// hacky stuff for 4d rotations // see https://math.stackexchange.com/questions/1402362/can-rotations-in-4d-be-given-an-explicit-matrix-form#1402376 import * as THREE from 'three'; function rotZW(theta) { const ctheta = Math.cos(theta); const stheta = Math.sin(theta); return new THREE.Matrix4( ctheta, -stheta, 0, 0, stheta, ctheta, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ); } function rotYW(theta) { const ctheta = Math.cos(theta); const stheta = Math.sin(theta); return new THREE.Matrix4( ctheta, 0, -stheta, 0, 0, 1, 0, 0, stheta, 0, ctheta, 0, 0, 0, 0, 1, ); } function rotYZ(theta) { const ctheta = Math.cos(theta); const stheta = Math.sin(theta); return new THREE.Matrix4( ctheta, 0, 0, -stheta, 0, 1, 0, 0, 0, 0, 1, 0, stheta, 0, 0, ctheta, ); } function rotXW(theta) { const ctheta = Math.cos(theta); const stheta = Math.sin(theta); return new THREE.Matrix4( 1, 0, 0, 0, 0, ctheta, -stheta, 0, 0, stheta, ctheta, 0, 0, 0, 0, 1 ); } function rotXZ(theta) { const ctheta = Math.cos(theta); const stheta = Math.sin(theta); return new THREE.Matrix4( 1, 0, 0, 0, 0, ctheta, 0, -stheta, 0, 0, 1, 0, 0, stheta, 0, ctheta, ); } function rotXY(theta) { const ctheta = Math.cos(theta); const stheta = Math.sin(theta); return new THREE.Matrix4( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, ctheta, -stheta, 0, 0, stheta, ctheta, ); } export const rotfn = { XY: rotXY, XZ: rotXZ, XW: rotXW, YZ: rotYZ, YW: rotYW, ZW: rotZW, };