@kiberon-labs/behave-graph-scene 1.0.0 → 1.0.1

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Files changed (136) hide show
  1. package/.turbo/turbo-build.log +7 -0
  2. package/LICENSE +6 -0
  3. package/README.md +13 -0
  4. package/dist/Abstractions/Drivers/DummyScene.d.ts +20 -0
  5. package/dist/Abstractions/Drivers/DummyScene.d.ts.map +1 -0
  6. package/dist/Abstractions/Drivers/DummyScene.js +58 -0
  7. package/dist/Abstractions/Drivers/DummyScene.js.map +1 -0
  8. package/dist/Abstractions/IScene.d.ts +16 -0
  9. package/dist/Abstractions/IScene.d.ts.map +1 -0
  10. package/dist/GLTFJson.d.ts +33 -0
  11. package/dist/GLTFJson.d.ts.map +1 -0
  12. package/dist/Nodes/Actions/EaseSceneProperty.d.ts +23 -0
  13. package/dist/Nodes/Actions/EaseSceneProperty.d.ts.map +1 -0
  14. package/dist/Nodes/Actions/EaseSceneProperty.js +73 -0
  15. package/dist/Nodes/Actions/EaseSceneProperty.js.map +1 -0
  16. package/dist/Nodes/Actions/SetSceneProperty.d.ts +5 -0
  17. package/dist/Nodes/Actions/SetSceneProperty.d.ts.map +1 -0
  18. package/dist/Nodes/Actions/SetSceneProperty.js +28 -0
  19. package/dist/Nodes/Actions/SetSceneProperty.js.map +1 -0
  20. package/dist/Nodes/Events/OnSceneNodeClick.d.ts +5 -0
  21. package/dist/Nodes/Events/OnSceneNodeClick.d.ts.map +1 -0
  22. package/dist/Nodes/Events/OnSceneNodeClick.js +39 -0
  23. package/dist/Nodes/Events/OnSceneNodeClick.js.map +1 -0
  24. package/dist/Nodes/Logic/ColorNodes.d.ts +19 -0
  25. package/dist/Nodes/Logic/ColorNodes.d.ts.map +1 -0
  26. package/dist/Nodes/Logic/ColorNodes.js +137 -0
  27. package/dist/Nodes/Logic/ColorNodes.js.map +1 -0
  28. package/dist/Nodes/Logic/EulerNodes.d.ts +18 -0
  29. package/dist/Nodes/Logic/EulerNodes.d.ts.map +1 -0
  30. package/dist/Nodes/Logic/EulerNodes.js +132 -0
  31. package/dist/Nodes/Logic/EulerNodes.js.map +1 -0
  32. package/dist/Nodes/Logic/Mat3Nodes.d.ts +28 -0
  33. package/dist/Nodes/Logic/Mat3Nodes.d.ts.map +1 -0
  34. package/dist/Nodes/Logic/Mat3Nodes.js +213 -0
  35. package/dist/Nodes/Logic/Mat3Nodes.js.map +1 -0
  36. package/dist/Nodes/Logic/Mat4Nodes.d.ts +34 -0
  37. package/dist/Nodes/Logic/Mat4Nodes.d.ts.map +1 -0
  38. package/dist/Nodes/Logic/Mat4Nodes.js +267 -0
  39. package/dist/Nodes/Logic/Mat4Nodes.js.map +1 -0
  40. package/dist/Nodes/Logic/QuatNodes.d.ts +24 -0
  41. package/dist/Nodes/Logic/QuatNodes.d.ts.map +1 -0
  42. package/dist/Nodes/Logic/QuatNodes.js +173 -0
  43. package/dist/Nodes/Logic/QuatNodes.js.map +1 -0
  44. package/dist/Nodes/Logic/Vec2Nodes.d.ts +18 -0
  45. package/dist/Nodes/Logic/Vec2Nodes.d.ts.map +1 -0
  46. package/dist/Nodes/Logic/Vec2Nodes.js +115 -0
  47. package/dist/Nodes/Logic/Vec2Nodes.js.map +1 -0
  48. package/dist/Nodes/Logic/Vec3Nodes.d.ts +19 -0
  49. package/dist/Nodes/Logic/Vec3Nodes.d.ts.map +1 -0
  50. package/dist/Nodes/Logic/Vec3Nodes.js +137 -0
  51. package/dist/Nodes/Logic/Vec3Nodes.js.map +1 -0
  52. package/dist/Nodes/Logic/Vec4Nodes.d.ts +18 -0
  53. package/dist/Nodes/Logic/Vec4Nodes.d.ts.map +1 -0
  54. package/dist/Nodes/Logic/Vec4Nodes.js +132 -0
  55. package/dist/Nodes/Logic/Vec4Nodes.js.map +1 -0
  56. package/dist/Nodes/Logic/VecElements.d.ts +9 -0
  57. package/dist/Nodes/Logic/VecElements.d.ts.map +1 -0
  58. package/dist/Nodes/Logic/VecElements.js +22 -0
  59. package/dist/Nodes/Logic/VecElements.js.map +1 -0
  60. package/dist/Nodes/Queries/GetSceneProperty.d.ts +5 -0
  61. package/dist/Nodes/Queries/GetSceneProperty.d.ts.map +1 -0
  62. package/dist/Nodes/Queries/GetSceneProperty.js +23 -0
  63. package/dist/Nodes/Queries/GetSceneProperty.js.map +1 -0
  64. package/dist/Values/ColorValue.d.ts +7 -0
  65. package/dist/Values/ColorValue.d.ts.map +1 -0
  66. package/dist/Values/ColorValue.js +20 -0
  67. package/dist/Values/ColorValue.js.map +1 -0
  68. package/dist/Values/EulerValue.d.ts +7 -0
  69. package/dist/Values/EulerValue.d.ts.map +1 -0
  70. package/dist/Values/EulerValue.js +20 -0
  71. package/dist/Values/EulerValue.js.map +1 -0
  72. package/dist/Values/Internal/Mat3.d.ts +43 -0
  73. package/dist/Values/Internal/Mat3.d.ts.map +1 -0
  74. package/dist/Values/Internal/Mat3.js +278 -0
  75. package/dist/Values/Internal/Mat3.js.map +1 -0
  76. package/dist/Values/Internal/Mat4.d.ts +53 -0
  77. package/dist/Values/Internal/Mat4.d.ts.map +1 -0
  78. package/dist/Values/Internal/Mat4.js +445 -0
  79. package/dist/Values/Internal/Mat4.js.map +1 -0
  80. package/dist/Values/Internal/Vec2.d.ts +25 -0
  81. package/dist/Values/Internal/Vec2.d.ts.map +1 -0
  82. package/dist/Values/Internal/Vec2.js +64 -0
  83. package/dist/Values/Internal/Vec2.js.map +1 -0
  84. package/dist/Values/Internal/Vec3.d.ts +38 -0
  85. package/dist/Values/Internal/Vec3.d.ts.map +1 -0
  86. package/dist/Values/Internal/Vec3.js +159 -0
  87. package/dist/Values/Internal/Vec3.js.map +1 -0
  88. package/dist/Values/Internal/Vec4.d.ts +49 -0
  89. package/dist/Values/Internal/Vec4.d.ts.map +1 -0
  90. package/dist/Values/Internal/Vec4.js +191 -0
  91. package/dist/Values/Internal/Vec4.js.map +1 -0
  92. package/dist/Values/Mat3Value.d.ts +7 -0
  93. package/dist/Values/Mat3Value.d.ts.map +1 -0
  94. package/dist/Values/Mat3Value.js +16 -0
  95. package/dist/Values/Mat3Value.js.map +1 -0
  96. package/dist/Values/Mat4Value.d.ts +7 -0
  97. package/dist/Values/Mat4Value.d.ts.map +1 -0
  98. package/dist/Values/Mat4Value.js +16 -0
  99. package/dist/Values/Mat4Value.js.map +1 -0
  100. package/dist/Values/QuatValue.d.ts +7 -0
  101. package/dist/Values/QuatValue.d.ts.map +1 -0
  102. package/dist/Values/QuatValue.js +21 -0
  103. package/dist/Values/QuatValue.js.map +1 -0
  104. package/dist/Values/Vec2Value.d.ts +7 -0
  105. package/dist/Values/Vec2Value.d.ts.map +1 -0
  106. package/dist/Values/Vec2Value.js +16 -0
  107. package/dist/Values/Vec2Value.js.map +1 -0
  108. package/dist/Values/Vec3Value.d.ts +7 -0
  109. package/dist/Values/Vec3Value.d.ts.map +1 -0
  110. package/dist/Values/Vec3Value.js +20 -0
  111. package/dist/Values/Vec3Value.js.map +1 -0
  112. package/dist/Values/Vec4Value.d.ts +7 -0
  113. package/dist/Values/Vec4Value.d.ts.map +1 -0
  114. package/dist/Values/Vec4Value.js +21 -0
  115. package/dist/Values/Vec4Value.js.map +1 -0
  116. package/dist/_virtual/rolldown_runtime.js +13 -0
  117. package/dist/buildScene.d.ts +74 -0
  118. package/dist/buildScene.d.ts.map +1 -0
  119. package/dist/buildScene.js +283 -0
  120. package/dist/buildScene.js.map +1 -0
  121. package/dist/index.d.ts +31 -0
  122. package/dist/index.js +31 -0
  123. package/dist/registerSceneProfile.d.ts +10 -0
  124. package/dist/registerSceneProfile.d.ts.map +1 -0
  125. package/dist/registerSceneProfile.js +78 -0
  126. package/dist/registerSceneProfile.js.map +1 -0
  127. package/package.json +19 -9
  128. package/src/Nodes/Logic/QuatNodes.ts +11 -11
  129. package/tests/graphs/logic/Color.json +53 -53
  130. package/tests/graphs/logic/Euler.json +53 -53
  131. package/tests/graphs/logic/Quaternion.json +56 -56
  132. package/tests/graphs/logic/Vector2.json +50 -50
  133. package/tests/graphs/logic/Vector3.json +53 -53
  134. package/tests/graphs/logic/Vector4.json +56 -56
  135. package/tests/tsconfig.json +10 -10
  136. package/tsconfig.json +54 -54
@@ -0,0 +1,278 @@
1
+ import { Vec2 } from "./Vec2.js";
2
+ import "./Vec4.js";
3
+ import "./Mat4.js";
4
+ import { Vec3 } from "./Vec3.js";
5
+ import { EPSILON, equalsTolerance, parseSafeFloats, toSafeString } from "@kiberon-labs/behave-graph";
6
+
7
+ //#region src/Values/Internal/Mat3.ts
8
+ const NUM_ROWS = 3;
9
+ const NUM_COLUMNS = 3;
10
+ const NUM_ELEMENTS = NUM_ROWS * NUM_COLUMNS;
11
+ var Mat3 = class Mat3 {
12
+ elements;
13
+ constructor(elements = [
14
+ 1,
15
+ 0,
16
+ 0,
17
+ 0,
18
+ 1,
19
+ 0,
20
+ 0,
21
+ 0,
22
+ 1
23
+ ]) {
24
+ if (elements.length !== NUM_ELEMENTS) throw new Error(`elements must have length ${NUM_ELEMENTS}, got ${elements.length}`);
25
+ this.elements = elements;
26
+ }
27
+ clone(result = new Mat3()) {
28
+ return result.set(this.elements);
29
+ }
30
+ set(elements) {
31
+ if (elements.length !== NUM_ELEMENTS) throw new Error(`elements must have length ${NUM_ELEMENTS}, got ${elements.length}`);
32
+ this.elements = [...elements];
33
+ return this;
34
+ }
35
+ };
36
+ function mat3SetColumn3(m, columnIndex, column, result = new Mat3()) {
37
+ const re = result.set(m.elements).elements;
38
+ const base = columnIndex * NUM_ROWS;
39
+ re[base + 0] = column.x;
40
+ re[base + 1] = column.y;
41
+ re[base + 2] = column.z;
42
+ return result;
43
+ }
44
+ function mat3SetRow3(m, rowIndex, row, result = new Mat3()) {
45
+ const re = result.set(m.elements).elements;
46
+ re[rowIndex + NUM_COLUMNS * 0] = row.x;
47
+ re[rowIndex + NUM_COLUMNS * 1] = row.y;
48
+ re[rowIndex + NUM_COLUMNS * 2] = row.z;
49
+ return result;
50
+ }
51
+ function column3ToMat3(a, b, c, result = new Mat3()) {
52
+ const re = result.elements;
53
+ const columns = [
54
+ a,
55
+ b,
56
+ c
57
+ ];
58
+ for (let c$1 = 0; c$1 < columns.length; c$1++) {
59
+ const base = c$1 * NUM_ROWS;
60
+ const column = columns[c$1];
61
+ re[base + 0] = column.x;
62
+ re[base + 1] = column.y;
63
+ re[base + 2] = column.z;
64
+ }
65
+ return result;
66
+ }
67
+ function mat3Equals(a, b, tolerance = EPSILON) {
68
+ for (let i = 0; i < NUM_ELEMENTS; i++) if (!equalsTolerance(a.elements[i], b.elements[i], tolerance)) return false;
69
+ return true;
70
+ }
71
+ function mat3Add(a, b, result = new Mat3()) {
72
+ for (let i = 0; i < NUM_ELEMENTS; i++) result.elements[i] = a.elements[i] + b.elements[i];
73
+ return result;
74
+ }
75
+ function mat3Subtract(a, b, result = new Mat3()) {
76
+ result.elements = a.elements.map((a$1, i) => a$1 - b.elements[i]);
77
+ return result;
78
+ }
79
+ function mat3MultiplyByScalar(a, b, result = new Mat3()) {
80
+ result.elements = a.elements.map((x) => x * b);
81
+ return result;
82
+ }
83
+ function mat3Negate(a, result = new Mat3()) {
84
+ result.elements = a.elements.map((x) => -x);
85
+ return result;
86
+ }
87
+ function mat3Multiply(a, b, result = new Mat3()) {
88
+ const ae = a.elements;
89
+ const be = b.elements;
90
+ const te = result.elements;
91
+ const a11 = ae[0], a12 = ae[3], a13 = ae[6];
92
+ const a21 = ae[1], a22 = ae[4], a23 = ae[7];
93
+ const a31 = ae[2], a32 = ae[5], a33 = ae[8];
94
+ const b11 = be[0], b12 = be[3], b13 = be[6];
95
+ const b21 = be[1], b22 = be[4], b23 = be[7];
96
+ const b31 = be[2], b32 = be[5], b33 = be[8];
97
+ te[0] = a11 * b11 + a12 * b21 + a13 * b31;
98
+ te[3] = a11 * b12 + a12 * b22 + a13 * b32;
99
+ te[6] = a11 * b13 + a12 * b23 + a13 * b33;
100
+ te[1] = a21 * b11 + a22 * b21 + a23 * b31;
101
+ te[4] = a21 * b12 + a22 * b22 + a23 * b32;
102
+ te[7] = a21 * b13 + a22 * b23 + a23 * b33;
103
+ te[2] = a31 * b11 + a32 * b21 + a33 * b31;
104
+ te[5] = a31 * b12 + a32 * b22 + a33 * b32;
105
+ te[8] = a31 * b13 + a32 * b23 + a33 * b33;
106
+ return result;
107
+ }
108
+ function mat3Determinant(m) {
109
+ const me = m.elements;
110
+ const a = me[0], b = me[1], c = me[2], d = me[3], e = me[4], f = me[5], g = me[6], h = me[7], i = me[8];
111
+ return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
112
+ }
113
+ function mat3Transpose(m, result = new Mat3()) {
114
+ const me = m.elements;
115
+ const te = result.elements;
116
+ te[0] = me[0];
117
+ te[4] = me[4];
118
+ te[8] = me[8];
119
+ te[1] = me[3];
120
+ te[3] = me[1];
121
+ te[2] = me[6];
122
+ te[6] = me[2];
123
+ te[5] = me[7];
124
+ te[7] = me[5];
125
+ return result;
126
+ }
127
+ function mat3Inverse(m, result = new Mat3()) {
128
+ const e = m.elements;
129
+ const n11 = e[0], n21 = e[1], n31 = e[2], n12 = e[3], n22 = e[4], n32 = e[5], n13 = e[6], n23 = e[7], n33 = e[8], t11 = n33 * n22 - n32 * n23, t12 = n32 * n13 - n33 * n12, t13 = n23 * n12 - n22 * n13, det = n11 * t11 + n21 * t12 + n31 * t13;
130
+ if (det === 0) throw new Error("can not invert degenerate matrix");
131
+ const detInv = 1 / det;
132
+ const re = result.elements;
133
+ re[0] = t11 * detInv;
134
+ re[1] = (n31 * n23 - n33 * n21) * detInv;
135
+ re[2] = (n32 * n21 - n31 * n22) * detInv;
136
+ re[3] = t12 * detInv;
137
+ re[4] = (n33 * n11 - n31 * n13) * detInv;
138
+ re[5] = (n31 * n12 - n32 * n11) * detInv;
139
+ re[6] = t13 * detInv;
140
+ re[7] = (n21 * n13 - n23 * n11) * detInv;
141
+ re[8] = (n22 * n11 - n21 * n12) * detInv;
142
+ return result;
143
+ }
144
+ function mat3Mix(a, b, t, result = new Mat3()) {
145
+ const s = 1 - t;
146
+ for (let i = 0; i < NUM_ELEMENTS; i++) result.elements[i] = a.elements[i] * s + b.elements[i] * t;
147
+ return result;
148
+ }
149
+ function mat3FromArray(array, offset = 0, result = new Mat3()) {
150
+ for (let i = 0; i < NUM_ELEMENTS; i++) result.elements[i] = array[offset + i];
151
+ return result;
152
+ }
153
+ function mat3ToArray(a, array, offset = 0) {
154
+ for (let i = 0; i < NUM_ELEMENTS; i++) array[offset + i] = a.elements[i];
155
+ }
156
+ function mat3ToString(a) {
157
+ return toSafeString(a.elements);
158
+ }
159
+ function mat3Parse(text, result = new Mat3()) {
160
+ return mat3FromArray(parseSafeFloats(text), 0, result);
161
+ }
162
+ function eulerToMat3(euler, result = new Mat3()) {
163
+ const te = result.elements;
164
+ const x = euler.x, y = euler.y, z = euler.z;
165
+ const a = Math.cos(x), b = Math.sin(x);
166
+ const c = Math.cos(y), d = Math.sin(y);
167
+ const e = Math.cos(z), f = Math.sin(z);
168
+ const ae = a * e, af = a * f, be = b * e, bf = b * f;
169
+ te[0] = c * e;
170
+ te[3] = -c * f;
171
+ te[6] = d;
172
+ te[1] = af + be * d;
173
+ te[4] = ae - bf * d;
174
+ te[7] = -b * c;
175
+ te[2] = bf - ae * d;
176
+ te[5] = be + af * d;
177
+ te[8] = a * c;
178
+ return result;
179
+ }
180
+ function quatToMat3(q, result = new Mat3()) {
181
+ const x = q.x, y = q.y, z = q.z, w = q.w;
182
+ const x2 = x + x, y2 = y + y, z2 = z + z;
183
+ const xx = x * x2, xy = x * y2, xz = x * z2;
184
+ const yy = y * y2, yz = y * z2, zz = z * z2;
185
+ const wx = w * x2, wy = w * y2, wz = w * z2;
186
+ return result.set([
187
+ 1 - (yy + zz),
188
+ xy - wz,
189
+ xz + wy,
190
+ xy + wz,
191
+ 1 - (xx + zz),
192
+ yz - wx,
193
+ xz - wy,
194
+ yz + wx,
195
+ 1 - (xx + yy)
196
+ ]);
197
+ }
198
+ function scale2ToMat3(s, result = new Mat3()) {
199
+ return result.set([
200
+ s.x,
201
+ 0,
202
+ 0,
203
+ 0,
204
+ s.y,
205
+ 0,
206
+ 0,
207
+ 0,
208
+ 1
209
+ ]);
210
+ }
211
+ function mat3ToScale2(m, result = new Vec2()) {
212
+ const mat = m.elements;
213
+ const m11 = mat[0];
214
+ const m12 = mat[1];
215
+ const m21 = mat[3];
216
+ const m22 = mat[4];
217
+ return result.set(Math.sqrt(m11 * m11 + m12 * m12), Math.sqrt(m21 * m21 + m22 * m22));
218
+ }
219
+ function translation2ToMat3(t, result = new Mat3()) {
220
+ return result.set([
221
+ 1,
222
+ 0,
223
+ t.x,
224
+ 0,
225
+ 1,
226
+ t.y,
227
+ 0,
228
+ 0,
229
+ 1
230
+ ]);
231
+ }
232
+ function mat3ToTranslation2(m, result = new Vec2()) {
233
+ return result.set(m.elements[2], m.elements[5]);
234
+ }
235
+ function scale3ToMat3(s, result = new Mat3()) {
236
+ return result.set([
237
+ s.x,
238
+ 0,
239
+ 0,
240
+ 0,
241
+ s.y,
242
+ 0,
243
+ 0,
244
+ 0,
245
+ s.z
246
+ ]);
247
+ }
248
+ function mat3ToScale3(m, result = new Vec3()) {
249
+ const me = m.elements;
250
+ const m11 = me[0];
251
+ const m12 = me[1];
252
+ const m13 = me[2];
253
+ const m21 = me[3];
254
+ const m22 = me[4];
255
+ const m23 = me[5];
256
+ const m31 = me[6];
257
+ const m32 = me[7];
258
+ const m33 = me[8];
259
+ return result.set(Math.sqrt(m11 * m11 + m12 * m12 + m13 * m13), Math.sqrt(m21 * m21 + m22 * m22 + m23 * m23), Math.sqrt(m31 * m31 + m32 * m32 + m33 * m33));
260
+ }
261
+ function mat4ToMat3(a, result = new Mat3()) {
262
+ const ae = a.elements;
263
+ return result.set([
264
+ ae[0],
265
+ ae[1],
266
+ ae[2],
267
+ ae[4],
268
+ ae[5],
269
+ ae[6],
270
+ ae[8],
271
+ ae[9],
272
+ ae[10]
273
+ ]);
274
+ }
275
+
276
+ //#endregion
277
+ export { Mat3, column3ToMat3, eulerToMat3, mat3Add, mat3Determinant, mat3Equals, mat3FromArray, mat3Inverse, mat3Mix, mat3Multiply, mat3MultiplyByScalar, mat3Negate, mat3Parse, mat3SetColumn3, mat3SetRow3, mat3Subtract, mat3ToArray, mat3ToScale2, mat3ToScale3, mat3ToString, mat3ToTranslation2, mat3Transpose, mat4ToMat3, quatToMat3, scale2ToMat3, scale3ToMat3, translation2ToMat3 };
278
+ //# sourceMappingURL=Mat3.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Mat3.js","names":["c","a"],"sources":["../../../src/Values/Internal/Mat3.ts"],"sourcesContent":["import {\n EPSILON,\n equalsTolerance,\n parseSafeFloats,\n toSafeString\n} from '@kiberon-labs/behave-graph';\n\nimport { Mat4 } from './Mat4.js';\nimport { Vec2 } from './Vec2.js';\nimport { Vec3 } from './Vec3.js';\nimport { Vec4 } from './Vec4.js';\n\n// uses OpenGL matrix layout where each column is specified subsequently in order from left to right.\n// ( x, y, 1 ) x [ 0 3 6 ] = ( x', y', 1 )\n// [ 1 4 7 ]\n// [ 2 5 8 ]\n// where elements 2 and 5 would be translation in 2D, as they would multiplied\n// by the last virtual element of the 2D vector.\n\nconst NUM_ROWS = 3;\nconst NUM_COLUMNS = 3;\nconst NUM_ELEMENTS = NUM_ROWS * NUM_COLUMNS;\n\ntype Mat3Elements = [\n number,\n number,\n number,\n number,\n number,\n number,\n number,\n number,\n number\n];\nexport type Mat3JSON = Mat3Elements;\n\nexport class Mat3 {\n public elements: Mat3Elements;\n constructor(elements: Mat3Elements = [1, 0, 0, 0, 1, 0, 0, 0, 1]) {\n if (elements.length !== NUM_ELEMENTS) {\n throw new Error(\n `elements must have length ${NUM_ELEMENTS}, got ${elements.length}`\n );\n }\n this.elements = elements;\n }\n\n clone(result = new Mat3()): Mat3 {\n return result.set(this.elements);\n }\n set(elements: Mat3Elements): this {\n if (elements.length !== NUM_ELEMENTS) {\n throw new Error(\n `elements must have length ${NUM_ELEMENTS}, got ${elements.length}`\n );\n }\n this.elements = [...elements];\n return this;\n }\n}\n\nexport function mat3SetColumn3(\n m: Mat3,\n columnIndex: number,\n column: Vec3,\n result = new Mat3()\n): Mat3 {\n const re = result.set(m.elements).elements;\n const base = columnIndex * NUM_ROWS;\n re[base + 0] = column.x;\n re[base + 1] = column.y;\n re[base + 2] = column.z;\n return result;\n}\n\nexport function mat3SetRow3(\n m: Mat3,\n rowIndex: number,\n row: Vec3,\n result = new Mat3()\n): Mat3 {\n const re = result.set(m.elements).elements;\n re[rowIndex + NUM_COLUMNS * 0] = row.x;\n re[rowIndex + NUM_COLUMNS * 1] = row.y;\n re[rowIndex + NUM_COLUMNS * 2] = row.z;\n return result;\n}\n\nexport function column3ToMat3(\n a: Vec3,\n b: Vec3,\n c: Vec3,\n result = new Mat3()\n): Mat3 {\n const re = result.elements;\n const columns = [a, b, c];\n for (let c = 0; c < columns.length; c++) {\n const base = c * NUM_ROWS;\n const column = columns[c]!;\n re[base + 0] = column.x;\n re[base + 1] = column.y;\n re[base + 2] = column.z;\n }\n return result;\n}\n\nexport function mat3Equals(a: Mat3, b: Mat3, tolerance = EPSILON): boolean {\n for (let i = 0; i < NUM_ELEMENTS; i++) {\n if (!equalsTolerance(a.elements[i]!, b.elements[i]!, tolerance))\n return false;\n }\n return true;\n}\nexport function mat3Add(a: Mat3, b: Mat3, result: Mat3 = new Mat3()): Mat3 {\n for (let i = 0; i < NUM_ELEMENTS; i++) {\n result.elements[i] = a.elements[i]! + b.elements[i]!;\n }\n return result;\n}\nexport function mat3Subtract(\n a: Mat3,\n b: Mat3,\n result: Mat3 = new Mat3()\n): Mat3 {\n result.elements = a.elements.map(\n (a, i) => a - b.elements[i]!\n ) as Mat3Elements;\n return result;\n}\nexport function mat3MultiplyByScalar(\n a: Mat3,\n b: number,\n result: Mat3 = new Mat3()\n): Mat3 {\n result.elements = a.elements.map((x) => x * b) as Mat3Elements;\n return result;\n}\nexport function mat3Negate(a: Mat3, result: Mat3 = new Mat3()): Mat3 {\n result.elements = a.elements.map((x) => -x) as Mat3Elements;\n return result;\n}\n\nexport function mat3Multiply(a: Mat3, b: Mat3, result = new Mat3()): Mat3 {\n const ae = a.elements;\n const be = b.elements;\n const te = result.elements;\n\n const a11 = ae[0],\n a12 = ae[3],\n a13 = ae[6];\n const a21 = ae[1],\n a22 = ae[4],\n a23 = ae[7];\n const a31 = ae[2],\n a32 = ae[5],\n a33 = ae[8];\n\n const b11 = be[0],\n b12 = be[3],\n b13 = be[6];\n const b21 = be[1],\n b22 = be[4],\n b23 = be[7];\n const b31 = be[2],\n b32 = be[5],\n b33 = be[8];\n\n te[0] = a11 * b11 + a12 * b21 + a13 * b31;\n te[3] = a11 * b12 + a12 * b22 + a13 * b32;\n te[6] = a11 * b13 + a12 * b23 + a13 * b33;\n\n te[1] = a21 * b11 + a22 * b21 + a23 * b31;\n te[4] = a21 * b12 + a22 * b22 + a23 * b32;\n te[7] = a21 * b13 + a22 * b23 + a23 * b33;\n\n te[2] = a31 * b11 + a32 * b21 + a33 * b31;\n te[5] = a31 * b12 + a32 * b22 + a33 * b32;\n te[8] = a31 * b13 + a32 * b23 + a33 * b33;\n\n return result;\n}\n\nexport function mat3Determinant(m: Mat3): number {\n const me = m.elements;\n\n const a = me[0],\n b = me[1],\n c = me[2],\n d = me[3],\n e = me[4],\n f = me[5],\n g = me[6],\n h = me[7],\n i = me[8];\n\n return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;\n}\n\nexport function mat3Transpose(m: Mat3, result = new Mat3()): Mat3 {\n const me = m.elements;\n const te = result.elements;\n\n te[0] = me[0];\n te[4] = me[4];\n te[8] = me[8];\n\n te[1] = me[3];\n te[3] = me[1];\n\n te[2] = me[6];\n te[6] = me[2];\n\n te[5] = me[7];\n te[7] = me[5];\n\n return result;\n}\n\nexport function mat3Inverse(m: Mat3, result = new Mat3()): Mat3 {\n const e = m.elements;\n\n const n11 = e[0],\n n21 = e[1],\n n31 = e[2],\n n12 = e[3],\n n22 = e[4],\n n32 = e[5],\n n13 = e[6],\n n23 = e[7],\n n33 = e[8],\n t11 = n33 * n22 - n32 * n23,\n t12 = n32 * n13 - n33 * n12,\n t13 = n23 * n12 - n22 * n13,\n det = n11 * t11 + n21 * t12 + n31 * t13;\n\n if (det === 0) {\n throw new Error('can not invert degenerate matrix');\n }\n\n const detInv = 1 / det;\n\n const re = result.elements;\n\n // TODO: replace with a set\n re[0] = t11 * detInv;\n re[1] = (n31 * n23 - n33 * n21) * detInv;\n re[2] = (n32 * n21 - n31 * n22) * detInv;\n\n re[3] = t12 * detInv;\n re[4] = (n33 * n11 - n31 * n13) * detInv;\n re[5] = (n31 * n12 - n32 * n11) * detInv;\n\n re[6] = t13 * detInv;\n re[7] = (n21 * n13 - n23 * n11) * detInv;\n re[8] = (n22 * n11 - n21 * n12) * detInv;\n\n return result;\n}\n\nexport function mat3Mix(\n a: Mat3,\n b: Mat3,\n t: number,\n result = new Mat3()\n): Mat3 {\n const s = 1 - t;\n for (let i = 0; i < NUM_ELEMENTS; i++) {\n result.elements[i] = a.elements[i]! * s + b.elements[i]! * t;\n }\n return result;\n}\nexport function mat3FromArray(\n array: Float32Array | number[],\n offset = 0,\n result: Mat3 = new Mat3()\n): Mat3 {\n for (let i = 0; i < NUM_ELEMENTS; i++) {\n result.elements[i] = array[offset + i]!;\n }\n return result;\n}\nexport function mat3ToArray(\n a: Mat3,\n array: Float32Array | number[],\n offset = 0\n): void {\n for (let i = 0; i < NUM_ELEMENTS; i++) {\n array[offset + i] = a.elements[i]!;\n }\n}\n\nexport function mat3ToString(a: Mat3): string {\n return toSafeString(a.elements);\n}\nexport function mat3Parse(text: string, result = new Mat3()): Mat3 {\n return mat3FromArray(parseSafeFloats(text), 0, result);\n}\n\nexport function eulerToMat3(euler: Vec3, result = new Mat3()): Mat3 {\n const te = result.elements;\n\n const x = euler.x,\n y = euler.y,\n z = euler.z;\n const a = Math.cos(x),\n b = Math.sin(x);\n const c = Math.cos(y),\n d = Math.sin(y);\n const e = Math.cos(z),\n f = Math.sin(z);\n\n const ae = a * e,\n af = a * f,\n be = b * e,\n bf = b * f;\n\n te[0] = c * e;\n te[3] = -c * f;\n te[6] = d;\n\n te[1] = af + be * d;\n te[4] = ae - bf * d;\n te[7] = -b * c;\n\n te[2] = bf - ae * d;\n te[5] = be + af * d;\n te[8] = a * c;\n\n return result;\n}\n\nexport function quatToMat3(q: Vec4, result = new Mat3()): Mat3 {\n const x = q.x,\n y = q.y,\n z = q.z,\n w = q.w;\n const x2 = x + x,\n y2 = y + y,\n z2 = z + z;\n const xx = x * x2,\n xy = x * y2,\n xz = x * z2;\n const yy = y * y2,\n yz = y * z2,\n zz = z * z2;\n const wx = w * x2,\n wy = w * y2,\n wz = w * z2;\n\n return result.set([\n 1 - (yy + zz),\n xy - wz,\n xz + wy,\n xy + wz,\n 1 - (xx + zz),\n yz - wx,\n xz - wy,\n yz + wx,\n 1 - (xx + yy)\n ]);\n}\n\nexport function scale2ToMat3(s: Vec2, result = new Mat3()): Mat3 {\n return result.set([s.x, 0, 0, 0, s.y, 0, 0, 0, 1]);\n}\n// from gl-matrix\nexport function mat3ToScale2(m: Mat4, result = new Vec2()): Vec2 {\n const mat = m.elements;\n const m11 = mat[0];\n const m12 = mat[1];\n const m21 = mat[3];\n const m22 = mat[4];\n\n return result.set(\n Math.sqrt(m11 * m11 + m12 * m12),\n Math.sqrt(m21 * m21 + m22 * m22)\n );\n}\n\nexport function translation2ToMat3(t: Vec2, result = new Mat3()): Mat3 {\n return result.set([1, 0, t.x, 0, 1, t.y, 0, 0, 1]);\n}\nexport function mat3ToTranslation2(m: Mat3, result = new Vec2()): Vec2 {\n return result.set(m.elements[2], m.elements[5]);\n}\n\nexport function scale3ToMat3(s: Vec3, result = new Mat3()): Mat3 {\n return result.set([s.x, 0, 0, 0, s.y, 0, 0, 0, s.z]);\n}\n// from gl-matrix\nexport function mat3ToScale3(m: Mat4, result = new Vec3()): Vec3 {\n const me = m.elements;\n const m11 = me[0];\n const m12 = me[1];\n const m13 = me[2];\n const m21 = me[3];\n const m22 = me[4];\n const m23 = me[5];\n const m31 = me[6];\n const m32 = me[7];\n const m33 = me[8];\n\n return result.set(\n Math.sqrt(m11 * m11 + m12 * m12 + m13 * m13),\n Math.sqrt(m21 * m21 + m22 * m22 + m23 * m23),\n Math.sqrt(m31 * m31 + m32 * m32 + m33 * m33)\n );\n}\nexport function mat4ToMat3(a: Mat4, result = new Mat3()): Mat3 {\n const ae = a.elements;\n return result.set([\n ae[0],\n ae[1],\n ae[2],\n ae[4],\n ae[5],\n ae[6],\n ae[8],\n ae[9],\n ae[10]\n 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@@ -0,0 +1,53 @@
1
+ import { Vec2 } from "./Vec2.js";
2
+ import { Vec4 } from "./Vec4.js";
3
+ import { Vec3 } from "./Vec3.js";
4
+ import { Mat3 } from "./Mat3.js";
5
+
6
+ //#region src/Values/Internal/Mat4.d.ts
7
+ type Mat4Elements = [number, number, number, number, number, number, number, number, number, number, number, number, number, number, number, number];
8
+ type Mat4JSON = Mat4Elements;
9
+ declare class Mat4 {
10
+ elements: Mat4Elements;
11
+ constructor(elements?: Mat4Elements);
12
+ clone(result?: Mat4): Mat4;
13
+ set(elements: Mat4Elements): this;
14
+ }
15
+ declare function mat4SetColumn4(m: Mat4, columnIndex: bigint, column: Vec4, result?: Mat4): Mat4;
16
+ declare function mat4SetRow4(m: Mat4, rowIndex: bigint, row: Vec4, result?: Mat4): Mat4;
17
+ declare function column4ToMat4(a: Vec4, b: Vec4, c: Vec4, d: Vec4, result?: Mat4): Mat4;
18
+ declare function mat4Equals(a: Mat4, b: Mat4, tolerance?: number): boolean;
19
+ declare function mat4Add(a: Mat4, b: Mat4, result?: Mat4): Mat4;
20
+ declare function mat4Subtract(a: Mat4, b: Mat4, result?: Mat4): Mat4;
21
+ declare function mat4MultiplyByScalar(a: Mat4, b: number, result?: Mat4): Mat4;
22
+ declare function mat4Negate(a: Mat4, result?: Mat4): Mat4;
23
+ declare function mat4Multiply(a: Mat4, b: Mat4, result?: Mat4): Mat4;
24
+ declare function mat4Determinant(m: Mat4): number;
25
+ declare function mat4Adjoint(m: Mat4, result?: Mat4): Mat4;
26
+ declare function mat4Transpose(m: Mat4, result?: Mat4): Mat4;
27
+ declare function mat4Inverse(m: Mat4, result?: Mat4): Mat4;
28
+ declare function mat4Mix(a: Mat4, b: Mat4, t: number, result?: Mat4): Mat4;
29
+ declare function mat4FromArray(array: Float32Array | number[], offset?: number, result?: Mat4): Mat4;
30
+ declare function mat4ToArray(a: Mat4, array: Float32Array | number[], offset?: number): void;
31
+ declare function mat4ToString(a: Mat4): string;
32
+ declare function mat4Parse(text: string, result?: Mat4): Mat4;
33
+ declare function mat3ToMat4(a: Mat3, result?: Mat4): Mat4;
34
+ declare function eulerToMat4(e: Vec3, result?: Mat4): Mat4;
35
+ declare function quatToMat4(q: Vec4, result?: Mat4): Mat4;
36
+ declare function scale3ToMat4(s: Vec3, result?: Mat4): Mat4;
37
+ declare function mat4ToScale3(m: Mat4, result?: Vec3): Vec3;
38
+ declare function translation3ToMat4(t: Vec3, result?: Mat4): Mat4;
39
+ declare function mat4ToTranslation3(m: Mat4, result?: Vec3): Vec3;
40
+ declare function mat4Translate(m: Mat4, t: Vec3, result?: Mat4): Mat4;
41
+ declare function mat4Scale(m: Mat4, s: Vec3, result?: Mat4): Mat4;
42
+ declare function mat4RotateByQuat(m: Mat4, q: Vec4, result?: Mat4): Mat4;
43
+ declare function mat4RotateByEuler(m: Mat4, e: Vec3, result?: Mat4): Mat4;
44
+ declare function mat4TransformPoint3(m: Mat4, v: Vec4, result?: Vec3): Vec3;
45
+ declare function mat4TransformNormal3(v: Vec3, m: Mat4, result?: Vec3): Vec3;
46
+ declare function mat4Perspective(left: number, right: number, top: number, bottom: number, near: number, far: number, result?: Mat4): Mat4;
47
+ declare function mat4PerspectiveFov(verticalFov: number, near: number, far: number, zoom: number, aspectRatio: number, result?: Mat4): Mat4;
48
+ declare function mat4Orthogonal(left: number, right: number, top: number, bottom: number, near: number, far: number, result?: Mat4): Mat4;
49
+ declare function mat4OrthogonalSimple(height: number, center: Vec2, near: number, far: number, zoom: number, aspectRatio?: number, result?: Mat4): Mat4;
50
+ declare function mat4LookAt(eye: Vec3, target: Vec3, up: Vec3, result?: Mat4): Mat4;
51
+ //#endregion
52
+ export { Mat4, Mat4JSON, column4ToMat4, eulerToMat4, mat3ToMat4, mat4Add, mat4Adjoint, mat4Determinant, mat4Equals, mat4FromArray, mat4Inverse, mat4LookAt, mat4Mix, mat4Multiply, mat4MultiplyByScalar, mat4Negate, mat4Orthogonal, mat4OrthogonalSimple, mat4Parse, mat4Perspective, mat4PerspectiveFov, mat4RotateByEuler, mat4RotateByQuat, mat4Scale, mat4SetColumn4, mat4SetRow4, mat4Subtract, mat4ToArray, mat4ToScale3, mat4ToString, mat4ToTranslation3, mat4TransformNormal3, mat4TransformPoint3, mat4Translate, mat4Transpose, quatToMat4, scale3ToMat4, translation3ToMat4 };
53
+ //# sourceMappingURL=Mat4.d.ts.map
@@ -0,0 +1 @@
1
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