Hosting code to git for the first time.

This commit is contained in:
2023-02-02 17:29:05 +08:00
parent 398469ebe4
commit c8fe5854ab
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export { Vector2D, Vector3D, Vector4D } from "@engine/math"
export { TreeNode } from "@engine/kernel"
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export { TreeNode } from "./TreeNode";
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/**
* A tree type data structure used to build scene and ...
* @copyright MrKBear 2022
* @typeParam T - Child type of `TreeNode`
*/
class TreeNode<T extends TreeNode = TreeNode<any>> implements Iterable<T> {
/**
* Record all child nodes when this node is the root node.
* @remarks
* Only maintained when the node is the root node. \
* The array is arranged in depth first traversal order.
*/
private _progenyNodes: Array<T> | undefined = [ ];
/**
* Whether the structure of the current tree has changed.
* @remarks
* Only maintained when the node is the root node.
*/
private _isStructUpdated = false;
/**
* @remarks
* When a node is just created, it defaults the root node. \
* So this `rootNode` points to itself.
*/
private _rootNode: T | this = this;
private _parentNode: T | undefined = void 0;
private _childNodes: Array<T> = [];
/**
* Pointer to the root node.
*/
public get rootNode(): T | this { return this._rootNode; }
/**
* Pointer to the parent node.
*/
public get parentNode(): T | undefined { return this._parentNode; }
/**
* Points to the children of the current node.
*/
public get childNodes(): ReadonlyArray<T> { return this._childNodes; }
/**
* Is this a root node?
*/
public get isRootNode(): boolean { return !this._parentNode && this._rootNode === this; }
/**
* Depth first traverses the current `TreeNode` and its children `TreeNode`.
* @remarks
* This will use {@link https://en.wikipedia.org/wiki/Tree_traversal#Pre-order,_NLR Pre-order (NLR) algorithm}. \
* So... Do not call this getter frequently.
* @example
* ``` javascript
* // ❌ Deprecated implementation !!!
* for (let i = 0; i < treeNode.progenyNodes.length; i++) {
* doSomeThing(treeNode.progenyNodes[i]);
* }
*
* // ✔️ Best Practices
* treeNode.progenyNodes.forEach((progenyNode)=> {
* doSomeThing(progenyNode);
* });
*
* // ✔️ Best Practices
* for(const progenyNode of treeNode.progenyNodes) {
* doSomeThing(progenyNode);
* }
* ```
* @return Progeny nodes list.
*/
public get progenyNodes(): ReadonlyArray<T> {
if (this.isRootNode && !this._isStructUpdated && this._progenyNodes) {
return this._progenyNodes;
}
else {
const cacheArray: Array<T> = [];
const stack: Array<T> = this._childNodes.slice().reverse();
while (stack.length > 0) {
const currentNode: T | undefined = stack.pop();
if (currentNode) {
cacheArray.push(currentNode);
// Push all child nodes in reverse order
for (let i = currentNode.childNodes.length - 1; i >= 0; i --) {
stack.push(<T>currentNode.childNodes[i]);
}
}
}
if (this.isRootNode) {
this._progenyNodes = cacheArray;
this._isStructUpdated = false;
}
return cacheArray;
}
}
/**
* An iterator implementation for {@link TreeNode.progenyNodes}
* @see {@link TreeNode.progenyNodes}
*/
public *[Symbol.iterator](): Iterator<T> { yield * this.progenyNodes; }
/**
* Remove `nodes` from child nodes.
* @param nodes - Nodes to be deleted.
* @returns Success Times.
*/
public removeChild(...nodes: ReadonlyArray<T>): number {
let successCount = 0;
for (const node of nodes) {
let removeNodesIndex = -1;
for (let i = 0; i < this._childNodes.length; i++) {
if (this._childNodes[i] === node) {
removeNodesIndex = i;
}
}
if (removeNodesIndex < 0) {
continue;
}
// Perform the remove operation
this._childNodes.splice(removeNodesIndex, 1);
node._parentNode = void 0;
node._rootNode = node;
node.markStructUpdated();
for (const progeny of node.progenyNodes) {
progeny._rootNode = node;
}
successCount ++;
}
if (successCount) {
this._rootNode.markStructUpdated();
}
return successCount;
}
/**
* Remove this node from the parent node
* @returns Success or not.
*/
public removeFromParent(): number {
if (this.isRootNode) {
return 0;
}
else {
return this._parentNode!.removeChild(this);
}
}
/**
* Append `nodes` into child nodes.
* @param node - Nodes to be added.
* @returns Success Times.
*/
public appendChild(...nodes: ReadonlyArray<T>): number {
let successCount = 0;
for (const node of nodes) {
if (!node.isRootNode) {
node.removeFromParent();
}
for (const progeny of node.progenyNodes) {
progeny._rootNode = this._rootNode;
}
node._rootNode = this._rootNode;
node._parentNode = this;
node._progenyNodes = void 0;
this._childNodes.push(node);
successCount ++;
}
if (successCount) {
this._rootNode.markStructUpdated();
}
return successCount;
}
/**
* Mark that the current tree structure has been updated
* @returns true
*/
public markStructUpdated(): boolean {
if (this.isRootNode) {
return this._isStructUpdated = true;
}
else {
return this.rootNode.markStructUpdated();
}
}
}
class B extends TreeNode<B> { b(){}; }
class A extends TreeNode<A> { a(){}; }
class C extends A { c(){}; }
const a = new A();
const b = new B();
const c = new C();
a.rootNode.rootNode.appendChild(c);
// a.rootNode.rootNode.appendChild(a);
console.log(a);
export { TreeNode };
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export { Vector2D } from "./Vector2D";
export { Vector3D } from "./Vector3D";
export { Vector4D } from "./Vector4D";
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/**
* Type of update status can be recorded
* An update flag is used here to implement data lazy calculation
* @copyright MrKBear 2022
*/
abstract class UpdatedRecorder {
/**
* The flag for recorded update status
* @defaultValue `true`
*/
protected updateFlag: boolean = true;
/**
* Initialize and set the default update status
* @param updateFlag update status
*/
public constructor(updateFlag: boolean = true) {
this.updateFlag = updateFlag;
}
/**
* Return the update status
* @returns update status
*/
public isUpdated(): boolean {
return this.updateFlag;
}
/**
* Set update status `false`
* @returns update status
*/
public unsetUpdated(): false {
return this.updateFlag = false;
}
/**
* Automatically detect and reset update status
* @returns update status
*/
public testAndUnsetUpdate(): boolean {
if (this.updateFlag) {
this.updateFlag = false;
return true;
}
else {
return false;
}
}
}
export { UpdatedRecorder };
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import { UpdatedRecorder } from "./UpdatedRecorder";
/**
* A vector with two dimensions
*/
class Vector2D extends UpdatedRecorder implements ArrayLike<number>, Iterable<number> {
private value0: number = 0;
private value1: number = 0;
readonly [n: number]: number;
/**
* Vector length
*/
public get length(): number {
return 2;
};
public override toString(): string {
return `Vector2D(${this.value0},${this.value1})`;
}
/**
* Enumerate this vector
*/
public *[Symbol.iterator](): Iterator<number> {
yield this.value0;
yield this.value1;
}
/**
* The first component of this vector
*/
public get [0](): number {
return this.value0;
}
public set [0](newValue: number) {
if (!this.updateFlag && this.value0 !== newValue) {
this.updateFlag = true;
}
this.value0 = newValue;
}
/**
* The second component of this vector
*/
public get [1](): number {
return this.value1;
}
public set [1](newValue: number) {
if (!this.updateFlag && this.value1 !== newValue) {
this.updateFlag = true;
}
this.value1 = newValue;
}
/**
* X component of the vector
*/
public get x(): number {
return this.value0;
}
public set x(newValue: number) {
this[0] = newValue;
}
/**
* Y component of the vector
*/
public get y(): number {
return this.value1;
}
public set y(newValue: number) {
this[1] = newValue;
}
}
export { Vector2D };
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import { UpdatedRecorder } from "./UpdatedRecorder";
/**
* A vector with three dimensions
*/
class Vector3D extends UpdatedRecorder implements ArrayLike<number>, Iterable<number> {
private value0: number = 0;
private value1: number = 0;
private value2: number = 0;
readonly [n: number]: number;
/**
* Vector length
*/
public get length(): number {
return 3;
};
public override toString(): string {
return `Vector3D(${this.value0},${this.value1},${this.value2})`;
}
/**
* Enumerate this vector
*/
public *[Symbol.iterator](): Iterator<number> {
yield this.value0;
yield this.value1;
yield this.value2;
}
/**
* The first component of this vector
*/
public get [0](): number {
return this.value0;
}
public set [0](newValue: number) {
if (!this.updateFlag && this.value0 !== newValue) {
this.updateFlag = true;
}
this.value0 = newValue;
}
/**
* The second component of this vector
*/
public get [1](): number {
return this.value1;
}
public set [1](newValue: number) {
if (!this.updateFlag && this.value1 !== newValue) {
this.updateFlag = true;
}
this.value1 = newValue;
}
/**
* The third component of this vector
*/
public get [2](): number {
return this.value2;
}
public set [2](newValue: number) {
if (!this.updateFlag && this.value2 !== newValue) {
this.updateFlag = true;
}
this.value2 = newValue;
}
/**
* X component of the vector
*/
public get x(): number {
return this.value0;
}
public set x(newValue: number) {
this[0] = newValue;
}
/**
* Y component of the vector
*/
public get y(): number {
return this.value1;
}
public set y(newValue: number) {
this[1] = newValue;
}
/**
* Z component of the vector
*/
public get z(): number {
return this.value2;
}
public set z(newValue: number) {
this[2] = newValue;
}
}
export { Vector3D };
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import { UpdatedRecorder } from "./UpdatedRecorder";
/**
* A vector with four dimensions
*/
class Vector4D extends UpdatedRecorder implements ArrayLike<number>, Iterable<number> {
private value0: number = 0;
private value1: number = 0;
private value2: number = 0;
private value3: number = 0;
readonly [n: number]: number;
/**
* Vector length
*/
public get length(): number {
return 4;
};
public override toString(): string {
return `Vector4D(${this.value0},${this.value1},${this.value2},${this.value3})`;
}
/**
* Enumerate this vector
*/
public *[Symbol.iterator](): Iterator<number> {
yield this.value0;
yield this.value1;
yield this.value2;
yield this.value3;
}
/**
* The first component of this vector
*/
public get [0](): number {
return this.value0;
}
public set [0](newValue: number) {
if (!this.updateFlag && this.value0 !== newValue) {
this.updateFlag = true;
}
this.value0 = newValue;
}
/**
* The second component of this vector
*/
public get [1](): number {
return this.value1;
}
public set [1](newValue: number) {
if (!this.updateFlag && this.value1 !== newValue) {
this.updateFlag = true;
}
this.value1 = newValue;
}
/**
* The third component of this vector
*/
public get [2](): number {
return this.value2;
}
public set [2](newValue: number) {
if (!this.updateFlag && this.value2 !== newValue) {
this.updateFlag = true;
}
this.value2 = newValue;
}
/**
* The fourth component of this vector
*/
public get [3](): number {
return this.value3;
}
public set [3](newValue: number) {
if (!this.updateFlag && this.value3 !== newValue) {
this.updateFlag = true;
}
this.value3 = newValue;
}
/**
* X component of the vector
*/
public get x(): number {
return this.value0;
}
public set x(newValue: number) {
this[0] = newValue;
}
/**
* Y component of the vector
*/
public get y(): number {
return this.value1;
}
public set y(newValue: number) {
this[1] = newValue;
}
/**
* Z component of the vector
*/
public get z(): number {
return this.value2;
}
public set z(newValue: number) {
this[2] = newValue;
}
/**
* W component of the vector
*/
public get w(): number {
return this.value3;
}
public set w(newValue: number) {
this[3] = newValue;
}
}
export { Vector4D };
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export * from "./command/Command";
export * from "./command/CommandSet";
export * from "./command/CommandType";
export * from "./command/RenderCommand";
export * from "./command/ClearCommand";
export * from "./resource/Resource";
export * from "./resource/ResourceType";
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import type { Command } from "./Command";
import type { CommandType } from "./CommandType";
interface ClearCommand extends Command {
type: CommandType.Clear
}
export type { ClearCommand };
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import type { CommandTypeSet } from "./CommandType";
interface Command {
/**
* Define the type of command.
*/
type: CommandTypeSet;
/**
* Unique identification of the command for feedback.
*/
id?: string | number;
}
export type { Command };
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import type { RenderCommand } from "./RenderCommand";
import type { ClearCommand } from "./ClearCommand";
type CommandSet = RenderCommand | ClearCommand;
export type { CommandSet };
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namespace CommandType {
export type Render = "RENDER" | 100_001;
export type Resource = "RESOURCE" | 100_002;
export type Clear = "CLEAR" | 100_003;
export type Execute = "EXECUTE" | 100_004;
}
type CommandTypeSet = CommandType.Render | CommandType.Resource | CommandType.Clear | CommandType.Execute;
export type { CommandType, CommandTypeSet };
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import type { Command } from "./Command";
import type { CommandType } from "./CommandType";
/**
* Rendering command are used to execute gl programs.
*/
interface RenderCommand extends Command {
type: CommandType.Render
}
export type { RenderCommand };
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import type { CommandSet } from "../command/CommandSet"
interface Renderer {
executeCommand: (commands: CommandSet[] | CommandSet) => void;
}
export type { Renderer };
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import type { ResourceSet } from "./ResourceType";
interface Resource {
type: ResourceSet;
id: string | number;
}
export type { Resource };
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namespace ResourceType {
export type Shader = "SHADER" | 100_001;
}
type ResourceSet = ResourceType.Shader;
export type { ResourceType, ResourceSet };
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import type * as VRenderer from "virtual-renderer";