@js-draw/math 1.0.0
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- package/README.md +3 -0
- package/build-config.json +4 -0
- package/dist/cjs/Color4.d.ts +83 -0
- package/dist/cjs/Color4.js +277 -0
- package/dist/cjs/Mat33.d.ts +131 -0
- package/dist/cjs/Mat33.js +345 -0
- package/dist/cjs/Vec2.d.ts +42 -0
- package/dist/cjs/Vec2.js +48 -0
- package/dist/cjs/Vec3.d.ts +126 -0
- package/dist/cjs/Vec3.js +203 -0
- package/dist/cjs/lib.d.ts +27 -0
- package/dist/cjs/lib.js +42 -0
- package/dist/cjs/polynomial/solveQuadratic.d.ts +9 -0
- package/dist/cjs/polynomial/solveQuadratic.js +39 -0
- package/dist/cjs/rounding.d.ts +15 -0
- package/dist/cjs/rounding.js +146 -0
- package/dist/cjs/shapes/Abstract2DShape.d.ts +49 -0
- package/dist/cjs/shapes/Abstract2DShape.js +38 -0
- package/dist/cjs/shapes/BezierJSWrapper.d.ts +36 -0
- package/dist/cjs/shapes/BezierJSWrapper.js +94 -0
- package/dist/cjs/shapes/CubicBezier.d.ts +17 -0
- package/dist/cjs/shapes/CubicBezier.js +35 -0
- package/dist/cjs/shapes/LineSegment2.d.ts +70 -0
- package/dist/cjs/shapes/LineSegment2.js +183 -0
- package/dist/cjs/shapes/Path.d.ts +96 -0
- package/dist/cjs/shapes/Path.js +766 -0
- package/dist/cjs/shapes/PointShape2D.d.ts +18 -0
- package/dist/cjs/shapes/PointShape2D.js +31 -0
- package/dist/cjs/shapes/QuadraticBezier.d.ts +35 -0
- package/dist/cjs/shapes/QuadraticBezier.js +120 -0
- package/dist/cjs/shapes/Rect2.d.ts +58 -0
- package/dist/cjs/shapes/Rect2.js +259 -0
- package/dist/cjs/shapes/Triangle.d.ts +46 -0
- package/dist/cjs/shapes/Triangle.js +126 -0
- package/dist/mjs/Color4.d.ts +83 -0
- package/dist/mjs/Color4.mjs +271 -0
- package/dist/mjs/Mat33.d.ts +131 -0
- package/dist/mjs/Mat33.mjs +338 -0
- package/dist/mjs/Vec2.d.ts +42 -0
- package/dist/mjs/Vec2.mjs +42 -0
- package/dist/mjs/Vec3.d.ts +126 -0
- package/dist/mjs/Vec3.mjs +199 -0
- package/dist/mjs/lib.d.ts +27 -0
- package/dist/mjs/lib.mjs +29 -0
- package/dist/mjs/polynomial/solveQuadratic.d.ts +9 -0
- package/dist/mjs/polynomial/solveQuadratic.mjs +37 -0
- package/dist/mjs/rounding.d.ts +15 -0
- package/dist/mjs/rounding.mjs +139 -0
- package/dist/mjs/shapes/Abstract2DShape.d.ts +49 -0
- package/dist/mjs/shapes/Abstract2DShape.mjs +36 -0
- package/dist/mjs/shapes/BezierJSWrapper.d.ts +36 -0
- package/dist/mjs/shapes/BezierJSWrapper.mjs +89 -0
- package/dist/mjs/shapes/CubicBezier.d.ts +17 -0
- package/dist/mjs/shapes/CubicBezier.mjs +30 -0
- package/dist/mjs/shapes/LineSegment2.d.ts +70 -0
- package/dist/mjs/shapes/LineSegment2.mjs +176 -0
- package/dist/mjs/shapes/Path.d.ts +96 -0
- package/dist/mjs/shapes/Path.mjs +759 -0
- package/dist/mjs/shapes/PointShape2D.d.ts +18 -0
- package/dist/mjs/shapes/PointShape2D.mjs +26 -0
- package/dist/mjs/shapes/QuadraticBezier.d.ts +35 -0
- package/dist/mjs/shapes/QuadraticBezier.mjs +113 -0
- package/dist/mjs/shapes/Rect2.d.ts +58 -0
- package/dist/mjs/shapes/Rect2.mjs +252 -0
- package/dist/mjs/shapes/Triangle.d.ts +46 -0
- package/dist/mjs/shapes/Triangle.mjs +121 -0
- package/package.json +48 -0
- package/tsconfig.json +7 -0
- package/typedoc.json +5 -0
package/README.md
ADDED
@@ -0,0 +1,83 @@
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import Vec3 from './Vec3';
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/**
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* Represents a color.
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*
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* @example
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* ```ts,runnable,console
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* import { Color4 } from '@js-draw/math';
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*
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* console.log('Red:', Color4.fromString('#f00'));
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* console.log('Also red:', Color4.ofRGB(1, 0, 0), Color4.red);
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* console.log('Mixing red and blue:', Color4.red.mix(Color4.blue, 0.5));
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* console.log('To string:', Color4.orange.toHexString());
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* ```
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*/
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export default class Color4 {
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/** Red component. Should be in the range [0, 1]. */
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readonly r: number;
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/** Green component. ${\tt g} \in [0, 1]$ */
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readonly g: number;
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/** Blue component. ${\tt b} \in [0, 1]$ */
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readonly b: number;
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/** Alpha/transparent component. ${\tt a} \in [0, 1]$. 0 = transparent */
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readonly a: number;
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private constructor();
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/**
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* Create a color from red, green, blue components. The color is fully opaque (`a = 1.0`).
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*
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* Each component should be in the range [0, 1].
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*/
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static ofRGB(red: number, green: number, blue: number): Color4;
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static ofRGBA(red: number, green: number, blue: number, alpha: number): Color4;
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static fromHex(hexString: string): Color4;
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/** Like fromHex, but can handle additional colors if an `HTMLCanvasElement` is available. */
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static fromString(text: string): Color4;
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/** @returns true if `this` and `other` are approximately equal. */
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eq(other: Color4 | null | undefined): boolean;
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/**
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* If `fractionTo` is not in the range $[0, 1]$, it will be clamped to the nearest number
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* in that range. For example, `a.mix(b, -1)` is equivalent to `a.mix(b, 0)`.
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*
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* @returns a color `fractionTo` of the way from this color to `other`.
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*
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* @example
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* ```ts
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* Color4.ofRGB(1, 0, 0).mix(Color4.ofRGB(0, 1, 0), 0.1) // -> Color4(0.9, 0.1, 0)
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* ```
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*/
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mix(other: Color4, fractionTo: number): Color4;
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/**
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* @returns the component-wise average of `colors`, or `Color4.transparent` if `colors` is empty.
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*/
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static average(colors: Color4[]): Color4;
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/**
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* Converts to (hue, saturation, value).
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* See also https://en.wikipedia.org/wiki/HSL_and_HSV#General_approach
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*
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* The resultant hue is represented in radians and is thus in $[0, 2\pi]$.
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*/
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asHSV(): Vec3;
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private hexString;
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/**
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* @returns a hexadecimal color string representation of `this`, in the form `#rrggbbaa`.
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*
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* @example
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* ```
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* Color4.red.toHexString(); // -> #ff0000ff
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* ```
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*/
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toHexString(): string;
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toString(): string;
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static transparent: Color4;
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static red: Color4;
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static orange: Color4;
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static green: Color4;
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static blue: Color4;
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static purple: Color4;
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static yellow: Color4;
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static clay: Color4;
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static black: Color4;
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static gray: Color4;
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static white: Color4;
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}
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export { Color4 };
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"use strict";
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var __importDefault = (this && this.__importDefault) || function (mod) {
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return (mod && mod.__esModule) ? mod : { "default": mod };
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};
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Object.defineProperty(exports, "__esModule", { value: true });
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exports.Color4 = void 0;
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const Vec3_1 = __importDefault(require("./Vec3"));
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/**
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* Represents a color.
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*
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* @example
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* ```ts,runnable,console
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* import { Color4 } from '@js-draw/math';
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*
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* console.log('Red:', Color4.fromString('#f00'));
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* console.log('Also red:', Color4.ofRGB(1, 0, 0), Color4.red);
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* console.log('Mixing red and blue:', Color4.red.mix(Color4.blue, 0.5));
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* console.log('To string:', Color4.orange.toHexString());
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* ```
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*/
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class Color4 {
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constructor(
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/** Red component. Should be in the range [0, 1]. */
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r,
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/** Green component. ${\tt g} \in [0, 1]$ */
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g,
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/** Blue component. ${\tt b} \in [0, 1]$ */
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b,
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/** Alpha/transparent component. ${\tt a} \in [0, 1]$. 0 = transparent */
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a) {
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this.r = r;
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this.g = g;
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this.b = b;
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this.a = a;
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this.hexString = null;
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}
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/**
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* Create a color from red, green, blue components. The color is fully opaque (`a = 1.0`).
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*
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* Each component should be in the range [0, 1].
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*/
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static ofRGB(red, green, blue) {
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return Color4.ofRGBA(red, green, blue, 1.0);
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}
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static ofRGBA(red, green, blue, alpha) {
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red = Math.max(0, Math.min(red, 1));
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green = Math.max(0, Math.min(green, 1));
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blue = Math.max(0, Math.min(blue, 1));
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alpha = Math.max(0, Math.min(alpha, 1));
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return new Color4(red, green, blue, alpha);
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}
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static fromHex(hexString) {
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// Remove starting '#' (if present)
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hexString = (hexString.match(/^[#]?(.*)$/) ?? [])[1];
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hexString = hexString.toUpperCase();
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if (!hexString.match(/^[0-9A-F]+$/)) {
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throw new Error(`${hexString} is not in a valid format.`);
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}
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// RGBA or RGB
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if (hexString.length === 3 || hexString.length === 4) {
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// Each character is a component
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const components = hexString.split('');
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// Convert to RRGGBBAA or RRGGBB format
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hexString = components.map(component => `${component}0`).join('');
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}
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if (hexString.length === 6) {
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// Alpha component
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hexString += 'FF';
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}
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const components = [];
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for (let i = 2; i <= hexString.length; i += 2) {
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const chunk = hexString.substring(i - 2, i);
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components.push(parseInt(chunk, 16) / 255);
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}
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if (components.length !== 4) {
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throw new Error(`Unable to parse ${hexString}: Wrong number of components.`);
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}
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return Color4.ofRGBA(components[0], components[1], components[2], components[3]);
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}
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/** Like fromHex, but can handle additional colors if an `HTMLCanvasElement` is available. */
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static fromString(text) {
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if (text.startsWith('#')) {
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return Color4.fromHex(text);
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}
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if (text === 'none' || text === 'transparent') {
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return Color4.transparent;
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}
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// rgba?: Match both rgb and rgba strings.
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// ([,0-9.]+): Match any string of only numeric, '.' and ',' characters.
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const rgbRegex = /^rgba?\(([,0-9.]+)\)$/i;
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const rgbMatch = text.replace(/\s*/g, '').match(rgbRegex);
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if (rgbMatch) {
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const componentsListStr = rgbMatch[1];
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const componentsList = JSON.parse(`[ ${componentsListStr} ]`);
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if (componentsList.length === 3) {
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return Color4.ofRGB(componentsList[0] / 255, componentsList[1] / 255, componentsList[2] / 255);
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}
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else if (componentsList.length === 4) {
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return Color4.ofRGBA(componentsList[0] / 255, componentsList[1] / 255, componentsList[2] / 255, componentsList[3]);
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}
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else {
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throw new Error(`RGB string, ${text}, has wrong number of components: ${componentsList.length}`);
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}
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}
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// Otherwise, try to use an HTMLCanvasElement to determine the color.
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// Note: We may be unable to create an HTMLCanvasElement if running as a unit test.
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const canvas = document.createElement('canvas');
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canvas.width = 1;
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canvas.height = 1;
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const ctx = canvas.getContext('2d');
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ctx.fillStyle = text;
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ctx.fillRect(0, 0, 1, 1);
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const data = ctx.getImageData(0, 0, 1, 1);
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const red = data.data[0] / 255;
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const green = data.data[1] / 255;
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const blue = data.data[2] / 255;
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const alpha = data.data[3] / 255;
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return Color4.ofRGBA(red, green, blue, alpha);
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}
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/** @returns true if `this` and `other` are approximately equal. */
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eq(other) {
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if (other == null) {
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return false;
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}
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// If both completely transparent,
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if (this.a === 0 && other.a === 0) {
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return true;
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}
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return this.toHexString() === other.toHexString();
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}
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/**
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* If `fractionTo` is not in the range $[0, 1]$, it will be clamped to the nearest number
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* in that range. For example, `a.mix(b, -1)` is equivalent to `a.mix(b, 0)`.
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*
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* @returns a color `fractionTo` of the way from this color to `other`.
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*
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* @example
|
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* ```ts
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* Color4.ofRGB(1, 0, 0).mix(Color4.ofRGB(0, 1, 0), 0.1) // -> Color4(0.9, 0.1, 0)
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* ```
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*/
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mix(other, fractionTo) {
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fractionTo = Math.min(Math.max(fractionTo, 0), 1);
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const fractionOfThis = 1 - fractionTo;
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return new Color4(this.r * fractionOfThis + other.r * fractionTo, this.g * fractionOfThis + other.g * fractionTo, this.b * fractionOfThis + other.b * fractionTo, this.a * fractionOfThis + other.a * fractionTo);
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}
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/**
|
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* @returns the component-wise average of `colors`, or `Color4.transparent` if `colors` is empty.
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*/
|
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static average(colors) {
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let averageA = 0;
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let averageR = 0;
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let averageG = 0;
|
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let averageB = 0;
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for (const color of colors) {
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averageA += color.a;
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averageR += color.r;
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averageG += color.g;
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averageB += color.b;
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}
|
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if (colors.length > 0) {
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averageA /= colors.length;
|
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averageR /= colors.length;
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averageG /= colors.length;
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averageB /= colors.length;
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}
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return new Color4(averageR, averageG, averageB, averageA);
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}
|
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/**
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170
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* Converts to (hue, saturation, value).
|
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* See also https://en.wikipedia.org/wiki/HSL_and_HSV#General_approach
|
172
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*
|
173
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* The resultant hue is represented in radians and is thus in $[0, 2\pi]$.
|
174
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*/
|
175
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asHSV() {
|
176
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// Ref: https://en.wikipedia.org/wiki/HSL_and_HSV#General_approach
|
177
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//
|
178
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// HUE:
|
179
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// First, consider the unit cube. Rotate it such that one vertex is at the origin
|
180
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// of a plane and its three neighboring vertices are equidistant from that plane:
|
181
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//
|
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// /\
|
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// / | \
|
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// 2 / 3 \ 1
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// \ | /
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// \ | /
|
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// . \/ .
|
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//
|
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// .
|
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//
|
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// Let z be up and (x, y, 0) be in the plane.
|
192
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//
|
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// Label vectors 1,2,3 with R, G, and B, respectively. Let R's projection into the plane
|
194
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// lie along the x axis.
|
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//
|
196
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// Because R is a unit vector and R, G, B are equidistant from the plane, they must
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// form 30-60-90 triangles, which have side lengths proportional to (1, √3, 2)
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//
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// /|
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// 1/ | (√3)/2
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// / |
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// 1/2
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//
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const minComponent = Math.min(this.r, this.g, this.b);
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+
const maxComponent = Math.max(this.r, this.g, this.b);
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+
const chroma = maxComponent - minComponent;
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+
let hue;
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+
// See https://en.wikipedia.org/wiki/HSL_and_HSV#General_approach
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+
if (chroma === 0) {
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+
hue = 0;
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+
}
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+
else if (this.r >= this.g && this.r >= this.b) {
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+
hue = ((this.g - this.b) / chroma) % 6;
|
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+
}
|
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+
else if (this.g >= this.r && this.g >= this.b) {
|
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+
hue = (this.b - this.r) / chroma + 2;
|
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+
}
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+
else {
|
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|
+
hue = (this.r - this.g) / chroma + 4;
|
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+
}
|
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+
// Convert to degree representation, then to radians.
|
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+
hue *= 60;
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+
hue *= Math.PI / 180;
|
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+
// Ensure positivity.
|
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|
+
if (hue < 0) {
|
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+
hue += Math.PI * 2;
|
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+
}
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+
const value = maxComponent;
|
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+
const saturation = value > 0 ? chroma / value : 0;
|
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+
return Vec3_1.default.of(hue, saturation, value);
|
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|
+
}
|
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|
+
/**
|
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+
* @returns a hexadecimal color string representation of `this`, in the form `#rrggbbaa`.
|
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|
+
*
|
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|
+
* @example
|
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|
+
* ```
|
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+
* Color4.red.toHexString(); // -> #ff0000ff
|
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|
+
* ```
|
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|
+
*/
|
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|
+
toHexString() {
|
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|
+
if (this.hexString) {
|
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|
+
return this.hexString;
|
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|
+
}
|
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|
+
const componentToHex = (component) => {
|
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|
+
const res = Math.round(255 * component).toString(16);
|
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|
+
if (res.length === 1) {
|
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|
+
return `0${res}`;
|
248
|
+
}
|
249
|
+
return res;
|
250
|
+
};
|
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|
+
const alpha = componentToHex(this.a);
|
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|
+
const red = componentToHex(this.r);
|
253
|
+
const green = componentToHex(this.g);
|
254
|
+
const blue = componentToHex(this.b);
|
255
|
+
if (alpha === 'ff') {
|
256
|
+
return `#${red}${green}${blue}`;
|
257
|
+
}
|
258
|
+
this.hexString = `#${red}${green}${blue}${alpha}`;
|
259
|
+
return this.hexString;
|
260
|
+
}
|
261
|
+
toString() {
|
262
|
+
return this.toHexString();
|
263
|
+
}
|
264
|
+
}
|
265
|
+
exports.Color4 = Color4;
|
266
|
+
Color4.transparent = Color4.ofRGBA(0, 0, 0, 0);
|
267
|
+
Color4.red = Color4.ofRGB(1.0, 0.0, 0.0);
|
268
|
+
Color4.orange = Color4.ofRGB(1.0, 0.65, 0.0);
|
269
|
+
Color4.green = Color4.ofRGB(0.0, 1.0, 0.0);
|
270
|
+
Color4.blue = Color4.ofRGB(0.0, 0.0, 1.0);
|
271
|
+
Color4.purple = Color4.ofRGB(0.5, 0.2, 0.5);
|
272
|
+
Color4.yellow = Color4.ofRGB(1, 1, 0.1);
|
273
|
+
Color4.clay = Color4.ofRGB(0.8, 0.4, 0.2);
|
274
|
+
Color4.black = Color4.ofRGB(0, 0, 0);
|
275
|
+
Color4.gray = Color4.ofRGB(0.5, 0.5, 0.5);
|
276
|
+
Color4.white = Color4.ofRGB(1, 1, 1);
|
277
|
+
exports.default = Color4;
|
@@ -0,0 +1,131 @@
|
|
1
|
+
import { Point2, Vec2 } from './Vec2';
|
2
|
+
import Vec3 from './Vec3';
|
3
|
+
export type Mat33Array = [
|
4
|
+
number,
|
5
|
+
number,
|
6
|
+
number,
|
7
|
+
number,
|
8
|
+
number,
|
9
|
+
number,
|
10
|
+
number,
|
11
|
+
number,
|
12
|
+
number
|
13
|
+
];
|
14
|
+
/**
|
15
|
+
* Represents a three dimensional linear transformation or
|
16
|
+
* a two-dimensional affine transformation. (An affine transformation scales/rotates/shears
|
17
|
+
* **and** translates while a linear transformation just scales/rotates/shears).
|
18
|
+
*/
|
19
|
+
export declare class Mat33 {
|
20
|
+
readonly a1: number;
|
21
|
+
readonly a2: number;
|
22
|
+
readonly a3: number;
|
23
|
+
readonly b1: number;
|
24
|
+
readonly b2: number;
|
25
|
+
readonly b3: number;
|
26
|
+
readonly c1: number;
|
27
|
+
readonly c2: number;
|
28
|
+
readonly c3: number;
|
29
|
+
private readonly rows;
|
30
|
+
/**
|
31
|
+
* Creates a matrix from inputs in the form,
|
32
|
+
* $$
|
33
|
+
* \begin{bmatrix}
|
34
|
+
* a1 & a2 & a3 \\
|
35
|
+
* b1 & b2 & b3 \\
|
36
|
+
* c1 & c2 & c3
|
37
|
+
* \end{bmatrix}
|
38
|
+
* $$
|
39
|
+
*/
|
40
|
+
constructor(a1: number, a2: number, a3: number, b1: number, b2: number, b3: number, c1: number, c2: number, c3: number);
|
41
|
+
/**
|
42
|
+
* Creates a matrix from the given rows:
|
43
|
+
* $$
|
44
|
+
* \begin{bmatrix}
|
45
|
+
* \texttt{r1.x} & \texttt{r1.y} & \texttt{r1.z}\\
|
46
|
+
* \texttt{r2.x} & \texttt{r2.y} & \texttt{r2.z}\\
|
47
|
+
* \texttt{r3.x} & \texttt{r3.y} & \texttt{r3.z}\\
|
48
|
+
* \end{bmatrix}
|
49
|
+
* $$
|
50
|
+
*/
|
51
|
+
static ofRows(r1: Vec3, r2: Vec3, r3: Vec3): Mat33;
|
52
|
+
static identity: Mat33;
|
53
|
+
/**
|
54
|
+
* Either returns the inverse of this, or, if this matrix is singular/uninvertable,
|
55
|
+
* returns Mat33.identity.
|
56
|
+
*
|
57
|
+
* This may cache the computed inverse and return the cached version instead of recomputing
|
58
|
+
* it.
|
59
|
+
*/
|
60
|
+
inverse(): Mat33;
|
61
|
+
invertable(): boolean;
|
62
|
+
private cachedInverse;
|
63
|
+
private computeInverse;
|
64
|
+
transposed(): Mat33;
|
65
|
+
rightMul(other: Mat33): Mat33;
|
66
|
+
/**
|
67
|
+
* Applies this as an **affine** transformation to the given vector.
|
68
|
+
* Returns a transformed version of `other`.
|
69
|
+
*
|
70
|
+
* Unlike {@link transformVec3}, this **does** translate the given vector.
|
71
|
+
*/
|
72
|
+
transformVec2(other: Vec2): Vec2;
|
73
|
+
/**
|
74
|
+
* Applies this as a linear transformation to the given vector (doesn't translate).
|
75
|
+
* This is the standard way of transforming vectors in ℝ³.
|
76
|
+
*/
|
77
|
+
transformVec3(other: Vec3): Vec3;
|
78
|
+
/** @returns true iff this is the identity matrix. */
|
79
|
+
isIdentity(): boolean;
|
80
|
+
/** Returns true iff this = other ± fuzz */
|
81
|
+
eq(other: Mat33, fuzz?: number): boolean;
|
82
|
+
toString(): string;
|
83
|
+
/**
|
84
|
+
* ```
|
85
|
+
* result[0] = top left element
|
86
|
+
* result[1] = element at row zero, column 1
|
87
|
+
* ...
|
88
|
+
* ```
|
89
|
+
*/
|
90
|
+
toArray(): Mat33Array;
|
91
|
+
/**
|
92
|
+
* Returns a new `Mat33` where each entry is the output of the function
|
93
|
+
* `mapping`.
|
94
|
+
*
|
95
|
+
* @example
|
96
|
+
* ```
|
97
|
+
* new Mat33(
|
98
|
+
* 1, 2, 3,
|
99
|
+
* 4, 5, 6,
|
100
|
+
* 7, 8, 9,
|
101
|
+
* ).mapEntries(component => component - 1);
|
102
|
+
* // → ⎡ 0, 1, 2 ⎤
|
103
|
+
* // ⎢ 3, 4, 5 ⎥
|
104
|
+
* // ⎣ 6, 7, 8 ⎦
|
105
|
+
* ```
|
106
|
+
*/
|
107
|
+
mapEntries(mapping: (component: number, rowcol: [number, number]) => number): Mat33;
|
108
|
+
/** Estimate the scale factor of this matrix (based on the first row). */
|
109
|
+
getScaleFactor(): number;
|
110
|
+
/**
|
111
|
+
* Constructs a 3x3 translation matrix (for translating `Vec2`s) using
|
112
|
+
* **transformVec2**.
|
113
|
+
*/
|
114
|
+
static translation(amount: Vec2): Mat33;
|
115
|
+
static zRotation(radians: number, center?: Point2): Mat33;
|
116
|
+
static scaling2D(amount: number | Vec2, center?: Point2): Mat33;
|
117
|
+
/** @see {@link fromCSSMatrix} */
|
118
|
+
toCSSMatrix(): string;
|
119
|
+
/**
|
120
|
+
* Converts a CSS-form `matrix(a, b, c, d, e, f)` to a Mat33.
|
121
|
+
*
|
122
|
+
* Note that such a matrix has the form,
|
123
|
+
* ```
|
124
|
+
* ⎡ a c e ⎤
|
125
|
+
* ⎢ b d f ⎥
|
126
|
+
* ⎣ 0 0 1 ⎦
|
127
|
+
* ```
|
128
|
+
*/
|
129
|
+
static fromCSSMatrix(cssString: string): Mat33;
|
130
|
+
}
|
131
|
+
export default Mat33;
|