var Vector3 = require('./vecmath/Vector3'); var Matrix4 = require('./vecmath/Matrix4'); var Quaternion = require('./vecmath/Quaternion'); var tmpMat4 = new Matrix4(); var tmpQuat = new Quaternion(); var tmpVec3 = new Vector3(); var util = {}; /** * 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. * * @param {Vector3} vec [description] * @param {Vector3} axis [description] * @param {float} radians [description] * @return {Vector3} [description] */ util.rotate = 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 = util;