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@xtor/cga.js

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Xtor Compute Geometry Algorithm Libary 计算几何算法库

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"use strict"; var __extends = (this && this.__extends) || (function () { var extendStatics = function (d, b) { extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; }; return extendStatics(d, b); }; return function (d, b) { extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); Object.defineProperty(exports, "__esModule", { value: true }); exports.v4 = exports.Vec4 = void 0; var eventhandler_1 = require("../render/eventhandler"); var thing_1 = require("../render/thing"); var Vec4 = /** @class */ (function (_super) { __extends(Vec4, _super); function Vec4(_x, _y, _z, _w) { if (_x === void 0) { _x = 0; } if (_y === void 0) { _y = 0; } if (_z === void 0) { _z = 0; } if (_w === void 0) { _w = 1; } var _this = _super.call(this) || this; _this._x = _x; _this._y = _y; _this._z = _z; _this._w = _w; _this.isVec4 = true; thing_1.buildAccessors(['x', 'y', 'z', 'w'], _this); return _this; } Vec4.isVec4 = function (v) { return !isNaN(v.x) && !isNaN(v.y) && !isNaN(v.z) && !isNaN(v.w); }; Object.defineProperty(Vec4.prototype, "width", { get: function () { return this.z; }, set: function (value) { this.z = value; }, enumerable: false, configurable: true }); Object.defineProperty(Vec4.prototype, "height", { get: function () { return this.w; }, set: function (value) { this.w = value; }, enumerable: false, configurable: true }); Vec4.prototype.set = function (x, y, z, w) { this.x = x; this.y = y; this.z = z; this.w = w; return this; }; Vec4.prototype.setScalar = function (scalar) { this.x = scalar; this.y = scalar; this.z = scalar; this.w = scalar; return this; }; Vec4.prototype.setX = function (x) { this.x = x; return this; }; Vec4.prototype.setY = function (y) { this.y = y; return this; }; Vec4.prototype.setZ = function (z) { this.z = z; return this; }; Vec4.prototype.setW = function (w) { this.w = w; return this; }; Vec4.prototype.setComponent = function (index, value) { 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; }; Vec4.prototype.getComponent = function (index) { 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); } }; Vec4.prototype.clone = function () { return new Vec4(this.x, this.y, this.z, this.w); }; Vec4.prototype.copy = function (v) { this.x = v.x; this.y = v.y; this.z = v.z; this.w = v.w !== undefined ? v.w : 1; return this; }; Vec4.prototype.add = function (v, w) { if (w !== undefined) { console.warn("Vec4: .add() now only accepts one argument. Use .addVecs( a, b ) instead."); return this.addVecs(v, w); } this.x += v.x; this.y += v.y; this.z += v.z; this.w += v.w; return this; }; Vec4.prototype.addScalar = function (s) { this.x += s; this.y += s; this.z += s; this.w += s; return this; }; Vec4.prototype.addVecs = function (a, b) { 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; }; Vec4.prototype.addScaledVec = function (v, s) { this.x += v.x * s; this.y += v.y * s; this.z += v.z * s; this.w += v.w * s; return this; }; Vec4.prototype.sub = function (v, w) { if (w !== undefined) { return this.subVecs(v, w); } this.x -= v.x; this.y -= v.y; this.z -= v.z; this.w -= v.w; return this; }; Vec4.prototype.subScalar = function (s) { this.x -= s; this.y -= s; this.z -= s; this.w -= s; return this; }; Vec4.prototype.subVecs = function (a, b) { 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; }; Vec4.prototype.multiplyScalar = function (scalar) { this.x *= scalar; this.y *= scalar; this.z *= scalar; this.w *= scalar; return this; }; Vec4.prototype.applyMat4 = function (m) { var x = this.x, y = this.y, z = this.z, w = this.w; var 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; }; Vec4.prototype.divideScalar = function (scalar) { return this.multiplyScalar(1 / scalar); }; Vec4.prototype.setAxisAngleFromQuat = function (q) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/QuatToAngle/index.htm // q is assumed to be normalized this.w = 2 * Math.acos(q.w); var 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; }; Vec4.prototype.setAxisAngleFromRotationMatrix = function (m) { // 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) var angle, x, y, z, // variables for result epsilon = 0.01, // margin to allow for rounding errors epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees te = m.elements, m11 = te[0], m12 = te[4], m13 = te[8], m21 = te[1], m22 = te[5], m23 = te[9], m31 = te[2], m32 = te[6], 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; var xx = (m11 + 1) / 2; var yy = (m22 + 1) / 2; var zz = (m33 + 1) / 2; var xy = (m12 + m21) / 4; var xz = (m13 + m31) / 4; var 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 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 var 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; }; Vec4.prototype.min = function (v) { 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; }; Vec4.prototype.max = function (v) { 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; }; Vec4.prototype.clamp = function (min, max) { // 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; }; Vec4.prototype.clampScalar = function (minVal, maxVal) { 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; }; Vec4.prototype.clampLength = function (min, max) { var length = this.length(); return this.divideScalar(length || 1).multiplyScalar(Math.max(min, Math.min(max, length))); }; Vec4.prototype.floor = function () { 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; }; Vec4.prototype.ceil = function () { 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; }; Vec4.prototype.round = function () { 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; }; Vec4.prototype.roundToZero = function () { 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; }; Vec4.prototype.negate = function () { this.x = -this.x; this.y = -this.y; this.z = -this.z; this.w = -this.w; return this; }; Vec4.prototype.dot = function (v) { return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; }; Vec4.prototype.lengthSq = function () { return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w); }; Vec4.prototype.length = function () { return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w); }; Vec4.prototype.manhattanLength = function () { return (Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w)); }; Vec4.prototype.normalize = function () { return this.divideScalar(this.length() || 1); }; Vec4.prototype.setLength = function (length) { return this.normalize().multiplyScalar(length); }; Vec4.prototype.lerp = function (v, alpha) { 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; }; Vec4.prototype.lerpVecs = function (v1, v2, alpha) { return this.subVecs(v2, v1) .multiplyScalar(alpha) .add(v1); }; Vec4.prototype.equals = function (v) { return v.x === this.x && v.y === this.y && v.z === this.z && v.w === this.w; }; Vec4.prototype.fromArray = function (array, offset) { if (offset === void 0) { offset = 0; } this.x = array[offset]; this.y = array[offset + 1]; this.z = array[offset + 2]; this.w = array[offset + 3]; return this; }; Vec4.prototype.toArray = function (array, offset) { if (array === void 0) { array = []; } if (offset === void 0) { offset = 0; } array[offset] = this.x; array[offset + 1] = this.y; array[offset + 2] = this.z; array[offset + 3] = this.w; return array; }; Vec4.prototype.fromBufferAttribute = function (attribute, index, offset) { if (offset !== undefined) { console.warn("Vec4: offset has been removed from .fromBufferAttribute()."); } this.x = attribute.getX(index); this.y = attribute.getY(index); this.z = attribute.getZ(index); this.w = attribute.getW(index); return this; }; return Vec4; }(eventhandler_1.EventHandler)); exports.Vec4 = Vec4; function v4(x, y, z, w) { return new Vec4(x, y, z, w); } exports.v4 = v4;