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/** | |
* @author supereggbert / http://www.paulbrunt.co.uk/ | |
* @author philogb / http://blog.thejit.org/ | |
* @author mikael emtinger / http://gomo.se/ | |
* @author egraether / http://egraether.com/ | |
* @author WestLangley / http://github.com/WestLangley | |
*/ | |
function Vector4( x, y, z, w ) { | |
this.x = x || 0; | |
this.y = y || 0; | |
this.z = z || 0; | |
this.w = ( w !== undefined ) ? w : 1; | |
} | |
Object.assign( Vector4.prototype, { | |
isVector4: true, | |
set: function ( x, y, z, w ) { | |
this.x = x; | |
this.y = y; | |
this.z = z; | |
this.w = w; | |
return this; | |
}, | |
setScalar: function ( scalar ) { | |
this.x = scalar; | |
this.y = scalar; | |
this.z = scalar; | |
this.w = scalar; | |
return this; | |
}, | |
setX: function ( x ) { | |
this.x = x; | |
return this; | |
}, | |
setY: function ( y ) { | |
this.y = y; | |
return this; | |
}, | |
setZ: function ( z ) { | |
this.z = z; | |
return this; | |
}, | |
setW: function ( w ) { | |
this.w = w; | |
return this; | |
}, | |
setComponent: function ( index, value ) { | |
switch ( index ) { | |
case 0: this.x = value; break; | |
case 1: this.y = value; break; | |
case 2: this.z = value; break; | |
case 3: this.w = value; break; | |
default: throw new Error( 'index is out of range: ' + index ); | |
} | |
return this; | |
}, | |
getComponent: function ( index ) { | |
switch ( index ) { | |
case 0: return this.x; | |
case 1: return this.y; | |
case 2: return this.z; | |
case 3: return this.w; | |
default: throw new Error( 'index is out of range: ' + index ); | |
} | |
}, | |
clone: function () { | |
return new this.constructor( this.x, this.y, this.z, this.w ); | |
}, | |
copy: function ( v ) { | |
this.x = v.x; | |
this.y = v.y; | |
this.z = v.z; | |
this.w = ( v.w !== undefined ) ? v.w : 1; | |
return this; | |
}, | |
add: function ( v, w ) { | |
if ( w !== undefined ) { | |
console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' ); | |
return this.addVectors( v, w ); | |
} | |
this.x += v.x; | |
this.y += v.y; | |
this.z += v.z; | |
this.w += v.w; | |
return this; | |
}, | |
addScalar: function ( s ) { | |
this.x += s; | |
this.y += s; | |
this.z += s; | |
this.w += s; | |
return this; | |
}, | |
addVectors: function ( a, b ) { | |
this.x = a.x + b.x; | |
this.y = a.y + b.y; | |
this.z = a.z + b.z; | |
this.w = a.w + b.w; | |
return this; | |
}, | |
addScaledVector: function ( v, s ) { | |
this.x += v.x * s; | |
this.y += v.y * s; | |
this.z += v.z * s; | |
this.w += v.w * s; | |
return this; | |
}, | |
sub: function ( v, w ) { | |
if ( w !== undefined ) { | |
console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' ); | |
return this.subVectors( v, w ); | |
} | |
this.x -= v.x; | |
this.y -= v.y; | |
this.z -= v.z; | |
this.w -= v.w; | |
return this; | |
}, | |
subScalar: function ( s ) { | |
this.x -= s; | |
this.y -= s; | |
this.z -= s; | |
this.w -= s; | |
return this; | |
}, | |
subVectors: function ( a, b ) { | |
this.x = a.x - b.x; | |
this.y = a.y - b.y; | |
this.z = a.z - b.z; | |
this.w = a.w - b.w; | |
return this; | |
}, | |
multiplyScalar: function ( scalar ) { | |
this.x *= scalar; | |
this.y *= scalar; | |
this.z *= scalar; | |
this.w *= scalar; | |
return this; | |
}, | |
applyMatrix4: function ( m ) { | |
var x = this.x, y = this.y, z = this.z, w = this.w; | |
var e = m.elements; | |
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; | |
this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; | |
this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; | |
this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; | |
return this; | |
}, | |
divideScalar: function ( scalar ) { | |
return this.multiplyScalar( 1 / scalar ); | |
}, | |
setAxisAngleFromQuaternion: function ( q ) { | |
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm | |
// q is assumed to be normalized | |
this.w = 2 * Math.acos( q.w ); | |
var s = Math.sqrt( 1 - q.w * q.w ); | |
if ( s < 0.0001 ) { | |
this.x = 1; | |
this.y = 0; | |
this.z = 0; | |
} else { | |
this.x = q.x / s; | |
this.y = q.y / s; | |
this.z = q.z / s; | |
} | |
return this; | |
}, | |
setAxisAngleFromRotationMatrix: function ( m ) { | |
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm | |
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) | |
var angle, x, y, z, // variables for result | |
epsilon = 0.01, // margin to allow for rounding errors | |
epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees | |
te = m.elements, | |
m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], | |
m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], | |
m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; | |
if ( ( Math.abs( m12 - m21 ) < epsilon ) && | |
( Math.abs( m13 - m31 ) < epsilon ) && | |
( Math.abs( m23 - m32 ) < epsilon ) ) { | |
// singularity found | |
// first check for identity matrix which must have +1 for all terms | |
// in leading diagonal and zero in other terms | |
if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && | |
( Math.abs( m13 + m31 ) < epsilon2 ) && | |
( Math.abs( m23 + m32 ) < epsilon2 ) && | |
( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { | |
// this singularity is identity matrix so angle = 0 | |
this.set( 1, 0, 0, 0 ); | |
return this; // zero angle, arbitrary axis | |
} | |
// otherwise this singularity is angle = 180 | |
angle = Math.PI; | |
var xx = ( m11 + 1 ) / 2; | |
var yy = ( m22 + 1 ) / 2; | |
var zz = ( m33 + 1 ) / 2; | |
var xy = ( m12 + m21 ) / 4; | |
var xz = ( m13 + m31 ) / 4; | |
var yz = ( m23 + m32 ) / 4; | |
if ( ( xx > yy ) && ( xx > zz ) ) { | |
// m11 is the largest diagonal term | |
if ( xx < epsilon ) { | |
x = 0; | |
y = 0.707106781; | |
z = 0.707106781; | |
} else { | |
x = Math.sqrt( xx ); | |
y = xy / x; | |
z = xz / x; | |
} | |
} else if ( yy > zz ) { | |
// m22 is the largest diagonal term | |
if ( yy < epsilon ) { | |
x = 0.707106781; | |
y = 0; | |
z = 0.707106781; | |
} else { | |
y = Math.sqrt( yy ); | |
x = xy / y; | |
z = yz / y; | |
} | |
} else { | |
// m33 is the largest diagonal term so base result on this | |
if ( zz < epsilon ) { | |
x = 0.707106781; | |
y = 0.707106781; | |
z = 0; | |
} else { | |
z = Math.sqrt( zz ); | |
x = xz / z; | |
y = yz / z; | |
} | |
} | |
this.set( x, y, z, angle ); | |
return this; // return 180 deg rotation | |
} | |
// as we have reached here there are no singularities so we can handle normally | |
var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + | |
( m13 - m31 ) * ( m13 - m31 ) + | |
( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize | |
if ( Math.abs( s ) < 0.001 ) s = 1; | |
// prevent divide by zero, should not happen if matrix is orthogonal and should be | |
// caught by singularity test above, but I've left it in just in case | |
this.x = ( m32 - m23 ) / s; | |
this.y = ( m13 - m31 ) / s; | |
this.z = ( m21 - m12 ) / s; | |
this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); | |
return this; | |
}, | |
min: function ( v ) { | |
this.x = Math.min( this.x, v.x ); | |
this.y = Math.min( this.y, v.y ); | |
this.z = Math.min( this.z, v.z ); | |
this.w = Math.min( this.w, v.w ); | |
return this; | |
}, | |
max: function ( v ) { | |
this.x = Math.max( this.x, v.x ); | |
this.y = Math.max( this.y, v.y ); | |
this.z = Math.max( this.z, v.z ); | |
this.w = Math.max( this.w, v.w ); | |
return this; | |
}, | |
clamp: function ( min, max ) { | |
// assumes min < max, componentwise | |
this.x = Math.max( min.x, Math.min( max.x, this.x ) ); | |
this.y = Math.max( min.y, Math.min( max.y, this.y ) ); | |
this.z = Math.max( min.z, Math.min( max.z, this.z ) ); | |
this.w = Math.max( min.w, Math.min( max.w, this.w ) ); | |
return this; | |
}, | |
clampScalar: function () { | |
var min, max; | |
return function clampScalar( minVal, maxVal ) { | |
if ( min === undefined ) { | |
min = new Vector4(); | |
max = new Vector4(); | |
} | |
min.set( minVal, minVal, minVal, minVal ); | |
max.set( maxVal, maxVal, maxVal, maxVal ); | |
return this.clamp( min, max ); | |
}; | |
}(), | |
clampLength: function ( min, max ) { | |
var length = this.length(); | |
return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); | |
}, | |
floor: function () { | |
this.x = Math.floor( this.x ); | |
this.y = Math.floor( this.y ); | |
this.z = Math.floor( this.z ); | |
this.w = Math.floor( this.w ); | |
return this; | |
}, | |
ceil: function () { | |
this.x = Math.ceil( this.x ); | |
this.y = Math.ceil( this.y ); | |
this.z = Math.ceil( this.z ); | |
this.w = Math.ceil( this.w ); | |
return this; | |
}, | |
round: function () { | |
this.x = Math.round( this.x ); | |
this.y = Math.round( this.y ); | |
this.z = Math.round( this.z ); | |
this.w = Math.round( this.w ); | |
return this; | |
}, | |
roundToZero: function () { | |
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x ); | |
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y ); | |
this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z ); | |
this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w ); | |
return this; | |
}, | |
negate: function () { | |
this.x = - this.x; | |
this.y = - this.y; | |
this.z = - this.z; | |
this.w = - this.w; | |
return this; | |
}, | |
dot: function ( v ) { | |
return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; | |
}, | |
lengthSq: function () { | |
return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; | |
}, | |
length: function () { | |
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); | |
}, | |
manhattanLength: function () { | |
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); | |
}, | |
normalize: function () { | |
return this.divideScalar( this.length() || 1 ); | |
}, | |
setLength: function ( length ) { | |
return this.normalize().multiplyScalar( length ); | |
}, | |
lerp: function ( v, alpha ) { | |
this.x += ( v.x - this.x ) * alpha; | |
this.y += ( v.y - this.y ) * alpha; | |
this.z += ( v.z - this.z ) * alpha; | |
this.w += ( v.w - this.w ) * alpha; | |
return this; | |
}, | |
lerpVectors: function ( v1, v2, alpha ) { | |
return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); | |
}, | |
equals: function ( v ) { | |
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); | |
}, | |
fromArray: function ( array, offset ) { | |
if ( offset === undefined ) offset = 0; | |
this.x = array[ offset ]; | |
this.y = array[ offset + 1 ]; | |
this.z = array[ offset + 2 ]; | |
this.w = array[ offset + 3 ]; | |
return this; | |
}, | |
toArray: function ( array, offset ) { | |
if ( array === undefined ) array = []; | |
if ( offset === undefined ) offset = 0; | |
array[ offset ] = this.x; | |
array[ offset + 1 ] = this.y; | |
array[ offset + 2 ] = this.z; | |
array[ offset + 3 ] = this.w; | |
return array; | |
}, | |
fromBufferAttribute: function ( attribute, index, offset ) { | |
if ( offset !== undefined ) { | |
console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' ); | |
} | |
this.x = attribute.getX( index ); | |
this.y = attribute.getY( index ); | |
this.z = attribute.getZ( index ); | |
this.w = attribute.getW( index ); | |
return this; | |
} | |
} ); | |
export { Vector4 }; | |