@vived/core 1.4.2 → 1.4.3

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.
Files changed (378) hide show
  1. package/README.md +118 -20
  2. package/dist/cjs/AppObject/AppObject.js +53 -0
  3. package/dist/cjs/AppObject/AppObject.js.map +1 -1
  4. package/dist/cjs/AppObject/AppObjectComponent.js +78 -0
  5. package/dist/cjs/AppObject/AppObjectComponent.js.map +1 -1
  6. package/dist/cjs/AppObject/AppObjectController.js +22 -0
  7. package/dist/cjs/AppObject/AppObjectController.js.map +1 -1
  8. package/dist/cjs/AppObject/AppObjectEntity.js +52 -0
  9. package/dist/cjs/AppObject/AppObjectEntity.js.map +1 -1
  10. package/dist/cjs/AppObject/AppObjectEntityRepo.js +75 -1
  11. package/dist/cjs/AppObject/AppObjectEntityRepo.js.map +1 -1
  12. package/dist/cjs/AppObject/AppObjectPM.js +46 -0
  13. package/dist/cjs/AppObject/AppObjectPM.js.map +1 -1
  14. package/dist/cjs/AppObject/AppObjectRepo.js +20 -0
  15. package/dist/cjs/AppObject/AppObjectRepo.js.map +1 -1
  16. package/dist/cjs/AppObject/AppObjectUC.js +23 -0
  17. package/dist/cjs/AppObject/AppObjectUC.js.map +1 -1
  18. package/dist/cjs/AppObject/AppObjectView.js +22 -0
  19. package/dist/cjs/AppObject/AppObjectView.js.map +1 -1
  20. package/dist/cjs/AppObject/getSingletonComponent.js +19 -0
  21. package/dist/cjs/AppObject/getSingletonComponent.js.map +1 -1
  22. package/dist/cjs/Entities/MemoizedAngle.js +21 -0
  23. package/dist/cjs/Entities/MemoizedAngle.js.map +1 -1
  24. package/dist/cjs/Entities/MemoizedBoolean.js +21 -0
  25. package/dist/cjs/Entities/MemoizedBoolean.js.map +1 -1
  26. package/dist/cjs/Entities/MemoizedColor.js +21 -0
  27. package/dist/cjs/Entities/MemoizedColor.js.map +1 -1
  28. package/dist/cjs/Entities/MemoizedNumber.js +21 -0
  29. package/dist/cjs/Entities/MemoizedNumber.js.map +1 -1
  30. package/dist/cjs/Entities/MemoizedQuaternion.js +21 -0
  31. package/dist/cjs/Entities/MemoizedQuaternion.js.map +1 -1
  32. package/dist/cjs/Entities/MemoizedString.js +21 -0
  33. package/dist/cjs/Entities/MemoizedString.js.map +1 -1
  34. package/dist/cjs/Entities/MemoizedVector2.js +21 -0
  35. package/dist/cjs/Entities/MemoizedVector2.js.map +1 -1
  36. package/dist/cjs/Entities/MemoizedVector3.js +21 -0
  37. package/dist/cjs/Entities/MemoizedVector3.js.map +1 -1
  38. package/dist/cjs/Entities/ObservableEntity.js +17 -0
  39. package/dist/cjs/Entities/ObservableEntity.js.map +1 -1
  40. package/dist/cjs/Entities/ObserverList.js +21 -0
  41. package/dist/cjs/Entities/ObserverList.js.map +1 -1
  42. package/dist/cjs/Entities/RangedNumber.js +29 -0
  43. package/dist/cjs/Entities/RangedNumber.js.map +1 -1
  44. package/dist/cjs/Types/PmAdapter.js.map +1 -1
  45. package/dist/cjs/Types/SingletonPmAdapter.js.map +1 -1
  46. package/dist/cjs/ValueObjects/Angle.js +1 -1
  47. package/dist/cjs/ValueObjects/Angle.js.map +1 -1
  48. package/dist/cjs/ValueObjects/LineSegment2D.js +6 -6
  49. package/dist/cjs/ValueObjects/LineSegment2D.js.map +1 -1
  50. package/dist/cjs/ValueObjects/Matrix.js +6 -6
  51. package/dist/cjs/ValueObjects/Matrix.js.map +1 -1
  52. package/dist/cjs/ValueObjects/Quaternion.js +17 -17
  53. package/dist/cjs/ValueObjects/Quaternion.js.map +1 -1
  54. package/dist/cjs/ValueObjects/Vector2.js +15 -8
  55. package/dist/cjs/ValueObjects/Vector2.js.map +1 -1
  56. package/dist/esm/AppObject/AppObject.js +53 -0
  57. package/dist/esm/AppObject/AppObject.js.map +1 -1
  58. package/dist/esm/AppObject/AppObjectComponent.js +78 -0
  59. package/dist/esm/AppObject/AppObjectComponent.js.map +1 -1
  60. package/dist/esm/AppObject/AppObjectController.js +22 -0
  61. package/dist/esm/AppObject/AppObjectController.js.map +1 -1
  62. package/dist/esm/AppObject/AppObjectEntity.js +52 -0
  63. package/dist/esm/AppObject/AppObjectEntity.js.map +1 -1
  64. package/dist/esm/AppObject/AppObjectEntityRepo.js +75 -1
  65. package/dist/esm/AppObject/AppObjectEntityRepo.js.map +1 -1
  66. package/dist/esm/AppObject/AppObjectPM.js +46 -0
  67. package/dist/esm/AppObject/AppObjectPM.js.map +1 -1
  68. package/dist/esm/AppObject/AppObjectRepo.js +20 -0
  69. package/dist/esm/AppObject/AppObjectRepo.js.map +1 -1
  70. package/dist/esm/AppObject/AppObjectUC.js +24 -1
  71. package/dist/esm/AppObject/AppObjectUC.js.map +1 -1
  72. package/dist/esm/AppObject/AppObjectView.js +23 -1
  73. package/dist/esm/AppObject/AppObjectView.js.map +1 -1
  74. package/dist/esm/AppObject/getSingletonComponent.js +19 -0
  75. package/dist/esm/AppObject/getSingletonComponent.js.map +1 -1
  76. package/dist/esm/Entities/MemoizedAngle.js +21 -0
  77. package/dist/esm/Entities/MemoizedAngle.js.map +1 -1
  78. package/dist/esm/Entities/MemoizedBoolean.js +21 -0
  79. package/dist/esm/Entities/MemoizedBoolean.js.map +1 -1
  80. package/dist/esm/Entities/MemoizedColor.js +21 -0
  81. package/dist/esm/Entities/MemoizedColor.js.map +1 -1
  82. package/dist/esm/Entities/MemoizedNumber.js +21 -0
  83. package/dist/esm/Entities/MemoizedNumber.js.map +1 -1
  84. package/dist/esm/Entities/MemoizedQuaternion.js +21 -0
  85. package/dist/esm/Entities/MemoizedQuaternion.js.map +1 -1
  86. package/dist/esm/Entities/MemoizedString.js +21 -0
  87. package/dist/esm/Entities/MemoizedString.js.map +1 -1
  88. package/dist/esm/Entities/MemoizedVector2.js +21 -0
  89. package/dist/esm/Entities/MemoizedVector2.js.map +1 -1
  90. package/dist/esm/Entities/MemoizedVector3.js +21 -0
  91. package/dist/esm/Entities/MemoizedVector3.js.map +1 -1
  92. package/dist/esm/Entities/ObservableEntity.js +17 -0
  93. package/dist/esm/Entities/ObservableEntity.js.map +1 -1
  94. package/dist/esm/Entities/ObserverList.js +21 -0
  95. package/dist/esm/Entities/ObserverList.js.map +1 -1
  96. package/dist/esm/Entities/RangedNumber.js +29 -0
  97. package/dist/esm/Entities/RangedNumber.js.map +1 -1
  98. package/dist/esm/Types/PmAdapter.js.map +1 -1
  99. package/dist/esm/Types/SingletonPmAdapter.js.map +1 -1
  100. package/dist/esm/ValueObjects/Angle.js +1 -1
  101. package/dist/esm/ValueObjects/Angle.js.map +1 -1
  102. package/dist/esm/ValueObjects/LineSegment2D.js +6 -6
  103. package/dist/esm/ValueObjects/LineSegment2D.js.map +1 -1
  104. package/dist/esm/ValueObjects/Matrix.js +6 -6
  105. package/dist/esm/ValueObjects/Matrix.js.map +1 -1
  106. package/dist/esm/ValueObjects/Quaternion.js +17 -17
  107. package/dist/esm/ValueObjects/Quaternion.js.map +1 -1
  108. package/dist/esm/ValueObjects/Vector2.js +15 -8
  109. package/dist/esm/ValueObjects/Vector2.js.map +1 -1
  110. package/dist/types/AppObject/AppObject.d.ts +42 -0
  111. package/dist/types/AppObject/AppObject.d.ts.map +1 -1
  112. package/dist/types/AppObject/AppObjectComponent.d.ts +80 -0
  113. package/dist/types/AppObject/AppObjectComponent.d.ts.map +1 -1
  114. package/dist/types/AppObject/AppObjectController.d.ts +22 -0
  115. package/dist/types/AppObject/AppObjectController.d.ts.map +1 -1
  116. package/dist/types/AppObject/AppObjectEntity.d.ts +55 -0
  117. package/dist/types/AppObject/AppObjectEntity.d.ts.map +1 -1
  118. package/dist/types/AppObject/AppObjectEntityRepo.d.ts +75 -0
  119. package/dist/types/AppObject/AppObjectEntityRepo.d.ts.map +1 -1
  120. package/dist/types/AppObject/AppObjectPM.d.ts +53 -0
  121. package/dist/types/AppObject/AppObjectPM.d.ts.map +1 -1
  122. package/dist/types/AppObject/AppObjectRepo.d.ts +124 -0
  123. package/dist/types/AppObject/AppObjectRepo.d.ts.map +1 -1
  124. package/dist/types/AppObject/AppObjectUC.d.ts +23 -0
  125. package/dist/types/AppObject/AppObjectUC.d.ts.map +1 -1
  126. package/dist/types/AppObject/AppObjectView.d.ts +22 -0
  127. package/dist/types/AppObject/AppObjectView.d.ts.map +1 -1
  128. package/dist/types/AppObject/getSingletonComponent.d.ts +19 -0
  129. package/dist/types/AppObject/getSingletonComponent.d.ts.map +1 -1
  130. package/dist/types/Entities/MemoizedAngle.d.ts +21 -0
  131. package/dist/types/Entities/MemoizedAngle.d.ts.map +1 -1
  132. package/dist/types/Entities/MemoizedBoolean.d.ts +21 -0
  133. package/dist/types/Entities/MemoizedBoolean.d.ts.map +1 -1
  134. package/dist/types/Entities/MemoizedColor.d.ts +21 -0
  135. package/dist/types/Entities/MemoizedColor.d.ts.map +1 -1
  136. package/dist/types/Entities/MemoizedNumber.d.ts +21 -0
  137. package/dist/types/Entities/MemoizedNumber.d.ts.map +1 -1
  138. package/dist/types/Entities/MemoizedQuaternion.d.ts +21 -0
  139. package/dist/types/Entities/MemoizedQuaternion.d.ts.map +1 -1
  140. package/dist/types/Entities/MemoizedString.d.ts +21 -0
  141. package/dist/types/Entities/MemoizedString.d.ts.map +1 -1
  142. package/dist/types/Entities/MemoizedVector2.d.ts +21 -0
  143. package/dist/types/Entities/MemoizedVector2.d.ts.map +1 -1
  144. package/dist/types/Entities/MemoizedVector3.d.ts +21 -0
  145. package/dist/types/Entities/MemoizedVector3.d.ts.map +1 -1
  146. package/dist/types/Entities/ObservableEntity.d.ts +20 -0
  147. package/dist/types/Entities/ObservableEntity.d.ts.map +1 -1
  148. package/dist/types/Entities/ObserverList.d.ts +21 -0
  149. package/dist/types/Entities/ObserverList.d.ts.map +1 -1
  150. package/dist/types/Entities/RangedNumber.d.ts +37 -0
  151. package/dist/types/Entities/RangedNumber.d.ts.map +1 -1
  152. package/dist/types/Types/PmAdapter.d.ts +60 -0
  153. package/dist/types/Types/PmAdapter.d.ts.map +1 -1
  154. package/dist/types/Types/SingletonPmAdapter.d.ts +55 -0
  155. package/dist/types/Types/SingletonPmAdapter.d.ts.map +1 -1
  156. package/dist/types/ValueObjects/Angle.d.ts +1 -1
  157. package/dist/types/ValueObjects/Matrix.d.ts +5 -5
  158. package/dist/types/ValueObjects/Matrix.d.ts.map +1 -1
  159. package/dist/types/ValueObjects/Quaternion.d.ts +17 -17
  160. package/dist/types/ValueObjects/Vector2.d.ts +8 -3
  161. package/dist/types/ValueObjects/Vector2.d.ts.map +1 -1
  162. package/package.json +1 -1
  163. package/dist/cjs/AppObject/AppObject.test.js +0 -113
  164. package/dist/cjs/AppObject/AppObject.test.js.map +0 -1
  165. package/dist/cjs/AppObject/AppObjectComponent.test.js +0 -132
  166. package/dist/cjs/AppObject/AppObjectComponent.test.js.map +0 -1
  167. package/dist/cjs/AppObject/AppObjectEntity.test.js +0 -108
  168. package/dist/cjs/AppObject/AppObjectEntity.test.js.map +0 -1
  169. package/dist/cjs/AppObject/AppObjectEntityRepo.test.js +0 -149
  170. package/dist/cjs/AppObject/AppObjectEntityRepo.test.js.map +0 -1
  171. package/dist/cjs/AppObject/AppObjectPM.test.js +0 -103
  172. package/dist/cjs/AppObject/AppObjectPM.test.js.map +0 -1
  173. package/dist/cjs/AppObject/AppObjectRepo.test.js +0 -213
  174. package/dist/cjs/AppObject/AppObjectRepo.test.js.map +0 -1
  175. package/dist/cjs/AppObject/getSingletonComponent.test.js +0 -13
  176. package/dist/cjs/AppObject/getSingletonComponent.test.js.map +0 -1
  177. package/dist/cjs/Entities/MemoizedAngle.test.js +0 -30
  178. package/dist/cjs/Entities/MemoizedAngle.test.js.map +0 -1
  179. package/dist/cjs/Entities/MemoizedBoolean.test.js +0 -34
  180. package/dist/cjs/Entities/MemoizedBoolean.test.js.map +0 -1
  181. package/dist/cjs/Entities/MemoizedColor.test.js +0 -32
  182. package/dist/cjs/Entities/MemoizedColor.test.js.map +0 -1
  183. package/dist/cjs/Entities/MemoizedNumber.test.js +0 -29
  184. package/dist/cjs/Entities/MemoizedNumber.test.js.map +0 -1
  185. package/dist/cjs/Entities/MemoizedQuaternion.test.js +0 -32
  186. package/dist/cjs/Entities/MemoizedQuaternion.test.js.map +0 -1
  187. package/dist/cjs/Entities/MemoizedString.test.js +0 -29
  188. package/dist/cjs/Entities/MemoizedString.test.js.map +0 -1
  189. package/dist/cjs/Entities/MemoizedVector2.test.js +0 -32
  190. package/dist/cjs/Entities/MemoizedVector2.test.js.map +0 -1
  191. package/dist/cjs/Entities/MemoizedVector3.test.js +0 -32
  192. package/dist/cjs/Entities/MemoizedVector3.test.js.map +0 -1
  193. package/dist/cjs/Entities/ObservableEntity.test.js +0 -25
  194. package/dist/cjs/Entities/ObservableEntity.test.js.map +0 -1
  195. package/dist/cjs/Entities/ObserverList.test.js +0 -44
  196. package/dist/cjs/Entities/ObserverList.test.js.map +0 -1
  197. package/dist/cjs/Entities/RangedNumber.test.js +0 -96
  198. package/dist/cjs/Entities/RangedNumber.test.js.map +0 -1
  199. package/dist/cjs/Utilities/LengthConverters.test.js +0 -24
  200. package/dist/cjs/Utilities/LengthConverters.test.js.map +0 -1
  201. package/dist/cjs/Utilities/LerpNumber.test.js +0 -90
  202. package/dist/cjs/Utilities/LerpNumber.test.js.map +0 -1
  203. package/dist/cjs/Utilities/addAlphaToHex.test.js +0 -34
  204. package/dist/cjs/Utilities/addAlphaToHex.test.js.map +0 -1
  205. package/dist/cjs/Utilities/alphaToHex.test.js +0 -75
  206. package/dist/cjs/Utilities/alphaToHex.test.js.map +0 -1
  207. package/dist/cjs/Utilities/degreesToRadians.test.js +0 -9
  208. package/dist/cjs/Utilities/degreesToRadians.test.js.map +0 -1
  209. package/dist/cjs/Utilities/easeFunctions.test.js +0 -209
  210. package/dist/cjs/Utilities/easeFunctions.test.js.map +0 -1
  211. package/dist/cjs/Utilities/interpolateNumber.test.js +0 -26
  212. package/dist/cjs/Utilities/interpolateNumber.test.js.map +0 -1
  213. package/dist/cjs/ValueObjects/Angle.test.js +0 -28
  214. package/dist/cjs/ValueObjects/Angle.test.js.map +0 -1
  215. package/dist/cjs/ValueObjects/Color.test.js +0 -147
  216. package/dist/cjs/ValueObjects/Color.test.js.map +0 -1
  217. package/dist/cjs/ValueObjects/LineSegment2D.test.js +0 -102
  218. package/dist/cjs/ValueObjects/LineSegment2D.test.js.map +0 -1
  219. package/dist/cjs/ValueObjects/Matrix.test.js +0 -385
  220. package/dist/cjs/ValueObjects/Matrix.test.js.map +0 -1
  221. package/dist/cjs/ValueObjects/ParametricLine.test.js +0 -126
  222. package/dist/cjs/ValueObjects/ParametricLine.test.js.map +0 -1
  223. package/dist/cjs/ValueObjects/ParametricPlane.test.js +0 -101
  224. package/dist/cjs/ValueObjects/ParametricPlane.test.js.map +0 -1
  225. package/dist/cjs/ValueObjects/Quaternion.test.js +0 -240
  226. package/dist/cjs/ValueObjects/Quaternion.test.js.map +0 -1
  227. package/dist/cjs/ValueObjects/Rectangle.test.js +0 -32
  228. package/dist/cjs/ValueObjects/Rectangle.test.js.map +0 -1
  229. package/dist/cjs/ValueObjects/Vector2.test.js +0 -136
  230. package/dist/cjs/ValueObjects/Vector2.test.js.map +0 -1
  231. package/dist/cjs/ValueObjects/Vector3.test.js +0 -188
  232. package/dist/cjs/ValueObjects/Vector3.test.js.map +0 -1
  233. package/dist/cjs/ValueObjects/Version.test.js +0 -310
  234. package/dist/cjs/ValueObjects/Version.test.js.map +0 -1
  235. package/dist/esm/AppObject/AppObject.test.js +0 -110
  236. package/dist/esm/AppObject/AppObject.test.js.map +0 -1
  237. package/dist/esm/AppObject/AppObjectComponent.test.js +0 -130
  238. package/dist/esm/AppObject/AppObjectComponent.test.js.map +0 -1
  239. package/dist/esm/AppObject/AppObjectEntity.test.js +0 -106
  240. package/dist/esm/AppObject/AppObjectEntity.test.js.map +0 -1
  241. package/dist/esm/AppObject/AppObjectEntityRepo.test.js +0 -147
  242. package/dist/esm/AppObject/AppObjectEntityRepo.test.js.map +0 -1
  243. package/dist/esm/AppObject/AppObjectPM.test.js +0 -101
  244. package/dist/esm/AppObject/AppObjectPM.test.js.map +0 -1
  245. package/dist/esm/AppObject/AppObjectRepo.test.js +0 -211
  246. package/dist/esm/AppObject/AppObjectRepo.test.js.map +0 -1
  247. package/dist/esm/AppObject/getSingletonComponent.test.js +0 -11
  248. package/dist/esm/AppObject/getSingletonComponent.test.js.map +0 -1
  249. package/dist/esm/Entities/MemoizedAngle.test.js +0 -28
  250. package/dist/esm/Entities/MemoizedAngle.test.js.map +0 -1
  251. package/dist/esm/Entities/MemoizedBoolean.test.js +0 -32
  252. package/dist/esm/Entities/MemoizedBoolean.test.js.map +0 -1
  253. package/dist/esm/Entities/MemoizedColor.test.js +0 -30
  254. package/dist/esm/Entities/MemoizedColor.test.js.map +0 -1
  255. package/dist/esm/Entities/MemoizedNumber.test.js +0 -27
  256. package/dist/esm/Entities/MemoizedNumber.test.js.map +0 -1
  257. package/dist/esm/Entities/MemoizedQuaternion.test.js +0 -30
  258. package/dist/esm/Entities/MemoizedQuaternion.test.js.map +0 -1
  259. package/dist/esm/Entities/MemoizedString.test.js +0 -27
  260. package/dist/esm/Entities/MemoizedString.test.js.map +0 -1
  261. package/dist/esm/Entities/MemoizedVector2.test.js +0 -30
  262. package/dist/esm/Entities/MemoizedVector2.test.js.map +0 -1
  263. package/dist/esm/Entities/MemoizedVector3.test.js +0 -30
  264. package/dist/esm/Entities/MemoizedVector3.test.js.map +0 -1
  265. package/dist/esm/Entities/ObservableEntity.test.js +0 -23
  266. package/dist/esm/Entities/ObservableEntity.test.js.map +0 -1
  267. package/dist/esm/Entities/ObserverList.test.js +0 -42
  268. package/dist/esm/Entities/ObserverList.test.js.map +0 -1
  269. package/dist/esm/Entities/RangedNumber.test.js +0 -94
  270. package/dist/esm/Entities/RangedNumber.test.js.map +0 -1
  271. package/dist/esm/Utilities/LengthConverters.test.js +0 -22
  272. package/dist/esm/Utilities/LengthConverters.test.js.map +0 -1
  273. package/dist/esm/Utilities/LerpNumber.test.js +0 -88
  274. package/dist/esm/Utilities/LerpNumber.test.js.map +0 -1
  275. package/dist/esm/Utilities/addAlphaToHex.test.js +0 -32
  276. package/dist/esm/Utilities/addAlphaToHex.test.js.map +0 -1
  277. package/dist/esm/Utilities/alphaToHex.test.js +0 -73
  278. package/dist/esm/Utilities/alphaToHex.test.js.map +0 -1
  279. package/dist/esm/Utilities/degreesToRadians.test.js +0 -7
  280. package/dist/esm/Utilities/degreesToRadians.test.js.map +0 -1
  281. package/dist/esm/Utilities/easeFunctions.test.js +0 -207
  282. package/dist/esm/Utilities/easeFunctions.test.js.map +0 -1
  283. package/dist/esm/Utilities/interpolateNumber.test.js +0 -24
  284. package/dist/esm/Utilities/interpolateNumber.test.js.map +0 -1
  285. package/dist/esm/ValueObjects/Angle.test.js +0 -26
  286. package/dist/esm/ValueObjects/Angle.test.js.map +0 -1
  287. package/dist/esm/ValueObjects/Color.test.js +0 -145
  288. package/dist/esm/ValueObjects/Color.test.js.map +0 -1
  289. package/dist/esm/ValueObjects/LineSegment2D.test.js +0 -100
  290. package/dist/esm/ValueObjects/LineSegment2D.test.js.map +0 -1
  291. package/dist/esm/ValueObjects/Matrix.test.js +0 -383
  292. package/dist/esm/ValueObjects/Matrix.test.js.map +0 -1
  293. package/dist/esm/ValueObjects/ParametricLine.test.js +0 -124
  294. package/dist/esm/ValueObjects/ParametricLine.test.js.map +0 -1
  295. package/dist/esm/ValueObjects/ParametricPlane.test.js +0 -99
  296. package/dist/esm/ValueObjects/ParametricPlane.test.js.map +0 -1
  297. package/dist/esm/ValueObjects/Quaternion.test.js +0 -238
  298. package/dist/esm/ValueObjects/Quaternion.test.js.map +0 -1
  299. package/dist/esm/ValueObjects/Rectangle.test.js +0 -30
  300. package/dist/esm/ValueObjects/Rectangle.test.js.map +0 -1
  301. package/dist/esm/ValueObjects/Vector2.test.js +0 -134
  302. package/dist/esm/ValueObjects/Vector2.test.js.map +0 -1
  303. package/dist/esm/ValueObjects/Vector3.test.js +0 -186
  304. package/dist/esm/ValueObjects/Vector3.test.js.map +0 -1
  305. package/dist/esm/ValueObjects/Version.test.js +0 -308
  306. package/dist/esm/ValueObjects/Version.test.js.map +0 -1
  307. package/dist/types/AppObject/AppObject.test.d.ts +0 -7
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{ Angle } from \"./Angle\";\r\nimport { Quaternion } from \"./Quaternion\";\r\nimport { Vector3 } from \"./Vector3\";\r\n\r\nexport type MatrixArray = [\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n number\r\n];\r\n\r\nexport class Matrix {\r\n /**\r\n * Consructs an identity matrix\r\n * @returns An identity matrix\r\n */\r\n public static Identity(): Matrix {\r\n return new Matrix([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);\r\n }\r\n\r\n /**\r\n * Constructs an matrix of zeros\r\n * @returns A matrix of zeros\r\n */\r\n public static Zero(): Matrix {\r\n return new Matrix([0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]);\r\n }\r\n\r\n /**\r\n * Compares two matricies\r\n * @param a Matrix A\r\n * @param b Matrix B\r\n * @returns True if all the elements in matrix A are equal to all the elements of matrix B\r\n */\r\n public static Equal(a: Matrix, b: Matrix): boolean {\r\n let areEqual = true;\r\n for (let i = 0; i < 16; i++) {\r\n if (a._m[i] !== b._m[i]) {\r\n areEqual = false;\r\n break;\r\n }\r\n }\r\n return areEqual;\r\n }\r\n\r\n /**\r\n * Checks to see if Matrix A is close to Matrix B by comparing elements\r\n * @param a Matrix A\r\n * @param b Matrix B\r\n * @param threshold \"Close\" thershold. Defaults to 0.001\r\n * @returns True if all the difference between the elements in each array is less than the threshold\r\n */\r\n public static Close(a: Matrix, b: Matrix, threshold = 0.001): boolean {\r\n let areClose = true;\r\n for (let i = 0; i < 16; i++) {\r\n let diff = a._m[i] - b._m[i];\r\n if (diff < 0) {\r\n diff = -diff;\r\n }\r\n if (diff > threshold) {\r\n areClose = false;\r\n break;\r\n }\r\n }\r\n return areClose;\r\n }\r\n\r\n /**\r\n * Multiplies Matrix A and B (AxB)\r\n * @param a Matrix A\r\n * @param b Matrix B\r\n * @returns The result of AxB\r\n */\r\n public static Multiply(a: Matrix, b: Matrix): Matrix {\r\n const aMatrix = a._m;\r\n const bMatrix = b._m;\r\n const tm0 = bMatrix[0];\r\n const tm1 = bMatrix[1];\r\n const tm2 = bMatrix[2];\r\n const tm3 = bMatrix[3];\r\n const tm4 = bMatrix[4];\r\n const tm5 = bMatrix[5];\r\n const tm6 = bMatrix[6];\r\n const tm7 = bMatrix[7];\r\n const tm8 = bMatrix[8];\r\n const tm9 = bMatrix[9];\r\n const tm10 = bMatrix[10];\r\n const tm11 = bMatrix[11];\r\n const tm12 = bMatrix[12];\r\n const tm13 = bMatrix[13];\r\n const tm14 = bMatrix[14];\r\n const tm15 = bMatrix[15];\r\n\r\n const om0 = aMatrix[0];\r\n const om1 = aMatrix[1];\r\n const om2 = aMatrix[2];\r\n const om3 = aMatrix[3];\r\n const om4 = aMatrix[4];\r\n const om5 = aMatrix[5];\r\n const om6 = aMatrix[6];\r\n const om7 = aMatrix[7];\r\n const om8 = aMatrix[8];\r\n const om9 = aMatrix[9];\r\n const om10 = aMatrix[10];\r\n const om11 = aMatrix[11];\r\n const om12 = aMatrix[12];\r\n const om13 = aMatrix[13];\r\n const om14 = aMatrix[14];\r\n const om15 = aMatrix[15];\r\n\r\n const result1 = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;\r\n const result2 = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;\r\n const result3 = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;\r\n const result4 = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;\r\n\r\n const result5 = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;\r\n const result6 = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;\r\n const result7 = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;\r\n const result8 = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;\r\n\r\n const result9 = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;\r\n const result10 = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;\r\n const result11 = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;\r\n const result12 = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;\r\n\r\n const result13 = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;\r\n const result14 = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;\r\n const result15 = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;\r\n const result16 = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;\r\n return new Matrix([\r\n result1,\r\n result2,\r\n result3,\r\n result4,\r\n\r\n result5,\r\n result6,\r\n result7,\r\n result8,\r\n\r\n result9,\r\n result10,\r\n result11,\r\n result12,\r\n\r\n result13,\r\n result14,\r\n result15,\r\n result16,\r\n ]);\r\n }\r\n\r\n /**\r\n * Composes a matrix from a scale vector, rotation quaterion, and translation vector\r\n * @param scale The scale of the transformation matrix\r\n * @param rotation The rotation of the transformation matrix\r\n * @param translation The translation of the transformation matrix\r\n * @returns The composed matrix\r\n */\r\n public static Compose(\r\n scale: Vector3,\r\n rotation: Quaternion,\r\n translation: Vector3\r\n ): Matrix {\r\n const final: MatrixArray = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n\r\n const rotX = rotation.x;\r\n const rotY = rotation.y;\r\n const rotZ = rotation.z;\r\n const rotW = rotation.w;\r\n\r\n const x2 = rotX + rotX;\r\n const y2 = rotY + rotY;\r\n const z2 = rotZ + rotZ;\r\n const xx = rotX * x2;\r\n const xy = rotX * y2;\r\n const xz = rotX * z2;\r\n const yy = rotY * y2;\r\n const yz = rotY * z2;\r\n const zz = rotZ * z2;\r\n const wx = rotW * x2;\r\n const wy = rotW * y2;\r\n const wz = rotW * z2;\r\n\r\n const scaleX = scale.x;\r\n const scaleY = scale.y;\r\n const scaleZ = scale.z;\r\n\r\n final[0] = (1 - (yy + zz)) * scaleX;\r\n final[1] = (xy + wz) * scaleX;\r\n final[2] = (xz - wy) * scaleX;\r\n final[3] = 0;\r\n\r\n final[4] = (xy - wz) * scaleY;\r\n final[5] = (1 - (xx + zz)) * scaleY;\r\n final[6] = (yz + wx) * scaleY;\r\n final[7] = 0;\r\n\r\n final[8] = (xz + wy) * scaleZ;\r\n final[9] = (yz - wx) * scaleZ;\r\n final[10] = (1 - (xx + yy)) * scaleZ;\r\n final[11] = 0;\r\n\r\n final[12] = translation.x;\r\n final[13] = translation.y;\r\n final[14] = translation.z;\r\n final[15] = 1;\r\n\r\n return new Matrix(final);\r\n }\r\n\r\n /**\r\n * Inverts a matrix into a new matrix.\r\n * @param matrix The matrix to invert\r\n * @returns The inverted matrix unless the matrix cannot be inverted, then the identity is returned\r\n */\r\n public static Invert(matrix: Matrix): Matrix {\r\n const m = matrix._m;\r\n const m00 = m[0];\r\n const m01 = m[1];\r\n const m02 = m[2];\r\n const m03 = m[3];\r\n const m10 = m[4];\r\n const m11 = m[5];\r\n const m12 = m[6];\r\n const m13 = m[7];\r\n const m20 = m[8];\r\n const m21 = m[9];\r\n const m22 = m[10];\r\n const m23 = m[11];\r\n const m30 = m[12];\r\n const m31 = m[13];\r\n const m32 = m[14];\r\n const m33 = m[15];\r\n\r\n const det_12_33 = m12 * m33 - m32 * m13;\r\n const det_11_33 = m11 * m33 - m31 * m13;\r\n const det_11_32 = m11 * m32 - m31 * m12;\r\n const det_10_33 = m10 * m33 - m30 * m13;\r\n const det_10_32 = m10 * m32 - m30 * m12;\r\n const det_10_31 = m10 * m31 - m30 * m11;\r\n const det_12_23 = m12 * m23 - m22 * m13;\r\n const det_11_23 = m11 * m23 - m21 * m13;\r\n const det_11_22 = m11 * m22 - m21 * m12;\r\n const det_10_23 = m10 * m23 - m20 * m13;\r\n const det_10_22 = m10 * m22 - m20 * m12;\r\n const det_10_21 = m10 * m21 - m20 * m11;\r\n\r\n const det_22_33 = m22 * m33 - m32 * m23;\r\n const det_21_33 = m21 * m33 - m31 * m23;\r\n const det_21_32 = m21 * m32 - m31 * m22;\r\n const det_20_33 = m20 * m33 - m30 * m23;\r\n const det_20_32 = m20 * m32 - m22 * m30;\r\n const det_20_31 = m20 * m31 - m30 * m21;\r\n\r\n const cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);\r\n const cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);\r\n const cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);\r\n const cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);\r\n\r\n const det =\r\n m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;\r\n if (det === 0) return Matrix.Identity();\r\n\r\n const detInv = 1 / det;\r\n\r\n const cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);\r\n const cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);\r\n const cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);\r\n const cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);\r\n\r\n const cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);\r\n const cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);\r\n const cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);\r\n const cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);\r\n\r\n const cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);\r\n const cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);\r\n const cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);\r\n const cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);\r\n\r\n return new Matrix([\r\n cofact_00 * detInv,\r\n cofact_10 * detInv,\r\n cofact_20 * detInv,\r\n cofact_30 * detInv,\r\n cofact_01 * detInv,\r\n cofact_11 * detInv,\r\n cofact_21 * detInv,\r\n cofact_31 * detInv,\r\n cofact_02 * detInv,\r\n cofact_12 * detInv,\r\n cofact_22 * detInv,\r\n cofact_32 * detInv,\r\n cofact_03 * detInv,\r\n cofact_13 * detInv,\r\n cofact_23 * detInv,\r\n cofact_33 * detInv,\r\n ]);\r\n }\r\n\r\n /**\r\n * Creates a rotation matrix for a given axes and angle\r\n * @param axis The axes of rotation\r\n * @param angle The angle of rotation\r\n * @returns A new rotation matrix\r\n */\r\n public static FromRotationAxisAngle(axis: Vector3, angle: Angle): Matrix {\r\n const sin = Math.sin(-angle.radians);\r\n const cosin = Math.cos(-angle.radians);\r\n const c1 = 1 - cosin;\r\n\r\n const unit = axis.unit;\r\n const m: MatrixArray = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n m[0] = unit.x * unit.x * c1 + cosin;\r\n m[1] = unit.x * unit.y * c1 - unit.z * sin;\r\n m[2] = unit.x * unit.z * c1 + unit.y * sin;\r\n m[3] = 0.0;\r\n\r\n m[4] = unit.y * unit.x * c1 + unit.z * sin;\r\n m[5] = unit.y * unit.y * c1 + cosin;\r\n m[6] = unit.y * unit.z * c1 - unit.x * sin;\r\n m[7] = 0.0;\r\n\r\n m[8] = unit.z * unit.x * c1 - unit.y * sin;\r\n m[9] = unit.z * unit.y * c1 + unit.x * sin;\r\n m[10] = unit.z * unit.z * c1 + cosin;\r\n m[11] = 0.0;\r\n\r\n m[12] = 0.0;\r\n m[13] = 0.0;\r\n m[14] = 0.0;\r\n m[15] = 1.0;\r\n\r\n return new Matrix(m);\r\n }\r\n\r\n /**\r\n * Make a new transformation matrix that has the same scale and rotation as the original but the translation is set\r\n * @param original The original matrix\r\n * @param translation The new translation value\r\n * @returns A new matrix that is the same as the original but the translation has been changed\r\n */\r\n public static SetMatrixTranslation(\r\n original: Matrix,\r\n translation: Vector3\r\n ): Matrix {\r\n const values: MatrixArray = original.m;\r\n values[12] = translation.x;\r\n values[13] = translation.y;\r\n values[14] = translation.z;\r\n\r\n return new Matrix(values);\r\n }\r\n\r\n /**\r\n * Make a new transformation matrix that has the same scale and translation as the original but the rotation is set\r\n * @param original The original matrix\r\n * @param rotation The new rotation value\r\n * @returns A new matrix that is the same as the original but the rotation has been changed\r\n */\r\n public static SetMatrixRotation(\r\n original: Matrix,\r\n rotation: Quaternion\r\n ): Matrix {\r\n const scale = original.scale;\r\n const translation = original.translation;\r\n\r\n return Matrix.Compose(scale, rotation, translation);\r\n }\r\n\r\n /**\r\n * Make a new transformation matrix that has the same rotation and translation as the original but the scale is set\r\n * @param original The original matrix\r\n * @param scale The new scale value\r\n * @returns A new matrix that is the same as the original but the scale has been changed\r\n */\r\n public static SetMatrixScale(\r\n original: Matrix,\r\n scale: Vector3\r\n ): Matrix {\r\n const rotation = original.rotation;\r\n const translation = original.translation;\r\n\r\n return Matrix.Compose(scale, rotation, translation);\r\n }\r\n\r\n public static FromFloat32Array(array: Float32Array): Matrix {\r\n if (array.length !== 16) {\r\n console.error(\"[matrixFrom32] Array does not have a length of 16\");\r\n return Matrix.Identity();\r\n }\r\n\r\n const matrixArray: MatrixArray = [\r\n array[0],\r\n array[1],\r\n array[2],\r\n array[3],\r\n array[4],\r\n array[5],\r\n array[6],\r\n array[7],\r\n array[8],\r\n array[9],\r\n array[10],\r\n array[11],\r\n array[12],\r\n array[13],\r\n array[14],\r\n array[15]\r\n ]\r\n\r\n return new Matrix(matrixArray);\r\n }\r\n\r\n public static FlipTransformMatrixHand(matrix: Matrix): Matrix {\r\n const m = matrix.m;\r\n m[2] *= -1;\r\n m[6] *= -1;\r\n m[8] *= -1;\r\n m[9] *= -1;\r\n m[14] *= -1;\r\n\r\n return new Matrix(m);\r\n }\r\n\r\n public static FlipProjectionMatrixHand(matrix: Matrix): Matrix {\r\n const m = matrix.m;\r\n m[8] *= -1;\r\n m[9] *= -1;\r\n m[10] *= -1;\r\n m[11] *= -1;\r\n\r\n return new Matrix(m);\r\n }\r\n\r\n /**\r\n * Returns the determinate of the matrix\r\n */\r\n public get determinate(): number {\r\n const m = this._m;\r\n const m00 = m[0];\r\n const m01 = m[1];\r\n const m02 = m[2];\r\n const m03 = m[3];\r\n const m10 = m[4];\r\n const m11 = m[5];\r\n const m12 = m[6];\r\n const m13 = m[7];\r\n const m20 = m[8];\r\n const m21 = m[9];\r\n const m22 = m[10];\r\n const m23 = m[11];\r\n const m30 = m[12];\r\n const m31 = m[13];\r\n const m32 = m[14];\r\n const m33 = m[15];\r\n\r\n const det_22_33 = m22 * m33 - m32 * m23;\r\n const det_21_33 = m21 * m33 - m31 * m23;\r\n const det_21_32 = m21 * m32 - m31 * m22;\r\n const det_20_33 = m20 * m33 - m30 * m23;\r\n const det_20_32 = m20 * m32 - m22 * m30;\r\n const det_20_31 = m20 * m31 - m30 * m21;\r\n const cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);\r\n const cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);\r\n const cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);\r\n const cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);\r\n return (\r\n m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03\r\n );\r\n }\r\n\r\n /**\r\n * Returns the translation component of the transformation matrix as a Vector\r\n */\r\n get translation(): Vector3 {\r\n return new Vector3(this._m[12], this._m[13], this._m[14]);\r\n }\r\n\r\n /**\r\n * Returns the scale of the transformation matrix as a vector\r\n */\r\n get scale(): Vector3 {\r\n const x = Math.sqrt(\r\n this._m[0] * this._m[0] +\r\n this._m[1] * this._m[1] +\r\n this._m[2] * this._m[2]\r\n );\r\n let y = Math.sqrt(\r\n this._m[4] * this._m[4] +\r\n this._m[5] * this._m[5] +\r\n this._m[6] * this._m[6]\r\n );\r\n const z = Math.sqrt(\r\n this._m[8] * this._m[8] +\r\n this._m[9] * this._m[9] +\r\n this._m[10] * this._m[10]\r\n );\r\n\r\n if (this.determinate <= 0) {\r\n y = -y;\r\n }\r\n\r\n return new Vector3(x, y, z);\r\n }\r\n\r\n /**\r\n * Returns the rotation components of the transformation matrix as a Quaternion\r\n */\r\n get rotation(): Quaternion {\r\n return Quaternion.FromRotationMatrix(this.rotationMatrix);\r\n }\r\n\r\n /**\r\n * Returns just the rotation matrix of the transformation matrix\r\n */\r\n get rotationMatrix(): Matrix {\r\n const scale = this.scale;\r\n const sx = 1 / scale.x;\r\n const sy = 1 / scale.y;\r\n const sz = 1 / scale.z;\r\n\r\n const rMatrixValues: MatrixArray = [\r\n this._m[0] * sx,\r\n this._m[1] * sx,\r\n this._m[2] * sx,\r\n 0.0,\r\n this._m[4] * sy,\r\n this._m[5] * sy,\r\n this._m[6] * sy,\r\n 0.0,\r\n this._m[8] * sz,\r\n this._m[9] * sz,\r\n this._m[10] * sz,\r\n 0.0,\r\n 0.0,\r\n 0.0,\r\n 0.0,\r\n 1.0,\r\n ];\r\n\r\n return new Matrix(rMatrixValues);\r\n }\r\n\r\n // Row, column\r\n private readonly _m: MatrixArray;\r\n get m(): MatrixArray {\r\n return [...this._m];\r\n }\r\n\r\n constructor(m: MatrixArray) {\r\n this._m = m;\r\n }\r\n}\r\n"]}
1
+ 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{ Angle } from \"./Angle\";\r\nimport { Quaternion } from \"./Quaternion\";\r\nimport { Vector3 } from \"./Vector3\";\r\n\r\nexport type MatrixArray = [\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n number,\r\n];\r\n\r\nexport class Matrix {\r\n /**\r\n * Constructs an identity matrix\r\n * @returns An identity matrix\r\n */\r\n public static Identity(): Matrix {\r\n return new Matrix([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]);\r\n }\r\n\r\n /**\r\n * Constructs a matrix of zeros\r\n * @returns A matrix of zeros\r\n */\r\n public static Zero(): Matrix {\r\n return new Matrix([0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0]);\r\n }\r\n\r\n /**\r\n * Compares two matrices\r\n * @param a Matrix A\r\n * @param b Matrix B\r\n * @returns True if all the elements in matrix A are equal to all the elements of matrix B\r\n */\r\n public static Equal(a: Matrix, b: Matrix): boolean {\r\n let areEqual = true;\r\n for (let i = 0; i < 16; i++) {\r\n if (a._m[i] !== b._m[i]) {\r\n areEqual = false;\r\n break;\r\n }\r\n }\r\n return areEqual;\r\n }\r\n\r\n /**\r\n * Checks to see if Matrix A is close to Matrix B by comparing elements\r\n * @param a Matrix A\r\n * @param b Matrix B\r\n * @param threshold \"Close\" threshold. Defaults to 0.001\r\n * @returns True if all the difference between the elements in each array is less than the threshold\r\n */\r\n public static Close(a: Matrix, b: Matrix, threshold = 0.001): boolean {\r\n let areClose = true;\r\n for (let i = 0; i < 16; i++) {\r\n let diff = a._m[i] - b._m[i];\r\n if (diff < 0) {\r\n diff = -diff;\r\n }\r\n if (diff > threshold) {\r\n areClose = false;\r\n break;\r\n }\r\n }\r\n return areClose;\r\n }\r\n\r\n /**\r\n * Multiplies Matrix A and B (AxB)\r\n * @param a Matrix A\r\n * @param b Matrix B\r\n * @returns The result of AxB\r\n */\r\n public static Multiply(a: Matrix, b: Matrix): Matrix {\r\n const aMatrix = a._m;\r\n const bMatrix = b._m;\r\n const tm0 = bMatrix[0];\r\n const tm1 = bMatrix[1];\r\n const tm2 = bMatrix[2];\r\n const tm3 = bMatrix[3];\r\n const tm4 = bMatrix[4];\r\n const tm5 = bMatrix[5];\r\n const tm6 = bMatrix[6];\r\n const tm7 = bMatrix[7];\r\n const tm8 = bMatrix[8];\r\n const tm9 = bMatrix[9];\r\n const tm10 = bMatrix[10];\r\n const tm11 = bMatrix[11];\r\n const tm12 = bMatrix[12];\r\n const tm13 = bMatrix[13];\r\n const tm14 = bMatrix[14];\r\n const tm15 = bMatrix[15];\r\n\r\n const om0 = aMatrix[0];\r\n const om1 = aMatrix[1];\r\n const om2 = aMatrix[2];\r\n const om3 = aMatrix[3];\r\n const om4 = aMatrix[4];\r\n const om5 = aMatrix[5];\r\n const om6 = aMatrix[6];\r\n const om7 = aMatrix[7];\r\n const om8 = aMatrix[8];\r\n const om9 = aMatrix[9];\r\n const om10 = aMatrix[10];\r\n const om11 = aMatrix[11];\r\n const om12 = aMatrix[12];\r\n const om13 = aMatrix[13];\r\n const om14 = aMatrix[14];\r\n const om15 = aMatrix[15];\r\n\r\n const result1 = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;\r\n const result2 = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;\r\n const result3 = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;\r\n const result4 = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;\r\n\r\n const result5 = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;\r\n const result6 = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;\r\n const result7 = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;\r\n const result8 = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;\r\n\r\n const result9 = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;\r\n const result10 = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;\r\n const result11 = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;\r\n const result12 = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;\r\n\r\n const result13 = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;\r\n const result14 = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;\r\n const result15 = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;\r\n const result16 = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;\r\n return new Matrix([\r\n result1,\r\n result2,\r\n result3,\r\n result4,\r\n\r\n result5,\r\n result6,\r\n result7,\r\n result8,\r\n\r\n result9,\r\n result10,\r\n result11,\r\n result12,\r\n\r\n result13,\r\n result14,\r\n result15,\r\n result16,\r\n ]);\r\n }\r\n\r\n /**\r\n * Composes a matrix from a scale vector, rotation quaternion, and translation vector\r\n * @param scale The scale of the transformation matrix\r\n * @param rotation The rotation of the transformation matrix\r\n * @param translation The translation of the transformation matrix\r\n * @returns The composed matrix\r\n */\r\n public static Compose(\r\n scale: Vector3,\r\n rotation: Quaternion,\r\n translation: Vector3\r\n ): Matrix {\r\n const final: MatrixArray = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n\r\n const rotX = rotation.x;\r\n const rotY = rotation.y;\r\n const rotZ = rotation.z;\r\n const rotW = rotation.w;\r\n\r\n const x2 = rotX + rotX;\r\n const y2 = rotY + rotY;\r\n const z2 = rotZ + rotZ;\r\n const xx = rotX * x2;\r\n const xy = rotX * y2;\r\n const xz = rotX * z2;\r\n const yy = rotY * y2;\r\n const yz = rotY * z2;\r\n const zz = rotZ * z2;\r\n const wx = rotW * x2;\r\n const wy = rotW * y2;\r\n const wz = rotW * z2;\r\n\r\n const scaleX = scale.x;\r\n const scaleY = scale.y;\r\n const scaleZ = scale.z;\r\n\r\n final[0] = (1 - (yy + zz)) * scaleX;\r\n final[1] = (xy + wz) * scaleX;\r\n final[2] = (xz - wy) * scaleX;\r\n final[3] = 0;\r\n\r\n final[4] = (xy - wz) * scaleY;\r\n final[5] = (1 - (xx + zz)) * scaleY;\r\n final[6] = (yz + wx) * scaleY;\r\n final[7] = 0;\r\n\r\n final[8] = (xz + wy) * scaleZ;\r\n final[9] = (yz - wx) * scaleZ;\r\n final[10] = (1 - (xx + yy)) * scaleZ;\r\n final[11] = 0;\r\n\r\n final[12] = translation.x;\r\n final[13] = translation.y;\r\n final[14] = translation.z;\r\n final[15] = 1;\r\n\r\n return new Matrix(final);\r\n }\r\n\r\n /**\r\n * Inverts a matrix into a new matrix.\r\n * @param matrix The matrix to invert\r\n * @returns The inverted matrix unless the matrix cannot be inverted, then the identity is returned\r\n */\r\n public static Invert(matrix: Matrix): Matrix {\r\n const m = matrix._m;\r\n const m00 = m[0];\r\n const m01 = m[1];\r\n const m02 = m[2];\r\n const m03 = m[3];\r\n const m10 = m[4];\r\n const m11 = m[5];\r\n const m12 = m[6];\r\n const m13 = m[7];\r\n const m20 = m[8];\r\n const m21 = m[9];\r\n const m22 = m[10];\r\n const m23 = m[11];\r\n const m30 = m[12];\r\n const m31 = m[13];\r\n const m32 = m[14];\r\n const m33 = m[15];\r\n\r\n const det_12_33 = m12 * m33 - m32 * m13;\r\n const det_11_33 = m11 * m33 - m31 * m13;\r\n const det_11_32 = m11 * m32 - m31 * m12;\r\n const det_10_33 = m10 * m33 - m30 * m13;\r\n const det_10_32 = m10 * m32 - m30 * m12;\r\n const det_10_31 = m10 * m31 - m30 * m11;\r\n const det_12_23 = m12 * m23 - m22 * m13;\r\n const det_11_23 = m11 * m23 - m21 * m13;\r\n const det_11_22 = m11 * m22 - m21 * m12;\r\n const det_10_23 = m10 * m23 - m20 * m13;\r\n const det_10_22 = m10 * m22 - m20 * m12;\r\n const det_10_21 = m10 * m21 - m20 * m11;\r\n\r\n const det_22_33 = m22 * m33 - m32 * m23;\r\n const det_21_33 = m21 * m33 - m31 * m23;\r\n const det_21_32 = m21 * m32 - m31 * m22;\r\n const det_20_33 = m20 * m33 - m30 * m23;\r\n const det_20_32 = m20 * m32 - m22 * m30;\r\n const det_20_31 = m20 * m31 - m30 * m21;\r\n\r\n const cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);\r\n const cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);\r\n const cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);\r\n const cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);\r\n\r\n const det =\r\n m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;\r\n if (det === 0) return Matrix.Identity();\r\n\r\n const detInv = 1 / det;\r\n\r\n const cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);\r\n const cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);\r\n const cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);\r\n const cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);\r\n\r\n const cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);\r\n const cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);\r\n const cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);\r\n const cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);\r\n\r\n const cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);\r\n const cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);\r\n const cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);\r\n const cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);\r\n\r\n return new Matrix([\r\n cofact_00 * detInv,\r\n cofact_10 * detInv,\r\n cofact_20 * detInv,\r\n cofact_30 * detInv,\r\n cofact_01 * detInv,\r\n cofact_11 * detInv,\r\n cofact_21 * detInv,\r\n cofact_31 * detInv,\r\n cofact_02 * detInv,\r\n cofact_12 * detInv,\r\n cofact_22 * detInv,\r\n cofact_32 * detInv,\r\n cofact_03 * detInv,\r\n cofact_13 * detInv,\r\n cofact_23 * detInv,\r\n cofact_33 * detInv,\r\n ]);\r\n }\r\n\r\n /**\r\n * Creates a rotation matrix for a given axes and angle\r\n * @param axis The axes of rotation\r\n * @param angle The angle of rotation\r\n * @returns A new rotation matrix\r\n */\r\n public static FromRotationAxisAngle(axis: Vector3, angle: Angle): Matrix {\r\n const sin = Math.sin(-angle.radians);\r\n const cosin = Math.cos(-angle.radians);\r\n const c1 = 1 - cosin;\r\n\r\n const unit = axis.unit;\r\n const m: MatrixArray = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0];\r\n m[0] = unit.x * unit.x * c1 + cosin;\r\n m[1] = unit.x * unit.y * c1 - unit.z * sin;\r\n m[2] = unit.x * unit.z * c1 + unit.y * sin;\r\n m[3] = 0.0;\r\n\r\n m[4] = unit.y * unit.x * c1 + unit.z * sin;\r\n m[5] = unit.y * unit.y * c1 + cosin;\r\n m[6] = unit.y * unit.z * c1 - unit.x * sin;\r\n m[7] = 0.0;\r\n\r\n m[8] = unit.z * unit.x * c1 - unit.y * sin;\r\n m[9] = unit.z * unit.y * c1 + unit.x * sin;\r\n m[10] = unit.z * unit.z * c1 + cosin;\r\n m[11] = 0.0;\r\n\r\n m[12] = 0.0;\r\n m[13] = 0.0;\r\n m[14] = 0.0;\r\n m[15] = 1.0;\r\n\r\n return new Matrix(m);\r\n }\r\n\r\n /**\r\n * Make a new transformation matrix that has the same scale and rotation as the original but the translation is set\r\n * @param original The original matrix\r\n * @param translation The new translation value\r\n * @returns A new matrix that is the same as the original but the translation has been changed\r\n */\r\n public static SetMatrixTranslation(\r\n original: Matrix,\r\n translation: Vector3\r\n ): Matrix {\r\n const values: MatrixArray = original.m;\r\n values[12] = translation.x;\r\n values[13] = translation.y;\r\n values[14] = translation.z;\r\n\r\n return new Matrix(values);\r\n }\r\n\r\n /**\r\n * Make a new transformation matrix that has the same scale and translation as the original but the rotation is set\r\n * @param original The original matrix\r\n * @param rotation The new rotation value\r\n * @returns A new matrix that is the same as the original but the rotation has been changed\r\n */\r\n public static SetMatrixRotation(\r\n original: Matrix,\r\n rotation: Quaternion\r\n ): Matrix {\r\n const scale = original.scale;\r\n const translation = original.translation;\r\n\r\n return Matrix.Compose(scale, rotation, translation);\r\n }\r\n\r\n /**\r\n * Make a new transformation matrix that has the same rotation and translation as the original but the scale is set\r\n * @param original The original matrix\r\n * @param scale The new scale value\r\n * @returns A new matrix that is the same as the original but the scale has been changed\r\n */\r\n public static SetMatrixScale(original: Matrix, scale: Vector3): Matrix {\r\n const rotation = original.rotation;\r\n const translation = original.translation;\r\n\r\n return Matrix.Compose(scale, rotation, translation);\r\n }\r\n\r\n public static FromFloat32Array(array: Float32Array): Matrix {\r\n if (array.length !== 16) {\r\n console.error(\"[matrixFrom32] Array does not have a length of 16\");\r\n return Matrix.Identity();\r\n }\r\n\r\n const matrixArray: MatrixArray = [\r\n array[0],\r\n array[1],\r\n array[2],\r\n array[3],\r\n array[4],\r\n array[5],\r\n array[6],\r\n array[7],\r\n array[8],\r\n array[9],\r\n array[10],\r\n array[11],\r\n array[12],\r\n array[13],\r\n array[14],\r\n array[15],\r\n ];\r\n\r\n return new Matrix(matrixArray);\r\n }\r\n\r\n public static FlipTransformMatrixHand(matrix: Matrix): Matrix {\r\n const m = matrix.m;\r\n m[2] *= -1;\r\n m[6] *= -1;\r\n m[8] *= -1;\r\n m[9] *= -1;\r\n m[14] *= -1;\r\n\r\n return new Matrix(m);\r\n }\r\n\r\n public static FlipProjectionMatrixHand(matrix: Matrix): Matrix {\r\n const m = matrix.m;\r\n m[8] *= -1;\r\n m[9] *= -1;\r\n m[10] *= -1;\r\n m[11] *= -1;\r\n\r\n return new Matrix(m);\r\n }\r\n\r\n /**\r\n * Returns the determinate of the matrix\r\n */\r\n public get determinate(): number {\r\n const m = this._m;\r\n const m00 = m[0];\r\n const m01 = m[1];\r\n const m02 = m[2];\r\n const m03 = m[3];\r\n const m10 = m[4];\r\n const m11 = m[5];\r\n const m12 = m[6];\r\n const m13 = m[7];\r\n const m20 = m[8];\r\n const m21 = m[9];\r\n const m22 = m[10];\r\n const m23 = m[11];\r\n const m30 = m[12];\r\n const m31 = m[13];\r\n const m32 = m[14];\r\n const m33 = m[15];\r\n\r\n const det_22_33 = m22 * m33 - m32 * m23;\r\n const det_21_33 = m21 * m33 - m31 * m23;\r\n const det_21_32 = m21 * m32 - m31 * m22;\r\n const det_20_33 = m20 * m33 - m30 * m23;\r\n const det_20_32 = m20 * m32 - m22 * m30;\r\n const det_20_31 = m20 * m31 - m30 * m21;\r\n const cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);\r\n const cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);\r\n const cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);\r\n const cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);\r\n return (\r\n m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03\r\n );\r\n }\r\n\r\n /**\r\n * Returns the translation component of the transformation matrix as a Vector\r\n */\r\n get translation(): Vector3 {\r\n return new Vector3(this._m[12], this._m[13], this._m[14]);\r\n }\r\n\r\n /**\r\n * Returns the scale of the transformation matrix as a vector\r\n */\r\n get scale(): Vector3 {\r\n const x = Math.sqrt(\r\n this._m[0] * this._m[0] +\r\n this._m[1] * this._m[1] +\r\n this._m[2] * this._m[2]\r\n );\r\n let y = Math.sqrt(\r\n this._m[4] * this._m[4] +\r\n this._m[5] * this._m[5] +\r\n this._m[6] * this._m[6]\r\n );\r\n const z = Math.sqrt(\r\n this._m[8] * this._m[8] +\r\n this._m[9] * this._m[9] +\r\n this._m[10] * this._m[10]\r\n );\r\n\r\n if (this.determinate <= 0) {\r\n y = -y;\r\n }\r\n\r\n return new Vector3(x, y, z);\r\n }\r\n\r\n /**\r\n * Returns the rotation components of the transformation matrix as a Quaternion\r\n */\r\n get rotation(): Quaternion {\r\n return Quaternion.FromRotationMatrix(this.rotationMatrix);\r\n }\r\n\r\n /**\r\n * Returns just the rotation matrix of the transformation matrix\r\n */\r\n get rotationMatrix(): Matrix {\r\n const scale = this.scale;\r\n const sx = 1 / scale.x;\r\n const sy = 1 / scale.y;\r\n const sz = 1 / scale.z;\r\n\r\n const rMatrixValues: MatrixArray = [\r\n this._m[0] * sx,\r\n this._m[1] * sx,\r\n this._m[2] * sx,\r\n 0.0,\r\n this._m[4] * sy,\r\n this._m[5] * sy,\r\n this._m[6] * sy,\r\n 0.0,\r\n this._m[8] * sz,\r\n this._m[9] * sz,\r\n this._m[10] * sz,\r\n 0.0,\r\n 0.0,\r\n 0.0,\r\n 0.0,\r\n 1.0,\r\n ];\r\n\r\n return new Matrix(rMatrixValues);\r\n }\r\n\r\n // Row, column\r\n private readonly _m: MatrixArray;\r\n get m(): MatrixArray {\r\n return [...this._m];\r\n }\r\n\r\n constructor(m: MatrixArray) {\r\n this._m = m;\r\n }\r\n}\r\n"]}
@@ -21,10 +21,10 @@ class Quaternion {
21
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  }
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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 a Quaternion A
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+ * @param b Quaternion B
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  * @param threshold "Close" threshold. Defaults to 0.001
27
- * @returns True if each of Quaterion's components are within the threshold of each other
27
+ * @returns True if each of Quaternion's components are within the threshold of each other
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  */
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  static Close(a, b, threshold = 0.001) {
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  const aArray = a.toArray();
@@ -44,7 +44,7 @@ class Quaternion {
44
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  }
45
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  /**
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  * Multiplies A*B
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- * @param a Quaterion A
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+ * @param a Quaternion A
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  * @param b Quaternion B
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  * @returns The result of A*B
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  */
@@ -56,15 +56,15 @@ class Quaternion {
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  return Quaternion.FromArray([x, y, z, w]);
57
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  }
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  /**
59
- * 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
59
+ * Creates a new Quaternion from an array of values
60
+ * @param values The four values of the Quaternion: [x,y,z,w]
61
+ * @returns A Quaternion
62
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  */
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  static FromArray(values) {
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  return new Quaternion(values[0], values[1], values[2], values[3]);
65
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  }
66
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  /**
67
- * Creates a Quaterion from a Data Transfer Object
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+ * Creates a Quaternion from a Data Transfer Object
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  * @param dto The Data Transfer Object
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  * @returns The Quaternion
70
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  */
@@ -79,10 +79,10 @@ class Quaternion {
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  return new Quaternion(0, 0, 0, 1);
80
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  }
81
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  /**
82
- * Creates an quaterion about an axis for a given angle
82
+ * Creates a quaternion about an axis for a given angle
83
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  * @param axis The rotation axis
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  * @param angle The rotation angle
85
- * @returns The resulting Quaterion
85
+ * @returns The resulting Quaternion
86
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  */
87
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  static FromAngleAxis(axis, angle) {
88
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  const sin = Math.sin(angle.radians / 2);
@@ -115,11 +115,11 @@ class Quaternion {
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  return Quaternion.FromYawPitchRoll(yaw, pitch, roll);
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  }
117
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  /**
118
- * Froms up a Quaternion from the Yaw-Pitch-Roll (Tait-Bryan) convetion
118
+ * Forms a Quaternion from the Yaw-Pitch-Roll (Tait-Bryan) convention
119
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  * @param yaw defines the rotation around the y axis
120
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  * @param pitch defines the rotation around the x axis
121
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  * @param roll defines the rotation around the z axis
122
- * @returns the resulting quaterion
122
+ * @returns the resulting quaternion
123
123
  */
124
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  static FromYawPitchRoll(yaw, pitch, roll) {
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  const halfRoll = roll.radians * 0.5;
@@ -142,7 +142,7 @@ class Quaternion {
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  * @param x Rotation about the x axis
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  * @param y Rotation about the y axis
144
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  * @param z Rotation about the z axis
145
- * @returns The Quaterion
145
+ * @returns The Quaternion
146
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  */
147
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  static FromEuler(x, y, z) {
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  return this.FromYawPitchRoll(y, x, z);
@@ -169,9 +169,9 @@ class Quaternion {
169
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  /**
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  * Spherically interpolates between two quaternions
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  * @param initial The initial quaternion
172
- * @param final The final quaterion
173
- * @param percent The percent along the slerp. 0 will return the initial quaterion and 1 will return the final quaterion
174
- * @returns The interpolated quaterion
172
+ * @param final The final quaternion
173
+ * @param percent The percent along the slerp. 0 will return the initial quaternion and 1 will return the final quaternion
174
+ * @returns The interpolated quaternion
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  */
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  static Slerp(initial, final, percent) {
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  let A;
@@ -204,7 +204,7 @@ class Quaternion {
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  /**
205
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  * Calculates a Quaternion from a rotation matrix
206
206
  * @param rotationMatrix A normalized, non-scaled rotation matrix
207
- * @returns The Quaterion
207
+ * @returns The Quaternion
208
208
  */
209
209
  static FromRotationMatrix(rotationMatrix) {
210
210
  const m = rotationMatrix.m;
@@ -1 +1 @@
1
- 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{ Angle } from \"./Angle\";\r\nimport { Matrix } from \"./Matrix\";\r\nimport { Vector3 } from \"./Vector3\";\r\n\r\nexport interface QuaternionDTO {\r\n x: number;\r\n y: number;\r\n z: number;\r\n w: number;\r\n}\r\n\r\nexport class Quaternion {\r\n /**\r\n * Checks to see if two Quaternions are equal\r\n * @param a Quaternion A\r\n * @param b Quaternion B\r\n * @returns True if they are equal, otherwise false\r\n */\r\n public static Equal(a: Quaternion, b: Quaternion): boolean {\r\n if (a.x === b.x && a.y === b.y && a.z === b.z && a.w === b.w) {\r\n return true;\r\n } else {\r\n return false;\r\n }\r\n }\r\n\r\n /**\r\n * Checks two quaternions to see if they are close\r\n * @param a Quaterion A\r\n * @param b Quaterion B\r\n * @param threshold \"Close\" threshold. Defaults to 0.001\r\n * @returns True if each of Quaterion's components are within the threshold of each other\r\n */\r\n public static Close(\r\n a: Quaternion,\r\n b: Quaternion,\r\n threshold = 0.001\r\n ): boolean {\r\n const aArray = a.toArray();\r\n const bArray = b.toArray();\r\n\r\n let areClose = true;\r\n for (let i = 0; i < 4; i++) {\r\n let diff = aArray[i] - bArray[i];\r\n if (diff < 0) {\r\n diff = -diff;\r\n }\r\n if (diff > threshold) {\r\n areClose = false;\r\n break;\r\n }\r\n }\r\n return areClose;\r\n }\r\n\r\n /**\r\n * Multiplies A*B\r\n * @param a Quaterion A\r\n * @param b Quaternion B\r\n * @returns The result of A*B\r\n */\r\n public static Multiply(a: Quaternion, b: Quaternion): Quaternion {\r\n const x = a.x * b.w + a.y * b.z - a.z * b.y + a.w * b.x;\r\n const y = -a.x * b.z + a.y * b.w + a.z * b.x + a.w * b.y;\r\n const z = a.x * b.y - a.y * b.x + a.z * b.w + a.w * b.z;\r\n const w = -a.x * b.x - a.y * b.y - a.z * b.z + a.w * b.w;\r\n return Quaternion.FromArray([x, y, z, w]);\r\n }\r\n\r\n /**\r\n * Creates a new Quaterion from an array of values\r\n * @param values The four values of the Quaterion: [x,y,z,w]\r\n * @returns A Quaterion\r\n */\r\n public static FromArray(\r\n values: [number, number, number, number]\r\n ): Quaternion {\r\n return new Quaternion(values[0], values[1], values[2], values[3]);\r\n }\r\n\r\n /**\r\n * Creates a Quaterion from a Data Transfer Object\r\n * @param dto The Data Transfer Object\r\n * @returns The Quaternion\r\n */\r\n public static FromDTO(dto: QuaternionDTO): Quaternion {\r\n return new Quaternion(dto.x, dto.y, dto.z, dto.w);\r\n }\r\n\r\n /**\r\n * Creates an Identity Quaternion\r\n * @returns An Identity Quaternion\r\n */\r\n public static Identity(): Quaternion {\r\n return new Quaternion(0, 0, 0, 1);\r\n }\r\n\r\n /**\r\n * Creates an quaterion about an axis for a given angle\r\n * @param axis The rotation axis\r\n * @param angle The rotation angle\r\n * @returns The resulting Quaterion\r\n */\r\n public static FromAngleAxis(axis: Vector3, angle: Angle): Quaternion {\r\n const sin = Math.sin(angle.radians / 2);\r\n const axisUnit = axis.unit;\r\n const w = Math.cos(angle.radians / 2);\r\n const x = axisUnit.x * sin;\r\n const y = axisUnit.y * sin;\r\n const z = axisUnit.z * sin;\r\n return new Quaternion(x, y, z, w);\r\n }\r\n\r\n public static FromDirectionVector(direction: Vector3): Quaternion {\r\n if (direction.magnitude === 0) {\r\n return Quaternion.Identity();\r\n }\r\n\r\n const dirUnit = direction.unit;\r\n\r\n if (dirUnit.x === 0 && dirUnit.z === 0) {\r\n if (dirUnit.y > 0) {\r\n return Quaternion.FromYawPitchRoll(\r\n Angle.FromDegrees(0),\r\n Angle.FromDegrees(-90),\r\n Angle.FromDegrees(0)\r\n );\r\n } else {\r\n return Quaternion.FromYawPitchRoll(\r\n Angle.FromDegrees(0),\r\n Angle.FromDegrees(90),\r\n Angle.FromDegrees(0)\r\n );\r\n }\r\n }\r\n\r\n const yawRadians = -Math.atan2(dirUnit.z, dirUnit.x) + Math.PI / 2;\r\n const len = Math.sqrt(dirUnit.x * dirUnit.x + dirUnit.z * dirUnit.z);\r\n const pitchRadians = -Math.atan2(dirUnit.y, len);\r\n\r\n const yaw = Angle.FromRadians(yawRadians);\r\n const pitch = Angle.FromRadians(pitchRadians);\r\n const roll = Angle.FromRadians(0);\r\n\r\n return Quaternion.FromYawPitchRoll(yaw, pitch, roll);\r\n }\r\n\r\n /**\r\n * Froms up a Quaternion from the Yaw-Pitch-Roll (Tait-Bryan) convetion\r\n * @param yaw defines the rotation around the y axis\r\n * @param pitch defines the rotation around the x axis\r\n * @param roll defines the rotation around the z axis\r\n * @returns the resulting quaterion\r\n */\r\n public static FromYawPitchRoll(\r\n yaw: Angle,\r\n pitch: Angle,\r\n roll: Angle\r\n ): Quaternion {\r\n const halfRoll = roll.radians * 0.5;\r\n const halfPitch = pitch.radians * 0.5;\r\n const halfYaw = yaw.radians * 0.5;\r\n\r\n const sinRoll = Math.sin(halfRoll);\r\n const cosRoll = Math.cos(halfRoll);\r\n const sinPitch = Math.sin(halfPitch);\r\n const cosPitch = Math.cos(halfPitch);\r\n const sinYaw = Math.sin(halfYaw);\r\n const cosYaw = Math.cos(halfYaw);\r\n\r\n const x = cosYaw * sinPitch * cosRoll + sinYaw * cosPitch * sinRoll;\r\n const y = sinYaw * cosPitch * cosRoll - cosYaw * sinPitch * sinRoll;\r\n const z = cosYaw * cosPitch * sinRoll - sinYaw * sinPitch * cosRoll;\r\n const w = cosYaw * cosPitch * cosRoll + sinYaw * sinPitch * sinRoll;\r\n\r\n return new Quaternion(x, y, z, w);\r\n }\r\n\r\n /**\r\n * Creates a Quaternion from three euler angles.\r\n * @param x Rotation about the x axis\r\n * @param y Rotation about the y axis\r\n * @param z Rotation about the z axis\r\n * @returns The Quaterion\r\n */\r\n public static FromEuler(x: Angle, y: Angle, z: Angle) {\r\n return this.FromYawPitchRoll(y, x, z);\r\n }\r\n\r\n /**\r\n * Returns a new Quaternion that is an invert of A\r\n * @param a The quaternion to invert\r\n * @returns The inverted Quaternion\r\n */\r\n public static Inverse(a: Quaternion): Quaternion {\r\n return new Quaternion(-a.x, -a.y, -a.z, a.w);\r\n }\r\n\r\n public static AngleBetween(a: Quaternion, b: Quaternion): Angle {\r\n const aInv = this.Inverse(a);\r\n const diffQ = this.Multiply(aInv, b);\r\n\r\n const angDeg = diffQ.angle.degrees;\r\n if(angDeg > 180) {\r\n return Angle.FromDegrees(360 - angDeg)\r\n } else {\r\n return diffQ.angle;\r\n }\r\n }\r\n\r\n /**\r\n * Spherically interpolates between two quaternions\r\n * @param initial The initial quaternion\r\n * @param final The final quaterion\r\n * @param percent The percent along the slerp. 0 will return the initial quaterion and 1 will return the final quaterion\r\n * @returns The interpolated quaterion\r\n */\r\n public static Slerp(\r\n initial: Quaternion,\r\n final: Quaternion,\r\n percent: number\r\n ): Quaternion {\r\n let A;\r\n let B;\r\n let C =\r\n initial.x * final.x +\r\n initial.y * final.y +\r\n initial.z * final.z +\r\n initial.w * final.w;\r\n let flip = false;\r\n\r\n if (C < 0) {\r\n flip = true;\r\n C = -C;\r\n }\r\n\r\n if (C > 0.999999) {\r\n B = 1 - percent;\r\n A = flip ? -percent : percent;\r\n } else {\r\n const D = Math.acos(C);\r\n const E = 1.0 / Math.sin(D);\r\n B = Math.sin((1.0 - percent) * D) * E;\r\n A = flip ? -Math.sin(percent * D) * E : Math.sin(percent * D) * E;\r\n }\r\n\r\n const x = B * initial.x + A * final.x;\r\n const y = B * initial.y + A * final.y;\r\n const z = B * initial.z + A * final.z;\r\n const w = B * initial.w + A * final.w;\r\n\r\n return new Quaternion(x, y, z, w);\r\n }\r\n\r\n /**\r\n * Calculates a Quaternion from a rotation matrix\r\n * @param rotationMatrix A normalized, non-scaled rotation matrix\r\n * @returns The Quaterion\r\n */\r\n public static FromRotationMatrix(rotationMatrix: Matrix): Quaternion {\r\n const m = rotationMatrix.m;\r\n const m11 = m[0];\r\n const m12 = m[4];\r\n const m13 = m[8];\r\n const m21 = m[1];\r\n const m22 = m[5];\r\n const m23 = m[9];\r\n const m31 = m[2];\r\n const m32 = m[6];\r\n const m33 = m[10];\r\n const trace = m11 + m22 + m33;\r\n let s;\r\n\r\n let x = 0;\r\n let y = 0;\r\n let z = 0;\r\n let w = 0;\r\n if (trace > 0) {\r\n s = 0.5 / Math.sqrt(trace + 1.0);\r\n\r\n w = 0.25 / s;\r\n x = (m32 - m23) * s;\r\n y = (m13 - m31) * s;\r\n z = (m21 - m12) * s;\r\n } else if (m11 > m22 && m11 > m33) {\r\n s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);\r\n\r\n w = (m32 - m23) / s;\r\n x = 0.25 * s;\r\n y = (m12 + m21) / s;\r\n z = (m13 + m31) / s;\r\n } else if (m22 > m33) {\r\n s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);\r\n\r\n w = (m13 - m31) / s;\r\n x = (m12 + m21) / s;\r\n y = 0.25 * s;\r\n z = (m23 + m32) / s;\r\n } else {\r\n s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);\r\n\r\n w = (m21 - m12) / s;\r\n x = (m13 + m31) / s;\r\n y = (m23 + m32) / s;\r\n z = 0.25 * s;\r\n }\r\n\r\n return new Quaternion(x, y, z, w);\r\n }\r\n\r\n public static ToRotationMatrix(quat: Quaternion): Matrix {\r\n return Matrix.Compose(Vector3.One(), quat, Vector3.Zero());\r\n }\r\n\r\n /**\r\n * Copy the quaternion to an array\r\n * @returns an array populated with 4 elements from the quaternion coordinates\r\n */\r\n toArray(): [number, number, number, number] {\r\n return [this.x, this.y, this.z, this.w];\r\n }\r\n\r\n get angle(): Angle {\r\n const angle = 2 * Math.acos(this.w);\r\n return Angle.FromRadians(angle);\r\n }\r\n\r\n get axis(): Vector3 {\r\n const x = this.x / Math.sqrt(1 - this.w * this.w);\r\n const y = this.y / Math.sqrt(1 - this.w * this.w);\r\n const z = this.z / Math.sqrt(1 - this.w * this.w);\r\n return new Vector3(x, y, z);\r\n }\r\n\r\n /**\r\n * Get the quaternion as a Data Transfer Object\r\n */\r\n get dto(): QuaternionDTO {\r\n return { x: this.x, y: this.y, z: this.z, w: this.w };\r\n }\r\n\r\n readonly x: number;\r\n readonly y: number;\r\n readonly z: number;\r\n readonly w: number;\r\n\r\n constructor(x: number, y: number, z: number, w: number) {\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n this.w = w;\r\n }\r\n}\r\n"]}
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{ Angle } from \"./Angle\";\r\nimport { Matrix } from \"./Matrix\";\r\nimport { Vector3 } from \"./Vector3\";\r\n\r\nexport interface QuaternionDTO {\r\n x: number;\r\n y: number;\r\n z: number;\r\n w: number;\r\n}\r\n\r\nexport class Quaternion {\r\n /**\r\n * Checks to see if two Quaternions are equal\r\n * @param a Quaternion A\r\n * @param b Quaternion B\r\n * @returns True if they are equal, otherwise false\r\n */\r\n public static Equal(a: Quaternion, b: Quaternion): boolean {\r\n if (a.x === b.x && a.y === b.y && a.z === b.z && a.w === b.w) {\r\n return true;\r\n } else {\r\n return false;\r\n }\r\n }\r\n\r\n /**\r\n * Checks two quaternions to see if they are close\r\n * @param a Quaternion A\r\n * @param b Quaternion B\r\n * @param threshold \"Close\" threshold. Defaults to 0.001\r\n * @returns True if each of Quaternion's components are within the threshold of each other\r\n */\r\n public static Close(\r\n a: Quaternion,\r\n b: Quaternion,\r\n threshold = 0.001\r\n ): boolean {\r\n const aArray = a.toArray();\r\n const bArray = b.toArray();\r\n\r\n let areClose = true;\r\n for (let i = 0; i < 4; i++) {\r\n let diff = aArray[i] - bArray[i];\r\n if (diff < 0) {\r\n diff = -diff;\r\n }\r\n if (diff > threshold) {\r\n areClose = false;\r\n break;\r\n }\r\n }\r\n return areClose;\r\n }\r\n\r\n /**\r\n * Multiplies A*B\r\n * @param a Quaternion A\r\n * @param b Quaternion B\r\n * @returns The result of A*B\r\n */\r\n public static Multiply(a: Quaternion, b: Quaternion): Quaternion {\r\n const x = a.x * b.w + a.y * b.z - a.z * b.y + a.w * b.x;\r\n const y = -a.x * b.z + a.y * b.w + a.z * b.x + a.w * b.y;\r\n const z = a.x * b.y - a.y * b.x + a.z * b.w + a.w * b.z;\r\n const w = -a.x * b.x - a.y * b.y - a.z * b.z + a.w * b.w;\r\n return Quaternion.FromArray([x, y, z, w]);\r\n }\r\n\r\n /**\r\n * Creates a new Quaternion from an array of values\r\n * @param values The four values of the Quaternion: [x,y,z,w]\r\n * @returns A Quaternion\r\n */\r\n public static FromArray(\r\n values: [number, number, number, number]\r\n ): Quaternion {\r\n return new Quaternion(values[0], values[1], values[2], values[3]);\r\n }\r\n\r\n /**\r\n * Creates a Quaternion from a Data Transfer Object\r\n * @param dto The Data Transfer Object\r\n * @returns The Quaternion\r\n */\r\n public static FromDTO(dto: QuaternionDTO): Quaternion {\r\n return new Quaternion(dto.x, dto.y, dto.z, dto.w);\r\n }\r\n\r\n /**\r\n * Creates an Identity Quaternion\r\n * @returns An Identity Quaternion\r\n */\r\n public static Identity(): Quaternion {\r\n return new Quaternion(0, 0, 0, 1);\r\n }\r\n\r\n /**\r\n * Creates a quaternion about an axis for a given angle\r\n * @param axis The rotation axis\r\n * @param angle The rotation angle\r\n * @returns The resulting Quaternion\r\n */\r\n public static FromAngleAxis(axis: Vector3, angle: Angle): Quaternion {\r\n const sin = Math.sin(angle.radians / 2);\r\n const axisUnit = axis.unit;\r\n const w = Math.cos(angle.radians / 2);\r\n const x = axisUnit.x * sin;\r\n const y = axisUnit.y * sin;\r\n const z = axisUnit.z * sin;\r\n return new Quaternion(x, y, z, w);\r\n }\r\n\r\n public static FromDirectionVector(direction: Vector3): Quaternion {\r\n if (direction.magnitude === 0) {\r\n return Quaternion.Identity();\r\n }\r\n\r\n const dirUnit = direction.unit;\r\n\r\n if (dirUnit.x === 0 && dirUnit.z === 0) {\r\n if (dirUnit.y > 0) {\r\n return Quaternion.FromYawPitchRoll(\r\n Angle.FromDegrees(0),\r\n Angle.FromDegrees(-90),\r\n Angle.FromDegrees(0)\r\n );\r\n } else {\r\n return Quaternion.FromYawPitchRoll(\r\n Angle.FromDegrees(0),\r\n Angle.FromDegrees(90),\r\n Angle.FromDegrees(0)\r\n );\r\n }\r\n }\r\n\r\n const yawRadians = -Math.atan2(dirUnit.z, dirUnit.x) + Math.PI / 2;\r\n const len = Math.sqrt(dirUnit.x * dirUnit.x + dirUnit.z * dirUnit.z);\r\n const pitchRadians = -Math.atan2(dirUnit.y, len);\r\n\r\n const yaw = Angle.FromRadians(yawRadians);\r\n const pitch = Angle.FromRadians(pitchRadians);\r\n const roll = Angle.FromRadians(0);\r\n\r\n return Quaternion.FromYawPitchRoll(yaw, pitch, roll);\r\n }\r\n\r\n /**\r\n * Forms a Quaternion from the Yaw-Pitch-Roll (Tait-Bryan) convention\r\n * @param yaw defines the rotation around the y axis\r\n * @param pitch defines the rotation around the x axis\r\n * @param roll defines the rotation around the z axis\r\n * @returns the resulting quaternion\r\n */\r\n public static FromYawPitchRoll(\r\n yaw: Angle,\r\n pitch: Angle,\r\n roll: Angle\r\n ): Quaternion {\r\n const halfRoll = roll.radians * 0.5;\r\n const halfPitch = pitch.radians * 0.5;\r\n const halfYaw = yaw.radians * 0.5;\r\n\r\n const sinRoll = Math.sin(halfRoll);\r\n const cosRoll = Math.cos(halfRoll);\r\n const sinPitch = Math.sin(halfPitch);\r\n const cosPitch = Math.cos(halfPitch);\r\n const sinYaw = Math.sin(halfYaw);\r\n const cosYaw = Math.cos(halfYaw);\r\n\r\n const x = cosYaw * sinPitch * cosRoll + sinYaw * cosPitch * sinRoll;\r\n const y = sinYaw * cosPitch * cosRoll - cosYaw * sinPitch * sinRoll;\r\n const z = cosYaw * cosPitch * sinRoll - sinYaw * sinPitch * cosRoll;\r\n const w = cosYaw * cosPitch * cosRoll + sinYaw * sinPitch * sinRoll;\r\n\r\n return new Quaternion(x, y, z, w);\r\n }\r\n\r\n /**\r\n * Creates a Quaternion from three euler angles.\r\n * @param x Rotation about the x axis\r\n * @param y Rotation about the y axis\r\n * @param z Rotation about the z axis\r\n * @returns The Quaternion\r\n */\r\n public static FromEuler(x: Angle, y: Angle, z: Angle) {\r\n return this.FromYawPitchRoll(y, x, z);\r\n }\r\n\r\n /**\r\n * Returns a new Quaternion that is an invert of A\r\n * @param a The quaternion to invert\r\n * @returns The inverted Quaternion\r\n */\r\n public static Inverse(a: Quaternion): Quaternion {\r\n return new Quaternion(-a.x, -a.y, -a.z, a.w);\r\n }\r\n\r\n public static AngleBetween(a: Quaternion, b: Quaternion): Angle {\r\n const aInv = this.Inverse(a);\r\n const diffQ = this.Multiply(aInv, b);\r\n\r\n const angDeg = diffQ.angle.degrees;\r\n if (angDeg > 180) {\r\n return Angle.FromDegrees(360 - angDeg);\r\n } else {\r\n return diffQ.angle;\r\n }\r\n }\r\n\r\n /**\r\n * Spherically interpolates between two quaternions\r\n * @param initial The initial quaternion\r\n * @param final The final quaternion\r\n * @param percent The percent along the slerp. 0 will return the initial quaternion and 1 will return the final quaternion\r\n * @returns The interpolated quaternion\r\n */\r\n public static Slerp(\r\n initial: Quaternion,\r\n final: Quaternion,\r\n percent: number\r\n ): Quaternion {\r\n let A;\r\n let B;\r\n let C =\r\n initial.x * final.x +\r\n initial.y * final.y +\r\n initial.z * final.z +\r\n initial.w * final.w;\r\n let flip = false;\r\n\r\n if (C < 0) {\r\n flip = true;\r\n C = -C;\r\n }\r\n\r\n if (C > 0.999999) {\r\n B = 1 - percent;\r\n A = flip ? -percent : percent;\r\n } else {\r\n const D = Math.acos(C);\r\n const E = 1.0 / Math.sin(D);\r\n B = Math.sin((1.0 - percent) * D) * E;\r\n A = flip ? -Math.sin(percent * D) * E : Math.sin(percent * D) * E;\r\n }\r\n\r\n const x = B * initial.x + A * final.x;\r\n const y = B * initial.y + A * final.y;\r\n const z = B * initial.z + A * final.z;\r\n const w = B * initial.w + A * final.w;\r\n\r\n return new Quaternion(x, y, z, w);\r\n }\r\n\r\n /**\r\n * Calculates a Quaternion from a rotation matrix\r\n * @param rotationMatrix A normalized, non-scaled rotation matrix\r\n * @returns The Quaternion\r\n */\r\n public static FromRotationMatrix(rotationMatrix: Matrix): Quaternion {\r\n const m = rotationMatrix.m;\r\n const m11 = m[0];\r\n const m12 = m[4];\r\n const m13 = m[8];\r\n const m21 = m[1];\r\n const m22 = m[5];\r\n const m23 = m[9];\r\n const m31 = m[2];\r\n const m32 = m[6];\r\n const m33 = m[10];\r\n const trace = m11 + m22 + m33;\r\n let s;\r\n\r\n let x = 0;\r\n let y = 0;\r\n let z = 0;\r\n let w = 0;\r\n if (trace > 0) {\r\n s = 0.5 / Math.sqrt(trace + 1.0);\r\n\r\n w = 0.25 / s;\r\n x = (m32 - m23) * s;\r\n y = (m13 - m31) * s;\r\n z = (m21 - m12) * s;\r\n } else if (m11 > m22 && m11 > m33) {\r\n s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);\r\n\r\n w = (m32 - m23) / s;\r\n x = 0.25 * s;\r\n y = (m12 + m21) / s;\r\n z = (m13 + m31) / s;\r\n } else if (m22 > m33) {\r\n s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);\r\n\r\n w = (m13 - m31) / s;\r\n x = (m12 + m21) / s;\r\n y = 0.25 * s;\r\n z = (m23 + m32) / s;\r\n } else {\r\n s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);\r\n\r\n w = (m21 - m12) / s;\r\n x = (m13 + m31) / s;\r\n y = (m23 + m32) / s;\r\n z = 0.25 * s;\r\n }\r\n\r\n return new Quaternion(x, y, z, w);\r\n }\r\n\r\n public static ToRotationMatrix(quat: Quaternion): Matrix {\r\n return Matrix.Compose(Vector3.One(), quat, Vector3.Zero());\r\n }\r\n\r\n /**\r\n * Copy the quaternion to an array\r\n * @returns an array populated with 4 elements from the quaternion coordinates\r\n */\r\n toArray(): [number, number, number, number] {\r\n return [this.x, this.y, this.z, this.w];\r\n }\r\n\r\n get angle(): Angle {\r\n const angle = 2 * Math.acos(this.w);\r\n return Angle.FromRadians(angle);\r\n }\r\n\r\n get axis(): Vector3 {\r\n const x = this.x / Math.sqrt(1 - this.w * this.w);\r\n const y = this.y / Math.sqrt(1 - this.w * this.w);\r\n const z = this.z / Math.sqrt(1 - this.w * this.w);\r\n return new Vector3(x, y, z);\r\n }\r\n\r\n /**\r\n * Get the quaternion as a Data Transfer Object\r\n */\r\n get dto(): QuaternionDTO {\r\n return { x: this.x, y: this.y, z: this.z, w: this.w };\r\n }\r\n\r\n readonly x: number;\r\n readonly y: number;\r\n readonly z: number;\r\n readonly w: number;\r\n\r\n constructor(x: number, y: number, z: number, w: number) {\r\n this.x = x;\r\n this.y = y;\r\n this.z = z;\r\n this.w = w;\r\n }\r\n}\r\n"]}
@@ -59,17 +59,24 @@ class Vector2 {
59
59
  /**
60
60
  * Get the magnitude (length) of the vector
61
61
  */
62
- get magnitued() {
62
+ get magnitude() {
63
63
  const xSqr = this.x * this.x;
64
64
  const ySqr = this.y * this.y;
65
65
  const magnitude = Math.sqrt(xSqr + ySqr);
66
66
  return magnitude;
67
67
  }
68
+ /**
69
+ * @deprecated Use magnitude instead - this property is kept for backward compatibility
70
+ * Get the magnitude (length) of the vector
71
+ */
72
+ get magnitued() {
73
+ return this.magnitude;
74
+ }
68
75
  /**
69
76
  * Get the unit vector
70
77
  */
71
78
  get unit() {
72
- const mag = this.magnitued;
79
+ const mag = this.magnitude;
73
80
  if (mag === 0) {
74
81
  return Vector2.Zero();
75
82
  }
@@ -78,14 +85,14 @@ class Vector2 {
78
85
  return new Vector2(unitX, unitY);
79
86
  }
80
87
  /**
81
- * Returns the angle of the direction of this angle in degrees.
88
+ * Returns the angle of the direction of this vector in degrees.
82
89
  * 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
90
  */
84
91
  get theta() {
85
92
  return (Math.atan2(this.y, this.x) * 180) / Math.PI;
86
93
  }
87
94
  /**
88
- * Retuns the vector as an array of numbers [x,y]
95
+ * Returns the vector as an array of numbers [x,y]
89
96
  */
90
97
  get array() {
91
98
  return [this.x, this.y];
@@ -111,7 +118,7 @@ exports.Vector2 = Vector2;
111
118
  */
112
119
  Vector2.Close = (a, b, threshold = 0.01) => {
113
120
  const diff = Vector2.Subtract(a, b);
114
- const diffMag = diff.magnitued;
121
+ const diffMag = diff.magnitude;
115
122
  if (diffMag < threshold)
116
123
  return true;
117
124
  else
@@ -140,7 +147,7 @@ Vector2.Scale = (vector, scale) => {
140
147
  return new Vector2(x, y);
141
148
  };
142
149
  /**
143
- * Creates a new vector of a given lenght and a unit that is equal to the original vector
150
+ * Creates a new vector of a given length and a unit that is equal to the original vector
144
151
  * @param vector The original vector. This determines the unit of the final vector
145
152
  * @param length The desired length of the final vector
146
153
  * @returns The final vector
@@ -168,8 +175,8 @@ Vector2.Dot = (a, b) => {
168
175
  */
169
176
  Vector2.AngleBetween = (a, b) => {
170
177
  const dot = Vector2.Dot(a, b);
171
- const magnitues = a.magnitued * b.magnitued;
172
- const angRadians = Math.acos(dot / magnitues);
178
+ const magnitudes = a.magnitude * b.magnitude;
179
+ const angRadians = Math.acos(dot / magnitudes);
173
180
  return _1.Angle.FromRadians(angRadians);
174
181
  };
175
182
  /**
@@ -1 +1 @@
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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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.magnitude;\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 length 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 magnitudes = a.magnitude * b.magnitude;\r\n\r\n const angRadians = Math.acos(dot / magnitudes);\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 magnitude(): 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 * @deprecated Use magnitude instead - this property is kept for backward compatibility\r\n * Get the magnitude (length) of the vector\r\n */\r\n get magnitued(): number {\r\n return this.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.magnitude;\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 vector 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 * Returns 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"]}
@@ -1,13 +1,42 @@
1
1
  import { ObservableEntity } from "../Entities";
2
+ /**
3
+ * AppObject is the central class in the VIVED application architecture.
4
+ * It serves as a container for components that implement the application's functionality.
5
+ * Each AppObject is identified by a unique ID and registered with an AppObjectRepo.
6
+ *
7
+ * AppObjects are observable entities that notify observers when their components change.
8
+ * This enables reactive programming patterns throughout the application.
9
+ */
2
10
  export class AppObject extends ObservableEntity {
3
11
  }
12
+ /**
13
+ * Factory function to create a new AppObject
14
+ * @param id Unique identifier for the new AppObject
15
+ * @param repo Repository to register the AppObject with
16
+ * @returns A new AppObject instance
17
+ */
4
18
  export function makeAppObject(id, repo) {
5
19
  return new AppObjectImp(id, repo);
6
20
  }
21
+ /**
22
+ * Implementation of the AppObject abstract class
23
+ * This class handles the component management functionality
24
+ */
7
25
  class AppObjectImp extends AppObject {
26
+ /**
27
+ * Checks if a component of the specified type exists
28
+ * @param type The component type identifier
29
+ * @returns True if the component exists, false otherwise
30
+ */
8
31
  hasComponent(type) {
9
32
  return this.componentLookup.has(type);
10
33
  }
34
+ /**
35
+ * Adds a component to this AppObject
36
+ * If a component of the same type already exists, it will be disposed and replaced
37
+ * Notifies observers after adding the component
38
+ * @param component The component to add
39
+ */
11
40
  addComponent(component) {
12
41
  const currentComponent = this.componentLookup.get(component.type);
13
42
  if (currentComponent) {
@@ -17,6 +46,11 @@ class AppObjectImp extends AppObject {
17
46
  this.componentLookup.set(component.type, component);
18
47
  this.notify();
19
48
  }
49
+ /**
50
+ * Retrieves a component by type
51
+ * @param type The component type identifier
52
+ * @returns The component cast to type T, or undefined if not found
53
+ */
20
54
  getComponent(type) {
21
55
  if (this.componentLookup.has(type)) {
22
56
  return this.componentLookup.get(type);
@@ -25,6 +59,10 @@ class AppObjectImp extends AppObject {
25
59
  return undefined;
26
60
  }
27
61
  }
62
+ /**
63
+ * Removes a component by type and notifies observers
64
+ * @param type The component type identifier
65
+ */
28
66
  removeComponent(type) {
29
67
  const component = this.componentLookup.get(type);
30
68
  if (!component)
@@ -32,12 +70,27 @@ class AppObjectImp extends AppObject {
32
70
  this.componentLookup.delete(type);
33
71
  this.notify();
34
72
  }
73
+ /**
74
+ * Gets all components attached to this AppObject
75
+ * @returns Array of all components
76
+ */
35
77
  allComponents() {
36
78
  return Array.from(this.componentLookup.values());
37
79
  }
80
+ /**
81
+ * Creates a new AppObject instance
82
+ * @param id Unique identifier for this AppObject
83
+ * @param repo Repository to register with
84
+ */
38
85
  constructor(id, repo) {
39
86
  super();
87
+ /** Map of component types to component instances */
40
88
  this.componentLookup = new Map();
89
+ /**
90
+ * Cleans up resources by:
91
+ * 1. Disposing all attached components
92
+ * 2. Removing this AppObject from its repository
93
+ */
41
94
  this.dispose = () => {
42
95
  const components = Array.from(this.componentLookup.values());
43
96
  this.componentLookup.clear();
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"AppObject.js","sourceRoot":"","sources":["../../../src/AppObject/AppObject.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,gBAAgB,EAAE,MAAM,aAAa,CAAC;AAI/C;;;;;;;GAOG;AACH,MAAM,OAAgB,SAAU,SAAQ,gBAAgB;CA4CvD;AAED;;;;;GAKG;AACH,MAAM,UAAU,aAAa,CAAC,EAAU,EAAE,IAAmB;IAC3D,OAAO,IAAI,YAAY,CAAC,EAAE,EAAE,IAAI,CAAC,CAAC;AACpC,CAAC;AAED;;;GAGG;AACH,MAAM,YAAa,SAAQ,SAAS;IAOlC;;;;OAIG;IACH,YAAY,CAAC,IAAY;QACvB,OAAO,IAAI,CAAC,eAAe,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;IACxC,CAAC;IAED;;;;;OAKG;IACH,YAAY,CAAC,SAA6B;QACxC,MAAM,gBAAgB,GAAG,IAAI,CAAC,eAAe,CAAC,GAAG,CAAC,SAAS,CAAC,IAAI,CAAC,CAAC;QAClE,IAAI,gBAAgB,EAAE,CAAC;YACrB,OAAO,CAAC,IAAI,CACV,yBAAyB,SAAS,CAAC,IAAI,yBAAyB,IAAI,CAAC,EAAE,EAAE,CAC1E,CAAC;YACF,gBAAgB,CAAC,OAAO,EAAE,CAAC;QAC7B,CAAC;QAED,IAAI,CAAC,eAAe,CAAC,GAAG,CAAC,SAAS,CAAC,IAAI,EAAE,SAAS,CAAC,CAAC;QACpD,IAAI,CAAC,MAAM,EAAE,CAAC;IAChB,CAAC;IAED;;;;OAIG;IACH,YAAY,CAA+B,IAAY;QACrD,IAAI,IAAI,CAAC,eAAe,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC;YACnC,OAAO,IAAI,CAAC,eAAe,CAAC,GAAG,CAAC,IAAI,CAAM,CAAC;QAC7C,CAAC;aAAM,CAAC;YACN,OAAO,SAAS,CAAC;QACnB,CAAC;IACH,CAAC;IAED;;;OAGG;IACH,eAAe,CAAC,IAAY;QAC1B,MAAM,SAAS,GAAG,IAAI,CAAC,eAAe,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;QAEjD,IAAI,CAAC,SAAS;YAAE,OAAO;QAEvB,IAAI,CAAC,eAAe,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;QAClC,IAAI,CAAC,MAAM,EAAE,CAAC;IAChB,CAAC;IAED;;;OAGG;IACH,aAAa;QACX,OAAO,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,CAAC,CAAC;IACnD,CAAC;IAiBD;;;;OAIG;IACH,YAAY,EAAU,EAAE,IAAmB;QACzC,KAAK,EAAE,CAAC;QAtFV,oDAAoD;QAC5C,oBAAe,GAAG,IAAI,GAAG,EAA8B,CAAC;QAgEhE;;;;WAIG;QACH,YAAO,GAAG,GAAS,EAAE;YACnB,MAAM,UAAU,GAAG,KAAK,CAAC,IAAI,CAAC,IAAI,CAAC,eAAe,CAAC,MAAM,EAAE,CAAC,CAAC;YAC7D,IAAI,CAAC,eAAe,CAAC,KAAK,EAAE,CAAC;YAC7B,UAAU,CAAC,OAAO,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,OAAO,EAAE,CAAC,CAAC;YAErC,IAAI,IAAI,CAAC,aAAa,CAAC,GAAG,CAAC,IAAI,CAAC,EAAE,CAAC,EAAE,CAAC;gBACpC,IAAI,CAAC,aAAa,CAAC,MAAM,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;YACrC,CAAC;QACH,CAAC,CAAC;QASA,IAAI,CAAC,EAAE,GAAG,EAAE,CAAC;QACb,IAAI,CAAC,aAAa,GAAG,IAAI,CAAC;QAC1B,IAAI,CAAC,aAAa,CAAC,GAAG,CAAC,IAAI,CAAC,CAAC;IAC/B,CAAC;CACF","sourcesContent":["import { ObservableEntity } from \"../Entities\";\r\nimport { AppObjectComponent } from \"./AppObjectComponent\";\r\nimport { AppObjectRepo } from \"./AppObjectRepo\";\r\n\r\n/**\r\n * AppObject is the central class in the VIVED application architecture.\r\n * It serves as a container for components that implement the application's functionality.\r\n * Each AppObject is identified by a unique ID and registered with an AppObjectRepo.\r\n * \r\n * AppObjects are observable entities that notify observers when their components change.\r\n * This enables reactive programming patterns throughout the application.\r\n */\r\nexport abstract class AppObject extends ObservableEntity {\r\n /** Unique identifier for this AppObject */\r\n abstract readonly id: string;\r\n \r\n /** Repository that manages this AppObject */\r\n abstract readonly appObjectRepo: AppObjectRepo;\r\n\r\n /**\r\n * Checks if this AppObject has a component of the specified type\r\n * @param type The component type identifier\r\n * @returns True if the component exists, false otherwise\r\n */\r\n abstract hasComponent(type: string): boolean;\r\n \r\n /**\r\n * Adds a component to this AppObject\r\n * If a component of the same type already exists, it will be replaced\r\n * @param component The component to add\r\n */\r\n abstract addComponent(component: AppObjectComponent): void;\r\n \r\n /**\r\n * Retrieves a component by type\r\n * @param type The component type identifier\r\n * @returns The component cast to type T, or undefined if not found\r\n */\r\n abstract getComponent<T extends AppObjectComponent>(type: string): T | undefined;\r\n \r\n /**\r\n * Removes a component by type\r\n * @param type The component type identifier\r\n */\r\n abstract removeComponent(type: string): void;\r\n \r\n /**\r\n * Gets all components attached to this AppObject\r\n * @returns Array of all components\r\n */\r\n abstract allComponents(): AppObjectComponent[];\r\n\r\n /**\r\n * Cleans up resources and removes this AppObject from its repository\r\n */\r\n abstract dispose(): void;\r\n}\r\n\r\n/**\r\n * Factory function to create a new AppObject\r\n * @param id Unique identifier for the new AppObject\r\n * @param repo Repository to register the AppObject with\r\n * @returns A new AppObject instance\r\n */\r\nexport function makeAppObject(id: string, repo: AppObjectRepo): AppObject {\r\n return new AppObjectImp(id, repo);\r\n}\r\n\r\n/**\r\n * Implementation of the AppObject abstract class\r\n * This class handles the component management functionality\r\n */\r\nclass AppObjectImp extends AppObject {\r\n readonly id: string;\r\n readonly appObjectRepo: AppObjectRepo;\r\n\r\n /** Map of component types to component instances */\r\n private componentLookup = new Map<string, AppObjectComponent>();\r\n\r\n /**\r\n * Checks if a component of the specified type exists\r\n * @param type The component type identifier\r\n * @returns True if the component exists, false otherwise\r\n */\r\n hasComponent(type: string): boolean {\r\n return this.componentLookup.has(type);\r\n }\r\n\r\n /**\r\n * Adds a component to this AppObject\r\n * If a component of the same type already exists, it will be disposed and replaced\r\n * Notifies observers after adding the component\r\n * @param component The component to add\r\n */\r\n addComponent(component: AppObjectComponent): void {\r\n const currentComponent = this.componentLookup.get(component.type);\r\n if (currentComponent) {\r\n console.warn(\r\n `[AppObject] Component ${component.type} is being replaced on ${this.id}`\r\n );\r\n currentComponent.dispose();\r\n }\r\n\r\n this.componentLookup.set(component.type, component);\r\n this.notify();\r\n }\r\n\r\n /**\r\n * Retrieves a component by type\r\n * @param type The component type identifier\r\n * @returns The component cast to type T, or undefined if not found\r\n */\r\n getComponent<T extends AppObjectComponent>(type: string): T | undefined {\r\n if (this.componentLookup.has(type)) {\r\n return this.componentLookup.get(type) as T;\r\n } else {\r\n return undefined;\r\n }\r\n }\r\n\r\n /**\r\n * Removes a component by type and notifies observers\r\n * @param type The component type identifier\r\n */\r\n removeComponent(type: string): void {\r\n const component = this.componentLookup.get(type);\r\n\r\n if (!component) return;\r\n\r\n this.componentLookup.delete(type);\r\n this.notify();\r\n }\r\n\r\n /**\r\n * Gets all components attached to this AppObject\r\n * @returns Array of all components\r\n */\r\n allComponents(): AppObjectComponent[] {\r\n return Array.from(this.componentLookup.values());\r\n }\r\n\r\n /**\r\n * Cleans up resources by:\r\n * 1. Disposing all attached components\r\n * 2. Removing this AppObject from its repository\r\n */\r\n dispose = (): void => {\r\n const components = Array.from(this.componentLookup.values());\r\n this.componentLookup.clear();\r\n components.forEach(c => c.dispose());\r\n\r\n if (this.appObjectRepo.has(this.id)) {\r\n this.appObjectRepo.remove(this.id);\r\n }\r\n };\r\n\r\n /**\r\n * Creates a new AppObject instance\r\n * @param id Unique identifier for this AppObject\r\n * @param repo Repository to register with\r\n */\r\n constructor(id: string, repo: AppObjectRepo) {\r\n super();\r\n this.id = id;\r\n this.appObjectRepo = repo;\r\n this.appObjectRepo.add(this);\r\n }\r\n}\r\n"]}