@minecraft/math 1.5.0 → 1.5.1

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@@ -1,7 +1,7 @@
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  "version": 3,
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- "sources": ["../src/general/clamp.ts", "../src/vector3/coreHelpers.ts", "../src/vector3/vectorWrapper.ts"],
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- "sourcesContent": ["// Copyright (c) Microsoft Corporation.\n// Licensed under the MIT License.\n\n/**\n * Clamps the passed in number to the passed in min and max values.\n *\n * @public\n */\nexport function clampNumber(val: number, min: number, max: number): number {\n return Math.min(Math.max(val, min), max);\n}\n", "// Copyright (c) Microsoft Corporation.\n// Licensed under the MIT License.\n\nimport type { Vector2, Vector3 } from '@minecraft/server';\nimport { clampNumber } from '../general/clamp';\n\n/**\n * Utilities operating on Vector3 objects. All methods are static and do not modify the input objects.\n *\n * @public\n */\nexport class Vector3Utils {\n /**\n * equals\n *\n * Check the equality of two vectors\n */\n static equals(v1: Vector3, v2: Vector3): boolean {\n return v1.x === v2.x && v1.y === v2.y && v1.z === v2.z;\n }\n\n /**\n * add\n *\n * Add two vectors to produce a new vector\n */\n static add(v1: Vector3, v2: Vector3): Vector3 {\n return { x: v1.x + v2.x, y: v1.y + v2.y, z: v1.z + v2.z };\n }\n\n /**\n * subtract\n *\n * Subtract two vectors to produce a new vector (v1-v2)\n */\n static subtract(v1: Vector3, v2: Vector3): Vector3 {\n return { x: v1.x - v2.x, y: v1.y - v2.y, z: v1.z - v2.z };\n }\n\n /** scale\n *\n * Multiple all entries in a vector by a single scalar value producing a new vector\n */\n static scale(v1: Vector3, scale: number): Vector3 {\n return { x: v1.x * scale, y: v1.y * scale, z: v1.z * scale };\n }\n\n /**\n * dot\n *\n * Calculate the dot product of two vectors\n */\n static dot(a: Vector3, b: Vector3): number {\n return a.x * b.x + a.y * b.y + a.z * b.z;\n }\n\n /**\n * cross\n *\n * Calculate the cross product of two vectors. Returns a new vector.\n */\n static cross(a: Vector3, b: Vector3): Vector3 {\n return {\n x: a.y * b.z - a.z * b.y,\n y: a.z * b.x - a.x * b.z,\n z: a.x * b.y - a.y * b.x,\n };\n }\n\n /**\n * magnitude\n *\n * The magnitude of a vector\n */\n static magnitude(v: Vector3): number {\n return Math.sqrt(v.x ** 2 + v.y ** 2 + v.z ** 2);\n }\n\n /**\n * distance\n *\n * Calculate the distance between two vectors\n */\n static distance(a: Vector3, b: Vector3): number {\n return Vector3Utils.magnitude(Vector3Utils.subtract(a, b));\n }\n\n /**\n * normalize\n *\n * Takes a vector 3 and normalizes it to a unit vector\n */\n static normalize(v: Vector3): Vector3 {\n const mag = Vector3Utils.magnitude(v);\n return { x: v.x / mag, y: v.y / mag, z: v.z / mag };\n }\n\n /**\n * floor\n *\n * Floor the components of a vector to produce a new vector\n */\n static floor(v: Vector3): Vector3 {\n return { x: Math.floor(v.x), y: Math.floor(v.y), z: Math.floor(v.z) };\n }\n\n /**\n * toString\n *\n * Create a string representation of a vector3\n */\n static toString(v: Vector3, options?: { decimals?: number; delimiter?: string }): string {\n const decimals = options?.decimals ?? 2;\n const str: string[] = [v.x.toFixed(decimals), v.y.toFixed(decimals), v.z.toFixed(decimals)];\n return str.join(options?.delimiter ?? ', ');\n }\n\n /**\n * clamp\n *\n * Clamps the components of a vector to limits to produce a new vector\n */\n static clamp(\n v: Vector3,\n limits?: {\n min?: Partial<Vector3>;\n max?: Partial<Vector3>;\n }\n ): Vector3 {\n return {\n x: clampNumber(v.x, limits?.min?.x ?? Number.MIN_SAFE_INTEGER, limits?.max?.x ?? Number.MAX_SAFE_INTEGER),\n y: clampNumber(v.y, limits?.min?.y ?? Number.MIN_SAFE_INTEGER, limits?.max?.y ?? Number.MAX_SAFE_INTEGER),\n z: clampNumber(v.z, limits?.min?.z ?? Number.MIN_SAFE_INTEGER, limits?.max?.z ?? Number.MAX_SAFE_INTEGER),\n };\n }\n\n /**\n * lerp\n *\n * Constructs a new vector using linear interpolation on each component from two vectors.\n */\n static lerp(a: Vector3, b: Vector3, t: number): Vector3 {\n return {\n x: a.x + (b.x - a.x) * t,\n y: a.y + (b.y - a.y) * t,\n z: a.z + (b.z - a.z) * t,\n };\n }\n\n /**\n * slerp\n *\n * Constructs a new vector using spherical linear interpolation on each component from two vectors.\n */\n static slerp(a: Vector3, b: Vector3, t: number): Vector3 {\n const theta = Math.acos(Vector3Utils.dot(a, b));\n const sinTheta = Math.sin(theta);\n const ta = Math.sin((1.0 - t) * theta) / sinTheta;\n const tb = Math.sin(t * theta) / sinTheta;\n return Vector3Utils.add(Vector3Utils.scale(a, ta), Vector3Utils.scale(b, tb));\n }\n\n /**\n * multiply\n *\n * Element-wise multiplication of two vectors together.\n * Not to be confused with {@link Vector3Utils.dot} product or {@link Vector3Utils.cross} product\n */\n static multiply(a: Vector3, b: Vector3): Vector3 {\n return {\n x: a.x * b.x,\n y: a.y * b.y,\n z: a.z * b.z,\n };\n }\n\n /**\n * rotateX\n *\n * Rotates the vector around the x axis counterclockwise (left hand rule)\n * @param a - Angle in radians\n */\n static rotateX(v: Vector3, a: number): Vector3 {\n let cos = Math.cos(a);\n let sin = Math.sin(a);\n return {\n x: v.x,\n y: v.y * cos - v.z * sin,\n z: v.z * cos + v.y * sin,\n };\n }\n\n /**\n * rotateY\n *\n * Rotates the vector around the y axis counterclockwise (left hand rule)\n * @param a - Angle in radians\n */\n static rotateY(v: Vector3, a: number): Vector3 {\n let cos = Math.cos(a);\n let sin = Math.sin(a);\n return {\n x: v.x * cos + v.z * sin,\n y: v.y,\n z: v.z * cos - v.x * sin,\n };\n }\n\n /**\n * rotateZ\n *\n * Rotates the vector around the z axis counterclockwise (left hand rule)\n * @param a - Angle in radians\n */\n static rotateZ(v: Vector3, a: number): Vector3 {\n let cos = Math.cos(a);\n let sin = Math.sin(a);\n return {\n x: v.x * cos - v.y * sin,\n y: v.y * cos + v.x * sin,\n z: v.z,\n };\n }\n}\n\n/**\n * Utilities operating on Vector2 objects. All methods are static and do not modify the input objects.\n *\n * @public\n */\nexport class Vector2Utils {\n /**\n * toString\n *\n * Create a string representation of a vector2\n */\n static toString(v: Vector2, options?: { decimals?: number; delimiter?: string }): string {\n const decimals = options?.decimals ?? 2;\n const str: string[] = [v.x.toFixed(decimals), v.y.toFixed(decimals)];\n return str.join(options?.delimiter ?? ', ');\n }\n}\n\n/**\n * up\n *\n * A unit vector representing the world UP direction (0,1,0)\n *\n * @public\n */\nexport const VECTOR3_UP: Vector3 = { x: 0, y: 1, z: 0 };\n/**\n * down\n *\n * A unit vector representing the world DOWN direction (0,-1,0)\n *\n * @public\n */\nexport const VECTOR3_DOWN: Vector3 = { x: 0, y: -1, z: 0 };\n/**\n * left\n *\n * A unit vector representing the world LEFT direction (-1,0,0)\n *\n * @public\n */\nexport const VECTOR3_LEFT: Vector3 = { x: -1, y: 0, z: 0 };\n/**\n * right\n *\n * A unit vector representing the world RIGHT direction (1,0,0)\n *\n * @public\n */\nexport const VECTOR3_RIGHT: Vector3 = { x: 1, y: 0, z: 0 };\n/**\n * forward\n *\n * A unit vector representing the world FORWARD direction (0,0,1)\n *\n * @public\n */\nexport const VECTOR3_FORWARD: Vector3 = { x: 0, y: 0, z: 1 };\n/**\n * back\n *\n * A unit vector representing the world BACK direction (0,0,-1)\n *\n * @public\n */\nexport const VECTOR3_BACK: Vector3 = { x: 0, y: 0, z: -1 };\n/**\n * one\n *\n * A unit vector representing the value of 1 in all directions (1,1,1)\n *\n * @public\n */\nexport const VECTOR3_ONE: Vector3 = { x: 1, y: 1, z: 1 };\n/**\n * zero\n *\n * A unit vector representing the value of 0 in all directions (0,0,0)\n *\n * @public\n */\nexport const VECTOR3_ZERO: Vector3 = { x: 0, y: 0, z: 0 };\n/**\n * west\n *\n * A unit vector representing the world WEST direction (-1,0,0)\n * (same as LEFT)\n *\n * @public\n */\nexport const VECTOR3_WEST: Vector3 = { x: -1, y: 0, z: 0 };\n/**\n * east\n *\n * A unit vector representing the world EAST direction (-1,0,0)\n * (same as RIGHT)\n *\n * @public\n */\nexport const VECTOR3_EAST: Vector3 = { x: 1, y: 0, z: 0 };\n/**\n * north\n *\n * A unit vector representing the world NORTH direction (-1,0,0)\n * (same as FORWARD)\n *\n * @public\n */\nexport const VECTOR3_NORTH: Vector3 = { x: 0, y: 0, z: 1 };\n/**\n * south\n *\n * A unit vector representing the world SOUTH direction (-1,0,0)\n * (same as BACK)\n *\n * @public\n */\nexport const VECTOR3_SOUTH: Vector3 = { x: 0, y: 0, z: -1 };\n", "// Copyright (c) Microsoft Corporation.\n// Licensed under the MIT License.\n\nimport type { Vector2, Vector3 } from '@minecraft/server';\nimport { Vector2Utils, Vector3Utils } from './coreHelpers';\n\n/**\n * Vector3 wrapper class which can be used as a Vector3 for APIs on \\@minecraft/server which require a Vector,\n * but also contain additional helper methods. This is an alternative to using the core Vector 3 utility\n * methods directly, for those who prefer a more object-oriented approach. This version of the class is mutable\n * and changes state inline.\n *\n * For an immutable version of the build, use ImmutableVector3Builder.\n *\n * @public\n */\nexport class Vector3Builder implements Vector3 {\n x: number;\n y: number;\n z: number;\n\n constructor(vec: Vector3, arg?: never, arg2?: never);\n constructor(x: number, y: number, z: number);\n constructor(first: number | Vector3, y?: number, z?: number) {\n if (typeof first === 'object') {\n this.x = first.x;\n this.y = first.y;\n this.z = first.z;\n } else {\n this.x = first;\n this.y = y ?? 0;\n this.z = z ?? 0;\n }\n }\n\n /**\n * Assigns the values of the passed in vector to this vector. Returns itself.\n */\n assign(vec: Vector3): this {\n this.x = vec.x;\n this.y = vec.y;\n this.z = vec.z;\n return this;\n }\n\n /**\n * equals\n *\n * Check the equality of two vectors\n */\n equals(v: Vector3): boolean {\n return Vector3Utils.equals(this, v);\n }\n\n /**\n * add\n *\n * Adds the vector v to this, returning itself.\n */\n add(v: Vector3): this {\n return this.assign(Vector3Utils.add(this, v));\n }\n\n /**\n * subtract\n *\n * Subtracts the vector v from this, returning itself.\n */\n subtract(v: Vector3): this {\n return this.assign(Vector3Utils.subtract(this, v));\n }\n\n /** scale\n *\n * Scales this by the passed in value, returning itself.\n */\n scale(val: number): this {\n return this.assign(Vector3Utils.scale(this, val));\n }\n\n /**\n * dot\n *\n * Computes the dot product of this and the passed in vector.\n */\n dot(vec: Vector3): number {\n return Vector3Utils.dot(this, vec);\n }\n\n /**\n * cross\n *\n * Computes the cross product of this and the passed in vector, returning itself.\n */\n cross(vec: Vector3): this {\n return this.assign(Vector3Utils.cross(this, vec));\n }\n\n /**\n * magnitude\n *\n * The magnitude of the vector\n */\n magnitude(): number {\n return Vector3Utils.magnitude(this);\n }\n\n /**\n * distance\n *\n * Calculate the distance between two vectors\n */\n distance(vec: Vector3): number {\n return Vector3Utils.distance(this, vec);\n }\n\n /**\n * normalize\n *\n * Normalizes this vector, returning itself.\n */\n normalize(): this {\n return this.assign(Vector3Utils.normalize(this));\n }\n\n /**\n * floor\n *\n * Floor the components of a vector to produce a new vector\n */\n floor(): this {\n return this.assign(Vector3Utils.floor(this));\n }\n\n /**\n * toString\n *\n * Create a string representation of a vector\n */\n toString(options?: { decimals?: number; delimiter?: string }): string {\n return Vector3Utils.toString(this, options);\n }\n\n /**\n * clamp\n *\n * Clamps the components of a vector to limits to produce a new vector\n */\n clamp(limits: { min?: Partial<Vector3>; max?: Partial<Vector3> }): this {\n return this.assign(Vector3Utils.clamp(this, limits));\n }\n\n /**\n * lerp\n *\n * Constructs a new vector using linear interpolation on each component from two vectors.\n */\n lerp(vec: Vector3, t: number): this {\n return this.assign(Vector3Utils.lerp(this, vec, t));\n }\n\n /**\n * slerp\n *\n * Constructs a new vector using spherical linear interpolation on each component from two vectors.\n */\n slerp(vec: Vector3, t: number): this {\n return this.assign(Vector3Utils.slerp(this, vec, t));\n }\n\n /**\n * multiply\n *\n * Element-wise multiplication of two vectors together.\n * Not to be confused with {@link Vector3Builder.dot} product or {@link Vector3Builder.cross} product\n */\n multiply(vec: Vector3): this {\n return this.assign(Vector3Utils.multiply(this, vec));\n }\n\n /**\n * rotateX\n *\n * Rotates the vector around the x axis counterclockwise (left hand rule)\n * @param a - Angle in radians\n */\n rotateX(a: number): this {\n return this.assign(Vector3Utils.rotateX(this, a));\n }\n\n /**\n * rotateY\n *\n * Rotates the vector around the y axis counterclockwise (left hand rule)\n * @param a - Angle in radians\n */\n rotateY(a: number): this {\n return this.assign(Vector3Utils.rotateY(this, a));\n }\n\n /**\n * rotateZ\n *\n * Rotates the vector around the z axis counterclockwise (left hand rule)\n * @param a - Angle in radians\n */\n rotateZ(a: number): this {\n return this.assign(Vector3Utils.rotateZ(this, a));\n }\n}\n\n/**\n * Vector2 wrapper class which can be used as a Vector2 for APIs on \\@minecraft/server which require a Vector2.\n * @public\n */\nexport class Vector2Builder implements Vector2 {\n x: number;\n y: number;\n\n constructor(vec: Vector2, arg?: never);\n constructor(x: number, y: number);\n constructor(first: number | Vector2, y?: number) {\n if (typeof first === 'object') {\n this.x = first.x;\n this.y = first.y;\n } else {\n this.x = first;\n this.y = y ?? 0;\n }\n }\n\n toString(options?: { decimals?: number; delimiter?: string }): string {\n return Vector2Utils.toString(this, options);\n }\n}\n"],
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- "mappings": 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3
+ "sources": ["../src/general/clamp.ts", "../src/vector3/coreHelpers.ts", "../src/vector3/vectorWrapper.ts", "../src/vector3/index.ts", "../src/general/index.ts", "../src/index.ts"],
4
+ "sourcesContent": ["// Copyright (c) Microsoft Corporation.\n// Licensed under the MIT License.\n\n/**\n * Clamps the passed in number to the passed in min and max values.\n *\n * @public\n */\nexport function clampNumber(val: number, min: number, max: number): number {\n return Math.min(Math.max(val, min), max);\n}\n", "// Copyright (c) Microsoft Corporation.\n// Licensed under the MIT License.\n\nimport type { Vector2, Vector3 } from '@minecraft/server';\nimport { clampNumber } from '../general/clamp';\n\n/**\n * Utilities operating on Vector3 objects. All methods are static and do not modify the input objects.\n *\n * @public\n */\nexport class Vector3Utils {\n /**\n * equals\n *\n * Check the equality of two vectors\n */\n static equals(v1: Vector3, v2: Vector3): boolean {\n return v1.x === v2.x && v1.y === v2.y && v1.z === v2.z;\n }\n\n /**\n * add\n *\n * Add two vectors to produce a new vector\n */\n static add(v1: Vector3, v2: Vector3): Vector3 {\n return { x: v1.x + v2.x, y: v1.y + v2.y, z: v1.z + v2.z };\n }\n\n /**\n * subtract\n *\n * Subtract two vectors to produce a new vector (v1-v2)\n */\n static subtract(v1: Vector3, v2: Vector3): Vector3 {\n return { x: v1.x - v2.x, y: v1.y - v2.y, z: v1.z - v2.z };\n }\n\n /** scale\n *\n * Multiple all entries in a vector by a single scalar value producing a new vector\n */\n static scale(v1: Vector3, scale: number): Vector3 {\n return { x: v1.x * scale, y: v1.y * scale, z: v1.z * scale };\n }\n\n /**\n * dot\n *\n * Calculate the dot product of two vectors\n */\n static dot(a: Vector3, b: Vector3): number {\n return a.x * b.x + a.y * b.y + a.z * b.z;\n }\n\n /**\n * cross\n *\n * Calculate the cross product of two vectors. Returns a new vector.\n */\n static cross(a: Vector3, b: Vector3): Vector3 {\n return {\n x: a.y * b.z - a.z * b.y,\n y: a.z * b.x - a.x * b.z,\n z: a.x * b.y - a.y * b.x,\n };\n }\n\n /**\n * magnitude\n *\n * The magnitude of a vector\n */\n static magnitude(v: Vector3): number {\n return Math.sqrt(v.x ** 2 + v.y ** 2 + v.z ** 2);\n }\n\n /**\n * distance\n *\n * Calculate the distance between two vectors\n */\n static distance(a: Vector3, b: Vector3): number {\n return Vector3Utils.magnitude(Vector3Utils.subtract(a, b));\n }\n\n /**\n * normalize\n *\n * Takes a vector 3 and normalizes it to a unit vector\n */\n static normalize(v: Vector3): Vector3 {\n const mag = Vector3Utils.magnitude(v);\n return { x: v.x / mag, y: v.y / mag, z: v.z / mag };\n }\n\n /**\n * floor\n *\n * Floor the components of a vector to produce a new vector\n */\n static floor(v: Vector3): Vector3 {\n return { x: Math.floor(v.x), y: Math.floor(v.y), z: Math.floor(v.z) };\n }\n\n /**\n * toString\n *\n * Create a string representation of a vector3\n */\n static toString(v: Vector3, options?: { decimals?: number; delimiter?: string }): string {\n const decimals = options?.decimals ?? 2;\n const str: string[] = [v.x.toFixed(decimals), v.y.toFixed(decimals), v.z.toFixed(decimals)];\n return str.join(options?.delimiter ?? ', ');\n }\n\n /**\n * clamp\n *\n * Clamps the components of a vector to limits to produce a new vector\n */\n static clamp(\n v: Vector3,\n limits?: {\n min?: Partial<Vector3>;\n max?: Partial<Vector3>;\n }\n ): Vector3 {\n return {\n x: clampNumber(v.x, limits?.min?.x ?? Number.MIN_SAFE_INTEGER, limits?.max?.x ?? Number.MAX_SAFE_INTEGER),\n y: clampNumber(v.y, limits?.min?.y ?? Number.MIN_SAFE_INTEGER, limits?.max?.y ?? Number.MAX_SAFE_INTEGER),\n z: clampNumber(v.z, limits?.min?.z ?? Number.MIN_SAFE_INTEGER, limits?.max?.z ?? Number.MAX_SAFE_INTEGER),\n };\n }\n\n /**\n * lerp\n *\n * Constructs a new vector using linear interpolation on each component from two vectors.\n */\n static lerp(a: Vector3, b: Vector3, t: number): Vector3 {\n return {\n x: a.x + (b.x - a.x) * t,\n y: a.y + (b.y - a.y) * t,\n z: a.z + (b.z - a.z) * t,\n };\n }\n\n /**\n * slerp\n *\n * Constructs a new vector using spherical linear interpolation on each component from two vectors.\n */\n static slerp(a: Vector3, b: Vector3, t: number): Vector3 {\n const theta = Math.acos(Vector3Utils.dot(a, b));\n const sinTheta = Math.sin(theta);\n const ta = Math.sin((1.0 - t) * theta) / sinTheta;\n const tb = Math.sin(t * theta) / sinTheta;\n return Vector3Utils.add(Vector3Utils.scale(a, ta), Vector3Utils.scale(b, tb));\n }\n\n /**\n * multiply\n *\n * Element-wise multiplication of two vectors together.\n * Not to be confused with {@link Vector3Utils.dot} product or {@link Vector3Utils.cross} product\n */\n static multiply(a: Vector3, b: Vector3): Vector3 {\n return {\n x: a.x * b.x,\n y: a.y * b.y,\n z: a.z * b.z,\n };\n }\n\n /**\n * rotateX\n *\n * Rotates the vector around the x axis counterclockwise (left hand rule)\n * @param a - Angle in radians\n */\n static rotateX(v: Vector3, a: number): Vector3 {\n let cos = Math.cos(a);\n let sin = Math.sin(a);\n return {\n x: v.x,\n y: v.y * cos - v.z * sin,\n z: v.z * cos + v.y * sin,\n };\n }\n\n /**\n * rotateY\n *\n * Rotates the vector around the y axis counterclockwise (left hand rule)\n * @param a - Angle in radians\n */\n static rotateY(v: Vector3, a: number): Vector3 {\n let cos = Math.cos(a);\n let sin = Math.sin(a);\n return {\n x: v.x * cos + v.z * sin,\n y: v.y,\n z: v.z * cos - v.x * sin,\n };\n }\n\n /**\n * rotateZ\n *\n * Rotates the vector around the z axis counterclockwise (left hand rule)\n * @param a - Angle in radians\n */\n static rotateZ(v: Vector3, a: number): Vector3 {\n let cos = Math.cos(a);\n let sin = Math.sin(a);\n return {\n x: v.x * cos - v.y * sin,\n y: v.y * cos + v.x * sin,\n z: v.z,\n };\n }\n}\n\n/**\n * Utilities operating on Vector2 objects. All methods are static and do not modify the input objects.\n *\n * @public\n */\nexport class Vector2Utils {\n /**\n * toString\n *\n * Create a string representation of a vector2\n */\n static toString(v: Vector2, options?: { decimals?: number; delimiter?: string }): string {\n const decimals = options?.decimals ?? 2;\n const str: string[] = [v.x.toFixed(decimals), v.y.toFixed(decimals)];\n return str.join(options?.delimiter ?? ', ');\n }\n}\n\n/**\n * up\n *\n * A unit vector representing the world UP direction (0,1,0)\n *\n * @public\n */\nexport const VECTOR3_UP: Vector3 = { x: 0, y: 1, z: 0 };\n/**\n * down\n *\n * A unit vector representing the world DOWN direction (0,-1,0)\n *\n * @public\n */\nexport const VECTOR3_DOWN: Vector3 = { x: 0, y: -1, z: 0 };\n/**\n * left\n *\n * A unit vector representing the world LEFT direction (-1,0,0)\n *\n * @public\n */\nexport const VECTOR3_LEFT: Vector3 = { x: -1, y: 0, z: 0 };\n/**\n * right\n *\n * A unit vector representing the world RIGHT direction (1,0,0)\n *\n * @public\n */\nexport const VECTOR3_RIGHT: Vector3 = { x: 1, y: 0, z: 0 };\n/**\n * forward\n *\n * A unit vector representing the world FORWARD direction (0,0,1)\n *\n * @public\n */\nexport const VECTOR3_FORWARD: Vector3 = { x: 0, y: 0, z: 1 };\n/**\n * back\n *\n * A unit vector representing the world BACK direction (0,0,-1)\n *\n * @public\n */\nexport const VECTOR3_BACK: Vector3 = { x: 0, y: 0, z: -1 };\n/**\n * one\n *\n * A unit vector representing the value of 1 in all directions (1,1,1)\n *\n * @public\n */\nexport const VECTOR3_ONE: Vector3 = { x: 1, y: 1, z: 1 };\n/**\n * zero\n *\n * A unit vector representing the value of 0 in all directions (0,0,0)\n *\n * @public\n */\nexport const VECTOR3_ZERO: Vector3 = { x: 0, y: 0, z: 0 };\n/**\n * west\n *\n * A unit vector representing the world WEST direction (-1,0,0)\n * (same as LEFT)\n *\n * @public\n */\nexport const VECTOR3_WEST: Vector3 = { x: -1, y: 0, z: 0 };\n/**\n * east\n *\n * A unit vector representing the world EAST direction (-1,0,0)\n * (same as RIGHT)\n *\n * @public\n */\nexport const VECTOR3_EAST: Vector3 = { x: 1, y: 0, z: 0 };\n/**\n * north\n *\n * A unit vector representing the world NORTH direction (-1,0,0)\n * (same as FORWARD)\n *\n * @public\n */\nexport const VECTOR3_NORTH: Vector3 = { x: 0, y: 0, z: 1 };\n/**\n * south\n *\n * A unit vector representing the world SOUTH direction (-1,0,0)\n * (same as BACK)\n *\n * @public\n */\nexport const VECTOR3_SOUTH: Vector3 = { x: 0, y: 0, z: -1 };\n", "// Copyright (c) Microsoft Corporation.\n// Licensed under the MIT License.\n\nimport type { Vector2, Vector3 } from '@minecraft/server';\nimport { Vector2Utils, Vector3Utils } from './coreHelpers';\n\n/**\n * Vector3 wrapper class which can be used as a Vector3 for APIs on \\@minecraft/server which require a Vector,\n * but also contain additional helper methods. This is an alternative to using the core Vector 3 utility\n * methods directly, for those who prefer a more object-oriented approach. This version of the class is mutable\n * and changes state inline.\n *\n * For an immutable version of the build, use ImmutableVector3Builder.\n *\n * @public\n */\nexport class Vector3Builder implements Vector3 {\n x: number;\n y: number;\n z: number;\n\n constructor(vec: Vector3, arg?: never, arg2?: never);\n constructor(x: number, y: number, z: number);\n constructor(first: number | Vector3, y?: number, z?: number) {\n if (typeof first === 'object') {\n this.x = first.x;\n this.y = first.y;\n this.z = first.z;\n } else {\n this.x = first;\n this.y = y ?? 0;\n this.z = z ?? 0;\n }\n }\n\n /**\n * Assigns the values of the passed in vector to this vector. 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6
6
  "names": []
7
7
  }
@@ -1,11 +1,15 @@
1
+ "use strict";
1
2
  // Copyright (c) Microsoft Corporation.
2
3
  // Licensed under the MIT License.
4
+ Object.defineProperty(exports, "__esModule", { value: true });
5
+ exports.clampNumber = void 0;
3
6
  /**
4
7
  * Clamps the passed in number to the passed in min and max values.
5
8
  *
6
9
  * @public
7
10
  */
8
- export function clampNumber(val, min, max) {
11
+ function clampNumber(val, min, max) {
9
12
  return Math.min(Math.max(val, min), max);
10
13
  }
14
+ exports.clampNumber = clampNumber;
11
15
  //# sourceMappingURL=clamp.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"clamp.js","sourceRoot":"","sources":["../../src/general/clamp.ts"],"names":[],"mappings":"AAAA,uCAAuC;AACvC,kCAAkC;AAElC;;;;GAIG;AACH,MAAM,UAAU,WAAW,CAAC,GAAW,EAAE,GAAW,EAAE,GAAW;IAC7D,OAAO,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC7C,CAAC"}
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+ {"version":3,"file":"clamp.js","sourceRoot":"","sources":["../../src/general/clamp.ts"],"names":[],"mappings":";AAAA,uCAAuC;AACvC,kCAAkC;;;AAElC;;;;GAIG;AACH,SAAgB,WAAW,CAAC,GAAW,EAAE,GAAW,EAAE,GAAW;IAC7D,OAAO,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,EAAE,GAAG,CAAC,CAAC;AAC7C,CAAC;AAFD,kCAEC"}
@@ -1,4 +1,20 @@
1
+ "use strict";
1
2
  // Copyright (c) Microsoft Corporation.
2
3
  // Licensed under the MIT License.
3
- export * from './clamp';
4
+ var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
5
+ if (k2 === undefined) k2 = k;
6
+ var desc = Object.getOwnPropertyDescriptor(m, k);
7
+ if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
8
+ desc = { enumerable: true, get: function() { return m[k]; } };
9
+ }
10
+ Object.defineProperty(o, k2, desc);
11
+ }) : (function(o, m, k, k2) {
12
+ if (k2 === undefined) k2 = k;
13
+ o[k2] = m[k];
14
+ }));
15
+ var __exportStar = (this && this.__exportStar) || function(m, exports) {
16
+ for (var p in m) if (p !== "default" && !Object.prototype.hasOwnProperty.call(exports, p)) __createBinding(exports, m, p);
17
+ };
18
+ Object.defineProperty(exports, "__esModule", { value: true });
19
+ __exportStar(require("./clamp"), exports);
4
20
  //# sourceMappingURL=index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/general/index.ts"],"names":[],"mappings":"AAAA,uCAAuC;AACvC,kCAAkC;AAElC,cAAc,SAAS,CAAC"}
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+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/general/index.ts"],"names":[],"mappings":";AAAA,uCAAuC;AACvC,kCAAkC;;;;;;;;;;;;;;;;AAElC,0CAAwB"}
package/lib/index.js CHANGED
@@ -1,5 +1,21 @@
1
+ "use strict";
1
2
  // Copyright (c) Microsoft Corporation.
2
3
  // Licensed under the MIT License.
3
- export * from './vector3';
4
- export * from './general';
4
+ var __createBinding = (this && this.__createBinding) || (Object.create ? (function(o, m, k, k2) {
5
+ if (k2 === undefined) k2 = k;
6
+ var desc = Object.getOwnPropertyDescriptor(m, k);
7
+ if (!desc || ("get" in desc ? !m.__esModule : desc.writable || desc.configurable)) {
8
+ desc = { enumerable: true, get: function() { return m[k]; } };
9
+ }
10
+ Object.defineProperty(o, k2, desc);
11
+ }) : (function(o, m, k, k2) {
12
+ if (k2 === undefined) k2 = k;
13
+ o[k2] = m[k];
14
+ }));
15
+ var __exportStar = (this && this.__exportStar) || function(m, exports) {
16
+ for (var p in m) if (p !== "default" && !Object.prototype.hasOwnProperty.call(exports, p)) __createBinding(exports, m, p);
17
+ };
18
+ Object.defineProperty(exports, "__esModule", { value: true });
19
+ __exportStar(require("./vector3"), exports);
20
+ __exportStar(require("./general"), exports);
5
21
  //# sourceMappingURL=index.js.map
package/lib/index.js.map CHANGED
@@ -1 +1 @@
1
- {"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":"AAAA,uCAAuC;AACvC,kCAAkC;AAElC,cAAc,WAAW,CAAC;AAC1B,cAAc,WAAW,CAAC"}
1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../src/index.ts"],"names":[],"mappings":";AAAA,uCAAuC;AACvC,kCAAkC;;;;;;;;;;;;;;;;AAElC,4CAA0B;AAC1B,4CAA0B"}
package/lib/index.test.js CHANGED
@@ -1,9 +1,11 @@
1
+ "use strict";
1
2
  // Copyright (c) Microsoft Corporation.
2
3
  // Licensed under the MIT License.
3
- import { describe, expect, it } from 'vitest';
4
- describe('Test', () => {
5
- it('should pass', () => {
6
- expect(true).toBe(true);
4
+ Object.defineProperty(exports, "__esModule", { value: true });
5
+ const vitest_1 = require("vitest");
6
+ (0, vitest_1.describe)('Test', () => {
7
+ (0, vitest_1.it)('should pass', () => {
8
+ (0, vitest_1.expect)(true).toBe(true);
7
9
  });
8
10
  });
9
11
  //# sourceMappingURL=index.test.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"index.test.js","sourceRoot":"","sources":["../src/index.test.ts"],"names":[],"mappings":"AAAA,uCAAuC;AACvC,kCAAkC;AAElC,OAAO,EAAE,QAAQ,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM,QAAQ,CAAC;AAE9C,QAAQ,CAAC,MAAM,EAAE,GAAG,EAAE;IAClB,EAAE,CAAC,aAAa,EAAE,GAAG,EAAE;QACnB,MAAM,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IAC5B,CAAC,CAAC,CAAC;AACP,CAAC,CAAC,CAAC"}
1
+ {"version":3,"file":"index.test.js","sourceRoot":"","sources":["../src/index.test.ts"],"names":[],"mappings":";AAAA,uCAAuC;AACvC,kCAAkC;;AAElC,mCAA8C;AAE9C,IAAA,iBAAQ,EAAC,MAAM,EAAE,GAAG,EAAE;IAClB,IAAA,WAAE,EAAC,aAAa,EAAE,GAAG,EAAE;QACnB,IAAA,eAAM,EAAC,IAAI,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IAC5B,CAAC,CAAC,CAAC;AACP,CAAC,CAAC,CAAC"}
@@ -1,12 +1,15 @@
1
+ "use strict";
1
2
  // Copyright (c) Microsoft Corporation.
2
3
  // Licensed under the MIT License.
3
- import { clampNumber } from '../general/clamp';
4
+ Object.defineProperty(exports, "__esModule", { value: true });
5
+ exports.VECTOR3_SOUTH = exports.VECTOR3_NORTH = exports.VECTOR3_EAST = exports.VECTOR3_WEST = exports.VECTOR3_ZERO = exports.VECTOR3_ONE = exports.VECTOR3_BACK = exports.VECTOR3_FORWARD = exports.VECTOR3_RIGHT = exports.VECTOR3_LEFT = exports.VECTOR3_DOWN = exports.VECTOR3_UP = exports.Vector2Utils = exports.Vector3Utils = void 0;
6
+ const clamp_1 = require("../general/clamp");
4
7
  /**
5
8
  * Utilities operating on Vector3 objects. All methods are static and do not modify the input objects.
6
9
  *
7
10
  * @public
8
11
  */
9
- export class Vector3Utils {
12
+ class Vector3Utils {
10
13
  /**
11
14
  * equals
12
15
  *
@@ -108,9 +111,9 @@ export class Vector3Utils {
108
111
  */
109
112
  static clamp(v, limits) {
110
113
  return {
111
- x: clampNumber(v.x, limits?.min?.x ?? Number.MIN_SAFE_INTEGER, limits?.max?.x ?? Number.MAX_SAFE_INTEGER),
112
- y: clampNumber(v.y, limits?.min?.y ?? Number.MIN_SAFE_INTEGER, limits?.max?.y ?? Number.MAX_SAFE_INTEGER),
113
- z: clampNumber(v.z, limits?.min?.z ?? Number.MIN_SAFE_INTEGER, limits?.max?.z ?? Number.MAX_SAFE_INTEGER),
114
+ x: (0, clamp_1.clampNumber)(v.x, limits?.min?.x ?? Number.MIN_SAFE_INTEGER, limits?.max?.x ?? Number.MAX_SAFE_INTEGER),
115
+ y: (0, clamp_1.clampNumber)(v.y, limits?.min?.y ?? Number.MIN_SAFE_INTEGER, limits?.max?.y ?? Number.MAX_SAFE_INTEGER),
116
+ z: (0, clamp_1.clampNumber)(v.z, limits?.min?.z ?? Number.MIN_SAFE_INTEGER, limits?.max?.z ?? Number.MAX_SAFE_INTEGER),
114
117
  };
115
118
  }
116
119
  /**
@@ -196,12 +199,13 @@ export class Vector3Utils {
196
199
  };
197
200
  }
198
201
  }
202
+ exports.Vector3Utils = Vector3Utils;
199
203
  /**
200
204
  * Utilities operating on Vector2 objects. All methods are static and do not modify the input objects.
201
205
  *
202
206
  * @public
203
207
  */
204
- export class Vector2Utils {
208
+ class Vector2Utils {
205
209
  /**
206
210
  * toString
207
211
  *
@@ -213,6 +217,7 @@ export class Vector2Utils {
213
217
  return str.join(options?.delimiter ?? ', ');
214
218
  }
215
219
  }
220
+ exports.Vector2Utils = Vector2Utils;
216
221
  /**
217
222
  * up
218
223
  *
@@ -220,7 +225,7 @@ export class Vector2Utils {
220
225
  *
221
226
  * @public
222
227
  */
223
- export const VECTOR3_UP = { x: 0, y: 1, z: 0 };
228
+ exports.VECTOR3_UP = { x: 0, y: 1, z: 0 };
224
229
  /**
225
230
  * down
226
231
  *
@@ -228,7 +233,7 @@ export const VECTOR3_UP = { x: 0, y: 1, z: 0 };
228
233
  *
229
234
  * @public
230
235
  */
231
- export const VECTOR3_DOWN = { x: 0, y: -1, z: 0 };
236
+ exports.VECTOR3_DOWN = { x: 0, y: -1, z: 0 };
232
237
  /**
233
238
  * left
234
239
  *
@@ -236,7 +241,7 @@ export const VECTOR3_DOWN = { x: 0, y: -1, z: 0 };
236
241
  *
237
242
  * @public
238
243
  */
239
- export const VECTOR3_LEFT = { x: -1, y: 0, z: 0 };
244
+ exports.VECTOR3_LEFT = { x: -1, y: 0, z: 0 };
240
245
  /**
241
246
  * right
242
247
  *
@@ -244,7 +249,7 @@ export const VECTOR3_LEFT = { x: -1, y: 0, z: 0 };
244
249
  *
245
250
  * @public
246
251
  */
247
- export const VECTOR3_RIGHT = { x: 1, y: 0, z: 0 };
252
+ exports.VECTOR3_RIGHT = { x: 1, y: 0, z: 0 };
248
253
  /**
249
254
  * forward
250
255
  *
@@ -252,7 +257,7 @@ export const VECTOR3_RIGHT = { x: 1, y: 0, z: 0 };
252
257
  *
253
258
  * @public
254
259
  */
255
- export const VECTOR3_FORWARD = { x: 0, y: 0, z: 1 };
260
+ exports.VECTOR3_FORWARD = { x: 0, y: 0, z: 1 };
256
261
  /**
257
262
  * back
258
263
  *
@@ -260,7 +265,7 @@ export const VECTOR3_FORWARD = { x: 0, y: 0, z: 1 };
260
265
  *
261
266
  * @public
262
267
  */
263
- export const VECTOR3_BACK = { x: 0, y: 0, z: -1 };
268
+ exports.VECTOR3_BACK = { x: 0, y: 0, z: -1 };
264
269
  /**
265
270
  * one
266
271
  *
@@ -268,7 +273,7 @@ export const VECTOR3_BACK = { x: 0, y: 0, z: -1 };
268
273
  *
269
274
  * @public
270
275
  */
271
- export const VECTOR3_ONE = { x: 1, y: 1, z: 1 };
276
+ exports.VECTOR3_ONE = { x: 1, y: 1, z: 1 };
272
277
  /**
273
278
  * zero
274
279
  *
@@ -276,7 +281,7 @@ export const VECTOR3_ONE = { x: 1, y: 1, z: 1 };
276
281
  *
277
282
  * @public
278
283
  */
279
- export const VECTOR3_ZERO = { x: 0, y: 0, z: 0 };
284
+ exports.VECTOR3_ZERO = { x: 0, y: 0, z: 0 };
280
285
  /**
281
286
  * west
282
287
  *
@@ -285,7 +290,7 @@ export const VECTOR3_ZERO = { x: 0, y: 0, z: 0 };
285
290
  *
286
291
  * @public
287
292
  */
288
- export const VECTOR3_WEST = { x: -1, y: 0, z: 0 };
293
+ exports.VECTOR3_WEST = { x: -1, y: 0, z: 0 };
289
294
  /**
290
295
  * east
291
296
  *
@@ -294,7 +299,7 @@ export const VECTOR3_WEST = { x: -1, y: 0, z: 0 };
294
299
  *
295
300
  * @public
296
301
  */
297
- export const VECTOR3_EAST = { x: 1, y: 0, z: 0 };
302
+ exports.VECTOR3_EAST = { x: 1, y: 0, z: 0 };
298
303
  /**
299
304
  * north
300
305
  *
@@ -303,7 +308,7 @@ export const VECTOR3_EAST = { x: 1, y: 0, z: 0 };
303
308
  *
304
309
  * @public
305
310
  */
306
- export const VECTOR3_NORTH = { x: 0, y: 0, z: 1 };
311
+ exports.VECTOR3_NORTH = { x: 0, y: 0, z: 1 };
307
312
  /**
308
313
  * south
309
314
  *
@@ -312,5 +317,5 @@ export const VECTOR3_NORTH = { x: 0, y: 0, z: 1 };
312
317
  *
313
318
  * @public
314
319
  */
315
- export const VECTOR3_SOUTH = { x: 0, y: 0, z: -1 };
320
+ exports.VECTOR3_SOUTH = { x: 0, y: 0, z: -1 };
316
321
  //# sourceMappingURL=coreHelpers.js.map
@@ -1 +1 @@
1
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