@minecraft/math 2.0.1 → 2.1.0

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@@ -1,139 +1,145 @@
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- ## API Report File for "@minecraft/math"
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-
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- > Do not edit this file. It is a report generated by [API Extractor](https://api-extractor.com/).
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-
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- ```ts
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-
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- import type { Vector2 } from '@minecraft/server';
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- import type { Vector3 } from '@minecraft/server';
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-
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- // @public
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- export function clampNumber(val: number, min: number, max: number): number;
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-
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- // @public
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- export class Vector2Builder implements Vector2 {
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- constructor(vec: Vector2, arg?: never);
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- constructor(x: number, y: number);
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- // (undocumented)
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- toString(options?: {
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- decimals?: number;
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- delimiter?: string;
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- }): string;
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- // (undocumented)
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- x: number;
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- // (undocumented)
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- y: number;
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- }
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-
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- // @public
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- export class Vector2Utils {
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- static toString(v: Vector2, options?: {
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- decimals?: number;
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- delimiter?: string;
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- }): string;
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- }
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-
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- // @public
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- export const VECTOR3_BACK: Vector3;
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-
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- // @public
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- export const VECTOR3_DOWN: Vector3;
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-
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- // @public
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- export const VECTOR3_EAST: Vector3;
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-
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- // @public
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- export const VECTOR3_FORWARD: Vector3;
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-
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- // @public
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- export const VECTOR3_LEFT: Vector3;
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-
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- // @public
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- export const VECTOR3_NORTH: Vector3;
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-
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- // @public
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- export const VECTOR3_ONE: Vector3;
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-
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- // @public
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- export const VECTOR3_RIGHT: Vector3;
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-
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- // @public
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- export const VECTOR3_SOUTH: Vector3;
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-
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- // @public
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- export const VECTOR3_UP: Vector3;
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-
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- // @public
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- export const VECTOR3_WEST: Vector3;
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-
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- // @public
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- export const VECTOR3_ZERO: Vector3;
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-
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- // @public
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- export class Vector3Builder implements Vector3 {
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- constructor(vec: Vector3, arg?: never, arg2?: never);
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- constructor(x: number, y: number, z: number);
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- add(v: Vector3): this;
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- assign(vec: Vector3): this;
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- clamp(limits: {
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- min?: Partial<Vector3>;
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- max?: Partial<Vector3>;
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- }): this;
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- cross(vec: Vector3): this;
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- distance(vec: Vector3): number;
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- dot(vec: Vector3): number;
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- equals(v: Vector3): boolean;
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- floor(): this;
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- lerp(vec: Vector3, t: number): this;
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- magnitude(): number;
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- multiply(vec: Vector3): this;
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- normalize(): this;
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- rotateX(a: number): this;
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- rotateY(a: number): this;
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- rotateZ(a: number): this;
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- scale(val: number): this;
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- slerp(vec: Vector3, t: number): this;
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- subtract(v: Vector3): this;
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- toString(options?: {
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- decimals?: number;
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- delimiter?: string;
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- }): string;
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- // (undocumented)
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- x: number;
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- // (undocumented)
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- y: number;
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- // (undocumented)
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- z: number;
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- }
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-
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- // @public
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- export class Vector3Utils {
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- static add(v1: Vector3, v2: Vector3): Vector3;
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- static clamp(v: Vector3, limits?: {
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- min?: Partial<Vector3>;
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- max?: Partial<Vector3>;
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- }): Vector3;
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- static cross(a: Vector3, b: Vector3): Vector3;
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- static distance(a: Vector3, b: Vector3): number;
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- static dot(a: Vector3, b: Vector3): number;
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- static equals(v1: Vector3, v2: Vector3): boolean;
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- static floor(v: Vector3): Vector3;
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- static lerp(a: Vector3, b: Vector3, t: number): Vector3;
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- static magnitude(v: Vector3): number;
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- static multiply(a: Vector3, b: Vector3): Vector3;
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- static normalize(v: Vector3): Vector3;
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- static rotateX(v: Vector3, a: number): Vector3;
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- static rotateY(v: Vector3, a: number): Vector3;
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- static rotateZ(v: Vector3, a: number): Vector3;
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- static scale(v1: Vector3, scale: number): Vector3;
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- static slerp(a: Vector3, b: Vector3, t: number): Vector3;
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- static subtract(v1: Vector3, v2: Vector3): Vector3;
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- static toString(v: Vector3, options?: {
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- decimals?: number;
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- delimiter?: string;
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- }): string;
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- }
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-
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- // (No @packageDocumentation comment for this package)
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-
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- ```
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+ ## API Report File for "@minecraft/math"
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+
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+ > Do not edit this file. It is a report generated by [API Extractor](https://api-extractor.com/).
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+
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+ ```ts
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+
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+ import type { Vector2 } from '@minecraft/server';
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+ import type { Vector3 } from '@minecraft/server';
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+
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+ // @public
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+ export function clampNumber(val: number, min: number, max: number): number;
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+
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+ // @public
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+ export class Vector2Builder implements Vector2 {
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+ constructor(vec: Vector2, arg?: never);
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+ constructor(x: number, y: number);
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+ // (undocumented)
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+ toString(options?: {
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+ decimals?: number;
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+ delimiter?: string;
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+ }): string;
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+ // (undocumented)
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+ x: number;
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+ // (undocumented)
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+ y: number;
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+ }
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+
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+ // @public
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+ export class Vector2Utils {
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+ static toString(v: Vector2, options?: {
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+ decimals?: number;
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+ delimiter?: string;
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+ }): string;
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+ }
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+
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+ // @public
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+ export const VECTOR3_BACK: Vector3;
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+
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+ // @public
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+ export const VECTOR3_DOWN: Vector3;
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+
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+ // @public
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+ export const VECTOR3_EAST: Vector3;
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+
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+ // @public
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+ export const VECTOR3_FORWARD: Vector3;
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+
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+ // @public
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+ export const VECTOR3_HALF: Vector3;
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+
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+ // @public
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+ export const VECTOR3_LEFT: Vector3;
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+
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+ // @public
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+ export const VECTOR3_NEGATIVE_ONE: Vector3;
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+
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+ // @public
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+ export const VECTOR3_NORTH: Vector3;
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+
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+ // @public
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+ export const VECTOR3_ONE: Vector3;
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+
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+ // @public
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+ export const VECTOR3_RIGHT: Vector3;
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+
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+ // @public
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+ export const VECTOR3_SOUTH: Vector3;
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+
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+ // @public
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+ export const VECTOR3_UP: Vector3;
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+
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+ // @public
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+ export const VECTOR3_WEST: Vector3;
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+
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+ // @public
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+ export const VECTOR3_ZERO: Vector3;
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+
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+ // @public
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+ export class Vector3Builder implements Vector3 {
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+ constructor(vec: Vector3, arg?: never, arg2?: never);
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+ constructor(x: number, y: number, z: number);
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+ add(v: Vector3): this;
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+ assign(vec: Vector3): this;
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+ clamp(limits: {
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+ min?: Partial<Vector3>;
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+ max?: Partial<Vector3>;
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+ }): this;
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+ cross(vec: Vector3): this;
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+ distance(vec: Vector3): number;
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+ dot(vec: Vector3): number;
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+ equals(v: Vector3): boolean;
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+ floor(): this;
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+ lerp(vec: Vector3, t: number): this;
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+ magnitude(): number;
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+ multiply(vec: Vector3): this;
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+ normalize(): this;
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+ rotateX(a: number): this;
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+ rotateY(a: number): this;
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+ rotateZ(a: number): this;
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+ scale(val: number): this;
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+ slerp(vec: Vector3, t: number): this;
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+ subtract(v: Vector3): this;
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+ toString(options?: {
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+ decimals?: number;
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+ delimiter?: string;
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+ }): string;
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+ // (undocumented)
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+ x: number;
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+ // (undocumented)
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+ y: number;
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+ // (undocumented)
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+ z: number;
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+ }
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+
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+ // @public
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+ export class Vector3Utils {
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+ static add(v1: Vector3, v2: Vector3): Vector3;
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+ static clamp(v: Vector3, limits?: {
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+ min?: Partial<Vector3>;
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+ max?: Partial<Vector3>;
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+ }): Vector3;
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+ static cross(a: Vector3, b: Vector3): Vector3;
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+ static distance(a: Vector3, b: Vector3): number;
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+ static dot(a: Vector3, b: Vector3): number;
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+ static equals(v1: Vector3, v2: Vector3): boolean;
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+ static floor(v: Vector3): Vector3;
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+ static lerp(a: Vector3, b: Vector3, t: number): Vector3;
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+ static magnitude(v: Vector3): number;
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+ static multiply(a: Vector3, b: Vector3): Vector3;
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+ static normalize(v: Vector3): Vector3;
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+ static rotateX(v: Vector3, a: number): Vector3;
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+ static rotateY(v: Vector3, a: number): Vector3;
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+ static rotateZ(v: Vector3, a: number): Vector3;
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+ static scale(v1: Vector3, scale: number): Vector3;
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+ static slerp(a: Vector3, b: Vector3, t: number): Vector3;
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+ static subtract(v1: Vector3, v2: Vector3): Vector3;
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+ static toString(v: Vector3, options?: {
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+ decimals?: number;
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+ delimiter?: string;
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+ }): string;
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+ }
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+
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+ // (No @packageDocumentation comment for this package)
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+
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+ ```
@@ -77,6 +77,15 @@ export declare const VECTOR3_EAST: Vector3;
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  */
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  export declare const VECTOR3_FORWARD: Vector3;
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+ /**
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+ * half
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+ *
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+ * A unit vector representing the value of 0.5 in all directions (0.5,0.5,0.5)
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+ *
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+ * @public
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+ */
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+ export declare const VECTOR3_HALF: Vector3;
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+
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  /**
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  * left
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  *
@@ -86,6 +95,15 @@ export declare const VECTOR3_FORWARD: Vector3;
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  */
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  export declare const VECTOR3_LEFT: Vector3;
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+ /**
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+ * negative
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+ *
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+ * A unit vector representing the value of -1 in all directions (-1,-1,-1)
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+ *
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+ * @public
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+ */
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+ export declare const VECTOR3_NEGATIVE_ONE: Vector3;
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+
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  /**
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  * north
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  *
@@ -218,6 +218,8 @@ var VECTOR3_WEST = { x: -1, y: 0, z: 0 };
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  var VECTOR3_EAST = { x: 1, y: 0, z: 0 };
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  var VECTOR3_NORTH = { x: 0, y: 0, z: 1 };
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  var VECTOR3_SOUTH = { x: 0, y: 0, z: -1 };
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+ var VECTOR3_HALF = { x: 0.5, y: 0.5, z: 0.5 };
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+ var VECTOR3_NEGATIVE_ONE = { x: -1, y: -1, z: -1 };
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  // lib/vector3/vectorWrapper.js
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  var Vector3Builder = class {
@@ -413,7 +415,9 @@ export {
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  VECTOR3_DOWN,
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  VECTOR3_EAST,
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  VECTOR3_FORWARD,
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+ VECTOR3_HALF,
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  VECTOR3_LEFT,
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+ VECTOR3_NEGATIVE_ONE,
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  VECTOR3_NORTH,
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  VECTOR3_ONE,
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  VECTOR3_RIGHT,
@@ -1,7 +1,7 @@
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  {
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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.js';\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.js';\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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+ "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.js';\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/**\n * half\n *\n * A unit vector representing the value of 0.5 in all directions (0.5,0.5,0.5)\n *\n * @public\n */\nexport const VECTOR3_HALF: Vector3 = { x: 0.5, y: 0.5, z: 0.5 };\n/**\n * negative\n *\n * A unit vector representing the value of -1 in all directions (-1,-1,-1)\n *\n * @public\n */\nexport const VECTOR3_NEGATIVE_ONE: Vector3 = { x: -1, y: -1, 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.js';\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
  }
@@ -77,6 +77,15 @@ export declare const VECTOR3_EAST: Vector3;
77
77
  */
78
78
  export declare const VECTOR3_FORWARD: Vector3;
79
79
 
80
+ /**
81
+ * half
82
+ *
83
+ * A unit vector representing the value of 0.5 in all directions (0.5,0.5,0.5)
84
+ *
85
+ * @public
86
+ */
87
+ export declare const VECTOR3_HALF: Vector3;
88
+
80
89
  /**
81
90
  * left
82
91
  *
@@ -86,6 +95,15 @@ export declare const VECTOR3_FORWARD: Vector3;
86
95
  */
87
96
  export declare const VECTOR3_LEFT: Vector3;
88
97
 
98
+ /**
99
+ * negative
100
+ *
101
+ * A unit vector representing the value of -1 in all directions (-1,-1,-1)
102
+ *
103
+ * @public
104
+ */
105
+ export declare const VECTOR3_NEGATIVE_ONE: Vector3;
106
+
89
107
  /**
90
108
  * north
91
109
  *
@@ -77,6 +77,15 @@ export declare const VECTOR3_EAST: Vector3;
77
77
  */
78
78
  export declare const VECTOR3_FORWARD: Vector3;
79
79
 
80
+ /**
81
+ * half
82
+ *
83
+ * A unit vector representing the value of 0.5 in all directions (0.5,0.5,0.5)
84
+ *
85
+ * @public
86
+ */
87
+ export declare const VECTOR3_HALF: Vector3;
88
+
80
89
  /**
81
90
  * left
82
91
  *
@@ -86,6 +95,15 @@ export declare const VECTOR3_FORWARD: Vector3;
86
95
  */
87
96
  export declare const VECTOR3_LEFT: Vector3;
88
97
 
98
+ /**
99
+ * negative
100
+ *
101
+ * A unit vector representing the value of -1 in all directions (-1,-1,-1)
102
+ *
103
+ * @public
104
+ */
105
+ export declare const VECTOR3_NEGATIVE_ONE: Vector3;
106
+
89
107
  /**
90
108
  * north
91
109
  *
@@ -77,6 +77,15 @@ export declare const VECTOR3_EAST: Vector3;
77
77
  */
78
78
  export declare const VECTOR3_FORWARD: Vector3;
79
79
 
80
+ /**
81
+ * half
82
+ *
83
+ * A unit vector representing the value of 0.5 in all directions (0.5,0.5,0.5)
84
+ *
85
+ * @public
86
+ */
87
+ export declare const VECTOR3_HALF: Vector3;
88
+
80
89
  /**
81
90
  * left
82
91
  *
@@ -86,6 +95,15 @@ export declare const VECTOR3_FORWARD: Vector3;
86
95
  */
87
96
  export declare const VECTOR3_LEFT: Vector3;
88
97
 
98
+ /**
99
+ * negative
100
+ *
101
+ * A unit vector representing the value of -1 in all directions (-1,-1,-1)
102
+ *
103
+ * @public
104
+ */
105
+ export declare const VECTOR3_NEGATIVE_ONE: Vector3;
106
+
89
107
  /**
90
108
  * north
91
109
  *
@@ -313,4 +313,20 @@ export const VECTOR3_NORTH = { x: 0, y: 0, z: 1 };
313
313
  * @public
314
314
  */
315
315
  export const VECTOR3_SOUTH = { x: 0, y: 0, z: -1 };
316
+ /**
317
+ * half
318
+ *
319
+ * A unit vector representing the value of 0.5 in all directions (0.5,0.5,0.5)
320
+ *
321
+ * @public
322
+ */
323
+ export const VECTOR3_HALF = { x: 0.5, y: 0.5, z: 0.5 };
324
+ /**
325
+ * negative
326
+ *
327
+ * A unit vector representing the value of -1 in all directions (-1,-1,-1)
328
+ *
329
+ * @public
330
+ */
331
+ export const VECTOR3_NEGATIVE_ONE = { x: -1, y: -1, z: -1 };
316
332
  //# sourceMappingURL=coreHelpers.js.map
@@ -1 +1 @@
1
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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@minecraft/math",
3
- "version": "2.0.1",
3
+ "version": "2.1.0",
4
4
  "author": "Raphael Landaverde (rlanda@microsoft.com)",
5
5
  "contributors": [
6
6
  {