@xtor/cga.js
Version:
Xtor Compute Geometry Algorithm Libary 计算几何算法库
443 lines (442 loc) • 15.5 kB
JavaScript
"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;