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- "use strict";
- function _typeof(obj) { "@babel/helpers - typeof"; if (typeof Symbol === "function" && typeof Symbol.iterator === "symbol") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; } return _typeof(obj); }
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.create = create;
- exports.clone = clone;
- exports.fromValues = fromValues;
- exports.fromRotationTranslationValues = fromRotationTranslationValues;
- exports.fromRotationTranslation = fromRotationTranslation;
- exports.fromTranslation = fromTranslation;
- exports.fromRotation = fromRotation;
- exports.fromMat4 = fromMat4;
- exports.copy = copy;
- exports.identity = identity;
- exports.set = set;
- exports.getDual = getDual;
- exports.setDual = setDual;
- exports.getTranslation = getTranslation;
- exports.translate = translate;
- exports.rotateX = rotateX;
- exports.rotateY = rotateY;
- exports.rotateZ = rotateZ;
- exports.rotateByQuatAppend = rotateByQuatAppend;
- exports.rotateByQuatPrepend = rotateByQuatPrepend;
- exports.rotateAroundAxis = rotateAroundAxis;
- exports.add = add;
- exports.multiply = multiply;
- exports.scale = scale;
- exports.lerp = lerp;
- exports.invert = invert;
- exports.conjugate = conjugate;
- exports.normalize = normalize;
- exports.str = str;
- exports.exactEquals = exactEquals;
- exports.equals = equals;
- exports.sqrLen = exports.squaredLength = exports.len = exports.length = exports.dot = exports.mul = exports.setReal = exports.getReal = void 0;
- var glMatrix = _interopRequireWildcard(require("./common.js"));
- var quat = _interopRequireWildcard(require("./quat.js"));
- var mat4 = _interopRequireWildcard(require("./mat4.js"));
- function _getRequireWildcardCache(nodeInterop) { if (typeof WeakMap !== "function") return null; var cacheBabelInterop = new WeakMap(); var cacheNodeInterop = new WeakMap(); return (_getRequireWildcardCache = function _getRequireWildcardCache(nodeInterop) { return nodeInterop ? cacheNodeInterop : cacheBabelInterop; })(nodeInterop); }
- function _interopRequireWildcard(obj, nodeInterop) { if (!nodeInterop && obj && obj.__esModule) { return obj; } if (obj === null || _typeof(obj) !== "object" && typeof obj !== "function") { return { "default": obj }; } var cache = _getRequireWildcardCache(nodeInterop); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (key !== "default" && Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
- /**
- * Dual Quaternion<br>
- * Format: [real, dual]<br>
- * Quaternion format: XYZW<br>
- * Make sure to have normalized dual quaternions, otherwise the functions may not work as intended.<br>
- * @module quat2
- */
- /**
- * Creates a new identity dual quat
- *
- * @returns {quat2} a new dual quaternion [real -> rotation, dual -> translation]
- */
- function create() {
- var dq = new glMatrix.ARRAY_TYPE(8);
- if (glMatrix.ARRAY_TYPE != Float32Array) {
- dq[0] = 0;
- dq[1] = 0;
- dq[2] = 0;
- dq[4] = 0;
- dq[5] = 0;
- dq[6] = 0;
- dq[7] = 0;
- }
- dq[3] = 1;
- return dq;
- }
- /**
- * Creates a new quat initialized with values from an existing quaternion
- *
- * @param {ReadonlyQuat2} a dual quaternion to clone
- * @returns {quat2} new dual quaternion
- * @function
- */
- function clone(a) {
- var dq = new glMatrix.ARRAY_TYPE(8);
- dq[0] = a[0];
- dq[1] = a[1];
- dq[2] = a[2];
- dq[3] = a[3];
- dq[4] = a[4];
- dq[5] = a[5];
- dq[6] = a[6];
- dq[7] = a[7];
- return dq;
- }
- /**
- * Creates a new dual quat initialized with the given values
- *
- * @param {Number} x1 X component
- * @param {Number} y1 Y component
- * @param {Number} z1 Z component
- * @param {Number} w1 W component
- * @param {Number} x2 X component
- * @param {Number} y2 Y component
- * @param {Number} z2 Z component
- * @param {Number} w2 W component
- * @returns {quat2} new dual quaternion
- * @function
- */
- function fromValues(x1, y1, z1, w1, x2, y2, z2, w2) {
- var dq = new glMatrix.ARRAY_TYPE(8);
- dq[0] = x1;
- dq[1] = y1;
- dq[2] = z1;
- dq[3] = w1;
- dq[4] = x2;
- dq[5] = y2;
- dq[6] = z2;
- dq[7] = w2;
- return dq;
- }
- /**
- * Creates a new dual quat from the given values (quat and translation)
- *
- * @param {Number} x1 X component
- * @param {Number} y1 Y component
- * @param {Number} z1 Z component
- * @param {Number} w1 W component
- * @param {Number} x2 X component (translation)
- * @param {Number} y2 Y component (translation)
- * @param {Number} z2 Z component (translation)
- * @returns {quat2} new dual quaternion
- * @function
- */
- function fromRotationTranslationValues(x1, y1, z1, w1, x2, y2, z2) {
- var dq = new glMatrix.ARRAY_TYPE(8);
- dq[0] = x1;
- dq[1] = y1;
- dq[2] = z1;
- dq[3] = w1;
- var ax = x2 * 0.5,
- ay = y2 * 0.5,
- az = z2 * 0.5;
- dq[4] = ax * w1 + ay * z1 - az * y1;
- dq[5] = ay * w1 + az * x1 - ax * z1;
- dq[6] = az * w1 + ax * y1 - ay * x1;
- dq[7] = -ax * x1 - ay * y1 - az * z1;
- return dq;
- }
- /**
- * Creates a dual quat from a quaternion and a translation
- *
- * @param {ReadonlyQuat2} dual quaternion receiving operation result
- * @param {ReadonlyQuat} q a normalized quaternion
- * @param {ReadonlyVec3} t tranlation vector
- * @returns {quat2} dual quaternion receiving operation result
- * @function
- */
- function fromRotationTranslation(out, q, t) {
- var ax = t[0] * 0.5,
- ay = t[1] * 0.5,
- az = t[2] * 0.5,
- bx = q[0],
- by = q[1],
- bz = q[2],
- bw = q[3];
- out[0] = bx;
- out[1] = by;
- out[2] = bz;
- out[3] = bw;
- out[4] = ax * bw + ay * bz - az * by;
- out[5] = ay * bw + az * bx - ax * bz;
- out[6] = az * bw + ax * by - ay * bx;
- out[7] = -ax * bx - ay * by - az * bz;
- return out;
- }
- /**
- * Creates a dual quat from a translation
- *
- * @param {ReadonlyQuat2} dual quaternion receiving operation result
- * @param {ReadonlyVec3} t translation vector
- * @returns {quat2} dual quaternion receiving operation result
- * @function
- */
- function fromTranslation(out, t) {
- out[0] = 0;
- out[1] = 0;
- out[2] = 0;
- out[3] = 1;
- out[4] = t[0] * 0.5;
- out[5] = t[1] * 0.5;
- out[6] = t[2] * 0.5;
- out[7] = 0;
- return out;
- }
- /**
- * Creates a dual quat from a quaternion
- *
- * @param {ReadonlyQuat2} dual quaternion receiving operation result
- * @param {ReadonlyQuat} q the quaternion
- * @returns {quat2} dual quaternion receiving operation result
- * @function
- */
- function fromRotation(out, q) {
- out[0] = q[0];
- out[1] = q[1];
- out[2] = q[2];
- out[3] = q[3];
- out[4] = 0;
- out[5] = 0;
- out[6] = 0;
- out[7] = 0;
- return out;
- }
- /**
- * Creates a new dual quat from a matrix (4x4)
- *
- * @param {quat2} out the dual quaternion
- * @param {ReadonlyMat4} a the matrix
- * @returns {quat2} dual quat receiving operation result
- * @function
- */
- function fromMat4(out, a) {
- //TODO Optimize this
- var outer = quat.create();
- mat4.getRotation(outer, a);
- var t = new glMatrix.ARRAY_TYPE(3);
- mat4.getTranslation(t, a);
- fromRotationTranslation(out, outer, t);
- return out;
- }
- /**
- * Copy the values from one dual quat to another
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat2} a the source dual quaternion
- * @returns {quat2} out
- * @function
- */
- function copy(out, a) {
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- out[3] = a[3];
- out[4] = a[4];
- out[5] = a[5];
- out[6] = a[6];
- out[7] = a[7];
- return out;
- }
- /**
- * Set a dual quat to the identity dual quaternion
- *
- * @param {quat2} out the receiving quaternion
- * @returns {quat2} out
- */
- function identity(out) {
- out[0] = 0;
- out[1] = 0;
- out[2] = 0;
- out[3] = 1;
- out[4] = 0;
- out[5] = 0;
- out[6] = 0;
- out[7] = 0;
- return out;
- }
- /**
- * Set the components of a dual quat to the given values
- *
- * @param {quat2} out the receiving quaternion
- * @param {Number} x1 X component
- * @param {Number} y1 Y component
- * @param {Number} z1 Z component
- * @param {Number} w1 W component
- * @param {Number} x2 X component
- * @param {Number} y2 Y component
- * @param {Number} z2 Z component
- * @param {Number} w2 W component
- * @returns {quat2} out
- * @function
- */
- function set(out, x1, y1, z1, w1, x2, y2, z2, w2) {
- out[0] = x1;
- out[1] = y1;
- out[2] = z1;
- out[3] = w1;
- out[4] = x2;
- out[5] = y2;
- out[6] = z2;
- out[7] = w2;
- return out;
- }
- /**
- * Gets the real part of a dual quat
- * @param {quat} out real part
- * @param {ReadonlyQuat2} a Dual Quaternion
- * @return {quat} real part
- */
- var getReal = quat.copy;
- /**
- * Gets the dual part of a dual quat
- * @param {quat} out dual part
- * @param {ReadonlyQuat2} a Dual Quaternion
- * @return {quat} dual part
- */
- exports.getReal = getReal;
- function getDual(out, a) {
- out[0] = a[4];
- out[1] = a[5];
- out[2] = a[6];
- out[3] = a[7];
- return out;
- }
- /**
- * Set the real component of a dual quat to the given quaternion
- *
- * @param {quat2} out the receiving quaternion
- * @param {ReadonlyQuat} q a quaternion representing the real part
- * @returns {quat2} out
- * @function
- */
- var setReal = quat.copy;
- /**
- * Set the dual component of a dual quat to the given quaternion
- *
- * @param {quat2} out the receiving quaternion
- * @param {ReadonlyQuat} q a quaternion representing the dual part
- * @returns {quat2} out
- * @function
- */
- exports.setReal = setReal;
- function setDual(out, q) {
- out[4] = q[0];
- out[5] = q[1];
- out[6] = q[2];
- out[7] = q[3];
- return out;
- }
- /**
- * Gets the translation of a normalized dual quat
- * @param {vec3} out translation
- * @param {ReadonlyQuat2} a Dual Quaternion to be decomposed
- * @return {vec3} translation
- */
- function getTranslation(out, a) {
- var ax = a[4],
- ay = a[5],
- az = a[6],
- aw = a[7],
- bx = -a[0],
- by = -a[1],
- bz = -a[2],
- bw = a[3];
- out[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2;
- out[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2;
- out[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2;
- return out;
- }
- /**
- * Translates a dual quat by the given vector
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat2} a the dual quaternion to translate
- * @param {ReadonlyVec3} v vector to translate by
- * @returns {quat2} out
- */
- function translate(out, a, v) {
- var ax1 = a[0],
- ay1 = a[1],
- az1 = a[2],
- aw1 = a[3],
- bx1 = v[0] * 0.5,
- by1 = v[1] * 0.5,
- bz1 = v[2] * 0.5,
- ax2 = a[4],
- ay2 = a[5],
- az2 = a[6],
- aw2 = a[7];
- out[0] = ax1;
- out[1] = ay1;
- out[2] = az1;
- out[3] = aw1;
- out[4] = aw1 * bx1 + ay1 * bz1 - az1 * by1 + ax2;
- out[5] = aw1 * by1 + az1 * bx1 - ax1 * bz1 + ay2;
- out[6] = aw1 * bz1 + ax1 * by1 - ay1 * bx1 + az2;
- out[7] = -ax1 * bx1 - ay1 * by1 - az1 * bz1 + aw2;
- return out;
- }
- /**
- * Rotates a dual quat around the X axis
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat2} a the dual quaternion to rotate
- * @param {number} rad how far should the rotation be
- * @returns {quat2} out
- */
- function rotateX(out, a, rad) {
- var bx = -a[0],
- by = -a[1],
- bz = -a[2],
- bw = a[3],
- ax = a[4],
- ay = a[5],
- az = a[6],
- aw = a[7],
- ax1 = ax * bw + aw * bx + ay * bz - az * by,
- ay1 = ay * bw + aw * by + az * bx - ax * bz,
- az1 = az * bw + aw * bz + ax * by - ay * bx,
- aw1 = aw * bw - ax * bx - ay * by - az * bz;
- quat.rotateX(out, a, rad);
- bx = out[0];
- by = out[1];
- bz = out[2];
- bw = out[3];
- out[4] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;
- out[5] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;
- out[6] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;
- out[7] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;
- return out;
- }
- /**
- * Rotates a dual quat around the Y axis
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat2} a the dual quaternion to rotate
- * @param {number} rad how far should the rotation be
- * @returns {quat2} out
- */
- function rotateY(out, a, rad) {
- var bx = -a[0],
- by = -a[1],
- bz = -a[2],
- bw = a[3],
- ax = a[4],
- ay = a[5],
- az = a[6],
- aw = a[7],
- ax1 = ax * bw + aw * bx + ay * bz - az * by,
- ay1 = ay * bw + aw * by + az * bx - ax * bz,
- az1 = az * bw + aw * bz + ax * by - ay * bx,
- aw1 = aw * bw - ax * bx - ay * by - az * bz;
- quat.rotateY(out, a, rad);
- bx = out[0];
- by = out[1];
- bz = out[2];
- bw = out[3];
- out[4] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;
- out[5] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;
- out[6] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;
- out[7] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;
- return out;
- }
- /**
- * Rotates a dual quat around the Z axis
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat2} a the dual quaternion to rotate
- * @param {number} rad how far should the rotation be
- * @returns {quat2} out
- */
- function rotateZ(out, a, rad) {
- var bx = -a[0],
- by = -a[1],
- bz = -a[2],
- bw = a[3],
- ax = a[4],
- ay = a[5],
- az = a[6],
- aw = a[7],
- ax1 = ax * bw + aw * bx + ay * bz - az * by,
- ay1 = ay * bw + aw * by + az * bx - ax * bz,
- az1 = az * bw + aw * bz + ax * by - ay * bx,
- aw1 = aw * bw - ax * bx - ay * by - az * bz;
- quat.rotateZ(out, a, rad);
- bx = out[0];
- by = out[1];
- bz = out[2];
- bw = out[3];
- out[4] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;
- out[5] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;
- out[6] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;
- out[7] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;
- return out;
- }
- /**
- * Rotates a dual quat by a given quaternion (a * q)
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat2} a the dual quaternion to rotate
- * @param {ReadonlyQuat} q quaternion to rotate by
- * @returns {quat2} out
- */
- function rotateByQuatAppend(out, a, q) {
- var qx = q[0],
- qy = q[1],
- qz = q[2],
- qw = q[3],
- ax = a[0],
- ay = a[1],
- az = a[2],
- aw = a[3];
- out[0] = ax * qw + aw * qx + ay * qz - az * qy;
- out[1] = ay * qw + aw * qy + az * qx - ax * qz;
- out[2] = az * qw + aw * qz + ax * qy - ay * qx;
- out[3] = aw * qw - ax * qx - ay * qy - az * qz;
- ax = a[4];
- ay = a[5];
- az = a[6];
- aw = a[7];
- out[4] = ax * qw + aw * qx + ay * qz - az * qy;
- out[5] = ay * qw + aw * qy + az * qx - ax * qz;
- out[6] = az * qw + aw * qz + ax * qy - ay * qx;
- out[7] = aw * qw - ax * qx - ay * qy - az * qz;
- return out;
- }
- /**
- * Rotates a dual quat by a given quaternion (q * a)
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat} q quaternion to rotate by
- * @param {ReadonlyQuat2} a the dual quaternion to rotate
- * @returns {quat2} out
- */
- function rotateByQuatPrepend(out, q, a) {
- var qx = q[0],
- qy = q[1],
- qz = q[2],
- qw = q[3],
- bx = a[0],
- by = a[1],
- bz = a[2],
- bw = a[3];
- out[0] = qx * bw + qw * bx + qy * bz - qz * by;
- out[1] = qy * bw + qw * by + qz * bx - qx * bz;
- out[2] = qz * bw + qw * bz + qx * by - qy * bx;
- out[3] = qw * bw - qx * bx - qy * by - qz * bz;
- bx = a[4];
- by = a[5];
- bz = a[6];
- bw = a[7];
- out[4] = qx * bw + qw * bx + qy * bz - qz * by;
- out[5] = qy * bw + qw * by + qz * bx - qx * bz;
- out[6] = qz * bw + qw * bz + qx * by - qy * bx;
- out[7] = qw * bw - qx * bx - qy * by - qz * bz;
- return out;
- }
- /**
- * Rotates a dual quat around a given axis. Does the normalisation automatically
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat2} a the dual quaternion to rotate
- * @param {ReadonlyVec3} axis the axis to rotate around
- * @param {Number} rad how far the rotation should be
- * @returns {quat2} out
- */
- function rotateAroundAxis(out, a, axis, rad) {
- //Special case for rad = 0
- if (Math.abs(rad) < glMatrix.EPSILON) {
- return copy(out, a);
- }
- var axisLength = Math.hypot(axis[0], axis[1], axis[2]);
- rad = rad * 0.5;
- var s = Math.sin(rad);
- var bx = s * axis[0] / axisLength;
- var by = s * axis[1] / axisLength;
- var bz = s * axis[2] / axisLength;
- var bw = Math.cos(rad);
- var ax1 = a[0],
- ay1 = a[1],
- az1 = a[2],
- aw1 = a[3];
- out[0] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;
- out[1] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;
- out[2] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;
- out[3] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;
- var ax = a[4],
- ay = a[5],
- az = a[6],
- aw = a[7];
- out[4] = ax * bw + aw * bx + ay * bz - az * by;
- out[5] = ay * bw + aw * by + az * bx - ax * bz;
- out[6] = az * bw + aw * bz + ax * by - ay * bx;
- out[7] = aw * bw - ax * bx - ay * by - az * bz;
- return out;
- }
- /**
- * Adds two dual quat's
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat2} a the first operand
- * @param {ReadonlyQuat2} b the second operand
- * @returns {quat2} out
- * @function
- */
- function add(out, a, b) {
- out[0] = a[0] + b[0];
- out[1] = a[1] + b[1];
- out[2] = a[2] + b[2];
- out[3] = a[3] + b[3];
- out[4] = a[4] + b[4];
- out[5] = a[5] + b[5];
- out[6] = a[6] + b[6];
- out[7] = a[7] + b[7];
- return out;
- }
- /**
- * Multiplies two dual quat's
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat2} a the first operand
- * @param {ReadonlyQuat2} b the second operand
- * @returns {quat2} out
- */
- function multiply(out, a, b) {
- var ax0 = a[0],
- ay0 = a[1],
- az0 = a[2],
- aw0 = a[3],
- bx1 = b[4],
- by1 = b[5],
- bz1 = b[6],
- bw1 = b[7],
- ax1 = a[4],
- ay1 = a[5],
- az1 = a[6],
- aw1 = a[7],
- bx0 = b[0],
- by0 = b[1],
- bz0 = b[2],
- bw0 = b[3];
- out[0] = ax0 * bw0 + aw0 * bx0 + ay0 * bz0 - az0 * by0;
- out[1] = ay0 * bw0 + aw0 * by0 + az0 * bx0 - ax0 * bz0;
- out[2] = az0 * bw0 + aw0 * bz0 + ax0 * by0 - ay0 * bx0;
- out[3] = aw0 * bw0 - ax0 * bx0 - ay0 * by0 - az0 * bz0;
- out[4] = ax0 * bw1 + aw0 * bx1 + ay0 * bz1 - az0 * by1 + ax1 * bw0 + aw1 * bx0 + ay1 * bz0 - az1 * by0;
- out[5] = ay0 * bw1 + aw0 * by1 + az0 * bx1 - ax0 * bz1 + ay1 * bw0 + aw1 * by0 + az1 * bx0 - ax1 * bz0;
- out[6] = az0 * bw1 + aw0 * bz1 + ax0 * by1 - ay0 * bx1 + az1 * bw0 + aw1 * bz0 + ax1 * by0 - ay1 * bx0;
- out[7] = aw0 * bw1 - ax0 * bx1 - ay0 * by1 - az0 * bz1 + aw1 * bw0 - ax1 * bx0 - ay1 * by0 - az1 * bz0;
- return out;
- }
- /**
- * Alias for {@link quat2.multiply}
- * @function
- */
- var mul = multiply;
- /**
- * Scales a dual quat by a scalar number
- *
- * @param {quat2} out the receiving dual quat
- * @param {ReadonlyQuat2} a the dual quat to scale
- * @param {Number} b amount to scale the dual quat by
- * @returns {quat2} out
- * @function
- */
- exports.mul = mul;
- function scale(out, a, b) {
- out[0] = a[0] * b;
- out[1] = a[1] * b;
- out[2] = a[2] * b;
- out[3] = a[3] * b;
- out[4] = a[4] * b;
- out[5] = a[5] * b;
- out[6] = a[6] * b;
- out[7] = a[7] * b;
- return out;
- }
- /**
- * Calculates the dot product of two dual quat's (The dot product of the real parts)
- *
- * @param {ReadonlyQuat2} a the first operand
- * @param {ReadonlyQuat2} b the second operand
- * @returns {Number} dot product of a and b
- * @function
- */
- var dot = quat.dot;
- /**
- * Performs a linear interpolation between two dual quats's
- * NOTE: The resulting dual quaternions won't always be normalized (The error is most noticeable when t = 0.5)
- *
- * @param {quat2} out the receiving dual quat
- * @param {ReadonlyQuat2} a the first operand
- * @param {ReadonlyQuat2} b the second operand
- * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
- * @returns {quat2} out
- */
- exports.dot = dot;
- function lerp(out, a, b, t) {
- var mt = 1 - t;
- if (dot(a, b) < 0) t = -t;
- out[0] = a[0] * mt + b[0] * t;
- out[1] = a[1] * mt + b[1] * t;
- out[2] = a[2] * mt + b[2] * t;
- out[3] = a[3] * mt + b[3] * t;
- out[4] = a[4] * mt + b[4] * t;
- out[5] = a[5] * mt + b[5] * t;
- out[6] = a[6] * mt + b[6] * t;
- out[7] = a[7] * mt + b[7] * t;
- return out;
- }
- /**
- * Calculates the inverse of a dual quat. If they are normalized, conjugate is cheaper
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat2} a dual quat to calculate inverse of
- * @returns {quat2} out
- */
- function invert(out, a) {
- var sqlen = squaredLength(a);
- out[0] = -a[0] / sqlen;
- out[1] = -a[1] / sqlen;
- out[2] = -a[2] / sqlen;
- out[3] = a[3] / sqlen;
- out[4] = -a[4] / sqlen;
- out[5] = -a[5] / sqlen;
- out[6] = -a[6] / sqlen;
- out[7] = a[7] / sqlen;
- return out;
- }
- /**
- * Calculates the conjugate of a dual quat
- * If the dual quaternion is normalized, this function is faster than quat2.inverse and produces the same result.
- *
- * @param {quat2} out the receiving quaternion
- * @param {ReadonlyQuat2} a quat to calculate conjugate of
- * @returns {quat2} out
- */
- function conjugate(out, a) {
- out[0] = -a[0];
- out[1] = -a[1];
- out[2] = -a[2];
- out[3] = a[3];
- out[4] = -a[4];
- out[5] = -a[5];
- out[6] = -a[6];
- out[7] = a[7];
- return out;
- }
- /**
- * Calculates the length of a dual quat
- *
- * @param {ReadonlyQuat2} a dual quat to calculate length of
- * @returns {Number} length of a
- * @function
- */
- var length = quat.length;
- /**
- * Alias for {@link quat2.length}
- * @function
- */
- exports.length = length;
- var len = length;
- /**
- * Calculates the squared length of a dual quat
- *
- * @param {ReadonlyQuat2} a dual quat to calculate squared length of
- * @returns {Number} squared length of a
- * @function
- */
- exports.len = len;
- var squaredLength = quat.squaredLength;
- /**
- * Alias for {@link quat2.squaredLength}
- * @function
- */
- exports.squaredLength = squaredLength;
- var sqrLen = squaredLength;
- /**
- * Normalize a dual quat
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat2} a dual quaternion to normalize
- * @returns {quat2} out
- * @function
- */
- exports.sqrLen = sqrLen;
- function normalize(out, a) {
- var magnitude = squaredLength(a);
- if (magnitude > 0) {
- magnitude = Math.sqrt(magnitude);
- var a0 = a[0] / magnitude;
- var a1 = a[1] / magnitude;
- var a2 = a[2] / magnitude;
- var a3 = a[3] / magnitude;
- var b0 = a[4];
- var b1 = a[5];
- var b2 = a[6];
- var b3 = a[7];
- var a_dot_b = a0 * b0 + a1 * b1 + a2 * b2 + a3 * b3;
- out[0] = a0;
- out[1] = a1;
- out[2] = a2;
- out[3] = a3;
- out[4] = (b0 - a0 * a_dot_b) / magnitude;
- out[5] = (b1 - a1 * a_dot_b) / magnitude;
- out[6] = (b2 - a2 * a_dot_b) / magnitude;
- out[7] = (b3 - a3 * a_dot_b) / magnitude;
- }
- return out;
- }
- /**
- * Returns a string representation of a dual quatenion
- *
- * @param {ReadonlyQuat2} a dual quaternion to represent as a string
- * @returns {String} string representation of the dual quat
- */
- function str(a) {
- return "quat2(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ", " + a[4] + ", " + a[5] + ", " + a[6] + ", " + a[7] + ")";
- }
- /**
- * Returns whether or not the dual quaternions have exactly the same elements in the same position (when compared with ===)
- *
- * @param {ReadonlyQuat2} a the first dual quaternion.
- * @param {ReadonlyQuat2} b the second dual quaternion.
- * @returns {Boolean} true if the dual quaternions are equal, false otherwise.
- */
- function exactEquals(a, b) {
- return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7];
- }
- /**
- * Returns whether or not the dual quaternions have approximately the same elements in the same position.
- *
- * @param {ReadonlyQuat2} a the first dual quat.
- * @param {ReadonlyQuat2} b the second dual quat.
- * @returns {Boolean} true if the dual quats are equal, false otherwise.
- */
- function equals(a, b) {
- var a0 = a[0],
- a1 = a[1],
- a2 = a[2],
- a3 = a[3],
- a4 = a[4],
- a5 = a[5],
- a6 = a[6],
- a7 = a[7];
- var b0 = b[0],
- b1 = b[1],
- b2 = b[2],
- b3 = b[3],
- b4 = b[4],
- b5 = b[5],
- b6 = b[6],
- b7 = b[7];
- return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7));
- }
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