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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index 0000000000000000000000000000000000000000..a5a29a8f40f7f10c46bb781fa558c80a6398c7da |
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+/* 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; |
+} |