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- import Cartesian3 from './Cartesian3.js';
- import Check from './Check.js';
- import defaultValue from './defaultValue.js';
- import defined from './defined.js';
- import FeatureDetection from './FeatureDetection.js';
- import freezeObject from './freezeObject.js';
- import CesiumMath from './Math.js';
- import Matrix3 from './Matrix3.js';
- /**
- * A set of 4-dimensional coordinates used to represent rotation in 3-dimensional space.
- * @alias Quaternion
- * @constructor
- *
- * @param {Number} [x=0.0] The X component.
- * @param {Number} [y=0.0] The Y component.
- * @param {Number} [z=0.0] The Z component.
- * @param {Number} [w=0.0] The W component.
- *
- * @see PackableForInterpolation
- */
- function Quaternion(x, y, z, w) {
- /**
- * The X component.
- * @type {Number}
- * @default 0.0
- */
- this.x = defaultValue(x, 0.0);
- /**
- * The Y component.
- * @type {Number}
- * @default 0.0
- */
- this.y = defaultValue(y, 0.0);
- /**
- * The Z component.
- * @type {Number}
- * @default 0.0
- */
- this.z = defaultValue(z, 0.0);
- /**
- * The W component.
- * @type {Number}
- * @default 0.0
- */
- this.w = defaultValue(w, 0.0);
- }
- var fromAxisAngleScratch = new Cartesian3();
- /**
- * Computes a quaternion representing a rotation around an axis.
- *
- * @param {Cartesian3} axis The axis of rotation.
- * @param {Number} angle The angle in radians to rotate around the axis.
- * @param {Quaternion} [result] The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter or a new Quaternion instance if one was not provided.
- */
- Quaternion.fromAxisAngle = function(axis, angle, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('axis', axis);
- Check.typeOf.number('angle', angle);
- //>>includeEnd('debug');
- var halfAngle = angle / 2.0;
- var s = Math.sin(halfAngle);
- fromAxisAngleScratch = Cartesian3.normalize(axis, fromAxisAngleScratch);
- var x = fromAxisAngleScratch.x * s;
- var y = fromAxisAngleScratch.y * s;
- var z = fromAxisAngleScratch.z * s;
- var w = Math.cos(halfAngle);
- if (!defined(result)) {
- return new Quaternion(x, y, z, w);
- }
- result.x = x;
- result.y = y;
- result.z = z;
- result.w = w;
- return result;
- };
- var fromRotationMatrixNext = [1, 2, 0];
- var fromRotationMatrixQuat = new Array(3);
- /**
- * Computes a Quaternion from the provided Matrix3 instance.
- *
- * @param {Matrix3} matrix The rotation matrix.
- * @param {Quaternion} [result] The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter or a new Quaternion instance if one was not provided.
- *
- * @see Matrix3.fromQuaternion
- */
- Quaternion.fromRotationMatrix = function(matrix, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('matrix', matrix);
- //>>includeEnd('debug');
- var root;
- var x;
- var y;
- var z;
- var w;
- var m00 = matrix[Matrix3.COLUMN0ROW0];
- var m11 = matrix[Matrix3.COLUMN1ROW1];
- var m22 = matrix[Matrix3.COLUMN2ROW2];
- var trace = m00 + m11 + m22;
- if (trace > 0.0) {
- // |w| > 1/2, may as well choose w > 1/2
- root = Math.sqrt(trace + 1.0); // 2w
- w = 0.5 * root;
- root = 0.5 / root; // 1/(4w)
- x = (matrix[Matrix3.COLUMN1ROW2] - matrix[Matrix3.COLUMN2ROW1]) * root;
- y = (matrix[Matrix3.COLUMN2ROW0] - matrix[Matrix3.COLUMN0ROW2]) * root;
- z = (matrix[Matrix3.COLUMN0ROW1] - matrix[Matrix3.COLUMN1ROW0]) * root;
- } else {
- // |w| <= 1/2
- var next = fromRotationMatrixNext;
- var i = 0;
- if (m11 > m00) {
- i = 1;
- }
- if (m22 > m00 && m22 > m11) {
- i = 2;
- }
- var j = next[i];
- var k = next[j];
- root = Math.sqrt(matrix[Matrix3.getElementIndex(i, i)] - matrix[Matrix3.getElementIndex(j, j)] - matrix[Matrix3.getElementIndex(k, k)] + 1.0);
- var quat = fromRotationMatrixQuat;
- quat[i] = 0.5 * root;
- root = 0.5 / root;
- w = (matrix[Matrix3.getElementIndex(k, j)] - matrix[Matrix3.getElementIndex(j, k)]) * root;
- quat[j] = (matrix[Matrix3.getElementIndex(j, i)] + matrix[Matrix3.getElementIndex(i, j)]) * root;
- quat[k] = (matrix[Matrix3.getElementIndex(k, i)] + matrix[Matrix3.getElementIndex(i, k)]) * root;
- x = -quat[0];
- y = -quat[1];
- z = -quat[2];
- }
- if (!defined(result)) {
- return new Quaternion(x, y, z, w);
- }
- result.x = x;
- result.y = y;
- result.z = z;
- result.w = w;
- return result;
- };
- var scratchHPRQuaternion = new Quaternion();
- var scratchHeadingQuaternion = new Quaternion();
- var scratchPitchQuaternion = new Quaternion();
- var scratchRollQuaternion = new Quaternion();
- /**
- * Computes a rotation from the given heading, pitch and roll angles. Heading is the rotation about the
- * negative z axis. Pitch is the rotation about the negative y axis. Roll is the rotation about
- * the positive x axis.
- *
- * @param {HeadingPitchRoll} headingPitchRoll The rotation expressed as a heading, pitch and roll.
- * @param {Quaternion} [result] The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter or a new Quaternion instance if none was provided.
- */
- Quaternion.fromHeadingPitchRoll = function(headingPitchRoll, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('headingPitchRoll', headingPitchRoll);
- //>>includeEnd('debug');
- scratchRollQuaternion = Quaternion.fromAxisAngle(Cartesian3.UNIT_X, headingPitchRoll.roll, scratchHPRQuaternion);
- scratchPitchQuaternion = Quaternion.fromAxisAngle(Cartesian3.UNIT_Y, -headingPitchRoll.pitch, result);
- result = Quaternion.multiply(scratchPitchQuaternion, scratchRollQuaternion, scratchPitchQuaternion);
- scratchHeadingQuaternion = Quaternion.fromAxisAngle(Cartesian3.UNIT_Z, -headingPitchRoll.heading, scratchHPRQuaternion);
- return Quaternion.multiply(scratchHeadingQuaternion, result, result);
- };
- var sampledQuaternionAxis = new Cartesian3();
- var sampledQuaternionRotation = new Cartesian3();
- var sampledQuaternionTempQuaternion = new Quaternion();
- var sampledQuaternionQuaternion0 = new Quaternion();
- var sampledQuaternionQuaternion0Conjugate = new Quaternion();
- /**
- * The number of elements used to pack the object into an array.
- * @type {Number}
- */
- Quaternion.packedLength = 4;
- /**
- * Stores the provided instance into the provided array.
- *
- * @param {Quaternion} value The value to pack.
- * @param {Number[]} array The array to pack into.
- * @param {Number} [startingIndex=0] The index into the array at which to start packing the elements.
- *
- * @returns {Number[]} The array that was packed into
- */
- Quaternion.pack = function(value, array, startingIndex) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('value', value);
- Check.defined('array', array);
- //>>includeEnd('debug');
- startingIndex = defaultValue(startingIndex, 0);
- array[startingIndex++] = value.x;
- array[startingIndex++] = value.y;
- array[startingIndex++] = value.z;
- array[startingIndex] = value.w;
- return array;
- };
- /**
- * Retrieves an instance from a packed array.
- *
- * @param {Number[]} array The packed array.
- * @param {Number} [startingIndex=0] The starting index of the element to be unpacked.
- * @param {Quaternion} [result] The object into which to store the result.
- * @returns {Quaternion} The modified result parameter or a new Quaternion instance if one was not provided.
- */
- Quaternion.unpack = function(array, startingIndex, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.defined('array', array);
- //>>includeEnd('debug');
- startingIndex = defaultValue(startingIndex, 0);
- if (!defined(result)) {
- result = new Quaternion();
- }
- result.x = array[startingIndex];
- result.y = array[startingIndex + 1];
- result.z = array[startingIndex + 2];
- result.w = array[startingIndex + 3];
- return result;
- };
- /**
- * The number of elements used to store the object into an array in its interpolatable form.
- * @type {Number}
- */
- Quaternion.packedInterpolationLength = 3;
- /**
- * Converts a packed array into a form suitable for interpolation.
- *
- * @param {Number[]} packedArray The packed array.
- * @param {Number} [startingIndex=0] The index of the first element to be converted.
- * @param {Number} [lastIndex=packedArray.length] The index of the last element to be converted.
- * @param {Number[]} result The object into which to store the result.
- */
- Quaternion.convertPackedArrayForInterpolation = function(packedArray, startingIndex, lastIndex, result) {
- Quaternion.unpack(packedArray, lastIndex * 4, sampledQuaternionQuaternion0Conjugate);
- Quaternion.conjugate(sampledQuaternionQuaternion0Conjugate, sampledQuaternionQuaternion0Conjugate);
- for (var i = 0, len = lastIndex - startingIndex + 1; i < len; i++) {
- var offset = i * 3;
- Quaternion.unpack(packedArray, (startingIndex + i) * 4, sampledQuaternionTempQuaternion);
- Quaternion.multiply(sampledQuaternionTempQuaternion, sampledQuaternionQuaternion0Conjugate, sampledQuaternionTempQuaternion);
- if (sampledQuaternionTempQuaternion.w < 0) {
- Quaternion.negate(sampledQuaternionTempQuaternion, sampledQuaternionTempQuaternion);
- }
- Quaternion.computeAxis(sampledQuaternionTempQuaternion, sampledQuaternionAxis);
- var angle = Quaternion.computeAngle(sampledQuaternionTempQuaternion);
- result[offset] = sampledQuaternionAxis.x * angle;
- result[offset + 1] = sampledQuaternionAxis.y * angle;
- result[offset + 2] = sampledQuaternionAxis.z * angle;
- }
- };
- /**
- * Retrieves an instance from a packed array converted with {@link convertPackedArrayForInterpolation}.
- *
- * @param {Number[]} array The array previously packed for interpolation.
- * @param {Number[]} sourceArray The original packed array.
- * @param {Number} [firstIndex=0] The firstIndex used to convert the array.
- * @param {Number} [lastIndex=packedArray.length] The lastIndex used to convert the array.
- * @param {Quaternion} [result] The object into which to store the result.
- * @returns {Quaternion} The modified result parameter or a new Quaternion instance if one was not provided.
- */
- Quaternion.unpackInterpolationResult = function(array, sourceArray, firstIndex, lastIndex, result) {
- if (!defined(result)) {
- result = new Quaternion();
- }
- Cartesian3.fromArray(array, 0, sampledQuaternionRotation);
- var magnitude = Cartesian3.magnitude(sampledQuaternionRotation);
- Quaternion.unpack(sourceArray, lastIndex * 4, sampledQuaternionQuaternion0);
- if (magnitude === 0) {
- Quaternion.clone(Quaternion.IDENTITY, sampledQuaternionTempQuaternion);
- } else {
- Quaternion.fromAxisAngle(sampledQuaternionRotation, magnitude, sampledQuaternionTempQuaternion);
- }
- return Quaternion.multiply(sampledQuaternionTempQuaternion, sampledQuaternionQuaternion0, result);
- };
- /**
- * Duplicates a Quaternion instance.
- *
- * @param {Quaternion} quaternion The quaternion to duplicate.
- * @param {Quaternion} [result] The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter or a new Quaternion instance if one was not provided. (Returns undefined if quaternion is undefined)
- */
- Quaternion.clone = function(quaternion, result) {
- if (!defined(quaternion)) {
- return undefined;
- }
- if (!defined(result)) {
- return new Quaternion(quaternion.x, quaternion.y, quaternion.z, quaternion.w);
- }
- result.x = quaternion.x;
- result.y = quaternion.y;
- result.z = quaternion.z;
- result.w = quaternion.w;
- return result;
- };
- /**
- * Computes the conjugate of the provided quaternion.
- *
- * @param {Quaternion} quaternion The quaternion to conjugate.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- */
- Quaternion.conjugate = function(quaternion, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('quaternion', quaternion);
- Check.typeOf.object('result', result);
- //>>includeEnd('debug');
- result.x = -quaternion.x;
- result.y = -quaternion.y;
- result.z = -quaternion.z;
- result.w = quaternion.w;
- return result;
- };
- /**
- * Computes magnitude squared for the provided quaternion.
- *
- * @param {Quaternion} quaternion The quaternion to conjugate.
- * @returns {Number} The magnitude squared.
- */
- Quaternion.magnitudeSquared = function(quaternion) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('quaternion', quaternion);
- //>>includeEnd('debug');
- return quaternion.x * quaternion.x + quaternion.y * quaternion.y + quaternion.z * quaternion.z + quaternion.w * quaternion.w;
- };
- /**
- * Computes magnitude for the provided quaternion.
- *
- * @param {Quaternion} quaternion The quaternion to conjugate.
- * @returns {Number} The magnitude.
- */
- Quaternion.magnitude = function(quaternion) {
- return Math.sqrt(Quaternion.magnitudeSquared(quaternion));
- };
- /**
- * Computes the normalized form of the provided quaternion.
- *
- * @param {Quaternion} quaternion The quaternion to normalize.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- */
- Quaternion.normalize = function(quaternion, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('result', result);
- //>>includeEnd('debug');
- var inverseMagnitude = 1.0 / Quaternion.magnitude(quaternion);
- var x = quaternion.x * inverseMagnitude;
- var y = quaternion.y * inverseMagnitude;
- var z = quaternion.z * inverseMagnitude;
- var w = quaternion.w * inverseMagnitude;
- result.x = x;
- result.y = y;
- result.z = z;
- result.w = w;
- return result;
- };
- /**
- * Computes the inverse of the provided quaternion.
- *
- * @param {Quaternion} quaternion The quaternion to normalize.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- */
- Quaternion.inverse = function(quaternion, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('result', result);
- //>>includeEnd('debug');
- var magnitudeSquared = Quaternion.magnitudeSquared(quaternion);
- result = Quaternion.conjugate(quaternion, result);
- return Quaternion.multiplyByScalar(result, 1.0 / magnitudeSquared, result);
- };
- /**
- * Computes the componentwise sum of two quaternions.
- *
- * @param {Quaternion} left The first quaternion.
- * @param {Quaternion} right The second quaternion.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- */
- Quaternion.add = function(left, right, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('left', left);
- Check.typeOf.object('right', right);
- Check.typeOf.object('result', result);
- //>>includeEnd('debug');
- result.x = left.x + right.x;
- result.y = left.y + right.y;
- result.z = left.z + right.z;
- result.w = left.w + right.w;
- return result;
- };
- /**
- * Computes the componentwise difference of two quaternions.
- *
- * @param {Quaternion} left The first quaternion.
- * @param {Quaternion} right The second quaternion.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- */
- Quaternion.subtract = function(left, right, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('left', left);
- Check.typeOf.object('right', right);
- Check.typeOf.object('result', result);
- //>>includeEnd('debug');
- result.x = left.x - right.x;
- result.y = left.y - right.y;
- result.z = left.z - right.z;
- result.w = left.w - right.w;
- return result;
- };
- /**
- * Negates the provided quaternion.
- *
- * @param {Quaternion} quaternion The quaternion to be negated.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- */
- Quaternion.negate = function(quaternion, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('quaternion', quaternion);
- Check.typeOf.object('result', result);
- //>>includeEnd('debug');
- result.x = -quaternion.x;
- result.y = -quaternion.y;
- result.z = -quaternion.z;
- result.w = -quaternion.w;
- return result;
- };
- /**
- * Computes the dot (scalar) product of two quaternions.
- *
- * @param {Quaternion} left The first quaternion.
- * @param {Quaternion} right The second quaternion.
- * @returns {Number} The dot product.
- */
- Quaternion.dot = function(left, right) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('left', left);
- Check.typeOf.object('right', right);
- //>>includeEnd('debug');
- return left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w;
- };
- /**
- * Computes the product of two quaternions.
- *
- * @param {Quaternion} left The first quaternion.
- * @param {Quaternion} right The second quaternion.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- */
- Quaternion.multiply = function(left, right, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('left', left);
- Check.typeOf.object('right', right);
- Check.typeOf.object('result', result);
- //>>includeEnd('debug');
- var leftX = left.x;
- var leftY = left.y;
- var leftZ = left.z;
- var leftW = left.w;
- var rightX = right.x;
- var rightY = right.y;
- var rightZ = right.z;
- var rightW = right.w;
- var x = leftW * rightX + leftX * rightW + leftY * rightZ - leftZ * rightY;
- var y = leftW * rightY - leftX * rightZ + leftY * rightW + leftZ * rightX;
- var z = leftW * rightZ + leftX * rightY - leftY * rightX + leftZ * rightW;
- var w = leftW * rightW - leftX * rightX - leftY * rightY - leftZ * rightZ;
- result.x = x;
- result.y = y;
- result.z = z;
- result.w = w;
- return result;
- };
- /**
- * Multiplies the provided quaternion componentwise by the provided scalar.
- *
- * @param {Quaternion} quaternion The quaternion to be scaled.
- * @param {Number} scalar The scalar to multiply with.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- */
- Quaternion.multiplyByScalar = function(quaternion, scalar, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('quaternion', quaternion);
- Check.typeOf.number('scalar', scalar);
- Check.typeOf.object('result', result);
- //>>includeEnd('debug');
- result.x = quaternion.x * scalar;
- result.y = quaternion.y * scalar;
- result.z = quaternion.z * scalar;
- result.w = quaternion.w * scalar;
- return result;
- };
- /**
- * Divides the provided quaternion componentwise by the provided scalar.
- *
- * @param {Quaternion} quaternion The quaternion to be divided.
- * @param {Number} scalar The scalar to divide by.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- */
- Quaternion.divideByScalar = function(quaternion, scalar, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('quaternion', quaternion);
- Check.typeOf.number('scalar', scalar);
- Check.typeOf.object('result', result);
- //>>includeEnd('debug');
- result.x = quaternion.x / scalar;
- result.y = quaternion.y / scalar;
- result.z = quaternion.z / scalar;
- result.w = quaternion.w / scalar;
- return result;
- };
- /**
- * Computes the axis of rotation of the provided quaternion.
- *
- * @param {Quaternion} quaternion The quaternion to use.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter.
- */
- Quaternion.computeAxis = function(quaternion, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('quaternion', quaternion);
- Check.typeOf.object('result', result);
- //>>includeEnd('debug');
- var w = quaternion.w;
- if (Math.abs(w - 1.0) < CesiumMath.EPSILON6) {
- result.x = result.y = result.z = 0;
- return result;
- }
- var scalar = 1.0 / Math.sqrt(1.0 - (w * w));
- result.x = quaternion.x * scalar;
- result.y = quaternion.y * scalar;
- result.z = quaternion.z * scalar;
- return result;
- };
- /**
- * Computes the angle of rotation of the provided quaternion.
- *
- * @param {Quaternion} quaternion The quaternion to use.
- * @returns {Number} The angle of rotation.
- */
- Quaternion.computeAngle = function(quaternion) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('quaternion', quaternion);
- //>>includeEnd('debug');
- if (Math.abs(quaternion.w - 1.0) < CesiumMath.EPSILON6) {
- return 0.0;
- }
- return 2.0 * Math.acos(quaternion.w);
- };
- var lerpScratch = new Quaternion();
- /**
- * Computes the linear interpolation or extrapolation at t using the provided quaternions.
- *
- * @param {Quaternion} start The value corresponding to t at 0.0.
- * @param {Quaternion} end The value corresponding to t at 1.0.
- * @param {Number} t The point along t at which to interpolate.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- */
- Quaternion.lerp = function(start, end, t, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('start', start);
- Check.typeOf.object('end', end);
- Check.typeOf.number('t', t);
- Check.typeOf.object('result', result);
- //>>includeEnd('debug');
- lerpScratch = Quaternion.multiplyByScalar(end, t, lerpScratch);
- result = Quaternion.multiplyByScalar(start, 1.0 - t, result);
- return Quaternion.add(lerpScratch, result, result);
- };
- var slerpEndNegated = new Quaternion();
- var slerpScaledP = new Quaternion();
- var slerpScaledR = new Quaternion();
- /**
- * Computes the spherical linear interpolation or extrapolation at t using the provided quaternions.
- *
- * @param {Quaternion} start The value corresponding to t at 0.0.
- * @param {Quaternion} end The value corresponding to t at 1.0.
- * @param {Number} t The point along t at which to interpolate.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- *
- * @see Quaternion#fastSlerp
- */
- Quaternion.slerp = function(start, end, t, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('start', start);
- Check.typeOf.object('end', end);
- Check.typeOf.number('t', t);
- Check.typeOf.object('result', result);
- //>>includeEnd('debug');
- var dot = Quaternion.dot(start, end);
- // The angle between start must be acute. Since q and -q represent
- // the same rotation, negate q to get the acute angle.
- var r = end;
- if (dot < 0.0) {
- dot = -dot;
- r = slerpEndNegated = Quaternion.negate(end, slerpEndNegated);
- }
- // dot > 0, as the dot product approaches 1, the angle between the
- // quaternions vanishes. use linear interpolation.
- if (1.0 - dot < CesiumMath.EPSILON6) {
- return Quaternion.lerp(start, r, t, result);
- }
- var theta = Math.acos(dot);
- slerpScaledP = Quaternion.multiplyByScalar(start, Math.sin((1 - t) * theta), slerpScaledP);
- slerpScaledR = Quaternion.multiplyByScalar(r, Math.sin(t * theta), slerpScaledR);
- result = Quaternion.add(slerpScaledP, slerpScaledR, result);
- return Quaternion.multiplyByScalar(result, 1.0 / Math.sin(theta), result);
- };
- /**
- * The logarithmic quaternion function.
- *
- * @param {Quaternion} quaternion The unit quaternion.
- * @param {Cartesian3} result The object onto which to store the result.
- * @returns {Cartesian3} The modified result parameter.
- */
- Quaternion.log = function(quaternion, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('quaternion', quaternion);
- Check.typeOf.object('result', result);
- //>>includeEnd('debug');
- var theta = CesiumMath.acosClamped(quaternion.w);
- var thetaOverSinTheta = 0.0;
- if (theta !== 0.0) {
- thetaOverSinTheta = theta / Math.sin(theta);
- }
- return Cartesian3.multiplyByScalar(quaternion, thetaOverSinTheta, result);
- };
- /**
- * The exponential quaternion function.
- *
- * @param {Cartesian3} cartesian The cartesian.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- */
- Quaternion.exp = function(cartesian, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('cartesian', cartesian);
- Check.typeOf.object('result', result);
- //>>includeEnd('debug');
- var theta = Cartesian3.magnitude(cartesian);
- var sinThetaOverTheta = 0.0;
- if (theta !== 0.0) {
- sinThetaOverTheta = Math.sin(theta) / theta;
- }
- result.x = cartesian.x * sinThetaOverTheta;
- result.y = cartesian.y * sinThetaOverTheta;
- result.z = cartesian.z * sinThetaOverTheta;
- result.w = Math.cos(theta);
- return result;
- };
- var squadScratchCartesian0 = new Cartesian3();
- var squadScratchCartesian1 = new Cartesian3();
- var squadScratchQuaternion0 = new Quaternion();
- var squadScratchQuaternion1 = new Quaternion();
- /**
- * Computes an inner quadrangle point.
- * <p>This will compute quaternions that ensure a squad curve is C<sup>1</sup>.</p>
- *
- * @param {Quaternion} q0 The first quaternion.
- * @param {Quaternion} q1 The second quaternion.
- * @param {Quaternion} q2 The third quaternion.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- *
- * @see Quaternion#squad
- */
- Quaternion.computeInnerQuadrangle = function(q0, q1, q2, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('q0', q0);
- Check.typeOf.object('q1', q1);
- Check.typeOf.object('q2', q2);
- Check.typeOf.object('result', result);
- //>>includeEnd('debug');
- var qInv = Quaternion.conjugate(q1, squadScratchQuaternion0);
- Quaternion.multiply(qInv, q2, squadScratchQuaternion1);
- var cart0 = Quaternion.log(squadScratchQuaternion1, squadScratchCartesian0);
- Quaternion.multiply(qInv, q0, squadScratchQuaternion1);
- var cart1 = Quaternion.log(squadScratchQuaternion1, squadScratchCartesian1);
- Cartesian3.add(cart0, cart1, cart0);
- Cartesian3.multiplyByScalar(cart0, 0.25, cart0);
- Cartesian3.negate(cart0, cart0);
- Quaternion.exp(cart0, squadScratchQuaternion0);
- return Quaternion.multiply(q1, squadScratchQuaternion0, result);
- };
- /**
- * Computes the spherical quadrangle interpolation between quaternions.
- *
- * @param {Quaternion} q0 The first quaternion.
- * @param {Quaternion} q1 The second quaternion.
- * @param {Quaternion} s0 The first inner quadrangle.
- * @param {Quaternion} s1 The second inner quadrangle.
- * @param {Number} t The time in [0,1] used to interpolate.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- *
- *
- * @example
- * // 1. compute the squad interpolation between two quaternions on a curve
- * var s0 = Cesium.Quaternion.computeInnerQuadrangle(quaternions[i - 1], quaternions[i], quaternions[i + 1], new Cesium.Quaternion());
- * var s1 = Cesium.Quaternion.computeInnerQuadrangle(quaternions[i], quaternions[i + 1], quaternions[i + 2], new Cesium.Quaternion());
- * var q = Cesium.Quaternion.squad(quaternions[i], quaternions[i + 1], s0, s1, t, new Cesium.Quaternion());
- *
- * // 2. compute the squad interpolation as above but where the first quaternion is a end point.
- * var s1 = Cesium.Quaternion.computeInnerQuadrangle(quaternions[0], quaternions[1], quaternions[2], new Cesium.Quaternion());
- * var q = Cesium.Quaternion.squad(quaternions[0], quaternions[1], quaternions[0], s1, t, new Cesium.Quaternion());
- *
- * @see Quaternion#computeInnerQuadrangle
- */
- Quaternion.squad = function(q0, q1, s0, s1, t, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('q0', q0);
- Check.typeOf.object('q1', q1);
- Check.typeOf.object('s0', s0);
- Check.typeOf.object('s1', s1);
- Check.typeOf.number('t', t);
- Check.typeOf.object('result', result);
- //>>includeEnd('debug');
- var slerp0 = Quaternion.slerp(q0, q1, t, squadScratchQuaternion0);
- var slerp1 = Quaternion.slerp(s0, s1, t, squadScratchQuaternion1);
- return Quaternion.slerp(slerp0, slerp1, 2.0 * t * (1.0 - t), result);
- };
- var fastSlerpScratchQuaternion = new Quaternion();
- var opmu = 1.90110745351730037;
- var u = FeatureDetection.supportsTypedArrays() ? new Float32Array(8) : [];
- var v = FeatureDetection.supportsTypedArrays() ? new Float32Array(8) : [];
- var bT = FeatureDetection.supportsTypedArrays() ? new Float32Array(8) : [];
- var bD = FeatureDetection.supportsTypedArrays() ? new Float32Array(8) : [];
- for (var i = 0; i < 7; ++i) {
- var s = i + 1.0;
- var t = 2.0 * s + 1.0;
- u[i] = 1.0 / (s * t);
- v[i] = s / t;
- }
- u[7] = opmu / (8.0 * 17.0);
- v[7] = opmu * 8.0 / 17.0;
- /**
- * Computes the spherical linear interpolation or extrapolation at t using the provided quaternions.
- * This implementation is faster than {@link Quaternion#slerp}, but is only accurate up to 10<sup>-6</sup>.
- *
- * @param {Quaternion} start The value corresponding to t at 0.0.
- * @param {Quaternion} end The value corresponding to t at 1.0.
- * @param {Number} t The point along t at which to interpolate.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter.
- *
- * @see Quaternion#slerp
- */
- Quaternion.fastSlerp = function(start, end, t, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('start', start);
- Check.typeOf.object('end', end);
- Check.typeOf.number('t', t);
- Check.typeOf.object('result', result);
- //>>includeEnd('debug');
- var x = Quaternion.dot(start, end);
- var sign;
- if (x >= 0) {
- sign = 1.0;
- } else {
- sign = -1.0;
- x = -x;
- }
- var xm1 = x - 1.0;
- var d = 1.0 - t;
- var sqrT = t * t;
- var sqrD = d * d;
- for (var i = 7; i >= 0; --i) {
- bT[i] = (u[i] * sqrT - v[i]) * xm1;
- bD[i] = (u[i] * sqrD - v[i]) * xm1;
- }
- var cT = sign * t * (
- 1.0 + bT[0] * (1.0 + bT[1] * (1.0 + bT[2] * (1.0 + bT[3] * (
- 1.0 + bT[4] * (1.0 + bT[5] * (1.0 + bT[6] * (1.0 + bT[7]))))))));
- var cD = d * (
- 1.0 + bD[0] * (1.0 + bD[1] * (1.0 + bD[2] * (1.0 + bD[3] * (
- 1.0 + bD[4] * (1.0 + bD[5] * (1.0 + bD[6] * (1.0 + bD[7]))))))));
- var temp = Quaternion.multiplyByScalar(start, cD, fastSlerpScratchQuaternion);
- Quaternion.multiplyByScalar(end, cT, result);
- return Quaternion.add(temp, result, result);
- };
- /**
- * Computes the spherical quadrangle interpolation between quaternions.
- * An implementation that is faster than {@link Quaternion#squad}, but less accurate.
- *
- * @param {Quaternion} q0 The first quaternion.
- * @param {Quaternion} q1 The second quaternion.
- * @param {Quaternion} s0 The first inner quadrangle.
- * @param {Quaternion} s1 The second inner quadrangle.
- * @param {Number} t The time in [0,1] used to interpolate.
- * @param {Quaternion} result The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter or a new instance if none was provided.
- *
- * @see Quaternion#squad
- */
- Quaternion.fastSquad = function(q0, q1, s0, s1, t, result) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.object('q0', q0);
- Check.typeOf.object('q1', q1);
- Check.typeOf.object('s0', s0);
- Check.typeOf.object('s1', s1);
- Check.typeOf.number('t', t);
- Check.typeOf.object('result', result);
- //>>includeEnd('debug');
- var slerp0 = Quaternion.fastSlerp(q0, q1, t, squadScratchQuaternion0);
- var slerp1 = Quaternion.fastSlerp(s0, s1, t, squadScratchQuaternion1);
- return Quaternion.fastSlerp(slerp0, slerp1, 2.0 * t * (1.0 - t), result);
- };
- /**
- * Compares the provided quaternions componentwise and returns
- * <code>true</code> if they are equal, <code>false</code> otherwise.
- *
- * @param {Quaternion} [left] The first quaternion.
- * @param {Quaternion} [right] The second quaternion.
- * @returns {Boolean} <code>true</code> if left and right are equal, <code>false</code> otherwise.
- */
- Quaternion.equals = function(left, right) {
- return (left === right) ||
- ((defined(left)) &&
- (defined(right)) &&
- (left.x === right.x) &&
- (left.y === right.y) &&
- (left.z === right.z) &&
- (left.w === right.w));
- };
- /**
- * Compares the provided quaternions componentwise and returns
- * <code>true</code> if they are within the provided epsilon,
- * <code>false</code> otherwise.
- *
- * @param {Quaternion} [left] The first quaternion.
- * @param {Quaternion} [right] The second quaternion.
- * @param {Number} epsilon The epsilon to use for equality testing.
- * @returns {Boolean} <code>true</code> if left and right are within the provided epsilon, <code>false</code> otherwise.
- */
- Quaternion.equalsEpsilon = function(left, right, epsilon) {
- //>>includeStart('debug', pragmas.debug);
- Check.typeOf.number('epsilon', epsilon);
- //>>includeEnd('debug');
- return (left === right) ||
- ((defined(left)) &&
- (defined(right)) &&
- (Math.abs(left.x - right.x) <= epsilon) &&
- (Math.abs(left.y - right.y) <= epsilon) &&
- (Math.abs(left.z - right.z) <= epsilon) &&
- (Math.abs(left.w - right.w) <= epsilon));
- };
- /**
- * An immutable Quaternion instance initialized to (0.0, 0.0, 0.0, 0.0).
- *
- * @type {Quaternion}
- * @constant
- */
- Quaternion.ZERO = freezeObject(new Quaternion(0.0, 0.0, 0.0, 0.0));
- /**
- * An immutable Quaternion instance initialized to (0.0, 0.0, 0.0, 1.0).
- *
- * @type {Quaternion}
- * @constant
- */
- Quaternion.IDENTITY = freezeObject(new Quaternion(0.0, 0.0, 0.0, 1.0));
- /**
- * Duplicates this Quaternion instance.
- *
- * @param {Quaternion} [result] The object onto which to store the result.
- * @returns {Quaternion} The modified result parameter or a new Quaternion instance if one was not provided.
- */
- Quaternion.prototype.clone = function(result) {
- return Quaternion.clone(this, result);
- };
- /**
- * Compares this and the provided quaternion componentwise and returns
- * <code>true</code> if they are equal, <code>false</code> otherwise.
- *
- * @param {Quaternion} [right] The right hand side quaternion.
- * @returns {Boolean} <code>true</code> if left and right are equal, <code>false</code> otherwise.
- */
- Quaternion.prototype.equals = function(right) {
- return Quaternion.equals(this, right);
- };
- /**
- * Compares this and the provided quaternion componentwise and returns
- * <code>true</code> if they are within the provided epsilon,
- * <code>false</code> otherwise.
- *
- * @param {Quaternion} [right] The right hand side quaternion.
- * @param {Number} epsilon The epsilon to use for equality testing.
- * @returns {Boolean} <code>true</code> if left and right are within the provided epsilon, <code>false</code> otherwise.
- */
- Quaternion.prototype.equalsEpsilon = function(right, epsilon) {
- return Quaternion.equalsEpsilon(this, right, epsilon);
- };
- /**
- * Returns a string representing this quaternion in the format (x, y, z, w).
- *
- * @returns {String} A string representing this Quaternion.
- */
- Quaternion.prototype.toString = function() {
- return '(' + this.x + ', ' + this.y + ', ' + this.z + ', ' + this.w + ')';
- };
- export default Quaternion;
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