@vertexvis/geometry 0.21.1-testing.0 → 0.21.1-testing.1
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/bundle.cjs.js +1 -27
- package/dist/bundle.cjs.js.map +1 -1
- package/dist/bundle.esm.js +1 -27
- package/dist/bundle.esm.js.map +1 -1
- package/dist/cdn/bundle.esm.js +1 -27
- package/dist/cdn/bundle.esm.js.map +1 -1
- package/dist/cdn/bundle.esm.min.js +2 -2
- package/dist/cdn/bundle.esm.min.js.map +1 -1
- package/dist/cdn/matrix4.d.ts +0 -14
- package/dist/cdn/vector3.d.ts +1 -0
- package/dist/matrix4.d.ts +0 -14
- package/dist/vector3.d.ts +1 -0
- package/package.json +3 -3
package/dist/bundle.cjs.js
CHANGED
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@@ -558,32 +558,6 @@ function makeLookAtView(position, lookAt, up) {
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558
558
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];
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559
559
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/* eslint-enable prettier/prettier */
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560
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}
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561
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-
/**
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562
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* Matrix becomes a combination of translation and rotation.
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563
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*
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564
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* Matrix becomes a combination of a translation to the position of 'eye' and a
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565
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* rotation matrix which orients an object to point towards 'center' along its
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566
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* z-axis. Use this function if you want an object to look at a point from
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567
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* another point in space.
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568
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*
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569
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* @param position The position of the object.
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570
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* @param lookAt The point which the object is looking at.
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571
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* @param up The direction which the object considers up.
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572
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* @returns A matrix.
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573
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*/
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574
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function makeLookAt(position, lookAt, up) {
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575
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var z = normalize(subtract(position, lookAt));
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576
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var x = normalize(cross(up, z));
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577
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var y = cross(z, x);
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578
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/* eslint-disable prettier/prettier */
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579
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return [
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580
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x.x, x.y, x.z, 0,
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581
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y.x, y.y, y.z, 0,
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582
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z.x, z.y, z.z, 0,
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583
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position.x, position.y, position.z, 1
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584
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];
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585
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/* eslint-enable prettier/prettier */
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586
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}
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/**
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* Returns the inverse of the given matrix. If the determinate of the matrix is
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* zero, then a zero matrix is returned.
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@@ -792,7 +766,6 @@ var matrix4 = /*#__PURE__*/Object.freeze({
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792
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makePerspective: makePerspective,
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793
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makeOrthographic: makeOrthographic,
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794
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makeLookAtView: makeLookAtView,
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795
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makeLookAt: makeLookAt,
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796
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invert: invert,
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797
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lookAt: lookAt,
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798
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multiply: multiply$2,
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@@ -1471,6 +1444,7 @@ function rotateAboutAxis(angle, point, axisDirection, axisPosition) {
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1471
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}
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1472
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/**
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* Returns a vector that is multiplied with a matrix.
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1447
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+
* Is it v*m or m*v?
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*/
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function transformMatrix$1(vector, m) {
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var x = vector.x, y = vector.y, z = vector.z;
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