@woosh/meep-engine 2.126.56 → 2.126.57

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json CHANGED
@@ -5,7 +5,7 @@
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  "description": "Pure JavaScript game engine. Fully featured and production ready.",
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  "type": "module",
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  "author": "Alexander Goldring",
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- "version": "2.126.56",
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+ "version": "2.126.57",
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  "main": "build/meep.module.js",
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  "module": "build/meep.module.js",
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  "exports": {
@@ -1 +1 @@
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- {"version":3,"file":"apply_mat4_transform_to_v3_array.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/mat4/apply_mat4_transform_to_v3_array.js"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AACH,yDAPW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,iBAClC,MAAM,eACN,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,sBAClC,MAAM,gBACN,MAAM,QACN,MAAK,MAAM,EAAE,GAAC,YAAY,QA8CpC"}
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+ {"version":3,"file":"apply_mat4_transform_to_v3_array.d.ts","sourceRoot":"","sources":["../../../../../../src/core/geom/3d/mat4/apply_mat4_transform_to_v3_array.js"],"names":[],"mappings":"AAEA;;;;;;;;;GASG;AACH,yDAPW,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,iBAClC,MAAM,eACN,MAAM,EAAE,GAAC,YAAY,GAAC,YAAY,sBAClC,MAAM,gBACN,MAAM,QACN,MAAK,MAAM,EAAE,GAAC,YAAY,QAkBpC"}
@@ -1,3 +1,5 @@
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+ import { v3_matrix4_multiply } from "../../vec3/v3_matrix4_multiply.js";
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+
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  /**
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  * Matrix-transform an array of 3d points
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  * Code is inlined for speed
@@ -14,41 +16,13 @@ export function apply_mat4_transform_to_v3_array(
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  vertex_count, mat4
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  ) {
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- const a0 = mat4[0];
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- const a1 = mat4[1];
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- const a2 = mat4[2];
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-
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- const b0 = mat4[4];
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- const b1 = mat4[5];
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- const b2 = mat4[6];
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-
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- const c0 = mat4[8];
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- const c1 = mat4[9];
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- const c2 = mat4[10];
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-
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- const d0 = mat4[12];
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- const d1 = mat4[13];
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- const d2 = mat4[14];
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-
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  for (let i = 0; i < vertex_count; i++) {
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  const i3 = i * 3;
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  const source_vertex_address = source_offset + i3;
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-
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- const _x = source[source_vertex_address];
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- const _y = source[source_vertex_address + 1];
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- const _z = source[source_vertex_address + 2];
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-
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- const x = a0 * _x + b0 * _y + c0 * _z + d0;
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- const y = a1 * _x + b1 * _y + c1 * _z + d1;
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- const z = a2 * _x + b2 * _y + c2 * _z + d2;
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-
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  const destination_vertex_address = destination_offset + i3;
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- destination[destination_vertex_address] = x;
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- destination[destination_vertex_address + 1] = y;
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- destination[destination_vertex_address + 2] = z;
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-
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+ v3_matrix4_multiply(destination,destination_vertex_address, source,source_vertex_address, mat4);
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  }
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@@ -3,7 +3,7 @@
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  * Represents rotation in 3d space
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  *
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  * Iterating through a Quaternion instance will yield its components `(x, y, z, w)` in the corresponding order.
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- *
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+ * Note that a quaternion must be {@link normalize}d to properly represent rotation. Check documentation of individual operations when in doubt.
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  * @see https://en.wikipedia.org/wiki/Quaternion
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  * @implements Iterable<number>
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  *
@@ -120,7 +120,8 @@ export class Quaternion implements Iterable<number> {
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  get 3(): number;
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  /**
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  * Orient quaternion on a `forward` vector, with the spin matching `up` vector
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- * Useful for `lookAt` operations, such as for camera or inverse kinematics
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+ * Useful for `lookAt` operations, such as for camera or inverse kinematics.
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+ * Normalizes input, meaning input does not have to be normalized.
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  * @param {number} fx forward vector
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  * @param {number} fy forward vector
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  * @param {number} fz forward vector
@@ -131,11 +132,12 @@ export class Quaternion implements Iterable<number> {
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  */
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  _lookRotation(fx: number, fy: number, fz: number, ux: number, uy: number, uz: number): this;
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  /**
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- * Orient quaternion to align with the `forward` drection.
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- * @param {Vector3} forward
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- * @param {Vector3} [up=Vector3.up]
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+ * Orient quaternion to align with the `forward` direction.
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+ * @param {Vector3} forward Does not need to be normalized.
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+ * @param {Vector3} [up=Vector3.up] Does not need to be normalized.
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+ * @returns {this}
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  */
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- lookRotation(forward: Vector3, up?: Vector3): void;
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+ lookRotation(forward: Vector3, up?: Vector3): this;
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  /**
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  * Vector dot product in 4 dimensions
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  * @param {Quaternion} other
@@ -145,8 +147,9 @@ export class Quaternion implements Iterable<number> {
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  /**
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  * Makes this quaternion into an inverse of the other
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  * @param {Quaternion} other
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+ * @returns {this}
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  */
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- copyInverse(other: Quaternion): void;
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+ copyInverse(other: Quaternion): this;
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  /**
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  * Calculates the inverse
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  * @returns {this}
@@ -162,16 +165,18 @@ export class Quaternion implements Iterable<number> {
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  * Set quaternion from axis + angle definition
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  * @param {Vector3} axis
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  * @param {number} angle
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+ * @returns {this}
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  */
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- fromAxisAngle(axis: Vector3, angle: number): void;
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+ fromAxisAngle(axis: Vector3, angle: number): this;
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  /**
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  *
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  * @param {number} axis_x
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  * @param {number} axis_y
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  * @param {number} axis_z
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  * @param {number} angle
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+ * @returns {this}
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  */
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- _fromAxisAngle(axis_x: number, axis_y: number, axis_z: number, angle: number): void;
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+ _fromAxisAngle(axis_x: number, axis_y: number, axis_z: number, angle: number): this;
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  /**
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  * Given a direction axis, compute rotation quaternions from current rotation to that axis as swing and twist. Swing moves to a given orientation while without "twisting",
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  * `twist` just the twist around the given axis, no change in orientation.
@@ -189,11 +194,11 @@ export class Quaternion implements Iterable<number> {
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  */
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  computeTwistAngle(axis: Vector3): number;
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  /**
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- *
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- * @param {Vector3} axis
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+ * Decompose quaternion to the axis of rotation and angle around this axis.
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+ * @param {Vector3} out_axis axis will be written here
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  * @returns {number} angle in radians
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  */
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- toAxisAngle(axis: Vector3): number;
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+ toAxisAngle(out_axis: Vector3): number;
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  /**
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  *
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  * @returns {this}
@@ -261,9 +266,15 @@ export class Quaternion implements Iterable<number> {
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  * @param {number} y
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  * @param {number} z
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  * @param {String} [order='XYZ'] a combination of capital letters X,Y,Z. Examples: XYZ, YXZ
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- * @returns {Quaternion}
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+ * @returns {this}
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+ * @see fromEulerAnglesXYZ
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+ * @see fromEulerAnglesYXZ
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+ * @see fromEulerAnglesZXY
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+ * @see fromEulerAnglesZYX
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+ * @see fromEulerAnglesYZX
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+ * @see fromEulerAnglesXZY
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  */
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- __setFromEuler(x: number, y: number, z: number, order?: string): Quaternion;
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+ __setFromEuler(x: number, y: number, z: number, order?: string): this;
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  /**
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  * @see https://localcoder.org/euler-angle-to-quaternion-then-quaternion-to-euler-angle
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  * @see https://discourse.mcneel.com/t/what-is-the-right-method-to-convert-quaternion-to-plane-using-rhinocommon/92411/21?page=2
@@ -349,18 +360,18 @@ export class Quaternion implements Iterable<number> {
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  /**
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  * NOTE: Vectors need to be normalized
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  *
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- * @param {Vector3} from
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- * @param {Vector3} to
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+ * @param {Vector3} from Must be normalized
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+ * @param {Vector3} to Must be normalized
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  * @returns {this}
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  */
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  fromUnitVectors(from: Vector3, to: Vector3): this;
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  /**
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- * @param {number[]} m4x4
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+ * @param {number[]|Float32Array} m4x4
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  * @returns {this}
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  */
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- setFromRotationMatrix(m4x4: number[]): this;
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+ setFromRotationMatrix(m4x4: number[] | Float32Array): this;
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  /**
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- * This algorithm comes from "Quaternion Calculus and Fast Animation",
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+ * This algorithm comes from "Quaternion Calculus and Fast Animation",
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  * Ken Shoemake, 1987 SIGGRAPH course notes
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  * @see https://gitlab.com/libeigen/eigen/-/blob/master/Eigen/src/Geometry/Quaternion.h#L813
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  * @param {number} m11
@@ -395,7 +406,7 @@ export class Quaternion implements Iterable<number> {
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  * Spherical linear interpolation
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  * @param {Quaternion} from
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  * @param {Quaternion} to
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- * @param {number} t coefficient, how much between the input quats?
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+ * @param {number} t coefficient, how much between the input quaternions? Must be a value between 0 and 1
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  * @returns {this}
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  */
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  slerpQuaternions(from: Quaternion, to: Quaternion, t: number): this;
@@ -1 +1 @@
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1
+ {"version":3,"file":"Quaternion.d.ts","sourceRoot":"","sources":["../../../../src/core/geom/Quaternion.js"],"names":[],"mappings":"AAoBA;;;;;;;;;;;GAWG;AACH,mCALe,QAAQ,CAAC,MAAM;IA+R1B;;;;;OAKG;IACH,2BAJW,OAAO,SACP,MAAM,GACJ,UAAU,CAQtB;IAiqCD;;;;OAIG;IACH,kCAFa,UAAU,CAQtB;IAED;;;;;;;OAOG;IACH,0BALW,MAAM,KACN,MAAM,KACN,MAAM,GACJ,UAAU,CAQtB;IAED;;;;;;OAMG;IACH,6BALW,UAAU,QACV,UAAU,MACV,UAAU,aACV,MAAM,QA0BhB;IAlgDD;;;;;;;OAOG;IACH,gBANW,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,EAsChB;IA7BG;;;OAGG;IACH,GAFU,MAAM,CAEN;IACV;;;OAGG;IACH,GAFU,MAAM,CAEN;IACV;;;OAGG;IACH,GAFU,MAAM,CAEN;IACV;;;OAGG;IACH,GAFU,MAAM,CAEN;IAEV;;;;;;OAMG;IACH,oBAFU,MAAM,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAEnD;IAqCjC;;;OAGG;IACH,SAFW,MAAM,EAIhB;IAtCD;;;OAGG;IACH,SAFY,MAAM,CAIjB;IAkCD;;;OAGG;IACH,SAFW,MAAM,EAIhB;IAtCD;;;OAGG;IACH,SAFY,MAAM,CAIjB;IAkCD;;;OAGG;IACH,SAFW,MAAM,EAIhB;IAtCD;;;OAGG;IACH,SAFY,MAAM,CAIjB;IAkCD;;;OAGG;IACH,SAFW,MAAM,EAIhB;IAtCD;;;OAGG;IACH,SAFY,MAAM,CAIjB;IAgDD;;;;;;;;;;;OAWG;IACH,kBARW,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,GACJ,IAAI,CAqDhB;IAED;;;;;OAKG;IACH,sBAJW,OAAO,OACP,OAAO,GACL,IAAI,CAShB;IAED;;;;OAIG;IACH,WAHW,UAAU,GACT,MAAM,CAQjB;IAED;;;;OAIG;IACH,mBAHW,UAAU,GACR,IAAI,CAKhB;IAED;;;OAGG;IACH,UAFa,IAAI,CAuBhB;IAED;;;;OAIG;IACH,eAHW,UAAU,GACT,MAAM,CAoBjB;IAiBD;;;;;OAKG;IACH,oBAJW,OAAO,SACP,MAAM,GACJ,IAAI,CAQhB;IAED;;;;;;;OAOG;IACH,uBANW,MAAM,UACN,MAAM,UACN,MAAM,SACN,MAAM,GACJ,IAAI,CAkChB;IAED;;;;;;;;OAQG;IACH,2BANW,OAAO,SACP,UAAU,SACV,UAAU,GACR,IAAI,CAyChB;IAED;;;;OAIG;IACH,wBAHW,OAAO,GACL,MAAM,CAYlB;IAED;;;;OAIG;IACH,sBAHW,OAAO,GACL,MAAM,CAmBlB;IAED;;;OAGG;IACH,aAFa,IAAI,CAehB;IAED;;;;OAIG;IACH,oBAHW,MAAM,GACL,IAAI,CASf;IAED;;;OAGG;IACH,gBAHW,UAAU,GACR,IAAI,CAIhB;IAED;;;;;OAKG;IACH,2BAJW,UAAU,UACV,UAAU,GACR,IAAI,CAchB;IAED;;;;;;;;;;;OAWG;IACH,yBAVW,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,MACN,MAAM,GACJ,IAAI,CAehB;IAED;;;OAGG;IACH,UAFY,MAAM,CASjB;IAED;;;;;OAKG;IACH,qBAJW,UAAU,aACV,MAAM,GACJ,IAAI,CAMhB;IAED;;;;;;OAMG;IACH,eALW,OAAO,UACP,OAAO,OACP,OAAO,QAWjB;IAED;;;OAGG;IACH,kBAFW,MAAW,MAAM,QAI3B;IAED;;;;;;;;;;;;;OAaG;IACH,kBAZW,MAAM,KACN,MAAM,KACN,MAAM,mBAEJ,IAAI,CA8ChB;IAED;;;;OAIG;IACH,yBAFW,OAAO,QA4BjB;IAED;;;OAGG;IACH,yBAFW,OAAO,QA2BjB;IAED;;;OAGG;IACH,yBAFW,OAAO,QA0BjB;IAGD;;;;;;;;;OASG;IACH,sBALW,MAAM,KACN,MAAM,KACN,MAAM,GACJ,IAAI,CAqBhB;IAED;;;;;;;;;OASG;IACH,sBALW,MAAM,KACN,MAAM,KACN,MAAM,GACJ,IAAI,CAqBhB;IAED;;;;;;;;;OASG;IACH,sBALW,MAAM,KACN,MAAM,KACN,MAAM,GACJ,IAAI,CAqBhB;IAED;;;;;;;;;OASG;IACH,sBALW,MAAM,KACN,MAAM,KACN,MAAM,GACJ,IAAI,CAqBhB;IAED;;;;;;;;;OASG;IACH,sBALW,MAAM,KACN,MAAM,KACN,MAAM,GACJ,IAAI,CAqBhB;IAED;;;;;;;;;OASG;IACH,sBALW,MAAM,KACN,MAAM,KACN,MAAM,GACJ,IAAI,CAqBhB;IAED;;;;;;OAMG;IACH,sBAJW,OAAO,MACP,OAAO,GACL,IAAI,CAkEhB;IAED;;;OAGG;IACH,4BAHW,MAAM,EAAE,GAAC,YAAY,GACnB,IAAI,CAYhB;IAED;;;;;;;;;;;;;;OAcG;IACH,6BAXW,MAAM,OACN,MAAM,OACN,MAAM,OACN,MAAM,OACN,MAAM,OACN,MAAM,OACN,MAAM,OACN,MAAM,OACN,MAAM,GACJ,IAAI,CA4EhB;IAED;;;;;OAKG;IACH,YAJW,UAAU,KACV,MAAM,GACJ,IAAI,CAMhB;IAED;;;;;;;OAOG;IACH,uBALW,UAAU,UACV,UAAU,KACV,MAAM,GACJ,IAAI,CAgBhB;IAED;;;;;;OAMG;IACH,uBALW,UAAU,MACV,UAAU,KACV,MAAM,GACJ,IAAI,CA4DhB;IAGD;;;;;OAKG;IACH,aAJW,UAAU,KACV,MAAM,GACJ,IAAI,CAIhB;IAED;;;;;OAKG;IACH,gCAHW,GAAC,GACC,IAAI,CAUhB;IAED;;;;OAIG;IACH,YAHW,UAAU,GACR,IAAI,CAIhB;IAED;;;OAGG;IACH,SAFa,UAAU,CAQtB;IAED;;;;;;;;OAQG;IACH,OANW,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,GACJ,IAAI,CA+BhB;IAED;;;OAGG;IACH,aAFa,IAAI,CAIhB;IAED;;;;;MAOC;IAED;;;;OAIG;IACH,oBAFY,IAAI,CAIf;IAED;;;OAGG;IACH,uBAFW,YAAY,QAOtB;IAED;;;OAGG;IACH,yBAFW,YAAY,QAStB;IAED;;;OAGG;IACH,8BAFW,YAAY,QAOtB;IAED;;;OAGG;IACH,gCAFW,YAAY,QAStB;IAED;;;;;OAKG;IACH,qBAJW,MAAM,EAAE,WACR,MAAM,GACJ,IAAI,CAShB;IAED;;;;;OAKG;IACH,qBAJW,MAAM,EAAE,WACR,MAAM,GACJ,MAAM,EAAE,CASpB;IAED;;;;;OAKG;IACH,cAJW,UAAU,GACR,OAAO,CASnB;IAED;;;OAGG;IACH,QAFa,MAAM,CAQlB;IAED;;;;;OAKG;IACH,qBAJW,UAAU,cACV,MAAM,GACL,OAAO,CAOlB;IAED;;;;;;;;OAQG;IACH,kBAPW,MAAM,KACN,MAAM,KACN,MAAM,KACN,MAAM,cACN,MAAM,GACL,OAAO,CASlB;IAED;;;;OAIG;IACH,gBAHW,MAAW,MAAM,GAChB,UAAU,CAuBrB;IAED,mBAEC;IAiEL,mBApLe,MAAM,EAAE,WACR,MAAM,gBAmLS;IAC9B,kBAtKe,MAAM,EAAE,WACR,MAAM,KACJ,MAAM,EAAE,CAoKG;IAC5B,kBAvKe,MAAM,EAAE,WACR,MAAM,KACJ,MAAM,EAAE,CAqKG;IAC5B,qBA3yBe,MAAM,KACN,MAAM,KACN,MAAM,gBAyyBe;IAQpC;;;;OAIG;IACH,uBAFU,OAAO,CAEgB;IAt6C7B;;;OAGG;IACH,qBAFa,SAAS,CAAC,MAAM,CAAC,CAS7B;CAy4CJ;;kBASS,UAAU;kBAaV,MAAM;;;mBAzjDG,4BAA4B;oBAU3B,cAAc"}
@@ -23,7 +23,7 @@ const cos = Math.cos;
23
23
  * Represents rotation in 3d space
24
24
  *
25
25
  * Iterating through a Quaternion instance will yield its components `(x, y, z, w)` in the corresponding order.
26
- *
26
+ * Note that a quaternion must be {@link normalize}d to properly represent rotation. Check documentation of individual operations when in doubt.
27
27
  * @see https://en.wikipedia.org/wiki/Quaternion
28
28
  * @implements Iterable<number>
29
29
  *
@@ -158,7 +158,8 @@ export class Quaternion {
158
158
 
159
159
  /**
160
160
  * Orient quaternion on a `forward` vector, with the spin matching `up` vector
161
- * Useful for `lookAt` operations, such as for camera or inverse kinematics
161
+ * Useful for `lookAt` operations, such as for camera or inverse kinematics.
162
+ * Normalizes input, meaning input does not have to be normalized.
162
163
  * @param {number} fx forward vector
163
164
  * @param {number} fy forward vector
164
165
  * @param {number} fz forward vector
@@ -221,13 +222,14 @@ export class Quaternion {
221
222
  }
222
223
 
223
224
  /**
224
- * Orient quaternion to align with the `forward` drection.
225
- * @param {Vector3} forward
226
- * @param {Vector3} [up=Vector3.up]
225
+ * Orient quaternion to align with the `forward` direction.
226
+ * @param {Vector3} forward Does not need to be normalized.
227
+ * @param {Vector3} [up=Vector3.up] Does not need to be normalized.
228
+ * @returns {this}
227
229
  */
228
230
  lookRotation(forward, up = Vector3.up) {
229
231
 
230
- this._lookRotation(
232
+ return this._lookRotation(
231
233
  forward.x, forward.y, forward.z,
232
234
  up.x, up.y, up.z
233
235
  );
@@ -250,10 +252,11 @@ export class Quaternion {
250
252
  /**
251
253
  * Makes this quaternion into an inverse of the other
252
254
  * @param {Quaternion} other
255
+ * @returns {this}
253
256
  */
254
257
  copyInverse(other) {
255
258
  this.copy(other);
256
- this.invert();
259
+ return this.invert();
257
260
  }
258
261
 
259
262
  /**
@@ -327,11 +330,14 @@ export class Quaternion {
327
330
  * Set quaternion from axis + angle definition
328
331
  * @param {Vector3} axis
329
332
  * @param {number} angle
333
+ * @returns {this}
330
334
  */
331
335
  fromAxisAngle(axis, angle) {
332
336
  assert.defined(axis, 'axis');
337
+ assert.isObject(axis, 'axis');
338
+ assert.isNumber(angle, 'angle');
333
339
 
334
- this._fromAxisAngle(axis.x, axis.y, axis.z, angle);
340
+ return this._fromAxisAngle(axis.x, axis.y, axis.z, angle);
335
341
  }
336
342
 
337
343
  /**
@@ -340,6 +346,7 @@ export class Quaternion {
340
346
  * @param {number} axis_y
341
347
  * @param {number} axis_z
342
348
  * @param {number} angle
349
+ * @returns {this}
343
350
  */
344
351
  _fromAxisAngle(axis_x, axis_y, axis_z, angle) {
345
352
  assert.isNumber(axis_x, 'axis_x');
@@ -372,7 +379,7 @@ export class Quaternion {
372
379
  const z = qz * m;
373
380
  const w = qw * m;
374
381
 
375
- this.set(x, y, z, w);
382
+ return this.set(x, y, z, w);
376
383
  }
377
384
 
378
385
  /**
@@ -442,25 +449,26 @@ export class Quaternion {
442
449
  }
443
450
 
444
451
  /**
445
- *
446
- * @param {Vector3} axis
452
+ * Decompose quaternion to the axis of rotation and angle around this axis.
453
+ * @param {Vector3} out_axis axis will be written here
447
454
  * @returns {number} angle in radians
448
455
  */
449
- toAxisAngle(axis) {
456
+ toAxisAngle(out_axis) {
450
457
  const rad = Math.acos(this.w) * 2.0;
451
458
 
452
459
  const s = sin(rad * 0.5);
453
460
 
454
461
  if (Math.abs(s) > EPSILON) {
455
- axis.set(
462
+ out_axis.set(
456
463
  this.x / s,
457
464
  this.y / s,
458
465
  this.z / s
459
466
  );
460
467
  } else {
461
468
  // If s is zero, return any axis (no rotation - axis does not matter)
462
- axis.set(1, 0, 0);
469
+ out_axis.set(1, 0, 0);
463
470
  }
471
+
464
472
  return rad;
465
473
  }
466
474
 
@@ -608,7 +616,13 @@ export class Quaternion {
608
616
  * @param {number} y
609
617
  * @param {number} z
610
618
  * @param {String} [order='XYZ'] a combination of capital letters X,Y,Z. Examples: XYZ, YXZ
611
- * @returns {Quaternion}
619
+ * @returns {this}
620
+ * @see fromEulerAnglesXYZ
621
+ * @see fromEulerAnglesYXZ
622
+ * @see fromEulerAnglesZXY
623
+ * @see fromEulerAnglesZYX
624
+ * @see fromEulerAnglesYZX
625
+ * @see fromEulerAnglesXZY
612
626
  */
613
627
  __setFromEuler(
614
628
  x,
@@ -934,12 +948,12 @@ export class Quaternion {
934
948
  /**
935
949
  * NOTE: Vectors need to be normalized
936
950
  *
937
- * @param {Vector3} from
938
- * @param {Vector3} to
951
+ * @param {Vector3} from Must be normalized
952
+ * @param {Vector3} to Must be normalized
939
953
  * @returns {this}
940
954
  */
941
955
  fromUnitVectors(from, to) {
942
- // Based on blog post: http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors
956
+ // Based on this blog post: http://lolengine.net/blog/2013/09/18/beautiful-maths-quaternion-from-vectors
943
957
 
944
958
  assert.ok(from.isNormalized(), `from vector is not normalized, length = ${from.length()}`);
945
959
  assert.ok(to.isNormalized(), `to vector is not normalized, length = ${to.length()}`);
@@ -1005,7 +1019,7 @@ export class Quaternion {
1005
1019
  }
1006
1020
 
1007
1021
  /**
1008
- * @param {number[]} m4x4
1022
+ * @param {number[]|Float32Array} m4x4
1009
1023
  * @returns {this}
1010
1024
  */
1011
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  setFromRotationMatrix(m4x4) {
@@ -1021,7 +1035,7 @@ export class Quaternion {
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  }
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1023
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  /**
1024
- * This algorithm comes from "Quaternion Calculus and Fast Animation",
1038
+ * This algorithm comes from "Quaternion Calculus and Fast Animation",
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  * Ken Shoemake, 1987 SIGGRAPH course notes
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  * @see https://gitlab.com/libeigen/eigen/-/blob/master/Eigen/src/Geometry/Quaternion.h#L813
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  * @param {number} m11
@@ -1151,7 +1165,7 @@ export class Quaternion {
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  * Spherical linear interpolation
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  * @param {Quaternion} from
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  * @param {Quaternion} to
1154
- * @param {number} t coefficient, how much between the input quats?
1168
+ * @param {number} t coefficient, how much between the input quaternions? Must be a value between 0 and 1
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  * @returns {this}
1156
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  */
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  slerpQuaternions(from, to, t) {