2017-09-15 15:31:48 +00:00
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// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji
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// and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl
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var Class = require('../utils/Class');
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var Vector3 = new Class({
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initialize:
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function Vector3 (x, y, z)
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{
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if (typeof x === 'object')
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{
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this.x = x.x || 0;
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this.y = x.y || 0;
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this.z = x.z || 0;
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}
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else
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{
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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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},
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clone: function ()
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{
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return new Vector3(this.x, this.y, this.z);
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},
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2017-09-20 15:50:48 +00:00
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crossVectors: function (a, b)
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{
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var ax = a.x;
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var ay = a.y;
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var az = a.z;
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var bx = b.x;
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var by = b.y;
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var bz = b.z;
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this.x = ay * bz - az * by;
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this.y = az * bx - ax * bz;
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this.z = ax * by - ay * bx;
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return this;
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},
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2017-09-21 16:11:56 +00:00
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equals: function (v)
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{
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return ((this.x === v.x) && (this.y === v.y) && (this.z === v.z));
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},
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2017-09-15 15:31:48 +00:00
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copy: function (src)
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{
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this.x = src.x;
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this.y = src.y;
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2017-09-18 23:45:03 +00:00
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this.z = src.z || 0;
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2017-09-15 15:31:48 +00:00
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return this;
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},
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set: function (x, y, z)
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{
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if (typeof x === 'object')
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{
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this.x = x.x || 0;
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this.y = x.y || 0;
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this.z = x.z || 0;
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}
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else
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{
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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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return this;
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},
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add: function (v)
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{
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this.x += v.x;
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this.y += v.y;
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2017-09-18 23:45:03 +00:00
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this.z += v.z || 0;
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2017-09-15 15:31:48 +00:00
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return this;
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},
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subtract: function (v)
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{
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this.x -= v.x;
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this.y -= v.y;
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2017-09-18 23:45:03 +00:00
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this.z -= v.z || 0;
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2017-09-15 15:31:48 +00:00
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return this;
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},
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multiply: function (v)
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{
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this.x *= v.x;
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this.y *= v.y;
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2017-09-18 23:45:03 +00:00
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this.z *= v.z || 1;
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2017-09-15 15:31:48 +00:00
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return this;
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},
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scale: function (scale)
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{
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2017-09-20 15:50:48 +00:00
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if (isFinite(scale))
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{
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this.x *= scale;
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this.y *= scale;
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this.z *= scale;
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}
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else
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{
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this.x = 0;
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this.y = 0;
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this.z = 0;
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}
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2017-09-15 15:31:48 +00:00
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return this;
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},
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divide: function (v)
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{
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this.x /= v.x;
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this.y /= v.y;
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2017-09-18 23:45:03 +00:00
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this.z /= v.z || 1;
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2017-09-15 15:31:48 +00:00
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return this;
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},
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negate: function ()
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{
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this.x = -this.x;
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this.y = -this.y;
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this.z = -this.z;
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return this;
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},
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distance: function (v)
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{
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var dx = v.x - this.x;
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var dy = v.y - this.y;
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2017-09-18 23:45:03 +00:00
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var dz = v.z - this.z || 0;
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2017-09-15 15:31:48 +00:00
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return Math.sqrt(dx * dx + dy * dy + dz * dz);
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},
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distanceSq: function (v)
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{
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var dx = v.x - this.x;
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var dy = v.y - this.y;
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2017-09-18 23:45:03 +00:00
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var dz = v.z - this.z || 0;
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2017-09-15 15:31:48 +00:00
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return dx * dx + dy * dy + dz * dz;
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},
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length: function ()
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{
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var x = this.x;
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var y = this.y;
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var z = this.z;
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return Math.sqrt(x * x + y * y + z * z);
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},
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lengthSq: function ()
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{
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var x = this.x;
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var y = this.y;
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var z = this.z;
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return x * x + y * y + z * z;
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},
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normalize: function ()
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{
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var x = this.x;
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var y = this.y;
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var z = this.z;
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var len = x * x + y * y + z * z;
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if (len > 0)
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{
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len = 1 / Math.sqrt(len);
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this.x = x * len;
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this.y = y * len;
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this.z = z * len;
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}
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return this;
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},
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dot: function (v)
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{
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return this.x * v.x + this.y * v.y + this.z * v.z;
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},
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cross: function (v)
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{
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var ax = this.x;
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var ay = this.y;
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var az = this.z;
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var bx = v.x;
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var by = v.y;
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var bz = v.z;
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this.x = ay * bz - az * by;
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this.y = az * bx - ax * bz;
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this.z = ax * by - ay * bx;
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return this;
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},
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lerp: function (v, t)
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{
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if (t === undefined) { t = 0; }
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var ax = this.x;
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var ay = this.y;
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var az = this.z;
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this.x = ax + t * (v.x - ax);
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this.y = ay + t * (v.y - ay);
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this.z = az + t * (v.z - az);
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return this;
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},
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transformMat3: function (mat)
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{
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var x = this.x;
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var y = this.y;
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var z = this.z;
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var m = mat.val;
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this.x = x * m[0] + y * m[3] + z * m[6];
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this.y = x * m[1] + y * m[4] + z * m[7];
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this.z = x * m[2] + y * m[5] + z * m[8];
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return this;
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},
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transformMat4: function (mat)
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{
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var x = this.x;
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var y = this.y;
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var z = this.z;
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var m = mat.val;
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this.x = m[0] * x + m[4] * y + m[8] * z + m[12];
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this.y = m[1] * x + m[5] * y + m[9] * z + m[13];
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this.z = m[2] * x + m[6] * y + m[10] * z + m[14];
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return this;
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},
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transformQuat: function (q)
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{
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// benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations
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var x = this.x;
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var y = this.y;
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var z = this.z;
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var qx = q.x;
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var qy = q.y;
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var qz = q.z;
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var qw = q.w;
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// calculate quat * vec
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var ix = qw * x + qy * z - qz * y;
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var iy = qw * y + qz * x - qx * z;
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var iz = qw * z + qx * y - qy * x;
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var iw = -qx * x - qy * y - qz * z;
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// calculate result * inverse quat
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this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
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this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
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this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
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return this;
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},
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/**
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* Multiplies this Vector3 by the specified matrix,
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* applying a W divide. This is useful for projection,
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* e.g. unprojecting a 2D point into 3D space.
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*
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* @method project
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* @param {Matrix4} the 4x4 matrix to multiply with
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* @return {Vector3} this object for chaining
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*/
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project: function (mat)
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{
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var x = this.x;
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var y = this.y;
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var z = this.z;
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var m = mat.val;
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var a00 = m[0];
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var a01 = m[1];
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var a02 = m[2];
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var a03 = m[3];
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var a10 = m[4];
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var a11 = m[5];
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var a12 = m[6];
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var a13 = m[7];
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var a20 = m[8];
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var a21 = m[9];
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var a22 = m[10];
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var a23 = m[11];
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var a30 = m[12];
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var a31 = m[13];
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var a32 = m[14];
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var a33 = m[15];
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var lw = 1 / (x * a03 + y * a13 + z * a23 + a33);
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this.x = (x * a00 + y * a10 + z * a20 + a30) * lw;
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this.y = (x * a01 + y * a11 + z * a21 + a31) * lw;
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this.z = (x * a02 + y * a12 + z * a22 + a32) * lw;
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return this;
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},
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/**
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* Unproject this point from 2D space to 3D space.
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* The point should have its x and y properties set to
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* 2D screen space, and the z either at 0 (near plane)
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* or 1 (far plane). The provided matrix is assumed to already
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* be combined, i.e. projection * view * model.
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*
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* After this operation, this vector's (x, y, z) components will
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* represent the unprojected 3D coordinate.
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*
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* @param {Vector4} viewport screen x, y, width and height in pixels
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* @param {Matrix4} invProjectionView combined projection and view matrix
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* @return {Vector3} this object, for chaining
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*/
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unproject: function (viewport, invProjectionView)
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{
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var viewX = viewport.x;
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var viewY = viewport.y;
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var viewWidth = viewport.z;
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var viewHeight = viewport.w;
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var x = this.x - viewX;
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var y = (viewHeight - this.y - 1) - viewY;
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var z = this.z;
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this.x = (2 * x) / viewWidth - 1;
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this.y = (2 * y) / viewHeight - 1;
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this.z = 2 * z - 1;
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return this.project(invProjectionView);
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},
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reset: function ()
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{
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this.x = 0;
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this.y = 0;
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this.z = 0;
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return this;
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}
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});
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2017-09-15 15:46:04 +00:00
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Vector3.prototype.sub = Vector3.prototype.subtract;
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Vector3.prototype.mul = Vector3.prototype.multiply;
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Vector3.prototype.div = Vector3.prototype.divide;
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Vector3.prototype.dist = Vector3.prototype.distance;
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Vector3.prototype.distSq = Vector3.prototype.distanceSq;
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Vector3.prototype.len = Vector3.prototype.length;
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Vector3.prototype.lenSq = Vector3.prototype.lengthSq;
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2017-09-15 15:31:48 +00:00
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module.exports = Vector3;
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