@turbox3d/math
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Large-scale graphics application math library
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text/typescript
import { Euler } from './Euler';
import { MathUtils } from '../MathUtils';
import { Matrix4 } from './Matrix4';
import { Vector3 } from './Vector3';
class Quaternion {
static slerp(qa: Quaternion, qb: Quaternion, qm: Quaternion, t: number) {
return qm.copy(qa).slerp(qb, t);
}
static slerpFlat(dst: number[], dstOffset: number, src0: number[], srcOffset0: number, src1: number[], srcOffset1: number, t: number) {
// fuzz-free, array-based Quaternion SLERP operation
let x0 = src0[srcOffset0 + 0];
let y0 = src0[srcOffset0 + 1];
let z0 = src0[srcOffset0 + 2];
let w0 = src0[srcOffset0 + 3];
const x1 = src1[srcOffset1 + 0];
const y1 = src1[srcOffset1 + 1];
const z1 = src1[srcOffset1 + 2];
const 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;
const dir = (cos >= 0 ? 1 : -1);
const sqrSin = 1 - cos * cos;
// Skip the Slerp for tiny steps to avoid numeric problems:
if (sqrSin > Number.EPSILON) {
const sin = Math.sqrt(sqrSin);
const 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;
}
static multiplyQuaternionsFlat(dst: number[], dstOffset: number, src0: number[], srcOffset0: number, src1: number[], srcOffset1: number) {
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;
}
readonly isQuaternion: boolean;
_x: number;
_y: number;
_z: number;
_w: number;
constructor(x = 0, y = 0, z = 0, w = 1) {
this.isQuaternion = true;
this._x = x;
this._y = y;
this._z = z;
this._w = w;
}
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 w() {
return this._w;
}
set w(value) {
this._w = value;
this._onChangeCallback();
}
set(x: number, y: number, z: number, w: number) {
this._x = x;
this._y = y;
this._z = z;
this._w = w;
this._onChangeCallback();
return this;
}
clone() {
return new Quaternion(this._x, this._y, this._z, this._w);
}
copy(quaternion: Quaternion) {
this._x = quaternion.x;
this._y = quaternion.y;
this._z = quaternion.z;
this._w = quaternion.w;
this._onChangeCallback();
return this;
}
setFromEuler(euler: Euler) {
const x = euler._x; const y = euler._y; const z = euler._z; const
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}`);
}
this._onChangeCallback();
return this;
}
setFromAxisAngle(axis: Vector3, angle: number) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
// assumes axis is normalized
const halfAngle = angle / 2; const
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(m: Matrix4) {
// 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;
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];
const 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;
}
setFromUnitVectors(vFrom: Vector3, vTo: Vector3) {
// assumes direction vectors vFrom and vTo are normalized
const EPS = 0.000001;
let 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(q: Quaternion) {
return 2 * Math.acos(Math.abs(MathUtils.clamp(this.dot(q), -1, 1)));
}
rotateTowards(q: Quaternion, step: number) {
const angle = this.angleTo(q);
if (angle === 0) return this;
const t = Math.min(1, step / angle);
this.slerp(q, t);
return this;
}
identity() {
return this.set(0, 0, 0, 1);
}
invert() {
// quaternion is assumed to have unit length
return this.conjugate();
}
conjugate() {
this._x *= -1;
this._y *= -1;
this._z *= -1;
this._onChangeCallback();
return this;
}
dot(v: Quaternion) {
return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
}
lengthSq() {
return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
}
length() {
return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w);
}
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 *= l;
this._y *= l;
this._z *= l;
this._w *= l;
}
this._onChangeCallback();
return this;
}
multiply(q: Quaternion) {
return this.multiplyQuaternions(this, q);
}
premultiply(q: Quaternion) {
return this.multiplyQuaternions(q, this);
}
multiplyQuaternions(a: Quaternion, b: Quaternion) {
// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
const qax = a._x; const qay = a._y; const qaz = a._z; const
qaw = a._w;
const qbx = b._x; const qby = b._y; const qbz = b._z; const
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(qb: Quaternion, t: number) {
if (t === 0) return this;
if (t === 1) return this.copy(qb);
const x = this._x; const y = this._y; const z = this._z; const
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();
this._onChangeCallback();
return this;
}
const sinHalfTheta = Math.sqrt(sqrSinHalfTheta);
const halfTheta = Math.atan2(sinHalfTheta, cosHalfTheta);
const ratioA = Math.sin((1 - t) * halfTheta) / sinHalfTheta;
const 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(quaternion: Quaternion) {
return (quaternion._x === this._x) && (quaternion._y === this._y) && (quaternion._z === this._z) && (quaternion._w === this._w);
}
fromArray(array: number[] | ArrayLike<number>, 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(array: number[] = [], offset = 0) {
array[offset] = this._x;
array[offset + 1] = this._y;
array[offset + 2] = this._z;
array[offset + 3] = this._w;
return array;
}
_onChange(callback: Function) {
this._onChangeCallback = callback;
return this;
}
_onChangeCallback: Function = () => {
//
};
}
export { Quaternion };