glmaths 0.0.1 → 0.0.2

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package/src/vec3.ts CHANGED
@@ -1,4 +1,4 @@
1
- import glm from '.'
1
+ import glmaths from '.'
2
2
  import { equals, defineSwizzles } from './internalUtils'
3
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  import { Vec2 } from './vec2'
4
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  import { Vec4 } from './vec4'
@@ -56,7 +56,7 @@ export class Vec3 extends Float32Array {
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  * @param {Vec3} out the receiving vector, defaults to this
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  * @returns {Vec3} out
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  */
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- plus(b: number | Vec3, out = glm.ALWAYS_COPY ? new Vec3() : this) {
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+ plus(b: number | Vec3, out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
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  if (typeof b === 'number') {
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  out[0] = this[0] + b
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  out[1] = this[1] + b
@@ -76,7 +76,7 @@ export class Vec3 extends Float32Array {
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  * @param {Vec3} out the receiving vector, defaults to this
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  * @returns {Vec3} out
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  */
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- minus(b: number | Vec3, out = glm.ALWAYS_COPY ? new Vec3() : this) {
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+ minus(b: number | Vec3, out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
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  if (typeof b === 'number') {
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  out[0] = this[0] - b
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  out[1] = this[1] - b
@@ -96,7 +96,7 @@ export class Vec3 extends Float32Array {
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  * @param {Vec3} out the receiving vector, defaults to this
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  * @returns {Vec3} out
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  */
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- mult(b: number | Vec3, out = glm.ALWAYS_COPY ? new Vec3() : this) {
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+ mult(b: number | Vec3, out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
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  if (typeof b === 'number') {
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  out[0] = this[0] * b
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  out[1] = this[1] * b
@@ -116,7 +116,7 @@ export class Vec3 extends Float32Array {
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  * @param {Vec3} out the receiving vector, defaults to this
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  * @returns {Vec3} out
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  */
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- div(b: number | Vec3, out = glm.ALWAYS_COPY ? new Vec3() : this) {
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+ div(b: number | Vec3, out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
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  if (typeof b === 'number') {
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  out[0] = this[0] / b
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  out[1] = this[1] / b
@@ -128,7 +128,7 @@ export class Vec3 extends Float32Array {
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  }
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  return out
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  }
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- invDiv(b: number | Vec3, out = glm.ALWAYS_COPY ? new Vec3() : this) {
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+ invDiv(b: number | Vec3, out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
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  if (typeof b === 'number') {
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  out[0] = b / this[0]
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  out[1] = b / this[1]
@@ -147,13 +147,13 @@ export class Vec3 extends Float32Array {
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  * @param {Vec3} out the receiving vector, defaults to this
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  * @returns {Vec3} out
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  */
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- negate(out = glm.ALWAYS_COPY ? new Vec3() : this) {
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+ negate(out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
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  out[0] = -this[0]
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  out[1] = -this[1]
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  out[2] = -this[2]
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  return out
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  }
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- unaryPlus(out = glm.ALWAYS_COPY ? new Vec3() : this) {
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+ unaryPlus(out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
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  if (out != this) {
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  out[0] = this[0]
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  out[1] = this[1]
@@ -184,7 +184,7 @@ export class Vec3 extends Float32Array {
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  * @param {Vec3} out the receiving vector, defaults to this
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  * @returns {Vec3} out
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  */
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- normalize(out = glm.ALWAYS_COPY ? new Vec3() : this): Vec3 {
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+ normalize(out = glmaths.ALWAYS_COPY ? new Vec3() : this): Vec3 {
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  const x = this[0], y = this[1], z = this[2]
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  let len = x * x + y * y + z * z
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  if (len > 0) len = 1.0 / Math.sqrt(len)
@@ -279,7 +279,7 @@ export class Vec3 extends Float32Array {
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  *
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  * @returns {Vec3} this
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  */
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- floor(out = glm.ALWAYS_COPY ? new Vec3() : this) {
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+ floor(out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
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  out[0] = Math.floor(this[0])
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  out[1] = Math.floor(this[1])
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  out[2] = Math.floor(this[2])
@@ -290,7 +290,7 @@ export class Vec3 extends Float32Array {
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  *
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  * @returns {Vec3} this
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  */
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- round(out = glm.ALWAYS_COPY ? new Vec3() : this) {
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+ round(out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
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  out[0] = Math.round(this[0])
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  out[1] = Math.round(this[1])
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  out[2] = Math.round(this[2])
@@ -301,7 +301,7 @@ export class Vec3 extends Float32Array {
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  *
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  * @returns {Vec3} this
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  */
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- ceil(out = glm.ALWAYS_COPY ? new Vec3() : this) {
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+ ceil(out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
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  out[0] = Math.ceil(this[0])
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  out[1] = Math.ceil(this[1])
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  out[2] = Math.ceil(this[2])
@@ -325,7 +325,7 @@ export class Vec3 extends Float32Array {
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  *
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  * @returns {Vec3} this
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  */
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- inverse(out = glm.ALWAYS_COPY ? new Vec3() : this) {
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+ inverse(out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
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  out[0] = 1.0 / this[0]
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  out[1] = 1.0 / this[1]
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  out[2] = 1.0 / this[2]
@@ -357,8 +357,8 @@ export class Vec3 extends Float32Array {
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  * @returns {Vec3} a new random vector
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  */
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  static random(scale = 1.0) {
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- const r = glm.RANDOM() * 2.0 * Math.PI
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- const z = glm.RANDOM() * 2.0 - 1.0
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+ const r = glmaths.RANDOM() * 2.0 * Math.PI
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+ const z = glmaths.RANDOM() * 2.0 - 1.0
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  const zScale = Math.sqrt(1.0 - z * z) * scale
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  return new Vec3(
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  Math.cos(r) * zScale,
@@ -594,7 +594,7 @@ export class Vec3 extends Float32Array {
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  * @param {Vec3} origin the origin of the rotation, defaults to vec3(0)
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  * @returns {Vec3} a rotated vector
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  */
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- rotateX(rad: number, origin: Vec3 = Vec3.zero, out = glm.ALWAYS_COPY ? new Vec3() : this): Vec3 {
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+ rotateX(rad: number, origin: Vec3 = Vec3.zero, out = glmaths.ALWAYS_COPY ? new Vec3() : this): Vec3 {
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  const p1 = this[1] - origin[1]
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  const p2 = this[2] - origin[2]
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  out[0] = this[0]
@@ -624,7 +624,7 @@ export class Vec3 extends Float32Array {
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  * @param {Number} rad the angle of rotation in radians
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  * @param {Vec3} origin the origin of the rotation, defaults to vec3(0)
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  */
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- rotateY(rad: number, origin: Vec3 = Vec3.zero, out = glm.ALWAYS_COPY ? new Vec3() : this) : Vec3 {
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+ rotateY(rad: number, origin: Vec3 = Vec3.zero, out = glmaths.ALWAYS_COPY ? new Vec3() : this) : Vec3 {
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  const p0 = this[0] - origin[0]
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  const p2 = this[2] - origin[2]
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  out[0] = p2 * Math.sin(rad) + p0 * Math.cos(rad) + origin[0]
@@ -654,7 +654,7 @@ export class Vec3 extends Float32Array {
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  * @param {Number} rad the angle of rotation in radians
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  * @param {Vec3} origin the origin of the rotation, defaults to vec3(0)
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  */
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- rotateZ(rad: number, origin: Vec3 = Vec3.zero, out = glm.ALWAYS_COPY ? new Vec3() : this) : Vec3 {
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+ rotateZ(rad: number, origin: Vec3 = Vec3.zero, out = glmaths.ALWAYS_COPY ? new Vec3() : this) : Vec3 {
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  const p0 = this[0] - origin[0]
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  const p1 = this[1] - origin[1]
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  out[0] = p0 * Math.cos(rad) - p1 * Math.sin(rad) + origin[0]
@@ -822,7 +822,7 @@ export class Vec3 extends Float32Array {
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  * @param {Vec3} out the receiving vector, defaults to this
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  * @returns {Vec3} out
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  */
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- scaleAndAdd(b: Vec3, scale: number, out = glm.ALWAYS_COPY ? new Vec3() : this) {
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+ scaleAndAdd(b: Vec3, scale: number, out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
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  out[0] = this[0] + b[0] * scale
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  out[1] = this[1] + b[1] * scale
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  out[2] = this[2] + b[2] * scale
@@ -834,7 +834,7 @@ export class Vec3 extends Float32Array {
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  * @param {Vec3} out the receiving vector, defaults to this
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  * @returns {Vec3} out
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  */
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- abs(out = glm.ALWAYS_COPY ? new Vec3() : this) {
837
+ abs(out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
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  out[0] = Math.abs(this[0])
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  out[1] = Math.abs(this[1])
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  out[2] = Math.abs(this[2])
@@ -848,7 +848,7 @@ export class Vec3 extends Float32Array {
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  * @param {Vec3} out the receiving vector, defaults to this
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  * @returns {Vec3} out
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  */
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- clamp(min: Vec3 | number, max: Vec3 | number, out = glm.ALWAYS_COPY ? new Vec3() : this) {
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+ clamp(min: Vec3 | number, max: Vec3 | number, out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
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  const minX = typeof min === 'number' ? min : min[0]
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  const minY = typeof min === 'number' ? min : min[1]
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  const minZ = typeof min === 'number' ? min : min[2]
@@ -868,7 +868,7 @@ export class Vec3 extends Float32Array {
868
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  * @param {Vec3} out the receiving vector, defaults to this
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  * @returns {Vec3} out
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  */
871
- mix(b: Vec3, t: Vec3 | number, out = glm.ALWAYS_COPY ? new Vec3() : this) {
871
+ mix(b: Vec3, t: Vec3 | number, out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
872
872
  if (typeof t === 'number') {
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  out[0] = this[0] + (b[0] - this[0]) * t
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  out[1] = this[1] + (b[1] - this[1]) * t
@@ -887,7 +887,7 @@ export class Vec3 extends Float32Array {
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  * @param {Vec3} out the receiving vector, defaults to this
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  * @returns {Vec3} out
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  */
890
- step(edge: Vec3 | number, out = glm.ALWAYS_COPY ? new Vec3() : this) {
890
+ step(edge: Vec3 | number, out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
891
891
  if (typeof edge === 'number') {
892
892
  out[0] = this[0] < edge ? 0 : 1
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  out[1] = this[1] < edge ? 0 : 1
@@ -907,7 +907,7 @@ export class Vec3 extends Float32Array {
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  * @param {Vec3} out the receiving vector, defaults to this
908
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  * @returns {Vec3} out
909
909
  */
910
- smoothstep(edge0: Vec3 | number, edge1: Vec3 | number, out = glm.ALWAYS_COPY ? new Vec3() : this) {
910
+ smoothstep(edge0: Vec3 | number, edge1: Vec3 | number, out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
911
911
  const e0x = typeof edge0 === 'number' ? edge0 : edge0[0]
912
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  const e0y = typeof edge0 === 'number' ? edge0 : edge0[1]
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  const e0z = typeof edge0 === 'number' ? edge0 : edge0[2]
@@ -928,7 +928,7 @@ export class Vec3 extends Float32Array {
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  * @param {Vec3} out the receiving vector, defaults to this
929
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  * @returns {Vec3} out
930
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  */
931
- fract(out = glm.ALWAYS_COPY ? new Vec3() : this) {
931
+ fract(out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
932
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  out[0] = this[0] - Math.floor(this[0])
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  out[1] = this[1] - Math.floor(this[1])
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  out[2] = this[2] - Math.floor(this[2])
@@ -940,7 +940,7 @@ export class Vec3 extends Float32Array {
940
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  * @param {Vec3} out the receiving vector, defaults to this
941
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  * @returns {Vec3} out
942
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  */
943
- sign(out = glm.ALWAYS_COPY ? new Vec3() : this) {
943
+ sign(out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
944
944
  out[0] = this[0] > 0 ? 1 : this[0] < 0 ? -1 : 0
945
945
  out[1] = this[1] > 0 ? 1 : this[1] < 0 ? -1 : 0
946
946
  out[2] = this[2] > 0 ? 1 : this[2] < 0 ? -1 : 0
@@ -952,7 +952,7 @@ export class Vec3 extends Float32Array {
952
952
  * @param {Vec3} out the receiving vector, defaults to this
953
953
  * @returns {Vec3} out
954
954
  */
955
- saturate(out = glm.ALWAYS_COPY ? new Vec3() : this) {
955
+ saturate(out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
956
956
  out[0] = Math.min(Math.max(this[0], 0), 1)
957
957
  out[1] = Math.min(Math.max(this[1], 0), 1)
958
958
  out[2] = Math.min(Math.max(this[2], 0), 1)
@@ -965,7 +965,7 @@ export class Vec3 extends Float32Array {
965
965
  * @param {Vec3} out the receiving vector, defaults to this
966
966
  * @returns {Vec3} out
967
967
  */
968
- transformMat3(m: Mat3, out = glm.ALWAYS_COPY ? new Vec3() : this) {
968
+ transformMat3(m: Mat3, out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
969
969
  const x = this[0], y = this[1], z = this[2]
970
970
  out[0] = x * m[0] + y * m[3] + z * m[6]
971
971
  out[1] = x * m[1] + y * m[4] + z * m[7]
@@ -980,7 +980,7 @@ export class Vec3 extends Float32Array {
980
980
  * @param {Vec3} out the receiving vector, defaults to this
981
981
  * @returns {Vec3} out
982
982
  */
983
- transformMat4(m: Mat4, out = glm.ALWAYS_COPY ? new Vec3() : this) {
983
+ transformMat4(m: Mat4, out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
984
984
  const x = this[0], y = this[1], z = this[2]
985
985
  let w = m[3] * x + m[7] * y + m[11] * z + m[15]
986
986
  w = w || 1.0
@@ -997,7 +997,7 @@ export class Vec3 extends Float32Array {
997
997
  * @param {Vec3} out the receiving vector, defaults to this
998
998
  * @returns {Vec3} out
999
999
  */
1000
- transformQuat(q: Quat, out = glm.ALWAYS_COPY ? new Vec3() : this) {
1000
+ transformQuat(q: Quat, out = glmaths.ALWAYS_COPY ? new Vec3() : this) {
1001
1001
  const qx = q[0], qy = q[1], qz = q[2], qw = q[3]
1002
1002
  const x = this[0], y = this[1], z = this[2]
1003
1003
  let uvx = qy * z - qz * y, uvy = qz * x - qx * z, uvz = qx * y - qy * x
package/src/vec4.ts CHANGED
@@ -1,4 +1,4 @@
1
- import glm from '.'
1
+ import glmaths from '.'
2
2
  import { equals, defineSwizzles } from './internalUtils'
3
3
  import { Vec2 } from './vec2'
4
4
  import { Vec3 } from './vec3'
@@ -53,7 +53,7 @@ export class Vec4 extends Float32Array {
53
53
  * @param {Vec4} out the receiving vector, defaults to this
54
54
  * @returns {Vec4} out
55
55
  */
56
- plus(b: Vec4 | number, out = glm.ALWAYS_COPY ? new Vec4() : this) {
56
+ plus(b: Vec4 | number, out = glmaths.ALWAYS_COPY ? new Vec4() : this) {
57
57
  if (typeof b === 'number') {
58
58
  out[0] = this[0] + b
59
59
  out[1] = this[1] + b
@@ -75,7 +75,7 @@ export class Vec4 extends Float32Array {
75
75
  * @param {Vec4} out the receiving vector, defaults to this
76
76
  * @returns {Vec4} out
77
77
  */
78
- minus(b: Vec4 | number, out = glm.ALWAYS_COPY ? new Vec4() : this) {
78
+ minus(b: Vec4 | number, out = glmaths.ALWAYS_COPY ? new Vec4() : this) {
79
79
  if (typeof b === 'number') {
80
80
  out[0] = this[0] - b
81
81
  out[1] = this[1] - b
@@ -97,7 +97,7 @@ export class Vec4 extends Float32Array {
97
97
  * @param {Vec4} out the receiving vector, defaults to this
98
98
  * @returns {Vec4} out
99
99
  */
100
- mult(b: Vec4 | number, out = glm.ALWAYS_COPY ? new Vec4() : this) {
100
+ mult(b: Vec4 | number, out = glmaths.ALWAYS_COPY ? new Vec4() : this) {
101
101
  if (typeof b === 'number') {
102
102
  out[0] = this[0] * b
103
103
  out[1] = this[1] * b
@@ -119,7 +119,7 @@ export class Vec4 extends Float32Array {
119
119
  * @param {Vec4} out the receiving vector, defaults to this
120
120
  * @returns {Vec4} out
121
121
  */
122
- div(b: Vec4 | number, out = glm.ALWAYS_COPY ? new Vec4() : this) {
122
+ div(b: Vec4 | number, out = glmaths.ALWAYS_COPY ? new Vec4() : this) {
123
123
  if (typeof b === 'number') {
124
124
  out[0] = this[0] / b
125
125
  out[1] = this[1] / b
@@ -134,7 +134,7 @@ export class Vec4 extends Float32Array {
134
134
  return out
135
135
  }
136
136
 
137
- invDiv(b: Vec4 | number, out = glm.ALWAYS_COPY ? new Vec4() : this) {
137
+ invDiv(b: Vec4 | number, out = glmaths.ALWAYS_COPY ? new Vec4() : this) {
138
138
  if (typeof b === 'number') {
139
139
  out[0] = b / this[0]
140
140
  out[1] = b / this[1]
@@ -155,14 +155,14 @@ export class Vec4 extends Float32Array {
155
155
  * @param {Vec4} out the receiving vector, defaults to this
156
156
  * @returns {Vec4} out
157
157
  */
158
- negate(out = glm.ALWAYS_COPY ? new Vec4() : this) {
158
+ negate(out = glmaths.ALWAYS_COPY ? new Vec4() : this) {
159
159
  out[0] = -this[0]
160
160
  out[1] = -this[1]
161
161
  out[2] = -this[2]
162
162
  out[3] = -this[3]
163
163
  return out
164
164
  }
165
- unaryPlus(out = glm.ALWAYS_COPY ? new Vec4() : this) {
165
+ unaryPlus(out = glmaths.ALWAYS_COPY ? new Vec4() : this) {
166
166
  if (out != this) {
167
167
  out[0] = this[0]
168
168
  out[1] = this[1]
@@ -178,7 +178,7 @@ export class Vec4 extends Float32Array {
178
178
  * @param {Vec4} out the receiving vector, defaults to this
179
179
  * @returns {Vec4} out
180
180
  */
181
- normalize(out = glm.ALWAYS_COPY ? new Vec4() : this): Vec4 {
181
+ normalize(out = glmaths.ALWAYS_COPY ? new Vec4() : this): Vec4 {
182
182
  const x = this[0], y = this[1], z = this[2], w = this[3]
183
183
  let len = x * x + y * y + z * z + w * w
184
184
  if (len > 0) {
@@ -239,7 +239,7 @@ export class Vec4 extends Float32Array {
239
239
  * @param {Vec4} out the receiving vector, defaults to this
240
240
  * @returns {Vec4} out
241
241
  */
242
- floor(out = glm.ALWAYS_COPY ? new Vec4() : this) {
242
+ floor(out = glmaths.ALWAYS_COPY ? new Vec4() : this) {
243
243
  out[0] = Math.floor(this[0])
244
244
  out[1] = Math.floor(this[1])
245
245
  out[2] = Math.floor(this[2])
@@ -252,7 +252,7 @@ export class Vec4 extends Float32Array {
252
252
  * @param {Vec4} out the receiving vector, defaults to this
253
253
  * @returns {Vec4} out
254
254
  */
255
- round(out = glm.ALWAYS_COPY ? new Vec4() : this) {
255
+ round(out = glmaths.ALWAYS_COPY ? new Vec4() : this) {
256
256
  out[0] = Math.round(this[0])
257
257
  out[1] = Math.round(this[1])
258
258
  out[2] = Math.round(this[2])
@@ -265,7 +265,7 @@ export class Vec4 extends Float32Array {
265
265
  * @param {Vec4} out the receiving vector, defaults to this
266
266
  * @returns {Vec4} out
267
267
  */
268
- ceil(out = glm.ALWAYS_COPY ? new Vec4() : this) {
268
+ ceil(out = glmaths.ALWAYS_COPY ? new Vec4() : this) {
269
269
  out[0] = Math.ceil(this[0])
270
270
  out[1] = Math.ceil(this[1])
271
271
  out[2] = Math.ceil(this[2])
@@ -279,7 +279,7 @@ export class Vec4 extends Float32Array {
279
279
  * @param {Vec4} out the receiving vector, defaults to this
280
280
  * @returns {Vec4} out
281
281
  */
282
- inverse(out = glm.ALWAYS_COPY ? new Vec4() : this) {
282
+ inverse(out = glmaths.ALWAYS_COPY ? new Vec4() : this) {
283
283
  out[0] = 1.0 / this[0]
284
284
  out[1] = 1.0 / this[1]
285
285
  out[2] = 1.0 / this[2]
@@ -320,14 +320,14 @@ export class Vec4 extends Float32Array {
320
320
  let s1, s2
321
321
  let rand
322
322
 
323
- rand = glm.RANDOM()
323
+ rand = glmaths.RANDOM()
324
324
  v1 = rand * 2 - 1
325
- v2 = (4 * glm.RANDOM() - 2) * Math.sqrt(rand * -rand + rand)
325
+ v2 = (4 * glmaths.RANDOM() - 2) * Math.sqrt(rand * -rand + rand)
326
326
  s1 = v1 * v1 + v2 * v2
327
327
 
328
- rand = glm.RANDOM()
328
+ rand = glmaths.RANDOM()
329
329
  v3 = rand * 2 - 1
330
- v4 = (4 * glm.RANDOM() - 2) * Math.sqrt(rand * -rand + rand)
330
+ v4 = (4 * glmaths.RANDOM() - 2) * Math.sqrt(rand * -rand + rand)
331
331
  s2 = v3 * v3 + v4 * v4
332
332
 
333
333
  const d = Math.sqrt((1 - s1) / s2)
@@ -539,7 +539,7 @@ export class Vec4 extends Float32Array {
539
539
  * @param {Vec4} out the receiving vector
540
540
  * @returns {Vec4} out
541
541
  */
542
- scaleAndAdd(b: Vec4, scale: number, out = glm.ALWAYS_COPY ? new Vec4() : this) {
542
+ scaleAndAdd(b: Vec4, scale: number, out = glmaths.ALWAYS_COPY ? new Vec4() : this) {
543
543
  out[0] = this[0] + b[0] * scale
544
544
  out[1] = this[1] + b[1] * scale
545
545
  out[2] = this[2] + b[2] * scale
@@ -553,7 +553,7 @@ export class Vec4 extends Float32Array {
553
553
  * @param {Vec4} out the receiving vector
554
554
  * @returns {Vec4} out
555
555
  */
556
- abs(out = glm.ALWAYS_COPY ? new Vec4() : this) {
556
+ abs(out = glmaths.ALWAYS_COPY ? new Vec4() : this) {
557
557
  out[0] = Math.abs(this[0])
558
558
  out[1] = Math.abs(this[1])
559
559
  out[2] = Math.abs(this[2])
@@ -569,7 +569,7 @@ export class Vec4 extends Float32Array {
569
569
  * @param {Vec4} out the receiving vector
570
570
  * @returns {Vec4} out
571
571
  */
572
- clamp(min: Vec4 | number, max: Vec4 | number, out = glm.ALWAYS_COPY ? new Vec4() : this) {
572
+ clamp(min: Vec4 | number, max: Vec4 | number, out = glmaths.ALWAYS_COPY ? new Vec4() : this) {
573
573
  const minX = typeof min === 'number' ? min : min[0]
574
574
  const minY = typeof min === 'number' ? min : min[1]
575
575
  const minZ = typeof min === 'number' ? min : min[2]
@@ -593,7 +593,7 @@ export class Vec4 extends Float32Array {
593
593
  * @param {Vec4} out the receiving vector
594
594
  * @returns {Vec4} out
595
595
  */
596
- mix(b: Vec4, t: Vec4 | number, out = glm.ALWAYS_COPY ? new Vec4() : this) {
596
+ mix(b: Vec4, t: Vec4 | number, out = glmaths.ALWAYS_COPY ? new Vec4() : this) {
597
597
  if (typeof t === 'number') {
598
598
  out[0] = this[0] + (b[0] - this[0]) * t
599
599
  out[1] = this[1] + (b[1] - this[1]) * t
@@ -615,7 +615,7 @@ export class Vec4 extends Float32Array {
615
615
  * @param {Vec4} out the receiving vector
616
616
  * @returns {Vec4} out
617
617
  */
618
- step(edge: Vec4 | number, out = glm.ALWAYS_COPY ? new Vec4() : this) {
618
+ step(edge: Vec4 | number, out = glmaths.ALWAYS_COPY ? new Vec4() : this) {
619
619
  if (typeof edge === 'number') {
620
620
  out[0] = this[0] < edge ? 0 : 1
621
621
  out[1] = this[1] < edge ? 0 : 1
@@ -638,7 +638,7 @@ export class Vec4 extends Float32Array {
638
638
  * @param {Vec4} out the receiving vector
639
639
  * @returns {Vec4} out
640
640
  */
641
- smoothstep(edge0: Vec4 | number, edge1: Vec4 | number, out = glm.ALWAYS_COPY ? new Vec4() : this) {
641
+ smoothstep(edge0: Vec4 | number, edge1: Vec4 | number, out = glmaths.ALWAYS_COPY ? new Vec4() : this) {
642
642
  const e0x = typeof edge0 === 'number' ? edge0 : edge0[0]
643
643
  const e0y = typeof edge0 === 'number' ? edge0 : edge0[1]
644
644
  const e0z = typeof edge0 === 'number' ? edge0 : edge0[2]
@@ -664,7 +664,7 @@ export class Vec4 extends Float32Array {
664
664
  * @param {Vec4} out the receiving vector
665
665
  * @returns {Vec4} out
666
666
  */
667
- fract(out = glm.ALWAYS_COPY ? new Vec4() : this) {
667
+ fract(out = glmaths.ALWAYS_COPY ? new Vec4() : this) {
668
668
  out[0] = this[0] - Math.floor(this[0])
669
669
  out[1] = this[1] - Math.floor(this[1])
670
670
  out[2] = this[2] - Math.floor(this[2])
@@ -678,7 +678,7 @@ export class Vec4 extends Float32Array {
678
678
  * @param {Vec4} out the receiving vector
679
679
  * @returns {Vec4} out
680
680
  */
681
- sign(out = glm.ALWAYS_COPY ? new Vec4() : this) {
681
+ sign(out = glmaths.ALWAYS_COPY ? new Vec4() : this) {
682
682
  out[0] = this[0] > 0 ? 1 : this[0] < 0 ? -1 : 0
683
683
  out[1] = this[1] > 0 ? 1 : this[1] < 0 ? -1 : 0
684
684
  out[2] = this[2] > 0 ? 1 : this[2] < 0 ? -1 : 0
@@ -692,7 +692,7 @@ export class Vec4 extends Float32Array {
692
692
  * @param {Vec4} out the receiving vector
693
693
  * @returns {Vec4} out
694
694
  */
695
- saturate(out = glm.ALWAYS_COPY ? new Vec4() : this) {
695
+ saturate(out = glmaths.ALWAYS_COPY ? new Vec4() : this) {
696
696
  out[0] = Math.min(Math.max(this[0], 0), 1)
697
697
  out[1] = Math.min(Math.max(this[1], 0), 1)
698
698
  out[2] = Math.min(Math.max(this[2], 0), 1)
@@ -707,7 +707,7 @@ export class Vec4 extends Float32Array {
707
707
  * @param {Vec4} out the receiving vector
708
708
  * @returns {Vec4} out
709
709
  */
710
- transformMat4(m: Mat4, out = glm.ALWAYS_COPY ? new Vec4() : this) {
710
+ transformMat4(m: Mat4, out = glmaths.ALWAYS_COPY ? new Vec4() : this) {
711
711
  const x = this[0], y = this[1], z = this[2], w = this[3]
712
712
  out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w
713
713
  out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w
@@ -723,7 +723,7 @@ export class Vec4 extends Float32Array {
723
723
  * @param {Vec4} out the receiving vector
724
724
  * @returns {Vec4} out
725
725
  */
726
- transformQuat(q: Quat, out = glm.ALWAYS_COPY ? new Vec4() : this) {
726
+ transformQuat(q: Quat, out = glmaths.ALWAYS_COPY ? new Vec4() : this) {
727
727
  const qx = q[0], qy = q[1], qz = q[2], qw = q[3]
728
728
  const x = this[0], y = this[1], z = this[2]
729
729
  let uvx = qy * z - qz * y, uvy = qz * x - qx * z, uvz = qx * y - qy * x