2020-06-12 21:56:34 +08:00

649 lines
11 KiB
Go

// Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
// Use of this source code is governed by a MIT-style
// license that can be found in the LICENSE file.
//
// For more information, please visit: https://github.com/tengge1/ShadowEditor
// You can also visit: https://gitee.com/tengge1/ShadowEditor
//
// This package is translated from three.js, visit `https://github.com/mrdoob/three.js`
// for more information.
package three
func NewVector4( x, y, z, w float64) *Vector4 {
return &Vector4{x,y,z,w}
}
type Vector4 struct {
X float64
Y float64
Z float64
W float64
}
func (v Vector4)Width() float64 {
return v.Z
}
func (v Vector4)SetWidth(value float64) *Vector4 {
v.Z = value
return &v
}
func (v Vector4)Height() float64 {
return v.W
}
func (v Vector4)SetHeight(value float64) *Vector4 {
v.W = value
return &v
}
set: function ( x, y, z, w ) {
this.x = x;
this.y = y;
this.z = z;
this.w = w;
return this;
},
setScalar: function ( scalar ) {
this.x = scalar;
this.y = scalar;
this.z = scalar;
this.w = scalar;
return this;
},
setX: function ( x ) {
this.x = x;
return this;
},
setY: function ( y ) {
this.y = y;
return this;
},
setZ: function ( z ) {
this.z = z;
return this;
},
setW: function ( w ) {
this.w = w;
return this;
},
setComponent: function ( 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;
},
getComponent: function ( 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 );
}
},
clone: function () {
return new this.constructor( this.x, this.y, this.z, this.w );
},
copy: function ( v1 ) {
this.x = v1.x;
this.y = v1.y;
this.z = v1.z;
this.w = ( v1.w !== undefined ) ? v1.w : 1;
return this;
},
add: function ( v1, w ) {
if ( w !== undefined ) {
console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
return this.addVectors( v1, w );
}
this.x += v1.x;
this.y += v1.y;
this.z += v1.z;
this.w += v1.w;
return this;
},
addScalar: function ( s ) {
this.x += s;
this.y += s;
this.z += s;
this.w += s;
return this;
},
addVectors: function ( 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;
},
addScaledVector: function ( v1, s ) {
this.x += v1.x * s;
this.y += v1.y * s;
this.z += v1.z * s;
this.w += v1.w * s;
return this;
},
sub: function ( v1, w ) {
if ( w !== undefined ) {
console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
return this.subVectors( v1, w );
}
this.x -= v1.x;
this.y -= v1.y;
this.z -= v1.z;
this.w -= v1.w;
return this;
},
subScalar: function ( s ) {
this.x -= s;
this.y -= s;
this.z -= s;
this.w -= s;
return this;
},
subVectors: function ( 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;
},
multiplyScalar: function ( scalar ) {
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
this.w *= scalar;
return this;
},
applyMatrix4: function ( m ) {
var x = this.x, y = this.y, z = this.z, w = this.w;
var 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;
},
divideScalar: function ( scalar ) {
return this.multiplyScalar( 1 / scalar );
},
setAxisAngleFromQuaternion: function ( 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 );
var 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;
},
setAxisAngleFromRotationMatrix: function ( 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)
var angle, x, y, z, // variables for result
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;
var xx = ( m11 + 1 ) / 2;
var yy = ( m22 + 1 ) / 2;
var zz = ( m33 + 1 ) / 2;
var xy = ( m12 + m21 ) / 4;
var xz = ( m13 + m31 ) / 4;
var 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
var 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;
},
min: function ( v1 ) {
this.x = Math.min( this.x, v1.x );
this.y = Math.min( this.y, v1.y );
this.z = Math.min( this.z, v1.z );
this.w = Math.min( this.w, v1.w );
return this;
},
max: function ( v1 ) {
this.x = Math.max( this.x, v1.x );
this.y = Math.max( this.y, v1.y );
this.z = Math.max( this.z, v1.z );
this.w = Math.max( this.w, v1.w );
return this;
},
clamp: function ( 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 ) );
this.w = Math.max( min.w, Math.min( max.w, this.w ) );
return this;
},
clampScalar: function ( 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 ) );
this.w = Math.max( minVal, Math.min( maxVal, this.w ) );
return this;
},
clampLength: function ( min, max ) {
var length = this.length();
return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
},
floor: function () {
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;
},
ceil: function () {
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;
},
round: function () {
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;
},
roundToZero: function () {
this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
return this;
},
negate: function () {
this.x = - this.x;
this.y = - this.y;
this.z = - this.z;
this.w = - this.w;
return this;
},
dot: function ( v1 ) {
return this.x * v1.x + this.y * v1.y + this.z * v1.z + this.w * v1.w;
},
lengthSq: function () {
return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
},
length: function () {
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
},
manhattanLength: function () {
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
},
normalize: function () {
return this.divideScalar( this.length() || 1 );
},
setLength: function ( length ) {
return this.normalize().multiplyScalar( length );
},
lerp: function ( v1, alpha ) {
this.x += ( v1.x - this.x ) * alpha;
this.y += ( v1.y - this.y ) * alpha;
this.z += ( v1.z - this.z ) * alpha;
this.w += ( v1.w - this.w ) * alpha;
return this;
},
lerpVectors: function ( 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;
},
equals: function ( v1 ) {
return ( ( v1.x === this.x ) && ( v1.y === this.y ) && ( v1.z === this.z ) && ( v1.w === this.w ) );
},
fromArray: function ( array, offset ) {
if ( offset === undefined ) offset = 0;
this.x = array[ offset ];
this.y = array[ offset + 1 ];
this.z = array[ offset + 2 ];
this.w = array[ offset + 3 ];
return this;
},
toArray: function ( array, offset ) {
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;
}