480 lines
9.3 KiB
TypeScript
480 lines
9.3 KiB
TypeScript
/**
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* @fileoverview TSM - A TypeScript vector and matrix math library
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* @author Matthias Ferch
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* @version 0.6
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*/
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/*
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* Copyright (c) 2012 Matthias Ferch
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*
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* Project homepage: https://github.com/matthiasferch/tsm
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not
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* be misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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///<reference path='./common.ts' />
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import {mat3} from './mat3';
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import {quat} from './quat';
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export class vec3
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{
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static zero = new vec3([0, 0, 0]);
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static up = new vec3([0, 1, 0]);
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static right = new vec3([1, 0, 0]);
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static forward = new vec3([0, 0, 1]);
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private values = new Float32Array(3);
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static cross(vector: vec3, vector2: vec3, dest: vec3 | null = null): vec3
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{
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if (!dest)
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{
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dest = new vec3();
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}
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const x = vector.x,
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y = vector.y,
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z = vector.z;
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const x2 = vector2.x,
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y2 = vector2.y,
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z2 = vector2.z;
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dest.x = y * z2 - z * y2;
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dest.y = z * x2 - x * z2;
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dest.z = x * y2 - y * x2;
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return dest;
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}
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static dot(vector: vec3, vector2: vec3): number
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{
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const x = vector.x,
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y = vector.y,
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z = vector.z;
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const x2 = vector2.x,
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y2 = vector2.y,
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z2 = vector2.z;
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return (x * x2 + y * y2 + z * z2);
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}
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static distance(vector: vec3, vector2: vec3): number
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{
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const x = vector2.x - vector.x,
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y = vector2.y - vector.y,
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z = vector2.z - vector.z;
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return Math.sqrt(this.squaredDistance(vector, vector2));
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}
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static squaredDistance(vector: vec3, vector2: vec3): number
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{
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const x = vector2.x - vector.x,
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y = vector2.y - vector.y,
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z = vector2.z - vector.z;
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return (x * x + y * y + z * z);
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}
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static direction(vector: vec3, vector2: vec3, dest: vec3 | null = null): vec3
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{
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if (!dest)
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{
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dest = new vec3();
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}
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const x = vector.x - vector2.x,
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y = vector.y - vector2.y,
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z = vector.z - vector2.z;
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let length = Math.sqrt(x * x + y * y + z * z);
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if (length === 0)
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{
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dest.x = 0;
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dest.y = 0;
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dest.z = 0;
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return dest;
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}
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length = 1 / length;
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dest.x = x * length;
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dest.y = y * length;
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dest.z = z * length;
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return dest;
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}
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static mix(vector: vec3, vector2: vec3, time: number, dest: vec3 | null = null): vec3
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{
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if (!dest)
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{
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dest = new vec3();
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}
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dest.x = vector.x + time * (vector2.x - vector.x);
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dest.y = vector.y + time * (vector2.y - vector.y);
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dest.z = vector.z + time * (vector2.z - vector.z);
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return dest;
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}
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static sum(vector: vec3, vector2: vec3, dest: vec3 | null = null): vec3
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{
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if (!dest)
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{
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dest = new vec3();
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}
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dest.x = vector.x + vector2.x;
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dest.y = vector.y + vector2.y;
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dest.z = vector.z + vector2.z;
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return dest;
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}
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static difference(vector: vec3, vector2: vec3, dest: vec3 | null = null): vec3
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{
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if (!dest)
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{
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dest = new vec3();
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}
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dest.x = vector.x - vector2.x;
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dest.y = vector.y - vector2.y;
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dest.z = vector.z - vector2.z;
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return dest;
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}
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static product(vector: vec3, vector2: vec3, dest: vec3 | null = null): vec3
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{
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if (!dest)
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{
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dest = new vec3();
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}
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dest.x = vector.x * vector2.x;
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dest.y = vector.y * vector2.y;
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dest.z = vector.z * vector2.z;
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return dest;
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}
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static quotient(vector: vec3, vector2: vec3, dest: vec3 | null = null): vec3
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{
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if (!dest)
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{
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dest = new vec3();
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}
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dest.x = vector.x / vector2.x;
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dest.y = vector.y / vector2.y;
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dest.z = vector.z / vector2.z;
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return dest;
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}
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get x(): number
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{
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return this.values[0];
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}
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get y(): number
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{
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return this.values[1];
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}
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get z(): number
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{
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return this.values[2];
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}
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get xy(): number[]
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{
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return [
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this.values[0],
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this.values[1]
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];
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}
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get xyz(): number[]
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{
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return [
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this.values[0],
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this.values[1],
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this.values[2]
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];
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}
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set x(value: number)
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{
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this.values[0] = value;
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}
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set y(value: number)
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{
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this.values[1] = value;
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}
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set z(value: number)
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{
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this.values[2] = value;
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}
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set xy(values: number[])
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{
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this.values[0] = values[0];
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this.values[1] = values[1];
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}
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set xyz(values: number[])
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{
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this.values[0] = values[0];
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this.values[1] = values[1];
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this.values[2] = values[2];
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}
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constructor(values: number[] | null = null)
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{
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if (values)
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{
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this.xyz = values;
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}
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}
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at(index: number): number
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{
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return this.values[index];
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}
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reset(): void
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{
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this.x = 0;
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this.y = 0;
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this.z = 0;
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}
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copy(dest: vec3 | null = null): vec3
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{
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if (!dest)
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{
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dest = new vec3();
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}
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dest.x = this.x;
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dest.y = this.y;
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dest.z = this.z;
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return dest;
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}
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negate(dest: vec3 | null = null): vec3
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{
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if (!dest)
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{
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dest = this;
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}
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dest.x = -this.x;
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dest.y = -this.y;
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dest.z = -this.z;
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return dest;
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}
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equals(vector: vec3, threshold = EPSILON): boolean
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{
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if (Math.abs(this.x - vector.x) > threshold)
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{
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return false;
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}
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if (Math.abs(this.y - vector.y) > threshold)
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{
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return false;
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}
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if (Math.abs(this.z - vector.z) > threshold)
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{
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return false;
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}
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return true;
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}
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length(): number
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{
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return Math.sqrt(this.squaredLength());
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}
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squaredLength(): number
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{
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const x = this.x,
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y = this.y,
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z = this.z;
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return (x * x + y * y + z * z);
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}
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add(vector: vec3): vec3
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{
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this.x += vector.x;
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this.y += vector.y;
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this.z += vector.z;
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return this;
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}
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subtract(vector: vec3): vec3
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{
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this.x -= vector.x;
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this.y -= vector.y;
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this.z -= vector.z;
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return this;
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}
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multiply(vector: vec3): vec3
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{
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this.x *= vector.x;
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this.y *= vector.y;
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this.z *= vector.z;
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return this;
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}
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divide(vector: vec3): vec3
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{
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this.x /= vector.x;
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this.y /= vector.y;
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this.z /= vector.z;
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return this;
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}
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scale(value: number, dest: vec3 | null = null): vec3
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{
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if (!dest)
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{
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dest = this;
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}
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dest.x *= value;
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dest.y *= value;
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dest.z *= value;
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return dest;
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}
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normalize(dest: vec3 | null = null): vec3
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{
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if (!dest)
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{
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dest = this;
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}
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let length = this.length();
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if (length === 1)
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{
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return this;
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}
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if (length === 0)
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{
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dest.x = 0;
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dest.y = 0;
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dest.z = 0;
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return dest;
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}
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length = 1.0 / length;
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dest.x *= length;
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dest.y *= length;
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dest.z *= length;
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return dest;
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}
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multiplyByMat3(matrix: mat3, dest: vec3 | null = null): vec3
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{
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if (!dest)
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{
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dest = this;
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}
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return matrix.multiplyVec3(this, dest);
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}
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multiplyByQuat(quat: quat, dest: vec3 | null = null): vec3
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{
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if (!dest)
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{
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dest = this;
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}
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return quat.multiplyVec3(this, dest);
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}
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toQuat(dest: quat | null = null): quat
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{
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if (!dest)
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{
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dest = new quat();
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}
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const c = new vec3();
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const s = new vec3();
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c.x = Math.cos(this.x * 0.5);
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s.x = Math.sin(this.x * 0.5);
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c.y = Math.cos(this.y * 0.5);
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s.y = Math.sin(this.y * 0.5);
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c.z = Math.cos(this.z * 0.5);
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s.z = Math.sin(this.z * 0.5);
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dest.x = s.x * c.y * c.z - c.x * s.y * s.z;
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dest.y = c.x * s.y * c.z + s.x * c.y * s.z;
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dest.z = c.x * c.y * s.z - s.x * s.y * c.z;
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dest.w = c.x * c.y * c.z + s.x * s.y * s.z;
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return dest;
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}
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}
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