@woosh/meep-engine 2.33.70 → 2.33.74

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@@ -0,0 +1,115 @@
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+ //
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+
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+ import { v2_magnitude } from "../Vector2.js";
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+
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+ function atan2(a, b) {
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+ return Math.atan2(a, b);
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+ }
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+
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+ /**
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+ *
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+ * @param {number[]} mat4
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+ * @param {number} row_index
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+ * @param {number} column_index
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+ * @return {number}
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+ */
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+ function coeff(mat4, row_index, column_index) {
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+ return mat4[row_index + column_index * 4];
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+ }
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+
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+ function sin(a) {
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+ return Math.sin(a);
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+ }
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+
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+ function cos(a) {
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+ return Math.cos(a);
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+ }
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+
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+ const EIGEN_PI = Math.PI;
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+
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+ /**
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+ *
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+ * \returns the Euler-angles of the rotation matrix \c *this using the convention defined by the triplet (\a a0,\a a1,\a a2)
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+ *
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+ * Each of the three parameters \a a0,\a a1,\a a2 represents the respective rotation axis as an integer in {0,1,2}.
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+ * For instance, in:
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+ * \code Vector3f ea = mat.eulerAngles(2, 0, 2); \endcode
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+ * "2" represents the z axis and "0" the x axis, etc. The returned angles are such that
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+ * we have the following equality:
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+ * \code
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+ * mat == AngleAxisf(ea[0], Vector3f::UnitZ())
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+ * * AngleAxisf(ea[1], Vector3f::UnitX())
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+ * * AngleAxisf(ea[2], Vector3f::UnitZ()); \endcode
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+ * This corresponds to the right-multiply conventions (with right hand side frames).
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+ *
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+ * The returned angles are in the ranges [0:pi]x[-pi:pi]x[-pi:pi].
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+
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+ * NOTE: ported from Eigen C++ library
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+ * @see https://gitlab.com/libeigen/eigen/-/blob/master/Eigen/src/Geometry/EulerAngles.h
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+ * @see https://stackoverflow.com/questions/11514063/extract-yaw-pitch-and-roll-from-a-rotationmatrix
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+ * @param {number[]} res
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+ * @param {number[]|Float32Array|mat4} m4
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+ * @param {number} a0 axis index
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+ * @param {number} a1
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+ * @param {number} a2
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+ */
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+ export function eulerAnglesFromMatrix(res, m4, a0, a1, a2) {
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+ const odd = ((a0 + 1) % 3 === a1) ? 0 : 1;
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+
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+ const i = a0;
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+ const j = (a0 + 1 + odd) % 3;
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+ const k = (a0 + 2 - odd) % 3;
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+
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+ if (a0 === a2) {
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+ res[0] = atan2(coeff(m4, j, i), coeff(m4, k, i));
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+ if ((odd && res[0] < 0) || ((!odd) && res[0] > 0)) {
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+ if (res[0] > 0) {
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+ res[0] -= EIGEN_PI;
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+ } else {
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+ res[0] += EIGEN_PI;
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+ }
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+ const s2 = v2_magnitude(coeff(m4, j, i), coeff(m4, k, i));
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+ res[1] = -atan2(s2, coeff(m4, i, i));
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+ } else {
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+ const s2 = v2_magnitude(coeff(m4, j, i), coeff(m4, k, i));
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+ res[1] = atan2(s2, coeff(m4, i, i));
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+ }
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+
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+ // With a=(0,1,0), we have i=0; j=1; k=2, and after computing the first two angles,
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+ // we can compute their respective rotation, and apply its inverse to M. Since the result must
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+ // be a rotation around x, we have:
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+ //
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+ // c2 s1.s2 c1.s2 1 0 0
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+ // 0 c1 -s1 * M = 0 c3 s3
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+ // -s2 s1.c2 c1.c2 0 -s3 c3
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+ //
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+ // Thus: m11.c1 - m21.s1 = c3 & m12.c1 - m22.s1 = s3
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+
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+ const s1 = sin(res[0]);
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+ const c1 = cos(res[0]);
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+ res[2] = atan2(c1 * coeff(m4, j, k) - s1 * coeff(m4, k, k), c1 * coeff(m4, j, j) - s1 * coeff(m4, k, j));
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+ } else {
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+ res[0] = atan2(coeff(m4, j, k), coeff(m4, k, k));
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+ const c2 = v2_magnitude(coeff(m4, i, i), coeff(m4, i, j));
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+ if ((odd && res[0] < 0) || ((!odd) && res[0] > 0)) {
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+ if (res[0] > 0) {
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+ res[0] -= EIGEN_PI;
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+ } else {
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+ res[0] += EIGEN_PI;
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+ }
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+ res[1] = atan2(-coeff(m4, i, k), -c2);
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+ } else
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+ res[1] = atan2(-coeff(m4, i, k), c2);
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+ const s1 = sin(res[0]);
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+ const c1 = cos(res[0]);
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+ res[2] = atan2(s1 * coeff(m4, k, i) - c1 * coeff(m4, j, i), c1 * coeff(m4, j, j) - s1 * coeff(m4, k, j));
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+ }
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+
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+ if (!odd) {
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+ // invert result
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+ res[0] = -res[0];
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+ res[1] = -res[1];
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+ res[2] = -res[2];
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+ }
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+
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+ }
@@ -482,7 +482,7 @@ export class TopoMesh {
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  assert.equal(a.isTopoVertex, true, 'a.isTopoVertex !== true');
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  assert.equal(b.isTopoVertex, true, 'b.isTopoVertex !== true');
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- assert.notEqual(a, b, 'a === b, attempting to create an edge from vertex to itself')
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+ assert.notEqual(a, b, 'a === b, attempting to create an edge from vertex to itself');
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  const aEdges = a.edges;
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  const n = aEdges.length;
@@ -11,7 +11,7 @@ import { sign } from "../math/sign.js";
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  import { v3_dot } from "./v3_dot.js";
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  import { v3_length_sqr } from "./v3_length_sqr.js";
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  import { v3_length } from "./v3_length.js";
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- import { v3_angle_between } from "./v3_angle_between.js";
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+ import { v3_angle_between, v3_angle_between_atan2 } from "./v3_angle_between.js";
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  import { v3_lerp } from "./v3_lerp.js";
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  import { v3_slerp } from "./v3_slerp.js";
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  import { computeHashFloat } from "../math/hash/computeHashFloat.js";
@@ -448,7 +448,7 @@ class Vector3 {
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  * @returns {number}
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  */
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  angleTo(other) {
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- return v3_angle_between(this.x, this.y, this.z, other.x, other.y, other.z);
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+ return v3_angle_between_atan2(this.x, this.y, this.z, other.x, other.y, other.z);
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  }
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  /**
@@ -0,0 +1,18 @@
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+ import { PI2 } from "../math/MathUtils.js";
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+
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+ /**
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+ * Force angle to [-PI, +PI] range
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+ * based on answer https://stackoverflow.com/a/2323034/3973586
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+ * @param {number} angle in radians
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+ * @return {number} in radians
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+ */
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+ export function normalize_angle_rad(angle) {
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+ let r = angle % PI2;
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+ r = (r + PI2) % PI2;
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+
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+ if (r > Math.PI) {
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+ r -= PI2;
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+ }
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+
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+ return r;
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+ }
@@ -0,0 +1,45 @@
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+ import { normalize_angle_rad } from "./normalize_angle_rad.js";
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+
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+ test('0', () => {
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+ expect(normalize_angle_rad(0)).toBe(0);
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+ });
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+
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+ test('PI', () => {
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+ expect(normalize_angle_rad(Math.PI)).toBe(Math.PI);
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+ });
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+
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+ test('-PI', () => {
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+ expect(normalize_angle_rad(-Math.PI)).toBeCloseTo(Math.PI);
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+ });
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+
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+ test('2*PI', () => {
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+ expect(normalize_angle_rad(Math.PI * 2)).toBeCloseTo(0);
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+ });
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+
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+ test('-2*PI', () => {
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+ expect(normalize_angle_rad(-Math.PI * 2)).toBeCloseTo(0);
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+ });
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+
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+ test('-1', () => {
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+ expect(normalize_angle_rad(-1)).toBeCloseTo(-1);
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+ });
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+
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+ test('-3', () => {
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+ expect(normalize_angle_rad(-3)).toBeCloseTo(-3);
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+ });
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+
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+ test('1', () => {
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+ expect(normalize_angle_rad(1)).toBeCloseTo(1);
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+ });
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+
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+ test('3', () => {
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+ expect(normalize_angle_rad(3)).toBeCloseTo(3);
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+ });
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+
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+ test('2*PI + 1', () => {
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+ expect(normalize_angle_rad(Math.PI * 2 + 1)).toBeCloseTo(1);
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+ });
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+
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+ test('- ( 2*PI + 1)', () => {
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+ expect(normalize_angle_rad(-(Math.PI * 2 + 1))).toBeCloseTo(-1);
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+ });
@@ -29,3 +29,25 @@ export function v3_angle_between(x0, y0, z0, x1, y1, z1) {
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29
 
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  return Math.acos(theta);
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  }
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+
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+ /**
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+ *
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+ * @param {number} x0
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+ * @param {number} y0
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+ * @param {number} z0
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+ * @param {number} x1
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+ * @param {number} y1
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+ * @param {number} z1
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+ * @returns {number}
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+ */
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+ export function v3_angle_between_atan2(x0, y0, z0, x1, y1, z1) {
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+ const cx = y0 * z1 - z0 * y1;
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+ const cy = z0 * x1 - x0 * z1;
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+ const cz = x0 * y1 - y0 * x1;
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+
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+ const cross_length = v3_length(cx, cy, cz);
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+
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+ const d = v3_dot(x0, y0, z0, x1, y1, z1);
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+
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+ return Math.atan2(cross_length, d);
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+ }
@@ -7,29 +7,15 @@ import Vector3 from '../../../../../core/geom/Vector3.js';
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  import { assert } from "../../../../../core/assert.js";
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  import { lerp } from "../../../../../core/math/lerp.js";
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  import { Euler, Matrix4 } from "three";
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- import { PI2 } from "../../../../../core/math/MathUtils.js";
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+ import { normalize_angle_rad } from "../../../../../core/geom/normalize_angle_rad.js";
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+ import { eulerAnglesFromMatrix } from "../../../../../core/geom/3d/eulerAnglesFromMatrix.js";
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12
 
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  const m4 = new Matrix4();
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  const euler = new Euler();
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+ const angles = [];
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  const panOffset = new Vector3();
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18
 
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- /**
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- * Force angle to [-PI, +PI] range
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- * based on answer https://stackoverflow.com/a/2323034/3973586
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- * @param {number} angle in radians
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- * @return {number} in radians
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- */
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- function normalize_angle(angle) {
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- let r = angle % PI2;
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- r = (r + PI2) % PI2;
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-
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- if (r > Math.PI) {
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- r -= PI2;
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- }
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-
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- return r;
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- }
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  /**
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  *
@@ -40,11 +26,14 @@ function normalize_angle(angle) {
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  */
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  export function rotate_from_view(displacement_x, displacement_y, input, output) {
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  // crop yaw and pitch to safe range of -PI to PI
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- const i_pitch = normalize_angle(input.pitch);
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- const i_yaw = normalize_angle(input.yaw);
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+ const i_pitch = normalize_angle_rad(input.pitch);
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+ const i_yaw = normalize_angle_rad(input.yaw);
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+ const i_roll = normalize_angle_rad(input.roll);
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+
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+ const d_roll = (i_roll >= Math.PI || i_roll <= -Math.PI) ? -1 : 1;
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46
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  // flip rotation axis when pitch is over 90deg in either direction, that is UP vector is pointing down
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- const d_yaw = ((i_pitch > Math.PI || i_pitch < -Math.PI) ? -1 : 1) * displacement_x;
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+ const d_yaw = d_roll * ((i_pitch > Math.PI || i_pitch < -Math.PI) ? -1 : 1) * displacement_x;
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37
 
49
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  output.yaw = i_yaw + d_yaw;
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  output.pitch = i_pitch - displacement_y;
@@ -138,17 +127,18 @@ class TopDownCameraController {
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  * @param {Vector3} [up]
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128
  */
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  setFromEyeAndTarget(eye, target, up = Vector3.up) {
130
+
141
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  /*
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  NOTE: I'm not sure why, but three.js camera points in the opposite direction to normal objects
143
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  See: https://github.com/mrdoob/three.js/blob/412b99a7f26e117ea97f40eb53d010ab81aa3279/src/core/Object3D.js#L282
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134
  */
145
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  m4.lookAt(target, eye, up);
146
136
 
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- euler.setFromRotationMatrix(m4, 'ZYX');
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+ eulerAnglesFromMatrix(angles, m4.elements, 2, 1, 0)
148
138
 
149
- this.pitch = normalize_angle(euler.x);
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- this.yaw = normalize_angle(euler.y);
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- this.roll = normalize_angle(euler.z);
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+ this.pitch = angles[2];
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+ this.yaw = angles[1];
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+ this.roll = angles[0];
152
142
 
153
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  this.distance = eye.distanceTo(target);
154
144
 
@@ -11,6 +11,15 @@ test('setFromEyeAndTarget does not introduce roll when UP is aligned with +Y', (
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  expect(ut.roll).toBe(0);
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12
  });
13
13
 
14
+ test('setFromEyeAndTarget, with different directional axial combinations', () => {
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+ const ut = new TopDownCameraController();
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+
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+ ut.setFromEyeAndTarget(new Vector3(0, 1, -1), new Vector3(0, 0, 0), new Vector3(0, 1, 0));
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+ ut.setFromEyeAndTarget(new Vector3(0, 1, -1), new Vector3(0, 0, 0), new Vector3(0, 1, 0));
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+
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+ expect(ut.roll).toBe(0);
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+ });
22
+
14
23
  test('setFromEyeAndTarget results in roll respecting UP vector', () => {
15
24
  const eye = new Vector3();
16
25
  const target = new Vector3();
package/package.json CHANGED
@@ -5,7 +5,7 @@
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5
  "productName": "Meep",
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6
  "description": "production-ready JavaScript game engine based on Entity Component System Architecture",
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7
  "author": "Alexander Goldring",
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- "version": "2.33.70",
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+ "version": "2.33.74",
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  "dependencies": {
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10
  "gl-matrix": "3.4.3",
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  "fast-levenshtein": "2.0.6",