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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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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); }