Local" means that the local x basis vector
  // points East, the y basis vector points North and the z basis
  // vector points Up (towards the sky).
  makeLocalToGlobalFrame: function(latLonAlt) {
    var vertical = V3.normalize(V3.latLonAltToCartesian(latLonAlt));
    var east = V3.normalize(V3.cross([0, 1, 0], vertical));
    var north = V3.normalize(V3.cross(vertical, east));

    return [east, north, vertical];
  },

  // See Graphics Gems IV, Chapter III.5, "Euler Angle Conversion" by
  // Ken Shoemake.
  //
  // http://vered.rose.utoronto.ca/people/spike/GEMS/GEMS.html
  eulerConfig: {
    i: 2, j: 0, k: 1,     // NOTE: KML convention is Z, X, Y!
    counterClockwise: true,
    sameAxis: false,      // third axis same as first (i == k)
    frameRelative: false  // frame-relative (vs. static)
  },

  // Construct matrix from Euler angles (in radians).
  //
  // Thanks to Ken Shoemake / Graphics Gems
  eulToMat: function(eulerAnglesIn) {
    var ti, tj, th, ci, cj, ch, si, sj, sh, cc, cs, sc, ss;
    var config = M33.eulerConfig;
    var i = config.i;
    var j = config.j;
    var k = config.k;

    var ea = V3.dup(eulerAnglesIn);
    var m = [[0, 0, 0], [0, 0, 0], [0, 0, 0]];
    if (config.frameRelative) { var t = ea[0]; ea[0] = ea[2]; ea[2] = t; }
    if (!config.counterClockwise) {
      ea[0] = -ea[0]; ea[1] = -ea[1]; ea[2] = -ea[2];
    }
    ti = ea[0];	  tj = ea[1];	th = ea[2];
    ci = Math.cos(ti); cj = Math.cos(tj); ch = Math.cos(th);
    si = Math.sin(ti); sj = Math.sin(tj); sh = Math.sin(th);
    cc = ci*ch; cs = ci*sh; sc = si*ch; ss = si*sh;
    if (config.sameAxis) {
      m[i][i] = cj;     m[i][j] =  sj*si;    m[i][k] =  sj*ci;
      m[j][i] = sj*sh;  m[j][j] = -cj*ss+cc; m[j][k] = -cj*cs-sc;
      m[k][i] = -sj*ch; m[k][j] =  cj*sc+cs; m[k][k] =  cj*cc-ss;
    } else {
      m[i][i] = cj*ch; m[i][j] = sj*sc-cs; m[i][k] = sj*cc+ss;
      m[j][i] = cj*sh; m[j][j] = sj*ss+cc; m[j][k] = sj*cs-sc;
      m[k][i] = -sj;   m[k][j] = cj*si;    m[k][k] = cj*ci;
    }
    return m;
  },

  // Convert matrix to Euler angles (in radians).
  //
  // Thanks to Ken Shoemake / Graphics Gems
  matToEul: function(m, config) {
    var config = M33.eulerConfig;
    var i = config.i;
    var j = config.j;
    var k = config.k;

    var FLT_EPSILON = 1e-6;
    var ea = [0, 0, 0];
    if (config.sameAxis) {
      var sy = Math.sqrt(m[i][j] * m[i][j] + m[i][k] * m[i][k]);
      if (sy > 16 * FLT_EPSILON) {
        ea[0]= Math.atan2(m[i][j], m[i][k]);
        ea[1]= Math.atan2(sy, m[i][i]);
        ea[2]= Math.atan2(m[j][i], -m[k][i]);
      } else {
        ea[0]= Math.atan2(-m[j][k], m[j][j]);
        ea[1]= Math.atan2(sy, m[i][i]);
        ea[2]= 0;
      }
    } else {
      var cy = Math.sqrt(m[i][i] * m[i][i] + m[j][i] * m[j][i]);
      if (cy > 16 * FLT_EPSILON) {
        ea[0]= Math.atan2(m[k][j], m[k][k]);
        ea[1]= Math.atan2(-m[k][i], cy);
        ea[2]= Math.atan2(m[j][i], m[i][i]);
      } else {
        ea[0]= Math.atan2(-m[j][k], m[j][j]);
        ea[1]= Math.atan2(-m[k][i], cy);
        ea[2]= 0;
      }
    }
    if (!config.counterClockwise) {
      ea[0] = -ea[0]; ea[1] = -ea[1]; ea[2] = -ea[2];
    }
    if (config.frameRelative) { var t = ea[0]; ea[0] = ea[2]; ea[2] = t; }
    return ea;
  }
};

