| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513 | // Copyright 2011 The Closure Library Authors. All Rights Reserved.//// Licensed under the Apache License, Version 2.0 (the "License");// you may not use this file except in compliance with the License.// You may obtain a copy of the License at////      http://www.apache.org/licenses/LICENSE-2.0//// Unless required by applicable law or agreed to in writing, software// distributed under the License is distributed on an "AS-IS" BASIS,// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.// See the License for the specific language governing permissions and// limitations under the License./** * @fileoverview Implements quaternions and their conversion functions. In this * implementation, quaternions are represented as 4 element vectors with the * first 3 elements holding the imaginary components and the 4th element holding * the real component. * */goog.provide('goog.vec.Quaternion');goog.require('goog.vec');goog.require('goog.vec.Vec3');goog.require('goog.vec.Vec4');/** @typedef {goog.vec.Float32} */ goog.vec.Quaternion.Float32;/** @typedef {goog.vec.Float64} */ goog.vec.Quaternion.Float64;/** @typedef {goog.vec.Number} */ goog.vec.Quaternion.Number;/** @typedef {goog.vec.AnyType} */ goog.vec.Quaternion.AnyType;//The following type are deprecated - use the above types instead./** @typedef {goog.vec.Vec4.Type} */ goog.vec.Quaternion.Type;/** @typedef {goog.vec.ArrayType} */ goog.vec.Quaternion.QuaternionLike;/** * @typedef {goog.vec.Vec4.Type} */goog.vec.Quaternion.Type;/** * Creates a Float32 quaternion, initialized to zero. * * @return {!goog.vec.Quaternion.Float32} The new quaternion. */goog.vec.Quaternion.createFloat32 = goog.vec.Vec4.createFloat32;/** * Creates a Float64 quaternion, initialized to zero. * * @return {goog.vec.Quaternion.Float64} The new quaternion. */goog.vec.Quaternion.createFloat64 = goog.vec.Vec4.createFloat64;/** * Creates a Number quaternion, initialized to zero. * * @return {goog.vec.Quaternion.Number} The new quaternion. */goog.vec.Quaternion.createNumber = goog.vec.Vec4.createNumber;/** * Creates a quaternion, initialized to zero. * * @deprecated Use createFloat32. * @return {!goog.vec.Quaternion.Type} The new quaternion. */goog.vec.Quaternion.create = goog.vec.Vec4.create;/** * Creates a new Float32 quaternion initialized with the values from the * supplied array. * * @param {goog.vec.AnyType} vec The source 4 element array. * @return {!goog.vec.Quaternion.Float32} The new quaternion. */goog.vec.Quaternion.createFloat32FromArray =    goog.vec.Vec4.createFloat32FromArray;/** * Creates a new Float64 quaternion initialized with the values from the * supplied array. * * @param {goog.vec.AnyType} vec The source 4 element array. * @return {!goog.vec.Quaternion.Float64} The new quaternion. */goog.vec.Quaternion.createFloat64FromArray =    goog.vec.Vec4.createFloat64FromArray;/** * Creates a new quaternion initialized with the values from the supplied * array. * * @deprecated Use createFloat32FromArray. * @param {!goog.vec.Quaternion.QuaternionLike} vec The source 4 element array. * @return {!goog.vec.Quaternion.Type} The new quaternion. */goog.vec.Quaternion.createFromArray =    goog.vec.Vec4.createFromArray;/** * Creates a new Float32 quaternion initialized with the supplied values. * * @param {number} v0 The value for element at index 0. * @param {number} v1 The value for element at index 1. * @param {number} v2 The value for element at index 2. * @param {number} v3 The value for element at index 3. * @return {!goog.vec.Quaternion.Float32} The new quaternion. */goog.vec.Quaternion.createFloat32FromValues =    goog.vec.Vec4.createFloat32FromValues;/** * Creates a new Float64 quaternion initialized with the supplied values. * * @param {number} v0 The value for element at index 0. * @param {number} v1 The value for element at index 1. * @param {number} v2 The value for element at index 2. * @param {number} v3 The value for element at index 3. * @return {!goog.vec.Quaternion.Float64} The new quaternion. */goog.vec.Quaternion.createFloat64FromValues =    goog.vec.Vec4.createFloat64FromValues;/** * Creates a new quaternion initialized with the supplied values. * * @deprecated Use createFloat32FromValues. * @param {number} v0 The value for element at index 0. * @param {number} v1 The value for element at index 1. * @param {number} v2 The value for element at index 2. * @param {number} v3 The value for element at index 3. * @return {!goog.vec.Quaternion.Type} The new quaternion. */goog.vec.Quaternion.createFromValues =    goog.vec.Vec4.createFromValues;/** * Creates a clone of the given Float32 quaternion. * * @param {goog.vec.Quaternion.Float32} q The source quaternion. * @return {goog.vec.Quaternion.Float32} The new quaternion. */goog.vec.Quaternion.cloneFloat32 = goog.vec.Vec4.cloneFloat32;/** * Creates a clone of the given Float64 quaternion. * * @param {goog.vec.Quaternion.Float64} q The source quaternion. * @return {goog.vec.Quaternion.Float64} The new quaternion. */goog.vec.Quaternion.cloneFloat64 = goog.vec.Vec4.cloneFloat64;/** * Creates a clone of the given quaternion. * * @deprecated Use cloneFloat32. * @param {goog.vec.Quaternion.QuaternionLike} q The source quaternion. * @return {!goog.vec.Quaternion.Type} The new quaternion. */goog.vec.Quaternion.clone = goog.vec.Vec4.clone;/** * Initializes the quaternion with the given values. * * @param {goog.vec.Quaternion.AnyType} q The quaternion to receive *     the values. * @param {number} v0 The value for element at index 0. * @param {number} v1 The value for element at index 1. * @param {number} v2 The value for element at index 2. * @param {number} v3 The value for element at index 3. * @return {!goog.vec.Vec4.AnyType} return q so that operations can be *     chained together. */goog.vec.Quaternion.setFromValues = goog.vec.Vec4.setFromValues;/** * Initializes the quaternion with the given array of values. * * @param {goog.vec.Quaternion.AnyType} q The quaternion to receive *     the values. * @param {goog.vec.AnyType} values The array of values. * @return {!goog.vec.Quaternion.AnyType} return q so that operations can be *     chained together. */goog.vec.Quaternion.setFromArray = goog.vec.Vec4.setFromArray;/** * Adds the two quaternions. * * @param {goog.vec.Quaternion.AnyType} quat0 The first addend. * @param {goog.vec.Quaternion.AnyType} quat1 The second addend. * @param {goog.vec.Quaternion.AnyType} resultQuat The quaternion to *     receive the result. May be quat0 or quat1. */goog.vec.Quaternion.add = goog.vec.Vec4.add;/** * Negates a quaternion, storing the result into resultQuat. * * @param {goog.vec.Quaternion.AnyType} quat0 The quaternion to negate. * @param {goog.vec.Quaternion.AnyType} resultQuat The quaternion to *     receive the result. May be quat0. */goog.vec.Quaternion.negate = goog.vec.Vec4.negate;/** * Multiplies each component of quat0 with scalar storing the product into * resultVec. * * @param {goog.vec.Quaternion.AnyType} quat0 The source quaternion. * @param {number} scalar The value to multiply with each component of quat0. * @param {goog.vec.Quaternion.AnyType} resultQuat The quaternion to *     receive the result. May be quat0. */goog.vec.Quaternion.scale = goog.vec.Vec4.scale;/** * Returns the square magnitude of the given quaternion. * * @param {goog.vec.Quaternion.AnyType} quat0 The quaternion. * @return {number} The magnitude of the quaternion. */goog.vec.Quaternion.magnitudeSquared =    goog.vec.Vec4.magnitudeSquared;/** * Returns the magnitude of the given quaternion. * * @param {goog.vec.Quaternion.AnyType} quat0 The quaternion. * @return {number} The magnitude of the quaternion. */goog.vec.Quaternion.magnitude =    goog.vec.Vec4.magnitude;/** * Normalizes the given quaternion storing the result into resultVec. * * @param {goog.vec.Quaternion.AnyType} quat0 The quaternion to *     normalize. * @param {goog.vec.Quaternion.AnyType} resultQuat The quaternion to *     receive the result. May be quat0. */goog.vec.Quaternion.normalize = goog.vec.Vec4.normalize;/** * Computes the dot (scalar) product of two quaternions. * * @param {goog.vec.Quaternion.AnyType} q0 The first quaternion. * @param {goog.vec.Quaternion.AnyType} q1 The second quaternion. * @return {number} The scalar product. */goog.vec.Quaternion.dot = goog.vec.Vec4.dot;/** * Computes the conjugate of the quaternion in quat storing the result into * resultQuat. * * @param {goog.vec.Quaternion.AnyType} quat The source quaternion. * @param {goog.vec.Quaternion.AnyType} resultQuat The quaternion to *     receive the result. * @return {!goog.vec.Quaternion.AnyType} Return q so that *     operations can be chained together. */goog.vec.Quaternion.conjugate = function(quat, resultQuat) {  resultQuat[0] = -quat[0];  resultQuat[1] = -quat[1];  resultQuat[2] = -quat[2];  resultQuat[3] = quat[3];  return resultQuat;};/** * Concatenates the two quaternions storing the result into resultQuat. * * @param {goog.vec.Quaternion.AnyType} quat0 The first quaternion. * @param {goog.vec.Quaternion.AnyType} quat1 The second quaternion. * @param {goog.vec.Quaternion.AnyType} resultQuat The quaternion to *     receive the result. * @return {!goog.vec.Quaternion.AnyType} Return q so that *     operations can be chained together. */goog.vec.Quaternion.concat = function(quat0, quat1, resultQuat) {  var x0 = quat0[0], y0 = quat0[1], z0 = quat0[2], w0 = quat0[3];  var x1 = quat1[0], y1 = quat1[1], z1 = quat1[2], w1 = quat1[3];  resultQuat[0] = w0 * x1 + x0 * w1 + y0 * z1 - z0 * y1;  resultQuat[1] = w0 * y1 - x0 * z1 + y0 * w1 + z0 * x1;  resultQuat[2] = w0 * z1 + x0 * y1 - y0 * x1 + z0 * w1;  resultQuat[3] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;  return resultQuat;};/** * Generates a unit quaternion from the given angle-axis rotation pair. * The rotation axis is not required to be a unit vector, but should * have non-zero length.  The angle should be specified in radians. * * @param {number} angle The angle (in radians) to rotate about the axis. * @param {goog.vec.Quaternion.AnyType} axis Unit vector specifying the *     axis of rotation. * @param {goog.vec.Quaternion.AnyType} quat Unit quaternion to store the *     result. * @return {goog.vec.Quaternion.AnyType} Return q so that *     operations can be chained together. */goog.vec.Quaternion.fromAngleAxis = function(angle, axis, quat) {  // Normalize the axis of rotation.  goog.vec.Vec3.normalize(axis, axis);  var halfAngle = 0.5 * angle;  var sin = Math.sin(halfAngle);  goog.vec.Quaternion.setFromValues(      quat, sin * axis[0], sin * axis[1], sin * axis[2], Math.cos(halfAngle));  // Normalize the resulting quaternion.  goog.vec.Quaternion.normalize(quat, quat);  return quat;};/** * Generates an angle-axis rotation pair from a unit quaternion. * The quaternion is assumed to be of unit length.  The calculated * values are returned via the passed 'axis' object and the 'angle' * number returned by the function itself. The returned rotation axis * is a non-zero length unit vector, and the returned angle is in * radians in the range of [-PI, +PI]. * * @param {goog.vec.Quaternion.AnyType} quat Unit quaternion to convert. * @param {goog.vec.Quaternion.AnyType} axis Vector to store the returned *     rotation axis. * @return {number} angle Angle (in radians) to rotate about 'axis'. *     The range of the returned angle is [-PI, +PI]. */goog.vec.Quaternion.toAngleAxis = function(quat, axis) {  var angle = 2 * Math.acos(quat[3]);  var magnitude = Math.min(Math.max(1 - quat[3] * quat[3], 0), 1);  if (magnitude < goog.vec.EPSILON) {    // This is nearly an identity rotation, so just use a fixed +X axis.    goog.vec.Vec3.setFromValues(axis, 1, 0, 0);  } else {    // Compute the proper rotation axis.    goog.vec.Vec3.setFromValues(axis, quat[0], quat[1], quat[2]);    // Make sure the rotation axis is of unit length.    goog.vec.Vec3.normalize(axis, axis);  }  // Adjust the range of the returned angle to [-PI, +PI].  if (angle > Math.PI) {    angle -= 2 * Math.PI;  }  return angle;};/** * Generates the quaternion from the given rotation matrix. * * @param {goog.vec.Quaternion.AnyType} matrix The source matrix. * @param {goog.vec.Quaternion.AnyType} quat The resulting quaternion. * @return {!goog.vec.Quaternion.AnyType} Return q so that *     operations can be chained together. */goog.vec.Quaternion.fromRotationMatrix4 = function(matrix, quat) {  var sx = matrix[0], sy = matrix[5], sz = matrix[10];  quat[3] = Math.sqrt(Math.max(0, 1 + sx + sy + sz)) / 2;  quat[0] = Math.sqrt(Math.max(0, 1 + sx - sy - sz)) / 2;  quat[1] = Math.sqrt(Math.max(0, 1 - sx + sy - sz)) / 2;  quat[2] = Math.sqrt(Math.max(0, 1 - sx - sy + sz)) / 2;  quat[0] = (matrix[6] - matrix[9] < 0) != (quat[0] < 0) ? -quat[0] : quat[0];  quat[1] = (matrix[8] - matrix[2] < 0) != (quat[1] < 0) ? -quat[1] : quat[1];  quat[2] = (matrix[1] - matrix[4] < 0) != (quat[2] < 0) ? -quat[2] : quat[2];  return quat;};/** * Generates the rotation matrix from the given quaternion. * * @param {goog.vec.Quaternion.AnyType} quat The source quaternion. * @param {goog.vec.AnyType} matrix The resulting matrix. * @return {!goog.vec.AnyType} Return resulting matrix so that *     operations can be chained together. */goog.vec.Quaternion.toRotationMatrix4 = function(quat, matrix) {  var x = quat[0], y = quat[1], z = quat[2], w = quat[3];  var x2 = 2 * x, y2 = 2 * y, z2 = 2 * z;  var wx = x2 * w;  var wy = y2 * w;  var wz = z2 * w;  var xx = x2 * x;  var xy = y2 * x;  var xz = z2 * x;  var yy = y2 * y;  var yz = z2 * y;  var zz = z2 * z;  matrix[0] = 1 - (yy + zz);  matrix[1] = xy + wz;  matrix[2] = xz - wy;  matrix[3] = 0;  matrix[4] = xy - wz;  matrix[5] = 1 - (xx + zz);  matrix[6] = yz + wx;  matrix[7] = 0;  matrix[8] = xz + wy;  matrix[9] = yz - wx;  matrix[10] = 1 - (xx + yy);  matrix[11] = 0;  matrix[12] = 0;  matrix[13] = 0;  matrix[14] = 0;  matrix[15] = 1;  return matrix;};/** * Computes the spherical linear interpolated value from the given quaternions * q0 and q1 according to the coefficient t. The resulting quaternion is stored * in resultQuat. * * @param {goog.vec.Quaternion.AnyType} q0 The first quaternion. * @param {goog.vec.Quaternion.AnyType} q1 The second quaternion. * @param {number} t The interpolating coefficient. * @param {goog.vec.Quaternion.AnyType} resultQuat The quaternion to *     receive the result. * @return {goog.vec.Quaternion.AnyType} Return q so that *     operations can be chained together. */goog.vec.Quaternion.slerp = function(q0, q1, t, resultQuat) {  // Compute the dot product between q0 and q1 (cos of the angle between q0 and  // q1). If it's outside the interval [-1,1], then the arccos is not defined.  // The usual reason for this is that q0 and q1 are colinear. In this case  // the angle between the two is zero, so just return q1.  var cosVal = goog.vec.Quaternion.dot(q0, q1);  if (cosVal > 1 || cosVal < -1) {    goog.vec.Vec4.setFromArray(resultQuat, q1);    return resultQuat;  }  // Quaternions are a double cover on the space of rotations. That is, q and -q  // represent the same rotation. Thus we have two possibilities when  // interpolating between q0 and q1: going the short way or the long way. We  // prefer the short way since that is the likely expectation from users.  var factor = 1;  if (cosVal < 0) {    factor = -1;    cosVal = -cosVal;  }  // Compute the angle between q0 and q1. If it's very small, then just return  // q1 to avoid a very large denominator below.  var angle = Math.acos(cosVal);  if (angle <= goog.vec.EPSILON) {    goog.vec.Vec4.setFromArray(resultQuat, q1);    return resultQuat;  }  // Compute the coefficients and interpolate.  var invSinVal = 1 / Math.sin(angle);  var c0 = Math.sin((1 - t) * angle) * invSinVal;  var c1 = factor * Math.sin(t * angle) * invSinVal;  resultQuat[0] = q0[0] * c0 + q1[0] * c1;  resultQuat[1] = q0[1] * c0 + q1[1] * c1;  resultQuat[2] = q0[2] * c0 + q1[2] * c1;  resultQuat[3] = q0[3] * c0 + q1[3] * c1;  return resultQuat;};/** * Compute the simple linear interpolation of the two quaternions q0 and q1 * according to the coefficient t. The resulting quaternion is stored in * resultVec. * * @param {goog.vec.Quaternion.AnyType} q0 The first quaternion. * @param {goog.vec.Quaternion.AnyType} q1 The second quaternion. * @param {number} t The interpolation factor. * @param {goog.vec.Quaternion.AnyType} resultQuat The quaternion to *     receive the results (may be q0 or q1). */goog.vec.Quaternion.nlerp = goog.vec.Vec4.lerp;
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