earthjs
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D3 Earth JS using SVG, Canvas & THREE js, build with some plugins.
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JavaScript
// Version 0.0.0. Copyright 2017 Mike Bostock.
export default () => {
var acos = Math.acos,
asin = Math.asin,
atan2 = Math.atan2,
cos = Math.cos,
max = Math.max,
min = Math.min,
PI = Math.PI,
sin = Math.sin,
sqrt = Math.sqrt,
radians = PI / 180,
degrees = 180 / PI;
// Returns the unit quaternion for the given Euler rotation angles [λ, φ, γ].
function versor(e) {
var l = e[0] / 2 * radians, sl = sin(l), cl = cos(l), // λ / 2
p = e[1] / 2 * radians, sp = sin(p), cp = cos(p), // φ / 2
g = e[2] / 2 * radians, sg = sin(g), cg = cos(g); // γ / 2
return [
cl * cp * cg + sl * sp * sg,
sl * cp * cg - cl * sp * sg,
cl * sp * cg + sl * cp * sg,
cl * cp * sg - sl * sp * cg
];
}
// Returns Cartesian coordinates [x, y, z] given spherical coordinates [λ, φ].
versor.cartesian = function(e) {
var l = e[0] * radians, p = e[1] * radians, cp = cos(p);
return [cp * cos(l), cp * sin(l), sin(p)];
};
// Returns the Euler rotation angles [λ, φ, γ] for the given quaternion.
versor.rotation = function(q) {
return [
atan2(2 * (q[0] * q[1] + q[2] * q[3]), 1 - 2 * (q[1] * q[1] + q[2] * q[2])) * degrees,
asin(max(-1, min(1, 2 * (q[0] * q[2] - q[3] * q[1])))) * degrees,
atan2(2 * (q[0] * q[3] + q[1] * q[2]), 1 - 2 * (q[2] * q[2] + q[3] * q[3])) * degrees
];
};
// Returns the quaternion to rotate between two cartesian points on the sphere.
versor.delta = function(v0, v1) {
var w = cross(v0, v1), l = sqrt(dot(w, w));
if (!l) return [1, 0, 0, 0];
var t = acos(max(-1, min(1, dot(v0, v1)))) / 2, s = sin(t); // t = θ / 2
return [cos(t), w[2] / l * s, -w[1] / l * s, w[0] / l * s];
};
// Returns the quaternion that represents q0 * q1.
versor.multiply = function(q0, q1) {
return [
q0[0] * q1[0] - q0[1] * q1[1] - q0[2] * q1[2] - q0[3] * q1[3],
q0[0] * q1[1] + q0[1] * q1[0] + q0[2] * q1[3] - q0[3] * q1[2],
q0[0] * q1[2] - q0[1] * q1[3] + q0[2] * q1[0] + q0[3] * q1[1],
q0[0] * q1[3] + q0[1] * q1[2] - q0[2] * q1[1] + q0[3] * q1[0]
];
};
function cross(v0, v1) {
return [
v0[1] * v1[2] - v0[2] * v1[1],
v0[2] * v1[0] - v0[0] * v1[2],
v0[0] * v1[1] - v0[1] * v1[0]
];
}
function dot(v0, v1) {
return v0[0] * v1[0] + v0[1] * v1[1] + v0[2] * v1[2];
}
return versor;
}