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arcade-physics

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"use strict"; /** * @author Richard Davey <rich@photonstorm.com> * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var __importDefault = (this && this.__importDefault) || function (mod) { return (mod && mod.__esModule) ? mod : { "default": mod }; }; Object.defineProperty(exports, "__esModule", { value: true }); exports.RotateVec3 = void 0; const Vector3_js_1 = __importDefault(require("../math/Vector3.js")); const Matrix4_js_1 = __importDefault(require("../math/Matrix4.js")); const Quaternion_js_1 = __importDefault(require("../math/Quaternion.js")); const tmpMat4 = new Matrix4_js_1.default(); const tmpQuat = new Quaternion_js_1.default(); const tmpVec3 = new Vector3_js_1.default(); /** * 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. */ const RotateVec3 = (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); }; exports.RotateVec3 = RotateVec3; //# sourceMappingURL=RotateVec3.js.map