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PlayCanvas WebGL game engine

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/** * A 4-dimensional vector. * * @category Math */ class 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); */ /** * 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]); */ /** * @param {number|number[]} [x] - The x value. Defaults to 0. If x is an array of length 4, the * array will be used to populate all components. * @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. */ constructor(x = 0, y = 0, z = 0, w = 0){ if (x.length === 4) { this.x = x[0]; this.y = x[1]; this.z = x[2]; this.w = x[3]; } else { this.x = x; this.y = y; this.z = z; this.w = w; } } /** * 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) { this.x += rhs.x; this.y += rhs.y; this.z += rhs.z; this.w += rhs.w; return this; } /** * 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, rhs) { this.x = lhs.x + rhs.x; this.y = lhs.y + rhs.y; this.z = lhs.z + rhs.z; this.w = lhs.w + rhs.w; return this; } /** * 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) { this.x += scalar; this.y += scalar; this.z += scalar; this.w += scalar; return this; } /** * 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, scalar) { this.x += rhs.x * scalar; this.y += rhs.y * scalar; this.z += rhs.z * scalar; this.w += rhs.w * scalar; return this; } /** * 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() { /** @type {this} */ const cstr = this.constructor; return new cstr(this.x, this.y, this.z, this.w); } /** * 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) { this.x = rhs.x; this.y = rhs.y; this.z = rhs.z; this.w = rhs.w; return this; } /** * 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) { this.x /= rhs.x; this.y /= rhs.y; this.z /= rhs.z; this.w /= rhs.w; return this; } /** * 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, rhs) { this.x = lhs.x / rhs.x; this.y = lhs.y / rhs.y; this.z = lhs.z / rhs.z; this.w = lhs.w / rhs.w; return this; } /** * 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) { this.x /= scalar; this.y /= scalar; this.z /= scalar; this.w /= scalar; return this; } /** * 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) { return this.x * rhs.x + this.y * rhs.y + this.z * rhs.z + this.w * rhs.w; } /** * 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) { return this.x === rhs.x && this.y === rhs.y && this.z === rhs.z && this.w === rhs.w; } /** * 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, 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 && Math.abs(this.w - rhs.w) < epsilon; } /** * 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() { return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w); } /** * 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() { return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; } /** * 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, 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); this.w = lhs.w + alpha * (rhs.w - lhs.w); return this; } /** * 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) { this.x *= rhs.x; this.y *= rhs.y; this.z *= rhs.z; this.w *= rhs.w; return this; } /** * 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, rhs) { this.x = lhs.x * rhs.x; this.y = lhs.y * rhs.y; this.z = lhs.z * rhs.z; this.w = lhs.w * rhs.w; return this; } /** * 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) { this.x *= scalar; this.y *= scalar; this.z *= scalar; this.w *= scalar; return this; } /** * 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 = this) { const lengthSq = src.x * src.x + src.y * src.y + src.z * src.z + src.w * src.w; if (lengthSq > 0) { const invLength = 1 / Math.sqrt(lengthSq); this.x = src.x * invLength; this.y = src.y * invLength; this.z = src.z * invLength; this.w = src.w * invLength; } return this; } /** * 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 = this) { this.x = Math.floor(src.x); this.y = Math.floor(src.y); this.z = Math.floor(src.z); this.w = Math.floor(src.w); return this; } /** * 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 = this) { this.x = Math.ceil(src.x); this.y = Math.ceil(src.y); this.z = Math.ceil(src.z); this.w = Math.ceil(src.w); return this; } /** * 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 = this) { this.x = Math.round(src.x); this.y = Math.round(src.y); this.z = Math.round(src.z); this.w = Math.round(src.w); return this; } /** * 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) { 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; if (rhs.w < this.w) this.w = rhs.w; return this; } /** * 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) { 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; if (rhs.w > this.w) this.w = rhs.w; return this; } /** * 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, y, z, w) { this.x = x; this.y = y; this.z = z; this.w = w; return this; } /** * 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) { this.x -= rhs.x; this.y -= rhs.y; this.z -= rhs.z; this.w -= rhs.w; return this; } /** * 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, rhs) { this.x = lhs.x - rhs.x; this.y = lhs.y - rhs.y; this.z = lhs.z - rhs.z; this.w = lhs.w - rhs.w; return this; } /** * 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) { this.x -= scalar; this.y -= scalar; this.z -= scalar; this.w -= scalar; return this; } /** * 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, offset = 0) { this.x = arr[offset] ?? this.x; this.y = arr[offset + 1] ?? this.y; this.z = arr[offset + 2] ?? this.z; this.w = arr[offset + 3] ?? this.w; return this; } /** * 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() { return `[${this.x}, ${this.y}, ${this.z}, ${this.w}]`; } /** * @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. */ /** * @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. */ /** * Converts the vector to an array. * * @param {number[]|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 {number[]|ArrayBufferView} The vector as an array. * @example * const v = new pc.Vec4(20, 10, 5, 1); * // Outputs [20, 10, 5, 1] * console.log(v.toArray()); */ toArray(arr = [], offset = 0) { arr[offset] = this.x; arr[offset + 1] = this.y; arr[offset + 2] = this.z; arr[offset + 3] = this.w; return arr; } static{ /** * A constant vector set to [0, 0, 0, 0]. * * @type {Vec4} * @readonly */ this.ZERO = Object.freeze(new Vec4(0, 0, 0, 0)); } static{ /** * A constant vector set to [0.5, 0.5, 0.5, 0.5]. * * @type {Vec4} * @readonly */ this.HALF = Object.freeze(new Vec4(0.5, 0.5, 0.5, 0.5)); } static{ /** * A constant vector set to [1, 1, 1, 1]. * * @type {Vec4} * @readonly */ this.ONE = Object.freeze(new Vec4(1, 1, 1, 1)); } } export { Vec4 };