@js-draw/math 1.0.0 → 1.2.0
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- package/LICENSE +21 -0
- package/dist/cjs/Color4.d.ts +40 -0
- package/dist/cjs/Color4.js +102 -0
- package/dist/cjs/Color4.test.d.ts +1 -0
- package/dist/cjs/Mat33.test.d.ts +1 -0
- package/dist/cjs/Vec2.test.d.ts +1 -0
- package/dist/cjs/Vec3.test.d.ts +1 -0
- package/dist/cjs/polynomial/solveQuadratic.test.d.ts +1 -0
- package/dist/cjs/rounding.test.d.ts +1 -0
- package/dist/cjs/shapes/LineSegment2.test.d.ts +1 -0
- package/dist/cjs/shapes/Path.fromString.test.d.ts +1 -0
- package/dist/cjs/shapes/Path.test.d.ts +1 -0
- package/dist/cjs/shapes/Path.toString.test.d.ts +1 -0
- package/dist/cjs/shapes/QuadraticBezier.test.d.ts +1 -0
- package/dist/cjs/shapes/Rect2.test.d.ts +1 -0
- package/dist/cjs/shapes/Triangle.test.d.ts +1 -0
- package/dist/mjs/Color4.d.ts +40 -0
- package/dist/mjs/Color4.mjs +102 -0
- package/dist/mjs/Color4.test.d.ts +1 -0
- package/dist/mjs/Mat33.test.d.ts +1 -0
- package/dist/mjs/Vec2.test.d.ts +1 -0
- package/dist/mjs/Vec3.test.d.ts +1 -0
- package/dist/mjs/polynomial/solveQuadratic.test.d.ts +1 -0
- package/dist/mjs/rounding.test.d.ts +1 -0
- package/dist/mjs/shapes/LineSegment2.test.d.ts +1 -0
- package/dist/mjs/shapes/Path.fromString.test.d.ts +1 -0
- package/dist/mjs/shapes/Path.test.d.ts +1 -0
- package/dist/mjs/shapes/Path.toString.test.d.ts +1 -0
- package/dist/mjs/shapes/QuadraticBezier.test.d.ts +1 -0
- package/dist/mjs/shapes/Rect2.test.d.ts +1 -0
- package/dist/mjs/shapes/Triangle.test.d.ts +1 -0
- package/dist-test/test_imports/package-lock.json +13 -0
- package/dist-test/test_imports/package.json +12 -0
- package/dist-test/test_imports/test-imports.js +15 -0
- package/dist-test/test_imports/test-require.cjs +15 -0
- package/package.json +4 -3
- package/src/Color4.test.ts +94 -0
- package/src/Color4.ts +430 -0
- package/src/Mat33.test.ts +244 -0
- package/src/Mat33.ts +450 -0
- package/src/Vec2.test.ts +30 -0
- package/src/Vec2.ts +49 -0
- package/src/Vec3.test.ts +51 -0
- package/src/Vec3.ts +245 -0
- package/src/lib.ts +42 -0
- package/src/polynomial/solveQuadratic.test.ts +39 -0
- package/src/polynomial/solveQuadratic.ts +43 -0
- package/src/rounding.test.ts +65 -0
- package/src/rounding.ts +167 -0
- package/src/shapes/Abstract2DShape.ts +63 -0
- package/src/shapes/BezierJSWrapper.ts +93 -0
- package/src/shapes/CubicBezier.ts +35 -0
- package/src/shapes/LineSegment2.test.ts +99 -0
- package/src/shapes/LineSegment2.ts +232 -0
- package/src/shapes/Path.fromString.test.ts +223 -0
- package/src/shapes/Path.test.ts +309 -0
- package/src/shapes/Path.toString.test.ts +77 -0
- package/src/shapes/Path.ts +963 -0
- package/src/shapes/PointShape2D.ts +33 -0
- package/src/shapes/QuadraticBezier.test.ts +31 -0
- package/src/shapes/QuadraticBezier.ts +142 -0
- package/src/shapes/Rect2.test.ts +209 -0
- package/src/shapes/Rect2.ts +346 -0
- package/src/shapes/Triangle.test.ts +61 -0
- package/src/shapes/Triangle.ts +139 -0
package/src/Color4.ts
ADDED
@@ -0,0 +1,430 @@
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import Vec3 from './Vec3';
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/**
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* Represents a color.
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*
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* @example
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* ```ts,runnable,console
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* import { Color4 } from '@js-draw/math';
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*
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* console.log('Red:', Color4.fromString('#f00'));
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* console.log('Also red:', Color4.ofRGB(1, 0, 0), Color4.red);
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* console.log('Mixing red and blue:', Color4.red.mix(Color4.blue, 0.5));
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* console.log('To string:', Color4.orange.toHexString());
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* ```
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*/
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export default class Color4 {
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private constructor(
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/** Red component. Should be in the range [0, 1]. */
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public readonly r: number,
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/** Green component. ${\tt g} \in [0, 1]$ */
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public readonly g: number,
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/** Blue component. ${\tt b} \in [0, 1]$ */
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public readonly b: number,
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/** Alpha/transparent component. ${\tt a} \in [0, 1]$. 0 = transparent */
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public readonly a: number
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) {
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}
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/**
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* Create a color from red, green, blue components. The color is fully opaque (`a = 1.0`).
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*
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* Each component should be in the range [0, 1].
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*/
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public static ofRGB(red: number, green: number, blue: number): Color4 {
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return Color4.ofRGBA(red, green, blue, 1.0);
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}
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public static ofRGBA(red: number, green: number, blue: number, alpha: number): Color4 {
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red = Math.max(0, Math.min(red, 1));
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green = Math.max(0, Math.min(green, 1));
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blue = Math.max(0, Math.min(blue, 1));
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alpha = Math.max(0, Math.min(alpha, 1));
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return new Color4(red, green, blue, alpha);
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}
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public static fromHex(hexString: string): Color4 {
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// Remove starting '#' (if present)
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hexString = (hexString.match(/^[#]?(.*)$/) ?? [])[1];
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hexString = hexString.toUpperCase();
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if (!hexString.match(/^[0-9A-F]+$/)) {
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throw new Error(`${hexString} is not in a valid format.`);
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}
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// RGBA or RGB
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if (hexString.length === 3 || hexString.length === 4) {
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// Each character is a component
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const components = hexString.split('');
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// Convert to RRGGBBAA or RRGGBB format
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hexString = components.map(component => `${component}0`).join('');
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}
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if (hexString.length === 6) {
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// Alpha component
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hexString += 'FF';
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}
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const components: number[] = [];
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for (let i = 2; i <= hexString.length; i += 2) {
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const chunk = hexString.substring(i - 2, i);
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components.push(parseInt(chunk, 16) / 255);
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}
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if (components.length !== 4) {
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throw new Error(`Unable to parse ${hexString}: Wrong number of components.`);
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}
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return Color4.ofRGBA(components[0], components[1], components[2], components[3]);
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}
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/** Like fromHex, but can handle additional colors if an `HTMLCanvasElement` is available. */
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public static fromString(text: string): Color4 {
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if (text.startsWith('#')) {
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return Color4.fromHex(text);
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}
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if (text === 'none' || text === 'transparent') {
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return Color4.transparent;
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}
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// rgba?: Match both rgb and rgba strings.
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// ([,0-9.]+): Match any string of only numeric, '.' and ',' characters.
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const rgbRegex = /^rgba?\(([,0-9.]+)\)$/i;
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const rgbMatch = text.replace(/\s*/g, '').match(rgbRegex);
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if (rgbMatch) {
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const componentsListStr = rgbMatch[1];
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const componentsList = JSON.parse(`[ ${componentsListStr} ]`);
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if (componentsList.length === 3) {
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return Color4.ofRGB(
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componentsList[0] / 255, componentsList[1] / 255, componentsList[2] / 255
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);
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} else if (componentsList.length === 4) {
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return Color4.ofRGBA(
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componentsList[0] / 255, componentsList[1] / 255, componentsList[2] / 255, componentsList[3]
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);
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} else {
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throw new Error(`RGB string, ${text}, has wrong number of components: ${componentsList.length}`);
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}
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}
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// Otherwise, try to use an HTMLCanvasElement to determine the color.
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// Note: We may be unable to create an HTMLCanvasElement if running as a unit test.
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const canvas = document.createElement('canvas');
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canvas.width = 1;
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canvas.height = 1;
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const ctx = canvas.getContext('2d')!;
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ctx.fillStyle = text;
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ctx.fillRect(0, 0, 1, 1);
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const data = ctx.getImageData(0, 0, 1, 1);
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const red = data.data[0] / 255;
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const green = data.data[1] / 255;
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const blue = data.data[2] / 255;
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const alpha = data.data[3] / 255;
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return Color4.ofRGBA(red, green, blue, alpha);
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}
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/** @returns true if `this` and `other` are approximately equal. */
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public eq(other: Color4|null|undefined): boolean {
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if (other == null) {
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return false;
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}
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// If both completely transparent,
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if (this.a === 0 && other.a === 0) {
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return true;
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}
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return this.toHexString() === other.toHexString();
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}
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/**
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* If `fractionTo` is not in the range $[0, 1]$, it will be clamped to the nearest number
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* in that range. For example, `a.mix(b, -1)` is equivalent to `a.mix(b, 0)`.
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*
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* @returns a color `fractionTo` of the way from this color to `other`.
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*
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* @example
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* ```ts
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* Color4.ofRGB(1, 0, 0).mix(Color4.ofRGB(0, 1, 0), 0.1) // -> Color4(0.9, 0.1, 0)
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* ```
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*/
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public mix(other: Color4, fractionTo: number): Color4 {
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fractionTo = Math.min(Math.max(fractionTo, 0), 1);
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const fractionOfThis = 1 - fractionTo;
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return new Color4(
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this.r * fractionOfThis + other.r * fractionTo,
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this.g * fractionOfThis + other.g * fractionTo,
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this.b * fractionOfThis + other.b * fractionTo,
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this.a * fractionOfThis + other.a * fractionTo,
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);
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}
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/**
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* Ignoring this color's alpha component, returns a vector with components,
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* $$
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* \begin{pmatrix} \colorbox{#F44}{\tt r} \\ \colorbox{#4F4}{\tt g} \\ \colorbox{#44F}{\tt b} \end{pmatrix}
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* $$
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*/
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public get rgb() {
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return Vec3.of(this.r, this.g, this.b);
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}
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/**
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* Returns the [relative luminance](https://www.w3.org/TR/2008/REC-WCAG20-20081211/#relativeluminancedef)
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* of this color in the sRGB color space.
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*
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* Ignores the alpha component.
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*/
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public relativeLuminance(): number {
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// References:
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// - https://www.w3.org/TR/2008/REC-WCAG20-20081211/#relativeluminancedef
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// - https://stackoverflow.com/a/9733420
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// Normalize the components, as per above
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const components = [ this.r, this.g, this.b ].map(component => {
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if (component < 0.03928) {
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return component / 12.92;
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} else {
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return Math.pow((component + 0.055) / 1.055, 2.4);
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}
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});
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// From w3.org,
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// > For the sRGB colorspace, the relative luminance of a color is
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// > defined as L = 0.2126 * R + 0.7152 * G + 0.0722 * B
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// where R, G, B are defined in components above.
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return 0.2126 * components[0] + 0.7152 * components[1] + 0.0722 * components[2];
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}
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/**
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* Returns the [contrast ratio](https://www.w3.org/TR/2008/REC-WCAG20-20081211/#contrast-ratiodef)
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* between `colorA` and `colorB`.
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*/
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public static contrastRatio(colorA: Color4, colorB: Color4): number {
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const L1 = colorA.relativeLuminance();
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const L2 = colorB.relativeLuminance();
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return (Math.max(L1, L2) + 0.05) / (Math.min(L1, L2) + 0.05);
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}
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/**
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* @returns the component-wise average of `colors`, or `Color4.transparent` if `colors` is empty.
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*/
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public static average(colors: Color4[]) {
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let averageA = 0;
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let averageR = 0;
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let averageG = 0;
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let averageB = 0;
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for (const color of colors) {
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averageA += color.a;
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averageR += color.r;
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averageG += color.g;
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averageB += color.b;
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}
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if (colors.length > 0) {
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averageA /= colors.length;
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averageR /= colors.length;
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averageG /= colors.length;
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averageB /= colors.length;
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}
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243
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return new Color4(averageR, averageG, averageB, averageA);
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}
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/**
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248
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* Converts to (hue, saturation, value).
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249
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* See also https://en.wikipedia.org/wiki/HSL_and_HSV#General_approach
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*
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* The resultant hue is represented in radians and is thus in $[0, 2\pi]$.
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*/
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253
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public asHSV(): Vec3 {
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254
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// Ref: https://en.wikipedia.org/wiki/HSL_and_HSV#General_approach
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//
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256
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// HUE:
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257
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// First, consider the unit cube. Rotate it such that one vertex is at the origin
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258
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// of a plane and its three neighboring vertices are equidistant from that plane:
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259
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//
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// /\
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// / | \
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// 2 / 3 \ 1
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// \ | /
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// \ | /
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// . \/ .
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//
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// .
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//
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// Let z be up and (x, y, 0) be in the plane.
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//
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// Label vectors 1,2,3 with R, G, and B, respectively. Let R's projection into the plane
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// lie along the x axis.
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//
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274
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// Because R is a unit vector and R, G, B are equidistant from the plane, they must
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275
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// form 30-60-90 triangles, which have side lengths proportional to (1, √3, 2)
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276
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//
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277
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// /|
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// 1/ | (√3)/2
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// / |
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// 1/2
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//
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const minComponent = Math.min(this.r, this.g, this.b);
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283
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const maxComponent = Math.max(this.r, this.g, this.b);
|
284
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const chroma = maxComponent - minComponent;
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285
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+
|
286
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let hue;
|
287
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+
|
288
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// See https://en.wikipedia.org/wiki/HSL_and_HSV#General_approach
|
289
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if (chroma === 0) {
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290
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hue = 0;
|
291
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} else if (this.r >= this.g && this.r >= this.b) {
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292
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hue = ((this.g - this.b) / chroma) % 6;
|
293
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+
} else if (this.g >= this.r && this.g >= this.b) {
|
294
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hue = (this.b - this.r) / chroma + 2;
|
295
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+
} else {
|
296
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hue = (this.r - this.g) / chroma + 4;
|
297
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+
}
|
298
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+
|
299
|
+
// Convert to degree representation, then to radians.
|
300
|
+
hue *= 60;
|
301
|
+
hue *= Math.PI / 180;
|
302
|
+
|
303
|
+
// Ensure positivity.
|
304
|
+
if (hue < 0) {
|
305
|
+
hue += Math.PI * 2;
|
306
|
+
}
|
307
|
+
|
308
|
+
const value = maxComponent;
|
309
|
+
const saturation = value > 0 ? chroma / value : 0;
|
310
|
+
|
311
|
+
return Vec3.of(hue, saturation, value);
|
312
|
+
}
|
313
|
+
|
314
|
+
/**
|
315
|
+
* Creates a new `Color4` from a representation [in $HSV$](https://en.wikipedia.org/wiki/HSL_and_HSV#HSV_to_RGB).
|
316
|
+
*
|
317
|
+
* [Algorithm](https://en.wikipedia.org/wiki/HSL_and_HSV#HSV_to_RGB).
|
318
|
+
*
|
319
|
+
* Note that hue must be given **in radians**. While non-standard, this is consistent with
|
320
|
+
* {@link asHSV}.
|
321
|
+
*
|
322
|
+
* `hue` and `value` should range from 0 to 1.
|
323
|
+
*
|
324
|
+
* @param hue $H \in [0, 2\pi]$
|
325
|
+
* @param saturation $S_V \in [0, 1]$
|
326
|
+
* @param value $V \in [0, 1]$
|
327
|
+
*/
|
328
|
+
public static fromHSV(hue: number, saturation: number, value: number) {
|
329
|
+
if (hue < 0) {
|
330
|
+
hue += Math.PI * 2;
|
331
|
+
}
|
332
|
+
hue %= Math.PI * 2;
|
333
|
+
|
334
|
+
// Clamp value and saturation to [0, 1]
|
335
|
+
value = Math.max(0, Math.min(1, value));
|
336
|
+
saturation = Math.max(0, Math.min(1, saturation));
|
337
|
+
|
338
|
+
// Formula from https://en.wikipedia.org/wiki/HSL_and_HSV#HSV_to_RGB
|
339
|
+
|
340
|
+
// Saturation can be thought of as scaled chroma. Unapply the scaling.
|
341
|
+
// See https://en.wikipedia.org/wiki/HSL_and_HSV#Saturation
|
342
|
+
const chroma = value * saturation;
|
343
|
+
|
344
|
+
// Determines which edge of the projected color cube
|
345
|
+
const huePrime = hue / (Math.PI / 3);
|
346
|
+
|
347
|
+
const secondLargestComponent = chroma * (1 - Math.abs((huePrime % 2) - 1));
|
348
|
+
|
349
|
+
let rgb;
|
350
|
+
if (huePrime < 1) {
|
351
|
+
rgb = [ chroma, secondLargestComponent, 0 ];
|
352
|
+
} else if (huePrime < 2) {
|
353
|
+
rgb = [ secondLargestComponent, chroma, 0 ];
|
354
|
+
} else if (huePrime < 3) {
|
355
|
+
rgb = [ 0, chroma, secondLargestComponent ];
|
356
|
+
} else if (huePrime < 4) {
|
357
|
+
rgb = [ 0, secondLargestComponent, chroma ];
|
358
|
+
} else if (huePrime < 5) {
|
359
|
+
rgb = [ secondLargestComponent, 0, chroma ];
|
360
|
+
} else {
|
361
|
+
rgb = [ chroma, 0, secondLargestComponent ];
|
362
|
+
}
|
363
|
+
|
364
|
+
const adjustment = value - chroma;
|
365
|
+
return Color4.ofRGB(rgb[0] + adjustment, rgb[1] + adjustment, rgb[2] + adjustment);
|
366
|
+
}
|
367
|
+
|
368
|
+
|
369
|
+
/**
|
370
|
+
* Equivalent to `ofRGB(rgb.x, rgb.y, rgb.z)`.
|
371
|
+
*
|
372
|
+
* All components should be in the range `[0, 1]` (0 to 1 inclusive).
|
373
|
+
*/
|
374
|
+
public static fromRGBVector(rgb: Vec3, alpha?: number) {
|
375
|
+
return Color4.ofRGBA(rgb.x, rgb.y, rgb.z, alpha ?? 1);
|
376
|
+
}
|
377
|
+
|
378
|
+
private hexString: string|null = null;
|
379
|
+
|
380
|
+
/**
|
381
|
+
* @returns a hexadecimal color string representation of `this`, in the form `#rrggbbaa`.
|
382
|
+
*
|
383
|
+
* @example
|
384
|
+
* ```
|
385
|
+
* Color4.red.toHexString(); // -> #ff0000ff
|
386
|
+
* ```
|
387
|
+
*/
|
388
|
+
public toHexString(): string {
|
389
|
+
if (this.hexString) {
|
390
|
+
return this.hexString;
|
391
|
+
}
|
392
|
+
|
393
|
+
const componentToHex = (component: number): string => {
|
394
|
+
const res = Math.round(255 * component).toString(16);
|
395
|
+
|
396
|
+
if (res.length === 1) {
|
397
|
+
return `0${res}`;
|
398
|
+
}
|
399
|
+
return res;
|
400
|
+
};
|
401
|
+
|
402
|
+
const alpha = componentToHex(this.a);
|
403
|
+
const red = componentToHex(this.r);
|
404
|
+
const green = componentToHex(this.g);
|
405
|
+
const blue = componentToHex(this.b);
|
406
|
+
if (alpha === 'ff') {
|
407
|
+
return `#${red}${green}${blue}`;
|
408
|
+
}
|
409
|
+
this.hexString = `#${red}${green}${blue}${alpha}`;
|
410
|
+
return this.hexString;
|
411
|
+
}
|
412
|
+
|
413
|
+
public toString() {
|
414
|
+
return this.toHexString();
|
415
|
+
}
|
416
|
+
|
417
|
+
public static transparent = Color4.ofRGBA(0, 0, 0, 0);
|
418
|
+
public static red = Color4.ofRGB(1.0, 0.0, 0.0);
|
419
|
+
public static orange = Color4.ofRGB(1.0, 0.65, 0.0);
|
420
|
+
public static green = Color4.ofRGB(0.0, 1.0, 0.0);
|
421
|
+
public static blue = Color4.ofRGB(0.0, 0.0, 1.0);
|
422
|
+
public static purple = Color4.ofRGB(0.5, 0.2, 0.5);
|
423
|
+
public static yellow = Color4.ofRGB(1, 1, 0.1);
|
424
|
+
public static clay = Color4.ofRGB(0.8, 0.4, 0.2);
|
425
|
+
public static black = Color4.ofRGB(0, 0, 0);
|
426
|
+
public static gray = Color4.ofRGB(0.5, 0.5, 0.5);
|
427
|
+
public static white = Color4.ofRGB(1, 1, 1);
|
428
|
+
}
|
429
|
+
|
430
|
+
export { Color4 };
|
@@ -0,0 +1,244 @@
|
|
1
|
+
import Mat33 from './Mat33';
|
2
|
+
import { Point2, Vec2 } from './Vec2';
|
3
|
+
import Vec3 from './Vec3';
|
4
|
+
|
5
|
+
|
6
|
+
describe('Mat33 tests', () => {
|
7
|
+
it('equality', () => {
|
8
|
+
expect(Mat33.identity).objEq(Mat33.identity);
|
9
|
+
expect(new Mat33(
|
10
|
+
0.1, 0.2, 0.3,
|
11
|
+
0.4, 0.5, 0.6,
|
12
|
+
0.7, 0.8, -0.9
|
13
|
+
)).objEq(new Mat33(
|
14
|
+
0.2, 0.1, 0.4,
|
15
|
+
0.5, 0.5, 0.7,
|
16
|
+
0.7, 0.8, -0.9
|
17
|
+
), 0.2);
|
18
|
+
});
|
19
|
+
|
20
|
+
it('transposition', () => {
|
21
|
+
expect(Mat33.identity.transposed()).objEq(Mat33.identity);
|
22
|
+
expect(new Mat33(
|
23
|
+
1, 2, 0,
|
24
|
+
0, 0, 0,
|
25
|
+
0, 1, 0
|
26
|
+
).transposed()).objEq(new Mat33(
|
27
|
+
1, 0, 0,
|
28
|
+
2, 0, 1,
|
29
|
+
0, 0, 0
|
30
|
+
));
|
31
|
+
});
|
32
|
+
|
33
|
+
it('multiplication', () => {
|
34
|
+
const M = new Mat33(
|
35
|
+
1, 2, 3,
|
36
|
+
4, 5, 6,
|
37
|
+
7, 8, 9
|
38
|
+
);
|
39
|
+
|
40
|
+
expect(Mat33.identity.rightMul(Mat33.identity)).objEq(Mat33.identity);
|
41
|
+
expect(M.rightMul(Mat33.identity)).objEq(M);
|
42
|
+
expect(M.rightMul(new Mat33(
|
43
|
+
1, 0, 0,
|
44
|
+
0, 2, 0,
|
45
|
+
0, 0, 1
|
46
|
+
))).objEq(new Mat33(
|
47
|
+
1, 4, 3,
|
48
|
+
4, 10, 6,
|
49
|
+
7, 16, 9
|
50
|
+
));
|
51
|
+
expect(M.rightMul(new Mat33(
|
52
|
+
2, 0, 1,
|
53
|
+
0, 1, 0,
|
54
|
+
0, 0, 3
|
55
|
+
))).objEq(new Mat33(
|
56
|
+
2, 2, 10,
|
57
|
+
8, 5, 22,
|
58
|
+
14, 8, 34
|
59
|
+
));
|
60
|
+
});
|
61
|
+
|
62
|
+
it('the inverse of the identity matrix should be the identity matrix', () => {
|
63
|
+
const fuzz = 0.01;
|
64
|
+
expect(Mat33.identity.inverse()).objEq(Mat33.identity, fuzz);
|
65
|
+
|
66
|
+
const M = new Mat33(
|
67
|
+
1, 2, 3,
|
68
|
+
4, 1, 0,
|
69
|
+
2, 3, 0
|
70
|
+
);
|
71
|
+
expect(M.inverse().rightMul(M)).objEq(Mat33.identity, fuzz);
|
72
|
+
});
|
73
|
+
|
74
|
+
it('90 degree z-rotation matricies should rotate 90 degrees counter clockwise', () => {
|
75
|
+
const fuzz = 0.001;
|
76
|
+
|
77
|
+
const M = Mat33.zRotation(Math.PI / 2);
|
78
|
+
const rotated = M.transformVec2(Vec2.unitX);
|
79
|
+
expect(rotated).objEq(Vec2.unitY, fuzz);
|
80
|
+
expect(M.transformVec2(rotated)).objEq(Vec2.unitX.times(-1), fuzz);
|
81
|
+
});
|
82
|
+
|
83
|
+
it('z-rotation matricies should preserve the given origin', () => {
|
84
|
+
const testPairs: Array<[number, Vec2]> = [
|
85
|
+
[ Math.PI / 2, Vec2.zero ],
|
86
|
+
[ -Math.PI / 2, Vec2.zero ],
|
87
|
+
[ -Math.PI / 2, Vec2.of(10, 10) ],
|
88
|
+
];
|
89
|
+
|
90
|
+
for (const [ angle, center ] of testPairs) {
|
91
|
+
expect(Mat33.zRotation(angle, center).transformVec2(center)).objEq(center);
|
92
|
+
}
|
93
|
+
});
|
94
|
+
|
95
|
+
it('translation matricies should translate Vec2s', () => {
|
96
|
+
const fuzz = 0.01;
|
97
|
+
|
98
|
+
const M = Mat33.translation(Vec2.of(1, -4));
|
99
|
+
expect(M.transformVec2(Vec2.of(0, 0))).objEq(Vec2.of(1, -4), fuzz);
|
100
|
+
expect(M.transformVec2(Vec2.of(-1, 3))).objEq(Vec2.of(0, -1), fuzz);
|
101
|
+
});
|
102
|
+
|
103
|
+
it('scaling matricies should scale about the provided center', () => {
|
104
|
+
const fuzz = 0.01;
|
105
|
+
|
106
|
+
const center = Vec2.of(1, -4);
|
107
|
+
const M = Mat33.scaling2D(2, center);
|
108
|
+
expect(M.transformVec2(center)).objEq(center, fuzz);
|
109
|
+
expect(M.transformVec2(Vec2.of(0, 0))).objEq(Vec2.of(-1, 4), fuzz);
|
110
|
+
});
|
111
|
+
|
112
|
+
it('calling inverse on singular matricies should result in the identity matrix', () => {
|
113
|
+
const fuzz = 0.001;
|
114
|
+
const singularMat = Mat33.ofRows(
|
115
|
+
Vec3.of(0, 0, 1),
|
116
|
+
Vec3.of(0, 1, 0),
|
117
|
+
Vec3.of(0, 1, 1)
|
118
|
+
);
|
119
|
+
expect(singularMat.invertable()).toBe(false);
|
120
|
+
expect(singularMat.inverse()).objEq(Mat33.identity, fuzz);
|
121
|
+
});
|
122
|
+
|
123
|
+
it('z-rotation matricies should be invertable', () => {
|
124
|
+
const fuzz = 0.01;
|
125
|
+
const M = Mat33.zRotation(-0.2617993877991494, Vec2.of(481, 329.5));
|
126
|
+
expect(
|
127
|
+
M.inverse().transformVec2(M.transformVec2(Vec2.unitX))
|
128
|
+
).objEq(Vec2.unitX, fuzz);
|
129
|
+
expect(M.invertable());
|
130
|
+
|
131
|
+
const starterTransform = new Mat33(
|
132
|
+
-0.2588190451025205, -0.9659258262890688, 923.7645204565603,
|
133
|
+
0.9659258262890688, -0.2588190451025205, -49.829447083761465,
|
134
|
+
0, 0, 1
|
135
|
+
);
|
136
|
+
expect(starterTransform.invertable()).toBe(true);
|
137
|
+
|
138
|
+
const fullTransform = starterTransform.rightMul(M);
|
139
|
+
const fullTransformInverse = fullTransform.inverse();
|
140
|
+
expect(fullTransform.invertable()).toBe(true);
|
141
|
+
|
142
|
+
expect(
|
143
|
+
fullTransformInverse.rightMul(fullTransform)
|
144
|
+
).objEq(Mat33.identity, fuzz);
|
145
|
+
|
146
|
+
expect(
|
147
|
+
fullTransform.transformVec2(fullTransformInverse.transformVec2(Vec2.unitX))
|
148
|
+
).objEq(Vec2.unitX, fuzz);
|
149
|
+
|
150
|
+
expect(
|
151
|
+
fullTransformInverse.transformVec2(fullTransform.transformVec2(Vec2.unitX))
|
152
|
+
).objEq(Vec2.unitX, fuzz);
|
153
|
+
});
|
154
|
+
|
155
|
+
it('z-rotation matrix inverses should undo the z-rotation', () => {
|
156
|
+
const testCases: Array<[ number, Point2 ]> = [
|
157
|
+
[ Math.PI / 2, Vec2.zero ],
|
158
|
+
[ Math.PI, Vec2.of(1, 1) ],
|
159
|
+
[ -Math.PI, Vec2.of(1, 1) ],
|
160
|
+
[ -Math.PI * 2, Vec2.of(1, 1) ],
|
161
|
+
[ -Math.PI * 2, Vec2.of(123, 456) ],
|
162
|
+
[ -Math.PI / 4, Vec2.of(123, 456) ],
|
163
|
+
[ 0.1, Vec2.of(1, 2) ],
|
164
|
+
];
|
165
|
+
|
166
|
+
const fuzz = 0.00001;
|
167
|
+
for (const [ angle, center ] of testCases) {
|
168
|
+
const mat = Mat33.zRotation(angle, center);
|
169
|
+
expect(mat.inverse().rightMul(mat)).objEq(Mat33.identity, fuzz);
|
170
|
+
expect(mat.rightMul(mat.inverse())).objEq(Mat33.identity, fuzz);
|
171
|
+
}
|
172
|
+
});
|
173
|
+
|
174
|
+
it('z-rotation should preserve given origin', () => {
|
175
|
+
const testCases: Array<[ number, Point2 ]> = [
|
176
|
+
[ 6.205048847547065, Vec2.of(75.16363373235318, 104.29870408043762) ],
|
177
|
+
[ 1.234, Vec2.of(-56, 789) ],
|
178
|
+
[ -Math.PI, Vec2.of(-56, 789) ],
|
179
|
+
[ -Math.PI / 2, Vec2.of(-0.001, 1.0002) ],
|
180
|
+
];
|
181
|
+
|
182
|
+
for (const [angle, rotationOrigin] of testCases) {
|
183
|
+
expect(Mat33.zRotation(angle, rotationOrigin).transformVec2(rotationOrigin)).objEq(rotationOrigin);
|
184
|
+
}
|
185
|
+
});
|
186
|
+
|
187
|
+
it('should correctly apply a mapping to all components', () => {
|
188
|
+
expect(
|
189
|
+
new Mat33(
|
190
|
+
1, 2, 3,
|
191
|
+
4, 5, 6,
|
192
|
+
7, 8, 9,
|
193
|
+
).mapEntries(component => component - 1)
|
194
|
+
).toMatchObject(new Mat33(
|
195
|
+
0, 1, 2,
|
196
|
+
3, 4, 5,
|
197
|
+
6, 7, 8,
|
198
|
+
));
|
199
|
+
});
|
200
|
+
|
201
|
+
it('should convert CSS matrix(...) strings to matricies', () => {
|
202
|
+
// From MDN:
|
203
|
+
// ⎡ a c e ⎤
|
204
|
+
// ⎢ b d f ⎥ = matrix(a,b,c,d,e,f)
|
205
|
+
// ⎣ 0 0 1 ⎦
|
206
|
+
const identity = Mat33.fromCSSMatrix('matrix(1, 0, 0, 1, 0, 0)');
|
207
|
+
expect(identity).objEq(Mat33.identity);
|
208
|
+
expect(Mat33.fromCSSMatrix('matrix(1, 2, 3, 4, 5, 6)')).objEq(new Mat33(
|
209
|
+
1, 3, 5,
|
210
|
+
2, 4, 6,
|
211
|
+
0, 0, 1,
|
212
|
+
));
|
213
|
+
expect(Mat33.fromCSSMatrix('matrix(1e2, 2, 3, 4, 5, 6)')).objEq(new Mat33(
|
214
|
+
1e2, 3, 5,
|
215
|
+
2, 4, 6,
|
216
|
+
0, 0, 1,
|
217
|
+
));
|
218
|
+
expect(Mat33.fromCSSMatrix('matrix(1.6, 2, .3, 4, 5, 6)')).objEq(new Mat33(
|
219
|
+
1.6, .3, 5,
|
220
|
+
2, 4, 6,
|
221
|
+
0, 0, 1,
|
222
|
+
));
|
223
|
+
expect(Mat33.fromCSSMatrix('matrix(-1, 2, 3.E-2, 4, -5.123, -6.5)')).objEq(new Mat33(
|
224
|
+
-1, 0.03, -5.123,
|
225
|
+
2, 4, -6.5,
|
226
|
+
0, 0, 1,
|
227
|
+
));
|
228
|
+
expect(Mat33.fromCSSMatrix('matrix(1.6,\n\t2, .3, 4, 5, 6)')).objEq(new Mat33(
|
229
|
+
1.6, .3, 5,
|
230
|
+
2, 4, 6,
|
231
|
+
0, 0, 1,
|
232
|
+
));
|
233
|
+
expect(Mat33.fromCSSMatrix('matrix(1.6,2, .3E-2, 4, 5, 6)')).objEq(new Mat33(
|
234
|
+
1.6, 3e-3, 5,
|
235
|
+
2, 4, 6,
|
236
|
+
0, 0, 1,
|
237
|
+
));
|
238
|
+
expect(Mat33.fromCSSMatrix('matrix(-1, 2e6, 3E-2,-5.123, -6.5e-1, 0.01)')).objEq(new Mat33(
|
239
|
+
-1, 3E-2, -6.5e-1,
|
240
|
+
2e6, -5.123, 0.01,
|
241
|
+
0, 0, 1,
|
242
|
+
));
|
243
|
+
});
|
244
|
+
});
|