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quat.ts
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quat.ts
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/*
Copyright (c) 2018-2020 Xiamen Yaji Software Co., Ltd.
http://www.cocos.com
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated engine source code (the "Software"), a limited,
worldwide, royalty-free, non-assignable, revocable and non-exclusive license
to use Cocos Creator solely to develop games on your target platforms. You shall
not use Cocos Creator software for developing other software or tools that's
used for developing games. You are not granted to publish, distribute,
sublicense, and/or sell copies of Cocos Creator.
The software or tools in this License Agreement are licensed, not sold.
Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
/**
* @packageDocumentation
* @module core/math
*/
import { CCClass } from '../data/class';
import { ValueType } from '../value-types/value-type';
import { Mat3 } from './mat3';
import { IQuatLike, IVec3Like } from './type-define';
import { EPSILON, toDegree } from './utils';
import { Vec3 } from './vec3';
import { legacyCC } from '../global-exports';
/**
* @en quaternion
* @zh 四元数
*/
export class Quat extends ValueType {
public static IDENTITY = Object.freeze(new Quat());
/**
* @en Obtain a copy of the given quaternion
* @zh 获得指定四元数的拷贝
*/
public static clone<Out extends IQuatLike> (a: Out) {
return new Quat(a.x, a.y, a.z, a.w);
}
/**
* @en Copy the given quaternion to the out quaternion
* @zh 复制目标四元数
*/
public static copy<Out extends IQuatLike, QuatLike extends IQuatLike> (out: Out, a: QuatLike) {
out.x = a.x;
out.y = a.y;
out.z = a.z;
out.w = a.w;
return out;
}
/**
* @en Sets the out quaternion with values of each component
* @zh 设置四元数值
*/
public static set<Out extends IQuatLike> (out: Out, x: number, y: number, z: number, w: number) {
out.x = x;
out.y = y;
out.z = z;
out.w = w;
return out;
}
/**
* @en Sets the out quaternion to an identity quaternion
* @zh 将目标赋值为单位四元数
*/
public static identity<Out extends IQuatLike> (out: Out) {
out.x = 0;
out.y = 0;
out.z = 0;
out.w = 1;
return out;
}
/**
* @en Sets the out quaternion with the shortest path orientation between two vectors, considering both vectors normalized
* @zh 设置四元数为两向量间的最短路径旋转,默认两向量都已归一化
*/
public static rotationTo<Out extends IQuatLike, VecLike extends IVec3Like> (out: Out, a: VecLike, b: VecLike) {
const dot = Vec3.dot(a, b);
if (dot < -0.999999) {
Vec3.cross(v3_1, Vec3.UNIT_X, a);
if (v3_1.length() < 0.000001) {
Vec3.cross(v3_1, Vec3.UNIT_Y, a);
}
Vec3.normalize(v3_1, v3_1);
Quat.fromAxisAngle(out, v3_1, Math.PI);
return out;
} else if (dot > 0.999999) {
out.x = 0;
out.y = 0;
out.z = 0;
out.w = 1;
return out;
} else {
Vec3.cross(v3_1, a, b);
out.x = v3_1.x;
out.y = v3_1.y;
out.z = v3_1.z;
out.w = 1 + dot;
return Quat.normalize(out, out);
}
}
/**
* @en Gets the rotation axis and the arc of rotation from the quaternion
* @zh 获取四元数的旋转轴和旋转弧度
* @param outAxis output axis
* @param q input quaternion
* @return radius of rotation
*/
public static getAxisAngle<Out extends IQuatLike, VecLike extends IVec3Like> (outAxis: VecLike, q: Out) {
const rad = Math.acos(q.w) * 2.0;
const s = Math.sin(rad / 2.0);
if (s !== 0.0) {
outAxis.x = q.x / s;
outAxis.y = q.y / s;
outAxis.z = q.z / s;
} else {
// If s is zero, return any axis (no rotation - axis does not matter)
outAxis.x = 1;
outAxis.y = 0;
outAxis.z = 0;
}
return rad;
}
/**
* @en Quaternion multiplication and save the results to out quaternion
* @zh 四元数乘法
*/
public static multiply<Out extends IQuatLike, QuatLike_1 extends IQuatLike, QuatLike_2 extends IQuatLike> (out: Out, a: QuatLike_1, b: QuatLike_2) {
const x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;
const y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;
const z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;
const w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;
out.x = x;
out.y = y;
out.z = z;
out.w = w;
return out;
}
/**
* @en Quaternion scalar multiplication and save the results to out quaternion
* @zh 四元数标量乘法
*/
public static multiplyScalar<Out extends IQuatLike> (out: Out, a: Out, b: number) {
out.x = a.x * b;
out.y = a.y * b;
out.z = a.z * b;
out.w = a.w * b;
return out;
}
/**
* @en Quaternion multiplication and addition: A + B * scale
* @zh 四元数乘加:A + B * scale
*/
public static scaleAndAdd<Out extends IQuatLike> (out: Out, a: Out, b: Out, scale: number) {
out.x = a.x + b.x * scale;
out.y = a.y + b.y * scale;
out.z = a.z + b.z * scale;
out.w = a.w + b.w * scale;
return out;
}
/**
* @en Sets the out quaternion to represent a radian rotation around x axis
* @zh 绕 X 轴旋转指定四元数
* @param rad radius of rotation
*/
public static rotateX<Out extends IQuatLike> (out: Out, a: Out, rad: number) {
rad *= 0.5;
const bx = Math.sin(rad);
const bw = Math.cos(rad);
const { x, y, z, w } = a;
out.x = x * bw + w * bx;
out.y = y * bw + z * bx;
out.z = z * bw - y * bx;
out.w = w * bw - x * bx;
return out;
}
/**
* @en Sets the out quaternion to represent a radian rotation around y axis
* @zh 绕 Y 轴旋转指定四元数
* @param rad radius of rotation
*/
public static rotateY<Out extends IQuatLike> (out: Out, a: Out, rad: number) {
rad *= 0.5;
const by = Math.sin(rad);
const bw = Math.cos(rad);
const { x, y, z, w } = a;
out.x = x * bw - z * by;
out.y = y * bw + w * by;
out.z = z * bw + x * by;
out.w = w * bw - y * by;
return out;
}
/**
* @en Sets the out quaternion to represent a radian rotation around z axis
* @zh 绕 Z 轴旋转指定四元数
* @param rad radius of rotation
*/
public static rotateZ<Out extends IQuatLike> (out: Out, a: Out, rad: number) {
rad *= 0.5;
const bz = Math.sin(rad);
const bw = Math.cos(rad);
const { x, y, z, w } = a;
out.x = x * bw + y * bz;
out.y = y * bw - x * bz;
out.z = z * bw + w * bz;
out.w = w * bw - z * bz;
return out;
}
/**
* @en Sets the out quaternion to represent a radian rotation around a given rotation axis in world space
* @zh 绕世界空间下指定轴旋转四元数
* @param axis axis of rotation, normalized by default
* @param rad radius of rotation
*/
public static rotateAround<Out extends IQuatLike, VecLike extends IVec3Like> (out: Out, rot: Out, axis: VecLike, rad: number) {
// get inv-axis (local to rot)
Quat.invert(qt_1, rot);
Vec3.transformQuat(v3_1, axis, qt_1);
// rotate by inv-axis
Quat.fromAxisAngle(qt_1, v3_1, rad);
Quat.multiply(out, rot, qt_1);
return out;
}
/**
* @en Sets the out quaternion to represent a radian rotation around a given rotation axis in local space
* @zh 绕本地空间下指定轴旋转四元数
* @param axis axis of rotation
* @param rad radius of rotation
*/
public static rotateAroundLocal<Out extends IQuatLike, VecLike extends IVec3Like> (out: Out, rot: Out, axis: VecLike, rad: number) {
Quat.fromAxisAngle(qt_1, axis, rad);
Quat.multiply(out, rot, qt_1);
return out;
}
/**
* @en Calculates the w component with xyz components, considering the given quaternion normalized
* @zh 根据 xyz 分量计算 w 分量,默认已归一化
*/
public static calculateW<Out extends IQuatLike> (out: Out, a: Out) {
out.x = a.x;
out.y = a.y;
out.z = a.z;
out.w = Math.sqrt(Math.abs(1.0 - a.x * a.x - a.y * a.y - a.z * a.z));
return out;
}
/**
* @en Quaternion dot product (scalar product)
* @zh 四元数点积(数量积)
*/
public static dot<Out extends IQuatLike> (a: Out, b: Out) {
return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
}
/**
* @en Element by element linear interpolation: A + t * (B - A)
* @zh 逐元素线性插值: A + t * (B - A)
*/
public static lerp<Out extends IQuatLike> (out: Out, a: Out, b: Out, t: number) {
out.x = a.x + t * (b.x - a.x);
out.y = a.y + t * (b.y - a.y);
out.z = a.z + t * (b.z - a.z);
out.w = a.w + t * (b.w - a.w);
return out;
}
/**
* @en Spherical quaternion interpolation
* @zh 四元数球面插值
*/
public static slerp<Out extends IQuatLike, QuatLike_1 extends IQuatLike, QuatLike_2 extends IQuatLike>
(out: Out, a: QuatLike_1, b: QuatLike_2, t: number) {
// benchmarks:
// http://jsperf.com/quaternion-slerp-implementations
let scale0 = 0;
let scale1 = 0;
let bx = b.x;
let by = b.y;
let bz = b.z;
let bw = b.w;
// calc cosine
let cosom = a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
// 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)
const omega = Math.acos(cosom);
const 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.x = scale0 * a.x + scale1 * bx;
out.y = scale0 * a.y + scale1 * by;
out.z = scale0 * a.z + scale1 * bz;
out.w = scale0 * a.w + scale1 * bw;
return out;
}
/**
* @en Spherical quaternion interpolation with two control points
* @zh 带两个控制点的四元数球面插值
*/
public static sqlerp<Out extends IQuatLike> (out: Out, a: Out, b: Out, c: Out, d: Out, t: number) {
Quat.slerp(qt_1, a, d, t);
Quat.slerp(qt_2, b, c, t);
Quat.slerp(out, qt_1, qt_2, 2 * t * (1 - t));
return out;
}
/**
* @en Sets the inverse of the given quaternion to out quaternion
* @zh 四元数求逆
*/
public static invert<Out extends IQuatLike, QuatLike extends IQuatLike> (out: Out, a: QuatLike) {
const dot = a.x * a.x + a.y * a.y + a.z * a.z + a.w * a.w;
const invDot = dot ? 1.0 / dot : 0;
// TODO: Would be faster to return [0,0,0,0] immediately if dot == 0
out.x = -a.x * invDot;
out.y = -a.y * invDot;
out.z = -a.z * invDot;
out.w = a.w * invDot;
return out;
}
/**
* @en Conjugating a quaternion, it's equivalent to the inverse of the unit quaternion, but more efficient
* @zh 求共轭四元数,对单位四元数与求逆等价,但更高效
*/
public static conjugate<Out extends IQuatLike> (out: Out, a: Out) {
out.x = -a.x;
out.y = -a.y;
out.z = -a.z;
out.w = a.w;
return out;
}
/**
* @en Calculates the length of the quaternion
* @zh 求四元数长度
*/
public static len<Out extends IQuatLike> (a: Out) {
return Math.sqrt(a.x * a.x + a.y * a.y + a.z * a.z + a.w * a.w);
}
/**
* @en Calculates the squared length of the quaternion
* @zh 求四元数长度平方
*/
public static lengthSqr<Out extends IQuatLike> (a: Out) {
return a.x * a.x + a.y * a.y + a.z * a.z + a.w * a.w;
}
/**
* @en Normalize the given quaternion
* @zh 归一化四元数
*/
public static normalize<Out extends IQuatLike> (out: Out, a: Out) {
let len = a.x * a.x + a.y * a.y + a.z * a.z + a.w * a.w;
if (len > 0) {
len = 1 / Math.sqrt(len);
out.x = a.x * len;
out.y = a.y * len;
out.z = a.z * len;
out.w = a.w * len;
}
return out;
}
/**
* @en Calculated the quaternion represents the given coordinates, considering all given vectors are normalized and mutually perpendicular
* @zh 根据本地坐标轴朝向计算四元数,默认三向量都已归一化且相互垂直
*/
public static fromAxes<Out extends IQuatLike, VecLike extends IVec3Like> (out: Out, xAxis: VecLike, yAxis: VecLike, zAxis: VecLike) {
Mat3.set(m3_1,
xAxis.x, xAxis.y, xAxis.z,
yAxis.x, yAxis.y, yAxis.z,
zAxis.x, zAxis.y, zAxis.z,
);
return Quat.normalize(out, Quat.fromMat3(out, m3_1));
}
/**
* @en Calculates the quaternion with the up direction and the direction of the viewport
* @zh 根据视口的前方向和上方向计算四元数
* @param view The view direction, it`s must be normalized.
* @param up The view up direction, it`s must be normalized, default value is (0, 1, 0).
*/
public static fromViewUp<Out extends IQuatLike, VecLike extends IVec3Like> (out: Out, view: VecLike, up?: Vec3) {
Mat3.fromViewUp(m3_1, view, up);
return Quat.normalize(out, Quat.fromMat3(out, m3_1));
}
/**
* @en Calculates the quaternion from a given rotary shaft and a radian rotation around it.
* @zh 根据旋转轴和旋转弧度计算四元数
*/
public static fromAxisAngle<Out extends IQuatLike, VecLike extends IVec3Like> (out: Out, axis: VecLike, rad: number) {
rad = rad * 0.5;
const s = Math.sin(rad);
out.x = s * axis.x;
out.y = s * axis.y;
out.z = s * axis.z;
out.w = Math.cos(rad);
return out;
}
/**
* @en Calculates the quaternion with the three-dimensional transform matrix, considering no scale included in the matrix
* @zh 根据三维矩阵信息计算四元数,默认输入矩阵不含有缩放信息
*/
public static fromMat3<Out extends IQuatLike> (out: Out, m: Mat3) {
const {
m00: m00, m03: m01, m06: m02,
m01: m10, m04: m11, m07: m12,
m02: m20, m05: m21, m08: m22,
} = m;
const trace = m00 + m11 + m22;
if (trace > 0) {
const s = 0.5 / Math.sqrt(trace + 1.0);
out.w = 0.25 / s;
out.x = (m21 - m12) * s;
out.y = (m02 - m20) * s;
out.z = (m10 - m01) * s;
} else if ((m00 > m11) && (m00 > m22)) {
const s = 2.0 * Math.sqrt(1.0 + m00 - m11 - m22);
out.w = (m21 - m12) / s;
out.x = 0.25 * s;
out.y = (m01 + m10) / s;
out.z = (m02 + m20) / s;
} else if (m11 > m22) {
const s = 2.0 * Math.sqrt(1.0 + m11 - m00 - m22);
out.w = (m02 - m20) / s;
out.x = (m01 + m10) / s;
out.y = 0.25 * s;
out.z = (m12 + m21) / s;
} else {
const s = 2.0 * Math.sqrt(1.0 + m22 - m00 - m11);
out.w = (m10 - m01) / s;
out.x = (m02 + m20) / s;
out.y = (m12 + m21) / s;
out.z = 0.25 * s;
}
return out;
}
/**
* @en Calculates the quaternion with Euler angles, the rotation order is YZX
* @zh 根据欧拉角信息计算四元数,旋转顺序为 YZX
*/
public static fromEuler<Out extends IQuatLike> (out: Out, x: number, y: number, z: number) {
x *= halfToRad;
y *= halfToRad;
z *= halfToRad;
const sx = Math.sin(x);
const cx = Math.cos(x);
const sy = Math.sin(y);
const cy = Math.cos(y);
const sz = Math.sin(z);
const cz = Math.cos(z);
out.x = sx * cy * cz + cx * sy * sz;
out.y = cx * sy * cz + sx * cy * sz;
out.z = cx * cy * sz - sx * sy * cz;
out.w = cx * cy * cz - sx * sy * sz;
return out;
}
/**
* @en Calculates the quaternion with given 2D angle (0, 0, z).
* @zh 根据 2D 角度(0, 0, z)计算四元数
*
* @param out Output quaternion
* @param z Angle to rotate around Z axis in degrees.
*/
public static fromAngleZ<Out extends IQuatLike>(out: Out, z: number) {
z *= halfToRad;
out.x = out.y = 0;
out.z = Math.sin(z);
out.w = Math.cos(z);
return out;
}
/**
* @en This returns the X-axis vector of the quaternion
* @zh 返回定义此四元数的坐标系 X 轴向量
*/
public static toAxisX (out: IVec3Like, q: IQuatLike) {
const fy = 2.0 * q.y;
const fz = 2.0 * q.z;
out.x = 1.0 - fy * q.y - fz * q.z;
out.y = fy * q.x + fz * q.w;
out.z = fz * q.x + fy * q.w;
return out;
}
/**
* @en This returns the Y-axis vector of the quaternion
* @zh 返回定义此四元数的坐标系 Y 轴向量
*/
public static toAxisY (out: IVec3Like, q: IQuatLike) {
const fx = 2.0 * q.x;
const fy = 2.0 * q.y;
const fz = 2.0 * q.z;
out.x = fy * q.x - fz * q.w;
out.y = 1.0 - fx * q.x - fz * q.z;
out.z = fz * q.y + fx * q.w;
return out;
}
/**
* @en This returns the Z-axis vector of the quaternion
* @zh 返回定义此四元数的坐标系 Z 轴向量
*/
public static toAxisZ (out: IVec3Like, q: IQuatLike) {
const fx = 2.0 * q.x;
const fy = 2.0 * q.y;
const fz = 2.0 * q.z;
out.x = fz * q.x - fy * q.w;
out.y = fz * q.y - fx * q.w;
out.z = 1.0 - fx * q.x - fy * q.y;
return out;
}
/**
* @en Converts the quaternion to angles, result angle x, y in the range of [-180, 180], z in the range of [-90, 90] interval, the rotation order is YZX
* @zh 根据四元数计算欧拉角,返回角度 x, y 在 [-180, 180] 区间内, z 默认在 [-90, 90] 区间内,旋转顺序为 YZX
* @param outerZ change z value range to [-180, -90] U [90, 180]
*/
public static toEuler (out: IVec3Like, q: IQuatLike, outerZ?: boolean) {
const { x, y, z, w } = q;
let bank = 0;
let heading = 0;
let attitude = 0;
const test = x * y + z * w;
if (test > 0.499999) {
bank = 0; // default to zero
heading = toDegree(2 * Math.atan2(x, w));
attitude = 90;
} else if (test < -0.499999) {
bank = 0; // default to zero
heading = -toDegree(2 * Math.atan2(x, w));
attitude = -90;
} else {
const sqx = x * x;
const sqy = y * y;
const sqz = z * z;
bank = toDegree(Math.atan2(2 * x * w - 2 * y * z, 1 - 2 * sqx - 2 * sqz));
heading = toDegree(Math.atan2(2 * y * w - 2 * x * z, 1 - 2 * sqy - 2 * sqz));
attitude = toDegree(Math.asin(2 * test));
if (outerZ) {
bank = -180 * Math.sign(bank + 1e-6) + bank;
heading = -180 * Math.sign(heading + 1e-6) + heading;
attitude = 180 * Math.sign(attitude + 1e-6) - attitude;
}
}
out.x = bank; out.y = heading; out.z = attitude;
return out;
}
/**
* @en Converts quaternion to an array
* @zh 四元数转数组
* @param ofs Array Start Offset
*/
public static toArray<Out extends IWritableArrayLike<number>> (out: Out, q: IQuatLike, ofs = 0) {
out[ofs + 0] = q.x;
out[ofs + 1] = q.y;
out[ofs + 2] = q.z;
out[ofs + 3] = q.w;
return out;
}
/**
* @en Array to a quaternion
* @zh 数组转四元数
* @param ofs Array Start Offset
*/
public static fromArray (out: IQuatLike, arr: IWritableArrayLike<number>, ofs = 0) {
out.x = arr[ofs + 0];
out.y = arr[ofs + 1];
out.z = arr[ofs + 2];
out.w = arr[ofs + 3];
return out;
}
/**
* @en Check whether two quaternions are equal
* @zh 四元数等价判断
*/
public static strictEquals (a: IQuatLike, b: IQuatLike) {
return a.x === b.x && a.y === b.y && a.z === b.z && a.w === b.w;
}
/**
* @en Check whether two quaternions are approximately equal
* @zh 排除浮点数误差的四元数近似等价判断
*/
public static equals (a: IQuatLike, b: IQuatLike, epsilon = EPSILON) {
return (Math.abs(a.x - b.x) <= epsilon * Math.max(1.0, Math.abs(a.x), Math.abs(b.x)) &&
Math.abs(a.y - b.y) <= epsilon * Math.max(1.0, Math.abs(a.y), Math.abs(b.y)) &&
Math.abs(a.z - b.z) <= epsilon * Math.max(1.0, Math.abs(a.z), Math.abs(b.z)) &&
Math.abs(a.w - b.w) <= epsilon * Math.max(1.0, Math.abs(a.w), Math.abs(b.w)));
}
/**
* @en x component.
* @zh x 分量。
*/
public declare x: number;
/**
* @en y component.
* @zh y 分量。
*/
public declare y: number;
/**
* @en z component.
* @zh z 分量。
*/
public declare z: number;
/**
* @en w component.
* @zh w 分量。
*/
public declare w: number;
constructor (other: Quat);
constructor (x?: number, y?: number, z?: number, w?: number);
constructor (x?: number | IQuatLike, y?: number, z?: number, w?: number) {
super();
if (x && typeof x === 'object') {
this.x = x.x;
this.y = x.y;
this.z = x.z;
this.w = x.w;
} else {
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
this.w = w ?? 1;
}
}
/**
* @en clone the current Quat
* @zh 克隆当前四元数。
*/
public clone () {
return new Quat(this.x, this.y, this.z, this.w);
}
/**
* @en Set values with another quaternion
* @zh 设置当前四元数使其与指定四元数相等。
* @param other Specified quaternion
* @returns `this`
*/
public set (other: Quat): Quat;
/**
* @en Set the value of each component of the current quaternion
* @zh 设置当前四元数指定元素值。
* @returns `this`
*/
public set (x?: number, y?: number, z?: number, w?: number): Quat;
public set (x?: number | Quat, y?: number, z?: number, w?: number) {
if (x && typeof x === 'object') {
this.x = x.x;
this.y = x.y;
this.z = x.z;
this.w = x.w;
} else {
this.x = x || 0;
this.y = y || 0;
this.z = z || 0;
this.w = w ?? 1;
}
return this;
}
/**
* @en Check whether the quaternion approximately equals another one
* @zh 判断当前四元数是否在误差范围内与指定向量相等。
* @param other Comparative quaternion
* @param epsilon The error allowed. It`s should be a non-negative number.
* @returns Returns `true' when the components of the two quaternions are equal within the specified error range; otherwise, returns `false'.
*/
public equals (other: Quat, epsilon = EPSILON) {
return (Math.abs(this.x - other.x) <= epsilon * Math.max(1.0, Math.abs(this.x), Math.abs(other.x)) &&
Math.abs(this.y - other.y) <= epsilon * Math.max(1.0, Math.abs(this.y), Math.abs(other.y)) &&
Math.abs(this.z - other.z) <= epsilon * Math.max(1.0, Math.abs(this.z), Math.abs(other.z)) &&
Math.abs(this.w - other.w) <= epsilon * Math.max(1.0, Math.abs(this.w), Math.abs(other.w)));
}
/**
* @en Check whether the current quaternion strictly equals other quaternion
* @zh 判断当前四元数是否与指定四元数相等。
* @param other Comparative quaternion
* @returns Returns `true' when the components of the two quaternions are equal within the specified error range; otherwise, returns `false'.
*/
public strictEquals (other: Quat) {
return other && this.x === other.x && this.y === other.y && this.z === other.z && this.w === other.w;
}
/**
* @en Convert quaternion to Euler angles
* @zh 将当前四元数转化为欧拉角(x-y-z)并赋值给出口向量。
* @param out the output vector
*/
public getEulerAngles (out: Vec3) {
return Quat.toEuler(out, this);
}
/**
* @en Calculate the linear interpolation result between this quaternion and another one with given ratio
* @zh 根据指定的插值比率,从当前四元数到目标四元数之间做线性插值。
* @param to The target quaternion
* @param ratio The interpolation coefficient. The range is [0,1].
*/
public lerp (to: Quat, ratio: number) {
this.x = this.x + ratio * (to.x - this.x);
this.y = this.y + ratio * (to.y - this.y);
this.z = this.z + ratio * (to.z - this.z);
this.w = this.w + ratio * (to.w - this.w);
return this;
}
/**
* @en Calculates the spherical interpolation result between this quaternion and another one with the given ratio
* @zh 根据指定的插值比率,从当前四元数到目标四元数之间做球面插值。
* @param to The target quaternion
* @param ratio The interpolation coefficient. The range is [0,1].
*/
public slerp (to: Quat, ratio: number) {
return Quat.slerp(this, this, to, ratio);
}
/**
* @en Calculates the length of the quaternion
* @zh 求四元数长度
*/
public length () {
return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
}
/**
* @en Calculates the squared length of the quaternion
* @zh 求四元数长度平方
*/
public lengthSqr () {
return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
}
}
const qt_1 = new Quat();
const qt_2 = new Quat();
const v3_1 = new Vec3();
const m3_1 = new Mat3();
const halfToRad = 0.5 * Math.PI / 180.0;
CCClass.fastDefine('cc.Quat', Quat, { x: 0, y: 0, z: 0, w: 1 });
legacyCC.Quat = Quat;
export function quat (other: Quat): Quat;
export function quat (x?: number, y?: number, z?: number, w?: number): Quat;
export function quat (x: number | Quat = 0, y: number = 0, z: number = 0, w: number = 1) {
return new Quat(x as any, y, z, w);
}
legacyCC.quat = quat;