Quaternion and angle helpers, updated example
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@@ -41,6 +41,27 @@ export class Quaternion {
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return new Quaternion(0, 0, 0, 1);
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}
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static fromRotationXY(angleRad: number): Quaternion {
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const halfAngleRad = 0.5 * angleRad;
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const c = Math.cos(halfAngleRad);
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const s = Math.sin(halfAngleRad);
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return new Quaternion(0, 0, s, c);
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}
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static fromRotationYZ(angleRad: number): Quaternion {
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const halfAngleRad = 0.5 * angleRad;
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const c = Math.cos(halfAngleRad);
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const s = Math.sin(halfAngleRad);
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return new Quaternion(s, 0, 0, c);
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}
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static fromRotationZX(angleRad: number): Quaternion {
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const halfAngleRad = 0.5 * angleRad;
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const c = Math.cos(halfAngleRad);
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const s = Math.sin(halfAngleRad);
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return new Quaternion(0, s, 0, c);
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}
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setObject(object: QuaternionObject): Quaternion {
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this.x = object.x;
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this.y = object.y;
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@@ -64,6 +85,33 @@ export class Quaternion {
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this.w = 1;
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return this;
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}
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setRotationXY(angleRad: number): Quaternion {
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const halfAngleRad = 0.5 * angleRad;
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this.x = 0;
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this.y = 0;
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this.z = Math.sin(halfAngleRad);
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this.w = Math.cos(halfAngleRad);
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return this;
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}
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setRotationYZ(angleRad: number): Quaternion {
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const halfAngleRad = 0.5 * angleRad;
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this.x = Math.sin(halfAngleRad);
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this.y = 0;
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this.z = 0;
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this.w = Math.cos(halfAngleRad);
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return this;
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}
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setRotationZX(angleRad: number): Quaternion {
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const halfAngleRad = 0.5 * angleRad;
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this.x = 0;
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this.y = Math.sin(halfAngleRad);
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this.z = 0;
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this.w = Math.cos(halfAngleRad);
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return this;
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}
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}
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Object.defineProperty(Quaternion.prototype, "type", { value: "Quaternion" });
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7
src/geometry.ts
Normal file
7
src/geometry.ts
Normal file
@@ -0,0 +1,7 @@
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export function degToRad(angleDeg: number): number {
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return angleDeg * Math.PI / 180;
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}
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export function radToDeg(angleRad: number): number {
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return angleRad * 180 / Math.PI;
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}
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@@ -5,6 +5,7 @@
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*/
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export * from "./_BinaryWriter";
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export * from "./geometry";
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export * from "./shader";
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import { _BinaryWriter as BinaryWriter } from "./_BinaryWriter";
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