assassin-bug/framework/tsm/quat.js

405 lines
11 KiB
JavaScript

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();