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.extend( THREE.Vector3.prototype, {
  15. set: function ( x, y, z ) {
  16. this.x = x;
  17. this.y = y;
  18. this.z = z;
  19. return this;
  20. },
  21. setX: function ( x ) {
  22. this.x = x;
  23. return this;
  24. },
  25. setY: function ( y ) {
  26. this.y = y;
  27. return this;
  28. },
  29. setZ: function ( z ) {
  30. this.z = z;
  31. return this;
  32. },
  33. setComponent: function ( index, value ) {
  34. switch ( index ) {
  35. case 0: this.x = value; break;
  36. case 1: this.y = value; break;
  37. case 2: this.z = value; break;
  38. default: throw new Error( "index is out of range: " + index );
  39. }
  40. },
  41. getComponent: function ( index ) {
  42. switch ( index ) {
  43. case 0: return this.x;
  44. case 1: return this.y;
  45. case 2: return this.z;
  46. default: throw new Error( "index is out of range: " + index );
  47. }
  48. },
  49. copy: function ( v ) {
  50. this.x = v.x;
  51. this.y = v.y;
  52. this.z = v.z;
  53. return this;
  54. },
  55. add: function ( v, w ) {
  56. if ( w !== undefined ) {
  57. console.warn( 'DEPRECATED: Vector3\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  58. return this.addVectors( v, w );
  59. }
  60. this.x += v.x;
  61. this.y += v.y;
  62. this.z += v.z;
  63. return this;
  64. },
  65. addScalar: function ( s ) {
  66. this.x += s;
  67. this.y += s;
  68. this.z += s;
  69. return this;
  70. },
  71. addVectors: function ( a, b ) {
  72. this.x = a.x + b.x;
  73. this.y = a.y + b.y;
  74. this.z = a.z + b.z;
  75. return this;
  76. },
  77. sub: function ( v, w ) {
  78. if ( w !== undefined ) {
  79. console.warn( 'DEPRECATED: Vector3\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  80. return this.subVectors( v, w );
  81. }
  82. this.x -= v.x;
  83. this.y -= v.y;
  84. this.z -= v.z;
  85. return this;
  86. },
  87. subVectors: function ( a, b ) {
  88. this.x = a.x - b.x;
  89. this.y = a.y - b.y;
  90. this.z = a.z - b.z;
  91. return this;
  92. },
  93. multiply: function ( v, w ) {
  94. if ( w !== undefined ) {
  95. console.warn( 'DEPRECATED: Vector3\'s .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  96. return this.multiplyVectors( v, w );
  97. }
  98. this.x *= v.x;
  99. this.y *= v.y;
  100. this.z *= v.z;
  101. return this;
  102. },
  103. multiplyScalar: function ( s ) {
  104. this.x *= s;
  105. this.y *= s;
  106. this.z *= s;
  107. return this;
  108. },
  109. multiplyVectors: function ( a, b ) {
  110. this.x = a.x * b.x;
  111. this.y = a.y * b.y;
  112. this.z = a.z * b.z;
  113. return this;
  114. },
  115. applyMatrix3: function ( m ) {
  116. var x = this.x;
  117. var y = this.y;
  118. var z = this.z;
  119. var e = m.elements;
  120. this.x = e[0] * x + e[3] * y + e[6] * z;
  121. this.y = e[1] * x + e[4] * y + e[7] * z;
  122. this.z = e[2] * x + e[5] * y + e[8] * z;
  123. return this;
  124. },
  125. applyMatrix4: function ( m ) {
  126. // input: THREE.Matrix4 affine matrix
  127. var x = this.x, y = this.y, z = this.z;
  128. var e = m.elements;
  129. this.x = e[0] * x + e[4] * y + e[8] * z + e[12];
  130. this.y = e[1] * x + e[5] * y + e[9] * z + e[13];
  131. this.z = e[2] * x + e[6] * y + e[10] * z + e[14];
  132. return this;
  133. },
  134. applyProjection: function ( m ) {
  135. // input: THREE.Matrix4 projection matrix
  136. var x = this.x, y = this.y, z = this.z;
  137. var e = m.elements;
  138. var d = 1 / ( e[3] * x + e[7] * y + e[11] * z + e[15] ); // perspective divide
  139. this.x = ( e[0] * x + e[4] * y + e[8] * z + e[12] ) * d;
  140. this.y = ( e[1] * x + e[5] * y + e[9] * z + e[13] ) * d;
  141. this.z = ( e[2] * x + e[6] * y + e[10] * z + e[14] ) * d;
  142. return this;
  143. },
  144. applyQuaternion: function ( q ) {
  145. var x = this.x;
  146. var y = this.y;
  147. var z = this.z;
  148. var qx = q.x;
  149. var qy = q.y;
  150. var qz = q.z;
  151. var qw = q.w;
  152. // calculate quat * vector
  153. var ix = qw * x + qy * z - qz * y;
  154. var iy = qw * y + qz * x - qx * z;
  155. var iz = qw * z + qx * y - qy * x;
  156. var iw = -qx * x - qy * y - qz * z;
  157. // calculate result * inverse quat
  158. this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
  159. this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
  160. this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
  161. return this;
  162. },
  163. applyEuler: function() {
  164. var q1 = new THREE.Quaternion();
  165. return function ( v, eulerOrder ) {
  166. var quaternion = q1.setFromEuler( v, eulerOrder );
  167. this.applyQuaternion( quaternion );
  168. return this;
  169. };
  170. }(),
  171. applyAxisAngle: function() {
  172. var q1 = new THREE.Quaternion();
  173. return function ( axis, angle ) {
  174. var quaternion = q1.setFromAxisAngle( axis, angle );
  175. this.applyQuaternion( quaternion );
  176. return this;
  177. };
  178. }(),
  179. divide: function ( v ) {
  180. this.x /= v.x;
  181. this.y /= v.y;
  182. this.z /= v.z;
  183. return this;
  184. },
  185. divideScalar: function ( s ) {
  186. if ( s !== 0 ) {
  187. this.x /= s;
  188. this.y /= s;
  189. this.z /= s;
  190. } else {
  191. this.x = 0;
  192. this.y = 0;
  193. this.z = 0;
  194. }
  195. return this;
  196. },
  197. min: function ( v ) {
  198. if ( this.x > v.x ) {
  199. this.x = v.x;
  200. }
  201. if ( this.y > v.y ) {
  202. this.y = v.y;
  203. }
  204. if ( this.z > v.z ) {
  205. this.z = v.z;
  206. }
  207. return this;
  208. },
  209. max: function ( v ) {
  210. if ( this.x < v.x ) {
  211. this.x = v.x;
  212. }
  213. if ( this.y < v.y ) {
  214. this.y = v.y;
  215. }
  216. if ( this.z < v.z ) {
  217. this.z = v.z;
  218. }
  219. return this;
  220. },
  221. clamp: function ( min, max ) {
  222. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  223. if ( this.x < min.x ) {
  224. this.x = min.x;
  225. } else if ( this.x > max.x ) {
  226. this.x = max.x;
  227. }
  228. if ( this.y < min.y ) {
  229. this.y = min.y;
  230. } else if ( this.y > max.y ) {
  231. this.y = max.y;
  232. }
  233. if ( this.z < min.z ) {
  234. this.z = min.z;
  235. } else if ( this.z > max.z ) {
  236. this.z = max.z;
  237. }
  238. return this;
  239. },
  240. negate: function() {
  241. return this.multiplyScalar( - 1 );
  242. },
  243. dot: function ( v ) {
  244. return this.x * v.x + this.y * v.y + this.z * v.z;
  245. },
  246. lengthSq: function () {
  247. return this.x * this.x + this.y * this.y + this.z * this.z;
  248. },
  249. length: function () {
  250. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  251. },
  252. lengthManhattan: function () {
  253. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  254. },
  255. normalize: function () {
  256. return this.divideScalar( this.length() );
  257. },
  258. setLength: function ( l ) {
  259. var oldLength = this.length();
  260. if ( oldLength !== 0 && l !== oldLength ) {
  261. this.multiplyScalar( l / oldLength );
  262. }
  263. return this;
  264. },
  265. lerp: function ( v, alpha ) {
  266. this.x += ( v.x - this.x ) * alpha;
  267. this.y += ( v.y - this.y ) * alpha;
  268. this.z += ( v.z - this.z ) * alpha;
  269. return this;
  270. },
  271. cross: function ( v, w ) {
  272. if ( w !== undefined ) {
  273. console.warn( 'DEPRECATED: Vector3\'s .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  274. return this.crossVectors( v, w );
  275. }
  276. var x = this.x, y = this.y, z = this.z;
  277. this.x = y * v.z - z * v.y;
  278. this.y = z * v.x - x * v.z;
  279. this.z = x * v.y - y * v.x;
  280. return this;
  281. },
  282. crossVectors: function ( a, b ) {
  283. this.x = a.y * b.z - a.z * b.y;
  284. this.y = a.z * b.x - a.x * b.z;
  285. this.z = a.x * b.y - a.y * b.x;
  286. return this;
  287. },
  288. angleTo: function ( v ) {
  289. return Math.acos( this.dot( v ) / this.length() / v.length() );
  290. },
  291. distanceTo: function ( v ) {
  292. return Math.sqrt( this.distanceToSquared( v ) );
  293. },
  294. distanceToSquared: function ( v ) {
  295. var dx = this.x - v.x;
  296. var dy = this.y - v.y;
  297. var dz = this.z - v.z;
  298. return dx * dx + dy * dy + dz * dz;
  299. },
  300. getPositionFromMatrix: function ( m ) {
  301. this.x = m.elements[12];
  302. this.y = m.elements[13];
  303. this.z = m.elements[14];
  304. return this;
  305. },
  306. setEulerFromRotationMatrix: function ( m, order ) {
  307. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  308. // clamp, to handle numerical problems
  309. function clamp( x ) {
  310. return Math.min( Math.max( x, -1 ), 1 );
  311. }
  312. var te = m.elements;
  313. var m11 = te[0], m12 = te[4], m13 = te[8];
  314. var m21 = te[1], m22 = te[5], m23 = te[9];
  315. var m31 = te[2], m32 = te[6], m33 = te[10];
  316. if ( order === undefined || order === 'XYZ' ) {
  317. this.y = Math.asin( clamp( m13 ) );
  318. if ( Math.abs( m13 ) < 0.99999 ) {
  319. this.x = Math.atan2( - m23, m33 );
  320. this.z = Math.atan2( - m12, m11 );
  321. } else {
  322. this.x = Math.atan2( m32, m22 );
  323. this.z = 0;
  324. }
  325. } else if ( order === 'YXZ' ) {
  326. this.x = Math.asin( - clamp( m23 ) );
  327. if ( Math.abs( m23 ) < 0.99999 ) {
  328. this.y = Math.atan2( m13, m33 );
  329. this.z = Math.atan2( m21, m22 );
  330. } else {
  331. this.y = Math.atan2( - m31, m11 );
  332. this.z = 0;
  333. }
  334. } else if ( order === 'ZXY' ) {
  335. this.x = Math.asin( clamp( m32 ) );
  336. if ( Math.abs( m32 ) < 0.99999 ) {
  337. this.y = Math.atan2( - m31, m33 );
  338. this.z = Math.atan2( - m12, m22 );
  339. } else {
  340. this.y = 0;
  341. this.z = Math.atan2( m21, m11 );
  342. }
  343. } else if ( order === 'ZYX' ) {
  344. this.y = Math.asin( - clamp( m31 ) );
  345. if ( Math.abs( m31 ) < 0.99999 ) {
  346. this.x = Math.atan2( m32, m33 );
  347. this.z = Math.atan2( m21, m11 );
  348. } else {
  349. this.x = 0;
  350. this.z = Math.atan2( - m12, m22 );
  351. }
  352. } else if ( order === 'YZX' ) {
  353. this.z = Math.asin( clamp( m21 ) );
  354. if ( Math.abs( m21 ) < 0.99999 ) {
  355. this.x = Math.atan2( - m23, m22 );
  356. this.y = Math.atan2( - m31, m11 );
  357. } else {
  358. this.x = 0;
  359. this.y = Math.atan2( m13, m33 );
  360. }
  361. } else if ( order === 'XZY' ) {
  362. this.z = Math.asin( - clamp( m12 ) );
  363. if ( Math.abs( m12 ) < 0.99999 ) {
  364. this.x = Math.atan2( m32, m22 );
  365. this.y = Math.atan2( m13, m11 );
  366. } else {
  367. this.x = Math.atan2( - m23, m33 );
  368. this.y = 0;
  369. }
  370. }
  371. return this;
  372. },
  373. setEulerFromQuaternion: function ( q, order ) {
  374. // q is assumed to be normalized
  375. // clamp, to handle numerical problems
  376. function clamp( x ) {
  377. return Math.min( Math.max( x, -1 ), 1 );
  378. }
  379. // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
  380. var sqx = q.x * q.x;
  381. var sqy = q.y * q.y;
  382. var sqz = q.z * q.z;
  383. var sqw = q.w * q.w;
  384. if ( order === undefined || order === 'XYZ' ) {
  385. this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
  386. this.y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ) ) );
  387. this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
  388. } else if ( order === 'YXZ' ) {
  389. this.x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ) ) );
  390. this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
  391. this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
  392. } else if ( order === 'ZXY' ) {
  393. this.x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ) ) );
  394. this.y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
  395. this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
  396. } else if ( order === 'ZYX' ) {
  397. this.x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
  398. this.y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ) ) );
  399. this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
  400. } else if ( order === 'YZX' ) {
  401. this.x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
  402. this.y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
  403. this.z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ) ) );
  404. } else if ( order === 'XZY' ) {
  405. this.x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
  406. this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
  407. this.z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ) ) );
  408. }
  409. return this;
  410. },
  411. getScaleFromMatrix: function ( m ) {
  412. var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length();
  413. var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length();
  414. var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length();
  415. this.x = sx;
  416. this.y = sy;
  417. this.z = sz;
  418. return this;
  419. },
  420. equals: function ( v ) {
  421. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  422. },
  423. clone: function () {
  424. return new THREE.Vector3( this.x, this.y, this.z );
  425. }
  426. } );
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