import { EventHandler } from '../render/eventhandler'; export class Vec4 extends EventHandler { isVec4: boolean = true; constructor(private _x: number = 0, private _y: number = 0, private _z: number = 0, private _w: number = 1) { super(); } get x() { return this._x; } set x(value) { if (this._x !== value) { this._x = value; this.fire('change', 'x', this._x, value) } } get y() { return this._y; } set y(value) { if (this._y !== value) { this._y = value; this.fire('change', 'y', this._y, value) } } get z() { return this._z; } set z(value) { if (this._z !== value) { this._z = value; this.fire('change', 'z', this._z, value) } } get w() { return this._w; } set w(value) { if (this._w !== value) { this._w = value; this.fire('change', 'w', this._w, value) } } static isVec4(v: Vec4) { return !isNaN(v.x) && !isNaN(v.y) && !isNaN(v.z) && !isNaN(v.w); } get width() { return this._z; } set width(value) { this._z = value; } get height() { return this._w; } set height(value) { this._w = value; } set(x: number, y: number, z: number, w: number) { this._x = x; this._y = y; this._z = z; this._w = w; return this; } setScalar(scalar: number) { this._x = scalar; this._y = scalar; this._z = scalar; this._w = scalar; return this; } setX(x: number) { this._x = x; return this; } setY(y: number) { this._y = y; return this; } setZ(z: number) { this._z = z; return this; } setW(w: number) { this._w = w; return this; } setComponent(index: number, value: number) { switch (index) { case 0: this._x = value; break; case 1: this._y = value; break; case 2: this._z = value; break; case 3: this._w = value; break; default: throw new Error("index is out of range: " + index); } return this; } getComponent(index: number) { switch (index) { case 0: return this._x; case 1: return this._y; case 2: return this._z; case 3: return this._w; default: throw new Error("index is out of range: " + index); } } clone() { return new Vec4(this._x, this._y, this._z, this._w); } copy(v: { x: number; y: number; z: number; w: number | undefined; }) { this._x = v.x; this._y = v.y; this._z = v.z; this._w = v.w !== undefined ? v.w : 1; return this; } add(v: Vec4, w?: Vec4): Vec4 { if (w !== undefined) { console.warn( "Vec4: .add() now only accepts one argument. Use .addVecs( a, b ) instead." ); return this.addVecs(v, w); } this._x += v.x; this._y += v.y; this._z += v.z; this._w += v.w; return this; } addScalar(s: number) { this._x += s; this._y += s; this._z += s; this._w += s; return this; } addVecs(a: Vec4, b: Vec4) { this._x = a.x + b.x; this._y = a.y + b.y; this._z = a.z + b.z; this._w = a.w + b.w; return this; } addScaledVec(v: Vec4, s: number) { this._x += v.x * s; this._y += v.y * s; this._z += v.z * s; this._w += v.w * s; return this; } sub(v: Vec4, w?: Vec4) { if (w !== undefined) { return this.subVecs(v, w); } this._x -= v.x; this._y -= v.y; this._z -= v.z; this._w -= v.w; return this; } subScalar(s: number) { this._x -= s; this._y -= s; this._z -= s; this._w -= s; return this; } subVecs(a: Vec4, b: Vec4) { this._x = a.x - b.x; this._y = a.y - b.y; this._z = a.z - b.z; this._w = a.w - b.w; return this; } multiplyScalar(scalar: number) { this._x *= scalar; this._y *= scalar; this._z *= scalar; this._w *= scalar; return this; } applyMat4(m: { elements: any; }) { var x = this._x, y = this._y, z = this._z, w = this._w; var e = m.elements; this._x = e[0] * x + e[4] * y + e[8] * z + e[12] * w; this._y = e[1] * x + e[5] * y + e[9] * z + e[13] * w; this._z = e[2] * x + e[6] * y + e[10] * z + e[14] * w; this._w = e[3] * x + e[7] * y + e[11] * z + e[15] * w; return this; } divideScalar(scalar: number) { return this.multiplyScalar(1 / scalar); } setAxisAngleFromQuat(q: { w: number; x: number; y: number; z: number; }) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/QuatToAngle/index.htm // q is assumed to be normalized this._w = 2 * Math.acos(q.w); var s = Math.sqrt(1 - q.w * q.w); if (s < 0.0001) { this._x = 1; this._y = 0; this._z = 0; } else { this._x = q.x / s; this._y = q.y / s; this._z = q.z / s; } return this; } setAxisAngleFromRotationMat(m: { elements: any; }) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) var angle, x, y, z, // variables for result epsilon = 0.01, // margin to allow for rounding errors epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees te = m.elements, m11 = te[0], m12 = te[4], m13 = te[8], m21 = te[1], m22 = te[5], m23 = te[9], m31 = te[2], m32 = te[6], m33 = te[10]; if ( Math.abs(m12 - m21) < epsilon && Math.abs(m13 - m31) < epsilon && Math.abs(m23 - m32) < epsilon ) { // singularity found // first check for identity matrix which must have +1 for all terms // in leading diagonal and zero in other terms if ( Math.abs(m12 + m21) < epsilon2 && Math.abs(m13 + m31) < epsilon2 && Math.abs(m23 + m32) < epsilon2 && Math.abs(m11 + m22 + m33 - 3) < epsilon2 ) { // this singularity is identity matrix so angle = 0 this.set(1, 0, 0, 0); return this; // zero angle, arbitrary axis } // otherwise this singularity is angle = 180 angle = Math.PI; var xx = (m11 + 1) / 2; var yy = (m22 + 1) / 2; var zz = (m33 + 1) / 2; var xy = (m12 + m21) / 4; var xz = (m13 + m31) / 4; var yz = (m23 + m32) / 4; if (xx > yy && xx > zz) { // m11 is the largest diagonal term if (xx < epsilon) { x = 0; y = 0.707106781; z = 0.707106781; } else { x = Math.sqrt(xx); y = xy / x; z = xz / x; } } else if (yy > zz) { // m22 is the largest diagonal term if (yy < epsilon) { x = 0.707106781; y = 0; z = 0.707106781; } else { y = Math.sqrt(yy); x = xy / y; z = yz / y; } } else { // m33 is the largest diagonal term so base result on this if (zz < epsilon) { x = 0.707106781; y = 0.707106781; z = 0; } else { z = Math.sqrt(zz); x = xz / z; y = yz / z; } } this.set(x, y, z, angle); return this; // return 180 deg rotation } // as we have reached here there are no singularities so we can handle normally var s = Math.sqrt( (m32 - m23) * (m32 - m23) + (m13 - m31) * (m13 - m31) + (m21 - m12) * (m21 - m12) ); // used to normalize if (Math.abs(s) < 0.001) s = 1; // prevent divide by zero, should not happen if matrix is orthogonal and should be // caught by singularity test above, but I've left it in just in case this._x = (m32 - m23) / s; this._y = (m13 - m31) / s; this._z = (m21 - m12) / s; this._w = Math.acos((m11 + m22 + m33 - 1) / 2); return this; } min(v: Vec4) { this._x = Math.min(this._x, v.x); this._y = Math.min(this._y, v.y); this._z = Math.min(this._z, v.z); this._w = Math.min(this._w, v.w); return this; } max(v: Vec4) { this._x = Math.max(this._x, v.x); this._y = Math.max(this._y, v.y); this._z = Math.max(this._z, v.z); this._w = Math.max(this._w, v.w); return this; } clamp(min: Vec4, max: Vec4) { // assumes min < max, componentwise this._x = Math.max(min.x, Math.min(max.x, this._x)); this._y = Math.max(min.y, Math.min(max.y, this._y)); this._z = Math.max(min.z, Math.min(max.z, this._z)); this._w = Math.max(min.w, Math.min(max.w, this._w)); return this; } clampScalar(minVal: number, maxVal: number) { this._x = Math.max(minVal, Math.min(maxVal, this._x)); this._y = Math.max(minVal, Math.min(maxVal, this._y)); this._z = Math.max(minVal, Math.min(maxVal, this._z)); this._w = Math.max(minVal, Math.min(maxVal, this._w)); return this; } clampLength(min: number, max: number) { var length = this.length(); return this.divideScalar(length || 1).multiplyScalar( Math.max(min, Math.min(max, length)) ); } floor() { this._x = Math.floor(this._x); this._y = Math.floor(this._y); this._z = Math.floor(this._z); this._w = Math.floor(this._w); return this; } ceil() { this._x = Math.ceil(this._x); this._y = Math.ceil(this._y); this._z = Math.ceil(this._z); this._w = Math.ceil(this._w); return this; } round() { this._x = Math.round(this._x); this._y = Math.round(this._y); this._z = Math.round(this._z); this._w = Math.round(this._w); return this; } roundToZero() { this._x = this._x < 0 ? Math.ceil(this._x) : Math.floor(this._x); this._y = this._y < 0 ? Math.ceil(this._y) : Math.floor(this._y); this._z = this._z < 0 ? Math.ceil(this._z) : Math.floor(this._z); this._w = this._w < 0 ? Math.ceil(this._w) : Math.floor(this._w); return this; } negate() { this._x = -this._x; this._y = -this._y; this._z = -this._z; this._w = -this._w; return this; } dot(v: Vec4) { return this._x * v.x + this._y * v.y + this._z * v.z + this._w * v.w; } lengthSq() { return ( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); } length() { return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); } manhattanLength() { return ( Math.abs(this._x) + Math.abs(this._y) + Math.abs(this._z) + Math.abs(this._w) ); } normalize() { return this.divideScalar(this.length() || 1); } setLength(length: any) { return this.normalize().multiplyScalar(length); } lerp(v: Vec4, alpha: number) { this._x += (v.x - this._x) * alpha; this._y += (v.y - this._y) * alpha; this._z += (v.z - this._z) * alpha; this._w += (v.w - this._w) * alpha; return this; } lerpVecs(v1: Vec4, v2: any, alpha: any) { return this.subVecs(v2, v1) .multiplyScalar(alpha) .add(v1); } equals(v: Vec4) { return v.x === this._x && v.y === this._y && v.z === this._z && v.w === this._w; } fromArray(array: number[], offset: number = 0) { this._x = array[offset]; this._y = array[offset + 1]; this._z = array[offset + 2]; this._w = array[offset + 3]; return this; } toArray(array: number[] = [], offset: number = 0) { array[offset] = this._x; array[offset + 1] = this._y; array[offset + 2] = this._z; array[offset + 3] = this._w; return array; } fromBufferAttribute(attribute: any, index: any, offset: undefined) { if (offset !== undefined) { console.warn( "Vec4: offset has been removed from .fromBufferAttribute()." ); } this._x = attribute.getX(index); this._y = attribute.getY(index); this._z = attribute.getZ(index); this._w = attribute.getW(index); return this; } } export function v4(x?: number, y?: number, z?: number, w?: number) { return new Vec4(x, y, z, w); }