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Unified Diff: tools/cc-frame-viewer/third_party/gl-matrix/src/gl-matrix/vec2.js

Issue 12251005: [cc-frame-viewer] Add gl-matrix to third_party [redux] (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 7 years, 10 months ago
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Index: tools/cc-frame-viewer/third_party/gl-matrix/src/gl-matrix/vec2.js
diff --git a/tools/cc-frame-viewer/third_party/gl-matrix/src/gl-matrix/vec2.js b/tools/cc-frame-viewer/third_party/gl-matrix/src/gl-matrix/vec2.js
new file mode 100644
index 0000000000000000000000000000000000000000..a5a29a8f40f7f10c46bb781fa558c80a6398c7da
--- /dev/null
+++ b/tools/cc-frame-viewer/third_party/gl-matrix/src/gl-matrix/vec2.js
@@ -0,0 +1,482 @@
+/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
+
+Redistribution and use in source and binary forms, with or without modification,
+are permitted provided that the following conditions are met:
+
+ * Redistributions of source code must retain the above copyright notice, this
+ list of conditions and the following disclaimer.
+ * Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
+ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
+
+/**
+ * @class 2 Dimensional Vector
+ * @name vec2
+ */
+var vec2 = {};
+
+/**
+ * Creates a new, empty vec2
+ *
+ * @returns {vec2} a new 2D vector
+ */
+vec2.create = function() {
+ var out = new GLMAT_ARRAY_TYPE(2);
+ 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
+ */
+vec2.clone = function(a) {
+ var out = new GLMAT_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
+ */
+vec2.fromValues = function(x, y) {
+ var out = new GLMAT_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
+ */
+vec2.copy = function(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
+ */
+vec2.set = function(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
+ */
+vec2.add = function(out, a, b) {
+ out[0] = a[0] + b[0];
+ out[1] = a[1] + b[1];
+ return out;
+};
+
+/**
+ * Subtracts two vec2's
+ *
+ * @param {vec2} out the receiving vector
+ * @param {vec2} a the first operand
+ * @param {vec2} b the second operand
+ * @returns {vec2} out
+ */
+vec2.subtract = function(out, a, b) {
+ out[0] = a[0] - b[0];
+ out[1] = a[1] - b[1];
+ return out;
+};
+
+/**
+ * Alias for {@link vec2.subtract}
+ * @function
+ */
+vec2.sub = vec2.subtract;
+
+/**
+ * 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
+ */
+vec2.multiply = function(out, a, b) {
+ out[0] = a[0] * b[0];
+ out[1] = a[1] * b[1];
+ return out;
+};
+
+/**
+ * Alias for {@link vec2.multiply}
+ * @function
+ */
+vec2.mul = vec2.multiply;
+
+/**
+ * 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
+ */
+vec2.divide = function(out, a, b) {
+ out[0] = a[0] / b[0];
+ out[1] = a[1] / b[1];
+ return out;
+};
+
+/**
+ * Alias for {@link vec2.divide}
+ * @function
+ */
+vec2.div = vec2.divide;
+
+/**
+ * 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
+ */
+vec2.min = function(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
+ */
+vec2.max = function(out, a, b) {
+ out[0] = Math.max(a[0], b[0]);
+ out[1] = Math.max(a[1], b[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
+ */
+vec2.scale = function(out, a, b) {
+ out[0] = a[0] * b;
+ out[1] = a[1] * b;
+ 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
+ */
+vec2.distance = function(a, b) {
+ var x = b[0] - a[0],
+ y = b[1] - a[1];
+ return Math.sqrt(x*x + y*y);
+};
+
+/**
+ * Alias for {@link vec2.distance}
+ * @function
+ */
+vec2.dist = vec2.distance;
+
+/**
+ * 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
+ */
+vec2.squaredDistance = function(a, b) {
+ var x = b[0] - a[0],
+ y = b[1] - a[1];
+ return x*x + y*y;
+};
+
+/**
+ * Alias for {@link vec2.squaredDistance}
+ * @function
+ */
+vec2.sqrDist = vec2.squaredDistance;
+
+/**
+ * Calculates the length of a vec2
+ *
+ * @param {vec2} a vector to calculate length of
+ * @returns {Number} length of a
+ */
+vec2.length = function (a) {
+ var x = a[0],
+ y = a[1];
+ return Math.sqrt(x*x + y*y);
+};
+
+/**
+ * Alias for {@link vec2.length}
+ * @function
+ */
+vec2.len = vec2.length;
+
+/**
+ * Calculates the squared length of a vec2
+ *
+ * @param {vec2} a vector to calculate squared length of
+ * @returns {Number} squared length of a
+ */
+vec2.squaredLength = function (a) {
+ var x = a[0],
+ y = a[1];
+ return x*x + y*y;
+};
+
+/**
+ * Alias for {@link vec2.squaredLength}
+ * @function
+ */
+vec2.sqrLen = vec2.squaredLength;
+
+/**
+ * Negates the components of a vec2
+ *
+ * @param {vec2} out the receiving vector
+ * @param {vec2} a vector to negate
+ * @returns {vec2} out
+ */
+vec2.negate = function(out, a) {
+ out[0] = -a[0];
+ out[1] = -a[1];
+ return out;
+};
+
+/**
+ * Normalize a vec2
+ *
+ * @param {vec2} out the receiving vector
+ * @param {vec2} a vector to normalize
+ * @returns {vec2} out
+ */
+vec2.normalize = function(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
+ */
+vec2.dot = function (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
+ */
+vec2.cross = function(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 between the two inputs
+ * @returns {vec2} out
+ */
+vec2.lerp = function (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;
+};
+
+/**
+ * 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
+ */
+vec2.transformMat2 = function(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
+ */
+vec2.transformMat2d = function(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
+ */
+vec2.transformMat3 = function(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
+ */
+vec2.transformMat4 = function(out, a, m) {
+ var x = a[0],
+ 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;
+};
+
+/**
+ * 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
+ */
+vec2.forEach = (function() {
+ var vec = vec2.create();
+
+ return function(a, stride, offset, count, fn, arg) {
+ var i, l;
+ 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;
+ };
+})();
+
+/**
+ * Returns a string representation of a vector
+ *
+ * @param {vec2} vec vector to represent as a string
+ * @returns {String} string representation of the vector
+ */
+vec2.str = function (a) {
+ return 'vec2(' + a[0] + ', ' + a[1] + ')';
+};
+
+if(typeof(exports) !== 'undefined') {
+ exports.vec2 = vec2;
+}

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