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playcanvas

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PlayCanvas WebGL game engine

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class Vec3 { constructor(x = 0, y = 0, z = 0){ if (x.length === 3) { this.x = x[0]; this.y = x[1]; this.z = x[2]; } else { this.x = x; this.y = y; this.z = z; } } add(rhs) { this.x += rhs.x; this.y += rhs.y; this.z += rhs.z; return this; } add2(lhs, rhs) { this.x = lhs.x + rhs.x; this.y = lhs.y + rhs.y; this.z = lhs.z + rhs.z; return this; } addScalar(scalar) { this.x += scalar; this.y += scalar; this.z += scalar; return this; } addScaled(rhs, scalar) { this.x += rhs.x * scalar; this.y += rhs.y * scalar; this.z += rhs.z * scalar; return this; } clone() { const cstr = this.constructor; return new cstr(this.x, this.y, this.z); } copy(rhs) { this.x = rhs.x; this.y = rhs.y; this.z = rhs.z; return this; } cross(lhs, rhs) { const lx = lhs.x; const ly = lhs.y; const lz = lhs.z; const rx = rhs.x; const ry = rhs.y; const rz = rhs.z; this.x = ly * rz - ry * lz; this.y = lz * rx - rz * lx; this.z = lx * ry - rx * ly; return this; } distance(rhs) { const x = this.x - rhs.x; const y = this.y - rhs.y; const z = this.z - rhs.z; return Math.sqrt(x * x + y * y + z * z); } div(rhs) { this.x /= rhs.x; this.y /= rhs.y; this.z /= rhs.z; return this; } div2(lhs, rhs) { this.x = lhs.x / rhs.x; this.y = lhs.y / rhs.y; this.z = lhs.z / rhs.z; return this; } divScalar(scalar) { this.x /= scalar; this.y /= scalar; this.z /= scalar; return this; } dot(rhs) { return this.x * rhs.x + this.y * rhs.y + this.z * rhs.z; } equals(rhs) { return this.x === rhs.x && this.y === rhs.y && this.z === rhs.z; } equalsApprox(rhs, epsilon = 1e-6) { return Math.abs(this.x - rhs.x) < epsilon && Math.abs(this.y - rhs.y) < epsilon && Math.abs(this.z - rhs.z) < epsilon; } length() { return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z); } lengthSq() { return this.x * this.x + this.y * this.y + this.z * this.z; } lerp(lhs, rhs, alpha) { this.x = lhs.x + alpha * (rhs.x - lhs.x); this.y = lhs.y + alpha * (rhs.y - lhs.y); this.z = lhs.z + alpha * (rhs.z - lhs.z); return this; } mul(rhs) { this.x *= rhs.x; this.y *= rhs.y; this.z *= rhs.z; return this; } mul2(lhs, rhs) { this.x = lhs.x * rhs.x; this.y = lhs.y * rhs.y; this.z = lhs.z * rhs.z; return this; } mulScalar(scalar) { this.x *= scalar; this.y *= scalar; this.z *= scalar; return this; } normalize(src = this) { const lengthSq = src.x * src.x + src.y * src.y + src.z * src.z; if (lengthSq > 0) { const invLength = 1 / Math.sqrt(lengthSq); this.x = src.x * invLength; this.y = src.y * invLength; this.z = src.z * invLength; } return this; } floor(src = this) { this.x = Math.floor(src.x); this.y = Math.floor(src.y); this.z = Math.floor(src.z); return this; } ceil(src = this) { this.x = Math.ceil(src.x); this.y = Math.ceil(src.y); this.z = Math.ceil(src.z); return this; } round(src = this) { this.x = Math.round(src.x); this.y = Math.round(src.y); this.z = Math.round(src.z); return this; } min(rhs) { if (rhs.x < this.x) this.x = rhs.x; if (rhs.y < this.y) this.y = rhs.y; if (rhs.z < this.z) this.z = rhs.z; return this; } max(rhs) { if (rhs.x > this.x) this.x = rhs.x; if (rhs.y > this.y) this.y = rhs.y; if (rhs.z > this.z) this.z = rhs.z; return this; } project(rhs) { const a_dot_b = this.x * rhs.x + this.y * rhs.y + this.z * rhs.z; const b_dot_b = rhs.x * rhs.x + rhs.y * rhs.y + rhs.z * rhs.z; const s = a_dot_b / b_dot_b; this.x = rhs.x * s; this.y = rhs.y * s; this.z = rhs.z * s; return this; } set(x, y, z) { this.x = x; this.y = y; this.z = z; return this; } sub(rhs) { this.x -= rhs.x; this.y -= rhs.y; this.z -= rhs.z; return this; } sub2(lhs, rhs) { this.x = lhs.x - rhs.x; this.y = lhs.y - rhs.y; this.z = lhs.z - rhs.z; return this; } subScalar(scalar) { this.x -= scalar; this.y -= scalar; this.z -= scalar; return this; } fromArray(arr, offset = 0) { this.x = arr[offset] ?? this.x; this.y = arr[offset + 1] ?? this.y; this.z = arr[offset + 2] ?? this.z; return this; } toString() { return `[${this.x}, ${this.y}, ${this.z}]`; } toArray(arr = [], offset = 0) { arr[offset] = this.x; arr[offset + 1] = this.y; arr[offset + 2] = this.z; return arr; } static{ this.ZERO = Object.freeze(new Vec3(0, 0, 0)); } static{ this.HALF = Object.freeze(new Vec3(0.5, 0.5, 0.5)); } static{ this.ONE = Object.freeze(new Vec3(1, 1, 1)); } static{ this.UP = Object.freeze(new Vec3(0, 1, 0)); } static{ this.DOWN = Object.freeze(new Vec3(0, -1, 0)); } static{ this.RIGHT = Object.freeze(new Vec3(1, 0, 0)); } static{ this.LEFT = Object.freeze(new Vec3(-1, 0, 0)); } static{ this.FORWARD = Object.freeze(new Vec3(0, 0, -1)); } static{ this.BACK = Object.freeze(new Vec3(0, 0, 1)); } } export { Vec3 };