@math.gl/core 3.6.0-alpha.5 → 3.6.0-alpha.6

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.
@@ -16,7 +16,7 @@ export default abstract class MathArray extends Array<number> {
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  toArray(targetArray?: number[], offset?: number): NumericArray;
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  from(arrayOrObject: Readonly<NumericArray> | object): this;
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  to<T extends NumericArray | object>(arrayOrObject: T): T;
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- toTarget(target: any): any;
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+ toTarget(target: this): this;
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  /** @deprecated */
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  toFloat32Array(): Float32Array;
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  toString(): string;
@@ -1 +1 @@
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@@ -1 +1 @@
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@@ -1 +1 @@
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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"}
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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: 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@@ -1 +1 @@
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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 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@@ -1 +1 @@
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param1\n * @returns\n */\nexport function formatValue(\n value: number,\n {precision = config.precision}: {precision?: number} = {}\n): string {\n value = round(value);\n // get rid of trailing zeros\n return `${parseFloat(value.toPrecision(precision))}`;\n}\n\n/**\n * Check if value is an \"array\"\n * Returns `true` if value is either an array or a typed array\n *\n * Note: returns `false` for `ArrayBuffer` and `DataView` instances\n */\nexport function isArray(value: unknown): boolean {\n return Array.isArray(value) || (ArrayBuffer.isView(value) && !(value instanceof DataView));\n}\n\nexport function clone(array: NumericArray | MathArray): NumericArray {\n return 'clone' in array ? array.clone() : array.slice();\n}\n\nexport function toRadians(degrees: number): number;\nexport function toRadians(degrees: NumericArray): NumericArray;\n\nexport function toRadians(degrees: number | NumericArray): number | NumericArray {\n return radians(degrees as NumericArray);\n}\n\nexport function 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param1\n * @returns\n */\nexport function formatValue(\n value: number,\n {precision = config.precision}: {precision?: number} = {}\n): string {\n value = round(value);\n // get rid of trailing zeros\n return `${parseFloat(value.toPrecision(precision))}`;\n}\n\n/**\n * Check if value is an \"array\"\n * Returns `true` if value is either an array or a typed array\n *\n * Note: returns `false` for `ArrayBuffer` and `DataView` instances\n */\nexport function isArray(value: unknown): boolean {\n return Array.isArray(value) || (ArrayBuffer.isView(value) && !(value instanceof DataView));\n}\n\nexport function clone(array: NumericArray | MathArray): NumericArray {\n return 'clone' in array ? array.clone() : array.slice();\n}\n\nexport function toRadians(degrees: number): number;\nexport function toRadians(degrees: NumericArray): NumericArray;\n\nexport function toRadians(degrees: number | NumericArray): number | NumericArray {\n return radians(degrees as NumericArray);\n}\n\nexport function 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result?: NumericArray\n): number | NumericArray {\n return map(radians, (radians) => radians * RADIANS_TO_DEGREES, result);\n}\n\n/**\n * \"GLSL equivalent\" of `Math.sin`: Works on single values and vectors\n * @deprecated\n */\nexport function sin(radians: number | NumericArray, result?: NumericArray): number | NumericArray {\n return map(radians, (angle) => Math.sin(angle), result);\n}\n\n/**\n * \"GLSL equivalent\" of `Math.cos`: Works on single values and vectors\n * @deprecated\n */\nexport function cos(radians: number | NumericArray, result?: NumericArray): number | NumericArray {\n return map(radians, (angle) => Math.cos(angle), result);\n}\n\n/**\n * \"GLSL equivalent\" of `Math.tan`: Works on single values and vectors\n * @deprecated\n */\nexport function tan(radians: number | NumericArray, result?: NumericArray): number | NumericArray {\n return map(radians, (angle) => Math.tan(angle), result);\n}\n\n/**\n * \"GLSL equivalent\" of `Math.asin`: Works on single values and vectors\n * @deprecated\n */\nexport function asin(radians: number | NumericArray, result?: NumericArray): number | NumericArray {\n return map(radians, (angle) => Math.asin(angle), result);\n}\n\n/**\n * \"GLSL equivalent\" of `Math.acos`: Works on single values and vectors\n * @deprecated\n */\nexport function acos(radians: number | NumericArray, result?: NumericArray): number | NumericArray {\n return map(radians, (angle) => Math.acos(angle), result);\n}\n\n/**\n * \"GLSL equivalent\" of `Math.atan`: Works on single values and vectors\n * @deprecated\n */\nexport function atan(radians: number | NumericArray, result?: NumericArray): number | NumericArray {\n return map(radians, (angle) => Math.atan(angle), result);\n}\n\n/**\n * GLSL style value clamping: Works on single values and vectors\n */\nexport function clamp(value: number, min: number, max: number): number;\nexport function clamp(value: NumericArray, min: number, max: number): NumericArray;\n\nexport function clamp(\n value: number | NumericArray,\n min: number,\n max: number\n): number | NumericArray {\n return map(value, (value) => Math.max(min, Math.min(max, value)));\n}\n\n/**\n * Interpolate between two numbers or two arrays\n */\nexport function lerp(a: number, b: number, t: number): number;\nexport function lerp(a: NumericArray, b: NumericArray, t: number): NumericArray;\n\nexport function lerp(\n a: number | NumericArray,\n b: number | NumericArray,\n t: number\n): number | NumericArray {\n if (isArray(a)) {\n return (a as NumericArray).map((ai: number, i: number) => lerp(ai, (b as NumericArray)[i], t));\n }\n return t * (b as number) + (1 - t) * (a as number);\n}\n\n/* eslint-disable */\n\n/**\n * Compares any two math objects, using `equals` method if available.\n * @param a\n * @param b\n * @param epsilon\n * @returns\n */\nexport function equals(a: any, b: any, epsilon?: number): boolean {\n const oldEpsilon = config.EPSILON;\n if (epsilon) {\n config.EPSILON = epsilon;\n }\n try {\n if (a === b) {\n return true;\n }\n if (isArray(a) && isArray(b)) {\n if (a.length !== b.length) {\n return false;\n }\n for (let i = 0; i < a.length; ++i) {\n // eslint-disable-next-line max-depth\n if (!equals(a[i], b[i])) {\n return false;\n }\n }\n return true;\n }\n if (a && a.equals) {\n return a.equals(b);\n }\n if (b && b.equals) {\n return b.equals(a);\n }\n if (typeof a === 'number' && typeof b === 'number') {\n return Math.abs(a - b) <= config.EPSILON * Math.max(1, Math.abs(a), Math.abs(b));\n }\n return false;\n } finally {\n config.EPSILON = oldEpsilon;\n }\n}\n\nexport function exactEquals(a: any, b: any): boolean {\n if (a === b) {\n return true;\n }\n if (a && typeof a === 'object' && b && typeof b === 'object') {\n if (a.constructor !== b.constructor) {\n return false;\n }\n if (a.exactEquals) {\n return a.exactEquals(b);\n }\n }\n if (isArray(a) && isArray(b)) {\n if (a.length !== b.length) {\n return false;\n }\n for (let i = 0; i < a.length; ++i) {\n if (!exactEquals(a[i], b[i])) {\n return false;\n }\n }\n return true;\n }\n return false;\n}\n\n/* eslint-enable */\n\nexport function withEpsilon<T>(epsilon: number, func: () => T): T {\n const oldPrecision = config.EPSILON;\n config.EPSILON = epsilon;\n let value: T;\n try {\n value = func();\n } finally {\n config.EPSILON = oldPrecision;\n }\n return value;\n}\n\n// HELPERS\n\nfunction round(value: number): number {\n return Math.round(value / config.EPSILON) * config.EPSILON;\n}\n\n// If the array has a clone function, calls it, otherwise returns a copy\nfunction duplicateArray(array: NumericArray): NumericArray {\n // @ts-expect-error We check for math.gl class methods\n return array.clone ? array.clone() : (new Array(array.length) as number[]);\n}\n\n// If the argument value is an array, applies the func element wise,\n// otherwise applies func to the argument value\nfunction map(\n value: number | NumericArray,\n func: (x: number, index?: number, result?: NumericArray) => number,\n result?: NumericArray\n): number | NumericArray {\n if (isArray(value)) {\n const array = value as NumericArray;\n result = result || duplicateArray(array);\n for (let i = 0; i < result.length && i < array.length; ++i) {\n result[i] = func(value[i], i, result);\n }\n return result;\n }\n return func(value as number);\n}\n"],"file":"common.js"}
@@ -91,5 +91,5 @@ export declare function lerp(a: NumericArray, b: NumericArray, t: number): Numer
91
91
  */
92
92
  export declare function equals(a: any, b: any, epsilon?: number): boolean;
93
93
  export declare function exactEquals(a: any, b: any): boolean;
94
- export declare function withEpsilon(epsilon: number, func: () => any): any;
94
+ export declare function withEpsilon<T>(epsilon: number, func: () => T): T;
95
95
  //# sourceMappingURL=common.d.ts.map
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"common.d.ts","sourceRoot":"","sources":["../../src/lib/common.ts"],"names":[],"mappings":"AAEA,OAAO,EAAC,YAAY,EAAC,MAAM,gBAAgB,CAAC;AAG5C,OAAO,KAAK,SAAS,MAAM,4BAA4B,CAAC;AAExD,oBAAY,oBAAoB,GAAG;IACjC,OAAO,EAAE,MAAM,CAAC;IAChB,KAAK,CAAC,EAAE,OAAO,CAAC;IAChB,SAAS,EAAE,MAAM,CAAC;IAClB,UAAU,CAAC,EAAE,OAAO,CAAC;IACrB,YAAY,CAAC,EAAE,OAAO,CAAC;IACvB,aAAa,CAAC,EAAE,OAAO,CAAC;IACxB,oBAAoB,CAAC,EAAE,OAAO,CAAC;CAChC,CAAC;AAMF,eAAO,MAAM,MAAM,EAAE,oBAOpB,CAAC;AAEF,wBAAgB,SAAS,CAAC,OAAO,CAAC,EAAE,OAAO,CAAC,oBAAoB,CAAC,GAAG,oBAAoB,CAOvF;AAED;;;;;GAKG;AACH,wBAAgB,WAAW,CACzB,KAAK,EAAE,MAAM,EACb,EAAC,SAA4B,EAAC,GAAE;IAAC,SAAS,CAAC,EAAE,MAAM,CAAA;CAAM,GACxD,MAAM,CAIR;AAED;;;;;GAKG;AACH,wBAAgB,OAAO,CAAC,KAAK,EAAE,OAAO,GAAG,OAAO,CAE/C;AAED,wBAAgB,KAAK,CAAC,KAAK,EAAE,YAAY,GAAG,SAAS,GAAG,YAAY,CAEnE;AAED,wBAAgB,SAAS,CAAC,OAAO,EAAE,MAAM,GAAG,MAAM,CAAC;AACnD,wBAAgB,SAAS,CAAC,OAAO,EAAE,YAAY,GAAG,YAAY,CAAC;AAM/D,wBAAgB,SAAS,CAAC,OAAO,EAAE,MAAM,GAAG,MAAM,CAAC;AACnD,wBAAgB,SAAS,CAAC,OAAO,EAAE,YAAY,GAAG,YAAY,CAAC;AAQ/D;;GAEG;AACH,wBAAgB,OAAO,CAAC,OAAO,EAAE,MAAM,GAAG,MAAM,CAAC;AACjD,wBAAgB,OAAO,CAAC,OAAO,EAAE,YAAY,EAAE,MAAM,CAAC,EAAE,YAAY,GAAG,YAAY,CAAC;AASpF;;GAEG;AACH,wBAAgB,OAAO,CAAC,OAAO,EAAE,MAAM,GAAG,MAAM,CAAC;AACjD,wBAAgB,OAAO,CAAC,OAAO,EAAE,YAAY,EAAE,MAAM,CAAC,EAAE,YAAY,GAAG,YAAY,CAAC;AASpF;;;GAGG;AACH,wBAAgB,GAAG,CAAC,OAAO,EAAE,MAAM,GAAG,YAAY,EAAE,MAAM,CAAC,EAAE,YAAY,GAAG,MAAM,GAAG,YAAY,CAEhG;AAED;;;GAGG;AACH,wBAAgB,GAAG,CAAC,OAAO,EAAE,MAAM,GAAG,YAAY,EAAE,MAAM,CAAC,EAAE,YAAY,GAAG,MAAM,GAAG,YAAY,CAEhG;AAED;;;GAGG;AACH,wBAAgB,GAAG,CAAC,OAAO,EAAE,MAAM,GAAG,YAAY,EAAE,MAAM,CAAC,EAAE,YAAY,GAAG,MAAM,GAAG,YAAY,CAEhG;AAED;;;GAGG;AACH,wBAAgB,IAAI,CAAC,OAAO,EAAE,MAAM,GAAG,YAAY,EAAE,MAAM,CAAC,EAAE,YAAY,GAAG,MAAM,GAAG,YAAY,CAEjG;AAED;;;GAGG;AACH,wBAAgB,IAAI,CAAC,OAAO,EAAE,MAAM,GAAG,YAAY,EAAE,MAAM,CAAC,EAAE,YAAY,GAAG,MAAM,GAAG,YAAY,CAEjG;AAED;;;GAGG;AACH,wBAAgB,IAAI,CAAC,OAAO,EAAE,MAAM,GAAG,YAAY,EAAE,MAAM,CAAC,EAAE,YAAY,GAAG,MAAM,GAAG,YAAY,CAEjG;AAED;;GAEG;AACH,wBAAgB,KAAK,CAAC,KAAK,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG,MAAM,CAAC;AACvE,wBAAgB,KAAK,CAAC,KAAK,EAAE,YAAY,EAAE,GAAG,EAAE,MAAM,EAAE,GAAG,EAAE,MAAM,GAAG,YAAY,CAAC;AAUnF;;GAEG;AACH,wBAAgB,IAAI,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,MAAM,CAAC;AAC9D,wBAAgB,IAAI,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,EAAE,YAAY,EAAE,CAAC,EAAE,MAAM,GAAG,YAAY,CAAC;AAehF;;;;;;GAMG;AACH,wBAAgB,MAAM,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,EAAE,OAAO,CAAC,EAAE,MAAM,GAAG,OAAO,CAkChE;AAED,wBAAgB,WAAW,CAAC,CAAC,EAAE,GAAG,EAAE,CAAC,EAAE,GAAG,GAAG,OAAO,CAwBnD;AAID,wBAAgB,WAAW,CAAC,CAAC,EAAE,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,CAAC,GAAG,CAAC,CAUhE"}
package/package.json CHANGED
@@ -5,7 +5,7 @@
5
5
  "publishConfig": {
6
6
  "access": "public"
7
7
  },
8
- "version": "3.6.0-alpha.5",
8
+ "version": "3.6.0-alpha.6",
9
9
  "keywords": [
10
10
  "webgl",
11
11
  "javascript",
@@ -38,8 +38,8 @@
38
38
  ],
39
39
  "dependencies": {
40
40
  "@babel/runtime": "^7.12.0",
41
- "@math.gl/types": "3.6.0-alpha.5",
41
+ "@math.gl/types": "3.6.0-alpha.6",
42
42
  "gl-matrix": "^3.4.0"
43
43
  },
44
- "gitHead": "0b1aaa692eb5c59f1d8a3198a9fdbab54833e626"
44
+ "gitHead": "3b19564c634dc2c0255708b024425050c7fb2b9f"
45
45
  }
@@ -52,7 +52,7 @@ export default abstract class MathArray extends Array<number> {
52
52
  return isArray(arrayOrObject) ? this.toArray(arrayOrObject) : this.toObject(arrayOrObject);
53
53
  }
54
54
 
55
- toTarget(target: any): any {
55
+ toTarget(target: this): this {
56
56
  return target ? this.to(target) : this;
57
57
  }
58
58
 
@@ -264,7 +264,7 @@ export default class Quaternion extends MathArray {
264
264
  },
265
265
  arg1?: Readonly<NumericArray> | number,
266
266
  arg2?: number
267
- ) {
267
+ ): this {
268
268
  let start: Readonly<NumericArray>;
269
269
  let target: Readonly<NumericArray>;
270
270
  let ratio: number;
@@ -318,7 +318,7 @@ export default class Quaternion extends MathArray {
318
318
  return this.multiplyLeft(a);
319
319
  }
320
320
 
321
- multiply(a: Readonly<NumericArray>) {
321
+ multiply(a: Readonly<NumericArray>): this {
322
322
  return this.multiplyRight(a);
323
323
  }
324
324
  }
package/src/lib/common.ts CHANGED
@@ -260,10 +260,10 @@ export function exactEquals(a: any, b: any): boolean {
260
260
 
261
261
  /* eslint-enable */
262
262
 
263
- export function withEpsilon(epsilon: number, func: () => any): any {
263
+ export function withEpsilon<T>(epsilon: number, func: () => T): T {
264
264
  const oldPrecision = config.EPSILON;
265
265
  config.EPSILON = epsilon;
266
- let value;
266
+ let value: T;
267
267
  try {
268
268
  value = func();
269
269
  } finally {