Convert react-native-github/Libraries to let/const

Reviewed By: sahrens

Differential Revision: D7956042

fbshipit-source-id: 221851aa311f3cdd6326497352b366048db0a1bb
This commit is contained in:
Eli White
2018-05-10 15:44:52 -07:00
committed by Facebook Github Bot
parent 266016c521
commit 8f5ebe5952
114 changed files with 1017 additions and 1035 deletions

View File

@@ -9,13 +9,13 @@
/* eslint-disable space-infix-ops */
'use strict';
var invariant = require('fbjs/lib/invariant');
const invariant = require('fbjs/lib/invariant');
/**
* Memory conservative (mutative) matrix math utilities. Uses "command"
* matrices, which are reusable.
*/
var MatrixMath = {
const MatrixMath = {
createIdentityMatrix: function() {
return [
1,0,0,0,
@@ -35,13 +35,13 @@ var MatrixMath = {
},
createOrthographic: function(left, right, bottom, top, near, far) {
var a = 2 / (right - left);
var b = 2 / (top - bottom);
var c = -2 / (far - near);
const a = 2 / (right - left);
const b = 2 / (top - bottom);
const c = -2 / (far - near);
var tx = -(right + left) / (right - left);
var ty = -(top + bottom) / (top - bottom);
var tz = -(far + near) / (far - near);
const tx = -(right + left) / (right - left);
const ty = -(top + bottom) / (top - bottom);
const tz = -(far + near) / (far - near);
return [
a, 0, 0, 0,
@@ -52,15 +52,15 @@ var MatrixMath = {
},
createFrustum: function(left, right, bottom, top, near, far) {
var r_width = 1 / (right - left);
var r_height = 1 / (top - bottom);
var r_depth = 1 / (near - far);
var x = 2 * (near * r_width);
var y = 2 * (near * r_height);
var A = (right + left) * r_width;
var B = (top + bottom) * r_height;
var C = (far + near) * r_depth;
var D = 2 * (far * near * r_depth);
const r_width = 1 / (right - left);
const r_height = 1 / (top - bottom);
const r_depth = 1 / (near - far);
const x = 2 * (near * r_width);
const y = 2 * (near * r_height);
const A = (right + left) * r_width;
const B = (top + bottom) * r_height;
const C = (far + near) * r_depth;
const D = 2 * (far * near * r_depth);
return [
x, 0, 0, 0,
0, y, 0, 0,
@@ -76,10 +76,10 @@ var MatrixMath = {
* @param fovInRadians - field of view in randians
*/
createPerspective: function(fovInRadians, aspect, near, far) {
var h = 1 / Math.tan(fovInRadians / 2);
var r_depth = 1 / (near - far);
var C = (far + near) * r_depth;
var D = 2 * (far * near * r_depth);
const h = 1 / Math.tan(fovInRadians / 2);
const r_depth = 1 / (near - far);
const C = (far + near) * r_depth;
const D = 2 * (far * near * r_depth);
return [
h/aspect, 0, 0, 0,
0, h, 0, 0,
@@ -89,7 +89,7 @@ var MatrixMath = {
},
createTranslate2d: function(x, y) {
var mat = MatrixMath.createIdentityMatrix();
const mat = MatrixMath.createIdentityMatrix();
MatrixMath.reuseTranslate2dCommand(mat, x, y);
return mat;
},
@@ -106,7 +106,7 @@ var MatrixMath = {
},
createScale: function(factor) {
var mat = MatrixMath.createIdentityMatrix();
const mat = MatrixMath.createIdentityMatrix();
MatrixMath.reuseScaleCommand(mat, factor);
return mat;
},
@@ -161,7 +161,7 @@ var MatrixMath = {
},
createRotateZ: function(radians) {
var mat = MatrixMath.createIdentityMatrix();
const mat = MatrixMath.createIdentityMatrix();
MatrixMath.reuseRotateZCommand(mat, radians);
return mat;
},
@@ -175,12 +175,9 @@ var MatrixMath = {
},
multiplyInto: function(out, a, b) {
var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
const a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
let b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
@@ -206,7 +203,7 @@ var MatrixMath = {
},
determinant(matrix: Array<number>): number {
var [
const [
m00, m01, m02, m03,
m10, m11, m12, m13,
m20, m21, m22, m23,
@@ -236,11 +233,11 @@ var MatrixMath = {
* http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
*/
inverse(matrix: Array<number>): Array<number> {
var det = MatrixMath.determinant(matrix);
const det = MatrixMath.determinant(matrix);
if (!det) {
return matrix;
}
var [
const [
m00, m01, m02, m03,
m10, m11, m12, m13,
m20, m21, m22, m23,
@@ -285,7 +282,7 @@ var MatrixMath = {
v: Array<number>,
m: Array<number>
): Array<number> {
var [vx, vy, vz, vw] = v;
const [vx, vy, vz, vw] = v;
return [
vx * m[0] + vy * m[4] + vz * m[8] + vw * m[12],
vx * m[1] + vy * m[5] + vz * m[9] + vw * m[13],
@@ -308,7 +305,7 @@ var MatrixMath = {
vector: Array<number>,
v3Length: number
): Array<number> {
var im = 1 / (v3Length || MatrixMath.v3Length(vector));
const im = 1 / (v3Length || MatrixMath.v3Length(vector));
return [
vector[0] * im,
vector[1] * im,
@@ -372,14 +369,14 @@ var MatrixMath = {
* roll === bank === x-axis
*/
quaternionToDegreesXYZ(q: Array<number>, matrix, row): Array<number> {
var [qx, qy, qz, qw] = q;
var qw2 = qw * qw;
var qx2 = qx * qx;
var qy2 = qy * qy;
var qz2 = qz * qz;
var test = qx * qy + qz * qw;
var unit = qw2 + qx2 + qy2 + qz2;
var conv = 180 / Math.PI;
const [qx, qy, qz, qw] = q;
const qw2 = qw * qw;
const qx2 = qx * qx;
const qy2 = qy * qy;
const qz2 = qz * qz;
const test = qx * qy + qz * qw;
const unit = qw2 + qx2 + qy2 + qz2;
const conv = 180 / Math.PI;
if (test > 0.49999 * unit) {
return [0, 2 * Math.atan2(qx, qw) * conv, 90];
@@ -406,7 +403,7 @@ var MatrixMath = {
* https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/round
*/
roundTo3Places(n: number): number {
var arr = n.toString().split('e');
const arr = n.toString().split('e');
return Math.round(arr[0] + 'e' + (arr[1] ? (+arr[1] - 3) : 3)) * 0.001;
},
@@ -431,22 +428,22 @@ var MatrixMath = {
// output values
var perspective = [];
var quaternion = [];
var scale = [];
var skew = [];
var translation = [];
const quaternion = [];
const scale = [];
const skew = [];
const translation = [];
// create normalized, 2d array matrix
// and normalized 1d array perspectiveMatrix with redefined 4th column
if (!transformMatrix[15]) {
return;
}
var matrix = [];
var perspectiveMatrix = [];
const matrix = [];
const perspectiveMatrix = [];
for (var i = 0; i < 4; i++) {
matrix.push([]);
for (var j = 0; j < 4; j++) {
var value = transformMatrix[(i * 4) + j] / transformMatrix[15];
for (let j = 0; j < 4; j++) {
const value = transformMatrix[(i * 4) + j] / transformMatrix[15];
matrix[i].push(value);
perspectiveMatrix.push(j === 3 ? 0 : value);
}
@@ -462,7 +459,7 @@ var MatrixMath = {
if (matrix[0][3] !== 0 || matrix[1][3] !== 0 || matrix[2][3] !== 0) {
// rightHandSide is the right hand side of the equation.
// rightHandSide is a vector, or point in 3d space relative to the origin.
var rightHandSide = [
const rightHandSide = [
matrix[0][3],
matrix[1][3],
matrix[2][3],
@@ -471,10 +468,10 @@ var MatrixMath = {
// Solve the equation by inverting perspectiveMatrix and multiplying
// rightHandSide by the inverse.
var inversePerspectiveMatrix = MatrixMath.inverse(
const inversePerspectiveMatrix = MatrixMath.inverse(
perspectiveMatrix
);
var transposedInversePerspectiveMatrix = MatrixMath.transpose(
const transposedInversePerspectiveMatrix = MatrixMath.transpose(
inversePerspectiveMatrix
);
var perspective = MatrixMath.multiplyVectorByMatrix(
@@ -494,7 +491,7 @@ var MatrixMath = {
// Now get scale and shear.
// 'row' is a 3 element array of 3 component vectors
var row = [];
const row = [];
for (i = 0; i < 3; i++) {
row[i] = [
matrix[i][0],
@@ -535,7 +532,7 @@ var MatrixMath = {
// At this point, the matrix (in rows) is orthonormal.
// Check for a coordinate system flip. If the determinant
// is -1, then negate the matrix and the scaling factors.
var pdum3 = MatrixMath.v3Cross(row[1], row[2]);
const pdum3 = MatrixMath.v3Cross(row[1], row[2]);
if (MatrixMath.v3Dot(row[0], pdum3) < 0) {
for (i = 0; i < 3; i++) {
scale[i] *= -1;
@@ -566,7 +563,7 @@ var MatrixMath = {
}
// correct for occasional, weird Euler synonyms for 2d rotation
var rotationDegrees;
let rotationDegrees;
if (
quaternion[0] < 0.001 && quaternion[0] >= 0 &&
quaternion[1] < 0.001 && quaternion[1] >= 0