animate/Larry the snail/js/math.js

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2024-06-24 09:24:00 +00:00
function rotateMatrix2d(p, angle) {
// cos0 sin0
// -sin0 cos0
const angleD = rad(angle);
const r = [
[Math.cos(angleD), Math.sin(angleD)],
[-Math.sin(angleD), Math.cos(angleD)],
];
const newPoint = [
p[0] * r[0][0] + p[1] * r[0][1],
p[0] * r[1][0] + p[1] * r[1][1],
];
return newPoint;
}
function rotateMatrix3dX(p, angle) {
// cos0 sin0
// -sin0 cos0
const angleD = rad(angle);
const r = [
[1, 0, 0],
[0, Math.cos(angleD), -Math.sin(angleD)],
[0, Math.sin(angleD), Math.cos(angleD)],
];
const newPoint = [
p[0] * r[0][0] + p[1] * r[0][1] + p[2] * r[0][2],
p[0] * r[1][0] + p[1] * r[1][1] + p[2] * r[1][2],
p[0] * r[2][0] + p[1] * r[2][1] + p[2] * r[2][2],
];
return newPoint;
}
function rotateMatrix3dY(p, angle) {
// cos0 sin0
// -sin0 cos0
const angleD = rad(angle);
const r = [
[Math.cos(angleD), 0, Math.sin(angleD)],
[0, 1, 0],
[-Math.sin(angleD), 0, Math.cos(angleD)],
];
const newPoint = [
p[0] * r[0][0] + p[1] * r[0][1] + p[2] * r[0][2],
p[0] * r[1][0] + p[1] * r[1][1] + p[2] * r[1][2],
p[0] * r[2][0] + p[1] * r[2][1] + p[2] * r[2][2],
];
return newPoint;
}
function rotateMatrix3dZ(p, angle) {
// cos0 sin0
// -sin0 cos0
const angleD = rad(angle);
const r = [
[Math.cos(angleD), -Math.sin(angleD), 0],
[Math.sin(angleD), Math.cos(angleD), 0],
[0, 0, 1],
];
const newPoint = [
p[0] * r[0][0] + p[1] * r[0][1] + p[2] * r[0][2],
p[0] * r[1][0] + p[1] * r[1][1] + p[2] * r[1][2],
p[0] * r[2][0] + p[1] * r[2][1] + p[2] * r[2][2],
];
return newPoint;
}
function projectionOrth(v) {
const p = [
[1, 0, 0],
[0, 1, 0],
];
const nPoint = [
p[0][0] * v[0] + p[0][1] * v[1] + p[0][2] * v[2],
p[1][0] * v[0] + p[1][1] * v[1] + p[1][2] * v[2],
];
return nPoint;
}