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220 lines
4.6 KiB
TypeScript
220 lines
4.6 KiB
TypeScript
import {clamp} from "math/commons";
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import {XYZ} from "math/xyz";
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import {areEqual, TOLERANCE_SQ} from "math/equality";
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export default class Vector implements XYZ {
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x: number;
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y: number;
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z: number;
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constructor(x = 0, y = 0, z = 0) {
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this.x = x || 0;
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this.y = y || 0;
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this.z = z || 0;
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}
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set(x, y, z): Vector {
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this.x = x || 0;
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this.y = y || 0;
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this.z = z || 0;
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return this;
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}
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set3(data: [number, number, number]): Vector {
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this.x = data[0] || 0;
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this.y = data[1] || 0;
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this.z = data[2] || 0;
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return this;
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}
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setV(data: XYZ): Vector {
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this.x = data.x;
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this.y = data.y;
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this.z = data.z;
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return this;
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}
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multiply(scalar: number): Vector {
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return new Vector(this.x * scalar, this.y * scalar, this.z * scalar);
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}
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scale(scalar: number): Vector {
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return this.multiply(scalar);
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}
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_multiply(scalar: number): Vector {
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return this.set(this.x * scalar, this.y * scalar, this.z * scalar);
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}
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_scale(scalar: number): Vector {
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return this._multiply(scalar);
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}
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divide(scalar: number): Vector {
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return new Vector(this.x / scalar, this.y / scalar, this.z / scalar);
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}
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_divide(scalar: number): Vector {
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return this.set(this.x / scalar, this.y / scalar, this.z / scalar);
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}
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dot(vector: XYZ): number {
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return this.x * vector.x + this.y * vector.y + this.z * vector.z;
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}
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copy(): Vector {
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return new Vector(this.x, this.y, this.z);
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}
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length(): number {
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return Math.sqrt(this.x*this.x + this.y*this.y + this.z*this.z);
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};
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lengthSquared(): number {
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return this.dot(this);
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}
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distanceToSquared(a: XYZ): number {
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return this.minus(a).lengthSquared();
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}
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distanceTo(a: XYZ): number {
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return Math.sqrt(this.distanceToSquared(a));
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}
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minus(vector: XYZ): Vector {
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return new Vector(this.x - vector.x, this.y - vector.y, this.z - vector.z);
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}
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_minus(vector: XYZ): Vector {
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this.x -= vector.x;
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this.y -= vector.y;
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this.z -= vector.z;
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return this;
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}
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_minusXYZ(x, y, z): Vector {
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this.x -= x;
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this.y -= y;
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this.z -= z;
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return this;
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}
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plusXYZ(x, y, z): Vector {
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return new Vector(this.x + x, this.y + y, this.z + z);
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}
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plus(vector: XYZ): Vector {
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return new Vector(this.x + vector.x, this.y + vector.y, this.z + vector.z);
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}
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_plus(vector: XYZ): Vector {
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this.x += vector.x;
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this.y += vector.y;
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this.z += vector.z;
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return this;
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}
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normalize(): UnitVector {
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let mag = this.length();
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if (mag === 0.0) {
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return new Vector(0.0, 0.0, 0.0) as UnitVector;
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}
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return new Vector(this.x / mag, this.y / mag, this.z / mag) as UnitVector;
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}
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unit(): UnitVector {
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return this.normalize();
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}
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_normalize(): UnitVector {
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let mag = this.length();
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if (mag === 0.0) {
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return this.set(0, 0, 0) as UnitVector;
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}
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return this.set(this.x / mag, this.y / mag, this.z / mag) as UnitVector;
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};
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_unit(): UnitVector {
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return this._normalize();
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}
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cross(a: XYZ): Vector {
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return this.copy()._cross(a);
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};
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_cross(a: XYZ): Vector {
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return this.set(
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this.y * a.z - this.z * a.y,
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this.z * a.x - this.x * a.z,
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this.x * a.y - this.y * a.x
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);
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};
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negate(): Vector {
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return this.multiply(-1);
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}
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_negate(): Vector {
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return this._multiply(-1);
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}
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_perpXY(): Vector {
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return this.set(-this.y, this.x, this.z);
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}
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toArray(): [number, number, number] {
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return [this.x, this.y, this.z];
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}
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data (): [number, number, number] {
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return this.toArray();
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}
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copyToData(data: [number, number, number]): void {
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data[0] = this.x;
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data[1] = this.y;
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data[2] = this.z;
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}
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angleBetween(vecB: XYZ): number {
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const cosA = clamp(this.dot(vecB), -1, 1);
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const sinA = clamp(this.cross(vecB).length(), -1, 1);
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return Math.atan2(sinA, cosA);
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}
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asUnitVector(): UnitVector {
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if (!areEqual(this.lengthSquared(), 1, TOLERANCE_SQ)) {
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console.error("not unit vector is treated as unit");
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}
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return this as any as UnitVector;
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}
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static fromData(arr: [number, number, number]): Vector {
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return new Vector().set3(arr);
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}
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}
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const freeze = Object.freeze;
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export const ORIGIN = freeze(new Vector(0, 0, 0));
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export const AXIS = freeze({
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X: freeze(new Vector(1, 0, 0) as UnitVector),
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Y: freeze(new Vector(0, 1, 0) as UnitVector),
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Z: freeze(new Vector(0, 0, 1) as UnitVector)
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});
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export interface UnitVector extends Vector {
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__UnitVectorTypeSafetyHolder__: "DO NOT REMOVE. It's used to separate types at compile time, it's never used in runtime";
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negate(): UnitVector;
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_negate(): UnitVector;
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_perpXY(): UnitVector;
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copy(): UnitVector;
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}
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