StackGenVis: Alignment of Data, Algorithms, and Models for Stacking Ensemble Learning Using Performance Metrics
https://doi.org/10.1109/TVCG.2020.3030352
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721 lines
16 KiB
721 lines
16 KiB
4 years ago
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"use strict";
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function _typeof(obj) { "@babel/helpers - typeof"; 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); }
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Object.defineProperty(exports, "__esModule", {
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value: true
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});
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exports.create = create;
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exports.clone = clone;
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exports.fromValues = fromValues;
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exports.copy = copy;
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exports.set = set;
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exports.add = add;
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exports.subtract = subtract;
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exports.multiply = multiply;
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exports.divide = divide;
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exports.ceil = ceil;
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exports.floor = floor;
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exports.min = min;
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exports.max = max;
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exports.round = round;
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exports.scale = scale;
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exports.scaleAndAdd = scaleAndAdd;
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exports.distance = distance;
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exports.squaredDistance = squaredDistance;
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exports.length = length;
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exports.squaredLength = squaredLength;
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exports.negate = negate;
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exports.inverse = inverse;
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exports.normalize = normalize;
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exports.dot = dot;
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exports.cross = cross;
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exports.lerp = lerp;
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exports.random = random;
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exports.transformMat2 = transformMat2;
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exports.transformMat2d = transformMat2d;
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exports.transformMat3 = transformMat3;
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exports.transformMat4 = transformMat4;
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exports.rotate = rotate;
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exports.angle = angle;
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exports.zero = zero;
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exports.str = str;
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exports.exactEquals = exactEquals;
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exports.equals = equals;
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exports.forEach = exports.sqrLen = exports.sqrDist = exports.dist = exports.div = exports.mul = exports.sub = exports.len = void 0;
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var glMatrix = _interopRequireWildcard(require("./common.js"));
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function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function _getRequireWildcardCache() { return cache; }; return cache; }
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function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || _typeof(obj) !== "object" && typeof obj !== "function") { return { "default": obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
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/**
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* 2 Dimensional Vector
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* @module vec2
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*/
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|
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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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function create() {
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var out = new glMatrix.ARRAY_TYPE(2);
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if (glMatrix.ARRAY_TYPE != Float32Array) {
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out[0] = 0;
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out[1] = 0;
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}
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return out;
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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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function clone(a) {
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var out = new glMatrix.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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* 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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function fromValues(x, y) {
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var out = new glMatrix.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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* 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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function copy(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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* 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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|
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function set(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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||
|
/**
|
||
|
* 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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function add(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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* Subtracts vector b from vector a
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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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function subtract(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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* 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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function multiply(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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* 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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function divide(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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* Math.ceil 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 ceil
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* @returns {vec2} out
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*/
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function ceil(out, a) {
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out[0] = Math.ceil(a[0]);
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out[1] = Math.ceil(a[1]);
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return out;
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}
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/**
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* Math.floor 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 floor
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* @returns {vec2} out
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*/
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function floor(out, a) {
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out[0] = Math.floor(a[0]);
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out[1] = Math.floor(a[1]);
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return out;
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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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function min(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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||
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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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||
|
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function max(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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* Math.round 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 round
|
||
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* @returns {vec2} out
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||
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*/
|
||
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function round(out, a) {
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out[0] = Math.round(a[0]);
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out[1] = Math.round(a[1]);
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return out;
|
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|
}
|
||
|
/**
|
||
|
* Scales a vec2 by a scalar number
|
||
|
*
|
||
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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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||
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* @param {Number} b amount to scale the vector by
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||
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* @returns {vec2} out
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||
|
*/
|
||
|
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||
|
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||
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function scale(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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* Adds two vec2's after scaling the second operand by a scalar value
|
||
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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} scale the amount to scale b by before adding
|
||
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* @returns {vec2} out
|
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|
*/
|
||
|
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||
|
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function scaleAndAdd(out, a, b, scale) {
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out[0] = a[0] + b[0] * scale;
|
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out[1] = a[1] + b[1] * scale;
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return out;
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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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function distance(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.hypot(x, y);
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}
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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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||
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* @returns {Number} squared distance between a and b
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||
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*/
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function squaredDistance(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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||
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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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||
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function length(a) {
|
||
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var x = a[0],
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y = a[1];
|
||
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return Math.hypot(x, y);
|
||
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}
|
||
|
/**
|
||
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* Calculates the squared length of a vec2
|
||
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*
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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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function squaredLength(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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* Negates the components of a vec2
|
||
|
*
|
||
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* @param {vec2} out the receiving vector
|
||
|
* @param {vec2} a vector to negate
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||
|
* @returns {vec2} out
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||
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*/
|
||
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function negate(out, a) {
|
||
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out[0] = -a[0];
|
||
|
out[1] = -a[1];
|
||
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return out;
|
||
|
}
|
||
|
/**
|
||
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* Returns the inverse of 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 invert
|
||
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* @returns {vec2} out
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||
|
*/
|
||
|
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||
|
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||
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function inverse(out, a) {
|
||
|
out[0] = 1.0 / a[0];
|
||
|
out[1] = 1.0 / a[1];
|
||
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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;
|
||
|
|
||
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if (len > 0) {
|
||
|
//TODO: evaluate use of glm_invsqrt here?
|
||
|
len = 1 / Math.sqrt(len);
|
||
|
}
|
||
|
|
||
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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} rad The angle of rotation in radians
|
||
|
* @returns {vec2} out
|
||
|
*/
|
||
|
|
||
|
|
||
|
function rotate(out, a, b, rad) {
|
||
|
//Translate point to the origin
|
||
|
var p0 = a[0] - b[0],
|
||
|
p1 = a[1] - b[1],
|
||
|
sinC = Math.sin(rad),
|
||
|
cosC = Math.cos(rad); //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],
|
||
|
// mag is the product of the magnitudes of a and b
|
||
|
mag = Math.sqrt(x1 * x1 + y1 * y1) * Math.sqrt(x2 * x2 + y2 * y2),
|
||
|
// mag &&.. short circuits if mag == 0
|
||
|
cosine = mag && (x1 * x2 + y1 * y2) / mag; // Math.min(Math.max(cosine, -1), 1) clamps the cosine between -1 and 1
|
||
|
|
||
|
return Math.acos(Math.min(Math.max(cosine, -1), 1));
|
||
|
}
|
||
|
/**
|
||
|
* Set the components of a vec2 to zero
|
||
|
*
|
||
|
* @param {vec2} out the receiving vector
|
||
|
* @returns {vec2} out
|
||
|
*/
|
||
|
|
||
|
|
||
|
function zero(out) {
|
||
|
out[0] = 0.0;
|
||
|
out[1] = 0.0;
|
||
|
return out;
|
||
|
}
|
||
|
/**
|
||
|
* 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 = length;
|
||
|
/**
|
||
|
* Alias for {@link vec2.subtract}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
exports.len = len;
|
||
|
var sub = subtract;
|
||
|
/**
|
||
|
* Alias for {@link vec2.multiply}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
exports.sub = sub;
|
||
|
var mul = multiply;
|
||
|
/**
|
||
|
* Alias for {@link vec2.divide}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
exports.mul = mul;
|
||
|
var div = divide;
|
||
|
/**
|
||
|
* Alias for {@link vec2.distance}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
exports.div = div;
|
||
|
var dist = distance;
|
||
|
/**
|
||
|
* Alias for {@link vec2.squaredDistance}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
exports.dist = dist;
|
||
|
var sqrDist = squaredDistance;
|
||
|
/**
|
||
|
* Alias for {@link vec2.squaredLength}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
exports.sqrDist = sqrDist;
|
||
|
var 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
|
||
|
*/
|
||
|
|
||
|
exports.sqrLen = sqrLen;
|
||
|
|
||
|
var forEach = function () {
|
||
|
var vec = 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;
|
||
|
};
|
||
|
}();
|
||
|
|
||
|
exports.forEach = forEach;
|