@predy-js/math 0.3.0-beta.36 → 0.3.0-beta.38

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package/dist/index.js CHANGED
@@ -1086,19 +1086,6 @@ function quatFromRotation(out, x, y, z) {
1086
1086
  out[3] = c1 * c2 * c3 + s1 * s2 * s3;
1087
1087
  return out;
1088
1088
  }
1089
- function quatFromRotationXYZ(out, x, y, z) {
1090
- const c1 = Math.cos((x * d2r) / 2);
1091
- const c2 = Math.cos((y * d2r) / 2);
1092
- const c3 = Math.cos((z * d2r) / 2);
1093
- const s1 = Math.sin((x * d2r) / 2);
1094
- const s2 = Math.sin((y * d2r) / 2);
1095
- const s3 = Math.sin((z * d2r) / 2);
1096
- out[0] = s1 * c2 * c3 + c1 * s2 * s3;
1097
- out[1] = c1 * s2 * c3 - s1 * c2 * s3;
1098
- out[2] = c1 * c2 * s3 + s1 * s2 * c3;
1099
- out[3] = c1 * c2 * c3 - s1 * s2 * s3;
1100
- return out;
1101
- }
1102
1089
  function quatStar(out, quat) {
1103
1090
  const x = quat[0], y = quat[1], z = quat[2], w = quat[3];
1104
1091
  out[0] = -x;
@@ -1107,28 +1094,6 @@ function quatStar(out, quat) {
1107
1094
  out[3] = w;
1108
1095
  return out;
1109
1096
  }
1110
- function quatFromVec3s(v1, v2) {
1111
- const cross = [
1112
- v1[1] * v2[2] - v1[2] * v2[1],
1113
- v1[2] * v2[0] - v1[0] * v2[2],
1114
- v1[0] * v2[1] - v1[1] * v2[0],
1115
- ];
1116
- const dot = v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2];
1117
- if (dot < -0.999999) {
1118
- let orthogonalAxis = [1, 0, 0];
1119
- if (Math.abs(v1[0]) > Math.abs(v1[2])) {
1120
- orthogonalAxis = [0, 0, 1];
1121
- }
1122
- const orthogonalCross = [
1123
- v1[1] * orthogonalAxis[2] - v1[2] * orthogonalAxis[1],
1124
- v1[2] * orthogonalAxis[0] - v1[0] * orthogonalAxis[2],
1125
- v1[0] * orthogonalAxis[1] - v1[1] * orthogonalAxis[0],
1126
- ];
1127
- return vecNormalize([orthogonalCross[0], orthogonalCross[1], orthogonalCross[2], 0]);
1128
- }
1129
- const w = Math.sqrt((Math.pow(v1[0], 2) + Math.pow(v1[1], 2) + Math.pow(v1[2], 2)) * (Math.pow(v2[0], 2) + Math.pow(v2[1], 2) + Math.pow(v2[2], 2))) + dot;
1130
- return vecNormalize([cross[0], cross[1], cross[2], w]);
1131
- }
1132
1097
 
1133
1098
  exports.NumberEpsilon = NumberEpsilon;
1134
1099
  exports.clamp = clamp;
@@ -1161,8 +1126,6 @@ exports.mat4translate = mat4translate;
1161
1126
  exports.quatCreate = quatCreate;
1162
1127
  exports.quatEquals = quatEquals;
1163
1128
  exports.quatFromRotation = quatFromRotation;
1164
- exports.quatFromRotationXYZ = quatFromRotationXYZ;
1165
- exports.quatFromVec3s = quatFromVec3s;
1166
1129
  exports.quatMultiply = quatMultiply;
1167
1130
  exports.quatStar = quatStar;
1168
1131
  exports.rotateVec2 = rotateVec2;
package/dist/index.mjs CHANGED
@@ -1082,19 +1082,6 @@ function quatFromRotation(out, x, y, z) {
1082
1082
  out[3] = c1 * c2 * c3 + s1 * s2 * s3;
1083
1083
  return out;
1084
1084
  }
1085
- function quatFromRotationXYZ(out, x, y, z) {
1086
- const c1 = Math.cos((x * d2r) / 2);
1087
- const c2 = Math.cos((y * d2r) / 2);
1088
- const c3 = Math.cos((z * d2r) / 2);
1089
- const s1 = Math.sin((x * d2r) / 2);
1090
- const s2 = Math.sin((y * d2r) / 2);
1091
- const s3 = Math.sin((z * d2r) / 2);
1092
- out[0] = s1 * c2 * c3 + c1 * s2 * s3;
1093
- out[1] = c1 * s2 * c3 - s1 * c2 * s3;
1094
- out[2] = c1 * c2 * s3 + s1 * s2 * c3;
1095
- out[3] = c1 * c2 * c3 - s1 * s2 * s3;
1096
- return out;
1097
- }
1098
1085
  function quatStar(out, quat) {
1099
1086
  const x = quat[0], y = quat[1], z = quat[2], w = quat[3];
1100
1087
  out[0] = -x;
@@ -1103,27 +1090,5 @@ function quatStar(out, quat) {
1103
1090
  out[3] = w;
1104
1091
  return out;
1105
1092
  }
1106
- function quatFromVec3s(v1, v2) {
1107
- const cross = [
1108
- v1[1] * v2[2] - v1[2] * v2[1],
1109
- v1[2] * v2[0] - v1[0] * v2[2],
1110
- v1[0] * v2[1] - v1[1] * v2[0],
1111
- ];
1112
- const dot = v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2];
1113
- if (dot < -0.999999) {
1114
- let orthogonalAxis = [1, 0, 0];
1115
- if (Math.abs(v1[0]) > Math.abs(v1[2])) {
1116
- orthogonalAxis = [0, 0, 1];
1117
- }
1118
- const orthogonalCross = [
1119
- v1[1] * orthogonalAxis[2] - v1[2] * orthogonalAxis[1],
1120
- v1[2] * orthogonalAxis[0] - v1[0] * orthogonalAxis[2],
1121
- v1[0] * orthogonalAxis[1] - v1[1] * orthogonalAxis[0],
1122
- ];
1123
- return vecNormalize([orthogonalCross[0], orthogonalCross[1], orthogonalCross[2], 0]);
1124
- }
1125
- const w = Math.sqrt((Math.pow(v1[0], 2) + Math.pow(v1[1], 2) + Math.pow(v1[2], 2)) * (Math.pow(v2[0], 2) + Math.pow(v2[1], 2) + Math.pow(v2[2], 2))) + dot;
1126
- return vecNormalize([cross[0], cross[1], cross[2], w]);
1127
- }
1128
1093
 
1129
- export { NumberEpsilon, clamp, ensureVec3, getMat4TR, getMat4TRS, getMat4Transform, invertMat4, isZeroVec, mat3FromQuat, mat3FromRotation, mat3FromRotationZ, mat3MulMat3, mat3NormalFromMat4, mat3Rotate, mat3Scale, mat3Translate, mat3create, mat4Clone, mat4Determinate, mat4create, mat4fromRotationTranslationScale, mat4identity, mat4invert, mat4multiply, mat4perspective, mat4rotate, mat4scale, mat4translate, quatCreate, quatEquals, quatFromRotation, quatFromRotationXYZ, quatFromVec3s, quatMultiply, quatStar, rotateVec2, rotationFromMat3, transposeMat3, transposeMat4, vec2AddVec2, vec2Create, vec2MulMat3, vec2MulVec2, vec2SubVec2, vec2TransformByMat3, vec3AddVec3, vec3Create, vec3Cross, vec3MulMat3, vec3MulMat4, vec3MulNum, vec3MulVec3, vec3RotateByMat4, vec3RotateByQuat, vec3TranslateByMat4, vec4Create, vecAdd, vecAddCombine, vecAssign, vecDot, vecFill, vecMinus, vecMulCombine, vecMulScalar, vecNormalize, vecSquareDistance, vecSub };
1094
+ export { NumberEpsilon, clamp, ensureVec3, getMat4TR, getMat4TRS, getMat4Transform, invertMat4, isZeroVec, mat3FromQuat, mat3FromRotation, mat3FromRotationZ, mat3MulMat3, mat3NormalFromMat4, mat3Rotate, mat3Scale, mat3Translate, mat3create, mat4Clone, mat4Determinate, mat4create, mat4fromRotationTranslationScale, mat4identity, mat4invert, mat4multiply, mat4perspective, mat4rotate, mat4scale, mat4translate, quatCreate, quatEquals, quatFromRotation, quatMultiply, quatStar, rotateVec2, rotationFromMat3, transposeMat3, transposeMat4, vec2AddVec2, vec2Create, vec2MulMat3, vec2MulVec2, vec2SubVec2, vec2TransformByMat3, vec3AddVec3, vec3Create, vec3Cross, vec3MulMat3, vec3MulMat4, vec3MulNum, vec3MulVec3, vec3RotateByMat4, vec3RotateByQuat, vec3TranslateByMat4, vec4Create, vecAdd, vecAddCombine, vecAssign, vecDot, vecFill, vecMinus, vecMulCombine, vecMulScalar, vecNormalize, vecSquareDistance, vecSub };
package/dist/quat.d.ts CHANGED
@@ -1,9 +1,7 @@
1
- import type { mat3, vec3, vec4 } from '@predy-js/render-interface';
1
+ import type { mat3, vec4 } from '@predy-js/render-interface';
2
2
  export declare function quatCreate(): vec4;
3
3
  export declare function quatMultiply(out: vec4, a: vec4, b: vec4): vec4;
4
4
  export declare function mat3FromQuat(out: mat3 | number[], quat: vec4): mat3;
5
5
  export declare function quatEquals(q1: vec4, q2: vec4): boolean;
6
6
  export declare function quatFromRotation(out: vec4, x: number, y: number, z: number): vec4;
7
- export declare function quatFromRotationXYZ(out: vec4, x: number, y: number, z: number): vec4;
8
7
  export declare function quatStar(out: vec4, quat: vec4): vec4;
9
- export declare function quatFromVec3s(v1: vec3, v2: vec3): vec4;
package/dist/vec4.d.ts CHANGED
@@ -1,2 +1,2 @@
1
1
  import type { vec4 } from '@predy-js/render-interface';
2
- export declare function vec4Create(v?: vec4): vec4;
2
+ export declare function vec4Create(v: vec4): vec4;
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@predy-js/math",
3
- "version": "0.3.0-beta.36",
3
+ "version": "0.3.0-beta.38",
4
4
  "description": "Mars JSON Specification",
5
5
  "module": "./dist/index.mjs",
6
6
  "main": "./dist/index.js",
@@ -28,7 +28,7 @@
28
28
  "prepublishOnly": "npm run build"
29
29
  },
30
30
  "devDependencies": {
31
- "@predy-js/render-interface": "0.3.0-beta.36",
31
+ "@predy-js/render-interface": "0.3.0-beta.38",
32
32
  "@commitlint/cli": "^13.2.1",
33
33
  "@commitlint/config-conventional": "^13.2.0",
34
34
  "@rollup/plugin-commonjs": "^21.0.3",