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cione-comp-lib

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`$ yarn add cione-comp-lib` 或者 `$ npm i cione-comp-lib -S`

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import { GLMAT_ARRAY_TYPE } from "./common.mjs"; import vec3 from "./vec3.mjs"; import vec4 from "./vec4.mjs"; import mat3 from "./mat3.mjs"; var quat = {}; quat.create = function() { var out = new GLMAT_ARRAY_TYPE(4); out[0] = 0; out[1] = 0; out[2] = 0; out[3] = 1; return out; }; quat.rotationTo = function() { var tmpvec3 = vec3.create(); var xUnitVec3 = vec3.fromValues(1, 0, 0); var yUnitVec3 = vec3.fromValues(0, 1, 0); return function(out, a, b) { var dot = vec3.dot(a, b); if (dot < -0.999999) { vec3.cross(tmpvec3, xUnitVec3, a); if (vec3.length(tmpvec3) < 1e-6) vec3.cross(tmpvec3, yUnitVec3, a); vec3.normalize(tmpvec3, tmpvec3); quat.setAxisAngle(out, tmpvec3, Math.PI); return out; } else if (dot > 0.999999) { out[0] = 0; out[1] = 0; out[2] = 0; out[3] = 1; return out; } else { vec3.cross(tmpvec3, a, b); out[0] = tmpvec3[0]; out[1] = tmpvec3[1]; out[2] = tmpvec3[2]; out[3] = 1 + dot; return quat.normalize(out, out); } }; }(); quat.setAxes = function() { var matr = mat3.create(); return function(out, view, right, up) { matr[0] = right[0]; matr[3] = right[1]; matr[6] = right[2]; matr[1] = up[0]; matr[4] = up[1]; matr[7] = up[2]; matr[2] = -view[0]; matr[5] = -view[1]; matr[8] = -view[2]; return quat.normalize(out, quat.fromMat3(out, matr)); }; }(); quat.clone = vec4.clone; quat.fromValues = vec4.fromValues; quat.copy = vec4.copy; quat.set = vec4.set; quat.identity = function(out) { out[0] = 0; out[1] = 0; out[2] = 0; out[3] = 1; return out; }; quat.setAxisAngle = function(out, axis, rad) { rad = rad * 0.5; var s = Math.sin(rad); out[0] = s * axis[0]; out[1] = s * axis[1]; out[2] = s * axis[2]; out[3] = Math.cos(rad); return out; }; quat.add = vec4.add; quat.multiply = function(out, a, b) { var ax = a[0], ay = a[1], az = a[2], aw = a[3], bx = b[0], by = b[1], bz = b[2], bw = b[3]; out[0] = ax * bw + aw * bx + ay * bz - az * by; out[1] = ay * bw + aw * by + az * bx - ax * bz; out[2] = az * bw + aw * bz + ax * by - ay * bx; out[3] = aw * bw - ax * bx - ay * by - az * bz; return out; }; quat.mul = quat.multiply; quat.scale = vec4.scale; quat.rotateX = function(out, a, rad) { rad *= 0.5; var ax = a[0], ay = a[1], az = a[2], aw = a[3], bx = Math.sin(rad), bw = Math.cos(rad); out[0] = ax * bw + aw * bx; out[1] = ay * bw + az * bx; out[2] = az * bw - ay * bx; out[3] = aw * bw - ax * bx; return out; }; quat.rotateY = function(out, a, rad) { rad *= 0.5; var ax = a[0], ay = a[1], az = a[2], aw = a[3], by = Math.sin(rad), bw = Math.cos(rad); out[0] = ax * bw - az * by; out[1] = ay * bw + aw * by; out[2] = az * bw + ax * by; out[3] = aw * bw - ay * by; return out; }; quat.rotateZ = function(out, a, rad) { rad *= 0.5; var ax = a[0], ay = a[1], az = a[2], aw = a[3], bz = Math.sin(rad), bw = Math.cos(rad); out[0] = ax * bw + ay * bz; out[1] = ay * bw - ax * bz; out[2] = az * bw + aw * bz; out[3] = aw * bw - az * bz; return out; }; quat.calculateW = function(out, a) { var x = a[0], y = a[1], z = a[2]; out[0] = x; out[1] = y; out[2] = z; out[3] = Math.sqrt(Math.abs(1 - x * x - y * y - z * z)); return out; }; quat.dot = vec4.dot; quat.lerp = vec4.lerp; quat.slerp = function(out, a, b, t) { var ax = a[0], ay = a[1], az = a[2], aw = a[3], bx = b[0], by = b[1], bz = b[2], bw = b[3]; var omega, cosom, sinom, scale0, scale1; cosom = ax * bx + ay * by + az * bz + aw * bw; if (cosom < 0) { cosom = -cosom; bx = -bx; by = -by; bz = -bz; bw = -bw; } if (1 - cosom > 1e-6) { omega = Math.acos(cosom); sinom = Math.sin(omega); scale0 = Math.sin((1 - t) * omega) / sinom; scale1 = Math.sin(t * omega) / sinom; } else { scale0 = 1 - t; scale1 = t; } out[0] = scale0 * ax + scale1 * bx; out[1] = scale0 * ay + scale1 * by; out[2] = scale0 * az + scale1 * bz; out[3] = scale0 * aw + scale1 * bw; return out; }; quat.invert = function(out, a) { var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3, invDot = dot ? 1 / dot : 0; out[0] = -a0 * invDot; out[1] = -a1 * invDot; out[2] = -a2 * invDot; out[3] = a3 * invDot; return out; }; quat.conjugate = function(out, a) { out[0] = -a[0]; out[1] = -a[1]; out[2] = -a[2]; out[3] = a[3]; return out; }; quat.length = vec4.length; quat.len = quat.length; quat.squaredLength = vec4.squaredLength; quat.sqrLen = quat.squaredLength; quat.normalize = vec4.normalize; quat.fromMat3 = function(out, m) { var fTrace = m[0] + m[4] + m[8]; var fRoot; if (fTrace > 0) { fRoot = Math.sqrt(fTrace + 1); out[3] = 0.5 * fRoot; fRoot = 0.5 / fRoot; out[0] = (m[5] - m[7]) * fRoot; out[1] = (m[6] - m[2]) * fRoot; out[2] = (m[1] - m[3]) * fRoot; } else { var i = 0; if (m[4] > m[0]) i = 1; if (m[8] > m[i * 3 + i]) i = 2; var j = (i + 1) % 3; var k = (i + 2) % 3; fRoot = Math.sqrt(m[i * 3 + i] - m[j * 3 + j] - m[k * 3 + k] + 1); out[i] = 0.5 * fRoot; fRoot = 0.5 / fRoot; out[3] = (m[j * 3 + k] - m[k * 3 + j]) * fRoot; out[j] = (m[j * 3 + i] + m[i * 3 + j]) * fRoot; out[k] = (m[k * 3 + i] + m[i * 3 + k]) * fRoot; } return out; }; var quat$1 = quat; export { quat$1 as default };