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Vector3.js 10 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author *kile / http://kile.stravaganza.org/
  4. * @author philogb / http://blog.thejit.org/
  5. * @author mikael emtinger / http://gomo.se/
  6. * @author egraether / http://egraether.com/
  7. * @author WestLangley / http://github.com/WestLangley
  8. */
  9. THREE.Vector3 = function ( x, y, z ) {
  10. this.x = x || 0;
  11. this.y = y || 0;
  12. this.z = z || 0;
  13. };
  14. THREE.Vector3.prototype = {
  15. constructor: THREE.Vector3,
  16. set: function ( x, y, z ) {
  17. this.x = x;
  18. this.y = y;
  19. this.z = z;
  20. return this;
  21. },
  22. setX: function ( x ) {
  23. this.x = x;
  24. return this;
  25. },
  26. setY: function ( y ) {
  27. this.y = y;
  28. return this;
  29. },
  30. setZ: function ( z ) {
  31. this.z = z;
  32. return this;
  33. },
  34. setComponent: function ( index, value ) {
  35. switch ( index ) {
  36. case 0: this.x = value; break;
  37. case 1: this.y = value; break;
  38. case 2: this.z = value; break;
  39. default: throw new Error( "index is out of range: " + index );
  40. }
  41. },
  42. getComponent: function ( index ) {
  43. switch ( index ) {
  44. case 0: return this.x;
  45. case 1: return this.y;
  46. case 2: return this.z;
  47. default: throw new Error( "index is out of range: " + index );
  48. }
  49. },
  50. copy: function ( v ) {
  51. this.x = v.x;
  52. this.y = v.y;
  53. this.z = v.z;
  54. return this;
  55. },
  56. add: function ( v, w ) {
  57. if ( w !== undefined ) {
  58. console.warn( 'DEPRECATED: Vector3\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  59. return this.addVectors( v, w );
  60. }
  61. this.x += v.x;
  62. this.y += v.y;
  63. this.z += v.z;
  64. return this;
  65. },
  66. addScalar: function ( s ) {
  67. this.x += s;
  68. this.y += s;
  69. this.z += s;
  70. return this;
  71. },
  72. addVectors: function ( a, b ) {
  73. this.x = a.x + b.x;
  74. this.y = a.y + b.y;
  75. this.z = a.z + b.z;
  76. return this;
  77. },
  78. sub: function ( v, w ) {
  79. if ( w !== undefined ) {
  80. console.warn( 'DEPRECATED: Vector3\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  81. return this.subVectors( v, w );
  82. }
  83. this.x -= v.x;
  84. this.y -= v.y;
  85. this.z -= v.z;
  86. return this;
  87. },
  88. subVectors: function ( a, b ) {
  89. this.x = a.x - b.x;
  90. this.y = a.y - b.y;
  91. this.z = a.z - b.z;
  92. return this;
  93. },
  94. multiply: function ( v, w ) {
  95. if ( w !== undefined ) {
  96. console.warn( 'DEPRECATED: Vector3\'s .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  97. return this.multiplyVectors( v, w );
  98. }
  99. this.x *= v.x;
  100. this.y *= v.y;
  101. this.z *= v.z;
  102. return this;
  103. },
  104. multiplyScalar: function ( scalar ) {
  105. this.x *= scalar;
  106. this.y *= scalar;
  107. this.z *= scalar;
  108. return this;
  109. },
  110. multiplyVectors: function ( a, b ) {
  111. this.x = a.x * b.x;
  112. this.y = a.y * b.y;
  113. this.z = a.z * b.z;
  114. return this;
  115. },
  116. applyMatrix3: function ( m ) {
  117. var x = this.x;
  118. var y = this.y;
  119. var z = this.z;
  120. var e = m.elements;
  121. this.x = e[0] * x + e[3] * y + e[6] * z;
  122. this.y = e[1] * x + e[4] * y + e[7] * z;
  123. this.z = e[2] * x + e[5] * y + e[8] * z;
  124. return this;
  125. },
  126. applyMatrix4: function ( m ) {
  127. // input: THREE.Matrix4 affine matrix
  128. var x = this.x, y = this.y, z = this.z;
  129. var e = m.elements;
  130. this.x = e[0] * x + e[4] * y + e[8] * z + e[12];
  131. this.y = e[1] * x + e[5] * y + e[9] * z + e[13];
  132. this.z = e[2] * x + e[6] * y + e[10] * z + e[14];
  133. return this;
  134. },
  135. applyProjection: function ( m ) {
  136. // input: THREE.Matrix4 projection matrix
  137. var x = this.x, y = this.y, z = this.z;
  138. var e = m.elements;
  139. var d = 1 / ( e[3] * x + e[7] * y + e[11] * z + e[15] ); // perspective divide
  140. this.x = ( e[0] * x + e[4] * y + e[8] * z + e[12] ) * d;
  141. this.y = ( e[1] * x + e[5] * y + e[9] * z + e[13] ) * d;
  142. this.z = ( e[2] * x + e[6] * y + e[10] * z + e[14] ) * d;
  143. return this;
  144. },
  145. applyQuaternion: function ( q ) {
  146. var x = this.x;
  147. var y = this.y;
  148. var z = this.z;
  149. var qx = q.x;
  150. var qy = q.y;
  151. var qz = q.z;
  152. var qw = q.w;
  153. // calculate quat * vector
  154. var ix = qw * x + qy * z - qz * y;
  155. var iy = qw * y + qz * x - qx * z;
  156. var iz = qw * z + qx * y - qy * x;
  157. var iw = -qx * x - qy * y - qz * z;
  158. // calculate result * inverse quat
  159. this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
  160. this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
  161. this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
  162. return this;
  163. },
  164. transformDirection: function ( m ) {
  165. // input: THREE.Matrix4 affine matrix
  166. // vector interpreted as a direction
  167. var x = this.x, y = this.y, z = this.z;
  168. var e = m.elements;
  169. this.x = e[0] * x + e[4] * y + e[8] * z;
  170. this.y = e[1] * x + e[5] * y + e[9] * z;
  171. this.z = e[2] * x + e[6] * y + e[10] * z;
  172. this.normalize();
  173. return this;
  174. },
  175. divide: function ( v ) {
  176. this.x /= v.x;
  177. this.y /= v.y;
  178. this.z /= v.z;
  179. return this;
  180. },
  181. divideScalar: function ( scalar ) {
  182. if ( scalar !== 0 ) {
  183. var invScalar = 1 / scalar;
  184. this.x *= invScalar;
  185. this.y *= invScalar;
  186. this.z *= invScalar;
  187. } else {
  188. this.x = 0;
  189. this.y = 0;
  190. this.z = 0;
  191. }
  192. return this;
  193. },
  194. min: function ( v ) {
  195. if ( this.x > v.x ) {
  196. this.x = v.x;
  197. }
  198. if ( this.y > v.y ) {
  199. this.y = v.y;
  200. }
  201. if ( this.z > v.z ) {
  202. this.z = v.z;
  203. }
  204. return this;
  205. },
  206. max: function ( v ) {
  207. if ( this.x < v.x ) {
  208. this.x = v.x;
  209. }
  210. if ( this.y < v.y ) {
  211. this.y = v.y;
  212. }
  213. if ( this.z < v.z ) {
  214. this.z = v.z;
  215. }
  216. return this;
  217. },
  218. clamp: function ( min, max ) {
  219. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  220. if ( this.x < min.x ) {
  221. this.x = min.x;
  222. } else if ( this.x > max.x ) {
  223. this.x = max.x;
  224. }
  225. if ( this.y < min.y ) {
  226. this.y = min.y;
  227. } else if ( this.y > max.y ) {
  228. this.y = max.y;
  229. }
  230. if ( this.z < min.z ) {
  231. this.z = min.z;
  232. } else if ( this.z > max.z ) {
  233. this.z = max.z;
  234. }
  235. return this;
  236. },
  237. negate: function () {
  238. return this.multiplyScalar( - 1 );
  239. },
  240. dot: function ( v ) {
  241. return this.x * v.x + this.y * v.y + this.z * v.z;
  242. },
  243. lengthSq: function () {
  244. return this.x * this.x + this.y * this.y + this.z * this.z;
  245. },
  246. length: function () {
  247. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  248. },
  249. lengthManhattan: function () {
  250. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  251. },
  252. normalize: function () {
  253. return this.divideScalar( this.length() );
  254. },
  255. setLength: function ( l ) {
  256. var oldLength = this.length();
  257. if ( oldLength !== 0 && l !== oldLength ) {
  258. this.multiplyScalar( l / oldLength );
  259. }
  260. return this;
  261. },
  262. lerp: function ( v, alpha ) {
  263. this.x += ( v.x - this.x ) * alpha;
  264. this.y += ( v.y - this.y ) * alpha;
  265. this.z += ( v.z - this.z ) * alpha;
  266. return this;
  267. },
  268. cross: function ( v, w ) {
  269. if ( w !== undefined ) {
  270. console.warn( 'DEPRECATED: Vector3\'s .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  271. return this.crossVectors( v, w );
  272. }
  273. var x = this.x, y = this.y, z = this.z;
  274. this.x = y * v.z - z * v.y;
  275. this.y = z * v.x - x * v.z;
  276. this.z = x * v.y - y * v.x;
  277. return this;
  278. },
  279. crossVectors: function ( a, b ) {
  280. var ax = a.x, ay = a.y, az = a.z;
  281. var bx = b.x, by = b.y, bz = b.z;
  282. this.x = ay * bz - az * by;
  283. this.y = az * bx - ax * bz;
  284. this.z = ax * by - ay * bx;
  285. return this;
  286. },
  287. angleTo: function ( v ) {
  288. var theta = this.dot( v ) / ( this.length() * v.length() );
  289. // clamp, to handle numerical problems
  290. return Math.acos( THREE.Math.clamp( theta, -1, 1 ) );
  291. },
  292. distanceTo: function ( v ) {
  293. return Math.sqrt( this.distanceToSquared( v ) );
  294. },
  295. distanceToSquared: function ( v ) {
  296. var dx = this.x - v.x;
  297. var dy = this.y - v.y;
  298. var dz = this.z - v.z;
  299. return dx * dx + dy * dy + dz * dz;
  300. },
  301. setEulerFromRotationMatrix: function ( m, order ) {
  302. console.error( "REMOVED: Vector3\'s setEulerFromRotationMatrix has been removed in favor of Euler.setFromRotationMatrix(), please update your code.");
  303. },
  304. setEulerFromQuaternion: function ( q, order ) {
  305. console.error( "REMOVED: Vector3\'s setEulerFromQuaternion: has been removed in favor of Euler.setFromQuaternion(), please update your code.");
  306. },
  307. getPositionFromMatrix: function ( m ) {
  308. this.x = m.elements[12];
  309. this.y = m.elements[13];
  310. this.z = m.elements[14];
  311. return this;
  312. },
  313. getScaleFromMatrix: function ( m ) {
  314. var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length();
  315. var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length();
  316. var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length();
  317. this.x = sx;
  318. this.y = sy;
  319. this.z = sz;
  320. return this;
  321. },
  322. getColumnFromMatrix: function ( index, matrix ) {
  323. var offset = index * 4;
  324. var me = matrix.elements;
  325. this.x = me[ offset ];
  326. this.y = me[ offset + 1 ];
  327. this.z = me[ offset + 2 ];
  328. return this;
  329. },
  330. equals: function ( v ) {
  331. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  332. },
  333. fromArray: function ( array ) {
  334. this.x = array[ 0 ];
  335. this.y = array[ 1 ];
  336. this.z = array[ 2 ];
  337. return this;
  338. },
  339. toArray: function () {
  340. return [ this.x, this.y, this.z ];
  341. },
  342. clone: function () {
  343. return new THREE.Vector3( this.x, this.y, this.z );
  344. }
  345. };
  346. THREE.extend( THREE.Vector3.prototype, {
  347. applyEuler: function () {
  348. var quaternion = new THREE.Quaternion();
  349. return function ( euler ) {
  350. if ( euler instanceof THREE.Euler === false ) {
  351. console.error( 'ERROR: Vector3\'s .applyEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code.' );
  352. }
  353. this.applyQuaternion( quaternion.setFromEuler( euler ) );
  354. return this;
  355. };
  356. }(),
  357. applyAxisAngle: function () {
  358. var quaternion = new THREE.Quaternion();
  359. return function ( axis, angle ) {
  360. this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
  361. return this;
  362. };
  363. }(),
  364. projectOnVector: function () {
  365. var v1 = new THREE.Vector3();
  366. return function ( vector ) {
  367. v1.copy( vector ).normalize();
  368. var d = this.dot( v1 );
  369. return this.copy( v1 ).multiplyScalar( d );
  370. };
  371. }(),
  372. projectOnPlane: function () {
  373. var v1 = new THREE.Vector3();
  374. return function ( planeNormal ) {
  375. v1.copy( this ).projectOnVector( planeNormal );
  376. return this.sub( v1 );
  377. }
  378. }(),
  379. reflect: function () {
  380. var v1 = new THREE.Vector3();
  381. return function ( vector ) {
  382. v1.copy( this ).projectOnVector( vector ).multiplyScalar( 2 );
  383. return this.subVectors( v1, this );
  384. }
  385. }()
  386. } );
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