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fury-js

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WebGL Game Engine

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const { ARRAY_TYPE, EPSILON, RANDOM, round } = require("./common.js"); /** * 2 Dimensional Vector * @module vec2 */ /** * Creates a new, empty vec2 * * @returns {vec2} a new 2D vector */ exports.create = function() { let out = new ARRAY_TYPE(2); out[0] = 0; out[1] = 0; return out; }; /** * Creates a new vec2 initialized with values from an existing vector * * @param {ReadonlyVec2} a vector to clone * @returns {vec2} a new 2D vector */ exports.clone = function(a) { let out = new ARRAY_TYPE(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 */ exports.fromValues = function(x, y) { let out = new ARRAY_TYPE(2); out[0] = x; out[1] = y; return out; }; /** * Copy the values from one vec2 to another * * @param {vec2} out the receiving vector * @param {ReadonlyVec2} a the source vector * @returns {vec2} out */ exports.copy = function(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 */ exports.set = function(out, x, y) { out[0] = x; out[1] = y; return out; }; /** * Adds two vec2's * * @param {vec2} out the receiving vector * @param {ReadonlyVec2} a the first operand * @param {ReadonlyVec2} b the second operand * @returns {vec2} out */ exports.add = function(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 {ReadonlyVec2} a the first operand * @param {ReadonlyVec2} b the second operand * @returns {vec2} out */ exports.subtract = function(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 {ReadonlyVec2} a the first operand * @param {ReadonlyVec2} b the second operand * @returns {vec2} out */ exports.multiply = function(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 {ReadonlyVec2} a the first operand * @param {ReadonlyVec2} b the second operand * @returns {vec2} out */ exports.divide = function(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 {ReadonlyVec2} a vector to ceil * @returns {vec2} out */ exports.ceil = function(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 {ReadonlyVec2} a vector to floor * @returns {vec2} out */ exports.floor = function(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 {ReadonlyVec2} a the first operand * @param {ReadonlyVec2} b the second operand * @returns {vec2} out */ exports.min = function(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 {ReadonlyVec2} a the first operand * @param {ReadonlyVec2} b the second operand * @returns {vec2} out */ exports.max = function(out, a, b) { out[0] = Math.max(a[0], b[0]); out[1] = Math.max(a[1], b[1]); return out; }; /** * symmetric round the components of a vec2 * * @param {vec2} out the receiving vector * @param {ReadonlyVec2} a vector to round * @returns {vec2} out */ exports.round = function(out, a) { out[0] = round(a[0]); out[1] = round(a[1]); return out; }; /** * Scales a vec2 by a scalar number * * @param {vec2} out the receiving vector * @param {ReadonlyVec2} a the vector to scale * @param {Number} b amount to scale the vector by * @returns {vec2} out */ exports.scale = function(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 {ReadonlyVec2} a the first operand * @param {ReadonlyVec2} b the second operand * @param {Number} scale the amount to scale b by before adding * @returns {vec2} out */ exports.scaleAndAdd = function(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 {ReadonlyVec2} a the first operand * @param {ReadonlyVec2} b the second operand * @returns {Number} distance between a and b */ exports.distance = function(a, b) { var x = b[0] - a[0], y = b[1] - a[1]; return Math.sqrt(x * x + y * y); }; /** * Calculates the squared euclidian distance between two vec2's * * @param {ReadonlyVec2} a the first operand * @param {ReadonlyVec2} b the second operand * @returns {Number} squared distance between a and b */ exports.squaredDistance = function(a, b) { var x = b[0] - a[0], y = b[1] - a[1]; return x * x + y * y; }; /** * Calculates the length of a vec2 * * @param {ReadonlyVec2} a vector to calculate length of * @returns {Number} length of a */ exports.length = function(a) { var x = a[0], y = a[1]; return Math.sqrt(x * x + y * y); }; /** * Calculates the squared length of a vec2 * * @param {ReadonlyVec2} a vector to calculate squared length of * @returns {Number} squared length of a */ exports.squaredLength = function(a) { var x = a[0], y = a[1]; return x * x + y * y; }; /** * Negates the components of a vec2 * * @param {vec2} out the receiving vector * @param {ReadonlyVec2} a vector to negate * @returns {vec2} out */ exports.negate = function(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 {ReadonlyVec2} a vector to invert * @returns {vec2} out */ exports.inverse = function(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 {ReadonlyVec2} a vector to normalize * @returns {vec2} out */ exports.normalize = function(out, a) { var x = a[0], y = a[1]; var 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 {ReadonlyVec2} a the first operand * @param {ReadonlyVec2} b the second operand * @returns {Number} dot product of a and b */ exports.dot = function(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 {ReadonlyVec2} a the first operand * @param {ReadonlyVec2} b the second operand * @returns {vec3} out */ exports.cross = function(out, a, b) { var 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 {ReadonlyVec2} a the first operand * @param {ReadonlyVec2} b the second operand * @param {Number} t interpolation amount, in the range [0-1], between the two inputs * @returns {vec2} out */ exports.lerp = function(out, a, b, t) { var 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 */ exports.random = function(out, scale) { scale = scale === undefined ? 1.0 : scale; var 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 {ReadonlyVec2} a the vector to transform * @param {ReadonlyMat2} m matrix to transform with * @returns {vec2} out */ exports.transformMat2 = function(out, a, m) { var 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 {ReadonlyVec2} a the vector to transform * @param {ReadonlyMat2d} m matrix to transform with * @returns {vec2} out */ exports.transformMat2d = function(out, a, m) { var 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 {ReadonlyVec2} a the vector to transform * @param {ReadonlyMat3} m matrix to transform with * @returns {vec2} out */ exports.transformMat3 = function(out, a, m) { var 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 {ReadonlyVec2} a the vector to transform * @param {ReadonlyMat4} m matrix to transform with * @returns {vec2} out */ exports.transformMat4 = function(out, a, m) { let x = a[0]; let 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 {ReadonlyVec2} a The vec2 point to rotate * @param {ReadonlyVec2} b The origin of the rotation * @param {Number} rad The angle of rotation in radians * @returns {vec2} out */ exports.rotate = function(out, a, b, rad) { //Translate point to the origin let 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 {ReadonlyVec2} a The first operand * @param {ReadonlyVec2} b The second operand * @returns {Number} The angle in radians */ exports.angle = function(a, b) { let 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 */ exports.zero = function(out) { out[0] = 0.0; out[1] = 0.0; return out; }; /** * Returns a string representation of a vector * * @param {ReadonlyVec2} a vector to represent as a string * @returns {String} string representation of the vector */ exports.str = function(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 {ReadonlyVec2} a The first vector. * @param {ReadonlyVec2} b The second vector. * @returns {Boolean} True if the vectors are equal, false otherwise. */ exports.exactEquals = function(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 {ReadonlyVec2} a The first vector. * @param {ReadonlyVec2} b The second vector. * @returns {Boolean} True if the vectors are equal, false otherwise. */ exports.equals = function(a, b) { let a0 = a[0], a1 = a[1]; let 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 vec2.length} * @function */ exports.len = exports.length; /** * Alias for {@link vec2.subtract} * @function */ exports.sub = exports.subtract; /** * Alias for {@link vec2.multiply} * @function */ exports.mul = exports.multiply; /** * Alias for {@link vec2.divide} * @function */ exports.div = exports.divide; /** * Alias for {@link vec2.distance} * @function */ exports.dist = exports.distance; /** * Alias for {@link vec2.squaredDistance} * @function */ exports.sqrDist = exports.squaredDistance; /** * Alias for {@link vec2.squaredLength} * @function */ exports.sqrLen = exports.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 */ exports.forEach = (function() { let vec = exports.create(); 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) { vec[0] = a[i]; vec[1] = a[i + 1]; fn(vec, vec, arg); a[i] = vec[0]; a[i + 1] = vec[1]; } return a; }; })(); /** * vec2 pool for minimising garbage allocation */ exports.Pool = (function(){ let stack = []; for (let i = 0; i < 5; i++) { stack.push(exports.create()); } return { /** * return a borrowed vec2 to the pool * @param {vec2} */ return: (v) => { stack.push(exports.zero(v)); }, /** * request a vec2 from the pool * @returns {vec2} */ request: () => { if (stack.length > 0) { return stack.pop(); } return exports.create(); } } })(); exports.ZERO = Object.freeze(exports.create()); exports.ONE = Object.freeze(exports.fromValues(1,1)); exports.X = Object.freeze(exports.fromValues(1,0)); exports.Y = Object.freeze(exports.fromValues(0,1)); exports.NEG_X = Object.freeze(exports.fromValues(-1,0)); exports.NEG_Y = Object.freeze(exports.fromValues(0,-1));