diff options
Diffstat (limited to 'chromium/third_party/trace-viewer/third_party/gl-matrix/src/gl-matrix/quat.js')
-rw-r--r-- | chromium/third_party/trace-viewer/third_party/gl-matrix/src/gl-matrix/quat.js | 457 |
1 files changed, 0 insertions, 457 deletions
diff --git a/chromium/third_party/trace-viewer/third_party/gl-matrix/src/gl-matrix/quat.js b/chromium/third_party/trace-viewer/third_party/gl-matrix/src/gl-matrix/quat.js deleted file mode 100644 index c2290d3f1af..00000000000 --- a/chromium/third_party/trace-viewer/third_party/gl-matrix/src/gl-matrix/quat.js +++ /dev/null @@ -1,457 +0,0 @@ -/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. - -Redistribution and use in source and binary forms, with or without modification, -are permitted provided that the following conditions are met: - - * Redistributions of source code must retain the above copyright notice, this - list of conditions and the following disclaimer. - * Redistributions in binary form must reproduce the above copyright notice, - this list of conditions and the following disclaimer in the documentation - and/or other materials provided with the distribution. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND -ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED -WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE -DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR -ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES -(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; -LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON -ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ - -/** - * @class Quaternion - * @name quat - */ -var quat = {}; - -/** - * Creates a new identity quat - * - * @returns {quat} a new quaternion - */ -quat.create = function() { - var out = new GLMAT_ARRAY_TYPE(4); - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Creates a new quat initialized with values from an existing quaternion - * - * @param {quat} a quaternion to clone - * @returns {quat} a new quaternion - * @function - */ -quat.clone = vec4.clone; - -/** - * Creates a new quat initialized with the given values - * - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {quat} a new quaternion - * @function - */ -quat.fromValues = vec4.fromValues; - -/** - * Copy the values from one quat to another - * - * @param {quat} out the receiving quaternion - * @param {quat} a the source quaternion - * @returns {quat} out - * @function - */ -quat.copy = vec4.copy; - -/** - * Set the components of a quat to the given values - * - * @param {quat} out the receiving quaternion - * @param {Number} x X component - * @param {Number} y Y component - * @param {Number} z Z component - * @param {Number} w W component - * @returns {quat} out - * @function - */ -quat.set = vec4.set; - -/** - * Set a quat to the identity quaternion - * - * @param {quat} out the receiving quaternion - * @returns {quat} out - */ -quat.identity = function(out) { - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; -}; - -/** - * Sets a quat from the given angle and rotation axis, - * then returns it. - * - * @param {quat} out the receiving quaternion - * @param {vec3} axis the axis around which to rotate - * @param {Number} rad the angle in radians - * @returns {quat} out - **/ -quat.setAxisAngle = function(out, axis, rad) { - rad = rad * 0.5; - var 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; -}; - -/** - * Adds two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {quat} out - * @function - */ -quat.add = vec4.add; - -/** - * Multiplies two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {quat} out - */ -quat.multiply = function(out, a, b) { - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - 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; -}; - -/** - * Alias for {@link quat.multiply} - * @function - */ -quat.mul = quat.multiply; - -/** - * Scales a quat by a scalar number - * - * @param {quat} out the receiving vector - * @param {quat} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {quat} out - * @function - */ -quat.scale = vec4.scale; - -/** - * Rotates a quaternion by the given angle around the X axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateX = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - 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; -}; - -/** - * Rotates a quaternion by the given angle around the Y axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateY = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - 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; -}; - -/** - * Rotates a quaternion by the given angle around the Z axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ -quat.rotateZ = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - 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. - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate W component of - * @returns {quat} out - */ -quat.calculateW = function (out, a) { - var 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; -}; - -/** - * Calculates the dot product of two quat's - * - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {Number} dot product of a and b - * @function - */ -quat.dot = vec4.dot; - -/** - * Performs a linear interpolation between two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {quat} out - * @function - */ -quat.lerp = vec4.lerp; - -/** - * Performs a spherical linear interpolation between two quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {quat} out - */ -quat.slerp = function (out, a, b, t) { - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - bx = b[0], by = b[1], bz = b[2], bw = b[3]; - - var cosHalfTheta = ax * bx + ay * by + az * bz + aw * bw, - halfTheta, - sinHalfTheta, - ratioA, - ratioB; - - if (Math.abs(cosHalfTheta) >= 1.0) { - if (out !== a) { - out[0] = ax; - out[1] = ay; - out[2] = az; - out[3] = aw; - } - return out; - } - - halfTheta = Math.acos(cosHalfTheta); - sinHalfTheta = Math.sqrt(1.0 - cosHalfTheta * cosHalfTheta); - - if (Math.abs(sinHalfTheta) < 0.001) { - out[0] = (ax * 0.5 + bx * 0.5); - out[1] = (ay * 0.5 + by * 0.5); - out[2] = (az * 0.5 + bz * 0.5); - out[3] = (aw * 0.5 + bw * 0.5); - return out; - } - - ratioA = Math.sin((1 - t) * halfTheta) / sinHalfTheta; - ratioB = Math.sin(t * halfTheta) / sinHalfTheta; - - out[0] = (ax * ratioA + bx * ratioB); - out[1] = (ay * ratioA + by * ratioB); - out[2] = (az * ratioA + bz * ratioB); - out[3] = (aw * ratioA + bw * ratioB); - - return out; -}; - -/** - * Calculates the inverse of a quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate inverse of - * @returns {quat} out - */ -quat.invert = function(out, a) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - dot = a0*a0 + a1*a1 + a2*a2 + a3*a3, - 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. - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate conjugate of - * @returns {quat} out - */ -quat.conjugate = function (out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = a[3]; - return out; -}; - -/** - * Calculates the length of a quat - * - * @param {quat} a vector to calculate length of - * @returns {Number} length of a - * @function - */ -quat.length = vec4.length; - -/** - * Alias for {@link quat.length} - * @function - */ -quat.len = quat.length; - -/** - * Calculates the squared length of a quat - * - * @param {quat} a vector to calculate squared length of - * @returns {Number} squared length of a - * @function - */ -quat.squaredLength = vec4.squaredLength; - -/** - * Alias for {@link quat.squaredLength} - * @function - */ -quat.sqrLen = quat.squaredLength; - -/** - * Normalize a quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a quaternion to normalize - * @returns {quat} out - * @function - */ -quat.normalize = vec4.normalize; - -/** - * Creates a quaternion from the given 3x3 rotation matrix. - * - * @param {quat} out the receiving quaternion - * @param {mat3} m rotation matrix - * @returns {quat} out - * @function - */ -quat.fromMat3 = (function() { - var s_iNext = [1,2,0]; - return function(out, m) { - // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes - // article "Quaternion Calculus and Fast Animation". - var fTrace = m[0] + m[4] + m[8]; - var 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[7]-m[5])*fRoot; - out[1] = (m[2]-m[6])*fRoot; - out[2] = (m[3]-m[1])*fRoot; - } else { - // |w| <= 1/2 - var i = 0; - if ( m[4] > m[0] ) - i = 1; - if ( m[8] > m[i*3+i] ) - i = 2; - var j = s_iNext[i]; - var k = s_iNext[j]; - - 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[k*3+j] - m[j*3+k]) * 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; - }; -})(); - -/** - * Returns a string representation of a quatenion - * - * @param {quat} vec vector to represent as a string - * @returns {String} string representation of the vector - */ -quat.str = function (a) { - return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; -}; - -if(typeof(exports) !== 'undefined') { - exports.quat = quat; -} |