Created
November 9, 2018 08:27
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3D Axis - Create verts on a Plane, Rotate vertices, Define Direction
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//X and Y axis need to be normalized vectors, 90 degrees of eachother. | |
function planeCircle(vecCenter, xAxis, yAxis, angle, radius, out){ | |
let sin = Math.sin(angle), | |
cos = Math.cos(angle); | |
out[0] = vecCenter[0] + radius * cos * xAxis[0] + radius * sin * yAxis[0]; | |
out[1] = vecCenter[1] + radius * cos * xAxis[1] + radius * sin * yAxis[1]; | |
out[2] = vecCenter[2] + radius * cos * xAxis[2] + radius * sin * yAxis[2]; | |
return out; | |
} | |
//X and Y axis need to be normalized vectors, 90 degrees of eachother. | |
function planeEllipse(vecCenter, xAxis, yAxis, angle, xRadius, yRadius, out){ | |
let sin = Math.sin(angle), | |
cos = Math.cos(angle); | |
out[0] = vecCenter[0] + xRadius * cos * xAxis[0] + yRadius * sin * yAxis[0]; | |
out[1] = vecCenter[1] + xRadius * cos * xAxis[1] + yRadius * sin * yAxis[1]; | |
out[2] = vecCenter[2] + xRadius * cos * xAxis[2] + yRadius * sin * yAxis[2]; | |
return out; | |
} | |
/* | |
3x3 Rotation Matrix | |
R T F | |
00 03 06 | |
01 04 07 | |
02 05 08 | |
left (0,1,2) | |
up (3,4,5) | |
forward (6,7,9) | |
*/ | |
class Axis{ | |
constructor(){ | |
this.x = new Vec3( Vec3.LEFT ); | |
this.y = new Vec3( Vec3.UP ); | |
this.z = new Vec3( Vec3.FORWARD ); | |
} | |
//Passing in Vectors. | |
set( x, y, z, doNormalize = false ){ | |
this.x.copy( x ); | |
this.y.copy( y ); | |
this.z.copy( z ); | |
if(doNormalize){ | |
this.x.normalize(); | |
this.y.normalize(); | |
this.z.normalize(); | |
} | |
return true; | |
} | |
//Create an axis based on a looking direction | |
lookAt( v ){ | |
//If the vector is pretty much forward, just set default axis. | |
var test = Vec3.nearZero( v ); | |
if(test.x == 0 && test.y == 0){ | |
this.z.copy( Vec3.FORWARD ); | |
this.y.copy( Vec3.UP ); | |
this.x.copy( Vec3.LEFT ); | |
return this; | |
} | |
Vec3.norm(v, this.z); //Direction is the forward vector | |
let dot = Vec3.dot(Vec3.LEFT, this.z); | |
// If dot product is in the negative, need to use BACK (0,0,-1) | |
// to get the correct up direction, else up will point down. | |
if(dot >= 0) Vec3.cross(Vec3.FORWARD, this.z, this.y).normalize(); | |
else Vec3.cross(Vec3.BACK, this.z, this.y).normalize(); | |
Vec3.cross(this.z, this.y, this.x).normalize(); | |
return this; | |
} | |
//Create axis based on a Quaternion | |
setQuat( q ){ | |
// Same code for Quat to Matrix 3 conversion | |
let x = q[0], y = q[1], z = q[2], w = q[3], | |
x2 = x + x, | |
y2 = y + y, | |
z2 = z + z, | |
xx = x * x2, | |
yx = y * x2, | |
yy = y * y2, | |
zx = z * x2, | |
zy = z * y2, | |
zz = z * z2, | |
wx = w * x2, | |
wy = w * y2, | |
wz = w * z2; | |
this.x.set( 1 - yy - zz, yx + wz, zx - wy ); | |
this.y.set( yx - wz, 1 - xx - zz, zy + wx ); | |
this.z.set( zx + wy, zy - wx, 1 - xx - yy ); | |
return this; | |
} | |
//Axis is pretty much a Rotation Matrix, so easy to apply rotation to a vector. | |
transformVec3(v, out){ | |
var x = v[0], y = v[1], z = v[2]; | |
out = out || new Vec3(); | |
out[0] = x * this.x[0] + y * this.y[0] + z * this.z[0]; | |
out[1] = x * this.x[1] + y * this.y[1] + z * this.z[1]; | |
out[2] = x * this.x[2] + y * this.y[2] + z * this.z[2]; | |
return out; | |
} | |
static debug(DVao, e, axis, origin=null, scl=1.0){ | |
origin = origin || Vec3.ZERO; | |
var v = new Vec3(); | |
v.copy(axis.z).scale( scl ).add(origin); | |
DVao.vecLine(e, origin, v, 0); | |
v.copy(axis.y).scale( scl ).add(origin); | |
DVao.vecLine(e, origin, v, 2); | |
v.copy(axis.x).scale( scl ).add(origin); | |
DVao.vecLine(e, origin, v, 6); | |
} | |
} |
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