/**
* @license
* Copyright The Closure Library Authors.
* SPDX-License-Identifier: Apache-2.0
*/
/**
* @fileoverview Supplies 3 element vectors that are compatible with WebGL.
* Each element is a float32 since that is typically the desired size of a
* 3-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.Vec3');
/** @suppress {extraRequire} */
goog.require('goog.vec');
/** @typedef {!goog.vec.Float32} */ goog.vec.Vec3.Float32;
/** @typedef {!goog.vec.Float64} */ goog.vec.Vec3.Float64;
/** @typedef {!goog.vec.Number} */ goog.vec.Vec3.Number;
/** @typedef {!goog.vec.AnyType} */ goog.vec.Vec3.AnyType;
// The following two types are deprecated - use the above types instead.
/** @typedef {!Float32Array} */ goog.vec.Vec3.Type;
/** @typedef {!goog.vec.ArrayType} */ goog.vec.Vec3.Vec3Like;
/**
* Creates a 3 element vector of Float32. The array is initialized to zero.
*
* @return {!goog.vec.Vec3.Float32} The new 3 element array.
*/
goog.vec.Vec3.createFloat32 = function() {
'use strict';
return new Float32Array(3);
};
/**
* Creates a 3 element vector of Float64. The array is initialized to zero.
*
* @return {!goog.vec.Vec3.Float64} The new 3 element array.
*/
goog.vec.Vec3.createFloat64 = function() {
'use strict';
return new Float64Array(3);
};
/**
* Creates a 3 element vector of Number. The array is initialized to zero.
*
* @return {!goog.vec.Vec3.Number} The new 3 element array.
*/
goog.vec.Vec3.createNumber = function() {
'use strict';
const a = new Array(3);
goog.vec.Vec3.setFromValues(a, 0, 0, 0);
return a;
};
/**
* Creates a 3 element vector of Float32Array. The array is initialized to zero.
*
* @deprecated Use createFloat32.
* @return {!goog.vec.Vec3.Type} The new 3 element array.
*/
goog.vec.Vec3.create = function() {
'use strict';
return new Float32Array(3);
};
/**
* Creates a new 3 element Float32 vector initialized with the value from the
* given array.
*
* @param {goog.vec.Vec3.AnyType} vec The source 3 element array.
* @return {!goog.vec.Vec3.Float32} The new 3 element array.
*/
goog.vec.Vec3.createFloat32FromArray = function(vec) {
'use strict';
const newVec = goog.vec.Vec3.createFloat32();
goog.vec.Vec3.setFromArray(newVec, vec);
return newVec;
};
/**
* Creates a new 3 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.
* @return {!goog.vec.Vec3.Float32} The new vector.
*/
goog.vec.Vec3.createFloat32FromValues = function(v0, v1, v2) {
'use strict';
const a = goog.vec.Vec3.createFloat32();
goog.vec.Vec3.setFromValues(a, v0, v1, v2);
return a;
};
/**
* Creates a clone of the given 3 element Float32 vector.
*
* @param {goog.vec.Vec3.Float32} vec The source 3 element vector.
* @return {!goog.vec.Vec3.Float32} The new cloned vector.
*/
goog.vec.Vec3.cloneFloat32 = goog.vec.Vec3.createFloat32FromArray;
/**
* Creates a new 3 element Float64 vector initialized with the value from the
* given array.
*
* @param {goog.vec.Vec3.AnyType} vec The source 3 element array.
* @return {!goog.vec.Vec3.Float64} The new 3 element array.
*/
goog.vec.Vec3.createFloat64FromArray = function(vec) {
'use strict';
const newVec = goog.vec.Vec3.createFloat64();
goog.vec.Vec3.setFromArray(newVec, vec);
return newVec;
};
/**
* Creates a new 3 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.
* @return {!goog.vec.Vec3.Float64} The new vector.
*/
goog.vec.Vec3.createFloat64FromValues = function(v0, v1, v2) {
'use strict';
const vec = goog.vec.Vec3.createFloat64();
goog.vec.Vec3.setFromValues(vec, v0, v1, v2);
return vec;
};
/**
* Creates a clone of the given 3 element vector.
*
* @param {goog.vec.Vec3.Float64} vec The source 3 element vector.
* @return {!goog.vec.Vec3.Float64} The new cloned vector.
*/
goog.vec.Vec3.cloneFloat64 = goog.vec.Vec3.createFloat64FromArray;
/**
* Creates a new 3 element vector initialized with the value from the given
* array.
*
* @deprecated Use createFloat32FromArray.
* @param {goog.vec.Vec3.Vec3Like} vec The source 3 element array.
* @return {!goog.vec.Vec3.Type} The new 3 element array.
*/
goog.vec.Vec3.createFromArray = function(vec) {
'use strict';
const newVec = goog.vec.Vec3.create();
goog.vec.Vec3.setFromArray(newVec, vec);
return newVec;
};
/**
* Creates a new 3 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.
* @return {!goog.vec.Vec3.Type} The new vector.
*/
goog.vec.Vec3.createFromValues = function(v0, v1, v2) {
'use strict';
const vec = goog.vec.Vec3.create();
goog.vec.Vec3.setFromValues(vec, v0, v1, v2);
return vec;
};
/**
* Creates a clone of the given 3 element vector.
*
* @deprecated Use cloneFloat32.
* @param {goog.vec.Vec3.Vec3Like} vec The source 3 element vector.
* @return {!goog.vec.Vec3.Type} The new cloned vector.
*/
goog.vec.Vec3.clone = function(vec) {
'use strict';
const newVec = goog.vec.Vec3.create();
goog.vec.Vec3.setFromArray(newVec, vec);
return newVec;
};
/**
* Initializes the vector with the given values.
*
* @param {goog.vec.Vec3.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.
* @return {!goog.vec.Vec3.AnyType} Return vec so that operations can be
* chained together.
*/
goog.vec.Vec3.setFromValues = function(vec, v0, v1, v2) {
'use strict';
vec[0] = v0;
vec[1] = v1;
vec[2] = v2;
return vec;
};
/**
* Initializes the vector with the given array of values.
*
* @param {goog.vec.Vec3.AnyType} vec The vector to receive the
* values.
* @param {goog.vec.Vec3.AnyType} values The array of values.
* @return {!goog.vec.Vec3.AnyType} Return vec so that operations can be
* chained together.
*/
goog.vec.Vec3.setFromArray = function(vec, values) {
'use strict';
vec[0] = values[0];
vec[1] = values[1];
vec[2] = values[2];
return vec;
};
/**
* Performs a component-wise addition of vec0 and vec1 together storing the
* result into resultVec.
*
* @param {goog.vec.Vec3.AnyType} vec0 The first addend.
* @param {goog.vec.Vec3.AnyType} vec1 The second addend.
* @param {goog.vec.Vec3.AnyType} resultVec The vector to
* receive the result. May be vec0 or vec1.
* @return {!goog.vec.Vec3.AnyType} Return resultVec so that operations can be
* chained together.
*/
goog.vec.Vec3.add = function(vec0, vec1, resultVec) {
'use strict';
resultVec[0] = vec0[0] + vec1[0];
resultVec[1] = vec0[1] + vec1[1];
resultVec[2] = vec0[2] + vec1[2];
return resultVec;
};
/**
* Performs a component-wise subtraction of vec1 from vec0 storing the
* result into resultVec.
*
* @param {goog.vec.Vec3.AnyType} vec0 The minuend.
* @param {goog.vec.Vec3.AnyType} vec1 The subtrahend.
* @param {goog.vec.Vec3.AnyType} resultVec The vector to
* receive the result. May be vec0 or vec1.
* @return {!goog.vec.Vec3.AnyType} Return resultVec so that operations can be
* chained together.
*/
goog.vec.Vec3.subtract = function(vec0, vec1, resultVec) {
'use strict';
resultVec[0] = vec0[0] - vec1[0];
resultVec[1] = vec0[1] - vec1[1];
resultVec[2] = vec0[2] - vec1[2];
return resultVec;
};
/**
* Negates vec0, storing the result into resultVec.
*
* @param {goog.vec.Vec3.AnyType} vec0 The vector to negate.
* @param {goog.vec.Vec3.AnyType} resultVec The vector to
* receive the result. May be vec0.
* @return {!goog.vec.Vec3.AnyType} Return resultVec so that operations can be
* chained together.
*/
goog.vec.Vec3.negate = function(vec0, resultVec) {
'use strict';
resultVec[0] = -vec0[0];
resultVec[1] = -vec0[1];
resultVec[2] = -vec0[2];
return resultVec;
};
/**
* Takes the absolute value of each component of vec0 storing the result in
* resultVec.
*
* @param {goog.vec.Vec3.AnyType} vec0 The source vector.
* @param {goog.vec.Vec3.AnyType} resultVec The vector to receive the result.
* May be vec0.
* @return {!goog.vec.Vec3.AnyType} Return resultVec so that operations can be
* chained together.
*/
goog.vec.Vec3.abs = function(vec0, resultVec) {
'use strict';
resultVec[0] = Math.abs(vec0[0]);
resultVec[1] = Math.abs(vec0[1]);
resultVec[2] = Math.abs(vec0[2]);
return resultVec;
};
/**
* Multiplies each component of vec0 with scalar storing the product into
* resultVec.
*
* @param {goog.vec.Vec3.AnyType} vec0 The source vector.
* @param {number} scalar The value to multiply with each component of vec0.
* @param {goog.vec.Vec3.AnyType} resultVec The vector to
* receive the result. May be vec0.
* @return {!goog.vec.Vec3.AnyType} Return resultVec so that operations can be
* chained together.
*/
goog.vec.Vec3.scale = function(vec0, scalar, resultVec) {
'use strict';
resultVec[0] = vec0[0] * scalar;
resultVec[1] = vec0[1] * scalar;
resultVec[2] = vec0[2] * scalar;
return resultVec;
};
/**
* Returns the magnitudeSquared of the given vector.
*
* @param {goog.vec.Vec3.AnyType} vec0 The vector.
* @return {number} The magnitude of the vector.
*/
goog.vec.Vec3.magnitudeSquared = function(vec0) {
'use strict';
const x = vec0[0];
const y = vec0[1];
const z = vec0[2];
return x * x + y * y + z * z;
};
/**
* Returns the magnitude of the given vector.
*
* @param {goog.vec.Vec3.AnyType} vec0 The vector.
* @return {number} The magnitude of the vector.
*/
goog.vec.Vec3.magnitude = function(vec0) {
'use strict';
const x = vec0[0];
const y = vec0[1];
const z = vec0[2];
return Math.sqrt(x * x + y * y + z * z);
};
/**
* Normalizes the given vector storing the result into resultVec.
*
* @param {goog.vec.Vec3.AnyType} vec0 The vector to normalize.
* @param {goog.vec.Vec3.AnyType} resultVec The vector to
* receive the result. May be vec0.
* @return {!goog.vec.Vec3.AnyType} Return resultVec so that operations can be
* chained together.
*/
goog.vec.Vec3.normalize = function(vec0, resultVec) {
'use strict';
const ilen = 1 / goog.vec.Vec3.magnitude(vec0);
resultVec[0] = vec0[0] * ilen;
resultVec[1] = vec0[1] * ilen;
resultVec[2] = vec0[2] * ilen;
return resultVec;
};
/**
* Returns the scalar product of vectors v0 and v1.
*
* @param {goog.vec.Vec3.AnyType} v0 The first vector.
* @param {goog.vec.Vec3.AnyType} v1 The second vector.
* @return {number} The scalar product.
*/
goog.vec.Vec3.dot = function(v0, v1) {
'use strict';
return v0[0] * v1[0] + v0[1] * v1[1] + v0[2] * v1[2];
};
/**
* Computes the vector (cross) product of v0 and v1 storing the result into
* resultVec.
*
* @param {goog.vec.Vec3.AnyType} v0 The first vector.
* @param {goog.vec.Vec3.AnyType} v1 The second vector.
* @param {goog.vec.Vec3.AnyType} resultVec The vector to receive the
* results. May be either v0 or v1.
* @return {!goog.vec.Vec3.AnyType} Return resultVec so that operations can be
* chained together.
*/
goog.vec.Vec3.cross = function(v0, v1, resultVec) {
'use strict';
const x0 = v0[0];
const y0 = v0[1];
const z0 = v0[2];
const x1 = v1[0];
const y1 = v1[1];
const z1 = v1[2];
resultVec[0] = y0 * z1 - z0 * y1;
resultVec[1] = z0 * x1 - x0 * z1;
resultVec[2] = x0 * y1 - y0 * x1;
return resultVec;
};
/**
* Returns the squared distance between two points.
*
* @param {goog.vec.Vec3.AnyType} vec0 First point.
* @param {goog.vec.Vec3.AnyType} vec1 Second point.
* @return {number} The squared distance between the points.
*/
goog.vec.Vec3.distanceSquared = function(vec0, vec1) {
'use strict';
const x = vec0[0] - vec1[0];
const y = vec0[1] - vec1[1];
const z = vec0[2] - vec1[2];
return x * x + y * y + z * z;
};
/**
* Returns the distance between two points.
*
* @param {goog.vec.Vec3.AnyType} vec0 First point.
* @param {goog.vec.Vec3.AnyType} vec1 Second point.
* @return {number} The distance between the points.
*/
goog.vec.Vec3.distance = function(vec0, vec1) {
'use strict';
return Math.sqrt(goog.vec.Vec3.distanceSquared(vec0, vec1));
};
/**
* Returns a unit vector pointing from one point to another.
* If the input points are equal then the result will be all zeros.
*
* @param {goog.vec.Vec3.AnyType} vec0 Origin point.
* @param {goog.vec.Vec3.AnyType} vec1 Target point.
* @param {goog.vec.Vec3.AnyType} resultVec The vector to receive the
* results (may be vec0 or vec1).
* @return {!goog.vec.Vec3.AnyType} Return resultVec so that operations can be
* chained together.
*/
goog.vec.Vec3.direction = function(vec0, vec1, resultVec) {
'use strict';
const x = vec1[0] - vec0[0];
const y = vec1[1] - vec0[1];
const z = vec1[2] - vec0[2];
let d = Math.sqrt(x * x + y * y + z * z);
if (d) {
d = 1 / d;
resultVec[0] = x * d;
resultVec[1] = y * d;
resultVec[2] = z * d;
} else {
resultVec[0] = resultVec[1] = resultVec[2] = 0;
}
return resultVec;
};
/**
* Linearly interpolate from vec0 to v1 according to f. The value of f should be
* in the range [0..1] otherwise the results are undefined.
*
* @param {goog.vec.Vec3.AnyType} v0 The first vector.
* @param {goog.vec.Vec3.AnyType} v1 The second vector.
* @param {number} f The interpolation factor.
* @param {goog.vec.Vec3.AnyType} resultVec The vector to receive the
* results (may be v0 or v1).
* @return {!goog.vec.Vec3.AnyType} Return resultVec so that operations can be
* chained together.
*/
goog.vec.Vec3.lerp = function(v0, v1, f, resultVec) {
'use strict';
const x = v0[0];
const y = v0[1];
const z = v0[2];
resultVec[0] = (v1[0] - x) * f + x;
resultVec[1] = (v1[1] - y) * f + y;
resultVec[2] = (v1[2] - z) * f + z;
return resultVec;
};
/**
* Compares the components of vec0 with the components of another vector or
* scalar, storing the larger values in resultVec.
*
* @param {goog.vec.Vec3.AnyType} vec0 The source vector.
* @param {goog.vec.Vec3.AnyType|number} limit The limit vector or scalar.
* @param {goog.vec.Vec3.AnyType} resultVec The vector to receive the
* results (may be vec0 or limit).
* @return {!goog.vec.Vec3.AnyType} Return resultVec so that operations can be
* chained together.
*/
goog.vec.Vec3.max = function(vec0, limit, resultVec) {
'use strict';
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);
} 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]);
}
return resultVec;
};
/**
* Compares the components of vec0 with the components of another vector or
* scalar, storing the smaller values in resultVec.
*
* @param {goog.vec.Vec3.AnyType} vec0 The source vector.
* @param {goog.vec.Vec3.AnyType|number} limit The limit vector or scalar.
* @param {goog.vec.Vec3.AnyType} resultVec The vector to receive the
* results (may be vec0 or limit).
* @return {!goog.vec.Vec3.AnyType} Return resultVec so that operations can be
* chained together.
*/
goog.vec.Vec3.min = function(vec0, limit, resultVec) {
'use strict';
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);
} 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]);
}
return resultVec;
};
/**
* Returns true if the components of v0 are equal to the components of v1.
*
* @param {goog.vec.Vec3.AnyType} v0 The first vector.
* @param {goog.vec.Vec3.AnyType} v1 The second vector.
* @return {boolean} True if the vectors are equal, false otherwise.
*/
goog.vec.Vec3.equals = function(v0, v1) {
'use strict';
return v0.length == v1.length && v0[0] == v1[0] && v0[1] == v1[1] &&
v0[2] == v1[2];
};