Vector3 = function (x, y, z) { this.x = x || 0; this.y = y || 0; this.z = z || 0; }; Vector3.prototype = { constructor: Vector3, set: function (x, y, z) { this.x = x; this.y = y; this.z = z; return this; }, setX: function (x) { this.x = x; return this; }, setY: function (y) { this.y = y; return this; }, setZ: function (z) { this.z = z; return this; }, setComponent: function (index, value) { switch (index) { case 0: this.x = value; break; case 1: this.y = value; break; case 2: this.z = value; break; default: throw new Error('index is out of range: ' + index); } }, getComponent: function (index) { switch (index) { case 0: return this.x; case 1: return this.y; case 2: return this.z; default: throw new Error('index is out of range: ' + index); } }, copy: function (v) { this.x = v.x; this.y = v.y; this.z = v.z; return this; }, add: function (v, w) { if (w !== undefined) { console.warn('Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.'); return this.addVectors(v, w); } this.x += v.x; this.y += v.y; this.z += v.z; return this; }, addScalar: function (s) { this.x += s; this.y += s; this.z += s; return this; }, addVectors: function (a, b) { this.x = a.x + b.x; this.y = a.y + b.y; this.z = a.z + b.z; return this; }, sub: function (v, w) { if (w !== undefined) { console.warn('Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.'); return this.subVectors(v, w); } this.x -= v.x; this.y -= v.y; this.z -= v.z; return this; }, subVectors: function (a, b) { this.x = a.x - b.x; this.y = a.y - b.y; this.z = a.z - b.z; return this; }, multiply: function (v, w) { if (w !== undefined) { console.warn('Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.'); return this.multiplyVectors(v, w); } this.x *= v.x; this.y *= v.y; this.z *= v.z; return this; }, multiplyScalar: function (scalar) { this.x *= scalar; this.y *= scalar; this.z *= scalar; return this; }, multiplyVectors: function (a, b) { this.x = a.x * b.x; this.y = a.y * b.y; this.z = a.z * b.z; return this; }, applyEuler: function () { var quaternion; return function (euler) { if (euler instanceof Euler === false) { console.error('Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.'); } if (quaternion === undefined) quaternion = new Quaternion(); this.applyQuaternion(quaternion.setFromEuler(euler)); return this; }; } (), applyAxisAngle: function () { var quaternion; return function (axis, angle) { if (quaternion === undefined) quaternion = new Quaternion(); this.applyQuaternion(quaternion.setFromAxisAngle(axis, angle)); return this; }; } (), applyMatrix3: function (m) { var x = this.x; var y = this.y; var z = this.z; var e = m.elements; this.x = e[0] * x + e[3] * y + e[6] * z; this.y = e[1] * x + e[4] * y + e[7] * z; this.z = e[2] * x + e[5] * y + e[8] * z; return this; }, applyMatrix4: function (m) { // input: Matrix4 affine matrix var x = this.x, y = this.y, z = this.z; var e = m.elements; this.x = e[0] * x + e[4] * y + e[8] * z + e[12]; this.y = e[1] * x + e[5] * y + e[9] * z + e[13]; this.z = e[2] * x + e[6] * y + e[10] * z + e[14]; return this; }, applyProjection: function (m) { // input: Matrix4 projection matrix var x = this.x, y = this.y, z = this.z; var e = m.elements; var d = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]); // perspective divide this.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * d; this.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * d; this.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * d; return this; }, applyQuaternion: function (q) { var x = this.x; var y = this.y; var z = this.z; var qx = q.x; var qy = q.y; var qz = q.z; var qw = q.w; // calculate quat * vector var ix = qw * x + qy * z - qz * y; var iy = qw * y + qz * x - qx * z; var iz = qw * z + qx * y - qy * x; var iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; return this; }, transformDirection: function (m) { // input: Matrix4 affine matrix // vector interpreted as a direction var x = this.x, y = this.y, z = this.z; var e = m.elements; this.x = e[0] * x + e[4] * y + e[8] * z; this.y = e[1] * x + e[5] * y + e[9] * z; this.z = e[2] * x + e[6] * y + e[10] * z; this.normalize(); return this; }, divide: function (v) { this.x /= v.x; this.y /= v.y; this.z /= v.z; return this; }, divideScalar: function (scalar) { if (scalar !== 0) { var invScalar = 1 / scalar; this.x *= invScalar; this.y *= invScalar; this.z *= invScalar; } else { this.x = 0; this.y = 0; this.z = 0; } return this; }, min: function (v) { if (this.x > v.x) { this.x = v.x; } if (this.y > v.y) { this.y = v.y; } if (this.z > v.z) { this.z = v.z; } return this; }, max: function (v) { if (this.x < v.x) { this.x = v.x; } if (this.y < v.y) { this.y = v.y; } if (this.z < v.z) { this.z = v.z; } return this; }, clamp: function (min, max) { // This function assumes min < max, if this assumption isn't true it will not operate correctly if (this.x < min.x) { this.x = min.x; } else if (this.x > max.x) { this.x = max.x; } if (this.y < min.y) { this.y = min.y; } else if (this.y > max.y) { this.y = max.y; } if (this.z < min.z) { this.z = min.z; } else if (this.z > max.z) { this.z = max.z; } return this; }, clampScalar: (function () { var min, max; return function (minVal, maxVal) { if (min === undefined) { min = new Vector3(); max = new Vector3(); } min.set(minVal, minVal, minVal); max.set(maxVal, maxVal, maxVal); return this.clamp(min, max); }; })(), floor: function () { this.x = Math.floor(this.x); this.y = Math.floor(this.y); this.z = Math.floor(this.z); return this; }, ceil: function () { this.x = Math.ceil(this.x); this.y = Math.ceil(this.y); this.z = Math.ceil(this.z); return this; }, round: function () { this.x = Math.round(this.x); this.y = Math.round(this.y); this.z = Math.round(this.z); return this; }, roundToZero: function () { this.x = (this.x < 0) ? Math.ceil(this.x) : Math.floor(this.x); this.y = (this.y < 0) ? Math.ceil(this.y) : Math.floor(this.y); this.z = (this.z < 0) ? Math.ceil(this.z) : Math.floor(this.z); return this; }, negate: function () { this.x = -this.x; this.y = -this.y; this.z = -this.z; return this; }, dot: function (v) { return this.x * v.x + this.y * v.y + this.z * v.z; }, lengthSq: function () { return this.x * this.x + this.y * this.y + this.z * this.z; }, length: function () { return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z); }, lengthManhattan: function () { return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z); }, normalize: function () { return this.divideScalar(this.length()); }, setLength: function (l) { var oldLength = this.length(); if (oldLength !== 0 && l !== oldLength) { this.multiplyScalar(l / oldLength); } return this; }, lerp: function (v, alpha) { this.x += (v.x - this.x) * alpha; this.y += (v.y - this.y) * alpha; this.z += (v.z - this.z) * alpha; return this; }, cross: function (v, w) { if (w !== undefined) { console.warn('Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.'); return this.crossVectors(v, w); } var x = this.x, y = this.y, z = this.z; this.x = y * v.z - z * v.y; this.y = z * v.x - x * v.z; this.z = x * v.y - y * v.x; return this; }, crossVectors: function (a, b) { var ax = a.x, ay = a.y, az = a.z; var bx = b.x, by = b.y, bz = b.z; this.x = ay * bz - az * by; this.y = az * bx - ax * bz; this.z = ax * by - ay * bx; return this; }, projectOnVector: function () { var v1, dot; return function (vector) { if (v1 === undefined) v1 = new Vector3(); v1.copy(vector).normalize(); dot = this.dot(v1); return this.copy(v1).multiplyScalar(dot); }; } (), projectOnPlane: function () { var v1; return function (planeNormal) { if (v1 === undefined) v1 = new Vector3(); v1.copy(this).projectOnVector(planeNormal); return this.sub(v1); } } (), reflect: function () { // reflect incident vector off plane orthogonal to normal // normal is assumed to have unit length var v1; return function (normal) { if (v1 === undefined) v1 = new Vector3(); return this.sub(v1.copy(normal).multiplyScalar(2 * this.dot(normal))); } } (), angleTo: function (v) { var theta = this.dot(v) / (this.length() * v.length()); // clamp, to handle numerical problems return Math.acos(Math.clamp(theta, -1, 1)); }, distanceTo: function (v) { return Math.sqrt(this.distanceToSquared(v)); }, distanceToSquared: function (v) { var dx = this.x - v.x; var dy = this.y - v.y; var dz = this.z - v.z; return dx * dx + dy * dy + dz * dz; }, setEulerFromRotationMatrix: function (m, order) { console.error('Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.'); }, setEulerFromQuaternion: function (q, order) { console.error('Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.'); }, getPositionFromMatrix: function (m) { console.warn('Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().'); return this.setFromMatrixPosition(m); }, getScaleFromMatrix: function (m) { console.warn('Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().'); return this.setFromMatrixScale(m); }, getColumnFromMatrix: function (index, matrix) { console.warn('Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().'); return this.setFromMatrixColumn(index, matrix); }, setFromMatrixPosition: function (m) { this.x = m.elements[12]; this.y = m.elements[13]; this.z = m.elements[14]; return this; }, setFromMatrixScale: function (m) { var sx = this.set(m.elements[0], m.elements[1], m.elements[2]).length(); var sy = this.set(m.elements[4], m.elements[5], m.elements[6]).length(); var sz = this.set(m.elements[8], m.elements[9], m.elements[10]).length(); this.x = sx; this.y = sy; this.z = sz; return this; }, setFromMatrixColumn: function (index, matrix) { var offset = index * 4; var me = matrix.elements; this.x = me[offset]; this.y = me[offset + 1]; this.z = me[offset + 2]; return this; }, equals: function (v) { return ((v.x === this.x) && (v.y === this.y) && (v.z === this.z)); }, fromArray: function (array) { this.x = array[0]; this.y = array[1]; this.z = array[2]; return this; }, toArray: function () { return [this.x, this.y, this.z]; }, clone: function () { return new Vector3(this.x, this.y, this.z); } };