p5
Version:
[](https://www.npmjs.com/package/p5)
106 lines (94 loc) • 3.4 kB
JavaScript
import { Vector } from '../math/p5.Vector.js';
import '../constants-BRcElHU3.js';
/**
* @module Math
* @submodule Quaternion
*/
class Quat {
constructor(w, x, y, z) {
this.w = w;
this.vec = new Vector(x, y, z);
}
/**
* Returns a Quaternion for the
* axis angle representation of the rotation
*
* @method fromAxisAngle
* @param {Number} [angle] Angle with which the points needs to be rotated
* @param {Number} [x] x component of the axis vector
* @param {Number} [y] y component of the axis vector
* @param {Number} [z] z component of the axis vector
* @chainable
*/
static fromAxisAngle(angle, x, y, z) {
const w = Math.cos(angle/2);
const vec = new Vector(x, y, z).normalize().mult(Math.sin(angle/2));
return new Quat(w, vec.x, vec.y, vec.z);
}
conjugate() {
return new Quat(this.w, -this.vec.x, -this.vec.y, -this.vec.z);
}
/**
* Multiplies a quaternion with other quaternion.
* @method mult
* @param {p5.Quat} [quat] quaternion to multiply with the quaternion calling the method.
* @chainable
*/
multiply(quat) {
/* eslint-disable max-len */
return new Quat(
this.w * quat.w - this.vec.x * quat.vec.x - this.vec.y * quat.vec.y - this.vec.z - quat.vec.z,
this.w * quat.vec.x + this.vec.x * quat.w + this.vec.y * quat.vec.z - this.vec.z * quat.vec.y,
this.w * quat.vec.y - this.vec.x * quat.vec.z + this.vec.y * quat.w + this.vec.z * quat.vec.x,
this.w * quat.vec.z + this.vec.x * quat.vec.y - this.vec.y * quat.vec.x + this.vec.z * quat.w
);
/* eslint-enable max-len */
}
/**
* This is similar to quaternion multiplication
* but when multipying vector with quaternion
* the multiplication can be simplified to the below formula.
* This was taken from the below stackexchange link
* https://gamedev.stackexchange.com/questions/28395/rotating-vector3-by-a-quaternion/50545#50545
* @param {p5.Vector} [p] vector to rotate on the axis quaternion
*/
rotateVector(p) {
return Vector.mult( p, this.w*this.w - this.vec.dot(this.vec) )
.add( Vector.mult( this.vec, 2 * p.dot(this.vec) ) )
.add( Vector.mult( this.vec, 2 * this.w ).cross( p ) )
.clampToZero();
}
/**
* Rotates the Quaternion by the quaternion passed
* which contains the axis of roation and angle of rotation
*
* @method rotateBy
* @param {p5.Quat} [axesQuat] axis quaternion which contains
* the axis of rotation and angle of rotation
* @chainable
*/
rotateBy(axesQuat) {
return axesQuat.multiply(this).multiply(axesQuat.conjugate()).
vec.clampToZero();
}
}
function quat(p5, fn){
/**
* A class to describe a Quaternion
* for vector rotations in the p5js webgl renderer.
* Please refer the following link for details on the implementation
* https://danceswithcode.net/engineeringnotes/quaternions/quaternions.html
* @class p5.Quat
* @constructor
* @param {Number} [w] Scalar part of the quaternion
* @param {Number} [x] x component of imaginary part of quaternion
* @param {Number} [y] y component of imaginary part of quaternion
* @param {Number} [z] z component of imaginary part of quaternion
* @private
*/
p5.Quat = Quat;
}
if(typeof p5 !== 'undefined'){
quat(p5, p5.prototype);
}
export { Quat, quat as default };