@aura3d/math 4.3.6 → 4.5.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (65) hide show
  1. package/dist/SphericalHarmonics3.d.ts +6 -3
  2. package/dist/SphericalHarmonics3.d.ts.map +1 -1
  3. package/dist/SphericalHarmonics3.js +8 -5
  4. package/dist/SphericalHarmonics3.js.map +1 -1
  5. package/dist/three/Box3.d.ts +106 -0
  6. package/dist/three/Box3.d.ts.map +1 -0
  7. package/dist/three/Box3.js +348 -0
  8. package/dist/three/Box3.js.map +1 -0
  9. package/dist/three/Color.d.ts +127 -0
  10. package/dist/three/Color.d.ts.map +1 -0
  11. package/dist/three/Color.js +501 -0
  12. package/dist/three/Color.js.map +1 -0
  13. package/dist/three/Euler.d.ts +50 -0
  14. package/dist/three/Euler.d.ts.map +1 -0
  15. package/dist/three/Euler.js +210 -0
  16. package/dist/three/Euler.js.map +1 -0
  17. package/dist/three/Frustum.d.ts +59 -0
  18. package/dist/three/Frustum.d.ts.map +1 -0
  19. package/dist/three/Frustum.js +135 -0
  20. package/dist/three/Frustum.js.map +1 -0
  21. package/dist/three/Matrix3.d.ts +56 -0
  22. package/dist/three/Matrix3.d.ts.map +1 -0
  23. package/dist/three/Matrix3.js +248 -0
  24. package/dist/three/Matrix3.js.map +1 -0
  25. package/dist/three/Matrix4.d.ts +79 -0
  26. package/dist/three/Matrix4.d.ts.map +1 -0
  27. package/dist/three/Matrix4.js +708 -0
  28. package/dist/three/Matrix4.js.map +1 -0
  29. package/dist/three/Plane.d.ts +65 -0
  30. package/dist/three/Plane.d.ts.map +1 -0
  31. package/dist/three/Plane.js +135 -0
  32. package/dist/three/Plane.js.map +1 -0
  33. package/dist/three/Quaternion.d.ts +91 -0
  34. package/dist/three/Quaternion.d.ts.map +1 -0
  35. package/dist/three/Quaternion.js +444 -0
  36. package/dist/three/Quaternion.js.map +1 -0
  37. package/dist/three/Ray.d.ts +56 -0
  38. package/dist/three/Ray.d.ts.map +1 -0
  39. package/dist/three/Ray.js +340 -0
  40. package/dist/three/Ray.js.map +1 -0
  41. package/dist/three/Sphere.d.ts +58 -0
  42. package/dist/three/Sphere.d.ts.map +1 -0
  43. package/dist/three/Sphere.js +166 -0
  44. package/dist/three/Sphere.js.map +1 -0
  45. package/dist/three/Triangle.d.ts +58 -0
  46. package/dist/three/Triangle.d.ts.map +1 -0
  47. package/dist/three/Triangle.js +229 -0
  48. package/dist/three/Triangle.js.map +1 -0
  49. package/dist/three/Vector2.d.ts +88 -0
  50. package/dist/three/Vector2.d.ts.map +1 -0
  51. package/dist/three/Vector2.js +283 -0
  52. package/dist/three/Vector2.js.map +1 -0
  53. package/dist/three/Vector3.d.ts +137 -0
  54. package/dist/three/Vector3.d.ts.map +1 -0
  55. package/dist/three/Vector3.js +458 -0
  56. package/dist/three/Vector3.js.map +1 -0
  57. package/dist/three/Vector4.d.ts +100 -0
  58. package/dist/three/Vector4.d.ts.map +1 -0
  59. package/dist/three/Vector4.js +443 -0
  60. package/dist/three/Vector4.js.map +1 -0
  61. package/dist/three/index.d.ts +29 -0
  62. package/dist/three/index.d.ts.map +1 -0
  63. package/dist/three/index.js +29 -0
  64. package/dist/three/index.js.map +1 -0
  65. package/package.json +5 -1
@@ -0,0 +1,100 @@
1
+ import { Vector4 as ImmutableVector4 } from "../Vector4.js";
2
+ /** Anything with the `{ x, y, z, w }` shape, including the immutable `@aura3d/math` Vector4. */
3
+ export interface Vector4Like {
4
+ readonly x: number;
5
+ readonly y: number;
6
+ readonly z: number;
7
+ readonly w: number;
8
+ }
9
+ /** Minimal buffer-attribute shape three's `fromBufferAttribute` reads. */
10
+ export interface BufferAttributeLikeW {
11
+ getX(index: number): number;
12
+ getY(index: number): number;
13
+ getZ(index: number): number;
14
+ getW(index: number): number;
15
+ }
16
+ interface ElementsLike {
17
+ readonly elements: ArrayLike<number>;
18
+ }
19
+ /**
20
+ * Mutable three.js-compatible 4-D vector. Every modifier mutates `this` and
21
+ * returns `this`, exactly like three r185 `Vector4`. Use `fromImmutable` and
22
+ * `toImmutable` to cross into the immutable `@aura3d/math` Vector4.
23
+ */
24
+ export declare class Vector4 {
25
+ readonly isVector4: true;
26
+ x: number;
27
+ y: number;
28
+ z: number;
29
+ w: number;
30
+ constructor(x?: number, y?: number, z?: number, w?: number);
31
+ get width(): number;
32
+ set width(value: number);
33
+ get height(): number;
34
+ set height(value: number);
35
+ /** Copy the components of an immutable `@aura3d/math` Vector4 (or any `{x, y, z, w}`) into this vector. */
36
+ fromImmutable(v: Vector4Like): this;
37
+ /** Snapshot as an immutable `@aura3d/math` Vector4 (throws on non-finite components, like that class). */
38
+ toImmutable(): ImmutableVector4;
39
+ set(x: number, y: number, z: number, w: number): this;
40
+ setScalar(scalar: number): this;
41
+ setX(x: number): this;
42
+ setY(y: number): this;
43
+ setZ(z: number): this;
44
+ setW(w: number): this;
45
+ setComponent(index: number, value: number): this;
46
+ getComponent(index: number): number;
47
+ clone(): this;
48
+ copy(v: {
49
+ readonly x: number;
50
+ readonly y: number;
51
+ readonly z: number;
52
+ readonly w?: number;
53
+ }): this;
54
+ add(v: Vector4Like): this;
55
+ addScalar(s: number): this;
56
+ addVectors(a: Vector4Like, b: Vector4Like): this;
57
+ addScaledVector(v: Vector4Like, s: number): this;
58
+ sub(v: Vector4Like): this;
59
+ subScalar(s: number): this;
60
+ subVectors(a: Vector4Like, b: Vector4Like): this;
61
+ multiply(v: Vector4Like): this;
62
+ multiplyScalar(scalar: number): this;
63
+ applyMatrix4(m: ElementsLike): this;
64
+ divide(v: Vector4Like): this;
65
+ divideScalar(scalar: number): this;
66
+ setAxisAngleFromQuaternion(q: {
67
+ readonly x: number;
68
+ readonly y: number;
69
+ readonly z: number;
70
+ readonly w: number;
71
+ }): this;
72
+ setAxisAngleFromRotationMatrix(m: ElementsLike): this;
73
+ setFromMatrixPosition(m: ElementsLike): this;
74
+ min(v: Vector4Like): this;
75
+ max(v: Vector4Like): this;
76
+ clamp(min: Vector4Like, max: Vector4Like): this;
77
+ clampScalar(minVal: number, maxVal: number): this;
78
+ clampLength(min: number, max: number): this;
79
+ floor(): this;
80
+ ceil(): this;
81
+ round(): this;
82
+ roundToZero(): this;
83
+ negate(): this;
84
+ dot(v: Vector4Like): number;
85
+ lengthSq(): number;
86
+ length(): number;
87
+ manhattanLength(): number;
88
+ normalize(): this;
89
+ setLength(length: number): this;
90
+ lerp(v: Vector4Like, alpha: number): this;
91
+ lerpVectors(v1: Vector4Like, v2: Vector4Like, alpha: number): this;
92
+ equals(v: Vector4Like): boolean;
93
+ fromArray(array: ArrayLike<number>, offset?: number): this;
94
+ toArray(array?: number[], offset?: number): number[];
95
+ fromBufferAttribute(attribute: BufferAttributeLikeW, index: number): this;
96
+ random(): this;
97
+ [Symbol.iterator](): Generator<number, void, undefined>;
98
+ }
99
+ export {};
100
+ //# sourceMappingURL=Vector4.d.ts.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,443 @@
1
+ import { clamp } from "../MathUtils.js";
2
+ import { Vector4 as ImmutableVector4 } from "../Vector4.js";
3
+ /**
4
+ * Mutable three.js-compatible 4-D vector. Every modifier mutates `this` and
5
+ * returns `this`, exactly like three r185 `Vector4`. Use `fromImmutable` and
6
+ * `toImmutable` to cross into the immutable `@aura3d/math` Vector4.
7
+ */
8
+ export class Vector4 {
9
+ x;
10
+ y;
11
+ z;
12
+ w;
13
+ constructor(x = 0, y = 0, z = 0, w = 1) {
14
+ this.x = x;
15
+ this.y = y;
16
+ this.z = z;
17
+ this.w = w;
18
+ }
19
+ get width() {
20
+ return this.z;
21
+ }
22
+ set width(value) {
23
+ this.z = value;
24
+ }
25
+ get height() {
26
+ return this.w;
27
+ }
28
+ set height(value) {
29
+ this.w = value;
30
+ }
31
+ /** Copy the components of an immutable `@aura3d/math` Vector4 (or any `{x, y, z, w}`) into this vector. */
32
+ fromImmutable(v) {
33
+ this.x = v.x;
34
+ this.y = v.y;
35
+ this.z = v.z;
36
+ this.w = v.w;
37
+ return this;
38
+ }
39
+ /** Snapshot as an immutable `@aura3d/math` Vector4 (throws on non-finite components, like that class). */
40
+ toImmutable() {
41
+ return new ImmutableVector4(this.x, this.y, this.z, this.w);
42
+ }
43
+ set(x, y, z, w) {
44
+ this.x = x;
45
+ this.y = y;
46
+ this.z = z;
47
+ this.w = w;
48
+ return this;
49
+ }
50
+ setScalar(scalar) {
51
+ this.x = scalar;
52
+ this.y = scalar;
53
+ this.z = scalar;
54
+ this.w = scalar;
55
+ return this;
56
+ }
57
+ setX(x) {
58
+ this.x = x;
59
+ return this;
60
+ }
61
+ setY(y) {
62
+ this.y = y;
63
+ return this;
64
+ }
65
+ setZ(z) {
66
+ this.z = z;
67
+ return this;
68
+ }
69
+ setW(w) {
70
+ this.w = w;
71
+ return this;
72
+ }
73
+ setComponent(index, value) {
74
+ switch (index) {
75
+ case 0:
76
+ this.x = value;
77
+ break;
78
+ case 1:
79
+ this.y = value;
80
+ break;
81
+ case 2:
82
+ this.z = value;
83
+ break;
84
+ case 3:
85
+ this.w = value;
86
+ break;
87
+ default: throw new Error(`THREE.Vector4: index is out of range: ${index}`);
88
+ }
89
+ return this;
90
+ }
91
+ getComponent(index) {
92
+ switch (index) {
93
+ case 0: return this.x;
94
+ case 1: return this.y;
95
+ case 2: return this.z;
96
+ case 3: return this.w;
97
+ default: throw new Error(`THREE.Vector4: index is out of range: ${index}`);
98
+ }
99
+ }
100
+ clone() {
101
+ return new this.constructor(this.x, this.y, this.z, this.w);
102
+ }
103
+ copy(v) {
104
+ this.x = v.x;
105
+ this.y = v.y;
106
+ this.z = v.z;
107
+ this.w = v.w !== undefined ? v.w : 1;
108
+ return this;
109
+ }
110
+ add(v) {
111
+ this.x += v.x;
112
+ this.y += v.y;
113
+ this.z += v.z;
114
+ this.w += v.w;
115
+ return this;
116
+ }
117
+ addScalar(s) {
118
+ this.x += s;
119
+ this.y += s;
120
+ this.z += s;
121
+ this.w += s;
122
+ return this;
123
+ }
124
+ addVectors(a, b) {
125
+ this.x = a.x + b.x;
126
+ this.y = a.y + b.y;
127
+ this.z = a.z + b.z;
128
+ this.w = a.w + b.w;
129
+ return this;
130
+ }
131
+ addScaledVector(v, s) {
132
+ this.x += v.x * s;
133
+ this.y += v.y * s;
134
+ this.z += v.z * s;
135
+ this.w += v.w * s;
136
+ return this;
137
+ }
138
+ sub(v) {
139
+ this.x -= v.x;
140
+ this.y -= v.y;
141
+ this.z -= v.z;
142
+ this.w -= v.w;
143
+ return this;
144
+ }
145
+ subScalar(s) {
146
+ this.x -= s;
147
+ this.y -= s;
148
+ this.z -= s;
149
+ this.w -= s;
150
+ return this;
151
+ }
152
+ subVectors(a, b) {
153
+ this.x = a.x - b.x;
154
+ this.y = a.y - b.y;
155
+ this.z = a.z - b.z;
156
+ this.w = a.w - b.w;
157
+ return this;
158
+ }
159
+ multiply(v) {
160
+ this.x *= v.x;
161
+ this.y *= v.y;
162
+ this.z *= v.z;
163
+ this.w *= v.w;
164
+ return this;
165
+ }
166
+ multiplyScalar(scalar) {
167
+ this.x *= scalar;
168
+ this.y *= scalar;
169
+ this.z *= scalar;
170
+ this.w *= scalar;
171
+ return this;
172
+ }
173
+ applyMatrix4(m) {
174
+ const x = this.x;
175
+ const y = this.y;
176
+ const z = this.z;
177
+ const w = this.w;
178
+ const e = m.elements;
179
+ this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w;
180
+ this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w;
181
+ this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w;
182
+ this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;
183
+ return this;
184
+ }
185
+ divide(v) {
186
+ this.x /= v.x;
187
+ this.y /= v.y;
188
+ this.z /= v.z;
189
+ this.w /= v.w;
190
+ return this;
191
+ }
192
+ divideScalar(scalar) {
193
+ return this.multiplyScalar(1 / scalar);
194
+ }
195
+ setAxisAngleFromQuaternion(q) {
196
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
197
+ // q is assumed to be normalized
198
+ this.w = 2 * Math.acos(q.w);
199
+ const s = Math.sqrt(1 - q.w * q.w);
200
+ if (s < 0.0001) {
201
+ this.x = 1;
202
+ this.y = 0;
203
+ this.z = 0;
204
+ }
205
+ else {
206
+ this.x = q.x / s;
207
+ this.y = q.y / s;
208
+ this.z = q.z / s;
209
+ }
210
+ return this;
211
+ }
212
+ setAxisAngleFromRotationMatrix(m) {
213
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
214
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
215
+ let angle;
216
+ let x;
217
+ let y;
218
+ let z; // variables for result
219
+ const epsilon = 0.01; // margin to allow for rounding errors
220
+ const epsilon2 = 0.1; // margin to distinguish between 0 and 180 degrees
221
+ const te = m.elements;
222
+ const m11 = te[0], m12 = te[4], m13 = te[8];
223
+ const m21 = te[1], m22 = te[5], m23 = te[9];
224
+ const m31 = te[2], m32 = te[6], m33 = te[10];
225
+ if (Math.abs(m12 - m21) < epsilon && Math.abs(m13 - m31) < epsilon && Math.abs(m23 - m32) < epsilon) {
226
+ // singularity found
227
+ // first check for identity matrix which must have +1 for all terms
228
+ // in leading diagonal and zero in other terms
229
+ if (Math.abs(m12 + m21) < epsilon2 &&
230
+ Math.abs(m13 + m31) < epsilon2 &&
231
+ Math.abs(m23 + m32) < epsilon2 &&
232
+ Math.abs(m11 + m22 + m33 - 3) < epsilon2) {
233
+ // this singularity is identity matrix so angle = 0
234
+ this.set(1, 0, 0, 0);
235
+ return this; // zero angle, arbitrary axis
236
+ }
237
+ // otherwise this singularity is angle = 180
238
+ angle = Math.PI;
239
+ const xx = (m11 + 1) / 2;
240
+ const yy = (m22 + 1) / 2;
241
+ const zz = (m33 + 1) / 2;
242
+ const xy = (m12 + m21) / 4;
243
+ const xz = (m13 + m31) / 4;
244
+ const yz = (m23 + m32) / 4;
245
+ if (xx > yy && xx > zz) {
246
+ // m11 is the largest diagonal term
247
+ if (xx < epsilon) {
248
+ x = 0;
249
+ y = 0.707106781;
250
+ z = 0.707106781;
251
+ }
252
+ else {
253
+ x = Math.sqrt(xx);
254
+ y = xy / x;
255
+ z = xz / x;
256
+ }
257
+ }
258
+ else if (yy > zz) {
259
+ // m22 is the largest diagonal term
260
+ if (yy < epsilon) {
261
+ x = 0.707106781;
262
+ y = 0;
263
+ z = 0.707106781;
264
+ }
265
+ else {
266
+ y = Math.sqrt(yy);
267
+ x = xy / y;
268
+ z = yz / y;
269
+ }
270
+ }
271
+ else if (zz < epsilon) {
272
+ // m33 is the largest diagonal term so base result on this
273
+ x = 0.707106781;
274
+ y = 0.707106781;
275
+ z = 0;
276
+ }
277
+ else {
278
+ z = Math.sqrt(zz);
279
+ x = xz / z;
280
+ y = yz / z;
281
+ }
282
+ this.set(x, y, z, angle);
283
+ return this; // return 180 deg rotation
284
+ }
285
+ // as we have reached here there are no singularities so we can handle normally
286
+ let s = Math.sqrt((m32 - m23) * (m32 - m23) + (m13 - m31) * (m13 - m31) + (m21 - m12) * (m21 - m12)); // used to normalize
287
+ if (Math.abs(s) < 0.001)
288
+ s = 1;
289
+ // prevent divide by zero, should not happen if matrix is orthogonal and should be
290
+ // caught by singularity test above, but I've left it in just in case
291
+ this.x = (m32 - m23) / s;
292
+ this.y = (m13 - m31) / s;
293
+ this.z = (m21 - m12) / s;
294
+ this.w = Math.acos((m11 + m22 + m33 - 1) / 2);
295
+ return this;
296
+ }
297
+ setFromMatrixPosition(m) {
298
+ const e = m.elements;
299
+ this.x = e[12];
300
+ this.y = e[13];
301
+ this.z = e[14];
302
+ this.w = e[15];
303
+ return this;
304
+ }
305
+ min(v) {
306
+ this.x = Math.min(this.x, v.x);
307
+ this.y = Math.min(this.y, v.y);
308
+ this.z = Math.min(this.z, v.z);
309
+ this.w = Math.min(this.w, v.w);
310
+ return this;
311
+ }
312
+ max(v) {
313
+ this.x = Math.max(this.x, v.x);
314
+ this.y = Math.max(this.y, v.y);
315
+ this.z = Math.max(this.z, v.z);
316
+ this.w = Math.max(this.w, v.w);
317
+ return this;
318
+ }
319
+ clamp(min, max) {
320
+ this.x = clamp(this.x, min.x, max.x);
321
+ this.y = clamp(this.y, min.y, max.y);
322
+ this.z = clamp(this.z, min.z, max.z);
323
+ this.w = clamp(this.w, min.w, max.w);
324
+ return this;
325
+ }
326
+ clampScalar(minVal, maxVal) {
327
+ this.x = clamp(this.x, minVal, maxVal);
328
+ this.y = clamp(this.y, minVal, maxVal);
329
+ this.z = clamp(this.z, minVal, maxVal);
330
+ this.w = clamp(this.w, minVal, maxVal);
331
+ return this;
332
+ }
333
+ clampLength(min, max) {
334
+ const length = this.length();
335
+ return this.divideScalar(length || 1).multiplyScalar(clamp(length, min, max));
336
+ }
337
+ floor() {
338
+ this.x = Math.floor(this.x);
339
+ this.y = Math.floor(this.y);
340
+ this.z = Math.floor(this.z);
341
+ this.w = Math.floor(this.w);
342
+ return this;
343
+ }
344
+ ceil() {
345
+ this.x = Math.ceil(this.x);
346
+ this.y = Math.ceil(this.y);
347
+ this.z = Math.ceil(this.z);
348
+ this.w = Math.ceil(this.w);
349
+ return this;
350
+ }
351
+ round() {
352
+ this.x = Math.round(this.x);
353
+ this.y = Math.round(this.y);
354
+ this.z = Math.round(this.z);
355
+ this.w = Math.round(this.w);
356
+ return this;
357
+ }
358
+ roundToZero() {
359
+ this.x = Math.trunc(this.x);
360
+ this.y = Math.trunc(this.y);
361
+ this.z = Math.trunc(this.z);
362
+ this.w = Math.trunc(this.w);
363
+ return this;
364
+ }
365
+ negate() {
366
+ this.x = -this.x;
367
+ this.y = -this.y;
368
+ this.z = -this.z;
369
+ this.w = -this.w;
370
+ return this;
371
+ }
372
+ dot(v) {
373
+ return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
374
+ }
375
+ lengthSq() {
376
+ return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
377
+ }
378
+ length() {
379
+ return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
380
+ }
381
+ manhattanLength() {
382
+ return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w);
383
+ }
384
+ normalize() {
385
+ return this.divideScalar(this.length() || 1);
386
+ }
387
+ setLength(length) {
388
+ return this.normalize().multiplyScalar(length);
389
+ }
390
+ lerp(v, alpha) {
391
+ this.x += (v.x - this.x) * alpha;
392
+ this.y += (v.y - this.y) * alpha;
393
+ this.z += (v.z - this.z) * alpha;
394
+ this.w += (v.w - this.w) * alpha;
395
+ return this;
396
+ }
397
+ lerpVectors(v1, v2, alpha) {
398
+ this.x = v1.x + (v2.x - v1.x) * alpha;
399
+ this.y = v1.y + (v2.y - v1.y) * alpha;
400
+ this.z = v1.z + (v2.z - v1.z) * alpha;
401
+ this.w = v1.w + (v2.w - v1.w) * alpha;
402
+ return this;
403
+ }
404
+ equals(v) {
405
+ return v.x === this.x && v.y === this.y && v.z === this.z && v.w === this.w;
406
+ }
407
+ fromArray(array, offset = 0) {
408
+ this.x = array[offset];
409
+ this.y = array[offset + 1];
410
+ this.z = array[offset + 2];
411
+ this.w = array[offset + 3];
412
+ return this;
413
+ }
414
+ toArray(array = [], offset = 0) {
415
+ array[offset] = this.x;
416
+ array[offset + 1] = this.y;
417
+ array[offset + 2] = this.z;
418
+ array[offset + 3] = this.w;
419
+ return array;
420
+ }
421
+ fromBufferAttribute(attribute, index) {
422
+ this.x = attribute.getX(index);
423
+ this.y = attribute.getY(index);
424
+ this.z = attribute.getZ(index);
425
+ this.w = attribute.getW(index);
426
+ return this;
427
+ }
428
+ random() {
429
+ this.x = Math.random();
430
+ this.y = Math.random();
431
+ this.z = Math.random();
432
+ this.w = Math.random();
433
+ return this;
434
+ }
435
+ *[Symbol.iterator]() {
436
+ yield this.x;
437
+ yield this.y;
438
+ yield this.z;
439
+ yield this.w;
440
+ }
441
+ }
442
+ Vector4.prototype.isVector4 = true;
443
+ //# sourceMappingURL=Vector4.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,29 @@
1
+ /**
2
+ * `@aura3d/math/three`: mutable, three.js-compatible math classes.
3
+ *
4
+ * The classes in `@aura3d/math` are immutable value types; every method returns a new
5
+ * instance. three.js code is written against mutating methods that return `this`
6
+ * (`v.add(w);` changes `v`), so this subpath ships the same method sets with the same
7
+ * mutation, `target` out-parameter and `null`-miss semantics. Numerics are proven against
8
+ * goldens generated from three@0.185.1 (tests/unit/math/three-compat-parity.test.ts).
9
+ * Existing `@aura3d/math` classes are unchanged; cross between the two with the
10
+ * `fromImmutable(v)` and `toImmutable()` methods on each class.
11
+ *
12
+ * The method bodies follow the three.js r185 reference implementation
13
+ * (MIT License, Copyright (c) 2010-2025 three.js authors).
14
+ */
15
+ export { Vector2, type Vector2Like, type BufferAttributeLike2 } from "./Vector2.js";
16
+ export { Vector3, type Vector3Like, type BufferAttributeLike3, type ProjectionCameraLike } from "./Vector3.js";
17
+ export { Vector4, type Vector4Like, type BufferAttributeLikeW } from "./Vector4.js";
18
+ export { Matrix3 } from "./Matrix3.js";
19
+ export { Matrix4, WebGLCoordinateSystem, WebGPUCoordinateSystem } from "./Matrix4.js";
20
+ export { Quaternion, type QuaternionLike, type EulerLike, type EulerOrder, type BufferAttributeLike4 } from "./Quaternion.js";
21
+ export { Euler } from "./Euler.js";
22
+ export { Color, ColorManagement, COLOR_KEYWORDS, SRGBToLinear, LinearToSRGB, NoColorSpace, SRGBColorSpace, LinearSRGBColorSpace, LinearTransfer, SRGBTransfer, type ColorLike, type HSL, type RGB } from "./Color.js";
23
+ export { Box3, type Box3Like, type Box3ObjectLike, type TriangleLike, type PositionAttributeLike } from "./Box3.js";
24
+ export { Sphere, type SphereLike } from "./Sphere.js";
25
+ export { Plane, type PlaneLike, type Line3Like } from "./Plane.js";
26
+ export { Ray, type RayLike } from "./Ray.js";
27
+ export { Frustum, type FrustumLike } from "./Frustum.js";
28
+ export { Triangle, type TriangleCornersLike } from "./Triangle.js";
29
+ //# sourceMappingURL=index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.d.ts","sourceRoot":"","sources":["../../../../../packages/math/src/three/index.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AACH,OAAO,EAAE,OAAO,EAAE,KAAK,WAAW,EAAE,KAAK,oBAAoB,EAAE,MAAM,cAAc,CAAC;AACpF,OAAO,EAAE,OAAO,EAAE,KAAK,WAAW,EAAE,KAAK,oBAAoB,EAAE,KAAK,oBAAoB,EAAE,MAAM,cAAc,CAAC;AAC/G,OAAO,EAAE,OAAO,EAAE,KAAK,WAAW,EAAE,KAAK,oBAAoB,EAAE,MAAM,cAAc,CAAC;AACpF,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AACvC,OAAO,EAAE,OAAO,EAAE,qBAAqB,EAAE,sBAAsB,EAAE,MAAM,cAAc,CAAC;AACtF,OAAO,EAAE,UAAU,EAAE,KAAK,cAAc,EAAE,KAAK,SAAS,EAAE,KAAK,UAAU,EAAE,KAAK,oBAAoB,EAAE,MAAM,iBAAiB,CAAC;AAC9H,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AACnC,OAAO,EACL,KAAK,EACL,eAAe,EACf,cAAc,EACd,YAAY,EACZ,YAAY,EACZ,YAAY,EACZ,cAAc,EACd,oBAAoB,EACpB,cAAc,EACd,YAAY,EACZ,KAAK,SAAS,EACd,KAAK,GAAG,EACR,KAAK,GAAG,EACT,MAAM,YAAY,CAAC;AACpB,OAAO,EAAE,IAAI,EAAE,KAAK,QAAQ,EAAE,KAAK,cAAc,EAAE,KAAK,YAAY,EAAE,KAAK,qBAAqB,EAAE,MAAM,WAAW,CAAC;AACpH,OAAO,EAAE,MAAM,EAAE,KAAK,UAAU,EAAE,MAAM,aAAa,CAAC;AACtD,OAAO,EAAE,KAAK,EAAE,KAAK,SAAS,EAAE,KAAK,SAAS,EAAE,MAAM,YAAY,CAAC;AACnE,OAAO,EAAE,GAAG,EAAE,KAAK,OAAO,EAAE,MAAM,UAAU,CAAC;AAC7C,OAAO,EAAE,OAAO,EAAE,KAAK,WAAW,EAAE,MAAM,cAAc,CAAC;AACzD,OAAO,EAAE,QAAQ,EAAE,KAAK,mBAAmB,EAAE,MAAM,eAAe,CAAC"}
@@ -0,0 +1,29 @@
1
+ /**
2
+ * `@aura3d/math/three`: mutable, three.js-compatible math classes.
3
+ *
4
+ * The classes in `@aura3d/math` are immutable value types; every method returns a new
5
+ * instance. three.js code is written against mutating methods that return `this`
6
+ * (`v.add(w);` changes `v`), so this subpath ships the same method sets with the same
7
+ * mutation, `target` out-parameter and `null`-miss semantics. Numerics are proven against
8
+ * goldens generated from three@0.185.1 (tests/unit/math/three-compat-parity.test.ts).
9
+ * Existing `@aura3d/math` classes are unchanged; cross between the two with the
10
+ * `fromImmutable(v)` and `toImmutable()` methods on each class.
11
+ *
12
+ * The method bodies follow the three.js r185 reference implementation
13
+ * (MIT License, Copyright (c) 2010-2025 three.js authors).
14
+ */
15
+ export { Vector2 } from "./Vector2.js";
16
+ export { Vector3 } from "./Vector3.js";
17
+ export { Vector4 } from "./Vector4.js";
18
+ export { Matrix3 } from "./Matrix3.js";
19
+ export { Matrix4, WebGLCoordinateSystem, WebGPUCoordinateSystem } from "./Matrix4.js";
20
+ export { Quaternion } from "./Quaternion.js";
21
+ export { Euler } from "./Euler.js";
22
+ export { Color, ColorManagement, COLOR_KEYWORDS, SRGBToLinear, LinearToSRGB, NoColorSpace, SRGBColorSpace, LinearSRGBColorSpace, LinearTransfer, SRGBTransfer } from "./Color.js";
23
+ export { Box3 } from "./Box3.js";
24
+ export { Sphere } from "./Sphere.js";
25
+ export { Plane } from "./Plane.js";
26
+ export { Ray } from "./Ray.js";
27
+ export { Frustum } from "./Frustum.js";
28
+ export { Triangle } from "./Triangle.js";
29
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../../packages/math/src/three/index.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AACH,OAAO,EAAE,OAAO,EAA+C,MAAM,cAAc,CAAC;AACpF,OAAO,EAAE,OAAO,EAA0E,MAAM,cAAc,CAAC;AAC/G,OAAO,EAAE,OAAO,EAA+C,MAAM,cAAc,CAAC;AACpF,OAAO,EAAE,OAAO,EAAE,MAAM,cAAc,CAAC;AACvC,OAAO,EAAE,OAAO,EAAE,qBAAqB,EAAE,sBAAsB,EAAE,MAAM,cAAc,CAAC;AACtF,OAAO,EAAE,UAAU,EAAmF,MAAM,iBAAiB,CAAC;AAC9H,OAAO,EAAE,KAAK,EAAE,MAAM,YAAY,CAAC;AACnC,OAAO,EACL,KAAK,EACL,eAAe,EACf,cAAc,EACd,YAAY,EACZ,YAAY,EACZ,YAAY,EACZ,cAAc,EACd,oBAAoB,EACpB,cAAc,EACd,YAAY,EAIb,MAAM,YAAY,CAAC;AACpB,OAAO,EAAE,IAAI,EAAqF,MAAM,WAAW,CAAC;AACpH,OAAO,EAAE,MAAM,EAAmB,MAAM,aAAa,CAAC;AACtD,OAAO,EAAE,KAAK,EAAkC,MAAM,YAAY,CAAC;AACnE,OAAO,EAAE,GAAG,EAAgB,MAAM,UAAU,CAAC;AAC7C,OAAO,EAAE,OAAO,EAAoB,MAAM,cAAc,CAAC;AACzD,OAAO,EAAE,QAAQ,EAA4B,MAAM,eAAe,CAAC"}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@aura3d/math",
3
- "version": "4.3.6",
3
+ "version": "4.5.0",
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  "type": "module",
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5
  "main": "./dist/index.js",
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6
  "types": "./dist/index.d.ts",
@@ -8,6 +8,10 @@
8
8
  ".": {
9
9
  "types": "./dist/index.d.ts",
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  "import": "./dist/index.js"
11
+ },
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+ "./three": {
13
+ "types": "./dist/three/index.d.ts",
14
+ "import": "./dist/three/index.js"
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15
  }
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16
  },
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17
  "description": "Deterministic vectors, matrices, quaternions, colors, rays, bounds, frustums, transforms, interpolation, easing, and seeded random math for Aura3D.",