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JavaScript
const EPSILON = 0.000001;
/**
* Calculates the length of a vec3
*
* @param {vec3} a vector to calculate length of
* @returns {Number} length of a
*/
export function length(a) {
let x = a[0];
let y = a[1];
let z = a[2];
return Math.sqrt(x * x + y * y + z * z);
}
/**
* Copy the values from one vec3 to another
*
* @param {vec3} out the receiving vector
* @param {vec3} a the source vector
* @returns {vec3} out
*/
export function copy(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
*/
export function set(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 {vec3} a the first operand
* @param {vec3} b the second operand
* @returns {vec3} out
*/
export function add(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 {vec3} a the first operand
* @param {vec3} b the second operand
* @returns {vec3} out
*/
export function subtract(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 {vec3} a the first operand
* @param {vec3} b the second operand
* @returns {vec3} out
*/
export function multiply(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 {vec3} a the first operand
* @param {vec3} b the second operand
* @returns {vec3} out
*/
export function divide(out, a, b) {
out[0] = a[0] / b[0];
out[1] = a[1] / b[1];
out[2] = a[2] / b[2];
return out;
}
/**
* Scales a vec3 by a scalar number
*
* @param {vec3} out the receiving vector
* @param {vec3} a the vector to scale
* @param {Number} b amount to scale the vector by
* @returns {vec3} out
*/
export function scale(out, a, b) {
out[0] = a[0] * b;
out[1] = a[1] * b;
out[2] = a[2] * b;
return out;
}
/**
* Calculates the euclidian distance between two vec3's
*
* @param {vec3} a the first operand
* @param {vec3} b the second operand
* @returns {Number} distance between a and b
*/
export function distance(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 {vec3} a the first operand
* @param {vec3} b the second operand
* @returns {Number} squared distance between a and b
*/
export function squaredDistance(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 {vec3} a vector to calculate squared length of
* @returns {Number} squared length of a
*/
export function squaredLength(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 {vec3} a vector to negate
* @returns {vec3} out
*/
export function negate(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 {vec3} a vector to invert
* @returns {vec3} out
*/
export function inverse(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 {vec3} a vector to normalize
* @returns {vec3} out
*/
export function normalize(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 {vec3} a the first operand
* @param {vec3} b the second operand
* @returns {Number} dot product of a and b
*/
export function dot(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 {vec3} a the first operand
* @param {vec3} b the second operand
* @returns {vec3} out
*/
export function cross(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 {vec3} a the first operand
* @param {vec3} b the second operand
* @param {Number} t interpolation amount between the two inputs
* @returns {vec3} out
*/
export function lerp(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 frame rate independant, linear interpolation between two vec3's
*
* @param {vec3} out the receiving vector
* @param {vec3} a the first operand
* @param {vec3} b the second operand
* @param {Number} decay decay constant for interpolation. useful range between 1 and 25, from slow to fast.
* @param {Number} dt delta time
* @returns {vec3} out
*/
export function smoothLerp(out, a, b, decay, dt) {
const exp = Math.exp(-decay * dt);
let ax = a[0];
let ay = a[1];
let az = a[2];
out[0] = b[0] + (ax - b[0]) * exp;
out[1] = b[1] + (ay - b[1]) * exp;
out[2] = b[2] + (az - b[2]) * exp;
return out;
}
/**
* Transforms the vec3 with a mat4.
* 4th vector component is implicitly '1'
*
* @param {vec3} out the receiving vector
* @param {vec3} a the vector to transform
* @param {mat4} m matrix to transform with
* @returns {vec3} out
*/
export function transformMat4(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;
}
/**
* Same as above but doesn't apply translation.
* Useful for rays.
*/
export function scaleRotateMat4(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) / w;
out[1] = (m[1] * x + m[5] * y + m[9] * z) / w;
out[2] = (m[2] * x + m[6] * y + m[10] * z) / w;
return out;
}
/**
* Transforms the vec3 with a mat3.
*
* @param {vec3} out the receiving vector
* @param {vec3} a the vector to transform
* @param {mat3} m the 3x3 matrix to transform with
* @returns {vec3} out
*/
export function transformMat3(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
*
* @param {vec3} out the receiving vector
* @param {vec3} a the vector to transform
* @param {quat} q quaternion to transform with
* @returns {vec3} out
*/
export function transformQuat(out, a, q) {
// benchmarks: https://jsperf.com/quaternion-transform-vec3-implementations-fixed
let x = a[0],
y = a[1],
z = a[2];
let qx = q[0],
qy = q[1],
qz = q[2],
qw = q[3];
let uvx = qy * z - qz * y;
let uvy = qz * x - qx * z;
let uvz = qx * y - qy * x;
let uuvx = qy * uvz - qz * uvy;
let uuvy = qz * uvx - qx * uvz;
let uuvz = qx * uvy - qy * uvx;
let w2 = qw * 2;
uvx *= w2;
uvy *= w2;
uvz *= w2;
uuvx *= 2;
uuvy *= 2;
uuvz *= 2;
out[0] = x + uvx + uuvx;
out[1] = y + uvy + uuvy;
out[2] = z + uvz + uuvz;
return out;
}
/**
* Get the angle between two 3D vectors
* @param {vec3} a The first operand
* @param {vec3} b The second operand
* @returns {Number} The angle in radians
*/
export const angle = (function () {
const tempA = [0, 0, 0];
const tempB = [0, 0, 0];
return function (a, b) {
copy(tempA, a);
copy(tempB, b);
normalize(tempA, tempA);
normalize(tempB, tempB);
let cosine = dot(tempA, tempB);
if (cosine > 1.0) {
return 0;
} else if (cosine < -1.0) {
return Math.PI;
} else {
return Math.acos(cosine);
}
};
})();
/**
* Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)
*
* @param {vec3} a The first vector.
* @param {vec3} b The second vector.
* @returns {Boolean} True if the vectors are equal, false otherwise.
*/
export function exactEquals(a, b) {
return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];
}