|
@@ -2,6 +2,7 @@
|
|
|
* Copyright (c) 2017 mol* contributors, licensed under MIT, See LICENSE file for more info.
|
|
|
*
|
|
|
* @author David Sehnal <david.sehnal@gmail.com>
|
|
|
+ * @author Alexander Rose <alexander.rose@weirdbyte.de>
|
|
|
*/
|
|
|
|
|
|
/*
|
|
@@ -17,8 +18,10 @@
|
|
|
*/
|
|
|
|
|
|
export interface Mat4 { [d: number]: number, '@type': 'mat4' }
|
|
|
+export interface Mat3 { [d: number]: number, '@type': 'mat3' }
|
|
|
export interface Vec3 { [d: number]: number, '@type': 'vec3' | 'vec4' }
|
|
|
export interface Vec4 { [d: number]: number, '@type': 'vec4' }
|
|
|
+export interface Quat { [d: number]: number, '@type': 'quat' }
|
|
|
|
|
|
const enum EPSILON { Value = 0.000001 }
|
|
|
|
|
@@ -26,6 +29,10 @@ export function Mat4() {
|
|
|
return Mat4.zero();
|
|
|
}
|
|
|
|
|
|
+export function Quat() {
|
|
|
+ return Quat.zero();
|
|
|
+}
|
|
|
+
|
|
|
/**
|
|
|
* Stores a 4x4 matrix in a column major (j * 4 + i indexing) format.
|
|
|
*/
|
|
@@ -464,6 +471,45 @@ export namespace Mat4 {
|
|
|
return true;
|
|
|
}
|
|
|
|
|
|
+ export function fromQuat(out: Mat4, q: Quat) {
|
|
|
+ const x = q[0], y = q[1], z = q[2], w = q[3];
|
|
|
+ const x2 = x + x;
|
|
|
+ const y2 = y + y;
|
|
|
+ const z2 = z + z;
|
|
|
+
|
|
|
+ const xx = x * x2;
|
|
|
+ const yx = y * x2;
|
|
|
+ const yy = y * y2;
|
|
|
+ const zx = z * x2;
|
|
|
+ const zy = z * y2;
|
|
|
+ const zz = z * z2;
|
|
|
+ const wx = w * x2;
|
|
|
+ const wy = w * y2;
|
|
|
+ const wz = w * z2;
|
|
|
+
|
|
|
+ out[0] = 1 - yy - zz;
|
|
|
+ out[1] = yx + wz;
|
|
|
+ out[2] = zx - wy;
|
|
|
+ out[3] = 0;
|
|
|
+
|
|
|
+ out[4] = yx - wz;
|
|
|
+ out[5] = 1 - xx - zz;
|
|
|
+ out[6] = zy + wx;
|
|
|
+ out[7] = 0;
|
|
|
+
|
|
|
+ out[8] = zx + wy;
|
|
|
+ out[9] = zy - wx;
|
|
|
+ out[10] = 1 - xx - yy;
|
|
|
+ out[11] = 0;
|
|
|
+
|
|
|
+ out[12] = 0;
|
|
|
+ out[13] = 0;
|
|
|
+ out[14] = 0;
|
|
|
+ out[15] = 1;
|
|
|
+
|
|
|
+ return out;
|
|
|
+ }
|
|
|
+
|
|
|
/**
|
|
|
* Generates a frustum matrix with the given bounds
|
|
|
*/
|
|
@@ -624,6 +670,15 @@ export namespace Mat4 {
|
|
|
}
|
|
|
}
|
|
|
|
|
|
+export namespace Mat3 {
|
|
|
+ export function zero(): Mat3 {
|
|
|
+ // force double backing array by 0.1.
|
|
|
+ const ret = [0.1, 0, 0, 0, 0, 0, 0, 0, 0];
|
|
|
+ ret[0] = 0.0;
|
|
|
+ return ret as any;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
export namespace Vec3 {
|
|
|
export function zero(): Vec3 {
|
|
|
const out = [0.1, 0.0, 0.0];
|
|
@@ -827,6 +882,14 @@ export namespace Vec4 {
|
|
|
return out;
|
|
|
}
|
|
|
|
|
|
+ export function copy(out: Vec4, a: Vec4) {
|
|
|
+ out[0] = a[0];
|
|
|
+ out[1] = a[1];
|
|
|
+ out[2] = a[2];
|
|
|
+ out[3] = a[3];
|
|
|
+ return out;
|
|
|
+ }
|
|
|
+
|
|
|
export function set(out: Vec4, x: number, y: number, z: number, w: number) {
|
|
|
out[0] = x;
|
|
|
out[1] = y;
|
|
@@ -835,6 +898,14 @@ export namespace Vec4 {
|
|
|
return out;
|
|
|
}
|
|
|
|
|
|
+ export function add(out: Quat, a: Quat, b: Quat) {
|
|
|
+ out[0] = a[0] + b[0];
|
|
|
+ out[1] = a[1] + b[1];
|
|
|
+ out[2] = a[2] + b[2];
|
|
|
+ out[3] = a[3] + b[3];
|
|
|
+ return out;
|
|
|
+ }
|
|
|
+
|
|
|
export function distance(a: Vec4, b: Vec4) {
|
|
|
const x = b[0] - a[0],
|
|
|
y = b[1] - a[1],
|
|
@@ -875,4 +946,354 @@ export namespace Vec4 {
|
|
|
out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
|
|
|
return out;
|
|
|
}
|
|
|
+}
|
|
|
+
|
|
|
+export namespace Quat {
|
|
|
+ export function zero(): Quat {
|
|
|
+ // force double backing array by 0.1.
|
|
|
+ const ret = [0.1, 0, 0, 0];
|
|
|
+ ret[0] = 0.0;
|
|
|
+ return ret as any;
|
|
|
+ }
|
|
|
+
|
|
|
+ export function identity(): Quat {
|
|
|
+ const out = zero();
|
|
|
+ out[3] = 1;
|
|
|
+ return out;
|
|
|
+ }
|
|
|
+
|
|
|
+ export function create(x: number, y: number, z: number, w: number) {
|
|
|
+ const out = identity();
|
|
|
+ out[0] = x;
|
|
|
+ out[1] = y;
|
|
|
+ out[2] = z;
|
|
|
+ out[3] = w;
|
|
|
+ return out;
|
|
|
+ }
|
|
|
+
|
|
|
+ export function setAxisAngle(out: Quat, axis: Vec3, rad: number) {
|
|
|
+ rad = rad * 0.5;
|
|
|
+ let s = Math.sin(rad);
|
|
|
+ out[0] = s * axis[0];
|
|
|
+ out[1] = s * axis[1];
|
|
|
+ out[2] = s * axis[2];
|
|
|
+ out[3] = Math.cos(rad);
|
|
|
+ return out;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Gets the rotation axis and angle for a given
|
|
|
+ * quaternion. If a quaternion is created with
|
|
|
+ * setAxisAngle, this method will return the same
|
|
|
+ * values as providied in the original parameter list
|
|
|
+ * OR functionally equivalent values.
|
|
|
+ * Example: The quaternion formed by axis [0, 0, 1] and
|
|
|
+ * angle -90 is the same as the quaternion formed by
|
|
|
+ * [0, 0, 1] and 270. This method favors the latter.
|
|
|
+ */
|
|
|
+ export function getAxisAngle(out_axis: Vec3, q: Quat) {
|
|
|
+ let rad = Math.acos(q[3]) * 2.0;
|
|
|
+ let s = Math.sin(rad / 2.0);
|
|
|
+ if (s !== 0.0) {
|
|
|
+ out_axis[0] = q[0] / s;
|
|
|
+ out_axis[1] = q[1] / s;
|
|
|
+ out_axis[2] = q[2] / s;
|
|
|
+ } else {
|
|
|
+ // If s is zero, return any axis (no rotation - axis does not matter)
|
|
|
+ out_axis[0] = 1;
|
|
|
+ out_axis[1] = 0;
|
|
|
+ out_axis[2] = 0;
|
|
|
+ }
|
|
|
+ return rad;
|
|
|
+ }
|
|
|
+
|
|
|
+ export function multiply(out: Quat, a: Quat, b: Quat) {
|
|
|
+ let ax = a[0], ay = a[1], az = a[2], aw = a[3];
|
|
|
+ let bx = b[0], by = b[1], bz = b[2], bw = b[3];
|
|
|
+
|
|
|
+ out[0] = ax * bw + aw * bx + ay * bz - az * by;
|
|
|
+ out[1] = ay * bw + aw * by + az * bx - ax * bz;
|
|
|
+ out[2] = az * bw + aw * bz + ax * by - ay * bx;
|
|
|
+ out[3] = aw * bw - ax * bx - ay * by - az * bz;
|
|
|
+ return out;
|
|
|
+ }
|
|
|
+
|
|
|
+ export function rotateX(out: Quat, a: Quat, rad: number) {
|
|
|
+ rad *= 0.5;
|
|
|
+
|
|
|
+ let ax = a[0], ay = a[1], az = a[2], aw = a[3];
|
|
|
+ let bx = Math.sin(rad), bw = Math.cos(rad);
|
|
|
+
|
|
|
+ out[0] = ax * bw + aw * bx;
|
|
|
+ out[1] = ay * bw + az * bx;
|
|
|
+ out[2] = az * bw - ay * bx;
|
|
|
+ out[3] = aw * bw - ax * bx;
|
|
|
+ return out;
|
|
|
+ }
|
|
|
+
|
|
|
+ export function rotateY(out: Quat, a: Quat, rad: number) {
|
|
|
+ rad *= 0.5;
|
|
|
+
|
|
|
+ let ax = a[0], ay = a[1], az = a[2], aw = a[3];
|
|
|
+ let by = Math.sin(rad), bw = Math.cos(rad);
|
|
|
+
|
|
|
+ out[0] = ax * bw - az * by;
|
|
|
+ out[1] = ay * bw + aw * by;
|
|
|
+ out[2] = az * bw + ax * by;
|
|
|
+ out[3] = aw * bw - ay * by;
|
|
|
+ return out;
|
|
|
+ }
|
|
|
+
|
|
|
+ export function rotateZ(out: Quat, a: Quat, rad: number) {
|
|
|
+ rad *= 0.5;
|
|
|
+
|
|
|
+ let ax = a[0], ay = a[1], az = a[2], aw = a[3];
|
|
|
+ let bz = Math.sin(rad), bw = Math.cos(rad);
|
|
|
+
|
|
|
+ out[0] = ax * bw + ay * bz;
|
|
|
+ out[1] = ay * bw - ax * bz;
|
|
|
+ out[2] = az * bw + aw * bz;
|
|
|
+ out[3] = aw * bw - az * bz;
|
|
|
+ return out;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Calculates the W component of a quat from the X, Y, and Z components.
|
|
|
+ * Assumes that quaternion is 1 unit in length.
|
|
|
+ * Any existing W component will be ignored.
|
|
|
+ */
|
|
|
+ export function calculateW(out: Quat, a: Quat) {
|
|
|
+ let x = a[0], y = a[1], z = a[2];
|
|
|
+
|
|
|
+ out[0] = x;
|
|
|
+ out[1] = y;
|
|
|
+ out[2] = z;
|
|
|
+ out[3] = Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
|
|
|
+ return out;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Performs a spherical linear interpolation between two quat
|
|
|
+ */
|
|
|
+ export function slerp(out: Quat, a: Quat, b: Quat, t: number) {
|
|
|
+ // benchmarks:
|
|
|
+ // http://jsperf.com/quaternion-slerp-implementations
|
|
|
+ let ax = a[0], ay = a[1], az = a[2], aw = a[3];
|
|
|
+ let bx = b[0], by = b[1], bz = b[2], bw = b[3];
|
|
|
+
|
|
|
+ let omega, cosom, sinom, scale0, scale1;
|
|
|
+
|
|
|
+ // calc cosine
|
|
|
+ cosom = ax * bx + ay * by + az * bz + aw * bw;
|
|
|
+ // adjust signs (if necessary)
|
|
|
+ if ( cosom < 0.0 ) {
|
|
|
+ cosom = -cosom;
|
|
|
+ bx = - bx;
|
|
|
+ by = - by;
|
|
|
+ bz = - bz;
|
|
|
+ bw = - bw;
|
|
|
+ }
|
|
|
+ // calculate coefficients
|
|
|
+ if ( (1.0 - cosom) > 0.000001 ) {
|
|
|
+ // standard case (slerp)
|
|
|
+ omega = Math.acos(cosom);
|
|
|
+ sinom = Math.sin(omega);
|
|
|
+ scale0 = Math.sin((1.0 - t) * omega) / sinom;
|
|
|
+ scale1 = Math.sin(t * omega) / sinom;
|
|
|
+ } else {
|
|
|
+ // "from" and "to" quaternions are very close
|
|
|
+ // ... so we can do a linear interpolation
|
|
|
+ scale0 = 1.0 - t;
|
|
|
+ scale1 = t;
|
|
|
+ }
|
|
|
+ // calculate final values
|
|
|
+ out[0] = scale0 * ax + scale1 * bx;
|
|
|
+ out[1] = scale0 * ay + scale1 * by;
|
|
|
+ out[2] = scale0 * az + scale1 * bz;
|
|
|
+ out[3] = scale0 * aw + scale1 * bw;
|
|
|
+
|
|
|
+ return out;
|
|
|
+ }
|
|
|
+
|
|
|
+ export function invert(out: Quat, a: Quat) {
|
|
|
+ let a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
|
|
|
+ let dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;
|
|
|
+ let invDot = dot ? 1.0/dot : 0;
|
|
|
+
|
|
|
+ // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0
|
|
|
+
|
|
|
+ out[0] = -a0 * invDot;
|
|
|
+ out[1] = -a1 * invDot;
|
|
|
+ out[2] = -a2 * invDot;
|
|
|
+ out[3] = a3 * invDot;
|
|
|
+ return out;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Calculates the conjugate of a quat
|
|
|
+ * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.
|
|
|
+ */
|
|
|
+ export function conjugate(out: Quat, a: Quat) {
|
|
|
+ out[0] = -a[0];
|
|
|
+ out[1] = -a[1];
|
|
|
+ out[2] = -a[2];
|
|
|
+ out[3] = a[3];
|
|
|
+ return out;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Creates a quaternion from the given 3x3 rotation matrix.
|
|
|
+ *
|
|
|
+ * NOTE: The resultant quaternion is not normalized, so you should be sure
|
|
|
+ * to renormalize the quaternion yourself where necessary.
|
|
|
+ */
|
|
|
+ export function fromMat3(out: Quat, m: Mat3) {
|
|
|
+ // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
|
|
|
+ // article "Quaternion Calculus and Fast Animation".
|
|
|
+ const fTrace = m[0] + m[4] + m[8];
|
|
|
+ let fRoot;
|
|
|
+
|
|
|
+ if ( fTrace > 0.0 ) {
|
|
|
+ // |w| > 1/2, may as well choose w > 1/2
|
|
|
+ fRoot = Math.sqrt(fTrace + 1.0); // 2w
|
|
|
+ out[3] = 0.5 * fRoot;
|
|
|
+ fRoot = 0.5/fRoot; // 1/(4w)
|
|
|
+ out[0] = (m[5]-m[7])*fRoot;
|
|
|
+ out[1] = (m[6]-m[2])*fRoot;
|
|
|
+ out[2] = (m[1]-m[3])*fRoot;
|
|
|
+ } else {
|
|
|
+ // |w| <= 1/2
|
|
|
+ let i = 0;
|
|
|
+ if ( m[4] > m[0] ) i = 1;
|
|
|
+ if ( m[8] > m[i*3+i] ) i = 2;
|
|
|
+ let j = (i+1)%3;
|
|
|
+ let k = (i+2)%3;
|
|
|
+
|
|
|
+ fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0);
|
|
|
+ out[i] = 0.5 * fRoot;
|
|
|
+ fRoot = 0.5 / fRoot;
|
|
|
+ out[3] = (m[j*3+k] - m[k*3+j]) * fRoot;
|
|
|
+ out[j] = (m[j*3+i] + m[i*3+j]) * fRoot;
|
|
|
+ out[k] = (m[k*3+i] + m[i*3+k]) * fRoot;
|
|
|
+ }
|
|
|
+
|
|
|
+ return out;
|
|
|
+ }
|
|
|
+
|
|
|
+ export function clone(a: Quat) {
|
|
|
+ const out = zero();
|
|
|
+ out[0] = a[0];
|
|
|
+ out[1] = a[1];
|
|
|
+ out[2] = a[2];
|
|
|
+ out[3] = a[3];
|
|
|
+ return out;
|
|
|
+ }
|
|
|
+
|
|
|
+ export function copy(out: Quat, a: Quat) {
|
|
|
+ out[0] = a[0];
|
|
|
+ out[1] = a[1];
|
|
|
+ out[2] = a[2];
|
|
|
+ out[3] = a[3];
|
|
|
+ return out;
|
|
|
+ }
|
|
|
+
|
|
|
+ export function set(out: Quat, x: number, y: number, z: number, w: number) {
|
|
|
+ out[0] = x;
|
|
|
+ out[1] = y;
|
|
|
+ out[2] = z;
|
|
|
+ out[3] = w;
|
|
|
+ return out;
|
|
|
+ }
|
|
|
+
|
|
|
+ export function add(out: Quat, a: Quat, b: Quat) {
|
|
|
+ out[0] = a[0] + b[0];
|
|
|
+ out[1] = a[1] + b[1];
|
|
|
+ out[2] = a[2] + b[2];
|
|
|
+ out[3] = a[3] + b[3];
|
|
|
+ return out;
|
|
|
+ }
|
|
|
+
|
|
|
+ export function normalize(out: Quat, a: Quat) {
|
|
|
+ let x = a[0];
|
|
|
+ let y = a[1];
|
|
|
+ let z = a[2];
|
|
|
+ let w = a[3];
|
|
|
+ let len = x*x + y*y + z*z + w*w;
|
|
|
+ if (len > 0) {
|
|
|
+ len = 1 / Math.sqrt(len);
|
|
|
+ out[0] = x * len;
|
|
|
+ out[1] = y * len;
|
|
|
+ out[2] = z * len;
|
|
|
+ out[3] = w * len;
|
|
|
+ }
|
|
|
+ return out;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Sets a quaternion to represent the shortest rotation from one
|
|
|
+ * vector to another.
|
|
|
+ *
|
|
|
+ * Both vectors are assumed to be unit length.
|
|
|
+ */
|
|
|
+ const rotTmpVec3 = Vec3.zero();
|
|
|
+ const rotTmpVec3UnitX = Vec3.create(1, 0, 0);
|
|
|
+ const rotTmpVec3UnitY = Vec3.create(0, 1, 0);
|
|
|
+ export function rotationTo(out: Quat, a: Vec3, b: Vec3) {
|
|
|
+ let dot = Vec3.dot(a, b);
|
|
|
+ if (dot < -0.999999) {
|
|
|
+ Vec3.cross(rotTmpVec3, rotTmpVec3UnitX, a);
|
|
|
+ if (Vec3.magnitude(rotTmpVec3) < 0.000001)
|
|
|
+ Vec3.cross(rotTmpVec3, rotTmpVec3UnitY, a);
|
|
|
+ Vec3.normalize(rotTmpVec3, rotTmpVec3);
|
|
|
+ setAxisAngle(out, rotTmpVec3, Math.PI);
|
|
|
+ return out;
|
|
|
+ } else if (dot > 0.999999) {
|
|
|
+ out[0] = 0;
|
|
|
+ out[1] = 0;
|
|
|
+ out[2] = 0;
|
|
|
+ out[3] = 1;
|
|
|
+ return out;
|
|
|
+ } else {
|
|
|
+ Vec3.cross(rotTmpVec3, a, b);
|
|
|
+ out[0] = rotTmpVec3[0];
|
|
|
+ out[1] = rotTmpVec3[1];
|
|
|
+ out[2] = rotTmpVec3[2];
|
|
|
+ out[3] = 1 + dot;
|
|
|
+ return normalize(out, out);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Performs a spherical linear interpolation with two control points
|
|
|
+ */
|
|
|
+ let sqlerpTemp1 = Quat.zero();
|
|
|
+ let sqlerpTemp2 = Quat.zero();
|
|
|
+ export function sqlerp(out: Quat, a: Quat, b: Quat, c: Quat, d: Quat, t: number) {
|
|
|
+ slerp(sqlerpTemp1, a, d, t);
|
|
|
+ slerp(sqlerpTemp2, b, c, t);
|
|
|
+ slerp(out, sqlerpTemp1, sqlerpTemp2, 2 * t * (1 - t));
|
|
|
+ return out;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Sets the specified quaternion with values corresponding to the given
|
|
|
+ * axes. Each axis is a vec3 and is expected to be unit length and
|
|
|
+ * perpendicular to all other specified axes.
|
|
|
+ */
|
|
|
+ const axesTmpMat = Mat3.zero();
|
|
|
+ export function setAxes(out: Quat, view: Vec3, right: Vec3, up: Vec3) {
|
|
|
+ axesTmpMat[0] = right[0];
|
|
|
+ axesTmpMat[3] = right[1];
|
|
|
+ axesTmpMat[6] = right[2];
|
|
|
+
|
|
|
+ axesTmpMat[1] = up[0];
|
|
|
+ axesTmpMat[4] = up[1];
|
|
|
+ axesTmpMat[7] = up[2];
|
|
|
+
|
|
|
+ axesTmpMat[2] = -view[0];
|
|
|
+ axesTmpMat[5] = -view[1];
|
|
|
+ axesTmpMat[8] = -view[2];
|
|
|
+
|
|
|
+ return normalize(out, Quat.fromMat3(out, axesTmpMat));
|
|
|
+ }
|
|
|
}
|