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| class Vector4 { | |
| constructor(x = 0, y = 0, z = 0, w = 1) { | |
| this.x = x; | |
| this.y = y; | |
| this.z = z; | |
| this.w = 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, y, z, w) { | |
| this.x = x; | |
| this.y = y; | |
| this.z = z; | |
| this.w = w; | |
| return this; | |
| } | |
| setScalar(scalar) { | |
| this.x = scalar; | |
| this.y = scalar; | |
| this.z = scalar; | |
| this.w = scalar; | |
| return this; | |
| } | |
| setX(x) { | |
| this.x = x; | |
| return this; | |
| } | |
| setY(y) { | |
| this.y = y; | |
| return this; | |
| } | |
| setZ(z) { | |
| this.z = z; | |
| return this; | |
| } | |
| setW(w) { | |
| this.w = w; | |
| 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; | |
| case 3: | |
| this.w = 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; | |
| case 3: | |
| return this.w; | |
| default: | |
| throw new Error('index is out of range: ' + index); | |
| } | |
| } | |
| clone() { | |
| return new this.constructor(this.x, this.y, this.z, this.w); | |
| } | |
| copy(v) { | |
| this.x = v.x; | |
| this.y = v.y; | |
| this.z = v.z; | |
| this.w = v.w !== undefined ? v.w : 1; | |
| return this; | |
| } | |
| add(v, w) { | |
| if (w !== undefined) { | |
| console.warn('THREE.Vector4: .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; | |
| this.w += v.w; | |
| return this; | |
| } | |
| addScalar(s) { | |
| this.x += s; | |
| this.y += s; | |
| this.z += s; | |
| this.w += s; | |
| return this; | |
| } | |
| addVectors(a, b) { | |
| 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; | |
| } | |
| addScaledVector(v, s) { | |
| this.x += v.x * s; | |
| this.y += v.y * s; | |
| this.z += v.z * s; | |
| this.w += v.w * s; | |
| return this; | |
| } | |
| sub(v, w) { | |
| if (w !== undefined) { | |
| console.warn('THREE.Vector4: .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; | |
| this.w -= v.w; | |
| return this; | |
| } | |
| subScalar(s) { | |
| this.x -= s; | |
| this.y -= s; | |
| this.z -= s; | |
| this.w -= s; | |
| return this; | |
| } | |
| subVectors(a, b) { | |
| 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; | |
| } | |
| multiply(v) { | |
| this.x *= v.x; | |
| this.y *= v.y; | |
| this.z *= v.z; | |
| this.w *= v.w; | |
| return this; | |
| } | |
| multiplyScalar(scalar) { | |
| this.x *= scalar; | |
| this.y *= scalar; | |
| this.z *= scalar; | |
| this.w *= scalar; | |
| return this; | |
| } | |
| applyMatrix4(m) { | |
| const x = this.x, | |
| y = this.y, | |
| z = this.z, | |
| w = this.w; | |
| const 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) { | |
| return this.multiplyScalar(1 / scalar); | |
| } | |
| setAxisAngleFromQuaternion(q) { | |
| // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm | |
| // q is assumed to be normalized | |
| this.w = 2 * Math.acos(q.w); | |
| const 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; | |
| } | |
| setAxisAngleFromRotationMatrix(m) { | |
| // 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) | |
| let angle, x, y, z; // variables for result | |
| const 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; | |
| const xx = (m11 + 1) / 2; | |
| const yy = (m22 + 1) / 2; | |
| const zz = (m33 + 1) / 2; | |
| const xy = (m12 + m21) / 4; | |
| const xz = (m13 + m31) / 4; | |
| const 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 | |
| let 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) { | |
| 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) { | |
| 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, 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)); | |
| this.w = Math.max(min.w, Math.min(max.w, this.w)); | |
| 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)); | |
| this.w = Math.max(minVal, Math.min(maxVal, this.w)); | |
| 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); | |
| 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) { | |
| 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) { | |
| 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; | |
| this.w += (v.w - this.w) * 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; | |
| this.w = v1.w + (v2.w - v1.w) * alpha; | |
| return this; | |
| } | |
| equals(v) { | |
| return v.x === this.x && v.y === this.y && v.z === this.z && v.w === this.w; | |
| } | |
| fromArray(array, offset = 0) { | |
| this.x = array[offset]; | |
| this.y = array[offset + 1]; | |
| this.z = array[offset + 2]; | |
| this.w = array[offset + 3]; | |
| return this; | |
| } | |
| toArray(array = [], offset = 0) { | |
| array[offset] = this.x; | |
| array[offset + 1] = this.y; | |
| array[offset + 2] = this.z; | |
| array[offset + 3] = this.w; | |
| return array; | |
| } | |
| fromBufferAttribute(attribute, index, offset) { | |
| if (offset !== undefined) { | |
| console.warn('THREE.Vector4: 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; | |
| } | |
| random() { | |
| this.x = Math.random(); | |
| this.y = Math.random(); | |
| this.z = Math.random(); | |
| this.w = Math.random(); | |
| return this; | |
| } | |
| *[Symbol.iterator]() { | |
| yield this.x; | |
| yield this.y; | |
| yield this.z; | |
| yield this.w; | |
| } | |
| } | |
| Vector4.prototype.isVector4 = true; | |
| export { Vector4 }; | |