Something went wrong. Try again.
[READ-ONLY] Mirror of https://github.com/flo-bit/shapecraft. flo-bit.dev/shapecraft
Something went wrong. Try again.
11 kB · 724 lines
JavaScript
at commit da69385e
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725import * as MathUtils from './MathUtils.js';import { Quaternion } from './Quaternion.js';
class Vector3 {
constructor( x = 0, y = 0, z = 0 ) {
Vector3.prototype.isVector3 = true;
this.x = x; this.y = y; this.z = z;
}
set( x, y, z ) {
if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
this.x = x; this.y = y; this.z = z;
return this;
}
setScalar( scalar ) {
this.x = scalar; this.y = scalar; this.z = scalar;
return this;
}
setX( x ) {
this.x = x;
return this;
}
setY( y ) {
this.y = y;
return this;
}
setZ( z ) {
this.z = z;
return this;
}
setComponent( index, value ) {
switch ( index ) {
case 0: this.x = value; break; case 1: this.y = value; break; case 2: this.z = value; break; default: throw new Error( 'index is out of range: ' + index );
}
return this;
}
getComponent( index ) {
switch ( index ) {
case 0: return this.x; case 1: return this.y; case 2: return this.z; default: throw new Error( 'index is out of range: ' + index );
}
}
clone() {
return new this.constructor( this.x, this.y, this.z );
}
copy( v ) {
this.x = v.x; this.y = v.y; this.z = v.z;
return this;
}
add( v ) {
this.x += v.x; this.y += v.y; this.z += v.z;
return this;
}
addScalar( s ) {
this.x += s; this.y += s; this.z += s;
return this;
}
addVectors( a, b ) {
this.x = a.x + b.x; this.y = a.y + b.y; this.z = a.z + b.z;
return this;
}
addScaledVector( v, s ) {
this.x += v.x * s; this.y += v.y * s; this.z += v.z * s;
return this;
}
sub( v ) {
this.x -= v.x; this.y -= v.y; this.z -= v.z;
return this;
}
subScalar( s ) {
this.x -= s; this.y -= s; this.z -= s;
return this;
}
subVectors( a, b ) {
this.x = a.x - b.x; this.y = a.y - b.y; this.z = a.z - b.z;
return this;
}
multiply( v ) {
this.x *= v.x; this.y *= v.y; this.z *= v.z;
return this;
}
multiplyScalar( scalar ) {
this.x *= scalar; this.y *= scalar; this.z *= scalar;
return this;
}
multiplyVectors( a, b ) {
this.x = a.x * b.x; this.y = a.y * b.y; this.z = a.z * b.z;
return this;
}
applyEuler( euler ) {
return this.applyQuaternion( _quaternion.setFromEuler( euler ) );
}
applyAxisAngle( axis, angle ) {
return this.applyQuaternion( _quaternion.setFromAxisAngle( axis, angle ) );
}
applyMatrix3( m ) {
const x = this.x, y = this.y, z = this.z; const e = m.elements;
this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z; this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z; this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
return this;
}
applyNormalMatrix( m ) {
return this.applyMatrix3( m ).normalize();
}
applyMatrix4( m ) {
const x = this.x, y = this.y, z = this.z; const e = m.elements;
const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w; this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w; this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
return this;
}
applyQuaternion( q ) {
// quaternion q is assumed to have unit length
const vx = this.x, vy = this.y, vz = this.z; const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
// t = 2 * cross( q.xyz, v ); const tx = 2 * ( qy * vz - qz * vy ); const ty = 2 * ( qz * vx - qx * vz ); const tz = 2 * ( qx * vy - qy * vx );
// v + q.w * t + cross( q.xyz, t ); this.x = vx + qw * tx + qy * tz - qz * ty; this.y = vy + qw * ty + qz * tx - qx * tz; this.z = vz + qw * tz + qx * ty - qy * tx;
return this;
}
project( camera ) {
return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
}
unproject( camera ) {
return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
}
transformDirection( m ) {
// input: THREE.Matrix4 affine matrix // vector interpreted as a direction
const x = this.x, y = this.y, z = this.z; const e = m.elements;
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z; this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z; this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
return this.normalize();
}
divide( v ) {
this.x /= v.x; this.y /= v.y; this.z /= v.z;
return this;
}
divideScalar( scalar ) {
return this.multiplyScalar( 1 / scalar );
}
min( v ) {
this.x = Math.min( this.x, v.x ); this.y = Math.min( this.y, v.y ); this.z = Math.min( this.z, v.z );
return this;
}
max( v ) {
this.x = Math.max( this.x, v.x ); this.y = Math.max( this.y, v.y ); this.z = Math.max( this.z, v.z );
return this;
}
clamp( min, max ) {
// assumes min < max, componentwise
this.x = Math.max( min.x, Math.min( max.x, this.x ) ); this.y = Math.max( min.y, Math.min( max.y, this.y ) ); this.z = Math.max( min.z, Math.min( max.z, this.z ) );
return this;
}
clampScalar( minVal, maxVal ) {
this.x = Math.max( minVal, Math.min( maxVal, this.x ) ); this.y = Math.max( minVal, Math.min( maxVal, this.y ) ); this.z = Math.max( minVal, Math.min( maxVal, this.z ) );
return this;
}
clampLength( min, max ) {
const length = this.length();
return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
}
floor() {
this.x = Math.floor( this.x ); this.y = Math.floor( this.y ); this.z = Math.floor( this.z );
return this;
}
ceil() {
this.x = Math.ceil( this.x ); this.y = Math.ceil( this.y ); this.z = Math.ceil( this.z );
return this;
}
round() {
this.x = Math.round( this.x ); this.y = Math.round( this.y ); this.z = Math.round( this.z );
return this;
}
roundToZero() {
this.x = Math.trunc( this.x ); this.y = Math.trunc( this.y ); this.z = Math.trunc( this.z );
return this;
}
negate() {
this.x = - this.x; this.y = - this.y; this.z = - this.z;
return this;
}
dot( v ) {
return this.x * v.x + this.y * v.y + this.z * v.z;
}
// TODO lengthSquared?
lengthSq() {
return this.x * this.x + this.y * this.y + this.z * this.z;
}
length() {
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
}
manhattanLength() {
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
}
normalize() {
return this.divideScalar( this.length() || 1 );
}
setLength( length ) {
return this.normalize().multiplyScalar( length );
}
lerp( v, alpha ) {
this.x += ( v.x - this.x ) * alpha; this.y += ( v.y - this.y ) * alpha; this.z += ( v.z - this.z ) * alpha;
return this;
}
lerpVectors( v1, v2, alpha ) {
this.x = v1.x + ( v2.x - v1.x ) * alpha; this.y = v1.y + ( v2.y - v1.y ) * alpha; this.z = v1.z + ( v2.z - v1.z ) * alpha;
return this;
}
cross( v ) {
return this.crossVectors( this, v );
}
crossVectors( a, b ) {
const ax = a.x, ay = a.y, az = a.z; const bx = b.x, by = b.y, bz = b.z;
this.x = ay * bz - az * by; this.y = az * bx - ax * bz; this.z = ax * by - ay * bx;
return this;
}
projectOnVector( v ) {
const denominator = v.lengthSq();
if ( denominator === 0 ) return this.set( 0, 0, 0 );
const scalar = v.dot( this ) / denominator;
return this.copy( v ).multiplyScalar( scalar );
}
projectOnPlane( planeNormal ) {
_vector.copy( this ).projectOnVector( planeNormal );
return this.sub( _vector );
}
reflect( normal ) {
// reflect incident vector off plane orthogonal to normal // normal is assumed to have unit length
return this.sub( _vector.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
}
angleTo( v ) {
const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
if ( denominator === 0 ) return Math.PI / 2;
const theta = this.dot( v ) / denominator;
// clamp, to handle numerical problems
return Math.acos( MathUtils.clamp( theta, - 1, 1 ) );
}
distanceTo( v ) {
return Math.sqrt( this.distanceToSquared( v ) );
}
distanceToSquared( v ) {
const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
return dx * dx + dy * dy + dz * dz;
}
manhattanDistanceTo( v ) {
return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
}
setFromSpherical( s ) {
return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
}
setFromSphericalCoords( radius, phi, theta ) {
const sinPhiRadius = Math.sin( phi ) * radius;
this.x = sinPhiRadius * Math.sin( theta ); this.y = Math.cos( phi ) * radius; this.z = sinPhiRadius * Math.cos( theta );
return this;
}
setFromCylindrical( c ) {
return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
}
setFromCylindricalCoords( radius, theta, y ) {
this.x = radius * Math.sin( theta ); this.y = y; this.z = radius * Math.cos( theta );
return this;
}
setFromMatrixPosition( m ) {
const e = m.elements;
this.x = e[ 12 ]; this.y = e[ 13 ]; this.z = e[ 14 ];
return this;
}
setFromMatrixScale( m ) {
const sx = this.setFromMatrixColumn( m, 0 ).length(); const sy = this.setFromMatrixColumn( m, 1 ).length(); const sz = this.setFromMatrixColumn( m, 2 ).length();
this.x = sx; this.y = sy; this.z = sz;
return this;
}
setFromMatrixColumn( m, index ) {
return this.fromArray( m.elements, index * 4 );
}
setFromMatrix3Column( m, index ) {
return this.fromArray( m.elements, index * 3 );
}
setFromEuler( e ) {
this.x = e._x; this.y = e._y; this.z = e._z;
return this;
}
setFromColor( c ) {
this.x = c.r; this.y = c.g; this.z = c.b;
return this;
}
equals( v ) {
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
}
fromArray( array, offset = 0 ) {
this.x = array[ offset ]; this.y = array[ offset + 1 ]; this.z = array[ offset + 2 ];
return this;
}
toArray( array = [], offset = 0 ) {
array[ offset ] = this.x; array[ offset + 1 ] = this.y; array[ offset + 2 ] = this.z;
return array;
}
fromBufferAttribute( attribute, index ) {
this.x = attribute.getX( index ); this.y = attribute.getY( index ); this.z = attribute.getZ( index );
return this;
}
random() {
this.x = Math.random(); this.y = Math.random(); this.z = Math.random();
return this;
}
randomDirection() {
// https://mathworld.wolfram.com/SpherePointPicking.html
const theta = Math.random() * Math.PI * 2; const u = Math.random() * 2 - 1; const c = Math.sqrt( 1 - u * u );
this.x = c * Math.cos( theta ); this.y = u; this.z = c * Math.sin( theta );
return this;
}
*[ Symbol.iterator ]() {
yield this.x; yield this.y; yield this.z;
}
}
const _vector = /*@__PURE__*/ new Vector3();const _quaternion = /*@__PURE__*/ new Quaternion();
export { Vector3 };