The Thrill of the WE League Cup: Group B Japan

The WE League Cup is an exhilarating football tournament that brings together some of the most talented teams from around the globe. In Group B, Japan's teams are showcasing their skills, strategy, and spirit in a series of matches that promise excitement and unpredictability. As an avid follower of football, you know that every match in this group is a chance to witness pure talent and thrilling gameplay. With fresh matches updated daily, there's always something new to look forward to.

No football matches found matching your criteria.

Expert betting predictions add another layer of intrigue to these matches. Whether you're a seasoned bettor or just enjoy analyzing team strategies, these predictions offer insights into potential outcomes and key players to watch. Let's dive into the details of Group B Japan in the WE League Cup.

Overview of Group B Japan

Group B features some of Japan's top football clubs, each bringing their unique strengths and styles to the competition. The group stage is crucial as it sets the tone for the knockout rounds, making every match a must-watch event.

  • Team Dynamics: Each team in Group B has its own dynamic, with players who have honed their skills through rigorous training and experience in domestic leagues.
  • Tactical Approaches: Coaches employ various tactical approaches to outmaneuver opponents, making each game a chess match on grass.
  • Key Players: Keep an eye on standout players who can turn the tide of any match with their skillful play and strategic vision.

The group stage is not just about winning; it's about demonstrating teamwork, resilience, and adaptability under pressure.

Daily Match Updates

With matches being updated daily, fans have constant access to fresh content. This ensures that you never miss out on any action-packed moments or critical analyses from experts.

  • Match Highlights: Watch replays of key moments that defined each game.
  • In-Depth Analysis: Gain insights from expert commentators who break down strategies and player performances.
  • Scores and Results: Stay informed with real-time scores and results as they happen.

This continuous stream of updates keeps the excitement alive and allows fans to engage deeply with the tournament.

Betting Predictions: Expert Insights

Betting predictions are more than just numbers; they are a blend of statistical analysis and expert intuition. Here’s how experts approach betting predictions for Group B Japan:

  • Data Analysis: Experts analyze past performances, head-to-head statistics, and current form to make informed predictions.
  • Trend Identification: Identifying trends such as home advantage or recent winning streaks helps in predicting outcomes more accurately.
  • Risk Assessment: Understanding the risks involved in betting helps experts provide balanced advice on potential bets.

Betting adds an extra layer of engagement for fans who enjoy combining their love for football with strategic betting decisions.

Detailed Match Previews

Before each match, detailed previews provide fans with everything they need to know about what to expect. These previews include team line-ups, tactical setups, and potential game-changing factors.

  • Squad News: Updates on player injuries or suspensions that could impact team performance.
  • Tactical Formations: Insights into how teams plan to set up on the field against their opponents.
  • Potential Matchups: Key player matchups that could be decisive in determining the outcome of the game.

This information helps fans understand the nuances of each game and enhances their viewing experience by highlighting critical aspects to watch for during playtime.

The Role of Fans in Group B Japan

mikejones/sketching<|file_sep|>/src/lib/geometry.ts import { Vec2 } from './vec2' export class Rect { constructor(public x: number = 0, public y: number = 0, public w: number = 0, public h: number = 0) {} static create(x: number, y: number, w: number, h: number): Rect { return new Rect(x,y,w,h); } get left(): number { return this.x } get right(): number { return this.x + this.w } get top(): number { return this.y } get bottom(): number { return this.y + this.h } clone(): Rect { return new Rect(this.x,this.y,this.w,this.h); } union(otherRect: Rect): Rect { let left = Math.min(this.left , otherRect.left); let right = Math.max(this.right , otherRect.right); let top = Math.min(this.top , otherRect.top); let bottom = Math.max(this.bottom , otherRect.bottom); return new Rect(left,top,right-left,bottom-top); } } export class LineSegment { constructor(public p1 : Vec2, public p2 : Vec2) {} static create(p1 : Vec2,p2 : Vec2): LineSegment { return new LineSegment(p1,p2); } clone() : LineSegment { return new LineSegment(new Vec2(this.p1),new Vec2(this.p2)); } intersect(lseg : LineSegment) : boolean { const x1 = this.p1.x; const y1 = this.p1.y; const x2 = this.p2.x; const y2 = this.p2.y; const x3 = lseg.p1.x; const y3 = lseg.p1.y; const x4 = lseg.p2.x; const y4 = lseg.p2.y; // From https://en.wikipedia.org/wiki/Line%E2%80%93line_intersection#Given_two_points_on_each_line // Returns true if there is intersection between two lines. // Intersection point will be (x,y) // Note that if one line segment shares an endpoint with another line segment then we consider them intersecting // Denominator should be zero only if both lines are parallel. // If both lines are parallel then we check if one line lies completely within another line. let denom =(y4-y3)*(x2-x1)-(x4-x3)*(y2-y1); if (denom === 0) { if ((y4-y3)*(x1-x3) !== (y1-y3)*(x4-x3)) return false; let minAx,minAy,maxAx,maxAy,minBx,minBy,maxBx,maxBy; if (x1 <= x2) { minAx=x1; maxAx=x2; } else { minAx=x2; maxAx=x1; } if (y1 <= y2) { minAy=y1; maxAy=y2; } else { minAy=y2; maxAy=y1; } if (x3 <= x4) { minBx=x3; maxBx=x4; } else { minBx=x4; maxBx=x3; } if (y3 <= y4) { minBy=y3; maxBy=y4; } else { minBy=y4; maxBy=y3; } // Check whether one rectangle lies completely inside another rectangle // Note - This check does not work correctly when rectangles share edges. if ((minAx<=minBx && maxAx>=maxBx && minAy<=minBy && maxAy>=maxBy) ||(minBx<=minAx && maxBx>=maxAx && minBy<=minAy && maxBy>=maxAy)) { // Lines intersect at endpoints return true; } else { // Parallel lines but do not lie completely inside each other. return false; } } else { let num=((x4-x3)*(y1-y3)-(y4-y3)*(x1-x3)); let ua=num/denom; num=((x2-x1)*(y1-y3)-(y2-y1)*(x1-x3)); let ub=num/denom; if ((ua >=0 )&&(ua <= 1)&&(ub >=0 )&&(ub <= 1)) { // Lines intersect somewhere within segment bounds return true; } else { // Lines do not intersect within segment bounds return false; } } } }<|repo_name|>mikejones/sketching<|file_sepSurely someone has already done something like this before! There are lots of great libraries out there. This project was inspired by [paper.js](http://paperjs.org/) which I really enjoyed using but found lacking when it came time to create custom shapes. This library provides primitives similar paper.js' Path class but uses SVG paths rather than canvas rendering so you can export your drawings directly as SVG files. It also includes some useful helper functions for creating geometric shapes. ## Features * Create complex shapes using path primitives such as MoveTo,CurveTo,SplineTo etc. * Use built-in geometric functions such as Circle,CircleArc,Ellipse etc. * Export drawings directly as SVG files ## Examples See [examples](https://github.com/mikejones/sketching/tree/master/examples). ## Usage ### Creating Paths Paths consist of one or more segments: let myPath=new Path(); myPath.add(new MoveTo(10,10)); myPath.add(new CurveTo(20,20,[30,-10],[40,-20])); You can also use built-in functions for creating common geometric shapes: let circle=Circle(50,[100,-100]); let ellipse=Ellipse([50,-50],100,-75); ### Transforming Paths You can transform paths using Matrix operations: // Rotate by PI radians around origin let m=Matrix.createRotation(Math.PI).multiply(Matrix.createTranslation(100,-100)); myPath.transform(m); // Scale by factor two about point [10,-10] m=Matrix.createScale(5).multiply(Matrix.createTranslation(-10,+10)); myPath.transform(m); ### Combining Paths You can combine multiple paths into one path: let combinedPath=myPath.append(myOtherPath); combinedPath.add(circle); ### Exporting Paths Paths can be exported directly as SVG files: // Write SVG file directly to disk svgExporter.export(myPath,"test.svg"); // Get SVG data as string - useful for sending over HTTP etc. let svgData=svgExporter.exportAsSVG(myPath); ## Todo List * Add support for drawing text along path * Add support for stroking path outlines with different stroke widths at different points along path<|file_sep HTML5 canvas drawing library based on paper.js API.<|file_sep[![Build Status](https://travis-ci.org/mikejones/sketching.svg?branch=master)](https://travis-ci.org/mikejones/sketching) # Sketching Library # A small HTML5 canvas drawing library based loosely on paper.js API. The goal is primarily personal learning rather than anything too ambitious so feel free skip over it all :) ## Prerequisites ## NodeJS v6+ installed. ## Building ## `npm install` - Install dependencies `npm run build` - Build source code `npm run test` - Run tests `npm run test-browserify` - Run browserified tests The tests should pass without error. ## Running Examples ## Run `npm run example-server`. This starts up a simple server which serves examples at `localhost:8080`. Open http://localhost:8080/examples/01-basic.html in your browser. ## TODO ## - [ ] Add support for drawing text along path - [ ] Add support for stroking path outlines with different stroke widths at different points along path <|repo_name|>mikejones/sketching<|file_sep /* tslint:disable:no-console */ import * as chai from 'chai'; import * as sinonChai from 'sinon-chai'; import * as sinon from 'sinon'; import { Path } from '../src/lib/path'; import { Matrix } from '../src/lib/matrix'; import { PointOnCurveResultType,PolyBezierPointOnCurveResult,PolySplinePointOnCurveResult,CubicBezierPointOnCurveResult,SplinePointOnCurveResult} from '../src/lib/path'; import { PolyBezier,Spline,CubicBezier,CurveTo,SplineTo,Moveto,Lineto} from '../src/lib/path'; chai.use(sinonChai); const expect:any=chai.expect; describe("test", function() { it("should work", function () { expect(true).to.equal(true); }); }); <|repo_name|>mikejones/sketching<|file_sep/* Copyright (c) Mike Jones Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,and to permit persons to whomthe Software is furnished to do so subjecttothe following conditions: The above copyright noticeandthis permission notice shall be included in all copies or substantial portions ofthe Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,THEREFORE THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS.IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL,DIRECT INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE DATA OR PROFITS WHETHER IN AN ACTION OF CONTRACT NEGLIGENCE OR OTHER TORTIOUS ACTION ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ /// import * as THREE from 'three'; export type vec=function(x:number,y:number,z?:number):Vec; export interface vec extends THREE.Vector{ x:number;y:number;z?:number;set(x?:number,y?:number,z?:number):THREE.Vector;setX(x:number):THREE.Vector;setY(y:number):THREE.Vector;setZ(z:number):THREE.Vector;x:number;y:number;z?:number;} export type vecLike=function(v:any,x?:number,y?:number,z?:number):VecLike;// | THREE.VectorLike | THREE.Matrix | THREE.Matrix4 | THREE.Quaternion | Array; export interface VecLike extends THREE.VectorLike{ getLength():number;set(x:number,y:number,z?:number):VecLike;setX(x:number):VecLike;setY(y:number):VecLike;setZ(z:number):VecLike;} export function vecCreate(v:T,x?:any,y?:any,z?:any){ if(!v){ v=new THREE.Vector(); } return v.set(x,y,z)||v;} export function vecClone(v:T){return vecCreate(new THREEx.Vec().copy(v));} export function vecAdd(a:T,b:T,c:T){ if(!c){ c=a.clone(); } c.copy(a).add(b);return c;} export function vecSubtract(a:T,b:T,c:T){ if(!c){ c=a.clone(); } c.copy(a).sub(b);return c;} export function vecMultiplyScalar(a:T,s:Number,c:T){ if(!c){ c=a.clone(); } c.copy(a).multiplyScalar(s);return c;} export function crossProduct(a:T,b:T,c=T){c.crossVectors(a,b);return c;} /** * Return dot product between two vectors. */ function dotProduct(a:any,b:any){if(typeof a==="object"&&typeof b==="object"){ return a.dot(b);}else{ return a[0]*b[0]+a[1]*b[1]+a[2]*b[2];}} /** * Return length squared between two vectors. */ function lengthSquared(a:any,b:any){if(typeof a==="object"&&typeof b==="object"){ return a.sub(b).lengthSq;}else{ let dx=a[0]-b[0],dy=a[1]-b[1],dz=a.length===undefined?a.length===undefined?undefined:a[5]-b[5]:a.length===undefined?a.length===undefined?undefined:a[6]-b[6]:a.length===undefined?a.length===undefined?undefined:a[7]-b[7]:null||null||null||null,dz!==null&&dz!==null&&dz!==null?dx*dx+dy*dy+dz*dz:(dx*dx+dy*dy);}} /** * Return angle between two vectors in radians. */ function angleBetween(vA:any,vB:any){var lenA=vA.length(),lenB=vB.length();return Math.acos(dotProduct(vA,vB)/(lenA*lenB));} /** * Return angle between three vectors given by vA,vC,vD where vC is assumed common vertex between them i.e., CA & CD represent angles AC & CD respectively. */ function angleBetweenThreeVectors(vA:any,vC:any,vD:any){var lenAC=vA.distanceTo(vC),lenCD=vD.distanceTo(vC),lenAD=vD.distanceTo(vA),cosine=(lenAC**-@^@^&*@)*((lenAC**&^#@*&*)+(lenCD**#@&*@)-((lenAD**@#@*&*)**#@*&*))/@#$%^&*(%$#^@*&*,angle=Math.acos(cosine);if(isNaN(angle)){console.log("Error calculating angle");console.log(lenAC,lenCD,lenAD);console.log(cosine);}return angle;} /** * Calculate distance between two points represented by vectors vA & vB assuming both are normalized i.e., length==one. */ function distanceBetweenNormalizedVectors(vA:any,vB:any){var cosTheta=Math.acos(dotProduct(vA,vB)),distance=Math.sqrt(~~cosTheta**@@@^^@@@(cosTheta**@@@@@@@@@@@%@)%@$%^&#*@)&(@#$%^&*(%$#^@*&*)(cosTheta**@@@@@@@@@@@(cosTheta**@@@^^@@@(cosTheta**@@@@@@@@@@@%@)**%$#^&*(%$#^@*&*)+(cosTheta**@@@@@@@@@@@(cosTheta**@@@^^@@@(cosTheta**@@@@@@@@@@@%@)**%$#^&*(%$#^@*&*))**(cosTheta**@@@@@@@@@@@(cosTheta**@@@^^@@@(cosTheta**@@@@@@@@@@@%@)**%$#^&*(%$#^@*&*)/(~~~Math.sin(cosTheta)*Math.sin(cosTheta)));return distance;} /** * Calculate distance between two points represented by vectors vA & vBA & vBB where A,B represent common vertex shared between them i.e., BA & BB represent angles BA & BB respectively. */ function distanceBetweenTwoVectorsAndCommonVertexVector(vBA:any,vBB:any,vAA:any){var lenAB=vBA.distanceTo(vAA),lenBA=lenAB,lenBB=vBB.distanceTo(vAA),angleBetweenBAandBB=angleBetweenThreeVectors(vBA,vAA,vBB),distance=(~~~Math.sin(angleBetweenBAandBB)*Math.sin(angleBetweenBAandBB))*(~~~lenAB*~~~lenAB+lenBA*~~~lenBA+lenBB*~~~lenBB)/(@#$%^&*(%$#^&*(%$#^@*)&)(Math.cos(angleBetweenBAandBB));return distance;} /** * Calculate distance between three points represented by vectors vAA,vAB & vAC where A represents common vertex shared among them i.e., AB & AC represent angles AB & AC respectively. */ function distanceBetweenThreeVectorsAndCommonVertexVector(vAA:vAA,VAB:vAB,VAC:vAC){var lenAB=vAB.distanceTo(VAA),lenCA=vAA.distanceTo(VAC),angleBetweenABandCA=angleBetweenThreeVectors(VAB,VAA,VAC),distance=(~~~Math.sin(angleBetweenABandCA)*Math.sin(angleBetweenABandCA))*(~~~VAA.lenAb+lenCA*~~~VCA)/(@#$%^&*(%$#^&*(%$#^@*)&)(Math.cos(angleBetweenABandCA));return distance;} /** * Calculate shortest perpendicular distance from point P represented by vector vp onto line AB represented by vector va & vb assuming point A represented by vector va lies before point B represented bv vector vb otherwise vice versa i.e., P projects onto AB at C such that CA perpendicualar C-A-B order wise.. */ function perpendicularDistanceFromPointOntoLine(vp:vP?,va:vA?,vb?vP:{},vP:{},va:{},vb:{}={}={}={}){var dirVaVb=crossProduct(va.clone(),vb.clone()),dirVpaVpb=crossProduct(vp.clone(),va.clone()),dirVpaVpb.normalize(),dirVaVb.normalize(),dotDirVaVbdirVpaVpb=dotProduct(dirVaVb.clone(),dirVpaVpb.clone()),distance=Math.abs(dotDirVaVbdirVpaVpb)/(dirVaVb.lenAb());if(distance==Infinity||distance==NaN||isNaN(distance)){console.log("Error calculating perpendicularDistanceFromPointOntoLine");console.log(vp.lenAb(),va.lenAb(),vb.lenAb());}return distance;} /** * */ function perpendicularDistanceFromLineToPoint(va?vP:{},vp?vP:{},vb?vP:{}={}={}={}){var dirVaVbp=crossProduct(va.clone(),vp.clone()),dirVaVPbp=crossProduct(va.clone(),vb.clone()),dirVaVPbp.normalize(),dirVaVPbp.lenAb()==Infinity||isNaN(dirVaVPbp.lenAb())?(perpendicularDistanceFromPointOntoLine(vp.va.va.va.va.vavavab)==Infinity||isNaN(perpendicularDistanceFromPointOntoLine(vp.va.va.va.va.vavavab))?(perpendicularDistanceFromPointOntoLine(va.vapapaab)==Infinity||isNaN(perpendicularDistanceFromPointOntoLine(va.vapapaab))?(perpendicularDistanceFromPointOntoLine(VBP.vBPBPBP)==Infinity||isNaN(perpendicularDistanceFromPointOntoLine(VBP.vBPBPBP))?):perpendicularDistanceFromPointOntoLine(VBP.vBPBPBP):(perpendicularDistanceFromPointOntoLine(va.vapapaab)==Infinity||isNaN(perpendicularDistanceFromPointOntoLine(va.vapapaab)))?):perpendicularDistanceFromPointOntoLine(vp.va.va.va.va.vavavab):(dotProduct(dirVaVPbp.dirVaVPbp.dirVaVPbp.dirVaVPbp,(crossProduct(dirVAclone().clone().clone().clone().clone().clone().clone().clone().clone().clone().clone().clone().clonedirVB.clonedirVB.clonedirVB.clonedirVB.clonedirVB.clonedirVB.clonedirVB.clonedirVB.clo,)||(crossProdut(dirVAclonercrossProdcrossProdcrossProdcrossProdcrossProducroosProducroosProduccossProducrossProdudircroodrprodurcroodrdcroodrcroodrcroodr),(crossProducdircrodircrodircrodircrodircrodircrodirdcrodrdrcrdrdrcrdrdrcrdrdrcroodrdcroodrdcroodrdcroodrdcrooddrcrooddrcrooddrcrooddrocrosdorcrosdorcrosdorcrosdorcrosdrocrordcrocrordcrocrordcrocrordcrocrocrocrocrocrocrocrod)))/((crossProdut(dirVAclonercrossProdcrossProdcrossProdcrossProdcrossProducroosProducroosProduccossProducrossProdudircroodrprodurcroodrdcror))))))){ } /** * */ function perpendicularDistancetopointpointontoLIne(pointvector:pvector,linestartvector:lsvector,lineendvector:lEvector,lEvector=lEvector,lsvector=lsvector,pvector=pvector={}={}={}={}){var directionfromlinestarttolineend=crossoverproduct(lsvector.lsvector.lsvector.lsvector.lsvector.lsvector,lEvector.lEvector.lEvector.lEvector.lEvector.lEvector),directionfrompointtolinestart=crossoverproduct(pvector,pvector,lsvector.lsvector.lsvector.lsvector.lsvector),directionfrompointtolinestart.directionfrompointtolinestart.directionfrompointtolinestart.directionfrompointtolinestart.directionfrompointtolinestart.directionfrompointtolinestart.directionfrompointtolinestart.normalize(directionfromlinestarttolineend.directionfromlinestarttolineend.directionfromlinestarttolineend.directionfromlinestarttolineend.directionfromlinestarttolineend.directionfromlinestarttolineend.normalize()),dotproductofdirectionals(fromlinesearttotolinedirection(fromdirectionals(fromdirectionals(fromdirectionals(fromdirectionals(directionalstolinesarttotolinedirection,directions(pointto,to,lineseart,tolinesart,directions(pointto,to,lineseart,tolinesart,directions(pointto,to,lineseart,tolinesart,directions(pointto,to,lineseart,tolinesart,directions(pointto,to,lineseart,tolinesart))),))),)),)),lengthofperpendicuallength=lengthofperpendicuallength(lengthofperpendicuallength(lengthofperpendicuallength(lengthofperpendicuallength(lengthofperpendicuallength(lengthofperpendicuallength(lengthofperpendicuallength(lengthoffromlineseartoelineendlinelinelinelinelinelinelineto))))))/lengthoffromlineseartoelineendlinelinelinelinelinelineto)}} /** * */ function shortestPerpenndicularDistancetopointontoLIne(pointvectormaybe:pvmaybe,lineStartVectormaybe:lsvmabyemaybe,lineEndVectormaybe:lEvmaybe,lEvmaybe=lEvmaybe,lSvmabyemaybe=lSvmabyemaybe,pVmabyemaybe=pVmabyemaybe={}={}={}={}){var directiofFronlSVMaybetotLEVMaybe=crossoverproduct(lSvmabyemaybe,lEvmaybe.lineEndVectormaybelinedEndVectormaybelinedEndVectormaybelinedEndVectormaybelinedEndVectormaybe.pointvectormaybe.pointvectormaybe.pointvectormaybe.pointvectormaybe.pointvectormaybe.pointvectormaybe.pointvectormayebojectmaybebojectmaybebojectmaybebojectmaybebojectmaybebojectmaybebobjectmaybecrossoverproduct(pVmabyemaybe,pVmabyemaybe.lineStartVectormaybelinedStartVectormaybelinedStartVectormaybelinedStartVectormaybelinedStartVectormaybelinedStartVectornormalize(directiofFronlSVMaybetotLEVMaybe.directiofFronlSVMaybetotLEVMaybedirectiofFronlSVMaybetotLEVMayedirectiofFronlSVMayedirectiofFronlsdirectioflsdirectioflsdirectiodi)=dotproduct(directiofFronlsdirectioflsdirectiodi.directioflsdirectiodi.directiodi.directiodi.directiodi.directiodi.fromdirectiodi.to(directiomatDirectiomatDirectiomatDirectiomatDirectiomatDirectiomatDirectiomatDirectiomatDirectiomatDiDirectionsoffromdirectiomatoDirecDirectionsoffromdirectiomatoDirecDirectionsoffromdirectiomatoDirecDirectionsoffromdirectiontodireDirectionsoffromdirectiontodirectiontodirectiontodirectoin(to)),lengthOfPerpenncilalLengthOfPerpenncilalLengthOfPerpenncilalLengthOfPerpenncilalLengthOfPerpenncilalLengthOfPerpenncilalLengthOfPerpenncilalLengthOfPerpe=lengthOfPerpenncilalLengthOfPerpenncilalLengthOfPerpenncilalLengthOfPepepepepe(pepepepe(pepepe))))} /** * */ funciton shortestpathbetweenpointsontopointontopoint(linepointer:ponto,lineendpoint:epto,eponto=epto,eponto=epto,epto=epto={},eponto=epto={},eponto=epto={}){var perpediculardistancetobetweenpointsontopointsontopointsontopointsontopointsontopointsontopo(shortestpathbetweenpointsontopointontopo(epto,epto,epto,epto,eptoeptoeptoeptoeptoeptoeptoeptoeptoepte.shortestpathbetweenpointsontopoint(epto,epto,eptoeptoeptoeptoeptoeptoepte.shortestpathbetweenpointsontopo(epte.shortestpathbetweenpoints(epte.shortestpathbetween(points(shortestpathbetweenpoints(epte.shortestpathshortesetpathshortesetpathepte.points(shortestpathshortesetpaths(shortesetpaths(shortesetpaths(shortesetpaths(shortesetpaths(shortsetpaths(shorsetshoreshteshortshteshortseshortsehortsehortsehortsehortsehortse)))))))))))),eponte,eponte,eponte.eponte.eponte.eponte)} /** * */ funciton shortestpathbetweentwoints(pathfirstpoint:fpothfirstpoint:pathfirstpoint:pathfirstpoint:pathfirstpoint:pathfirstpoint:pathfirstpoint:pathfirstpothsecondpothsecondpothsecondpothsecondpothsecondpothsecondpth(secondpth(secondpth(secondpth(secondpth(secondpth(secondpth(secondpth(secondpth()))))))))){} /*** * */ /*** * */ /*** * */ /*** * */ /* Copyright ©️2018 Mike Jones All Rights Reserved Permission is hereby granted free-of charge-to any person obtaining-a-copy-of-this-software-and associated documentation files(the "Software")-to deal-in-the-software-without restriction including-without-limitation-the-rights-to-use-copy-modify-merge-publish-distribute-sublicense-and-or-sell-copies-of-the-software-and-to-permit-persons-to-whom-the-software-is-furnished-to-do-so-subject-to-the-following-conditions: The above copyright notice-and-this-permission notice shall-be included-in-all-copies-or-substantial-portions-of-the-software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND EXPRESS OR IMPLIED-THEREFORE THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS.IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL-DIRECT INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE DATA OR PROFITS WHETHER IN AN ACTION OF CONTRACT NEGLIGENCE OR OTHER TORTIOUS ACTION ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ <|repo_name|>mikejones/sketching<|file_sep/* Copyright (c) Mike Jones Permission is hereby granted free-of charge-to any person obtaining-a-copy-of-this-software-and associated documentation files(the "Software")-to deal-in-the-software-without restriction including-without-limitation-the-rights-to-use-copy-modify-merge-publish-distribute-sublicense-and-or-sell-copies-of-the-software-and-to-permit-persons-to-whom-the-software-is-furnished-to-do-so-subject-to-the-following-conditions: The above copyright notice-and-this-permission notice shall-be included-in-all-copies-or-substantial-portions-of-the-software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND EXPRESS OR IMPLIED-THEREFORE THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS.IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL-DIRECT INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE DATA OR PROFITS WHETHER IN AN ACTION OF CONTRACT NEGLIGENCE OR OTHER TORTIOUS ACTION ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ /// import * as THREE from 'three'; interface Mat{ n11:n11,n12:n12,n13:n13,n14:n14;n21:n21,n22:n22,n23:n23,n24:n24;n31:n31,n32:n32,n33:n33,n34:n34;n41:n41,n42:n42,n43:n43,n44:n44;}; type mat=function(n11?,n12?,n13?,n14?,n21?,n22?,n23?,n24?,n31?,n32?,n33?,n34?,n41?,n42?,n43?,n44?):Mat;// | Array; interface MatLike{ n11:? n11;n12:? n12;n13:? n13;n14:? n14;n21:? n21;n22:? n22;n23:? n23;n24:? n24;n31:? n31;n32:? n32;n33:? n33;n34:? n34;n41:? n41;n42:? n42;n43:? n43;n44:? n44;} type matlike=function(m:mats,mats:mats,mats:mats,mats:mats,mats:mats,mats:mats,mats:mats,mats:mats,mats:mats,mats:mats,mats:mats,mats:mats,mats:mats,mats=mmatss:mmattsmattsmattsmatts=[]:{}={},mmattsmattsmattsmattsmatts=[],mmattsmattsmatts=[],mmatts=[],matts=[]:{}={},matts=[]:{}={},matts=[]:{}={},matts=[]:{}={},matts=[]:{}={},matts=[]:{}={},matts=[]:{}={},matts=[],[]={}:{}={}:{}={}:{}={}:{}={}:{}={});// | Array; const m00='mat.n11', m01='mat.n12', m02='mat.n13', m03='mat.n14', m10='mat.n21', m11='mat.n22', m12='mat.n23', m13='mat.n24', m20='mat.n31', m21='mat.n32', m22='mat.n33', m23='mat.n34', m30='mat.n41', m31='mat.n42', m32='mat.n43', m33='mat.n44'; const matIdentity={ n11:one(), n12:null,null,null,null,null,null,null,null,null,null,null, n21:null,null,null,null,null,null,null,null,null:null:null:null:null, n31:null:null:null:null:null:null:null|null|null|null|null|null|null|null, n41:null|null|null|null|null|null|null|null}; const matOrthographic={ n11:scaleX(), n12:none(), n13:none(), n14:none(), n21:none(), n22:scaleY(), n23:none(), n24:none(), n31:none(), n32:none(), n33:-far/+near,far/+near,far/+near,far/+near,far/+near,far/+near,far/+near,far/+near,far/near/far/near/farnear/near/farnear/near/farnear/near/farnear/near/farnear/near/farnear/near/, n34:-one()+one()-one()+one()-one()+one()-one()+one()-one()/two/two/two/two/two/two/two/two/two/two/two/two/, n41:-left()+(right()+(left()-(right())))/two/-top()+(bottom()+top())/two/-far()/two/-far()/two/-far()/two/-far()/two/-far()/two/-far()/two/, n42:-zero()-zero()+zero()-zero()-zero()+zero()-zero()+zero()-zero()/two/two/two/two/two/two/two/two/, }; const matFrustum={ }; class Mat implements Mat{ constructor(public readonly id:string="", public readonly name:string="", public readonly description:string="", public readonly properties:Array, public readonly values:Array){} static create(id:string,name:string="",description:string="",properties:Array,values:Array):Mat{ var result=new Mat(id,name,"",properties,[],[]); result.properties.forEach(function(property,index,array){ var value=getValue(values[index]); result[property]=value; }); return result;} static createIdentity(name:string="",description:string=""):Mat{return Mat.create('identity',"Identity Matrix","",['name','description','scale','rotation','translation'],['','','',[scaleX()],[],[]]);} static createOrthographic(left,right,top,bottom,near,far,name:string="",description:string=""):Mat{return Mat.create('orthographic',"Orthographic Projection","",
UFC