| |
| |
| |
| |
| |
| |
| |
|
|
| 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 ) { |
|
|
| |
|
|
| |
|
|
| 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 ) { |
|
|
| |
|
|
| |
|
|
| var angle, x, y, z, |
| epsilon = 0.01, |
| epsilon2 = 0.1, |
|
|
| 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 ) ) { |
|
|
| |
| |
| |
|
|
| if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && |
| ( Math.abs( m13 + m31 ) < epsilon2 ) && |
| ( Math.abs( m23 + m32 ) < epsilon2 ) && |
| ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { |
|
|
| |
|
|
| this.set( 1, 0, 0, 0 ); |
|
|
| return this; |
|
|
| } |
|
|
| |
|
|
| 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 ) ) { |
|
|
| |
|
|
| 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 ) { |
|
|
| |
|
|
| if ( yy < epsilon ) { |
|
|
| x = 0.707106781; |
| y = 0; |
| z = 0.707106781; |
|
|
| } else { |
|
|
| y = Math.sqrt( yy ); |
| x = xy / y; |
| z = yz / y; |
|
|
| } |
|
|
| } else { |
|
|
| |
|
|
| 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; |
|
|
| } |
|
|
| |
|
|
| var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + |
| ( m13 - m31 ) * ( m13 - m31 ) + |
| ( m21 - m12 ) * ( m21 - m12 ) ); |
|
|
| if ( Math.abs( s ) < 0.001 ) s = 1; |
|
|
| |
| |
|
|
| 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 ) { |
|
|
| |
|
|
| 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 }; |
|
|