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Pyro Nicampt committed 2024-12-21 18:16:35 -06:00
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'use strict';
import * as Vector from './vectorlib.js';
/** A 3D vector
* @typedef {Object} Vector
* @property {number} x
* @property {number} y
* @property {number} z
*/
/** Estimate the maximum grade of the bezier.
* @param {Vector} p1 - Start
* @param {Vector} h1 - Handle 1
* @param {Vector} h2 - Handle 2
* @param {Vector} p2 - End
* @param {number} iterationCount - How many steps along the bezier to check
* @returns {number} Grade as a decimal
*/
export function estimateMaxGrade(p1, h1, h2, p2, iterationCount = 50){
let grade = 0;
let totalGrade = 0;
for(let i=0; i<=iterationCount; i++){
let tan = evaluateVelocity(p1, h1, h2, p2, i/iterationCount);
let newGrade = Math.abs(tan.y)/Math.sqrt(tan.x*tan.x + tan.z*tan.z);
grade = Math.max(grade, newGrade);
totalGrade += newGrade;
}
return grade;
}
/** Estimate the length of the bezier.
* @param {Vector} p1 - Start
* @param {Vector} h1 - Handle 1
* @param {Vector} h2 - Handle 2
* @param {Vector} p2 - End
* @param {number} iterationCount - How many steps along the bezier to check
* @returns {number} Length
*/
export function estimateLength(p1, h1, h2, p2, iterationCount = 50){
let length = 0;
let prevPos = p1;
let curPos = {};
for(let i=1; i<=iterationCount; i++){
curPos = evaluatePoint(p1, h1, h2, p2, i/iterationCount);
length += Vector.distance(prevPos, curPos);
prevPos = curPos;
}
return length;
}
/** Estimate the maximum 3D curvature of the bezier.
* @param {Vector} p1 - Start
* @param {Vector} h1 - Handle 1
* @param {Vector} h2 - Handle 2
* @param {Vector} p2 - End
* @param {number} iterationCount - How many steps along the bezier to check
* @returns {number} Curvature, take `1/curvature` to get radius.
*/
export function estimateMaxCurvature(p1, h1, h2, p2, iterationCount = 50){
let curvature = 0;
let t = 0;
let vel = {};
for(let i=0; i<iterationCount; i++){
t = i/iterationCount;
vel = evaluateVelocity(p1, h1, h2, p2, t);
curvature = Math.max(curvature,
Vector.length(Vector.cross(vel, evaluateAcceleration(p1, h1, h2, p2, t)))
/Math.pow(Vector.length(vel),3));
}
return curvature;
}
/** Evaluate the bezier at `t`, getting position.
* @param {Vector} p1 - Start
* @param {Vector} h1 - Handle 1
* @param {Vector} h2 - Handle 2
* @param {Vector} p2 - End
* @param {number} t - 0 to 1 of how far into the curve to check.
* @returns {Vector}
*/
export function evaluatePoint(p1, h1, h2, p2, t){
let result = {};
let t3 = t*t*t;
let t2 = t*t;
let p1v = -t3 + 3*t2 - 3*t + 1;
let h1v = 3*t3 - 6*t2 + 3*t;
let h2v = -3*t3 + 3*t2;
for(const axis of ['x', 'y', 'z']){
result[axis] = p1[axis]*p1v + h1[axis]*h1v + h2[axis]*h2v + p2[axis]*t3;
}
return result;
}
/** Evaluate the bezier's first derivative at `t`, getting velocity.
* @param {Vector} p1 - Start
* @param {Vector} h1 - Handle 1
* @param {Vector} h2 - Handle 2
* @param {Vector} p2 - End
* @param {number} t - 0 to 1 of how far into the curve to check.
* @returns {Vector}
*/
export function evaluateVelocity(p1, h1, h2, p2, t){
let result = {};
let t2 = t*t;
let p1v = -3*t2 + 6*t -3;
let h1v = 9*t2 - 12*t +3;
let h2v = -9*t2 + 6*t;
let p2v = 3*t2;
for(const axis of ['x', 'y', 'z']){
result[axis] = p1[axis]*p1v + h1[axis]*h1v + h2[axis]*h2v + p2[axis]*p2v;
}
return result;
}
/** Evaluate the bezier's second derivative at `t`, getting acceleration.
* @param {Vector} p1 - Start
* @param {Vector} h1 - Handle 1
* @param {Vector} h2 - Handle 2
* @param {Vector} p2 - End
* @param {number} t - 0 to 1 of how far into the curve to check.
* @returns {Vector}
*/
export function evaluateAcceleration(p1, h1, h2, p2, t){
let result = {};
let p1v = -6*t + 6;
let h1v = 18*t -12;
let h2v = -18*t + 6;
let p2v = 6*t;
for(const axis of ['x', 'y', 'z']){
result[axis] = p1[axis]*p1v + h1[axis]*h1v + h2[axis]*h2v + p2[axis]*p2v;
}
return result;
}
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'use strict';
const gradeIncrements = [
0.0498,
0.04,
0.035,
0.03,
0.025,
0.02,
0.015,
0.01,
0.005,
0.001
]
export function randomRange(min=0.0, max=1.0){
return Math.random()*(max-min) + min;
}
export function rgba2hex(r,g,b,a=1.0){
r = Math.min(Math.max(r,0),1);
g = Math.min(Math.max(g,0),1);
b = Math.min(Math.max(b,0),1);
a = Math.min(Math.max(a,0),1);
return `#${
Math.round(r*255).toString(16).padStart(2, '0').substring(0,2)
}${
Math.round(g*255).toString(16).padStart(2, '0').substring(0,2)
}${
Math.round(b*255).toString(16).padStart(2, '0').substring(0,2)
}${
Math.round(a*255).toString(16).padStart(2, '0').substring(0,2)
}`;
}
export function gradeToClass(grade){
let result = '';
for(let j=0; j<gradeIncrements.length; j++){
if(grade > gradeIncrements[j]){
result = `grade_${gradeIncrements.length-(j+1)}`;
break;
}
}
if(result) return result;
}
export function radiusToSpeed(radius){
if(radius < 50) return 10;
else if(radius < 70) return 20;
else if(radius < 95) return 30;
else if(radius < 130) return 40;
else if(radius < 170) return 50;
else if(radius < 230) return 60;
else if(radius < 360) return 70;
else if(radius < 700) return 80;
else if(radius < 900) return 90;
else if(radius < 1200) return 100;
return 120;
}
export function clamp(v, min = 0, max = 1){
return Math.max(Math.min(v, max), min);
}
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'use strict';
/** A 3D vector
* @typedef {Object} Vector
* @property {number} x
* @property {number} y
* @property {number} z
*/
/** Get Euclidean Distance between v1 and v2.
* @param {Vector} v1
* @param {Vector} v2
* @returns {number}
*/
export function distance(v1, v2){
return Math.sqrt(Math.pow(v1.x-v2.x, 2)+Math.pow(v1.y-v2.y, 2)+Math.pow(v1.z-v2.z, 2));
}
/** Get Manhattan Distance between v1 and v2.
* @param {Vector} v1
* @param {Vector} v2
* @returns {number}
*/
export function manhattanDistance(v1, v2){
return Math.abs(v1.x-v2.x) + Math.abs(v1.y-v2.y) + Math.abs(v1.z-v2.z);
}
/** Get Distance between v1 and v2 with decreasing accuracy over distance.
* @param {Vector} v1
* @param {Vector} v2
* @returns {number}
*/
export function roughDistance(v1, v2, farThreshold = 1600){
const halfFar = farThreshold/2;
let subvec = absSubtract(v1, v2);
if(subvec.x > farThreshold) return subvec.x;
else if(subvec.y > farThreshold) return subvec.y;
else if(subvec.z > farThreshold) return subvec.z;
else if(subvec.x > halfFar || subvec.y > halfFar || subvec.z > halfFar) return subvec.x+subvec.y+subvec.z;
return distance(v1, v2);
}
/** Get length of a vector.
* @param {Vector} v1
* @returns {number}
*/
export function length(v1){
return Math.sqrt(v1.x*v1.x + v1.y*v1.y + v1.z*v1.z);
}
/** Return the same vector with a length of 1.
* @param {Vector} v1
* @returns {Vector}
*/
export function normalize(v1){
const len = length(v1);
if(len === 0) return v1;
return {x:v1.x/len, y:v1.y/len, z:v1.z/len};
}
/** Get the cross-product of v1 and v2
* @param {Vector} v1
* @param {Vector} v2
* @param {boolean} normalize - normalize the input vectors
* @returns {Vector}
*/
export function cross(v1, v2, normalize = false){
if(normalize){
v1 = normalize(v1);
v2 = normalize(v2);
}
return {
x: v1.y*v2.z - v1.z*v2.y,
y: v1.z*v2.x - v1.x*v2.z,
z: v1.x*v2.y - v1.y*v2.x
};
}
/** Get the dot-product of v1 and v2
* @param {Vector} v1
* @param {Vector} v2
* @param {boolean} normalize - normalize the input vectors
* @returns {number}
*/
export function dot(v1, v2, normalize = false){
let len = 1;
if(normalize) len = 1/(length(v1) * length(v2));
return v1.x*v2.x*len + v1.y*v2.y*len + v1.z*v2.z*len;
}
/** Are v1 and v2 within range of each other.
* @param {Vector} v1
* @param {Vector} v2
* @param {number} range
* @returns {boolean}
*/
export function isWithinAARange(v1, v2, range){
return !(Math.abs(v2.x-v1.x) > range || Math.abs(v2.y-v1.y) > range || Math.abs(v2.z-v1.z) > range);
}
export function subtract(v1, v2){
return {x:v1.x-v2.x, y:v1.y-v2.y, z:v1.y-v2.y};
}
export function absSubtract(v1, v2){
return {x:Math.abs(v1.x-v2.x), y:Math.abs(v1.y-v2.y), z:Math.abs(v1.y-v2.y)};
}
class vector {
constructor(x,y,z){
this.x = x;
this.y = y;
this.z = z;
}
}