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'use strict';
var triangle_dist_maathTriangle = require('./triangle-33ffdfef.cjs.dev.js');
var THREE = require('three');
var matrix_dist_maathMatrix = require('./matrix-fb190f60.cjs.dev.js');
/**
* Clamps a value between a range.
*/
function clamp(value, min, max) {
return Math.max(min, Math.min(max, value));
} // Loops the value t, so that it is never larger than length and never smaller than 0.
function repeat(t, length) {
return clamp(t - Math.floor(t / length) * length, 0, length);
} // Calculates the shortest difference between two given angles.
function deltaAngle(current, target) {
var delta = repeat(target - current, Math.PI * 2);
if (delta > Math.PI) delta -= Math.PI * 2;
return delta;
}
/**
* Converts degrees to radians.
*/
function degToRad(degrees) {
return degrees / 180 * Math.PI;
}
/**
* Converts radians to degrees.
*/
function radToDeg(radians) {
return radians * 180 / Math.PI;
} // adapted from https://gist.github.com/stephanbogner/a5f50548a06bec723dcb0991dcbb0856 by https://twitter.com/st_phan
function fibonacciOnSphere(buffer, _ref) {
var _ref$radius = _ref.radius,
radius = _ref$radius === void 0 ? 1 : _ref$radius;
var samples = buffer.length / 3;
var offset = 2 / samples;
var increment = Math.PI * (3 - 2.2360679775);
for (var i = 0; i < buffer.length; i += 3) {
var y = i * offset - 1 + offset / 2;
var distance = Math.sqrt(1 - Math.pow(y, 2));
var phi = i % samples * increment;
var x = Math.cos(phi) * distance;
var z = Math.sin(phi) * distance;
buffer[i] = x * radius;
buffer[i + 1] = y * radius;
buffer[i + 2] = z * radius;
}
} // @ts-ignore
function vectorEquals(a, b) {
var eps = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : Number.EPSILON;
return Math.abs(a.x - b.x) < eps && Math.abs(a.y - b.y) < eps && Math.abs(a.z - b.z) < eps;
}
/**
* Sorts vectors in lexicographic order, works with both v2 and v3
*
* Use as:
* const sorted = arrayOfVectors.sort(lexicographicOrder)
*/
// https://en.wikipedia.org/wiki/Lexicographic_order
function lexicographic(a, b) {
if (a.x === b.x) {
// do a check to see if points is 3D,
// in which case add y eq check and sort by z
if (typeof a.z !== "undefined") {
if (a.y === b.y) {
return a.z - b.z;
}
}
return a.y - b.y;
}
return a.x - b.x;
}
/**
* Convex Hull
*
* Returns an array of 2D Vectors representing the convex hull of a set of 2D Vectors
*/
/**
* Calculate the convex hull of a set of points
*/
function convexHull(_points) {
var points = _points.sort(lexicographic); // put p1 and p2 in a list lUpper with p1 as the first point
var lUpper = [points[0], points[1]]; // for i <- 3 to n
for (var i = 2; i < points.length; i++) {
lUpper.push(points[i]); // while lUpper contains more than 2 points and the last three points in lUpper do not make a right turn
while (lUpper.length > 2 && triangle_dist_maathTriangle.doThreePointsMakeARight(triangle_dist_maathTriangle._toConsumableArray(lUpper.slice(-3)))) {
// delete the middle of the last three points from lUpper
lUpper.splice(lUpper.length - 2, 1);
}
} // put pn and pn-1 in a list lLower with pn as the first point
var lLower = [points[points.length - 1], points[points.length - 2]]; // for (i <- n - 2 downto 1)
for (var _i = points.length - 3; _i >= 0; _i--) {
// append pi to lLower
lLower.push(points[_i]); // while lLower contains more than 2 points and the last three points in lLower do not make a right turn
while (lLower.length > 2 && triangle_dist_maathTriangle.doThreePointsMakeARight(triangle_dist_maathTriangle._toConsumableArray(lLower.slice(-3)))) {
// delete the middle of the last three points from lLower
lLower.splice(lLower.length - 2, 1);
}
} // remove the first and last point from lLower to avoid duplication of the points where the upper and lower hull meet
lLower.splice(0, 1);
lLower.splice(lLower.length - 1, 1); // prettier-ignore
var c = [].concat(lUpper, lLower);
return c;
}
function remap(x, _ref2, _ref3) {
var _ref4 = triangle_dist_maathTriangle._slicedToArray(_ref2, 2),
low1 = _ref4[0],
high1 = _ref4[1];
var _ref5 = triangle_dist_maathTriangle._slicedToArray(_ref3, 2),
low2 = _ref5[0],
high2 = _ref5[1];
return low2 + (x - low1) * (high2 - low2) / (high1 - low1);
}
/**
*
* https://www.desmos.com/calculator/vsnmlaljdu
*
* Ease-in-out, goes to -Infinite before 0 and Infinite after 1
*
* @param t
* @returns
*/
function fade(t) {
return t * t * t * (t * (t * 6 - 15) + 10);
}
/**
*
* Returns the result of linearly interpolating between input A and input B by input T.
*
* @param v0
* @param v1
* @param t
* @returns
*/
function lerp(v0, v1, t) {
return v0 * (1 - t) + v1 * t;
}
/**
*
* Returns the linear parameter that produces the interpolant specified by input T within the range of input A to input B.
*
* @param v0
* @param v1
* @param t
* @returns
*/
function inverseLerp(v0, v1, t) {
return (t - v0) / (v1 - v0);
}
/**
*
*/
function normalize(x, y, z) {
var m = Math.sqrt(x * x + y * y + z * z);
return [x / m, y / m, z / m];
}
/**
*
*/
function pointOnCubeToPointOnSphere(x, y, z) {
var x2 = x * x;
var y2 = y * y;
var z2 = z * z;
var nx = x * Math.sqrt(1 - (y2 + z2) / 2 + y2 * z2 / 3);
var ny = y * Math.sqrt(1 - (z2 + x2) / 2 + z2 * x2 / 3);
var nz = z * Math.sqrt(1 - (x2 + y2) / 2 + x2 * y2 / 3);
return [nx, ny, nz];
} // https://math.stackexchange.com/questions/180418/calculate-rotation-matrix-to-align-vector-a-to-vector-b-in-3d
/**
* Give two unit vectors a and b, returns the transformation matrix that rotates a onto b.
*
* */
function rotateVectorOnVector(a, b) {
var v = new THREE.Vector3().crossVectors(a, b);
var c = a.dot(b);
var i = new THREE.Matrix3().identity(); // skew-symmetric cross-product matrix of 𝑣 https://en.wikipedia.org/wiki/Skew-symmetric_matrix
// prettier-ignore
var vx = new THREE.Matrix3().set(0, -v.z, v.y, v.z, 0, -v.x, -v.y, v.x, 0);
var vxsquared = new THREE.Matrix3().multiplyMatrices(vx, vx).multiplyScalar(1 / (1 + c));
var _final = matrix_dist_maathMatrix.matrixSum3(matrix_dist_maathMatrix.matrixSum3(i, vx), vxsquared);
return _final;
} // calculate latitude and longitude (in radians) from point on unit sphere
function pointToCoordinate(x, y, z) {
var lat = Math.asin(y);
var lon = Math.atan2(x, -z);
return [lat, lon];
} // calculate point on unit sphere given latitude and logitude in radians
function coordinateToPoint(lat, lon) {
var y = Math.sin(lat);
var r = Math.cos(lat);
var x = Math.sin(lon) * r;
var z = -Math.cos(lon) * r;
return [x, y, z];
}
/**
* Given a plane and a segment, return the intersection point if it exists or null it doesn't.
*/
function planeSegmentIntersection(plane, segment) {
var _segment = triangle_dist_maathTriangle._slicedToArray(segment, 2),
a = _segment[0],
b = _segment[1];
var matrix = rotateVectorOnVector(plane.normal, new THREE.Vector3(0, 1, 0));
var t = inverseLerp(a.clone().applyMatrix3(matrix).y, b.clone().applyMatrix3(matrix).y, 0);
return new THREE.Vector3().lerpVectors(a, b, t);
}
/**
* Given a plane and a point, return the distance.
*/
function pointToPlaneDistance(p, plane) {
var d = plane.normal.dot(p); // TODO
return d;
}
function getIndexFrom3D(coords, sides) {
var _coords = triangle_dist_maathTriangle._slicedToArray(coords, 3),
ix = _coords[0],
iy = _coords[1],
iz = _coords[2];
var _sides = triangle_dist_maathTriangle._slicedToArray(sides, 2),
rx = _sides[0],
ry = _sides[1];
return iz * rx * ry + iy * rx + ix;
}
function get3DFromIndex(index, size) {
var _size = triangle_dist_maathTriangle._slicedToArray(size, 2),
rx = _size[0],
ry = _size[1];
var a = rx * ry;
var z = index / a;
var b = index - a * z;
var y = b / rx;
var x = b % rx;
return [x, y, z];
}
function getIndexFrom2D(coords, size) {
return coords[0] + size[0] * coords[1];
}
function get2DFromIndex(index, columns) {
var x = index % columns;
var y = Math.floor(index / columns);
return [x, y];
}
var misc = /*#__PURE__*/Object.freeze({
__proto__: null,
clamp: clamp,
repeat: repeat,
deltaAngle: deltaAngle,
degToRad: degToRad,
radToDeg: radToDeg,
fibonacciOnSphere: fibonacciOnSphere,
vectorEquals: vectorEquals,
lexicographic: lexicographic,
convexHull: convexHull,
remap: remap,
fade: fade,
lerp: lerp,
inverseLerp: inverseLerp,
normalize: normalize,
pointOnCubeToPointOnSphere: pointOnCubeToPointOnSphere,
rotateVectorOnVector: rotateVectorOnVector,
pointToCoordinate: pointToCoordinate,
coordinateToPoint: coordinateToPoint,
planeSegmentIntersection: planeSegmentIntersection,
pointToPlaneDistance: pointToPlaneDistance,
getIndexFrom3D: getIndexFrom3D,
get3DFromIndex: get3DFromIndex,
getIndexFrom2D: getIndexFrom2D,
get2DFromIndex: get2DFromIndex
});
exports.clamp = clamp;
exports.convexHull = convexHull;
exports.coordinateToPoint = coordinateToPoint;
exports.degToRad = degToRad;
exports.deltaAngle = deltaAngle;
exports.fade = fade;
exports.fibonacciOnSphere = fibonacciOnSphere;
exports.get2DFromIndex = get2DFromIndex;
exports.get3DFromIndex = get3DFromIndex;
exports.getIndexFrom2D = getIndexFrom2D;
exports.getIndexFrom3D = getIndexFrom3D;
exports.inverseLerp = inverseLerp;
exports.lerp = lerp;
exports.lexicographic = lexicographic;
exports.misc = misc;
exports.normalize = normalize;
exports.planeSegmentIntersection = planeSegmentIntersection;
exports.pointOnCubeToPointOnSphere = pointOnCubeToPointOnSphere;
exports.pointToCoordinate = pointToCoordinate;
exports.pointToPlaneDistance = pointToPlaneDistance;
exports.radToDeg = radToDeg;
exports.remap = remap;
exports.repeat = repeat;
exports.rotateVectorOnVector = rotateVectorOnVector;
exports.vectorEquals = vectorEquals;

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