Best JavaScript code snippet using wpt
webxr_math_utils.js
Source:webxr_math_utils.js
1// |matrix| - Float32Array, |input| - point-like dict (must have x, y, z, w)2let transform_point_by_matrix = function(matrix, input) {3 return {4 x : matrix[0] * input.x + matrix[4] * input.y + matrix[8] * input.z + matrix[12] * input.w,5 y : matrix[1] * input.x + matrix[5] * input.y + matrix[9] * input.z + matrix[13] * input.w,6 z : matrix[2] * input.x + matrix[6] * input.y + matrix[10] * input.z + matrix[14] * input.w,7 w : matrix[3] * input.x + matrix[7] * input.y + matrix[11] * input.z + matrix[15] * input.w,8 };9}10// Creates a unit-length quaternion.11// |input| - point-like dict (must have x, y, z, w)12let normalize_quaternion = function(input) {13 const length_squared = input.x * input.x + input.y * input.y + input.z * input.z + input.w * input.w;14 const length = Math.sqrt(length_squared);15 return {x : input.x / length, y : input.y / length, z : input.z / length, w : input.w / length};16}17// |input| - point-like dict (must have x, y, z, w)18let conjugate_quaternion = function(input) {19 return {x : -input.x, y : -input.y, z : -input.z, w : input.w};20}21let multiply_quaternions = function(q1, q2) {22 return {23 w : q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z,24 x : q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y,25 y : q1.w * q2.y - q1.x * q2.z + q1.y * q2.w + q1.z * q2.x,26 z : q1.w * q2.z + q1.x * q2.y - q1.y * q2.x + q1.z * q2.w,27 }28}29// |point| - point-like dict (must have x, y, z, w)30let normalize_perspective = function(point) {31 if(point.w == 0 || point.w == 1) return point;32 return {33 x : point.x / point.w,34 y : point.y / point.w,35 z : point.z / point.w,36 w : 137 };38}39// |quaternion| - point-like dict (must have x, y, z, w),40// |input| - point-like dict (must have x, y, z, w)41let transform_point_by_quaternion = function(quaternion, input) {42 const q_normalized = normalize_quaternion(quaternion);43 const q_conj = conjugate_quaternion(q_normalized);44 const p_in = normalize_perspective(input);45 // construct a quaternion out of the point (take xyz & zero the real part).46 const p = {x : p_in.x, y : p_in.y, z : p_in.z, w : 0};47 // transform the input point48 const p_mul = multiply_quaternions( q_normalized, multiply_quaternions(p, q_conj) );49 // add back the w component of the input50 return { x : p_mul.x, y : p_mul.y, z : p_mul.z, w : p_in.w };...
Using AI Code Generation
1var wpt = require('wpt');2var a = 10;3var b = 20;4var c = wpt.p_mul(a, b);5console.log(c);6var wpt = require('wpt');7var a = 10;8var b = 20;9var c = wpt.p_mul(a, b);10console.log(c);11var wpt = require('wpt');12var a = 10;13var b = 20;14var c = wpt.p_mul(a, b);15console.log(c);16var wpt = require('wpt');17var a = 10;18var b = 20;19var c = wpt.p_mul(a, b);20console.log(c);21var wpt = require('wpt');22var a = 10;23var b = 20;24var c = wpt.p_mul(a, b);25console.log(c);26var wpt = require('wpt');27var a = 10;28var b = 20;29var c = wpt.p_mul(a, b);30console.log(c);31var wpt = require('wpt');32var a = 10;33var b = 20;34var c = wpt.p_mul(a, b);35console.log(c);36var wpt = require('wpt');37var a = 10;38var b = 20;39var c = wpt.p_mul(a, b);40console.log(c);41var wpt = require('wpt');42var a = 10;43var b = 20;44var c = wpt.p_mul(a, b);45console.log(c);46var wpt = require('wpt');
Using AI Code Generation
1var wpt = require('wpt');2var a = 10;3var b = 20;4var c = wpt.p_mul(a, b);5console.log(c);6exports.p_mul = function(a, b) {7 return a * b;8}
Using AI Code Generation
1var wpt = require('wpt');2var p_mul = wpt.p_mul;3var p1 = new wpt.Point(2, 3);4var p2 = new wpt.Point(2, 3);5var res = p_mul(p1, p2);6console.log(res);7{ x: 0, y: 0 }8exports.p_mul = p_mul;
Using AI Code Generation
1var wpt = require('./wpt');2var bignum = require('bignum');3var a = bignum('0x123456789abcdef');4var b = bignum('0x123456789abcdef');5var c = wpt.p_mul(a, b);6console.log(c.toString());7var bignum = require('bignum');8function p_mul(a, b) {9 var c = a.mul(b);10 return c;11}12module.exports.p_mul = p_mul;13function sum(n) {14 if (n === 0) {15 return 0;16 } else {17 return n + sum(n - 1);18 }19}20var n = 10;21var result = sum(n);22console.log(result);23function sum(n) {24 if (n === 0) {25 return 0;26 } else {27 return n + sum(n - 1);28 }29}30var n = 10;31var result = sum(n);32console.log(result);33function sum(n) {
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