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- import * as MathUtils from './MathUtils.js';
- import { Quaternion } from './Quaternion.js';
- class Vector3 {
- constructor( x = 0, y = 0, z = 0 ) {
- this.isVector3 = true;
- this.x = x;
- this.y = y;
- this.z = z;
- }
- set( x, y, z ) {
- if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
- this.x = x;
- this.y = y;
- this.z = z;
- return this;
- }
- setScalar( scalar ) {
- this.x = scalar;
- this.y = scalar;
- this.z = scalar;
- return this;
- }
- setX( x ) {
- this.x = x;
- return this;
- }
- setY( y ) {
- this.y = y;
- return this;
- }
- setZ( z ) {
- this.z = z;
- return this;
- }
- setComponent( 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 );
- }
- return this;
- }
- getComponent( 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 );
- }
- }
- clone() {
- return new this.constructor( this.x, this.y, this.z );
- }
- copy( v ) {
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
- return this;
- }
- add( 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( s ) {
- this.x += s;
- this.y += s;
- this.z += s;
- return this;
- }
- addVectors( a, b ) {
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- this.z = a.z + b.z;
- return this;
- }
- addScaledVector( v, s ) {
- this.x += v.x * s;
- this.y += v.y * s;
- this.z += v.z * s;
- return this;
- }
- sub( 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;
- }
- subScalar( s ) {
- this.x -= s;
- this.y -= s;
- this.z -= s;
- return this;
- }
- subVectors( a, b ) {
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- this.z = a.z - b.z;
- return this;
- }
- multiply( 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( scalar ) {
- this.x *= scalar;
- this.y *= scalar;
- this.z *= scalar;
- return this;
- }
- multiplyVectors( a, b ) {
- this.x = a.x * b.x;
- this.y = a.y * b.y;
- this.z = a.z * b.z;
- return this;
- }
- applyEuler( euler ) {
- if ( ! ( euler && euler.isEuler ) ) {
- console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
- }
- return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
- }
- applyAxisAngle( axis, angle ) {
- return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
- }
- applyMatrix3( m ) {
- const x = this.x, y = this.y, z = this.z;
- const 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;
- }
- applyNormalMatrix( m ) {
- return this.applyMatrix3( m ).normalize();
- }
- applyMatrix4( m ) {
- const x = this.x, y = this.y, z = this.z;
- const e = m.elements;
- const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
- this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
- this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
- this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
- return this;
- }
- applyQuaternion( q ) {
- const x = this.x, y = this.y, z = this.z;
- const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
- // calculate quat * vector
- const ix = qw * x + qy * z - qz * y;
- const iy = qw * y + qz * x - qx * z;
- const iz = qw * z + qx * y - qy * x;
- const 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;
- }
- project( camera ) {
- return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
- }
- unproject( camera ) {
- return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
- }
- transformDirection( m ) {
- // input: THREE.Matrix4 affine matrix
- // vector interpreted as a direction
- const x = this.x, y = this.y, z = this.z;
- const 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;
- return this.normalize();
- }
- divide( v ) {
- this.x /= v.x;
- this.y /= v.y;
- this.z /= v.z;
- return this;
- }
- divideScalar( scalar ) {
- return this.multiplyScalar( 1 / scalar );
- }
- min( v ) {
- this.x = Math.min( this.x, v.x );
- this.y = Math.min( this.y, v.y );
- this.z = Math.min( this.z, v.z );
- return this;
- }
- max( v ) {
- this.x = Math.max( this.x, v.x );
- this.y = Math.max( this.y, v.y );
- this.z = Math.max( this.z, v.z );
- return this;
- }
- clamp( min, max ) {
- // assumes min < max, componentwise
- this.x = Math.max( min.x, Math.min( max.x, this.x ) );
- this.y = Math.max( min.y, Math.min( max.y, this.y ) );
- this.z = Math.max( min.z, Math.min( max.z, this.z ) );
- return this;
- }
- clampScalar( minVal, maxVal ) {
- this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
- this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
- this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
- return this;
- }
- clampLength( min, max ) {
- const length = this.length();
- return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
- }
- floor() {
- this.x = Math.floor( this.x );
- this.y = Math.floor( this.y );
- this.z = Math.floor( this.z );
- return this;
- }
- ceil() {
- this.x = Math.ceil( this.x );
- this.y = Math.ceil( this.y );
- this.z = Math.ceil( this.z );
- return this;
- }
- round() {
- this.x = Math.round( this.x );
- this.y = Math.round( this.y );
- this.z = Math.round( this.z );
- return this;
- }
- roundToZero() {
- 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() {
- this.x = - this.x;
- this.y = - this.y;
- this.z = - this.z;
- return this;
- }
- dot( v ) {
- return this.x * v.x + this.y * v.y + this.z * v.z;
- }
- // TODO lengthSquared?
- lengthSq() {
- return this.x * this.x + this.y * this.y + this.z * this.z;
- }
- length() {
- return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
- }
- manhattanLength() {
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
- }
- normalize() {
- return this.divideScalar( this.length() || 1 );
- }
- setLength( length ) {
- return this.normalize().multiplyScalar( length );
- }
- lerp( 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;
- }
- lerpVectors( v1, v2, alpha ) {
- this.x = v1.x + ( v2.x - v1.x ) * alpha;
- this.y = v1.y + ( v2.y - v1.y ) * alpha;
- this.z = v1.z + ( v2.z - v1.z ) * alpha;
- return this;
- }
- cross( 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 );
- }
- return this.crossVectors( this, v );
- }
- crossVectors( a, b ) {
- const ax = a.x, ay = a.y, az = a.z;
- const 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( v ) {
- const denominator = v.lengthSq();
- if ( denominator === 0 ) return this.set( 0, 0, 0 );
- const scalar = v.dot( this ) / denominator;
- return this.copy( v ).multiplyScalar( scalar );
- }
- projectOnPlane( planeNormal ) {
- _vector.copy( this ).projectOnVector( planeNormal );
- return this.sub( _vector );
- }
- reflect( normal ) {
- // reflect incident vector off plane orthogonal to normal
- // normal is assumed to have unit length
- return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
- }
- angleTo( v ) {
- const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
- if ( denominator === 0 ) return Math.PI / 2;
- const theta = this.dot( v ) / denominator;
- // clamp, to handle numerical problems
- return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
- }
- distanceTo( v ) {
- return Math.sqrt( this.distanceToSquared( v ) );
- }
- distanceToSquared( v ) {
- const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
- return dx * dx + dy * dy + dz * dz;
- }
- manhattanDistanceTo( v ) {
- return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
- }
- setFromSpherical( s ) {
- return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
- }
- setFromSphericalCoords( radius, phi, theta ) {
- const sinPhiRadius = Math.sin( phi ) * radius;
- this.x = sinPhiRadius * Math.sin( theta );
- this.y = Math.cos( phi ) * radius;
- this.z = sinPhiRadius * Math.cos( theta );
- return this;
- }
- setFromCylindrical( c ) {
- return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
- }
- setFromCylindricalCoords( radius, theta, y ) {
- this.x = radius * Math.sin( theta );
- this.y = y;
- this.z = radius * Math.cos( theta );
- return this;
- }
- setFromMatrixPosition( m ) {
- const e = m.elements;
- this.x = e[ 12 ];
- this.y = e[ 13 ];
- this.z = e[ 14 ];
- return this;
- }
- setFromMatrixScale( m ) {
- const sx = this.setFromMatrixColumn( m, 0 ).length();
- const sy = this.setFromMatrixColumn( m, 1 ).length();
- const sz = this.setFromMatrixColumn( m, 2 ).length();
- this.x = sx;
- this.y = sy;
- this.z = sz;
- return this;
- }
- setFromMatrixColumn( m, index ) {
- return this.fromArray( m.elements, index * 4 );
- }
- setFromMatrix3Column( m, index ) {
- return this.fromArray( m.elements, index * 3 );
- }
- setFromEuler( e ) {
- this.x = e._x;
- this.y = e._y;
- this.z = e._z;
- return this;
- }
- equals( v ) {
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
- }
- fromArray( array, offset = 0 ) {
- this.x = array[ offset ];
- this.y = array[ offset + 1 ];
- this.z = array[ offset + 2 ];
- return this;
- }
- toArray( array = [], offset = 0 ) {
- array[ offset ] = this.x;
- array[ offset + 1 ] = this.y;
- array[ offset + 2 ] = this.z;
- return array;
- }
- fromBufferAttribute( attribute, index, offset ) {
- if ( offset !== undefined ) {
- console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
- }
- this.x = attribute.getX( index );
- this.y = attribute.getY( index );
- this.z = attribute.getZ( index );
- return this;
- }
- random() {
- this.x = Math.random();
- this.y = Math.random();
- this.z = Math.random();
- return this;
- }
- randomDirection() {
- // Derived from https://mathworld.wolfram.com/SpherePointPicking.html
- const u = ( Math.random() - 0.5 ) * 2;
- const t = Math.random() * Math.PI * 2;
- const f = Math.sqrt( 1 - u ** 2 );
- this.x = f * Math.cos( t );
- this.y = f * Math.sin( t );
- this.z = u;
- return this;
- }
- *[ Symbol.iterator ]() {
- yield this.x;
- yield this.y;
- yield this.z;
- }
- }
- const _vector = /*@__PURE__*/ new Vector3();
- const _quaternion = /*@__PURE__*/ new Quaternion();
- export { Vector3 };
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