"use strict"; function _typeof(obj) { "@babel/helpers - typeof"; if (typeof Symbol === "function" && typeof Symbol.iterator === "symbol") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; } return _typeof(obj); } Object.defineProperty(exports, "__esModule", { value: true }); exports.create = create; exports.identity = identity; exports.setAxisAngle = setAxisAngle; exports.getAxisAngle = getAxisAngle; exports.getAngle = getAngle; exports.multiply = multiply; exports.rotateX = rotateX; exports.rotateY = rotateY; exports.rotateZ = rotateZ; exports.calculateW = calculateW; exports.exp = exp; exports.ln = ln; exports.pow = pow; exports.slerp = slerp; exports.random = random; exports.invert = invert; exports.conjugate = conjugate; exports.fromMat3 = fromMat3; exports.fromEuler = fromEuler; exports.str = str; exports.setAxes = exports.sqlerp = exports.rotationTo = exports.equals = exports.exactEquals = exports.normalize = exports.sqrLen = exports.squaredLength = exports.len = exports.length = exports.lerp = exports.dot = exports.scale = exports.mul = exports.add = exports.set = exports.copy = exports.fromValues = exports.clone = void 0; var glMatrix = _interopRequireWildcard(require("./common.js")); var mat3 = _interopRequireWildcard(require("./mat3.js")); var vec3 = _interopRequireWildcard(require("./vec3.js")); var vec4 = _interopRequireWildcard(require("./vec4.js")); function _getRequireWildcardCache(nodeInterop) { if (typeof WeakMap !== "function") return null; var cacheBabelInterop = new WeakMap(); var cacheNodeInterop = new WeakMap(); return (_getRequireWildcardCache = function _getRequireWildcardCache(nodeInterop) { return nodeInterop ? cacheNodeInterop : cacheBabelInterop; })(nodeInterop); } function _interopRequireWildcard(obj, nodeInterop) { if (!nodeInterop && obj && obj.__esModule) { return obj; } if (obj === null || _typeof(obj) !== "object" && typeof obj !== "function") { return { "default": obj }; } var cache = _getRequireWildcardCache(nodeInterop); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (key !== "default" && Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; } /** * Quaternion * @module quat */ /** * Creates a new identity quat * * @returns {quat} a new quaternion */ function create() { var out = new glMatrix.ARRAY_TYPE(4); if (glMatrix.ARRAY_TYPE != Float32Array) { out[0] = 0; out[1] = 0; out[2] = 0; } out[3] = 1; return out; } /** * Set a quat to the identity quaternion * * @param {quat} out the receiving quaternion * @returns {quat} out */ function identity(out) { out[0] = 0; out[1] = 0; out[2] = 0; out[3] = 1; return out; } /** * Sets a quat from the given angle and rotation axis, * then returns it. * * @param {quat} out the receiving quaternion * @param {ReadonlyVec3} axis the axis around which to rotate * @param {Number} rad the angle in radians * @returns {quat} out **/ function setAxisAngle(out, axis, rad) { rad = rad * 0.5; var s = Math.sin(rad); out[0] = s * axis[0]; out[1] = s * axis[1]; out[2] = s * axis[2]; out[3] = Math.cos(rad); return out; } /** * Gets the rotation axis and angle for a given * quaternion. If a quaternion is created with * setAxisAngle, this method will return the same * values as providied in the original parameter list * OR functionally equivalent values. * Example: The quaternion formed by axis [0, 0, 1] and * angle -90 is the same as the quaternion formed by * [0, 0, 1] and 270. This method favors the latter. * @param {vec3} out_axis Vector receiving the axis of rotation * @param {ReadonlyQuat} q Quaternion to be decomposed * @return {Number} Angle, in radians, of the rotation */ function getAxisAngle(out_axis, q) { var rad = Math.acos(q[3]) * 2.0; var s = Math.sin(rad / 2.0); if (s > glMatrix.EPSILON) { out_axis[0] = q[0] / s; out_axis[1] = q[1] / s; out_axis[2] = q[2] / s; } else { // If s is zero, return any axis (no rotation - axis does not matter) out_axis[0] = 1; out_axis[1] = 0; out_axis[2] = 0; } return rad; } /** * Gets the angular distance between two unit quaternions * * @param {ReadonlyQuat} a Origin unit quaternion * @param {ReadonlyQuat} b Destination unit quaternion * @return {Number} Angle, in radians, between the two quaternions */ function getAngle(a, b) { var dotproduct = dot(a, b); return Math.acos(2 * dotproduct * dotproduct - 1); } /** * Multiplies two quat's * * @param {quat} out the receiving quaternion * @param {ReadonlyQuat} a the first operand * @param {ReadonlyQuat} b the second operand * @returns {quat} out */ function multiply(out, a, b) { var ax = a[0], ay = a[1], az = a[2], aw = a[3]; var bx = b[0], by = b[1], bz = b[2], bw = b[3]; out[0] = ax * bw + aw * bx + ay * bz - az * by; out[1] = ay * bw + aw * by + az * bx - ax * bz; out[2] = az * bw + aw * bz + ax * by - ay * bx; out[3] = aw * bw - ax * bx - ay * by - az * bz; return out; } /** * Rotates a quaternion by the given angle about the X axis * * @param {quat} out quat receiving operation result * @param {ReadonlyQuat} a quat to rotate * @param {number} rad angle (in radians) to rotate * @returns {quat} out */ function rotateX(out, a, rad) { rad *= 0.5; var ax = a[0], ay = a[1], az = a[2], aw = a[3]; var bx = Math.sin(rad), bw = Math.cos(rad); out[0] = ax * bw + aw * bx; out[1] = ay * bw + az * bx; out[2] = az * bw - ay * bx; out[3] = aw * bw - ax * bx; return out; } /** * Rotates a quaternion by the given angle about the Y axis * * @param {quat} out quat receiving operation result * @param {ReadonlyQuat} a quat to rotate * @param {number} rad angle (in radians) to rotate * @returns {quat} out */ function rotateY(out, a, rad) { rad *= 0.5; var ax = a[0], ay = a[1], az = a[2], aw = a[3]; var by = Math.sin(rad), bw = Math.cos(rad); out[0] = ax * bw - az * by; out[1] = ay * bw + aw * by; out[2] = az * bw + ax * by; out[3] = aw * bw - ay * by; return out; } /** * Rotates a quaternion by the given angle about the Z axis * * @param {quat} out quat receiving operation result * @param {ReadonlyQuat} a quat to rotate * @param {number} rad angle (in radians) to rotate * @returns {quat} out */ function rotateZ(out, a, rad) { rad *= 0.5; var ax = a[0], ay = a[1], az = a[2], aw = a[3]; var bz = Math.sin(rad), bw = Math.cos(rad); out[0] = ax * bw + ay * bz; out[1] = ay * bw - ax * bz; out[2] = az * bw + aw * bz; out[3] = aw * bw - az * bz; return out; } /** * Calculates the W component of a quat from the X, Y, and Z components. * Assumes that quaternion is 1 unit in length. * Any existing W component will be ignored. * * @param {quat} out the receiving quaternion * @param {ReadonlyQuat} a quat to calculate W component of * @returns {quat} out */ function calculateW(out, a) { var x = a[0], y = a[1], z = a[2]; out[0] = x; out[1] = y; out[2] = z; out[3] = Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); return out; } /** * Calculate the exponential of a unit quaternion. * * @param {quat} out the receiving quaternion * @param {ReadonlyQuat} a quat to calculate the exponential of * @returns {quat} out */ function exp(out, a) { var x = a[0], y = a[1], z = a[2], w = a[3]; var r = Math.sqrt(x * x + y * y + z * z); var et = Math.exp(w); var s = r > 0 ? et * Math.sin(r) / r : 0; out[0] = x * s; out[1] = y * s; out[2] = z * s; out[3] = et * Math.cos(r); return out; } /** * Calculate the natural logarithm of a unit quaternion. * * @param {quat} out the receiving quaternion * @param {ReadonlyQuat} a quat to calculate the exponential of * @returns {quat} out */ function ln(out, a) { var x = a[0], y = a[1], z = a[2], w = a[3]; var r = Math.sqrt(x * x + y * y + z * z); var t = r > 0 ? Math.atan2(r, w) / r : 0; out[0] = x * t; out[1] = y * t; out[2] = z * t; out[3] = 0.5 * Math.log(x * x + y * y + z * z + w * w); return out; } /** * Calculate the scalar power of a unit quaternion. * * @param {quat} out the receiving quaternion * @param {ReadonlyQuat} a quat to calculate the exponential of * @param {Number} b amount to scale the quaternion by * @returns {quat} out */ function pow(out, a, b) { ln(out, a); scale(out, out, b); exp(out, out); return out; } /** * Performs a spherical linear interpolation between two quat * * @param {quat} out the receiving quaternion * @param {ReadonlyQuat} a the first operand * @param {ReadonlyQuat} b the second operand * @param {Number} t interpolation amount, in the range [0-1], between the two inputs * @returns {quat} out */ function slerp(out, a, b, t) { // benchmarks: // http://jsperf.com/quaternion-slerp-implementations var ax = a[0], ay = a[1], az = a[2], aw = a[3]; var bx = b[0], by = b[1], bz = b[2], bw = b[3]; var omega, cosom, sinom, scale0, scale1; // calc cosine cosom = ax * bx + ay * by + az * bz + aw * bw; // adjust signs (if necessary) if (cosom < 0.0) { cosom = -cosom; bx = -bx; by = -by; bz = -bz; bw = -bw; } // calculate coefficients if (1.0 - cosom > glMatrix.EPSILON) { // standard case (slerp) omega = Math.acos(cosom); sinom = Math.sin(omega); scale0 = Math.sin((1.0 - t) * omega) / sinom; scale1 = Math.sin(t * omega) / sinom; } else { // "from" and "to" quaternions are very close // ... so we can do a linear interpolation scale0 = 1.0 - t; scale1 = t; } // calculate final values out[0] = scale0 * ax + scale1 * bx; out[1] = scale0 * ay + scale1 * by; out[2] = scale0 * az + scale1 * bz; out[3] = scale0 * aw + scale1 * bw; return out; } /** * Generates a random unit quaternion * * @param {quat} out the receiving quaternion * @returns {quat} out */ function random(out) { // Implementation of http://planning.cs.uiuc.edu/node198.html // TODO: Calling random 3 times is probably not the fastest solution var u1 = glMatrix.RANDOM(); var u2 = glMatrix.RANDOM(); var u3 = glMatrix.RANDOM(); var sqrt1MinusU1 = Math.sqrt(1 - u1); var sqrtU1 = Math.sqrt(u1); out[0] = sqrt1MinusU1 * Math.sin(2.0 * Math.PI * u2); out[1] = sqrt1MinusU1 * Math.cos(2.0 * Math.PI * u2); out[2] = sqrtU1 * Math.sin(2.0 * Math.PI * u3); out[3] = sqrtU1 * Math.cos(2.0 * Math.PI * u3); return out; } /** * Calculates the inverse of a quat * * @param {quat} out the receiving quaternion * @param {ReadonlyQuat} a quat to calculate inverse of * @returns {quat} out */ function invert(out, a) { var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3]; var dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3; var invDot = dot ? 1.0 / dot : 0; // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0 out[0] = -a0 * invDot; out[1] = -a1 * invDot; out[2] = -a2 * invDot; out[3] = a3 * invDot; return out; } /** * Calculates the conjugate of a quat * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result. * * @param {quat} out the receiving quaternion * @param {ReadonlyQuat} a quat to calculate conjugate of * @returns {quat} out */ function conjugate(out, a) { out[0] = -a[0]; out[1] = -a[1]; out[2] = -a[2]; out[3] = a[3]; return out; } /** * Creates a quaternion from the given 3x3 rotation matrix. * * NOTE: The resultant quaternion is not normalized, so you should be sure * to renormalize the quaternion yourself where necessary. * * @param {quat} out the receiving quaternion * @param {ReadonlyMat3} m rotation matrix * @returns {quat} out * @function */ function fromMat3(out, m) { // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes // article "Quaternion Calculus and Fast Animation". var fTrace = m[0] + m[4] + m[8]; var fRoot; if (fTrace > 0.0) { // |w| > 1/2, may as well choose w > 1/2 fRoot = Math.sqrt(fTrace + 1.0); // 2w out[3] = 0.5 * fRoot; fRoot = 0.5 / fRoot; // 1/(4w) out[0] = (m[5] - m[7]) * fRoot; out[1] = (m[6] - m[2]) * fRoot; out[2] = (m[1] - m[3]) * fRoot; } else { // |w| <= 1/2 var i = 0; if (m[4] > m[0]) i = 1; if (m[8] > m[i * 3 + i]) i = 2; var j = (i + 1) % 3; var k = (i + 2) % 3; fRoot = Math.sqrt(m[i * 3 + i] - m[j * 3 + j] - m[k * 3 + k] + 1.0); out[i] = 0.5 * fRoot; fRoot = 0.5 / fRoot; out[3] = (m[j * 3 + k] - m[k * 3 + j]) * fRoot; out[j] = (m[j * 3 + i] + m[i * 3 + j]) * fRoot; out[k] = (m[k * 3 + i] + m[i * 3 + k]) * fRoot; } return out; } /** * Creates a quaternion from the given euler angle x, y, z. * * @param {quat} out the receiving quaternion * @param {x} Angle to rotate around X axis in degrees. * @param {y} Angle to rotate around Y axis in degrees. * @param {z} Angle to rotate around Z axis in degrees. * @returns {quat} out * @function */ function fromEuler(out, x, y, z) { var halfToRad = 0.5 * Math.PI / 180.0; x *= halfToRad; y *= halfToRad; z *= halfToRad; var sx = Math.sin(x); var cx = Math.cos(x); var sy = Math.sin(y); var cy = Math.cos(y); var sz = Math.sin(z); var cz = Math.cos(z); out[0] = sx * cy * cz - cx * sy * sz; out[1] = cx * sy * cz + sx * cy * sz; out[2] = cx * cy * sz - sx * sy * cz; out[3] = cx * cy * cz + sx * sy * sz; return out; } /** * Returns a string representation of a quatenion * * @param {ReadonlyQuat} a vector to represent as a string * @returns {String} string representation of the vector */ function str(a) { return "quat(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ")"; } /** * Creates a new quat initialized with values from an existing quaternion * * @param {ReadonlyQuat} a quaternion to clone * @returns {quat} a new quaternion * @function */ var clone = vec4.clone; /** * Creates a new quat initialized with the given values * * @param {Number} x X component * @param {Number} y Y component * @param {Number} z Z component * @param {Number} w W component * @returns {quat} a new quaternion * @function */ exports.clone = clone; var fromValues = vec4.fromValues; /** * Copy the values from one quat to another * * @param {quat} out the receiving quaternion * @param {ReadonlyQuat} a the source quaternion * @returns {quat} out * @function */ exports.fromValues = fromValues; var copy = vec4.copy; /** * Set the components of a quat to the given values * * @param {quat} out the receiving quaternion * @param {Number} x X component * @param {Number} y Y component * @param {Number} z Z component * @param {Number} w W component * @returns {quat} out * @function */ exports.copy = copy; var set = vec4.set; /** * Adds two quat's * * @param {quat} out the receiving quaternion * @param {ReadonlyQuat} a the first operand * @param {ReadonlyQuat} b the second operand * @returns {quat} out * @function */ exports.set = set; var add = vec4.add; /** * Alias for {@link quat.multiply} * @function */ exports.add = add; var mul = multiply; /** * Scales a quat by a scalar number * * @param {quat} out the receiving vector * @param {ReadonlyQuat} a the vector to scale * @param {Number} b amount to scale the vector by * @returns {quat} out * @function */ exports.mul = mul; var scale = vec4.scale; /** * Calculates the dot product of two quat's * * @param {ReadonlyQuat} a the first operand * @param {ReadonlyQuat} b the second operand * @returns {Number} dot product of a and b * @function */ exports.scale = scale; var dot = vec4.dot; /** * Performs a linear interpolation between two quat's * * @param {quat} out the receiving quaternion * @param {ReadonlyQuat} a the first operand * @param {ReadonlyQuat} b the second operand * @param {Number} t interpolation amount, in the range [0-1], between the two inputs * @returns {quat} out * @function */ exports.dot = dot; var lerp = vec4.lerp; /** * Calculates the length of a quat * * @param {ReadonlyQuat} a vector to calculate length of * @returns {Number} length of a */ exports.lerp = lerp; var length = vec4.length; /** * Alias for {@link quat.length} * @function */ exports.length = length; var len = length; /** * Calculates the squared length of a quat * * @param {ReadonlyQuat} a vector to calculate squared length of * @returns {Number} squared length of a * @function */ exports.len = len; var squaredLength = vec4.squaredLength; /** * Alias for {@link quat.squaredLength} * @function */ exports.squaredLength = squaredLength; var sqrLen = squaredLength; /** * Normalize a quat * * @param {quat} out the receiving quaternion * @param {ReadonlyQuat} a quaternion to normalize * @returns {quat} out * @function */ exports.sqrLen = sqrLen; var normalize = vec4.normalize; /** * Returns whether or not the quaternions have exactly the same elements in the same position (when compared with ===) * * @param {ReadonlyQuat} a The first quaternion. * @param {ReadonlyQuat} b The second quaternion. * @returns {Boolean} True if the vectors are equal, false otherwise. */ exports.normalize = normalize; var exactEquals = vec4.exactEquals; /** * Returns whether or not the quaternions have approximately the same elements in the same position. * * @param {ReadonlyQuat} a The first vector. * @param {ReadonlyQuat} b The second vector. * @returns {Boolean} True if the vectors are equal, false otherwise. */ exports.exactEquals = exactEquals; var equals = vec4.equals; /** * Sets a quaternion to represent the shortest rotation from one * vector to another. * * Both vectors are assumed to be unit length. * * @param {quat} out the receiving quaternion. * @param {ReadonlyVec3} a the initial vector * @param {ReadonlyVec3} b the destination vector * @returns {quat} out */ exports.equals = equals; var rotationTo = function () { var tmpvec3 = vec3.create(); var xUnitVec3 = vec3.fromValues(1, 0, 0); var yUnitVec3 = vec3.fromValues(0, 1, 0); return function (out, a, b) { var dot = vec3.dot(a, b); if (dot < -0.999999) { vec3.cross(tmpvec3, xUnitVec3, a); if (vec3.len(tmpvec3) < 0.000001) vec3.cross(tmpvec3, yUnitVec3, a); vec3.normalize(tmpvec3, tmpvec3); setAxisAngle(out, tmpvec3, Math.PI); return out; } else if (dot > 0.999999) { out[0] = 0; out[1] = 0; out[2] = 0; out[3] = 1; return out; } else { vec3.cross(tmpvec3, a, b); out[0] = tmpvec3[0]; out[1] = tmpvec3[1]; out[2] = tmpvec3[2]; out[3] = 1 + dot; return normalize(out, out); } }; }(); /** * Performs a spherical linear interpolation with two control points * * @param {quat} out the receiving quaternion * @param {ReadonlyQuat} a the first operand * @param {ReadonlyQuat} b the second operand * @param {ReadonlyQuat} c the third operand * @param {ReadonlyQuat} d the fourth operand * @param {Number} t interpolation amount, in the range [0-1], between the two inputs * @returns {quat} out */ exports.rotationTo = rotationTo; var sqlerp = function () { var temp1 = create(); var temp2 = create(); return function (out, a, b, c, d, t) { slerp(temp1, a, d, t); slerp(temp2, b, c, t); slerp(out, temp1, temp2, 2 * t * (1 - t)); return out; }; }(); /** * Sets the specified quaternion with values corresponding to the given * axes. Each axis is a vec3 and is expected to be unit length and * perpendicular to all other specified axes. * * @param {ReadonlyVec3} view the vector representing the viewing direction * @param {ReadonlyVec3} right the vector representing the local "right" direction * @param {ReadonlyVec3} up the vector representing the local "up" direction * @returns {quat} out */ exports.sqlerp = sqlerp; var setAxes = function () { var matr = mat3.create(); return function (out, view, right, up) { matr[0] = right[0]; matr[3] = right[1]; matr[6] = right[2]; matr[1] = up[0]; matr[4] = up[1]; matr[7] = up[2]; matr[2] = -view[0]; matr[5] = -view[1]; matr[8] = -view[2]; return normalize(out, fromMat3(out, matr)); }; }(); exports.setAxes = setAxes;