import { EPSILON } from "../common"; import { vec3, vec4, mat4 } from "."; export class quat { public values = new Float32Array(4); static identity = new quat().setIdentity(); static q0 = new quat(); static q1 = new quat(); static q2 = new quat(); public get x(): number { return this.values[0]; } public get y(): number { return this.values[1]; } public get z(): number { return this.values[2]; } public get w(): number { return this.values[3]; } public set x(value: number) { this.values[0] = value; } public set y(value: number) { this.values[1] = value; } public set z(value: number) { this.values[2] = value; } public set w(value: number) { this.values[3] = value; } public constructor() { this.setIdentity(); } /** * 设置一个标准四元数 * @returns */ public setIdentity(): quat { this.x = 0; this.y = 0; this.z = 0; this.w = 1; return this; } public at(index: number): number { return this.values[index]; } /** * 重置 */ public reset(): void { for (let i = 0; i < 4; i++) { this.values[i] = 0; } } public copy(dest: quat | null = null): quat { if (!dest) dest = new quat(); for (let i = 0; i < 4; i++) { dest.values[i] = this.values[i]; } return dest; } public roll(): number { let x = this.x, y = this.y, z = this.z, w = this.w; return Math.atan2(2.0 * (x * y + w * z), w * w + x * x - y * y - z * z); } public pitch(): number { let x = this.x, y = this.y, z = this.z, w = this.w; return Math.atan2(2.0 * (y * z + w * x), w * w - x * x - y * y + z * z); } public yaw(): number { return Math.asin(2.0 * (this.x * this.z - this.w * this.y)); } /** * 判断是否相等 * @param vector * @param threshold * @returns */ public equals(vector: quat, threshold = EPSILON): boolean { for (let i = 0; i < 4; i++) { if (Math.abs(this.values[i] - vector.at(i)) > threshold) return false; } return true; } /** * 计算W * @returns */ public calculateW(): quat { let x = this.x, y = this.y, z = this.z; this.w = -(Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z))); return this; } /** * 四元数点乘 * @param q1 * @param q2 * @returns */ public static dot(q1: quat, q2: quat): number { return q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w; } /** * 四元数求逆 * @returns */ public inverse(): quat { let dot = quat.dot(this, this); if (!dot) { this.setIdentity(); return this; } let invDot = dot ? 1.0 / dot : 0; this.x *= -invDot; this.y *= -invDot; this.z *= -invDot; this.w *= invDot; return this; } public conjugate(): quat { this.values[0] *= -1; this.values[1] *= -1; this.values[2] *= -1; return this; } /** * 四元数求模 * @returns */ public length(): number { let x = this.x, y = this.y, z = this.z, w = this.w; return Math.sqrt(x * x + y * y + z * z + w * w); } public normalize(dest: quat | null = null): quat { if (!dest) dest = this; let x = this.x, y = this.y, z = this.z, w = this.w; let length = Math.sqrt(x * x + y * y + z * z + w * w); if (!length) { dest.x = 0; dest.y = 0; dest.z = 0; dest.w = 0; return dest; } length = 1 / length; dest.x = x * length; dest.y = y * length; dest.z = z * length; dest.w = w * length; return dest; } public add(other: quat): quat { for (let i = 0; i < 4; i++) { this.values[i] += other.at(i); } return this; } // 这个是左到右结合 this.cross.other public multiply(other: quat): quat { let q1x = this.values[0], q1y = this.values[1], q1z = this.values[2], q1w = this.values[3]; let q2x = other.x, q2y = other.y, q2z = other.z, q2w = other.w; this.x = q1x * q2w + q1w * q2x + q1y * q2z - q1z * q2y; this.y = q1y * q2w + q1w * q2y + q1z * q2x - q1x * q2z; this.z = q1z * q2w + q1w * q2z + q1x * q2y - q1y * q2x; this.w = q1w * q2w - q1x * q2x - q1y * q2y - q1z * q2z; return this; } /** * 四元数乘以向量 * @param vector * @param dest * @returns */ public multiplyVec3(vector: vec3, dest: vec3 | null = null): vec3 { if (!dest) dest = new vec3(); let x = vector.x, y = vector.y, z = vector.z; let qx = this.x, qy = this.y, qz = this.z, qw = this.w; // let 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; 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; } public toMat4(dest: mat4 | null = null): mat4 { if (!dest) dest = new mat4(); let x = this.x, y = this.y, z = this.z, w = this.w, x2 = x + x, y2 = y + y, z2 = z + z, xx = x * x2, xy = x * y2, xz = x * z2, yy = y * y2, yz = y * z2, zz = z * z2, wx = w * x2, wy = w * y2, wz = w * z2; dest.set([ 1 - (yy + zz), xy + wz, xz - wy, 0, (xy - wz), (1 - (xx + zz)), (yz + wx), 0, xz + wy, yz - wx, 1 - (xx + yy), 0, 0, 0, 0, 1 ]); return dest; } public static sum(q1: quat, q2: quat, dest: quat | null = null): quat { if (!dest) dest = new quat(); dest.x = q1.x + q2.x; dest.y = q1.y + q2.y; dest.z = q1.z + q2.z; dest.w = q1.w + q2.w; return dest; } public static product(q1: quat, q2: quat, dest: quat | null = null): quat { if (!dest) dest = new quat(); let q1x = q1.x, q1y = q1.y, q1z = q1.z, q1w = q1.w, q2x = q2.x, q2y = q2.y, q2z = q2.z, q2w = q2.w; dest.x = q1x * q2w + q1w * q2x + q1y * q2z - q1z * q2y; dest.y = q1y * q2w + q1w * q2y + q1z * q2x - q1x * q2z; dest.z = q1z * q2w + q1w * q2z + q1x * q2y - q1y * q2x; dest.w = q1w * q2w - q1x * q2x - q1y * q2y - q1z * q2z; return dest; } public static cross(q1: quat, q2: quat, dest: quat | null = null): quat { if (!dest) dest = new quat(); let q1x = q1.x, q1y = q1.y, q1z = q1.z, q1w = q1.w, q2x = q2.x, q2y = q2.y, q2z = q2.z, q2w = q2.w; dest.x = q1w * q2z + q1z * q2w + q1x * q2y - q1y * q2x; dest.y = q1w * q2w - q1x * q2x - q1y * q2y - q1z * q2z; dest.z = q1w * q2x + q1x * q2w + q1y * q2z - q1z * q2y; dest.w = q1w * q2y + q1y * q2w + q1z * q2x - q1x * q2z; return dest; } public static shortMix(q1: quat, q2: quat, time: number, dest: quat | null = null): quat { if (!dest) dest = new quat(); if (time <= 0.0) { q1.copy(q1); return dest; } else if (time >= 1.0) { q2.copy(dest); return dest; } let cos = quat.dot(q1, q2), q2a = q2.copy(); if (cos < 0.0) { q2a.inverse(); cos = -cos; } let k0: number, k1: number; if (cos > 0.9999) { k0 = 1 - time; k1 = 0 + time; } else { let sin: number = Math.sqrt(1 - cos * cos); let angle: number = Math.atan2(sin, cos); let oneOverSin: number = 1 / sin; k0 = Math.sin((1 - time) * angle) * oneOverSin; k1 = Math.sin((0 + time) * angle) * oneOverSin; } dest.x = k0 * q1.x + k1 * q2a.x; dest.y = k0 * q1.y + k1 * q2a.y; dest.z = k0 * q1.z + k1 * q2a.z; dest.w = k0 * q1.w + k1 * q2a.w; return dest; } public static mix(q1: quat, q2: quat, time: number, dest: quat | null = null): quat { if (!dest) dest = new quat(); let cosHalfTheta = q1.x * q2.x + q1.y * q2.y + q1.z * q2.z + q1.w * q2.w; if (Math.abs(cosHalfTheta) >= 1.0) { q1.copy(dest); return dest; } let halfTheta = Math.acos(cosHalfTheta), sinHalfTheta = Math.sqrt(1.0 - cosHalfTheta * cosHalfTheta); if (Math.abs(sinHalfTheta) < 0.001) { dest.x = q1.x * 0.5 + q2.x * 0.5; dest.y = q1.y * 0.5 + q2.y * 0.5; dest.z = q1.z * 0.5 + q2.z * 0.5; dest.w = q1.w * 0.5 + q2.w * 0.5; return dest; } let ratioA = Math.sin((1 - time) * halfTheta) / sinHalfTheta, ratioB = Math.sin(time * halfTheta) / sinHalfTheta; dest.x = q1.x * ratioA + q2.x * ratioB; dest.y = q1.y * ratioA + q2.y * ratioB; dest.z = q1.z * ratioA + q2.z * ratioB; dest.w = q1.w * ratioA + q2.w * ratioB; return dest; } static fromAxis(axis: vec3, angle: number, dest: quat | null = null): quat { if (!dest) dest = new quat(); angle *= 0.5; let sin = Math.sin(angle); dest.x = axis.x * sin; dest.y = axis.y * sin; dest.z = axis.z * sin; dest.w = Math.cos(angle); return dest; } }