/** * @license * Copyright The Closure Library Authors. * SPDX-License-Identifier: Apache-2.0 */ /** * @fileoverview Supplies 3 element vectors that are compatible with WebGL. * Each element is a float32 since that is typically the desired size of a * 3-vector in the GPU. The API is structured to avoid unnecessary memory * allocations. The last parameter will typically be the output vector and * an object can be both an input and output parameter to all methods except * where noted. */ goog.provide('goog.vec.Vec3'); /** @suppress {extraRequire} */ goog.require('goog.vec'); /** @typedef {!goog.vec.Float32} */ goog.vec.Vec3.Float32; /** @typedef {!goog.vec.Float64} */ goog.vec.Vec3.Float64; /** @typedef {!goog.vec.Number} */ goog.vec.Vec3.Number; /** @typedef {!goog.vec.AnyType} */ goog.vec.Vec3.AnyType; // The following two types are deprecated - use the above types instead. /** @typedef {!Float32Array} */ goog.vec.Vec3.Type; /** @typedef {!goog.vec.ArrayType} */ goog.vec.Vec3.Vec3Like; /** * Creates a 3 element vector of Float32. The array is initialized to zero. * * @return {!goog.vec.Vec3.Float32} The new 3 element array. */ goog.vec.Vec3.createFloat32 = function() { return new Float32Array(3); }; /** * Creates a 3 element vector of Float64. The array is initialized to zero. * * @return {!goog.vec.Vec3.Float64} The new 3 element array. */ goog.vec.Vec3.createFloat64 = function() { return new Float64Array(3); }; /** * Creates a 3 element vector of Number. The array is initialized to zero. * * @return {!goog.vec.Vec3.Number} The new 3 element array. */ goog.vec.Vec3.createNumber = function() { var a = new Array(3); goog.vec.Vec3.setFromValues(a, 0, 0, 0); return a; }; /** * Creates a 3 element vector of Float32Array. The array is initialized to zero. * * @deprecated Use createFloat32. * @return {!goog.vec.Vec3.Type} The new 3 element array. */ goog.vec.Vec3.create = function() { return new Float32Array(3); }; /** * Creates a new 3 element Float32 vector initialized with the value from the * given array. * * @param {goog.vec.Vec3.AnyType} vec The source 3 element array. * @return {!goog.vec.Vec3.Float32} The new 3 element array. */ goog.vec.Vec3.createFloat32FromArray = function(vec) { var newVec = goog.vec.Vec3.createFloat32(); goog.vec.Vec3.setFromArray(newVec, vec); return newVec; }; /** * Creates a new 3 element Float32 vector initialized with the supplied values. * * @param {number} v0 The value for element at index 0. * @param {number} v1 The value for element at index 1. * @param {number} v2 The value for element at index 2. * @return {!goog.vec.Vec3.Float32} The new vector. */ goog.vec.Vec3.createFloat32FromValues = function(v0, v1, v2) { var a = goog.vec.Vec3.createFloat32(); goog.vec.Vec3.setFromValues(a, v0, v1, v2); return a; }; /** * Creates a clone of the given 3 element Float32 vector. * * @param {goog.vec.Vec3.Float32} vec The source 3 element vector. * @return {!goog.vec.Vec3.Float32} The new cloned vector. */ goog.vec.Vec3.cloneFloat32 = goog.vec.Vec3.createFloat32FromArray; /** * Creates a new 3 element Float64 vector initialized with the value from the * given array. * * @param {goog.vec.Vec3.AnyType} vec The source 3 element array. * @return {!goog.vec.Vec3.Float64} The new 3 element array. */ goog.vec.Vec3.createFloat64FromArray = function(vec) { var newVec = goog.vec.Vec3.createFloat64(); goog.vec.Vec3.setFromArray(newVec, vec); return newVec; }; /** * Creates a new 3 element Float64 vector initialized with the supplied values. * * @param {number} v0 The value for element at index 0. * @param {number} v1 The value for element at index 1. * @param {number} v2 The value for element at index 2. * @return {!goog.vec.Vec3.Float64} The new vector. */ goog.vec.Vec3.createFloat64FromValues = function(v0, v1, v2) { var vec = goog.vec.Vec3.createFloat64(); goog.vec.Vec3.setFromValues(vec, v0, v1, v2); return vec; }; /** * Creates a clone of the given 3 element vector. * * @param {goog.vec.Vec3.Float64} vec The source 3 element vector. * @return {!goog.vec.Vec3.Float64} The new cloned vector. */ goog.vec.Vec3.cloneFloat64 = goog.vec.Vec3.createFloat64FromArray; /** * Creates a new 3 element vector initialized with the value from the given * array. * * @deprecated Use createFloat32FromArray. * @param {goog.vec.Vec3.Vec3Like} vec The source 3 element array. * @return {!goog.vec.Vec3.Type} The new 3 element array. */ goog.vec.Vec3.createFromArray = function(vec) { var newVec = goog.vec.Vec3.create(); goog.vec.Vec3.setFromArray(newVec, vec); return newVec; }; /** * Creates a new 3 element vector initialized with the supplied values. * * @deprecated Use createFloat32FromValues. * @param {number} v0 The value for element at index 0. * @param {number} v1 The value for element at index 1. * @param {number} v2 The value for element at index 2. * @return {!goog.vec.Vec3.Type} The new vector. */ goog.vec.Vec3.createFromValues = function(v0, v1, v2) { var vec = goog.vec.Vec3.create(); goog.vec.Vec3.setFromValues(vec, v0, v1, v2); return vec; }; /** * Creates a clone of the given 3 element vector. * * @deprecated Use cloneFloat32. * @param {goog.vec.Vec3.Vec3Like} vec The source 3 element vector. * @return {!goog.vec.Vec3.Type} The new cloned vector. */ goog.vec.Vec3.clone = function(vec) { var newVec = goog.vec.Vec3.create(); goog.vec.Vec3.setFromArray(newVec, vec); return newVec; }; /** * Initializes the vector with the given values. * * @param {goog.vec.Vec3.AnyType} vec The vector to receive the values. * @param {number} v0 The value for element at index 0. * @param {number} v1 The value for element at index 1. * @param {number} v2 The value for element at index 2. * @return {!goog.vec.Vec3.AnyType} Return vec so that operations can be * chained together. */ goog.vec.Vec3.setFromValues = function(vec, v0, v1, v2) { vec[0] = v0; vec[1] = v1; vec[2] = v2; return vec; }; /** * Initializes the vector with the given array of values. * * @param {goog.vec.Vec3.AnyType} vec The vector to receive the * values. * @param {goog.vec.Vec3.AnyType} values The array of values. * @return {!goog.vec.Vec3.AnyType} Return vec so that operations can be * chained together. */ goog.vec.Vec3.setFromArray = function(vec, values) { vec[0] = values[0]; vec[1] = values[1]; vec[2] = values[2]; return vec; }; /** * Performs a component-wise addition of vec0 and vec1 together storing the * result into resultVec. * * @param {goog.vec.Vec3.AnyType} vec0 The first addend. * @param {goog.vec.Vec3.AnyType} vec1 The second addend. * @param {goog.vec.Vec3.AnyType} resultVec The vector to * receive the result. May be vec0 or vec1. * @return {!goog.vec.Vec3.AnyType} Return resultVec so that operations can be * chained together. */ goog.vec.Vec3.add = function(vec0, vec1, resultVec) { resultVec[0] = vec0[0] + vec1[0]; resultVec[1] = vec0[1] + vec1[1]; resultVec[2] = vec0[2] + vec1[2]; return resultVec; }; /** * Performs a component-wise subtraction of vec1 from vec0 storing the * result into resultVec. * * @param {goog.vec.Vec3.AnyType} vec0 The minuend. * @param {goog.vec.Vec3.AnyType} vec1 The subtrahend. * @param {goog.vec.Vec3.AnyType} resultVec The vector to * receive the result. May be vec0 or vec1. * @return {!goog.vec.Vec3.AnyType} Return resultVec so that operations can be * chained together. */ goog.vec.Vec3.subtract = function(vec0, vec1, resultVec) { resultVec[0] = vec0[0] - vec1[0]; resultVec[1] = vec0[1] - vec1[1]; resultVec[2] = vec0[2] - vec1[2]; return resultVec; }; /** * Negates vec0, storing the result into resultVec. * * @param {goog.vec.Vec3.AnyType} vec0 The vector to negate. * @param {goog.vec.Vec3.AnyType} resultVec The vector to * receive the result. May be vec0. * @return {!goog.vec.Vec3.AnyType} Return resultVec so that operations can be * chained together. */ goog.vec.Vec3.negate = function(vec0, resultVec) { resultVec[0] = -vec0[0]; resultVec[1] = -vec0[1]; resultVec[2] = -vec0[2]; return resultVec; }; /** * Takes the absolute value of each component of vec0 storing the result in * resultVec. * * @param {goog.vec.Vec3.AnyType} vec0 The source vector. * @param {goog.vec.Vec3.AnyType} resultVec The vector to receive the result. * May be vec0. * @return {!goog.vec.Vec3.AnyType} Return resultVec so that operations can be * chained together. */ goog.vec.Vec3.abs = function(vec0, resultVec) { resultVec[0] = Math.abs(vec0[0]); resultVec[1] = Math.abs(vec0[1]); resultVec[2] = Math.abs(vec0[2]); return resultVec; }; /** * Multiplies each component of vec0 with scalar storing the product into * resultVec. * * @param {goog.vec.Vec3.AnyType} vec0 The source vector. * @param {number} scalar The value to multiply with each component of vec0. * @param {goog.vec.Vec3.AnyType} resultVec The vector to * receive the result. May be vec0. * @return {!goog.vec.Vec3.AnyType} Return resultVec so that operations can be * chained together. */ goog.vec.Vec3.scale = function(vec0, scalar, resultVec) { resultVec[0] = vec0[0] * scalar; resultVec[1] = vec0[1] * scalar; resultVec[2] = vec0[2] * scalar; return resultVec; }; /** * Returns the magnitudeSquared of the given vector. * * @param {goog.vec.Vec3.AnyType} vec0 The vector. * @return {number} The magnitude of the vector. */ goog.vec.Vec3.magnitudeSquared = function(vec0) { var x = vec0[0], y = vec0[1], z = vec0[2]; return x * x + y * y + z * z; }; /** * Returns the magnitude of the given vector. * * @param {goog.vec.Vec3.AnyType} vec0 The vector. * @return {number} The magnitude of the vector. */ goog.vec.Vec3.magnitude = function(vec0) { var x = vec0[0], y = vec0[1], z = vec0[2]; return Math.sqrt(x * x + y * y + z * z); }; /** * Normalizes the given vector storing the result into resultVec. * * @param {goog.vec.Vec3.AnyType} vec0 The vector to normalize. * @param {goog.vec.Vec3.AnyType} resultVec The vector to * receive the result. May be vec0. * @return {!goog.vec.Vec3.AnyType} Return resultVec so that operations can be * chained together. */ goog.vec.Vec3.normalize = function(vec0, resultVec) { var ilen = 1 / goog.vec.Vec3.magnitude(vec0); resultVec[0] = vec0[0] * ilen; resultVec[1] = vec0[1] * ilen; resultVec[2] = vec0[2] * ilen; return resultVec; }; /** * Returns the scalar product of vectors v0 and v1. * * @param {goog.vec.Vec3.AnyType} v0 The first vector. * @param {goog.vec.Vec3.AnyType} v1 The second vector. * @return {number} The scalar product. */ goog.vec.Vec3.dot = function(v0, v1) { return v0[0] * v1[0] + v0[1] * v1[1] + v0[2] * v1[2]; }; /** * Computes the vector (cross) product of v0 and v1 storing the result into * resultVec. * * @param {goog.vec.Vec3.AnyType} v0 The first vector. * @param {goog.vec.Vec3.AnyType} v1 The second vector. * @param {goog.vec.Vec3.AnyType} resultVec The vector to receive the * results. May be either v0 or v1. * @return {!goog.vec.Vec3.AnyType} Return resultVec so that operations can be * chained together. */ goog.vec.Vec3.cross = function(v0, v1, resultVec) { var x0 = v0[0], y0 = v0[1], z0 = v0[2]; var x1 = v1[0], y1 = v1[1], z1 = v1[2]; resultVec[0] = y0 * z1 - z0 * y1; resultVec[1] = z0 * x1 - x0 * z1; resultVec[2] = x0 * y1 - y0 * x1; return resultVec; }; /** * Returns the squared distance between two points. * * @param {goog.vec.Vec3.AnyType} vec0 First point. * @param {goog.vec.Vec3.AnyType} vec1 Second point. * @return {number} The squared distance between the points. */ goog.vec.Vec3.distanceSquared = function(vec0, vec1) { var x = vec0[0] - vec1[0]; var y = vec0[1] - vec1[1]; var z = vec0[2] - vec1[2]; return x * x + y * y + z * z; }; /** * Returns the distance between two points. * * @param {goog.vec.Vec3.AnyType} vec0 First point. * @param {goog.vec.Vec3.AnyType} vec1 Second point. * @return {number} The distance between the points. */ goog.vec.Vec3.distance = function(vec0, vec1) { return Math.sqrt(goog.vec.Vec3.distanceSquared(vec0, vec1)); }; /** * Returns a unit vector pointing from one point to another. * If the input points are equal then the result will be all zeros. * * @param {goog.vec.Vec3.AnyType} vec0 Origin point. * @param {goog.vec.Vec3.AnyType} vec1 Target point. * @param {goog.vec.Vec3.AnyType} resultVec The vector to receive the * results (may be vec0 or vec1). * @return {!goog.vec.Vec3.AnyType} Return resultVec so that operations can be * chained together. */ goog.vec.Vec3.direction = function(vec0, vec1, resultVec) { var x = vec1[0] - vec0[0]; var y = vec1[1] - vec0[1]; var z = vec1[2] - vec0[2]; var d = Math.sqrt(x * x + y * y + z * z); if (d) { d = 1 / d; resultVec[0] = x * d; resultVec[1] = y * d; resultVec[2] = z * d; } else { resultVec[0] = resultVec[1] = resultVec[2] = 0; } return resultVec; }; /** * Linearly interpolate from vec0 to v1 according to f. The value of f should be * in the range [0..1] otherwise the results are undefined. * * @param {goog.vec.Vec3.AnyType} v0 The first vector. * @param {goog.vec.Vec3.AnyType} v1 The second vector. * @param {number} f The interpolation factor. * @param {goog.vec.Vec3.AnyType} resultVec The vector to receive the * results (may be v0 or v1). * @return {!goog.vec.Vec3.AnyType} Return resultVec so that operations can be * chained together. */ goog.vec.Vec3.lerp = function(v0, v1, f, resultVec) { var x = v0[0], y = v0[1], z = v0[2]; resultVec[0] = (v1[0] - x) * f + x; resultVec[1] = (v1[1] - y) * f + y; resultVec[2] = (v1[2] - z) * f + z; return resultVec; }; /** * Compares the components of vec0 with the components of another vector or * scalar, storing the larger values in resultVec. * * @param {goog.vec.Vec3.AnyType} vec0 The source vector. * @param {goog.vec.Vec3.AnyType|number} limit The limit vector or scalar. * @param {goog.vec.Vec3.AnyType} resultVec The vector to receive the * results (may be vec0 or limit). * @return {!goog.vec.Vec3.AnyType} Return resultVec so that operations can be * chained together. */ goog.vec.Vec3.max = function(vec0, limit, resultVec) { if (typeof limit === 'number') { resultVec[0] = Math.max(vec0[0], limit); resultVec[1] = Math.max(vec0[1], limit); resultVec[2] = Math.max(vec0[2], limit); } else { resultVec[0] = Math.max(vec0[0], limit[0]); resultVec[1] = Math.max(vec0[1], limit[1]); resultVec[2] = Math.max(vec0[2], limit[2]); } return resultVec; }; /** * Compares the components of vec0 with the components of another vector or * scalar, storing the smaller values in resultVec. * * @param {goog.vec.Vec3.AnyType} vec0 The source vector. * @param {goog.vec.Vec3.AnyType|number} limit The limit vector or scalar. * @param {goog.vec.Vec3.AnyType} resultVec The vector to receive the * results (may be vec0 or limit). * @return {!goog.vec.Vec3.AnyType} Return resultVec so that operations can be * chained together. */ goog.vec.Vec3.min = function(vec0, limit, resultVec) { if (typeof limit === 'number') { resultVec[0] = Math.min(vec0[0], limit); resultVec[1] = Math.min(vec0[1], limit); resultVec[2] = Math.min(vec0[2], limit); } else { resultVec[0] = Math.min(vec0[0], limit[0]); resultVec[1] = Math.min(vec0[1], limit[1]); resultVec[2] = Math.min(vec0[2], limit[2]); } return resultVec; }; /** * Returns true if the components of v0 are equal to the components of v1. * * @param {goog.vec.Vec3.AnyType} v0 The first vector. * @param {goog.vec.Vec3.AnyType} v1 The second vector. * @return {boolean} True if the vectors are equal, false otherwise. */ goog.vec.Vec3.equals = function(v0, v1) { return v0.length == v1.length && v0[0] == v1[0] && v0[1] == v1[1] && v0[2] == v1[2]; };