@holoscript/std 7.0.0 → 7.0.1
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/README.md +8 -0
- package/dist/chunk-DGUM43GV.js +11 -0
- package/dist/{chunk-PFX2JM4X.js → chunk-FAMOLKH3.js} +2 -1
- package/dist/{chunk-PFX2JM4X.js.map → chunk-FAMOLKH3.js.map} +1 -1
- package/dist/{chunk-DZHAVOCH.js → chunk-SOKH6FJ7.js} +31 -6
- package/dist/chunk-SOKH6FJ7.js.map +1 -0
- package/dist/collections.cjs +1 -0
- package/dist/collections.cjs.map +1 -1
- package/dist/collections.js +2 -2
- package/dist/fs/fs.d.ts.map +1 -1
- package/dist/fs/index.cjs +221 -8510
- package/dist/fs/index.cjs.map +1 -1
- package/dist/fs/index.js +832 -118
- package/dist/fs/index.js.map +1 -1
- package/dist/fs/sandbox.d.ts +49 -0
- package/dist/fs/sandbox.d.ts.map +1 -0
- package/dist/index.cjs +3494 -12672
- package/dist/index.cjs.map +1 -1
- package/dist/index.d.ts +0 -1
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +17 -7
- package/dist/index.js.map +1 -1
- package/dist/math.cjs +18 -3
- package/dist/math.cjs.map +1 -1
- package/dist/math.js +2 -2
- package/dist/string.js +1 -1
- package/dist/time.js +1 -1
- package/dist/traits/EconomicPrimitives.js +1 -1
- package/dist/traits/EconomicTraits.js +1 -1
- package/dist/types.d.ts.map +1 -1
- package/package.json +19 -9
- package/dist/__tests__/EconomicPrimitives.test.d.ts +0 -2
- package/dist/__tests__/EconomicPrimitives.test.d.ts.map +0 -1
- package/dist/__tests__/EconomicTraits.test.d.ts +0 -2
- package/dist/__tests__/EconomicTraits.test.d.ts.map +0 -1
- package/dist/__tests__/SimulationLabPrimitives.test.d.ts +0 -2
- package/dist/__tests__/SimulationLabPrimitives.test.d.ts.map +0 -1
- package/dist/__tests__/collections.test.d.ts +0 -2
- package/dist/__tests__/collections.test.d.ts.map +0 -1
- package/dist/__tests__/events.test.d.ts +0 -2
- package/dist/__tests__/events.test.d.ts.map +0 -1
- package/dist/__tests__/index.test.d.ts +0 -2
- package/dist/__tests__/index.test.d.ts.map +0 -1
- package/dist/__tests__/materials.test.d.ts +0 -2
- package/dist/__tests__/materials.test.d.ts.map +0 -1
- package/dist/__tests__/math.test.d.ts +0 -2
- package/dist/__tests__/math.test.d.ts.map +0 -1
- package/dist/__tests__/physics.test.d.ts +0 -2
- package/dist/__tests__/physics.test.d.ts.map +0 -1
- package/dist/__tests__/spatial.test.d.ts +0 -2
- package/dist/__tests__/spatial.test.d.ts.map +0 -1
- package/dist/__tests__/standard-library-fundamentals.test.d.ts +0 -2
- package/dist/__tests__/standard-library-fundamentals.test.d.ts.map +0 -1
- package/dist/__tests__/string-and-time-utilities.test.d.ts +0 -2
- package/dist/__tests__/string-and-time-utilities.test.d.ts.map +0 -1
- package/dist/__tests__/string-decoupled.test.d.ts +0 -2
- package/dist/__tests__/string-decoupled.test.d.ts.map +0 -1
- package/dist/__tests__/string.test.d.ts +0 -2
- package/dist/__tests__/string.test.d.ts.map +0 -1
- package/dist/__tests__/time.test.d.ts +0 -2
- package/dist/__tests__/time.test.d.ts.map +0 -1
- package/dist/chunk-DZHAVOCH.js.map +0 -1
- package/dist/chunk-PR4QN5HX.js +0 -43
- package/dist/chunk-XBA4ARST.js +0 -9313
- package/dist/chunk-XBA4ARST.js.map +0 -1
- package/dist/fs/__tests__/file-watch-system.test.d.ts +0 -2
- package/dist/fs/__tests__/file-watch-system.test.d.ts.map +0 -1
- package/dist/fs/__tests__/path-utilities.test.d.ts +0 -2
- package/dist/fs/__tests__/path-utilities.test.d.ts.map +0 -1
- package/dist/fs/__tests__/path.test.d.ts +0 -2
- package/dist/fs/__tests__/path.test.d.ts.map +0 -1
- package/dist/string.basic.test.d.ts +0 -5
- package/dist/string.basic.test.d.ts.map +0 -1
- package/dist/string.test.d.ts +0 -5
- package/dist/string.test.d.ts.map +0 -1
- package/dist/traits/__tests__/ARTraits.test.d.ts +0 -2
- package/dist/traits/__tests__/ARTraits.test.d.ts.map +0 -1
- package/dist/traits/__tests__/EconomicPrimitives.test.d.ts +0 -2
- package/dist/traits/__tests__/EconomicPrimitives.test.d.ts.map +0 -1
- package/dist/traits/__tests__/EconomicTraits.test.d.ts +0 -2
- package/dist/traits/__tests__/EconomicTraits.test.d.ts.map +0 -1
- package/error-utf8.log +0 -6
- package/error.log +0 -0
- package/src/__tests__/EconomicPrimitives.test.ts +0 -690
- package/src/__tests__/EconomicTraits.test.ts +0 -425
- package/src/__tests__/SimulationLabPrimitives.test.ts +0 -415
- package/src/__tests__/collections.test.ts +0 -182
- package/src/__tests__/events.test.ts +0 -135
- package/src/__tests__/index.test.ts +0 -14
- package/src/__tests__/materials.test.ts +0 -84
- package/src/__tests__/math.test.ts +0 -246
- package/src/__tests__/physics.test.ts +0 -83
- package/src/__tests__/spatial.test.ts +0 -333
- package/src/__tests__/standard-library-fundamentals.test.ts +0 -1318
- package/src/__tests__/string-and-time-utilities.test.ts +0 -1070
- package/src/__tests__/string-decoupled.test.ts +0 -13
- package/src/__tests__/string.test.ts +0 -164
- package/src/__tests__/time.test.ts +0 -110
- package/src/collections.ts +0 -850
- package/src/events.ts +0 -88
- package/src/fs/__tests__/file-watch-system.test.ts +0 -675
- package/src/fs/__tests__/path-utilities.test.ts +0 -375
- package/src/fs/__tests__/path.test.ts +0 -287
- package/src/fs/fs.ts +0 -692
- package/src/fs/index.ts +0 -194
- package/src/fs/path.ts +0 -310
- package/src/fs/watch.ts +0 -413
- package/src/index.ts +0 -476
- package/src/materials.ts +0 -109
- package/src/math.ts +0 -674
- package/src/physics.ts +0 -141
- package/src/spatial.ts +0 -320
- package/src/string.basic.test.ts +0 -14
- package/src/string.test.ts +0 -335
- package/src/string.ts +0 -531
- package/src/time.ts +0 -621
- package/src/traits/ARTraits.ts +0 -103
- package/src/traits/EconomicPrimitives.ts +0 -755
- package/src/traits/EconomicTraits.ts +0 -552
- package/src/traits/IoTTraits.ts +0 -102
- package/src/traits/SimulationLabPrimitives.ts +0 -650
- package/src/traits/SimulationLabTraits.ts +0 -191
- package/src/traits/VRRTraits.ts +0 -326
- package/src/traits/__tests__/ARTraits.test.ts +0 -8
- package/src/traits/__tests__/EconomicPrimitives.test.ts +0 -14
- package/src/traits/__tests__/EconomicTraits.test.ts +0 -16
- package/src/types.ts +0 -418
- package/std_error.log +0 -5
- package/tsconfig.json +0 -18
- package/tsup.config.ts +0 -20
- package/vitest.config.ts +0 -10
- /package/dist/{chunk-PR4QN5HX.js.map → chunk-DGUM43GV.js.map} +0 -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, Quat, EulerAngles, AABB } 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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}
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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(
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value: number,
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inMin: number,
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inMax: number,
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outMin: number,
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outMax: number
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): 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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}
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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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}
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export function degToRad(degrees: number): number {
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export function radToDeg(radians: number): number {
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export function mod(n: number, m: number): number {
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export function sign(x: number): number {
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export function step(edge: number, x: number): number {
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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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return len > 0 ? vec2Math.div(v, len) : { x: 0, y: 0 };
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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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angle: (v: Vec2): number => Math.atan2(v.y, v.x),
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angleBetween: (a: Vec2, b: Vec2): number => {
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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 => vec3(a.x + b.x, a.y + b.y, 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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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: 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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231
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// QUATERNION OPERATIONS
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232
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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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|
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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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|
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if (Math.abs(sinp) >= 1) {
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y = (Math.PI / 2) * Math.sign(sinp);
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} else {
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y = Math.asin(sinp);
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|
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}
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|
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const siny_cosp = 2 * (q.w * q.z + q.x * q.y);
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const cosy_cosp = 1 - 2 * (q.y * q.y + q.z * q.z);
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281
|
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const z = Math.atan2(siny_cosp, cosy_cosp);
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282
|
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283
|
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return {
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x: radToDeg(x),
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285
|
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y: radToDeg(y),
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286
|
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z: radToDeg(z),
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287
|
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};
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288
|
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},
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|
-
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290
|
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multiply: (a: Quat, b: Quat): Quat => ({
|
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291
|
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x: a.w * b.x + a.x * b.w + a.y * b.z - a.z * b.y,
|
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292
|
-
y: a.w * b.y - a.x * b.z + a.y * b.w + a.z * b.x,
|
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293
|
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z: a.w * b.z + a.x * b.y - a.y * b.x + a.z * b.w,
|
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294
|
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w: a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z,
|
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295
|
-
}),
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296
|
-
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297
|
-
conjugate: (q: Quat): Quat => ({ x: -q.x, y: -q.y, z: -q.z, w: q.w }),
|
|
298
|
-
|
|
299
|
-
inverse: (q: Quat): Quat => {
|
|
300
|
-
const lenSq = q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w;
|
|
301
|
-
return {
|
|
302
|
-
x: -q.x / lenSq,
|
|
303
|
-
y: -q.y / lenSq,
|
|
304
|
-
z: -q.z / lenSq,
|
|
305
|
-
w: q.w / lenSq,
|
|
306
|
-
};
|
|
307
|
-
},
|
|
308
|
-
|
|
309
|
-
normalize: (q: Quat): Quat => {
|
|
310
|
-
const len = Math.sqrt(q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w);
|
|
311
|
-
return { x: q.x / len, y: q.y / len, z: q.z / len, w: q.w / len };
|
|
312
|
-
},
|
|
313
|
-
|
|
314
|
-
dot: (a: Quat, b: Quat): number => a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w,
|
|
315
|
-
|
|
316
|
-
slerp: (a: Quat, b: Quat, t: number): Quat => {
|
|
317
|
-
let dot = quatMath.dot(a, b);
|
|
318
|
-
|
|
319
|
-
// If dot is negative, negate one quaternion to take shorter path
|
|
320
|
-
let bAdjusted = b;
|
|
321
|
-
if (dot < 0) {
|
|
322
|
-
bAdjusted = { x: -b.x, y: -b.y, z: -b.z, w: -b.w };
|
|
323
|
-
dot = -dot;
|
|
324
|
-
}
|
|
325
|
-
|
|
326
|
-
if (dot > 0.9995) {
|
|
327
|
-
// Linear interpolation for very close quaternions
|
|
328
|
-
return quatMath.normalize({
|
|
329
|
-
x: lerp(a.x, bAdjusted.x, t),
|
|
330
|
-
y: lerp(a.y, bAdjusted.y, t),
|
|
331
|
-
z: lerp(a.z, bAdjusted.z, t),
|
|
332
|
-
w: lerp(a.w, bAdjusted.w, t),
|
|
333
|
-
});
|
|
334
|
-
}
|
|
335
|
-
|
|
336
|
-
const theta0 = Math.acos(dot);
|
|
337
|
-
const theta = theta0 * t;
|
|
338
|
-
const sinTheta = Math.sin(theta);
|
|
339
|
-
const sinTheta0 = Math.sin(theta0);
|
|
340
|
-
|
|
341
|
-
const s0 = Math.cos(theta) - (dot * sinTheta) / sinTheta0;
|
|
342
|
-
const s1 = sinTheta / sinTheta0;
|
|
343
|
-
|
|
344
|
-
return {
|
|
345
|
-
x: a.x * s0 + bAdjusted.x * s1,
|
|
346
|
-
y: a.y * s0 + bAdjusted.y * s1,
|
|
347
|
-
z: a.z * s0 + bAdjusted.z * s1,
|
|
348
|
-
w: a.w * s0 + bAdjusted.w * s1,
|
|
349
|
-
};
|
|
350
|
-
},
|
|
351
|
-
|
|
352
|
-
rotateVec3: (q: Quat, v: Vec3): Vec3 => {
|
|
353
|
-
const qv = { x: q.x, y: q.y, z: q.z };
|
|
354
|
-
const uv = vec3Math.cross(qv, v);
|
|
355
|
-
const uuv = vec3Math.cross(qv, uv);
|
|
356
|
-
return vec3Math.add(v, vec3Math.add(vec3Math.mul(uv, 2 * q.w), vec3Math.mul(uuv, 2)));
|
|
357
|
-
},
|
|
358
|
-
|
|
359
|
-
lookAt: (forward: Vec3, up: Vec3 = vec3(0, 1, 0)): Quat => {
|
|
360
|
-
const f = vec3Math.normalize(forward);
|
|
361
|
-
const r = vec3Math.normalize(vec3Math.cross(up, f));
|
|
362
|
-
const u = vec3Math.cross(f, r);
|
|
363
|
-
|
|
364
|
-
const trace = r.x + u.y + f.z;
|
|
365
|
-
let q: Quat;
|
|
366
|
-
|
|
367
|
-
if (trace > 0) {
|
|
368
|
-
const s = 0.5 / Math.sqrt(trace + 1);
|
|
369
|
-
q = {
|
|
370
|
-
w: 0.25 / s,
|
|
371
|
-
x: (u.z - f.y) * s,
|
|
372
|
-
y: (f.x - r.z) * s,
|
|
373
|
-
z: (r.y - u.x) * s,
|
|
374
|
-
};
|
|
375
|
-
} else if (r.x > u.y && r.x > f.z) {
|
|
376
|
-
const s = 2 * Math.sqrt(1 + r.x - u.y - f.z);
|
|
377
|
-
q = {
|
|
378
|
-
w: (u.z - f.y) / s,
|
|
379
|
-
x: 0.25 * s,
|
|
380
|
-
y: (u.x + r.y) / s,
|
|
381
|
-
z: (f.x + r.z) / s,
|
|
382
|
-
};
|
|
383
|
-
} else if (u.y > f.z) {
|
|
384
|
-
const s = 2 * Math.sqrt(1 + u.y - r.x - f.z);
|
|
385
|
-
q = {
|
|
386
|
-
w: (f.x - r.z) / s,
|
|
387
|
-
x: (u.x + r.y) / s,
|
|
388
|
-
y: 0.25 * s,
|
|
389
|
-
z: (f.y + u.z) / s,
|
|
390
|
-
};
|
|
391
|
-
} else {
|
|
392
|
-
const s = 2 * Math.sqrt(1 + f.z - r.x - u.y);
|
|
393
|
-
q = {
|
|
394
|
-
w: (r.y - u.x) / s,
|
|
395
|
-
x: (f.x + r.z) / s,
|
|
396
|
-
y: (f.y + u.z) / s,
|
|
397
|
-
z: 0.25 * s,
|
|
398
|
-
};
|
|
399
|
-
}
|
|
400
|
-
|
|
401
|
-
return quatMath.normalize(q);
|
|
402
|
-
},
|
|
403
|
-
};
|
|
404
|
-
|
|
405
|
-
// =============================================================================
|
|
406
|
-
// AABB OPERATIONS
|
|
407
|
-
// =============================================================================
|
|
408
|
-
|
|
409
|
-
export const aabbMath = {
|
|
410
|
-
contains: (aabb: AABB, point: Vec3): boolean => {
|
|
411
|
-
return (
|
|
412
|
-
point.x >= aabb.min.x &&
|
|
413
|
-
point.x <= aabb.max.x &&
|
|
414
|
-
point.y >= aabb.min.y &&
|
|
415
|
-
point.y <= aabb.max.y &&
|
|
416
|
-
point.z >= aabb.min.z &&
|
|
417
|
-
point.z <= aabb.max.z
|
|
418
|
-
);
|
|
419
|
-
},
|
|
420
|
-
|
|
421
|
-
intersects: (a: AABB, b: AABB): boolean => {
|
|
422
|
-
return (
|
|
423
|
-
a.min.x <= b.max.x &&
|
|
424
|
-
a.max.x >= b.min.x &&
|
|
425
|
-
a.min.y <= b.max.y &&
|
|
426
|
-
a.max.y >= b.min.y &&
|
|
427
|
-
a.min.z <= b.max.z &&
|
|
428
|
-
a.max.z >= b.min.z
|
|
429
|
-
);
|
|
430
|
-
},
|
|
431
|
-
|
|
432
|
-
center: (aabb: AABB): Vec3 => vec3Math.mul(vec3Math.add(aabb.min, aabb.max), 0.5),
|
|
433
|
-
|
|
434
|
-
size: (aabb: AABB): Vec3 => vec3Math.sub(aabb.max, aabb.min),
|
|
435
|
-
|
|
436
|
-
expand: (aabb: AABB, point: Vec3): AABB => ({
|
|
437
|
-
min: vec3Math.min(aabb.min, point),
|
|
438
|
-
max: vec3Math.max(aabb.max, point),
|
|
439
|
-
}),
|
|
440
|
-
|
|
441
|
-
merge: (a: AABB, b: AABB): AABB => ({
|
|
442
|
-
min: vec3Math.min(a.min, b.min),
|
|
443
|
-
max: vec3Math.max(a.max, b.max),
|
|
444
|
-
}),
|
|
445
|
-
};
|
|
446
|
-
|
|
447
|
-
// =============================================================================
|
|
448
|
-
// NOISE FUNCTIONS
|
|
449
|
-
// =============================================================================
|
|
450
|
-
|
|
451
|
-
// Simple permutation table for noise
|
|
452
|
-
const perm = new Uint8Array(512);
|
|
453
|
-
for (let i = 0; i < 256; i++) perm[i] = perm[i + 256] = i;
|
|
454
|
-
for (let i = 255; i > 0; i--) {
|
|
455
|
-
const j = Math.floor(Math.random() * (i + 1));
|
|
456
|
-
[perm[i], perm[j]] = [perm[j], perm[i]];
|
|
457
|
-
perm[i + 256] = perm[i];
|
|
458
|
-
}
|
|
459
|
-
|
|
460
|
-
function fade(t: number): number {
|
|
461
|
-
return t * t * t * (t * (t * 6 - 15) + 10);
|
|
462
|
-
}
|
|
463
|
-
|
|
464
|
-
function grad(hash: number, x: number, y: number, z: number): number {
|
|
465
|
-
const h = hash & 15;
|
|
466
|
-
const u = h < 8 ? x : y;
|
|
467
|
-
const v = h < 4 ? y : h === 12 || h === 14 ? x : z;
|
|
468
|
-
return ((h & 1) === 0 ? u : -u) + ((h & 2) === 0 ? v : -v);
|
|
469
|
-
}
|
|
470
|
-
|
|
471
|
-
export const noise = {
|
|
472
|
-
/**
|
|
473
|
-
* 3D Perlin noise (-1 to 1)
|
|
474
|
-
*/
|
|
475
|
-
perlin3d: (x: number, y: number, z: number): number => {
|
|
476
|
-
const X = Math.floor(x) & 255;
|
|
477
|
-
const Y = Math.floor(y) & 255;
|
|
478
|
-
const Z = Math.floor(z) & 255;
|
|
479
|
-
|
|
480
|
-
x -= Math.floor(x);
|
|
481
|
-
y -= Math.floor(y);
|
|
482
|
-
z -= Math.floor(z);
|
|
483
|
-
|
|
484
|
-
const u = fade(x);
|
|
485
|
-
const v = fade(y);
|
|
486
|
-
const w = fade(z);
|
|
487
|
-
|
|
488
|
-
const A = perm[X] + Y;
|
|
489
|
-
const AA = perm[A] + Z;
|
|
490
|
-
const AB = perm[A + 1] + Z;
|
|
491
|
-
const B = perm[X + 1] + Y;
|
|
492
|
-
const BA = perm[B] + Z;
|
|
493
|
-
const BB = perm[B + 1] + Z;
|
|
494
|
-
|
|
495
|
-
return lerp(
|
|
496
|
-
lerp(
|
|
497
|
-
lerp(grad(perm[AA], x, y, z), grad(perm[BA], x - 1, y, z), u),
|
|
498
|
-
lerp(grad(perm[AB], x, y - 1, z), grad(perm[BB], x - 1, y - 1, z), u),
|
|
499
|
-
v
|
|
500
|
-
),
|
|
501
|
-
lerp(
|
|
502
|
-
lerp(grad(perm[AA + 1], x, y, z - 1), grad(perm[BA + 1], x - 1, y, z - 1), u),
|
|
503
|
-
lerp(grad(perm[AB + 1], x, y - 1, z - 1), grad(perm[BB + 1], x - 1, y - 1, z - 1), u),
|
|
504
|
-
v
|
|
505
|
-
),
|
|
506
|
-
w
|
|
507
|
-
);
|
|
508
|
-
},
|
|
509
|
-
|
|
510
|
-
/**
|
|
511
|
-
* 2D Perlin noise (-1 to 1)
|
|
512
|
-
*/
|
|
513
|
-
perlin2d: (x: number, y: number): number => {
|
|
514
|
-
return noise.perlin3d(x, y, 0);
|
|
515
|
-
},
|
|
516
|
-
|
|
517
|
-
/**
|
|
518
|
-
* Fractal Brownian Motion (fBm)
|
|
519
|
-
*/
|
|
520
|
-
fbm: (
|
|
521
|
-
x: number,
|
|
522
|
-
y: number,
|
|
523
|
-
z: number,
|
|
524
|
-
octaves: number = 6,
|
|
525
|
-
lacunarity: number = 2,
|
|
526
|
-
gain: number = 0.5
|
|
527
|
-
): number => {
|
|
528
|
-
let value = 0;
|
|
529
|
-
let amplitude = 1;
|
|
530
|
-
let frequency = 1;
|
|
531
|
-
let maxValue = 0;
|
|
532
|
-
|
|
533
|
-
for (let i = 0; i < octaves; i++) {
|
|
534
|
-
value += amplitude * noise.perlin3d(x * frequency, y * frequency, z * frequency);
|
|
535
|
-
maxValue += amplitude;
|
|
536
|
-
amplitude *= gain;
|
|
537
|
-
frequency *= lacunarity;
|
|
538
|
-
}
|
|
539
|
-
|
|
540
|
-
return value / maxValue;
|
|
541
|
-
},
|
|
542
|
-
|
|
543
|
-
/**
|
|
544
|
-
* Simplex-like noise (approximation using perlin)
|
|
545
|
-
*/
|
|
546
|
-
simplex: (x: number, y: number): number => {
|
|
547
|
-
return noise.perlin2d(x * 1.2, y * 1.2);
|
|
548
|
-
},
|
|
549
|
-
|
|
550
|
-
/**
|
|
551
|
-
* Worley/Cellular noise
|
|
552
|
-
*/
|
|
553
|
-
worley: (x: number, y: number, z: number): number => {
|
|
554
|
-
const xi = Math.floor(x);
|
|
555
|
-
const yi = Math.floor(y);
|
|
556
|
-
const zi = Math.floor(z);
|
|
557
|
-
|
|
558
|
-
let minDist = Infinity;
|
|
559
|
-
|
|
560
|
-
for (let i = -1; i <= 1; i++) {
|
|
561
|
-
for (let j = -1; j <= 1; j++) {
|
|
562
|
-
for (let k = -1; k <= 1; k++) {
|
|
563
|
-
const cellX = xi + i;
|
|
564
|
-
const cellY = yi + j;
|
|
565
|
-
const cellZ = zi + k;
|
|
566
|
-
|
|
567
|
-
// Pseudo-random point in cell
|
|
568
|
-
const hash = perm[(perm[(perm[cellX & 255] + cellY) & 255] + cellZ) & 255];
|
|
569
|
-
const px = cellX + hash / 255;
|
|
570
|
-
const py = cellY + ((hash * 7) % 255) / 255;
|
|
571
|
-
const pz = cellZ + ((hash * 13) % 255) / 255;
|
|
572
|
-
|
|
573
|
-
const dist = (x - px) * (x - px) + (y - py) * (y - py) + (z - pz) * (z - pz);
|
|
574
|
-
minDist = Math.min(minDist, dist);
|
|
575
|
-
}
|
|
576
|
-
}
|
|
577
|
-
}
|
|
578
|
-
|
|
579
|
-
return Math.sqrt(minDist);
|
|
580
|
-
},
|
|
581
|
-
};
|
|
582
|
-
|
|
583
|
-
// =============================================================================
|
|
584
|
-
// RANDOM
|
|
585
|
-
// =============================================================================
|
|
586
|
-
|
|
587
|
-
export const random = {
|
|
588
|
-
/**
|
|
589
|
-
* Random float between 0 and 1
|
|
590
|
-
*/
|
|
591
|
-
float: (): number => Math.random(),
|
|
592
|
-
|
|
593
|
-
/**
|
|
594
|
-
* Random float in range [min, max)
|
|
595
|
-
*/
|
|
596
|
-
range: (min: number, max: number): number => min + Math.random() * (max - min),
|
|
597
|
-
|
|
598
|
-
/**
|
|
599
|
-
* Random integer in range [min, max]
|
|
600
|
-
*/
|
|
601
|
-
int: (min: number, max: number): number => Math.floor(min + Math.random() * (max - min + 1)),
|
|
602
|
-
|
|
603
|
-
/**
|
|
604
|
-
* Random boolean with probability
|
|
605
|
-
*/
|
|
606
|
-
bool: (probability: number = 0.5): boolean => Math.random() < probability,
|
|
607
|
-
|
|
608
|
-
/**
|
|
609
|
-
* Random element from array
|
|
610
|
-
*/
|
|
611
|
-
pick: <T>(array: T[]): T => array[Math.floor(Math.random() * array.length)],
|
|
612
|
-
|
|
613
|
-
/**
|
|
614
|
-
* Shuffle array (Fisher-Yates)
|
|
615
|
-
*/
|
|
616
|
-
shuffle: <T>(array: T[]): T[] => {
|
|
617
|
-
const result = [...array];
|
|
618
|
-
for (let i = result.length - 1; i > 0; i--) {
|
|
619
|
-
const j = Math.floor(Math.random() * (i + 1));
|
|
620
|
-
[result[i], result[j]] = [result[j], result[i]];
|
|
621
|
-
}
|
|
622
|
-
return result;
|
|
623
|
-
},
|
|
624
|
-
|
|
625
|
-
/**
|
|
626
|
-
* Random Vec3 in unit sphere
|
|
627
|
-
*/
|
|
628
|
-
insideUnitSphere: (): Vec3 => {
|
|
629
|
-
const theta = Math.random() * TAU;
|
|
630
|
-
const phi = Math.acos(2 * Math.random() - 1);
|
|
631
|
-
const r = Math.cbrt(Math.random());
|
|
632
|
-
return {
|
|
633
|
-
x: r * Math.sin(phi) * Math.cos(theta),
|
|
634
|
-
y: r * Math.sin(phi) * Math.sin(theta),
|
|
635
|
-
z: r * Math.cos(phi),
|
|
636
|
-
};
|
|
637
|
-
},
|
|
638
|
-
|
|
639
|
-
/**
|
|
640
|
-
* Random Vec3 on unit sphere surface
|
|
641
|
-
*/
|
|
642
|
-
onUnitSphere: (): Vec3 => {
|
|
643
|
-
const theta = Math.random() * TAU;
|
|
644
|
-
const phi = Math.acos(2 * Math.random() - 1);
|
|
645
|
-
return {
|
|
646
|
-
x: Math.sin(phi) * Math.cos(theta),
|
|
647
|
-
y: Math.sin(phi) * Math.sin(theta),
|
|
648
|
-
z: Math.cos(phi),
|
|
649
|
-
};
|
|
650
|
-
},
|
|
651
|
-
|
|
652
|
-
/**
|
|
653
|
-
* Random Vec2 in unit circle
|
|
654
|
-
*/
|
|
655
|
-
insideUnitCircle: (): Vec2 => {
|
|
656
|
-
const theta = Math.random() * TAU;
|
|
657
|
-
const r = Math.sqrt(Math.random());
|
|
658
|
-
return {
|
|
659
|
-
x: r * Math.cos(theta),
|
|
660
|
-
y: r * Math.sin(theta),
|
|
661
|
-
};
|
|
662
|
-
},
|
|
663
|
-
|
|
664
|
-
/**
|
|
665
|
-
* Seeded random number generator
|
|
666
|
-
*/
|
|
667
|
-
seeded: (seed: number) => {
|
|
668
|
-
let s = seed;
|
|
669
|
-
return () => {
|
|
670
|
-
s = (s * 1103515245 + 12345) & 0x7fffffff;
|
|
671
|
-
return s / 0x7fffffff;
|
|
672
|
-
};
|
|
673
|
-
},
|
|
674
|
-
};
|