638 lines
11 KiB
JavaScript
638 lines
11 KiB
JavaScript
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/**
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* @author mikael emtinger / http://gomo.se/
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* @author alteredq / http://alteredqualia.com/
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* @author WestLangley / http://github.com/WestLangley
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* @author bhouston / http://clara.io
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*/
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import { _Math } from './Math.js';
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import { Vector3 } from './Vector3.js';
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function Quaternion( x, y, z, w ) {
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this._x = x || 0;
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this._y = y || 0;
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this._z = z || 0;
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this._w = ( w !== undefined ) ? w : 1;
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}
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Object.assign( Quaternion, {
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slerp: function ( qa, qb, qm, t ) {
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return qm.copy( qa ).slerp( qb, t );
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},
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slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
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// fuzz-free, array-based Quaternion SLERP operation
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var x0 = src0[ srcOffset0 + 0 ],
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y0 = src0[ srcOffset0 + 1 ],
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z0 = src0[ srcOffset0 + 2 ],
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w0 = src0[ srcOffset0 + 3 ],
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x1 = src1[ srcOffset1 + 0 ],
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y1 = src1[ srcOffset1 + 1 ],
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z1 = src1[ srcOffset1 + 2 ],
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w1 = src1[ srcOffset1 + 3 ];
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if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
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var s = 1 - t,
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cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
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dir = ( cos >= 0 ? 1 : - 1 ),
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sqrSin = 1 - cos * cos;
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// Skip the Slerp for tiny steps to avoid numeric problems:
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if ( sqrSin > Number.EPSILON ) {
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var sin = Math.sqrt( sqrSin ),
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len = Math.atan2( sin, cos * dir );
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s = Math.sin( s * len ) / sin;
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t = Math.sin( t * len ) / sin;
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}
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var tDir = t * dir;
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x0 = x0 * s + x1 * tDir;
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y0 = y0 * s + y1 * tDir;
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z0 = z0 * s + z1 * tDir;
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w0 = w0 * s + w1 * tDir;
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// Normalize in case we just did a lerp:
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if ( s === 1 - t ) {
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var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
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x0 *= f;
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y0 *= f;
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z0 *= f;
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w0 *= f;
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}
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}
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dst[ dstOffset ] = x0;
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dst[ dstOffset + 1 ] = y0;
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dst[ dstOffset + 2 ] = z0;
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dst[ dstOffset + 3 ] = w0;
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}
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} );
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Object.defineProperties( Quaternion.prototype, {
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x: {
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get: function () {
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return this._x;
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},
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set: function ( value ) {
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this._x = value;
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this.onChangeCallback();
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}
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},
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y: {
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get: function () {
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return this._y;
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},
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set: function ( value ) {
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this._y = value;
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this.onChangeCallback();
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}
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},
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z: {
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get: function () {
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return this._z;
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},
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set: function ( value ) {
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this._z = value;
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this.onChangeCallback();
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}
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},
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w: {
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get: function () {
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return this._w;
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},
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set: function ( value ) {
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this._w = value;
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this.onChangeCallback();
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}
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}
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} );
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Object.assign( Quaternion.prototype, {
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isQuaternion: true,
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set: function ( x, y, z, w ) {
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this._x = x;
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this._y = y;
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this._z = z;
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this._w = w;
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this.onChangeCallback();
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return this;
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},
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clone: function () {
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return new this.constructor( this._x, this._y, this._z, this._w );
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},
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copy: function ( quaternion ) {
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this._x = quaternion.x;
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this._y = quaternion.y;
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this._z = quaternion.z;
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this._w = quaternion.w;
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this.onChangeCallback();
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return this;
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},
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setFromEuler: function ( euler, update ) {
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if ( ! ( euler && euler.isEuler ) ) {
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throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
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}
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var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
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// http://www.mathworks.com/matlabcentral/fileexchange/
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// 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
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// content/SpinCalc.m
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var cos = Math.cos;
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var sin = Math.sin;
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var c1 = cos( x / 2 );
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var c2 = cos( y / 2 );
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var c3 = cos( z / 2 );
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var s1 = sin( x / 2 );
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var s2 = sin( y / 2 );
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var s3 = sin( z / 2 );
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if ( order === 'XYZ' ) {
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this._x = s1 * c2 * c3 + c1 * s2 * s3;
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this._y = c1 * s2 * c3 - s1 * c2 * s3;
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this._z = c1 * c2 * s3 + s1 * s2 * c3;
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this._w = c1 * c2 * c3 - s1 * s2 * s3;
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} else if ( order === 'YXZ' ) {
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this._x = s1 * c2 * c3 + c1 * s2 * s3;
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this._y = c1 * s2 * c3 - s1 * c2 * s3;
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this._z = c1 * c2 * s3 - s1 * s2 * c3;
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this._w = c1 * c2 * c3 + s1 * s2 * s3;
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} else if ( order === 'ZXY' ) {
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this._x = s1 * c2 * c3 - c1 * s2 * s3;
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this._y = c1 * s2 * c3 + s1 * c2 * s3;
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this._z = c1 * c2 * s3 + s1 * s2 * c3;
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this._w = c1 * c2 * c3 - s1 * s2 * s3;
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} else if ( order === 'ZYX' ) {
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this._x = s1 * c2 * c3 - c1 * s2 * s3;
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this._y = c1 * s2 * c3 + s1 * c2 * s3;
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this._z = c1 * c2 * s3 - s1 * s2 * c3;
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this._w = c1 * c2 * c3 + s1 * s2 * s3;
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} else if ( order === 'YZX' ) {
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this._x = s1 * c2 * c3 + c1 * s2 * s3;
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this._y = c1 * s2 * c3 + s1 * c2 * s3;
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this._z = c1 * c2 * s3 - s1 * s2 * c3;
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this._w = c1 * c2 * c3 - s1 * s2 * s3;
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} else if ( order === 'XZY' ) {
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this._x = s1 * c2 * c3 - c1 * s2 * s3;
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this._y = c1 * s2 * c3 - s1 * c2 * s3;
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this._z = c1 * c2 * s3 + s1 * s2 * c3;
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this._w = c1 * c2 * c3 + s1 * s2 * s3;
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}
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if ( update !== false ) this.onChangeCallback();
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return this;
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},
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setFromAxisAngle: function ( axis, angle ) {
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// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
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// assumes axis is normalized
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var halfAngle = angle / 2, s = Math.sin( halfAngle );
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this._x = axis.x * s;
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this._y = axis.y * s;
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this._z = axis.z * s;
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this._w = Math.cos( halfAngle );
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this.onChangeCallback();
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return this;
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},
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setFromRotationMatrix: function ( m ) {
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// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
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// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
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var te = m.elements,
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m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
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m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
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m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
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trace = m11 + m22 + m33,
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s;
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if ( trace > 0 ) {
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s = 0.5 / Math.sqrt( trace + 1.0 );
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this._w = 0.25 / s;
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this._x = ( m32 - m23 ) * s;
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this._y = ( m13 - m31 ) * s;
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this._z = ( m21 - m12 ) * s;
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} else if ( m11 > m22 && m11 > m33 ) {
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s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
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this._w = ( m32 - m23 ) / s;
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this._x = 0.25 * s;
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this._y = ( m12 + m21 ) / s;
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this._z = ( m13 + m31 ) / s;
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} else if ( m22 > m33 ) {
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s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
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this._w = ( m13 - m31 ) / s;
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this._x = ( m12 + m21 ) / s;
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this._y = 0.25 * s;
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this._z = ( m23 + m32 ) / s;
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} else {
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s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
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this._w = ( m21 - m12 ) / s;
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this._x = ( m13 + m31 ) / s;
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this._y = ( m23 + m32 ) / s;
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this._z = 0.25 * s;
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}
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this.onChangeCallback();
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return this;
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},
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setFromUnitVectors: function () {
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// assumes direction vectors vFrom and vTo are normalized
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var v1 = new Vector3();
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var r;
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var EPS = 0.000001;
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return function setFromUnitVectors( vFrom, vTo ) {
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if ( v1 === undefined ) v1 = new Vector3();
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r = vFrom.dot( vTo ) + 1;
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if ( r < EPS ) {
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r = 0;
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if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
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v1.set( - vFrom.y, vFrom.x, 0 );
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} else {
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v1.set( 0, - vFrom.z, vFrom.y );
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}
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} else {
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v1.crossVectors( vFrom, vTo );
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}
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this._x = v1.x;
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this._y = v1.y;
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this._z = v1.z;
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this._w = r;
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return this.normalize();
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};
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}(),
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angleTo: function ( q ) {
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return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
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},
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rotateTowards: function ( q, step ) {
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var angle = this.angleTo( q );
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if ( angle === 0 ) return this;
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var t = Math.min( 1, step / angle );
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this.slerp( q, t );
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return this;
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},
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inverse: function () {
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// quaternion is assumed to have unit length
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return this.conjugate();
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},
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conjugate: function () {
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this._x *= - 1;
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this._y *= - 1;
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this._z *= - 1;
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this.onChangeCallback();
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return this;
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},
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dot: function ( v ) {
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return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
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},
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lengthSq: function () {
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return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
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},
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length: function () {
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return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
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},
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normalize: function () {
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var l = this.length();
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if ( l === 0 ) {
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this._x = 0;
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this._y = 0;
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this._z = 0;
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this._w = 1;
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} else {
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l = 1 / l;
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this._x = this._x * l;
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this._y = this._y * l;
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this._z = this._z * l;
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this._w = this._w * l;
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}
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this.onChangeCallback();
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return this;
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},
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multiply: function ( q, p ) {
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if ( p !== undefined ) {
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console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
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return this.multiplyQuaternions( q, p );
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}
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return this.multiplyQuaternions( this, q );
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},
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premultiply: function ( q ) {
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return this.multiplyQuaternions( q, this );
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},
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multiplyQuaternions: function ( a, b ) {
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// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
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var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
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var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
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this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
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this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
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this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
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this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
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this.onChangeCallback();
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return this;
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},
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slerp: function ( qb, t ) {
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if ( t === 0 ) return this;
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if ( t === 1 ) return this.copy( qb );
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var x = this._x, y = this._y, z = this._z, w = this._w;
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// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
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var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
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if ( cosHalfTheta < 0 ) {
|
||
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this._w = - qb._w;
|
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this._x = - qb._x;
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this._y = - qb._y;
|
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this._z = - qb._z;
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cosHalfTheta = - cosHalfTheta;
|
||
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} else {
|
||
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this.copy( qb );
|
||
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}
|
||
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|
||
|
if ( cosHalfTheta >= 1.0 ) {
|
||
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||
|
this._w = w;
|
||
|
this._x = x;
|
||
|
this._y = y;
|
||
|
this._z = z;
|
||
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|
||
|
return this;
|
||
|
|
||
|
}
|
||
|
|
||
|
var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
|
||
|
|
||
|
if ( sqrSinHalfTheta <= Number.EPSILON ) {
|
||
|
|
||
|
var s = 1 - t;
|
||
|
this._w = s * w + t * this._w;
|
||
|
this._x = s * x + t * this._x;
|
||
|
this._y = s * y + t * this._y;
|
||
|
this._z = s * z + t * this._z;
|
||
|
|
||
|
return this.normalize();
|
||
|
|
||
|
}
|
||
|
|
||
|
var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
|
||
|
var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
|
||
|
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;
|
||
|
|
||
|
},
|
||
|
|
||
|
equals: function ( quaternion ) {
|
||
|
|
||
|
return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
|
||
|
|
||
|
},
|
||
|
|
||
|
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;
|
||
|
|
||
|
},
|
||
|
|
||
|
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;
|
||
|
|
||
|
},
|
||
|
|
||
|
onChange: function ( callback ) {
|
||
|
|
||
|
this.onChangeCallback = callback;
|
||
|
|
||
|
return this;
|
||
|
|
||
|
},
|
||
|
|
||
|
onChangeCallback: function () {}
|
||
|
|
||
|
} );
|
||
|
|
||
|
|
||
|
export { Quaternion };
|