зеркало из https://github.com/mozilla/gecko-dev.git
281 строка
8.2 KiB
JavaScript
281 строка
8.2 KiB
JavaScript
/* -*- indent-tabs-mode: nil; js-indent-level: 2 -*- */
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/* vim: set ts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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"use strict";
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/**
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* Given the initialization data (sizes and information about
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* each DOM node) this worker sends back the arrays representing
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* vertices, texture coords, colors, indices and all the needed data for
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* rendering the DOM visualization mesh.
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*
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* Used in the TiltVisualization.Presenter object.
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*/
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self.onmessage = function TWC_onMessage(event)
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{
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let data = event.data;
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let maxGroupNodes = parseInt(data.maxGroupNodes);
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let style = data.style;
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let texWidth = data.texWidth;
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let texHeight = data.texHeight;
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let nodesInfo = data.nodesInfo;
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let mesh = {
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allVertices: [],
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groups: [],
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width: 0,
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height: 0
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};
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let vertices;
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let texCoord;
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let color;
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let stacksIndices;
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let wireframeIndices;
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let index;
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// seed the random function to get the same values each time
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// we're doing this to avoid ugly z-fighting with overlapping nodes
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self.random.seed(0);
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// go through all the dom nodes and compute the verts, texcoord etc.
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for (let n = 0, len = nodesInfo.length; n < len; n++) {
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// check if we need to start creating a new group
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if (n % maxGroupNodes === 0) {
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vertices = []; // recreate the arrays used to construct the 3D mesh data
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texCoord = [];
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color = [];
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stacksIndices = [];
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wireframeIndices = [];
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index = 0;
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}
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let info = nodesInfo[n];
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let coord = info.coord;
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// calculate the stack x, y, z, width and height coordinates
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let z = coord.depth + coord.thickness;
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let y = coord.top;
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let x = coord.left;
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let w = coord.width;
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let h = coord.height;
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// the maximum texture size slices the visualization mesh where needed
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if (x + w > texWidth) {
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w = texWidth - x;
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}
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if (y + h > texHeight) {
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h = texHeight - y;
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}
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x += self.random.next();
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y += self.random.next();
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w -= self.random.next() * 0.1;
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h -= self.random.next() * 0.1;
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let xpw = x + w;
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let yph = y + h;
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let zmt = coord.depth;
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let xotw = x / texWidth;
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let yoth = y / texHeight;
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let xpwotw = xpw / texWidth;
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let yphoth = yph / texHeight;
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// calculate the margin fill color
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let fill = style[info.name] || style.highlight.defaultFill;
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let r = fill[0];
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let g = fill[1];
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let b = fill[2];
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let g10 = r * 1.1;
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let g11 = g * 1.1;
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let g12 = b * 1.1;
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let g20 = r * 0.6;
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let g21 = g * 0.6;
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let g22 = b * 0.6;
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// compute the vertices
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vertices.push(x, y, z, /* front */ // 0
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x, yph, z, // 1
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xpw, yph, z, // 2
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xpw, y, z, // 3
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// we don't duplicate vertices for the left and right faces, because
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// they can be reused from the bottom and top faces; we do, however,
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// duplicate some vertices from front face, because it has custom
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// texture coordinates which are not shared by the other faces
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x, y, z, /* front */ // 4
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x, yph, z, // 5
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xpw, yph, z, // 6
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xpw, y, z, // 7
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x, y, zmt, /* back */ // 8
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x, yph, zmt, // 9
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xpw, yph, zmt, // 10
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xpw, y, zmt); // 11
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// compute the texture coordinates
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texCoord.push(xotw, yoth,
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xotw, yphoth,
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xpwotw, yphoth,
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xpwotw, yoth,
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-1, 0, -1, 0, -1, 0, -1, 0, -1, 0, -1, 0, -1, 0, -1, 0);
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// compute the colors for each vertex in the mesh
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color.push(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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g10, g11, g12,
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g10, g11, g12,
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g10, g11, g12,
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g10, g11, g12,
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g20, g21, g22,
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g20, g21, g22,
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g20, g21, g22,
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g20, g21, g22);
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let i = index; // number of vertex points, used to create the indices array
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let ip1 = i + 1;
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let ip2 = ip1 + 1;
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let ip3 = ip2 + 1;
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let ip4 = ip3 + 1;
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let ip5 = ip4 + 1;
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let ip6 = ip5 + 1;
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let ip7 = ip6 + 1;
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let ip8 = ip7 + 1;
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let ip9 = ip8 + 1;
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let ip10 = ip9 + 1;
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let ip11 = ip10 + 1;
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// compute the stack indices
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stacksIndices.unshift(i, ip1, ip2, i, ip2, ip3,
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ip8, ip9, ip5, ip8, ip5, ip4,
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ip7, ip6, ip10, ip7, ip10, ip11,
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ip8, ip4, ip7, ip8, ip7, ip11,
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ip5, ip9, ip10, ip5, ip10, ip6);
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// compute the wireframe indices
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if (coord.thickness !== 0) {
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wireframeIndices.unshift(i, ip1, ip1, ip2,
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ip2, ip3, ip3, i,
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ip8, i, ip9, ip1,
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ip11, ip3, ip10, ip2);
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}
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// there are 12 vertices in a stack representing a node
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index += 12;
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// set the maximum mesh width and height to calculate the center offset
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mesh.width = Math.max(w, mesh.width);
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mesh.height = Math.max(h, mesh.height);
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// check if we need to save the currently active group; this happens after
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// we filled all the "slots" in a group or there aren't any remaining nodes
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if (((n + 1) % maxGroupNodes === 0) || (n === len - 1)) {
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mesh.groups.push({
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vertices: vertices,
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texCoord: texCoord,
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color: color,
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stacksIndices: stacksIndices,
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wireframeIndices: wireframeIndices
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});
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mesh.allVertices = mesh.allVertices.concat(vertices);
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}
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}
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self.postMessage(mesh);
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close();
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};
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/**
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* Utility functions for generating random numbers using the Alea algorithm.
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*/
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self.random = {
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/**
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* The generator function, automatically created with seed 0.
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*/
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_generator: null,
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/**
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* Returns a new random number between [0..1)
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*/
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next: function RNG_next()
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{
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return this._generator();
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},
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/**
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* From http://baagoe.com/en/RandomMusings/javascript
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* Johannes Baagoe <baagoe@baagoe.com>, 2010
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*
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* Seeds a random generator function with a set of passed arguments.
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*/
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seed: function RNG_seed()
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{
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let s0 = 0;
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let s1 = 0;
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let s2 = 0;
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let c = 1;
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if (arguments.length === 0) {
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return this.seed(+new Date());
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} else {
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s0 = this.mash(" ");
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s1 = this.mash(" ");
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s2 = this.mash(" ");
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for (let i = 0, len = arguments.length; i < len; i++) {
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s0 -= this.mash(arguments[i]);
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if (s0 < 0) {
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s0 += 1;
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}
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s1 -= this.mash(arguments[i]);
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if (s1 < 0) {
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s1 += 1;
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}
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s2 -= this.mash(arguments[i]);
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if (s2 < 0) {
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s2 += 1;
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}
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}
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let random = function() {
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let t = 2091639 * s0 + c * 2.3283064365386963e-10; // 2^-32
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s0 = s1;
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s1 = s2;
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return (s2 = t - (c = t | 0));
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};
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random.uint32 = function() {
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return random() * 0x100000000; // 2^32
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};
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random.fract53 = function() {
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return random() +
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(random() * 0x200000 | 0) * 1.1102230246251565e-16; // 2^-53
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};
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return (this._generator = random);
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}
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},
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/**
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* From http://baagoe.com/en/RandomMusings/javascript
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* Johannes Baagoe <baagoe@baagoe.com>, 2010
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*/
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mash: function RNG_mash(data)
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{
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let h, n = 0xefc8249d;
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for (let i = 0, data = data.toString(), len = data.length; i < len; i++) {
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n += data.charCodeAt(i);
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h = 0.02519603282416938 * n;
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n = h >>> 0;
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h -= n;
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h *= n;
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n = h >>> 0;
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h -= n;
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n += h * 0x100000000; // 2^32
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}
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return (n >>> 0) * 2.3283064365386963e-10; // 2^-32
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}
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};
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