define(["kick/core/Constants", "./Mat4"], function (constants, mat4) {
"use strict";
var wrapArray = function (array, length) {
var i,
index = 0,
count = array.length / length,
res = [];
for (i = 0; i < count; i++, index += length) {
res[i] = array.subarray(index, index + length);
}
return res;
};
/**
* Vec3 - 3 Dimensional Vector
* @class Vec3
* @namespace kick.math
*/
return {
/**
* See kick.math.Vec4.wrapArray
* @method wrapArray
* @param {Float32Array} array
* @return {Array_kick.math.Vec3} of vec3
* @static
*/
wrapArray: function (array) {
return wrapArray(array, 3);
},
/**
* Create a continuous array in memory mapped to vec3. <br>
* <br>
* Example<br>
* @example
* var ref = {};
* var v = kick.math.Vec3.array(2,ref);
* v[1][1] = 1;
* ref.mem[4] == v[1][1];
*
* Will be layed out like this: <br>
* <br>
* @example
* [vec3][vec3) = [0][1][2][3][4][5]
*
*
* @method array
* @param {Number} count Number of vec 3 to be layed out in memory
* @param {Object} ref Optional, if set a memory reference is set to ref.mem
* @return {kick.math.Vec3} New vec3
* @static
*/
array: function (count, ref) {
var memory = new Float32Array(count * 3);
if (ref) {
ref.mem = memory;
}
return wrapArray(memory, 3);
},
/**
* Creates a new, empty vec3
*
* @method create
* @return {kick.math.Vec3} New vec3
* @static
*/
create: function () {
return new Float32Array(3);
},
/**
* @method clone
* @param {kick.math.Vec3} a vector to clone
* @return {kick.math.Vec3} a new 3D vector
* @static
*/
clone: function (a) {
var out = new Float32Array(3);
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
return out;
},
/**
* Creates a new vec3 initialized with the given values
* @method fromValues
* @param {Number} x X component
* @param {Number} y Y component
* @param {Number} z Z component
* @return {kick.math.Vec3} a new 3D vector
* @static
*/
fromValues: function (x, y, z) {
var out = new Float32Array(3);
out[0] = x;
out[1] = y;
out[2] = z;
return out;
},
/**
* Copy the values from one vec3 to another
*
* @method copy
* @param {kick.math.Vec3} out the receiving vector
* @param {kick.math.Vec3} a the source vector
* @return {kick.math.Vec3} out
* @static
*/
copy: function (out, a) {
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
return out;
},
/**
* Set the components of a vec3 to the given values
*
* @method set
* @param {kick.math.Vec3} out the receiving vector
* @param {Number} x X component
* @param {Number} y Y component
* @param {Number} z Z component
* @return {kick.math.Vec3} out
* @static
*/
set: function (out, x, y, z) {
out[0] = x;
out[1] = y;
out[2] = z;
return out;
},
/**
* Adds two vec3's
* @method add
* @param {kick.math.Vec3} out the receiving vector
* @param {kick.math.Vec3} a the first operand
* @param {kick.math.Vec3} b the second operand
* @return {kick.math.Vec3} out
* @static
*/
add: function (out, a, b) {
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
out[2] = a[2] + b[2];
return out;
},
/**
* Subtracts two vec3's
*
* @method subtract
* @param {kick.math.Vec3} out the receiving vector
* @param {kick.math.Vec3} a the first operand
* @param {kick.math.Vec3} b the second operand
* @return {kick.math.Vec3} out
* @static
*/
subtract: function (out, a, b) {
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
out[2] = a[2] - b[2];
return out;
},
/**
* Multiplies two vec3's
* @method multiply
* @param {kick.math.Vec3} out the receiving vector
* @param {kick.math.Vec3} a the first operand
* @param {kick.math.Vec3} b the second operand
* @return {kick.math.Vec3} out
* @static
*/
multiply: function (out, a, b) {
out[0] = a[0] * b[0];
out[1] = a[1] * b[1];
out[2] = a[2] * b[2];
return out;
},
/**
* Divides two vec3's
*
* @method divide
* @param {kick.math.Vec3} out the receiving vector
* @param {kick.math.Vec3} a the first operand
* @param {kick.math.Vec3} b the second operand
* @return {kick.math.Vec3} out
* @static
*/
divide: function (out, a, b) {
out[0] = a[0] / b[0];
out[1] = a[1] / b[1];
out[2] = a[2] / b[2];
return out;
},
/**
* Returns the minimum of two vec3's
*
* @method min
* @param {kick.math.Vec3} out the receiving vector
* @param {kick.math.Vec3} a the first operand
* @param {kick.math.Vec3} b the second operand
* @return {kick.math.Vec3} out
* @static
*/
min: function (out, a, b) {
out[0] = Math.min(a[0], b[0]);
out[1] = Math.min(a[1], b[1]);
out[2] = Math.min(a[2], b[2]);
return out;
},
/**
* Returns the maximum of two vec3's
*
* @method max
* @param {kick.math.Vec3} out the receiving vector
* @param {kick.math.Vec3} a the first operand
* @param {kick.math.Vec3} b the second operand
* @return {kick.math.Vec3} out
* @static
*/
max: function (out, a, b) {
out[0] = Math.max(a[0], b[0]);
out[1] = Math.max(a[1], b[1]);
out[2] = Math.max(a[2], b[2]);
return out;
},
/**
* Scales a vec3 by a scalar number
* @method scale
* @param {kick.math.Vec3} out the receiving vector
* @param {kick.math.Vec3} a the vector to scale
* @param {Number} b amount to scale the vector by
* @return {kick.math.Vec3} out
* @static
*/
scale: function (out, a, b) {
out[0] = a[0] * b;
out[1] = a[1] * b;
out[2] = a[2] * b;
return out;
},
/**
* Calculates the euclidian distance between two vec3's
*
* @method distance
* @param {kick.math.Vec3} a the first operand
* @param {kick.math.Vec3} b the second operand
* @return {Number} distance between a and b
* @static
*/
distance: function (a, b) {
var x = b[0] - a[0],
y = b[1] - a[1],
z = b[2] - a[2];
return Math.sqrt(x * x + y * y + z * z);
},
/**
* Calculates the squared euclidian distance between two vec3's
*
* @method squaredDistance
* @param {kick.math.Vec3} a the first operand
* @param {kick.math.Vec3} b the second operand
* @return {Number} squared distance between a and b
* @static
*/
squaredDistance: function (a, b) {
var x = b[0] - a[0],
y = b[1] - a[1],
z = b[2] - a[2];
return x * x + y * y + z * z;
},
/**
* Calculates the length of a vec3
*
* @method length
* @param {kick.math.Vec3} a vector to calculate length of
* @return {Number} Length of vec
* @static
*/
length: function (a) {
var x = a[0],
y = a[1],
z = a[2];
return Math.sqrt(x * x + y * y + z * z);
},
/**
* Calculates the squared length of a vec3
* @method squaredLength
* @param {kick.math.Vec3} a vector to calculate squared length of
* @return {Number} Squared length of vec
* @static
*/
squaredLength: function (a) {
var x = a[0],
y = a[1],
z = a[2];
return x * x + y * y + z * z;
},
/**
* Negates the components of a vec3
* @method negate
* @param {kick.math.Vec3} out the receiving vector
* @param {kick.math.Vec3} a vector to negate
* @return {kick.math.Vec3} out
* @static
*/
negate: function (out, a) {
out[0] = -a[0];
out[1] = -a[1];
out[2] = -a[2];
return out;
},
/**
* Normalize a vec3
*
* @method normalize
* @param {kick.math.Vec3} out the receiving vector
* @param {kick.math.Vec3} a vector to normalize
* @return {kick.math.Vec3} out
* @static
*/
normalize: function (out, a) {
var x = a[0],
y = a[1],
z = a[2],
len = x * x + y * y + z * z;
if (len > 0) {
//TODO: evaluate use of glm_invsqrt here?
len = 1 / Math.sqrt(len);
out[0] = a[0] * len;
out[1] = a[1] * len;
out[2] = a[2] * len;
}
return out;
},
/**
* Calculates the dot product of two vec3s
* @method dot
* @param {kick.math.Vec3} a the first operand
* @param {kick.math.Vec3} b the second operand
* @return {Number} dot product of a and b
* @static
*/
dot: function (a, b) {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
},
/**
* Generates the cross product of two vec3s
* @method cross
* @param {kick.math.Vec3} out the receiving vector
* @param {kick.math.Vec3} a the first operand
* @param {kick.math.Vec3} b the second operand
* @return {kick.math.Vec3} out
* @static
*/
cross: function (out, a, b) {
var ax = a[0], ay = a[1], az = a[2],
bx = b[0], by = b[1], bz = b[2];
out[0] = ay * bz - az * by;
out[1] = az * bx - ax * bz;
out[2] = ax * by - ay * bx;
return out;
},
/**
* Performs a linear interpolation between two vec3
*
* @method lerp
* @param {kick.math.Vec3} out the receiving vector
* @param {kick.math.Vec3} a the first operand
* @param {kick.math.Vec3} b the second operand
* @param {Number} t interpolation amount between the two inputs
* @return {kick.math.Vec3} out
* @static
*/
lerp: function (out, a, b, t) {
var ax = a[0],
ay = a[1],
az = a[2];
out[0] = ax + t * (b[0] - ax);
out[1] = ay + t * (b[1] - ay);
out[2] = az + t * (b[2] - az);
return out;
},
/**
* Transforms the vec3 with a mat4.
* 4th vector component is implicitly '1'
*
* @method transformMat4
* @param {kick.math.Vec3} out the receiving vector
* @param {kick.math.Vec3} a the vector to transform
* @param {kick.math.Mat4} m matrix to transform with
* @return {kick.math.Vec3} out
* @static
*/
transformMat4: function (out, a, m) {
var x = a[0], y = a[1], z = a[2];
out[0] = m[0] * x + m[4] * y + m[8] * z + m[12];
out[1] = m[1] * x + m[5] * y + m[9] * z + m[13];
out[2] = m[2] * x + m[6] * y + m[10] * z + m[14];
return out;
},
/**
* Transforms the vec3 with a quat
*
* @method transformQuat
* @param {kick.math.Vec3} out the receiving vector
* @param {kick.math.Vec3} a the vector to transform
* @param {kick.math.Quat} q quaternion to transform with
* @return {kick.math.Vec3} out
* @static
*/
transformQuat: function (out, a, q) {
var x = a[0], y = a[1], z = a[2],
qx = q[0], qy = q[1], qz = q[2], qw = q[3],
// calculate quat * vec
ix = qw * x + qy * z - qz * y,
iy = qw * y + qz * x - qx * z,
iz = qw * z + qx * y - qy * x,
iw = -qx * x - qy * y - qz * z;
// calculate result * inverse quat
out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
return out;
},
/**
* Perform some operation over an array of vec3s.
*
* @method forEach
* @param {Array} a the array of vectors to iterate over
* @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
* @param {Number} offset Number of elements to skip at the beginning of the array
* @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array
* @param {Function} fn Function to call for each vector in the array
* @param {Object} [arg] additional argument to pass to fn
* @return {Array} a
* @static
*/
forEach: (function () {
var vec = new Float32Array(3);
return function (a, stride, offset, count, fn, arg) {
var i, l;
if (!stride) {
stride = 3;
}
if (!offset) {
offset = 0;
}
if (count) {
l = Math.min((count * stride) + offset, a.length);
} else {
l = a.length;
}
for (i = offset; i < l; i += stride) {
vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2];
fn(vec, vec, arg);
a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2];
}
return a;
};
}()),
/**
* Generates a unit vector pointing from one vector to another
* @method direction
* @param {kick.math.Vec3} out vec3 receiving operation result.
* @param {kick.math.Vec3} vec origin vec3
* @param {kick.math.Vec3} vec2 vec3 to point to
* @return {kick.math.Vec3} dest if specified, vec otherwise
* @static
*/
direction: function (out, vec, vec2) {
var x = vec[0] - vec2[0],
y = vec[1] - vec2[1],
z = vec[2] - vec2[2],
len = Math.sqrt(x * x + y * y + z * z);
if (!len) {
out[0] = 0;
out[1] = 0;
out[2] = 0;
return out;
}
len = 1 / len;
out[0] = x * len;
out[1] = y * len;
out[2] = z * len;
return out;
},
/**
* Calculates the euclidean distance between two vec3
*
* @method dist
* @param {kick.math.Vec3} vec first vector
* @param {kick.math.Vec3} vec2 second vector
* @return {Number} distance between vec and vec2
* @static
*/
dist: function (vec, vec2) {
var x = vec2[0] - vec[0],
y = vec2[1] - vec[1],
z = vec2[2] - vec[2];
return Math.sqrt(x * x + y * y + z * z);
},
/**
* Projects the specified vec3 from screen space into object space
* Based on Mesa gluUnProject implementation at:
* http://webcvs.freedesktop.org/mesa/Mesa/src/glu/mesa/project.c?revision=1.4&view=markup
*
* @method unproject
* @param {kick.math.Vec3} out vec3 receiving unprojected result.
* @param {kick.math.Vec3} vec screen-space vector to project
* @param {kick.math.Mat4} modelView Model-View matrix
* @param {kick.math.Mat4} proj Projection matrix
* @param {kick.math.Vec4} viewportRect Viewport as given to gl.viewport [x, y, width, height]
* @return {kick.math.Vec3} dest if specified, vec otherwise
* @static
*/
unproject: (function () {
var m = new Float32Array(16),
v = new Float32Array(4);
return function (out, vec, modelView, proj, viewportRect) {
v[0] = (vec[0] - viewportRect[0]) * 2.0 / viewportRect[2] - 1.0;
v[1] = (vec[1] - viewportRect[1]) * 2.0 / viewportRect[3] - 1.0;
v[2] = 2.0 * vec[2] - 1.0;
v[3] = 1.0;
mat4.multiply(m, proj, modelView);
if (!mat4.invert(m, m)) { return null; }
mat4.multiplyVec4(v, m, v);
if (v[3] === 0.0) { return null; }
out[0] = v[0] / v[3];
out[1] = v[1] / v[3];
out[2] = v[2] / v[3];
return out;
};
}()),
/**
* Converts the spherical coordinates (in radians) to carterian coordinates.<br>
* Spherical coordinates are mapped so vec[0] is radius, vec[1] is polar and vec[2] is elevation
* @method sphericalToCarterian
* @param {kick.math.Vec3} out
* @param {kick.math.Vec3} spherical spherical coordinates
* @return {kick.math.Vec3} position in cartesian angles
* @static
*/
sphericalToCarterian: function (out, spherical) {
var radius = spherical[0],
polar = -spherical[1],
elevation = spherical[2],
a = radius * Math.cos(elevation);
out[0] = a * Math.cos(polar);
out[1] = radius * Math.sin(elevation);
out[2] = a * Math.sin(polar);
return out;
},
/**
* Test to see if vectors are equal (difference is less than epsilon)
* @method equal
* @param {kick.math.Vec3} vec first operand
* @param {kick.math.Vec3} vec2 second operand
* @param {Number} epsilon Optional - default value is
* @return {Boolean} true if two vectors are equals
* @static
*/
equal: function (vec, vec2, epsilon) {
var i;
if (!epsilon) {
epsilon = constants._EPSILON;
}
for (i = 0; i < 3; i++) {
if (Math.abs(vec[i] - vec2[i]) > epsilon) {
return false;
}
}
return true;
},
/**
* Converts from cartesian coordinates to spherical coordinates (in radians)<br>
* Spherical coordinates are mapped so vec[0] is radius, vec[1] is polar and vec[2] is elevation
* @method cartesianToSpherical
* @param {kick.math.Vec3} out
* @param {kick.math.Vec3} cartesian
* @return {kick.math.Vec3}
* @static
*/
cartesianToSpherical: function (out, cartesian) {
var x = cartesian[0],
y = cartesian[1],
z = cartesian[2],
sphericalX;
if (x === 0) {
x = constants._EPSILON;
}
out[0] = sphericalX = Math.sqrt(x * x + y * y + z * z);
out[1] = -Math.atan(z / x);
if (x < 0) {
out[1] += Math.PI;
}
out[2] = Math.asin(y / sphericalX);
return out;
},
/**
* Returns a string representation of a vector
* @method str
* @param {kick.math.Vec3} vec vec3 to represent as a string
* @return {String} string representation of vec
* @static
*/
str: function (vec) {
return '[' + vec[0] + ', ' + vec[1] + ', ' + vec[2] + ']';
}
};
});