| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470 | /** * @license * Copyright The Closure Library Authors. * SPDX-License-Identifier: Apache-2.0 *//** * @fileoverview Supplies 4 element vectors that are compatible with WebGL. * Each element is a float32 since that is typically the desired size of a * 4-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.Vec4');/** @suppress {extraRequire} */goog.require('goog.vec');/** @typedef {!goog.vec.Float32} */ goog.vec.Vec4.Float32;/** @typedef {!goog.vec.Float64} */ goog.vec.Vec4.Float64;/** @typedef {!goog.vec.Number} */ goog.vec.Vec4.Number;/** @typedef {!goog.vec.AnyType} */ goog.vec.Vec4.AnyType;// The following two types are deprecated - use the above types instead./** @typedef {!Float32Array} */ goog.vec.Vec4.Type;/** @typedef {!goog.vec.ArrayType} */ goog.vec.Vec4.Vec4Like;/** * Creates a 4 element vector of Float32. The array is initialized to zero. * * @return {!goog.vec.Vec4.Float32} The new 3 element array. */goog.vec.Vec4.createFloat32 = function() {  return new Float32Array(4);};/** * Creates a 4 element vector of Float64. The array is initialized to zero. * * @return {!goog.vec.Vec4.Float64} The new 4 element array. */goog.vec.Vec4.createFloat64 = function() {  return new Float64Array(4);};/** * Creates a 4 element vector of Number. The array is initialized to zero. * * @return {!goog.vec.Vec4.Number} The new 4 element array. */goog.vec.Vec4.createNumber = function() {  var v = new Array(4);  goog.vec.Vec4.setFromValues(v, 0, 0, 0, 0);  return v;};/** * Creates a 4 element vector of Float32Array. The array is initialized to zero. * * @deprecated Use createFloat32. * @return {!goog.vec.Vec4.Type} The new 4 element array. */goog.vec.Vec4.create = function() {  return new Float32Array(4);};/** * Creates a new 4 element vector initialized with the value from the given * array. * * @deprecated Use createFloat32FromArray. * @param {goog.vec.Vec4.Vec4Like} vec The source 4 element array. * @return {!goog.vec.Vec4.Type} The new 4 element array. */goog.vec.Vec4.createFromArray = function(vec) {  var newVec = goog.vec.Vec4.create();  goog.vec.Vec4.setFromArray(newVec, vec);  return newVec;};/** * Creates a new 4 element FLoat32 vector initialized with the value from the * given array. * * @param {goog.vec.Vec4.AnyType} vec The source 3 element array. * @return {!goog.vec.Vec4.Float32} The new 3 element array. */goog.vec.Vec4.createFloat32FromArray = function(vec) {  var newVec = goog.vec.Vec4.createFloat32();  goog.vec.Vec4.setFromArray(newVec, vec);  return newVec;};/** * Creates a new 4 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. * @param {number} v3 The value for element at index 3. * @return {!goog.vec.Vec4.Float32} The new vector. */goog.vec.Vec4.createFloat32FromValues = function(v0, v1, v2, v3) {  var vec = goog.vec.Vec4.createFloat32();  goog.vec.Vec4.setFromValues(vec, v0, v1, v2, v3);  return vec;};/** * Creates a clone of the given 4 element Float32 vector. * * @param {goog.vec.Vec4.Float32} vec The source 3 element vector. * @return {!goog.vec.Vec4.Float32} The new cloned vector. */goog.vec.Vec4.cloneFloat32 = goog.vec.Vec4.createFloat32FromArray;/** * Creates a new 4 element Float64 vector initialized with the value from the * given array. * * @param {goog.vec.Vec4.AnyType} vec The source 4 element array. * @return {!goog.vec.Vec4.Float64} The new 4 element array. */goog.vec.Vec4.createFloat64FromArray = function(vec) {  var newVec = goog.vec.Vec4.createFloat64();  goog.vec.Vec4.setFromArray(newVec, vec);  return newVec;};/*** Creates a new 4 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.* @param {number} v3 The value for element at index 3.* @return {!goog.vec.Vec4.Float64} The new vector.*/goog.vec.Vec4.createFloat64FromValues = function(v0, v1, v2, v3) {  var vec = goog.vec.Vec4.createFloat64();  goog.vec.Vec4.setFromValues(vec, v0, v1, v2, v3);  return vec;};/** * Creates a clone of the given 4 element vector. * * @param {goog.vec.Vec4.Float64} vec The source 4 element vector. * @return {!goog.vec.Vec4.Float64} The new cloned vector. */goog.vec.Vec4.cloneFloat64 = goog.vec.Vec4.createFloat64FromArray;/** * Creates a new 4 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. * @param {number} v3 The value for element at index 3. * @return {!goog.vec.Vec4.Type} The new vector. */goog.vec.Vec4.createFromValues = function(v0, v1, v2, v3) {  var vec = goog.vec.Vec4.create();  goog.vec.Vec4.setFromValues(vec, v0, v1, v2, v3);  return vec;};/** * Creates a clone of the given 4 element vector. * * @deprecated Use cloneFloat32. * @param {goog.vec.Vec4.Vec4Like} vec The source 4 element vector. * @return {!goog.vec.Vec4.Type} The new cloned vector. */goog.vec.Vec4.clone = goog.vec.Vec4.createFromArray;/** * Initializes the vector with the given values. * * @param {goog.vec.Vec4.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. * @param {number} v3 The value for element at index 3. * @return {!goog.vec.Vec4.AnyType} Return vec so that operations can be *     chained together. */goog.vec.Vec4.setFromValues = function(vec, v0, v1, v2, v3) {  vec[0] = v0;  vec[1] = v1;  vec[2] = v2;  vec[3] = v3;  return vec;};/** * Initializes the vector with the given array of values. * * @param {goog.vec.Vec4.AnyType} vec The vector to receive the *     values. * @param {goog.vec.Vec4.AnyType} values The array of values. * @return {!goog.vec.Vec4.AnyType} Return vec so that operations can be *     chained together. */goog.vec.Vec4.setFromArray = function(vec, values) {  vec[0] = values[0];  vec[1] = values[1];  vec[2] = values[2];  vec[3] = values[3];  return vec;};/** * Performs a component-wise addition of vec0 and vec1 together storing the * result into resultVec. * * @param {goog.vec.Vec4.AnyType} vec0 The first addend. * @param {goog.vec.Vec4.AnyType} vec1 The second addend. * @param {goog.vec.Vec4.AnyType} resultVec The vector to *     receive the result. May be vec0 or vec1. * @return {!goog.vec.Vec4.AnyType} Return resultVec so that operations can be *     chained together. */goog.vec.Vec4.add = function(vec0, vec1, resultVec) {  resultVec[0] = vec0[0] + vec1[0];  resultVec[1] = vec0[1] + vec1[1];  resultVec[2] = vec0[2] + vec1[2];  resultVec[3] = vec0[3] + vec1[3];  return resultVec;};/** * Performs a component-wise subtraction of vec1 from vec0 storing the * result into resultVec. * * @param {goog.vec.Vec4.AnyType} vec0 The minuend. * @param {goog.vec.Vec4.AnyType} vec1 The subtrahend. * @param {goog.vec.Vec4.AnyType} resultVec The vector to *     receive the result. May be vec0 or vec1. * @return {!goog.vec.Vec4.AnyType} Return resultVec so that operations can be *     chained together. */goog.vec.Vec4.subtract = function(vec0, vec1, resultVec) {  resultVec[0] = vec0[0] - vec1[0];  resultVec[1] = vec0[1] - vec1[1];  resultVec[2] = vec0[2] - vec1[2];  resultVec[3] = vec0[3] - vec1[3];  return resultVec;};/** * Negates vec0, storing the result into resultVec. * * @param {goog.vec.Vec4.AnyType} vec0 The vector to negate. * @param {goog.vec.Vec4.AnyType} resultVec The vector to *     receive the result. May be vec0. * @return {!goog.vec.Vec4.AnyType} Return resultVec so that operations can be *     chained together. */goog.vec.Vec4.negate = function(vec0, resultVec) {  resultVec[0] = -vec0[0];  resultVec[1] = -vec0[1];  resultVec[2] = -vec0[2];  resultVec[3] = -vec0[3];  return resultVec;};/** * Takes the absolute value of each component of vec0 storing the result in * resultVec. * * @param {goog.vec.Vec4.AnyType} vec0 The source vector. * @param {goog.vec.Vec4.AnyType} resultVec The vector to receive the result. *     May be vec0. * @return {!goog.vec.Vec4.AnyType} Return resultVec so that operations can be *     chained together. */goog.vec.Vec4.abs = function(vec0, resultVec) {  resultVec[0] = Math.abs(vec0[0]);  resultVec[1] = Math.abs(vec0[1]);  resultVec[2] = Math.abs(vec0[2]);  resultVec[3] = Math.abs(vec0[3]);  return resultVec;};/** * Multiplies each component of vec0 with scalar storing the product into * resultVec. * * @param {goog.vec.Vec4.AnyType} vec0 The source vector. * @param {number} scalar The value to multiply with each component of vec0. * @param {goog.vec.Vec4.AnyType} resultVec The vector to *     receive the result. May be vec0. * @return {!goog.vec.Vec4.AnyType} Return resultVec so that operations can be *     chained together. */goog.vec.Vec4.scale = function(vec0, scalar, resultVec) {  resultVec[0] = vec0[0] * scalar;  resultVec[1] = vec0[1] * scalar;  resultVec[2] = vec0[2] * scalar;  resultVec[3] = vec0[3] * scalar;  return resultVec;};/** * Returns the magnitudeSquared of the given vector. * * @param {goog.vec.Vec4.AnyType} vec0 The vector. * @return {number} The magnitude of the vector. */goog.vec.Vec4.magnitudeSquared = function(vec0) {  var x = vec0[0], y = vec0[1], z = vec0[2], w = vec0[3];  return x * x + y * y + z * z + w * w;};/** * Returns the magnitude of the given vector. * * @param {goog.vec.Vec4.AnyType} vec0 The vector. * @return {number} The magnitude of the vector. */goog.vec.Vec4.magnitude = function(vec0) {  var x = vec0[0], y = vec0[1], z = vec0[2], w = vec0[3];  return Math.sqrt(x * x + y * y + z * z + w * w);};/** * Normalizes the given vector storing the result into resultVec. * * @param {goog.vec.Vec4.AnyType} vec0 The vector to normalize. * @param {goog.vec.Vec4.AnyType} resultVec The vector to *     receive the result. May be vec0. * @return {!goog.vec.Vec4.AnyType} Return resultVec so that operations can be *     chained together. */goog.vec.Vec4.normalize = function(vec0, resultVec) {  var ilen = 1 / goog.vec.Vec4.magnitude(vec0);  resultVec[0] = vec0[0] * ilen;  resultVec[1] = vec0[1] * ilen;  resultVec[2] = vec0[2] * ilen;  resultVec[3] = vec0[3] * ilen;  return resultVec;};/** * Returns the scalar product of vectors v0 and v1. * * @param {goog.vec.Vec4.AnyType} v0 The first vector. * @param {goog.vec.Vec4.AnyType} v1 The second vector. * @return {number} The scalar product. */goog.vec.Vec4.dot = function(v0, v1) {  return v0[0] * v1[0] + v0[1] * v1[1] + v0[2] * v1[2] + v0[3] * v1[3];};/** * Linearly interpolate from v0 to v1 according to f. The value of f should be * in the range [0..1] otherwise the results are undefined. * * @param {goog.vec.Vec4.AnyType} v0 The first vector. * @param {goog.vec.Vec4.AnyType} v1 The second vector. * @param {number} f The interpolation factor. * @param {goog.vec.Vec4.AnyType} resultVec The vector to receive the *     results (may be v0 or v1). * @return {!goog.vec.Vec4.AnyType} Return resultVec so that operations can be *     chained together. */goog.vec.Vec4.lerp = function(v0, v1, f, resultVec) {  var x = v0[0], y = v0[1], z = v0[2], w = v0[3];  resultVec[0] = (v1[0] - x) * f + x;  resultVec[1] = (v1[1] - y) * f + y;  resultVec[2] = (v1[2] - z) * f + z;  resultVec[3] = (v1[3] - w) * f + w;  return resultVec;};/** * Compares the components of vec0 with the components of another vector or * scalar, storing the larger values in resultVec. * * @param {goog.vec.Vec4.AnyType} vec0 The source vector. * @param {goog.vec.Vec4.AnyType|number} limit The limit vector or scalar. * @param {goog.vec.Vec4.AnyType} resultVec The vector to receive the *     results (may be vec0 or limit). * @return {!goog.vec.Vec4.AnyType} Return resultVec so that operations can be *     chained together. */goog.vec.Vec4.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);    resultVec[3] = Math.max(vec0[3], 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]);    resultVec[3] = Math.max(vec0[3], limit[3]);  }  return resultVec;};/** * Compares the components of vec0 with the components of another vector or * scalar, storing the smaller values in resultVec. * * @param {goog.vec.Vec4.AnyType} vec0 The source vector. * @param {goog.vec.Vec4.AnyType|number} limit The limit vector or scalar. * @param {goog.vec.Vec4.AnyType} resultVec The vector to receive the *     results (may be vec0 or limit). * @return {!goog.vec.Vec4.AnyType} Return resultVec so that operations can be *     chained together. */goog.vec.Vec4.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);    resultVec[3] = Math.min(vec0[3], 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]);    resultVec[3] = Math.min(vec0[3], limit[3]);  }  return resultVec;};/** * Returns true if the components of v0 are equal to the components of v1. * * @param {goog.vec.Vec4.AnyType} v0 The first vector. * @param {goog.vec.Vec4.AnyType} v1 The second vector. * @return {boolean} True if the vectors are equal, false otherwise. */goog.vec.Vec4.equals = function(v0, v1) {  return v0.length == v1.length && v0[0] == v1[0] && v0[1] == v1[1] &&      v0[2] == v1[2] && v0[3] == v1[3];};
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