NuclearDispersionSystem/ant-design-vue-jeecg/node_modules/@antv/coord/build/coord.js

3801 lines
92 KiB
Java
Raw Permalink Normal View History

2023-09-14 14:47:11 +08:00
(function webpackUniversalModuleDefinition(root, factory) {
if(typeof exports === 'object' && typeof module === 'object')
module.exports = factory();
else if(typeof define === 'function' && define.amd)
define([], factory);
else if(typeof exports === 'object')
exports["coord"] = factory();
else
root["coord"] = factory();
})(typeof self !== 'undefined' ? self : this, function() {
return /******/ (function(modules) { // webpackBootstrap
/******/ // The module cache
/******/ var installedModules = {};
/******/
/******/ // The require function
/******/ function __webpack_require__(moduleId) {
/******/
/******/ // Check if module is in cache
/******/ if(installedModules[moduleId]) {
/******/ return installedModules[moduleId].exports;
/******/ }
/******/ // Create a new module (and put it into the cache)
/******/ var module = installedModules[moduleId] = {
/******/ i: moduleId,
/******/ l: false,
/******/ exports: {}
/******/ };
/******/
/******/ // Execute the module function
/******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__);
/******/
/******/ // Flag the module as loaded
/******/ module.l = true;
/******/
/******/ // Return the exports of the module
/******/ return module.exports;
/******/ }
/******/
/******/
/******/ // expose the modules object (__webpack_modules__)
/******/ __webpack_require__.m = modules;
/******/
/******/ // expose the module cache
/******/ __webpack_require__.c = installedModules;
/******/
/******/ // define getter function for harmony exports
/******/ __webpack_require__.d = function(exports, name, getter) {
/******/ if(!__webpack_require__.o(exports, name)) {
/******/ Object.defineProperty(exports, name, {
/******/ configurable: false,
/******/ enumerable: true,
/******/ get: getter
/******/ });
/******/ }
/******/ };
/******/
/******/ // getDefaultExport function for compatibility with non-harmony modules
/******/ __webpack_require__.n = function(module) {
/******/ var getter = module && module.__esModule ?
/******/ function getDefault() { return module['default']; } :
/******/ function getModuleExports() { return module; };
/******/ __webpack_require__.d(getter, 'a', getter);
/******/ return getter;
/******/ };
/******/
/******/ // Object.prototype.hasOwnProperty.call
/******/ __webpack_require__.o = function(object, property) { return Object.prototype.hasOwnProperty.call(object, property); };
/******/
/******/ // __webpack_public_path__
/******/ __webpack_require__.p = "";
/******/
/******/ // Load entry module and return exports
/******/ return __webpack_require__(__webpack_require__.s = 7);
/******/ })
/************************************************************************/
/******/ ([
/* 0 */
/***/ (function(module, exports, __webpack_require__) {
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }
function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; }
/**
* @fileOverview the base class of Coordinate
* @author sima.zhang
*/
var MatrixUtil = __webpack_require__(2);
var mix = __webpack_require__(1);
var mat3 = MatrixUtil.mat3;
var vec3 = MatrixUtil.vec3;
var Coord =
/*#__PURE__*/
function () {
_createClass(Coord, [{
key: "getDefaultCfg",
/**
* 获取默认的配置属性
* @protected
* @return {Object} 默认属性
*/
value: function getDefaultCfg() {
return {
/**
* Mark x y is transposed.
* @type {Boolean}
*/
isTransposed: false,
/**
* The matrix of coordinate
* @type {Array}
*/
matrix: [1, 0, 0, 0, 1, 0, 0, 0, 1]
};
}
}]);
function Coord(cfg) {
_classCallCheck(this, Coord);
var defaultCfg = this.getDefaultCfg();
mix(this, defaultCfg, cfg);
this.init();
}
_createClass(Coord, [{
key: "init",
value: function init() {
var start = this.start;
var end = this.end;
var center = {
x: (start.x + end.x) / 2,
y: (start.y + end.y) / 2
};
this.center = center;
this.width = Math.abs(end.x - start.x);
this.height = Math.abs(end.y - start.y);
}
}, {
key: "_swapDim",
value: function _swapDim(dim) {
var dimRange = this[dim];
if (dimRange) {
var tmp = dimRange.start;
dimRange.start = dimRange.end;
dimRange.end = tmp;
}
}
}, {
key: "getCenter",
value: function getCenter() {
return this.center;
}
}, {
key: "getWidth",
value: function getWidth() {
return this.width;
}
}, {
key: "getHeight",
value: function getHeight() {
return this.height;
}
}, {
key: "convertDim",
value: function convertDim(percent, dim) {
var _this$dim = this[dim],
start = _this$dim.start,
end = _this$dim.end;
return start + percent * (end - start);
}
}, {
key: "invertDim",
value: function invertDim(value, dim) {
var _this$dim2 = this[dim],
start = _this$dim2.start,
end = _this$dim2.end;
return (value - start) / (end - start);
}
/**
* 将归一化的坐标点数据转换为画布坐标
* @override
* @param {Object} point 归一化的坐标点
* @return {Object} 返回画布坐标
*/
}, {
key: "convertPoint",
value: function convertPoint(point) {
return point;
}
/**
* 将画布坐标转换为归一化的坐标点数据
* @override
* @param {Object} point 画布坐标点数据
* @return {Object} 归一化后的数据点
*/
}, {
key: "invertPoint",
value: function invertPoint(point) {
return point;
}
/**
* 将坐标点进行矩阵变换
* @param {Number} x 对应 x 轴画布坐标
* @param {Number} y 对应 y 轴画布坐标
* @param {Number} tag 默认为 0可取值 0, 1
* @return {Array} 返回变换后的三阶向量 [x, y, z]
*/
}, {
key: "applyMatrix",
value: function applyMatrix(x, y) {
var tag = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;
var matrix = this.matrix;
var vector = [x, y, tag];
vec3.transformMat3(vector, vector, matrix);
return vector;
}
/**
* 将坐标点进行矩阵逆变换
* @param {Number} x 对应 x 轴画布坐标
* @param {Number} y 对应 y 轴画布坐标
* @param {Number} tag 默认为 0可取值 0, 1
* @return {Array} 返回矩阵逆变换后的三阶向量 [x, y, z]
*/
}, {
key: "invertMatrix",
value: function invertMatrix(x, y) {
var tag = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;
var matrix = this.matrix;
var inversedMatrix = mat3.invert([], matrix);
var vector = [x, y, tag];
vec3.transformMat3(vector, vector, inversedMatrix);
return vector;
}
/**
* 将归一化的坐标点数据转换为画布坐标并根据坐标系当前矩阵进行变换
* @param {Object} point 归一化的坐标点
* @return {Object} 返回进行矩阵变换后的画布坐标
*/
}, {
key: "convert",
value: function convert(point) {
var _this$convertPoint = this.convertPoint(point),
x = _this$convertPoint.x,
y = _this$convertPoint.y;
var vector = this.applyMatrix(x, y, 1);
return {
x: vector[0],
y: vector[1]
};
}
/**
* 将进行过矩阵变换画布坐标转换为归一化坐标
* @param {Object} point 画布坐标
* @return {Object} 返回归一化的坐标点
*/
}, {
key: "invert",
value: function invert(point) {
var vector = this.invertMatrix(point.x, point.y, 1);
return this.invertPoint({
x: vector[0],
y: vector[1]
});
}
/**
* 坐标系旋转变换
* @param {Number} radian 旋转弧度
* @return {Object} 返回坐标系对象
*/
}, {
key: "rotate",
value: function rotate(radian) {
var matrix = this.matrix;
var center = this.center;
mat3.translate(matrix, matrix, [-center.x, -center.y]);
mat3.rotate(matrix, matrix, radian);
mat3.translate(matrix, matrix, [center.x, center.y]);
return this;
}
/**
* 坐标系反射变换
* @param {String} dim 反射维度
* @return {Object} 返回坐标系对象
*/
}, {
key: "reflect",
value: function reflect(dim) {
switch (dim) {
case 'x':
this._swapDim('x');
break;
case 'y':
this._swapDim('y');
break;
default:
this._swapDim('y');
}
return this;
}
/**
* 坐标系比例变换
* @param {Number} s1 x 方向缩放比例
* @param {Number} s2 y 方向缩放比例
* @return {Object} 返回坐标系对象
*/
}, {
key: "scale",
value: function scale(s1, s2) {
var matrix = this.matrix;
var center = this.center;
mat3.translate(matrix, matrix, [-center.x, -center.y]);
mat3.scale(matrix, matrix, [s1, s2]);
mat3.translate(matrix, matrix, [center.x, center.y]);
return this;
}
/**
* 坐标系平移变换
* @param {Number} x x 方向平移像素
* @param {Number} y y 方向平移像素
* @return {Object} 返回坐标系对象
*/
}, {
key: "translate",
value: function translate(x, y) {
var matrix = this.matrix;
mat3.translate(matrix, matrix, [x, y]);
return this;
}
/**
* 将坐标系 x y 两个轴进行转置
* @return {Object} 返回坐标系对象
*/
}, {
key: "transpose",
value: function transpose() {
this.isTransposed = !this.isTransposed;
return this;
}
}]);
return Coord;
}();
module.exports = Coord;
/***/ }),
/* 1 */
/***/ (function(module, exports) {
function _mix(dist, obj) {
for (var key in obj) {
if (obj.hasOwnProperty(key) && key !== 'constructor' && obj[key] !== undefined) {
dist[key] = obj[key];
}
}
}
var mix = function mix(dist, src1, src2, src3) {
if (src1) _mix(dist, src1);
if (src2) _mix(dist, src2);
if (src3) _mix(dist, src3);
return dist;
};
module.exports = mix;
/***/ }),
/* 2 */
/***/ (function(module, exports, __webpack_require__) {
module.exports = {
mat3: __webpack_require__(4),
vec2: __webpack_require__(9),
vec3: __webpack_require__(12),
transform: __webpack_require__(14)
};
/***/ }),
/* 3 */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.setMatrixArrayType = setMatrixArrayType;
exports.toRadian = toRadian;
exports.equals = equals;
/**
* Common utilities
* @module glMatrix
*/
// Configuration Constants
var EPSILON = exports.EPSILON = 0.000001;
var ARRAY_TYPE = exports.ARRAY_TYPE = typeof Float32Array !== 'undefined' ? Float32Array : Array;
var RANDOM = exports.RANDOM = Math.random;
/**
* Sets the type of array used when creating new vectors and matrices
*
* @param {Type} type Array type, such as Float32Array or Array
*/
function setMatrixArrayType(type) {
exports.ARRAY_TYPE = ARRAY_TYPE = type;
}
var degree = Math.PI / 180;
/**
* Convert Degree To Radian
*
* @param {Number} a Angle in Degrees
*/
function toRadian(a) {
return a * degree;
}
/**
* Tests whether or not the arguments have approximately the same value, within an absolute
* or relative tolerance of glMatrix.EPSILON (an absolute tolerance is used for values less
* than or equal to 1.0, and a relative tolerance is used for larger values)
*
* @param {Number} a The first number to test.
* @param {Number} b The second number to test.
* @returns {Boolean} True if the numbers are approximately equal, false otherwise.
*/
function equals(a, b) {
return Math.abs(a - b) <= EPSILON * Math.max(1.0, Math.abs(a), Math.abs(b));
}
/***/ }),
/* 4 */
/***/ (function(module, exports, __webpack_require__) {
var mat3 = __webpack_require__(8);
mat3.translate = function (out, a, v) {
var transMat = new Array(9);
mat3.fromTranslation(transMat, v);
return mat3.multiply(out, transMat, a);
};
mat3.rotate = function (out, a, rad) {
var rotateMat = new Array(9);
mat3.fromRotation(rotateMat, rad);
return mat3.multiply(out, rotateMat, a);
};
mat3.scale = function (out, a, v) {
var scaleMat = new Array(9);
mat3.fromScaling(scaleMat, v);
return mat3.multiply(out, scaleMat, a);
};
module.exports = mat3;
/***/ }),
/* 5 */
/***/ (function(module, exports, __webpack_require__) {
var isType = __webpack_require__(16);
var isArray = Array.isArray ? Array.isArray : function (value) {
return isType(value, 'Array');
};
module.exports = isArray;
/***/ }),
/* 6 */
/***/ (function(module, exports) {
var PRECISION = 0.00001; // numbers less than this is considered as 0
module.exports = function isNumberEqual(a, b) {
var precision = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : PRECISION;
return Math.abs(a - b) < precision;
};
/***/ }),
/* 7 */
/***/ (function(module, exports, __webpack_require__) {
/**
* @fileOverview the entry of coordinate
* @author sima.zhang1990@gmail.com
*/
var Coord = __webpack_require__(0);
Coord.Cartesian = __webpack_require__(19);
Coord.Rect = Coord.Cartesian;
Coord.Polar = __webpack_require__(20);
Coord.Helix = __webpack_require__(21);
module.exports = Coord;
/***/ }),
/* 8 */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.sub = exports.mul = undefined;
exports.create = create;
exports.fromMat4 = fromMat4;
exports.clone = clone;
exports.copy = copy;
exports.fromValues = fromValues;
exports.set = set;
exports.identity = identity;
exports.transpose = transpose;
exports.invert = invert;
exports.adjoint = adjoint;
exports.determinant = determinant;
exports.multiply = multiply;
exports.translate = translate;
exports.rotate = rotate;
exports.scale = scale;
exports.fromTranslation = fromTranslation;
exports.fromRotation = fromRotation;
exports.fromScaling = fromScaling;
exports.fromMat2d = fromMat2d;
exports.fromQuat = fromQuat;
exports.normalFromMat4 = normalFromMat4;
exports.projection = projection;
exports.str = str;
exports.frob = frob;
exports.add = add;
exports.subtract = subtract;
exports.multiplyScalar = multiplyScalar;
exports.multiplyScalarAndAdd = multiplyScalarAndAdd;
exports.exactEquals = exactEquals;
exports.equals = equals;
var _common = __webpack_require__(3);
var glMatrix = _interopRequireWildcard(_common);
function _interopRequireWildcard(obj) {
if (obj && obj.__esModule) {
return obj;
} else {
var newObj = {};
if (obj != null) {
for (var key in obj) {
if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key];
}
}
newObj.default = obj;
return newObj;
}
}
/**
* 3x3 Matrix
* @module mat3
*/
/**
* Creates a new identity mat3
*
* @returns {mat3} a new 3x3 matrix
*/
function create() {
var out = new glMatrix.ARRAY_TYPE(9);
if (glMatrix.ARRAY_TYPE != Float32Array) {
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[5] = 0;
out[6] = 0;
out[7] = 0;
}
out[0] = 1;
out[4] = 1;
out[8] = 1;
return out;
}
/**
* Copies the upper-left 3x3 values into the given mat3.
*
* @param {mat3} out the receiving 3x3 matrix
* @param {mat4} a the source 4x4 matrix
* @returns {mat3} out
*/
function fromMat4(out, a) {
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[4];
out[4] = a[5];
out[5] = a[6];
out[6] = a[8];
out[7] = a[9];
out[8] = a[10];
return out;
}
/**
* Creates a new mat3 initialized with values from an existing matrix
*
* @param {mat3} a matrix to clone
* @returns {mat3} a new 3x3 matrix
*/
function clone(a) {
var out = new glMatrix.ARRAY_TYPE(9);
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
out[4] = a[4];
out[5] = a[5];
out[6] = a[6];
out[7] = a[7];
out[8] = a[8];
return out;
}
/**
* Copy the values from one mat3 to another
*
* @param {mat3} out the receiving matrix
* @param {mat3} a the source matrix
* @returns {mat3} out
*/
function copy(out, a) {
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
out[4] = a[4];
out[5] = a[5];
out[6] = a[6];
out[7] = a[7];
out[8] = a[8];
return out;
}
/**
* Create a new mat3 with the given values
*
* @param {Number} m00 Component in column 0, row 0 position (index 0)
* @param {Number} m01 Component in column 0, row 1 position (index 1)
* @param {Number} m02 Component in column 0, row 2 position (index 2)
* @param {Number} m10 Component in column 1, row 0 position (index 3)
* @param {Number} m11 Component in column 1, row 1 position (index 4)
* @param {Number} m12 Component in column 1, row 2 position (index 5)
* @param {Number} m20 Component in column 2, row 0 position (index 6)
* @param {Number} m21 Component in column 2, row 1 position (index 7)
* @param {Number} m22 Component in column 2, row 2 position (index 8)
* @returns {mat3} A new mat3
*/
function fromValues(m00, m01, m02, m10, m11, m12, m20, m21, m22) {
var out = new glMatrix.ARRAY_TYPE(9);
out[0] = m00;
out[1] = m01;
out[2] = m02;
out[3] = m10;
out[4] = m11;
out[5] = m12;
out[6] = m20;
out[7] = m21;
out[8] = m22;
return out;
}
/**
* Set the components of a mat3 to the given values
*
* @param {mat3} out the receiving matrix
* @param {Number} m00 Component in column 0, row 0 position (index 0)
* @param {Number} m01 Component in column 0, row 1 position (index 1)
* @param {Number} m02 Component in column 0, row 2 position (index 2)
* @param {Number} m10 Component in column 1, row 0 position (index 3)
* @param {Number} m11 Component in column 1, row 1 position (index 4)
* @param {Number} m12 Component in column 1, row 2 position (index 5)
* @param {Number} m20 Component in column 2, row 0 position (index 6)
* @param {Number} m21 Component in column 2, row 1 position (index 7)
* @param {Number} m22 Component in column 2, row 2 position (index 8)
* @returns {mat3} out
*/
function set(out, m00, m01, m02, m10, m11, m12, m20, m21, m22) {
out[0] = m00;
out[1] = m01;
out[2] = m02;
out[3] = m10;
out[4] = m11;
out[5] = m12;
out[6] = m20;
out[7] = m21;
out[8] = m22;
return out;
}
/**
* Set a mat3 to the identity matrix
*
* @param {mat3} out the receiving matrix
* @returns {mat3} out
*/
function identity(out) {
out[0] = 1;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 1;
out[5] = 0;
out[6] = 0;
out[7] = 0;
out[8] = 1;
return out;
}
/**
* Transpose the values of a mat3
*
* @param {mat3} out the receiving matrix
* @param {mat3} a the source matrix
* @returns {mat3} out
*/
function transpose(out, a) {
// If we are transposing ourselves we can skip a few steps but have to cache some values
if (out === a) {
var a01 = a[1],
a02 = a[2],
a12 = a[5];
out[1] = a[3];
out[2] = a[6];
out[3] = a01;
out[5] = a[7];
out[6] = a02;
out[7] = a12;
} else {
out[0] = a[0];
out[1] = a[3];
out[2] = a[6];
out[3] = a[1];
out[4] = a[4];
out[5] = a[7];
out[6] = a[2];
out[7] = a[5];
out[8] = a[8];
}
return out;
}
/**
* Inverts a mat3
*
* @param {mat3} out the receiving matrix
* @param {mat3} a the source matrix
* @returns {mat3} out
*/
function invert(out, a) {
var a00 = a[0],
a01 = a[1],
a02 = a[2];
var a10 = a[3],
a11 = a[4],
a12 = a[5];
var a20 = a[6],
a21 = a[7],
a22 = a[8];
var b01 = a22 * a11 - a12 * a21;
var b11 = -a22 * a10 + a12 * a20;
var b21 = a21 * a10 - a11 * a20; // Calculate the determinant
var det = a00 * b01 + a01 * b11 + a02 * b21;
if (!det) {
return null;
}
det = 1.0 / det;
out[0] = b01 * det;
out[1] = (-a22 * a01 + a02 * a21) * det;
out[2] = (a12 * a01 - a02 * a11) * det;
out[3] = b11 * det;
out[4] = (a22 * a00 - a02 * a20) * det;
out[5] = (-a12 * a00 + a02 * a10) * det;
out[6] = b21 * det;
out[7] = (-a21 * a00 + a01 * a20) * det;
out[8] = (a11 * a00 - a01 * a10) * det;
return out;
}
/**
* Calculates the adjugate of a mat3
*
* @param {mat3} out the receiving matrix
* @param {mat3} a the source matrix
* @returns {mat3} out
*/
function adjoint(out, a) {
var a00 = a[0],
a01 = a[1],
a02 = a[2];
var a10 = a[3],
a11 = a[4],
a12 = a[5];
var a20 = a[6],
a21 = a[7],
a22 = a[8];
out[0] = a11 * a22 - a12 * a21;
out[1] = a02 * a21 - a01 * a22;
out[2] = a01 * a12 - a02 * a11;
out[3] = a12 * a20 - a10 * a22;
out[4] = a00 * a22 - a02 * a20;
out[5] = a02 * a10 - a00 * a12;
out[6] = a10 * a21 - a11 * a20;
out[7] = a01 * a20 - a00 * a21;
out[8] = a00 * a11 - a01 * a10;
return out;
}
/**
* Calculates the determinant of a mat3
*
* @param {mat3} a the source matrix
* @returns {Number} determinant of a
*/
function determinant(a) {
var a00 = a[0],
a01 = a[1],
a02 = a[2];
var a10 = a[3],
a11 = a[4],
a12 = a[5];
var a20 = a[6],
a21 = a[7],
a22 = a[8];
return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
}
/**
* Multiplies two mat3's
*
* @param {mat3} out the receiving matrix
* @param {mat3} a the first operand
* @param {mat3} b the second operand
* @returns {mat3} out
*/
function multiply(out, a, b) {
var a00 = a[0],
a01 = a[1],
a02 = a[2];
var a10 = a[3],
a11 = a[4],
a12 = a[5];
var a20 = a[6],
a21 = a[7],
a22 = a[8];
var b00 = b[0],
b01 = b[1],
b02 = b[2];
var b10 = b[3],
b11 = b[4],
b12 = b[5];
var b20 = b[6],
b21 = b[7],
b22 = b[8];
out[0] = b00 * a00 + b01 * a10 + b02 * a20;
out[1] = b00 * a01 + b01 * a11 + b02 * a21;
out[2] = b00 * a02 + b01 * a12 + b02 * a22;
out[3] = b10 * a00 + b11 * a10 + b12 * a20;
out[4] = b10 * a01 + b11 * a11 + b12 * a21;
out[5] = b10 * a02 + b11 * a12 + b12 * a22;
out[6] = b20 * a00 + b21 * a10 + b22 * a20;
out[7] = b20 * a01 + b21 * a11 + b22 * a21;
out[8] = b20 * a02 + b21 * a12 + b22 * a22;
return out;
}
/**
* Translate a mat3 by the given vector
*
* @param {mat3} out the receiving matrix
* @param {mat3} a the matrix to translate
* @param {vec2} v vector to translate by
* @returns {mat3} out
*/
function translate(out, a, v) {
var a00 = a[0],
a01 = a[1],
a02 = a[2],
a10 = a[3],
a11 = a[4],
a12 = a[5],
a20 = a[6],
a21 = a[7],
a22 = a[8],
x = v[0],
y = v[1];
out[0] = a00;
out[1] = a01;
out[2] = a02;
out[3] = a10;
out[4] = a11;
out[5] = a12;
out[6] = x * a00 + y * a10 + a20;
out[7] = x * a01 + y * a11 + a21;
out[8] = x * a02 + y * a12 + a22;
return out;
}
/**
* Rotates a mat3 by the given angle
*
* @param {mat3} out the receiving matrix
* @param {mat3} a the matrix to rotate
* @param {Number} rad the angle to rotate the matrix by
* @returns {mat3} out
*/
function rotate(out, a, rad) {
var a00 = a[0],
a01 = a[1],
a02 = a[2],
a10 = a[3],
a11 = a[4],
a12 = a[5],
a20 = a[6],
a21 = a[7],
a22 = a[8],
s = Math.sin(rad),
c = Math.cos(rad);
out[0] = c * a00 + s * a10;
out[1] = c * a01 + s * a11;
out[2] = c * a02 + s * a12;
out[3] = c * a10 - s * a00;
out[4] = c * a11 - s * a01;
out[5] = c * a12 - s * a02;
out[6] = a20;
out[7] = a21;
out[8] = a22;
return out;
}
;
/**
* Scales the mat3 by the dimensions in the given vec2
*
* @param {mat3} out the receiving matrix
* @param {mat3} a the matrix to rotate
* @param {vec2} v the vec2 to scale the matrix by
* @returns {mat3} out
**/
function scale(out, a, v) {
var x = v[0],
y = v[1];
out[0] = x * a[0];
out[1] = x * a[1];
out[2] = x * a[2];
out[3] = y * a[3];
out[4] = y * a[4];
out[5] = y * a[5];
out[6] = a[6];
out[7] = a[7];
out[8] = a[8];
return out;
}
/**
* Creates a matrix from a vector translation
* This is equivalent to (but much faster than):
*
* mat3.identity(dest);
* mat3.translate(dest, dest, vec);
*
* @param {mat3} out mat3 receiving operation result
* @param {vec2} v Translation vector
* @returns {mat3} out
*/
function fromTranslation(out, v) {
out[0] = 1;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 1;
out[5] = 0;
out[6] = v[0];
out[7] = v[1];
out[8] = 1;
return out;
}
/**
* Creates a matrix from a given angle
* This is equivalent to (but much faster than):
*
* mat3.identity(dest);
* mat3.rotate(dest, dest, rad);
*
* @param {mat3} out mat3 receiving operation result
* @param {Number} rad the angle to rotate the matrix by
* @returns {mat3} out
*/
function fromRotation(out, rad) {
var s = Math.sin(rad),
c = Math.cos(rad);
out[0] = c;
out[1] = s;
out[2] = 0;
out[3] = -s;
out[4] = c;
out[5] = 0;
out[6] = 0;
out[7] = 0;
out[8] = 1;
return out;
}
/**
* Creates a matrix from a vector scaling
* This is equivalent to (but much faster than):
*
* mat3.identity(dest);
* mat3.scale(dest, dest, vec);
*
* @param {mat3} out mat3 receiving operation result
* @param {vec2} v Scaling vector
* @returns {mat3} out
*/
function fromScaling(out, v) {
out[0] = v[0];
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = v[1];
out[5] = 0;
out[6] = 0;
out[7] = 0;
out[8] = 1;
return out;
}
/**
* Copies the values from a mat2d into a mat3
*
* @param {mat3} out the receiving matrix
* @param {mat2d} a the matrix to copy
* @returns {mat3} out
**/
function fromMat2d(out, a) {
out[0] = a[0];
out[1] = a[1];
out[2] = 0;
out[3] = a[2];
out[4] = a[3];
out[5] = 0;
out[6] = a[4];
out[7] = a[5];
out[8] = 1;
return out;
}
/**
* Calculates a 3x3 matrix from the given quaternion
*
* @param {mat3} out mat3 receiving operation result
* @param {quat} q Quaternion to create matrix from
*
* @returns {mat3} out
*/
function fromQuat(out, q) {
var x = q[0],
y = q[1],
z = q[2],
w = q[3];
var x2 = x + x;
var y2 = y + y;
var z2 = z + z;
var xx = x * x2;
var yx = y * x2;
var yy = y * y2;
var zx = z * x2;
var zy = z * y2;
var zz = z * z2;
var wx = w * x2;
var wy = w * y2;
var wz = w * z2;
out[0] = 1 - yy - zz;
out[3] = yx - wz;
out[6] = zx + wy;
out[1] = yx + wz;
out[4] = 1 - xx - zz;
out[7] = zy - wx;
out[2] = zx - wy;
out[5] = zy + wx;
out[8] = 1 - xx - yy;
return out;
}
/**
* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix
*
* @param {mat3} out mat3 receiving operation result
* @param {mat4} a Mat4 to derive the normal matrix from
*
* @returns {mat3} out
*/
function normalFromMat4(out, a) {
var a00 = a[0],
a01 = a[1],
a02 = a[2],
a03 = a[3];
var a10 = a[4],
a11 = a[5],
a12 = a[6],
a13 = a[7];
var a20 = a[8],
a21 = a[9],
a22 = a[10],
a23 = a[11];
var a30 = a[12],
a31 = a[13],
a32 = a[14],
a33 = a[15];
var b00 = a00 * a11 - a01 * a10;
var b01 = a00 * a12 - a02 * a10;
var b02 = a00 * a13 - a03 * a10;
var b03 = a01 * a12 - a02 * a11;
var b04 = a01 * a13 - a03 * a11;
var b05 = a02 * a13 - a03 * a12;
var b06 = a20 * a31 - a21 * a30;
var b07 = a20 * a32 - a22 * a30;
var b08 = a20 * a33 - a23 * a30;
var b09 = a21 * a32 - a22 * a31;
var b10 = a21 * a33 - a23 * a31;
var b11 = a22 * a33 - a23 * a32; // Calculate the determinant
var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
if (!det) {
return null;
}
det = 1.0 / det;
out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
return out;
}
/**
* Generates a 2D projection matrix with the given bounds
*
* @param {mat3} out mat3 frustum matrix will be written into
* @param {number} width Width of your gl context
* @param {number} height Height of gl context
* @returns {mat3} out
*/
function projection(out, width, height) {
out[0] = 2 / width;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = -2 / height;
out[5] = 0;
out[6] = -1;
out[7] = 1;
out[8] = 1;
return out;
}
/**
* Returns a string representation of a mat3
*
* @param {mat3} a matrix to represent as a string
* @returns {String} string representation of the matrix
*/
function str(a) {
return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + a[8] + ')';
}
/**
* Returns Frobenius norm of a mat3
*
* @param {mat3} a the matrix to calculate Frobenius norm of
* @returns {Number} Frobenius norm
*/
function frob(a) {
return Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2));
}
/**
* Adds two mat3's
*
* @param {mat3} out the receiving matrix
* @param {mat3} a the first operand
* @param {mat3} b the second operand
* @returns {mat3} out
*/
function add(out, a, b) {
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
out[2] = a[2] + b[2];
out[3] = a[3] + b[3];
out[4] = a[4] + b[4];
out[5] = a[5] + b[5];
out[6] = a[6] + b[6];
out[7] = a[7] + b[7];
out[8] = a[8] + b[8];
return out;
}
/**
* Subtracts matrix b from matrix a
*
* @param {mat3} out the receiving matrix
* @param {mat3} a the first operand
* @param {mat3} b the second operand
* @returns {mat3} out
*/
function subtract(out, a, b) {
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
out[2] = a[2] - b[2];
out[3] = a[3] - b[3];
out[4] = a[4] - b[4];
out[5] = a[5] - b[5];
out[6] = a[6] - b[6];
out[7] = a[7] - b[7];
out[8] = a[8] - b[8];
return out;
}
/**
* Multiply each element of the matrix by a scalar.
*
* @param {mat3} out the receiving matrix
* @param {mat3} a the matrix to scale
* @param {Number} b amount to scale the matrix's elements by
* @returns {mat3} out
*/
function multiplyScalar(out, a, b) {
out[0] = a[0] * b;
out[1] = a[1] * b;
out[2] = a[2] * b;
out[3] = a[3] * b;
out[4] = a[4] * b;
out[5] = a[5] * b;
out[6] = a[6] * b;
out[7] = a[7] * b;
out[8] = a[8] * b;
return out;
}
/**
* Adds two mat3's after multiplying each element of the second operand by a scalar value.
*
* @param {mat3} out the receiving vector
* @param {mat3} a the first operand
* @param {mat3} b the second operand
* @param {Number} scale the amount to scale b's elements by before adding
* @returns {mat3} out
*/
function multiplyScalarAndAdd(out, a, b, scale) {
out[0] = a[0] + b[0] * scale;
out[1] = a[1] + b[1] * scale;
out[2] = a[2] + b[2] * scale;
out[3] = a[3] + b[3] * scale;
out[4] = a[4] + b[4] * scale;
out[5] = a[5] + b[5] * scale;
out[6] = a[6] + b[6] * scale;
out[7] = a[7] + b[7] * scale;
out[8] = a[8] + b[8] * scale;
return out;
}
/**
* Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
*
* @param {mat3} a The first matrix.
* @param {mat3} b The second matrix.
* @returns {Boolean} True if the matrices are equal, false otherwise.
*/
function exactEquals(a, b) {
return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7] && a[8] === b[8];
}
/**
* Returns whether or not the matrices have approximately the same elements in the same position.
*
* @param {mat3} a The first matrix.
* @param {mat3} b The second matrix.
* @returns {Boolean} True if the matrices are equal, false otherwise.
*/
function equals(a, b) {
var a0 = a[0],
a1 = a[1],
a2 = a[2],
a3 = a[3],
a4 = a[4],
a5 = a[5],
a6 = a[6],
a7 = a[7],
a8 = a[8];
var b0 = b[0],
b1 = b[1],
b2 = b[2],
b3 = b[3],
b4 = b[4],
b5 = b[5],
b6 = b[6],
b7 = b[7],
b8 = b[8];
return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) && Math.abs(a8 - b8) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8));
}
/**
* Alias for {@link mat3.multiply}
* @function
*/
var mul = exports.mul = multiply;
/**
* Alias for {@link mat3.subtract}
* @function
*/
var sub = exports.sub = subtract;
/***/ }),
/* 9 */
/***/ (function(module, exports, __webpack_require__) {
var vec2 = __webpack_require__(10);
var clamp = __webpack_require__(11);
vec2.angle = function (v1, v2) {
var theta = vec2.dot(v1, v2) / (vec2.length(v1) * vec2.length(v2));
return Math.acos(clamp(theta, -1, 1));
};
/**
* 向量 v1 向量 v2 夹角的方向
* @param {Array} v1 向量
* @param {Array} v2 向量
* @return {Boolean} >= 0 顺时针 < 0 逆时针
*/
vec2.direction = function (v1, v2) {
return v1[0] * v2[1] - v2[0] * v1[1];
};
vec2.angleTo = function (v1, v2, direct) {
var angle = vec2.angle(v1, v2);
var angleLargeThanPI = vec2.direction(v1, v2) >= 0;
if (direct) {
if (angleLargeThanPI) {
return Math.PI * 2 - angle;
}
return angle;
}
if (angleLargeThanPI) {
return angle;
}
return Math.PI * 2 - angle;
};
vec2.vertical = function (out, v, flag) {
if (flag) {
out[0] = v[1];
out[1] = -1 * v[0];
} else {
out[0] = -1 * v[1];
out[1] = v[0];
}
return out;
};
module.exports = vec2;
/***/ }),
/* 10 */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.forEach = exports.sqrLen = exports.sqrDist = exports.dist = exports.div = exports.mul = exports.sub = exports.len = undefined;
exports.create = create;
exports.clone = clone;
exports.fromValues = fromValues;
exports.copy = copy;
exports.set = set;
exports.add = add;
exports.subtract = subtract;
exports.multiply = multiply;
exports.divide = divide;
exports.ceil = ceil;
exports.floor = floor;
exports.min = min;
exports.max = max;
exports.round = round;
exports.scale = scale;
exports.scaleAndAdd = scaleAndAdd;
exports.distance = distance;
exports.squaredDistance = squaredDistance;
exports.length = length;
exports.squaredLength = squaredLength;
exports.negate = negate;
exports.inverse = inverse;
exports.normalize = normalize;
exports.dot = dot;
exports.cross = cross;
exports.lerp = lerp;
exports.random = random;
exports.transformMat2 = transformMat2;
exports.transformMat2d = transformMat2d;
exports.transformMat3 = transformMat3;
exports.transformMat4 = transformMat4;
exports.rotate = rotate;
exports.angle = angle;
exports.str = str;
exports.exactEquals = exactEquals;
exports.equals = equals;
var _common = __webpack_require__(3);
var glMatrix = _interopRequireWildcard(_common);
function _interopRequireWildcard(obj) {
if (obj && obj.__esModule) {
return obj;
} else {
var newObj = {};
if (obj != null) {
for (var key in obj) {
if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key];
}
}
newObj.default = obj;
return newObj;
}
}
/**
* 2 Dimensional Vector
* @module vec2
*/
/**
* Creates a new, empty vec2
*
* @returns {vec2} a new 2D vector
*/
function create() {
var out = new glMatrix.ARRAY_TYPE(2);
if (glMatrix.ARRAY_TYPE != Float32Array) {
out[0] = 0;
out[1] = 0;
}
return out;
}
/**
* Creates a new vec2 initialized with values from an existing vector
*
* @param {vec2} a vector to clone
* @returns {vec2} a new 2D vector
*/
function clone(a) {
var out = new glMatrix.ARRAY_TYPE(2);
out[0] = a[0];
out[1] = a[1];
return out;
}
/**
* Creates a new vec2 initialized with the given values
*
* @param {Number} x X component
* @param {Number} y Y component
* @returns {vec2} a new 2D vector
*/
function fromValues(x, y) {
var out = new glMatrix.ARRAY_TYPE(2);
out[0] = x;
out[1] = y;
return out;
}
/**
* Copy the values from one vec2 to another
*
* @param {vec2} out the receiving vector
* @param {vec2} a the source vector
* @returns {vec2} out
*/
function copy(out, a) {
out[0] = a[0];
out[1] = a[1];
return out;
}
/**
* Set the components of a vec2 to the given values
*
* @param {vec2} out the receiving vector
* @param {Number} x X component
* @param {Number} y Y component
* @returns {vec2} out
*/
function set(out, x, y) {
out[0] = x;
out[1] = y;
return out;
}
/**
* Adds two vec2's
*
* @param {vec2} out the receiving vector
* @param {vec2} a the first operand
* @param {vec2} b the second operand
* @returns {vec2} out
*/
function add(out, a, b) {
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
return out;
}
/**
* Subtracts vector b from vector a
*
* @param {vec2} out the receiving vector
* @param {vec2} a the first operand
* @param {vec2} b the second operand
* @returns {vec2} out
*/
function subtract(out, a, b) {
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
return out;
}
/**
* Multiplies two vec2's
*
* @param {vec2} out the receiving vector
* @param {vec2} a the first operand
* @param {vec2} b the second operand
* @returns {vec2} out
*/
function multiply(out, a, b) {
out[0] = a[0] * b[0];
out[1] = a[1] * b[1];
return out;
}
/**
* Divides two vec2's
*
* @param {vec2} out the receiving vector
* @param {vec2} a the first operand
* @param {vec2} b the second operand
* @returns {vec2} out
*/
function divide(out, a, b) {
out[0] = a[0] / b[0];
out[1] = a[1] / b[1];
return out;
}
/**
* Math.ceil the components of a vec2
*
* @param {vec2} out the receiving vector
* @param {vec2} a vector to ceil
* @returns {vec2} out
*/
function ceil(out, a) {
out[0] = Math.ceil(a[0]);
out[1] = Math.ceil(a[1]);
return out;
}
/**
* Math.floor the components of a vec2
*
* @param {vec2} out the receiving vector
* @param {vec2} a vector to floor
* @returns {vec2} out
*/
function floor(out, a) {
out[0] = Math.floor(a[0]);
out[1] = Math.floor(a[1]);
return out;
}
/**
* Returns the minimum of two vec2's
*
* @param {vec2} out the receiving vector
* @param {vec2} a the first operand
* @param {vec2} b the second operand
* @returns {vec2} out
*/
function min(out, a, b) {
out[0] = Math.min(a[0], b[0]);
out[1] = Math.min(a[1], b[1]);
return out;
}
/**
* Returns the maximum of two vec2's
*
* @param {vec2} out the receiving vector
* @param {vec2} a the first operand
* @param {vec2} b the second operand
* @returns {vec2} out
*/
function max(out, a, b) {
out[0] = Math.max(a[0], b[0]);
out[1] = Math.max(a[1], b[1]);
return out;
}
/**
* Math.round the components of a vec2
*
* @param {vec2} out the receiving vector
* @param {vec2} a vector to round
* @returns {vec2} out
*/
function round(out, a) {
out[0] = Math.round(a[0]);
out[1] = Math.round(a[1]);
return out;
}
/**
* Scales a vec2 by a scalar number
*
* @param {vec2} out the receiving vector
* @param {vec2} a the vector to scale
* @param {Number} b amount to scale the vector by
* @returns {vec2} out
*/
function scale(out, a, b) {
out[0] = a[0] * b;
out[1] = a[1] * b;
return out;
}
/**
* Adds two vec2's after scaling the second operand by a scalar value
*
* @param {vec2} out the receiving vector
* @param {vec2} a the first operand
* @param {vec2} b the second operand
* @param {Number} scale the amount to scale b by before adding
* @returns {vec2} out
*/
function scaleAndAdd(out, a, b, scale) {
out[0] = a[0] + b[0] * scale;
out[1] = a[1] + b[1] * scale;
return out;
}
/**
* Calculates the euclidian distance between two vec2's
*
* @param {vec2} a the first operand
* @param {vec2} b the second operand
* @returns {Number} distance between a and b
*/
function distance(a, b) {
var x = b[0] - a[0],
y = b[1] - a[1];
return Math.sqrt(x * x + y * y);
}
/**
* Calculates the squared euclidian distance between two vec2's
*
* @param {vec2} a the first operand
* @param {vec2} b the second operand
* @returns {Number} squared distance between a and b
*/
function squaredDistance(a, b) {
var x = b[0] - a[0],
y = b[1] - a[1];
return x * x + y * y;
}
/**
* Calculates the length of a vec2
*
* @param {vec2} a vector to calculate length of
* @returns {Number} length of a
*/
function length(a) {
var x = a[0],
y = a[1];
return Math.sqrt(x * x + y * y);
}
/**
* Calculates the squared length of a vec2
*
* @param {vec2} a vector to calculate squared length of
* @returns {Number} squared length of a
*/
function squaredLength(a) {
var x = a[0],
y = a[1];
return x * x + y * y;
}
/**
* Negates the components of a vec2
*
* @param {vec2} out the receiving vector
* @param {vec2} a vector to negate
* @returns {vec2} out
*/
function negate(out, a) {
out[0] = -a[0];
out[1] = -a[1];
return out;
}
/**
* Returns the inverse of the components of a vec2
*
* @param {vec2} out the receiving vector
* @param {vec2} a vector to invert
* @returns {vec2} out
*/
function inverse(out, a) {
out[0] = 1.0 / a[0];
out[1] = 1.0 / a[1];
return out;
}
/**
* Normalize a vec2
*
* @param {vec2} out the receiving vector
* @param {vec2} a vector to normalize
* @returns {vec2} out
*/
function normalize(out, a) {
var x = a[0],
y = a[1];
var len = x * x + y * y;
if (len > 0) {
//TODO: evaluate use of glm_invsqrt here?
len = 1 / Math.sqrt(len);
out[0] = a[0] * len;
out[1] = a[1] * len;
}
return out;
}
/**
* Calculates the dot product of two vec2's
*
* @param {vec2} a the first operand
* @param {vec2} b the second operand
* @returns {Number} dot product of a and b
*/
function dot(a, b) {
return a[0] * b[0] + a[1] * b[1];
}
/**
* Computes the cross product of two vec2's
* Note that the cross product must by definition produce a 3D vector
*
* @param {vec3} out the receiving vector
* @param {vec2} a the first operand
* @param {vec2} b the second operand
* @returns {vec3} out
*/
function cross(out, a, b) {
var z = a[0] * b[1] - a[1] * b[0];
out[0] = out[1] = 0;
out[2] = z;
return out;
}
/**
* Performs a linear interpolation between two vec2's
*
* @param {vec2} out the receiving vector
* @param {vec2} a the first operand
* @param {vec2} b the second operand
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
* @returns {vec2} out
*/
function lerp(out, a, b, t) {
var ax = a[0],
ay = a[1];
out[0] = ax + t * (b[0] - ax);
out[1] = ay + t * (b[1] - ay);
return out;
}
/**
* Generates a random vector with the given scale
*
* @param {vec2} out the receiving vector
* @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
* @returns {vec2} out
*/
function random(out, scale) {
scale = scale || 1.0;
var r = glMatrix.RANDOM() * 2.0 * Math.PI;
out[0] = Math.cos(r) * scale;
out[1] = Math.sin(r) * scale;
return out;
}
/**
* Transforms the vec2 with a mat2
*
* @param {vec2} out the receiving vector
* @param {vec2} a the vector to transform
* @param {mat2} m matrix to transform with
* @returns {vec2} out
*/
function transformMat2(out, a, m) {
var x = a[0],
y = a[1];
out[0] = m[0] * x + m[2] * y;
out[1] = m[1] * x + m[3] * y;
return out;
}
/**
* Transforms the vec2 with a mat2d
*
* @param {vec2} out the receiving vector
* @param {vec2} a the vector to transform
* @param {mat2d} m matrix to transform with
* @returns {vec2} out
*/
function transformMat2d(out, a, m) {
var x = a[0],
y = a[1];
out[0] = m[0] * x + m[2] * y + m[4];
out[1] = m[1] * x + m[3] * y + m[5];
return out;
}
/**
* Transforms the vec2 with a mat3
* 3rd vector component is implicitly '1'
*
* @param {vec2} out the receiving vector
* @param {vec2} a the vector to transform
* @param {mat3} m matrix to transform with
* @returns {vec2} out
*/
function transformMat3(out, a, m) {
var x = a[0],
y = a[1];
out[0] = m[0] * x + m[3] * y + m[6];
out[1] = m[1] * x + m[4] * y + m[7];
return out;
}
/**
* Transforms the vec2 with a mat4
* 3rd vector component is implicitly '0'
* 4th vector component is implicitly '1'
*
* @param {vec2} out the receiving vector
* @param {vec2} a the vector to transform
* @param {mat4} m matrix to transform with
* @returns {vec2} out
*/
function transformMat4(out, a, m) {
var x = a[0];
var y = a[1];
out[0] = m[0] * x + m[4] * y + m[12];
out[1] = m[1] * x + m[5] * y + m[13];
return out;
}
/**
* Rotate a 2D vector
* @param {vec2} out The receiving vec2
* @param {vec2} a The vec2 point to rotate
* @param {vec2} b The origin of the rotation
* @param {Number} c The angle of rotation
* @returns {vec2} out
*/
function rotate(out, a, b, c) {
//Translate point to the origin
var p0 = a[0] - b[0],
p1 = a[1] - b[1],
sinC = Math.sin(c),
cosC = Math.cos(c); //perform rotation and translate to correct position
out[0] = p0 * cosC - p1 * sinC + b[0];
out[1] = p0 * sinC + p1 * cosC + b[1];
return out;
}
/**
* Get the angle between two 2D vectors
* @param {vec2} a The first operand
* @param {vec2} b The second operand
* @returns {Number} The angle in radians
*/
function angle(a, b) {
var x1 = a[0],
y1 = a[1],
x2 = b[0],
y2 = b[1];
var len1 = x1 * x1 + y1 * y1;
if (len1 > 0) {
//TODO: evaluate use of glm_invsqrt here?
len1 = 1 / Math.sqrt(len1);
}
var len2 = x2 * x2 + y2 * y2;
if (len2 > 0) {
//TODO: evaluate use of glm_invsqrt here?
len2 = 1 / Math.sqrt(len2);
}
var cosine = (x1 * x2 + y1 * y2) * len1 * len2;
if (cosine > 1.0) {
return 0;
} else if (cosine < -1.0) {
return Math.PI;
} else {
return Math.acos(cosine);
}
}
/**
* Returns a string representation of a vector
*
* @param {vec2} a vector to represent as a string
* @returns {String} string representation of the vector
*/
function str(a) {
return 'vec2(' + a[0] + ', ' + a[1] + ')';
}
/**
* Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===)
*
* @param {vec2} a The first vector.
* @param {vec2} b The second vector.
* @returns {Boolean} True if the vectors are equal, false otherwise.
*/
function exactEquals(a, b) {
return a[0] === b[0] && a[1] === b[1];
}
/**
* Returns whether or not the vectors have approximately the same elements in the same position.
*
* @param {vec2} a The first vector.
* @param {vec2} b The second vector.
* @returns {Boolean} True if the vectors are equal, false otherwise.
*/
function equals(a, b) {
var a0 = a[0],
a1 = a[1];
var b0 = b[0],
b1 = b[1];
return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1));
}
/**
* Alias for {@link vec2.length}
* @function
*/
var len = exports.len = length;
/**
* Alias for {@link vec2.subtract}
* @function
*/
var sub = exports.sub = subtract;
/**
* Alias for {@link vec2.multiply}
* @function
*/
var mul = exports.mul = multiply;
/**
* Alias for {@link vec2.divide}
* @function
*/
var div = exports.div = divide;
/**
* Alias for {@link vec2.distance}
* @function
*/
var dist = exports.dist = distance;
/**
* Alias for {@link vec2.squaredDistance}
* @function
*/
var sqrDist = exports.sqrDist = squaredDistance;
/**
* Alias for {@link vec2.squaredLength}
* @function
*/
var sqrLen = exports.sqrLen = squaredLength;
/**
* Perform some operation over an array of vec2s.
*
* @param {Array} a the array of vectors to iterate over
* @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed
* @param {Number} offset Number of elements to skip at the beginning of the array
* @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
* @param {Function} fn Function to call for each vector in the array
* @param {Object} [arg] additional argument to pass to fn
* @returns {Array} a
* @function
*/
var forEach = exports.forEach = function () {
var vec = create();
return function (a, stride, offset, count, fn, arg) {
var i = void 0,
l = void 0;
if (!stride) {
stride = 2;
}
if (!offset) {
offset = 0;
}
if (count) {
l = Math.min(count * stride + offset, a.length);
} else {
l = a.length;
}
for (i = offset; i < l; i += stride) {
vec[0] = a[i];
vec[1] = a[i + 1];
fn(vec, vec, arg);
a[i] = vec[0];
a[i + 1] = vec[1];
}
return a;
};
}();
/***/ }),
/* 11 */
/***/ (function(module, exports) {
var clamp = function clamp(a, min, max) {
if (a < min) {
return min;
} else if (a > max) {
return max;
}
return a;
};
module.exports = clamp;
/***/ }),
/* 12 */
/***/ (function(module, exports, __webpack_require__) {
var vec3 = __webpack_require__(13);
module.exports = vec3;
/***/ }),
/* 13 */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.forEach = exports.sqrLen = exports.len = exports.sqrDist = exports.dist = exports.div = exports.mul = exports.sub = undefined;
exports.create = create;
exports.clone = clone;
exports.length = length;
exports.fromValues = fromValues;
exports.copy = copy;
exports.set = set;
exports.add = add;
exports.subtract = subtract;
exports.multiply = multiply;
exports.divide = divide;
exports.ceil = ceil;
exports.floor = floor;
exports.min = min;
exports.max = max;
exports.round = round;
exports.scale = scale;
exports.scaleAndAdd = scaleAndAdd;
exports.distance = distance;
exports.squaredDistance = squaredDistance;
exports.squaredLength = squaredLength;
exports.negate = negate;
exports.inverse = inverse;
exports.normalize = normalize;
exports.dot = dot;
exports.cross = cross;
exports.lerp = lerp;
exports.hermite = hermite;
exports.bezier = bezier;
exports.random = random;
exports.transformMat4 = transformMat4;
exports.transformMat3 = transformMat3;
exports.transformQuat = transformQuat;
exports.rotateX = rotateX;
exports.rotateY = rotateY;
exports.rotateZ = rotateZ;
exports.angle = angle;
exports.str = str;
exports.exactEquals = exactEquals;
exports.equals = equals;
var _common = __webpack_require__(3);
var glMatrix = _interopRequireWildcard(_common);
function _interopRequireWildcard(obj) {
if (obj && obj.__esModule) {
return obj;
} else {
var newObj = {};
if (obj != null) {
for (var key in obj) {
if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key];
}
}
newObj.default = obj;
return newObj;
}
}
/**
* 3 Dimensional Vector
* @module vec3
*/
/**
* Creates a new, empty vec3
*
* @returns {vec3} a new 3D vector
*/
function create() {
var out = new glMatrix.ARRAY_TYPE(3);
if (glMatrix.ARRAY_TYPE != Float32Array) {
out[0] = 0;
out[1] = 0;
out[2] = 0;
}
return out;
}
/**
* Creates a new vec3 initialized with values from an existing vector
*
* @param {vec3} a vector to clone
* @returns {vec3} a new 3D vector
*/
function clone(a) {
var out = new glMatrix.ARRAY_TYPE(3);
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
return out;
}
/**
* Calculates the length of a vec3
*
* @param {vec3} a vector to calculate length of
* @returns {Number} length of a
*/
function length(a) {
var x = a[0];
var y = a[1];
var z = a[2];
return Math.sqrt(x * x + y * y + z * z);
}
/**
* Creates a new vec3 initialized with the given values
*
* @param {Number} x X component
* @param {Number} y Y component
* @param {Number} z Z component
* @returns {vec3} a new 3D vector
*/
function fromValues(x, y, z) {
var out = new glMatrix.ARRAY_TYPE(3);
out[0] = x;
out[1] = y;
out[2] = z;
return out;
}
/**
* Copy the values from one vec3 to another
*
* @param {vec3} out the receiving vector
* @param {vec3} a the source vector
* @returns {vec3} out
*/
function copy(out, a) {
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
return out;
}
/**
* Set the components of a vec3 to the given values
*
* @param {vec3} out the receiving vector
* @param {Number} x X component
* @param {Number} y Y component
* @param {Number} z Z component
* @returns {vec3} out
*/
function set(out, x, y, z) {
out[0] = x;
out[1] = y;
out[2] = z;
return out;
}
/**
* Adds two vec3's
*
* @param {vec3} out the receiving vector
* @param {vec3} a the first operand
* @param {vec3} b the second operand
* @returns {vec3} out
*/
function add(out, a, b) {
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
out[2] = a[2] + b[2];
return out;
}
/**
* Subtracts vector b from vector a
*
* @param {vec3} out the receiving vector
* @param {vec3} a the first operand
* @param {vec3} b the second operand
* @returns {vec3} out
*/
function subtract(out, a, b) {
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
out[2] = a[2] - b[2];
return out;
}
/**
* Multiplies two vec3's
*
* @param {vec3} out the receiving vector
* @param {vec3} a the first operand
* @param {vec3} b the second operand
* @returns {vec3} out
*/
function multiply(out, a, b) {
out[0] = a[0] * b[0];
out[1] = a[1] * b[1];
out[2] = a[2] * b[2];
return out;
}
/**
* Divides two vec3's
*
* @param {vec3} out the receiving vector
* @param {vec3} a the first operand
* @param {vec3} b the second operand
* @returns {vec3} out
*/
function divide(out, a, b) {
out[0] = a[0] / b[0];
out[1] = a[1] / b[1];
out[2] = a[2] / b[2];
return out;
}
/**
* Math.ceil the components of a vec3
*
* @param {vec3} out the receiving vector
* @param {vec3} a vector to ceil
* @returns {vec3} out
*/
function ceil(out, a) {
out[0] = Math.ceil(a[0]);
out[1] = Math.ceil(a[1]);
out[2] = Math.ceil(a[2]);
return out;
}
/**
* Math.floor the components of a vec3
*
* @param {vec3} out the receiving vector
* @param {vec3} a vector to floor
* @returns {vec3} out
*/
function floor(out, a) {
out[0] = Math.floor(a[0]);
out[1] = Math.floor(a[1]);
out[2] = Math.floor(a[2]);
return out;
}
/**
* Returns the minimum of two vec3's
*
* @param {vec3} out the receiving vector
* @param {vec3} a the first operand
* @param {vec3} b the second operand
* @returns {vec3} out
*/
function min(out, a, b) {
out[0] = Math.min(a[0], b[0]);
out[1] = Math.min(a[1], b[1]);
out[2] = Math.min(a[2], b[2]);
return out;
}
/**
* Returns the maximum of two vec3's
*
* @param {vec3} out the receiving vector
* @param {vec3} a the first operand
* @param {vec3} b the second operand
* @returns {vec3} out
*/
function max(out, a, b) {
out[0] = Math.max(a[0], b[0]);
out[1] = Math.max(a[1], b[1]);
out[2] = Math.max(a[2], b[2]);
return out;
}
/**
* Math.round the components of a vec3
*
* @param {vec3} out the receiving vector
* @param {vec3} a vector to round
* @returns {vec3} out
*/
function round(out, a) {
out[0] = Math.round(a[0]);
out[1] = Math.round(a[1]);
out[2] = Math.round(a[2]);
return out;
}
/**
* Scales a vec3 by a scalar number
*
* @param {vec3} out the receiving vector
* @param {vec3} a the vector to scale
* @param {Number} b amount to scale the vector by
* @returns {vec3} out
*/
function scale(out, a, b) {
out[0] = a[0] * b;
out[1] = a[1] * b;
out[2] = a[2] * b;
return out;
}
/**
* Adds two vec3's after scaling the second operand by a scalar value
*
* @param {vec3} out the receiving vector
* @param {vec3} a the first operand
* @param {vec3} b the second operand
* @param {Number} scale the amount to scale b by before adding
* @returns {vec3} out
*/
function scaleAndAdd(out, a, b, scale) {
out[0] = a[0] + b[0] * scale;
out[1] = a[1] + b[1] * scale;
out[2] = a[2] + b[2] * scale;
return out;
}
/**
* Calculates the euclidian distance between two vec3's
*
* @param {vec3} a the first operand
* @param {vec3} b the second operand
* @returns {Number} distance between a and b
*/
function distance(a, b) {
var x = b[0] - a[0];
var y = b[1] - a[1];
var z = b[2] - a[2];
return Math.sqrt(x * x + y * y + z * z);
}
/**
* Calculates the squared euclidian distance between two vec3's
*
* @param {vec3} a the first operand
* @param {vec3} b the second operand
* @returns {Number} squared distance between a and b
*/
function squaredDistance(a, b) {
var x = b[0] - a[0];
var y = b[1] - a[1];
var z = b[2] - a[2];
return x * x + y * y + z * z;
}
/**
* Calculates the squared length of a vec3
*
* @param {vec3} a vector to calculate squared length of
* @returns {Number} squared length of a
*/
function squaredLength(a) {
var x = a[0];
var y = a[1];
var z = a[2];
return x * x + y * y + z * z;
}
/**
* Negates the components of a vec3
*
* @param {vec3} out the receiving vector
* @param {vec3} a vector to negate
* @returns {vec3} out
*/
function negate(out, a) {
out[0] = -a[0];
out[1] = -a[1];
out[2] = -a[2];
return out;
}
/**
* Returns the inverse of the components of a vec3
*
* @param {vec3} out the receiving vector
* @param {vec3} a vector to invert
* @returns {vec3} out
*/
function inverse(out, a) {
out[0] = 1.0 / a[0];
out[1] = 1.0 / a[1];
out[2] = 1.0 / a[2];
return out;
}
/**
* Normalize a vec3
*
* @param {vec3} out the receiving vector
* @param {vec3} a vector to normalize
* @returns {vec3} out
*/
function normalize(out, a) {
var x = a[0];
var y = a[1];
var z = a[2];
var len = x * x + y * y + z * z;
if (len > 0) {
//TODO: evaluate use of glm_invsqrt here?
len = 1 / Math.sqrt(len);
out[0] = a[0] * len;
out[1] = a[1] * len;
out[2] = a[2] * len;
}
return out;
}
/**
* Calculates the dot product of two vec3's
*
* @param {vec3} a the first operand
* @param {vec3} b the second operand
* @returns {Number} dot product of a and b
*/
function dot(a, b) {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
}
/**
* Computes the cross product of two vec3's
*
* @param {vec3} out the receiving vector
* @param {vec3} a the first operand
* @param {vec3} b the second operand
* @returns {vec3} out
*/
function cross(out, a, b) {
var ax = a[0],
ay = a[1],
az = a[2];
var bx = b[0],
by = b[1],
bz = b[2];
out[0] = ay * bz - az * by;
out[1] = az * bx - ax * bz;
out[2] = ax * by - ay * bx;
return out;
}
/**
* Performs a linear interpolation between two vec3's
*
* @param {vec3} out the receiving vector
* @param {vec3} a the first operand
* @param {vec3} b the second operand
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
* @returns {vec3} out
*/
function lerp(out, a, b, t) {
var ax = a[0];
var ay = a[1];
var az = a[2];
out[0] = ax + t * (b[0] - ax);
out[1] = ay + t * (b[1] - ay);
out[2] = az + t * (b[2] - az);
return out;
}
/**
* Performs a hermite interpolation with two control points
*
* @param {vec3} out the receiving vector
* @param {vec3} a the first operand
* @param {vec3} b the second operand
* @param {vec3} c the third operand
* @param {vec3} d the fourth operand
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
* @returns {vec3} out
*/
function hermite(out, a, b, c, d, t) {
var factorTimes2 = t * t;
var factor1 = factorTimes2 * (2 * t - 3) + 1;
var factor2 = factorTimes2 * (t - 2) + t;
var factor3 = factorTimes2 * (t - 1);
var factor4 = factorTimes2 * (3 - 2 * t);
out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
return out;
}
/**
* Performs a bezier interpolation with two control points
*
* @param {vec3} out the receiving vector
* @param {vec3} a the first operand
* @param {vec3} b the second operand
* @param {vec3} c the third operand
* @param {vec3} d the fourth operand
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
* @returns {vec3} out
*/
function bezier(out, a, b, c, d, t) {
var inverseFactor = 1 - t;
var inverseFactorTimesTwo = inverseFactor * inverseFactor;
var factorTimes2 = t * t;
var factor1 = inverseFactorTimesTwo * inverseFactor;
var factor2 = 3 * t * inverseFactorTimesTwo;
var factor3 = 3 * factorTimes2 * inverseFactor;
var factor4 = factorTimes2 * t;
out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
return out;
}
/**
* Generates a random vector with the given scale
*
* @param {vec3} out the receiving vector
* @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
* @returns {vec3} out
*/
function random(out, scale) {
scale = scale || 1.0;
var r = glMatrix.RANDOM() * 2.0 * Math.PI;
var z = glMatrix.RANDOM() * 2.0 - 1.0;
var zScale = Math.sqrt(1.0 - z * z) * scale;
out[0] = Math.cos(r) * zScale;
out[1] = Math.sin(r) * zScale;
out[2] = z * scale;
return out;
}
/**
* Transforms the vec3 with a mat4.
* 4th vector component is implicitly '1'
*
* @param {vec3} out the receiving vector
* @param {vec3} a the vector to transform
* @param {mat4} m matrix to transform with
* @returns {vec3} out
*/
function transformMat4(out, a, m) {
var x = a[0],
y = a[1],
z = a[2];
var w = m[3] * x + m[7] * y + m[11] * z + m[15];
w = w || 1.0;
out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;
out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;
out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;
return out;
}
/**
* Transforms the vec3 with a mat3.
*
* @param {vec3} out the receiving vector
* @param {vec3} a the vector to transform
* @param {mat3} m the 3x3 matrix to transform with
* @returns {vec3} out
*/
function transformMat3(out, a, m) {
var x = a[0],
y = a[1],
z = a[2];
out[0] = x * m[0] + y * m[3] + z * m[6];
out[1] = x * m[1] + y * m[4] + z * m[7];
out[2] = x * m[2] + y * m[5] + z * m[8];
return out;
}
/**
* Transforms the vec3 with a quat
* Can also be used for dual quaternions. (Multiply it with the real part)
*
* @param {vec3} out the receiving vector
* @param {vec3} a the vector to transform
* @param {quat} q quaternion to transform with
* @returns {vec3} out
*/
function transformQuat(out, a, q) {
// benchmarks: https://jsperf.com/quaternion-transform-vec3-implementations-fixed
var qx = q[0],
qy = q[1],
qz = q[2],
qw = q[3];
var x = a[0],
y = a[1],
z = a[2]; // var qvec = [qx, qy, qz];
// var uv = vec3.cross([], qvec, a);
var uvx = qy * z - qz * y,
uvy = qz * x - qx * z,
uvz = qx * y - qy * x; // var uuv = vec3.cross([], qvec, uv);
var uuvx = qy * uvz - qz * uvy,
uuvy = qz * uvx - qx * uvz,
uuvz = qx * uvy - qy * uvx; // vec3.scale(uv, uv, 2 * w);
var w2 = qw * 2;
uvx *= w2;
uvy *= w2;
uvz *= w2; // vec3.scale(uuv, uuv, 2);
uuvx *= 2;
uuvy *= 2;
uuvz *= 2; // return vec3.add(out, a, vec3.add(out, uv, uuv));
out[0] = x + uvx + uuvx;
out[1] = y + uvy + uuvy;
out[2] = z + uvz + uuvz;
return out;
}
/**
* Rotate a 3D vector around the x-axis
* @param {vec3} out The receiving vec3
* @param {vec3} a The vec3 point to rotate
* @param {vec3} b The origin of the rotation
* @param {Number} c The angle of rotation
* @returns {vec3} out
*/
function rotateX(out, a, b, c) {
var p = [],
r = []; //Translate point to the origin
p[0] = a[0] - b[0];
p[1] = a[1] - b[1];
p[2] = a[2] - b[2]; //perform rotation
r[0] = p[0];
r[1] = p[1] * Math.cos(c) - p[2] * Math.sin(c);
r[2] = p[1] * Math.sin(c) + p[2] * Math.cos(c); //translate to correct position
out[0] = r[0] + b[0];
out[1] = r[1] + b[1];
out[2] = r[2] + b[2];
return out;
}
/**
* Rotate a 3D vector around the y-axis
* @param {vec3} out The receiving vec3
* @param {vec3} a The vec3 point to rotate
* @param {vec3} b The origin of the rotation
* @param {Number} c The angle of rotation
* @returns {vec3} out
*/
function rotateY(out, a, b, c) {
var p = [],
r = []; //Translate point to the origin
p[0] = a[0] - b[0];
p[1] = a[1] - b[1];
p[2] = a[2] - b[2]; //perform rotation
r[0] = p[2] * Math.sin(c) + p[0] * Math.cos(c);
r[1] = p[1];
r[2] = p[2] * Math.cos(c) - p[0] * Math.sin(c); //translate to correct position
out[0] = r[0] + b[0];
out[1] = r[1] + b[1];
out[2] = r[2] + b[2];
return out;
}
/**
* Rotate a 3D vector around the z-axis
* @param {vec3} out The receiving vec3
* @param {vec3} a The vec3 point to rotate
* @param {vec3} b The origin of the rotation
* @param {Number} c The angle of rotation
* @returns {vec3} out
*/
function rotateZ(out, a, b, c) {
var p = [],
r = []; //Translate point to the origin
p[0] = a[0] - b[0];
p[1] = a[1] - b[1];
p[2] = a[2] - b[2]; //perform rotation
r[0] = p[0] * Math.cos(c) - p[1] * Math.sin(c);
r[1] = p[0] * Math.sin(c) + p[1] * Math.cos(c);
r[2] = p[2]; //translate to correct position
out[0] = r[0] + b[0];
out[1] = r[1] + b[1];
out[2] = r[2] + b[2];
return out;
}
/**
* Get the angle between two 3D vectors
* @param {vec3} a The first operand
* @param {vec3} b The second operand
* @returns {Number} The angle in radians
*/
function angle(a, b) {
var tempA = fromValues(a[0], a[1], a[2]);
var tempB = fromValues(b[0], b[1], b[2]);
normalize(tempA, tempA);
normalize(tempB, tempB);
var cosine = dot(tempA, tempB);
if (cosine > 1.0) {
return 0;
} else if (cosine < -1.0) {
return Math.PI;
} else {
return Math.acos(cosine);
}
}
/**
* Returns a string representation of a vector
*
* @param {vec3} a vector to represent as a string
* @returns {String} string representation of the vector
*/
function str(a) {
return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')';
}
/**
* Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)
*
* @param {vec3} a The first vector.
* @param {vec3} b The second vector.
* @returns {Boolean} True if the vectors are equal, false otherwise.
*/
function exactEquals(a, b) {
return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];
}
/**
* Returns whether or not the vectors have approximately the same elements in the same position.
*
* @param {vec3} a The first vector.
* @param {vec3} b The second vector.
* @returns {Boolean} True if the vectors are equal, false otherwise.
*/
function equals(a, b) {
var a0 = a[0],
a1 = a[1],
a2 = a[2];
var b0 = b[0],
b1 = b[1],
b2 = b[2];
return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2));
}
/**
* Alias for {@link vec3.subtract}
* @function
*/
var sub = exports.sub = subtract;
/**
* Alias for {@link vec3.multiply}
* @function
*/
var mul = exports.mul = multiply;
/**
* Alias for {@link vec3.divide}
* @function
*/
var div = exports.div = divide;
/**
* Alias for {@link vec3.distance}
* @function
*/
var dist = exports.dist = distance;
/**
* Alias for {@link vec3.squaredDistance}
* @function
*/
var sqrDist = exports.sqrDist = squaredDistance;
/**
* Alias for {@link vec3.length}
* @function
*/
var len = exports.len = length;
/**
* Alias for {@link vec3.squaredLength}
* @function
*/
var sqrLen = exports.sqrLen = squaredLength;
/**
* Perform some operation over an array of vec3s.
*
* @param {Array} a the array of vectors to iterate over
* @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
* @param {Number} offset Number of elements to skip at the beginning of the array
* @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array
* @param {Function} fn Function to call for each vector in the array
* @param {Object} [arg] additional argument to pass to fn
* @returns {Array} a
* @function
*/
var forEach = exports.forEach = function () {
var vec = create();
return function (a, stride, offset, count, fn, arg) {
var i = void 0,
l = void 0;
if (!stride) {
stride = 3;
}
if (!offset) {
offset = 0;
}
if (count) {
l = Math.min(count * stride + offset, a.length);
} else {
l = a.length;
}
for (i = offset; i < l; i += stride) {
vec[0] = a[i];
vec[1] = a[i + 1];
vec[2] = a[i + 2];
fn(vec, vec, arg);
a[i] = vec[0];
a[i + 1] = vec[1];
a[i + 2] = vec[2];
}
return a;
};
}();
/***/ }),
/* 14 */
/***/ (function(module, exports, __webpack_require__) {
var clone = __webpack_require__(15);
var each = __webpack_require__(17);
var mat3 = __webpack_require__(4);
module.exports = function transform(m, ts) {
m = clone(m);
each(ts, function (t) {
switch (t[0]) {
case 't':
mat3.translate(m, m, [t[1], t[2]]);
break;
case 's':
mat3.scale(m, m, [t[1], t[2]]);
break;
case 'r':
mat3.rotate(m, m, t[1]);
break;
case 'm':
mat3.multiply(m, m, t[1]);
break;
default:
return false;
}
});
return m;
};
/***/ }),
/* 15 */
/***/ (function(module, exports, __webpack_require__) {
var _typeof = typeof Symbol === "function" && typeof Symbol.iterator === "symbol" ? function (obj) {
return typeof obj;
} : function (obj) {
return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj;
};
var isArray = __webpack_require__(5);
var clone = function clone(obj) {
if ((typeof obj === 'undefined' ? 'undefined' : _typeof(obj)) !== 'object' || obj === null) {
return obj;
}
var rst = void 0;
if (isArray(obj)) {
rst = [];
for (var i = 0, l = obj.length; i < l; i++) {
if (_typeof(obj[i]) === 'object' && obj[i] != null) {
rst[i] = clone(obj[i]);
} else {
rst[i] = obj[i];
}
}
} else {
rst = {};
for (var k in obj) {
if (_typeof(obj[k]) === 'object' && obj[k] != null) {
rst[k] = clone(obj[k]);
} else {
rst[k] = obj[k];
}
}
}
return rst;
};
module.exports = clone;
/***/ }),
/* 16 */
/***/ (function(module, exports) {
var toString = {}.toString;
var isType = function isType(value, type) {
return toString.call(value) === '[object ' + type + ']';
};
module.exports = isType;
/***/ }),
/* 17 */
/***/ (function(module, exports, __webpack_require__) {
var isObject = __webpack_require__(18);
var isArray = __webpack_require__(5);
var each = function each(elements, func) {
if (!elements) {
return;
}
var rst = void 0;
if (isArray(elements)) {
for (var i = 0, len = elements.length; i < len; i++) {
rst = func(elements[i], i);
if (rst === false) {
break;
}
}
} else if (isObject(elements)) {
for (var k in elements) {
if (elements.hasOwnProperty(k)) {
rst = func(elements[k], k);
if (rst === false) {
break;
}
}
}
}
};
module.exports = each;
/***/ }),
/* 18 */
/***/ (function(module, exports) {
var _typeof = typeof Symbol === "function" && typeof Symbol.iterator === "symbol" ? function (obj) {
return typeof obj;
} : function (obj) {
return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj;
};
var isObject = function isObject(value) {
/**
* isObject({}) => true
* isObject([1, 2, 3]) => true
* isObject(Function) => true
* isObject(null) => false
*/
var type = typeof value === 'undefined' ? 'undefined' : _typeof(value);
return value !== null && type === 'object' || type === 'function';
};
module.exports = isObject;
/***/ }),
/* 19 */
/***/ (function(module, exports, __webpack_require__) {
function _typeof(obj) { if (typeof Symbol === "function" && typeof Symbol.iterator === "symbol") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; } return _typeof(obj); }
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
function _possibleConstructorReturn(self, call) { if (call && (_typeof(call) === "object" || typeof call === "function")) { return call; } return _assertThisInitialized(self); }
function _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return self; }
function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }
function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; }
function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function"); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }); if (superClass) _setPrototypeOf(subClass, superClass); }
function _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }
function _get(target, property, receiver) { if (typeof Reflect !== "undefined" && Reflect.get) { _get = Reflect.get; } else { _get = function _get(target, property, receiver) { var base = _superPropBase(target, property); if (!base) return; var desc = Object.getOwnPropertyDescriptor(base, property); if (desc.get) { return desc.get.call(receiver); } return desc.value; }; } return _get(target, property, receiver || target); }
function _superPropBase(object, property) { while (!Object.prototype.hasOwnProperty.call(object, property)) { object = _getPrototypeOf(object); if (object === null) break; } return object; }
function _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }
/**
* @fileOverview the class of Cartesian Coordinate
* @author sima.zhang
*/
var mix = __webpack_require__(1);
var Base = __webpack_require__(0);
var Cartesian =
/*#__PURE__*/
function (_Base) {
_inherits(Cartesian, _Base);
_createClass(Cartesian, [{
key: "getDefaultCfg",
/**
* @override
*/
value: function getDefaultCfg() {
var cfg = _get(_getPrototypeOf(Cartesian.prototype), "getDefaultCfg", this).call(this);
return mix({}, cfg, {
start: {
x: 0,
y: 0
},
end: {
x: 0,
y: 0
},
type: 'cartesian',
isRect: true
});
}
}]);
function Cartesian(cfg) {
var _this;
_classCallCheck(this, Cartesian);
_this = _possibleConstructorReturn(this, _getPrototypeOf(Cartesian).call(this, cfg));
_this._init();
return _this;
}
_createClass(Cartesian, [{
key: "_init",
value: function _init() {
var start = this.start,
end = this.end;
var x = {
start: start.x,
end: end.x
};
var y = {
start: start.y,
end: end.y
};
this.x = x;
this.y = y;
}
}, {
key: "convertPoint",
value: function convertPoint(point) {
var x;
var y;
if (this.isTransposed) {
x = point.y;
y = point.x;
} else {
x = point.x;
y = point.y;
}
return {
x: this.convertDim(x, 'x'),
y: this.convertDim(y, 'y')
};
}
}, {
key: "invertPoint",
value: function invertPoint(point) {
var x = this.invertDim(point.x, 'x');
var y = this.invertDim(point.y, 'y');
if (this.isTransposed) {
return {
x: y,
y: x
};
}
return {
x: x,
y: y
};
}
}]);
return Cartesian;
}(Base);
module.exports = Cartesian;
/***/ }),
/* 20 */
/***/ (function(module, exports, __webpack_require__) {
function _typeof(obj) { if (typeof Symbol === "function" && typeof Symbol.iterator === "symbol") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; } return _typeof(obj); }
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
function _possibleConstructorReturn(self, call) { if (call && (_typeof(call) === "object" || typeof call === "function")) { return call; } return _assertThisInitialized(self); }
function _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return self; }
function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }
function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; }
function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function"); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }); if (superClass) _setPrototypeOf(subClass, superClass); }
function _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }
function _get(target, property, receiver) { if (typeof Reflect !== "undefined" && Reflect.get) { _get = Reflect.get; } else { _get = function _get(target, property, receiver) { var base = _superPropBase(target, property); if (!base) return; var desc = Object.getOwnPropertyDescriptor(base, property); if (desc.get) { return desc.get.call(receiver); } return desc.value; }; } return _get(target, property, receiver || target); }
function _superPropBase(object, property) { while (!Object.prototype.hasOwnProperty.call(object, property)) { object = _getPrototypeOf(object); if (object === null) break; } return object; }
function _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }
/**
* @fileOverview the class of Polar Coordinate
* @author sima.zhang
*/
var MatrixUtil = __webpack_require__(2);
var isNumberEqual = __webpack_require__(6);
var mix = __webpack_require__(1);
var Base = __webpack_require__(0);
var mat3 = MatrixUtil.mat3;
var vec2 = MatrixUtil.vec2;
var vec3 = MatrixUtil.vec3;
var Polar =
/*#__PURE__*/
function (_Base) {
_inherits(Polar, _Base);
_createClass(Polar, [{
key: "getDefaultCfg",
value: function getDefaultCfg() {
var cfg = _get(_getPrototypeOf(Polar.prototype), "getDefaultCfg", this).call(this);
return mix({}, cfg, {
startAngle: -Math.PI / 2,
endAngle: Math.PI * 3 / 2,
innerRadius: 0,
type: 'polar',
isPolar: true
});
}
}]);
function Polar(cfg) {
var _this;
_classCallCheck(this, Polar);
_this = _possibleConstructorReturn(this, _getPrototypeOf(Polar).call(this, cfg));
_this._init();
return _this;
}
_createClass(Polar, [{
key: "_init",
value: function _init() {
var radius = this.radius;
var innerRadius = this.innerRadius;
var center = this.center;
var startAngle = this.startAngle;
var endAngle = this.endAngle;
while (endAngle < startAngle) {
endAngle += Math.PI * 2;
}
this.endAngle = endAngle;
var oneBox = this.getOneBox();
var oneWidth = oneBox.maxX - oneBox.minX;
var oneHeight = oneBox.maxY - oneBox.minY;
var left = Math.abs(oneBox.minX) / oneWidth;
var top = Math.abs(oneBox.minY) / oneHeight;
var width = this.width;
var height = this.height;
var maxRadius;
var circleCentre;
if (height / oneHeight > width / oneWidth) {
// width为主
maxRadius = width / oneWidth;
circleCentre = {
x: center.x - (0.5 - left) * width,
y: center.y - (0.5 - top) * maxRadius * oneHeight
};
} else {
// height为主
maxRadius = height / oneHeight;
circleCentre = {
x: center.x - (0.5 - left) * maxRadius * oneWidth,
y: center.y - (0.5 - top) * height
};
}
if (!radius) {
radius = maxRadius;
} else if (radius > 0 && radius <= 1) {
radius = maxRadius * radius;
} else if (radius <= 0 || radius > maxRadius) {
radius = maxRadius;
}
var x = {
start: startAngle,
end: endAngle
};
var y = {
start: innerRadius * radius,
end: radius
};
this.x = x;
this.y = y;
this.radius = radius;
this.circleCentre = circleCentre;
this.center = circleCentre;
}
}, {
key: "getCenter",
value: function getCenter() {
return this.circleCentre;
}
}, {
key: "getOneBox",
value: function getOneBox() {
var startAngle = this.startAngle;
var endAngle = this.endAngle;
if (Math.abs(endAngle - startAngle) >= Math.PI * 2) {
return {
minX: -1,
maxX: 1,
minY: -1,
maxY: 1
};
}
var xs = [0, Math.cos(startAngle), Math.cos(endAngle)];
var ys = [0, Math.sin(startAngle), Math.sin(endAngle)];
for (var i = Math.min(startAngle, endAngle); i < Math.max(startAngle, endAngle); i += Math.PI / 18) {
xs.push(Math.cos(i));
ys.push(Math.sin(i));
}
return {
minX: Math.min.apply(Math, xs),
maxX: Math.max.apply(Math, xs),
minY: Math.min.apply(Math, ys),
maxY: Math.max.apply(Math, ys)
};
}
}, {
key: "getRadius",
value: function getRadius() {
return this.radius;
}
}, {
key: "convertPoint",
value: function convertPoint(point) {
var center = this.getCenter();
var x = this.isTransposed ? point.y : point.x;
var y = this.isTransposed ? point.x : point.y;
x = this.convertDim(x, 'x');
y = this.convertDim(y, 'y');
return {
x: center.x + Math.cos(x) * y,
y: center.y + Math.sin(x) * y
};
}
}, {
key: "invertPoint",
value: function invertPoint(point) {
var center = this.getCenter();
var vPoint = [point.x - center.x, point.y - center.y];
var x = this.x;
var m = [1, 0, 0, 0, 1, 0, 0, 0, 1];
mat3.rotate(m, m, x.start);
var vStart = [1, 0, 0];
vec3.transformMat3(vStart, vStart, m);
vStart = [vStart[0], vStart[1]];
var angle = vec2.angleTo(vStart, vPoint, x.end < x.start);
if (isNumberEqual(angle, Math.PI * 2)) {
angle = 0;
}
var radius = vec2.length(vPoint);
var xPercent = angle / (x.end - x.start);
xPercent = x.end - x.start > 0 ? xPercent : -xPercent;
var yPercent = this.invertDim(radius, 'y');
var rst = {};
rst.x = this.isTransposed ? yPercent : xPercent;
rst.y = this.isTransposed ? xPercent : yPercent;
return rst;
}
}]);
return Polar;
}(Base);
module.exports = Polar;
/***/ }),
/* 21 */
/***/ (function(module, exports, __webpack_require__) {
function _typeof(obj) { if (typeof Symbol === "function" && typeof Symbol.iterator === "symbol") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; } return _typeof(obj); }
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
function _possibleConstructorReturn(self, call) { if (call && (_typeof(call) === "object" || typeof call === "function")) { return call; } return _assertThisInitialized(self); }
function _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return self; }
function _defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } }
function _createClass(Constructor, protoProps, staticProps) { if (protoProps) _defineProperties(Constructor.prototype, protoProps); if (staticProps) _defineProperties(Constructor, staticProps); return Constructor; }
function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function"); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, writable: true, configurable: true } }); if (superClass) _setPrototypeOf(subClass, superClass); }
function _setPrototypeOf(o, p) { _setPrototypeOf = Object.setPrototypeOf || function _setPrototypeOf(o, p) { o.__proto__ = p; return o; }; return _setPrototypeOf(o, p); }
function _get(target, property, receiver) { if (typeof Reflect !== "undefined" && Reflect.get) { _get = Reflect.get; } else { _get = function _get(target, property, receiver) { var base = _superPropBase(target, property); if (!base) return; var desc = Object.getOwnPropertyDescriptor(base, property); if (desc.get) { return desc.get.call(receiver); } return desc.value; }; } return _get(target, property, receiver || target); }
function _superPropBase(object, property) { while (!Object.prototype.hasOwnProperty.call(object, property)) { object = _getPrototypeOf(object); if (object === null) break; } return object; }
function _getPrototypeOf(o) { _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf : function _getPrototypeOf(o) { return o.__proto__ || Object.getPrototypeOf(o); }; return _getPrototypeOf(o); }
/**
* @fileOverview the class of Helix Coordinate
* @author sima.zhang
*/
var MatrixUtil = __webpack_require__(2);
var isNumberEqual = __webpack_require__(6);
var mix = __webpack_require__(1);
var Base = __webpack_require__(0);
var vec2 = MatrixUtil.vec2;
var Helix =
/*#__PURE__*/
function (_Base) {
_inherits(Helix, _Base);
_createClass(Helix, [{
key: "getDefaultCfg",
value: function getDefaultCfg() {
var cfg = _get(_getPrototypeOf(Helix.prototype), "getDefaultCfg", this).call(this);
return mix({}, cfg, {
startAngle: 1.25 * Math.PI,
endAngle: 7.25 * Math.PI,
innerRadius: 0,
type: 'helix',
isHelix: true
});
}
}]);
function Helix(cfg) {
var _this;
_classCallCheck(this, Helix);
_this = _possibleConstructorReturn(this, _getPrototypeOf(Helix).call(this, cfg));
_this._init();
return _this;
}
_createClass(Helix, [{
key: "_init",
value: function _init() {
var width = this.width;
var height = this.height;
var radius = this.radius;
var innerRadius = this.innerRadius;
var startAngle = this.startAngle;
var endAngle = this.endAngle;
var index = (endAngle - startAngle) / (2 * Math.PI) + 1; // 螺线圈数
var maxRadius = Math.min(width, height) / 2;
if (radius && radius >= 0 && radius <= 1) {
maxRadius = maxRadius * radius;
}
var d = Math.floor(maxRadius * (1 - innerRadius) / index);
var a = d / (Math.PI * 2); // 螺线系数
var x = {
start: startAngle,
end: endAngle
};
var y = {
start: innerRadius * maxRadius,
end: innerRadius * maxRadius + d * 0.99
};
this.a = a;
this.d = d;
this.x = x;
this.y = y;
}
}, {
key: "getCenter",
value: function getCenter() {
return this.center;
}
/**
* 将百分比数据变成屏幕坐标
* @param {Object} point 归一化的点坐标
* @return {Object} 返回对应的屏幕坐标
*/
}, {
key: "convertPoint",
value: function convertPoint(point) {
var a = this.a;
var center = this.center;
var x;
var y;
if (this.isTransposed) {
x = point.y;
y = point.x;
} else {
x = point.x;
y = point.y;
}
var thi = this.convertDim(x, 'x');
var r = a * thi;
var newY = this.convertDim(y, 'y');
return {
x: center.x + Math.cos(thi) * (r + newY),
y: center.y + Math.sin(thi) * (r + newY)
};
}
/**
* 将屏幕坐标点还原成百分比数据
* @param {Object} point 屏幕坐标
* @return {Object} 返回对应的归一化后的数据
*/
}, {
key: "invertPoint",
value: function invertPoint(point) {
var center = this.center;
var a = this.a;
var d = this.d + this.y.start;
var v = vec2.subtract([], [point.x, point.y], [center.x, center.y]);
var thi = vec2.angleTo(v, [1, 0], true);
var rMin = thi * a; // 坐标与原点的连线在第一圈上的交点最小r值
if (vec2.length(v) < rMin) {
// 坐标与原点的连线不可能小于最小r值但不排除因小数计算产生的略小于rMin的情况
rMin = vec2.length(v);
}
var index = Math.floor((vec2.length(v) - rMin) / d); // 当前点位于第index圈
thi = 2 * index * Math.PI + thi;
var r = a * thi;
var newY = vec2.length(v) - r;
newY = isNumberEqual(newY, 0) ? 0 : newY;
var x = this.invertDim(thi, 'x');
var y = this.invertDim(newY, 'y');
x = isNumberEqual(x, 0) ? 0 : x;
y = isNumberEqual(y, 0) ? 0 : y;
var rst = {};
rst.x = this.isTransposed ? y : x;
rst.y = this.isTransposed ? x : y;
return rst;
}
}]);
return Helix;
}(Base);
module.exports = Helix;
/***/ })
/******/ ]);
});
//# sourceMappingURL=coord.js.map