mirror of
https://github.com/tengge1/ShadowEditor.git
synced 2026-01-18 15:02:09 +00:00
649 lines
11 KiB
Go
649 lines
11 KiB
Go
// Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
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// Use of this source code is governed by a MIT-style
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// license that can be found in the LICENSE file.
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//
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// For more information, please visit: https://github.com/tengge1/ShadowEditor
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// You can also visit: https://gitee.com/tengge1/ShadowEditor
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//
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// This package is translated from three.js, visit `https://github.com/mrdoob/three.js`
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// for more information.
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package three
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func NewVector4( x, y, z, w float64) *Vector4 {
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return &Vector4{x,y,z,w}
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}
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type Vector4 struct {
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X float64
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Y float64
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Z float64
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W float64
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}
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func (v Vector4)Width() float64 {
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return v.Z
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}
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func (v Vector4)SetWidth(value float64) *Vector4 {
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v.Z = value
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return &v
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}
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func (v Vector4)Height() float64 {
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return v.W
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}
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func (v Vector4)SetHeight(value float64) *Vector4 {
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v.W = value
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return &v
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}
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set: function ( x, y, z, w ) {
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this.x = x;
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this.y = y;
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this.z = z;
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this.w = w;
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return this;
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},
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setScalar: function ( scalar ) {
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this.x = scalar;
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this.y = scalar;
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this.z = scalar;
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this.w = scalar;
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return this;
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},
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setX: function ( x ) {
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this.x = x;
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return this;
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},
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setY: function ( y ) {
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this.y = y;
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return this;
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},
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setZ: function ( z ) {
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this.z = z;
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return this;
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},
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setW: function ( w ) {
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this.w = w;
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return this;
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},
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setComponent: function ( index, value ) {
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switch ( index ) {
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case 0: this.x = value; break;
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case 1: this.y = value; break;
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case 2: this.z = value; break;
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case 3: this.w = value; break;
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default: throw new Error( 'index is out of range: ' + index );
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}
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return this;
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},
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getComponent: function ( index ) {
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switch ( index ) {
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case 0: return this.x;
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case 1: return this.y;
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case 2: return this.z;
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case 3: return this.w;
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default: throw new Error( 'index is out of range: ' + index );
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}
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},
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clone: function () {
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return new this.constructor( this.x, this.y, this.z, this.w );
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},
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copy: function ( v1 ) {
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this.x = v1.x;
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this.y = v1.y;
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this.z = v1.z;
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this.w = ( v1.w !== undefined ) ? v1.w : 1;
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return this;
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},
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add: function ( v1, w ) {
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if ( w !== undefined ) {
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console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
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return this.addVectors( v1, w );
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}
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this.x += v1.x;
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this.y += v1.y;
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this.z += v1.z;
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this.w += v1.w;
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return this;
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},
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addScalar: function ( s ) {
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this.x += s;
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this.y += s;
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this.z += s;
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this.w += s;
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return this;
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},
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addVectors: function ( a, b ) {
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this.x = a.x + b.x;
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this.y = a.y + b.y;
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this.z = a.z + b.z;
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this.w = a.w + b.w;
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return this;
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},
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addScaledVector: function ( v1, s ) {
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this.x += v1.x * s;
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this.y += v1.y * s;
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this.z += v1.z * s;
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this.w += v1.w * s;
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return this;
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},
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sub: function ( v1, w ) {
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if ( w !== undefined ) {
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console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
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return this.subVectors( v1, w );
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}
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this.x -= v1.x;
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this.y -= v1.y;
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this.z -= v1.z;
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this.w -= v1.w;
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return this;
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},
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subScalar: function ( s ) {
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this.x -= s;
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this.y -= s;
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this.z -= s;
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this.w -= s;
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return this;
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},
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subVectors: function ( a, b ) {
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this.x = a.x - b.x;
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this.y = a.y - b.y;
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this.z = a.z - b.z;
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this.w = a.w - b.w;
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return this;
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},
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multiplyScalar: function ( scalar ) {
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this.x *= scalar;
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this.y *= scalar;
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this.z *= scalar;
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this.w *= scalar;
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return this;
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},
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applyMatrix4: function ( m ) {
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var x = this.x, y = this.y, z = this.z, w = this.w;
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var e = m.elements;
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this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
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this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
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this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
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this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
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return this;
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},
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divideScalar: function ( scalar ) {
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return this.multiplyScalar( 1 / scalar );
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},
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setAxisAngleFromQuaternion: function ( q ) {
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// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
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// q is assumed to be normalized
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this.w = 2 * Math.acos( q.w );
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var s = Math.sqrt( 1 - q.w * q.w );
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if ( s < 0.0001 ) {
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this.x = 1;
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this.y = 0;
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this.z = 0;
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} else {
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this.x = q.x / s;
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this.y = q.y / s;
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this.z = q.z / s;
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}
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return this;
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},
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setAxisAngleFromRotationMatrix: function ( m ) {
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// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
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// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
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var angle, x, y, z, // variables for result
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epsilon = 0.01, // margin to allow for rounding errors
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epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
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te = m.elements,
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m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
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m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
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m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
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if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
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( Math.abs( m13 - m31 ) < epsilon ) &&
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( Math.abs( m23 - m32 ) < epsilon ) ) {
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// singularity found
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// first check for identity matrix which must have +1 for all terms
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// in leading diagonal and zero in other terms
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if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
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( Math.abs( m13 + m31 ) < epsilon2 ) &&
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( Math.abs( m23 + m32 ) < epsilon2 ) &&
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( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
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// this singularity is identity matrix so angle = 0
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this.set( 1, 0, 0, 0 );
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return this; // zero angle, arbitrary axis
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}
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// otherwise this singularity is angle = 180
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angle = Math.PI;
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var xx = ( m11 + 1 ) / 2;
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var yy = ( m22 + 1 ) / 2;
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var zz = ( m33 + 1 ) / 2;
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var xy = ( m12 + m21 ) / 4;
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var xz = ( m13 + m31 ) / 4;
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var yz = ( m23 + m32 ) / 4;
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if ( ( xx > yy ) && ( xx > zz ) ) {
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// m11 is the largest diagonal term
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if ( xx < epsilon ) {
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x = 0;
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y = 0.707106781;
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z = 0.707106781;
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} else {
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x = Math.sqrt( xx );
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y = xy / x;
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z = xz / x;
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}
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} else if ( yy > zz ) {
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// m22 is the largest diagonal term
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if ( yy < epsilon ) {
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x = 0.707106781;
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y = 0;
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z = 0.707106781;
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} else {
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y = Math.sqrt( yy );
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x = xy / y;
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z = yz / y;
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}
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} else {
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// m33 is the largest diagonal term so base result on this
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if ( zz < epsilon ) {
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x = 0.707106781;
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y = 0.707106781;
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z = 0;
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} else {
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z = Math.sqrt( zz );
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x = xz / z;
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y = yz / z;
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}
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}
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this.set( x, y, z, angle );
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return this; // return 180 deg rotation
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}
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// as we have reached here there are no singularities so we can handle normally
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var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
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( m13 - m31 ) * ( m13 - m31 ) +
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( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
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if ( Math.abs( s ) < 0.001 ) s = 1;
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// prevent divide by zero, should not happen if matrix is orthogonal and should be
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// caught by singularity test above, but I've left it in just in case
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this.x = ( m32 - m23 ) / s;
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this.y = ( m13 - m31 ) / s;
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this.z = ( m21 - m12 ) / s;
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this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
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return this;
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},
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min: function ( v1 ) {
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this.x = Math.min( this.x, v1.x );
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this.y = Math.min( this.y, v1.y );
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this.z = Math.min( this.z, v1.z );
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this.w = Math.min( this.w, v1.w );
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return this;
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},
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max: function ( v1 ) {
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this.x = Math.max( this.x, v1.x );
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this.y = Math.max( this.y, v1.y );
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this.z = Math.max( this.z, v1.z );
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this.w = Math.max( this.w, v1.w );
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return this;
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},
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clamp: function ( min, max ) {
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// assumes min < max, componentwise
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this.x = Math.max( min.x, Math.min( max.x, this.x ) );
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this.y = Math.max( min.y, Math.min( max.y, this.y ) );
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this.z = Math.max( min.z, Math.min( max.z, this.z ) );
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this.w = Math.max( min.w, Math.min( max.w, this.w ) );
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return this;
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},
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clampScalar: function ( minVal, maxVal ) {
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this.x = Math.max( minVal, Math.min( maxVal, this.x ) );
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this.y = Math.max( minVal, Math.min( maxVal, this.y ) );
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this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
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this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
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return this;
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},
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clampLength: function ( min, max ) {
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var length = this.length();
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return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
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},
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floor: function () {
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this.x = Math.floor( this.x );
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this.y = Math.floor( this.y );
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this.z = Math.floor( this.z );
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this.w = Math.floor( this.w );
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return this;
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},
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ceil: function () {
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this.x = Math.ceil( this.x );
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this.y = Math.ceil( this.y );
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this.z = Math.ceil( this.z );
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this.w = Math.ceil( this.w );
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return this;
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},
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round: function () {
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this.x = Math.round( this.x );
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this.y = Math.round( this.y );
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this.z = Math.round( this.z );
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this.w = Math.round( this.w );
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return this;
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},
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roundToZero: function () {
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this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
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this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
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this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
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this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
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return this;
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},
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negate: function () {
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this.x = - this.x;
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this.y = - this.y;
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this.z = - this.z;
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this.w = - this.w;
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return this;
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},
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dot: function ( v1 ) {
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return this.x * v1.x + this.y * v1.y + this.z * v1.z + this.w * v1.w;
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},
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lengthSq: function () {
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return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
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},
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length: function () {
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return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
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},
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manhattanLength: function () {
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return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
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},
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normalize: function () {
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return this.divideScalar( this.length() || 1 );
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},
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setLength: function ( length ) {
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return this.normalize().multiplyScalar( length );
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},
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lerp: function ( v1, alpha ) {
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this.x += ( v1.x - this.x ) * alpha;
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this.y += ( v1.y - this.y ) * alpha;
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this.z += ( v1.z - this.z ) * alpha;
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this.w += ( v1.w - this.w ) * alpha;
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return this;
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},
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lerpVectors: function ( v1, v2, alpha ) {
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this.x = v1.x + ( v2.x - v1.x ) * alpha;
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this.y = v1.y + ( v2.y - v1.y ) * alpha;
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this.z = v1.z + ( v2.z - v1.z ) * alpha;
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this.w = v1.w + ( v2.w - v1.w ) * alpha;
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return this;
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},
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equals: function ( v1 ) {
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return ( ( v1.x === this.x ) && ( v1.y === this.y ) && ( v1.z === this.z ) && ( v1.w === this.w ) );
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},
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fromArray: function ( array, offset ) {
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if ( offset === undefined ) offset = 0;
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this.x = array[ offset ];
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this.y = array[ offset + 1 ];
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this.z = array[ offset + 2 ];
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this.w = array[ offset + 3 ];
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return this;
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},
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toArray: function ( array, offset ) {
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if ( array === undefined ) array = [];
|
|
if ( offset === undefined ) offset = 0;
|
|
|
|
array[ offset ] = this.x;
|
|
array[ offset + 1 ] = this.y;
|
|
array[ offset + 2 ] = this.z;
|
|
array[ offset + 3 ] = this.w;
|
|
|
|
return array;
|
|
|
|
},
|
|
|
|
fromBufferAttribute: function ( attribute, index, offset ) {
|
|
|
|
if ( offset !== undefined ) {
|
|
|
|
console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
|
|
|
|
}
|
|
|
|
this.x = attribute.getX( index );
|
|
this.y = attribute.getY( index );
|
|
this.z = attribute.getZ( index );
|
|
this.w = attribute.getW( index );
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
random: function () {
|
|
|
|
this.x = Math.random();
|
|
this.y = Math.random();
|
|
this.z = Math.random();
|
|
this.w = Math.random();
|
|
|
|
return this;
|
|
|
|
} |