359 lines
11 KiB
JavaScript
359 lines
11 KiB
JavaScript
// Copyright 2013 The Closure Library Authors. All Rights Reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS-IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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////////////////////////// NOTE ABOUT EDITING THIS FILE ///////////////////////
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// //
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// Any edits to this file must be applied to vec3f.js by running: //
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// swap_type.sh vec3d.js > vec3f.js //
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// //
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////////////////////////// NOTE ABOUT EDITING THIS FILE ///////////////////////
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/**
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* @fileoverview Provides functions for operating on 3 element double (64bit)
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* vectors.
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*
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* The last parameter will typically be the output object and an object
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* can be both an input and output parameter to all methods except where
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* noted.
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*
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* See the README for notes about the design and structure of the API
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* (especially related to performance).
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*
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*/
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goog.provide('goog.vec.vec3d');
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goog.provide('goog.vec.vec3d.Type');
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/** @suppress {extraRequire} */
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goog.require('goog.vec');
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/** @typedef {goog.vec.Float64} */ goog.vec.vec3d.Type;
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/**
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* Creates a vec3d with all elements initialized to zero.
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*
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* @return {!goog.vec.vec3d.Type} The new vec3d.
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*/
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goog.vec.vec3d.create = function() {
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return new Float64Array(3);
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};
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/**
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* Initializes the vector with the given values.
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*
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* @param {goog.vec.vec3d.Type} vec The vector to receive the values.
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* @param {number} v0 The value for element at index 0.
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* @param {number} v1 The value for element at index 1.
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* @param {number} v2 The value for element at index 2.
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* @return {!goog.vec.vec3d.Type} Return vec so that operations can be
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* chained together.
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*/
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goog.vec.vec3d.setFromValues = function(vec, v0, v1, v2) {
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vec[0] = v0;
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vec[1] = v1;
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vec[2] = v2;
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return vec;
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};
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/**
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* Initializes vec3d vec from vec3d src.
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*
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* @param {goog.vec.vec3d.Type} vec The destination vector.
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* @param {goog.vec.vec3d.Type} src The source vector.
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* @return {!goog.vec.vec3d.Type} Return vec so that operations can be
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* chained together.
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*/
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goog.vec.vec3d.setFromVec3d = function(vec, src) {
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vec[0] = src[0];
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vec[1] = src[1];
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vec[2] = src[2];
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return vec;
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};
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/**
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* Initializes vec3d vec from vec3f src (typed as a Float32Array to
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* avoid circular goog.requires).
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*
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* @param {goog.vec.vec3d.Type} vec The destination vector.
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* @param {Float32Array} src The source vector.
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* @return {!goog.vec.vec3d.Type} Return vec so that operations can be
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* chained together.
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*/
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goog.vec.vec3d.setFromVec3f = function(vec, src) {
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vec[0] = src[0];
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vec[1] = src[1];
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vec[2] = src[2];
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return vec;
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};
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/**
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* Initializes vec3d vec from Array src.
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*
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* @param {goog.vec.vec3d.Type} vec The destination vector.
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* @param {Array.<number>} src The source vector.
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* @return {!goog.vec.vec3d.Type} Return vec so that operations can be
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* chained together.
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*/
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goog.vec.vec3d.setFromArray = function(vec, src) {
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vec[0] = src[0];
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vec[1] = src[1];
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vec[2] = src[2];
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return vec;
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};
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/**
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* Performs a component-wise addition of vec0 and vec1 together storing the
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* result into resultVec.
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*
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* @param {goog.vec.vec3d.Type} vec0 The first addend.
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* @param {goog.vec.vec3d.Type} vec1 The second addend.
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* @param {goog.vec.vec3d.Type} resultVec The vector to
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* receive the result. May be vec0 or vec1.
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* @return {!goog.vec.vec3d.Type} return resultVec so that operations can be
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* chained together.
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*/
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goog.vec.vec3d.add = function(vec0, vec1, resultVec) {
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resultVec[0] = vec0[0] + vec1[0];
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resultVec[1] = vec0[1] + vec1[1];
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resultVec[2] = vec0[2] + vec1[2];
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return resultVec;
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};
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/**
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* Performs a component-wise subtraction of vec1 from vec0 storing the
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* result into resultVec.
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*
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* @param {goog.vec.vec3d.Type} vec0 The minuend.
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* @param {goog.vec.vec3d.Type} vec1 The subtrahend.
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* @param {goog.vec.vec3d.Type} resultVec The vector to
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* receive the result. May be vec0 or vec1.
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* @return {!goog.vec.vec3d.Type} return resultVec so that operations can be
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* chained together.
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*/
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goog.vec.vec3d.subtract = function(vec0, vec1, resultVec) {
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resultVec[0] = vec0[0] - vec1[0];
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resultVec[1] = vec0[1] - vec1[1];
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resultVec[2] = vec0[2] - vec1[2];
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return resultVec;
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};
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/**
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* Negates vec0, storing the result into resultVec.
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*
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* @param {goog.vec.vec3d.Type} vec0 The vector to negate.
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* @param {goog.vec.vec3d.Type} resultVec The vector to
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* receive the result. May be vec0.
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* @return {!goog.vec.vec3d.Type} return resultVec so that operations can be
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* chained together.
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*/
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goog.vec.vec3d.negate = function(vec0, resultVec) {
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resultVec[0] = -vec0[0];
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resultVec[1] = -vec0[1];
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resultVec[2] = -vec0[2];
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return resultVec;
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};
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/**
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* Multiplies each component of vec0 with scalar storing the product into
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* resultVec.
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*
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* @param {goog.vec.vec3d.Type} vec0 The source vector.
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* @param {number} scalar The value to multiply with each component of vec0.
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* @param {goog.vec.vec3d.Type} resultVec The vector to
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* receive the result. May be vec0.
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* @return {!goog.vec.vec3d.Type} return resultVec so that operations can be
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* chained together.
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*/
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goog.vec.vec3d.scale = function(vec0, scalar, resultVec) {
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resultVec[0] = vec0[0] * scalar;
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resultVec[1] = vec0[1] * scalar;
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resultVec[2] = vec0[2] * scalar;
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return resultVec;
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};
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/**
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* Returns the magnitudeSquared of the given vector.
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*
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* @param {goog.vec.vec3d.Type} vec0 The vector.
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* @return {number} The magnitude of the vector.
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*/
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goog.vec.vec3d.magnitudeSquared = function(vec0) {
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var x = vec0[0], y = vec0[1], z = vec0[2];
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return x * x + y * y + z * z;
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};
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/**
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* Returns the magnitude of the given vector.
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*
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* @param {goog.vec.vec3d.Type} vec0 The vector.
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* @return {number} The magnitude of the vector.
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*/
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goog.vec.vec3d.magnitude = function(vec0) {
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var x = vec0[0], y = vec0[1], z = vec0[2];
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return Math.sqrt(x * x + y * y + z * z);
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};
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/**
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* Normalizes the given vector storing the result into resultVec.
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*
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* @param {goog.vec.vec3d.Type} vec0 The vector to normalize.
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* @param {goog.vec.vec3d.Type} resultVec The vector to
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* receive the result. May be vec0.
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* @return {!goog.vec.vec3d.Type} return resultVec so that operations can be
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* chained together.
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*/
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goog.vec.vec3d.normalize = function(vec0, resultVec) {
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var x = vec0[0], y = vec0[1], z = vec0[2];
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var ilen = 1 / Math.sqrt(x * x + y * y + z * z);
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resultVec[0] = x * ilen;
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resultVec[1] = y * ilen;
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resultVec[2] = z * ilen;
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return resultVec;
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};
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/**
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* Returns the scalar product of vectors v0 and v1.
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*
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* @param {goog.vec.vec3d.Type} v0 The first vector.
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* @param {goog.vec.vec3d.Type} v1 The second vector.
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* @return {number} The scalar product.
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*/
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goog.vec.vec3d.dot = function(v0, v1) {
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return v0[0] * v1[0] + v0[1] * v1[1] + v0[2] * v1[2];
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};
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/**
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* Computes the vector (cross) product of v0 and v1 storing the result into
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* resultVec.
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*
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* @param {goog.vec.vec3d.Type} v0 The first vector.
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* @param {goog.vec.vec3d.Type} v1 The second vector.
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* @param {goog.vec.vec3d.Type} resultVec The vector to receive the
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* results. May be either v0 or v1.
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* @return {!goog.vec.vec3d.Type} return resultVec so that operations can be
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* chained together.
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*/
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goog.vec.vec3d.cross = function(v0, v1, resultVec) {
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var x0 = v0[0], y0 = v0[1], z0 = v0[2];
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var x1 = v1[0], y1 = v1[1], z1 = v1[2];
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resultVec[0] = y0 * z1 - z0 * y1;
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resultVec[1] = z0 * x1 - x0 * z1;
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resultVec[2] = x0 * y1 - y0 * x1;
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return resultVec;
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};
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/**
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* Returns the squared distance between two points.
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*
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* @param {goog.vec.vec3d.Type} vec0 First point.
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* @param {goog.vec.vec3d.Type} vec1 Second point.
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* @return {number} The squared distance between the points.
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*/
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goog.vec.vec3d.distanceSquared = function(vec0, vec1) {
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var x = vec0[0] - vec1[0];
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var y = vec0[1] - vec1[1];
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var z = vec0[2] - vec1[2];
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return x * x + y * y + z * z;
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};
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/**
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* Returns the distance between two points.
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*
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* @param {goog.vec.vec3d.Type} vec0 First point.
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* @param {goog.vec.vec3d.Type} vec1 Second point.
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* @return {number} The distance between the points.
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*/
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goog.vec.vec3d.distance = function(vec0, vec1) {
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return Math.sqrt(goog.vec.vec3d.distanceSquared(vec0, vec1));
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};
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/**
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* Returns a unit vector pointing from one point to another.
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* If the input points are equal then the result will be all zeros.
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*
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* @param {goog.vec.vec3d.Type} vec0 Origin point.
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* @param {goog.vec.vec3d.Type} vec1 Target point.
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* @param {goog.vec.vec3d.Type} resultVec The vector to receive the
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* results (may be vec0 or vec1).
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* @return {!goog.vec.vec3d.Type} return resultVec so that operations can be
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* chained together.
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*/
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goog.vec.vec3d.direction = function(vec0, vec1, resultVec) {
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var x = vec1[0] - vec0[0];
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var y = vec1[1] - vec0[1];
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var z = vec1[2] - vec0[2];
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var d = Math.sqrt(x * x + y * y + z * z);
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if (d) {
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d = 1 / d;
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resultVec[0] = x * d;
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resultVec[1] = y * d;
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resultVec[2] = z * d;
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} else {
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resultVec[0] = resultVec[1] = resultVec[2] = 0;
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}
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return resultVec;
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};
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/**
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* Linearly interpolate from vec0 to v1 according to f. The value of f should be
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* in the range [0..1] otherwise the results are undefined.
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*
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* @param {goog.vec.vec3d.Type} v0 The first vector.
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* @param {goog.vec.vec3d.Type} v1 The second vector.
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* @param {number} f The interpolation factor.
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* @param {goog.vec.vec3d.Type} resultVec The vector to receive the
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* results (may be v0 or v1).
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* @return {!goog.vec.vec3d.Type} return resultVec so that operations can be
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* chained together.
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*/
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goog.vec.vec3d.lerp = function(v0, v1, f, resultVec) {
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var x = v0[0], y = v0[1], z = v0[2];
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resultVec[0] = (v1[0] - x) * f + x;
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resultVec[1] = (v1[1] - y) * f + y;
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resultVec[2] = (v1[2] - z) * f + z;
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return resultVec;
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};
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/**
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* Returns true if the components of v0 are equal to the components of v1.
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*
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* @param {goog.vec.vec3d.Type} v0 The first vector.
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* @param {goog.vec.vec3d.Type} v1 The second vector.
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* @return {boolean} True if the vectors are equal, false otherwise.
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*/
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goog.vec.vec3d.equals = function(v0, v1) {
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return v0.length == v1.length &&
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v0[0] == v1[0] && v0[1] == v1[1] && v0[2] == v1[2];
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};
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