@math.gl/core 4.2.0-alpha.6 → 5.0.0-alpha.10

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (111) hide show
  1. package/dist/classes/base/math-array.d.ts +0 -18
  2. package/dist/classes/base/math-array.d.ts.map +1 -1
  3. package/dist/classes/base/math-array.js +0 -51
  4. package/dist/classes/base/math-array.js.map +1 -1
  5. package/dist/classes/base/vector.d.ts.map +1 -1
  6. package/dist/classes/base/vector.js +4 -2
  7. package/dist/classes/base/vector.js.map +1 -1
  8. package/dist/classes/euler-types.d.ts +10 -0
  9. package/dist/classes/euler-types.d.ts.map +1 -0
  10. package/dist/classes/euler-types.js +5 -0
  11. package/dist/classes/euler-types.js.map +1 -0
  12. package/dist/classes/euler.d.ts +4 -36
  13. package/dist/classes/euler.d.ts.map +1 -1
  14. package/dist/classes/euler.js +8 -102
  15. package/dist/classes/euler.js.map +1 -1
  16. package/dist/classes/matrix3.d.ts +2 -8
  17. package/dist/classes/matrix3.d.ts.map +1 -1
  18. package/dist/classes/matrix3.js +5 -16
  19. package/dist/classes/matrix3.js.map +1 -1
  20. package/dist/classes/matrix4.d.ts +7 -6
  21. package/dist/classes/matrix4.d.ts.map +1 -1
  22. package/dist/classes/matrix4.js +8 -12
  23. package/dist/classes/matrix4.js.map +1 -1
  24. package/dist/classes/quaternion.d.ts +7 -6
  25. package/dist/classes/quaternion.d.ts.map +1 -1
  26. package/dist/classes/quaternion.js +25 -17
  27. package/dist/classes/quaternion.js.map +1 -1
  28. package/dist/classes/spherical-coordinates.d.ts +3 -4
  29. package/dist/classes/spherical-coordinates.d.ts.map +1 -1
  30. package/dist/classes/spherical-coordinates.js +10 -8
  31. package/dist/classes/spherical-coordinates.js.map +1 -1
  32. package/dist/gl-matrix/quat.js +3 -3
  33. package/dist/gl-matrix/quat.js.map +1 -1
  34. package/dist/gl-matrix/vec2.js +1 -1
  35. package/dist/gl-matrix/vec2.js.map +1 -1
  36. package/dist/gl-matrix/vec3.js +1 -1
  37. package/dist/gl-matrix/vec3.js.map +1 -1
  38. package/dist/gl-matrix/vec4.js +1 -1
  39. package/dist/gl-matrix/vec4.js.map +1 -1
  40. package/dist/index.cjs +223 -2554
  41. package/dist/index.cjs.map +3 -3
  42. package/dist/index.d.ts +2 -17
  43. package/dist/index.d.ts.map +1 -1
  44. package/dist/index.js +1 -17
  45. package/dist/index.js.map +1 -1
  46. package/dist/lib/common.d.ts +0 -30
  47. package/dist/lib/common.d.ts.map +1 -1
  48. package/dist/lib/common.js +0 -42
  49. package/dist/lib/common.js.map +1 -1
  50. package/dist/lib/validators.d.ts +0 -1
  51. package/dist/lib/validators.d.ts.map +1 -1
  52. package/dist/lib/validators.js +0 -8
  53. package/dist/lib/validators.js.map +1 -1
  54. package/dist/mat3.cjs +543 -0
  55. package/dist/mat3.cjs.map +6 -0
  56. package/dist/mat3.d.ts +2 -0
  57. package/dist/mat3.d.ts.map +1 -0
  58. package/dist/mat3.js +5 -0
  59. package/dist/mat3.js.map +1 -0
  60. package/dist/mat4.cjs +1497 -0
  61. package/dist/mat4.cjs.map +6 -0
  62. package/dist/mat4.d.ts +2 -0
  63. package/dist/mat4.d.ts.map +1 -0
  64. package/dist/mat4.js +5 -0
  65. package/dist/mat4.js.map +1 -0
  66. package/dist/quat.cjs +532 -0
  67. package/dist/quat.cjs.map +6 -0
  68. package/dist/quat.d.ts +2 -0
  69. package/dist/quat.d.ts.map +1 -0
  70. package/dist/quat.js +5 -0
  71. package/dist/quat.js.map +1 -0
  72. package/dist/vec2.cjs +328 -0
  73. package/dist/vec2.cjs.map +6 -0
  74. package/dist/vec2.d.ts +2 -0
  75. package/dist/vec2.d.ts.map +1 -0
  76. package/dist/vec2.js +5 -0
  77. package/dist/vec2.js.map +1 -0
  78. package/dist/vec3.cjs +459 -0
  79. package/dist/vec3.cjs.map +6 -0
  80. package/dist/vec3.d.ts +2 -0
  81. package/dist/vec3.d.ts.map +1 -0
  82. package/dist/vec3.js +5 -0
  83. package/dist/vec3.js.map +1 -0
  84. package/dist/vec4.cjs +398 -0
  85. package/dist/vec4.cjs.map +6 -0
  86. package/dist/vec4.d.ts +2 -0
  87. package/dist/vec4.d.ts.map +1 -0
  88. package/dist/vec4.js +5 -0
  89. package/dist/vec4.js.map +1 -0
  90. package/package.json +33 -3
  91. package/src/classes/base/math-array.ts +0 -61
  92. package/src/classes/base/vector.ts +4 -2
  93. package/src/classes/euler-types.ts +14 -0
  94. package/src/classes/euler.ts +13 -108
  95. package/src/classes/matrix3.ts +16 -22
  96. package/src/classes/matrix4.ts +27 -15
  97. package/src/classes/quaternion.ts +28 -44
  98. package/src/classes/spherical-coordinates.ts +12 -10
  99. package/src/gl-matrix/quat.ts +3 -3
  100. package/src/gl-matrix/vec2.ts +1 -1
  101. package/src/gl-matrix/vec3.ts +1 -1
  102. package/src/gl-matrix/vec4.ts +1 -1
  103. package/src/index.ts +1 -25
  104. package/src/lib/common.ts +0 -48
  105. package/src/lib/validators.ts +0 -12
  106. package/src/mat3.ts +5 -0
  107. package/src/mat4.ts +5 -0
  108. package/src/quat.ts +5 -0
  109. package/src/vec2.ts +5 -0
  110. package/src/vec3.ts +5 -0
  111. package/src/vec4.ts +5 -0
package/dist/vec3.cjs ADDED
@@ -0,0 +1,459 @@
1
+ var __defProp = Object.defineProperty;
2
+ var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
3
+ var __getOwnPropNames = Object.getOwnPropertyNames;
4
+ var __hasOwnProp = Object.prototype.hasOwnProperty;
5
+ var __export = (target, all) => {
6
+ for (var name in all)
7
+ __defProp(target, name, { get: all[name], enumerable: true });
8
+ };
9
+ var __copyProps = (to, from, except, desc) => {
10
+ if (from && typeof from === "object" || typeof from === "function") {
11
+ for (let key of __getOwnPropNames(from))
12
+ if (!__hasOwnProp.call(to, key) && key !== except)
13
+ __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
14
+ }
15
+ return to;
16
+ };
17
+ var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
18
+
19
+ // dist/vec3.js
20
+ var vec3_exports = {};
21
+ __export(vec3_exports, {
22
+ add: () => add,
23
+ angle: () => angle,
24
+ bezier: () => bezier,
25
+ ceil: () => ceil,
26
+ clone: () => clone,
27
+ copy: () => copy,
28
+ create: () => create,
29
+ cross: () => cross,
30
+ dist: () => dist,
31
+ distance: () => distance,
32
+ div: () => div,
33
+ divide: () => divide,
34
+ dot: () => dot,
35
+ equals: () => equals,
36
+ exactEquals: () => exactEquals,
37
+ floor: () => floor,
38
+ forEach: () => forEach,
39
+ fromValues: () => fromValues,
40
+ hermite: () => hermite,
41
+ inverse: () => inverse,
42
+ len: () => len,
43
+ length: () => length,
44
+ lerp: () => lerp,
45
+ max: () => max,
46
+ min: () => min,
47
+ mul: () => mul,
48
+ multiply: () => multiply,
49
+ negate: () => negate,
50
+ normalize: () => normalize,
51
+ random: () => random,
52
+ rotateX: () => rotateX,
53
+ rotateY: () => rotateY,
54
+ rotateZ: () => rotateZ,
55
+ round: () => round2,
56
+ scale: () => scale,
57
+ scaleAndAdd: () => scaleAndAdd,
58
+ set: () => set,
59
+ slerp: () => slerp,
60
+ sqrDist: () => sqrDist,
61
+ sqrLen: () => sqrLen,
62
+ squaredDistance: () => squaredDistance,
63
+ squaredLength: () => squaredLength,
64
+ str: () => str,
65
+ sub: () => sub,
66
+ subtract: () => subtract,
67
+ transformMat3: () => transformMat3,
68
+ transformMat4: () => transformMat4,
69
+ transformQuat: () => transformQuat,
70
+ zero: () => zero
71
+ });
72
+ module.exports = __toCommonJS(vec3_exports);
73
+
74
+ // dist/gl-matrix/common.js
75
+ var EPSILON = 1e-6;
76
+ var ARRAY_TYPE = typeof Float32Array !== "undefined" ? Float32Array : Array;
77
+ var RANDOM = Math.random;
78
+ function round(a) {
79
+ if (a >= 0)
80
+ return Math.round(a);
81
+ return a % 0.5 === 0 ? Math.floor(a) : Math.round(a);
82
+ }
83
+ var degree = Math.PI / 180;
84
+
85
+ // dist/gl-matrix/vec3.js
86
+ function create() {
87
+ const out = new ARRAY_TYPE(3);
88
+ if (ARRAY_TYPE !== Float32Array) {
89
+ out[0] = 0;
90
+ out[1] = 0;
91
+ out[2] = 0;
92
+ }
93
+ return out;
94
+ }
95
+ function clone(a) {
96
+ const out = new ARRAY_TYPE(3);
97
+ out[0] = a[0];
98
+ out[1] = a[1];
99
+ out[2] = a[2];
100
+ return out;
101
+ }
102
+ function length(a) {
103
+ const x = a[0];
104
+ const y = a[1];
105
+ const z = a[2];
106
+ return Math.sqrt(x * x + y * y + z * z);
107
+ }
108
+ function fromValues(x, y, z) {
109
+ const out = new ARRAY_TYPE(3);
110
+ out[0] = x;
111
+ out[1] = y;
112
+ out[2] = z;
113
+ return out;
114
+ }
115
+ function copy(out, a) {
116
+ out[0] = a[0];
117
+ out[1] = a[1];
118
+ out[2] = a[2];
119
+ return out;
120
+ }
121
+ function set(out, x, y, z) {
122
+ out[0] = x;
123
+ out[1] = y;
124
+ out[2] = z;
125
+ return out;
126
+ }
127
+ function add(out, a, b) {
128
+ out[0] = a[0] + b[0];
129
+ out[1] = a[1] + b[1];
130
+ out[2] = a[2] + b[2];
131
+ return out;
132
+ }
133
+ function subtract(out, a, b) {
134
+ out[0] = a[0] - b[0];
135
+ out[1] = a[1] - b[1];
136
+ out[2] = a[2] - b[2];
137
+ return out;
138
+ }
139
+ function multiply(out, a, b) {
140
+ out[0] = a[0] * b[0];
141
+ out[1] = a[1] * b[1];
142
+ out[2] = a[2] * b[2];
143
+ return out;
144
+ }
145
+ function divide(out, a, b) {
146
+ out[0] = a[0] / b[0];
147
+ out[1] = a[1] / b[1];
148
+ out[2] = a[2] / b[2];
149
+ return out;
150
+ }
151
+ function ceil(out, a) {
152
+ out[0] = Math.ceil(a[0]);
153
+ out[1] = Math.ceil(a[1]);
154
+ out[2] = Math.ceil(a[2]);
155
+ return out;
156
+ }
157
+ function floor(out, a) {
158
+ out[0] = Math.floor(a[0]);
159
+ out[1] = Math.floor(a[1]);
160
+ out[2] = Math.floor(a[2]);
161
+ return out;
162
+ }
163
+ function min(out, a, b) {
164
+ out[0] = Math.min(a[0], b[0]);
165
+ out[1] = Math.min(a[1], b[1]);
166
+ out[2] = Math.min(a[2], b[2]);
167
+ return out;
168
+ }
169
+ function max(out, a, b) {
170
+ out[0] = Math.max(a[0], b[0]);
171
+ out[1] = Math.max(a[1], b[1]);
172
+ out[2] = Math.max(a[2], b[2]);
173
+ return out;
174
+ }
175
+ function round2(out, a) {
176
+ out[0] = round(a[0]);
177
+ out[1] = round(a[1]);
178
+ out[2] = round(a[2]);
179
+ return out;
180
+ }
181
+ function scale(out, a, b) {
182
+ out[0] = a[0] * b;
183
+ out[1] = a[1] * b;
184
+ out[2] = a[2] * b;
185
+ return out;
186
+ }
187
+ function scaleAndAdd(out, a, b, scale2) {
188
+ out[0] = a[0] + b[0] * scale2;
189
+ out[1] = a[1] + b[1] * scale2;
190
+ out[2] = a[2] + b[2] * scale2;
191
+ return out;
192
+ }
193
+ function distance(a, b) {
194
+ const x = b[0] - a[0];
195
+ const y = b[1] - a[1];
196
+ const z = b[2] - a[2];
197
+ return Math.sqrt(x * x + y * y + z * z);
198
+ }
199
+ function squaredDistance(a, b) {
200
+ const x = b[0] - a[0];
201
+ const y = b[1] - a[1];
202
+ const z = b[2] - a[2];
203
+ return x * x + y * y + z * z;
204
+ }
205
+ function squaredLength(a) {
206
+ const x = a[0];
207
+ const y = a[1];
208
+ const z = a[2];
209
+ return x * x + y * y + z * z;
210
+ }
211
+ function negate(out, a) {
212
+ out[0] = -a[0];
213
+ out[1] = -a[1];
214
+ out[2] = -a[2];
215
+ return out;
216
+ }
217
+ function inverse(out, a) {
218
+ out[0] = 1 / a[0];
219
+ out[1] = 1 / a[1];
220
+ out[2] = 1 / a[2];
221
+ return out;
222
+ }
223
+ function normalize(out, a) {
224
+ const x = a[0];
225
+ const y = a[1];
226
+ const z = a[2];
227
+ let len2 = x * x + y * y + z * z;
228
+ if (len2 > 0) {
229
+ len2 = 1 / Math.sqrt(len2);
230
+ }
231
+ out[0] = a[0] * len2;
232
+ out[1] = a[1] * len2;
233
+ out[2] = a[2] * len2;
234
+ return out;
235
+ }
236
+ function dot(a, b) {
237
+ return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
238
+ }
239
+ function cross(out, a, b) {
240
+ const ax = a[0];
241
+ const ay = a[1];
242
+ const az = a[2];
243
+ const bx = b[0];
244
+ const by = b[1];
245
+ const bz = b[2];
246
+ out[0] = ay * bz - az * by;
247
+ out[1] = az * bx - ax * bz;
248
+ out[2] = ax * by - ay * bx;
249
+ return out;
250
+ }
251
+ function lerp(out, a, b, t) {
252
+ const ax = a[0];
253
+ const ay = a[1];
254
+ const az = a[2];
255
+ out[0] = ax + t * (b[0] - ax);
256
+ out[1] = ay + t * (b[1] - ay);
257
+ out[2] = az + t * (b[2] - az);
258
+ return out;
259
+ }
260
+ function slerp(out, a, b, t) {
261
+ const angle2 = Math.acos(Math.min(Math.max(dot(a, b), -1), 1));
262
+ const sinTotal = Math.sin(angle2);
263
+ const ratioA = Math.sin((1 - t) * angle2) / sinTotal;
264
+ const ratioB = Math.sin(t * angle2) / sinTotal;
265
+ out[0] = ratioA * a[0] + ratioB * b[0];
266
+ out[1] = ratioA * a[1] + ratioB * b[1];
267
+ out[2] = ratioA * a[2] + ratioB * b[2];
268
+ return out;
269
+ }
270
+ function hermite(out, a, b, c, d, t) {
271
+ const factorTimes2 = t * t;
272
+ const factor1 = factorTimes2 * (2 * t - 3) + 1;
273
+ const factor2 = factorTimes2 * (t - 2) + t;
274
+ const factor3 = factorTimes2 * (t - 1);
275
+ const factor4 = factorTimes2 * (3 - 2 * t);
276
+ out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
277
+ out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
278
+ out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
279
+ return out;
280
+ }
281
+ function bezier(out, a, b, c, d, t) {
282
+ const inverseFactor = 1 - t;
283
+ const inverseFactorTimesTwo = inverseFactor * inverseFactor;
284
+ const factorTimes2 = t * t;
285
+ const factor1 = inverseFactorTimesTwo * inverseFactor;
286
+ const factor2 = 3 * t * inverseFactorTimesTwo;
287
+ const factor3 = 3 * factorTimes2 * inverseFactor;
288
+ const factor4 = factorTimes2 * t;
289
+ out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
290
+ out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
291
+ out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
292
+ return out;
293
+ }
294
+ function random(out, scale2) {
295
+ scale2 = scale2 === void 0 ? 1 : scale2;
296
+ const r = RANDOM() * 2 * Math.PI;
297
+ const z = RANDOM() * 2 - 1;
298
+ const zScale = Math.sqrt(1 - z * z) * scale2;
299
+ out[0] = Math.cos(r) * zScale;
300
+ out[1] = Math.sin(r) * zScale;
301
+ out[2] = z * scale2;
302
+ return out;
303
+ }
304
+ function transformMat4(out, a, m) {
305
+ const x = a[0];
306
+ const y = a[1];
307
+ const z = a[2];
308
+ let w = m[3] * x + m[7] * y + m[11] * z + m[15];
309
+ w = w || 1;
310
+ out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;
311
+ out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;
312
+ out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;
313
+ return out;
314
+ }
315
+ function transformMat3(out, a, m) {
316
+ const x = a[0];
317
+ const y = a[1];
318
+ const z = a[2];
319
+ out[0] = x * m[0] + y * m[3] + z * m[6];
320
+ out[1] = x * m[1] + y * m[4] + z * m[7];
321
+ out[2] = x * m[2] + y * m[5] + z * m[8];
322
+ return out;
323
+ }
324
+ function transformQuat(out, a, q) {
325
+ const qx = q[0];
326
+ const qy = q[1];
327
+ const qz = q[2];
328
+ const qw = q[3];
329
+ const x = a[0];
330
+ const y = a[1];
331
+ const z = a[2];
332
+ let uvx = qy * z - qz * y;
333
+ let uvy = qz * x - qx * z;
334
+ let uvz = qx * y - qy * x;
335
+ let uuvx = qy * uvz - qz * uvy;
336
+ let uuvy = qz * uvx - qx * uvz;
337
+ let uuvz = qx * uvy - qy * uvx;
338
+ const w2 = qw * 2;
339
+ uvx *= w2;
340
+ uvy *= w2;
341
+ uvz *= w2;
342
+ uuvx *= 2;
343
+ uuvy *= 2;
344
+ uuvz *= 2;
345
+ out[0] = x + uvx + uuvx;
346
+ out[1] = y + uvy + uuvy;
347
+ out[2] = z + uvz + uuvz;
348
+ return out;
349
+ }
350
+ function rotateX(out, a, b, rad) {
351
+ const p = [];
352
+ const r = [];
353
+ p[0] = a[0] - b[0];
354
+ p[1] = a[1] - b[1];
355
+ p[2] = a[2] - b[2];
356
+ r[0] = p[0];
357
+ r[1] = p[1] * Math.cos(rad) - p[2] * Math.sin(rad);
358
+ r[2] = p[1] * Math.sin(rad) + p[2] * Math.cos(rad);
359
+ out[0] = r[0] + b[0];
360
+ out[1] = r[1] + b[1];
361
+ out[2] = r[2] + b[2];
362
+ return out;
363
+ }
364
+ function rotateY(out, a, b, rad) {
365
+ const p = [];
366
+ const r = [];
367
+ p[0] = a[0] - b[0];
368
+ p[1] = a[1] - b[1];
369
+ p[2] = a[2] - b[2];
370
+ r[0] = p[2] * Math.sin(rad) + p[0] * Math.cos(rad);
371
+ r[1] = p[1];
372
+ r[2] = p[2] * Math.cos(rad) - p[0] * Math.sin(rad);
373
+ out[0] = r[0] + b[0];
374
+ out[1] = r[1] + b[1];
375
+ out[2] = r[2] + b[2];
376
+ return out;
377
+ }
378
+ function rotateZ(out, a, b, rad) {
379
+ const p = [];
380
+ const r = [];
381
+ p[0] = a[0] - b[0];
382
+ p[1] = a[1] - b[1];
383
+ p[2] = a[2] - b[2];
384
+ r[0] = p[0] * Math.cos(rad) - p[1] * Math.sin(rad);
385
+ r[1] = p[0] * Math.sin(rad) + p[1] * Math.cos(rad);
386
+ r[2] = p[2];
387
+ out[0] = r[0] + b[0];
388
+ out[1] = r[1] + b[1];
389
+ out[2] = r[2] + b[2];
390
+ return out;
391
+ }
392
+ function angle(a, b) {
393
+ const ax = a[0];
394
+ const ay = a[1];
395
+ const az = a[2];
396
+ const bx = b[0];
397
+ const by = b[1];
398
+ const bz = b[2];
399
+ const mag = Math.sqrt((ax * ax + ay * ay + az * az) * (bx * bx + by * by + bz * bz));
400
+ const cosine = mag && dot(a, b) / mag;
401
+ return Math.acos(Math.min(Math.max(cosine, -1), 1));
402
+ }
403
+ function zero(out) {
404
+ out[0] = 0;
405
+ out[1] = 0;
406
+ out[2] = 0;
407
+ return out;
408
+ }
409
+ function str(a) {
410
+ return `vec3(${a[0]}, ${a[1]}, ${a[2]})`;
411
+ }
412
+ function exactEquals(a, b) {
413
+ return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];
414
+ }
415
+ function equals(a, b) {
416
+ const a0 = a[0];
417
+ const a1 = a[1];
418
+ const a2 = a[2];
419
+ const b0 = b[0];
420
+ const b1 = b[1];
421
+ const b2 = b[2];
422
+ return Math.abs(a0 - b0) <= EPSILON * Math.max(1, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1, Math.abs(a2), Math.abs(b2));
423
+ }
424
+ var sub = subtract;
425
+ var mul = multiply;
426
+ var div = divide;
427
+ var dist = distance;
428
+ var sqrDist = squaredDistance;
429
+ var len = length;
430
+ var sqrLen = squaredLength;
431
+ var forEach = /* @__PURE__ */ (function() {
432
+ const vec = create();
433
+ return function(a, stride, offset, count, fn, arg) {
434
+ let i;
435
+ let l;
436
+ if (!stride) {
437
+ stride = 3;
438
+ }
439
+ if (!offset) {
440
+ offset = 0;
441
+ }
442
+ if (count) {
443
+ l = Math.min(count * stride + offset, a.length);
444
+ } else {
445
+ l = a.length;
446
+ }
447
+ for (i = offset; i < l; i += stride) {
448
+ vec[0] = a[i];
449
+ vec[1] = a[i + 1];
450
+ vec[2] = a[i + 2];
451
+ fn(vec, vec, arg);
452
+ a[i] = vec[0];
453
+ a[i + 1] = vec[1];
454
+ a[i + 2] = vec[2];
455
+ }
456
+ return a;
457
+ };
458
+ })();
459
+ //# sourceMappingURL=vec3.cjs.map
@@ -0,0 +1,6 @@
1
+ {
2
+ "version": 3,
3
+ "sources": ["../src/vec3.ts", "../src/gl-matrix/common.js", "../src/gl-matrix/vec3.ts"],
4
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5
+ "names": ["round", "round", "scale", "len", "angle"]
6
+ }
package/dist/vec3.d.ts ADDED
@@ -0,0 +1,2 @@
1
+ export * from "./gl-matrix/vec3.js";
2
+ //# sourceMappingURL=vec3.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"vec3.d.ts","sourceRoot":"","sources":["../src/vec3.ts"],"names":[],"mappings":"AAIA,oCAAiC"}
package/dist/vec3.js ADDED
@@ -0,0 +1,5 @@
1
+ // math.gl
2
+ // SPDX-License-Identifier: MIT
3
+ // Copyright (c) vis.gl contributors
4
+ export * from "./gl-matrix/vec3.js";
5
+ //# sourceMappingURL=vec3.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"vec3.js","sourceRoot":"","sources":["../src/vec3.ts"],"names":[],"mappings":"AAAA,UAAU;AACV,+BAA+B;AAC/B,oCAAoC;AAEpC,oCAAiC"}