Buckets:
| import * as MathUtils from './MathUtils.js'; | |
| import { Quaternion } from './Quaternion.js'; | |
| class Vector3 { | |
| constructor( x = 0, y = 0, z = 0 ) { | |
| Vector3.prototype.isVector3 = true; | |
| this.x = x; | |
| this.y = y; | |
| this.z = z; | |
| } | |
| set( x, y, z ) { | |
| if ( z === undefined ) z = this.z; // sprite.scale.set(x,y) | |
| this.x = x; | |
| this.y = y; | |
| this.z = z; | |
| return this; | |
| } | |
| setScalar( scalar ) { | |
| this.x = scalar; | |
| this.y = scalar; | |
| this.z = scalar; | |
| return this; | |
| } | |
| setX( x ) { | |
| this.x = x; | |
| return this; | |
| } | |
| setY( y ) { | |
| this.y = y; | |
| return this; | |
| } | |
| setZ( z ) { | |
| this.z = z; | |
| return this; | |
| } | |
| setComponent( index, value ) { | |
| switch ( index ) { | |
| case 0: this.x = value; break; | |
| case 1: this.y = value; break; | |
| case 2: this.z = value; break; | |
| default: throw new Error( 'index is out of range: ' + index ); | |
| } | |
| return this; | |
| } | |
| getComponent( index ) { | |
| switch ( index ) { | |
| case 0: return this.x; | |
| case 1: return this.y; | |
| case 2: return this.z; | |
| default: throw new Error( 'index is out of range: ' + index ); | |
| } | |
| } | |
| clone() { | |
| return new this.constructor( this.x, this.y, this.z ); | |
| } | |
| copy( v ) { | |
| this.x = v.x; | |
| this.y = v.y; | |
| this.z = v.z; | |
| return this; | |
| } | |
| add( v ) { | |
| this.x += v.x; | |
| this.y += v.y; | |
| this.z += v.z; | |
| return this; | |
| } | |
| addScalar( s ) { | |
| this.x += s; | |
| this.y += s; | |
| this.z += s; | |
| return this; | |
| } | |
| addVectors( a, b ) { | |
| this.x = a.x + b.x; | |
| this.y = a.y + b.y; | |
| this.z = a.z + b.z; | |
| return this; | |
| } | |
| addScaledVector( v, s ) { | |
| this.x += v.x * s; | |
| this.y += v.y * s; | |
| this.z += v.z * s; | |
| return this; | |
| } | |
| sub( v ) { | |
| this.x -= v.x; | |
| this.y -= v.y; | |
| this.z -= v.z; | |
| return this; | |
| } | |
| subScalar( s ) { | |
| this.x -= s; | |
| this.y -= s; | |
| this.z -= s; | |
| return this; | |
| } | |
| subVectors( a, b ) { | |
| this.x = a.x - b.x; | |
| this.y = a.y - b.y; | |
| this.z = a.z - b.z; | |
| return this; | |
| } | |
| multiply( v ) { | |
| this.x *= v.x; | |
| this.y *= v.y; | |
| this.z *= v.z; | |
| return this; | |
| } | |
| multiplyScalar( scalar ) { | |
| this.x *= scalar; | |
| this.y *= scalar; | |
| this.z *= scalar; | |
| return this; | |
| } | |
| multiplyVectors( a, b ) { | |
| this.x = a.x * b.x; | |
| this.y = a.y * b.y; | |
| this.z = a.z * b.z; | |
| return this; | |
| } | |
| applyEuler( euler ) { | |
| return this.applyQuaternion( _quaternion.setFromEuler( euler ) ); | |
| } | |
| applyAxisAngle( axis, angle ) { | |
| return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) ); | |
| } | |
| applyMatrix3( m ) { | |
| const x = this.x, y = this.y, z = this.z; | |
| const e = m.elements; | |
| this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; | |
| this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; | |
| this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z; | |
| return this; | |
| } | |
| applyNormalMatrix( m ) { | |
| return this.applyMatrix3( m ).normalize(); | |
| } | |
| applyMatrix4( m ) { | |
| const x = this.x, y = this.y, z = this.z; | |
| const e = m.elements; | |
| const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); | |
| 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; | |
| return this; | |
| } | |
| applyQuaternion( q ) { | |
| // quaternion q is assumed to have unit length | |
| const vx = this.x, vy = this.y, vz = this.z; | |
| const qx = q.x, qy = q.y, qz = q.z, qw = q.w; | |
| // t = 2 * cross( q.xyz, v ); | |
| const tx = 2 * ( qy * vz - qz * vy ); | |
| const ty = 2 * ( qz * vx - qx * vz ); | |
| const tz = 2 * ( qx * vy - qy * vx ); | |
| // v + q.w * t + cross( q.xyz, t ); | |
| this.x = vx + qw * tx + qy * tz - qz * ty; | |
| this.y = vy + qw * ty + qz * tx - qx * tz; | |
| this.z = vz + qw * tz + qx * ty - qy * tx; | |
| return this; | |
| } | |
| project( camera ) { | |
| return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix ); | |
| } | |
| unproject( camera ) { | |
| return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld ); | |
| } | |
| transformDirection( m ) { | |
| // input: THREE.Matrix4 affine matrix | |
| // vector interpreted as a direction | |
| const x = this.x, y = this.y, z = this.z; | |
| const e = m.elements; | |
| this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; | |
| this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; | |
| this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z; | |
| return this.normalize(); | |
| } | |
| divide( v ) { | |
| this.x /= v.x; | |
| this.y /= v.y; | |
| this.z /= v.z; | |
| return this; | |
| } | |
| divideScalar( scalar ) { | |
| return this.multiplyScalar( 1 / scalar ); | |
| } | |
| 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 ); | |
| return this; | |
| } | |
| 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 ); | |
| return this; | |
| } | |
| clamp( min, max ) { | |
| // assumes min < max, componentwise | |
| this.x = Math.max( min.x, Math.min( max.x, this.x ) ); | |
| this.y = Math.max( min.y, Math.min( max.y, this.y ) ); | |
| this.z = Math.max( min.z, Math.min( max.z, this.z ) ); | |
| return this; | |
| } | |
| clampScalar( minVal, maxVal ) { | |
| this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); | |
| this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); | |
| this.z = Math.max( minVal, Math.min( maxVal, this.z ) ); | |
| return this; | |
| } | |
| clampLength( min, max ) { | |
| const length = this.length(); | |
| return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) ); | |
| } | |
| floor() { | |
| this.x = Math.floor( this.x ); | |
| this.y = Math.floor( this.y ); | |
| this.z = Math.floor( this.z ); | |
| return this; | |
| } | |
| ceil() { | |
| this.x = Math.ceil( this.x ); | |
| this.y = Math.ceil( this.y ); | |
| this.z = Math.ceil( this.z ); | |
| return this; | |
| } | |
| round() { | |
| this.x = Math.round( this.x ); | |
| this.y = Math.round( this.y ); | |
| this.z = Math.round( this.z ); | |
| return this; | |
| } | |
| roundToZero() { | |
| this.x = Math.trunc( this.x ); | |
| this.y = Math.trunc( this.y ); | |
| this.z = Math.trunc( this.z ); | |
| return this; | |
| } | |
| negate() { | |
| this.x = - this.x; | |
| this.y = - this.y; | |
| this.z = - this.z; | |
| return this; | |
| } | |
| dot( v ) { | |
| return this.x * v.x + this.y * v.y + this.z * v.z; | |
| } | |
| // TODO lengthSquared? | |
| lengthSq() { | |
| return this.x * this.x + this.y * this.y + this.z * this.z; | |
| } | |
| length() { | |
| return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z ); | |
| } | |
| manhattanLength() { | |
| return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ); | |
| } | |
| normalize() { | |
| return this.divideScalar( this.length() || 1 ); | |
| } | |
| setLength( length ) { | |
| return this.normalize().multiplyScalar( length ); | |
| } | |
| lerp( v, alpha ) { | |
| this.x += ( v.x - this.x ) * alpha; | |
| this.y += ( v.y - this.y ) * alpha; | |
| this.z += ( v.z - this.z ) * alpha; | |
| return this; | |
| } | |
| 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; | |
| return this; | |
| } | |
| cross( v ) { | |
| return this.crossVectors( this, v ); | |
| } | |
| crossVectors( a, b ) { | |
| const ax = a.x, ay = a.y, az = a.z; | |
| const bx = b.x, by = b.y, bz = b.z; | |
| this.x = ay * bz - az * by; | |
| this.y = az * bx - ax * bz; | |
| this.z = ax * by - ay * bx; | |
| return this; | |
| } | |
| projectOnVector( v ) { | |
| const denominator = v.lengthSq(); | |
| if ( denominator === 0 ) return this.set( 0, 0, 0 ); | |
| const scalar = v.dot( this ) / denominator; | |
| return this.copy( v ).multiplyScalar( scalar ); | |
| } | |
| projectOnPlane( planeNormal ) { | |
| _vector.copy( this ).projectOnVector( planeNormal ); | |
| return this.sub( _vector ); | |
| } | |
| reflect( normal ) { | |
| // reflect incident vector off plane orthogonal to normal | |
| // normal is assumed to have unit length | |
| return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) ); | |
| } | |
| angleTo( v ) { | |
| const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() ); | |
| if ( denominator === 0 ) return Math.PI / 2; | |
| const theta = this.dot( v ) / denominator; | |
| // clamp, to handle numerical problems | |
| return Math.acos( MathUtils.clamp( theta, - 1, 1 ) ); | |
| } | |
| distanceTo( v ) { | |
| return Math.sqrt( this.distanceToSquared( v ) ); | |
| } | |
| distanceToSquared( v ) { | |
| const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z; | |
| return dx * dx + dy * dy + dz * dz; | |
| } | |
| manhattanDistanceTo( v ) { | |
| return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z ); | |
| } | |
| setFromSpherical( s ) { | |
| return this.setFromSphericalCoords( s.radius, s.phi, s.theta ); | |
| } | |
| setFromSphericalCoords( radius, phi, theta ) { | |
| const sinPhiRadius = Math.sin( phi ) * radius; | |
| this.x = sinPhiRadius * Math.sin( theta ); | |
| this.y = Math.cos( phi ) * radius; | |
| this.z = sinPhiRadius * Math.cos( theta ); | |
| return this; | |
| } | |
| setFromCylindrical( c ) { | |
| return this.setFromCylindricalCoords( c.radius, c.theta, c.y ); | |
| } | |
| setFromCylindricalCoords( radius, theta, y ) { | |
| this.x = radius * Math.sin( theta ); | |
| this.y = y; | |
| this.z = radius * Math.cos( theta ); | |
| return this; | |
| } | |
| setFromMatrixPosition( m ) { | |
| const e = m.elements; | |
| this.x = e[ 12 ]; | |
| this.y = e[ 13 ]; | |
| this.z = e[ 14 ]; | |
| return this; | |
| } | |
| setFromMatrixScale( m ) { | |
| const sx = this.setFromMatrixColumn( m, 0 ).length(); | |
| const sy = this.setFromMatrixColumn( m, 1 ).length(); | |
| const sz = this.setFromMatrixColumn( m, 2 ).length(); | |
| this.x = sx; | |
| this.y = sy; | |
| this.z = sz; | |
| return this; | |
| } | |
| setFromMatrixColumn( m, index ) { | |
| return this.fromArray( m.elements, index * 4 ); | |
| } | |
| setFromMatrix3Column( m, index ) { | |
| return this.fromArray( m.elements, index * 3 ); | |
| } | |
| setFromEuler( e ) { | |
| this.x = e._x; | |
| this.y = e._y; | |
| this.z = e._z; | |
| return this; | |
| } | |
| setFromColor( c ) { | |
| this.x = c.r; | |
| this.y = c.g; | |
| this.z = c.b; | |
| return this; | |
| } | |
| equals( v ) { | |
| return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); | |
| } | |
| fromArray( array, offset = 0 ) { | |
| this.x = array[ offset ]; | |
| this.y = array[ offset + 1 ]; | |
| this.z = array[ offset + 2 ]; | |
| return this; | |
| } | |
| toArray( array = [], offset = 0 ) { | |
| array[ offset ] = this.x; | |
| array[ offset + 1 ] = this.y; | |
| array[ offset + 2 ] = this.z; | |
| return array; | |
| } | |
| fromBufferAttribute( attribute, index ) { | |
| this.x = attribute.getX( index ); | |
| this.y = attribute.getY( index ); | |
| this.z = attribute.getZ( index ); | |
| return this; | |
| } | |
| random() { | |
| this.x = Math.random(); | |
| this.y = Math.random(); | |
| this.z = Math.random(); | |
| return this; | |
| } | |
| randomDirection() { | |
| // Derived from https://mathworld.wolfram.com/SpherePointPicking.html | |
| const u = ( Math.random() - 0.5 ) * 2; | |
| const t = Math.random() * Math.PI * 2; | |
| const f = Math.sqrt( 1 - u ** 2 ); | |
| this.x = f * Math.cos( t ); | |
| this.y = f * Math.sin( t ); | |
| this.z = u; | |
| return this; | |
| } | |
| *[ Symbol.iterator ]() { | |
| yield this.x; | |
| yield this.y; | |
| yield this.z; | |
| } | |
| } | |
| const _vector = /*@__PURE__*/ new Vector3(); | |
| const _quaternion = /*@__PURE__*/ new Quaternion(); | |
| export { Vector3 }; | |
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