Object.assign(pc, (function () {
'use strict';
/**
* @constructor
* @name pc.Vec4
* @classdesc A 4-dimensional vector.
* @description Creates a new Vec4 object.
* @param {Number} [x] The x value. If x is an array of length 4, the array will be used to populate all components.
* @param {Number} [y] The y value.
* @param {Number} [z] The z value.
* @param {Number} [w] The w value.
* @example
* var v = new pc.Vec4(1, 2, 3, 4);
*/
var Vec4 = function (x, y, z, w) {
if (x && x.length === 4) {
this.x = x[0];
this.y = x[1];
this.z = x[2];
this.w = x[3];
} else {
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
this.w = w || 0;
}
};
Object.assign(Vec4.prototype, {
/**
* @function
* @name pc.Vec4#add
* @description Adds a 4-dimensional vector to another in place.
* @param {pc.Vec4} rhs The vector to add to the specified vector.
* @returns {pc.Vec4} Self for chaining.
* @example
* var a = new pc.Vec4(10, 10, 10, 10);
* var b = new pc.Vec4(20, 20, 20, 20);
*
* a.add(b);
*
* // Should output [30, 30, 30]
* console.log("The result of the addition is: " + a.toString());
*/
add: function (rhs) {
this.x += rhs.x;
this.y += rhs.y;
this.z += rhs.z;
this.w += rhs.w;
return this;
},
/**
* @function
* @name pc.Vec4#add2
* @description Adds two 4-dimensional vectors together and returns the result.
* @param {pc.Vec4} lhs The first vector operand for the addition.
* @param {pc.Vec4} rhs The second vector operand for the addition.
* @returns {pc.Vec4} Self for chaining.
* @example
* var a = new pc.Vec4(10, 10, 10, 10);
* var b = new pc.Vec4(20, 20, 20, 20);
* var r = new pc.Vec4();
*
* r.add2(a, b);
* // Should output [30, 30, 30]
*
* console.log("The result of the addition is: " + r.toString());
*/
add2: function (lhs, rhs) {
this.x = lhs.x + rhs.x;
this.y = lhs.y + rhs.y;
this.z = lhs.z + rhs.z;
this.w = lhs.w + rhs.w;
return this;
},
/**
* @function
* @name pc.Vec4#clone
* @description Returns an identical copy of the specified 4-dimensional vector.
* @returns {pc.Vec4} A 4-dimensional vector containing the result of the cloning.
* @example
* var v = new pc.Vec4(10, 20, 30, 40);
* var vclone = v.clone();
* console.log("The result of the cloning is: " + vclone.toString());
*/
clone: function () {
return new Vec4().copy(this);
},
/**
* @function
* @name pc.Vec4#copy
* @description Copied the contents of a source 4-dimensional vector to a destination 4-dimensional vector.
* @param {pc.Vec4} rhs A vector to copy to the specified vector.
* @returns {pc.Vec4} Self for chaining.
* @example
* var src = new pc.Vec4(10, 20, 30, 40);
* var dst = new pc.Vec4();
*
* dst.copy(src);
*
* console.log("The two vectors are " + (dst.equals(src) ? "equal" : "different"));
*/
copy: function (rhs) {
this.x = rhs.x;
this.y = rhs.y;
this.z = rhs.z;
this.w = rhs.w;
return this;
},
/**
* @function
* @name pc.Vec4#dot
* @description Returns the result of a dot product operation performed on the two specified 4-dimensional vectors.
* @param {pc.Vec4} rhs The second 4-dimensional vector operand of the dot product.
* @returns {Number} The result of the dot product operation.
* @example
* var v1 = new pc.Vec4(5, 10, 20, 40);
* var v2 = new pc.Vec4(10, 20, 40, 80);
* var v1dotv2 = v1.dot(v2);
* console.log("The result of the dot product is: " + v1dotv2);
*/
dot: function (rhs) {
return this.x * rhs.x + this.y * rhs.y + this.z * rhs.z + this.w * rhs.w;
},
/**
* @function
* @name pc.Vec4#equals
* @description Reports whether two vectors are equal.
* @param {pc.Vec4} rhs The vector to compare to the specified vector.
* @returns {Boolean} true if the vectors are equal and false otherwise.
* @example
* var a = new pc.Vec4(1, 2, 3, 4);
* var b = new pc.Vec4(5, 6, 7, 8);
* console.log("The two vectors are " + (a.equals(b) ? "equal" : "different"));
*/
equals: function (rhs) {
return this.x === rhs.x && this.y === rhs.y && this.z === rhs.z && this.w === rhs.w;
},
/**
* @function
* @name pc.Vec4#length
* @description Returns the magnitude of the specified 4-dimensional vector.
* @returns {Number} The magnitude of the specified 4-dimensional vector.
* @example
* var vec = new pc.Vec4(3, 4, 0, 0);
* var len = vec.length();
* // Should output 5
* console.log("The length of the vector is: " + len);
*/
length: function () {
return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
},
/**
* @function
* @name pc.Vec4#lengthSq
* @description Returns the magnitude squared of the specified 4-dimensional vector.
* @returns {Number} The magnitude of the specified 4-dimensional vector.
* @example
* var vec = new pc.Vec4(3, 4, 0);
* var len = vec.lengthSq();
* // Should output 25
* console.log("The length squared of the vector is: " + len);
*/
lengthSq: function () {
return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
},
/**
* @function
* @name pc.Vec4#lerp
* @description Returns the result of a linear interpolation between two specified 4-dimensional vectors.
* @param {pc.Vec4} lhs The 4-dimensional to interpolate from.
* @param {pc.Vec4} rhs The 4-dimensional to interpolate to.
* @param {Number} alpha The value controlling the point of interpolation. Between 0 and 1, the linear interpolant
* will occur on a straight line between lhs and rhs. Outside of this range, the linear interpolant will occur on
* a ray extrapolated from this line.
* @returns {pc.Vec4} Self for chaining.
* @example
* var a = new pc.Vec4(0, 0, 0, 0);
* var b = new pc.Vec4(10, 10, 10, 10);
* var r = new pc.Vec4();
*
* r.lerp(a, b, 0); // r is equal to a
* r.lerp(a, b, 0.5); // r is 5, 5, 5, 5
* r.lerp(a, b, 1); // r is equal to b
*/
lerp: function (lhs, rhs, alpha) {
this.x = lhs.x + alpha * (rhs.x - lhs.x);
this.y = lhs.y + alpha * (rhs.y - lhs.y);
this.z = lhs.z + alpha * (rhs.z - lhs.z);
this.w = lhs.w + alpha * (rhs.w - lhs.w);
return this;
},
/**
* @function
* @name pc.Vec4#mul
* @description Multiplies a 4-dimensional vector to another in place.
* @param {pc.Vec4} rhs The 4-dimensional vector used as the second multiplicand of the operation.
* @returns {pc.Vec4} Self for chaining.
* @example
* var a = new pc.Vec4(2, 3, 4, 5);
* var b = new pc.Vec4(4, 5, 6, 7);
*
* a.mul(b);
*
* // Should output 8, 15, 24, 35
* console.log("The result of the multiplication is: " + a.toString());
*/
mul: function (rhs) {
this.x *= rhs.x;
this.y *= rhs.y;
this.z *= rhs.z;
this.w *= rhs.w;
return this;
},
/**
* @function
* @name pc.Vec4#mul2
* @description Returns the result of multiplying the specified 4-dimensional vectors together.
* @param {pc.Vec4} lhs The 4-dimensional vector used as the first multiplicand of the operation.
* @param {pc.Vec4} rhs The 4-dimensional vector used as the second multiplicand of the operation.
* @returns {pc.Vec4} Self for chaining.
* @example
* var a = new pc.Vec4(2, 3, 4, 5);
* var b = new pc.Vec4(4, 5, 6, 7);
* var r = new pc.Vec4();
*
* r.mul2(a, b);
*
* // Should output 8, 15, 24, 35
* console.log("The result of the multiplication is: " + r.toString());
*/
mul2: function (lhs, rhs) {
this.x = lhs.x * rhs.x;
this.y = lhs.y * rhs.y;
this.z = lhs.z * rhs.z;
this.w = lhs.w * rhs.w;
return this;
},
/**
* @function
* @name pc.Vec4#normalize
* @description Returns the specified 4-dimensional vector copied and converted to a unit vector.
* If the vector has a length of zero, the vector's elements will be set to zero.
* @returns {pc.Vec4} The result of the normalization.
* @example
* var v = new pc.Vec4(25, 0, 0, 0);
*
* v.normalize();
*
* // Should output 1, 0, 0, 0
* console.log("The result of the vector normalization is: " + v.toString());
*/
normalize: function () {
var lengthSq = this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
if (lengthSq > 0) {
var invLength = 1 / Math.sqrt(lengthSq);
this.x *= invLength;
this.y *= invLength;
this.z *= invLength;
this.w *= invLength;
}
return this;
},
/**
* @function
* @name pc.Vec4#scale
* @description Scales each dimension of the specified 4-dimensional vector by the supplied
* scalar value.
* @param {Number} scalar The value by which each vector component is multiplied.
* @returns {pc.Vec4} Self for chaining.
* @example
* var v = new pc.Vec4(2, 4, 8, 16);
*
* // Multiply by 2
* v.scale(2);
*
* // Negate
* v.scale(-1);
*
* // Divide by 2
* v.scale(0.5);
*/
scale: function (scalar) {
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
this.w *= scalar;
return this;
},
/**
* @function
* @name pc.Vec4#set
* @description Sets the specified 4-dimensional vector to the supplied numerical values.
* @param {Number} x The value to set on the first component of the vector.
* @param {Number} y The value to set on the second component of the vector.
* @param {Number} z The value to set on the third component of the vector.
* @param {Number} w The value to set on the fourth component of the vector.
* @returns {pc.Vec4} Self for chaining.
* @example
* var v = new pc.Vec4();
* v.set(5, 10, 20, 40);
*
* // Should output 5, 10, 20, 40
* console.log("The result of the vector set is: " + v.toString());
*/
set: function (x, y, z, w) {
this.x = x;
this.y = y;
this.z = z;
this.w = w;
return this;
},
/**
* @function
* @name pc.Vec4#sub
* @description Subtracts a 4-dimensional vector from another in place.
* @param {pc.Vec4} rhs The vector to add to the specified vector.
* @returns {pc.Vec4} Self for chaining.
* @example
* var a = new pc.Vec4(10, 10, 10, 10);
* var b = new pc.Vec4(20, 20, 20, 20);
*
* a.sub(b);
*
* // Should output [-10, -10, -10, -10]
* console.log("The result of the subtraction is: " + a.toString());
*/
sub: function (rhs) {
this.x -= rhs.x;
this.y -= rhs.y;
this.z -= rhs.z;
this.w -= rhs.w;
return this;
},
/**
* @function
* @name pc.Vec4#sub2
* @description Subtracts two 4-dimensional vectors from one another and returns the result.
* @param {pc.Vec4} lhs The first vector operand for the subtraction.
* @param {pc.Vec4} rhs The second vector operand for the subtraction.
* @returns {pc.Vec4} Self for chaining.
* @example
* var a = new pc.Vec4(10, 10, 10, 10);
* var b = new pc.Vec4(20, 20, 20, 20);
* var r = new pc.Vec4();
*
* r.sub2(a, b);
*
* // Should output [-10, -10, -10, -10]
* console.log("The result of the subtraction is: " + r.toString());
*/
sub2: function (lhs, rhs) {
this.x = lhs.x - rhs.x;
this.y = lhs.y - rhs.y;
this.z = lhs.z - rhs.z;
this.w = lhs.w - rhs.w;
return this;
},
/**
* @function
* @name pc.Vec4#toString
* @description Converts the vector to string form.
* @returns {String} The vector in string form.
* @example
* var v = new pc.Vec4(20, 10, 5, 0);
* // Should output '[20, 10, 5, 0]'
* console.log(v.toString());
*/
toString: function () {
return '[' + this.x + ', ' + this.y + ', ' + this.z + ', ' + this.w + ']';
}
});
/**
* @field
* @type Number
* @name pc.Vec4#x
* @description The first component of the vector.
* @example
* var vec = new pc.Vec4(10, 20, 30, 40);
*
* // Get x
* var x = vec.x;
*
* // Set x
* vec.x = 0;
*/
/**
* @field
* @type Number
* @name pc.Vec4#y
* @description The second component of the vector.
* @example
* var vec = new pc.Vec4(10, 20, 30, 40);
*
* // Get y
* var y = vec.y;
*
* // Set y
* vec.y = 0;
*/
/**
* @field
* @type Number
* @name pc.Vec4#z
* @description The third component of the vector.
* @example
* var vec = new pc.Vec4(10, 20, 30, 40);
*
* // Get z
* var z = vec.z;
*
* // Set z
* vec.z = 0;
*/
/**
* @field
* @type Number
* @name pc.Vec4#w
* @description The fourth component of the vector.
* @example
* var vec = new pc.Vec4(10, 20, 30, 40);
*
* // Get w
* var w = vec.w;
*
* // Set w
* vec.w = 0;
*/
/**
* @field
* @static
* @readonly
* @type pc.Vec4
* @name pc.Vec4.ONE
* @description A constant vector set to [1, 1, 1, 1].
*/
Object.defineProperty(Vec4, 'ONE', {
get: (function () {
var one = new Vec4(1, 1, 1, 1);
return function () {
return one;
};
}())
});
/**
* @field
* @static
* @readonly
* @type pc.Vec4
* @name pc.Vec4.ZERO
* @description A constant vector set to [0, 0, 0, 0].
*/
Object.defineProperty(Vec4, 'ZERO', {
get: (function () {
var zero = new Vec4(0, 0, 0, 0);
return function () {
return zero;
};
}())
});
return {
Vec4: Vec4
};
}()));