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vector.js
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vector.js
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class Vec4 {
constructor( x, y, z, w ) {
this.x = x;
this.y = y;
this.z = z;
this.w = w ?? 0;
}
scaled( by ) {
return new Vec4( this.x * by, this.y * by, this.z * by, this.w* by );
}
dot( other ) {
return this.x * other.x +
this.y * other.y +
this.z * other.z +
this.w * other.w;
}
length() {
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
}
norm() {
let len = this.length();
return new Vec4( this.x / len, this.y / len, this.z / len, this.w / len );
}
add( other ) {
return new Vec4( this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w );
}
sub( other ) {
return this.add( other.scaled( -1 ) );
}
cross( other ) {
let x = this.y * other.z - this.z * other.y;
let y = this.x * other.z - this.z * other.x;
let z = this.x * other.y - this.y - other.x;
return new Vec4( x, y, z, 0 );
}
/**
* Calculate the normal of the given triangle.
* For the resulting normal to point in the positive y direction, p0 to p1 should be to the
* left of p0 to p2
* @param {Vec4} p0
* @param {Vec4} p1
* @param {Vec4} p2
* @returns Vec4
*/
static normal_of_triangle( p0, p1, p2 ) {
let v0 = p1.sub( p0 );
let v1 = p2.sub( p0 );
return v0.cross( v1 );
}
}