+ var axis;
+ if (Math.abs(abs_angle - Math.PI) < this.angle_epsilon) {
+ // a and b point in opposite directions, so
+ // we cannot cross them. So just pick something.
+ // If the caller wishes to avoid this behaviour,
+ // they should check with this.opposite() first.
+ axis = this.project_to_orthogonal(a, [1,0,0]);
+ console.log("rotate_onto: a and b are opposite! If you carefully chose them to meet some other constraint, you will be sad! Arbitrarily using axis [1,0,0] ->", axis);
+ if (this.magnitude(axis) < this.angle_epsilon) {
+ // Oh, double bad luck! Our arbitrary choice
+ // lines up too! A second, orthogonal arbitrary
+ // choice is now guaranteed to succeed.
+ axis = this.project_to_orthogonal(a, [0,1,0]);
+ console.log("rotate_onto: Double bad luck! Arbitrarily using axis [0,1,0] ->", axis);
+ }
+ } else {
+ axis = this.unit(this.cross(a, b));
+ }