I've seen lots of questions about passing objects by reference in Javascript, but not the object and properties by reference. Is it possible?
Right now I only found a way to do it by going through some type of logic like this, which is terribly inconvenient:
let multipliers = {
none:1,
sin:2,
cos:3,
tan:4,
atan:5,
}
incMultiplier(shapesMovements[index], "rotation", "x", "sin")
function incMultiplier(shapeMovement, kind, dimension, multiplier){
var numOfKeys = Object.keys(multipliers).length;
if(kind === "rotation"){
if(dimension === "x"){
if(multiplier === "sin"){
if(shapeMovement.rotation.x.multiplier !== numOfKeys){
shapeMovement.rotation.x.multiplier += 1
}else{
shapeMovement.rotation.x.multiplier = 1
}
}
}
}
}
I'd just like to increase the property value by one with whatever object and property I've thrown into that function.
I've seen another post where you can pass parameters, but this looks to assemble a new object, and is not by reference. I need to actually edit the values on the object's properties.
Originally, this is what I was trying, and it did not seem to alter the object on a global level. Only locally to the function:
incMultiplier(shapesMovements[index].rotation.x.multiplier)
function incMultiplier(multiplier){
var numOfKeys = Object.keys(multipliers).length;
if(multiplier !== numOfKeys){
multiplier = multiplier + 1
}else{
multiplier = 1
}
// always results in the same number.
// Does not keep increasing every time the function is called.
console.log(multiplier);
}
multipliersandshapesMovementslook like?ifstatements by usingshapeMovement[kind][dimension].multiplier. Or, if you never refer to other properties ofshapeMovement, why not pass theshapesMovements[index].rotation.xobject directly, and only manipulate its.multiplierproperty?