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rotate.js
33
rotate.js
@ -2,6 +2,9 @@
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/**
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/**
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* Rotate a given point around an origin point in 3d space.
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* Rotate a given point around an origin point in 3d space.
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* NOTE: This function is not as intuitive as it sounds.
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* A whiteboard and a head for mathematics is recommended before using this
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* function.
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* @source GitHub Copilot
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* @source GitHub Copilot
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* @warning Not completely tested! Pending a thorough evaluation.
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* @warning Not completely tested! Pending a thorough evaluation.
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* @param {Vector3} origin The origin point to rotate around
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* @param {Vector3} origin The origin point to rotate around
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@ -17,32 +20,32 @@ function rotate_point_3d(origin, point, x, y, z)
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point[1] = point[1] - origin[1];
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point[1] = point[1] - origin[1];
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point[2] = point[2] - origin[2];
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point[2] = point[2] - origin[2];
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// rotate around x
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// rotate around x
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var x1 = point[0];
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var x1 = point[0];
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var y1 = point[1] * Math.cos(x) - point[2] * Math.sin(x);
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var y1 = point[1] * Math.cos(x) - point[2] * Math.sin(x);
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var z1 = point[1] * Math.sin(x) + point[2] * Math.cos(x);
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var z1 = point[1] * Math.sin(x) + point[2] * Math.cos(x);
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// rotate around y
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// rotate around y
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var x2 = x1 * Math.cos(y) + z1 * Math.sin(y);
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var x2 = x1 * Math.cos(y) + z1 * Math.sin(y);
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var y2 = y1;
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var y2 = y1;
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var z2 = -x1 * Math.sin(y) + z1 * Math.cos(y);
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var z2 = -x1 * Math.sin(y) + z1 * Math.cos(y);
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// rotate around z
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// rotate around z
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var x3 = x2 * Math.cos(z) - y2 * Math.sin(z);
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var x3 = x2 * Math.cos(z) - y2 * Math.sin(z);
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var y3 = x2 * Math.sin(z) + y2 * Math.cos(z);
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var y3 = x2 * Math.sin(z) + y2 * Math.cos(z);
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var z3 = z2;
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var z3 = z2;
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return [x3, y3, z3];
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return [x3, y3, z3];
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}
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}
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function deg_to_rad(deg)
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function deg_to_rad(deg)
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{
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{
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return deg * Math.PI / 180;
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return deg * Math.PI / 180;
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}
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}
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function point_to_string(point, decimal_places=3)
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function point_to_string(point, decimal_places=3)
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{
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{
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return "(x " + point[0].toFixed(decimal_places) + ", y " + point[1].toFixed(decimal_places) + ", z " + point[2].toFixed(decimal_places) + ")";
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return "(x " + point[0].toFixed(decimal_places) + ", y " + point[1].toFixed(decimal_places) + ", z " + point[2].toFixed(decimal_places) + ")";
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}
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}
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