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| import * as MathUtils from './MathUtils.js'; | |
| import { Quaternion } from './Quaternion.js'; | |
| class Vector3 { | |
| constructor(x = 0, y = 0, z = 0) { | |
| this.x = x; | |
| this.y = y; | |
| this.z = z; | |
| } | |
| set(x, y, z) { | |
| if (z === undefined) z = this.z; // sprite.scale.set(x,y) | |
| this.x = x; | |
| this.y = y; | |
| this.z = z; | |
| return this; | |
| } | |
| setScalar(scalar) { | |
| this.x = scalar; | |
| this.y = scalar; | |
| this.z = scalar; | |
| return this; | |
| } | |
| setX(x) { | |
| this.x = x; | |
| return this; | |
| } | |
| setY(y) { | |
| this.y = y; | |
| return this; | |
| } | |
| setZ(z) { | |
| this.z = z; | |
| return this; | |
| } | |
| setComponent(index, value) { | |
| switch (index) { | |
| case 0: | |
| this.x = value; | |
| break; | |
| case 1: | |
| this.y = value; | |
| break; | |
| case 2: | |
| this.z = value; | |
| break; | |
| default: | |
| throw new Error('index is out of range: ' + index); | |
| } | |
| return this; | |
| } | |
| getComponent(index) { | |
| switch (index) { | |
| case 0: | |
| return this.x; | |
| case 1: | |
| return this.y; | |
| case 2: | |
| return this.z; | |
| default: | |
| throw new Error('index is out of range: ' + index); | |
| } | |
| } | |
| clone() { | |
| return new this.constructor(this.x, this.y, this.z); | |
| } | |
| copy(v) { | |
| this.x = v.x; | |
| this.y = v.y; | |
| this.z = v.z; | |
| return this; | |
| } | |
| add(v, w) { | |
| if (w !== undefined) { | |
| console.warn('THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.'); | |
| return this.addVectors(v, w); | |
| } | |
| this.x += v.x; | |
| this.y += v.y; | |
| this.z += v.z; | |
| return this; | |
| } | |
| addScalar(s) { | |
| this.x += s; | |
| this.y += s; | |
| this.z += s; | |
| return this; | |
| } | |
| addVectors(a, b) { | |
| this.x = a.x + b.x; | |
| this.y = a.y + b.y; | |
| this.z = a.z + b.z; | |
| return this; | |
| } | |
| addScaledVector(v, s) { | |
| this.x += v.x * s; | |
| this.y += v.y * s; | |
| this.z += v.z * s; | |
| return this; | |
| } | |
| sub(v, w) { | |
| if (w !== undefined) { | |
| console.warn('THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.'); | |
| return this.subVectors(v, w); | |
| } | |
| this.x -= v.x; | |
| this.y -= v.y; | |
| this.z -= v.z; | |
| return this; | |
| } | |
| subScalar(s) { | |
| this.x -= s; | |
| this.y -= s; | |
| this.z -= s; | |
| return this; | |
| } | |
| subVectors(a, b) { | |
| this.x = a.x - b.x; | |
| this.y = a.y - b.y; | |
| this.z = a.z - b.z; | |
| return this; | |
| } | |
| multiply(v, w) { | |
| if (w !== undefined) { | |
| console.warn('THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.'); | |
| return this.multiplyVectors(v, w); | |
| } | |
| this.x *= v.x; | |
| this.y *= v.y; | |
| this.z *= v.z; | |
| return this; | |
| } | |
| multiplyScalar(scalar) { | |
| this.x *= scalar; | |
| this.y *= scalar; | |
| this.z *= scalar; | |
| return this; | |
| } | |
| multiplyVectors(a, b) { | |
| this.x = a.x * b.x; | |
| this.y = a.y * b.y; | |
| this.z = a.z * b.z; | |
| return this; | |
| } | |
| applyEuler(euler) { | |
| if (!(euler && euler.isEuler)) { | |
| console.error('THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.'); | |
| } | |
| return this.applyQuaternion(_quaternion.setFromEuler(euler)); | |
| } | |
| applyAxisAngle(axis, angle) { | |
| return this.applyQuaternion(_quaternion.setFromAxisAngle(axis, angle)); | |
| } | |
| applyMatrix3(m) { | |
| const x = this.x, | |
| y = this.y, | |
| z = this.z; | |
| const e = m.elements; | |
| this.x = e[0] * x + e[3] * y + e[6] * z; | |
| this.y = e[1] * x + e[4] * y + e[7] * z; | |
| this.z = e[2] * x + e[5] * y + e[8] * z; | |
| return this; | |
| } | |
| applyNormalMatrix(m) { | |
| return this.applyMatrix3(m).normalize(); | |
| } | |
| applyMatrix4(m) { | |
| const x = this.x, | |
| y = this.y, | |
| z = this.z; | |
| const e = m.elements; | |
| const w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]); | |
| 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; | |
| return this; | |
| } | |
| applyQuaternion(q) { | |
| const x = this.x, | |
| y = this.y, | |
| z = this.z; | |
| const qx = q.x, | |
| qy = q.y, | |
| qz = q.z, | |
| qw = q.w; | |
| // calculate quat * vector | |
| 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 | |
| this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; | |
| this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; | |
| this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; | |
| return this; | |
| } | |
| project(camera) { | |
| return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix); | |
| } | |
| unproject(camera) { | |
| return this.applyMatrix4(camera.projectionMatrixInverse).applyMatrix4(camera.matrixWorld); | |
| } | |
| transformDirection(m) { | |
| // input: THREE.Matrix4 affine matrix | |
| // vector interpreted as a direction | |
| const x = this.x, | |
| y = this.y, | |
| z = this.z; | |
| const e = m.elements; | |
| this.x = e[0] * x + e[4] * y + e[8] * z; | |
| this.y = e[1] * x + e[5] * y + e[9] * z; | |
| this.z = e[2] * x + e[6] * y + e[10] * z; | |
| return this.normalize(); | |
| } | |
| divide(v) { | |
| this.x /= v.x; | |
| this.y /= v.y; | |
| this.z /= v.z; | |
| return this; | |
| } | |
| divideScalar(scalar) { | |
| return this.multiplyScalar(1 / scalar); | |
| } | |
| min(v) { | |
| this.x = Math.min(this.x, v.x); | |
| this.y = Math.min(this.y, v.y); | |
| this.z = Math.min(this.z, v.z); | |
| return this; | |
| } | |
| max(v) { | |
| this.x = Math.max(this.x, v.x); | |
| this.y = Math.max(this.y, v.y); | |
| this.z = Math.max(this.z, v.z); | |
| return this; | |
| } | |
| clamp(min, max) { | |
| // 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)); | |
| return this; | |
| } | |
| clampScalar(minVal, maxVal) { | |
| 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)); | |
| return this; | |
| } | |
| clampLength(min, max) { | |
| const 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); | |
| return this; | |
| } | |
| ceil() { | |
| this.x = Math.ceil(this.x); | |
| this.y = Math.ceil(this.y); | |
| this.z = Math.ceil(this.z); | |
| return this; | |
| } | |
| round() { | |
| this.x = Math.round(this.x); | |
| this.y = Math.round(this.y); | |
| this.z = Math.round(this.z); | |
| 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); | |
| return this; | |
| } | |
| negate() { | |
| this.x = -this.x; | |
| this.y = -this.y; | |
| this.z = -this.z; | |
| return this; | |
| } | |
| dot(v) { | |
| return this.x * v.x + this.y * v.y + this.z * v.z; | |
| } | |
| // TODO lengthSquared? | |
| lengthSq() { | |
| return this.x * this.x + this.y * this.y + this.z * this.z; | |
| } | |
| length() { | |
| return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z); | |
| } | |
| manhattanLength() { | |
| return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z); | |
| } | |
| normalize() { | |
| return this.divideScalar(this.length() || 1); | |
| } | |
| setLength(length) { | |
| return this.normalize().multiplyScalar(length); | |
| } | |
| lerp(v, alpha) { | |
| this.x += (v.x - this.x) * alpha; | |
| this.y += (v.y - this.y) * alpha; | |
| this.z += (v.z - this.z) * alpha; | |
| return this; | |
| } | |
| lerpVectors(v1, v2, alpha) { | |
| this.x = v1.x + (v2.x - v1.x) * alpha; | |
| this.y = v1.y + (v2.y - v1.y) * alpha; | |
| this.z = v1.z + (v2.z - v1.z) * alpha; | |
| return this; | |
| } | |
| cross(v, w) { | |
| if (w !== undefined) { | |
| console.warn('THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.'); | |
| return this.crossVectors(v, w); | |
| } | |
| return this.crossVectors(this, v); | |
| } | |
| crossVectors(a, b) { | |
| const ax = a.x, | |
| ay = a.y, | |
| az = a.z; | |
| const bx = b.x, | |
| by = b.y, | |
| bz = b.z; | |
| this.x = ay * bz - az * by; | |
| this.y = az * bx - ax * bz; | |
| this.z = ax * by - ay * bx; | |
| return this; | |
| } | |
| projectOnVector(v) { | |
| const denominator = v.lengthSq(); | |
| if (denominator === 0) return this.set(0, 0, 0); | |
| const scalar = v.dot(this) / denominator; | |
| return this.copy(v).multiplyScalar(scalar); | |
| } | |
| projectOnPlane(planeNormal) { | |
| _vector.copy(this).projectOnVector(planeNormal); | |
| return this.sub(_vector); | |
| } | |
| reflect(normal) { | |
| // reflect incident vector off plane orthogonal to normal | |
| // normal is assumed to have unit length | |
| return this.sub(_vector.copy(normal).multiplyScalar(2 * this.dot(normal))); | |
| } | |
| angleTo(v) { | |
| const denominator = Math.sqrt(this.lengthSq() * v.lengthSq()); | |
| if (denominator === 0) return Math.PI / 2; | |
| const theta = this.dot(v) / denominator; | |
| // clamp, to handle numerical problems | |
| return Math.acos(MathUtils.clamp(theta, -1, 1)); | |
| } | |
| distanceTo(v) { | |
| return Math.sqrt(this.distanceToSquared(v)); | |
| } | |
| distanceToSquared(v) { | |
| const dx = this.x - v.x, | |
| dy = this.y - v.y, | |
| dz = this.z - v.z; | |
| return dx * dx + dy * dy + dz * dz; | |
| } | |
| manhattanDistanceTo(v) { | |
| return Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z); | |
| } | |
| setFromSpherical(s) { | |
| return this.setFromSphericalCoords(s.radius, s.phi, s.theta); | |
| } | |
| setFromSphericalCoords(radius, phi, theta) { | |
| const sinPhiRadius = Math.sin(phi) * radius; | |
| this.x = sinPhiRadius * Math.sin(theta); | |
| this.y = Math.cos(phi) * radius; | |
| this.z = sinPhiRadius * Math.cos(theta); | |
| return this; | |
| } | |
| setFromCylindrical(c) { | |
| return this.setFromCylindricalCoords(c.radius, c.theta, c.y); | |
| } | |
| setFromCylindricalCoords(radius, theta, y) { | |
| this.x = radius * Math.sin(theta); | |
| this.y = y; | |
| this.z = radius * Math.cos(theta); | |
| return this; | |
| } | |
| setFromMatrixPosition(m) { | |
| const e = m.elements; | |
| this.x = e[12]; | |
| this.y = e[13]; | |
| this.z = e[14]; | |
| return this; | |
| } | |
| setFromMatrixScale(m) { | |
| const sx = this.setFromMatrixColumn(m, 0).length(); | |
| const sy = this.setFromMatrixColumn(m, 1).length(); | |
| const sz = this.setFromMatrixColumn(m, 2).length(); | |
| this.x = sx; | |
| this.y = sy; | |
| this.z = sz; | |
| return this; | |
| } | |
| setFromMatrixColumn(m, index) { | |
| return this.fromArray(m.elements, index * 4); | |
| } | |
| setFromMatrix3Column(m, index) { | |
| return this.fromArray(m.elements, index * 3); | |
| } | |
| equals(v) { | |
| return v.x === this.x && v.y === this.y && v.z === this.z; | |
| } | |
| fromArray(array, offset = 0) { | |
| this.x = array[offset]; | |
| this.y = array[offset + 1]; | |
| this.z = array[offset + 2]; | |
| return this; | |
| } | |
| toArray(array = [], offset = 0) { | |
| array[offset] = this.x; | |
| array[offset + 1] = this.y; | |
| array[offset + 2] = this.z; | |
| return array; | |
| } | |
| fromBufferAttribute(attribute, index, offset) { | |
| if (offset !== undefined) { | |
| console.warn('THREE.Vector3: offset has been removed from .fromBufferAttribute().'); | |
| } | |
| this.x = attribute.getX(index); | |
| this.y = attribute.getY(index); | |
| this.z = attribute.getZ(index); | |
| return this; | |
| } | |
| random() { | |
| this.x = Math.random(); | |
| this.y = Math.random(); | |
| this.z = Math.random(); | |
| return this; | |
| } | |
| randomDirection() { | |
| // Derived from https://mathworld.wolfram.com/SpherePointPicking.html | |
| const u = (Math.random() - 0.5) * 2; | |
| const t = Math.random() * Math.PI * 2; | |
| const f = Math.sqrt(1 - u ** 2); | |
| this.x = f * Math.cos(t); | |
| this.y = f * Math.sin(t); | |
| this.z = u; | |
| return this; | |
| } | |
| *[Symbol.iterator]() { | |
| yield this.x; | |
| yield this.y; | |
| yield this.z; | |
| } | |
| } | |
| Vector3.prototype.isVector3 = true; | |
| const _vector = /*@__PURE__*/ new Vector3(); | |
| const _quaternion = /*@__PURE__*/ new Quaternion(); | |
| export { Vector3 }; | |