@vived/core 1.4.0 → 1.4.1
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/package.json +3 -6
- package/dist/cjs/AppObject/AppObject.js +0 -59
- package/dist/cjs/AppObject/AppObject.js.map +0 -1
- package/dist/cjs/AppObject/AppObject.test.js +0 -113
- package/dist/cjs/AppObject/AppObject.test.js.map +0 -1
- package/dist/cjs/AppObject/AppObjectComponent.js +0 -82
- package/dist/cjs/AppObject/AppObjectComponent.js.map +0 -1
- package/dist/cjs/AppObject/AppObjectComponent.test.js +0 -132
- package/dist/cjs/AppObject/AppObjectComponent.test.js.map +0 -1
- package/dist/cjs/AppObject/AppObjectController.js +0 -12
- package/dist/cjs/AppObject/AppObjectController.js.map +0 -1
- package/dist/cjs/AppObject/AppObjectEntity.js +0 -38
- package/dist/cjs/AppObject/AppObjectEntity.js.map +0 -1
- package/dist/cjs/AppObject/AppObjectEntity.test.js +0 -108
- package/dist/cjs/AppObject/AppObjectEntity.test.js.map +0 -1
- package/dist/cjs/AppObject/AppObjectEntityRepo.js +0 -56
- package/dist/cjs/AppObject/AppObjectEntityRepo.js.map +0 -1
- package/dist/cjs/AppObject/AppObjectEntityRepo.test.js +0 -149
- package/dist/cjs/AppObject/AppObjectEntityRepo.test.js.map +0 -1
- package/dist/cjs/AppObject/AppObjectPM.js +0 -40
- package/dist/cjs/AppObject/AppObjectPM.js.map +0 -1
- package/dist/cjs/AppObject/AppObjectPM.test.js +0 -103
- package/dist/cjs/AppObject/AppObjectPM.test.js.map +0 -1
- package/dist/cjs/AppObject/AppObjectRepo.js +0 -133
- package/dist/cjs/AppObject/AppObjectRepo.js.map +0 -1
- package/dist/cjs/AppObject/AppObjectRepo.test.js +0 -213
- package/dist/cjs/AppObject/AppObjectRepo.test.js.map +0 -1
- package/dist/cjs/AppObject/AppObjectUC.js +0 -12
- package/dist/cjs/AppObject/AppObjectUC.js.map +0 -1
- package/dist/cjs/AppObject/AppObjectView.js +0 -12
- package/dist/cjs/AppObject/AppObjectView.js.map +0 -1
- package/dist/cjs/AppObject/getSingletonComponent.js +0 -7
- package/dist/cjs/AppObject/getSingletonComponent.js.map +0 -1
- package/dist/cjs/AppObject/getSingletonComponent.test.js +0 -13
- package/dist/cjs/AppObject/getSingletonComponent.test.js.map +0 -1
- package/dist/cjs/AppObject/index.js +0 -27
- package/dist/cjs/AppObject/index.js.map +0 -1
- package/dist/cjs/AppObject/printAppObjectDetails.js +0 -18
- package/dist/cjs/AppObject/printAppObjectDetails.js.map +0 -1
- package/dist/cjs/Entities/MemoizedAngle.js +0 -23
- package/dist/cjs/Entities/MemoizedAngle.js.map +0 -1
- package/dist/cjs/Entities/MemoizedAngle.test.js +0 -30
- package/dist/cjs/Entities/MemoizedAngle.test.js.map +0 -1
- package/dist/cjs/Entities/MemoizedBoolean.js +0 -23
- package/dist/cjs/Entities/MemoizedBoolean.js.map +0 -1
- package/dist/cjs/Entities/MemoizedBoolean.test.js +0 -34
- package/dist/cjs/Entities/MemoizedBoolean.test.js.map +0 -1
- package/dist/cjs/Entities/MemoizedColor.js +0 -24
- package/dist/cjs/Entities/MemoizedColor.js.map +0 -1
- package/dist/cjs/Entities/MemoizedColor.test.js +0 -32
- package/dist/cjs/Entities/MemoizedColor.test.js.map +0 -1
- package/dist/cjs/Entities/MemoizedNumber.js +0 -23
- package/dist/cjs/Entities/MemoizedNumber.js.map +0 -1
- package/dist/cjs/Entities/MemoizedNumber.test.js +0 -29
- package/dist/cjs/Entities/MemoizedNumber.test.js.map +0 -1
- package/dist/cjs/Entities/MemoizedQuaternion.js +0 -24
- package/dist/cjs/Entities/MemoizedQuaternion.js.map +0 -1
- package/dist/cjs/Entities/MemoizedQuaternion.test.js +0 -32
- package/dist/cjs/Entities/MemoizedQuaternion.test.js.map +0 -1
- package/dist/cjs/Entities/MemoizedString.js +0 -23
- package/dist/cjs/Entities/MemoizedString.js.map +0 -1
- package/dist/cjs/Entities/MemoizedString.test.js +0 -29
- package/dist/cjs/Entities/MemoizedString.test.js.map +0 -1
- package/dist/cjs/Entities/MemoizedVector2.js +0 -24
- package/dist/cjs/Entities/MemoizedVector2.js.map +0 -1
- package/dist/cjs/Entities/MemoizedVector2.test.js +0 -32
- package/dist/cjs/Entities/MemoizedVector2.test.js.map +0 -1
- package/dist/cjs/Entities/MemoizedVector3.js +0 -24
- package/dist/cjs/Entities/MemoizedVector3.js.map +0 -1
- package/dist/cjs/Entities/MemoizedVector3.test.js +0 -32
- package/dist/cjs/Entities/MemoizedVector3.test.js.map +0 -1
- package/dist/cjs/Entities/ObservableEntity.js +0 -20
- package/dist/cjs/Entities/ObservableEntity.js.map +0 -1
- package/dist/cjs/Entities/ObservableEntity.test.js +0 -25
- package/dist/cjs/Entities/ObservableEntity.test.js.map +0 -1
- package/dist/cjs/Entities/ObserverList.js +0 -27
- package/dist/cjs/Entities/ObserverList.js.map +0 -1
- package/dist/cjs/Entities/ObserverList.test.js +0 -44
- package/dist/cjs/Entities/ObserverList.test.js.map +0 -1
- package/dist/cjs/Entities/RangedNumber.js +0 -36
- package/dist/cjs/Entities/RangedNumber.js.map +0 -1
- package/dist/cjs/Entities/RangedNumber.test.js +0 -96
- package/dist/cjs/Entities/RangedNumber.test.js.map +0 -1
- package/dist/cjs/Entities/index.js +0 -28
- package/dist/cjs/Entities/index.js.map +0 -1
- package/dist/cjs/Types/AppBoundary.js +0 -3
- package/dist/cjs/Types/AppBoundary.js.map +0 -1
- package/dist/cjs/Types/EaseFn.js +0 -3
- package/dist/cjs/Types/EaseFn.js.map +0 -1
- package/dist/cjs/Types/PmAdapter.js +0 -3
- package/dist/cjs/Types/PmAdapter.js.map +0 -1
- package/dist/cjs/Types/SingletonPmAdapter.js +0 -3
- package/dist/cjs/Types/SingletonPmAdapter.js.map +0 -1
- package/dist/cjs/Types/index.js +0 -21
- package/dist/cjs/Types/index.js.map +0 -1
- package/dist/cjs/Utilities/LengthConverters.js +0 -21
- package/dist/cjs/Utilities/LengthConverters.js.map +0 -1
- package/dist/cjs/Utilities/LengthConverters.test.js +0 -24
- package/dist/cjs/Utilities/LengthConverters.test.js.map +0 -1
- package/dist/cjs/Utilities/LerpNumber.js +0 -85
- package/dist/cjs/Utilities/LerpNumber.js.map +0 -1
- package/dist/cjs/Utilities/LerpNumber.test.js +0 -90
- package/dist/cjs/Utilities/LerpNumber.test.js.map +0 -1
- package/dist/cjs/Utilities/addAlphaToHex.js +0 -16
- package/dist/cjs/Utilities/addAlphaToHex.js.map +0 -1
- package/dist/cjs/Utilities/addAlphaToHex.test.js +0 -34
- package/dist/cjs/Utilities/addAlphaToHex.test.js.map +0 -1
- package/dist/cjs/Utilities/alphaToHex.js +0 -21
- package/dist/cjs/Utilities/alphaToHex.js.map +0 -1
- package/dist/cjs/Utilities/alphaToHex.test.js +0 -75
- package/dist/cjs/Utilities/alphaToHex.test.js.map +0 -1
- package/dist/cjs/Utilities/degreesToRadians.js +0 -7
- package/dist/cjs/Utilities/degreesToRadians.js.map +0 -1
- package/dist/cjs/Utilities/degreesToRadians.test.js +0 -9
- package/dist/cjs/Utilities/degreesToRadians.test.js.map +0 -1
- package/dist/cjs/Utilities/downloadFile.js +0 -14
- package/dist/cjs/Utilities/downloadFile.js.map +0 -1
- package/dist/cjs/Utilities/easeFunctions.js +0 -208
- package/dist/cjs/Utilities/easeFunctions.js.map +0 -1
- package/dist/cjs/Utilities/easeFunctions.test.js +0 -209
- package/dist/cjs/Utilities/easeFunctions.test.js.map +0 -1
- package/dist/cjs/Utilities/generateUniqueID.js +0 -8
- package/dist/cjs/Utilities/generateUniqueID.js.map +0 -1
- package/dist/cjs/Utilities/index.js +0 -25
- package/dist/cjs/Utilities/index.js.map +0 -1
- package/dist/cjs/Utilities/interpolateNumber.js +0 -18
- package/dist/cjs/Utilities/interpolateNumber.js.map +0 -1
- package/dist/cjs/Utilities/interpolateNumber.test.js +0 -26
- package/dist/cjs/Utilities/interpolateNumber.test.js.map +0 -1
- package/dist/cjs/ValueObjects/Angle.js +0 -47
- package/dist/cjs/ValueObjects/Angle.js.map +0 -1
- package/dist/cjs/ValueObjects/Angle.test.js +0 -28
- package/dist/cjs/ValueObjects/Angle.test.js.map +0 -1
- package/dist/cjs/ValueObjects/Color.js +0 -859
- package/dist/cjs/ValueObjects/Color.js.map +0 -1
- package/dist/cjs/ValueObjects/Color.test.js +0 -147
- package/dist/cjs/ValueObjects/Color.test.js.map +0 -1
- package/dist/cjs/ValueObjects/LineSegment2D.js +0 -72
- package/dist/cjs/ValueObjects/LineSegment2D.js.map +0 -1
- package/dist/cjs/ValueObjects/LineSegment2D.test.js +0 -102
- package/dist/cjs/ValueObjects/LineSegment2D.test.js.map +0 -1
- package/dist/cjs/ValueObjects/Matrix.js +0 -466
- package/dist/cjs/ValueObjects/Matrix.js.map +0 -1
- package/dist/cjs/ValueObjects/Matrix.test.js +0 -385
- package/dist/cjs/ValueObjects/Matrix.test.js.map +0 -1
- package/dist/cjs/ValueObjects/ParametricLine.js +0 -77
- package/dist/cjs/ValueObjects/ParametricLine.js.map +0 -1
- package/dist/cjs/ValueObjects/ParametricLine.test.js +0 -126
- package/dist/cjs/ValueObjects/ParametricLine.test.js.map +0 -1
- package/dist/cjs/ValueObjects/ParametricPlane.js +0 -65
- package/dist/cjs/ValueObjects/ParametricPlane.js.map +0 -1
- package/dist/cjs/ValueObjects/ParametricPlane.test.js +0 -101
- package/dist/cjs/ValueObjects/ParametricPlane.test.js.map +0 -1
- package/dist/cjs/ValueObjects/Quaternion.js +0 -290
- package/dist/cjs/ValueObjects/Quaternion.js.map +0 -1
- package/dist/cjs/ValueObjects/Quaternion.test.js +0 -240
- package/dist/cjs/ValueObjects/Quaternion.test.js.map +0 -1
- package/dist/cjs/ValueObjects/Rectangle.js +0 -24
- package/dist/cjs/ValueObjects/Rectangle.js.map +0 -1
- package/dist/cjs/ValueObjects/Rectangle.test.js +0 -32
- package/dist/cjs/ValueObjects/Rectangle.test.js.map +0 -1
- package/dist/cjs/ValueObjects/Vector2.js +0 -184
- package/dist/cjs/ValueObjects/Vector2.js.map +0 -1
- package/dist/cjs/ValueObjects/Vector2.test.js +0 -136
- package/dist/cjs/ValueObjects/Vector2.test.js.map +0 -1
- package/dist/cjs/ValueObjects/Vector3.js +0 -231
- package/dist/cjs/ValueObjects/Vector3.js.map +0 -1
- package/dist/cjs/ValueObjects/Vector3.test.js +0 -188
- package/dist/cjs/ValueObjects/Vector3.test.js.map +0 -1
- package/dist/cjs/ValueObjects/Version.js +0 -171
- package/dist/cjs/ValueObjects/Version.js.map +0 -1
- package/dist/cjs/ValueObjects/Version.test.js +0 -310
- package/dist/cjs/ValueObjects/Version.test.js.map +0 -1
- package/dist/cjs/ValueObjects/index.js +0 -28
- package/dist/cjs/ValueObjects/index.js.map +0 -1
- package/dist/cjs/index.js +0 -22
- package/dist/cjs/index.js.map +0 -1
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"use strict";
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Object.defineProperty(exports, "__esModule", { value: true });
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const Angle_1 = require("./Angle");
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const Matrix_1 = require("./Matrix");
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const Quaternion_1 = require("./Quaternion");
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const Vector3_1 = require("./Vector3");
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describe("Quaterion Value Object", () => {
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it("Checks for equality", () => {
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const quat1 = new Quaternion_1.Quaternion(1, 2, 3, 4);
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const quat2 = new Quaternion_1.Quaternion(1, 2, 3, 4);
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const quat3 = new Quaternion_1.Quaternion(10, 20, 30, 40);
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expect(Quaternion_1.Quaternion.Equal(quat1, quat2)).toEqual(true);
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expect(Quaternion_1.Quaternion.Equal(quat1, quat3)).toEqual(false);
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});
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it("Constructs a new quaternion from an array", () => {
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const quat = Quaternion_1.Quaternion.FromArray([1, 2, 3, 4]);
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expect(quat.x).toEqual(1);
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expect(quat.y).toEqual(2);
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expect(quat.z).toEqual(3);
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expect(quat.w).toEqual(4);
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});
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it("Constructs an identity quaternion", () => {
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const quat = Quaternion_1.Quaternion.Identity();
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expect(quat.x).toEqual(0);
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expect(quat.y).toEqual(0);
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expect(quat.z).toEqual(0);
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expect(quat.w).toEqual(1);
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});
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it("Equates two quaternions for testing", () => {
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const quat1 = new Quaternion_1.Quaternion(1, 2, 3, 4);
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const quat2 = new Quaternion_1.Quaternion(1, 2, 3, 4);
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expect(quat1).toEqual(quat2);
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});
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it("Returns an array", () => {
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const quat1 = new Quaternion_1.Quaternion(1, 2, 3, 4);
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expect(quat1.toArray()).toEqual([1, 2, 3, 4]);
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});
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it("Multiplies two quaternions", () => {
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// See https://www.omnicalculator.com/math/quaternion
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const quat1 = new Quaternion_1.Quaternion(1, 2, 3, 4);
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const quat2 = new Quaternion_1.Quaternion(5, 6, 7, 8);
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const product = Quaternion_1.Quaternion.Multiply(quat1, quat2);
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const expected = new Quaternion_1.Quaternion(24, 48, 48, -6);
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expect(product).toEqual(expected);
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});
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it("Inverts a quaternion", () => {
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const quat1 = new Quaternion_1.Quaternion(1, 2, 3, 4);
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const inverted = Quaternion_1.Quaternion.Inverse(quat1);
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const expected = new Quaternion_1.Quaternion(-1, -2, -3, 4);
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expect(inverted).toEqual(expected);
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});
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it("Creates an Quaterion from an Axis and Angle", () => {
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// See https://www.andre-gaschler.com/rotationconverter
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const axis = new Vector3_1.Vector3(1, 2, 3);
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const angle = Angle_1.Angle.FromRadians(4);
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const quat = Quaternion_1.Quaternion.FromAngleAxis(axis, angle);
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expect(quat.x).toBeCloseTo(0.24302);
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expect(quat.y).toBeCloseTo(0.4860399);
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expect(quat.z).toBeCloseTo(0.7290599);
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expect(quat.w).toBeCloseTo(-0.4161468);
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});
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it("Creates an Quaterion from a Yaw Pitch Roll", () => {
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// Numbers are from the babylon playground
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const yaw = Angle_1.Angle.FromRadians(1);
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const pitch = Angle_1.Angle.FromRadians(2);
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const roll = Angle_1.Angle.FromRadians(3);
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const quat = Quaternion_1.Quaternion.FromYawPitchRoll(yaw, pitch, roll);
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expect(quat.x).toBeCloseTo(0.310622);
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expect(quat.y).toBeCloseTo(-0.71828);
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expect(quat.z).toBeCloseTo(0.444435);
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expect(quat.w).toBeCloseTo(0.4359528);
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});
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it("Creates an Quaterion from Euler angles", () => {
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// Numbers are from the babylon playground
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const x = Angle_1.Angle.FromRadians(1);
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const y = Angle_1.Angle.FromRadians(2);
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const z = Angle_1.Angle.FromRadians(3);
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const quat = Quaternion_1.Quaternion.FromEuler(x, y, z);
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expect(quat.x).toBeCloseTo(0.754933);
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expect(quat.y).toBeCloseTo(-0.206149);
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expect(quat.z).toBeCloseTo(0.444435);
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expect(quat.w).toBeCloseTo(0.4359528);
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});
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it("Slerps", () => {
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// See https://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/index.htm
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const q1 = new Quaternion_1.Quaternion(0.1, 0.2, 0.3, 0.9);
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const q2 = new Quaternion_1.Quaternion(0.5, 0.8, 0.1, 0.4);
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const initial = Quaternion_1.Quaternion.Slerp(q1, q2, 0);
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expect(initial.z).toBeCloseTo(q1.z);
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expect(initial.w).toBeCloseTo(q1.w);
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const final = Quaternion_1.Quaternion.Slerp(q1, q2, 1);
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expect(final.x).toBeCloseTo(q2.x);
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expect(final.y).toBeCloseTo(q2.y);
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expect(final.z).toBeCloseTo(q2.z);
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expect(final.w).toBeCloseTo(q2.w);
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const middle = Quaternion_1.Quaternion.Slerp(q1, q2, 0.35);
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expect(middle.x).toBeCloseTo(0.27016);
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expect(middle.y).toBeCloseTo(0.46061);
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expect(middle.z).toBeCloseTo(0.25244);
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expect(middle.w).toBeCloseTo(0.7972);
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});
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it("Makes a quaterion from a rotation matrix", () => {
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const x = Angle_1.Angle.FromRadians(1);
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const y = Angle_1.Angle.FromRadians(2);
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const z = Angle_1.Angle.FromRadians(3);
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const originalQ = Quaternion_1.Quaternion.FromEuler(x, y, z);
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const matrix = Matrix_1.Matrix.Compose(Vector3_1.Vector3.One(), originalQ, Vector3_1.Vector3.Zero());
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const result = Quaternion_1.Quaternion.FromRotationMatrix(matrix);
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expect(result.x).toBeCloseTo(originalQ.x);
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expect(result.y).toBeCloseTo(originalQ.y);
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expect(result.z).toBeCloseTo(originalQ.z);
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expect(result.w).toBeCloseTo(originalQ.w);
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});
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it("Checks if two quaternions are close", () => {
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const a = new Quaternion_1.Quaternion(1, 2, 3, 4);
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const bigger = new Quaternion_1.Quaternion(1.01, 2.01, 3.01, 4.01);
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const smaller = new Quaternion_1.Quaternion(0.99, 1.99, 2.99, 3.99);
|
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120
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-
expect(Quaternion_1.Quaternion.Close(a, bigger, 0.0101)).toEqual(true);
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121
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expect(Quaternion_1.Quaternion.Close(a, bigger, 0.0099)).toEqual(false);
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122
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expect(Quaternion_1.Quaternion.Close(a, smaller, 0.0101)).toEqual(true);
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123
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expect(Quaternion_1.Quaternion.Close(a, smaller, 0.0099)).toEqual(false);
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124
|
-
});
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|
125
|
-
it("Retuns the angle", () => {
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126
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-
const angle = Angle_1.Angle.FromDegrees(25);
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127
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const axis = new Vector3_1.Vector3(1, 2, 3);
|
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128
|
-
const q = Quaternion_1.Quaternion.FromAngleAxis(axis, angle);
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129
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-
expect(Angle_1.Angle.Close(q.angle, angle)).toEqual(true);
|
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130
|
-
});
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|
131
|
-
it("Retuns the axis", () => {
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132
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const angle = Angle_1.Angle.FromDegrees(25);
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133
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-
const axis = new Vector3_1.Vector3(1, 2, 3);
|
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134
|
-
const q = Quaternion_1.Quaternion.FromAngleAxis(axis, angle);
|
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135
|
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expect(Vector3_1.Vector3.Close(q.axis, axis.unit)).toEqual(true);
|
|
136
|
-
});
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|
137
|
-
it("Makes a quaternion into a rotation matrix", () => {
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|
138
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-
const x = Angle_1.Angle.FromRadians(1);
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139
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-
const y = Angle_1.Angle.FromRadians(2);
|
|
140
|
-
const z = Angle_1.Angle.FromRadians(3);
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|
141
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-
const originalQ = Quaternion_1.Quaternion.FromEuler(x, y, z);
|
|
142
|
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const mat = Quaternion_1.Quaternion.ToRotationMatrix(originalQ);
|
|
143
|
-
expect(Quaternion_1.Quaternion.Close(mat.rotation, originalQ)).toEqual(true);
|
|
144
|
-
expect(Vector3_1.Vector3.Close(mat.scale, Vector3_1.Vector3.One())).toEqual(true);
|
|
145
|
-
expect(Vector3_1.Vector3.Close(mat.translation, Vector3_1.Vector3.Zero())).toEqual(true);
|
|
146
|
-
});
|
|
147
|
-
it("Gets the Data Transfer Object", () => {
|
|
148
|
-
const quat = new Quaternion_1.Quaternion(1, 2, 3, 4);
|
|
149
|
-
expect(quat.dto).toEqual({
|
|
150
|
-
x: 1,
|
|
151
|
-
y: 2,
|
|
152
|
-
z: 3,
|
|
153
|
-
w: 4,
|
|
154
|
-
});
|
|
155
|
-
});
|
|
156
|
-
it("Makes a Quaterion from a DTO", () => {
|
|
157
|
-
const quat = Quaternion_1.Quaternion.FromDTO({
|
|
158
|
-
x: 1,
|
|
159
|
-
y: 2,
|
|
160
|
-
z: 3,
|
|
161
|
-
w: 4,
|
|
162
|
-
});
|
|
163
|
-
expect(quat.x).toEqual(1);
|
|
164
|
-
expect(quat.y).toEqual(2);
|
|
165
|
-
expect(quat.z).toEqual(3);
|
|
166
|
-
expect(quat.w).toEqual(4);
|
|
167
|
-
});
|
|
168
|
-
it("Forms a quaternion from a forward direction", () => {
|
|
169
|
-
const dir = new Vector3_1.Vector3(0, 0, 1);
|
|
170
|
-
const q = Quaternion_1.Quaternion.FromDirectionVector(dir);
|
|
171
|
-
const expectedQ = Quaternion_1.Quaternion.Identity();
|
|
172
|
-
expect(q).toEqual(expectedQ);
|
|
173
|
-
});
|
|
174
|
-
it("Forms a quaternion from a right direction", () => {
|
|
175
|
-
const dir = new Vector3_1.Vector3(1, 0, 0);
|
|
176
|
-
const q = Quaternion_1.Quaternion.FromDirectionVector(dir);
|
|
177
|
-
const expectedQ = Quaternion_1.Quaternion.FromYawPitchRoll(Angle_1.Angle.FromDegrees(90), Angle_1.Angle.FromRadians(0), Angle_1.Angle.FromDegrees(0));
|
|
178
|
-
expect(Quaternion_1.Quaternion.Close(q, expectedQ)).toEqual(true);
|
|
179
|
-
});
|
|
180
|
-
it("Forms a quaternion from a left direction", () => {
|
|
181
|
-
const dir = new Vector3_1.Vector3(-1, 0, 0);
|
|
182
|
-
const q = Quaternion_1.Quaternion.FromDirectionVector(dir);
|
|
183
|
-
const expectedQ = Quaternion_1.Quaternion.FromYawPitchRoll(Angle_1.Angle.FromDegrees(-90), Angle_1.Angle.FromRadians(0), Angle_1.Angle.FromDegrees(0));
|
|
184
|
-
expect(Quaternion_1.Quaternion.Close(q, expectedQ)).toEqual(true);
|
|
185
|
-
});
|
|
186
|
-
it("Forms a quaternion from a behind direction", () => {
|
|
187
|
-
const dir = new Vector3_1.Vector3(0, 0, -1);
|
|
188
|
-
const q = Quaternion_1.Quaternion.FromDirectionVector(dir);
|
|
189
|
-
const expectedQ = Quaternion_1.Quaternion.FromYawPitchRoll(Angle_1.Angle.FromDegrees(180), Angle_1.Angle.FromRadians(0), Angle_1.Angle.FromDegrees(0));
|
|
190
|
-
expect(Quaternion_1.Quaternion.Close(q, expectedQ)).toEqual(true);
|
|
191
|
-
});
|
|
192
|
-
it("Forms a quaternion from a 45 degree up direction", () => {
|
|
193
|
-
const dir = new Vector3_1.Vector3(0, 1, 1);
|
|
194
|
-
const q = Quaternion_1.Quaternion.FromDirectionVector(dir);
|
|
195
|
-
const expectedQ = Quaternion_1.Quaternion.FromYawPitchRoll(Angle_1.Angle.FromDegrees(0), Angle_1.Angle.FromDegrees(-45), Angle_1.Angle.FromDegrees(0));
|
|
196
|
-
expect(Quaternion_1.Quaternion.Close(q, expectedQ)).toEqual(true);
|
|
197
|
-
});
|
|
198
|
-
it("Forms a quaternion from a 45 degree up direction", () => {
|
|
199
|
-
const dir = new Vector3_1.Vector3(1, 1, 0);
|
|
200
|
-
const q = Quaternion_1.Quaternion.FromDirectionVector(dir);
|
|
201
|
-
const expectedQ = Quaternion_1.Quaternion.FromYawPitchRoll(Angle_1.Angle.FromDegrees(90), Angle_1.Angle.FromDegrees(-45), Angle_1.Angle.FromDegrees(0));
|
|
202
|
-
expect(Quaternion_1.Quaternion.Close(q, expectedQ)).toEqual(true);
|
|
203
|
-
});
|
|
204
|
-
it("Returns an identity if the direction is zero", () => {
|
|
205
|
-
const dir = new Vector3_1.Vector3(0, 0, 0);
|
|
206
|
-
const q = Quaternion_1.Quaternion.FromDirectionVector(dir);
|
|
207
|
-
const expectedQ = Quaternion_1.Quaternion.Identity();
|
|
208
|
-
expect(Quaternion_1.Quaternion.Close(q, expectedQ)).toEqual(true);
|
|
209
|
-
});
|
|
210
|
-
it("Works with an up vector", () => {
|
|
211
|
-
const dir = new Vector3_1.Vector3(0, 1, 0);
|
|
212
|
-
const q = Quaternion_1.Quaternion.FromDirectionVector(dir);
|
|
213
|
-
const expectedQ = Quaternion_1.Quaternion.FromYawPitchRoll(Angle_1.Angle.FromDegrees(0), Angle_1.Angle.FromDegrees(-90), Angle_1.Angle.FromDegrees(0));
|
|
214
|
-
expect(Quaternion_1.Quaternion.Close(q, expectedQ)).toEqual(true);
|
|
215
|
-
});
|
|
216
|
-
it("Works with an down vector", () => {
|
|
217
|
-
const dir = new Vector3_1.Vector3(0, -1, 0);
|
|
218
|
-
const q = Quaternion_1.Quaternion.FromDirectionVector(dir);
|
|
219
|
-
const expectedQ = Quaternion_1.Quaternion.FromYawPitchRoll(Angle_1.Angle.FromDegrees(0), Angle_1.Angle.FromDegrees(90), Angle_1.Angle.FromDegrees(0));
|
|
220
|
-
expect(Quaternion_1.Quaternion.Close(q, expectedQ)).toEqual(true);
|
|
221
|
-
});
|
|
222
|
-
it("Gets the angle between two quaternions", () => {
|
|
223
|
-
const q1 = Quaternion_1.Quaternion.FromYawPitchRoll(Angle_1.Angle.FromDegrees(0), Angle_1.Angle.FromDegrees(90), Angle_1.Angle.FromDegrees(0));
|
|
224
|
-
const q2 = Quaternion_1.Quaternion.FromYawPitchRoll(Angle_1.Angle.FromDegrees(0), Angle_1.Angle.FromDegrees(80), Angle_1.Angle.FromDegrees(0));
|
|
225
|
-
const ang = Quaternion_1.Quaternion.AngleBetween(q1, q2);
|
|
226
|
-
expect(ang.degrees).toBeCloseTo(10);
|
|
227
|
-
});
|
|
228
|
-
it("Keeps the angle between two quaternions less than 180", () => {
|
|
229
|
-
const q1 = Quaternion_1.Quaternion.FromYawPitchRoll(Angle_1.Angle.FromDegrees(0), Angle_1.Angle.FromDegrees(0), Angle_1.Angle.FromDegrees(0));
|
|
230
|
-
const q2 = Quaternion_1.Quaternion.FromYawPitchRoll(Angle_1.Angle.FromDegrees(0), Angle_1.Angle.FromDegrees(200), Angle_1.Angle.FromDegrees(0));
|
|
231
|
-
const ang = Quaternion_1.Quaternion.AngleBetween(q1, q2);
|
|
232
|
-
expect(ang.degrees).toBeCloseTo(160);
|
|
233
|
-
});
|
|
234
|
-
it("Returns 0 if the quaterions are the same", () => {
|
|
235
|
-
const q1 = Quaternion_1.Quaternion.FromYawPitchRoll(Angle_1.Angle.FromDegrees(0), Angle_1.Angle.FromDegrees(0), Angle_1.Angle.FromDegrees(0));
|
|
236
|
-
const ang = Quaternion_1.Quaternion.AngleBetween(q1, q1);
|
|
237
|
-
expect(ang.degrees).toEqual(0);
|
|
238
|
-
});
|
|
239
|
-
});
|
|
240
|
-
//# sourceMappingURL=Quaternion.test.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
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{ Angle } from \"./Angle\";\r\nimport { Matrix } from \"./Matrix\";\r\nimport { Quaternion } from \"./Quaternion\";\r\nimport { Vector3 } from \"./Vector3\";\r\ndescribe(\"Quaterion Value Object\", () => {\r\n it(\"Checks for equality\", () => {\r\n const quat1 = new Quaternion(1, 2, 3, 4);\r\n const quat2 = new Quaternion(1, 2, 3, 4);\r\n const quat3 = new Quaternion(10, 20, 30, 40);\r\n\r\n expect(Quaternion.Equal(quat1, quat2)).toEqual(true);\r\n expect(Quaternion.Equal(quat1, quat3)).toEqual(false);\r\n });\r\n\r\n it(\"Constructs a new quaternion from an array\", () => {\r\n const quat = Quaternion.FromArray([1, 2, 3, 4]);\r\n expect(quat.x).toEqual(1);\r\n expect(quat.y).toEqual(2);\r\n expect(quat.z).toEqual(3);\r\n expect(quat.w).toEqual(4);\r\n });\r\n\r\n it(\"Constructs an identity quaternion\", () => {\r\n const quat = Quaternion.Identity();\r\n expect(quat.x).toEqual(0);\r\n expect(quat.y).toEqual(0);\r\n expect(quat.z).toEqual(0);\r\n expect(quat.w).toEqual(1);\r\n });\r\n\r\n it(\"Equates two quaternions for testing\", () => {\r\n const quat1 = new Quaternion(1, 2, 3, 4);\r\n const quat2 = new Quaternion(1, 2, 3, 4);\r\n\r\n expect(quat1).toEqual(quat2);\r\n });\r\n\r\n it(\"Returns an array\", () => {\r\n const quat1 = new Quaternion(1, 2, 3, 4);\r\n expect(quat1.toArray()).toEqual([1, 2, 3, 4]);\r\n });\r\n\r\n it(\"Multiplies two quaternions\", () => {\r\n // See https://www.omnicalculator.com/math/quaternion\r\n const quat1 = new Quaternion(1, 2, 3, 4);\r\n const quat2 = new Quaternion(5, 6, 7, 8);\r\n const product = Quaternion.Multiply(quat1, quat2);\r\n const expected = new Quaternion(24, 48, 48, -6);\r\n expect(product).toEqual(expected);\r\n });\r\n\r\n it(\"Inverts a quaternion\", () => {\r\n const quat1 = new Quaternion(1, 2, 3, 4);\r\n const inverted = Quaternion.Inverse(quat1);\r\n const expected = new Quaternion(-1, -2, -3, 4);\r\n expect(inverted).toEqual(expected);\r\n });\r\n\r\n it(\"Creates an Quaterion from an Axis and Angle\", () => {\r\n // See https://www.andre-gaschler.com/rotationconverter\r\n const axis = new Vector3(1, 2, 3);\r\n const angle = Angle.FromRadians(4);\r\n const quat = Quaternion.FromAngleAxis(axis, angle);\r\n\r\n expect(quat.x).toBeCloseTo(0.24302);\r\n expect(quat.y).toBeCloseTo(0.4860399);\r\n expect(quat.z).toBeCloseTo(0.7290599);\r\n expect(quat.w).toBeCloseTo(-0.4161468);\r\n });\r\n\r\n it(\"Creates an Quaterion from a Yaw Pitch Roll\", () => {\r\n // Numbers are from the babylon playground\r\n\r\n const yaw = Angle.FromRadians(1);\r\n const pitch = Angle.FromRadians(2);\r\n const roll = Angle.FromRadians(3);\r\n const quat = Quaternion.FromYawPitchRoll(yaw, pitch, roll);\r\n\r\n expect(quat.x).toBeCloseTo(0.310622);\r\n expect(quat.y).toBeCloseTo(-0.71828);\r\n expect(quat.z).toBeCloseTo(0.444435);\r\n expect(quat.w).toBeCloseTo(0.4359528);\r\n });\r\n\r\n it(\"Creates an Quaterion from Euler angles\", () => {\r\n // Numbers are from the babylon playground\r\n\r\n const x = Angle.FromRadians(1);\r\n const y = Angle.FromRadians(2);\r\n const z = Angle.FromRadians(3);\r\n const quat = Quaternion.FromEuler(x, y, z);\r\n\r\n expect(quat.x).toBeCloseTo(0.754933);\r\n expect(quat.y).toBeCloseTo(-0.206149);\r\n expect(quat.z).toBeCloseTo(0.444435);\r\n expect(quat.w).toBeCloseTo(0.4359528);\r\n });\r\n\r\n it(\"Slerps\", () => {\r\n // See https://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/index.htm\r\n const q1 = new Quaternion(0.1, 0.2, 0.3, 0.9);\r\n const q2 = new Quaternion(0.5, 0.8, 0.1, 0.4);\r\n\r\n const initial = Quaternion.Slerp(q1, q2, 0);\r\n expect(initial.x).toBeCloseTo(q1.x);\r\n expect(initial.y).toBeCloseTo(q1.y);\r\n expect(initial.z).toBeCloseTo(q1.z);\r\n expect(initial.w).toBeCloseTo(q1.w);\r\n\r\n const final = Quaternion.Slerp(q1, q2, 1);\r\n expect(final.x).toBeCloseTo(q2.x);\r\n expect(final.y).toBeCloseTo(q2.y);\r\n expect(final.z).toBeCloseTo(q2.z);\r\n expect(final.w).toBeCloseTo(q2.w);\r\n\r\n const middle = Quaternion.Slerp(q1, q2, 0.35);\r\n expect(middle.x).toBeCloseTo(0.27016);\r\n expect(middle.y).toBeCloseTo(0.46061);\r\n expect(middle.z).toBeCloseTo(0.25244);\r\n expect(middle.w).toBeCloseTo(0.7972);\r\n });\r\n\r\n it(\"Makes a quaterion from a rotation matrix\", () => {\r\n const x = Angle.FromRadians(1);\r\n const y = Angle.FromRadians(2);\r\n const z = Angle.FromRadians(3);\r\n const originalQ = Quaternion.FromEuler(x, y, z);\r\n\r\n const matrix = Matrix.Compose(Vector3.One(), originalQ, Vector3.Zero());\r\n\r\n const result = Quaternion.FromRotationMatrix(matrix);\r\n expect(result.x).toBeCloseTo(originalQ.x);\r\n expect(result.y).toBeCloseTo(originalQ.y);\r\n expect(result.z).toBeCloseTo(originalQ.z);\r\n expect(result.w).toBeCloseTo(originalQ.w);\r\n });\r\n\r\n it(\"Checks if two quaternions are close\", () => {\r\n const a = new Quaternion(1, 2, 3, 4);\r\n const bigger = new Quaternion(1.01, 2.01, 3.01, 4.01);\r\n const smaller = new Quaternion(0.99, 1.99, 2.99, 3.99);\r\n\r\n expect(Quaternion.Close(a, bigger, 0.0101)).toEqual(true);\r\n expect(Quaternion.Close(a, bigger, 0.0099)).toEqual(false);\r\n\r\n expect(Quaternion.Close(a, smaller, 0.0101)).toEqual(true);\r\n expect(Quaternion.Close(a, smaller, 0.0099)).toEqual(false);\r\n });\r\n\r\n it(\"Retuns the angle\", () => {\r\n const angle = Angle.FromDegrees(25);\r\n const axis = new Vector3(1, 2, 3);\r\n const q = Quaternion.FromAngleAxis(axis, angle);\r\n\r\n expect(Angle.Close(q.angle, angle)).toEqual(true);\r\n });\r\n\r\n it(\"Retuns the axis\", () => {\r\n const angle = Angle.FromDegrees(25);\r\n const axis = new Vector3(1, 2, 3);\r\n const q = Quaternion.FromAngleAxis(axis, angle);\r\n\r\n expect(Vector3.Close(q.axis, axis.unit)).toEqual(true);\r\n });\r\n\r\n it(\"Makes a quaternion into a rotation matrix\", () => {\r\n const x = Angle.FromRadians(1);\r\n const y = Angle.FromRadians(2);\r\n const z = Angle.FromRadians(3);\r\n const originalQ = Quaternion.FromEuler(x, y, z);\r\n\r\n const mat = Quaternion.ToRotationMatrix(originalQ);\r\n\r\n expect(Quaternion.Close(mat.rotation, originalQ)).toEqual(true);\r\n expect(Vector3.Close(mat.scale, Vector3.One())).toEqual(true);\r\n expect(Vector3.Close(mat.translation, Vector3.Zero())).toEqual(true);\r\n });\r\n\r\n it(\"Gets the Data Transfer Object\", () => {\r\n const quat = new Quaternion(1, 2, 3, 4);\r\n\r\n expect(quat.dto).toEqual({\r\n x: 1,\r\n y: 2,\r\n z: 3,\r\n w: 4,\r\n });\r\n });\r\n\r\n it(\"Makes a Quaterion from a DTO\", () => {\r\n const quat = Quaternion.FromDTO({\r\n x: 1,\r\n y: 2,\r\n z: 3,\r\n w: 4,\r\n });\r\n\r\n expect(quat.x).toEqual(1);\r\n expect(quat.y).toEqual(2);\r\n expect(quat.z).toEqual(3);\r\n expect(quat.w).toEqual(4);\r\n });\r\n\r\n it(\"Forms a quaternion from a forward direction\", () => {\r\n const dir = new Vector3(0, 0, 1);\r\n const q = Quaternion.FromDirectionVector(dir);\r\n\r\n const expectedQ = Quaternion.Identity();\r\n\r\n expect(q).toEqual(expectedQ);\r\n });\r\n\r\n it(\"Forms a quaternion from a right direction\", () => {\r\n const dir = new Vector3(1, 0, 0);\r\n const q = Quaternion.FromDirectionVector(dir);\r\n\r\n const expectedQ = Quaternion.FromYawPitchRoll(\r\n Angle.FromDegrees(90),\r\n Angle.FromRadians(0),\r\n Angle.FromDegrees(0)\r\n );\r\n\r\n expect(Quaternion.Close(q, expectedQ)).toEqual(true);\r\n });\r\n\r\n it(\"Forms a quaternion from a left direction\", () => {\r\n const dir = new Vector3(-1, 0, 0);\r\n const q = Quaternion.FromDirectionVector(dir);\r\n\r\n const expectedQ = Quaternion.FromYawPitchRoll(\r\n Angle.FromDegrees(-90),\r\n Angle.FromRadians(0),\r\n Angle.FromDegrees(0)\r\n );\r\n\r\n expect(Quaternion.Close(q, expectedQ)).toEqual(true);\r\n });\r\n\r\n it(\"Forms a quaternion from a behind direction\", () => {\r\n const dir = new Vector3(0, 0, -1);\r\n const q = Quaternion.FromDirectionVector(dir);\r\n\r\n const expectedQ = Quaternion.FromYawPitchRoll(\r\n Angle.FromDegrees(180),\r\n Angle.FromRadians(0),\r\n Angle.FromDegrees(0)\r\n );\r\n\r\n expect(Quaternion.Close(q, expectedQ)).toEqual(true);\r\n });\r\n\r\n it(\"Forms a quaternion from a 45 degree up direction\", () => {\r\n const dir = new Vector3(0, 1, 1);\r\n const q = Quaternion.FromDirectionVector(dir);\r\n\r\n const expectedQ = Quaternion.FromYawPitchRoll(\r\n Angle.FromDegrees(0),\r\n Angle.FromDegrees(-45),\r\n Angle.FromDegrees(0)\r\n );\r\n\r\n expect(Quaternion.Close(q, expectedQ)).toEqual(true);\r\n });\r\n\r\n it(\"Forms a quaternion from a 45 degree up direction\", () => {\r\n const dir = new Vector3(1, 1, 0);\r\n const q = Quaternion.FromDirectionVector(dir);\r\n\r\n const expectedQ = Quaternion.FromYawPitchRoll(\r\n Angle.FromDegrees(90),\r\n Angle.FromDegrees(-45),\r\n Angle.FromDegrees(0)\r\n );\r\n\r\n expect(Quaternion.Close(q, expectedQ)).toEqual(true);\r\n });\r\n\r\n it(\"Returns an identity if the direction is zero\", () => {\r\n const dir = new Vector3(0, 0, 0);\r\n const q = Quaternion.FromDirectionVector(dir);\r\n\r\n const expectedQ = Quaternion.Identity();\r\n\r\n expect(Quaternion.Close(q, expectedQ)).toEqual(true);\r\n });\r\n\r\n it(\"Works with an up vector\", () => {\r\n const dir = new Vector3(0, 1, 0);\r\n const q = Quaternion.FromDirectionVector(dir);\r\n\r\n const expectedQ = Quaternion.FromYawPitchRoll(\r\n Angle.FromDegrees(0),\r\n Angle.FromDegrees(-90),\r\n Angle.FromDegrees(0)\r\n );\r\n\r\n expect(Quaternion.Close(q, expectedQ)).toEqual(true);\r\n });\r\n\r\n it(\"Works with an down vector\", () => {\r\n const dir = new Vector3(0, -1, 0);\r\n const q = Quaternion.FromDirectionVector(dir);\r\n\r\n const expectedQ = Quaternion.FromYawPitchRoll(\r\n Angle.FromDegrees(0),\r\n Angle.FromDegrees(90),\r\n Angle.FromDegrees(0)\r\n );\r\n\r\n expect(Quaternion.Close(q, expectedQ)).toEqual(true);\r\n });\r\n\r\n it(\"Gets the angle between two quaternions\", () => {\r\n const q1 = Quaternion.FromYawPitchRoll(\r\n Angle.FromDegrees(0),\r\n Angle.FromDegrees(90),\r\n Angle.FromDegrees(0)\r\n );\r\n\r\n const q2 = Quaternion.FromYawPitchRoll(\r\n Angle.FromDegrees(0),\r\n Angle.FromDegrees(80),\r\n Angle.FromDegrees(0)\r\n );\r\n\r\n const ang = Quaternion.AngleBetween(q1, q2);\r\n expect(ang.degrees).toBeCloseTo(10);\r\n });\r\n\r\n it(\"Keeps the angle between two quaternions less than 180\", () => {\r\n const q1 = Quaternion.FromYawPitchRoll(\r\n Angle.FromDegrees(0),\r\n Angle.FromDegrees(0),\r\n Angle.FromDegrees(0)\r\n );\r\n\r\n const q2 = Quaternion.FromYawPitchRoll(\r\n Angle.FromDegrees(0),\r\n Angle.FromDegrees(200),\r\n Angle.FromDegrees(0)\r\n );\r\n\r\n const ang = Quaternion.AngleBetween(q1, q2);\r\n expect(ang.degrees).toBeCloseTo(160);\r\n });\r\n\r\n it(\"Returns 0 if the quaterions are the same\", () => {\r\n const q1 = Quaternion.FromYawPitchRoll(\r\n Angle.FromDegrees(0),\r\n Angle.FromDegrees(0),\r\n Angle.FromDegrees(0)\r\n );\r\n const ang = Quaternion.AngleBetween(q1, q1);\r\n expect(ang.degrees).toEqual(0);\r\n });\r\n});\r\n"]}
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{"version":3,"file":"Rectangle.js","sourceRoot":"","sources":["../../../src/ValueObjects/Rectangle.ts"],"names":[],"mappings":";;;AAOA,MAAa,SAAS;IACb,MAAM,CAAC,OAAO,CAAC,GAAiB;QACrC,OAAO,IAAI,SAAS,CAAC,GAAG,CAAC,GAAG,EAAE,GAAG,CAAC,KAAK,EAAE,GAAG,CAAC,MAAM,EAAE,GAAG,CAAC,IAAI,CAAC,CAAC;IACjE,CAAC;IAOD,IAAI,GAAG;QACL,OAAO;YACR,GAAG,EAAE,IAAI,CAAC,GAAG;YACb,MAAM,EAAE,IAAI,CAAC,MAAM;YACnB,IAAI,EAAE,IAAI,CAAC,IAAI;YACf,KAAK,EAAE,IAAI,CAAC,KAAK;SACjB,CAAC;IACF,CAAC;IAED,YAAY,GAAW,EAAE,KAAa,EAAE,MAAc,EAAE,IAAY;QAClE,IAAI,CAAC,GAAG,GAAG,GAAG,CAAC;QACf,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;QACjB,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;IACrB,CAAC;CACF;AAzBD,8BAyBC","sourcesContent":["export interface RectangleDTO {\r\n top: number;\r\n left: number;\r\n right: number;\r\n bottom: number;\r\n}\r\n\r\nexport class Rectangle {\r\n public static FromDTO(dto: RectangleDTO):Rectangle {\r\n return new Rectangle(dto.top, dto.right, dto.bottom, dto.left);\r\n }\r\n\r\n readonly top: number;\r\n readonly left: number;\r\n readonly bottom: number;\r\n readonly right: number;\r\n\r\n get dto(): RectangleDTO {\r\n return {\r\n\t\t\ttop: this.top,\r\n\t\t\tbottom: this.bottom,\r\n\t\t\tleft: this.left,\r\n\t\t\tright: this.right\r\n\t\t};\r\n }\r\n\r\n constructor(top: number, right: number, bottom: number, left: number ) {\r\n this.top = top;\r\n this.bottom = bottom;\r\n this.left = left;\r\n this.right = right;\r\n }\r\n}\r\n"]}
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describe("Rectangle value object", () => {
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{"version":3,"file":"Rectangle.test.js","sourceRoot":"","sources":["../../../src/ValueObjects/Rectangle.test.ts"],"names":[],"mappings":";;AAAA,2CAAsC;AAEtC,QAAQ,CAAC,wBAAwB,EAAE,GAAE,EAAE;IACtC,EAAE,CAAC,+BAA+B,EAAE,GAAE,EAAE;QACvC,MAAM,IAAI,GAAG,IAAI,qBAAS,CAAC,CAAC,EAAC,CAAC,EAAC,CAAC,EAAC,CAAC,CAAC,CAAC;QACpC,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC5B,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC9B,MAAM,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC/B,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC9B,CAAC,CAAC,CAAA;IAEF,EAAE,CAAC,aAAa,EAAE,GAAE,EAAE;QACrB,MAAM,IAAI,GAAG,IAAI,qBAAS,CAAC,CAAC,EAAC,CAAC,EAAC,CAAC,EAAC,CAAC,CAAC,CAAC;QACpC,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,GAAG,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAChC,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,KAAK,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAClC,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,MAAM,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QACnC,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAClC,CAAC,CAAC,CAAA;IAEF,EAAE,CAAC,gCAAgC,EAAE,GAAE,EAAE;QACxC,MAAM,IAAI,GAAG,qBAAS,CAAC,OAAO,CAAC;YAC9B,GAAG,EAAE,CAAC;YACN,IAAI,EAAE,CAAC;YACP,MAAM,EAAE,CAAC;YACT,KAAK,EAAE,CAAC;SACR,CAAC,CAAC;QACH,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC5B,MAAM,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC7B,MAAM,CAAC,IAAI,CAAC,MAAM,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;QAC/B,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,OAAO,CAAC,CAAC,CAAC,CAAC;IAC/B,CAAC,CAAC,CAAA;AACH,CAAC,CAAC,CAAA","sourcesContent":["import {Rectangle} from \"./Rectangle\";\r\n\r\ndescribe(\"Rectangle value object\", ()=>{\r\n\tit(\"Creates and stores the values\", ()=>{\r\n\t\tconst rect = new Rectangle(1,2,3,4);\r\n\t\texpect(rect.top).toEqual(1);\r\n\t\texpect(rect.right).toEqual(2);\r\n\t\texpect(rect.bottom).toEqual(3);\r\n\t\texpect(rect.left).toEqual(4);\r\n\t})\r\n\r\n\tit(\"Forms a dto\", ()=>{\r\n\t\tconst rect = new Rectangle(1,2,3,4);\r\n\t\texpect(rect.dto.top).toEqual(1);\r\n\t\texpect(rect.dto.right).toEqual(2);\r\n\t\texpect(rect.dto.bottom).toEqual(3);\r\n\t\texpect(rect.dto.left).toEqual(4);\r\n\t})\r\n\r\n\tit(\"Forms a rectangle from the DTO\", ()=>{\r\n\t\tconst rect = Rectangle.FromDTO({\r\n\t\t\ttop: 1,\r\n\t\t\tleft: 2,\r\n\t\t\tbottom: 3,\r\n\t\t\tright: 4\r\n\t\t});\r\n\t\texpect(rect.top).toEqual(1);\r\n\t\texpect(rect.left).toEqual(2);\r\n\t\texpect(rect.bottom).toEqual(3);\r\n\t\texpect(rect.right).toEqual(4);\r\n\t})\r\n})"]}
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class Vector2 {
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}
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13
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/**
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* Creates a one vector
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* @returns Vector [1,1]
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*/
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static One() {
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return new Vector2(1, 1);
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}
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/**
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* Checks to see if Vector A equals Vector B
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* @param a Vector A
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23
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* @param b Vector B
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24
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* @returns True if Vector A === Vector B
|
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25
|
-
*/
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26
|
-
static Equal(a, b) {
|
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27
|
-
if (a.x !== b.x)
|
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28
|
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return false;
|
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29
|
-
if (a.y !== b.y)
|
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30
|
-
return false;
|
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31
|
-
return true;
|
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32
|
-
}
|
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33
|
-
/**
|
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34
|
-
* Creates a Vector from a Data Transfer Object
|
|
35
|
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* @param dto The Data Transfer Object
|
|
36
|
-
* @returns The Vector
|
|
37
|
-
*/
|
|
38
|
-
static FromDTO(dto) {
|
|
39
|
-
return new Vector2(dto.x, dto.y);
|
|
40
|
-
}
|
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41
|
-
/**
|
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42
|
-
* Adds Vector B to Vector A
|
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43
|
-
* @param a Vector A
|
|
44
|
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* @param b Vector B
|
|
45
|
-
* @returns A + B
|
|
46
|
-
*/
|
|
47
|
-
static Add(a, b) {
|
|
48
|
-
return new Vector2(a.x + b.x, a.y + b.y);
|
|
49
|
-
}
|
|
50
|
-
/**
|
|
51
|
-
* Subtracts Vector B from Vector A
|
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52
|
-
* @param a Vector A
|
|
53
|
-
* @param b Vector B
|
|
54
|
-
* @returns A - B
|
|
55
|
-
*/
|
|
56
|
-
static Subtract(a, b) {
|
|
57
|
-
return new Vector2(a.x - b.x, a.y - b.y);
|
|
58
|
-
}
|
|
59
|
-
/**
|
|
60
|
-
* Get the magnitude (length) of the vector
|
|
61
|
-
*/
|
|
62
|
-
get magnitued() {
|
|
63
|
-
const xSqr = this.x * this.x;
|
|
64
|
-
const ySqr = this.y * this.y;
|
|
65
|
-
const magnitude = Math.sqrt(xSqr + ySqr);
|
|
66
|
-
return magnitude;
|
|
67
|
-
}
|
|
68
|
-
/**
|
|
69
|
-
* Get the unit vector
|
|
70
|
-
*/
|
|
71
|
-
get unit() {
|
|
72
|
-
const mag = this.magnitued;
|
|
73
|
-
if (mag === 0) {
|
|
74
|
-
return Vector2.Zero();
|
|
75
|
-
}
|
|
76
|
-
const unitX = this.x / mag;
|
|
77
|
-
const unitY = this.y / mag;
|
|
78
|
-
return new Vector2(unitX, unitY);
|
|
79
|
-
}
|
|
80
|
-
/**
|
|
81
|
-
* Returns the angle of the direction of this angle in degrees.
|
|
82
|
-
* A right vector [1,0] will return 0, a left vector [-1,0] will return 180, an up vector [0,1] will return 90 and a down vector [0,-1] will return -90
|
|
83
|
-
*/
|
|
84
|
-
get theta() {
|
|
85
|
-
return (Math.atan2(this.y, this.x) * 180) / Math.PI;
|
|
86
|
-
}
|
|
87
|
-
/**
|
|
88
|
-
* Retuns the vector as an array of numbers [x,y]
|
|
89
|
-
*/
|
|
90
|
-
get array() {
|
|
91
|
-
return [this.x, this.y];
|
|
92
|
-
}
|
|
93
|
-
/**
|
|
94
|
-
* Get the vector as a Data Transfer Object
|
|
95
|
-
*/
|
|
96
|
-
get dto() {
|
|
97
|
-
return { x: this.x, y: this.y };
|
|
98
|
-
}
|
|
99
|
-
constructor(x, y) {
|
|
100
|
-
this.x = x;
|
|
101
|
-
this.y = y;
|
|
102
|
-
}
|
|
103
|
-
}
|
|
104
|
-
exports.Vector2 = Vector2;
|
|
105
|
-
/**
|
|
106
|
-
* Checks to see if Vector A is close to Vector B
|
|
107
|
-
* @param a Vector A
|
|
108
|
-
* @param b Vector B
|
|
109
|
-
* @param threshold Tolerance to define "close". Defaults to 0.01
|
|
110
|
-
* @returns True if A and B are close enough
|
|
111
|
-
*/
|
|
112
|
-
Vector2.Close = (a, b, threshold = 0.01) => {
|
|
113
|
-
const diff = Vector2.Subtract(a, b);
|
|
114
|
-
const diffMag = diff.magnitued;
|
|
115
|
-
if (diffMag < threshold)
|
|
116
|
-
return true;
|
|
117
|
-
else
|
|
118
|
-
return false;
|
|
119
|
-
};
|
|
120
|
-
/**
|
|
121
|
-
* Rotates a vector by an angle
|
|
122
|
-
* @param vec The original vector
|
|
123
|
-
* @param angle The angle
|
|
124
|
-
* @returns A new Vector that has been rotated from the original by an angle
|
|
125
|
-
*/
|
|
126
|
-
Vector2.Rotate = (vec, angle) => {
|
|
127
|
-
const x = vec.x * Math.cos(angle.radians) - vec.y * Math.sin(angle.radians);
|
|
128
|
-
const y = vec.x * Math.sin(angle.radians) + vec.y * Math.cos(angle.radians);
|
|
129
|
-
return new Vector2(x, y);
|
|
130
|
-
};
|
|
131
|
-
/**
|
|
132
|
-
* Scales a vector uniformly
|
|
133
|
-
* @param vector The original vector
|
|
134
|
-
* @param scale Scale factor
|
|
135
|
-
* @returns A new, scaled vector
|
|
136
|
-
*/
|
|
137
|
-
Vector2.Scale = (vector, scale) => {
|
|
138
|
-
const x = scale * vector.x;
|
|
139
|
-
const y = scale * vector.y;
|
|
140
|
-
return new Vector2(x, y);
|
|
141
|
-
};
|
|
142
|
-
/**
|
|
143
|
-
* Creates a new vector of a given lenght and a unit that is equal to the original vector
|
|
144
|
-
* @param vector The original vector. This determines the unit of the final vector
|
|
145
|
-
* @param length The desired length of the final vector
|
|
146
|
-
* @returns The final vector
|
|
147
|
-
*/
|
|
148
|
-
Vector2.NewVectorOfLength = (vector, length) => {
|
|
149
|
-
const unit = vector.unit;
|
|
150
|
-
const x = length * unit.x;
|
|
151
|
-
const y = length * unit.y;
|
|
152
|
-
return new Vector2(x, y);
|
|
153
|
-
};
|
|
154
|
-
/**
|
|
155
|
-
* Calculate the dot product between Vectors A and B
|
|
156
|
-
* @param a Vector A
|
|
157
|
-
* @param b Vector B
|
|
158
|
-
* @returns The Dot product between A and B
|
|
159
|
-
*/
|
|
160
|
-
Vector2.Dot = (a, b) => {
|
|
161
|
-
return a.x * b.x + a.y * b.y;
|
|
162
|
-
};
|
|
163
|
-
/**
|
|
164
|
-
* Calculates the dot product between Vectors A and B
|
|
165
|
-
* @param a Vector A
|
|
166
|
-
* @param b Vector B
|
|
167
|
-
* @returns A . B
|
|
168
|
-
*/
|
|
169
|
-
Vector2.AngleBetween = (a, b) => {
|
|
170
|
-
const dot = Vector2.Dot(a, b);
|
|
171
|
-
const magnitues = a.magnitued * b.magnitued;
|
|
172
|
-
const angRadians = Math.acos(dot / magnitues);
|
|
173
|
-
return _1.Angle.FromRadians(angRadians);
|
|
174
|
-
};
|
|
175
|
-
/**
|
|
176
|
-
* Calculates the Cross product between Vectors A and B
|
|
177
|
-
* @param a Vector A
|
|
178
|
-
* @param b Vector B
|
|
179
|
-
* @returns A X B
|
|
180
|
-
*/
|
|
181
|
-
Vector2.Cross = (a, b) => {
|
|
182
|
-
return a.x * b.y - a.y * b.x;
|
|
183
|
-
};
|
|
184
|
-
//# sourceMappingURL=Vector2.js.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
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y: number }): Vector2 {\r\n return new Vector2(dto.x, dto.y);\r\n }\r\n\r\n /**\r\n * Adds Vector B to Vector A\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns A + B\r\n */\r\n public static Add(a: Vector2, b: Vector2): Vector2 {\r\n return new Vector2(a.x + b.x, a.y + b.y);\r\n }\r\n\r\n /**\r\n * Subtracts Vector B from Vector A\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns A - B\r\n */\r\n public static Subtract(a: Vector2, b: Vector2): Vector2 {\r\n return new Vector2(a.x - b.x, a.y - b.y);\r\n }\r\n\r\n /**\r\n * Checks to see if Vector A is close to Vector B\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @param threshold Tolerance to define \"close\". Defaults to 0.01\r\n * @returns True if A and B are close enough\r\n */\r\n public static Close = (\r\n a: Vector2,\r\n b: Vector2,\r\n threshold: number = 0.01\r\n ): boolean => {\r\n const diff = Vector2.Subtract(a, b);\r\n const diffMag = diff.magnitued;\r\n\r\n if (diffMag < threshold) return true;\r\n else return false;\r\n };\r\n\r\n /**\r\n * Rotates a vector by an angle\r\n * @param vec The original vector\r\n * @param angle The angle\r\n * @returns A new Vector that has been rotated from the original by an angle\r\n */\r\n public static Rotate = (vec: Vector2, angle: Angle): Vector2 => {\r\n const x = vec.x * Math.cos(angle.radians) - vec.y * Math.sin(angle.radians);\r\n const y = vec.x * Math.sin(angle.radians) + vec.y * Math.cos(angle.radians);\r\n return new Vector2(x, y);\r\n };\r\n\r\n /**\r\n * Scales a vector uniformly\r\n * @param vector The original vector\r\n * @param scale Scale factor\r\n * @returns A new, scaled vector\r\n */\r\n public static Scale = (vector: Vector2, scale: number): Vector2 => {\r\n const x = scale * vector.x;\r\n const y = scale * vector.y;\r\n return new Vector2(x, y);\r\n };\r\n\r\n /**\r\n * Creates a new vector of a given lenght and a unit that is equal to the original vector\r\n * @param vector The original vector. This determines the unit of the final vector\r\n * @param length The desired length of the final vector\r\n * @returns The final vector\r\n */\r\n public static NewVectorOfLength = (\r\n vector: Vector2,\r\n length: number\r\n ): Vector2 => {\r\n const unit = vector.unit;\r\n const x = length * unit.x;\r\n const y = length * unit.y;\r\n return new Vector2(x, y);\r\n };\r\n\r\n /**\r\n * Calculate the dot product between Vectors A and B\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns The Dot product between A and B\r\n */\r\n public static Dot = (a: Vector2, b: Vector2): number => {\r\n return a.x * b.x + a.y * b.y;\r\n };\r\n\r\n /**\r\n * Calculates the dot product between Vectors A and B\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns A . B\r\n */\r\n public static AngleBetween = (a: Vector2, b: Vector2): Angle => {\r\n const dot = Vector2.Dot(a, b);\r\n const magnitues = a.magnitued * b.magnitued;\r\n\r\n const angRadians = Math.acos(dot / magnitues);\r\n\r\n return Angle.FromRadians(angRadians);\r\n };\r\n\r\n /**\r\n * Calculates the Cross product between Vectors A and B\r\n * @param a Vector A\r\n * @param b Vector B\r\n * @returns A X B\r\n */\r\n public static Cross = (a: Vector2, b: Vector2): number => {\r\n return a.x * b.y - a.y * b.x;\r\n };\r\n\r\n readonly x: number;\r\n readonly y: number;\r\n\r\n /**\r\n * Get the magnitude (length) of the vector\r\n */\r\n get magnitued(): number {\r\n const xSqr = this.x * this.x;\r\n const ySqr = this.y * this.y;\r\n\r\n const magnitude = Math.sqrt(xSqr + ySqr);\r\n return magnitude;\r\n }\r\n\r\n /**\r\n * Get the unit vector\r\n */\r\n get unit(): Vector2 {\r\n const mag = this.magnitued;\r\n if (mag === 0) {\r\n return Vector2.Zero();\r\n }\r\n\r\n const unitX = this.x / mag;\r\n const unitY = this.y / mag;\r\n return new Vector2(unitX, unitY);\r\n }\r\n\r\n /**\r\n * Returns the angle of the direction of this angle in degrees.\r\n * A right vector [1,0] will return 0, a left vector [-1,0] will return 180, an up vector [0,1] will return 90 and a down vector [0,-1] will return -90\r\n */\r\n get theta(): number {\r\n return (Math.atan2(this.y, this.x) * 180) / Math.PI;\r\n }\r\n\r\n /**\r\n * Retuns the vector as an array of numbers [x,y]\r\n */\r\n get array(): [number, number] {\r\n return [this.x, this.y];\r\n }\r\n\r\n /**\r\n * Get the vector as a Data Transfer Object\r\n */\r\n get dto(): { x: number; y: number } {\r\n return { x: this.x, y: this.y };\r\n }\r\n\r\n constructor(x: number, y: number) {\r\n this.x = x;\r\n this.y = y;\r\n }\r\n}\r\n"]}
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