@math.gl/core 3.6.1 → 3.6.2

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@@ -1,262 +0,0 @@
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- // Copyright (c) 2017 Uber Technologies, Inc.
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- // MIT License
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- import MathArray from './base/math-array';
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- import { checkNumber, checkVector } from '../lib/validators';
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- import Vector4 from './vector4';
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- import * as quat from 'gl-matrix/quat';
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- import * as vec4 from 'gl-matrix/vec4';
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- const IDENTITY_QUATERNION = [0, 0, 0, 1];
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- export default class Quaternion extends MathArray {
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- constructor(x = 0, y = 0, z = 0, w = 1) {
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- // PERF NOTE: initialize elements as double precision numbers
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- super(-0, -0, -0, -0);
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- // eslint-disable-next-line prefer-rest-params
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- if (Array.isArray(x) && arguments.length === 1) {
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- this.copy(x);
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- }
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- else {
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- this.set(x, y, z, w);
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- }
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- }
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- copy(array) {
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- this[0] = array[0];
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- this[1] = array[1];
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- this[2] = array[2];
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- this[3] = array[3];
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- return this.check();
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- }
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- set(x, y, z, w) {
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- this[0] = x;
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- this[1] = y;
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- this[2] = z;
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- this[3] = w;
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- return this.check();
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- }
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- fromObject(object) {
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- this[0] = object.x;
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- this[1] = object.y;
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- this[2] = object.z;
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- this[3] = object.w;
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- return this.check();
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- }
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- /**
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- * Creates a quaternion from the given 3x3 rotation matrix.
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- * NOTE: The resultant quaternion is not normalized, so you should
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- * be sure to renormalize the quaternion yourself where necessary.
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- * @param m
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- * @returns
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- */
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- fromMatrix3(m) {
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- quat.fromMat3(this, m);
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- return this.check();
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- }
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- fromAxisRotation(axis, rad) {
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- quat.setAxisAngle(this, axis, rad);
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- return this.check();
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- }
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- /** Set a quat to the identity quaternion */
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- identity() {
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- quat.identity(this);
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- return this.check();
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- }
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- // Set the components of a quat to the given values
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- // set(i, j, k, l) {
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- // quat.set(this, i, j, k, l);
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- // return this.check();
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- // }
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- // Sets a quat from the given angle and rotation axis, then returns it.
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- setAxisAngle(axis, rad) {
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- return this.fromAxisRotation(axis, rad);
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- }
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- // Getters/setters
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- get ELEMENTS() {
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- return 4;
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- }
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- get x() {
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- return this[0];
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- }
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- set x(value) {
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- this[0] = checkNumber(value);
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- }
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- get y() {
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- return this[1];
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- }
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- set y(value) {
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- this[1] = checkNumber(value);
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- }
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- get z() {
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- return this[2];
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- }
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- set z(value) {
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- this[2] = checkNumber(value);
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- }
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- get w() {
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- return this[3];
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- }
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- set w(value) {
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- this[3] = checkNumber(value);
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- }
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- // Calculates the length of a quat
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- len() {
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- return quat.length(this);
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- }
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- // Calculates the squared length of a quat
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- lengthSquared() {
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- return quat.squaredLength(this);
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- }
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- // Calculates the dot product of two quat's
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- // @return {Number}
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- dot(a) {
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- return quat.dot(this, a);
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- }
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- // Gets the rotation axis and angle for a given quaternion.
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- // If a quaternion is created with setAxisAngle, this method will
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- // return the same values as providied in the original parameter
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- // list OR functionally equivalent values.
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- // Example: The quaternion formed by axis [0, 0, 1] and angle -90
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- // is the same as the quaternion formed by [0, 0, 1] and 270.
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- // This method favors the latter.
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- // @return {{[x,y,z], Number}}
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- // getAxisAngle() {
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- // const axis = [];
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- // const angle = quat.getAxisAngle(axis, this);
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- // return {axis, angle};
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- // }
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- // MODIFIERS
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- // Sets a quaternion to represent the shortest rotation from one vector
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- // to another. Both vectors are assumed to be unit length.
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- rotationTo(vectorA, vectorB) {
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- quat.rotationTo(this, vectorA, vectorB);
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- return this.check();
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- }
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- // Sets the specified quaternion with values corresponding to the given axes.
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- // Each axis is a vec3 and is expected to be unit length and perpendicular
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- // to all other specified axes.
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- // setAxes() {
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- // Number
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- // }
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- // Performs a spherical linear interpolation with two control points
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- // sqlerp() {
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- // Number;
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- // }
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- // Adds two quat's
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- add(a) {
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- quat.add(this, this, a);
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- return this.check();
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- }
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- // Calculates the W component of a quat from the X, Y, and Z components.
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- // Any existing W component will be ignored.
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- calculateW() {
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- quat.calculateW(this, this);
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- return this.check();
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- }
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- // Calculates the conjugate of a quat If the quaternion is normalized,
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- // this function is faster than quat.inverse and produces the same result.
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- conjugate() {
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- quat.conjugate(this, this);
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- return this.check();
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- }
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- // Calculates the inverse of a quat
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- invert() {
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- quat.invert(this, this);
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- return this.check();
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- }
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- // Performs a linear interpolation between two quat's
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- lerp(a, b, t) {
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- if (t === undefined) {
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- return this.lerp(this, a, b);
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- }
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- quat.lerp(this, a, b, t);
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- return this.check();
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- }
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- // Multiplies two quat's
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- multiplyRight(a) {
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- quat.multiply(this, this, a);
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- return this.check();
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- }
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- multiplyLeft(a) {
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- quat.multiply(this, a, this);
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- return this.check();
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- }
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- // Normalize a quat
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- normalize() {
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- // Handle 0 case
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- const length = this.len();
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- const l = length > 0 ? 1 / length : 0;
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- this[0] = this[0] * l;
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- this[1] = this[1] * l;
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- this[2] = this[2] * l;
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- this[3] = this[3] * l;
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- // Set to [0, 0, 0, 1] if length is 0
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- if (length === 0) {
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- this[3] = 1;
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- }
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- return this.check();
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- }
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- // Rotates a quaternion by the given angle about the X axis
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- rotateX(rad) {
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- quat.rotateX(this, this, rad);
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- return this.check();
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- }
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- // Rotates a quaternion by the given angle about the Y axis
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- rotateY(rad) {
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- quat.rotateY(this, this, rad);
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- return this.check();
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- }
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- // Rotates a quaternion by the given angle about the Z axis
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- rotateZ(rad) {
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- quat.rotateZ(this, this, rad);
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- return this.check();
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- }
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- // Scales a quat by a scalar number
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- scale(b) {
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- quat.scale(this, this, b);
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- return this.check();
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- }
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- // Performs a spherical linear interpolation between two quat
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- slerp(arg0, arg1, arg2) {
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- let start;
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- let target;
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- let ratio;
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- // eslint-disable-next-line prefer-rest-params
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- switch (arguments.length) {
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- case 1: // Deprecated signature ({start, target, ratio})
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- // eslint-disable-next-line prefer-rest-params
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- ({
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- start = IDENTITY_QUATERNION,
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- target,
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- ratio
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- } = arg0);
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- break;
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- case 2: // THREE.js compatibility signature (target, ration)
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- start = this; // eslint-disable-line
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- target = arg0;
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- ratio = arg1;
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- break;
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- default:
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- // Default signature: (start, target, ratio)
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- start = arg0;
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- target = arg1;
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- ratio = arg2;
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- }
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- quat.slerp(this, start, target, ratio);
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- return this.check();
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- }
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- transformVector4(vector, result = new Vector4()) {
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- vec4.transformQuat(result, vector, this);
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- return checkVector(result, 4);
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- }
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- // THREE.js Math API compatibility
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- lengthSq() {
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- return this.lengthSquared();
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- }
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- setFromAxisAngle(axis, rad) {
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- return this.setAxisAngle(axis, rad);
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- }
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- premultiply(a) {
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- return this.multiplyLeft(a);
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- }
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- multiply(a) {
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- return this.multiplyRight(a);
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- }
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- }
@@ -1,148 +0,0 @@
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- // Copyright (c) 2017 Uber Technologies, Inc.
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- // MIT License
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- // Adaptation of THREE.js Spherical class, under MIT license
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- import Vector3 from './vector3';
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- import { formatValue, equals, config } from '../lib/common';
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- import { degrees, radians, clamp } from '../lib/common';
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- import * as vec3 from 'gl-matrix/vec3';
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- // TODO - import epsilon
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- const EPSILON = 0.000001;
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- const EARTH_RADIUS_METERS = 6371000;
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- /**
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- * The poles (phi) are at the positive and negative y axis.
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- * The equator starts at positive z.
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- * @link https://en.wikipedia.org/wiki/Spherical_coordinate_system
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- */
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- export default class SphericalCoordinates {
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- // bearing: number;
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- // pitch: number;
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- // altitude: number;
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- // lnglatZ coordinates
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- // longitude: number;
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- // latitude: number;
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- // lng: number;
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- // lat: number;
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- // z: number;
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- /**
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- * Creates a new SphericalCoordinates object
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- * @param options
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- * @param [options.phi] =0 - rotation around X (latitude)
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- * @param [options.theta] =0 - rotation around Y (longitude)
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- * @param [options.radius] =1 - Distance from center
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- * @param [options.bearing]
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- * @param [options.pitch]
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- * @param [options.altitude]
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- * @param [options.radiusScale] =1
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- */
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- // eslint-disable-next-line complexity
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- constructor({ phi = 0, theta = 0, radius = 1, bearing, pitch, altitude, radiusScale = EARTH_RADIUS_METERS } = {}) {
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- this.phi = phi;
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- this.theta = theta;
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- // TODO - silently accepts illegal 0
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- this.radius = radius || altitude || 1; // radial distance from center
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- this.radiusScale = radiusScale || 1; // Used by lngLatZ
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- if (bearing !== undefined) {
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- this.bearing = bearing; // up / down towards top and bottom pole
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- }
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- if (pitch !== undefined) {
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- this.pitch = pitch; // around the equator of the sphere
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- }
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- this.check();
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- }
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- toString() {
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- return this.formatString(config);
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- }
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- formatString({ printTypes = false }) {
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- const f = formatValue;
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- return `${printTypes ? 'Spherical' : ''}\
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- [rho:${f(this.radius)},theta:${f(this.theta)},phi:${f(this.phi)}]`;
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- }
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- equals(other) {
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- return (equals(this.radius, other.radius) &&
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- equals(this.theta, other.theta) &&
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- equals(this.phi, other.phi));
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- }
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- exactEquals(other) {
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- return this.radius === other.radius && this.theta === other.theta && this.phi === other.phi;
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- }
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- /* eslint-disable brace-style */
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- // Cartographic (bearing 0 north, pitch 0 look from above)
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- get bearing() {
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- return 180 - degrees(this.phi);
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- }
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- set bearing(v) {
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- this.phi = Math.PI - radians(v);
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- }
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- get pitch() {
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- return degrees(this.theta);
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- }
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- set pitch(v) {
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- this.theta = radians(v);
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- }
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- // get pitch() { return 90 - degrees(this.phi); }
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- // set pitch(v) { this.phi = radians(v) + Math.PI / 2; }
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- // get altitude() { return this.radius - 1; } // relative altitude
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- // lnglatZ coordinates
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- get longitude() {
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- return degrees(this.phi);
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- }
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- get latitude() {
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- return degrees(this.theta);
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- }
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- get lng() {
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- return degrees(this.phi);
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- }
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- get lat() {
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- return degrees(this.theta);
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- }
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- get z() {
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- return (this.radius - 1) * this.radiusScale;
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- }
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- /* eslint-enable brace-style */
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- set(radius, phi, theta) {
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- this.radius = radius;
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- this.phi = phi;
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- this.theta = theta;
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- return this.check();
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- }
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- clone() {
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- return new SphericalCoordinates().copy(this);
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- }
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- copy(other) {
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- this.radius = other.radius;
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- this.phi = other.phi;
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- this.theta = other.theta;
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- return this.check();
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- }
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- fromLngLatZ([lng, lat, z]) {
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- this.radius = 1 + z / this.radiusScale;
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- this.phi = radians(lat);
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- this.theta = radians(lng);
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- return this.check();
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- }
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- fromVector3(v) {
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- this.radius = vec3.length(v);
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- if (this.radius > 0) {
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- this.theta = Math.atan2(v[0], v[1]); // equator angle around y-up axis
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- this.phi = Math.acos(clamp(v[2] / this.radius, -1, 1)); // polar angle
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- }
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- return this.check();
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- }
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- toVector3() {
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- return new Vector3(0, 0, this.radius)
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- .rotateX({ radians: this.theta })
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- .rotateZ({ radians: this.phi });
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- }
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- // restrict phi to be betwee EPS and PI-EPS
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- makeSafe() {
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- this.phi = Math.max(EPSILON, Math.min(Math.PI - EPSILON, this.phi));
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- return this;
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- }
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- check() {
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- // this.makeSafe();
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- if (!Number.isFinite(this.phi) || !Number.isFinite(this.theta) || !(this.radius > 0)) {
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- throw new Error('SphericalCoordinates: some fields set to invalid numbers');
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- }
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- return this;
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- }
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- }
@@ -1,111 +0,0 @@
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- // Copyright (c) 2017 Uber Technologies, Inc.
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- // MIT License
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- import Vector from './base/vector';
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- import { config, isArray } from '../lib/common';
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- import { checkNumber } from '../lib/validators';
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- import * as vec2 from 'gl-matrix/vec2';
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- /* eslint-disable camelcase */
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- import { vec2_transformMat4AsVector } from '../lib/gl-matrix-extras';
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- /**
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- * Two-element vector class.
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- * Subclass of Array<number>
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- */
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- export default class Vector2 extends Vector {
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- // Creates a new, empty vec2
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- constructor(x = 0, y = 0) {
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- // PERF NOTE: initialize elements as double precision numbers
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- super(2); // -0, -0);
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- if (isArray(x) && arguments.length === 1) {
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- this.copy(x);
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- }
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- else {
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- if (config.debug) {
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- checkNumber(x);
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- checkNumber(y);
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- }
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- this[0] = x;
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- this[1] = y;
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- }
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- }
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- set(x, y) {
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- this[0] = x;
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- this[1] = y;
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- return this.check();
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- }
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- copy(array) {
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- this[0] = array[0];
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- this[1] = array[1];
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- return this.check();
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- }
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- fromObject(object) {
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- if (config.debug) {
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- checkNumber(object.x);
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- checkNumber(object.y);
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- }
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- this[0] = object.x;
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- this[1] = object.y;
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- return this.check();
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- }
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- toObject(object) {
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- object.x = this[0];
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- object.y = this[1];
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- return object;
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- }
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- // Getters/setters
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- get ELEMENTS() {
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- return 2;
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- }
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- /**
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- * Returns angle from x axis
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- * @returns
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- */
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- horizontalAngle() {
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- return Math.atan2(this.y, this.x);
64
- }
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- /**
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- * Returns angle from y axis
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- * @returns
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- */
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- verticalAngle() {
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- return Math.atan2(this.x, this.y);
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- }
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- // Transforms
73
- /**
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- * Transforms as point
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- * @param matrix4
76
- * @returns
77
- */
78
- transform(matrix4) {
79
- return this.transformAsPoint(matrix4);
80
- }
81
- /**
82
- * transforms as point (4th component is implicitly 1)
83
- * @param matrix4
84
- * @returns
85
- */
86
- transformAsPoint(matrix4) {
87
- vec2.transformMat4(this, this, matrix4);
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- return this.check();
89
- }
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- /**
91
- * transforms as vector (4th component is implicitly 0, ignores translation. slightly faster)
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- * @param matrix4
93
- * @returns
94
- */
95
- transformAsVector(matrix4) {
96
- vec2_transformMat4AsVector(this, this, matrix4);
97
- return this.check();
98
- }
99
- transformByMatrix3(matrix3) {
100
- vec2.transformMat3(this, this, matrix3);
101
- return this.check();
102
- }
103
- transformByMatrix2x3(matrix2x3) {
104
- vec2.transformMat2d(this, this, matrix2x3);
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- return this.check();
106
- }
107
- transformByMatrix2(matrix2) {
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- vec2.transformMat2(this, this, matrix2);
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- return this.check();
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- }
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- }
@@ -1,133 +0,0 @@
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- import Vector from './base/vector';
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- import { config, isArray } from '../lib/common';
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- import { checkNumber } from '../lib/validators';
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- import * as vec3 from 'gl-matrix/vec3';
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- /* eslint-disable camelcase */
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- import { vec3_transformMat2, vec3_transformMat4AsVector } from '../lib/gl-matrix-extras';
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- const ORIGIN = [0, 0, 0];
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- let ZERO;
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- /**
10
- * Three-element vector class.
11
- * Subclass of Array<number>
12
- */
13
- export default class Vector3 extends Vector {
14
- static get ZERO() {
15
- if (!ZERO) {
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- ZERO = new Vector3(0, 0, 0);
17
- Object.freeze(ZERO);
18
- }
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- return ZERO;
20
- }
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- /**
22
- * @class
23
- * @param x
24
- * @param y
25
- * @param z
26
- */
27
- constructor(x = 0, y = 0, z = 0) {
28
- // PERF NOTE: initialize elements as double precision numbers
29
- super(-0, -0, -0);
30
- if (arguments.length === 1 && isArray(x)) {
31
- this.copy(x);
32
- }
33
- else {
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- // this.set(x, y, z);
35
- if (config.debug) {
36
- checkNumber(x);
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- checkNumber(y);
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- checkNumber(z);
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- }
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- // @ts-expect-error TS2412: Property '0' of type 'number | [number, number, number]' is not assignable to numeric index type 'number'
41
- this[0] = x;
42
- this[1] = y;
43
- this[2] = z;
44
- }
45
- }
46
- set(x, y, z) {
47
- this[0] = x;
48
- this[1] = y;
49
- this[2] = z;
50
- return this.check();
51
- }
52
- copy(array) {
53
- this[0] = array[0];
54
- this[1] = array[1];
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- this[2] = array[2];
56
- return this.check();
57
- }
58
- fromObject(object) {
59
- if (config.debug) {
60
- checkNumber(object.x);
61
- checkNumber(object.y);
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- checkNumber(object.z);
63
- }
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- this[0] = object.x;
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- this[1] = object.y;
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- this[2] = object.z;
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- return this.check();
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- }
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- toObject(object) {
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- object.x = this[0];
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- object.y = this[1];
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- object.z = this[2];
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- return object;
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- }
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- // Getters/setters
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- get ELEMENTS() {
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- return 3;
78
- }
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- get z() {
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- return this[2];
81
- }
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- set z(value) {
83
- this[2] = checkNumber(value);
84
- }
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- // ACCESSORS
86
- angle(vector) {
87
- return vec3.angle(this, vector);
88
- }
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- // MODIFIERS
90
- cross(vector) {
91
- vec3.cross(this, this, vector);
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- return this.check();
93
- }
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- rotateX({ radians, origin = ORIGIN }) {
95
- vec3.rotateX(this, this, origin, radians);
96
- return this.check();
97
- }
98
- rotateY({ radians, origin = ORIGIN }) {
99
- vec3.rotateY(this, this, origin, radians);
100
- return this.check();
101
- }
102
- rotateZ({ radians, origin = ORIGIN }) {
103
- vec3.rotateZ(this, this, origin, radians);
104
- return this.check();
105
- }
106
- // Transforms
107
- // transforms as point (4th component is implicitly 1)
108
- transform(matrix4) {
109
- return this.transformAsPoint(matrix4);
110
- }
111
- // transforms as point (4th component is implicitly 1)
112
- transformAsPoint(matrix4) {
113
- vec3.transformMat4(this, this, matrix4);
114
- return this.check();
115
- }
116
- // transforms as vector (4th component is implicitly 0, ignores translation. slightly faster)
117
- transformAsVector(matrix4) {
118
- vec3_transformMat4AsVector(this, this, matrix4);
119
- return this.check();
120
- }
121
- transformByMatrix3(matrix3) {
122
- vec3.transformMat3(this, this, matrix3);
123
- return this.check();
124
- }
125
- transformByMatrix2(matrix2) {
126
- vec3_transformMat2(this, this, matrix2);
127
- return this.check();
128
- }
129
- transformByQuaternion(quaternion) {
130
- vec3.transformQuat(this, this, quaternion);
131
- return this.check();
132
- }
133
- }