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JS: Format with Prettier v2.4.1 [3/n]
Summary: Changelog: [General][Internal] Reviewed By: zertosh Differential Revision: D31883447 fbshipit-source-id: cbbf85e4bf935096d242336f41bf0cc5d6f92359
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@@ -17,11 +17,11 @@ const invariant = require('invariant');
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* matrices, which are reusable.
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*/
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const MatrixMath = {
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createIdentityMatrix: function() {
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createIdentityMatrix: function () {
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return [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
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},
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createCopy: function(m) {
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createCopy: function (m) {
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return [
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m[0],
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m[1],
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@@ -42,7 +42,7 @@ const MatrixMath = {
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];
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},
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createOrthographic: function(left, right, bottom, top, near, far) {
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createOrthographic: function (left, right, bottom, top, near, far) {
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const a = 2 / (right - left);
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const b = 2 / (top - bottom);
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const c = -2 / (far - near);
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@@ -54,7 +54,7 @@ const MatrixMath = {
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return [a, 0, 0, 0, 0, b, 0, 0, 0, 0, c, 0, tx, ty, tz, 1];
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},
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createFrustum: function(left, right, bottom, top, near, far) {
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createFrustum: function (left, right, bottom, top, near, far) {
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const r_width = 1 / (right - left);
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const r_height = 1 / (top - bottom);
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const r_depth = 1 / (near - far);
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@@ -73,7 +73,7 @@ const MatrixMath = {
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*
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* @param fovInRadians - field of view in radians
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*/
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createPerspective: function(fovInRadians, aspect, near, far) {
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createPerspective: function (fovInRadians, aspect, near, far) {
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const h = 1 / Math.tan(fovInRadians / 2);
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const r_depth = 1 / (near - far);
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const C = (far + near) * r_depth;
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@@ -81,41 +81,41 @@ const MatrixMath = {
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return [h / aspect, 0, 0, 0, 0, h, 0, 0, 0, 0, C, -1, 0, 0, D, 0];
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},
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createTranslate2d: function(x, y) {
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createTranslate2d: function (x, y) {
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const mat = MatrixMath.createIdentityMatrix();
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MatrixMath.reuseTranslate2dCommand(mat, x, y);
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return mat;
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},
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reuseTranslate2dCommand: function(matrixCommand, x, y) {
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reuseTranslate2dCommand: function (matrixCommand, x, y) {
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matrixCommand[12] = x;
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matrixCommand[13] = y;
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},
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reuseTranslate3dCommand: function(matrixCommand, x, y, z) {
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reuseTranslate3dCommand: function (matrixCommand, x, y, z) {
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matrixCommand[12] = x;
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matrixCommand[13] = y;
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matrixCommand[14] = z;
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},
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createScale: function(factor) {
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createScale: function (factor) {
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const mat = MatrixMath.createIdentityMatrix();
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MatrixMath.reuseScaleCommand(mat, factor);
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return mat;
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},
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reuseScaleCommand: function(matrixCommand, factor) {
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reuseScaleCommand: function (matrixCommand, factor) {
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matrixCommand[0] = factor;
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matrixCommand[5] = factor;
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},
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reuseScale3dCommand: function(matrixCommand, x, y, z) {
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reuseScale3dCommand: function (matrixCommand, x, y, z) {
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matrixCommand[0] = x;
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matrixCommand[5] = y;
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matrixCommand[10] = z;
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},
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reusePerspectiveCommand: function(matrixCommand, p) {
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reusePerspectiveCommand: function (matrixCommand, p) {
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matrixCommand[11] = -1 / p;
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},
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@@ -131,14 +131,14 @@ const MatrixMath = {
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matrixCommand[10] = factor;
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},
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reuseRotateXCommand: function(matrixCommand, radians) {
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reuseRotateXCommand: function (matrixCommand, radians) {
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matrixCommand[5] = Math.cos(radians);
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matrixCommand[6] = Math.sin(radians);
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matrixCommand[9] = -Math.sin(radians);
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matrixCommand[10] = Math.cos(radians);
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},
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reuseRotateYCommand: function(matrixCommand, amount) {
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reuseRotateYCommand: function (matrixCommand, amount) {
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matrixCommand[0] = Math.cos(amount);
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matrixCommand[2] = -Math.sin(amount);
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matrixCommand[8] = Math.sin(amount);
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@@ -146,28 +146,28 @@ const MatrixMath = {
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},
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// http://www.w3.org/TR/css3-transforms/#recomposing-to-a-2d-matrix
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reuseRotateZCommand: function(matrixCommand, radians) {
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reuseRotateZCommand: function (matrixCommand, radians) {
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matrixCommand[0] = Math.cos(radians);
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matrixCommand[1] = Math.sin(radians);
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matrixCommand[4] = -Math.sin(radians);
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matrixCommand[5] = Math.cos(radians);
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},
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createRotateZ: function(radians) {
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createRotateZ: function (radians) {
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const mat = MatrixMath.createIdentityMatrix();
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MatrixMath.reuseRotateZCommand(mat, radians);
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return mat;
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},
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reuseSkewXCommand: function(matrixCommand, radians) {
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reuseSkewXCommand: function (matrixCommand, radians) {
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matrixCommand[4] = Math.tan(radians);
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},
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reuseSkewYCommand: function(matrixCommand, radians) {
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reuseSkewYCommand: function (matrixCommand, radians) {
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matrixCommand[1] = Math.tan(radians);
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},
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multiplyInto: function(out, a, b) {
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multiplyInto: function (out, a, b) {
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const a00 = a[0],
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a01 = a[1],
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a02 = a[2],
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