Buckets:
| import { clamp } from './MathUtils.js'; | |
| /** | |
| * Class representing a 4D vector. A 4D vector is an ordered quadruplet of numbers | |
| * (labeled x, y, z and w), which can be used to represent a number of things, such as: | |
| * | |
| * - A point in 4D space. | |
| * - A direction and length in 4D space. In three.js the length will | |
| * always be the Euclidean distance(straight-line distance) from `(0, 0, 0, 0)` to `(x, y, z, w)` | |
| * and the direction is also measured from `(0, 0, 0, 0)` towards `(x, y, z, w)`. | |
| * - Any arbitrary ordered quadruplet of numbers. | |
| * | |
| * There are other things a 4D vector can be used to represent, however these | |
| * are the most common uses in *three.js*. | |
| * | |
| * Iterating through a vector instance will yield its components `(x, y, z, w)` in | |
| * the corresponding order. | |
| * ```js | |
| * const a = new THREE.Vector4( 0, 1, 0, 0 ); | |
| * | |
| * //no arguments; will be initialised to (0, 0, 0, 1) | |
| * const b = new THREE.Vector4( ); | |
| * | |
| * const d = a.dot( b ); | |
| * ``` | |
| */ | |
| class Vector4 { | |
| /** | |
| * Constructs a new 4D vector. | |
| * | |
| * @param {number} [x=0] - The x value of this vector. | |
| * @param {number} [y=0] - The y value of this vector. | |
| * @param {number} [z=0] - The z value of this vector. | |
| * @param {number} [w=1] - The w value of this vector. | |
| */ | |
| constructor( x = 0, y = 0, z = 0, w = 1 ) { | |
| /** | |
| * This flag can be used for type testing. | |
| * | |
| * @type {boolean} | |
| * @readonly | |
| * @default true | |
| */ | |
| Vector4.prototype.isVector4 = true; | |
| /** | |
| * The x value of this vector. | |
| * | |
| * @type {number} | |
| */ | |
| this.x = x; | |
| /** | |
| * The y value of this vector. | |
| * | |
| * @type {number} | |
| */ | |
| this.y = y; | |
| /** | |
| * The z value of this vector. | |
| * | |
| * @type {number} | |
| */ | |
| this.z = z; | |
| /** | |
| * The w value of this vector. | |
| * | |
| * @type {number} | |
| */ | |
| this.w = w; | |
| } | |
| /** | |
| * Alias for {@link Vector4#z}. | |
| * | |
| * @type {number} | |
| */ | |
| get width() { | |
| return this.z; | |
| } | |
| set width( value ) { | |
| this.z = value; | |
| } | |
| /** | |
| * Alias for {@link Vector4#w}. | |
| * | |
| * @type {number} | |
| */ | |
| get height() { | |
| return this.w; | |
| } | |
| set height( value ) { | |
| this.w = value; | |
| } | |
| /** | |
| * Sets the vector components. | |
| * | |
| * @param {number} x - The value of the x component. | |
| * @param {number} y - The value of the y component. | |
| * @param {number} z - The value of the z component. | |
| * @param {number} w - The value of the w component. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| set( x, y, z, w ) { | |
| this.x = x; | |
| this.y = y; | |
| this.z = z; | |
| this.w = w; | |
| return this; | |
| } | |
| /** | |
| * Sets the vector components to the same value. | |
| * | |
| * @param {number} scalar - The value to set for all vector components. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| setScalar( scalar ) { | |
| this.x = scalar; | |
| this.y = scalar; | |
| this.z = scalar; | |
| this.w = scalar; | |
| return this; | |
| } | |
| /** | |
| * Sets the vector's x component to the given value | |
| * | |
| * @param {number} x - The value to set. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| setX( x ) { | |
| this.x = x; | |
| return this; | |
| } | |
| /** | |
| * Sets the vector's y component to the given value | |
| * | |
| * @param {number} y - The value to set. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| setY( y ) { | |
| this.y = y; | |
| return this; | |
| } | |
| /** | |
| * Sets the vector's z component to the given value | |
| * | |
| * @param {number} z - The value to set. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| setZ( z ) { | |
| this.z = z; | |
| return this; | |
| } | |
| /** | |
| * Sets the vector's w component to the given value | |
| * | |
| * @param {number} w - The value to set. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| setW( w ) { | |
| this.w = w; | |
| return this; | |
| } | |
| /** | |
| * Allows to set a vector component with an index. | |
| * | |
| * @param {number} index - The component index. `0` equals to x, `1` equals to y, | |
| * `2` equals to z, `3` equals to w. | |
| * @param {number} value - The value to set. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| setComponent( index, value ) { | |
| switch ( index ) { | |
| case 0: this.x = value; break; | |
| case 1: this.y = value; break; | |
| case 2: this.z = value; break; | |
| case 3: this.w = value; break; | |
| default: throw new Error( 'index is out of range: ' + index ); | |
| } | |
| return this; | |
| } | |
| /** | |
| * Returns the value of the vector component which matches the given index. | |
| * | |
| * @param {number} index - The component index. `0` equals to x, `1` equals to y, | |
| * `2` equals to z, `3` equals to w. | |
| * @return {number} A vector component value. | |
| */ | |
| getComponent( index ) { | |
| switch ( index ) { | |
| case 0: return this.x; | |
| case 1: return this.y; | |
| case 2: return this.z; | |
| case 3: return this.w; | |
| default: throw new Error( 'index is out of range: ' + index ); | |
| } | |
| } | |
| /** | |
| * Returns a new vector with copied values from this instance. | |
| * | |
| * @return {Vector4} A clone of this instance. | |
| */ | |
| clone() { | |
| return new this.constructor( this.x, this.y, this.z, this.w ); | |
| } | |
| /** | |
| * Copies the values of the given vector to this instance. | |
| * | |
| * @param {Vector3|Vector4} v - The vector to copy. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| copy( v ) { | |
| this.x = v.x; | |
| this.y = v.y; | |
| this.z = v.z; | |
| this.w = ( v.w !== undefined ) ? v.w : 1; | |
| return this; | |
| } | |
| /** | |
| * Adds the given vector to this instance. | |
| * | |
| * @param {Vector4} v - The vector to add. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| add( v ) { | |
| this.x += v.x; | |
| this.y += v.y; | |
| this.z += v.z; | |
| this.w += v.w; | |
| return this; | |
| } | |
| /** | |
| * Adds the given scalar value to all components of this instance. | |
| * | |
| * @param {number} s - The scalar to add. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| addScalar( s ) { | |
| this.x += s; | |
| this.y += s; | |
| this.z += s; | |
| this.w += s; | |
| return this; | |
| } | |
| /** | |
| * Adds the given vectors and stores the result in this instance. | |
| * | |
| * @param {Vector4} a - The first vector. | |
| * @param {Vector4} b - The second vector. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| addVectors( a, b ) { | |
| this.x = a.x + b.x; | |
| this.y = a.y + b.y; | |
| this.z = a.z + b.z; | |
| this.w = a.w + b.w; | |
| return this; | |
| } | |
| /** | |
| * Adds the given vector scaled by the given factor to this instance. | |
| * | |
| * @param {Vector4} v - The vector. | |
| * @param {number} s - The factor that scales `v`. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| addScaledVector( v, s ) { | |
| this.x += v.x * s; | |
| this.y += v.y * s; | |
| this.z += v.z * s; | |
| this.w += v.w * s; | |
| return this; | |
| } | |
| /** | |
| * Subtracts the given vector from this instance. | |
| * | |
| * @param {Vector4} v - The vector to subtract. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| sub( v ) { | |
| this.x -= v.x; | |
| this.y -= v.y; | |
| this.z -= v.z; | |
| this.w -= v.w; | |
| return this; | |
| } | |
| /** | |
| * Subtracts the given scalar value from all components of this instance. | |
| * | |
| * @param {number} s - The scalar to subtract. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| subScalar( s ) { | |
| this.x -= s; | |
| this.y -= s; | |
| this.z -= s; | |
| this.w -= s; | |
| return this; | |
| } | |
| /** | |
| * Subtracts the given vectors and stores the result in this instance. | |
| * | |
| * @param {Vector4} a - The first vector. | |
| * @param {Vector4} b - The second vector. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| subVectors( a, b ) { | |
| this.x = a.x - b.x; | |
| this.y = a.y - b.y; | |
| this.z = a.z - b.z; | |
| this.w = a.w - b.w; | |
| return this; | |
| } | |
| /** | |
| * Multiplies the given vector with this instance. | |
| * | |
| * @param {Vector4} v - The vector to multiply. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| multiply( v ) { | |
| this.x *= v.x; | |
| this.y *= v.y; | |
| this.z *= v.z; | |
| this.w *= v.w; | |
| return this; | |
| } | |
| /** | |
| * Multiplies the given scalar value with all components of this instance. | |
| * | |
| * @param {number} scalar - The scalar to multiply. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| multiplyScalar( scalar ) { | |
| this.x *= scalar; | |
| this.y *= scalar; | |
| this.z *= scalar; | |
| this.w *= scalar; | |
| return this; | |
| } | |
| /** | |
| * Multiplies this vector with the given 4x4 matrix. | |
| * | |
| * @param {Matrix4} m - The 4x4 matrix. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| applyMatrix4( m ) { | |
| const x = this.x, y = this.y, z = this.z, w = this.w; | |
| const e = m.elements; | |
| this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w; | |
| this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w; | |
| this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w; | |
| this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w; | |
| return this; | |
| } | |
| /** | |
| * Divides this instance by the given vector. | |
| * | |
| * @param {Vector4} v - The vector to divide. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| divide( v ) { | |
| this.x /= v.x; | |
| this.y /= v.y; | |
| this.z /= v.z; | |
| this.w /= v.w; | |
| return this; | |
| } | |
| /** | |
| * Divides this vector by the given scalar. | |
| * | |
| * @param {number} scalar - The scalar to divide. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| divideScalar( scalar ) { | |
| return this.multiplyScalar( 1 / scalar ); | |
| } | |
| /** | |
| * Sets the x, y and z components of this | |
| * vector to the quaternion's axis and w to the angle. | |
| * | |
| * @param {Quaternion} q - The Quaternion to set. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| setAxisAngleFromQuaternion( q ) { | |
| // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm | |
| // q is assumed to be normalized | |
| this.w = 2 * Math.acos( q.w ); | |
| const s = Math.sqrt( 1 - q.w * q.w ); | |
| if ( s < 0.0001 ) { | |
| this.x = 1; | |
| this.y = 0; | |
| this.z = 0; | |
| } else { | |
| this.x = q.x / s; | |
| this.y = q.y / s; | |
| this.z = q.z / s; | |
| } | |
| return this; | |
| } | |
| /** | |
| * Sets the x, y and z components of this | |
| * vector to the axis of rotation and w to the angle. | |
| * | |
| * @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| setAxisAngleFromRotationMatrix( m ) { | |
| // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm | |
| // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) | |
| let angle, x, y, z; // variables for result | |
| const epsilon = 0.01, // margin to allow for rounding errors | |
| epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees | |
| te = m.elements, | |
| m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], | |
| m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], | |
| m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; | |
| if ( ( Math.abs( m12 - m21 ) < epsilon ) && | |
| ( Math.abs( m13 - m31 ) < epsilon ) && | |
| ( Math.abs( m23 - m32 ) < epsilon ) ) { | |
| // singularity found | |
| // first check for identity matrix which must have +1 for all terms | |
| // in leading diagonal and zero in other terms | |
| if ( ( Math.abs( m12 + m21 ) < epsilon2 ) && | |
| ( Math.abs( m13 + m31 ) < epsilon2 ) && | |
| ( Math.abs( m23 + m32 ) < epsilon2 ) && | |
| ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) { | |
| // this singularity is identity matrix so angle = 0 | |
| this.set( 1, 0, 0, 0 ); | |
| return this; // zero angle, arbitrary axis | |
| } | |
| // otherwise this singularity is angle = 180 | |
| angle = Math.PI; | |
| const xx = ( m11 + 1 ) / 2; | |
| const yy = ( m22 + 1 ) / 2; | |
| const zz = ( m33 + 1 ) / 2; | |
| const xy = ( m12 + m21 ) / 4; | |
| const xz = ( m13 + m31 ) / 4; | |
| const yz = ( m23 + m32 ) / 4; | |
| if ( ( xx > yy ) && ( xx > zz ) ) { | |
| // m11 is the largest diagonal term | |
| if ( xx < epsilon ) { | |
| x = 0; | |
| y = 0.707106781; | |
| z = 0.707106781; | |
| } else { | |
| x = Math.sqrt( xx ); | |
| y = xy / x; | |
| z = xz / x; | |
| } | |
| } else if ( yy > zz ) { | |
| // m22 is the largest diagonal term | |
| if ( yy < epsilon ) { | |
| x = 0.707106781; | |
| y = 0; | |
| z = 0.707106781; | |
| } else { | |
| y = Math.sqrt( yy ); | |
| x = xy / y; | |
| z = yz / y; | |
| } | |
| } else { | |
| // m33 is the largest diagonal term so base result on this | |
| if ( zz < epsilon ) { | |
| x = 0.707106781; | |
| y = 0.707106781; | |
| z = 0; | |
| } else { | |
| z = Math.sqrt( zz ); | |
| x = xz / z; | |
| y = yz / z; | |
| } | |
| } | |
| this.set( x, y, z, angle ); | |
| return this; // return 180 deg rotation | |
| } | |
| // as we have reached here there are no singularities so we can handle normally | |
| let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) + | |
| ( m13 - m31 ) * ( m13 - m31 ) + | |
| ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize | |
| if ( Math.abs( s ) < 0.001 ) s = 1; | |
| // prevent divide by zero, should not happen if matrix is orthogonal and should be | |
| // caught by singularity test above, but I've left it in just in case | |
| this.x = ( m32 - m23 ) / s; | |
| this.y = ( m13 - m31 ) / s; | |
| this.z = ( m21 - m12 ) / s; | |
| this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 ); | |
| return this; | |
| } | |
| /** | |
| * Sets the vector components to the position elements of the | |
| * given transformation matrix. | |
| * | |
| * @param {Matrix4} m - The 4x4 matrix. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| setFromMatrixPosition( m ) { | |
| const e = m.elements; | |
| this.x = e[ 12 ]; | |
| this.y = e[ 13 ]; | |
| this.z = e[ 14 ]; | |
| this.w = e[ 15 ]; | |
| return this; | |
| } | |
| /** | |
| * If this vector's x, y, z or w value is greater than the given vector's x, y, z or w | |
| * value, replace that value with the corresponding min value. | |
| * | |
| * @param {Vector4} v - The vector. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| min( v ) { | |
| this.x = Math.min( this.x, v.x ); | |
| this.y = Math.min( this.y, v.y ); | |
| this.z = Math.min( this.z, v.z ); | |
| this.w = Math.min( this.w, v.w ); | |
| return this; | |
| } | |
| /** | |
| * If this vector's x, y, z or w value is less than the given vector's x, y, z or w | |
| * value, replace that value with the corresponding max value. | |
| * | |
| * @param {Vector4} v - The vector. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| max( v ) { | |
| this.x = Math.max( this.x, v.x ); | |
| this.y = Math.max( this.y, v.y ); | |
| this.z = Math.max( this.z, v.z ); | |
| this.w = Math.max( this.w, v.w ); | |
| return this; | |
| } | |
| /** | |
| * If this vector's x, y, z or w value is greater than the max vector's x, y, z or w | |
| * value, it is replaced by the corresponding value. | |
| * If this vector's x, y, z or w value is less than the min vector's x, y, z or w value, | |
| * it is replaced by the corresponding value. | |
| * | |
| * @param {Vector4} min - The minimum x, y and z values. | |
| * @param {Vector4} max - The maximum x, y and z values in the desired range. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| clamp( min, max ) { | |
| // assumes min < max, componentwise | |
| this.x = clamp( this.x, min.x, max.x ); | |
| this.y = clamp( this.y, min.y, max.y ); | |
| this.z = clamp( this.z, min.z, max.z ); | |
| this.w = clamp( this.w, min.w, max.w ); | |
| return this; | |
| } | |
| /** | |
| * If this vector's x, y, z or w values are greater than the max value, they are | |
| * replaced by the max value. | |
| * If this vector's x, y, z or w values are less than the min value, they are | |
| * replaced by the min value. | |
| * | |
| * @param {number} minVal - The minimum value the components will be clamped to. | |
| * @param {number} maxVal - The maximum value the components will be clamped to. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| clampScalar( minVal, maxVal ) { | |
| this.x = clamp( this.x, minVal, maxVal ); | |
| this.y = clamp( this.y, minVal, maxVal ); | |
| this.z = clamp( this.z, minVal, maxVal ); | |
| this.w = clamp( this.w, minVal, maxVal ); | |
| return this; | |
| } | |
| /** | |
| * If this vector's length is greater than the max value, it is replaced by | |
| * the max value. | |
| * If this vector's length is less than the min value, it is replaced by the | |
| * min value. | |
| * | |
| * @param {number} min - The minimum value the vector length will be clamped to. | |
| * @param {number} max - The maximum value the vector length will be clamped to. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| clampLength( min, max ) { | |
| const length = this.length(); | |
| return this.divideScalar( length || 1 ).multiplyScalar( clamp( length, min, max ) ); | |
| } | |
| /** | |
| * The components of this vector are rounded down to the nearest integer value. | |
| * | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| floor() { | |
| this.x = Math.floor( this.x ); | |
| this.y = Math.floor( this.y ); | |
| this.z = Math.floor( this.z ); | |
| this.w = Math.floor( this.w ); | |
| return this; | |
| } | |
| /** | |
| * The components of this vector are rounded up to the nearest integer value. | |
| * | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| ceil() { | |
| this.x = Math.ceil( this.x ); | |
| this.y = Math.ceil( this.y ); | |
| this.z = Math.ceil( this.z ); | |
| this.w = Math.ceil( this.w ); | |
| return this; | |
| } | |
| /** | |
| * The components of this vector are rounded to the nearest integer value | |
| * | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| round() { | |
| this.x = Math.round( this.x ); | |
| this.y = Math.round( this.y ); | |
| this.z = Math.round( this.z ); | |
| this.w = Math.round( this.w ); | |
| return this; | |
| } | |
| /** | |
| * The components of this vector are rounded towards zero (up if negative, | |
| * down if positive) to an integer value. | |
| * | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| roundToZero() { | |
| this.x = Math.trunc( this.x ); | |
| this.y = Math.trunc( this.y ); | |
| this.z = Math.trunc( this.z ); | |
| this.w = Math.trunc( this.w ); | |
| return this; | |
| } | |
| /** | |
| * Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w. | |
| * | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| negate() { | |
| this.x = - this.x; | |
| this.y = - this.y; | |
| this.z = - this.z; | |
| this.w = - this.w; | |
| return this; | |
| } | |
| /** | |
| * Calculates the dot product of the given vector with this instance. | |
| * | |
| * @param {Vector4} v - The vector to compute the dot product with. | |
| * @return {number} The result of the dot product. | |
| */ | |
| dot( v ) { | |
| return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; | |
| } | |
| /** | |
| * Computes the square of the Euclidean length (straight-line length) from | |
| * (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should | |
| * compare the length squared instead as it is slightly more efficient to calculate. | |
| * | |
| * @return {number} The square length of this vector. | |
| */ | |
| lengthSq() { | |
| return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w; | |
| } | |
| /** | |
| * Computes the Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w). | |
| * | |
| * @return {number} The length of this vector. | |
| */ | |
| length() { | |
| return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); | |
| } | |
| /** | |
| * Computes the Manhattan length of this vector. | |
| * | |
| * @return {number} The length of this vector. | |
| */ | |
| manhattanLength() { | |
| return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w ); | |
| } | |
| /** | |
| * Converts this vector to a unit vector - that is, sets it equal to a vector | |
| * with the same direction as this one, but with a vector length of `1`. | |
| * | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| normalize() { | |
| return this.divideScalar( this.length() || 1 ); | |
| } | |
| /** | |
| * Sets this vector to a vector with the same direction as this one, but | |
| * with the specified length. | |
| * | |
| * @param {number} length - The new length of this vector. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| setLength( length ) { | |
| return this.normalize().multiplyScalar( length ); | |
| } | |
| /** | |
| * Linearly interpolates between the given vector and this instance, where | |
| * alpha is the percent distance along the line - alpha = 0 will be this | |
| * vector, and alpha = 1 will be the given one. | |
| * | |
| * @param {Vector4} v - The vector to interpolate towards. | |
| * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| lerp( v, alpha ) { | |
| this.x += ( v.x - this.x ) * alpha; | |
| this.y += ( v.y - this.y ) * alpha; | |
| this.z += ( v.z - this.z ) * alpha; | |
| this.w += ( v.w - this.w ) * alpha; | |
| return this; | |
| } | |
| /** | |
| * Linearly interpolates between the given vectors, where alpha is the percent | |
| * distance along the line - alpha = 0 will be first vector, and alpha = 1 will | |
| * be the second one. The result is stored in this instance. | |
| * | |
| * @param {Vector4} v1 - The first vector. | |
| * @param {Vector4} v2 - The second vector. | |
| * @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| lerpVectors( v1, v2, alpha ) { | |
| this.x = v1.x + ( v2.x - v1.x ) * alpha; | |
| this.y = v1.y + ( v2.y - v1.y ) * alpha; | |
| this.z = v1.z + ( v2.z - v1.z ) * alpha; | |
| this.w = v1.w + ( v2.w - v1.w ) * alpha; | |
| return this; | |
| } | |
| /** | |
| * Returns `true` if this vector is equal with the given one. | |
| * | |
| * @param {Vector4} v - The vector to test for equality. | |
| * @return {boolean} Whether this vector is equal with the given one. | |
| */ | |
| equals( v ) { | |
| return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) ); | |
| } | |
| /** | |
| * Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`, | |
| * z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`. | |
| * | |
| * @param {Array<number>} array - An array holding the vector component values. | |
| * @param {number} [offset=0] - The offset into the array. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| fromArray( array, offset = 0 ) { | |
| this.x = array[ offset ]; | |
| this.y = array[ offset + 1 ]; | |
| this.z = array[ offset + 2 ]; | |
| this.w = array[ offset + 3 ]; | |
| return this; | |
| } | |
| /** | |
| * Writes the components of this vector to the given array. If no array is provided, | |
| * the method returns a new instance. | |
| * | |
| * @param {Array<number>} [array=[]] - The target array holding the vector components. | |
| * @param {number} [offset=0] - Index of the first element in the array. | |
| * @return {Array<number>} The vector components. | |
| */ | |
| toArray( array = [], offset = 0 ) { | |
| array[ offset ] = this.x; | |
| array[ offset + 1 ] = this.y; | |
| array[ offset + 2 ] = this.z; | |
| array[ offset + 3 ] = this.w; | |
| return array; | |
| } | |
| /** | |
| * Sets the components of this vector from the given buffer attribute. | |
| * | |
| * @param {BufferAttribute} attribute - The buffer attribute holding vector data. | |
| * @param {number} index - The index into the attribute. | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| fromBufferAttribute( attribute, index ) { | |
| this.x = attribute.getX( index ); | |
| this.y = attribute.getY( index ); | |
| this.z = attribute.getZ( index ); | |
| this.w = attribute.getW( index ); | |
| return this; | |
| } | |
| /** | |
| * Sets each component of this vector to a pseudo-random value between `0` and | |
| * `1`, excluding `1`. | |
| * | |
| * @return {Vector4} A reference to this vector. | |
| */ | |
| random() { | |
| this.x = Math.random(); | |
| this.y = Math.random(); | |
| this.z = Math.random(); | |
| this.w = Math.random(); | |
| return this; | |
| } | |
| *[ Symbol.iterator ]() { | |
| yield this.x; | |
| yield this.y; | |
| yield this.z; | |
| yield this.w; | |
| } | |
| } | |
| export { Vector4 }; | |
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