const SpaceView = (() => { "use strict"; const RAD = Math.PI / 180; const DEFAULTS = { graph: {axis: "none", yaw: 30, pitch: 20, zoom: 1, pan_x: 0, pan_y: 0}, sky: {azimuth: 180, altitude: 0, fov: 180}, }; const LIMITS = { graph: {yaw: [-180, 180], pitch: [-90, 90], zoom: [0.25, 4], pan_x: [-2000, 2000], pan_y: [-2000, 2000]}, sky: {azimuth: [0, 360], altitude: [-30, 85], fov: [20, 240]}, }; const AXES = ["none", "time", "spawn"]; const DEPTH = 600; const LEVELS = 4; const FRAME = 860; const DISTANCE = 1600; const NEAR = 120; const HORIZON = 0.86; const REACH = 0.94; const clamp = (value, low, high) => Math.min(Math.max(value, low), high); const signed = (deg) => ((((deg + 180) % 360) + 360) % 360) - 180; const around = (deg) => ((deg % 360) + 360) % 360; function ease(progress) { return progress < 0.5 ? 4 * progress ** 3 : 1 - (-2 * progress + 2) ** 3 / 2; } function turn(from, to, share) { const full = 2 * Math.PI; const delta = ((((to - from + Math.PI) % full) + full) % full) - Math.PI; return from + delta * share; } function rotation(yaw, pitch) { const [cy, sy, cp, sp] = [Math.cos(yaw * RAD), Math.sin(yaw * RAD), Math.cos(pitch * RAD), Math.sin(pitch * RAD)]; return [cy, 0, sy, sp * sy, cp, -sp * cy, -cp * sy, sp, cp * cy]; } function apply(matrix, point) { return { x: matrix[0] * point.x + matrix[1] * point.y + matrix[2] * point.z, y: matrix[3] * point.x + matrix[4] * point.y + matrix[5] * point.z, z: matrix[6] * point.x + matrix[7] * point.y + matrix[8] * point.z, }; } function camera(view, width, height) { return {matrix: rotation(view.yaw, view.pitch), scale: (Math.min(width, height) / FRAME) * view.zoom, panX: view.pan_x, panY: view.pan_y, cx: width / 2, cy: height / 2, width, height}; } function project(cam, point) { const turned = apply(cam.matrix, point); const reach = DISTANCE + turned.z; if (reach < NEAR) { return null; } const size = (cam.scale * DISTANCE) / reach; return {x: cam.cx + (turned.x + cam.panX) * size, y: cam.cy + (turned.y + cam.panY) * size, depth: turned.z, size}; } function depthSort(items) { return [...items].sort((a, b) => b.depth - a.depth); } function depthOf(axis, sample, range) { if (axis === "time") { const [low, high] = range; const share = high > low ? clamp((sample.ts - low) / (high - low), 0, 1) : 1; return DEPTH * (0.5 - share); } if (axis === "spawn") { return -DEPTH / 2 + (DEPTH / LEVELS) * clamp(sample.level, 0, LEVELS); } return 0; } function clampView(kind, view) { const limits = LIMITS[kind]; const wrapped = kind === "graph" ? {...view, yaw: signed(view.yaw)} : {...view, azimuth: around(view.azimuth)}; return Object.fromEntries(Object.entries(wrapped).map(([key, value]) => [key, Object.hasOwn(limits, key) ? clamp(value, limits[key][0], limits[key][1]) : value])); } function tidy(view) { return Object.fromEntries(Object.entries(view).map(([key, value]) => [key, typeof value === "number" ? Math.round(value * 100) / 100 : value])); } function tween(kind, from, to, share) { const angle = kind === "graph" ? "yaw" : "azimuth"; return Object.fromEntries(Object.entries(to).map(([key, value]) => { if (typeof value !== "number") { return [key, value]; } if (key === angle) { return [key, turn(from[key] * RAD, value * RAD, share) / RAD]; } return [key, from[key] + (value - from[key]) * share]; })); } function lens(view, width, height) { return {matrix: rotation(-view.azimuth, -view.altitude), kx: width / view.fov, ky: ((REACH * HORIZON * height) / 90) * (180 / view.fov), cx: width / 2, cy: HORIZON * height, width, height, view}; } function place(sight, alt, az) { const flat = Math.cos(alt * RAD); const turned = apply(sight.matrix, {x: Math.sin(az * RAD) * flat, y: -Math.sin(alt * RAD), z: Math.cos(az * RAD) * flat}); const lon = Math.atan2(turned.x, turned.z) / RAD; const lat = Math.asin(clamp(-turned.y, -1, 1)) / RAD; return {x: sight.cx + sight.kx * lon, y: sight.cy - sight.ky * lat, lon, lat}; } function horizon(sight, steps) { return Array.from({length: steps + 1}, (_, index) => place(sight, 0, sight.view.azimuth - 180 + (360 * index) / steps)).sort((a, b) => a.x - b.x); } function compass(azimuth) { return Math.round(around(azimuth) / 45) % 8; } return { DEFAULTS, LIMITS, AXES, DEPTH, LEVELS, REACH, clamp, ease, turn, rotation, apply, camera, project, depthSort, depthOf, clampView, tidy, tween, lens, place, horizon, compass, }; })(); if (typeof module === "object" && module.exports) { module.exports = SpaceView; }