glmaths 0.0.1 → 0.0.2

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package/src/quat.ts CHANGED
@@ -1,4 +1,4 @@
1
- import glm from '.'
1
+ import glmaths from '.'
2
2
  import { vec3, Vec3 } from './vec3'
3
3
  import { vec4, Vec4 } from './vec4'
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  import { Mat3 } from './mat3'
@@ -37,7 +37,7 @@ export class Quat extends Float32Array {
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  * @param {Quat} out the receiving quaternion, defaults to this
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  * @returns {Quat} out
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  */
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- multiply(b: Quat | number, out: Quat = glm.ALWAYS_COPY ? new Quat() : this): Quat {
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+ multiply(b: Quat | number, out: Quat = glmaths.ALWAYS_COPY ? new Quat() : this): Quat {
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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
@@ -80,7 +80,7 @@ export class Quat extends Float32Array {
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  * @param {Quat} out the receiving quaternion, defaults to this
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  * @returns {Quat} out
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  */
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- setAxisAngle(axis: Vec3, rad: number, out = glm.ALWAYS_COPY ? quat() : this): Quat {
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+ setAxisAngle(axis: Vec3, rad: number, out = glmaths.ALWAYS_COPY ? quat() : this): Quat {
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  rad *= 0.5
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  const s = Math.sin(rad)
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  out[0] = s * axis[0]
@@ -106,7 +106,7 @@ export class Quat extends Float32Array {
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  const rad = Math.acos(this[3]) * 2.0
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  const s = Math.sin(rad / 2.0)
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  if (out_axis) {
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- if (s > glm.EPSILON) {
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+ if (s > glmaths.EPSILON) {
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  out_axis[0] = this[0] / s
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  out_axis[1] = this[1] / s
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  out_axis[2] = this[2] / s
@@ -146,7 +146,7 @@ export class Quat extends Float32Array {
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  * @param {Quat} out the receiving quaternion, defaults to this
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  * @returns {Quat} out
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  */
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- rotateX(rad: number, out = glm.ALWAYS_COPY ? quat() : this) {
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+ rotateX(rad: number, out = glmaths.ALWAYS_COPY ? quat() : this) {
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  rad *= 0.5
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  const ax = this[0], ay = this[1], az = this[2], aw = this[3]
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  const bx = Math.sin(rad), bw = Math.cos(rad)
@@ -164,7 +164,7 @@ export class Quat extends Float32Array {
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  * @param {Quat} out the receiving quaternion, defaults to this
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  * @returns {Quat} out
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  */
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- rotateY(rad: number, out = glm.ALWAYS_COPY ? quat() : this) {
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+ rotateY(rad: number, out = glmaths.ALWAYS_COPY ? quat() : this) {
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  rad *= 0.5
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  const ax = this[0], ay = this[1], az = this[2], aw = this[3]
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  const by = Math.sin(rad), bw = Math.cos(rad)
@@ -181,7 +181,7 @@ export class Quat extends Float32Array {
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  * @param {Quat} out the receiving quaternion, defaults to this
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  * @returns {Quat} out
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  */
184
- rotateZ(rad: number, out = glm.ALWAYS_COPY ? quat() : this) {
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+ rotateZ(rad: number, out = glmaths.ALWAYS_COPY ? quat() : this) {
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  rad *= 0.5
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  const ax = this[0], ay = this[1], az = this[2], aw = this[3]
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  const bz = Math.sin(rad), bw = Math.cos(rad)
@@ -226,7 +226,7 @@ export class Quat extends Float32Array {
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  * @param {Quat} out the receiving quaternion, defaults to this
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  * @returns {Quat} out
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  */
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- exp(out = glm.ALWAYS_COPY ? quat() : this): Quat {
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+ exp(out = glmaths.ALWAYS_COPY ? quat() : this): Quat {
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  const x = this[0], y = this[1], z = this[2], w = this[3]
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  const r = Math.sqrt(x * x + y * y + z * z)
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  const et = Math.exp(w)
@@ -261,7 +261,7 @@ export class Quat extends Float32Array {
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  * @param {Quat} out the receiving quaternion, defaults to this
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  * @returns {Quat} out
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  */
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- ln(out = glm.ALWAYS_COPY ? quat() : this): Quat {
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+ ln(out = glmaths.ALWAYS_COPY ? quat() : this): Quat {
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  const x = this[0], y = this[1], z = this[2], w = this[3]
266
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  const r = Math.sqrt(x * x + y * y + z * z)
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  const t = r > 0 ? Math.atan2(r, w) / r : 0
@@ -310,7 +310,7 @@ export class Quat extends Float32Array {
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  bw = -bw;
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  }
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  // calculate coefficients
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- if (1.0 - cosom > glm.EPSILON) {
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+ if (1.0 - cosom > glmaths.EPSILON) {
314
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  // standard case (slerp)
315
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  omega = Math.acos(cosom);
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  sinom = Math.sin(omega);
@@ -337,7 +337,7 @@ export class Quat extends Float32Array {
337
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  * @param {Quat} out the receiving quaternion, defaults to this
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  * @returns {Quat} out
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  */
340
- slerp(b: Quat, t: number, out = glm.ALWAYS_COPY ? quat() : this): Quat {
340
+ slerp(b: Quat, t: number, out = glmaths.ALWAYS_COPY ? quat() : this): Quat {
341
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  let ax = this[0], ay = this[1], az = this[2], aw = this[3]
342
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  let bx = b[0], by = b[1], bz = b[2], bw = b[3]
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@@ -353,7 +353,7 @@ export class Quat extends Float32Array {
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  bw = -bw;
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  }
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  // calculate coefficients
356
- if (1.0 - cosom > glm.EPSILON) {
356
+ if (1.0 - cosom > glmaths.EPSILON) {
357
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  // standard case (slerp)
358
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  omega = Math.acos(cosom);
359
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  sinom = Math.sin(omega);
@@ -382,9 +382,9 @@ export class Quat extends Float32Array {
382
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  static random(out = quat()) {
383
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  // Implementation of http://planning.cs.uiuc.edu/node198.html
384
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  // TODO: Calling random 3 times is probably not the fastest solution
385
- let u1 = glm.RANDOM()
386
- let u2 = glm.RANDOM()
387
- let u3 = glm.RANDOM()
385
+ let u1 = glmaths.RANDOM()
386
+ let u2 = glmaths.RANDOM()
387
+ let u3 = glmaths.RANDOM()
388
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  let sqrt1MinusU1 = Math.sqrt(1 - u1)
389
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  let sqrtU1 = Math.sqrt(u1)
390
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  out[0] = sqrt1MinusU1 * Math.sin(2.0 * Math.PI * u2)
@@ -418,7 +418,7 @@ export class Quat extends Float32Array {
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  * @param {Quat} out the receiving quaternion, defaults to this
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  * @returns {Quat} out
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  */
421
- invert(out = glm.ALWAYS_COPY ? quat() : this) {
421
+ invert(out = glmaths.ALWAYS_COPY ? quat() : this) {
422
422
  const a0 = this[0], a1 = this[1], a2 = this[2], a3 = this[3]
423
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  const dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;
424
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  const invDot = dot ? 1.0 / dot : 0;
@@ -450,7 +450,7 @@ export class Quat extends Float32Array {
450
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  * @param {Quat} out the receiving quaternion, defaults to this
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  * @returns {Quat} out
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  */
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- conjugate(out = glm.ALWAYS_COPY ? quat() : this): Quat {
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+ conjugate(out = glmaths.ALWAYS_COPY ? quat() : this): Quat {
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  out[0] = -this[0]
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  out[1] = -this[1]
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  out[2] = -this[2]
@@ -504,7 +504,7 @@ export class Quat extends Float32Array {
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  * @param {Quat} out the receiving quaternion, defaults to quat()
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  * @returns {Quat} out
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  */
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- static fromEuler(x: number, y: number, z: number, order = glm.ANGLE_ORDER, out = quat()) {
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+ static fromEuler(x: number, y: number, z: number, order = glmaths.ANGLE_ORDER, out = quat()) {
508
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  let halfToRad = Math.PI / 360
509
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  x *= halfToRad
510
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  z *= halfToRad
@@ -596,7 +596,7 @@ export class Quat extends Float32Array {
596
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  * @returns {Boolean} true if the quaternions represent the same rotation
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  */
598
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  equals(b: Quat) {
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- return Math.abs(Quat.dot(this, b)) >= 1 - glm.EPSILON
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+ return Math.abs(Quat.dot(this, b)) >= 1 - glmaths.EPSILON
600
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  }
601
601
 
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  private static tmpVec3 = vec3()
@@ -668,7 +668,7 @@ export class Quat extends Float32Array {
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  Quat.tmpMat3[4] = up[1]
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  Quat.tmpMat3[7] = up[2]
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- const vs = glm.LEFT_HANDED ? 1 : -1
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+ const vs = glmaths.LEFT_HANDED ? 1 : -1
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  Quat.tmpMat3[2] = vs * view[0]
673
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  Quat.tmpMat3[5] = vs * view[1]
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  Quat.tmpMat3[8] = vs * view[2]
@@ -682,7 +682,7 @@ export class Quat extends Float32Array {
682
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  * @param {Quat} out the receiving vector, defaults to this
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  * @returns {Quat} out
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  */
685
- normalize(out = glm.ALWAYS_COPY ? new Quat() : this): Quat {
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+ normalize(out = glmaths.ALWAYS_COPY ? new Quat() : this): Quat {
686
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  const x = this[0], y = this[1], z = this[2], w = this[3]
687
687
  let len = x * x + y * y + z * z + w * w
688
688
  if (len > 0) {
@@ -708,7 +708,7 @@ export class Quat extends Float32Array {
708
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  const s = Vec3.cross(f, up).normalize()
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  const u = Vec3.cross(s, f)
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  const m = new Mat3()
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- const vs = glm.LEFT_HANDED ? 1 : -1
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+ const vs = glmaths.LEFT_HANDED ? 1 : -1
712
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  m[0] = s[0]; m[1] = u[0]; m[2] = vs * f[0]
713
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  m[3] = s[1]; m[4] = u[1]; m[5] = vs * f[1]
714
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  m[6] = s[2]; m[7] = u[2]; m[8] = vs * f[2]
package/src/quat2.ts CHANGED
@@ -1,4 +1,4 @@
1
- import glm from '.'
1
+ import glmaths from '.'
2
2
  import { equals } from './internalUtils'
3
3
  import { Vec3 } from './vec3'
4
4
  import { Quat } from './quat'
@@ -167,7 +167,7 @@ export class Quat2 extends Float32Array {
167
167
  * @returns {Quat2} out
168
168
  */
169
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  // @ts-ignore
170
- multiply = (b: Quat2, out = glm.ALWAYS_COPY ? new Quat2() : this): Quat2 => {
170
+ multiply = (b: Quat2, out = glmaths.ALWAYS_COPY ? new Quat2() : this): Quat2 => {
171
171
  const ax0 = this[0], ay0 = this[1], az0 = this[2], aw0 = this[3]
172
172
  const bx1 = b[4], by1 = b[5], bz1 = b[6], bw1 = b[7]
173
173
  const ax1 = this[4], ay1 = this[5], az1 = this[6], aw1 = this[7]
@@ -196,7 +196,7 @@ export class Quat2 extends Float32Array {
196
196
  * @param {Quat2} out the receiving dual quaternion, defaults to this
197
197
  * @returns {Quat2} out
198
198
  */
199
- translate(v: Vec3, out = glm.ALWAYS_COPY ? new Quat2() : this): Quat2 {
199
+ translate(v: Vec3, out = glmaths.ALWAYS_COPY ? new Quat2() : this): Quat2 {
200
200
  const ax1 = this[0], ay1 = this[1], az1 = this[2], aw1 = this[3]
201
201
  const bx1 = v[0] * 0.5, by1 = v[1] * 0.5, bz1 = v[2] * 0.5
202
202
  const ax2 = this[4], ay2 = this[5], az2 = this[6], aw2 = this[7]
@@ -214,7 +214,7 @@ export class Quat2 extends Float32Array {
214
214
  * @param {Quat2} out the receiving dual quaternion, defaults to this
215
215
  * @returns {Quat2} out
216
216
  */
217
- conjugate(out = glm.ALWAYS_COPY ? new Quat2() : this): Quat2 {
217
+ conjugate(out = glmaths.ALWAYS_COPY ? new Quat2() : this): Quat2 {
218
218
  out[0] = -this[0]; out[1] = -this[1]; out[2] = -this[2]; out[3] = this[3]
219
219
  out[4] = -this[4]; out[5] = -this[5]; out[6] = -this[6]; out[7] = this[7]
220
220
  return out
@@ -226,7 +226,7 @@ export class Quat2 extends Float32Array {
226
226
  * @param {Quat2} out the receiving dual quaternion, defaults to this
227
227
  * @returns {Quat2} out
228
228
  */
229
- invert(out = glm.ALWAYS_COPY ? new Quat2() : this): Quat2 {
229
+ invert(out = glmaths.ALWAYS_COPY ? new Quat2() : this): Quat2 {
230
230
  const sqlen = this.squaredLength()
231
231
  out[0] = -this[0] / sqlen; out[1] = -this[1] / sqlen
232
232
  out[2] = -this[2] / sqlen; out[3] = this[3] / sqlen
@@ -260,7 +260,7 @@ export class Quat2 extends Float32Array {
260
260
  * @param {Quat2} out the receiving dual quaternion, defaults to this
261
261
  * @returns {Quat2} out
262
262
  */
263
- normalize(out = glm.ALWAYS_COPY ? new Quat2() : this): Quat2 {
263
+ normalize(out = glmaths.ALWAYS_COPY ? new Quat2() : this): Quat2 {
264
264
  let magnitude = this.squaredLength()
265
265
  if (magnitude > 0) {
266
266
  magnitude = Math.sqrt(magnitude)
@@ -318,7 +318,7 @@ export class Quat2 extends Float32Array {
318
318
  * @param {Quat2} out the receiving dual quaternion, defaults to this
319
319
  * @returns {Quat2} out
320
320
  */
321
- plus(b: Quat2, out = glm.ALWAYS_COPY ? new Quat2() : this): Quat2 {
321
+ plus(b: Quat2, out = glmaths.ALWAYS_COPY ? new Quat2() : this): Quat2 {
322
322
  out[0] = this[0] + b[0]; out[1] = this[1] + b[1]
323
323
  out[2] = this[2] + b[2]; out[3] = this[3] + b[3]
324
324
  out[4] = this[4] + b[4]; out[5] = this[5] + b[5]
@@ -333,7 +333,7 @@ export class Quat2 extends Float32Array {
333
333
  * @param {Quat2} out the receiving dual quaternion, defaults to this
334
334
  * @returns {Quat2} out
335
335
  */
336
- scale(s: number, out = glm.ALWAYS_COPY ? new Quat2() : this): Quat2 {
336
+ scale(s: number, out = glmaths.ALWAYS_COPY ? new Quat2() : this): Quat2 {
337
337
  out[0] = this[0] * s; out[1] = this[1] * s
338
338
  out[2] = this[2] * s; out[3] = this[3] * s
339
339
  out[4] = this[4] * s; out[5] = this[5] * s
package/src/vec2.ts CHANGED
@@ -1,4 +1,4 @@
1
- import glm from '.'
1
+ import glmaths from '.'
2
2
  import { equals, defineSwizzles } from './internalUtils'
3
3
  import { Vec3 } from './vec3'
4
4
  import { Vec4 } from './vec4'
@@ -45,7 +45,7 @@ export class Vec2 extends Float32Array {
45
45
  * @param {Vec2} out the receiving vector, defaults to this
46
46
  * @returns {Vec2} out
47
47
  */
48
- plus(b: Vec2 | number, out = glm.ALWAYS_COPY ? new Vec2() : this) {
48
+ plus(b: Vec2 | number, out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
49
49
  if (typeof b === 'number') {
50
50
  out[0] = this[0] + b
51
51
  out[1] = this[1] + b
@@ -63,7 +63,7 @@ export class Vec2 extends Float32Array {
63
63
  * @param {Vec2} out the receiving vector, defaults to this
64
64
  * @returns {Vec2} out
65
65
  */
66
- minus(b: Vec2 | number, out = glm.ALWAYS_COPY ? new Vec2() : this) {
66
+ minus(b: Vec2 | number, out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
67
67
  if (typeof b === 'number') {
68
68
  out[0] = this[0] - b
69
69
  out[1] = this[1] - b
@@ -81,7 +81,7 @@ export class Vec2 extends Float32Array {
81
81
  * @param {Vec2} out the receiving vector, defaults to this
82
82
  * @returns {Vec2} out
83
83
  */
84
- mult(b: Vec2 | number, out = glm.ALWAYS_COPY ? new Vec2() : this) {
84
+ mult(b: Vec2 | number, out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
85
85
  if (typeof b === 'number') {
86
86
  out[0] = this[0] * b
87
87
  out[1] = this[1] * b
@@ -99,7 +99,7 @@ export class Vec2 extends Float32Array {
99
99
  * @param {Vec2} out the receiving vector, defaults to this
100
100
  * @returns {Vec2} out
101
101
  */
102
- div(b: Vec2 | number, out = glm.ALWAYS_COPY ? new Vec2() : this) {
102
+ div(b: Vec2 | number, out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
103
103
  if (typeof b === 'number') {
104
104
  out[0] = this[0] / b
105
105
  out[1] = this[1] / b
@@ -117,7 +117,7 @@ export class Vec2 extends Float32Array {
117
117
  * @param {Vec2} out the receiving vector, defaults to this
118
118
  * @returns {Vec2} out
119
119
  */
120
- invDiv(a: Vec2 | number, out = glm.ALWAYS_COPY ? new Vec2() : this) {
120
+ invDiv(a: Vec2 | number, out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
121
121
  if (typeof a === 'number') {
122
122
  out[0] = a / this[0]
123
123
  out[1] = a / this[1]
@@ -135,7 +135,7 @@ export class Vec2 extends Float32Array {
135
135
  * @param {Vec2} out the receiving vector, defaults to this
136
136
  * @returns {Vec2} out
137
137
  */
138
- rem(b: Vec2 | number, out = glm.ALWAYS_COPY ? new Vec2() : this) {
138
+ rem(b: Vec2 | number, out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
139
139
  if (typeof b === 'number') {
140
140
  out[0] = this[0] % b
141
141
  out[1] = this[1] % b
@@ -152,12 +152,12 @@ export class Vec2 extends Float32Array {
152
152
  * @param {Vec2} out the receiving vector, defaults to this
153
153
  * @returns {Vec2} out
154
154
  */
155
- negate(out = glm.ALWAYS_COPY ? new Vec2() : this) {
155
+ negate(out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
156
156
  out[0] = -this[0]
157
157
  out[1] = -this[1]
158
158
  return out
159
159
  }
160
- unaryPlus(out = glm.ALWAYS_COPY ? new Vec2() : this) {
160
+ unaryPlus(out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
161
161
  if (out != this) {
162
162
  out[0] = this[0]
163
163
  out[1] = this[1]
@@ -170,7 +170,7 @@ export class Vec2 extends Float32Array {
170
170
  *
171
171
  * @returns {Vec2} this
172
172
  */
173
- normalize(out = glm.ALWAYS_COPY ? new Vec2() : this) {
173
+ normalize(out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
174
174
  const x = this[0], y = this[1]
175
175
  let len = x * x + y * y
176
176
  if (len > 0) {
@@ -230,7 +230,7 @@ export class Vec2 extends Float32Array {
230
230
  * @param {Vec2} out the receiving vector, defaults to this
231
231
  * @returns {Vec2} out
232
232
  */
233
- floor(out = glm.ALWAYS_COPY ? new Vec2() : this) {
233
+ floor(out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
234
234
  out[0] = Math.floor(this[0])
235
235
  out[1] = Math.floor(this[1])
236
236
  return out
@@ -241,7 +241,7 @@ export class Vec2 extends Float32Array {
241
241
  * @param {Vec2} out the receiving vector, defaults to this
242
242
  * @returns {Vec2} out
243
243
  */
244
- round(out = glm.ALWAYS_COPY ? new Vec2() : this) {
244
+ round(out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
245
245
  out[0] = Math.round(this[0])
246
246
  out[1] = Math.round(this[1])
247
247
  return out
@@ -253,7 +253,7 @@ export class Vec2 extends Float32Array {
253
253
  * @param {Vec2} out the receiving vector, defaults to this
254
254
  * @returns {Vec2} out
255
255
  */
256
- ceil(out = glm.ALWAYS_COPY ? new Vec2() : this) {
256
+ ceil(out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
257
257
  out[0] = Math.ceil(this[0])
258
258
  out[1] = Math.ceil(this[1])
259
259
  return out
@@ -265,7 +265,7 @@ export class Vec2 extends Float32Array {
265
265
  * @param {Vec2} out the receiving vector, defaults to this
266
266
  * @returns {Vec2} out
267
267
  */
268
- inverse(out = glm.ALWAYS_COPY ? new Vec2() : this) {
268
+ inverse(out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
269
269
  out[0] = 1.0 / this[0]
270
270
  out[1] = 1.0 / this[1]
271
271
  return out
@@ -286,7 +286,7 @@ export class Vec2 extends Float32Array {
286
286
  * @param {Vec2} out the receiving vector, defaults to this
287
287
  * @returns {Vec2} out
288
288
  */
289
- rotate(rad = 0, origin: Vec2 = Vec2.ZERO, out = glm.ALWAYS_COPY ? new Vec2() : this) {
289
+ rotate(rad = 0, origin: Vec2 = Vec2.ZERO, out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
290
290
  const p0 = this[0] - origin[0]
291
291
  const p1 = this[1] - origin[1]
292
292
  const sinC = Math.sin(rad)
@@ -312,7 +312,7 @@ export class Vec2 extends Float32Array {
312
312
  * @returns {Vec2} a new random Vec2
313
313
  */
314
314
  static random(scale = 1.0, out = new Vec2()) {
315
- const angleR = glm.RANDOM() * 2.0 * Math.PI
315
+ const angleR = glmaths.RANDOM() * 2.0 * Math.PI
316
316
  out[0] = Math.cos(angleR) * scale
317
317
  out[1] = Math.sin(angleR) * scale
318
318
  return out
@@ -515,7 +515,7 @@ export class Vec2 extends Float32Array {
515
515
  * @param {Vec2} out the receiving vector, defaults to this
516
516
  * @returns {Vec2} out
517
517
  */
518
- scaleAndAdd(b: Vec2, scale: number, out = glm.ALWAYS_COPY ? new Vec2() : this) {
518
+ scaleAndAdd(b: Vec2, scale: number, out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
519
519
  out[0] = this[0] + b[0] * scale
520
520
  out[1] = this[1] + b[1] * scale
521
521
  return out
@@ -527,7 +527,7 @@ export class Vec2 extends Float32Array {
527
527
  * @param {Vec2} out the receiving vector, defaults to this
528
528
  * @returns {Vec2} out
529
529
  */
530
- abs(out = glm.ALWAYS_COPY ? new Vec2() : this) {
530
+ abs(out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
531
531
  out[0] = Math.abs(this[0])
532
532
  out[1] = Math.abs(this[1])
533
533
  return out
@@ -539,7 +539,7 @@ export class Vec2 extends Float32Array {
539
539
  * @param {Vec2} out the receiving vector, defaults to this
540
540
  * @returns {Vec2} out
541
541
  */
542
- sign(out = glm.ALWAYS_COPY ? new Vec2() : this) {
542
+ sign(out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
543
543
  out[0] = this[0] > 0 ? 1 : this[0] < 0 ? -1 : 0
544
544
  out[1] = this[1] > 0 ? 1 : this[1] < 0 ? -1 : 0
545
545
  return out
@@ -551,7 +551,7 @@ export class Vec2 extends Float32Array {
551
551
  * @param {Vec2} out the receiving vector, defaults to this
552
552
  * @returns {Vec2} out
553
553
  */
554
- fract(out = glm.ALWAYS_COPY ? new Vec2() : this) {
554
+ fract(out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
555
555
  out[0] = this[0] - Math.floor(this[0])
556
556
  out[1] = this[1] - Math.floor(this[1])
557
557
  return out
@@ -565,7 +565,7 @@ export class Vec2 extends Float32Array {
565
565
  * @param {Vec2} out the receiving vector, defaults to this
566
566
  * @returns {Vec2} out
567
567
  */
568
- clamp(min: Vec2 | number, max: Vec2 | number, out = glm.ALWAYS_COPY ? new Vec2() : this) {
568
+ clamp(min: Vec2 | number, max: Vec2 | number, out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
569
569
  if (typeof min === 'number' && typeof max === 'number') {
570
570
  out[0] = Math.min(Math.max(this[0], min), max)
571
571
  out[1] = Math.min(Math.max(this[1], min), max)
@@ -586,7 +586,7 @@ export class Vec2 extends Float32Array {
586
586
  * @param {Vec2} out the receiving vector, defaults to this
587
587
  * @returns {Vec2} out
588
588
  */
589
- saturate(out = glm.ALWAYS_COPY ? new Vec2() : this) {
589
+ saturate(out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
590
590
  out[0] = Math.min(Math.max(this[0], 0), 1)
591
591
  out[1] = Math.min(Math.max(this[1], 0), 1)
592
592
  return out
@@ -600,7 +600,7 @@ export class Vec2 extends Float32Array {
600
600
  * @param {Vec2} out the receiving vector, defaults to this
601
601
  * @returns {Vec2} out
602
602
  */
603
- mix(b: Vec2, t: Vec2 | number, out = glm.ALWAYS_COPY ? new Vec2() : this) {
603
+ mix(b: Vec2, t: Vec2 | number, out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
604
604
  if (typeof t === 'number') {
605
605
  out[0] = this[0] + (b[0] - this[0]) * t
606
606
  out[1] = this[1] + (b[1] - this[1]) * t
@@ -618,7 +618,7 @@ export class Vec2 extends Float32Array {
618
618
  * @param {Vec2} out the receiving vector, defaults to this
619
619
  * @returns {Vec2} out
620
620
  */
621
- step(edge: Vec2 | number, out = glm.ALWAYS_COPY ? new Vec2() : this) {
621
+ step(edge: Vec2 | number, out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
622
622
  if (typeof edge === 'number') {
623
623
  out[0] = this[0] < edge ? 0 : 1
624
624
  out[1] = this[1] < edge ? 0 : 1
@@ -637,7 +637,7 @@ export class Vec2 extends Float32Array {
637
637
  * @param {Vec2} out the receiving vector, defaults to this
638
638
  * @returns {Vec2} out
639
639
  */
640
- smoothstep(edge0: Vec2 | number, edge1: Vec2 | number, out = glm.ALWAYS_COPY ? new Vec2() : this) {
640
+ smoothstep(edge0: Vec2 | number, edge1: Vec2 | number, out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
641
641
  const e0x = typeof edge0 === 'number' ? edge0 : edge0[0]
642
642
  const e0y = typeof edge0 === 'number' ? edge0 : edge0[1]
643
643
  const e1x = typeof edge1 === 'number' ? edge1 : edge1[0]
@@ -656,7 +656,7 @@ export class Vec2 extends Float32Array {
656
656
  * @param {Vec2} out the receiving vector, defaults to this
657
657
  * @returns {Vec2} out
658
658
  */
659
- transformMat2(m: Mat2, out = glm.ALWAYS_COPY ? new Vec2() : this) {
659
+ transformMat2(m: Mat2, out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
660
660
  const x = this[0], y = this[1]
661
661
  out[0] = m[0] * x + m[2] * y
662
662
  out[1] = m[1] * x + m[3] * y
@@ -670,7 +670,7 @@ export class Vec2 extends Float32Array {
670
670
  * @param {Vec2} out the receiving vector, defaults to this
671
671
  * @returns {Vec2} out
672
672
  */
673
- transformMat2x3(m: Mat2x3, out = glm.ALWAYS_COPY ? new Vec2() : this) {
673
+ transformMat2x3(m: Mat2x3, out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
674
674
  const x = this[0], y = this[1]
675
675
  out[0] = m[0] * x + m[2] * y + m[4]
676
676
  out[1] = m[1] * x + m[3] * y + m[5]
@@ -684,7 +684,7 @@ export class Vec2 extends Float32Array {
684
684
  * @param {Vec2} out the receiving vector, defaults to this
685
685
  * @returns {Vec2} out
686
686
  */
687
- transformMat3(m: Mat3, out = glm.ALWAYS_COPY ? new Vec2() : this) {
687
+ transformMat3(m: Mat3, out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
688
688
  const x = this[0], y = this[1]
689
689
  out[0] = m[0] * x + m[3] * y + m[6]
690
690
  out[1] = m[1] * x + m[4] * y + m[7]
@@ -698,7 +698,7 @@ export class Vec2 extends Float32Array {
698
698
  * @param {Vec2} out the receiving vector, defaults to this
699
699
  * @returns {Vec2} out
700
700
  */
701
- transformMat4(m: Mat4, out = glm.ALWAYS_COPY ? new Vec2() : this) {
701
+ transformMat4(m: Mat4, out = glmaths.ALWAYS_COPY ? new Vec2() : this) {
702
702
  const x = this[0], y = this[1]
703
703
  out[0] = m[0] * x + m[4] * y + m[12]
704
704
  out[1] = m[1] * x + m[5] * y + m[13]