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@egjs/view360

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360 integrated viewing solution from inside-out view to outside-in view. It provides user-friendly service by rotating 360 degrees through various user interaction such as motion sensor and touch.

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/** * Original Code * https://github.com/toji/gl-matrix/blob/v2.3.2/src/gl-matrix/vec3.js * 3 Dimensional Vector Util * modified by egjs */ import glMatrix from "./common.js"; /** * @class 3 Dimensional Vector * @name vec3 */ var vec3 = {}; /** * Creates a new, empty vec3 * * @returns {vec3} a new 3D vector */ vec3.create = function() { var out = new glMatrix.ARRAY_TYPE(3); out[0] = 0; out[1] = 0; out[2] = 0; return out; }; /** * Creates a new vec3 initialized with the given values * * @param {Number} x X component * @param {Number} y Y component * @param {Number} z Z component * @returns {vec3} a new 3D vector */ vec3.fromValues = function(x, y, z) { var out = new glMatrix.ARRAY_TYPE(3); out[0] = x; out[1] = y; out[2] = z; return out; }; vec3.set = function(out, x, y, z) { out[0] = x; out[1] = y; out[2] = z; return out; }; vec3.copy = function(out, a) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; return out; }; /** * Scales a vec3 by a scalar number * * @param {vec3} out the receiving vector * @param {vec3} a the vector to scale * @param {Number} b amount to scale the vector by * @returns {vec3} out */ vec3.scale = function(out, a, b) { out[0] = a[0] * b; out[1] = a[1] * b; out[2] = a[2] * b; return out; }; /** * Subtracts vector b from vector a * * @param {vec3} out the receiving vector * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {vec3} out */ vec3.subtract = function(out, a, b) { out[0] = a[0] - b[0]; out[1] = a[1] - b[1]; out[2] = a[2] - b[2]; return out; }; /** * Calculates the length of a vec3 * * @param {vec3} a vector to calculate length of * @returns {Number} length of a */ vec3.length = function (a) { var x = a[0], y = a[1], z = a[2]; return Math.sqrt(x*x + y*y + z*z); }; /** * Normalize a vec3 * * @param {vec3} out the receiving vector * @param {vec3} a vector to normalize * @returns {vec3} out */ vec3.normalize = function(out, a) { var x = a[0], y = a[1], z = a[2]; var len = x*x + y*y + z*z; if (len > 0) { //TODO: evaluate use of glm_invsqrt here? len = 1 / Math.sqrt(len); out[0] = a[0] * len; out[1] = a[1] * len; out[2] = a[2] * len; } return out; }; /** * Calculates the dot product of two vec3's * * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {Number} dot product of a and b */ vec3.dot = function (a, b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }; /** * Computes the cross product of two vec3's * * @param {vec3} out the receiving vector * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {vec3} out */ vec3.cross = function(out, a, b) { var ax = a[0], ay = a[1], az = a[2], bx = b[0], by = b[1], bz = b[2]; out[0] = ay * bz - az * by; out[1] = az * bx - ax * bz; out[2] = ax * by - ay * bx; 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 */ vec3.transformQuat = function(out, a, q) { // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations var x = a[0], y = a[1], z = a[2], qx = q[0], qy = q[1], qz = q[2], qw = q[3], // calculate quat * vec ix = qw * x + qy * z - qz * y, iy = qw * y + qz * x - qx * z, iz = qw * z + qx * y - qy * x, 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 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 */ vec3.rotateZ = function(out, a, b, c){ var 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; }; export default vec3;