Vector3.js 12 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 ( s ) {
  105. this.x *= s;
  106. this.y *= s;
  107. this.z *= s;
  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. var x = this.x;
  128. var y = this.y;
  129. var z = this.z;
  130. var e = m.elements;
  131. var d = 1 / ( e[3] * x + e[7] * y + e[11] * z + e[15] );
  132. this.x = ( e[0] * x + e[4] * y + e[8] * z + e[12] ) * d;
  133. this.y = ( e[1] * x + e[5] * y + e[9] * z + e[13] ) * d;
  134. this.z = ( e[2] * x + e[6] * y + e[10] * z + e[14] ) * d;
  135. return this;
  136. },
  137. applyQuaternion: function ( q ) {
  138. var x = this.x;
  139. var y = this.y;
  140. var z = this.z;
  141. var qx = q.x;
  142. var qy = q.y;
  143. var qz = q.z;
  144. var qw = q.w;
  145. // calculate quat * vector
  146. var ix = qw * x + qy * z - qz * y;
  147. var iy = qw * y + qz * x - qx * z;
  148. var iz = qw * z + qx * y - qy * x;
  149. var iw = -qx * x - qy * y - qz * z;
  150. // calculate result * inverse quat
  151. this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
  152. this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
  153. this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
  154. return this;
  155. },
  156. applyEuler: function ( v, eulerOrder ) {
  157. var quaternion = THREE.Vector3.__q1.setFromEuler( v, eulerOrder );
  158. this.applyQuaternion( quaternion );
  159. return this;
  160. },
  161. applyAxisAngle: function ( axis, angle ) {
  162. var quaternion = THREE.Vector3.__q1.setFromAxisAngle( axis, angle );
  163. this.applyQuaternion( quaternion );
  164. return this;
  165. },
  166. divide: function ( v ) {
  167. this.x /= v.x;
  168. this.y /= v.y;
  169. this.z /= v.z;
  170. return this;
  171. },
  172. divideScalar: function ( s ) {
  173. if ( s !== 0 ) {
  174. this.x /= s;
  175. this.y /= s;
  176. this.z /= s;
  177. } else {
  178. this.x = 0;
  179. this.y = 0;
  180. this.z = 0;
  181. }
  182. return this;
  183. },
  184. min: function ( v ) {
  185. if ( this.x > v.x ) {
  186. this.x = v.x;
  187. }
  188. if ( this.y > v.y ) {
  189. this.y = v.y;
  190. }
  191. if ( this.z > v.z ) {
  192. this.z = v.z;
  193. }
  194. return this;
  195. },
  196. max: function ( v ) {
  197. if ( this.x < v.x ) {
  198. this.x = v.x;
  199. }
  200. if ( this.y < v.y ) {
  201. this.y = v.y;
  202. }
  203. if ( this.z < v.z ) {
  204. this.z = v.z;
  205. }
  206. return this;
  207. },
  208. clamp: function ( min, max ) {
  209. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  210. if ( this.x < min.x ) {
  211. this.x = min.x;
  212. } else if ( this.x > max.x ) {
  213. this.x = max.x;
  214. }
  215. if ( this.y < min.y ) {
  216. this.y = min.y;
  217. } else if ( this.y > max.y ) {
  218. this.y = max.y;
  219. }
  220. if ( this.z < min.z ) {
  221. this.z = min.z;
  222. } else if ( this.z > max.z ) {
  223. this.z = max.z;
  224. }
  225. return this;
  226. },
  227. negate: function() {
  228. return this.multiplyScalar( - 1 );
  229. },
  230. dot: function ( v ) {
  231. return this.x * v.x + this.y * v.y + this.z * v.z;
  232. },
  233. lengthSq: function () {
  234. return this.x * this.x + this.y * this.y + this.z * this.z;
  235. },
  236. length: function () {
  237. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  238. },
  239. lengthManhattan: function () {
  240. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  241. },
  242. normalize: function () {
  243. return this.divideScalar( this.length() );
  244. },
  245. setLength: function ( l ) {
  246. var oldLength = this.length();
  247. if ( oldLength !== 0 && l !== oldLength ) {
  248. this.multiplyScalar( l / oldLength );
  249. }
  250. return this;
  251. },
  252. lerp: function ( v, alpha ) {
  253. this.x += ( v.x - this.x ) * alpha;
  254. this.y += ( v.y - this.y ) * alpha;
  255. this.z += ( v.z - this.z ) * alpha;
  256. return this;
  257. },
  258. cross: function ( v, w ) {
  259. if ( w !== undefined ) {
  260. console.warn( 'DEPRECATED: Vector3\'s .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  261. return this.crossVectors( v, w );
  262. }
  263. var x = this.x, y = this.y, z = this.z;
  264. this.x = y * v.z - z * v.y;
  265. this.y = z * v.x - x * v.z;
  266. this.z = x * v.y - y * v.x;
  267. return this;
  268. },
  269. crossVectors: function ( a, b ) {
  270. this.x = a.y * b.z - a.z * b.y;
  271. this.y = a.z * b.x - a.x * b.z;
  272. this.z = a.x * b.y - a.y * b.x;
  273. return this;
  274. },
  275. angleTo: function ( v ) {
  276. return Math.acos( this.dot( v ) / this.length() / v.length() );
  277. },
  278. distanceTo: function ( v ) {
  279. return Math.sqrt( this.distanceToSquared( v ) );
  280. },
  281. distanceToSquared: function ( v ) {
  282. var dx = this.x - v.x;
  283. var dy = this.y - v.y;
  284. var dz = this.z - v.z;
  285. return dx * dx + dy * dy + dz * dz;
  286. },
  287. getPositionFromMatrix: function ( m ) {
  288. this.x = m.elements[12];
  289. this.y = m.elements[13];
  290. this.z = m.elements[14];
  291. return this;
  292. },
  293. setEulerFromRotationMatrix: function ( m, order ) {
  294. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  295. // clamp, to handle numerical problems
  296. function clamp( x ) {
  297. return Math.min( Math.max( x, -1 ), 1 );
  298. }
  299. var te = m.elements;
  300. var m11 = te[0], m12 = te[4], m13 = te[8];
  301. var m21 = te[1], m22 = te[5], m23 = te[9];
  302. var m31 = te[2], m32 = te[6], m33 = te[10];
  303. if ( order === undefined || order === 'XYZ' ) {
  304. this.y = Math.asin( clamp( m13 ) );
  305. if ( Math.abs( m13 ) < 0.99999 ) {
  306. this.x = Math.atan2( - m23, m33 );
  307. this.z = Math.atan2( - m12, m11 );
  308. } else {
  309. this.x = Math.atan2( m32, m22 );
  310. this.z = 0;
  311. }
  312. } else if ( order === 'YXZ' ) {
  313. this.x = Math.asin( - clamp( m23 ) );
  314. if ( Math.abs( m23 ) < 0.99999 ) {
  315. this.y = Math.atan2( m13, m33 );
  316. this.z = Math.atan2( m21, m22 );
  317. } else {
  318. this.y = Math.atan2( - m31, m11 );
  319. this.z = 0;
  320. }
  321. } else if ( order === 'ZXY' ) {
  322. this.x = Math.asin( clamp( m32 ) );
  323. if ( Math.abs( m32 ) < 0.99999 ) {
  324. this.y = Math.atan2( - m31, m33 );
  325. this.z = Math.atan2( - m12, m22 );
  326. } else {
  327. this.y = 0;
  328. this.z = Math.atan2( m21, m11 );
  329. }
  330. } else if ( order === 'ZYX' ) {
  331. this.y = Math.asin( - clamp( m31 ) );
  332. if ( Math.abs( m31 ) < 0.99999 ) {
  333. this.x = Math.atan2( m32, m33 );
  334. this.z = Math.atan2( m21, m11 );
  335. } else {
  336. this.x = 0;
  337. this.z = Math.atan2( - m12, m22 );
  338. }
  339. } else if ( order === 'YZX' ) {
  340. this.z = Math.asin( clamp( m21 ) );
  341. if ( Math.abs( m21 ) < 0.99999 ) {
  342. this.x = Math.atan2( - m23, m22 );
  343. this.y = Math.atan2( - m31, m11 );
  344. } else {
  345. this.x = 0;
  346. this.y = Math.atan2( m13, m33 );
  347. }
  348. } else if ( order === 'XZY' ) {
  349. this.z = Math.asin( - clamp( m12 ) );
  350. if ( Math.abs( m12 ) < 0.99999 ) {
  351. this.x = Math.atan2( m32, m22 );
  352. this.y = Math.atan2( m13, m11 );
  353. } else {
  354. this.x = Math.atan2( - m23, m33 );
  355. this.y = 0;
  356. }
  357. }
  358. return this;
  359. },
  360. setEulerFromQuaternion: function ( q, order ) {
  361. // q is assumed to be normalized
  362. // clamp, to handle numerical problems
  363. function clamp( x ) {
  364. return Math.min( Math.max( x, -1 ), 1 );
  365. }
  366. // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
  367. var sqx = q.x * q.x;
  368. var sqy = q.y * q.y;
  369. var sqz = q.z * q.z;
  370. var sqw = q.w * q.w;
  371. if ( order === undefined || order === 'XYZ' ) {
  372. this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
  373. this.y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ) ) );
  374. this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
  375. } else if ( order === 'YXZ' ) {
  376. this.x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ) ) );
  377. this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
  378. this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
  379. } else if ( order === 'ZXY' ) {
  380. this.x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ) ) );
  381. this.y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
  382. this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
  383. } else if ( order === 'ZYX' ) {
  384. this.x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
  385. this.y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ) ) );
  386. this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
  387. } else if ( order === 'YZX' ) {
  388. this.x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
  389. this.y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
  390. this.z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ) ) );
  391. } else if ( order === 'XZY' ) {
  392. this.x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
  393. this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
  394. this.z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ) ) );
  395. }
  396. return this;
  397. },
  398. getScaleFromMatrix: function ( m ) {
  399. var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length();
  400. var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length();
  401. var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length();
  402. this.x = sx;
  403. this.y = sy;
  404. this.z = sz;
  405. return this;
  406. },
  407. equals: function ( v ) {
  408. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  409. },
  410. clone: function () {
  411. return new THREE.Vector3( this.x, this.y, this.z );
  412. }
  413. };
  414. THREE.Vector3.__q1 = new THREE.Quaternion();
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