280 lines
7.3 KiB
JavaScript
280 lines
7.3 KiB
JavaScript
import quat from './quat';
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import { epsilon } from './constants';
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export default class vec3 {
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constructor(values) {
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this.values = new Float32Array(3);
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if (values !== undefined) {
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this.xyz = values;
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}
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}
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get x() {
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return this.values[0];
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}
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get y() {
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return this.values[1];
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}
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get z() {
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return this.values[2];
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}
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get xy() {
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return [this.values[0], this.values[1]];
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}
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get xyz() {
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return [this.values[0], this.values[1], this.values[2]];
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}
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set x(value) {
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this.values[0] = value;
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}
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set y(value) {
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this.values[1] = value;
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}
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set z(value) {
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this.values[2] = value;
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}
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set xy(values) {
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this.values[0] = values[0];
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this.values[1] = values[1];
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}
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set xyz(values) {
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this.values[0] = values[0];
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this.values[1] = values[1];
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this.values[2] = values[2];
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}
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at(index) {
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return this.values[index];
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}
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reset() {
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this.x = 0;
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this.y = 0;
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this.z = 0;
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}
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copy(dest) {
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if (!dest) {
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dest = new vec3();
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}
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dest.x = this.x;
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dest.y = this.y;
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dest.z = this.z;
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return dest;
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}
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negate(dest) {
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if (!dest) {
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dest = this;
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}
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dest.x = -this.x;
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dest.y = -this.y;
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dest.z = -this.z;
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return dest;
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}
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equals(vector, threshold = epsilon) {
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if (Math.abs(this.x - vector.x) > threshold) {
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return false;
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}
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if (Math.abs(this.y - vector.y) > threshold) {
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return false;
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}
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if (Math.abs(this.z - vector.z) > threshold) {
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return false;
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}
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return true;
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}
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length() {
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return Math.sqrt(this.squaredLength());
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}
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squaredLength() {
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const x = this.x;
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const y = this.y;
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const z = this.z;
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return x * x + y * y + z * z;
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}
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add(vector) {
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this.x += vector.x;
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this.y += vector.y;
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this.z += vector.z;
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return this;
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}
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subtract(vector) {
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this.x -= vector.x;
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this.y -= vector.y;
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this.z -= vector.z;
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return this;
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}
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multiply(vector) {
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this.x *= vector.x;
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this.y *= vector.y;
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this.z *= vector.z;
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return this;
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}
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divide(vector) {
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this.x /= vector.x;
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this.y /= vector.y;
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this.z /= vector.z;
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return this;
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}
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scale(value, dest) {
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if (!dest) {
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dest = this;
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}
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dest.x *= value;
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dest.y *= value;
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dest.z *= value;
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return dest;
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}
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normalize(dest) {
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if (!dest) {
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dest = this;
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}
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let length = this.length();
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if (length === 1) {
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return this;
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}
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if (length === 0) {
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dest.x = 0;
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dest.y = 0;
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dest.z = 0;
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return dest;
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}
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length = 1.0 / length;
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dest.x *= length;
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dest.y *= length;
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dest.z *= length;
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return dest;
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}
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multiplyByMat3(matrix, dest) {
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if (!dest) {
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dest = this;
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}
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return matrix.multiplyVec3(this, dest);
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}
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multiplyByQuat(quaternion, dest) {
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if (!dest) {
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dest = this;
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}
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return quaternion.multiplyVec3(this, dest);
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}
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toQuat(dest) {
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if (!dest) {
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dest = new quat();
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}
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const c = new vec3();
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const s = new vec3();
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c.x = Math.cos(this.x * 0.5);
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s.x = Math.sin(this.x * 0.5);
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c.y = Math.cos(this.y * 0.5);
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s.y = Math.sin(this.y * 0.5);
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c.z = Math.cos(this.z * 0.5);
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s.z = Math.sin(this.z * 0.5);
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dest.x = s.x * c.y * c.z - c.x * s.y * s.z;
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dest.y = c.x * s.y * c.z + s.x * c.y * s.z;
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dest.z = c.x * c.y * s.z - s.x * s.y * c.z;
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dest.w = c.x * c.y * c.z + s.x * s.y * s.z;
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return dest;
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}
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static cross(vector, vector2, dest) {
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if (!dest) {
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dest = new vec3();
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}
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const x = vector.x;
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const y = vector.y;
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const z = vector.z;
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const x2 = vector2.x;
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const y2 = vector2.y;
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const z2 = vector2.z;
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dest.x = y * z2 - z * y2;
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dest.y = z * x2 - x * z2;
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dest.z = x * y2 - y * x2;
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return dest;
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}
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static dot(vector, vector2) {
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const x = vector.x;
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const y = vector.y;
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const z = vector.z;
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const x2 = vector2.x;
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const y2 = vector2.y;
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const z2 = vector2.z;
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return x * x2 + y * y2 + z * z2;
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}
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static distance(vector, vector2) {
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const x = vector2.x - vector.x;
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const y = vector2.y - vector.y;
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const z = vector2.z - vector.z;
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return Math.sqrt(this.squaredDistance(vector, vector2));
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}
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static squaredDistance(vector, vector2) {
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const x = vector2.x - vector.x;
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const y = vector2.y - vector.y;
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const z = vector2.z - vector.z;
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return x * x + y * y + z * z;
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}
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static direction(vector, vector2, dest) {
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if (!dest) {
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dest = new vec3();
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}
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const x = vector.x - vector2.x;
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const y = vector.y - vector2.y;
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const z = vector.z - vector2.z;
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let length = Math.sqrt(x * x + y * y + z * z);
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if (length === 0) {
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dest.x = 0;
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dest.y = 0;
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dest.z = 0;
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return dest;
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}
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length = 1 / length;
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dest.x = x * length;
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dest.y = y * length;
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dest.z = z * length;
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return dest;
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}
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static mix(vector, vector2, time, dest) {
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if (!dest) {
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dest = new vec3();
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}
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dest.x = vector.x + time * (vector2.x - vector.x);
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dest.y = vector.y + time * (vector2.y - vector.y);
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dest.z = vector.z + time * (vector2.z - vector.z);
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return dest;
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}
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static sum(vector, vector2, dest) {
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if (!dest) {
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dest = new vec3();
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}
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dest.x = vector.x + vector2.x;
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dest.y = vector.y + vector2.y;
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dest.z = vector.z + vector2.z;
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return dest;
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}
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static difference(vector, vector2, dest) {
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if (!dest) {
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dest = new vec3();
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}
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dest.x = vector.x - vector2.x;
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dest.y = vector.y - vector2.y;
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dest.z = vector.z - vector2.z;
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return dest;
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}
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static product(vector, vector2, dest) {
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if (!dest) {
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dest = new vec3();
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}
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dest.x = vector.x * vector2.x;
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dest.y = vector.y * vector2.y;
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dest.z = vector.z * vector2.z;
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return dest;
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}
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static quotient(vector, vector2, dest) {
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if (!dest) {
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dest = new vec3();
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}
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dest.x = vector.x / vector2.x;
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dest.y = vector.y / vector2.y;
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dest.z = vector.z / vector2.z;
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return dest;
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}
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}
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vec3.zero = new vec3([0, 0, 0]);
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vec3.one = new vec3([1, 1, 1]);
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vec3.up = new vec3([0, 1, 0]);
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vec3.right = new vec3([1, 0, 0]);
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vec3.forward = new vec3([0, 0, 1]);
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