@mlightcad/geometry-engine 1.0.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (149) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +13 -0
  3. package/dist/geometry-engine.js +10186 -0
  4. package/dist/geometry-engine.umd.cjs +4 -0
  5. package/lib/geometry/AcGeArea2d.d.ts +61 -0
  6. package/lib/geometry/AcGeArea2d.d.ts.map +1 -0
  7. package/lib/geometry/AcGeArea2d.js +174 -0
  8. package/lib/geometry/AcGeArea2d.js.map +1 -0
  9. package/lib/geometry/AcGeCircArc2d.d.ts +108 -0
  10. package/lib/geometry/AcGeCircArc2d.d.ts.map +1 -0
  11. package/lib/geometry/AcGeCircArc2d.js +412 -0
  12. package/lib/geometry/AcGeCircArc2d.js.map +1 -0
  13. package/lib/geometry/AcGeCircArc3d.d.ts +138 -0
  14. package/lib/geometry/AcGeCircArc3d.d.ts.map +1 -0
  15. package/lib/geometry/AcGeCircArc3d.js +447 -0
  16. package/lib/geometry/AcGeCircArc3d.js.map +1 -0
  17. package/lib/geometry/AcGeCurve2d.d.ts +85 -0
  18. package/lib/geometry/AcGeCurve2d.d.ts.map +1 -0
  19. package/lib/geometry/AcGeCurve2d.js +213 -0
  20. package/lib/geometry/AcGeCurve2d.js.map +1 -0
  21. package/lib/geometry/AcGeCurve3d.d.ts +27 -0
  22. package/lib/geometry/AcGeCurve3d.d.ts.map +1 -0
  23. package/lib/geometry/AcGeCurve3d.js +29 -0
  24. package/lib/geometry/AcGeCurve3d.js.map +1 -0
  25. package/lib/geometry/AcGeEllipseArc2d.d.ts +105 -0
  26. package/lib/geometry/AcGeEllipseArc2d.d.ts.map +1 -0
  27. package/lib/geometry/AcGeEllipseArc2d.js +292 -0
  28. package/lib/geometry/AcGeEllipseArc2d.js.map +1 -0
  29. package/lib/geometry/AcGeEllipseArc3d.d.ts +141 -0
  30. package/lib/geometry/AcGeEllipseArc3d.d.ts.map +1 -0
  31. package/lib/geometry/AcGeEllipseArc3d.js +442 -0
  32. package/lib/geometry/AcGeEllipseArc3d.js.map +1 -0
  33. package/lib/geometry/AcGeLine2d.d.ts +56 -0
  34. package/lib/geometry/AcGeLine2d.d.ts.map +1 -0
  35. package/lib/geometry/AcGeLine2d.js +125 -0
  36. package/lib/geometry/AcGeLine2d.js.map +1 -0
  37. package/lib/geometry/AcGeLine3d.d.ts +134 -0
  38. package/lib/geometry/AcGeLine3d.d.ts.map +1 -0
  39. package/lib/geometry/AcGeLine3d.js +291 -0
  40. package/lib/geometry/AcGeLine3d.js.map +1 -0
  41. package/lib/geometry/AcGeLoop2d.d.ts +59 -0
  42. package/lib/geometry/AcGeLoop2d.d.ts.map +1 -0
  43. package/lib/geometry/AcGeLoop2d.js +141 -0
  44. package/lib/geometry/AcGeLoop2d.js.map +1 -0
  45. package/lib/geometry/AcGePolyline2d.d.ts +90 -0
  46. package/lib/geometry/AcGePolyline2d.d.ts.map +1 -0
  47. package/lib/geometry/AcGePolyline2d.js +224 -0
  48. package/lib/geometry/AcGePolyline2d.js.map +1 -0
  49. package/lib/geometry/AcGeShape.d.ts +12 -0
  50. package/lib/geometry/AcGeShape.d.ts.map +1 -0
  51. package/lib/geometry/AcGeShape.js +22 -0
  52. package/lib/geometry/AcGeShape.js.map +1 -0
  53. package/lib/geometry/AcGeShape2d.d.ts +31 -0
  54. package/lib/geometry/AcGeShape2d.d.ts.map +1 -0
  55. package/lib/geometry/AcGeShape2d.js +51 -0
  56. package/lib/geometry/AcGeShape2d.js.map +1 -0
  57. package/lib/geometry/AcGeShape3d.d.ts +33 -0
  58. package/lib/geometry/AcGeShape3d.d.ts.map +1 -0
  59. package/lib/geometry/AcGeShape3d.js +52 -0
  60. package/lib/geometry/AcGeShape3d.js.map +1 -0
  61. package/lib/geometry/AcGeSpline3d.d.ts +77 -0
  62. package/lib/geometry/AcGeSpline3d.d.ts.map +1 -0
  63. package/lib/geometry/AcGeSpline3d.js +221 -0
  64. package/lib/geometry/AcGeSpline3d.js.map +1 -0
  65. package/lib/geometry/index.d.ts +13 -0
  66. package/lib/geometry/index.d.ts.map +1 -0
  67. package/lib/geometry/index.js +13 -0
  68. package/lib/geometry/index.js.map +1 -0
  69. package/lib/index.d.ts +4 -0
  70. package/lib/index.d.ts.map +1 -0
  71. package/lib/index.js +4 -0
  72. package/lib/index.js.map +1 -0
  73. package/lib/math/AcGeBox2d.d.ts +173 -0
  74. package/lib/math/AcGeBox2d.d.ts.map +1 -0
  75. package/lib/math/AcGeBox2d.js +289 -0
  76. package/lib/math/AcGeBox2d.js.map +1 -0
  77. package/lib/math/AcGeBox3d.d.ts +195 -0
  78. package/lib/math/AcGeBox3d.d.ts.map +1 -0
  79. package/lib/math/AcGeBox3d.js +378 -0
  80. package/lib/math/AcGeBox3d.js.map +1 -0
  81. package/lib/math/AcGeEuler.d.ts +133 -0
  82. package/lib/math/AcGeEuler.d.ts.map +1 -0
  83. package/lib/math/AcGeEuler.js +358 -0
  84. package/lib/math/AcGeEuler.js.map +1 -0
  85. package/lib/math/AcGeMatrix2d.d.ts +203 -0
  86. package/lib/math/AcGeMatrix2d.d.ts.map +1 -0
  87. package/lib/math/AcGeMatrix2d.js +393 -0
  88. package/lib/math/AcGeMatrix2d.js.map +1 -0
  89. package/lib/math/AcGeMatrix3d.d.ts +279 -0
  90. package/lib/math/AcGeMatrix3d.d.ts.map +1 -0
  91. package/lib/math/AcGeMatrix3d.js +1037 -0
  92. package/lib/math/AcGeMatrix3d.js.map +1 -0
  93. package/lib/math/AcGePlane.d.ts +131 -0
  94. package/lib/math/AcGePlane.d.ts.map +1 -0
  95. package/lib/math/AcGePlane.js +218 -0
  96. package/lib/math/AcGePlane.js.map +1 -0
  97. package/lib/math/AcGePoint.d.ts +4 -0
  98. package/lib/math/AcGePoint.d.ts.map +1 -0
  99. package/lib/math/AcGePoint.js +2 -0
  100. package/lib/math/AcGePoint.js.map +1 -0
  101. package/lib/math/AcGePoint2d.d.ts +17 -0
  102. package/lib/math/AcGePoint2d.d.ts.map +1 -0
  103. package/lib/math/AcGePoint2d.js +40 -0
  104. package/lib/math/AcGePoint2d.js.map +1 -0
  105. package/lib/math/AcGePoint3d.d.ts +18 -0
  106. package/lib/math/AcGePoint3d.d.ts.map +1 -0
  107. package/lib/math/AcGePoint3d.js +43 -0
  108. package/lib/math/AcGePoint3d.js.map +1 -0
  109. package/lib/math/AcGeQuaternion.d.ts +230 -0
  110. package/lib/math/AcGeQuaternion.d.ts.map +1 -0
  111. package/lib/math/AcGeQuaternion.js +666 -0
  112. package/lib/math/AcGeQuaternion.js.map +1 -0
  113. package/lib/math/AcGeVector.d.ts +9 -0
  114. package/lib/math/AcGeVector.d.ts.map +1 -0
  115. package/lib/math/AcGeVector.js +2 -0
  116. package/lib/math/AcGeVector.js.map +1 -0
  117. package/lib/math/AcGeVector2d.d.ts +361 -0
  118. package/lib/math/AcGeVector2d.d.ts.map +1 -0
  119. package/lib/math/AcGeVector2d.js +622 -0
  120. package/lib/math/AcGeVector2d.js.map +1 -0
  121. package/lib/math/AcGeVector3d.d.ts +493 -0
  122. package/lib/math/AcGeVector3d.d.ts.map +1 -0
  123. package/lib/math/AcGeVector3d.js +868 -0
  124. package/lib/math/AcGeVector3d.js.map +1 -0
  125. package/lib/math/index.d.ts +14 -0
  126. package/lib/math/index.d.ts.map +1 -0
  127. package/lib/math/index.js +14 -0
  128. package/lib/math/index.js.map +1 -0
  129. package/lib/util/AcGeConstants.d.ts +19 -0
  130. package/lib/util/AcGeConstants.d.ts.map +1 -0
  131. package/lib/util/AcGeConstants.js +25 -0
  132. package/lib/util/AcGeConstants.js.map +1 -0
  133. package/lib/util/AcGeGeometryUtil.d.ts +16 -0
  134. package/lib/util/AcGeGeometryUtil.d.ts.map +1 -0
  135. package/lib/util/AcGeGeometryUtil.js +56 -0
  136. package/lib/util/AcGeGeometryUtil.js.map +1 -0
  137. package/lib/util/AcGeMathUtil.d.ts +203 -0
  138. package/lib/util/AcGeMathUtil.d.ts.map +1 -0
  139. package/lib/util/AcGeMathUtil.js +585 -0
  140. package/lib/util/AcGeMathUtil.js.map +1 -0
  141. package/lib/util/AcGeTol.d.ts +91 -0
  142. package/lib/util/AcGeTol.d.ts.map +1 -0
  143. package/lib/util/AcGeTol.js +83 -0
  144. package/lib/util/AcGeTol.js.map +1 -0
  145. package/lib/util/index.d.ts +5 -0
  146. package/lib/util/index.d.ts.map +1 -0
  147. package/lib/util/index.js +5 -0
  148. package/lib/util/index.js.map +1 -0
  149. package/package.json +42 -0
@@ -0,0 +1,358 @@
1
+ var __generator = (this && this.__generator) || function (thisArg, body) {
2
+ var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
3
+ return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
4
+ function verb(n) { return function (v) { return step([n, v]); }; }
5
+ function step(op) {
6
+ if (f) throw new TypeError("Generator is already executing.");
7
+ while (g && (g = 0, op[0] && (_ = 0)), _) try {
8
+ if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
9
+ if (y = 0, t) op = [op[0] & 2, t.value];
10
+ switch (op[0]) {
11
+ case 0: case 1: t = op; break;
12
+ case 4: _.label++; return { value: op[1], done: false };
13
+ case 5: _.label++; y = op[1]; op = [0]; continue;
14
+ case 7: op = _.ops.pop(); _.trys.pop(); continue;
15
+ default:
16
+ if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
17
+ if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
18
+ if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
19
+ if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
20
+ if (t[2]) _.ops.pop();
21
+ _.trys.pop(); continue;
22
+ }
23
+ op = body.call(thisArg, _);
24
+ } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
25
+ if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
26
+ }
27
+ };
28
+ import { clamp } from '../util';
29
+ import { AcGeMatrix3d } from './AcGeMatrix3d';
30
+ import { AcGeQuaternion } from './AcGeQuaternion';
31
+ var _matrix = /*@__PURE__*/ new AcGeMatrix3d();
32
+ var _quaternion = /*@__PURE__*/ new AcGeQuaternion();
33
+ var AcGeEuler = /** @class */ (function () {
34
+ /**
35
+ * Create one instance of this class
36
+ * @param x (optional) the angle of the x axis in radians. Default is 0.
37
+ * @param y (optional) the angle of the y axis in radians. Default is 0.
38
+ * @param z (optional) the angle of the z axis in radians. Default is 0.
39
+ * @param order (optional) a string representing the order that the rotations are applied,
40
+ * defaults to 'XYZ' (must be upper case).
41
+ */
42
+ function AcGeEuler(x, y, z, order) {
43
+ if (x === void 0) { x = 0; }
44
+ if (y === void 0) { y = 0; }
45
+ if (z === void 0) { z = 0; }
46
+ if (order === void 0) { order = AcGeEuler.DEFAULT_ORDER; }
47
+ this._x = x;
48
+ this._y = y;
49
+ this._z = z;
50
+ this._order = order;
51
+ }
52
+ Object.defineProperty(AcGeEuler.prototype, "x", {
53
+ /**
54
+ * The current value of the x component.
55
+ */
56
+ get: function () {
57
+ return this._x;
58
+ },
59
+ set: function (value) {
60
+ this._x = value;
61
+ this._onChangeCallback();
62
+ },
63
+ enumerable: false,
64
+ configurable: true
65
+ });
66
+ Object.defineProperty(AcGeEuler.prototype, "y", {
67
+ /**
68
+ * The current value of the y component.
69
+ */
70
+ get: function () {
71
+ return this._y;
72
+ },
73
+ set: function (value) {
74
+ this._y = value;
75
+ this._onChangeCallback();
76
+ },
77
+ enumerable: false,
78
+ configurable: true
79
+ });
80
+ Object.defineProperty(AcGeEuler.prototype, "z", {
81
+ /**
82
+ * The current value of the z component.
83
+ */
84
+ get: function () {
85
+ return this._z;
86
+ },
87
+ set: function (value) {
88
+ this._z = value;
89
+ this._onChangeCallback();
90
+ },
91
+ enumerable: false,
92
+ configurable: true
93
+ });
94
+ Object.defineProperty(AcGeEuler.prototype, "order", {
95
+ /**
96
+ * The order in which to apply rotations. Default is 'XYZ', which means that the object will first be
97
+ * rotated around its X axis, then its Y axis and finally its Z axis. Other possibilities are: 'YZX',
98
+ * 'ZXY', 'XZY', 'YXZ' and 'ZYX'. These must be in upper case.
99
+ *
100
+ * It uses intrinsic Tait-Bryan angles. This means that rotations are performed with respect to the
101
+ * local coordinate system. That is, for order 'XYZ', the rotation is first around the local-X axis
102
+ * (which is the same as the world-X axis), then around local-Y (which may now be different from the
103
+ * world Y-axis), then local-Z (which may be different from the world Z-axis).
104
+ */
105
+ get: function () {
106
+ return this._order;
107
+ },
108
+ set: function (value) {
109
+ this._order = value;
110
+ this._onChangeCallback();
111
+ },
112
+ enumerable: false,
113
+ configurable: true
114
+ });
115
+ /**
116
+ * Set the angles of this euler transform and optionally the order.
117
+ * @param x (optional) the angle of the x axis in radians. Default is 0.
118
+ * @param y (optional) the angle of the y axis in radians. Default is 0.
119
+ * @param z (optional) the angle of the z axis in radians. Default is 0.
120
+ * @param order (optional) a string representing the order that the rotations are applied,
121
+ * defaults to 'XYZ' (must be upper case).
122
+ * @returns Return this euler
123
+ */
124
+ AcGeEuler.prototype.set = function (x, y, z, order) {
125
+ if (order === void 0) { order = this._order; }
126
+ this._x = x;
127
+ this._y = y;
128
+ this._z = z;
129
+ this._order = order;
130
+ this._onChangeCallback();
131
+ return this;
132
+ };
133
+ /**
134
+ * Return a new Euler with the same parameters as this one.
135
+ * @returns Return a new Euler with the same parameters as this one.
136
+ */
137
+ AcGeEuler.prototype.clone = function () {
138
+ return new AcGeEuler(this._x, this._y, this._z, this._order);
139
+ };
140
+ /**
141
+ * Copy value of euler to this euler.
142
+ * @param euler Input the eurler copied from
143
+ * @returns Return this euler
144
+ */
145
+ AcGeEuler.prototype.copy = function (euler) {
146
+ this._x = euler._x;
147
+ this._y = euler._y;
148
+ this._z = euler._z;
149
+ this._order = euler._order;
150
+ this._onChangeCallback();
151
+ return this;
152
+ };
153
+ /**
154
+ * Set this euler by exatracting rotation information from the specified matrix.
155
+ * @param m Input a Matrix4 of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
156
+ * @param order (optional) a string representing the order that the rotations are applied. Sets the
157
+ * angles of this euler transform from a pure rotation matrix based on the orientation specified by
158
+ * order.
159
+ * @param update Input one flag to indicate whether to trigger change callback function
160
+ * @returns Return this euler
161
+ */
162
+ AcGeEuler.prototype.setFromRotationMatrix = function (m, order, update) {
163
+ if (order === void 0) { order = this._order; }
164
+ if (update === void 0) { update = true; }
165
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
166
+ var te = m.elements;
167
+ var m11 = te[0], m12 = te[4], m13 = te[8];
168
+ var m21 = te[1], m22 = te[5], m23 = te[9];
169
+ var m31 = te[2], m32 = te[6], m33 = te[10];
170
+ switch (order) {
171
+ case 'XYZ':
172
+ this._y = Math.asin(clamp(m13, -1, 1));
173
+ if (Math.abs(m13) < 0.9999999) {
174
+ this._x = Math.atan2(-m23, m33);
175
+ this._z = Math.atan2(-m12, m11);
176
+ }
177
+ else {
178
+ this._x = Math.atan2(m32, m22);
179
+ this._z = 0;
180
+ }
181
+ break;
182
+ case 'YXZ':
183
+ this._x = Math.asin(-clamp(m23, -1, 1));
184
+ if (Math.abs(m23) < 0.9999999) {
185
+ this._y = Math.atan2(m13, m33);
186
+ this._z = Math.atan2(m21, m22);
187
+ }
188
+ else {
189
+ this._y = Math.atan2(-m31, m11);
190
+ this._z = 0;
191
+ }
192
+ break;
193
+ case 'ZXY':
194
+ this._x = Math.asin(clamp(m32, -1, 1));
195
+ if (Math.abs(m32) < 0.9999999) {
196
+ this._y = Math.atan2(-m31, m33);
197
+ this._z = Math.atan2(-m12, m22);
198
+ }
199
+ else {
200
+ this._y = 0;
201
+ this._z = Math.atan2(m21, m11);
202
+ }
203
+ break;
204
+ case 'ZYX':
205
+ this._y = Math.asin(-clamp(m31, -1, 1));
206
+ if (Math.abs(m31) < 0.9999999) {
207
+ this._x = Math.atan2(m32, m33);
208
+ this._z = Math.atan2(m21, m11);
209
+ }
210
+ else {
211
+ this._x = 0;
212
+ this._z = Math.atan2(-m12, m22);
213
+ }
214
+ break;
215
+ case 'YZX':
216
+ this._z = Math.asin(clamp(m21, -1, 1));
217
+ if (Math.abs(m21) < 0.9999999) {
218
+ this._x = Math.atan2(-m23, m22);
219
+ this._y = Math.atan2(-m31, m11);
220
+ }
221
+ else {
222
+ this._x = 0;
223
+ this._y = Math.atan2(m13, m33);
224
+ }
225
+ break;
226
+ case 'XZY':
227
+ this._z = Math.asin(-clamp(m12, -1, 1));
228
+ if (Math.abs(m12) < 0.9999999) {
229
+ this._x = Math.atan2(m32, m22);
230
+ this._y = Math.atan2(m13, m11);
231
+ }
232
+ else {
233
+ this._x = Math.atan2(-m23, m33);
234
+ this._y = 0;
235
+ }
236
+ break;
237
+ default:
238
+ console.warn('THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' +
239
+ order);
240
+ }
241
+ this._order = order;
242
+ if (update === true)
243
+ this._onChangeCallback();
244
+ return this;
245
+ };
246
+ /**
247
+ * Set this urler from the specified quaternion.
248
+ * @param q Input a normalized quaternion.
249
+ * @param order (optional) a string representing the order that the rotations are applied. Sets the
250
+ * angles of this euler transform from a pure rotation matrix based on the orientation specified by
251
+ * order.
252
+ * @param update Input one flag to indicate whether to trigger change callback function
253
+ * @returns Return this euler
254
+ */
255
+ AcGeEuler.prototype.setFromQuaternion = function (q, order, update) {
256
+ if (update === void 0) { update = true; }
257
+ _matrix.makeRotationFromQuaternion(q);
258
+ return this.setFromRotationMatrix(_matrix, order, update);
259
+ };
260
+ /**
261
+ * Set the x, y and z, and optionally update the order.
262
+ * @param v Input one 3d vector
263
+ * @param order Input a optional string representing the order that the rotations are applied.
264
+ * @returns Return this euler
265
+ */
266
+ AcGeEuler.prototype.setFromVector3 = function (v, order) {
267
+ if (order === void 0) { order = this._order; }
268
+ return this.set(v.x, v.y, v.z, order);
269
+ };
270
+ /**
271
+ * Resets the euler angle with a new order by creating a quaternion from this euler angle and then
272
+ * setting this euler angle with the quaternion and the new order.
273
+ * @param newOrder Input the new order that the rotations are applied.
274
+ * @returns Return this euler
275
+ */
276
+ AcGeEuler.prototype.reorder = function (newOrder) {
277
+ // WARNING: this discards revolution information -bhouston
278
+ _quaternion.setFromEuler(this);
279
+ return this.setFromQuaternion(_quaternion, newOrder);
280
+ };
281
+ /**
282
+ * Check for strict equality of this euler and euler.
283
+ * @param euler Input the euler to compare
284
+ * @returns Return true if the specified euler and this euler represent the same rotation.
285
+ */
286
+ AcGeEuler.prototype.equals = function (euler) {
287
+ return (euler._x === this._x &&
288
+ euler._y === this._y &&
289
+ euler._z === this._z &&
290
+ euler._order === this._order);
291
+ };
292
+ /**
293
+ * Set this euler from the specified array.
294
+ * @param array Input an array of length 3 or 4. The optional 4th argument corresponds to the order.
295
+ * - Assign this euler's x angle to array[0].
296
+ * - Assign this euler's y angle to array[1].
297
+ * - Assign this euler's z angle to array[2].
298
+ * - Optionally assign this euler's order to array[3].
299
+ * @returns
300
+ */
301
+ AcGeEuler.prototype.fromArray = function (array) {
302
+ this._x = array[0];
303
+ this._y = array[1];
304
+ this._z = array[2];
305
+ if (array[3] !== undefined)
306
+ this._order = array[3];
307
+ this._onChangeCallback();
308
+ return this;
309
+ };
310
+ /**
311
+ * Return an array of the form [x, y, z, order ].
312
+ * @param array Input an optional array to store the euler in.
313
+ * @param offset Input an optional offset in the array.
314
+ * @returns Return an array of the form [x, y, z, order].
315
+ */
316
+ AcGeEuler.prototype.toArray = function (array, offset) {
317
+ if (array === void 0) { array = []; }
318
+ if (offset === void 0) { offset = 0; }
319
+ array[offset] = this._x;
320
+ array[offset + 1] = this._y;
321
+ array[offset + 2] = this._z;
322
+ array[offset + 3] = this._order;
323
+ return array;
324
+ };
325
+ /**
326
+ * Trigger the specified callback function once this euler changes
327
+ * @param callback
328
+ * @returns
329
+ */
330
+ AcGeEuler.prototype._onChange = function (callback) {
331
+ this._onChangeCallback = callback;
332
+ return this;
333
+ };
334
+ AcGeEuler.prototype._onChangeCallback = function () { };
335
+ AcGeEuler.prototype[Symbol.iterator] = function () {
336
+ return __generator(this, function (_a) {
337
+ switch (_a.label) {
338
+ case 0: return [4 /*yield*/, this._x];
339
+ case 1:
340
+ _a.sent();
341
+ return [4 /*yield*/, this._y];
342
+ case 2:
343
+ _a.sent();
344
+ return [4 /*yield*/, this._z];
345
+ case 3:
346
+ _a.sent();
347
+ return [4 /*yield*/, this._order];
348
+ case 4:
349
+ _a.sent();
350
+ return [2 /*return*/];
351
+ }
352
+ });
353
+ };
354
+ AcGeEuler.DEFAULT_ORDER = 'XYZ';
355
+ return AcGeEuler;
356
+ }());
357
+ export { AcGeEuler };
358
+ //# sourceMappingURL=AcGeEuler.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"AcGeEuler.js","sourceRoot":"","sources":["../../src/math/AcGeEuler.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;AAAA,OAAO,EAAE,KAAK,EAAE,MAAM,SAAS,CAAA;AAC/B,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAA;AAC7C,OAAO,EAAE,cAAc,EAAE,MAAM,kBAAkB,CAAA;AAGjD,IAAM,OAAO,GAAG,aAAa,CAAC,IAAI,YAAY,EAAE,CAAA;AAChD,IAAM,WAAW,GAAG,aAAa,CAAC,IAAI,cAAc,EAAE,CAAA;AAEtD;IAOE;;;;;;;OAOG;IACH,mBAAY,CAAK,EAAE,CAAK,EAAE,CAAK,EAAE,KAA+B;QAApD,kBAAA,EAAA,KAAK;QAAE,kBAAA,EAAA,KAAK;QAAE,kBAAA,EAAA,KAAK;QAAE,sBAAA,EAAA,QAAQ,SAAS,CAAC,aAAa;QAC9D,IAAI,CAAC,EAAE,GAAG,CAAC,CAAA;QACX,IAAI,CAAC,EAAE,GAAG,CAAC,CAAA;QACX,IAAI,CAAC,EAAE,GAAG,CAAC,CAAA;QACX,IAAI,CAAC,MAAM,GAAG,KAAK,CAAA;IACrB,CAAC;IAKD,sBAAI,wBAAC;QAHL;;WAEG;aACH;YACE,OAAO,IAAI,CAAC,EAAE,CAAA;QAChB,CAAC;aACD,UAAM,KAAa;YACjB,IAAI,CAAC,EAAE,GAAG,KAAK,CAAA;YACf,IAAI,CAAC,iBAAiB,EAAE,CAAA;QAC1B,CAAC;;;OAJA;IASD,sBAAI,wBAAC;QAHL;;WAEG;aACH;YACE,OAAO,IAAI,CAAC,EAAE,CAAA;QAChB,CAAC;aACD,UAAM,KAAa;YACjB,IAAI,CAAC,EAAE,GAAG,KAAK,CAAA;YACf,IAAI,CAAC,iBAAiB,EAAE,CAAA;QAC1B,CAAC;;;OAJA;IASD,sBAAI,wBAAC;QAHL;;WAEG;aACH;YACE,OAAO,IAAI,CAAC,EAAE,CAAA;QAChB,CAAC;aACD,UAAM,KAAa;YACjB,IAAI,CAAC,EAAE,GAAG,KAAK,CAAA;YACf,IAAI,CAAC,iBAAiB,EAAE,CAAA;QAC1B,CAAC;;;OAJA;IAgBD,sBAAI,4BAAK;QAVT;;;;;;;;;WASG;aACH;YACE,OAAO,IAAI,CAAC,MAAM,CAAA;QACpB,CAAC;aACD,UAAU,KAAa;YACrB,IAAI,CAAC,MAAM,GAAG,KAAK,CAAA;YACnB,IAAI,CAAC,iBAAiB,EAAE,CAAA;QAC1B,CAAC;;;OAJA;IAMD;;;;;;;;OAQG;IACH,uBAAG,GAAH,UAAI,CAAS,EAAE,CAAS,EAAE,CAAS,EAAE,KAAmB;QAAnB,sBAAA,EAAA,QAAQ,IAAI,CAAC,MAAM;QACtD,IAAI,CAAC,EAAE,GAAG,CAAC,CAAA;QACX,IAAI,CAAC,EAAE,GAAG,CAAC,CAAA;QACX,IAAI,CAAC,EAAE,GAAG,CAAC,CAAA;QACX,IAAI,CAAC,MAAM,GAAG,KAAK,CAAA;QAEnB,IAAI,CAAC,iBAAiB,EAAE,CAAA;QAExB,OAAO,IAAI,CAAA;IACb,CAAC;IAED;;;OAGG;IACH,yBAAK,GAAL;QACE,OAAO,IAAI,SAAS,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,EAAE,EAAE,IAAI,CAAC,MAAM,CAAC,CAAA;IAC9D,CAAC;IAED;;;;OAIG;IACH,wBAAI,GAAJ,UAAK,KAAgB;QACnB,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,EAAE,CAAA;QAClB,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,EAAE,CAAA;QAClB,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,EAAE,CAAA;QAClB,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC,MAAM,CAAA;QAE1B,IAAI,CAAC,iBAAiB,EAAE,CAAA;QACxB,OAAO,IAAI,CAAA;IACb,CAAC;IAED;;;;;;;;OAQG;IACH,yCAAqB,GAArB,UAAsB,CAAe,EAAE,KAAmB,EAAE,MAAa;QAAlC,sBAAA,EAAA,QAAQ,IAAI,CAAC,MAAM;QAAE,uBAAA,EAAA,aAAa;QACvE,uEAAuE;QACvE,IAAM,EAAE,GAAG,CAAC,CAAC,QAAQ,CAAA;QACrB,IAAM,GAAG,GAAG,EAAE,CAAC,CAAC,CAAC,EACf,GAAG,GAAG,EAAE,CAAC,CAAC,CAAC,EACX,GAAG,GAAG,EAAE,CAAC,CAAC,CAAC,CAAA;QACb,IAAM,GAAG,GAAG,EAAE,CAAC,CAAC,CAAC,EACf,GAAG,GAAG,EAAE,CAAC,CAAC,CAAC,EACX,GAAG,GAAG,EAAE,CAAC,CAAC,CAAC,CAAA;QACb,IAAM,GAAG,GAAG,EAAE,CAAC,CAAC,CAAC,EACf,GAAG,GAAG,EAAE,CAAC,CAAC,CAAC,EACX,GAAG,GAAG,EAAE,CAAC,EAAE,CAAC,CAAA;QAEd,QAAQ,KAAK,EAAE,CAAC;YACd,KAAK,KAAK;gBACR,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAA;gBAEtC,IAAI,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,SAAS,EAAE,CAAC;oBAC9B,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAA;oBAC/B,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAA;gBACjC,CAAC;qBAAM,CAAC;oBACN,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAA;oBAC9B,IAAI,CAAC,EAAE,GAAG,CAAC,CAAA;gBACb,CAAC;gBAED,MAAK;YAEP,KAAK,KAAK;gBACR,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAA;gBAEvC,IAAI,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,SAAS,EAAE,CAAC;oBAC9B,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAA;oBAC9B,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAA;gBAChC,CAAC;qBAAM,CAAC;oBACN,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAA;oBAC/B,IAAI,CAAC,EAAE,GAAG,CAAC,CAAA;gBACb,CAAC;gBAED,MAAK;YAEP,KAAK,KAAK;gBACR,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAA;gBAEtC,IAAI,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,SAAS,EAAE,CAAC;oBAC9B,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAA;oBAC/B,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAA;gBACjC,CAAC;qBAAM,CAAC;oBACN,IAAI,CAAC,EAAE,GAAG,CAAC,CAAA;oBACX,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAA;gBAChC,CAAC;gBAED,MAAK;YAEP,KAAK,KAAK;gBACR,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAA;gBAEvC,IAAI,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,SAAS,EAAE,CAAC;oBAC9B,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAA;oBAC9B,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAA;gBAChC,CAAC;qBAAM,CAAC;oBACN,IAAI,CAAC,EAAE,GAAG,CAAC,CAAA;oBACX,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAA;gBACjC,CAAC;gBAED,MAAK;YAEP,KAAK,KAAK;gBACR,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAA;gBAEtC,IAAI,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,SAAS,EAAE,CAAC;oBAC9B,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAA;oBAC/B,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAA;gBACjC,CAAC;qBAAM,CAAC;oBACN,IAAI,CAAC,EAAE,GAAG,CAAC,CAAA;oBACX,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAA;gBAChC,CAAC;gBAED,MAAK;YAEP,KAAK,KAAK;gBACR,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,KAAK,CAAC,GAAG,EAAE,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,CAAA;gBAEvC,IAAI,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,GAAG,SAAS,EAAE,CAAC;oBAC9B,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAA;oBAC9B,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE,GAAG,CAAC,CAAA;gBAChC,CAAC;qBAAM,CAAC;oBACN,IAAI,CAAC,EAAE,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,GAAG,EAAE,GAAG,CAAC,CAAA;oBAC/B,IAAI,CAAC,EAAE,GAAG,CAAC,CAAA;gBACb,CAAC;gBAED,MAAK;YAEP;gBACE,OAAO,CAAC,IAAI,CACV,sEAAsE;oBACpE,KAAK,CACR,CAAA;QACL,CAAC;QAED,IAAI,CAAC,MAAM,GAAG,KAAK,CAAA;QACnB,IAAI,MAAM,KAAK,IAAI;YAAE,IAAI,CAAC,iBAAiB,EAAE,CAAA;QAC7C,OAAO,IAAI,CAAA;IACb,CAAC;IAED;;;;;;;;OAQG;IACH,qCAAiB,GAAjB,UAAkB,CAAiB,EAAE,KAAa,EAAE,MAAsB;QAAtB,uBAAA,EAAA,aAAsB;QACxE,OAAO,CAAC,0BAA0B,CAAC,CAAC,CAAC,CAAA;QACrC,OAAO,IAAI,CAAC,qBAAqB,CAAC,OAAO,EAAE,KAAK,EAAE,MAAM,CAAC,CAAA;IAC3D,CAAC;IAED;;;;;OAKG;IACH,kCAAc,GAAd,UAAe,CAAe,EAAE,KAAmB;QAAnB,sBAAA,EAAA,QAAQ,IAAI,CAAC,MAAM;QACjD,OAAO,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,EAAE,KAAK,CAAC,CAAA;IACvC,CAAC;IAED;;;;;OAKG;IACH,2BAAO,GAAP,UAAQ,QAAgB;QACtB,0DAA0D;QAC1D,WAAW,CAAC,YAAY,CAAC,IAAI,CAAC,CAAA;QAC9B,OAAO,IAAI,CAAC,iBAAiB,CAAC,WAAW,EAAE,QAAQ,CAAC,CAAA;IACtD,CAAC;IAED;;;;OAIG;IACH,0BAAM,GAAN,UAAO,KAAgB;QACrB,OAAO,CACL,KAAK,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE;YACpB,KAAK,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE;YACpB,KAAK,CAAC,EAAE,KAAK,IAAI,CAAC,EAAE;YACpB,KAAK,CAAC,MAAM,KAAK,IAAI,CAAC,MAAM,CAC7B,CAAA;IACH,CAAC;IAED;;;;;;;;OAQG;IACH,6BAAS,GAAT,UAAU,KAA0B;QAClC,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,CAAC,CAAW,CAAA;QAC5B,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,CAAC,CAAW,CAAA;QAC5B,IAAI,CAAC,EAAE,GAAG,KAAK,CAAC,CAAC,CAAW,CAAA;QAC5B,IAAI,KAAK,CAAC,CAAC,CAAC,KAAK,SAAS;YAAE,IAAI,CAAC,MAAM,GAAG,KAAK,CAAC,CAAC,CAAW,CAAA;QAE5D,IAAI,CAAC,iBAAiB,EAAE,CAAA;QAExB,OAAO,IAAI,CAAA;IACb,CAAC;IAED;;;;;OAKG;IACH,2BAAO,GAAP,UAAQ,KAA+B,EAAE,MAAU;QAA3C,sBAAA,EAAA,UAA+B;QAAE,uBAAA,EAAA,UAAU;QACjD,KAAK,CAAC,MAAM,CAAC,GAAG,IAAI,CAAC,EAAE,CAAA;QACvB,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,CAAA;QAC3B,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,EAAE,CAAA;QAC3B,KAAK,CAAC,MAAM,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,MAAM,CAAA;QAE/B,OAAO,KAAK,CAAA;IACd,CAAC;IAED;;;;OAIG;IACH,6BAAS,GAAT,UAAU,QAAoB;QAC5B,IAAI,CAAC,iBAAiB,GAAG,QAAQ,CAAA;QACjC,OAAO,IAAI,CAAA;IACb,CAAC;IAED,qCAAiB,GAAjB,cAAqB,CAAC;IAErB,oBAAC,MAAM,CAAC,QAAQ,CAAC,GAAlB;;;wBACE,qBAAM,IAAI,CAAC,EAAE,EAAA;;oBAAb,SAAa,CAAA;oBACb,qBAAM,IAAI,CAAC,EAAE,EAAA;;oBAAb,SAAa,CAAA;oBACb,qBAAM,IAAI,CAAC,EAAE,EAAA;;oBAAb,SAAa,CAAA;oBACb,qBAAM,IAAI,CAAC,MAAM,EAAA;;oBAAjB,SAAiB,CAAA;;;;KAClB;IA1UM,uBAAa,GAAG,KAAK,CAAA;IA2U9B,gBAAC;CAAA,AA5UD,IA4UC;SA5UY,SAAS"}
@@ -0,0 +1,203 @@
1
+ import { AcGeMatrix3d } from './AcGeMatrix3d';
2
+ import { AcGeVector2d } from './AcGeVector2d';
3
+ import { AcGeVector3d } from './AcGeVector3d';
4
+ /**
5
+ * The class representing a 3x3 matrix.
6
+ */
7
+ export declare class AcGeMatrix2d {
8
+ /**
9
+ * Identity matrix.
10
+ */
11
+ static IDENTITY: Readonly<AcGeMatrix2d>;
12
+ /**
13
+ * A column-major list of matrix values.
14
+ */
15
+ elements: number[];
16
+ /**
17
+ * Create a 3x3 matrix with the given arguments in row-major order. If no arguments are provided,
18
+ * the constructor initializes the Matrix3 to the 3x3 identity matrix.
19
+ * @param n11 Input element in the first row and the first column
20
+ * @param n12 Input element in the first row and the second column
21
+ * @param n13 Input element in the first row and the third column
22
+ * @param n21 Input element in the second row and the first column
23
+ * @param n22 Input element in the second row and the second column
24
+ * @param n23 Input element in the second row and the third column
25
+ * @param n31 Input element in the third row and the first column
26
+ * @param n32 Input element in the third row and the second column
27
+ * @param n33 Input element in the third row and the third column
28
+ */
29
+ constructor(n11?: number, n12?: number, n13?: number, n21?: number, n22?: number, n23?: number, n31?: number, n32?: number, n33?: number);
30
+ /**
31
+ * Set the 3x3 matrix values to the given row-major sequence of values.
32
+ *
33
+ * @param n11 Input element in the first row and the first column
34
+ * @param n12 Input element in the first row and the second column
35
+ * @param n13 Input element in the first row and the third column
36
+ * @param n21 Input element in the second row and the first column
37
+ * @param n22 Input element in the second row and the second column
38
+ * @param n23 Input element in the second row and the third column
39
+ * @param n31 Input element in the third row and the first column
40
+ * @param n32 Input element in the third row and the second column
41
+ * @param n33 Input element in the third row and the third column
42
+ * @returns Return this matrix
43
+ */
44
+ set(n11: number, n12: number, n13: number, n21: number, n22: number, n23: number, n31: number, n32: number, n33: number): this;
45
+ /**
46
+ * Reset this matrix to the 3x3 identity matrix:
47
+ * @returns Return this matrix
48
+ */
49
+ identity(): this;
50
+ /**
51
+ * Copy the elements of matrix m into this matrix.
52
+ * @param m Input one matrix copied from
53
+ * @returns Return this matrix
54
+ */
55
+ copy(m: AcGeMatrix2d): this;
56
+ /**
57
+ * Extracts the basis of this matrix into the three axis vectors provided
58
+ * @param xAxis Input X axis vector
59
+ * @param yAxis Input Y axis vector
60
+ * @param zAxis Input Z axis vector
61
+ * @returns Return this matrix
62
+ */
63
+ extractBasis(xAxis: AcGeVector3d, yAxis: AcGeVector3d, zAxis: AcGeVector3d): this;
64
+ /**
65
+ * Set this matrix to the upper 3x3 matrix of the Matrix4 m.
66
+ * @param m Input one 4x4 matrix
67
+ * @returns Return this matrix
68
+ */
69
+ setFromMatrix4(m: AcGeMatrix3d): this;
70
+ /**
71
+ * Post-multiplies this matrix by m.
72
+ * @param m Input one 3x3 matrix
73
+ * @returns Return this matrix
74
+ */
75
+ multiply(m: AcGeMatrix2d): this;
76
+ /**
77
+ * Pre-multiplies this matrix by m.
78
+ * @param m Input one 3x3 matrix
79
+ * @returns Return this matrix
80
+ */
81
+ premultiply(m: AcGeMatrix2d): this;
82
+ /**
83
+ * Set this matrix to a x b.
84
+ * @param a Input one 3x3 matrix
85
+ * @param b Input one 3x3 matrix
86
+ * @returns Return this matrix
87
+ */
88
+ multiplyMatrices(a: AcGeMatrix2d, b: AcGeMatrix2d): this;
89
+ /**
90
+ * Multiply every component of the matrix by the scalar value s.
91
+ * @param s Input one scalar value
92
+ * @returns Return this matrix
93
+ */
94
+ multiplyScalar(s: number): this;
95
+ /**
96
+ * Compute and return the determinant of this matrix.
97
+ * @returns Return the determinant of this matrix
98
+ */
99
+ determinant(): number;
100
+ /**
101
+ * Invert this matrix, using the analytic method. You can not invert with a determinant of zero.
102
+ * If you attempt this, the method produces a zero matrix instead.
103
+ * @returns Return this matrix
104
+ */
105
+ invert(): this;
106
+ /**
107
+ * Transpose this matrix in place.
108
+ * @returns Return this matrix
109
+ */
110
+ transpose(): this;
111
+ /**
112
+ * Sets this matrix as the upper left 3x3 of the normal matrix of the passed matrix4. The normal
113
+ * matrix is the inverse transpose of the matrix m.
114
+ * @param matrix4 Input one 4x4 matrix
115
+ * @returns Return this matrix
116
+ */
117
+ getNormalMatrix(matrix4: AcGeMatrix3d): this;
118
+ /**
119
+ * Set this matrix as the upper left 3x3 of the normal matrix of the passed matrix4. The normal
120
+ * matrix is the inverse transpose of the matrix m.
121
+ * @param r Input one 4x4 matrix
122
+ * @returns Return this matrix
123
+ */
124
+ transposeIntoArray(r: AcGeMatrix3d): this;
125
+ /**
126
+ * Set the UV transform matrix from offset, repeat, rotation, and center.
127
+ * @param tx Input offset x
128
+ * @param ty Input offset y
129
+ * @param sx Input repeat x
130
+ * @param sy Input repeat y
131
+ * @param rotation Input rotation, in radians. Positive values rotate counterclockwise
132
+ * @param cx Input center x of rotation
133
+ * @param cy Input center y of rotation
134
+ * @returns Return this matrix
135
+ */
136
+ setUvTransform(tx: number, ty: number, sx: number, sy: number, rotation: number, cx: number, cy: number): this;
137
+ /**
138
+ * Scale this matrix with the given scalar values.
139
+ * @param sx Input one scalar value
140
+ * @param sy Input one scalar value
141
+ * @returns Return this matrix
142
+ */
143
+ scale(sx: number, sy: number): this;
144
+ /**
145
+ * Rotate this matrix by the given angle (in radians).
146
+ * @param theta Input one angle in radians
147
+ * @returns Return this matrix
148
+ */
149
+ rotate(theta: number): this;
150
+ /**
151
+ * Translate this matrix by the given scalar values.
152
+ * @param tx Input one scalar value
153
+ * @param ty Input one scalar value
154
+ * @returns Return this matrix
155
+ */
156
+ translate(tx: number, ty: number): this;
157
+ /**
158
+ * Set this matrix as a 2D translation transform:
159
+ * @param x Input one 2d vector or one number
160
+ * @param y Input one number
161
+ * @returns Return this matrix
162
+ */
163
+ makeTranslation(x: number | AcGeVector2d, y: number): this;
164
+ /**
165
+ * Set this matrix as a 2D rotational transformation by theta radians
166
+ * @param theta Input rotation angle in radians. Positive values rotate counterclockwise.
167
+ * @returns Return this matrix
168
+ */
169
+ makeRotation(theta: number): this;
170
+ /**
171
+ * Set this matrix as a 2D scale transform
172
+ * @param x Input the amount to scale in the X axis.
173
+ * @param y Input the amount to scale in the Y axis.
174
+ * @returns Return this matrix
175
+ */
176
+ makeScale(x: number, y: number): this;
177
+ /**
178
+ * Return true if this matrix and m are equal.
179
+ * @param matrix Input one matrix to compare
180
+ * @returns Return true if this matrix and m are equal.
181
+ */
182
+ equals(matrix: AcGeMatrix2d): boolean;
183
+ /**
184
+ * Set the elements of this matrix based on an array in column-major format.
185
+ * @param array Input the array to read the elements from.
186
+ * @param offset Input (optional) index of first element in the array. Default is 0.
187
+ * @returns Return this matrix
188
+ */
189
+ fromArray(array: number[], offset?: number): this;
190
+ /**
191
+ * Write the elements of this matrix to an array in column-major format.
192
+ * @param array Input (optional) array to store the resulting vector in. If not given a new array will be created.
193
+ * @param offset Input (optional) offset in the array at which to put the result.
194
+ * @returns Return this matrix
195
+ */
196
+ toArray(array?: number[], offset?: number): number[];
197
+ /**
198
+ * Creates a new 3x3 matrix and with identical elements to this one.
199
+ * @returns Return the cloned matrix
200
+ */
201
+ clone(): AcGeMatrix2d;
202
+ }
203
+ //# sourceMappingURL=AcGeMatrix2d.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"AcGeMatrix2d.d.ts","sourceRoot":"","sources":["../../src/math/AcGeMatrix2d.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAA;AAC7C,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAA;AAC7C,OAAO,EAAE,YAAY,EAAE,MAAM,gBAAgB,CAAA;AAE7C;;GAEG;AACH,qBAAa,YAAY;IACvB;;OAEG;IACH,MAAM,CAAC,QAAQ,yBAAoC;IACnD;;OAEG;IACH,QAAQ,EAAE,MAAM,EAAE,CAAA;IAElB;;;;;;;;;;;;OAYG;gBAED,GAAG,CAAC,EAAE,MAAM,EACZ,GAAG,CAAC,EAAE,MAAM,EACZ,GAAG,CAAC,EAAE,MAAM,EACZ,GAAG,CAAC,EAAE,MAAM,EACZ,GAAG,CAAC,EAAE,MAAM,EACZ,GAAG,CAAC,EAAE,MAAM,EACZ,GAAG,CAAC,EAAE,MAAM,EACZ,GAAG,CAAC,EAAE,MAAM,EACZ,GAAG,CAAC,EAAE,MAAM;IAmBd;;;;;;;;;;;;;OAaG;IACH,GAAG,CACD,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM,EACX,GAAG,EAAE,MAAM;IAiBb;;;OAGG;IACH,QAAQ;IAMR;;;;OAIG;IACH,IAAI,CAAC,CAAC,EAAE,YAAY;IAiBpB;;;;;;OAMG;IACH,YAAY,CAAC,KAAK,EAAE,YAAY,EAAE,KAAK,EAAE,YAAY,EAAE,KAAK,EAAE,YAAY;IAQ1E;;;;OAIG;IACH,cAAc,CAAC,CAAC,EAAE,YAAY;IAQ9B;;;;OAIG;IACH,QAAQ,CAAC,CAAC,EAAE,YAAY;IAIxB;;;;OAIG;IACH,WAAW,CAAC,CAAC,EAAE,YAAY;IAI3B;;;;;OAKG;IACH,gBAAgB,CAAC,CAAC,EAAE,YAAY,EAAE,CAAC,EAAE,YAAY;IAwCjD;;;;OAIG;IACH,cAAc,CAAC,CAAC,EAAE,MAAM;IAgBxB;;;OAGG;IACH,WAAW;IAgBX;;;;OAIG;IACH,MAAM;IAmCN;;;OAGG;IACH,SAAS;IAiBT;;;;;OAKG;IACH,eAAe,CAAC,OAAO,EAAE,YAAY;IAIrC;;;;;OAKG;IACH,kBAAkB,CAAC,CAAC,EAAE,YAAY;IAgBlC;;;;;;;;;;OAUG;IACH,cAAc,CACZ,EAAE,EAAE,MAAM,EACV,EAAE,EAAE,MAAM,EACV,EAAE,EAAE,MAAM,EACV,EAAE,EAAE,MAAM,EACV,QAAQ,EAAE,MAAM,EAChB,EAAE,EAAE,MAAM,EACV,EAAE,EAAE,MAAM;IAoBZ;;;;;OAKG;IACH,KAAK,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM;IAM5B;;;;OAIG;IACH,MAAM,CAAC,KAAK,EAAE,MAAM;IAMpB;;;;;OAKG;IACH,SAAS,CAAC,EAAE,EAAE,MAAM,EAAE,EAAE,EAAE,MAAM;IAMhC;;;;;OAKG;IACH,eAAe,CAAC,CAAC,EAAE,MAAM,GAAG,YAAY,EAAE,CAAC,EAAE,MAAM;IAUnD;;;;OAIG;IACH,YAAY,CAAC,KAAK,EAAE,MAAM;IAW1B;;;;;OAKG;IACH,SAAS,CAAC,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM;IAM9B;;;;OAIG;IACH,MAAM,CAAC,MAAM,EAAE,YAAY;IAW3B;;;;;OAKG;IACH,SAAS,CAAC,KAAK,EAAE,MAAM,EAAE,EAAE,MAAM,GAAE,MAAU;IAQ7C;;;;;OAKG;IACH,OAAO,CAAC,KAAK,GAAE,MAAM,EAAO,EAAE,MAAM,GAAE,MAAU;IAkBhD;;;OAGG;IACH,KAAK;CAGN"}