246 lines
6.1 KiB
JavaScript
246 lines
6.1 KiB
JavaScript
/**
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* Minimal 3D math: vectors are [x, y, z] arrays, matrices are column-major
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* Float32Array(16) (m[col * 4 + row]), matching the usual graphics convention.
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*
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* Everything here is pure so it can be unit tested outside a browser.
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*/
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export function vec3(x = 0, y = 0, z = 0) {
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return [x, y, z];
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}
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export function add(a, b) {
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return [a[0] + b[0], a[1] + b[1], a[2] + b[2]];
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}
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export function sub(a, b) {
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return [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
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}
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export function mulScalar(a, s) {
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return [a[0] * s, a[1] * s, a[2] * s];
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}
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export function dot(a, b) {
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return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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}
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export function cross(a, b) {
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return [
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a[1] * b[2] - a[2] * b[1],
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a[2] * b[0] - a[0] * b[2],
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a[0] * b[1] - a[1] * b[0]
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];
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}
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export function length(a) {
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return Math.hypot(a[0], a[1], a[2]);
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}
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export function normalize(a) {
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const len = length(a);
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return len === 0 ? [0, 0, 0] : [a[0] / len, a[1] / len, a[2] / len];
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}
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export function lerp(a, b, t) {
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return a + (b - a) * t;
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}
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/** Reflection of incident vector `d` about normal `n`. */
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export function reflect(d, n) {
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const k = 2 * dot(n, d);
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return [d[0] - k * n[0], d[1] - k * n[1], d[2] - k * n[2]];
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}
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export function clamp(value, min, max) {
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return value < min ? min : value > max ? max : value;
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}
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/** Smooth 0..1 ramp, used for animation easing. */
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export function smoothstep(edge0, edge1, x) {
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const t = clamp((x - edge0) / (edge1 - edge0), 0, 1);
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return t * t * (3 - 2 * t);
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}
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export function mat4Identity() {
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const m = new Float32Array(16);
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m[0] = m[5] = m[10] = m[15] = 1;
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return m;
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}
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/** Returns a ∘ b (b applied first, then a). */
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export function mat4Mul(a, b) {
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const out = new Float32Array(16);
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for (let col = 0; col < 4; col += 1) {
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for (let row = 0; row < 4; row += 1) {
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let sum = 0;
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for (let k = 0; k < 4; k += 1) {
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sum += a[k * 4 + row] * b[col * 4 + k];
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}
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out[col * 4 + row] = sum;
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}
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}
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return out;
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}
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export function mat4Translate(x, y, z) {
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const m = mat4Identity();
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m[12] = x;
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m[13] = y;
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m[14] = z;
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return m;
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}
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export function mat4Scale(x, y = x, z = x) {
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const m = mat4Identity();
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m[0] = x;
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m[5] = y;
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m[10] = z;
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return m;
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}
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export function mat4RotateX(rad) {
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const m = mat4Identity();
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const c = Math.cos(rad);
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const s = Math.sin(rad);
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m[5] = c;
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m[6] = s;
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m[9] = -s;
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m[10] = c;
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return m;
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}
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export function mat4RotateY(rad) {
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const m = mat4Identity();
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const c = Math.cos(rad);
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const s = Math.sin(rad);
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m[0] = c;
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m[2] = -s;
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m[8] = s;
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m[10] = c;
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return m;
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}
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export function mat4RotateZ(rad) {
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const m = mat4Identity();
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const c = Math.cos(rad);
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const s = Math.sin(rad);
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m[0] = c;
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m[1] = s;
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m[4] = -s;
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m[5] = c;
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return m;
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}
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export function mat4Perspective(fovY, aspect, near, far) {
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const f = 1 / Math.tan(fovY / 2);
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const m = new Float32Array(16);
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m[0] = f / aspect;
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m[5] = f;
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m[10] = (far + near) / (near - far);
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m[11] = -1;
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m[14] = (2 * far * near) / (near - far);
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return m;
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}
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export function mat4LookAt(eye, target, up) {
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const zAxis = normalize(sub(eye, target));
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const xAxis = normalize(cross(up, zAxis));
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const yAxis = cross(zAxis, xAxis);
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const m = mat4Identity();
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m[0] = xAxis[0];
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m[1] = yAxis[0];
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m[2] = zAxis[0];
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m[4] = xAxis[1];
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m[5] = yAxis[1];
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m[6] = zAxis[1];
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m[8] = xAxis[2];
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m[9] = yAxis[2];
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m[10] = zAxis[2];
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m[12] = -dot(xAxis, eye);
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m[13] = -dot(yAxis, eye);
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m[14] = -dot(zAxis, eye);
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return m;
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}
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/** Transforms a point (w = 1) and returns the full homogeneous result. */
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export function transformPoint(m, p) {
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return [
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m[0] * p[0] + m[4] * p[1] + m[8] * p[2] + m[12],
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m[1] * p[0] + m[5] * p[1] + m[9] * p[2] + m[13],
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m[2] * p[0] + m[6] * p[1] + m[10] * p[2] + m[14],
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m[3] * p[0] + m[7] * p[1] + m[11] * p[2] + m[15]
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];
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}
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/** Transforms a direction (w = 0, ignores translation), then normalizes. */
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export function transformDir(m, v) {
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return normalize([
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m[0] * v[0] + m[4] * v[1] + m[8] * v[2],
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m[1] * v[0] + m[5] * v[1] + m[9] * v[2],
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m[2] * v[0] + m[6] * v[1] + m[10] * v[2]
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]);
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}
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/**
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* Projects a homogeneous point into CSS-pixel screen space.
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* Returns null when the point sits on or behind the camera plane.
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*/
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export function projectToScreen(clip, width, height) {
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const w = clip[3];
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if (w <= 1e-6) return null;
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const ndcX = clip[0] / w;
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const ndcY = clip[1] / w;
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return {
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x: (ndcX * 0.5 + 0.5) * width,
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y: (0.5 - ndcY * 0.5) * height,
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depth: clip[2] / w
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};
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}
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/**
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* Solves the 2D affine transform taking local (x, y) to screen (X, Y) from three
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* point correspondences, returned as [a, b, c, d, e, f] for setTransform.
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* Used to lay the answer text onto the projected die face.
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*/
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export function affineFromThreePoints(p1, p2, p3) {
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const [x1, y1] = p1.local;
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const [x2, y2] = p2.local;
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const [x3, y3] = p3.local;
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const den = (x1 - x3) * (y2 - y3) - (x2 - x3) * (y1 - y3);
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if (Math.abs(den) < 1e-9) return null;
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const s1 = p1.screen;
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const s2 = p2.screen;
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const s3 = p3.screen;
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const a = ((s1[0] - s3[0]) * (y2 - y3) - (s2[0] - s3[0]) * (y1 - y3)) / den;
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const c = ((x1 - x3) * (s2[0] - s3[0]) - (x2 - x3) * (s1[0] - s3[0])) / den;
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const b = ((s1[1] - s3[1]) * (y2 - y3) - (s2[1] - s3[1]) * (y1 - y3)) / den;
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const d = ((x1 - x3) * (s2[1] - s3[1]) - (x2 - x3) * (s1[1] - s3[1])) / den;
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return [a, b, c, d, s1[0] - a * x1 - c * y1, s1[1] - b * x1 - d * y1];
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}
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/** Mixes two [r, g, b] colours (0..255) by t. */
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export function mixRgb(from, to, t) {
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return [
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from[0] + (to[0] - from[0]) * t,
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from[1] + (to[1] - from[1]) * t,
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from[2] + (to[2] - from[2]) * t
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];
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}
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export function rgbCss(rgb, alpha = 1) {
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const r = Math.round(clamp(rgb[0], 0, 255));
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const g = Math.round(clamp(rgb[1], 0, 255));
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const b = Math.round(clamp(rgb[2], 0, 255));
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return alpha >= 1 ? `rgb(${r},${g},${b})` : `rgba(${r},${g},${b},${clamp(alpha, 0, 1)})`;
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}
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/** Parses '#rrggbb' into [r, g, b]. */
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export function hexToRgb(hex) {
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const value = hex.replace('#', '');
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return [
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parseInt(value.slice(0, 2), 16),
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parseInt(value.slice(2, 4), 16),
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parseInt(value.slice(4, 6), 16)
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];
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}
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