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Diffstat (limited to 'contexts/data/lib/closure-library/closure/goog/vec/quaternion.js')
-rw-r--r-- | contexts/data/lib/closure-library/closure/goog/vec/quaternion.js | 458 |
1 files changed, 0 insertions, 458 deletions
diff --git a/contexts/data/lib/closure-library/closure/goog/vec/quaternion.js b/contexts/data/lib/closure-library/closure/goog/vec/quaternion.js deleted file mode 100644 index 35d40b9..0000000 --- a/contexts/data/lib/closure-library/closure/goog/vec/quaternion.js +++ /dev/null @@ -1,458 +0,0 @@ -// 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; - - -/** - * 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 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 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 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; - - -/** - * 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; |