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three

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JavaScript 3D library

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import { Quaternion } from './Quaternion.js'; import { Matrix4 } from './Matrix4.js'; import { clamp } from './MathUtils.js'; const _matrix = /*@__PURE__*/ new Matrix4(); const _quaternion = /*@__PURE__*/ new Quaternion(); /** * A class representing Euler angles. * * Euler angles describe a rotational transformation by rotating an object on * its various axes in specified amounts per axis, and a specified axis * order. * * Iterating through an instance will yield its components (x, y, z, * order) in the corresponding order. * * ```js * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' ); * const b = new THREE.Vector3( 1, 0, 1 ); * b.applyEuler(a); * ``` */ class Euler { /** * Constructs a new euler instance. * * @param {number} [x=0] - The angle of the x axis in radians. * @param {number} [y=0] - The angle of the y axis in radians. * @param {number} [z=0] - The angle of the z axis in radians. * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied. */ constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) { /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true */ this.isEuler = true; this._x = x; this._y = y; this._z = z; this._order = order; } /** * The angle of the x axis in radians. * * @type {number} * @default 0 */ get x() { return this._x; } set x( value ) { this._x = value; this._onChangeCallback(); } /** * The angle of the y axis in radians. * * @type {number} * @default 0 */ get y() { return this._y; } set y( value ) { this._y = value; this._onChangeCallback(); } /** * The angle of the z axis in radians. * * @type {number} * @default 0 */ get z() { return this._z; } set z( value ) { this._z = value; this._onChangeCallback(); } /** * A string representing the order that the rotations are applied. * * @type {string} * @default 'XYZ' */ get order() { return this._order; } set order( value ) { this._order = value; this._onChangeCallback(); } /** * Sets the Euler components. * * @param {number} x - The angle of the x axis in radians. * @param {number} y - The angle of the y axis in radians. * @param {number} z - The angle of the z axis in radians. * @param {string} [order] - A string representing the order that the rotations are applied. * @return {Euler} A reference to this Euler instance. */ set( x, y, z, order = this._order ) { this._x = x; this._y = y; this._z = z; this._order = order; this._onChangeCallback(); return this; } /** * Returns a new Euler instance with copied values from this instance. * * @return {Euler} A clone of this instance. */ clone() { return new this.constructor( this._x, this._y, this._z, this._order ); } /** * Copies the values of the given Euler instance to this instance. * * @param {Euler} euler - The Euler instance to copy. * @return {Euler} A reference to this Euler instance. */ copy( euler ) { this._x = euler._x; this._y = euler._y; this._z = euler._z; this._order = euler._order; this._onChangeCallback(); return this; } /** * Sets the angles of this Euler instance from a pure rotation matrix. * * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled). * @param {string} [order] - A string representing the order that the rotations are applied. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not. * @return {Euler} A reference to this Euler instance. */ setFromRotationMatrix( m, order = this._order, update = true ) { const te = m.elements; const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ]; const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ]; const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ]; switch ( order ) { case 'XYZ': this._y = Math.asin( clamp( m13, - 1, 1 ) ); if ( Math.abs( m13 ) < 0.9999999 ) { this._x = Math.atan2( - m23, m33 ); this._z = Math.atan2( - m12, m11 ); } else { this._x = Math.atan2( m32, m22 ); this._z = 0; } break; case 'YXZ': this._x = Math.asin( - clamp( m23, - 1, 1 ) ); if ( Math.abs( m23 ) < 0.9999999 ) { this._y = Math.atan2( m13, m33 ); this._z = Math.atan2( m21, m22 ); } else { this._y = Math.atan2( - m31, m11 ); this._z = 0; } break; case 'ZXY': this._x = Math.asin( clamp( m32, - 1, 1 ) ); if ( Math.abs( m32 ) < 0.9999999 ) { this._y = Math.atan2( - m31, m33 ); this._z = Math.atan2( - m12, m22 ); } else { this._y = 0; this._z = Math.atan2( m21, m11 ); } break; case 'ZYX': this._y = Math.asin( - clamp( m31, - 1, 1 ) ); if ( Math.abs( m31 ) < 0.9999999 ) { this._x = Math.atan2( m32, m33 ); this._z = Math.atan2( m21, m11 ); } else { this._x = 0; this._z = Math.atan2( - m12, m22 ); } break; case 'YZX': this._z = Math.asin( clamp( m21, - 1, 1 ) ); if ( Math.abs( m21 ) < 0.9999999 ) { this._x = Math.atan2( - m23, m22 ); this._y = Math.atan2( - m31, m11 ); } else { this._x = 0; this._y = Math.atan2( m13, m33 ); } break; case 'XZY': this._z = Math.asin( - clamp( m12, - 1, 1 ) ); if ( Math.abs( m12 ) < 0.9999999 ) { this._x = Math.atan2( m32, m22 ); this._y = Math.atan2( m13, m11 ); } else { this._x = Math.atan2( - m23, m33 ); this._y = 0; } break; default: console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order ); } this._order = order; if ( update === true ) this._onChangeCallback(); return this; } /** * Sets the angles of this Euler instance from a normalized quaternion. * * @param {Quaternion} q - A normalized Quaternion. * @param {string} [order] - A string representing the order that the rotations are applied. * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not. * @return {Euler} A reference to this Euler instance. */ setFromQuaternion( q, order, update ) { _matrix.makeRotationFromQuaternion( q ); return this.setFromRotationMatrix( _matrix, order, update ); } /** * Sets the angles of this Euler instance from the given vector. * * @param {Vector3} v - The vector. * @param {string} [order] - A string representing the order that the rotations are applied. * @return {Euler} A reference to this Euler instance. */ setFromVector3( v, order = this._order ) { return this.set( v.x, v.y, v.z, order ); } /** * Resets the euler angle with a new order by creating a quaternion from this * euler angle and then setting this euler angle with the quaternion and the * new order. * * Warning: This discards revolution information. * * @param {string} [newOrder] - A string representing the new order that the rotations are applied. * @return {Euler} A reference to this Euler instance. */ reorder( newOrder ) { _quaternion.setFromEuler( this ); return this.setFromQuaternion( _quaternion, newOrder ); } /** * Returns `true` if this Euler instance is equal with the given one. * * @param {Euler} euler - The Euler instance to test for equality. * @return {boolean} Whether this Euler instance is equal with the given one. */ equals( euler ) { return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order ); } /** * Sets this Euler instance's components to values from the given array. The first three * entries of the array are assign to the x,y and z components. An optional fourth entry * defines the Euler order. * * @param {Array<number,number,number,?string>} array - An array holding the Euler component values. * @return {Euler} A reference to this Euler instance. */ fromArray( array ) { this._x = array[ 0 ]; this._y = array[ 1 ]; this._z = array[ 2 ]; if ( array[ 3 ] !== undefined ) this._order = array[ 3 ]; this._onChangeCallback(); return this; } /** * Writes the components of this Euler instance to the given array. If no array is provided, * the method returns a new instance. * * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components. * @param {number} [offset=0] - Index of the first element in the array. * @return {Array<number,number,number,string>} The Euler components. */ toArray( array = [], offset = 0 ) { array[ offset ] = this._x; array[ offset + 1 ] = this._y; array[ offset + 2 ] = this._z; array[ offset + 3 ] = this._order; return array; } _onChange( callback ) { this._onChangeCallback = callback; return this; } _onChangeCallback() {} *[ Symbol.iterator ]() { yield this._x; yield this._y; yield this._z; yield this._order; } } /** * The default Euler angle order. * * @static * @type {string} * @default 'XYZ' */ Euler.DEFAULT_ORDER = 'XYZ'; export { Euler };