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| import { _Math } from './Math.js'; |
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| function Quaternion( x, y, z, w ) { |
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| this._x = x || 0; |
| this._y = y || 0; |
| this._z = z || 0; |
| this._w = ( w !== undefined ) ? w : 1; |
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| } |
|
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| Object.assign( Quaternion, { |
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| slerp: function ( qa, qb, qm, t ) { |
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| return qm.copy( qa ).slerp( qb, t ); |
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| }, |
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| slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { |
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| |
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| var x0 = src0[ srcOffset0 + 0 ], |
| y0 = src0[ srcOffset0 + 1 ], |
| z0 = src0[ srcOffset0 + 2 ], |
| w0 = src0[ srcOffset0 + 3 ], |
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|
| x1 = src1[ srcOffset1 + 0 ], |
| y1 = src1[ srcOffset1 + 1 ], |
| z1 = src1[ srcOffset1 + 2 ], |
| w1 = src1[ srcOffset1 + 3 ]; |
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| if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { |
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| var s = 1 - t, |
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| cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, |
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| dir = ( cos >= 0 ? 1 : - 1 ), |
| sqrSin = 1 - cos * cos; |
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| |
| if ( sqrSin > Number.EPSILON ) { |
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| var sin = Math.sqrt( sqrSin ), |
| len = Math.atan2( sin, cos * dir ); |
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| s = Math.sin( s * len ) / sin; |
| t = Math.sin( t * len ) / sin; |
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| } |
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| var tDir = t * dir; |
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| x0 = x0 * s + x1 * tDir; |
| y0 = y0 * s + y1 * tDir; |
| z0 = z0 * s + z1 * tDir; |
| w0 = w0 * s + w1 * tDir; |
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| |
| if ( s === 1 - t ) { |
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| var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); |
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| x0 *= f; |
| y0 *= f; |
| z0 *= f; |
| w0 *= f; |
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| } |
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| } |
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| dst[ dstOffset ] = x0; |
| dst[ dstOffset + 1 ] = y0; |
| dst[ dstOffset + 2 ] = z0; |
| dst[ dstOffset + 3 ] = w0; |
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| } |
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| } ); |
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| Object.defineProperties( Quaternion.prototype, { |
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| x: { |
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| get: function () { |
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| return this._x; |
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| }, |
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| set: function ( value ) { |
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| this._x = value; |
| this.onChangeCallback(); |
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| } |
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| }, |
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| y: { |
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| get: function () { |
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| return this._y; |
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| }, |
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| set: function ( value ) { |
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| this._y = value; |
| this.onChangeCallback(); |
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| } |
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| }, |
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| z: { |
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| get: function () { |
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| return this._z; |
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| }, |
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| set: function ( value ) { |
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| this._z = value; |
| this.onChangeCallback(); |
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| } |
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| }, |
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| w: { |
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| get: function () { |
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| return this._w; |
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| }, |
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| set: function ( value ) { |
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| this._w = value; |
| this.onChangeCallback(); |
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| } |
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| } |
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| } ); |
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| Object.assign( Quaternion.prototype, { |
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| isQuaternion: true, |
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| set: function ( x, y, z, w ) { |
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| this._x = x; |
| this._y = y; |
| this._z = z; |
| this._w = w; |
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| this.onChangeCallback(); |
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| return this; |
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| }, |
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| clone: function () { |
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| return new this.constructor( this._x, this._y, this._z, this._w ); |
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| }, |
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| copy: function ( quaternion ) { |
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| this._x = quaternion.x; |
| this._y = quaternion.y; |
| this._z = quaternion.z; |
| this._w = quaternion.w; |
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| this.onChangeCallback(); |
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| return this; |
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| }, |
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| setFromEuler: function ( euler, update ) { |
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| if ( ! ( euler && euler.isEuler ) ) { |
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| throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' ); |
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| } |
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| var x = euler._x, y = euler._y, z = euler._z, order = euler.order; |
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| |
| |
| |
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| var cos = Math.cos; |
| var sin = Math.sin; |
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| var c1 = cos( x / 2 ); |
| var c2 = cos( y / 2 ); |
| var c3 = cos( z / 2 ); |
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| var s1 = sin( x / 2 ); |
| var s2 = sin( y / 2 ); |
| var s3 = sin( z / 2 ); |
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| if ( order === 'XYZ' ) { |
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| this._x = s1 * c2 * c3 + c1 * s2 * s3; |
| this._y = c1 * s2 * c3 - s1 * c2 * s3; |
| this._z = c1 * c2 * s3 + s1 * s2 * c3; |
| this._w = c1 * c2 * c3 - s1 * s2 * s3; |
|
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| } else if ( order === 'YXZ' ) { |
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| this._x = s1 * c2 * c3 + c1 * s2 * s3; |
| this._y = c1 * s2 * c3 - s1 * c2 * s3; |
| this._z = c1 * c2 * s3 - s1 * s2 * c3; |
| this._w = c1 * c2 * c3 + s1 * s2 * s3; |
|
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| } else if ( order === 'ZXY' ) { |
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| this._x = s1 * c2 * c3 - c1 * s2 * s3; |
| this._y = c1 * s2 * c3 + s1 * c2 * s3; |
| this._z = c1 * c2 * s3 + s1 * s2 * c3; |
| this._w = c1 * c2 * c3 - s1 * s2 * s3; |
|
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| } else if ( order === 'ZYX' ) { |
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| this._x = s1 * c2 * c3 - c1 * s2 * s3; |
| this._y = c1 * s2 * c3 + s1 * c2 * s3; |
| this._z = c1 * c2 * s3 - s1 * s2 * c3; |
| this._w = c1 * c2 * c3 + s1 * s2 * s3; |
|
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| } else if ( order === 'YZX' ) { |
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| this._x = s1 * c2 * c3 + c1 * s2 * s3; |
| this._y = c1 * s2 * c3 + s1 * c2 * s3; |
| this._z = c1 * c2 * s3 - s1 * s2 * c3; |
| this._w = c1 * c2 * c3 - s1 * s2 * s3; |
|
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| } else if ( order === 'XZY' ) { |
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| this._x = s1 * c2 * c3 - c1 * s2 * s3; |
| this._y = c1 * s2 * c3 - s1 * c2 * s3; |
| this._z = c1 * c2 * s3 + s1 * s2 * c3; |
| this._w = c1 * c2 * c3 + s1 * s2 * s3; |
|
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| } |
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| if ( update !== false ) this.onChangeCallback(); |
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| return this; |
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| }, |
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| setFromAxisAngle: function ( axis, angle ) { |
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| |
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| |
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| var halfAngle = angle / 2, s = Math.sin( halfAngle ); |
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| this._x = axis.x * s; |
| this._y = axis.y * s; |
| this._z = axis.z * s; |
| this._w = Math.cos( halfAngle ); |
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| this.onChangeCallback(); |
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| return this; |
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| }, |
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| setFromRotationMatrix: function ( m ) { |
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| |
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| |
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| var te = m.elements, |
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| m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ], |
| m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ], |
| m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ], |
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| trace = m11 + m22 + m33, |
| s; |
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| if ( trace > 0 ) { |
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| s = 0.5 / Math.sqrt( trace + 1.0 ); |
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| this._w = 0.25 / s; |
| this._x = ( m32 - m23 ) * s; |
| this._y = ( m13 - m31 ) * s; |
| this._z = ( m21 - m12 ) * s; |
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| } else if ( m11 > m22 && m11 > m33 ) { |
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| s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 ); |
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| this._w = ( m32 - m23 ) / s; |
| this._x = 0.25 * s; |
| this._y = ( m12 + m21 ) / s; |
| this._z = ( m13 + m31 ) / s; |
|
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| } else if ( m22 > m33 ) { |
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| s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 ); |
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| this._w = ( m13 - m31 ) / s; |
| this._x = ( m12 + m21 ) / s; |
| this._y = 0.25 * s; |
| this._z = ( m23 + m32 ) / s; |
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| } else { |
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| s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 ); |
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| this._w = ( m21 - m12 ) / s; |
| this._x = ( m13 + m31 ) / s; |
| this._y = ( m23 + m32 ) / s; |
| this._z = 0.25 * s; |
|
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| } |
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| this.onChangeCallback(); |
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| return this; |
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| }, |
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| setFromUnitVectors: function ( vFrom, vTo ) { |
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| |
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| var EPS = 0.000001; |
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| var r = vFrom.dot( vTo ) + 1; |
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| if ( r < EPS ) { |
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| r = 0; |
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| if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) { |
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| this._x = - vFrom.y; |
| this._y = vFrom.x; |
| this._z = 0; |
| this._w = r; |
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| } else { |
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| this._x = 0; |
| this._y = - vFrom.z; |
| this._z = vFrom.y; |
| this._w = r; |
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| } |
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| } else { |
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| |
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| this._x = vFrom.y * vTo.z - vFrom.z * vTo.y; |
| this._y = vFrom.z * vTo.x - vFrom.x * vTo.z; |
| this._z = vFrom.x * vTo.y - vFrom.y * vTo.x; |
| this._w = r; |
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| } |
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| return this.normalize(); |
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| }, |
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| angleTo: function ( q ) { |
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| return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) ); |
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| }, |
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| rotateTowards: function ( q, step ) { |
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| var angle = this.angleTo( q ); |
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| if ( angle === 0 ) return this; |
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| var t = Math.min( 1, step / angle ); |
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| this.slerp( q, t ); |
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| return this; |
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| }, |
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| inverse: function () { |
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| |
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| return this.conjugate(); |
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| }, |
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| conjugate: function () { |
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| this._x *= - 1; |
| this._y *= - 1; |
| this._z *= - 1; |
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| this.onChangeCallback(); |
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| return this; |
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| }, |
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| dot: function ( v ) { |
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| return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w; |
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| }, |
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| lengthSq: function () { |
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| return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w; |
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| }, |
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| length: function () { |
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| return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w ); |
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| }, |
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| normalize: function () { |
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| var l = this.length(); |
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| if ( l === 0 ) { |
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| this._x = 0; |
| this._y = 0; |
| this._z = 0; |
| this._w = 1; |
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| } else { |
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| l = 1 / l; |
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| this._x = this._x * l; |
| this._y = this._y * l; |
| this._z = this._z * l; |
| this._w = this._w * l; |
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| } |
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| this.onChangeCallback(); |
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| return this; |
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| }, |
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| multiply: function ( q, p ) { |
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| if ( p !== undefined ) { |
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| console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' ); |
| return this.multiplyQuaternions( q, p ); |
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| } |
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| return this.multiplyQuaternions( this, q ); |
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| }, |
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| premultiply: function ( q ) { |
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| return this.multiplyQuaternions( q, this ); |
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| }, |
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| multiplyQuaternions: function ( a, b ) { |
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| |
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| var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w; |
| var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w; |
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| this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby; |
| this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz; |
| this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx; |
| this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz; |
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| this.onChangeCallback(); |
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| return this; |
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| }, |
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| slerp: function ( qb, t ) { |
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| if ( t === 0 ) return this; |
| if ( t === 1 ) return this.copy( qb ); |
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| var x = this._x, y = this._y, z = this._z, w = this._w; |
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| |
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| var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z; |
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| if ( cosHalfTheta < 0 ) { |
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| this._w = - qb._w; |
| this._x = - qb._x; |
| this._y = - qb._y; |
| this._z = - qb._z; |
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| cosHalfTheta = - cosHalfTheta; |
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| } else { |
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| this.copy( qb ); |
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| } |
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| if ( cosHalfTheta >= 1.0 ) { |
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| this._w = w; |
| this._x = x; |
| this._y = y; |
| this._z = z; |
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| return this; |
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| } |
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| var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta; |
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| if ( sqrSinHalfTheta <= Number.EPSILON ) { |
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| var s = 1 - t; |
| this._w = s * w + t * this._w; |
| this._x = s * x + t * this._x; |
| this._y = s * y + t * this._y; |
| this._z = s * z + t * this._z; |
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| return this.normalize(); |
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| } |
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| var sinHalfTheta = Math.sqrt( sqrSinHalfTheta ); |
| var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); |
| var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, |
| ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; |
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| this._w = ( w * ratioA + this._w * ratioB ); |
| this._x = ( x * ratioA + this._x * ratioB ); |
| this._y = ( y * ratioA + this._y * ratioB ); |
| this._z = ( z * ratioA + this._z * ratioB ); |
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| this.onChangeCallback(); |
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| return this; |
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| }, |
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| equals: function ( quaternion ) { |
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| return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w ); |
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| }, |
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| fromArray: function ( array, offset ) { |
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| if ( offset === undefined ) offset = 0; |
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| this._x = array[ offset ]; |
| this._y = array[ offset + 1 ]; |
| this._z = array[ offset + 2 ]; |
| this._w = array[ offset + 3 ]; |
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| this.onChangeCallback(); |
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| return this; |
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| }, |
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| toArray: function ( array, offset ) { |
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| if ( array === undefined ) array = []; |
| if ( offset === undefined ) offset = 0; |
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| array[ offset ] = this._x; |
| array[ offset + 1 ] = this._y; |
| array[ offset + 2 ] = this._z; |
| array[ offset + 3 ] = this._w; |
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| return array; |
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| }, |
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| onChange: function ( callback ) { |
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| this.onChangeCallback = callback; |
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| return this; |
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| }, |
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| onChangeCallback: function () {} |
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| } ); |
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| export { Quaternion }; |
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|