phaser/src/math/RotateVec3.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Vector3 = require('../math/Vector3');
var Matrix4 = require('../math/Matrix4');
var Quaternion = require('../math/Quaternion');
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var tmpMat4 = new Matrix4();
var tmpQuat = new Quaternion();
var tmpVec3 = new Vector3();
/**
* Rotates a vector in place by axis angle.
*
* This is the same as transforming a point by an
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* axis-angle quaternion, but it has higher precision.
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*
* @function Phaser.Math.RotateVec3
* @since 3.0.0
*
* @param {Phaser.Math.Vector3} vec - The vector to be rotated.
* @param {Phaser.Math.Vector3} axis - The axis to rotate around.
* @param {number} radians - The angle of rotation in radians.
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*
* @return {Phaser.Math.Vector3} The given vector.
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*/
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var RotateVec3 = function (vec, axis, radians)
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{
// Set the quaternion to our axis angle
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tmpQuat.setAxisAngle(axis, radians);
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// Create a rotation matrix from the axis angle
tmpMat4.fromRotationTranslation(tmpQuat, tmpVec3.set(0, 0, 0));
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// Multiply our vector by the rotation matrix
return vec.transformMat4(tmpMat4);
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};
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module.exports = RotateVec3;