setQuaternionFromProperEuler static method
void
setQuaternionFromProperEuler(
- dynamic q,
- num a,
- num b,
- num c,
- String order,
)
Implementation
static void setQuaternionFromProperEuler(
q, num a, num b, num c, String order) {
// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles
// rotations are applied to the axes in the order specified by 'order'
// rotation by angle 'a' is applied first, then by angle 'b', then by angle 'c'
// angles are in radians
var cos = Math.cos;
var sin = Math.sin;
var c2 = cos(b / 2);
var s2 = sin(b / 2);
var c13 = cos((a + c) / 2);
var s13 = sin((a + c) / 2);
var c1_3 = cos((a - c) / 2);
var s1_3 = sin((a - c) / 2);
var c3_1 = cos((c - a) / 2);
var s3_1 = sin((c - a) / 2);
switch (order) {
case 'XYX':
q.set(c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13);
break;
case 'YZY':
q.set(s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13);
break;
case 'ZXZ':
q.set(s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13);
break;
case 'XZX':
q.set(c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13);
break;
case 'YXY':
q.set(s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13);
break;
case 'ZYZ':
q.set(s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13);
break;
default:
print(
'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' +
order);
}
}