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vec4.ts 3.25 KiB
/**
* Copyright (c) 2017-2018 mol* contributors, licensed under MIT, See LICENSE file for more info.
*
* @author David Sehnal <david.sehnal@gmail.com>
* @author Alexander Rose <alexander.rose@weirdbyte.de>
*/
/*
* This code has been modified from https://github.com/toji/gl-matrix/,
* copyright (c) 2015, Brandon Jones, Colin MacKenzie IV.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*/
import Quat from './quat';
import Mat4 from './mat4';
interface Vec4 extends Array<number> { [d: number]: number, '@type': 'vec4', length: 4 }
namespace Vec4 {
export function zero(): Vec4 {
// force double backing array by 0.1.
const ret = [0.1, 0, 0, 0];
ret[0] = 0.0;
return ret as any;
}
export function clone(a: Vec4) {
const out = zero();
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
return out;
}
export function create(x: number, y: number, z: number, w: number) {
const out = zero();
out[0] = x;
out[1] = y;
out[2] = z;
out[3] = w;
return out;
}
export function copy(out: Vec4, a: Vec4) {
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
return out;
}
export function set(out: Vec4, x: number, y: number, z: number, w: number) {
out[0] = x;
out[1] = y;
out[2] = z;
out[3] = w;
return out;
}
export function add(out: Quat, a: Quat, b: Quat) {
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
out[2] = a[2] + b[2];
out[3] = a[3] + b[3];
return out;
}
export function distance(a: Vec4, b: Vec4) {
const x = b[0] - a[0],
y = b[1] - a[1],
z = b[2] - a[2],
w = b[3] - a[3];
return Math.sqrt(x * x + y * y + z * z + w * w);
}
export function squaredDistance(a: Vec4, b: Vec4) {
const x = b[0] - a[0],
y = b[1] - a[1],
z = b[2] - a[2],
w = b[3] - a[3];
return x * x + y * y + z * z + w * w;
}
export function norm(a: Vec4) {
const x = a[0],
y = a[1],
z = a[2],
w = a[3];
return Math.sqrt(x * x + y * y + z * z + w * w);
}
export function squaredNorm(a: Vec4) {
const x = a[0],
y = a[1],
z = a[2],
w = a[3];
return x * x + y * y + z * z + w * w;
}
export function transform(out: Vec4, a: Vec4, m: Mat4) {
const x = a[0], y = a[1], z = a[2], w = a[3];
out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
return out;
}
}
export default Vec4