@performant-software/geospatial 2.2.24-beta.18 → 2.2.24-beta.19
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.
- package/dist/index.cjs100.js +1 -1
- package/dist/index.cjs100.js.map +1 -1
- package/dist/index.cjs101.js +1 -1
- package/dist/index.cjs101.js.map +1 -1
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{"version":3,"file":"index.es279.js","sources":["../../../node_modules
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{"version":3,"file":"index.es279.js","sources":["../../../node_modules/underscore/modules/_chainResult.js"],"sourcesContent":["import _ from './underscore.js';\n\n// Helper function to continue chaining intermediate results.\nexport default function chainResult(instance, obj) {\n return instance._chain ? _(obj).chain() : obj;\n}\n"],"names":["chainResult","instance","obj","_"],"mappings":";AAGwB,SAAAA,EAAYC,GAAUC,GAAK;AACjD,SAAOD,EAAS,SAASE,EAAED,CAAG,EAAE,UAAUA;AAC5C;","x_google_ignoreList":[0]}
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/**
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* without affecting the old one.
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clone() {
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/**
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* yielding a new point.
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add(t) {
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},
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/**
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* yielding a new point.
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/**
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* yielding a new point.
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/**
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/**
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mult(t) {
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/**
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* that the distance from the resulting point to the 0, 0
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* coordinate will be equal to 1 and the angle from the resulting
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* point to the 0, 0 coordinate will be the same as before.
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unit() {
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* Compute a perpendicular point, where the new y coordinate
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* is the old x coordinate and the new x coordinate is the old y
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* coordinate multiplied by -1
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perp() {
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* Return a version of this point with the x & y coordinates
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round() {
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/**
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* Return the magnitude of this point: this is the Euclidean
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* distance from the 0, 0 coordinate to this point's x and y
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* coordinates.
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mag() {
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/**
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* Calculate the distance from this point to another point
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* @return {number} distance
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dist(t) {
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/**
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* Calculate the distance from this point to another point,
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* without the square root step. Useful if you're comparing
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* relative distances.
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distSqr(t) {
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const i = t.x - this.x, s = t.y - this.y;
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return i * i + s * s;
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},
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/**
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* Get the angle from the 0, 0 coordinate to this point, in radians
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* coordinates.
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angle() {
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return Math.atan2(this.y, this.x);
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},
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/**
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* Get the angle from this point to another point, in radians
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angleTo(t) {
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return Math.atan2(this.y - t.y, this.x - t.x);
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},
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/**
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* Get the angle between this point and another point, in radians
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angleWith(t) {
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return this.angleWithSep(t.x, t.y);
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},
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/**
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* Find the angle of the two vectors, solving the formula for
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* the cross product a x b = |a||b|sin(θ) for θ.
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* @param {number} x the x-coordinate
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* @param {number} y the y-coordinate
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* @return {number} the angle in radians
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*/
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angleWithSep(t, i) {
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return Math.atan2(
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this.x * i - this.y * t,
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this.x * t + this.y * i
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);
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},
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/** @param {[number, number, number, number]} m */
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_matMult(t) {
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const i = t[0] * this.x + t[1] * this.y, s = t[2] * this.x + t[3] * this.y;
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return this.x = i, this.y = s, this;
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},
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/** @param {Point} p */
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_add(t) {
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return this.x += t.x, this.y += t.y, this;
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_sub(t) {
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return this.x -= t.x, this.y -= t.y, this;
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},
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/** @param {number} k */
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_mult(t) {
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return this.x *= t, this.y *= t, this;
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},
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/** @param {number} k */
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_div(t) {
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return this.x /= t, this.y /= t, this;
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},
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/** @param {Point} p */
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_multByPoint(t) {
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return this.x *= t.x, this.y *= t.y, this;
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},
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/** @param {Point} p */
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_divByPoint(t) {
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return this.x /= t.x, this.y /= t.y, this;
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},
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_unit() {
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return this._div(this.mag()), this;
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},
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_perp() {
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const t = this.y;
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return this.y = this.x, this.x = -t, this;
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},
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/** @param {number} angle */
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_rotate(t) {
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const i = Math.cos(t), s = Math.sin(t), h = i * this.x - s * this.y, n = s * this.x + i * this.y;
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return this.x = h, this.y = n, this;
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},
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/**
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* @param {number} angle
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* @param {Point} p
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*/
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|
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_rotateAround(t, i) {
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|
-
const s = Math.cos(t), h = Math.sin(t), n = i.x + s * (this.x - i.x) - h * (this.y - i.y), e = i.y + h * (this.x - i.x) + s * (this.y - i.y);
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return this.x = n, this.y = e, this;
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},
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_round() {
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return this.x = Math.round(this.x), this.y = Math.round(this.y), this;
|
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|
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},
|
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|
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constructor: r
|
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248
|
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};
|
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|
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r.convert = function(t) {
|
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|
-
if (t instanceof r)
|
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|
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return (
|
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|
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/** @type {Point} */
|
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253
|
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t
|
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254
|
-
);
|
|
255
|
-
if (Array.isArray(t))
|
|
256
|
-
return new r(+t[0], +t[1]);
|
|
257
|
-
if (t.x !== void 0 && t.y !== void 0)
|
|
258
|
-
return new r(+t.x, +t.y);
|
|
259
|
-
throw new Error("Expected [x, y] or {x, y} point format");
|
|
260
|
-
};
|
|
1
|
+
import { __exports as e } from "./index.es283.js";
|
|
2
|
+
e.RADIUS = 6378137;
|
|
3
|
+
e.FLATTENING = 1 / 298.257223563;
|
|
4
|
+
e.POLAR_RADIUS = 63567523142e-4;
|
|
261
5
|
export {
|
|
262
|
-
|
|
6
|
+
e as default
|
|
263
7
|
};
|
|
264
8
|
//# sourceMappingURL=index.es282.js.map
|
package/dist/index.es282.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.es282.js","sources":["../../../node_modules/@mapbox/mapbox-gl-draw/node_modules/@mapbox/point-geometry/index.js"],"sourcesContent":["/**\n * A standalone point geometry with useful accessor, comparison, and\n * modification methods.\n *\n * @class\n * @param {number} x the x-coordinate. This could be longitude or screen pixels, or any other sort of unit.\n * @param {number} y the y-coordinate. This could be latitude or screen pixels, or any other sort of unit.\n *\n * @example\n * const point = new Point(-77, 38);\n */\nexport default function Point(x, y) {\n this.x = x;\n this.y = y;\n}\n\nPoint.prototype = {\n /**\n * Clone this point, returning a new point that can be modified\n * without affecting the old one.\n * @return {Point} the clone\n */\n clone() { return new Point(this.x, this.y); },\n\n /**\n * Add this point's x & y coordinates to another point,\n * yielding a new point.\n * @param {Point} p the other point\n * @return {Point} output point\n */\n add(p) { return this.clone()._add(p); },\n\n /**\n * Subtract this point's x & y coordinates to from point,\n * yielding a new point.\n * @param {Point} p the other point\n * @return {Point} output point\n */\n sub(p) { return this.clone()._sub(p); },\n\n /**\n * Multiply this point's x & y coordinates by point,\n * yielding a new point.\n * @param {Point} p the other point\n * @return {Point} output point\n */\n multByPoint(p) { return this.clone()._multByPoint(p); },\n\n /**\n * Divide this point's x & y coordinates by point,\n * yielding a new point.\n * @param {Point} p the other point\n * @return {Point} output point\n */\n divByPoint(p) { return this.clone()._divByPoint(p); },\n\n /**\n * Multiply this point's x & y coordinates by a factor,\n * yielding a new point.\n * @param {number} k factor\n * @return {Point} output point\n */\n mult(k) { return this.clone()._mult(k); },\n\n /**\n * Divide this point's x & y coordinates by a factor,\n * yielding a new point.\n * @param {number} k factor\n * @return {Point} output point\n */\n div(k) { return this.clone()._div(k); },\n\n /**\n * Rotate this point around the 0, 0 origin by an angle a,\n * given in radians\n * @param {number} a angle to rotate around, in radians\n * @return {Point} output point\n */\n rotate(a) { return this.clone()._rotate(a); },\n\n /**\n * Rotate this point around p point by an angle a,\n * given in radians\n * @param {number} a angle to rotate around, in radians\n * @param {Point} p Point to rotate around\n * @return {Point} output point\n */\n rotateAround(a, p) { return this.clone()._rotateAround(a, p); },\n\n /**\n * Multiply this point by a 4x1 transformation matrix\n * @param {[number, number, number, number]} m transformation matrix\n * @return {Point} output point\n */\n matMult(m) { return this.clone()._matMult(m); },\n\n /**\n * Calculate this point but as a unit vector from 0, 0, meaning\n * that the distance from the resulting point to the 0, 0\n * coordinate will be equal to 1 and the angle from the resulting\n * point to the 0, 0 coordinate will be the same as before.\n * @return {Point} unit vector point\n */\n unit() { return this.clone()._unit(); },\n\n /**\n * Compute a perpendicular point, where the new y coordinate\n * is the old x coordinate and the new x coordinate is the old y\n * coordinate multiplied by -1\n * @return {Point} perpendicular point\n */\n perp() { return this.clone()._perp(); },\n\n /**\n * Return a version of this point with the x & y coordinates\n * rounded to integers.\n * @return {Point} rounded point\n */\n round() { return this.clone()._round(); },\n\n /**\n * Return the magnitude of this point: this is the Euclidean\n * distance from the 0, 0 coordinate to this point's x and y\n * coordinates.\n * @return {number} magnitude\n */\n mag() {\n return Math.sqrt(this.x * this.x + this.y * this.y);\n },\n\n /**\n * Judge whether this point is equal to another point, returning\n * true or false.\n * @param {Point} other the other point\n * @return {boolean} whether the points are equal\n */\n equals(other) {\n return this.x === other.x &&\n this.y === other.y;\n },\n\n /**\n * Calculate the distance from this point to another point\n * @param {Point} p the other point\n * @return {number} distance\n */\n dist(p) {\n return Math.sqrt(this.distSqr(p));\n },\n\n /**\n * Calculate the distance from this point to another point,\n * without the square root step. Useful if you're comparing\n * relative distances.\n * @param {Point} p the other point\n * @return {number} distance\n */\n distSqr(p) {\n const dx = p.x - this.x,\n dy = p.y - this.y;\n return dx * dx + dy * dy;\n },\n\n /**\n * Get the angle from the 0, 0 coordinate to this point, in radians\n * coordinates.\n * @return {number} angle\n */\n angle() {\n return Math.atan2(this.y, this.x);\n },\n\n /**\n * Get the angle from this point to another point, in radians\n * @param {Point} b the other point\n * @return {number} angle\n */\n angleTo(b) {\n return Math.atan2(this.y - b.y, this.x - b.x);\n },\n\n /**\n * Get the angle between this point and another point, in radians\n * @param {Point} b the other point\n * @return {number} angle\n */\n angleWith(b) {\n return this.angleWithSep(b.x, b.y);\n },\n\n /**\n * Find the angle of the two vectors, solving the formula for\n * the cross product a x b = |a||b|sin(θ) for θ.\n * @param {number} x the x-coordinate\n * @param {number} y the y-coordinate\n * @return {number} the angle in radians\n */\n angleWithSep(x, y) {\n return Math.atan2(\n this.x * y - this.y * x,\n this.x * x + this.y * y);\n },\n\n /** @param {[number, number, number, number]} m */\n _matMult(m) {\n const x = m[0] * this.x + m[1] * this.y,\n y = m[2] * this.x + m[3] * this.y;\n this.x = x;\n this.y = y;\n return this;\n },\n\n /** @param {Point} p */\n _add(p) {\n this.x += p.x;\n this.y += p.y;\n return this;\n },\n\n /** @param {Point} p */\n _sub(p) {\n this.x -= p.x;\n this.y -= p.y;\n return this;\n },\n\n /** @param {number} k */\n _mult(k) {\n this.x *= k;\n this.y *= k;\n return this;\n },\n\n /** @param {number} k */\n _div(k) {\n this.x /= k;\n this.y /= k;\n return this;\n },\n\n /** @param {Point} p */\n _multByPoint(p) {\n this.x *= p.x;\n this.y *= p.y;\n return this;\n },\n\n /** @param {Point} p */\n _divByPoint(p) {\n this.x /= p.x;\n this.y /= p.y;\n return this;\n },\n\n _unit() {\n this._div(this.mag());\n return this;\n },\n\n _perp() {\n const y = this.y;\n this.y = this.x;\n this.x = -y;\n return this;\n },\n\n /** @param {number} angle */\n _rotate(angle) {\n const cos = Math.cos(angle),\n sin = Math.sin(angle),\n x = cos * this.x - sin * this.y,\n y = sin * this.x + cos * this.y;\n this.x = x;\n this.y = y;\n return this;\n },\n\n /**\n * @param {number} angle\n * @param {Point} p\n */\n _rotateAround(angle, p) {\n const cos = Math.cos(angle),\n sin = Math.sin(angle),\n x = p.x + cos * (this.x - p.x) - sin * (this.y - p.y),\n y = p.y + sin * (this.x - p.x) + cos * (this.y - p.y);\n this.x = x;\n this.y = y;\n return this;\n },\n\n _round() {\n this.x = Math.round(this.x);\n this.y = Math.round(this.y);\n return this;\n },\n\n constructor: Point\n};\n\n/**\n * Construct a point from an array if necessary, otherwise if the input\n * is already a Point, return it unchanged.\n * @param {Point | [number, number] | {x: number, y: number}} p input value\n * @return {Point} constructed point.\n * @example\n * // this\n * var point = Point.convert([0, 1]);\n * // is equivalent to\n * var point = new Point(0, 1);\n */\nPoint.convert = function (p) {\n if (p instanceof Point) {\n return /** @type {Point} */ (p);\n }\n if (Array.isArray(p)) {\n return new Point(+p[0], +p[1]);\n }\n if (p.x !== undefined && p.y !== undefined) {\n return new Point(+p.x, +p.y);\n }\n throw new Error('Expected [x, y] or {x, y} point 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{"version":3,"file":"index.es282.js","sources":["../../../node_modules/wgs84/index.js"],"sourcesContent":["module.exports.RADIUS = 6378137;\nmodule.exports.FLATTENING = 1/298.257223563;\nmodule.exports.POLAR_RADIUS = 6356752.3142;\n"],"names":["wgs84"],"mappings":";AAAwBA,EAAA,SAAA;AACxBA,EAAA,aAA4B,IAAE;AAC9BA,EAAA,eAA8B;","x_google_ignoreList":[0]}
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{"version":3,"file":"index.es283.js","sources":[
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function r(t, i) {
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this.x = t, this.y = i;
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}
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r.prototype = {
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/**
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* Clone this point, returning a new point that can be modified
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* without affecting the old one.
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clone() {
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return new r(this.x, this.y);
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},
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/**
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* Add this point's x & y coordinates to another point,
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add(t) {
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/**
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* Subtract this point's x & y coordinates to from point,
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/**
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* Multiply this point's x & y coordinates by point,
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multByPoint(t) {
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},
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/**
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* Divide this point's x & y coordinates by point,
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divByPoint(t) {
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},
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/**
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* Multiply this point's x & y coordinates by a factor,
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* yielding a new point.
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mult(t) {
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},
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/**
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* Divide this point's x & y coordinates by a factor,
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* yielding a new point.
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div(t) {
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return this.clone()._div(t);
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},
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/**
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* Rotate this point around the 0, 0 origin by an angle a,
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* given in radians
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rotate(t) {
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},
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/**
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* Rotate this point around p point by an angle a,
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* given in radians
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*/
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rotateAround(t, i) {
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return this.clone()._rotateAround(t, i);
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},
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/**
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* Multiply this point by a 4x1 transformation matrix
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* @param {[number, number, number, number]} m transformation matrix
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*/
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matMult(t) {
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return this.clone()._matMult(t);
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},
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/**
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* Calculate this point but as a unit vector from 0, 0, meaning
|
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* that the distance from the resulting point to the 0, 0
|
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* coordinate will be equal to 1 and the angle from the resulting
|
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* point to the 0, 0 coordinate will be the same as before.
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* @return {Point} unit vector point
|
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*/
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unit() {
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return this.clone()._unit();
|
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},
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/**
|
|
105
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+
* Compute a perpendicular point, where the new y coordinate
|
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+
* is the old x coordinate and the new x coordinate is the old y
|
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* coordinate multiplied by -1
|
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* @return {Point} perpendicular point
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*/
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perp() {
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return this.clone()._perp();
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},
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/**
|
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* Return a version of this point with the x & y coordinates
|
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* rounded to integers.
|
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* @return {Point} rounded point
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*/
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round() {
|
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return this.clone()._round();
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},
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/**
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* Return the magnitude of this point: this is the Euclidean
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* distance from the 0, 0 coordinate to this point's x and y
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* coordinates.
|
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* @return {number} magnitude
|
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*/
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mag() {
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return Math.sqrt(this.x * this.x + this.y * this.y);
|
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},
|
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+
/**
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* Judge whether this point is equal to another point, returning
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* true or false.
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* @param {Point} other the other point
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* @return {boolean} whether the points are equal
|
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*/
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equals(t) {
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return this.x === t.x && this.y === t.y;
|
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},
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/**
|
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* Calculate the distance from this point to another point
|
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* @param {Point} p the other point
|
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* @return {number} distance
|
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*/
|
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dist(t) {
|
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+
return Math.sqrt(this.distSqr(t));
|
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},
|
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+
/**
|
|
148
|
+
* Calculate the distance from this point to another point,
|
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* without the square root step. Useful if you're comparing
|
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|
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* relative distances.
|
|
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+
* @param {Point} p the other point
|
|
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* @return {number} distance
|
|
153
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*/
|
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154
|
+
distSqr(t) {
|
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|
+
const i = t.x - this.x, s = t.y - this.y;
|
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|
+
return i * i + s * s;
|
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+
},
|
|
158
|
+
/**
|
|
159
|
+
* Get the angle from the 0, 0 coordinate to this point, in radians
|
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* coordinates.
|
|
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|
+
* @return {number} angle
|
|
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+
*/
|
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|
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angle() {
|
|
164
|
+
return Math.atan2(this.y, this.x);
|
|
165
|
+
},
|
|
166
|
+
/**
|
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167
|
+
* Get the angle from this point to another point, in radians
|
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* @param {Point} b the other point
|
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|
+
* @return {number} angle
|
|
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|
+
*/
|
|
171
|
+
angleTo(t) {
|
|
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|
+
return Math.atan2(this.y - t.y, this.x - t.x);
|
|
173
|
+
},
|
|
174
|
+
/**
|
|
175
|
+
* Get the angle between this point and another point, in radians
|
|
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|
+
* @param {Point} b the other point
|
|
177
|
+
* @return {number} angle
|
|
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|
+
*/
|
|
179
|
+
angleWith(t) {
|
|
180
|
+
return this.angleWithSep(t.x, t.y);
|
|
181
|
+
},
|
|
182
|
+
/**
|
|
183
|
+
* Find the angle of the two vectors, solving the formula for
|
|
184
|
+
* the cross product a x b = |a||b|sin(θ) for θ.
|
|
185
|
+
* @param {number} x the x-coordinate
|
|
186
|
+
* @param {number} y the y-coordinate
|
|
187
|
+
* @return {number} the angle in radians
|
|
188
|
+
*/
|
|
189
|
+
angleWithSep(t, i) {
|
|
190
|
+
return Math.atan2(
|
|
191
|
+
this.x * i - this.y * t,
|
|
192
|
+
this.x * t + this.y * i
|
|
193
|
+
);
|
|
194
|
+
},
|
|
195
|
+
/** @param {[number, number, number, number]} m */
|
|
196
|
+
_matMult(t) {
|
|
197
|
+
const i = t[0] * this.x + t[1] * this.y, s = t[2] * this.x + t[3] * this.y;
|
|
198
|
+
return this.x = i, this.y = s, this;
|
|
199
|
+
},
|
|
200
|
+
/** @param {Point} p */
|
|
201
|
+
_add(t) {
|
|
202
|
+
return this.x += t.x, this.y += t.y, this;
|
|
203
|
+
},
|
|
204
|
+
/** @param {Point} p */
|
|
205
|
+
_sub(t) {
|
|
206
|
+
return this.x -= t.x, this.y -= t.y, this;
|
|
207
|
+
},
|
|
208
|
+
/** @param {number} k */
|
|
209
|
+
_mult(t) {
|
|
210
|
+
return this.x *= t, this.y *= t, this;
|
|
211
|
+
},
|
|
212
|
+
/** @param {number} k */
|
|
213
|
+
_div(t) {
|
|
214
|
+
return this.x /= t, this.y /= t, this;
|
|
215
|
+
},
|
|
216
|
+
/** @param {Point} p */
|
|
217
|
+
_multByPoint(t) {
|
|
218
|
+
return this.x *= t.x, this.y *= t.y, this;
|
|
219
|
+
},
|
|
220
|
+
/** @param {Point} p */
|
|
221
|
+
_divByPoint(t) {
|
|
222
|
+
return this.x /= t.x, this.y /= t.y, this;
|
|
223
|
+
},
|
|
224
|
+
_unit() {
|
|
225
|
+
return this._div(this.mag()), this;
|
|
226
|
+
},
|
|
227
|
+
_perp() {
|
|
228
|
+
const t = this.y;
|
|
229
|
+
return this.y = this.x, this.x = -t, this;
|
|
230
|
+
},
|
|
231
|
+
/** @param {number} angle */
|
|
232
|
+
_rotate(t) {
|
|
233
|
+
const i = Math.cos(t), s = Math.sin(t), h = i * this.x - s * this.y, n = s * this.x + i * this.y;
|
|
234
|
+
return this.x = h, this.y = n, this;
|
|
235
|
+
},
|
|
236
|
+
/**
|
|
237
|
+
* @param {number} angle
|
|
238
|
+
* @param {Point} p
|
|
239
|
+
*/
|
|
240
|
+
_rotateAround(t, i) {
|
|
241
|
+
const s = Math.cos(t), h = Math.sin(t), n = i.x + s * (this.x - i.x) - h * (this.y - i.y), e = i.y + h * (this.x - i.x) + s * (this.y - i.y);
|
|
242
|
+
return this.x = n, this.y = e, this;
|
|
243
|
+
},
|
|
244
|
+
_round() {
|
|
245
|
+
return this.x = Math.round(this.x), this.y = Math.round(this.y), this;
|
|
246
|
+
},
|
|
247
|
+
constructor: r
|
|
248
|
+
};
|
|
249
|
+
r.convert = function(t) {
|
|
250
|
+
if (t instanceof r)
|
|
251
|
+
return (
|
|
252
|
+
/** @type {Point} */
|
|
253
|
+
t
|
|
254
|
+
);
|
|
255
|
+
if (Array.isArray(t))
|
|
256
|
+
return new r(+t[0], +t[1]);
|
|
257
|
+
if (t.x !== void 0 && t.y !== void 0)
|
|
258
|
+
return new r(+t.x, +t.y);
|
|
259
|
+
throw new Error("Expected [x, y] or {x, y} point format");
|
|
260
|
+
};
|
|
2
261
|
export {
|
|
3
|
-
r as
|
|
262
|
+
r as default
|
|
4
263
|
};
|
|
5
264
|
//# sourceMappingURL=index.es284.js.map
|
package/dist/index.es284.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"index.es284.js","sources":[],"sourcesContent":[],"names":[],"mappings":";"}
|
|
1
|
+
{"version":3,"file":"index.es284.js","sources":["../../../node_modules/@mapbox/mapbox-gl-draw/node_modules/@mapbox/point-geometry/index.js"],"sourcesContent":["/**\n * A standalone point geometry with useful accessor, comparison, and\n * modification methods.\n *\n * @class\n * @param {number} x the x-coordinate. This could be longitude or screen pixels, or any other sort of unit.\n * @param {number} y the y-coordinate. This could be latitude or screen pixels, or any other sort of unit.\n *\n * @example\n * const point = new Point(-77, 38);\n */\nexport default function Point(x, y) {\n this.x = x;\n this.y = y;\n}\n\nPoint.prototype = {\n /**\n * Clone this point, returning a new point that can be modified\n * without affecting the old one.\n * @return {Point} the clone\n */\n clone() { return new Point(this.x, this.y); },\n\n /**\n * Add this point's x & y coordinates to another point,\n * yielding a new point.\n * @param {Point} p the other point\n * @return {Point} output point\n */\n add(p) { return this.clone()._add(p); },\n\n /**\n * Subtract this point's x & y coordinates to from point,\n * yielding a new point.\n * @param {Point} p the other point\n * @return {Point} output point\n */\n sub(p) { return this.clone()._sub(p); },\n\n /**\n * Multiply this point's x & y coordinates by point,\n * yielding a new point.\n * @param {Point} p the other point\n * @return {Point} output point\n */\n multByPoint(p) { return this.clone()._multByPoint(p); },\n\n /**\n * Divide this point's x & y coordinates by point,\n * yielding a new point.\n * @param {Point} p the other point\n * @return {Point} output point\n */\n divByPoint(p) { return this.clone()._divByPoint(p); },\n\n /**\n * Multiply this point's x & y coordinates by a factor,\n * yielding a new point.\n * @param {number} k factor\n * @return {Point} output point\n */\n mult(k) { return this.clone()._mult(k); },\n\n /**\n * Divide this point's x & y coordinates by a factor,\n * yielding a new point.\n * @param {number} k factor\n * @return {Point} output point\n */\n div(k) { return this.clone()._div(k); },\n\n /**\n * Rotate this point around the 0, 0 origin by an angle a,\n * given in radians\n * @param {number} a angle to rotate around, in radians\n * @return {Point} output point\n */\n rotate(a) { return this.clone()._rotate(a); },\n\n /**\n * Rotate this point around p point by an angle a,\n * given in radians\n * @param {number} a angle to rotate around, in radians\n * @param {Point} p Point to rotate around\n * @return {Point} output point\n */\n rotateAround(a, p) { return this.clone()._rotateAround(a, p); },\n\n /**\n * Multiply this point by a 4x1 transformation matrix\n * @param {[number, number, number, number]} m transformation matrix\n * @return {Point} output point\n */\n matMult(m) { return this.clone()._matMult(m); },\n\n /**\n * Calculate this point but as a unit vector from 0, 0, meaning\n * that the distance from the resulting point to the 0, 0\n * coordinate will be equal to 1 and the angle from the resulting\n * point to the 0, 0 coordinate will be the same as before.\n * @return {Point} unit vector point\n */\n unit() { return this.clone()._unit(); },\n\n /**\n * Compute a perpendicular point, where the new y coordinate\n * is the old x coordinate and the new x coordinate is the old y\n * coordinate multiplied by -1\n * @return {Point} perpendicular point\n */\n perp() { return this.clone()._perp(); },\n\n /**\n * Return a version of this point with the x & y coordinates\n * rounded to integers.\n * @return {Point} rounded point\n */\n round() { return this.clone()._round(); },\n\n /**\n * Return the magnitude of this point: this is the Euclidean\n * distance from the 0, 0 coordinate to this point's x and y\n * coordinates.\n * @return {number} magnitude\n */\n mag() {\n return Math.sqrt(this.x * this.x + this.y * this.y);\n },\n\n /**\n * Judge whether this point is equal to another point, returning\n * true or false.\n * @param {Point} other the other point\n * @return {boolean} whether the points are equal\n */\n equals(other) {\n return this.x === other.x &&\n this.y === other.y;\n },\n\n /**\n * Calculate the distance from this point to another point\n * @param {Point} p the other point\n * @return {number} distance\n */\n dist(p) {\n return Math.sqrt(this.distSqr(p));\n },\n\n /**\n * Calculate the distance from this point to another point,\n * without the square root step. Useful if you're comparing\n * relative distances.\n * @param {Point} p the other point\n * @return {number} distance\n */\n distSqr(p) {\n const dx = p.x - this.x,\n dy = p.y - this.y;\n return dx * dx + dy * dy;\n },\n\n /**\n * Get the angle from the 0, 0 coordinate to this point, in radians\n * coordinates.\n * @return {number} angle\n */\n angle() {\n return Math.atan2(this.y, this.x);\n },\n\n /**\n * Get the angle from this point to another point, in radians\n * @param {Point} b the other point\n * @return {number} angle\n */\n angleTo(b) {\n return Math.atan2(this.y - b.y, this.x - b.x);\n },\n\n /**\n * Get the angle between this point and another point, in radians\n * @param {Point} b the other point\n * @return {number} angle\n */\n angleWith(b) {\n return this.angleWithSep(b.x, b.y);\n },\n\n /**\n * Find the angle of the two vectors, solving the formula for\n * the cross product a x b = |a||b|sin(θ) for θ.\n * @param {number} x the x-coordinate\n * @param {number} y the y-coordinate\n * @return {number} the angle in radians\n */\n angleWithSep(x, y) {\n return Math.atan2(\n this.x * y - this.y * x,\n this.x * x + this.y * y);\n },\n\n /** @param {[number, number, number, number]} m */\n _matMult(m) {\n const x = m[0] * this.x + m[1] * this.y,\n y = m[2] * this.x + m[3] * this.y;\n this.x = x;\n this.y = y;\n return this;\n },\n\n /** @param {Point} p */\n _add(p) {\n this.x += p.x;\n this.y += p.y;\n return this;\n },\n\n /** @param {Point} p */\n _sub(p) {\n this.x -= p.x;\n this.y -= p.y;\n return this;\n },\n\n /** @param {number} k */\n _mult(k) {\n this.x *= k;\n this.y *= k;\n return this;\n },\n\n /** @param {number} k */\n _div(k) {\n this.x /= k;\n this.y /= k;\n return this;\n },\n\n /** @param {Point} p */\n _multByPoint(p) {\n this.x *= p.x;\n this.y *= p.y;\n return this;\n },\n\n /** @param {Point} p */\n _divByPoint(p) {\n this.x /= p.x;\n this.y /= p.y;\n return this;\n },\n\n _unit() {\n this._div(this.mag());\n return this;\n },\n\n _perp() {\n const y = this.y;\n this.y = this.x;\n this.x = -y;\n return this;\n },\n\n /** @param {number} angle */\n _rotate(angle) {\n const cos = Math.cos(angle),\n sin = Math.sin(angle),\n x = cos * this.x - sin * this.y,\n y = sin * this.x + cos * this.y;\n this.x = x;\n this.y = y;\n return this;\n },\n\n /**\n * @param {number} angle\n * @param {Point} p\n */\n _rotateAround(angle, p) {\n const cos = Math.cos(angle),\n sin = Math.sin(angle),\n x = p.x + cos * (this.x - p.x) - sin * (this.y - p.y),\n y = p.y + sin * (this.x - p.x) + cos * (this.y - p.y);\n this.x = x;\n this.y = y;\n return this;\n },\n\n _round() {\n this.x = Math.round(this.x);\n this.y = Math.round(this.y);\n return this;\n },\n\n constructor: Point\n};\n\n/**\n * Construct a point from an array if necessary, otherwise if the input\n * is already a Point, return it unchanged.\n * @param {Point | [number, number] | {x: number, y: number}} p input value\n * @return {Point} constructed point.\n * @example\n * // this\n * var point = Point.convert([0, 1]);\n * // is equivalent to\n * var point = new Point(0, 1);\n */\nPoint.convert = function (p) {\n if (p instanceof Point) {\n return /** @type {Point} */ (p);\n }\n if (Array.isArray(p)) {\n return new Point(+p[0], +p[1]);\n }\n if (p.x !== undefined && p.y !== undefined) {\n return new Point(+p.x, +p.y);\n }\n throw new Error('Expected [x, y] or {x, y} point 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