@math.gl/core 4.0.0-alpha.4 → 4.0.0
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/gl-matrix/mat3.d.ts +36 -44
- package/dist/gl-matrix/mat3.d.ts.map +1 -1
- package/dist/gl-matrix/mat3.js.map +1 -1
- package/dist/gl-matrix/mat4.d.ts +64 -91
- package/dist/gl-matrix/mat4.d.ts.map +1 -1
- package/dist/gl-matrix/mat4.js.map +1 -1
- package/dist/gl-matrix/quat.d.ts +1 -1
- package/dist/gl-matrix/quat.d.ts.map +1 -1
- package/dist/gl-matrix/vec2.d.ts +169 -179
- package/dist/gl-matrix/vec2.d.ts.map +1 -1
- package/dist/gl-matrix/vec2.js.map +1 -1
- package/dist/gl-matrix/vec3.d.ts +74 -84
- package/dist/gl-matrix/vec3.d.ts.map +1 -1
- package/dist/gl-matrix/vec3.js.map +1 -1
- package/dist/gl-matrix/vec4.d.ts +66 -76
- package/dist/gl-matrix/vec4.d.ts.map +1 -1
- package/dist/gl-matrix/vec4.js.map +1 -1
- package/dist/index.cjs +2215 -211
- package/dist/index.d.ts +12 -0
- package/dist/index.d.ts.map +1 -1
- package/dist/index.js +12 -0
- package/dist/index.js.map +1 -1
- package/package.json +3 -3
- package/src/gl-matrix/{vec2.js → vec2.ts} +100 -99
- package/src/index.ts +13 -0
- package/src/lib/gl-matrix.d.ts +2 -0
- /package/src/gl-matrix/{mat3.js → mat3.ts} +0 -0
- /package/src/gl-matrix/{mat4.js → mat4.ts} +0 -0
- /package/src/gl-matrix/{vec3.js → vec3.ts} +0 -0
- /package/src/gl-matrix/{vec4.js → vec4.ts} +0 -0
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@eslint-disable\n// @ts-nocheck\n\nimport * as glMatrix from './common.js';\n\n/**\n * 2 Dimensional Vector\n * @module vec2\n */\n\n/**\n * Creates a new, empty vec2\n *\n * @returns {vec2} a new 2D vector\n */\nexport function create() {\n const out = new glMatrix.ARRAY_TYPE(2);\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[0] = 0;\n out[1] = 0;\n }\n return out;\n}\n\n/**\n * Creates a new vec2 initialized with values from an existing vector\n *\n * @param {ReadonlyVec2} a vector to clone\n * @returns {vec2} a new 2D vector\n */\nexport function clone(a) {\n const out = new glMatrix.ARRAY_TYPE(2);\n out[0] = a[0];\n out[1] = a[1];\n return out;\n}\n\n/**\n * Creates a new vec2 initialized with the given values\n *\n * @param {Number} x X component\n * @param {Number} y Y component\n * @returns {vec2} a new 2D vector\n */\nexport function fromValues(x, y) {\n const out = new glMatrix.ARRAY_TYPE(2);\n out[0] = x;\n out[1] = y;\n return out;\n}\n\n/**\n * Copy the values from one vec2 to another\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the source vector\n * @returns {vec2} out\n */\nexport function copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n return out;\n}\n\n/**\n * Set the components of a vec2 to the given values\n *\n * @param {vec2} out the receiving vector\n * @param {Number} x X component\n * @param {Number} y Y component\n * @returns {vec2} out\n */\nexport function set(out, x, y) {\n out[0] = x;\n out[1] = y;\n return out;\n}\n\n/**\n * Adds two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\nexport function add(out, a, b) {\n out[0] = a[0] + b[0];\n out[1] = a[1] + b[1];\n return out;\n}\n\n/**\n * Subtracts vector b from vector a\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\nexport function subtract(out, a, b) {\n out[0] = a[0] - b[0];\n out[1] = a[1] - b[1];\n return out;\n}\n\n/**\n * Multiplies two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\nexport function multiply(out, a, b) {\n out[0] = a[0] * b[0];\n out[1] = a[1] * b[1];\n return out;\n}\n\n/**\n * Divides two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\nexport function divide(out, a, b) {\n out[0] = a[0] / b[0];\n out[1] = a[1] / b[1];\n return out;\n}\n\n/**\n * Math.ceil the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to ceil\n * @returns {vec2} out\n */\nexport function ceil(out, a) {\n out[0] = Math.ceil(a[0]);\n out[1] = Math.ceil(a[1]);\n return out;\n}\n\n/**\n * Math.floor the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to floor\n * @returns {vec2} out\n */\nexport function floor(out, a) {\n out[0] = Math.floor(a[0]);\n out[1] = Math.floor(a[1]);\n return out;\n}\n\n/**\n * Returns the minimum of two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\nexport function min(out, a, b) {\n out[0] = Math.min(a[0], b[0]);\n out[1] = Math.min(a[1], b[1]);\n return out;\n}\n\n/**\n * Returns the maximum of two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\nexport function max(out, a, b) {\n out[0] = Math.max(a[0], b[0]);\n out[1] = Math.max(a[1], b[1]);\n return out;\n}\n\n/**\n * symmetric round the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to round\n * @returns {vec2} out\n */\nexport function round(out, a) {\n out[0] = glMatrix.round(a[0]);\n out[1] = glMatrix.round(a[1]);\n return out;\n}\n\n/**\n * Scales a vec2 by a scalar number\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {vec2} out\n */\nexport function scale(out, a, b) {\n out[0] = a[0] * b;\n out[1] = a[1] * b;\n return out;\n}\n\n/**\n * Adds two vec2's after scaling the second operand by a scalar value\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @param {Number} scale the amount to scale b by before adding\n * @returns {vec2} out\n */\nexport function scaleAndAdd(out, a, b, scale) {\n out[0] = a[0] + b[0] * scale;\n out[1] = a[1] + b[1] * scale;\n return out;\n}\n\n/**\n 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a vector to calculate squared length of\n * @returns {Number} squared length of a\n */\nexport function squaredLength(a) {\n const x = a[0];\n const y = a[1];\n return x * x + y * y;\n}\n\n/**\n * Negates the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to negate\n * @returns {vec2} out\n */\nexport function negate(out, a) {\n out[0] = -a[0];\n out[1] = -a[1];\n return out;\n}\n\n/**\n * Returns the inverse of the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to invert\n * @returns {vec2} out\n */\nexport function inverse(out, a) {\n out[0] = 1.0 / a[0];\n out[1] = 1.0 / a[1];\n return out;\n}\n\n/**\n * Normalize a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to normalize\n * @returns {vec2} out\n */\nexport function normalize(out, a) {\n const x = a[0];\n const y = a[1];\n let len = x * x + y * y;\n if (len > 0) {\n // TODO: 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the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec2} out\n */\nexport function lerp(out, a, b, t) {\n const ax = a[0];\n const ay = a[1];\n out[0] = ax + t * (b[0] - ax);\n out[1] = ay + t * (b[1] - ay);\n return out;\n}\n\n/**\n * Generates a random vector with the given scale\n *\n * @param {vec2} out the receiving vector\n * @param {Number} [scale] Length of the resulting vector. If omitted, a unit vector will be returned\n * @returns {vec2} out\n */\nexport function random(out, scale) {\n scale = scale === undefined ? 1.0 : scale;\n const r = glMatrix.RANDOM() * 2.0 * Math.PI;\n out[0] = Math.cos(r) * scale;\n out[1] = Math.sin(r) * scale;\n return out;\n}\n\n/**\n * Transforms the vec2 with a mat2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the vector to transform\n * @param {ReadonlyMat2} m matrix to transform with\n * @returns {vec2} out\n */\nexport function transformMat2(out, a, m) {\n const x = a[0];\n const y = a[1];\n out[0] = m[0] * x + m[2] * y;\n out[1] = m[1] * x + m[3] * y;\n return out;\n}\n\n/**\n * Transforms the vec2 with a mat2d\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the vector to transform\n * @param {ReadonlyMat2d} m matrix to transform with\n * @returns {vec2} out\n */\nexport function transformMat2d(out, a, m) {\n const x = a[0];\n const y = a[1];\n out[0] = m[0] * x + m[2] * y + m[4];\n out[1] = m[1] * x + m[3] * y + m[5];\n return out;\n}\n\n/**\n * Transforms the vec2 with a mat3\n * 3rd vector component is implicitly '1'\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the vector to transform\n * @param {ReadonlyMat3} m matrix to transform with\n * @returns {vec2} out\n */\nexport function transformMat3(out, a, m) {\n const x = a[0];\n const y = a[1];\n out[0] = m[0] * x + m[3] * y + m[6];\n out[1] = m[1] * x + m[4] * y + m[7];\n return out;\n}\n\n/**\n * Transforms the vec2 with a mat4\n * 3rd vector component is implicitly '0'\n * 4th vector component is implicitly '1'\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the vector to transform\n * @param {ReadonlyMat4} m matrix to transform with\n * @returns {vec2} out\n */\nexport function transformMat4(out, a, m) {\n const x = a[0];\n const y = a[1];\n out[0] = m[0] * x + m[4] * y + m[12];\n out[1] = m[1] * x + m[5] * y + m[13];\n return out;\n}\n\n/**\n * Rotate a 2D vector\n * @param {vec2} out The receiving vec2\n * @param {ReadonlyVec2} a The vec2 point to rotate\n * @param {ReadonlyVec2} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @returns {vec2} out\n */\nexport function rotate(out, a, b, rad) {\n // Translate point to the origin\n const p0 = a[0] - b[0];\n const p1 = a[1] - b[1];\n const sinC = Math.sin(rad);\n const cosC = Math.cos(rad);\n\n // perform rotation and translate to correct position\n out[0] = p0 * cosC - p1 * sinC + b[0];\n out[1] = p0 * sinC + p1 * cosC + b[1];\n\n return out;\n}\n\n/**\n * Get the angle between two 2D vectors\n * @param {ReadonlyVec2} a The first operand\n * @param {ReadonlyVec2} b The second operand\n * @returns {Number} The angle in radians\n */\nexport function angle(a, b) {\n const x1 = a[0];\n const y1 = a[1];\n const x2 = b[0];\n const y2 = b[1];\n // mag is the product of the magnitudes of a and b\n const mag = Math.sqrt((x1 * x1 + y1 * y1) * (x2 * x2 + y2 * y2));\n // mag &&.. short circuits if mag == 0\n const cosine = mag && (x1 * x2 + y1 * y2) / mag;\n // Math.min(Math.max(cosine, -1), 1) clamps the cosine between -1 and 1\n return Math.acos(Math.min(Math.max(cosine, -1), 1));\n}\n\n/**\n * Set the components of a vec2 to zero\n *\n * @param {vec2} out the receiving vector\n * @returns {vec2} out\n */\nexport function zero(out) {\n out[0] = 0.0;\n out[1] = 0.0;\n return out;\n}\n\n/**\n * Returns a string representation of a vector\n *\n * @param {ReadonlyVec2} a vector to represent as a string\n * @returns {String} string representation of the vector\n */\nexport function str(a) {\n return `vec2(${a[0]}, ${a[1]})`;\n}\n\n/**\n * Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyVec2} a The first vector.\n * @param {ReadonlyVec2} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function exactEquals(a, b) {\n return a[0] === b[0] && a[1] === b[1];\n}\n\n/**\n * Returns whether or not the vectors have approximately the same elements in the same position.\n *\n * @param {ReadonlyVec2} a The first vector.\n * @param {ReadonlyVec2} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function equals(a, b) {\n const a0 = a[0];\n const a1 = a[1];\n const b0 = b[0];\n const b1 = b[1];\n return (\n Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) &&\n Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1))\n );\n}\n\n/**\n * Alias for {@link vec2.length}\n * @function\n */\nexport const len = length;\n\n/**\n * Alias for {@link vec2.subtract}\n * @function\n */\nexport const sub = subtract;\n\n/**\n * Alias for {@link vec2.multiply}\n * @function\n */\nexport const mul = multiply;\n\n/**\n * Alias for {@link vec2.divide}\n * @function\n */\nexport const div = divide;\n\n/**\n * Alias for {@link vec2.distance}\n * @function\n */\nexport const dist = distance;\n\n/**\n * Alias for {@link vec2.squaredDistance}\n * @function\n */\nexport const sqrDist = squaredDistance;\n\n/**\n * Alias for {@link vec2.squaredLength}\n * @function\n */\nexport const sqrLen = squaredLength;\n\n/**\n * Perform some operation over an array of vec2s.\n *\n * @param {Array} a the array of vectors to iterate over\n * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed\n * @param {Number} offset Number of elements to skip at the beginning of the array\n * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array\n * @param {Function} fn Function to call for each vector in the array\n * @param {Object} [arg] additional argument to pass to fn\n * @returns {Array} a\n * @function\n */\nexport const forEach = (function () {\n const vec = create();\n\n return function (a, stride, offset, count, fn, arg) {\n let i;\n let l;\n if (!stride) {\n stride = 2;\n }\n\n if (!offset) {\n offset = 0;\n }\n\n if (count) {\n l = Math.min(count * stride + offset, a.length);\n } else {\n l = a.length;\n }\n\n for (i = offset; i < l; i += stride) {\n vec[0] = a[i];\n vec[1] = a[i + 1];\n fn(vec, vec, arg);\n a[i] = vec[0];\n a[i + 1] = vec[1];\n }\n\n return a;\n };\n})();\n"],"file":"vec2.js"}
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1
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@eslint-disable\n// @ts-nocheck\n\nimport type {NumericArray} from '@math.gl/types';\nimport * as glMatrix from './common.js';\n\n/**\n * 2 Dimensional Vector\n * @module vec2\n */\n\n/**\n * Creates a new, empty vec2\n *\n * @returns {NumericArray} a new 2D vector\n */\nexport function create() {\n const out = new glMatrix.ARRAY_TYPE(2);\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[0] = 0;\n out[1] = 0;\n }\n return out;\n}\n\n/**\n * Creates a new vec2 initialized with values from an existing vector\n *\n * @param {Readonly<NumericArray>} a vector to clone\n * @returns {NumericArray} a new 2D vector\n */\nexport function clone(a) {\n const out = new glMatrix.ARRAY_TYPE(2);\n out[0] = a[0];\n out[1] = a[1];\n return out;\n}\n\n/**\n * Creates a new vec2 initialized with the given values\n *\n * @param {Number} x X component\n * @param {Number} y Y component\n * @returns {NumericArray} a new 2D vector\n */\nexport function fromValues(x, y) {\n const out = new glMatrix.ARRAY_TYPE(2);\n out[0] = x;\n out[1] = y;\n return out;\n}\n\n/**\n * Copy the values from one vec2 to another\n *\n * @param {NumericArray} out the receiving vector\n * @param {Readonly<NumericArray>} a the source vector\n * @returns {NumericArray} out\n */\nexport function copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n return out;\n}\n\n/**\n * Set the components of a vec2 to the given values\n *\n * @param {NumericArray} out the receiving vector\n * @param {Number} x X component\n * @param {Number} y Y component\n * @returns {NumericArray} out\n */\nexport function set(out, x, y) {\n out[0] = x;\n out[1] = y;\n return out;\n}\n\n/**\n * Adds two vec2's\n *\n * @param {NumericArray} out the receiving vector\n * @param {Readonly<NumericArray>} a the first operand\n * @param {Readonly<NumericArray>} b the second operand\n * @returns {NumericArray} out\n */\nexport function add(out, a, b) {\n out[0] = a[0] + b[0];\n out[1] = a[1] + b[1];\n return out;\n}\n\n/**\n * 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b[1];\n return out;\n}\n\n/**\n * Math.ceil the components of a vec2\n *\n * @param {NumericArray} out the receiving vector\n * @param {Readonly<NumericArray>} a vector to ceil\n * @returns {NumericArray} out\n */\nexport function ceil(out, a) {\n out[0] = Math.ceil(a[0]);\n out[1] = Math.ceil(a[1]);\n return out;\n}\n\n/**\n * Math.floor the components of a vec2\n *\n * @param {NumericArray} out the receiving vector\n * @param {Readonly<NumericArray>} a vector to floor\n * @returns {NumericArray} out\n */\nexport function floor(out, a) {\n out[0] = Math.floor(a[0]);\n out[1] = Math.floor(a[1]);\n return out;\n}\n\n/**\n * Returns the minimum of two vec2's\n *\n * @param {NumericArray} out the receiving vector\n * @param {Readonly<NumericArray>} a the first operand\n * @param {Readonly<NumericArray>} b the second operand\n * @returns {NumericArray} out\n */\nexport function min(out, a, b) {\n out[0] = Math.min(a[0], b[0]);\n out[1] = Math.min(a[1], b[1]);\n return out;\n}\n\n/**\n * 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return out;\n}\n\n/**\n * Adds two vec2's after scaling the second operand by a scalar value\n *\n * @param {NumericArray} out the receiving vector\n * @param {Readonly<NumericArray>} a the first operand\n * @param {Readonly<NumericArray>} b the second operand\n * @param {Number} scale the amount to scale b by before adding\n * @returns {NumericArray} out\n */\nexport function scaleAndAdd(out, a, b, scale) {\n out[0] = a[0] + b[0] * scale;\n out[1] = a[1] + b[1] * scale;\n return out;\n}\n\n/**\n * Calculates the euclidian distance between two vec2's\n *\n * @param {Readonly<NumericArray>} a the first operand\n * @param {Readonly<NumericArray>} b the second operand\n * @returns {Number} distance between a and b\n */\nexport function distance(a, b) {\n const x = b[0] - a[0];\n const y = b[1] - a[1];\n return Math.sqrt(x * x + y * y);\n}\n\n/**\n * Calculates the squared euclidian distance between two vec2's\n *\n * @param {Readonly<NumericArray>} a the first operand\n * @param {Readonly<NumericArray>} b the second operand\n * @returns {Number} squared distance between a and b\n */\nexport function squaredDistance(a, b) {\n const x = b[0] - a[0];\n const y = b[1] - a[1];\n return x * x + y * y;\n}\n\n/**\n * Calculates the length of a vec2\n *\n * @param {Readonly<NumericArray>} a vector to calculate length of\n * @returns {Number} length of a\n */\nexport function length(a) {\n const x = a[0];\n const y = a[1];\n return Math.sqrt(x * x + y * y);\n}\n\n/**\n * Calculates the squared length of a vec2\n *\n * @param {Readonly<NumericArray>} a vector to calculate squared length of\n * @returns {Number} squared length of a\n */\nexport function squaredLength(a) {\n const x = a[0];\n const y = a[1];\n return x * x + y * y;\n}\n\n/**\n * Negates the components of a vec2\n *\n * @param {NumericArray} out the receiving vector\n * @param {Readonly<NumericArray>} a vector to negate\n * @returns {NumericArray} out\n */\nexport function negate(out, a) {\n out[0] = -a[0];\n out[1] = -a[1];\n return out;\n}\n\n/**\n * Returns the inverse of the components of a vec2\n *\n * @param {NumericArray} out the receiving vector\n * @param {Readonly<NumericArray>} a vector to invert\n * @returns {NumericArray} out\n */\nexport function inverse(out, a) {\n out[0] = 1.0 / a[0];\n out[1] = 1.0 / a[1];\n return out;\n}\n\n/**\n * Normalize a vec2\n *\n * @param {NumericArray} out the receiving vector\n * @param {Readonly<NumericArray>} a vector to normalize\n * @returns {NumericArray} out\n */\nexport function normalize(out, a) {\n const x = a[0];\n const y = a[1];\n let len = x * x + y * y;\n if (len > 0) {\n // TODO: evaluate use of glm_invsqrt here?\n len = 1 / Math.sqrt(len);\n }\n out[0] = a[0] * len;\n out[1] = a[1] * len;\n return out;\n}\n\n/**\n * Calculates the dot product of two vec2's\n *\n * @param {Readonly<NumericArray>} a the first operand\n * @param {Readonly<NumericArray>} b the second operand\n * @returns {Number} dot product of a and b\n */\nexport function dot(a, b) {\n return a[0] * b[0] + a[1] * b[1];\n}\n\n/**\n * Computes the cross product of two vec2's\n * Note that the cross product must by definition produce a 3D vector\n *\n * @param {vec3} out the receiving vector\n * @param {Readonly<NumericArray>} a the first operand\n * @param {Readonly<NumericArray>} b the second operand\n * @returns {vec3} out\n */\nexport function cross(out, a, b) {\n const z = a[0] * b[1] - a[1] * b[0];\n out[0] = out[1] = 0;\n out[2] = z;\n return out;\n}\n\n/**\n * Performs a linear interpolation between two vec2's\n *\n * @param {NumericArray} out the receiving vector\n * @param {Readonly<NumericArray>} a the first operand\n * @param {Readonly<NumericArray>} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {NumericArray} out\n */\nexport function lerp(out, a, b, t) {\n const ax = a[0];\n const ay = a[1];\n out[0] = ax + t * (b[0] - ax);\n out[1] = ay + t * (b[1] - ay);\n return out;\n}\n\n/**\n * Generates a random vector with the given scale\n *\n * @param {NumericArray} out the receiving vector\n * @param {Number} [scale] Length of the resulting vector. If omitted, a unit vector will be returned\n * @returns {NumericArray} out\n */\nexport function random(out, scale) {\n scale = scale === undefined ? 1.0 : scale;\n const r = glMatrix.RANDOM() * 2.0 * Math.PI;\n out[0] = Math.cos(r) * scale;\n out[1] = Math.sin(r) * scale;\n return out;\n}\n\n/**\n * Transforms the vec2 with a mat2\n *\n * @param {NumericArray} out the receiving vector\n * @param {Readonly<NumericArray>} a the vector to transform\n * @param {ReadonlyMat2} m matrix to transform with\n * @returns {NumericArray} out\n */\nexport function transformMat2(out, a, m) {\n const x = a[0];\n const y = a[1];\n out[0] = m[0] * x + m[2] * y;\n out[1] = m[1] * x + m[3] * y;\n return out;\n}\n\n/**\n * Transforms the vec2 with a mat2d\n *\n * @param {NumericArray} out the receiving vector\n * @param {Readonly<NumericArray>} a the vector to transform\n * @param {ReadonlyMat2d} m matrix to transform with\n * @returns {NumericArray} out\n */\nexport function transformMat2d(out, a, m) {\n const x = a[0];\n const y = a[1];\n out[0] = m[0] * x + m[2] * y + m[4];\n out[1] = m[1] * x + m[3] * y + m[5];\n return out;\n}\n\n/**\n * Transforms the vec2 with a mat3\n * 3rd vector component is implicitly '1'\n *\n * @param {NumericArray} out the receiving vector\n * @param {Readonly<NumericArray>} a the vector to transform\n * @param {ReadonlyMat3} m matrix to transform with\n * @returns {NumericArray} out\n */\nexport function transformMat3(out, a, m) {\n const x = a[0];\n const y = a[1];\n out[0] = m[0] * x + m[3] * y + m[6];\n out[1] = m[1] * x + m[4] * y + m[7];\n return out;\n}\n\n/**\n * Transforms the vec2 with a mat4\n * 3rd vector component is implicitly '0'\n * 4th vector component is implicitly '1'\n *\n * @param {NumericArray} out the receiving vector\n * @param {Readonly<NumericArray>} a the vector to transform\n * @param {ReadonlyMat4} m matrix to transform with\n * @returns {NumericArray} out\n */\nexport function transformMat4(out, a, m) {\n const x = a[0];\n const y = a[1];\n out[0] = m[0] * x + m[4] * y + m[12];\n out[1] = m[1] * x + m[5] * y + m[13];\n return out;\n}\n\n/**\n * Rotate a 2D vector\n * @param {NumericArray} out The receiving vec2\n * @param {Readonly<NumericArray>} a The vec2 point to rotate\n * @param {Readonly<NumericArray>} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @returns {NumericArray} out\n */\nexport function rotate(out, a, b, rad) {\n // Translate point to the origin\n const p0 = a[0] - b[0];\n const p1 = a[1] - b[1];\n const sinC = Math.sin(rad);\n const cosC = Math.cos(rad);\n\n // perform rotation and translate to correct position\n out[0] = p0 * cosC - p1 * sinC + b[0];\n out[1] = p0 * sinC + p1 * cosC + b[1];\n\n return out;\n}\n\n/**\n * Get the angle between two 2D vectors\n * @param {Readonly<NumericArray>} a The first operand\n * @param {Readonly<NumericArray>} b The second operand\n * @returns {Number} The angle in radians\n */\nexport function angle(a, b) {\n const x1 = a[0];\n const y1 = a[1];\n const x2 = b[0];\n const y2 = b[1];\n // mag is the product of the magnitudes of a and b\n const mag = Math.sqrt((x1 * x1 + y1 * y1) * (x2 * x2 + y2 * y2));\n // mag &&.. short circuits if mag == 0\n const cosine = mag && (x1 * x2 + y1 * y2) / mag;\n // Math.min(Math.max(cosine, -1), 1) clamps the cosine between -1 and 1\n return Math.acos(Math.min(Math.max(cosine, -1), 1));\n}\n\n/**\n * Set the components of a vec2 to zero\n *\n * @param {NumericArray} out the receiving vector\n * @returns {NumericArray} out\n */\nexport function zero(out) {\n out[0] = 0.0;\n out[1] = 0.0;\n return out;\n}\n\n/**\n * Returns a string representation of a vector\n *\n * @param {Readonly<NumericArray>} a vector to represent as a string\n * @returns {String} string representation of the vector\n */\nexport function str(a) {\n return `vec2(${a[0]}, ${a[1]})`;\n}\n\n/**\n * Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===)\n *\n * @param {Readonly<NumericArray>} a The first vector.\n * @param {Readonly<NumericArray>} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function exactEquals(a, b) {\n return a[0] === b[0] && a[1] === b[1];\n}\n\n/**\n * Returns whether or not the vectors have approximately the same elements in the same position.\n *\n * @param {Readonly<NumericArray>} a The first vector.\n * @param {Readonly<NumericArray>} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function equals(a, b) {\n const a0 = a[0];\n const a1 = a[1];\n const b0 = b[0];\n const b1 = b[1];\n return (\n Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) &&\n Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1))\n );\n}\n\n/**\n * Alias for {@link vec2.length}\n * @function\n */\nexport const len = length;\n\n/**\n * Alias for {@link vec2.subtract}\n * @function\n */\nexport const sub = subtract;\n\n/**\n * Alias for {@link vec2.multiply}\n * @function\n */\nexport const mul = multiply;\n\n/**\n * Alias for {@link vec2.divide}\n * @function\n */\nexport const div = divide;\n\n/**\n * Alias for {@link vec2.distance}\n * @function\n */\nexport const dist = distance;\n\n/**\n * Alias for {@link vec2.squaredDistance}\n * @function\n */\nexport const sqrDist = squaredDistance;\n\n/**\n * Alias for {@link vec2.squaredLength}\n * @function\n */\nexport const sqrLen = squaredLength;\n\n/**\n * Perform some operation over an array of vec2s.\n *\n * @param {Array} a the array of vectors to iterate over\n * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed\n * @param {Number} offset Number of elements to skip at the beginning of the array\n * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array\n * @param {Function} fn Function to call for each vector in the array\n * @param {Object} [arg] additional argument to pass to fn\n * @returns {Array} a\n * @function\n */\nexport const forEach = (function () {\n const vec = create();\n\n return function (a, stride, offset, count, fn, arg) {\n let i;\n let l;\n if (!stride) {\n stride = 2;\n }\n\n if (!offset) {\n offset = 0;\n }\n\n if (count) {\n l = Math.min(count * stride + offset, a.length);\n } else {\n l = a.length;\n }\n\n for (i = offset; i < l; i += stride) {\n vec[0] = a[i];\n vec[1] = a[i + 1];\n fn(vec, vec, arg);\n a[i] = vec[0];\n a[i + 1] = vec[1];\n }\n\n return a;\n };\n})();\n"],"file":"vec2.js"}
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package/dist/gl-matrix/vec3.d.ts
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export declare function create(): any[] | Float32Array;
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* Creates a new vec3 initialized with values from an existing vector
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export function scaleAndAdd(out:
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export declare function scaleAndAdd(out: any, a: any, b: any, scale: any): any;
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/**
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*
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*/
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export function distance(a:
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export declare function distance(a: any, b: any): number;
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/**
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* Calculates the squared euclidian distance between two vec3's
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*
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* @param {ReadonlyVec3} a the first operand
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*
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*
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* @param {vec3} out the receiving vector
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* @function
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export
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export declare const div: typeof divide;
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*
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*
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* @param {ReadonlyVec3} a the first operand
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* @param {ReadonlyVec3} b the second operand
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* Alias for {@link vec3.distance}
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* @function
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export
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export declare const dist: typeof distance;
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/**
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*
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*
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* @param {ReadonlyVec3} a the first operand
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* @param {ReadonlyVec3} b the second operand
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* Alias for {@link vec3.squaredDistance}
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* @function
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*/
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export
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export declare const sqrDist: typeof squaredDistance;
|
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|
/**
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|
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*
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*
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* @param {ReadonlyVec3} a vector to calculate length of
|
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|
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* @returns {Number} length of a
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* Alias for {@link vec3.length}
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* @function
|
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|
*/
|
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|
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export
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|
+
export declare const len: typeof length;
|
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|
/**
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|
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*
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* Alias for {@link vec3.squaredLength}
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* @function
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*/
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|
+
export declare const sqrLen: typeof squaredLength;
|
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+
/**
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*
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* @param {
|
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* @
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* @param {Array} a the array of vectors to iterate over
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|
+
* @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
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* @param {Number} offset Number of elements to skip at the beginning of the array
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* @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array
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* @param {Function} fn Function to call for each vector in the array
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+
* @param {Object} [arg] additional argument to pass to fn
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+
* @returns {Array} a
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* @function
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*/
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export
|
|
415
|
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export function forEach(a: any, stride: any, offset: any, count: any, fn: any, arg: any): any;
|
|
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|
+
export declare const forEach: (a: any, stride: any, offset: any, count: any, fn: any, arg: any) => any;
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//# sourceMappingURL=vec3.d.ts.map
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|
@@ -1 +1 @@
|
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|
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{"version":3,"file":"vec3.d.ts","sourceRoot":"","sources":["../../src/gl-matrix/vec3.
|
|
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+
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