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Open Hybrid Positioning System - Core component

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import { clamp } from './MathUtils.js'; /** * Class for representing a Quaternion. Quaternions are used in three.js to represent rotations. * * Iterating through a vector instance will yield its components `(x, y, z, w)` in * the corresponding order. * * Note that three.js expects Quaternions to be normalized. * ```js * const quaternion = new THREE.Quaternion(); * quaternion.setFromAxisAngle( new THREE.Vector3( 0, 1, 0 ), Math.PI / 2 ); * * const vector = new THREE.Vector3( 1, 0, 0 ); * vector.applyQuaternion( quaternion ); * ``` */ class Quaternion { /** * Constructs a new quaternion. * * @param {number} [x=0] - The x value of this quaternion. * @param {number} [y=0] - The y value of this quaternion. * @param {number} [z=0] - The z value of this quaternion. * @param {number} [w=1] - The w value of this quaternion. */ constructor(x = 0, y = 0, z = 0, w = 1) { /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true */ this.isQuaternion = true; this._x = x; this._y = y; this._z = z; this._w = w; } /** * Interpolates between two quaternions via SLERP. This implementation assumes the * quaternion data are managed in flat arrays. * * @param {Array<number>} dst - The destination array. * @param {number} dstOffset - An offset into the destination array. * @param {Array<number>} src0 - The source array of the first quaternion. * @param {number} srcOffset0 - An offset into the first source array. * @param {Array<number>} src1 - The source array of the second quaternion. * @param {number} srcOffset1 - An offset into the second source array. * @param {number} t - The interpolation factor in the range `[0,1]`. * @see {@link Quaternion#slerp} */ static slerpFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t) { // fuzz-free, array-based Quaternion SLERP operation let x0 = src0[srcOffset0 + 0], y0 = src0[srcOffset0 + 1], z0 = src0[srcOffset0 + 2], w0 = src0[srcOffset0 + 3]; const x1 = src1[srcOffset1 + 0], y1 = src1[srcOffset1 + 1], z1 = src1[srcOffset1 + 2], w1 = src1[srcOffset1 + 3]; if (t === 0) { dst[dstOffset + 0] = x0; dst[dstOffset + 1] = y0; dst[dstOffset + 2] = z0; dst[dstOffset + 3] = w0; return; } if (t === 1) { dst[dstOffset + 0] = x1; dst[dstOffset + 1] = y1; dst[dstOffset + 2] = z1; dst[dstOffset + 3] = w1; return; } if (w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1) { let s = 1 - t; const 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) { const sin = Math.sqrt(sqrSin), len = Math.atan2(sin, cos * dir); s = Math.sin(s * len) / sin; t = Math.sin(t * len) / sin; } const 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) { const 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; } /** * Multiplies two quaternions. This implementation assumes the quaternion data are managed * in flat arrays. * * @param {Array<number>} dst - The destination array. * @param {number} dstOffset - An offset into the destination array. * @param {Array<number>} src0 - The source array of the first quaternion. * @param {number} srcOffset0 - An offset into the first source array. * @param {Array<number>} src1 - The source array of the second quaternion. * @param {number} srcOffset1 - An offset into the second source array. * @return {Array<number>} The destination array. * @see {@link Quaternion#multiplyQuaternions}. */ static multiplyQuaternionsFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1) { const x0 = src0[srcOffset0]; const y0 = src0[srcOffset0 + 1]; const z0 = src0[srcOffset0 + 2]; const w0 = src0[srcOffset0 + 3]; const x1 = src1[srcOffset1]; const y1 = src1[srcOffset1 + 1]; const z1 = src1[srcOffset1 + 2]; const w1 = src1[srcOffset1 + 3]; dst[dstOffset] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1; dst[dstOffset + 1] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1; dst[dstOffset + 2] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1; dst[dstOffset + 3] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1; return dst; } /** * The x value of this quaternion. * * @type {number} * @default 0 */ get x() { return this._x; } set x(value) { this._x = value; this._onChangeCallback(); } /** * The y value of this quaternion. * * @type {number} * @default 0 */ get y() { return this._y; } set y(value) { this._y = value; this._onChangeCallback(); } /** * The z value of this quaternion. * * @type {number} * @default 0 */ get z() { return this._z; } set z(value) { this._z = value; this._onChangeCallback(); } /** * The w value of this quaternion. * * @type {number} * @default 1 */ get w() { return this._w; } set w(value) { this._w = value; this._onChangeCallback(); } /** * Sets the quaternion components. * * @param {number} x - The x value of this quaternion. * @param {number} y - The y value of this quaternion. * @param {number} z - The z value of this quaternion. * @param {number} w - The w value of this quaternion. * @return {Quaternion} A reference to this quaternion. */ set(x, y, z, w) { this._x = x; this._y = y; this._z = z; this._w = w; this._onChangeCallback(); return this; } /** * Returns a new quaternion with copied values from this instance. * * @return {Quaternion} A clone of this instance. */ clone() { return new this.constructor(this._x, this._y, this._z, this._w); } /** * Copies the values of the given quaternion to this instance. * * @param {Quaternion} quaternion - The quaternion to copy. * @return {Quaternion} A reference to this quaternion. */ copy(quaternion) { this._x = quaternion.x; this._y = quaternion.y; this._z = quaternion.z; this._w = quaternion.w; this._onChangeCallback(); return this; } /** * Sets this quaternion from the rotation specified by the given * Euler angles. * * @param {Euler} euler - The Euler angles. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not. * @return {Quaternion} A reference to this quaternion. */ setFromEuler(euler, update = true) { const 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 const cos = Math.cos; const sin = Math.sin; const c1 = cos(x / 2); const c2 = cos(y / 2); const c3 = cos(z / 2); const s1 = sin(x / 2); const s2 = sin(y / 2); const s3 = sin(z / 2); switch (order) { case '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; break; case '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; break; case '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; break; case '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; break; case '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; break; case '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; break; default: console.warn('THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order); } if (update === true) this._onChangeCallback(); return this; } /** * Sets this quaternion from the given axis and angle. * * @param {Vector3} axis - The normalized axis. * @param {number} angle - The angle in radians. * @return {Quaternion} A reference to this quaternion. */ setFromAxisAngle(axis, angle) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm const 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; } /** * Sets this quaternion from the given rotation matrix. * * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled). * @return {Quaternion} A reference to this quaternion. */ setFromRotationMatrix(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) const 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; if (trace > 0) { const 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) { const 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) { const 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 { const 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; } /** * Sets this quaternion to the rotation required to rotate the direction vector * `vFrom` to the direction vector `vTo`. * * @param {Vector3} vFrom - The first (normalized) direction vector. * @param {Vector3} vTo - The second (normalized) direction vector. * @return {Quaternion} A reference to this quaternion. */ setFromUnitVectors(vFrom, vTo) { // assumes direction vectors vFrom and vTo are normalized let r = vFrom.dot(vTo) + 1; if (r < Number.EPSILON) { // vFrom and vTo point in opposite directions 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(); } /** * Returns the angle between this quaternion and the given one in radians. * * @param {Quaternion} q - The quaternion to compute the angle with. * @return {number} The angle in radians. */ angleTo(q) { return 2 * Math.acos(Math.abs(clamp(this.dot(q), -1, 1))); } /** * Rotates this quaternion by a given angular step to the given quaternion. * The method ensures that the final quaternion will not overshoot `q`. * * @param {Quaternion} q - The target quaternion. * @param {number} step - The angular step in radians. * @return {Quaternion} A reference to this quaternion. */ rotateTowards(q, step) { const angle = this.angleTo(q); if (angle === 0) return this; const t = Math.min(1, step / angle); this.slerp(q, t); return this; } /** * Sets this quaternion to the identity quaternion; that is, to the * quaternion that represents "no rotation". * * @return {Quaternion} A reference to this quaternion. */ identity() { return this.set(0, 0, 0, 1); } /** * Inverts this quaternion via {@link Quaternion#conjugate}. The * quaternion is assumed to have unit length. * * @return {Quaternion} A reference to this quaternion. */ invert() { return this.conjugate(); } /** * Returns the rotational conjugate of this quaternion. The conjugate of a * quaternion represents the same rotation in the opposite direction about * the rotational axis. * * @return {Quaternion} A reference to this quaternion. */ conjugate() { this._x *= -1; this._y *= -1; this._z *= -1; this._onChangeCallback(); return this; } /** * Calculates the dot product of this quaternion and the given one. * * @param {Quaternion} v - The quaternion to compute the dot product with. * @return {number} The result of the dot product. */ dot(v) { return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; } /** * Computes the squared Euclidean length (straight-line length) of this quaternion, * considered as a 4 dimensional vector. This can be useful if you are comparing the * lengths of two quaternions, as this is a slightly more efficient calculation than * {@link Quaternion#length}. * * @return {number} The squared Euclidean length. */ lengthSq() { return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; } /** * Computes the Euclidean length (straight-line length) of this quaternion, * considered as a 4 dimensional vector. * * @return {number} The Euclidean length. */ length() { return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w); } /** * Normalizes this quaternion - that is, calculated the quaternion that performs * the same rotation as this one, but has a length equal to `1`. * * @return {Quaternion} A reference to this quaternion. */ normalize() { let 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; } /** * Multiplies this quaternion by the given one. * * @param {Quaternion} q - The quaternion. * @return {Quaternion} A reference to this quaternion. */ multiply(q) { return this.multiplyQuaternions(this, q); } /** * Pre-multiplies this quaternion by the given one. * * @param {Quaternion} q - The quaternion. * @return {Quaternion} A reference to this quaternion. */ premultiply(q) { return this.multiplyQuaternions(q, this); } /** * Multiplies the given quaternions and stores the result in this instance. * * @param {Quaternion} a - The first quaternion. * @param {Quaternion} b - The second quaternion. * @return {Quaternion} A reference to this quaternion. */ multiplyQuaternions(a, b) { // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; const 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; } /** * Performs a spherical linear interpolation between quaternions. * * @param {Quaternion} qb - The target quaternion. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`. * @return {Quaternion} A reference to this quaternion. */ slerp(qb, t) { if (t === 0) return this; if (t === 1) return this.copy(qb); const x = this._x, y = this._y, z = this._z, w = this._w; // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ let 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; } const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta; if (sqrSinHalfTheta <= Number.EPSILON) { const 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; this.normalize(); // normalize calls _onChangeCallback() return this; } const sinHalfTheta = Math.sqrt(sqrSinHalfTheta); const halfTheta = Math.atan2(sinHalfTheta, cosHalfTheta); const 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; } /** * Performs a spherical linear interpolation between the given quaternions * and stores the result in this quaternion. * * @param {Quaternion} qa - The source quaternion. * @param {Quaternion} qb - The target quaternion. * @param {number} t - The interpolation factor in the closed interval `[0, 1]`. * @return {Quaternion} A reference to this quaternion. */ slerpQuaternions(qa, qb, t) { return this.copy(qa).slerp(qb, t); } /** * Sets this quaternion to a uniformly random, normalized quaternion. * * @return {Quaternion} A reference to this quaternion. */ random() { // Ken Shoemake // Uniform random rotations // D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992. const theta1 = 2 * Math.PI * Math.random(); const theta2 = 2 * Math.PI * Math.random(); const x0 = Math.random(); const r1 = Math.sqrt(1 - x0); const r2 = Math.sqrt(x0); return this.set(r1 * Math.sin(theta1), r1 * Math.cos(theta1), r2 * Math.sin(theta2), r2 * Math.cos(theta2)); } /** * Returns `true` if this quaternion is equal with the given one. * * @param {Quaternion} quaternion - The quaternion to test for equality. * @return {boolean} Whether this quaternion is equal with the given one. */ equals(quaternion) { return quaternion._x === this._x && quaternion._y === this._y && quaternion._z === this._z && quaternion._w === this._w; } /** * Sets this quaternion's components from the given array. * * @param {Array<number>} array - An array holding the quaternion component values. * @param {number} [offset=0] - The offset into the array. * @return {Quaternion} A reference to this quaternion. */ fromArray(array, 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; } /** * Writes the components of this quaternion to the given array. If no array is provided, * the method returns a new instance. * * @param {Array<number>} [array=[]] - The target array holding the quaternion components. * @param {number} [offset=0] - Index of the first element in the array. * @return {Array<number>} The quaternion components. */ toArray(array = [], offset = 0) { array[offset] = this._x; array[offset + 1] = this._y; array[offset + 2] = this._z; array[offset + 3] = this._w; return array; } /** * Sets the components of this quaternion from the given buffer attribute. * * @param {BufferAttribute} attribute - The buffer attribute holding quaternion data. * @param {number} index - The index into the attribute. * @return {Quaternion} A reference to this quaternion. */ fromBufferAttribute(attribute, index) { this._x = attribute.getX(index); this._y = attribute.getY(index); this._z = attribute.getZ(index); this._w = attribute.getW(index); this._onChangeCallback(); return this; } /** * This methods defines the serialization result of this class. Returns the * numerical elements of this quaternion in an array of format `[x, y, z, w]`. * * @return {Array<number>} The serialized quaternion. */ toJSON() { return this.toArray(); } _onChange(callback) { this._onChangeCallback = callback; return this; } _onChangeCallback() {} *[Symbol.iterator]() { yield this._x; yield this._y; yield this._z; yield this._w; } } export { Quaternion };