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PlayCanvas WebGL game engine

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/** * A 4-dimensional vector. * * @category Math */ export class Vec4 { /** * A constant vector set to [0, 0, 0, 0]. * * @type {Vec4} * @readonly */ static readonly ZERO: Vec4; /** * A constant vector set to [0.5, 0.5, 0.5, 0.5]. * * @type {Vec4} * @readonly */ static readonly HALF: Vec4; /** * A constant vector set to [1, 1, 1, 1]. * * @type {Vec4} * @readonly */ static readonly ONE: Vec4; /** * Creates a new Vec4 instance. * * @overload * @param {number} [x] - The x value. Defaults to 0. * @param {number} [y] - The y value. Defaults to 0. * @param {number} [z] - The z value. Defaults to 0. * @param {number} [w] - The w value. Defaults to 0. * @example * const v1 = new pc.Vec4(); // defaults to 0, 0, 0, 0 * const v2 = new pc.Vec4(1, 2, 3, 4); */ constructor(x?: number, y?: number, z?: number, w?: number); /** * Creates a new Vec4 instance. * * @overload * @param {number[]} arr - The array to set the vector values from. * @example * const v = new pc.Vec4([1, 2, 3, 4]); */ constructor(arr: number[]); /** * The first component of the vector. * * @type {number} */ x: number; /** * The second component of the vector. * * @type {number} */ y: number; /** * The third component of the vector. * * @type {number} */ z: number; /** * The fourth component of the vector. * * @type {number} */ w: number; /** * Adds a 4-dimensional vector to another in place. * * @param {Vec4} rhs - The vector to add to the specified vector. * @returns {Vec4} Self for chaining. * @example * const a = new pc.Vec4(10, 10, 10, 10); * const b = new pc.Vec4(20, 20, 20, 20); * * a.add(b); * * // Outputs [30, 30, 30] * console.log("The result of the addition is: " + a.toString()); */ add(rhs: Vec4): Vec4; /** * Adds two 4-dimensional vectors together and returns the result. * * @param {Vec4} lhs - The first vector operand for the addition. * @param {Vec4} rhs - The second vector operand for the addition. * @returns {Vec4} Self for chaining. * @example * const a = new pc.Vec4(10, 10, 10, 10); * const b = new pc.Vec4(20, 20, 20, 20); * const r = new pc.Vec4(); * * r.add2(a, b); * // Outputs [30, 30, 30] * * console.log("The result of the addition is: " + r.toString()); */ add2(lhs: Vec4, rhs: Vec4): Vec4; /** * Adds a number to each element of a vector. * * @param {number} scalar - The number to add. * @returns {Vec4} Self for chaining. * @example * const vec = new pc.Vec4(3, 4, 5, 6); * * vec.addScalar(2); * * // Outputs [5, 6, 7, 8] * console.log("The result of the addition is: " + vec.toString()); */ addScalar(scalar: number): Vec4; /** * Adds a 4-dimensional vector scaled by scalar value. Does not modify the vector being added. * * @param {Vec4} rhs - The vector to add to the specified vector. * @param {number} scalar - The number to multiply the added vector with. * @returns {Vec4} Self for chaining. * @example * const vec = new pc.Vec4(1, 2, 3, 4); * * vec.addScaled(pc.Vec4.ONE, 2); * * // Outputs [3, 4, 5, 6] * console.log("The result of the addition is: " + vec.toString()); */ addScaled(rhs: Vec4, scalar: number): Vec4; /** * Returns an identical copy of the specified 4-dimensional vector. * * @returns {this} A 4-dimensional vector containing the result of the cloning. * @example * const v = new pc.Vec4(10, 20, 30, 40); * const vclone = v.clone(); * console.log("The result of the cloning is: " + vclone.toString()); */ clone(): this; /** * Copies the contents of a source 4-dimensional vector to a destination 4-dimensional vector. * * @param {Vec4} rhs - A vector to copy to the specified vector. * @returns {Vec4} Self for chaining. * @example * const src = new pc.Vec4(10, 20, 30, 40); * const dst = new pc.Vec4(); * * dst.copy(src); * * console.log("The two vectors are " + (dst.equals(src) ? "equal" : "different")); */ copy(rhs: Vec4): Vec4; /** * Divides a 4-dimensional vector by another in place. * * @param {Vec4} rhs - The vector to divide the specified vector by. * @returns {Vec4} Self for chaining. * @example * const a = new pc.Vec4(4, 9, 16, 25); * const b = new pc.Vec4(2, 3, 4, 5); * * a.div(b); * * // Outputs [2, 3, 4, 5] * console.log("The result of the division is: " + a.toString()); */ div(rhs: Vec4): Vec4; /** * Divides one 4-dimensional vector by another and writes the result to the specified vector. * * @param {Vec4} lhs - The dividend vector (the vector being divided). * @param {Vec4} rhs - The divisor vector (the vector dividing the dividend). * @returns {Vec4} Self for chaining. * @example * const a = new pc.Vec4(4, 9, 16, 25); * const b = new pc.Vec4(2, 3, 4, 5); * const r = new pc.Vec4(); * * r.div2(a, b); * * // Outputs [2, 3, 4, 5] * console.log("The result of the division is: " + r.toString()); */ div2(lhs: Vec4, rhs: Vec4): Vec4; /** * Divides each element of a vector by a number. * * @param {number} scalar - The number to divide by. * @returns {Vec4} Self for chaining. * @example * const vec = new pc.Vec4(3, 6, 9, 12); * * vec.divScalar(3); * * // Outputs [1, 2, 3, 4] * console.log("The result of the division is: " + vec.toString()); */ divScalar(scalar: number): Vec4; /** * Returns the result of a dot product operation performed on the two specified 4-dimensional * vectors. * * @param {Vec4} rhs - The second 4-dimensional vector operand of the dot product. * @returns {number} The result of the dot product operation. * @example * const v1 = new pc.Vec4(5, 10, 20, 40); * const v2 = new pc.Vec4(10, 20, 40, 80); * const v1dotv2 = v1.dot(v2); * console.log("The result of the dot product is: " + v1dotv2); */ dot(rhs: Vec4): number; /** * Reports whether two vectors are equal. * * @param {Vec4} rhs - The vector to compare to the specified vector. * @returns {boolean} True if the vectors are equal and false otherwise. * @example * const a = new pc.Vec4(1, 2, 3, 4); * const b = new pc.Vec4(5, 6, 7, 8); * console.log("The two vectors are " + (a.equals(b) ? "equal" : "different")); */ equals(rhs: Vec4): boolean; /** * Reports whether two vectors are equal using an absolute error tolerance. * * @param {Vec4} rhs - The vector to be compared against. * @param {number} [epsilon] - The maximum difference between each component of the two * vectors. Defaults to 1e-6. * @returns {boolean} True if the vectors are equal and false otherwise. * @example * const a = new pc.Vec4(); * const b = new pc.Vec4(); * console.log("The two vectors are approximately " + (a.equalsApprox(b, 1e-9) ? "equal" : "different")); */ equalsApprox(rhs: Vec4, epsilon?: number): boolean; /** * Returns the magnitude of the specified 4-dimensional vector. * * @returns {number} The magnitude of the specified 4-dimensional vector. * @example * const vec = new pc.Vec4(3, 4, 0, 0); * const len = vec.length(); * // Outputs 5 * console.log("The length of the vector is: " + len); */ length(): number; /** * Returns the magnitude squared of the specified 4-dimensional vector. * * @returns {number} The magnitude of the specified 4-dimensional vector. * @example * const vec = new pc.Vec4(3, 4, 0); * const len = vec.lengthSq(); * // Outputs 25 * console.log("The length squared of the vector is: " + len); */ lengthSq(): number; /** * Returns the result of a linear interpolation between two specified 4-dimensional vectors. * * @param {Vec4} lhs - The 4-dimensional to interpolate from. * @param {Vec4} rhs - The 4-dimensional to interpolate to. * @param {number} alpha - The value controlling the point of interpolation. Between 0 and 1, * the linear interpolant will occur on a straight line between lhs and rhs. Outside of this * range, the linear interpolant will occur on a ray extrapolated from this line. * @returns {Vec4} Self for chaining. * @example * const a = new pc.Vec4(0, 0, 0, 0); * const b = new pc.Vec4(10, 10, 10, 10); * const r = new pc.Vec4(); * * r.lerp(a, b, 0); // r is equal to a * r.lerp(a, b, 0.5); // r is 5, 5, 5, 5 * r.lerp(a, b, 1); // r is equal to b */ lerp(lhs: Vec4, rhs: Vec4, alpha: number): Vec4; /** * Multiplies a 4-dimensional vector to another in place. * * @param {Vec4} rhs - The 4-dimensional vector used as the second multiplicand of the operation. * @returns {Vec4} Self for chaining. * @example * const a = new pc.Vec4(2, 3, 4, 5); * const b = new pc.Vec4(4, 5, 6, 7); * * a.mul(b); * * // Outputs 8, 15, 24, 35 * console.log("The result of the multiplication is: " + a.toString()); */ mul(rhs: Vec4): Vec4; /** * Returns the result of multiplying the specified 4-dimensional vectors together. * * @param {Vec4} lhs - The 4-dimensional vector used as the first multiplicand of the operation. * @param {Vec4} rhs - The 4-dimensional vector used as the second multiplicand of the operation. * @returns {Vec4} Self for chaining. * @example * const a = new pc.Vec4(2, 3, 4, 5); * const b = new pc.Vec4(4, 5, 6, 7); * const r = new pc.Vec4(); * * r.mul2(a, b); * * // Outputs 8, 15, 24, 35 * console.log("The result of the multiplication is: " + r.toString()); */ mul2(lhs: Vec4, rhs: Vec4): Vec4; /** * Multiplies each element of a vector by a number. * * @param {number} scalar - The number to multiply by. * @returns {Vec4} Self for chaining. * @example * const vec = new pc.Vec4(3, 6, 9, 12); * * vec.mulScalar(3); * * // Outputs [9, 18, 27, 36] * console.log("The result of the multiplication is: " + vec.toString()); */ mulScalar(scalar: number): Vec4; /** * Returns this 4-dimensional vector converted to a unit vector in place. If the vector has a * length of zero, the vector's elements will be set to zero. * * @param {Vec4} [src] - The vector to normalize. If not set, the operation is done in place. * @returns {Vec4} Self for chaining. * @example * const v = new pc.Vec4(25, 0, 0, 0); * * v.normalize(); * * // Outputs 1, 0, 0, 0 * console.log("The result of the vector normalization is: " + v.toString()); */ normalize(src?: Vec4): Vec4; /** * Each element is set to the largest integer less than or equal to its value. * * @param {Vec4} [src] - The vector to floor. If not set, the operation is done in place. * @returns {Vec4} Self for chaining. */ floor(src?: Vec4): Vec4; /** * Each element is rounded up to the next largest integer. * * @param {Vec4} [src] - The vector to ceil. If not set, the operation is done in place. * @returns {Vec4} Self for chaining. */ ceil(src?: Vec4): Vec4; /** * Each element is rounded up or down to the nearest integer. * * @param {Vec4} [src] - The vector to round. If not set, the operation is done in place. * @returns {Vec4} Self for chaining. */ round(src?: Vec4): Vec4; /** * Each element is assigned a value from rhs parameter if it is smaller. * * @param {Vec4} rhs - The 4-dimensional vector used as the source of elements to compare to. * @returns {Vec4} Self for chaining. */ min(rhs: Vec4): Vec4; /** * Each element is assigned a value from rhs parameter if it is larger. * * @param {Vec4} rhs - The 4-dimensional vector used as the source of elements to compare to. * @returns {Vec4} Self for chaining. */ max(rhs: Vec4): Vec4; /** * Sets the specified 4-dimensional vector to the supplied numerical values. * * @param {number} x - The value to set on the first component of the vector. * @param {number} y - The value to set on the second component of the vector. * @param {number} z - The value to set on the third component of the vector. * @param {number} w - The value to set on the fourth component of the vector. * @returns {Vec4} Self for chaining. * @example * const v = new pc.Vec4(); * v.set(5, 10, 20, 40); * * // Outputs 5, 10, 20, 40 * console.log("The result of the vector set is: " + v.toString()); */ set(x: number, y: number, z: number, w: number): Vec4; /** * Subtracts a 4-dimensional vector from another in place. * * @param {Vec4} rhs - The vector to add to the specified vector. * @returns {Vec4} Self for chaining. * @example * const a = new pc.Vec4(10, 10, 10, 10); * const b = new pc.Vec4(20, 20, 20, 20); * * a.sub(b); * * // Outputs [-10, -10, -10, -10] * console.log("The result of the subtraction is: " + a.toString()); */ sub(rhs: Vec4): Vec4; /** * Subtracts two 4-dimensional vectors from one another and returns the result. * * @param {Vec4} lhs - The first vector operand for the subtraction. * @param {Vec4} rhs - The second vector operand for the subtraction. * @returns {Vec4} Self for chaining. * @example * const a = new pc.Vec4(10, 10, 10, 10); * const b = new pc.Vec4(20, 20, 20, 20); * const r = new pc.Vec4(); * * r.sub2(a, b); * * // Outputs [-10, -10, -10, -10] * console.log("The result of the subtraction is: " + r.toString()); */ sub2(lhs: Vec4, rhs: Vec4): Vec4; /** * Subtracts a number from each element of a vector. * * @param {number} scalar - The number to subtract. * @returns {Vec4} Self for chaining. * @example * const vec = new pc.Vec4(3, 4, 5, 6); * * vec.subScalar(2); * * // Outputs [1, 2, 3, 4] * console.log("The result of the subtraction is: " + vec.toString()); */ subScalar(scalar: number): Vec4; /** * Set the values of the vector from an array. * * @param {number[]|ArrayBufferView} arr - The array to set the vector values from. * @param {number} [offset] - The zero-based index at which to start copying elements from the * array. Default is 0. * @returns {Vec4} Self for chaining. * @example * const v = new pc.Vec4(); * v.fromArray([20, 10, 5, 0]); * // v is set to [20, 10, 5, 0] */ fromArray(arr: number[] | ArrayBufferView, offset?: number): Vec4; /** * Converts the vector to string form. * * @returns {string} The vector in string form. * @example * const v = new pc.Vec4(20, 10, 5, 0); * // Outputs [20, 10, 5, 0] * console.log(v.toString()); */ toString(): string; /** * @overload * @param {number[]} [arr] - The array to populate with the vector's number * components. If not specified, a new array is created. * @param {number} [offset] - The zero-based index at which to start copying elements to the * array. Default is 0. * @returns {number[]} The vector as an array. */ toArray(arr?: number[], offset?: number): number[]; /** * @overload * @param {ArrayBufferView} arr - The array to populate with the vector's number * components. If not specified, a new array is created. * @param {number} [offset] - The zero-based index at which to start copying elements to the * array. Default is 0. * @returns {ArrayBufferView} The vector as an array. */ toArray(arr: ArrayBufferView, offset?: number): ArrayBufferView; }