@guinetik/gcanvas 1.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (349) hide show
  1. package/.github/workflows/release.yaml +70 -0
  2. package/.jshintrc +4 -0
  3. package/.vscode/settings.json +22 -0
  4. package/CLAUDE.md +310 -0
  5. package/blackhole.jpg +0 -0
  6. package/demo.png +0 -0
  7. package/demos/CNAME +1 -0
  8. package/demos/animations.html +31 -0
  9. package/demos/basic.html +38 -0
  10. package/demos/baskara.html +31 -0
  11. package/demos/bezier.html +35 -0
  12. package/demos/beziersignature.html +29 -0
  13. package/demos/blackhole.html +28 -0
  14. package/demos/blob.html +35 -0
  15. package/demos/demos.css +289 -0
  16. package/demos/easing.html +28 -0
  17. package/demos/events.html +195 -0
  18. package/demos/fluent.html +647 -0
  19. package/demos/fractals.html +36 -0
  20. package/demos/genart.html +26 -0
  21. package/demos/gendream.html +26 -0
  22. package/demos/group.html +36 -0
  23. package/demos/home.html +587 -0
  24. package/demos/index.html +364 -0
  25. package/demos/isometric.html +34 -0
  26. package/demos/js/animations.js +452 -0
  27. package/demos/js/basic.js +204 -0
  28. package/demos/js/baskara.js +751 -0
  29. package/demos/js/bezier.js +692 -0
  30. package/demos/js/beziersignature.js +241 -0
  31. package/demos/js/blackhole/accretiondisk.obj.js +379 -0
  32. package/demos/js/blackhole/blackhole.obj.js +318 -0
  33. package/demos/js/blackhole/index.js +409 -0
  34. package/demos/js/blackhole/particle.js +56 -0
  35. package/demos/js/blackhole/starfield.obj.js +218 -0
  36. package/demos/js/blob.js +2263 -0
  37. package/demos/js/easing.js +477 -0
  38. package/demos/js/fluent.js +183 -0
  39. package/demos/js/fractals.js +931 -0
  40. package/demos/js/fractalworker.js +93 -0
  41. package/demos/js/genart.js +268 -0
  42. package/demos/js/gendream.js +209 -0
  43. package/demos/js/group.js +140 -0
  44. package/demos/js/info-toggle.js +25 -0
  45. package/demos/js/isometric.js +863 -0
  46. package/demos/js/kerr.js +1556 -0
  47. package/demos/js/lavalamp.js +590 -0
  48. package/demos/js/layout.js +354 -0
  49. package/demos/js/mondrian.js +285 -0
  50. package/demos/js/opacity.js +275 -0
  51. package/demos/js/painter.js +484 -0
  52. package/demos/js/particles-showcase.js +514 -0
  53. package/demos/js/particles.js +299 -0
  54. package/demos/js/patterns.js +397 -0
  55. package/demos/js/penrose/artifact.js +69 -0
  56. package/demos/js/penrose/blackhole.js +121 -0
  57. package/demos/js/penrose/constants.js +73 -0
  58. package/demos/js/penrose/game.js +943 -0
  59. package/demos/js/penrose/lore.js +278 -0
  60. package/demos/js/penrose/penrosescene.js +892 -0
  61. package/demos/js/penrose/ship.js +216 -0
  62. package/demos/js/penrose/sounds.js +211 -0
  63. package/demos/js/penrose/voidparticle.js +55 -0
  64. package/demos/js/penrose/voidscene.js +258 -0
  65. package/demos/js/penrose/voidship.js +144 -0
  66. package/demos/js/penrose/wormhole.js +46 -0
  67. package/demos/js/pipeline.js +555 -0
  68. package/demos/js/scene.js +304 -0
  69. package/demos/js/scenes.js +320 -0
  70. package/demos/js/schrodinger.js +410 -0
  71. package/demos/js/schwarzschild.js +1023 -0
  72. package/demos/js/shapes.js +628 -0
  73. package/demos/js/space/alien.js +171 -0
  74. package/demos/js/space/boom.js +98 -0
  75. package/demos/js/space/boss.js +353 -0
  76. package/demos/js/space/buff.js +73 -0
  77. package/demos/js/space/bullet.js +102 -0
  78. package/demos/js/space/constants.js +85 -0
  79. package/demos/js/space/game.js +1884 -0
  80. package/demos/js/space/hud.js +112 -0
  81. package/demos/js/space/laserbeam.js +179 -0
  82. package/demos/js/space/lightning.js +277 -0
  83. package/demos/js/space/minion.js +192 -0
  84. package/demos/js/space/missile.js +212 -0
  85. package/demos/js/space/player.js +430 -0
  86. package/demos/js/space/powerup.js +90 -0
  87. package/demos/js/space/starfield.js +58 -0
  88. package/demos/js/space/starpower.js +90 -0
  89. package/demos/js/spacetime.js +559 -0
  90. package/demos/js/svgtween.js +204 -0
  91. package/demos/js/tde/accretiondisk.js +418 -0
  92. package/demos/js/tde/blackhole.js +219 -0
  93. package/demos/js/tde/blackholescene.js +209 -0
  94. package/demos/js/tde/config.js +59 -0
  95. package/demos/js/tde/index.js +695 -0
  96. package/demos/js/tde/jets.js +290 -0
  97. package/demos/js/tde/lensedstarfield.js +147 -0
  98. package/demos/js/tde/tdestar.js +317 -0
  99. package/demos/js/tde/tidalstream.js +356 -0
  100. package/demos/js/tde_old/blackhole.obj.js +354 -0
  101. package/demos/js/tde_old/debris.obj.js +791 -0
  102. package/demos/js/tde_old/flare.obj.js +239 -0
  103. package/demos/js/tde_old/index.js +448 -0
  104. package/demos/js/tde_old/star.obj.js +812 -0
  105. package/demos/js/tiles.js +312 -0
  106. package/demos/js/tweendemo.js +79 -0
  107. package/demos/js/visibility.js +102 -0
  108. package/demos/kerr.html +28 -0
  109. package/demos/lavalamp.html +27 -0
  110. package/demos/layouts.html +37 -0
  111. package/demos/logo.svg +4 -0
  112. package/demos/loop.html +84 -0
  113. package/demos/mondrian.html +32 -0
  114. package/demos/og_image.png +0 -0
  115. package/demos/opacity.html +36 -0
  116. package/demos/painter.html +39 -0
  117. package/demos/particles-showcase.html +28 -0
  118. package/demos/particles.html +24 -0
  119. package/demos/patterns.html +33 -0
  120. package/demos/penrose-game.html +31 -0
  121. package/demos/pipeline.html +737 -0
  122. package/demos/scene.html +33 -0
  123. package/demos/scenes.html +96 -0
  124. package/demos/schrodinger.html +27 -0
  125. package/demos/schwarzschild.html +27 -0
  126. package/demos/shapes.html +16 -0
  127. package/demos/space.html +85 -0
  128. package/demos/spacetime.html +27 -0
  129. package/demos/svgtween.html +29 -0
  130. package/demos/tde.html +28 -0
  131. package/demos/tiles.html +28 -0
  132. package/demos/transforms.html +400 -0
  133. package/demos/tween.html +45 -0
  134. package/demos/visibility.html +33 -0
  135. package/disk_example.png +0 -0
  136. package/docs/README.md +222 -0
  137. package/docs/concepts/architecture-overview.md +204 -0
  138. package/docs/concepts/lifecycle.md +255 -0
  139. package/docs/concepts/rendering-pipeline.md +279 -0
  140. package/docs/concepts/tde-zorder.md +106 -0
  141. package/docs/concepts/two-layer-architecture.md +229 -0
  142. package/docs/getting-started/first-game.md +354 -0
  143. package/docs/getting-started/hello-world.md +269 -0
  144. package/docs/getting-started/installation.md +157 -0
  145. package/docs/modules/collision/README.md +453 -0
  146. package/docs/modules/fluent/README.md +1075 -0
  147. package/docs/modules/game/README.md +303 -0
  148. package/docs/modules/isometric-camera.md +210 -0
  149. package/docs/modules/isometric.md +275 -0
  150. package/docs/modules/painter/README.md +328 -0
  151. package/docs/modules/particle/README.md +559 -0
  152. package/docs/modules/shapes/README.md +221 -0
  153. package/docs/modules/shapes/base/euclidian.md +123 -0
  154. package/docs/modules/shapes/base/geometry2d.md +204 -0
  155. package/docs/modules/shapes/base/renderable.md +215 -0
  156. package/docs/modules/shapes/base/shape.md +262 -0
  157. package/docs/modules/shapes/base/transformable.md +243 -0
  158. package/docs/modules/shapes/hierarchy.md +218 -0
  159. package/docs/modules/state/README.md +577 -0
  160. package/docs/modules/util/README.md +99 -0
  161. package/docs/modules/util/camera3d.md +412 -0
  162. package/docs/modules/util/scene3d.md +395 -0
  163. package/index.html +17 -0
  164. package/jsdoc.json +50 -0
  165. package/package.json +55 -0
  166. package/readme.md +599 -0
  167. package/scripts/build-demo.js +69 -0
  168. package/scripts/bundle4llm.js +276 -0
  169. package/scripts/clearconsole.js +48 -0
  170. package/src/collision/collision-system.js +332 -0
  171. package/src/collision/collision.js +303 -0
  172. package/src/collision/index.js +10 -0
  173. package/src/fluent/fluent-game.js +430 -0
  174. package/src/fluent/fluent-go.js +1060 -0
  175. package/src/fluent/fluent-layer.js +152 -0
  176. package/src/fluent/fluent-scene.js +291 -0
  177. package/src/fluent/index.js +98 -0
  178. package/src/fluent/sketch.js +380 -0
  179. package/src/game/game.js +467 -0
  180. package/src/game/index.js +49 -0
  181. package/src/game/objects/go.js +220 -0
  182. package/src/game/objects/imagego.js +30 -0
  183. package/src/game/objects/index.js +54 -0
  184. package/src/game/objects/isometric-scene.js +260 -0
  185. package/src/game/objects/layoutscene.js +549 -0
  186. package/src/game/objects/scene.js +175 -0
  187. package/src/game/objects/scene3d.js +118 -0
  188. package/src/game/objects/text.js +221 -0
  189. package/src/game/objects/wrapper.js +232 -0
  190. package/src/game/pipeline.js +243 -0
  191. package/src/game/ui/button.js +396 -0
  192. package/src/game/ui/cursor.js +93 -0
  193. package/src/game/ui/fps.js +91 -0
  194. package/src/game/ui/index.js +5 -0
  195. package/src/game/ui/togglebutton.js +93 -0
  196. package/src/game/ui/tooltip.js +249 -0
  197. package/src/index.js +25 -0
  198. package/src/io/events.js +20 -0
  199. package/src/io/index.js +86 -0
  200. package/src/io/input.js +70 -0
  201. package/src/io/keys.js +152 -0
  202. package/src/io/mouse.js +61 -0
  203. package/src/io/touch.js +39 -0
  204. package/src/logger/debugtab.js +138 -0
  205. package/src/logger/index.js +3 -0
  206. package/src/logger/loggable.js +47 -0
  207. package/src/logger/logger.js +113 -0
  208. package/src/math/complex.js +37 -0
  209. package/src/math/constants.js +1 -0
  210. package/src/math/fractal.js +1271 -0
  211. package/src/math/gr.js +201 -0
  212. package/src/math/heat.js +202 -0
  213. package/src/math/index.js +12 -0
  214. package/src/math/noise.js +433 -0
  215. package/src/math/orbital.js +191 -0
  216. package/src/math/patterns.js +1339 -0
  217. package/src/math/penrose.js +259 -0
  218. package/src/math/quantum.js +115 -0
  219. package/src/math/random.js +195 -0
  220. package/src/math/tensor.js +1009 -0
  221. package/src/mixins/anchor.js +131 -0
  222. package/src/mixins/draggable.js +72 -0
  223. package/src/mixins/index.js +2 -0
  224. package/src/motion/bezier.js +132 -0
  225. package/src/motion/bounce.js +58 -0
  226. package/src/motion/easing.js +349 -0
  227. package/src/motion/float.js +130 -0
  228. package/src/motion/follow.js +125 -0
  229. package/src/motion/hop.js +52 -0
  230. package/src/motion/index.js +82 -0
  231. package/src/motion/motion.js +1124 -0
  232. package/src/motion/orbit.js +49 -0
  233. package/src/motion/oscillate.js +39 -0
  234. package/src/motion/parabolic.js +141 -0
  235. package/src/motion/patrol.js +147 -0
  236. package/src/motion/pendulum.js +48 -0
  237. package/src/motion/pulse.js +88 -0
  238. package/src/motion/shake.js +83 -0
  239. package/src/motion/spiral.js +144 -0
  240. package/src/motion/spring.js +150 -0
  241. package/src/motion/swing.js +47 -0
  242. package/src/motion/tween.js +92 -0
  243. package/src/motion/tweenetik.js +139 -0
  244. package/src/motion/waypoint.js +210 -0
  245. package/src/painter/index.js +8 -0
  246. package/src/painter/painter.colors.js +331 -0
  247. package/src/painter/painter.effects.js +230 -0
  248. package/src/painter/painter.img.js +229 -0
  249. package/src/painter/painter.js +295 -0
  250. package/src/painter/painter.lines.js +189 -0
  251. package/src/painter/painter.opacity.js +41 -0
  252. package/src/painter/painter.shapes.js +277 -0
  253. package/src/painter/painter.text.js +273 -0
  254. package/src/particle/emitter.js +124 -0
  255. package/src/particle/index.js +11 -0
  256. package/src/particle/particle-system.js +322 -0
  257. package/src/particle/particle.js +71 -0
  258. package/src/particle/updaters.js +170 -0
  259. package/src/shapes/arc.js +43 -0
  260. package/src/shapes/arrow.js +33 -0
  261. package/src/shapes/bezier.js +42 -0
  262. package/src/shapes/circle.js +62 -0
  263. package/src/shapes/clouds.js +56 -0
  264. package/src/shapes/cone.js +219 -0
  265. package/src/shapes/cross.js +70 -0
  266. package/src/shapes/cube.js +244 -0
  267. package/src/shapes/cylinder.js +254 -0
  268. package/src/shapes/diamond.js +48 -0
  269. package/src/shapes/euclidian.js +111 -0
  270. package/src/shapes/figure.js +115 -0
  271. package/src/shapes/geometry.js +220 -0
  272. package/src/shapes/group.js +375 -0
  273. package/src/shapes/heart.js +42 -0
  274. package/src/shapes/hexagon.js +26 -0
  275. package/src/shapes/image.js +192 -0
  276. package/src/shapes/index.js +111 -0
  277. package/src/shapes/line.js +29 -0
  278. package/src/shapes/pattern.js +90 -0
  279. package/src/shapes/pin.js +44 -0
  280. package/src/shapes/poly.js +31 -0
  281. package/src/shapes/prism.js +226 -0
  282. package/src/shapes/rect.js +35 -0
  283. package/src/shapes/renderable.js +333 -0
  284. package/src/shapes/ring.js +26 -0
  285. package/src/shapes/roundrect.js +95 -0
  286. package/src/shapes/shape.js +117 -0
  287. package/src/shapes/slice.js +26 -0
  288. package/src/shapes/sphere.js +314 -0
  289. package/src/shapes/sphere3d.js +537 -0
  290. package/src/shapes/square.js +15 -0
  291. package/src/shapes/star.js +99 -0
  292. package/src/shapes/svg.js +408 -0
  293. package/src/shapes/text.js +553 -0
  294. package/src/shapes/traceable.js +83 -0
  295. package/src/shapes/transform.js +357 -0
  296. package/src/shapes/transformable.js +172 -0
  297. package/src/shapes/triangle.js +26 -0
  298. package/src/sound/index.js +17 -0
  299. package/src/sound/sound.js +473 -0
  300. package/src/sound/synth.analyzer.js +149 -0
  301. package/src/sound/synth.effects.js +207 -0
  302. package/src/sound/synth.envelope.js +59 -0
  303. package/src/sound/synth.js +229 -0
  304. package/src/sound/synth.musical.js +160 -0
  305. package/src/sound/synth.noise.js +85 -0
  306. package/src/sound/synth.oscillators.js +293 -0
  307. package/src/state/index.js +10 -0
  308. package/src/state/state-machine.js +371 -0
  309. package/src/util/camera3d.js +438 -0
  310. package/src/util/index.js +6 -0
  311. package/src/util/isometric-camera.js +235 -0
  312. package/src/util/layout.js +317 -0
  313. package/src/util/position.js +147 -0
  314. package/src/util/tasks.js +47 -0
  315. package/src/util/zindex.js +287 -0
  316. package/src/webgl/index.js +9 -0
  317. package/src/webgl/shaders/sphere-shaders.js +994 -0
  318. package/src/webgl/webgl-renderer.js +388 -0
  319. package/tde.png +0 -0
  320. package/test/math/orbital.test.js +61 -0
  321. package/test/math/tensor.test.js +114 -0
  322. package/test/particle/emitter.test.js +204 -0
  323. package/test/particle/particle-system.test.js +310 -0
  324. package/test/particle/particle.test.js +116 -0
  325. package/test/particle/updaters.test.js +386 -0
  326. package/test/setup.js +120 -0
  327. package/test/shapes/euclidian.test.js +44 -0
  328. package/test/shapes/geometry.test.js +86 -0
  329. package/test/shapes/group.test.js +86 -0
  330. package/test/shapes/rectangle.test.js +64 -0
  331. package/test/shapes/transform.test.js +379 -0
  332. package/test/util/camera3d.test.js +428 -0
  333. package/test/util/scene3d.test.js +352 -0
  334. package/types/collision.d.ts +249 -0
  335. package/types/common.d.ts +155 -0
  336. package/types/game.d.ts +497 -0
  337. package/types/index.d.ts +309 -0
  338. package/types/io.d.ts +188 -0
  339. package/types/logger.d.ts +127 -0
  340. package/types/math.d.ts +268 -0
  341. package/types/mixins.d.ts +92 -0
  342. package/types/motion.d.ts +678 -0
  343. package/types/painter.d.ts +378 -0
  344. package/types/shapes.d.ts +864 -0
  345. package/types/sound.d.ts +672 -0
  346. package/types/state.d.ts +251 -0
  347. package/types/util.d.ts +253 -0
  348. package/vite.config.js +50 -0
  349. package/vitest.config.js +13 -0
@@ -0,0 +1,433 @@
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+ /*
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+ * A speed-improved perlin and simplex noise algorithms for 2D.
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+ *
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+ * Based on example code by Stefan Gustavson (stegu@itn.liu.se).
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+ * Optimisations by Peter Eastman (peastman@drizzle.stanford.edu).
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+ * Better rank ordering method by Stefan Gustavson in 2012.
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+ * Converted to Javascript by Joseph Gentle.
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+ *
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+ * Version 2012-03-09
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+ *
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+ * This code was placed in the public domain by its original author,
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+ * Stefan Gustavson. You may use it as you see fit, but
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+ * attribution is appreciated.
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+ *
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+ * Updated to ES modules by [Guinetik] in 2025
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+ */
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+
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+ export class Noise {
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+ // Internal helper class for gradient calculations
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+ static #Grad = class {
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+ constructor(x, y, z) {
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+ this.x = x;
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+ this.y = y;
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+ this.z = z;
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+ }
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+
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+ dot2(x, y) {
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+ return this.x * x + this.y * y;
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+ }
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+
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+ dot3(x, y, z) {
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+ return this.x * x + this.y * y + this.z * z;
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+ }
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+ };
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+
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+ // Pre-computed gradients
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+ static #grad3 = [
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+ new this.#Grad(1, 1, 0),
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+ new this.#Grad(-1, 1, 0),
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+ new this.#Grad(1, -1, 0),
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+ new this.#Grad(-1, -1, 0),
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+ new this.#Grad(1, 0, 1),
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+ new this.#Grad(-1, 0, 1),
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+ new this.#Grad(1, 0, -1),
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+ new this.#Grad(-1, 0, -1),
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+ new this.#Grad(0, 1, 1),
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+ new this.#Grad(0, -1, 1),
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+ new this.#Grad(0, 1, -1),
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+ new this.#Grad(0, -1, -1),
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+ ];
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+
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+ // Permutation table
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+ static #p = [
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+ 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140,
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+ 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120,
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+ 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33,
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+ 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71,
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+ 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133,
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+ 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161,
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+ 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130,
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+ 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250,
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+ 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227,
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+ 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44,
64
+ 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98,
65
+ 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34,
66
+ 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14,
67
+ 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121,
68
+ 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243,
69
+ 141, 128, 195, 78, 66, 215, 61, 156, 180,
70
+ ];
71
+
72
+ // To remove the need for index wrapping, double the permutation table length
73
+ static #perm = new Array(512);
74
+ static #gradP = new Array(512);
75
+
76
+ // Skewing and unskewing factors
77
+ static #F2 = 0.5 * (Math.sqrt(3) - 1);
78
+ static #G2 = (3 - Math.sqrt(3)) / 6;
79
+
80
+ static #F3 = 1 / 3;
81
+ static #G3 = 1 / 6;
82
+
83
+ // Helper functions
84
+ static #fade(t) {
85
+ return t * t * t * (t * (t * 6 - 15) + 10);
86
+ }
87
+
88
+ static #lerp(a, b, t) {
89
+ return (1 - t) * a + t * b;
90
+ }
91
+
92
+ // Initialize with default seed
93
+ static {
94
+ this.seed(0);
95
+ }
96
+
97
+ /**
98
+ * Seed the noise function
99
+ * @param {number} seed - A seed value between 0 and 65535
100
+ */
101
+ static seed(seed) {
102
+ if (seed > 0 && seed < 1) {
103
+ // Scale the seed out
104
+ seed *= 65536;
105
+ }
106
+
107
+ seed = Math.floor(seed);
108
+ if (seed < 256) {
109
+ seed |= seed << 8;
110
+ }
111
+
112
+ for (let i = 0; i < 256; i++) {
113
+ let v;
114
+ if (i & 1) {
115
+ v = this.#p[i] ^ (seed & 255);
116
+ } else {
117
+ v = this.#p[i] ^ ((seed >> 8) & 255);
118
+ }
119
+
120
+ this.#perm[i] = this.#perm[i + 256] = v;
121
+ this.#gradP[i] = this.#gradP[i + 256] = this.#grad3[v % 12];
122
+ }
123
+ }
124
+
125
+ /**
126
+ * 2D simplex noise
127
+ * @param {number} xin - X coordinate
128
+ * @param {number} yin - Y coordinate
129
+ * @returns {number} Noise value in range [-1, 1]
130
+ */
131
+ static simplex2(xin, yin) {
132
+ let n0, n1, n2; // Noise contributions from the three corners
133
+ // Skew the input space to determine which simplex cell we're in
134
+ const s = (xin + yin) * this.#F2; // Hairy factor for 2D
135
+ const i = Math.floor(xin + s);
136
+ const j = Math.floor(yin + s);
137
+ const t = (i + j) * this.#G2;
138
+ const x0 = xin - i + t; // The x,y distances from the cell origin, unskewed.
139
+ const y0 = yin - j + t;
140
+ // For the 2D case, the simplex shape is an equilateral triangle.
141
+ // Determine which simplex we are in.
142
+ let i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
143
+ if (x0 > y0) {
144
+ // lower triangle, XY order: (0,0)->(1,0)->(1,1)
145
+ i1 = 1;
146
+ j1 = 0;
147
+ } else {
148
+ // upper triangle, YX order: (0,0)->(0,1)->(1,1)
149
+ i1 = 0;
150
+ j1 = 1;
151
+ }
152
+ // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
153
+ // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
154
+ // c = (3-sqrt(3))/6
155
+ const x1 = x0 - i1 + this.#G2; // Offsets for middle corner in (x,y) unskewed coords
156
+ const y1 = y0 - j1 + this.#G2;
157
+ const x2 = x0 - 1 + 2 * this.#G2; // Offsets for last corner in (x,y) unskewed coords
158
+ const y2 = y0 - 1 + 2 * this.#G2;
159
+ // Work out the hashed gradient indices of the three simplex corners
160
+ const ii = i & 255;
161
+ const jj = j & 255;
162
+ const gi0 = this.#gradP[ii + this.#perm[jj]];
163
+ const gi1 = this.#gradP[ii + i1 + this.#perm[jj + j1]];
164
+ const gi2 = this.#gradP[ii + 1 + this.#perm[jj + 1]];
165
+ // Calculate the contribution from the three corners
166
+ let t0 = 0.5 - x0 * x0 - y0 * y0;
167
+ if (t0 < 0) {
168
+ n0 = 0;
169
+ } else {
170
+ t0 *= t0;
171
+ n0 = t0 * t0 * gi0.dot2(x0, y0); // (x,y) of grad3 used for 2D gradient
172
+ }
173
+ let t1 = 0.5 - x1 * x1 - y1 * y1;
174
+ if (t1 < 0) {
175
+ n1 = 0;
176
+ } else {
177
+ t1 *= t1;
178
+ n1 = t1 * t1 * gi1.dot2(x1, y1);
179
+ }
180
+ let t2 = 0.5 - x2 * x2 - y2 * y2;
181
+ if (t2 < 0) {
182
+ n2 = 0;
183
+ } else {
184
+ t2 *= t2;
185
+ n2 = t2 * t2 * gi2.dot2(x2, y2);
186
+ }
187
+ // Add contributions from each corner to get the final noise value.
188
+ // The result is scaled to return values in the interval [-1,1].
189
+ return 70 * (n0 + n1 + n2);
190
+ }
191
+
192
+ /**
193
+ * 3D simplex noise
194
+ * @param {number} xin - X coordinate
195
+ * @param {number} yin - Y coordinate
196
+ * @param {number} zin - Z coordinate
197
+ * @returns {number} Noise value in range [-1, 1]
198
+ */
199
+ static simplex3(xin, yin, zin) {
200
+ let n0, n1, n2, n3; // Noise contributions from the four corners
201
+
202
+ // Skew the input space to determine which simplex cell we're in
203
+ const s = (xin + yin + zin) * this.#F3; // Hairy factor for 2D
204
+ const i = Math.floor(xin + s);
205
+ const j = Math.floor(yin + s);
206
+ const k = Math.floor(zin + s);
207
+
208
+ const t = (i + j + k) * this.#G3;
209
+ const x0 = xin - i + t; // The x,y distances from the cell origin, unskewed.
210
+ const y0 = yin - j + t;
211
+ const z0 = zin - k + t;
212
+
213
+ // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
214
+ // Determine which simplex we are in.
215
+ let i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
216
+ let i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
217
+ if (x0 >= y0) {
218
+ if (y0 >= z0) {
219
+ i1 = 1;
220
+ j1 = 0;
221
+ k1 = 0;
222
+ i2 = 1;
223
+ j2 = 1;
224
+ k2 = 0;
225
+ } else if (x0 >= z0) {
226
+ i1 = 1;
227
+ j1 = 0;
228
+ k1 = 0;
229
+ i2 = 1;
230
+ j2 = 0;
231
+ k2 = 1;
232
+ } else {
233
+ i1 = 0;
234
+ j1 = 0;
235
+ k1 = 1;
236
+ i2 = 1;
237
+ j2 = 0;
238
+ k2 = 1;
239
+ }
240
+ } else {
241
+ if (y0 < z0) {
242
+ i1 = 0;
243
+ j1 = 0;
244
+ k1 = 1;
245
+ i2 = 0;
246
+ j2 = 1;
247
+ k2 = 1;
248
+ } else if (x0 < z0) {
249
+ i1 = 0;
250
+ j1 = 1;
251
+ k1 = 0;
252
+ i2 = 0;
253
+ j2 = 1;
254
+ k2 = 1;
255
+ } else {
256
+ i1 = 0;
257
+ j1 = 1;
258
+ k1 = 0;
259
+ i2 = 1;
260
+ j2 = 1;
261
+ k2 = 0;
262
+ }
263
+ }
264
+
265
+ // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
266
+ // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
267
+ // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
268
+ // c = 1/6.
269
+ const x1 = x0 - i1 + this.#G3; // Offsets for second corner
270
+ const y1 = y0 - j1 + this.#G3;
271
+ const z1 = z0 - k1 + this.#G3;
272
+
273
+ const x2 = x0 - i2 + 2 * this.#G3; // Offsets for third corner
274
+ const y2 = y0 - j2 + 2 * this.#G3;
275
+ const z2 = z0 - k2 + 2 * this.#G3;
276
+
277
+ const x3 = x0 - 1 + 3 * this.#G3; // Offsets for fourth corner
278
+ const y3 = y0 - 1 + 3 * this.#G3;
279
+ const z3 = z0 - 1 + 3 * this.#G3;
280
+
281
+ // Work out the hashed gradient indices of the four simplex corners
282
+ const ii = i & 255;
283
+ const jj = j & 255;
284
+ const kk = k & 255;
285
+ const gi0 = this.#gradP[ii + this.#perm[jj + this.#perm[kk]]];
286
+ const gi1 =
287
+ this.#gradP[ii + i1 + this.#perm[jj + j1 + this.#perm[kk + k1]]];
288
+ const gi2 =
289
+ this.#gradP[ii + i2 + this.#perm[jj + j2 + this.#perm[kk + k2]]];
290
+ const gi3 = this.#gradP[ii + 1 + this.#perm[jj + 1 + this.#perm[kk + 1]]];
291
+
292
+ // Calculate the contribution from the four corners
293
+ let t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
294
+ if (t0 < 0) {
295
+ n0 = 0;
296
+ } else {
297
+ t0 *= t0;
298
+ n0 = t0 * t0 * gi0.dot3(x0, y0, z0); // (x,y) of grad3 used for 2D gradient
299
+ }
300
+ let t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
301
+ if (t1 < 0) {
302
+ n1 = 0;
303
+ } else {
304
+ t1 *= t1;
305
+ n1 = t1 * t1 * gi1.dot3(x1, y1, z1);
306
+ }
307
+ let t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
308
+ if (t2 < 0) {
309
+ n2 = 0;
310
+ } else {
311
+ t2 *= t2;
312
+ n2 = t2 * t2 * gi2.dot3(x2, y2, z2);
313
+ }
314
+ let t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
315
+ if (t3 < 0) {
316
+ n3 = 0;
317
+ } else {
318
+ t3 *= t3;
319
+ n3 = t3 * t3 * gi3.dot3(x3, y3, z3);
320
+ }
321
+ // Add contributions from each corner to get the final noise value.
322
+ // The result is scaled to return values in the interval [-1,1].
323
+ return 32 * (n0 + n1 + n2 + n3);
324
+ }
325
+
326
+ /**
327
+ * 2D Perlin Noise
328
+ * @param {number} x - X coordinate
329
+ * @param {number} y - Y coordinate
330
+ * @returns {number} Noise value in range [-1, 1]
331
+ */
332
+ static perlin2(x, y) {
333
+ // Find unit grid cell containing point
334
+ const X = Math.floor(x),
335
+ Y = Math.floor(y);
336
+ // Get relative xy coordinates of point within that cell
337
+ x = x - X;
338
+ y = y - Y;
339
+ // Wrap the integer cells at 255 (smaller integer period can be introduced here)
340
+ const XX = X & 255,
341
+ YY = Y & 255;
342
+
343
+ // Calculate noise contributions from each of the four corners
344
+ const n00 = this.#gradP[XX + this.#perm[YY]].dot2(x, y);
345
+ const n01 = this.#gradP[XX + this.#perm[YY + 1]].dot2(x, y - 1);
346
+ const n10 = this.#gradP[XX + 1 + this.#perm[YY]].dot2(x - 1, y);
347
+ const n11 = this.#gradP[XX + 1 + this.#perm[YY + 1]].dot2(x - 1, y - 1);
348
+
349
+ // Compute the fade curve value for x
350
+ const u = this.#fade(x);
351
+
352
+ // Interpolate the four results
353
+ return this.#lerp(
354
+ this.#lerp(n00, n10, u),
355
+ this.#lerp(n01, n11, u),
356
+ this.#fade(y)
357
+ );
358
+ }
359
+
360
+ /**
361
+ * 3D Perlin Noise
362
+ * @param {number} x - X coordinate
363
+ * @param {number} y - Y coordinate
364
+ * @param {number} z - Z coordinate
365
+ * @returns {number} Noise value in range [-1, 1]
366
+ */
367
+ static perlin3(x, y, z) {
368
+ // Find unit grid cell containing point
369
+ const X = Math.floor(x),
370
+ Y = Math.floor(y),
371
+ Z = Math.floor(z);
372
+ // Get relative xyz coordinates of point within that cell
373
+ x = x - X;
374
+ y = y - Y;
375
+ z = z - Z;
376
+ // Wrap the integer cells at 255 (smaller integer period can be introduced here)
377
+ const XX = X & 255,
378
+ YY = Y & 255,
379
+ ZZ = Z & 255;
380
+
381
+ // Calculate noise contributions from each of the eight corners
382
+ const n000 = this.#gradP[XX + this.#perm[YY + this.#perm[ZZ]]].dot3(
383
+ x,
384
+ y,
385
+ z
386
+ );
387
+ const n001 = this.#gradP[XX + this.#perm[YY + this.#perm[ZZ + 1]]].dot3(
388
+ x,
389
+ y,
390
+ z - 1
391
+ );
392
+ const n010 = this.#gradP[XX + this.#perm[YY + 1 + this.#perm[ZZ]]].dot3(
393
+ x,
394
+ y - 1,
395
+ z
396
+ );
397
+ const n011 = this.#gradP[XX + this.#perm[YY + 1 + this.#perm[ZZ + 1]]].dot3(
398
+ x,
399
+ y - 1,
400
+ z - 1
401
+ );
402
+ const n100 = this.#gradP[XX + 1 + this.#perm[YY + this.#perm[ZZ]]].dot3(
403
+ x - 1,
404
+ y,
405
+ z
406
+ );
407
+ const n101 = this.#gradP[XX + 1 + this.#perm[YY + this.#perm[ZZ + 1]]].dot3(
408
+ x - 1,
409
+ y,
410
+ z - 1
411
+ );
412
+ const n110 = this.#gradP[XX + 1 + this.#perm[YY + 1 + this.#perm[ZZ]]].dot3(
413
+ x - 1,
414
+ y - 1,
415
+ z
416
+ );
417
+ const n111 = this.#gradP[
418
+ XX + 1 + this.#perm[YY + 1 + this.#perm[ZZ + 1]]
419
+ ].dot3(x - 1, y - 1, z - 1);
420
+
421
+ // Compute the fade curve value for x, y, z
422
+ const u = this.#fade(x);
423
+ const v = this.#fade(y);
424
+ const w = this.#fade(z);
425
+
426
+ // Interpolate
427
+ return this.#lerp(
428
+ this.#lerp(this.#lerp(n000, n100, u), this.#lerp(n001, n101, u), w),
429
+ this.#lerp(this.#lerp(n010, n110, u), this.#lerp(n011, n111, u), w),
430
+ v
431
+ );
432
+ }
433
+ }
@@ -0,0 +1,191 @@
1
+ /**
2
+ * Orbital mechanics utilities for geodesic motion visualization.
3
+ * Provides functions for Keplerian motion and GR corrections.
4
+ *
5
+ * All functions are pure - can be refactored to a class later if needed.
6
+ *
7
+ * @example
8
+ * import { keplerianOmega, schwarzschildPrecessionRate } from './orbital.js';
9
+ *
10
+ * // Base angular velocity
11
+ * const omega = keplerianOmega(10, 1, 0.5);
12
+ *
13
+ * // GR precession correction
14
+ * const precession = schwarzschildPrecessionRate(10, 2, 0.15);
15
+ */
16
+
17
+ // ─────────────────────────────────────────────────────────────────────────────
18
+ // ANGULAR VELOCITY
19
+ // ─────────────────────────────────────────────────────────────────────────────
20
+
21
+ /**
22
+ * Keplerian angular velocity based on Kepler's 3rd law.
23
+ *
24
+ * omega ∝ sqrt(M) / r^(3/2)
25
+ *
26
+ * The referenceR parameter allows scaling for visualization - objects at
27
+ * r = referenceR will have angular velocity = speedFactor * sqrt(M).
28
+ *
29
+ * @param {number} r - Orbital radius
30
+ * @param {number} M - Central mass (geometrized units)
31
+ * @param {number} [speedFactor=1] - Speed multiplier for visualization
32
+ * @param {number} [referenceR=5] - Reference radius for scaling
33
+ * @returns {number} Angular velocity omega
34
+ */
35
+ export function keplerianOmega(r, M, speedFactor = 1, referenceR = 5) {
36
+ if (r <= 0) return 0;
37
+ return (speedFactor * Math.sqrt(M)) / Math.pow(r / referenceR, 1.5);
38
+ }
39
+
40
+ // ─────────────────────────────────────────────────────────────────────────────
41
+ // GR PRECESSION RATES
42
+ // ─────────────────────────────────────────────────────────────────────────────
43
+
44
+ /**
45
+ * GR orbital precession rate for Schwarzschild spacetime.
46
+ *
47
+ * In GR, orbits don't close - they precess. The rate scales as rs/r,
48
+ * meaning closer orbits precess faster.
49
+ *
50
+ * The exact formula is Δφ ≈ 6πM/a(1-e²) per orbit, but for visualization
51
+ * we use a simpler form that captures the essential 1/r dependence.
52
+ *
53
+ * @param {number} r - Orbital radius
54
+ * @param {number} rs - Schwarzschild radius (2M)
55
+ * @param {number} [factor=1] - Precession rate multiplier
56
+ * @returns {number} Precession rate (multiply by dt for angle change)
57
+ */
58
+ export function schwarzschildPrecessionRate(r, rs, factor = 1) {
59
+ if (r <= rs) return 0;
60
+ return factor * (rs / r);
61
+ }
62
+
63
+ /**
64
+ * GR orbital precession rate for Kerr spacetime.
65
+ *
66
+ * Includes additional contribution from frame dragging.
67
+ * Prograde orbits precess faster than in Schwarzschild.
68
+ *
69
+ * @param {number} r - Orbital radius
70
+ * @param {number} M - Mass parameter
71
+ * @param {number} a - Spin parameter (0 to M)
72
+ * @param {number} [factor=1] - Precession rate multiplier
73
+ * @returns {number} Precession rate
74
+ */
75
+ export function kerrPrecessionRate(r, M, a, factor = 1) {
76
+ const rs = 2 * M;
77
+ if (r <= rs) return 0;
78
+ // Base Schwarzschild precession + frame dragging enhancement
79
+ return factor * (rs / r) * (1 + a / M);
80
+ }
81
+
82
+ // ─────────────────────────────────────────────────────────────────────────────
83
+ // ORBITAL GEOMETRY
84
+ // ─────────────────────────────────────────────────────────────────────────────
85
+
86
+ /**
87
+ * Compute orbital radius with eccentricity (Keplerian ellipse).
88
+ *
89
+ * r(φ) = a(1 - e²) / (1 + e*cos(φ))
90
+ *
91
+ * For small eccentricity, this simplifies to approximately:
92
+ * r ≈ a + a*e*sin(φ) (used in demos for smooth oscillation)
93
+ *
94
+ * @param {number} semiMajor - Semi-major axis a
95
+ * @param {number} eccentricity - Orbital eccentricity e (0 to 1)
96
+ * @param {number} phi - True anomaly (orbital angle)
97
+ * @returns {number} Orbital radius at angle phi
98
+ */
99
+ export function orbitalRadius(semiMajor, eccentricity, phi) {
100
+ if (eccentricity >= 1) return semiMajor;
101
+ const p = semiMajor * (1 - eccentricity * eccentricity);
102
+ return p / (1 + eccentricity * Math.cos(phi));
103
+ }
104
+
105
+ /**
106
+ * Simplified radial oscillation for small eccentricity.
107
+ * More visually smooth than true Keplerian ellipse.
108
+ *
109
+ * @param {number} semiMajor - Base orbital radius
110
+ * @param {number} eccentricity - Eccentricity (small values)
111
+ * @param {number} phi - Orbital angle
112
+ * @param {number} [amplitudeFactor=2] - Oscillation amplitude multiplier
113
+ * @returns {number} Orbital radius
114
+ */
115
+ export function orbitalRadiusSimple(semiMajor, eccentricity, phi, amplitudeFactor = 2) {
116
+ const oscillation = eccentricity * Math.sin(phi * 2);
117
+ return semiMajor + oscillation * amplitudeFactor;
118
+ }
119
+
120
+ /**
121
+ * Decaying orbital radius.
122
+ * Applies a decay factor to the orbital radius over time/angle.
123
+ *
124
+ * @param {number} r0 - Initial orbital radius
125
+ * @param {number} decayFactor - How fast the orbit decays (0 to 1)
126
+ * @param {number} t - Time or progress factor
127
+ * @returns {number} Decayed radius
128
+ */
129
+ export function decayingOrbitalRadius(r0, decayFactor, t) {
130
+ return r0 * Math.exp(-decayFactor * t);
131
+ }
132
+
133
+ /**
134
+ * Computes a terminal trajectory (direct fall).
135
+ * Interpolates between a starting point and the center (0,0,0).
136
+ *
137
+ * @param {number} startX - Start X
138
+ * @param {number} startY - Start Y
139
+ * @param {number} startZ - Start Z
140
+ * @param {number} progress - Progress (0 to 1)
141
+ * @param {Function} easingFn - Optional easing function
142
+ * @returns {Object} Position { x, y, z }
143
+ */
144
+ export function getTerminalTrajectory(startX, startY, startZ, progress, easingFn = null) {
145
+ const t = easingFn ? easingFn(progress) : progress;
146
+ return {
147
+ x: startX * (1 - t),
148
+ y: startY * (1 - t),
149
+ z: startZ * (1 - t),
150
+ };
151
+ }
152
+
153
+ // ─────────────────────────────────────────────────────────────────────────────
154
+ // TRAIL MANAGEMENT
155
+ // ─────────────────────────────────────────────────────────────────────────────
156
+
157
+ /**
158
+ * Add a point to an orbital trail array, maintaining max length.
159
+ *
160
+ * Points are added at the front (newest first) for efficient rendering
161
+ * of fading trails.
162
+ *
163
+ * @param {Array} trail - Trail array (modified in place)
164
+ * @param {Object} point - Point to add { x, z, r, ... }
165
+ * @param {number} [maxLength=80] - Maximum trail length
166
+ * @returns {Array} The modified trail array
167
+ */
168
+ export function updateTrail(trail, point, maxLength = 80) {
169
+ trail.unshift(point);
170
+ if (trail.length > maxLength) {
171
+ trail.pop();
172
+ }
173
+ return trail;
174
+ }
175
+
176
+ /**
177
+ * Create a trail point from orbital state.
178
+ *
179
+ * @param {number} r - Orbital radius
180
+ * @param {number} phi - Orbital angle (including precession)
181
+ * @param {Object} [extra={}] - Additional data to include
182
+ * @returns {Object} Trail point { x, z, r, ...extra }
183
+ */
184
+ export function createTrailPoint(r, phi, extra = {}) {
185
+ return {
186
+ x: Math.cos(phi) * r,
187
+ z: Math.sin(phi) * r,
188
+ r,
189
+ ...extra,
190
+ };
191
+ }