var Class = require('../utils/Class'); var Vector3 = require('./Vector3'); var Matrix3 = require('./Matrix3'); var EPSILON = 1e-06; var siNext = new Int8Array([1, 2, 0] ); var tmp = new Float32Array([0, 0, 0] ); var xUnitVec3 = new Vector3(1, 0, 0); var yUnitVec3 = new Vector3(0, 1, 0); var tmpvec = new Vector3(); var tmpMat3 = new Matrix3(); var Quaternion = new Class({ initialize: function Quaternion(x, y, z, w){ if (typeof x === 'object') { this.x = x.x || 0; this.y = x.y || 0; this.z = x.z || 0; this.w = x.w || 0; } else { this.x = x || 0; this.y = y || 0; this.z = z || 0; this.w = w || 0; } } , copy: function (src){ this.x = src.x; this.y = src.y; this.z = src.z; this.w = src.w; return this; } , set: function (x, y, z, w){ if (typeof x === 'object') { this.x = x.x || 0; this.y = x.y || 0; this.z = x.z || 0; this.w = x.w || 0; } else { this.x = x || 0; this.y = y || 0; this.z = z || 0; this.w = w || 0; } return this; } , add: function (v){ this.x += v.x; this.y += v.y; this.z += v.z; this.w += v.w; return this; } , subtract: function (v){ this.x -= v.x; this.y -= v.y; this.z -= v.z; this.w -= v.w; return this; } , scale: function (scale){ this.x *= scale; this.y *= scale; this.z *= scale; this.w *= scale; return this; } , length: function (){ var x = this.x; var y = this.y; var z = this.z; var w = this.w; return Math.sqrt(x * x + y * y + z * z + w * w); } , lengthSq: function (){ var x = this.x; var y = this.y; var z = this.z; var w = this.w; return x * x + y * y + z * z + w * w; } , normalize: function (){ var x = this.x; var y = this.y; var z = this.z; var w = this.w; var len = x * x + y * y + z * z + w * w; if (len > 0) { len = 1 / Math.sqrt(len); this.x = x * len; this.y = y * len; this.z = z * len; this.w = w * len; } return this; } , dot: function (v){ return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w; } , lerp: function (v, t){ if (t === undefined) { t = 0; } var ax = this.x; var ay = this.y; var az = this.z; var aw = this.w; this.x = ax + t * (v.x - ax); this.y = ay + t * (v.y - ay); this.z = az + t * (v.z - az); this.w = aw + t * (v.w - aw); return this; } , rotationTo: function (a, b){ var dot = a.x * b.x + a.y * b.y + a.z * b.z; if (dot < -0.999999) { if (tmpvec.copy(xUnitVec3).cross(a).length() < EPSILON) { tmpvec.copy(yUnitVec3).cross(a); } tmpvec.normalize(); return this.setAxisAngle(tmpvec, Math.PI); } else if (dot > 0.999999) { this.x = 0; this.y = 0; this.z = 0; this.w = 1; return this; } else { tmpvec.copy(a).cross(b); this.x = tmpvec.x; this.y = tmpvec.y; this.z = tmpvec.z; this.w = 1 + dot; return this.normalize(); } } , setAxes: function (view, right, up){ var m = tmpMat3.val; m[0] = right.x; m[3] = right.y; m[6] = right.z; m[1] = up.x; m[4] = up.y; m[7] = up.z; m[2] = - view.x; m[5] = - view.y; m[8] = - view.z; return this.fromMat3(tmpMat3).normalize(); } , identity: function (){ this.x = 0; this.y = 0; this.z = 0; this.w = 1; return this; } , setAxisAngle: function (axis, rad){ rad = rad * 0.5; var s = Math.sin(rad); this.x = s * axis.x; this.y = s * axis.y; this.z = s * axis.z; this.w = Math.cos(rad); return this; } , multiply: function (b){ var ax = this.x; var ay = this.y; var az = this.z; var aw = this.w; var bx = b.x; var by = b.y; var bz = b.z; var bw = b.w; this.x = ax * bw + aw * bx + ay * bz - az * by; this.y = ay * bw + aw * by + az * bx - ax * bz; this.z = az * bw + aw * bz + ax * by - ay * bx; this.w = aw * bw - ax * bx - ay * by - az * bz; return this; } , slerp: function (b, t){ var ax = this.x; var ay = this.y; var az = this.z; var aw = this.w; var bx = b.x; var by = b.y; var bz = b.z; var bw = b.w; var cosom = ax * bx + ay * by + az * bz + aw * bw; if (cosom < 0) { cosom = - cosom; bx = - bx; by = - by; bz = - bz; bw = - bw; } var scale0 = 1 - t; var scale1 = t; if ((1 - cosom) > EPSILON) { var omega = Math.acos(cosom); var sinom = Math.sin(omega); scale0 = Math.sin((1 - t) * omega) / sinom; scale1 = Math.sin(t * omega) / sinom; } this.x = scale0 * ax + scale1 * bx; this.y = scale0 * ay + scale1 * by; this.z = scale0 * az + scale1 * bz; this.w = scale0 * aw + scale1 * bw; return this; } , invert: function (){ var a0 = this.x; var a1 = this.y; var a2 = this.z; var a3 = this.w; var dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3; var invDot = (dot)? 1 / dot: 0; this.x = - a0 * invDot; this.y = - a1 * invDot; this.z = - a2 * invDot; this.w = a3 * invDot; return this; } , conjugate: function (){ this.x = - this.x; this.y = - this.y; this.z = - this.z; return this; } , rotateX: function (rad){ rad *= 0.5; var ax = this.x; var ay = this.y; var az = this.z; var aw = this.w; var bx = Math.sin(rad); var bw = Math.cos(rad); this.x = ax * bw + aw * bx; this.y = ay * bw + az * bx; this.z = az * bw - ay * bx; this.w = aw * bw - ax * bx; return this; } , rotateY: function (rad){ rad *= 0.5; var ax = this.x; var ay = this.y; var az = this.z; var aw = this.w; var by = Math.sin(rad); var bw = Math.cos(rad); this.x = ax * bw - az * by; this.y = ay * bw + aw * by; this.z = az * bw + ax * by; this.w = aw * bw - ay * by; return this; } , rotateZ: function (rad){ rad *= 0.5; var ax = this.x; var ay = this.y; var az = this.z; var aw = this.w; var bz = Math.sin(rad); var bw = Math.cos(rad); this.x = ax * bw + ay * bz; this.y = ay * bw - ax * bz; this.z = az * bw + aw * bz; this.w = aw * bw - az * bz; return this; } , calculateW: function (){ var x = this.x; var y = this.y; var z = this.z; this.w = - Math.sqrt(Math.abs(1 - x * x - y * y - z * z)); return this; } , fromMat3: function (mat){ var m = mat.val; var fTrace = m[0] + m[4] + m[8]; var fRoot; if (fTrace > 0) { fRoot = Math.sqrt(fTrace + 1); this.w = 0.5 * fRoot; fRoot = 0.5 / fRoot; this.x = (m[7] - m[5]) * fRoot; this.y = (m[2] - m[6]) * fRoot; this.z = (m[3] - m[1]) * fRoot; } else { var i = 0; if (m[4] > m[0]) { i = 1; } if (m[8] > m[i * 3 + i]) { i = 2; } var j = siNext[i]; var k = siNext[j]; fRoot = Math.sqrt(m[i * 3 + i] - m[j * 3 + j] - m[k * 3 + k] + 1); tmp[i] = 0.5 * fRoot; fRoot = 0.5 / fRoot; tmp[j] = (m[j * 3 + i] + m[i * 3 + j]) * fRoot; tmp[k] = (m[k * 3 + i] + m[i * 3 + k]) * fRoot; this.x = tmp[0]; this.y = tmp[1]; this.z = tmp[2]; this.w = (m[k * 3 + j] - m[j * 3 + k]) * fRoot; } return this; } } ); Quaternion.prototype.idt = Quaternion.prototype.identity; Quaternion.prototype.sub = Quaternion.prototype.subtract; Quaternion.prototype.mul = Quaternion.prototype.multiply; Quaternion.prototype.len = _AN_Read_length('length', Quaternion.prototype); Quaternion.prototype.lenSq = Quaternion.prototype.lengthSq; Quaternion.prototype.reset = Quaternion.prototype.idt; module.exports = Quaternion;