tor-browser

The Tor Browser
git clone https://git.dasho.dev/tor-browser.git
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webxr_math_utils.js (2554B)


      1 // |matrix| - Float32Array, |input| - point-like dict (must have x, y, z, w)
      2 let transform_point_by_matrix = function(matrix, input) {
      3  return {
      4    x : matrix[0] * input.x + matrix[4] * input.y + matrix[8] * input.z + matrix[12] * input.w,
      5    y : matrix[1] * input.x + matrix[5] * input.y + matrix[9] * input.z + matrix[13] * input.w,
      6    z : matrix[2] * input.x + matrix[6] * input.y + matrix[10] * input.z + matrix[14] * input.w,
      7    w : matrix[3] * input.x + matrix[7] * input.y + matrix[11] * input.z + matrix[15] * input.w,
      8  };
      9 }
     10 
     11 // Creates a unit-length quaternion.
     12 // |input| - point-like dict (must have x, y, z, w)
     13 let normalize_quaternion = function(input) {
     14  const length_squared = input.x * input.x + input.y * input.y + input.z * input.z + input.w * input.w;
     15  const length = Math.sqrt(length_squared);
     16 
     17  return {x : input.x / length, y : input.y / length, z : input.z / length, w : input.w / length};
     18 }
     19 
     20 // Returns negated quaternion.
     21 // |input| - point-like dict (must have x, y, z, w)
     22 let flip_quaternion = function(input) {
     23  return {x : -input.x, y : -input.y, z : -input.z, w : -input.w};
     24 }
     25 
     26 // |input| - point-like dict (must have x, y, z, w)
     27 let conjugate_quaternion = function(input) {
     28  return {x : -input.x, y : -input.y, z : -input.z, w : input.w};
     29 }
     30 
     31 let multiply_quaternions = function(q1, q2) {
     32  return {
     33    w : q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z,
     34    x : q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y,
     35    y : q1.w * q2.y - q1.x * q2.z + q1.y * q2.w + q1.z * q2.x,
     36    z : q1.w * q2.z + q1.x * q2.y - q1.y * q2.x + q1.z * q2.w,
     37  }
     38 }
     39 
     40 // |point| - point-like dict (must have x, y, z, w)
     41 let normalize_perspective = function(point) {
     42  if(point.w == 0 || point.w == 1) return point;
     43 
     44  return {
     45    x : point.x / point.w,
     46    y : point.y / point.w,
     47    z : point.z / point.w,
     48    w : 1
     49  };
     50 }
     51 
     52 // |quaternion| - point-like dict (must have x, y, z, w),
     53 // |input| - point-like dict (must have x, y, z, w)
     54 let transform_point_by_quaternion = function(quaternion, input) {
     55  const q_normalized = normalize_quaternion(quaternion);
     56  const q_conj = conjugate_quaternion(q_normalized);
     57  const p_in = normalize_perspective(input);
     58 
     59  // construct a quaternion out of the point (take xyz & zero the real part).
     60  const p = {x : p_in.x, y : p_in.y, z : p_in.z, w : 0};
     61 
     62  // transform the input point
     63  const p_mul = multiply_quaternions( q_normalized, multiply_quaternions(p, q_conj) );
     64 
     65  // add back the w component of the input
     66  return { x : p_mul.x, y : p_mul.y, z : p_mul.z, w : p_in.w };
     67 }