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doc/MathUtil.md

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dochtml/MathUtil.html

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extras/evaluators.js

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@@ -220,30 +220,6 @@ function Circle(radius, rotationDegrees, reversed) {
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return [0, Math.PI * 2];
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};
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}
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/*
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const PolarCurve = function(radius, rotationDegrees, reversed) {
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this.radius = radius;
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this.reversed = reversed || false;
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let phase = rotationDegrees || 0;
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phase = phase >= 0 && phase < 360 ? phase : phase % 360 +
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(phase < 0 ? 360 : 0);
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phase *= MathUtil.ToRadians;
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this.phase = phase;
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this.evaluate = function(u) {
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const angle = reversed ? Math.PI * 2 - (u + this.phase) :
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u + this.phase;
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const c = Math.cos(angle);
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const s = angle >= 0 && angle < 6.283185307179586 ? angle <= 3.141592653589793 ? Math.sqrt(1.0 - c * c) : -Math.sqrt(1.0 - c * c) : Math.sin(angle);
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const r = this.radius(angle);
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return [r * c,
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r * s];
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};
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this.endPoints = function() {
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return [0, Math.PI * 2];
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};
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};
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*/
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/** @ignore
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* @constructor */
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function Line(length) {

h3du-bspline.js

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@@ -155,7 +155,7 @@ function bezierQuadraticDerivative(points, elementsPerValue, t) {
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* of control points, represents the <i>degree</i> of the B-spline
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* curve. For example, a degree-3 (cubic) B-spline curve with four control points must contain eight knots, which is four (1 plus degree 3) more knots than the number of control points. A degree of 1
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* results in straight line segments.<br>
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* The knot vector must be a monotonically nondecreasing sequence,
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* The knot vector must be a nowhere increasing sequence,
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* the first knot must not equal the last, and the same knot may not be repeated
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* more than N+1 times at the beginning and end of the vector, or more than
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* N times elsewhere, where N is the curve's degree.

h3du-math.js

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h3du-misc.js

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In case this is not possible, this file is also licensed under the Unlicense: https://unlicense.org/
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*/
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/* global JSON, Promise */
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/* global JSON */
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/**
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* This is a library with classes and methods that were formerly in the Public Domain HTML 3D Library.<p>
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* This page describes miscellaneous utility methods included in the
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* library.
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* @namespace H3DU
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* @license CC0-1.0
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* @license Unlicense
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*/
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/** @suppress {checkTypes}
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* @ignore */

h3du-semantic.js

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@@ -32,7 +32,7 @@ Semantic.POSITION = 0;
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Semantic.NORMAL = 1;
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/** Attribute semantic for a tuple of texture coordinates.<p>
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* If a texture (array of memory units) will be applied to a mesh buffer's geometry, then texture coordinates need to be specified for each vertex in that mesh buffer. In general, a texture coordinate is one of two numbers, called U and V, that map to a specific point in the texture. Each texture coordinate ranges from 0 to 1.<p>
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* In most 3D graphics pipelines, U coordinates start at the left of the texture (0) and increase to the right (1). In some graphics pipelines, such as OpenGL, V coordinates start by default at the bottom of the texture (0) and increase to the top (1), while in others, such as WebGL, Vulkan, Metal, and DirectX, V coordinates start by default at the top of the texture and increase to the bottom. Thus, for example, in OpenGL by default, texture coordinates (0, 1) indicate the top left corner of the texture, and texture coordinates (0.5, 0.5) indicate the center of the texture.<p>
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* In most 3D graphics pipelines, U coordinates start at the left of the texture (0) and increase to the right (1). In some graphics pipelines, such as OpenGL, V coordinates start by default at the bottom of the texture (0) and increase to the top (1), while in others, such as WebGL, Vulkan, Metal, and Direct3D, V coordinates start by default at the top of the texture and increase to the bottom. Thus, for example, in OpenGL by default, texture coordinates (0, 1) indicate the top left corner of the texture, and texture coordinates (0.5, 0.5) indicate the center of the texture.<p>
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* In general, texture coordinates describe 2-dimensional points.
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* However, for such texturing tasks as mapping
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* a square to a trapezoid, trios of 3-dimensional texture coordinates (U, V, and Z)

h3du_min.js

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h3du_module.js

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promise.js

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