167 lines
5.0 KiB
JavaScript
167 lines
5.0 KiB
JavaScript
export class Vector {
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constructor(x = 0, y = 0, z = 0) {
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this.x = x;
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this.y = y;
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this.z = z;
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}
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static magnitude(vec) {
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return Math.sqrt(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z);
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}
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static normalize(vec) {
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const l = Vector.magnitude(vec); return new Vector(vec.x / l, vec.y / l, vec.z / l);
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}
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static cross(a, b) {
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return new Vector(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
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}
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static dot(a, b) {
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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static angleBetween(a, b) {
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return Math.acos(Vector.dot(a, b) / (Vector.magnitude(a) * Vector.magnitude(b)));
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}
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static subtract(a, b) {
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return new Vector(a.x - b.x, a.y - b.y, a.z - b.z);
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}
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static add(a, b) {
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return new Vector(a.x + b.x, a.y + b.y, a.z + b.z);
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}
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static floor(vec) {
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return new Vector(Math.floor(vec.x), Math.floor(vec.y), Math.floor(vec.z));
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}
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static multiply(vec, num) {
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if (typeof num === "number")
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return new Vector(vec.x * num, vec.y * num, vec.z * num);
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return new Vector(vec.x * num.x, vec.y * num.y, vec.z * num.z);
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}
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static volume(a, b) {
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return Math.abs((a.x - b.x) * (a.y - b.y) * (a.z - b.z));
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}
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static projection(a, b) {
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const scale = Vector.dot(a, b) / (b.x * b.x + b.y * b.y + b.z * b.z);
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return new Vector(b.x * scale, b.y * scale, b.z * scale);
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}
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static rejection(a, b) {
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const scale = Vector.dot(a, b) / (b.x * b.x + b.y * b.y + b.z * b.z);
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return new Vector(a.x - b.x * scale, a.y - b.y * scale, a.z - b.z * scale);
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}
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static reflect(v, n) {
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const scale = 2 * Vector.dot(v, n);
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return new Vector(v.x - n.x * scale, v.y - n.y * scale, v.z - n.z * scale);
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}
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static lerp(a, b, t) {
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return new Vector(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t, a.z + (b.z - a.z) * t);
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}
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static distance(a, b) {
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const dx = a.x - b.x;
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const dy = a.y - b.y;
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const dz = a.z - b.z;
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return Math.sqrt(dx * dx + dy * dy + dz * dz);
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}
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static intersect(maxA, minA, maxB, minB) {
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return (maxA.x >= minB.x && minA.x <= maxB.x) &&
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(maxA.y >= minB.y && minA.y <= maxB.y) &&
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(maxA.z >= minB.z && minA.z <= maxB.z);
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}
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static from(object) {
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if (object instanceof Vector)
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return object;
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if (Array.isArray(object))
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return new Vector(object[0], object[1], object[2]);
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const { x = 0, y = 0, z = 0 } = object ?? {};
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return new Vector(x, y, z);
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}
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static sort(vec1, vec2) {
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const [x1, x2] = vec1.x < vec2.x ? [vec1.x, vec2.x] : [vec2.x, vec1.x];
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const [y1, y2] = vec1.y < vec2.y ? [vec1.y, vec2.y] : [vec2.y, vec1.y];
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const [z1, z2] = vec1.z < vec2.z ? [vec1.z, vec2.z] : [vec2.z, vec1.z];
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return [new Vector(x1, y1, z1), new Vector(x2, y2, z2)];
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}
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distance(vec) { return Vector.distance(this, vec); }
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lerp(vec, t) { return Vector.lerp(this, vec, t); }
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projection(vec) { return Vector.projection(this, vec); }
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reflect(vec) { return Vector.reflect(this, vec); }
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rejection(vec) { return Vector.rejection(this, vec); }
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cross(vec) { return Vector.cross(this, vec); }
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dot(vec) { return Vector.dot(this, vec); }
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floor() { return Vector.floor(this); }
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volume(vec) { return Vector.volume(this, vec); }
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add(vec) { return Vector.add(this, vec); }
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subtract(vec) { return Vector.subtract(this, vec); }
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multiply(num) { return Vector.multiply(this, num); }
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set(x, y, z) {
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this.x = x;
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this.y = y;
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this.z = z;
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return this;
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}
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setFrom(vec) {
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this.x = vec.x;
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this.y = vec.y;
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this.z = vec.z;
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return this;
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}
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addInPlace(vec) {
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this.x += vec.x;
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this.y += vec.y;
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this.z += vec.z;
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return this;
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}
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subtractInPlace(vec) {
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this.x -= vec.x;
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this.y -= vec.y;
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this.z -= vec.z;
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return this;
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}
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floorInPlace() {
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this.x = Math.floor(this.x);
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this.y = Math.floor(this.y);
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this.z = Math.floor(this.z);
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return this;
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}
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multiplyInPlace(num) {
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if (typeof num === "number") {
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this.x *= num; this.y *= num; this.z *= num;
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return this;
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}
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this.x *= num.x; this.y *= num.y; this.z *= num.z;
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return this;
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}
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get length() { return Vector.magnitude(this); }
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get normalized() { return Vector.normalize(this); }
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toString() { return `<${this.x}, ${this.y}, ${this.z}>`; }
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}
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Vector.up = Object.freeze(new Vector(0, 1, 0));
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Vector.down = Object.freeze(new Vector(0, -1, 0));
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Vector.north = Object.freeze(new Vector(0, 0, -1));
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Vector.south = Object.freeze(new Vector(0, 0, 1));
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Vector.east = Object.freeze(new Vector(1, 0, 0));
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Vector.west = Object.freeze(new Vector(-1, 0, 0));
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Vector.zero = Object.freeze(new Vector(0, 0, 0));
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