// loop is shape in 3d with (0,0) at path[i], shape's
// z axis in the direction of shapenormals[i], and
// shape's x axis in the direction of pathnormals[i].
- var loop = shape;
+ // We tack [1,0,0] onto the end as a hack to see where
+ // it ends up after rotation. This is removed later.
+ var loop = shape.concat([[1,0,0]]);
// This is done in three steps:
// 1. Rotate shape out of the xy plane so that [0,0,1]
- // becomes shapenormals[i] by crossing [0,0,1] and
- // shapenormals[i] to get a rotation axis and taking
- // their dot product to get a rotation angle. This
- // puts the shape in the correct plane, but does not
- // constrain its rotation about shapenormals[i].
- 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_about_origin(loop, rot1axis, rot1angle);
- }
+ // becomes shapenormals[i]. This puts the shape in
+ // the correct plane, but does not constrain its
+ // rotation about shapenormals[i].
+ loop = this.rotate_onto(loop, [0,0,1], shapenormals[i]);
+ var shapex = loop.pop();
// 2. Rotate around shapenormals[i] so that [1,0,0]
// becomes fixedpathnormals[i].
- 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_about_origin(loop, rot2axis, rot2angle);
- }
- // This would probably be faster and more numerically stable
+ loop = this.rotate_onto(loop, shapex, fixedpathnormals[i]);
+
+ // (This would probably be faster and more numerically stable
// if the two rotations were applied as one combined operation
- // rather than separate steps.
+ // rather than separate steps.)
// 3. Translate to path[i].
loop = this.translate(loop, path[i]);
}
return rotated;
},
+ rotate_onto: function(points, a, b) {
+ // Rotate points such that a (in points-space) maps onto b
+ // by crossing a and b to get a rotation axis and using
+ // angle_between to get a rotation angle.
+ var angle = this.angle_between(this.unit(a), this.unit(b));
+ if (Math.abs(angle) < 1e-15) {
+ // No siginificant rotation to perform. Bail to avoid
+ // NaNs and numerical error
+ return points;
+ }
+ var axis = this.unit(this.cross(a, b));
+ return this.rotate_about_origin(points, axis, angle);
+ },
rotate: function(points, center, axis, angle) { // axis must be a unit vector
return this.translate(
this.rotate_about_origin(