123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149 |
- /**
- * Copyright (c) 2017-2018 mol* contributors, licensed under MIT, See LICENSE file for more info.
- *
- * @author David Sehnal <david.sehnal@gmail.com>
- * @author Alexander Rose <alexander.rose@weirdbyte.de>
- */
- /*
- * 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<number> { [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
|