web 3d图形渲染器
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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;
}
}