| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141 | import Cartesian3 from "./Cartesian3.js";import Check from "./Check.js";import defaultValue from "./defaultValue.js";import defined from "./defined.js";import FeatureDetection from "./FeatureDetection.js";import CesiumMath from "./Math.js";import Matrix3 from "./Matrix3.js";/** * A set of 4-dimensional coordinates used to represent rotation in 3-dimensional space. * @alias Quaternion * @constructor * * @param {Number} [x=0.0] The X component. * @param {Number} [y=0.0] The Y component. * @param {Number} [z=0.0] The Z component. * @param {Number} [w=0.0] The W component. * * @see PackableForInterpolation */function Quaternion(x, y, z, w) {  /**   * The X component.   * @type {Number}   * @default 0.0   */  this.x = defaultValue(x, 0.0);  /**   * The Y component.   * @type {Number}   * @default 0.0   */  this.y = defaultValue(y, 0.0);  /**   * The Z component.   * @type {Number}   * @default 0.0   */  this.z = defaultValue(z, 0.0);  /**   * The W component.   * @type {Number}   * @default 0.0   */  this.w = defaultValue(w, 0.0);}let fromAxisAngleScratch = new Cartesian3();/** * Computes a quaternion representing a rotation around an axis. * * @param {Cartesian3} axis The axis of rotation. * @param {Number} angle The angle in radians to rotate around the axis. * @param {Quaternion} [result] The object onto which to store the result. * @returns {Quaternion} The modified result parameter or a new Quaternion instance if one was not provided. */Quaternion.fromAxisAngle = function (axis, angle, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("axis", axis);  Check.typeOf.number("angle", angle);  //>>includeEnd('debug');  const halfAngle = angle / 2.0;  const s = Math.sin(halfAngle);  fromAxisAngleScratch = Cartesian3.normalize(axis, fromAxisAngleScratch);  const x = fromAxisAngleScratch.x * s;  const y = fromAxisAngleScratch.y * s;  const z = fromAxisAngleScratch.z * s;  const w = Math.cos(halfAngle);  if (!defined(result)) {    return new Quaternion(x, y, z, w);  }  result.x = x;  result.y = y;  result.z = z;  result.w = w;  return result;};const fromRotationMatrixNext = [1, 2, 0];const fromRotationMatrixQuat = new Array(3);/** * Computes a Quaternion from the provided Matrix3 instance. * * @param {Matrix3} matrix The rotation matrix. * @param {Quaternion} [result] The object onto which to store the result. * @returns {Quaternion} The modified result parameter or a new Quaternion instance if one was not provided. * * @see Matrix3.fromQuaternion */Quaternion.fromRotationMatrix = function (matrix, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("matrix", matrix);  //>>includeEnd('debug');  let root;  let x;  let y;  let z;  let w;  const m00 = matrix[Matrix3.COLUMN0ROW0];  const m11 = matrix[Matrix3.COLUMN1ROW1];  const m22 = matrix[Matrix3.COLUMN2ROW2];  const trace = m00 + m11 + m22;  if (trace > 0.0) {    // |w| > 1/2, may as well choose w > 1/2    root = Math.sqrt(trace + 1.0); // 2w    w = 0.5 * root;    root = 0.5 / root; // 1/(4w)    x = (matrix[Matrix3.COLUMN1ROW2] - matrix[Matrix3.COLUMN2ROW1]) * root;    y = (matrix[Matrix3.COLUMN2ROW0] - matrix[Matrix3.COLUMN0ROW2]) * root;    z = (matrix[Matrix3.COLUMN0ROW1] - matrix[Matrix3.COLUMN1ROW0]) * root;  } else {    // |w| <= 1/2    const next = fromRotationMatrixNext;    let i = 0;    if (m11 > m00) {      i = 1;    }    if (m22 > m00 && m22 > m11) {      i = 2;    }    const j = next[i];    const k = next[j];    root = Math.sqrt(      matrix[Matrix3.getElementIndex(i, i)] -        matrix[Matrix3.getElementIndex(j, j)] -        matrix[Matrix3.getElementIndex(k, k)] +        1.0    );    const quat = fromRotationMatrixQuat;    quat[i] = 0.5 * root;    root = 0.5 / root;    w =      (matrix[Matrix3.getElementIndex(k, j)] -        matrix[Matrix3.getElementIndex(j, k)]) *      root;    quat[j] =      (matrix[Matrix3.getElementIndex(j, i)] +        matrix[Matrix3.getElementIndex(i, j)]) *      root;    quat[k] =      (matrix[Matrix3.getElementIndex(k, i)] +        matrix[Matrix3.getElementIndex(i, k)]) *      root;    x = -quat[0];    y = -quat[1];    z = -quat[2];  }  if (!defined(result)) {    return new Quaternion(x, y, z, w);  }  result.x = x;  result.y = y;  result.z = z;  result.w = w;  return result;};const scratchHPRQuaternion = new Quaternion();let scratchHeadingQuaternion = new Quaternion();let scratchPitchQuaternion = new Quaternion();let scratchRollQuaternion = new Quaternion();/** * Computes a rotation from the given heading, pitch and roll angles. Heading is the rotation about the * negative z axis. Pitch is the rotation about the negative y axis. Roll is the rotation about * the positive x axis. * * @param {HeadingPitchRoll} headingPitchRoll The rotation expressed as a heading, pitch and roll. * @param {Quaternion} [result] The object onto which to store the result. * @returns {Quaternion} The modified result parameter or a new Quaternion instance if none was provided. */Quaternion.fromHeadingPitchRoll = function (headingPitchRoll, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("headingPitchRoll", headingPitchRoll);  //>>includeEnd('debug');  scratchRollQuaternion = Quaternion.fromAxisAngle(    Cartesian3.UNIT_X,    headingPitchRoll.roll,    scratchHPRQuaternion  );  scratchPitchQuaternion = Quaternion.fromAxisAngle(    Cartesian3.UNIT_Y,    -headingPitchRoll.pitch,    result  );  result = Quaternion.multiply(    scratchPitchQuaternion,    scratchRollQuaternion,    scratchPitchQuaternion  );  scratchHeadingQuaternion = Quaternion.fromAxisAngle(    Cartesian3.UNIT_Z,    -headingPitchRoll.heading,    scratchHPRQuaternion  );  return Quaternion.multiply(scratchHeadingQuaternion, result, result);};const sampledQuaternionAxis = new Cartesian3();const sampledQuaternionRotation = new Cartesian3();const sampledQuaternionTempQuaternion = new Quaternion();const sampledQuaternionQuaternion0 = new Quaternion();const sampledQuaternionQuaternion0Conjugate = new Quaternion();/** * The number of elements used to pack the object into an array. * @type {Number} */Quaternion.packedLength = 4;/** * Stores the provided instance into the provided array. * * @param {Quaternion} value The value to pack. * @param {Number[]} array The array to pack into. * @param {Number} [startingIndex=0] The index into the array at which to start packing the elements. * * @returns {Number[]} The array that was packed into */Quaternion.pack = function (value, array, startingIndex) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("value", value);  Check.defined("array", array);  //>>includeEnd('debug');  startingIndex = defaultValue(startingIndex, 0);  array[startingIndex++] = value.x;  array[startingIndex++] = value.y;  array[startingIndex++] = value.z;  array[startingIndex] = value.w;  return array;};/** * Retrieves an instance from a packed array. * * @param {Number[]} array The packed array. * @param {Number} [startingIndex=0] The starting index of the element to be unpacked. * @param {Quaternion} [result] The object into which to store the result. * @returns {Quaternion} The modified result parameter or a new Quaternion instance if one was not provided. */Quaternion.unpack = function (array, startingIndex, result) {  //>>includeStart('debug', pragmas.debug);  Check.defined("array", array);  //>>includeEnd('debug');  startingIndex = defaultValue(startingIndex, 0);  if (!defined(result)) {    result = new Quaternion();  }  result.x = array[startingIndex];  result.y = array[startingIndex + 1];  result.z = array[startingIndex + 2];  result.w = array[startingIndex + 3];  return result;};/** * The number of elements used to store the object into an array in its interpolatable form. * @type {Number} */Quaternion.packedInterpolationLength = 3;/** * Converts a packed array into a form suitable for interpolation. * * @param {Number[]} packedArray The packed array. * @param {Number} [startingIndex=0] The index of the first element to be converted. * @param {Number} [lastIndex=packedArray.length] The index of the last element to be converted. * @param {Number[]} [result] The object into which to store the result. */Quaternion.convertPackedArrayForInterpolation = function (  packedArray,  startingIndex,  lastIndex,  result) {  Quaternion.unpack(    packedArray,    lastIndex * 4,    sampledQuaternionQuaternion0Conjugate  );  Quaternion.conjugate(    sampledQuaternionQuaternion0Conjugate,    sampledQuaternionQuaternion0Conjugate  );  for (let i = 0, len = lastIndex - startingIndex + 1; i < len; i++) {    const offset = i * 3;    Quaternion.unpack(      packedArray,      (startingIndex + i) * 4,      sampledQuaternionTempQuaternion    );    Quaternion.multiply(      sampledQuaternionTempQuaternion,      sampledQuaternionQuaternion0Conjugate,      sampledQuaternionTempQuaternion    );    if (sampledQuaternionTempQuaternion.w < 0) {      Quaternion.negate(        sampledQuaternionTempQuaternion,        sampledQuaternionTempQuaternion      );    }    Quaternion.computeAxis(      sampledQuaternionTempQuaternion,      sampledQuaternionAxis    );    const angle = Quaternion.computeAngle(sampledQuaternionTempQuaternion);    if (!defined(result)) {      result = [];    }    result[offset] = sampledQuaternionAxis.x * angle;    result[offset + 1] = sampledQuaternionAxis.y * angle;    result[offset + 2] = sampledQuaternionAxis.z * angle;  }};/** * Retrieves an instance from a packed array converted with {@link convertPackedArrayForInterpolation}. * * @param {Number[]} array The array previously packed for interpolation. * @param {Number[]} sourceArray The original packed array. * @param {Number} [firstIndex=0] The firstIndex used to convert the array. * @param {Number} [lastIndex=packedArray.length] The lastIndex used to convert the array. * @param {Quaternion} [result] The object into which to store the result. * @returns {Quaternion} The modified result parameter or a new Quaternion instance if one was not provided. */Quaternion.unpackInterpolationResult = function (  array,  sourceArray,  firstIndex,  lastIndex,  result) {  if (!defined(result)) {    result = new Quaternion();  }  Cartesian3.fromArray(array, 0, sampledQuaternionRotation);  const magnitude = Cartesian3.magnitude(sampledQuaternionRotation);  Quaternion.unpack(sourceArray, lastIndex * 4, sampledQuaternionQuaternion0);  if (magnitude === 0) {    Quaternion.clone(Quaternion.IDENTITY, sampledQuaternionTempQuaternion);  } else {    Quaternion.fromAxisAngle(      sampledQuaternionRotation,      magnitude,      sampledQuaternionTempQuaternion    );  }  return Quaternion.multiply(    sampledQuaternionTempQuaternion,    sampledQuaternionQuaternion0,    result  );};/** * Duplicates a Quaternion instance. * * @param {Quaternion} quaternion The quaternion to duplicate. * @param {Quaternion} [result] The object onto which to store the result. * @returns {Quaternion} The modified result parameter or a new Quaternion instance if one was not provided. (Returns undefined if quaternion is undefined) */Quaternion.clone = function (quaternion, result) {  if (!defined(quaternion)) {    return undefined;  }  if (!defined(result)) {    return new Quaternion(      quaternion.x,      quaternion.y,      quaternion.z,      quaternion.w    );  }  result.x = quaternion.x;  result.y = quaternion.y;  result.z = quaternion.z;  result.w = quaternion.w;  return result;};/** * Computes the conjugate of the provided quaternion. * * @param {Quaternion} quaternion The quaternion to conjugate. * @param {Quaternion} result The object onto which to store the result. * @returns {Quaternion} The modified result parameter. */Quaternion.conjugate = function (quaternion, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("quaternion", quaternion);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  result.x = -quaternion.x;  result.y = -quaternion.y;  result.z = -quaternion.z;  result.w = quaternion.w;  return result;};/** * Computes magnitude squared for the provided quaternion. * * @param {Quaternion} quaternion The quaternion to conjugate. * @returns {Number} The magnitude squared. */Quaternion.magnitudeSquared = function (quaternion) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("quaternion", quaternion);  //>>includeEnd('debug');  return (    quaternion.x * quaternion.x +    quaternion.y * quaternion.y +    quaternion.z * quaternion.z +    quaternion.w * quaternion.w  );};/** * Computes magnitude for the provided quaternion. * * @param {Quaternion} quaternion The quaternion to conjugate. * @returns {Number} The magnitude. */Quaternion.magnitude = function (quaternion) {  return Math.sqrt(Quaternion.magnitudeSquared(quaternion));};/** * Computes the normalized form of the provided quaternion. * * @param {Quaternion} quaternion The quaternion to normalize. * @param {Quaternion} result The object onto which to store the result. * @returns {Quaternion} The modified result parameter. */Quaternion.normalize = function (quaternion, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  const inverseMagnitude = 1.0 / Quaternion.magnitude(quaternion);  const x = quaternion.x * inverseMagnitude;  const y = quaternion.y * inverseMagnitude;  const z = quaternion.z * inverseMagnitude;  const w = quaternion.w * inverseMagnitude;  result.x = x;  result.y = y;  result.z = z;  result.w = w;  return result;};/** * Computes the inverse of the provided quaternion. * * @param {Quaternion} quaternion The quaternion to normalize. * @param {Quaternion} result The object onto which to store the result. * @returns {Quaternion} The modified result parameter. */Quaternion.inverse = function (quaternion, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  const magnitudeSquared = Quaternion.magnitudeSquared(quaternion);  result = Quaternion.conjugate(quaternion, result);  return Quaternion.multiplyByScalar(result, 1.0 / magnitudeSquared, result);};/** * Computes the componentwise sum of two quaternions. * * @param {Quaternion} left The first quaternion. * @param {Quaternion} right The second quaternion. * @param {Quaternion} result The object onto which to store the result. * @returns {Quaternion} The modified result parameter. */Quaternion.add = function (left, right, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("left", left);  Check.typeOf.object("right", right);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  result.x = left.x + right.x;  result.y = left.y + right.y;  result.z = left.z + right.z;  result.w = left.w + right.w;  return result;};/** * Computes the componentwise difference of two quaternions. * * @param {Quaternion} left The first quaternion. * @param {Quaternion} right The second quaternion. * @param {Quaternion} result The object onto which to store the result. * @returns {Quaternion} The modified result parameter. */Quaternion.subtract = function (left, right, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("left", left);  Check.typeOf.object("right", right);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  result.x = left.x - right.x;  result.y = left.y - right.y;  result.z = left.z - right.z;  result.w = left.w - right.w;  return result;};/** * Negates the provided quaternion. * * @param {Quaternion} quaternion The quaternion to be negated. * @param {Quaternion} result The object onto which to store the result. * @returns {Quaternion} The modified result parameter. */Quaternion.negate = function (quaternion, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("quaternion", quaternion);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  result.x = -quaternion.x;  result.y = -quaternion.y;  result.z = -quaternion.z;  result.w = -quaternion.w;  return result;};/** * Computes the dot (scalar) product of two quaternions. * * @param {Quaternion} left The first quaternion. * @param {Quaternion} right The second quaternion. * @returns {Number} The dot product. */Quaternion.dot = function (left, right) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("left", left);  Check.typeOf.object("right", right);  //>>includeEnd('debug');  return (    left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w  );};/** * Computes the product of two quaternions. * * @param {Quaternion} left The first quaternion. * @param {Quaternion} right The second quaternion. * @param {Quaternion} result The object onto which to store the result. * @returns {Quaternion} The modified result parameter. */Quaternion.multiply = function (left, right, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("left", left);  Check.typeOf.object("right", right);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  const leftX = left.x;  const leftY = left.y;  const leftZ = left.z;  const leftW = left.w;  const rightX = right.x;  const rightY = right.y;  const rightZ = right.z;  const rightW = right.w;  const x = leftW * rightX + leftX * rightW + leftY * rightZ - leftZ * rightY;  const y = leftW * rightY - leftX * rightZ + leftY * rightW + leftZ * rightX;  const z = leftW * rightZ + leftX * rightY - leftY * rightX + leftZ * rightW;  const w = leftW * rightW - leftX * rightX - leftY * rightY - leftZ * rightZ;  result.x = x;  result.y = y;  result.z = z;  result.w = w;  return result;};/** * Multiplies the provided quaternion componentwise by the provided scalar. * * @param {Quaternion} quaternion The quaternion to be scaled. * @param {Number} scalar The scalar to multiply with. * @param {Quaternion} result The object onto which to store the result. * @returns {Quaternion} The modified result parameter. */Quaternion.multiplyByScalar = function (quaternion, scalar, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("quaternion", quaternion);  Check.typeOf.number("scalar", scalar);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  result.x = quaternion.x * scalar;  result.y = quaternion.y * scalar;  result.z = quaternion.z * scalar;  result.w = quaternion.w * scalar;  return result;};/** * Divides the provided quaternion componentwise by the provided scalar. * * @param {Quaternion} quaternion The quaternion to be divided. * @param {Number} scalar The scalar to divide by. * @param {Quaternion} result The object onto which to store the result. * @returns {Quaternion} The modified result parameter. */Quaternion.divideByScalar = function (quaternion, scalar, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("quaternion", quaternion);  Check.typeOf.number("scalar", scalar);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  result.x = quaternion.x / scalar;  result.y = quaternion.y / scalar;  result.z = quaternion.z / scalar;  result.w = quaternion.w / scalar;  return result;};/** * Computes the axis of rotation of the provided quaternion. * * @param {Quaternion} quaternion The quaternion to use. * @param {Cartesian3} result The object onto which to store the result. * @returns {Cartesian3} The modified result parameter. */Quaternion.computeAxis = function (quaternion, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("quaternion", quaternion);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  const w = quaternion.w;  if (Math.abs(w - 1.0) < CesiumMath.EPSILON6) {    result.x = result.y = result.z = 0;    return result;  }  const scalar = 1.0 / Math.sqrt(1.0 - w * w);  result.x = quaternion.x * scalar;  result.y = quaternion.y * scalar;  result.z = quaternion.z * scalar;  return result;};/** * Computes the angle of rotation of the provided quaternion. * * @param {Quaternion} quaternion The quaternion to use. * @returns {Number} The angle of rotation. */Quaternion.computeAngle = function (quaternion) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("quaternion", quaternion);  //>>includeEnd('debug');  if (Math.abs(quaternion.w - 1.0) < CesiumMath.EPSILON6) {    return 0.0;  }  return 2.0 * Math.acos(quaternion.w);};let lerpScratch = new Quaternion();/** * Computes the linear interpolation or extrapolation at t using the provided quaternions. * * @param {Quaternion} start The value corresponding to t at 0.0. * @param {Quaternion} end The value corresponding to t at 1.0. * @param {Number} t The point along t at which to interpolate. * @param {Quaternion} result The object onto which to store the result. * @returns {Quaternion} The modified result parameter. */Quaternion.lerp = function (start, end, t, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("start", start);  Check.typeOf.object("end", end);  Check.typeOf.number("t", t);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  lerpScratch = Quaternion.multiplyByScalar(end, t, lerpScratch);  result = Quaternion.multiplyByScalar(start, 1.0 - t, result);  return Quaternion.add(lerpScratch, result, result);};let slerpEndNegated = new Quaternion();let slerpScaledP = new Quaternion();let slerpScaledR = new Quaternion();/** * Computes the spherical linear interpolation or extrapolation at t using the provided quaternions. * * @param {Quaternion} start The value corresponding to t at 0.0. * @param {Quaternion} end The value corresponding to t at 1.0. * @param {Number} t The point along t at which to interpolate. * @param {Quaternion} result The object onto which to store the result. * @returns {Quaternion} The modified result parameter. * * @see Quaternion#fastSlerp */Quaternion.slerp = function (start, end, t, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("start", start);  Check.typeOf.object("end", end);  Check.typeOf.number("t", t);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  let dot = Quaternion.dot(start, end);  // The angle between start must be acute. Since q and -q represent  // the same rotation, negate q to get the acute angle.  let r = end;  if (dot < 0.0) {    dot = -dot;    r = slerpEndNegated = Quaternion.negate(end, slerpEndNegated);  }  // dot > 0, as the dot product approaches 1, the angle between the  // quaternions vanishes. use linear interpolation.  if (1.0 - dot < CesiumMath.EPSILON6) {    return Quaternion.lerp(start, r, t, result);  }  const theta = Math.acos(dot);  slerpScaledP = Quaternion.multiplyByScalar(    start,    Math.sin((1 - t) * theta),    slerpScaledP  );  slerpScaledR = Quaternion.multiplyByScalar(    r,    Math.sin(t * theta),    slerpScaledR  );  result = Quaternion.add(slerpScaledP, slerpScaledR, result);  return Quaternion.multiplyByScalar(result, 1.0 / Math.sin(theta), result);};/** * The logarithmic quaternion function. * * @param {Quaternion} quaternion The unit quaternion. * @param {Cartesian3} result The object onto which to store the result. * @returns {Cartesian3} The modified result parameter. */Quaternion.log = function (quaternion, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("quaternion", quaternion);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  const theta = CesiumMath.acosClamped(quaternion.w);  let thetaOverSinTheta = 0.0;  if (theta !== 0.0) {    thetaOverSinTheta = theta / Math.sin(theta);  }  return Cartesian3.multiplyByScalar(quaternion, thetaOverSinTheta, result);};/** * The exponential quaternion function. * * @param {Cartesian3} cartesian The cartesian. * @param {Quaternion} result The object onto which to store the result. * @returns {Quaternion} The modified result parameter. */Quaternion.exp = function (cartesian, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("cartesian", cartesian);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  const theta = Cartesian3.magnitude(cartesian);  let sinThetaOverTheta = 0.0;  if (theta !== 0.0) {    sinThetaOverTheta = Math.sin(theta) / theta;  }  result.x = cartesian.x * sinThetaOverTheta;  result.y = cartesian.y * sinThetaOverTheta;  result.z = cartesian.z * sinThetaOverTheta;  result.w = Math.cos(theta);  return result;};const squadScratchCartesian0 = new Cartesian3();const squadScratchCartesian1 = new Cartesian3();const squadScratchQuaternion0 = new Quaternion();const squadScratchQuaternion1 = new Quaternion();/** * Computes an inner quadrangle point. * <p>This will compute quaternions that ensure a squad curve is C<sup>1</sup>.</p> * * @param {Quaternion} q0 The first quaternion. * @param {Quaternion} q1 The second quaternion. * @param {Quaternion} q2 The third quaternion. * @param {Quaternion} result The object onto which to store the result. * @returns {Quaternion} The modified result parameter. * * @see Quaternion#squad */Quaternion.computeInnerQuadrangle = function (q0, q1, q2, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("q0", q0);  Check.typeOf.object("q1", q1);  Check.typeOf.object("q2", q2);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  const qInv = Quaternion.conjugate(q1, squadScratchQuaternion0);  Quaternion.multiply(qInv, q2, squadScratchQuaternion1);  const cart0 = Quaternion.log(squadScratchQuaternion1, squadScratchCartesian0);  Quaternion.multiply(qInv, q0, squadScratchQuaternion1);  const cart1 = Quaternion.log(squadScratchQuaternion1, squadScratchCartesian1);  Cartesian3.add(cart0, cart1, cart0);  Cartesian3.multiplyByScalar(cart0, 0.25, cart0);  Cartesian3.negate(cart0, cart0);  Quaternion.exp(cart0, squadScratchQuaternion0);  return Quaternion.multiply(q1, squadScratchQuaternion0, result);};/** * Computes the spherical quadrangle interpolation between quaternions. * * @param {Quaternion} q0 The first quaternion. * @param {Quaternion} q1 The second quaternion. * @param {Quaternion} s0 The first inner quadrangle. * @param {Quaternion} s1 The second inner quadrangle. * @param {Number} t The time in [0,1] used to interpolate. * @param {Quaternion} result The object onto which to store the result. * @returns {Quaternion} The modified result parameter. * * * @example * // 1. compute the squad interpolation between two quaternions on a curve * const s0 = Cesium.Quaternion.computeInnerQuadrangle(quaternions[i - 1], quaternions[i], quaternions[i + 1], new Cesium.Quaternion()); * const s1 = Cesium.Quaternion.computeInnerQuadrangle(quaternions[i], quaternions[i + 1], quaternions[i + 2], new Cesium.Quaternion()); * const q = Cesium.Quaternion.squad(quaternions[i], quaternions[i + 1], s0, s1, t, new Cesium.Quaternion()); * * // 2. compute the squad interpolation as above but where the first quaternion is a end point. * const s1 = Cesium.Quaternion.computeInnerQuadrangle(quaternions[0], quaternions[1], quaternions[2], new Cesium.Quaternion()); * const q = Cesium.Quaternion.squad(quaternions[0], quaternions[1], quaternions[0], s1, t, new Cesium.Quaternion()); * * @see Quaternion#computeInnerQuadrangle */Quaternion.squad = function (q0, q1, s0, s1, t, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("q0", q0);  Check.typeOf.object("q1", q1);  Check.typeOf.object("s0", s0);  Check.typeOf.object("s1", s1);  Check.typeOf.number("t", t);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  const slerp0 = Quaternion.slerp(q0, q1, t, squadScratchQuaternion0);  const slerp1 = Quaternion.slerp(s0, s1, t, squadScratchQuaternion1);  return Quaternion.slerp(slerp0, slerp1, 2.0 * t * (1.0 - t), result);};const fastSlerpScratchQuaternion = new Quaternion();const opmu = 1.90110745351730037;const u = FeatureDetection.supportsTypedArrays() ? new Float32Array(8) : [];const v = FeatureDetection.supportsTypedArrays() ? new Float32Array(8) : [];const bT = FeatureDetection.supportsTypedArrays() ? new Float32Array(8) : [];const bD = FeatureDetection.supportsTypedArrays() ? new Float32Array(8) : [];for (let i = 0; i < 7; ++i) {  const s = i + 1.0;  const t = 2.0 * s + 1.0;  u[i] = 1.0 / (s * t);  v[i] = s / t;}u[7] = opmu / (8.0 * 17.0);v[7] = (opmu * 8.0) / 17.0;/** * Computes the spherical linear interpolation or extrapolation at t using the provided quaternions. * This implementation is faster than {@link Quaternion#slerp}, but is only accurate up to 10<sup>-6</sup>. * * @param {Quaternion} start The value corresponding to t at 0.0. * @param {Quaternion} end The value corresponding to t at 1.0. * @param {Number} t The point along t at which to interpolate. * @param {Quaternion} result The object onto which to store the result. * @returns {Quaternion} The modified result parameter. * * @see Quaternion#slerp */Quaternion.fastSlerp = function (start, end, t, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("start", start);  Check.typeOf.object("end", end);  Check.typeOf.number("t", t);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  let x = Quaternion.dot(start, end);  let sign;  if (x >= 0) {    sign = 1.0;  } else {    sign = -1.0;    x = -x;  }  const xm1 = x - 1.0;  const d = 1.0 - t;  const sqrT = t * t;  const sqrD = d * d;  for (let i = 7; i >= 0; --i) {    bT[i] = (u[i] * sqrT - v[i]) * xm1;    bD[i] = (u[i] * sqrD - v[i]) * xm1;  }  const cT =    sign *    t *    (1.0 +      bT[0] *        (1.0 +          bT[1] *            (1.0 +              bT[2] *                (1.0 +                  bT[3] *                    (1.0 +                      bT[4] *                        (1.0 + bT[5] * (1.0 + bT[6] * (1.0 + bT[7]))))))));  const cD =    d *    (1.0 +      bD[0] *        (1.0 +          bD[1] *            (1.0 +              bD[2] *                (1.0 +                  bD[3] *                    (1.0 +                      bD[4] *                        (1.0 + bD[5] * (1.0 + bD[6] * (1.0 + bD[7]))))))));  const temp = Quaternion.multiplyByScalar(    start,    cD,    fastSlerpScratchQuaternion  );  Quaternion.multiplyByScalar(end, cT, result);  return Quaternion.add(temp, result, result);};/** * Computes the spherical quadrangle interpolation between quaternions. * An implementation that is faster than {@link Quaternion#squad}, but less accurate. * * @param {Quaternion} q0 The first quaternion. * @param {Quaternion} q1 The second quaternion. * @param {Quaternion} s0 The first inner quadrangle. * @param {Quaternion} s1 The second inner quadrangle. * @param {Number} t The time in [0,1] used to interpolate. * @param {Quaternion} result The object onto which to store the result. * @returns {Quaternion} The modified result parameter or a new instance if none was provided. * * @see Quaternion#squad */Quaternion.fastSquad = function (q0, q1, s0, s1, t, result) {  //>>includeStart('debug', pragmas.debug);  Check.typeOf.object("q0", q0);  Check.typeOf.object("q1", q1);  Check.typeOf.object("s0", s0);  Check.typeOf.object("s1", s1);  Check.typeOf.number("t", t);  Check.typeOf.object("result", result);  //>>includeEnd('debug');  const slerp0 = Quaternion.fastSlerp(q0, q1, t, squadScratchQuaternion0);  const slerp1 = Quaternion.fastSlerp(s0, s1, t, squadScratchQuaternion1);  return Quaternion.fastSlerp(slerp0, slerp1, 2.0 * t * (1.0 - t), result);};/** * Compares the provided quaternions componentwise and returns * <code>true</code> if they are equal, <code>false</code> otherwise. * * @param {Quaternion} [left] The first quaternion. * @param {Quaternion} [right] The second quaternion. * @returns {Boolean} <code>true</code> if left and right are equal, <code>false</code> otherwise. */Quaternion.equals = function (left, right) {  return (    left === right ||    (defined(left) &&      defined(right) &&      left.x === right.x &&      left.y === right.y &&      left.z === right.z &&      left.w === right.w)  );};/** * Compares the provided quaternions componentwise and returns * <code>true</code> if they are within the provided epsilon, * <code>false</code> otherwise. * * @param {Quaternion} [left] The first quaternion. * @param {Quaternion} [right] The second quaternion. * @param {Number} [epsilon=0] The epsilon to use for equality testing. * @returns {Boolean} <code>true</code> if left and right are within the provided epsilon, <code>false</code> otherwise. */Quaternion.equalsEpsilon = function (left, right, epsilon) {  epsilon = defaultValue(epsilon, 0);  return (    left === right ||    (defined(left) &&      defined(right) &&      Math.abs(left.x - right.x) <= epsilon &&      Math.abs(left.y - right.y) <= epsilon &&      Math.abs(left.z - right.z) <= epsilon &&      Math.abs(left.w - right.w) <= epsilon)  );};/** * An immutable Quaternion instance initialized to (0.0, 0.0, 0.0, 0.0). * * @type {Quaternion} * @constant */Quaternion.ZERO = Object.freeze(new Quaternion(0.0, 0.0, 0.0, 0.0));/** * An immutable Quaternion instance initialized to (0.0, 0.0, 0.0, 1.0). * * @type {Quaternion} * @constant */Quaternion.IDENTITY = Object.freeze(new Quaternion(0.0, 0.0, 0.0, 1.0));/** * Duplicates this Quaternion instance. * * @param {Quaternion} [result] The object onto which to store the result. * @returns {Quaternion} The modified result parameter or a new Quaternion instance if one was not provided. */Quaternion.prototype.clone = function (result) {  return Quaternion.clone(this, result);};/** * Compares this and the provided quaternion componentwise and returns * <code>true</code> if they are equal, <code>false</code> otherwise. * * @param {Quaternion} [right] The right hand side quaternion. * @returns {Boolean} <code>true</code> if left and right are equal, <code>false</code> otherwise. */Quaternion.prototype.equals = function (right) {  return Quaternion.equals(this, right);};/** * Compares this and the provided quaternion componentwise and returns * <code>true</code> if they are within the provided epsilon, * <code>false</code> otherwise. * * @param {Quaternion} [right] The right hand side quaternion. * @param {Number} [epsilon=0] The epsilon to use for equality testing. * @returns {Boolean} <code>true</code> if left and right are within the provided epsilon, <code>false</code> otherwise. */Quaternion.prototype.equalsEpsilon = function (right, epsilon) {  return Quaternion.equalsEpsilon(this, right, epsilon);};/** * Returns a string representing this quaternion in the format (x, y, z, w). * * @returns {String} A string representing this Quaternion. */Quaternion.prototype.toString = function () {  return `(${this.x}, ${this.y}, ${this.z}, ${this.w})`;};export default Quaternion;
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