/** * Minimal 3D math: vectors are [x, y, z] arrays, matrices are column-major * Float32Array(16) (m[col * 4 + row]), matching the usual graphics convention. * * Everything here is pure so it can be unit tested outside a browser. */ export function vec3(x = 0, y = 0, z = 0) { return [x, y, z]; } export function add(a, b) { return [a[0] + b[0], a[1] + b[1], a[2] + b[2]]; } export function sub(a, b) { return [a[0] - b[0], a[1] - b[1], a[2] - b[2]]; } export function mulScalar(a, s) { return [a[0] * s, a[1] * s, a[2] * s]; } export function dot(a, b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; } export function cross(a, b) { return [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0] ]; } export function length(a) { return Math.hypot(a[0], a[1], a[2]); } export function normalize(a) { const len = length(a); return len === 0 ? [0, 0, 0] : [a[0] / len, a[1] / len, a[2] / len]; } export function lerp(a, b, t) { return a + (b - a) * t; } /** Reflection of incident vector `d` about normal `n`. */ export function reflect(d, n) { const k = 2 * dot(n, d); return [d[0] - k * n[0], d[1] - k * n[1], d[2] - k * n[2]]; } export function clamp(value, min, max) { return value < min ? min : value > max ? max : value; } /** Smooth 0..1 ramp, used for animation easing. */ export function smoothstep(edge0, edge1, x) { const t = clamp((x - edge0) / (edge1 - edge0), 0, 1); return t * t * (3 - 2 * t); } export function mat4Identity() { const m = new Float32Array(16); m[0] = m[5] = m[10] = m[15] = 1; return m; } /** Returns a ∘ b (b applied first, then a). */ export function mat4Mul(a, b) { const out = new Float32Array(16); for (let col = 0; col < 4; col += 1) { for (let row = 0; row < 4; row += 1) { let sum = 0; for (let k = 0; k < 4; k += 1) { sum += a[k * 4 + row] * b[col * 4 + k]; } out[col * 4 + row] = sum; } } return out; } export function mat4Translate(x, y, z) { const m = mat4Identity(); m[12] = x; m[13] = y; m[14] = z; return m; } export function mat4Scale(x, y = x, z = x) { const m = mat4Identity(); m[0] = x; m[5] = y; m[10] = z; return m; } export function mat4RotateX(rad) { const m = mat4Identity(); const c = Math.cos(rad); const s = Math.sin(rad); m[5] = c; m[6] = s; m[9] = -s; m[10] = c; return m; } export function mat4RotateY(rad) { const m = mat4Identity(); const c = Math.cos(rad); const s = Math.sin(rad); m[0] = c; m[2] = -s; m[8] = s; m[10] = c; return m; } export function mat4RotateZ(rad) { const m = mat4Identity(); const c = Math.cos(rad); const s = Math.sin(rad); m[0] = c; m[1] = s; m[4] = -s; m[5] = c; return m; } export function mat4Perspective(fovY, aspect, near, far) { const f = 1 / Math.tan(fovY / 2); const m = new Float32Array(16); m[0] = f / aspect; m[5] = f; m[10] = (far + near) / (near - far); m[11] = -1; m[14] = (2 * far * near) / (near - far); return m; } export function mat4LookAt(eye, target, up) { const zAxis = normalize(sub(eye, target)); const xAxis = normalize(cross(up, zAxis)); const yAxis = cross(zAxis, xAxis); const m = mat4Identity(); m[0] = xAxis[0]; m[1] = yAxis[0]; m[2] = zAxis[0]; m[4] = xAxis[1]; m[5] = yAxis[1]; m[6] = zAxis[1]; m[8] = xAxis[2]; m[9] = yAxis[2]; m[10] = zAxis[2]; m[12] = -dot(xAxis, eye); m[13] = -dot(yAxis, eye); m[14] = -dot(zAxis, eye); return m; } /** Transforms a point (w = 1) and returns the full homogeneous result. */ export function transformPoint(m, p) { return [ m[0] * p[0] + m[4] * p[1] + m[8] * p[2] + m[12], m[1] * p[0] + m[5] * p[1] + m[9] * p[2] + m[13], m[2] * p[0] + m[6] * p[1] + m[10] * p[2] + m[14], m[3] * p[0] + m[7] * p[1] + m[11] * p[2] + m[15] ]; } /** Transforms a direction (w = 0, ignores translation), then normalizes. */ export function transformDir(m, v) { return normalize([ m[0] * v[0] + m[4] * v[1] + m[8] * v[2], m[1] * v[0] + m[5] * v[1] + m[9] * v[2], m[2] * v[0] + m[6] * v[1] + m[10] * v[2] ]); } /** * Projects a homogeneous point into CSS-pixel screen space. * Returns null when the point sits on or behind the camera plane. */ export function projectToScreen(clip, width, height) { const w = clip[3]; if (w <= 1e-6) return null; const ndcX = clip[0] / w; const ndcY = clip[1] / w; return { x: (ndcX * 0.5 + 0.5) * width, y: (0.5 - ndcY * 0.5) * height, depth: clip[2] / w }; } /** * Solves the 2D affine transform taking local (x, y) to screen (X, Y) from three * point correspondences, returned as [a, b, c, d, e, f] for setTransform. * Used to lay the answer text onto the projected die face. */ export function affineFromThreePoints(p1, p2, p3) { const [x1, y1] = p1.local; const [x2, y2] = p2.local; const [x3, y3] = p3.local; const den = (x1 - x3) * (y2 - y3) - (x2 - x3) * (y1 - y3); if (Math.abs(den) < 1e-9) return null; const s1 = p1.screen; const s2 = p2.screen; const s3 = p3.screen; const a = ((s1[0] - s3[0]) * (y2 - y3) - (s2[0] - s3[0]) * (y1 - y3)) / den; const c = ((x1 - x3) * (s2[0] - s3[0]) - (x2 - x3) * (s1[0] - s3[0])) / den; const b = ((s1[1] - s3[1]) * (y2 - y3) - (s2[1] - s3[1]) * (y1 - y3)) / den; const d = ((x1 - x3) * (s2[1] - s3[1]) - (x2 - x3) * (s1[1] - s3[1])) / den; return [a, b, c, d, s1[0] - a * x1 - c * y1, s1[1] - b * x1 - d * y1]; } /* ─── quaternions ([x, y, z, w], same right-handed convention as the matrices) ─── */ export function quatIdentity() { return [0, 0, 0, 1]; } export function quatFromAxisAngle(axis, rad) { const n = normalize(axis); const half = rad / 2; const s = Math.sin(half); return [n[0] * s, n[1] * s, n[2] * s, Math.cos(half)]; } /** Returns a ∘ b (b applied first). */ export function quatMul(a, b) { const [ax, ay, az, aw] = a; const [bx, by, bz, bw] = b; return [ aw * bx + ax * bw + ay * bz - az * by, aw * by - ax * bz + ay * bw + az * bx, aw * bz + ax * by - ay * bx + az * bw, aw * bw - ax * bx - ay * by - az * bz ]; } export function quatConjugate(q) { return [-q[0], -q[1], -q[2], q[3]]; } export function quatDot(a, b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; } export function quatNormalize(q) { const len = Math.hypot(q[0], q[1], q[2], q[3]); return len === 0 ? quatIdentity() : [q[0] / len, q[1] / len, q[2] / len, q[3] / len]; } /** Shortest-path spherical interpolation; falls back to a lerp when nearly parallel. */ export function quatSlerp(a, b, t) { let d = quatDot(a, b); let target = b; if (d < 0) { target = [-b[0], -b[1], -b[2], -b[3]]; d = -d; } if (d > 0.9995) { return quatNormalize([ a[0] + (target[0] - a[0]) * t, a[1] + (target[1] - a[1]) * t, a[2] + (target[2] - a[2]) * t, a[3] + (target[3] - a[3]) * t ]); } const theta = Math.acos(clamp(d, -1, 1)); const sinTheta = Math.sin(theta); const wa = Math.sin((1 - t) * theta) / sinTheta; const wb = Math.sin(t * theta) / sinTheta; return quatNormalize([ a[0] * wa + target[0] * wb, a[1] * wa + target[1] * wb, a[2] * wa + target[2] * wb, a[3] * wa + target[3] * wb ]); } /** * Shortest-path rotation taking `from` onto `to`: the axis (unit, world space) and the * angle in [0, π]. `quatMul(quatFromAxisAngle(axis, angle), to)` reproduces `from`, * which is what lets a spring unwind the remaining error without ever rewinding. */ export function quatError(from, to) { // The rotation takes `to` onto `from`, so it can be *unwound*: pre-multiplying `to` by // the returned axis/angle reproduces `from`, and driving the angle to zero lands on `to`. let d = quatMul(from, quatConjugate(to)); if (d[3] < 0) d = [-d[0], -d[1], -d[2], -d[3]]; const v = [d[0], d[1], d[2]]; const sin = Math.hypot(v[0], v[1], v[2]); return { axis: sin < 1e-9 ? [0, 1, 0] : [v[0] / sin, v[1] / sin, v[2] / sin], angle: 2 * Math.atan2(sin, d[3]) }; } /** Integrates a freely spinning body one step: q' = normalize(q + ½ ω q dt). */ export function quatIntegrate(q, omega, dt) { const spin = [omega[0] * 0.5 * dt, omega[1] * 0.5 * dt, omega[2] * 0.5 * dt, 0]; const dq = quatMul(spin, q); return quatNormalize([q[0] + dq[0], q[1] + dq[1], q[2] + dq[2], q[3] + dq[3]]); } /** Rotates a direction by a unit quaternion. */ export function quatRotate(q, v) { const qv = [q[0], q[1], q[2]]; const t = mulScalar(cross(qv, v), 2); return add(add(v, mulScalar(t, q[3])), cross(qv, t)); } /** Column-major Float32Array(16) for a unit quaternion. */ export function mat4FromQuat(q) { const [x, y, z, w] = q; const m = mat4Identity(); m[0] = 1 - 2 * (y * y + z * z); m[1] = 2 * (x * y + z * w); m[2] = 2 * (x * z - y * w); m[4] = 2 * (x * y - z * w); m[5] = 1 - 2 * (x * x + z * z); m[6] = 2 * (y * z + x * w); m[8] = 2 * (x * z + y * w); m[9] = 2 * (y * z - x * w); m[10] = 1 - 2 * (x * x + y * y); return m; } /** Integration quantum for `oscillatorStep`: exact for frame times that are multiples of it. */ export const OSCILLATOR_SUBSTEP = 1 / 240; /** * One step of a damped harmonic oscillator, integrated with fixed sub-steps so the result * does not depend on the frame time and cannot blow up on a slow frame (the explicit * scheme is only stable while ω·h stays well below 2). * * @param {{x: number, v: number}} state position and velocity * @param {number} dt frame time in seconds * @param {number} omega undamped angular frequency (rad/s) * @param {number} zeta damping ratio (1 = critically damped, < 1 overshoots) */ export function oscillatorStep(state, dt, omega, zeta, substep = OSCILLATOR_SUBSTEP) { let { x, v } = state; let remaining = dt; while (remaining > 1e-9) { const h = Math.min(substep, remaining); remaining -= h; const accel = -omega * omega * x - 2 * zeta * omega * v; v += accel * h; x += v * h; } return { x, v }; } /** Mixes two [r, g, b] colours (0..255) by t. */ export function mixRgb(from, to, t) { return [ from[0] + (to[0] - from[0]) * t, from[1] + (to[1] - from[1]) * t, from[2] + (to[2] - from[2]) * t ]; } export function rgbCss(rgb, alpha = 1) { const r = Math.round(clamp(rgb[0], 0, 255)); const g = Math.round(clamp(rgb[1], 0, 255)); const b = Math.round(clamp(rgb[2], 0, 255)); return alpha >= 1 ? `rgb(${r},${g},${b})` : `rgba(${r},${g},${b},${clamp(alpha, 0, 1)})`; } /** Parses '#rrggbb' into [r, g, b]. */ export function hexToRgb(hex) { const value = hex.replace('#', ''); return [ parseInt(value.slice(0, 2), 16), parseInt(value.slice(2, 4), 16), parseInt(value.slice(4, 6), 16) ]; }