@vived/core 1.4.2 → 1.4.4

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Files changed (528) hide show
  1. package/README.md +142 -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/ExampleFeature/Adapters/examplePmAdapter.js +64 -0
  45. package/dist/cjs/ExampleFeature/Adapters/examplePmAdapter.js.map +1 -0
  46. package/dist/cjs/ExampleFeature/Adapters/exampleSingletonPmAdapter.js +60 -0
  47. package/dist/cjs/ExampleFeature/Adapters/exampleSingletonPmAdapter.js.map +1 -0
  48. package/dist/cjs/ExampleFeature/Adapters/index.js +19 -0
  49. package/dist/cjs/ExampleFeature/Adapters/index.js.map +1 -0
  50. package/dist/cjs/ExampleFeature/Controllers/index.js +19 -0
  51. package/dist/cjs/ExampleFeature/Controllers/index.js.map +1 -0
  52. package/dist/cjs/ExampleFeature/Controllers/setExampleText.js +48 -0
  53. package/dist/cjs/ExampleFeature/Controllers/setExampleText.js.map +1 -0
  54. package/dist/cjs/ExampleFeature/Controllers/toggleExampleBoolean.js +47 -0
  55. package/dist/cjs/ExampleFeature/Controllers/toggleExampleBoolean.js.map +1 -0
  56. package/dist/cjs/ExampleFeature/Entities/ExampleEntity.js +90 -0
  57. package/dist/cjs/ExampleFeature/Entities/ExampleEntity.js.map +1 -0
  58. package/dist/cjs/ExampleFeature/Entities/ExampleRepo.js +113 -0
  59. package/dist/cjs/ExampleFeature/Entities/ExampleRepo.js.map +1 -0
  60. package/dist/cjs/ExampleFeature/Entities/ExampleSingletonEntity.js +69 -0
  61. package/dist/cjs/ExampleFeature/Entities/ExampleSingletonEntity.js.map +1 -0
  62. package/dist/cjs/ExampleFeature/Entities/index.js +20 -0
  63. package/dist/cjs/ExampleFeature/Entities/index.js.map +1 -0
  64. package/dist/cjs/ExampleFeature/Factory/index.js +18 -0
  65. package/dist/cjs/ExampleFeature/Factory/index.js.map +1 -0
  66. package/dist/cjs/ExampleFeature/Factory/setupExampleFeature.js +29 -0
  67. package/dist/cjs/ExampleFeature/Factory/setupExampleFeature.js.map +1 -0
  68. package/dist/cjs/ExampleFeature/Mocks/MockEditExampleStringUC.js +47 -0
  69. package/dist/cjs/ExampleFeature/Mocks/MockEditExampleStringUC.js.map +1 -0
  70. package/dist/cjs/ExampleFeature/Mocks/MockExamplePM.js +48 -0
  71. package/dist/cjs/ExampleFeature/Mocks/MockExamplePM.js.map +1 -0
  72. package/dist/cjs/ExampleFeature/Mocks/MockExampleSingletonPM.js +59 -0
  73. package/dist/cjs/ExampleFeature/Mocks/MockExampleSingletonPM.js.map +1 -0
  74. package/dist/cjs/ExampleFeature/Mocks/MockToggleExampleBooleanUC.js +57 -0
  75. package/dist/cjs/ExampleFeature/Mocks/MockToggleExampleBooleanUC.js.map +1 -0
  76. package/dist/cjs/ExampleFeature/Mocks/index.js +21 -0
  77. package/dist/cjs/ExampleFeature/Mocks/index.js.map +1 -0
  78. package/dist/cjs/ExampleFeature/PMs/ExamplePM.js +97 -0
  79. package/dist/cjs/ExampleFeature/PMs/ExamplePM.js.map +1 -0
  80. package/dist/cjs/ExampleFeature/PMs/ExampleSingletonPM.js +102 -0
  81. package/dist/cjs/ExampleFeature/PMs/ExampleSingletonPM.js.map +1 -0
  82. package/dist/cjs/ExampleFeature/PMs/index.js +19 -0
  83. package/dist/cjs/ExampleFeature/PMs/index.js.map +1 -0
  84. package/dist/cjs/ExampleFeature/UCs/EditExampleStringUC.js +87 -0
  85. package/dist/cjs/ExampleFeature/UCs/EditExampleStringUC.js.map +1 -0
  86. package/dist/cjs/ExampleFeature/UCs/ToggleExampleBooleanUC.js +79 -0
  87. package/dist/cjs/ExampleFeature/UCs/ToggleExampleBooleanUC.js.map +1 -0
  88. package/dist/cjs/ExampleFeature/UCs/index.js +19 -0
  89. package/dist/cjs/ExampleFeature/UCs/index.js.map +1 -0
  90. package/dist/cjs/ExampleFeature/index.js +24 -0
  91. package/dist/cjs/ExampleFeature/index.js.map +1 -0
  92. package/dist/cjs/Types/PmAdapter.js.map +1 -1
  93. package/dist/cjs/Types/SingletonPmAdapter.js.map +1 -1
  94. package/dist/cjs/ValueObjects/Angle.js +1 -1
  95. package/dist/cjs/ValueObjects/Angle.js.map +1 -1
  96. package/dist/cjs/ValueObjects/LineSegment2D.js +6 -6
  97. package/dist/cjs/ValueObjects/LineSegment2D.js.map +1 -1
  98. package/dist/cjs/ValueObjects/Matrix.js +6 -6
  99. package/dist/cjs/ValueObjects/Matrix.js.map +1 -1
  100. package/dist/cjs/ValueObjects/Quaternion.js +17 -17
  101. package/dist/cjs/ValueObjects/Quaternion.js.map +1 -1
  102. package/dist/cjs/ValueObjects/Vector2.js +15 -8
  103. package/dist/cjs/ValueObjects/Vector2.js.map +1 -1
  104. package/dist/cjs/index.js +1 -0
  105. package/dist/cjs/index.js.map +1 -1
  106. package/dist/esm/AppObject/AppObject.js +53 -0
  107. package/dist/esm/AppObject/AppObject.js.map +1 -1
  108. package/dist/esm/AppObject/AppObjectComponent.js +78 -0
  109. package/dist/esm/AppObject/AppObjectComponent.js.map +1 -1
  110. package/dist/esm/AppObject/AppObjectController.js +22 -0
  111. package/dist/esm/AppObject/AppObjectController.js.map +1 -1
  112. package/dist/esm/AppObject/AppObjectEntity.js +52 -0
  113. package/dist/esm/AppObject/AppObjectEntity.js.map +1 -1
  114. package/dist/esm/AppObject/AppObjectEntityRepo.js +75 -1
  115. package/dist/esm/AppObject/AppObjectEntityRepo.js.map +1 -1
  116. package/dist/esm/AppObject/AppObjectPM.js +46 -0
  117. package/dist/esm/AppObject/AppObjectPM.js.map +1 -1
  118. package/dist/esm/AppObject/AppObjectRepo.js +20 -0
  119. package/dist/esm/AppObject/AppObjectRepo.js.map +1 -1
  120. package/dist/esm/AppObject/AppObjectUC.js +24 -1
  121. package/dist/esm/AppObject/AppObjectUC.js.map +1 -1
  122. package/dist/esm/AppObject/AppObjectView.js +23 -1
  123. package/dist/esm/AppObject/AppObjectView.js.map +1 -1
  124. package/dist/esm/AppObject/getSingletonComponent.js +19 -0
  125. package/dist/esm/AppObject/getSingletonComponent.js.map +1 -1
  126. package/dist/esm/Entities/MemoizedAngle.js +21 -0
  127. package/dist/esm/Entities/MemoizedAngle.js.map +1 -1
  128. package/dist/esm/Entities/MemoizedBoolean.js +21 -0
  129. package/dist/esm/Entities/MemoizedBoolean.js.map +1 -1
  130. package/dist/esm/Entities/MemoizedColor.js +21 -0
  131. package/dist/esm/Entities/MemoizedColor.js.map +1 -1
  132. package/dist/esm/Entities/MemoizedNumber.js +21 -0
  133. package/dist/esm/Entities/MemoizedNumber.js.map +1 -1
  134. package/dist/esm/Entities/MemoizedQuaternion.js +21 -0
  135. package/dist/esm/Entities/MemoizedQuaternion.js.map +1 -1
  136. package/dist/esm/Entities/MemoizedString.js +21 -0
  137. package/dist/esm/Entities/MemoizedString.js.map +1 -1
  138. package/dist/esm/Entities/MemoizedVector2.js +21 -0
  139. package/dist/esm/Entities/MemoizedVector2.js.map +1 -1
  140. package/dist/esm/Entities/MemoizedVector3.js +21 -0
  141. package/dist/esm/Entities/MemoizedVector3.js.map +1 -1
  142. package/dist/esm/Entities/ObservableEntity.js +17 -0
  143. package/dist/esm/Entities/ObservableEntity.js.map +1 -1
  144. package/dist/esm/Entities/ObserverList.js +21 -0
  145. package/dist/esm/Entities/ObserverList.js.map +1 -1
  146. package/dist/esm/Entities/RangedNumber.js +29 -0
  147. package/dist/esm/Entities/RangedNumber.js.map +1 -1
  148. package/dist/esm/ExampleFeature/Adapters/examplePmAdapter.js +61 -0
  149. package/dist/esm/ExampleFeature/Adapters/examplePmAdapter.js.map +1 -0
  150. package/dist/esm/ExampleFeature/Adapters/exampleSingletonPmAdapter.js +57 -0
  151. package/dist/esm/ExampleFeature/Adapters/exampleSingletonPmAdapter.js.map +1 -0
  152. package/dist/esm/ExampleFeature/Adapters/index.js +3 -0
  153. package/dist/esm/ExampleFeature/Adapters/index.js.map +1 -0
  154. package/dist/esm/ExampleFeature/Controllers/index.js +3 -0
  155. package/dist/esm/ExampleFeature/Controllers/index.js.map +1 -0
  156. package/dist/esm/ExampleFeature/Controllers/setExampleText.js +45 -0
  157. package/dist/esm/ExampleFeature/Controllers/setExampleText.js.map +1 -0
  158. package/dist/esm/ExampleFeature/Controllers/toggleExampleBoolean.js +44 -0
  159. package/dist/esm/ExampleFeature/Controllers/toggleExampleBoolean.js.map +1 -0
  160. package/dist/esm/ExampleFeature/Entities/ExampleEntity.js +85 -0
  161. package/dist/esm/ExampleFeature/Entities/ExampleEntity.js.map +1 -0
  162. package/dist/esm/ExampleFeature/Entities/ExampleRepo.js +108 -0
  163. package/dist/esm/ExampleFeature/Entities/ExampleRepo.js.map +1 -0
  164. package/dist/esm/ExampleFeature/Entities/ExampleSingletonEntity.js +64 -0
  165. package/dist/esm/ExampleFeature/Entities/ExampleSingletonEntity.js.map +1 -0
  166. package/dist/esm/ExampleFeature/Entities/index.js +4 -0
  167. package/dist/esm/ExampleFeature/Entities/index.js.map +1 -0
  168. package/dist/esm/ExampleFeature/Factory/index.js +2 -0
  169. package/dist/esm/ExampleFeature/Factory/index.js.map +1 -0
  170. package/dist/esm/ExampleFeature/Factory/setupExampleFeature.js +26 -0
  171. package/dist/esm/ExampleFeature/Factory/setupExampleFeature.js.map +1 -0
  172. package/dist/esm/ExampleFeature/Mocks/MockEditExampleStringUC.js +43 -0
  173. package/dist/esm/ExampleFeature/Mocks/MockEditExampleStringUC.js.map +1 -0
  174. package/dist/esm/ExampleFeature/Mocks/MockExamplePM.js +44 -0
  175. package/dist/esm/ExampleFeature/Mocks/MockExamplePM.js.map +1 -0
  176. package/dist/esm/ExampleFeature/Mocks/MockExampleSingletonPM.js +54 -0
  177. package/dist/esm/ExampleFeature/Mocks/MockExampleSingletonPM.js.map +1 -0
  178. package/dist/esm/ExampleFeature/Mocks/MockToggleExampleBooleanUC.js +52 -0
  179. package/dist/esm/ExampleFeature/Mocks/MockToggleExampleBooleanUC.js.map +1 -0
  180. package/dist/esm/ExampleFeature/Mocks/index.js +5 -0
  181. package/dist/esm/ExampleFeature/Mocks/index.js.map +1 -0
  182. package/dist/esm/ExampleFeature/PMs/ExamplePM.js +92 -0
  183. package/dist/esm/ExampleFeature/PMs/ExamplePM.js.map +1 -0
  184. package/dist/esm/ExampleFeature/PMs/ExampleSingletonPM.js +97 -0
  185. package/dist/esm/ExampleFeature/PMs/ExampleSingletonPM.js.map +1 -0
  186. package/dist/esm/ExampleFeature/PMs/index.js +3 -0
  187. package/dist/esm/ExampleFeature/PMs/index.js.map +1 -0
  188. package/dist/esm/ExampleFeature/UCs/EditExampleStringUC.js +82 -0
  189. package/dist/esm/ExampleFeature/UCs/EditExampleStringUC.js.map +1 -0
  190. package/dist/esm/ExampleFeature/UCs/ToggleExampleBooleanUC.js +74 -0
  191. package/dist/esm/ExampleFeature/UCs/ToggleExampleBooleanUC.js.map +1 -0
  192. package/dist/esm/ExampleFeature/UCs/index.js +3 -0
  193. package/dist/esm/ExampleFeature/UCs/index.js.map +1 -0
  194. package/dist/esm/ExampleFeature/index.js +8 -0
  195. package/dist/esm/ExampleFeature/index.js.map +1 -0
  196. package/dist/esm/Types/PmAdapter.js.map +1 -1
  197. package/dist/esm/Types/SingletonPmAdapter.js.map +1 -1
  198. package/dist/esm/ValueObjects/Angle.js +1 -1
  199. package/dist/esm/ValueObjects/Angle.js.map +1 -1
  200. package/dist/esm/ValueObjects/LineSegment2D.js +6 -6
  201. package/dist/esm/ValueObjects/LineSegment2D.js.map +1 -1
  202. package/dist/esm/ValueObjects/Matrix.js +6 -6
  203. package/dist/esm/ValueObjects/Matrix.js.map +1 -1
  204. package/dist/esm/ValueObjects/Quaternion.js +17 -17
  205. package/dist/esm/ValueObjects/Quaternion.js.map +1 -1
  206. package/dist/esm/ValueObjects/Vector2.js +15 -8
  207. package/dist/esm/ValueObjects/Vector2.js.map +1 -1
  208. package/dist/esm/index.js +1 -0
  209. package/dist/esm/index.js.map +1 -1
  210. package/dist/types/AppObject/AppObject.d.ts +42 -0
  211. package/dist/types/AppObject/AppObject.d.ts.map +1 -1
  212. package/dist/types/AppObject/AppObjectComponent.d.ts +80 -0
  213. package/dist/types/AppObject/AppObjectComponent.d.ts.map +1 -1
  214. package/dist/types/AppObject/AppObjectController.d.ts +22 -0
  215. package/dist/types/AppObject/AppObjectController.d.ts.map +1 -1
  216. package/dist/types/AppObject/AppObjectEntity.d.ts +55 -0
  217. package/dist/types/AppObject/AppObjectEntity.d.ts.map +1 -1
  218. package/dist/types/AppObject/AppObjectEntityRepo.d.ts +75 -0
  219. package/dist/types/AppObject/AppObjectEntityRepo.d.ts.map +1 -1
  220. package/dist/types/AppObject/AppObjectPM.d.ts +53 -0
  221. package/dist/types/AppObject/AppObjectPM.d.ts.map +1 -1
  222. package/dist/types/AppObject/AppObjectRepo.d.ts +124 -0
  223. package/dist/types/AppObject/AppObjectRepo.d.ts.map +1 -1
  224. package/dist/types/AppObject/AppObjectUC.d.ts +23 -0
  225. package/dist/types/AppObject/AppObjectUC.d.ts.map +1 -1
  226. package/dist/types/AppObject/AppObjectView.d.ts +22 -0
  227. package/dist/types/AppObject/AppObjectView.d.ts.map +1 -1
  228. package/dist/types/AppObject/getSingletonComponent.d.ts +19 -0
  229. package/dist/types/AppObject/getSingletonComponent.d.ts.map +1 -1
  230. package/dist/types/Entities/MemoizedAngle.d.ts +21 -0
  231. package/dist/types/Entities/MemoizedAngle.d.ts.map +1 -1
  232. package/dist/types/Entities/MemoizedBoolean.d.ts +21 -0
  233. package/dist/types/Entities/MemoizedBoolean.d.ts.map +1 -1
  234. package/dist/types/Entities/MemoizedColor.d.ts +21 -0
  235. package/dist/types/Entities/MemoizedColor.d.ts.map +1 -1
  236. package/dist/types/Entities/MemoizedNumber.d.ts +21 -0
  237. package/dist/types/Entities/MemoizedNumber.d.ts.map +1 -1
  238. package/dist/types/Entities/MemoizedQuaternion.d.ts +21 -0
  239. package/dist/types/Entities/MemoizedQuaternion.d.ts.map +1 -1
  240. package/dist/types/Entities/MemoizedString.d.ts +21 -0
  241. package/dist/types/Entities/MemoizedString.d.ts.map +1 -1
  242. package/dist/types/Entities/MemoizedVector2.d.ts +21 -0
  243. package/dist/types/Entities/MemoizedVector2.d.ts.map +1 -1
  244. package/dist/types/Entities/MemoizedVector3.d.ts +21 -0
  245. package/dist/types/Entities/MemoizedVector3.d.ts.map +1 -1
  246. package/dist/types/Entities/ObservableEntity.d.ts +20 -0
  247. package/dist/types/Entities/ObservableEntity.d.ts.map +1 -1
  248. package/dist/types/Entities/ObserverList.d.ts +21 -0
  249. package/dist/types/Entities/ObserverList.d.ts.map +1 -1
  250. package/dist/types/Entities/RangedNumber.d.ts +37 -0
  251. package/dist/types/Entities/RangedNumber.d.ts.map +1 -1
  252. package/dist/types/ExampleFeature/Adapters/examplePmAdapter.d.ts +29 -0
  253. package/dist/types/ExampleFeature/Adapters/examplePmAdapter.d.ts.map +1 -0
  254. package/dist/types/ExampleFeature/Adapters/exampleSingletonPmAdapter.d.ts +31 -0
  255. package/dist/types/ExampleFeature/Adapters/exampleSingletonPmAdapter.d.ts.map +1 -0
  256. package/dist/types/ExampleFeature/Adapters/index.d.ts +3 -0
  257. package/dist/types/ExampleFeature/Adapters/index.d.ts.map +1 -0
  258. package/dist/types/ExampleFeature/Controllers/index.d.ts +3 -0
  259. package/dist/types/ExampleFeature/Controllers/index.d.ts.map +1 -0
  260. package/dist/types/ExampleFeature/Controllers/setExampleText.d.ts +35 -0
  261. package/dist/types/ExampleFeature/Controllers/setExampleText.d.ts.map +1 -0
  262. package/dist/types/ExampleFeature/Controllers/toggleExampleBoolean.d.ts +34 -0
  263. package/dist/types/ExampleFeature/Controllers/toggleExampleBoolean.d.ts.map +1 -0
  264. package/dist/types/ExampleFeature/Entities/ExampleEntity.d.ts +55 -0
  265. package/dist/types/ExampleFeature/Entities/ExampleEntity.d.ts.map +1 -0
  266. package/dist/types/ExampleFeature/Entities/ExampleRepo.d.ts +62 -0
  267. package/dist/types/ExampleFeature/Entities/ExampleRepo.d.ts.map +1 -0
  268. package/dist/types/ExampleFeature/Entities/ExampleSingletonEntity.d.ts +43 -0
  269. package/dist/types/ExampleFeature/Entities/ExampleSingletonEntity.d.ts.map +1 -0
  270. package/dist/types/ExampleFeature/Entities/index.d.ts +4 -0
  271. package/dist/types/ExampleFeature/Entities/index.d.ts.map +1 -0
  272. package/dist/types/ExampleFeature/Factory/index.d.ts +2 -0
  273. package/dist/types/ExampleFeature/Factory/index.d.ts.map +1 -0
  274. package/dist/types/ExampleFeature/Factory/setupExampleFeature.d.ts +17 -0
  275. package/dist/types/ExampleFeature/Factory/setupExampleFeature.d.ts.map +1 -0
  276. package/dist/types/ExampleFeature/Mocks/MockEditExampleStringUC.d.ts +42 -0
  277. package/dist/types/ExampleFeature/Mocks/MockEditExampleStringUC.d.ts.map +1 -0
  278. package/dist/types/ExampleFeature/Mocks/MockExamplePM.d.ts +41 -0
  279. package/dist/types/ExampleFeature/Mocks/MockExamplePM.d.ts.map +1 -0
  280. package/dist/types/ExampleFeature/Mocks/MockExampleSingletonPM.d.ts +49 -0
  281. package/dist/types/ExampleFeature/Mocks/MockExampleSingletonPM.d.ts.map +1 -0
  282. package/dist/types/ExampleFeature/Mocks/MockToggleExampleBooleanUC.d.ts +47 -0
  283. package/dist/types/ExampleFeature/Mocks/MockToggleExampleBooleanUC.d.ts.map +1 -0
  284. package/dist/types/ExampleFeature/Mocks/index.d.ts +5 -0
  285. package/dist/types/ExampleFeature/Mocks/index.d.ts.map +1 -0
  286. package/dist/types/ExampleFeature/PMs/ExamplePM.d.ts +42 -0
  287. package/dist/types/ExampleFeature/PMs/ExamplePM.d.ts.map +1 -0
  288. package/dist/types/ExampleFeature/PMs/ExampleSingletonPM.d.ts +52 -0
  289. package/dist/types/ExampleFeature/PMs/ExampleSingletonPM.d.ts.map +1 -0
  290. package/dist/types/ExampleFeature/PMs/index.d.ts +3 -0
  291. package/dist/types/ExampleFeature/PMs/index.d.ts.map +1 -0
  292. package/dist/types/ExampleFeature/UCs/EditExampleStringUC.d.ts +52 -0
  293. package/dist/types/ExampleFeature/UCs/EditExampleStringUC.d.ts.map +1 -0
  294. package/dist/types/ExampleFeature/UCs/ToggleExampleBooleanUC.d.ts +44 -0
  295. package/dist/types/ExampleFeature/UCs/ToggleExampleBooleanUC.d.ts.map +1 -0
  296. package/dist/types/ExampleFeature/UCs/index.d.ts +3 -0
  297. package/dist/types/ExampleFeature/UCs/index.d.ts.map +1 -0
  298. package/dist/types/ExampleFeature/index.d.ts +8 -0
  299. package/dist/types/ExampleFeature/index.d.ts.map +1 -0
  300. package/dist/types/Types/PmAdapter.d.ts +60 -0
  301. package/dist/types/Types/PmAdapter.d.ts.map +1 -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 * 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"]}
@@ -18,10 +18,10 @@ export class Quaternion {
18
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  }
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  /**
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  * Checks two quaternions to see if they are close
21
- * @param a Quaterion A
22
- * @param b Quaterion B
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+ * @param a Quaternion A
22
+ * @param b Quaternion B
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  * @param threshold "Close" threshold. Defaults to 0.001
24
- * @returns True if each of Quaterion's components are within the threshold of each other
24
+ * @returns True if each of Quaternion's components are within the threshold of each other
25
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  */
26
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  static Close(a, b, threshold = 0.001) {
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  const aArray = a.toArray();
@@ -41,7 +41,7 @@ export class Quaternion {
41
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  }
42
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  /**
43
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  * Multiplies A*B
44
- * @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
47
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  */
@@ -53,15 +53,15 @@ export class Quaternion {
53
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  return Quaternion.FromArray([x, y, z, w]);
54
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  }
55
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  /**
56
- * Creates a new Quaterion from an array of values
57
- * @param values The four values of the Quaterion: [x,y,z,w]
58
- * @returns A Quaterion
56
+ * Creates a new Quaternion from an array of values
57
+ * @param values The four values of the Quaternion: [x,y,z,w]
58
+ * @returns A Quaternion
59
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  */
60
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  static FromArray(values) {
61
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  return new Quaternion(values[0], values[1], values[2], values[3]);
62
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  }
63
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  /**
64
- * Creates a Quaterion from a Data Transfer Object
64
+ * Creates a Quaternion from a Data Transfer Object
65
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  * @param dto The Data Transfer Object
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  * @returns The Quaternion
67
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  */
@@ -76,10 +76,10 @@ export class Quaternion {
76
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  return new Quaternion(0, 0, 0, 1);
77
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  }
78
78
  /**
79
- * Creates an quaterion about an axis for a given angle
79
+ * Creates a quaternion about an axis for a given angle
80
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  * @param axis The rotation axis
81
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  * @param angle The rotation angle
82
- * @returns The resulting Quaterion
82
+ * @returns The resulting Quaternion
83
83
  */
84
84
  static FromAngleAxis(axis, angle) {
85
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  const sin = Math.sin(angle.radians / 2);
@@ -112,11 +112,11 @@ export class Quaternion {
112
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  return Quaternion.FromYawPitchRoll(yaw, pitch, roll);
113
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  }
114
114
  /**
115
- * Froms up a Quaternion from the Yaw-Pitch-Roll (Tait-Bryan) convetion
115
+ * Forms a Quaternion from the Yaw-Pitch-Roll (Tait-Bryan) convention
116
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  * @param yaw defines the rotation around the y axis
117
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  * @param pitch defines the rotation around the x axis
118
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  * @param roll defines the rotation around the z axis
119
- * @returns the resulting quaterion
119
+ * @returns the resulting quaternion
120
120
  */
121
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  static FromYawPitchRoll(yaw, pitch, roll) {
122
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  const halfRoll = roll.radians * 0.5;
@@ -139,7 +139,7 @@ export class Quaternion {
139
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  * @param x Rotation about the x axis
140
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  * @param y Rotation about the y axis
141
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  * @param z Rotation about the z axis
142
- * @returns The Quaterion
142
+ * @returns The Quaternion
143
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  */
144
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  static FromEuler(x, y, z) {
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  return this.FromYawPitchRoll(y, x, z);
@@ -166,9 +166,9 @@ export class Quaternion {
166
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  /**
167
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  * Spherically interpolates between two quaternions
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  * @param initial The initial quaternion
169
- * @param final The final quaterion
170
- * @param percent The percent along the slerp. 0 will return the initial quaterion and 1 will return the final quaterion
171
- * @returns The interpolated quaterion
169
+ * @param final The final quaternion
170
+ * @param percent The percent along the slerp. 0 will return the initial quaternion and 1 will return the final quaternion
171
+ * @returns The interpolated quaternion
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  */
173
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  static Slerp(initial, final, percent) {
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174
  let A;
@@ -201,7 +201,7 @@ export class Quaternion {
201
201
  /**
202
202
  * Calculates a Quaternion from a rotation matrix
203
203
  * @param rotationMatrix A normalized, non-scaled rotation matrix
204
- * @returns The Quaterion
204
+ * @returns The Quaternion
205
205
  */
206
206
  static FromRotationMatrix(rotationMatrix) {
207
207
  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"]}
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 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"]}
@@ -56,17 +56,24 @@ export class Vector2 {
56
56
  /**
57
57
  * Get the magnitude (length) of the vector
58
58
  */
59
- get magnitued() {
59
+ get magnitude() {
60
60
  const xSqr = this.x * this.x;
61
61
  const ySqr = this.y * this.y;
62
62
  const magnitude = Math.sqrt(xSqr + ySqr);
63
63
  return magnitude;
64
64
  }
65
+ /**
66
+ * @deprecated Use magnitude instead - this property is kept for backward compatibility
67
+ * Get the magnitude (length) of the vector
68
+ */
69
+ get magnitued() {
70
+ return this.magnitude;
71
+ }
65
72
  /**
66
73
  * Get the unit vector
67
74
  */
68
75
  get unit() {
69
- const mag = this.magnitued;
76
+ const mag = this.magnitude;
70
77
  if (mag === 0) {
71
78
  return Vector2.Zero();
72
79
  }
@@ -75,14 +82,14 @@ export class Vector2 {
75
82
  return new Vector2(unitX, unitY);
76
83
  }
77
84
  /**
78
- * Returns the angle of the direction of this angle in degrees.
85
+ * Returns the angle of the direction of this vector in degrees.
79
86
  * 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
80
87
  */
81
88
  get theta() {
82
89
  return (Math.atan2(this.y, this.x) * 180) / Math.PI;
83
90
  }
84
91
  /**
85
- * Retuns the vector as an array of numbers [x,y]
92
+ * Returns the vector as an array of numbers [x,y]
86
93
  */
87
94
  get array() {
88
95
  return [this.x, this.y];
@@ -107,7 +114,7 @@ export class Vector2 {
107
114
  */
108
115
  Vector2.Close = (a, b, threshold = 0.01) => {
109
116
  const diff = Vector2.Subtract(a, b);
110
- const diffMag = diff.magnitued;
117
+ const diffMag = diff.magnitude;
111
118
  if (diffMag < threshold)
112
119
  return true;
113
120
  else
@@ -136,7 +143,7 @@ Vector2.Scale = (vector, scale) => {
136
143
  return new Vector2(x, y);
137
144
  };
138
145
  /**
139
- * Creates a new vector of a given lenght and a unit that is equal to the original vector
146
+ * Creates a new vector of a given length and a unit that is equal to the original vector
140
147
  * @param vector The original vector. This determines the unit of the final vector
141
148
  * @param length The desired length of the final vector
142
149
  * @returns The final vector
@@ -164,8 +171,8 @@ Vector2.Dot = (a, b) => {
164
171
  */
165
172
  Vector2.AngleBetween = (a, b) => {
166
173
  const dot = Vector2.Dot(a, b);
167
- const magnitues = a.magnitued * b.magnitued;
168
- const angRadians = Math.acos(dot / magnitues);
174
+ const magnitudes = a.magnitude * b.magnitude;
175
+ const angRadians = Math.acos(dot / magnitudes);
169
176
  return Angle.FromRadians(angRadians);
170
177
  };
171
178
  /**
@@ -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"]}
package/dist/esm/index.js CHANGED
@@ -1,5 +1,6 @@
1
1
  export * from "./AppObject";
2
2
  export * from "./Entities";
3
+ export * from "./ExampleFeature";
3
4
  export * from "./Types";
4
5
  export * from "./Utilities";
5
6
  export * from "./ValueObjects";
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../src/index.ts"],"names":[],"mappings":"AAAA,cAAc,aAAa,CAAC;AAC5B,cAAc,YAAY,CAAC;AAC3B,cAAc,kBAAkB,CAAA;AAChC,cAAc,SAAS,CAAC;AACxB,cAAc,aAAa,CAAC;AAC5B,cAAc,gBAAgB,CAAC","sourcesContent":["export * from \"./AppObject\";\r\nexport * from \"./Entities\";\r\nexport * from \"./ExampleFeature\"\r\nexport * from \"./Types\";\r\nexport * from \"./Utilities\";\r\nexport * from \"./ValueObjects\";\r\n"]}
@@ -1,15 +1,57 @@
1
1
  import { ObservableEntity } from "../Entities";
2
2
  import { AppObjectComponent } from "./AppObjectComponent";
3
3
  import { AppObjectRepo } from "./AppObjectRepo";
4
+ /**
5
+ * AppObject is the central class in the VIVED application architecture.
6
+ * It serves as a container for components that implement the application's functionality.
7
+ * Each AppObject is identified by a unique ID and registered with an AppObjectRepo.
8
+ *
9
+ * AppObjects are observable entities that notify observers when their components change.
10
+ * This enables reactive programming patterns throughout the application.
11
+ */
4
12
  export declare abstract class AppObject extends ObservableEntity {
13
+ /** Unique identifier for this AppObject */
5
14
  abstract readonly id: string;
15
+ /** Repository that manages this AppObject */
6
16
  abstract readonly appObjectRepo: AppObjectRepo;
17
+ /**
18
+ * Checks if this AppObject has a component of the specified type
19
+ * @param type The component type identifier
20
+ * @returns True if the component exists, false otherwise
21
+ */
7
22
  abstract hasComponent(type: string): boolean;
23
+ /**
24
+ * Adds a component to this AppObject
25
+ * If a component of the same type already exists, it will be replaced
26
+ * @param component The component to add
27
+ */
8
28
  abstract addComponent(component: AppObjectComponent): void;
29
+ /**
30
+ * Retrieves a component by type
31
+ * @param type The component type identifier
32
+ * @returns The component cast to type T, or undefined if not found
33
+ */
9
34
  abstract getComponent<T extends AppObjectComponent>(type: string): T | undefined;
35
+ /**
36
+ * Removes a component by type
37
+ * @param type The component type identifier
38
+ */
10
39
  abstract removeComponent(type: string): void;
40
+ /**
41
+ * Gets all components attached to this AppObject
42
+ * @returns Array of all components
43
+ */
11
44
  abstract allComponents(): AppObjectComponent[];
45
+ /**
46
+ * Cleans up resources and removes this AppObject from its repository
47
+ */
12
48
  abstract dispose(): void;
13
49
  }
50
+ /**
51
+ * Factory function to create a new AppObject
52
+ * @param id Unique identifier for the new AppObject
53
+ * @param repo Repository to register the AppObject with
54
+ * @returns A new AppObject instance
55
+ */
14
56
  export declare function makeAppObject(id: string, repo: AppObjectRepo): AppObject;
15
57
  //# sourceMappingURL=AppObject.d.ts.map
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