playcanvas-vector-math
Version:
PlayCanvas vector mathematics extensions for `fromToRotation`, `twist` etc
96 lines (80 loc) • 2.55 kB
JavaScript
import {V, Q} from 'playcanvas-working-vectors'
import getPosition from 'playcanvas-get-position'
function orthogonal(v) {
var x = Math.abs(v.x)
var y = Math.abs(v.y)
var z = Math.abs(v.z)
var other = x < y
? ( x < z
? pc.Vec3.RIGHT
: pc.Vec3.FORWARD )
: ( y < z
? pc.Vec3.UP
: pc.Vec3.FORWARD )
return V().cross(v, other)
}
function fromToRotation(v1, v2, q) {
let kct = v1.dot(v2)
q = q || Q()
if (kct <= -0.999) {
q.w = 0
var v = orthogonal(v1).normalize()
q.x = v.x
q.y = v.y
q.z = v.z
return q
}
let half = V(v1).add(v2).scale(0.5)
q.w = v1.dot(half)
let cross = V().cross(v1, half)
q.x = cross.x
q.y = cross.y
q.z = cross.z
return q.normalize()
}
pc.Vec3.prototype.orthogonal = function() {
return orthogonal(this)
}
pc.Quat.prototype.fromToRotation = function(v1,v2) {
return fromToRotation(v1, v2, this)
}
pc.Quat.prototype.twist = function(axis) {
let orth = orthogonal(axis)
let transformed = this.transformVector(orth, V())
let flattened = V(transformed).sub(V(axis).scale(transformed.dot(axis))).normalize()
let angle = Math.acos(orth.dot(flattened)) * pc.math.RAD_TO_DEG
return V(this.x, this.y, this.z).dot(axis) > 0 ? -angle : angle
}
let m = new pc.Mat4
pc.Quat.prototype.lookAt = function(from, to, up) {
m.setLookAt(from, to, up || pc.Vec3.UP)
this.setFromMat4(m)
return this
}
let oldMul = pc.Vec3.prototype.mul
pc.Vec3.prototype.mul = function(p0,p1,p2) {
if(p0 instanceof pc.Quat) {
return p0.transformVector(this, this)
} else
return oldMul.call(this, p0,p1,p2)
}
let alternateFacing = new pc.Quat().setFromAxisAngle(pc.Vec3.UP, 180)
pc.Entity.prototype.lookRotation = function(entityOrPosition, backward) {
let rotation = Q(this.getRotation())
this.lookAt(V(getPosition(entityOrPosition)).Y(this.getPosition().y))
let targetRotation = Q(this.getRotation())
if(!backward) {
targetRotation.mul(alternateFacing)
}
this.setRotation(rotation)
return targetRotation
}
pc.Entity.prototype.dot = function(entityOrPosition) {
if(entityOrPosition instanceof pc.Quat) {
let forward = entityOrPosition.transformVector(pc.Vec3.BACK, V())
return this.forward.dot(forward)
}
let vector = V(getPosition(entityOrPosition)).sub(this.getPosition()).normalize()
return this.forward.dot(vector)
}
export default fromToRotation