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fix(playcanvas): code cleanaup
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MrTelanie committed Dec 25, 2021
1 parent c0ce0ee commit 3164e01
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Showing 3 changed files with 30 additions and 37 deletions.
2 changes: 1 addition & 1 deletion src/adapter/playcanvas.js
Expand Up @@ -302,7 +302,7 @@ export function hijackPlayCanvas (pc) {
if (other && (isNumber(other.w))) {
return this.transformVec4(other);
}
return AMat4().mul2(this, other);
return new AMat4().mul2(this, other);
};

AMat3.prototype[Symbol.iterator] = function () {
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11 changes: 2 additions & 9 deletions src/index.js
@@ -1,9 +1,6 @@
import { operatorCalc } from './operator';
import { Vector, Victor } from './vector';
import { Point, IPoint } from './point';
import { Quaternion, IQuaternion } from './quaternion';
import { IMat3 } from './mat3';
import { Vector } from './vector';

export { operatorCalc as calc } from './operator';
export {
Vector, Victor, Victor as IVector, vector, victor, victor as ivector, FORWARD, LEFT, UP, RIGHT
} from './vector';
Expand All @@ -22,8 +19,4 @@ export {
export { IMat3 } from './mat3';
export { radians, degrees } from './angles';

export function calc (alg) {
return operatorCalc(alg);
}

export default Vector;
54 changes: 27 additions & 27 deletions src/quaternion.js
Expand Up @@ -46,53 +46,53 @@ function look (forward, up) {
const m22 = vector.z;

const num8 = (m00 + m11) + m22;
const quaternion = new Array(4);
const quat = new Array(4);
if (num8 > 0) {
let num = Math.sqrt(num8 + 1);
quaternion[W] = num * 0.5;
quat[W] = num * 0.5;
num = 0.5 / num;
quaternion[X] = (m12 - m21) * num;
quaternion[Y] = (m20 - m02) * num;
quaternion[Z] = (m01 - m10) * num;
return quaternion;
quat[X] = (m12 - m21) * num;
quat[Y] = (m20 - m02) * num;
quat[Z] = (m01 - m10) * num;
return quat;
}
if ((m00 >= m11) && (m00 >= m22)) {
const num7 = Math.sqrt(((1 + m00) - m11) - m22);
const num4 = 0.5 / num7;
quaternion[X] = 0.5 * num7;
quaternion[Y] = (m01 + m10) * num4;
quaternion[Z] = (m02 + m20) * num4;
quaternion[W] = (m12 - m21) * num4;
return quaternion;
quat[X] = 0.5 * num7;
quat[Y] = (m01 + m10) * num4;
quat[Z] = (m02 + m20) * num4;
quat[W] = (m12 - m21) * num4;
return quat;
}
if (m11 > m22) {
const num6 = Math.sqrt(((1 + m11) - m00) - m22);
const num3 = 0.5 / num6;
quaternion[X] = (m10 + m01) * num3;
quaternion[Y] = 0.5 * num6;
quaternion[Z] = (m21 + m12) * num3;
quaternion[W] = (m20 - m02) * num3;
return quaternion;
quat[X] = (m10 + m01) * num3;
quat[Y] = 0.5 * num6;
quat[Z] = (m21 + m12) * num3;
quat[W] = (m20 - m02) * num3;
return quat;
}
const num5 = Math.sqrt(((1 + m22) - m00) - m11);
const num2 = 0.5 / num5;
quaternion[X] = (m20 + m02) * num2;
quaternion[Y] = (m21 + m12) * num2;
quaternion[Z] = 0.5 * num5;
quaternion[W] = (m01 - m10) * num2;
return quaternion;
quat[X] = (m20 + m02) * num2;
quat[Y] = (m21 + m12) * num2;
quat[Z] = 0.5 * num5;
quat[W] = (m01 - m10) * num2;
return quat;
}

function axisAngle (axis, angle) {
const quaternion = new Array(4);
const quat = new Array(4);
const a = angle * 0.5;
const sa = Math.sin(a);
const ca = Math.cos(a);
quaternion[X] = sa * axis.x;
quaternion[Y] = sa * axis.y;
quaternion[Z] = sa * axis.z;
quaternion[W] = ca;
return quaternion;
quat[X] = sa * axis.x;
quat[Y] = sa * axis.y;
quat[Z] = sa * axis.z;
quat[W] = ca;
return quat;
}

function getQuat (x, y, z, w) {
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