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- import { Quaternion } from './Quaternion.js';
- import { Matrix4 } from './Matrix4.js';
- import { clamp } from './MathUtils.js';
- import { warn } from '../utils.js';
- const _matrix = /*@__PURE__*/ new Matrix4();
- const _quaternion = /*@__PURE__*/ new Quaternion();
- /**
- * A class representing Euler angles.
- *
- * Euler angles describe a rotational transformation by rotating an object on
- * its various axes in specified amounts per axis, and a specified axis
- * order.
- *
- * Iterating through an instance will yield its components (x, y, z,
- * order) in the corresponding order.
- *
- * ```js
- * const a = new THREE.Euler( 0, 1, 1.57, 'XYZ' );
- * const b = new THREE.Vector3( 1, 0, 1 );
- * b.applyEuler(a);
- * ```
- */
- class Euler {
- /**
- * Constructs a new euler instance.
- *
- * @param {number} [x=0] - The angle of the x axis in radians.
- * @param {number} [y=0] - The angle of the y axis in radians.
- * @param {number} [z=0] - The angle of the z axis in radians.
- * @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
- */
- constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
- /**
- * This flag can be used for type testing.
- *
- * @type {boolean}
- * @readonly
- * @default true
- */
- this.isEuler = true;
- this._x = x;
- this._y = y;
- this._z = z;
- this._order = order;
- }
- /**
- * The angle of the x axis in radians.
- *
- * @type {number}
- * @default 0
- */
- get x() {
- return this._x;
- }
- set x( value ) {
- this._x = value;
- this._onChangeCallback();
- }
- /**
- * The angle of the y axis in radians.
- *
- * @type {number}
- * @default 0
- */
- get y() {
- return this._y;
- }
- set y( value ) {
- this._y = value;
- this._onChangeCallback();
- }
- /**
- * The angle of the z axis in radians.
- *
- * @type {number}
- * @default 0
- */
- get z() {
- return this._z;
- }
- set z( value ) {
- this._z = value;
- this._onChangeCallback();
- }
- /**
- * A string representing the order that the rotations are applied.
- *
- * @type {string}
- * @default 'XYZ'
- */
- get order() {
- return this._order;
- }
- set order( value ) {
- this._order = value;
- this._onChangeCallback();
- }
- /**
- * Sets the Euler components.
- *
- * @param {number} x - The angle of the x axis in radians.
- * @param {number} y - The angle of the y axis in radians.
- * @param {number} z - The angle of the z axis in radians.
- * @param {string} [order] - A string representing the order that the rotations are applied.
- * @return {Euler} A reference to this Euler instance.
- */
- set( x, y, z, order = this._order ) {
- this._x = x;
- this._y = y;
- this._z = z;
- this._order = order;
- this._onChangeCallback();
- return this;
- }
- /**
- * Returns a new Euler instance with copied values from this instance.
- *
- * @return {Euler} A clone of this instance.
- */
- clone() {
- return new this.constructor( this._x, this._y, this._z, this._order );
- }
- /**
- * Copies the values of the given Euler instance to this instance.
- *
- * @param {Euler} euler - The Euler instance to copy.
- * @return {Euler} A reference to this Euler instance.
- */
- copy( euler ) {
- this._x = euler._x;
- this._y = euler._y;
- this._z = euler._z;
- this._order = euler._order;
- this._onChangeCallback();
- return this;
- }
- /**
- * Sets the angles of this Euler instance from a pure rotation matrix.
- *
- * @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
- * @param {string} [order] - A string representing the order that the rotations are applied.
- * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
- * @return {Euler} A reference to this Euler instance.
- */
- setFromRotationMatrix( m, order = this._order, update = true ) {
- const te = m.elements;
- const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
- const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
- const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
- switch ( order ) {
- case 'XYZ':
- this._y = Math.asin( clamp( m13, - 1, 1 ) );
- if ( Math.abs( m13 ) < 0.9999999 ) {
- this._x = Math.atan2( - m23, m33 );
- this._z = Math.atan2( - m12, m11 );
- } else {
- this._x = Math.atan2( m32, m22 );
- this._z = 0;
- }
- break;
- case 'YXZ':
- this._x = Math.asin( - clamp( m23, - 1, 1 ) );
- if ( Math.abs( m23 ) < 0.9999999 ) {
- this._y = Math.atan2( m13, m33 );
- this._z = Math.atan2( m21, m22 );
- } else {
- this._y = Math.atan2( - m31, m11 );
- this._z = 0;
- }
- break;
- case 'ZXY':
- this._x = Math.asin( clamp( m32, - 1, 1 ) );
- if ( Math.abs( m32 ) < 0.9999999 ) {
- this._y = Math.atan2( - m31, m33 );
- this._z = Math.atan2( - m12, m22 );
- } else {
- this._y = 0;
- this._z = Math.atan2( m21, m11 );
- }
- break;
- case 'ZYX':
- this._y = Math.asin( - clamp( m31, - 1, 1 ) );
- if ( Math.abs( m31 ) < 0.9999999 ) {
- this._x = Math.atan2( m32, m33 );
- this._z = Math.atan2( m21, m11 );
- } else {
- this._x = 0;
- this._z = Math.atan2( - m12, m22 );
- }
- break;
- case 'YZX':
- this._z = Math.asin( clamp( m21, - 1, 1 ) );
- if ( Math.abs( m21 ) < 0.9999999 ) {
- this._x = Math.atan2( - m23, m22 );
- this._y = Math.atan2( - m31, m11 );
- } else {
- this._x = 0;
- this._y = Math.atan2( m13, m33 );
- }
- break;
- case 'XZY':
- this._z = Math.asin( - clamp( m12, - 1, 1 ) );
- if ( Math.abs( m12 ) < 0.9999999 ) {
- this._x = Math.atan2( m32, m22 );
- this._y = Math.atan2( m13, m11 );
- } else {
- this._x = Math.atan2( - m23, m33 );
- this._y = 0;
- }
- break;
- default:
- warn( 'Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
- }
- this._order = order;
- if ( update === true ) this._onChangeCallback();
- return this;
- }
- /**
- * Sets the angles of this Euler instance from a normalized quaternion.
- *
- * @param {Quaternion} q - A normalized Quaternion.
- * @param {string} [order] - A string representing the order that the rotations are applied.
- * @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
- * @return {Euler} A reference to this Euler instance.
- */
- setFromQuaternion( q, order, update ) {
- _matrix.makeRotationFromQuaternion( q );
- return this.setFromRotationMatrix( _matrix, order, update );
- }
- /**
- * Sets the angles of this Euler instance from the given vector.
- *
- * @param {Vector3} v - The vector.
- * @param {string} [order] - A string representing the order that the rotations are applied.
- * @return {Euler} A reference to this Euler instance.
- */
- setFromVector3( v, order = this._order ) {
- return this.set( v.x, v.y, v.z, order );
- }
- /**
- * Resets the euler angle with a new order by creating a quaternion from this
- * euler angle and then setting this euler angle with the quaternion and the
- * new order.
- *
- * Warning: This discards revolution information.
- *
- * @param {string} [newOrder] - A string representing the new order that the rotations are applied.
- * @return {Euler} A reference to this Euler instance.
- */
- reorder( newOrder ) {
- _quaternion.setFromEuler( this );
- return this.setFromQuaternion( _quaternion, newOrder );
- }
- /**
- * Returns `true` if this Euler instance is equal with the given one.
- *
- * @param {Euler} euler - The Euler instance to test for equality.
- * @return {boolean} Whether this Euler instance is equal with the given one.
- */
- equals( euler ) {
- return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
- }
- /**
- * Sets this Euler instance's components to values from the given array. The first three
- * entries of the array are assign to the x,y and z components. An optional fourth entry
- * defines the Euler order.
- *
- * @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
- * @return {Euler} A reference to this Euler instance.
- */
- fromArray( array ) {
- this._x = array[ 0 ];
- this._y = array[ 1 ];
- this._z = array[ 2 ];
- if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
- this._onChangeCallback();
- return this;
- }
- /**
- * Writes the components of this Euler instance to the given array. If no array is provided,
- * the method returns a new instance.
- *
- * @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
- * @param {number} [offset=0] - Index of the first element in the array.
- * @return {Array<number,number,number,string>} The Euler components.
- */
- toArray( array = [], offset = 0 ) {
- array[ offset ] = this._x;
- array[ offset + 1 ] = this._y;
- array[ offset + 2 ] = this._z;
- array[ offset + 3 ] = this._order;
- return array;
- }
- _onChange( callback ) {
- this._onChangeCallback = callback;
- return this;
- }
- _onChangeCallback() {}
- *[ Symbol.iterator ]() {
- yield this._x;
- yield this._y;
- yield this._z;
- yield this._order;
- }
- }
- /**
- * The default Euler angle order.
- *
- * @static
- * @type {string}
- * @default 'XYZ'
- */
- Euler.DEFAULT_ORDER = 'XYZ';
- export { Euler };
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