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| 1 | +import * as THREE from "three"; |
| 2 | + |
| 3 | +import { transpose3x3 } from "./matrix3.js"; |
| 4 | + |
| 5 | +export function quaternionFromRowwiseDirector(matrixRows) { |
| 6 | + const m = new THREE.Matrix4(); |
| 7 | + m.set( |
| 8 | + matrixRows[0][0], matrixRows[1][0], matrixRows[2][0], 0.0, |
| 9 | + matrixRows[0][1], matrixRows[1][1], matrixRows[2][1], 0.0, |
| 10 | + matrixRows[0][2], matrixRows[1][2], matrixRows[2][2], 0.0, |
| 11 | + 0.0, 0.0, 0.0, 1.0 |
| 12 | + ); |
| 13 | + return new THREE.Quaternion().setFromRotationMatrix(m); |
| 14 | +} |
| 15 | + |
| 16 | +export function columnwiseDirectorFromQuaternion(quaternion) { |
| 17 | + // Convert quaternion to column-wise director for elastica representation. |
| 18 | + // Maybe consider using three.js's conversion, but we just want 3x3 orientation. |
| 19 | + const x = quaternion.x; |
| 20 | + const y = quaternion.y; |
| 21 | + const z = quaternion.z; |
| 22 | + const w = quaternion.w; |
| 23 | + const xx = x * x; |
| 24 | + const yy = y * y; |
| 25 | + const zz = z * z; |
| 26 | + const xy = x * y; |
| 27 | + const xz = x * z; |
| 28 | + const yz = y * z; |
| 29 | + const wx = w * x; |
| 30 | + const wy = w * y; |
| 31 | + const wz = w * z; |
| 32 | + return [ |
| 33 | + [1.0 - 2.0 * (yy + zz), 2.0 * (xy - wz), 2.0 * (xz + wy)], |
| 34 | + [2.0 * (xy + wz), 1.0 - 2.0 * (xx + zz), 2.0 * (yz - wx)], |
| 35 | + [2.0 * (xz - wy), 2.0 * (yz + wx), 1.0 - 2.0 * (xx + yy)], |
| 36 | + ]; |
| 37 | +} |
| 38 | + |
| 39 | +export function rowwiseDirectorFromQuaternion(quaternion) { |
| 40 | + // Typically quaternion from controller is in world space, |
| 41 | + // We need to convert to row-wise director for elastica representation. |
| 42 | + return transpose3x3(columnwiseDirectorFromQuaternion(quaternion)); |
| 43 | +} |
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