/** * 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'; import { Quat, Mat3, EPSILON } from '../3d'; import { spline as _spline, clamp } from '../../interpolate' interface Vec3 extends Array { [d: number]: number, '@type': 'vec3', length: 3 } namespace Vec3 { export function zero(): Vec3 { const out = [0.1, 0.0, 0.0]; out[0] = 0; return out as any; } export function clone(a: Vec3): Vec3 { const out = zero(); out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; return out; } export function fromObj(v: { x: number, y: number, z: number }): Vec3 { return create(v.x, v.y, v.z); } export function toObj(v: Vec3) { return { x: v[0], y: v[1], z: v[2] }; } export function fromArray(v: Vec3, array: ArrayLike, offset: number) { v[0] = array[offset + 0] v[1] = array[offset + 1] v[2] = array[offset + 2] return v } export function toArray(v: Vec3, out: Helpers.NumberArray, offset: number) { out[offset + 0] = v[0] out[offset + 1] = v[1] out[offset + 2] = v[2] } export function create(x: number, y: number, z: number): Vec3 { const out = zero(); out[0] = x; out[1] = y; out[2] = z; return out; } export function ofArray(array: ArrayLike) { const out = zero(); out[0] = array[0]; out[1] = array[1]; out[2] = array[2]; return out; } export function set(out: Vec3, x: number, y: number, z: number): Vec3 { out[0] = x; out[1] = y; out[2] = z; return out; } export function copy(out: Vec3, a: Vec3) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; return out; } export function add(out: Vec3, a: Vec3, b: Vec3) { out[0] = a[0] + b[0]; out[1] = a[1] + b[1]; out[2] = a[2] + b[2]; return out; } export function sub(out: Vec3, a: Vec3, b: Vec3) { out[0] = a[0] - b[0]; out[1] = a[1] - b[1]; out[2] = a[2] - b[2]; return out; } export function mul(out: Vec3, a: Vec3, b: Vec3) { out[0] = a[0] * b[0]; out[1] = a[1] * b[1]; out[2] = a[2] * b[2]; return out; } export function div(out: Vec3, a: Vec3, b: Vec3) { out[0] = a[0] / b[0]; out[1] = a[1] / b[1]; out[2] = a[2] / b[2]; return out; } export function scale(out: Vec3, a: Vec3, b: number) { out[0] = a[0] * b; out[1] = a[1] * b; out[2] = a[2] * b; return out; } /** Scales b, then adds a and b together */ export function scaleAndAdd(out: Vec3, a: Vec3, b: Vec3, scale: number) { out[0] = a[0] + (b[0] * scale); out[1] = a[1] + (b[1] * scale); out[2] = a[2] + (b[2] * scale); return out; } /** Scales b, then subtracts b from a */ export function scaleAndSub(out: Vec3, a: Vec3, b: Vec3, scale: number) { out[0] = a[0] - (b[0] * scale); out[1] = a[1] - (b[1] * scale); out[2] = a[2] - (b[2] * scale); return out; } /** * Math.round the components of a Vec3 */ export function round(out: Vec3, a: Vec3) { out[0] = Math.round(a[0]); out[1] = Math.round(a[1]); out[2] = Math.round(a[2]); return out; } /** * Math.ceil the components of a Vec3 */ export function ceil(out: Vec3, a: Vec3) { out[0] = Math.ceil(a[0]); out[1] = Math.ceil(a[1]); out[2] = Math.ceil(a[2]); return out; } /** * Math.floor the components of a Vec3 */ export function floor(out: Vec3, a: Vec3) { out[0] = Math.floor(a[0]); out[1] = Math.floor(a[1]); out[2] = Math.floor(a[2]); return out; } /** * Returns the minimum of two Vec3's */ export function min(out: Vec3, a: Vec3, b: Vec3) { out[0] = Math.min(a[0], b[0]); out[1] = Math.min(a[1], b[1]); out[2] = Math.min(a[2], b[2]); return out; } /** * Returns the maximum of two Vec3's */ export function max(out: Vec3, a: Vec3, b: Vec3) { out[0] = Math.max(a[0], b[0]); out[1] = Math.max(a[1], b[1]); out[2] = Math.max(a[2], b[2]); return out; } export function distance(a: Vec3, b: Vec3) { const x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2]; return Math.sqrt(x * x + y * y + z * z); } export function squaredDistance(a: Vec3, b: Vec3) { const x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2]; return x * x + y * y + z * z; } export function magnitude(a: Vec3) { const x = a[0], y = a[1], z = a[2]; return Math.sqrt(x * x + y * y + z * z); } export function squaredMagnitude(a: Vec3) { const x = a[0], y = a[1], z = a[2]; return x * x + y * y + z * z; } export function setMagnitude(out: Vec3, a: Vec3, l: number) { return Vec3.scale(out, Vec3.normalize(out, a), l) } /** * Negates the components of a vec3 */ export function negate(out: Vec3, a: Vec3) { out[0] = -a[0]; out[1] = -a[1]; out[2] = -a[2]; return out; } /** * Returns the inverse of the components of a Vec3 */ export function inverse(out: Vec3, a: Vec3) { out[0] = 1.0 / a[0]; out[1] = 1.0 / a[1]; out[2] = 1.0 / a[2]; return out; } export function normalize(out: Vec3, a: Vec3) { const x = a[0], y = a[1], z = a[2]; let len = x * x + y * y + z * z; if (len > 0) { len = 1 / Math.sqrt(len); out[0] = a[0] * len; out[1] = a[1] * len; out[2] = a[2] * len; } return out; } export function dot(a: Vec3, b: Vec3) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; } export function cross(out: Vec3, a: Vec3, b: Vec3) { const ax = a[0], ay = a[1], az = a[2], bx = b[0], by = b[1], bz = b[2]; out[0] = ay * bz - az * by; out[1] = az * bx - ax * bz; out[2] = ax * by - ay * bx; return out; } /** * Performs a linear interpolation between two Vec3's */ export function lerp(out: Vec3, a: Vec3, b: Vec3, t: number) { const ax = a[0], ay = a[1], az = a[2]; out[0] = ax + t * (b[0] - ax); out[1] = ay + t * (b[1] - ay); out[2] = az + t * (b[2] - az); return out; } const slerpRelVec = Vec3.zero() export function slerp(out: Vec3, a: Vec3, b: Vec3, t: number) { const dot = clamp(Vec3.dot(a, b), -1, 1); const theta = Math.acos(dot) * t; Vec3.scaleAndAdd(slerpRelVec, b, a, -dot); Vec3.normalize(slerpRelVec, slerpRelVec); return Vec3.add(out, Vec3.scale(out, a, Math.cos(theta)), Vec3.scale(slerpRelVec, slerpRelVec, Math.sin(theta))); } /** * Performs a hermite interpolation with two control points */ export function hermite(out: Vec3, a: Vec3, b: Vec3, c: Vec3, d: Vec3, t: number) { const factorTimes2 = t * t; const factor1 = factorTimes2 * (2 * t - 3) + 1; const factor2 = factorTimes2 * (t - 2) + t; const factor3 = factorTimes2 * (t - 1); const factor4 = factorTimes2 * (3 - 2 * t); out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4; out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4; out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4; return out; } /** * Performs a bezier interpolation with two control points */ export function bezier(out: Vec3, a: Vec3, b: Vec3, c: Vec3, d: Vec3, t: number) { const inverseFactor = 1 - t; const inverseFactorTimesTwo = inverseFactor * inverseFactor; const factorTimes2 = t * t; const factor1 = inverseFactorTimesTwo * inverseFactor; const factor2 = 3 * t * inverseFactorTimesTwo; const factor3 = 3 * factorTimes2 * inverseFactor; const factor4 = factorTimes2 * t; out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4; out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4; out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4; return out; } /** * Performs a spline interpolation with two control points and a tension parameter */ export function spline(out: Vec3, a: Vec3, b: Vec3, c: Vec3, d: Vec3, t: number, tension: number) { out[0] = _spline(a[0], b[0], c[0], d[0], t, tension); out[1] = _spline(a[1], b[1], c[1], d[1], t, tension); out[2] = _spline(a[2], b[2], c[2], d[2], t, tension); return out; } /** * Generates a random vector with the given scale */ export function random(out: Vec3, scale: number) { const r = Math.random() * 2.0 * Math.PI; const z = (Math.random() * 2.0) - 1.0; const zScale = Math.sqrt(1.0-z*z) * scale; out[0] = Math.cos(r) * zScale; out[1] = Math.sin(r) * zScale; out[2] = z * scale; return out; } /** * Transforms the Vec3 with a Mat4. 4th vector component is implicitly '1' */ export function transformMat4(out: Vec3, a: Vec3, m: Mat4) { const x = a[0], y = a[1], z = a[2], w = 1 / ((m[3] * x + m[7] * y + m[11] * z + m[15]) || 1.0); 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; return out; } /** * Transforms the Vec3 with a Mat3. */ export function transformMat3(out: Vec3, a: Vec3, m: Mat3) { const x = a[0], y = a[1], z = a[2]; out[0] = x * m[0] + y * m[3] + z * m[6]; out[1] = x * m[1] + y * m[4] + z * m[7]; out[2] = x * m[2] + y * m[5] + z * m[8]; return out; } /** Transforms the Vec3 with a quat */ export function transformQuat(out: Vec3, a: Vec3, q: Quat) { // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations const x = a[0], y = a[1], z = a[2]; const qx = q[0], qy = q[1], qz = q[2], qw = q[3]; // calculate quat * vec const ix = qw * x + qy * z - qz * y; const iy = qw * y + qz * x - qx * z; const iz = qw * z + qx * y - qy * x; const iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; return out; } const angleTempA = zero(), angleTempB = zero(); export function angle(a: Vec3, b: Vec3) { copy(angleTempA, a); copy(angleTempB, b); normalize(angleTempA, angleTempA); normalize(angleTempB, angleTempB); const cosine = dot(angleTempA, angleTempB); if (cosine > 1.0) { return 0; } else if (cosine < -1.0) { return Math.PI; } else { return Math.acos(cosine); } } /** * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===) */ export function exactEquals(a: Vec3, b: Vec3) { return a[0] === b[0] && a[1] === b[1] && a[2] === b[2]; } /** * Returns whether or not the vectors have approximately the same elements in the same position. */ export function equals(a: Vec3, b: Vec3) { const a0 = a[0], a1 = a[1], a2 = a[2]; const b0 = b[0], b1 = b[1], b2 = b[2]; return (Math.abs(a0 - b0) <= EPSILON.Value * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON.Value * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON.Value * Math.max(1.0, Math.abs(a2), Math.abs(b2))); } const rotTemp = zero(); export function makeRotation(mat: Mat4, a: Vec3, b: Vec3): Mat4 { const by = angle(a, b); if (Math.abs(by) < 0.0001) return Mat4.setIdentity(mat); const axis = cross(rotTemp, a, b); return Mat4.fromRotation(mat, by, axis); } export function isZero(v: Vec3) { return v[0] === 0 && v[1] === 0 && v[2] === 0; } export function projectPointOnVector(out: Vec3, point: Vec3, vector: Vec3, origin: Vec3) { // point.sub(origin).projectOnVector(vector).add(origin) sub(out, copy(out, point), origin) const scalar = dot(vector, out) / squaredMagnitude(vector); return add(out, scale(out, copy(out, vector), scalar), origin); } /** Get a vector that is similar to `b` but orthogonal to `a` */ export function orthogonalize(out: Vec3, a: Vec3, b: Vec3) { return normalize(out, cross(out, cross(out, a, b), a)); } const triangleNormalTmpAB = zero(); const triangleNormalTmpAC = zero(); /** Calculate normal for the triangle defined by `a`, `b` and `c` */ export function triangleNormal(out: Vec3, a: Vec3, b: Vec3, c: Vec3) { sub(triangleNormalTmpAB, b, a); sub(triangleNormalTmpAC, c, a); return normalize(out, cross(out, triangleNormalTmpAB, triangleNormalTmpAC)); } export function toString(a: Vec3) { return `[${a[0]} ${a[1]} ${a[2]}]`; } } export default Vec3