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Starbeamrainbowlabs 2023-01-19 23:30:43 +00:00
parent 8372a12f48
commit 3e123ddc56
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@ -2,6 +2,9 @@
/** /**
* Rotate a given point around an origin point in 3d space. * Rotate a given point around an origin point in 3d space.
* NOTE: This function is not as intuitive as it sounds.
* A whiteboard and a head for mathematics is recommended before using this
* function.
* @source GitHub Copilot * @source GitHub Copilot
* @warning Not completely tested! Pending a thorough evaluation. * @warning Not completely tested! Pending a thorough evaluation.
* @param {Vector3} origin The origin point to rotate around * @param {Vector3} origin The origin point to rotate around
@ -17,32 +20,32 @@ function rotate_point_3d(origin, point, x, y, z)
point[1] = point[1] - origin[1]; point[1] = point[1] - origin[1];
point[2] = point[2] - origin[2]; point[2] = point[2] - origin[2];
// rotate around x // rotate around x
var x1 = point[0]; var x1 = point[0];
var y1 = point[1] * Math.cos(x) - point[2] * Math.sin(x); var y1 = point[1] * Math.cos(x) - point[2] * Math.sin(x);
var z1 = point[1] * Math.sin(x) + point[2] * Math.cos(x); var z1 = point[1] * Math.sin(x) + point[2] * Math.cos(x);
// rotate around y // rotate around y
var x2 = x1 * Math.cos(y) + z1 * Math.sin(y); var x2 = x1 * Math.cos(y) + z1 * Math.sin(y);
var y2 = y1; var y2 = y1;
var z2 = -x1 * Math.sin(y) + z1 * Math.cos(y); var z2 = -x1 * Math.sin(y) + z1 * Math.cos(y);
// rotate around z // rotate around z
var x3 = x2 * Math.cos(z) - y2 * Math.sin(z); var x3 = x2 * Math.cos(z) - y2 * Math.sin(z);
var y3 = x2 * Math.sin(z) + y2 * Math.cos(z); var y3 = x2 * Math.sin(z) + y2 * Math.cos(z);
var z3 = z2; var z3 = z2;
return [x3, y3, z3]; return [x3, y3, z3];
} }
function deg_to_rad(deg) function deg_to_rad(deg)
{ {
return deg * Math.PI / 180; return deg * Math.PI / 180;
} }
function point_to_string(point, decimal_places=3) function point_to_string(point, decimal_places=3)
{ {
return "(x " + point[0].toFixed(decimal_places) + ", y " + point[1].toFixed(decimal_places) + ", z " + point[2].toFixed(decimal_places) + ")"; return "(x " + point[0].toFixed(decimal_places) + ", y " + point[1].toFixed(decimal_places) + ", z " + point[2].toFixed(decimal_places) + ")";
} }