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829 lines
21 KiB
HTML
829 lines
21 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8">
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<title>JSDoc: Source: vec3.js</title>
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<body>
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<div id="main">
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<h1 class="page-title">Source: vec3.js</h1>
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<section>
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<article>
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<pre class="prettyprint source linenums"><code>/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE. */
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var glMatrix = require("./common.js");
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/**
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* @class 3 Dimensional Vector
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* @name vec3
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*/
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var vec3 = {};
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/**
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* Creates a new, empty vec3
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*
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* @returns {vec3} a new 3D vector
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*/
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vec3.create = function() {
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var out = new glMatrix.ARRAY_TYPE(3);
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out[0] = 0;
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out[1] = 0;
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out[2] = 0;
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return out;
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};
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/**
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* Creates a new vec3 initialized with values from an existing vector
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*
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* @param {vec3} a vector to clone
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* @returns {vec3} a new 3D vector
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*/
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vec3.clone = function(a) {
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var out = new glMatrix.ARRAY_TYPE(3);
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out[0] = a[0];
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out[1] = a[1];
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out[2] = a[2];
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return out;
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};
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/**
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* Creates a new vec3 initialized with the given values
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*
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* @param {Number} x X component
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* @param {Number} y Y component
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* @param {Number} z Z component
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* @returns {vec3} a new 3D vector
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*/
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vec3.fromValues = function(x, y, z) {
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var out = new glMatrix.ARRAY_TYPE(3);
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out[0] = x;
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out[1] = y;
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out[2] = z;
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return out;
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};
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/**
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* Copy the values from one vec3 to another
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the source vector
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* @returns {vec3} out
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*/
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vec3.copy = function(out, a) {
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out[0] = a[0];
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out[1] = a[1];
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out[2] = a[2];
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return out;
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};
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/**
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* Set the components of a vec3 to the given values
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*
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* @param {vec3} out the receiving vector
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* @param {Number} x X component
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* @param {Number} y Y component
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* @param {Number} z Z component
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* @returns {vec3} out
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*/
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vec3.set = function(out, x, y, z) {
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out[0] = x;
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out[1] = y;
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out[2] = z;
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return out;
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};
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/**
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* Adds two vec3's
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {vec3} out
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*/
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vec3.add = function(out, a, b) {
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out[0] = a[0] + b[0];
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out[1] = a[1] + b[1];
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out[2] = a[2] + b[2];
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return out;
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};
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/**
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* Subtracts vector b from vector a
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {vec3} out
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*/
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vec3.subtract = function(out, a, b) {
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out[0] = a[0] - b[0];
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out[1] = a[1] - b[1];
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out[2] = a[2] - b[2];
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return out;
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};
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/**
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* Alias for {@link vec3.subtract}
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* @function
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*/
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vec3.sub = vec3.subtract;
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/**
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* Multiplies two vec3's
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {vec3} out
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*/
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vec3.multiply = function(out, a, b) {
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out[0] = a[0] * b[0];
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out[1] = a[1] * b[1];
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out[2] = a[2] * b[2];
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return out;
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};
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/**
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* Alias for {@link vec3.multiply}
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* @function
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*/
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vec3.mul = vec3.multiply;
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/**
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* Divides two vec3's
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {vec3} out
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*/
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vec3.divide = function(out, a, b) {
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out[0] = a[0] / b[0];
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out[1] = a[1] / b[1];
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out[2] = a[2] / b[2];
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return out;
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};
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/**
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* Alias for {@link vec3.divide}
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* @function
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*/
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vec3.div = vec3.divide;
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/**
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* Math.ceil the components of a vec3
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a vector to ceil
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* @returns {vec3} out
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*/
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vec3.ceil = function (out, a) {
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out[0] = Math.ceil(a[0]);
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out[1] = Math.ceil(a[1]);
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out[2] = Math.ceil(a[2]);
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return out;
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};
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/**
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* Math.floor the components of a vec3
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a vector to floor
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* @returns {vec3} out
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*/
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vec3.floor = function (out, a) {
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out[0] = Math.floor(a[0]);
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out[1] = Math.floor(a[1]);
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out[2] = Math.floor(a[2]);
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return out;
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};
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/**
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* Returns the minimum of two vec3's
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {vec3} out
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*/
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vec3.min = function(out, a, b) {
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out[0] = Math.min(a[0], b[0]);
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out[1] = Math.min(a[1], b[1]);
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out[2] = Math.min(a[2], b[2]);
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return out;
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};
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/**
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* Returns the maximum of two vec3's
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {vec3} out
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*/
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vec3.max = function(out, a, b) {
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out[0] = Math.max(a[0], b[0]);
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out[1] = Math.max(a[1], b[1]);
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out[2] = Math.max(a[2], b[2]);
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return out;
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};
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/**
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* Math.round the components of a vec3
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a vector to round
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* @returns {vec3} out
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*/
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vec3.round = function (out, a) {
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out[0] = Math.round(a[0]);
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out[1] = Math.round(a[1]);
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out[2] = Math.round(a[2]);
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return out;
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};
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/**
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* Scales a vec3 by a scalar number
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the vector to scale
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* @param {Number} b amount to scale the vector by
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* @returns {vec3} out
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*/
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vec3.scale = function(out, a, b) {
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out[0] = a[0] * b;
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out[1] = a[1] * b;
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out[2] = a[2] * b;
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return out;
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};
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/**
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* Adds two vec3's after scaling the second operand by a scalar value
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @param {Number} scale the amount to scale b by before adding
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* @returns {vec3} out
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*/
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vec3.scaleAndAdd = function(out, a, b, scale) {
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out[0] = a[0] + (b[0] * scale);
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out[1] = a[1] + (b[1] * scale);
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out[2] = a[2] + (b[2] * scale);
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return out;
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};
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/**
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* Calculates the euclidian distance between two vec3's
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*
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {Number} distance between a and b
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*/
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vec3.distance = function(a, b) {
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var x = b[0] - a[0],
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y = b[1] - a[1],
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z = b[2] - a[2];
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return Math.sqrt(x*x + y*y + z*z);
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};
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/**
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* Alias for {@link vec3.distance}
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* @function
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*/
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vec3.dist = vec3.distance;
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/**
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* Calculates the squared euclidian distance between two vec3's
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*
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {Number} squared distance between a and b
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*/
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vec3.squaredDistance = function(a, b) {
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var x = b[0] - a[0],
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y = b[1] - a[1],
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z = b[2] - a[2];
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return x*x + y*y + z*z;
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};
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/**
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* Alias for {@link vec3.squaredDistance}
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* @function
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*/
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vec3.sqrDist = vec3.squaredDistance;
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/**
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* Calculates the length of a vec3
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*
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* @param {vec3} a vector to calculate length of
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* @returns {Number} length of a
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*/
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vec3.length = function (a) {
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var x = a[0],
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y = a[1],
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z = a[2];
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return Math.sqrt(x*x + y*y + z*z);
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};
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/**
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* Alias for {@link vec3.length}
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* @function
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*/
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vec3.len = vec3.length;
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/**
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* Calculates the squared length of a vec3
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*
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* @param {vec3} a vector to calculate squared length of
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* @returns {Number} squared length of a
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*/
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vec3.squaredLength = function (a) {
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var x = a[0],
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y = a[1],
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z = a[2];
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return x*x + y*y + z*z;
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};
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/**
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* Alias for {@link vec3.squaredLength}
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* @function
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*/
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vec3.sqrLen = vec3.squaredLength;
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/**
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* Negates the components of a vec3
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a vector to negate
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* @returns {vec3} out
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*/
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vec3.negate = function(out, a) {
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out[0] = -a[0];
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out[1] = -a[1];
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out[2] = -a[2];
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return out;
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};
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/**
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* Returns the inverse of the components of a vec3
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a vector to invert
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* @returns {vec3} out
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*/
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vec3.inverse = function(out, a) {
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out[0] = 1.0 / a[0];
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out[1] = 1.0 / a[1];
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out[2] = 1.0 / a[2];
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return out;
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};
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/**
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* Normalize a vec3
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a vector to normalize
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* @returns {vec3} out
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*/
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vec3.normalize = function(out, a) {
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var x = a[0],
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y = a[1],
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z = a[2];
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var len = x*x + y*y + z*z;
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if (len > 0) {
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//TODO: evaluate use of glm_invsqrt here?
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len = 1 / Math.sqrt(len);
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out[0] = a[0] * len;
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out[1] = a[1] * len;
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out[2] = a[2] * len;
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}
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return out;
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};
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/**
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* Calculates the dot product of two vec3's
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*
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {Number} dot product of a and b
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*/
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vec3.dot = function (a, b) {
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return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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};
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/**
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* Computes the cross product of two vec3's
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {vec3} out
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*/
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vec3.cross = function(out, a, b) {
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var ax = a[0], ay = a[1], az = a[2],
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bx = b[0], by = b[1], bz = b[2];
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out[0] = ay * bz - az * by;
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out[1] = az * bx - ax * bz;
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out[2] = ax * by - ay * bx;
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return out;
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};
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/**
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* Performs a linear interpolation between two vec3's
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @param {Number} t interpolation amount between the two inputs
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* @returns {vec3} out
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*/
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vec3.lerp = function (out, a, b, t) {
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var ax = a[0],
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ay = a[1],
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az = a[2];
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out[0] = ax + t * (b[0] - ax);
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out[1] = ay + t * (b[1] - ay);
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out[2] = az + t * (b[2] - az);
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return out;
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};
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/**
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* Performs a hermite interpolation with two control points
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @param {vec3} c the third operand
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* @param {vec3} d the fourth operand
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* @param {Number} t interpolation amount between the two inputs
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* @returns {vec3} out
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*/
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vec3.hermite = function (out, a, b, c, d, t) {
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var factorTimes2 = t * t,
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factor1 = factorTimes2 * (2 * t - 3) + 1,
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factor2 = factorTimes2 * (t - 2) + t,
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factor3 = factorTimes2 * (t - 1),
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factor4 = factorTimes2 * (3 - 2 * t);
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out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
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out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
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out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
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return out;
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};
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/**
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* Performs a bezier interpolation with two control points
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @param {vec3} c the third operand
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* @param {vec3} d the fourth operand
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* @param {Number} t interpolation amount between the two inputs
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* @returns {vec3} out
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*/
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vec3.bezier = function (out, a, b, c, d, t) {
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var inverseFactor = 1 - t,
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inverseFactorTimesTwo = inverseFactor * inverseFactor,
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factorTimes2 = t * t,
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factor1 = inverseFactorTimesTwo * inverseFactor,
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factor2 = 3 * t * inverseFactorTimesTwo,
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factor3 = 3 * factorTimes2 * inverseFactor,
|
|
factor4 = factorTimes2 * t;
|
|
|
|
out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
|
|
out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
|
|
out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
|
|
|
|
return out;
|
|
};
|
|
|
|
/**
|
|
* Generates a random vector with the given scale
|
|
*
|
|
* @param {vec3} out the receiving vector
|
|
* @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
|
|
* @returns {vec3} out
|
|
*/
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|
vec3.random = function (out, scale) {
|
|
scale = scale || 1.0;
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|
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var r = glMatrix.RANDOM() * 2.0 * Math.PI;
|
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var z = (glMatrix.RANDOM() * 2.0) - 1.0;
|
|
var zScale = Math.sqrt(1.0-z*z) * scale;
|
|
|
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out[0] = Math.cos(r) * zScale;
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out[1] = Math.sin(r) * zScale;
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|
out[2] = z * scale;
|
|
return out;
|
|
};
|
|
|
|
/**
|
|
* Transforms the vec3 with a mat4.
|
|
* 4th vector component is implicitly '1'
|
|
*
|
|
* @param {vec3} out the receiving vector
|
|
* @param {vec3} a the vector to transform
|
|
* @param {mat4} m matrix to transform with
|
|
* @returns {vec3} out
|
|
*/
|
|
vec3.transformMat4 = function(out, a, m) {
|
|
var x = a[0], y = a[1], z = a[2],
|
|
w = m[3] * x + m[7] * y + m[11] * z + m[15];
|
|
w = w || 1.0;
|
|
out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;
|
|
out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;
|
|
out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;
|
|
return out;
|
|
};
|
|
|
|
/**
|
|
* Transforms the vec3 with a mat3.
|
|
*
|
|
* @param {vec3} out the receiving vector
|
|
* @param {vec3} a the vector to transform
|
|
* @param {mat4} m the 3x3 matrix to transform with
|
|
* @returns {vec3} out
|
|
*/
|
|
vec3.transformMat3 = function(out, a, m) {
|
|
var x = a[0], y = a[1], z = a[2];
|
|
out[0] = x * m[0] + y * m[3] + z * m[6];
|
|
out[1] = x * m[1] + y * m[4] + z * m[7];
|
|
out[2] = x * m[2] + y * m[5] + z * m[8];
|
|
return out;
|
|
};
|
|
|
|
/**
|
|
* Transforms the vec3 with a quat
|
|
*
|
|
* @param {vec3} out the receiving vector
|
|
* @param {vec3} a the vector to transform
|
|
* @param {quat} q quaternion to transform with
|
|
* @returns {vec3} out
|
|
*/
|
|
vec3.transformQuat = function(out, a, q) {
|
|
// benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
|
|
|
|
var x = a[0], y = a[1], z = a[2],
|
|
qx = q[0], qy = q[1], qz = q[2], qw = q[3],
|
|
|
|
// calculate quat * vec
|
|
ix = qw * x + qy * z - qz * y,
|
|
iy = qw * y + qz * x - qx * z,
|
|
iz = qw * z + qx * y - qy * x,
|
|
iw = -qx * x - qy * y - qz * z;
|
|
|
|
// calculate result * inverse quat
|
|
out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
|
|
out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
|
|
out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
|
|
return out;
|
|
};
|
|
|
|
/**
|
|
* Rotate a 3D vector around the x-axis
|
|
* @param {vec3} out The receiving vec3
|
|
* @param {vec3} a The vec3 point to rotate
|
|
* @param {vec3} b The origin of the rotation
|
|
* @param {Number} c The angle of rotation
|
|
* @returns {vec3} out
|
|
*/
|
|
vec3.rotateX = function(out, a, b, c){
|
|
var p = [], r=[];
|
|
//Translate point to the origin
|
|
p[0] = a[0] - b[0];
|
|
p[1] = a[1] - b[1];
|
|
p[2] = a[2] - b[2];
|
|
|
|
//perform rotation
|
|
r[0] = p[0];
|
|
r[1] = p[1]*Math.cos(c) - p[2]*Math.sin(c);
|
|
r[2] = p[1]*Math.sin(c) + p[2]*Math.cos(c);
|
|
|
|
//translate to correct position
|
|
out[0] = r[0] + b[0];
|
|
out[1] = r[1] + b[1];
|
|
out[2] = r[2] + b[2];
|
|
|
|
return out;
|
|
};
|
|
|
|
/**
|
|
* Rotate a 3D vector around the y-axis
|
|
* @param {vec3} out The receiving vec3
|
|
* @param {vec3} a The vec3 point to rotate
|
|
* @param {vec3} b The origin of the rotation
|
|
* @param {Number} c The angle of rotation
|
|
* @returns {vec3} out
|
|
*/
|
|
vec3.rotateY = function(out, a, b, c){
|
|
var p = [], r=[];
|
|
//Translate point to the origin
|
|
p[0] = a[0] - b[0];
|
|
p[1] = a[1] - b[1];
|
|
p[2] = a[2] - b[2];
|
|
|
|
//perform rotation
|
|
r[0] = p[2]*Math.sin(c) + p[0]*Math.cos(c);
|
|
r[1] = p[1];
|
|
r[2] = p[2]*Math.cos(c) - p[0]*Math.sin(c);
|
|
|
|
//translate to correct position
|
|
out[0] = r[0] + b[0];
|
|
out[1] = r[1] + b[1];
|
|
out[2] = r[2] + b[2];
|
|
|
|
return out;
|
|
};
|
|
|
|
/**
|
|
* Rotate a 3D vector around the z-axis
|
|
* @param {vec3} out The receiving vec3
|
|
* @param {vec3} a The vec3 point to rotate
|
|
* @param {vec3} b The origin of the rotation
|
|
* @param {Number} c The angle of rotation
|
|
* @returns {vec3} out
|
|
*/
|
|
vec3.rotateZ = function(out, a, b, c){
|
|
var p = [], r=[];
|
|
//Translate point to the origin
|
|
p[0] = a[0] - b[0];
|
|
p[1] = a[1] - b[1];
|
|
p[2] = a[2] - b[2];
|
|
|
|
//perform rotation
|
|
r[0] = p[0]*Math.cos(c) - p[1]*Math.sin(c);
|
|
r[1] = p[0]*Math.sin(c) + p[1]*Math.cos(c);
|
|
r[2] = p[2];
|
|
|
|
//translate to correct position
|
|
out[0] = r[0] + b[0];
|
|
out[1] = r[1] + b[1];
|
|
out[2] = r[2] + b[2];
|
|
|
|
return out;
|
|
};
|
|
|
|
/**
|
|
* Perform some operation over an array of vec3s.
|
|
*
|
|
* @param {Array} a the array of vectors to iterate over
|
|
* @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
|
|
* @param {Number} offset Number of elements to skip at the beginning of the array
|
|
* @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array
|
|
* @param {Function} fn Function to call for each vector in the array
|
|
* @param {Object} [arg] additional argument to pass to fn
|
|
* @returns {Array} a
|
|
* @function
|
|
*/
|
|
vec3.forEach = (function() {
|
|
var vec = vec3.create();
|
|
|
|
return function(a, stride, offset, count, fn, arg) {
|
|
var i, l;
|
|
if(!stride) {
|
|
stride = 3;
|
|
}
|
|
|
|
if(!offset) {
|
|
offset = 0;
|
|
}
|
|
|
|
if(count) {
|
|
l = Math.min((count * stride) + offset, a.length);
|
|
} else {
|
|
l = a.length;
|
|
}
|
|
|
|
for(i = offset; i < l; i += stride) {
|
|
vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2];
|
|
fn(vec, vec, arg);
|
|
a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2];
|
|
}
|
|
|
|
return a;
|
|
};
|
|
})();
|
|
|
|
/**
|
|
* Get the angle between two 3D vectors
|
|
* @param {vec3} a The first operand
|
|
* @param {vec3} b The second operand
|
|
* @returns {Number} The angle in radians
|
|
*/
|
|
vec3.angle = function(a, b) {
|
|
|
|
var tempA = vec3.fromValues(a[0], a[1], a[2]);
|
|
var tempB = vec3.fromValues(b[0], b[1], b[2]);
|
|
|
|
vec3.normalize(tempA, tempA);
|
|
vec3.normalize(tempB, tempB);
|
|
|
|
var cosine = vec3.dot(tempA, tempB);
|
|
|
|
if(cosine > 1.0){
|
|
return 0;
|
|
} else {
|
|
return Math.acos(cosine);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Returns a string representation of a vector
|
|
*
|
|
* @param {vec3} a vector to represent as a string
|
|
* @returns {String} string representation of the vector
|
|
*/
|
|
vec3.str = function (a) {
|
|
return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')';
|
|
};
|
|
|
|
/**
|
|
* Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)
|
|
*
|
|
* @param {vec3} a The first vector.
|
|
* @param {vec3} b The second vector.
|
|
* @returns {Boolean} True if the vectors are equal, false otherwise.
|
|
*/
|
|
vec3.exactEquals = function (a, b) {
|
|
return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];
|
|
};
|
|
|
|
/**
|
|
* Returns whether or not the vectors have approximately the same elements in the same position.
|
|
*
|
|
* @param {vec3} a The first vector.
|
|
* @param {vec3} b The second vector.
|
|
* @returns {Boolean} True if the vectors are equal, false otherwise.
|
|
*/
|
|
vec3.equals = function (a, b) {
|
|
var a0 = a[0], a1 = a[1], a2 = a[2];
|
|
var b0 = b[0], b1 = b[1], b2 = b[2];
|
|
return (Math.abs(a0 - b0) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a0), Math.abs(b0)) &&
|
|
Math.abs(a1 - b1) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a1), Math.abs(b1)) &&
|
|
Math.abs(a2 - b2) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a2), Math.abs(b2)));
|
|
};
|
|
|
|
module.exports = vec3;
|
|
</code></pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
</div>
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<nav>
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<h2><a href="index.html">Home</a></h2><h3>Classes</h3><ul><li><a href="glMatrix.html">glMatrix</a></li><li><a href="mat2.html">mat2</a></li><li><a href="mat2d.html">mat2d</a></li><li><a href="mat3.html">mat3</a></li><li><a href="mat4.html">mat4</a></li><li><a href="quat.html">quat</a></li><li><a href="vec2.html">vec2</a></li><li><a href="vec3.html">vec3</a></li><li><a href="vec4.html">vec4</a></li></ul>
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.0</a> on Sun May 01 2016 12:11:58 GMT-0700 (Pacific Daylight Time)
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