/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Vector3 = require('../math/Vector3'); var Matrix4 = require('../math/Matrix4'); var Quaternion = require('../math/Quaternion'); 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 * axis-angle quaternion, but it has higher precision. * * @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. * * @return {Phaser.Math.Vector3} The given vector. */ var RotateVec3 = function (vec, axis, radians) { // Set the quaternion to our axis angle tmpQuat.setAxisAngle(axis, radians); // Create a rotation matrix from the axis angle tmpMat4.fromRotationTranslation(tmpQuat, tmpVec3.set(0, 0, 0)); // Multiply our vector by the rotation matrix return vec.transformMat4(tmpMat4); }; module.exports = RotateVec3;