/** * Copyright (c) 2017-2018 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author David Sehnal * @author Alexander Rose */ /* * This code has been modified from https://github.com/toji/gl-matrix/, * copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: */ import Mat4 from './mat4'; interface Vec4 extends Array { [d: number]: number, '@type': 'vec4', length: 4 } namespace Vec4 { export function zero(): Vec4 { // force double backing array by 0.1. const ret = [0.1, 0, 0, 0]; ret[0] = 0.0; return ret as any; } export function clone(a: Vec4) { const out = zero(); out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; return out; } export function create(x: number, y: number, z: number, w: number) { const out = zero(); out[0] = x; out[1] = y; out[2] = z; out[3] = w; return out; } export function toArray(a: Vec4, out: Helpers.NumberArray, offset: number) { out[offset + 0] = a[0]; out[offset + 1] = a[1]; out[offset + 2] = a[2]; out[offset + 3] = a[3]; } export function fromArray(a: Vec4, array: Helpers.NumberArray, offset: number) { a[0] = array[offset + 0] a[1] = array[offset + 1] a[2] = array[offset + 2] a[3] = array[offset + 3] return a } export function toVec3Array(a: Vec4, out: Helpers.NumberArray, offset: number) { out[offset + 0] = a[0]; out[offset + 1] = a[1]; out[offset + 2] = a[2]; } export function fromVec3Array(a: Vec4, array: Helpers.NumberArray, offset: number) { a[0] = array[offset + 0] a[1] = array[offset + 1] a[2] = array[offset + 2] a[3] = 0 return a } export function copy(out: Vec4, a: Vec4) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; return out; } export function set(out: Vec4, x: number, y: number, z: number, w: number) { out[0] = x; out[1] = y; out[2] = z; out[3] = w; return out; } export function add(out: Vec4, a: Vec4, b: Vec4) { out[0] = a[0] + b[0]; out[1] = a[1] + b[1]; out[2] = a[2] + b[2]; out[3] = a[3] + b[3]; return out; } export function distance(a: Vec4, b: Vec4) { const x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2], w = b[3] - a[3]; return Math.sqrt(x * x + y * y + z * z + w * w); } export function squaredDistance(a: Vec4, b: Vec4) { const x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2], w = b[3] - a[3]; return x * x + y * y + z * z + w * w; } export function norm(a: Vec4) { const x = a[0], y = a[1], z = a[2], w = a[3]; return Math.sqrt(x * x + y * y + z * z + w * w); } export function squaredNorm(a: Vec4) { const x = a[0], y = a[1], z = a[2], w = a[3]; return x * x + y * y + z * z + w * w; } export function transformMat4(out: Vec4, a: Vec4, m: Mat4) { const x = a[0], y = a[1], z = a[2], w = a[3]; out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w; out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w; out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w; out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w; return out; } export function dot(a: Vec4, b: Vec4) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; } } export default Vec4