(rotateAngles, pt, lastRotate)
| 360 | // note that this doesn't depend on the particular projection, |
| 361 | // just on the rotation angles |
| 362 | function unRoll(rotateAngles, pt, lastRotate) { |
| 363 | // calculate the fixed point transformed by these Euler angles |
| 364 | // but with the desired roll undone |
| 365 | var ptRotated = rotateCartesian(pt, 2, rotateAngles[0]); |
| 366 | ptRotated = rotateCartesian(ptRotated, 1, rotateAngles[1]); |
| 367 | ptRotated = rotateCartesian(ptRotated, 0, rotateAngles[2] - lastRotate[2]); |
| 368 | |
| 369 | var x = pt[0]; |
| 370 | var y = pt[1]; |
| 371 | var z = pt[2]; |
| 372 | var f = ptRotated[0]; |
| 373 | var g = ptRotated[1]; |
| 374 | var h = ptRotated[2]; |
| 375 | |
| 376 | // the following essentially solves: |
| 377 | // ptRotated = rotateCartesian(rotateCartesian(pt, 2, newYaw), 1, newPitch) |
| 378 | // for newYaw and newPitch, as best it can |
| 379 | var theta = Math.atan2(y, x) * degrees; |
| 380 | var a = Math.sqrt(x * x + y * y); |
| 381 | var b; |
| 382 | var newYaw1; |
| 383 | |
| 384 | if(Math.abs(g) > a) { |
| 385 | newYaw1 = (g > 0 ? 90 : -90) - theta; |
| 386 | b = 0; |
| 387 | } else { |
| 388 | newYaw1 = Math.asin(g / a) * degrees - theta; |
| 389 | b = Math.sqrt(a * a - g * g); |
| 390 | } |
| 391 | |
| 392 | var newYaw2 = 180 - newYaw1 - 2 * theta; |
| 393 | var newPitch1 = (Math.atan2(h, f) - Math.atan2(z, b)) * degrees; |
| 394 | var newPitch2 = (Math.atan2(h, f) - Math.atan2(z, -b)) * degrees; |
| 395 | |
| 396 | // which is closest to lastRotate[0,1]: newYaw/Pitch or newYaw2/Pitch2? |
| 397 | var dist1 = angleDistance(lastRotate[0], lastRotate[1], newYaw1, newPitch1); |
| 398 | var dist2 = angleDistance(lastRotate[0], lastRotate[1], newYaw2, newPitch2); |
| 399 | |
| 400 | if(dist1 <= dist2) return [newYaw1, newPitch1, lastRotate[2]]; |
| 401 | else return [newYaw2, newPitch2, lastRotate[2]]; |
| 402 | } |
| 403 | |
| 404 | function angleDistance(yaw0, pitch0, yaw1, pitch1) { |
| 405 | var dYaw = angleMod(yaw1 - yaw0); |
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