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move to a dot-specific issue, #120 phetsims/tasks#1129
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zepumph committed Sep 15, 2023
1 parent 839c2d5 commit 9626c17
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2 changes: 1 addition & 1 deletion Gruntfile.js
Original file line number Diff line number Diff line change
Expand Up @@ -45,7 +45,7 @@ module.exports = function( grunt ) {
Range: 'range',
Ray2: 'ray2',
Ray3: 'ray3',
Rectangle: 'rectangle', // TODO: How to not have a namespace conflict? https://github.com/phetsims/tasks/issues/1129
Rectangle: 'rectangle', // TODO: How to not have a namespace conflict? https://github.com/phetsims/dot/issues/120
SingularValueDecomposition: 'singularValueDecomposition',
Sphere3: 'sphere3',
Transform3: 'transform3',
Expand Down
2 changes: 1 addition & 1 deletion js/Bounds2.ts
Original file line number Diff line number Diff line change
Expand Up @@ -479,7 +479,7 @@ export default class Bounds2 implements TPoolable {
);
}

// TODO: difference should be well-defined, but more logic is needed to compute https://github.com/phetsims/tasks/issues/1129
// TODO: difference should be well-defined, but more logic is needed to compute https://github.com/phetsims/dot/issues/120

/**
* The smallest bounds that contains this bounds and the point (x,y), returned as a copy.
Expand Down
4 changes: 2 additions & 2 deletions js/Bounds3.js
Original file line number Diff line number Diff line change
Expand Up @@ -360,7 +360,7 @@ class Bounds3 {
* @returns {boolean}
*/
intersectsBounds( bounds ) {
// TODO: more efficient way of doing this? https://github.com/phetsims/tasks/issues/1129
// TODO: more efficient way of doing this? https://github.com/phetsims/dot/issues/120
return !this.intersection( bounds ).isEmpty();
}

Expand Down Expand Up @@ -495,7 +495,7 @@ class Bounds3 {
);
}

// TODO: difference should be well-defined, but more logic is needed to compute https://github.com/phetsims/tasks/issues/1129
// TODO: difference should be well-defined, but more logic is needed to compute https://github.com/phetsims/dot/issues/120

/**
* The smallest bounds that contains this bounds and the point (x,y,z), returned as a copy.
Expand Down
2 changes: 1 addition & 1 deletion js/Complex.js
Original file line number Diff line number Diff line change
Expand Up @@ -623,7 +623,7 @@ class Complex {
const c3 = c2.times( c );
const abc = a.times( b ).times( c );

// TODO: factor out constant numeric values https://github.com/phetsims/tasks/issues/1129
// TODO: factor out constant numeric values https://github.com/phetsims/dot/issues/120

const D0_1 = b2;
const D0_2 = a.times( c ).times( Complex.real( 3 ) );
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2 changes: 1 addition & 1 deletion js/ConvexHull2.js
Original file line number Diff line number Diff line change
Expand Up @@ -47,7 +47,7 @@ function ccw( p1, p2, p3 ) {
}

const ConvexHull2 = {
// TODO testing: all collinear, multiple ways of having same angle, etc. https://github.com/phetsims/tasks/issues/1129
// TODO testing: all collinear, multiple ways of having same angle, etc. https://github.com/phetsims/dot/issues/120

/**
* Given multiple points, this performs a Graham Scan (http://en.wikipedia.org/wiki/Graham_scan) to identify an
Expand Down
32 changes: 16 additions & 16 deletions js/DelaunayTriangulation.js
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@
* by Domiter and Zalik (2008), with some details provided by "An efficient sweep-line Delaunay triangulation
* algorithm" by Zalik (2005).
*
* TODO: Second (basin) heuristic not yet implemented. https://github.com/phetsims/tasks/issues/1129
* TODO: Second (basin) heuristic not yet implemented. https://github.com/phetsims/dot/issues/120
* TODO: Constraints not yet implemented.
* TODO: Check number of triangles/edges/vertices with Euler's Formula
* TODO: Handle "outside" cases (and changing the front edges) for constrained edges
Expand Down Expand Up @@ -126,14 +126,14 @@ class DelaunayTriangulation {
* @private
*/
step() {
// TODO: reverse the array prior to this? https://github.com/phetsims/tasks/issues/1129
// TODO: reverse the array prior to this? https://github.com/phetsims/dot/issues/120
const vertex = this.remainingVertices.shift();

const x = vertex.point.x;

let frontEdge = this.firstFrontEdge;
while ( frontEdge ) {
// TODO: epsilon needed here? https://github.com/phetsims/tasks/issues/1129
// TODO: epsilon needed here? https://github.com/phetsims/dot/issues/120
if ( x > frontEdge.endVertex.point.x ) {
const edge1 = new Edge( frontEdge.startVertex, vertex );
const edge2 = new Edge( vertex, frontEdge.endVertex );
Expand Down Expand Up @@ -334,7 +334,7 @@ class DelaunayTriangulation {
let lastVertex = rightFrontEdge.startVertex;
let nextVertex;
currentTriangle = rightFrontEdge.triangles[ 0 ];
// TODO: Triangle operations to make this more readable https://github.com/phetsims/tasks/issues/1129
// TODO: Triangle operations to make this more readable https://github.com/phetsims/dot/issues/120
while ( DelaunayTriangulation.vertexProduct( vertex, nextVertex = currentTriangle.getEdgeOppositeFromVertex( vertex ).getOtherVertex( lastVertex ), bottomVertex ) < 0 ) {
currentTriangle = currentTriangle.getEdgeOppositeFromVertex( lastVertex ).getOtherTriangle( currentTriangle );
lastVertex = nextVertex;
Expand All @@ -356,19 +356,19 @@ class DelaunayTriangulation {

while ( true ) { // eslint-disable-line no-constant-condition
if ( outsideRight ) {
// TODO: implement https://github.com/phetsims/tasks/issues/1129
// TODO: implement https://github.com/phetsims/dot/issues/120
break;
}
else if ( outsideLeft ) {
// TODO: implement https://github.com/phetsims/tasks/issues/1129
// TODO: implement https://github.com/phetsims/dot/issues/120
break;
}
else {
if ( currentEdge.triangles.length > 1 ) {
const nextTriangle = currentEdge.getOtherTriangle( currentTriangle );
if ( nextTriangle.hasVertex( bottomVertex ) ) {

// TODO: do things! https://github.com/phetsims/tasks/issues/1129
// TODO: do things! https://github.com/phetsims/dot/issues/120
trianglesToRemove.push( nextTriangle );
leftEdges.push( nextTriangle.getNextEdge( currentEdge ) );
rightEdges.push( nextTriangle.getPreviousEdge( currentEdge ) );
Expand Down Expand Up @@ -431,7 +431,7 @@ class DelaunayTriangulation {
rightEdges.push( constraintEdge );
rightEdges.reverse(); // Put edges in counterclockwise order

// TODO: remove this! https://github.com/phetsims/tasks/issues/1129
// TODO: remove this! https://github.com/phetsims/dot/issues/120
window.triDebug && window.triDebug( this );

this.triangulatePolygon( leftEdges );
Expand All @@ -446,7 +446,7 @@ class DelaunayTriangulation {
* @param {Array.<Edge>} edges - Should be in counterclockwise order
*/
triangulatePolygon( edges ) {
// TODO: Something more efficient than ear clipping method below https://github.com/phetsims/tasks/issues/1129
// TODO: Something more efficient than ear clipping method below https://github.com/phetsims/dot/issues/120
while ( edges.length > 3 ) {
for ( let k = 0; k < edges.length; k++ ) {
const kx = k < edges.length - 1 ? k + 1 : 0;
Expand Down Expand Up @@ -516,7 +516,7 @@ class DelaunayTriangulation {
edges.splice( ix, 1 );
}

// TODO: remove this! https://github.com/phetsims/tasks/issues/1129
// TODO: remove this! https://github.com/phetsims/dot/issues/120
window.triDebug && window.triDebug( this );
}
}
Expand All @@ -527,7 +527,7 @@ class DelaunayTriangulation {
this.triangles.push( new Triangle( edges[ 0 ].getSharedVertex( edges[ 1 ] ), edges[ 1 ].getSharedVertex( edges[ 2 ] ), edges[ 0 ].getSharedVertex( edges[ 2 ] ),
edges[ 2 ], edges[ 0 ], edges[ 1 ] ) );

// TODO: remove this! https://github.com/phetsims/tasks/issues/1129
// TODO: remove this! https://github.com/phetsims/dot/issues/120
window.triDebug && window.triDebug( this );
}
}
Expand Down Expand Up @@ -559,7 +559,7 @@ class DelaunayTriangulation {
frontEdges.splice( i, 2, newEdge );
// start scanning from behind where we were previously (if possible)
i = Math.max( i - 2, -1 );
// TODO: remove this! https://github.com/phetsims/tasks/issues/1129
// TODO: remove this! https://github.com/phetsims/dot/issues/120
window.triDebug && window.triDebug( this );
}
}
Expand Down Expand Up @@ -599,7 +599,7 @@ class DelaunayTriangulation {
arrayRemove( this.edges, artificialEdges[ i ] );
}

// TODO: remove this! https://github.com/phetsims/tasks/issues/1129
// TODO: remove this! https://github.com/phetsims/dot/issues/120
window.triDebug && window.triDebug( this );

// Handle adding any triangles not in the convex hull (on the back edge)
Expand All @@ -615,7 +615,7 @@ class DelaunayTriangulation {
backEdges.splice( i, 2, newEdge );
// start scanning from behind where we were previously (if possible)
i = Math.max( i - 2, -1 );
// TODO: remove this! https://github.com/phetsims/tasks/issues/1129
// TODO: remove this! https://github.com/phetsims/dot/issues/120
window.triDebug && window.triDebug( this );
}
}
Expand Down Expand Up @@ -652,7 +652,7 @@ class DelaunayTriangulation {

if ( Utils.pointInCircleFromPoints( triangle1.aVertex.point, triangle1.bVertex.point, triangle1.cVertex.point, farVertex2.point ) ||
Utils.pointInCircleFromPoints( triangle2.aVertex.point, triangle2.bVertex.point, triangle2.cVertex.point, farVertex1.point ) ) {
// TODO: better helper functions for adding/removing triangles (takes care of the edge stuff) https://github.com/phetsims/tasks/issues/1129
// TODO: better helper functions for adding/removing triangles (takes care of the edge stuff) https://github.com/phetsims/dot/issues/120
triangle1.remove();
triangle2.remove();
arrayRemove( this.triangles, triangle1 );
Expand Down Expand Up @@ -684,7 +684,7 @@ class DelaunayTriangulation {
* Comparison for sorting points by y, then by x.
* @private
*
* TODO: Do we need to reverse the x sort? "If our edge is horizontal, the ending point with smaller x coordinate https://github.com/phetsims/tasks/issues/1129
* TODO: Do we need to reverse the x sort? "If our edge is horizontal, the ending point with smaller x coordinate https://github.com/phetsims/dot/issues/120
* is considered as the upper point"?
*
* @param {Vertex} a
Expand Down
2 changes: 1 addition & 1 deletion js/LUDecomposition.js
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,7 @@ class LUDecomposition {

this.matrix = matrix;

// TODO: size! https://github.com/phetsims/tasks/issues/1129
// TODO: size! https://github.com/phetsims/dot/issues/120
this.LU = matrix.getArrayCopy();
const LU = this.LU;
this.m = matrix.getRowDimension();
Expand Down
2 changes: 1 addition & 1 deletion js/LUDecompositionDecimal.js
Original file line number Diff line number Diff line change
Expand Up @@ -26,7 +26,7 @@ class LUDecompositionDecimal {

this.matrix = matrix;

// TODO: size! https://github.com/phetsims/tasks/issues/1129
// TODO: size! https://github.com/phetsims/dot/issues/120
this.LU = [];
matrix.entries.forEach( entry => {
this.LU.push( new Decimal( entry ) );
Expand Down
2 changes: 1 addition & 1 deletion js/Matrix.js
Original file line number Diff line number Diff line change
Expand Up @@ -112,7 +112,7 @@ class Matrix {
}

/**
* TODO: inline this places if we aren't using an inlining compiler! (check performance) https://github.com/phetsims/tasks/issues/1129
* TODO: inline this places if we aren't using an inlining compiler! (check performance) https://github.com/phetsims/dot/issues/120
* @public
*
* @param {number} i
Expand Down
6 changes: 3 additions & 3 deletions js/Matrix3.ts
Original file line number Diff line number Diff line change
Expand Up @@ -342,7 +342,7 @@ export default class Matrix3 implements TPoolable {
'-o-transform': transformCSS,
transform: transformCSS,
'transform-origin': 'top left', // at the origin of the component. consider 0px 0px instead. Critical, since otherwise this defaults to 50% 50%!!! see https://developer.mozilla.org/en-US/docs/CSS/transform-origin
'-ms-transform-origin': 'top left' // TODO: do we need other platform-specific transform-origin styles? https://github.com/phetsims/tasks/issues/1129
'-ms-transform-origin': 'top left' // TODO: do we need other platform-specific transform-origin styles? https://github.com/phetsims/dot/issues/120
};
}

Expand Down Expand Up @@ -582,7 +582,7 @@ export default class Matrix3 implements TPoolable {
}

/**
* TODO: this operation seems to not work for transformDelta2, should be vetted https://github.com/phetsims/tasks/issues/1129
* TODO: this operation seems to not work for transformDelta2, should be vetted https://github.com/phetsims/dot/issues/120
*/
public timesRelativeVector2( vector2: Vector2 ): Vector2 {
const x = this.m00() * vector2.x + this.m01() * vector2.y;
Expand Down Expand Up @@ -610,7 +610,7 @@ export default class Matrix3 implements TPoolable {
this.entries[ 7 ] = v12;
this.entries[ 8 ] = v22;

// TODO: consider performance of the affine check here https://github.com/phetsims/tasks/issues/1129
// TODO: consider performance of the affine check here https://github.com/phetsims/dot/issues/120
this.type = type === undefined ? ( ( v20 === 0 && v21 === 0 && v22 === 1 ) ? Matrix3Type.AFFINE : Matrix3Type.OTHER ) : type;
return this;
}
Expand Down
6 changes: 3 additions & 3 deletions js/Matrix4.js
Original file line number Diff line number Diff line change
Expand Up @@ -3,7 +3,7 @@
/**
* 4-dimensional Matrix
*
* TODO: consider adding affine flag if it will help performance (a la Matrix3) https://github.com/phetsims/tasks/issues/1129
* TODO: consider adding affine flag if it will help performance (a la Matrix3) https://github.com/phetsims/dot/issues/120
* TODO: get rotation angles
*
* @author Jonathan Olson <jonathan.olson@colorado.edu>
Expand Down Expand Up @@ -96,7 +96,7 @@ class Matrix4 {
this.entries[ 14 ] = v23;
this.entries[ 15 ] = v33;

// TODO: consider performance of the affine check here https://github.com/phetsims/tasks/issues/1129
// TODO: consider performance of the affine check here https://github.com/phetsims/dot/issues/120
this.type = type === undefined ? ( ( v30 === 0 && v31 === 0 && v32 === 0 && v33 === 1 ) ? Types.AFFINE : Types.OTHER ) : type;
return this;
}
Expand Down Expand Up @@ -893,7 +893,7 @@ class Matrix4 {
Types.AFFINE );
}

// TODO: add in rotation from quaternion, and from quat + translation https://github.com/phetsims/tasks/issues/1129
// TODO: add in rotation from quaternion, and from quat + translation https://github.com/phetsims/dot/issues/120


/**
Expand Down
2 changes: 1 addition & 1 deletion js/OpenRange.js
Original file line number Diff line number Diff line change
Expand Up @@ -116,7 +116,7 @@ class OpenRange extends Range {
}

/**
* TODO: how will this function in an open range scenario? https://github.com/phetsims/tasks/issues/1129
* TODO: how will this function in an open range scenario? https://github.com/phetsims/dot/issues/120
* Constrains a value to the range.
* @public
* @param {number} value
Expand Down
2 changes: 1 addition & 1 deletion js/QRDecomposition.js
Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@ class QRDecomposition {
constructor( matrix ) {
this.matrix = matrix;

// TODO: size! https://github.com/phetsims/tasks/issues/1129
// TODO: size! https://github.com/phetsims/dot/issues/120
this.QR = matrix.getArrayCopy();
const QR = this.QR;
this.m = matrix.getRowDimension();
Expand Down
4 changes: 2 additions & 2 deletions js/Quaternion.js
Original file line number Diff line number Diff line change
Expand Up @@ -81,7 +81,7 @@ class Quaternion {
* @returns {Quaternion}
*/
timesQuaternion( quat ) {
// TODO: note why this is the case? product noted everywhere is the other one mentioned! https://github.com/phetsims/tasks/issues/1129
// TODO: note why this is the case? product noted everywhere is the other one mentioned! https://github.com/phetsims/dot/issues/120
// mathematica-style
// return new Quaternion(
// this.x * quat.x - this.y * quat.y - this.z * quat.z - this.w * quat.w,
Expand Down Expand Up @@ -123,7 +123,7 @@ class Quaternion {
return new Vector3( 0, 0, 0 );
}

// TODO: optimization? https://github.com/phetsims/tasks/issues/1129
// TODO: optimization? https://github.com/phetsims/dot/issues/120
return new Vector3(
this.w * this.w * v.x + 2 * this.y * this.w * v.z - 2 * this.z * this.w * v.y + this.x * this.x * v.x + 2 * this.y * this.x * v.y + 2 * this.z * this.x * v.z - this.z * this.z * v.x - this.y * this.y * v.x,
2 * this.x * this.y * v.x + this.y * this.y * v.y + 2 * this.z * this.y * v.z + 2 * this.w * this.z * v.x - this.z * this.z * v.y + this.w * this.w * v.y - 2 * this.x * this.w * v.z - this.x * this.x * v.y,
Expand Down
2 changes: 1 addition & 1 deletion js/Transform3.js
Original file line number Diff line number Diff line change
Expand Up @@ -112,7 +112,7 @@ class Transform3 {
assert && this.validateMatrix( matrix );

// In the absence of a prepend-multiply function in Matrix3, copy over to a scratch matrix instead
// TODO: implement a prepend-multiply directly in Matrix3 for a performance increase https://github.com/phetsims/tasks/issues/1129
// TODO: implement a prepend-multiply directly in Matrix3 for a performance increase https://github.com/phetsims/dot/issues/120
scratchMatrix.set( this.matrix );
this.matrix.set( matrix );
this.matrix.multiplyMatrix( scratchMatrix );
Expand Down
2 changes: 1 addition & 1 deletion js/Transform4.js
Original file line number Diff line number Diff line change
Expand Up @@ -116,7 +116,7 @@ class Transform4 {
assert && assert( checkMatrix( matrix ), 'Matrix has NaNs, non-finite values, or isn\'t a matrix!' );

// In the absence of a prepend-multiply function in Matrix4, copy over to a scratch matrix instead
// TODO: implement a prepend-multiply directly in Matrix4 for a performance increase https://github.com/phetsims/tasks/issues/1129
// TODO: implement a prepend-multiply directly in Matrix4 for a performance increase https://github.com/phetsims/dot/issues/120
scratchMatrix.set( this.matrix );
this.matrix.set( matrix );
this.matrix.multiplyMatrix( scratchMatrix );
Expand Down
8 changes: 4 additions & 4 deletions js/Utils.js
Original file line number Diff line number Diff line change
Expand Up @@ -234,7 +234,7 @@ const Utils = {
* @returns {Vector2|null}
*/
circleCenterFromPoints( p1, p2, p3 ) {
// TODO: Can we make scratch vectors here, avoiding the circular reference? https://github.com/phetsims/tasks/issues/1129
// TODO: Can we make scratch vectors here, avoiding the circular reference? https://github.com/phetsims/dot/issues/120

// midpoints between p1-p2 and p2-p3
const p12 = new Vector2( ( p1.x + p2.x ) / 2, ( p1.y + p2.y ) / 2 );
Expand Down Expand Up @@ -409,8 +409,8 @@ const Utils = {
return [];
}
const sqrt = Math.sqrt( discriminant );
// TODO: how to handle if discriminant is 0? give unique root or double it? https://github.com/phetsims/tasks/issues/1129
// TODO: probably just use Complex for the future https://github.com/phetsims/tasks/issues/1129
// TODO: how to handle if discriminant is 0? give unique root or double it? https://github.com/phetsims/dot/issues/120
// TODO: probably just use Complex for the future https://github.com/phetsims/dot/issues/120
return [
( -b - sqrt ) / ( 2 * a ),
( -b + sqrt ) / ( 2 * a )
Expand All @@ -434,7 +434,7 @@ const Utils = {

let roots;

// TODO: a Complex type! https://github.com/phetsims/tasks/issues/1129
// TODO: a Complex type! https://github.com/phetsims/dot/issues/120

// Check for a degenerate case where we don't have a cubic
if ( a === 0 ) {
Expand Down
2 changes: 1 addition & 1 deletion js/Vector2.ts
Original file line number Diff line number Diff line change
Expand Up @@ -125,7 +125,7 @@ export default class Vector2 implements TPoolable {
public angleBetween( v: Vector2 ): number {
const thisMagnitude = this.magnitude;
const vMagnitude = v.magnitude;
// @ts-expect-error TODO: import with circular protection https://github.com/phetsims/tasks/issues/1129
// @ts-expect-error TODO: import with circular protection https://github.com/phetsims/dot/issues/120
return Math.acos( dot.clamp( ( this.x * v.x + this.y * v.y ) / ( thisMagnitude * vMagnitude ), -1, 1 ) );
}

Expand Down
2 changes: 1 addition & 1 deletion js/Vector3.ts
Original file line number Diff line number Diff line change
Expand Up @@ -636,7 +636,7 @@ export default class Vector3 implements TPoolable {
* @returns Spherical linear interpolation between the start and end
*/
public static slerp( start: Vector3, end: Vector3, ratio: number ): Vector3 {
// @ts-expect-error TODO: import with circular protection https://github.com/phetsims/tasks/issues/1129
// @ts-expect-error TODO: import with circular protection https://github.com/phetsims/dot/issues/120
return dot.Quaternion.slerp( new dot.Quaternion(), dot.Quaternion.getRotationQuaternion( start, end ), ratio ).timesVector3( start );
}

Expand Down
2 changes: 1 addition & 1 deletion js/Vector4.ts
Original file line number Diff line number Diff line change
Expand Up @@ -120,7 +120,7 @@ export default class Vector4 implements TPoolable {
* is the input vector (normalized).
*/
public angleBetween( v: Vector4 ): number {
// @ts-expect-error TODO: import with circular protection https://github.com/phetsims/tasks/issues/1129
// @ts-expect-error TODO: import with circular protection https://github.com/phetsims/dot/issues/120
return Math.acos( dot.clamp( this.normalized().dot( v.normalized() ), -1, 1 ) );
}

Expand Down
2 changes: 1 addition & 1 deletion js/dot.js
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ import Namespace from '../../phet-core/js/Namespace.js';

const dot = new Namespace( 'dot' );

// TODO: performance: check browser speed to compare how fast this is. We may need to add a 32 option for GL ES. https://github.com/phetsims/tasks/issues/1129
// TODO: performance: check browser speed to compare how fast this is. We may need to add a 32 option for GL ES. https://github.com/phetsims/dot/issues/120
dot.register( 'FastArray', window.Float64Array ? window.Float64Array : window.Array );

// will be filled in by other modules
Expand Down

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