122 lines
3.8 KiB
TypeScript
Executable File
122 lines
3.8 KiB
TypeScript
Executable File
/******************************************************************************
|
|
* Spine Runtimes License Agreement
|
|
* Last updated January 1, 2020. Replaces all prior versions.
|
|
*
|
|
* Copyright (c) 2013-2020, Esoteric Software LLC
|
|
*
|
|
* Integration of the Spine Runtimes into software or otherwise creating
|
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
|
* http://esotericsoftware.com/spine-editor-license
|
|
*
|
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
|
* "Products"), provided that each user of the Products must obtain their own
|
|
* Spine Editor license and redistribution of the Products in any form must
|
|
* include this license and copyright notice.
|
|
*
|
|
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
|
|
* THE SPINE RUNTIMES, 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);
|
|
}
|
|
}
|
|
}
|