blob: 3650fd06affdfd1a37f693799dbcc7ff84ebe263 [file] [log] [blame]
/**
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed with
* this work for additional information regarding copyright ownership.
* The ASF licenses this file to You under the Apache License, Version 2.0
* (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
class Vec3 extends Float32Array {
constructor(v?: unknown, y?: unknown, z?: unknown) {
super(3);
if (v instanceof Vec3 || v instanceof Float32Array || (v instanceof Array && v.length == 3)) {
this[0] = v[0];
this[1] = v[1];
this[2] = v[2];
} else if (typeof v === "number" && typeof y === "number" && typeof z === "number") {
this[0] = v;
this[1] = y;
this[2] = z;
} else if (typeof v === "number") {
this[0] = v;
this[1] = v;
this[2] = v;
}
}
xyz(x: number, y: number, z: number): Vec3 {
if (y != undefined && z != undefined) {
this[0] = x;
this[1] = y;
this[2] = z;
} else this[0] = this[1] = this[2] = x;
return this;
}
get x(): number {
return this[0];
}
set x(v: number) {
this[0] = v;
}
get y(): number {
return this[1];
}
set y(v: number) {
this[1] = v;
}
get z(): number {
return this[2];
}
set z(v: number) {
this[2] = v;
}
fromVec2(v: Vec3, useZ = false): Vec3 {
this[0] = v[0];
if (useZ) {
this[1] = 0;
this[2] = v[1];
} else {
this[1] = v[1];
this[2] = 0;
}
return this;
}
norm(): Vec3 {
let mag = Math.sqrt(this[0] ** 2 + this[1] ** 2 + this[2] ** 2);
if (mag != 0) {
mag = 1 / mag;
this[0] *= mag;
this[1] *= mag;
this[2] *= mag;
}
return this;
}
/** Pust vector components onto an array, useful when building geometery */
pushTo(ary: number[]): Vec3 {
ary.push(this[0], this[1], this[2]);
return this;
}
// INTERPOLATION SETTERS
fromLerp(a: Vec3, b: Vec3, t: number): Vec3 {
const ti = 1 - t; // Linear Interpolation : (1 - t) * v0 + t * v1;
this[0] = a[0] * ti + b[0] * t;
this[1] = a[1] * ti + b[1] * t;
this[2] = a[2] * ti + b[2] * t;
return this;
}
/** Add vector to current vector */
add(a: Vec3 | number[]): Vec3 {
this[0] += a[0];
this[1] += a[1];
this[2] += a[2];
return this;
}
sub(v: Vec3 | number[]): Vec3 {
this[0] -= v[0];
this[1] -= v[1];
this[2] -= v[2];
return this;
}
scale(v: number): Vec3 {
this[0] *= v;
this[1] *= v;
this[2] *= v;
return this;
}
/** Scale a vector */
fromScale(a: Vec3, s: number): Vec3 {
this[0] = a[0] * s;
this[1] = a[1] * s;
this[2] = a[2] * s;
return this;
}
/** Add two vectors together */
fromAdd(a: Vec3, b: number[]): Vec3 {
this[0] = a[0] + b[0];
this[1] = a[1] + b[1];
this[2] = a[2] + b[2];
return this;
}
/** Subtract two vectors together */
fromSub(a: number[], b: number[]): Vec3 {
this[0] = a[0] - b[0];
this[1] = a[1] - b[1];
this[2] = a[2] - b[2];
return this;
}
/** Copy in vector data */
copy(v: number[] | Float32Array): Vec3 {
this[0] = v[0];
this[1] = v[1];
this[2] = v[2];
return this;
}
static add(a: Vec3, b: number[]): Vec3 {
return new Vec3().fromAdd(a, b);
}
static sub(a: number[], b: number[]): Vec3 {
return new Vec3().fromSub(a, b);
}
static scale(a: Vec3, s: number): Vec3 {
return new Vec3().fromScale(a, s);
}
static norm(x: unknown, y: unknown, z: unknown): Vec3 {
const rtn = new Vec3();
if (x instanceof Vec3 || x instanceof Float32Array || (x instanceof Array && x.length == 3)) {
rtn.copy(x);
} else if (typeof x === "number" && typeof y === "number" && typeof z === "number") {
rtn.xyz(x, y, z);
}
return rtn.norm();
}
}
export default Vec3;