@perplexdotgg/bounce 1.0.0 → 1.0.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (138) hide show
  1. package/build/bounce.d.ts +39501 -0
  2. package/build/bounce.js +17166 -0
  3. package/package.json +1 -1
  4. package/src/builders/ConvexHullBuilder.ts +0 -437
  5. package/src/builders/ConvexHullBuilder2d.ts +0 -344
  6. package/src/builders/ConvexHullBuilder3d.ts +0 -1689
  7. package/src/builders/HeightMapBuilder.ts +0 -414
  8. package/src/builders/TriangleMeshBuilder.ts +0 -92
  9. package/src/collision/CastShapesModule.ts +0 -184
  10. package/src/collision/CollideShapesModule.ts +0 -152
  11. package/src/collision/HeightMapCaster.ts +0 -38
  12. package/src/collision/HeightMapCollider.ts +0 -33
  13. package/src/collision/TriangleCaster.ts +0 -249
  14. package/src/collision/TriangleCollider.ts +0 -308
  15. package/src/collision/TriangleCollider2.ts +0 -379
  16. package/src/collision/activeEdge.ts +0 -146
  17. package/src/collision/cast/cast.ts +0 -139
  18. package/src/collision/cast/castCompoundVsCompound.ts +0 -59
  19. package/src/collision/cast/castCompoundVsConvex.ts +0 -116
  20. package/src/collision/cast/castConvexVsCompound.ts +0 -123
  21. package/src/collision/cast/castConvexVsConvex.ts +0 -213
  22. package/src/collision/cast/castConvexVsHeightMap.ts +0 -73
  23. package/src/collision/cast/castConvexVsTriangleMesh.ts +0 -56
  24. package/src/collision/cast/castRayVsCompound.ts +0 -44
  25. package/src/collision/cast/castRayVsConvex.ts +0 -45
  26. package/src/collision/cast/castRayVsHeightMap.ts +0 -58
  27. package/src/collision/cast/castRayVsTriangleMesh.ts +0 -58
  28. package/src/collision/closestPoints/closestPoints.ts +0 -23
  29. package/src/collision/closestPoints/computeBarycentricCoordinates2d.ts +0 -32
  30. package/src/collision/closestPoints/computeBarycentricCoordinates3d.ts +0 -81
  31. package/src/collision/closestPoints/computeClosestPointOnLine.ts +0 -30
  32. package/src/collision/closestPoints/computeClosestPointOnTetrahedron.ts +0 -96
  33. package/src/collision/closestPoints/computeClosestPointOnTriangle.ts +0 -195
  34. package/src/collision/closestPoints/isOriginOutsideOfPlane.ts +0 -25
  35. package/src/collision/closestPoints/isOriginOutsideOfTrianglePlanes.ts +0 -72
  36. package/src/collision/collide/collide.ts +0 -146
  37. package/src/collision/collide/collideCompoundVsCompound.ts +0 -60
  38. package/src/collision/collide/collideCompoundVsConvex.ts +0 -59
  39. package/src/collision/collide/collideCompoundVsHeightMap.ts +0 -73
  40. package/src/collision/collide/collideCompoundVsTriangleMesh.ts +0 -56
  41. package/src/collision/collide/collideConvexVsCompound.ts +0 -57
  42. package/src/collision/collide/collideConvexVsConvex.ts +0 -225
  43. package/src/collision/collide/collideConvexVsConvexImp.ts +0 -236
  44. package/src/collision/collide/collideConvexVsHeightMap.ts +0 -53
  45. package/src/collision/collide/collideConvexVsTriangleMesh.ts +0 -58
  46. package/src/collision/collide/collideHeightMapVsCompound.ts +0 -69
  47. package/src/collision/collide/collideHeightMapVsConvex.ts +0 -53
  48. package/src/collision/collide/collideSphereVsSphere.ts +0 -81
  49. package/src/collision/collide/collideTriangleMeshVsCompound.ts +0 -58
  50. package/src/collision/collide/collideTriangleMeshVsConvex.ts +0 -58
  51. package/src/collision/epa/EpaConvexHullBuilder.ts +0 -397
  52. package/src/collision/epa/StaticArray.ts +0 -154
  53. package/src/collision/epa/TriangleFactory.ts +0 -32
  54. package/src/collision/epa/arrays.ts +0 -99
  55. package/src/collision/epa/binaryHeap.ts +0 -82
  56. package/src/collision/epa/structs.ts +0 -227
  57. package/src/collision/gjk/GjkModule.ts +0 -864
  58. package/src/collision/gjk/PenetrationDepthModule.ts +0 -493
  59. package/src/collision/gjk/SupportPoints.ts +0 -50
  60. package/src/collision/imp/MinkowskiDifference.ts +0 -36
  61. package/src/collision/imp/computeExploredDistanceLowerUpperBound.ts +0 -40
  62. package/src/collision/imp/finalizeImpResult.ts +0 -69
  63. package/src/collision/imp/findContactImp.ts +0 -196
  64. package/src/collision/imp/imp.ts +0 -28
  65. package/src/collision/imp/incrementalMinimumDistanceExploreDirection.ts +0 -207
  66. package/src/collision/mpr/findPortal.ts +0 -152
  67. package/src/collision/mpr/mpr.ts +0 -29
  68. package/src/collision/mpr/updatePortal.ts +0 -52
  69. package/src/constraints/BaseConstraint.ts +0 -50
  70. package/src/constraints/ConstraintOptions.ts +0 -22
  71. package/src/constraints/ConstraintSolver.ts +0 -119
  72. package/src/constraints/DistanceConstraint.ts +0 -229
  73. package/src/constraints/FixedConstraint.ts +0 -203
  74. package/src/constraints/HingeConstraint.ts +0 -460
  75. package/src/constraints/PointConstraint.ts +0 -108
  76. package/src/constraints/components/AngleComponent.ts +0 -226
  77. package/src/constraints/components/AxisComponent.ts +0 -263
  78. package/src/constraints/components/HingeComponent.ts +0 -215
  79. package/src/constraints/components/Motor.ts +0 -36
  80. package/src/constraints/components/PointConstraintComponent.ts +0 -179
  81. package/src/constraints/components/RotationEulerComponent.ts +0 -139
  82. package/src/constraints/components/Spring.ts +0 -30
  83. package/src/constraints/components/SpringComponent.ts +0 -71
  84. package/src/constraints/types.ts +0 -6
  85. package/src/helpers.ts +0 -147
  86. package/src/index.ts +0 -50
  87. package/src/math/BasicTransform.ts +0 -19
  88. package/src/math/NumberValue.ts +0 -13
  89. package/src/math/isometry.ts +0 -64
  90. package/src/math/mat3.ts +0 -529
  91. package/src/math/mat4.ts +0 -588
  92. package/src/math/quat.ts +0 -193
  93. package/src/math/scalar.ts +0 -81
  94. package/src/math/tensor.ts +0 -17
  95. package/src/math/vec3.ts +0 -589
  96. package/src/math/vec4.ts +0 -10
  97. package/src/physics/Body.ts +0 -581
  98. package/src/physics/CollisionFilter.ts +0 -52
  99. package/src/physics/SleepModule.ts +0 -163
  100. package/src/physics/broadphase/BodyPairsModule.ts +0 -363
  101. package/src/physics/broadphase/BvhModule.ts +0 -237
  102. package/src/physics/broadphase/BvhTree.ts +0 -803
  103. package/src/physics/broadphase/ConstraintPairsModule.ts +0 -385
  104. package/src/physics/broadphase/TriangleMeshBvhTree.ts +0 -379
  105. package/src/physics/manifold/ContactManifold.ts +0 -227
  106. package/src/physics/manifold/ContactManifoldModule.ts +0 -623
  107. package/src/physics/manifold/Face.ts +0 -119
  108. package/src/physics/manifold/ManifoldCache.ts +0 -116
  109. package/src/physics/manifold/clipping/clipPolyVsEdge.ts +0 -131
  110. package/src/physics/manifold/clipping/clipPolyVsPlane.ts +0 -73
  111. package/src/physics/manifold/clipping/clipPolyVsPoly.ts +0 -72
  112. package/src/physics/narrowphase/CollideBodiesModule.ts +0 -755
  113. package/src/physics/solver/ContactConstraintModule.ts +0 -659
  114. package/src/physics/solver/ManifoldConstraint.ts +0 -420
  115. package/src/physics/solver/estimateCollisionResponse.ts +0 -146
  116. package/src/shape/Aabb.ts +0 -400
  117. package/src/shape/Box.ts +0 -231
  118. package/src/shape/Capsule.ts +0 -332
  119. package/src/shape/CompoundShape.ts +0 -288
  120. package/src/shape/Convex.ts +0 -130
  121. package/src/shape/ConvexHull.ts +0 -423
  122. package/src/shape/Cylinder.ts +0 -313
  123. package/src/shape/HeightMap.ts +0 -511
  124. package/src/shape/Line.ts +0 -14
  125. package/src/shape/Plane.ts +0 -116
  126. package/src/shape/Ray.ts +0 -81
  127. package/src/shape/Segment.ts +0 -25
  128. package/src/shape/Shape.ts +0 -77
  129. package/src/shape/Sphere.ts +0 -181
  130. package/src/shape/TransformedShape.ts +0 -51
  131. package/src/shape/Triangle.ts +0 -122
  132. package/src/shape/TriangleMesh.ts +0 -186
  133. package/src/types.ts +0 -1
  134. package/src/world.ts +0 -1335
  135. package/tests/BodyPairsModule.test.ts +0 -71
  136. package/tests/BvhTree.test.ts +0 -406
  137. package/tests/test.md +0 -642
  138. package/tests/vec3.test.ts +0 -12
package/src/math/vec3.ts DELETED
@@ -1,589 +0,0 @@
1
- import { createClass, NumberType, PropertyDefinitionMap } from "monomorph";
2
- import { Mat3 } from "./mat3";
3
- import { Mat4 } from "./mat4";
4
- import { Quat } from "./quat";
5
-
6
- const componentIndexToKeyMap = ["x", "y", "z"] as const;
7
-
8
- export function squaredDistance(a: Vec3, b: Vec3) {
9
- let x = b.x - a.x;
10
- let y = b.y - a.y;
11
- let z = b.z - a.z;
12
- return x * x + y * y + z * z;
13
- }
14
-
15
- const vec3Props = {
16
- x: NumberType(0),
17
- y: NumberType(0),
18
- z: NumberType(0),
19
- } as const satisfies PropertyDefinitionMap;
20
-
21
- export class Vec3 extends createClass<Vec3, typeof vec3Props>(vec3Props) {
22
- toObject() {
23
- return {
24
- x: this.x,
25
- y: this.y,
26
- z: this.z,
27
- };
28
- }
29
-
30
- addVector(a: Vec3) {
31
- this.x += a.x;
32
- this.y += a.y;
33
- this.z += a.z;
34
- return this;
35
- }
36
-
37
- addVectors(a: Vec3, b: Vec3) {
38
- this.x = a.x + b.x;
39
- this.y = a.y + b.y;
40
- this.z = a.z + b.z;
41
- return this;
42
- }
43
-
44
- subtractVector(other: Vec3) {
45
- this.x -= other.x;
46
- this.y -= other.y;
47
- this.z -= other.z;
48
- return this;
49
- }
50
-
51
- subtractVectors(a: Vec3, b: Vec3) {
52
- this.x = a.x - b.x;
53
- this.y = a.y - b.y;
54
- this.z = a.z - b.z;
55
- return this;
56
- }
57
-
58
- scale(scale: number) {
59
- this.x *= scale;
60
- this.y *= scale;
61
- this.z *= scale;
62
- return this;
63
- }
64
-
65
- scaleVector(other: Vec3, scale: number) {
66
- this.x = other.x * scale;
67
- this.y = other.y * scale;
68
- this.z = other.z * scale;
69
- return this;
70
- }
71
-
72
- addScaled(other: Vec3, scale: number) {
73
- this.x += other.x * scale;
74
- this.y += other.y * scale;
75
- this.z += other.z * scale;
76
- return this;
77
- }
78
-
79
- addScaledToVector(a: Vec3, b: Vec3, scale: number) {
80
- this.x = a.x + b.x * scale;
81
- this.y = a.y + b.y * scale;
82
- this.z = a.z + b.z * scale;
83
- return this;
84
- }
85
-
86
- negate() {
87
- this.x = -this.x;
88
- this.y = -this.y;
89
- this.z = -this.z;
90
- return this;
91
- }
92
-
93
- negateVector(a: Vec3) {
94
- this.x = -a.x;
95
- this.y = -a.y;
96
- this.z = -a.z;
97
- return this;
98
- }
99
-
100
- normalize() {
101
- const x = this.x;
102
- const y = this.y;
103
- const z = this.z;
104
-
105
- let length = x * x + y * y + z * z;
106
- if (length > 0) {
107
- length = 1 / Math.sqrt(length);
108
- }
109
-
110
- this.x = this.x * length;
111
- this.y = this.y * length;
112
- this.z = this.z * length;
113
-
114
- return this;
115
- }
116
-
117
- normalizeVector(a: Vec3) {
118
- const x = a.x;
119
- const y = a.y;
120
- const z = a.z;
121
-
122
- let length = x * x + y * y + z * z;
123
- if (length > 0) {
124
- length = 1 / Math.sqrt(length);
125
- }
126
-
127
- this.x = x * length;
128
- this.y = y * length;
129
- this.z = z * length;
130
-
131
- return this;
132
- }
133
-
134
- crossVector(other: Vec3) {
135
- const ax = this.x;
136
- const ay = this.y;
137
- const az = this.z;
138
-
139
- const bx = other.x;
140
- const by = other.y;
141
- const bz = other.z;
142
-
143
- this.x = ay * bz - az * by;
144
- this.y = az * bx - ax * bz;
145
- this.z = ax * by - ay * bx;
146
- return this;
147
- }
148
-
149
- crossVectors(a: Vec3, b: Vec3) {
150
- const ax = a.x;
151
- const ay = a.y;
152
- const az = a.z;
153
-
154
- const bx = b.x;
155
- const by = b.y;
156
- const bz = b.z;
157
-
158
- this.x = ay * bz - az * by;
159
- this.y = az * bx - ax * bz;
160
- this.z = ax * by - ay * bx;
161
- return this;
162
- }
163
-
164
- zero() {
165
- this.x = 0;
166
- this.y = 0;
167
- this.z = 0;
168
- return this;
169
- }
170
-
171
- length() {
172
- const x = this.x;
173
- const y = this.y;
174
- const z = this.z;
175
- return Math.sqrt(x * x + y * y + z * z);
176
- }
177
-
178
- squaredLength() {
179
- const x = this.x;
180
- const y = this.y;
181
- const z = this.z;
182
- return x * x + y * y + z * z;
183
- }
184
-
185
- dot(other: Vec3) {
186
- return this.x * other.x + this.y * other.y + this.z * other.z;
187
- }
188
-
189
- transformFromMat3(matrix: Mat3) {
190
- const x = this.x;
191
- const y = this.y;
192
- const z = this.z;
193
-
194
- this.x = x * matrix.e0 + y * matrix.e3 + z * matrix.e6;
195
- this.y = x * matrix.e1 + y * matrix.e4 + z * matrix.e7;
196
- this.z = x * matrix.e2 + y * matrix.e5 + z * matrix.e8;
197
-
198
- return this;
199
- }
200
-
201
- transformVectorFromMat3(vector: Vec3, matrix: Mat3) {
202
- const x = vector.x;
203
- const y = vector.y;
204
- const z = vector.z;
205
-
206
- this.x = x * matrix.e0 + y * matrix.e3 + z * matrix.e6;
207
- this.y = x * matrix.e1 + y * matrix.e4 + z * matrix.e7;
208
- this.z = x * matrix.e2 + y * matrix.e5 + z * matrix.e8;
209
-
210
- return this;
211
- }
212
-
213
- transformFromMat4(matrix: Mat4) {
214
- const x = this.x;
215
- const y = this.y;
216
- const z = this.z;
217
-
218
- let w = matrix.e3 * x + matrix.e7 * y + matrix.e11 * z + matrix.e15;
219
- w = w || 1.0;
220
-
221
- this.x = (matrix.e0 * x + matrix.e4 * y + matrix.e8 * z + matrix.e12) / w;
222
- this.y = (matrix.e1 * x + matrix.e5 * y + matrix.e9 * z + matrix.e13) / w;
223
- this.z = (matrix.e2 * x + matrix.e6 * y + matrix.e10 * z + matrix.e14) / w;
224
-
225
- return this;
226
- }
227
-
228
- transformVectorFromMat4(vector: Vec3, matrix: Mat4) {
229
- const x = vector.x;
230
- const y = vector.y;
231
- const z = vector.z;
232
-
233
- let w = matrix.e3 * x + matrix.e7 * y + matrix.e11 * z + matrix.e15;
234
- w = w || 1.0;
235
-
236
- this.x = (matrix.e0 * x + matrix.e4 * y + matrix.e8 * z + matrix.e12) / w;
237
- this.y = (matrix.e1 * x + matrix.e5 * y + matrix.e9 * z + matrix.e13) / w;
238
- this.z = (matrix.e2 * x + matrix.e6 * y + matrix.e10 * z + matrix.e14) / w;
239
-
240
- return this;
241
- }
242
-
243
- isNearZero(squaredTolerance: number = 1e-6) {
244
- return this.squaredLength() <= squaredTolerance;
245
- }
246
-
247
- // TODO: refactor this to match new function and naming style, a bit tricky to do until everything is working
248
- normalizedOr(out: Vec3, safeFallback: Vec3) {
249
- if (this.isNearZero()) {
250
- out.copy(safeFallback);
251
- } else {
252
- out.normalizeVector(this);
253
- }
254
- }
255
-
256
- swap(other: Vec3) {
257
- temp.x = this.x;
258
- temp.y = this.y;
259
- temp.z = this.z;
260
-
261
- this.x = other.x;
262
- this.y = other.y;
263
- this.z = other.z;
264
-
265
- other.x = temp.x;
266
- other.y = temp.y;
267
- other.z = temp.z;
268
- }
269
-
270
- transformByMat4(matrix: Mat4) {
271
- const x = this.x;
272
- const y = this.y;
273
- const z = this.z;
274
-
275
- let w = matrix.e3 * x + matrix.e7 * y + matrix.e11 * z + matrix.e15;
276
- w = w || 1.0;
277
-
278
- this.x = (matrix.e0 * x + matrix.e4 * y + matrix.e8 * z + matrix.e12) / w;
279
- this.y = (matrix.e1 * x + matrix.e5 * y + matrix.e9 * z + matrix.e13) / w;
280
- this.z = (matrix.e2 * x + matrix.e6 * y + matrix.e10 * z + matrix.e14) / w;
281
-
282
- return this;
283
- }
284
-
285
- transformByQuat(quaternion: Quat) {
286
- const qx = quaternion.x;
287
- const qy = quaternion.y;
288
- const qz = quaternion.z;
289
- const qw = quaternion.w;
290
-
291
- const x = this.x;
292
- const y = this.y;
293
- const z = this.z;
294
-
295
- const uvx = qy * z - qz * y;
296
- const uvy = qz * x - qx * z;
297
- const uvz = qx * y - qy * x;
298
-
299
- const uuvx = qy * uvz - qz * uvy;
300
- const uuvy = qz * uvx - qx * uvz;
301
- const uuvz = qx * uvy - qy * uvx;
302
-
303
- let w2 = qw * 2;
304
-
305
- this.x = x + w2 * uvx + 2 * uuvx;
306
- this.y = y + w2 * uvy + 2 * uuvy;
307
- this.z = z + w2 * uvz + 2 * uuvz;
308
-
309
- return this;
310
- }
311
-
312
- transformVectorByQuat(a: Vec3, quaternion: Quat) {
313
- const qx = quaternion.x;
314
- const qy = quaternion.y;
315
- const qz = quaternion.z;
316
- const qw = quaternion.w;
317
-
318
- const x = a.x;
319
- const y = a.y;
320
- const z = a.z;
321
-
322
- const uvx = qy * z - qz * y;
323
- const uvy = qz * x - qx * z;
324
- const uvz = qx * y - qy * x;
325
-
326
- const uuvx = qy * uvz - qz * uvy;
327
- const uuvy = qz * uvx - qx * uvz;
328
- const uuvz = qx * uvy - qy * uvx;
329
-
330
- let w2 = qw * 2;
331
-
332
- this.x = x + w2 * uvx + 2 * uuvx;
333
- this.y = y + w2 * uvy + 2 * uuvy;
334
- this.z = z + w2 * uvz + 2 * uuvz;
335
-
336
- return this;
337
- }
338
-
339
- distance(other: Vec3) {
340
- const x = other.x - this.x;
341
- const y = other.y - this.y;
342
- const z = other.z - this.z;
343
- return Math.sqrt(x * x + y * y + z * z);
344
- }
345
-
346
- applyQuatThenAddToVector(a: Vec3, r: Quat, b: Vec3) {
347
- rb.transformVectorByQuat(b, r);
348
- this.addVectors(a, rb);
349
- return this;
350
- }
351
-
352
- replicate(value: number) {
353
- this.x = value;
354
- this.y = value;
355
- this.z = value;
356
- }
357
-
358
- getComponentAtIndex(index: number) {
359
- return this[componentIndexToKeyMap[index]];
360
- }
361
-
362
- setComponentAtIndex(index: number, value: number) {
363
- this[componentIndexToKeyMap[index]] = value;
364
- return this;
365
- }
366
-
367
- isNormalized(tolerance: number = 1e-3) {
368
- return Math.abs(this.length() - 1) < tolerance;
369
- }
370
-
371
- computeNormalizedPerpendicular(vector: Vec3) {
372
- if (Math.abs(vector.x) > Math.abs(vector.y)) {
373
- const len = Math.sqrt(vector.x * vector.x + vector.z * vector.z);
374
- this.x = vector.z / len;
375
- this.y = 0;
376
- this.z = -vector.x / len;
377
- } else {
378
- const len = Math.sqrt(vector.y * vector.y + vector.z * vector.z);
379
- this.x = 0;
380
- this.y = vector.z / len;
381
- this.z = -vector.y / len;
382
- }
383
- }
384
-
385
- isClose(other: Vec3, tolerance: number = 1e-6) {
386
- return squaredDistance(this, other) <= tolerance;
387
- }
388
-
389
- isCloseToZero(tolerance: number = 1e-6) {
390
- return this.squaredLength() <= tolerance;
391
- }
392
-
393
- averageOfVectors(a: Vec3, b: Vec3) {
394
- this.x = (a.x + b.x) * 0.5;
395
- this.y = (a.y + b.y) * 0.5;
396
- this.z = (a.z + b.z) * 0.5;
397
- }
398
-
399
- absNorm() {
400
- return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);
401
- }
402
-
403
- isUnitVector(tolerance: number = 1e-3) {
404
- return Math.abs(this.length() - 1) < tolerance;
405
- }
406
-
407
- addScalar(s: number) {
408
- this.x = this.x + s;
409
- this.y = this.y + s;
410
- this.z = this.z + s;
411
- return this;
412
- }
413
-
414
- addScalarToVector(a: Vec3, s: number) {
415
- this.x = a.x + s;
416
- this.y = a.y + s;
417
- this.z = a.z + s;
418
- return this;
419
- }
420
-
421
- squaredDistance(b: Vec3) {
422
- const x = b.x - this.x;
423
- const y = b.y - this.y;
424
- const z = b.z - this.z;
425
- return x * x + y * y + z * z;
426
- }
427
-
428
- notEquals(other: Vec3, tolerance: number = 1e-6) {
429
- return (
430
- Math.abs(this.x - other.x) > tolerance ||
431
- Math.abs(this.y - other.y) > tolerance ||
432
- Math.abs(this.z - other.z) > tolerance
433
- );
434
- }
435
-
436
- equals(other: Vec3, tolerance: number = 1e-6) {
437
- return (
438
- Math.abs(this.x - other.x) <= tolerance &&
439
- Math.abs(this.y - other.y) <= tolerance &&
440
- Math.abs(this.z - other.z) <= tolerance
441
- );
442
- }
443
-
444
- minVector(a: Vec3) {
445
- this.x = Math.min(this.x, a.x);
446
- this.y = Math.min(this.y, a.y);
447
- this.z = Math.min(this.z, a.z);
448
- return this;
449
- }
450
-
451
- minVectors(a: Vec3, b: Vec3) {
452
- this.x = Math.min(a.x, b.x);
453
- this.y = Math.min(a.y, b.y);
454
- this.z = Math.min(a.z, b.z);
455
- return this;
456
- }
457
-
458
- maxVector(a: Vec3) {
459
- this.x = Math.max(this.x, a.x);
460
- this.y = Math.max(this.y, a.y);
461
- this.z = Math.max(this.z, a.z);
462
- return this;
463
- }
464
-
465
- maxVectors(a: Vec3, b: Vec3) {
466
- this.x = Math.max(a.x, b.x);
467
- this.y = Math.max(a.y, b.y);
468
- this.z = Math.max(a.z, b.z);
469
- return this;
470
- }
471
-
472
- computeMaxAxis() {
473
- const absX = Math.abs(this.x);
474
- const absY = Math.abs(this.y);
475
- const absZ = Math.abs(this.z);
476
- if (absX >= absY && absX >= absZ) {
477
- return 0;
478
- }
479
- if (absY >= absX && absY >= absZ) {
480
- return 1;
481
- }
482
- return 2;
483
- }
484
-
485
- computeMaxComponent() {
486
- const absX = Math.abs(this.x);
487
- const absY = Math.abs(this.y);
488
- const absZ = Math.abs(this.z);
489
- if (absX >= absY && absX >= absZ) {
490
- return "x";
491
- }
492
- if (absY >= absX && absY >= absZ) {
493
- return "y";
494
- }
495
- return "z";
496
- }
497
-
498
- abs() {
499
- this.x = Math.abs(this.x);
500
- this.y = Math.abs(this.y);
501
- this.z = Math.abs(this.z);
502
- return this;
503
- }
504
-
505
- absVector(a: Vec3) {
506
- this.x = Math.abs(a.x);
507
- this.y = Math.abs(a.y);
508
- this.z = Math.abs(a.z);
509
- return this;
510
- }
511
-
512
- computeLowestComponentIndex(): number {
513
- return this.x < this.y ? (this.z < this.x ? 2 : 0) : this.z < this.y ? 2 : 1;
514
- }
515
-
516
- projectOnPlane(normal: Vec3) {
517
- const dot = this.dot(normal);
518
- this.x -= normal.x * dot;
519
- this.y -= normal.y * dot;
520
- }
521
-
522
- projectOnVector(vector: Vec3): void {
523
- const projectionAmount = this.dot(vector) / vector.dot(vector);
524
- this.x = vector.x * projectionAmount;
525
- this.y = vector.y * projectionAmount;
526
- this.z = vector.z * projectionAmount;
527
- }
528
-
529
- isExactlyZero() {
530
- return this.x === 0 && this.y === 0 && this.z === 0;
531
- }
532
-
533
- addScaledVector(vector: Vec3, scalar: number) {
534
- this.x += vector.x * scalar;
535
- this.y += vector.y * scalar;
536
- this.z += vector.z * scalar;
537
- return this;
538
- }
539
-
540
- subScaledVector(vector: Vec3, scalar: number) {
541
- this.x -= vector.x * scalar;
542
- this.y -= vector.y * scalar;
543
- this.z -= vector.z * scalar;
544
- return this;
545
- }
546
-
547
- addRotatedVector(vector: Vec3, rotation: Mat3) {
548
- rotatedVector.transformVectorFromMat3(vector, rotation);
549
- this.x += rotatedVector.x;
550
- this.y += rotatedVector.y;
551
- this.z += rotatedVector.z;
552
- return this;
553
- }
554
-
555
- subRotatedVector(vector: Vec3, rotation: Mat3) {
556
- rotatedVector.transformVectorFromMat3(vector, rotation);
557
- this.x -= rotatedVector.x;
558
- this.y -= rotatedVector.y;
559
- this.z -= rotatedVector.z;
560
- return this;
561
- }
562
-
563
- exactEquals(b: Vec3) {
564
- return this.x === b.x && this.y === b.y && this.z === b.z;
565
- }
566
-
567
- multiplyVectors(a: Vec3, b: Vec3) {
568
- this.x = a.x * b.x;
569
- this.y = a.y * b.y;
570
- this.z = a.z * b.z;
571
- return this;
572
- }
573
-
574
- rotateVectorByMat4(vector: Vec3, matrix: Mat4) {
575
- rotationMatrix.fromMat4(matrix);
576
- this.transformVectorFromMat3(vector, rotationMatrix);
577
- }
578
-
579
- distanceXZ(other: Vec3) {
580
- const dx = other.x - this.x;
581
- const dz = other.z - this.z;
582
- return Math.sqrt(dx * dx + dz * dz);
583
- }
584
- }
585
-
586
- const rb = /*@__PURE__*/ Vec3.create();
587
- const temp = /*@__PURE__*/ Vec3.create();
588
- const rotatedVector = /*@__PURE__*/ Vec3.create();
589
- const rotationMatrix = /*@__PURE__*/ Mat3.create();
package/src/math/vec4.ts DELETED
@@ -1,10 +0,0 @@
1
- import { createClass, NumberType, PropertyDefinitionMap } from "monomorph";
2
-
3
- const vec4Props = {
4
- x: NumberType(0),
5
- y: NumberType(0),
6
- z: NumberType(0),
7
- w: NumberType(0),
8
- } as const satisfies PropertyDefinitionMap;
9
-
10
- export class Vec4 extends createClass<Vec4, typeof vec4Props>(vec4Props) {}