141 lines
2.9 KiB
JavaScript
141 lines
2.9 KiB
JavaScript
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/**
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* Runtime quaternion for updating instance objects
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* @param graphics GameLib.D3.Graphics
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* @param parentObject GameLib.D3.*
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* @param quaternion GameLib.D3.API.Quaternion
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* @param grain Number
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* @constructor
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*/
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GameLib.D3.Quaternion = function RuntimeQuaternion(
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graphics,
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parentObject,
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quaternion,
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grain
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) {
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for (var property in quaternion) {
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if (quaternion.hasOwnProperty(property)) {
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this[property] = quaternion[property];
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}
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}
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GameLib.D3.Utils.Extend(GameLib.D3.Quaternion, GameLib.D3.API.Quaternion);
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this.graphics = graphics;
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this.graphics.isNotThreeThrow();
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this.parentObject = parentObject;
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if (GameLib.D3.Utils.UndefinedOrNull(grain)) {
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grain = 0.001;
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}
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this.grain = grain;
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this.axis = new GameLib.D3.Vector3(
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this.graphics,
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this,
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this.axis,
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0.001
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);
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this.instance = this.createInstance();
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};
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/**
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* Creates an instance quaternion
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* @param update
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* @returns {*}
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*/
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GameLib.D3.Quaternion.prototype.createInstance = function(update) {
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var instance = null;
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if (update) {
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instance = this.instance;
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instance.x = this.x;
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instance.y = this.y;
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instance.z = this.z;
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instance.w = this.w;
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} else {
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instance = new THREE.Quaternion(this.x, this.y, this.z, this.w);
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}
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return instance;
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};
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/**
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* Updates the instance vector, calls updateInstance on the parent object
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*/
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GameLib.D3.Quaternion.prototype.updateInstance = function() {
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this.createInstance(true);
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if (this.parentObject.updateInstance) {
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this.parentObject.updateInstance();
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}
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};
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/**
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* Converts runtime quaternion to API quaternion
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* @returns {*}
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*/
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GameLib.D3.Quaternion.prototype.toApiQuaternion = function() {
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return new GameLib.D3.API.Quaternion(
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this.x,
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this.y,
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this.z,
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this.w,
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this.axis.toApiVector(),
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this.angle
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);
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};
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GameLib.D3.Quaternion.prototype.normalize = function () {
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this.updateInstance();
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this.instance.normalize();
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this.x = this.instance.x;
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this.y = this.instance.y;
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this.z = this.instance.z;
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this.w = this.instance.w;
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return this;
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};
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/**
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*
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* @param matrix4 GameLib.D3.Matrix4
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*/
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GameLib.D3.Quaternion.prototype.setFromRotationMatrix = function(matrix4) {
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this.instance.setFromRotationMatrix(matrix4.instance);
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this.x = this.instance.x;
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this.y = this.instance.y;
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this.z = this.instance.z;
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this.w = this.instance.w;
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};
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/**
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*
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* @param quaternion GameLib.D3.Quaternion
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* @param t
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* @returns {GameLib.D3.Quaternion}
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*/
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GameLib.D3.Quaternion.prototype.slerp = function (quaternion, t) {
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this.updateInstance();
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this.instance.slerp(quaternion.instance, t);
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this.x = this.instance.x;
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this.y = this.instance.y;
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this.z = this.instance.z;
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this.w = this.instance.w;
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return this;
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};
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