@math.gl/core 3.5.6 → 3.6.0-alpha.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (193) hide show
  1. package/dist/classes/base/math-array.d.ts +66 -0
  2. package/dist/classes/base/math-array.d.ts.map +1 -0
  3. package/dist/classes/base/math-array.js +216 -0
  4. package/dist/classes/base/matrix.d.ts +14 -0
  5. package/dist/classes/base/matrix.d.ts.map +1 -0
  6. package/dist/classes/base/matrix.js +61 -0
  7. package/dist/classes/base/vector.d.ts +44 -0
  8. package/dist/classes/base/vector.d.ts.map +1 -0
  9. package/dist/classes/base/vector.js +126 -0
  10. package/dist/classes/euler.d.ts +77 -0
  11. package/dist/classes/euler.d.ts.map +1 -0
  12. package/dist/classes/euler.js +485 -0
  13. package/dist/classes/matrix3.d.ts +60 -0
  14. package/dist/classes/matrix3.d.ts.map +1 -0
  15. package/dist/classes/matrix3.js +201 -0
  16. package/dist/classes/matrix4.d.ts +226 -0
  17. package/dist/classes/matrix4.d.ts.map +1 -0
  18. package/dist/classes/matrix4.js +538 -0
  19. package/dist/classes/pose.d.ts +40 -0
  20. package/dist/classes/pose.d.ts.map +1 -0
  21. package/dist/classes/pose.js +109 -0
  22. package/dist/classes/quaternion.d.ts +63 -0
  23. package/dist/classes/quaternion.d.ts.map +1 -0
  24. package/dist/classes/quaternion.js +262 -0
  25. package/dist/classes/spherical-coordinates.d.ts +60 -0
  26. package/dist/classes/spherical-coordinates.d.ts.map +1 -0
  27. package/dist/classes/spherical-coordinates.js +148 -0
  28. package/dist/classes/vector2.d.ts +55 -0
  29. package/dist/classes/vector2.d.ts.map +1 -0
  30. package/dist/classes/vector2.js +111 -0
  31. package/dist/classes/vector3.d.ts +56 -0
  32. package/dist/classes/vector3.d.ts.map +1 -0
  33. package/dist/classes/vector3.js +133 -0
  34. package/dist/classes/vector4.d.ts +41 -0
  35. package/dist/classes/vector4.d.ts.map +1 -0
  36. package/dist/classes/vector4.js +114 -0
  37. package/dist/es5/classes/base/math-array.js +57 -61
  38. package/dist/es5/classes/base/math-array.js.map +1 -1
  39. package/dist/es5/classes/base/matrix.js +0 -14
  40. package/dist/es5/classes/base/matrix.js.map +1 -1
  41. package/dist/es5/classes/base/vector.js +0 -12
  42. package/dist/es5/classes/base/vector.js.map +1 -1
  43. package/dist/es5/classes/euler.js +63 -49
  44. package/dist/es5/classes/euler.js.map +1 -1
  45. package/dist/es5/classes/matrix3.js +60 -33
  46. package/dist/es5/classes/matrix3.js.map +1 -1
  47. package/dist/es5/classes/matrix4.js +167 -164
  48. package/dist/es5/classes/matrix4.js.map +1 -1
  49. package/dist/es5/classes/pose.js +7 -6
  50. package/dist/es5/classes/pose.js.map +1 -1
  51. package/dist/es5/classes/quaternion.js +44 -36
  52. package/dist/es5/classes/quaternion.js.map +1 -1
  53. package/dist/es5/classes/spherical-coordinates.js +12 -8
  54. package/dist/es5/classes/spherical-coordinates.js.map +1 -1
  55. package/dist/es5/classes/vector2.js.map +1 -1
  56. package/dist/es5/classes/vector3.js +7 -2
  57. package/dist/es5/classes/vector3.js.map +1 -1
  58. package/dist/es5/classes/vector4.js +7 -2
  59. package/dist/es5/classes/vector4.js.map +1 -1
  60. package/dist/es5/docs/README.md +0 -0
  61. package/dist/es5/index.js +71 -89
  62. package/dist/es5/index.js.map +1 -1
  63. package/dist/es5/lib/assert.js.map +1 -1
  64. package/dist/es5/lib/common.js +40 -43
  65. package/dist/es5/lib/common.js.map +1 -1
  66. package/dist/es5/lib/gl-matrix-extras.js.map +1 -1
  67. package/dist/es5/lib/gl-matrix.d.js +2 -0
  68. package/dist/es5/lib/gl-matrix.d.js.map +1 -0
  69. package/dist/es5/lib/math-utils.js.map +1 -1
  70. package/dist/es5/lib/validators.js.map +1 -1
  71. package/dist/esm/classes/base/math-array.js +45 -47
  72. package/dist/esm/classes/base/math-array.js.map +1 -1
  73. package/dist/esm/classes/base/matrix.js +0 -11
  74. package/dist/esm/classes/base/matrix.js.map +1 -1
  75. package/dist/esm/classes/base/vector.js +0 -10
  76. package/dist/esm/classes/base/vector.js.map +1 -1
  77. package/dist/esm/classes/euler.js +61 -48
  78. package/dist/esm/classes/euler.js.map +1 -1
  79. package/dist/esm/classes/matrix3.js +55 -33
  80. package/dist/esm/classes/matrix3.js.map +1 -1
  81. package/dist/esm/classes/matrix4.js +156 -136
  82. package/dist/esm/classes/matrix4.js.map +1 -1
  83. package/dist/esm/classes/pose.js +8 -4
  84. package/dist/esm/classes/pose.js.map +1 -1
  85. package/dist/esm/classes/quaternion.js +37 -27
  86. package/dist/esm/classes/quaternion.js.map +1 -1
  87. package/dist/esm/classes/spherical-coordinates.js +15 -5
  88. package/dist/esm/classes/spherical-coordinates.js.map +1 -1
  89. package/dist/esm/classes/vector2.js.map +1 -1
  90. package/dist/esm/classes/vector3.js +7 -2
  91. package/dist/esm/classes/vector3.js.map +1 -1
  92. package/dist/esm/classes/vector4.js +7 -2
  93. package/dist/esm/classes/vector4.js.map +1 -1
  94. package/dist/esm/docs/README.md +0 -0
  95. package/dist/esm/index.js +2 -13
  96. package/dist/esm/index.js.map +1 -1
  97. package/dist/esm/lib/assert.js.map +1 -1
  98. package/dist/esm/lib/common.js +41 -44
  99. package/dist/esm/lib/common.js.map +1 -1
  100. package/dist/esm/lib/gl-matrix-extras.js.map +1 -1
  101. package/dist/esm/lib/gl-matrix.d.js +2 -0
  102. package/dist/esm/lib/gl-matrix.d.js.map +1 -0
  103. package/dist/esm/lib/math-utils.js.map +1 -1
  104. package/dist/esm/lib/validators.js.map +1 -1
  105. package/dist/index.d.ts +17 -0
  106. package/dist/index.d.ts.map +1 -0
  107. package/dist/index.js +24 -0
  108. package/dist/lib/assert.d.ts +2 -0
  109. package/dist/lib/assert.d.ts.map +1 -0
  110. package/dist/lib/assert.js +5 -0
  111. package/dist/lib/common.d.ts +93 -0
  112. package/dist/lib/common.d.ts.map +1 -0
  113. package/dist/lib/common.js +210 -0
  114. package/dist/lib/gl-matrix-extras.d.ts +7 -0
  115. package/dist/lib/gl-matrix-extras.d.ts.map +1 -0
  116. package/dist/lib/gl-matrix-extras.js +49 -0
  117. package/dist/lib/math-utils.d.ts +28 -0
  118. package/dist/lib/math-utils.d.ts.map +1 -0
  119. package/dist/lib/math-utils.js +28 -0
  120. package/dist/lib/validators.d.ts +6 -0
  121. package/dist/lib/validators.d.ts.map +1 -0
  122. package/dist/lib/validators.js +33 -0
  123. package/package.json +5 -4
  124. package/src/classes/base/math-array.ts +265 -0
  125. package/src/classes/base/{matrix.js → matrix.ts} +15 -19
  126. package/src/classes/base/{vector.js → vector.ts} +47 -54
  127. package/src/classes/{euler.js → euler.ts} +121 -221
  128. package/src/classes/matrix3.ts +253 -0
  129. package/src/classes/matrix4.ts +668 -0
  130. package/src/classes/{pose.js → pose.ts} +52 -49
  131. package/src/classes/{quaternion.js → quaternion.ts} +107 -95
  132. package/src/classes/{spherical-coordinates.js → spherical-coordinates.ts} +84 -54
  133. package/src/classes/vector2.ts +127 -0
  134. package/src/classes/{vector3.js → vector3.ts} +43 -55
  135. package/src/classes/{vector4.js → vector4.ts} +44 -48
  136. package/src/docs/README.md +0 -0
  137. package/{dist/esm/index.d.ts → src/index.ts} +32 -34
  138. package/src/lib/{assert.js → assert.ts} +1 -1
  139. package/src/lib/common.ts +304 -0
  140. package/src/lib/{gl-matrix-extras.js → gl-matrix-extras.ts} +26 -5
  141. package/src/lib/gl-matrix.d.ts +266 -0
  142. package/src/lib/{math-utils.js → math-utils.ts} +0 -0
  143. package/src/lib/{validators.js → validators.ts} +10 -6
  144. package/dist/es5/addons/polygon.d.ts +0 -17
  145. package/dist/es5/classes/base/math-array.d.ts +0 -56
  146. package/dist/es5/classes/base/matrix.d.ts +0 -15
  147. package/dist/es5/classes/base/vector.d.ts +0 -45
  148. package/dist/es5/classes/euler.d.ts +0 -92
  149. package/dist/es5/classes/matrix3.d.ts +0 -91
  150. package/dist/es5/classes/matrix4.d.ts +0 -161
  151. package/dist/es5/classes/pose.d.ts +0 -92
  152. package/dist/es5/classes/quaternion.d.ts +0 -107
  153. package/dist/es5/classes/spherical-coordinates.d.ts +0 -87
  154. package/dist/es5/classes/vector2.d.ts +0 -65
  155. package/dist/es5/classes/vector3.d.ts +0 -65
  156. package/dist/es5/classes/vector4.d.ts +0 -34
  157. package/dist/es5/index.d.ts +0 -54
  158. package/dist/es5/lib/common.d.ts +0 -80
  159. package/dist/esm/addons/polygon.d.ts +0 -17
  160. package/dist/esm/classes/base/math-array.d.ts +0 -56
  161. package/dist/esm/classes/base/matrix.d.ts +0 -15
  162. package/dist/esm/classes/base/vector.d.ts +0 -45
  163. package/dist/esm/classes/euler.d.ts +0 -92
  164. package/dist/esm/classes/matrix3.d.ts +0 -91
  165. package/dist/esm/classes/matrix4.d.ts +0 -161
  166. package/dist/esm/classes/pose.d.ts +0 -92
  167. package/dist/esm/classes/quaternion.d.ts +0 -107
  168. package/dist/esm/classes/spherical-coordinates.d.ts +0 -87
  169. package/dist/esm/classes/vector2.d.ts +0 -65
  170. package/dist/esm/classes/vector3.d.ts +0 -65
  171. package/dist/esm/classes/vector4.d.ts +0 -34
  172. package/dist/esm/lib/common.d.ts +0 -80
  173. package/src/addons/polygon.d.ts +0 -17
  174. package/src/classes/base/math-array.d.ts +0 -56
  175. package/src/classes/base/math-array.js +0 -250
  176. package/src/classes/base/matrix.d.ts +0 -15
  177. package/src/classes/base/vector.d.ts +0 -45
  178. package/src/classes/euler.d.ts +0 -92
  179. package/src/classes/matrix3.d.ts +0 -91
  180. package/src/classes/matrix3.js +0 -225
  181. package/src/classes/matrix4.d.ts +0 -161
  182. package/src/classes/matrix4.js +0 -530
  183. package/src/classes/pose.d.ts +0 -92
  184. package/src/classes/quaternion.d.ts +0 -107
  185. package/src/classes/spherical-coordinates.d.ts +0 -87
  186. package/src/classes/vector2.d.ts +0 -65
  187. package/src/classes/vector2.js +0 -122
  188. package/src/classes/vector3.d.ts +0 -65
  189. package/src/classes/vector4.d.ts +0 -34
  190. package/src/index.d.ts +0 -54
  191. package/src/index.js +0 -86
  192. package/src/lib/common.d.ts +0 -80
  193. package/src/lib/common.js +0 -222
@@ -9,8 +9,6 @@ Object.defineProperty(exports, "__esModule", {
9
9
  });
10
10
  exports.default = void 0;
11
11
 
12
- var _slicedToArray2 = _interopRequireDefault(require("@babel/runtime/helpers/slicedToArray"));
13
-
14
12
  var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/classCallCheck"));
15
13
 
16
14
  var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
@@ -21,10 +19,10 @@ var _possibleConstructorReturn2 = _interopRequireDefault(require("@babel/runtime
21
19
 
22
20
  var _getPrototypeOf2 = _interopRequireDefault(require("@babel/runtime/helpers/getPrototypeOf"));
23
21
 
24
- var _validators = require("../lib/validators");
25
-
26
22
  var _matrix = _interopRequireDefault(require("./base/matrix"));
27
23
 
24
+ var _validators = require("../lib/validators");
25
+
28
26
  var _glMatrixExtras = require("../lib/gl-matrix-extras");
29
27
 
30
28
  var mat4 = _interopRequireWildcard(require("gl-matrix/mat4"));
@@ -43,27 +41,32 @@ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflec
43
41
 
44
42
  function _isNativeReflectConstruct() { if (typeof Reflect === "undefined" || !Reflect.construct) return false; if (Reflect.construct.sham) return false; if (typeof Proxy === "function") return true; try { Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); return true; } catch (e) { return false; } }
45
43
 
46
- var IDENTITY = Object.freeze([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
47
- var ZERO = Object.freeze([0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]);
48
- var INDICES = Object.freeze({
49
- COL0ROW0: 0,
50
- COL0ROW1: 1,
51
- COL0ROW2: 2,
52
- COL0ROW3: 3,
53
- COL1ROW0: 4,
54
- COL1ROW1: 5,
55
- COL1ROW2: 6,
56
- COL1ROW3: 7,
57
- COL2ROW0: 8,
58
- COL2ROW1: 9,
59
- COL2ROW2: 10,
60
- COL2ROW3: 11,
61
- COL3ROW0: 12,
62
- COL3ROW1: 13,
63
- COL3ROW2: 14,
64
- COL3ROW3: 15
65
- });
66
- var constants = {};
44
+ var INDICES;
45
+
46
+ (function (INDICES) {
47
+ INDICES[INDICES["COL0ROW0"] = 0] = "COL0ROW0";
48
+ INDICES[INDICES["COL0ROW1"] = 1] = "COL0ROW1";
49
+ INDICES[INDICES["COL0ROW2"] = 2] = "COL0ROW2";
50
+ INDICES[INDICES["COL0ROW3"] = 3] = "COL0ROW3";
51
+ INDICES[INDICES["COL1ROW0"] = 4] = "COL1ROW0";
52
+ INDICES[INDICES["COL1ROW1"] = 5] = "COL1ROW1";
53
+ INDICES[INDICES["COL1ROW2"] = 6] = "COL1ROW2";
54
+ INDICES[INDICES["COL1ROW3"] = 7] = "COL1ROW3";
55
+ INDICES[INDICES["COL2ROW0"] = 8] = "COL2ROW0";
56
+ INDICES[INDICES["COL2ROW1"] = 9] = "COL2ROW1";
57
+ INDICES[INDICES["COL2ROW2"] = 10] = "COL2ROW2";
58
+ INDICES[INDICES["COL2ROW3"] = 11] = "COL2ROW3";
59
+ INDICES[INDICES["COL3ROW0"] = 12] = "COL3ROW0";
60
+ INDICES[INDICES["COL3ROW1"] = 13] = "COL3ROW1";
61
+ INDICES[INDICES["COL3ROW2"] = 14] = "COL3ROW2";
62
+ INDICES[INDICES["COL3ROW3"] = 15] = "COL3ROW3";
63
+ })(INDICES || (INDICES = {}));
64
+
65
+ var DEFAULT_FOVY = 45 * Math.PI / 180;
66
+ var DEFAULT_ASPECT = 1;
67
+ var DEFAULT_NEAR = 0.1;
68
+ var DEFAULT_FAR = 500;
69
+ var IDENTITY_MATRIX = Object.freeze([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
67
70
 
68
71
  var Matrix4 = function (_Matrix) {
69
72
  (0, _inherits2.default)(Matrix4, _Matrix);
@@ -86,11 +89,6 @@ var Matrix4 = function (_Matrix) {
86
89
  }
87
90
 
88
91
  (0, _createClass2.default)(Matrix4, [{
89
- key: "INDICES",
90
- get: function get() {
91
- return INDICES;
92
- }
93
- }, {
94
92
  key: "ELEMENTS",
95
93
  get: function get() {
96
94
  return 16;
@@ -100,6 +98,11 @@ var Matrix4 = function (_Matrix) {
100
98
  get: function get() {
101
99
  return 4;
102
100
  }
101
+ }, {
102
+ key: "INDICES",
103
+ get: function get() {
104
+ return INDICES;
105
+ }
103
106
  }, {
104
107
  key: "copy",
105
108
  value: function copy(array) {
@@ -187,26 +190,33 @@ var Matrix4 = function (_Matrix) {
187
190
  }, {
188
191
  key: "identity",
189
192
  value: function identity() {
190
- return this.copy(IDENTITY);
193
+ return this.copy(IDENTITY_MATRIX);
194
+ }
195
+ }, {
196
+ key: "fromObject",
197
+ value: function fromObject(object) {
198
+ return this.check();
191
199
  }
192
200
  }, {
193
201
  key: "fromQuaternion",
194
- value: function fromQuaternion(q) {
195
- mat4.fromQuat(this, q);
202
+ value: function fromQuaternion(quaternion) {
203
+ mat4.fromQuat(this, quaternion);
196
204
  return this.check();
197
205
  }
198
206
  }, {
199
207
  key: "frustum",
200
- value: function frustum(_ref) {
201
- var left = _ref.left,
202
- right = _ref.right,
203
- bottom = _ref.bottom,
204
- top = _ref.top,
205
- near = _ref.near,
206
- far = _ref.far;
208
+ value: function frustum(view) {
209
+ var left = view.left,
210
+ right = view.right,
211
+ bottom = view.bottom,
212
+ top = view.top,
213
+ _view$near = view.near,
214
+ near = _view$near === void 0 ? DEFAULT_NEAR : _view$near,
215
+ _view$far = view.far,
216
+ far = _view$far === void 0 ? DEFAULT_FAR : _view$far;
207
217
 
208
218
  if (far === Infinity) {
209
- Matrix4._computeInfinitePerspectiveOffCenter(this, left, right, bottom, top, near);
219
+ computeInfinitePerspectiveOffCenter(this, left, right, bottom, top, near);
210
220
  } else {
211
221
  mat4.frustum(this, left, right, bottom, top, near, far);
212
222
  }
@@ -215,55 +225,47 @@ var Matrix4 = function (_Matrix) {
215
225
  }
216
226
  }, {
217
227
  key: "lookAt",
218
- value: function lookAt(eye, center, up) {
219
- if (arguments.length === 1) {
220
- var _eye = eye;
221
- eye = _eye.eye;
222
- center = _eye.center;
223
- up = _eye.up;
224
- }
225
-
226
- center = center || [0, 0, 0];
227
- up = up || [0, 1, 0];
228
+ value: function lookAt(view) {
229
+ var eye = view.eye,
230
+ _view$center = view.center,
231
+ center = _view$center === void 0 ? [0, 0, 0] : _view$center,
232
+ _view$up = view.up,
233
+ up = _view$up === void 0 ? [0, 1, 0] : _view$up;
228
234
  mat4.lookAt(this, eye, center, up);
229
235
  return this.check();
230
236
  }
231
237
  }, {
232
238
  key: "ortho",
233
- value: function ortho(_ref2) {
234
- var left = _ref2.left,
235
- right = _ref2.right,
236
- bottom = _ref2.bottom,
237
- top = _ref2.top,
238
- _ref2$near = _ref2.near,
239
- near = _ref2$near === void 0 ? 0.1 : _ref2$near,
240
- _ref2$far = _ref2.far,
241
- far = _ref2$far === void 0 ? 500 : _ref2$far;
239
+ value: function ortho(view) {
240
+ var left = view.left,
241
+ right = view.right,
242
+ bottom = view.bottom,
243
+ top = view.top,
244
+ _view$near2 = view.near,
245
+ near = _view$near2 === void 0 ? DEFAULT_NEAR : _view$near2,
246
+ _view$far2 = view.far,
247
+ far = _view$far2 === void 0 ? DEFAULT_FAR : _view$far2;
242
248
  mat4.ortho(this, left, right, bottom, top, near, far);
243
249
  return this.check();
244
250
  }
245
251
  }, {
246
252
  key: "orthographic",
247
- value: function orthographic(_ref3) {
248
- var _ref3$fovy = _ref3.fovy,
249
- fovy = _ref3$fovy === void 0 ? 45 * Math.PI / 180 : _ref3$fovy,
250
- _ref3$aspect = _ref3.aspect,
251
- aspect = _ref3$aspect === void 0 ? 1 : _ref3$aspect,
252
- _ref3$focalDistance = _ref3.focalDistance,
253
- focalDistance = _ref3$focalDistance === void 0 ? 1 : _ref3$focalDistance,
254
- _ref3$near = _ref3.near,
255
- near = _ref3$near === void 0 ? 0.1 : _ref3$near,
256
- _ref3$far = _ref3.far,
257
- far = _ref3$far === void 0 ? 500 : _ref3$far;
258
-
259
- if (fovy > Math.PI * 2) {
260
- throw Error('radians');
261
- }
262
-
253
+ value: function orthographic(view) {
254
+ var _view$fovy = view.fovy,
255
+ fovy = _view$fovy === void 0 ? DEFAULT_FOVY : _view$fovy,
256
+ _view$aspect = view.aspect,
257
+ aspect = _view$aspect === void 0 ? DEFAULT_ASPECT : _view$aspect,
258
+ _view$focalDistance = view.focalDistance,
259
+ focalDistance = _view$focalDistance === void 0 ? 1 : _view$focalDistance,
260
+ _view$near3 = view.near,
261
+ near = _view$near3 === void 0 ? DEFAULT_NEAR : _view$near3,
262
+ _view$far3 = view.far,
263
+ far = _view$far3 === void 0 ? DEFAULT_FAR : _view$far3;
264
+ checkRadians(fovy);
263
265
  var halfY = fovy / 2;
264
266
  var top = focalDistance * Math.tan(halfY);
265
267
  var right = top * aspect;
266
- return new Matrix4().ortho({
268
+ return this.ortho({
267
269
  left: -right,
268
270
  right: right,
269
271
  bottom: -top,
@@ -274,25 +276,16 @@ var Matrix4 = function (_Matrix) {
274
276
  }
275
277
  }, {
276
278
  key: "perspective",
277
- value: function perspective() {
278
- var _ref4 = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {},
279
- _ref4$fovy = _ref4.fovy,
280
- fovy = _ref4$fovy === void 0 ? undefined : _ref4$fovy,
281
- _ref4$fov = _ref4.fov,
282
- fov = _ref4$fov === void 0 ? 45 * Math.PI / 180 : _ref4$fov,
283
- _ref4$aspect = _ref4.aspect,
284
- aspect = _ref4$aspect === void 0 ? 1 : _ref4$aspect,
285
- _ref4$near = _ref4.near,
286
- near = _ref4$near === void 0 ? 0.1 : _ref4$near,
287
- _ref4$far = _ref4.far,
288
- far = _ref4$far === void 0 ? 500 : _ref4$far;
289
-
290
- fovy = fovy || fov;
291
-
292
- if (fovy > Math.PI * 2) {
293
- throw Error('radians');
294
- }
295
-
279
+ value: function perspective(view) {
280
+ var _view$fovy2 = view.fovy,
281
+ fovy = _view$fovy2 === void 0 ? 45 * Math.PI / 180 : _view$fovy2,
282
+ _view$aspect2 = view.aspect,
283
+ aspect = _view$aspect2 === void 0 ? 1 : _view$aspect2,
284
+ _view$near4 = view.near,
285
+ near = _view$near4 === void 0 ? 0.1 : _view$near4,
286
+ _view$far4 = view.far,
287
+ far = _view$far4 === void 0 ? 500 : _view$far4;
288
+ checkRadians(fovy);
296
289
  mat4.perspective(this, fovy, aspect, near, far);
297
290
  return this.check();
298
291
  }
@@ -321,10 +314,10 @@ var Matrix4 = function (_Matrix) {
321
314
  }
322
315
  }, {
323
316
  key: "getRotation",
324
- value: function getRotation() {
325
- var result = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0];
326
- var scaleResult = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : null;
327
- var scale = this.getScale(scaleResult || [-0, -0, -0]);
317
+ value: function getRotation(result, scaleResult) {
318
+ result = result || [-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0];
319
+ scaleResult = scaleResult || [-0, -0, -0];
320
+ var scale = this.getScale(scaleResult);
328
321
  var inverseScale0 = 1 / scale[0];
329
322
  var inverseScale1 = 1 / scale[1];
330
323
  var inverseScale2 = 1 / scale[2];
@@ -348,10 +341,10 @@ var Matrix4 = function (_Matrix) {
348
341
  }
349
342
  }, {
350
343
  key: "getRotationMatrix3",
351
- value: function getRotationMatrix3() {
352
- var result = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [-0, -0, -0, -0, -0, -0, -0, -0, -0];
353
- var scaleResult = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : null;
354
- var scale = this.getScale(scaleResult || [-0, -0, -0]);
344
+ value: function getRotationMatrix3(result, scaleResult) {
345
+ result = result || [-0, -0, -0, -0, -0, -0, -0, -0, -0];
346
+ scaleResult = scaleResult || [-0, -0, -0];
347
+ var scale = this.getScale(scaleResult);
355
348
  var inverseScale0 = 1 / scale[0];
356
349
  var inverseScale1 = 1 / scale[1];
357
350
  var inverseScale2 = 1 / scale[2];
@@ -410,13 +403,8 @@ var Matrix4 = function (_Matrix) {
410
403
  }
411
404
  }, {
412
405
  key: "rotateXYZ",
413
- value: function rotateXYZ(_ref5) {
414
- var _ref6 = (0, _slicedToArray2.default)(_ref5, 3),
415
- rx = _ref6[0],
416
- ry = _ref6[1],
417
- rz = _ref6[2];
418
-
419
- return this.rotateX(rx).rotateY(ry).rotateZ(rz);
406
+ value: function rotateXYZ(angleXYZ) {
407
+ return this.rotateX(angleXYZ[0]).rotateY(angleXYZ[1]).rotateZ(angleXYZ[2]);
420
408
  }
421
409
  }, {
422
410
  key: "rotateAxis",
@@ -427,18 +415,13 @@ var Matrix4 = function (_Matrix) {
427
415
  }, {
428
416
  key: "scale",
429
417
  value: function scale(factor) {
430
- if (Array.isArray(factor)) {
431
- mat4.scale(this, this, factor);
432
- } else {
433
- mat4.scale(this, this, [factor, factor, factor]);
434
- }
435
-
418
+ mat4.scale(this, this, Array.isArray(factor) ? factor : [factor, factor, factor]);
436
419
  return this.check();
437
420
  }
438
421
  }, {
439
422
  key: "translate",
440
- value: function translate(vec) {
441
- mat4.translate(this, this, vec);
423
+ value: function translate(vector) {
424
+ mat4.translate(this, this, vector);
442
425
  return this.check();
443
426
  }
444
427
  }, {
@@ -492,77 +475,97 @@ var Matrix4 = function (_Matrix) {
492
475
  (0, _validators.checkVector)(result, vector.length);
493
476
  return result;
494
477
  }
495
- }, {
496
- key: "makeRotationX",
497
- value: function makeRotationX(radians) {
498
- return this.identity().rotateX(radians);
499
- }
500
- }, {
501
- key: "makeTranslation",
502
- value: function makeTranslation(x, y, z) {
503
- return this.identity().translate([x, y, z]);
504
- }
505
478
  }, {
506
479
  key: "transformPoint",
507
480
  value: function transformPoint(vector, result) {
508
- (0, _validators.deprecated)('Matrix4.transformPoint', '3.0');
509
481
  return this.transformAsPoint(vector, result);
510
482
  }
511
483
  }, {
512
484
  key: "transformVector",
513
485
  value: function transformVector(vector, result) {
514
- (0, _validators.deprecated)('Matrix4.transformVector', '3.0');
515
486
  return this.transformAsPoint(vector, result);
516
487
  }
517
488
  }, {
518
489
  key: "transformDirection",
519
490
  value: function transformDirection(vector, result) {
520
- (0, _validators.deprecated)('Matrix4.transformDirection', '3.0');
521
491
  return this.transformAsVector(vector, result);
522
492
  }
493
+ }, {
494
+ key: "makeRotationX",
495
+ value: function makeRotationX(radians) {
496
+ return this.identity().rotateX(radians);
497
+ }
498
+ }, {
499
+ key: "makeTranslation",
500
+ value: function makeTranslation(x, y, z) {
501
+ return this.identity().translate([x, y, z]);
502
+ }
523
503
  }], [{
524
504
  key: "IDENTITY",
525
505
  get: function get() {
526
- constants.IDENTITY = constants.IDENTITY || Object.freeze(new Matrix4(IDENTITY));
527
- return constants.IDENTITY;
506
+ return getIdentityMatrix();
528
507
  }
529
508
  }, {
530
509
  key: "ZERO",
531
510
  get: function get() {
532
- constants.ZERO = constants.ZERO || Object.freeze(new Matrix4(ZERO));
533
- return constants.ZERO;
534
- }
535
- }, {
536
- key: "_computeInfinitePerspectiveOffCenter",
537
- value: function _computeInfinitePerspectiveOffCenter(result, left, right, bottom, top, near) {
538
- var column0Row0 = 2.0 * near / (right - left);
539
- var column1Row1 = 2.0 * near / (top - bottom);
540
- var column2Row0 = (right + left) / (right - left);
541
- var column2Row1 = (top + bottom) / (top - bottom);
542
- var column2Row2 = -1.0;
543
- var column2Row3 = -1.0;
544
- var column3Row2 = -2.0 * near;
545
- result[0] = column0Row0;
546
- result[1] = 0.0;
547
- result[2] = 0.0;
548
- result[3] = 0.0;
549
- result[4] = 0.0;
550
- result[5] = column1Row1;
551
- result[6] = 0.0;
552
- result[7] = 0.0;
553
- result[8] = column2Row0;
554
- result[9] = column2Row1;
555
- result[10] = column2Row2;
556
- result[11] = column2Row3;
557
- result[12] = 0.0;
558
- result[13] = 0.0;
559
- result[14] = column3Row2;
560
- result[15] = 0.0;
561
- return result;
511
+ return getZeroMatrix();
562
512
  }
563
513
  }]);
564
514
  return Matrix4;
565
515
  }(_matrix.default);
566
516
 
567
517
  exports.default = Matrix4;
518
+ var ZERO;
519
+ var IDENTITY;
520
+
521
+ function getZeroMatrix() {
522
+ if (!ZERO) {
523
+ ZERO = new Matrix4([0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]);
524
+ Object.freeze(ZERO);
525
+ }
526
+
527
+ return ZERO;
528
+ }
529
+
530
+ function getIdentityMatrix() {
531
+ if (!IDENTITY) {
532
+ IDENTITY = new Matrix4();
533
+ Object.freeze(IDENTITY);
534
+ }
535
+
536
+ return IDENTITY;
537
+ }
538
+
539
+ function checkRadians(possiblyDegrees) {
540
+ if (possiblyDegrees > Math.PI * 2) {
541
+ throw Error('expected radians');
542
+ }
543
+ }
544
+
545
+ function computeInfinitePerspectiveOffCenter(result, left, right, bottom, top, near) {
546
+ var column0Row0 = 2 * near / (right - left);
547
+ var column1Row1 = 2 * near / (top - bottom);
548
+ var column2Row0 = (right + left) / (right - left);
549
+ var column2Row1 = (top + bottom) / (top - bottom);
550
+ var column2Row2 = -1;
551
+ var column2Row3 = -1;
552
+ var column3Row2 = -2 * near;
553
+ result[0] = column0Row0;
554
+ result[1] = 0;
555
+ result[2] = 0;
556
+ result[3] = 0;
557
+ result[4] = 0;
558
+ result[5] = column1Row1;
559
+ result[6] = 0;
560
+ result[7] = 0;
561
+ result[8] = column2Row0;
562
+ result[9] = column2Row1;
563
+ result[10] = column2Row2;
564
+ result[11] = column2Row3;
565
+ result[12] = 0;
566
+ result[13] = 0;
567
+ result[14] = column3Row2;
568
+ result[15] = 0;
569
+ return result;
570
+ }
568
571
  //# sourceMappingURL=matrix4.js.map
@@ -1 +1 @@
1
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Copyright (c) 2017 Uber Technologies, Inc.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to deal\n// in the Software without restriction, including without limitation the rights\n// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n// copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\n// THE SOFTWARE.\n\nimport {checkVector, deprecated} from '../lib/validators';\nimport Matrix from './base/matrix';\n// eslint-disable-next-line camelcase\nimport {vec2_transformMat4AsVector, vec3_transformMat4AsVector} from '../lib/gl-matrix-extras';\n\n// @ts-ignore: error TS2307: Cannot find module 'gl-matrix/...'.\nimport * as mat4 from 'gl-matrix/mat4';\n// @ts-ignore: error TS2307: Cannot find module 'gl-matrix/...'.\nimport * as vec2 from 'gl-matrix/vec2';\n// @ts-ignore: error TS2307: Cannot find module 'gl-matrix/...'.\nimport * as vec3 from 'gl-matrix/vec3';\n// @ts-ignore: error TS2307: Cannot find module 'gl-matrix/...'.\nimport * as vec4 from 'gl-matrix/vec4';\n\nconst IDENTITY = Object.freeze([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);\nconst ZERO = Object.freeze([0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]);\n\nconst INDICES = Object.freeze({\n COL0ROW0: 0,\n COL0ROW1: 1,\n COL0ROW2: 2,\n COL0ROW3: 3,\n COL1ROW0: 4,\n COL1ROW1: 5,\n COL1ROW2: 6,\n COL1ROW3: 7,\n COL2ROW0: 8,\n COL2ROW1: 9,\n COL2ROW2: 10,\n COL2ROW3: 11,\n COL3ROW0: 12,\n COL3ROW1: 13,\n COL3ROW2: 14,\n COL3ROW3: 15\n});\n\nconst constants = {};\n\nexport default class Matrix4 extends Matrix {\n static get IDENTITY() {\n constants.IDENTITY = constants.IDENTITY || Object.freeze(new Matrix4(IDENTITY));\n return constants.IDENTITY;\n }\n\n static get ZERO() {\n constants.ZERO = constants.ZERO || Object.freeze(new Matrix4(ZERO));\n return constants.ZERO;\n }\n\n get INDICES() {\n return INDICES;\n }\n\n get ELEMENTS() {\n return 16;\n }\n\n get RANK() {\n return 4;\n }\n\n constructor(array) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0);\n if (arguments.length === 1 && Array.isArray(array)) {\n this.copy(array);\n } else {\n this.identity();\n }\n }\n\n copy(array) {\n this[0] = array[0];\n this[1] = array[1];\n this[2] = array[2];\n this[3] = array[3];\n this[4] = array[4];\n this[5] = array[5];\n this[6] = array[6];\n this[7] = array[7];\n this[8] = array[8];\n this[9] = array[9];\n this[10] = array[10];\n this[11] = array[11];\n this[12] = array[12];\n this[13] = array[13];\n this[14] = array[14];\n this[15] = array[15];\n return this.check();\n }\n\n // eslint-disable-next-line max-params\n set(m00, m10, m20, m30, m01, m11, m21, m31, m02, m12, m22, m32, m03, m13, m23, m33) {\n this[0] = m00;\n this[1] = m10;\n this[2] = m20;\n this[3] = m30;\n this[4] = m01;\n this[5] = m11;\n this[6] = m21;\n this[7] = m31;\n this[8] = m02;\n this[9] = m12;\n this[10] = m22;\n this[11] = m32;\n this[12] = m03;\n this[13] = m13;\n this[14] = m23;\n this[15] = m33;\n return this.check();\n }\n\n // accepts row major order, stores as column major\n // eslint-disable-next-line max-params\n setRowMajor(m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {\n this[0] = m00;\n this[1] = m10;\n this[2] = m20;\n this[3] = m30;\n this[4] = m01;\n this[5] = m11;\n this[6] = m21;\n this[7] = m31;\n this[8] = m02;\n this[9] = m12;\n this[10] = m22;\n this[11] = m32;\n this[12] = m03;\n this[13] = m13;\n this[14] = m23;\n this[15] = m33;\n return this.check();\n }\n\n toRowMajor(result) {\n result[0] = this[0];\n result[1] = this[4];\n result[2] = this[8];\n result[3] = this[12];\n result[4] = this[1];\n result[5] = this[5];\n result[6] = this[9];\n result[7] = this[13];\n result[8] = this[2];\n result[9] = this[6];\n result[10] = this[10];\n result[11] = this[14];\n result[12] = this[3];\n result[13] = this[7];\n result[14] = this[11];\n result[15] = this[15];\n return result;\n }\n\n // Constructors\n\n identity() {\n return this.copy(IDENTITY);\n }\n\n // Calculates a 4x4 matrix from the given quaternion\n // q quat Quaternion to create matrix from\n fromQuaternion(q) {\n mat4.fromQuat(this, q);\n return this.check();\n }\n\n // Generates a frustum matrix with the given bounds\n // left Number Left bound of the frustum\n // right Number Right bound of the frustum\n // bottom Number Bottom bound of the frustum\n // top Number Top bound of the frustum\n // near Number Near bound of the frustum\n // far Number Far bound of the frustum\n frustum({left, right, bottom, top, near, far}) {\n if (far === Infinity) {\n Matrix4._computeInfinitePerspectiveOffCenter(this, left, right, bottom, top, near);\n } else {\n mat4.frustum(this, left, right, bottom, top, near, far);\n }\n return this.check();\n }\n\n // eslint-disable-next-line max-params\n static _computeInfinitePerspectiveOffCenter(result, left, right, bottom, top, near) {\n const column0Row0 = (2.0 * near) / (right - left);\n const column1Row1 = (2.0 * near) / (top - bottom);\n const column2Row0 = (right + left) / (right - left);\n const column2Row1 = (top + bottom) / (top - bottom);\n const column2Row2 = -1.0;\n const column2Row3 = -1.0;\n const column3Row2 = -2.0 * near;\n\n result[0] = column0Row0;\n result[1] = 0.0;\n result[2] = 0.0;\n result[3] = 0.0;\n result[4] = 0.0;\n result[5] = column1Row1;\n result[6] = 0.0;\n result[7] = 0.0;\n result[8] = column2Row0;\n result[9] = column2Row1;\n result[10] = column2Row2;\n result[11] = column2Row3;\n result[12] = 0.0;\n result[13] = 0.0;\n result[14] = column3Row2;\n result[15] = 0.0;\n return result;\n }\n\n // Generates a look-at matrix with the given eye position, focal point,\n // and up axis\n // eye vec3 Position of the viewer\n // center vec3 Point the viewer is looking at\n // up vec3 vec3 pointing up\n lookAt(eye, center, up) {\n // Signature: lookAt({eye, center = [0, 0, 0], up = [0, 1, 0]}))\n if (arguments.length === 1) {\n ({eye, center, up} = eye);\n }\n\n center = center || [0, 0, 0];\n up = up || [0, 1, 0];\n\n mat4.lookAt(this, eye, center, up);\n return this.check();\n }\n\n // Generates a orthogonal projection matrix with the given bounds\n // from \"traditional\" view space parameters\n // left number Left bound of the frustum\n // right number Right bound of the frustum\n // bottom number Bottom bound of the frustum\n // top number Top bound of the frustum\n // near number Near bound of the frustum\n // far number Far bound of the frustum\n ortho({left, right, bottom, top, near = 0.1, far = 500}) {\n mat4.ortho(this, left, right, bottom, top, near, far);\n return this.check();\n }\n\n // Generates an orthogonal projection matrix with the same parameters\n // as a perspective matrix (plus focalDistance)\n // fovy number Vertical field of view in radians\n // aspect number Aspect ratio. typically viewport width/height\n // focalDistance distance in the view frustum used for extent calculations\n // near number Near bound of the frustum\n // far number Far bound of the frustum\n orthographic({\n fovy = (45 * Math.PI) / 180,\n aspect = 1,\n focalDistance = 1,\n near = 0.1,\n far = 500\n }) {\n if (fovy > Math.PI * 2) {\n throw Error('radians');\n }\n const halfY = fovy / 2;\n const top = focalDistance * Math.tan(halfY); // focus_plane is the distance from the camera\n const right = top * aspect;\n\n return new Matrix4().ortho({\n left: -right,\n right,\n bottom: -top,\n top,\n near,\n far\n });\n }\n\n // Generates a perspective projection matrix with the given bounds\n // fovy number Vertical field of view in radians\n // aspect number Aspect ratio. typically viewport width/height\n // near number Near bound of the frustum\n // far number Far bound of the frustum\n perspective({\n fovy = undefined,\n fov = (45 * Math.PI) / 180, // DEPRECATED\n aspect = 1,\n near = 0.1,\n far = 500\n } = {}) {\n fovy = fovy || fov;\n if (fovy > Math.PI * 2) {\n throw Error('radians');\n }\n mat4.perspective(this, fovy, aspect, near, far);\n return this.check();\n }\n\n // Accessors\n\n determinant() {\n return mat4.determinant(this);\n }\n\n // Extracts the non-uniform scale assuming the matrix is an affine transformation.\n // The scales are the \"lengths\" of the column vectors in the upper-left 3x3 matrix.\n getScale(result = [-0, -0, -0]) {\n // explicit is faster than hypot...\n result[0] = Math.sqrt(this[0] * this[0] + this[1] * this[1] + this[2] * this[2]);\n result[1] = Math.sqrt(this[4] * this[4] + this[5] * this[5] + this[6] * this[6]);\n result[2] = Math.sqrt(this[8] * this[8] + this[9] * this[9] + this[10] * this[10]);\n // result[0] = Math.hypot(this[0], this[1], this[2]);\n // result[1] = Math.hypot(this[4], this[5], this[6]);\n // result[2] = Math.hypot(this[8], this[9], this[10]);\n return result;\n }\n\n // Gets the translation portion, assuming the matrix is a affine transformation matrix.\n getTranslation(result = [-0, -0, -0]) {\n result[0] = this[12];\n result[1] = this[13];\n result[2] = this[14];\n return result;\n }\n\n // Gets upper left 3x3 pure rotation matrix (non-scaling), assume affine transformation matrix\n getRotation(\n result = [-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0],\n scaleResult = null\n ) {\n const scale = this.getScale(scaleResult || [-0, -0, -0]);\n\n const inverseScale0 = 1 / scale[0];\n const inverseScale1 = 1 / scale[1];\n const inverseScale2 = 1 / scale[2];\n\n result[0] = this[0] * inverseScale0;\n result[1] = this[1] * inverseScale1;\n result[2] = this[2] * inverseScale2;\n result[3] = 0;\n result[4] = this[4] * inverseScale0;\n result[5] = this[5] * inverseScale1;\n result[6] = this[6] * inverseScale2;\n result[7] = 0;\n result[8] = this[8] * inverseScale0;\n result[9] = this[9] * inverseScale1;\n result[10] = this[10] * inverseScale2;\n result[11] = 0;\n result[12] = 0;\n result[13] = 0;\n result[14] = 0;\n result[15] = 1;\n return result;\n }\n\n getRotationMatrix3(result = [-0, -0, -0, -0, -0, -0, -0, -0, -0], scaleResult = null) {\n const scale = this.getScale(scaleResult || [-0, -0, -0]);\n\n const inverseScale0 = 1 / scale[0];\n const inverseScale1 = 1 / scale[1];\n const inverseScale2 = 1 / scale[2];\n\n result[0] = this[0] * inverseScale0;\n result[1] = this[1] * inverseScale1;\n result[2] = this[2] * inverseScale2;\n result[3] = this[4] * inverseScale0;\n result[4] = this[5] * inverseScale1;\n result[5] = this[6] * inverseScale2;\n result[6] = this[8] * inverseScale0;\n result[7] = this[9] * inverseScale1;\n result[8] = this[10] * inverseScale2;\n return result;\n }\n\n // Modifiers\n\n transpose() {\n mat4.transpose(this, this);\n return this.check();\n }\n\n invert() {\n mat4.invert(this, this);\n return this.check();\n }\n\n // Operations\n\n multiplyLeft(a) {\n mat4.multiply(this, a, this);\n return this.check();\n }\n\n multiplyRight(a) {\n mat4.multiply(this, this, a);\n return this.check();\n }\n\n // Rotates a matrix by the given angle around the X axis\n rotateX(radians) {\n mat4.rotateX(this, this, radians);\n // mat4.rotate(this, this, radians, [1, 0, 0]);\n return this.check();\n }\n\n // Rotates a matrix by the given angle around the Y axis.\n rotateY(radians) {\n mat4.rotateY(this, this, radians);\n // mat4.rotate(this, this, radians, [0, 1, 0]);\n return this.check();\n }\n\n // Rotates a matrix by the given angle around the Z axis.\n rotateZ(radians) {\n mat4.rotateZ(this, this, radians);\n // mat4.rotate(this, this, radians, [0, 0, 1]);\n return this.check();\n }\n\n rotateXYZ([rx, ry, rz]) {\n return this.rotateX(rx).rotateY(ry).rotateZ(rz);\n }\n\n rotateAxis(radians, axis) {\n mat4.rotate(this, this, radians, axis);\n return this.check();\n }\n\n scale(factor) {\n if (Array.isArray(factor)) {\n mat4.scale(this, this, factor);\n } else {\n mat4.scale(this, this, [factor, factor, factor]);\n }\n\n return this.check();\n }\n\n translate(vec) {\n mat4.translate(this, this, vec);\n return this.check();\n }\n\n // Transforms\n\n // Transforms any 2, 3 or 4 element vector. 2 and 3 elements are treated as points\n transform(vector, result) {\n if (vector.length === 4) {\n result = vec4.transformMat4(result || [-0, -0, -0, -0], vector, this);\n checkVector(result, 4);\n return result;\n }\n return this.transformAsPoint(vector, result);\n }\n\n // Transforms any 2 or 3 element array as point (w implicitly 1)\n transformAsPoint(vector, result) {\n const {length} = vector;\n switch (length) {\n case 2:\n result = vec2.transformMat4(result || [-0, -0], vector, this);\n break;\n case 3:\n result = vec3.transformMat4(result || [-0, -0, -0], vector, this);\n break;\n default:\n throw new Error('Illegal vector');\n }\n checkVector(result, vector.length);\n return result;\n }\n\n // Transforms any 2 or 3 element array as vector (w implicitly 0)\n transformAsVector(vector, result) {\n switch (vector.length) {\n case 2:\n result = vec2_transformMat4AsVector(result || [-0, -0], vector, this);\n break;\n case 3:\n result = vec3_transformMat4AsVector(result || [-0, -0, -0], vector, this);\n break;\n default:\n 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Copyright (c) 2017 Uber Technologies, Inc.\n// MIT License\nimport Matrix from './base/matrix';\nimport {NumericArray} from '@math.gl/types';\nimport {checkVector} from '../lib/validators';\n\n/* eslint-disable camelcase */\nimport {vec2_transformMat4AsVector, vec3_transformMat4AsVector} from '../lib/gl-matrix-extras';\nimport * as mat4 from 'gl-matrix/mat4';\nimport * as vec2 from 'gl-matrix/vec2';\nimport * as vec3 from 'gl-matrix/vec3';\nimport * as vec4 from 'gl-matrix/vec4';\n\nenum INDICES {\n COL0ROW0 = 0,\n COL0ROW1 = 1,\n COL0ROW2 = 2,\n COL0ROW3 = 3,\n COL1ROW0 = 4,\n COL1ROW1 = 5,\n COL1ROW2 = 6,\n COL1ROW3 = 7,\n COL2ROW0 = 8,\n COL2ROW1 = 9,\n COL2ROW2 = 10,\n COL2ROW3 = 11,\n COL3ROW0 = 12,\n COL3ROW1 = 13,\n COL3ROW2 = 14,\n COL3ROW3 = 15\n}\n\nconst DEFAULT_FOVY = (45 * Math.PI) / 180;\nconst DEFAULT_ASPECT = 1;\nconst DEFAULT_NEAR = 0.1;\nconst DEFAULT_FAR = 500;\n\nconst IDENTITY_MATRIX = Object.freeze([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);\n\n/** 4x4 matrix */\nexport default class Matrix4 extends Matrix {\n static get IDENTITY(): Readonly<Matrix4> {\n return getIdentityMatrix();\n }\n\n static get ZERO(): Readonly<Matrix4> {\n return getZeroMatrix();\n }\n\n get ELEMENTS(): number {\n return 16;\n }\n\n get RANK(): number {\n return 4;\n }\n\n get INDICES(): typeof INDICES {\n return INDICES;\n }\n\n constructor(array?: Readonly<NumericArray>) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0);\n if (arguments.length === 1 && Array.isArray(array)) {\n this.copy(array);\n } else {\n this.identity();\n }\n }\n\n copy(array: Readonly<NumericArray>): this {\n this[0] = array[0];\n this[1] = array[1];\n this[2] = array[2];\n this[3] = array[3];\n this[4] = array[4];\n this[5] = array[5];\n this[6] = array[6];\n this[7] = array[7];\n this[8] = array[8];\n this[9] = array[9];\n this[10] = array[10];\n this[11] = array[11];\n this[12] = array[12];\n this[13] = array[13];\n this[14] = array[14];\n this[15] = array[15];\n return this.check();\n }\n\n // eslint-disable-next-line max-params\n set(\n m00: number,\n m10: number,\n m20: number,\n m30: number,\n m01: number,\n m11: number,\n m21: number,\n m31: number,\n m02: number,\n m12: number,\n m22: number,\n m32: number,\n m03: number,\n m13: number,\n m23: number,\n m33: number\n ): this {\n this[0] = m00;\n this[1] = m10;\n this[2] = m20;\n this[3] = m30;\n this[4] = m01;\n this[5] = m11;\n this[6] = m21;\n this[7] = m31;\n this[8] = m02;\n this[9] = m12;\n this[10] = m22;\n this[11] = m32;\n this[12] = m03;\n this[13] = m13;\n this[14] = m23;\n this[15] = m33;\n return this.check();\n }\n\n // accepts row major order, stores as column major\n // eslint-disable-next-line max-params\n setRowMajor(\n m00: number,\n m01: number,\n m02: number,\n m03: number,\n m10: number,\n m11: number,\n m12: number,\n m13: number,\n m20: number,\n m21: number,\n m22: number,\n m23: number,\n m30: number,\n m31: number,\n m32: number,\n m33: number\n ): this {\n this[0] = m00;\n this[1] = m10;\n this[2] = m20;\n this[3] = m30;\n this[4] = m01;\n this[5] = m11;\n this[6] = m21;\n this[7] = m31;\n this[8] = m02;\n this[9] = m12;\n this[10] = m22;\n this[11] = m32;\n this[12] = m03;\n this[13] = m13;\n this[14] = m23;\n this[15] = m33;\n return this.check();\n }\n\n toRowMajor(result: NumericArray): NumericArray {\n result[0] = this[0];\n result[1] = this[4];\n result[2] = this[8];\n result[3] = this[12];\n result[4] = this[1];\n result[5] = this[5];\n result[6] = this[9];\n result[7] = this[13];\n result[8] = this[2];\n result[9] = this[6];\n result[10] = this[10];\n result[11] = this[14];\n result[12] = this[3];\n result[13] = this[7];\n result[14] = this[11];\n result[15] = this[15];\n return result;\n }\n\n // Constructors\n\n /** Set to identity matrix */\n identity(): this {\n return this.copy(IDENTITY_MATRIX);\n }\n\n /**\n *\n * @param object\n * @returns self\n */\n fromObject(object: {[key: string]: any}): this {\n return this.check();\n }\n\n /**\n * Calculates a 4x4 matrix from the given quaternion\n * @param quaternion Quaternion to create matrix from\n * @returns self\n */\n fromQuaternion(quaternion: Readonly<NumericArray>): this {\n mat4.fromQuat(this, quaternion);\n return this.check();\n }\n\n /**\n * Generates a frustum matrix with the given bounds\n * @param view.left - Left bound of the frustum\n * @param view.right - Right bound of the frustum\n * @param view.bottom - Bottom bound of the frustum\n * @param view.top - Top bound of the frustum\n * @param view.near - Near bound of the frustum\n * @param view.far - Far bound of the frustum. Can be set to Infinity.\n * @returns self\n */\n frustum(view: {\n left: number;\n right: number;\n bottom: number;\n top: number;\n near: number;\n far?: number;\n }): this {\n const {left, right, bottom, top, near = DEFAULT_NEAR, far = DEFAULT_FAR} = view;\n if (far === Infinity) {\n computeInfinitePerspectiveOffCenter(this, left, right, bottom, top, near);\n } else {\n mat4.frustum(this, left, right, bottom, top, near, far);\n }\n return this.check();\n }\n\n /**\n * Generates a look-at matrix with the given eye position, focal point,\n * and up axis\n * @param view.eye - (vector) Position of the viewer\n * @param view.center - (vector) Point the viewer is looking at\n * @param view.up - (vector) Up axis\n * @returns self\n */\n lookAt(view: {\n eye: Readonly<NumericArray>;\n center: Readonly<NumericArray>;\n up: Readonly<NumericArray>;\n }): this {\n const {eye, center = [0, 0, 0], up = [0, 1, 0]} = view;\n mat4.lookAt(this, eye, center, up);\n return this.check();\n }\n\n /**\n * Generates a orthogonal projection matrix with the given bounds\n * from \"traditional\" view space parameters\n * @param view.left - Left bound of the frustum\n * @param view.right number Right bound of the frustum\n * @param view.bottom - Bottom bound of the frustum\n * @param view.top number Top bound of the frustum\n * @param view.near - Near bound of the frustum\n * @param view.far number Far bound of the frustum\n * @returns self\n */\n ortho(view: {\n left: number;\n right: number;\n bottom: number;\n top: number;\n near?: number;\n far?: number;\n }): this {\n const {left, right, bottom, top, near = DEFAULT_NEAR, far = DEFAULT_FAR} = view;\n mat4.ortho(this, left, right, bottom, top, near, far);\n return this.check();\n }\n\n /**\n * Generates an orthogonal projection matrix with the same parameters\n * as a perspective matrix (plus focalDistance)\n * @param view.fovy Vertical field of view in radians\n * @param view.aspect Aspect ratio. Typically viewport width / viewport height\n * @param view.focalDistance Distance in the view frustum used for extent calculations\n * @param view.near Near bound of the frustum\n * @param view.far Far bound of the frustum\n * @returns self\n */\n orthographic(view: {\n fovy?: number;\n aspect?: number;\n focalDistance?: number;\n near?: number;\n far?: number;\n }): this {\n const {\n fovy = DEFAULT_FOVY,\n aspect = DEFAULT_ASPECT,\n focalDistance = 1,\n near = DEFAULT_NEAR,\n far = DEFAULT_FAR\n } = view;\n\n checkRadians(fovy);\n\n const halfY = fovy / 2;\n const top = focalDistance * Math.tan(halfY); // focus_plane is the distance from the camera\n const right = top * aspect;\n\n return this.ortho({\n left: -right,\n right,\n bottom: -top,\n top,\n near,\n far\n });\n }\n\n /**\n * Generates a perspective projection matrix with the given bounds\n * @param view.fovy Vertical field of view in radians\n * @param view.aspect Aspect ratio. typically viewport width/height\n * @param view.near Near bound of the frustum\n * @param view.far Far bound of the frustum\n * @returns self\n */\n perspective(view: {fovy: number; aspect?: number; near?: number; far?: number}): this {\n const {fovy = (45 * Math.PI) / 180, aspect = 1, near = 0.1, far = 500} = view;\n checkRadians(fovy);\n mat4.perspective(this, fovy, aspect, near, far);\n return this.check();\n }\n\n // Accessors\n\n determinant(): number {\n return mat4.determinant(this);\n }\n\n /**\n * Extracts the non-uniform scale assuming the matrix is an affine transformation.\n * The scales are the \"lengths\" of the column vectors in the upper-left 3x3 matrix.\n * @param result\n * @returns self\n */\n getScale(result: NumericArray = [-0, -0, -0]): NumericArray {\n // explicit is faster than hypot...\n result[0] = Math.sqrt(this[0] * this[0] + this[1] * this[1] + this[2] * this[2]);\n result[1] = Math.sqrt(this[4] * this[4] + this[5] * this[5] + this[6] * this[6]);\n result[2] = Math.sqrt(this[8] * this[8] + this[9] * this[9] + this[10] * this[10]);\n // result[0] = Math.hypot(this[0], this[1], this[2]);\n // result[1] = Math.hypot(this[4], this[5], this[6]);\n // result[2] = Math.hypot(this[8], this[9], this[10]);\n return result;\n }\n\n /**\n * Gets the translation portion, assuming the matrix is a affine transformation matrix.\n * @param result\n * @returns self\n */\n getTranslation(result: NumericArray = [-0, -0, -0]): NumericArray {\n result[0] = this[12];\n result[1] = this[13];\n result[2] = this[14];\n return result;\n }\n\n /**\n * Gets upper left 3x3 pure rotation matrix (non-scaling), assume affine transformation matrix\n * @param result\n * @param scaleResult\n * @returns self\n */\n getRotation(result?: NumericArray, scaleResult?: NumericArray): NumericArray {\n result = result || [-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0];\n scaleResult = scaleResult || [-0, -0, -0];\n const scale = this.getScale(scaleResult);\n const inverseScale0 = 1 / scale[0];\n const inverseScale1 = 1 / scale[1];\n const inverseScale2 = 1 / scale[2];\n result[0] = this[0] * inverseScale0;\n result[1] = this[1] * inverseScale1;\n result[2] = this[2] * inverseScale2;\n result[3] = 0;\n result[4] = this[4] * inverseScale0;\n result[5] = this[5] * inverseScale1;\n result[6] = this[6] * inverseScale2;\n result[7] = 0;\n result[8] = this[8] * inverseScale0;\n result[9] = this[9] * inverseScale1;\n result[10] = this[10] * inverseScale2;\n result[11] = 0;\n result[12] = 0;\n result[13] = 0;\n result[14] = 0;\n result[15] = 1;\n return result;\n }\n\n /**\n *\n * @param result\n * @param scaleResult\n * @returns self\n */\n getRotationMatrix3(result?: NumericArray, scaleResult?: NumericArray): NumericArray {\n result = result || [-0, -0, -0, -0, -0, -0, -0, -0, -0];\n scaleResult = scaleResult || [-0, -0, -0];\n const scale = this.getScale(scaleResult);\n const inverseScale0 = 1 / scale[0];\n const inverseScale1 = 1 / scale[1];\n const inverseScale2 = 1 / scale[2];\n result[0] = this[0] * inverseScale0;\n result[1] = this[1] * inverseScale1;\n result[2] = this[2] * inverseScale2;\n result[3] = this[4] * inverseScale0;\n result[4] = this[5] * inverseScale1;\n result[5] = this[6] * inverseScale2;\n result[6] = this[8] * inverseScale0;\n result[7] = this[9] * inverseScale1;\n result[8] = this[10] * inverseScale2;\n return result;\n }\n\n // Modifiers\n\n transpose(): this {\n mat4.transpose(this, this);\n return this.check();\n }\n\n invert(): this {\n mat4.invert(this, this);\n return this.check();\n }\n\n // Operations\n\n multiplyLeft(a: Readonly<NumericArray>): this {\n mat4.multiply(this, a, this);\n return this.check();\n }\n\n multiplyRight(a: Readonly<NumericArray>): this {\n mat4.multiply(this, this, a);\n return this.check();\n }\n\n // Rotates a matrix by the given angle around the X axis\n rotateX(radians: number): this {\n mat4.rotateX(this, this, radians);\n // mat4.rotate(this, this, radians, [1, 0, 0]);\n return this.check();\n }\n\n // Rotates a matrix by the given angle around the Y axis.\n rotateY(radians: number): this {\n mat4.rotateY(this, this, radians);\n // mat4.rotate(this, this, radians, [0, 1, 0]);\n return this.check();\n }\n\n /**\n * Rotates a matrix by the given angle around the Z axis.\n * @param radians\n * @returns self\n */\n rotateZ(radians: number): this {\n mat4.rotateZ(this, this, radians);\n // mat4.rotate(this, this, radians, [0, 0, 1]);\n return this.check();\n }\n\n /**\n *\n * @param param0\n * @returns self\n */\n rotateXYZ(angleXYZ: Readonly<NumericArray>): this {\n return this.rotateX(angleXYZ[0]).rotateY(angleXYZ[1]).rotateZ(angleXYZ[2]);\n }\n\n /**\n *\n * @param radians\n * @param axis\n * @returns self\n */\n rotateAxis(radians: number, axis: Readonly<NumericArray>): this {\n mat4.rotate(this, this, radians, axis);\n return this.check();\n }\n\n /**\n *\n * @param factor\n * @returns self\n */\n scale(factor: number | Readonly<NumericArray>): this {\n mat4.scale(this, this, Array.isArray(factor) ? factor : [factor, factor, factor]);\n return this.check();\n }\n\n /**\n *\n * @param vec\n * @returns self\n */\n translate(vector: Readonly<NumericArray>): this {\n mat4.translate(this, this, vector);\n return this.check();\n }\n\n // Transforms\n\n /**\n * Transforms any 2, 3 or 4 element vector. 2 and 3 elements are treated as points\n * @param vector\n * @param result\n * @returns self\n */\n transform(vector: Readonly<NumericArray>, result: NumericArray): NumericArray {\n if (vector.length === 4) {\n result = vec4.transformMat4(result || [-0, -0, -0, -0], vector, this);\n checkVector(result, 4);\n return result;\n }\n return this.transformAsPoint(vector, result);\n }\n\n /**\n * Transforms any 2 or 3 element array as point (w implicitly 1)\n * @param vector\n * @param result\n * @returns self\n */\n transformAsPoint(vector: Readonly<NumericArray>, result?: NumericArray) {\n const {length} = vector;\n switch (length) {\n case 2:\n result = vec2.transformMat4(result || [-0, -0], vector, this);\n break;\n case 3:\n result = vec3.transformMat4(result || [-0, -0, -0], vector, this);\n break;\n default:\n throw new Error('Illegal vector');\n }\n checkVector(result, vector.length);\n return result;\n }\n\n /**\n * Transforms any 2 or 3 element array as vector (w implicitly 0)\n * @param vector\n * @param result\n * @returns self\n */\n transformAsVector(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n switch (vector.length) {\n case 2:\n result = vec2_transformMat4AsVector(result || [-0, -0], vector, this);\n break;\n case 3:\n result = vec3_transformMat4AsVector(result || [-0, -0, -0], vector, this);\n break;\n default:\n throw new Error('Illegal vector');\n }\n checkVector(result, vector.length);\n return result;\n }\n\n /** @deprecated */\n transformPoint(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n return this.transformAsPoint(vector, result);\n }\n\n /** @deprecated */\n transformVector(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n return this.transformAsPoint(vector, result);\n }\n\n /** @deprecated */\n transformDirection(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n return this.transformAsVector(vector, result);\n }\n\n // three.js math API compatibility\n\n makeRotationX(radians: number): this {\n return this.identity().rotateX(radians);\n }\n\n makeTranslation(x: number, y: number, z: number): this {\n return this.identity().translate([x, y, z]);\n }\n}\n\n// TODO initializing static members directly is an option, but make sure no tree-shaking issues\nlet ZERO: Matrix4;\nlet IDENTITY: Matrix4;\n\nfunction getZeroMatrix(): Readonly<Matrix4> {\n if (!ZERO) {\n ZERO = new Matrix4([0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]);\n Object.freeze(ZERO);\n }\n return ZERO;\n}\n\nfunction getIdentityMatrix(): Matrix4 {\n if (!IDENTITY) {\n IDENTITY = new Matrix4();\n Object.freeze(IDENTITY);\n }\n return IDENTITY;\n}\n\n// HELPER FUNCTIONS\n\nfunction checkRadians(possiblyDegrees: number) {\n if (possiblyDegrees > Math.PI * 2) {\n throw Error('expected radians');\n }\n}\n\n// eslint-disable-next-line max-params\nfunction computeInfinitePerspectiveOffCenter(\n result: NumericArray,\n left: number,\n right: number,\n bottom: number,\n top: number,\n near: number\n): NumericArray {\n const column0Row0 = (2 * near) / (right - left);\n const column1Row1 = (2 * near) / (top - bottom);\n const column2Row0 = (right + left) / (right - left);\n const column2Row1 = (top + bottom) / (top - bottom);\n const column2Row2 = -1;\n const column2Row3 = -1;\n const column3Row2 = -2 * near;\n result[0] = column0Row0;\n result[1] = 0;\n result[2] = 0;\n result[3] = 0;\n result[4] = 0;\n result[5] = column1Row1;\n result[6] = 0;\n result[7] = 0;\n result[8] = column2Row0;\n result[9] = column2Row1;\n result[10] = column2Row2;\n result[11] = column2Row3;\n result[12] = 0;\n result[13] = 0;\n result[14] = column3Row2;\n result[15] = 0;\n return result;\n}\n"],"file":"matrix4.js"}