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 ( 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. applyEuler: function () {
  117. var quaternion;
  118. return function ( euler ) {
  119. if ( euler instanceof THREE.Euler === false ) {
  120. console.error( 'ERROR: Vector3\'s .applyEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code.' );
  121. }
  122. if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
  123. this.applyQuaternion( quaternion.setFromEuler( euler ) );
  124. return this;
  125. };
  126. }(),
  127. applyAxisAngle: function () {
  128. var quaternion;
  129. return function ( axis, angle ) {
  130. if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
  131. this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
  132. return this;
  133. };
  134. }(),
  135. applyMatrix3: function ( m ) {
  136. var x = this.x;
  137. var y = this.y;
  138. var z = this.z;
  139. var e = m.elements;
  140. this.x = e[0] * x + e[3] * y + e[6] * z;
  141. this.y = e[1] * x + e[4] * y + e[7] * z;
  142. this.z = e[2] * x + e[5] * y + e[8] * z;
  143. return this;
  144. },
  145. applyMatrix4: function ( m ) {
  146. // input: THREE.Matrix4 affine matrix
  147. var x = this.x, y = this.y, z = this.z;
  148. var e = m.elements;
  149. this.x = e[0] * x + e[4] * y + e[8] * z + e[12];
  150. this.y = e[1] * x + e[5] * y + e[9] * z + e[13];
  151. this.z = e[2] * x + e[6] * y + e[10] * z + e[14];
  152. return this;
  153. },
  154. applyProjection: function ( m ) {
  155. // input: THREE.Matrix4 projection matrix
  156. var x = this.x, y = this.y, z = this.z;
  157. var e = m.elements;
  158. var d = 1 / ( e[3] * x + e[7] * y + e[11] * z + e[15] ); // perspective divide
  159. this.x = ( e[0] * x + e[4] * y + e[8] * z + e[12] ) * d;
  160. this.y = ( e[1] * x + e[5] * y + e[9] * z + e[13] ) * d;
  161. this.z = ( e[2] * x + e[6] * y + e[10] * z + e[14] ) * d;
  162. return this;
  163. },
  164. applyQuaternion: function ( q ) {
  165. var x = this.x;
  166. var y = this.y;
  167. var z = this.z;
  168. var qx = q.x;
  169. var qy = q.y;
  170. var qz = q.z;
  171. var qw = q.w;
  172. // calculate quat * vector
  173. var ix = qw * x + qy * z - qz * y;
  174. var iy = qw * y + qz * x - qx * z;
  175. var iz = qw * z + qx * y - qy * x;
  176. var iw = -qx * x - qy * y - qz * z;
  177. // calculate result * inverse quat
  178. this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
  179. this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
  180. this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
  181. return this;
  182. },
  183. transformDirection: function ( m ) {
  184. // input: THREE.Matrix4 affine matrix
  185. // vector interpreted as a direction
  186. var x = this.x, y = this.y, z = this.z;
  187. var e = m.elements;
  188. this.x = e[0] * x + e[4] * y + e[8] * z;
  189. this.y = e[1] * x + e[5] * y + e[9] * z;
  190. this.z = e[2] * x + e[6] * y + e[10] * z;
  191. this.normalize();
  192. return this;
  193. },
  194. divide: function ( v ) {
  195. this.x /= v.x;
  196. this.y /= v.y;
  197. this.z /= v.z;
  198. return this;
  199. },
  200. divideScalar: function ( scalar ) {
  201. if ( scalar !== 0 ) {
  202. var invScalar = 1 / scalar;
  203. this.x *= invScalar;
  204. this.y *= invScalar;
  205. this.z *= invScalar;
  206. } else {
  207. this.x = 0;
  208. this.y = 0;
  209. this.z = 0;
  210. }
  211. return this;
  212. },
  213. min: function ( v ) {
  214. if ( this.x > v.x ) {
  215. this.x = v.x;
  216. }
  217. if ( this.y > v.y ) {
  218. this.y = v.y;
  219. }
  220. if ( this.z > v.z ) {
  221. this.z = v.z;
  222. }
  223. return this;
  224. },
  225. max: function ( v ) {
  226. if ( this.x < v.x ) {
  227. this.x = v.x;
  228. }
  229. if ( this.y < v.y ) {
  230. this.y = v.y;
  231. }
  232. if ( this.z < v.z ) {
  233. this.z = v.z;
  234. }
  235. return this;
  236. },
  237. clamp: function ( min, max ) {
  238. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  239. if ( this.x < min.x ) {
  240. this.x = min.x;
  241. } else if ( this.x > max.x ) {
  242. this.x = max.x;
  243. }
  244. if ( this.y < min.y ) {
  245. this.y = min.y;
  246. } else if ( this.y > max.y ) {
  247. this.y = max.y;
  248. }
  249. if ( this.z < min.z ) {
  250. this.z = min.z;
  251. } else if ( this.z > max.z ) {
  252. this.z = max.z;
  253. }
  254. return this;
  255. },
  256. clampScalar: ( function () {
  257. var min, max;
  258. return function ( minVal, maxVal ) {
  259. if ( min === undefined ) {
  260. min = new THREE.Vector3();
  261. max = new THREE.Vector3();
  262. }
  263. min.set( minVal, minVal, minVal );
  264. max.set( maxVal, maxVal, maxVal );
  265. return this.clamp( min, max );
  266. };
  267. } )(),
  268. floor: function () {
  269. this.x = Math.floor( this.x );
  270. this.y = Math.floor( this.y );
  271. this.z = Math.floor( this.z );
  272. return this;
  273. },
  274. ceil: function () {
  275. this.x = Math.ceil( this.x );
  276. this.y = Math.ceil( this.y );
  277. this.z = Math.ceil( this.z );
  278. return this;
  279. },
  280. round: function () {
  281. this.x = Math.round( this.x );
  282. this.y = Math.round( this.y );
  283. this.z = Math.round( this.z );
  284. return this;
  285. },
  286. roundToZero: function () {
  287. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  288. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  289. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  290. return this;
  291. },
  292. negate: function () {
  293. return this.multiplyScalar( - 1 );
  294. },
  295. dot: function ( v ) {
  296. return this.x * v.x + this.y * v.y + this.z * v.z;
  297. },
  298. lengthSq: function () {
  299. return this.x * this.x + this.y * this.y + this.z * this.z;
  300. },
  301. length: function () {
  302. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  303. },
  304. lengthManhattan: function () {
  305. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  306. },
  307. normalize: function () {
  308. return this.divideScalar( this.length() );
  309. },
  310. setLength: function ( l ) {
  311. var oldLength = this.length();
  312. if ( oldLength !== 0 && l !== oldLength ) {
  313. this.multiplyScalar( l / oldLength );
  314. }
  315. return this;
  316. },
  317. lerp: function ( v, alpha ) {
  318. this.x += ( v.x - this.x ) * alpha;
  319. this.y += ( v.y - this.y ) * alpha;
  320. this.z += ( v.z - this.z ) * alpha;
  321. return this;
  322. },
  323. cross: function ( v, w ) {
  324. if ( w !== undefined ) {
  325. console.warn( 'DEPRECATED: Vector3\'s .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  326. return this.crossVectors( v, w );
  327. }
  328. var x = this.x, y = this.y, z = this.z;
  329. this.x = y * v.z - z * v.y;
  330. this.y = z * v.x - x * v.z;
  331. this.z = x * v.y - y * v.x;
  332. return this;
  333. },
  334. crossVectors: function ( a, b ) {
  335. var ax = a.x, ay = a.y, az = a.z;
  336. var bx = b.x, by = b.y, bz = b.z;
  337. this.x = ay * bz - az * by;
  338. this.y = az * bx - ax * bz;
  339. this.z = ax * by - ay * bx;
  340. return this;
  341. },
  342. projectOnVector: function () {
  343. var v1, dot;
  344. return function ( vector ) {
  345. if ( v1 === undefined ) v1 = new THREE.Vector3();
  346. v1.copy( vector ).normalize();
  347. dot = this.dot( v1 );
  348. return this.copy( v1 ).multiplyScalar( dot );
  349. };
  350. }(),
  351. projectOnPlane: function () {
  352. var v1;
  353. return function ( planeNormal ) {
  354. if ( v1 === undefined ) v1 = new THREE.Vector3();
  355. v1.copy( this ).projectOnVector( planeNormal );
  356. return this.sub( v1 );
  357. }
  358. }(),
  359. reflect: function () {
  360. // reflect incident vector off plane orthogonal to normal
  361. // normal is assumed to have unit length
  362. var v1;
  363. return function ( normal ) {
  364. if ( v1 === undefined ) v1 = new THREE.Vector3();
  365. return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  366. }
  367. }(),
  368. angleTo: function ( v ) {
  369. var theta = this.dot( v ) / ( this.length() * v.length() );
  370. // clamp, to handle numerical problems
  371. return Math.acos( THREE.Math.clamp( theta, -1, 1 ) );
  372. },
  373. distanceTo: function ( v ) {
  374. return Math.sqrt( this.distanceToSquared( v ) );
  375. },
  376. distanceToSquared: function ( v ) {
  377. var dx = this.x - v.x;
  378. var dy = this.y - v.y;
  379. var dz = this.z - v.z;
  380. return dx * dx + dy * dy + dz * dz;
  381. },
  382. setEulerFromRotationMatrix: function ( m, order ) {
  383. console.error( "REMOVED: Vector3\'s setEulerFromRotationMatrix has been removed in favor of Euler.setFromRotationMatrix(), please update your code.");
  384. },
  385. setEulerFromQuaternion: function ( q, order ) {
  386. console.error( "REMOVED: Vector3\'s setEulerFromQuaternion: has been removed in favor of Euler.setFromQuaternion(), please update your code.");
  387. },
  388. getPositionFromMatrix: function ( m ) {
  389. console.warn( "DEPRECATED: Vector3\'s .getPositionFromMatrix() has been renamed to .setFromMatrixPosition(). Please update your code." );
  390. return this.setFromMatrixPosition( m );
  391. },
  392. getScaleFromMatrix: function ( m ) {
  393. console.warn( "DEPRECATED: Vector3\'s .getScaleFromMatrix() has been renamed to .setFromMatrixScale(). Please update your code." );
  394. return this.setFromMatrixScale( m );
  395. },
  396. getColumnFromMatrix: function ( index, matrix ) {
  397. console.warn( "DEPRECATED: Vector3\'s .getColumnFromMatrix() has been renamed to .setFromMatrixColumn(). Please update your code." );
  398. return this.setFromMatrixColumn( index, matrix );
  399. },
  400. setFromMatrixPosition: function ( m ) {
  401. this.x = m.elements[ 12 ];
  402. this.y = m.elements[ 13 ];
  403. this.z = m.elements[ 14 ];
  404. return this;
  405. },
  406. setFromMatrixScale: function ( m ) {
  407. var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
  408. var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
  409. var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
  410. this.x = sx;
  411. this.y = sy;
  412. this.z = sz;
  413. return this;
  414. },
  415. setFromMatrixColumn: function ( index, matrix ) {
  416. var offset = index * 4;
  417. var me = matrix.elements;
  418. this.x = me[ offset ];
  419. this.y = me[ offset + 1 ];
  420. this.z = me[ offset + 2 ];
  421. return this;
  422. },
  423. equals: function ( v ) {
  424. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  425. },
  426. fromArray: function ( array ) {
  427. this.x = array[ 0 ];
  428. this.y = array[ 1 ];
  429. this.z = array[ 2 ];
  430. return this;
  431. },
  432. toArray: function () {
  433. return [ this.x, this.y, this.z ];
  434. },
  435. clone: function () {
  436. return new THREE.Vector3( this.x, this.y, this.z );
  437. }
  438. };
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