@math.gl/core 3.5.7 → 3.6.0-alpha.3

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
@@ -11,6 +11,8 @@ var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/cl
11
11
 
12
12
  var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
13
13
 
14
+ var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
15
+
14
16
  var _matrix = _interopRequireDefault(require("./matrix4"));
15
17
 
16
18
  var _vector = _interopRequireDefault(require("./vector3"));
@@ -32,12 +34,12 @@ var Pose = function () {
32
34
  pitch = _ref$pitch === void 0 ? 0 : _ref$pitch,
33
35
  _ref$yaw = _ref.yaw,
34
36
  yaw = _ref$yaw === void 0 ? 0 : _ref$yaw,
35
- _ref$position = _ref.position,
36
- position = _ref$position === void 0 ? undefined : _ref$position,
37
- _ref$orientation = _ref.orientation,
38
- orientation = _ref$orientation === void 0 ? undefined : _ref$orientation;
37
+ position = _ref.position,
38
+ orientation = _ref.orientation;
39
39
 
40
40
  (0, _classCallCheck2.default)(this, Pose);
41
+ (0, _defineProperty2.default)(this, "position", void 0);
42
+ (0, _defineProperty2.default)(this, "orientation", void 0);
41
43
 
42
44
  if (Array.isArray(position) && position.length === 3) {
43
45
  this.position = new _vector.default(position);
@@ -137,8 +139,7 @@ var Pose = function () {
137
139
  var cr = Math.cos(this.roll);
138
140
  var cp = Math.cos(this.pitch);
139
141
  var cw = Math.cos(this.yaw);
140
- var matrix = new _matrix.default().setRowMajor(cw * cp, -sw * cr + cw * sp * sr, sw * sr + cw * sp * cr, this.x, sw * cp, cw * cr + sw * sp * sr, -cw * sr + sw * sp * cr, this.y, -sp, cp * sr, cp * cr, this.z, 0, 0, 0, 1);
141
- return matrix;
142
+ return new _matrix.default().setRowMajor(cw * cp, -sw * cr + cw * sp * sr, sw * sr + cw * sp * cr, this.x, sw * cp, cw * cr + sw * sp * sr, -cw * sr + sw * sp * cr, this.y, -sp, cp * sr, cp * cr, this.z, 0, 0, 0, 1);
142
143
  }
143
144
  }, {
144
145
  key: "getTransformationMatrixFromPose",
@@ -1 +1 @@
1
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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.\nimport Matrix4 from './matrix4';\nimport Vector3 from './vector3';\nimport Euler from './euler';\n\nexport default class Pose {\n // @ts-ignore TS2740: Type '{}' is missing the following properties from type\n constructor({\n x = 0,\n y = 0,\n z = 0,\n roll = 0,\n pitch = 0,\n yaw = 0,\n position = undefined,\n orientation = undefined\n } = {}) {\n if (Array.isArray(position) && position.length === 3) {\n this.position = new Vector3(position);\n } else {\n this.position = new Vector3(x, y, z);\n }\n if (Array.isArray(orientation) && orientation.length === 4) {\n this.orientation = new Euler(orientation, orientation[3]);\n } else {\n this.orientation = new Euler(roll, pitch, yaw, Euler.RollPitchYaw);\n }\n }\n\n get x() {\n return this.position.x;\n }\n set x(value) {\n this.position.x = value;\n }\n get y() {\n return this.position.y;\n }\n set y(value) {\n this.position.y = value;\n }\n get z() {\n return this.position.z;\n }\n set z(value) {\n this.position.z = value;\n }\n get roll() {\n return this.orientation.roll;\n }\n set roll(value) {\n this.orientation.roll = value;\n }\n get pitch() {\n return this.orientation.pitch;\n }\n set pitch(value) {\n this.orientation.pitch = value;\n }\n get yaw() {\n return this.orientation.yaw;\n }\n set yaw(value) {\n this.orientation.yaw = value;\n }\n\n getPosition() {\n return this.position;\n }\n\n getOrientation() {\n return this.orientation;\n }\n\n equals(pose) {\n if (!pose) {\n return false;\n }\n return this.position.equals(pose.position) && this.orientation.equals(pose.orientation);\n }\n\n exactEquals(pose) {\n if (!pose) {\n return false;\n }\n return (\n this.position.exactEquals(pose.position) && this.orientation.exactEquals(pose.orientation)\n );\n }\n\n getTransformationMatrix() {\n // setup precomputations for the sin/cos of the angles\n const sr = Math.sin(this.roll);\n const sp = Math.sin(this.pitch);\n const sw = Math.sin(this.yaw);\n\n const cr = Math.cos(this.roll);\n const cp = Math.cos(this.pitch);\n const cw = Math.cos(this.yaw);\n\n const matrix = new Matrix4().setRowMajor(\n cw * cp, // 0,0\n -sw * cr + cw * sp * sr, // 0,1\n sw * sr + cw * sp * cr, // 0,2\n this.x, // 0,3\n\n sw * cp, // 1,0\n cw * cr + sw * sp * sr, // 1,1\n -cw * sr + sw * sp * cr, // 1,2\n this.y, // 1,3\n\n -sp, // 2,0\n cp * sr, // 2,1\n cp * cr, // 2,2\n this.z, // 2,3\n\n 0,\n 0,\n 0,\n 1\n );\n\n return matrix;\n }\n\n getTransformationMatrixFromPose(pose) {\n return new Matrix4()\n .multiplyRight(this.getTransformationMatrix())\n .multiplyRight(pose.getTransformationMatrix().invert());\n }\n\n getTransformationMatrixToPose(pose) {\n return new Matrix4()\n .multiplyRight(pose.getTransformationMatrix())\n .multiplyRight(this.getTransformationMatrix().invert());\n }\n}\n"],"file":"pose.js"}
1
+ 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Copyright (c) 2017 Uber Technologies, Inc.\n// MIT License\nimport Matrix4 from './matrix4';\nimport Vector3 from './vector3';\nimport Euler from './euler';\nimport {NumericArray} from '@math.gl/types';\n\ntype PoseOptions = {\n position?: Readonly<NumericArray>;\n orientation?: Readonly<NumericArray>;\n x?: number;\n y?: number;\n z?: number;\n roll?: number;\n pitch?: number;\n yaw?: number;\n};\n\nexport default class Pose {\n readonly position: Vector3;\n readonly orientation: Euler;\n\n constructor({\n x = 0,\n y = 0,\n z = 0,\n roll = 0,\n pitch = 0,\n yaw = 0,\n position,\n orientation\n }: PoseOptions = {}) {\n if (Array.isArray(position) && position.length === 3) {\n this.position = new Vector3(position);\n } else {\n this.position = new Vector3(x, y, z);\n }\n if (Array.isArray(orientation) && orientation.length === 4) {\n // @ts-expect-error\n this.orientation = new Euler(orientation, orientation[3]);\n } else {\n this.orientation = new Euler(roll, pitch, yaw, Euler.RollPitchYaw);\n }\n }\n\n get x(): number {\n return this.position.x;\n }\n\n set x(value: number) {\n this.position.x = value;\n }\n\n get y(): number {\n return this.position.y;\n }\n\n set y(value: number) {\n this.position.y = value;\n }\n\n get z(): number {\n return this.position.z;\n }\n\n set z(value: number) {\n this.position.z = value;\n }\n\n get roll(): number {\n return this.orientation.roll;\n }\n\n set roll(value: number) {\n this.orientation.roll = value;\n }\n\n get pitch(): number {\n return this.orientation.pitch;\n }\n set pitch(value: number) {\n this.orientation.pitch = value;\n }\n\n get yaw(): number {\n return this.orientation.yaw;\n }\n\n set yaw(value: number) {\n this.orientation.yaw = value;\n }\n\n getPosition(): Vector3 {\n return this.position;\n }\n\n getOrientation(): Euler {\n return this.orientation;\n }\n\n equals(pose: Pose): boolean {\n if (!pose) {\n return false;\n }\n return this.position.equals(pose.position) && this.orientation.equals(pose.orientation);\n }\n\n exactEquals(pose: Pose): boolean {\n if (!pose) {\n return false;\n }\n return (\n this.position.exactEquals(pose.position) && this.orientation.exactEquals(pose.orientation)\n );\n }\n\n getTransformationMatrix(): Matrix4 {\n // setup pre computations for the sin/cos of the angles\n const sr = Math.sin(this.roll);\n const sp = Math.sin(this.pitch);\n const sw = Math.sin(this.yaw);\n const cr = Math.cos(this.roll);\n const cp = Math.cos(this.pitch);\n const cw = Math.cos(this.yaw);\n\n // Create matrix\n return new Matrix4().setRowMajor(\n cw * cp, // 0,0\n -sw * cr + cw * sp * sr, // 0,1\n sw * sr + cw * sp * cr, // 0,2\n this.x, // 0,3\n sw * cp, // 1,0\n cw * cr + sw * sp * sr, // 1,1\n -cw * sr + sw * sp * cr, // 1,2\n this.y, // 1,3\n -sp, // 2,0\n cp * sr, // 2,1\n cp * cr, // 2,2\n this.z, // 2,3\n 0,\n 0,\n 0,\n 1\n );\n }\n\n getTransformationMatrixFromPose(pose: Pose): Matrix4 {\n return new Matrix4()\n .multiplyRight(this.getTransformationMatrix())\n .multiplyRight(pose.getTransformationMatrix().invert());\n }\n\n getTransformationMatrixToPose(pose: Pose): Matrix4 {\n return new Matrix4()\n .multiplyRight(pose.getTransformationMatrix())\n .multiplyRight(this.getTransformationMatrix().invert());\n }\n}\n"],"file":"pose.js"}
@@ -23,7 +23,7 @@ var _mathArray = _interopRequireDefault(require("./base/math-array"));
23
23
 
24
24
  var _validators = require("../lib/validators");
25
25
 
26
- var _assert = _interopRequireDefault(require("../lib/assert"));
26
+ var _vector = _interopRequireDefault(require("./vector4"));
27
27
 
28
28
  var quat = _interopRequireWildcard(require("gl-matrix/quat"));
29
29
 
@@ -82,15 +82,18 @@ var Quaternion = function (_MathArray) {
82
82
  return this.check();
83
83
  }
84
84
  }, {
85
- key: "fromMatrix3",
86
- value: function fromMatrix3(m) {
87
- quat.fromMat3(this, m);
85
+ key: "fromObject",
86
+ value: function fromObject(object) {
87
+ this[0] = object.x;
88
+ this[1] = object.y;
89
+ this[2] = object.z;
90
+ this[3] = object.w;
88
91
  return this.check();
89
92
  }
90
93
  }, {
91
- key: "identity",
92
- value: function identity() {
93
- quat.identity(this);
94
+ key: "fromMatrix3",
95
+ value: function fromMatrix3(m) {
96
+ quat.fromMat3(this, m);
94
97
  return this.check();
95
98
  }
96
99
  }, {
@@ -99,6 +102,12 @@ var Quaternion = function (_MathArray) {
99
102
  quat.setAxisAngle(this, axis, rad);
100
103
  return this.check();
101
104
  }
105
+ }, {
106
+ key: "identity",
107
+ value: function identity() {
108
+ quat.identity(this);
109
+ return this.check();
110
+ }
102
111
  }, {
103
112
  key: "setAxisAngle",
104
113
  value: function setAxisAngle(axis, rad) {
@@ -153,11 +162,7 @@ var Quaternion = function (_MathArray) {
153
162
  }
154
163
  }, {
155
164
  key: "dot",
156
- value: function dot(a, b) {
157
- if (b !== undefined) {
158
- throw new Error('Quaternion.dot only takes one argument');
159
- }
160
-
165
+ value: function dot(a) {
161
166
  return quat.dot(this, a);
162
167
  }
163
168
  }, {
@@ -168,11 +173,7 @@ var Quaternion = function (_MathArray) {
168
173
  }
169
174
  }, {
170
175
  key: "add",
171
- value: function add(a, b) {
172
- if (b !== undefined) {
173
- throw new Error('Quaternion.add only takes one argument');
174
- }
175
-
176
+ value: function add(a) {
176
177
  quat.add(this, this, a);
177
178
  return this.check();
178
179
  }
@@ -197,20 +198,22 @@ var Quaternion = function (_MathArray) {
197
198
  }, {
198
199
  key: "lerp",
199
200
  value: function lerp(a, b, t) {
201
+ if (t === undefined) {
202
+ return this.lerp(this, a, b);
203
+ }
204
+
200
205
  quat.lerp(this, a, b, t);
201
206
  return this.check();
202
207
  }
203
208
  }, {
204
209
  key: "multiplyRight",
205
- value: function multiplyRight(a, b) {
206
- (0, _assert.default)(!b);
210
+ value: function multiplyRight(a) {
207
211
  quat.multiply(this, this, a);
208
212
  return this.check();
209
213
  }
210
214
  }, {
211
215
  key: "multiplyLeft",
212
- value: function multiplyLeft(a, b) {
213
- (0, _assert.default)(!b);
216
+ value: function multiplyLeft(a) {
214
217
  quat.multiply(this, a, this);
215
218
  return this.check();
216
219
  }
@@ -256,25 +259,30 @@ var Quaternion = function (_MathArray) {
256
259
  }
257
260
  }, {
258
261
  key: "slerp",
259
- value: function slerp(start, target, ratio) {
262
+ value: function slerp(arg0, arg1, arg2) {
263
+ var start;
264
+ var target;
265
+ var ratio;
266
+
260
267
  switch (arguments.length) {
261
268
  case 1:
262
- var _arguments$ = arguments[0];
263
- var _arguments$$start = _arguments$.start;
264
- start = _arguments$$start === void 0 ? IDENTITY_QUATERNION : _arguments$$start;
265
- target = _arguments$.target;
266
- ratio = _arguments$.ratio;
269
+ var _ref = arg0;
270
+ var _ref$start = _ref.start;
271
+ start = _ref$start === void 0 ? IDENTITY_QUATERNION : _ref$start;
272
+ target = _ref.target;
273
+ ratio = _ref.ratio;
267
274
  break;
268
275
 
269
276
  case 2:
270
- var _arguments = Array.prototype.slice.call(arguments);
271
-
272
- target = _arguments[0];
273
- ratio = _arguments[1];
274
277
  start = this;
278
+ target = arg0;
279
+ ratio = arg1;
275
280
  break;
276
281
 
277
282
  default:
283
+ start = arg0;
284
+ target = arg1;
285
+ ratio = arg2;
278
286
  }
279
287
 
280
288
  quat.slerp(this, start, target, ratio);
@@ -283,7 +291,7 @@ var Quaternion = function (_MathArray) {
283
291
  }, {
284
292
  key: "transformVector4",
285
293
  value: function transformVector4(vector) {
286
- var result = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : vector;
294
+ var result = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : new _vector.default();
287
295
  vec4.transformQuat(result, vector, this);
288
296
  return (0, _validators.checkVector)(result, 4);
289
297
  }
@@ -299,13 +307,13 @@ var Quaternion = function (_MathArray) {
299
307
  }
300
308
  }, {
301
309
  key: "premultiply",
302
- value: function premultiply(a, b) {
303
- return this.multiplyLeft(a, b);
310
+ value: function premultiply(a) {
311
+ return this.multiplyLeft(a);
304
312
  }
305
313
  }, {
306
314
  key: "multiply",
307
- value: function multiply(a, b) {
308
- return this.multiplyRight(a, b);
315
+ value: function multiply(a) {
316
+ return this.multiplyRight(a);
309
317
  }
310
318
  }]);
311
319
  return Quaternion;
@@ -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 MathArray from './base/math-array';\nimport {checkNumber, checkVector} from '../lib/validators';\nimport assert from '../lib/assert';\n\n// @ts-ignore: error TS2307: Cannot find module 'gl-matrix/...'.\nimport * as quat from 'gl-matrix/quat';\n// @ts-ignore: error TS2307: Cannot find module 'gl-matrix/...'.\nimport * as vec4 from 'gl-matrix/vec4';\n\nconst IDENTITY_QUATERNION = [0, 0, 0, 1];\n\nexport default class Quaternion extends MathArray {\n constructor(x = 0, y = 0, z = 0, w = 1) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0, -0);\n // eslint-disable-next-line prefer-rest-params\n if (Array.isArray(x) && arguments.length === 1) {\n this.copy(x);\n } else {\n this.set(x, y, z, w);\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 return this.check();\n }\n\n set(x, y, z, w) {\n this[0] = x;\n this[1] = y;\n this[2] = z;\n this[3] = w;\n return this.check();\n }\n\n // Creates a quaternion from the given 3x3 rotation matrix.\n // NOTE: The resultant quaternion is not normalized, so you should\n // be sure to renormalize the quaternion yourself where necessary.\n fromMatrix3(m) {\n quat.fromMat3(this, m);\n return this.check();\n }\n\n // Set a quat to the identity quaternion\n identity() {\n quat.identity(this);\n return this.check();\n }\n\n fromAxisRotation(axis, rad) {\n quat.setAxisAngle(this, axis, rad);\n return this.check();\n }\n\n // Set the components of a quat to the given values\n // set(i, j, k, l) {\n // quat.set(this, i, j, k, l);\n // return this.check();\n // }\n\n // Sets a quat from the given angle and rotation axis, then returns it.\n setAxisAngle(axis, rad) {\n return this.fromAxisRotation(axis, rad);\n }\n\n // Getters/setters\n /* eslint-disable no-multi-spaces, brace-style, no-return-assign */\n get ELEMENTS() {\n return 4;\n }\n\n get x() {\n return this[0];\n }\n\n set x(value) {\n this[0] = checkNumber(value);\n }\n\n get y() {\n return this[1];\n }\n\n set y(value) {\n this[1] = checkNumber(value);\n }\n\n get z() {\n return this[2];\n }\n\n set z(value) {\n this[2] = checkNumber(value);\n }\n\n get w() {\n return this[3];\n }\n\n set w(value) {\n this[3] = checkNumber(value);\n }\n\n /* eslint-enable no-multi-spaces, brace-style, no-return-assign */\n\n // Calculates the length of a quat\n len() {\n return quat.length(this);\n }\n\n // Calculates the squared length of a quat\n lengthSquared() {\n return quat.squaredLength(this);\n }\n\n // Calculates the dot product of two quat's\n // @return {Number}\n dot(a, b) {\n if (b !== undefined) {\n throw new Error('Quaternion.dot only takes one argument');\n }\n return quat.dot(this, a);\n }\n\n // Gets the rotation axis and angle for a given quaternion.\n // If a quaternion is created with setAxisAngle, this method will\n // return the same values as providied in the original parameter\n // list OR functionally equivalent values.\n // Example: The quaternion formed by axis [0, 0, 1] and angle -90\n // is the same as the quaternion formed by [0, 0, 1] and 270.\n // This method favors the latter.\n // @return {{[x,y,z], Number}}\n // getAxisAngle() {\n // const axis = [];\n // const angle = quat.getAxisAngle(axis, this);\n // return {axis, angle};\n // }\n\n // MODIFIERS\n\n // Sets a quaternion to represent the shortest rotation from one vector\n // to another. Both vectors are assumed to be unit length.\n rotationTo(vectorA, vectorB) {\n quat.rotationTo(this, vectorA, vectorB);\n return this.check();\n }\n\n // Sets the specified quaternion with values corresponding to the given axes.\n // Each axis is a vec3 and is expected to be unit length and perpendicular\n // to all other specified axes.\n // setAxes() {\n // Number\n // }\n\n // Performs a spherical linear interpolation with two control points\n // sqlerp() {\n // Number;\n // }\n\n // Adds two quat's\n add(a, b) {\n if (b !== undefined) {\n throw new Error('Quaternion.add only takes one argument');\n }\n quat.add(this, this, a);\n return this.check();\n }\n\n // Calculates the W component of a quat from the X, Y, and Z components.\n // Any existing W component will be ignored.\n calculateW() {\n quat.calculateW(this, this);\n return this.check();\n }\n\n // Calculates the conjugate of a quat If the quaternion is normalized,\n // this function is faster than quat.inverse and produces the same result.\n conjugate() {\n quat.conjugate(this, this);\n return this.check();\n }\n\n // Calculates the inverse of a quat\n invert() {\n quat.invert(this, this);\n return this.check();\n }\n\n // Performs a linear interpolation between two quat's\n lerp(a, b, t) {\n quat.lerp(this, a, b, t);\n return this.check();\n }\n\n // Multiplies two quat's\n multiplyRight(a, b) {\n assert(!b); // Quaternion.multiply only takes one argument\n quat.multiply(this, this, a);\n return this.check();\n }\n\n multiplyLeft(a, b) {\n assert(!b); // Quaternion.multiply only takes one argument\n quat.multiply(this, a, this);\n return this.check();\n }\n\n // Normalize a quat\n normalize() {\n // Handle 0 case\n const length = this.len();\n const l = length > 0 ? 1 / length : 0;\n this[0] = this[0] * l;\n this[1] = this[1] * l;\n this[2] = this[2] * l;\n this[3] = this[3] * l;\n // Set to [0, 0, 0, 1] if length is 0\n if (length === 0) {\n this[3] = 1;\n }\n return this.check();\n }\n\n // Rotates a quaternion by the given angle about the X axis\n rotateX(rad) {\n quat.rotateX(this, this, rad);\n return this.check();\n }\n\n // Rotates a quaternion by the given angle about the Y axis\n rotateY(rad) {\n quat.rotateY(this, this, rad);\n return this.check();\n }\n\n // Rotates a quaternion by the given angle about the Z axis\n rotateZ(rad) {\n quat.rotateZ(this, this, rad);\n return this.check();\n }\n\n // Scales a quat by a scalar number\n scale(b) {\n quat.scale(this, this, b);\n return this.check();\n }\n\n // Performs a spherical linear interpolation between two quat\n slerp(start, target, ratio) {\n // eslint-disable-next-line prefer-rest-params\n switch (arguments.length) {\n case 1: // Deprecated signature ({start, target, ratio})\n // eslint-disable-next-line prefer-rest-params\n ({start = IDENTITY_QUATERNION, target, ratio} = arguments[0]);\n break;\n case 2: // THREE.js compatibility signature (target, ration)\n // eslint-disable-next-line prefer-rest-params\n [target, ratio] = arguments;\n start = this; // eslint-disable-line\n break;\n default: // Default signature: (start, target, ratio)\n }\n quat.slerp(this, start, target, ratio);\n return this.check();\n }\n\n transformVector4(vector, result = vector) {\n vec4.transformQuat(result, vector, this);\n return checkVector(result, 4);\n }\n\n // THREE.js Math API compatibility\n lengthSq() {\n return this.lengthSquared();\n }\n\n setFromAxisAngle(axis, rad) {\n return this.setAxisAngle(axis, rad);\n }\n\n premultiply(a, b) {\n return this.multiplyLeft(a, b);\n }\n\n multiply(a, b) {\n return this.multiplyRight(a, b);\n }\n}\n"],"file":"quaternion.js"}
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Copyright (c) 2017 Uber Technologies, Inc.\n// MIT License\nimport MathArray from './base/math-array';\nimport {checkNumber, checkVector} from '../lib/validators';\nimport Vector4 from './vector4';\nimport * as quat from 'gl-matrix/quat';\nimport * as vec4 from 'gl-matrix/vec4';\nimport {NumericArray} from '@math.gl/types';\n\nconst IDENTITY_QUATERNION = [0, 0, 0, 1] as const;\n\nexport default class Quaternion extends MathArray {\n constructor(x: number | Readonly<NumericArray> = 0, y = 0, z = 0, w = 1) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0, -0);\n // eslint-disable-next-line prefer-rest-params\n if (Array.isArray(x) && arguments.length === 1) {\n this.copy(x);\n } else {\n this.set(x as number, y, z, w);\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 return this.check();\n }\n\n set(x: number, y: number, z: number, w: number): this {\n this[0] = x;\n this[1] = y;\n this[2] = z;\n this[3] = w;\n return this.check();\n }\n\n fromObject(object: {x: number; y: number; z: number; w: number}): this {\n this[0] = object.x;\n this[1] = object.y;\n this[2] = object.z;\n this[3] = object.w;\n return this.check();\n }\n\n /**\n * Creates a quaternion from the given 3x3 rotation matrix.\n * NOTE: The resultant quaternion is not normalized, so you should\n * be sure to renormalize the quaternion yourself where necessary.\n * @param m\n * @returns\n */\n fromMatrix3(m: Readonly<NumericArray>): this {\n quat.fromMat3(this, m);\n return this.check();\n }\n\n fromAxisRotation(axis: Readonly<NumericArray>, rad: number): this {\n quat.setAxisAngle(this, axis, rad);\n return this.check();\n }\n\n /** Set a quat to the identity quaternion */\n identity(): this {\n quat.identity(this);\n return this.check();\n }\n\n // Set the components of a quat to the given values\n // set(i, j, k, l) {\n // quat.set(this, i, j, k, l);\n // return this.check();\n // }\n\n // Sets a quat from the given angle and rotation axis, then returns it.\n setAxisAngle(axis: Readonly<NumericArray>, rad: number): this {\n return this.fromAxisRotation(axis, rad);\n }\n\n // Getters/setters\n get ELEMENTS(): number {\n return 4;\n }\n\n get x(): number {\n return this[0];\n }\n set x(value: number) {\n this[0] = checkNumber(value);\n }\n\n get y(): number {\n return this[1];\n }\n set y(value: number) {\n this[1] = checkNumber(value);\n }\n\n get z(): number {\n return this[2];\n }\n set z(value: number) {\n this[2] = checkNumber(value);\n }\n\n get w(): number {\n return this[3];\n }\n set w(value: number) {\n this[3] = checkNumber(value);\n }\n\n // Calculates the length of a quat\n len(): number {\n return quat.length(this);\n }\n\n // Calculates the squared length of a quat\n lengthSquared(): number {\n return quat.squaredLength(this);\n }\n\n // Calculates the dot product of two quat's\n // @return {Number}\n dot(a: Readonly<NumericArray>): number {\n return quat.dot(this, a);\n }\n\n // Gets the rotation axis and angle for a given quaternion.\n // If a quaternion is created with setAxisAngle, this method will\n // return the same values as providied in the original parameter\n // list OR functionally equivalent values.\n // Example: The quaternion formed by axis [0, 0, 1] and angle -90\n // is the same as the quaternion formed by [0, 0, 1] and 270.\n // This method favors the latter.\n // @return {{[x,y,z], Number}}\n // getAxisAngle() {\n // const axis = [];\n // const angle = quat.getAxisAngle(axis, this);\n // return {axis, angle};\n // }\n // MODIFIERS\n // Sets a quaternion to represent the shortest rotation from one vector\n // to another. Both vectors are assumed to be unit length.\n rotationTo(vectorA: NumericArray, vectorB: NumericArray): this {\n quat.rotationTo(this, vectorA, vectorB);\n return this.check();\n }\n\n // Sets the specified quaternion with values corresponding to the given axes.\n // Each axis is a vec3 and is expected to be unit length and perpendicular\n // to all other specified axes.\n // setAxes() {\n // Number\n // }\n // Performs a spherical linear interpolation with two control points\n // sqlerp() {\n // Number;\n // }\n // Adds two quat's\n add(a: Readonly<NumericArray>): this {\n quat.add(this, this, a);\n return this.check();\n }\n\n // Calculates the W component of a quat from the X, Y, and Z components.\n // Any existing W component will be ignored.\n calculateW(): this {\n quat.calculateW(this, this);\n return this.check();\n }\n\n // Calculates the conjugate of a quat If the quaternion is normalized,\n // this function is faster than quat.inverse and produces the same result.\n conjugate(): this {\n quat.conjugate(this, this);\n return this.check();\n }\n\n // Calculates the inverse of a quat\n invert(): this {\n quat.invert(this, this);\n return this.check();\n }\n\n // Performs a linear interpolation between two quat's\n lerp(a: Readonly<NumericArray>, b: Readonly<NumericArray> | number, t?: number): this {\n if (t === undefined) {\n return this.lerp(this, a, b as number);\n }\n quat.lerp(this, a, b as NumericArray, t);\n return this.check();\n }\n\n // Multiplies two quat's\n multiplyRight(a: Readonly<NumericArray>): this {\n quat.multiply(this, this, a);\n return this.check();\n }\n\n multiplyLeft(a: Readonly<NumericArray>): this {\n quat.multiply(this, a, this);\n return this.check();\n }\n\n // Normalize a quat\n normalize(): this {\n // Handle 0 case\n const length = this.len();\n const l = length > 0 ? 1 / length : 0;\n this[0] = this[0] * l;\n this[1] = this[1] * l;\n this[2] = this[2] * l;\n this[3] = this[3] * l;\n // Set to [0, 0, 0, 1] if length is 0\n if (length === 0) {\n this[3] = 1;\n }\n return this.check();\n }\n\n // Rotates a quaternion by the given angle about the X axis\n rotateX(rad: number): this {\n quat.rotateX(this, this, rad);\n return this.check();\n }\n\n // Rotates a quaternion by the given angle about the Y axis\n rotateY(rad: number): this {\n quat.rotateY(this, this, rad);\n return this.check();\n }\n\n // Rotates a quaternion by the given angle about the Z axis\n rotateZ(rad: number): this {\n quat.rotateZ(this, this, rad);\n return this.check();\n }\n\n // Scales a quat by a scalar number\n scale(b: number): this {\n quat.scale(this, this, b);\n return this.check();\n }\n\n slerp(target: Readonly<NumericArray>, ratio: number): this;\n slerp(start: Readonly<NumericArray>, target: Readonly<NumericArray>, ratio: number): this;\n slerp(params: {\n start: Readonly<NumericArray>;\n target: Readonly<NumericArray>;\n ratio: number;\n }): this;\n\n // Performs a spherical linear interpolation between two quat\n slerp(\n arg0:\n | Readonly<NumericArray>\n | {\n start: Readonly<NumericArray>;\n target: Readonly<NumericArray>;\n ratio: number;\n },\n arg1?: Readonly<NumericArray> | number,\n arg2?: number\n ) {\n let start: Readonly<NumericArray>;\n let target: Readonly<NumericArray>;\n let ratio: number;\n // eslint-disable-next-line prefer-rest-params\n switch (arguments.length) {\n case 1: // Deprecated signature ({start, target, ratio})\n // eslint-disable-next-line prefer-rest-params\n ({\n start = IDENTITY_QUATERNION,\n target,\n ratio\n } = arg0 as {\n start: Readonly<NumericArray>;\n target: Readonly<NumericArray>;\n ratio: number;\n });\n break;\n case 2: // THREE.js compatibility signature (target, ration)\n start = this; // eslint-disable-line\n target = arg0 as Readonly<NumericArray>;\n ratio = arg1 as number;\n break;\n default:\n // Default signature: (start, target, ratio)\n start = arg0 as Readonly<NumericArray>;\n target = arg1 as Readonly<NumericArray>;\n ratio = arg2;\n }\n quat.slerp(this, start, target, ratio);\n return this.check();\n }\n\n transformVector4(\n vector: Readonly<NumericArray>,\n result: NumericArray = new Vector4()\n ): NumericArray {\n vec4.transformQuat(result, vector, this);\n return checkVector(result, 4);\n }\n\n // THREE.js Math API compatibility\n lengthSq(): number {\n return this.lengthSquared();\n }\n\n setFromAxisAngle(axis: Readonly<NumericArray>, rad: number): this {\n return this.setAxisAngle(axis, rad);\n }\n\n premultiply(a: Readonly<NumericArray>): this {\n return this.multiplyLeft(a);\n }\n\n multiply(a: Readonly<NumericArray>) {\n return this.multiplyRight(a);\n }\n}\n"],"file":"quaternion.js"}
@@ -15,10 +15,12 @@ var _classCallCheck2 = _interopRequireDefault(require("@babel/runtime/helpers/cl
15
15
 
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  var _createClass2 = _interopRequireDefault(require("@babel/runtime/helpers/createClass"));
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18
- var _common = require("../lib/common");
18
+ var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty"));
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20
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  var _vector = _interopRequireDefault(require("./vector3"));
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21
 
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+ var _common = require("../lib/common");
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+
22
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  var vec3 = _interopRequireWildcard(require("gl-matrix/vec3"));
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  function _getRequireWildcardCache(nodeInterop) { if (typeof WeakMap !== "function") return null; var cacheBabelInterop = new WeakMap(); var cacheNodeInterop = new WeakMap(); return (_getRequireWildcardCache = function _getRequireWildcardCache(nodeInterop) { return nodeInterop ? cacheNodeInterop : cacheBabelInterop; })(nodeInterop); }
@@ -26,7 +28,7 @@ function _getRequireWildcardCache(nodeInterop) { if (typeof WeakMap !== "functio
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  function _interopRequireWildcard(obj, nodeInterop) { if (!nodeInterop && obj && obj.__esModule) { return obj; } if (obj === null || _typeof(obj) !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(nodeInterop); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (key !== "default" && Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
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28
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  var EPSILON = 0.000001;
29
- var EARTH_RADIUS_METERS = 6.371e6;
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+ var EARTH_RADIUS_METERS = 6371000;
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31
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  var SphericalCoordinates = function () {
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  function SphericalCoordinates() {
@@ -37,16 +39,17 @@ var SphericalCoordinates = function () {
37
39
  theta = _ref$theta === void 0 ? 0 : _ref$theta,
38
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  _ref$radius = _ref.radius,
39
41
  radius = _ref$radius === void 0 ? 1 : _ref$radius,
40
- _ref$bearing = _ref.bearing,
41
- bearing = _ref$bearing === void 0 ? undefined : _ref$bearing,
42
- _ref$pitch = _ref.pitch,
43
- pitch = _ref$pitch === void 0 ? undefined : _ref$pitch,
44
- _ref$altitude = _ref.altitude,
45
- altitude = _ref$altitude === void 0 ? undefined : _ref$altitude,
42
+ bearing = _ref.bearing,
43
+ pitch = _ref.pitch,
44
+ altitude = _ref.altitude,
46
45
  _ref$radiusScale = _ref.radiusScale,
47
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  radiusScale = _ref$radiusScale === void 0 ? EARTH_RADIUS_METERS : _ref$radiusScale;
48
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  (0, _classCallCheck2.default)(this, SphericalCoordinates);
49
+ (0, _defineProperty2.default)(this, "phi", void 0);
50
+ (0, _defineProperty2.default)(this, "theta", void 0);
51
+ (0, _defineProperty2.default)(this, "radius", void 0);
52
+ (0, _defineProperty2.default)(this, "radiusScale", void 0);
50
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  this.phi = phi;
51
54
  this.theta = theta;
52
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  this.radius = radius || altitude || 1;
@@ -159,6 +162,7 @@ var SphericalCoordinates = function () {
159
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  this.radius = 1 + z / this.radiusScale;
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  this.phi = (0, _common.radians)(lat);
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  this.theta = (0, _common.radians)(lng);
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+ return this.check();
162
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  }
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  }, {
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  key: "fromVector3",
@@ -1 +1 @@
1
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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\n// Adaptation of THREE.js Spherical class, under MIT license\nimport {formatValue, equals, config} from '../lib/common';\nimport {degrees, radians, clamp} from '../lib/common';\nimport Vector3 from './vector3';\n\n// @ts-ignore: error TS2307: Cannot find module 'gl-matrix/...'.\nimport * as vec3 from 'gl-matrix/vec3';\n\n// TODO - import epsilon\nconst EPSILON = 0.000001;\n\nconst EARTH_RADIUS_METERS = 6.371e6;\n\n// Todo [rho, theta, phi] ?\nexport default class SphericalCoordinates {\n // @ts-ignore TS2740: Type '{}' is missing the following properties from type\n // eslint-disable-next-line complexity\n constructor({\n phi = 0,\n theta = 0,\n radius = 1,\n bearing = undefined,\n pitch = undefined,\n altitude = undefined,\n radiusScale = EARTH_RADIUS_METERS\n } = {}) {\n this.phi = phi;\n this.theta = theta;\n // TODO - silently accepts illegal 0\n this.radius = radius || altitude || 1; // radial distance from center\n this.radiusScale = radiusScale || 1; // Used by lngLatZ\n\n if (bearing !== undefined) {\n this.bearing = bearing; // up / down towards top and bottom pole\n }\n if (pitch !== undefined) {\n this.pitch = pitch; // around the equator of the sphere\n }\n this.check();\n }\n\n toString() {\n return this.formatString(config);\n }\n\n formatString({printTypes = false}) {\n const f = formatValue;\n return `${printTypes ? 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@@ -1 +1 @@
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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 Vector from './base/vector';\nimport {config, isArray} from '../lib/common';\nimport {checkNumber} from '../lib/validators';\n\n// @ts-ignore: error TS2307: Cannot find module 'gl-matrix/...'.\nimport * as vec2 from 'gl-matrix/vec2';\n// eslint-disable-next-line camelcase\nimport {vec2_transformMat4AsVector} from '../lib/gl-matrix-extras';\n\nexport default class Vector2 extends Vector {\n // Creates a new, empty vec2\n constructor(x = 0, y = 0) {\n // PERF NOTE: initialize elements as double precision numbers\n super(2); // -0, -0);\n if (isArray(x) && arguments.length === 1) {\n this.copy(x);\n } else {\n if (config.debug) {\n checkNumber(x);\n checkNumber(y);\n }\n this[0] = x;\n this[1] = y;\n }\n }\n\n set(x, y) {\n this[0] = x;\n this[1] = y;\n return this.check();\n }\n\n copy(array) {\n this[0] = array[0];\n this[1] = array[1];\n return this.check();\n }\n\n fromObject(object) {\n if (config.debug) {\n checkNumber(object.x);\n checkNumber(object.y);\n }\n this[0] = object.x;\n this[1] = object.y;\n return this.check();\n }\n\n toObject(object) {\n object.x = this[0];\n object.y = this[1];\n return object;\n }\n\n // Getters/setters\n get ELEMENTS() {\n return 2;\n }\n\n // x,y inherited from Vector\n\n horizontalAngle() {\n return Math.atan2(this.y, this.x);\n }\n\n verticalAngle() {\n return Math.atan2(this.x, this.y);\n }\n\n // Transforms\n\n transform(matrix4) {\n return this.transformAsPoint(matrix4);\n }\n\n // transforms as point (4th component is implicitly 1)\n transformAsPoint(matrix4) {\n vec2.transformMat4(this, this, matrix4);\n return this.check();\n }\n\n // transforms as vector (4th component is implicitly 0, ignores translation. slightly faster)\n transformAsVector(matrix4) {\n vec2_transformMat4AsVector(this, this, matrix4);\n return this.check();\n }\n\n transformByMatrix3(matrix3) {\n vec2.transformMat3(this, this, matrix3);\n return this.check();\n }\n\n transformByMatrix2x3(matrix2x3) {\n vec2.transformMat2d(this, this, matrix2x3);\n return this.check();\n }\n\n transformByMatrix2(matrix2) {\n vec2.transformMat2(this, this, matrix2);\n return this.check();\n }\n}\n"],"file":"vector2.js"}
1
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// -0, -0);\n if (isArray(x) && arguments.length === 1) {\n this.copy(x as Readonly<NumericArray>);\n } else {\n if (config.debug) {\n checkNumber(x);\n checkNumber(y);\n }\n this[0] = x as number;\n this[1] = y;\n }\n }\n\n set(x: number, y: number): this {\n this[0] = x;\n this[1] = y;\n return this.check();\n }\n\n copy(array: Readonly<NumericArray>): this {\n this[0] = array[0];\n this[1] = array[1];\n return this.check();\n }\n\n fromObject(object: {x: number; y: number}): this {\n if (config.debug) {\n checkNumber(object.x);\n checkNumber(object.y);\n }\n this[0] = object.x;\n this[1] = object.y;\n return this.check();\n }\n\n toObject(object: {x?: number; y?: number}): {x: number; y: number} {\n object.x = this[0];\n object.y = this[1];\n return object as {x: number; y: number};\n }\n\n // Getters/setters\n\n get ELEMENTS(): number {\n return 2;\n }\n\n /**\n * Returns angle from x axis\n * @returns\n */\n horizontalAngle(): number {\n return Math.atan2(this.y, this.x);\n }\n\n /**\n * Returns angle from y axis\n * @returns\n */\n verticalAngle(): number {\n return Math.atan2(this.x, this.y);\n }\n\n // Transforms\n\n /**\n * Transforms as point\n * @param matrix4\n * @returns\n */\n transform(matrix4: Readonly<NumericArray>): this {\n return this.transformAsPoint(matrix4);\n }\n\n /**\n * transforms as point (4th component is implicitly 1)\n * @param matrix4\n * @returns\n */\n transformAsPoint(matrix4: Readonly<NumericArray>): this {\n vec2.transformMat4(this, this, matrix4);\n return this.check();\n }\n\n /**\n * transforms as vector (4th component is implicitly 0, ignores translation. slightly faster)\n * @param matrix4\n * @returns\n */\n transformAsVector(matrix4: Readonly<NumericArray>): this {\n vec2_transformMat4AsVector(this, this, matrix4);\n return this.check();\n }\n\n transformByMatrix3(matrix3: Readonly<NumericArray>): this {\n vec2.transformMat3(this, this, matrix3);\n return this.check();\n }\n\n transformByMatrix2x3(matrix2x3: Readonly<NumericArray>): this {\n vec2.transformMat2d(this, this, matrix2x3);\n return this.check();\n }\n\n transformByMatrix2(matrix2: Readonly<NumericArray>): this {\n vec2.transformMat2(this, this, matrix2);\n return this.check();\n }\n}\n"],"file":"vector2.js"}
@@ -38,7 +38,7 @@ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflec
38
38
  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; } }
39
39
 
40
40
  var ORIGIN = [0, 0, 0];
41
- var constants = {};
41
+ var ZERO;
42
42
 
43
43
  var Vector3 = function (_Vector) {
44
44
  (0, _inherits2.default)(Vector3, _Vector);
@@ -198,7 +198,12 @@ var Vector3 = function (_Vector) {
198
198
  }], [{
199
199
  key: "ZERO",
200
200
  get: function get() {
201
- return constants.ZERO = constants.ZERO || Object.freeze(new Vector3(0, 0, 0, 0));
201
+ if (!ZERO) {
202
+ ZERO = new Vector3(0, 0, 0);
203
+ Object.freeze(ZERO);
204
+ }
205
+
206
+ return ZERO;
202
207
  }
203
208
  }]);
204
209
  return Vector3;
@@ -1 +1 @@
1
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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 Vector from './base/vector';\nimport {config, isArray} from '../lib/common';\nimport {checkNumber} from '../lib/validators';\n\n// @ts-ignore: error TS2307: Cannot find module 'gl-matrix/...'.\nimport * as vec3 from 'gl-matrix/vec3';\n// eslint-disable-next-line camelcase\nimport {vec3_transformMat2, vec3_transformMat4AsVector} from '../lib/gl-matrix-extras';\n\nconst ORIGIN = [0, 0, 0];\nconst constants = {};\n\nexport default class Vector3 extends Vector {\n static get ZERO() {\n return (constants.ZERO = constants.ZERO || Object.freeze(new Vector3(0, 0, 0, 0)));\n }\n\n /**\n * @class\n * @param {Number | [Number, Number, Number]} x\n * @param {Number} y - rotation around X (latitude)\n * @param {Number} z - rotation around X (latitude)\n */\n constructor(x = 0, y = 0, z = 0) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0);\n if (arguments.length === 1 && isArray(x)) {\n this.copy(x);\n } else {\n // this.set(x, y, z);\n if (config.debug) {\n checkNumber(x);\n checkNumber(y);\n checkNumber(z);\n }\n // @ts-ignore TS2412: Property '0' of type 'number | [number, number, number]' is not assignable to numeric index type 'number'\n this[0] = x;\n this[1] = y;\n this[2] = z;\n }\n }\n\n set(x, y, z) {\n this[0] = x;\n this[1] = y;\n this[2] = z;\n return this.check();\n }\n\n copy(array) {\n this[0] = array[0];\n this[1] = array[1];\n this[2] = array[2];\n return this.check();\n }\n\n fromObject(object) {\n if (config.debug) {\n checkNumber(object.x);\n checkNumber(object.y);\n checkNumber(object.z);\n }\n this[0] = object.x;\n this[1] = object.y;\n this[2] = object.z;\n return this.check();\n }\n\n toObject(object) {\n object.x = this[0];\n object.y = this[1];\n object.z = this[2];\n return object;\n }\n\n // Getters/setters\n /* eslint-disable no-multi-spaces, brace-style, no-return-assign */\n get ELEMENTS() {\n return 3;\n }\n\n // x,y inherited from Vector\n\n get z() {\n return this[2];\n }\n set z(value) {\n this[2] = checkNumber(value);\n }\n /* eslint-enable no-multi-spaces, brace-style, no-return-assign */\n\n angle(vector) {\n return vec3.angle(this, vector);\n }\n\n // MODIFIERS\n\n cross(vector) {\n vec3.cross(this, this, vector);\n return this.check();\n }\n\n rotateX({radians, origin = ORIGIN}) {\n vec3.rotateX(this, this, origin, radians);\n return this.check();\n }\n\n rotateY({radians, origin = ORIGIN}) {\n vec3.rotateY(this, this, origin, radians);\n return this.check();\n }\n\n rotateZ({radians, origin = ORIGIN}) {\n vec3.rotateZ(this, this, origin, radians);\n return this.check();\n }\n\n // Transforms\n\n // transforms as point (4th component is implicitly 1)\n transform(matrix4) {\n return this.transformAsPoint(matrix4);\n }\n\n // transforms as point (4th component is implicitly 1)\n transformAsPoint(matrix4) {\n vec3.transformMat4(this, this, matrix4);\n return this.check();\n }\n\n // transforms as vector (4th component is implicitly 0, ignores translation. slightly faster)\n transformAsVector(matrix4) {\n vec3_transformMat4AsVector(this, this, matrix4);\n return this.check();\n }\n\n transformByMatrix3(matrix3) {\n vec3.transformMat3(this, this, matrix3);\n return this.check();\n }\n\n transformByMatrix2(matrix2) {\n vec3_transformMat2(this, this, matrix2);\n return this.check();\n }\n\n transformByQuaternion(quaternion) {\n vec3.transformQuat(this, this, quaternion);\n return this.check();\n }\n}\n"],"file":"vector3.js"}
1
+ 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Copyright (c) 2017 Uber Technologies, Inc.\n// MIT License\nimport {NumericArray} from '@math.gl/types';\nimport Vector from './base/vector';\nimport {config, isArray} from '../lib/common';\nimport {checkNumber} from '../lib/validators';\nimport * as vec3 from 'gl-matrix/vec3';\n/* eslint-disable camelcase */\nimport {vec3_transformMat2, vec3_transformMat4AsVector} from '../lib/gl-matrix-extras';\n\nconst ORIGIN = [0, 0, 0];\n\nlet ZERO: Vector3;\n\n/**\n * Three-element vector class.\n * Subclass of Array<number>\n */\nexport default class Vector3 extends Vector {\n static get ZERO(): Vector3 {\n if (!ZERO) {\n ZERO = new Vector3(0, 0, 0);\n Object.freeze(ZERO);\n }\n return ZERO;\n }\n\n /**\n * @class\n * @param x\n * @param y\n * @param z\n */\n constructor(x: number | Readonly<NumericArray> = 0, y: number = 0, z: number = 0) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0);\n if (arguments.length === 1 && isArray(x)) {\n this.copy(x as NumericArray);\n } else {\n // this.set(x, y, z);\n if (config.debug) {\n checkNumber(x);\n checkNumber(y);\n checkNumber(z);\n }\n // @ts-expect-error TS2412: Property '0' of type 'number | [number, number, number]' is not assignable to numeric index type 'number'\n this[0] = x;\n this[1] = y;\n this[2] = z;\n }\n }\n\n set(x: number, y: number, z: number): this {\n this[0] = x;\n this[1] = y;\n this[2] = z;\n return this.check();\n }\n\n copy(array: Readonly<NumericArray>): this {\n this[0] = array[0];\n this[1] = array[1];\n this[2] = array[2];\n return this.check();\n }\n\n fromObject(object: {x: number; y: number; z: number}): this {\n if (config.debug) {\n checkNumber(object.x);\n checkNumber(object.y);\n checkNumber(object.z);\n }\n this[0] = object.x;\n this[1] = object.y;\n this[2] = object.z;\n return this.check();\n }\n\n toObject(object: {x?: number; y?: number; z?: number}): {x: number; y: number; z: number} {\n object.x = this[0];\n object.y = this[1];\n object.z = this[2];\n return object as {x: number; y: number; z: number};\n }\n\n // Getters/setters\n\n get ELEMENTS(): number {\n return 3;\n }\n get z(): number {\n return this[2];\n }\n set z(value: number) {\n this[2] = checkNumber(value);\n }\n\n // ACCESSORS\n\n angle(vector: Readonly<NumericArray>): number {\n return vec3.angle(this, vector);\n }\n\n // MODIFIERS\n\n cross(vector: Readonly<NumericArray>): this {\n vec3.cross(this, this, vector);\n return this.check();\n }\n\n rotateX({radians, origin = ORIGIN}: {radians: number; origin?: Readonly<NumericArray>}): this {\n vec3.rotateX(this, this, origin, radians);\n return this.check();\n }\n\n rotateY({radians, origin = ORIGIN}: {radians: number; origin?: Readonly<NumericArray>}): this {\n vec3.rotateY(this, this, origin, radians);\n return this.check();\n }\n\n rotateZ({radians, origin = ORIGIN}: {radians: number; origin?: Readonly<NumericArray>}): this {\n vec3.rotateZ(this, this, origin, radians);\n return this.check();\n }\n\n // Transforms\n\n // transforms as point (4th component is implicitly 1)\n transform(matrix4: Readonly<NumericArray>): this {\n return this.transformAsPoint(matrix4);\n }\n\n // transforms as point (4th component is implicitly 1)\n transformAsPoint(matrix4: Readonly<NumericArray>): this {\n vec3.transformMat4(this, this, matrix4);\n return this.check();\n }\n\n // transforms as vector (4th component is implicitly 0, ignores translation. slightly faster)\n transformAsVector(matrix4: Readonly<NumericArray>): this {\n vec3_transformMat4AsVector(this, this, matrix4);\n return this.check();\n }\n\n transformByMatrix3(matrix3: Readonly<NumericArray>): this {\n vec3.transformMat3(this, this, matrix3);\n return this.check();\n }\n\n transformByMatrix2(matrix2: Readonly<NumericArray>): this {\n vec3_transformMat2(this, this, matrix2);\n return this.check();\n }\n\n transformByQuaternion(quaternion: Readonly<NumericArray>): this {\n vec3.transformQuat(this, this, quaternion);\n return this.check();\n }\n}\n"],"file":"vector3.js"}
@@ -37,7 +37,7 @@ function _createSuper(Derived) { var hasNativeReflectConstruct = _isNativeReflec
37
37
 
38
38
  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; } }
39
39
 
40
- var constants = {};
40
+ var ZERO;
41
41
 
42
42
  var Vector4 = function (_Vector) {
43
43
  (0, _inherits2.default)(Vector4, _Vector);
@@ -170,7 +170,12 @@ var Vector4 = function (_Vector) {
170
170
  }], [{
171
171
  key: "ZERO",
172
172
  get: function get() {
173
- return constants.ZERO = constants.ZERO || Object.freeze(new Vector4(0, 0, 0, 0));
173
+ if (!ZERO) {
174
+ ZERO = new Vector4(0, 0, 0, 0);
175
+ Object.freeze(ZERO);
176
+ }
177
+
178
+ return ZERO;
174
179
  }
175
180
  }]);
176
181
  return Vector4;