@kiberon-labs/behave-graph-scene 1.0.0 → 2.0.0

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Files changed (282) hide show
  1. package/.storybook/main.ts +18 -0
  2. package/.storybook/preview.ts +16 -0
  3. package/.storybook/vscode.css +822 -0
  4. package/.turbo/turbo-build.log +8 -0
  5. package/CHANGELOG.md +84 -0
  6. package/LICENSE +6 -0
  7. package/README.md +13 -0
  8. package/dist/Abstractions/Drivers/DummyScene.d.ts +64 -0
  9. package/dist/Abstractions/Drivers/DummyScene.d.ts.map +1 -0
  10. package/dist/Abstractions/Drivers/DummyScene.js +115 -0
  11. package/dist/Abstractions/Drivers/DummyScene.js.map +1 -0
  12. package/dist/Abstractions/IScene.d.ts +75 -0
  13. package/dist/Abstractions/IScene.d.ts.map +1 -0
  14. package/dist/Abstractions/IScene.js +19 -0
  15. package/dist/Abstractions/IScene.js.map +1 -0
  16. package/dist/GLTFJson.d.ts +33 -0
  17. package/dist/GLTFJson.d.ts.map +1 -0
  18. package/dist/Nodes/Actions/AddLight.d.ts +21 -0
  19. package/dist/Nodes/Actions/AddLight.d.ts.map +1 -0
  20. package/dist/Nodes/Actions/AddLight.js +38 -0
  21. package/dist/Nodes/Actions/AddLight.js.map +1 -0
  22. package/dist/Nodes/Actions/CloneMesh.d.ts +16 -0
  23. package/dist/Nodes/Actions/CloneMesh.d.ts.map +1 -0
  24. package/dist/Nodes/Actions/CloneMesh.js +28 -0
  25. package/dist/Nodes/Actions/CloneMesh.js.map +1 -0
  26. package/dist/Nodes/Actions/CreateMesh.d.ts +22 -0
  27. package/dist/Nodes/Actions/CreateMesh.d.ts.map +1 -0
  28. package/dist/Nodes/Actions/CreateMesh.js +44 -0
  29. package/dist/Nodes/Actions/CreateMesh.js.map +1 -0
  30. package/dist/Nodes/Actions/DeleteMesh.d.ts +15 -0
  31. package/dist/Nodes/Actions/DeleteMesh.d.ts.map +1 -0
  32. package/dist/Nodes/Actions/DeleteMesh.js +27 -0
  33. package/dist/Nodes/Actions/DeleteMesh.js.map +1 -0
  34. package/dist/Nodes/Actions/EaseSceneProperty.d.ts +23 -0
  35. package/dist/Nodes/Actions/EaseSceneProperty.d.ts.map +1 -0
  36. package/dist/Nodes/Actions/EaseSceneProperty.js +73 -0
  37. package/dist/Nodes/Actions/EaseSceneProperty.js.map +1 -0
  38. package/dist/Nodes/Actions/LookAt.d.ts +16 -0
  39. package/dist/Nodes/Actions/LookAt.d.ts.map +1 -0
  40. package/dist/Nodes/Actions/LookAt.js +35 -0
  41. package/dist/Nodes/Actions/LookAt.js.map +1 -0
  42. package/dist/Nodes/Actions/MoveTowards.d.ts +21 -0
  43. package/dist/Nodes/Actions/MoveTowards.d.ts.map +1 -0
  44. package/dist/Nodes/Actions/MoveTowards.js +46 -0
  45. package/dist/Nodes/Actions/MoveTowards.js.map +1 -0
  46. package/dist/Nodes/Actions/RemoveLight.d.ts +15 -0
  47. package/dist/Nodes/Actions/RemoveLight.d.ts.map +1 -0
  48. package/dist/Nodes/Actions/RemoveLight.js +27 -0
  49. package/dist/Nodes/Actions/RemoveLight.js.map +1 -0
  50. package/dist/Nodes/Actions/SetLightProperty.d.ts +25 -0
  51. package/dist/Nodes/Actions/SetLightProperty.d.ts.map +1 -0
  52. package/dist/Nodes/Actions/SetLightProperty.js +64 -0
  53. package/dist/Nodes/Actions/SetLightProperty.js.map +1 -0
  54. package/dist/Nodes/Actions/SetMaterialProperty.d.ts +25 -0
  55. package/dist/Nodes/Actions/SetMaterialProperty.d.ts.map +1 -0
  56. package/dist/Nodes/Actions/SetMaterialProperty.js +69 -0
  57. package/dist/Nodes/Actions/SetMaterialProperty.js.map +1 -0
  58. package/dist/Nodes/Actions/SetMeshPosition.d.ts +18 -0
  59. package/dist/Nodes/Actions/SetMeshPosition.d.ts.map +1 -0
  60. package/dist/Nodes/Actions/SetMeshPosition.js +34 -0
  61. package/dist/Nodes/Actions/SetMeshPosition.js.map +1 -0
  62. package/dist/Nodes/Actions/SetMeshVisible.d.ts +16 -0
  63. package/dist/Nodes/Actions/SetMeshVisible.d.ts.map +1 -0
  64. package/dist/Nodes/Actions/SetMeshVisible.js +28 -0
  65. package/dist/Nodes/Actions/SetMeshVisible.js.map +1 -0
  66. package/dist/Nodes/Actions/SetSceneProperty.d.ts +16 -0
  67. package/dist/Nodes/Actions/SetSceneProperty.d.ts.map +1 -0
  68. package/dist/Nodes/Actions/SetSceneProperty.js +28 -0
  69. package/dist/Nodes/Actions/SetSceneProperty.js.map +1 -0
  70. package/dist/Nodes/Events/OnAnyMeshClicked.d.ts +13 -0
  71. package/dist/Nodes/Events/OnAnyMeshClicked.d.ts.map +1 -0
  72. package/dist/Nodes/Events/OnAnyMeshClicked.js +34 -0
  73. package/dist/Nodes/Events/OnAnyMeshClicked.js.map +1 -0
  74. package/dist/Nodes/Events/OnSceneChanged.d.ts +12 -0
  75. package/dist/Nodes/Events/OnSceneChanged.d.ts.map +1 -0
  76. package/dist/Nodes/Events/OnSceneChanged.js +28 -0
  77. package/dist/Nodes/Events/OnSceneChanged.js.map +1 -0
  78. package/dist/Nodes/Events/OnSceneNodeClick.d.ts +18 -0
  79. package/dist/Nodes/Events/OnSceneNodeClick.d.ts.map +1 -0
  80. package/dist/Nodes/Events/OnSceneNodeClick.js +39 -0
  81. package/dist/Nodes/Events/OnSceneNodeClick.js.map +1 -0
  82. package/dist/Nodes/Logic/ColorNodes.d.ts +23 -0
  83. package/dist/Nodes/Logic/ColorNodes.d.ts.map +1 -0
  84. package/dist/Nodes/Logic/ColorNodes.js +137 -0
  85. package/dist/Nodes/Logic/ColorNodes.js.map +1 -0
  86. package/dist/Nodes/Logic/EulerNodes.d.ts +22 -0
  87. package/dist/Nodes/Logic/EulerNodes.d.ts.map +1 -0
  88. package/dist/Nodes/Logic/EulerNodes.js +132 -0
  89. package/dist/Nodes/Logic/EulerNodes.js.map +1 -0
  90. package/dist/Nodes/Logic/Mat3Nodes.d.ts +31 -0
  91. package/dist/Nodes/Logic/Mat3Nodes.d.ts.map +1 -0
  92. package/dist/Nodes/Logic/Mat3Nodes.js +199 -0
  93. package/dist/Nodes/Logic/Mat3Nodes.js.map +1 -0
  94. package/dist/Nodes/Logic/Mat4Nodes.d.ts +38 -0
  95. package/dist/Nodes/Logic/Mat4Nodes.d.ts.map +1 -0
  96. package/dist/Nodes/Logic/Mat4Nodes.js +267 -0
  97. package/dist/Nodes/Logic/Mat4Nodes.js.map +1 -0
  98. package/dist/Nodes/Logic/QuatNodes.d.ts +28 -0
  99. package/dist/Nodes/Logic/QuatNodes.d.ts.map +1 -0
  100. package/dist/Nodes/Logic/QuatNodes.js +173 -0
  101. package/dist/Nodes/Logic/QuatNodes.js.map +1 -0
  102. package/dist/Nodes/Logic/Vec2Nodes.d.ts +22 -0
  103. package/dist/Nodes/Logic/Vec2Nodes.d.ts.map +1 -0
  104. package/dist/Nodes/Logic/Vec2Nodes.js +115 -0
  105. package/dist/Nodes/Logic/Vec2Nodes.js.map +1 -0
  106. package/dist/Nodes/Logic/Vec3Nodes.d.ts +23 -0
  107. package/dist/Nodes/Logic/Vec3Nodes.d.ts.map +1 -0
  108. package/dist/Nodes/Logic/Vec3Nodes.js +137 -0
  109. package/dist/Nodes/Logic/Vec3Nodes.js.map +1 -0
  110. package/dist/Nodes/Logic/Vec4Nodes.d.ts +22 -0
  111. package/dist/Nodes/Logic/Vec4Nodes.d.ts.map +1 -0
  112. package/dist/Nodes/Logic/Vec4Nodes.js +132 -0
  113. package/dist/Nodes/Logic/Vec4Nodes.js.map +1 -0
  114. package/dist/Nodes/Logic/VecElements.d.ts +9 -0
  115. package/dist/Nodes/Logic/VecElements.d.ts.map +1 -0
  116. package/dist/Nodes/Logic/VecElements.js +22 -0
  117. package/dist/Nodes/Logic/VecElements.js.map +1 -0
  118. package/dist/Nodes/Queries/GetDistanceBetween.d.ts +18 -0
  119. package/dist/Nodes/Queries/GetDistanceBetween.d.ts.map +1 -0
  120. package/dist/Nodes/Queries/GetDistanceBetween.js +30 -0
  121. package/dist/Nodes/Queries/GetDistanceBetween.js.map +1 -0
  122. package/dist/Nodes/Queries/GetLightProperty.d.ts +23 -0
  123. package/dist/Nodes/Queries/GetLightProperty.d.ts.map +1 -0
  124. package/dist/Nodes/Queries/GetLightProperty.js +68 -0
  125. package/dist/Nodes/Queries/GetLightProperty.js.map +1 -0
  126. package/dist/Nodes/Queries/GetMaterialProperty.d.ts +23 -0
  127. package/dist/Nodes/Queries/GetMaterialProperty.d.ts.map +1 -0
  128. package/dist/Nodes/Queries/GetMaterialProperty.js +69 -0
  129. package/dist/Nodes/Queries/GetMaterialProperty.js.map +1 -0
  130. package/dist/Nodes/Queries/GetMeshPosition.d.ts +16 -0
  131. package/dist/Nodes/Queries/GetMeshPosition.d.ts.map +1 -0
  132. package/dist/Nodes/Queries/GetMeshPosition.js +29 -0
  133. package/dist/Nodes/Queries/GetMeshPosition.js.map +1 -0
  134. package/dist/Nodes/Queries/GetSceneProperty.d.ts +14 -0
  135. package/dist/Nodes/Queries/GetSceneProperty.d.ts.map +1 -0
  136. package/dist/Nodes/Queries/GetSceneProperty.js +23 -0
  137. package/dist/Nodes/Queries/GetSceneProperty.js.map +1 -0
  138. package/dist/Values/ColorValue.d.ts +7 -0
  139. package/dist/Values/ColorValue.d.ts.map +1 -0
  140. package/dist/Values/ColorValue.js +20 -0
  141. package/dist/Values/ColorValue.js.map +1 -0
  142. package/dist/Values/EulerValue.d.ts +7 -0
  143. package/dist/Values/EulerValue.d.ts.map +1 -0
  144. package/dist/Values/EulerValue.js +20 -0
  145. package/dist/Values/EulerValue.js.map +1 -0
  146. package/dist/Values/Internal/Mat3.d.ts +43 -0
  147. package/dist/Values/Internal/Mat3.d.ts.map +1 -0
  148. package/dist/Values/Internal/Mat3.js +276 -0
  149. package/dist/Values/Internal/Mat3.js.map +1 -0
  150. package/dist/Values/Internal/Mat4.d.ts +53 -0
  151. package/dist/Values/Internal/Mat4.d.ts.map +1 -0
  152. package/dist/Values/Internal/Mat4.js +443 -0
  153. package/dist/Values/Internal/Mat4.js.map +1 -0
  154. package/dist/Values/Internal/Vec2.d.ts +25 -0
  155. package/dist/Values/Internal/Vec2.d.ts.map +1 -0
  156. package/dist/Values/Internal/Vec2.js +64 -0
  157. package/dist/Values/Internal/Vec2.js.map +1 -0
  158. package/dist/Values/Internal/Vec3.d.ts +38 -0
  159. package/dist/Values/Internal/Vec3.d.ts.map +1 -0
  160. package/dist/Values/Internal/Vec3.js +157 -0
  161. package/dist/Values/Internal/Vec3.js.map +1 -0
  162. package/dist/Values/Internal/Vec4.d.ts +49 -0
  163. package/dist/Values/Internal/Vec4.d.ts.map +1 -0
  164. package/dist/Values/Internal/Vec4.js +190 -0
  165. package/dist/Values/Internal/Vec4.js.map +1 -0
  166. package/dist/Values/Mat3Value.d.ts +7 -0
  167. package/dist/Values/Mat3Value.d.ts.map +1 -0
  168. package/dist/Values/Mat3Value.js +16 -0
  169. package/dist/Values/Mat3Value.js.map +1 -0
  170. package/dist/Values/Mat4Value.d.ts +7 -0
  171. package/dist/Values/Mat4Value.d.ts.map +1 -0
  172. package/dist/Values/Mat4Value.js +16 -0
  173. package/dist/Values/Mat4Value.js.map +1 -0
  174. package/dist/Values/QuatValue.d.ts +7 -0
  175. package/dist/Values/QuatValue.d.ts.map +1 -0
  176. package/dist/Values/QuatValue.js +21 -0
  177. package/dist/Values/QuatValue.js.map +1 -0
  178. package/dist/Values/Vec2Value.d.ts +7 -0
  179. package/dist/Values/Vec2Value.d.ts.map +1 -0
  180. package/dist/Values/Vec2Value.js +16 -0
  181. package/dist/Values/Vec2Value.js.map +1 -0
  182. package/dist/Values/Vec3Value.d.ts +7 -0
  183. package/dist/Values/Vec3Value.d.ts.map +1 -0
  184. package/dist/Values/Vec3Value.js +20 -0
  185. package/dist/Values/Vec3Value.js.map +1 -0
  186. package/dist/Values/Vec4Value.d.ts +7 -0
  187. package/dist/Values/Vec4Value.d.ts.map +1 -0
  188. package/dist/Values/Vec4Value.js +21 -0
  189. package/dist/Values/Vec4Value.js.map +1 -0
  190. package/dist/_virtual/rolldown_runtime.js +35 -0
  191. package/dist/behave-graph.manifest.json +6082 -0
  192. package/dist/buildScene.d.ts +74 -0
  193. package/dist/buildScene.d.ts.map +1 -0
  194. package/dist/buildScene.js +304 -0
  195. package/dist/buildScene.js.map +1 -0
  196. package/dist/index.d.ts +57 -0
  197. package/dist/index.d.ts.map +1 -0
  198. package/dist/index.js +49 -0
  199. package/dist/manifest.source.d.ts +7 -0
  200. package/dist/manifest.source.d.ts.map +1 -0
  201. package/dist/manifest.source.js +54 -0
  202. package/dist/manifest.source.js.map +1 -0
  203. package/dist/node_modules/.pnpm/react@19.2.3/node_modules/react/cjs/react-jsx-runtime.development.js +207 -0
  204. package/dist/node_modules/.pnpm/react@19.2.3/node_modules/react/cjs/react-jsx-runtime.development.js.map +1 -0
  205. package/dist/node_modules/.pnpm/react@19.2.3/node_modules/react/cjs/react-jsx-runtime.production.js +40 -0
  206. package/dist/node_modules/.pnpm/react@19.2.3/node_modules/react/cjs/react-jsx-runtime.production.js.map +1 -0
  207. package/dist/node_modules/.pnpm/react@19.2.3/node_modules/react/cjs/react.development.js +766 -0
  208. package/dist/node_modules/.pnpm/react@19.2.3/node_modules/react/cjs/react.development.js.map +1 -0
  209. package/dist/node_modules/.pnpm/react@19.2.3/node_modules/react/cjs/react.production.js +367 -0
  210. package/dist/node_modules/.pnpm/react@19.2.3/node_modules/react/cjs/react.production.js.map +1 -0
  211. package/dist/node_modules/.pnpm/react@19.2.3/node_modules/react/index.js +15 -0
  212. package/dist/node_modules/.pnpm/react@19.2.3/node_modules/react/index.js.map +1 -0
  213. package/dist/node_modules/.pnpm/react@19.2.3/node_modules/react/jsx-runtime.js +15 -0
  214. package/dist/node_modules/.pnpm/react@19.2.3/node_modules/react/jsx-runtime.js.map +1 -0
  215. package/dist/packages/nodes/scene/package.js +7 -0
  216. package/dist/packages/nodes/scene/package.js.map +1 -0
  217. package/dist/registerSceneProfile.d.ts +10 -0
  218. package/dist/registerSceneProfile.d.ts.map +1 -0
  219. package/dist/registerSceneProfile.js +112 -0
  220. package/dist/registerSceneProfile.js.map +1 -0
  221. package/dist/ui/controls/vec3.d.ts +9 -0
  222. package/dist/ui/controls/vec3.d.ts.map +1 -0
  223. package/dist/ui/controls/vec3.js +99 -0
  224. package/dist/ui/controls/vec3.js.map +1 -0
  225. package/package.json +42 -13
  226. package/src/Abstractions/Drivers/DummyScene.ts +110 -2
  227. package/src/Abstractions/IScene.ts +74 -3
  228. package/src/Nodes/Actions/AddLight.ts +46 -0
  229. package/src/Nodes/Actions/CloneMesh.ts +31 -0
  230. package/src/Nodes/Actions/CreateMesh.ts +47 -0
  231. package/src/Nodes/Actions/DeleteMesh.ts +29 -0
  232. package/src/Nodes/Actions/EaseSceneProperty.ts +6 -2
  233. package/src/Nodes/Actions/LookAt.ts +34 -0
  234. package/src/Nodes/Actions/MoveTowards.ts +55 -0
  235. package/src/Nodes/Actions/RemoveLight.ts +29 -0
  236. package/src/Nodes/Actions/SetLightProperty.ts +60 -0
  237. package/src/Nodes/Actions/SetMaterialProperty.ts +62 -0
  238. package/src/Nodes/Actions/SetMeshPosition.ts +37 -0
  239. package/src/Nodes/Actions/SetMeshVisible.ts +31 -0
  240. package/src/Nodes/Actions/SetSceneProperty.ts +3 -5
  241. package/src/Nodes/Events/OnAnyMeshClicked.ts +48 -0
  242. package/src/Nodes/Events/OnSceneChanged.ts +43 -0
  243. package/src/Nodes/Events/OnSceneNodeClick.ts +3 -3
  244. package/src/Nodes/Logic/Mat3Nodes.ts +0 -10
  245. package/src/Nodes/Logic/QuatNodes.ts +11 -11
  246. package/src/Nodes/Queries/GetDistanceBetween.ts +37 -0
  247. package/src/Nodes/Queries/GetLightProperty.ts +53 -0
  248. package/src/Nodes/Queries/GetMaterialProperty.ts +55 -0
  249. package/src/Nodes/Queries/GetMeshPosition.ts +32 -0
  250. package/src/Nodes/Queries/GetSceneProperty.ts +4 -5
  251. package/src/Values/Internal/Mat3.ts +3 -3
  252. package/src/Values/Internal/Mat4.ts +5 -4
  253. package/src/Values/Internal/Vec3.ts +5 -4
  254. package/src/Values/Internal/Vec4.ts +3 -2
  255. package/src/buildScene.ts +36 -2
  256. package/src/index.ts +26 -2
  257. package/src/manifest.source.ts +61 -0
  258. package/src/registerSceneProfile.ts +41 -4
  259. package/src/ui/controls/vec3.tsx +69 -0
  260. package/stories/click.stories.tsx +112 -0
  261. package/stories/components/DemoScene.ts +610 -0
  262. package/stories/components/SceneViewer.tsx +204 -0
  263. package/stories/components/SceneViewerPanel.tsx +41 -0
  264. package/stories/data/clickDemo.json +94 -0
  265. package/stories/data/rotate.json +402 -0
  266. package/stories/index.stories.tsx +90 -0
  267. package/stories/plugin/sceneViewerPlugin.tsx +88 -0
  268. package/tests/graphs/logic/Color.json +53 -53
  269. package/tests/graphs/logic/Euler.json +53 -53
  270. package/tests/graphs/logic/Quaternion.json +56 -56
  271. package/tests/graphs/logic/Vector2.json +50 -50
  272. package/tests/graphs/logic/Vector3.json +53 -53
  273. package/tests/graphs/logic/Vector4.json +56 -56
  274. package/tests/manifest.test.ts +65 -0
  275. package/tests/readSceneGraphs.test.ts +8 -1
  276. package/tests/registerSceneProfile.test.ts +6 -5
  277. package/tests/tsconfig.json +10 -10
  278. package/tsconfig.json +61 -54
  279. package/tsdown.config.ts +5 -1
  280. package/vite.config.js +7 -0
  281. package/src/Values/Internal/Mat2.ts +0 -214
  282. package/src/loadScene.ts +0 -81
@@ -0,0 +1,53 @@
1
+ import { Vec2 } from "./Vec2.js";
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+ import { Vec4 } from "./Vec4.js";
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+ import { Vec3 } from "./Vec3.js";
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+ import { Mat3 } from "./Mat3.js";
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+
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];
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+ type Mat4JSON = Mat4Elements;
9
+ declare class Mat4 {
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+ elements: Mat4Elements;
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+ constructor(elements?: Mat4Elements);
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+ clone(result?: Mat4): Mat4;
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+ set(elements: Mat4Elements): this;
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+ }
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+ declare function mat4SetColumn4(m: Mat4, columnIndex: bigint, column: Vec4, result?: Mat4): Mat4;
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+ declare function mat4SetRow4(m: Mat4, rowIndex: bigint, row: Vec4, result?: Mat4): Mat4;
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+ declare function column4ToMat4(a: Vec4, b: Vec4, c: Vec4, d: Vec4, result?: Mat4): Mat4;
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+ declare function mat4Equals(a: Mat4, b: Mat4, tolerance?: number): boolean;
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+ declare function mat4Add(a: Mat4, b: Mat4, result?: Mat4): Mat4;
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+ declare function mat4Subtract(a: Mat4, b: Mat4, result?: Mat4): Mat4;
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+ declare function mat4MultiplyByScalar(a: Mat4, b: number, result?: Mat4): Mat4;
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+ declare function mat4Negate(a: Mat4, result?: Mat4): Mat4;
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+ declare function mat4Multiply(a: Mat4, b: Mat4, result?: Mat4): Mat4;
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+ declare function mat4Determinant(m: Mat4): number;
25
+ declare function mat4Adjoint(m: Mat4, result?: Mat4): Mat4;
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+ 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;
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+ declare function mat4LookAt(eye: Vec3, target: Vec3, up: Vec3, result?: Mat4): Mat4;
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+ //#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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@@ -0,0 +1,443 @@
1
+ import { eulerToMat3, quatToMat3 } from "./Mat3.js";
2
+ import { Vec3, vec3Cross, vec3Length, vec3MultiplyByScalar, vec3Normalize, vec3Subtract } from "./Vec3.js";
3
+ import { EPSILON, equalsTolerance, parseSafeFloats, toSafeString } from "@kiberon-labs/behave-graph";
4
+
5
+ //#region src/Values/Internal/Mat4.ts
6
+ const NUM_ROWS = 4;
7
+ const NUM_COLUMNS = 4;
8
+ const NUM_ELEMENTS = NUM_ROWS * NUM_COLUMNS;
9
+ var Mat4 = class Mat4 {
10
+ elements;
11
+ constructor(elements = [
12
+ 1,
13
+ 0,
14
+ 0,
15
+ 0,
16
+ 0,
17
+ 1,
18
+ 0,
19
+ 0,
20
+ 0,
21
+ 0,
22
+ 1,
23
+ 0,
24
+ 0,
25
+ 0,
26
+ 0,
27
+ 1
28
+ ]) {
29
+ if (elements.length !== NUM_ELEMENTS) throw new Error(`elements must have length ${NUM_ELEMENTS}, got ${elements.length}`);
30
+ this.elements = elements;
31
+ }
32
+ clone(result = new Mat4()) {
33
+ return result.set(this.elements);
34
+ }
35
+ set(elements) {
36
+ if (elements.length !== NUM_ELEMENTS) throw new Error(`elements must have length ${NUM_ELEMENTS}, got ${elements.length}`);
37
+ this.elements = [...elements];
38
+ return this;
39
+ }
40
+ };
41
+ function mat4SetColumn4(m, columnIndex, column, result = new Mat4()) {
42
+ const re = result.set(m.elements).elements;
43
+ const base = Number(columnIndex) * NUM_ROWS;
44
+ re[base + 0] = column.x;
45
+ re[base + 1] = column.y;
46
+ re[base + 2] = column.z;
47
+ re[base + 3] = column.w;
48
+ return result;
49
+ }
50
+ function mat4SetRow4(m, rowIndex, row, result = new Mat4()) {
51
+ const re = result.set(m.elements).elements;
52
+ const base = Number(rowIndex);
53
+ re[base] = row.x;
54
+ re[base + NUM_COLUMNS * 1] = row.y;
55
+ re[base + NUM_COLUMNS * 2] = row.z;
56
+ re[base + NUM_COLUMNS * 3] = row.w;
57
+ return result;
58
+ }
59
+ function column4ToMat4(a, b, c, d, result = new Mat4()) {
60
+ const re = result.elements;
61
+ const columns = [
62
+ a,
63
+ b,
64
+ c,
65
+ d
66
+ ];
67
+ for (let c$1 = 0; c$1 < columns.length; c$1++) {
68
+ const base = c$1 * NUM_ROWS;
69
+ const column = columns[c$1];
70
+ re[base + 0] = column.x;
71
+ re[base + 1] = column.y;
72
+ re[base + 2] = column.z;
73
+ re[base + 3] = column.w;
74
+ }
75
+ return result;
76
+ }
77
+ function mat4Equals(a, b, tolerance = EPSILON) {
78
+ for (let i = 0; i < NUM_ELEMENTS; i++) if (!equalsTolerance(a.elements[i], b.elements[i], tolerance)) return false;
79
+ return true;
80
+ }
81
+ function mat4Add(a, b, result = new Mat4()) {
82
+ result.elements = a.elements.map((a$1, i) => a$1 + b.elements[i]);
83
+ return result;
84
+ }
85
+ function mat4Subtract(a, b, result = new Mat4()) {
86
+ result.elements = a.elements.map((a$1, i) => a$1 - b.elements[i]);
87
+ return result;
88
+ }
89
+ function mat4MultiplyByScalar(a, b, result = new Mat4()) {
90
+ result.elements = a.elements.map((a$1) => a$1 * b);
91
+ return result;
92
+ }
93
+ function mat4Negate(a, result = new Mat4()) {
94
+ result.elements = a.elements.map((a$1) => -a$1);
95
+ return result;
96
+ }
97
+ function mat4Multiply(a, b, result = new Mat4()) {
98
+ const ae = a.elements;
99
+ const be = b.elements;
100
+ const te = result.elements;
101
+ const a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
102
+ const a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
103
+ const a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
104
+ const a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
105
+ const b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
106
+ const b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
107
+ const b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
108
+ const b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
109
+ te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
110
+ te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
111
+ te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
112
+ te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
113
+ te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
114
+ te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
115
+ te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
116
+ te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
117
+ te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
118
+ te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
119
+ te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
120
+ te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
121
+ te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
122
+ te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
123
+ te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
124
+ te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
125
+ return result;
126
+ }
127
+ function mat4Determinant(m) {
128
+ const me = m.elements, n11 = me[0], n21 = me[1], n31 = me[2], n41 = me[3], n12 = me[4], n22 = me[5], n32 = me[6], n42 = me[7], n13 = me[8], n23 = me[9], n33 = me[10], n43 = me[11], n14 = me[12], n24 = me[13], n34 = me[14], n44 = me[15], t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
129
+ return n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
130
+ }
131
+ function mat4Adjoint(m, result = new Mat4()) {
132
+ const a = m.elements;
133
+ const out = result.elements;
134
+ const a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3];
135
+ const a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7];
136
+ const a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11];
137
+ const a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
138
+ const b00 = a00 * a11 - a01 * a10;
139
+ const b01 = a00 * a12 - a02 * a10;
140
+ const b02 = a00 * a13 - a03 * a10;
141
+ const b03 = a01 * a12 - a02 * a11;
142
+ const b04 = a01 * a13 - a03 * a11;
143
+ const b05 = a02 * a13 - a03 * a12;
144
+ const b06 = a20 * a31 - a21 * a30;
145
+ const b07 = a20 * a32 - a22 * a30;
146
+ const b08 = a20 * a33 - a23 * a30;
147
+ const b09 = a21 * a32 - a22 * a31;
148
+ const b10 = a21 * a33 - a23 * a31;
149
+ const b11 = a22 * a33 - a23 * a32;
150
+ out[0] = a11 * b11 - a12 * b10 + a13 * b09;
151
+ out[1] = a02 * b10 - a01 * b11 - a03 * b09;
152
+ out[2] = a31 * b05 - a32 * b04 + a33 * b03;
153
+ out[3] = a22 * b04 - a21 * b05 - a23 * b03;
154
+ out[4] = a12 * b08 - a10 * b11 - a13 * b07;
155
+ out[5] = a00 * b11 - a02 * b08 + a03 * b07;
156
+ out[6] = a32 * b02 - a30 * b05 - a33 * b01;
157
+ out[7] = a20 * b05 - a22 * b02 + a23 * b01;
158
+ out[8] = a10 * b10 - a11 * b08 + a13 * b06;
159
+ out[9] = a01 * b08 - a00 * b10 - a03 * b06;
160
+ out[10] = a30 * b04 - a31 * b02 + a33 * b00;
161
+ out[11] = a21 * b02 - a20 * b04 - a23 * b00;
162
+ out[12] = a11 * b07 - a10 * b09 - a12 * b06;
163
+ out[13] = a00 * b09 - a01 * b07 + a02 * b06;
164
+ out[14] = a31 * b01 - a30 * b03 - a32 * b00;
165
+ out[15] = a20 * b03 - a21 * b01 + a22 * b00;
166
+ return result;
167
+ }
168
+ function mat4Transpose(m, result = new Mat4()) {
169
+ const re = m.clone(result).elements;
170
+ let tmp;
171
+ tmp = re[1];
172
+ re[1] = re[4];
173
+ re[4] = tmp;
174
+ tmp = re[2];
175
+ re[2] = re[8];
176
+ re[8] = tmp;
177
+ tmp = re[6];
178
+ re[6] = re[9];
179
+ re[9] = tmp;
180
+ tmp = re[3];
181
+ re[3] = re[12];
182
+ re[12] = tmp;
183
+ tmp = re[7];
184
+ re[7] = re[13];
185
+ re[13] = tmp;
186
+ tmp = re[11];
187
+ re[11] = re[14];
188
+ re[14] = tmp;
189
+ return result;
190
+ }
191
+ function mat4Inverse(m, result = new Mat4()) {
192
+ const me = m.elements, n11 = me[0], n21 = me[1], n31 = me[2], n41 = me[3], n12 = me[4], n22 = me[5], n32 = me[6], n42 = me[7], n13 = me[8], n23 = me[9], n33 = me[10], n43 = me[11], n14 = me[12], n24 = me[13], n34 = me[14], n44 = me[15], t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
193
+ const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
194
+ if (det === 0) throw new Error("can not invert degenerate matrix");
195
+ const detInv = 1 / det;
196
+ const re = result.elements;
197
+ re[0] = t11 * detInv;
198
+ re[1] = (n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44) * detInv;
199
+ re[2] = (n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44) * detInv;
200
+ re[3] = (n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43) * detInv;
201
+ re[4] = t12 * detInv;
202
+ re[5] = (n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44) * detInv;
203
+ re[6] = (n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44) * detInv;
204
+ re[7] = (n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43) * detInv;
205
+ re[8] = t13 * detInv;
206
+ re[9] = (n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44) * detInv;
207
+ re[10] = (n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44) * detInv;
208
+ re[11] = (n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43) * detInv;
209
+ re[12] = t14 * detInv;
210
+ re[13] = (n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34) * detInv;
211
+ re[14] = (n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34) * detInv;
212
+ re[15] = (n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33) * detInv;
213
+ return result;
214
+ }
215
+ function mat4Mix(a, b, t, result = new Mat4()) {
216
+ const s = 1 - t;
217
+ for (let i = 0; i < NUM_ELEMENTS; i++) result.elements[i] = a.elements[i] * s + b.elements[i] * t;
218
+ return result;
219
+ }
220
+ function mat4FromArray(array, offset = 0, result = new Mat4()) {
221
+ for (let i = 0; i < NUM_ELEMENTS; i++) result.elements[i] = array[offset + i];
222
+ return result;
223
+ }
224
+ function mat4ToArray(a, array, offset = 0) {
225
+ for (let i = 0; i < NUM_ELEMENTS; i++) array[offset + i] = a.elements[i];
226
+ }
227
+ function mat4ToString(a) {
228
+ return toSafeString(a.elements);
229
+ }
230
+ function mat4Parse(text, result = new Mat4()) {
231
+ return mat4FromArray(parseSafeFloats(text), 0, result);
232
+ }
233
+ function mat3ToMat4(a, result = new Mat4()) {
234
+ const ae = a.elements;
235
+ return result.set([
236
+ ae[0],
237
+ ae[1],
238
+ ae[2],
239
+ 0,
240
+ ae[3],
241
+ ae[4],
242
+ ae[5],
243
+ 0,
244
+ ae[6],
245
+ ae[7],
246
+ ae[8],
247
+ 0,
248
+ 0,
249
+ 0,
250
+ 0,
251
+ 1
252
+ ]);
253
+ }
254
+ function eulerToMat4(e, result = new Mat4()) {
255
+ return mat3ToMat4(eulerToMat3(e), result);
256
+ }
257
+ function quatToMat4(q, result = new Mat4()) {
258
+ return mat3ToMat4(quatToMat3(q), result);
259
+ }
260
+ function scale3ToMat4(s, result = new Mat4()) {
261
+ return result.set([
262
+ s.x,
263
+ 0,
264
+ 0,
265
+ 0,
266
+ 0,
267
+ s.y,
268
+ 0,
269
+ 0,
270
+ 0,
271
+ 0,
272
+ s.z,
273
+ 0,
274
+ 0,
275
+ 0,
276
+ 0,
277
+ 1
278
+ ]);
279
+ }
280
+ function mat4ToScale3(m, result = new Vec3()) {
281
+ const mat = m.elements;
282
+ const m11 = mat[0];
283
+ const m12 = mat[1];
284
+ const m13 = mat[2];
285
+ const m21 = mat[4];
286
+ const m22 = mat[5];
287
+ const m23 = mat[6];
288
+ const m31 = mat[8];
289
+ const m32 = mat[9];
290
+ const m33 = mat[10];
291
+ 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));
292
+ }
293
+ function translation3ToMat4(t, result = new Mat4()) {
294
+ return result.set([
295
+ 1,
296
+ 0,
297
+ 0,
298
+ t.x,
299
+ 0,
300
+ 1,
301
+ 0,
302
+ t.y,
303
+ 0,
304
+ 0,
305
+ 1,
306
+ t.z,
307
+ 0,
308
+ 0,
309
+ 0,
310
+ 1
311
+ ]);
312
+ }
313
+ function mat4ToTranslation3(m, result = new Vec3()) {
314
+ const me = m.elements;
315
+ return result.set(me[3], me[7], me[11]);
316
+ }
317
+ function mat4Translate(m, t, result = new Mat4()) {
318
+ return mat4Multiply(m, translation3ToMat4(t), result);
319
+ }
320
+ function mat4Scale(m, s, result = new Mat4()) {
321
+ return mat4Multiply(m, scale3ToMat4(s), result);
322
+ }
323
+ function mat4RotateByQuat(m, q, result = new Mat4()) {
324
+ return mat4Multiply(m, quatToMat4(q), result);
325
+ }
326
+ function mat4RotateByEuler(m, e, result = new Mat4()) {
327
+ return mat4Multiply(m, eulerToMat4(e), result);
328
+ }
329
+ function mat4TransformPoint3(m, v, result = new Vec3()) {
330
+ const x = v.x, y = v.y, z = v.z;
331
+ const e = m.elements;
332
+ const w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]);
333
+ result.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * w;
334
+ result.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * w;
335
+ result.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * w;
336
+ return result;
337
+ }
338
+ function mat4TransformNormal3(v, m, result = new Vec3()) {
339
+ const x = v.x, y = v.y, z = v.z;
340
+ const e = m.elements;
341
+ result.x = e[0] * x + e[4] * y + e[8] * z;
342
+ result.y = e[1] * x + e[5] * y + e[9] * z;
343
+ result.z = e[2] * x + e[6] * y + e[10] * z;
344
+ return vec3Normalize(result, result);
345
+ }
346
+ function mat4Perspective(left, right, top, bottom, near, far, result = new Mat4()) {
347
+ const x = 2 * near / (right - left);
348
+ const y = 2 * near / (top - bottom);
349
+ const a = (right + left) / (right - left);
350
+ const b = (top + bottom) / (top - bottom);
351
+ const c = -(far + near) / (far - near);
352
+ const d = -2 * far * near / (far - near);
353
+ return result.set([
354
+ x,
355
+ 0,
356
+ a,
357
+ 0,
358
+ 0,
359
+ y,
360
+ b,
361
+ 0,
362
+ 0,
363
+ 0,
364
+ c,
365
+ d,
366
+ 0,
367
+ 0,
368
+ -1,
369
+ 0
370
+ ]);
371
+ }
372
+ function mat4PerspectiveFov(verticalFov, near, far, zoom, aspectRatio, result = new Mat4()) {
373
+ const height = 2 * near * Math.tan(verticalFov * Math.PI / 180) / zoom;
374
+ const width = height * aspectRatio;
375
+ const right = width * .5;
376
+ const left = right - width;
377
+ const top = height * .5;
378
+ return mat4Perspective(left, right, top, top - height, near, far, result);
379
+ }
380
+ function mat4Orthogonal(left, right, top, bottom, near, far, result = new Mat4()) {
381
+ const w = 1 / (right - left);
382
+ const h = 1 / (top - bottom);
383
+ const p = 1 / (far - near);
384
+ const x = (right + left) * w;
385
+ const y = (top + bottom) * h;
386
+ const z = (far + near) * p;
387
+ return result.set([
388
+ 2 * w,
389
+ 0,
390
+ 0,
391
+ -x,
392
+ 0,
393
+ 2 * h,
394
+ 0,
395
+ -y,
396
+ 0,
397
+ 0,
398
+ -2 * p,
399
+ -z,
400
+ 0,
401
+ 0,
402
+ 0,
403
+ 1
404
+ ]);
405
+ }
406
+ function mat4OrthogonalSimple(height, center, near, far, zoom, aspectRatio = 1, result = new Mat4()) {
407
+ height /= zoom;
408
+ const width = height * aspectRatio;
409
+ const left = -width * .5 + center.x;
410
+ const right = left + width;
411
+ const top = -height * .5 + center.y;
412
+ return mat4Orthogonal(left, right, top, top + height, near, far, result);
413
+ }
414
+ function mat4LookAt(eye, target, up, result = new Mat4()) {
415
+ const te = result.elements;
416
+ const look = vec3Subtract(eye, target);
417
+ const lookLength = vec3Length(look);
418
+ if (lookLength === 0) look.z = 1;
419
+ else vec3MultiplyByScalar(look, 1 / lookLength, look);
420
+ const right = vec3Cross(up, look);
421
+ const rightLength = vec3Length(right);
422
+ if (rightLength === 0) {
423
+ if (Math.abs(up.z) === 1) up.x += 1e-4;
424
+ else up.z += 1e-4;
425
+ vec3Normalize(up, up);
426
+ vec3Cross(right, up, right);
427
+ } else vec3MultiplyByScalar(right, 1 / rightLength, right);
428
+ const up2 = vec3Cross(look, right);
429
+ te[0] = right.x;
430
+ te[4] = up2.x;
431
+ te[8] = look.x;
432
+ te[1] = right.y;
433
+ te[5] = up2.y;
434
+ te[9] = look.y;
435
+ te[2] = right.z;
436
+ te[6] = up2.z;
437
+ te[10] = look.z;
438
+ return result;
439
+ }
440
+
441
+ //#endregion
442
+ export { Mat4, 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 };
443
+ //# sourceMappingURL=Mat4.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Mat4.js","names":["c","a"],"sources":["../../../src/Values/Internal/Mat4.ts"],"sourcesContent":["import {\n EPSILON,\n equalsTolerance,\n parseSafeFloats,\n toSafeString\n} from '@kiberon-labs/behave-graph';\n\nimport type { Mat3 } from './Mat3.js';\nimport { eulerToMat3, quatToMat3 } from './Mat3.js';\nimport type { Vec2 } from './Vec2.js';\nimport {\n Vec3,\n vec3Cross,\n vec3Length,\n vec3MultiplyByScalar,\n vec3Normalize,\n vec3Subtract\n} from './Vec3.js';\nimport type { 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, z, 1 ) x [ 0 4 8 12] = ( x', y', z', 1 )\n// [ 1 5 9 13]\n// [ 2 6 10 14]\n// [ 3 7 11 15]\n// where elements 3, 7, 11 would be translation in 3D, as they would multiplied\n// by the last virtual element of the 3D vector.\n\nconst NUM_ROWS = 4;\nconst NUM_COLUMNS = 4;\nconst NUM_ELEMENTS = NUM_ROWS * NUM_COLUMNS;\n\ntype Mat4Elements = [\n number,\n number,\n number,\n number,\n number,\n number,\n number,\n number,\n number,\n number,\n number,\n number,\n number,\n number,\n number,\n number\n];\nexport type Mat4JSON = Mat4Elements;\n\nexport class Mat4 {\n public elements: Mat4Elements;\n constructor(\n elements: Mat4Elements = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]\n ) {\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 Mat4()): Mat4 {\n return result.set(this.elements);\n }\n set(elements: Mat4Elements): 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 mat4SetColumn4(\n m: Mat4,\n columnIndex: bigint,\n column: Vec4,\n result = new Mat4()\n): Mat4 {\n const re = result.set(m.elements).elements;\n const base = Number(columnIndex) * NUM_ROWS;\n re[base + 0] = column.x;\n re[base + 1] = column.y;\n re[base + 2] = column.z;\n re[base + 3] = column.w;\n return result;\n}\n\nexport function mat4SetRow4(\n m: Mat4,\n rowIndex: bigint,\n row: Vec4,\n result = new Mat4()\n): Mat4 {\n const re = result.set(m.elements).elements;\n const base = Number(rowIndex);\n re[base] = row.x;\n re[base + NUM_COLUMNS * 1] = row.y;\n re[base + NUM_COLUMNS * 2] = row.z;\n re[base + NUM_COLUMNS * 3] = row.w;\n return result;\n}\n\nexport function column4ToMat4(\n a: Vec4,\n b: Vec4,\n c: Vec4,\n d: Vec4,\n result = new Mat4()\n): Mat4 {\n const re = result.elements;\n const columns = [a, b, c, d];\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 re[base + 3] = column.w;\n }\n return result;\n}\n\nexport function mat4Equals(\n a: Mat4,\n b: Mat4,\n tolerance: number = EPSILON\n): 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}\n\nexport function mat4Add(a: Mat4, b: Mat4, result: Mat4 = new Mat4()): Mat4 {\n result.elements = a.elements.map(\n (a, i) => a + b.elements[i]!\n ) as Mat4Elements;\n return result;\n}\nexport function mat4Subtract(\n a: Mat4,\n b: Mat4,\n result: Mat4 = new Mat4()\n): Mat4 {\n result.elements = a.elements.map(\n (a, i) => a - b.elements[i]!\n ) as Mat4Elements;\n return result;\n}\n\nexport function mat4MultiplyByScalar(\n a: Mat4,\n b: number,\n result: Mat4 = new Mat4()\n): Mat4 {\n result.elements = a.elements.map((a) => a * b) as Mat4Elements;\n return result;\n}\n\nexport function mat4Negate(a: Mat4, result: Mat4 = new Mat4()): Mat4 {\n result.elements = a.elements.map((a) => -a) as Mat4Elements;\n return result;\n}\n\nexport function mat4Multiply(a: Mat4, b: Mat4, result = new Mat4()): Mat4 {\n const ae = a.elements;\n const be = b.elements;\n const te = result.elements;\n\n const a11 = ae[0],\n a12 = ae[4],\n a13 = ae[8],\n a14 = ae[12];\n const a21 = ae[1],\n a22 = ae[5],\n a23 = ae[9],\n a24 = ae[13];\n const a31 = ae[2],\n a32 = ae[6],\n a33 = ae[10],\n a34 = ae[14];\n const a41 = ae[3],\n a42 = ae[7],\n a43 = ae[11],\n a44 = ae[15];\n\n const b11 = be[0],\n b12 = be[4],\n b13 = be[8],\n b14 = be[12];\n const b21 = be[1],\n b22 = be[5],\n b23 = be[9],\n b24 = be[13];\n const b31 = be[2],\n b32 = be[6],\n b33 = be[10],\n b34 = be[14];\n const b41 = be[3],\n b42 = be[7],\n b43 = be[11],\n b44 = be[15];\n\n // TODO: Replace with set(...)\n te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;\n te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;\n te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;\n te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;\n\n te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;\n te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;\n te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;\n te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;\n\n te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;\n te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;\n te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;\n te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;\n\n te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;\n te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;\n te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;\n te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;\n\n return result;\n}\n\nexport function mat4Determinant(m: Mat4): number {\n // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n const me = m.elements,\n n11 = me[0],\n n21 = me[1],\n n31 = me[2],\n n41 = me[3],\n n12 = me[4],\n n22 = me[5],\n n32 = me[6],\n n42 = me[7],\n n13 = me[8],\n n23 = me[9],\n n33 = me[10],\n n43 = me[11],\n n14 = me[12],\n n24 = me[13],\n n34 = me[14],\n n44 = me[15],\n t11 =\n n23 * n34 * n42 -\n n24 * n33 * n42 +\n n24 * n32 * n43 -\n n22 * n34 * n43 -\n n23 * n32 * n44 +\n n22 * n33 * n44,\n t12 =\n n14 * n33 * n42 -\n n13 * n34 * n42 -\n n14 * n32 * n43 +\n n12 * n34 * n43 +\n n13 * n32 * n44 -\n n12 * n33 * n44,\n t13 =\n n13 * n24 * n42 -\n n14 * n23 * n42 +\n n14 * n22 * n43 -\n n12 * n24 * n43 -\n n13 * n22 * n44 +\n n12 * n23 * n44,\n t14 =\n n14 * n23 * n32 -\n n13 * n24 * n32 -\n n14 * n22 * n33 +\n n12 * n24 * n33 +\n n13 * n22 * n34 -\n n12 * n23 * n34;\n\n return n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n}\nexport function mat4Adjoint(m: Mat4, result = new Mat4()): Mat4 {\n // from gl-matrix\n const a = m.elements;\n const out = result.elements;\n const a00 = a[0],\n a01 = a[1],\n a02 = a[2],\n a03 = a[3];\n const a10 = a[4],\n a11 = a[5],\n a12 = a[6],\n a13 = a[7];\n const a20 = a[8],\n a21 = a[9],\n a22 = a[10],\n a23 = a[11];\n const a30 = a[12],\n a31 = a[13],\n a32 = a[14],\n a33 = a[15];\n\n const b00 = a00 * a11 - a01 * a10;\n const b01 = a00 * a12 - a02 * a10;\n const b02 = a00 * a13 - a03 * a10;\n const b03 = a01 * a12 - a02 * a11;\n const b04 = a01 * a13 - a03 * a11;\n const b05 = a02 * a13 - a03 * a12;\n const b06 = a20 * a31 - a21 * a30;\n const b07 = a20 * a32 - a22 * a30;\n const b08 = a20 * a33 - a23 * a30;\n const b09 = a21 * a32 - a22 * a31;\n const b10 = a21 * a33 - a23 * a31;\n const b11 = a22 * a33 - a23 * a32;\n\n out[0] = a11 * b11 - a12 * b10 + a13 * b09;\n out[1] = a02 * b10 - a01 * b11 - a03 * b09;\n out[2] = a31 * b05 - a32 * b04 + a33 * b03;\n out[3] = a22 * b04 - a21 * b05 - a23 * b03;\n out[4] = a12 * b08 - a10 * b11 - a13 * b07;\n out[5] = a00 * b11 - a02 * b08 + a03 * b07;\n out[6] = a32 * b02 - a30 * b05 - a33 * b01;\n out[7] = a20 * b05 - a22 * b02 + a23 * b01;\n out[8] = a10 * b10 - a11 * b08 + a13 * b06;\n out[9] = a01 * b08 - a00 * b10 - a03 * b06;\n out[10] = a30 * b04 - a31 * b02 + a33 * b00;\n out[11] = a21 * b02 - a20 * b04 - a23 * b00;\n out[12] = a11 * b07 - a10 * b09 - a12 * b06;\n out[13] = a00 * b09 - a01 * b07 + a02 * b06;\n out[14] = a31 * b01 - a30 * b03 - a32 * b00;\n out[15] = a20 * b03 - a21 * b01 + a22 * b00;\n return result;\n}\n\nexport function mat4Transpose(m: Mat4, result = new Mat4()): Mat4 {\n const re = m.clone(result).elements;\n let tmp;\n\n // TODO: replace this with just reading from me and setting re, no need for a temporary\n tmp = re[1];\n re[1] = re[4];\n re[4] = tmp;\n tmp = re[2];\n re[2] = re[8];\n re[8] = tmp;\n tmp = re[6];\n re[6] = re[9];\n re[9] = tmp;\n\n tmp = re[3];\n re[3] = re[12];\n re[12] = tmp;\n tmp = re[7];\n re[7] = re[13];\n re[13] = tmp;\n tmp = re[11];\n re[11] = re[14];\n re[14] = tmp;\n\n return result;\n}\n\nexport function mat4Inverse(m: Mat4, result = new Mat4()): Mat4 {\n // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm\n const me = m.elements,\n n11 = me[0],\n n21 = me[1],\n n31 = me[2],\n n41 = me[3],\n n12 = me[4],\n n22 = me[5],\n n32 = me[6],\n n42 = me[7],\n n13 = me[8],\n n23 = me[9],\n n33 = me[10],\n n43 = me[11],\n n14 = me[12],\n n24 = me[13],\n n34 = me[14],\n n44 = me[15],\n t11 =\n n23 * n34 * n42 -\n n24 * n33 * n42 +\n n24 * n32 * n43 -\n n22 * n34 * n43 -\n n23 * n32 * n44 +\n n22 * n33 * n44,\n t12 =\n n14 * n33 * n42 -\n n13 * n34 * n42 -\n n14 * n32 * n43 +\n n12 * n34 * n43 +\n n13 * n32 * n44 -\n n12 * n33 * n44,\n t13 =\n n13 * n24 * n42 -\n n14 * n23 * n42 +\n n14 * n22 * n43 -\n n12 * n24 * n43 -\n n13 * n22 * n44 +\n n12 * n23 * n44,\n t14 =\n n14 * n23 * n32 -\n n13 * n24 * n32 -\n n14 * n22 * n33 +\n n12 * n24 * n33 +\n n13 * n22 * n34 -\n n12 * n23 * n34;\n\n const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;\n\n if (det === 0) {\n throw new Error('can not invert degenerate matrix');\n }\n\n const detInv = 1 / det;\n\n // TODO: replace with a set\n const re = result.elements;\n re[0] = t11 * detInv;\n re[1] =\n (n24 * n33 * n41 -\n n23 * n34 * n41 -\n n24 * n31 * n43 +\n n21 * n34 * n43 +\n n23 * n31 * n44 -\n n21 * n33 * n44) *\n detInv;\n re[2] =\n (n22 * n34 * n41 -\n n24 * n32 * n41 +\n n24 * n31 * n42 -\n n21 * n34 * n42 -\n n22 * n31 * n44 +\n n21 * n32 * n44) *\n detInv;\n re[3] =\n (n23 * n32 * n41 -\n n22 * n33 * n41 -\n n23 * n31 * n42 +\n n21 * n33 * n42 +\n n22 * n31 * n43 -\n n21 * n32 * n43) *\n detInv;\n\n re[4] = t12 * detInv;\n re[5] =\n (n13 * n34 * n41 -\n n14 * n33 * n41 +\n n14 * n31 * n43 -\n n11 * n34 * n43 -\n n13 * n31 * n44 +\n n11 * n33 * n44) *\n detInv;\n re[6] =\n (n14 * n32 * n41 -\n n12 * n34 * n41 -\n n14 * n31 * n42 +\n n11 * n34 * n42 +\n n12 * n31 * n44 -\n n11 * n32 * n44) *\n detInv;\n re[7] =\n (n12 * n33 * n41 -\n n13 * n32 * n41 +\n n13 * n31 * n42 -\n n11 * n33 * n42 -\n n12 * n31 * n43 +\n n11 * n32 * n43) *\n detInv;\n\n re[8] = t13 * detInv;\n re[9] =\n (n14 * n23 * n41 -\n n13 * n24 * n41 -\n n14 * n21 * n43 +\n n11 * n24 * n43 +\n n13 * n21 * n44 -\n n11 * n23 * n44) *\n detInv;\n re[10] =\n (n12 * n24 * n41 -\n n14 * n22 * n41 +\n n14 * n21 * n42 -\n n11 * n24 * n42 -\n n12 * n21 * n44 +\n n11 * n22 * n44) *\n detInv;\n re[11] =\n (n13 * n22 * n41 -\n n12 * n23 * n41 -\n n13 * n21 * n42 +\n n11 * n23 * n42 +\n n12 * n21 * n43 -\n n11 * n22 * n43) *\n detInv;\n\n re[12] = t14 * detInv;\n re[13] =\n (n13 * n24 * n31 -\n n14 * n23 * n31 +\n n14 * n21 * n33 -\n n11 * n24 * n33 -\n n13 * n21 * n34 +\n n11 * n23 * n34) *\n detInv;\n re[14] =\n (n14 * n22 * n31 -\n n12 * n24 * n31 -\n n14 * n21 * n32 +\n n11 * n24 * n32 +\n n12 * n21 * n34 -\n n11 * n22 * n34) *\n detInv;\n re[15] =\n (n12 * n23 * n31 -\n n13 * n22 * n31 +\n n13 * n21 * n32 -\n n11 * n23 * n32 -\n n12 * n21 * n33 +\n n11 * n22 * n33) *\n detInv;\n\n return result;\n}\n\nexport function mat4Mix(\n a: Mat4,\n b: Mat4,\n t: number,\n result = new Mat4()\n): Mat4 {\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}\n\nexport function mat4FromArray(\n array: Float32Array | number[],\n offset = 0,\n result: Mat4 = new Mat4()\n): Mat4 {\n for (let i = 0; i < NUM_ELEMENTS; i++) {\n result.elements[i] = array[offset + i]!;\n }\n return result;\n}\n\nexport function mat4ToArray(\n a: Mat4,\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 mat4ToString(a: Mat4): string {\n return toSafeString(a.elements);\n}\n\nexport function mat4Parse(text: string, result = new Mat4()): Mat4 {\n return mat4FromArray(parseSafeFloats(text), 0, result);\n}\n\nexport function mat3ToMat4(a: Mat3, result = new Mat4()): Mat4 {\n const ae = a.elements;\n return result.set([\n ae[0],\n ae[1],\n ae[2],\n 0,\n ae[3],\n ae[4],\n ae[5],\n 0,\n ae[6],\n ae[7],\n ae[8],\n 0,\n 0,\n 0,\n 0,\n 1\n ]);\n}\n\nexport function eulerToMat4(e: Vec3, result = new Mat4()): Mat4 {\n return mat3ToMat4(eulerToMat3(e), result);\n}\n\nexport function quatToMat4(q: Vec4, result = new Mat4()): Mat4 {\n return mat3ToMat4(quatToMat3(q), result);\n}\n\nexport function scale3ToMat4(s: Vec3, result = new Mat4()): Mat4 {\n return result.set([s.x, 0, 0, 0, 0, s.y, 0, 0, 0, 0, s.z, 0, 0, 0, 0, 1]);\n}\n// from gl-matrix\nexport function mat4ToScale3(m: Mat4, result = new Vec3()): Vec3 {\n const mat = m.elements;\n const m11 = mat[0];\n const m12 = mat[1];\n const m13 = mat[2];\n const m21 = mat[4];\n const m22 = mat[5];\n const m23 = mat[6];\n const m31 = mat[8];\n const m32 = mat[9];\n const m33 = mat[10];\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}\n\nexport function translation3ToMat4(t: Vec3, result = new Mat4()): Mat4 {\n return result.set([1, 0, 0, t.x, 0, 1, 0, t.y, 0, 0, 1, t.z, 0, 0, 0, 1]);\n}\nexport function mat4ToTranslation3(m: Mat4, result = new Vec3()): Vec3 {\n const me = m.elements;\n return result.set(me[3], me[7], me[11]);\n}\nexport function mat4Translate(m: Mat4, t: Vec3, result = new Mat4()): Mat4 {\n return mat4Multiply(m, translation3ToMat4(t), result);\n}\nexport function mat4Scale(m: Mat4, s: Vec3, result = new Mat4()): Mat4 {\n return mat4Multiply(m, scale3ToMat4(s), result);\n}\nexport function mat4RotateByQuat(m: Mat4, q: Vec4, result = new Mat4()): Mat4 {\n return mat4Multiply(m, quatToMat4(q), result);\n}\nexport function mat4RotateByEuler(m: Mat4, e: Vec3, result = new Mat4()): Mat4 {\n return mat4Multiply(m, eulerToMat4(e), result);\n}\n\nexport function mat4TransformPoint3(\n m: Mat4,\n v: Vec4,\n result = new Vec3()\n): Vec3 {\n const x = v.x,\n y = v.y,\n z = v.z;\n const e = m.elements;\n\n const w = 1 / (e[3] * x + e[7] * y + e[11] * z + e[15]);\n\n result.x = (e[0] * x + e[4] * y + e[8] * z + e[12]) * w;\n result.y = (e[1] * x + e[5] * y + e[9] * z + e[13]) * w;\n result.z = (e[2] * x + e[6] * y + e[10] * z + e[14]) * w;\n\n return result;\n}\n\nexport function mat4TransformNormal3(\n v: Vec3,\n m: Mat4,\n result = new Vec3()\n): Vec3 {\n const x = v.x,\n y = v.y,\n z = v.z;\n const e = m.elements;\n\n result.x = e[0] * x + e[4] * y + e[8] * z;\n result.y = e[1] * x + e[5] * y + e[9] * z;\n result.z = e[2] * x + e[6] * y + e[10] * z;\n\n return vec3Normalize(result, result);\n}\n\nexport function mat4Perspective(\n left: number,\n right: number,\n top: number,\n bottom: number,\n near: number,\n far: number,\n result = new Mat4()\n): Mat4 {\n const x = (2 * near) / (right - left);\n const y = (2 * near) / (top - bottom);\n\n const a = (right + left) / (right - left);\n const b = (top + bottom) / (top - bottom);\n const c = -(far + near) / (far - near);\n const d = (-2 * far * near) / (far - near);\n\n return result.set([x, 0, a, 0, 0, y, b, 0, 0, 0, c, d, 0, 0, -1, 0]);\n}\n\nexport function mat4PerspectiveFov(\n verticalFov: number,\n near: number,\n far: number,\n zoom: number,\n aspectRatio: number,\n result = new Mat4()\n): Mat4 {\n const height = (2 * near * Math.tan((verticalFov * Math.PI) / 180)) / zoom;\n const width = height * aspectRatio;\n\n // NOTE: OpenGL screen coordinates are -bottomt to +top, -left to +right.\n\n const right = width * 0.5;\n const left = right - width;\n\n const top = height * 0.5;\n const bottom = top - height;\n\n return mat4Perspective(left, right, top, bottom, near, far, result);\n}\n\n// TODO: Replace with a Box3?\nexport function mat4Orthogonal(\n left: number,\n right: number,\n top: number,\n bottom: number,\n near: number,\n far: number,\n result = new Mat4()\n): Mat4 {\n const w = 1 / (right - left);\n const h = 1 / (top - bottom);\n const p = 1 / (far - near);\n\n const x = (right + left) * w;\n const y = (top + bottom) * h;\n const z = (far + near) * p;\n\n return result.set([\n 2 * w,\n 0,\n 0,\n -x,\n 0,\n 2 * h,\n 0,\n -y,\n 0,\n 0,\n -2 * p,\n -z,\n 0,\n 0,\n 0,\n 1\n ]);\n}\n\nexport function mat4OrthogonalSimple(\n height: number,\n center: Vec2,\n near: number,\n far: number,\n zoom: number,\n aspectRatio = 1,\n result = new Mat4()\n): Mat4 {\n height /= zoom;\n const width = height * aspectRatio;\n\n const left = -width * 0.5 + center.x;\n const right = left + width;\n\n const top = -height * 0.5 + center.y;\n const bottom = top + height;\n\n return mat4Orthogonal(left, right, top, bottom, near, far, result);\n}\n\nexport function mat4LookAt(\n eye: Vec3,\n target: Vec3,\n up: Vec3,\n result = new Mat4()\n): Mat4 {\n const te = result.elements;\n\n const look = vec3Subtract(eye, target);\n\n const lookLength = vec3Length(look);\n if (lookLength === 0) {\n look.z = 1;\n } else {\n vec3MultiplyByScalar(look, 1 / lookLength, look);\n }\n\n const right = vec3Cross(up, look);\n\n const rightLength = vec3Length(right);\n if (rightLength === 0) {\n // up and z are parallel\n\n if (Math.abs(up.z) === 1) {\n up.x += 0.0001;\n } else {\n up.z += 0.0001;\n }\n\n vec3Normalize(up, up);\n vec3Cross(right, up, right);\n } else {\n vec3MultiplyByScalar(right, 1 / rightLength, right);\n }\n\n const up2 = vec3Cross(look, right);\n\n te[0] = right.x;\n te[4] = up2.x;\n te[8] = look.x;\n te[1] = right.y;\n te[5] = up2.y;\n te[9] = look.y;\n te[2] = right.z;\n te[6] = up2.z;\n te[10] = look.z;\n\n return 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@@ -0,0 +1,25 @@
1
+ //#region src/Values/Internal/Vec2.d.ts
2
+ type Vec2JSON = number[];
3
+ declare class Vec2 {
4
+ x: number;
5
+ y: number;
6
+ constructor(x?: number, y?: number);
7
+ clone(result?: Vec2): Vec2;
8
+ set(x: number, y: number): this;
9
+ }
10
+ declare function vec2Equals(a: Vec2, b: Vec2, tolerance?: number): boolean;
11
+ declare function vec2Add(a: Vec2, b: Vec2, result?: Vec2): Vec2;
12
+ declare function vec2Subtract(a: Vec2, b: Vec2, result?: Vec2): Vec2;
13
+ declare function vec2MultiplyByScalar(a: Vec2, b: number, result?: Vec2): Vec2;
14
+ declare function vec2Negate(a: Vec2, result?: Vec2): Vec2;
15
+ declare function vec2Length(a: Vec2): number;
16
+ declare function vec2Normalize(a: Vec2, result?: Vec2): Vec2;
17
+ declare function vec2Dot(a: Vec2, b: Vec2): number;
18
+ declare function vec2Mix(a: Vec2, b: Vec2, t: number, result?: Vec2): Vec2;
19
+ declare function vec2FromArray(array: Float32Array | number[], offset?: number, result?: Vec2): Vec2;
20
+ declare function vec2ToArray(a: Vec2, array: Float32Array | number[], offset?: number): void;
21
+ declare function vec2ToString(a: Vec2): string;
22
+ declare function vec2Parse(text: string, result?: Vec2): Vec2;
23
+ //#endregion
24
+ export { Vec2, Vec2JSON, vec2Add, vec2Dot, vec2Equals, vec2FromArray, vec2Length, vec2Mix, vec2MultiplyByScalar, vec2Negate, vec2Normalize, vec2Parse, vec2Subtract, vec2ToArray, vec2ToString };
25
+ //# sourceMappingURL=Vec2.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"Vec2.d.ts","names":[],"sources":["../../../src/Values/Internal/Vec2.ts"],"sourcesContent":[],"mappings":";KAOY,QAAA;AAAA,cAEC,IAAA,CAFO;EAEP,CAAA,EAAA,MAAI;EAkBD,CAAA,EAAA,MAAA;EASA,WAAO,CAAA,CAAA,CAAA,EAAA,MAAA,EAAA,CAAA,CAAA,EAAA,MAAA;EAAI,KAAA,CAAA,MAAA,CAAA,EAnBb,IAmBa,CAAA,EAnBG,IAmBH;EAAS,GAAA,CAAA,CAAA,EAAA,MAAA,EAAA,CAAA,EAAA,MAAA,CAAA,EAAA,IAAA;;AAAkC,iBATtD,UAAA,CASsD,CAAA,EARjE,IAQiE,EAAA,CAAA,EAPjE,IAOiE,EAAA,SAAA,CAAA,EAAA,MAAA,CAAA,EAAA,OAAA;AAAI,iBAA1D,OAAA,CAA0D,CAAA,EAA/C,IAA+C,EAAA,CAAA,EAAtC,IAAsC,EAAA,MAAA,CAAA,EAAxB,IAAwB,CAAA,EAAJ,IAAI;AAG1D,iBAAA,YAAA,CAAY,CAAA,EACvB,IADuB,EAAA,CAAA,EAEvB,IAFuB,EAAA,MAAA,CAAA,EAGlB,IAHkB,CAAA,EAIzB,IAJyB;AACvB,iBAMW,oBAAA,CANX,CAAA,EAOA,IAPA,EAAA,CAAA,EAAA,MAAA,EAAA,MAAA,CAAA,EASK,IATL,CAAA,EAUF,IAVE;AACA,iBAYW,UAAA,CAZX,CAAA,EAYyB,IAZzB,EAAA,MAAA,CAAA,EAYuC,IAZvC,CAAA,EAY2D,IAZ3D;AACK,iBAcM,UAAA,CAdN,CAAA,EAcoB,IAdpB,CAAA,EAAA,MAAA;AACP,iBAgBa,aAAA,CAhBb,CAAA,EAgB8B,IAhB9B,EAAA,MAAA,CAAA,EAgB4C,IAhB5C,CAAA,EAgBgE,IAhBhE;AAAI,iBAoBS,OAAA,CApBT,CAAA,EAoBoB,IApBpB,EAAA,CAAA,EAoB6B,IApB7B,CAAA,EAAA,MAAA;AAGS,iBAoBA,OAAA,CApBoB,CAAA,EAqB/B,IArB+B,EAAA,CAAA,EAsB/B,IAtB+B,EAAA,CAAA,EAAA,MAAA,EAAA,MAAA,CAAA,EAwB5B,IAxB4B,CAAA,EAyBjC,IAzBiC;AAC/B,iBA4BW,aAAA,CA5BX,KAAA,EA6BI,YA7BJ,GAAA,MAAA,EAAA,EAAA,MAAA,CAAA,EAAA,MAAA,EAAA,MAAA,CAAA,EA+BK,IA/BL,CAAA,EAgCF,IAhCE;AAEK,iBAiCM,WAAA,CAjCN,CAAA,EAkCL,IAlCK,EAAA,KAAA,EAmCD,YAnCC,GAAA,MAAA,EAAA,EAAA,MAAA,CAAA,EAAA,MAAA,CAAA,EAAA,IAAA;AACP,iBAyCa,YAAA,CAzCb,CAAA,EAyC6B,IAzC7B,CAAA,EAAA,MAAA;AAAI,iBA4CS,SAAA,CA5CT,IAAA,EAAA,MAAA,EAAA,MAAA,CAAA,EA4CuC,IA5CvC,CAAA,EA4CuD,IA5CvD"}