glmaths 0.0.1 → 0.0.3

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "glmaths",
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- "version": "0.0.1",
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+ "version": "0.0.3",
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  "scripts": {
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  "build": "rollup -c",
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  "test": "TS_NODE_PROJECT=tsconfig.test.json node --require ts-node/register --test tests/*.test.ts",
@@ -32,6 +32,6 @@
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  "ts-node": "^10.9.2",
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  "tslib": "^2.8.1",
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  "tsx": "^4.21.0",
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- "typescript": "file:../TypeScript2"
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+ "typescript": "npm:@operated/typescript@^6.0.2"
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  }
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  }
@@ -1,10 +1,10 @@
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- import glm from '.'
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+ import glmaths from '.'
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  import { Vec2 } from './vec2'
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  import { Vec3 } from './vec3'
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  import { Vec4 } from './vec4'
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  export function equals(a: number, b: number) {
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- return Math.abs(a - b) <= glm.EPSILON * Math.max(1.0, Math.abs(a), Math.abs(b))
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+ return Math.abs(a - b) <= glmaths.EPSILON * Math.max(1.0, Math.abs(a), Math.abs(b))
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  }
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  export function defineSwizzles(prototype: any, N = 4, S = ['xyzw', 'rgba', 'stpq', 'uv']) {
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  // let code = `interface Vec${N}Class {`
package/src/mat2.ts CHANGED
@@ -1,4 +1,4 @@
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- import glm from '.'
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+ import glmaths from '.'
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  import { equals } from './internalUtils'
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  import { Vec2 } from './vec2'
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@@ -42,7 +42,7 @@ export class Mat2 extends Float32Array {
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  * @param {Mat2} out the receiving matrix, defaults to this
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  * @returns {Mat2} out
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  */
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- transpose(out = glm.ALWAYS_COPY ? new Mat2() : this) {
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+ transpose(out = glmaths.ALWAYS_COPY ? new Mat2() : this) {
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  if (out === this) {
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  const tmp = out[1]
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  out[1] = out[2]
@@ -62,7 +62,7 @@ export class Mat2 extends Float32Array {
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  * @param {Mat2} out the receiving matrix, defaults to this
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  * @returns {Mat2} out or null if the matrix is not invertible
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  */
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- invert(out = glm.ALWAYS_COPY ? new Mat2() : this) {
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+ invert(out = glmaths.ALWAYS_COPY ? new Mat2() : this) {
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  const a0 = this[0], a1 = this[1], a2 = this[2], a3 = this[3]
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  // Calculate the determinant
@@ -83,7 +83,7 @@ export class Mat2 extends Float32Array {
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  * @param {Mat2} out the receiving matrix, defaults to this
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  * @returns {Mat2} out
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  */
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- adjoint(out = glm.ALWAYS_COPY ? new Mat2() : this) {
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+ adjoint(out = glmaths.ALWAYS_COPY ? new Mat2() : this) {
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  let a0 = this[0]
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  out[0] = this[3]
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  out[1] = -this[1]
@@ -108,7 +108,7 @@ export class Mat2 extends Float32Array {
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  * @param {Mat2} out the receiving matrix, defaults to this
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  * @returns {Mat2} out
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  */
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- rotate(rad: number, out = glm.ALWAYS_COPY ? new Mat2() : this) {
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+ rotate(rad: number, out = glmaths.ALWAYS_COPY ? new Mat2() : this) {
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  const a0 = this[0], a1 = this[1], a2 = this[2], a3 = this[3]
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  const s = Math.sin(rad), c = Math.cos(rad)
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  out[0] = a0 * c + a2 * s
@@ -125,7 +125,7 @@ export class Mat2 extends Float32Array {
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  * @param {Mat2} out the receiving matrix, defaults to this
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  * @returns {Mat2} out
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  */
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- scale(v: Vec2, out = glm.ALWAYS_COPY ? new Mat2() : this) {
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+ scale(v: Vec2, out = glmaths.ALWAYS_COPY ? new Mat2() : this) {
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  const v0 = v[0], v1 = v[1]
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  out[0] = this[0] * v0
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  out[1] = this[1] * v0
@@ -203,7 +203,7 @@ export class Mat2 extends Float32Array {
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  * @param {Mat2} out the receiving matrix, defaults to this
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  * @returns {Mat2} out
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  */
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- plus(b: Mat2, out = glm.ALWAYS_COPY ? new Mat2() : this) {
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+ plus(b: Mat2, out = glmaths.ALWAYS_COPY ? new Mat2() : this) {
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  out[0] = this[0] + b[0]
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  out[1] = this[1] + b[1]
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  out[2] = this[2] + b[2]
@@ -218,7 +218,7 @@ export class Mat2 extends Float32Array {
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  * @param {Mat2} out the receiving matrix, defaults to this
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  * @returns {Mat2} out
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  */
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- minus(b: Mat2, out = glm.ALWAYS_COPY ? new Mat2() : this) {
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+ minus(b: Mat2, out = glmaths.ALWAYS_COPY ? new Mat2() : this) {
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  out[0] = this[0] - b[0]
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  out[1] = this[1] - b[1]
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  out[2] = this[2] - b[2]
@@ -235,7 +235,7 @@ export class Mat2 extends Float32Array {
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  */
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  multiply(b: Vec2): Vec2
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  multiply(b: Mat2, out?: Mat2): Mat2
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- multiply(b: Mat2 | Vec2, out = glm.ALWAYS_COPY ? new Mat2() : this) {
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+ multiply(b: Mat2 | Vec2, out = glmaths.ALWAYS_COPY ? new Mat2() : this) {
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  if (b instanceof Vec2)
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  return b.transformMat2(this)
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@@ -277,7 +277,7 @@ export class Mat2 extends Float32Array {
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  * @param {Mat2} out the receiving matrix, defaults to this
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  * @returns {Mat2} out
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  */
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- scaleScalar(b: number, out = glm.ALWAYS_COPY ? new Mat2() : this) {
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+ scaleScalar(b: number, out = glmaths.ALWAYS_COPY ? new Mat2() : this) {
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  out[0] = this[0] * b
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  out[1] = this[1] * b
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  out[2] = this[2] * b
package/src/mat2x3.ts CHANGED
@@ -1,4 +1,4 @@
1
- import glm from '.'
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+ import glmaths from '.'
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  import { equals } from './internalUtils'
3
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  import { Vec2 } from './vec2'
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@@ -37,7 +37,7 @@ export class Mat2x3 extends Float32Array {
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  * @param {Mat2x3} out the receiving matrix, defaults to this
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  * @returns {Mat2x3} out or null if the matrix is not invertible
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  */
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- invert(out = glm.ALWAYS_COPY ? new Mat2x3() : this) {
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+ invert(out = glmaths.ALWAYS_COPY ? new Mat2x3() : this) {
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  const aa = this[0], ab = this[1], ac = this[2], ad = this[3]
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  const atx = this[4], aty = this[5]
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  let det = aa * ad - ab * ac
@@ -68,7 +68,7 @@ export class Mat2x3 extends Float32Array {
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  * @param {Mat2x3} out the receiving matrix, defaults to this
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  * @returns {Mat2x3} out
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  */
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- rotate(rad: number, out = glm.ALWAYS_COPY ? new Mat2x3() : this) {
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+ rotate(rad: number, out = glmaths.ALWAYS_COPY ? new Mat2x3() : this) {
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  const a0 = this[0], a1 = this[1], a2 = this[2], a3 = this[3], a4 = this[4], a5 = this[5];
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  const s = Math.sin(rad)
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  const c = Math.cos(rad)
@@ -88,7 +88,7 @@ export class Mat2x3 extends Float32Array {
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  * @param {Mat2x3} out the receiving matrix, defaults to this
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  * @returns {Mat2x3} out
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  */
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- scale(v: Vec2, out = glm.ALWAYS_COPY ? new Mat2x3() : this) {
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+ scale(v: Vec2, out = glmaths.ALWAYS_COPY ? new Mat2x3() : this) {
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  const a0 = this[0], a1 = this[1], a2 = this[2], a3 = this[3], a4 = this[4], a5 = this[5]
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  const v0 = v[0], v1 = v[1]
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  out[0] = a0 * v0
@@ -107,7 +107,7 @@ export class Mat2x3 extends Float32Array {
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  * @param {Mat2x3} out the receiving matrix, defaults to this
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  * @returns {Mat2x3} out
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  */
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- translate(v: Vec2, out = glm.ALWAYS_COPY ? new Mat2x3() : this) {
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+ translate(v: Vec2, out = glmaths.ALWAYS_COPY ? new Mat2x3() : this) {
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  const a0 = this[0], a1 = this[1], a2 = this[2], a3 = this[3], a4 = this[4], a5 = this[5]
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  const v0 = v[0], v1 = v[1]
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  out[0] = a0
@@ -191,7 +191,7 @@ export class Mat2x3 extends Float32Array {
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  * @param {Mat2x3} out the receiving matrix, defaults to this
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  * @returns {Mat2x3} out
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  */
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- plus(b: Mat2x3, out = glm.ALWAYS_COPY ? new Mat2x3() : this) {
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+ plus(b: Mat2x3, out = glmaths.ALWAYS_COPY ? new Mat2x3() : this) {
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  out[0] = this[0] + b[0]
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  out[1] = this[1] + b[1]
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  out[2] = this[2] + b[2]
@@ -208,7 +208,7 @@ export class Mat2x3 extends Float32Array {
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  * @param {Mat2x3} out the receiving matrix, defaults to this
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  * @returns {Mat2x3} out
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  */
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- minus(b: Mat2x3, out = glm.ALWAYS_COPY ? new Mat2x3() : this) {
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+ minus(b: Mat2x3, out = glmaths.ALWAYS_COPY ? new Mat2x3() : this) {
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  out[0] = this[0] - b[0]
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  out[1] = this[1] - b[1]
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  out[2] = this[2] - b[2]
@@ -227,7 +227,7 @@ export class Mat2x3 extends Float32Array {
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  */
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  multiply(b: Vec2): Vec2
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  multiply(b: Mat2x3, out?: Mat2x3): Mat2x3
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- multiply(b: Mat2x3 | Vec2, out = glm.ALWAYS_COPY ? new Mat2x3() : this) {
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+ multiply(b: Mat2x3 | Vec2, out = glmaths.ALWAYS_COPY ? new Mat2x3() : this) {
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  if (b instanceof Vec2)
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  return b.transformMat2x3(this)
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233
 
@@ -274,7 +274,7 @@ export class Mat2x3 extends Float32Array {
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  * @param {Mat2x3} out the receiving matrix, defaults to this
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  * @returns {Mat2x3} out
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  */
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- scaleScalar(b: number, out = glm.ALWAYS_COPY ? new Mat2x3() : this) {
277
+ scaleScalar(b: number, out = glmaths.ALWAYS_COPY ? new Mat2x3() : this) {
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  out[0] = this[0] * b
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  out[1] = this[1] * b
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  out[2] = this[2] * b
package/src/mat3.ts CHANGED
@@ -1,4 +1,4 @@
1
- import glm from '.'
1
+ import glmaths from '.'
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2
  import { equals } from './internalUtils'
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  import { Vec2 } from './vec2'
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  import { Vec3 } from './vec3'
@@ -57,7 +57,7 @@ export class Mat3 extends Float32Array {
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  * @param {Mat3} out the receiving matrix, defaults to this
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  * @returns {Mat3} out
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  */
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- transpose(out = glm.ALWAYS_COPY ? new Mat3() : this) {
60
+ transpose(out = glmaths.ALWAYS_COPY ? new Mat3() : this) {
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  if (out === this) {
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  const a01 = this[1], a02 = this[2], a12 = this[5]
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  out[1] = this[3]
@@ -86,7 +86,7 @@ export class Mat3 extends Float32Array {
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  * @param {Mat3} out the receiving matrix, defaults to this
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  * @returns {Mat3|null} out, or null if not invertible
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  */
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- invert(out = glm.ALWAYS_COPY ? new Mat3() : this) {
89
+ invert(out = glmaths.ALWAYS_COPY ? new Mat3() : this) {
90
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  const a00 = this[0], a01 = this[1], a02 = this[2]
91
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  const a10 = this[3], a11 = this[4], a12 = this[5]
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  const a20 = this[6], a21 = this[7], a22 = this[8]
@@ -117,7 +117,7 @@ export class Mat3 extends Float32Array {
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  * @param {Mat3} out the receiving matrix, defaults to this
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  * @returns {Mat3} out
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  */
120
- adjoint(out = glm.ALWAYS_COPY ? new Mat3() : this) {
120
+ adjoint(out = glmaths.ALWAYS_COPY ? new Mat3() : this) {
121
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  const a00 = this[0], a01 = this[1], a02 = this[2]
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  const a10 = this[3], a11 = this[4], a12 = this[5]
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  const a20 = this[6], a21 = this[7], a22 = this[8]
@@ -156,7 +156,7 @@ export class Mat3 extends Float32Array {
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  multiply(b: Vec2): Vec2
157
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  multiply(b: Vec3): Vec3
158
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  multiply(b: Mat3, out?: Mat3): Mat3
159
- multiply(b: Mat3 | Vec3 | Vec2, out: Mat3 = glm.ALWAYS_COPY ? new Mat3() : this) {
159
+ multiply(b: Mat3 | Vec3 | Vec2, out: Mat3 = glmaths.ALWAYS_COPY ? new Mat3() : this) {
160
160
  if (b instanceof Vec2)
161
161
  return b.transformMat3(this)
162
162
  if (b instanceof Vec3)
@@ -189,7 +189,7 @@ export class Mat3 extends Float32Array {
189
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  * @param {Mat3} out the receiving matrix, defaults to this
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  * @returns {Mat3} out
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  */
192
- translate(v: Vec2, out = glm.ALWAYS_COPY ? new Mat3() : this) {
192
+ translate(v: Vec2, out = glmaths.ALWAYS_COPY ? new Mat3() : this) {
193
193
  const a00 = this[0], a01 = this[1], a02 = this[2]
194
194
  const a10 = this[3], a11 = this[4], a12 = this[5]
195
195
  const a20 = this[6], a21 = this[7], a22 = this[8]
@@ -214,7 +214,7 @@ export class Mat3 extends Float32Array {
214
214
  * @param {Mat3} out the receiving matrix, defaults to this
215
215
  * @returns {Mat3} out
216
216
  */
217
- rotate(rad: number, out = glm.ALWAYS_COPY ? new Mat3() : this) {
217
+ rotate(rad: number, out = glmaths.ALWAYS_COPY ? new Mat3() : this) {
218
218
  const a00 = this[0], a01 = this[1], a02 = this[2]
219
219
  const a10 = this[3], a11 = this[4], a12 = this[5]
220
220
  const a20 = this[6], a21 = this[7], a22 = this[8]
@@ -239,7 +239,7 @@ export class Mat3 extends Float32Array {
239
239
  * @param {Mat3} out the receiving matrix, defaults to this
240
240
  * @returns {Mat3} out
241
241
  */
242
- scale(v: Vec2, out = glm.ALWAYS_COPY ? new Mat3() : this) {
242
+ scale(v: Vec2, out = glmaths.ALWAYS_COPY ? new Mat3() : this) {
243
243
  const x = v[0], y = v[1]
244
244
  out[0] = x * this[0]
245
245
  out[1] = x * this[1]
@@ -467,7 +467,7 @@ export class Mat3 extends Float32Array {
467
467
  * @param {Mat3} out the receiving matrix, defaults to this
468
468
  * @returns {Mat3} out
469
469
  */
470
- plus(b: Mat3, out = glm.ALWAYS_COPY ? new Mat3() : this) {
470
+ plus(b: Mat3, out = glmaths.ALWAYS_COPY ? new Mat3() : this) {
471
471
  out[0] = this[0] + b[0]
472
472
  out[1] = this[1] + b[1]
473
473
  out[2] = this[2] + b[2]
@@ -487,7 +487,7 @@ export class Mat3 extends Float32Array {
487
487
  * @param {Mat3} out the receiving matrix, defaults to this
488
488
  * @returns {Mat3} out
489
489
  */
490
- minus(b: Mat3, out = glm.ALWAYS_COPY ? new Mat3() : this) {
490
+ minus(b: Mat3, out = glmaths.ALWAYS_COPY ? new Mat3() : this) {
491
491
  out[0] = this[0] - b[0]
492
492
  out[1] = this[1] - b[1]
493
493
  out[2] = this[2] - b[2]
@@ -507,7 +507,7 @@ export class Mat3 extends Float32Array {
507
507
  * @param {Mat3} out the receiving matrix, defaults to this
508
508
  * @returns {Mat3} out
509
509
  */
510
- scaleScalar(b: number, out = glm.ALWAYS_COPY ? new Mat3() : this) {
510
+ scaleScalar(b: number, out = glmaths.ALWAYS_COPY ? new Mat3() : this) {
511
511
  out[0] = this[0] * b
512
512
  out[1] = this[1] * b
513
513
  out[2] = this[2] * b
@@ -528,7 +528,7 @@ export class Mat3 extends Float32Array {
528
528
  * @param {Mat3} out the receiving matrix, defaults to this
529
529
  * @returns {Mat3} out
530
530
  */
531
- multiplyScalarAndAdd(b: Mat3, scale: number, out = glm.ALWAYS_COPY ? new Mat3() : this) {
531
+ multiplyScalarAndAdd(b: Mat3, scale: number, out = glmaths.ALWAYS_COPY ? new Mat3() : this) {
532
532
  out[0] = this[0] + b[0] * scale
533
533
  out[1] = this[1] + b[1] * scale
534
534
  out[2] = this[2] + b[2] * scale
package/src/mat4.ts CHANGED
@@ -1,4 +1,4 @@
1
- import glm from '.'
1
+ import glmaths from '.'
2
2
  import { equals } from './internalUtils'
3
3
  import { Vec2 } from './vec2'
4
4
  import { Vec3 } from './vec3'
@@ -80,7 +80,7 @@ export class Mat4 extends Float32Array {
80
80
  * @param {Mat4} out the receiving matrix, defaults to this
81
81
  * @returns {Mat4} out
82
82
  */
83
- transpose(out = glm.ALWAYS_COPY ? new Mat4() : this) {
83
+ transpose(out = glmaths.ALWAYS_COPY ? new Mat4() : this) {
84
84
  if (out === this) {
85
85
  const a01 = this[1], a02 = this[2], a03 = this[3]
86
86
  const a12 = this[6], a13 = this[7], a23 = this[11]
@@ -111,7 +111,7 @@ export class Mat4 extends Float32Array {
111
111
  * @param {Mat4} out the receiving matrix, defaults to this
112
112
  * @returns {Mat4} out
113
113
  */
114
- invert(out = glm.ALWAYS_COPY ? new Mat4() : this) {
114
+ invert(out = glmaths.ALWAYS_COPY ? new Mat4() : this) {
115
115
  const a00 = this[0], a01 = this[1], a02 = this[2], a03 = this[3]
116
116
  const a10 = this[4], a11 = this[5], a12 = this[6], a13 = this[7]
117
117
  const a20 = this[8], a21 = this[9], a22 = this[10], a23 = this[11]
@@ -159,7 +159,7 @@ export class Mat4 extends Float32Array {
159
159
  * @param {Mat4} out the receiving matrix, defaults to this
160
160
  * @returns {Mat4} out
161
161
  */
162
- adjoint(out = glm.ALWAYS_COPY ? new Mat4() : this) {
162
+ adjoint(out = glmaths.ALWAYS_COPY ? new Mat4() : this) {
163
163
  const a00 = this[0], a01 = this[1], a02 = this[2], a03 = this[3]
164
164
  const a10 = this[4], a11 = this[5], a12 = this[6], a13 = this[7]
165
165
  const a20 = this[8], a21 = this[9], a22 = this[10], a23 = this[11]
@@ -228,7 +228,7 @@ export class Mat4 extends Float32Array {
228
228
  multiply(b: Vec3): Vec3
229
229
  multiply(b: Vec4): Vec4
230
230
  multiply(b: Mat4, out?: Mat4): Mat4
231
- multiply(b: Mat4 | Vec2 | Vec3 | Vec4, out = glm.ALWAYS_COPY ? new Mat4() : this) {
231
+ multiply(b: Mat4 | Vec2 | Vec3 | Vec4, out = glmaths.ALWAYS_COPY ? new Mat4() : this) {
232
232
  if (b instanceof Vec2)
233
233
  return b.transformMat4(this)
234
234
  if (b instanceof Vec3)
@@ -274,7 +274,7 @@ export class Mat4 extends Float32Array {
274
274
  * @param {Mat4} out the receiving matrix, defaults to this
275
275
  * @returns {Mat4} out
276
276
  */
277
- translate(v: Vec3, out = glm.ALWAYS_COPY ? new Mat4() : this) {
277
+ translate(v: Vec3, out = glmaths.ALWAYS_COPY ? new Mat4() : this) {
278
278
  const x = v[0], y = v[1], z = v[2]
279
279
  if (out === this) {
280
280
  out[12] = this[0] * x + this[4] * y + this[8] * z + this[12]
@@ -303,7 +303,7 @@ export class Mat4 extends Float32Array {
303
303
  * @param {Mat4} out the receiving matrix, defaults to this
304
304
  * @returns {Mat4} out
305
305
  */
306
- scale(v: Vec3, out = glm.ALWAYS_COPY ? new Mat4() : this) {
306
+ scale(v: Vec3, out = glmaths.ALWAYS_COPY ? new Mat4() : this) {
307
307
  const x = v[0], y = v[1], z = v[2]
308
308
  out[0] = this[0] * x; out[1] = this[1] * x; out[2] = this[2] * x; out[3] = this[3] * x
309
309
  out[4] = this[4] * y; out[5] = this[5] * y; out[6] = this[6] * y; out[7] = this[7] * y
@@ -320,10 +320,10 @@ export class Mat4 extends Float32Array {
320
320
  * @param {Mat4} out the receiving matrix, defaults to this
321
321
  * @returns {Mat4} out
322
322
  */
323
- rotate(rad: number, axis: Vec3, out = glm.ALWAYS_COPY ? new Mat4() : this) {
323
+ rotate(rad: number, axis: Vec3, out = glmaths.ALWAYS_COPY ? new Mat4() : this) {
324
324
  let x = axis[0], y = axis[1], z = axis[2]
325
325
  let len = Math.sqrt(x * x + y * y + z * z)
326
- if (len < glm.EPSILON) return null
326
+ if (len < glmaths.EPSILON) return null
327
327
  len = 1 / len
328
328
  x *= len; y *= len; z *= len
329
329
 
@@ -359,7 +359,7 @@ export class Mat4 extends Float32Array {
359
359
  * @param {Mat4} out the receiving matrix, defaults to this
360
360
  * @returns {Mat4} out
361
361
  */
362
- rotateX(rad: number, out = glm.ALWAYS_COPY ? new Mat4() : this) {
362
+ rotateX(rad: number, out = glmaths.ALWAYS_COPY ? new Mat4() : this) {
363
363
  const s = Math.sin(rad), c = Math.cos(rad)
364
364
  const a10 = this[4], a11 = this[5], a12 = this[6], a13 = this[7]
365
365
  const a20 = this[8], a21 = this[9], a22 = this[10], a23 = this[11]
@@ -383,7 +383,7 @@ export class Mat4 extends Float32Array {
383
383
  * @param {Mat4} out the receiving matrix, defaults to this
384
384
  * @returns {Mat4} out
385
385
  */
386
- rotateY(rad: number, out = glm.ALWAYS_COPY ? new Mat4() : this) {
386
+ rotateY(rad: number, out = glmaths.ALWAYS_COPY ? new Mat4() : this) {
387
387
  const s = Math.sin(rad), c = Math.cos(rad)
388
388
  const a00 = this[0], a01 = this[1], a02 = this[2], a03 = this[3]
389
389
  const a20 = this[8], a21 = this[9], a22 = this[10], a23 = this[11]
@@ -407,7 +407,7 @@ export class Mat4 extends Float32Array {
407
407
  * @param {Mat4} out the receiving matrix, defaults to this
408
408
  * @returns {Mat4} out
409
409
  */
410
- rotateZ(rad: number, out = glm.ALWAYS_COPY ? new Mat4() : this) {
410
+ rotateZ(rad: number, out = glmaths.ALWAYS_COPY ? new Mat4() : this) {
411
411
  const s = Math.sin(rad), c = Math.cos(rad)
412
412
  const a00 = this[0], a01 = this[1], a02 = this[2], a03 = this[3]
413
413
  const a10 = this[4], a11 = this[5], a12 = this[6], a13 = this[7]
@@ -598,7 +598,7 @@ export class Mat4 extends Float32Array {
598
598
  static fromRotation(rad: number, axis: Vec3, out = new Mat4()) {
599
599
  let x = axis[0], y = axis[1], z = axis[2]
600
600
  let len = Math.sqrt(x * x + y * y + z * z)
601
- if (len < glm.EPSILON) return null
601
+ if (len < glmaths.EPSILON) return null
602
602
  len = 1 / len
603
603
  x *= len; y *= len; z *= len
604
604
 
@@ -793,7 +793,7 @@ export class Mat4 extends Float32Array {
793
793
  const rl = 1 / (right - left)
794
794
  const tb = 1 / (top - bottom)
795
795
  const nf = 1 / (near - far)
796
- const lh = glm.LEFT_HANDED
796
+ const lh = glmaths.LEFT_HANDED
797
797
  out[0] = near * 2 * rl
798
798
  out[5] = near * 2 * tb
799
799
  out[8] = (right + left) * rl; out[9] = (top + bottom) * tb; out[10] = lh ? -(far + near) * nf : (far + near) * nf; out[11] = lh ? 1 : -1
@@ -816,7 +816,7 @@ export class Mat4 extends Float32Array {
816
816
  */
817
817
  static perspectiveNO(fovy: number, aspect: number, near: number, far: number | null, out = new Mat4()) {
818
818
  const f = 1.0 / Math.tan(fovy / 2)
819
- const lh = glm.LEFT_HANDED
819
+ const lh = glmaths.LEFT_HANDED
820
820
  out[0] = f / aspect
821
821
  out[1] = out[2] = out[3] = out[4] = out[6] = out[7] = out[8] = out[9] = out[12] = out[13] = out[15] = 0
822
822
  out[5] = f
@@ -847,7 +847,7 @@ export class Mat4 extends Float32Array {
847
847
  */
848
848
  static perspectiveZO(fovy: number, aspect: number, near: number, far: number | null, out = new Mat4()) {
849
849
  const f = 1.0 / Math.tan(fovy / 2)
850
- const lh = glm.LEFT_HANDED
850
+ const lh = glmaths.LEFT_HANDED
851
851
  out[0] = f / aspect; out[1] = 0; out[2] = 0; out[3] = 0
852
852
  out[4] = 0; out[5] = f; out[6] = 0; out[7] = 0
853
853
  out[8] = 0; out[9] = 0; out[11] = lh ? 1 : -1
@@ -882,7 +882,7 @@ export class Mat4 extends Float32Array {
882
882
 
883
883
  out[0] = xScale; out[1] = 0; out[2] = 0; out[3] = 0
884
884
  out[4] = 0; out[5] = yScale; out[6] = 0; out[7] = 0
885
- const lh = glm.LEFT_HANDED
885
+ const lh = glmaths.LEFT_HANDED
886
886
  out[8] = -((leftTan - rightTan) * xScale * 0.5)
887
887
  out[9] = (upTan - downTan) * yScale * 0.5
888
888
  out[10] = lh ? -far / (near - far) : far / (near - far)
@@ -911,7 +911,7 @@ export class Mat4 extends Float32Array {
911
911
  const lr = 1 / (left - right)
912
912
  const bt = 1 / (bottom - top)
913
913
  const nf = 1 / (near - far)
914
- const s = glm.LEFT_HANDED ? -1 : 1
914
+ const s = glmaths.LEFT_HANDED ? -1 : 1
915
915
  out[0] = -2 * lr; out[1] = 0; out[2] = 0; out[3] = 0
916
916
  out[4] = 0; out[5] = -2 * bt; out[6] = 0; out[7] = 0
917
917
  out[8] = 0; out[9] = 0; out[10] = s * 2 * nf; out[11] = 0
@@ -938,7 +938,7 @@ export class Mat4 extends Float32Array {
938
938
  const lr = 1 / (left - right)
939
939
  const bt = 1 / (bottom - top)
940
940
  const nf = 1 / (near - far)
941
- const s = glm.LEFT_HANDED ? -1 : 1
941
+ const s = glmaths.LEFT_HANDED ? -1 : 1
942
942
  out[0] = -2 * lr; out[1] = 0; out[2] = 0; out[3] = 0
943
943
  out[4] = 0; out[5] = -2 * bt; out[6] = 0; out[7] = 0
944
944
  out[8] = 0; out[9] = 0; out[10] = s * nf; out[11] = 0
@@ -971,7 +971,7 @@ export class Mat4 extends Float32Array {
971
971
  return out
972
972
  }
973
973
 
974
- if (glm.LEFT_HANDED) {
974
+ if (glmaths.LEFT_HANDED) {
975
975
  z0 = centerx - eyex; z1 = centery - eyey; z2 = centerz - eyez
976
976
  } else {
977
977
  z0 = eyex - centerx; z1 = eyey - centery; z2 = eyez - centerz
@@ -1017,7 +1017,7 @@ export class Mat4 extends Float32Array {
1017
1017
  const upx = up[0], upy = up[1], upz = up[2]
1018
1018
 
1019
1019
  let z0, z1, z2
1020
- if (glm.LEFT_HANDED) {
1020
+ if (glmaths.LEFT_HANDED) {
1021
1021
  z0 = target[0] - eyex; z1 = target[1] - eyey; z2 = target[2] - eyez
1022
1022
  } else {
1023
1023
  z0 = eyex - target[0]; z1 = eyey - target[1]; z2 = eyez - target[2]
@@ -1056,7 +1056,7 @@ export class Mat4 extends Float32Array {
1056
1056
  */
1057
1057
  static infinitePerspective(fovy: number, aspect: number, near: number, out = new Mat4()) {
1058
1058
  const f = 1.0 / Math.tan(fovy / 2)
1059
- const lh = glm.LEFT_HANDED
1059
+ const lh = glmaths.LEFT_HANDED
1060
1060
  out[0] = f / aspect
1061
1061
  out[1] = out[2] = out[3] = out[4] = out[6] = out[7] = out[8] = out[9] = out[12] = out[13] = out[15] = 0
1062
1062
  out[5] = f
@@ -1176,7 +1176,7 @@ export class Mat4 extends Float32Array {
1176
1176
  * @param {Mat4} out the receiving matrix, defaults to this
1177
1177
  * @returns {Mat4} out
1178
1178
  */
1179
- plus(b: Mat4, out = glm.ALWAYS_COPY ? new Mat4() : this) {
1179
+ plus(b: Mat4, out = glmaths.ALWAYS_COPY ? new Mat4() : this) {
1180
1180
  out[0] = this[0] + b[0]; out[1] = this[1] + b[1]; out[2] = this[2] + b[2]; out[3] = this[3] + b[3]
1181
1181
  out[4] = this[4] + b[4]; out[5] = this[5] + b[5]; out[6] = this[6] + b[6]; out[7] = this[7] + b[7]
1182
1182
  out[8] = this[8] + b[8]; out[9] = this[9] + b[9]; out[10] = this[10] + b[10]; out[11] = this[11] + b[11]
@@ -1191,7 +1191,7 @@ export class Mat4 extends Float32Array {
1191
1191
  * @param {Mat4} out the receiving matrix, defaults to this
1192
1192
  * @returns {Mat4} out
1193
1193
  */
1194
- minus(b: Mat4, out = glm.ALWAYS_COPY ? new Mat4() : this) {
1194
+ minus(b: Mat4, out = glmaths.ALWAYS_COPY ? new Mat4() : this) {
1195
1195
  out[0] = this[0] - b[0]; out[1] = this[1] - b[1]; out[2] = this[2] - b[2]; out[3] = this[3] - b[3]
1196
1196
  out[4] = this[4] - b[4]; out[5] = this[5] - b[5]; out[6] = this[6] - b[6]; out[7] = this[7] - b[7]
1197
1197
  out[8] = this[8] - b[8]; out[9] = this[9] - b[9]; out[10] = this[10] - b[10]; out[11] = this[11] - b[11]
@@ -1206,7 +1206,7 @@ export class Mat4 extends Float32Array {
1206
1206
  * @param {Mat4} out the receiving matrix, defaults to this
1207
1207
  * @returns {Mat4} out
1208
1208
  */
1209
- scaleScalar(b: number, out = glm.ALWAYS_COPY ? new Mat4() : this) {
1209
+ scaleScalar(b: number, out = glmaths.ALWAYS_COPY ? new Mat4() : this) {
1210
1210
  out[0] = this[0] * b; out[1] = this[1] * b; out[2] = this[2] * b; out[3] = this[3] * b
1211
1211
  out[4] = this[4] * b; out[5] = this[5] * b; out[6] = this[6] * b; out[7] = this[7] * b
1212
1212
  out[8] = this[8] * b; out[9] = this[9] * b; out[10] = this[10] * b; out[11] = this[11] * b
@@ -1222,7 +1222,7 @@ export class Mat4 extends Float32Array {
1222
1222
  * @param {Mat4} out the receiving matrix, defaults to this
1223
1223
  * @returns {Mat4} out
1224
1224
  */
1225
- multiplyScalarAndAdd(b: Mat4, scale: number, out = glm.ALWAYS_COPY ? new Mat4() : this) {
1225
+ multiplyScalarAndAdd(b: Mat4, scale: number, out = glmaths.ALWAYS_COPY ? new Mat4() : this) {
1226
1226
  out[0] = this[0] + b[0] * scale; out[1] = this[1] + b[1] * scale
1227
1227
  out[2] = this[2] + b[2] * scale; out[3] = this[3] + b[3] * scale
1228
1228
  out[4] = this[4] + b[4] * scale; out[5] = this[5] + b[5] * scale