Vector3.js 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748
  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author *kile / http://kile.stravaganza.org/
  4. * @author philogb / http://blog.thejit.org/
  5. * @author mikael emtinger / http://gomo.se/
  6. * @author egraether / http://egraether.com/
  7. * @author WestLangley / http://github.com/WestLangley
  8. */
  9. THREE.Vector3 = function ( x, y, z ) {
  10. this.x = x || 0;
  11. this.y = y || 0;
  12. this.z = z || 0;
  13. };
  14. THREE.Vector3.prototype = {
  15. constructor: THREE.Vector3,
  16. set: function ( x, y, z ) {
  17. this.x = x;
  18. this.y = y;
  19. this.z = z;
  20. return this;
  21. },
  22. setX: function ( x ) {
  23. this.x = x;
  24. return this;
  25. },
  26. setY: function ( y ) {
  27. this.y = y;
  28. return this;
  29. },
  30. setZ: function ( z ) {
  31. this.z = z;
  32. return this;
  33. },
  34. setComponent: function ( index, value ) {
  35. switch ( index ) {
  36. case 0: this.x = value; break;
  37. case 1: this.y = value; break;
  38. case 2: this.z = value; break;
  39. default: throw new Error( "index is out of range: " + index );
  40. }
  41. },
  42. getComponent: function ( index ) {
  43. switch ( index ) {
  44. case 0: return this.x;
  45. case 1: return this.y;
  46. case 2: return this.z;
  47. default: throw new Error( "index is out of range: " + index );
  48. }
  49. },
  50. copy: function ( v ) {
  51. this.x = v.x;
  52. this.y = v.y;
  53. this.z = v.z;
  54. return this;
  55. },
  56. add: function ( v, w ) {
  57. if ( w !== undefined ) {
  58. console.warn( 'DEPRECATED: Vector3\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  59. return this.addVectors( v, w );
  60. }
  61. this.x += v.x;
  62. this.y += v.y;
  63. this.z += v.z;
  64. return this;
  65. },
  66. addScalar: function ( s ) {
  67. this.x += s;
  68. this.y += s;
  69. this.z += s;
  70. return this;
  71. },
  72. addVectors: function ( a, b ) {
  73. this.x = a.x + b.x;
  74. this.y = a.y + b.y;
  75. this.z = a.z + b.z;
  76. return this;
  77. },
  78. sub: function ( v, w ) {
  79. if ( w !== undefined ) {
  80. console.warn( 'DEPRECATED: Vector3\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  81. return this.subVectors( v, w );
  82. }
  83. this.x -= v.x;
  84. this.y -= v.y;
  85. this.z -= v.z;
  86. return this;
  87. },
  88. subVectors: function ( a, b ) {
  89. this.x = a.x - b.x;
  90. this.y = a.y - b.y;
  91. this.z = a.z - b.z;
  92. return this;
  93. },
  94. multiply: function ( v, w ) {
  95. if ( w !== undefined ) {
  96. console.warn( 'DEPRECATED: Vector3\'s .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  97. return this.multiplyVectors( v, w );
  98. }
  99. this.x *= v.x;
  100. this.y *= v.y;
  101. this.z *= v.z;
  102. return this;
  103. },
  104. multiplyScalar: function ( scalar ) {
  105. this.x *= scalar;
  106. this.y *= scalar;
  107. this.z *= scalar;
  108. return this;
  109. },
  110. multiplyVectors: function ( a, b ) {
  111. this.x = a.x * b.x;
  112. this.y = a.y * b.y;
  113. this.z = a.z * b.z;
  114. return this;
  115. },
  116. applyMatrix3: function ( m ) {
  117. var x = this.x;
  118. var y = this.y;
  119. var z = this.z;
  120. var e = m.elements;
  121. this.x = e[0] * x + e[3] * y + e[6] * z;
  122. this.y = e[1] * x + e[4] * y + e[7] * z;
  123. this.z = e[2] * x + e[5] * y + e[8] * z;
  124. return this;
  125. },
  126. applyMatrix4: function ( m ) {
  127. // input: THREE.Matrix4 affine matrix
  128. var x = this.x, y = this.y, z = this.z;
  129. var e = m.elements;
  130. this.x = e[0] * x + e[4] * y + e[8] * z + e[12];
  131. this.y = e[1] * x + e[5] * y + e[9] * z + e[13];
  132. this.z = e[2] * x + e[6] * y + e[10] * z + e[14];
  133. return this;
  134. },
  135. applyProjection: function ( m ) {
  136. // input: THREE.Matrix4 projection matrix
  137. var x = this.x, y = this.y, z = this.z;
  138. var e = m.elements;
  139. var d = 1 / ( e[3] * x + e[7] * y + e[11] * z + e[15] ); // perspective divide
  140. this.x = ( e[0] * x + e[4] * y + e[8] * z + e[12] ) * d;
  141. this.y = ( e[1] * x + e[5] * y + e[9] * z + e[13] ) * d;
  142. this.z = ( e[2] * x + e[6] * y + e[10] * z + e[14] ) * d;
  143. return this;
  144. },
  145. applyQuaternion: function ( q ) {
  146. var x = this.x;
  147. var y = this.y;
  148. var z = this.z;
  149. var qx = q.x;
  150. var qy = q.y;
  151. var qz = q.z;
  152. var qw = q.w;
  153. // calculate quat * vector
  154. var ix = qw * x + qy * z - qz * y;
  155. var iy = qw * y + qz * x - qx * z;
  156. var iz = qw * z + qx * y - qy * x;
  157. var iw = -qx * x - qy * y - qz * z;
  158. // calculate result * inverse quat
  159. this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
  160. this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
  161. this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
  162. return this;
  163. },
  164. transformDirection: function ( m ) {
  165. // input: THREE.Matrix4 affine matrix
  166. // vector interpreted as a direction
  167. var x = this.x, y = this.y, z = this.z;
  168. var e = m.elements;
  169. this.x = e[0] * x + e[4] * y + e[8] * z;
  170. this.y = e[1] * x + e[5] * y + e[9] * z;
  171. this.z = e[2] * x + e[6] * y + e[10] * z;
  172. this.normalize();
  173. return this;
  174. },
  175. divide: function ( v ) {
  176. this.x /= v.x;
  177. this.y /= v.y;
  178. this.z /= v.z;
  179. return this;
  180. },
  181. divideScalar: function ( scalar ) {
  182. if ( scalar !== 0 ) {
  183. var invScalar = 1 / scalar;
  184. this.x *= invScalar;
  185. this.y *= invScalar;
  186. this.z *= invScalar;
  187. } else {
  188. this.x = 0;
  189. this.y = 0;
  190. this.z = 0;
  191. }
  192. return this;
  193. },
  194. min: function ( v ) {
  195. if ( this.x > v.x ) {
  196. this.x = v.x;
  197. }
  198. if ( this.y > v.y ) {
  199. this.y = v.y;
  200. }
  201. if ( this.z > v.z ) {
  202. this.z = v.z;
  203. }
  204. return this;
  205. },
  206. max: function ( v ) {
  207. if ( this.x < v.x ) {
  208. this.x = v.x;
  209. }
  210. if ( this.y < v.y ) {
  211. this.y = v.y;
  212. }
  213. if ( this.z < v.z ) {
  214. this.z = v.z;
  215. }
  216. return this;
  217. },
  218. clamp: function ( min, max ) {
  219. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  220. if ( this.x < min.x ) {
  221. this.x = min.x;
  222. } else if ( this.x > max.x ) {
  223. this.x = max.x;
  224. }
  225. if ( this.y < min.y ) {
  226. this.y = min.y;
  227. } else if ( this.y > max.y ) {
  228. this.y = max.y;
  229. }
  230. if ( this.z < min.z ) {
  231. this.z = min.z;
  232. } else if ( this.z > max.z ) {
  233. this.z = max.z;
  234. }
  235. return this;
  236. },
  237. clampScalar: ( function () {
  238. var min, max;
  239. return function ( minVal, maxVal ) {
  240. if ( !min || !max ) {
  241. min = new THREE.Vector3();
  242. max = new THREE.Vector3();
  243. }
  244. min.set(minVal, minVal, minVal);
  245. max.set(maxVal, maxVal, maxVal);
  246. return this.clamp(min, max);
  247. };
  248. } )(),
  249. floor: function() {
  250. this.x = Math.floor(this.x);
  251. this.y = Math.floor(this.y);
  252. this.z = Math.floor(this.z);
  253. return this;
  254. },
  255. ceil: function() {
  256. this.x = Math.ceil(this.x);
  257. this.y = Math.ceil(this.y);
  258. this.z = Math.ceil(this.z);
  259. return this;
  260. },
  261. round: function() {
  262. this.x = Math.round(this.x);
  263. this.y = Math.round(this.y);
  264. this.z = Math.round(this.z);
  265. return this;
  266. },
  267. roundToZero: function() {
  268. this.x = (this.x < 0) ? Math.ceil(this.x) : Math.floor(this.x);
  269. this.y = (this.y < 0) ? Math.ceil(this.y) : Math.floor(this.y);
  270. this.z = (this.z < 0) ? Math.ceil(this.z) : Math.floor(this.z);
  271. return this;
  272. },
  273. negate: function () {
  274. return this.multiplyScalar( - 1 );
  275. },
  276. dot: function ( v ) {
  277. return this.x * v.x + this.y * v.y + this.z * v.z;
  278. },
  279. lengthSq: function () {
  280. return this.x * this.x + this.y * this.y + this.z * this.z;
  281. },
  282. length: function () {
  283. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  284. },
  285. lengthManhattan: function () {
  286. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  287. },
  288. normalize: function () {
  289. return this.divideScalar( this.length() );
  290. },
  291. setLength: function ( l ) {
  292. var oldLength = this.length();
  293. if ( oldLength !== 0 && l !== oldLength ) {
  294. this.multiplyScalar( l / oldLength );
  295. }
  296. return this;
  297. },
  298. lerp: function ( v, alpha ) {
  299. this.x += ( v.x - this.x ) * alpha;
  300. this.y += ( v.y - this.y ) * alpha;
  301. this.z += ( v.z - this.z ) * alpha;
  302. return this;
  303. },
  304. cross: function ( v, w ) {
  305. if ( w !== undefined ) {
  306. console.warn( 'DEPRECATED: Vector3\'s .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  307. return this.crossVectors( v, w );
  308. }
  309. var x = this.x, y = this.y, z = this.z;
  310. this.x = y * v.z - z * v.y;
  311. this.y = z * v.x - x * v.z;
  312. this.z = x * v.y - y * v.x;
  313. return this;
  314. },
  315. crossVectors: function ( a, b ) {
  316. var ax = a.x, ay = a.y, az = a.z;
  317. var bx = b.x, by = b.y, bz = b.z;
  318. this.x = ay * bz - az * by;
  319. this.y = az * bx - ax * bz;
  320. this.z = ax * by - ay * bx;
  321. return this;
  322. },
  323. angleTo: function ( v ) {
  324. var theta = this.dot( v ) / ( this.length() * v.length() );
  325. // clamp, to handle numerical problems
  326. return Math.acos( THREE.Math.clamp( theta, -1, 1 ) );
  327. },
  328. distanceTo: function ( v ) {
  329. return Math.sqrt( this.distanceToSquared( v ) );
  330. },
  331. distanceToSquared: function ( v ) {
  332. var dx = this.x - v.x;
  333. var dy = this.y - v.y;
  334. var dz = this.z - v.z;
  335. return dx * dx + dy * dy + dz * dz;
  336. },
  337. setEulerFromRotationMatrix: function ( m, order ) {
  338. console.error( "REMOVED: Vector3\'s setEulerFromRotationMatrix has been removed in favor of Euler.setFromRotationMatrix(), please update your code.");
  339. },
  340. setEulerFromQuaternion: function ( q, order ) {
  341. console.error( "REMOVED: Vector3\'s setEulerFromQuaternion: has been removed in favor of Euler.setFromQuaternion(), please update your code.");
  342. },
  343. getPositionFromMatrix: function ( m ) {
  344. console.warn( "DEPRECATED: Vector3\'s .getPositionFromMatrix() has been renamed to .setFromMatrixPosition(). Please update your code." );
  345. return this.setFromMatrixPosition( m );
  346. },
  347. getScaleFromMatrix: function ( m ) {
  348. console.warn( "DEPRECATED: Vector3\'s .getScaleFromMatrix() has been renamed to .setFromMatrixScale(). Please update your code." );
  349. return this.setFromMatrixScale( m );
  350. },
  351. getColumnFromMatrix: function ( index, matrix ) {
  352. console.warn( "DEPRECATED: Vector3\'s .getColumnFromMatrix() has been renamed to .setFromMatrixColumn(). Please update your code." );
  353. return this.setFromMatrixColumn( index, matrix );
  354. },
  355. setFromMatrixPosition: function ( m ) {
  356. this.x = m.elements[ 12 ];
  357. this.y = m.elements[ 13 ];
  358. this.z = m.elements[ 14 ];
  359. return this;
  360. },
  361. setFromMatrixScale: function ( m ) {
  362. var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
  363. var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
  364. var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
  365. this.x = sx;
  366. this.y = sy;
  367. this.z = sz;
  368. return this;
  369. },
  370. setFromMatrixColumn: function ( index, matrix ) {
  371. var offset = index * 4;
  372. var me = matrix.elements;
  373. this.x = me[ offset ];
  374. this.y = me[ offset + 1 ];
  375. this.z = me[ offset + 2 ];
  376. return this;
  377. },
  378. equals: function ( v ) {
  379. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  380. },
  381. fromArray: function ( array ) {
  382. this.x = array[ 0 ];
  383. this.y = array[ 1 ];
  384. this.z = array[ 2 ];
  385. return this;
  386. },
  387. toArray: function () {
  388. return [ this.x, this.y, this.z ];
  389. },
  390. clone: function () {
  391. return new THREE.Vector3( this.x, this.y, this.z );
  392. }
  393. };
  394. THREE.extend( THREE.Vector3.prototype, {
  395. applyEuler: function () {
  396. var quaternion = new THREE.Quaternion();
  397. return function ( euler ) {
  398. if ( euler instanceof THREE.Euler === false ) {
  399. console.error( 'ERROR: Vector3\'s .applyEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code.' );
  400. }
  401. this.applyQuaternion( quaternion.setFromEuler( euler ) );
  402. return this;
  403. };
  404. }(),
  405. applyAxisAngle: function () {
  406. var quaternion = new THREE.Quaternion();
  407. return function ( axis, angle ) {
  408. this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
  409. return this;
  410. };
  411. }(),
  412. projectOnVector: function () {
  413. var v1 = new THREE.Vector3();
  414. return function ( vector ) {
  415. v1.copy( vector ).normalize();
  416. var d = this.dot( v1 );
  417. return this.copy( v1 ).multiplyScalar( d );
  418. };
  419. }(),
  420. projectOnPlane: function () {
  421. var v1 = new THREE.Vector3();
  422. return function ( planeNormal ) {
  423. v1.copy( this ).projectOnVector( planeNormal );
  424. return this.sub( v1 );
  425. }
  426. }(),
  427. reflect: function () {
  428. var v1 = new THREE.Vector3();
  429. return function ( vector ) {
  430. v1.copy( this ).projectOnVector( vector ).multiplyScalar( 2 );
  431. return this.subVectors( v1, this );
  432. }
  433. }()
  434. } );