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gl-cone3d

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gl-cone3d - npm Package Compare versions

Comparing version 1.0.1 to 1.1.0

example/cone_rossler.js

49

cone.js

@@ -172,16 +172,17 @@ "use strict";

var minZ = 1/0, maxZ = -1/0;
var v2 = null;
var p2 = null;
var u2 = null;
var positionVectors = [];
var minSeparation = 1/0;
var vectorScale = 1/0;
for (var i = 0; i < positions.length; i++) {
var v1 = positions[i];
minX = Math.min(v1[0], minX);
maxX = Math.max(v1[0], maxX);
minY = Math.min(v1[1], minY);
maxY = Math.max(v1[1], maxY);
minZ = Math.min(v1[2], minZ);
maxZ = Math.max(v1[2], maxZ);
var p = positions[i];
minX = Math.min(p[0], minX);
maxX = Math.max(p[0], maxX);
minY = Math.min(p[1], minY);
maxY = Math.max(p[1], maxY);
minZ = Math.min(p[2], minZ);
maxZ = Math.max(p[2], maxZ);
var u;
if (meshgrid) {
u = sampleMeshgrid(v1, vectors, meshgrid, true);
u = sampleMeshgrid(p, vectors, meshgrid, true);
} else {

@@ -193,9 +194,14 @@ u = vectors[i];

}
if (v2) {
var separation = V.distance(v1, v2);
if (separation < minSeparation) {
minSeparation = separation;
}
if (i) {
// Find vector scale [w/ units of time] using "successive" positions
// (not "adjacent" with would be O(n^2)),
//
// The vector scale corresponds to the minimum "time" to travel across two
// two adjacent positions at the average velocity of those two adjacent positions
vectorScale = Math.min(vectorScale,
2 * V.distance(p2, p) / (V.length(u2) + V.length(u))
);
}
v2 = v1;
p2 = p;
u2 = u;
positionVectors.push(u);

@@ -212,14 +218,11 @@ }

}
// Inverted max norm would map vector with norm maxNorm to 1 coord space units in length
var invertedMaxNorm = 1 / maxNorm;
if (!isFinite(minSeparation) || isNaN(minSeparation)) {
minSeparation = 1.0;
if (!isFinite(vectorScale) || isNaN(vectorScale)) {
vectorScale = 1.0;
}
geo.vectorScale = vectorScale;
// Inverted max norm multiplied scaled by smallest found vector position distance:
// Maps a vector with norm maxNorm to minSeparation coord space units in length.
// In practice, scales maxNorm vectors so that they are just long enough to reach the adjacent vector position.
geo.vectorScale = invertedMaxNorm * minSeparation;
var nml = vec3(0,1,0);

@@ -226,0 +229,0 @@

@@ -790,39 +790,9 @@ 'use strict'

var cell = this.cells[cellId]
var positions = this.positions
var pos = this.positions[cell[1]].slice(0, 3)
var simplex = new Array(cell.length)
for(var i=0; i<cell.length; ++i) {
simplex[i] = positions[cell[i]]
}
var data = closestPoint(
simplex,
[pickData.coord[0], this._resolution[1]-pickData.coord[1]],
this._model,
this._view,
this._projection,
this._resolution)
if(!data) {
return null
}
var weights = data[2]
var interpIntensity = 0.0
for(var i=0; i<cell.length; ++i) {
interpIntensity += weights[i] * this.intensity[cell[i]]
}
return {
position: data[1],
index: cell[data[0]],
cell: cell,
cellId: cellId,
intensity: interpIntensity,
vectorScale: this.vectorScale,
coneScale: this.coneScale,
coneOffset: this.coneOffset,
dataCoordinate: this.positions[cell[data[0]]]
// corresponding to input indices
index: Math.floor(cell[1] / 48),
position: pos,
dataCoordinate: pos
}

@@ -896,5 +866,6 @@ }

function createPickShader(gl) {
var shader = createShader(gl, pickShader.vertex, pickShader.fragment)
var shader = createShader(gl, pickShader.vertex, pickShader.fragment, null, pickShader.attributes)
shader.attributes.position.location = 0
shader.attributes.id.location = 1
shader.attributes.vector.location = 5
return shader

@@ -901,0 +872,0 @@ }

@@ -23,5 +23,6 @@ var glslify = require('glslify')

attributes: [
{name: 'position', type: 'vec3'},
{name: 'id', type: 'vec4'}
{name: 'position', type: 'vec4'},
{name: 'id', type: 'vec4'},
{name: 'vector', type: 'vec3'}
]
}
{
"name": "gl-cone3d",
"version": "1.0.1",
"version": "1.1.0",
"description": "3D cone plot",

@@ -5,0 +5,0 @@ "main": "cone.js",

Sorry, the diff of this file is not supported yet

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