2017-09-15 15:46:20 +00:00
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var Vector3 = require('../math/Vector3');
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var Matrix4 = require('../math/Matrix4');
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var Quaternion = require('../math/Quaternion');
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2017-09-15 03:04:51 +00:00
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var tmpMat4 = new Matrix4();
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var tmpQuat = new Quaternion();
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var tmpVec3 = new Vector3();
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/**
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* Rotates a vector in place by axis angle.
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*
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* 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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2017-10-06 03:52:41 +00:00
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*
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* @function Phaser.Math.RotateVec3
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* @since 3.0.0
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*
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* @param {Phaser.Math.Vector3} vec - [description]
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* @param {Phaser.Math.Vector3} axis - [description]
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* @param {float} radians - [description]
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*
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* @return {Phaser.Math.Vector3} [description]
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2017-09-15 03:04:51 +00:00
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*/
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2017-12-07 02:20:14 +00:00
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var RotateVec3 = function (vec, axis, radians)
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2017-09-16 01:31:33 +00:00
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{
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// Set the quaternion to our axis angle
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2017-09-15 03:04:51 +00:00
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tmpQuat.setAxisAngle(axis, radians);
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2017-09-16 01:31:33 +00:00
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// Create a rotation matrix from the axis angle
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tmpMat4.fromRotationTranslation(tmpQuat, tmpVec3.set(0, 0, 0));
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2017-09-15 03:04:51 +00:00
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2017-09-16 01:31:33 +00:00
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// Multiply our vector by the rotation matrix
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return vec.transformMat4(tmpMat4);
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2017-09-15 03:04:51 +00:00
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};
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2017-09-16 01:31:33 +00:00
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module.exports = RotateVec3;
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