@thi.ng/vectors
Version:
Optimized 2d/3d/4d and arbitrary length vector operations, support for memory mapping/layouts
137 lines (136 loc) • 3.67 kB
JavaScript
import { EPS } from "@thi.ng/math/api";
import {
MAX3,
MIN3,
ONE3,
X3,
Y3,
Z3,
ZERO3
} from "./api.js";
import { AVec } from "./avec.js";
import { intoStridedBuffer, mapStridedBuffer } from "./buffer.js";
import { eqDelta3 } from "./eqdelta.js";
import { hash } from "./hash.js";
import { stridedValues, vecIterator } from "./iterator.js";
import { setS3 } from "./sets.js";
class Vec3 extends AVec {
/**
* Returns array of memory mapped {@link Vec3} instances using given
* backing array and stride settings: The `cstride` is the step size
* between individual XYZ vector components. `estride` is the step
* size between successive vectors. This arrangement allows for
* different storage approaches, incl. SOA, AOS, striped /
* interleaved etc.
*
* @param buf - backing array
* @param num - num vectors
* @param start - start index
* @param cstride - component stride
* @param estride - element stride
*/
static mapBuffer(buf, num = buf.length / 3 | 0, start = 0, cstride = 1, estride = 3) {
return mapStridedBuffer(Vec3, buf, num, start, cstride, estride);
}
/**
* Merges given `src` iterable of {@link Vec3}s into single array `buf`.
* Vectors will be arranged according to given component and element
* strides, starting at `start` index. It's the user's
* responsibility to ensure the target buffer has sufficient
* capacity to hold the input vectors. See `Vec3.mapBuffer` for the
* inverse operation. Returns `buf`.
*
* @param buf -
* @param src -
* @param start -
* @param cstride -
* @param estride -
*/
static intoBuffer(buf, src, start = 0, cstride = 1, estride = 3) {
return intoStridedBuffer(setS3, buf, src, start, cstride, estride);
}
static iterator(buf, num, start = 0, cstride = 1, estride = 3) {
return vecIterator(Vec3, buf, num, start, cstride, estride);
}
static X_AXIS = new Vec3(X3);
static Y_AXIS = new Vec3(Y3);
static Z_AXIS = new Vec3(Z3);
static MIN = new Vec3(MIN3);
static MAX = new Vec3(MAX3);
static ZERO = new Vec3(ZERO3);
static ONE = new Vec3(ONE3);
constructor(buf, offset = 0, stride = 1) {
super(buf || [0, 0, 0], offset, stride);
}
[Symbol.iterator]() {
return stridedValues(this.buf, 3, this.offset, this.stride);
}
get length() {
return 3;
}
get [0]() {
return this.buf[this.offset];
}
set [0](x) {
this.buf[this.offset] = x;
}
get [1]() {
return this.buf[this.offset + this.stride];
}
set [1](y) {
this.buf[this.offset + this.stride] = y;
}
get [2]() {
return this.buf[this.offset + 2 * this.stride];
}
set [2](z) {
this.buf[this.offset + 2 * this.stride] = z;
}
get x() {
return this.buf[this.offset];
}
set x(x) {
this.buf[this.offset] = x;
}
get y() {
return this.buf[this.offset + this.stride];
}
set y(y) {
this.buf[this.offset + this.stride] = y;
}
get z() {
return this.buf[this.offset + 2 * this.stride];
}
set z(z) {
this.buf[this.offset + 2 * this.stride] = z;
}
copy() {
return new Vec3([this.x, this.y, this.z]);
}
copyView() {
return new Vec3(this.buf, this.offset, this.stride);
}
empty() {
return new Vec3();
}
eqDelta(v, eps = EPS) {
return eqDelta3(this, v, eps);
}
hash() {
return hash(this);
}
toJSON() {
return [this.x, this.y, this.z];
}
}
const vec3 = (x = 0, y = 0, z = 0) => new Vec3([x, y, z]);
const vec3n = (n) => new Vec3([n, n, n]);
const asVec3 = (x) => x instanceof Vec3 ? x : new Vec3(
x.length >= 3 ? x : [x[0] || 0, x[1] || 0, x[2] || 0]
);
export {
Vec3,
asVec3,
vec3,
vec3n
};