@turbox3d/math
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Large-scale graphics application math library
693 lines (529 loc) • 16 kB
text/typescript
import { Euler } from './Euler';
import { MathUtils } from '../MathUtils';
import { Matrix3 } from './Matrix3';
import { Matrix4 } from './Matrix4';
import { Quaternion } from './Quaternion';
import { Tolerance } from './Tolerance';
import { Vector2 } from './Vector2';
const _quaternion = new Quaternion();
class Vector3 {
static fromObject(obj: { x: number; y: number; z?: number }) {
return new Vector3(obj.x, obj.y, obj.z);
}
readonly isVector3: boolean;
x: number;
y: number;
z: number;
constructor(x = 0, y = 0, z = 0) {
this.isVector3 = true;
this.x = x;
this.y = y;
this.z = z;
}
set(x: number, y: number, z: number) {
if (z === undefined) z = this.z; // sprite.scale.set(x,y)
this.x = x;
this.y = y;
this.z = z;
return this;
}
setScalar(scalar: number) {
this.x = scalar;
this.y = scalar;
this.z = scalar;
return this;
}
setX(x: number) {
this.x = x;
return this;
}
setY(y: number) {
this.y = y;
return this;
}
setZ(z: number) {
this.z = z;
return this;
}
setComponent(index: number, value: number) {
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: number) {
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 Vector3(this.x, this.y, this.z);
}
copy(v: Vector3) {
this.x = v.x;
this.y = v.y;
this.z = v.z;
return this;
}
add(v: Vector3) {
this.x += v.x;
this.y += v.y;
this.z += v.z;
return this;
}
added(v: Vector3) {
return new Vector3(this.x + v.x, this.y + v.y, this.z + v.z);
}
addScalar(s: number) {
this.x += s;
this.y += s;
this.z += s;
return this;
}
addVectors(a: Vector3, b: Vector3) {
this.x = a.x + b.x;
this.y = a.y + b.y;
this.z = a.z + b.z;
return this;
}
addScaledVector(v: Vector3, s: number) {
this.x += v.x * s;
this.y += v.y * s;
this.z += v.z * s;
return this;
}
sub(v: Vector3) {
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
return this;
}
subtracted(v: Vector3) {
return new Vector3(this.x - v.x, this.y - v.y, this.z - v.z);
}
subScalar(s: number) {
this.x -= s;
this.y -= s;
this.z -= s;
return this;
}
subVectors(a: Vector3, b: Vector3) {
this.x = a.x - b.x;
this.y = a.y - b.y;
this.z = a.z - b.z;
return this;
}
multiply(v: Vector3) {
this.x *= v.x;
this.y *= v.y;
this.z *= v.z;
return this;
}
multiplied(v: Vector3) {
return new Vector3(this.x * v.x, this.y * v.y, this.z * v.z);
}
multiplyScalar(scalar: number) {
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
return this;
}
multiplyVectors(a: Vector3, b: Vector3) {
this.x = a.x * b.x;
this.y = a.y * b.y;
this.z = a.z * b.z;
return this;
}
applyEuler(euler: Euler) {
return this.applyQuaternion(_quaternion.setFromEuler(euler));
}
appliedEuler(euler: Euler) {
return this.appliedQuaternion(_quaternion.setFromEuler(euler));
}
applyAxisAngle(axis: Vector3, angle: number) {
return this.applyQuaternion(_quaternion.setFromAxisAngle(axis, angle));
}
applyMatrix3(m: Matrix3) {
const x = this.x;
const y = this.y;
const 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: Matrix3) {
return this.applyMatrix3(m).normalize();
}
applyMatrix4(m: Matrix4) {
const x = this.x;
const y = this.y;
const 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;
}
appliedMatrix4(m: Matrix4) {
const x = this.x;
const y = this.y;
const z = this.z;
const e = m.elements;
const w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]);
const newX = (e[0] * x + e[4] * y + e[8] * z + e[12]) * w;
const newY = (e[1] * x + e[5] * y + e[9] * z + e[13]) * w;
const newZ = (e[2] * x + e[6] * y + e[10] * z + e[14]) * w;
// NOTE: translation has no effect on vector.
return new Vector3(newX - e[12] * w, newY - e[13] * w, newZ - e[14] * w);
}
applyQuaternion(q: Quaternion) {
const x = this.x;
const y = this.y;
const z = this.z;
const qx = q.x;
const qy = q.y;
const qz = q.z;
const 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;
}
appliedQuaternion(q: Quaternion) {
const x = this.x;
const y = this.y;
const z = this.z;
const qx = q.x;
const qy = q.y;
const qz = q.z;
const 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
const newX = ix * qw + iw * -qx + iy * -qz - iz * -qy;
const newY = iy * qw + iw * -qy + iz * -qx - ix * -qz;
const newZ = iz * qw + iw * -qz + ix * -qy - iy * -qx;
return new Vector3(newX, newY, newZ);
}
transformDirection(m: Matrix4) {
// input: THREE.Matrix4 affine matrix
// vector interpreted as a direction
const x = this.x; const y = this.y; const
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: Vector3) {
this.x /= v.x;
this.y /= v.y;
this.z /= v.z;
return this;
}
divideScalar(scalar: number) {
return this.multiplyScalar(1 / scalar);
}
min(v: Vector3) {
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: Vector3) {
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: Vector3, max: Vector3) {
// 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: number, maxVal: number) {
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: number, max: number) {
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: Vector3) {
return this.x * v.x + this.y * v.y + this.z * v.z;
}
// TODO lengthSquared?
get lengthSq() {
return this.x * this.x + this.y * this.y + this.z * this.z;
}
get length() {
return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
}
get manhattanLength() {
return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);
}
normalize() {
return this.divideScalar(this.length || 1);
}
normalized() {
const tol = 1e-16;
let length = this.lengthSq;
if (length === 0 || MathUtils.isEqual(length, 1, tol)) {
return new Vector3(this.x, this.y, this.z);
}
length = Math.sqrt(length);
const newX = this.x / length;
const newY = this.y / length;
const newZ = this.z / length;
if (!Number.isFinite(newX) || !Number.isFinite(newY) || !Number.isFinite(newZ)) {
return new Vector3(this.x, this.y, this.z);
}
return new Vector3(newX, newY, newZ);
}
reverse() {
this.x = -this.x;
this.y = -this.y;
this.z = -this.z;
return this;
}
reversed() {
return new Vector3(-this.x, -this.y, -this.z);
}
setLength(length: number) {
return this.normalize().multiplyScalar(length);
}
lerp(v: Vector3, alpha: number) {
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: Vector3, v2: Vector3, alpha: number) {
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;
}
toVector2() {
return new Vector2(this.x, this.y);
}
cross(v: Vector3) {
return this.crossVectors(this, v);
}
crossed(vec: Vector3) {
return new Vector3(
this.y * vec.z - this.z * vec.y,
this.z * vec.x - this.x * vec.z,
this.x * vec.y - this.y * vec.x
);
}
crossVectors(a: Vector3, b: Vector3) {
const ax = a.x; const ay = a.y; const
az = a.z;
const bx = b.x; const by = b.y; const
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: Vector3) {
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: Vector3) {
// eslint-disable-next-line @typescript-eslint/no-use-before-define
_vector.copy(this).projectOnVector(planeNormal);
// eslint-disable-next-line @typescript-eslint/no-use-before-define
return this.sub(_vector);
}
reflect(normal: Vector3) {
// reflect incident vector off plane orthogonal to normal
// normal is assumed to have unit length
// eslint-disable-next-line @typescript-eslint/no-use-before-define
return this.sub(_vector.copy(normal).multiplyScalar(2 * this.dot(normal)));
}
/**
* The angle in [0, PI]
*/
angle(v: Vector3) {
return Math.atan2(this.crossed(v).length, this.dot(v));
}
/**
* The angle in [0, 2PI)
*/
angleTo(v: Vector3, vecRef: Vector3) {
const crossed = this.crossed(v);
const angle = this.angle(v);
const pi2 = Math.PI * 2;
if (crossed.dot(vecRef) < 0.0 && angle < Math.PI && angle > 0) {
return pi2 - angle;
}
return angle;
}
distanceTo(v: Vector3) {
return Math.sqrt(this.distanceToSquared(v));
}
distanceToSquared(v: Vector3) {
const dx = this.x - v.x; const dy = this.y - v.y; const
dz = this.z - v.z;
return dx * dx + dy * dy + dz * dz;
}
manhattanDistanceTo(v: Vector3) {
return Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z);
}
setFromMatrixPosition(m: Matrix4) {
const e = m.elements;
this.x = e[12];
this.y = e[13];
this.z = e[14];
return this;
}
setFromMatrixScale(m: Matrix4) {
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: Matrix4, index: number) {
return this.fromArray(m.elements, index * 4);
}
setFromMatrix3Column(m: Matrix3, index: number) {
return this.fromArray(m.elements, index * 3);
}
equals(v: Vector3, distTol = Tolerance.global.distTol, cosTol = Tolerance.global.cosTol) {
const sLen0 = this.lengthSq;
const sLen1 = v.lengthSq;
if (MathUtils.isZero(sLen0, distTol * distTol) && MathUtils.isZero(sLen1, distTol * distTol)) {
return true;
}
// 向量距离相等并且方向相同
return MathUtils.isEqual(Math.sqrt(sLen0), Math.sqrt(sLen1), distTol)
&& this.isSameDirection(v, new Tolerance(cosTol, distTol, Tolerance.global.numTol), false);
}
isPerpendicular(vec: Vector3, tol?: Tolerance, checkZeroVec = true) {
const cosTol = tol ? tol.cosTol : Tolerance.global.cosTol;
const distTol = tol ? tol.distTol : Tolerance.global.distTol;
const len1 = this.length;
const len2 = vec.length;
if (len1 === 0 || len2 === 0 || checkZeroVec && (MathUtils.isZero(len1, distTol) || MathUtils.isZero(len2, distTol))) {
return false;
}
const multiLen = len1 * len2;
return this.cross(vec).lengthSq >= (multiLen - cosTol * multiLen) ** 2;
}
isParallel(vec: Vector3, tol?: Tolerance, checkZeroVec = true) {
const cosTol = tol ? tol.cosTol : Tolerance.global.cosTol;
const distTol = tol ? tol.distTol : Tolerance.global.distTol;
const len1 = this.length;
const len2 = vec.length;
if (len1 === 0 || len2 === 0 || checkZeroVec && (MathUtils.isZero(len1, distTol) || MathUtils.isZero(len2, distTol))) {
return false;
}
const multiLen = len1 * len2;
return Math.abs(multiLen - Math.abs(this.dot(vec))) <= cosTol * multiLen;
}
isSameDirection(vec: Vector3, tol?: Tolerance, checkZeroVec = true) {
const cosTol = tol ? tol.cosTol : Tolerance.global.cosTol;
const distTol = tol ? tol.distTol : Tolerance.global.distTol;
const len1 = this.length;
const len2 = vec.length;
if (len1 === 0 || len2 === 0 || checkZeroVec && (MathUtils.isZero(len1, distTol) || MathUtils.isZero(len2, distTol))) {
return false;
}
const multiLen = len1 * len2;
return Math.abs(multiLen - this.dot(vec)) <= cosTol * multiLen;
}
isOpposite(vec: Vector3, tol?: Tolerance, checkZeroVec = true) {
const cosTol = tol ? tol.cosTol : Tolerance.global.cosTol;
const distTol = tol ? tol.distTol : Tolerance.global.distTol;
const len1 = this.length;
const len2 = vec.length;
if (len1 === 0 || len2 === 0 || checkZeroVec && (MathUtils.isZero(len1, distTol) || MathUtils.isZero(len2, distTol))) {
return false;
}
const multiLen = len1 * len2;
return Math.abs(multiLen + this.dot(vec)) <= cosTol * multiLen;
}
isZero(distTol = Tolerance.global.distTol) {
return this.lengthSq < distTol * distTol;
}
fromArray(array: number[] | ArrayLike<number>, offset = 0) {
this.x = array[offset];
this.y = array[offset + 1];
this.z = array[offset + 2];
return this;
}
toArray(array: number[] = [], offset = 0) {
array[offset] = this.x;
array[offset + 1] = this.y;
array[offset + 2] = this.z;
return array;
}
random() {
this.x = Math.random();
this.y = Math.random();
this.z = Math.random();
return this;
}
}
const _vector = new Vector3();
export { Vector3 };