@math.gl/core 3.6.0-alpha.5 → 3.6.0-alpha.8

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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@@ -198,7 +198,7 @@ export default class Matrix4 extends Matrix {
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  * @param result
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  * @returns self
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  */
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- transform(vector: Readonly<NumericArray>, result: NumericArray): NumericArray;
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+ transform(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray;
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  /**
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  * Transforms any 2 or 3 element array as point (w implicitly 1)
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  * @param vector
@@ -1 +1 @@
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Copyright (c) 2017 Uber Technologies, Inc.\n// MIT License\nimport Matrix from './base/matrix';\nimport {NumericArray} from '@math.gl/types';\nimport {checkVector} from '../lib/validators';\n\n/* eslint-disable camelcase */\nimport {vec2_transformMat4AsVector, vec3_transformMat4AsVector} from '../lib/gl-matrix-extras';\nimport * as mat4 from 'gl-matrix/mat4';\nimport * as vec2 from 'gl-matrix/vec2';\nimport * as vec3 from 'gl-matrix/vec3';\nimport * as vec4 from 'gl-matrix/vec4';\n\nenum INDICES {\n COL0ROW0 = 0,\n COL0ROW1 = 1,\n COL0ROW2 = 2,\n COL0ROW3 = 3,\n COL1ROW0 = 4,\n COL1ROW1 = 5,\n COL1ROW2 = 6,\n COL1ROW3 = 7,\n COL2ROW0 = 8,\n COL2ROW1 = 9,\n COL2ROW2 = 10,\n COL2ROW3 = 11,\n COL3ROW0 = 12,\n COL3ROW1 = 13,\n COL3ROW2 = 14,\n COL3ROW3 = 15\n}\n\nconst DEFAULT_FOVY = (45 * Math.PI) / 180;\nconst DEFAULT_ASPECT = 1;\nconst DEFAULT_NEAR = 0.1;\nconst DEFAULT_FAR = 500;\n\nconst IDENTITY_MATRIX = Object.freeze([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);\n\n/** 4x4 matrix */\nexport default class Matrix4 extends Matrix {\n static get IDENTITY(): Readonly<Matrix4> {\n return getIdentityMatrix();\n }\n\n static get ZERO(): Readonly<Matrix4> {\n return getZeroMatrix();\n }\n\n get ELEMENTS(): number {\n return 16;\n }\n\n get RANK(): number {\n return 4;\n }\n\n get INDICES(): typeof INDICES {\n return INDICES;\n }\n\n constructor(array?: Readonly<NumericArray>) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0);\n if (arguments.length === 1 && Array.isArray(array)) {\n this.copy(array);\n } else {\n this.identity();\n }\n }\n\n copy(array: Readonly<NumericArray>): this {\n this[0] = array[0];\n this[1] = array[1];\n this[2] = array[2];\n this[3] = array[3];\n this[4] = array[4];\n this[5] = array[5];\n this[6] = array[6];\n this[7] = array[7];\n this[8] = array[8];\n this[9] = array[9];\n this[10] = array[10];\n this[11] = array[11];\n this[12] = array[12];\n this[13] = array[13];\n this[14] = array[14];\n this[15] = array[15];\n return this.check();\n }\n\n // eslint-disable-next-line max-params\n set(\n m00: number,\n m10: number,\n m20: number,\n m30: number,\n m01: number,\n m11: number,\n m21: number,\n m31: number,\n m02: number,\n m12: number,\n m22: number,\n m32: number,\n m03: number,\n m13: number,\n m23: number,\n m33: number\n ): this {\n this[0] = m00;\n this[1] = m10;\n this[2] = m20;\n this[3] = m30;\n this[4] = m01;\n this[5] = m11;\n this[6] = m21;\n this[7] = m31;\n this[8] = m02;\n this[9] = m12;\n this[10] = m22;\n this[11] = m32;\n this[12] = m03;\n this[13] = m13;\n this[14] = m23;\n this[15] = m33;\n return this.check();\n }\n\n // accepts row major order, stores as column major\n // eslint-disable-next-line max-params\n setRowMajor(\n m00: number,\n m01: number,\n m02: number,\n m03: number,\n m10: number,\n m11: number,\n m12: number,\n m13: number,\n m20: number,\n m21: number,\n m22: number,\n m23: number,\n m30: number,\n m31: number,\n m32: number,\n m33: number\n ): this {\n this[0] = m00;\n this[1] = m10;\n this[2] = m20;\n this[3] = m30;\n this[4] = m01;\n this[5] = m11;\n this[6] = m21;\n this[7] = m31;\n this[8] = m02;\n this[9] = m12;\n this[10] = m22;\n this[11] = m32;\n this[12] = m03;\n this[13] = m13;\n this[14] = m23;\n this[15] = m33;\n return this.check();\n }\n\n toRowMajor(result: NumericArray): NumericArray {\n result[0] = this[0];\n result[1] = this[4];\n result[2] = this[8];\n result[3] = this[12];\n result[4] = this[1];\n result[5] = this[5];\n result[6] = this[9];\n result[7] = this[13];\n result[8] = this[2];\n result[9] = this[6];\n result[10] = this[10];\n result[11] = this[14];\n result[12] = this[3];\n result[13] = this[7];\n result[14] = this[11];\n result[15] = this[15];\n return result;\n }\n\n // Constructors\n\n /** Set to identity matrix */\n identity(): this {\n return this.copy(IDENTITY_MATRIX);\n }\n\n /**\n *\n * @param object\n * @returns self\n */\n fromObject(object: {[key: string]: any}): this {\n return this.check();\n }\n\n /**\n * Calculates a 4x4 matrix from the given quaternion\n * @param quaternion Quaternion to create matrix from\n * @returns self\n */\n fromQuaternion(quaternion: Readonly<NumericArray>): this {\n mat4.fromQuat(this, quaternion);\n return this.check();\n }\n\n /**\n * Generates a frustum matrix with the given bounds\n * @param view.left - Left bound of the frustum\n * @param view.right - Right bound of the frustum\n * @param view.bottom - Bottom bound of the frustum\n * @param view.top - Top bound of the frustum\n * @param view.near - Near bound of the frustum\n * @param view.far - Far bound of the frustum. Can be set to Infinity.\n * @returns self\n */\n frustum(view: {\n left: number;\n right: number;\n bottom: number;\n top: number;\n near: number;\n far?: number;\n }): this {\n const {left, right, bottom, top, near = DEFAULT_NEAR, far = DEFAULT_FAR} = view;\n if (far === Infinity) {\n computeInfinitePerspectiveOffCenter(this, left, right, bottom, top, near);\n } else {\n mat4.frustum(this, left, right, bottom, top, near, far);\n }\n return this.check();\n }\n\n /**\n * Generates a look-at matrix with the given eye position, focal point,\n * and up axis\n * @param view.eye - (vector) Position of the viewer\n * @param view.center - (vector) Point the viewer is looking at\n * @param view.up - (vector) Up axis\n * @returns self\n */\n lookAt(view: {\n eye: Readonly<NumericArray>;\n center?: Readonly<NumericArray>;\n up?: Readonly<NumericArray>;\n }): this {\n const {eye, center = [0, 0, 0], up = [0, 1, 0]} = view;\n mat4.lookAt(this, eye, center, up);\n return this.check();\n }\n\n /**\n * Generates a orthogonal projection matrix with the given bounds\n * from \"traditional\" view space parameters\n * @param view.left - Left bound of the frustum\n * @param view.right number Right bound of the frustum\n * @param view.bottom - Bottom bound of the frustum\n * @param view.top number Top bound of the frustum\n * @param view.near - Near bound of the frustum\n * @param view.far number Far bound of the frustum\n * @returns self\n */\n ortho(view: {\n left: number;\n right: number;\n bottom: number;\n top: number;\n near?: number;\n far?: number;\n }): this {\n const {left, right, bottom, top, near = DEFAULT_NEAR, far = DEFAULT_FAR} = view;\n mat4.ortho(this, left, right, bottom, top, near, far);\n return this.check();\n }\n\n /**\n * Generates an orthogonal projection matrix with the same parameters\n * as a perspective matrix (plus focalDistance)\n * @param view.fovy Vertical field of view in radians\n * @param view.aspect Aspect ratio. Typically viewport width / viewport height\n * @param view.focalDistance Distance in the view frustum used for extent calculations\n * @param view.near Near bound of the frustum\n * @param view.far Far bound of the frustum\n * @returns self\n */\n orthographic(view: {\n fovy?: number;\n aspect?: number;\n focalDistance?: number;\n near?: number;\n far?: number;\n }): this {\n const {\n fovy = DEFAULT_FOVY,\n aspect = DEFAULT_ASPECT,\n focalDistance = 1,\n near = DEFAULT_NEAR,\n far = DEFAULT_FAR\n } = view;\n\n checkRadians(fovy);\n\n const halfY = fovy / 2;\n const top = focalDistance * Math.tan(halfY); // focus_plane is the distance from the camera\n const right = top * aspect;\n\n return this.ortho({\n left: -right,\n right,\n bottom: -top,\n top,\n near,\n far\n });\n }\n\n /**\n * Generates a perspective projection matrix with the given bounds\n * @param view.fovy Vertical field of view in radians\n * @param view.aspect Aspect ratio. typically viewport width/height\n * @param view.near Near bound of the frustum\n * @param view.far Far bound of the frustum\n * @returns self\n */\n perspective(view: {fovy: number; aspect?: number; near?: number; far?: number}): this {\n const {fovy = (45 * Math.PI) / 180, aspect = 1, near = 0.1, far = 500} = view;\n checkRadians(fovy);\n mat4.perspective(this, fovy, aspect, near, far);\n return this.check();\n }\n\n // Accessors\n\n determinant(): number {\n return mat4.determinant(this);\n }\n\n /**\n * Extracts the non-uniform scale assuming the matrix is an affine transformation.\n * The scales are the \"lengths\" of the column vectors in the upper-left 3x3 matrix.\n * @param result\n * @returns self\n */\n getScale(result: NumericArray = [-0, -0, -0]): NumericArray {\n // explicit is faster than hypot...\n result[0] = Math.sqrt(this[0] * this[0] + this[1] * this[1] + this[2] * this[2]);\n result[1] = Math.sqrt(this[4] * this[4] + this[5] * this[5] + this[6] * this[6]);\n result[2] = Math.sqrt(this[8] * this[8] + this[9] * this[9] + this[10] * this[10]);\n // result[0] = Math.hypot(this[0], this[1], this[2]);\n // result[1] = Math.hypot(this[4], this[5], this[6]);\n // result[2] = Math.hypot(this[8], this[9], this[10]);\n return result;\n }\n\n /**\n * Gets the translation portion, assuming the matrix is a affine transformation matrix.\n * @param result\n * @returns self\n */\n getTranslation(result: NumericArray = [-0, -0, -0]): NumericArray {\n result[0] = this[12];\n result[1] = this[13];\n result[2] = this[14];\n return result;\n }\n\n /**\n * Gets upper left 3x3 pure rotation matrix (non-scaling), assume affine transformation matrix\n * @param result\n * @param scaleResult\n * @returns self\n */\n getRotation(result?: NumericArray, scaleResult?: NumericArray): NumericArray {\n result = result || [-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0];\n scaleResult = scaleResult || [-0, -0, -0];\n const scale = this.getScale(scaleResult);\n const inverseScale0 = 1 / scale[0];\n const inverseScale1 = 1 / scale[1];\n const inverseScale2 = 1 / scale[2];\n result[0] = this[0] * inverseScale0;\n result[1] = this[1] * inverseScale1;\n result[2] = this[2] * inverseScale2;\n result[3] = 0;\n result[4] = this[4] * inverseScale0;\n result[5] = this[5] * inverseScale1;\n result[6] = this[6] * inverseScale2;\n result[7] = 0;\n result[8] = this[8] * inverseScale0;\n result[9] = this[9] * inverseScale1;\n result[10] = this[10] * inverseScale2;\n result[11] = 0;\n result[12] = 0;\n result[13] = 0;\n result[14] = 0;\n result[15] = 1;\n return result;\n }\n\n /**\n *\n * @param result\n * @param scaleResult\n * @returns self\n */\n getRotationMatrix3(result?: NumericArray, scaleResult?: NumericArray): NumericArray {\n result = result || [-0, -0, -0, -0, -0, -0, -0, -0, -0];\n scaleResult = scaleResult || [-0, -0, -0];\n const scale = this.getScale(scaleResult);\n const inverseScale0 = 1 / scale[0];\n const inverseScale1 = 1 / scale[1];\n const inverseScale2 = 1 / scale[2];\n result[0] = this[0] * inverseScale0;\n result[1] = this[1] * inverseScale1;\n result[2] = this[2] * inverseScale2;\n result[3] = this[4] * inverseScale0;\n result[4] = this[5] * inverseScale1;\n result[5] = this[6] * inverseScale2;\n result[6] = this[8] * inverseScale0;\n result[7] = this[9] * inverseScale1;\n result[8] = this[10] * inverseScale2;\n return result;\n }\n\n // Modifiers\n\n transpose(): this {\n mat4.transpose(this, this);\n return this.check();\n }\n\n invert(): this {\n mat4.invert(this, this);\n return this.check();\n }\n\n // Operations\n\n multiplyLeft(a: Readonly<NumericArray>): this {\n mat4.multiply(this, a, this);\n return this.check();\n }\n\n multiplyRight(a: Readonly<NumericArray>): this {\n mat4.multiply(this, this, a);\n return this.check();\n }\n\n // Rotates a matrix by the given angle around the X axis\n rotateX(radians: number): this {\n mat4.rotateX(this, this, radians);\n // mat4.rotate(this, this, radians, [1, 0, 0]);\n return this.check();\n }\n\n // Rotates a matrix by the given angle around the Y axis.\n rotateY(radians: number): this {\n mat4.rotateY(this, this, radians);\n // mat4.rotate(this, this, radians, [0, 1, 0]);\n return this.check();\n }\n\n /**\n * Rotates a matrix by the given angle around the Z axis.\n * @param radians\n * @returns self\n */\n rotateZ(radians: number): this {\n mat4.rotateZ(this, this, radians);\n // mat4.rotate(this, this, radians, [0, 0, 1]);\n return this.check();\n }\n\n /**\n *\n * @param param0\n * @returns self\n */\n rotateXYZ(angleXYZ: Readonly<NumericArray>): this {\n return this.rotateX(angleXYZ[0]).rotateY(angleXYZ[1]).rotateZ(angleXYZ[2]);\n }\n\n /**\n *\n * @param radians\n * @param axis\n * @returns self\n */\n rotateAxis(radians: number, axis: Readonly<NumericArray>): this {\n mat4.rotate(this, this, radians, axis);\n return this.check();\n }\n\n /**\n *\n * @param factor\n * @returns self\n */\n scale(factor: number | Readonly<NumericArray>): this {\n mat4.scale(this, this, Array.isArray(factor) ? factor : [factor, factor, factor]);\n return this.check();\n }\n\n /**\n *\n * @param vec\n * @returns self\n */\n translate(vector: Readonly<NumericArray>): this {\n mat4.translate(this, this, vector);\n return this.check();\n }\n\n // Transforms\n\n /**\n * Transforms any 2, 3 or 4 element vector. 2 and 3 elements are treated as points\n * @param vector\n * @param result\n * @returns self\n */\n transform(vector: Readonly<NumericArray>, result: NumericArray): NumericArray {\n if (vector.length === 4) {\n result = vec4.transformMat4(result || [-0, -0, -0, -0], vector, this);\n checkVector(result, 4);\n return result;\n }\n return this.transformAsPoint(vector, result);\n }\n\n /**\n * Transforms any 2 or 3 element array as point (w implicitly 1)\n * @param vector\n * @param result\n * @returns self\n */\n transformAsPoint(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n const {length} = vector;\n let out: NumericArray;\n switch (length) {\n case 2:\n out = vec2.transformMat4(result || [-0, -0], vector, this);\n break;\n case 3:\n out = vec3.transformMat4(result || [-0, -0, -0], vector, this);\n break;\n default:\n throw new Error('Illegal vector');\n }\n checkVector(out, vector.length);\n return out;\n }\n\n /**\n * Transforms any 2 or 3 element array as vector (w implicitly 0)\n * @param vector\n * @param result\n * @returns self\n */\n transformAsVector(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n let out: NumericArray;\n switch (vector.length) {\n case 2:\n out = vec2_transformMat4AsVector(result || [-0, -0], vector, this);\n break;\n case 3:\n out = vec3_transformMat4AsVector(result || [-0, -0, -0], vector, this);\n break;\n default:\n throw new Error('Illegal vector');\n }\n checkVector(out, vector.length);\n return out;\n }\n\n /** @deprecated */\n transformPoint(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n return this.transformAsPoint(vector, result);\n 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Object.freeze(IDENTITY);\n }\n return IDENTITY;\n}\n\n// HELPER FUNCTIONS\n\nfunction checkRadians(possiblyDegrees: number) {\n if (possiblyDegrees > Math.PI * 2) {\n throw Error('expected radians');\n }\n}\n\n// eslint-disable-next-line max-params\nfunction computeInfinitePerspectiveOffCenter(\n result: NumericArray,\n left: number,\n right: number,\n bottom: number,\n top: number,\n near: number\n): NumericArray {\n const column0Row0 = (2 * near) / (right - left);\n const column1Row1 = (2 * near) / (top - bottom);\n const column2Row0 = (right + left) / (right - left);\n const column2Row1 = (top + bottom) / (top - bottom);\n const column2Row2 = -1;\n const column2Row3 = -1;\n const column3Row2 = -2 * near;\n result[0] = column0Row0;\n result[1] = 0;\n result[2] = 0;\n result[3] = 0;\n result[4] = 0;\n result[5] = column1Row1;\n result[6] = 0;\n result[7] = 0;\n result[8] = column2Row0;\n result[9] = column2Row1;\n result[10] = column2Row2;\n result[11] = column2Row3;\n result[12] = 0;\n result[13] = 0;\n result[14] = column3Row2;\n result[15] = 0;\n return result;\n}\n"],"file":"matrix4.js"}
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Copyright (c) 2017 Uber Technologies, Inc.\n// MIT License\nimport Matrix from './base/matrix';\nimport {NumericArray} from '@math.gl/types';\nimport {checkVector} from '../lib/validators';\n\n/* eslint-disable camelcase */\nimport {vec2_transformMat4AsVector, vec3_transformMat4AsVector} from '../lib/gl-matrix-extras';\nimport * as mat4 from 'gl-matrix/mat4';\nimport * as vec2 from 'gl-matrix/vec2';\nimport * as vec3 from 'gl-matrix/vec3';\nimport * as vec4 from 'gl-matrix/vec4';\n\nenum INDICES {\n COL0ROW0 = 0,\n COL0ROW1 = 1,\n COL0ROW2 = 2,\n COL0ROW3 = 3,\n COL1ROW0 = 4,\n COL1ROW1 = 5,\n COL1ROW2 = 6,\n COL1ROW3 = 7,\n COL2ROW0 = 8,\n COL2ROW1 = 9,\n COL2ROW2 = 10,\n COL2ROW3 = 11,\n COL3ROW0 = 12,\n COL3ROW1 = 13,\n COL3ROW2 = 14,\n COL3ROW3 = 15\n}\n\nconst DEFAULT_FOVY = (45 * Math.PI) / 180;\nconst DEFAULT_ASPECT = 1;\nconst DEFAULT_NEAR = 0.1;\nconst DEFAULT_FAR = 500;\n\nconst IDENTITY_MATRIX = Object.freeze([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);\n\n/** 4x4 matrix */\nexport default class Matrix4 extends Matrix {\n static get IDENTITY(): Readonly<Matrix4> {\n return getIdentityMatrix();\n }\n\n static get ZERO(): Readonly<Matrix4> {\n return getZeroMatrix();\n }\n\n get ELEMENTS(): number {\n return 16;\n }\n\n get RANK(): number {\n return 4;\n }\n\n get INDICES(): typeof INDICES {\n return INDICES;\n }\n\n constructor(array?: Readonly<NumericArray>) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0);\n if (arguments.length === 1 && Array.isArray(array)) {\n this.copy(array);\n } else {\n this.identity();\n }\n }\n\n copy(array: Readonly<NumericArray>): this {\n this[0] = array[0];\n this[1] = array[1];\n this[2] = array[2];\n this[3] = array[3];\n this[4] = array[4];\n this[5] = array[5];\n this[6] = array[6];\n this[7] = array[7];\n this[8] = array[8];\n this[9] = array[9];\n this[10] = array[10];\n this[11] = array[11];\n this[12] = array[12];\n this[13] = array[13];\n this[14] = array[14];\n this[15] = array[15];\n return this.check();\n }\n\n // eslint-disable-next-line max-params\n set(\n m00: number,\n m10: number,\n m20: number,\n m30: number,\n m01: number,\n m11: number,\n m21: number,\n m31: number,\n m02: number,\n m12: number,\n m22: number,\n m32: number,\n m03: number,\n m13: number,\n m23: number,\n m33: number\n ): this {\n this[0] = m00;\n this[1] = m10;\n this[2] = m20;\n this[3] = m30;\n this[4] = m01;\n this[5] = m11;\n this[6] = m21;\n this[7] = m31;\n this[8] = m02;\n this[9] = m12;\n this[10] = m22;\n this[11] = m32;\n this[12] = m03;\n this[13] = m13;\n this[14] = m23;\n this[15] = m33;\n return this.check();\n }\n\n // accepts row major order, stores as column major\n // eslint-disable-next-line max-params\n setRowMajor(\n m00: number,\n m01: number,\n m02: number,\n m03: number,\n m10: number,\n m11: number,\n m12: number,\n m13: number,\n m20: number,\n m21: number,\n m22: number,\n m23: number,\n m30: number,\n m31: number,\n m32: number,\n m33: number\n ): this {\n this[0] = m00;\n this[1] = m10;\n this[2] = m20;\n this[3] = m30;\n this[4] = m01;\n this[5] = m11;\n this[6] = m21;\n this[7] = m31;\n this[8] = m02;\n this[9] = m12;\n this[10] = m22;\n this[11] = m32;\n this[12] = m03;\n this[13] = m13;\n this[14] = m23;\n this[15] = m33;\n return this.check();\n }\n\n toRowMajor(result: NumericArray): NumericArray {\n result[0] = this[0];\n result[1] = this[4];\n result[2] = this[8];\n result[3] = this[12];\n result[4] = this[1];\n result[5] = this[5];\n result[6] = this[9];\n result[7] = this[13];\n result[8] = this[2];\n result[9] = this[6];\n result[10] = this[10];\n result[11] = this[14];\n result[12] = this[3];\n result[13] = this[7];\n result[14] = this[11];\n result[15] = this[15];\n return result;\n }\n\n // Constructors\n\n /** Set to identity matrix */\n identity(): this {\n return this.copy(IDENTITY_MATRIX);\n }\n\n /**\n *\n * @param object\n * @returns self\n */\n fromObject(object: {[key: string]: any}): this {\n return this.check();\n }\n\n /**\n * Calculates a 4x4 matrix from the given quaternion\n * @param quaternion Quaternion to create matrix from\n * @returns self\n */\n fromQuaternion(quaternion: Readonly<NumericArray>): this {\n mat4.fromQuat(this, quaternion);\n return this.check();\n }\n\n /**\n * Generates a frustum matrix with the given bounds\n * @param view.left - Left bound of the frustum\n * @param view.right - Right bound of the frustum\n * @param view.bottom - Bottom bound of the frustum\n * @param view.top - Top bound of the frustum\n * @param view.near - Near bound of the frustum\n * @param view.far - Far bound of the frustum. Can be set to Infinity.\n * @returns self\n */\n frustum(view: {\n left: number;\n right: number;\n bottom: number;\n top: number;\n near: number;\n far?: number;\n }): this {\n const {left, right, bottom, top, near = DEFAULT_NEAR, far = DEFAULT_FAR} = view;\n if (far === Infinity) {\n computeInfinitePerspectiveOffCenter(this, left, right, bottom, top, near);\n } else {\n mat4.frustum(this, left, right, bottom, top, near, far);\n }\n return this.check();\n }\n\n /**\n * Generates a look-at matrix with the given eye position, focal point,\n * and up axis\n * @param view.eye - (vector) Position of the viewer\n * @param view.center - (vector) Point the viewer is looking at\n * @param view.up - (vector) Up axis\n * @returns self\n */\n lookAt(view: {\n eye: Readonly<NumericArray>;\n center?: Readonly<NumericArray>;\n up?: Readonly<NumericArray>;\n }): this {\n const {eye, center = [0, 0, 0], up = [0, 1, 0]} = view;\n mat4.lookAt(this, eye, center, up);\n return this.check();\n }\n\n /**\n * Generates a orthogonal projection matrix with the given bounds\n * from \"traditional\" view space parameters\n * @param view.left - Left bound of the frustum\n * @param view.right number Right bound of the frustum\n * @param view.bottom - Bottom bound of the frustum\n * @param view.top number Top bound of the frustum\n * @param view.near - Near bound of the frustum\n * @param view.far number Far bound of the frustum\n * @returns self\n */\n ortho(view: {\n left: number;\n right: number;\n bottom: number;\n top: number;\n near?: number;\n far?: number;\n }): this {\n const {left, right, bottom, top, near = DEFAULT_NEAR, far = DEFAULT_FAR} = view;\n mat4.ortho(this, left, right, bottom, top, near, far);\n return this.check();\n }\n\n /**\n * Generates an orthogonal projection matrix with the same parameters\n * as a perspective matrix (plus focalDistance)\n * @param view.fovy Vertical field of view in radians\n * @param view.aspect Aspect ratio. Typically viewport width / viewport height\n * @param view.focalDistance Distance in the view frustum used for extent calculations\n * @param view.near Near bound of the frustum\n * @param view.far Far bound of the frustum\n * @returns self\n */\n orthographic(view: {\n fovy?: number;\n aspect?: number;\n focalDistance?: number;\n near?: number;\n far?: number;\n }): this {\n const {\n fovy = DEFAULT_FOVY,\n aspect = DEFAULT_ASPECT,\n focalDistance = 1,\n near = DEFAULT_NEAR,\n far = DEFAULT_FAR\n } = view;\n\n checkRadians(fovy);\n\n const halfY = fovy / 2;\n const top = focalDistance * Math.tan(halfY); // focus_plane is the distance from the camera\n const right = top * aspect;\n\n return this.ortho({\n left: -right,\n right,\n bottom: -top,\n top,\n near,\n far\n });\n }\n\n /**\n * Generates a perspective projection matrix with the given bounds\n * @param view.fovy Vertical field of view in radians\n * @param view.aspect Aspect ratio. typically viewport width/height\n * @param 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this[9] + this[10] * this[10]);\n // result[0] = Math.hypot(this[0], this[1], this[2]);\n // result[1] = Math.hypot(this[4], this[5], this[6]);\n // result[2] = Math.hypot(this[8], this[9], this[10]);\n return result;\n }\n\n /**\n * Gets the translation portion, assuming the matrix is a affine transformation matrix.\n * @param result\n * @returns self\n */\n getTranslation(result: NumericArray = [-0, -0, -0]): NumericArray {\n result[0] = this[12];\n result[1] = this[13];\n result[2] = this[14];\n return result;\n }\n\n /**\n * Gets upper left 3x3 pure rotation matrix (non-scaling), assume affine transformation matrix\n * @param result\n * @param scaleResult\n * @returns self\n */\n getRotation(result?: NumericArray, scaleResult?: NumericArray): NumericArray {\n result = result || [-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0];\n scaleResult = scaleResult || [-0, -0, -0];\n const scale = this.getScale(scaleResult);\n const inverseScale0 = 1 / scale[0];\n const 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result[0] = this[0] * inverseScale0;\n result[1] = this[1] * inverseScale1;\n result[2] = this[2] * inverseScale2;\n result[3] = this[4] * inverseScale0;\n result[4] = this[5] * inverseScale1;\n result[5] = this[6] * inverseScale2;\n result[6] = this[8] * inverseScale0;\n result[7] = this[9] * inverseScale1;\n result[8] = this[10] * inverseScale2;\n return result;\n }\n\n // Modifiers\n\n transpose(): this {\n mat4.transpose(this, this);\n return this.check();\n }\n\n invert(): this {\n mat4.invert(this, this);\n return this.check();\n }\n\n // Operations\n\n multiplyLeft(a: Readonly<NumericArray>): this {\n mat4.multiply(this, a, this);\n return this.check();\n }\n\n multiplyRight(a: Readonly<NumericArray>): this {\n mat4.multiply(this, this, a);\n return this.check();\n }\n\n // Rotates a matrix by the given angle around the X axis\n rotateX(radians: number): this {\n mat4.rotateX(this, this, radians);\n // mat4.rotate(this, this, radians, [1, 0, 0]);\n return this.check();\n }\n\n 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Object.freeze(IDENTITY);\n }\n return IDENTITY;\n}\n\n// HELPER FUNCTIONS\n\nfunction checkRadians(possiblyDegrees: number) {\n if (possiblyDegrees > Math.PI * 2) {\n throw Error('expected radians');\n }\n}\n\n// eslint-disable-next-line max-params\nfunction computeInfinitePerspectiveOffCenter(\n result: NumericArray,\n left: number,\n right: number,\n bottom: number,\n top: number,\n near: number\n): NumericArray {\n const column0Row0 = (2 * near) / (right - left);\n const column1Row1 = (2 * near) / (top - bottom);\n const column2Row0 = (right + left) / (right - left);\n const column2Row1 = (top + bottom) / (top - bottom);\n const column2Row2 = -1;\n const column2Row3 = -1;\n const column3Row2 = -2 * near;\n result[0] = column0Row0;\n result[1] = 0;\n result[2] = 0;\n result[3] = 0;\n result[4] = 0;\n result[5] = column1Row1;\n result[6] = 0;\n result[7] = 0;\n result[8] = column2Row0;\n result[9] = column2Row1;\n result[10] = column2Row2;\n result[11] = column2Row3;\n result[12] = 0;\n result[13] = 0;\n result[14] = column3Row2;\n result[15] = 0;\n return result;\n}\n"],"file":"matrix4.js"}
@@ -1 +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. 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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 Matrix from './base/matrix';\nimport {NumericArray} from '@math.gl/types';\nimport {checkVector} from '../lib/validators';\n\n/* eslint-disable camelcase */\nimport {vec2_transformMat4AsVector, vec3_transformMat4AsVector} from '../lib/gl-matrix-extras';\nimport * as mat4 from 'gl-matrix/mat4';\nimport * as vec2 from 'gl-matrix/vec2';\nimport * as vec3 from 'gl-matrix/vec3';\nimport * as vec4 from 'gl-matrix/vec4';\n\nenum INDICES {\n COL0ROW0 = 0,\n COL0ROW1 = 1,\n COL0ROW2 = 2,\n COL0ROW3 = 3,\n COL1ROW0 = 4,\n COL1ROW1 = 5,\n COL1ROW2 = 6,\n COL1ROW3 = 7,\n COL2ROW0 = 8,\n COL2ROW1 = 9,\n COL2ROW2 = 10,\n COL2ROW3 = 11,\n COL3ROW0 = 12,\n COL3ROW1 = 13,\n COL3ROW2 = 14,\n COL3ROW3 = 15\n}\n\nconst DEFAULT_FOVY = (45 * Math.PI) / 180;\nconst DEFAULT_ASPECT = 1;\nconst DEFAULT_NEAR = 0.1;\nconst DEFAULT_FAR = 500;\n\nconst IDENTITY_MATRIX = Object.freeze([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);\n\n/** 4x4 matrix */\nexport default class Matrix4 extends Matrix {\n static get IDENTITY(): Readonly<Matrix4> {\n return getIdentityMatrix();\n }\n\n static get ZERO(): Readonly<Matrix4> {\n return getZeroMatrix();\n }\n\n get ELEMENTS(): number {\n return 16;\n }\n\n get RANK(): number {\n return 4;\n }\n\n get INDICES(): typeof INDICES {\n return INDICES;\n }\n\n constructor(array?: Readonly<NumericArray>) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0);\n if (arguments.length === 1 && Array.isArray(array)) {\n this.copy(array);\n } else {\n this.identity();\n }\n }\n\n copy(array: Readonly<NumericArray>): this {\n this[0] = array[0];\n this[1] = array[1];\n this[2] = array[2];\n this[3] = array[3];\n this[4] = array[4];\n this[5] = array[5];\n this[6] = array[6];\n this[7] = array[7];\n this[8] = array[8];\n this[9] = array[9];\n this[10] = array[10];\n this[11] = array[11];\n this[12] = array[12];\n this[13] = array[13];\n this[14] = array[14];\n this[15] = array[15];\n return this.check();\n }\n\n // eslint-disable-next-line max-params\n set(\n m00: number,\n m10: number,\n m20: number,\n m30: number,\n m01: number,\n m11: number,\n m21: number,\n m31: number,\n m02: number,\n m12: number,\n m22: number,\n m32: number,\n m03: number,\n m13: number,\n m23: number,\n m33: number\n ): this {\n this[0] = m00;\n this[1] = m10;\n this[2] = m20;\n this[3] = m30;\n this[4] = m01;\n this[5] = m11;\n this[6] = m21;\n this[7] = m31;\n this[8] = m02;\n this[9] = m12;\n this[10] = m22;\n this[11] = m32;\n this[12] = m03;\n this[13] = m13;\n this[14] = m23;\n this[15] = m33;\n return this.check();\n }\n\n // accepts row major order, stores as column major\n // eslint-disable-next-line max-params\n setRowMajor(\n m00: number,\n m01: number,\n m02: number,\n m03: number,\n m10: number,\n m11: number,\n m12: number,\n m13: number,\n m20: number,\n m21: number,\n m22: number,\n m23: number,\n m30: number,\n m31: number,\n m32: number,\n m33: number\n ): this {\n this[0] = m00;\n this[1] = m10;\n this[2] = m20;\n this[3] = m30;\n this[4] = m01;\n this[5] = m11;\n this[6] = m21;\n this[7] = m31;\n this[8] = m02;\n this[9] = m12;\n this[10] = m22;\n this[11] = m32;\n this[12] = m03;\n this[13] = m13;\n this[14] = m23;\n this[15] = m33;\n return this.check();\n }\n\n toRowMajor(result: NumericArray): NumericArray {\n result[0] = this[0];\n result[1] = this[4];\n result[2] = this[8];\n result[3] = this[12];\n result[4] = this[1];\n result[5] = this[5];\n result[6] = this[9];\n result[7] = this[13];\n result[8] = this[2];\n result[9] = this[6];\n result[10] = this[10];\n result[11] = this[14];\n result[12] = this[3];\n result[13] = this[7];\n result[14] = this[11];\n result[15] = this[15];\n return result;\n }\n\n // Constructors\n\n /** Set to identity matrix */\n identity(): this {\n return this.copy(IDENTITY_MATRIX);\n }\n\n /**\n *\n * @param object\n * @returns self\n */\n fromObject(object: {[key: string]: any}): this {\n return this.check();\n }\n\n /**\n * Calculates a 4x4 matrix from the given quaternion\n * @param quaternion Quaternion to create matrix from\n * @returns self\n */\n fromQuaternion(quaternion: Readonly<NumericArray>): this {\n mat4.fromQuat(this, quaternion);\n return this.check();\n }\n\n /**\n * Generates a frustum matrix with the given bounds\n * @param view.left - Left bound of the frustum\n * @param view.right - Right bound of the frustum\n * @param view.bottom - Bottom bound of the frustum\n * @param view.top - Top bound of the frustum\n * @param view.near - Near bound of the frustum\n * @param view.far - Far bound of the frustum. Can be set to Infinity.\n * @returns self\n */\n frustum(view: {\n left: number;\n right: number;\n bottom: number;\n top: number;\n near: number;\n far?: number;\n }): this {\n const {left, right, bottom, top, near = DEFAULT_NEAR, far = DEFAULT_FAR} = view;\n if (far === Infinity) {\n computeInfinitePerspectiveOffCenter(this, left, right, bottom, top, near);\n } else {\n mat4.frustum(this, left, right, bottom, top, near, far);\n }\n return this.check();\n }\n\n /**\n * Generates a look-at matrix with the given eye position, focal point,\n * and up axis\n * @param view.eye - (vector) Position of the viewer\n * @param view.center - (vector) Point the viewer is looking at\n * @param view.up - (vector) Up axis\n * @returns self\n */\n lookAt(view: {\n eye: Readonly<NumericArray>;\n center?: Readonly<NumericArray>;\n up?: Readonly<NumericArray>;\n }): this {\n const {eye, center = [0, 0, 0], up = [0, 1, 0]} = view;\n mat4.lookAt(this, eye, center, up);\n return this.check();\n }\n\n /**\n * Generates a orthogonal projection matrix with the given bounds\n * from \"traditional\" view space parameters\n * @param view.left - Left bound of the frustum\n * @param view.right number Right bound of the frustum\n * @param view.bottom - Bottom bound of the frustum\n * @param view.top number Top bound of the frustum\n * @param view.near - Near bound of the frustum\n * @param view.far number Far bound of the frustum\n * @returns self\n */\n ortho(view: {\n left: number;\n right: number;\n bottom: number;\n top: number;\n near?: number;\n far?: number;\n }): this {\n const {left, right, bottom, top, near = DEFAULT_NEAR, far = DEFAULT_FAR} = view;\n mat4.ortho(this, left, right, bottom, top, near, far);\n return this.check();\n }\n\n /**\n * Generates an orthogonal projection matrix with the same parameters\n * as a perspective matrix (plus focalDistance)\n * @param view.fovy Vertical field of view in radians\n * @param view.aspect Aspect ratio. Typically viewport width / viewport height\n * @param view.focalDistance Distance in the view frustum used for extent calculations\n * @param view.near Near bound of the frustum\n * @param view.far Far bound of the frustum\n * @returns self\n */\n orthographic(view: {\n fovy?: number;\n aspect?: number;\n focalDistance?: number;\n near?: number;\n far?: number;\n }): this {\n const {\n fovy = DEFAULT_FOVY,\n aspect = DEFAULT_ASPECT,\n focalDistance = 1,\n near = DEFAULT_NEAR,\n far = DEFAULT_FAR\n } = view;\n\n checkRadians(fovy);\n\n const halfY = fovy / 2;\n const top = focalDistance * Math.tan(halfY); // focus_plane is the distance from the camera\n const right = top * aspect;\n\n return this.ortho({\n left: -right,\n right,\n bottom: -top,\n top,\n near,\n far\n });\n }\n\n /**\n * Generates a perspective projection matrix with the given bounds\n * @param view.fovy Vertical field of view in radians\n * @param view.aspect Aspect ratio. typically viewport width/height\n * @param view.near Near bound of the frustum\n * @param view.far Far bound of the frustum\n * @returns self\n */\n perspective(view: {fovy: number; aspect?: number; near?: number; far?: number}): this {\n const {fovy = (45 * Math.PI) / 180, aspect = 1, near = 0.1, far = 500} = view;\n checkRadians(fovy);\n mat4.perspective(this, fovy, aspect, near, far);\n return this.check();\n }\n\n // Accessors\n\n determinant(): number {\n return mat4.determinant(this);\n }\n\n /**\n * Extracts the non-uniform scale assuming the matrix is an affine transformation.\n * The scales are the \"lengths\" of the column vectors in the upper-left 3x3 matrix.\n * @param result\n * @returns self\n */\n getScale(result: NumericArray = [-0, -0, -0]): NumericArray {\n // explicit is faster than hypot...\n result[0] = Math.sqrt(this[0] * this[0] + this[1] * this[1] + this[2] * this[2]);\n result[1] = Math.sqrt(this[4] * this[4] + this[5] * this[5] + this[6] * this[6]);\n result[2] = Math.sqrt(this[8] * this[8] + this[9] * this[9] + this[10] * this[10]);\n // result[0] = Math.hypot(this[0], this[1], this[2]);\n // result[1] = Math.hypot(this[4], this[5], this[6]);\n // result[2] = Math.hypot(this[8], this[9], this[10]);\n return result;\n }\n\n /**\n * Gets the translation portion, assuming the matrix is a affine transformation matrix.\n * @param result\n * @returns self\n */\n getTranslation(result: NumericArray = [-0, -0, -0]): NumericArray {\n result[0] = this[12];\n result[1] = this[13];\n result[2] = this[14];\n return result;\n }\n\n /**\n * Gets upper left 3x3 pure rotation matrix (non-scaling), assume affine transformation matrix\n * @param result\n * @param scaleResult\n * @returns self\n */\n getRotation(result?: NumericArray, scaleResult?: NumericArray): NumericArray {\n result = result || [-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0];\n scaleResult = scaleResult || [-0, -0, -0];\n const scale = this.getScale(scaleResult);\n const inverseScale0 = 1 / scale[0];\n const inverseScale1 = 1 / scale[1];\n const inverseScale2 = 1 / scale[2];\n result[0] = this[0] * inverseScale0;\n result[1] = this[1] * inverseScale1;\n result[2] = this[2] * inverseScale2;\n result[3] = 0;\n result[4] = this[4] * inverseScale0;\n result[5] = this[5] * inverseScale1;\n result[6] = this[6] * inverseScale2;\n result[7] = 0;\n result[8] = this[8] * inverseScale0;\n result[9] = this[9] * inverseScale1;\n result[10] = this[10] * inverseScale2;\n result[11] = 0;\n result[12] = 0;\n result[13] = 0;\n result[14] = 0;\n result[15] = 1;\n return result;\n }\n\n /**\n *\n * @param result\n * @param scaleResult\n * @returns self\n */\n getRotationMatrix3(result?: NumericArray, scaleResult?: NumericArray): NumericArray {\n result = result || [-0, -0, -0, -0, -0, -0, -0, -0, -0];\n scaleResult = scaleResult || [-0, -0, -0];\n const scale = this.getScale(scaleResult);\n const inverseScale0 = 1 / scale[0];\n const inverseScale1 = 1 / scale[1];\n const inverseScale2 = 1 / scale[2];\n result[0] = this[0] * inverseScale0;\n result[1] = this[1] * inverseScale1;\n result[2] = this[2] * inverseScale2;\n result[3] = this[4] * inverseScale0;\n result[4] = this[5] * inverseScale1;\n result[5] = this[6] * inverseScale2;\n result[6] = this[8] * inverseScale0;\n result[7] = this[9] * inverseScale1;\n result[8] = this[10] * inverseScale2;\n return result;\n }\n\n // Modifiers\n\n transpose(): this {\n mat4.transpose(this, this);\n return this.check();\n }\n\n invert(): this {\n mat4.invert(this, this);\n return this.check();\n }\n\n // Operations\n\n multiplyLeft(a: Readonly<NumericArray>): this {\n mat4.multiply(this, a, this);\n return this.check();\n }\n\n multiplyRight(a: Readonly<NumericArray>): this {\n mat4.multiply(this, this, a);\n return this.check();\n }\n\n // Rotates a matrix by the given angle around the X axis\n rotateX(radians: number): this {\n mat4.rotateX(this, this, radians);\n // mat4.rotate(this, this, radians, [1, 0, 0]);\n return this.check();\n }\n\n // Rotates a matrix by the given angle around the Y axis.\n rotateY(radians: number): this {\n mat4.rotateY(this, this, radians);\n // mat4.rotate(this, this, radians, [0, 1, 0]);\n return this.check();\n }\n\n /**\n * Rotates a matrix by the given angle around the Z axis.\n * @param radians\n * @returns self\n */\n rotateZ(radians: number): this {\n mat4.rotateZ(this, this, radians);\n // mat4.rotate(this, this, radians, [0, 0, 1]);\n return this.check();\n }\n\n /**\n *\n * @param param0\n * @returns self\n */\n rotateXYZ(angleXYZ: Readonly<NumericArray>): this {\n return this.rotateX(angleXYZ[0]).rotateY(angleXYZ[1]).rotateZ(angleXYZ[2]);\n }\n\n /**\n *\n * @param radians\n * @param axis\n * @returns self\n */\n rotateAxis(radians: number, axis: Readonly<NumericArray>): this {\n mat4.rotate(this, this, radians, axis);\n return this.check();\n }\n\n /**\n *\n * @param factor\n * @returns self\n */\n scale(factor: number | Readonly<NumericArray>): this {\n mat4.scale(this, this, Array.isArray(factor) ? factor : [factor, factor, factor]);\n return this.check();\n }\n\n /**\n *\n * @param vec\n * @returns self\n */\n translate(vector: Readonly<NumericArray>): this {\n mat4.translate(this, this, vector);\n return this.check();\n }\n\n // Transforms\n\n /**\n * Transforms any 2, 3 or 4 element vector. 2 and 3 elements are treated as points\n * @param vector\n * @param result\n * @returns self\n */\n transform(vector: Readonly<NumericArray>, result: NumericArray): NumericArray {\n if (vector.length === 4) {\n result = vec4.transformMat4(result || [-0, -0, -0, -0], vector, this);\n checkVector(result, 4);\n return result;\n }\n return this.transformAsPoint(vector, result);\n }\n\n /**\n * Transforms any 2 or 3 element array as point (w implicitly 1)\n * @param vector\n * @param result\n * @returns self\n */\n transformAsPoint(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n const {length} = vector;\n let out: NumericArray;\n switch (length) {\n case 2:\n out = vec2.transformMat4(result || [-0, -0], vector, this);\n break;\n case 3:\n out = vec3.transformMat4(result || [-0, -0, -0], vector, this);\n break;\n default:\n throw new Error('Illegal vector');\n }\n checkVector(out, vector.length);\n return out;\n }\n\n /**\n * Transforms any 2 or 3 element array as vector (w implicitly 0)\n * @param vector\n * @param result\n * @returns self\n */\n transformAsVector(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n let out: NumericArray;\n switch (vector.length) {\n case 2:\n out = vec2_transformMat4AsVector(result || [-0, -0], vector, this);\n break;\n case 3:\n out = vec3_transformMat4AsVector(result || [-0, -0, -0], vector, this);\n break;\n default:\n throw new Error('Illegal vector');\n }\n checkVector(out, vector.length);\n return out;\n }\n\n /** @deprecated */\n transformPoint(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n return this.transformAsPoint(vector, result);\n }\n\n /** @deprecated */\n transformVector(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n return this.transformAsPoint(vector, result);\n }\n\n /** @deprecated */\n transformDirection(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n return this.transformAsVector(vector, result);\n }\n\n // three.js math API compatibility\n\n makeRotationX(radians: number): this {\n return this.identity().rotateX(radians);\n }\n\n makeTranslation(x: number, y: number, z: number): this {\n return this.identity().translate([x, y, z]);\n }\n}\n\n// TODO initializing static members directly is an option, but make sure no tree-shaking issues\nlet ZERO: Matrix4;\nlet IDENTITY: Matrix4;\n\nfunction getZeroMatrix(): Readonly<Matrix4> {\n if (!ZERO) {\n ZERO = new Matrix4([0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]);\n Object.freeze(ZERO);\n }\n return ZERO;\n}\n\nfunction getIdentityMatrix(): Matrix4 {\n if (!IDENTITY) {\n IDENTITY = new Matrix4();\n Object.freeze(IDENTITY);\n }\n return IDENTITY;\n}\n\n// HELPER FUNCTIONS\n\nfunction checkRadians(possiblyDegrees: number) {\n if (possiblyDegrees > Math.PI * 2) {\n throw Error('expected radians');\n }\n}\n\n// eslint-disable-next-line max-params\nfunction computeInfinitePerspectiveOffCenter(\n result: NumericArray,\n left: number,\n right: number,\n bottom: number,\n top: number,\n near: number\n): NumericArray {\n const column0Row0 = (2 * near) / (right - left);\n const column1Row1 = (2 * near) / (top - bottom);\n const column2Row0 = (right + left) / (right - left);\n const column2Row1 = (top + bottom) / (top - bottom);\n const column2Row2 = -1;\n const column2Row3 = -1;\n const column3Row2 = -2 * near;\n result[0] = column0Row0;\n result[1] = 0;\n result[2] = 0;\n result[3] = 0;\n result[4] = 0;\n result[5] = column1Row1;\n result[6] = 0;\n result[7] = 0;\n result[8] = column2Row0;\n result[9] = column2Row1;\n result[10] = column2Row2;\n result[11] = column2Row3;\n result[12] = 0;\n result[13] = 0;\n result[14] = column3Row2;\n result[15] = 0;\n return result;\n}\n"],"file":"matrix4.js"}
1
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Copyright (c) 2017 Uber Technologies, Inc.\n// MIT License\nimport Matrix from './base/matrix';\nimport {NumericArray} from '@math.gl/types';\nimport {checkVector} from '../lib/validators';\n\n/* eslint-disable camelcase */\nimport {vec2_transformMat4AsVector, vec3_transformMat4AsVector} from '../lib/gl-matrix-extras';\nimport * as mat4 from 'gl-matrix/mat4';\nimport * as vec2 from 'gl-matrix/vec2';\nimport * as vec3 from 'gl-matrix/vec3';\nimport * as vec4 from 'gl-matrix/vec4';\n\nenum INDICES {\n COL0ROW0 = 0,\n COL0ROW1 = 1,\n COL0ROW2 = 2,\n COL0ROW3 = 3,\n COL1ROW0 = 4,\n COL1ROW1 = 5,\n COL1ROW2 = 6,\n COL1ROW3 = 7,\n COL2ROW0 = 8,\n COL2ROW1 = 9,\n COL2ROW2 = 10,\n COL2ROW3 = 11,\n COL3ROW0 = 12,\n COL3ROW1 = 13,\n COL3ROW2 = 14,\n COL3ROW3 = 15\n}\n\nconst DEFAULT_FOVY = (45 * Math.PI) / 180;\nconst DEFAULT_ASPECT = 1;\nconst DEFAULT_NEAR = 0.1;\nconst DEFAULT_FAR = 500;\n\nconst IDENTITY_MATRIX = Object.freeze([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);\n\n/** 4x4 matrix */\nexport default class Matrix4 extends Matrix {\n static get IDENTITY(): Readonly<Matrix4> {\n return getIdentityMatrix();\n }\n\n static get ZERO(): Readonly<Matrix4> {\n return getZeroMatrix();\n }\n\n get ELEMENTS(): number {\n return 16;\n }\n\n get RANK(): number {\n return 4;\n }\n\n get INDICES(): typeof INDICES {\n return INDICES;\n }\n\n constructor(array?: Readonly<NumericArray>) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0);\n if (arguments.length === 1 && Array.isArray(array)) {\n this.copy(array);\n } else {\n this.identity();\n }\n }\n\n copy(array: Readonly<NumericArray>): this {\n this[0] = array[0];\n this[1] = array[1];\n this[2] = array[2];\n this[3] = array[3];\n this[4] = array[4];\n this[5] = array[5];\n this[6] = array[6];\n this[7] = array[7];\n this[8] = array[8];\n this[9] = array[9];\n this[10] = array[10];\n this[11] = array[11];\n this[12] = array[12];\n this[13] = array[13];\n this[14] = array[14];\n this[15] = array[15];\n return this.check();\n }\n\n // eslint-disable-next-line max-params\n set(\n m00: number,\n m10: number,\n m20: number,\n m30: number,\n m01: number,\n m11: number,\n m21: number,\n m31: number,\n m02: number,\n m12: number,\n m22: number,\n m32: number,\n m03: number,\n m13: number,\n m23: number,\n m33: number\n ): this {\n this[0] = m00;\n this[1] = m10;\n this[2] = m20;\n this[3] = m30;\n this[4] = m01;\n this[5] = m11;\n this[6] = m21;\n this[7] = m31;\n this[8] = m02;\n this[9] = m12;\n this[10] = m22;\n this[11] = m32;\n this[12] = m03;\n this[13] = m13;\n this[14] = m23;\n this[15] = m33;\n return this.check();\n }\n\n // accepts row major order, stores as column major\n // eslint-disable-next-line max-params\n setRowMajor(\n m00: number,\n m01: number,\n m02: number,\n m03: number,\n m10: number,\n m11: number,\n m12: number,\n m13: number,\n m20: number,\n m21: number,\n m22: number,\n m23: number,\n m30: number,\n m31: number,\n m32: number,\n m33: number\n ): this {\n this[0] = m00;\n this[1] = m10;\n this[2] = m20;\n this[3] = m30;\n this[4] = m01;\n this[5] = m11;\n this[6] = m21;\n this[7] = m31;\n this[8] = m02;\n this[9] = m12;\n this[10] = m22;\n this[11] = m32;\n this[12] = m03;\n this[13] = m13;\n this[14] = m23;\n this[15] = m33;\n return this.check();\n }\n\n toRowMajor(result: NumericArray): NumericArray {\n result[0] = this[0];\n result[1] = this[4];\n result[2] = this[8];\n result[3] = this[12];\n result[4] = this[1];\n result[5] = this[5];\n result[6] = this[9];\n result[7] = this[13];\n result[8] = this[2];\n result[9] = this[6];\n result[10] = this[10];\n result[11] = this[14];\n result[12] = this[3];\n result[13] = this[7];\n result[14] = this[11];\n result[15] = this[15];\n return result;\n }\n\n // Constructors\n\n /** Set to identity matrix */\n identity(): this {\n return this.copy(IDENTITY_MATRIX);\n }\n\n /**\n *\n * @param object\n * @returns self\n */\n fromObject(object: {[key: string]: any}): this {\n return this.check();\n }\n\n /**\n * Calculates a 4x4 matrix from the given quaternion\n * @param quaternion Quaternion to create matrix from\n * @returns self\n */\n fromQuaternion(quaternion: Readonly<NumericArray>): this {\n mat4.fromQuat(this, quaternion);\n return this.check();\n }\n\n /**\n * Generates a frustum matrix with the given bounds\n * @param view.left - Left bound of the frustum\n * @param view.right - Right bound of the frustum\n * @param view.bottom - Bottom bound of the frustum\n * @param view.top - Top bound of the frustum\n * @param view.near - Near bound of the frustum\n * @param view.far - Far bound of the frustum. Can be set to Infinity.\n * @returns self\n */\n frustum(view: {\n left: number;\n right: number;\n bottom: number;\n top: number;\n near: number;\n far?: number;\n }): this {\n const {left, right, bottom, top, near = DEFAULT_NEAR, far = DEFAULT_FAR} = view;\n if (far === Infinity) {\n computeInfinitePerspectiveOffCenter(this, left, right, bottom, top, near);\n } else {\n mat4.frustum(this, left, right, bottom, top, near, far);\n }\n return this.check();\n }\n\n /**\n * Generates a look-at matrix with the given eye position, focal point,\n * and up axis\n * @param view.eye - (vector) Position of the viewer\n * @param view.center - (vector) Point the viewer is looking at\n * @param view.up - (vector) Up axis\n * @returns self\n */\n lookAt(view: {\n eye: Readonly<NumericArray>;\n center?: Readonly<NumericArray>;\n up?: Readonly<NumericArray>;\n }): this {\n const {eye, center = [0, 0, 0], up = [0, 1, 0]} = view;\n mat4.lookAt(this, eye, center, up);\n return this.check();\n }\n\n /**\n * Generates a orthogonal projection matrix with the given bounds\n * from \"traditional\" view space parameters\n * @param view.left - Left bound of the frustum\n * @param view.right number Right bound of the frustum\n * @param view.bottom - Bottom bound of the frustum\n * @param view.top number Top bound of the frustum\n * @param view.near - Near bound of the frustum\n * @param view.far number Far bound of the frustum\n * @returns self\n */\n ortho(view: {\n left: number;\n right: number;\n bottom: number;\n top: number;\n near?: number;\n far?: number;\n }): this {\n const {left, right, bottom, top, near = DEFAULT_NEAR, far = DEFAULT_FAR} = view;\n mat4.ortho(this, left, right, bottom, top, near, far);\n return this.check();\n }\n\n /**\n * Generates an orthogonal projection matrix with the same parameters\n * as a perspective matrix (plus focalDistance)\n * @param view.fovy Vertical field of view in radians\n * @param view.aspect Aspect ratio. Typically viewport width / viewport height\n * @param view.focalDistance Distance in the view frustum used for extent calculations\n * @param view.near Near bound of the frustum\n * @param view.far Far bound of the frustum\n * @returns self\n */\n orthographic(view: {\n fovy?: number;\n aspect?: number;\n focalDistance?: number;\n near?: number;\n far?: number;\n }): this {\n const {\n fovy = DEFAULT_FOVY,\n aspect = DEFAULT_ASPECT,\n focalDistance = 1,\n near = DEFAULT_NEAR,\n far = DEFAULT_FAR\n } = view;\n\n checkRadians(fovy);\n\n const halfY = fovy / 2;\n const top = focalDistance * Math.tan(halfY); // focus_plane is the distance from the camera\n const right = top * aspect;\n\n return this.ortho({\n left: -right,\n right,\n bottom: -top,\n top,\n near,\n far\n });\n }\n\n /**\n * Generates a perspective projection matrix with the given bounds\n * @param view.fovy Vertical field of view in radians\n * @param view.aspect Aspect ratio. typically viewport width/height\n * @param 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this[9] + this[10] * this[10]);\n // result[0] = Math.hypot(this[0], this[1], this[2]);\n // result[1] = Math.hypot(this[4], this[5], this[6]);\n // result[2] = Math.hypot(this[8], this[9], this[10]);\n return result;\n }\n\n /**\n * Gets the translation portion, assuming the matrix is a affine transformation matrix.\n * @param result\n * @returns self\n */\n getTranslation(result: NumericArray = [-0, -0, -0]): NumericArray {\n result[0] = this[12];\n result[1] = this[13];\n result[2] = this[14];\n return result;\n }\n\n /**\n * Gets upper left 3x3 pure rotation matrix (non-scaling), assume affine transformation matrix\n * @param result\n * @param scaleResult\n * @returns self\n */\n getRotation(result?: NumericArray, scaleResult?: NumericArray): NumericArray {\n result = result || [-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0];\n scaleResult = scaleResult || [-0, -0, -0];\n const scale = this.getScale(scaleResult);\n const inverseScale0 = 1 / scale[0];\n const inverseScale1 = 1 / scale[1];\n const inverseScale2 = 1 / scale[2];\n result[0] = this[0] * inverseScale0;\n result[1] = this[1] * inverseScale1;\n result[2] = this[2] * inverseScale2;\n result[3] = 0;\n result[4] = this[4] * inverseScale0;\n result[5] = this[5] * inverseScale1;\n result[6] = this[6] * inverseScale2;\n result[7] = 0;\n result[8] = this[8] * inverseScale0;\n result[9] = this[9] * inverseScale1;\n result[10] = this[10] * inverseScale2;\n result[11] = 0;\n result[12] = 0;\n result[13] = 0;\n result[14] = 0;\n result[15] = 1;\n return result;\n }\n\n /**\n *\n * @param result\n * @param scaleResult\n * @returns self\n */\n getRotationMatrix3(result?: NumericArray, scaleResult?: NumericArray): NumericArray {\n result = result || [-0, -0, -0, -0, -0, -0, -0, -0, -0];\n scaleResult = scaleResult || [-0, -0, -0];\n const scale = this.getScale(scaleResult);\n const inverseScale0 = 1 / scale[0];\n const inverseScale1 = 1 / scale[1];\n const inverseScale2 = 1 / scale[2];\n result[0] = this[0] * inverseScale0;\n result[1] = this[1] * inverseScale1;\n result[2] = this[2] * inverseScale2;\n result[3] = this[4] * inverseScale0;\n result[4] = this[5] * inverseScale1;\n result[5] = this[6] * inverseScale2;\n result[6] = this[8] * inverseScale0;\n result[7] = this[9] * inverseScale1;\n result[8] = this[10] * inverseScale2;\n return result;\n }\n\n // Modifiers\n\n transpose(): this {\n mat4.transpose(this, this);\n return this.check();\n }\n\n invert(): this {\n mat4.invert(this, this);\n return this.check();\n }\n\n // Operations\n\n multiplyLeft(a: Readonly<NumericArray>): this {\n mat4.multiply(this, a, this);\n return this.check();\n }\n\n multiplyRight(a: Readonly<NumericArray>): this {\n mat4.multiply(this, this, a);\n return this.check();\n }\n\n // Rotates a matrix by the given angle around the X axis\n rotateX(radians: number): this {\n mat4.rotateX(this, this, radians);\n // mat4.rotate(this, this, radians, [1, 0, 0]);\n return this.check();\n }\n\n // Rotates a matrix by the given angle around the Y axis.\n rotateY(radians: number): this {\n mat4.rotateY(this, this, radians);\n // mat4.rotate(this, this, radians, [0, 1, 0]);\n return this.check();\n }\n\n /**\n * Rotates a matrix by the given angle around the Z axis.\n * @param radians\n * @returns self\n */\n rotateZ(radians: number): this {\n mat4.rotateZ(this, this, radians);\n // mat4.rotate(this, this, radians, [0, 0, 1]);\n return this.check();\n }\n\n /**\n *\n * @param param0\n * @returns self\n */\n rotateXYZ(angleXYZ: Readonly<NumericArray>): this {\n return this.rotateX(angleXYZ[0]).rotateY(angleXYZ[1]).rotateZ(angleXYZ[2]);\n }\n\n /**\n *\n * @param radians\n * @param axis\n * @returns self\n */\n rotateAxis(radians: number, axis: Readonly<NumericArray>): this {\n mat4.rotate(this, this, radians, axis);\n return this.check();\n }\n\n /**\n *\n * @param factor\n * @returns self\n */\n scale(factor: number | Readonly<NumericArray>): this {\n mat4.scale(this, this, Array.isArray(factor) ? factor : [factor, factor, factor]);\n return this.check();\n }\n\n /**\n *\n * @param vec\n * @returns self\n */\n translate(vector: Readonly<NumericArray>): this {\n mat4.translate(this, this, vector);\n return this.check();\n }\n\n // Transforms\n\n /**\n * Transforms any 2, 3 or 4 element vector. 2 and 3 elements are treated as points\n * @param vector\n * @param result\n * @returns self\n */\n transform(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n if (vector.length === 4) {\n result = vec4.transformMat4(result || [-0, -0, -0, -0], vector, this);\n checkVector(result, 4);\n return result;\n }\n return this.transformAsPoint(vector, result);\n }\n\n /**\n * Transforms any 2 or 3 element array as point (w implicitly 1)\n * @param vector\n * @param result\n * @returns self\n */\n transformAsPoint(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n const {length} = vector;\n let out: NumericArray;\n switch (length) {\n case 2:\n out = vec2.transformMat4(result || [-0, -0], vector, this);\n break;\n case 3:\n out = vec3.transformMat4(result || [-0, -0, -0], vector, this);\n break;\n default:\n throw new Error('Illegal vector');\n }\n checkVector(out, vector.length);\n return out;\n }\n\n /**\n * Transforms any 2 or 3 element array as vector (w implicitly 0)\n * @param vector\n * @param result\n * @returns self\n */\n transformAsVector(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n let out: NumericArray;\n switch (vector.length) {\n case 2:\n out = vec2_transformMat4AsVector(result || [-0, -0], vector, this);\n break;\n case 3:\n out = vec3_transformMat4AsVector(result || [-0, -0, -0], vector, this);\n break;\n default:\n throw new Error('Illegal vector');\n }\n checkVector(out, vector.length);\n return out;\n }\n\n /** @deprecated */\n transformPoint(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n return this.transformAsPoint(vector, result);\n 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0;\n result[13] = 0;\n result[14] = column3Row2;\n result[15] = 0;\n return result;\n}\n"],"file":"matrix4.js"}
@@ -1 +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
- {"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,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,MAAM,GAAG,GAAG,GAAG,CAUjE"}
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.8",
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.8",
42
42
  "gl-matrix": "^3.4.0"
43
43
  },
44
- "gitHead": "0b1aaa692eb5c59f1d8a3198a9fdbab54833e626"
44
+ "gitHead": "5354df2f3c4111d4e48f4a0508d8e8103dd5eaf4"
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
 
@@ -526,7 +526,7 @@ export default class Matrix4 extends Matrix {
526
526
  * @param result
527
527
  * @returns self
528
528
  */
529
- transform(vector: Readonly<NumericArray>, result: NumericArray): NumericArray {
529
+ transform(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {
530
530
  if (vector.length === 4) {
531
531
  result = vec4.transformMat4(result || [-0, -0, -0, -0], vector, this);
532
532
  checkVector(result, 4);
@@ -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 {