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scrawl-canvas

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// # Quaternion factory // Scrawl-canvas uses quaternion objects for some of its calculations - in particular for calculating DOM element 3D rotation values. These objects are not stored in the library; rather, they are kept in a __quaternion pool__ and pulled from it when required. // // TODO: there's errors in the math here! See in particular Demo [Snippets-003](../../demo/snippets-003.html) to experiment: // + Pitch always appears to rotate with reference to the element. Yaw and roll, however, seem to rotate with reference to the stack frame, or the element - or possibly a combination of both - dependant on the values of the other euler attributes. // + `quaternionMultiply` is almost certainly wrong - caused by trying to convert code meant for a y-axis-upwards frame to code that works in a y-axis-downwards frame // + The `setFromEuler` function is also (probably) wrong // + I hate quaternions! // #### Imports import { radian, constructors } from '../core/library.js'; import { isa_quaternion, isa_number, xt, xto, Ωempty } from '../core/utilities.js'; import { requestVector, releaseVector, makeVector } from './vector.js'; // #### Quaternion constructor const Quaternion = function (items = Ωempty) { this.name = items.name || 'generic'; this.n = items.n || 1; this.v = makeVector(); this.set(items); return this; }; // #### Quaternion prototype let P = Quaternion.prototype = Object.create(Object.prototype); P.type = 'Quaternion'; // #### Mixins // Quaternion objects do not use mixins - they are regular Javascript objects. As such, they do not possess packet, clone or kill functionality. // #### Quaternion attributes // The __name__, __n__ and __v__ (Vector object) attributes are set in the Quaternion constructor - the Quaternion object does not have a `defs` object. The Vector attributes __v.x__, __v.y__, __v.z__ can also be set directly. // // __We strongly advise against setting Quaternion object attributes directly!__ Quaternions are complex beasts and their `n` and `v` attributes are linked in mysterious (and possibly debauched) ways. Set and manipulate your Quaternion object's attributes using the functions below. // #### Get, Set, deltaSet // Quaternion attributes can be retrieved directly - `myquaternion.n`, `myquaternion.v`. The __v__ attribute is a Vector object, thus its attributes can be retrieved using that object's convenience functions `myquaternion.v.getXYCoordinate` and `myquaternion.v.getXYZCoordinate` - these functions will return Arrays. // The Quaternion `set` function is overloaded. It can accept the following arguments: // + `set(Quaternion)` - a Quaternion object // + `set(Vector)` - a Vector object // + `set({x:Number, y:Number, z:Number})` - a Javascript object containing one or more attributes from: x, y, z - with values in degrees (not radians) // + `set({pitch:Number, yaw:Number, roll:Number})` - a Javascript object containing one or more attributes: __pitch__ (for x-axis rotations); __yaw__ (for y-axis rotations); __roll__ (for z-axis rotations) - with values in degrees (not radians) P.set = function (obj = Ωempty) { if (isa_quaternion(obj)) return this.setFromQuaternion(obj); /* if ((obj && obj.type && obj.type === 'Vector')) return this.setFromVector(obj); */ if (xto(obj.pitch, obj.yaw, obj.roll)) return this.setFromEuler(obj); let x, y, z, n, v, tv = this.v; v = (xt(obj.vector) || xt(obj.v)) ? (obj.vector || obj.v) : false; n = (xt(obj.scalar) || xt(obj.n)) ? (obj.scalar || obj.n || 0) : false; x = (v) ? (v.x || 0) : obj.x || false; y = (v) ? (v.y || 0) : obj.y || false; z = (v) ? (v.z || 0) : obj.z || false; this.n = (isa_number(n)) ? n : this.n; tv.x = (isa_number(x)) ? x : tv.x; tv.y = (isa_number(y)) ? y : tv.y; tv.z = (isa_number(z)) ? z : tv.z; return this; }; P.setFromQuaternion = function (item) { if (!isa_quaternion(item)) throw new Error(`${this.name} Quaternion error - setFromQuaternion() bad argument: ${item}`); let tv = this.v, iv = item.v; this.n = item.n; tv.x = iv.x; tv.y = iv.y; tv.z = iv.z; return this; }; P.setFromEuler = function (items = Ωempty) { let pitch, yaw, roll, c1, c2, c3, s1, s2, s3, cos = Math.cos, sin = Math.sin, tv = this.v; pitch = (items.pitch || items.x || 0) * radian; yaw = (items.yaw || items.y || 0) * radian; roll = (items.roll || items.z || 0) * radian; c1 = cos( pitch / 2 ); c2 = cos( yaw / 2 ); c3 = cos( roll / 2 ); s1 = sin( pitch / 2 ); s2 = sin( yaw / 2 ); s3 = sin( roll / 2 ); tv.x = s1 * c2 * c3 + c1 * s2 * s3; tv.y = c1 * s2 * c3 + s1 * c2 * s3; tv.z = c1 * c2 * s3 - s1 * s2 * c3; this.n = c1 * c2 * c3 - s1 * s2 * s3; return this; }; // #### Prototype functions // Set the Quaternion attributes to their default values P.zero = function () { let v = this.v; this.n = 1; v.x = 0; v.y = 0; v.z = 0; return this; }; // Get the Quaternion's __magnitude__ value P.getMagnitude = function () { let v = this.v; return Math.sqrt((this.n * this.n) + (v.x * v.x) + (v.y * v.y) + (v.z * v.z)); }; // Normalize the Quaternion P.normalize = function () { let mag = this.getMagnitude(), v = this.v; if (!mag) throw new Error(`${this.name} Quaternion error - normalize() division by zero: ${mag}`); this.n /= mag; this.n = (this.n > -0.000001 && this.n < 0.000001) ? 0 : this.n; v.x /= mag; v.x = (v.x > -0.000001 && v.x < 0.000001) ? 0 : v.x; v.y /= mag; v.y = (v.y > -0.000001 && v.y < 0.000001) ? 0 : v.y; v.z /= mag; v.z = (v.z > -0.000001 && v.z < 0.000001) ? 0 : v.z; return this; }; // Multiply the Quaternion by another Quaternion P.quaternionMultiply = function (item) { if (!isa_quaternion(item)) throw new Error(`${this.name} Quaternion error - quaternionMultiply() bad argument: ${item}`); let tv = this.v, iv = item.v, n1 = this.n, x1 = tv.x, y1 = tv.y, z1 = tv.z, n2 = item.n, x2 = iv.x, y2 = iv.y, z2 = iv.z; this.n = (n1 * n2) - (x1 * x2) - (y1 * y2) - (z1 * z2); tv.x = (n1 * x2) + (x1 * n2) + (y1 * z2) - (z1 * y2); tv.y = (n1 * y2) + (y1 * n2) + (z1 * x2) - (x1 * z2); tv.z = (n1 * z2) + (z1 * n2) + (x1 * y2) - (y1 * x2); return this; }; // Retrieve the Quaternion's current angle (returns a Number representing degrees, not radians) P.getAngle = function (degree) { let result; degree = (xt(degree)) ? degree : false; result = 2 * Math.acos(this.n); if(degree){ result *= (1 / radian); } return (result > -0.000001 && result < 0.000001) ? 0 : result; }; // Rotate the Quaternion using another Quaternion's values P.quaternionRotate = function (item) { if (!isa_quaternion(item)) throw new Error(`${this.name} Quaternion error - quaternionRotate() bad argument: ${item}`); let q4 = requestQuaternion(item), q5 = requestQuaternion(this); this.setFromQuaternion(q4.quaternionMultiply(q5)); releaseQuaternion(q4); releaseQuaternion(q5); return this }; // #### Quaternion pool // An attempt to reuse quaternions rather than constantly creating and deleting them const quaternionPool = []; // `exported function` - retrieve a Quaternion from the quaternion pool const requestQuaternion = function (items) { if (!quaternionPool.length) { quaternionPool.push(makeQuaternion({ name: 'pool' })); } let q = quaternionPool.shift(); q.set(items); return q }; // `exported function` - return a Quaternion to the quaternion pool. Failing to return Quaternion to the pool may lead to more inefficient code and possible memory leaks. const releaseQuaternion = function (q) { if (q && q.type === 'Quaternion') { quaternionPool.push(q.zero()); } }; // #### Factory const makeQuaternion = function (items) { return new Quaternion(items); }; constructors.Quaternion = Quaternion; // #### Exports export { makeQuaternion, requestQuaternion, releaseQuaternion, };