var rot1axis = this.unit(this.cross([0,0,1], shapenormals[i]));
var rot1angle = this.angle_between([0,0,1], this.unit(shapenormals[i]));
if (rot1angle > 1e-7) {
- loop = this.rotate(loop, rot1axis, rot1angle);
+ loop = this.rotate_about_origin(loop, rot1axis, rot1angle);
}
// 2. Rotate around shapenormals[i] so that [1,0,0]
var rot2axis = this.unit(shapenormals[i]);
var rot2angle = this.angle_between([1,0,0], this.unit(fixedpathnormals[i]));
if (rot2angle > 1e-7) {
- loop = this.rotate(loop, rot2axis, rot2angle);
+ loop = this.rotate_about_origin(loop, rot2axis, rot2angle);
}
// This would probably be faster and more numerically stable
// if the two rotations were applied as one combined operation
a[1] - b[1],
a[2] - b[2]];
},
+ neg: function(a) {
+ return [-a[0], -a[1], -a[2]];
+ },
dot: function(a, b) {
return a[0]*b[0] + a[1]*b[1] + a[2]*b[2];
},
angle_between: function(a, b) { // a and b must be unit vectors
return Math.acos(this.dot(a, b));
},
- rotate: function(points, axis, angle) { // axis must be a unit vector
+ rotate_about_origin: function(points, axis, angle) { // axis must be a unit vector
// From http://inside.mines.edu/~gmurray/ArbitraryAxisRotation/
var cosangle = Math.cos(angle);
var sinangle = Math.sin(angle);
}
return rotated;
},
+ rotate: function(points, center, axis, angle) { // axis must be a unit vector
+ return this.translate(
+ this.rotate_about_origin(
+ this.translate(points, this.neg(center)),
+ axis,
+ angle),
+ center);
+ },
go: function() {
// Get params from form
var params = [];
for (var i = 0; i < this.user_params.length; i++) {
- params[i] = this.form.elements["param"+i].value;
+ var as_string = this.form.elements["param"+i].value;
+ var as_num = +as_string;
+ params[i] = isNaN(as_num) ? as_string : as_num;
}
// Run user_function