API Docs for: 0.6.1
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File: src/math/Vec3.js

module.exports = Vec3;

var Mat3 = require('./Mat3');

/**
 * 3-dimensional vector
 * @class Vec3
 * @constructor
 * @param {Number} x
 * @param {Number} y
 * @param {Number} z
 * @author schteppe
 * @example
 *     var v = new Vec3(1, 2, 3);
 *     console.log('x=' + v.x); // x=1
 */
function Vec3(x,y,z){
    /**
     * @property x
     * @type {Number}
     */
    this.x = x||0.0;

    /**
     * @property y
     * @type {Number}
     */
    this.y = y||0.0;

    /**
     * @property z
     * @type {Number}
     */
    this.z = z||0.0;
}

/**
 * @static
 * @property {Vec3} ZERO
 */
Vec3.ZERO = new Vec3(0, 0, 0);

/**
 * @static
 * @property {Vec3} UNIT_X
 */
Vec3.UNIT_X = new Vec3(1, 0, 0);

/**
 * @static
 * @property {Vec3} UNIT_Y
 */
Vec3.UNIT_Y = new Vec3(0, 1, 0);

/**
 * @static
 * @property {Vec3} UNIT_Z
 */
Vec3.UNIT_Z = new Vec3(0, 0, 1);

/**
 * Vector cross product
 * @method cross
 * @param {Vec3} v
 * @param {Vec3} target Optional. Target to save in.
 * @return {Vec3}
 */
Vec3.prototype.cross = function(v,target){
    var vx=v.x, vy=v.y, vz=v.z, x=this.x, y=this.y, z=this.z;
    target = target || new Vec3();

    target.x = (y * vz) - (z * vy);
    target.y = (z * vx) - (x * vz);
    target.z = (x * vy) - (y * vx);

    return target;
};

/**
 * Set the vectors' 3 elements
 * @method set
 * @param {Number} x
 * @param {Number} y
 * @param {Number} z
 * @return Vec3
 */
Vec3.prototype.set = function(x,y,z){
    this.x = x;
    this.y = y;
    this.z = z;
    return this;
};

/**
 * Set all components of the vector to zero.
 * @method setZero
 */
Vec3.prototype.setZero = function(){
    this.x = this.y = this.z = 0;
};

/**
 * Vector addition
 * @method vadd
 * @param {Vec3} v
 * @param {Vec3} target Optional.
 * @return {Vec3}
 */
Vec3.prototype.vadd = function(v,target){
    if(target){
        target.x = v.x + this.x;
        target.y = v.y + this.y;
        target.z = v.z + this.z;
    } else {
        return new Vec3(this.x + v.x,
                               this.y + v.y,
                               this.z + v.z);
    }
};

/**
 * Vector subtraction
 * @method vsub
 * @param {Vec3} v
 * @param {Vec3} target Optional. Target to save in.
 * @return {Vec3}
 */
Vec3.prototype.vsub = function(v,target){
    if(target){
        target.x = this.x - v.x;
        target.y = this.y - v.y;
        target.z = this.z - v.z;
    } else {
        return new Vec3(this.x-v.x,
                               this.y-v.y,
                               this.z-v.z);
    }
};

/**
 * Get the cross product matrix a_cross from a vector, such that a x b = a_cross * b = c
 * @method crossmat
 * @see http://www8.cs.umu.se/kurser/TDBD24/VT06/lectures/Lecture6.pdf
 * @return {Mat3}
 */
Vec3.prototype.crossmat = function(){
    return new Mat3([     0,  -this.z,   this.y,
                            this.z,        0,  -this.x,
                           -this.y,   this.x,        0]);
};

/**
 * Normalize the vector. Note that this changes the values in the vector.
 * @method normalize
 * @return {Number} Returns the norm of the vector
 */
Vec3.prototype.normalize = function(){
    var x=this.x, y=this.y, z=this.z;
    var n = Math.sqrt(x*x + y*y + z*z);
    if(n>0.0){
        var invN = 1/n;
        this.x *= invN;
        this.y *= invN;
        this.z *= invN;
    } else {
        // Make something up
        this.x = 0;
        this.y = 0;
        this.z = 0;
    }
    return n;
};

/**
 * Get the version of this vector that is of length 1.
 * @method unit
 * @param {Vec3} target Optional target to save in
 * @return {Vec3} Returns the unit vector
 */
Vec3.prototype.unit = function(target){
    target = target || new Vec3();
    var x=this.x, y=this.y, z=this.z;
    var ninv = Math.sqrt(x*x + y*y + z*z);
    if(ninv>0.0){
        ninv = 1.0/ninv;
        target.x = x * ninv;
        target.y = y * ninv;
        target.z = z * ninv;
    } else {
        target.x = 1;
        target.y = 0;
        target.z = 0;
    }
    return target;
};

/**
 * Get the length of the vector
 * @method norm
 * @return {Number}
 * @deprecated Use .length() instead
 */
Vec3.prototype.norm = function(){
    var x=this.x, y=this.y, z=this.z;
    return Math.sqrt(x*x + y*y + z*z);
};

/**
 * Get the length of the vector
 * @method length
 * @return {Number}
 */
Vec3.prototype.length = Vec3.prototype.norm;

/**
 * Get the squared length of the vector
 * @method norm2
 * @return {Number}
 * @deprecated Use .lengthSquared() instead.
 */
Vec3.prototype.norm2 = function(){
    return this.dot(this);
};

/**
 * Get the squared length of the vector.
 * @method lengthSquared
 * @return {Number}
 */
Vec3.prototype.lengthSquared = Vec3.prototype.norm2;

/**
 * Get distance from this point to another point
 * @method distanceTo
 * @param  {Vec3} p
 * @return {Number}
 */
Vec3.prototype.distanceTo = function(p){
    var x=this.x, y=this.y, z=this.z;
    var px=p.x, py=p.y, pz=p.z;
    return Math.sqrt((px-x)*(px-x)+
                     (py-y)*(py-y)+
                     (pz-z)*(pz-z));
};

/**
 * Get squared distance from this point to another point
 * @method distanceSquared
 * @param  {Vec3} p
 * @return {Number}
 */
Vec3.prototype.distanceSquared = function(p){
    var x=this.x, y=this.y, z=this.z;
    var px=p.x, py=p.y, pz=p.z;
    return (px-x)*(px-x) + (py-y)*(py-y) + (pz-z)*(pz-z);
};

/**
 * Multiply all the components of the vector with a scalar.
 * @deprecated Use .scale instead
 * @method mult
 * @param {Number} scalar
 * @param {Vec3} target The vector to save the result in.
 * @return {Vec3}
 * @deprecated Use .scale() instead
 */
Vec3.prototype.mult = function(scalar,target){
    target = target || new Vec3();
    var x = this.x,
        y = this.y,
        z = this.z;
    target.x = scalar * x;
    target.y = scalar * y;
    target.z = scalar * z;
    return target;
};

/**
 * Multiply the vector with a scalar.
 * @method scale
 * @param {Number} scalar
 * @param {Vec3} target
 * @return {Vec3}
 */
Vec3.prototype.scale = Vec3.prototype.mult;

/**
 * Calculate dot product
 * @method dot
 * @param {Vec3} v
 * @return {Number}
 */
Vec3.prototype.dot = function(v){
    return this.x * v.x + this.y * v.y + this.z * v.z;
};

/**
 * @method isZero
 * @return bool
 */
Vec3.prototype.isZero = function(){
    return this.x===0 && this.y===0 && this.z===0;
};

/**
 * Make the vector point in the opposite direction.
 * @method negate
 * @param {Vec3} target Optional target to save in
 * @return {Vec3}
 */
Vec3.prototype.negate = function(target){
    target = target || new Vec3();
    target.x = -this.x;
    target.y = -this.y;
    target.z = -this.z;
    return target;
};

/**
 * Compute two artificial tangents to the vector
 * @method tangents
 * @param {Vec3} t1 Vector object to save the first tangent in
 * @param {Vec3} t2 Vector object to save the second tangent in
 */
var Vec3_tangents_n = new Vec3();
var Vec3_tangents_randVec = new Vec3();
Vec3.prototype.tangents = function(t1,t2){
    var norm = this.norm();
    if(norm>0.0){
        var n = Vec3_tangents_n;
        var inorm = 1/norm;
        n.set(this.x*inorm,this.y*inorm,this.z*inorm);
        var randVec = Vec3_tangents_randVec;
        if(Math.abs(n.x) < 0.9){
            randVec.set(1,0,0);
            n.cross(randVec,t1);
        } else {
            randVec.set(0,1,0);
            n.cross(randVec,t1);
        }
        n.cross(t1,t2);
    } else {
        // The normal length is zero, make something up
        t1.set(1, 0, 0);
        t2.set(0, 1, 0);
    }
};

/**
 * Converts to a more readable format
 * @method toString
 * @return string
 */
Vec3.prototype.toString = function(){
    return this.x+","+this.y+","+this.z;
};

/**
 * Converts to an array
 * @method toArray
 * @return Array
 */
Vec3.prototype.toArray = function(){
    return [this.x, this.y, this.z];
};

/**
 * Copies value of source to this vector.
 * @method copy
 * @param {Vec3} source
 * @return {Vec3} this
 */
Vec3.prototype.copy = function(source){
    this.x = source.x;
    this.y = source.y;
    this.z = source.z;
    return this;
};


/**
 * Do a linear interpolation between two vectors
 * @method lerp
 * @param {Vec3} v
 * @param {Number} t A number between 0 and 1. 0 will make this function return u, and 1 will make it return v. Numbers in between will generate a vector in between them.
 * @param {Vec3} target
 */
Vec3.prototype.lerp = function(v,t,target){
    var x=this.x, y=this.y, z=this.z;
    target.x = x + (v.x-x)*t;
    target.y = y + (v.y-y)*t;
    target.z = z + (v.z-z)*t;
};

/**
 * Check if a vector equals is almost equal to another one.
 * @method almostEquals
 * @param {Vec3} v
 * @param {Number} precision
 * @return bool
 */
Vec3.prototype.almostEquals = function(v,precision){
    if(precision===undefined){
        precision = 1e-6;
    }
    if( Math.abs(this.x-v.x)>precision ||
        Math.abs(this.y-v.y)>precision ||
        Math.abs(this.z-v.z)>precision){
        return false;
    }
    return true;
};

/**
 * Check if a vector is almost zero
 * @method almostZero
 * @param {Number} precision
 */
Vec3.prototype.almostZero = function(precision){
    if(precision===undefined){
        precision = 1e-6;
    }
    if( Math.abs(this.x)>precision ||
        Math.abs(this.y)>precision ||
        Math.abs(this.z)>precision){
        return false;
    }
    return true;
};

var antip_neg = new Vec3();

/**
 * Check if the vector is anti-parallel to another vector.
 * @method isAntiparallelTo
 * @param  {Vec3}  v
 * @param  {Number}  precision Set to zero for exact comparisons
 * @return {Boolean}
 */
Vec3.prototype.isAntiparallelTo = function(v,precision){
    this.negate(antip_neg);
    return antip_neg.almostEquals(v,precision);
};

/**
 * Clone the vector
 * @method clone
 * @return {Vec3}
 */
Vec3.prototype.clone = function(){
    return new Vec3(this.x, this.y, this.z);
};