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Copy pathcommon.js
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243 lines (217 loc) · 5.03 KB
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function vec2(x, y) {
return [x, y];
}
function vec3(x, y, z) {
return [x, y, z];
}
function vec4(x, y, z, w) {
return [x, y, z, w];
}
function mat2(m00, m01, m10, m11) {
return [
[m00, m01],
[m10, m11]
];
}
function mat3(m00, m01, m02, m10, m11, m12, m20, m21, m22) {
return [
[m00, m01, m02],
[m10, m11, m12],
[m20, m21, m22]
];
}
function mat4(m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {
return [
[m00, m01, m02, m03],
[m10, m11, m12, m13],
[m20, m21, m22, m23],
[m30, m31, m32, m33]
];
}
function lerp(P, Q, alpha) {
if (typeof P === 'number' && typeof Q === 'number') {
return alpha * Q + (1 - alpha) * P;
} else {
const result = [];
for (let i = 0; i < P.length; i++) {
result.push(alpha * Q[i] + (1 - alpha) * P[i]);
}
return result;
}
}
function map_point(P, Q, A, B, X) {
let alpha;
if (typeof P === 'number' && typeof Q === 'number') {
if (Math.abs(Q - P) < 0.00001) {
alpha = 0;
} else {
alpha = (X - P) / (Q - P);
}
} else {
if (Math.abs(Q[0] - P[0]) < 0.00001) {
if (Q.length > 1 && Math.abs(Q[1] - P[1]) > 0.00001) {
alpha = (X[1] - P[1]) / (Q[1] - P[1]);
} else {
alpha = 0;
}
} else {
alpha = (X[0] - P[0]) / (Q[0] - P[0]);
}
}
return lerp(A, B, alpha);
}
// Flatten an array of vec2/vec3/vec4 into a Float32Array
function flatten(v) {
if (v.length === 0) return new Float32Array(0);
if (typeof v[0] === 'number') return new Float32Array(v);
var floats = [];
for (var i = 0; i < v.length; i++) {
for (var j = 0; j < v[i].length; j++) {
floats.push(v[i][j]);
}
}
return new Float32Array(floats);
}
// Dot product
function dot(u, v) {
var sum = 0.0;
for (var i = 0; i < u.length; i++) {
sum += u[i] * v[i];
}
return sum;
}
// Cross product (vec3)
function cross(u, v) {
return vec3(
u[1]*v[2] - u[2]*v[1],
u[2]*v[0] - u[0]*v[2],
u[0]*v[1] - u[1]*v[0]
);
}
// Length of a vector
function length(v) {
return Math.sqrt(dot(v, v));
}
// Normalize a vector
function normalize(v) {
var len = length(v);
if (len < 0.00001) return v;
var result = [];
for (var i = 0; i < v.length; i++) {
result.push(v[i] / len);
}
return result;
}
// Subtract two vectors
function subtract(u, v) {
var result = [];
for (var i = 0; i < u.length; i++) {
result.push(u[i] - v[i]);
}
return result;
}
// Add two vectors
function add(u, v) {
var result = [];
for (var i = 0; i < u.length; i++) {
result.push(u[i] + v[i]);
}
return result;
}
// Scale a vector
function scale(s, v) {
var result = [];
for (var i = 0; i < v.length; i++) {
result.push(s * v[i]);
}
return result;
}
// Negate a vector
function negate(v) {
return scale(-1, v);
}
// Identity matrix (4x4 column-major flat array for WebGL)
function identity() {
return [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
}
// Rotation about X axis (angle in degrees), column-major
function rotateX(angle) {
var r = angle * Math.PI / 180.0;
var c = Math.cos(r), s = Math.sin(r);
return [
1, 0, 0, 0,
0, c, s, 0,
0, -s, c, 0,
0, 0, 0, 1
];
}
// Rotation about Y axis (angle in degrees), column-major
function rotateY(angle) {
var r = angle * Math.PI / 180.0;
var c = Math.cos(r), s = Math.sin(r);
return [
c, 0, -s, 0,
0, 1, 0, 0,
s, 0, c, 0,
0, 0, 0, 1
];
}
// Rotation about Z axis (angle in degrees), column-major
function rotateZ(angle) {
var r = angle * Math.PI / 180.0;
var c = Math.cos(r), s = Math.sin(r);
return [
c, s, 0, 0,
-s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
}
// Multiply two 4x4 matrices (column-major flat arrays)
function mult(a, b) {
var result = new Array(16);
for (var i = 0; i < 4; i++) {
for (var j = 0; j < 4; j++) {
var sum = 0;
for (var k = 0; k < 4; k++) {
sum += a[i + k*4] * b[k + j*4];
}
result[i + j*4] = sum;
}
}
return result;
}
// Scale matrix (column-major)
function scalem(sx, sy, sz) {
return [
sx, 0, 0, 0,
0, sy, 0, 0,
0, 0, sz, 0,
0, 0, 0, 1
];
}
// Translation matrix (column-major)
function translate(tx, ty, tz) {
return [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
tx, ty, tz, 1
];
}
// Perspective projection (column-major)
function perspective(fovy, aspect, near, far) {
var f = 1.0 / Math.tan(fovy * Math.PI / 360.0);
var d = far - near;
return [
f/aspect, 0, 0, 0,
0, f, 0, 0,
0, 0, -(near+far)/d, -1,
0, 0, -2*near*far/d, 0
];
}