/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ // 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'); /** * @classdesc * A representation of a vector in 4D space. * * A four-component vector. * * @class Vector4 * @memberof Phaser.Math * @constructor * @since 3.0.0 * * @param {number} [x] - The x component. * @param {number} [y] - The y component. * @param {number} [z] - The z component. * @param {number} [w] - The w component. */ var Vector4 = new Class({ initialize: function Vector4 (x, y, z, w) { /** * The x component of this Vector. * * @name Phaser.Math.Vector4#x * @type {number} * @default 0 * @since 3.0.0 */ this.x = 0; /** * The y component of this Vector. * * @name Phaser.Math.Vector4#y * @type {number} * @default 0 * @since 3.0.0 */ this.y = 0; /** * The z component of this Vector. * * @name Phaser.Math.Vector4#z * @type {number} * @default 0 * @since 3.0.0 */ this.z = 0; /** * The w component of this Vector. * * @name Phaser.Math.Vector4#w * @type {number} * @default 0 * @since 3.0.0 */ this.w = 0; 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; } }, /** * Make a clone of this Vector4. * * @method Phaser.Math.Vector4#clone * @since 3.0.0 * * @return {Phaser.Math.Vector4} A clone of this Vector4. */ clone: function () { return new Vector4(this.x, this.y, this.z, this.w); }, /** * Copy the components of a given Vector into this Vector. * * @method Phaser.Math.Vector4#copy * @since 3.0.0 * * @param {Phaser.Math.Vector4} src - The Vector to copy the components from. * * @return {Phaser.Math.Vector4} This Vector4. */ copy: function (src) { this.x = src.x; this.y = src.y; this.z = src.z || 0; this.w = src.w || 0; return this; }, /** * Check whether this Vector is equal to a given Vector. * * Performs a strict quality check against each Vector's components. * * @method Phaser.Math.Vector4#equals * @since 3.0.0 * * @param {Phaser.Math.Vector4} v - The vector to check equality with. * * @return {boolean} A boolean indicating whether the two Vectors are equal or not. */ equals: function (v) { return ((this.x === v.x) && (this.y === v.y) && (this.z === v.z) && (this.w === v.w)); }, /** * Set the `x`, `y`, `z` and `w` components of the this Vector to the given `x`, `y`, `z` and `w` values. * * @method Phaser.Math.Vector4#set * @since 3.0.0 * * @param {(number|object)} x - The x value to set for this Vector, or an object containing x, y, z and w components. * @param {number} y - The y value to set for this Vector. * @param {number} z - The z value to set for this Vector. * @param {number} w - The z value to set for this Vector. * * @return {Phaser.Math.Vector4} This Vector4. */ 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; }, /** * Add a given Vector to this Vector. Addition is component-wise. * * @method Phaser.Math.Vector4#add * @since 3.0.0 * * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to add to this Vector. * * @return {Phaser.Math.Vector4} This Vector4. */ add: function (v) { this.x += v.x; this.y += v.y; this.z += v.z || 0; this.w += v.w || 0; return this; }, /** * Subtract the given Vector from this Vector. Subtraction is component-wise. * * @method Phaser.Math.Vector4#subtract * @since 3.0.0 * * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to subtract from this Vector. * * @return {Phaser.Math.Vector4} This Vector4. */ subtract: function (v) { this.x -= v.x; this.y -= v.y; this.z -= v.z || 0; this.w -= v.w || 0; return this; }, /** * Scale this Vector by the given value. * * @method Phaser.Math.Vector4#scale * @since 3.0.0 * * @param {number} scale - The value to scale this Vector by. * * @return {Phaser.Math.Vector4} This Vector4. */ scale: function (scale) { this.x *= scale; this.y *= scale; this.z *= scale; this.w *= scale; return this; }, /** * Calculate the length (or magnitude) of this Vector. * * @method Phaser.Math.Vector4#length * @since 3.0.0 * * @return {number} The length of this Vector. */ 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); }, /** * Calculate the length of this Vector squared. * * @method Phaser.Math.Vector4#lengthSq * @since 3.0.0 * * @return {number} The length of this Vector, squared. */ 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; }, /** * Normalize this Vector. * * Makes the vector a unit length vector (magnitude of 1) in the same direction. * * @method Phaser.Math.Vector4#normalize * @since 3.0.0 * * @return {Phaser.Math.Vector4} This Vector4. */ 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; }, /** * Calculate the dot product of this Vector and the given Vector. * * @method Phaser.Math.Vector4#dot * @since 3.0.0 * * @param {Phaser.Math.Vector4} v - The Vector4 to dot product with this Vector4. * * @return {number} The dot product of this Vector and the given Vector. */ dot: function (v) { return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; }, /** * Linearly interpolate between this Vector and the given Vector. * * Interpolates this Vector towards the given Vector. * * @method Phaser.Math.Vector4#lerp * @since 3.0.0 * * @param {Phaser.Math.Vector4} v - The Vector4 to interpolate towards. * @param {number} [t=0] - The interpolation percentage, between 0 and 1. * * @return {Phaser.Math.Vector4} This Vector4. */ 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; }, /** * Perform a component-wise multiplication between this Vector and the given Vector. * * Multiplies this Vector by the given Vector. * * @method Phaser.Math.Vector4#multiply * @since 3.0.0 * * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to multiply this Vector by. * * @return {Phaser.Math.Vector4} This Vector4. */ multiply: function (v) { this.x *= v.x; this.y *= v.y; this.z *= v.z || 1; this.w *= v.w || 1; return this; }, /** * Perform a component-wise division between this Vector and the given Vector. * * Divides this Vector by the given Vector. * * @method Phaser.Math.Vector4#divide * @since 3.0.0 * * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to divide this Vector by. * * @return {Phaser.Math.Vector4} This Vector4. */ divide: function (v) { this.x /= v.x; this.y /= v.y; this.z /= v.z || 1; this.w /= v.w || 1; return this; }, /** * Calculate the distance between this Vector and the given Vector. * * @method Phaser.Math.Vector4#distance * @since 3.0.0 * * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to calculate the distance to. * * @return {number} The distance from this Vector to the given Vector. */ 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); }, /** * Calculate the distance between this Vector and the given Vector, squared. * * @method Phaser.Math.Vector4#distanceSq * @since 3.0.0 * * @param {(Phaser.Math.Vector2|Phaser.Math.Vector3|Phaser.Math.Vector4)} v - The Vector to calculate the distance to. * * @return {number} The distance from this Vector to the given Vector, squared. */ 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; }, /** * Negate the `x`, `y`, `z` and `w` components of this Vector. * * @method Phaser.Math.Vector4#negate * @since 3.0.0 * * @return {Phaser.Math.Vector4} This Vector4. */ negate: function () { this.x = -this.x; this.y = -this.y; this.z = -this.z; this.w = -this.w; return this; }, /** * Transform this Vector with the given Matrix. * * @method Phaser.Math.Vector4#transformMat4 * @since 3.0.0 * * @param {Phaser.Math.Matrix4} mat - The Matrix4 to transform this Vector4 with. * * @return {Phaser.Math.Vector4} This Vector4. */ 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; }, /** * Transform this Vector with the given Quaternion. * * @method Phaser.Math.Vector4#transformQuat * @since 3.0.0 * * @param {Phaser.Math.Quaternion} q - The Quaternion to transform this Vector with. * * @return {Phaser.Math.Vector4} This Vector4. */ transformQuat: function (q) { // TODO: is this really the same as Vector3? // Also, what about this: http://molecularmusings.wordpress.com/2013/05/24/a-faster-quaternion-vector-multiplication/ // 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; }, /** * Make this Vector the zero vector (0, 0, 0, 0). * * @method Phaser.Math.Vector4#reset * @since 3.0.0 * * @return {Phaser.Math.Vector4} This Vector4. */ reset: function () { this.x = 0; this.y = 0; this.z = 0; this.w = 0; return this; } }); // TODO: Check if these are required internally, if not, remove. 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;