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@turbox3d/math

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Large-scale graphics application math library

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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 };