@math.gl/core 3.6.2 → 4.0.0-alpha.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (135) hide show
  1. package/dist/classes/base/math-array.d.ts +3 -3
  2. package/dist/classes/base/math-array.d.ts.map +1 -1
  3. package/dist/{esm/classes → classes}/base/math-array.js +3 -2
  4. package/dist/classes/base/math-array.js.map +1 -0
  5. package/dist/classes/base/matrix.d.ts.map +1 -1
  6. package/dist/{esm/classes → classes}/base/matrix.js +3 -3
  7. package/dist/classes/base/matrix.js.map +1 -0
  8. package/dist/{esm/classes → classes}/base/vector.js +3 -3
  9. package/dist/classes/base/vector.js.map +1 -0
  10. package/dist/classes/euler.d.ts +1 -1
  11. package/dist/classes/euler.d.ts.map +1 -1
  12. package/dist/{esm/classes → classes}/euler.js +4 -4
  13. package/dist/classes/euler.js.map +1 -0
  14. package/dist/classes/matrix3.d.ts +1 -1
  15. package/dist/classes/matrix3.d.ts.map +1 -1
  16. package/dist/{esm/classes → classes}/matrix3.js +4 -4
  17. package/dist/classes/matrix3.js.map +1 -0
  18. package/dist/classes/matrix4.d.ts +1 -1
  19. package/dist/classes/matrix4.d.ts.map +1 -1
  20. package/dist/{esm/classes → classes}/matrix4.js +3 -3
  21. package/dist/classes/matrix4.js.map +1 -0
  22. package/dist/classes/pose.d.ts +1 -1
  23. package/dist/classes/pose.d.ts.map +1 -1
  24. package/dist/{esm/classes → classes}/pose.js +3 -3
  25. package/dist/classes/pose.js.map +1 -0
  26. package/dist/classes/quaternion.d.ts +1 -1
  27. package/dist/classes/quaternion.d.ts.map +1 -1
  28. package/dist/{esm/classes → classes}/quaternion.js +3 -3
  29. package/dist/classes/quaternion.js.map +1 -0
  30. package/dist/classes/spherical-coordinates.d.ts +3 -3
  31. package/dist/classes/spherical-coordinates.d.ts.map +1 -1
  32. package/dist/{esm/classes → classes}/spherical-coordinates.js +3 -3
  33. package/dist/classes/spherical-coordinates.js.map +1 -0
  34. package/dist/classes/vector2.d.ts.map +1 -1
  35. package/dist/{esm/classes → classes}/vector2.js +4 -4
  36. package/dist/classes/vector2.js.map +1 -0
  37. package/dist/classes/vector3.d.ts.map +1 -1
  38. package/dist/{esm/classes → classes}/vector3.js +4 -4
  39. package/dist/classes/vector3.js.map +1 -0
  40. package/dist/classes/vector4.d.ts +1 -1
  41. package/dist/classes/vector4.d.ts.map +1 -1
  42. package/dist/{esm/classes → classes}/vector4.js +4 -4
  43. package/dist/classes/vector4.js.map +1 -0
  44. package/dist/{es5/docs → docs}/README.md +0 -0
  45. package/dist/index.cjs +2335 -0
  46. package/dist/index.js +16 -0
  47. package/dist/index.js.map +1 -0
  48. package/dist/{esm/lib → lib}/assert.js +0 -0
  49. package/dist/lib/assert.js.map +1 -0
  50. package/dist/lib/common.d.ts +1 -1
  51. package/dist/lib/common.d.ts.map +1 -1
  52. package/dist/{esm/lib → lib}/common.js +3 -7
  53. package/dist/lib/common.js.map +1 -0
  54. package/dist/{esm/lib → lib}/gl-matrix-extras.js +0 -0
  55. package/dist/lib/gl-matrix-extras.js.map +1 -0
  56. package/dist/{esm/lib → lib}/gl-matrix.d.js +0 -0
  57. package/dist/{es5/lib → lib}/gl-matrix.d.js.map +0 -0
  58. package/dist/{esm/lib → lib}/math-utils.js +0 -0
  59. package/dist/lib/math-utils.js.map +1 -0
  60. package/dist/lib/validators.d.ts +1 -1
  61. package/dist/lib/validators.d.ts.map +1 -1
  62. package/dist/{esm/lib → lib}/validators.js +1 -1
  63. package/dist/lib/validators.js.map +1 -0
  64. package/package.json +7 -6
  65. package/src/classes/base/math-array.ts +10 -6
  66. package/src/classes/base/matrix.ts +1 -1
  67. package/src/classes/base/vector.ts +1 -1
  68. package/src/classes/euler.ts +4 -4
  69. package/src/classes/matrix3.ts +8 -4
  70. package/src/classes/matrix4.ts +7 -2
  71. package/src/classes/quaternion.ts +6 -4
  72. package/src/classes/spherical-coordinates.ts +2 -1
  73. package/src/classes/vector2.ts +1 -0
  74. package/src/classes/vector3.ts +1 -0
  75. package/src/classes/vector4.ts +6 -4
  76. package/src/lib/common.ts +3 -7
  77. package/src/lib/validators.ts +2 -2
  78. package/dist/es5/classes/base/math-array.js +0 -348
  79. package/dist/es5/classes/base/math-array.js.map +0 -1
  80. package/dist/es5/classes/base/matrix.js +0 -108
  81. package/dist/es5/classes/base/matrix.js.map +0 -1
  82. package/dist/es5/classes/base/vector.js +0 -210
  83. package/dist/es5/classes/base/vector.js.map +0 -1
  84. package/dist/es5/classes/euler.js +0 -654
  85. package/dist/es5/classes/euler.js.map +0 -1
  86. package/dist/es5/classes/matrix3.js +0 -284
  87. package/dist/es5/classes/matrix3.js.map +0 -1
  88. package/dist/es5/classes/matrix4.js +0 -574
  89. package/dist/es5/classes/matrix4.js.map +0 -1
  90. package/dist/es5/classes/pose.js +0 -159
  91. package/dist/es5/classes/pose.js.map +0 -1
  92. package/dist/es5/classes/quaternion.js +0 -323
  93. package/dist/es5/classes/quaternion.js.map +0 -1
  94. package/dist/es5/classes/spherical-coordinates.js +0 -208
  95. package/dist/es5/classes/spherical-coordinates.js.map +0 -1
  96. package/dist/es5/classes/vector2.js +0 -156
  97. package/dist/es5/classes/vector2.js.map +0 -1
  98. package/dist/es5/classes/vector3.js +0 -213
  99. package/dist/es5/classes/vector3.js.map +0 -1
  100. package/dist/es5/classes/vector4.js +0 -185
  101. package/dist/es5/classes/vector4.js.map +0 -1
  102. package/dist/es5/index.js +0 -236
  103. package/dist/es5/index.js.map +0 -1
  104. package/dist/es5/lib/assert.js +0 -13
  105. package/dist/es5/lib/assert.js.map +0 -1
  106. package/dist/es5/lib/common.js +0 -255
  107. package/dist/es5/lib/common.js.map +0 -1
  108. package/dist/es5/lib/gl-matrix-extras.js +0 -61
  109. package/dist/es5/lib/gl-matrix-extras.js.map +0 -1
  110. package/dist/es5/lib/gl-matrix.d.js +0 -2
  111. package/dist/es5/lib/math-utils.js +0 -34
  112. package/dist/es5/lib/math-utils.js.map +0 -1
  113. package/dist/es5/lib/validators.js +0 -53
  114. package/dist/es5/lib/validators.js.map +0 -1
  115. package/dist/esm/classes/base/math-array.js.map +0 -1
  116. package/dist/esm/classes/base/matrix.js.map +0 -1
  117. package/dist/esm/classes/base/vector.js.map +0 -1
  118. package/dist/esm/classes/euler.js.map +0 -1
  119. package/dist/esm/classes/matrix3.js.map +0 -1
  120. package/dist/esm/classes/matrix4.js.map +0 -1
  121. package/dist/esm/classes/pose.js.map +0 -1
  122. package/dist/esm/classes/quaternion.js.map +0 -1
  123. package/dist/esm/classes/spherical-coordinates.js.map +0 -1
  124. package/dist/esm/classes/vector2.js.map +0 -1
  125. package/dist/esm/classes/vector3.js.map +0 -1
  126. package/dist/esm/classes/vector4.js.map +0 -1
  127. package/dist/esm/docs/README.md +0 -0
  128. package/dist/esm/index.js +0 -16
  129. package/dist/esm/index.js.map +0 -1
  130. package/dist/esm/lib/assert.js.map +0 -1
  131. package/dist/esm/lib/common.js.map +0 -1
  132. package/dist/esm/lib/gl-matrix-extras.js.map +0 -1
  133. package/dist/esm/lib/gl-matrix.d.js.map +0 -1
  134. package/dist/esm/lib/math-utils.js.map +0 -1
  135. package/dist/esm/lib/validators.js.map +0 -1
@@ -0,0 +1 @@
1
+ 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Copyright (c) 2017 Uber Technologies, Inc.\n// MIT License\nimport {NumericArray} from '@math.gl/types';\nimport MathArray from './base/math-array';\nimport {checkNumber, checkVector} from '../lib/validators';\nimport Vector4 from './vector4';\n// @ts-ignore gl-matrix types...\nimport * as quat from 'gl-matrix/quat';\n// @ts-ignore gl-matrix types...\nimport * as vec4 from 'gl-matrix/vec4';\n\nconst IDENTITY_QUATERNION = [0, 0, 0, 1] as const;\n\nexport default class Quaternion extends MathArray {\n constructor(x: number | Readonly<NumericArray> = 0, y = 0, z = 0, w = 1) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0, -0);\n // eslint-disable-next-line prefer-rest-params\n if (Array.isArray(x) && arguments.length === 1) {\n this.copy(x);\n } else {\n this.set(x as number, y, z, w);\n }\n }\n\n copy(array: Readonly<NumericArray>): this {\n this[0] = array[0];\n this[1] = array[1];\n this[2] = array[2];\n this[3] = array[3];\n return this.check();\n }\n\n set(x: number, y: number, z: number, w: number): this {\n this[0] = x;\n this[1] = y;\n this[2] = z;\n this[3] = w;\n return this.check();\n }\n\n fromObject(object: {x: number; y: number; z: number; w: number}): this {\n this[0] = object.x;\n this[1] = object.y;\n this[2] = object.z;\n this[3] = object.w;\n return this.check();\n }\n\n /**\n * Creates a quaternion from the given 3x3 rotation matrix.\n * NOTE: The resultant quaternion is not normalized, so you should\n * be sure to renormalize the quaternion yourself where necessary.\n * @param m\n * @returns\n */\n fromMatrix3(m: Readonly<NumericArray>): this {\n quat.fromMat3(this, m);\n return this.check();\n }\n\n fromAxisRotation(axis: Readonly<NumericArray>, rad: number): this {\n quat.setAxisAngle(this, axis, rad);\n return this.check();\n }\n\n /** Set a quat to the identity quaternion */\n identity(): this {\n quat.identity(this);\n return this.check();\n }\n\n // Set the components of a quat to the given values\n // set(i, j, k, l) {\n // quat.set(this, i, j, k, l);\n // return this.check();\n // }\n\n // Sets a quat from the given angle and rotation axis, then returns it.\n setAxisAngle(axis: Readonly<NumericArray>, rad: number): this {\n return this.fromAxisRotation(axis, rad);\n }\n\n // Getters/setters\n get ELEMENTS(): number {\n return 4;\n }\n\n get x(): number {\n return this[0];\n }\n set x(value: number) {\n this[0] = checkNumber(value);\n }\n\n get y(): number {\n return this[1];\n }\n set y(value: number) {\n this[1] = checkNumber(value);\n }\n\n get z(): number {\n return this[2];\n }\n set z(value: number) {\n this[2] = checkNumber(value);\n }\n\n get w(): number {\n return this[3];\n }\n set w(value: number) {\n this[3] = checkNumber(value);\n }\n\n // Calculates the length of a quat\n len(): number {\n return quat.length(this);\n }\n\n // Calculates the squared length of a quat\n lengthSquared(): number {\n return quat.squaredLength(this);\n }\n\n // Calculates the dot product of two quat's\n // @return {Number}\n dot(a: Readonly<NumericArray>): number {\n return quat.dot(this, a);\n }\n\n // Gets the rotation axis and angle for a given quaternion.\n // If a quaternion is created with setAxisAngle, this method will\n // return the same values as providied in the original parameter\n // list OR functionally equivalent values.\n // Example: The quaternion formed by axis [0, 0, 1] and angle -90\n // is the same as the quaternion formed by [0, 0, 1] and 270.\n // This method favors the latter.\n // @return {{[x,y,z], Number}}\n // getAxisAngle() {\n // const axis = [];\n // const angle = quat.getAxisAngle(axis, this);\n // return {axis, angle};\n // }\n // MODIFIERS\n // Sets a quaternion to represent the shortest rotation from one vector\n // to another. Both vectors are assumed to be unit length.\n rotationTo(vectorA: NumericArray, vectorB: NumericArray): this {\n quat.rotationTo(this, vectorA, vectorB);\n return this.check();\n }\n\n // Sets the specified quaternion with values corresponding to the given axes.\n // Each axis is a vec3 and is expected to be unit length and perpendicular\n // to all other specified axes.\n // setAxes() {\n // Number\n // }\n // Performs a spherical linear interpolation with two control points\n // sqlerp() {\n // Number;\n // }\n // Adds two quat's\n override add(a: Readonly<NumericArray>): this {\n quat.add(this, this, a);\n return this.check();\n }\n\n // Calculates the W component of a quat from the X, Y, and Z components.\n // Any existing W component will be ignored.\n calculateW(): this {\n quat.calculateW(this, this);\n return this.check();\n }\n\n // Calculates the conjugate of a quat If the quaternion is normalized,\n // this function is faster than quat.inverse and produces the same result.\n conjugate(): this {\n quat.conjugate(this, this);\n return this.check();\n }\n\n // Calculates the inverse of a quat\n invert(): this {\n quat.invert(this, this);\n return this.check();\n }\n\n // Performs a linear interpolation between two quat's\n override lerp(a: Readonly<NumericArray>, b: Readonly<NumericArray> | number, t?: number): this {\n if (t === undefined) {\n return this.lerp(this, a, b as number);\n }\n quat.lerp(this, a, b as NumericArray, t);\n return this.check();\n }\n\n // Multiplies two quat's\n multiplyRight(a: Readonly<NumericArray>): this {\n quat.multiply(this, this, a);\n return this.check();\n }\n\n multiplyLeft(a: Readonly<NumericArray>): this {\n quat.multiply(this, a, this);\n return this.check();\n }\n\n // Normalize a quat\n normalize(): this {\n // Handle 0 case\n const length = this.len();\n const l = length > 0 ? 1 / length : 0;\n this[0] = this[0] * l;\n this[1] = this[1] * l;\n this[2] = this[2] * l;\n this[3] = this[3] * l;\n // Set to [0, 0, 0, 1] if length is 0\n if (length === 0) {\n this[3] = 1;\n }\n return this.check();\n }\n\n // Rotates a quaternion by the given angle about the X axis\n rotateX(rad: number): this {\n quat.rotateX(this, this, rad);\n return this.check();\n }\n\n // Rotates a quaternion by the given angle about the Y axis\n rotateY(rad: number): this {\n quat.rotateY(this, this, rad);\n return this.check();\n }\n\n // Rotates a quaternion by the given angle about the Z axis\n rotateZ(rad: number): this {\n quat.rotateZ(this, this, rad);\n return this.check();\n }\n\n // Scales a quat by a scalar number\n override scale(b: number): this {\n quat.scale(this, this, b);\n return this.check();\n }\n\n slerp(target: Readonly<NumericArray>, ratio: number): this;\n slerp(start: Readonly<NumericArray>, target: Readonly<NumericArray>, ratio: number): this;\n slerp(params: {\n start: Readonly<NumericArray>;\n target: Readonly<NumericArray>;\n ratio: number;\n }): this;\n\n // Performs a spherical linear interpolation between two quat\n slerp(\n arg0:\n | Readonly<NumericArray>\n | {\n start: Readonly<NumericArray>;\n target: Readonly<NumericArray>;\n ratio: number;\n },\n arg1?: Readonly<NumericArray> | number,\n arg2?: number\n ): this {\n let start: Readonly<NumericArray>;\n let target: Readonly<NumericArray>;\n let ratio: number;\n // eslint-disable-next-line prefer-rest-params\n switch (arguments.length) {\n case 1: // Deprecated signature ({start, target, ratio})\n // eslint-disable-next-line prefer-rest-params\n ({\n start = IDENTITY_QUATERNION,\n target,\n ratio\n } = arg0 as {\n start: Readonly<NumericArray>;\n target: Readonly<NumericArray>;\n ratio: number;\n });\n break;\n case 2: // THREE.js compatibility signature (target, ration)\n start = this; // eslint-disable-line\n target = arg0 as Readonly<NumericArray>;\n ratio = arg1 as number;\n break;\n default:\n // Default signature: (start, target, ratio)\n start = arg0 as Readonly<NumericArray>;\n target = arg1 as Readonly<NumericArray>;\n ratio = arg2;\n }\n quat.slerp(this, start, target, ratio);\n return this.check();\n }\n\n transformVector4(\n vector: Readonly<NumericArray>,\n result: NumericArray = new Vector4()\n ): NumericArray {\n vec4.transformQuat(result, vector, this);\n return checkVector(result, 4);\n }\n\n // THREE.js Math API compatibility\n lengthSq(): number {\n return this.lengthSquared();\n }\n\n setFromAxisAngle(axis: Readonly<NumericArray>, rad: number): this {\n return this.setAxisAngle(axis, rad);\n }\n\n premultiply(a: Readonly<NumericArray>): this {\n return this.multiplyLeft(a);\n }\n\n multiply(a: Readonly<NumericArray>): this {\n return this.multiplyRight(a);\n }\n}\n"],"file":"quaternion.js"}
@@ -1,6 +1,6 @@
1
- import Vector3 from './vector3';
2
1
  import { NumericArray } from '@math.gl/types';
3
- declare type SphericalCoordinatesOptions = {
2
+ import Vector3 from './vector3';
3
+ type SphericalCoordinatesOptions = {
4
4
  phi?: number;
5
5
  theta?: number;
6
6
  radius?: number;
@@ -9,7 +9,7 @@ declare type SphericalCoordinatesOptions = {
9
9
  altitude?: number;
10
10
  radiusScale?: number;
11
11
  };
12
- declare type FormatOptions = {
12
+ type FormatOptions = {
13
13
  printTypes?: boolean;
14
14
  };
15
15
  /**
@@ -1 +1 @@
1
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1
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@@ -1,7 +1,7 @@
1
1
  import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
2
- import Vector3 from './vector3';
3
- import { formatValue, equals, config } from '../lib/common';
4
- import { degrees, radians, clamp } from '../lib/common';
2
+ import Vector3 from "./vector3.js";
3
+ import { formatValue, equals, config } from "../lib/common.js";
4
+ import { degrees, radians, clamp } from "../lib/common.js";
5
5
  import * as vec3 from 'gl-matrix/vec3';
6
6
  const EPSILON = 0.000001;
7
7
  const EARTH_RADIUS_METERS = 6371000;
@@ -0,0 +1 @@
1
+ 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@@ -1 +1 @@
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@@ -1,8 +1,8 @@
1
- import Vector from './base/vector';
2
- import { config, isArray } from '../lib/common';
3
- import { checkNumber } from '../lib/validators';
1
+ import Vector from "./base/vector.js";
2
+ import { config, isArray } from "../lib/common.js";
3
+ import { checkNumber } from "../lib/validators.js";
4
4
  import * as vec2 from 'gl-matrix/vec2';
5
- import { vec2_transformMat4AsVector } from '../lib/gl-matrix-extras';
5
+ import { vec2_transformMat4AsVector } from "../lib/gl-matrix-extras.js";
6
6
  export default class Vector2 extends Vector {
7
7
  constructor(x = 0, y = 0) {
8
8
  super(2);
@@ -0,0 +1 @@
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@@ -1 +1 @@
1
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@@ -1,8 +1,8 @@
1
- import Vector from './base/vector';
2
- import { config, isArray } from '../lib/common';
3
- import { checkNumber } from '../lib/validators';
1
+ import Vector from "./base/vector.js";
2
+ import { config, isArray } from "../lib/common.js";
3
+ import { checkNumber } from "../lib/validators.js";
4
4
  import * as vec3 from 'gl-matrix/vec3';
5
- import { vec3_transformMat2, vec3_transformMat4AsVector } from '../lib/gl-matrix-extras';
5
+ import { vec3_transformMat2, vec3_transformMat4AsVector } from "../lib/gl-matrix-extras.js";
6
6
  const ORIGIN = [0, 0, 0];
7
7
  let ZERO;
8
8
  export default class Vector3 extends Vector {
@@ -0,0 +1 @@
1
+ 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Copyright (c) 2017 Uber Technologies, Inc.\n// MIT License\nimport {NumericArray} from '@math.gl/types';\nimport Vector from './base/vector';\nimport {config, isArray} from '../lib/common';\nimport {checkNumber} from '../lib/validators';\n// @ts-ignore gl-matrix types\nimport * as vec3 from 'gl-matrix/vec3';\n/* eslint-disable camelcase */\nimport {vec3_transformMat2, vec3_transformMat4AsVector} from '../lib/gl-matrix-extras';\n\nconst ORIGIN = [0, 0, 0];\n\nlet ZERO: Vector3;\n\n/**\n * Three-element vector class.\n * Subclass of Array<number>\n */\nexport default class Vector3 extends Vector {\n static get ZERO(): Vector3 {\n if (!ZERO) {\n ZERO = new Vector3(0, 0, 0);\n Object.freeze(ZERO);\n }\n return ZERO;\n }\n\n /**\n * @class\n * @param x\n * @param y\n * @param z\n */\n constructor(x: number | Readonly<NumericArray> = 0, y: number = 0, z: number = 0) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0);\n if (arguments.length === 1 && isArray(x)) {\n this.copy(x as NumericArray);\n } else {\n // this.set(x, y, z);\n if (config.debug) {\n checkNumber(x);\n checkNumber(y);\n checkNumber(z);\n }\n // @ts-expect-error TS2412: Property '0' of type 'number | [number, number, number]' is not assignable to numeric index type 'number'\n this[0] = x;\n this[1] = y;\n this[2] = z;\n }\n }\n\n set(x: number, y: number, z: number): this {\n this[0] = x;\n this[1] = y;\n this[2] = z;\n return this.check();\n }\n\n copy(array: Readonly<NumericArray>): this {\n this[0] = array[0];\n this[1] = array[1];\n this[2] = array[2];\n return this.check();\n }\n\n fromObject(object: {x: number; y: number; z: number}): this {\n if (config.debug) {\n checkNumber(object.x);\n checkNumber(object.y);\n checkNumber(object.z);\n }\n this[0] = object.x;\n this[1] = object.y;\n this[2] = object.z;\n return this.check();\n }\n\n toObject(object: {x?: number; y?: number; z?: number}): {x: number; y: number; z: number} {\n object.x = this[0];\n object.y = this[1];\n object.z = this[2];\n return object as {x: number; y: number; z: number};\n }\n\n // Getters/setters\n\n get ELEMENTS(): number {\n return 3;\n }\n get z(): number {\n return this[2];\n }\n set z(value: number) {\n this[2] = checkNumber(value);\n }\n\n // ACCESSORS\n\n angle(vector: Readonly<NumericArray>): number {\n return vec3.angle(this, vector);\n }\n\n // MODIFIERS\n\n cross(vector: Readonly<NumericArray>): this {\n vec3.cross(this, this, vector);\n return this.check();\n }\n\n rotateX({radians, origin = ORIGIN}: {radians: number; origin?: Readonly<NumericArray>}): this {\n vec3.rotateX(this, this, origin, radians);\n return this.check();\n }\n\n rotateY({radians, origin = ORIGIN}: {radians: number; origin?: Readonly<NumericArray>}): this {\n vec3.rotateY(this, this, origin, radians);\n return this.check();\n }\n\n rotateZ({radians, origin = ORIGIN}: {radians: number; origin?: Readonly<NumericArray>}): this {\n vec3.rotateZ(this, this, origin, radians);\n return this.check();\n }\n\n // Transforms\n\n // transforms as point (4th component is implicitly 1)\n transform(matrix4: Readonly<NumericArray>): this {\n return this.transformAsPoint(matrix4);\n }\n\n // transforms as point (4th component is implicitly 1)\n transformAsPoint(matrix4: Readonly<NumericArray>): this {\n vec3.transformMat4(this, this, matrix4);\n return this.check();\n }\n\n // transforms as vector (4th component is implicitly 0, ignores translation. slightly faster)\n transformAsVector(matrix4: Readonly<NumericArray>): this {\n vec3_transformMat4AsVector(this, this, matrix4);\n return this.check();\n }\n\n transformByMatrix3(matrix3: Readonly<NumericArray>): this {\n vec3.transformMat3(this, this, matrix3);\n return this.check();\n }\n\n transformByMatrix2(matrix2: Readonly<NumericArray>): this {\n vec3_transformMat2(this, this, matrix2);\n return this.check();\n }\n\n transformByQuaternion(quaternion: Readonly<NumericArray>): this {\n vec3.transformQuat(this, this, quaternion);\n return this.check();\n }\n}\n"],"file":"vector3.js"}
@@ -1,5 +1,5 @@
1
- import Vector from './base/vector';
2
1
  import { NumericArray } from '@math.gl/types';
2
+ import Vector from './base/vector';
3
3
  import type Matrix4 from './matrix4';
4
4
  /**
5
5
  * Four-element vector class.
@@ -1 +1 @@
1
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1
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@@ -1,8 +1,8 @@
1
- import Vector from './base/vector';
2
- import { config, isArray } from '../lib/common';
3
- import { checkNumber } from '../lib/validators';
4
1
  import * as vec4 from 'gl-matrix/vec3';
5
- import { vec4_transformMat2, vec4_transformMat3 } from '../lib/gl-matrix-extras';
2
+ import { vec4_transformMat2, vec4_transformMat3 } from "../lib/gl-matrix-extras.js";
3
+ import Vector from "./base/vector.js";
4
+ import { config, isArray } from "../lib/common.js";
5
+ import { checkNumber } from "../lib/validators.js";
6
6
  let ZERO;
7
7
  export default class Vector4 extends Vector {
8
8
  static get ZERO() {
@@ -0,0 +1 @@
1
+ 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Copyright (c) 2017 Uber Technologies, Inc.\n// MIT License\n\nimport {NumericArray} from '@math.gl/types';\n// @ts-ignore gl-matrix types...\nimport * as vec4 from 'gl-matrix/vec3';\n/* eslint-disable camelcase */\nimport {vec4_transformMat2, vec4_transformMat3} from '../lib/gl-matrix-extras';\n\nimport Vector from './base/vector';\nimport {config, isArray} from '../lib/common';\nimport {checkNumber} from '../lib/validators';\n\nimport type Matrix4 from './matrix4';\n\nlet ZERO: Vector4;\n\n/**\n * Four-element vector class.\n * Subclass of Array<number>\n */\nexport default class Vector4 extends Vector {\n static get ZERO(): Vector4 {\n if (!ZERO) {\n ZERO = new Vector4(0, 0, 0, 0);\n Object.freeze(ZERO);\n }\n return ZERO;\n }\n\n constructor(x: number | Readonly<NumericArray> = 0, y: number = 0, z: number = 0, w: number = 0) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0, -0);\n if (isArray(x) && arguments.length === 1) {\n this.copy(x as Readonly<NumericArray>);\n } else {\n // this.set(x, y, z, w);\n if (config.debug) {\n checkNumber(x);\n checkNumber(y);\n checkNumber(z);\n checkNumber(w);\n }\n this[0] = x as number;\n this[1] = y;\n this[2] = z;\n this[3] = w;\n }\n }\n\n set(x: number, y: number, z: number, w: number): this {\n this[0] = x;\n this[1] = y;\n this[2] = z;\n this[3] = w;\n return this.check();\n }\n\n copy(array: Readonly<NumericArray>): this {\n this[0] = array[0];\n this[1] = array[1];\n this[2] = array[2];\n this[3] = array[3];\n return this.check();\n }\n\n fromObject(object: {x: number; y: number; z: number; w: number}): this {\n if (config.debug) {\n checkNumber(object.x);\n checkNumber(object.y);\n checkNumber(object.z);\n checkNumber(object.w);\n }\n this[0] = object.x;\n this[1] = object.y;\n this[2] = object.z;\n this[3] = object.w;\n return this;\n }\n\n toObject(object: {x?: number; y?: number; z?: number; w?: number}): {\n x: number;\n y: number;\n z: number;\n w: number;\n } {\n object.x = this[0];\n object.y = this[1];\n object.z = this[2];\n object.w = this[3];\n return object as {\n x: number;\n y: number;\n z: number;\n w: number;\n };\n }\n\n // Getters/setters\n /* eslint-disable no-multi-spaces, brace-style, no-return-assign */\n get ELEMENTS(): number {\n return 4;\n }\n\n get z(): number {\n return this[2];\n }\n set z(value: number) {\n this[2] = checkNumber(value);\n }\n get w(): number {\n return this[3];\n }\n set w(value: number) {\n this[3] = checkNumber(value);\n }\n\n transform(matrix4: Readonly<NumericArray>): this {\n vec4.transformMat4(this, this, matrix4);\n return this.check();\n }\n\n transformByMatrix3(matrix3: Readonly<NumericArray>): this {\n vec4_transformMat3(this, this, matrix3);\n return this.check();\n }\n\n transformByMatrix2(matrix2: Readonly<NumericArray>): this {\n vec4_transformMat2(this, this, matrix2);\n return this.check();\n }\n\n transformByQuaternion(quaternion: Readonly<NumericArray>): this {\n 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