Vector4.js 10 KB

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  1. /**
  2. * @author supereggbert / http://www.paulbrunt.co.uk/
  3. * @author philogb / http://blog.thejit.org/
  4. * @author mikael emtinger / http://gomo.se/
  5. * @author egraether / http://egraether.com/
  6. * @author WestLangley / http://github.com/WestLangley
  7. */
  8. THREE.Vector4 = function ( x, y, z, w ) {
  9. this.x = x || 0;
  10. this.y = y || 0;
  11. this.z = z || 0;
  12. this.w = ( w !== undefined ) ? w : 1;
  13. };
  14. THREE.Vector4.prototype = {
  15. constructor: THREE.Vector4,
  16. set: function ( x, y, z, w ) {
  17. this.x = x;
  18. this.y = y;
  19. this.z = z;
  20. this.w = w;
  21. return this;
  22. },
  23. setX: function ( x ) {
  24. this.x = x;
  25. return this;
  26. },
  27. setY: function ( y ) {
  28. this.y = y;
  29. return this;
  30. },
  31. setZ: function ( z ) {
  32. this.z = z;
  33. return this;
  34. },
  35. setW: function ( w ) {
  36. this.w = w;
  37. return this;
  38. },
  39. setComponent: function ( index, value ) {
  40. switch ( index ) {
  41. case 0: this.x = value; break;
  42. case 1: this.y = value; break;
  43. case 2: this.z = value; break;
  44. case 3: this.w = value; break;
  45. default: throw new Error( 'index is out of range: ' + index );
  46. }
  47. },
  48. getComponent: function ( index ) {
  49. switch ( index ) {
  50. case 0: return this.x;
  51. case 1: return this.y;
  52. case 2: return this.z;
  53. case 3: return this.w;
  54. default: throw new Error( 'index is out of range: ' + index );
  55. }
  56. },
  57. copy: function ( v ) {
  58. this.x = v.x;
  59. this.y = v.y;
  60. this.z = v.z;
  61. this.w = ( v.w !== undefined ) ? v.w : 1;
  62. return this;
  63. },
  64. add: function ( v, w ) {
  65. if ( w !== undefined ) {
  66. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  67. return this.addVectors( v, w );
  68. }
  69. this.x += v.x;
  70. this.y += v.y;
  71. this.z += v.z;
  72. this.w += v.w;
  73. return this;
  74. },
  75. addScalar: function ( s ) {
  76. this.x += s;
  77. this.y += s;
  78. this.z += s;
  79. this.w += s;
  80. return this;
  81. },
  82. addVectors: function ( a, b ) {
  83. this.x = a.x + b.x;
  84. this.y = a.y + b.y;
  85. this.z = a.z + b.z;
  86. this.w = a.w + b.w;
  87. return this;
  88. },
  89. sub: function ( v, w ) {
  90. if ( w !== undefined ) {
  91. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  92. return this.subVectors( v, w );
  93. }
  94. this.x -= v.x;
  95. this.y -= v.y;
  96. this.z -= v.z;
  97. this.w -= v.w;
  98. return this;
  99. },
  100. subVectors: function ( a, b ) {
  101. this.x = a.x - b.x;
  102. this.y = a.y - b.y;
  103. this.z = a.z - b.z;
  104. this.w = a.w - b.w;
  105. return this;
  106. },
  107. multiplyScalar: function ( scalar ) {
  108. this.x *= scalar;
  109. this.y *= scalar;
  110. this.z *= scalar;
  111. this.w *= scalar;
  112. return this;
  113. },
  114. applyMatrix4: function ( m ) {
  115. var x = this.x;
  116. var y = this.y;
  117. var z = this.z;
  118. var w = this.w;
  119. var e = m.elements;
  120. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  121. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  122. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  123. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  124. return this;
  125. },
  126. divideScalar: function ( scalar ) {
  127. if ( scalar !== 0 ) {
  128. var invScalar = 1 / scalar;
  129. this.x *= invScalar;
  130. this.y *= invScalar;
  131. this.z *= invScalar;
  132. this.w *= invScalar;
  133. } else {
  134. this.x = 0;
  135. this.y = 0;
  136. this.z = 0;
  137. this.w = 1;
  138. }
  139. return this;
  140. },
  141. setAxisAngleFromQuaternion: function ( q ) {
  142. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  143. // q is assumed to be normalized
  144. this.w = 2 * Math.acos( q.w );
  145. var s = Math.sqrt( 1 - q.w * q.w );
  146. if ( s < 0.0001 ) {
  147. this.x = 1;
  148. this.y = 0;
  149. this.z = 0;
  150. } else {
  151. this.x = q.x / s;
  152. this.y = q.y / s;
  153. this.z = q.z / s;
  154. }
  155. return this;
  156. },
  157. setAxisAngleFromRotationMatrix: function ( m ) {
  158. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  159. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  160. var angle, x, y, z, // variables for result
  161. epsilon = 0.01, // margin to allow for rounding errors
  162. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  163. te = m.elements,
  164. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  165. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  166. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  167. if ( ( Math.abs( m12 - m21 ) < epsilon )
  168. && ( Math.abs( m13 - m31 ) < epsilon )
  169. && ( Math.abs( m23 - m32 ) < epsilon ) ) {
  170. // singularity found
  171. // first check for identity matrix which must have +1 for all terms
  172. // in leading diagonal and zero in other terms
  173. if ( ( Math.abs( m12 + m21 ) < epsilon2 )
  174. && ( Math.abs( m13 + m31 ) < epsilon2 )
  175. && ( Math.abs( m23 + m32 ) < epsilon2 )
  176. && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  177. // this singularity is identity matrix so angle = 0
  178. this.set( 1, 0, 0, 0 );
  179. return this; // zero angle, arbitrary axis
  180. }
  181. // otherwise this singularity is angle = 180
  182. angle = Math.PI;
  183. var xx = ( m11 + 1 ) / 2;
  184. var yy = ( m22 + 1 ) / 2;
  185. var zz = ( m33 + 1 ) / 2;
  186. var xy = ( m12 + m21 ) / 4;
  187. var xz = ( m13 + m31 ) / 4;
  188. var yz = ( m23 + m32 ) / 4;
  189. if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
  190. if ( xx < epsilon ) {
  191. x = 0;
  192. y = 0.707106781;
  193. z = 0.707106781;
  194. } else {
  195. x = Math.sqrt( xx );
  196. y = xy / x;
  197. z = xz / x;
  198. }
  199. } else if ( yy > zz ) { // m22 is the largest diagonal term
  200. if ( yy < epsilon ) {
  201. x = 0.707106781;
  202. y = 0;
  203. z = 0.707106781;
  204. } else {
  205. y = Math.sqrt( yy );
  206. x = xy / y;
  207. z = yz / y;
  208. }
  209. } else { // m33 is the largest diagonal term so base result on this
  210. if ( zz < epsilon ) {
  211. x = 0.707106781;
  212. y = 0.707106781;
  213. z = 0;
  214. } else {
  215. z = Math.sqrt( zz );
  216. x = xz / z;
  217. y = yz / z;
  218. }
  219. }
  220. this.set( x, y, z, angle );
  221. return this; // return 180 deg rotation
  222. }
  223. // as we have reached here there are no singularities so we can handle normally
  224. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
  225. + ( m13 - m31 ) * ( m13 - m31 )
  226. + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  227. if ( Math.abs( s ) < 0.001 ) s = 1;
  228. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  229. // caught by singularity test above, but I've left it in just in case
  230. this.x = ( m32 - m23 ) / s;
  231. this.y = ( m13 - m31 ) / s;
  232. this.z = ( m21 - m12 ) / s;
  233. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  234. return this;
  235. },
  236. min: function ( v ) {
  237. if ( this.x > v.x ) {
  238. this.x = v.x;
  239. }
  240. if ( this.y > v.y ) {
  241. this.y = v.y;
  242. }
  243. if ( this.z > v.z ) {
  244. this.z = v.z;
  245. }
  246. if ( this.w > v.w ) {
  247. this.w = v.w;
  248. }
  249. return this;
  250. },
  251. max: function ( v ) {
  252. if ( this.x < v.x ) {
  253. this.x = v.x;
  254. }
  255. if ( this.y < v.y ) {
  256. this.y = v.y;
  257. }
  258. if ( this.z < v.z ) {
  259. this.z = v.z;
  260. }
  261. if ( this.w < v.w ) {
  262. this.w = v.w;
  263. }
  264. return this;
  265. },
  266. clamp: function ( min, max ) {
  267. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  268. if ( this.x < min.x ) {
  269. this.x = min.x;
  270. } else if ( this.x > max.x ) {
  271. this.x = max.x;
  272. }
  273. if ( this.y < min.y ) {
  274. this.y = min.y;
  275. } else if ( this.y > max.y ) {
  276. this.y = max.y;
  277. }
  278. if ( this.z < min.z ) {
  279. this.z = min.z;
  280. } else if ( this.z > max.z ) {
  281. this.z = max.z;
  282. }
  283. if ( this.w < min.w ) {
  284. this.w = min.w;
  285. } else if ( this.w > max.w ) {
  286. this.w = max.w;
  287. }
  288. return this;
  289. },
  290. clampScalar: ( function () {
  291. var min, max;
  292. return function ( minVal, maxVal ) {
  293. if ( min === undefined ) {
  294. min = new THREE.Vector4();
  295. max = new THREE.Vector4();
  296. }
  297. min.set( minVal, minVal, minVal, minVal );
  298. max.set( maxVal, maxVal, maxVal, maxVal );
  299. return this.clamp( min, max );
  300. };
  301. } )(),
  302. floor: function () {
  303. this.x = Math.floor( this.x );
  304. this.y = Math.floor( this.y );
  305. this.z = Math.floor( this.z );
  306. this.w = Math.floor( this.w );
  307. return this;
  308. },
  309. ceil: function () {
  310. this.x = Math.ceil( this.x );
  311. this.y = Math.ceil( this.y );
  312. this.z = Math.ceil( this.z );
  313. this.w = Math.ceil( this.w );
  314. return this;
  315. },
  316. round: function () {
  317. this.x = Math.round( this.x );
  318. this.y = Math.round( this.y );
  319. this.z = Math.round( this.z );
  320. this.w = Math.round( this.w );
  321. return this;
  322. },
  323. roundToZero: function () {
  324. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  325. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  326. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  327. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  328. return this;
  329. },
  330. negate: function () {
  331. this.x = - this.x;
  332. this.y = - this.y;
  333. this.z = - this.z;
  334. this.w = - this.w;
  335. return this;
  336. },
  337. dot: function ( v ) {
  338. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  339. },
  340. lengthSq: function () {
  341. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  342. },
  343. length: function () {
  344. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  345. },
  346. lengthManhattan: function () {
  347. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  348. },
  349. normalize: function () {
  350. return this.divideScalar( this.length() );
  351. },
  352. setLength: function ( l ) {
  353. var oldLength = this.length();
  354. if ( oldLength !== 0 && l !== oldLength ) {
  355. this.multiplyScalar( l / oldLength );
  356. }
  357. return this;
  358. },
  359. lerp: function ( v, alpha ) {
  360. this.x += ( v.x - this.x ) * alpha;
  361. this.y += ( v.y - this.y ) * alpha;
  362. this.z += ( v.z - this.z ) * alpha;
  363. this.w += ( v.w - this.w ) * alpha;
  364. return this;
  365. },
  366. equals: function ( v ) {
  367. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  368. },
  369. fromArray: function ( array, offset ) {
  370. if ( offset === undefined ) offset = 0;
  371. this.x = array[ offset ];
  372. this.y = array[ offset + 1 ];
  373. this.z = array[ offset + 2 ];
  374. this.w = array[ offset + 3 ];
  375. return this;
  376. },
  377. toArray: function () {
  378. return [ this.x, this.y, this.z, this.w ];
  379. },
  380. clone: function () {
  381. return new THREE.Vector4( this.x, this.y, this.z, this.w );
  382. }
  383. };