@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.
Files changed (210) hide show
  1. package/dist/classes/base/math-array.d.ts +5 -4
  2. package/dist/classes/base/math-array.d.ts.map +1 -1
  3. package/dist/{esm/classes → classes}/base/math-array.js +8 -3
  4. package/dist/classes/base/math-array.js.map +1 -0
  5. package/dist/classes/base/matrix.d.ts +2 -2
  6. package/dist/classes/base/matrix.d.ts.map +1 -1
  7. package/dist/{esm/classes → classes}/base/matrix.js +4 -4
  8. package/dist/classes/base/matrix.js.map +1 -0
  9. package/dist/classes/base/vector.d.ts +2 -2
  10. package/dist/classes/base/vector.d.ts.map +1 -1
  11. package/dist/{esm/classes → classes}/base/vector.js +4 -4
  12. package/dist/classes/base/vector.js.map +1 -0
  13. package/dist/classes/euler.d.ts +4 -4
  14. package/dist/classes/euler.d.ts.map +1 -1
  15. package/dist/{esm/classes → classes}/euler.js +6 -6
  16. package/dist/classes/euler.js.map +1 -0
  17. package/dist/classes/matrix3.d.ts +5 -2
  18. package/dist/classes/matrix3.d.ts.map +1 -1
  19. package/dist/{esm/classes → classes}/matrix3.js +20 -20
  20. package/dist/classes/matrix3.js.map +1 -0
  21. package/dist/classes/matrix4.d.ts +2 -2
  22. package/dist/classes/matrix4.d.ts.map +1 -1
  23. package/dist/{esm/classes → classes}/matrix4.js +27 -27
  24. package/dist/classes/matrix4.js.map +1 -0
  25. package/dist/classes/pose.d.ts +4 -4
  26. package/dist/classes/pose.d.ts.map +1 -1
  27. package/dist/{esm/classes → classes}/pose.js +4 -4
  28. package/dist/classes/pose.js.map +1 -0
  29. package/dist/classes/quaternion.d.ts +2 -2
  30. package/dist/classes/quaternion.d.ts.map +1 -1
  31. package/dist/{esm/classes → classes}/quaternion.js +26 -26
  32. package/dist/classes/quaternion.js.map +1 -0
  33. package/dist/classes/spherical-coordinates.d.ts +2 -2
  34. package/dist/classes/spherical-coordinates.d.ts.map +1 -1
  35. package/dist/{esm/classes → classes}/spherical-coordinates.js +5 -5
  36. package/dist/classes/spherical-coordinates.js.map +1 -0
  37. package/dist/classes/vector2.d.ts +2 -2
  38. package/dist/classes/vector2.d.ts.map +1 -1
  39. package/dist/{esm/classes → classes}/vector2.js +10 -10
  40. package/dist/classes/vector2.js.map +1 -0
  41. package/dist/classes/vector3.d.ts +2 -2
  42. package/dist/classes/vector3.d.ts.map +1 -1
  43. package/dist/{esm/classes → classes}/vector3.js +14 -14
  44. package/dist/classes/vector3.js.map +1 -0
  45. package/dist/classes/vector4.d.ts +3 -3
  46. package/dist/classes/vector4.d.ts.map +1 -1
  47. package/dist/{esm/classes → classes}/vector4.js +8 -8
  48. package/dist/classes/vector4.js.map +1 -0
  49. package/dist/gl-matrix/common.d.ts +38 -0
  50. package/dist/gl-matrix/common.d.ts.map +1 -0
  51. package/dist/gl-matrix/common.js +19 -0
  52. package/dist/gl-matrix/common.js.map +1 -0
  53. package/dist/gl-matrix/mat3.d.ts +295 -0
  54. package/dist/gl-matrix/mat3.d.ts.map +1 -0
  55. package/dist/gl-matrix/mat3.js +489 -0
  56. package/dist/gl-matrix/mat3.js.map +1 -0
  57. package/dist/gl-matrix/mat4.d.ts +577 -0
  58. package/dist/gl-matrix/mat4.d.ts.map +1 -0
  59. package/dist/gl-matrix/mat4.js +1455 -0
  60. package/dist/gl-matrix/mat4.js.map +1 -0
  61. package/dist/gl-matrix/quat.d.ts +357 -0
  62. package/dist/gl-matrix/quat.d.ts.map +1 -0
  63. package/dist/gl-matrix/quat.js +315 -0
  64. package/dist/gl-matrix/quat.js.map +1 -0
  65. package/dist/gl-matrix/vec2.d.ts +373 -0
  66. package/dist/gl-matrix/vec2.d.ts.map +1 -0
  67. package/dist/gl-matrix/vec2.js +257 -0
  68. package/dist/gl-matrix/vec2.js.map +1 -0
  69. package/dist/gl-matrix/vec3.d.ts +416 -0
  70. package/dist/gl-matrix/vec3.d.ts.map +1 -0
  71. package/dist/gl-matrix/vec3.js +384 -0
  72. package/dist/gl-matrix/vec3.js.map +1 -0
  73. package/dist/gl-matrix/vec4.d.ts +340 -0
  74. package/dist/gl-matrix/vec4.d.ts.map +1 -0
  75. package/dist/gl-matrix/vec4.js +334 -0
  76. package/dist/gl-matrix/vec4.js.map +1 -0
  77. package/dist/gl-matrix/wip/index.d.ts +5 -0
  78. package/dist/gl-matrix/wip/index.d.ts.map +1 -0
  79. package/dist/gl-matrix/wip/index.js +12 -0
  80. package/dist/gl-matrix/wip/index.js.map +1 -0
  81. package/dist/gl-matrix/wip/mat2.d.ts +229 -0
  82. package/dist/gl-matrix/wip/mat2.d.ts.map +1 -0
  83. package/dist/gl-matrix/wip/mat2.js +208 -0
  84. package/dist/gl-matrix/wip/mat2.js.map +1 -0
  85. package/dist/gl-matrix/wip/mat2d.d.ts +244 -0
  86. package/dist/gl-matrix/wip/mat2d.d.ts.map +1 -0
  87. package/dist/gl-matrix/wip/mat2d.js +251 -0
  88. package/dist/gl-matrix/wip/mat2d.js.map +1 -0
  89. package/dist/gl-matrix/wip/quat2.d.ts +352 -0
  90. package/dist/gl-matrix/wip/quat2.d.ts.map +1 -0
  91. package/dist/gl-matrix/wip/quat2.js +482 -0
  92. package/dist/gl-matrix/wip/quat2.js.map +1 -0
  93. package/dist/gl-matrix/wip/types.d.js +2 -0
  94. package/dist/{esm/lib/gl-matrix.d.js.map → gl-matrix/wip/types.d.js.map} +1 -1
  95. package/dist/index.cjs +3788 -0
  96. package/dist/index.d.ts +15 -14
  97. package/dist/index.d.ts.map +1 -1
  98. package/dist/index.js +17 -0
  99. package/dist/index.js.map +1 -0
  100. package/dist/lib/assert.d.ts +1 -1
  101. package/dist/lib/assert.d.ts.map +1 -1
  102. package/dist/lib/assert.js +6 -0
  103. package/dist/lib/assert.js.map +1 -0
  104. package/dist/lib/common.d.ts +10 -5
  105. package/dist/lib/common.d.ts.map +1 -1
  106. package/dist/{esm/lib → lib}/common.js +11 -9
  107. package/dist/lib/common.js.map +1 -0
  108. package/dist/lib/gl-matrix-extras.js.map +1 -0
  109. package/dist/lib/math-utils.d.ts +24 -27
  110. package/dist/lib/math-utils.d.ts.map +1 -1
  111. package/dist/lib/math-utils.js +25 -0
  112. package/dist/lib/math-utils.js.map +1 -0
  113. package/dist/lib/validators.d.ts +1 -1
  114. package/dist/lib/validators.d.ts.map +1 -1
  115. package/dist/{esm/lib → lib}/validators.js +2 -2
  116. package/dist/lib/validators.js.map +1 -0
  117. package/package.json +6 -6
  118. package/src/classes/base/math-array.ts +16 -8
  119. package/src/classes/base/matrix.ts +7 -4
  120. package/src/classes/base/vector.ts +4 -4
  121. package/src/classes/euler.ts +9 -8
  122. package/src/classes/matrix3.ts +37 -24
  123. package/src/classes/matrix4.ts +48 -29
  124. package/src/classes/pose.ts +4 -4
  125. package/src/classes/quaternion.ts +54 -32
  126. package/src/classes/spherical-coordinates.ts +5 -4
  127. package/src/classes/vector2.ts +13 -9
  128. package/src/classes/vector3.ts +26 -12
  129. package/src/classes/vector4.ts +14 -10
  130. package/src/gl-matrix/common.js +58 -0
  131. package/src/gl-matrix/mat3.js +842 -0
  132. package/src/gl-matrix/mat4.js +2169 -0
  133. package/src/gl-matrix/quat.ts +789 -0
  134. package/src/gl-matrix/vec2.js +629 -0
  135. package/src/gl-matrix/vec3.js +827 -0
  136. package/src/gl-matrix/vec4.js +675 -0
  137. package/src/gl-matrix/wip/index.js +15 -0
  138. package/src/gl-matrix/wip/mat2.js +442 -0
  139. package/src/gl-matrix/wip/mat2d.js +505 -0
  140. package/src/gl-matrix/wip/quat2.ts +886 -0
  141. package/src/gl-matrix/wip/types.d.ts +93 -0
  142. package/src/index.ts +16 -14
  143. package/src/lib/assert.ts +1 -1
  144. package/src/lib/common.ts +31 -19
  145. package/src/lib/math-utils.ts +24 -26
  146. package/src/lib/validators.ts +3 -3
  147. package/dist/es5/classes/base/math-array.js +0 -348
  148. package/dist/es5/classes/base/math-array.js.map +0 -1
  149. package/dist/es5/classes/base/matrix.js +0 -108
  150. package/dist/es5/classes/base/matrix.js.map +0 -1
  151. package/dist/es5/classes/base/vector.js +0 -210
  152. package/dist/es5/classes/base/vector.js.map +0 -1
  153. package/dist/es5/classes/euler.js +0 -654
  154. package/dist/es5/classes/euler.js.map +0 -1
  155. package/dist/es5/classes/matrix3.js +0 -284
  156. package/dist/es5/classes/matrix3.js.map +0 -1
  157. package/dist/es5/classes/matrix4.js +0 -574
  158. package/dist/es5/classes/matrix4.js.map +0 -1
  159. package/dist/es5/classes/pose.js +0 -159
  160. package/dist/es5/classes/pose.js.map +0 -1
  161. package/dist/es5/classes/quaternion.js +0 -323
  162. package/dist/es5/classes/quaternion.js.map +0 -1
  163. package/dist/es5/classes/spherical-coordinates.js +0 -208
  164. package/dist/es5/classes/spherical-coordinates.js.map +0 -1
  165. package/dist/es5/classes/vector2.js +0 -156
  166. package/dist/es5/classes/vector2.js.map +0 -1
  167. package/dist/es5/classes/vector3.js +0 -213
  168. package/dist/es5/classes/vector3.js.map +0 -1
  169. package/dist/es5/classes/vector4.js +0 -185
  170. package/dist/es5/classes/vector4.js.map +0 -1
  171. package/dist/es5/docs/README.md +0 -0
  172. package/dist/es5/index.js +0 -236
  173. package/dist/es5/index.js.map +0 -1
  174. package/dist/es5/lib/assert.js +0 -13
  175. package/dist/es5/lib/assert.js.map +0 -1
  176. package/dist/es5/lib/common.js +0 -255
  177. package/dist/es5/lib/common.js.map +0 -1
  178. package/dist/es5/lib/gl-matrix-extras.js +0 -61
  179. package/dist/es5/lib/gl-matrix-extras.js.map +0 -1
  180. package/dist/es5/lib/gl-matrix.d.js +0 -2
  181. package/dist/es5/lib/math-utils.js +0 -34
  182. package/dist/es5/lib/math-utils.js.map +0 -1
  183. package/dist/es5/lib/validators.js +0 -53
  184. package/dist/es5/lib/validators.js.map +0 -1
  185. package/dist/esm/classes/base/math-array.js.map +0 -1
  186. package/dist/esm/classes/base/matrix.js.map +0 -1
  187. package/dist/esm/classes/base/vector.js.map +0 -1
  188. package/dist/esm/classes/euler.js.map +0 -1
  189. package/dist/esm/classes/matrix3.js.map +0 -1
  190. package/dist/esm/classes/matrix4.js.map +0 -1
  191. package/dist/esm/classes/pose.js.map +0 -1
  192. package/dist/esm/classes/quaternion.js.map +0 -1
  193. package/dist/esm/classes/spherical-coordinates.js.map +0 -1
  194. package/dist/esm/classes/vector2.js.map +0 -1
  195. package/dist/esm/classes/vector3.js.map +0 -1
  196. package/dist/esm/classes/vector4.js.map +0 -1
  197. package/dist/esm/docs/README.md +0 -0
  198. package/dist/esm/index.js +0 -16
  199. package/dist/esm/index.js.map +0 -1
  200. package/dist/esm/lib/assert.js +0 -6
  201. package/dist/esm/lib/assert.js.map +0 -1
  202. package/dist/esm/lib/common.js.map +0 -1
  203. package/dist/esm/lib/gl-matrix-extras.js.map +0 -1
  204. package/dist/esm/lib/math-utils.js +0 -27
  205. package/dist/esm/lib/math-utils.js.map +0 -1
  206. package/dist/esm/lib/validators.js.map +0 -1
  207. package/src/docs/README.md +0 -0
  208. /package/dist/{esm/lib → lib}/gl-matrix-extras.js +0 -0
  209. /package/dist/{esm/lib → lib}/gl-matrix.d.js +0 -0
  210. /package/dist/{es5/lib → lib}/gl-matrix.d.js.map +0 -0
@@ -0,0 +1 @@
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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"}
@@ -0,0 +1,373 @@
1
+ /**
2
+ * 2 Dimensional Vector
3
+ * @module vec2
4
+ */
5
+ /**
6
+ * Creates a new, empty vec2
7
+ *
8
+ * @returns {vec2} a new 2D vector
9
+ */
10
+ export function create(): vec2;
11
+ /**
12
+ * Creates a new vec2 initialized with values from an existing vector
13
+ *
14
+ * @param {ReadonlyVec2} a vector to clone
15
+ * @returns {vec2} a new 2D vector
16
+ */
17
+ export function clone(a: ReadonlyVec2): vec2;
18
+ /**
19
+ * Creates a new vec2 initialized with the given values
20
+ *
21
+ * @param {Number} x X component
22
+ * @param {Number} y Y component
23
+ * @returns {vec2} a new 2D vector
24
+ */
25
+ export function fromValues(x: number, y: number): vec2;
26
+ /**
27
+ * Copy the values from one vec2 to another
28
+ *
29
+ * @param {vec2} out the receiving vector
30
+ * @param {ReadonlyVec2} a the source vector
31
+ * @returns {vec2} out
32
+ */
33
+ export function copy(out: vec2, a: ReadonlyVec2): vec2;
34
+ /**
35
+ * Set the components of a vec2 to the given values
36
+ *
37
+ * @param {vec2} out the receiving vector
38
+ * @param {Number} x X component
39
+ * @param {Number} y Y component
40
+ * @returns {vec2} out
41
+ */
42
+ export function set(out: vec2, x: number, y: number): vec2;
43
+ /**
44
+ * Adds two vec2's
45
+ *
46
+ * @param {vec2} out the receiving vector
47
+ * @param {ReadonlyVec2} a the first operand
48
+ * @param {ReadonlyVec2} b the second operand
49
+ * @returns {vec2} out
50
+ */
51
+ export function add(out: vec2, a: ReadonlyVec2, b: ReadonlyVec2): vec2;
52
+ /**
53
+ * Subtracts vector b from vector a
54
+ *
55
+ * @param {vec2} out the receiving vector
56
+ * @param {ReadonlyVec2} a the first operand
57
+ * @param {ReadonlyVec2} b the second operand
58
+ * @returns {vec2} out
59
+ */
60
+ export function subtract(out: vec2, a: ReadonlyVec2, b: ReadonlyVec2): vec2;
61
+ /**
62
+ * Multiplies two vec2's
63
+ *
64
+ * @param {vec2} out the receiving vector
65
+ * @param {ReadonlyVec2} a the first operand
66
+ * @param {ReadonlyVec2} b the second operand
67
+ * @returns {vec2} out
68
+ */
69
+ export function multiply(out: vec2, a: ReadonlyVec2, b: ReadonlyVec2): vec2;
70
+ /**
71
+ * Divides two vec2's
72
+ *
73
+ * @param {vec2} out the receiving vector
74
+ * @param {ReadonlyVec2} a the first operand
75
+ * @param {ReadonlyVec2} b the second operand
76
+ * @returns {vec2} out
77
+ */
78
+ export function divide(out: vec2, a: ReadonlyVec2, b: ReadonlyVec2): vec2;
79
+ /**
80
+ * Math.ceil the components of a vec2
81
+ *
82
+ * @param {vec2} out the receiving vector
83
+ * @param {ReadonlyVec2} a vector to ceil
84
+ * @returns {vec2} out
85
+ */
86
+ export function ceil(out: vec2, a: ReadonlyVec2): vec2;
87
+ /**
88
+ * Math.floor the components of a vec2
89
+ *
90
+ * @param {vec2} out the receiving vector
91
+ * @param {ReadonlyVec2} a vector to floor
92
+ * @returns {vec2} out
93
+ */
94
+ export function floor(out: vec2, a: ReadonlyVec2): vec2;
95
+ /**
96
+ * Returns the minimum of two vec2's
97
+ *
98
+ * @param {vec2} out the receiving vector
99
+ * @param {ReadonlyVec2} a the first operand
100
+ * @param {ReadonlyVec2} b the second operand
101
+ * @returns {vec2} out
102
+ */
103
+ export function min(out: vec2, a: ReadonlyVec2, b: ReadonlyVec2): vec2;
104
+ /**
105
+ * Returns the maximum of two vec2's
106
+ *
107
+ * @param {vec2} out the receiving vector
108
+ * @param {ReadonlyVec2} a the first operand
109
+ * @param {ReadonlyVec2} b the second operand
110
+ * @returns {vec2} out
111
+ */
112
+ export function max(out: vec2, a: ReadonlyVec2, b: ReadonlyVec2): vec2;
113
+ /**
114
+ * symmetric round the components of a vec2
115
+ *
116
+ * @param {vec2} out the receiving vector
117
+ * @param {ReadonlyVec2} a vector to round
118
+ * @returns {vec2} out
119
+ */
120
+ export function round(out: vec2, a: ReadonlyVec2): vec2;
121
+ /**
122
+ * Scales a vec2 by a scalar number
123
+ *
124
+ * @param {vec2} out the receiving vector
125
+ * @param {ReadonlyVec2} a the vector to scale
126
+ * @param {Number} b amount to scale the vector by
127
+ * @returns {vec2} out
128
+ */
129
+ export function scale(out: vec2, a: ReadonlyVec2, b: number): vec2;
130
+ /**
131
+ * Adds two vec2's after scaling the second operand by a scalar value
132
+ *
133
+ * @param {vec2} out the receiving vector
134
+ * @param {ReadonlyVec2} a the first operand
135
+ * @param {ReadonlyVec2} b the second operand
136
+ * @param {Number} scale the amount to scale b by before adding
137
+ * @returns {vec2} out
138
+ */
139
+ export function scaleAndAdd(out: vec2, a: ReadonlyVec2, b: ReadonlyVec2, scale: number): vec2;
140
+ /**
141
+ * Calculates the euclidian distance between two vec2's
142
+ *
143
+ * @param {ReadonlyVec2} a the first operand
144
+ * @param {ReadonlyVec2} b the second operand
145
+ * @returns {Number} distance between a and b
146
+ */
147
+ export function distance(a: ReadonlyVec2, b: ReadonlyVec2): number;
148
+ /**
149
+ * Calculates the squared euclidian distance between two vec2's
150
+ *
151
+ * @param {ReadonlyVec2} a the first operand
152
+ * @param {ReadonlyVec2} b the second operand
153
+ * @returns {Number} squared distance between a and b
154
+ */
155
+ export function squaredDistance(a: ReadonlyVec2, b: ReadonlyVec2): number;
156
+ /**
157
+ * Calculates the length of a vec2
158
+ *
159
+ * @param {ReadonlyVec2} a vector to calculate length of
160
+ * @returns {Number} length of a
161
+ */
162
+ export function length(a: ReadonlyVec2): number;
163
+ /**
164
+ * Calculates the squared length of a vec2
165
+ *
166
+ * @param {ReadonlyVec2} a vector to calculate squared length of
167
+ * @returns {Number} squared length of a
168
+ */
169
+ export function squaredLength(a: ReadonlyVec2): number;
170
+ /**
171
+ * Negates the components of a vec2
172
+ *
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;
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
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