@woosh/meep-engine 2.33.19 → 2.33.23

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 (104) hide show
  1. package/core/assert.js +3 -1
  2. package/core/bvh2/traversal/__detailed_box_volume_intersection.js +11 -8
  3. package/core/collection/HashMap.js +66 -22
  4. package/core/geom/3d/CircleMath.js +4 -4
  5. package/core/geom/3d/cone/computeConeBoundingBox.js +4 -4
  6. package/core/geom/3d/{compute_bounding_cone_of_2_cones.js → cone/compute_bounding_cone_of_2_cones.js} +3 -3
  7. package/core/geom/3d/{compute_bounding_cone_of_2_cones.spec.js → cone/compute_bounding_cone_of_2_cones.spec.js} +1 -1
  8. package/core/geom/3d/frustum/array_setFromProjectionMatrix.js +1 -1
  9. package/core/geom/3d/frustum/frustum3_computeNearestPointToPoint.js +10 -2
  10. package/core/geom/3d/{encode_unit3_hemioct.js → normal/hemioct/encode_unit3_hemioct.js} +0 -0
  11. package/core/geom/3d/{unit_hemioct.spec.js → normal/hemioct/unit_hemioct.spec.js} +1 -1
  12. package/core/geom/3d/normal/lamber_azimuth/transform.js +61 -0
  13. package/core/geom/3d/normal/spherical/sphere_map_transform.js +77 -0
  14. package/core/geom/3d/{lerp_planes_to_array.js → plane/lerp_planes_to_array.js} +1 -3
  15. package/core/geom/3d/plane/plane3_lerp.js +3 -1
  16. package/core/geom/3d/plane/plane3_slerp.js +4 -1
  17. package/core/geom/3d/{plane_computeConvex3PlaneIntersection.js → plane/plane_computeConvex3PlaneIntersection.js} +14 -16
  18. package/core/geom/3d/topology/TopoTriangle.js +1 -1
  19. package/core/geom/3d/topology/TopoVertex.js +1 -1
  20. package/core/geom/3d/topology/bounds/computeTraingleClusterNormalBoundingCone.js +2 -2
  21. package/core/geom/3d/topology/simplify/compute_face_normal_change_dot_product.js +1 -1
  22. package/core/geom/3d/topology/simplify/quadratic/Quadratic3.js +1 -1
  23. package/core/geom/3d/triangle/computeTrianglePlaneSide.js +1 -1
  24. package/core/geom/3d/triangle/computeTriangleRayIntersection.js +1 -1
  25. package/core/geom/3d/voxel/DenseBitVolume3D.js +87 -0
  26. package/core/geom/3d/voxel/buildVolumeFromProjectedGeometry.js +23 -0
  27. package/core/geom/LineSegment.js +3 -1
  28. package/core/geom/Matrix4.js +2 -1
  29. package/core/geom/Plane.js +15 -10
  30. package/core/geom/Quaternion.js +2 -1
  31. package/core/geom/Vector3.d.ts +2 -0
  32. package/core/geom/Vector3.js +33 -158
  33. package/core/geom/Vector3.spec.js +2 -1
  34. package/core/geom/v3_angle_between.js +31 -0
  35. package/core/geom/v3_distance.js +16 -0
  36. package/core/geom/v3_distance_sqr.js +17 -0
  37. package/core/geom/v3_dot.js +13 -0
  38. package/core/geom/v3_length.js +5 -0
  39. package/core/geom/v3_length_sqr.js +10 -0
  40. package/core/geom/v3_lerp.js +21 -0
  41. package/core/geom/v3_slerp.js +48 -0
  42. package/core/primitives/array/computeIntegerArrayHash.js +6 -1
  43. package/engine/asset/loaders/material/computeImageBitmapEquality.js +11 -0
  44. package/engine/asset/loaders/material/computeImageBitmapHash.js +22 -28
  45. package/engine/asset/loaders/material/computeMaterialHash.js +1 -2
  46. package/engine/asset/loaders/material/computeTextureEquality.js +13 -5
  47. package/engine/ecs/animation/OneBoneSurfaceAlignmentSolver.js +3 -1
  48. package/engine/ecs/animation/TwoBoneInverseKinematicsSolver.js +3 -1
  49. package/engine/ecs/fow/FogOfWar.js +2 -3
  50. package/engine/ecs/gui/hud/HeadsUpDisplaySystem.js +1 -1
  51. package/engine/ecs/systems/SteeringSystem.js +2 -1
  52. package/engine/ecs/terrain/ecs/Terrain.js +6 -0
  53. package/engine/ecs/terrain/ecs/layers/TerrainLayers.js +5 -0
  54. package/engine/ecs/terrain/ecs/splat/SplatMapping.js +5 -0
  55. package/engine/ecs/util/hideEntityGracefully.js +18 -0
  56. package/engine/graphics/GraphicsEngine.js +1 -0
  57. package/engine/graphics/camera/testClippingPlaneComputation.js +2 -2
  58. package/engine/graphics/ecs/camera/CameraClippingPlaneComputer.js +1 -1
  59. package/engine/graphics/ecs/highlight/renderer/OutlineRenderer.js +0 -53
  60. package/engine/graphics/ecs/path/testPathDisplaySystem.js +98 -98
  61. package/engine/graphics/ecs/trail2d/Trail2D.js +17 -4
  62. package/engine/graphics/ecs/trail2d/Trail2DSystem.d.ts +2 -3
  63. package/engine/graphics/ecs/trail2d/Trail2DSystem.js +34 -118
  64. package/engine/graphics/geometry/bvh/buffered/BVHGeometryRaycaster.js +2 -1
  65. package/engine/graphics/micron/build/clustering/computeFaceCurvatureScore.js +1 -1
  66. package/engine/graphics/micron/build/clustering/compute_face_connection_weight.js +1 -1
  67. package/engine/graphics/micron/build/hierarchy/computePatchMergeScore.js +1 -1
  68. package/engine/graphics/micron/build/hierarchy/patch_combine.js +1 -1
  69. package/engine/graphics/micron/render/refinement/is_patch_facing_back.js +2 -2
  70. package/engine/graphics/particles/particular/engine/ParticularEngine.js +4 -2
  71. package/engine/graphics/particles/particular/engine/emitter/PARTICULAR_PARTICLE_SPECIFICATION.js +20 -0
  72. package/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +40 -97
  73. package/engine/graphics/particles/particular/engine/emitter/ParticleLayer.js +12 -2
  74. package/engine/graphics/particles/particular/engine/emitter/computeEmissionFunction.js +37 -0
  75. package/engine/graphics/particles/particular/engine/emitter/distance_to_camera.js +25 -0
  76. package/engine/graphics/particles/particular/engine/shader/ShaderManager.js +7 -25
  77. package/engine/graphics/render/buffer/buffers/prototypeNormalFrameBuffer.js +2 -2
  78. package/engine/graphics/render/forward_plus/LightManager.js +10 -2
  79. package/engine/graphics/render/forward_plus/computeFrustumCorners.js +15 -33
  80. package/engine/graphics/render/forward_plus/plugin/MaterialTransformer.js +12 -2
  81. package/engine/graphics/render/forward_plus/plugin/ptototypeFPPlugin.js +1 -1
  82. package/engine/graphics/render/forward_plus/prototypeLightManager.js +96 -95
  83. package/engine/graphics/render/forward_plus/queryBVH_Frustum.js +18 -6
  84. package/engine/graphics/render/layers/RenderLayerUtils.js +8 -5
  85. package/engine/graphics/render/visibility/hiz/prototypeHiZ.js +1 -1
  86. package/engine/graphics/texture/atlas/AtlasPatch.js +7 -2
  87. package/engine/graphics/texture/atlas/TextureAtlas.js +18 -14
  88. package/engine/graphics/texture/sampler/Sampler2D.js +8 -7
  89. package/engine/graphics/texture/sampler/scaleSampler2D.js +7 -10
  90. package/engine/graphics/trail/x/RibbonMaterialX.js +3 -3
  91. package/engine/graphics/trail/x/RibbonX.js +17 -2
  92. package/engine/graphics/trail/x/RibbonXPlugin.js +51 -1
  93. package/engine/graphics/util/projectSphere.js +1 -1
  94. package/engine/grid/components/GridObstacle.js +2 -9
  95. package/engine/navigation/ecs/components/Path.js +2 -1
  96. package/engine/network/convertPathToURL.js +2 -2
  97. package/engine/reference/v2/Reference.js +6 -0
  98. package/generation/filtering/numeric/complex/CellFilterAngleToNormal.js +3 -2
  99. package/generation/markers/GridCellActionPlaceMarker.js +13 -1
  100. package/generation/markers/MarkerNode.js +6 -0
  101. package/generation/theme/ThemeEngine.js +4 -1
  102. package/package.json +3 -3
  103. package/view/View.js +4 -2
  104. package/view/minimap/gl/MinimapMarkersGL.js +13 -1
@@ -1,4 +1,4 @@
1
- import { v3_dot } from "../../../../Vector3.js";
1
+ import { v3_dot } from "../../../../v3_dot.js";
2
2
 
3
3
  export class Quadratic3 {
4
4
  constructor() {
@@ -1,4 +1,4 @@
1
- import { v3_dot } from "../../Vector3.js";
1
+ import { v3_dot } from "../../v3_dot.js";
2
2
 
3
3
  /**
4
4
  * Produces a numeric result to indicate which side of the plane the triangle is on
@@ -1,4 +1,4 @@
1
- import { v3_dot } from "../../Vector3.js";
1
+ import { v3_dot } from "../../v3_dot.js";
2
2
 
3
3
  /**
4
4
  * NOTE: adapted from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
@@ -0,0 +1,87 @@
1
+ import Vector3 from "../../Vector3.js";
2
+ import { BitSet } from "../../../binary/BitSet.js";
3
+
4
+ export class DenseBitVolume3D {
5
+ constructor() {
6
+ this.size = new Vector3(1, 1, 1);
7
+
8
+ this.__data = new BitSet();
9
+ this.__data.preventShrink();
10
+ }
11
+
12
+ clear() {
13
+ this.__data.reset();
14
+ }
15
+
16
+ resize(x, y, z) {
17
+ // TODO consider how we can resize while keeping the data
18
+ this.clear();
19
+
20
+ this.size.set(x, y, z);
21
+ }
22
+
23
+ /**
24
+ *
25
+ * @param {number} x
26
+ * @param {number} y
27
+ * @param {number} z
28
+ * @return {number}
29
+ * @private
30
+ */
31
+ __compute_address(x, y, z) {
32
+
33
+ const size = this.size;
34
+
35
+ const dx = size.x;
36
+ const dy = size.y;
37
+
38
+ return y * dx + z * dx * dy + x;
39
+ }
40
+
41
+ /**
42
+ *
43
+ * @param {number} x
44
+ * @param {number} y
45
+ * @param {number} z
46
+ * @return {boolean}
47
+ */
48
+ get(x, y, z) {
49
+ const address = this.__compute_address(x, y, z);
50
+
51
+ return this.__data.get(address)
52
+ }
53
+
54
+ /**
55
+ *
56
+ * @param {boolean} value
57
+ * @param {number} x
58
+ * @param {number} y
59
+ * @param {number} z
60
+ */
61
+ set(value, x, y, z) {
62
+ const address = this.__compute_address(x, y, z);
63
+
64
+ this.__data.set(address, value);
65
+ }
66
+
67
+ /**
68
+ *
69
+ * @param {number} u x-coordinate, normalized to [0,1] range
70
+ * @param {number} v y-coordinate, normalized to [0,1] range
71
+ * @param {number} w z-coordinate, normalized to [0,1] range
72
+ * @returns {boolean}
73
+ */
74
+ sampleNearest(u, v, w) {
75
+ const s = this.size;
76
+
77
+ const dx = s.x;
78
+ const dy = s.y;
79
+ const dz = s.z;
80
+
81
+ const x = Math.round(dx * u) % dx
82
+ const y = Math.round(dy * v) % dy
83
+ const z = Math.round(dz * w) % dz
84
+
85
+ return this.get(x, y, z);
86
+ }
87
+ }
@@ -0,0 +1,23 @@
1
+ /**
2
+ * Build a world-space oriented volume
3
+ * @param {DenseBitVolume3D} volume
4
+ * @param {AABB3} bounds
5
+ * @param {{raycast:function(source_x:number, source_y:number, source_z:number, direction_x:number, direction_y:number, direction_z:number):number}} sampler
6
+ * @param {number[]} frustum 3d frustum, defined as series of 6 planes in order: normal_x, normal_y, normal_z, plane_offset
7
+ */
8
+ export function buildVolumeFromProjectedGeometry({ volume, sampler, frustum }) {
9
+ // get frustum corners
10
+
11
+ // get first hits from "front" plane to seed the volume
12
+ for (let x = 0; x < 64; x++) {
13
+ for (let y = 0; y < 64; y++) {
14
+
15
+ }
16
+ }
17
+
18
+ // fit volume to the frustum
19
+
20
+ // create a connectivity graph to identify disconnected regions
21
+
22
+ // clear out disconnected regions starting from smallest until only one is left
23
+ }
@@ -2,7 +2,9 @@
2
2
  * Created by Alex on 18/03/14.
3
3
  */
4
4
  import { clamp } from "../math/clamp.js";
5
- import Vector3, { v3_distance_sqr, v3_dot } from "./Vector3.js";
5
+ import Vector3 from "./Vector3.js";
6
+ import { v3_dot } from "./v3_dot.js";
7
+ import { v3_distance_sqr } from "./v3_distance_sqr.js";
6
8
 
7
9
 
8
10
  const SMALL_NUM = 1e-9;
@@ -1,4 +1,5 @@
1
- import Vector3, { v3_length } from "./Vector3.js";
1
+ import Vector3 from "./Vector3.js";
2
+ import { v3_length } from "./v3_length.js";
2
3
 
3
4
  const _z = new Vector3();
4
5
  const _x = new Vector3();
@@ -3,7 +3,7 @@
3
3
  */
4
4
 
5
5
 
6
- import { v3_dot } from "./Vector3.js";
6
+ import { v3_dot } from "./v3_dot.js";
7
7
 
8
8
  function Plane() {
9
9
 
@@ -192,7 +192,8 @@ export function computePlaneLineIntersection(out, originX, originY, originZ, dir
192
192
 
193
193
  /**
194
194
  *
195
- * @param {Vector3} result
195
+ * @param {Float32Array|number[]|vec3} result
196
+ * @param {number} result_offset
196
197
  * @param {number} x0
197
198
  * @param {number} y0
198
199
  * @param {number} z0
@@ -205,30 +206,34 @@ export function computePlaneLineIntersection(out, originX, originY, originZ, dir
205
206
  * @param {number} dist
206
207
  * @returns {boolean}
207
208
  */
208
- export function plane3_computeLineSegmentIntersection(result, x0, y0, z0, x1, y1, z1, normalX, normalY, normalZ, dist) {
209
+ export function plane3_computeLineSegmentIntersection(
210
+ result, result_offset,
211
+ x0, y0, z0,
212
+ x1, y1, z1,
213
+ normalX, normalY, normalZ, dist
214
+ ) {
215
+
209
216
  const directionX = x1 - x0;
210
217
  const directionY = y1 - y0;
211
218
  const directionZ = z1 - z0;
212
219
 
213
220
  const denom = v3_dot(directionX, directionY, directionZ, normalX, normalY, normalZ);
214
221
 
215
- const p = v3_dot(normalX, normalY, normalZ, x0, y0, z0) + dist;
216
-
217
222
  if (denom === 0) {
218
223
  return false;
219
224
  }
220
225
 
226
+ const p = v3_dot(normalX, normalY, normalZ, x0, y0, z0) + dist;
227
+
221
228
  const t = -p / denom;
222
229
 
223
230
  if (t < 0 || t > 1) {
224
231
  return false;
225
232
  }
226
233
 
227
- result.set(
228
- directionX * t + x0,
229
- directionY * t + y0,
230
- directionZ * t + z0
231
- );
234
+ result[result_offset] = directionX * t + x0;
235
+ result[result_offset + 1] = directionY * t + y0;
236
+ result[result_offset + 2] = directionZ * t + z0;
232
237
 
233
238
  return true;
234
239
 
@@ -10,7 +10,8 @@ import { clamp } from "../math/clamp.js";
10
10
  import { copysign } from "../math/copysign.js";
11
11
  import { lerp } from "../math/lerp.js";
12
12
  import { EPSILON, epsilonEquals, PI2, PI_HALF } from "../math/MathUtils.js";
13
- import Vector3, { v3_dot } from "./Vector3.js";
13
+ import Vector3 from "./Vector3.js";
14
+ import { v3_dot } from "./v3_dot.js";
14
15
 
15
16
  const matrix = new ThreeMatrix4();
16
17
 
@@ -65,6 +65,8 @@ export default class Vector3 implements Vector3Like {
65
65
 
66
66
  applyMatrix3_three(m4: Matrix3): void
67
67
 
68
+ transformDirection_three(m4: Matrix4): void
69
+
68
70
  angleTo(other: Vector3Like): number
69
71
 
70
72
  toJSON(): any
@@ -5,10 +5,15 @@
5
5
 
6
6
  import { assert } from "../assert.js";
7
7
  import Signal from "../events/signal/Signal.js";
8
- import { clamp } from "../math/clamp.js";
9
8
  import { lerp } from "../math/lerp.js";
10
9
  import { computeHashFloat, EPSILON, epsilonEquals } from "../math/MathUtils.js";
11
10
  import { sign } from "../math/sign.js";
11
+ import { v3_dot } from "./v3_dot.js";
12
+ import { v3_length_sqr } from "./v3_length_sqr.js";
13
+ import { v3_length } from "./v3_length.js";
14
+ import { v3_angle_between } from "./v3_angle_between.js";
15
+ import { v3_lerp } from "./v3_lerp.js";
16
+ import { v3_slerp } from "./v3_slerp.js";
12
17
 
13
18
  class Vector3 {
14
19
  /**
@@ -442,7 +447,7 @@ class Vector3 {
442
447
  * @returns {number}
443
448
  */
444
449
  angleTo(other) {
445
- return v3_angleBetween(this.x, this.y, this.z, other.x, other.y, other.z);
450
+ return v3_angle_between(this.x, this.y, this.z, other.x, other.y, other.z);
446
451
  }
447
452
 
448
453
  /**
@@ -534,6 +539,32 @@ class Vector3 {
534
539
  return this.set(_x, _y, _z);
535
540
  }
536
541
 
542
+ /**
543
+ * Assume current vector holds a direction, transform using a matrix to produce a new directional unit vector
544
+ * @param {THREE.Matrix4} m
545
+ */
546
+ transformDirection_three(m) {
547
+
548
+ // input: THREE.Matrix4 affine matrix
549
+ // vector interpreted as a direction
550
+
551
+ const x = this.x, y = this.y, z = this.z;
552
+ const e = m.elements;
553
+
554
+ const _x = e[0] * x + e[4] * y + e[8] * z;
555
+ const _y = e[1] * x + e[5] * y + e[9] * z;
556
+ const _z = e[2] * x + e[6] * y + e[10] * z;
557
+
558
+ // normalize the result
559
+ const _l = 1 / v3_length(_x, _y, _z);
560
+
561
+ this.set(
562
+ _x * _l,
563
+ _y * _l,
564
+ _z * _l
565
+ );
566
+ }
567
+
537
568
  /**
538
569
  *
539
570
  * @param {THREE.Matrix3} m
@@ -947,20 +978,6 @@ Vector3.back = Object.freeze(new Vector3(0, 0, -1));
947
978
  Vector3.typeName = "Vector3";
948
979
 
949
980
 
950
- /**
951
- *
952
- * @param {number} x0
953
- * @param {number} y0
954
- * @param {number} z0
955
- * @param {number} x1
956
- * @param {number} y1
957
- * @param {number} z1
958
- * @returns {number}
959
- */
960
- export function v3_dot(x0, y0, z0, x1, y1, z1) {
961
- return (x0 * x1 + y0 * y1 + z0 * z1);
962
- }
963
-
964
981
  /**
965
982
  *
966
983
  * @param {number} x0
@@ -973,87 +990,11 @@ export function v3_dot(x0, y0, z0, x1, y1, z1) {
973
990
  */
974
991
  Vector3._dot = v3_dot;
975
992
 
976
- /**
977
- *
978
- * @param {number} x0
979
- * @param {number} y0
980
- * @param {number} z0
981
- * @param {number} x1
982
- * @param {number} y1
983
- * @param {number} z1
984
- * @returns {number}
985
- */
986
- export function v3_distance(x0, y0, z0, x1, y1, z1) {
987
-
988
- return Math.sqrt(v3_distance_sqr(x0, y0, z0, x1, y1, z1));
989
- }
990
-
991
- /**
992
- *
993
- * @param {number} x0
994
- * @param {number} y0
995
- * @param {number} z0
996
- * @param {number} x1
997
- * @param {number} y1
998
- * @param {number} z1
999
- * @returns {number}
1000
- */
1001
- export function v3_distance_sqr(x0, y0, z0, x1, y1, z1) {
1002
- const x = x0 - x1;
1003
- const y = y0 - y1;
1004
- const z = z0 - z1;
1005
-
1006
- return x * x + y * y + z * z;
1007
- }
1008
-
1009
993
 
1010
994
  function v3Length(v) {
1011
995
  return v3_length(v.x, v.y, v.z);
1012
996
  }
1013
997
 
1014
- export function v3_length(x, y, z) {
1015
- return Math.sqrt(v3_length_sqr(x, y, z));
1016
- }
1017
-
1018
- /**
1019
- *
1020
- * @param {number} x
1021
- * @param {number} y
1022
- * @param {number} z
1023
- * @return {number}
1024
- */
1025
- export function v3_length_sqr(x, y, z) {
1026
- return x * x + y * y + z * z;
1027
- }
1028
-
1029
-
1030
- /**
1031
- *
1032
- * @param {number} x0
1033
- * @param {number} y0
1034
- * @param {number} z0
1035
- * @param {number} x1
1036
- * @param {number} y1
1037
- * @param {number} z1
1038
- * @returns {number}
1039
- */
1040
- export function v3_angleBetween(x0, y0, z0, x1, y1, z1) {
1041
- const d = v3_dot(x0, y0, z0, x1, y1, z1);
1042
-
1043
- const magnitude_0 = v3_length(x0, y0, z0);
1044
- const magnitude_1 = v3_length(x1, y1, z1);
1045
-
1046
- const l = magnitude_0 * magnitude_1;
1047
-
1048
- if (l === 0) {
1049
- // collective magnitude is 0, provide arbitrary angle
1050
- return 0;
1051
- }
1052
-
1053
- const theta = clamp(d / l, -1, 1);
1054
-
1055
- return Math.acos(theta);
1056
- }
1057
998
 
1058
999
  /**
1059
1000
  *
@@ -1067,70 +1008,4 @@ function v3Lerp(result, a, b, fraction) {
1067
1008
  v3_lerp(result, a.x, a.y, a.z, b.x, b.y, b.z, fraction);
1068
1009
  }
1069
1010
 
1070
- /**
1071
- *
1072
- * @param {Vector3} result
1073
- * @param {number} a_x
1074
- * @param {number} a_y
1075
- * @param {number} a_z
1076
- * @param {number} b_x
1077
- * @param {number} b_y
1078
- * @param {number} b_z
1079
- * @param {number} fraction
1080
- */
1081
- function v3_lerp(result, a_x, a_y, a_z, b_x, b_y, b_z, fraction) {
1082
-
1083
- const x = lerp(a_x, b_x, fraction);
1084
- const y = lerp(a_y, b_y, fraction);
1085
- const z = lerp(a_z, b_z, fraction);
1086
-
1087
- result.set(x, y, z);
1088
- }
1089
-
1090
- /**
1091
- * Spherical linear interpolation
1092
- * @see https://en.wikipedia.org/wiki/Slerp
1093
- * @param {Vector3} result
1094
- * @param {number} a_x
1095
- * @param {number} a_y
1096
- * @param {number} a_z
1097
- * @param {number} b_x
1098
- * @param {number} b_y
1099
- * @param {number} b_z
1100
- * @param {number} fraction
1101
- */
1102
- export function v3_slerp(
1103
- result,
1104
- a_x, a_y, a_z,
1105
- b_x, b_y, b_z,
1106
- fraction
1107
- ) {
1108
- const dot = v3_dot(
1109
- a_x, a_y, a_z,
1110
- b_x, b_y, b_z
1111
- );
1112
-
1113
- if (dot >= 1 || dot <= -1) {
1114
- // avoid division by 0, both vectors are pointing in the same direction, use lerp instead
1115
- v3_lerp(result, a_x, a_y, a_z, b_x, b_y, b_z, fraction);
1116
- return;
1117
- }
1118
-
1119
- // compute angle between two vectors
1120
- const theta = Math.acos(dot);
1121
-
1122
- const sin_theta = Math.sin(theta);
1123
-
1124
- const inv_sin_theta = 1 / sin_theta;
1125
-
1126
- const scale_0 = Math.sin((1 - fraction) * theta) * inv_sin_theta;
1127
- const scale_1 = Math.sin((fraction) * theta) * inv_sin_theta;
1128
-
1129
- const x = a_x * scale_0 + b_x * scale_1;
1130
- const y = a_y * scale_0 + b_y * scale_1;
1131
- const z = a_z * scale_0 + b_z * scale_1;
1132
-
1133
- result.set(x, y, z);
1134
- }
1135
-
1136
1011
  export default Vector3;
@@ -1,4 +1,5 @@
1
- import Vector3, { v3_slerp } from "./Vector3.js";
1
+ import Vector3 from "./Vector3.js";
2
+ import { v3_slerp } from "./v3_slerp.js";
2
3
 
3
4
  test('slerp', () => {
4
5
 
@@ -0,0 +1,31 @@
1
+ import { v3_dot } from "./v3_dot.js";
2
+ import { v3_length } from "./v3_length.js";
3
+ import { clamp } from "../math/clamp.js";
4
+
5
+ /**
6
+ *
7
+ * @param {number} x0
8
+ * @param {number} y0
9
+ * @param {number} z0
10
+ * @param {number} x1
11
+ * @param {number} y1
12
+ * @param {number} z1
13
+ * @returns {number}
14
+ */
15
+ export function v3_angle_between(x0, y0, z0, x1, y1, z1) {
16
+ const d = v3_dot(x0, y0, z0, x1, y1, z1);
17
+
18
+ const magnitude_0 = v3_length(x0, y0, z0);
19
+ const magnitude_1 = v3_length(x1, y1, z1);
20
+
21
+ const l = magnitude_0 * magnitude_1;
22
+
23
+ if (l === 0) {
24
+ // collective magnitude is 0, provide arbitrary angle
25
+ return 0;
26
+ }
27
+
28
+ const theta = clamp(d / l, -1, 1);
29
+
30
+ return Math.acos(theta);
31
+ }
@@ -0,0 +1,16 @@
1
+ import { v3_distance_sqr } from "./v3_distance_sqr.js";
2
+
3
+ /**
4
+ *
5
+ * @param {number} x0
6
+ * @param {number} y0
7
+ * @param {number} z0
8
+ * @param {number} x1
9
+ * @param {number} y1
10
+ * @param {number} z1
11
+ * @returns {number}
12
+ */
13
+ export function v3_distance(x0, y0, z0, x1, y1, z1) {
14
+
15
+ return Math.sqrt(v3_distance_sqr(x0, y0, z0, x1, y1, z1));
16
+ }
@@ -0,0 +1,17 @@
1
+ /**
2
+ *
3
+ * @param {number} x0
4
+ * @param {number} y0
5
+ * @param {number} z0
6
+ * @param {number} x1
7
+ * @param {number} y1
8
+ * @param {number} z1
9
+ * @returns {number}
10
+ */
11
+ export function v3_distance_sqr(x0, y0, z0, x1, y1, z1) {
12
+ const x = x0 - x1;
13
+ const y = y0 - y1;
14
+ const z = z0 - z1;
15
+
16
+ return x * x + y * y + z * z;
17
+ }
@@ -0,0 +1,13 @@
1
+ /**
2
+ *
3
+ * @param {number} x0
4
+ * @param {number} y0
5
+ * @param {number} z0
6
+ * @param {number} x1
7
+ * @param {number} y1
8
+ * @param {number} z1
9
+ * @returns {number}
10
+ */
11
+ export function v3_dot(x0, y0, z0, x1, y1, z1) {
12
+ return (x0 * x1 + y0 * y1 + z0 * z1);
13
+ }
@@ -0,0 +1,5 @@
1
+ import { v3_length_sqr } from "./v3_length_sqr.js";
2
+
3
+ export function v3_length(x, y, z) {
4
+ return Math.sqrt(v3_length_sqr(x, y, z));
5
+ }
@@ -0,0 +1,10 @@
1
+ /**
2
+ *
3
+ * @param {number} x
4
+ * @param {number} y
5
+ * @param {number} z
6
+ * @return {number}
7
+ */
8
+ export function v3_length_sqr(x, y, z) {
9
+ return x * x + y * y + z * z;
10
+ }
@@ -0,0 +1,21 @@
1
+ import { lerp } from "../math/lerp.js";
2
+
3
+ /**
4
+ *
5
+ * @param {Vector3} result
6
+ * @param {number} a_x
7
+ * @param {number} a_y
8
+ * @param {number} a_z
9
+ * @param {number} b_x
10
+ * @param {number} b_y
11
+ * @param {number} b_z
12
+ * @param {number} fraction
13
+ */
14
+ export function v3_lerp(result, a_x, a_y, a_z, b_x, b_y, b_z, fraction) {
15
+
16
+ const x = lerp(a_x, b_x, fraction);
17
+ const y = lerp(a_y, b_y, fraction);
18
+ const z = lerp(a_z, b_z, fraction);
19
+
20
+ result.set(x, y, z);
21
+ }
@@ -0,0 +1,48 @@
1
+ import { v3_dot } from "./v3_dot.js";
2
+ import { v3_lerp } from "./v3_lerp.js";
3
+
4
+ /**
5
+ * Spherical linear interpolation
6
+ * @see https://en.wikipedia.org/wiki/Slerp
7
+ * @param {Vector3} result
8
+ * @param {number} a_x
9
+ * @param {number} a_y
10
+ * @param {number} a_z
11
+ * @param {number} b_x
12
+ * @param {number} b_y
13
+ * @param {number} b_z
14
+ * @param {number} fraction
15
+ */
16
+ export function v3_slerp(
17
+ result,
18
+ a_x, a_y, a_z,
19
+ b_x, b_y, b_z,
20
+ fraction
21
+ ) {
22
+ const dot = v3_dot(
23
+ a_x, a_y, a_z,
24
+ b_x, b_y, b_z
25
+ );
26
+
27
+ if (dot >= 1 || dot <= -1) {
28
+ // avoid division by 0, both vectors are pointing in the same direction, use lerp instead
29
+ v3_lerp(result, a_x, a_y, a_z, b_x, b_y, b_z, fraction);
30
+ return;
31
+ }
32
+
33
+ // compute angle between two vectors
34
+ const theta = Math.acos(dot);
35
+
36
+ const sin_theta = Math.sin(theta);
37
+
38
+ const inv_sin_theta = 1 / sin_theta;
39
+
40
+ const scale_0 = Math.sin((1 - fraction) * theta) * inv_sin_theta;
41
+ const scale_1 = Math.sin((fraction) * theta) * inv_sin_theta;
42
+
43
+ const x = a_x * scale_0 + b_x * scale_1;
44
+ const y = a_y * scale_0 + b_y * scale_1;
45
+ const z = a_z * scale_0 + b_z * scale_1;
46
+
47
+ result.set(x, y, z);
48
+ }
@@ -7,10 +7,15 @@
7
7
  export function computeIntegerArrayHash(data, offset, length) {
8
8
  const end = offset + length;
9
9
 
10
- let hash = 0;
10
+ let hash = length;
11
11
 
12
12
  for (let i = offset; i < end; i++) {
13
13
  const singleValue = data[i];
14
+ /**
15
+ * Simple hashing scheme, multiplying existing hash by a prime and adding next value
16
+ * (h<<5) - h === h*31
17
+ * @type {number}
18
+ */
14
19
  hash = ((hash << 5) - hash) + singleValue;
15
20
  hash |= 0; // Convert to 32bit integer
16
21
  }
@@ -79,6 +79,17 @@ function obtainCanvasCtx(width, height) {
79
79
  return gl;
80
80
  }
81
81
 
82
+ /**
83
+ *
84
+ * @param {ImageBitmap} bitmap
85
+ * @return {Sampler2D}
86
+ */
87
+ export function sampler_from_bitmap(bitmap) {
88
+ const ctx = obtainCanvasCtx(bitmap.width, bitmap.height);
89
+
90
+ return obtainSampler(bitmap, ctx);
91
+ }
92
+
82
93
  /**
83
94
  *
84
95
  * @param {ImageBitmap} a