cione-comp-lib
Version:
`$ yarn add cione-comp-lib` 或者 `$ npm i cione-comp-lib -S`
213 lines (212 loc) • 5.34 kB
JavaScript
import { GLMAT_ARRAY_TYPE, GLMAT_RANDOM } from "./common.mjs";
var vec4 = {};
vec4.create = function() {
var out = new GLMAT_ARRAY_TYPE(4);
out[0] = 0;
out[1] = 0;
out[2] = 0;
out[3] = 0;
return out;
};
vec4.clone = function(a) {
var out = new GLMAT_ARRAY_TYPE(4);
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
return out;
};
vec4.fromValues = function(x, y, z, w) {
var out = new GLMAT_ARRAY_TYPE(4);
out[0] = x;
out[1] = y;
out[2] = z;
out[3] = w;
return out;
};
vec4.copy = function(out, a) {
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
return out;
};
vec4.set = function(out, x, y, z, w) {
out[0] = x;
out[1] = y;
out[2] = z;
out[3] = w;
return out;
};
vec4.add = function(out, a, b) {
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
out[2] = a[2] + b[2];
out[3] = a[3] + b[3];
return out;
};
vec4.subtract = function(out, a, b) {
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
out[2] = a[2] - b[2];
out[3] = a[3] - b[3];
return out;
};
vec4.sub = vec4.subtract;
vec4.multiply = function(out, a, b) {
out[0] = a[0] * b[0];
out[1] = a[1] * b[1];
out[2] = a[2] * b[2];
out[3] = a[3] * b[3];
return out;
};
vec4.mul = vec4.multiply;
vec4.divide = function(out, a, b) {
out[0] = a[0] / b[0];
out[1] = a[1] / b[1];
out[2] = a[2] / b[2];
out[3] = a[3] / b[3];
return out;
};
vec4.div = vec4.divide;
vec4.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]);
out[3] = Math.min(a[3], b[3]);
return out;
};
vec4.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]);
out[3] = Math.max(a[3], b[3]);
return out;
};
vec4.scale = function(out, a, b) {
out[0] = a[0] * b;
out[1] = a[1] * b;
out[2] = a[2] * b;
out[3] = a[3] * b;
return out;
};
vec4.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;
out[3] = a[3] + b[3] * scale;
return out;
};
vec4.distance = function(a, b) {
var x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2], w = b[3] - a[3];
return Math.sqrt(x * x + y * y + z * z + w * w);
};
vec4.dist = vec4.distance;
vec4.squaredDistance = function(a, b) {
var x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2], w = b[3] - a[3];
return x * x + y * y + z * z + w * w;
};
vec4.sqrDist = vec4.squaredDistance;
vec4.length = function(a) {
var x = a[0], y = a[1], z = a[2], w = a[3];
return Math.sqrt(x * x + y * y + z * z + w * w);
};
vec4.len = vec4.length;
vec4.squaredLength = function(a) {
var x = a[0], y = a[1], z = a[2], w = a[3];
return x * x + y * y + z * z + w * w;
};
vec4.sqrLen = vec4.squaredLength;
vec4.negate = function(out, a) {
out[0] = -a[0];
out[1] = -a[1];
out[2] = -a[2];
out[3] = -a[3];
return out;
};
vec4.inverse = function(out, a) {
out[0] = 1 / a[0];
out[1] = 1 / a[1];
out[2] = 1 / a[2];
out[3] = 1 / a[3];
return out;
};
vec4.normalize = function(out, a) {
var x = a[0], y = a[1], z = a[2], w = a[3];
var len = x * x + y * y + z * z + w * w;
if (len > 0) {
len = 1 / Math.sqrt(len);
out[0] = a[0] * len;
out[1] = a[1] * len;
out[2] = a[2] * len;
out[3] = a[3] * len;
}
return out;
};
vec4.dot = function(a, b) {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
};
vec4.lerp = function(out, a, b, t) {
var ax = a[0], ay = a[1], az = a[2], aw = a[3];
out[0] = ax + t * (b[0] - ax);
out[1] = ay + t * (b[1] - ay);
out[2] = az + t * (b[2] - az);
out[3] = aw + t * (b[3] - aw);
return out;
};
vec4.random = function(out, scale) {
scale = scale || 1;
out[0] = GLMAT_RANDOM();
out[1] = GLMAT_RANDOM();
out[2] = GLMAT_RANDOM();
out[3] = GLMAT_RANDOM();
vec4.normalize(out, out);
vec4.scale(out, out, scale);
return out;
};
vec4.transformMat4 = function(out, a, m) {
var x = a[0], y = a[1], z = a[2], w = a[3];
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;
out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
return out;
};
vec4.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;
};
vec4.forEach = function() {
var vec = vec4.create();
return function(a, stride, offset, count, fn, arg) {
var i, l;
if (!stride) {
stride = 4;
}
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];
vec[3] = a[i + 3];
fn(vec, vec, arg);
a[i] = vec[0];
a[i + 1] = vec[1];
a[i + 2] = vec[2];
a[i + 3] = vec[3];
}
return a;
};
}();
var vec4$1 = vec4;
export { vec4$1 as default, vec4 };