@math.gl/core 4.0.0-alpha.1 → 4.0.0-alpha.3
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 +2 -1
- package/dist/classes/base/math-array.d.ts.map +1 -1
- package/dist/classes/base/math-array.js +5 -1
- package/dist/classes/base/math-array.js.map +1 -1
- package/dist/classes/base/matrix.d.ts +2 -2
- package/dist/classes/base/matrix.d.ts.map +1 -1
- package/dist/classes/base/matrix.js +2 -2
- package/dist/classes/base/matrix.js.map +1 -1
- package/dist/classes/base/vector.d.ts +2 -2
- package/dist/classes/base/vector.d.ts.map +1 -1
- package/dist/classes/base/vector.js +3 -3
- package/dist/classes/base/vector.js.map +1 -1
- package/dist/classes/euler.d.ts +3 -3
- package/dist/classes/euler.d.ts.map +1 -1
- package/dist/classes/euler.js +4 -4
- package/dist/classes/euler.js.map +1 -1
- package/dist/classes/matrix3.d.ts +5 -2
- package/dist/classes/matrix3.d.ts.map +1 -1
- package/dist/classes/matrix3.js +17 -17
- package/dist/classes/matrix3.js.map +1 -1
- package/dist/classes/matrix4.d.ts +2 -2
- package/dist/classes/matrix4.d.ts.map +1 -1
- package/dist/classes/matrix4.js +25 -25
- package/dist/classes/matrix4.js.map +1 -1
- package/dist/classes/pose.d.ts +5 -5
- package/dist/classes/pose.d.ts.map +1 -1
- package/dist/classes/pose.js +4 -4
- package/dist/classes/pose.js.map +1 -1
- package/dist/classes/quaternion.d.ts +2 -2
- package/dist/classes/quaternion.d.ts.map +1 -1
- package/dist/classes/quaternion.js +25 -25
- package/dist/classes/quaternion.js.map +1 -1
- package/dist/classes/spherical-coordinates.d.ts +4 -4
- package/dist/classes/spherical-coordinates.d.ts.map +1 -1
- package/dist/classes/spherical-coordinates.js +3 -3
- package/dist/classes/spherical-coordinates.js.map +1 -1
- package/dist/classes/vector2.d.ts +2 -2
- package/dist/classes/vector2.d.ts.map +1 -1
- package/dist/classes/vector2.js +7 -7
- package/dist/classes/vector2.js.map +1 -1
- package/dist/classes/vector3.d.ts +2 -2
- package/dist/classes/vector3.d.ts.map +1 -1
- package/dist/classes/vector3.js +11 -11
- package/dist/classes/vector3.js.map +1 -1
- package/dist/classes/vector4.d.ts +3 -3
- package/dist/classes/vector4.d.ts.map +1 -1
- package/dist/classes/vector4.js +5 -5
- package/dist/classes/vector4.js.map +1 -1
- 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/gl-matrix/wip/types.d.js.map +1 -0
- package/dist/index.cjs +1614 -150
- package/dist/index.d.ts +15 -14
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +15 -14
- package/dist/index.js.map +1 -1
- package/dist/lib/assert.d.ts +1 -1
- package/dist/lib/assert.d.ts.map +1 -1
- package/dist/lib/assert.js +1 -1
- package/dist/lib/assert.js.map +1 -1
- package/dist/lib/common.d.ts +11 -6
- package/dist/lib/common.d.ts.map +1 -1
- package/dist/lib/common.js +8 -2
- package/dist/lib/common.js.map +1 -1
- 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 +24 -26
- package/dist/lib/math-utils.js.map +1 -1
- package/dist/lib/validators.js +1 -1
- package/dist/lib/validators.js.map +1 -1
- package/package.json +3 -4
- package/src/classes/base/math-array.ts +6 -2
- package/src/classes/base/matrix.ts +6 -3
- package/src/classes/base/vector.ts +3 -3
- package/src/classes/euler.ts +5 -4
- package/src/classes/matrix3.ts +32 -23
- package/src/classes/matrix4.ts +45 -31
- package/src/classes/pose.ts +4 -4
- package/src/classes/quaternion.ts +48 -28
- package/src/classes/spherical-coordinates.ts +3 -3
- package/src/classes/vector2.ts +13 -10
- package/src/classes/vector3.ts +25 -12
- package/src/classes/vector4.ts +10 -8
- 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 +29 -13
- package/src/lib/math-utils.ts +24 -26
- package/src/lib/validators.ts +1 -1
- package/dist/docs/README.md +0 -0
- package/src/docs/README.md +0 -0
package/dist/classes/matrix3.js
CHANGED
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@@ -1,9 +1,9 @@
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1
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-
import Matrix from "./base/matrix.js";
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+
import { Matrix } from "./base/matrix.js";
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import { checkVector } from "../lib/validators.js";
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import { vec4_transformMat3 } from "../lib/gl-matrix-extras.js";
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import
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import
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-
import
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import { fromQuat as mat3_fromQuat, determinant as mat3_determinant, transpose as mat3_transpose, invert as mat3_invert, multiply as mat3_multiply, rotate as mat3_rotate, scale as mat3_scale, translate as mat3_translate } from "../gl-matrix/mat3.js";
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import { transformMat3 as vec2_transformMat3 } from "../gl-matrix/vec2.js";
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import { transformMat3 as vec3_transformMat3 } from "../gl-matrix/vec3.js";
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var INDICES;
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(function (INDICES) {
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@@ -19,7 +19,7 @@ var INDICES;
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})(INDICES || (INDICES = {}));
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const IDENTITY_MATRIX = Object.freeze([1, 0, 0, 0, 1, 0, 0, 0, 1]);
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export
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export class Matrix3 extends Matrix {
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static get IDENTITY() {
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return getIdentityMatrix();
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}
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@@ -74,7 +74,7 @@ export default class Matrix3 extends Matrix {
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}
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fromQuaternion(q) {
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-
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mat3_fromQuat(this, q);
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return this.check();
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}
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@@ -105,46 +105,46 @@ export default class Matrix3 extends Matrix {
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}
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determinant() {
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return
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return mat3_determinant(this);
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}
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transpose() {
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-
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mat3_transpose(this, this);
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return this.check();
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}
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invert() {
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mat3_invert(this, this);
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return this.check();
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}
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multiplyLeft(a) {
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mat3_multiply(this, a, this);
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return this.check();
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}
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multiplyRight(a) {
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mat3_multiply(this, this, a);
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return this.check();
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}
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rotate(radians) {
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mat3_rotate(this, this, radians);
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return this.check();
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}
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scale(factor) {
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if (Array.isArray(factor)) {
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mat3_scale(this, this, factor);
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} else {
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mat3_scale(this, this, [factor, factor]);
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}
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return this.check();
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}
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translate(vec) {
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mat3_translate(this, this, vec);
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return this.check();
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}
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@@ -153,11 +153,11 @@ export default class Matrix3 extends Matrix {
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switch (vector.length) {
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case 2:
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out =
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out = vec2_transformMat3(result || [-0, -0], vector, this);
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break;
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case 3:
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out =
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out = vec3_transformMat3(result || [-0, -0, -0], vector, this);
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break;
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case 4:
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@@ -1 +1 @@
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Copyright (c) 2017 Uber Technologies, Inc.\n// MIT License\n\nimport {NumericArray} from '@math.gl/types';\nimport Matrix from './base/matrix';\nimport {checkVector} from '../lib/validators';\n/* eslint-disable camelcase */\nimport {vec4_transformMat3} from '../lib/gl-matrix-extras';\n// @ts-ignore gl-matrix types...\nimport * as mat3 from 'gl-matrix/mat3';\n// @ts-ignore gl-matrix types...\nimport * as vec2 from 'gl-matrix/vec2';\n// @ts-ignore gl-matrix types...\nimport * as vec3 from 'gl-matrix/vec3';\n\nenum INDICES {\n COL0ROW0 = 0,\n COL0ROW1 = 1,\n COL0ROW2 = 2,\n COL1ROW0 = 3,\n COL1ROW1 = 4,\n COL1ROW2 = 5,\n COL2ROW0 = 6,\n COL2ROW1 = 7,\n COL2ROW2 = 8\n}\n\nconst IDENTITY_MATRIX = Object.freeze([1, 0, 0, 0, 1, 0, 0, 0, 1]);\n\nexport default class Matrix3 extends Matrix {\n static get IDENTITY(): Readonly<Matrix3> {\n return getIdentityMatrix();\n }\n\n static get ZERO(): Readonly<Matrix3> {\n return getZeroMatrix();\n }\n\n get ELEMENTS(): number {\n return 9;\n }\n\n get RANK(): number {\n return 3;\n }\n\n get INDICES(): typeof INDICES {\n return INDICES;\n }\n\n constructor(array?: Readonly<NumericArray>);\n /** @deprecated */\n constructor(...args: number[]);\n\n constructor(array?: number | Readonly<NumericArray>, ...args: number[]) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0, -0, -0, -0, -0, -0, -0);\n if (arguments.length === 1 && Array.isArray(array)) {\n this.copy(array);\n } else if (args.length > 0) {\n this.copy([array as number, ...args]);\n } else {\n this.identity();\n }\n }\n\n copy(array: Readonly<NumericArray>): this {\n // Element wise copy for performance\n this[0] = array[0];\n this[1] = array[1];\n this[2] = array[2];\n this[3] = array[3];\n this[4] = array[4];\n this[5] = array[5];\n this[6] = array[6];\n this[7] = array[7];\n this[8] = array[8];\n return this.check();\n }\n\n // Constructors\n\n identity(): this {\n return this.copy(IDENTITY_MATRIX);\n }\n\n /**\n *\n * @param object\n * @returns self\n */\n fromObject(object: {[key: string]: any}): this {\n return this.check();\n }\n\n // Calculates a 3x3 matrix from the given quaternion\n // q quat Quaternion to create matrix from\n fromQuaternion(q: Readonly<NumericArray>): this {\n mat3.fromQuat(this, q);\n return this.check();\n }\n\n /**\n * accepts column major order, stores in column major order\n */\n // eslint-disable-next-line max-params\n set(\n m00: number,\n m10: number,\n m20: number,\n m01: number,\n m11: number,\n m21: number,\n m02: number,\n m12: number,\n m22: number\n ): this {\n this[0] = m00;\n this[1] = m10;\n this[2] = m20;\n this[3] = m01;\n this[4] = m11;\n this[5] = m21;\n this[6] = m02;\n this[7] = m12;\n this[8] = m22;\n return this.check();\n }\n\n /**\n * accepts row major order, stores as column major\n */\n // eslint-disable-next-line max-params\n setRowMajor(\n m00: number,\n m01: number,\n m02: number,\n m10: number,\n m11: number,\n m12: number,\n m20: number,\n m21: number,\n m22: number\n ): this {\n this[0] = m00;\n this[1] = m10;\n this[2] = m20;\n this[3] = m01;\n this[4] = m11;\n this[5] = m21;\n this[6] = m02;\n this[7] = m12;\n this[8] = m22;\n return this.check();\n }\n\n // Accessors\n\n determinant(): number {\n return mat3.determinant(this);\n }\n\n // Modifiers\n transpose(): this {\n mat3.transpose(this, this);\n return this.check();\n }\n\n /** Invert a matrix. Note that this can fail if the matrix is not invertible */\n invert(): this {\n mat3.invert(this, this);\n return this.check();\n }\n\n // Operations\n multiplyLeft(a: NumericArray): this {\n mat3.multiply(this, a, this);\n return this.check();\n }\n\n multiplyRight(a: NumericArray): this {\n mat3.multiply(this, this, a);\n return this.check();\n }\n\n rotate(radians: number): NumericArray {\n mat3.rotate(this, this, radians);\n return this.check();\n }\n\n override scale(factor: NumericArray | number): this {\n if (Array.isArray(factor)) {\n mat3.scale(this, this, factor);\n } else {\n mat3.scale(this, this, [factor as number, factor as number]);\n }\n return this.check();\n }\n\n translate(vec: NumericArray): this {\n mat3.translate(this, this, vec);\n return this.check();\n }\n\n // Transforms\n transform(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n let out: NumericArray;\n switch (vector.length) {\n case 2:\n out = vec2.transformMat3(result || [-0, -0], vector, this);\n break;\n case 3:\n out = vec3.transformMat3(result || [-0, -0, -0], vector, this);\n break;\n case 4:\n out = vec4_transformMat3(result || [-0, -0, -0, -0], vector, this);\n break;\n default:\n throw new Error('Illegal vector');\n }\n checkVector(out, vector.length);\n return out;\n }\n\n /** @deprecated */\n transformVector(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n return this.transform(vector, result);\n }\n\n /** @deprecated */\n transformVector2(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n return this.transform(vector, result);\n }\n\n /** @deprecated */\n transformVector3(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n return this.transform(vector, result);\n }\n}\n\nlet ZERO_MATRIX3: Matrix3 | null;\nlet IDENTITY_MATRIX3: Matrix3 | null = null;\n\nfunction getZeroMatrix(): Readonly<Matrix3> {\n if (!ZERO_MATRIX3) {\n ZERO_MATRIX3 = new Matrix3([0, 0, 0, 0, 0, 0, 0, 0, 0]);\n Object.freeze(ZERO_MATRIX3);\n }\n return ZERO_MATRIX3;\n}\n\nfunction getIdentityMatrix(): Matrix3 {\n if (!IDENTITY_MATRIX3) {\n IDENTITY_MATRIX3 = new Matrix3();\n Object.freeze(IDENTITY_MATRIX3);\n }\n return IDENTITY_MATRIX3;\n}\n"],"file":"matrix3.js"}
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Copyright (c) 2017 Uber Technologies, Inc.\n// MIT License\n\nimport {NumericArray} from '@math.gl/types';\nimport {Matrix} from './base/matrix';\nimport {checkVector} from '../lib/validators';\n\nimport {vec4_transformMat3} from '../lib/gl-matrix-extras';\n\nimport {\n fromQuat as mat3_fromQuat,\n determinant as mat3_determinant,\n transpose as mat3_transpose,\n invert as mat3_invert,\n multiply as mat3_multiply,\n rotate as mat3_rotate,\n scale as mat3_scale,\n translate as mat3_translate\n} from '../gl-matrix/mat3';\nimport {transformMat3 as vec2_transformMat3} from '../gl-matrix/vec2';\nimport {transformMat3 as vec3_transformMat3} from '../gl-matrix/vec3';\n\nenum INDICES {\n COL0ROW0 = 0,\n COL0ROW1 = 1,\n COL0ROW2 = 2,\n COL1ROW0 = 3,\n COL1ROW1 = 4,\n COL1ROW2 = 5,\n COL2ROW0 = 6,\n COL2ROW1 = 7,\n COL2ROW2 = 8\n}\n\nconst IDENTITY_MATRIX = Object.freeze([1, 0, 0, 0, 1, 0, 0, 0, 1]);\n\nexport class Matrix3 extends Matrix {\n static get IDENTITY(): Readonly<Matrix3> {\n return getIdentityMatrix();\n }\n\n static get ZERO(): Readonly<Matrix3> {\n return getZeroMatrix();\n }\n\n get ELEMENTS(): number {\n return 9;\n }\n\n get RANK(): number {\n return 3;\n }\n\n get INDICES(): typeof INDICES {\n return INDICES;\n }\n\n constructor(array?: Readonly<NumericArray>);\n /** @deprecated */\n constructor(...args: number[]);\n\n constructor(array?: number | Readonly<NumericArray>, ...args: number[]) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0, -0, -0, -0, -0, -0, -0);\n if (arguments.length === 1 && Array.isArray(array)) {\n this.copy(array);\n } else if (args.length > 0) {\n this.copy([array as number, ...args]);\n } else {\n this.identity();\n }\n }\n\n copy(array: Readonly<NumericArray>): this {\n // Element wise copy for performance\n this[0] = array[0];\n this[1] = array[1];\n this[2] = array[2];\n this[3] = array[3];\n this[4] = array[4];\n this[5] = array[5];\n this[6] = array[6];\n this[7] = array[7];\n this[8] = array[8];\n return this.check();\n }\n\n // Constructors\n\n identity(): this {\n return this.copy(IDENTITY_MATRIX);\n }\n\n /**\n *\n * @param object\n * @returns self\n */\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\n fromObject(object: {[key: string]: any}): this {\n return this.check();\n }\n\n /** Calculates a 3x3 matrix from the given quaternion\n * q quat Quaternion to create matrix from\n */\n fromQuaternion(q: Readonly<NumericArray>): this {\n mat3_fromQuat(this, q);\n return this.check();\n }\n\n /**\n * accepts column major order, stores in column major order\n */\n // eslint-disable-next-line max-params\n set(\n m00: number,\n m10: number,\n m20: number,\n m01: number,\n m11: number,\n m21: number,\n m02: number,\n m12: number,\n m22: number\n ): this {\n this[0] = m00;\n this[1] = m10;\n this[2] = m20;\n this[3] = m01;\n this[4] = m11;\n this[5] = m21;\n this[6] = m02;\n this[7] = m12;\n this[8] = m22;\n return this.check();\n }\n\n /**\n * accepts row major order, stores as column major\n */\n // eslint-disable-next-line max-params\n setRowMajor(\n m00: number,\n m01: number,\n m02: number,\n m10: number,\n m11: number,\n m12: number,\n m20: number,\n m21: number,\n m22: number\n ): this {\n this[0] = m00;\n this[1] = m10;\n this[2] = m20;\n this[3] = m01;\n this[4] = m11;\n this[5] = m21;\n this[6] = m02;\n this[7] = m12;\n this[8] = m22;\n return this.check();\n }\n\n // Accessors\n\n determinant(): number {\n return mat3_determinant(this);\n }\n\n // Modifiers\n transpose(): this {\n mat3_transpose(this, this);\n return this.check();\n }\n\n /** Invert a matrix. Note that this can fail if the matrix is not invertible */\n invert(): this {\n mat3_invert(this, this);\n return this.check();\n }\n\n // Operations\n multiplyLeft(a: NumericArray): this {\n mat3_multiply(this, a, this);\n return this.check();\n }\n\n multiplyRight(a: NumericArray): this {\n mat3_multiply(this, this, a);\n return this.check();\n }\n\n rotate(radians: number): NumericArray {\n mat3_rotate(this, this, radians);\n return this.check();\n }\n\n override scale(factor: NumericArray | number): this {\n if (Array.isArray(factor)) {\n mat3_scale(this, this, factor);\n } else {\n mat3_scale(this, this, [factor as number, factor as number]);\n }\n return this.check();\n }\n\n translate(vec: NumericArray): this {\n mat3_translate(this, this, vec);\n return this.check();\n }\n\n // Transforms\n transform(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n let out: NumericArray;\n switch (vector.length) {\n case 2:\n out = vec2_transformMat3(result || [-0, -0], vector, this) as NumericArray;\n break;\n case 3:\n out = vec3_transformMat3(result || [-0, -0, -0], vector, this) as NumericArray;\n break;\n case 4:\n out = vec4_transformMat3(result || [-0, -0, -0, -0], vector, this);\n break;\n default:\n throw new Error('Illegal vector');\n }\n checkVector(out, vector.length);\n return out;\n }\n\n /** @deprecated */\n transformVector(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n return this.transform(vector, result);\n }\n\n /** @deprecated */\n transformVector2(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n return this.transform(vector, result);\n }\n\n /** @deprecated */\n transformVector3(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n return this.transform(vector, result);\n }\n}\n\nlet ZERO_MATRIX3: Matrix3 | null;\nlet IDENTITY_MATRIX3: Matrix3 | null = null;\n\nfunction getZeroMatrix(): Readonly<Matrix3> {\n if (!ZERO_MATRIX3) {\n ZERO_MATRIX3 = new Matrix3([0, 0, 0, 0, 0, 0, 0, 0, 0]);\n Object.freeze(ZERO_MATRIX3);\n }\n return ZERO_MATRIX3;\n}\n\nfunction getIdentityMatrix(): Matrix3 {\n if (!IDENTITY_MATRIX3) {\n IDENTITY_MATRIX3 = new Matrix3();\n Object.freeze(IDENTITY_MATRIX3);\n }\n return IDENTITY_MATRIX3;\n}\n"],"file":"matrix3.js"}
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@@ -1,5 +1,5 @@
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1
1
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import { NumericArray } from '@math.gl/types';
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2
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-
import Matrix from './base/matrix';
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2
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+
import { Matrix } from './base/matrix';
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3
3
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declare enum INDICES {
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4
4
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COL0ROW0 = 0,
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5
5
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COL0ROW1 = 1,
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@@ -19,7 +19,7 @@ declare enum INDICES {
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19
19
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COL3ROW3 = 15
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20
20
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}
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21
21
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/** 4x4 matrix */
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22
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-
export
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22
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+
export declare class Matrix4 extends Matrix {
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23
23
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static get IDENTITY(): Readonly<Matrix4>;
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24
24
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static get ZERO(): Readonly<Matrix4>;
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25
25
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get ELEMENTS(): number;
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@@ -1 +1 @@
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1
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-
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1
|
+
{"version":3,"file":"matrix4.d.ts","sourceRoot":"","sources":["../../src/classes/matrix4.ts"],"names":[],"mappings":"AAGA,OAAO,EAAC,YAAY,EAAC,MAAM,gBAAgB,CAAC;AAC5C,OAAO,EAAC,MAAM,EAAC,MAAM,eAAe,CAAC;AA2BrC,aAAK,OAAO;IACV,QAAQ,IAAI;IACZ,QAAQ,IAAI;IACZ,QAAQ,IAAI;IACZ,QAAQ,IAAI;IACZ,QAAQ,IAAI;IACZ,QAAQ,IAAI;IACZ,QAAQ,IAAI;IACZ,QAAQ,IAAI;IACZ,QAAQ,IAAI;IACZ,QAAQ,IAAI;IACZ,QAAQ,KAAK;IACb,QAAQ,KAAK;IACb,QAAQ,KAAK;IACb,QAAQ,KAAK;IACb,QAAQ,KAAK;IACb,QAAQ,KAAK;CACd;AASD,iBAAiB;AACjB,qBAAa,OAAQ,SAAQ,MAAM;IACjC,MAAM,KAAK,QAAQ,IAAI,QAAQ,CAAC,OAAO,CAAC,CAEvC;IAED,MAAM,KAAK,IAAI,IAAI,QAAQ,CAAC,OAAO,CAAC,CAEnC;IAED,IAAI,QAAQ,IAAI,MAAM,CAErB;IAED,IAAI,IAAI,IAAI,MAAM,CAEjB;IAED,IAAI,OAAO,IAAI,OAAO,OAAO,CAE5B;gBAEW,KAAK,CAAC,EAAE,QAAQ,CAAC,YAAY,CAAC;IAU1C,IAAI,CAAC,KAAK,EAAE,QAAQ,CAAC,YAAY,CAAC,GAAG,IAAI;IAqBzC,GAAG,CACD,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,GACV,IAAI;IAsBP,WAAW,CACT,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,GACV,IAAI;IAoBP,UAAU,CAAC,MAAM,EAAE,YAAY,GAAG,YAAY;IAsB9C,6BAA6B;IAC7B,QAAQ,IAAI,IAAI;IAIhB;;;;OAIG;IAEH,UAAU,CAAC,MAAM,EAAE;QAAC,CAAC,GAAG,EAAE,MAAM,GAAG,GAAG,CAAA;KAAC,GAAG,IAAI;IAI9C;;;;OAIG;IACH,cAAc,CAAC,UAAU,EAAE,QAAQ,CAAC,YAAY,CAAC,GAAG,IAAI;IAKxD;;;;;;;;;OASG;IACH,OAAO,CAAC,IAAI,EAAE;QACZ,IAAI,EAAE,MAAM,CAAC;QACb,KAAK,EAAE,MAAM,CAAC;QACd,MAAM,EAAE,MAAM,CAAC;QACf,GAAG,EAAE,MAAM,CAAC;QACZ,IAAI,EAAE,MAAM,CAAC;QACb,GAAG,CAAC,EAAE,MAAM,CAAC;KACd,GAAG,IAAI;IAUR;;;;;;;OAOG;IACH,MAAM,CAAC,IAAI,EAAE;QACX,GAAG,EAAE,QAAQ,CAAC,YAAY,CAAC,CAAC;QAC5B,MAAM,CAAC,EAAE,QAAQ,CAAC,YAAY,CAAC,CAAC;QAChC,EAAE,CAAC,EAAE,QAAQ,CAAC,YAAY,CAAC,CAAC;KAC7B,GAAG,IAAI;IAMR;;;;;;;;;;OAUG;IACH,KAAK,CAAC,IAAI,EAAE;QACV,IAAI,EAAE,MAAM,CAAC;QACb,KAAK,EAAE,MAAM,CAAC;QACd,MAAM,EAAE,MAAM,CAAC;QACf,GAAG,EAAE,MAAM,CAAC;QACZ,IAAI,CAAC,EAAE,MAAM,CAAC;QACd,GAAG,CAAC,EAAE,MAAM,CAAC;KACd,GAAG,IAAI;IAMR;;;;;;;;;OASG;IACH,YAAY,CAAC,IAAI,EAAE;QACjB,IAAI,CAAC,EAAE,MAAM,CAAC;QACd,MAAM,CAAC,EAAE,MAAM,CAAC;QAChB,aAAa,CAAC,EAAE,MAAM,CAAC;QACvB,IAAI,CAAC,EAAE,MAAM,CAAC;QACd,GAAG,CAAC,EAAE,MAAM,CAAC;KACd,GAAG,IAAI;IAyBR;;;;;;;OAOG;IACH,WAAW,CAAC,IAAI,EAAE;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,MAAM,CAAC,EAAE,MAAM,CAAC;QAAC,IAAI,CAAC,EAAE,MAAM,CAAC;QAAC,GAAG,CAAC,EAAE,MAAM,CAAA;KAAC,GAAG,IAAI;IASrF,WAAW,IAAI,MAAM;IAIrB;;;;;OAKG;IACH,QAAQ,CAAC,MAAM,GAAE,YAA2B,GAAG,YAAY;IAW3D;;;;OAIG;IACH,cAAc,CAAC,MAAM,GAAE,YAA2B,GAAG,YAAY;IAOjE;;;;;OAKG;IACH,WAAW,CAAC,MAAM,CAAC,EAAE,YAAY,EAAE,WAAW,CAAC,EAAE,YAAY,GAAG,YAAY;IA0B5E;;;;;OAKG;IACH,kBAAkB,CAAC,MAAM,CAAC,EAAE,YAAY,EAAE,WAAW,CAAC,EAAE,YAAY,GAAG,YAAY;IAqBnF,SAAS,IAAI,IAAI;IAKjB,MAAM,IAAI,IAAI;IAOd,YAAY,CAAC,CAAC,EAAE,QAAQ,CAAC,YAAY,CAAC,GAAG,IAAI;IAK7C,aAAa,CAAC,CAAC,EAAE,QAAQ,CAAC,YAAY,CAAC,GAAG,IAAI;IAM9C,OAAO,CAAC,OAAO,EAAE,MAAM,GAAG,IAAI;IAO9B,OAAO,CAAC,OAAO,EAAE,MAAM,GAAG,IAAI;IAM9B;;;;OAIG;IACH,OAAO,CAAC,OAAO,EAAE,MAAM,GAAG,IAAI;IAM9B;;;;OAIG;IACH,SAAS,CAAC,QAAQ,EAAE,QAAQ,CAAC,YAAY,CAAC,GAAG,IAAI;IAIjD;;;;;OAKG;IACH,UAAU,CAAC,OAAO,EAAE,MAAM,EAAE,IAAI,EAAE,QAAQ,CAAC,YAAY,CAAC,GAAG,IAAI;IAK/D;;;;OAIG;IACM,KAAK,CAAC,MAAM,EAAE,MAAM,GAAG,QAAQ,CAAC,YAAY,CAAC,GAAG,IAAI;IAK7D;;;;OAIG;IACH,SAAS,CAAC,MAAM,EAAE,QAAQ,CAAC,YAAY,CAAC,GAAG,IAAI;IAO/C;;;;;OAKG;IACH,SAAS,CAAC,MAAM,EAAE,QAAQ,CAAC,YAAY,CAAC,EAAE,MAAM,CAAC,EAAE,YAAY,GAAG,YAAY;IAS9E;;;;;OAKG;IACH,gBAAgB,CAAC,MAAM,EAAE,QAAQ,CAAC,YAAY,CAAC,EAAE,MAAM,CAAC,EAAE,YAAY,GAAG,YAAY;IAiBrF;;;;;OAKG;IACH,iBAAiB,CAAC,MAAM,EAAE,QAAQ,CAAC,YAAY,CAAC,EAAE,MAAM,CAAC,EAAE,YAAY,GAAG,YAAY;IAgBtF,kBAAkB;IAClB,cAAc,CAAC,MAAM,EAAE,QAAQ,CAAC,YAAY,CAAC,EAAE,MAAM,CAAC,EAAE,YAAY,GAAG,YAAY;IAInF,kBAAkB;IAClB,eAAe,CAAC,MAAM,EAAE,QAAQ,CAAC,YAAY,CAAC,EAAE,MAAM,CAAC,EAAE,YAAY,GAAG,YAAY;IAIpF,kBAAkB;IAClB,kBAAkB,CAAC,MAAM,EAAE,QAAQ,CAAC,YAAY,CAAC,EAAE,MAAM,CAAC,EAAE,YAAY,GAAG,YAAY;IAMvF,aAAa,CAAC,OAAO,EAAE,MAAM,GAAG,IAAI;IAIpC,eAAe,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI;CAGvD"}
|
package/dist/classes/matrix4.js
CHANGED
|
@@ -1,10 +1,10 @@
|
|
|
1
|
-
import Matrix from "./base/matrix.js";
|
|
1
|
+
import { Matrix } from "./base/matrix.js";
|
|
2
2
|
import { checkVector } from "../lib/validators.js";
|
|
3
3
|
import { vec2_transformMat4AsVector, vec3_transformMat4AsVector } from "../lib/gl-matrix-extras.js";
|
|
4
|
-
import
|
|
5
|
-
import
|
|
6
|
-
import
|
|
7
|
-
import
|
|
4
|
+
import { fromQuat as mat4_fromQuat, frustum as mat4_frustum, lookAt as mat4_lookAt, ortho as mat4_ortho, perspective as mat4_perspective, determinant as mat4_determinant, transpose as mat4_transpose, invert as mat4_invert, multiply as mat4_multiply, rotateX as mat4_rotateX, rotateY as mat4_rotateY, rotateZ as mat4_rotateZ, rotate as mat4_rotate, scale as mat4_scale, translate as mat4_translate } from "../gl-matrix/mat4.js";
|
|
5
|
+
import { transformMat4 as vec2_transformMat4 } from "../gl-matrix/vec2.js";
|
|
6
|
+
import { transformMat4 as vec3_transformMat4 } from "../gl-matrix/vec3.js";
|
|
7
|
+
import { transformMat4 as vec4_transformMat4 } from "../gl-matrix/vec4.js";
|
|
8
8
|
var INDICES;
|
|
9
9
|
|
|
10
10
|
(function (INDICES) {
|
|
@@ -31,7 +31,7 @@ const DEFAULT_ASPECT = 1;
|
|
|
31
31
|
const DEFAULT_NEAR = 0.1;
|
|
32
32
|
const DEFAULT_FAR = 500;
|
|
33
33
|
const IDENTITY_MATRIX = Object.freeze([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
|
|
34
|
-
export
|
|
34
|
+
export class Matrix4 extends Matrix {
|
|
35
35
|
static get IDENTITY() {
|
|
36
36
|
return getIdentityMatrix();
|
|
37
37
|
}
|
|
@@ -151,7 +151,7 @@ export default class Matrix4 extends Matrix {
|
|
|
151
151
|
}
|
|
152
152
|
|
|
153
153
|
fromQuaternion(quaternion) {
|
|
154
|
-
|
|
154
|
+
mat4_fromQuat(this, quaternion);
|
|
155
155
|
return this.check();
|
|
156
156
|
}
|
|
157
157
|
|
|
@@ -168,7 +168,7 @@ export default class Matrix4 extends Matrix {
|
|
|
168
168
|
if (far === Infinity) {
|
|
169
169
|
computeInfinitePerspectiveOffCenter(this, left, right, bottom, top, near);
|
|
170
170
|
} else {
|
|
171
|
-
|
|
171
|
+
mat4_frustum(this, left, right, bottom, top, near, far);
|
|
172
172
|
}
|
|
173
173
|
|
|
174
174
|
return this.check();
|
|
@@ -180,7 +180,7 @@ export default class Matrix4 extends Matrix {
|
|
|
180
180
|
center = [0, 0, 0],
|
|
181
181
|
up = [0, 1, 0]
|
|
182
182
|
} = view;
|
|
183
|
-
|
|
183
|
+
mat4_lookAt(this, eye, center, up);
|
|
184
184
|
return this.check();
|
|
185
185
|
}
|
|
186
186
|
|
|
@@ -193,7 +193,7 @@ export default class Matrix4 extends Matrix {
|
|
|
193
193
|
near = DEFAULT_NEAR,
|
|
194
194
|
far = DEFAULT_FAR
|
|
195
195
|
} = view;
|
|
196
|
-
|
|
196
|
+
mat4_ortho(this, left, right, bottom, top, near, far);
|
|
197
197
|
return this.check();
|
|
198
198
|
}
|
|
199
199
|
|
|
@@ -227,12 +227,12 @@ export default class Matrix4 extends Matrix {
|
|
|
227
227
|
far = 500
|
|
228
228
|
} = view;
|
|
229
229
|
checkRadians(fovy);
|
|
230
|
-
|
|
230
|
+
mat4_perspective(this, fovy, aspect, near, far);
|
|
231
231
|
return this.check();
|
|
232
232
|
}
|
|
233
233
|
|
|
234
234
|
determinant() {
|
|
235
|
-
return
|
|
235
|
+
return mat4_determinant(this);
|
|
236
236
|
}
|
|
237
237
|
|
|
238
238
|
getScale(result = [-0, -0, -0]) {
|
|
@@ -295,37 +295,37 @@ export default class Matrix4 extends Matrix {
|
|
|
295
295
|
}
|
|
296
296
|
|
|
297
297
|
transpose() {
|
|
298
|
-
|
|
298
|
+
mat4_transpose(this, this);
|
|
299
299
|
return this.check();
|
|
300
300
|
}
|
|
301
301
|
|
|
302
302
|
invert() {
|
|
303
|
-
|
|
303
|
+
mat4_invert(this, this);
|
|
304
304
|
return this.check();
|
|
305
305
|
}
|
|
306
306
|
|
|
307
307
|
multiplyLeft(a) {
|
|
308
|
-
|
|
308
|
+
mat4_multiply(this, a, this);
|
|
309
309
|
return this.check();
|
|
310
310
|
}
|
|
311
311
|
|
|
312
312
|
multiplyRight(a) {
|
|
313
|
-
|
|
313
|
+
mat4_multiply(this, this, a);
|
|
314
314
|
return this.check();
|
|
315
315
|
}
|
|
316
316
|
|
|
317
317
|
rotateX(radians) {
|
|
318
|
-
|
|
318
|
+
mat4_rotateX(this, this, radians);
|
|
319
319
|
return this.check();
|
|
320
320
|
}
|
|
321
321
|
|
|
322
322
|
rotateY(radians) {
|
|
323
|
-
|
|
323
|
+
mat4_rotateY(this, this, radians);
|
|
324
324
|
return this.check();
|
|
325
325
|
}
|
|
326
326
|
|
|
327
327
|
rotateZ(radians) {
|
|
328
|
-
|
|
328
|
+
mat4_rotateZ(this, this, radians);
|
|
329
329
|
return this.check();
|
|
330
330
|
}
|
|
331
331
|
|
|
@@ -334,23 +334,23 @@ export default class Matrix4 extends Matrix {
|
|
|
334
334
|
}
|
|
335
335
|
|
|
336
336
|
rotateAxis(radians, axis) {
|
|
337
|
-
|
|
337
|
+
mat4_rotate(this, this, radians, axis);
|
|
338
338
|
return this.check();
|
|
339
339
|
}
|
|
340
340
|
|
|
341
341
|
scale(factor) {
|
|
342
|
-
|
|
342
|
+
mat4_scale(this, this, Array.isArray(factor) ? factor : [factor, factor, factor]);
|
|
343
343
|
return this.check();
|
|
344
344
|
}
|
|
345
345
|
|
|
346
346
|
translate(vector) {
|
|
347
|
-
|
|
347
|
+
mat4_translate(this, this, vector);
|
|
348
348
|
return this.check();
|
|
349
349
|
}
|
|
350
350
|
|
|
351
351
|
transform(vector, result) {
|
|
352
352
|
if (vector.length === 4) {
|
|
353
|
-
result =
|
|
353
|
+
result = vec4_transformMat4(result || [-0, -0, -0, -0], vector, this);
|
|
354
354
|
checkVector(result, 4);
|
|
355
355
|
return result;
|
|
356
356
|
}
|
|
@@ -366,11 +366,11 @@ export default class Matrix4 extends Matrix {
|
|
|
366
366
|
|
|
367
367
|
switch (length) {
|
|
368
368
|
case 2:
|
|
369
|
-
out =
|
|
369
|
+
out = vec2_transformMat4(result || [-0, -0], vector, this);
|
|
370
370
|
break;
|
|
371
371
|
|
|
372
372
|
case 3:
|
|
373
|
-
out =
|
|
373
|
+
out = vec3_transformMat4(result || [-0, -0, -0], vector, this);
|
|
374
374
|
break;
|
|
375
375
|
|
|
376
376
|
default:
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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Copyright (c) 2017 Uber Technologies, Inc.\n// MIT License\n\nimport {NumericArray} from '@math.gl/types';\nimport Matrix from './base/matrix';\nimport {checkVector} from '../lib/validators';\n\n/* eslint-disable camelcase */\nimport {vec2_transformMat4AsVector, vec3_transformMat4AsVector} from '../lib/gl-matrix-extras';\n// @ts-ignore gl-matrix types...\nimport * as mat4 from 'gl-matrix/mat4';\n// @ts-ignore gl-matrix types...\nimport * as vec2 from 'gl-matrix/vec2';\n// @ts-ignore gl-matrix types...\nimport * as vec3 from 'gl-matrix/vec3';\n// @ts-ignore gl-matrix types...\nimport * as vec4 from 'gl-matrix/vec4';\n\nenum INDICES {\n COL0ROW0 = 0,\n COL0ROW1 = 1,\n COL0ROW2 = 2,\n COL0ROW3 = 3,\n COL1ROW0 = 4,\n COL1ROW1 = 5,\n COL1ROW2 = 6,\n COL1ROW3 = 7,\n COL2ROW0 = 8,\n COL2ROW1 = 9,\n COL2ROW2 = 10,\n COL2ROW3 = 11,\n COL3ROW0 = 12,\n COL3ROW1 = 13,\n COL3ROW2 = 14,\n COL3ROW3 = 15\n}\n\nconst DEFAULT_FOVY = (45 * Math.PI) / 180;\nconst DEFAULT_ASPECT = 1;\nconst DEFAULT_NEAR = 0.1;\nconst DEFAULT_FAR = 500;\n\nconst IDENTITY_MATRIX = Object.freeze([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);\n\n/** 4x4 matrix */\nexport default class Matrix4 extends Matrix {\n static get IDENTITY(): Readonly<Matrix4> {\n return getIdentityMatrix();\n }\n\n static get ZERO(): Readonly<Matrix4> {\n return getZeroMatrix();\n }\n\n get ELEMENTS(): number {\n return 16;\n }\n\n get RANK(): number {\n return 4;\n }\n\n get INDICES(): typeof INDICES {\n return INDICES;\n }\n\n constructor(array?: Readonly<NumericArray>) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0);\n if (arguments.length === 1 && Array.isArray(array)) {\n this.copy(array);\n } else {\n this.identity();\n }\n }\n\n copy(array: Readonly<NumericArray>): this {\n this[0] = array[0];\n this[1] = array[1];\n this[2] = array[2];\n this[3] = array[3];\n this[4] = array[4];\n this[5] = array[5];\n this[6] = array[6];\n this[7] = array[7];\n this[8] = array[8];\n this[9] = array[9];\n this[10] = array[10];\n this[11] = array[11];\n this[12] = array[12];\n this[13] = array[13];\n this[14] = array[14];\n this[15] = array[15];\n return this.check();\n }\n\n // eslint-disable-next-line max-params\n set(\n m00: number,\n m10: number,\n m20: number,\n m30: number,\n m01: number,\n m11: number,\n m21: number,\n m31: number,\n m02: number,\n m12: number,\n m22: number,\n m32: number,\n m03: number,\n m13: number,\n m23: number,\n m33: number\n ): this {\n this[0] = m00;\n this[1] = m10;\n this[2] = m20;\n this[3] = m30;\n this[4] = m01;\n this[5] = m11;\n this[6] = m21;\n this[7] = m31;\n this[8] = m02;\n this[9] = m12;\n this[10] = m22;\n this[11] = m32;\n this[12] = m03;\n this[13] = m13;\n this[14] = m23;\n this[15] = m33;\n return this.check();\n }\n\n // accepts row major order, stores as column major\n // eslint-disable-next-line max-params\n setRowMajor(\n m00: number,\n m01: number,\n m02: number,\n m03: number,\n m10: number,\n m11: number,\n m12: number,\n m13: number,\n m20: number,\n m21: number,\n m22: number,\n m23: number,\n m30: number,\n m31: number,\n m32: number,\n m33: number\n ): this {\n this[0] = m00;\n this[1] = m10;\n this[2] = m20;\n this[3] = m30;\n this[4] = m01;\n this[5] = m11;\n this[6] = m21;\n this[7] = m31;\n this[8] = m02;\n this[9] = m12;\n this[10] = m22;\n this[11] = m32;\n this[12] = m03;\n this[13] = m13;\n this[14] = m23;\n this[15] = m33;\n return this.check();\n }\n\n toRowMajor(result: NumericArray): NumericArray {\n result[0] = this[0];\n result[1] = this[4];\n result[2] = this[8];\n result[3] = this[12];\n result[4] = this[1];\n result[5] = this[5];\n result[6] = this[9];\n result[7] = this[13];\n result[8] = this[2];\n result[9] = this[6];\n result[10] = this[10];\n result[11] = this[14];\n result[12] = this[3];\n result[13] = this[7];\n result[14] = this[11];\n result[15] = this[15];\n return result;\n }\n\n // Constructors\n\n /** Set to identity matrix */\n identity(): this {\n return this.copy(IDENTITY_MATRIX);\n }\n\n /**\n *\n * @param object\n * @returns self\n */\n fromObject(object: {[key: string]: any}): this {\n return this.check();\n }\n\n /**\n * Calculates a 4x4 matrix from the given quaternion\n * @param quaternion Quaternion to create matrix from\n * @returns self\n */\n fromQuaternion(quaternion: Readonly<NumericArray>): this {\n mat4.fromQuat(this, quaternion);\n return this.check();\n }\n\n /**\n * Generates a frustum matrix with the given bounds\n * @param view.left - Left bound of the frustum\n * @param view.right - Right bound of the frustum\n * @param view.bottom - Bottom bound of the frustum\n * @param view.top - Top bound of the frustum\n * @param view.near - Near bound of the frustum\n * @param view.far - Far bound of the frustum. Can be set to Infinity.\n * @returns self\n */\n frustum(view: {\n left: number;\n right: number;\n bottom: number;\n top: number;\n near: number;\n far?: number;\n }): this {\n const {left, right, bottom, top, near = DEFAULT_NEAR, far = DEFAULT_FAR} = view;\n if (far === Infinity) {\n computeInfinitePerspectiveOffCenter(this, left, right, bottom, top, near);\n } else {\n mat4.frustum(this, left, right, bottom, top, near, far);\n }\n return this.check();\n }\n\n /**\n * Generates a look-at matrix with the given eye position, focal point,\n * and up axis\n * @param view.eye - (vector) Position of the viewer\n * @param view.center - (vector) Point the viewer is looking at\n * @param view.up - (vector) Up axis\n * @returns self\n */\n lookAt(view: {\n eye: Readonly<NumericArray>;\n center?: Readonly<NumericArray>;\n up?: Readonly<NumericArray>;\n }): this {\n const {eye, center = [0, 0, 0], up = [0, 1, 0]} = view;\n mat4.lookAt(this, eye, center, up);\n return this.check();\n }\n\n /**\n * Generates a orthogonal projection matrix with the given bounds\n * from \"traditional\" view space parameters\n * @param view.left - Left bound of the frustum\n * @param view.right number Right bound of the frustum\n * @param view.bottom - Bottom bound of the frustum\n * @param view.top number Top bound of the frustum\n * @param view.near - Near bound of the frustum\n * @param view.far number Far bound of the frustum\n * @returns self\n */\n ortho(view: {\n left: number;\n right: number;\n bottom: number;\n top: number;\n near?: number;\n far?: number;\n }): this {\n const {left, right, bottom, top, near = DEFAULT_NEAR, far = DEFAULT_FAR} = view;\n mat4.ortho(this, left, right, bottom, top, near, far);\n return this.check();\n }\n\n /**\n * Generates an orthogonal projection matrix with the same parameters\n * as a perspective matrix (plus focalDistance)\n * @param view.fovy Vertical field of view in radians\n * @param view.aspect Aspect ratio. Typically viewport width / viewport height\n * @param view.focalDistance Distance in the view frustum used for extent calculations\n * @param view.near Near bound of the frustum\n * @param view.far Far bound of the frustum\n * @returns self\n */\n orthographic(view: {\n fovy?: number;\n aspect?: number;\n focalDistance?: number;\n near?: number;\n far?: number;\n }): this {\n const {\n fovy = DEFAULT_FOVY,\n aspect = DEFAULT_ASPECT,\n focalDistance = 1,\n near = DEFAULT_NEAR,\n far = DEFAULT_FAR\n } = view;\n\n checkRadians(fovy);\n\n const halfY = fovy / 2;\n const top = focalDistance * Math.tan(halfY); // focus_plane is the distance from the camera\n const right = top * aspect;\n\n return this.ortho({\n left: -right,\n right,\n bottom: -top,\n top,\n near,\n far\n });\n }\n\n /**\n * Generates a perspective projection matrix with the given bounds\n * @param view.fovy Vertical field of view in radians\n * @param view.aspect Aspect ratio. typically viewport width/height\n * @param view.near Near bound of the frustum\n * @param view.far Far bound of the frustum\n * @returns self\n */\n perspective(view: {fovy: number; aspect?: number; near?: number; far?: number}): this {\n const {fovy = (45 * Math.PI) / 180, aspect = 1, near = 0.1, far = 500} = view;\n checkRadians(fovy);\n mat4.perspective(this, fovy, aspect, near, far);\n return this.check();\n }\n\n // Accessors\n\n determinant(): number {\n return mat4.determinant(this);\n }\n\n /**\n * Extracts the non-uniform scale assuming the matrix is an affine transformation.\n * The scales are the \"lengths\" of the column vectors in the upper-left 3x3 matrix.\n * @param result\n * @returns self\n */\n getScale(result: NumericArray = [-0, -0, -0]): NumericArray {\n // explicit is faster than hypot...\n result[0] = Math.sqrt(this[0] * this[0] + this[1] * this[1] + this[2] * this[2]);\n result[1] = Math.sqrt(this[4] * this[4] + this[5] * this[5] + this[6] * this[6]);\n result[2] = Math.sqrt(this[8] * this[8] + this[9] * this[9] + this[10] * this[10]);\n // result[0] = Math.hypot(this[0], this[1], this[2]);\n // result[1] = Math.hypot(this[4], this[5], this[6]);\n // result[2] = Math.hypot(this[8], this[9], this[10]);\n return result;\n }\n\n /**\n * Gets the translation portion, assuming the matrix is a affine transformation matrix.\n * @param result\n * @returns self\n */\n getTranslation(result: NumericArray = [-0, -0, -0]): NumericArray {\n result[0] = this[12];\n result[1] = this[13];\n result[2] = this[14];\n return result;\n }\n\n /**\n * Gets upper left 3x3 pure rotation matrix (non-scaling), assume affine transformation matrix\n * @param result\n * @param scaleResult\n * @returns self\n */\n getRotation(result?: NumericArray, scaleResult?: NumericArray): NumericArray {\n result = result || [-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0];\n scaleResult = scaleResult || [-0, -0, -0];\n const scale = this.getScale(scaleResult);\n const inverseScale0 = 1 / scale[0];\n const inverseScale1 = 1 / scale[1];\n const inverseScale2 = 1 / scale[2];\n result[0] = this[0] * inverseScale0;\n result[1] = this[1] * inverseScale1;\n result[2] = this[2] * inverseScale2;\n result[3] = 0;\n result[4] = this[4] * inverseScale0;\n result[5] = this[5] * inverseScale1;\n result[6] = this[6] * inverseScale2;\n result[7] = 0;\n result[8] = this[8] * inverseScale0;\n result[9] = this[9] * inverseScale1;\n result[10] = this[10] * inverseScale2;\n result[11] = 0;\n result[12] = 0;\n result[13] = 0;\n result[14] = 0;\n result[15] = 1;\n return result;\n }\n\n /**\n *\n * @param result\n * @param scaleResult\n * @returns self\n */\n getRotationMatrix3(result?: NumericArray, scaleResult?: NumericArray): NumericArray {\n result = result || [-0, -0, -0, -0, -0, -0, -0, -0, -0];\n scaleResult = scaleResult || [-0, -0, -0];\n const scale = this.getScale(scaleResult);\n const inverseScale0 = 1 / scale[0];\n const inverseScale1 = 1 / scale[1];\n const inverseScale2 = 1 / scale[2];\n result[0] = this[0] * inverseScale0;\n result[1] = this[1] * inverseScale1;\n result[2] = this[2] * inverseScale2;\n result[3] = this[4] * inverseScale0;\n result[4] = this[5] * inverseScale1;\n result[5] = this[6] * inverseScale2;\n result[6] = this[8] * inverseScale0;\n result[7] = this[9] * inverseScale1;\n result[8] = this[10] * inverseScale2;\n return result;\n }\n\n // Modifiers\n\n transpose(): this {\n mat4.transpose(this, this);\n return this.check();\n }\n\n invert(): this {\n mat4.invert(this, this);\n return this.check();\n }\n\n // Operations\n\n multiplyLeft(a: Readonly<NumericArray>): this {\n mat4.multiply(this, a, this);\n return this.check();\n }\n\n multiplyRight(a: Readonly<NumericArray>): this {\n mat4.multiply(this, this, a);\n return this.check();\n }\n\n // Rotates a matrix by the given angle around the X axis\n rotateX(radians: number): this {\n mat4.rotateX(this, this, radians);\n // mat4.rotate(this, this, radians, [1, 0, 0]);\n return this.check();\n }\n\n // Rotates a matrix by the given angle around the Y axis.\n rotateY(radians: number): this {\n mat4.rotateY(this, this, radians);\n // mat4.rotate(this, this, radians, [0, 1, 0]);\n return this.check();\n }\n\n /**\n * Rotates a matrix by the given angle around the Z axis.\n * @param radians\n * @returns self\n */\n rotateZ(radians: number): this {\n mat4.rotateZ(this, this, radians);\n // mat4.rotate(this, this, radians, [0, 0, 1]);\n return this.check();\n }\n\n /**\n *\n * @param param0\n * @returns self\n */\n rotateXYZ(angleXYZ: Readonly<NumericArray>): this {\n return this.rotateX(angleXYZ[0]).rotateY(angleXYZ[1]).rotateZ(angleXYZ[2]);\n }\n\n /**\n *\n * @param radians\n * @param axis\n * @returns self\n */\n rotateAxis(radians: number, axis: Readonly<NumericArray>): this {\n mat4.rotate(this, this, radians, axis);\n return this.check();\n }\n\n /**\n *\n * @param factor\n * @returns self\n */\n override scale(factor: number | Readonly<NumericArray>): this {\n mat4.scale(this, this, Array.isArray(factor) ? factor : [factor, factor, factor]);\n return this.check();\n }\n\n /**\n *\n * @param vec\n * @returns self\n */\n translate(vector: Readonly<NumericArray>): this {\n mat4.translate(this, this, vector);\n return this.check();\n }\n\n // Transforms\n\n /**\n * Transforms any 2, 3 or 4 element vector. 2 and 3 elements are treated as points\n * @param vector\n * @param result\n * @returns self\n */\n transform(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n if (vector.length === 4) {\n result = vec4.transformMat4(result || [-0, -0, -0, -0], vector, this);\n checkVector(result, 4);\n return result;\n }\n return this.transformAsPoint(vector, result);\n }\n\n /**\n * Transforms any 2 or 3 element array as point (w implicitly 1)\n * @param vector\n * @param result\n * @returns self\n */\n transformAsPoint(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n const {length} = vector;\n let out: NumericArray;\n switch (length) {\n case 2:\n out = vec2.transformMat4(result || [-0, -0], vector, this);\n break;\n case 3:\n out = vec3.transformMat4(result || [-0, -0, -0], vector, this);\n break;\n default:\n throw new Error('Illegal vector');\n }\n checkVector(out, vector.length);\n return out;\n }\n\n /**\n * Transforms any 2 or 3 element array as vector (w implicitly 0)\n * @param vector\n * @param result\n * @returns self\n */\n transformAsVector(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n let out: NumericArray;\n switch (vector.length) {\n case 2:\n out = vec2_transformMat4AsVector(result || [-0, -0], vector, this);\n break;\n case 3:\n out = vec3_transformMat4AsVector(result || [-0, -0, -0], vector, this);\n break;\n default:\n throw new Error('Illegal vector');\n }\n checkVector(out, vector.length);\n return out;\n }\n\n /** @deprecated */\n transformPoint(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n return this.transformAsPoint(vector, result);\n }\n\n /** @deprecated */\n transformVector(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n return this.transformAsPoint(vector, result);\n }\n\n /** @deprecated */\n transformDirection(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n return this.transformAsVector(vector, result);\n }\n\n // three.js math API compatibility\n\n makeRotationX(radians: number): this {\n return this.identity().rotateX(radians);\n }\n\n makeTranslation(x: number, y: number, z: number): this {\n return this.identity().translate([x, y, z]);\n }\n}\n\n// TODO initializing static members directly is an option, but make sure no tree-shaking issues\nlet ZERO: Matrix4;\nlet IDENTITY: Matrix4;\n\nfunction getZeroMatrix(): Readonly<Matrix4> {\n if (!ZERO) {\n ZERO = new Matrix4([0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]);\n Object.freeze(ZERO);\n }\n return ZERO;\n}\n\nfunction getIdentityMatrix(): Matrix4 {\n if (!IDENTITY) {\n IDENTITY = new Matrix4();\n Object.freeze(IDENTITY);\n }\n return IDENTITY;\n}\n\n// HELPER FUNCTIONS\n\nfunction checkRadians(possiblyDegrees: number) {\n if (possiblyDegrees > Math.PI * 2) {\n throw Error('expected radians');\n }\n}\n\n// eslint-disable-next-line max-params\nfunction computeInfinitePerspectiveOffCenter(\n result: NumericArray,\n left: number,\n right: number,\n bottom: number,\n top: number,\n near: number\n): NumericArray {\n const column0Row0 = (2 * near) / (right - left);\n const column1Row1 = (2 * near) / (top - bottom);\n const column2Row0 = (right + left) / (right - left);\n const column2Row1 = (top + bottom) / (top - bottom);\n const column2Row2 = -1;\n const column2Row3 = -1;\n const column3Row2 = -2 * near;\n result[0] = column0Row0;\n result[1] = 0;\n result[2] = 0;\n result[3] = 0;\n result[4] = 0;\n result[5] = column1Row1;\n result[6] = 0;\n result[7] = 0;\n result[8] = column2Row0;\n result[9] = column2Row1;\n result[10] = column2Row2;\n result[11] = column2Row3;\n result[12] = 0;\n result[13] = 0;\n result[14] = column3Row2;\n result[15] = 0;\n return result;\n}\n"],"file":"matrix4.js"}
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Copyright (c) 2017 Uber Technologies, Inc.\n// MIT License\n\nimport {NumericArray} from '@math.gl/types';\nimport {Matrix} from './base/matrix';\nimport {checkVector} from '../lib/validators';\n\n/* eslint-disable camelcase */\nimport {vec2_transformMat4AsVector, vec3_transformMat4AsVector} from '../lib/gl-matrix-extras';\n// @ts-ignore gl-matrix types...\nimport {\n fromQuat as mat4_fromQuat,\n frustum as mat4_frustum,\n lookAt as mat4_lookAt,\n ortho as mat4_ortho,\n perspective as mat4_perspective,\n determinant as mat4_determinant,\n transpose as mat4_transpose,\n invert as mat4_invert,\n multiply as mat4_multiply,\n rotateX as mat4_rotateX,\n rotateY as mat4_rotateY,\n rotateZ as mat4_rotateZ,\n rotate as mat4_rotate,\n scale as mat4_scale,\n translate as mat4_translate\n} from '../gl-matrix/mat4';\nimport {transformMat4 as vec2_transformMat4} from '../gl-matrix/vec2';\nimport {transformMat4 as vec3_transformMat4} from '../gl-matrix/vec3';\nimport {transformMat4 as vec4_transformMat4} from '../gl-matrix/vec4';\n\nenum INDICES {\n COL0ROW0 = 0,\n COL0ROW1 = 1,\n COL0ROW2 = 2,\n COL0ROW3 = 3,\n COL1ROW0 = 4,\n COL1ROW1 = 5,\n COL1ROW2 = 6,\n COL1ROW3 = 7,\n COL2ROW0 = 8,\n COL2ROW1 = 9,\n COL2ROW2 = 10,\n COL2ROW3 = 11,\n COL3ROW0 = 12,\n COL3ROW1 = 13,\n COL3ROW2 = 14,\n COL3ROW3 = 15\n}\n\nconst DEFAULT_FOVY = (45 * Math.PI) / 180;\nconst DEFAULT_ASPECT = 1;\nconst DEFAULT_NEAR = 0.1;\nconst DEFAULT_FAR = 500;\n\nconst IDENTITY_MATRIX = Object.freeze([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);\n\n/** 4x4 matrix */\nexport class Matrix4 extends Matrix {\n static get IDENTITY(): Readonly<Matrix4> {\n return getIdentityMatrix();\n }\n\n static get ZERO(): Readonly<Matrix4> {\n return getZeroMatrix();\n }\n\n get ELEMENTS(): number {\n return 16;\n }\n\n get RANK(): number {\n return 4;\n }\n\n get INDICES(): typeof INDICES {\n return INDICES;\n }\n\n constructor(array?: Readonly<NumericArray>) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0);\n if (arguments.length === 1 && Array.isArray(array)) {\n this.copy(array);\n } else {\n this.identity();\n }\n }\n\n copy(array: Readonly<NumericArray>): this {\n this[0] = array[0];\n this[1] = array[1];\n this[2] = array[2];\n this[3] = array[3];\n this[4] = array[4];\n this[5] = array[5];\n this[6] = array[6];\n this[7] = array[7];\n this[8] = array[8];\n this[9] = array[9];\n this[10] = array[10];\n this[11] = array[11];\n this[12] = array[12];\n this[13] = array[13];\n this[14] = array[14];\n this[15] = array[15];\n return this.check();\n }\n\n // eslint-disable-next-line max-params\n set(\n m00: number,\n m10: number,\n m20: number,\n m30: number,\n m01: number,\n m11: number,\n m21: number,\n m31: number,\n m02: number,\n m12: number,\n m22: number,\n m32: number,\n m03: number,\n m13: number,\n m23: number,\n m33: number\n ): this {\n this[0] = m00;\n this[1] = m10;\n this[2] = m20;\n this[3] = m30;\n this[4] = m01;\n this[5] = m11;\n this[6] = m21;\n this[7] = m31;\n this[8] = m02;\n this[9] = m12;\n this[10] = m22;\n this[11] = m32;\n this[12] = m03;\n this[13] = m13;\n this[14] = m23;\n this[15] = m33;\n return this.check();\n }\n\n // accepts row major order, stores as column major\n // eslint-disable-next-line max-params\n setRowMajor(\n m00: number,\n m01: number,\n m02: number,\n m03: number,\n m10: number,\n m11: number,\n m12: number,\n m13: number,\n m20: number,\n m21: number,\n m22: number,\n m23: number,\n m30: number,\n m31: number,\n m32: number,\n m33: number\n ): this {\n this[0] = m00;\n this[1] = m10;\n this[2] = m20;\n this[3] = m30;\n this[4] = m01;\n this[5] = m11;\n this[6] = m21;\n this[7] = m31;\n this[8] = m02;\n this[9] = m12;\n this[10] = m22;\n this[11] = m32;\n this[12] = m03;\n this[13] = m13;\n this[14] = m23;\n this[15] = m33;\n return this.check();\n }\n\n toRowMajor(result: NumericArray): NumericArray {\n result[0] = this[0];\n result[1] = this[4];\n result[2] = this[8];\n result[3] = this[12];\n result[4] = this[1];\n result[5] = this[5];\n result[6] = this[9];\n result[7] = this[13];\n result[8] = this[2];\n result[9] = this[6];\n result[10] = this[10];\n result[11] = this[14];\n result[12] = this[3];\n result[13] = this[7];\n result[14] = this[11];\n result[15] = this[15];\n return result;\n }\n\n // Constructors\n\n /** Set to identity matrix */\n identity(): this {\n return this.copy(IDENTITY_MATRIX);\n }\n\n /**\n *\n * @param object\n * @returns self\n */\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\n fromObject(object: {[key: string]: any}): this {\n return this.check();\n }\n\n /**\n * Calculates a 4x4 matrix from the given quaternion\n * @param quaternion Quaternion to create matrix from\n * @returns self\n */\n fromQuaternion(quaternion: Readonly<NumericArray>): this {\n mat4_fromQuat(this, quaternion);\n return this.check();\n }\n\n /**\n * Generates a frustum matrix with the given bounds\n * @param view.left - Left bound of the frustum\n * @param view.right - Right bound of the frustum\n * @param view.bottom - Bottom bound of the frustum\n * @param view.top - Top bound of the frustum\n * @param view.near - Near bound of the frustum\n * @param view.far - Far bound of the frustum. Can be set to Infinity.\n * @returns self\n */\n frustum(view: {\n left: number;\n right: number;\n bottom: number;\n top: number;\n near: number;\n far?: number;\n }): this {\n const {left, right, bottom, top, near = DEFAULT_NEAR, far = DEFAULT_FAR} = view;\n if (far === Infinity) {\n computeInfinitePerspectiveOffCenter(this, left, right, bottom, top, near);\n } else {\n mat4_frustum(this, left, right, bottom, top, near, far);\n }\n return this.check();\n }\n\n /**\n * Generates a look-at matrix with the given eye position, focal point,\n * and up axis\n * @param view.eye - (vector) Position of the viewer\n * @param view.center - (vector) Point the viewer is looking at\n * @param view.up - (vector) Up axis\n * @returns self\n */\n lookAt(view: {\n eye: Readonly<NumericArray>;\n center?: Readonly<NumericArray>;\n up?: Readonly<NumericArray>;\n }): this {\n const {eye, center = [0, 0, 0], up = [0, 1, 0]} = view;\n mat4_lookAt(this, eye, center, up);\n return this.check();\n }\n\n /**\n * Generates a orthogonal projection matrix with the given bounds\n * from \"traditional\" view space parameters\n * @param view.left - Left bound of the frustum\n * @param view.right number Right bound of the frustum\n * @param view.bottom - Bottom bound of the frustum\n * @param view.top number Top bound of the frustum\n * @param view.near - Near bound of the frustum\n * @param view.far number Far bound of the frustum\n * @returns self\n */\n ortho(view: {\n left: number;\n right: number;\n bottom: number;\n top: number;\n near?: number;\n far?: number;\n }): this {\n const {left, right, bottom, top, near = DEFAULT_NEAR, far = DEFAULT_FAR} = view;\n mat4_ortho(this, left, right, bottom, top, near, far);\n return this.check();\n }\n\n /**\n * Generates an orthogonal projection matrix with the same parameters\n * as a perspective matrix (plus focalDistance)\n * @param view.fovy Vertical field of view in radians\n * @param view.aspect Aspect ratio. Typically viewport width / viewport height\n * @param view.focalDistance Distance in the view frustum used for extent calculations\n * @param view.near Near bound of the frustum\n * @param view.far Far bound of the frustum\n * @returns self\n */\n orthographic(view: {\n fovy?: number;\n aspect?: number;\n focalDistance?: number;\n near?: number;\n far?: number;\n }): this {\n const {\n fovy = DEFAULT_FOVY,\n aspect = DEFAULT_ASPECT,\n focalDistance = 1,\n near = DEFAULT_NEAR,\n far = DEFAULT_FAR\n } = view;\n\n checkRadians(fovy);\n\n const halfY = fovy / 2;\n const top = focalDistance * Math.tan(halfY); // focus_plane is the distance from the camera\n const right = top * aspect;\n\n return this.ortho({\n left: -right,\n right,\n bottom: -top,\n top,\n near,\n far\n });\n }\n\n /**\n * Generates a perspective projection matrix with the given bounds\n * @param view.fovy Vertical field of view in radians\n * @param view.aspect Aspect ratio. typically viewport width/height\n * @param view.near Near bound of the frustum\n * @param view.far Far bound of the frustum\n * @returns self\n */\n perspective(view: {fovy: number; aspect?: number; near?: number; far?: number}): this {\n const {fovy = (45 * Math.PI) / 180, aspect = 1, near = 0.1, far = 500} = view;\n checkRadians(fovy);\n mat4_perspective(this, fovy, aspect, near, far);\n return this.check();\n }\n\n // Accessors\n\n determinant(): number {\n return mat4_determinant(this);\n }\n\n /**\n * Extracts the non-uniform scale assuming the matrix is an affine transformation.\n * The scales are the \"lengths\" of the column vectors in the upper-left 3x3 matrix.\n * @param result\n * @returns self\n */\n getScale(result: NumericArray = [-0, -0, -0]): NumericArray {\n // explicit is faster than hypot...\n result[0] = Math.sqrt(this[0] * this[0] + this[1] * this[1] + this[2] * this[2]);\n result[1] = Math.sqrt(this[4] * this[4] + this[5] * this[5] + this[6] * this[6]);\n result[2] = Math.sqrt(this[8] * this[8] + this[9] * this[9] + this[10] * this[10]);\n // result[0] = Math.hypot(this[0], this[1], this[2]);\n // result[1] = Math.hypot(this[4], this[5], this[6]);\n // result[2] = Math.hypot(this[8], this[9], this[10]);\n return result;\n }\n\n /**\n * Gets the translation portion, assuming the matrix is a affine transformation matrix.\n * @param result\n * @returns self\n */\n getTranslation(result: NumericArray = [-0, -0, -0]): NumericArray {\n result[0] = this[12];\n result[1] = this[13];\n result[2] = this[14];\n return result;\n }\n\n /**\n * Gets upper left 3x3 pure rotation matrix (non-scaling), assume affine transformation matrix\n * @param result\n * @param scaleResult\n * @returns self\n */\n getRotation(result?: NumericArray, scaleResult?: NumericArray): NumericArray {\n result = result || [-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0];\n scaleResult = scaleResult || [-0, -0, -0];\n const scale = this.getScale(scaleResult);\n const inverseScale0 = 1 / scale[0];\n const inverseScale1 = 1 / scale[1];\n const inverseScale2 = 1 / scale[2];\n result[0] = this[0] * inverseScale0;\n result[1] = this[1] * inverseScale1;\n result[2] = this[2] * inverseScale2;\n result[3] = 0;\n result[4] = this[4] * inverseScale0;\n result[5] = this[5] * inverseScale1;\n result[6] = this[6] * inverseScale2;\n result[7] = 0;\n result[8] = this[8] * inverseScale0;\n result[9] = this[9] * inverseScale1;\n result[10] = this[10] * inverseScale2;\n result[11] = 0;\n result[12] = 0;\n result[13] = 0;\n result[14] = 0;\n result[15] = 1;\n return result;\n }\n\n /**\n *\n * @param result\n * @param scaleResult\n * @returns self\n */\n getRotationMatrix3(result?: NumericArray, scaleResult?: NumericArray): NumericArray {\n result = result || [-0, -0, -0, -0, -0, -0, -0, -0, -0];\n scaleResult = scaleResult || [-0, -0, -0];\n const scale = this.getScale(scaleResult);\n const inverseScale0 = 1 / scale[0];\n const inverseScale1 = 1 / scale[1];\n const inverseScale2 = 1 / scale[2];\n result[0] = this[0] * inverseScale0;\n result[1] = this[1] * inverseScale1;\n result[2] = this[2] * inverseScale2;\n result[3] = this[4] * inverseScale0;\n result[4] = this[5] * inverseScale1;\n result[5] = this[6] * inverseScale2;\n result[6] = this[8] * inverseScale0;\n result[7] = this[9] * inverseScale1;\n result[8] = this[10] * inverseScale2;\n return result;\n }\n\n // Modifiers\n\n transpose(): this {\n mat4_transpose(this, this);\n return this.check();\n }\n\n invert(): this {\n mat4_invert(this, this);\n return this.check();\n }\n\n // Operations\n\n multiplyLeft(a: Readonly<NumericArray>): this {\n mat4_multiply(this, a, this);\n return this.check();\n }\n\n multiplyRight(a: Readonly<NumericArray>): this {\n mat4_multiply(this, this, a);\n return this.check();\n }\n\n // Rotates a matrix by the given angle around the X axis\n rotateX(radians: number): this {\n mat4_rotateX(this, this, radians);\n // mat4_rotate(this, this, radians, [1, 0, 0]);\n return this.check();\n }\n\n // Rotates a matrix by the given angle around the Y axis.\n rotateY(radians: number): this {\n mat4_rotateY(this, this, radians);\n // mat4_rotate(this, this, radians, [0, 1, 0]);\n return this.check();\n }\n\n /**\n * Rotates a matrix by the given angle around the Z axis.\n * @param radians\n * @returns self\n */\n rotateZ(radians: number): this {\n mat4_rotateZ(this, this, radians);\n // mat4_rotate(this, this, radians, [0, 0, 1]);\n return this.check();\n }\n\n /**\n *\n * @param param0\n * @returns self\n */\n rotateXYZ(angleXYZ: Readonly<NumericArray>): this {\n return this.rotateX(angleXYZ[0]).rotateY(angleXYZ[1]).rotateZ(angleXYZ[2]);\n }\n\n /**\n *\n * @param radians\n * @param axis\n * @returns self\n */\n rotateAxis(radians: number, axis: Readonly<NumericArray>): this {\n mat4_rotate(this, this, radians, axis);\n return this.check();\n }\n\n /**\n *\n * @param factor\n * @returns self\n */\n override scale(factor: number | Readonly<NumericArray>): this {\n mat4_scale(this, this, Array.isArray(factor) ? factor : [factor, factor, factor]);\n return this.check();\n }\n\n /**\n *\n * @param vec\n * @returns self\n */\n translate(vector: Readonly<NumericArray>): this {\n mat4_translate(this, this, vector);\n return this.check();\n }\n\n // Transforms\n\n /**\n * Transforms any 2, 3 or 4 element vector. 2 and 3 elements are treated as points\n * @param vector\n * @param result\n * @returns self\n */\n transform(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n if (vector.length === 4) {\n result = vec4_transformMat4(result || [-0, -0, -0, -0], vector, this) as NumericArray;\n checkVector(result, 4);\n return result;\n }\n return this.transformAsPoint(vector, result);\n }\n\n /**\n * Transforms any 2 or 3 element array as point (w implicitly 1)\n * @param vector\n * @param result\n * @returns self\n */\n transformAsPoint(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n const {length} = vector;\n let out: NumericArray;\n switch (length) {\n case 2:\n out = vec2_transformMat4(result || [-0, -0], vector, this) as NumericArray;\n break;\n case 3:\n out = vec3_transformMat4(result || [-0, -0, -0], vector, this) as NumericArray;\n break;\n default:\n throw new Error('Illegal vector');\n }\n checkVector(out, vector.length);\n return out;\n }\n\n /**\n * Transforms any 2 or 3 element array as vector (w implicitly 0)\n * @param vector\n * @param result\n * @returns self\n */\n transformAsVector(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n let out: NumericArray;\n switch (vector.length) {\n case 2:\n out = vec2_transformMat4AsVector(result || [-0, -0], vector, this);\n break;\n case 3:\n out = vec3_transformMat4AsVector(result || [-0, -0, -0], vector, this);\n break;\n default:\n throw new Error('Illegal vector');\n }\n checkVector(out, vector.length);\n return out;\n }\n\n /** @deprecated */\n transformPoint(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n return this.transformAsPoint(vector, result);\n }\n\n /** @deprecated */\n transformVector(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n return this.transformAsPoint(vector, result);\n }\n\n /** @deprecated */\n transformDirection(vector: Readonly<NumericArray>, result?: NumericArray): NumericArray {\n return this.transformAsVector(vector, result);\n }\n\n // three.js math API compatibility\n\n makeRotationX(radians: number): this {\n return this.identity().rotateX(radians);\n }\n\n makeTranslation(x: number, y: number, z: number): this {\n return this.identity().translate([x, y, z]);\n }\n}\n\n// TODO initializing static members directly is an option, but make sure no tree-shaking issues\nlet ZERO: Matrix4;\nlet IDENTITY: Matrix4;\n\nfunction getZeroMatrix(): Readonly<Matrix4> {\n if (!ZERO) {\n ZERO = new Matrix4([0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]);\n Object.freeze(ZERO);\n }\n return ZERO;\n}\n\nfunction getIdentityMatrix(): Matrix4 {\n if (!IDENTITY) {\n IDENTITY = new Matrix4();\n Object.freeze(IDENTITY);\n }\n return IDENTITY;\n}\n\n// HELPER FUNCTIONS\n\nfunction checkRadians(possiblyDegrees: number) {\n if (possiblyDegrees > Math.PI * 2) {\n throw Error('expected radians');\n }\n}\n\n// eslint-disable-next-line max-params\nfunction computeInfinitePerspectiveOffCenter(\n result: NumericArray,\n left: number,\n right: number,\n bottom: number,\n top: number,\n near: number\n): NumericArray {\n const column0Row0 = (2 * near) / (right - left);\n const column1Row1 = (2 * near) / (top - bottom);\n const column2Row0 = (right + left) / (right - left);\n const column2Row1 = (top + bottom) / (top - bottom);\n const column2Row2 = -1;\n const column2Row3 = -1;\n const column3Row2 = -2 * near;\n result[0] = column0Row0;\n result[1] = 0;\n result[2] = 0;\n result[3] = 0;\n result[4] = 0;\n result[5] = column1Row1;\n result[6] = 0;\n result[7] = 0;\n result[8] = column2Row0;\n result[9] = column2Row1;\n result[10] = column2Row2;\n result[11] = column2Row3;\n result[12] = 0;\n result[13] = 0;\n result[14] = column3Row2;\n result[15] = 0;\n return result;\n}\n"],"file":"matrix4.js"}
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package/dist/classes/pose.d.ts
CHANGED
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@@ -1,8 +1,8 @@
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-
import Matrix4 from './matrix4';
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import Vector3 from './vector3';
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import Euler from './euler';
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import { Matrix4 } from './matrix4';
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import { Vector3 } from './vector3';
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import { Euler } from './euler';
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4
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import { NumericArray } from '@math.gl/types';
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type PoseOptions = {
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declare type PoseOptions = {
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6
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position?: Readonly<NumericArray>;
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orientation?: Readonly<NumericArray>;
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x?: number;
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@@ -12,7 +12,7 @@ type PoseOptions = {
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pitch?: number;
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yaw?: number;
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};
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export
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export declare class Pose {
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readonly position: Vector3;
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readonly orientation: Euler;
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constructor({ x, y, z, roll, pitch, yaw, position, orientation }?: PoseOptions);
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"pose.d.ts","sourceRoot":"","sources":["../../src/classes/pose.ts"],"names":[],"mappings":"AAEA,OAAO,OAAO,MAAM,WAAW,CAAC;
|
|
1
|
+
{"version":3,"file":"pose.d.ts","sourceRoot":"","sources":["../../src/classes/pose.ts"],"names":[],"mappings":"AAEA,OAAO,EAAC,OAAO,EAAC,MAAM,WAAW,CAAC;AAClC,OAAO,EAAC,OAAO,EAAC,MAAM,WAAW,CAAC;AAClC,OAAO,EAAC,KAAK,EAAC,MAAM,SAAS,CAAC;AAC9B,OAAO,EAAC,YAAY,EAAC,MAAM,gBAAgB,CAAC;AAE5C,aAAK,WAAW,GAAG;IACjB,QAAQ,CAAC,EAAE,QAAQ,CAAC,YAAY,CAAC,CAAC;IAClC,WAAW,CAAC,EAAE,QAAQ,CAAC,YAAY,CAAC,CAAC;IACrC,CAAC,CAAC,EAAE,MAAM,CAAC;IACX,CAAC,CAAC,EAAE,MAAM,CAAC;IACX,CAAC,CAAC,EAAE,MAAM,CAAC;IACX,IAAI,CAAC,EAAE,MAAM,CAAC;IACd,KAAK,CAAC,EAAE,MAAM,CAAC;IACf,GAAG,CAAC,EAAE,MAAM,CAAC;CACd,CAAC;AAEF,qBAAa,IAAI;IACf,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;IAC3B,QAAQ,CAAC,WAAW,EAAE,KAAK,CAAC;gBAEhB,EACV,CAAK,EACL,CAAK,EACL,CAAK,EACL,IAAQ,EACR,KAAS,EACT,GAAO,EACP,QAAQ,EACR,WAAW,EACZ,GAAE,WAAgB;IAcnB,IAAI,CAAC,IAAI,MAAM,CAEd;IAED,IAAI,CAAC,CAAC,KAAK,EAAE,MAAM,EAElB;IAED,IAAI,CAAC,IAAI,MAAM,CAEd;IAED,IAAI,CAAC,CAAC,KAAK,EAAE,MAAM,EAElB;IAED,IAAI,CAAC,IAAI,MAAM,CAEd;IAED,IAAI,CAAC,CAAC,KAAK,EAAE,MAAM,EAElB;IAED,IAAI,IAAI,IAAI,MAAM,CAEjB;IAED,IAAI,IAAI,CAAC,KAAK,EAAE,MAAM,EAErB;IAED,IAAI,KAAK,IAAI,MAAM,CAElB;IACD,IAAI,KAAK,CAAC,KAAK,EAAE,MAAM,EAEtB;IAED,IAAI,GAAG,IAAI,MAAM,CAEhB;IAED,IAAI,GAAG,CAAC,KAAK,EAAE,MAAM,EAEpB;IAED,WAAW,IAAI,OAAO;IAItB,cAAc,IAAI,KAAK;IAIvB,MAAM,CAAC,IAAI,EAAE,IAAI,GAAG,OAAO;IAO3B,WAAW,CAAC,IAAI,EAAE,IAAI,GAAG,OAAO;IAShC,uBAAuB,IAAI,OAAO;IA8BlC,+BAA+B,CAAC,IAAI,EAAE,IAAI,GAAG,OAAO;IAMpD,6BAA6B,CAAC,IAAI,EAAE,IAAI,GAAG,OAAO;CAKnD"}
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package/dist/classes/pose.js
CHANGED
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@@ -1,8 +1,8 @@
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1
1
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import _defineProperty from "@babel/runtime/helpers/esm/defineProperty";
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-
import Matrix4 from "./matrix4.js";
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3
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-
import Vector3 from "./vector3.js";
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4
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import Euler from "./euler.js";
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5
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-
export
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import { Matrix4 } from "./matrix4.js";
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3
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import { Vector3 } from "./vector3.js";
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4
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import { Euler } from "./euler.js";
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5
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+
export class Pose {
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6
6
|
constructor({
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7
7
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x = 0,
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8
8
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y = 0,
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