import mat3 from './mat3'; import mat4 from './mat4'; import vec3 from './vec3'; import { epsilon } from './constants'; export default class quat { constructor(values) { this.values = new Float32Array(4); if (values !== undefined) { this.xyzw = values; } } get x() { return this.values[0]; } get y() { return this.values[1]; } get z() { return this.values[2]; } get w() { return this.values[3]; } get xy() { return [this.values[0], this.values[1]]; } get xyz() { return [this.values[0], this.values[1], this.values[2]]; } get xyzw() { return [this.values[0], this.values[1], this.values[2], this.values[3]]; } set x(value) { this.values[0] = value; } set y(value) { this.values[1] = value; } set z(value) { this.values[2] = value; } set w(value) { this.values[3] = value; } set xy(values) { this.values[0] = values[0]; this.values[1] = values[1]; } set xyz(values) { this.values[0] = values[0]; this.values[1] = values[1]; this.values[2] = values[2]; } set xyzw(values) { this.values[0] = values[0]; this.values[1] = values[1]; this.values[2] = values[2]; this.values[3] = values[3]; } at(index) { return this.values[index]; } reset() { for (let i = 0; i < 4; i++) { this.values[i] = 0; } } copy(dest) { if (!dest) { dest = new quat(); } for (let i = 0; i < 4; i++) { dest.values[i] = this.values[i]; } return dest; } roll() { const x = this.x; const y = this.y; const z = this.z; const w = this.w; return Math.atan2(2.0 * (x * y + w * z), w * w + x * x - y * y - z * z); } pitch() { const x = this.x; const y = this.y; const z = this.z; const w = this.w; return Math.atan2(2.0 * (y * z + w * x), w * w - x * x - y * y + z * z); } yaw() { return Math.asin(2.0 * (this.x * this.z - this.w * this.y)); } equals(vector, threshold = epsilon) { for (let i = 0; i < 4; i++) { if (Math.abs(this.values[i] - vector.at(i)) > threshold) { return false; } } return true; } setIdentity() { this.x = 0; this.y = 0; this.z = 0; this.w = 1; return this; } calculateW() { const x = this.x; const y = this.y; const z = this.z; this.w = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); return this; } inverse() { const dot = quat.dot(this, this); if (!dot) { this.xyzw = [0, 0, 0, 0]; return this; } const invDot = dot ? 1.0 / dot : 0; this.x *= -invDot; this.y *= -invDot; this.z *= -invDot; this.w *= invDot; return this; } conjugate() { this.values[0] *= -1; this.values[1] *= -1; this.values[2] *= -1; return this; } length() { const x = this.x; const y = this.y; const z = this.z; const w = this.w; return Math.sqrt(x * x + y * y + z * z + w * w); } normalize(dest) { if (!dest) { dest = this; } const x = this.x; const y = this.y; const z = this.z; const w = this.w; let length = Math.sqrt(x * x + y * y + z * z + w * w); if (!length) { dest.x = 0; dest.y = 0; dest.z = 0; dest.w = 0; return dest; } length = 1 / length; dest.x = x * length; dest.y = y * length; dest.z = z * length; dest.w = w * length; return dest; } add(other) { for (let i = 0; i < 4; i++) { this.values[i] += other.at(i); } return this; } multiply(other) { const q1x = this.values[0]; const q1y = this.values[1]; const q1z = this.values[2]; const q1w = this.values[3]; const q2x = other.x; const q2y = other.y; const q2z = other.z; const q2w = other.w; this.x = q1x * q2w + q1w * q2x + q1y * q2z - q1z * q2y; this.y = q1y * q2w + q1w * q2y + q1z * q2x - q1x * q2z; this.z = q1z * q2w + q1w * q2z + q1x * q2y - q1y * q2x; this.w = q1w * q2w - q1x * q2x - q1y * q2y - q1z * q2z; return this; } multiplyVec3(vector, dest) { if (!dest) { dest = new vec3(); } const x = vector.x; const y = vector.y; const z = vector.z; const qx = this.x; const qy = this.y; const qz = this.z; const qw = this.w; const ix = qw * x + qy * z - qz * y; const iy = qw * y + qz * x - qx * z; const iz = qw * z + qx * y - qy * x; const iw = -qx * x - qy * y - qz * z; dest.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; dest.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; dest.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; return dest; } toMat3(dest) { if (!dest) { dest = new mat3(); } const x = this.x; const y = this.y; const z = this.z; const w = this.w; const x2 = x + x; const y2 = y + y; const z2 = z + z; const xx = x * x2; const xy = x * y2; const xz = x * z2; const yy = y * y2; const yz = y * z2; const zz = z * z2; const wx = w * x2; const wy = w * y2; const wz = w * z2; dest.init([ 1 - (yy + zz), xy + wz, xz - wy, xy - wz, 1 - (xx + zz), yz + wx, xz + wy, yz - wx, 1 - (xx + yy) ]); return dest; } toMat4(dest) { if (!dest) { dest = new mat4(); } const x = this.x; const y = this.y; const z = this.z; const w = this.w; const x2 = x + x; const y2 = y + y; const z2 = z + z; const xx = x * x2; const xy = x * y2; const xz = x * z2; const yy = y * y2; const yz = y * z2; const zz = z * z2; const wx = w * x2; const wy = w * y2; const wz = w * z2; dest.init([ 1 - (yy + zz), xy + wz, xz - wy, 0, xy - wz, 1 - (xx + zz), yz + wx, 0, xz + wy, yz - wx, 1 - (xx + yy), 0, 0, 0, 0, 1 ]); return dest; } static dot(q1, q2) { return q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w; } static sum(q1, q2, dest) { if (!dest) { dest = new quat(); } dest.x = q1.x + q2.x; dest.y = q1.y + q2.y; dest.z = q1.z + q2.z; dest.w = q1.w + q2.w; return dest; } static product(q1, q2, dest) { if (!dest) { dest = new quat(); } const q1x = q1.x; const q1y = q1.y; const q1z = q1.z; const q1w = q1.w; const q2x = q2.x; const q2y = q2.y; const q2z = q2.z; const q2w = q2.w; dest.x = q1x * q2w + q1w * q2x + q1y * q2z - q1z * q2y; dest.y = q1y * q2w + q1w * q2y + q1z * q2x - q1x * q2z; dest.z = q1z * q2w + q1w * q2z + q1x * q2y - q1y * q2x; dest.w = q1w * q2w - q1x * q2x - q1y * q2y - q1z * q2z; return dest; } static cross(q1, q2, dest) { if (!dest) { dest = new quat(); } const q1x = q1.x; const q1y = q1.y; const q1z = q1.z; const q1w = q1.w; const q2x = q2.x; const q2y = q2.y; const q2z = q2.z; const q2w = q2.w; dest.x = q1w * q2z + q1z * q2w + q1x * q2y - q1y * q2x; dest.y = q1w * q2w - q1x * q2x - q1y * q2y - q1z * q2z; dest.z = q1w * q2x + q1x * q2w + q1y * q2z - q1z * q2y; dest.w = q1w * q2y + q1y * q2w + q1z * q2x - q1x * q2z; return dest; } static shortMix(q1, q2, time, dest) { if (!dest) { dest = new quat(); } if (time <= 0.0) { dest.xyzw = q1.xyzw; return dest; } else if (time >= 1.0) { dest.xyzw = q2.xyzw; return dest; } let cos = quat.dot(q1, q2); const q2a = q2.copy(); if (cos < 0.0) { q2a.inverse(); cos = -cos; } let k0; let k1; if (cos > 0.9999) { k0 = 1 - time; k1 = 0 + time; } else { const sin = Math.sqrt(1 - cos * cos); const angle = Math.atan2(sin, cos); const oneOverSin = 1 / sin; k0 = Math.sin((1 - time) * angle) * oneOverSin; k1 = Math.sin((0 + time) * angle) * oneOverSin; } dest.x = k0 * q1.x + k1 * q2a.x; dest.y = k0 * q1.y + k1 * q2a.y; dest.z = k0 * q1.z + k1 * q2a.z; dest.w = k0 * q1.w + k1 * q2a.w; return dest; } static mix(q1, q2, time, dest) { if (!dest) { dest = new quat(); } const cosHalfTheta = q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w; if (Math.abs(cosHalfTheta) >= 1.0) { dest.xyzw = q1.xyzw; return dest; } const halfTheta = Math.acos(cosHalfTheta); const sinHalfTheta = Math.sqrt(1.0 - cosHalfTheta * cosHalfTheta); if (Math.abs(sinHalfTheta) < 0.001) { dest.x = q1.x * 0.5 + q2.x * 0.5; dest.y = q1.y * 0.5 + q2.y * 0.5; dest.z = q1.z * 0.5 + q2.z * 0.5; dest.w = q1.w * 0.5 + q2.w * 0.5; return dest; } const ratioA = Math.sin((1 - time) * halfTheta) / sinHalfTheta; const ratioB = Math.sin(time * halfTheta) / sinHalfTheta; dest.x = q1.x * ratioA + q2.x * ratioB; dest.y = q1.y * ratioA + q2.y * ratioB; dest.z = q1.z * ratioA + q2.z * ratioB; dest.w = q1.w * ratioA + q2.w * ratioB; return dest; } static fromAxisAngle(axis, angle, dest) { if (!dest) { dest = new quat(); } angle *= 0.5; const sin = Math.sin(angle); dest.x = axis.x * sin; dest.y = axis.y * sin; dest.z = axis.z * sin; dest.w = Math.cos(angle); return dest; } } quat.identity = new quat().setIdentity();