UNPKG

@lightningjs/renderer

Version:
569 lines 14.9 kB
/* * If not stated otherwise in this file or this component's LICENSE file the * following copyright and licenses apply: * * Copyright 2023 Comcast Cable Communications Management, LLC. * * Licensed under the Apache License, Version 2.0 (the License); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ import { EPSILON, getMatrixArrayType, RANDOM, } from './common.js'; /** * Creates a new, empty Vec2 * * @returns {Vec2} a new 2D vector */ export function create() { const out = getMatrixArrayType(2); if (!(out instanceof Float32Array)) { out[0] = 0; out[1] = 0; } return out; } /** * Creates a new Vec2 initialized with values from an existing vector * * @param {Vec2} a vector to clone * @returns {Vec2} a new 2D vector */ export function clone(a) { const out = getMatrixArrayType(2); out[0] = a[0]; out[1] = a[1]; return out; } /** * Creates a new Vec2 initialized with the given values * * @param {Number} x X component * @param {Number} y Y component * @returns {Vec2} a new 2D vector */ export function fromValues(x, y) { const out = getMatrixArrayType(2); out[0] = x; out[1] = y; return out; } /** * Copy the values from one Vec2 to another * * @param {Vec2} out the receiving vector * @param {Vec2} a the source vector * @returns {Vec2} out */ export function copy(out, a) { out[0] = a[0]; out[1] = a[1]; return out; } /** * Set the components of a Vec2 to the given values * * @param {Vec2} out the receiving vector * @param {Number} x X component * @param {Number} y Y component * @returns {Vec2} out */ export function set(out, x, y) { out[0] = x; out[1] = y; return out; } /** * Adds two Vec2's * * @param {Vec2} out the receiving vector * @param {Vec2} a the first operand * @param {Vec2} b the second operand * @returns {Vec2} out */ export function add(out, a, b) { out[0] = a[0] + b[0]; out[1] = a[1] + b[1]; return out; } /** * Subtracts vector b from vector a * * @param {Vec2} out the receiving vector * @param {Vec2} a the first operand * @param {Vec2} b the second operand * @returns {Vec2} out */ export function subtract(out, a, b) { out[0] = a[0] - b[0]; out[1] = a[1] - b[1]; return out; } /** * Multiplies two Vec2's * * @param {Vec2} out the receiving vector * @param {Vec2} a the first operand * @param {Vec2} b the second operand * @returns {Vec2} out */ export function multiply(out, a, b) { out[0] = a[0] * b[0]; out[1] = a[1] * b[1]; return out; } /** * Divides two Vec2's * * @param {Vec2} out the receiving vector * @param {Vec2} a the first operand * @param {Vec2} b the second operand * @returns {Vec2} out */ export function divide(out, a, b) { out[0] = a[0] / b[0]; out[1] = a[1] / b[1]; return out; } /** * Math.ceil the components of a Vec2 * * @param {Vec2} out the receiving vector * @param {Vec2} a vector to ceil * @returns {Vec2} out */ export function ceil(out, a) { out[0] = Math.ceil(a[0]); out[1] = Math.ceil(a[1]); return out; } /** * Math.floor the components of a Vec2 * * @param {Vec2} out the receiving vector * @param {Vec2} a vector to floor * @returns {Vec2} out */ export function floor(out, a) { out[0] = Math.floor(a[0]); out[1] = Math.floor(a[1]); return out; } /** * Returns the minimum of two Vec2's * * @param {Vec2} out the receiving vector * @param {Vec2} a the first operand * @param {Vec2} b the second operand * @returns {Vec2} out */ export function min(out, a, b) { out[0] = Math.min(a[0], b[0]); out[1] = Math.min(a[1], b[1]); return out; } /** * Returns the maximum of two Vec2's * * @param {Vec2} out the receiving vector * @param {Vec2} a the first operand * @param {Vec2} b the second operand * @returns {Vec2} out */ export function max(out, a, b) { out[0] = Math.max(a[0], b[0]); out[1] = Math.max(a[1], b[1]); return out; } /** * Math.round the components of a Vec2 * * @param {Vec2} out the receiving vector * @param {Vec2} a vector to round * @returns {Vec2} out */ export function round(out, a) { out[0] = Math.round(a[0]); out[1] = Math.round(a[1]); return out; } /** * Scales a Vec2 by a scalar number * * @param {Vec2} out the receiving vector * @param {Vec2} a the vector to scale * @param {Number} b amount to scale the vector by * @returns {Vec2} out */ export function scale(out, a, b) { out[0] = a[0] * b; out[1] = a[1] * b; return out; } /** * Adds two Vec2's after scaling the second operand by a scalar value * * @param {Vec2} out the receiving vector * @param {Vec2} a the first operand * @param {Vec2} b the second operand * @param {Number} scale the amount to scale b by before adding * @returns {Vec2} out */ export function scaleAndAdd(out, a, b, scale) { out[0] = a[0] + b[0] * scale; out[1] = a[1] + b[1] * scale; return out; } /** * Calculates the euclidian distance between two Vec2's * * @param {Vec2} a the first operand * @param {Vec2} b the second operand * @returns {Number} distance between a and b */ export function distance(a, b) { const x = b[0] - a[0], y = b[1] - a[1]; return Math.hypot(x, y); } /** * Calculates the squared euclidian distance between two Vec2's * * @param {Vec2} a the first operand * @param {Vec2} b the second operand * @returns {Number} squared distance between a and b */ export function squaredDistance(a, b) { const x = b[0] - a[0], y = b[1] - a[1]; return x * x + y * y; } /** * Calculates the length of a Vec2 * * @param {Vec2} a vector to calculate length of * @returns {Number} length of a */ export function length(a) { const x = a[0], y = a[1]; return Math.hypot(x, y); } /** * Calculates the squared length of a Vec2 * * @param {Vec2} a vector to calculate squared length of * @returns {Number} squared length of a */ export function squaredLength(a) { const x = a[0], y = a[1]; return x * x + y * y; } /** * Negates the components of a Vec2 * * @param {Vec2} out the receiving vector * @param {Vec2} a vector to negate * @returns {Vec2} out */ export function negate(out, a) { out[0] = -a[0]; out[1] = -a[1]; return out; } /** * Returns the inverse of the components of a Vec2 * * @param {Vec2} out the receiving vector * @param {Vec2} a vector to invert * @returns {Vec2} out */ export function inverse(out, a) { out[0] = 1.0 / a[0]; out[1] = 1.0 / a[1]; return out; } /** * Normalize a Vec2 * * @param {Vec2} out the receiving vector * @param {Vec2} a vector to normalize * @returns {Vec2} out */ export function normalize(out, a) { const x = a[0], y = a[1]; let len = x * x + y * y; if (len > 0) { //TODO: evaluate use of glm_invsqrt here? len = 1 / Math.sqrt(len); } out[0] = a[0] * len; out[1] = a[1] * len; return out; } /** * Calculates the dot product of two Vec2's * * @param {Vec2} a the first operand * @param {Vec2} b the second operand * @returns {Number} dot product of a and b */ export function dot(a, b) { return a[0] * b[0] + a[1] * b[1]; } /** * Computes the cross product of two Vec2's * Note that the cross product must by definition produce a 3D vector * * @param {Vec3} out the receiving vector * @param {Vec2} a the first operand * @param {Vec2} b the second operand * @returns {Vec3} out */ export function cross(out, a, b) { const z = a[0] * b[1] - a[1] * b[0]; out[0] = out[1] = 0; out[2] = z; return out; } /** * Performs a linear interpolation between two Vec2's * * @param {Vec2} out the receiving vector * @param {Vec2} a the first operand * @param {Vec2} b the second operand * @param {Number} t interpolation amount, in the range [0-1], between the two inputs * @returns {Vec2} out */ export function lerp(out, a, b, t) { const ax = a[0], ay = a[1]; out[0] = ax + t * (b[0] - ax); out[1] = ay + t * (b[1] - ay); return out; } /** * Generates a random vector with the given scale * * @param {Vec2} out the receiving vector * @param {Number} [scale] Length of the resulting vector. If omitted, a unit vector will be returned * @returns {Vec2} out */ export function random(out, scale) { scale = scale ?? 1.0; const r = RANDOM() * 2.0 * Math.PI; out[0] = Math.cos(r) * scale; out[1] = Math.sin(r) * scale; return out; } /** * Transforms the Vec2 with a mat2 * * @param {Vec2} out the receiving vector * @param {Vec2} a the vector to transform * @param {ReadOnlyMat2} m matrix to transform with * @returns {Vec2} out */ export function transformMat2(out, a, m) { const x = a[0], y = a[1]; out[0] = m[0] * x + m[2] * y; out[1] = m[1] * x + m[3] * y; return out; } /** * Transforms the Vec2 with a mat2d * * @param {Vec2} out the receiving vector * @param {Vec2} a the vector to transform * @param {Mat2d} m matrix to transform with * @returns {Vec2} out */ export function transformMat2d(out, a, m) { const x = a[0], y = a[1]; out[0] = m[0] * x + m[2] * y + m[4]; out[1] = m[1] * x + m[3] * y + m[5]; return out; } /** * Transforms the Vec2 with a mat3 * 3rd vector component is implicitly '1' * * @param {Vec2} out the receiving vector * @param {Vec2} a the vector to transform * @param {Mat3} m matrix to transform with * @returns {Vec2} out */ export function transformMat3(out, a, m) { const x = a[0], y = a[1]; out[0] = m[0] * x + m[3] * y + m[6]; out[1] = m[1] * x + m[4] * y + m[7]; return out; } /** * Transforms the Vec2 with a mat4 * 3rd vector component is implicitly '0' * 4th vector component is implicitly '1' * * @param {Vec2} out the receiving vector * @param {Vec2} a the vector to transform * @param {Mat4} m matrix to transform with * @returns {Vec2} out */ export function transformMat4(out, a, m) { const x = a[0]; const y = a[1]; out[0] = m[0] * x + m[4] * y + m[12]; out[1] = m[1] * x + m[5] * y + m[13]; return out; } /** * Rotate a 2D vector * @param {Vec2} out The receiving Vec2 * @param {Vec2} a The Vec2 point to rotate * @param {Vec2} b The origin of the rotation * @param {Number} rad The angle of rotation in radians * @returns {Vec2} out */ export function rotate(out, a, b, rad) { //Translate point to the origin const p0 = a[0] - b[0], p1 = a[1] - b[1], sinC = Math.sin(rad), cosC = Math.cos(rad); //perform rotation and translate to correct position out[0] = p0 * cosC - p1 * sinC + b[0]; out[1] = p0 * sinC + p1 * cosC + b[1]; return out; } /** * Get the angle between two 2D vectors * @param {Vec2} a The first operand * @param {Vec2} b The second operand * @returns {Number} The angle in radians */ export function angle(a, b) { const x1 = a[0], y1 = a[1], x2 = b[0], y2 = b[1], // mag is the product of the magnitudes of a and b mag = Math.sqrt((x1 * x1 + y1 * y1) * (x2 * x2 + y2 * y2)), // mag &&.. short circuits if mag == 0 cosine = mag && (x1 * x2 + y1 * y2) / mag; // Math.min(Math.max(cosine, -1), 1) clamps the cosine between -1 and 1 return Math.acos(Math.min(Math.max(cosine, -1), 1)); } /** * Set the components of a Vec2 to zero * * @param {Vec2} out the receiving vector * @returns {Vec2} out */ export function zero(out) { out[0] = 0.0; out[1] = 0.0; return out; } /** * Returns a string representation of a vector * * @param {Vec2} a vector to represent as a string * @returns {String} string representation of the vector */ export function str(a) { return `Vec2(${a[0]}, ${a[1]})`; } /** * Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===) * * @param {Vec2} a The first vector. * @param {Vec2} b The second vector. * @returns {Boolean} True if the vectors are equal, false otherwise. */ export function exactEquals(a, b) { return a[0] === b[0] && a[1] === b[1]; } /** * Returns whether or not the vectors have approximately the same elements in the same position. * * @param {Vec2} a The first vector. * @param {Vec2} b The second vector. * @returns {Boolean} True if the vectors are equal, false otherwise. */ export function equals(a, b) { const a0 = a[0], a1 = a[1]; const b0 = b[0], b1 = b[1]; return (Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1))); } /** * Alias for {@link length} * @function */ export const len = length; /** * Alias for {@link subtract} * @function */ export const sub = subtract; /** * Alias for {@link multiply} * @function */ export const mul = multiply; /** * Alias for {@link divide} * @function */ export const div = divide; /** * Alias for {@link distance} * @function */ export const dist = distance; /** * Alias for {@link vsquaredDistance} * @function */ export const sqrDist = squaredDistance; /** * Alias for {@link squaredLength} * @function */ export const sqrLen = squaredLength; /** * Perform some operation over an array of Vec2s. * * @param {Array} a the array of vectors to iterate over * @param {Number} stride Number of elements between the start of each Vec2. If 0 assumes tightly packed * @param {Number} offset Number of elements to skip at the beginning of the array * @param {Number} count Number of Vec2s to iterate over. If 0 iterates over entire array * @param {Function} fn Function to call for each vector in the array * @param {Object} [arg] additional argument to pass to fn * @returns {Array} a * @function */ export const forEach = (function () { const vec = []; return function (a, stride, offset, count, fn, arg) { let i, l; if (!stride) { stride = 2; } if (!offset) { offset = 0; } if (count) { l = Math.min(count * stride + offset, a.length); } else { l = a.length; } for (i = offset; i < l; i += stride) { /* eslint-disable @typescript-eslint/no-non-null-assertion */ vec[0] = a[i]; vec[1] = a[i + 1]; /* eslint-enable @typescript-eslint/no-non-null-assertion */ fn(vec, vec, arg); a[i] = vec[0]; a[i + 1] = vec[1]; } return a; }; })(); //# sourceMappingURL=vec2.js.map