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vector.js
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vector.js
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// Provides a simple 3D vector class.
// Vector operations can be done using member functions,
// which return new vectors, or static functions, which reuse
// existing vectors to avoid generating garbage.
// https://evanw.github.io/lightgl.js/docs/vector.html
function Vector(x, y, z) {
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
}
Vector.prototype = {
negative: function () {
return new Vector(-this.x, -this.y, -this.z);
},
add: function (v) {
if (v instanceof Vector) return new Vector(this.x + v.x, this.y + v.y, this.z + v.z);
else return new Vector(this.x + v, this.y + v, this.z + v);
},
subtract: function (v) {
if (v instanceof Vector) return new Vector(this.x - v.x, this.y - v.y, this.z - v.z);
else return new Vector(this.x - v, this.y - v, this.z - v);
},
multiply: function (v) {
if (v instanceof Vector) return new Vector(this.x * v.x, this.y * v.y, this.z * v.z);
else return new Vector(this.x * v, this.y * v, this.z * v);
},
divide: function (v) {
if (v instanceof Vector) return new Vector(this.x / v.x, this.y / v.y, this.z / v.z);
else return new Vector(this.x / v, this.y / v, this.z / v);
},
equals: function (v) {
return this.x == v.x && this.y == v.y && this.z == v.z;
},
dot: function (v) {
return this.x * v.x + this.y * v.y + this.z * v.z;
},
cross: function (v) {
return new Vector(
this.y * v.z - this.z * v.y,
this.z * v.x - this.x * v.z,
this.x * v.y - this.y * v.x
);
},
length: function () {
return Math.sqrt(this.dot(this));
},
unit: function () {
return this.divide(this.length());
},
min: function () {
return Math.min(Math.min(this.x, this.y), this.z);
},
max: function () {
return Math.max(Math.max(this.x, this.y), this.z);
},
toAngles: function () {
return {
theta: Math.atan2(this.z, this.x),
phi: Math.asin(this.y / this.length())
};
},
angleTo: function (a) {
return Math.acos(this.dot(a) / (this.length() * a.length()));
},
toArray: function (n) {
return [this.x, this.y, this.z].slice(0, n || 3);
},
clone: function () {
return new Vector(this.x, this.y, this.z);
},
init: function (x, y, z) {
this.x = x;
this.y = y;
this.z = z;
return this;
}
};
Vector.negative = function (a, b) {
b.x = -a.x;
b.y = -a.y;
b.z = -a.z;
return b;
};
Vector.add = function (a, b, c) {
if (b instanceof Vector) {
c.x = a.x + b.x;
c.y = a.y + b.y;
c.z = a.z + b.z;
} else {
c.x = a.x + b;
c.y = a.y + b;
c.z = a.z + b;
}
return c;
};
Vector.subtract = function (a, b, c) {
if (b instanceof Vector) {
c.x = a.x - b.x;
c.y = a.y - b.y;
c.z = a.z - b.z;
} else {
c.x = a.x - b;
c.y = a.y - b;
c.z = a.z - b;
}
return c;
};
Vector.multiply = function (a, b, c) {
if (b instanceof Vector) {
c.x = a.x * b.x;
c.y = a.y * b.y;
c.z = a.z * b.z;
} else {
c.x = a.x * b;
c.y = a.y * b;
c.z = a.z * b;
}
return c;
};
Vector.divide = function (a, b, c) {
if (b instanceof Vector) {
c.x = a.x / b.x;
c.y = a.y / b.y;
c.z = a.z / b.z;
} else {
c.x = a.x / b;
c.y = a.y / b;
c.z = a.z / b;
}
return c;
};
Vector.cross = function (a, b, c) {
c.x = a.y * b.z - a.z * b.y;
c.y = a.z * b.x - a.x * b.z;
c.z = a.x * b.y - a.y * b.x;
return c;
};
Vector.unit = function (a, b) {
var length = a.length();
b.x = a.x / length;
b.y = a.y / length;
b.z = a.z / length;
return b;
};
Vector.fromAngles = function (theta, phi) {
return new Vector(Math.cos(theta) * Math.cos(phi), Math.sin(phi), Math.sin(theta) * Math.cos(phi));
};
Vector.randomDirection = function () {
return Vector.fromAngles(Math.random() * Math.PI * 2, Math.asin(Math.random() * 2 - 1));
};
Vector.min = function (a, b) {
return new Vector(Math.min(a.x, b.x), Math.min(a.y, b.y), Math.min(a.z, b.z));
};
Vector.max = function (a, b) {
return new Vector(Math.max(a.x, b.x), Math.max(a.y, b.y), Math.max(a.z, b.z));
};
Vector.lerp = function (a, b, fraction) {
return b.subtract(a).multiply(fraction).add(a);
};
Vector.fromArray = function (a) {
return new Vector(a[0], a[1], a[2]);
};
Vector.angleBetween = function (a, b) {
return a.angleTo(b);
};