@xtor/cga.js
Version:
Xtor Compute Geometry Algorithm Libary 计算几何算法库
548 lines (432 loc) • 12 kB
text/typescript
import { EventHandler } from '../render/eventhandler';
import { buildAccessors } from '../render/thing';
export class Vec4 extends EventHandler {
isVec4: boolean = true;
x!: number;
y!: number;
z!: number;
w!: number;
constructor(private _x: number = 0, private _y: number = 0, private _z: number = 0, private _w: number = 1) {
super();
buildAccessors(['x', 'y', 'z', 'w'], this);
}
static isVec4(v: Vec4) {
return !isNaN(v.x) && !isNaN(v.y) && !isNaN(v.z) && !isNaN(v.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 Vec4(this.x, this.y, this.z, this.w);
}
copy(v: { x: number; y: number; z: number; w: number | undefined; }) {
this.x = v.x;
this.y = v.y;
this.z = v.z;
this.w = v.w !== undefined ? v.w : 1;
return this;
}
add(v: Vec4, w?: Vec4): Vec4 {
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;
}
addScalar(s: number) {
this.x += s;
this.y += s;
this.z += s;
this.w += s;
return this;
}
addVecs(a: Vec4, b: Vec4) {
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;
}
addScaledVec(v: Vec4, 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: Vec4, w?: Vec4) {
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;
}
subScalar(s: number) {
this.x -= s;
this.y -= s;
this.z -= s;
this.w -= s;
return this;
}
subVecs(a: Vec4, b: Vec4) {
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;
}
multiplyScalar(scalar: number) {
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
this.w *= scalar;
return this;
}
applyMat4(m: { elements: any; }) {
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;
}
divideScalar(scalar: number) {
return this.multiplyScalar(1 / scalar);
}
setAxisAngleFromQuat(q: { w: number; x: number; y: number; z: number; }) {
// 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;
}
setAxisAngleFromRotationMatrix(m: { elements: any; }) {
// 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;
}
min(v: Vec4) {
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: Vec4) {
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: Vec4, max: Vec4) {
// 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) {
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);
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: Vec4) {
return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
}
lengthSq() {
return (
this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w
);
}
length() {
return Math.sqrt(
this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w
);
}
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: any) {
return this.normalize().multiplyScalar(length);
}
lerp(v: Vec4, 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;
}
lerpVecs(v1: Vec4, v2: any, alpha: any) {
return this.subVecs(v2, v1)
.multiplyScalar(alpha)
.add(v1);
}
equals(v: Vec4) {
return v.x === this.x && v.y === this.y && v.z === this.z && v.w === this.w;
}
fromArray(array: number[], offset: number = 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: number = 0) {
array[offset] = this.x;
array[offset + 1] = this.y;
array[offset + 2] = this.z;
array[offset + 3] = this.w;
return array;
}
fromBufferAttribute(attribute: any, index: any, offset: undefined) {
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;
}
}
export function v4(x?: number, y?: number, z?: number, w?: number) {
return new Vec4(x, y, z, w);
}