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ogl

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const EPSILON = 0.000001; /** * Copy the values from one vec4 to another * * @param {vec4} out the receiving vector * @param {vec4} a the source vector * @returns {vec4} out */ export function copy(out, a) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; return out; } /** * Set the components of a vec4 to the given values * * @param {vec4} out the receiving vector * @param {Number} x X component * @param {Number} y Y component * @param {Number} z Z component * @param {Number} w W component * @returns {vec4} out */ export function set(out, x, y, z, w) { out[0] = x; out[1] = y; out[2] = z; out[3] = w; return out; } /** * Adds two vec4's * * @param {vec4} out the receiving vector * @param {vec4} a the first operand * @param {vec4} b the second operand * @returns {vec4} 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]; out[3] = a[3] + b[3]; return out; } /** * Scales a vec4 by a scalar number * * @param {vec4} out the receiving vector * @param {vec4} a the vector to scale * @param {Number} b amount to scale the vector by * @returns {vec4} out */ export function scale(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; } /** * Calculates the length of a vec4 * * @param {vec4} 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]; let w = a[3]; return Math.sqrt(x * x + y * y + z * z + w * w); } /** * Normalize a vec4 * * @param {vec4} out the receiving vector * @param {vec4} a vector to normalize * @returns {vec4} out */ export function normalize(out, a) { let x = a[0]; let y = a[1]; let z = a[2]; let w = a[3]; let len = x * x + y * y + z * z + w * w; if (len > 0) { len = 1 / Math.sqrt(len); } out[0] = x * len; out[1] = y * len; out[2] = z * len; out[3] = w * len; return out; } /** * Calculates the dot product of two vec4's * * @param {vec4} a the first operand * @param {vec4} 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] + a[3] * b[3]; } /** * Performs a linear interpolation between two vec4's * * @param {vec4} out the receiving vector * @param {vec4} a the first operand * @param {vec4} b the second operand * @param {Number} t interpolation amount between the two inputs * @returns {vec4} out */ export function lerp(out, a, b, t) { let ax = a[0]; let ay = a[1]; let az = a[2]; let 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; }