math.ts
src/core/math.ts · raw · all examples · site home
Exports: Vec3QuatRgbCovSplatMath
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// Field names match THREE.Vector3 / Quaternion / Color, so those fit as is
export interface Vec3 { x: number; y: number; z: number }
export interface Quat { x: number; y: number; z: number; w: number }
export interface Rgb { r: number; g: number; b: number }
// Symmetric 3x3 matrix
export interface Cov { xx: number; yy: number; zz: number; xy: number; xz: number; yz: number }
// Quaternion and covariance math of the splat codecs (GpuSplatMath is the
// TSL twin)
export class SplatMath {
// Unit quaternion (identity for a zero one)
static normalizeQuat(q: Quat, out: Quat): Quat {
const length = Math.sqrt(q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w);
if (!(length > 0)) {
out.x = 0;
out.y = 0;
out.z = 0;
out.w = 1;
return out;
}
out.x = q.x / length;
out.y = q.y / length;
out.z = q.z / length;
out.w = q.w / length;
return out;
}
// Sigma = M M^T with M = R(q) diag(scales)
static covFromScaleQuat(scales: Vec3, q: Quat, out: Cov): Cov {
const { x, y, z, w } = SplatMath.normalizeQuat(q, { x: 0, y: 0, z: 0, w: 1 });
const m = [
scales.x * (1 - 2 * (y * y + z * z)), scales.x * 2 * (x * y + w * z), scales.x * 2 * (x * z - w * y),
scales.y * 2 * (x * y - w * z), scales.y * (1 - 2 * (x * x + z * z)), scales.y * 2 * (y * z + w * x),
scales.z * 2 * (x * z + w * y), scales.z * 2 * (y * z - w * x), scales.z * (1 - 2 * (x * x + y * y)),
];
const dot = (i: number, j: number) => m[i] * m[j] + m[i + 3] * m[j + 3] + m[i + 6] * m[j + 6];
out.xx = dot(0, 0);
out.yy = dot(1, 1);
out.zz = dot(2, 2);
out.xy = dot(0, 1);
out.xz = dot(0, 2);
out.yz = dot(1, 2);
return out;
}
// Eigenvalues (descending) and eigenvectors (columns of `basis`,
// right-handed) of a symmetric 3x3 matrix, by Jacobi rotations
static symEigens(c: Cov): { values: Vec3; basis: number[] } {
// Column-major: element (col, row) at col * 3 + row
const a = [c.xx, c.xy, c.xz, c.xy, c.yy, c.yz, c.xz, c.yz, c.zz];
const v = [1, 0, 0, 0, 1, 0, 0, 0, 1];
const at = (col: number, row: number) => col * 3 + row;
// Relative, so small splats converge as well as big ones
const eps = 1e-9 * (Math.abs(c.xx) + Math.abs(c.yy) + Math.abs(c.zz));
for (let iter = 0; iter < 16; iter += 1) {
let p = 0;
let q = 1;
let max = Math.abs(a[at(0, 1)]);
if (Math.abs(a[at(0, 2)]) > max) {
max = Math.abs(a[at(0, 2)]);
q = 2;
}
if (Math.abs(a[at(1, 2)]) > max) {
max = Math.abs(a[at(1, 2)]);
p = 1;
q = 2;
}
if (max <= eps) {
break;
}
const phi = 0.5 * Math.atan2(2 * a[at(p, q)], a[at(q, q)] - a[at(p, p)]);
const cos = Math.cos(phi);
const sin = Math.sin(phi);
for (let r = 0; r < 3; r += 1) {
const arp = a[at(r, p)];
const arq = a[at(r, q)];
a[at(r, p)] = cos * arp - sin * arq;
a[at(r, q)] = sin * arp + cos * arq;
}
for (let r = 0; r < 3; r += 1) {
const apr = a[at(p, r)];
const aqr = a[at(q, r)];
a[at(p, r)] = cos * apr - sin * aqr;
a[at(q, r)] = sin * apr + cos * aqr;
}
a[at(p, q)] = 0;
a[at(q, p)] = 0;
for (let r = 0; r < 3; r += 1) {
const vrp = v[at(r, p)];
const vrq = v[at(r, q)];
v[at(r, p)] = cos * vrp - sin * vrq;
v[at(r, q)] = sin * vrp + cos * vrq;
}
}
// Eigenvector j is (v[0][j], v[1][j], v[2][j])
const pairs = [0, 1, 2].map((j) => {
const vector = [v[at(0, j)], v[at(1, j)], v[at(2, j)]];
const length = Math.max(Math.hypot(vector[0], vector[1], vector[2]), 1e-30);
return { value: a[at(j, j)], vector: vector.map((x) => x / length) };
});
pairs.sort((x, y) => y.value - x.value);
const [v0, v1, v2] = pairs.map((pair) => pair.vector);
const det = v0[0] * (v1[1] * v2[2] - v1[2] * v2[1]) - v1[0] * (v0[1] * v2[2] - v0[2] * v2[1]) + v2[0] * (v0[1] * v1[2] - v0[2] * v1[1]);
if (det < 0) {
v2[0] = -v2[0];
v2[1] = -v2[1];
v2[2] = -v2[2];
}
return { values: { x: pairs[0].value, y: pairs[1].value, z: pairs[2].value }, basis: [...v0, ...v1, ...v2] };
}
// Quaternion (w >= 0) of an orthonormal basis given as columns, after
// glam's Quat::from_rotation_axes
static basisToQuat(m: number[], out: Quat): Quat {
const [m00, m01, m02, m10, m11, m12, m20, m21, m22] = m;
let x: number;
let y: number;
let z: number;
let w: number;
if (m22 <= 0) {
const dif10 = m11 - m00;
const omm22 = 1 - m22;
if (dif10 <= 0) {
const four = omm22 - dif10;
const inv = 0.5 / Math.sqrt(Math.max(four, 1e-30));
[x, y, z, w] = [four * inv, (m01 + m10) * inv, (m02 + m20) * inv, (m12 - m21) * inv];
} else {
const four = omm22 + dif10;
const inv = 0.5 / Math.sqrt(Math.max(four, 1e-30));
[x, y, z, w] = [(m01 + m10) * inv, four * inv, (m12 + m21) * inv, (m20 - m02) * inv];
}
} else {
const sum10 = m11 + m00;
const opm22 = 1 + m22;
if (sum10 <= 0) {
const four = opm22 - sum10;
const inv = 0.5 / Math.sqrt(Math.max(four, 1e-30));
[x, y, z, w] = [(m02 + m20) * inv, (m12 + m21) * inv, four * inv, (m01 - m10) * inv];
} else {
const four = opm22 + sum10;
const inv = 0.5 / Math.sqrt(Math.max(four, 1e-30));
[x, y, z, w] = [(m12 - m21) * inv, (m20 - m02) * inv, (m01 - m10) * inv, four * inv];
}
}
const s = w < 0 ? -1 : 1;
return SplatMath.normalizeQuat({ x: x * s, y: y * s, z: z * s, w: w * s }, out);
}
}