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vecks

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2D and 3D Vector Algebra library

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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); exports["default"] = void 0; var _V = _interopRequireDefault(require("./V3")); function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { "default": obj }; } function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; } // Quaternion implementation heavily adapted from the Quaternion implementation in THREE.js // https://github.com/mrdoob/three.js/blob/master/src/math/Quaternion.js var Quaternion = /*#__PURE__*/function () { function Quaternion(x, y, z, w) { _classCallCheck(this, Quaternion); this.x = x; this.y = y; this.z = z; this.w = w; } _createClass(Quaternion, [{ key: "applyToVec3", value: function applyToVec3(v3) { var x = v3.x; var y = v3.y; var z = v3.z; var qx = this.x; var qy = this.y; var qz = this.z; var qw = this.w; // calculate quat * vector var ix = qw * x + qy * z - qz * y; var iy = qw * y + qz * x - qx * z; var iz = qw * z + qx * y - qy * x; var iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat return new _V["default"](ix * qw + iw * -qx + iy * -qz - iz * -qy, iy * qw + iw * -qy + iz * -qx - ix * -qz, iz * qw + iw * -qz + ix * -qy - iy * -qx); } }]); return Quaternion; }(); Quaternion.fromAxisAngle = function (axis, angle) { // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm var axisNorm = axis.norm(); var halfAngle = angle / 2; var s = Math.sin(halfAngle); return new Quaternion(axisNorm.x * s, axisNorm.y * s, axisNorm.z * s, Math.cos(halfAngle)); }; var _default = Quaternion; exports["default"] = _default;