Euler.js 5.0 KB

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  1. import { Quaternion } from './Quaternion.js';
  2. import { Vector3 } from './Vector3.js';
  3. import { Matrix4 } from './Matrix4.js';
  4. import { MathUtils } from './MathUtils.js';
  5. const _matrix = new Matrix4();
  6. const _quaternion = new Quaternion();
  7. class Euler {
  8. constructor( x = 0, y = 0, z = 0, order = Euler.DefaultOrder ) {
  9. this._x = x;
  10. this._y = y;
  11. this._z = z;
  12. this._order = order;
  13. }
  14. static get RotationOrders() {
  15. return [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  16. }
  17. static get DefaultOrder() {
  18. return 'XYZ';
  19. }
  20. get x() {
  21. return this._x;
  22. }
  23. set x( value ) {
  24. this._x = value;
  25. this._onChangeCallback();
  26. }
  27. get y() {
  28. return this._y;
  29. }
  30. set y( value ) {
  31. this._y = value;
  32. this._onChangeCallback();
  33. }
  34. get z() {
  35. return this._z;
  36. }
  37. set z( value ) {
  38. this._z = value;
  39. this._onChangeCallback();
  40. }
  41. get order() {
  42. return this._order;
  43. }
  44. set order( value ) {
  45. this._order = value;
  46. this._onChangeCallback();
  47. }
  48. get isEuler() {
  49. return true;
  50. }
  51. set( x, y, z, order ) {
  52. this._x = x;
  53. this._y = y;
  54. this._z = z;
  55. this._order = order || this._order;
  56. this._onChangeCallback();
  57. return this;
  58. }
  59. clone() {
  60. return new this.constructor( this._x, this._y, this._z, this._order );
  61. }
  62. copy( euler ) {
  63. this._x = euler._x;
  64. this._y = euler._y;
  65. this._z = euler._z;
  66. this._order = euler._order;
  67. this._onChangeCallback();
  68. return this;
  69. }
  70. setFromRotationMatrix( m, order, update ) {
  71. const clamp = MathUtils.clamp;
  72. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  73. const te = m.elements;
  74. const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  75. const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  76. const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  77. order = order || this._order;
  78. switch ( order ) {
  79. case 'XYZ':
  80. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  81. if ( Math.abs( m13 ) < 0.9999999 ) {
  82. this._x = Math.atan2( - m23, m33 );
  83. this._z = Math.atan2( - m12, m11 );
  84. } else {
  85. this._x = Math.atan2( m32, m22 );
  86. this._z = 0;
  87. }
  88. break;
  89. case 'YXZ':
  90. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  91. if ( Math.abs( m23 ) < 0.9999999 ) {
  92. this._y = Math.atan2( m13, m33 );
  93. this._z = Math.atan2( m21, m22 );
  94. } else {
  95. this._y = Math.atan2( - m31, m11 );
  96. this._z = 0;
  97. }
  98. break;
  99. case 'ZXY':
  100. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  101. if ( Math.abs( m32 ) < 0.9999999 ) {
  102. this._y = Math.atan2( - m31, m33 );
  103. this._z = Math.atan2( - m12, m22 );
  104. } else {
  105. this._y = 0;
  106. this._z = Math.atan2( m21, m11 );
  107. }
  108. break;
  109. case 'ZYX':
  110. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  111. if ( Math.abs( m31 ) < 0.9999999 ) {
  112. this._x = Math.atan2( m32, m33 );
  113. this._z = Math.atan2( m21, m11 );
  114. } else {
  115. this._x = 0;
  116. this._z = Math.atan2( - m12, m22 );
  117. }
  118. break;
  119. case 'YZX':
  120. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  121. if ( Math.abs( m21 ) < 0.9999999 ) {
  122. this._x = Math.atan2( - m23, m22 );
  123. this._y = Math.atan2( - m31, m11 );
  124. } else {
  125. this._x = 0;
  126. this._y = Math.atan2( m13, m33 );
  127. }
  128. break;
  129. case 'XZY':
  130. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  131. if ( Math.abs( m12 ) < 0.9999999 ) {
  132. this._x = Math.atan2( m32, m22 );
  133. this._y = Math.atan2( m13, m11 );
  134. } else {
  135. this._x = Math.atan2( - m23, m33 );
  136. this._y = 0;
  137. }
  138. break;
  139. default:
  140. console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
  141. }
  142. this._order = order;
  143. if ( update !== false ) this._onChangeCallback();
  144. return this;
  145. }
  146. setFromQuaternion( q, order, update ) {
  147. _matrix.makeRotationFromQuaternion( q );
  148. return this.setFromRotationMatrix( _matrix, order, update );
  149. }
  150. setFromVector3( v, order ) {
  151. return this.set( v.x, v.y, v.z, order || this._order );
  152. }
  153. reorder( newOrder ) {
  154. // WARNING: this discards revolution information -bhouston
  155. _quaternion.setFromEuler( this );
  156. return this.setFromQuaternion( _quaternion, newOrder );
  157. }
  158. equals( euler ) {
  159. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  160. }
  161. fromArray( array ) {
  162. this._x = array[ 0 ];
  163. this._y = array[ 1 ];
  164. this._z = array[ 2 ];
  165. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  166. this._onChangeCallback();
  167. return this;
  168. }
  169. toArray( array, offset ) {
  170. if ( array === undefined ) array = [];
  171. if ( offset === undefined ) offset = 0;
  172. array[ offset ] = this._x;
  173. array[ offset + 1 ] = this._y;
  174. array[ offset + 2 ] = this._z;
  175. array[ offset + 3 ] = this._order;
  176. return array;
  177. }
  178. toVector3( optionalResult ) {
  179. if ( optionalResult ) {
  180. return optionalResult.set( this._x, this._y, this._z );
  181. } else {
  182. return new Vector3( this._x, this._y, this._z );
  183. }
  184. }
  185. _onChange( callback ) {
  186. this._onChangeCallback = callback;
  187. return this;
  188. }
  189. _onChangeCallback() {}
  190. }
  191. export { Euler };
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