Vector3.js 13 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.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( 'THREE.Vector3: .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( 'THREE.Vector3: .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( 'THREE.Vector3: .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. applyEuler: function () {
  117. var quaternion;
  118. return function ( euler ) {
  119. if ( euler instanceof THREE.Euler === false ) {
  120. console.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  121. }
  122. if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
  123. this.applyQuaternion( quaternion.setFromEuler( euler ) );
  124. return this;
  125. };
  126. }(),
  127. applyAxisAngle: function () {
  128. var quaternion;
  129. return function ( axis, angle ) {
  130. if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
  131. this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
  132. return this;
  133. };
  134. }(),
  135. applyMatrix3: function ( m ) {
  136. var x = this.x;
  137. var y = this.y;
  138. var z = this.z;
  139. var e = m.elements;
  140. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  141. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  142. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  143. return this;
  144. },
  145. applyMatrix4: function ( m ) {
  146. // input: THREE.Matrix4 affine matrix
  147. var x = this.x, y = this.y, z = this.z;
  148. var e = m.elements;
  149. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ];
  150. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ];
  151. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
  152. return this;
  153. },
  154. applyProjection: function ( m ) {
  155. // input: THREE.Matrix4 projection matrix
  156. var x = this.x, y = this.y, z = this.z;
  157. var e = m.elements;
  158. var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
  159. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * d;
  160. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * d;
  161. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
  162. return this;
  163. },
  164. applyQuaternion: function ( q ) {
  165. var x = this.x;
  166. var y = this.y;
  167. var z = this.z;
  168. var qx = q.x;
  169. var qy = q.y;
  170. var qz = q.z;
  171. var qw = q.w;
  172. // calculate quat * vector
  173. var ix = qw * x + qy * z - qz * y;
  174. var iy = qw * y + qz * x - qx * z;
  175. var iz = qw * z + qx * y - qy * x;
  176. var iw = - qx * x - qy * y - qz * z;
  177. // calculate result * inverse quat
  178. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  179. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  180. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  181. return this;
  182. },
  183. project: function () {
  184. var matrix;
  185. return function ( camera ) {
  186. if ( matrix === undefined ) matrix = new THREE.Matrix4();
  187. matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
  188. return this.applyProjection( matrix );
  189. };
  190. }(),
  191. unproject: function () {
  192. var matrix;
  193. return function ( camera ) {
  194. if ( matrix === undefined ) matrix = new THREE.Matrix4();
  195. matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
  196. return this.applyProjection( matrix );
  197. };
  198. }(),
  199. transformDirection: function ( m ) {
  200. // input: THREE.Matrix4 affine matrix
  201. // vector interpreted as a direction
  202. var x = this.x, y = this.y, z = this.z;
  203. var e = m.elements;
  204. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  205. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  206. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  207. this.normalize();
  208. return this;
  209. },
  210. divide: function ( v ) {
  211. this.x /= v.x;
  212. this.y /= v.y;
  213. this.z /= v.z;
  214. return this;
  215. },
  216. divideScalar: function ( scalar ) {
  217. if ( scalar !== 0 ) {
  218. var invScalar = 1 / scalar;
  219. this.x *= invScalar;
  220. this.y *= invScalar;
  221. this.z *= invScalar;
  222. } else {
  223. this.x = 0;
  224. this.y = 0;
  225. this.z = 0;
  226. }
  227. return this;
  228. },
  229. min: function ( v ) {
  230. if ( this.x > v.x ) {
  231. this.x = v.x;
  232. }
  233. if ( this.y > v.y ) {
  234. this.y = v.y;
  235. }
  236. if ( this.z > v.z ) {
  237. this.z = v.z;
  238. }
  239. return this;
  240. },
  241. max: function ( v ) {
  242. if ( this.x < v.x ) {
  243. this.x = v.x;
  244. }
  245. if ( this.y < v.y ) {
  246. this.y = v.y;
  247. }
  248. if ( this.z < v.z ) {
  249. this.z = v.z;
  250. }
  251. return this;
  252. },
  253. clamp: function ( min, max ) {
  254. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  255. if ( this.x < min.x ) {
  256. this.x = min.x;
  257. } else if ( this.x > max.x ) {
  258. this.x = max.x;
  259. }
  260. if ( this.y < min.y ) {
  261. this.y = min.y;
  262. } else if ( this.y > max.y ) {
  263. this.y = max.y;
  264. }
  265. if ( this.z < min.z ) {
  266. this.z = min.z;
  267. } else if ( this.z > max.z ) {
  268. this.z = max.z;
  269. }
  270. return this;
  271. },
  272. clampScalar: ( function () {
  273. var min, max;
  274. return function ( minVal, maxVal ) {
  275. if ( min === undefined ) {
  276. min = new THREE.Vector3();
  277. max = new THREE.Vector3();
  278. }
  279. min.set( minVal, minVal, minVal );
  280. max.set( maxVal, maxVal, maxVal );
  281. return this.clamp( min, max );
  282. };
  283. } )(),
  284. floor: function () {
  285. this.x = Math.floor( this.x );
  286. this.y = Math.floor( this.y );
  287. this.z = Math.floor( this.z );
  288. return this;
  289. },
  290. ceil: function () {
  291. this.x = Math.ceil( this.x );
  292. this.y = Math.ceil( this.y );
  293. this.z = Math.ceil( this.z );
  294. return this;
  295. },
  296. round: function () {
  297. this.x = Math.round( this.x );
  298. this.y = Math.round( this.y );
  299. this.z = Math.round( this.z );
  300. return this;
  301. },
  302. roundToZero: function () {
  303. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  304. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  305. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  306. return this;
  307. },
  308. negate: function () {
  309. this.x = - this.x;
  310. this.y = - this.y;
  311. this.z = - this.z;
  312. return this;
  313. },
  314. dot: function ( v ) {
  315. return this.x * v.x + this.y * v.y + this.z * v.z;
  316. },
  317. lengthSq: function () {
  318. return this.x * this.x + this.y * this.y + this.z * this.z;
  319. },
  320. length: function () {
  321. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  322. },
  323. lengthManhattan: function () {
  324. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  325. },
  326. normalize: function () {
  327. return this.divideScalar( this.length() );
  328. },
  329. setLength: function ( l ) {
  330. var oldLength = this.length();
  331. if ( oldLength !== 0 && l !== oldLength ) {
  332. this.multiplyScalar( l / oldLength );
  333. }
  334. return this;
  335. },
  336. lerp: function ( v, alpha ) {
  337. this.x += ( v.x - this.x ) * alpha;
  338. this.y += ( v.y - this.y ) * alpha;
  339. this.z += ( v.z - this.z ) * alpha;
  340. return this;
  341. },
  342. lerpVectors: function ( v1, v2, alpha ) {
  343. this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
  344. return this;
  345. },
  346. cross: function ( v, w ) {
  347. if ( w !== undefined ) {
  348. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  349. return this.crossVectors( v, w );
  350. }
  351. var x = this.x, y = this.y, z = this.z;
  352. this.x = y * v.z - z * v.y;
  353. this.y = z * v.x - x * v.z;
  354. this.z = x * v.y - y * v.x;
  355. return this;
  356. },
  357. crossVectors: function ( a, b ) {
  358. var ax = a.x, ay = a.y, az = a.z;
  359. var bx = b.x, by = b.y, bz = b.z;
  360. this.x = ay * bz - az * by;
  361. this.y = az * bx - ax * bz;
  362. this.z = ax * by - ay * bx;
  363. return this;
  364. },
  365. projectOnVector: function () {
  366. var v1, dot;
  367. return function ( vector ) {
  368. if ( v1 === undefined ) v1 = new THREE.Vector3();
  369. v1.copy( vector ).normalize();
  370. dot = this.dot( v1 );
  371. return this.copy( v1 ).multiplyScalar( dot );
  372. };
  373. }(),
  374. projectOnPlane: function () {
  375. var v1;
  376. return function ( planeNormal ) {
  377. if ( v1 === undefined ) v1 = new THREE.Vector3();
  378. v1.copy( this ).projectOnVector( planeNormal );
  379. return this.sub( v1 );
  380. }
  381. }(),
  382. reflect: function () {
  383. // reflect incident vector off plane orthogonal to normal
  384. // normal is assumed to have unit length
  385. var v1;
  386. return function ( normal ) {
  387. if ( v1 === undefined ) v1 = new THREE.Vector3();
  388. return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  389. }
  390. }(),
  391. angleTo: function ( v ) {
  392. var theta = this.dot( v ) / ( this.length() * v.length() );
  393. // clamp, to handle numerical problems
  394. return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
  395. },
  396. distanceTo: function ( v ) {
  397. return Math.sqrt( this.distanceToSquared( v ) );
  398. },
  399. distanceToSquared: function ( v ) {
  400. var dx = this.x - v.x;
  401. var dy = this.y - v.y;
  402. var dz = this.z - v.z;
  403. return dx * dx + dy * dy + dz * dz;
  404. },
  405. setEulerFromRotationMatrix: function ( m, order ) {
  406. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  407. },
  408. setEulerFromQuaternion: function ( q, order ) {
  409. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  410. },
  411. getPositionFromMatrix: function ( m ) {
  412. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  413. return this.setFromMatrixPosition( m );
  414. },
  415. getScaleFromMatrix: function ( m ) {
  416. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  417. return this.setFromMatrixScale( m );
  418. },
  419. getColumnFromMatrix: function ( index, matrix ) {
  420. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  421. return this.setFromMatrixColumn( index, matrix );
  422. },
  423. setFromMatrixPosition: function ( m ) {
  424. this.x = m.elements[ 12 ];
  425. this.y = m.elements[ 13 ];
  426. this.z = m.elements[ 14 ];
  427. return this;
  428. },
  429. setFromMatrixScale: function ( m ) {
  430. var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
  431. var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
  432. var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
  433. this.x = sx;
  434. this.y = sy;
  435. this.z = sz;
  436. return this;
  437. },
  438. setFromMatrixColumn: function ( index, matrix ) {
  439. var offset = index * 4;
  440. var me = matrix.elements;
  441. this.x = me[ offset ];
  442. this.y = me[ offset + 1 ];
  443. this.z = me[ offset + 2 ];
  444. return this;
  445. },
  446. equals: function ( v ) {
  447. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  448. },
  449. fromArray: function ( array, offset ) {
  450. if ( offset === undefined ) offset = 0;
  451. this.x = array[ offset ];
  452. this.y = array[ offset + 1 ];
  453. this.z = array[ offset + 2 ];
  454. return this;
  455. },
  456. toArray: function ( array, offset ) {
  457. if ( array === undefined ) array = [];
  458. if ( offset === undefined ) offset = 0;
  459. array[ offset ] = this.x;
  460. array[ offset + 1 ] = this.y;
  461. array[ offset + 2 ] = this.z;
  462. return array;
  463. },
  464. fromAttribute: function ( attribute, index, offset ) {
  465. if ( offset === undefined ) offset = 0;
  466. index = index * attribute.itemSize + offset;
  467. this.x = attribute.array[ index ];
  468. this.y = attribute.array[ index + 1 ];
  469. this.z = attribute.array[ index + 2 ];
  470. return this;
  471. },
  472. clone: function () {
  473. return new THREE.Vector3( this.x, this.y, this.z );
  474. }
  475. };