@vived/app 2.19.1 → 2.21.0

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Files changed (37) hide show
  1. package/lib/Entities/KeyboardInput.js +0 -2
  2. package/lib/Entities/MouseInput.js +0 -5
  3. package/lib/Entities/SceneRoot.d.ts +69 -0
  4. package/lib/Entities/SceneRoot.js +77 -0
  5. package/lib/Entities/TransformNode.d.ts +78 -0
  6. package/lib/Entities/TransformNode.js +217 -0
  7. package/lib/Entities/WorkPlane.d.ts +49 -0
  8. package/lib/Entities/WorkPlane.js +122 -0
  9. package/lib/Entities/index.d.ts +3 -0
  10. package/lib/Entities/index.js +3 -0
  11. package/lib/PresentationManagers/FocusCameraPosRotPM.d.ts +13 -0
  12. package/lib/PresentationManagers/FocusCameraPosRotPM.js +28 -0
  13. package/lib/PresentationManagers/TransformNodePM.d.ts +14 -0
  14. package/lib/PresentationManagers/TransformNodePM.js +23 -0
  15. package/lib/PresentationManagers/index.d.ts +2 -0
  16. package/lib/PresentationManagers/index.js +2 -0
  17. package/lib/UseCases/SceneRoot/SerializeSceneRoot.d.ts +18 -0
  18. package/lib/UseCases/SceneRoot/SerializeSceneRoot.js +48 -0
  19. package/lib/UseCases/SceneRoot/index.d.ts +1 -0
  20. package/lib/UseCases/SceneRoot/index.js +13 -0
  21. package/lib/UseCases/index.d.ts +1 -0
  22. package/lib/UseCases/index.js +1 -0
  23. package/lib/ValueObjects/Angle.d.ts +18 -0
  24. package/lib/ValueObjects/Angle.js +26 -2
  25. package/lib/ValueObjects/Color.d.ts +46 -0
  26. package/lib/ValueObjects/Color.js +46 -0
  27. package/lib/ValueObjects/Matrix.d.ts +120 -0
  28. package/lib/ValueObjects/Matrix.js +423 -0
  29. package/lib/ValueObjects/Quaternion.d.ts +94 -0
  30. package/lib/ValueObjects/Quaternion.js +243 -0
  31. package/lib/ValueObjects/Vector2.d.ts +82 -0
  32. package/lib/ValueObjects/Vector2.js +82 -0
  33. package/lib/ValueObjects/Vector3.d.ts +107 -0
  34. package/lib/ValueObjects/Vector3.js +116 -0
  35. package/lib/ValueObjects/index.d.ts +2 -0
  36. package/lib/ValueObjects/index.js +2 -0
  37. package/package.json +1 -1
@@ -0,0 +1,423 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.Matrix = void 0;
4
+ const Quaternion_1 = require("./Quaternion");
5
+ const Vector3_1 = require("./Vector3");
6
+ class Matrix {
7
+ constructor(m) {
8
+ this._m = m;
9
+ }
10
+ /**
11
+ * Consructs an identity matrix
12
+ * @returns An identity matrix
13
+ */
14
+ static Identity() {
15
+ return new Matrix([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);
16
+ }
17
+ /**
18
+ * Constructs an matrix of zeros
19
+ * @returns A matrix of zeros
20
+ */
21
+ static Zero() {
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+ return new Matrix([0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]);
23
+ }
24
+ /**
25
+ * Compares two matricies
26
+ * @param a Matrix A
27
+ * @param b Matrix B
28
+ * @returns True if all the elements in matrix A are equal to all the elements of matrix B
29
+ */
30
+ static Equal(a, b) {
31
+ let areEqual = true;
32
+ for (let i = 0; i < 16; i++) {
33
+ if (a._m[i] !== b._m[i]) {
34
+ areEqual = false;
35
+ break;
36
+ }
37
+ }
38
+ return areEqual;
39
+ }
40
+ /**
41
+ * Checks to see if Matrix A is close to Matrix B by comparing elements
42
+ * @param a Matrix A
43
+ * @param b Matrix B
44
+ * @param threshold "Close" thershold. Defaults to 0.001
45
+ * @returns True if all the difference between the elements in each array is less than the threshold
46
+ */
47
+ static Close(a, b, threshold = 0.001) {
48
+ let areClose = true;
49
+ for (let i = 0; i < 16; i++) {
50
+ let diff = a._m[i] - b._m[i];
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+ if (diff < 0) {
52
+ diff = -diff;
53
+ }
54
+ if (diff > threshold) {
55
+ areClose = false;
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+ break;
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+ }
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+ }
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+ return areClose;
60
+ }
61
+ /**
62
+ * Multiplies Matrix A and B (AxB)
63
+ * @param a Matrix A
64
+ * @param b Matrix B
65
+ * @returns The result of AxB
66
+ */
67
+ static Multiply(a, b) {
68
+ const aMatrix = a._m;
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+ const bMatrix = b._m;
70
+ const tm0 = bMatrix[0];
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+ const tm1 = bMatrix[1];
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+ const tm2 = bMatrix[2];
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+ const tm3 = bMatrix[3];
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+ const tm4 = bMatrix[4];
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+ const tm5 = bMatrix[5];
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+ const tm6 = bMatrix[6];
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+ const tm7 = bMatrix[7];
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+ const tm8 = bMatrix[8];
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+ const tm9 = bMatrix[9];
80
+ const tm10 = bMatrix[10];
81
+ const tm11 = bMatrix[11];
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+ const tm12 = bMatrix[12];
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+ const tm13 = bMatrix[13];
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+ const tm14 = bMatrix[14];
85
+ const tm15 = bMatrix[15];
86
+ const om0 = aMatrix[0];
87
+ const om1 = aMatrix[1];
88
+ const om2 = aMatrix[2];
89
+ const om3 = aMatrix[3];
90
+ const om4 = aMatrix[4];
91
+ const om5 = aMatrix[5];
92
+ const om6 = aMatrix[6];
93
+ const om7 = aMatrix[7];
94
+ const om8 = aMatrix[8];
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+ const om9 = aMatrix[9];
96
+ const om10 = aMatrix[10];
97
+ const om11 = aMatrix[11];
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+ const om12 = aMatrix[12];
99
+ const om13 = aMatrix[13];
100
+ const om14 = aMatrix[14];
101
+ const om15 = aMatrix[15];
102
+ const result1 = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
103
+ const result2 = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
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+ const result3 = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
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+ const result4 = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
106
+ const result5 = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
107
+ const result6 = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
108
+ const result7 = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
109
+ const result8 = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
110
+ const result9 = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
111
+ const result10 = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
112
+ const result11 = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
113
+ const result12 = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
114
+ const result13 = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
115
+ const result14 = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
116
+ const result15 = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
117
+ const result16 = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
118
+ return new Matrix([
119
+ result1,
120
+ result2,
121
+ result3,
122
+ result4,
123
+ result5,
124
+ result6,
125
+ result7,
126
+ result8,
127
+ result9,
128
+ result10,
129
+ result11,
130
+ result12,
131
+ result13,
132
+ result14,
133
+ result15,
134
+ result16,
135
+ ]);
136
+ }
137
+ /**
138
+ * Composes a matrix from a scale vector, rotation quaterion, and translation vector
139
+ * @param scale The scale of the transformation matrix
140
+ * @param rotation The rotation of the transformation matrix
141
+ * @param translation The translation of the transformation matrix
142
+ * @returns The composed matrix
143
+ */
144
+ static Compose(scale, rotation, translation) {
145
+ const final = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
146
+ const rotX = rotation.x;
147
+ const rotY = rotation.y;
148
+ const rotZ = rotation.z;
149
+ const rotW = rotation.w;
150
+ const x2 = rotX + rotX;
151
+ const y2 = rotY + rotY;
152
+ const z2 = rotZ + rotZ;
153
+ const xx = rotX * x2;
154
+ const xy = rotX * y2;
155
+ const xz = rotX * z2;
156
+ const yy = rotY * y2;
157
+ const yz = rotY * z2;
158
+ const zz = rotZ * z2;
159
+ const wx = rotW * x2;
160
+ const wy = rotW * y2;
161
+ const wz = rotW * z2;
162
+ const scaleX = scale.x;
163
+ const scaleY = scale.y;
164
+ const scaleZ = scale.z;
165
+ final[0] = (1 - (yy + zz)) * scaleX;
166
+ final[1] = (xy + wz) * scaleX;
167
+ final[2] = (xz - wy) * scaleX;
168
+ final[3] = 0;
169
+ final[4] = (xy - wz) * scaleY;
170
+ final[5] = (1 - (xx + zz)) * scaleY;
171
+ final[6] = (yz + wx) * scaleY;
172
+ final[7] = 0;
173
+ final[8] = (xz + wy) * scaleZ;
174
+ final[9] = (yz - wx) * scaleZ;
175
+ final[10] = (1 - (xx + yy)) * scaleZ;
176
+ final[11] = 0;
177
+ final[12] = translation.x;
178
+ final[13] = translation.y;
179
+ final[14] = translation.z;
180
+ final[15] = 1;
181
+ return new Matrix(final);
182
+ }
183
+ /**
184
+ * Inverts a matrix into a new matrix.
185
+ * @param matrix The matrix to invert
186
+ * @returns The inverted matrix unless the matrix cannot be inverted, then the identity is returned
187
+ */
188
+ static Invert(matrix) {
189
+ const m = matrix._m;
190
+ const m00 = m[0];
191
+ const m01 = m[1];
192
+ const m02 = m[2];
193
+ const m03 = m[3];
194
+ const m10 = m[4];
195
+ const m11 = m[5];
196
+ const m12 = m[6];
197
+ const m13 = m[7];
198
+ const m20 = m[8];
199
+ const m21 = m[9];
200
+ const m22 = m[10];
201
+ const m23 = m[11];
202
+ const m30 = m[12];
203
+ const m31 = m[13];
204
+ const m32 = m[14];
205
+ const m33 = m[15];
206
+ const det_12_33 = m12 * m33 - m32 * m13;
207
+ const det_11_33 = m11 * m33 - m31 * m13;
208
+ const det_11_32 = m11 * m32 - m31 * m12;
209
+ const det_10_33 = m10 * m33 - m30 * m13;
210
+ const det_10_32 = m10 * m32 - m30 * m12;
211
+ const det_10_31 = m10 * m31 - m30 * m11;
212
+ const det_12_23 = m12 * m23 - m22 * m13;
213
+ const det_11_23 = m11 * m23 - m21 * m13;
214
+ const det_11_22 = m11 * m22 - m21 * m12;
215
+ const det_10_23 = m10 * m23 - m20 * m13;
216
+ const det_10_22 = m10 * m22 - m20 * m12;
217
+ const det_10_21 = m10 * m21 - m20 * m11;
218
+ const det_22_33 = m22 * m33 - m32 * m23;
219
+ const det_21_33 = m21 * m33 - m31 * m23;
220
+ const det_21_32 = m21 * m32 - m31 * m22;
221
+ const det_20_33 = m20 * m33 - m30 * m23;
222
+ const det_20_32 = m20 * m32 - m22 * m30;
223
+ const det_20_31 = m20 * m31 - m30 * m21;
224
+ const cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
225
+ const cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
226
+ const cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
227
+ const cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
228
+ const det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
229
+ if (det === 0)
230
+ return Matrix.Identity();
231
+ const detInv = 1 / det;
232
+ const cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);
233
+ const cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);
234
+ const cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);
235
+ const cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);
236
+ const cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);
237
+ const cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);
238
+ const cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);
239
+ const cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);
240
+ const cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);
241
+ const cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);
242
+ const cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);
243
+ const cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);
244
+ return new Matrix([
245
+ cofact_00 * detInv,
246
+ cofact_10 * detInv,
247
+ cofact_20 * detInv,
248
+ cofact_30 * detInv,
249
+ cofact_01 * detInv,
250
+ cofact_11 * detInv,
251
+ cofact_21 * detInv,
252
+ cofact_31 * detInv,
253
+ cofact_02 * detInv,
254
+ cofact_12 * detInv,
255
+ cofact_22 * detInv,
256
+ cofact_32 * detInv,
257
+ cofact_03 * detInv,
258
+ cofact_13 * detInv,
259
+ cofact_23 * detInv,
260
+ cofact_33 * detInv,
261
+ ]);
262
+ }
263
+ /**
264
+ * Creates a rotation matrix for a given axes and angle
265
+ * @param axis The axes of rotation
266
+ * @param angle The angle of rotation
267
+ * @returns A new rotation matrix
268
+ */
269
+ static FromRotationAxisAngle(axis, angle) {
270
+ const sin = Math.sin(-angle.radians);
271
+ const cosin = Math.cos(-angle.radians);
272
+ const c1 = 1 - cosin;
273
+ const unit = axis.unit;
274
+ const m = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];
275
+ m[0] = unit.x * unit.x * c1 + cosin;
276
+ m[1] = unit.x * unit.y * c1 - unit.z * sin;
277
+ m[2] = unit.x * unit.z * c1 + unit.y * sin;
278
+ m[3] = 0.0;
279
+ m[4] = unit.y * unit.x * c1 + unit.z * sin;
280
+ m[5] = unit.y * unit.y * c1 + cosin;
281
+ m[6] = unit.y * unit.z * c1 - unit.x * sin;
282
+ m[7] = 0.0;
283
+ m[8] = unit.z * unit.x * c1 - unit.y * sin;
284
+ m[9] = unit.z * unit.y * c1 + unit.x * sin;
285
+ m[10] = unit.z * unit.z * c1 + cosin;
286
+ m[11] = 0.0;
287
+ m[12] = 0.0;
288
+ m[13] = 0.0;
289
+ m[14] = 0.0;
290
+ m[15] = 1.0;
291
+ return new Matrix(m);
292
+ }
293
+ /**
294
+ * Make a new transformation matrix that has the same scale and rotation as the original but the translation is set
295
+ * @param original The original matrix
296
+ * @param translation The new translation value
297
+ * @returns A new matrix that is the same as the original but the translation has been changed
298
+ */
299
+ static SetMatrixTranslation(original, translation) {
300
+ const values = original.m;
301
+ values[12] = translation.x;
302
+ values[13] = translation.y;
303
+ values[14] = translation.z;
304
+ return new Matrix(values);
305
+ }
306
+ /**
307
+ * Make a new transformation matrix that has the same scale and translation as the original but the rotation is set
308
+ * @param original The original matrix
309
+ * @param rotation The new rotation value
310
+ * @returns A new matrix that is the same as the original but the rotation has been changed
311
+ */
312
+ static SetMatrixRotation(original, rotation) {
313
+ const scale = original.scale;
314
+ const translation = original.translation;
315
+ return Matrix.Compose(scale, rotation, translation);
316
+ }
317
+ /**
318
+ * Make a new transformation matrix that has the same rotation and translation as the original but the scale is set
319
+ * @param original The original matrix
320
+ * @param scale The new scale value
321
+ * @returns A new matrix that is the same as the original but the scale has been changed
322
+ */
323
+ static SetMatrixScale(original, scale) {
324
+ const rotation = original.rotation;
325
+ const translation = original.translation;
326
+ return Matrix.Compose(scale, rotation, translation);
327
+ }
328
+ /**
329
+ * Returns the determinate of the matrix
330
+ */
331
+ get determinate() {
332
+ const m = this._m;
333
+ const m00 = m[0];
334
+ const m01 = m[1];
335
+ const m02 = m[2];
336
+ const m03 = m[3];
337
+ const m10 = m[4];
338
+ const m11 = m[5];
339
+ const m12 = m[6];
340
+ const m13 = m[7];
341
+ const m20 = m[8];
342
+ const m21 = m[9];
343
+ const m22 = m[10];
344
+ const m23 = m[11];
345
+ const m30 = m[12];
346
+ const m31 = m[13];
347
+ const m32 = m[14];
348
+ const m33 = m[15];
349
+ const det_22_33 = m22 * m33 - m32 * m23;
350
+ const det_21_33 = m21 * m33 - m31 * m23;
351
+ const det_21_32 = m21 * m32 - m31 * m22;
352
+ const det_20_33 = m20 * m33 - m30 * m23;
353
+ const det_20_32 = m20 * m32 - m22 * m30;
354
+ const det_20_31 = m20 * m31 - m30 * m21;
355
+ const cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
356
+ const cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
357
+ const cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
358
+ const cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
359
+ return (m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03);
360
+ }
361
+ /**
362
+ * Returns the translation component of the transformation matrix as a Vector
363
+ */
364
+ get translation() {
365
+ return new Vector3_1.Vector3(this._m[12], this._m[13], this._m[14]);
366
+ }
367
+ /**
368
+ * Returns the scale of the transformation matrix as a vector
369
+ */
370
+ get scale() {
371
+ const x = Math.sqrt(this._m[0] * this._m[0] +
372
+ this._m[1] * this._m[1] +
373
+ this._m[2] * this._m[2]);
374
+ let y = Math.sqrt(this._m[4] * this._m[4] +
375
+ this._m[5] * this._m[5] +
376
+ this._m[6] * this._m[6]);
377
+ const z = Math.sqrt(this._m[8] * this._m[8] +
378
+ this._m[9] * this._m[9] +
379
+ this._m[10] * this._m[10]);
380
+ if (this.determinate <= 0) {
381
+ y = -y;
382
+ }
383
+ return new Vector3_1.Vector3(x, y, z);
384
+ }
385
+ /**
386
+ * Returns the rotation components of the transformation matrix as a Quaternion
387
+ */
388
+ get rotation() {
389
+ return Quaternion_1.Quaternion.FromRotationMatrix(this.rotationMatrix);
390
+ }
391
+ /**
392
+ * Returns just the rotation matrix of the transformation matrix
393
+ */
394
+ get rotationMatrix() {
395
+ const scale = this.scale;
396
+ const sx = 1 / scale.x;
397
+ const sy = 1 / scale.y;
398
+ const sz = 1 / scale.z;
399
+ const rMatrixValues = [
400
+ this._m[0] * sx,
401
+ this._m[1] * sx,
402
+ this._m[2] * sx,
403
+ 0.0,
404
+ this._m[4] * sy,
405
+ this._m[5] * sy,
406
+ this._m[6] * sy,
407
+ 0.0,
408
+ this._m[8] * sz,
409
+ this._m[9] * sz,
410
+ this._m[10] * sz,
411
+ 0.0,
412
+ 0.0,
413
+ 0.0,
414
+ 0.0,
415
+ 1.0,
416
+ ];
417
+ return new Matrix(rMatrixValues);
418
+ }
419
+ get m() {
420
+ return [...this._m];
421
+ }
422
+ }
423
+ exports.Matrix = Matrix;
@@ -0,0 +1,94 @@
1
+ import { Angle } from "./Angle";
2
+ import { Matrix } from "./Matrix";
3
+ import { Vector3 } from "./Vector3";
4
+ export declare class Quaternion {
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+ /**
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+ * Checks to see if two Quaternions are equal
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+ * @param a Quaternion A
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+ * @param b Quaternion B
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+ * @returns True if they are equal, otherwise false
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+ */
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+ static Equal(a: Quaternion, b: Quaternion): boolean;
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+ /**
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+ * Checks two quaternions to see if they are close
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+ * @param a Quaterion A
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+ * @param b Quaterion B
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+ * @param threshold "Close" threshold. Defaults to 0.001
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+ * @returns True if each of Quaterion's components are within the threshold of each other
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+ */
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+ static Close(a: Quaternion, b: Quaternion, threshold?: number): boolean;
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+ /**
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+ * Multiplies A*B
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+ * @param a Quaterion A
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+ * @param b Quaternion B
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+ * @returns The result of A*B
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+ */
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+ static Multiply(a: Quaternion, b: Quaternion): Quaternion;
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+ /**
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+ * Creates a new Quaterion from an array of values
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+ * @param values The four values of the Quaterion: [x,y,z,w]
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+ * @returns A Quaterion
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+ */
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+ static FromArray(values: [number, number, number, number]): Quaternion;
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+ /**
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+ * Creates an Identity Quaternion
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+ * @returns An Identity Quaternion
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+ */
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+ static Identity(): Quaternion;
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+ /**
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+ * Creates an quaterion about an axis for a given angle
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+ * @param axis The rotation axis
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+ * @param angle The rotation angle
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+ * @returns The resulting Quaterion
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+ */
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+ static FromAngleAxis(axis: Vector3, angle: Angle): Quaternion;
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+ /**
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+ * Froms up a Quaternion from the Yaw-Pitch-Roll (Tait-Bryan) convetion
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+ * @param yaw defines the rotation around the y axis
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+ * @param pitch defines the rotation around the x axis
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+ * @param roll defines the rotation around the z axis
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+ * @returns the resulting quaterion
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+ */
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+ static FromYawPitchRoll(yaw: Angle, pitch: Angle, roll: Angle): Quaternion;
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+ /**
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+ * Creates a Quaternion from three euler angles.
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+ * @param x Rotation about the x axis
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+ * @param y Rotation about the y axis
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+ * @param z Rotation about the z axis
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+ * @returns The Quaterion
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+ */
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+ static FromEuler(x: Angle, y: Angle, z: Angle): Quaternion;
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+ /**
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+ * Returns a new Quaternion that is an invert of A
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+ * @param a The quaternion to invert
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+ * @returns The inverted Quaternion
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+ */
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+ static Inverse(a: Quaternion): Quaternion;
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+ /**
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+ * Spherically interpolates between two quaternions
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+ * @param initial The initial quaternion
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+ * @param final The final quaterion
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+ * @param percent The percent along the slerp. 0 will return the initial quaterion and 1 will return the final quaterion
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+ * @returns The interpolated quaterion
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+ */
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+ static Slerp(initial: Quaternion, final: Quaternion, percent: number): Quaternion;
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+ /**
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+ * Calculates a Quaternion from a rotation matrix
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+ * @param rotationMatrix A normalized, non-scaled rotation matrix
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+ * @returns The Quaterion
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+ */
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+ static FromRotationMatrix(rotationMatrix: Matrix): Quaternion;
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+ static ToRotationMatrix(quat: Quaternion): Matrix;
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+ /**
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+ * Copy the quaternion to an array
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+ * @returns an array populated with 4 elements from the quaternion coordinates
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+ */
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+ toArray(): [number, number, number, number];
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+ get angle(): Angle;
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+ get axis(): Vector3;
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+ readonly x: number;
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+ readonly y: number;
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+ readonly z: number;
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+ readonly w: number;
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+ constructor(x: number, y: number, z: number, w: number);
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+ }