@mlightcad/geometry-engine 1.0.0

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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 +1,393 @@
1
+ import { AcGeVector2d } from './AcGeVector2d';
2
+ /**
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+ * The class representing a 3x3 matrix.
4
+ */
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+ var AcGeMatrix2d = /** @class */ (function () {
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+ /**
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+ * Create a 3x3 matrix with the given arguments in row-major order. If no arguments are provided,
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+ * the constructor initializes the Matrix3 to the 3x3 identity matrix.
9
+ * @param n11 Input element in the first row and the first column
10
+ * @param n12 Input element in the first row and the second column
11
+ * @param n13 Input element in the first row and the third column
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+ * @param n21 Input element in the second row and the first column
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+ * @param n22 Input element in the second row and the second column
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+ * @param n23 Input element in the second row and the third column
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+ * @param n31 Input element in the third row and the first column
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+ * @param n32 Input element in the third row and the second column
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+ * @param n33 Input element in the third row and the third column
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+ */
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+ function AcGeMatrix2d(n11, n12, n13, n21, n22, n23, n31, n32, n33) {
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+ this.elements = [1, 0, 0, 0, 1, 0, 0, 0, 1];
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+ if (n11 != null &&
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+ n12 != null &&
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+ n13 != null &&
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+ n21 != null &&
25
+ n22 != null &&
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+ n23 != null &&
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+ n31 != null &&
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+ n32 != null &&
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+ n33 != null) {
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+ this.set(n11, n12, n13, n21, n22, n23, n31, n32, n33);
31
+ }
32
+ }
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+ /**
34
+ * Set the 3x3 matrix values to the given row-major sequence of values.
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+ *
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+ * @param n11 Input element in the first row and the first column
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+ * @param n12 Input element in the first row and the second column
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+ * @param n13 Input element in the first row and the third column
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+ * @param n21 Input element in the second row and the first column
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+ * @param n22 Input element in the second row and the second column
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+ * @param n23 Input element in the second row and the third column
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+ * @param n31 Input element in the third row and the first column
43
+ * @param n32 Input element in the third row and the second column
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+ * @param n33 Input element in the third row and the third column
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+ * @returns Return this matrix
46
+ */
47
+ AcGeMatrix2d.prototype.set = function (n11, n12, n13, n21, n22, n23, n31, n32, n33) {
48
+ var te = this.elements;
49
+ te[0] = n11;
50
+ te[1] = n21;
51
+ te[2] = n31;
52
+ te[3] = n12;
53
+ te[4] = n22;
54
+ te[5] = n32;
55
+ te[6] = n13;
56
+ te[7] = n23;
57
+ te[8] = n33;
58
+ return this;
59
+ };
60
+ /**
61
+ * Reset this matrix to the 3x3 identity matrix:
62
+ * @returns Return this matrix
63
+ */
64
+ AcGeMatrix2d.prototype.identity = function () {
65
+ this.set(1, 0, 0, 0, 1, 0, 0, 0, 1);
66
+ return this;
67
+ };
68
+ /**
69
+ * Copy the elements of matrix m into this matrix.
70
+ * @param m Input one matrix copied from
71
+ * @returns Return this matrix
72
+ */
73
+ AcGeMatrix2d.prototype.copy = function (m) {
74
+ var te = this.elements;
75
+ var me = m.elements;
76
+ te[0] = me[0];
77
+ te[1] = me[1];
78
+ te[2] = me[2];
79
+ te[3] = me[3];
80
+ te[4] = me[4];
81
+ te[5] = me[5];
82
+ te[6] = me[6];
83
+ te[7] = me[7];
84
+ te[8] = me[8];
85
+ return this;
86
+ };
87
+ /**
88
+ * Extracts the basis of this matrix into the three axis vectors provided
89
+ * @param xAxis Input X axis vector
90
+ * @param yAxis Input Y axis vector
91
+ * @param zAxis Input Z axis vector
92
+ * @returns Return this matrix
93
+ */
94
+ AcGeMatrix2d.prototype.extractBasis = function (xAxis, yAxis, zAxis) {
95
+ xAxis.setFromMatrix3Column(this, 0);
96
+ yAxis.setFromMatrix3Column(this, 1);
97
+ zAxis.setFromMatrix3Column(this, 2);
98
+ return this;
99
+ };
100
+ /**
101
+ * Set this matrix to the upper 3x3 matrix of the Matrix4 m.
102
+ * @param m Input one 4x4 matrix
103
+ * @returns Return this matrix
104
+ */
105
+ AcGeMatrix2d.prototype.setFromMatrix4 = function (m) {
106
+ var me = m.elements;
107
+ this.set(me[0], me[4], me[8], me[1], me[5], me[9], me[2], me[6], me[10]);
108
+ return this;
109
+ };
110
+ /**
111
+ * Post-multiplies this matrix by m.
112
+ * @param m Input one 3x3 matrix
113
+ * @returns Return this matrix
114
+ */
115
+ AcGeMatrix2d.prototype.multiply = function (m) {
116
+ return this.multiplyMatrices(this, m);
117
+ };
118
+ /**
119
+ * Pre-multiplies this matrix by m.
120
+ * @param m Input one 3x3 matrix
121
+ * @returns Return this matrix
122
+ */
123
+ AcGeMatrix2d.prototype.premultiply = function (m) {
124
+ return this.multiplyMatrices(m, this);
125
+ };
126
+ /**
127
+ * Set this matrix to a x b.
128
+ * @param a Input one 3x3 matrix
129
+ * @param b Input one 3x3 matrix
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+ * @returns Return this matrix
131
+ */
132
+ AcGeMatrix2d.prototype.multiplyMatrices = function (a, b) {
133
+ var ae = a.elements;
134
+ var be = b.elements;
135
+ var te = this.elements;
136
+ var a11 = ae[0], a12 = ae[3], a13 = ae[6];
137
+ var a21 = ae[1], a22 = ae[4], a23 = ae[7];
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+ var a31 = ae[2], a32 = ae[5], a33 = ae[8];
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+ var b11 = be[0], b12 = be[3], b13 = be[6];
140
+ var b21 = be[1], b22 = be[4], b23 = be[7];
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+ var b31 = be[2], b32 = be[5], b33 = be[8];
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+ te[0] = a11 * b11 + a12 * b21 + a13 * b31;
143
+ te[3] = a11 * b12 + a12 * b22 + a13 * b32;
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+ te[6] = a11 * b13 + a12 * b23 + a13 * b33;
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+ te[1] = a21 * b11 + a22 * b21 + a23 * b31;
146
+ te[4] = a21 * b12 + a22 * b22 + a23 * b32;
147
+ te[7] = a21 * b13 + a22 * b23 + a23 * b33;
148
+ te[2] = a31 * b11 + a32 * b21 + a33 * b31;
149
+ te[5] = a31 * b12 + a32 * b22 + a33 * b32;
150
+ te[8] = a31 * b13 + a32 * b23 + a33 * b33;
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+ return this;
152
+ };
153
+ /**
154
+ * Multiply every component of the matrix by the scalar value s.
155
+ * @param s Input one scalar value
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+ * @returns Return this matrix
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+ */
158
+ AcGeMatrix2d.prototype.multiplyScalar = function (s) {
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+ var te = this.elements;
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+ te[0] *= s;
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+ te[3] *= s;
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+ te[6] *= s;
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+ te[1] *= s;
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+ te[4] *= s;
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+ te[7] *= s;
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+ te[2] *= s;
167
+ te[5] *= s;
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+ te[8] *= s;
169
+ return this;
170
+ };
171
+ /**
172
+ * Compute and return the determinant of this matrix.
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+ * @returns Return the determinant of this matrix
174
+ */
175
+ AcGeMatrix2d.prototype.determinant = function () {
176
+ var te = this.elements;
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+ var a = te[0], b = te[1], c = te[2], d = te[3], e = te[4], f = te[5], g = te[6], h = te[7], i = te[8];
178
+ return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
179
+ };
180
+ /**
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+ * Invert this matrix, using the analytic method. You can not invert with a determinant of zero.
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+ * If you attempt this, the method produces a zero matrix instead.
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+ * @returns Return this matrix
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+ */
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+ AcGeMatrix2d.prototype.invert = function () {
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+ var te = this.elements, n11 = te[0], n21 = te[1], n31 = te[2], n12 = te[3], n22 = te[4], n32 = te[5], n13 = te[6], n23 = te[7], n33 = te[8], t11 = n33 * n22 - n32 * n23, t12 = n32 * n13 - n33 * n12, t13 = n23 * n12 - n22 * n13, det = n11 * t11 + n21 * t12 + n31 * t13;
187
+ if (det === 0)
188
+ return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0);
189
+ var detInv = 1 / det;
190
+ te[0] = t11 * detInv;
191
+ te[1] = (n31 * n23 - n33 * n21) * detInv;
192
+ te[2] = (n32 * n21 - n31 * n22) * detInv;
193
+ te[3] = t12 * detInv;
194
+ te[4] = (n33 * n11 - n31 * n13) * detInv;
195
+ te[5] = (n31 * n12 - n32 * n11) * detInv;
196
+ te[6] = t13 * detInv;
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+ te[7] = (n21 * n13 - n23 * n11) * detInv;
198
+ te[8] = (n22 * n11 - n21 * n12) * detInv;
199
+ return this;
200
+ };
201
+ /**
202
+ * Transpose this matrix in place.
203
+ * @returns Return this matrix
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+ */
205
+ AcGeMatrix2d.prototype.transpose = function () {
206
+ var tmp;
207
+ var m = this.elements;
208
+ tmp = m[1];
209
+ m[1] = m[3];
210
+ m[3] = tmp;
211
+ tmp = m[2];
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+ m[2] = m[6];
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+ m[6] = tmp;
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+ tmp = m[5];
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+ m[5] = m[7];
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+ m[7] = tmp;
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+ return this;
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+ };
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+ /**
220
+ * Sets this matrix as the upper left 3x3 of the normal matrix of the passed matrix4. The normal
221
+ * matrix is the inverse transpose of the matrix m.
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+ * @param matrix4 Input one 4x4 matrix
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+ * @returns Return this matrix
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+ */
225
+ AcGeMatrix2d.prototype.getNormalMatrix = function (matrix4) {
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+ return this.setFromMatrix4(matrix4).invert().transpose();
227
+ };
228
+ /**
229
+ * Set this matrix as the upper left 3x3 of the normal matrix of the passed matrix4. The normal
230
+ * matrix is the inverse transpose of the matrix m.
231
+ * @param r Input one 4x4 matrix
232
+ * @returns Return this matrix
233
+ */
234
+ AcGeMatrix2d.prototype.transposeIntoArray = function (r) {
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+ var m = this.elements;
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+ r.elements[0] = m[0];
237
+ r.elements[1] = m[3];
238
+ r.elements[2] = m[6];
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+ r.elements[3] = m[1];
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+ r.elements[4] = m[4];
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+ r.elements[5] = m[7];
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+ r.elements[6] = m[2];
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+ r.elements[7] = m[5];
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+ r.elements[8] = m[8];
245
+ return this;
246
+ };
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+ /**
248
+ * Set the UV transform matrix from offset, repeat, rotation, and center.
249
+ * @param tx Input offset x
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+ * @param ty Input offset y
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+ * @param sx Input repeat x
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+ * @param sy Input repeat y
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+ * @param rotation Input rotation, in radians. Positive values rotate counterclockwise
254
+ * @param cx Input center x of rotation
255
+ * @param cy Input center y of rotation
256
+ * @returns Return this matrix
257
+ */
258
+ AcGeMatrix2d.prototype.setUvTransform = function (tx, ty, sx, sy, rotation, cx, cy) {
259
+ var c = Math.cos(rotation);
260
+ var s = Math.sin(rotation);
261
+ this.set(sx * c, sx * s, -sx * (c * cx + s * cy) + cx + tx, -sy * s, sy * c, -sy * (-s * cx + c * cy) + cy + ty, 0, 0, 1);
262
+ return this;
263
+ };
264
+ /**
265
+ * Scale this matrix with the given scalar values.
266
+ * @param sx Input one scalar value
267
+ * @param sy Input one scalar value
268
+ * @returns Return this matrix
269
+ */
270
+ AcGeMatrix2d.prototype.scale = function (sx, sy) {
271
+ this.premultiply(_m3.makeScale(sx, sy));
272
+ return this;
273
+ };
274
+ /**
275
+ * Rotate this matrix by the given angle (in radians).
276
+ * @param theta Input one angle in radians
277
+ * @returns Return this matrix
278
+ */
279
+ AcGeMatrix2d.prototype.rotate = function (theta) {
280
+ this.premultiply(_m3.makeRotation(-theta));
281
+ return this;
282
+ };
283
+ /**
284
+ * Translate this matrix by the given scalar values.
285
+ * @param tx Input one scalar value
286
+ * @param ty Input one scalar value
287
+ * @returns Return this matrix
288
+ */
289
+ AcGeMatrix2d.prototype.translate = function (tx, ty) {
290
+ this.premultiply(_m3.makeTranslation(tx, ty));
291
+ return this;
292
+ };
293
+ /**
294
+ * Set this matrix as a 2D translation transform:
295
+ * @param x Input one 2d vector or one number
296
+ * @param y Input one number
297
+ * @returns Return this matrix
298
+ */
299
+ AcGeMatrix2d.prototype.makeTranslation = function (x, y) {
300
+ if (x instanceof AcGeVector2d) {
301
+ this.set(1, 0, x.x, 0, 1, x.y, 0, 0, 1);
302
+ }
303
+ else {
304
+ this.set(1, 0, x, 0, 1, y, 0, 0, 1);
305
+ }
306
+ return this;
307
+ };
308
+ /**
309
+ * Set this matrix as a 2D rotational transformation by theta radians
310
+ * @param theta Input rotation angle in radians. Positive values rotate counterclockwise.
311
+ * @returns Return this matrix
312
+ */
313
+ AcGeMatrix2d.prototype.makeRotation = function (theta) {
314
+ // counterclockwise
315
+ var c = Math.cos(theta);
316
+ var s = Math.sin(theta);
317
+ this.set(c, -s, 0, s, c, 0, 0, 0, 1);
318
+ return this;
319
+ };
320
+ /**
321
+ * Set this matrix as a 2D scale transform
322
+ * @param x Input the amount to scale in the X axis.
323
+ * @param y Input the amount to scale in the Y axis.
324
+ * @returns Return this matrix
325
+ */
326
+ AcGeMatrix2d.prototype.makeScale = function (x, y) {
327
+ this.set(x, 0, 0, 0, y, 0, 0, 0, 1);
328
+ return this;
329
+ };
330
+ /**
331
+ * Return true if this matrix and m are equal.
332
+ * @param matrix Input one matrix to compare
333
+ * @returns Return true if this matrix and m are equal.
334
+ */
335
+ AcGeMatrix2d.prototype.equals = function (matrix) {
336
+ var te = this.elements;
337
+ var me = matrix.elements;
338
+ for (var i = 0; i < 9; i++) {
339
+ if (te[i] !== me[i])
340
+ return false;
341
+ }
342
+ return true;
343
+ };
344
+ /**
345
+ * Set the elements of this matrix based on an array in column-major format.
346
+ * @param array Input the array to read the elements from.
347
+ * @param offset Input (optional) index of first element in the array. Default is 0.
348
+ * @returns Return this matrix
349
+ */
350
+ AcGeMatrix2d.prototype.fromArray = function (array, offset) {
351
+ if (offset === void 0) { offset = 0; }
352
+ for (var i = 0; i < 9; i++) {
353
+ this.elements[i] = array[i + offset];
354
+ }
355
+ return this;
356
+ };
357
+ /**
358
+ * Write the elements of this matrix to an array in column-major format.
359
+ * @param array Input (optional) array to store the resulting vector in. If not given a new array will be created.
360
+ * @param offset Input (optional) offset in the array at which to put the result.
361
+ * @returns Return this matrix
362
+ */
363
+ AcGeMatrix2d.prototype.toArray = function (array, offset) {
364
+ if (array === void 0) { array = []; }
365
+ if (offset === void 0) { offset = 0; }
366
+ var te = this.elements;
367
+ array[offset] = te[0];
368
+ array[offset + 1] = te[1];
369
+ array[offset + 2] = te[2];
370
+ array[offset + 3] = te[3];
371
+ array[offset + 4] = te[4];
372
+ array[offset + 5] = te[5];
373
+ array[offset + 6] = te[6];
374
+ array[offset + 7] = te[7];
375
+ array[offset + 8] = te[8];
376
+ return array;
377
+ };
378
+ /**
379
+ * Creates a new 3x3 matrix and with identical elements to this one.
380
+ * @returns Return the cloned matrix
381
+ */
382
+ AcGeMatrix2d.prototype.clone = function () {
383
+ return new AcGeMatrix2d().fromArray(this.elements);
384
+ };
385
+ /**
386
+ * Identity matrix.
387
+ */
388
+ AcGeMatrix2d.IDENTITY = Object.freeze(new AcGeMatrix2d());
389
+ return AcGeMatrix2d;
390
+ }());
391
+ export { AcGeMatrix2d };
392
+ var _m3 = /*@__PURE__*/ new AcGeMatrix2d();
393
+ //# sourceMappingURL=AcGeMatrix2d.js.map
@@ -0,0 +1 @@
1
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