@holoscript/std 2.1.0
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.
- package/dist/collections.d.ts +177 -0
- package/dist/collections.d.ts.map +1 -0
- package/dist/collections.js +720 -0
- package/dist/collections.js.map +1 -0
- package/dist/index.d.ts +89 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.js +177 -0
- package/dist/index.js.map +1 -0
- package/dist/math.d.ts +162 -0
- package/dist/math.d.ts.map +1 -0
- package/dist/math.js +539 -0
- package/dist/math.js.map +1 -0
- package/dist/string.d.ts +208 -0
- package/dist/string.d.ts.map +1 -0
- package/dist/string.js +443 -0
- package/dist/string.js.map +1 -0
- package/dist/time.d.ts +215 -0
- package/dist/time.d.ts.map +1 -0
- package/dist/time.js +530 -0
- package/dist/time.js.map +1 -0
- package/dist/types.d.ts +193 -0
- package/dist/types.d.ts.map +1 -0
- package/dist/types.js +198 -0
- package/dist/types.js.map +1 -0
- package/package.json +55 -0
- package/src/collections.ts +844 -0
- package/src/index.ts +324 -0
- package/src/math.ts +658 -0
- package/src/string.ts +499 -0
- package/src/time.ts +622 -0
- package/src/types.ts +376 -0
- package/tsconfig.json +18 -0
package/src/math.ts
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/**
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* Math utilities for HoloScript
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*
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* Vector math, quaternion operations, interpolation, and noise functions.
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*/
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import type { Vec2, Vec3, Vec4, Quat, EulerAngles, AABB, Ray, RaycastHit } from './types.js';
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import { vec3, quat } from './types.js';
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// =============================================================================
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// CONSTANTS
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// =============================================================================
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export const PI = Math.PI;
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export const TAU = Math.PI * 2;
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export const HALF_PI = Math.PI / 2;
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export const DEG_TO_RAD = Math.PI / 180;
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export const RAD_TO_DEG = 180 / Math.PI;
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export const EPSILON = 1e-6;
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// =============================================================================
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// BASIC MATH
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// =============================================================================
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export function clamp(value: number, min: number, max: number): number {
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return Math.max(min, Math.min(max, value));
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}
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export function lerp(a: number, b: number, t: number): number {
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return a + (b - a) * t;
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}
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export function inverseLerp(a: number, b: number, value: number): number {
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return (value - a) / (b - a);
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}
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export function remap(value: number, inMin: number, inMax: number, outMin: number, outMax: number): number {
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return lerp(outMin, outMax, inverseLerp(inMin, inMax, value));
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}
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export function smoothstep(edge0: number, edge1: number, x: number): number {
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const t = clamp((x - edge0) / (edge1 - edge0), 0, 1);
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return t * t * (3 - 2 * t);
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}
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export function smootherstep(edge0: number, edge1: number, x: number): number {
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const t = clamp((x - edge0) / (edge1 - edge0), 0, 1);
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return t * t * t * (t * (t * 6 - 15) + 10);
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}
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export function degToRad(degrees: number): number {
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return degrees * DEG_TO_RAD;
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}
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export function radToDeg(radians: number): number {
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return radians * RAD_TO_DEG;
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}
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export function mod(n: number, m: number): number {
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return ((n % m) + m) % m;
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}
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export function fract(x: number): number {
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return x - Math.floor(x);
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}
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export function sign(x: number): number {
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return x > 0 ? 1 : x < 0 ? -1 : 0;
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}
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export function step(edge: number, x: number): number {
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return x < edge ? 0 : 1;
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}
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// =============================================================================
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// VEC2 OPERATIONS
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// =============================================================================
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export const vec2Math = {
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add: (a: Vec2, b: Vec2): Vec2 => ({ x: a.x + b.x, y: a.y + b.y }),
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sub: (a: Vec2, b: Vec2): Vec2 => ({ x: a.x - b.x, y: a.y - b.y }),
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mul: (a: Vec2, s: number): Vec2 => ({ x: a.x * s, y: a.y * s }),
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div: (a: Vec2, s: number): Vec2 => ({ x: a.x / s, y: a.y / s }),
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dot: (a: Vec2, b: Vec2): number => a.x * b.x + a.y * b.y,
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length: (v: Vec2): number => Math.sqrt(v.x * v.x + v.y * v.y),
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lengthSq: (v: Vec2): number => v.x * v.x + v.y * v.y,
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normalize: (v: Vec2): Vec2 => {
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const len = vec2Math.length(v);
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return len > 0 ? vec2Math.div(v, len) : { x: 0, y: 0 };
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},
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distance: (a: Vec2, b: Vec2): number => vec2Math.length(vec2Math.sub(a, b)),
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lerp: (a: Vec2, b: Vec2, t: number): Vec2 => ({
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x: lerp(a.x, b.x, t),
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y: lerp(a.y, b.y, t),
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}),
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rotate: (v: Vec2, angle: number): Vec2 => {
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const c = Math.cos(angle);
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const s = Math.sin(angle);
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return { x: v.x * c - v.y * s, y: v.x * s + v.y * c };
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},
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angle: (v: Vec2): number => Math.atan2(v.y, v.x),
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angleBetween: (a: Vec2, b: Vec2): number => {
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return Math.acos(clamp(vec2Math.dot(vec2Math.normalize(a), vec2Math.normalize(b)), -1, 1));
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},
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};
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// =============================================================================
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// VEC3 OPERATIONS
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// =============================================================================
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export const vec3Math = {
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zero: (): Vec3 => vec3(0, 0, 0),
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one: (): Vec3 => vec3(1, 1, 1),
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up: (): Vec3 => vec3(0, 1, 0),
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down: (): Vec3 => vec3(0, -1, 0),
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forward: (): Vec3 => vec3(0, 0, -1),
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back: (): Vec3 => vec3(0, 0, 1),
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left: (): Vec3 => vec3(-1, 0, 0),
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right: (): Vec3 => vec3(1, 0, 0),
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add: (a: Vec3, b: Vec3): Vec3 => ({ x: a.x + b.x, y: a.y + b.y, z: a.z + b.z }),
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sub: (a: Vec3, b: Vec3): Vec3 => ({ x: a.x - b.x, y: a.y - b.y, z: a.z - b.z }),
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mul: (a: Vec3, s: number): Vec3 => ({ x: a.x * s, y: a.y * s, z: a.z * s }),
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div: (a: Vec3, s: number): Vec3 => ({ x: a.x / s, y: a.y / s, z: a.z / s }),
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mulVec: (a: Vec3, b: Vec3): Vec3 => ({ x: a.x * b.x, y: a.y * b.y, z: a.z * b.z }),
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dot: (a: Vec3, b: Vec3): number => a.x * b.x + a.y * b.y + a.z * b.z,
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cross: (a: Vec3, b: Vec3): Vec3 => ({
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x: a.y * b.z - a.z * b.y,
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y: a.z * b.x - a.x * b.z,
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z: a.x * b.y - a.y * b.x,
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}),
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length: (v: Vec3): number => Math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z),
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lengthSq: (v: Vec3): number => v.x * v.x + v.y * v.y + v.z * v.z,
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normalize: (v: Vec3): Vec3 => {
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const len = vec3Math.length(v);
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return len > EPSILON ? vec3Math.div(v, len) : vec3(0, 0, 0);
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},
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distance: (a: Vec3, b: Vec3): number => vec3Math.length(vec3Math.sub(a, b)),
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distanceSq: (a: Vec3, b: Vec3): number => vec3Math.lengthSq(vec3Math.sub(a, b)),
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lerp: (a: Vec3, b: Vec3, t: number): Vec3 => ({
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x: lerp(a.x, b.x, t),
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y: lerp(a.y, b.y, t),
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z: lerp(a.z, b.z, t),
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}),
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slerp: (a: Vec3, b: Vec3, t: number): Vec3 => {
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const dot = clamp(vec3Math.dot(a, b), -1, 1);
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const theta = Math.acos(dot) * t;
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const relative = vec3Math.normalize(vec3Math.sub(b, vec3Math.mul(a, dot)));
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return vec3Math.add(
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vec3Math.mul(a, Math.cos(theta)),
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vec3Math.mul(relative, Math.sin(theta))
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);
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},
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negate: (v: Vec3): Vec3 => ({ x: -v.x, y: -v.y, z: -v.z }),
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abs: (v: Vec3): Vec3 => ({ x: Math.abs(v.x), y: Math.abs(v.y), z: Math.abs(v.z) }),
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min: (a: Vec3, b: Vec3): Vec3 => ({
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x: Math.min(a.x, b.x),
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y: Math.min(a.y, b.y),
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z: Math.min(a.z, b.z),
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}),
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max: (a: Vec3, b: Vec3): Vec3 => ({
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x: Math.max(a.x, b.x),
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y: Math.max(a.y, b.y),
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z: Math.max(a.z, b.z),
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}),
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clamp: (v: Vec3, min: Vec3, max: Vec3): Vec3 => ({
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x: clamp(v.x, min.x, max.x),
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y: clamp(v.y, min.y, max.y),
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z: clamp(v.z, min.z, max.z),
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}),
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floor: (v: Vec3): Vec3 => ({
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x: Math.floor(v.x),
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y: Math.floor(v.y),
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z: Math.floor(v.z),
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}),
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ceil: (v: Vec3): Vec3 => ({
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x: Math.ceil(v.x),
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y: Math.ceil(v.y),
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z: Math.ceil(v.z),
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}),
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round: (v: Vec3): Vec3 => ({
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x: Math.round(v.x),
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y: Math.round(v.y),
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z: Math.round(v.z),
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}),
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reflect: (v: Vec3, normal: Vec3): Vec3 => {
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const dot = vec3Math.dot(v, normal);
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return vec3Math.sub(v, vec3Math.mul(normal, 2 * dot));
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},
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project: (v: Vec3, onto: Vec3): Vec3 => {
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const dot = vec3Math.dot(v, onto);
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const lenSq = vec3Math.lengthSq(onto);
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return vec3Math.mul(onto, dot / lenSq);
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},
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angle: (a: Vec3, b: Vec3): number => {
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const dot = vec3Math.dot(vec3Math.normalize(a), vec3Math.normalize(b));
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return Math.acos(clamp(dot, -1, 1));
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},
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equals: (a: Vec3, b: Vec3, epsilon: number = EPSILON): boolean => {
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return (
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Math.abs(a.x - b.x) < epsilon &&
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Math.abs(a.y - b.y) < epsilon &&
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Math.abs(a.z - b.z) < epsilon
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);
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},
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};
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// =============================================================================
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// QUATERNION OPERATIONS
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// =============================================================================
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export const quatMath = {
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identity: (): Quat => quat(0, 0, 0, 1),
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fromAxisAngle: (axis: Vec3, angle: number): Quat => {
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const halfAngle = angle / 2;
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const s = Math.sin(halfAngle);
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const normalized = vec3Math.normalize(axis);
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return {
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x: normalized.x * s,
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y: normalized.y * s,
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z: normalized.z * s,
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w: Math.cos(halfAngle),
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};
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},
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fromEuler: (euler: EulerAngles): Quat => {
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const { x, y, z } = euler;
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const c1 = Math.cos(degToRad(x) / 2);
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const c2 = Math.cos(degToRad(y) / 2);
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const c3 = Math.cos(degToRad(z) / 2);
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const s1 = Math.sin(degToRad(x) / 2);
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const s2 = Math.sin(degToRad(y) / 2);
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const s3 = Math.sin(degToRad(z) / 2);
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return {
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x: s1 * c2 * c3 + c1 * s2 * s3,
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y: c1 * s2 * c3 - s1 * c2 * s3,
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z: c1 * c2 * s3 + s1 * s2 * c3,
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w: c1 * c2 * c3 - s1 * s2 * s3,
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};
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},
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toEuler: (q: Quat): EulerAngles => {
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const sinr_cosp = 2 * (q.w * q.x + q.y * q.z);
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const cosr_cosp = 1 - 2 * (q.x * q.x + q.y * q.y);
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const x = Math.atan2(sinr_cosp, cosr_cosp);
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const sinp = 2 * (q.w * q.y - q.z * q.x);
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let y: number;
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if (Math.abs(sinp) >= 1) {
|
|
271
|
+
y = (Math.PI / 2) * Math.sign(sinp);
|
|
272
|
+
} else {
|
|
273
|
+
y = Math.asin(sinp);
|
|
274
|
+
}
|
|
275
|
+
|
|
276
|
+
const siny_cosp = 2 * (q.w * q.z + q.x * q.y);
|
|
277
|
+
const cosy_cosp = 1 - 2 * (q.y * q.y + q.z * q.z);
|
|
278
|
+
const z = Math.atan2(siny_cosp, cosy_cosp);
|
|
279
|
+
|
|
280
|
+
return {
|
|
281
|
+
x: radToDeg(x),
|
|
282
|
+
y: radToDeg(y),
|
|
283
|
+
z: radToDeg(z),
|
|
284
|
+
};
|
|
285
|
+
},
|
|
286
|
+
|
|
287
|
+
multiply: (a: Quat, b: Quat): Quat => ({
|
|
288
|
+
x: a.w * b.x + a.x * b.w + a.y * b.z - a.z * b.y,
|
|
289
|
+
y: a.w * b.y - a.x * b.z + a.y * b.w + a.z * b.x,
|
|
290
|
+
z: a.w * b.z + a.x * b.y - a.y * b.x + a.z * b.w,
|
|
291
|
+
w: a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z,
|
|
292
|
+
}),
|
|
293
|
+
|
|
294
|
+
conjugate: (q: Quat): Quat => ({ x: -q.x, y: -q.y, z: -q.z, w: q.w }),
|
|
295
|
+
|
|
296
|
+
inverse: (q: Quat): Quat => {
|
|
297
|
+
const lenSq = q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w;
|
|
298
|
+
return {
|
|
299
|
+
x: -q.x / lenSq,
|
|
300
|
+
y: -q.y / lenSq,
|
|
301
|
+
z: -q.z / lenSq,
|
|
302
|
+
w: q.w / lenSq,
|
|
303
|
+
};
|
|
304
|
+
},
|
|
305
|
+
|
|
306
|
+
normalize: (q: Quat): Quat => {
|
|
307
|
+
const len = Math.sqrt(q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w);
|
|
308
|
+
return { x: q.x / len, y: q.y / len, z: q.z / len, w: q.w / len };
|
|
309
|
+
},
|
|
310
|
+
|
|
311
|
+
dot: (a: Quat, b: Quat): number => a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w,
|
|
312
|
+
|
|
313
|
+
slerp: (a: Quat, b: Quat, t: number): Quat => {
|
|
314
|
+
let dot = quatMath.dot(a, b);
|
|
315
|
+
|
|
316
|
+
// If dot is negative, negate one quaternion to take shorter path
|
|
317
|
+
let bAdjusted = b;
|
|
318
|
+
if (dot < 0) {
|
|
319
|
+
bAdjusted = { x: -b.x, y: -b.y, z: -b.z, w: -b.w };
|
|
320
|
+
dot = -dot;
|
|
321
|
+
}
|
|
322
|
+
|
|
323
|
+
if (dot > 0.9995) {
|
|
324
|
+
// Linear interpolation for very close quaternions
|
|
325
|
+
return quatMath.normalize({
|
|
326
|
+
x: lerp(a.x, bAdjusted.x, t),
|
|
327
|
+
y: lerp(a.y, bAdjusted.y, t),
|
|
328
|
+
z: lerp(a.z, bAdjusted.z, t),
|
|
329
|
+
w: lerp(a.w, bAdjusted.w, t),
|
|
330
|
+
});
|
|
331
|
+
}
|
|
332
|
+
|
|
333
|
+
const theta0 = Math.acos(dot);
|
|
334
|
+
const theta = theta0 * t;
|
|
335
|
+
const sinTheta = Math.sin(theta);
|
|
336
|
+
const sinTheta0 = Math.sin(theta0);
|
|
337
|
+
|
|
338
|
+
const s0 = Math.cos(theta) - (dot * sinTheta) / sinTheta0;
|
|
339
|
+
const s1 = sinTheta / sinTheta0;
|
|
340
|
+
|
|
341
|
+
return {
|
|
342
|
+
x: a.x * s0 + bAdjusted.x * s1,
|
|
343
|
+
y: a.y * s0 + bAdjusted.y * s1,
|
|
344
|
+
z: a.z * s0 + bAdjusted.z * s1,
|
|
345
|
+
w: a.w * s0 + bAdjusted.w * s1,
|
|
346
|
+
};
|
|
347
|
+
},
|
|
348
|
+
|
|
349
|
+
rotateVec3: (q: Quat, v: Vec3): Vec3 => {
|
|
350
|
+
const qv = { x: q.x, y: q.y, z: q.z };
|
|
351
|
+
const uv = vec3Math.cross(qv, v);
|
|
352
|
+
const uuv = vec3Math.cross(qv, uv);
|
|
353
|
+
return vec3Math.add(v, vec3Math.add(vec3Math.mul(uv, 2 * q.w), vec3Math.mul(uuv, 2)));
|
|
354
|
+
},
|
|
355
|
+
|
|
356
|
+
lookAt: (forward: Vec3, up: Vec3 = vec3(0, 1, 0)): Quat => {
|
|
357
|
+
const f = vec3Math.normalize(forward);
|
|
358
|
+
const r = vec3Math.normalize(vec3Math.cross(up, f));
|
|
359
|
+
const u = vec3Math.cross(f, r);
|
|
360
|
+
|
|
361
|
+
const trace = r.x + u.y + f.z;
|
|
362
|
+
let q: Quat;
|
|
363
|
+
|
|
364
|
+
if (trace > 0) {
|
|
365
|
+
const s = 0.5 / Math.sqrt(trace + 1);
|
|
366
|
+
q = {
|
|
367
|
+
w: 0.25 / s,
|
|
368
|
+
x: (u.z - f.y) * s,
|
|
369
|
+
y: (f.x - r.z) * s,
|
|
370
|
+
z: (r.y - u.x) * s,
|
|
371
|
+
};
|
|
372
|
+
} else if (r.x > u.y && r.x > f.z) {
|
|
373
|
+
const s = 2 * Math.sqrt(1 + r.x - u.y - f.z);
|
|
374
|
+
q = {
|
|
375
|
+
w: (u.z - f.y) / s,
|
|
376
|
+
x: 0.25 * s,
|
|
377
|
+
y: (u.x + r.y) / s,
|
|
378
|
+
z: (f.x + r.z) / s,
|
|
379
|
+
};
|
|
380
|
+
} else if (u.y > f.z) {
|
|
381
|
+
const s = 2 * Math.sqrt(1 + u.y - r.x - f.z);
|
|
382
|
+
q = {
|
|
383
|
+
w: (f.x - r.z) / s,
|
|
384
|
+
x: (u.x + r.y) / s,
|
|
385
|
+
y: 0.25 * s,
|
|
386
|
+
z: (f.y + u.z) / s,
|
|
387
|
+
};
|
|
388
|
+
} else {
|
|
389
|
+
const s = 2 * Math.sqrt(1 + f.z - r.x - u.y);
|
|
390
|
+
q = {
|
|
391
|
+
w: (r.y - u.x) / s,
|
|
392
|
+
x: (f.x + r.z) / s,
|
|
393
|
+
y: (f.y + u.z) / s,
|
|
394
|
+
z: 0.25 * s,
|
|
395
|
+
};
|
|
396
|
+
}
|
|
397
|
+
|
|
398
|
+
return quatMath.normalize(q);
|
|
399
|
+
},
|
|
400
|
+
};
|
|
401
|
+
|
|
402
|
+
// =============================================================================
|
|
403
|
+
// AABB OPERATIONS
|
|
404
|
+
// =============================================================================
|
|
405
|
+
|
|
406
|
+
export const aabbMath = {
|
|
407
|
+
contains: (aabb: AABB, point: Vec3): boolean => {
|
|
408
|
+
return (
|
|
409
|
+
point.x >= aabb.min.x && point.x <= aabb.max.x &&
|
|
410
|
+
point.y >= aabb.min.y && point.y <= aabb.max.y &&
|
|
411
|
+
point.z >= aabb.min.z && point.z <= aabb.max.z
|
|
412
|
+
);
|
|
413
|
+
},
|
|
414
|
+
|
|
415
|
+
intersects: (a: AABB, b: AABB): boolean => {
|
|
416
|
+
return (
|
|
417
|
+
a.min.x <= b.max.x && a.max.x >= b.min.x &&
|
|
418
|
+
a.min.y <= b.max.y && a.max.y >= b.min.y &&
|
|
419
|
+
a.min.z <= b.max.z && a.max.z >= b.min.z
|
|
420
|
+
);
|
|
421
|
+
},
|
|
422
|
+
|
|
423
|
+
center: (aabb: AABB): Vec3 => vec3Math.mul(vec3Math.add(aabb.min, aabb.max), 0.5),
|
|
424
|
+
|
|
425
|
+
size: (aabb: AABB): Vec3 => vec3Math.sub(aabb.max, aabb.min),
|
|
426
|
+
|
|
427
|
+
expand: (aabb: AABB, point: Vec3): AABB => ({
|
|
428
|
+
min: vec3Math.min(aabb.min, point),
|
|
429
|
+
max: vec3Math.max(aabb.max, point),
|
|
430
|
+
}),
|
|
431
|
+
|
|
432
|
+
merge: (a: AABB, b: AABB): AABB => ({
|
|
433
|
+
min: vec3Math.min(a.min, b.min),
|
|
434
|
+
max: vec3Math.max(a.max, b.max),
|
|
435
|
+
}),
|
|
436
|
+
};
|
|
437
|
+
|
|
438
|
+
// =============================================================================
|
|
439
|
+
// NOISE FUNCTIONS
|
|
440
|
+
// =============================================================================
|
|
441
|
+
|
|
442
|
+
// Simple permutation table for noise
|
|
443
|
+
const perm = new Uint8Array(512);
|
|
444
|
+
for (let i = 0; i < 256; i++) perm[i] = perm[i + 256] = i;
|
|
445
|
+
for (let i = 255; i > 0; i--) {
|
|
446
|
+
const j = Math.floor(Math.random() * (i + 1));
|
|
447
|
+
[perm[i], perm[j]] = [perm[j], perm[i]];
|
|
448
|
+
perm[i + 256] = perm[i];
|
|
449
|
+
}
|
|
450
|
+
|
|
451
|
+
function fade(t: number): number {
|
|
452
|
+
return t * t * t * (t * (t * 6 - 15) + 10);
|
|
453
|
+
}
|
|
454
|
+
|
|
455
|
+
function grad(hash: number, x: number, y: number, z: number): number {
|
|
456
|
+
const h = hash & 15;
|
|
457
|
+
const u = h < 8 ? x : y;
|
|
458
|
+
const v = h < 4 ? y : h === 12 || h === 14 ? x : z;
|
|
459
|
+
return ((h & 1) === 0 ? u : -u) + ((h & 2) === 0 ? v : -v);
|
|
460
|
+
}
|
|
461
|
+
|
|
462
|
+
export const noise = {
|
|
463
|
+
/**
|
|
464
|
+
* 3D Perlin noise (-1 to 1)
|
|
465
|
+
*/
|
|
466
|
+
perlin3d: (x: number, y: number, z: number): number => {
|
|
467
|
+
const X = Math.floor(x) & 255;
|
|
468
|
+
const Y = Math.floor(y) & 255;
|
|
469
|
+
const Z = Math.floor(z) & 255;
|
|
470
|
+
|
|
471
|
+
x -= Math.floor(x);
|
|
472
|
+
y -= Math.floor(y);
|
|
473
|
+
z -= Math.floor(z);
|
|
474
|
+
|
|
475
|
+
const u = fade(x);
|
|
476
|
+
const v = fade(y);
|
|
477
|
+
const w = fade(z);
|
|
478
|
+
|
|
479
|
+
const A = perm[X] + Y;
|
|
480
|
+
const AA = perm[A] + Z;
|
|
481
|
+
const AB = perm[A + 1] + Z;
|
|
482
|
+
const B = perm[X + 1] + Y;
|
|
483
|
+
const BA = perm[B] + Z;
|
|
484
|
+
const BB = perm[B + 1] + Z;
|
|
485
|
+
|
|
486
|
+
return lerp(
|
|
487
|
+
lerp(
|
|
488
|
+
lerp(grad(perm[AA], x, y, z), grad(perm[BA], x - 1, y, z), u),
|
|
489
|
+
lerp(grad(perm[AB], x, y - 1, z), grad(perm[BB], x - 1, y - 1, z), u),
|
|
490
|
+
v
|
|
491
|
+
),
|
|
492
|
+
lerp(
|
|
493
|
+
lerp(grad(perm[AA + 1], x, y, z - 1), grad(perm[BA + 1], x - 1, y, z - 1), u),
|
|
494
|
+
lerp(grad(perm[AB + 1], x, y - 1, z - 1), grad(perm[BB + 1], x - 1, y - 1, z - 1), u),
|
|
495
|
+
v
|
|
496
|
+
),
|
|
497
|
+
w
|
|
498
|
+
);
|
|
499
|
+
},
|
|
500
|
+
|
|
501
|
+
/**
|
|
502
|
+
* 2D Perlin noise (-1 to 1)
|
|
503
|
+
*/
|
|
504
|
+
perlin2d: (x: number, y: number): number => {
|
|
505
|
+
return noise.perlin3d(x, y, 0);
|
|
506
|
+
},
|
|
507
|
+
|
|
508
|
+
/**
|
|
509
|
+
* Fractal Brownian Motion (fBm)
|
|
510
|
+
*/
|
|
511
|
+
fbm: (x: number, y: number, z: number, octaves: number = 6, lacunarity: number = 2, gain: number = 0.5): number => {
|
|
512
|
+
let value = 0;
|
|
513
|
+
let amplitude = 1;
|
|
514
|
+
let frequency = 1;
|
|
515
|
+
let maxValue = 0;
|
|
516
|
+
|
|
517
|
+
for (let i = 0; i < octaves; i++) {
|
|
518
|
+
value += amplitude * noise.perlin3d(x * frequency, y * frequency, z * frequency);
|
|
519
|
+
maxValue += amplitude;
|
|
520
|
+
amplitude *= gain;
|
|
521
|
+
frequency *= lacunarity;
|
|
522
|
+
}
|
|
523
|
+
|
|
524
|
+
return value / maxValue;
|
|
525
|
+
},
|
|
526
|
+
|
|
527
|
+
/**
|
|
528
|
+
* Simplex-like noise (approximation using perlin)
|
|
529
|
+
*/
|
|
530
|
+
simplex: (x: number, y: number): number => {
|
|
531
|
+
return noise.perlin2d(x * 1.2, y * 1.2);
|
|
532
|
+
},
|
|
533
|
+
|
|
534
|
+
/**
|
|
535
|
+
* Worley/Cellular noise
|
|
536
|
+
*/
|
|
537
|
+
worley: (x: number, y: number, z: number): number => {
|
|
538
|
+
const xi = Math.floor(x);
|
|
539
|
+
const yi = Math.floor(y);
|
|
540
|
+
const zi = Math.floor(z);
|
|
541
|
+
|
|
542
|
+
let minDist = Infinity;
|
|
543
|
+
|
|
544
|
+
for (let i = -1; i <= 1; i++) {
|
|
545
|
+
for (let j = -1; j <= 1; j++) {
|
|
546
|
+
for (let k = -1; k <= 1; k++) {
|
|
547
|
+
const cellX = xi + i;
|
|
548
|
+
const cellY = yi + j;
|
|
549
|
+
const cellZ = zi + k;
|
|
550
|
+
|
|
551
|
+
// Pseudo-random point in cell
|
|
552
|
+
const hash = perm[(perm[(perm[cellX & 255] + cellY) & 255] + cellZ) & 255];
|
|
553
|
+
const px = cellX + (hash / 255);
|
|
554
|
+
const py = cellY + ((hash * 7) % 255) / 255;
|
|
555
|
+
const pz = cellZ + ((hash * 13) % 255) / 255;
|
|
556
|
+
|
|
557
|
+
const dist = (x - px) * (x - px) + (y - py) * (y - py) + (z - pz) * (z - pz);
|
|
558
|
+
minDist = Math.min(minDist, dist);
|
|
559
|
+
}
|
|
560
|
+
}
|
|
561
|
+
}
|
|
562
|
+
|
|
563
|
+
return Math.sqrt(minDist);
|
|
564
|
+
},
|
|
565
|
+
};
|
|
566
|
+
|
|
567
|
+
// =============================================================================
|
|
568
|
+
// RANDOM
|
|
569
|
+
// =============================================================================
|
|
570
|
+
|
|
571
|
+
export const random = {
|
|
572
|
+
/**
|
|
573
|
+
* Random float between 0 and 1
|
|
574
|
+
*/
|
|
575
|
+
float: (): number => Math.random(),
|
|
576
|
+
|
|
577
|
+
/**
|
|
578
|
+
* Random float in range [min, max)
|
|
579
|
+
*/
|
|
580
|
+
range: (min: number, max: number): number => min + Math.random() * (max - min),
|
|
581
|
+
|
|
582
|
+
/**
|
|
583
|
+
* Random integer in range [min, max]
|
|
584
|
+
*/
|
|
585
|
+
int: (min: number, max: number): number => Math.floor(min + Math.random() * (max - min + 1)),
|
|
586
|
+
|
|
587
|
+
/**
|
|
588
|
+
* Random boolean with probability
|
|
589
|
+
*/
|
|
590
|
+
bool: (probability: number = 0.5): boolean => Math.random() < probability,
|
|
591
|
+
|
|
592
|
+
/**
|
|
593
|
+
* Random element from array
|
|
594
|
+
*/
|
|
595
|
+
pick: <T>(array: T[]): T => array[Math.floor(Math.random() * array.length)],
|
|
596
|
+
|
|
597
|
+
/**
|
|
598
|
+
* Shuffle array (Fisher-Yates)
|
|
599
|
+
*/
|
|
600
|
+
shuffle: <T>(array: T[]): T[] => {
|
|
601
|
+
const result = [...array];
|
|
602
|
+
for (let i = result.length - 1; i > 0; i--) {
|
|
603
|
+
const j = Math.floor(Math.random() * (i + 1));
|
|
604
|
+
[result[i], result[j]] = [result[j], result[i]];
|
|
605
|
+
}
|
|
606
|
+
return result;
|
|
607
|
+
},
|
|
608
|
+
|
|
609
|
+
/**
|
|
610
|
+
* Random Vec3 in unit sphere
|
|
611
|
+
*/
|
|
612
|
+
insideUnitSphere: (): Vec3 => {
|
|
613
|
+
const theta = Math.random() * TAU;
|
|
614
|
+
const phi = Math.acos(2 * Math.random() - 1);
|
|
615
|
+
const r = Math.cbrt(Math.random());
|
|
616
|
+
return {
|
|
617
|
+
x: r * Math.sin(phi) * Math.cos(theta),
|
|
618
|
+
y: r * Math.sin(phi) * Math.sin(theta),
|
|
619
|
+
z: r * Math.cos(phi),
|
|
620
|
+
};
|
|
621
|
+
},
|
|
622
|
+
|
|
623
|
+
/**
|
|
624
|
+
* Random Vec3 on unit sphere surface
|
|
625
|
+
*/
|
|
626
|
+
onUnitSphere: (): Vec3 => {
|
|
627
|
+
const theta = Math.random() * TAU;
|
|
628
|
+
const phi = Math.acos(2 * Math.random() - 1);
|
|
629
|
+
return {
|
|
630
|
+
x: Math.sin(phi) * Math.cos(theta),
|
|
631
|
+
y: Math.sin(phi) * Math.sin(theta),
|
|
632
|
+
z: Math.cos(phi),
|
|
633
|
+
};
|
|
634
|
+
},
|
|
635
|
+
|
|
636
|
+
/**
|
|
637
|
+
* Random Vec2 in unit circle
|
|
638
|
+
*/
|
|
639
|
+
insideUnitCircle: (): Vec2 => {
|
|
640
|
+
const theta = Math.random() * TAU;
|
|
641
|
+
const r = Math.sqrt(Math.random());
|
|
642
|
+
return {
|
|
643
|
+
x: r * Math.cos(theta),
|
|
644
|
+
y: r * Math.sin(theta),
|
|
645
|
+
};
|
|
646
|
+
},
|
|
647
|
+
|
|
648
|
+
/**
|
|
649
|
+
* Seeded random number generator
|
|
650
|
+
*/
|
|
651
|
+
seeded: (seed: number) => {
|
|
652
|
+
let s = seed;
|
|
653
|
+
return () => {
|
|
654
|
+
s = (s * 1103515245 + 12345) & 0x7fffffff;
|
|
655
|
+
return s / 0x7fffffff;
|
|
656
|
+
};
|
|
657
|
+
},
|
|
658
|
+
};
|