@turbox3d/math
Version:
Large-scale graphics application math library
504 lines (388 loc) • 10.9 kB
text/typescript
import { Matrix4 } from './Matrix4';
import { Quaternion } from './Quaternion';
class Vector4 {
readonly isVector4: boolean;
x: number;
y: number;
z: number;
w: number;
constructor(x = 0, y = 0, z = 0, w = 1) {
this.isVector4 = true;
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
get width() {
return this.z;
}
set width(value) {
this.z = value;
}
get height() {
return this.w;
}
set height(value) {
this.w = value;
}
set(x: number, y: number, z: number, w: number) {
this.x = x;
this.y = y;
this.z = z;
this.w = w;
return this;
}
setScalar(scalar: number) {
this.x = scalar;
this.y = scalar;
this.z = scalar;
this.w = 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;
}
setW(w: number) {
this.w = w;
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;
case 3: this.w = 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;
case 3: return this.w;
default: throw new Error(`index is out of range: ${index}`);
}
}
clone() {
return new Vector4(this.x, this.y, this.z, this.w);
}
copy(v: Vector4) {
this.x = v.x;
this.y = v.y;
this.z = v.z;
this.w = (v.w !== undefined) ? v.w : 1;
return this;
}
add(v: Vector4) {
this.x += v.x;
this.y += v.y;
this.z += v.z;
this.w += v.w;
return this;
}
addScalar(s: number) {
this.x += s;
this.y += s;
this.z += s;
this.w += s;
return this;
}
addVectors(a: Vector4, b: Vector4) {
this.x = a.x + b.x;
this.y = a.y + b.y;
this.z = a.z + b.z;
this.w = a.w + b.w;
return this;
}
addScaledVector(v: Vector4, s: number) {
this.x += v.x * s;
this.y += v.y * s;
this.z += v.z * s;
this.w += v.w * s;
return this;
}
sub(v: Vector4) {
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
this.w -= v.w;
return this;
}
subScalar(s: number) {
this.x -= s;
this.y -= s;
this.z -= s;
this.w -= s;
return this;
}
subVectors(a: Vector4, b: Vector4) {
this.x = a.x - b.x;
this.y = a.y - b.y;
this.z = a.z - b.z;
this.w = a.w - b.w;
return this;
}
multiply(v: Vector4) {
this.x *= v.x;
this.y *= v.y;
this.z *= v.z;
this.w *= v.w;
return this;
}
multiplyScalar(scalar: number) {
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
this.w *= scalar;
return this;
}
applyMatrix4(m: Matrix4) {
const x = this.x; const y = this.y; const z = this.z; const
w = this.w;
const e = m.elements;
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;
this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;
return this;
}
divideScalar(scalar: number) {
return this.multiplyScalar(1 / scalar);
}
setAxisAngleFromQuaternion(q: Quaternion) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
// q is assumed to be normalized
this.w = 2 * Math.acos(q.w);
const s = Math.sqrt(1 - q.w * q.w);
if (s < 0.0001) {
this.x = 1;
this.y = 0;
this.z = 0;
} else {
this.x = q.x / s;
this.y = q.y / s;
this.z = q.z / s;
}
return this;
}
setAxisAngleFromRotationMatrix(m: Matrix4) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
let angle: number; let x: number; let y: number; let z: number; // variables for result
const epsilon = 0.01; // margin to allow for rounding errors
const epsilon2 = 0.1; // margin to distinguish between 0 and 180 degrees
const te = m.elements;
const m11 = te[0]; const m12 = te[4]; const m13 = te[8];
const m21 = te[1]; const m22 = te[5]; const m23 = te[9];
const m31 = te[2]; const m32 = te[6]; const
m33 = te[10];
if ((Math.abs(m12 - m21) < epsilon) &&
(Math.abs(m13 - m31) < epsilon) &&
(Math.abs(m23 - m32) < epsilon)) {
// singularity found
// first check for identity matrix which must have +1 for all terms
// in leading diagonal and zero in other terms
if ((Math.abs(m12 + m21) < epsilon2) &&
(Math.abs(m13 + m31) < epsilon2) &&
(Math.abs(m23 + m32) < epsilon2) &&
(Math.abs(m11 + m22 + m33 - 3) < epsilon2)) {
// this singularity is identity matrix so angle = 0
this.set(1, 0, 0, 0);
return this; // zero angle, arbitrary axis
}
// otherwise this singularity is angle = 180
angle = Math.PI;
const xx = (m11 + 1) / 2;
const yy = (m22 + 1) / 2;
const zz = (m33 + 1) / 2;
const xy = (m12 + m21) / 4;
const xz = (m13 + m31) / 4;
const yz = (m23 + m32) / 4;
if ((xx > yy) && (xx > zz)) {
// m11 is the largest diagonal term
if (xx < epsilon) {
x = 0;
y = 0.707106781;
z = 0.707106781;
} else {
x = Math.sqrt(xx);
y = xy / x;
z = xz / x;
}
} else if (yy > zz) {
// m22 is the largest diagonal term
if (yy < epsilon) {
x = 0.707106781;
y = 0;
z = 0.707106781;
} else {
y = Math.sqrt(yy);
x = xy / y;
z = yz / y;
}
} else {
// m33 is the largest diagonal term so base result on this
// eslint-disable-next-line no-lonely-if
if (zz < epsilon) {
x = 0.707106781;
y = 0.707106781;
z = 0;
} else {
z = Math.sqrt(zz);
x = xz / z;
y = yz / z;
}
}
this.set(x, y, z, angle);
return this; // return 180 deg rotation
}
// as we have reached here there are no singularities so we can handle normally
let s = Math.sqrt((m32 - m23) * (m32 - m23) +
(m13 - m31) * (m13 - m31) +
(m21 - m12) * (m21 - m12)); // used to normalize
if (Math.abs(s) < 0.001) s = 1;
// prevent divide by zero, should not happen if matrix is orthogonal and should be
// caught by singularity test above, but I've left it in just in case
this.x = (m32 - m23) / s;
this.y = (m13 - m31) / s;
this.z = (m21 - m12) / s;
this.w = Math.acos((m11 + m22 + m33 - 1) / 2);
return this;
}
min(v: Vector4) {
this.x = Math.min(this.x, v.x);
this.y = Math.min(this.y, v.y);
this.z = Math.min(this.z, v.z);
this.w = Math.min(this.w, v.w);
return this;
}
max(v: Vector4) {
this.x = Math.max(this.x, v.x);
this.y = Math.max(this.y, v.y);
this.z = Math.max(this.z, v.z);
this.w = Math.max(this.w, v.w);
return this;
}
clamp(min: Vector4, max: Vector4) {
// 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));
this.w = Math.max(min.w, Math.min(max.w, this.w));
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));
this.w = Math.max(minVal, Math.min(maxVal, this.w));
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);
this.w = Math.floor(this.w);
return this;
}
ceil() {
this.x = Math.ceil(this.x);
this.y = Math.ceil(this.y);
this.z = Math.ceil(this.z);
this.w = Math.ceil(this.w);
return this;
}
round() {
this.x = Math.round(this.x);
this.y = Math.round(this.y);
this.z = Math.round(this.z);
this.w = Math.round(this.w);
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);
this.w = (this.w < 0) ? Math.ceil(this.w) : Math.floor(this.w);
return this;
}
negate() {
this.x = -this.x;
this.y = -this.y;
this.z = -this.z;
this.w = -this.w;
return this;
}
dot(v: Vector4) {
return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
}
get lengthSq() {
return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
}
get length() {
return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
}
get manhattanLength() {
return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w);
}
normalize() {
return this.divideScalar(this.length || 1);
}
setLength(length: number) {
return this.normalize().multiplyScalar(length);
}
lerp(v: Vector4, alpha: number) {
this.x += (v.x - this.x) * alpha;
this.y += (v.y - this.y) * alpha;
this.z += (v.z - this.z) * alpha;
this.w += (v.w - this.w) * alpha;
return this;
}
lerpVectors(v1: Vector4, v2: Vector4, 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;
this.w = v1.w + (v2.w - v1.w) * alpha;
return this;
}
equals(v: Vector4) {
return ((v.x === this.x) && (v.y === this.y) && (v.z === this.z) && (v.w === this.w));
}
fromArray(array: number[] | ArrayLike<number>, offset = 0) {
this.x = array[offset];
this.y = array[offset + 1];
this.z = array[offset + 2];
this.w = array[offset + 3];
return this;
}
toArray(array: number[] = [], offset = 0) {
array[offset] = this.x;
array[offset + 1] = this.y;
array[offset + 2] = this.z;
array[offset + 3] = this.w;
return array;
}
random() {
this.x = Math.random();
this.y = Math.random();
this.z = Math.random();
this.w = Math.random();
return this;
}
}
export { Vector4 };