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Quaternion.js
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/**
* @author mikael emtinger / http://gomo.se/
* @author alteredq / http://alteredqualia.com/
* @author WestLangley / http://github.com/WestLangley
* @author bhouston / http://exocortex.com
*/
/**
* @classdesc 四元数<br />
* 注释内容部分参照 http://blog.csdn.net/omni360
* @desc 四元数通俗的讲,是一种数学方法,经常用来对3维向量进行平移,缩放,旋转等变换操作的方法.一种非常方便使用的数学方法
* @param {float} x
* @param {float} y
* @param {float} z
* @param {float} w 标记分量
* @class
* @example var p4d = new Euler(5,3,2,'XYZ')
*/
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;
};
THREE.Quaternion.prototype = {
constructor: THREE.Quaternion,
_x: 0,_y: 0, _z: 0, _w: 0,
/**
*
* @returns {float}
*/
get x () {
return this._x;
},
set x ( value ) {
this._x = value;
this.onChangeCallback();
},
/**
*
* @returns {float}
*/
get y () {
return this._y;
},
set y ( value ) {
this._y = value;
this.onChangeCallback();
},
/**
*
* @returns {float}
*/
get z () {
return this._z;
},
set z ( value ) {
this._z = value;
this.onChangeCallback();
},
/**
*
* @returns {float}
*/
get w () {
return this._w;
},
set w ( value ) {
this._w = value;
this.onChangeCallback();
},
/**
* @设置四元数
* @param {float} x
* @param {float} y
* @param {float} z
* @param {float} w
* @returns {THREE.Quaternion}
*/
set: function ( x, y, z, w ) {
this._x = x;
this._y = y;
this._z = z;
this._w = w;
this.onChangeCallback();
return this;
},
/**
* @desc 复制四元数
* @param {THREE.Quaternion} quaternion
* @returns {THREE.Quaternion}
*/
copy: function ( quaternion ) {
this._x = quaternion.x;
this._y = quaternion.y;
this._z = quaternion.z;
this._w = quaternion.w;
this.onChangeCallback();
return this;
},
/**
* @desc 从欧拉角设置四元数
* @param {THREE.Euler} euler
* @param {boolean} update 是否自动更新
* @returns {THREE.Quaternion}
*/
setFromEuler: function ( euler, update ) {
if ( euler instanceof THREE.Euler === false ) {
throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
}
// http://www.mathworks.com/matlabcentral/fileexchange/
// 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
// content/SpinCalc.m
var c1 = Math.cos( euler._x / 2 );
var c2 = Math.cos( euler._y / 2 );
var c3 = Math.cos( euler._z / 2 );
var s1 = Math.sin( euler._x / 2 );
var s2 = Math.sin( euler._y / 2 );
var s3 = Math.sin( euler._z / 2 );
if ( euler.order === 'XYZ' ) {
this._x = s1 * c2 * c3 + c1 * s2 * s3;
this._y = c1 * s2 * c3 - s1 * c2 * s3;
this._z = c1 * c2 * s3 + s1 * s2 * c3;
this._w = c1 * c2 * c3 - s1 * s2 * s3;
} else if ( euler.order === 'YXZ' ) {
this._x = s1 * c2 * c3 + c1 * s2 * s3;
this._y = c1 * s2 * c3 - s1 * c2 * s3;
this._z = c1 * c2 * s3 - s1 * s2 * c3;
this._w = c1 * c2 * c3 + s1 * s2 * s3;
} else if ( euler.order === 'ZXY' ) {
this._x = s1 * c2 * c3 - c1 * s2 * s3;
this._y = c1 * s2 * c3 + s1 * c2 * s3;
this._z = c1 * c2 * s3 + s1 * s2 * c3;
this._w = c1 * c2 * c3 - s1 * s2 * s3;
} else if ( euler.order === 'ZYX' ) {
this._x = s1 * c2 * c3 - c1 * s2 * s3;
this._y = c1 * s2 * c3 + s1 * c2 * s3;
this._z = c1 * c2 * s3 - s1 * s2 * c3;
this._w = c1 * c2 * c3 + s1 * s2 * s3;
} else if ( euler.order === 'YZX' ) {
this._x = s1 * c2 * c3 + c1 * s2 * s3;
this._y = c1 * s2 * c3 + s1 * c2 * s3;
this._z = c1 * c2 * s3 - s1 * s2 * c3;
this._w = c1 * c2 * c3 - s1 * s2 * s3;
} else if ( euler.order === 'XZY' ) {
this._x = s1 * c2 * c3 - c1 * s2 * s3;
this._y = c1 * s2 * c3 - s1 * c2 * s3;
this._z = c1 * c2 * s3 + s1 * s2 * c3;
this._w = c1 * c2 * c3 + s1 * s2 * s3;
}
if ( update !== false ) this.onChangeCallback();
return this;
},
/**
* @desc 从任意轴的旋转角设置四元数
* @param {THREE.Vector3} axis 旋转轴,必须是单位向量
* @param {float} angle 旋转角
* @returns {THREE.Quaternion}
*/
setFromAxisAngle: function ( axis, angle ) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
// assumes axis is normalized
var halfAngle = angle / 2, s = Math.sin( halfAngle );
this._x = axis.x * s;
this._y = axis.y * s;
this._z = axis.z * s;
this._w = Math.cos( halfAngle );
this.onChangeCallback();
return this;
},
/**
* @desc 从旋转矩阵设置四元数
* @param {THREE.Matrix3} m
* @returns {THREE.Quaternion}
*/
setFromRotationMatrix: function ( m ) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
var te = m.elements,
m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
trace = m11 + m22 + m33,
s;
if ( trace > 0 ) {
s = 0.5 / Math.sqrt( trace + 1.0 );
this._w = 0.25 / s;
this._x = ( m32 - m23 ) * s;
this._y = ( m13 - m31 ) * s;
this._z = ( m21 - m12 ) * s;
} else if ( m11 > m22 && m11 > m33 ) {
s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
this._w = ( m32 - m23 ) / s;
this._x = 0.25 * s;
this._y = ( m12 + m21 ) / s;
this._z = ( m13 + m31 ) / s;
} else if ( m22 > m33 ) {
s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
this._w = ( m13 - m31 ) / s;
this._x = ( m12 + m21 ) / s;
this._y = 0.25 * s;
this._z = ( m23 + m32 ) / s;
} else {
s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
this._w = ( m21 - m12 ) / s;
this._x = ( m13 + m31 ) / s;
this._y = ( m23 + m32 ) / s;
this._z = 0.25 * s;
}
this.onChangeCallback();
return this;
},
/**
* @function
* @desc 从(vFrom,vTo)两个单位向量设置四元数
* @param {THREE.Vector3} vFrom
* @param {THREE.Vector3} vTo
* @return {THREE.Quaternion}
*/
setFromUnitVectors: function () {
// http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
// assumes direction vectors vFrom and vTo are normalized
var v1, r;
var EPS = 0.000001;
return function ( vFrom, vTo ) {
if ( v1 === undefined ) v1 = new THREE.Vector3();
r = vFrom.dot( vTo ) + 1;
if ( r < EPS ) {
r = 0;
if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
v1.set( - vFrom.y, vFrom.x, 0 );
} else {
v1.set( 0, - vFrom.z, vFrom.y );
}
} else {
v1.crossVectors( vFrom, vTo );
}
this._x = v1.x;
this._y = v1.y;
this._z = v1.z;
this._w = r;
this.normalize();
return this;
}
}(),
/**
* @desc 返回自共轭的四元数的单位量
* @returns {THREE.Quaternion}
*/
inverse: function () {
this.conjugate().normalize();
return this;
},
/**
* @desc 返回自共轭的四元数
* @returns {THREE.Quaternion}
*/
conjugate: function () {
this._x *= - 1;
this._y *= - 1;
this._z *= - 1;
this.onChangeCallback();
return this;
},
/**
* @desc 四元数的点积
* @param {THREE.Quaternion} v
* @returns {float}
*/
dot: function ( v ) {
return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
},
/**
* @desc 四元数的长度平方
* @returns {float}
*/
lengthSq: function () {
return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
},
/**
* @desc 四元数的长度
* @returns {float}
*/
length: function () {
return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
},
/**
* @desc 四元数的单位化
* @returns {float}
*/
normalize: function () {
var l = this.length();
if ( l === 0 ) {
this._x = 0;
this._y = 0;
this._z = 0;
this._w = 1;
} else {
l = 1 / l;
this._x = this._x * l;
this._y = this._y * l;
this._z = this._z * l;
this._w = this._w * l;
}
this.onChangeCallback();
return this;
},
/**
* @desc 四元数的乘法
* @param {THREE.Quaternion} q
* @param {THREE.Quaternion} p 若未空,则为当前四元数与q的乘法
* @returns {THREE.Quaternion}
*/
multiply: function ( q, p ) {
if ( p !== undefined ) {
console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
return this.multiplyQuaternions( q, p );
}
return this.multiplyQuaternions( this, q );
},
/**
* @desc 四元数的乘法
* @param {THREE.Quaternion} a
* @param {THREE.Quaternion} b
* @returns {THREE.Quaternion}
*/
multiplyQuaternions: function ( a, b ) {
// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
this.onChangeCallback();
return this;
},
/**
* @deprecated 改为vector.applyQuaternion( quaternion )
* @param {THREE.Vector3} vector
* @returns {THREE.Quaternion}
*/
multiplyVector3: function ( vector ) {
console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
return vector.applyQuaternion( this );
},
/**
* @desc 球形插值,通过t值从当前四元数到qb之间进行球形插值
* @param {THREE.Quaternion} qb
* @param {float} t
* @returns {THREE.Quaternion}
*/
slerp: function ( qb, t ) {
if ( t === 0 ) return this;
if ( t === 1 ) return this.copy( qb );
var x = this._x, y = this._y, z = this._z, w = this._w;
// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
if ( cosHalfTheta < 0 ) {
this._w = - qb._w;
this._x = - qb._x;
this._y = - qb._y;
this._z = - qb._z;
cosHalfTheta = - cosHalfTheta;
} else {
this.copy( qb );
}
if ( cosHalfTheta >= 1.0 ) {
this._w = w;
this._x = x;
this._y = y;
this._z = z;
return this;
}
var halfTheta = Math.acos( cosHalfTheta );
var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
if ( Math.abs( sinHalfTheta ) < 0.001 ) {
this._w = 0.5 * ( w + this._w );
this._x = 0.5 * ( x + this._x );
this._y = 0.5 * ( y + this._y );
this._z = 0.5 * ( z + this._z );
return this;
}
var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
this._w = ( w * ratioA + this._w * ratioB );
this._x = ( x * ratioA + this._x * ratioB );
this._y = ( y * ratioA + this._y * ratioB );
this._z = ( z * ratioA + this._z * ratioB );
this.onChangeCallback();
return this;
},
/**
* @desc 四元数的等号
* @param {THREE.Quaternion} quaternion
* @returns {boolean}
*/
equals: function ( quaternion ) {
return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
},
/**
* @desc 数组到四元数的转换
* @param {float[]} array
* @param {number} offset
* @returns {THREE.Quaternion}
*/
fromArray: function ( array, offset ) {
if ( offset === undefined ) offset = 0;
this._x = array[ offset ];
this._y = array[ offset + 1 ];
this._z = array[ offset + 2 ];
this._w = array[ offset + 3 ];
this.onChangeCallback();
return this;
},
/**
* @desc 四元数到数组的转换
* @param {float[]} array
* @param {number} offset
* @returns {float[]}
*/
toArray: function ( array, offset ) {
if ( array === undefined ) array = [];
if ( offset === undefined ) offset = 0;
array[ offset ] = this._x;
array[ offset + 1 ] = this._y;
array[ offset + 2 ] = this._z;
array[ offset + 3 ] = this._w;
return array;
},
/**
* @desc 四元数变化的操作
* @param {requestCallback} callback
* @returns {THREE.Quaternion}
*/
onChange: function ( callback ) {
this.onChangeCallback = callback;
return this;
},
/**
* @desc 四元数发生变化的函数指针
*/
onChangeCallback: function () {},
clone: function () {
return new THREE.Quaternion( this._x, this._y, this._z, this._w );
}
};
/**
* @desc 球形插值,通过t值向从qa到qb之间进行球形插值<br />
* 当前四元数(x,y,z,w) 和四元数对象参数qb(x,y,z,w),权值 t 必须是标量,取值范围是0.0-1.0.
* @param {THREE.Quaternion} qa from四元数
* @param {THREE.Quaternion} qb to四元数
* @param {THREE.Quaternion} qm 返回值qm四元数
* @param {float} t 百分比权值(0.0-1.0)
* @returns {THREE.Quaternion}
*/
THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
return qm.copy( qa ).slerp( qb, t );
};