Update globe files
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776
src/modules/globe/beam/glMatrix/vec3.js
Executable file
776
src/modules/globe/beam/glMatrix/vec3.js
Executable file
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/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE. */
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import * as glMatrix from "./common";
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/**
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* 3 Dimensional Vector
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* @module vec3
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*/
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/**
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* Creates a new, empty vec3
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*
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* @returns {vec3} a new 3D vector
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*/
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export function create() {
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let out = new glMatrix.ARRAY_TYPE(3);
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out[0] = 0;
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out[1] = 0;
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out[2] = 0;
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return out;
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}
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/**
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* Creates a new vec3 initialized with values from an existing vector
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*
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* @param {vec3} a vector to clone
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* @returns {vec3} a new 3D vector
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*/
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export function clone(a) {
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var out = new glMatrix.ARRAY_TYPE(3);
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out[0] = a[0];
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out[1] = a[1];
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out[2] = a[2];
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return out;
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}
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/**
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* Calculates the length of a vec3
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*
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* @param {vec3} a vector to calculate length of
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* @returns {Number} length of a
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*/
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export function length(a) {
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let x = a[0];
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let y = a[1];
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let z = a[2];
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return Math.sqrt(x*x + y*y + z*z);
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}
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/**
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* Creates a new vec3 initialized with the given values
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*
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* @param {Number} x X component
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* @param {Number} y Y component
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* @param {Number} z Z component
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* @returns {vec3} a new 3D vector
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*/
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export function fromValues(x, y, z) {
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let out = new glMatrix.ARRAY_TYPE(3);
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out[0] = x;
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out[1] = y;
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out[2] = z;
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return out;
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}
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/**
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* Copy the values from one vec3 to another
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the source vector
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* @returns {vec3} out
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*/
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export function copy(out, a) {
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out[0] = a[0];
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out[1] = a[1];
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out[2] = a[2];
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return out;
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}
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/**
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* Set the components of a vec3 to the given values
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*
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* @param {vec3} out the receiving vector
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* @param {Number} x X component
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* @param {Number} y Y component
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* @param {Number} z Z component
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* @returns {vec3} out
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*/
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export function set(out, x, y, z) {
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out[0] = x;
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out[1] = y;
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out[2] = z;
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return out;
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}
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/**
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* Adds two vec3's
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {vec3} out
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*/
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export function add(out, a, b) {
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out[0] = a[0] + b[0];
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out[1] = a[1] + b[1];
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out[2] = a[2] + b[2];
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return out;
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}
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/**
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* Subtracts vector b from vector a
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {vec3} out
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*/
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export function subtract(out, a, b) {
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out[0] = a[0] - b[0];
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out[1] = a[1] - b[1];
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out[2] = a[2] - b[2];
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return out;
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}
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/**
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* Multiplies two vec3's
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {vec3} out
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*/
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export function multiply(out, a, b) {
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out[0] = a[0] * b[0];
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out[1] = a[1] * b[1];
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out[2] = a[2] * b[2];
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return out;
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}
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/**
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* Divides two vec3's
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {vec3} out
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*/
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export function divide(out, a, b) {
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out[0] = a[0] / b[0];
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out[1] = a[1] / b[1];
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out[2] = a[2] / b[2];
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return out;
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}
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/**
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* Math.ceil the components of a vec3
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a vector to ceil
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* @returns {vec3} out
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*/
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export function ceil(out, a) {
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out[0] = Math.ceil(a[0]);
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out[1] = Math.ceil(a[1]);
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out[2] = Math.ceil(a[2]);
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return out;
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}
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/**
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* Math.floor the components of a vec3
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a vector to floor
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* @returns {vec3} out
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*/
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export function floor(out, a) {
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out[0] = Math.floor(a[0]);
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out[1] = Math.floor(a[1]);
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out[2] = Math.floor(a[2]);
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return out;
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}
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/**
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* Returns the minimum of two vec3's
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {vec3} out
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*/
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export function min(out, a, b) {
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out[0] = Math.min(a[0], b[0]);
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out[1] = Math.min(a[1], b[1]);
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out[2] = Math.min(a[2], b[2]);
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return out;
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}
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/**
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* Returns the maximum of two vec3's
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {vec3} out
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*/
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export function max(out, a, b) {
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out[0] = Math.max(a[0], b[0]);
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out[1] = Math.max(a[1], b[1]);
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out[2] = Math.max(a[2], b[2]);
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return out;
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}
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/**
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* Math.round the components of a vec3
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a vector to round
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* @returns {vec3} out
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*/
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export function round(out, a) {
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out[0] = Math.round(a[0]);
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out[1] = Math.round(a[1]);
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out[2] = Math.round(a[2]);
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return out;
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}
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/**
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* Scales a vec3 by a scalar number
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the vector to scale
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* @param {Number} b amount to scale the vector by
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* @returns {vec3} out
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*/
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export function scale(out, a, b) {
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out[0] = a[0] * b;
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out[1] = a[1] * b;
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out[2] = a[2] * b;
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return out;
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}
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/**
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* Adds two vec3's after scaling the second operand by a scalar value
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @param {Number} scale the amount to scale b by before adding
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* @returns {vec3} out
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*/
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export function scaleAndAdd(out, a, b, scale) {
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out[0] = a[0] + (b[0] * scale);
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out[1] = a[1] + (b[1] * scale);
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out[2] = a[2] + (b[2] * scale);
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return out;
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}
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/**
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* Calculates the euclidian distance between two vec3's
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*
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {Number} distance between a and b
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*/
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export function distance(a, b) {
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let x = b[0] - a[0];
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let y = b[1] - a[1];
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let z = b[2] - a[2];
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return Math.sqrt(x*x + y*y + z*z);
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}
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/**
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* Calculates the squared euclidian distance between two vec3's
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*
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {Number} squared distance between a and b
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*/
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export function squaredDistance(a, b) {
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let x = b[0] - a[0];
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let y = b[1] - a[1];
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let z = b[2] - a[2];
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return x*x + y*y + z*z;
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}
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/**
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* Calculates the squared length of a vec3
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*
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* @param {vec3} a vector to calculate squared length of
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* @returns {Number} squared length of a
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*/
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export function squaredLength(a) {
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let x = a[0];
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let y = a[1];
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let z = a[2];
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return x*x + y*y + z*z;
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}
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/**
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* Negates the components of a vec3
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a vector to negate
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* @returns {vec3} out
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*/
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export function negate(out, a) {
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out[0] = -a[0];
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out[1] = -a[1];
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out[2] = -a[2];
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return out;
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}
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/**
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* Returns the inverse of the components of a vec3
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a vector to invert
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* @returns {vec3} out
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*/
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export function inverse(out, a) {
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out[0] = 1.0 / a[0];
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out[1] = 1.0 / a[1];
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out[2] = 1.0 / a[2];
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return out;
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}
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/**
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* Normalize a vec3
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a vector to normalize
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* @returns {vec3} out
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*/
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export function normalize(out, a) {
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let x = a[0];
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let y = a[1];
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let z = a[2];
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let len = x*x + y*y + z*z;
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if (len > 0) {
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//TODO: evaluate use of glm_invsqrt here?
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len = 1 / Math.sqrt(len);
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out[0] = a[0] * len;
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out[1] = a[1] * len;
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out[2] = a[2] * len;
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}
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return out;
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}
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/**
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* Calculates the dot product of two vec3's
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*
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {Number} dot product of a and b
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*/
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export function dot(a, b) {
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return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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}
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/**
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* Computes the cross product of two vec3's
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {vec3} out
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*/
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export function cross(out, a, b) {
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let ax = a[0], ay = a[1], az = a[2];
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let bx = b[0], by = b[1], bz = b[2];
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out[0] = ay * bz - az * by;
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out[1] = az * bx - ax * bz;
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out[2] = ax * by - ay * bx;
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return out;
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}
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/**
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* Performs a linear interpolation between two vec3's
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @param {Number} t interpolation amount between the two inputs
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* @returns {vec3} out
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*/
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export function lerp(out, a, b, t) {
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let ax = a[0];
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let ay = a[1];
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let az = a[2];
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out[0] = ax + t * (b[0] - ax);
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out[1] = ay + t * (b[1] - ay);
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out[2] = az + t * (b[2] - az);
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return out;
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}
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/**
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* Performs a hermite interpolation with two control points
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @param {vec3} c the third operand
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* @param {vec3} d the fourth operand
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* @param {Number} t interpolation amount between the two inputs
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* @returns {vec3} out
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*/
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export function hermite(out, a, b, c, d, t) {
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let factorTimes2 = t * t;
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let factor1 = factorTimes2 * (2 * t - 3) + 1;
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let factor2 = factorTimes2 * (t - 2) + t;
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let factor3 = factorTimes2 * (t - 1);
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let factor4 = factorTimes2 * (3 - 2 * t);
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out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
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out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
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out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
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return out;
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}
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||||
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/**
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* Performs a bezier interpolation with two control points
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*
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* @param {vec3} out the receiving vector
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||||
* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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||||
* @param {vec3} c the third operand
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* @param {vec3} d the fourth operand
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* @param {Number} t interpolation amount between the two inputs
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* @returns {vec3} out
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*/
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export function bezier(out, a, b, c, d, t) {
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let inverseFactor = 1 - t;
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let inverseFactorTimesTwo = inverseFactor * inverseFactor;
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let factorTimes2 = t * t;
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let factor1 = inverseFactorTimesTwo * inverseFactor;
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let factor2 = 3 * t * inverseFactorTimesTwo;
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let factor3 = 3 * factorTimes2 * inverseFactor;
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let factor4 = factorTimes2 * t;
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out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
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out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
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out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
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return out;
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}
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||||
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||||
/**
|
||||
* Generates a random vector with the given scale
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
|
||||
* @returns {vec3} out
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||||
*/
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||||
export function random(out, scale) {
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scale = scale || 1.0;
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||||
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||||
let r = glMatrix.RANDOM() * 2.0 * Math.PI;
|
||||
let z = (glMatrix.RANDOM() * 2.0) - 1.0;
|
||||
let zScale = Math.sqrt(1.0-z*z) * scale;
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||||
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||||
out[0] = Math.cos(r) * zScale;
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||||
out[1] = Math.sin(r) * zScale;
|
||||
out[2] = z * scale;
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* Transforms the vec3 with a mat4.
|
||||
* 4th vector component is implicitly '1'
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {vec3} a the vector to transform
|
||||
* @param {mat4} m matrix to transform with
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
export function transformMat4(out, a, m) {
|
||||
let x = a[0], y = a[1], z = a[2];
|
||||
let w = m[3] * x + m[7] * y + m[11] * z + m[15];
|
||||
w = w || 1.0;
|
||||
out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;
|
||||
out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;
|
||||
out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* Transforms the vec3 with a mat3.
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {vec3} a the vector to transform
|
||||
* @param {mat3} m the 3x3 matrix to transform with
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
export function transformMat3(out, a, m) {
|
||||
let x = a[0], y = a[1], z = a[2];
|
||||
out[0] = x * m[0] + y * m[3] + z * m[6];
|
||||
out[1] = x * m[1] + y * m[4] + z * m[7];
|
||||
out[2] = x * m[2] + y * m[5] + z * m[8];
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* Transforms the vec3 with a quat
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {vec3} a the vector to transform
|
||||
* @param {quat} q quaternion to transform with
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
export function transformQuat(out, a, q) {
|
||||
// benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
|
||||
|
||||
let x = a[0], y = a[1], z = a[2];
|
||||
let qx = q[0], qy = q[1], qz = q[2], qw = q[3];
|
||||
|
||||
// calculate quat * vec
|
||||
let ix = qw * x + qy * z - qz * y;
|
||||
let iy = qw * y + qz * x - qx * z;
|
||||
let iz = qw * z + qx * y - qy * x;
|
||||
let iw = -qx * x - qy * y - qz * z;
|
||||
|
||||
// calculate result * inverse quat
|
||||
out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
|
||||
out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
|
||||
out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* Rotate a 3D vector around the x-axis
|
||||
* @param {vec3} out The receiving vec3
|
||||
* @param {vec3} a The vec3 point to rotate
|
||||
* @param {vec3} b The origin of the rotation
|
||||
* @param {Number} c The angle of rotation
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
export function rotateX(out, a, b, c){
|
||||
let p = [], r=[];
|
||||
//Translate point to the origin
|
||||
p[0] = a[0] - b[0];
|
||||
p[1] = a[1] - b[1];
|
||||
p[2] = a[2] - b[2];
|
||||
|
||||
//perform rotation
|
||||
r[0] = p[0];
|
||||
r[1] = p[1]*Math.cos(c) - p[2]*Math.sin(c);
|
||||
r[2] = p[1]*Math.sin(c) + p[2]*Math.cos(c);
|
||||
|
||||
//translate to correct position
|
||||
out[0] = r[0] + b[0];
|
||||
out[1] = r[1] + b[1];
|
||||
out[2] = r[2] + b[2];
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* Rotate a 3D vector around the y-axis
|
||||
* @param {vec3} out The receiving vec3
|
||||
* @param {vec3} a The vec3 point to rotate
|
||||
* @param {vec3} b The origin of the rotation
|
||||
* @param {Number} c The angle of rotation
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
export function rotateY(out, a, b, c){
|
||||
let p = [], r=[];
|
||||
//Translate point to the origin
|
||||
p[0] = a[0] - b[0];
|
||||
p[1] = a[1] - b[1];
|
||||
p[2] = a[2] - b[2];
|
||||
|
||||
//perform rotation
|
||||
r[0] = p[2]*Math.sin(c) + p[0]*Math.cos(c);
|
||||
r[1] = p[1];
|
||||
r[2] = p[2]*Math.cos(c) - p[0]*Math.sin(c);
|
||||
|
||||
//translate to correct position
|
||||
out[0] = r[0] + b[0];
|
||||
out[1] = r[1] + b[1];
|
||||
out[2] = r[2] + b[2];
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* Rotate a 3D vector around the z-axis
|
||||
* @param {vec3} out The receiving vec3
|
||||
* @param {vec3} a The vec3 point to rotate
|
||||
* @param {vec3} b The origin of the rotation
|
||||
* @param {Number} c The angle of rotation
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
export function rotateZ(out, a, b, c){
|
||||
let p = [], r=[];
|
||||
//Translate point to the origin
|
||||
p[0] = a[0] - b[0];
|
||||
p[1] = a[1] - b[1];
|
||||
p[2] = a[2] - b[2];
|
||||
|
||||
//perform rotation
|
||||
r[0] = p[0]*Math.cos(c) - p[1]*Math.sin(c);
|
||||
r[1] = p[0]*Math.sin(c) + p[1]*Math.cos(c);
|
||||
r[2] = p[2];
|
||||
|
||||
//translate to correct position
|
||||
out[0] = r[0] + b[0];
|
||||
out[1] = r[1] + b[1];
|
||||
out[2] = r[2] + b[2];
|
||||
|
||||
return out;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the angle between two 3D vectors
|
||||
* @param {vec3} a The first operand
|
||||
* @param {vec3} b The second operand
|
||||
* @returns {Number} The angle in radians
|
||||
*/
|
||||
export function angle(a, b) {
|
||||
let tempA = fromValues(a[0], a[1], a[2]);
|
||||
let tempB = fromValues(b[0], b[1], b[2]);
|
||||
|
||||
normalize(tempA, tempA);
|
||||
normalize(tempB, tempB);
|
||||
|
||||
let cosine = dot(tempA, tempB);
|
||||
|
||||
if(cosine > 1.0) {
|
||||
return 0;
|
||||
}
|
||||
else if(cosine < -1.0) {
|
||||
return Math.PI;
|
||||
} else {
|
||||
return Math.acos(cosine);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a string representation of a vector
|
||||
*
|
||||
* @param {vec3} a vector to represent as a string
|
||||
* @returns {String} string representation of the vector
|
||||
*/
|
||||
export function str(a) {
|
||||
return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')';
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)
|
||||
*
|
||||
* @param {vec3} a The first vector.
|
||||
* @param {vec3} b The second vector.
|
||||
* @returns {Boolean} True if the vectors are equal, false otherwise.
|
||||
*/
|
||||
export function exactEquals(a, b) {
|
||||
return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether or not the vectors have approximately the same elements in the same position.
|
||||
*
|
||||
* @param {vec3} a The first vector.
|
||||
* @param {vec3} b The second vector.
|
||||
* @returns {Boolean} True if the vectors are equal, false otherwise.
|
||||
*/
|
||||
export function equals(a, b) {
|
||||
let a0 = a[0], a1 = a[1], a2 = a[2];
|
||||
let b0 = b[0], b1 = b[1], b2 = b[2];
|
||||
return (Math.abs(a0 - b0) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a0), Math.abs(b0)) &&
|
||||
Math.abs(a1 - b1) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a1), Math.abs(b1)) &&
|
||||
Math.abs(a2 - b2) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a2), Math.abs(b2)));
|
||||
}
|
||||
|
||||
/**
|
||||
* Alias for {@link vec3.subtract}
|
||||
* @function
|
||||
*/
|
||||
export const sub = subtract;
|
||||
|
||||
/**
|
||||
* Alias for {@link vec3.multiply}
|
||||
* @function
|
||||
*/
|
||||
export const mul = multiply;
|
||||
|
||||
/**
|
||||
* Alias for {@link vec3.divide}
|
||||
* @function
|
||||
*/
|
||||
export const div = divide;
|
||||
|
||||
/**
|
||||
* Alias for {@link vec3.distance}
|
||||
* @function
|
||||
*/
|
||||
export const dist = distance;
|
||||
|
||||
/**
|
||||
* Alias for {@link vec3.squaredDistance}
|
||||
* @function
|
||||
*/
|
||||
export const sqrDist = squaredDistance;
|
||||
|
||||
/**
|
||||
* Alias for {@link vec3.length}
|
||||
* @function
|
||||
*/
|
||||
export const len = length;
|
||||
|
||||
/**
|
||||
* Alias for {@link vec3.squaredLength}
|
||||
* @function
|
||||
*/
|
||||
export const sqrLen = squaredLength;
|
||||
|
||||
/**
|
||||
* Perform some operation over an array of vec3s.
|
||||
*
|
||||
* @param {Array} a the array of vectors to iterate over
|
||||
* @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
|
||||
* @param {Number} offset Number of elements to skip at the beginning of the array
|
||||
* @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array
|
||||
* @param {Function} fn Function to call for each vector in the array
|
||||
* @param {Object} [arg] additional argument to pass to fn
|
||||
* @returns {Array} a
|
||||
* @function
|
||||
*/
|
||||
export const forEach = (function() {
|
||||
let vec = create();
|
||||
|
||||
return function(a, stride, offset, count, fn, arg) {
|
||||
let i, l;
|
||||
if(!stride) {
|
||||
stride = 3;
|
||||
}
|
||||
|
||||
if(!offset) {
|
||||
offset = 0;
|
||||
}
|
||||
|
||||
if(count) {
|
||||
l = Math.min((count * stride) + offset, a.length);
|
||||
} else {
|
||||
l = a.length;
|
||||
}
|
||||
|
||||
for(i = offset; i < l; i += stride) {
|
||||
vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2];
|
||||
fn(vec, vec, arg);
|
||||
a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2];
|
||||
}
|
||||
|
||||
return a;
|
||||
};
|
||||
})();
|
||||
Reference in New Issue
Block a user