mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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123 lines
4.0 KiB
TypeScript
123 lines
4.0 KiB
TypeScript
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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module spine.webgl {
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export class Vector3 {
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x = 0;
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y = 0;
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z = 0;
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constructor (x: number = 0, y: number = 0, z: number = 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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setFrom(v: Vector3): Vector3 {
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this.x = v.x;
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this.y = v.y;
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this.z = v.z;
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return this;
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}
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set (x: number, y: number, z: number): Vector3 {
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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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add (v: Vector3): Vector3 {
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this.x += v.x;
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this.y += v.y;
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this.z += v.z;
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return this;
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}
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sub (v: Vector3): Vector3 {
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this.x -= v.x;
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this.y -= v.y;
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this.z -= v.z;
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return this;
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}
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scale (s: number): Vector3 {
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this.x *= s;
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this.y *= s;
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this.z *= s;
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return this;
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}
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normalize (): Vector3 {
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let len = this.length();
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if (len == 0) return this;
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len = 1 / len;
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this.x *= len;
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this.y *= len;
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this.z *= len;
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return this;
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}
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cross (v: Vector3): Vector3 {
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return this.set(this.y * v.z - this.z * v.y, this.z * v.x - this.x * v.z, this.x * v.y - this.y * v.x)
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}
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multiply (matrix: Matrix4): Vector3 {
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let l_mat = matrix.values;
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return this.set(this.x * l_mat[M00] + this.y * l_mat[M01] + this.z * l_mat[M02] + l_mat[M03],
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this.x * l_mat[M10] + this.y * l_mat[M11] + this.z * l_mat[M12] + l_mat[M13],
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this.x * l_mat[M20] + this.y * l_mat[M21] + this.z * l_mat[M22] + l_mat[M23]);
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}
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project (matrix: Matrix4): Vector3 {
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let l_mat = matrix.values;
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let l_w = 1 / (this.x * l_mat[M30] + this.y * l_mat[M31] + this.z * l_mat[M32] + l_mat[M33]);
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return this.set((this.x * l_mat[M00] + this.y * l_mat[M01] + this.z * l_mat[M02] + l_mat[M03]) * l_w,
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(this.x * l_mat[M10] + this.y * l_mat[M11] + this.z * l_mat[M12] + l_mat[M13]) * l_w,
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(this.x * l_mat[M20] + this.y * l_mat[M21] + this.z * l_mat[M22] + l_mat[M23]) * l_w);
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}
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dot (v: Vector3): number {
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return this.x * v.x + this.y * v.y + this.z * v.z;
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}
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length (): number {
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return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
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}
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distance (v: Vector3): number {
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let a = v.x - this.x;
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let b = v.y - this.y;
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let c = v.z - this.z;
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return Math.sqrt(a * a + b * b + c * c);
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}
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}
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}
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