Vector3.js 12 KB

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  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.extend( 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 ( s ) {
  105. this.x *= s;
  106. this.y *= s;
  107. this.z *= s;
  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. applyEuler: function() {
  165. var q1 = new THREE.Quaternion();
  166. return function ( v, eulerOrder ) {
  167. var quaternion = q1.setFromEuler( v, eulerOrder );
  168. this.applyQuaternion( quaternion );
  169. return this;
  170. };
  171. }(),
  172. applyAxisAngle: function() {
  173. var q1 = new THREE.Quaternion();
  174. return function ( axis, angle ) {
  175. var quaternion = q1.setFromAxisAngle( axis, angle );
  176. this.applyQuaternion( quaternion );
  177. return this;
  178. };
  179. }(),
  180. divide: function ( v ) {
  181. this.x /= v.x;
  182. this.y /= v.y;
  183. this.z /= v.z;
  184. return this;
  185. },
  186. divideScalar: function ( s ) {
  187. if ( s !== 0 ) {
  188. this.x /= s;
  189. this.y /= s;
  190. this.z /= s;
  191. } else {
  192. this.x = 0;
  193. this.y = 0;
  194. this.z = 0;
  195. }
  196. return this;
  197. },
  198. min: function ( v ) {
  199. if ( this.x > v.x ) {
  200. this.x = v.x;
  201. }
  202. if ( this.y > v.y ) {
  203. this.y = v.y;
  204. }
  205. if ( this.z > v.z ) {
  206. this.z = v.z;
  207. }
  208. return this;
  209. },
  210. max: function ( v ) {
  211. if ( this.x < v.x ) {
  212. this.x = v.x;
  213. }
  214. if ( this.y < v.y ) {
  215. this.y = v.y;
  216. }
  217. if ( this.z < v.z ) {
  218. this.z = v.z;
  219. }
  220. return this;
  221. },
  222. clamp: function ( min, max ) {
  223. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  224. if ( this.x < min.x ) {
  225. this.x = min.x;
  226. } else if ( this.x > max.x ) {
  227. this.x = max.x;
  228. }
  229. if ( this.y < min.y ) {
  230. this.y = min.y;
  231. } else if ( this.y > max.y ) {
  232. this.y = max.y;
  233. }
  234. if ( this.z < min.z ) {
  235. this.z = min.z;
  236. } else if ( this.z > max.z ) {
  237. this.z = max.z;
  238. }
  239. return this;
  240. },
  241. negate: function() {
  242. return this.multiplyScalar( - 1 );
  243. },
  244. dot: function ( v ) {
  245. return this.x * v.x + this.y * v.y + this.z * v.z;
  246. },
  247. lengthSq: function () {
  248. return this.x * this.x + this.y * this.y + this.z * this.z;
  249. },
  250. length: function () {
  251. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  252. },
  253. lengthManhattan: function () {
  254. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  255. },
  256. normalize: function () {
  257. return this.divideScalar( this.length() );
  258. },
  259. setLength: function ( l ) {
  260. var oldLength = this.length();
  261. if ( oldLength !== 0 && l !== oldLength ) {
  262. this.multiplyScalar( l / oldLength );
  263. }
  264. return this;
  265. },
  266. lerp: function ( v, alpha ) {
  267. this.x += ( v.x - this.x ) * alpha;
  268. this.y += ( v.y - this.y ) * alpha;
  269. this.z += ( v.z - this.z ) * alpha;
  270. return this;
  271. },
  272. cross: function ( v, w ) {
  273. if ( w !== undefined ) {
  274. console.warn( 'DEPRECATED: Vector3\'s .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  275. return this.crossVectors( v, w );
  276. }
  277. var x = this.x, y = this.y, z = this.z;
  278. this.x = y * v.z - z * v.y;
  279. this.y = z * v.x - x * v.z;
  280. this.z = x * v.y - y * v.x;
  281. return this;
  282. },
  283. crossVectors: function ( a, b ) {
  284. this.x = a.y * b.z - a.z * b.y;
  285. this.y = a.z * b.x - a.x * b.z;
  286. this.z = a.x * b.y - a.y * b.x;
  287. return this;
  288. },
  289. angleTo: function ( v ) {
  290. return Math.acos( this.dot( v ) / this.length() / v.length() );
  291. },
  292. distanceTo: function ( v ) {
  293. return Math.sqrt( this.distanceToSquared( v ) );
  294. },
  295. distanceToSquared: function ( v ) {
  296. var dx = this.x - v.x;
  297. var dy = this.y - v.y;
  298. var dz = this.z - v.z;
  299. return dx * dx + dy * dy + dz * dz;
  300. },
  301. getPositionFromMatrix: function ( m ) {
  302. this.x = m.elements[12];
  303. this.y = m.elements[13];
  304. this.z = m.elements[14];
  305. return this;
  306. },
  307. setEulerFromRotationMatrix: function ( m, order ) {
  308. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  309. // clamp, to handle numerical problems
  310. function clamp( x ) {
  311. return Math.min( Math.max( x, -1 ), 1 );
  312. }
  313. var te = m.elements;
  314. var m11 = te[0], m12 = te[4], m13 = te[8];
  315. var m21 = te[1], m22 = te[5], m23 = te[9];
  316. var m31 = te[2], m32 = te[6], m33 = te[10];
  317. if ( order === undefined || order === 'XYZ' ) {
  318. this.y = Math.asin( clamp( m13 ) );
  319. if ( Math.abs( m13 ) < 0.99999 ) {
  320. this.x = Math.atan2( - m23, m33 );
  321. this.z = Math.atan2( - m12, m11 );
  322. } else {
  323. this.x = Math.atan2( m32, m22 );
  324. this.z = 0;
  325. }
  326. } else if ( order === 'YXZ' ) {
  327. this.x = Math.asin( - clamp( m23 ) );
  328. if ( Math.abs( m23 ) < 0.99999 ) {
  329. this.y = Math.atan2( m13, m33 );
  330. this.z = Math.atan2( m21, m22 );
  331. } else {
  332. this.y = Math.atan2( - m31, m11 );
  333. this.z = 0;
  334. }
  335. } else if ( order === 'ZXY' ) {
  336. this.x = Math.asin( clamp( m32 ) );
  337. if ( Math.abs( m32 ) < 0.99999 ) {
  338. this.y = Math.atan2( - m31, m33 );
  339. this.z = Math.atan2( - m12, m22 );
  340. } else {
  341. this.y = 0;
  342. this.z = Math.atan2( m21, m11 );
  343. }
  344. } else if ( order === 'ZYX' ) {
  345. this.y = Math.asin( - clamp( m31 ) );
  346. if ( Math.abs( m31 ) < 0.99999 ) {
  347. this.x = Math.atan2( m32, m33 );
  348. this.z = Math.atan2( m21, m11 );
  349. } else {
  350. this.x = 0;
  351. this.z = Math.atan2( - m12, m22 );
  352. }
  353. } else if ( order === 'YZX' ) {
  354. this.z = Math.asin( clamp( m21 ) );
  355. if ( Math.abs( m21 ) < 0.99999 ) {
  356. this.x = Math.atan2( - m23, m22 );
  357. this.y = Math.atan2( - m31, m11 );
  358. } else {
  359. this.x = 0;
  360. this.y = Math.atan2( m13, m33 );
  361. }
  362. } else if ( order === 'XZY' ) {
  363. this.z = Math.asin( - clamp( m12 ) );
  364. if ( Math.abs( m12 ) < 0.99999 ) {
  365. this.x = Math.atan2( m32, m22 );
  366. this.y = Math.atan2( m13, m11 );
  367. } else {
  368. this.x = Math.atan2( - m23, m33 );
  369. this.y = 0;
  370. }
  371. }
  372. return this;
  373. },
  374. setEulerFromQuaternion: function ( q, order ) {
  375. // q is assumed to be normalized
  376. // clamp, to handle numerical problems
  377. function clamp( x ) {
  378. return Math.min( Math.max( x, -1 ), 1 );
  379. }
  380. // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
  381. var sqx = q.x * q.x;
  382. var sqy = q.y * q.y;
  383. var sqz = q.z * q.z;
  384. var sqw = q.w * q.w;
  385. if ( order === undefined || order === 'XYZ' ) {
  386. this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
  387. this.y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ) ) );
  388. this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
  389. } else if ( order === 'YXZ' ) {
  390. this.x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ) ) );
  391. this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
  392. this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
  393. } else if ( order === 'ZXY' ) {
  394. this.x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ) ) );
  395. this.y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
  396. this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
  397. } else if ( order === 'ZYX' ) {
  398. this.x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
  399. this.y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ) ) );
  400. this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
  401. } else if ( order === 'YZX' ) {
  402. this.x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
  403. this.y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
  404. this.z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ) ) );
  405. } else if ( order === 'XZY' ) {
  406. this.x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
  407. this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
  408. this.z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ) ) );
  409. }
  410. return this;
  411. },
  412. getScaleFromMatrix: function ( m ) {
  413. var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length();
  414. var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length();
  415. var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length();
  416. this.x = sx;
  417. this.y = sy;
  418. this.z = sz;
  419. return this;
  420. },
  421. equals: function ( v ) {
  422. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  423. },
  424. clone: function () {
  425. return new THREE.Vector3( this.x, this.y, this.z );
  426. }
  427. } );