feat: use custom player module
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121
apps/module/spine-ts/webgl/src/Vector3.ts
Executable file
121
apps/module/spine-ts/webgl/src/Vector3.ts
Executable file
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE 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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