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@turbox3d/math

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Large-scale graphics application math library

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import { Quaternion } from './Quaternion'; import { Vector3 } from './Vector3'; import { Matrix4 } from './Matrix4'; import { MathUtils } from '../MathUtils'; const _matrix = new Matrix4(); const _quaternion = new Quaternion(); class Euler { static DefaultOrder = 'XYZ'; static RotationOrders = ['XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX']; _x: number; _y: number; _z: number; _order: string; readonly isEuler: boolean; constructor(x = 0, y = 0, z = 0, order = Euler.DefaultOrder) { this.isEuler = true; this._x = x; this._y = y; this._z = z; this._order = order; } get x() { return this._x; } set x(value) { this._x = value; this._onChangeCallback(); } get y() { return this._y; } set y(value) { this._y = value; this._onChangeCallback(); } get z() { return this._z; } set z(value) { this._z = value; this._onChangeCallback(); } get order() { return this._order; } set order(value) { this._order = value; this._onChangeCallback(); } set(x: number, y: number, z: number, order?: string) { this._x = x; this._y = y; this._z = z; this._order = order || this._order; this._onChangeCallback(); return this; } clone() { return new Euler(this._x, this._y, this._z, this._order); } copy(euler: Euler) { this._x = euler._x; this._y = euler._y; this._z = euler._z; this._order = euler._order; this._onChangeCallback(); return this; } setFromRotationMatrix(m: Matrix4, order?: string) { const clamp = MathUtils.clamp; // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled) const te = m.elements; const m11 = te[0]; const m12 = te[4]; const m13 = te[8]; const m21 = te[1]; const m22 = te[5]; const m23 = te[9]; const m31 = te[2]; const m32 = te[6]; const m33 = te[10]; order = order || this._order; switch (order) { case 'XYZ': this._y = Math.asin(clamp(m13, -1, 1)); if (Math.abs(m13) < 0.9999999) { this._x = Math.atan2(-m23, m33); this._z = Math.atan2(-m12, m11); } else { this._x = Math.atan2(m32, m22); this._z = 0; } break; case 'YXZ': this._x = Math.asin(-clamp(m23, -1, 1)); if (Math.abs(m23) < 0.9999999) { this._y = Math.atan2(m13, m33); this._z = Math.atan2(m21, m22); } else { this._y = Math.atan2(-m31, m11); this._z = 0; } break; case 'ZXY': this._x = Math.asin(clamp(m32, -1, 1)); if (Math.abs(m32) < 0.9999999) { this._y = Math.atan2(-m31, m33); this._z = Math.atan2(-m12, m22); } else { this._y = 0; this._z = Math.atan2(m21, m11); } break; case 'ZYX': this._y = Math.asin(-clamp(m31, -1, 1)); if (Math.abs(m31) < 0.9999999) { this._x = Math.atan2(m32, m33); this._z = Math.atan2(m21, m11); } else { this._x = 0; this._z = Math.atan2(-m12, m22); } break; case 'YZX': this._z = Math.asin(clamp(m21, -1, 1)); if (Math.abs(m21) < 0.9999999) { this._x = Math.atan2(-m23, m22); this._y = Math.atan2(-m31, m11); } else { this._x = 0; this._y = Math.atan2(m13, m33); } break; case 'XZY': this._z = Math.asin(-clamp(m12, -1, 1)); if (Math.abs(m12) < 0.9999999) { this._x = Math.atan2(m32, m22); this._y = Math.atan2(m13, m11); } else { this._x = Math.atan2(-m23, m33); this._y = 0; } break; default: console.warn(`THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ${order}`); } this._order = order; this._onChangeCallback(); return this; } setFromQuaternion(q: Quaternion, order?: string) { _matrix.makeRotationFromQuaternion(q); return this.setFromRotationMatrix(_matrix, order); } setFromVector3(v: Vector3, order?: string) { return this.set(v.x, v.y, v.z, order || this._order); } reorder(newOrder: string) { // WARNING: this discards revolution information -bhouston _quaternion.setFromEuler(this); return this.setFromQuaternion(_quaternion, newOrder); } equals(euler: Euler) { return (euler._x === this._x) && (euler._y === this._y) && (euler._z === this._z) && (euler._order === this._order); } fromArray(array: any[]) { this._x = array[0]; this._y = array[1]; this._z = array[2]; if (array[3] !== undefined) this._order = array[3]; this._onChangeCallback(); return this; } toArray(array: number[] = [], offset = 0) { array[offset] = this._x; array[offset + 1] = this._y; array[offset + 2] = this._z; // array[offset + 3] = this._order; return array; } toVector3(optionalResult?: Vector3) { if (optionalResult) { return optionalResult.set(this._x, this._y, this._z); } return new Vector3(this._x, this._y, this._z); } _onChange(callback: Function) { this._onChangeCallback = callback; return this; } _onChangeCallback: Function = () => { // }; } export { Euler };