@pirireis/webglobeplugins 1.0.2 → 1.0.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (259) hide show
  1. package/Math/{angle-calculation.ts → angle-calculation.js} +14 -18
  2. package/Math/{arc-cdf-points.ts → arc-cdf-points.js} +272 -329
  3. package/Math/{arc-generate-points-exponantial.ts → arc-generate-points-exponantial.js} +254 -299
  4. package/Math/{arc.ts → arc.js} +292 -421
  5. package/Math/bounds/line-bbox.js +186 -225
  6. package/Math/{circle-cdf-points.ts → circle-cdf-points.js} +78 -143
  7. package/Math/{circle.ts → circle.js} +33 -49
  8. package/Math/{constants.ts → constants.js} +4 -12
  9. package/Math/contour/{quadtreecontours.ts → quadtreecontours.js} +300 -371
  10. package/Math/contour/quadtreecontours1.js +298 -336
  11. package/Math/{finite-line-2d.ts → finite-line-2d.js} +58 -68
  12. package/Math/{haversine.ts → haversine.js} +22 -33
  13. package/Math/index.js +1 -0
  14. package/Math/juction/{arc-plane.ts → arc-plane.js} +143 -203
  15. package/Math/juction/{line-sphere.ts → line-sphere.js} +22 -32
  16. package/Math/juction/{plane-plane.ts → plane-plane.js} +53 -62
  17. package/Math/{line.ts → line.js} +52 -84
  18. package/Math/matrix4.js +1 -0
  19. package/Math/{methods.ts → methods.js} +126 -182
  20. package/Math/{plane.ts → plane.js} +56 -92
  21. package/Math/{quaternion.ts → quaternion.js} +106 -128
  22. package/Math/templete-shapes/{grid-visually-equal.ts → grid-visually-equal.js} +65 -118
  23. package/Math/tessellation/constants.js +1 -0
  24. package/Math/tessellation/{methods.ts → methods.js} +49 -79
  25. package/Math/tessellation/{nearest-value-padding.ts → nearest-value-padding.js} +112 -147
  26. package/Math/tessellation/{spherical-triangle-area.ts → spherical-triangle-area.js} +99 -127
  27. package/Math/tessellation/{tile-merger.ts → tile-merger.js} +429 -578
  28. package/Math/tessellation/{triangle-tessellation.ts → triangle-tessellation.js} +386 -533
  29. package/Math/tessellation/types.js +1 -0
  30. package/Math/types.js +1 -0
  31. package/Math/utils.js +2 -3
  32. package/Math/{vec3.ts → vec3.js} +155 -227
  33. package/Math/{xyz-tile.ts → xyz-tile.js} +18 -26
  34. package/algorithms/search-binary.js +16 -14
  35. package/altitude-locator/adaptors.js +1 -0
  36. package/altitude-locator/keymethod.js +1 -0
  37. package/altitude-locator/plugin.js +344 -445
  38. package/altitude-locator/types.js +21 -26
  39. package/compass-rose/compass-rose-padding-flat.js +230 -274
  40. package/compass-rose/{compass-text-writer.ts → compass-text-writer.js} +155 -210
  41. package/compass-rose/index.js +3 -3
  42. package/{constants.ts → constants.js} +6 -8
  43. package/heatwave/datamanager.js +149 -168
  44. package/heatwave/heatwave.js +206 -261
  45. package/heatwave/index.js +5 -5
  46. package/heatwave/isobar.js +303 -340
  47. package/heatwave/{texture-point-sampler.ts → texture-point-sampler.js} +187 -220
  48. package/investigation-tools/draw/tiles/adapters.js +67 -0
  49. package/investigation-tools/draw/tiles/{tiles.ts → tiles.js} +128 -162
  50. package/jest.config.js +7 -6
  51. package/package.json +1 -1
  52. package/pin/pin-object-array1.js +300 -381
  53. package/pin/pin-point-totem1.js +60 -77
  54. package/programs/arrowfield/arrow-field.js +60 -89
  55. package/programs/arrowfield/logic.js +141 -173
  56. package/programs/data2legend/density-to-legend.js +68 -86
  57. package/programs/data2legend/point-to-density-texture.js +67 -84
  58. package/programs/float2legendwithratio/index.js +2 -3
  59. package/programs/float2legendwithratio/logic.js +118 -144
  60. package/programs/float2legendwithratio/object.js +104 -141
  61. package/programs/helpers/blender.js +58 -73
  62. package/programs/helpers/{fadeaway.ts → fadeaway.js} +60 -73
  63. package/programs/index.js +20 -19
  64. package/programs/line-on-globe/circle-accurate-3d.js +85 -112
  65. package/programs/line-on-globe/circle-accurate-flat.js +148 -200
  66. package/programs/line-on-globe/degree-padding-around-circle-3d.js +102 -134
  67. package/programs/line-on-globe/index.js +1 -0
  68. package/programs/line-on-globe/lines-color-instanced-flat.js +80 -99
  69. package/programs/line-on-globe/linestrip/data.js +4 -0
  70. package/programs/line-on-globe/linestrip/{linestrip.ts → linestrip.js} +93 -152
  71. package/programs/line-on-globe/{naive-accurate-flexible.ts → naive-accurate-flexible.js} +126 -175
  72. package/programs/line-on-globe/util.js +5 -8
  73. package/programs/picking/pickable-polygon-renderer.js +98 -129
  74. package/programs/picking/pickable-renderer.js +98 -130
  75. package/programs/point-on-globe/element-globe-surface-glow.js +93 -122
  76. package/programs/point-on-globe/element-point-glow.js +80 -114
  77. package/programs/point-on-globe/square-pixel-point.js +121 -139
  78. package/programs/polygon-on-globe/{texture-dem-triangles.ts → texture-dem-triangles.js} +163 -207
  79. package/programs/{programcache.ts → programcache.js} +126 -134
  80. package/programs/rings/index.js +1 -1
  81. package/programs/rings/partial-ring/{piece-of-pie.ts → piece-of-pie.js} +152 -222
  82. package/programs/totems/camera-totem-attactment-interface.js +1 -0
  83. package/programs/totems/{camerauniformblock.ts → camerauniformblock.js} +225 -310
  84. package/programs/totems/{canvas-webglobe-info.ts → canvas-webglobe-info.js} +132 -147
  85. package/programs/totems/{dem-textures-manager.ts → dem-textures-manager.js} +257 -360
  86. package/programs/totems/{globe-changes.ts → globe-changes.js} +59 -79
  87. package/programs/totems/gpu-selection-uniform-block.js +99 -127
  88. package/programs/totems/{index.ts → index.js} +2 -2
  89. package/programs/two-d/pixel-padding-for-compass.js +87 -101
  90. package/programs/util.js +14 -19
  91. package/programs/vectorfields/logics/{constants.ts → constants.js} +4 -5
  92. package/programs/vectorfields/logics/{drawrectangleparticles.ts → drawrectangleparticles.js} +80 -115
  93. package/programs/vectorfields/logics/index.js +2 -4
  94. package/programs/vectorfields/logics/particle-ubo.js +16 -0
  95. package/programs/vectorfields/logics/{pixelbased.ts → pixelbased.js} +86 -115
  96. package/programs/vectorfields/logics/ubo.js +51 -57
  97. package/programs/vectorfields/{pingpongbuffermanager.ts → pingpongbuffermanager.js} +99 -113
  98. package/range-tools-on-terrain/bearing-line/{adapters.ts → adapters.js} +114 -154
  99. package/range-tools-on-terrain/bearing-line/{plugin.ts → plugin.js} +457 -569
  100. package/range-tools-on-terrain/bearing-line/types.js +1 -0
  101. package/range-tools-on-terrain/circle-line-chain/{adapters.ts → adapters.js} +85 -104
  102. package/range-tools-on-terrain/circle-line-chain/{chain-list-map.ts → chain-list-map.js} +382 -446
  103. package/range-tools-on-terrain/circle-line-chain/{plugin.ts → plugin.js} +464 -607
  104. package/range-tools-on-terrain/circle-line-chain/types.js +1 -0
  105. package/range-tools-on-terrain/range-ring/{adapters.ts → adapters.js} +93 -114
  106. package/range-tools-on-terrain/range-ring/{enum.ts → enum.js} +2 -2
  107. package/range-tools-on-terrain/range-ring/{plugin.ts → plugin.js} +377 -444
  108. package/range-tools-on-terrain/range-ring/rangeringangletext.js +331 -0
  109. package/range-tools-on-terrain/range-ring/types.js +9 -0
  110. package/semiplugins/interface.js +1 -0
  111. package/semiplugins/lightweight/{line-plugin.ts → line-plugin.js} +221 -342
  112. package/semiplugins/lightweight/{piece-of-pie-plugin.ts → piece-of-pie-plugin.js} +200 -275
  113. package/semiplugins/shape-on-terrain/{arc-plugin.ts → arc-plugin.js} +481 -616
  114. package/semiplugins/shape-on-terrain/{circle-plugin.ts → circle-plugin.js} +444 -588
  115. package/semiplugins/shape-on-terrain/{padding-1-degree.ts → padding-1-degree.js} +539 -713
  116. package/semiplugins/shape-on-terrain/terrain-polygon/{adapters.ts → adapters.js} +55 -69
  117. package/semiplugins/shape-on-terrain/terrain-polygon/data/{cache.ts → cache.js} +102 -149
  118. package/semiplugins/shape-on-terrain/terrain-polygon/data/{index-polygon-map.ts → index-polygon-map.js} +45 -58
  119. package/semiplugins/shape-on-terrain/terrain-polygon/data/{manager.ts → manager.js} +4 -4
  120. package/semiplugins/shape-on-terrain/terrain-polygon/data/master-worker.js +177 -196
  121. package/semiplugins/shape-on-terrain/terrain-polygon/data/{polygon-to-triangles.ts → polygon-to-triangles.js} +100 -144
  122. package/semiplugins/shape-on-terrain/terrain-polygon/data/{random.ts → random.js} +121 -165
  123. package/semiplugins/shape-on-terrain/terrain-polygon/data/types.js +1 -0
  124. package/semiplugins/shape-on-terrain/terrain-polygon/data/{worker-contact.ts → worker-contact.js} +63 -81
  125. package/semiplugins/shape-on-terrain/terrain-polygon/data/worker.js +125 -146
  126. package/semiplugins/shape-on-terrain/terrain-polygon/{terrain-polygon.ts → terrain-polygon.js} +219 -265
  127. package/semiplugins/shape-on-terrain/terrain-polygon/types.js +8 -0
  128. package/semiplugins/shell/bbox-renderer/index.js +2 -0
  129. package/semiplugins/shell/bbox-renderer/{logic.ts → logic.js} +209 -273
  130. package/semiplugins/shell/bbox-renderer/object.js +75 -0
  131. package/semiplugins/type.js +1 -0
  132. package/semiplugins/utility/{container-plugin.ts → container-plugin.js} +94 -126
  133. package/semiplugins/utility/{object-pass-container-plugin.ts → object-pass-container-plugin.js} +80 -101
  134. package/shaders/fragment-toy/firework.js +1 -1
  135. package/shaders/fragment-toy/singularity.js +2 -5
  136. package/tracks/point-heat-map/adaptors/timetracksplugin-format-to-this.js +63 -78
  137. package/tracks/point-heat-map/index.js +1 -0
  138. package/tracks/point-heat-map/plugin-webworker.js +121 -148
  139. package/tracks/point-heat-map/point-to-heat-map-flow.js +121 -150
  140. package/tracks/point-tracks/key-methods.js +2 -3
  141. package/tracks/point-tracks/plugin.js +401 -487
  142. package/tracks/timetracks/adaptors-line-strip.js +65 -79
  143. package/tracks/timetracks/plugin-line-strip.js +240 -295
  144. package/tracks/timetracks/program-line-strip.js +411 -495
  145. package/tracks/timetracks/programpoint-line-strip.js +109 -137
  146. package/types.js +19 -0
  147. package/util/account/bufferoffsetmanager.js +176 -209
  148. package/util/account/create-buffermap-orchastration.js +39 -0
  149. package/util/account/index.js +3 -6
  150. package/util/account/single-attribute-buffer-management/{buffer-manager.ts → buffer-manager.js} +119 -151
  151. package/util/account/single-attribute-buffer-management/{buffer-orchestrator.ts → buffer-orchestrator.js} +212 -238
  152. package/util/account/single-attribute-buffer-management/{buffer-orchestrator1.ts → buffer-orchestrator1.js} +159 -184
  153. package/util/account/single-attribute-buffer-management/{index.ts → index.js} +4 -11
  154. package/util/account/single-attribute-buffer-management/{object-store.ts → object-store.js} +55 -76
  155. package/util/account/single-attribute-buffer-management/types.js +1 -0
  156. package/util/account/util.js +18 -22
  157. package/util/algorithms/index.js +1 -0
  158. package/util/algorithms/search-binary.js +25 -26
  159. package/util/build-strategy/{static-dynamic.ts → static-dynamic.js} +41 -50
  160. package/util/check/index.js +1 -0
  161. package/util/check/typecheck.js +66 -0
  162. package/util/{frame-counter-trigger.ts → frame-counter-trigger.js} +84 -99
  163. package/util/geometry/{index.ts → index.js} +121 -155
  164. package/util/gl-util/buffer/{attribute-loader.ts → attribute-loader.js} +62 -84
  165. package/util/gl-util/buffer/{index.ts → index.js} +3 -6
  166. package/util/gl-util/draw-options/{methods.ts → methods.js} +32 -47
  167. package/util/gl-util/uniform-block/{manager.ts → manager.js} +200 -232
  168. package/util/{globe-default-gl-states.ts → globe-default-gl-states.js} +4 -5
  169. package/util/{helper-methods.ts → helper-methods.js} +8 -9
  170. package/util/index.js +10 -9
  171. package/util/interpolation/index.js +1 -0
  172. package/util/interpolation/timetrack/index.js +2 -9
  173. package/util/interpolation/timetrack/timetrack-interpolator.js +79 -94
  174. package/util/interpolation/timetrack/web-worker.js +46 -51
  175. package/util/picking/{fence.ts → fence.js} +43 -47
  176. package/util/picking/{picker-displayer.ts → picker-displayer.js} +176 -226
  177. package/util/programs/draw-from-pixel-coords.js +164 -201
  178. package/util/programs/{draw-texture-on-canvas.ts → draw-texture-on-canvas.js} +69 -91
  179. package/util/programs/supersampletotextures.js +97 -130
  180. package/util/programs/texturetoglobe.js +128 -153
  181. package/util/shaderfunctions/{geometrytransformations.ts → geometrytransformations.js} +44 -106
  182. package/util/shaderfunctions/index.js +2 -2
  183. package/util/shaderfunctions/nodata.js +2 -4
  184. package/util/shaderfunctions/noisefunctions.js +7 -10
  185. package/util/{webglobjectbuilders.ts → webglobjectbuilders.js} +358 -446
  186. package/vectorfield/arrowfield/adaptor.js +11 -11
  187. package/vectorfield/arrowfield/index.js +3 -3
  188. package/vectorfield/arrowfield/plugin.js +83 -128
  189. package/vectorfield/waveparticles/adaptor.js +15 -16
  190. package/vectorfield/waveparticles/index.js +3 -3
  191. package/vectorfield/waveparticles/{plugin.ts → plugin.js} +415 -506
  192. package/vectorfield/wind/adapters/{image-to-fields.ts → image-to-fields.js} +61 -74
  193. package/vectorfield/wind/adapters/types.js +1 -0
  194. package/vectorfield/wind/{imagetovectorfieldandmagnitude.ts → imagetovectorfieldandmagnitude.js} +53 -78
  195. package/vectorfield/wind/index.js +5 -5
  196. package/vectorfield/wind/{plugin-persistant copy.ts → plugin-persistant copy.js } +364 -461
  197. package/vectorfield/wind/{plugin-persistant.ts → plugin-persistant.js} +375 -483
  198. package/vectorfield/wind/plugin.js +685 -883
  199. package/vectorfield/wind/vectorfieldimage.js +23 -27
  200. package/write-text/{context-text-bulk.ts → context-text-bulk.js} +200 -285
  201. package/write-text/context-text3.js +167 -0
  202. package/write-text/{context-text4.ts → context-text4.js} +146 -231
  203. package/write-text/context-textDELETE.js +94 -125
  204. package/write-text/objectarraylabels/{index.ts → index.js} +2 -2
  205. package/write-text/objectarraylabels/objectarraylabels.js +200 -247
  206. package/Math/matrix4.ts +0 -0
  207. package/Math/mesh/mapbox-delaunay.d.ts +0 -74
  208. package/Math/roadmap.md +0 -10
  209. package/Math/tessellation/constants.ts +0 -1
  210. package/Math/tessellation/roadmap.md +0 -48
  211. package/Math/tessellation/types.ts +0 -1
  212. package/Math/types.ts +0 -68
  213. package/investigation-tools/draw/tiles/adapters.ts +0 -133
  214. package/programs/line-on-globe/linestrip/data.ts +0 -29
  215. package/programs/polygon-on-globe/roadmap.md +0 -8
  216. package/programs/totems/camera-totem-attactment-interface.ts +0 -4
  217. package/programs/vectorfields/logics/particle-ubo.ts +0 -23
  218. package/publish.bat +0 -62
  219. package/range-tools-on-terrain/bearing-line/types.ts +0 -65
  220. package/range-tools-on-terrain/circle-line-chain/types.ts +0 -43
  221. package/range-tools-on-terrain/range-ring/rangeringangletext.ts +0 -396
  222. package/range-tools-on-terrain/range-ring/types.ts +0 -30
  223. package/semiplugins/interface.ts +0 -14
  224. package/semiplugins/shape-on-terrain/goal.md +0 -12
  225. package/semiplugins/shape-on-terrain/terrain-polygon/data/cache-shortcuts.md +0 -20
  226. package/semiplugins/shape-on-terrain/terrain-polygon/data/master-worker.ts +0 -209
  227. package/semiplugins/shape-on-terrain/terrain-polygon/data/readme.md +0 -5
  228. package/semiplugins/shape-on-terrain/terrain-polygon/data/types.ts +0 -37
  229. package/semiplugins/shape-on-terrain/terrain-polygon/notes.md +0 -90
  230. package/semiplugins/shape-on-terrain/terrain-polygon/types.ts +0 -69
  231. package/semiplugins/shell/bbox-renderer/index.ts +0 -2
  232. package/semiplugins/shell/bbox-renderer/object.ts +0 -129
  233. package/semiplugins/type.ts +0 -8
  234. package/terrain-plugin.mmd +0 -83
  235. package/tests/Math/arc-sampling-test.js +0 -367
  236. package/tests/Math/arc-sampling-test.ts +0 -429
  237. package/tests/Math/arc.test.ts +0 -77
  238. package/tests/Math/junction/arc-limit.test.ts +0 -7
  239. package/tests/Math/junction/arc-plane-points.test.ts +0 -196
  240. package/tests/Math/junction/arc-plane.test.ts +0 -172
  241. package/tests/Math/junction/line-sphere.test.ts +0 -127
  242. package/tests/Math/junction/plane-plane.test.ts +0 -91
  243. package/tests/Math/plane-test.ts +0 -17
  244. package/tests/Math/plane.test.ts +0 -43
  245. package/tests/Math/vec3.test.ts +0 -33
  246. package/tracks/point-heat-map/readme.md +0 -15
  247. package/tracks/timetracks/readme.md +0 -1
  248. package/tsconfig.json +0 -22
  249. package/types/@pirireis/webglobe.d.ts +0 -102
  250. package/types/delaunator.d.ts +0 -40
  251. package/types/earcut.d.ts +0 -11
  252. package/types/rbush.d.ts +0 -57
  253. package/types.ts +0 -319
  254. package/util/account/create-buffermap-orchastration.ts +0 -85
  255. package/util/account/single-attribute-buffer-management/types.ts +0 -43
  256. package/util/check/typecheck.ts +0 -74
  257. package/vectorfield/wind/adapters/types.ts +0 -12
  258. package/write-text/context-text3.ts +0 -252
  259. package/write-text/objectarraylabels/objectarraylabels.d.ts +0 -72
@@ -1,421 +1,292 @@
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- import { Vec3, Plane, Arc, LongLat, Radians } from "./types";
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-
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- import {
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- create as vec3create,
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- set as vec3set,
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- cross,
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- dot,
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- normalize,
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- clone as vec3clone,
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- copy as vec3copy,
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- equals as vec3equals,
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- lengthSquared,
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- fromLongLatToUnitVector,
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- subtract,
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- applyQuaternion,
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- fromUnitVectorToLongLat
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- } from "./vec3";
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-
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- import {
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- create as planeCreate,
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- fromPoints as planeFromPoints,
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- distanceToPoint as planeDistanceToPoint,
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- projectPoint as planeProjectPoint
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- } from "./plane";
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-
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- import { create as quaternionCreate, fromAxisAngle } from "./quaternion";
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-
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- import { EPSILON } from "./constants";
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-
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- import * as vec3 from "./vec3";
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- import * as quat from "./quaternion";
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- import { Radian } from "../types";
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-
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-
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- const _0vector = /*@__PURE__*/ vec3create(0, 0, 0);
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- const _closestPoint = /*@__PURE__*/ vec3create();
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-
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- const _originPlane = /*@__PURE__*/ planeCreate(vec3create(0, 0, 1), 0);
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- // dont change distance of _originPlane
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- const _rotationQuaternion = /*@__PURE__*/ quaternionCreate();
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- const _longLat = /*@__PURE__*/[0, 0] as LongLat;
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-
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-
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-
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- // Normalize angles to [0, 2π)
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- function normalizeLon(angle: number): number {
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- while (angle < 0) angle += 2 * Math.PI;
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- while (angle >= 2 * Math.PI) angle -= 2 * Math.PI;
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- return angle;
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- };
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-
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- function create(p0: Vec3, p1: Vec3): Arc {
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- const normal = vec3create(0, 0, 0);
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- cross(normal, p0, p1);
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- normalize(normal, normal);
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- const coverPlaneNormal = vec3create(p0[0] + p1[0], p0[1] + p1[1], p0[2] + p1[2]);
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-
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- let distance: number;
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- const ls = lengthSquared(coverPlaneNormal);
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-
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- if (ls > EPSILON) {
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- normalize(coverPlaneNormal, coverPlaneNormal);
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- distance = dot(coverPlaneNormal, p0);
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- } else {
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- // Handle opposite points case
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- const tempPlane = planeCreate(vec3create(), 0);
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- _oppositePointsHandle(p0, p1, normal, tempPlane);
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- distance = tempPlane.distance;
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- }
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-
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- return {
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- p0: vec3clone(p0),
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- p1: vec3clone(p1),
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- normal: vec3clone(normal),
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- coverPlane: {
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- normal: coverPlaneNormal,
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- distance: distance
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- } as Plane,
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- coverAngle: Math.acos(dot(p0, p1)) as Radians
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- }
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- }
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-
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- function set(out: Arc, p0: Vec3, p1: Vec3) {
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- vec3copy(out.p0, p0);
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- vec3copy(out.p1, p1);
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- cross(out.normal, p0, p1);
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- normalize(out.normal, out.normal); // ← ADD THIS LINE - normalize the normal vector!
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-
89
- vec3set(_0vector, p0[0] + p1[0], p0[1] + p1[1], p0[2] + p1[2]);
90
- const ls = lengthSquared(_0vector);
91
- if (ls > EPSILON) {
92
- normalize(out.coverPlane.normal, _0vector);
93
- out.coverPlane.distance = dot(out.coverPlane.normal, p0);
94
- } else {
95
- _oppositePointsHandle(p0, p1, out.normal, out.coverPlane);
96
- }
97
-
98
- // Also update coverAngle to match what create() does
99
- out.coverAngle = Math.acos(dot(p0, p1)) as Radians;
100
- }
101
-
102
- function copy(out: Arc, a: Arc) {
103
- vec3copy(out.p0, a.p0);
104
- vec3copy(out.p1, a.p1);
105
- vec3copy(out.normal, a.normal);
106
- out.coverPlane.normal = vec3clone(a.coverPlane.normal);
107
- out.coverPlane.distance = a.coverPlane.distance;
108
- out.coverAngle = a.coverAngle; // Copy coverAngle if it exists
109
- }
110
-
111
- function clone(a: Arc): Arc {
112
- return {
113
- p0: vec3clone(a.p0),
114
- p1: vec3clone(a.p1),
115
- normal: vec3clone(a.normal),
116
- coverPlane: {
117
- normal: vec3clone(a.coverPlane.normal),
118
- distance: a.coverPlane.distance
119
- } as Plane,
120
- coverAngle: a.coverAngle // Clone coverAngle if it exists
121
- };
122
- }
123
-
124
-
125
-
126
- function isPointOn(arc: Arc, point: Vec3): boolean {
127
- const alignment = Math.abs(dot(point, arc.normal)) < EPSILON;
128
- const distance = Math.abs(lengthSquared(point) - 1) < EPSILON;
129
- const cover = dot(arc.coverPlane.normal, point) >= arc.coverPlane.distance;
130
- return alignment || distance || cover;
131
- }
132
-
133
-
134
- function equals(a: Arc, b: Arc): boolean {
135
- return (vec3equals(a.p0, b.p0) && vec3equals(a.p1, b.p1))
136
- || (vec3equals(a.p0, b.p1) && vec3equals(a.p1, b.p0))
137
- }
138
-
139
-
140
-
141
- function closestPoint(out: Vec3, inArc: Arc, point: Vec3): boolean {
142
-
143
-
144
- // 1. calculate the projection of the point onto the plane definned by the arc.normal, distance 0
145
- // 2. calculate projection distance to the arc.coverPlane.
146
- // * if the distance is negative, the point is outside the arc
147
- // * copy (the closest of [inArc.p0, inArc.p1] to the point) to the output
148
- // * return false that indicates the point is outside the arc
149
- // * if the distance is positive, the point is inside the arc
150
- // * normalize the projection and copy it to out
151
- // * return true that indicates the point is inside the arc
152
- const distance = planeDistanceToPoint(inArc.coverPlane, point);
153
- if (distance < -EPSILON) {
154
- // point is outside the arc
155
- // this case also covers point is on center shaft line of the arc
156
- return false;
157
- }
158
-
159
- vec3copy(_originPlane.normal, inArc.normal);
160
- planeProjectPoint(_0vector, _originPlane, point);
161
- // point is inside the arc
162
- normalize(out, _0vector);
163
- return true;
164
- }
165
-
166
-
167
- function populatePoints(out: Float32Array, arc: Arc, count: number, pointOfProjection: Vec3 | void = undefined): void {
168
- // rotate p0 around normal vector with a quaternion
169
- // calculate angle
170
- _distanceSampling(out, count, arc, pointOfProjection || [0, 0, 0] as Vec3, 1);
171
-
172
- }
173
-
174
-
175
-
176
-
177
- function _oppositePointsHandle(p0: Vec3, p1: Vec3, outNormal: Vec3, outCoverPlane: Plane) {
178
- // first choice pass through Anitkabir
179
- const radians = Math.PI / 180;
180
- fromLongLatToUnitVector(_0vector, [39.9334 * radians, 32.8597 * radians] as LongLat); // Anitkabir
181
- if (vec3equals(p0, _0vector) || vec3equals(p1, _0vector)) {
182
- // if Anitkabir is too close to p0 or p1, use Selanic
183
- fromLongLatToUnitVector(_0vector, [37.0016 * radians, 35.3213 * radians] as LongLat); // Selanic
184
- }
185
- planeFromPoints({ normal: outNormal, distance: 0 } as Plane, p0, _0vector, p1);
186
-
187
- cross(outCoverPlane.normal, outNormal, p0);
188
- normalize(outCoverPlane.normal, outCoverPlane.normal);
189
-
190
- }
191
-
192
-
193
- function _populatePointsWithClosestPointInsideArc(
194
- out: Float32Array,
195
- arc: Arc,
196
- count: number,
197
- closestPoint: Vec3
198
- ): void {
199
-
200
- // two parts divided by closest point will be populated seperately
201
- // pop1 + pop2 = count
202
-
203
- // angular distance between [arc.p0, closestPoint] and [arc.p1, closestPoint]
204
- // will be used to decide ratio between pop1 and pop2
205
- const angleP0 = Math.acos(dot(arc.p0, closestPoint));
206
- const angleP1 = Math.acos(dot(arc.p1, closestPoint));
207
-
208
- const pop1 = Math.floor(count * (angleP0 / (angleP0 + angleP1)));
209
- const pop2 = count - pop1;
210
-
211
-
212
- const angleStep1 = angleP0 / pop1;
213
- const angleStep2 = angleP1 / pop2;
214
-
215
- fromAxisAngle(_rotationQuaternion, arc.normal, angleStep1);
216
-
217
-
218
-
219
- }
220
-
221
-
222
-
223
- /**
224
- * Samples points along an arc with density biased by the camera's distance,
225
- * reusing the rotation quaternion to improve performance.
226
- *
227
- * @param {Float32Array} out - The output array to store longitude and latitude pairs.
228
- * @param {number} count - The total number of points to sample.
229
- * @param {Arc} inArc - The arc to sample from, containing p0, p1, and normal.
230
- * @param {Vec3} cameraPosition - The position of the camera.
231
- * @param {number} quaternionReuseCount - The number of times to apply the same rotation before recalculating. Higher is faster but less accurate.
232
- */
233
-
234
-
235
-
236
-
237
- function _distanceSampling(
238
- out: Float32Array,
239
- count: number,
240
- inArc: Arc,
241
- cameraPosition: Vec3 = vec3create(0, 0, 0),
242
- quaternionReuseCount: number = 1,
243
- ): void {
244
- if (count === 0) {
245
- return;
246
- }
247
-
248
- const _0vector = vec3.create();
249
- const _longLat = [0, 0] as LongLat;
250
- const _rotationQuaternion = quat.create();
251
-
252
- // Ensure reuse count is at least 1 to prevent division by zero or infinite loops.
253
- const reuseCount = Math.max(1, quaternionReuseCount);
254
-
255
- subtract(_0vector, inArc.p0, cameraPosition);
256
- const d2_0 = lengthSquared(_0vector);
257
- subtract(_0vector, inArc.p1, cameraPosition);
258
- const d2_1 = lengthSquared(_0vector);
259
-
260
- const total = d2_0 + d2_1;
261
- const ratio0 = Math.min(0.995, Math.max(0.005, d2_0 / total));
262
-
263
- const is0Closer = d2_0 < d2_1;
264
-
265
- const totalAngle = Math.acos(dot(inArc.p0, inArc.p1));
266
- let accumulatedAngle = 0;
267
-
268
- // This variable will hold the step angle for the current "chunk" of reused rotations.
269
- let chunkStepAngle = 0;
270
-
271
- let currentPoint = vec3.clone(is0Closer ? inArc.p0 : inArc.p1);
272
- const angleSign = is0Closer ? 1 : -1;
273
-
274
- // The loop generates all points *except* the very last one.
275
- for (let i = 0; i < count - 1; i++) {
276
- // First, store the longitude/latitude of the current point.
277
- fromUnitVectorToLongLat(_longLat, currentPoint);
278
- out[i * 2] = _longLat[0];
279
- out[i * 2 + 1] = _longLat[1];
280
-
281
- // --- OPTIMIZATION LOGIC ---
282
- // We only update the quaternion and step angle periodically.
283
- if (i % reuseCount === 0) {
284
- // This is the start of a new chunk. Calculate the step angle that will be
285
- // reused for the next `reuseCount` iterations.
286
- const t = (i + 1) / (count - 1);
287
- const biasedT = Math.sin(t * Math.PI / 2);
288
- const targetAngleForNextStep = (is0Closer ? biasedT : 1.0 - biasedT) * totalAngle;
289
-
290
- // Calculate the single step angle based on the progress at the start of the chunk.
291
- chunkStepAngle = targetAngleForNextStep - accumulatedAngle;
292
-
293
- // Update the quaternion. This expensive call now runs much less frequently.
294
- fromAxisAngle(_rotationQuaternion, inArc.normal, chunkStepAngle * angleSign);
295
- }
296
-
297
- // Apply the rotation. This happens on every iteration, but uses the
298
- // same quaternion for `reuseCount` steps.
299
- applyQuaternion(currentPoint, currentPoint, _rotationQuaternion);
300
-
301
- // We must still update the accumulated angle on every step to track our progress.
302
- accumulatedAngle += chunkStepAngle;
303
- }
304
-
305
- // Set the final point directly to the endpoint to guarantee precision.
306
- if (count > 0) {
307
- const finalIndex = count - 1;
308
- const endPoint = is0Closer ? inArc.p1 : inArc.p0;
309
- fromUnitVectorToLongLat(_longLat, endPoint);
310
- out[finalIndex * 2] = _longLat[0];
311
- out[finalIndex * 2 + 1] = _longLat[1];
312
- }
313
- }
314
-
315
-
316
- function calculateZLimitPoint(inArc: Arc, out: Vec3): boolean {
317
- // The arc's plane is perpendicular to the equator, so the arc is on the equator.
318
- // All points have z=0, so there's no unique z-limit point.
319
- if (Math.abs(inArc.normal[2]) > 1 - EPSILON) {
320
- return false;
321
- }
322
-
323
- // The Z-limit points of a great circle are the two points on it that are
324
- // closest to the North and South poles. Their 3D coordinates can be
325
- // calculated from the normal vector of the great circle's plane.
326
- const nz = inArc.normal[2];
327
- const n_xy_len = Math.sqrt(inArc.normal[0] * inArc.normal[0] + inArc.normal[1] * inArc.normal[1]);
328
-
329
- // Candidate 1: Highest Z value (closest to North Pole)
330
- const p_max_z = vec3.create(
331
- -inArc.normal[0] * nz / n_xy_len,
332
- -inArc.normal[1] * nz / n_xy_len,
333
- n_xy_len
334
- );
335
-
336
- // Candidate 2: Lowest Z value (closest to South Pole)
337
- const p_min_z = vec3.create(
338
- inArc.normal[0] * nz / n_xy_len,
339
- inArc.normal[1] * nz / n_xy_len,
340
- -n_xy_len
341
- );
342
-
343
- // Now, we check if either of these points lie on the given arc segment.
344
- // A point is on the shorter arc if its projection onto the cover plane's
345
- // normal is on the positive side.
346
- const d_max = dot(p_max_z, inArc.coverPlane.normal);
347
- const d_min = dot(p_min_z, inArc.coverPlane.normal);
348
-
349
- if (d_max >= inArc.coverPlane.distance - EPSILON) {
350
- vec3.copy(out, p_max_z);
351
- return true;
352
- }
353
-
354
- if (d_min >= inArc.coverPlane.distance - EPSILON) {
355
- vec3.copy(out, p_min_z);
356
- return true;
357
- }
358
-
359
- return false;
360
- }
361
-
362
-
363
-
364
- function doesArcPassThroughMeridian(inArc: Arc, meridians: Radians[]): boolean[] {
365
- const result = new Array<boolean>(meridians.length).fill(false);
366
-
367
- // Get longitude angles for p0 and p1
368
- const p0Lon = Math.atan2(inArc.p0[1], inArc.p0[0]);
369
- const p1Lon = Math.atan2(inArc.p1[1], inArc.p1[0]);
370
-
371
- if (inArc.p0[2] >= 1 - EPSILON || inArc.p1[2] >= 1 - EPSILON) {
372
- return result
373
- }
374
-
375
- const p0LonNorm = normalizeLon(p0Lon);
376
- const p1LonNorm = normalizeLon(p1Lon);
377
-
378
- // Determine if we're taking the shorter or longer arc
379
- let startLon = p0LonNorm;
380
- let endLon = p1LonNorm;
381
-
382
- // Calculate the angular difference both ways
383
- const diff1 = normalizeLon(endLon - startLon);
384
-
385
- // Take the shorter path (great circle property)
386
- const takeShorterPath = diff1 <= Math.PI;
387
-
388
- if (!takeShorterPath) {
389
- // Swap start and end for the shorter path
390
- [startLon, endLon] = [endLon, startLon];
391
- }
392
-
393
- for (let i = 0; i < meridians.length; i++) {
394
- const meridian = normalizeLon(meridians[i]);
395
-
396
- // Check if meridian is between start and end longitudes
397
- if (takeShorterPath) {
398
- if (startLon <= endLon) {
399
- // Normal case: no wraparound
400
- result[i] = meridian >= startLon && meridian <= endLon;
401
- } else {
402
- // Wraparound case: arc crosses 0°/360°
403
- result[i] = meridian >= startLon || meridian <= endLon;
404
- }
405
- } else {
406
- // Taking the longer path
407
- if (startLon <= endLon) {
408
- // Arc goes the long way around
409
- result[i] = meridian <= startLon || meridian >= endLon;
410
- } else {
411
- // Normal case for long path
412
- result[i] = meridian >= endLon && meridian <= startLon;
413
- }
414
- }
415
- }
416
-
417
- return result;
418
- }
419
-
420
-
421
- export { create, set, copy, clone, isPointOn, equals, closestPoint, populatePoints, calculateZLimitPoint, doesArcPassThroughMeridian };
1
+ import { create as vec3create, set as vec3set, cross, dot, normalize, clone as vec3clone, copy as vec3copy, equals as vec3equals, lengthSquared, fromLongLatToUnitVector, subtract, applyQuaternion, fromUnitVectorToLongLat } from "./vec3";
2
+ import { create as planeCreate, fromPoints as planeFromPoints, distanceToPoint as planeDistanceToPoint, projectPoint as planeProjectPoint } from "./plane";
3
+ import { create as quaternionCreate, fromAxisAngle } from "./quaternion";
4
+ import { EPSILON } from "./constants";
5
+ import * as vec3 from "./vec3";
6
+ import * as quat from "./quaternion";
7
+ const _0vector = /*@__PURE__*/ vec3create(0, 0, 0);
8
+ const _closestPoint = /*@__PURE__*/ vec3create();
9
+ const _originPlane = /*@__PURE__*/ planeCreate(vec3create(0, 0, 1), 0);
10
+ // dont change distance of _originPlane
11
+ const _rotationQuaternion = /*@__PURE__*/ quaternionCreate();
12
+ const _longLat = /*@__PURE__*/ [0, 0];
13
+ // Normalize angles to [0, 2π)
14
+ function normalizeLon(angle) {
15
+ while (angle < 0)
16
+ angle += 2 * Math.PI;
17
+ while (angle >= 2 * Math.PI)
18
+ angle -= 2 * Math.PI;
19
+ return angle;
20
+ }
21
+ ;
22
+ function create(p0, p1) {
23
+ const normal = vec3create(0, 0, 0);
24
+ cross(normal, p0, p1);
25
+ normalize(normal, normal);
26
+ const coverPlaneNormal = vec3create(p0[0] + p1[0], p0[1] + p1[1], p0[2] + p1[2]);
27
+ let distance;
28
+ const ls = lengthSquared(coverPlaneNormal);
29
+ if (ls > EPSILON) {
30
+ normalize(coverPlaneNormal, coverPlaneNormal);
31
+ distance = dot(coverPlaneNormal, p0);
32
+ }
33
+ else {
34
+ // Handle opposite points case
35
+ const tempPlane = planeCreate(vec3create(), 0);
36
+ _oppositePointsHandle(p0, p1, normal, tempPlane);
37
+ distance = tempPlane.distance;
38
+ }
39
+ return {
40
+ p0: vec3clone(p0),
41
+ p1: vec3clone(p1),
42
+ normal: vec3clone(normal),
43
+ coverPlane: {
44
+ normal: coverPlaneNormal,
45
+ distance: distance
46
+ },
47
+ coverAngle: Math.acos(dot(p0, p1))
48
+ };
49
+ }
50
+ function set(out, p0, p1) {
51
+ vec3copy(out.p0, p0);
52
+ vec3copy(out.p1, p1);
53
+ cross(out.normal, p0, p1);
54
+ normalize(out.normal, out.normal); // ← ADD THIS LINE - normalize the normal vector!
55
+ vec3set(_0vector, p0[0] + p1[0], p0[1] + p1[1], p0[2] + p1[2]);
56
+ const ls = lengthSquared(_0vector);
57
+ if (ls > EPSILON) {
58
+ normalize(out.coverPlane.normal, _0vector);
59
+ out.coverPlane.distance = dot(out.coverPlane.normal, p0);
60
+ }
61
+ else {
62
+ _oppositePointsHandle(p0, p1, out.normal, out.coverPlane);
63
+ }
64
+ // Also update coverAngle to match what create() does
65
+ out.coverAngle = Math.acos(dot(p0, p1));
66
+ }
67
+ function copy(out, a) {
68
+ vec3copy(out.p0, a.p0);
69
+ vec3copy(out.p1, a.p1);
70
+ vec3copy(out.normal, a.normal);
71
+ out.coverPlane.normal = vec3clone(a.coverPlane.normal);
72
+ out.coverPlane.distance = a.coverPlane.distance;
73
+ out.coverAngle = a.coverAngle; // Copy coverAngle if it exists
74
+ }
75
+ function clone(a) {
76
+ return {
77
+ p0: vec3clone(a.p0),
78
+ p1: vec3clone(a.p1),
79
+ normal: vec3clone(a.normal),
80
+ coverPlane: {
81
+ normal: vec3clone(a.coverPlane.normal),
82
+ distance: a.coverPlane.distance
83
+ },
84
+ coverAngle: a.coverAngle // Clone coverAngle if it exists
85
+ };
86
+ }
87
+ function isPointOn(arc, point) {
88
+ const alignment = Math.abs(dot(point, arc.normal)) < EPSILON;
89
+ const distance = Math.abs(lengthSquared(point) - 1) < EPSILON;
90
+ const cover = dot(arc.coverPlane.normal, point) >= arc.coverPlane.distance;
91
+ return alignment || distance || cover;
92
+ }
93
+ function equals(a, b) {
94
+ return (vec3equals(a.p0, b.p0) && vec3equals(a.p1, b.p1))
95
+ || (vec3equals(a.p0, b.p1) && vec3equals(a.p1, b.p0));
96
+ }
97
+ function closestPoint(out, inArc, point) {
98
+ // 1. calculate the projection of the point onto the plane definned by the arc.normal, distance 0
99
+ // 2. calculate projection distance to the arc.coverPlane.
100
+ // * if the distance is negative, the point is outside the arc
101
+ // * copy (the closest of [inArc.p0, inArc.p1] to the point) to the output
102
+ // * return false that indicates the point is outside the arc
103
+ // * if the distance is positive, the point is inside the arc
104
+ // * normalize the projection and copy it to out
105
+ // * return true that indicates the point is inside the arc
106
+ const distance = planeDistanceToPoint(inArc.coverPlane, point);
107
+ if (distance < -EPSILON) {
108
+ // point is outside the arc
109
+ // this case also covers point is on center shaft line of the arc
110
+ return false;
111
+ }
112
+ vec3copy(_originPlane.normal, inArc.normal);
113
+ planeProjectPoint(_0vector, _originPlane, point);
114
+ // point is inside the arc
115
+ normalize(out, _0vector);
116
+ return true;
117
+ }
118
+ function populatePoints(out, arc, count, pointOfProjection = undefined) {
119
+ // rotate p0 around normal vector with a quaternion
120
+ // calculate angle
121
+ _distanceSampling(out, count, arc, pointOfProjection || [0, 0, 0], 1);
122
+ }
123
+ function _oppositePointsHandle(p0, p1, outNormal, outCoverPlane) {
124
+ // first choice pass through Anitkabir
125
+ const radians = Math.PI / 180;
126
+ fromLongLatToUnitVector(_0vector, [39.9334 * radians, 32.8597 * radians]); // Anitkabir
127
+ if (vec3equals(p0, _0vector) || vec3equals(p1, _0vector)) {
128
+ // if Anitkabir is too close to p0 or p1, use Selanic
129
+ fromLongLatToUnitVector(_0vector, [37.0016 * radians, 35.3213 * radians]); // Selanic
130
+ }
131
+ planeFromPoints({ normal: outNormal, distance: 0 }, p0, _0vector, p1);
132
+ cross(outCoverPlane.normal, outNormal, p0);
133
+ normalize(outCoverPlane.normal, outCoverPlane.normal);
134
+ }
135
+ function _populatePointsWithClosestPointInsideArc(out, arc, count, closestPoint) {
136
+ // two parts divided by closest point will be populated seperately
137
+ // pop1 + pop2 = count
138
+ // angular distance between [arc.p0, closestPoint] and [arc.p1, closestPoint]
139
+ // will be used to decide ratio between pop1 and pop2
140
+ const angleP0 = Math.acos(dot(arc.p0, closestPoint));
141
+ const angleP1 = Math.acos(dot(arc.p1, closestPoint));
142
+ const pop1 = Math.floor(count * (angleP0 / (angleP0 + angleP1)));
143
+ const pop2 = count - pop1;
144
+ const angleStep1 = angleP0 / pop1;
145
+ const angleStep2 = angleP1 / pop2;
146
+ fromAxisAngle(_rotationQuaternion, arc.normal, angleStep1);
147
+ }
148
+ /**
149
+ * Samples points along an arc with density biased by the camera's distance,
150
+ * reusing the rotation quaternion to improve performance.
151
+ *
152
+ * @param {Float32Array} out - The output array to store longitude and latitude pairs.
153
+ * @param {number} count - The total number of points to sample.
154
+ * @param {Arc} inArc - The arc to sample from, containing p0, p1, and normal.
155
+ * @param {Vec3} cameraPosition - The position of the camera.
156
+ * @param {number} quaternionReuseCount - The number of times to apply the same rotation before recalculating. Higher is faster but less accurate.
157
+ */
158
+ function _distanceSampling(out, count, inArc, cameraPosition = vec3create(0, 0, 0), quaternionReuseCount = 1) {
159
+ if (count === 0) {
160
+ return;
161
+ }
162
+ const _0vector = vec3.create();
163
+ const _longLat = [0, 0];
164
+ const _rotationQuaternion = quat.create();
165
+ // Ensure reuse count is at least 1 to prevent division by zero or infinite loops.
166
+ const reuseCount = Math.max(1, quaternionReuseCount);
167
+ subtract(_0vector, inArc.p0, cameraPosition);
168
+ const d2_0 = lengthSquared(_0vector);
169
+ subtract(_0vector, inArc.p1, cameraPosition);
170
+ const d2_1 = lengthSquared(_0vector);
171
+ const total = d2_0 + d2_1;
172
+ const ratio0 = Math.min(0.995, Math.max(0.005, d2_0 / total));
173
+ const is0Closer = d2_0 < d2_1;
174
+ const totalAngle = Math.acos(dot(inArc.p0, inArc.p1));
175
+ let accumulatedAngle = 0;
176
+ // This variable will hold the step angle for the current "chunk" of reused rotations.
177
+ let chunkStepAngle = 0;
178
+ let currentPoint = vec3.clone(is0Closer ? inArc.p0 : inArc.p1);
179
+ const angleSign = is0Closer ? 1 : -1;
180
+ // The loop generates all points *except* the very last one.
181
+ for (let i = 0; i < count - 1; i++) {
182
+ // First, store the longitude/latitude of the current point.
183
+ fromUnitVectorToLongLat(_longLat, currentPoint);
184
+ out[i * 2] = _longLat[0];
185
+ out[i * 2 + 1] = _longLat[1];
186
+ // --- OPTIMIZATION LOGIC ---
187
+ // We only update the quaternion and step angle periodically.
188
+ if (i % reuseCount === 0) {
189
+ // This is the start of a new chunk. Calculate the step angle that will be
190
+ // reused for the next `reuseCount` iterations.
191
+ const t = (i + 1) / (count - 1);
192
+ const biasedT = Math.sin(t * Math.PI / 2);
193
+ const targetAngleForNextStep = (is0Closer ? biasedT : 1.0 - biasedT) * totalAngle;
194
+ // Calculate the single step angle based on the progress at the start of the chunk.
195
+ chunkStepAngle = targetAngleForNextStep - accumulatedAngle;
196
+ // Update the quaternion. This expensive call now runs much less frequently.
197
+ fromAxisAngle(_rotationQuaternion, inArc.normal, chunkStepAngle * angleSign);
198
+ }
199
+ // Apply the rotation. This happens on every iteration, but uses the
200
+ // same quaternion for `reuseCount` steps.
201
+ applyQuaternion(currentPoint, currentPoint, _rotationQuaternion);
202
+ // We must still update the accumulated angle on every step to track our progress.
203
+ accumulatedAngle += chunkStepAngle;
204
+ }
205
+ // Set the final point directly to the endpoint to guarantee precision.
206
+ if (count > 0) {
207
+ const finalIndex = count - 1;
208
+ const endPoint = is0Closer ? inArc.p1 : inArc.p0;
209
+ fromUnitVectorToLongLat(_longLat, endPoint);
210
+ out[finalIndex * 2] = _longLat[0];
211
+ out[finalIndex * 2 + 1] = _longLat[1];
212
+ }
213
+ }
214
+ function calculateZLimitPoint(inArc, out) {
215
+ // The arc's plane is perpendicular to the equator, so the arc is on the equator.
216
+ // All points have z=0, so there's no unique z-limit point.
217
+ if (Math.abs(inArc.normal[2]) > 1 - EPSILON) {
218
+ return false;
219
+ }
220
+ // The Z-limit points of a great circle are the two points on it that are
221
+ // closest to the North and South poles. Their 3D coordinates can be
222
+ // calculated from the normal vector of the great circle's plane.
223
+ const nz = inArc.normal[2];
224
+ const n_xy_len = Math.sqrt(inArc.normal[0] * inArc.normal[0] + inArc.normal[1] * inArc.normal[1]);
225
+ // Candidate 1: Highest Z value (closest to North Pole)
226
+ const p_max_z = vec3.create(-inArc.normal[0] * nz / n_xy_len, -inArc.normal[1] * nz / n_xy_len, n_xy_len);
227
+ // Candidate 2: Lowest Z value (closest to South Pole)
228
+ const p_min_z = vec3.create(inArc.normal[0] * nz / n_xy_len, inArc.normal[1] * nz / n_xy_len, -n_xy_len);
229
+ // Now, we check if either of these points lie on the given arc segment.
230
+ // A point is on the shorter arc if its projection onto the cover plane's
231
+ // normal is on the positive side.
232
+ const d_max = dot(p_max_z, inArc.coverPlane.normal);
233
+ const d_min = dot(p_min_z, inArc.coverPlane.normal);
234
+ if (d_max >= inArc.coverPlane.distance - EPSILON) {
235
+ vec3.copy(out, p_max_z);
236
+ return true;
237
+ }
238
+ if (d_min >= inArc.coverPlane.distance - EPSILON) {
239
+ vec3.copy(out, p_min_z);
240
+ return true;
241
+ }
242
+ return false;
243
+ }
244
+ function doesArcPassThroughMeridian(inArc, meridians) {
245
+ const result = new Array(meridians.length).fill(false);
246
+ // Get longitude angles for p0 and p1
247
+ const p0Lon = Math.atan2(inArc.p0[1], inArc.p0[0]);
248
+ const p1Lon = Math.atan2(inArc.p1[1], inArc.p1[0]);
249
+ if (inArc.p0[2] >= 1 - EPSILON || inArc.p1[2] >= 1 - EPSILON) {
250
+ return result;
251
+ }
252
+ const p0LonNorm = normalizeLon(p0Lon);
253
+ const p1LonNorm = normalizeLon(p1Lon);
254
+ // Determine if we're taking the shorter or longer arc
255
+ let startLon = p0LonNorm;
256
+ let endLon = p1LonNorm;
257
+ // Calculate the angular difference both ways
258
+ const diff1 = normalizeLon(endLon - startLon);
259
+ // Take the shorter path (great circle property)
260
+ const takeShorterPath = diff1 <= Math.PI;
261
+ if (!takeShorterPath) {
262
+ // Swap start and end for the shorter path
263
+ [startLon, endLon] = [endLon, startLon];
264
+ }
265
+ for (let i = 0; i < meridians.length; i++) {
266
+ const meridian = normalizeLon(meridians[i]);
267
+ // Check if meridian is between start and end longitudes
268
+ if (takeShorterPath) {
269
+ if (startLon <= endLon) {
270
+ // Normal case: no wraparound
271
+ result[i] = meridian >= startLon && meridian <= endLon;
272
+ }
273
+ else {
274
+ // Wraparound case: arc crosses 0°/360°
275
+ result[i] = meridian >= startLon || meridian <= endLon;
276
+ }
277
+ }
278
+ else {
279
+ // Taking the longer path
280
+ if (startLon <= endLon) {
281
+ // Arc goes the long way around
282
+ result[i] = meridian <= startLon || meridian >= endLon;
283
+ }
284
+ else {
285
+ // Normal case for long path
286
+ result[i] = meridian >= endLon && meridian <= startLon;
287
+ }
288
+ }
289
+ }
290
+ return result;
291
+ }
292
+ export { create, set, copy, clone, isPointOn, equals, closestPoint, populatePoints, calculateZLimitPoint, doesArcPassThroughMeridian };