// Adapted from [gl-matrix](https://github.com/toji/gl-matrix) by toji // and [vecmath](https://github.com/mattdesl/vecmath) by mattdesl var Class = require('../utils/Class'); var Vector4 = new Class({ initialize: /** * [description] * * @class Vector4 * @memberOf Phaser.Math * @constructor * @since 3.0.0 * * @param {number} [x] - [description] * @param {number} [y] - [description] * @param {number} [z] - [description] * @param {number} [w] - [description] */ function Vector4 (x, y, z, w) { if (typeof x === 'object') { this.x = x.x || 0; this.y = x.y || 0; this.z = x.z || 0; this.w = x.w || 0; } else { this.x = x || 0; this.y = y || 0; this.z = z || 0; this.w = w || 0; } }, /** * [description] * * @method Phaser.Math.Vector4#clone * @since 3.0.0 * * @return {[type]} [description] */ clone: function () { return new Vector4(this.x, this.y, this.z, this.w); }, /** * [description] * * @method Phaser.Math.Vector4#copy * @since 3.0.0 * * @param {[type]} src - [description] * * @return {[type]} [description] */ copy: function (src) { this.x = src.x; this.y = src.y; this.z = src.z || 0; this.w = src.w || 0; return this; }, /** * [description] * * @method Phaser.Math.Vector4#equals * @since 3.0.0 * * @param {[type]} v - [description] * * @return {[type]} [description] */ equals: function (v) { return ((this.x === v.x) && (this.y === v.y) && (this.z === v.z) && (this.w === v.w)); }, /** * [description] * * @method Phaser.Math.Vector4#set * @since 3.0.0 * * @param {[type]} x - [description] * @param {[type]} y - [description] * @param {[type]} z - [description] * @param {[type]} w - [description] * * @return {[type]} [description] */ set: function (x, y, z, w) { if (typeof x === 'object') { this.x = x.x || 0; this.y = x.y || 0; this.z = x.z || 0; this.w = x.w || 0; } else { this.x = x || 0; this.y = y || 0; this.z = z || 0; this.w = w || 0; } return this; }, /** * [description] * * @method Phaser.Math.Vector4#add * @since 3.0.0 * * @param {[type]} v - [description] * * @return {[type]} [description] */ add: function (v) { this.x += v.x; this.y += v.y; this.z += v.z || 0; this.w += v.w || 0; return this; }, /** * [description] * * @method Phaser.Math.Vector4#subtract * @since 3.0.0 * * @param {[type]} v - [description] * * @return {[type]} [description] */ subtract: function (v) { this.x -= v.x; this.y -= v.y; this.z -= v.z || 0; this.w -= v.w || 0; return this; }, /** * [description] * * @method Phaser.Math.Vector4#scale * @since 3.0.0 * * @param {[type]} scale - [description] * * @return {[type]} [description] */ scale: function (scale) { this.x *= scale; this.y *= scale; this.z *= scale; this.w *= scale; return this; }, /** * [description] * * @method Phaser.Math.Vector4#length * @since 3.0.0 * * @return {[type]} [description] */ length: function () { var x = this.x; var y = this.y; var z = this.z; var w = this.w; return Math.sqrt(x * x + y * y + z * z + w * w); }, /** * [description] * * @method Phaser.Math.Vector4#lengthSq * @since 3.0.0 * * @return {[type]} [description] */ lengthSq: function () { var x = this.x; var y = this.y; var z = this.z; var w = this.w; return x * x + y * y + z * z + w * w; }, /** * [description] * * @method Phaser.Math.Vector4#normalize * @since 3.0.0 * * @return {[type]} [description] */ normalize: function () { var x = this.x; var y = this.y; var z = this.z; var w = this.w; var len = x * x + y * y + z * z + w * w; if (len > 0) { len = 1 / Math.sqrt(len); this.x = x * len; this.y = y * len; this.z = z * len; this.w = w * len; } return this; }, /** * [description] * * @method Phaser.Math.Vector4#dot * @since 3.0.0 * * @param {[type]} v - [description] * * @return {[type]} [description] */ dot: function (v) { return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; }, /** * [description] * * @method Phaser.Math.Vector4#lerp * @since 3.0.0 * * @param {[type]} v - [description] * @param {[type]} t - [description] * * @return {[type]} [description] */ lerp: function (v, t) { if (t === undefined) { t = 0; } var ax = this.x; var ay = this.y; var az = this.z; var aw = this.w; this.x = ax + t * (v.x - ax); this.y = ay + t * (v.y - ay); this.z = az + t * (v.z - az); this.w = aw + t * (v.w - aw); return this; }, /** * [description] * * @method Phaser.Math.Vector4#multiply * @since 3.0.0 * * @param {[type]} v - [description] * * @return {[type]} [description] */ multiply: function (v) { this.x *= v.x; this.y *= v.y; this.z *= v.z || 1; this.w *= v.w || 1; return this; }, /** * [description] * * @method Phaser.Math.Vector4#divide * @since 3.0.0 * * @param {[type]} v - [description] * * @return {[type]} [description] */ divide: function (v) { this.x /= v.x; this.y /= v.y; this.z /= v.z || 1; this.w /= v.w || 1; return this; }, /** * [description] * * @method Phaser.Math.Vector4#distance * @since 3.0.0 * * @param {[type]} v - [description] * * @return {[type]} [description] */ distance: function (v) { var dx = v.x - this.x; var dy = v.y - this.y; var dz = v.z - this.z || 0; var dw = v.w - this.w || 0; return Math.sqrt(dx * dx + dy * dy + dz * dz + dw * dw); }, /** * [description] * * @method Phaser.Math.Vector4#distanceSq * @since 3.0.0 * * @param {[type]} v - [description] * * @return {[type]} [description] */ distanceSq: function (v) { var dx = v.x - this.x; var dy = v.y - this.y; var dz = v.z - this.z || 0; var dw = v.w - this.w || 0; return dx * dx + dy * dy + dz * dz + dw * dw; }, /** * [description] * * @method Phaser.Math.Vector4#negate * @since 3.0.0 * * @return {[type]} [description] */ negate: function () { this.x = -this.x; this.y = -this.y; this.z = -this.z; this.w = -this.w; return this; }, /** * [description] * * @method Phaser.Math.Vector4#transformMat4 * @since 3.0.0 * * @param {[type]} mat - [description] * * @return {[type]} [description] */ transformMat4: function (mat) { var x = this.x; var y = this.y; var z = this.z; var w = this.w; var m = mat.val; this.x = m[0] * x + m[4] * y + m[8] * z + m[12] * w; this.y = m[1] * x + m[5] * y + m[9] * z + m[13] * w; this.z = m[2] * x + m[6] * y + m[10] * z + m[14] * w; this.w = m[3] * x + m[7] * y + m[11] * z + m[15] * w; return this; }, // TODO: is this really the same as Vector3? // Also, what about this: http://molecularmusings.wordpress.com/2013/05/24/a-faster-quaternion-vector-multiplication/ /** * [description] * * @method Phaser.Math.Vector4#transformQuat * @since 3.0.0 * * @param {[type]} q - [description] * * @return {[type]} [description] */ transformQuat: function (q) { // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations var x = this.x; var y = this.y; var z = this.z; var qx = q.x; var qy = q.y; var qz = q.z; var qw = q.w; // calculate quat * vec var ix = qw * x + qy * z - qz * y; var iy = qw * y + qz * x - qx * z; var iz = qw * z + qx * y - qy * x; var iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; return this; }, /** * [description] * * @method Phaser.Math.Vector4#reset * @since 3.0.0 * * @return {[type]} [description] */ reset: function () { this.x = 0; this.y = 0; this.z = 0; this.w = 0; return this; } }); Vector4.prototype.sub = Vector4.prototype.subtract; Vector4.prototype.mul = Vector4.prototype.multiply; Vector4.prototype.div = Vector4.prototype.divide; Vector4.prototype.dist = Vector4.prototype.distance; Vector4.prototype.distSq = Vector4.prototype.distanceSq; Vector4.prototype.len = Vector4.prototype.length; Vector4.prototype.lenSq = Vector4.prototype.lengthSq; module.exports = Vector4;