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fury-js

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WebGL Game Engine

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const { ARRAY_TYPE, EPSILON, RANDOM, round } = require("./common.js"); /** * 3 Dimensional Vector * @module vec3 */ /** * Creates a new, empty vec3 * * @returns {vec3} a new 3D vector */ exports.create = function() { let out = new ARRAY_TYPE(3); out[0] = 0; out[1] = 0; out[2] = 0; return out; }; /** * Creates a new vec3 initialized with values from an existing vector * * @param {ReadonlyVec3} a vector to clone * @returns {vec3} a new 3D vector */ exports.clone = function(a) { var out = new ARRAY_TYPE(3); out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; return out; }; /** * Calculates the length of a vec3 * * @param {ReadonlyVec3} a vector to calculate length of * @returns {Number} length of a */ exports.length = function(a) { let x = a[0]; let y = a[1]; let z = a[2]; return Math.sqrt(x * x + y * y + z * z); }; /** * Creates a new vec3 initialized with the given values * * @param {Number} x X component * @param {Number} y Y component * @param {Number} z Z component * @returns {vec3} a new 3D vector */ exports.fromValues = function(x, y, z) { let out = new ARRAY_TYPE(3); out[0] = x; out[1] = y; out[2] = z; return out; }; /** * Copy the values from one vec3 to another * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a the source vector * @returns {vec3} out */ exports.copy = function(out, a) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; return out; }; /** * Set the components of a vec3 to the given values * * @param {vec3} out the receiving vector * @param {Number} x X component * @param {Number} y Y component * @param {Number} z Z component * @returns {vec3} out */ exports.set = function(out, x, y, z) { out[0] = x; out[1] = y; out[2] = z; return out; }; /** * Adds two vec3's * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a the first operand * @param {ReadonlyVec3} b the second operand * @returns {vec3} out */ exports.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; }; /** * Subtracts vector b from vector a * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a the first operand * @param {ReadonlyVec3} b the second operand * @returns {vec3} out */ exports.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; }; /** * Multiplies two vec3's * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a the first operand * @param {ReadonlyVec3} b the second operand * @returns {vec3} out */ exports.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; }; /** * Divides two vec3's * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a the first operand * @param {ReadonlyVec3} b the second operand * @returns {vec3} out */ exports.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; }; /** * Math.ceil the components of a vec3 * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a vector to ceil * @returns {vec3} out */ exports.ceil = function(out, a) { out[0] = Math.ceil(a[0]); out[1] = Math.ceil(a[1]); out[2] = Math.ceil(a[2]); return out; }; /** * Math.floor the components of a vec3 * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a vector to floor * @returns {vec3} out */ exports.floor = function(out, a) { out[0] = Math.floor(a[0]); out[1] = Math.floor(a[1]); out[2] = Math.floor(a[2]); return out; }; /** * Returns the minimum of two vec3's * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a the first operand * @param {ReadonlyVec3} b the second operand * @returns {vec3} out */ exports.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; }; /** * Returns the maximum of two vec3's * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a the first operand * @param {ReadonlyVec3} b the second operand * @returns {vec3} out */ exports.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; }; /** * symmetric round the components of a vec3 * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a vector to round * @returns {vec3} out */ exports.round = function(out, a) { out[0] = round(a[0]); out[1] = round(a[1]); out[2] = round(a[2]); return out; }; /** * Scales a vec3 by a scalar number * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a the vector to scale * @param {Number} b amount to scale the vector by * @returns {vec3} out */ exports.scale = function(out, a, b) { out[0] = a[0] * b; out[1] = a[1] * b; out[2] = a[2] * b; return out; }; /** * Scales a vec3 by a scale number in X and Y axes only * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a the vector to scale * @param {Number} b amount to scale the vector by * @returns {vec3} out */ exports.scaleXY = function(out, a, b) { out[0] = a[0] * b; out[1] = a[1] * b; out[2] = a[2]; return out; }; /** * Scales a vec3 by a scale number in X and Z axes only * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a the vector to scale * @param {Number} b amount to scale the vector by * @returns {vec3} out */ exports.scaleXZ = function(out, a, b) { out[0] = a[0] * b; out[1] = a[1]; out[2] = a[2] * b; return out; }; /** * Scales a vec3 by a scale number in Y and Z axes only * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a the vector to scale * @param {Number} b amount to scale the vector by * @returns {vec3} out */ exports.scaleYZ = function(out, a, b) { out[0] = a[0]; out[1] = a[1] * b; out[2] = a[2] * b; return out; }; /** * Adds two vec3's after scaling the second operand by a scalar value * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a the first operand * @param {ReadonlyVec3} b the second operand * @param {Number} scale the amount to scale b by before adding * @returns {vec3} out */ exports.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; }; /** * Calculates the euclidian distance between two vec3's * * @param {ReadonlyVec3} a the first operand * @param {ReadonlyVec3} b the second operand * @returns {Number} distance between a and b */ exports.distance = function(a, b) { let x = b[0] - a[0]; let y = b[1] - a[1]; let z = b[2] - a[2]; return Math.sqrt(x * x + y * y + z * z); }; /** * Calculates the squared euclidian distance between two vec3's * * @param {ReadonlyVec3} a the first operand * @param {ReadonlyVec3} b the second operand * @returns {Number} squared distance between a and b */ exports.squaredDistance = function(a, b) { let x = b[0] - a[0]; let y = b[1] - a[1]; let z = b[2] - a[2]; return x * x + y * y + z * z; }; /** * Calculates the squared length of a vec3 * * @param {ReadonlyVec3} a vector to calculate squared length of * @returns {Number} squared length of a */ exports.squaredLength = function(a) { let x = a[0]; let y = a[1]; let z = a[2]; return x * x + y * y + z * z; }; /** * Negates the components of a vec3 * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a vector to negate * @returns {vec3} out */ exports.negate = function(out, a) { out[0] = -a[0]; out[1] = -a[1]; out[2] = -a[2]; return out; }; /** * Returns the inverse of the components of a vec3 * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a vector to invert * @returns {vec3} out */ exports.inverse = function(out, a) { out[0] = 1.0 / a[0]; out[1] = 1.0 / a[1]; out[2] = 1.0 / a[2]; return out; }; /** * Normalize a vec3 * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a vector to normalize * @returns {vec3} out */ exports.normalize = function(out, a) { let x = a[0]; let y = a[1]; let z = a[2]; let len = x * x + y * y + z * z; if (len > 0) { //TODO: evaluate use of glm_invsqrt here? len = 1 / Math.sqrt(len); } out[0] = a[0] * len; out[1] = a[1] * len; out[2] = a[2] * len; return out; }; /** * Calculates the dot product of two vec3's * * @param {ReadonlyVec3} a the first operand * @param {ReadonlyVec3} b the second operand * @returns {Number} dot product of a and b */ exports.dot = function(a, b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }; /** * Computes the cross product of two vec3's * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a the first operand * @param {ReadonlyVec3} b the second operand * @returns {vec3} out */ exports.cross = function(out, a, b) { let ax = a[0], ay = a[1], az = a[2]; let 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; }; /** * Performs a linear interpolation between two vec3's * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a the first operand * @param {ReadonlyVec3} b the second operand * @param {Number} t interpolation amount, in the range [0-1], between the two inputs * @returns {vec3} out */ exports.lerp = function(out, a, b, t) { let ax = a[0]; let ay = a[1]; let 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; }; /** * Performs a spherical linear interpolation between two vec3's * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a the first operand * @param {ReadonlyVec3} b the second operand * @param {Number} t interpolation amount, in the range [0-1], between the two inputs * @returns {vec3} out */ exports.slerp = function(out, a, b, t) { let angle = Math.acos(Math.min(Math.max(dot(a, b), -1), 1)); let sinTotal = Math.sin(angle); let ratioA = Math.sin((1 - t) * angle) / sinTotal; let ratioB = Math.sin(t * angle) / sinTotal; out[0] = ratioA * a[0] + ratioB * b[0]; out[1] = ratioA * a[1] + ratioB * b[1]; out[2] = ratioA * a[2] + ratioB * b[2]; return out; }; /** * Performs a hermite interpolation with two control points * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a the first operand * @param {ReadonlyVec3} b the second operand * @param {ReadonlyVec3} c the third operand * @param {ReadonlyVec3} d the fourth operand * @param {Number} t interpolation amount, in the range [0-1], between the two inputs * @returns {vec3} out */ exports.hermite = function(out, a, b, c, d, t) { let factorTimes2 = t * t; let factor1 = factorTimes2 * (2 * t - 3) + 1; let factor2 = factorTimes2 * (t - 2) + t; let factor3 = factorTimes2 * (t - 1); let factor4 = factorTimes2 * (3 - 2 * t); out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4; out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4; out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4; return out; }; /** * Performs a bezier interpolation with two control points * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a the first operand * @param {ReadonlyVec3} b the second operand * @param {ReadonlyVec3} c the third operand * @param {ReadonlyVec3} d the fourth operand * @param {Number} t interpolation amount, in the range [0-1], between the two inputs * @returns {vec3} out */ exports.bezier = function(out, a, b, c, d, t) { let inverseFactor = 1 - t; let inverseFactorTimesTwo = inverseFactor * inverseFactor; let factorTimes2 = t * t; let factor1 = inverseFactorTimesTwo * inverseFactor; let factor2 = 3 * t * inverseFactorTimesTwo; let factor3 = 3 * factorTimes2 * inverseFactor; let factor4 = factorTimes2 * t; out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4; out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4; out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4; return out; }; /** * Generates a random vector with the given scale * * @param {vec3} out the receiving vector * @param {Number} [scale] Length of the resulting vector. If omitted, a unit vector will be returned * @returns {vec3} out */ exports.random = function(out, scale) { scale = scale === undefined ? 1.0 : scale; let r = RANDOM() * 2.0 * Math.PI; let z = RANDOM() * 2.0 - 1.0; let zScale = Math.sqrt(1.0 - z * z) * scale; out[0] = Math.cos(r) * zScale; out[1] = Math.sin(r) * zScale; out[2] = z * scale; return out; }; /** * Transforms the vec3 with a mat4. * 4th vector component is implicitly '1' * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a the vector to transform * @param {ReadonlyMat4} m matrix to transform with * @returns {vec3} out */ exports.transformMat4 = function(out, a, m) { let x = a[0], y = a[1], z = a[2]; let w = m[3] * x + m[7] * y + m[11] * z + m[15]; w = w || 1.0; 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; }; /** * Transforms the vec3 with a mat3. * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a the vector to transform * @param {ReadonlyMat3} m the 3x3 matrix to transform with * @returns {vec3} out */ exports.transformMat3 = function(out, a, m) { let 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; }; /** * Transforms the vec3 with a quat * Can also be used for dual quaternions. (Multiply it with the real part) * * @param {vec3} out the receiving vector * @param {ReadonlyVec3} a the vector to transform * @param {ReadonlyQuat} q quaternion to transform with * @returns {vec3} out */ exports.transformQuat = function(out, a, q) { // benchmarks: https://jsperf.com/quaternion-transform-vec3-implementations-fixed let qx = q[0], qy = q[1], qz = q[2], qw = q[3]; let x = a[0], y = a[1], z = a[2]; // var qvec = [qx, qy, qz]; // var uv = vec3.cross([], qvec, a); let uvx = qy * z - qz * y, uvy = qz * x - qx * z, uvz = qx * y - qy * x; // var uuv = vec3.cross([], qvec, uv); let uuvx = qy * uvz - qz * uvy, uuvy = qz * uvx - qx * uvz, uuvz = qx * uvy - qy * uvx; // vec3.scale(uv, uv, 2 * w); let w2 = qw * 2; uvx *= w2; uvy *= w2; uvz *= w2; // vec3.scale(uuv, uuv, 2); uuvx *= 2; uuvy *= 2; uuvz *= 2; // return vec3.add(out, a, vec3.add(out, uv, uuv)); out[0] = x + uvx + uuvx; out[1] = y + uvy + uuvy; out[2] = z + uvz + uuvz; return out; }; /** * Rotate a 3D vector around the x-axis * @param {vec3} out The receiving vec3 * @param {ReadonlyVec3} a The vec3 point to rotate * @param {ReadonlyVec3} b The origin of the rotation * @param {Number} rad The angle of rotation in radians * @returns {vec3} out */ exports.rotateX = function(out, a, b, rad) { let p = [], r = []; //Translate point to the origin p[0] = a[0] - b[0]; p[1] = a[1] - b[1]; p[2] = a[2] - b[2]; //perform rotation r[0] = p[0]; r[1] = p[1] * Math.cos(rad) - p[2] * Math.sin(rad); r[2] = p[1] * Math.sin(rad) + p[2] * Math.cos(rad); //translate to correct position out[0] = r[0] + b[0]; out[1] = r[1] + b[1]; out[2] = r[2] + b[2]; return out; }; /** * Rotate a 3D vector around the y-axis * @param {vec3} out The receiving vec3 * @param {ReadonlyVec3} a The vec3 point to rotate * @param {ReadonlyVec3} b The origin of the rotation * @param {Number} rad The angle of rotation in radians * @returns {vec3} out */ exports.rotateY = function(out, a, b, rad) { let p = [], r = []; //Translate point to the origin p[0] = a[0] - b[0]; p[1] = a[1] - b[1]; p[2] = a[2] - b[2]; //perform rotation r[0] = p[2] * Math.sin(rad) + p[0] * Math.cos(rad); r[1] = p[1]; r[2] = p[2] * Math.cos(rad) - p[0] * Math.sin(rad); //translate to correct position out[0] = r[0] + b[0]; out[1] = r[1] + b[1]; out[2] = r[2] + b[2]; return out; }; /** * Rotate a 3D vector around the z-axis * @param {vec3} out The receiving vec3 * @param {ReadonlyVec3} a The vec3 point to rotate * @param {ReadonlyVec3} b The origin of the rotation * @param {Number} rad The angle of rotation in radians * @returns {vec3} out */ exports.rotateZ = function(out, a, b, rad) { let p = [], r = []; //Translate point to the origin p[0] = a[0] - b[0]; p[1] = a[1] - b[1]; p[2] = a[2] - b[2]; //perform rotation r[0] = p[0] * Math.cos(rad) - p[1] * Math.sin(rad); r[1] = p[0] * Math.sin(rad) + p[1] * Math.cos(rad); r[2] = p[2]; //translate to correct position out[0] = r[0] + b[0]; out[1] = r[1] + b[1]; out[2] = r[2] + b[2]; return out; }; /** * Get the angle between two 3D vectors * @param {ReadonlyVec3} a The first operand * @param {ReadonlyVec3} b The second operand * @returns {Number} The angle in radians */ exports.angle = function(a, b) { let ax = a[0], ay = a[1], az = a[2], bx = b[0], by = b[1], bz = b[2], mag = Math.sqrt((ax * ax + ay * ay + az * az) * (bx * bx + by * by + bz * bz)), cosine = mag && dot(a, b) / mag; return Math.acos(Math.min(Math.max(cosine, -1), 1)); }; /** * Set the components of a vec3 to zero * * @param {vec3} out the receiving vector * @returns {vec3} out */ exports.zero = function(out) { out[0] = 0.0; out[1] = 0.0; out[2] = 0.0; return out; }; /** * Returns a string representation of a vector * * @param {ReadonlyVec3} a vector to represent as a string * @returns {String} string representation of the vector */ exports.str = function(a) { return "vec3(" + a[0] + ", " + a[1] + ", " + a[2] + ")"; }; /** * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===) * * @param {ReadonlyVec3} a The first vector. * @param {ReadonlyVec3} b The second vector. * @returns {Boolean} True if the vectors are equal, false otherwise. */ exports.exactEquals = function(a, b) { return a[0] === b[0] && a[1] === b[1] && a[2] === b[2]; }; /** * Returns whether or not the vectors have approximately the same elements in the same position. * * @param {ReadonlyVec3} a The first vector. * @param {ReadonlyVec3} b The second vector. * @returns {Boolean} True if the vectors are equal, false otherwise. */ exports.equals = function(a, b) { let a0 = a[0], a1 = a[1], a2 = a[2]; let b0 = b[0], b1 = b[1], b2 = b[2]; return ( Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) ); }; /** * Alias for {@link vec3.subtract} * @function */ exports.sub = exports.subtract; /** * Alias for {@link vec3.multiply} * @function */ exports.mul = exports.multiply; /** * Alias for {@link vec3.divide} * @function */ exports.div = exports.divide; /** * Alias for {@link vec3.distance} * @function */ exports.dist = exports.distance; /** * Alias for {@link vec3.squaredDistance} * @function */ exports.sqrDist = exports.squaredDistance; /** * Alias for {@link vec3.length} * @function */ exports.len = exports.length; /** * Alias for {@link vec3.squaredLength} * @function */ exports.sqrLen = exports.squaredLength; /** * Perform some operation over an array of vec3s. * * @param {Array} a the array of vectors to iterate over * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed * @param {Number} offset Number of elements to skip at the beginning of the array * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array * @param {Function} fn Function to call for each vector in the array * @param {Object} [arg] additional argument to pass to fn * @returns {Array} a * @function */ exports.forEach = (function () { let vec = exports.create(); return function (a, stride, offset, count, fn, arg) { let 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 pool for minimising garbage allocation */ exports.Pool = (function(){ let stack = []; for (let i = 0; i < 5; i++) { stack.push(exports.create()); } return { /** * return a borrowed vec3 to the pool * @param {vec3} */ return: (v) => { stack.push(exports.zero(v)); }, /** * request a vec3 from the pool * @returns {vec3} */ request: () => { if (stack.length > 0) { return stack.pop(); } return exports.create(); } } })(); // vec3 extensions adapated from https://graemepottsfolio.wordpress.com/2015/11/26/vectors-programming/ exports.moveTowards = (() => { let delta = exports.create(); return (out, a, b, maxDelta) => { exports.subtract(delta, b, a); let sqrLen = exports.squaredDistance(a, b); let sqrMaxDelta = maxDelta * maxDelta; if (sqrMaxDelta >= sqrLen) { exports.copy(out, b); } else { exports.scaleAndAdd(out, a, delta, maxDelta / Math.sqrt(sqrLen)); } }; })(); exports.smoothDamp = (() => { let delta = exports.create(); let temp = exports.create(); return (out, a, b, velocity, smoothTime, maxSpeed, elapsed) => { // Q: Should have outVelocity? if (exports.equals(a, b)) { exports.copy(out, b); } else { // Derivation: https://graemepottsfolio.wordpress.com/2016/01/11/game-programming-math-libraries/ smoothTime = Math.max(0.0001, smoothTime); // minimum smooth time of 0.0001 let omega = 2.0 / smoothTime; let x = omega * elapsed; let exp = 1.0 / (1.0 + x + 0.48 * x * x + 0.245 * x * x * x); exports.subtract(delta, a, b); let length = exports.length(delta); let maxDelta = maxSpeed * smoothTime; let deltaX = Math.min(length, maxDelta); exports.scale(delta, delta, deltaX / length); // temp = (velocity + omega * delta) * elapsed exports.scaleAndAdd(temp, velocity, delta, omega); exports.scale(temp, temp, elapsed); // velocity = (velocity - omega * temp) * exp exports.scaleAndAdd(velocity, velocity, temp, -omega); exports.scale(velocity, velocity, exp); // out = a - delta + (delta + temp) * exp; exports.sub(out, a, delta); exports.scaleAndAdd(out, out, delta, exp); exports.scaleAndAdd(out, out, temp, exp); // Ensure we don't overshoot if (exports.sqrDist(b, a) <= exports.sqrDist(out, a)) { exports.copy(out, b); exports.zero(velocity); } } }; })(); exports.ZERO = Object.freeze(exports.create()); exports.ONE = Object.freeze(exports.fromValues(1,1,1)); exports.X = Object.freeze(exports.fromValues(1,0,0)); exports.Y = Object.freeze(exports.fromValues(0,1,0)); exports.Z = Object.freeze(exports.fromValues(0,0,1)); exports.NEG_X = Object.freeze(exports.fromValues(-1,0,0)); exports.NEG_Y = Object.freeze(exports.fromValues(0,-1,0)); exports.NEG_Z = Object.freeze(exports.fromValues(0,0,-1));