| 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
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| new file mode 100644
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| index 0000000000000000000000000000000000000000..a5a29a8f40f7f10c46bb781fa558c80a6398c7da
|
| --- /dev/null
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| +++ b/tools/cc-frame-viewer/third_party/gl-matrix/src/gl-matrix/vec2.js
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| @@ -0,0 +1,482 @@
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| +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved.
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| +
|
| +Redistribution and use in source and binary forms, with or without modification,
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| +are permitted provided that the following conditions are met:
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| +
|
| + * Redistributions of source code must retain the above copyright notice, this
|
| + list of conditions and the following disclaimer.
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| + * Redistributions in binary form must reproduce the above copyright notice,
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| + this list of conditions and the following disclaimer in the documentation
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| + and/or other materials provided with the distribution.
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| +
|
| +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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| +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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| +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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| +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR
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| +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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| +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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| +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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| +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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| +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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| +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */
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| +
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| +/**
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| + * @class 2 Dimensional Vector
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| + * @name vec2
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| + */
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| +var vec2 = {};
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| +
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| +/**
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| + * Creates a new, empty vec2
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| + *
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| + * @returns {vec2} a new 2D vector
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| + */
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| +vec2.create = function() {
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| + var out = new GLMAT_ARRAY_TYPE(2);
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| + out[0] = 0;
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| + out[1] = 0;
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| + return out;
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| +};
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| +
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| +/**
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| + * Creates a new vec2 initialized with values from an existing vector
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| + *
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| + * @param {vec2} a vector to clone
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| + * @returns {vec2} a new 2D vector
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| + */
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| +vec2.clone = function(a) {
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| + var out = new GLMAT_ARRAY_TYPE(2);
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| + out[0] = a[0];
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| + out[1] = a[1];
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| + return out;
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| +};
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| +
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| +/**
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| + * Creates a new vec2 initialized with the given values
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| + *
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| + * @param {Number} x X component
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| + * @param {Number} y Y component
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| + * @returns {vec2} a new 2D vector
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| + */
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| +vec2.fromValues = function(x, y) {
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| + var out = new GLMAT_ARRAY_TYPE(2);
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| + out[0] = x;
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| + out[1] = y;
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| + return out;
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| +};
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| +
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| +/**
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| + * Copy the values from one vec2 to another
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| + *
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| + * @param {vec2} out the receiving vector
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| + * @param {vec2} a the source vector
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| + * @returns {vec2} out
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| + */
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| +vec2.copy = function(out, a) {
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| + out[0] = a[0];
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| + out[1] = a[1];
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| + return out;
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| +};
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| +
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| +/**
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| + * Set the components of a vec2 to the given values
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| + *
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| + * @param {vec2} out the receiving vector
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| + * @param {Number} x X component
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| + * @param {Number} y Y component
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| + * @returns {vec2} out
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| + */
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| +vec2.set = function(out, x, y) {
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| + out[0] = x;
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| + out[1] = y;
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| + return out;
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| +};
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| +
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| +/**
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| + * Adds two vec2's
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| + *
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| + * @param {vec2} out the receiving vector
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| + * @param {vec2} a the first operand
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| + * @param {vec2} b the second operand
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| + * @returns {vec2} out
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| + */
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| +vec2.add = function(out, a, b) {
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| + out[0] = a[0] + b[0];
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| + out[1] = a[1] + b[1];
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| + return out;
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| +};
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| +
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| +/**
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| + * Subtracts two vec2's
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| + *
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| + * @param {vec2} out the receiving vector
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| + * @param {vec2} a the first operand
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| + * @param {vec2} b the second operand
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| + * @returns {vec2} out
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| + */
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| +vec2.subtract = function(out, a, b) {
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| + out[0] = a[0] - b[0];
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| + out[1] = a[1] - b[1];
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| + return out;
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| +};
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| +
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| +/**
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| + * Alias for {@link vec2.subtract}
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| + * @function
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| + */
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| +vec2.sub = vec2.subtract;
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| +
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| +/**
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| + * Multiplies two vec2's
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| + *
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| + * @param {vec2} out the receiving vector
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| + * @param {vec2} a the first operand
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| + * @param {vec2} b the second operand
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| + * @returns {vec2} out
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| + */
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| +vec2.multiply = function(out, a, b) {
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| + out[0] = a[0] * b[0];
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| + out[1] = a[1] * b[1];
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| + return out;
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| +};
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| +
|
| +/**
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| + * Alias for {@link vec2.multiply}
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| + * @function
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| + */
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| +vec2.mul = vec2.multiply;
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| +
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| +/**
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| + * Divides two vec2's
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| + *
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| + * @param {vec2} out the receiving vector
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| + * @param {vec2} a the first operand
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| + * @param {vec2} b the second operand
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| + * @returns {vec2} out
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| + */
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| +vec2.divide = function(out, a, b) {
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| + out[0] = a[0] / b[0];
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| + out[1] = a[1] / b[1];
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| + return out;
|
| +};
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| +
|
| +/**
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| + * Alias for {@link vec2.divide}
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| + * @function
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| + */
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| +vec2.div = vec2.divide;
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| +
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| +/**
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| + * Returns the minimum of two vec2's
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| + *
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| + * @param {vec2} out the receiving vector
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| + * @param {vec2} a the first operand
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| + * @param {vec2} b the second operand
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| + * @returns {vec2} out
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| + */
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| +vec2.min = function(out, a, b) {
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| + out[0] = Math.min(a[0], b[0]);
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| + out[1] = Math.min(a[1], b[1]);
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| + return out;
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| +};
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| +
|
| +/**
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| + * Returns the maximum of two vec2's
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| + *
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| + * @param {vec2} out the receiving vector
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| + * @param {vec2} a the first operand
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| + * @param {vec2} b the second operand
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| + * @returns {vec2} out
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| + */
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| +vec2.max = function(out, a, b) {
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| + out[0] = Math.max(a[0], b[0]);
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| + out[1] = Math.max(a[1], b[1]);
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| + return out;
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| +};
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| +
|
| +/**
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| + * Scales a vec2 by a scalar number
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| + *
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| + * @param {vec2} out the receiving vector
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| + * @param {vec2} a the vector to scale
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| + * @param {Number} b amount to scale the vector by
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| + * @returns {vec2} out
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| + */
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| +vec2.scale = function(out, a, b) {
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| + out[0] = a[0] * b;
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| + out[1] = a[1] * b;
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| + return out;
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| +};
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| +
|
| +/**
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| + * Calculates the euclidian distance between two vec2's
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| + *
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| + * @param {vec2} a the first operand
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| + * @param {vec2} b the second operand
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| + * @returns {Number} distance between a and b
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| + */
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| +vec2.distance = function(a, b) {
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| + var x = b[0] - a[0],
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| + y = b[1] - a[1];
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| + return Math.sqrt(x*x + y*y);
|
| +};
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| +
|
| +/**
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| + * Alias for {@link vec2.distance}
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| + * @function
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| + */
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| +vec2.dist = vec2.distance;
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| +
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| +/**
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| + * Calculates the squared euclidian distance between two vec2's
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| + *
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| + * @param {vec2} a the first operand
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| + * @param {vec2} b the second operand
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| + * @returns {Number} squared distance between a and b
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| + */
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| +vec2.squaredDistance = function(a, b) {
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| + var x = b[0] - a[0],
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| + y = b[1] - a[1];
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| + return x*x + y*y;
|
| +};
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| +
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| +/**
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| + * Alias for {@link vec2.squaredDistance}
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| + * @function
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| + */
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| +vec2.sqrDist = vec2.squaredDistance;
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| +
|
| +/**
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| + * Calculates the length of a vec2
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| + *
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| + * @param {vec2} a vector to calculate length of
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| + * @returns {Number} length of a
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| + */
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| +vec2.length = function (a) {
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| + var x = a[0],
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| + y = a[1];
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| + return Math.sqrt(x*x + y*y);
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| +};
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| +
|
| +/**
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| + * Alias for {@link vec2.length}
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| + * @function
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| + */
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| +vec2.len = vec2.length;
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| +
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| +/**
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| + * Calculates the squared length of a vec2
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| + *
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| + * @param {vec2} a vector to calculate squared length of
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| + * @returns {Number} squared length of a
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| + */
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| +vec2.squaredLength = function (a) {
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| + var x = a[0],
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| + y = a[1];
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| + return x*x + y*y;
|
| +};
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| +
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| +/**
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| + * Alias for {@link vec2.squaredLength}
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| + * @function
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| + */
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| +vec2.sqrLen = vec2.squaredLength;
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| +
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| +/**
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| + * Negates the components of a vec2
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| + *
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| + * @param {vec2} out the receiving vector
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| + * @param {vec2} a vector to negate
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| + * @returns {vec2} out
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| + */
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| +vec2.negate = function(out, a) {
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| + out[0] = -a[0];
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| + out[1] = -a[1];
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| + return out;
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| +};
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| +
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| +/**
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| + * Normalize a vec2
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| + *
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| + * @param {vec2} out the receiving vector
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| + * @param {vec2} a vector to normalize
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| + * @returns {vec2} out
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| + */
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| +vec2.normalize = function(out, a) {
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| + var x = a[0],
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| + y = a[1];
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| + var len = x*x + y*y;
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| + if (len > 0) {
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| + //TODO: evaluate use of glm_invsqrt here?
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| + len = 1 / Math.sqrt(len);
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| + out[0] = a[0] * len;
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| + out[1] = a[1] * len;
|
| + }
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| + return out;
|
| +};
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| +
|
| +/**
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| + * Calculates the dot product of two vec2's
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| + *
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| + * @param {vec2} a the first operand
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| + * @param {vec2} b the second operand
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| + * @returns {Number} dot product of a and b
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| + */
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| +vec2.dot = function (a, b) {
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| + return a[0] * b[0] + a[1] * b[1];
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| +};
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| +
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| +/**
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| + * Computes the cross product of two vec2's
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| + * Note that the cross product must by definition produce a 3D vector
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| + *
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| + * @param {vec3} out the receiving vector
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| + * @param {vec2} a the first operand
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| + * @param {vec2} b the second operand
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| + * @returns {vec3} out
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| + */
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| +vec2.cross = function(out, a, b) {
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| + var z = a[0] * b[1] - a[1] * b[0];
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| + out[0] = out[1] = 0;
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| + out[2] = z;
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| + return out;
|
| +};
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| +
|
| +/**
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| + * Performs a linear interpolation between two vec2's
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| + *
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| + * @param {vec2} out the receiving vector
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| + * @param {vec2} a the first operand
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| + * @param {vec2} b the second operand
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| + * @param {Number} t interpolation amount between the two inputs
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| + * @returns {vec2} out
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| + */
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| +vec2.lerp = function (out, a, b, t) {
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| + var ax = a[0],
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| + ay = a[1];
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| + out[0] = ax + t * (b[0] - ax);
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| + out[1] = ay + t * (b[1] - ay);
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| + return out;
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| +};
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| +
|
| +/**
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| + * Transforms the vec2 with a mat2
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| + *
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| + * @param {vec2} out the receiving vector
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| + * @param {vec2} a the vector to transform
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| + * @param {mat2} m matrix to transform with
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| + * @returns {vec2} out
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| + */
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| +vec2.transformMat2 = function(out, a, m) {
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| + var x = a[0],
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| + y = a[1];
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| + out[0] = m[0] * x + m[2] * y;
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| + out[1] = m[1] * x + m[3] * y;
|
| + return out;
|
| +};
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| +
|
| +/**
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| + * Transforms the vec2 with a mat2d
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| + *
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| + * @param {vec2} out the receiving vector
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| + * @param {vec2} a the vector to transform
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| + * @param {mat2d} m matrix to transform with
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| + * @returns {vec2} out
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| + */
|
| +vec2.transformMat2d = function(out, a, m) {
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| + var x = a[0],
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| + y = a[1];
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| + out[0] = m[0] * x + m[2] * y + m[4];
|
| + out[1] = m[1] * x + m[3] * y + m[5];
|
| + return out;
|
| +};
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| +
|
| +/**
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| + * Transforms the vec2 with a mat3
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| + * 3rd vector component is implicitly '1'
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| + *
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| + * @param {vec2} out the receiving vector
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| + * @param {vec2} a the vector to transform
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| + * @param {mat3} m matrix to transform with
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| + * @returns {vec2} out
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| + */
|
| +vec2.transformMat3 = function(out, a, m) {
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| + var x = a[0],
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| + y = a[1];
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| + out[0] = m[0] * x + m[3] * y + m[6];
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| + out[1] = m[1] * x + m[4] * y + m[7];
|
| + return out;
|
| +};
|
| +
|
| +/**
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| + * Transforms the vec2 with a mat4
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| + * 3rd vector component is implicitly '0'
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| + * 4th vector component is implicitly '1'
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| + *
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| + * @param {vec2} out the receiving vector
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| + * @param {vec2} a the vector to transform
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| + * @param {mat4} m matrix to transform with
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| + * @returns {vec2} out
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| + */
|
| +vec2.transformMat4 = function(out, a, m) {
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| + var x = a[0],
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| + y = a[1];
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| + out[0] = m[0] * x + m[4] * y + m[12];
|
| + out[1] = m[1] * x + m[5] * y + m[13];
|
| + return out;
|
| +};
|
| +
|
| +/**
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| + * Perform some operation over an array of vec2s.
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| + *
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| + * @param {Array} a the array of vectors to iterate over
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| + * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed
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| + * @param {Number} offset Number of elements to skip at the beginning of the array
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| + * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
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| + * @param {Function} fn Function to call for each vector in the array
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| + * @param {Object} [arg] additional argument to pass to fn
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| + * @returns {Array} a
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| + * @function
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| + */
|
| +vec2.forEach = (function() {
|
| + var vec = vec2.create();
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| +
|
| + 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;
|
| +}
|
|
|