I can easily draw/rotate a line of given length around z-axis, y-axis or x-axis.
const ctx = document.getElementById("drawing").getContext("2d");
ctx.scale(1, -1); ctx.translate(0, -ctx.canvas.height); // flip canvas
const length = 50;
let t = 0;
//x = r sin(q) cos(f)
//y = r sin(q) sin(f)
//z = r cos(q)
function rotate_around_zaxis() {
const x1=50; const y1=50;
const line_angle = 20 * Math.PI/180;
const angle = 0;
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.lineTo(x1 + length * Math.sin(line_angle) * Math.cos(angle + t),
y1 + length * Math.sin(line_angle) * Math.sin(angle + t));
ctx.stroke();
}
function rotate_around_yaxis() {
const x1=150; const y1=50;
const line_angle = 20 * Math.PI/180;
const angle = 0;
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.lineTo(x1 + length * Math.sin(line_angle) * Math.cos(angle + t),
y1 + length /*Math.sin(angle + t)*/ * Math.cos(line_angle) );
ctx.stroke();
}
function rotate_around_xaxis() {
const x1=250; const y1=50;
const line_angle = 20 * Math.PI/180;
const angle = 0;
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.lineTo(x1 + length /**Math.sin(angle + t)*/ * Math.cos(line_angle),
y1 + length * Math.sin(line_angle) * Math.sin(angle + t));
ctx.stroke();
}
function line(x1, y1, x2, y2) {
ctx.beginPath(); ctx.moveTo(x1, y1); ctx.lineTo(x2, y2); ctx.stroke();
}
function animate() {
ctx.clearRect(0,0,300,100);
line(0, 50, 100, 50);line(50, 0, 50, 100);rotate_around_zaxis();
line(105, 50, 200, 50);line(150, 0, 150, 100);rotate_around_yaxis();
line(205, 50, 300, 50);line(250, 0, 250, 100);rotate_around_xaxis();
t+=Math.PI/180;
requestAnimationFrame(animate);
}
requestAnimationFrame(animate);
<canvas id="drawing" width=300 height=100></canvas>
However I can only do this around straight up/down y-axis degree or straight x-axis. I can not figure out rotation around an arbitrary line in space. In other words I don't know how to move it to any point in 3d space between x,y and z/.
I couldn't grasp rotation matrices. Rotation calculation on many places is given like this.
x' = x * cos(angle) - y * sin(angle);
y' = x * sin(angle) + y * cos(angle);
I don't understand where this equation fits in what I am trying to do.
I want to be able to rotate the line in cone like shape around any axis. How do I achieve this?