@xtor/cga.js
Version:
Xtor Compute Geometry Algorithm Libary 计算几何算法库
682 lines (534 loc) • 13.9 kB
JavaScript
import { clamp } from "./Math.js";
import { quat } from "./Quaternion.js";
export class Vector3 {
constructor(x, y, z) {
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
}
static isVector3(v) {
return !isNaN(v.x) && !isNaN(v.y) && !isNaN(v.z) && isNaN(v.w);
}
get isVector3() { return true; }
static get Up() {
return new Vector3(0, 1, 0);
}
static get Down() {
return new Vector3(0, 1, 0);
}
static get UnitX() {
return new Vector3(1, 0, 0);
}
static get UnitY() {
return new Vector3(0, 1, 0);
}
static get UnitZ() {
return new Vector3(0, 0, 1);
}
set(x, y, z) {
this.x = x;
this.y = y;
this.z = z;
return this;
}
setScalar(scalar) {
this.x = scalar;
this.y = scalar;
this.z = scalar;
return this;
}
setX(x) {
this.x = x;
return this;
}
setY(y) {
this.y = y;
return this;
}
setZ(z) {
this.z = z;
return this;
}
setComponent(index, value) {
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) {
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 this.constructor(this.x, this.y, this.z);
}
copy(v) {
this.x = v.x;
this.y = v.y;
this.z = v.z;
return this;
}
add(v, w) {
if (w !== undefined)
{
console.warn(
"Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."
);
return this.addVectors(v, w);
}
this.x += v.x;
this.y += v.y;
this.z += v.z;
return this;
}
addScalar(s) {
this.x += s;
this.y += s;
this.z += s;
return this;
}
addVectors(a, b) {
this.x = a.x + b.x;
this.y = a.y + b.y;
this.z = a.z + b.z;
return this;
}
addScaledVector(v, s) {
this.x += v.x * s;
this.y += v.y * s;
this.z += v.z * s;
return this;
}
sub(v, w) {
if (w !== undefined)
{
console.warn(
"Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."
);
return this.subVectors(v, w);
}
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
return this;
}
subScalar(s) {
this.x -= s;
this.y -= s;
this.z -= s;
return this;
}
subVectors(a, b) {
this.x = a.x - b.x;
this.y = a.y - b.y;
this.z = a.z - b.z;
return this;
}
multiply(v, w) {
if (w !== undefined)
{
console.warn(
"Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."
);
return this.multiplyVectors(v, w);
}
this.x *= v.x;
this.y *= v.y;
this.z *= v.z;
return this;
}
multiplyScalar(scalar) {
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
return this;
}
multiplyVectors(a, b) {
this.x = a.x * b.x;
this.y = a.y * b.y;
this.z = a.z * b.z;
return this;
}
applyEuler(euler) {
if (!(euler && euler.isEuler))
{
console.error(
"Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order."
);
}
return this.applyQuaternion(_quaternion.setFromEuler(euler));
}
applyAxisAngle(axis, angle) {
return this.applyQuaternion(_quaternion.setFromAxisAngle(axis, angle));
}
applyMatrix3(m) {
var x = this.x,
y = this.y,
z = this.z;
var 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;
}
applyMatrix4(m) {
var x = this.x,
y = this.y,
z = this.z;
var e = m.elements;
var 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;
}
applyQuaternion(q) {
var x = this.x,
y = this.y,
z = this.z;
var qx = q.x,
qy = q.y,
qz = q.z,
qw = q.w;
// calculate quat * vector
var ix = qw * x + qy * z - qz * y;
var iy = qw * y + qz * x - qx * z;
var iz = qw * z + qx * y - qy * x;
var 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;
}
project(camera) {
return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(
camera.projectionMatrix
);
}
unproject(camera) {
return this.applyMatrix4(camera.projectionMatrixInverse).applyMatrix4(
camera.matrixWorld
);
}
transformDirection(m) {
// input: Matrix4 affine matrix
// vector interpreted as a direction
var x = this.x,
y = this.y,
z = this.z;
var 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) {
this.x /= v.x;
this.y /= v.y;
this.z /= v.z;
return this;
}
divideScalar(scalar) {
return this.multiplyScalar(1 / scalar);
}
min(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);
return this;
}
max(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);
return this;
}
clamp(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));
return this;
}
clampScalar(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));
return this;
}
clampLength(min, max) {
var 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) {
return this.x * v.x + this.y * v.y + this.z * v.z;
}
// TODO lengthSquared?
lengthSq() {
return this.x * this.x + this.y * this.y + this.z * this.z;
}
length() {
return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
}
manhattanLength() {
return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);
}
normalize(robust = false) {
return this.divideScalar(this.length() || 1);
// if (robust)
// {
// var maxAbsComp = Math.abs(v[0]);
// for (var i = 1; i < N; ++i)
// {
// var absComp = Math.abs(v[i]);
// if (absComp > maxAbsComp)
// {
// maxAbsComp = absComp;
// }
// }
// var length;
// if (maxAbsComp > 0)
// {
// v /= maxAbsComp;
// length = Math.sqrt(Dot(v, v));
// v /= length;
// length *= maxAbsComp;
// }
// else
// {
// length = 0;
// for (var i = 0; i < N; ++i)
// {
// v[i] = 0;
// }
// }
// return length;
// }
// else
// {
// var length = this.length();
// if (length > 0)
// {
// v /= length;
// }
// else
// {
// for (var i = 0; i < N; ++i)
// {
// v[i] = 0;
// }
// }
// }
}
setLength(length) {
return this.normalize().multiplyScalar(length);
}
lerp(v, alpha) {
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, v2, alpha) {
return this.subVectors(v2, v1)
.multiplyScalar(alpha)
.add(v1);
}
cross(v, w) {
if (w !== undefined)
{
console.warn(
"Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."
);
return this.crossVectors(v, w);
}
return this.crossVectors(this, v);
}
crossVectors(a, b) {
var ax = a.x,
ay = a.y,
az = a.z;
var bx = b.x,
by = b.y,
bz = b.z;
this.x = ay * bz - az * by;
this.y = az * bx - ax * bz;
this.z = ax * by - ay * bx;
return this;
}
projectOnVector(vector) {
var scalar = vector.dot(this) / vector.lengthSq();
return this.copy(vector).multiplyScalar(scalar);
}
projectOnPlane(planeNormal) {
_vector.copy(this).projectOnVector(planeNormal);
return this.sub(_vector);
}
reflect(normal) {
// reflect incident vector off plane orthogonal to normal
// normal is assumed to have unit length
return this.sub(_vector.copy(normal).multiplyScalar(2 * this.dot(normal)));
}
angleTo(v, normal = null) {
if (normal)
return this.angleToEx(v, normal)
var theta = this.dot(v) / Math.sqrt(this.lengthSq() * v.lengthSq());
return Math.acos(clamp(theta, -1, 1));
}
angleToEx(v, normal) {
var theta = this.dot(v) / Math.sqrt(this.lengthSq() * v.lengthSq());
if (this.clone().cross(v).dot(normal) > 0)
return Math.acos(clamp(theta, -1, 1));
else
return Math.PI * 2 - Math.acos(clamp(theta, -1, 1));
}
distanceTo(v) {
return Math.sqrt(this.distanceToSquared(v));
}
distanceToSquared(v) {
var dx = this.x - v.x,
dy = this.y - v.y,
dz = this.z - v.z;
return dx * dx + dy * dy + dz * dz;
}
manhattanDistanceTo(v) {
return (
Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z)
);
}
setFromSpherical(s) {
return this.setFromSphericalCoords(s.radius, s.phi, s.theta);
}
setFromSphericalCoords(radius, phi, theta) {
var sinPhiRadius = Math.sin(phi) * radius;
this.x = sinPhiRadius * Math.sin(theta);
this.y = Math.cos(phi) * radius;
this.z = sinPhiRadius * Math.cos(theta);
return this;
}
setFromCylindrical(c) {
return this.setFromCylindricalCoords(c.radius, c.theta, c.y);
}
setFromCylindricalCoords(radius, theta, y) {
this.x = radius * Math.sin(theta);
this.y = y;
this.z = radius * Math.cos(theta);
return this;
}
setFromMatrixPosition(m) {
var e = m.elements;
this.x = e[12];
this.y = e[13];
this.z = e[14];
return this;
}
setFromMatrixScale(m) {
var sx = this.setFromMatrixColumn(m, 0).length();
var sy = this.setFromMatrixColumn(m, 1).length();
var sz = this.setFromMatrixColumn(m, 2).length();
this.x = sx;
this.y = sy;
this.z = sz;
return this;
}
setFromMatrixColumn(m, index) {
return this.fromArray(m.elements, index * 4);
}
equals(v) {
return v.x === this.x && v.y === this.y && v.z === this.z;
}
fromArray(array, offset) {
if (offset === undefined) offset = 0;
this.x = array[offset];
this.y = array[offset + 1];
this.z = array[offset + 2];
return this;
}
toArray(array, offset) {
if (array === undefined) array = [];
if (offset === undefined) offset = 0;
array[offset] = this.x;
array[offset + 1] = this.y;
array[offset + 2] = this.z;
return array;
}
fromBufferAttribute(attribute, index, offset) {
if (offset !== undefined)
{
console.warn(
"Vector3: offset has been removed from .fromBufferAttribute()."
);
}
this.x = attribute.getX(index);
this.y = attribute.getY(index);
this.z = attribute.getZ(index);
return this;
}
toFixed(fractionDigits) {
if (fractionDigits !== undefined)
{
this.x = parseFloat(this.x.toFixed(fractionDigits))
this.y = parseFloat(this.y.toFixed(fractionDigits))
this.z = parseFloat(this.z.toFixed(fractionDigits))
}
return this;
}
}
const _vector = v3();
const _quaternion = quat();
export function v3(x, y, z) {
return new Vector3(x, y, z);
}