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- /**
- * @author mrdoob / http://mrdoob.com/
- * @author *kile / http://kile.stravaganza.org/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- * @author WestLangley / http://github.com/WestLangley
- */
- THREE.Vector3 = function ( x, y, z ) {
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
- };
- THREE.Vector3.prototype = {
- constructor: THREE.Vector3,
- set: function ( x, y, z ) {
- this.x = x;
- this.y = y;
- this.z = z;
- 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 );
- }
- },
- 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 );
- }
- },
- 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;
- },
- 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;
- },
- 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;
- return function ( euler ) {
- if ( euler instanceof THREE.Euler === false ) {
- console.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' );
- }
- if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
- this.applyQuaternion( quaternion.setFromEuler( euler ) );
- return this;
- };
- }(),
- applyAxisAngle: function () {
- var quaternion;
- return function ( axis, angle ) {
- if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
- this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
- return this;
- };
- }(),
- applyMatrix3: function ( m ) {
- var x = this.x;
- var y = this.y;
- var 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 ) {
- // input: THREE.Matrix4 affine matrix
- 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 + e[ 12 ];
- this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ];
- this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
- return this;
- },
- applyProjection: function ( m ) {
- // input: THREE.Matrix4 projection matrix
- var x = this.x, y = this.y, z = this.z;
- var e = m.elements;
- var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
- this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * d;
- this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * d;
- this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
- return this;
- },
- applyQuaternion: function ( q ) {
- var x = this.x;
- var y = this.y;
- var z = this.z;
- var qx = q.x;
- var qy = q.y;
- var qz = q.z;
- var qw = q.w;
- // calculate quat * vector
- 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;
- // calculate result * inverse quat
- 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;
- },
- projectCamera: function () {
- var viewProjectionMatrix = new THREE.Matrix4();
- return function ( vector, camera ) {
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
- viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
- return this.applyProjection( viewProjectionMatrix );
- };
- }(),
- unprojectCamera: function () {
- var projectionMatrixInverse = new THREE.Matrix4();
- var viewProjectionMatrix = new THREE.Matrix4();
- return function ( vector, camera ) {
- projectionMatrixInverse.getInverse( camera.projectionMatrix );
- viewProjectionMatrix.multiplyMatrices( camera.matrixWorld, projectionMatrixInverse );
- return this.applyProjection( viewProjectionMatrix );
- };
- }(),
- transformDirection: function ( m ) {
- // input: THREE.Matrix4 affine matrix
- // vector interpreted as a direction
- 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;
- this.normalize();
- return this;
- },
- divide: function ( v ) {
- this.x /= v.x;
- this.y /= v.y;
- this.z /= v.z;
- return this;
- },
- divideScalar: function ( scalar ) {
- if ( scalar !== 0 ) {
- var invScalar = 1 / scalar;
- this.x *= invScalar;
- this.y *= invScalar;
- this.z *= invScalar;
- } else {
- this.x = 0;
- this.y = 0;
- this.z = 0;
- }
- return this;
- },
- min: function ( v ) {
- if ( this.x > v.x ) {
- this.x = v.x;
- }
- if ( this.y > v.y ) {
- this.y = v.y;
- }
- if ( this.z > v.z ) {
- this.z = v.z;
- }
- return this;
- },
- max: function ( v ) {
- if ( this.x < v.x ) {
- this.x = v.x;
- }
- if ( this.y < v.y ) {
- this.y = v.y;
- }
- if ( this.z < v.z ) {
- this.z = v.z;
- }
- return this;
- },
- clamp: function ( min, max ) {
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
- if ( this.x < min.x ) {
- this.x = min.x;
- } else if ( this.x > max.x ) {
- this.x = max.x;
- }
- if ( this.y < min.y ) {
- this.y = min.y;
- } else if ( this.y > max.y ) {
- this.y = max.y;
- }
- if ( this.z < min.z ) {
- this.z = min.z;
- } else if ( this.z > max.z ) {
- this.z = max.z;
- }
- return this;
- },
- clampScalar: ( function () {
- var min, max;
- return function ( minVal, maxVal ) {
- if ( min === undefined ) {
- min = new THREE.Vector3();
- max = new THREE.Vector3();
- }
- min.set( minVal, minVal, minVal );
- max.set( maxVal, maxVal, maxVal );
- return this.clamp( min, max );
- };
- } )(),
- 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 );
- },
- lengthManhattan: function () {
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
- },
- normalize: function () {
- return this.divideScalar( this.length() );
- },
- setLength: function ( l ) {
- var oldLength = this.length();
- if ( oldLength !== 0 && l !== oldLength ) {
- this.multiplyScalar( l / oldLength );
- }
- return this;
- },
- 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;
- },
- 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 );
- }
- var x = this.x, y = this.y, z = this.z;
- this.x = y * v.z - z * v.y;
- this.y = z * v.x - x * v.z;
- this.z = x * v.y - y * v.x;
- return this;
- },
- 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 () {
- var v1, dot;
- return function ( vector ) {
- if ( v1 === undefined ) v1 = new THREE.Vector3();
- v1.copy( vector ).normalize();
- dot = this.dot( v1 );
- return this.copy( v1 ).multiplyScalar( dot );
- };
- }(),
- projectOnPlane: function () {
- var v1;
- return function ( planeNormal ) {
- if ( v1 === undefined ) v1 = new THREE.Vector3();
- v1.copy( this ).projectOnVector( planeNormal );
- return this.sub( v1 );
- }
- }(),
- reflect: function () {
- // reflect incident vector off plane orthogonal to normal
- // normal is assumed to have unit length
- var v1;
- return function ( normal ) {
- if ( v1 === undefined ) v1 = new THREE.Vector3();
- return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
- }
- }(),
- angleTo: function ( v ) {
- var theta = this.dot( v ) / ( this.length() * v.length() );
- // clamp, to handle numerical problems
- return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
- },
- distanceTo: function ( v ) {
- return Math.sqrt( this.distanceToSquared( v ) );
- },
- distanceToSquared: function ( v ) {
- var dx = this.x - v.x;
- var dy = this.y - v.y;
- var dz = this.z - v.z;
- return dx * dx + dy * dy + dz * dz;
- },
- setEulerFromRotationMatrix: function ( m, order ) {
- console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
- },
- setEulerFromQuaternion: function ( q, order ) {
- console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
- },
- getPositionFromMatrix: function ( m ) {
- console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
- return this.setFromMatrixPosition( m );
- },
- getScaleFromMatrix: function ( m ) {
- console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
- return this.setFromMatrixScale( m );
- },
- getColumnFromMatrix: function ( index, matrix ) {
- console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
- return this.setFromMatrixColumn( index, matrix );
- },
- setFromMatrixPosition: function ( m ) {
- this.x = m.elements[ 12 ];
- this.y = m.elements[ 13 ];
- this.z = m.elements[ 14 ];
- return this;
- },
- setFromMatrixScale: function ( m ) {
- var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
- var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
- var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
- this.x = sx;
- this.y = sy;
- this.z = sz;
- return this;
- },
- setFromMatrixColumn: function ( index, matrix ) {
- var offset = index * 4;
- var me = matrix.elements;
- this.x = me[ offset ];
- this.y = me[ offset + 1 ];
- this.z = me[ offset + 2 ];
- return this;
- },
- equals: function ( v ) {
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
- },
- fromArray: function ( array ) {
- this.x = array[ 0 ];
- this.y = array[ 1 ];
- this.z = array[ 2 ];
- return this;
- },
- toArray: function () {
- return [ this.x, this.y, this.z ];
- },
- clone: function () {
- return new THREE.Vector3( this.x, this.y, this.z );
- }
- };
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