@math.gl/core 3.6.0-alpha.1 → 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 (188) hide show
  1. package/dist/classes/base/math-array.d.ts +61 -31
  2. package/dist/classes/base/math-array.d.ts.map +1 -1
  3. package/dist/classes/base/math-array.js +67 -65
  4. package/dist/classes/base/matrix.d.ts +12 -10
  5. package/dist/classes/base/matrix.d.ts.map +1 -1
  6. package/dist/classes/base/matrix.js +2 -10
  7. package/dist/classes/base/vector.d.ts +37 -25
  8. package/dist/classes/base/vector.d.ts.map +1 -1
  9. package/dist/classes/base/vector.js +17 -24
  10. package/dist/classes/euler.d.ts +59 -55
  11. package/dist/classes/euler.d.ts.map +1 -1
  12. package/dist/classes/euler.js +57 -77
  13. package/dist/classes/matrix3.d.ts +58 -41
  14. package/dist/classes/matrix3.d.ts.map +1 -1
  15. package/dist/classes/matrix3.js +68 -59
  16. package/dist/classes/matrix4.d.ts +214 -90
  17. package/dist/classes/matrix4.d.ts.map +1 -1
  18. package/dist/classes/matrix4.js +252 -171
  19. package/dist/classes/pose.d.ts +29 -26
  20. package/dist/classes/pose.d.ts.map +1 -1
  21. package/dist/classes/pose.js +6 -23
  22. package/dist/classes/quaternion.d.ts +61 -40
  23. package/dist/classes/quaternion.d.ts.map +1 -1
  24. package/dist/classes/quaternion.js +49 -53
  25. package/dist/classes/spherical-coordinates.d.ts +45 -25
  26. package/dist/classes/spherical-coordinates.d.ts.map +1 -1
  27. package/dist/classes/spherical-coordinates.js +30 -24
  28. package/dist/classes/vector2.d.ts +51 -15
  29. package/dist/classes/vector2.d.ts.map +1 -1
  30. package/dist/classes/vector2.js +29 -23
  31. package/dist/classes/vector3.d.ts +47 -32
  32. package/dist/classes/vector3.d.ts.map +1 -1
  33. package/dist/classes/vector3.js +16 -30
  34. package/dist/classes/vector4.d.ts +37 -19
  35. package/dist/classes/vector4.d.ts.map +1 -1
  36. package/dist/classes/vector4.js +12 -24
  37. package/dist/es5/classes/base/math-array.js +248 -179
  38. package/dist/es5/classes/base/math-array.js.map +1 -1
  39. package/dist/es5/classes/base/matrix.js +74 -54
  40. package/dist/es5/classes/base/matrix.js.map +1 -1
  41. package/dist/es5/classes/base/vector.js +167 -121
  42. package/dist/es5/classes/base/vector.js.map +1 -1
  43. package/dist/es5/classes/euler.js +575 -480
  44. package/dist/es5/classes/euler.js.map +1 -1
  45. package/dist/es5/classes/matrix3.js +234 -158
  46. package/dist/es5/classes/matrix3.js.map +1 -1
  47. package/dist/es5/classes/matrix4.js +510 -417
  48. package/dist/es5/classes/matrix4.js.map +1 -1
  49. package/dist/es5/classes/pose.js +126 -101
  50. package/dist/es5/classes/pose.js.map +1 -1
  51. package/dist/es5/classes/quaternion.js +285 -213
  52. package/dist/es5/classes/quaternion.js.map +1 -1
  53. package/dist/es5/classes/spherical-coordinates.js +170 -125
  54. package/dist/es5/classes/spherical-coordinates.js.map +1 -1
  55. package/dist/es5/classes/vector2.js +118 -76
  56. package/dist/es5/classes/vector2.js.map +1 -1
  57. package/dist/es5/classes/vector3.js +171 -119
  58. package/dist/es5/classes/vector3.js.map +1 -1
  59. package/dist/es5/classes/vector4.js +141 -94
  60. package/dist/es5/classes/vector4.js.map +1 -1
  61. package/dist/es5/index.js +34 -34
  62. package/dist/es5/lib/common.js +56 -30
  63. package/dist/es5/lib/common.js.map +1 -1
  64. package/dist/es5/lib/gl-matrix-extras.js +14 -14
  65. package/dist/es5/lib/gl-matrix-extras.js.map +1 -1
  66. package/dist/es5/lib/gl-matrix.d.js +2 -0
  67. package/dist/es5/lib/gl-matrix.d.js.map +1 -0
  68. package/dist/es5/lib/validators.js +5 -3
  69. package/dist/es5/lib/validators.js.map +1 -1
  70. package/dist/esm/classes/base/math-array.js +45 -47
  71. package/dist/esm/classes/base/math-array.js.map +1 -1
  72. package/dist/esm/classes/base/matrix.js +0 -11
  73. package/dist/esm/classes/base/matrix.js.map +1 -1
  74. package/dist/esm/classes/base/vector.js +0 -10
  75. package/dist/esm/classes/base/vector.js.map +1 -1
  76. package/dist/esm/classes/euler.js +61 -48
  77. package/dist/esm/classes/euler.js.map +1 -1
  78. package/dist/esm/classes/matrix3.js +55 -33
  79. package/dist/esm/classes/matrix3.js.map +1 -1
  80. package/dist/esm/classes/matrix4.js +156 -136
  81. package/dist/esm/classes/matrix4.js.map +1 -1
  82. package/dist/esm/classes/pose.js +8 -4
  83. package/dist/esm/classes/pose.js.map +1 -1
  84. package/dist/esm/classes/quaternion.js +37 -27
  85. package/dist/esm/classes/quaternion.js.map +1 -1
  86. package/dist/esm/classes/spherical-coordinates.js +15 -5
  87. package/dist/esm/classes/spherical-coordinates.js.map +1 -1
  88. package/dist/esm/classes/vector2.js.map +1 -1
  89. package/dist/esm/classes/vector3.js +7 -2
  90. package/dist/esm/classes/vector3.js.map +1 -1
  91. package/dist/esm/classes/vector4.js +7 -2
  92. package/dist/esm/classes/vector4.js.map +1 -1
  93. package/dist/esm/lib/common.js +8 -8
  94. package/dist/esm/lib/common.js.map +1 -1
  95. package/dist/esm/lib/gl-matrix-extras.js.map +1 -1
  96. package/dist/esm/lib/gl-matrix.d.js +2 -0
  97. package/dist/esm/lib/gl-matrix.d.js.map +1 -0
  98. package/dist/esm/lib/validators.js.map +1 -1
  99. package/dist/lib/common.d.ts +14 -11
  100. package/dist/lib/common.d.ts.map +1 -1
  101. package/dist/lib/common.js +10 -23
  102. package/dist/lib/gl-matrix-extras.d.ts +6 -5
  103. package/dist/lib/gl-matrix-extras.d.ts.map +1 -1
  104. package/dist/lib/gl-matrix-extras.js +0 -1
  105. package/dist/lib/validators.d.ts +5 -4
  106. package/dist/lib/validators.d.ts.map +1 -1
  107. package/dist/lib/validators.js +0 -19
  108. package/package.json +4 -4
  109. package/src/classes/base/math-array.ts +265 -0
  110. package/src/classes/base/{matrix.js → matrix.ts} +15 -19
  111. package/src/classes/base/{vector.js → vector.ts} +47 -54
  112. package/src/classes/{euler.js → euler.ts} +121 -221
  113. package/src/classes/matrix3.ts +253 -0
  114. package/src/classes/matrix4.ts +668 -0
  115. package/src/classes/{pose.js → pose.ts} +52 -49
  116. package/src/classes/{quaternion.js → quaternion.ts} +107 -95
  117. package/src/classes/{spherical-coordinates.js → spherical-coordinates.ts} +84 -54
  118. package/src/classes/vector2.ts +127 -0
  119. package/src/classes/{vector3.js → vector3.ts} +43 -55
  120. package/src/classes/{vector4.js → vector4.ts} +44 -48
  121. package/src/lib/common.ts +58 -37
  122. package/src/lib/gl-matrix-extras.ts +26 -5
  123. package/src/lib/gl-matrix.d.ts +266 -0
  124. package/src/lib/validators.ts +10 -6
  125. package/dist/es5/classes/base/math-array.d.js +0 -46
  126. package/dist/es5/classes/base/math-array.d.js.map +0 -1
  127. package/dist/es5/classes/base/matrix.d.js +0 -15
  128. package/dist/es5/classes/base/matrix.d.js.map +0 -1
  129. package/dist/es5/classes/base/vector.d.js +0 -24
  130. package/dist/es5/classes/base/vector.d.js.map +0 -1
  131. package/dist/es5/classes/euler.d.js +0 -45
  132. package/dist/es5/classes/euler.d.js.map +0 -1
  133. package/dist/es5/classes/matrix3.d.js +0 -25
  134. package/dist/es5/classes/matrix3.d.js.map +0 -1
  135. package/dist/es5/classes/matrix4.d.js +0 -25
  136. package/dist/es5/classes/matrix4.d.js.map +0 -1
  137. package/dist/es5/classes/pose.d.js +0 -25
  138. package/dist/es5/classes/pose.d.js.map +0 -1
  139. package/dist/es5/classes/quaternion.d.js +0 -27
  140. package/dist/es5/classes/quaternion.d.js.map +0 -1
  141. package/dist/es5/classes/spherical-coordinates.d.js +0 -27
  142. package/dist/es5/classes/spherical-coordinates.d.js.map +0 -1
  143. package/dist/es5/classes/vector2.d.js +0 -18
  144. package/dist/es5/classes/vector2.d.js.map +0 -1
  145. package/dist/es5/classes/vector3.d.js +0 -24
  146. package/dist/es5/classes/vector3.d.js.map +0 -1
  147. package/dist/es5/classes/vector4.d.js +0 -25
  148. package/dist/es5/classes/vector4.d.js.map +0 -1
  149. package/dist/esm/classes/base/math-array.d.js +0 -36
  150. package/dist/esm/classes/base/math-array.d.js.map +0 -1
  151. package/dist/esm/classes/base/matrix.d.js +0 -3
  152. package/dist/esm/classes/base/matrix.d.js.map +0 -1
  153. package/dist/esm/classes/base/vector.d.js +0 -13
  154. package/dist/esm/classes/base/vector.d.js.map +0 -1
  155. package/dist/esm/classes/euler.d.js +0 -55
  156. package/dist/esm/classes/euler.d.js.map +0 -1
  157. package/dist/esm/classes/matrix3.d.js +0 -15
  158. package/dist/esm/classes/matrix3.d.js.map +0 -1
  159. package/dist/esm/classes/matrix4.d.js +0 -15
  160. package/dist/esm/classes/matrix4.d.js.map +0 -1
  161. package/dist/esm/classes/pose.d.js +0 -18
  162. package/dist/esm/classes/pose.d.js.map +0 -1
  163. package/dist/esm/classes/quaternion.d.js +0 -19
  164. package/dist/esm/classes/quaternion.d.js.map +0 -1
  165. package/dist/esm/classes/spherical-coordinates.d.js +0 -22
  166. package/dist/esm/classes/spherical-coordinates.d.js.map +0 -1
  167. package/dist/esm/classes/vector2.d.js +0 -6
  168. package/dist/esm/classes/vector2.d.js.map +0 -1
  169. package/dist/esm/classes/vector3.d.js +0 -13
  170. package/dist/esm/classes/vector3.d.js.map +0 -1
  171. package/dist/esm/classes/vector4.d.js +0 -15
  172. package/dist/esm/classes/vector4.d.js.map +0 -1
  173. package/src/classes/base/math-array.d.ts +0 -55
  174. package/src/classes/base/math-array.js +0 -250
  175. package/src/classes/base/matrix.d.ts +0 -15
  176. package/src/classes/base/vector.d.ts +0 -45
  177. package/src/classes/euler.d.ts +0 -92
  178. package/src/classes/matrix3.d.ts +0 -91
  179. package/src/classes/matrix3.js +0 -225
  180. package/src/classes/matrix4.d.ts +0 -161
  181. package/src/classes/matrix4.js +0 -530
  182. package/src/classes/pose.d.ts +0 -92
  183. package/src/classes/quaternion.d.ts +0 -107
  184. package/src/classes/spherical-coordinates.d.ts +0 -87
  185. package/src/classes/vector2.d.ts +0 -65
  186. package/src/classes/vector2.js +0 -122
  187. package/src/classes/vector3.d.ts +0 -65
  188. package/src/classes/vector4.d.ts +0 -34
@@ -1,3 +1,4 @@
1
+ import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
1
2
  import Matrix4 from './matrix4';
2
3
  import Vector3 from './vector3';
3
4
  import Euler from './euler';
@@ -9,9 +10,13 @@ export default class Pose {
9
10
  roll = 0,
10
11
  pitch = 0,
11
12
  yaw = 0,
12
- position = undefined,
13
- orientation = undefined
13
+ position,
14
+ orientation
14
15
  } = {}) {
16
+ _defineProperty(this, "position", void 0);
17
+
18
+ _defineProperty(this, "orientation", void 0);
19
+
15
20
  if (Array.isArray(position) && position.length === 3) {
16
21
  this.position = new Vector3(position);
17
22
  } else {
@@ -104,8 +109,7 @@ export default class Pose {
104
109
  const cr = Math.cos(this.roll);
105
110
  const cp = Math.cos(this.pitch);
106
111
  const cw = Math.cos(this.yaw);
107
- const matrix = new Matrix4().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);
108
- return matrix;
112
+ return new Matrix4().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);
109
113
  }
110
114
 
111
115
  getTransformationMatrixFromPose(pose) {
@@ -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"}
@@ -1,6 +1,6 @@
1
1
  import MathArray from './base/math-array';
2
2
  import { checkNumber, checkVector } from '../lib/validators';
3
- import assert from '../lib/assert';
3
+ import Vector4 from './vector4';
4
4
  import * as quat from 'gl-matrix/quat';
5
5
  import * as vec4 from 'gl-matrix/vec4';
6
6
  const IDENTITY_QUATERNION = [0, 0, 0, 1];
@@ -31,13 +31,16 @@ export default class Quaternion extends MathArray {
31
31
  return this.check();
32
32
  }
33
33
 
34
- fromMatrix3(m) {
35
- quat.fromMat3(this, m);
34
+ fromObject(object) {
35
+ this[0] = object.x;
36
+ this[1] = object.y;
37
+ this[2] = object.z;
38
+ this[3] = object.w;
36
39
  return this.check();
37
40
  }
38
41
 
39
- identity() {
40
- quat.identity(this);
42
+ fromMatrix3(m) {
43
+ quat.fromMat3(this, m);
41
44
  return this.check();
42
45
  }
43
46
 
@@ -46,6 +49,11 @@ export default class Quaternion extends MathArray {
46
49
  return this.check();
47
50
  }
48
51
 
52
+ identity() {
53
+ quat.identity(this);
54
+ return this.check();
55
+ }
56
+
49
57
  setAxisAngle(axis, rad) {
50
58
  return this.fromAxisRotation(axis, rad);
51
59
  }
@@ -94,11 +102,7 @@ export default class Quaternion extends MathArray {
94
102
  return quat.squaredLength(this);
95
103
  }
96
104
 
97
- dot(a, b) {
98
- if (b !== undefined) {
99
- throw new Error('Quaternion.dot only takes one argument');
100
- }
101
-
105
+ dot(a) {
102
106
  return quat.dot(this, a);
103
107
  }
104
108
 
@@ -107,11 +111,7 @@ export default class Quaternion extends MathArray {
107
111
  return this.check();
108
112
  }
109
113
 
110
- add(a, b) {
111
- if (b !== undefined) {
112
- throw new Error('Quaternion.add only takes one argument');
113
- }
114
-
114
+ add(a) {
115
115
  quat.add(this, this, a);
116
116
  return this.check();
117
117
  }
@@ -132,18 +132,20 @@ export default class Quaternion extends MathArray {
132
132
  }
133
133
 
134
134
  lerp(a, b, t) {
135
+ if (t === undefined) {
136
+ return this.lerp(this, a, b);
137
+ }
138
+
135
139
  quat.lerp(this, a, b, t);
136
140
  return this.check();
137
141
  }
138
142
 
139
- multiplyRight(a, b) {
140
- assert(!b);
143
+ multiplyRight(a) {
141
144
  quat.multiply(this, this, a);
142
145
  return this.check();
143
146
  }
144
147
 
145
- multiplyLeft(a, b) {
146
- assert(!b);
148
+ multiplyLeft(a) {
147
149
  quat.multiply(this, a, this);
148
150
  return this.check();
149
151
  }
@@ -183,29 +185,37 @@ export default class Quaternion extends MathArray {
183
185
  return this.check();
184
186
  }
185
187
 
186
- slerp(start, target, ratio) {
188
+ slerp(arg0, arg1, arg2) {
189
+ let start;
190
+ let target;
191
+ let ratio;
192
+
187
193
  switch (arguments.length) {
188
194
  case 1:
189
195
  ({
190
196
  start = IDENTITY_QUATERNION,
191
197
  target,
192
198
  ratio
193
- } = arguments[0]);
199
+ } = arg0);
194
200
  break;
195
201
 
196
202
  case 2:
197
- [target, ratio] = arguments;
198
203
  start = this;
204
+ target = arg0;
205
+ ratio = arg1;
199
206
  break;
200
207
 
201
208
  default:
209
+ start = arg0;
210
+ target = arg1;
211
+ ratio = arg2;
202
212
  }
203
213
 
204
214
  quat.slerp(this, start, target, ratio);
205
215
  return this.check();
206
216
  }
207
217
 
208
- transformVector4(vector, result = vector) {
218
+ transformVector4(vector, result = new Vector4()) {
209
219
  vec4.transformQuat(result, vector, this);
210
220
  return checkVector(result, 4);
211
221
  }
@@ -218,12 +228,12 @@ export default class Quaternion extends MathArray {
218
228
  return this.setAxisAngle(axis, rad);
219
229
  }
220
230
 
221
- premultiply(a, b) {
222
- return this.multiplyLeft(a, b);
231
+ premultiply(a) {
232
+ return this.multiplyLeft(a);
223
233
  }
224
234
 
225
- multiply(a, b) {
226
- return this.multiplyRight(a, b);
235
+ multiply(a) {
236
+ return this.multiplyRight(a);
227
237
  }
228
238
 
229
239
  }
@@ -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"}
1
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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 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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"}
@@ -1,19 +1,28 @@
1
+ import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
2
+ import Vector3 from './vector3';
1
3
  import { formatValue, equals, config } from '../lib/common';
2
4
  import { degrees, radians, clamp } from '../lib/common';
3
- import Vector3 from './vector3';
4
5
  import * as vec3 from 'gl-matrix/vec3';
5
6
  const EPSILON = 0.000001;
6
- const EARTH_RADIUS_METERS = 6.371e6;
7
+ const EARTH_RADIUS_METERS = 6371000;
7
8
  export default class SphericalCoordinates {
8
9
  constructor({
9
10
  phi = 0,
10
11
  theta = 0,
11
12
  radius = 1,
12
- bearing = undefined,
13
- pitch = undefined,
14
- altitude = undefined,
13
+ bearing,
14
+ pitch,
15
+ altitude,
15
16
  radiusScale = EARTH_RADIUS_METERS
16
17
  } = {}) {
18
+ _defineProperty(this, "phi", void 0);
19
+
20
+ _defineProperty(this, "theta", void 0);
21
+
22
+ _defineProperty(this, "radius", void 0);
23
+
24
+ _defineProperty(this, "radiusScale", void 0);
25
+
17
26
  this.phi = phi;
18
27
  this.theta = theta;
19
28
  this.radius = radius || altitude || 1;
@@ -107,6 +116,7 @@ export default class SphericalCoordinates {
107
116
  this.radius = 1 + z / this.radiusScale;
108
117
  this.phi = radians(lat);
109
118
  this.theta = radians(lng);
119
+ return this.check();
110
120
  }
111
121
 
112
122
  fromVector3(v) {
@@ -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\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 `${printTypes ? 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'Spherical' : ''}\\\n[rho:${f(this.radius)},theta:${f(this.theta)},phi:${f(this.phi)}]`;\n }\n\n equals(other: SphericalCoordinates): boolean {\n return (\n equals(this.radius, other.radius) &&\n equals(this.theta, other.theta) &&\n equals(this.phi, other.phi)\n );\n }\n\n exactEquals(other: SphericalCoordinates): boolean {\n return this.radius === other.radius && this.theta === other.theta && this.phi === other.phi;\n }\n\n /* eslint-disable brace-style */\n // Cartographic (bearing 0 north, pitch 0 look from above)\n get bearing(): number {\n return 180 - degrees(this.phi);\n }\n\n set bearing(v: number) {\n this.phi = Math.PI - radians(v);\n }\n\n get pitch(): number {\n return degrees(this.theta);\n }\n\n set pitch(v: number) {\n this.theta = radians(v);\n }\n\n // get pitch() { return 90 - degrees(this.phi); }\n // set pitch(v) { this.phi = radians(v) + Math.PI / 2; }\n // get altitude() { return this.radius - 1; } // relative altitude\n // lnglatZ coordinates\n get longitude(): number {\n return degrees(this.phi);\n }\n\n get latitude(): number {\n return degrees(this.theta);\n }\n\n get lng(): number {\n return degrees(this.phi);\n }\n\n get lat(): number {\n return degrees(this.theta);\n }\n\n get z(): number {\n return (this.radius - 1) * this.radiusScale;\n }\n\n /* eslint-enable brace-style */\n set(radius: number, phi: number, theta: number): this {\n this.radius = radius;\n this.phi = phi;\n this.theta = theta;\n return this.check();\n }\n\n clone(): SphericalCoordinates {\n return new SphericalCoordinates().copy(this);\n }\n\n copy(other: SphericalCoordinates): this {\n this.radius = other.radius;\n this.phi = other.phi;\n this.theta = other.theta;\n return this.check();\n }\n\n fromLngLatZ([lng, lat, z]: [number, number, number]): this {\n this.radius = 1 + z / this.radiusScale;\n this.phi = radians(lat);\n this.theta = radians(lng);\n return this.check();\n }\n\n fromVector3(v: Readonly<NumericArray>): this {\n this.radius = vec3.length(v);\n if (this.radius > 0) {\n this.theta = Math.atan2(v[0], v[1]); // equator angle around y-up axis\n this.phi = Math.acos(clamp(v[2] / this.radius, -1, 1)); // polar angle\n }\n return this.check();\n }\n\n toVector3(): Vector3 {\n return new Vector3(0, 0, this.radius)\n .rotateX({radians: this.theta})\n .rotateZ({radians: this.phi});\n }\n\n // restrict phi to be betwee EPS and PI-EPS\n makeSafe(): this {\n this.phi = Math.max(EPSILON, Math.min(Math.PI - EPSILON, this.phi));\n return this;\n }\n\n check(): this {\n // this.makeSafe();\n if (!Number.isFinite(this.phi) || !Number.isFinite(this.theta) || !(this.radius > 0)) {\n throw new Error('SphericalCoordinates: some fields set to invalid numbers');\n }\n return this;\n }\n}\n"],"file":"spherical-coordinates.js"}
@@ -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"}
@@ -4,10 +4,15 @@ import { checkNumber } from '../lib/validators';
4
4
  import * as vec3 from 'gl-matrix/vec3';
5
5
  import { vec3_transformMat2, vec3_transformMat4AsVector } from '../lib/gl-matrix-extras';
6
6
  const ORIGIN = [0, 0, 0];
7
- const constants = {};
7
+ let ZERO;
8
8
  export default class Vector3 extends Vector {
9
9
  static get ZERO() {
10
- return constants.ZERO = constants.ZERO || Object.freeze(new Vector3(0, 0, 0, 0));
10
+ if (!ZERO) {
11
+ ZERO = new Vector3(0, 0, 0);
12
+ Object.freeze(ZERO);
13
+ }
14
+
15
+ return ZERO;
11
16
  }
12
17
 
13
18
  constructor(x = 0, y = 0, z = 0) {
@@ -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 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"}
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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 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this.check();\n }\n}\n"],"file":"vector3.js"}
@@ -3,10 +3,15 @@ import { config, isArray } from '../lib/common';
3
3
  import { checkNumber } from '../lib/validators';
4
4
  import * as vec4 from 'gl-matrix/vec3';
5
5
  import { vec4_transformMat2, vec4_transformMat3 } from '../lib/gl-matrix-extras';
6
- const constants = {};
6
+ let ZERO;
7
7
  export default class Vector4 extends Vector {
8
8
  static get ZERO() {
9
- return constants.ZERO = constants.ZERO || Object.freeze(new Vector4(0, 0, 0, 0));
9
+ if (!ZERO) {
10
+ ZERO = new Vector4(0, 0, 0, 0);
11
+ Object.freeze(ZERO);
12
+ }
13
+
14
+ return ZERO;
10
15
  }
11
16
 
12
17
  constructor(x = 0, y = 0, z = 0, w = 0) {
@@ -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 vec4 from 'gl-matrix/vec3';\n// eslint-disable-next-line camelcase\nimport {vec4_transformMat2, vec4_transformMat3} from '../lib/gl-matrix-extras';\n\nconst constants = {};\n\nexport default class Vector4 extends Vector {\n static get ZERO() {\n return (constants.ZERO = constants.ZERO || Object.freeze(new Vector4(0, 0, 0, 0)));\n }\n\n constructor(x = 0, y = 0, z = 0, w = 0) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0, -0);\n if (isArray(x) && arguments.length === 1) {\n this.copy(x);\n } else {\n // this.set(x, y, z, w);\n if (config.debug) {\n checkNumber(x);\n checkNumber(y);\n checkNumber(z);\n checkNumber(w);\n }\n this[0] = x;\n this[1] = y;\n this[2] = z;\n this[3] = w;\n }\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 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 fromObject(object) {\n if (config.debug) {\n checkNumber(object.x);\n checkNumber(object.y);\n checkNumber(object.z);\n checkNumber(object.w);\n }\n this[0] = object.x;\n this[1] = object.y;\n this[2] = object.z;\n this[3] = object.w;\n return this;\n }\n\n toObject(object) {\n object.x = this[0];\n object.y = this[1];\n object.z = this[2];\n object.w = this[3];\n return object;\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 // x,y inherited from Vector\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 /* eslint-enable no-multi-spaces, brace-style, no-return-assign */\n\n transform(matrix4) {\n vec4.transformMat4(this, this, matrix4);\n return this.check();\n }\n\n transformByMatrix3(matrix3) {\n vec4_transformMat3(this, this, matrix3);\n return this.check();\n }\n\n transformByMatrix2(matrix2) {\n vec4_transformMat2(this, this, matrix2);\n return this.check();\n }\n\n transformByQuaternion(quaternion) {\n vec4.transformQuat(this, this, quaternion);\n return this.check();\n }\n\n // three.js compatibility\n applyMatrix4(m) {\n m.transform(this, this);\n return this;\n }\n}\n"],"file":"vector4.js"}
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Copyright (c) 2017 Uber Technologies, Inc.\n// MIT License\n\nimport Vector from './base/vector';\nimport {config, isArray} from '../lib/common';\nimport {checkNumber} from '../lib/validators';\nimport * as vec4 from 'gl-matrix/vec3';\n/* eslint-disable camelcase */\nimport {vec4_transformMat2, vec4_transformMat3} from '../lib/gl-matrix-extras';\nimport {NumericArray} from '@math.gl/types';\n\nimport type Matrix4 from './matrix4';\n\nlet ZERO: Vector4;\n\n/**\n * Four-element vector class.\n * Subclass of Array<number>\n */\nexport default class Vector4 extends Vector {\n static get ZERO(): Vector4 {\n if (!ZERO) {\n ZERO = new Vector4(0, 0, 0, 0);\n Object.freeze(ZERO);\n }\n return ZERO;\n }\n\n constructor(x: number | Readonly<NumericArray> = 0, y: number = 0, z: number = 0, w: number = 0) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0, -0);\n if (isArray(x) && arguments.length === 1) {\n this.copy(x as Readonly<NumericArray>);\n } else {\n // this.set(x, y, z, w);\n if (config.debug) {\n checkNumber(x);\n checkNumber(y);\n checkNumber(z);\n checkNumber(w);\n }\n this[0] = x as number;\n this[1] = y;\n this[2] = z;\n this[3] = w;\n }\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 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 fromObject(object: {x: number; y: number; z: number; w: number}): this {\n if (config.debug) {\n checkNumber(object.x);\n checkNumber(object.y);\n checkNumber(object.z);\n checkNumber(object.w);\n }\n this[0] = object.x;\n this[1] = object.y;\n this[2] = object.z;\n this[3] = object.w;\n return this;\n }\n\n toObject(object: {x?: number; y?: number; z?: number; w?: number}): {\n x: number;\n y: number;\n z: number;\n w: number;\n } {\n object.x = this[0];\n object.y = this[1];\n object.z = this[2];\n object.w = this[3];\n return object as {\n x: number;\n y: number;\n z: number;\n w: number;\n };\n }\n\n // Getters/setters\n /* eslint-disable no-multi-spaces, brace-style, no-return-assign */\n get ELEMENTS(): number {\n return 4;\n }\n\n get z(): number {\n return this[2];\n }\n set z(value: number) {\n this[2] = checkNumber(value);\n }\n get w(): number {\n return this[3];\n }\n set w(value: number) {\n this[3] = checkNumber(value);\n }\n\n transform(matrix4: Readonly<NumericArray>): this {\n vec4.transformMat4(this, this, matrix4);\n return this.check();\n }\n\n transformByMatrix3(matrix3: Readonly<NumericArray>): this {\n vec4_transformMat3(this, this, matrix3);\n return this.check();\n }\n\n transformByMatrix2(matrix2: Readonly<NumericArray>): this {\n vec4_transformMat2(this, this, matrix2);\n return this.check();\n }\n\n transformByQuaternion(quaternion: Readonly<NumericArray>): this {\n vec4.transformQuat(this, this, quaternion);\n return this.check();\n }\n\n // three.js compatibility\n applyMatrix4(m: Matrix4): this {\n m.transform(this, this);\n return this;\n }\n}\n"],"file":"vector4.js"}