StackGenVis: Alignment of Data, Algorithms, and Models for Stacking Ensemble Learning Using Performance Metrics
https://doi.org/10.1109/TVCG.2020.3030352
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787 lines
19 KiB
787 lines
19 KiB
4 years ago
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import * as glMatrix from "./common.js";
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/**
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* 3 Dimensional Vector
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* @module vec3
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*/
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/**
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* Creates a new, empty vec3
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*
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* @returns {vec3} a new 3D vector
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*/
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export function create() {
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var out = new glMatrix.ARRAY_TYPE(3);
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if (glMatrix.ARRAY_TYPE != Float32Array) {
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out[0] = 0;
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out[1] = 0;
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out[2] = 0;
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}
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return out;
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}
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/**
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* Creates a new vec3 initialized with values from an existing vector
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*
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* @param {vec3} a vector to clone
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* @returns {vec3} a new 3D vector
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*/
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export function clone(a) {
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var out = new glMatrix.ARRAY_TYPE(3);
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out[0] = a[0];
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out[1] = a[1];
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out[2] = a[2];
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return out;
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}
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/**
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* Calculates the length of a vec3
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*
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* @param {vec3} a vector to calculate length of
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* @returns {Number} length of a
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*/
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export function length(a) {
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var x = a[0];
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var y = a[1];
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var z = a[2];
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return Math.hypot(x, y, z);
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}
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/**
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* Creates a new vec3 initialized with the given values
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*
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* @param {Number} x X component
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* @param {Number} y Y component
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* @param {Number} z Z component
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* @returns {vec3} a new 3D vector
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*/
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export function fromValues(x, y, z) {
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var out = new glMatrix.ARRAY_TYPE(3);
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out[0] = x;
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out[1] = y;
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out[2] = z;
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return out;
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}
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/**
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* Copy the values from one vec3 to another
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the source vector
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* @returns {vec3} out
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*/
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export function copy(out, a) {
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out[0] = a[0];
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out[1] = a[1];
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out[2] = a[2];
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return out;
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}
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/**
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* Set the components of a vec3 to the given values
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*
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* @param {vec3} out the receiving vector
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* @param {Number} x X component
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* @param {Number} y Y component
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* @param {Number} z Z component
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* @returns {vec3} out
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*/
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export function set(out, x, y, z) {
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out[0] = x;
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out[1] = y;
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out[2] = z;
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return out;
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}
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/**
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* Adds two vec3's
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {vec3} out
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*/
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export function add(out, a, b) {
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out[0] = a[0] + b[0];
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out[1] = a[1] + b[1];
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out[2] = a[2] + b[2];
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return out;
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}
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/**
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* Subtracts vector b from vector a
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {vec3} out
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*/
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export function subtract(out, a, b) {
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out[0] = a[0] - b[0];
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out[1] = a[1] - b[1];
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out[2] = a[2] - b[2];
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return out;
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}
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/**
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* Multiplies two vec3's
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {vec3} out
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*/
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export function multiply(out, a, b) {
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out[0] = a[0] * b[0];
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out[1] = a[1] * b[1];
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out[2] = a[2] * b[2];
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return out;
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}
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/**
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* Divides two vec3's
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {vec3} out
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*/
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export function divide(out, a, b) {
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out[0] = a[0] / b[0];
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out[1] = a[1] / b[1];
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out[2] = a[2] / b[2];
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return out;
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}
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/**
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* Math.ceil the components of a vec3
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a vector to ceil
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* @returns {vec3} out
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*/
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export function ceil(out, a) {
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out[0] = Math.ceil(a[0]);
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out[1] = Math.ceil(a[1]);
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out[2] = Math.ceil(a[2]);
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return out;
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}
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/**
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* Math.floor the components of a vec3
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a vector to floor
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* @returns {vec3} out
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*/
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export function floor(out, a) {
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out[0] = Math.floor(a[0]);
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out[1] = Math.floor(a[1]);
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out[2] = Math.floor(a[2]);
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return out;
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}
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/**
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* Returns the minimum of two vec3's
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {vec3} out
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*/
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export function min(out, a, b) {
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out[0] = Math.min(a[0], b[0]);
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out[1] = Math.min(a[1], b[1]);
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out[2] = Math.min(a[2], b[2]);
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return out;
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}
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/**
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* Returns the maximum of two vec3's
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {vec3} out
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*/
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export function max(out, a, b) {
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out[0] = Math.max(a[0], b[0]);
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out[1] = Math.max(a[1], b[1]);
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out[2] = Math.max(a[2], b[2]);
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return out;
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}
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/**
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* Math.round the components of a vec3
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a vector to round
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* @returns {vec3} out
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*/
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export function round(out, a) {
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out[0] = Math.round(a[0]);
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out[1] = Math.round(a[1]);
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out[2] = Math.round(a[2]);
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return out;
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}
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/**
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* Scales a vec3 by a scalar number
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the vector to scale
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* @param {Number} b amount to scale the vector by
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* @returns {vec3} out
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*/
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export function scale(out, a, b) {
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out[0] = a[0] * b;
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out[1] = a[1] * b;
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out[2] = a[2] * b;
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return out;
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}
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/**
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* Adds two vec3's after scaling the second operand by a scalar value
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @param {Number} scale the amount to scale b by before adding
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* @returns {vec3} out
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*/
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export function scaleAndAdd(out, a, b, scale) {
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out[0] = a[0] + b[0] * scale;
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out[1] = a[1] + b[1] * scale;
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out[2] = a[2] + b[2] * scale;
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return out;
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}
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/**
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* Calculates the euclidian distance between two vec3's
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*
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {Number} distance between a and b
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*/
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export function distance(a, b) {
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var x = b[0] - a[0];
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var y = b[1] - a[1];
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var z = b[2] - a[2];
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return Math.hypot(x, y, z);
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}
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/**
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* Calculates the squared euclidian distance between two vec3's
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*
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {Number} squared distance between a and b
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*/
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export function squaredDistance(a, b) {
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var x = b[0] - a[0];
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var y = b[1] - a[1];
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var z = b[2] - a[2];
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return x * x + y * y + z * z;
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}
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/**
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* Calculates the squared length of a vec3
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*
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* @param {vec3} a vector to calculate squared length of
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* @returns {Number} squared length of a
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*/
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export function squaredLength(a) {
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var x = a[0];
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var y = a[1];
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var z = a[2];
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return x * x + y * y + z * z;
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}
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/**
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* Negates the components of a vec3
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a vector to negate
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* @returns {vec3} out
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*/
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export function negate(out, a) {
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out[0] = -a[0];
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out[1] = -a[1];
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out[2] = -a[2];
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return out;
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}
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/**
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* Returns the inverse of the components of a vec3
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a vector to invert
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* @returns {vec3} out
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*/
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export function inverse(out, a) {
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out[0] = 1.0 / a[0];
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out[1] = 1.0 / a[1];
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out[2] = 1.0 / a[2];
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return out;
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}
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/**
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* Normalize a vec3
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a vector to normalize
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* @returns {vec3} out
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*/
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export function normalize(out, a) {
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var x = a[0];
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var y = a[1];
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var z = a[2];
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var len = x * x + y * y + z * z;
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if (len > 0) {
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//TODO: evaluate use of glm_invsqrt here?
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len = 1 / Math.sqrt(len);
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}
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out[0] = a[0] * len;
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out[1] = a[1] * len;
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out[2] = a[2] * len;
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return out;
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}
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/**
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* Calculates the dot product of two vec3's
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*
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {Number} dot product of a and b
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*/
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export function dot(a, b) {
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return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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}
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/**
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* Computes the cross product of two vec3's
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @returns {vec3} out
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*/
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export function cross(out, a, b) {
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var ax = a[0],
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ay = a[1],
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az = a[2];
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var bx = b[0],
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by = b[1],
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bz = b[2];
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out[0] = ay * bz - az * by;
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out[1] = az * bx - ax * bz;
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out[2] = ax * by - ay * bx;
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return out;
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}
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/**
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* Performs a linear interpolation between two vec3's
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*
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* @param {vec3} out the receiving vector
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
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* @returns {vec3} out
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*/
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export function lerp(out, a, b, t) {
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var ax = a[0];
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var ay = a[1];
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var az = a[2];
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out[0] = ax + t * (b[0] - ax);
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out[1] = ay + t * (b[1] - ay);
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out[2] = az + t * (b[2] - az);
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return out;
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}
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/**
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||
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* Performs a hermite interpolation with two control points
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||
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*
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||
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* @param {vec3} out the receiving vector
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||
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* @param {vec3} a the first operand
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* @param {vec3} b the second operand
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* @param {vec3} c the third operand
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* @param {vec3} d the fourth operand
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||
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* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
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* @returns {vec3} out
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*/
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export function hermite(out, a, b, c, d, t) {
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var factorTimes2 = t * t;
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var factor1 = factorTimes2 * (2 * t - 3) + 1;
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var factor2 = factorTimes2 * (t - 2) + t;
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var factor3 = factorTimes2 * (t - 1);
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var factor4 = factorTimes2 * (3 - 2 * t);
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out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
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out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
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out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
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return out;
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||
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}
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||
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/**
|
||
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* Performs a bezier interpolation with two control points
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||
|
*
|
||
|
* @param {vec3} out the receiving vector
|
||
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* @param {vec3} a the first operand
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||
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* @param {vec3} b the second operand
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||
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* @param {vec3} c the third operand
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||
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* @param {vec3} d the fourth operand
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||
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* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
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||
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* @returns {vec3} out
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||
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*/
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||
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||
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export function bezier(out, a, b, c, d, t) {
|
||
|
var inverseFactor = 1 - t;
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||
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var inverseFactorTimesTwo = inverseFactor * inverseFactor;
|
||
|
var factorTimes2 = t * t;
|
||
|
var factor1 = inverseFactorTimesTwo * inverseFactor;
|
||
|
var factor2 = 3 * t * inverseFactorTimesTwo;
|
||
|
var factor3 = 3 * factorTimes2 * inverseFactor;
|
||
|
var factor4 = factorTimes2 * t;
|
||
|
out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
|
||
|
out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
|
||
|
out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
|
||
|
return out;
|
||
|
}
|
||
|
/**
|
||
|
* Generates a random vector with the given scale
|
||
|
*
|
||
|
* @param {vec3} out the receiving vector
|
||
|
* @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
|
||
|
* @returns {vec3} out
|
||
|
*/
|
||
|
|
||
|
export function random(out, scale) {
|
||
|
scale = scale || 1.0;
|
||
|
var r = glMatrix.RANDOM() * 2.0 * Math.PI;
|
||
|
var z = glMatrix.RANDOM() * 2.0 - 1.0;
|
||
|
var zScale = Math.sqrt(1.0 - z * z) * scale;
|
||
|
out[0] = Math.cos(r) * zScale;
|
||
|
out[1] = Math.sin(r) * zScale;
|
||
|
out[2] = z * scale;
|
||
|
return out;
|
||
|
}
|
||
|
/**
|
||
|
* Transforms the vec3 with a mat4.
|
||
|
* 4th vector component is implicitly '1'
|
||
|
*
|
||
|
* @param {vec3} out the receiving vector
|
||
|
* @param {vec3} a the vector to transform
|
||
|
* @param {mat4} m matrix to transform with
|
||
|
* @returns {vec3} out
|
||
|
*/
|
||
|
|
||
|
export function transformMat4(out, a, m) {
|
||
|
var x = a[0],
|
||
|
y = a[1],
|
||
|
z = a[2];
|
||
|
var w = m[3] * x + m[7] * y + m[11] * z + m[15];
|
||
|
w = w || 1.0;
|
||
|
out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;
|
||
|
out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;
|
||
|
out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;
|
||
|
return out;
|
||
|
}
|
||
|
/**
|
||
|
* Transforms the vec3 with a mat3.
|
||
|
*
|
||
|
* @param {vec3} out the receiving vector
|
||
|
* @param {vec3} a the vector to transform
|
||
|
* @param {mat3} m the 3x3 matrix to transform with
|
||
|
* @returns {vec3} out
|
||
|
*/
|
||
|
|
||
|
export function transformMat3(out, a, m) {
|
||
|
var x = a[0],
|
||
|
y = a[1],
|
||
|
z = a[2];
|
||
|
out[0] = x * m[0] + y * m[3] + z * m[6];
|
||
|
out[1] = x * m[1] + y * m[4] + z * m[7];
|
||
|
out[2] = x * m[2] + y * m[5] + z * m[8];
|
||
|
return out;
|
||
|
}
|
||
|
/**
|
||
|
* Transforms the vec3 with a quat
|
||
|
* Can also be used for dual quaternions. (Multiply it with the real part)
|
||
|
*
|
||
|
* @param {vec3} out the receiving vector
|
||
|
* @param {vec3} a the vector to transform
|
||
|
* @param {quat} q quaternion to transform with
|
||
|
* @returns {vec3} out
|
||
|
*/
|
||
|
|
||
|
export function transformQuat(out, a, q) {
|
||
|
// benchmarks: https://jsperf.com/quaternion-transform-vec3-implementations-fixed
|
||
|
var qx = q[0],
|
||
|
qy = q[1],
|
||
|
qz = q[2],
|
||
|
qw = q[3];
|
||
|
var x = a[0],
|
||
|
y = a[1],
|
||
|
z = a[2]; // var qvec = [qx, qy, qz];
|
||
|
// var uv = vec3.cross([], qvec, a);
|
||
|
|
||
|
var uvx = qy * z - qz * y,
|
||
|
uvy = qz * x - qx * z,
|
||
|
uvz = qx * y - qy * x; // var uuv = vec3.cross([], qvec, uv);
|
||
|
|
||
|
var uuvx = qy * uvz - qz * uvy,
|
||
|
uuvy = qz * uvx - qx * uvz,
|
||
|
uuvz = qx * uvy - qy * uvx; // vec3.scale(uv, uv, 2 * w);
|
||
|
|
||
|
var w2 = qw * 2;
|
||
|
uvx *= w2;
|
||
|
uvy *= w2;
|
||
|
uvz *= w2; // vec3.scale(uuv, uuv, 2);
|
||
|
|
||
|
uuvx *= 2;
|
||
|
uuvy *= 2;
|
||
|
uuvz *= 2; // return vec3.add(out, a, vec3.add(out, uv, uuv));
|
||
|
|
||
|
out[0] = x + uvx + uuvx;
|
||
|
out[1] = y + uvy + uuvy;
|
||
|
out[2] = z + uvz + uuvz;
|
||
|
return out;
|
||
|
}
|
||
|
/**
|
||
|
* Rotate a 3D vector around the x-axis
|
||
|
* @param {vec3} out The receiving vec3
|
||
|
* @param {vec3} a The vec3 point to rotate
|
||
|
* @param {vec3} b The origin of the rotation
|
||
|
* @param {Number} rad The angle of rotation in radians
|
||
|
* @returns {vec3} out
|
||
|
*/
|
||
|
|
||
|
export function rotateX(out, a, b, rad) {
|
||
|
var p = [],
|
||
|
r = []; //Translate point to the origin
|
||
|
|
||
|
p[0] = a[0] - b[0];
|
||
|
p[1] = a[1] - b[1];
|
||
|
p[2] = a[2] - b[2]; //perform rotation
|
||
|
|
||
|
r[0] = p[0];
|
||
|
r[1] = p[1] * Math.cos(rad) - p[2] * Math.sin(rad);
|
||
|
r[2] = p[1] * Math.sin(rad) + p[2] * Math.cos(rad); //translate to correct position
|
||
|
|
||
|
out[0] = r[0] + b[0];
|
||
|
out[1] = r[1] + b[1];
|
||
|
out[2] = r[2] + b[2];
|
||
|
return out;
|
||
|
}
|
||
|
/**
|
||
|
* Rotate a 3D vector around the y-axis
|
||
|
* @param {vec3} out The receiving vec3
|
||
|
* @param {vec3} a The vec3 point to rotate
|
||
|
* @param {vec3} b The origin of the rotation
|
||
|
* @param {Number} rad The angle of rotation in radians
|
||
|
* @returns {vec3} out
|
||
|
*/
|
||
|
|
||
|
export function rotateY(out, a, b, rad) {
|
||
|
var p = [],
|
||
|
r = []; //Translate point to the origin
|
||
|
|
||
|
p[0] = a[0] - b[0];
|
||
|
p[1] = a[1] - b[1];
|
||
|
p[2] = a[2] - b[2]; //perform rotation
|
||
|
|
||
|
r[0] = p[2] * Math.sin(rad) + p[0] * Math.cos(rad);
|
||
|
r[1] = p[1];
|
||
|
r[2] = p[2] * Math.cos(rad) - p[0] * Math.sin(rad); //translate to correct position
|
||
|
|
||
|
out[0] = r[0] + b[0];
|
||
|
out[1] = r[1] + b[1];
|
||
|
out[2] = r[2] + b[2];
|
||
|
return out;
|
||
|
}
|
||
|
/**
|
||
|
* Rotate a 3D vector around the z-axis
|
||
|
* @param {vec3} out The receiving vec3
|
||
|
* @param {vec3} a The vec3 point to rotate
|
||
|
* @param {vec3} b The origin of the rotation
|
||
|
* @param {Number} rad The angle of rotation in radians
|
||
|
* @returns {vec3} out
|
||
|
*/
|
||
|
|
||
|
export function rotateZ(out, a, b, rad) {
|
||
|
var p = [],
|
||
|
r = []; //Translate point to the origin
|
||
|
|
||
|
p[0] = a[0] - b[0];
|
||
|
p[1] = a[1] - b[1];
|
||
|
p[2] = a[2] - b[2]; //perform rotation
|
||
|
|
||
|
r[0] = p[0] * Math.cos(rad) - p[1] * Math.sin(rad);
|
||
|
r[1] = p[0] * Math.sin(rad) + p[1] * Math.cos(rad);
|
||
|
r[2] = p[2]; //translate to correct position
|
||
|
|
||
|
out[0] = r[0] + b[0];
|
||
|
out[1] = r[1] + b[1];
|
||
|
out[2] = r[2] + b[2];
|
||
|
return out;
|
||
|
}
|
||
|
/**
|
||
|
* Get the angle between two 3D vectors
|
||
|
* @param {vec3} a The first operand
|
||
|
* @param {vec3} b The second operand
|
||
|
* @returns {Number} The angle in radians
|
||
|
*/
|
||
|
|
||
|
export function angle(a, b) {
|
||
|
var ax = a[0],
|
||
|
ay = a[1],
|
||
|
az = a[2],
|
||
|
bx = b[0],
|
||
|
by = b[1],
|
||
|
bz = b[2],
|
||
|
mag1 = Math.sqrt(ax * ax + ay * ay + az * az),
|
||
|
mag2 = Math.sqrt(bx * bx + by * by + bz * bz),
|
||
|
mag = mag1 * mag2,
|
||
|
cosine = mag && dot(a, b) / mag;
|
||
|
return Math.acos(Math.min(Math.max(cosine, -1), 1));
|
||
|
}
|
||
|
/**
|
||
|
* Set the components of a vec3 to zero
|
||
|
*
|
||
|
* @param {vec3} out the receiving vector
|
||
|
* @returns {vec3} out
|
||
|
*/
|
||
|
|
||
|
export function zero(out) {
|
||
|
out[0] = 0.0;
|
||
|
out[1] = 0.0;
|
||
|
out[2] = 0.0;
|
||
|
return out;
|
||
|
}
|
||
|
/**
|
||
|
* Returns a string representation of a vector
|
||
|
*
|
||
|
* @param {vec3} a vector to represent as a string
|
||
|
* @returns {String} string representation of the vector
|
||
|
*/
|
||
|
|
||
|
export function str(a) {
|
||
|
return "vec3(" + a[0] + ", " + a[1] + ", " + a[2] + ")";
|
||
|
}
|
||
|
/**
|
||
|
* Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)
|
||
|
*
|
||
|
* @param {vec3} a The first vector.
|
||
|
* @param {vec3} b The second vector.
|
||
|
* @returns {Boolean} True if the vectors are equal, false otherwise.
|
||
|
*/
|
||
|
|
||
|
export function exactEquals(a, b) {
|
||
|
return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];
|
||
|
}
|
||
|
/**
|
||
|
* Returns whether or not the vectors have approximately the same elements in the same position.
|
||
|
*
|
||
|
* @param {vec3} a The first vector.
|
||
|
* @param {vec3} b The second vector.
|
||
|
* @returns {Boolean} True if the vectors are equal, false otherwise.
|
||
|
*/
|
||
|
|
||
|
export function equals(a, b) {
|
||
|
var a0 = a[0],
|
||
|
a1 = a[1],
|
||
|
a2 = a[2];
|
||
|
var b0 = b[0],
|
||
|
b1 = b[1],
|
||
|
b2 = b[2];
|
||
|
return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2));
|
||
|
}
|
||
|
/**
|
||
|
* Alias for {@link vec3.subtract}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
export var sub = subtract;
|
||
|
/**
|
||
|
* Alias for {@link vec3.multiply}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
export var mul = multiply;
|
||
|
/**
|
||
|
* Alias for {@link vec3.divide}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
export var div = divide;
|
||
|
/**
|
||
|
* Alias for {@link vec3.distance}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
export var dist = distance;
|
||
|
/**
|
||
|
* Alias for {@link vec3.squaredDistance}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
export var sqrDist = squaredDistance;
|
||
|
/**
|
||
|
* Alias for {@link vec3.length}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
export var len = length;
|
||
|
/**
|
||
|
* Alias for {@link vec3.squaredLength}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
export var sqrLen = squaredLength;
|
||
|
/**
|
||
|
* Perform some operation over an array of vec3s.
|
||
|
*
|
||
|
* @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
|
||
|
* @returns {Array} a
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
export var forEach = function () {
|
||
|
var vec = create();
|
||
|
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;
|
||
|
};
|
||
|
}();
|