piling.js
Version:
A WebGL-based Library for Visual Piling/Stacking
1,646 lines (1,391 loc) • 994 kB
JavaScript
(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('pixi.js')) :
typeof define === 'function' && define.amd ? define(['exports', 'pixi.js'], factory) :
(global = global || self, factory(global.pilingJs = {}, global.PIXI));
}(this, (function (exports, PIXI) { 'use strict';
function asyncGeneratorStep(gen, resolve, reject, _next, _throw, key, arg) {
try {
var info = gen[key](arg);
var value = info.value;
} catch (error) {
reject(error);
return;
}
if (info.done) {
resolve(value);
} else {
Promise.resolve(value).then(_next, _throw);
}
}
function _asyncToGenerator(fn) {
return function () {
var self = this,
args = arguments;
return new Promise(function (resolve, reject) {
var gen = fn.apply(self, args);
function _next(value) {
asyncGeneratorStep(gen, resolve, reject, _next, _throw, "next", value);
}
function _throw(err) {
asyncGeneratorStep(gen, resolve, reject, _next, _throw, "throw", err);
}
_next(undefined);
});
};
}
var asyncToGenerator = _asyncToGenerator;
var commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {};
function unwrapExports (x) {
return x && x.__esModule && Object.prototype.hasOwnProperty.call(x, 'default') ? x['default'] : x;
}
function createCommonjsModule(fn, basedir, module) {
return module = {
path: basedir,
exports: {},
require: function (path, base) {
return commonjsRequire(path, (base === undefined || base === null) ? module.path : base);
}
}, fn(module, module.exports), module.exports;
}
function commonjsRequire () {
throw new Error('Dynamic requires are not currently supported by @rollup/plugin-commonjs');
}
var runtime_1 = createCommonjsModule(function (module) {
/**
* Copyright (c) 2014-present, Facebook, Inc.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
var runtime = function (exports) {
var Op = Object.prototype;
var hasOwn = Op.hasOwnProperty;
var undefined$1; // More compressible than void 0.
var $Symbol = typeof Symbol === "function" ? Symbol : {};
var iteratorSymbol = $Symbol.iterator || "@@iterator";
var asyncIteratorSymbol = $Symbol.asyncIterator || "@@asyncIterator";
var toStringTagSymbol = $Symbol.toStringTag || "@@toStringTag";
function wrap(innerFn, outerFn, self, tryLocsList) {
// If outerFn provided and outerFn.prototype is a Generator, then outerFn.prototype instanceof Generator.
var protoGenerator = outerFn && outerFn.prototype instanceof Generator ? outerFn : Generator;
var generator = Object.create(protoGenerator.prototype);
var context = new Context(tryLocsList || []); // The ._invoke method unifies the implementations of the .next,
// .throw, and .return methods.
generator._invoke = makeInvokeMethod(innerFn, self, context);
return generator;
}
exports.wrap = wrap; // Try/catch helper to minimize deoptimizations. Returns a completion
// record like context.tryEntries[i].completion. This interface could
// have been (and was previously) designed to take a closure to be
// invoked without arguments, but in all the cases we care about we
// already have an existing method we want to call, so there's no need
// to create a new function object. We can even get away with assuming
// the method takes exactly one argument, since that happens to be true
// in every case, so we don't have to touch the arguments object. The
// only additional allocation required is the completion record, which
// has a stable shape and so hopefully should be cheap to allocate.
function tryCatch(fn, obj, arg) {
try {
return {
type: "normal",
arg: fn.call(obj, arg)
};
} catch (err) {
return {
type: "throw",
arg: err
};
}
}
var GenStateSuspendedStart = "suspendedStart";
var GenStateSuspendedYield = "suspendedYield";
var GenStateExecuting = "executing";
var GenStateCompleted = "completed"; // Returning this object from the innerFn has the same effect as
// breaking out of the dispatch switch statement.
var ContinueSentinel = {}; // Dummy constructor functions that we use as the .constructor and
// .constructor.prototype properties for functions that return Generator
// objects. For full spec compliance, you may wish to configure your
// minifier not to mangle the names of these two functions.
function Generator() {}
function GeneratorFunction() {}
function GeneratorFunctionPrototype() {} // This is a polyfill for %IteratorPrototype% for environments that
// don't natively support it.
var IteratorPrototype = {};
IteratorPrototype[iteratorSymbol] = function () {
return this;
};
var getProto = Object.getPrototypeOf;
var NativeIteratorPrototype = getProto && getProto(getProto(values([])));
if (NativeIteratorPrototype && NativeIteratorPrototype !== Op && hasOwn.call(NativeIteratorPrototype, iteratorSymbol)) {
// This environment has a native %IteratorPrototype%; use it instead
// of the polyfill.
IteratorPrototype = NativeIteratorPrototype;
}
var Gp = GeneratorFunctionPrototype.prototype = Generator.prototype = Object.create(IteratorPrototype);
GeneratorFunction.prototype = Gp.constructor = GeneratorFunctionPrototype;
GeneratorFunctionPrototype.constructor = GeneratorFunction;
GeneratorFunctionPrototype[toStringTagSymbol] = GeneratorFunction.displayName = "GeneratorFunction"; // Helper for defining the .next, .throw, and .return methods of the
// Iterator interface in terms of a single ._invoke method.
function defineIteratorMethods(prototype) {
["next", "throw", "return"].forEach(function (method) {
prototype[method] = function (arg) {
return this._invoke(method, arg);
};
});
}
exports.isGeneratorFunction = function (genFun) {
var ctor = typeof genFun === "function" && genFun.constructor;
return ctor ? ctor === GeneratorFunction || // For the native GeneratorFunction constructor, the best we can
// do is to check its .name property.
(ctor.displayName || ctor.name) === "GeneratorFunction" : false;
};
exports.mark = function (genFun) {
if (Object.setPrototypeOf) {
Object.setPrototypeOf(genFun, GeneratorFunctionPrototype);
} else {
genFun.__proto__ = GeneratorFunctionPrototype;
if (!(toStringTagSymbol in genFun)) {
genFun[toStringTagSymbol] = "GeneratorFunction";
}
}
genFun.prototype = Object.create(Gp);
return genFun;
}; // Within the body of any async function, `await x` is transformed to
// `yield regeneratorRuntime.awrap(x)`, so that the runtime can test
// `hasOwn.call(value, "__await")` to determine if the yielded value is
// meant to be awaited.
exports.awrap = function (arg) {
return {
__await: arg
};
};
function AsyncIterator(generator, PromiseImpl) {
function invoke(method, arg, resolve, reject) {
var record = tryCatch(generator[method], generator, arg);
if (record.type === "throw") {
reject(record.arg);
} else {
var result = record.arg;
var value = result.value;
if (value && typeof value === "object" && hasOwn.call(value, "__await")) {
return PromiseImpl.resolve(value.__await).then(function (value) {
invoke("next", value, resolve, reject);
}, function (err) {
invoke("throw", err, resolve, reject);
});
}
return PromiseImpl.resolve(value).then(function (unwrapped) {
// When a yielded Promise is resolved, its final value becomes
// the .value of the Promise<{value,done}> result for the
// current iteration.
result.value = unwrapped;
resolve(result);
}, function (error) {
// If a rejected Promise was yielded, throw the rejection back
// into the async generator function so it can be handled there.
return invoke("throw", error, resolve, reject);
});
}
}
var previousPromise;
function enqueue(method, arg) {
function callInvokeWithMethodAndArg() {
return new PromiseImpl(function (resolve, reject) {
invoke(method, arg, resolve, reject);
});
}
return previousPromise = // If enqueue has been called before, then we want to wait until
// all previous Promises have been resolved before calling invoke,
// so that results are always delivered in the correct order. If
// enqueue has not been called before, then it is important to
// call invoke immediately, without waiting on a callback to fire,
// so that the async generator function has the opportunity to do
// any necessary setup in a predictable way. This predictability
// is why the Promise constructor synchronously invokes its
// executor callback, and why async functions synchronously
// execute code before the first await. Since we implement simple
// async functions in terms of async generators, it is especially
// important to get this right, even though it requires care.
previousPromise ? previousPromise.then(callInvokeWithMethodAndArg, // Avoid propagating failures to Promises returned by later
// invocations of the iterator.
callInvokeWithMethodAndArg) : callInvokeWithMethodAndArg();
} // Define the unified helper method that is used to implement .next,
// .throw, and .return (see defineIteratorMethods).
this._invoke = enqueue;
}
defineIteratorMethods(AsyncIterator.prototype);
AsyncIterator.prototype[asyncIteratorSymbol] = function () {
return this;
};
exports.AsyncIterator = AsyncIterator; // Note that simple async functions are implemented on top of
// AsyncIterator objects; they just return a Promise for the value of
// the final result produced by the iterator.
exports.async = function (innerFn, outerFn, self, tryLocsList, PromiseImpl) {
if (PromiseImpl === void 0) PromiseImpl = Promise;
var iter = new AsyncIterator(wrap(innerFn, outerFn, self, tryLocsList), PromiseImpl);
return exports.isGeneratorFunction(outerFn) ? iter // If outerFn is a generator, return the full iterator.
: iter.next().then(function (result) {
return result.done ? result.value : iter.next();
});
};
function makeInvokeMethod(innerFn, self, context) {
var state = GenStateSuspendedStart;
return function invoke(method, arg) {
if (state === GenStateExecuting) {
throw new Error("Generator is already running");
}
if (state === GenStateCompleted) {
if (method === "throw") {
throw arg;
} // Be forgiving, per 25.3.3.3.3 of the spec:
// https://people.mozilla.org/~jorendorff/es6-draft.html#sec-generatorresume
return doneResult();
}
context.method = method;
context.arg = arg;
while (true) {
var delegate = context.delegate;
if (delegate) {
var delegateResult = maybeInvokeDelegate(delegate, context);
if (delegateResult) {
if (delegateResult === ContinueSentinel) continue;
return delegateResult;
}
}
if (context.method === "next") {
// Setting context._sent for legacy support of Babel's
// function.sent implementation.
context.sent = context._sent = context.arg;
} else if (context.method === "throw") {
if (state === GenStateSuspendedStart) {
state = GenStateCompleted;
throw context.arg;
}
context.dispatchException(context.arg);
} else if (context.method === "return") {
context.abrupt("return", context.arg);
}
state = GenStateExecuting;
var record = tryCatch(innerFn, self, context);
if (record.type === "normal") {
// If an exception is thrown from innerFn, we leave state ===
// GenStateExecuting and loop back for another invocation.
state = context.done ? GenStateCompleted : GenStateSuspendedYield;
if (record.arg === ContinueSentinel) {
continue;
}
return {
value: record.arg,
done: context.done
};
} else if (record.type === "throw") {
state = GenStateCompleted; // Dispatch the exception by looping back around to the
// context.dispatchException(context.arg) call above.
context.method = "throw";
context.arg = record.arg;
}
}
};
} // Call delegate.iterator[context.method](context.arg) and handle the
// result, either by returning a { value, done } result from the
// delegate iterator, or by modifying context.method and context.arg,
// setting context.delegate to null, and returning the ContinueSentinel.
function maybeInvokeDelegate(delegate, context) {
var method = delegate.iterator[context.method];
if (method === undefined$1) {
// A .throw or .return when the delegate iterator has no .throw
// method always terminates the yield* loop.
context.delegate = null;
if (context.method === "throw") {
// Note: ["return"] must be used for ES3 parsing compatibility.
if (delegate.iterator["return"]) {
// If the delegate iterator has a return method, give it a
// chance to clean up.
context.method = "return";
context.arg = undefined$1;
maybeInvokeDelegate(delegate, context);
if (context.method === "throw") {
// If maybeInvokeDelegate(context) changed context.method from
// "return" to "throw", let that override the TypeError below.
return ContinueSentinel;
}
}
context.method = "throw";
context.arg = new TypeError("The iterator does not provide a 'throw' method");
}
return ContinueSentinel;
}
var record = tryCatch(method, delegate.iterator, context.arg);
if (record.type === "throw") {
context.method = "throw";
context.arg = record.arg;
context.delegate = null;
return ContinueSentinel;
}
var info = record.arg;
if (!info) {
context.method = "throw";
context.arg = new TypeError("iterator result is not an object");
context.delegate = null;
return ContinueSentinel;
}
if (info.done) {
// Assign the result of the finished delegate to the temporary
// variable specified by delegate.resultName (see delegateYield).
context[delegate.resultName] = info.value; // Resume execution at the desired location (see delegateYield).
context.next = delegate.nextLoc; // If context.method was "throw" but the delegate handled the
// exception, let the outer generator proceed normally. If
// context.method was "next", forget context.arg since it has been
// "consumed" by the delegate iterator. If context.method was
// "return", allow the original .return call to continue in the
// outer generator.
if (context.method !== "return") {
context.method = "next";
context.arg = undefined$1;
}
} else {
// Re-yield the result returned by the delegate method.
return info;
} // The delegate iterator is finished, so forget it and continue with
// the outer generator.
context.delegate = null;
return ContinueSentinel;
} // Define Generator.prototype.{next,throw,return} in terms of the
// unified ._invoke helper method.
defineIteratorMethods(Gp);
Gp[toStringTagSymbol] = "Generator"; // A Generator should always return itself as the iterator object when the
// @@iterator function is called on it. Some browsers' implementations of the
// iterator prototype chain incorrectly implement this, causing the Generator
// object to not be returned from this call. This ensures that doesn't happen.
// See https://github.com/facebook/regenerator/issues/274 for more details.
Gp[iteratorSymbol] = function () {
return this;
};
Gp.toString = function () {
return "[object Generator]";
};
function pushTryEntry(locs) {
var entry = {
tryLoc: locs[0]
};
if (1 in locs) {
entry.catchLoc = locs[1];
}
if (2 in locs) {
entry.finallyLoc = locs[2];
entry.afterLoc = locs[3];
}
this.tryEntries.push(entry);
}
function resetTryEntry(entry) {
var record = entry.completion || {};
record.type = "normal";
delete record.arg;
entry.completion = record;
}
function Context(tryLocsList) {
// The root entry object (effectively a try statement without a catch
// or a finally block) gives us a place to store values thrown from
// locations where there is no enclosing try statement.
this.tryEntries = [{
tryLoc: "root"
}];
tryLocsList.forEach(pushTryEntry, this);
this.reset(true);
}
exports.keys = function (object) {
var keys = [];
for (var key in object) {
keys.push(key);
}
keys.reverse(); // Rather than returning an object with a next method, we keep
// things simple and return the next function itself.
return function next() {
while (keys.length) {
var key = keys.pop();
if (key in object) {
next.value = key;
next.done = false;
return next;
}
} // To avoid creating an additional object, we just hang the .value
// and .done properties off the next function object itself. This
// also ensures that the minifier will not anonymize the function.
next.done = true;
return next;
};
};
function values(iterable) {
if (iterable) {
var iteratorMethod = iterable[iteratorSymbol];
if (iteratorMethod) {
return iteratorMethod.call(iterable);
}
if (typeof iterable.next === "function") {
return iterable;
}
if (!isNaN(iterable.length)) {
var i = -1,
next = function next() {
while (++i < iterable.length) {
if (hasOwn.call(iterable, i)) {
next.value = iterable[i];
next.done = false;
return next;
}
}
next.value = undefined$1;
next.done = true;
return next;
};
return next.next = next;
}
} // Return an iterator with no values.
return {
next: doneResult
};
}
exports.values = values;
function doneResult() {
return {
value: undefined$1,
done: true
};
}
Context.prototype = {
constructor: Context,
reset: function (skipTempReset) {
this.prev = 0;
this.next = 0; // Resetting context._sent for legacy support of Babel's
// function.sent implementation.
this.sent = this._sent = undefined$1;
this.done = false;
this.delegate = null;
this.method = "next";
this.arg = undefined$1;
this.tryEntries.forEach(resetTryEntry);
if (!skipTempReset) {
for (var name in this) {
// Not sure about the optimal order of these conditions:
if (name.charAt(0) === "t" && hasOwn.call(this, name) && !isNaN(+name.slice(1))) {
this[name] = undefined$1;
}
}
}
},
stop: function () {
this.done = true;
var rootEntry = this.tryEntries[0];
var rootRecord = rootEntry.completion;
if (rootRecord.type === "throw") {
throw rootRecord.arg;
}
return this.rval;
},
dispatchException: function (exception) {
if (this.done) {
throw exception;
}
var context = this;
function handle(loc, caught) {
record.type = "throw";
record.arg = exception;
context.next = loc;
if (caught) {
// If the dispatched exception was caught by a catch block,
// then let that catch block handle the exception normally.
context.method = "next";
context.arg = undefined$1;
}
return !!caught;
}
for (var i = this.tryEntries.length - 1; i >= 0; --i) {
var entry = this.tryEntries[i];
var record = entry.completion;
if (entry.tryLoc === "root") {
// Exception thrown outside of any try block that could handle
// it, so set the completion value of the entire function to
// throw the exception.
return handle("end");
}
if (entry.tryLoc <= this.prev) {
var hasCatch = hasOwn.call(entry, "catchLoc");
var hasFinally = hasOwn.call(entry, "finallyLoc");
if (hasCatch && hasFinally) {
if (this.prev < entry.catchLoc) {
return handle(entry.catchLoc, true);
} else if (this.prev < entry.finallyLoc) {
return handle(entry.finallyLoc);
}
} else if (hasCatch) {
if (this.prev < entry.catchLoc) {
return handle(entry.catchLoc, true);
}
} else if (hasFinally) {
if (this.prev < entry.finallyLoc) {
return handle(entry.finallyLoc);
}
} else {
throw new Error("try statement without catch or finally");
}
}
}
},
abrupt: function (type, arg) {
for (var i = this.tryEntries.length - 1; i >= 0; --i) {
var entry = this.tryEntries[i];
if (entry.tryLoc <= this.prev && hasOwn.call(entry, "finallyLoc") && this.prev < entry.finallyLoc) {
var finallyEntry = entry;
break;
}
}
if (finallyEntry && (type === "break" || type === "continue") && finallyEntry.tryLoc <= arg && arg <= finallyEntry.finallyLoc) {
// Ignore the finally entry if control is not jumping to a
// location outside the try/catch block.
finallyEntry = null;
}
var record = finallyEntry ? finallyEntry.completion : {};
record.type = type;
record.arg = arg;
if (finallyEntry) {
this.method = "next";
this.next = finallyEntry.finallyLoc;
return ContinueSentinel;
}
return this.complete(record);
},
complete: function (record, afterLoc) {
if (record.type === "throw") {
throw record.arg;
}
if (record.type === "break" || record.type === "continue") {
this.next = record.arg;
} else if (record.type === "return") {
this.rval = this.arg = record.arg;
this.method = "return";
this.next = "end";
} else if (record.type === "normal" && afterLoc) {
this.next = afterLoc;
}
return ContinueSentinel;
},
finish: function (finallyLoc) {
for (var i = this.tryEntries.length - 1; i >= 0; --i) {
var entry = this.tryEntries[i];
if (entry.finallyLoc === finallyLoc) {
this.complete(entry.completion, entry.afterLoc);
resetTryEntry(entry);
return ContinueSentinel;
}
}
},
"catch": function (tryLoc) {
for (var i = this.tryEntries.length - 1; i >= 0; --i) {
var entry = this.tryEntries[i];
if (entry.tryLoc === tryLoc) {
var record = entry.completion;
if (record.type === "throw") {
var thrown = record.arg;
resetTryEntry(entry);
}
return thrown;
}
} // The context.catch method must only be called with a location
// argument that corresponds to a known catch block.
throw new Error("illegal catch attempt");
},
delegateYield: function (iterable, resultName, nextLoc) {
this.delegate = {
iterator: values(iterable),
resultName: resultName,
nextLoc: nextLoc
};
if (this.method === "next") {
// Deliberately forget the last sent value so that we don't
// accidentally pass it on to the delegate.
this.arg = undefined$1;
}
return ContinueSentinel;
}
}; // Regardless of whether this script is executing as a CommonJS module
// or not, return the runtime object so that we can declare the variable
// regeneratorRuntime in the outer scope, which allows this module to be
// injected easily by `bin/regenerator --include-runtime script.js`.
return exports;
}( // If this script is executing as a CommonJS module, use module.exports
// as the regeneratorRuntime namespace. Otherwise create a new empty
// object. Either way, the resulting object will be used to initialize
// the regeneratorRuntime variable at the top of this file.
module.exports );
try {
regeneratorRuntime = runtime;
} catch (accidentalStrictMode) {
// This module should not be running in strict mode, so the above
// assignment should always work unless something is misconfigured. Just
// in case runtime.js accidentally runs in strict mode, we can escape
// strict mode using a global Function call. This could conceivably fail
// if a Content Security Policy forbids using Function, but in that case
// the proper solution is to fix the accidental strict mode problem. If
// you've misconfigured your bundler to force strict mode and applied a
// CSP to forbid Function, and you're not willing to fix either of those
// problems, please detail your unique predicament in a GitHub issue.
Function("r", "regeneratorRuntime = r")(runtime);
}
});
var regenerator = runtime_1;
function _arrayLikeToArray(arr, len) {
if (len == null || len > arr.length) len = arr.length;
for (var i = 0, arr2 = new Array(len); i < len; i++) {
arr2[i] = arr[i];
}
return arr2;
}
var arrayLikeToArray = _arrayLikeToArray;
function _arrayWithoutHoles(arr) {
if (Array.isArray(arr)) return arrayLikeToArray(arr);
}
var arrayWithoutHoles = _arrayWithoutHoles;
function _iterableToArray(iter) {
if (typeof Symbol !== "undefined" && Symbol.iterator in Object(iter)) return Array.from(iter);
}
var iterableToArray = _iterableToArray;
function _unsupportedIterableToArray(o, minLen) {
if (!o) return;
if (typeof o === "string") return arrayLikeToArray(o, minLen);
var n = Object.prototype.toString.call(o).slice(8, -1);
if (n === "Object" && o.constructor) n = o.constructor.name;
if (n === "Map" || n === "Set") return Array.from(o);
if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return arrayLikeToArray(o, minLen);
}
var unsupportedIterableToArray = _unsupportedIterableToArray;
function _nonIterableSpread() {
throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
var nonIterableSpread = _nonIterableSpread;
function _toConsumableArray(arr) {
return arrayWithoutHoles(arr) || iterableToArray(arr) || unsupportedIterableToArray(arr) || nonIterableSpread();
}
var toConsumableArray = _toConsumableArray;
function _defineProperty(obj, key, value) {
if (key in obj) {
Object.defineProperty(obj, key, {
value: value,
enumerable: true,
configurable: true,
writable: true
});
} else {
obj[key] = value;
}
return obj;
}
var defineProperty = _defineProperty;
function _arrayWithHoles(arr) {
if (Array.isArray(arr)) return arr;
}
var arrayWithHoles = _arrayWithHoles;
function _iterableToArrayLimit(arr, i) {
if (typeof Symbol === "undefined" || !(Symbol.iterator in Object(arr))) return;
var _arr = [];
var _n = true;
var _d = false;
var _e = undefined;
try {
for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) {
_arr.push(_s.value);
if (i && _arr.length === i) break;
}
} catch (err) {
_d = true;
_e = err;
} finally {
try {
if (!_n && _i["return"] != null) _i["return"]();
} finally {
if (_d) throw _e;
}
}
return _arr;
}
var iterableToArrayLimit = _iterableToArrayLimit;
function _nonIterableRest() {
throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
}
var nonIterableRest = _nonIterableRest;
function _slicedToArray(arr, i) {
return arrayWithHoles(arr) || iterableToArrayLimit(arr, i) || unsupportedIterableToArray(arr, i) || nonIterableRest();
}
var slicedToArray = _slicedToArray;
/**
* Common utilities
* @module glMatrix
*/
// Configuration Constants
var EPSILON = 0.000001;
var ARRAY_TYPE = typeof Float32Array !== 'undefined' ? Float32Array : Array;
if (!Math.hypot) Math.hypot = function () {
var y = 0,
i = arguments.length;
while (i--) {
y += arguments[i] * arguments[i];
}
return Math.sqrt(y);
};
/**
* 4x4 Matrix<br>Format: column-major, when typed out it looks like row-major<br>The matrices are being post multiplied.
* @module mat4
*/
/**
* Creates a new identity mat4
*
* @returns {mat4} a new 4x4 matrix
*/
function create() {
var out = new ARRAY_TYPE(16);
if (ARRAY_TYPE != Float32Array) {
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[11] = 0;
out[12] = 0;
out[13] = 0;
out[14] = 0;
}
out[0] = 1;
out[5] = 1;
out[10] = 1;
out[15] = 1;
return out;
}
/**
* Creates a new mat4 initialized with values from an existing matrix
*
* @param {mat4} a matrix to clone
* @returns {mat4} a new 4x4 matrix
*/
function clone(a) {
var out = new ARRAY_TYPE(16);
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
out[4] = a[4];
out[5] = a[5];
out[6] = a[6];
out[7] = a[7];
out[8] = a[8];
out[9] = a[9];
out[10] = a[10];
out[11] = a[11];
out[12] = a[12];
out[13] = a[13];
out[14] = a[14];
out[15] = a[15];
return out;
}
/**
* Inverts a mat4
*
* @param {mat4} out the receiving matrix
* @param {mat4} a the source matrix
* @returns {mat4} out
*/
function invert(out, a) {
var a00 = a[0],
a01 = a[1],
a02 = a[2],
a03 = a[3];
var a10 = a[4],
a11 = a[5],
a12 = a[6],
a13 = a[7];
var a20 = a[8],
a21 = a[9],
a22 = a[10],
a23 = a[11];
var a30 = a[12],
a31 = a[13],
a32 = a[14],
a33 = a[15];
var b00 = a00 * a11 - a01 * a10;
var b01 = a00 * a12 - a02 * a10;
var b02 = a00 * a13 - a03 * a10;
var b03 = a01 * a12 - a02 * a11;
var b04 = a01 * a13 - a03 * a11;
var b05 = a02 * a13 - a03 * a12;
var b06 = a20 * a31 - a21 * a30;
var b07 = a20 * a32 - a22 * a30;
var b08 = a20 * a33 - a23 * a30;
var b09 = a21 * a32 - a22 * a31;
var b10 = a21 * a33 - a23 * a31;
var b11 = a22 * a33 - a23 * a32; // Calculate the determinant
var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
if (!det) {
return null;
}
det = 1.0 / det;
out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
return out;
}
/**
* Multiplies two mat4s
*
* @param {mat4} out the receiving matrix
* @param {mat4} a the first operand
* @param {mat4} b the second operand
* @returns {mat4} out
*/
function multiply(out, a, b) {
var a00 = a[0],
a01 = a[1],
a02 = a[2],
a03 = a[3];
var a10 = a[4],
a11 = a[5],
a12 = a[6],
a13 = a[7];
var a20 = a[8],
a21 = a[9],
a22 = a[10],
a23 = a[11];
var a30 = a[12],
a31 = a[13],
a32 = a[14],
a33 = a[15]; // Cache only the current line of the second matrix
var b0 = b[0],
b1 = b[1],
b2 = b[2],
b3 = b[3];
out[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
out[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
out[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
out[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
b0 = b[4];
b1 = b[5];
b2 = b[6];
b3 = b[7];
out[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
out[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
out[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
out[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
b0 = b[8];
b1 = b[9];
b2 = b[10];
b3 = b[11];
out[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
out[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
out[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
out[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
b0 = b[12];
b1 = b[13];
b2 = b[14];
b3 = b[15];
out[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
out[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
out[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
out[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
return out;
}
/**
* Creates a matrix from a vector translation
* This is equivalent to (but much faster than):
*
* mat4.identity(dest);
* mat4.translate(dest, dest, vec);
*
* @param {mat4} out mat4 receiving operation result
* @param {vec3} v Translation vector
* @returns {mat4} out
*/
function fromTranslation(out, v) {
out[0] = 1;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = 1;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[10] = 1;
out[11] = 0;
out[12] = v[0];
out[13] = v[1];
out[14] = v[2];
out[15] = 1;
return out;
}
/**
* Creates a matrix from a vector scaling
* This is equivalent to (but much faster than):
*
* mat4.identity(dest);
* mat4.scale(dest, dest, vec);
*
* @param {mat4} out mat4 receiving operation result
* @param {vec3} v Scaling vector
* @returns {mat4} out
*/
function fromScaling(out, v) {
out[0] = v[0];
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = v[1];
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[10] = v[2];
out[11] = 0;
out[12] = 0;
out[13] = 0;
out[14] = 0;
out[15] = 1;
return out;
}
/**
* Creates a matrix from a given angle around a given axis
* This is equivalent to (but much faster than):
*
* mat4.identity(dest);
* mat4.rotate(dest, dest, rad, axis);
*
* @param {mat4} out mat4 receiving operation result
* @param {Number} rad the angle to rotate the matrix by
* @param {vec3} axis the axis to rotate around
* @returns {mat4} out
*/
function fromRotation(out, rad, axis) {
var x = axis[0],
y = axis[1],
z = axis[2];
var len = Math.hypot(x, y, z);
var s, c, t;
if (len < EPSILON) {
return null;
}
len = 1 / len;
x *= len;
y *= len;
z *= len;
s = Math.sin(rad);
c = Math.cos(rad);
t = 1 - c; // Perform rotation-specific matrix multiplication
out[0] = x * x * t + c;
out[1] = y * x * t + z * s;
out[2] = z * x * t - y * s;
out[3] = 0;
out[4] = x * y * t - z * s;
out[5] = y * y * t + c;
out[6] = z * y * t + x * s;
out[7] = 0;
out[8] = x * z * t + y * s;
out[9] = y * z * t - x * s;
out[10] = z * z * t + c;
out[11] = 0;
out[12] = 0;
out[13] = 0;
out[14] = 0;
out[15] = 1;
return out;
}
/**
* Returns the translation vector component of a transformation
* matrix. If a matrix is built with fromRotationTranslation,
* the returned vector will be the same as the translation vector
* originally supplied.
* @param {vec3} out Vector to receive translation component
* @param {mat4} mat Matrix to be decomposed (input)
* @return {vec3} out
*/
function getTranslation(out, mat) {
out[0] = mat[12];
out[1] = mat[13];
out[2] = mat[14];
return out;
}
/**
* Returns the scaling factor component of a transformation
* matrix. If a matrix is built with fromRotationTranslationScale
* with a normalized Quaternion paramter, the returned vector will be
* the same as the scaling vector
* originally supplied.
* @param {vec3} out Vector to receive scaling factor component
* @param {mat4} mat Matrix to be decomposed (input)
* @return {vec3} out
*/
function getScaling(out, mat) {
var m11 = mat[0];
var m12 = mat[1];
var m13 = mat[2];
var m21 = mat[4];
var m22 = mat[5];
var m23 = mat[6];
var m31 = mat[8];
var m32 = mat[9];
var m33 = mat[10];
out[0] = Math.hypot(m11, m12, m13);
out[1] = Math.hypot(m21, m22, m23);
out[2] = Math.hypot(m31, m32, m33);
return out;
}
/**
* 4 Dimensional Vector
* @module vec4
*/
/**
* Creates a new, empty vec4
*
* @returns {vec4} a new 4D vector
*/
function create$1() {
var out = new ARRAY_TYPE(4);
if (ARRAY_TYPE != Float32Array) {
out[0] = 0;
out[1] = 0;
out[2] = 0;
out[3] = 0;
}
return out;
}
/**
* Transforms the vec4 with a mat4.
*
* @param {vec4} out the receiving vector
* @param {vec4} a the vector to transform
* @param {mat4} m matrix to transform with
* @returns {vec4} out
*/
function transformMat4(out, a, m) {
var x = a[0],
y = a[1],
z = a[2],
w = a[3];
out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
return out;
}
/**
* Perform some operation over an array of vec4s.
*
* @param {Array} a the array of vectors to iterate over
* @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed
* @param {Number} offset Number of elements to skip at the beginning of the array
* @param {Number} count Number of vec4s 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
*/
var forEach = function () {
var vec = create$1();
return function (a, stride, offset, count, fn, arg) {
var i, l;
if (!stride) {
stride = 4;
}
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];
vec[2] = a[i + 2];
vec[3] = a[i + 3];
fn(vec, vec, arg);
a[i] = vec[0];
a[i + 1] = vec[1];
a[i + 2] = vec[2];
a[i + 3] = vec[3];
}
return a;
};
}();
/**
* 2 Dimensional Vector
* @module vec2
*/
/**
* Creates a new, empty vec2
*
* @returns {vec2} a new 2D vector
*/
function create$2() {
var out = new ARRAY_TYPE(2);
if (ARRAY_TYPE != Float32Array) {
out[0] = 0;
out[1] = 0;
}
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
*/
function angle(a, b) {
var x1 = a[0],
y1 = a[1],
x2 = b[0],
y2 = b[1];
var len1 = x1 * x1 + y1 * y1;
if (len1 > 0) {
//TODO: evaluate use of glm_invsqrt here?
len1 = 1 / Math.sqrt(len1);
}
var len2 = x2 * x2 + y2 * y2;
if (len2 > 0) {
//TODO: evaluate use of glm_invsqrt here?
len2 = 1 / Math.sqrt(len2);
}
var cosine = (x1 * x2 + y1 * y2) * len1 * len2;
if (cosine > 1.0) {
return 0;
} else if (cosine < -1.0) {
return Math.PI;
} else {
return Math.acos(cosine);
}
}
/**
* 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
*/
var forEach$1 = function () {
var vec = create$2();
return function (a, stride, offset, count, fn, arg) {
var 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;
};
}();
const createCamera = (initTarget = [0, 0], initDistance = 1, initRotation = 0, initViewCenter = [0, 0], initScaleBounds = [0, Infinity]) => {
// Scratch variables
const scratch0 = new Float32Array(16);
const scratch1 = new Float32Array(16);
const scratch2 = new Float32Array(16);
let view = create();
let viewCenter = [...initViewCenter.slice(0, 2), 0, 1];
const scaleBounds = [...initScaleBounds];
const getRotation = () => Math.acos(view[0]);
const getScaling$1 = () => getScaling(scratch0, view)[0];
const getScaleBounds = () => [...scaleBounds];
const getDistance = () => 1 / getScaling$1();
const getTranslation$1 = () => getTranslation(scratch0, view).slice(0, 2);
const getTarget = () => transformMat4(scratch0, viewCenter, invert(scratch2, view)).slice(0, 2);
const getView = () => view;
const getViewCenter = () => viewCenter.slice(0, 2);
const lookAt = ([x = 0, y = 0] = [], newDistance = 1, newRotation = 0) => {
// Reset the view
view = create();
translate([-x, -y]);
rotate(newRotation);
scale(1 / newDistance);
};
const translate = ([x = 0, y = 0] = []) => {
scratch0[0] = x;
scratch0[1] = y;
scratch0[2] = 0;
const t = fromTranslation(scratch1, scratch0); // Translate about the viewport center
// This is identical to `i * t * i * view` where `i` is the identity matrix
multiply(view, t, view);
};
const scale = (d, mousePos) => {
if (d <= 0) return;
const scale = getScaling$1();
const newScale = scale * d;
d = Math.max(scaleBounds[0], Math.min(newScale, scaleBounds[1])) / scale;
if (d === 1) return; // There is nothing to do
scratch0[0] = d;
scratch0[1] = d;
scratch0[2] = 1;
const s = fromScaling(scratch1, scratch0);
const scaleCenter = mousePos ? [...mousePos, 0] : viewCenter;
const a = fromTranslation(scratch0, scaleCenter); // Translate about the scale center
// I.e., the mouse position or the view center
multiply(view, a, multiply(view, s, multiply(view, invert(scratch2, a), view)));
};
const rotate = rad => {
const r = create();
fromRotation(r, rad, [0, 0, 1]); // Rotate about the viewport center
// This is identical to `i * r * i * view` where `i` is the identity matrix
multiply(view, r, view);
};
const setScaleBounds = newBounds => {
scaleBounds[0] = newBounds[0];
scaleBounds[1] = newBounds[1];
};
const setView = newView => {
if (!newView || newView.length < 16) return;
view = newView;
};
const setViewCenter = newViewCenter => {
viewCenter = [...newViewCenter.slice(0, 2), 0, 1];
};
const reset = () => {
lookAt(initTarget, initDistance, initRotation);
}; // Init
lookAt(initTarget, initDistance, initRotation);
return {
get translation() {
return getTranslation$1();
},
get target() {
return getTarget();
},
get scaling() {
return getScaling$1();
},
get scaleBounds() {
return getScaleBounds();
},
get distance() {
return getDistance();
},
get rotation() {
return getRotation();
},
get view() {
return getView();
},
get viewCenter() {
return getViewCenter();
},
lookAt,
translate,
pan: translate,
rotate,
scale,
zoom: scale,
reset,
set: (...args) => {
console.warn("Deprecated. Please use `setView()` instead.");
return setView(...args);
},
setScaleBounds,
setView,
setViewCenter
};
};
const dom2dCamera = (element, {
distance = 1.0,
target = [0, 0],
rotation = 0,
isNdc = true,
isFixed = false,
isPan = true,
panSpeed = 1,
isRotate = true,
rotateSpeed = 1,
isZoom = true,
zoomSpeed = 1,
viewCenter = null,
scaleBounds = null,
onKeyDown = () => {},
onKeyUp = () => {},
onMouseDown = () => {},
onMouseUp = () => {},
onMouseMove = () => {},
onWheel = () => {}
} = {}) => {
let camera = createCamera(target, distance, rotation, viewCenter, scaleBounds);
let isChanged = false;
let mouseX = 0;
let mouseY = 0;
let prevMouseX = 0;
let prevMouseY = 0;
let isLeftMousePressed = false;
let yScroll = 0;
let top = 0;
let left = 0;
let width = 1;
let height = 1;
let aspectRatio = 1;
let isAlt = false;
const transformPanX = isNdc ? dX => dX / width * 2 * aspectRatio // to normalized device coords
: dX => dX;
const transformPanY = isNdc ? dY => dY / height * 2 // to normalized device coords
: dY => -dY;
const transformScaleX = isNdc ? x => (-1 + x / width * 2) * aspectRatio // to normalized device coords
: x => x;
const transformScaleY = isNdc ? y => 1 - y / height * 2 // to normalized device coords
: y => y;
const tick = () => {
if (isFixed) return false;
isChanged = false;
if (isPan && isLeftMousePressed && !isAlt) {
// To pan 1:1 we need to half the width and height because the uniform
// coordinate system goes from -1 to 1.
camera.pan([transformPanX(panSpeed * (mouseX - prevMouseX)), transformPanY(panSpeed * (prevMouseY - mouseY))]);
isChanged = true;
}
if (isZoom && yScroll) {
const dZ = zoomSpeed * Math.exp(yScroll / height); // Get normalized device coordinates (NDC)
const transformedX = transformScaleX(mouseX);
const transformedY = transformScaleY(mouseY);
camera.scale(1 / dZ, [transformedX, transformedY]);
isChanged = true;
}
if (isRotate && isLeftMousePressed && isAlt) {
const wh = width / 2;
const hh = height / 2;
const x1 = prevMouseX - wh;
const y1 = hh - prevMouseY;
const x2 = mouseX - wh;
co