How to use the gl-vec3.add function in gl-vec3

To help you get started, we’ve selected a few gl-vec3 examples, based on popular ways it is used in public projects.

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github rolyatmax / sketches / src / ruminative-steven.js View on Github external
function tick () {
    let velocity = vec3.subtract([], curPosition, lastPosition)
    const delta = vec3.subtract([], destination, curPosition)
    const acceleration = vec3.scale([], delta, 0.001)
    velocity = vec3.add(velocity, acceleration, velocity)
    if (vec3.length(velocity) > 0.005) {
      velocity = vec3.normalize(velocity, velocity)
      velocity = vec3.scale(velocity, velocity, 0.005)
    }
    const nextPosition = vec3.add([], velocity, curPosition)
    lastPosition = curPosition
    curPosition = nextPosition
    return curPosition
  }
}
github rolyatmax / sketches / src / ruminative-steven.js View on Github external
function tick () {
    let velocity = vec3.subtract([], curPosition, lastPosition)
    const delta = vec3.subtract([], destination, curPosition)
    const acceleration = vec3.scale([], delta, 0.001)
    velocity = vec3.add(velocity, acceleration, velocity)
    if (vec3.length(velocity) > 0.005) {
      velocity = vec3.normalize(velocity, velocity)
      velocity = vec3.scale(velocity, velocity, 0.005)
    }
    const nextPosition = vec3.add([], velocity, curPosition)
    lastPosition = curPosition
    curPosition = nextPosition
    return curPosition
  }
}
github rolyatmax / sketches / sketches / 2019.10.27-21.36.51.js View on Github external
function getLinePlaneIntersection (line, planeNormal, pointOnPlane) {
  const [p0, p1] = line
  const dir = vec3.subtract([], p1, p0)
  const t = vec3.dot(vec3.subtract([], pointOnPlane, p0), planeNormal) / vec3.dot(dir, planeNormal)
  return t >= 0 && t <= 1 ? vec3.add([], vec3.scale([], dir, t), p0) : null
}
github rolyatmax / sketches / sketches / 2019.10.27-17.42.23.js View on Github external
function getLinePlaneIntersection (line, planeNormal, pointOnPlane) {
  const [p0, p1] = line
  const dir = vec3.subtract([], p1, p0)
  const t = vec3.dot(vec3.subtract([], pointOnPlane, p0), planeNormal) / vec3.dot(dir, planeNormal)
  return t >= 0 && t <= 1 ? vec3.add([], vec3.scale([], dir, t), p0) : null
}

gl-vec3

gl-matrix's vec3, split into smaller pieces

Zlib
Latest version published 6 years ago

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