@math.gl/core 4.0.0 → 4.1.0-alpha.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/classes/base/math-array.d.ts +1 -2
- package/dist/classes/base/math-array.js +223 -266
- package/dist/classes/base/matrix.d.ts +1 -2
- package/dist/classes/base/matrix.js +56 -53
- package/dist/classes/base/vector.d.ts +1 -2
- package/dist/classes/base/vector.js +125 -135
- package/dist/classes/euler.d.ts +2 -3
- package/dist/classes/euler.js +464 -533
- package/dist/classes/matrix3.d.ts +9 -4
- package/dist/classes/matrix3.js +191 -190
- package/dist/classes/matrix4.d.ts +8 -4
- package/dist/classes/matrix4.js +521 -452
- package/dist/classes/pose.d.ts +4 -5
- package/dist/classes/pose.js +106 -119
- package/dist/classes/quaternion.d.ts +1 -2
- package/dist/classes/quaternion.js +261 -233
- package/dist/classes/spherical-coordinates.d.ts +3 -4
- package/dist/classes/spherical-coordinates.js +142 -147
- package/dist/classes/vector2.d.ts +6 -5
- package/dist/classes/vector2.js +103 -85
- package/dist/classes/vector3.d.ts +6 -5
- package/dist/classes/vector3.js +129 -136
- package/dist/classes/vector4.d.ts +7 -6
- package/dist/classes/vector4.js +108 -114
- package/dist/gl-matrix/common.d.ts +0 -1
- package/dist/gl-matrix/common.js +38 -6
- package/dist/gl-matrix/mat3.d.ts +0 -1
- package/dist/gl-matrix/mat3.js +699 -425
- package/dist/gl-matrix/mat4.d.ts +0 -1
- package/dist/gl-matrix/mat4.js +1879 -1339
- package/dist/gl-matrix/quat.d.ts +0 -1
- package/dist/gl-matrix/quat.js +655 -257
- package/dist/gl-matrix/vec2.d.ts +0 -1
- package/dist/gl-matrix/vec2.js +529 -212
- package/dist/gl-matrix/vec3.d.ts +0 -1
- package/dist/gl-matrix/vec3.js +703 -335
- package/dist/gl-matrix/vec4.d.ts +0 -1
- package/dist/gl-matrix/vec4.js +579 -293
- package/dist/gl-matrix/wip/index.d.ts +3 -4
- package/dist/gl-matrix/wip/index.js +5 -1
- package/dist/gl-matrix/wip/mat2.d.ts +1 -2
- package/dist/gl-matrix/wip/mat2.js +336 -157
- package/dist/gl-matrix/wip/mat2d.d.ts +0 -1
- package/dist/gl-matrix/wip/mat2d.js +380 -202
- package/dist/gl-matrix/wip/quat2.d.ts +0 -1
- package/dist/gl-matrix/wip/quat2.js +650 -409
- package/dist/index.cjs +60 -100
- package/dist/index.cjs.map +7 -0
- package/dist/index.d.ts +27 -23
- package/dist/index.js +25 -16
- package/dist/lib/assert.d.ts +0 -1
- package/dist/lib/assert.js +6 -4
- package/dist/lib/common.d.ts +2 -3
- package/dist/lib/common.js +165 -134
- package/dist/lib/gl-matrix-extras.d.ts +0 -1
- package/dist/lib/gl-matrix-extras.js +42 -36
- package/dist/lib/math-utils.d.ts +0 -1
- package/dist/lib/math-utils.js +5 -1
- package/dist/lib/validators.d.ts +0 -1
- package/dist/lib/validators.js +25 -25
- package/package.json +5 -6
- package/src/classes/base/math-array.ts +4 -1
- package/src/classes/base/matrix.ts +4 -1
- package/src/classes/base/vector.ts +4 -1
- package/src/classes/euler.ts +4 -1
- package/src/classes/matrix3.ts +12 -3
- package/src/classes/matrix4.ts +11 -3
- package/src/classes/pose.ts +4 -1
- package/src/classes/quaternion.ts +4 -1
- package/src/classes/spherical-coordinates.ts +4 -1
- package/src/classes/vector2.ts +11 -4
- package/src/classes/vector3.ts +10 -4
- package/src/classes/vector4.ts +9 -4
- package/src/gl-matrix/wip/index.js +4 -0
- package/src/gl-matrix/wip/mat2.js +4 -0
- package/src/gl-matrix/wip/mat2d.js +4 -0
- package/src/gl-matrix/wip/quat2.ts +4 -0
- package/src/index.ts +10 -2
- package/src/lib/assert.ts +4 -0
- package/src/lib/common.ts +3 -1
- package/src/lib/gl-matrix-extras.ts +4 -0
- package/src/lib/gl-matrix.d.ts +4 -0
- package/src/lib/math-utils.ts +4 -0
- package/src/lib/validators.ts +4 -19
- package/dist/classes/base/math-array.d.ts.map +0 -1
- package/dist/classes/base/math-array.js.map +0 -1
- package/dist/classes/base/matrix.d.ts.map +0 -1
- package/dist/classes/base/matrix.js.map +0 -1
- package/dist/classes/base/vector.d.ts.map +0 -1
- package/dist/classes/base/vector.js.map +0 -1
- package/dist/classes/euler.d.ts.map +0 -1
- package/dist/classes/euler.js.map +0 -1
- package/dist/classes/matrix3.d.ts.map +0 -1
- package/dist/classes/matrix3.js.map +0 -1
- package/dist/classes/matrix4.d.ts.map +0 -1
- package/dist/classes/matrix4.js.map +0 -1
- package/dist/classes/pose.d.ts.map +0 -1
- package/dist/classes/pose.js.map +0 -1
- package/dist/classes/quaternion.d.ts.map +0 -1
- package/dist/classes/quaternion.js.map +0 -1
- package/dist/classes/spherical-coordinates.d.ts.map +0 -1
- package/dist/classes/spherical-coordinates.js.map +0 -1
- package/dist/classes/vector2.d.ts.map +0 -1
- package/dist/classes/vector2.js.map +0 -1
- package/dist/classes/vector3.d.ts.map +0 -1
- package/dist/classes/vector3.js.map +0 -1
- package/dist/classes/vector4.d.ts.map +0 -1
- package/dist/classes/vector4.js.map +0 -1
- package/dist/gl-matrix/common.d.ts.map +0 -1
- package/dist/gl-matrix/common.js.map +0 -1
- package/dist/gl-matrix/mat3.d.ts.map +0 -1
- package/dist/gl-matrix/mat3.js.map +0 -1
- package/dist/gl-matrix/mat4.d.ts.map +0 -1
- package/dist/gl-matrix/mat4.js.map +0 -1
- package/dist/gl-matrix/quat.d.ts.map +0 -1
- package/dist/gl-matrix/quat.js.map +0 -1
- package/dist/gl-matrix/vec2.d.ts.map +0 -1
- package/dist/gl-matrix/vec2.js.map +0 -1
- package/dist/gl-matrix/vec3.d.ts.map +0 -1
- package/dist/gl-matrix/vec3.js.map +0 -1
- package/dist/gl-matrix/vec4.d.ts.map +0 -1
- package/dist/gl-matrix/vec4.js.map +0 -1
- package/dist/gl-matrix/wip/index.d.ts.map +0 -1
- package/dist/gl-matrix/wip/index.js.map +0 -1
- package/dist/gl-matrix/wip/mat2.d.ts.map +0 -1
- package/dist/gl-matrix/wip/mat2.js.map +0 -1
- package/dist/gl-matrix/wip/mat2d.d.ts.map +0 -1
- package/dist/gl-matrix/wip/mat2d.js.map +0 -1
- package/dist/gl-matrix/wip/quat2.d.ts.map +0 -1
- package/dist/gl-matrix/wip/quat2.js.map +0 -1
- package/dist/gl-matrix/wip/types.d.js +0 -2
- package/dist/gl-matrix/wip/types.d.js.map +0 -1
- package/dist/index.d.ts.map +0 -1
- package/dist/index.js.map +0 -1
- package/dist/lib/assert.d.ts.map +0 -1
- package/dist/lib/assert.js.map +0 -1
- package/dist/lib/common.d.ts.map +0 -1
- package/dist/lib/common.js.map +0 -1
- package/dist/lib/gl-matrix-extras.d.ts.map +0 -1
- package/dist/lib/gl-matrix-extras.js.map +0 -1
- package/dist/lib/gl-matrix.d.js +0 -2
- package/dist/lib/gl-matrix.d.js.map +0 -1
- package/dist/lib/math-utils.d.ts.map +0 -1
- package/dist/lib/math-utils.js.map +0 -1
- package/dist/lib/validators.d.ts.map +0 -1
- package/dist/lib/validators.js.map +0 -1
- package/src/gl-matrix/wip/types.d.ts +0 -93
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Copyright (c) 2017 Uber Technologies, Inc.\n// MIT License\nimport {MathArray} from './base/math-array';\nimport {Quaternion} from './quaternion';\nimport {NumericArray} from '@math.gl/types';\n\nimport {clamp} from '../lib/common';\nimport {checkNumber} from '../lib/validators';\n\n// Internal constants\nconst ERR_UNKNOWN_ORDER = 'Unknown Euler angle order';\nconst ALMOST_ONE = 0.99999;\n\nenum RotationOrder {\n ZYX = 0,\n YXZ = 1,\n XZY = 2,\n ZXY = 3,\n YZX = 4,\n XYZ = 5\n}\n\nexport class Euler extends MathArray {\n // Constants\n static get ZYX(): RotationOrder {\n return RotationOrder.ZYX;\n }\n static get YXZ(): RotationOrder {\n return RotationOrder.YXZ;\n }\n static get XZY(): RotationOrder {\n return RotationOrder.XZY;\n }\n static get ZXY(): RotationOrder {\n return RotationOrder.ZXY;\n }\n static get YZX(): RotationOrder {\n return RotationOrder.YZX;\n }\n static get XYZ(): RotationOrder {\n return RotationOrder.XYZ;\n }\n static get RollPitchYaw(): RotationOrder {\n return RotationOrder.ZYX;\n }\n static get DefaultOrder(): RotationOrder {\n return RotationOrder.ZYX;\n }\n static get RotationOrders(): typeof RotationOrder {\n return RotationOrder;\n }\n static rotationOrder(order: RotationOrder): string {\n return RotationOrder[order];\n }\n get ELEMENTS(): number {\n return 4;\n }\n\n /**\n * @class\n * @param {Number | Number[]} x\n * @param {Number=} [y]\n * @param {Number=} [z]\n * @param {Number=} [order]\n */\n constructor(x = 0, y = 0, z = 0, order = Euler.DefaultOrder) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0, -0);\n // eslint-disable-next-line prefer-rest-params\n if (arguments.length > 0 && Array.isArray(arguments[0])) {\n // eslint-disable-next-line prefer-rest-params\n // @ts-expect-error\n this.fromVector3(...arguments);\n } else {\n this.set(x, y, z, order);\n }\n }\n\n fromQuaternion(quaternion: Readonly<NumericArray>): this {\n const [x, y, z, w] = quaternion;\n const ysqr = y * y;\n const t0 = -2 * (ysqr + z * z) + 1;\n const t1 = +2 * (x * y + w * z);\n let t2 = -2 * (x * z - w * y);\n const t3 = +2 * (y * z + w * x);\n const t4 = -2 * (x * x + ysqr) + 1;\n t2 = t2 > 1 ? 1 : t2;\n t2 = t2 < -1 ? -1 : t2;\n const roll = Math.atan2(t3, t4);\n const pitch = Math.asin(t2);\n const yaw = Math.atan2(t1, t0);\n return this.set(roll, pitch, yaw, Euler.RollPitchYaw);\n }\n\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\n fromObject(object: Record<string, unknown>): this {\n throw new Error('not implemented');\n // return this.set(object.x, object.y, object.z, object.order);\n }\n\n // fromQuaternion(q, order) {\n // this._fromRotationMat[-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0];\n // return this.check();\n // }\n // If copied array does contain fourth element, preserves currently set order\n copy(array: Readonly<NumericArray>): this {\n this[0] = array[0];\n this[1] = array[1];\n this[2] = array[2];\n // @ts-expect-error\n this[3] = Number.isFinite(array[3]) || this.order;\n return this.check();\n }\n\n // Sets the three angles, and optionally sets the rotation order\n // If order is not specified, preserves currently set order\n set(x = 0, y = 0, z = 0, order: RotationOrder): this {\n this[0] = x;\n this[1] = y;\n this[2] = z;\n this[3] = Number.isFinite(order) ? order : this[3];\n return this.check();\n }\n\n override validate(): boolean {\n return (\n validateOrder(this[3]) &&\n Number.isFinite(this[0]) &&\n Number.isFinite(this[1]) &&\n Number.isFinite(this[2])\n );\n }\n\n // Does not copy the orientation element\n override toArray(array: NumericArray = [], offset: number = 0): NumericArray {\n array[offset] = this[0];\n array[offset + 1] = this[1];\n array[offset + 2] = this[2];\n return array;\n }\n\n // Copies the orientation element\n toArray4(array: NumericArray = [], offset: number = 0): NumericArray {\n array[offset] = this[0];\n array[offset + 1] = this[1];\n array[offset + 2] = this[2];\n array[offset + 3] = this[3];\n return array;\n }\n\n toVector3(result: NumericArray = [-0, -0, -0]): NumericArray {\n result[0] = this[0];\n result[1] = this[1];\n result[2] = this[2];\n return result;\n }\n /* eslint-disable no-multi-spaces, brace-style, no-return-assign */\n // x, y, z angle notation (note: only corresponds to axis in XYZ orientation)\n\n get x(): number {\n return this[0];\n }\n set x(value: number) {\n this[0] = checkNumber(value);\n }\n\n get y(): number {\n return this[1];\n }\n set y(value: number) {\n this[1] = checkNumber(value);\n }\n\n get z(): number {\n return this[2];\n }\n set z(value: number) {\n this[2] = checkNumber(value);\n }\n // alpha, beta, gamma angle notation\n get alpha(): number {\n return this[0];\n }\n set alpha(value: number) {\n this[0] = checkNumber(value);\n }\n\n get beta(): number {\n return this[1];\n }\n set beta(value: number) {\n this[1] = checkNumber(value);\n }\n\n get gamma(): number {\n return this[2];\n }\n set gamma(value: number) {\n this[2] = checkNumber(value);\n }\n\n // phi, theta, psi angle notation\n get phi(): number {\n return this[0];\n }\n set phi(value: number) {\n this[0] = checkNumber(value);\n }\n\n get theta(): number {\n return this[1];\n }\n set theta(value: number) {\n this[1] = checkNumber(value);\n }\n\n get psi(): number {\n return this[2];\n }\n set psi(value: number) {\n this[2] = checkNumber(value);\n }\n // roll, pitch, yaw angle notation\n\n get roll(): number {\n return this[0];\n }\n set roll(value: number) {\n this[0] = checkNumber(value);\n }\n\n get pitch(): number {\n return this[1];\n }\n set pitch(value: number) {\n this[1] = checkNumber(value);\n }\n\n get yaw(): number {\n return this[2];\n }\n set yaw(value: number) {\n this[2] = checkNumber(value);\n }\n\n // rotation order, in all three angle notations\n get order(): RotationOrder {\n return this[3];\n }\n set order(value: RotationOrder) {\n this[3] = checkOrder(value);\n }\n\n // Constructors\n fromVector3(v: Readonly<NumericArray>, order: RotationOrder): this {\n return this.set(v[0], v[1], v[2], Number.isFinite(order) ? order : this[3]);\n }\n\n // TODO - with and without 4th element\n override fromArray(array: Readonly<NumericArray>, offset: number = 0): this {\n this[0] = array[0 + offset];\n this[1] = array[1 + offset];\n this[2] = array[2 + offset];\n if (array[3] !== undefined) {\n this[3] = array[3];\n }\n return this.check();\n }\n\n // Common ZYX rotation order\n fromRollPitchYaw(roll: number, pitch: number, yaw: number): this {\n return this.set(roll, pitch, yaw, RotationOrder.ZYX);\n }\n\n fromRotationMatrix(m: Readonly<NumericArray>, order: RotationOrder = Euler.DefaultOrder): this {\n this._fromRotationMatrix(m, order);\n return this.check();\n }\n\n // ACCESSORS\n\n getRotationMatrix(m: NumericArray): NumericArray {\n return this._getRotationMatrix(m);\n }\n\n // TODO - move to Quaternion\n getQuaternion(): Quaternion {\n const q = new Quaternion();\n switch (this[3]) {\n case RotationOrder.XYZ:\n return q.rotateX(this[0]).rotateY(this[1]).rotateZ(this[2]);\n case RotationOrder.YXZ:\n return q.rotateY(this[0]).rotateX(this[1]).rotateZ(this[2]);\n case RotationOrder.ZXY:\n return q.rotateZ(this[0]).rotateX(this[1]).rotateY(this[2]);\n case RotationOrder.ZYX:\n return q.rotateZ(this[0]).rotateY(this[1]).rotateX(this[2]);\n case RotationOrder.YZX:\n return q.rotateY(this[0]).rotateZ(this[1]).rotateX(this[2]);\n case RotationOrder.XZY:\n return q.rotateX(this[0]).rotateZ(this[1]).rotateY(this[2]);\n default:\n throw new Error(ERR_UNKNOWN_ORDER);\n }\n }\n\n // INTERNAL METHODS\n // Conversion from Euler to rotation matrix and from matrix to Euler\n // Adapted from three.js under MIT license\n // // WARNING: this discards revolution information -bhouston\n // reorder(newOrder) {\n // const q = new Quaternion().setFromEuler(this);\n // return this.setFromQuaternion(q, newOrder);\n /* eslint-disable complexity, max-statements, one-var */\n _fromRotationMatrix(m: Readonly<NumericArray>, order = Euler.DefaultOrder): this {\n // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n const m11 = m[0],\n m12 = m[4],\n m13 = m[8];\n const m21 = m[1],\n m22 = m[5],\n m23 = m[9];\n const m31 = m[2],\n m32 = m[6],\n m33 = m[10];\n order = order || this[3];\n switch (order) {\n case Euler.XYZ:\n this[1] = Math.asin(clamp(m13, -1, 1));\n if (Math.abs(m13) < ALMOST_ONE) {\n this[0] = Math.atan2(-m23, m33);\n this[2] = Math.atan2(-m12, m11);\n } else {\n this[0] = Math.atan2(m32, m22);\n this[2] = 0;\n }\n break;\n case Euler.YXZ:\n this[0] = Math.asin(-clamp(m23, -1, 1));\n if (Math.abs(m23) < ALMOST_ONE) {\n this[1] = Math.atan2(m13, m33);\n this[2] = Math.atan2(m21, m22);\n } else {\n this[1] = Math.atan2(-m31, m11);\n this[2] = 0;\n }\n break;\n case Euler.ZXY:\n this[0] = Math.asin(clamp(m32, -1, 1));\n if (Math.abs(m32) < ALMOST_ONE) {\n this[1] = Math.atan2(-m31, m33);\n this[2] = Math.atan2(-m12, m22);\n } else {\n this[1] = 0;\n this[2] = Math.atan2(m21, m11);\n }\n break;\n case Euler.ZYX:\n this[1] = Math.asin(-clamp(m31, -1, 1));\n if (Math.abs(m31) < ALMOST_ONE) {\n this[0] = Math.atan2(m32, m33);\n this[2] = Math.atan2(m21, m11);\n } else {\n this[0] = 0;\n this[2] = Math.atan2(-m12, m22);\n }\n break;\n case Euler.YZX:\n this[2] = Math.asin(clamp(m21, -1, 1));\n if (Math.abs(m21) < ALMOST_ONE) {\n this[0] = Math.atan2(-m23, m22);\n this[1] = Math.atan2(-m31, m11);\n } else {\n this[0] = 0;\n this[1] = Math.atan2(m13, m33);\n }\n break;\n case Euler.XZY:\n this[2] = Math.asin(-clamp(m12, -1, 1));\n if (Math.abs(m12) < ALMOST_ONE) {\n this[0] = Math.atan2(m32, m22);\n this[1] = Math.atan2(m13, m11);\n } else {\n this[0] = Math.atan2(-m23, m33);\n this[1] = 0;\n }\n break;\n default:\n throw new Error(ERR_UNKNOWN_ORDER);\n }\n this[3] = order;\n return this;\n }\n\n _getRotationMatrix(result: NumericArray): NumericArray {\n const te = result || [-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0];\n const x = this.x,\n y = this.y,\n z = this.z;\n const a = Math.cos(x);\n const c = Math.cos(y);\n const e = Math.cos(z);\n const b = Math.sin(x);\n const d = Math.sin(y);\n const f = Math.sin(z);\n switch (this[3]) {\n case Euler.XYZ: {\n const ae = a * e,\n af = a * f,\n be = b * e,\n bf = b * f;\n te[0] = c * e;\n te[4] = -c * f;\n te[8] = d;\n te[1] = af + be * d;\n te[5] = ae - bf * d;\n te[9] = -b * c;\n te[2] = bf - ae * d;\n te[6] = be + af * d;\n te[10] = a * c;\n break;\n }\n case Euler.YXZ: {\n const ce = c * e,\n cf = c * f,\n de = d * e,\n df = d * f;\n te[0] = ce + df * b;\n te[4] = de * b - cf;\n te[8] = a * d;\n te[1] = a * f;\n te[5] = a * e;\n te[9] = -b;\n te[2] = cf * b - de;\n te[6] = df + ce * b;\n te[10] = a * c;\n break;\n }\n case Euler.ZXY: {\n const ce = c * e,\n cf = c * f,\n de = d * e,\n df = d * f;\n te[0] = ce - df * b;\n te[4] = -a * f;\n te[8] = de + cf * b;\n te[1] = cf + de * b;\n te[5] = a * e;\n te[9] = df - ce * b;\n te[2] = -a * d;\n te[6] = b;\n te[10] = a * c;\n break;\n }\n case Euler.ZYX: {\n const ae = a * e,\n af = a * f,\n be = b * e,\n bf = b * f;\n te[0] = c * e;\n te[4] = be * d - af;\n te[8] = ae * d + bf;\n te[1] = c * f;\n te[5] = bf * d + ae;\n te[9] = af * d - be;\n te[2] = -d;\n te[6] = b * c;\n te[10] = a * c;\n break;\n }\n case Euler.YZX: {\n const ac = a * c,\n ad = a * d,\n bc = b * c,\n bd = b * d;\n te[0] = c * e;\n te[4] = bd - ac * f;\n te[8] = bc * f + ad;\n te[1] = f;\n te[5] = a * e;\n te[9] = -b * e;\n te[2] = -d * e;\n te[6] = ad * f + bc;\n te[10] = ac - bd * f;\n break;\n }\n case Euler.XZY: {\n const ac = a * c,\n ad = a * d,\n bc = b * c,\n bd = b * d;\n te[0] = c * e;\n te[4] = -f;\n te[8] = d * e;\n te[1] = ac * f + bd;\n te[5] = a * e;\n te[9] = ad * f - bc;\n te[2] = bc * f - ad;\n te[6] = b * e;\n te[10] = bd * f + ac;\n break;\n }\n default:\n throw new Error(ERR_UNKNOWN_ORDER);\n }\n // last column\n te[3] = 0;\n te[7] = 0;\n te[11] = 0;\n // bottom row\n te[12] = 0;\n te[13] = 0;\n te[14] = 0;\n te[15] = 1;\n return te;\n }\n\n toQuaternion(): Quaternion {\n // Abbreviations for the various angular functions\n const cy = Math.cos(this.yaw * 0.5);\n const sy = Math.sin(this.yaw * 0.5);\n const cr = Math.cos(this.roll * 0.5);\n const sr = Math.sin(this.roll * 0.5);\n const cp = Math.cos(this.pitch * 0.5);\n const sp = Math.sin(this.pitch * 0.5);\n const w = cy * cr * cp + sy * sr * sp;\n const x = cy * sr * cp - sy * cr * sp;\n const y = cy * cr * sp + sy * sr * cp;\n const z = sy * cr * cp - cy * sr * sp;\n return new Quaternion(x, y, z, w);\n }\n}\n\n// HELPER FUNCTIONS\n\nfunction validateOrder(value: number): boolean {\n return value >= 0 && value < 6;\n}\n\nfunction checkOrder(value: number) {\n if (value < 0 && value >= 6) {\n throw new Error(ERR_UNKNOWN_ORDER);\n }\n return value;\n}\n"],"file":"euler.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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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 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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 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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): 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* as glMatrix from './common.js';\n\n/**\n * 3x3 Matrix\n * @module mat3\n */\n\n/**\n * Creates a new identity mat3\n *\n * @returns {mat3} a new 3x3 matrix\n */\nexport function create() {\n const out = new glMatrix.ARRAY_TYPE(9);\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[5] = 0;\n out[6] = 0;\n out[7] = 0;\n }\n out[0] = 1;\n out[4] = 1;\n out[8] = 1;\n return out;\n}\n\n/**\n * Copies the upper-left 3x3 values into the given mat3.\n *\n * @param {mat3} out the receiving 3x3 matrix\n * @param {ReadonlyMat4} a the source 4x4 matrix\n * @returns {mat3} out\n */\nexport function fromMat4(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[4];\n out[4] = a[5];\n out[5] = a[6];\n out[6] = a[8];\n out[7] = a[9];\n out[8] = a[10];\n return out;\n}\n\n/**\n * Creates a new mat3 initialized with values from an existing matrix\n *\n * @param {ReadonlyMat3} a matrix to clone\n * @returns {mat3} a new 3x3 matrix\n */\nexport function clone(a) {\n const out = new glMatrix.ARRAY_TYPE(9);\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n out[4] = a[4];\n out[5] = a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[8] = a[8];\n return out;\n}\n\n/**\n * Copy the values from one mat3 to another\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3} out\n */\nexport function copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n out[4] = a[4];\n out[5] = a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[8] = a[8];\n return out;\n}\n\n/**\n * Create a new mat3 with the given values\n *\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\n * @param {Number} m10 Component in column 1, row 0 position (index 3)\n * @param {Number} m11 Component in 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column 1, row 0 position (index 3)\n * @param {Number} m11 Component in column 1, row 1 position (index 4)\n * @param {Number} m12 Component in column 1, row 2 position (index 5)\n * @param {Number} m20 Component in column 2, row 0 position (index 6)\n * @param {Number} m21 Component in column 2, row 1 position (index 7)\n * @param {Number} m22 Component in column 2, row 2 position (index 8)\n * @returns {mat3} out\n */\nexport function set(out, m00, m01, m02, m10, m11, m12, m20, m21, m22) {\n out[0] = m00;\n out[1] = m01;\n out[2] = m02;\n out[3] = m10;\n out[4] = m11;\n out[5] = m12;\n out[6] = m20;\n out[7] = m21;\n out[8] = m22;\n return out;\n}\n\n/**\n * Set a mat3 to the identity matrix\n *\n * @param {mat3} out the receiving matrix\n * @returns {mat3} out\n */\nexport function identity(out) {\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 1;\n out[5] = 0;\n out[6] = 0;\n out[7] = 0;\n out[8] = 1;\n return out;\n}\n\n/**\n * Transpose the values of a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3} out\n */\nexport function transpose(out, a) {\n // If we are transposing ourselves we can skip a few steps but have to cache some values\n if (out === a) {\n const a01 = a[1];\n const a02 = a[2];\n const a12 = a[5];\n out[1] = a[3];\n out[2] = a[6];\n out[3] = a01;\n out[5] = a[7];\n out[6] = a02;\n out[7] = a12;\n } else {\n out[0] = a[0];\n out[1] = a[3];\n out[2] = a[6];\n out[3] = a[1];\n out[4] = a[4];\n out[5] = a[7];\n out[6] = a[2];\n out[7] = a[5];\n out[8] = a[8];\n }\n\n return out;\n}\n\n/**\n * Inverts a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3} out\n */\nexport function invert(out, a) {\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a10 = a[3];\n const a11 = a[4];\n const a12 = a[5];\n const a20 = a[6];\n const a21 = a[7];\n const a22 = a[8];\n\n const b01 = a22 * a11 - a12 * a21;\n const b11 = -a22 * a10 + a12 * a20;\n const b21 = a21 * a10 - a11 * a20;\n\n // Calculate the determinant\n let det = a00 * b01 + a01 * b11 + a02 * b21;\n\n if (!det) {\n return null;\n }\n det = 1.0 / det;\n\n out[0] = b01 * det;\n out[1] = (-a22 * a01 + a02 * a21) * det;\n out[2] = (a12 * a01 - a02 * a11) * det;\n out[3] = b11 * det;\n out[4] = (a22 * a00 - a02 * a20) * det;\n out[5] = (-a12 * a00 + a02 * a10) * det;\n out[6] = b21 * det;\n out[7] = (-a21 * a00 + a01 * a20) * det;\n out[8] = (a11 * a00 - a01 * a10) * det;\n return out;\n}\n\n/**\n * Calculates the adjugate of a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3} out\n */\nexport function adjoint(out, a) {\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a10 = a[3];\n const a11 = a[4];\n const a12 = a[5];\n const a20 = a[6];\n const a21 = a[7];\n const a22 = a[8];\n\n out[0] = a11 * a22 - a12 * a21;\n out[1] = a02 * a21 - a01 * a22;\n out[2] = a01 * a12 - a02 * a11;\n out[3] = a12 * a20 - a10 * a22;\n out[4] = a00 * a22 - a02 * a20;\n out[5] = a02 * a10 - a00 * a12;\n out[6] = a10 * a21 - a11 * a20;\n out[7] = a01 * a20 - a00 * a21;\n out[8] = a00 * a11 - a01 * a10;\n return out;\n}\n\n/**\n * Calculates the determinant of a mat3\n *\n * @param {ReadonlyMat3} a the source matrix\n * @returns {Number} determinant of a\n */\nexport function determinant(a) {\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a10 = a[3];\n const a11 = a[4];\n const a12 = a[5];\n const a20 = a[6];\n const a21 = a[7];\n const a22 = a[8];\n\n return (\n a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20)\n );\n}\n\n/**\n * Multiplies two mat3's\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @returns {mat3} out\n */\nexport function multiply(out, a, b) {\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a10 = a[3];\n const a11 = a[4];\n const a12 = a[5];\n const a20 = a[6];\n const a21 = a[7];\n const a22 = a[8];\n\n const b00 = b[0];\n const b01 = b[1];\n const b02 = b[2];\n const b10 = b[3];\n const b11 = b[4];\n const b12 = b[5];\n const b20 = b[6];\n const b21 = b[7];\n const b22 = b[8];\n\n out[0] = b00 * a00 + b01 * a10 + b02 * a20;\n out[1] = b00 * a01 + b01 * a11 + b02 * a21;\n out[2] = b00 * a02 + b01 * a12 + b02 * a22;\n\n out[3] = b10 * a00 + b11 * a10 + b12 * a20;\n out[4] = b10 * a01 + b11 * a11 + b12 * a21;\n out[5] = b10 * a02 + b11 * a12 + b12 * a22;\n\n out[6] = b20 * a00 + b21 * a10 + b22 * a20;\n out[7] = b20 * a01 + b21 * a11 + b22 * a21;\n out[8] = b20 * a02 + b21 * a12 + b22 * a22;\n return out;\n}\n\n/**\n * Translate a mat3 by the given vector\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to translate\n * @param {ReadonlyVec2} v vector to translate by\n * @returns {mat3} out\n */\nexport function translate(out, a, v) {\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a10 = a[3];\n const a11 = a[4];\n const a12 = a[5];\n const a20 = a[6];\n const a21 = a[7];\n const a22 = a[8];\n const x = v[0];\n const y = v[1];\n\n out[0] = a00;\n out[1] = a01;\n out[2] = a02;\n\n out[3] = a10;\n out[4] = a11;\n out[5] = a12;\n\n out[6] = x * a00 + y * a10 + a20;\n out[7] = x * a01 + y * a11 + a21;\n out[8] = x * a02 + y * a12 + a22;\n return out;\n}\n\n/**\n * Rotates a mat3 by the given angle\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat3} out\n */\nexport function rotate(out, a, rad) {\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a10 = a[3];\n const a11 = a[4];\n const a12 = a[5];\n const a20 = a[6];\n const a21 = a[7];\n const a22 = a[8];\n const s = Math.sin(rad);\n const c = Math.cos(rad);\n\n out[0] = c * a00 + s * a10;\n out[1] = c * a01 + s * a11;\n out[2] = c * a02 + s * a12;\n\n out[3] = c * a10 - s * a00;\n out[4] = c * a11 - s * a01;\n out[5] = c * a12 - s * a02;\n\n out[6] = a20;\n out[7] = a21;\n out[8] = a22;\n return out;\n}\n\n/**\n * Scales the mat3 by the dimensions in the given vec2\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to scale\n * @param {ReadonlyVec2} v the vec2 to scale the matrix by\n * @returns {mat3} out\n **/\nexport function scale(out, a, v) {\n const x = v[0];\n const y = v[1];\n\n out[0] = x * a[0];\n out[1] = x * a[1];\n out[2] = x * a[2];\n\n out[3] = y * a[3];\n out[4] = y * a[4];\n out[5] = y * a[5];\n\n out[6] = a[6];\n out[7] = a[7];\n out[8] = a[8];\n return out;\n}\n\n/**\n * Creates a matrix from a vector translation\n * This is equivalent to (but much faster than):\n *\n * mat3.identity(dest);\n * mat3.translate(dest, dest, vec);\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {ReadonlyVec2} v Translation vector\n * @returns {mat3} out\n */\nexport function fromTranslation(out, v) {\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 1;\n out[5] = 0;\n out[6] = v[0];\n out[7] = v[1];\n out[8] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from a given angle\n * This is equivalent to (but much faster than):\n *\n * mat3.identity(dest);\n * mat3.rotate(dest, dest, rad);\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat3} out\n */\nexport function fromRotation(out, rad) {\n const s = Math.sin(rad);\n const c = Math.cos(rad);\n\n out[0] = c;\n out[1] = s;\n out[2] = 0;\n\n out[3] = -s;\n out[4] = c;\n out[5] = 0;\n\n out[6] = 0;\n out[7] = 0;\n out[8] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from a vector scaling\n * This is equivalent to (but much faster than):\n *\n * mat3.identity(dest);\n * mat3.scale(dest, dest, vec);\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {ReadonlyVec2} v Scaling vector\n * @returns {mat3} out\n */\nexport function fromScaling(out, v) {\n out[0] = v[0];\n out[1] = 0;\n out[2] = 0;\n\n out[3] = 0;\n out[4] = v[1];\n out[5] = 0;\n\n out[6] = 0;\n out[7] = 0;\n out[8] = 1;\n return out;\n}\n\n/**\n * Copies the values from a mat2d into a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat2d} a the matrix to copy\n * @returns {mat3} out\n **/\nexport function fromMat2d(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = 0;\n\n out[3] = a[2];\n out[4] = a[3];\n out[5] = 0;\n\n out[6] = a[4];\n out[7] = a[5];\n out[8] = 1;\n return out;\n}\n\n/**\n * Calculates a 3x3 matrix from the given quaternion\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {ReadonlyQuat} q Quaternion to create matrix from\n *\n * @returns {mat3} out\n */\nexport function fromQuat(out, q) {\n const x = q[0];\n const y = q[1];\n const z = q[2];\n const w = q[3];\n const x2 = x + x;\n const y2 = y + y;\n const z2 = z + z;\n\n const xx = x * x2;\n const yx = y * x2;\n const yy = y * y2;\n const zx = z * x2;\n const zy = z * y2;\n const zz = z * z2;\n const wx = w * x2;\n const wy = w * y2;\n const wz = w * z2;\n\n out[0] = 1 - yy - zz;\n out[3] = yx - wz;\n out[6] = zx + wy;\n\n out[1] = yx + wz;\n out[4] = 1 - xx - zz;\n out[7] = zy - wx;\n\n out[2] = zx - wy;\n out[5] = zy + wx;\n out[8] = 1 - xx - yy;\n\n return out;\n}\n\n/**\n * Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {ReadonlyMat4} a Mat4 to derive the normal matrix from\n *\n * @returns {mat3} out\n */\nexport function normalFromMat4(out, a) {\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a03 = a[3];\n const a10 = a[4];\n const a11 = a[5];\n const a12 = a[6];\n const a13 = a[7];\n const a20 = a[8];\n const a21 = a[9];\n const a22 = a[10];\n const a23 = a[11];\n const a30 = a[12];\n const a31 = a[13];\n const a32 = a[14];\n const a33 = a[15];\n\n const b00 = a00 * a11 - a01 * a10;\n const b01 = a00 * a12 - a02 * a10;\n const b02 = a00 * a13 - a03 * a10;\n const b03 = a01 * a12 - a02 * a11;\n const b04 = a01 * a13 - a03 * a11;\n const b05 = a02 * a13 - a03 * a12;\n const b06 = a20 * a31 - a21 * a30;\n const b07 = a20 * a32 - a22 * a30;\n const b08 = a20 * a33 - a23 * a30;\n const b09 = a21 * a32 - a22 * a31;\n const b10 = a21 * a33 - a23 * a31;\n const b11 = a22 * a33 - a23 * a32;\n\n // Calculate the determinant\n let det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n\n if (!det) {\n return null;\n }\n det = 1.0 / det;\n\n out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;\n out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;\n out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;\n\n out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;\n out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;\n out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;\n\n out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;\n out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;\n out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;\n\n return out;\n}\n\n/**\n * Generates a 2D projection matrix with the given bounds\n *\n * @param {mat3} out mat3 frustum matrix will be written into\n * @param {number} width Width of your gl context\n * @param {number} height Height of gl context\n * @returns {mat3} out\n */\nexport function projection(out, width, height) {\n out[0] = 2 / width;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = -2 / height;\n out[5] = 0;\n out[6] = -1;\n out[7] = 1;\n out[8] = 1;\n return out;\n}\n\n/**\n * Returns a string representation of a mat3\n *\n * @param {ReadonlyMat3} a matrix to represent as a string\n * @returns {String} string representation of the matrix\n */\nexport function str(a) {\n return `mat3(${a[0]}, ${a[1]}, ${a[2]}, ${a[3]}, ${a[4]}, ${a[5]}, ${a[6]}, ${a[7]}, ${a[8]})`;\n}\n\n/**\n * Returns Frobenius norm of a mat3\n *\n * @param {ReadonlyMat3} a the matrix to calculate Frobenius norm of\n * @returns {Number} Frobenius norm\n */\nexport function frob(a) {\n return Math.sqrt(\n a[0] * a[0] +\n a[1] * a[1] +\n a[2] * a[2] +\n a[3] * a[3] +\n a[4] * a[4] +\n a[5] * a[5] +\n a[6] * a[6] +\n a[7] * a[7] +\n a[8] * a[8]\n );\n}\n\n/**\n * Adds two mat3's\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @returns {mat3} out\n */\nexport function add(out, a, b) {\n out[0] = a[0] + b[0];\n out[1] = a[1] + b[1];\n out[2] = a[2] + b[2];\n out[3] = a[3] + b[3];\n out[4] = a[4] + b[4];\n out[5] = a[5] + b[5];\n out[6] = a[6] + b[6];\n out[7] = a[7] + b[7];\n out[8] = a[8] + b[8];\n return out;\n}\n\n/**\n * Subtracts matrix b from matrix a\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @returns {mat3} out\n */\nexport function subtract(out, a, b) {\n out[0] = a[0] - b[0];\n out[1] = a[1] - b[1];\n out[2] = a[2] - b[2];\n out[3] = a[3] - b[3];\n out[4] = a[4] - b[4];\n out[5] = a[5] - b[5];\n out[6] = a[6] - b[6];\n out[7] = a[7] - b[7];\n out[8] = a[8] - b[8];\n return out;\n}\n\n/**\n * Multiply each element of the matrix by a scalar.\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to scale\n * @param {Number} b amount to scale the matrix's elements by\n * @returns {mat3} out\n */\nexport function multiplyScalar(out, a, b) {\n out[0] = a[0] * b;\n out[1] = a[1] * b;\n out[2] = a[2] * b;\n out[3] = a[3] * b;\n out[4] = a[4] * b;\n out[5] = a[5] * b;\n out[6] = a[6] * b;\n out[7] = a[7] * b;\n out[8] = a[8] * b;\n return out;\n}\n\n/**\n * Adds two mat3's after multiplying each element of the second operand by a scalar value.\n *\n * @param {mat3} out the receiving vector\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @param {Number} scale the amount to scale b's elements by before adding\n * @returns {mat3} out\n */\nexport function multiplyScalarAndAdd(out, a, b, scale) {\n out[0] = a[0] + b[0] * scale;\n out[1] = a[1] + b[1] * scale;\n out[2] = a[2] + b[2] * scale;\n out[3] = a[3] + b[3] * scale;\n out[4] = a[4] + b[4] * scale;\n out[5] = a[5] + b[5] * scale;\n out[6] = a[6] + b[6] * scale;\n out[7] = a[7] + b[7] * scale;\n out[8] = a[8] + b[8] * scale;\n return out;\n}\n\n/**\n * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyMat3} a The first matrix.\n * @param {ReadonlyMat3} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\nexport function exactEquals(a, b) {\n return (\n a[0] === b[0] &&\n a[1] === b[1] &&\n a[2] === b[2] &&\n a[3] === b[3] &&\n a[4] === b[4] &&\n a[5] === b[5] &&\n a[6] === b[6] &&\n a[7] === b[7] &&\n a[8] === b[8]\n );\n}\n\n/**\n * Returns whether or not the matrices have approximately the same elements in the same position.\n *\n * @param {ReadonlyMat3} a The first matrix.\n * @param {ReadonlyMat3} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\nexport function equals(a, b) {\n const a0 = a[0];\n const a1 = a[1];\n const a2 = a[2];\n const a3 = a[3];\n const a4 = a[4];\n const a5 = a[5];\n const a6 = a[6];\n const a7 = a[7];\n const a8 = a[8];\n const b0 = b[0];\n const b1 = b[1];\n const b2 = b[2];\n const b3 = b[3];\n const b4 = b[4];\n const b5 = b[5];\n const b6 = b[6];\n const b7 = b[7];\n const b8 = b[8];\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 Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) &&\n Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) &&\n Math.abs(a4 - b4) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) &&\n Math.abs(a5 - b5) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) &&\n Math.abs(a6 - b6) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) &&\n Math.abs(a7 - b7) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) &&\n Math.abs(a8 - b8) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8))\n );\n}\n\n/**\n * Alias for {@link mat3.multiply}\n * @function\n */\nexport const mul = multiply;\n\n/**\n * Alias for {@link mat3.subtract}\n * @function\n */\nexport const sub = subtract;\n"],"file":"mat3.js"}
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