// Copyright 2013 The Closure Library Authors. All Rights Reserved. // // Licensed 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. ////////////////////////// NOTE ABOUT EDITING THIS FILE /////////////////////// // // // Any edits to this file must be applied to vec3f.js by running: // // swap_type.sh vec3d.js > vec3f.js // // // ////////////////////////// NOTE ABOUT EDITING THIS FILE /////////////////////// /** * @fileoverview Provides functions for operating on 3 element double (64bit) * vectors. * * The last parameter will typically be the output object and an object * can be both an input and output parameter to all methods except where * noted. * * See the README for notes about the design and structure of the API * (especially related to performance). * */ goog.provide('goog.vec.vec3d'); goog.provide('goog.vec.vec3d.Type'); /** @suppress {extraRequire} */ goog.require('goog.vec'); /** @typedef {!goog.vec.Float64} */ goog.vec.vec3d.Type; /** * Creates a vec3d with all elements initialized to zero. * * @return {!goog.vec.vec3d.Type} The new vec3d. */ goog.vec.vec3d.create = function() { return new Float64Array(3); }; /** * Creates a new vec3d initialized with the value from the given array. * * @param {!Array} vec The source 3 element array. * @return {!goog.vec.vec3d.Type} The new vec3d. */ goog.vec.vec3d.createFromArray = function(vec) { var newVec = goog.vec.vec3d.create(); goog.vec.vec3d.setFromArray(newVec, vec); return newVec; }; /** * Creates a new vec3d 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.vec3d.Type} The new vector. */ goog.vec.vec3d.createFromValues = function(v0, v1, v2) { var vec = goog.vec.vec3d.create(); goog.vec.vec3d.setFromValues(vec, v0, v1, v2); return vec; }; /** * Creates a clone of the given vec3d. * * @param {!goog.vec.vec3d.Type} vec The source vec3d. * @return {!goog.vec.vec3d.Type} The new cloned vec3d. */ goog.vec.vec3d.clone = function(vec) { var newVec = goog.vec.vec3d.create(); goog.vec.vec3d.setFromVec3d(newVec, vec); return newVec; }; /** * Initializes the vector with the given values. * * @param {!goog.vec.vec3d.Type} 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.vec3d.Type} Return vec so that operations can be * chained together. */ goog.vec.vec3d.setFromValues = function(vec, v0, v1, v2) { vec[0] = v0; vec[1] = v1; vec[2] = v2; return vec; }; /** * Initializes vec3d vec from vec3d src. * * @param {!goog.vec.vec3d.Type} vec The destination vector. * @param {!goog.vec.vec3d.Type} src The source vector. * @return {!goog.vec.vec3d.Type} Return vec so that operations can be * chained together. */ goog.vec.vec3d.setFromVec3d = function(vec, src) { vec[0] = src[0]; vec[1] = src[1]; vec[2] = src[2]; return vec; }; /** * Initializes vec3d vec from vec3f src (typed as a Float32Array to * avoid circular goog.requires). * * @param {!goog.vec.vec3d.Type} vec The destination vector. * @param {Float32Array} src The source vector. * @return {!goog.vec.vec3d.Type} Return vec so that operations can be * chained together. */ goog.vec.vec3d.setFromVec3f = function(vec, src) { vec[0] = src[0]; vec[1] = src[1]; vec[2] = src[2]; return vec; }; /** * Initializes vec3d vec from Array src. * * @param {!goog.vec.vec3d.Type} vec The destination vector. * @param {Array} src The source vector. * @return {!goog.vec.vec3d.Type} Return vec so that operations can be * chained together. */ goog.vec.vec3d.setFromArray = function(vec, src) { vec[0] = src[0]; vec[1] = src[1]; vec[2] = src[2]; return vec; }; /** * Performs a component-wise addition of vec0 and vec1 together storing the * result into resultVec. * * @param {!goog.vec.vec3d.Type} vec0 The first addend. * @param {!goog.vec.vec3d.Type} vec1 The second addend. * @param {!goog.vec.vec3d.Type} resultVec The vector to * receive the result. May be vec0 or vec1. * @return {!goog.vec.vec3d.Type} Return resultVec so that operations can be * chained together. */ goog.vec.vec3d.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.vec3d.Type} vec0 The minuend. * @param {!goog.vec.vec3d.Type} vec1 The subtrahend. * @param {!goog.vec.vec3d.Type} resultVec The vector to * receive the result. May be vec0 or vec1. * @return {!goog.vec.vec3d.Type} Return resultVec so that operations can be * chained together. */ goog.vec.vec3d.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.vec3d.Type} vec0 The vector to negate. * @param {!goog.vec.vec3d.Type} resultVec The vector to * receive the result. May be vec0. * @return {!goog.vec.vec3d.Type} Return resultVec so that operations can be * chained together. */ goog.vec.vec3d.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.vec3d.Type} vec0 The source vector. * @param {!goog.vec.vec3d.Type} resultVec The vector to receive the result. * May be vec0. * @return {!goog.vec.vec3d.Type} Return resultVec so that operations can be * chained together. */ goog.vec.vec3d.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.vec3d.Type} vec0 The source vector. * @param {number} scalar The value to multiply with each component of vec0. * @param {!goog.vec.vec3d.Type} resultVec The vector to * receive the result. May be vec0. * @return {!goog.vec.vec3d.Type} Return resultVec so that operations can be * chained together. */ goog.vec.vec3d.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.vec3d.Type} vec0 The vector. * @return {number} The magnitude of the vector. */ goog.vec.vec3d.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.vec3d.Type} vec0 The vector. * @return {number} The magnitude of the vector. */ goog.vec.vec3d.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.vec3d.Type} vec0 The vector to normalize. * @param {!goog.vec.vec3d.Type} resultVec The vector to * receive the result. May be vec0. * @return {!goog.vec.vec3d.Type} Return resultVec so that operations can be * chained together. */ goog.vec.vec3d.normalize = function(vec0, resultVec) { var x = vec0[0], y = vec0[1], z = vec0[2]; var ilen = 1 / Math.sqrt(x * x + y * y + z * z); resultVec[0] = x * ilen; resultVec[1] = y * ilen; resultVec[2] = z * ilen; return resultVec; }; /** * Returns the scalar product of vectors v0 and v1. * * @param {!goog.vec.vec3d.Type} v0 The first vector. * @param {!goog.vec.vec3d.Type} v1 The second vector. * @return {number} The scalar product. */ goog.vec.vec3d.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.vec3d.Type} v0 The first vector. * @param {!goog.vec.vec3d.Type} v1 The second vector. * @param {!goog.vec.vec3d.Type} resultVec The vector to receive the * results. May be either v0 or v1. * @return {!goog.vec.vec3d.Type} Return resultVec so that operations can be * chained together. */ goog.vec.vec3d.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.vec3d.Type} vec0 First point. * @param {!goog.vec.vec3d.Type} vec1 Second point. * @return {number} The squared distance between the points. */ goog.vec.vec3d.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.vec3d.Type} vec0 First point. * @param {!goog.vec.vec3d.Type} vec1 Second point. * @return {number} The distance between the points. */ goog.vec.vec3d.distance = function(vec0, vec1) { return Math.sqrt(goog.vec.vec3d.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.vec3d.Type} vec0 Origin point. * @param {!goog.vec.vec3d.Type} vec1 Target point. * @param {!goog.vec.vec3d.Type} resultVec The vector to receive the * results (may be vec0 or vec1). * @return {!goog.vec.vec3d.Type} Return resultVec so that operations can be * chained together. */ goog.vec.vec3d.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.vec3d.Type} v0 The first vector. * @param {!goog.vec.vec3d.Type} v1 The second vector. * @param {number} f The interpolation factor. * @param {!goog.vec.vec3d.Type} resultVec The vector to receive the * results (may be v0 or v1). * @return {!goog.vec.vec3d.Type} Return resultVec so that operations can be * chained together. */ goog.vec.vec3d.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; }; /** * Perform a spherical linear interpolation from v0 to v1 according to f. The * value of f should be in the range [0..1] otherwise the results are undefined. * * Slerp is normally used to interpolate quaternions, but there is a geometric * formula for interpolating vectors directly, see "Geometric Slerp" in: * https://en.wikipedia.org/wiki/Slerp. * * This interpolates the vectors' directions via slerp, but linearly * interpolates the vectors' magnitudes. * * Results are undefined if v0 or v1 are of zero magnitude. * * @param {!goog.vec.vec3d.Type} v0 The first vector. * @param {!goog.vec.vec3d.Type} v1 The second vector. * @param {number} f The interpolation factor. * @param {!goog.vec.vec3d.Type} resultVec The vector to receive the * results (may be v0 or v1). * @return {!goog.vec.vec3d.Type} Return resultVec so that operations can be * chained together. */ goog.vec.vec3d.slerp = function(v0, v1, f, resultVec) { var v0Magnitude = goog.vec.vec3d.magnitude(v0); var v1Magnitude = goog.vec.vec3d.magnitude(v1); var cosAngle = goog.vec.vec3d.dot(v0, v1) / (v0Magnitude * v1Magnitude); // If v0 and v1 are almost the same direction, fall back on a straight lerp. if (cosAngle > 1 - goog.vec.EPSILON) { return goog.vec.vec3d.lerp(v0, v1, f, resultVec); } var angle = 0; var sinAngle = 0; // If v0 and v1 are opposite directions, pick an arbitrary 'mid' vector that // is perpendicular to both, and slerp from v0 -> mid -> v1. if (cosAngle < -1 + goog.vec.EPSILON) { var mid = goog.vec.vec3d.create(); var magnitudeFactor = (v0Magnitude + v1Magnitude) / 2; if (v0[0]) { // v0 not parallel to [0,0,1]. magnitudeFactor /= Math.sqrt(v0[0] * v0[0] + v0[1] + v0[1]); mid[0] = -v0[1] * magnitudeFactor; mid[1] = v0[0] * magnitudeFactor; mid[2] = 0; } else { // v0 not parallel to [1,0,0]. magnitudeFactor /= Math.sqrt(v0[2] * v0[2] + v0[1] + v0[1]); mid[0] = 0; mid[1] = -v0[2] * magnitudeFactor; mid[2] = v0[1] * magnitudeFactor; } // Depending on f, slerp between either v0 and mid, or mid and v1. if (f <= 0.5) { v1Magnitude = v0Magnitude; v1 = mid; f *= 2; } else { v0 = mid; f = 2 * f - 1; } angle = Math.PI / 2; cosAngle = 0; sinAngle = 1; } else { angle = Math.acos(cosAngle); sinAngle = Math.sqrt(1 - cosAngle * cosAngle); } var coeff0 = (Math.sin((1 - f) * angle) / sinAngle) / v0Magnitude; var coeff1 = (Math.sin(f * angle) / sinAngle) / v1Magnitude; var magnitude = (1 - f) * v0Magnitude + f * v1Magnitude; resultVec[0] = (v0[0] * coeff0 + v1[0] * coeff1) * magnitude; resultVec[1] = (v0[1] * coeff0 + v1[1] * coeff1) * magnitude; resultVec[2] = (v0[2] * coeff0 + v1[2] * coeff1) * magnitude; return resultVec; }; /** * Compares the components of vec0 with the components of another vector or * scalar, storing the larger values in resultVec. * * @param {!goog.vec.vec3d.Type} vec0 The source vector. * @param {!goog.vec.vec3d.Type|number} limit The limit vector or scalar. * @param {!goog.vec.vec3d.Type} resultVec The vector to receive the * results (may be vec0 or limit). * @return {!goog.vec.vec3d.Type} Return resultVec so that operations can be * chained together. */ goog.vec.vec3d.max = function(vec0, limit, resultVec) { if (goog.isNumber(limit)) { 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.vec3d.Type} vec0 The source vector. * @param {!goog.vec.vec3d.Type|number} limit The limit vector or scalar. * @param {!goog.vec.vec3d.Type} resultVec The vector to receive the * results (may be vec0 or limit). * @return {!goog.vec.vec3d.Type} Return resultVec so that operations can be * chained together. */ goog.vec.vec3d.min = function(vec0, limit, resultVec) { if (goog.isNumber(limit)) { 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.vec3d.Type} v0 The first vector. * @param {!goog.vec.vec3d.Type} v1 The second vector. * @return {boolean} True if the vectors are equal, false otherwise. */ goog.vec.vec3d.equals = function(v0, v1) { return v0.length == v1.length && v0[0] == v1[0] && v0[1] == v1[1] && v0[2] == v1[2]; };