/** * The Vector3D export class represents a point or a location in the three-dimensional * space using the Cartesian coordinates x, y, and z. As in a two-dimensional * space, the x property represents the horizontal axis and the y property * represents the vertical axis. In three-dimensional space, the z property * represents depth. The value of the x property increases as the object moves * to the right. The value of the y property increases as the object moves * down. The z property increases as the object moves farther from the point * of view. Using perspective projection and scaling, the object is seen to be * bigger when near and smaller when farther away from the screen. As in a * right-handed three-dimensional coordinate system, the positive z-axis points * away from the viewer and the value of the z property increases as the object * moves away from the viewer's eye. The origin point (0,0,0) of the global * space is the upper-left corner of the stage. * *

The Vector3D export class can also represent a direction, an arrow pointing from * the origin of the coordinates, such as (0,0,0), to an endpoint; or a * floating-point component of an RGB (Red, Green, Blue) color model.

* *

Quaternion notation introduces a fourth element, the w property, which * provides additional orientation information. For example, the w property can * define an angle of rotation of a Vector3D object. The combination of the * angle of rotation and the coordinates x, y, and z can determine the display * object's orientation. Here is a representation of Vector3D elements in * matrix notation:

*/ export class Vector3D { public _rawData: Float32Array; /** * The x axis defined as a Vector3D object with coordinates (1,0,0). */ public static X_AXIS: Vector3D = new Vector3D(1, 0, 0); /** * The y axis defined as a Vector3D object with coordinates (0,1,0). */ public static Y_AXIS: Vector3D = new Vector3D(0, 1, 0); /** * The z axis defined as a Vector3D object with coordinates (0,0,1). */ public static Z_AXIS: Vector3D = new Vector3D(0, 0, 1); /** * The first element of a Vector3D object, such as the x coordinate of * a point in the three-dimensional space. The default value is 0. */ public get x(): number { return this._rawData[0]; } public set x(value: number) { this._rawData[0] = value; } /* *The second element of a Vector3D object, such as the y coordinate of * a point in the three-dimensional space. The default value is 0. */ public get y(): number { return this._rawData[1]; } public set y(value: number) { this._rawData[1] = value; } /** * The third element of a Vector3D object, such as the z coordinate of * a point in the three-dimensional space. The default value is 0. */ public get z(): number { return this._rawData[2]; } public set z(value: number) { this._rawData[2] = value; } /** * The fourth element of a Vector3D object (in addition to the x, y, * and z properties) can hold data such as the angle of rotation. The * default value is 0. * *

Quaternion notation employs an angle as the fourth element in * its calculation of three-dimensional rotation. The w property can * be used to define the angle of rotation about the Vector3D object. * The combination of the rotation angle and the coordinates (x,y,z) * determines the display object's orientation.

* *

In addition, the w property can be used as a perspective warp * factor for a projected three-dimensional position or as a projection * transform value in representing a three-dimensional coordinate * projected into the two-dimensional space. For example, you can * create a projection matrix using the Matrix3D.rawData * property, that, when applied to a Vector3D object, produces a * transform value in the Vector3D object's fourth element (the w * property). Dividing the Vector3D object's other elements by the * transform value then produces a projected Vector3D object. You can * use the Vector3D.project() method to divide the first * three elements of a Vector3D object by its fourth element.

*/ public get w(): number { return this._rawData[3]; } public set w(value: number) { this._rawData[3] = value; } /** * The length, magnitude, of the current Vector3D object from the * origin (0,0,0) to the object's x, y, and z coordinates. The w * property is ignored. A unit vector has a length or magnitude of * one. */ public get length(): number { return Math.sqrt(this.lengthSquared); } /** * The square of the length of the current Vector3D object, calculated * using the x, y, and z properties. The w property is ignored. Use the * lengthSquared() method whenever possible instead of the * slower Math.sqrt() method call of the * Vector3D.length() method. */ public get lengthSquared(): number { const raw: Float32Array = this._rawData; return raw[0] * raw[0] + raw[1] * raw[1] + raw[2] * raw[2]; } /** * Creates an instance of a Vector3D object. If you do not specify a * parameter for the constructor, a Vector3D object is created with * the elements (0,0,0,0). * * @param x The first element, such as the x coordinate. * @param y The second element, such as the y coordinate. * @param z The third element, such as the z coordinate. * @param w An optional element for additional data such as the angle * of rotation. */ constructor(rawData: Float32Array); constructor(x?: number, y?: number, z?: number, w?: number); constructor(x: number | Float32Array = 0, y: number = 0, z: number = 0, w: number = 1) { if (x instanceof Float32Array) { this._rawData = x; } else { const raw: Float32Array = this._rawData = new Float32Array(4); raw[0] = x; raw[1] = y; raw[2] = z; raw[3] = w; } } /** * Adds the value of the x, y, and z elements of the current Vector3D * object to the values of the x, y, and z elements of another Vector3D * object. The add() method does not change the current * Vector3D object. Instead, it returns a new Vector3D object with * the new values. * *

The result of adding two vectors together is a resultant vector. * One way to visualize the result is by drawing a vector from the * origin or tail of the first vector to the end or head of the second * vector. The resultant vector is the distance between the origin * point of the first vector and the end point of the second vector. *

*/ public add(a: Vector3D): Vector3D { const raw: Float32Array = this._rawData; const rawA: Float32Array = a._rawData; return new Vector3D(raw[0] + rawA[0], raw[1] + rawA[1], raw[2] + rawA[2]); } /** * Returns the angle in radians between two vectors. The returned angle * is the smallest radian the first Vector3D object rotates until it * aligns with the second Vector3D object. * *

The angleBetween() method is a static method. You * can use it directly as a method of the Vector3D class.

* *

To convert a degree to a radian, you can use the following * formula:

* *

radian = Math.PI/180 * degree

* * @param a The first Vector3D object. * @param b The second Vector3D object. * @returns The angle between two Vector3D objects. */ public static angleBetween(a: Vector3D, b: Vector3D): number { return Math.acos(a.dotProduct(b) / (a.length * b.length)); } /** * Returns a new Vector3D object that is an exact copy of the current * Vector3D object. * * @returns A new Vector3D object that is a copy of the current * Vector3D object. */ public clone(): Vector3D { const raw: Float32Array = this._rawData; return new Vector3D(raw[0], raw[1], raw[2], raw[3]); } public static combine(a: Vector3D, b: Vector3D, ascl: number, bscl: number, target?: Vector3D): Vector3D { const rawA: Float32Array = a._rawData; const rawB: Float32Array = b._rawData; target = target || new Vector3D(); target.setTo( rawA[0] * ascl + rawB[0] * bscl, rawA[1] * ascl + rawB[1] * bscl, rawA[2] * ascl + rawB[2] * bscl, 1); return target; } /** * Copies all of vector data from the source Vector3D object into the * calling Vector3D object. * * @param src The Vector3D object from which to copy the data. */ public copyFrom(src: Vector3D): void { const raw: Float32Array = this._rawData; const rawSrc: Float32Array = src._rawData; raw[0] = rawSrc[0]; raw[1] = rawSrc[1]; raw[2] = rawSrc[2]; raw[3] = rawSrc[3]; } /** * Returns a new Vector3D object that is perpendicular (at a right * angle) to the current Vector3D and another Vector3D object. If the * returned Vector3D object's coordinates are (0,0,0), then the two * Vector3D objects are parallel to each other. * *

You can use the normalized cross product of two vertices of a * polygon surface with the normalized vector of the camera or eye * viewpoint to get a dot product. The value of the dot product can * identify whether a surface of a three-dimensional object is hidden * from the viewpoint.

* * @param a A second Vector3D object. * @returns A new Vector3D object that is perpendicular to the current * Vector3D object and the Vector3D object specified as the * parameter. */ public crossProduct(a: Vector3D, t: Vector3D = null): Vector3D { if (t == null) t = new Vector3D(); const raw: Float32Array = this._rawData; const rawA: Float32Array = a._rawData; const rawT: Float32Array = t._rawData; rawT[0] = raw[1] * rawA[2] - raw[2] * rawA[1]; rawT[1] = raw[2] * rawA[0] - raw[0] * rawA[2]; rawT[2] = raw[0] * rawA[1] - raw[1] * rawA[0]; return t; } /** * Decrements the value of the x, y, and z elements of the current * Vector3D object by the values of the x, y, and z elements of * specified Vector3D object. Unlike the * Vector3D.subtract() method, the * decrementBy() method changes the current Vector3D * object and does not return a new Vector3D object. * * @param a The Vector3D object containing the values to subtract from * the current Vector3D object. */ public decrementBy(a: Vector3D): void { const raw: Float32Array = this._rawData; const rawA: Float32Array = a._rawData; raw[0] -= rawA[0]; raw[1] -= rawA[1]; raw[2] -= rawA[2]; } /** * Returns the distance between two Vector3D objects. The * distance() method is a static method. You can use it * directly as a method of the Vector3D export class to get the Euclidean * distance between two three-dimensional points. * * @param pt1 A Vector3D object as the first three-dimensional point. * @param pt2 A Vector3D object as the second three-dimensional point. * @returns The distance between two Vector3D objects. */ public static distance(pt1: Vector3D, pt2: Vector3D): number { const rawPt1: Float32Array = pt1._rawData; const rawPt2: Float32Array = pt2._rawData; const x: number = rawPt1[0] - rawPt2[0]; const y: number = rawPt1[1] - rawPt2[1]; const z: number = rawPt1[2] - rawPt2[2]; return Math.sqrt(x * x + y * y + z * z); } /** * If the current Vector3D object and the one specified as the * parameter are unit vertices, this method returns the cosine of the * angle between the two vertices. Unit vertices are vertices that * point to the same direction but their length is one. They remove the * length of the vector as a factor in the result. You can use the * normalize() method to convert a vector to a unit * vector. * *

The dotProduct() method finds the angle between two * vertices. It is also used in backface culling or lighting * calculations. Backface culling is a procedure for determining which * surfaces are hidden from the viewpoint. You can use the normalized * vertices from the camera, or eye, viewpoint and the cross product of * the vertices of a polygon surface to get the dot product. If the dot * product is less than zero, then the surface is facing the camera or * the viewer. If the two unit vertices are perpendicular to each * other, they are orthogonal and the dot product is zero. If the two * vertices are parallel to each other, the dot product is one.

* * @param a The second Vector3D object. * @returns A scalar which is the dot product of the current Vector3D * object and the specified Vector3D object. * * @see away.geom.Vector3D#crossProduct() * @see away.geom.Vector3D#normalize() */ public dotProduct(a: Vector3D): number { const raw: Float32Array = this._rawData; const rawA: Float32Array = a._rawData; return raw[0] * rawA[0] + raw[1] * rawA[1] + raw[2] * rawA[2]; } /** * Determines whether two Vector3D objects are equal by comparing the * x, y, and z elements of the current Vector3D object with a * specified Vector3D object. If the values of these elements are the * same, the two Vector3D objects are equal. If the second optional * parameter is set to true, all four elements of the Vector3D objects, * including the w property, are compared. * * @param toCompare The Vector3D object to be compared with the current * Vector3D object. * @param allFour An optional parameter that specifies whether the w * property of the Vector3D objects is used in the * comparison. * @returns A value of true if the specified Vector3D object is equal * to the current Vector3D object; false if it is not equal. */ public equals(toCompare: Vector3D, allFour: boolean = false): boolean { const raw: Float32Array = this._rawData; const rawToCompare: Float32Array = toCompare._rawData; return (raw[0] == rawToCompare[0] && raw[1] == rawToCompare[1] && raw[2] == rawToCompare[2] && (!allFour || raw[3] == rawToCompare[3])); } /** * Converts the current vector to an identity or unit vector. */ public identity(): void { const raw: Float32Array = this._rawData; raw[0] = 0; raw[1] = 0; raw[2] = 0; raw[3] = 1; } /** * Increments the value of the x, y, and z elements of the current * Vector3D object by the values of the x, y, and z elements of a * specified Vector3D object. Unlike the Vector3D.add() * method, the incrementBy() method changes the current * Vector3D object and does not return a new Vector3D object. * * @param a The Vector3D object to be added to the current Vector3D * object. */ public incrementBy(a: Vector3D): void { const raw: Float32Array = this._rawData; const rawA: Float32Array = a._rawData; raw[0] += rawA[0]; raw[1] += rawA[1]; raw[2] += rawA[2]; } /** * Compares the elements of the current Vector3D object with the * elements of a specified Vector3D object to determine whether they * are nearly equal. The two Vector3D objects are nearly equal if the * value of all the elements of the two vertices are equal, or the * result of the comparison is within the tolerance range. The * difference between two elements must be less than the number * specified as the tolerance parameter. If the third optional * parameter is set to true, all four elements of the * Vector3D objects, including the w property, are * compared. Otherwise, only the x, y, and z elements are included in * the comparison. * * @param toCompare The Vector3D object to be compared with the current * Vector3D object. * @param tolerance A number determining the tolerance factor. If the * difference between the values of the Vector3D * element specified in the toCompare parameter and * the current Vector3D element is less than the * tolerance number, the two values are considered * nearly equal. * @param allFour An optional parameter that specifies whether the w * property of the Vector3D objects is used in the * comparison. * @returns A value of true if the specified Vector3D object is nearly * equal to the current Vector3D object; false if it is not * equal. * * @see away.geom.Vector3D#equals() */ public nearEquals(toCompare: Vector3D, tolerance: number, allFour: boolean = true): boolean { const raw: Float32Array = this._rawData; const rawToCompare: Float32Array = toCompare._rawData; return ((Math.abs(raw[0] - rawToCompare[0]) < tolerance) && (Math.abs(raw[1] - rawToCompare[1]) < tolerance) && (Math.abs(raw[2] - rawToCompare[2]) < tolerance) && (!allFour || Math.abs(raw[3] - rawToCompare[3]) < tolerance)); } /** * Sets the current Vector3D object to its inverse. The inverse object * is also considered the opposite of the original object. The value of * the x, y, and z properties of the current Vector3D object is changed * to -x, -y, and -z. */ public negate(): void { const raw: Float32Array = this._rawData; raw[0] = -raw[0]; raw[1] = -raw[1]; raw[2] = -raw[2]; } /** * Scales the Vector3D object between(0,0,0) and the current point to a set * length. * * @param thickness The scaling value. For example, if the current * Vector3D object is (0,3,4), and you normalize it to * 1, the point returned is at(0,0.6,0.8). */ public normalize(thickness: number = 1): number { const len: number = this.length; if (len) { const raw: Float32Array = this._rawData; const invLength = thickness / len; raw[0] *= invLength; raw[1] *= invLength; raw[2] *= invLength; } return len; } /** * Divides the value of the x, y, and * z properties of the current Vector3D object by the * value of its w property. * *

If the current Vector3D object is the result of multiplying a * Vector3D object by a projection Matrix3D object, the w property can * hold the transform value. The project() method then can * complete the projection by dividing the elements by the * w property. Use the Matrix3D.rawData * property to create a projection Matrix3D object.

*/ public project(): void { const raw: Float32Array = this._rawData; raw[0] /= raw[3]; raw[1] /= raw[3]; raw[2] /= raw[3]; } /** * Scales the current Vector3D object by a scalar, a magnitude. The * Vector3D object's x, y, and z elements are multiplied by the scalar * number specified in the parameter. For example, if the vector is * scaled by ten, the result is a vector that is ten times longer. The * scalar can also change the direction of the vector. Multiplying the * vector by a negative number reverses its direction. * * @param s A multiplier (scalar) used to scale a Vector3D object. */ public scaleBy(s: number): void { const raw: Float32Array = this._rawData; raw[0] *= s; raw[1] *= s; raw[2] *= s; } /** * Sets the members of Vector3D to the specified values * * @param xa The first element, such as the x coordinate. * @param ya The second element, such as the y coordinate. * @param za The third element, such as the z coordinate. */ public setTo(xa: number, ya: number, za: number, wa: number = 1): void { const raw: Float32Array = this._rawData; raw[0] = xa; raw[1] = ya; raw[2] = za; raw[3] = wa; } /** * Subtracts the value of the x, y, and z elements of the current * Vector3D object from the values of the x, y, and z elements of * another Vector3D object. The subtract() method does not * change the current Vector3D object. Instead, this method returns a * new Vector3D object with the new values. * * @param a The Vector3D object to be subtracted from the current * Vector3D object. * @returns A new Vector3D object that is the difference between the * current Vector3D and the specified Vector3D object. * * @see away.geom.Vector3D#decrementBy() */ public subtract(a: Vector3D): Vector3D { const raw: Float32Array = this._rawData; const rawA: Float32Array = a._rawData; return new Vector3D(raw[0] - rawA[0], raw[1] - rawA[1], raw[2] - rawA[2]); } /** * Returns a string representation of the current Vector3D object. The * string contains the values of the x, y, and z properties. */ public toString(): string { const raw: Float32Array = this._rawData; return '[Vector3D] (x:' + raw[0] + ' ,y:' + raw[1] + ', z' + raw[2] + ', w:' + raw[3] + ')'; } }