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- /*
- * @author mikael emtinger / http://gomo.se/
- */
- THREE.Quaternion = function( _x, _y, _z, _w ) {
- this.x = _x || 0;
- this.y = _y || 0;
- this.z = _z || 0;
- this.w = _w !== undefined ? _w : 1;
- this.api = {
-
- isDirty: false,
- that: this,
- get x() { return this.that.x; },
- get y() { return this.that.y; },
- get z() { return this.that.z; },
- get w() { return this.that.w; },
-
- set x( value ) { this.that.x = value; this.isDirty = true; },
- set y( value ) { this.that.y = value; this.isDirty = true; },
- set z( value ) { this.that.z = value; this.isDirty = true; },
- set w( value ) { this.that.w = value; this.isDirty = true; },
- };
- this.api.__proto__ = THREE.Quaternion.prototype;
-
- return this.api;
-
- };
- THREE.Quaternion.prototype.set = function( x, y, z, w ) {
-
- var quat = this.that;
- quat.x = x;
- quat.y = y;
- quat.z = z;
- quat.w = w;
- this.isDirty = true;
- return this;
- };
- THREE.Quaternion.prototype.setFromEuler = function( vec3 ) {
-
- var c = 0.5 * Math.PI / 360, // 0.5 is an optimization
- x = vec3.x * c,
- y = vec3.y * c,
- z = vec3.z * c,
-
- c1 = Math.cos( y ),
- s1 = Math.sin( y ),
- c2 = Math.cos( -z ),
- s2 = Math.sin( -z ),
- c3 = Math.cos( x ),
- s3 = Math.sin( x ),
- c1c2 = c1 * c2,
- s1s2 = s1 * s2,
-
- quat = this.that;
-
- quat.w = c1c2 * c3 - s1s2 * s3;
- quat.x = c1c2 * s3 + s1s2 * c3;
- quat.y = s1 * c2 * c3 + c1 * s2 * s3;
- quat.z = c1 * s2 * c3 - s1 * c2 * s3;
- this.isDirty = true;
- return this;
- };
- THREE.Quaternion.prototype.calculateW = function() {
-
- var quat = this.that,
- x = quat.x,
- y = quat.y,
- z = quat.z;
- quat.w = -Math.sqrt( Math.abs( 1.0 - x*x - y*y - z*z ));
- this.isDirty = true;
- return this;
- };
- THREE.Quaternion.prototype.inverse = function() {
-
- var quat = this.that;
- quat.x *= -1;
- quat.y *= -1;
- quat.z *= -1;
- this.isDirty = true;
- return this;
- };
- THREE.Quaternion.prototype.length = function() {
-
- var quat = this.that;
- return Math.sqrt( quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w );
- };
- THREE.Quaternion.prototype.normalize = function() {
-
- var quat = this.that,
- x = quat.x,
- y = quat.y,
- z = quat.z,
- w = quat.w;
-
- var len = Math.sqrt( x*x + y*y + z*z + w*w );
-
- if ( len == 0 ) {
-
- quat.x = 0;
- quat.y = 0;
- quat.z = 0;
- quat.w = 0;
-
- this.isDirty = true;
- return this;
-
- }
-
- len = 1 / len;
-
- quat.x = x * len;
- quat.y = y * len;
- quat.z = z * len;
- quat.w = w * len;
-
- this.isDirty = true;
- return this;
- };
- THREE.Quaternion.prototype.multiplySelf = function( quat2 ) {
-
- var quat = this.that;
- qax = quat.x, qay = quat.y, qaz = quat.z, qaw = quat.w,
- qbx = quat2.x, qby = quat2.y, qbz = quat2.z, qbw = quat2.w;
-
- quat.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
- quat.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
- quat.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
- quat.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
- this.isDirty = true;
- return this;
- };
- THREE.Quaternion.prototype.multiplyVector3 = function( vec, dest ) {
-
- if( !dest ) { dest = vec; }
-
- var quat = this.that,
- x = vec.x, y = vec.y, z = vec.z,
- qx = quat.x, qy = quat.y, qz = quat.z, qw = quat.w;
- // calculate quat * vec
-
- var ix = qw * x + qy * z - qz * y,
- iy = qw * y + qz * x - qx * z,
- iz = qw * z + qx * y - qy * x,
- iw = -qx * x - qy * y - qz * z;
-
- // calculate result * inverse quat
-
- 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;
- };
- THREE.Quaternion.prototype.toMatrix3 = function( matrix3 ) {
-
- /* todo: create a proper Matrix3 first
-
- var x = quat[0], y = quat[1], z = quat[2], w = quat[3];
- var x2 = x + x;
- var y2 = y + y;
- var z2 = z + z;
- var xx = x*x2;
- var xy = x*y2;
- var xz = x*z2;
- var yy = y*y2;
- var yz = y*z2;
- var zz = z*z2;
- var wx = w*x2;
- var wy = w*y2;
- var wz = w*z2;
- dest[0] = 1 - (yy + zz);
- dest[1] = xy - wz;
- dest[2] = xz + wy;
- dest[3] = xy + wz;
- dest[4] = 1 - (xx + zz);
- dest[5] = yz - wx;
- dest[6] = xz - wy;
- dest[7] = yz + wx;
- dest[8] = 1 - (xx + yy);
-
- return dest;*/
- };
- THREE.Quaternion.prototype.toMatrix4 = function( matrix4 ) {
-
- /* todo: this is implemented in Matrix4.setFromQuaternion
- var x = quat[0], y = quat[1], z = quat[2], w = quat[3];
- var x2 = x + x;
- var y2 = y + y;
- var z2 = z + z;
- var xx = x*x2;
- var xy = x*y2;
- var xz = x*z2;
- var yy = y*y2;
- var yz = y*z2;
- var zz = z*z2;
- var wx = w*x2;
- var wy = w*y2;
- var wz = w*z2;
- dest[0] = 1 - (yy + zz);
- dest[1] = xy - wz;
- dest[2] = xz + wy;
- dest[3] = 0;
- dest[4] = xy + wz;
- dest[5] = 1 - (xx + zz);
- dest[6] = yz - wx;
- dest[7] = 0;
- dest[8] = xz - wy;
- dest[9] = yz + wx;
- dest[10] = 1 - (xx + yy);
- dest[11] = 0;
- dest[12] = 0;
- dest[13] = 0;
- dest[14] = 0;
- dest[15] = 1;
- */
- };
- THREE.Quaternion.slerp = function( qa, qb, qm, t ) {
-
-
- var cosHalfTheta = qa.w * qb.w + qa.x * qb.x + qa.y * qb.y + qa.z * qb.z;
-
- if( Math.abs( cosHalfTheta ) >= 1.0) {
-
- qm.w = qa.w; qm.x = qa.x; qm.y = qa.y; qm.z = qa.z;
- return qm;
- }
-
- var halfTheta = Math.acos( cosHalfTheta ),
- sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
- if( Math.abs( sinHalfTheta ) < 0.001 ) {
-
- qm.w = 0.5 * ( qa.w + qb.w );
- qm.x = 0.5 * ( qa.x + qb.x );
- qm.y = 0.5 * ( qa.y + qb.y );
- qm.z = 0.5 * ( qa.z + qb.z );
-
- return qm;
- }
-
- var ratioA = Math.sin( (1 - t) * halfTheta ) / sinHalfTheta,
- ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
- qm.w = ( qa.w * ratioA + qb.w * ratioB );
- qm.x = ( qa.x * ratioA + qb.x * ratioB );
- qm.y = ( qa.y * ratioA + qb.y * ratioB );
- qm.z = ( qa.z * ratioA + qb.z * ratioB );
- return qm;
- };
-
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