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cione-comp-lib

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`$ yarn add cione-comp-lib` 或者 `$ npm i cione-comp-lib -S`

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import { GLMAT_ARRAY_TYPE, GLMAT_RANDOM } from "./common.mjs"; var vec3 = {}; vec3.create = function() { var out = new GLMAT_ARRAY_TYPE(3); out[0] = 0; out[1] = 0; out[2] = 0; return out; }; vec3.clone = function(a) { var out = new GLMAT_ARRAY_TYPE(3); out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; return out; }; vec3.fromValues = function(x, y, z) { var out = new GLMAT_ARRAY_TYPE(3); out[0] = x; out[1] = y; out[2] = z; return out; }; vec3.copy = function(out, a) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; return out; }; vec3.set = function(out, x, y, z) { out[0] = x; out[1] = y; out[2] = z; return out; }; vec3.add = function(out, a, b) { out[0] = a[0] + b[0]; out[1] = a[1] + b[1]; out[2] = a[2] + b[2]; return out; }; vec3.subtract = function(out, a, b) { out[0] = a[0] - b[0]; out[1] = a[1] - b[1]; out[2] = a[2] - b[2]; return out; }; vec3.sub = vec3.subtract; vec3.multiply = function(out, a, b) { out[0] = a[0] * b[0]; out[1] = a[1] * b[1]; out[2] = a[2] * b[2]; return out; }; vec3.mul = vec3.multiply; vec3.divide = function(out, a, b) { out[0] = a[0] / b[0]; out[1] = a[1] / b[1]; out[2] = a[2] / b[2]; return out; }; vec3.div = vec3.divide; vec3.min = function(out, a, b) { out[0] = Math.min(a[0], b[0]); out[1] = Math.min(a[1], b[1]); out[2] = Math.min(a[2], b[2]); return out; }; vec3.max = function(out, a, b) { out[0] = Math.max(a[0], b[0]); out[1] = Math.max(a[1], b[1]); out[2] = Math.max(a[2], b[2]); return out; }; vec3.scale = function(out, a, b) { out[0] = a[0] * b; out[1] = a[1] * b; out[2] = a[2] * b; return out; }; vec3.scaleAndAdd = function(out, a, b, scale) { out[0] = a[0] + b[0] * scale; out[1] = a[1] + b[1] * scale; out[2] = a[2] + b[2] * scale; return out; }; vec3.distance = function(a, b) { var x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2]; return Math.sqrt(x * x + y * y + z * z); }; vec3.dist = vec3.distance; vec3.squaredDistance = function(a, b) { var x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2]; return x * x + y * y + z * z; }; vec3.sqrDist = vec3.squaredDistance; vec3.length = function(a) { var x = a[0], y = a[1], z = a[2]; return Math.sqrt(x * x + y * y + z * z); }; vec3.len = vec3.length; vec3.squaredLength = function(a) { var x = a[0], y = a[1], z = a[2]; return x * x + y * y + z * z; }; vec3.sqrLen = vec3.squaredLength; vec3.negate = function(out, a) { out[0] = -a[0]; out[1] = -a[1]; out[2] = -a[2]; return out; }; vec3.inverse = function(out, a) { out[0] = 1 / a[0]; out[1] = 1 / a[1]; out[2] = 1 / a[2]; return out; }; vec3.normalize = function(out, a) { var x = a[0], y = a[1], z = a[2]; var len = x * x + y * y + z * z; if (len > 0) { len = 1 / Math.sqrt(len); out[0] = a[0] * len; out[1] = a[1] * len; out[2] = a[2] * len; } return out; }; vec3.dot = function(a, b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }; vec3.cross = function(out, a, b) { var ax = a[0], ay = a[1], az = a[2], bx = b[0], by = b[1], bz = b[2]; out[0] = ay * bz - az * by; out[1] = az * bx - ax * bz; out[2] = ax * by - ay * bx; return out; }; vec3.lerp = function(out, a, b, t) { var ax = a[0], ay = a[1], az = a[2]; out[0] = ax + t * (b[0] - ax); out[1] = ay + t * (b[1] - ay); out[2] = az + t * (b[2] - az); return out; }; vec3.random = function(out, scale) { scale = scale || 1; var r = GLMAT_RANDOM() * 2 * Math.PI; var z = GLMAT_RANDOM() * 2 - 1; var zScale = Math.sqrt(1 - z * z) * scale; out[0] = Math.cos(r) * zScale; out[1] = Math.sin(r) * zScale; out[2] = z * scale; return out; }; vec3.transformMat4 = function(out, a, m) { var x = a[0], y = a[1], z = a[2], w = m[3] * x + m[7] * y + m[11] * z + m[15]; w = w || 1; out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w; out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w; out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w; return out; }; vec3.transformMat3 = function(out, a, m) { var x = a[0], y = a[1], z = a[2]; out[0] = x * m[0] + y * m[3] + z * m[6]; out[1] = x * m[1] + y * m[4] + z * m[7]; out[2] = x * m[2] + y * m[5] + z * m[8]; return out; }; vec3.transformQuat = function(out, a, q) { var x = a[0], y = a[1], z = a[2], qx = q[0], qy = q[1], qz = q[2], qw = q[3], ix = qw * x + qy * z - qz * y, iy = qw * y + qz * x - qx * z, iz = qw * z + qx * y - qy * x, iw = -qx * x - qy * y - qz * z; out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; return out; }; vec3.rotateX = function(out, a, b, c) { var p = [], r = []; p[0] = a[0] - b[0]; p[1] = a[1] - b[1]; p[2] = a[2] - b[2]; r[0] = p[0]; r[1] = p[1] * Math.cos(c) - p[2] * Math.sin(c); r[2] = p[1] * Math.sin(c) + p[2] * Math.cos(c); out[0] = r[0] + b[0]; out[1] = r[1] + b[1]; out[2] = r[2] + b[2]; return out; }; vec3.rotateY = function(out, a, b, c) { var p = [], r = []; p[0] = a[0] - b[0]; p[1] = a[1] - b[1]; p[2] = a[2] - b[2]; r[0] = p[2] * Math.sin(c) + p[0] * Math.cos(c); r[1] = p[1]; r[2] = p[2] * Math.cos(c) - p[0] * Math.sin(c); out[0] = r[0] + b[0]; out[1] = r[1] + b[1]; out[2] = r[2] + b[2]; return out; }; vec3.rotateZ = function(out, a, b, c) { var p = [], r = []; p[0] = a[0] - b[0]; p[1] = a[1] - b[1]; p[2] = a[2] - b[2]; r[0] = p[0] * Math.cos(c) - p[1] * Math.sin(c); r[1] = p[0] * Math.sin(c) + p[1] * Math.cos(c); r[2] = p[2]; out[0] = r[0] + b[0]; out[1] = r[1] + b[1]; out[2] = r[2] + b[2]; return out; }; vec3.forEach = function() { var vec = vec3.create(); return function(a, stride, offset, count, fn, arg) { var i, l; if (!stride) { stride = 3; } if (!offset) { offset = 0; } if (count) { l = Math.min(count * stride + offset, a.length); } else { l = a.length; } for (i = offset; i < l; i += stride) { vec[0] = a[i]; vec[1] = a[i + 1]; vec[2] = a[i + 2]; fn(vec, vec, arg); a[i] = vec[0]; a[i + 1] = vec[1]; a[i + 2] = vec[2]; } return a; }; }(); vec3.angle = function(a, b) { var tempA = vec3.fromValues(a[0], a[1], a[2]); var tempB = vec3.fromValues(b[0], b[1], b[2]); vec3.normalize(tempA, tempA); vec3.normalize(tempB, tempB); var cosine = vec3.dot(tempA, tempB); if (cosine > 1) { return 0; } else { return Math.acos(cosine); } }; var vec3$1 = vec3; export { vec3$1 as default };