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/** | |
* @author mikael emtinger / http://gomo.se/ | |
* @author alteredq / http://alteredqualia.com/ | |
* @author WestLangley / http://github.com/WestLangley | |
* @author bhouston / http://clara.io | |
*/ | |
import { _Math } from './Math.js'; | |
function Quaternion( x, y, z, w ) { | |
this._x = x || 0; | |
this._y = y || 0; | |
this._z = z || 0; | |
this._w = ( w !== undefined ) ? w : 1; | |
} | |
Object.assign( Quaternion, { | |
slerp: function ( qa, qb, qm, t ) { | |
return qm.copy( qa ).slerp( qb, t ); | |
}, | |
slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { | |
// fuzz-free, array-based Quaternion SLERP operation | |
var x0 = src0[ srcOffset0 + 0 ], | |
y0 = src0[ srcOffset0 + 1 ], | |
z0 = src0[ srcOffset0 + 2 ], | |
w0 = src0[ srcOffset0 + 3 ], | |
x1 = src1[ srcOffset1 + 0 ], | |
y1 = src1[ srcOffset1 + 1 ], | |
z1 = src1[ srcOffset1 + 2 ], | |
w1 = src1[ srcOffset1 + 3 ]; | |
if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { | |
var s = 1 - t, | |
cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, | |
dir = ( cos >= 0 ? 1 : - 1 ), | |
sqrSin = 1 - cos * cos; | |
// Skip the Slerp for tiny steps to avoid numeric problems: | |
if ( sqrSin > Number.EPSILON ) { | |
var sin = Math.sqrt( sqrSin ), | |
len = Math.atan2( sin, cos * dir ); | |
s = Math.sin( s * len ) / sin; | |
t = Math.sin( t * len ) / sin; | |
} | |
var tDir = t * dir; | |
x0 = x0 * s + x1 * tDir; | |
y0 = y0 * s + y1 * tDir; | |
z0 = z0 * s + z1 * tDir; | |
w0 = w0 * s + w1 * tDir; | |
// Normalize in case we just did a lerp: | |
if ( s === 1 - t ) { | |
var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); | |
x0 *= f; | |
y0 *= f; | |
z0 *= f; | |
w0 *= f; | |
} | |
} | |
dst[ dstOffset ] = x0; | |
dst[ dstOffset + 1 ] = y0; | |
dst[ dstOffset + 2 ] = z0; | |
dst[ dstOffset + 3 ] = w0; | |
} | |
} ); | |
Object.defineProperties( Quaternion.prototype, { | |
x: { | |
get: function () { | |
return this._x; | |
}, | |
set: function ( value ) { | |
this._x = value; | |
this.onChangeCallback(); | |
} | |
}, | |
y: { | |
get: function () { | |
return this._y; | |
}, | |
set: function ( value ) { | |
this._y = value; | |
this.onChangeCallback(); | |
} | |
}, | |
z: { | |
get: function () { | |
return this._z; | |
}, | |
set: function ( value ) { | |
this._z = value; | |
this.onChangeCallback(); | |
} | |
}, | |
w: { | |
get: function () { | |
return this._w; | |
}, | |
set: function ( value ) { | |
this._w = value; | |
this.onChangeCallback(); | |
} | |
} | |
} ); | |
Object.assign( Quaternion.prototype, { | |
isQuaternion: true, | |
set: function ( x, y, z, w ) { | |
this._x = x; | |
this._y = y; | |
this._z = z; | |
this._w = w; | |
this.onChangeCallback(); | |
return this; | |
}, | |
clone: function () { | |
return new this.constructor( this._x, this._y, this._z, this._w ); | |
}, | |
copy: function ( quaternion ) { | |
this._x = quaternion.x; | |
this._y = quaternion.y; | |
this._z = quaternion.z; | |
this._w = quaternion.w; | |
this.onChangeCallback(); | |
return this; | |
}, | |
setFromEuler: function ( euler, update ) { | |
if ( ! ( euler && euler.isEuler ) ) { | |
throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' ); | |
} | |
var x = euler._x, y = euler._y, z = euler._z, order = euler.order; | |
// http://www.mathworks.com/matlabcentral/fileexchange/ | |
// 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/ | |
// content/SpinCalc.m | |
var cos = Math.cos; | |
var sin = Math.sin; | |
var c1 = cos( x / 2 ); | |
var c2 = cos( y / 2 ); | |
var c3 = cos( z / 2 ); | |
var s1 = sin( x / 2 ); | |
var s2 = sin( y / 2 ); | |
var s3 = sin( z / 2 ); | |
if ( order === 'XYZ' ) { | |
this._x = s1 * c2 * c3 + c1 * s2 * s3; | |
this._y = c1 * s2 * c3 - s1 * c2 * s3; | |
this._z = c1 * c2 * s3 + s1 * s2 * c3; | |
this._w = c1 * c2 * c3 - s1 * s2 * s3; | |
} else if ( order === 'YXZ' ) { | |
this._x = s1 * c2 * c3 + c1 * s2 * s3; | |
this._y = c1 * s2 * c3 - s1 * c2 * s3; | |
this._z = c1 * c2 * s3 - s1 * s2 * c3; | |
this._w = c1 * c2 * c3 + s1 * s2 * s3; | |
} else if ( order === 'ZXY' ) { | |
this._x = s1 * c2 * c3 - c1 * s2 * s3; | |
this._y = c1 * s2 * c3 + s1 * c2 * s3; | |
this._z = c1 * c2 * s3 + s1 * s2 * c3; | |
this._w = c1 * c2 * c3 - s1 * s2 * s3; | |
} else if ( order === 'ZYX' ) { | |
this._x = s1 * c2 * c3 - c1 * s2 * s3; | |
this._y = c1 * s2 * c3 + s1 * c2 * s3; | |
this._z = c1 * c2 * s3 - s1 * s2 * c3; | |
this._w = c1 * c2 * c3 + s1 * s2 * s3; | |
} else if ( order === 'YZX' ) { | |
this._x = s1 * c2 * c3 + c1 * s2 * s3; | |
this._y = c1 * s2 * c3 + s1 * c2 * s3; | |
this._z = c1 * c2 * s3 - s1 * s2 * c3; | |
this._w = c1 * c2 * c3 - s1 * s2 * s3; | |
} else if ( order === 'XZY' ) { | |
this._x = s1 * c2 * c3 - c1 * s2 * s3; | |
this._y = c1 * s2 * c3 - s1 * c2 * s3; | |
this._z = c1 * c2 * s3 + s1 * s2 * c3; | |
this._w = c1 * c2 * c3 + s1 * s2 * s3; | |
} | |
if ( update !== false ) this.onChangeCallback(); | |
return this; | |
}, | |
setFromAxisAngle: function ( axis, angle ) { | |
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm | |
// assumes axis is normalized | |
var halfAngle = angle / 2, s = Math.sin( halfAngle ); | |
this._x = axis.x * s; | |
this._y = axis.y * s; | |
this._z = axis.z * s; | |
this._w = Math.cos( halfAngle ); | |
this.onChangeCallback(); | |
return this; | |
}, | |
setFromRotationMatrix: function ( m ) { | |
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm | |
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) | |
var te = m.elements, | |
m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], | |
m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], | |
m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], | |
trace = m11 + m22 + m33, | |
s; | |
if ( trace > 0 ) { | |
s = 0.5 / Math.sqrt( trace + 1.0 ); | |
this._w = 0.25 / s; | |
this._x = ( m32 - m23 ) * s; | |
this._y = ( m13 - m31 ) * s; | |
this._z = ( m21 - m12 ) * s; | |
} else if ( m11 > m22 && m11 > m33 ) { | |
s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); | |
this._w = ( m32 - m23 ) / s; | |
this._x = 0.25 * s; | |
this._y = ( m12 + m21 ) / s; | |
this._z = ( m13 + m31 ) / s; | |
} else if ( m22 > m33 ) { | |
s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); | |
this._w = ( m13 - m31 ) / s; | |
this._x = ( m12 + m21 ) / s; | |
this._y = 0.25 * s; | |
this._z = ( m23 + m32 ) / s; | |
} else { | |
s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); | |
this._w = ( m21 - m12 ) / s; | |
this._x = ( m13 + m31 ) / s; | |
this._y = ( m23 + m32 ) / s; | |
this._z = 0.25 * s; | |
} | |
this.onChangeCallback(); | |
return this; | |
}, | |
setFromUnitVectors: function ( vFrom, vTo ) { | |
// assumes direction vectors vFrom and vTo are normalized | |
var EPS = 0.000001; | |
var r = vFrom.dot( vTo ) + 1; | |
if ( r < EPS ) { | |
r = 0; | |
if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { | |
this._x = - vFrom.y; | |
this._y = vFrom.x; | |
this._z = 0; | |
this._w = r; | |
} else { | |
this._x = 0; | |
this._y = - vFrom.z; | |
this._z = vFrom.y; | |
this._w = r; | |
} | |
} else { | |
// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3 | |
this._x = vFrom.y * vTo.z - vFrom.z * vTo.y; | |
this._y = vFrom.z * vTo.x - vFrom.x * vTo.z; | |
this._z = vFrom.x * vTo.y - vFrom.y * vTo.x; | |
this._w = r; | |
} | |
return this.normalize(); | |
}, | |
angleTo: function ( q ) { | |
return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) ); | |
}, | |
rotateTowards: function ( q, step ) { | |
var angle = this.angleTo( q ); | |
if ( angle === 0 ) return this; | |
var t = Math.min( 1, step / angle ); | |
this.slerp( q, t ); | |
return this; | |
}, | |
inverse: function () { | |
// quaternion is assumed to have unit length | |
return this.conjugate(); | |
}, | |
conjugate: function () { | |
this._x *= - 1; | |
this._y *= - 1; | |
this._z *= - 1; | |
this.onChangeCallback(); | |
return this; | |
}, | |
dot: function ( v ) { | |
return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; | |
}, | |
lengthSq: function () { | |
return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; | |
}, | |
length: function () { | |
return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); | |
}, | |
normalize: function () { | |
var l = this.length(); | |
if ( l === 0 ) { | |
this._x = 0; | |
this._y = 0; | |
this._z = 0; | |
this._w = 1; | |
} else { | |
l = 1 / l; | |
this._x = this._x * l; | |
this._y = this._y * l; | |
this._z = this._z * l; | |
this._w = this._w * l; | |
} | |
this.onChangeCallback(); | |
return this; | |
}, | |
multiply: function ( q, p ) { | |
if ( p !== undefined ) { | |
console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' ); | |
return this.multiplyQuaternions( q, p ); | |
} | |
return this.multiplyQuaternions( this, q ); | |
}, | |
premultiply: function ( q ) { | |
return this.multiplyQuaternions( q, this ); | |
}, | |
multiplyQuaternions: function ( a, b ) { | |
// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm | |
var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; | |
var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; | |
this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; | |
this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; | |
this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; | |
this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; | |
this.onChangeCallback(); | |
return this; | |
}, | |
slerp: function ( qb, t ) { | |
if ( t === 0 ) return this; | |
if ( t === 1 ) return this.copy( qb ); | |
var x = this._x, y = this._y, z = this._z, w = this._w; | |
// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ | |
var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; | |
if ( cosHalfTheta < 0 ) { | |
this._w = - qb._w; | |
this._x = - qb._x; | |
this._y = - qb._y; | |
this._z = - qb._z; | |
cosHalfTheta = - cosHalfTheta; | |
} else { | |
this.copy( qb ); | |
} | |
if ( cosHalfTheta >= 1.0 ) { | |
this._w = w; | |
this._x = x; | |
this._y = y; | |
this._z = z; | |
return this; | |
} | |
var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta; | |
if ( sqrSinHalfTheta <= Number.EPSILON ) { | |
var s = 1 - t; | |
this._w = s * w + t * this._w; | |
this._x = s * x + t * this._x; | |
this._y = s * y + t * this._y; | |
this._z = s * z + t * this._z; | |
return this.normalize(); | |
} | |
var sinHalfTheta = Math.sqrt( sqrSinHalfTheta ); | |
var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); | |
var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, | |
ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; | |
this._w = ( w * ratioA + this._w * ratioB ); | |
this._x = ( x * ratioA + this._x * ratioB ); | |
this._y = ( y * ratioA + this._y * ratioB ); | |
this._z = ( z * ratioA + this._z * ratioB ); | |
this.onChangeCallback(); | |
return this; | |
}, | |
equals: function ( quaternion ) { | |
return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); | |
}, | |
fromArray: function ( array, offset ) { | |
if ( offset === undefined ) offset = 0; | |
this._x = array[ offset ]; | |
this._y = array[ offset + 1 ]; | |
this._z = array[ offset + 2 ]; | |
this._w = array[ offset + 3 ]; | |
this.onChangeCallback(); | |
return this; | |
}, | |
toArray: function ( array, offset ) { | |
if ( array === undefined ) array = []; | |
if ( offset === undefined ) offset = 0; | |
array[ offset ] = this._x; | |
array[ offset + 1 ] = this._y; | |
array[ offset + 2 ] = this._z; | |
array[ offset + 3 ] = this._w; | |
return array; | |
}, | |
onChange: function ( callback ) { | |
this.onChangeCallback = callback; | |
return this; | |
}, | |
onChangeCallback: function () {} | |
} ); | |
export { Quaternion }; | |