123 lines
4.0 KiB
TypeScript

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