| import { _Math } from './Math.js'; |
| import { Quaternion } from './Quaternion.js'; |
|
|
| |
| |
| |
| |
| |
| |
| |
| |
|
|
| function Vector3( x, y, z ) { |
|
|
| this.x = x || 0; |
| this.y = y || 0; |
| this.z = z || 0; |
|
|
| } |
|
|
| Object.assign( Vector3.prototype, { |
|
|
| isVector3: true, |
|
|
| set: function ( x, y, z ) { |
|
|
| this.x = x; |
| this.y = y; |
| this.z = z; |
|
|
| return this; |
|
|
| }, |
|
|
| setScalar: function ( scalar ) { |
|
|
| this.x = scalar; |
| this.y = scalar; |
| this.z = 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; |
|
|
| }, |
|
|
| setComponent: function ( index, value ) { |
|
|
| switch ( index ) { |
|
|
| case 0: this.x = value; break; |
| case 1: this.y = value; break; |
| case 2: this.z = 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; |
| default: throw new Error( 'index is out of range: ' + index ); |
|
|
| } |
|
|
| }, |
|
|
| clone: function () { |
|
|
| return new this.constructor( this.x, this.y, this.z ); |
|
|
| }, |
|
|
| copy: function ( v ) { |
|
|
| this.x = v.x; |
| this.y = v.y; |
| this.z = v.z; |
|
|
| return this; |
|
|
| }, |
|
|
| add: function ( v, w ) { |
|
|
| if ( w !== undefined ) { |
|
|
| console.warn( 'THREE.Vector3: .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; |
|
|
| return this; |
|
|
| }, |
|
|
| addScalar: function ( s ) { |
|
|
| this.x += s; |
| this.y += s; |
| this.z += 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; |
|
|
| return this; |
|
|
| }, |
|
|
| addScaledVector: function ( v, s ) { |
|
|
| this.x += v.x * s; |
| this.y += v.y * s; |
| this.z += v.z * s; |
|
|
| return this; |
|
|
| }, |
|
|
| sub: function ( v, w ) { |
|
|
| if ( w !== undefined ) { |
|
|
| console.warn( 'THREE.Vector3: .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; |
|
|
| return this; |
|
|
| }, |
|
|
| subScalar: function ( s ) { |
|
|
| this.x -= s; |
| this.y -= s; |
| this.z -= 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; |
|
|
| return this; |
|
|
| }, |
|
|
| multiply: function ( v, w ) { |
|
|
| if ( w !== undefined ) { |
|
|
| console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' ); |
| return this.multiplyVectors( v, w ); |
|
|
| } |
|
|
| this.x *= v.x; |
| this.y *= v.y; |
| this.z *= v.z; |
|
|
| return this; |
|
|
| }, |
|
|
| multiplyScalar: function ( scalar ) { |
|
|
| this.x *= scalar; |
| this.y *= scalar; |
| this.z *= scalar; |
|
|
| return this; |
|
|
| }, |
|
|
| multiplyVectors: function ( a, b ) { |
|
|
| this.x = a.x * b.x; |
| this.y = a.y * b.y; |
| this.z = a.z * b.z; |
|
|
| return this; |
|
|
| }, |
|
|
| applyEuler: function () { |
|
|
| var quaternion = new Quaternion(); |
|
|
| return function applyEuler( euler ) { |
|
|
| if ( ! ( euler && euler.isEuler ) ) { |
|
|
| console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' ); |
|
|
| } |
|
|
| return this.applyQuaternion( quaternion.setFromEuler( euler ) ); |
|
|
| }; |
|
|
| }(), |
|
|
| applyAxisAngle: function () { |
|
|
| var quaternion = new Quaternion(); |
|
|
| return function applyAxisAngle( axis, angle ) { |
|
|
| return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) ); |
|
|
| }; |
|
|
| }(), |
|
|
| applyMatrix3: function ( m ) { |
|
|
| var x = this.x, y = this.y, z = this.z; |
| var e = m.elements; |
|
|
| this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; |
| this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; |
| this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; |
|
|
| return this; |
|
|
| }, |
|
|
| applyMatrix4: function ( m ) { |
|
|
| var x = this.x, y = this.y, z = this.z; |
| var e = m.elements; |
|
|
| var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); |
|
|
| 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; |
|
|
| return this; |
|
|
| }, |
|
|
| applyQuaternion: function ( q ) { |
|
|
| var x = this.x, y = this.y, z = this.z; |
| var qx = q.x, qy = q.y, qz = q.z, qw = q.w; |
|
|
| |
|
|
| var ix = qw * x + qy * z - qz * y; |
| var iy = qw * y + qz * x - qx * z; |
| var iz = qw * z + qx * y - qy * x; |
| var iw = - qx * x - qy * y - qz * z; |
|
|
| |
|
|
| this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy; |
| this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz; |
| this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx; |
|
|
| return this; |
|
|
| }, |
|
|
| project: function ( camera ) { |
|
|
| return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix ); |
|
|
| }, |
|
|
| unproject: function ( camera ) { |
|
|
| return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld ); |
|
|
| }, |
|
|
| transformDirection: function ( m ) { |
|
|
| |
| |
|
|
| var x = this.x, y = this.y, z = this.z; |
| var e = m.elements; |
|
|
| this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; |
| this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; |
| this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; |
|
|
| return this.normalize(); |
|
|
| }, |
|
|
| divide: function ( v ) { |
|
|
| this.x /= v.x; |
| this.y /= v.y; |
| this.z /= v.z; |
|
|
| return this; |
|
|
| }, |
|
|
| divideScalar: function ( scalar ) { |
|
|
| return this.multiplyScalar( 1 / scalar ); |
|
|
| }, |
|
|
| 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 ); |
|
|
| 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 ); |
|
|
| return this; |
|
|
| }, |
|
|
| clamp: function ( min, max ) { |
|
|
| |
|
|
| 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 ) ); |
|
|
| return this; |
|
|
| }, |
|
|
| clampScalar: function () { |
|
|
| var min = new Vector3(); |
| var max = new Vector3(); |
|
|
| return function clampScalar( minVal, maxVal ) { |
|
|
| min.set( minVal, minVal, minVal ); |
| max.set( 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 ); |
|
|
| return this; |
|
|
| }, |
|
|
| ceil: function () { |
|
|
| this.x = Math.ceil( this.x ); |
| this.y = Math.ceil( this.y ); |
| this.z = Math.ceil( this.z ); |
|
|
| return this; |
|
|
| }, |
|
|
| round: function () { |
|
|
| this.x = Math.round( this.x ); |
| this.y = Math.round( this.y ); |
| this.z = Math.round( this.z ); |
|
|
| 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 ); |
|
|
| return this; |
|
|
| }, |
|
|
| negate: function () { |
|
|
| this.x = - this.x; |
| this.y = - this.y; |
| this.z = - this.z; |
|
|
| return this; |
|
|
| }, |
|
|
| dot: function ( v ) { |
|
|
| return this.x * v.x + this.y * v.y + this.z * v.z; |
|
|
| }, |
|
|
| |
|
|
| lengthSq: function () { |
|
|
| return this.x * this.x + this.y * this.y + this.z * this.z; |
|
|
| }, |
|
|
| length: function () { |
|
|
| return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); |
|
|
| }, |
|
|
| manhattanLength: function () { |
|
|
| return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); |
|
|
| }, |
|
|
| 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; |
|
|
| return this; |
|
|
| }, |
|
|
| lerpVectors: function ( v1, v2, alpha ) { |
|
|
| return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 ); |
|
|
| }, |
|
|
| cross: function ( v, w ) { |
|
|
| if ( w !== undefined ) { |
|
|
| console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' ); |
| return this.crossVectors( v, w ); |
|
|
| } |
|
|
| return this.crossVectors( this, v ); |
|
|
| }, |
|
|
| crossVectors: function ( a, b ) { |
|
|
| var ax = a.x, ay = a.y, az = a.z; |
| var bx = b.x, by = b.y, bz = b.z; |
|
|
| this.x = ay * bz - az * by; |
| this.y = az * bx - ax * bz; |
| this.z = ax * by - ay * bx; |
|
|
| return this; |
|
|
| }, |
|
|
| projectOnVector: function ( vector ) { |
|
|
| var scalar = vector.dot( this ) / vector.lengthSq(); |
|
|
| return this.copy( vector ).multiplyScalar( scalar ); |
|
|
| }, |
|
|
| projectOnPlane: function () { |
|
|
| var v1 = new Vector3(); |
|
|
| return function projectOnPlane( planeNormal ) { |
|
|
| v1.copy( this ).projectOnVector( planeNormal ); |
|
|
| return this.sub( v1 ); |
|
|
| }; |
|
|
| }(), |
|
|
| reflect: function () { |
|
|
| |
| |
|
|
| var v1 = new Vector3(); |
|
|
| return function reflect( normal ) { |
|
|
| return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); |
|
|
| }; |
|
|
| }(), |
|
|
| angleTo: function ( v ) { |
|
|
| var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) ); |
|
|
| |
|
|
| return Math.acos( _Math.clamp( theta, - 1, 1 ) ); |
|
|
| }, |
|
|
| distanceTo: function ( v ) { |
|
|
| return Math.sqrt( this.distanceToSquared( v ) ); |
|
|
| }, |
|
|
| distanceToSquared: function ( v ) { |
|
|
| var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; |
|
|
| return dx * dx + dy * dy + dz * dz; |
|
|
| }, |
|
|
| manhattanDistanceTo: function ( v ) { |
|
|
| return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); |
|
|
| }, |
|
|
| setFromSpherical: function ( s ) { |
|
|
| return this.setFromSphericalCoords( s.radius, s.phi, s.theta ); |
|
|
| }, |
|
|
| setFromSphericalCoords: function ( radius, phi, theta ) { |
|
|
| var sinPhiRadius = Math.sin( phi ) * radius; |
|
|
| this.x = sinPhiRadius * Math.sin( theta ); |
| this.y = Math.cos( phi ) * radius; |
| this.z = sinPhiRadius * Math.cos( theta ); |
|
|
| return this; |
|
|
| }, |
|
|
| setFromCylindrical: function ( c ) { |
|
|
| return this.setFromCylindricalCoords( c.radius, c.theta, c.y ); |
|
|
| }, |
|
|
| setFromCylindricalCoords: function ( radius, theta, y ) { |
|
|
| this.x = radius * Math.sin( theta ); |
| this.y = y; |
| this.z = radius * Math.cos( theta ); |
|
|
| return this; |
|
|
| }, |
|
|
| setFromMatrixPosition: function ( m ) { |
|
|
| var e = m.elements; |
|
|
| this.x = e[ 12 ]; |
| this.y = e[ 13 ]; |
| this.z = e[ 14 ]; |
|
|
| return this; |
|
|
| }, |
|
|
| setFromMatrixScale: function ( m ) { |
|
|
| var sx = this.setFromMatrixColumn( m, 0 ).length(); |
| var sy = this.setFromMatrixColumn( m, 1 ).length(); |
| var sz = this.setFromMatrixColumn( m, 2 ).length(); |
|
|
| this.x = sx; |
| this.y = sy; |
| this.z = sz; |
|
|
| return this; |
|
|
| }, |
|
|
| setFromMatrixColumn: function ( m, index ) { |
|
|
| return this.fromArray( m.elements, index * 4 ); |
|
|
| }, |
|
|
| equals: function ( v ) { |
|
|
| return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); |
|
|
| }, |
|
|
| fromArray: function ( array, offset ) { |
|
|
| if ( offset === undefined ) offset = 0; |
|
|
| this.x = array[ offset ]; |
| this.y = array[ offset + 1 ]; |
| this.z = array[ offset + 2 ]; |
|
|
| 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; |
|
|
| return array; |
|
|
| }, |
|
|
| fromBufferAttribute: function ( attribute, index, offset ) { |
|
|
| if ( offset !== undefined ) { |
|
|
| console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' ); |
|
|
| } |
|
|
| this.x = attribute.getX( index ); |
| this.y = attribute.getY( index ); |
| this.z = attribute.getZ( index ); |
|
|
| return this; |
|
|
| } |
|
|
| } ); |
|
|
|
|
| export { Vector3 }; |
|
|