GameLib.D3.Vector4 = function(x, y, z, w) { this.x = 0; this.y = 0; this.z = 0; this.w = 0; if (x) { this.x = x; } if (y) { this.y = y; } if (z) { this.z = z; } if (w) { this.w = w; } }; GameLib.D3.Vector4.prototype.translate = function (v) { this.x += v.x; this.y += v.y; this.z += v.z; return this; }; GameLib.D3.Vector4.prototype.copy = function () { return new GameLib.D3.Vector4( this.x, this.y, this.z, this.w ); }; GameLib.D3.Vector4.prototype.multiply = function (s) { if (s instanceof GameLib.D3.Vector3) { this.x *= s.x; this.y *= s.y; this.z *= s.z; } else if (s instanceof GameLib.D3.Matrix4) { var x = s.rows[0].x * this.x + s.rows[0].y * this.y + s.rows[0].z * this.z + s.rows[0].w * this.w; var y = s.rows[1].x * this.x + s.rows[1].y * this.y + s.rows[1].z * this.z + s.rows[1].w * this.w; var z = s.rows[2].x * this.x + s.rows[2].y * this.y + s.rows[2].z * this.z + s.rows[2].w * this.w; var w = s.rows[3].x * this.x + s.rows[3].y * this.y + s.rows[3].z * this.z + s.rows[3].w * this.w; this.x = x; this.y = y; this.z = z; this.w = w; } else { console.log("functionality not implemented - please do this"); throw new Error("not implemented"); } }; GameLib.D3.Vector4.prototype.normalize = function () { // note - leave w untouched var EPSILON = 0.000001; var v2 = this.x * this.x + this.y * this.y + this.z * this.z; if (v2 < EPSILON) { return this; //do nothing for zero vector } var invLength = 1 / Math.sqrt(v2); this.x *= invLength; this.y *= invLength; this.z *= invLength; return this; }; GameLib.D3.Vector4.prototype.subtract = function (v) { if (v instanceof GameLib.D3.Vector3) { this.x -= v.x; this.y -= v.y; this.z -= v.z; } if (v instanceof GameLib.D3.Vector4) { this.x -= v.x; this.y -= v.y; this.z -= v.z; this.w -= v.w; } return this; };