@math.gl/core 3.6.3 → 4.0.0-alpha.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/classes/base/math-array.d.ts +5 -4
- package/dist/classes/base/math-array.d.ts.map +1 -1
- package/dist/{esm/classes → classes}/base/math-array.js +8 -3
- package/dist/classes/base/math-array.js.map +1 -0
- package/dist/classes/base/matrix.d.ts +2 -2
- package/dist/classes/base/matrix.d.ts.map +1 -1
- package/dist/{esm/classes → classes}/base/matrix.js +4 -4
- package/dist/classes/base/matrix.js.map +1 -0
- package/dist/classes/base/vector.d.ts +2 -2
- package/dist/classes/base/vector.d.ts.map +1 -1
- package/dist/{esm/classes → classes}/base/vector.js +4 -4
- package/dist/classes/base/vector.js.map +1 -0
- package/dist/classes/euler.d.ts +4 -4
- package/dist/classes/euler.d.ts.map +1 -1
- package/dist/{esm/classes → classes}/euler.js +6 -6
- package/dist/classes/euler.js.map +1 -0
- package/dist/classes/matrix3.d.ts +5 -2
- package/dist/classes/matrix3.d.ts.map +1 -1
- package/dist/{esm/classes → classes}/matrix3.js +20 -20
- package/dist/classes/matrix3.js.map +1 -0
- package/dist/classes/matrix4.d.ts +2 -2
- package/dist/classes/matrix4.d.ts.map +1 -1
- package/dist/{esm/classes → classes}/matrix4.js +27 -27
- package/dist/classes/matrix4.js.map +1 -0
- package/dist/classes/pose.d.ts +4 -4
- package/dist/classes/pose.d.ts.map +1 -1
- package/dist/{esm/classes → classes}/pose.js +4 -4
- package/dist/classes/pose.js.map +1 -0
- package/dist/classes/quaternion.d.ts +2 -2
- package/dist/classes/quaternion.d.ts.map +1 -1
- package/dist/{esm/classes → classes}/quaternion.js +26 -26
- package/dist/classes/quaternion.js.map +1 -0
- package/dist/classes/spherical-coordinates.d.ts +2 -2
- package/dist/classes/spherical-coordinates.d.ts.map +1 -1
- package/dist/{esm/classes → classes}/spherical-coordinates.js +5 -5
- package/dist/classes/spherical-coordinates.js.map +1 -0
- package/dist/classes/vector2.d.ts +2 -2
- package/dist/classes/vector2.d.ts.map +1 -1
- package/dist/{esm/classes → classes}/vector2.js +10 -10
- package/dist/classes/vector2.js.map +1 -0
- package/dist/classes/vector3.d.ts +2 -2
- package/dist/classes/vector3.d.ts.map +1 -1
- package/dist/{esm/classes → classes}/vector3.js +14 -14
- package/dist/classes/vector3.js.map +1 -0
- package/dist/classes/vector4.d.ts +3 -3
- package/dist/classes/vector4.d.ts.map +1 -1
- package/dist/{esm/classes → classes}/vector4.js +8 -8
- package/dist/classes/vector4.js.map +1 -0
- package/dist/gl-matrix/common.d.ts +38 -0
- package/dist/gl-matrix/common.d.ts.map +1 -0
- package/dist/gl-matrix/common.js +19 -0
- package/dist/gl-matrix/common.js.map +1 -0
- package/dist/gl-matrix/mat3.d.ts +295 -0
- package/dist/gl-matrix/mat3.d.ts.map +1 -0
- package/dist/gl-matrix/mat3.js +489 -0
- package/dist/gl-matrix/mat3.js.map +1 -0
- package/dist/gl-matrix/mat4.d.ts +577 -0
- package/dist/gl-matrix/mat4.d.ts.map +1 -0
- package/dist/gl-matrix/mat4.js +1455 -0
- package/dist/gl-matrix/mat4.js.map +1 -0
- package/dist/gl-matrix/quat.d.ts +357 -0
- package/dist/gl-matrix/quat.d.ts.map +1 -0
- package/dist/gl-matrix/quat.js +315 -0
- package/dist/gl-matrix/quat.js.map +1 -0
- package/dist/gl-matrix/vec2.d.ts +373 -0
- package/dist/gl-matrix/vec2.d.ts.map +1 -0
- package/dist/gl-matrix/vec2.js +257 -0
- package/dist/gl-matrix/vec2.js.map +1 -0
- package/dist/gl-matrix/vec3.d.ts +416 -0
- package/dist/gl-matrix/vec3.d.ts.map +1 -0
- package/dist/gl-matrix/vec3.js +384 -0
- package/dist/gl-matrix/vec3.js.map +1 -0
- package/dist/gl-matrix/vec4.d.ts +340 -0
- package/dist/gl-matrix/vec4.d.ts.map +1 -0
- package/dist/gl-matrix/vec4.js +334 -0
- package/dist/gl-matrix/vec4.js.map +1 -0
- package/dist/gl-matrix/wip/index.d.ts +5 -0
- package/dist/gl-matrix/wip/index.d.ts.map +1 -0
- package/dist/gl-matrix/wip/index.js +12 -0
- package/dist/gl-matrix/wip/index.js.map +1 -0
- package/dist/gl-matrix/wip/mat2.d.ts +229 -0
- package/dist/gl-matrix/wip/mat2.d.ts.map +1 -0
- package/dist/gl-matrix/wip/mat2.js +208 -0
- package/dist/gl-matrix/wip/mat2.js.map +1 -0
- package/dist/gl-matrix/wip/mat2d.d.ts +244 -0
- package/dist/gl-matrix/wip/mat2d.d.ts.map +1 -0
- package/dist/gl-matrix/wip/mat2d.js +251 -0
- package/dist/gl-matrix/wip/mat2d.js.map +1 -0
- package/dist/gl-matrix/wip/quat2.d.ts +352 -0
- package/dist/gl-matrix/wip/quat2.d.ts.map +1 -0
- package/dist/gl-matrix/wip/quat2.js +482 -0
- package/dist/gl-matrix/wip/quat2.js.map +1 -0
- package/dist/gl-matrix/wip/types.d.js +2 -0
- package/dist/{esm/lib/gl-matrix.d.js.map → gl-matrix/wip/types.d.js.map} +1 -1
- package/dist/index.cjs +3788 -0
- package/dist/index.d.ts +15 -14
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +17 -0
- package/dist/index.js.map +1 -0
- package/dist/lib/assert.d.ts +1 -1
- package/dist/lib/assert.d.ts.map +1 -1
- package/dist/lib/assert.js +6 -0
- package/dist/lib/assert.js.map +1 -0
- package/dist/lib/common.d.ts +10 -5
- package/dist/lib/common.d.ts.map +1 -1
- package/dist/{esm/lib → lib}/common.js +11 -9
- package/dist/lib/common.js.map +1 -0
- package/dist/lib/gl-matrix-extras.js.map +1 -0
- package/dist/lib/math-utils.d.ts +24 -27
- package/dist/lib/math-utils.d.ts.map +1 -1
- package/dist/lib/math-utils.js +25 -0
- package/dist/lib/math-utils.js.map +1 -0
- package/dist/lib/validators.d.ts +1 -1
- package/dist/lib/validators.d.ts.map +1 -1
- package/dist/{esm/lib → lib}/validators.js +2 -2
- package/dist/lib/validators.js.map +1 -0
- package/package.json +6 -6
- package/src/classes/base/math-array.ts +16 -8
- package/src/classes/base/matrix.ts +7 -4
- package/src/classes/base/vector.ts +4 -4
- package/src/classes/euler.ts +9 -8
- package/src/classes/matrix3.ts +37 -24
- package/src/classes/matrix4.ts +48 -29
- package/src/classes/pose.ts +4 -4
- package/src/classes/quaternion.ts +54 -32
- package/src/classes/spherical-coordinates.ts +5 -4
- package/src/classes/vector2.ts +13 -9
- package/src/classes/vector3.ts +26 -12
- package/src/classes/vector4.ts +14 -10
- package/src/gl-matrix/common.js +58 -0
- package/src/gl-matrix/mat3.js +842 -0
- package/src/gl-matrix/mat4.js +2169 -0
- package/src/gl-matrix/quat.ts +789 -0
- package/src/gl-matrix/vec2.js +629 -0
- package/src/gl-matrix/vec3.js +827 -0
- package/src/gl-matrix/vec4.js +675 -0
- package/src/gl-matrix/wip/index.js +15 -0
- package/src/gl-matrix/wip/mat2.js +442 -0
- package/src/gl-matrix/wip/mat2d.js +505 -0
- package/src/gl-matrix/wip/quat2.ts +886 -0
- package/src/gl-matrix/wip/types.d.ts +93 -0
- package/src/index.ts +16 -14
- package/src/lib/assert.ts +1 -1
- package/src/lib/common.ts +31 -19
- package/src/lib/math-utils.ts +24 -26
- package/src/lib/validators.ts +3 -3
- package/dist/es5/classes/base/math-array.js +0 -348
- package/dist/es5/classes/base/math-array.js.map +0 -1
- package/dist/es5/classes/base/matrix.js +0 -108
- package/dist/es5/classes/base/matrix.js.map +0 -1
- package/dist/es5/classes/base/vector.js +0 -210
- package/dist/es5/classes/base/vector.js.map +0 -1
- package/dist/es5/classes/euler.js +0 -654
- package/dist/es5/classes/euler.js.map +0 -1
- package/dist/es5/classes/matrix3.js +0 -284
- package/dist/es5/classes/matrix3.js.map +0 -1
- package/dist/es5/classes/matrix4.js +0 -574
- package/dist/es5/classes/matrix4.js.map +0 -1
- package/dist/es5/classes/pose.js +0 -159
- package/dist/es5/classes/pose.js.map +0 -1
- package/dist/es5/classes/quaternion.js +0 -323
- package/dist/es5/classes/quaternion.js.map +0 -1
- package/dist/es5/classes/spherical-coordinates.js +0 -208
- package/dist/es5/classes/spherical-coordinates.js.map +0 -1
- package/dist/es5/classes/vector2.js +0 -156
- package/dist/es5/classes/vector2.js.map +0 -1
- package/dist/es5/classes/vector3.js +0 -213
- package/dist/es5/classes/vector3.js.map +0 -1
- package/dist/es5/classes/vector4.js +0 -185
- package/dist/es5/classes/vector4.js.map +0 -1
- package/dist/es5/docs/README.md +0 -0
- package/dist/es5/index.js +0 -236
- package/dist/es5/index.js.map +0 -1
- package/dist/es5/lib/assert.js +0 -13
- package/dist/es5/lib/assert.js.map +0 -1
- package/dist/es5/lib/common.js +0 -255
- package/dist/es5/lib/common.js.map +0 -1
- package/dist/es5/lib/gl-matrix-extras.js +0 -61
- package/dist/es5/lib/gl-matrix-extras.js.map +0 -1
- package/dist/es5/lib/gl-matrix.d.js +0 -2
- package/dist/es5/lib/math-utils.js +0 -34
- package/dist/es5/lib/math-utils.js.map +0 -1
- package/dist/es5/lib/validators.js +0 -53
- package/dist/es5/lib/validators.js.map +0 -1
- package/dist/esm/classes/base/math-array.js.map +0 -1
- package/dist/esm/classes/base/matrix.js.map +0 -1
- package/dist/esm/classes/base/vector.js.map +0 -1
- package/dist/esm/classes/euler.js.map +0 -1
- package/dist/esm/classes/matrix3.js.map +0 -1
- package/dist/esm/classes/matrix4.js.map +0 -1
- package/dist/esm/classes/pose.js.map +0 -1
- package/dist/esm/classes/quaternion.js.map +0 -1
- package/dist/esm/classes/spherical-coordinates.js.map +0 -1
- package/dist/esm/classes/vector2.js.map +0 -1
- package/dist/esm/classes/vector3.js.map +0 -1
- package/dist/esm/classes/vector4.js.map +0 -1
- package/dist/esm/docs/README.md +0 -0
- package/dist/esm/index.js +0 -16
- package/dist/esm/index.js.map +0 -1
- package/dist/esm/lib/assert.js +0 -6
- package/dist/esm/lib/assert.js.map +0 -1
- package/dist/esm/lib/common.js.map +0 -1
- package/dist/esm/lib/gl-matrix-extras.js.map +0 -1
- package/dist/esm/lib/math-utils.js +0 -27
- package/dist/esm/lib/math-utils.js.map +0 -1
- package/dist/esm/lib/validators.js.map +0 -1
- package/src/docs/README.md +0 -0
- /package/dist/{esm/lib → lib}/gl-matrix-extras.js +0 -0
- /package/dist/{esm/lib → lib}/gl-matrix.d.js +0 -0
- /package/dist/{es5/lib → lib}/gl-matrix.d.js.map +0 -0
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@eslint-disable\n// @ts-nocheck\n\nimport * as glMatrix from './common.js';\nimport * as mat3 from './mat3.js';\nimport * as vec3 from './vec3.js';\nimport * as vec4 from './vec4.js';\n\n// const glMatrix: {EPSILON = 0.000001};\n\n/**\n * Quaternion in the format XYZW\n * @module quat\n */\n\n/**\n * Creates a new identity quat\n *\n * @returns {quat} a new quaternion\n */\nexport function create() {\n const out = new glMatrix.ARRAY_TYPE(4);\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[0] = 0;\n out[1] = 0;\n out[2] = 0;\n }\n out[3] = 1;\n return out;\n}\n\n/**\n * Set a quat to the identity quaternion\n *\n * @param {quat} out the receiving quaternion\n * @returns {quat} out\n */\nexport function identity(out) {\n out[0] = 0;\n out[1] = 0;\n out[2] = 0;\n out[3] = 1;\n return out;\n}\n\n/**\n * Sets a quat from the given angle and rotation axis,\n * then returns it.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyVec3} axis the axis around which to rotate\n * @param {Number} rad the angle in radians\n * @returns {quat} out\n **/\nexport function setAxisAngle(out, axis, rad) {\n rad = rad * 0.5;\n const s = Math.sin(rad);\n out[0] = s * axis[0];\n out[1] = s * axis[1];\n out[2] = s * axis[2];\n out[3] = Math.cos(rad);\n return out;\n}\n\n/**\n * Gets the rotation axis and angle for a given\n * quaternion. If a quaternion is created with\n * setAxisAngle, this method will return the same\n * values as providied in the original parameter list\n * OR functionally equivalent values.\n * Example: The quaternion formed by axis [0, 0, 1] and\n * angle -90 is the same as the quaternion formed by\n * [0, 0, 1] and 270. This method favors the latter.\n * @param {vec3} out_axis Vector receiving the axis of rotation\n * @param {ReadonlyQuat} q Quaternion to be decomposed\n * @return {Number} Angle, in radians, of the rotation\n */\nexport function getAxisAngle(out_axis, q) {\n const rad = Math.acos(q[3]) * 2.0;\n const s = Math.sin(rad / 2.0);\n if (s > glMatrix.EPSILON) {\n out_axis[0] = q[0] / s;\n out_axis[1] = q[1] / s;\n out_axis[2] = q[2] / s;\n } else {\n // If s is zero, return any axis (no rotation - axis does not matter)\n out_axis[0] = 1;\n out_axis[1] = 0;\n out_axis[2] = 0;\n }\n return rad;\n}\n\n/**\n * Gets the angular distance between two unit quaternions\n *\n * @param {ReadonlyQuat} a Origin unit quaternion\n * @param {ReadonlyQuat} b Destination unit quaternion\n * @return {Number} Angle, in radians, between the two quaternions\n */\nexport function getAngle(a, b) {\n const dotproduct = dot(a, b);\n\n return Math.acos(2 * dotproduct * dotproduct - 1);\n}\n\n/**\n * Multiplies two quat's\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @returns {quat} out\n */\nexport function multiply(out, a, b) {\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n const bx = b[0];\n const by = b[1];\n const bz = b[2];\n const bw = b[3];\n\n out[0] = ax * bw + aw * bx + ay * bz - az * by;\n out[1] = ay * bw + aw * by + az * bx - ax * bz;\n out[2] = az * bw + aw * bz + ax * by - ay * bx;\n out[3] = aw * bw - ax * bx - ay * by - az * bz;\n return out;\n}\n\n/**\n * Rotates a quaternion by the given angle about the X axis\n *\n * @param {quat} out quat receiving operation result\n * @param {ReadonlyQuat} a quat to rotate\n * @param {number} rad angle (in radians) to rotate\n * @returns {quat} out\n */\nexport function rotateX(out, a, rad) {\n rad *= 0.5;\n\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n const bx = Math.sin(rad);\n const bw = Math.cos(rad);\n\n out[0] = ax * bw + aw * bx;\n out[1] = ay * bw + az * bx;\n out[2] = az * bw - ay * bx;\n out[3] = aw * bw - ax * bx;\n return out;\n}\n\n/**\n * Rotates a quaternion by the given angle about the Y axis\n *\n * @param {quat} out quat receiving operation result\n * @param {ReadonlyQuat} a quat to rotate\n * @param {number} rad angle (in radians) to rotate\n * @returns {quat} out\n */\nexport function rotateY(out, a, rad) {\n rad *= 0.5;\n\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n const by = Math.sin(rad);\n const bw = Math.cos(rad);\n\n out[0] = ax * bw - az * by;\n out[1] = ay * bw + aw * by;\n out[2] = az * bw + ax * by;\n out[3] = aw * bw - ay * by;\n return out;\n}\n\n/**\n * Rotates a quaternion by the given angle about the Z axis\n *\n * @param {quat} out quat receiving operation result\n * @param {ReadonlyQuat} a quat to rotate\n * @param {number} rad angle (in radians) to rotate\n * @returns {quat} out\n */\nexport function rotateZ(out, a, rad) {\n rad *= 0.5;\n\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n const bz = Math.sin(rad);\n const bw = Math.cos(rad);\n\n out[0] = ax * bw + ay * bz;\n out[1] = ay * bw - ax * bz;\n out[2] = az * bw + aw * bz;\n out[3] = aw * bw - az * bz;\n return out;\n}\n\n/**\n * Calculates the W component of a quat from the X, Y, and Z components.\n * Assumes that quaternion is 1 unit in length.\n * Any existing W component will be ignored.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate W component of\n * @returns {quat} out\n */\nexport function calculateW(out, a) {\n const x = a[0];\n const y = a[1];\n const z = a[2];\n\n out[0] = x;\n out[1] = y;\n out[2] = z;\n out[3] = Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));\n return out;\n}\n\n/**\n * Calculate the exponential of a unit quaternion.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate the exponential of\n * @returns {quat} out\n */\nexport function exp(out, a) {\n const x = a[0];\n const y = a[1];\n const z = a[2];\n const w = a[3];\n\n const r = Math.sqrt(x * x + y * y + z * z);\n const et = Math.exp(w);\n const s = r > 0 ? (et * Math.sin(r)) / r : 0;\n\n out[0] = x * s;\n out[1] = y * s;\n out[2] = z * s;\n out[3] = et * Math.cos(r);\n\n return out;\n}\n\n/**\n * Calculate the natural logarithm of a unit quaternion.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate the exponential of\n * @returns {quat} out\n */\nexport function ln(out, a) {\n const x = a[0];\n const y = a[1];\n const z = a[2];\n const w = a[3];\n\n const r = Math.sqrt(x * x + y * y + z * z);\n const t = r > 0 ? Math.atan2(r, w) / r : 0;\n\n out[0] = x * t;\n out[1] = y * t;\n out[2] = z * t;\n out[3] = 0.5 * Math.log(x * x + y * y + z * z + w * w);\n\n return out;\n}\n\n/**\n * Calculate the scalar power of a unit quaternion.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate the exponential of\n * @param {Number} b amount to scale the quaternion by\n * @returns {quat} out\n */\nexport function pow(out, a, b) {\n ln(out, a);\n scale(out, out, b);\n exp(out, out);\n return out;\n}\n\n/**\n * Performs a spherical linear interpolation between two quat\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {quat} out\n */\nexport function slerp(out, a, b, t) {\n // benchmarks:\n // http://jsperf.com/quaternion-slerp-implementations\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n let bx = b[0];\n let by = b[1];\n let bz = b[2];\n let bw = b[3];\n\n let cosom;\n let omega;\n let scale0;\n let scale1;\n let sinom;\n\n // calc cosine\n cosom = ax * bx + ay * by + az * bz + aw * bw;\n // adjust signs (if necessary)\n if (cosom < 0.0) {\n cosom = -cosom;\n bx = -bx;\n by = -by;\n bz = -bz;\n bw = -bw;\n }\n // calculate coefficients\n if (1.0 - cosom > glMatrix.EPSILON) {\n // standard case (slerp)\n omega = Math.acos(cosom);\n sinom = Math.sin(omega);\n scale0 = Math.sin((1.0 - t) * omega) / sinom;\n scale1 = Math.sin(t * omega) / sinom;\n } else {\n // \"from\" and \"to\" quaternions are very close\n // ... so we can do a linear interpolation\n scale0 = 1.0 - t;\n scale1 = t;\n }\n // calculate final values\n out[0] = scale0 * ax + scale1 * bx;\n out[1] = scale0 * ay + scale1 * by;\n out[2] = scale0 * az + scale1 * bz;\n out[3] = scale0 * aw + scale1 * bw;\n\n return out;\n}\n\n/**\n * Generates a random unit quaternion\n *\n * @param {quat} out the receiving quaternion\n * @returns {quat} out\n */\n// export function random(out) {\n// // Implementation of http://planning.cs.uiuc.edu/node198.html\n// // TODO: Calling random 3 times is probably not the fastest solution\n// let u1 = glMatrix.RANDOM();\n// let u2 = glMatrix.RANDOM();\n// let u3 = glMatrix.RANDOM();\n\n// let sqrt1MinusU1 = Math.sqrt(1 - u1);\n// let sqrtU1 = Math.sqrt(u1);\n\n// out[0] = sqrt1MinusU1 * Math.sin(2.0 * Math.PI * u2);\n// out[1] = sqrt1MinusU1 * Math.cos(2.0 * Math.PI * u2);\n// out[2] = sqrtU1 * Math.sin(2.0 * Math.PI * u3);\n// out[3] = sqrtU1 * Math.cos(2.0 * Math.PI * u3);\n// return out;\n// }\n\n/**\n * Calculates the inverse of a quat\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate inverse of\n * @returns {quat} out\n */\nexport function invert(out, a) {\n const a0 = a[0];\n const a1 = a[1];\n const a2 = a[2];\n const a3 = a[3];\n const dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;\n const invDot = dot ? 1.0 / dot : 0;\n\n // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0\n\n out[0] = -a0 * invDot;\n out[1] = -a1 * invDot;\n out[2] = -a2 * invDot;\n out[3] = a3 * invDot;\n return out;\n}\n\n/**\n * Calculates the conjugate of a quat\n * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate conjugate of\n * @returns {quat} out\n */\nexport function conjugate(out, a) {\n out[0] = -a[0];\n out[1] = -a[1];\n out[2] = -a[2];\n out[3] = a[3];\n return out;\n}\n\n/**\n * Creates a quaternion from the given 3x3 rotation matrix.\n *\n * NOTE: The resultant quaternion is not normalized, so you should be sure\n * to renormalize the quaternion yourself where necessary.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyMat3} m rotation matrix\n * @returns {quat} out\n * @function\n */\nexport function fromMat3(out, m) {\n // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes\n // article \"Quaternion Calculus and Fast Animation\".\n const fTrace = m[0] + m[4] + m[8];\n let fRoot;\n\n if (fTrace > 0.0) {\n // |w| > 1/2, may as well choose w > 1/2\n fRoot = Math.sqrt(fTrace + 1.0); // 2w\n out[3] = 0.5 * fRoot;\n fRoot = 0.5 / fRoot; // 1/(4w)\n out[0] = (m[5] - m[7]) * fRoot;\n out[1] = (m[6] - m[2]) * fRoot;\n out[2] = (m[1] - m[3]) * fRoot;\n } else {\n // |w| <= 1/2\n let i = 0;\n if (m[4] > m[0]) i = 1;\n if (m[8] > m[i * 3 + i]) i = 2;\n const j = (i + 1) % 3;\n const k = (i + 2) % 3;\n\n fRoot = Math.sqrt(m[i * 3 + i] - m[j * 3 + j] - m[k * 3 + k] + 1.0);\n out[i] = 0.5 * fRoot;\n fRoot = 0.5 / fRoot;\n out[3] = (m[j * 3 + k] - m[k * 3 + j]) * fRoot;\n out[j] = (m[j * 3 + i] + m[i * 3 + j]) * fRoot;\n out[k] = (m[k * 3 + i] + m[i * 3 + k]) * fRoot;\n }\n\n return out;\n}\n\n/**\n * Creates a quaternion from the given euler angle x, y, z using the provided intrinsic order for the conversion.\n *\n * @param {quat} out the receiving quaternion\n * @param {Number} x Angle to rotate around X axis in degrees.\n * @param {Number} y Angle to rotate around Y axis in degrees.\n * @param {Number} z Angle to rotate around Z axis in degrees.\n * @param {'zyx'|'xyz'|'yxz'|'yzx'|'zxy'|'zyx'} order Intrinsic order for conversion, default is zyx.\n * @returns {quat} out\n * @function\n */\n// export function fromEuler(out, x, y, z, order = glMatrix.ANGLE_ORDER) {\n// let halfToRad = Math.PI / 360;\n// x *= halfToRad;\n// z *= halfToRad;\n// y *= halfToRad;\n\n// let sx = Math.sin(x);\n// let cx = Math.cos(x);\n// let sy = Math.sin(y);\n// let cy = Math.cos(y);\n// let sz = Math.sin(z);\n// let cz = Math.cos(z);\n\n// switch (order) {\n// case \"xyz\":\n// out[0] = sx * cy * cz + cx * sy * sz;\n// out[1] = cx * sy * cz - sx * cy * sz;\n// out[2] = cx * cy * sz + sx * sy * cz;\n// out[3] = cx * cy * cz - sx * sy * sz;\n// break;\n\n// case \"xzy\":\n// out[0] = sx * cy * cz - cx * sy * sz;\n// out[1] = cx * sy * cz - sx * cy * sz;\n// out[2] = cx * cy * sz + sx * sy * cz;\n// out[3] = cx * cy * cz + sx * sy * sz;\n// break;\n\n// case \"yxz\":\n// out[0] = sx * cy * cz + cx * sy * sz;\n// out[1] = cx * sy * cz - sx * cy * sz;\n// out[2] = cx * cy * sz - sx * sy * cz;\n// out[3] = cx * cy * cz + sx * sy * sz;\n// break;\n\n// case \"yzx\":\n// out[0] = sx * cy * cz + cx * sy * sz;\n// out[1] = cx * sy * cz + sx * cy * sz;\n// out[2] = cx * cy * sz - sx * sy * cz;\n// out[3] = cx * cy * cz - sx * sy * sz;\n// break;\n\n// case \"zxy\":\n// out[0] = sx * cy * cz - cx * sy * sz;\n// out[1] = cx * sy * cz + sx * cy * sz;\n// out[2] = cx * cy * sz + sx * sy * cz;\n// out[3] = cx * cy * cz - sx * sy * sz;\n// break;\n\n// case \"zyx\":\n// out[0] = sx * cy * cz - cx * sy * sz;\n// out[1] = cx * sy * cz + sx * cy * sz;\n// out[2] = cx * cy * sz - sx * sy * cz;\n// out[3] = cx * cy * cz + sx * sy * sz;\n// break;\n\n// default:\n// throw new Error('Unknown angle order ' + order);\n// }\n\n// return out;\n// }\n\n/**\n * Returns a string representation of a quaternion\n *\n * @param {ReadonlyQuat} a vector to represent as a string\n * @returns {String} string representation of the vector\n */\nexport function str(a) {\n return `quat(${a[0]}, ${a[1]}, ${a[2]}, ${a[3]})`;\n}\n\n/**\n * Creates a new quat initialized with values from an existing quaternion\n *\n * @param {ReadonlyQuat} a quaternion to clone\n * @returns {quat} a new quaternion\n * @function\n */\nexport const clone = vec4.clone;\n\n/**\n * Creates a new quat initialized with the given values\n *\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @param {Number} w W component\n * @returns {quat} a new quaternion\n * @function\n */\nexport const fromValues = vec4.fromValues;\n\n/**\n * Copy the values from one quat to another\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the source quaternion\n * @returns {quat} out\n * @function\n */\nexport const copy = vec4.copy;\n\n/**\n * Set the components of a quat to the given values\n *\n * @param {quat} out the receiving quaternion\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @param {Number} w W component\n * @returns {quat} out\n * @function\n */\nexport const set = vec4.set;\n\n/**\n * Adds two quat's\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @returns {quat} out\n * @function\n */\nexport const add = vec4.add;\n\n/**\n * Alias for {@link quat.multiply}\n * @function\n */\nexport const mul = multiply;\n\n/**\n * Scales a quat by a scalar number\n *\n * @param {quat} out the receiving vector\n * @param {ReadonlyQuat} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {quat} out\n * @function\n */\nexport const scale = vec4.scale;\n\n/**\n * Calculates the dot product of two quat's\n *\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @returns {Number} dot product of a and b\n * @function\n */\nexport const dot = vec4.dot;\n\n/**\n * Performs a linear interpolation between two quat's\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {quat} out\n * @function\n */\nexport const lerp = vec4.lerp;\n\n/**\n * Calculates the length of a quat\n *\n * @param {ReadonlyQuat} a vector to calculate length of\n * @returns {Number} length of a\n */\nexport const length = vec4.length;\n\n/**\n * Alias for {@link quat.length}\n * @function\n */\nexport const len = length;\n\n/**\n * Calculates the squared length of a quat\n *\n * @param {ReadonlyQuat} a vector to calculate squared length of\n * @returns {Number} squared length of a\n * @function\n */\nexport const squaredLength = vec4.squaredLength;\n\n/**\n * Alias for {@link quat.squaredLength}\n * @function\n */\nexport const sqrLen = squaredLength;\n\n/**\n * Normalize a quat\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quaternion to normalize\n * @returns {quat} out\n * @function\n */\nexport const normalize = vec4.normalize;\n\n/**\n * Returns whether or not the quaternions have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyQuat} a The first quaternion.\n * @param {ReadonlyQuat} b The second quaternion.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport const exactEquals = vec4.exactEquals;\n\n/**\n * Returns whether or not the quaternions point approximately to the same direction.\n *\n * Both quaternions are assumed to be unit length.\n *\n * @param {ReadonlyQuat} a The first unit quaternion.\n * @param {ReadonlyQuat} b The second unit quaternion.\n * @returns {Boolean} True if the quaternions are equal, false otherwise.\n */\nexport function equals(a, b) {\n return Math.abs(vec4.dot(a, b)) >= 1 - glMatrix.EPSILON;\n}\n\n/**\n * Sets a quaternion to represent the shortest rotation from one\n * vector to another.\n *\n * Both vectors are assumed to be unit length.\n *\n * @param {quat} out the receiving quaternion.\n * @param {ReadonlyVec3} a the initial vector\n * @param {ReadonlyVec3} b the destination vector\n * @returns {quat} out\n */\nexport const rotationTo = (function () {\n const tmpvec3 = vec3.create();\n const xUnitVec3 = vec3.fromValues(1, 0, 0);\n const yUnitVec3 = vec3.fromValues(0, 1, 0);\n\n return function (out, a, b) {\n const dot = vec3.dot(a, b);\n if (dot < -0.999999) {\n vec3.cross(tmpvec3, xUnitVec3, a);\n if (vec3.len(tmpvec3) < 0.000001) vec3.cross(tmpvec3, yUnitVec3, a);\n vec3.normalize(tmpvec3, tmpvec3);\n setAxisAngle(out, tmpvec3, Math.PI);\n return out;\n } else if (dot > 0.999999) {\n out[0] = 0;\n out[1] = 0;\n out[2] = 0;\n out[3] = 1;\n return out;\n }\n vec3.cross(tmpvec3, a, b);\n out[0] = tmpvec3[0];\n out[1] = tmpvec3[1];\n out[2] = tmpvec3[2];\n out[3] = 1 + dot;\n return normalize(out, out);\n };\n})();\n\n/**\n * Performs a spherical linear interpolation with two control points\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @param {ReadonlyQuat} c the third operand\n * @param {ReadonlyQuat} d the fourth operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {quat} out\n */\nexport const sqlerp = (function () {\n const temp1 = create();\n const temp2 = create();\n\n return function (out, a, b, c, d, t) {\n slerp(temp1, a, d, t);\n slerp(temp2, b, c, t);\n slerp(out, temp1, temp2, 2 * t * (1 - t));\n\n return out;\n };\n})();\n\n/**\n * Sets the specified quaternion with values corresponding to the given\n * axes. Each axis is a vec3 and is expected to be unit length and\n * perpendicular to all other specified axes.\n *\n * @param {ReadonlyVec3} view the vector representing the viewing direction\n * @param {ReadonlyVec3} right the vector representing the local \"right\" direction\n * @param {ReadonlyVec3} up the vector representing the local \"up\" direction\n * @returns {quat} out\n */\nexport const setAxes = (function () {\n const matr = mat3.create();\n\n return function (out, view, right, up) {\n matr[0] = right[0];\n matr[3] = right[1];\n matr[6] = right[2];\n\n matr[1] = up[0];\n matr[4] = up[1];\n matr[7] = up[2];\n\n matr[2] = -view[0];\n matr[5] = -view[1];\n matr[8] = -view[2];\n\n return normalize(out, fromMat3(out, matr));\n };\n})();\n"],"file":"quat.js"}
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/**
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* Set the components of a vec2 to the given values
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*
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* @param {vec2} out the receiving vector
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* @param {Number} x X component
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* @param {Number} y Y component
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* @returns {vec2} out
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*/
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export function set(out: vec2, x: number, y: number): vec2;
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/**
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* Adds two vec2's
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*
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* @param {vec2} out the receiving vector
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* @param {ReadonlyVec2} a the first operand
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* @param {ReadonlyVec2} b the second operand
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* @returns {vec2} out
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*/
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export function add(out: vec2, a: ReadonlyVec2, b: ReadonlyVec2): vec2;
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/**
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* Subtracts vector b from vector a
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*
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* @param {vec2} out the receiving vector
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* @param {ReadonlyVec2} a the first operand
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* @param {ReadonlyVec2} b the second operand
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* @returns {vec2} out
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*/
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export function subtract(out: vec2, a: ReadonlyVec2, b: ReadonlyVec2): vec2;
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/**
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* Multiplies two vec2's
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*
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* @param {vec2} out the receiving vector
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* @param {ReadonlyVec2} a the first operand
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* @param {ReadonlyVec2} b the second operand
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* @returns {vec2} out
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*/
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export function multiply(out: vec2, a: ReadonlyVec2, b: ReadonlyVec2): vec2;
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/**
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* Divides two vec2's
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*
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* @param {vec2} out the receiving vector
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* @param {ReadonlyVec2} a the first operand
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* @param {ReadonlyVec2} b the second operand
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* @returns {vec2} out
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*/
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export function divide(out: vec2, a: ReadonlyVec2, b: ReadonlyVec2): vec2;
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/**
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* Math.ceil the components of a vec2
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*
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* @param {vec2} out the receiving vector
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* @param {ReadonlyVec2} a vector to ceil
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* @returns {vec2} out
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*/
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export function ceil(out: vec2, a: ReadonlyVec2): vec2;
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/**
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* Math.floor the components of a vec2
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*
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* @param {vec2} out the receiving vector
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* @param {ReadonlyVec2} a vector to floor
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* @returns {vec2} out
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*/
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export function floor(out: vec2, a: ReadonlyVec2): vec2;
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+
/**
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* Returns the minimum of two vec2's
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*
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* @param {vec2} out the receiving vector
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* @param {ReadonlyVec2} a the first operand
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* @param {ReadonlyVec2} b the second operand
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* @returns {vec2} out
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*/
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export function min(out: vec2, a: ReadonlyVec2, b: ReadonlyVec2): vec2;
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+
/**
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* Returns the maximum of two vec2's
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*
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* @param {vec2} out the receiving vector
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* @param {ReadonlyVec2} a the first operand
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* @param {ReadonlyVec2} b the second operand
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* @returns {vec2} out
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*/
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+
export function max(out: vec2, a: ReadonlyVec2, b: ReadonlyVec2): vec2;
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+
/**
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* symmetric round the components of a vec2
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*
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* @param {vec2} out the receiving vector
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* @param {ReadonlyVec2} a vector to round
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* @returns {vec2} out
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*/
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+
export function round(out: vec2, a: ReadonlyVec2): vec2;
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+
/**
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* Scales a vec2 by a scalar number
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*
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* @param {vec2} out the receiving vector
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* @param {ReadonlyVec2} a the vector to scale
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* @param {Number} b amount to scale the vector by
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+
* @returns {vec2} out
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+
*/
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+
export function scale(out: vec2, a: ReadonlyVec2, b: number): vec2;
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+
/**
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* Adds two vec2's after scaling the second operand by a scalar value
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*
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* @param {vec2} out the receiving vector
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+
* @param {ReadonlyVec2} a the first operand
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+
* @param {ReadonlyVec2} b the second operand
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+
* @param {Number} scale the amount to scale b by before adding
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+
* @returns {vec2} out
|
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+
*/
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+
export function scaleAndAdd(out: vec2, a: ReadonlyVec2, b: ReadonlyVec2, scale: number): vec2;
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140
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+
/**
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141
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+
* Calculates the euclidian distance between two vec2's
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+
*
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+
* @param {ReadonlyVec2} a the first operand
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+
* @param {ReadonlyVec2} b the second operand
|
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+
* @returns {Number} distance between a and b
|
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146
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+
*/
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147
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+
export function distance(a: ReadonlyVec2, b: ReadonlyVec2): number;
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148
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+
/**
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149
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+
* Calculates the squared euclidian distance between two vec2's
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+
*
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+
* @param {ReadonlyVec2} a the first operand
|
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+
* @param {ReadonlyVec2} b the second operand
|
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+
* @returns {Number} squared distance between a and b
|
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154
|
+
*/
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155
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+
export function squaredDistance(a: ReadonlyVec2, b: ReadonlyVec2): number;
|
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156
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+
/**
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157
|
+
* Calculates the length of a vec2
|
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158
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+
*
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159
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+
* @param {ReadonlyVec2} a vector to calculate length of
|
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160
|
+
* @returns {Number} length of a
|
|
161
|
+
*/
|
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162
|
+
export function length(a: ReadonlyVec2): number;
|
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163
|
+
/**
|
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164
|
+
* Calculates the squared length of a vec2
|
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|
+
*
|
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166
|
+
* @param {ReadonlyVec2} a vector to calculate squared length of
|
|
167
|
+
* @returns {Number} squared length of a
|
|
168
|
+
*/
|
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169
|
+
export function squaredLength(a: ReadonlyVec2): number;
|
|
170
|
+
/**
|
|
171
|
+
* Negates the components of a vec2
|
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172
|
+
*
|
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173
|
+
* @param {vec2} out the receiving vector
|
|
174
|
+
* @param {ReadonlyVec2} a vector to negate
|
|
175
|
+
* @returns {vec2} out
|
|
176
|
+
*/
|
|
177
|
+
export function negate(out: vec2, a: ReadonlyVec2): vec2;
|
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178
|
+
/**
|
|
179
|
+
* Returns the inverse of the components of a vec2
|
|
180
|
+
*
|
|
181
|
+
* @param {vec2} out the receiving vector
|
|
182
|
+
* @param {ReadonlyVec2} a vector to invert
|
|
183
|
+
* @returns {vec2} out
|
|
184
|
+
*/
|
|
185
|
+
export function inverse(out: vec2, a: ReadonlyVec2): vec2;
|
|
186
|
+
/**
|
|
187
|
+
* Normalize a vec2
|
|
188
|
+
*
|
|
189
|
+
* @param {vec2} out the receiving vector
|
|
190
|
+
* @param {ReadonlyVec2} a vector to normalize
|
|
191
|
+
* @returns {vec2} out
|
|
192
|
+
*/
|
|
193
|
+
export function normalize(out: vec2, a: ReadonlyVec2): vec2;
|
|
194
|
+
/**
|
|
195
|
+
* Calculates the dot product of two vec2's
|
|
196
|
+
*
|
|
197
|
+
* @param {ReadonlyVec2} a the first operand
|
|
198
|
+
* @param {ReadonlyVec2} b the second operand
|
|
199
|
+
* @returns {Number} dot product of a and b
|
|
200
|
+
*/
|
|
201
|
+
export function dot(a: ReadonlyVec2, b: ReadonlyVec2): number;
|
|
202
|
+
/**
|
|
203
|
+
* Computes the cross product of two vec2's
|
|
204
|
+
* Note that the cross product must by definition produce a 3D vector
|
|
205
|
+
*
|
|
206
|
+
* @param {vec3} out the receiving vector
|
|
207
|
+
* @param {ReadonlyVec2} a the first operand
|
|
208
|
+
* @param {ReadonlyVec2} b the second operand
|
|
209
|
+
* @returns {vec3} out
|
|
210
|
+
*/
|
|
211
|
+
export function cross(out: vec3, a: ReadonlyVec2, b: ReadonlyVec2): vec3;
|
|
212
|
+
/**
|
|
213
|
+
* Performs a linear interpolation between two vec2's
|
|
214
|
+
*
|
|
215
|
+
* @param {vec2} out the receiving vector
|
|
216
|
+
* @param {ReadonlyVec2} a the first operand
|
|
217
|
+
* @param {ReadonlyVec2} b the second operand
|
|
218
|
+
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
|
|
219
|
+
* @returns {vec2} out
|
|
220
|
+
*/
|
|
221
|
+
export function lerp(out: vec2, a: ReadonlyVec2, b: ReadonlyVec2, t: number): vec2;
|
|
222
|
+
/**
|
|
223
|
+
* Generates a random vector with the given scale
|
|
224
|
+
*
|
|
225
|
+
* @param {vec2} out the receiving vector
|
|
226
|
+
* @param {Number} [scale] Length of the resulting vector. If omitted, a unit vector will be returned
|
|
227
|
+
* @returns {vec2} out
|
|
228
|
+
*/
|
|
229
|
+
export function random(out: vec2, scale?: number): vec2;
|
|
230
|
+
/**
|
|
231
|
+
* Transforms the vec2 with a mat2
|
|
232
|
+
*
|
|
233
|
+
* @param {vec2} out the receiving vector
|
|
234
|
+
* @param {ReadonlyVec2} a the vector to transform
|
|
235
|
+
* @param {ReadonlyMat2} m matrix to transform with
|
|
236
|
+
* @returns {vec2} out
|
|
237
|
+
*/
|
|
238
|
+
export function transformMat2(out: vec2, a: ReadonlyVec2, m: ReadonlyMat2): vec2;
|
|
239
|
+
/**
|
|
240
|
+
* Transforms the vec2 with a mat2d
|
|
241
|
+
*
|
|
242
|
+
* @param {vec2} out the receiving vector
|
|
243
|
+
* @param {ReadonlyVec2} a the vector to transform
|
|
244
|
+
* @param {ReadonlyMat2d} m matrix to transform with
|
|
245
|
+
* @returns {vec2} out
|
|
246
|
+
*/
|
|
247
|
+
export function transformMat2d(out: vec2, a: ReadonlyVec2, m: ReadonlyMat2d): vec2;
|
|
248
|
+
/**
|
|
249
|
+
* Transforms the vec2 with a mat3
|
|
250
|
+
* 3rd vector component is implicitly '1'
|
|
251
|
+
*
|
|
252
|
+
* @param {vec2} out the receiving vector
|
|
253
|
+
* @param {ReadonlyVec2} a the vector to transform
|
|
254
|
+
* @param {ReadonlyMat3} m matrix to transform with
|
|
255
|
+
* @returns {vec2} out
|
|
256
|
+
*/
|
|
257
|
+
export function transformMat3(out: vec2, a: ReadonlyVec2, m: ReadonlyMat3): vec2;
|
|
258
|
+
/**
|
|
259
|
+
* Transforms the vec2 with a mat4
|
|
260
|
+
* 3rd vector component is implicitly '0'
|
|
261
|
+
* 4th vector component is implicitly '1'
|
|
262
|
+
*
|
|
263
|
+
* @param {vec2} out the receiving vector
|
|
264
|
+
* @param {ReadonlyVec2} a the vector to transform
|
|
265
|
+
* @param {ReadonlyMat4} m matrix to transform with
|
|
266
|
+
* @returns {vec2} out
|
|
267
|
+
*/
|
|
268
|
+
export function transformMat4(out: vec2, a: ReadonlyVec2, m: ReadonlyMat4): vec2;
|
|
269
|
+
/**
|
|
270
|
+
* Rotate a 2D vector
|
|
271
|
+
* @param {vec2} out The receiving vec2
|
|
272
|
+
* @param {ReadonlyVec2} a The vec2 point to rotate
|
|
273
|
+
* @param {ReadonlyVec2} b The origin of the rotation
|
|
274
|
+
* @param {Number} rad The angle of rotation in radians
|
|
275
|
+
* @returns {vec2} out
|
|
276
|
+
*/
|
|
277
|
+
export function rotate(out: vec2, a: ReadonlyVec2, b: ReadonlyVec2, rad: number): vec2;
|
|
278
|
+
/**
|
|
279
|
+
* Get the angle between two 2D vectors
|
|
280
|
+
* @param {ReadonlyVec2} a The first operand
|
|
281
|
+
* @param {ReadonlyVec2} b The second operand
|
|
282
|
+
* @returns {Number} The angle in radians
|
|
283
|
+
*/
|
|
284
|
+
export function angle(a: ReadonlyVec2, b: ReadonlyVec2): number;
|
|
285
|
+
/**
|
|
286
|
+
* Set the components of a vec2 to zero
|
|
287
|
+
*
|
|
288
|
+
* @param {vec2} out the receiving vector
|
|
289
|
+
* @returns {vec2} out
|
|
290
|
+
*/
|
|
291
|
+
export function zero(out: vec2): vec2;
|
|
292
|
+
/**
|
|
293
|
+
* Returns a string representation of a vector
|
|
294
|
+
*
|
|
295
|
+
* @param {ReadonlyVec2} a vector to represent as a string
|
|
296
|
+
* @returns {String} string representation of the vector
|
|
297
|
+
*/
|
|
298
|
+
export function str(a: ReadonlyVec2): string;
|
|
299
|
+
/**
|
|
300
|
+
* Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===)
|
|
301
|
+
*
|
|
302
|
+
* @param {ReadonlyVec2} a The first vector.
|
|
303
|
+
* @param {ReadonlyVec2} b The second vector.
|
|
304
|
+
* @returns {Boolean} True if the vectors are equal, false otherwise.
|
|
305
|
+
*/
|
|
306
|
+
export function exactEquals(a: ReadonlyVec2, b: ReadonlyVec2): boolean;
|
|
307
|
+
/**
|
|
308
|
+
* Returns whether or not the vectors have approximately the same elements in the same position.
|
|
309
|
+
*
|
|
310
|
+
* @param {ReadonlyVec2} a The first vector.
|
|
311
|
+
* @param {ReadonlyVec2} b The second vector.
|
|
312
|
+
* @returns {Boolean} True if the vectors are equal, false otherwise.
|
|
313
|
+
*/
|
|
314
|
+
export function equals(a: ReadonlyVec2, b: ReadonlyVec2): boolean;
|
|
315
|
+
/**
|
|
316
|
+
* Calculates the length of a vec2
|
|
317
|
+
*
|
|
318
|
+
* @param {ReadonlyVec2} a vector to calculate length of
|
|
319
|
+
* @returns {Number} length of a
|
|
320
|
+
*/
|
|
321
|
+
export function len(a: ReadonlyVec2): number;
|
|
322
|
+
/**
|
|
323
|
+
* Subtracts vector b from vector a
|
|
324
|
+
*
|
|
325
|
+
* @param {vec2} out the receiving vector
|
|
326
|
+
* @param {ReadonlyVec2} a the first operand
|
|
327
|
+
* @param {ReadonlyVec2} b the second operand
|
|
328
|
+
* @returns {vec2} out
|
|
329
|
+
*/
|
|
330
|
+
export function sub(out: vec2, a: ReadonlyVec2, b: ReadonlyVec2): vec2;
|
|
331
|
+
/**
|
|
332
|
+
* Multiplies two vec2's
|
|
333
|
+
*
|
|
334
|
+
* @param {vec2} out the receiving vector
|
|
335
|
+
* @param {ReadonlyVec2} a the first operand
|
|
336
|
+
* @param {ReadonlyVec2} b the second operand
|
|
337
|
+
* @returns {vec2} out
|
|
338
|
+
*/
|
|
339
|
+
export function mul(out: vec2, a: ReadonlyVec2, b: ReadonlyVec2): vec2;
|
|
340
|
+
/**
|
|
341
|
+
* Divides two vec2's
|
|
342
|
+
*
|
|
343
|
+
* @param {vec2} out the receiving vector
|
|
344
|
+
* @param {ReadonlyVec2} a the first operand
|
|
345
|
+
* @param {ReadonlyVec2} b the second operand
|
|
346
|
+
* @returns {vec2} out
|
|
347
|
+
*/
|
|
348
|
+
export function div(out: vec2, a: ReadonlyVec2, b: ReadonlyVec2): vec2;
|
|
349
|
+
/**
|
|
350
|
+
* Calculates the euclidian distance between two vec2's
|
|
351
|
+
*
|
|
352
|
+
* @param {ReadonlyVec2} a the first operand
|
|
353
|
+
* @param {ReadonlyVec2} b the second operand
|
|
354
|
+
* @returns {Number} distance between a and b
|
|
355
|
+
*/
|
|
356
|
+
export function dist(a: ReadonlyVec2, b: ReadonlyVec2): number;
|
|
357
|
+
/**
|
|
358
|
+
* Calculates the squared euclidian distance between two vec2's
|
|
359
|
+
*
|
|
360
|
+
* @param {ReadonlyVec2} a the first operand
|
|
361
|
+
* @param {ReadonlyVec2} b the second operand
|
|
362
|
+
* @returns {Number} squared distance between a and b
|
|
363
|
+
*/
|
|
364
|
+
export function sqrDist(a: ReadonlyVec2, b: ReadonlyVec2): number;
|
|
365
|
+
/**
|
|
366
|
+
* Calculates the squared length of a vec2
|
|
367
|
+
*
|
|
368
|
+
* @param {ReadonlyVec2} a vector to calculate squared length of
|
|
369
|
+
* @returns {Number} squared length of a
|
|
370
|
+
*/
|
|
371
|
+
export function sqrLen(a: ReadonlyVec2): number;
|
|
372
|
+
export function forEach(a: any, stride: any, offset: any, count: any, fn: any, arg: any): any;
|
|
373
|
+
//# sourceMappingURL=vec2.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
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|