hj-gis-sdk 1.0.0

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.
Files changed (93) hide show
  1. package/README.md +824 -0
  2. package/README_UERPC.md +667 -0
  3. package/dist/sdk.esm.js +4143 -0
  4. package/dist/sdk.esm.js.map +1 -0
  5. package/dist/sdk.js +4148 -0
  6. package/dist/sdk.js.map +1 -0
  7. package/dist/sdk.umd.js +2 -0
  8. package/dist/sdk.umd.js.map +1 -0
  9. package/dist/types/hj-gis-sdk/addons/animation/animate-clip.d.ts +39 -0
  10. package/dist/types/hj-gis-sdk/addons/animation/animate-clip.d.ts.map +1 -0
  11. package/dist/types/hj-gis-sdk/addons/animation/animation-action.d.ts +31 -0
  12. package/dist/types/hj-gis-sdk/addons/animation/animation-action.d.ts.map +1 -0
  13. package/dist/types/hj-gis-sdk/addons/animation/animation-mixer.d.ts +18 -0
  14. package/dist/types/hj-gis-sdk/addons/animation/animation-mixer.d.ts.map +1 -0
  15. package/dist/types/hj-gis-sdk/addons/animation/index.d.ts +5 -0
  16. package/dist/types/hj-gis-sdk/addons/animation/index.d.ts.map +1 -0
  17. package/dist/types/hj-gis-sdk/addons/camera.d.ts +59 -0
  18. package/dist/types/hj-gis-sdk/addons/camera.d.ts.map +1 -0
  19. package/dist/types/hj-gis-sdk/addons/clock.d.ts +40 -0
  20. package/dist/types/hj-gis-sdk/addons/clock.d.ts.map +1 -0
  21. package/dist/types/hj-gis-sdk/addons/commander/context.d.ts +24 -0
  22. package/dist/types/hj-gis-sdk/addons/commander/context.d.ts.map +1 -0
  23. package/dist/types/hj-gis-sdk/addons/commander/dispatcher.d.ts +43 -0
  24. package/dist/types/hj-gis-sdk/addons/commander/dispatcher.d.ts.map +1 -0
  25. package/dist/types/hj-gis-sdk/addons/commander/excutor/base.d.ts +22 -0
  26. package/dist/types/hj-gis-sdk/addons/commander/excutor/base.d.ts.map +1 -0
  27. package/dist/types/hj-gis-sdk/addons/loader/index.d.ts +6 -0
  28. package/dist/types/hj-gis-sdk/addons/loader/index.d.ts.map +1 -0
  29. package/dist/types/hj-gis-sdk/addons/loader/loader.d.ts +4 -0
  30. package/dist/types/hj-gis-sdk/addons/loader/loader.d.ts.map +1 -0
  31. package/dist/types/hj-gis-sdk/addons/node/base.d.ts +63 -0
  32. package/dist/types/hj-gis-sdk/addons/node/base.d.ts.map +1 -0
  33. package/dist/types/hj-gis-sdk/addons/node/ue-node.d.ts +82 -0
  34. package/dist/types/hj-gis-sdk/addons/node/ue-node.d.ts.map +1 -0
  35. package/dist/types/hj-gis-sdk/addons/proxy.d.ts +83 -0
  36. package/dist/types/hj-gis-sdk/addons/proxy.d.ts.map +1 -0
  37. package/dist/types/hj-gis-sdk/addons/tools/base.d.ts +7 -0
  38. package/dist/types/hj-gis-sdk/addons/tools/base.d.ts.map +1 -0
  39. package/dist/types/hj-gis-sdk/addons/tools/building.d.ts +36 -0
  40. package/dist/types/hj-gis-sdk/addons/tools/building.d.ts.map +1 -0
  41. package/dist/types/hj-gis-sdk/addons/tools/daytime.d.ts +7 -0
  42. package/dist/types/hj-gis-sdk/addons/tools/daytime.d.ts.map +1 -0
  43. package/dist/types/hj-gis-sdk/addons/tools/fence.d.ts +61 -0
  44. package/dist/types/hj-gis-sdk/addons/tools/fence.d.ts.map +1 -0
  45. package/dist/types/hj-gis-sdk/addons/tools/ghost.d.ts +14 -0
  46. package/dist/types/hj-gis-sdk/addons/tools/ghost.d.ts.map +1 -0
  47. package/dist/types/hj-gis-sdk/addons/tools/heat-map.d.ts +65 -0
  48. package/dist/types/hj-gis-sdk/addons/tools/heat-map.d.ts.map +1 -0
  49. package/dist/types/hj-gis-sdk/addons/tools/index.d.ts +26 -0
  50. package/dist/types/hj-gis-sdk/addons/tools/index.d.ts.map +1 -0
  51. package/dist/types/hj-gis-sdk/addons/tools/match-view.d.ts +7 -0
  52. package/dist/types/hj-gis-sdk/addons/tools/match-view.d.ts.map +1 -0
  53. package/dist/types/hj-gis-sdk/addons/tools/measurement.d.ts +13 -0
  54. package/dist/types/hj-gis-sdk/addons/tools/measurement.d.ts.map +1 -0
  55. package/dist/types/hj-gis-sdk/addons/tools/pick-cast.d.ts +26 -0
  56. package/dist/types/hj-gis-sdk/addons/tools/pick-cast.d.ts.map +1 -0
  57. package/dist/types/hj-gis-sdk/addons/tools/scatter.d.ts +57 -0
  58. package/dist/types/hj-gis-sdk/addons/tools/scatter.d.ts.map +1 -0
  59. package/dist/types/hj-gis-sdk/addons/tools/weather.d.ts +31 -0
  60. package/dist/types/hj-gis-sdk/addons/tools/weather.d.ts.map +1 -0
  61. package/dist/types/hj-gis-sdk/addons/transform.d.ts +91 -0
  62. package/dist/types/hj-gis-sdk/addons/transform.d.ts.map +1 -0
  63. package/dist/types/hj-gis-sdk/addons/world.d.ts +76 -0
  64. package/dist/types/hj-gis-sdk/addons/world.d.ts.map +1 -0
  65. package/dist/types/hj-gis-sdk/core/ue-rpc.d.ts +54 -0
  66. package/dist/types/hj-gis-sdk/core/ue-rpc.d.ts.map +1 -0
  67. package/dist/types/hj-gis-sdk/index.d.ts +27 -0
  68. package/dist/types/hj-gis-sdk/index.d.ts.map +1 -0
  69. package/dist/types/hj-gis-sdk/utils.d.ts +16 -0
  70. package/dist/types/hj-gis-sdk/utils.d.ts.map +1 -0
  71. package/dist/types/src/animation.d.ts +2 -0
  72. package/dist/types/src/animation.d.ts.map +1 -0
  73. package/dist/types/src/building.d.ts +2 -0
  74. package/dist/types/src/building.d.ts.map +1 -0
  75. package/dist/types/src/common.d.ts +5 -0
  76. package/dist/types/src/common.d.ts.map +1 -0
  77. package/dist/types/src/fence.d.ts +2 -0
  78. package/dist/types/src/fence.d.ts.map +1 -0
  79. package/dist/types/src/ghost.d.ts +2 -0
  80. package/dist/types/src/ghost.d.ts.map +1 -0
  81. package/dist/types/src/heatmap.d.ts +2 -0
  82. package/dist/types/src/heatmap.d.ts.map +1 -0
  83. package/dist/types/src/index.d.ts +2 -0
  84. package/dist/types/src/index.d.ts.map +1 -0
  85. package/dist/types/src/keyframe.d.ts +2 -0
  86. package/dist/types/src/keyframe.d.ts.map +1 -0
  87. package/dist/types/src/measurement.d.ts +2 -0
  88. package/dist/types/src/measurement.d.ts.map +1 -0
  89. package/dist/types/src/scatter.d.ts +2 -0
  90. package/dist/types/src/scatter.d.ts.map +1 -0
  91. package/dist/types/src/weather.d.ts +2 -0
  92. package/dist/types/src/weather.d.ts.map +1 -0
  93. package/package.json +55 -0
@@ -0,0 +1,4143 @@
1
+ import { Logger } from '@epicgames-ps/lib-pixelstreamingfrontend-ue5.5';
2
+
3
+ /**
4
+ * UERPC wraps RPC-style interactions over Pixel Streaming's DataChannel.
5
+ * It mirrors the Web/script.js behavior: sends {Type:'RPC_CALL', Command, ReqId, ...payload}
6
+ * and expects UE to reply with {Type:'RPC_RESPONSE', ReqId, Status, Data|Message} via EmitJSEvent.
7
+ */
8
+ class UERPC {
9
+ constructor(stream, responseEventName = 'handle_responses') {
10
+ this.stream = stream;
11
+ this.responseEventName = responseEventName;
12
+ this.pendingRequests = new Map();
13
+ this.timeoutMs = 30000;
14
+ try {
15
+ this.stream.addResponseEventListener(this.responseEventName, this.handleResponse.bind(this));
16
+ }
17
+ catch (e) {
18
+ // If the stream is not ready yet, user can call bind later.
19
+ }
20
+ }
21
+ getStream() {
22
+ return this.stream;
23
+ }
24
+ /**
25
+ * Bind the response listener explicitly if constructor binding failed or the stream changed.
26
+ */
27
+ bind(stream, responseEventName = this.responseEventName) {
28
+ this.stream = stream;
29
+ this.responseEventName = responseEventName;
30
+ this.stream.addResponseEventListener(this.responseEventName, this.handleResponse.bind(this));
31
+ }
32
+ emitCommand(playload) {
33
+ this.stream.emitCommand(playload);
34
+ }
35
+ /**
36
+ * Generic RPC call. Resolves when UE replies with matching ReqId.
37
+ */
38
+ call(command, payload = {}, timeoutMs) {
39
+ const reqId = this.generateUUID();
40
+ const message = {
41
+ Type: 'RPC_CALL',
42
+ Command: command,
43
+ ReqId: reqId,
44
+ ...payload
45
+ };
46
+ return new Promise((resolve, reject) => {
47
+ const timer = window.setTimeout(() => {
48
+ if (this.pendingRequests.has(reqId)) {
49
+ this.pendingRequests.delete(reqId);
50
+ reject(new Error(`UE RPC Timeout: ${command}`));
51
+ }
52
+ }, timeoutMs || this.timeoutMs);
53
+ this.pendingRequests.set(reqId, { resolve, reject, timer });
54
+ try {
55
+ this.stream.emitUIInteraction(message);
56
+ }
57
+ catch (e) {
58
+ window.clearTimeout(timer);
59
+ this.pendingRequests.delete(reqId);
60
+ reject(e);
61
+ }
62
+ });
63
+ }
64
+ /**
65
+ * Handle UE responses. Accepts stringified or object payloads.
66
+ */
67
+ handleResponse(raw) {
68
+ let json = raw;
69
+ try {
70
+ if (typeof raw === 'string') {
71
+ json = JSON.parse(raw);
72
+ }
73
+ }
74
+ catch {
75
+ return;
76
+ }
77
+ if (!json || json.Type !== 'RPC_RESPONSE')
78
+ return;
79
+ const reqId = json.ReqId;
80
+ if (!reqId)
81
+ return;
82
+ const pending = this.pendingRequests.get(reqId);
83
+ if (!pending)
84
+ return;
85
+ window.clearTimeout(pending.timer);
86
+ this.pendingRequests.delete(reqId);
87
+ const status = json.Status;
88
+ if (status === 'success') {
89
+ pending.resolve(json.Data);
90
+ }
91
+ else {
92
+ const msg = json.Message || 'Unknown UE Error';
93
+ pending.reject(new Error(msg));
94
+ }
95
+ }
96
+ callModule(moduleName, actionName, params = {}, timeoutMs = 30000) {
97
+ const reqId = this.generateUUID();
98
+ const message = {
99
+ Type: 'RPC_CALL',
100
+ ReqId: reqId,
101
+ ModuleName: moduleName,
102
+ ActionName: actionName,
103
+ Params: params
104
+ };
105
+ Logger.Info(JSON.stringify(message));
106
+ return new Promise((resolve, reject) => {
107
+ const timer = window.setTimeout(() => {
108
+ if (this.pendingRequests.has(reqId)) {
109
+ this.pendingRequests.delete(reqId);
110
+ reject(new Error(`UE Call Timeout: ${moduleName}/${actionName}`));
111
+ }
112
+ }, timeoutMs || this.timeoutMs);
113
+ this.pendingRequests.set(reqId, { resolve, reject, timer });
114
+ try {
115
+ this.stream.emitUIInteraction(message);
116
+ }
117
+ catch (e) {
118
+ window.clearTimeout(timer);
119
+ this.pendingRequests.delete(reqId);
120
+ reject(e);
121
+ }
122
+ });
123
+ }
124
+ // ---- Convenience helpers for Web-supported commands ----
125
+ // Level management
126
+ loadLevelByName(levelName) {
127
+ return this.call('LoadLevelByName', { LevelName: levelName });
128
+ }
129
+ unLoadMap(levelName) {
130
+ return this.call('UnLoadMap', { LevelName: levelName });
131
+ }
132
+ // Actor management
133
+ spawnStaticMeshActor(params) {
134
+ return this.call('SpawnStaticMeshActor', params);
135
+ }
136
+ // Blueprint management
137
+ spawnLocalBlueprintActor(params) {
138
+ return this.call('SpawnLocalBlueprintActor', params);
139
+ }
140
+ setActorTransformByHandle(handle, transform) {
141
+ return this.call('SetActorTransformByHandle', {
142
+ Handle: handle,
143
+ Transform: transform
144
+ });
145
+ }
146
+ destroyActorByHandle(handle) {
147
+ return this.call('DestroyActorByHandle', { Handle: handle });
148
+ }
149
+ // Picking
150
+ pickPointByScreen(x, y, maxDistance = 10000000, highlight = false) {
151
+ return this.call('PickPointByScreen', {
152
+ Screen: {
153
+ X: x,
154
+ Y: y
155
+ },
156
+ MaxDistance: maxDistance,
157
+ Highlight: highlight
158
+ });
159
+ }
160
+ // Camera lens and transform
161
+ getCameraTransform() {
162
+ return this.call('GetCameraTransform', {});
163
+ }
164
+ setCameraTransform(transform) {
165
+ return this.call('SetCameraTransform', { Transform: transform });
166
+ }
167
+ setCameraResetTransform(transform) {
168
+ return this.call('SetCameraResetTransform', { Transform: transform });
169
+ }
170
+ resetCameraToSavedTransform() {
171
+ return this.call('ResetCameraToSavedTransform', {});
172
+ }
173
+ generateUUID() {
174
+ return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, (c) => {
175
+ const r = (Math.random() * 16) | 0;
176
+ const v = c === 'x' ? r : (r & 0x3) | 0x8;
177
+ return v.toString(16);
178
+ });
179
+ }
180
+ }
181
+
182
+ // math.gl
183
+ const DEFAULT_CONFIG = {
184
+ EPSILON: 1e-12,
185
+ debug: false,
186
+ precision: 4,
187
+ printTypes: false,
188
+ printDegrees: false,
189
+ printRowMajor: true,
190
+ _cartographicRadians: false
191
+ };
192
+ // Configuration is truly global as of v3.6 to ensure single config even if multiple copies of math.gl
193
+ // Multiple copies of config can be quite tricky to debug...
194
+ globalThis.mathgl = globalThis.mathgl || { config: { ...DEFAULT_CONFIG } };
195
+ const config = globalThis.mathgl.config;
196
+ /**
197
+ * Formats a value into a string
198
+ * @param value
199
+ * @param param1
200
+ * @returns
201
+ */
202
+ function formatValue(value, { precision = config.precision } = {}) {
203
+ value = round(value);
204
+ // get rid of trailing zeros
205
+ return `${parseFloat(value.toPrecision(precision))}`;
206
+ }
207
+ /**
208
+ * Check if value is an "array"
209
+ * Returns `true` if value is either an array or a typed array
210
+ * Note: returns `false` for `ArrayBuffer` and `DataView` instances
211
+ * @note isTypedArray and isNumericArray are often more useful in TypeScript
212
+ */
213
+ function isArray(value) {
214
+ return Array.isArray(value) || (ArrayBuffer.isView(value) && !(value instanceof DataView));
215
+ }
216
+ function clamp(value, min, max) {
217
+ return map(value, (value) => Math.max(min, Math.min(max, value)));
218
+ }
219
+ /* eslint-disable */
220
+ /**
221
+ * Compares any two math objects, using `equals` method if available.
222
+ * @param a
223
+ * @param b
224
+ * @param epsilon
225
+ * @returns
226
+ */
227
+ function equals(a, b, epsilon) {
228
+ const oldEpsilon = config.EPSILON;
229
+ if (epsilon) {
230
+ config.EPSILON = epsilon;
231
+ }
232
+ try {
233
+ if (a === b) {
234
+ return true;
235
+ }
236
+ if (isArray(a) && isArray(b)) {
237
+ if (a.length !== b.length) {
238
+ return false;
239
+ }
240
+ for (let i = 0; i < a.length; ++i) {
241
+ // eslint-disable-next-line max-depth
242
+ if (!equals(a[i], b[i])) {
243
+ return false;
244
+ }
245
+ }
246
+ return true;
247
+ }
248
+ if (a && a.equals) {
249
+ return a.equals(b);
250
+ }
251
+ if (b && b.equals) {
252
+ return b.equals(a);
253
+ }
254
+ if (typeof a === 'number' && typeof b === 'number') {
255
+ return Math.abs(a - b) <= config.EPSILON * Math.max(1, Math.abs(a), Math.abs(b));
256
+ }
257
+ return false;
258
+ }
259
+ finally {
260
+ config.EPSILON = oldEpsilon;
261
+ }
262
+ }
263
+ // HELPERS
264
+ function round(value) {
265
+ return Math.round(value / config.EPSILON) * config.EPSILON;
266
+ }
267
+ // If the array has a clone function, calls it, otherwise returns a copy
268
+ function duplicateArray(array) {
269
+ // @ts-expect-error We check for math.gl class methods
270
+ // eslint-disable-next-line @typescript-eslint/no-unsafe-call
271
+ return array.clone ? array.clone() : new Array(array.length);
272
+ }
273
+ // If the argument value is an array, applies the func element wise,
274
+ // otherwise applies func to the argument value
275
+ function map(value, func, result) {
276
+ if (isArray(value)) {
277
+ const array = value;
278
+ result = result || duplicateArray(array);
279
+ for (let i = 0; i < result.length && i < array.length; ++i) {
280
+ const val = typeof value === 'number' ? value : value[i];
281
+ result[i] = func(val, i, result);
282
+ }
283
+ return result;
284
+ }
285
+ return func(value);
286
+ }
287
+
288
+ // math.gl
289
+ /** Base class for vectors and matrices */
290
+ class MathArray extends Array {
291
+ // Common methods
292
+ /**
293
+ * Clone the current object
294
+ * @returns a new copy of this object
295
+ */
296
+ clone() {
297
+ // @ts-expect-error TS2351: Cannot use 'new' with an expression whose type lacks a call or construct signature.
298
+ return new this.constructor().copy(this); // eslint-disable-line
299
+ }
300
+ fromArray(array, offset = 0) {
301
+ for (let i = 0; i < this.ELEMENTS; ++i) {
302
+ this[i] = array[i + offset];
303
+ }
304
+ return this.check();
305
+ }
306
+ toArray(targetArray = [], offset = 0) {
307
+ for (let i = 0; i < this.ELEMENTS; ++i) {
308
+ targetArray[offset + i] = this[i];
309
+ }
310
+ return targetArray;
311
+ }
312
+ toObject(targetObject) {
313
+ return targetObject;
314
+ }
315
+ from(arrayOrObject) {
316
+ return Array.isArray(arrayOrObject)
317
+ ? this.copy(arrayOrObject)
318
+ : // @ts-ignore
319
+ this.fromObject(arrayOrObject);
320
+ }
321
+ to(arrayOrObject) {
322
+ // @ts-ignore
323
+ if (arrayOrObject === this) {
324
+ return this;
325
+ }
326
+ // @ts-expect-error TS2339: Property 'toObject' does not exist on type 'MathArray'.
327
+ return isArray(arrayOrObject) ? this.toArray(arrayOrObject) : this.toObject(arrayOrObject);
328
+ }
329
+ toTarget(target) {
330
+ return target ? this.to(target) : this;
331
+ }
332
+ /** @deprecated */
333
+ toFloat32Array() {
334
+ return new Float32Array(this);
335
+ }
336
+ toString() {
337
+ return this.formatString(config);
338
+ }
339
+ /** Formats string according to options */
340
+ formatString(opts) {
341
+ let string = '';
342
+ for (let i = 0; i < this.ELEMENTS; ++i) {
343
+ string += (i > 0 ? ', ' : '') + formatValue(this[i], opts);
344
+ }
345
+ return `${opts.printTypes ? this.constructor.name : ''}[${string}]`;
346
+ }
347
+ equals(array) {
348
+ if (!array || this.length !== array.length) {
349
+ return false;
350
+ }
351
+ for (let i = 0; i < this.ELEMENTS; ++i) {
352
+ if (!equals(this[i], array[i])) {
353
+ return false;
354
+ }
355
+ }
356
+ return true;
357
+ }
358
+ exactEquals(array) {
359
+ if (!array || this.length !== array.length) {
360
+ return false;
361
+ }
362
+ for (let i = 0; i < this.ELEMENTS; ++i) {
363
+ if (this[i] !== array[i]) {
364
+ return false;
365
+ }
366
+ }
367
+ return true;
368
+ }
369
+ // Modifiers
370
+ /** Negates all values in this object */
371
+ negate() {
372
+ for (let i = 0; i < this.ELEMENTS; ++i) {
373
+ this[i] = -this[i];
374
+ }
375
+ return this.check();
376
+ }
377
+ lerp(a, b, t) {
378
+ if (t === undefined) {
379
+ return this.lerp(this, a, b);
380
+ }
381
+ for (let i = 0; i < this.ELEMENTS; ++i) {
382
+ const ai = a[i];
383
+ const endValue = typeof b === 'number' ? b : b[i];
384
+ this[i] = ai + t * (endValue - ai);
385
+ }
386
+ return this.check();
387
+ }
388
+ /** Minimal */
389
+ min(vector) {
390
+ for (let i = 0; i < this.ELEMENTS; ++i) {
391
+ this[i] = Math.min(vector[i], this[i]);
392
+ }
393
+ return this.check();
394
+ }
395
+ /** Maximal */
396
+ max(vector) {
397
+ for (let i = 0; i < this.ELEMENTS; ++i) {
398
+ this[i] = Math.max(vector[i], this[i]);
399
+ }
400
+ return this.check();
401
+ }
402
+ clamp(minVector, maxVector) {
403
+ for (let i = 0; i < this.ELEMENTS; ++i) {
404
+ this[i] = Math.min(Math.max(this[i], minVector[i]), maxVector[i]);
405
+ }
406
+ return this.check();
407
+ }
408
+ add(...vectors) {
409
+ for (const vector of vectors) {
410
+ for (let i = 0; i < this.ELEMENTS; ++i) {
411
+ this[i] += vector[i];
412
+ }
413
+ }
414
+ return this.check();
415
+ }
416
+ subtract(...vectors) {
417
+ for (const vector of vectors) {
418
+ for (let i = 0; i < this.ELEMENTS; ++i) {
419
+ this[i] -= vector[i];
420
+ }
421
+ }
422
+ return this.check();
423
+ }
424
+ scale(scale) {
425
+ if (typeof scale === 'number') {
426
+ for (let i = 0; i < this.ELEMENTS; ++i) {
427
+ this[i] *= scale;
428
+ }
429
+ }
430
+ else {
431
+ for (let i = 0; i < this.ELEMENTS && i < scale.length; ++i) {
432
+ this[i] *= scale[i];
433
+ }
434
+ }
435
+ return this.check();
436
+ }
437
+ /**
438
+ * Multiplies all elements by `scale`
439
+ * Note: `Matrix4.multiplyByScalar` only scales its 3x3 "minor"
440
+ */
441
+ multiplyByScalar(scalar) {
442
+ for (let i = 0; i < this.ELEMENTS; ++i) {
443
+ this[i] *= scalar;
444
+ }
445
+ return this.check();
446
+ }
447
+ // Debug checks
448
+ /** Throws an error if array length is incorrect or contains illegal values */
449
+ check() {
450
+ if (config.debug && !this.validate()) {
451
+ throw new Error(`math.gl: ${this.constructor.name} some fields set to invalid numbers'`);
452
+ }
453
+ return this;
454
+ }
455
+ /** Returns false if the array length is incorrect or contains illegal values */
456
+ validate() {
457
+ let valid = this.length === this.ELEMENTS;
458
+ for (let i = 0; i < this.ELEMENTS; ++i) {
459
+ valid = valid && Number.isFinite(this[i]);
460
+ }
461
+ return valid;
462
+ }
463
+ // three.js compatibility
464
+ /** @deprecated */
465
+ sub(a) {
466
+ return this.subtract(a);
467
+ }
468
+ /** @deprecated */
469
+ setScalar(a) {
470
+ for (let i = 0; i < this.ELEMENTS; ++i) {
471
+ this[i] = a;
472
+ }
473
+ return this.check();
474
+ }
475
+ /** @deprecated */
476
+ addScalar(a) {
477
+ for (let i = 0; i < this.ELEMENTS; ++i) {
478
+ this[i] += a;
479
+ }
480
+ return this.check();
481
+ }
482
+ /** @deprecated */
483
+ subScalar(a) {
484
+ return this.addScalar(-a);
485
+ }
486
+ /** @deprecated */
487
+ multiplyScalar(scalar) {
488
+ // Multiplies all elements
489
+ // `Matrix4.scale` only scales its 3x3 "minor"
490
+ for (let i = 0; i < this.ELEMENTS; ++i) {
491
+ this[i] *= scalar;
492
+ }
493
+ return this.check();
494
+ }
495
+ /** @deprecated */
496
+ divideScalar(a) {
497
+ return this.multiplyByScalar(1 / a);
498
+ }
499
+ /** @deprecated */
500
+ clampScalar(min, max) {
501
+ for (let i = 0; i < this.ELEMENTS; ++i) {
502
+ this[i] = Math.min(Math.max(this[i], min), max);
503
+ }
504
+ return this.check();
505
+ }
506
+ /** @deprecated */
507
+ get elements() {
508
+ return this;
509
+ }
510
+ }
511
+
512
+ // math.gl
513
+ function validateVector(v, length) {
514
+ if (v.length !== length) {
515
+ return false;
516
+ }
517
+ // Could be arguments "array" (v.every not availasble)
518
+ for (let i = 0; i < v.length; ++i) {
519
+ if (!Number.isFinite(v[i])) {
520
+ return false;
521
+ }
522
+ }
523
+ return true;
524
+ }
525
+ function checkNumber(value) {
526
+ if (!Number.isFinite(value)) {
527
+ throw new Error(`Invalid number ${JSON.stringify(value)}`);
528
+ }
529
+ return value;
530
+ }
531
+ function checkVector(v, length, callerName = '') {
532
+ if (config.debug && !validateVector(v, length)) {
533
+ throw new Error(`math.gl: ${callerName} some fields set to invalid numbers'`);
534
+ }
535
+ return v;
536
+ }
537
+
538
+ // math.gl
539
+ // SPDX-License-Identifier: MIT
540
+ // Copyright (c) vis.gl contributors
541
+ function assert(condition, message) {
542
+ if (!condition) {
543
+ throw new Error(`math.gl assertion ${message}`);
544
+ }
545
+ }
546
+
547
+ // math.gl
548
+ /** Base class for vectors with at least 2 elements */
549
+ class Vector extends MathArray {
550
+ // ACCESSORS
551
+ get x() {
552
+ return this[0];
553
+ }
554
+ set x(value) {
555
+ this[0] = checkNumber(value);
556
+ }
557
+ get y() {
558
+ return this[1];
559
+ }
560
+ set y(value) {
561
+ this[1] = checkNumber(value);
562
+ }
563
+ /**
564
+ * Returns the length of the vector from the origin to the point described by this vector
565
+ *
566
+ * @note `length` is a reserved word for Arrays, so `v.length()` will return number of elements
567
+ * Instead we provide `len` and `magnitude`
568
+ */
569
+ len() {
570
+ return Math.sqrt(this.lengthSquared());
571
+ }
572
+ /**
573
+ * Returns the length of the vector from the origin to the point described by this vector
574
+ */
575
+ magnitude() {
576
+ return this.len();
577
+ }
578
+ /**
579
+ * Returns the squared length of the vector from the origin to the point described by this vector
580
+ */
581
+ lengthSquared() {
582
+ let length = 0;
583
+ for (let i = 0; i < this.ELEMENTS; ++i) {
584
+ length += this[i] * this[i];
585
+ }
586
+ return length;
587
+ }
588
+ /**
589
+ * Returns the squared length of the vector from the origin to the point described by this vector
590
+ */
591
+ magnitudeSquared() {
592
+ return this.lengthSquared();
593
+ }
594
+ distance(mathArray) {
595
+ return Math.sqrt(this.distanceSquared(mathArray));
596
+ }
597
+ distanceSquared(mathArray) {
598
+ let length = 0;
599
+ for (let i = 0; i < this.ELEMENTS; ++i) {
600
+ const dist = this[i] - mathArray[i];
601
+ length += dist * dist;
602
+ }
603
+ return checkNumber(length);
604
+ }
605
+ dot(mathArray) {
606
+ let product = 0;
607
+ for (let i = 0; i < this.ELEMENTS; ++i) {
608
+ product += this[i] * mathArray[i];
609
+ }
610
+ return checkNumber(product);
611
+ }
612
+ // MODIFIERS
613
+ normalize() {
614
+ const length = this.magnitude();
615
+ if (length !== 0) {
616
+ for (let i = 0; i < this.ELEMENTS; ++i) {
617
+ this[i] /= length;
618
+ }
619
+ }
620
+ return this.check();
621
+ }
622
+ multiply(...vectors) {
623
+ for (const vector of vectors) {
624
+ for (let i = 0; i < this.ELEMENTS; ++i) {
625
+ this[i] *= vector[i];
626
+ }
627
+ }
628
+ return this.check();
629
+ }
630
+ divide(...vectors) {
631
+ for (const vector of vectors) {
632
+ for (let i = 0; i < this.ELEMENTS; ++i) {
633
+ this[i] /= vector[i];
634
+ }
635
+ }
636
+ return this.check();
637
+ }
638
+ // THREE.js compatibility
639
+ lengthSq() {
640
+ return this.lengthSquared();
641
+ }
642
+ distanceTo(vector) {
643
+ return this.distance(vector);
644
+ }
645
+ distanceToSquared(vector) {
646
+ return this.distanceSquared(vector);
647
+ }
648
+ getComponent(i) {
649
+ assert(i >= 0 && i < this.ELEMENTS, 'index is out of range');
650
+ return checkNumber(this[i]);
651
+ }
652
+ setComponent(i, value) {
653
+ assert(i >= 0 && i < this.ELEMENTS, 'index is out of range');
654
+ this[i] = value;
655
+ return this.check();
656
+ }
657
+ addVectors(a, b) {
658
+ return this.copy(a).add(b);
659
+ }
660
+ subVectors(a, b) {
661
+ return this.copy(a).subtract(b);
662
+ }
663
+ multiplyVectors(a, b) {
664
+ return this.copy(a).multiply(b);
665
+ }
666
+ addScaledVector(a, b) {
667
+ // @ts-expect-error error TS2351: Cannot use 'new' with an expression whose type lacks a call or construct signature.
668
+ return this.add(new this.constructor(a).multiplyScalar(b));
669
+ }
670
+ }
671
+
672
+ // @eslint-disable
673
+ // @ts-nocheck
674
+ /**
675
+ * Common utilities
676
+ * @module glMatrix
677
+ */
678
+ // Configuration Constants
679
+ const EPSILON = 0.000001;
680
+ let ARRAY_TYPE = typeof Float32Array !== 'undefined' ? Float32Array : Array;
681
+
682
+ // math.gl
683
+ // vec3 additions
684
+ // Transform as vector, only uses 3x3 minor matrix
685
+ function vec3_transformMat4AsVector(out, a, m) {
686
+ const x = a[0];
687
+ const y = a[1];
688
+ const z = a[2];
689
+ const w = m[3] * x + m[7] * y + m[11] * z || 1.0;
690
+ out[0] = (m[0] * x + m[4] * y + m[8] * z) / w;
691
+ out[1] = (m[1] * x + m[5] * y + m[9] * z) / w;
692
+ out[2] = (m[2] * x + m[6] * y + m[10] * z) / w;
693
+ return out;
694
+ }
695
+ function vec3_transformMat2(out, a, m) {
696
+ const x = a[0];
697
+ const y = a[1];
698
+ out[0] = m[0] * x + m[2] * y;
699
+ out[1] = m[1] * x + m[3] * y;
700
+ out[2] = a[2];
701
+ return out;
702
+ }
703
+ // vec4 additions
704
+ function vec4_transformMat2(out, a, m) {
705
+ const x = a[0];
706
+ const y = a[1];
707
+ out[0] = m[0] * x + m[2] * y;
708
+ out[1] = m[1] * x + m[3] * y;
709
+ out[2] = a[2];
710
+ out[3] = a[3];
711
+ return out;
712
+ }
713
+ function vec4_transformMat3(out, a, m) {
714
+ const x = a[0];
715
+ const y = a[1];
716
+ const z = a[2];
717
+ out[0] = m[0] * x + m[3] * y + m[6] * z;
718
+ out[1] = m[1] * x + m[4] * y + m[7] * z;
719
+ out[2] = m[2] * x + m[5] * y + m[8] * z;
720
+ out[3] = a[3];
721
+ return out;
722
+ }
723
+
724
+ // @eslint-disable
725
+ /**
726
+ * 3 Dimensional Vector
727
+ * @module vec3
728
+ */
729
+ /**
730
+ * Creates a new, empty vec3
731
+ *
732
+ * @returns {vec3} a new 3D vector
733
+ */
734
+ function create$3() {
735
+ const out = new ARRAY_TYPE(3);
736
+ if (ARRAY_TYPE != Float32Array) {
737
+ out[0] = 0;
738
+ out[1] = 0;
739
+ out[2] = 0;
740
+ }
741
+ return out;
742
+ }
743
+ /**
744
+ * Calculates the length of a vec3
745
+ *
746
+ * @param {ReadonlyVec3} a vector to calculate length of
747
+ * @returns {Number} length of a
748
+ */
749
+ function length$2(a) {
750
+ const x = a[0];
751
+ const y = a[1];
752
+ const z = a[2];
753
+ return Math.sqrt(x * x + y * y + z * z);
754
+ }
755
+ /**
756
+ * Creates a new vec3 initialized with the given values
757
+ *
758
+ * @param {Number} x X component
759
+ * @param {Number} y Y component
760
+ * @param {Number} z Z component
761
+ * @returns {vec3} a new 3D vector
762
+ */
763
+ function fromValues(x, y, z) {
764
+ const out = new ARRAY_TYPE(3);
765
+ out[0] = x;
766
+ out[1] = y;
767
+ out[2] = z;
768
+ return out;
769
+ }
770
+ /**
771
+ * Normalize a vec3
772
+ *
773
+ * @param {vec3} out the receiving vector
774
+ * @param {ReadonlyVec3} a vector to normalize
775
+ * @returns {vec3} out
776
+ */
777
+ function normalize$2(out, a) {
778
+ const x = a[0];
779
+ const y = a[1];
780
+ const z = a[2];
781
+ let len = x * x + y * y + z * z;
782
+ if (len > 0) {
783
+ // TODO: evaluate use of glm_invsqrt here?
784
+ len = 1 / Math.sqrt(len);
785
+ }
786
+ out[0] = a[0] * len;
787
+ out[1] = a[1] * len;
788
+ out[2] = a[2] * len;
789
+ return out;
790
+ }
791
+ /**
792
+ * Calculates the dot product of two vec3's
793
+ *
794
+ * @param {ReadonlyVec3} a the first operand
795
+ * @param {ReadonlyVec3} b the second operand
796
+ * @returns {Number} dot product of a and b
797
+ */
798
+ function dot$2(a, b) {
799
+ return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
800
+ }
801
+ /**
802
+ * Computes the cross product of two vec3's
803
+ *
804
+ * @param {vec3} out the receiving vector
805
+ * @param {ReadonlyVec3} a the first operand
806
+ * @param {ReadonlyVec3} b the second operand
807
+ * @returns {vec3} out
808
+ */
809
+ function cross(out, a, b) {
810
+ const ax = a[0];
811
+ const ay = a[1];
812
+ const az = a[2];
813
+ const bx = b[0];
814
+ const by = b[1];
815
+ const bz = b[2];
816
+ out[0] = ay * bz - az * by;
817
+ out[1] = az * bx - ax * bz;
818
+ out[2] = ax * by - ay * bx;
819
+ return out;
820
+ }
821
+ /**
822
+ * Transforms the vec3 with a mat4.
823
+ * 4th vector component is implicitly '1'
824
+ *
825
+ * @param {vec3} out the receiving vector
826
+ * @param {ReadonlyVec3} a the vector to transform
827
+ * @param {ReadonlyMat4} m matrix to transform with
828
+ * @returns {vec3} out
829
+ */
830
+ function transformMat4(out, a, m) {
831
+ const x = a[0];
832
+ const y = a[1];
833
+ const z = a[2];
834
+ let w = m[3] * x + m[7] * y + m[11] * z + m[15];
835
+ w = w || 1.0;
836
+ out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;
837
+ out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;
838
+ out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;
839
+ return out;
840
+ }
841
+ /**
842
+ * Transforms the vec3 with a mat3.
843
+ *
844
+ * @param {vec3} out the receiving vector
845
+ * @param {ReadonlyVec3} a the vector to transform
846
+ * @param {ReadonlyMat3} m the 3x3 matrix to transform with
847
+ * @returns {vec3} out
848
+ */
849
+ function transformMat3(out, a, m) {
850
+ const x = a[0];
851
+ const y = a[1];
852
+ const z = a[2];
853
+ out[0] = x * m[0] + y * m[3] + z * m[6];
854
+ out[1] = x * m[1] + y * m[4] + z * m[7];
855
+ out[2] = x * m[2] + y * m[5] + z * m[8];
856
+ return out;
857
+ }
858
+ /**
859
+ * Transforms the vec3 with a quat
860
+ * Can also be used for dual quaternions. (Multiply it with the real part)
861
+ *
862
+ * @param {vec3} out the receiving vector
863
+ * @param {ReadonlyVec3} a the vector to transform
864
+ * @param {ReadonlyQuat} q quaternion to transform with
865
+ * @returns {vec3} out
866
+ */
867
+ function transformQuat$1(out, a, q) {
868
+ // benchmarks: https://jsperf.com/quaternion-transform-vec3-implementations-fixed
869
+ const qx = q[0];
870
+ const qy = q[1];
871
+ const qz = q[2];
872
+ const qw = q[3];
873
+ const x = a[0];
874
+ const y = a[1];
875
+ const z = a[2];
876
+ // var qvec = [qx, qy, qz];
877
+ // var uv = vec3.cross([], qvec, a);
878
+ let uvx = qy * z - qz * y;
879
+ let uvy = qz * x - qx * z;
880
+ let uvz = qx * y - qy * x;
881
+ // var uuv = vec3.cross([], qvec, uv);
882
+ let uuvx = qy * uvz - qz * uvy;
883
+ let uuvy = qz * uvx - qx * uvz;
884
+ let uuvz = qx * uvy - qy * uvx;
885
+ // vec3.scale(uv, uv, 2 * w);
886
+ const w2 = qw * 2;
887
+ uvx *= w2;
888
+ uvy *= w2;
889
+ uvz *= w2;
890
+ // vec3.scale(uuv, uuv, 2);
891
+ uuvx *= 2;
892
+ uuvy *= 2;
893
+ uuvz *= 2;
894
+ // return vec3.add(out, a, vec3.add(out, uv, uuv));
895
+ out[0] = x + uvx + uuvx;
896
+ out[1] = y + uvy + uuvy;
897
+ out[2] = z + uvz + uuvz;
898
+ return out;
899
+ }
900
+ /**
901
+ * Rotate a 3D vector around the x-axis
902
+ * @param {vec3} out The receiving vec3
903
+ * @param {ReadonlyVec3} a The vec3 point to rotate
904
+ * @param {ReadonlyVec3} b The origin of the rotation
905
+ * @param {Number} rad The angle of rotation in radians
906
+ * @returns {vec3} out
907
+ */
908
+ function rotateX$1(out, a, b, rad) {
909
+ const p = [];
910
+ const r = [];
911
+ // Translate point to the origin
912
+ p[0] = a[0] - b[0];
913
+ p[1] = a[1] - b[1];
914
+ p[2] = a[2] - b[2];
915
+ // perform rotation
916
+ r[0] = p[0];
917
+ r[1] = p[1] * Math.cos(rad) - p[2] * Math.sin(rad);
918
+ r[2] = p[1] * Math.sin(rad) + p[2] * Math.cos(rad);
919
+ // translate to correct position
920
+ out[0] = r[0] + b[0];
921
+ out[1] = r[1] + b[1];
922
+ out[2] = r[2] + b[2];
923
+ return out;
924
+ }
925
+ /**
926
+ * Rotate a 3D vector around the y-axis
927
+ * @param {vec3} out The receiving vec3
928
+ * @param {ReadonlyVec3} a The vec3 point to rotate
929
+ * @param {ReadonlyVec3} b The origin of the rotation
930
+ * @param {Number} rad The angle of rotation in radians
931
+ * @returns {vec3} out
932
+ */
933
+ function rotateY$1(out, a, b, rad) {
934
+ const p = [];
935
+ const r = [];
936
+ // Translate point to the origin
937
+ p[0] = a[0] - b[0];
938
+ p[1] = a[1] - b[1];
939
+ p[2] = a[2] - b[2];
940
+ // perform rotation
941
+ r[0] = p[2] * Math.sin(rad) + p[0] * Math.cos(rad);
942
+ r[1] = p[1];
943
+ r[2] = p[2] * Math.cos(rad) - p[0] * Math.sin(rad);
944
+ // translate to correct position
945
+ out[0] = r[0] + b[0];
946
+ out[1] = r[1] + b[1];
947
+ out[2] = r[2] + b[2];
948
+ return out;
949
+ }
950
+ /**
951
+ * Rotate a 3D vector around the z-axis
952
+ * @param {vec3} out The receiving vec3
953
+ * @param {ReadonlyVec3} a The vec3 point to rotate
954
+ * @param {ReadonlyVec3} b The origin of the rotation
955
+ * @param {Number} rad The angle of rotation in radians
956
+ * @returns {vec3} out
957
+ */
958
+ function rotateZ$1(out, a, b, rad) {
959
+ const p = [];
960
+ const r = [];
961
+ // Translate point to the origin
962
+ p[0] = a[0] - b[0];
963
+ p[1] = a[1] - b[1];
964
+ p[2] = a[2] - b[2];
965
+ // perform rotation
966
+ r[0] = p[0] * Math.cos(rad) - p[1] * Math.sin(rad);
967
+ r[1] = p[0] * Math.sin(rad) + p[1] * Math.cos(rad);
968
+ r[2] = p[2];
969
+ // translate to correct position
970
+ out[0] = r[0] + b[0];
971
+ out[1] = r[1] + b[1];
972
+ out[2] = r[2] + b[2];
973
+ return out;
974
+ }
975
+ /**
976
+ * Get the angle between two 3D vectors
977
+ * @param {ReadonlyVec3} a The first operand
978
+ * @param {ReadonlyVec3} b The second operand
979
+ * @returns {Number} The angle in radians
980
+ */
981
+ function angle(a, b) {
982
+ const ax = a[0];
983
+ const ay = a[1];
984
+ const az = a[2];
985
+ const bx = b[0];
986
+ const by = b[1];
987
+ const bz = b[2];
988
+ const mag = Math.sqrt((ax * ax + ay * ay + az * az) * (bx * bx + by * by + bz * bz));
989
+ const cosine = mag && dot$2(a, b) / mag;
990
+ return Math.acos(Math.min(Math.max(cosine, -1), 1));
991
+ }
992
+ /**
993
+ * Alias for {@link vec3.length}
994
+ * @function
995
+ */
996
+ const len = length$2;
997
+ /**
998
+ * Perform some operation over an array of vec3s.
999
+ *
1000
+ * @param {Array} a the array of vectors to iterate over
1001
+ * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
1002
+ * @param {Number} offset Number of elements to skip at the beginning of the array
1003
+ * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array
1004
+ * @param {Function} fn Function to call for each vector in the array
1005
+ * @param {Object} [arg] additional argument to pass to fn
1006
+ * @returns {Array} a
1007
+ * @function
1008
+ */
1009
+ ((function () {
1010
+ const vec = create$3();
1011
+ return function (a, stride, offset, count, fn, arg) {
1012
+ let i;
1013
+ let l;
1014
+ if (!stride) {
1015
+ stride = 3;
1016
+ }
1017
+ if (!offset) {
1018
+ offset = 0;
1019
+ }
1020
+ if (count) {
1021
+ l = Math.min(count * stride + offset, a.length);
1022
+ }
1023
+ else {
1024
+ l = a.length;
1025
+ }
1026
+ for (i = offset; i < l; i += stride) {
1027
+ vec[0] = a[i];
1028
+ vec[1] = a[i + 1];
1029
+ vec[2] = a[i + 2];
1030
+ fn(vec, vec, arg);
1031
+ a[i] = vec[0];
1032
+ a[i + 1] = vec[1];
1033
+ a[i + 2] = vec[2];
1034
+ }
1035
+ return a;
1036
+ };
1037
+ }))();
1038
+
1039
+ // math.gl
1040
+ const ORIGIN = [0, 0, 0];
1041
+ let ZERO$1;
1042
+ /**
1043
+ * Three-element vector class with common linear algebra operations.
1044
+ * Subclass of Array<number> meaning that it is highly compatible with other libraries
1045
+ */
1046
+ class Vector3 extends Vector {
1047
+ static get ZERO() {
1048
+ if (!ZERO$1) {
1049
+ ZERO$1 = new Vector3(0, 0, 0);
1050
+ Object.freeze(ZERO$1);
1051
+ }
1052
+ return ZERO$1;
1053
+ }
1054
+ /**
1055
+ * @class
1056
+ * @param x
1057
+ * @param y
1058
+ * @param z
1059
+ */
1060
+ constructor(x = 0, y = 0, z = 0) {
1061
+ // PERF NOTE: initialize elements as double precision numbers
1062
+ super(-0, -0, -0);
1063
+ if (arguments.length === 1 && isArray(x)) {
1064
+ this.copy(x);
1065
+ }
1066
+ else {
1067
+ // this.set(x, y, z);
1068
+ if (config.debug) {
1069
+ checkNumber(x);
1070
+ checkNumber(y);
1071
+ checkNumber(z);
1072
+ }
1073
+ // @ts-expect-error TS2412: Property '0' of type 'number | [number, number, number]' is not assignable to numeric index type 'number'
1074
+ this[0] = x;
1075
+ this[1] = y;
1076
+ this[2] = z;
1077
+ }
1078
+ }
1079
+ set(x, y, z) {
1080
+ this[0] = x;
1081
+ this[1] = y;
1082
+ this[2] = z;
1083
+ return this.check();
1084
+ }
1085
+ copy(array) {
1086
+ this[0] = array[0];
1087
+ this[1] = array[1];
1088
+ this[2] = array[2];
1089
+ return this.check();
1090
+ }
1091
+ fromObject(object) {
1092
+ if (config.debug) {
1093
+ checkNumber(object.x);
1094
+ checkNumber(object.y);
1095
+ checkNumber(object.z);
1096
+ }
1097
+ this[0] = object.x;
1098
+ this[1] = object.y;
1099
+ this[2] = object.z;
1100
+ return this.check();
1101
+ }
1102
+ toObject(object) {
1103
+ object.x = this[0];
1104
+ object.y = this[1];
1105
+ object.z = this[2];
1106
+ return object;
1107
+ }
1108
+ // Getters/setters
1109
+ get ELEMENTS() {
1110
+ return 3;
1111
+ }
1112
+ get z() {
1113
+ return this[2];
1114
+ }
1115
+ set z(value) {
1116
+ this[2] = checkNumber(value);
1117
+ }
1118
+ // ACCESSORS
1119
+ angle(vector) {
1120
+ return angle(this, vector);
1121
+ }
1122
+ // MODIFIERS
1123
+ cross(vector) {
1124
+ cross(this, this, vector);
1125
+ return this.check();
1126
+ }
1127
+ rotateX({ radians, origin = ORIGIN }) {
1128
+ rotateX$1(this, this, origin, radians);
1129
+ return this.check();
1130
+ }
1131
+ rotateY({ radians, origin = ORIGIN }) {
1132
+ rotateY$1(this, this, origin, radians);
1133
+ return this.check();
1134
+ }
1135
+ rotateZ({ radians, origin = ORIGIN }) {
1136
+ rotateZ$1(this, this, origin, radians);
1137
+ return this.check();
1138
+ }
1139
+ // Transforms
1140
+ // transforms as point (4th component is implicitly 1)
1141
+ transform(matrix4) {
1142
+ return this.transformAsPoint(matrix4);
1143
+ }
1144
+ // transforms as point (4th component is implicitly 1)
1145
+ transformAsPoint(matrix4) {
1146
+ transformMat4(this, this, matrix4);
1147
+ return this.check();
1148
+ }
1149
+ // transforms as vector (4th component is implicitly 0, ignores translation. slightly faster)
1150
+ transformAsVector(matrix4) {
1151
+ vec3_transformMat4AsVector(this, this, matrix4);
1152
+ return this.check();
1153
+ }
1154
+ transformByMatrix3(matrix3) {
1155
+ transformMat3(this, this, matrix3);
1156
+ return this.check();
1157
+ }
1158
+ transformByMatrix2(matrix2) {
1159
+ vec3_transformMat2(this, this, matrix2);
1160
+ return this.check();
1161
+ }
1162
+ transformByQuaternion(quaternion) {
1163
+ transformQuat$1(this, this, quaternion);
1164
+ return this.check();
1165
+ }
1166
+ }
1167
+
1168
+ // math.gl
1169
+ let ZERO;
1170
+ /**
1171
+ * Four-element vector class with common linear algebra operations.
1172
+ * Subclass of Array<number> meaning that it is highly compatible with other libraries
1173
+ */
1174
+ class Vector4 extends Vector {
1175
+ static get ZERO() {
1176
+ if (!ZERO) {
1177
+ ZERO = new Vector4(0, 0, 0, 0);
1178
+ Object.freeze(ZERO);
1179
+ }
1180
+ return ZERO;
1181
+ }
1182
+ constructor(x = 0, y = 0, z = 0, w = 0) {
1183
+ // PERF NOTE: initialize elements as double precision numbers
1184
+ super(-0, -0, -0, -0);
1185
+ if (isArray(x) && arguments.length === 1) {
1186
+ this.copy(x);
1187
+ }
1188
+ else {
1189
+ // this.set(x, y, z, w);
1190
+ if (config.debug) {
1191
+ checkNumber(x);
1192
+ checkNumber(y);
1193
+ checkNumber(z);
1194
+ checkNumber(w);
1195
+ }
1196
+ this[0] = x;
1197
+ this[1] = y;
1198
+ this[2] = z;
1199
+ this[3] = w;
1200
+ }
1201
+ }
1202
+ set(x, y, z, w) {
1203
+ this[0] = x;
1204
+ this[1] = y;
1205
+ this[2] = z;
1206
+ this[3] = w;
1207
+ return this.check();
1208
+ }
1209
+ copy(array) {
1210
+ this[0] = array[0];
1211
+ this[1] = array[1];
1212
+ this[2] = array[2];
1213
+ this[3] = array[3];
1214
+ return this.check();
1215
+ }
1216
+ fromObject(object) {
1217
+ if (config.debug) {
1218
+ checkNumber(object.x);
1219
+ checkNumber(object.y);
1220
+ checkNumber(object.z);
1221
+ checkNumber(object.w);
1222
+ }
1223
+ this[0] = object.x;
1224
+ this[1] = object.y;
1225
+ this[2] = object.z;
1226
+ this[3] = object.w;
1227
+ return this;
1228
+ }
1229
+ toObject(object) {
1230
+ object.x = this[0];
1231
+ object.y = this[1];
1232
+ object.z = this[2];
1233
+ object.w = this[3];
1234
+ return object;
1235
+ }
1236
+ // Getters/setters
1237
+ /* eslint-disable no-multi-spaces, brace-style, no-return-assign */
1238
+ get ELEMENTS() {
1239
+ return 4;
1240
+ }
1241
+ get z() {
1242
+ return this[2];
1243
+ }
1244
+ set z(value) {
1245
+ this[2] = checkNumber(value);
1246
+ }
1247
+ get w() {
1248
+ return this[3];
1249
+ }
1250
+ set w(value) {
1251
+ this[3] = checkNumber(value);
1252
+ }
1253
+ transform(matrix4) {
1254
+ transformMat4(this, this, matrix4);
1255
+ return this.check();
1256
+ }
1257
+ transformByMatrix3(matrix3) {
1258
+ vec4_transformMat3(this, this, matrix3);
1259
+ return this.check();
1260
+ }
1261
+ transformByMatrix2(matrix2) {
1262
+ vec4_transformMat2(this, this, matrix2);
1263
+ return this.check();
1264
+ }
1265
+ transformByQuaternion(quaternion) {
1266
+ transformQuat$1(this, this, quaternion);
1267
+ return this.check();
1268
+ }
1269
+ // three.js compatibility
1270
+ applyMatrix4(m) {
1271
+ m.transform(this, this);
1272
+ return this;
1273
+ }
1274
+ }
1275
+
1276
+ /**
1277
+ * 3x3 Matrix
1278
+ * @module mat3
1279
+ */
1280
+ /**
1281
+ * Creates a new identity mat3
1282
+ *
1283
+ * @returns {mat3} a new 3x3 matrix
1284
+ */
1285
+ function create$2() {
1286
+ const out = new ARRAY_TYPE(9);
1287
+ if (ARRAY_TYPE != Float32Array) {
1288
+ out[1] = 0;
1289
+ out[2] = 0;
1290
+ out[3] = 0;
1291
+ out[5] = 0;
1292
+ out[6] = 0;
1293
+ out[7] = 0;
1294
+ }
1295
+ out[0] = 1;
1296
+ out[4] = 1;
1297
+ out[8] = 1;
1298
+ return out;
1299
+ }
1300
+
1301
+ // @eslint-disable
1302
+ /**
1303
+ * 4 Dimensional Vector
1304
+ * @module vec4
1305
+ */
1306
+ /**
1307
+ * Creates a new, empty vec4
1308
+ *
1309
+ * @returns {vec4} a new 4D vector
1310
+ */
1311
+ function create$1() {
1312
+ const out = new ARRAY_TYPE(4);
1313
+ if (ARRAY_TYPE != Float32Array) {
1314
+ out[0] = 0;
1315
+ out[1] = 0;
1316
+ out[2] = 0;
1317
+ out[3] = 0;
1318
+ }
1319
+ return out;
1320
+ }
1321
+ /**
1322
+ * Adds two vec4's
1323
+ *
1324
+ * @param {vec4} out the receiving vector
1325
+ * @param {ReadonlyVec4} a the first operand
1326
+ * @param {ReadonlyVec4} b the second operand
1327
+ * @returns {vec4} out
1328
+ */
1329
+ function add$1(out, a, b) {
1330
+ out[0] = a[0] + b[0];
1331
+ out[1] = a[1] + b[1];
1332
+ out[2] = a[2] + b[2];
1333
+ out[3] = a[3] + b[3];
1334
+ return out;
1335
+ }
1336
+ /**
1337
+ * Scales a vec4 by a scalar number
1338
+ *
1339
+ * @param {vec4} out the receiving vector
1340
+ * @param {ReadonlyVec4} a the vector to scale
1341
+ * @param {Number} b amount to scale the vector by
1342
+ * @returns {vec4} out
1343
+ */
1344
+ function scale$1(out, a, b) {
1345
+ out[0] = a[0] * b;
1346
+ out[1] = a[1] * b;
1347
+ out[2] = a[2] * b;
1348
+ out[3] = a[3] * b;
1349
+ return out;
1350
+ }
1351
+ /**
1352
+ * Calculates the length of a vec4
1353
+ *
1354
+ * @param {ReadonlyVec4} a vector to calculate length of
1355
+ * @returns {Number} length of a
1356
+ */
1357
+ function length$1(a) {
1358
+ const x = a[0];
1359
+ const y = a[1];
1360
+ const z = a[2];
1361
+ const w = a[3];
1362
+ return Math.sqrt(x * x + y * y + z * z + w * w);
1363
+ }
1364
+ /**
1365
+ * Calculates the squared length of a vec4
1366
+ *
1367
+ * @param {ReadonlyVec4} a vector to calculate squared length of
1368
+ * @returns {Number} squared length of a
1369
+ */
1370
+ function squaredLength$1(a) {
1371
+ const x = a[0];
1372
+ const y = a[1];
1373
+ const z = a[2];
1374
+ const w = a[3];
1375
+ return x * x + y * y + z * z + w * w;
1376
+ }
1377
+ /**
1378
+ * Normalize a vec4
1379
+ *
1380
+ * @param {vec4} out the receiving vector
1381
+ * @param {ReadonlyVec4} a vector to normalize
1382
+ * @returns {vec4} out
1383
+ */
1384
+ function normalize$1(out, a) {
1385
+ const x = a[0];
1386
+ const y = a[1];
1387
+ const z = a[2];
1388
+ const w = a[3];
1389
+ let len = x * x + y * y + z * z + w * w;
1390
+ if (len > 0) {
1391
+ len = 1 / Math.sqrt(len);
1392
+ }
1393
+ out[0] = x * len;
1394
+ out[1] = y * len;
1395
+ out[2] = z * len;
1396
+ out[3] = w * len;
1397
+ return out;
1398
+ }
1399
+ /**
1400
+ * Calculates the dot product of two vec4's
1401
+ *
1402
+ * @param {ReadonlyVec4} a the first operand
1403
+ * @param {ReadonlyVec4} b the second operand
1404
+ * @returns {Number} dot product of a and b
1405
+ */
1406
+ function dot$1(a, b) {
1407
+ return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
1408
+ }
1409
+ /**
1410
+ * Performs a linear interpolation between two vec4's
1411
+ *
1412
+ * @param {vec4} out the receiving vector
1413
+ * @param {ReadonlyVec4} a the first operand
1414
+ * @param {ReadonlyVec4} b the second operand
1415
+ * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
1416
+ * @returns {vec4} out
1417
+ */
1418
+ function lerp$1(out, a, b, t) {
1419
+ const ax = a[0];
1420
+ const ay = a[1];
1421
+ const az = a[2];
1422
+ const aw = a[3];
1423
+ out[0] = ax + t * (b[0] - ax);
1424
+ out[1] = ay + t * (b[1] - ay);
1425
+ out[2] = az + t * (b[2] - az);
1426
+ out[3] = aw + t * (b[3] - aw);
1427
+ return out;
1428
+ }
1429
+ /**
1430
+ * Transforms the vec4 with a quat
1431
+ *
1432
+ * @param {vec4} out the receiving vector
1433
+ * @param {ReadonlyVec4} a the vector to transform
1434
+ * @param {ReadonlyQuat} q quaternion to transform with
1435
+ * @returns {vec4} out
1436
+ */
1437
+ function transformQuat(out, a, q) {
1438
+ const x = a[0];
1439
+ const y = a[1];
1440
+ const z = a[2];
1441
+ const qx = q[0];
1442
+ const qy = q[1];
1443
+ const qz = q[2];
1444
+ const qw = q[3];
1445
+ // calculate quat * vec
1446
+ const ix = qw * x + qy * z - qz * y;
1447
+ const iy = qw * y + qz * x - qx * z;
1448
+ const iz = qw * z + qx * y - qy * x;
1449
+ const iw = -qx * x - qy * y - qz * z;
1450
+ // calculate result * inverse quat
1451
+ out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
1452
+ out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
1453
+ out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
1454
+ out[3] = a[3];
1455
+ return out;
1456
+ }
1457
+ /**
1458
+ * Perform some operation over an array of vec4s.
1459
+ *
1460
+ * @param {Array} a the array of vectors to iterate over
1461
+ * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed
1462
+ * @param {Number} offset Number of elements to skip at the beginning of the array
1463
+ * @param {Number} count Number of vec4s to iterate over. If 0 iterates over entire array
1464
+ * @param {Function} fn Function to call for each vector in the array
1465
+ * @param {Object} [arg] additional argument to pass to fn
1466
+ * @returns {Array} a
1467
+ * @function
1468
+ */
1469
+ ((function () {
1470
+ const vec = create$1();
1471
+ return function (a, stride, offset, count, fn, arg) {
1472
+ let i;
1473
+ let l;
1474
+ if (!stride) {
1475
+ stride = 4;
1476
+ }
1477
+ if (!offset) {
1478
+ offset = 0;
1479
+ }
1480
+ if (count) {
1481
+ l = Math.min(count * stride + offset, a.length);
1482
+ }
1483
+ else {
1484
+ l = a.length;
1485
+ }
1486
+ for (i = offset; i < l; i += stride) {
1487
+ vec[0] = a[i];
1488
+ vec[1] = a[i + 1];
1489
+ vec[2] = a[i + 2];
1490
+ vec[3] = a[i + 3];
1491
+ fn(vec, vec, arg);
1492
+ a[i] = vec[0];
1493
+ a[i + 1] = vec[1];
1494
+ a[i + 2] = vec[2];
1495
+ a[i + 3] = vec[3];
1496
+ }
1497
+ return a;
1498
+ };
1499
+ }))();
1500
+
1501
+ // @eslint-disable
1502
+ // const glMatrix: {EPSILON = 0.000001};
1503
+ /**
1504
+ * Quaternion in the format XYZW
1505
+ * @module quat
1506
+ */
1507
+ /**
1508
+ * Creates a new identity quat
1509
+ *
1510
+ * @returns {quat} a new quaternion
1511
+ */
1512
+ function create() {
1513
+ const out = new ARRAY_TYPE(4);
1514
+ if (ARRAY_TYPE != Float32Array) {
1515
+ out[0] = 0;
1516
+ out[1] = 0;
1517
+ out[2] = 0;
1518
+ }
1519
+ out[3] = 1;
1520
+ return out;
1521
+ }
1522
+ /**
1523
+ * Set a quat to the identity quaternion
1524
+ *
1525
+ * @param {quat} out the receiving quaternion
1526
+ * @returns {quat} out
1527
+ */
1528
+ function identity(out) {
1529
+ out[0] = 0;
1530
+ out[1] = 0;
1531
+ out[2] = 0;
1532
+ out[3] = 1;
1533
+ return out;
1534
+ }
1535
+ /**
1536
+ * Sets a quat from the given angle and rotation axis,
1537
+ * then returns it.
1538
+ *
1539
+ * @param {quat} out the receiving quaternion
1540
+ * @param {ReadonlyVec3} axis the axis around which to rotate
1541
+ * @param {Number} rad the angle in radians
1542
+ * @returns {quat} out
1543
+ **/
1544
+ function setAxisAngle(out, axis, rad) {
1545
+ rad = rad * 0.5;
1546
+ const s = Math.sin(rad);
1547
+ out[0] = s * axis[0];
1548
+ out[1] = s * axis[1];
1549
+ out[2] = s * axis[2];
1550
+ out[3] = Math.cos(rad);
1551
+ return out;
1552
+ }
1553
+ /**
1554
+ * Multiplies two quat's
1555
+ *
1556
+ * @param {quat} out the receiving quaternion
1557
+ * @param {ReadonlyQuat} a the first operand
1558
+ * @param {ReadonlyQuat} b the second operand
1559
+ * @returns {quat} out
1560
+ */
1561
+ function multiply(out, a, b) {
1562
+ const ax = a[0];
1563
+ const ay = a[1];
1564
+ const az = a[2];
1565
+ const aw = a[3];
1566
+ const bx = b[0];
1567
+ const by = b[1];
1568
+ const bz = b[2];
1569
+ const bw = b[3];
1570
+ out[0] = ax * bw + aw * bx + ay * bz - az * by;
1571
+ out[1] = ay * bw + aw * by + az * bx - ax * bz;
1572
+ out[2] = az * bw + aw * bz + ax * by - ay * bx;
1573
+ out[3] = aw * bw - ax * bx - ay * by - az * bz;
1574
+ return out;
1575
+ }
1576
+ /**
1577
+ * Rotates a quaternion by the given angle about the X axis
1578
+ *
1579
+ * @param {quat} out quat receiving operation result
1580
+ * @param {ReadonlyQuat} a quat to rotate
1581
+ * @param {number} rad angle (in radians) to rotate
1582
+ * @returns {quat} out
1583
+ */
1584
+ function rotateX(out, a, rad) {
1585
+ rad *= 0.5;
1586
+ const ax = a[0];
1587
+ const ay = a[1];
1588
+ const az = a[2];
1589
+ const aw = a[3];
1590
+ const bx = Math.sin(rad);
1591
+ const bw = Math.cos(rad);
1592
+ out[0] = ax * bw + aw * bx;
1593
+ out[1] = ay * bw + az * bx;
1594
+ out[2] = az * bw - ay * bx;
1595
+ out[3] = aw * bw - ax * bx;
1596
+ return out;
1597
+ }
1598
+ /**
1599
+ * Rotates a quaternion by the given angle about the Y axis
1600
+ *
1601
+ * @param {quat} out quat receiving operation result
1602
+ * @param {ReadonlyQuat} a quat to rotate
1603
+ * @param {number} rad angle (in radians) to rotate
1604
+ * @returns {quat} out
1605
+ */
1606
+ function rotateY(out, a, rad) {
1607
+ rad *= 0.5;
1608
+ const ax = a[0];
1609
+ const ay = a[1];
1610
+ const az = a[2];
1611
+ const aw = a[3];
1612
+ const by = Math.sin(rad);
1613
+ const bw = Math.cos(rad);
1614
+ out[0] = ax * bw - az * by;
1615
+ out[1] = ay * bw + aw * by;
1616
+ out[2] = az * bw + ax * by;
1617
+ out[3] = aw * bw - ay * by;
1618
+ return out;
1619
+ }
1620
+ /**
1621
+ * Rotates a quaternion by the given angle about the Z axis
1622
+ *
1623
+ * @param {quat} out quat receiving operation result
1624
+ * @param {ReadonlyQuat} a quat to rotate
1625
+ * @param {number} rad angle (in radians) to rotate
1626
+ * @returns {quat} out
1627
+ */
1628
+ function rotateZ(out, a, rad) {
1629
+ rad *= 0.5;
1630
+ const ax = a[0];
1631
+ const ay = a[1];
1632
+ const az = a[2];
1633
+ const aw = a[3];
1634
+ const bz = Math.sin(rad);
1635
+ const bw = Math.cos(rad);
1636
+ out[0] = ax * bw + ay * bz;
1637
+ out[1] = ay * bw - ax * bz;
1638
+ out[2] = az * bw + aw * bz;
1639
+ out[3] = aw * bw - az * bz;
1640
+ return out;
1641
+ }
1642
+ /**
1643
+ * Calculates the W component of a quat from the X, Y, and Z components.
1644
+ * Assumes that quaternion is 1 unit in length.
1645
+ * Any existing W component will be ignored.
1646
+ *
1647
+ * @param {quat} out the receiving quaternion
1648
+ * @param {ReadonlyQuat} a quat to calculate W component of
1649
+ * @returns {quat} out
1650
+ */
1651
+ function calculateW(out, a) {
1652
+ const x = a[0];
1653
+ const y = a[1];
1654
+ const z = a[2];
1655
+ out[0] = x;
1656
+ out[1] = y;
1657
+ out[2] = z;
1658
+ out[3] = Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
1659
+ return out;
1660
+ }
1661
+ /**
1662
+ * Performs a spherical linear interpolation between two quat
1663
+ *
1664
+ * @param {quat} out the receiving quaternion
1665
+ * @param {ReadonlyQuat} a the first operand
1666
+ * @param {ReadonlyQuat} b the second operand
1667
+ * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
1668
+ * @returns {quat} out
1669
+ */
1670
+ function slerp(out, a, b, t) {
1671
+ // benchmarks:
1672
+ // http://jsperf.com/quaternion-slerp-implementations
1673
+ const ax = a[0];
1674
+ const ay = a[1];
1675
+ const az = a[2];
1676
+ const aw = a[3];
1677
+ let bx = b[0];
1678
+ let by = b[1];
1679
+ let bz = b[2];
1680
+ let bw = b[3];
1681
+ let cosom;
1682
+ let omega;
1683
+ let scale0;
1684
+ let scale1;
1685
+ let sinom;
1686
+ // calc cosine
1687
+ cosom = ax * bx + ay * by + az * bz + aw * bw;
1688
+ // adjust signs (if necessary)
1689
+ if (cosom < 0.0) {
1690
+ cosom = -cosom;
1691
+ bx = -bx;
1692
+ by = -by;
1693
+ bz = -bz;
1694
+ bw = -bw;
1695
+ }
1696
+ // calculate coefficients
1697
+ if (1.0 - cosom > EPSILON) {
1698
+ // standard case (slerp)
1699
+ omega = Math.acos(cosom);
1700
+ sinom = Math.sin(omega);
1701
+ scale0 = Math.sin((1.0 - t) * omega) / sinom;
1702
+ scale1 = Math.sin(t * omega) / sinom;
1703
+ }
1704
+ else {
1705
+ // "from" and "to" quaternions are very close
1706
+ // ... so we can do a linear interpolation
1707
+ scale0 = 1.0 - t;
1708
+ scale1 = t;
1709
+ }
1710
+ // calculate final values
1711
+ out[0] = scale0 * ax + scale1 * bx;
1712
+ out[1] = scale0 * ay + scale1 * by;
1713
+ out[2] = scale0 * az + scale1 * bz;
1714
+ out[3] = scale0 * aw + scale1 * bw;
1715
+ return out;
1716
+ }
1717
+ /**
1718
+ * Generates a random unit quaternion
1719
+ *
1720
+ * @param {quat} out the receiving quaternion
1721
+ * @returns {quat} out
1722
+ */
1723
+ // export function random(out) {
1724
+ // // Implementation of http://planning.cs.uiuc.edu/node198.html
1725
+ // // TODO: Calling random 3 times is probably not the fastest solution
1726
+ // let u1 = glMatrix.RANDOM();
1727
+ // let u2 = glMatrix.RANDOM();
1728
+ // let u3 = glMatrix.RANDOM();
1729
+ // let sqrt1MinusU1 = Math.sqrt(1 - u1);
1730
+ // let sqrtU1 = Math.sqrt(u1);
1731
+ // out[0] = sqrt1MinusU1 * Math.sin(2.0 * Math.PI * u2);
1732
+ // out[1] = sqrt1MinusU1 * Math.cos(2.0 * Math.PI * u2);
1733
+ // out[2] = sqrtU1 * Math.sin(2.0 * Math.PI * u3);
1734
+ // out[3] = sqrtU1 * Math.cos(2.0 * Math.PI * u3);
1735
+ // return out;
1736
+ // }
1737
+ /**
1738
+ * Calculates the inverse of a quat
1739
+ *
1740
+ * @param {quat} out the receiving quaternion
1741
+ * @param {ReadonlyQuat} a quat to calculate inverse of
1742
+ * @returns {quat} out
1743
+ */
1744
+ function invert(out, a) {
1745
+ const a0 = a[0];
1746
+ const a1 = a[1];
1747
+ const a2 = a[2];
1748
+ const a3 = a[3];
1749
+ const dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;
1750
+ const invDot = dot ? 1.0 / dot : 0;
1751
+ // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0
1752
+ out[0] = -a0 * invDot;
1753
+ out[1] = -a1 * invDot;
1754
+ out[2] = -a2 * invDot;
1755
+ out[3] = a3 * invDot;
1756
+ return out;
1757
+ }
1758
+ /**
1759
+ * Calculates the conjugate of a quat
1760
+ * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.
1761
+ *
1762
+ * @param {quat} out the receiving quaternion
1763
+ * @param {ReadonlyQuat} a quat to calculate conjugate of
1764
+ * @returns {quat} out
1765
+ */
1766
+ function conjugate(out, a) {
1767
+ out[0] = -a[0];
1768
+ out[1] = -a[1];
1769
+ out[2] = -a[2];
1770
+ out[3] = a[3];
1771
+ return out;
1772
+ }
1773
+ /**
1774
+ * Creates a quaternion from the given 3x3 rotation matrix.
1775
+ *
1776
+ * NOTE: The resultant quaternion is not normalized, so you should be sure
1777
+ * to renormalize the quaternion yourself where necessary.
1778
+ *
1779
+ * @param {quat} out the receiving quaternion
1780
+ * @param {ReadonlyMat3} m rotation matrix
1781
+ * @returns {quat} out
1782
+ * @function
1783
+ */
1784
+ function fromMat3(out, m) {
1785
+ // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
1786
+ // article "Quaternion Calculus and Fast Animation".
1787
+ const fTrace = m[0] + m[4] + m[8];
1788
+ let fRoot;
1789
+ if (fTrace > 0.0) {
1790
+ // |w| > 1/2, may as well choose w > 1/2
1791
+ fRoot = Math.sqrt(fTrace + 1.0); // 2w
1792
+ out[3] = 0.5 * fRoot;
1793
+ fRoot = 0.5 / fRoot; // 1/(4w)
1794
+ out[0] = (m[5] - m[7]) * fRoot;
1795
+ out[1] = (m[6] - m[2]) * fRoot;
1796
+ out[2] = (m[1] - m[3]) * fRoot;
1797
+ }
1798
+ else {
1799
+ // |w| <= 1/2
1800
+ let i = 0;
1801
+ if (m[4] > m[0])
1802
+ i = 1;
1803
+ if (m[8] > m[i * 3 + i])
1804
+ i = 2;
1805
+ const j = (i + 1) % 3;
1806
+ const k = (i + 2) % 3;
1807
+ fRoot = Math.sqrt(m[i * 3 + i] - m[j * 3 + j] - m[k * 3 + k] + 1.0);
1808
+ out[i] = 0.5 * fRoot;
1809
+ fRoot = 0.5 / fRoot;
1810
+ out[3] = (m[j * 3 + k] - m[k * 3 + j]) * fRoot;
1811
+ out[j] = (m[j * 3 + i] + m[i * 3 + j]) * fRoot;
1812
+ out[k] = (m[k * 3 + i] + m[i * 3 + k]) * fRoot;
1813
+ }
1814
+ return out;
1815
+ }
1816
+ /**
1817
+ * Adds two quat's
1818
+ *
1819
+ * @param {quat} out the receiving quaternion
1820
+ * @param {ReadonlyQuat} a the first operand
1821
+ * @param {ReadonlyQuat} b the second operand
1822
+ * @returns {quat} out
1823
+ * @function
1824
+ */
1825
+ const add = add$1;
1826
+ /**
1827
+ * Scales a quat by a scalar number
1828
+ *
1829
+ * @param {quat} out the receiving vector
1830
+ * @param {ReadonlyQuat} a the vector to scale
1831
+ * @param {Number} b amount to scale the vector by
1832
+ * @returns {quat} out
1833
+ * @function
1834
+ */
1835
+ const scale = scale$1;
1836
+ /**
1837
+ * Calculates the dot product of two quat's
1838
+ *
1839
+ * @param {ReadonlyQuat} a the first operand
1840
+ * @param {ReadonlyQuat} b the second operand
1841
+ * @returns {Number} dot product of a and b
1842
+ * @function
1843
+ */
1844
+ const dot = dot$1;
1845
+ /**
1846
+ * Performs a linear interpolation between two quat's
1847
+ *
1848
+ * @param {quat} out the receiving quaternion
1849
+ * @param {ReadonlyQuat} a the first operand
1850
+ * @param {ReadonlyQuat} b the second operand
1851
+ * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
1852
+ * @returns {quat} out
1853
+ * @function
1854
+ */
1855
+ const lerp = lerp$1;
1856
+ /**
1857
+ * Calculates the length of a quat
1858
+ *
1859
+ * @param {ReadonlyQuat} a vector to calculate length of
1860
+ * @returns {Number} length of a
1861
+ */
1862
+ const length = length$1;
1863
+ /**
1864
+ * Calculates the squared length of a quat
1865
+ *
1866
+ * @param {ReadonlyQuat} a vector to calculate squared length of
1867
+ * @returns {Number} squared length of a
1868
+ * @function
1869
+ */
1870
+ const squaredLength = squaredLength$1;
1871
+ /**
1872
+ * Normalize a quat
1873
+ *
1874
+ * @param {quat} out the receiving quaternion
1875
+ * @param {ReadonlyQuat} a quaternion to normalize
1876
+ * @returns {quat} out
1877
+ * @function
1878
+ */
1879
+ const normalize = normalize$1;
1880
+ /**
1881
+ * Sets a quaternion to represent the shortest rotation from one
1882
+ * vector to another.
1883
+ *
1884
+ * Both vectors are assumed to be unit length.
1885
+ *
1886
+ * @param {quat} out the receiving quaternion.
1887
+ * @param {ReadonlyVec3} a the initial vector
1888
+ * @param {ReadonlyVec3} b the destination vector
1889
+ * @returns {quat} out
1890
+ */
1891
+ const rotationTo = (function () {
1892
+ const tmpvec3 = create$3();
1893
+ const xUnitVec3 = fromValues(1, 0, 0);
1894
+ const yUnitVec3 = fromValues(0, 1, 0);
1895
+ return function (out, a, b) {
1896
+ const dot = dot$2(a, b);
1897
+ if (dot < -0.999999) {
1898
+ cross(tmpvec3, xUnitVec3, a);
1899
+ if (len(tmpvec3) < 0.000001)
1900
+ cross(tmpvec3, yUnitVec3, a);
1901
+ normalize$2(tmpvec3, tmpvec3);
1902
+ setAxisAngle(out, tmpvec3, Math.PI);
1903
+ return out;
1904
+ }
1905
+ else if (dot > 0.999999) {
1906
+ out[0] = 0;
1907
+ out[1] = 0;
1908
+ out[2] = 0;
1909
+ out[3] = 1;
1910
+ return out;
1911
+ }
1912
+ cross(tmpvec3, a, b);
1913
+ out[0] = tmpvec3[0];
1914
+ out[1] = tmpvec3[1];
1915
+ out[2] = tmpvec3[2];
1916
+ out[3] = 1 + dot;
1917
+ return normalize(out, out);
1918
+ };
1919
+ })();
1920
+ /**
1921
+ * Performs a spherical linear interpolation with two control points
1922
+ *
1923
+ * @param {quat} out the receiving quaternion
1924
+ * @param {ReadonlyQuat} a the first operand
1925
+ * @param {ReadonlyQuat} b the second operand
1926
+ * @param {ReadonlyQuat} c the third operand
1927
+ * @param {ReadonlyQuat} d the fourth operand
1928
+ * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
1929
+ * @returns {quat} out
1930
+ */
1931
+ ((function () {
1932
+ const temp1 = create();
1933
+ const temp2 = create();
1934
+ return function (out, a, b, c, d, t) {
1935
+ slerp(temp1, a, d, t);
1936
+ slerp(temp2, b, c, t);
1937
+ slerp(out, temp1, temp2, 2 * t * (1 - t));
1938
+ return out;
1939
+ };
1940
+ }))();
1941
+ /**
1942
+ * Sets the specified quaternion with values corresponding to the given
1943
+ * axes. Each axis is a vec3 and is expected to be unit length and
1944
+ * perpendicular to all other specified axes.
1945
+ *
1946
+ * @param {ReadonlyVec3} view the vector representing the viewing direction
1947
+ * @param {ReadonlyVec3} right the vector representing the local "right" direction
1948
+ * @param {ReadonlyVec3} up the vector representing the local "up" direction
1949
+ * @returns {quat} out
1950
+ */
1951
+ ((function () {
1952
+ const matr = create$2();
1953
+ return function (out, view, right, up) {
1954
+ matr[0] = right[0];
1955
+ matr[3] = right[1];
1956
+ matr[6] = right[2];
1957
+ matr[1] = up[0];
1958
+ matr[4] = up[1];
1959
+ matr[7] = up[2];
1960
+ matr[2] = -view[0];
1961
+ matr[5] = -view[1];
1962
+ matr[8] = -view[2];
1963
+ return normalize(out, fromMat3(out, matr));
1964
+ };
1965
+ }))();
1966
+
1967
+ // math.gl
1968
+ const IDENTITY_QUATERNION = [0, 0, 0, 1];
1969
+ class Quaternion extends MathArray {
1970
+ constructor(x = 0, y = 0, z = 0, w = 1) {
1971
+ // PERF NOTE: initialize elements as double precision numbers
1972
+ super(-0, -0, -0, -0);
1973
+ // eslint-disable-next-line prefer-rest-params
1974
+ if (Array.isArray(x) && arguments.length === 1) {
1975
+ this.copy(x);
1976
+ }
1977
+ else {
1978
+ this.set(x, y, z, w);
1979
+ }
1980
+ }
1981
+ copy(array) {
1982
+ this[0] = array[0];
1983
+ this[1] = array[1];
1984
+ this[2] = array[2];
1985
+ this[3] = array[3];
1986
+ return this.check();
1987
+ }
1988
+ set(x, y, z, w) {
1989
+ this[0] = x;
1990
+ this[1] = y;
1991
+ this[2] = z;
1992
+ this[3] = w;
1993
+ return this.check();
1994
+ }
1995
+ fromObject(object) {
1996
+ this[0] = object.x;
1997
+ this[1] = object.y;
1998
+ this[2] = object.z;
1999
+ this[3] = object.w;
2000
+ return this.check();
2001
+ }
2002
+ /**
2003
+ * Creates a quaternion from the given 3x3 rotation matrix.
2004
+ * NOTE: The resultant quaternion is not normalized, so you should
2005
+ * be sure to renormalize the quaternion yourself where necessary.
2006
+ * @param m
2007
+ * @returns
2008
+ */
2009
+ fromMatrix3(m) {
2010
+ fromMat3(this, m);
2011
+ return this.check();
2012
+ }
2013
+ fromAxisRotation(axis, rad) {
2014
+ setAxisAngle(this, axis, rad);
2015
+ return this.check();
2016
+ }
2017
+ /** Set a quat to the identity quaternion */
2018
+ identity() {
2019
+ identity(this);
2020
+ return this.check();
2021
+ }
2022
+ // Set the components of a quat to the given values
2023
+ // set(i, j, k, l) {
2024
+ // quat_set(this, i, j, k, l);
2025
+ // return this.check();
2026
+ // }
2027
+ // Sets a quat from the given angle and rotation axis, then returns it.
2028
+ setAxisAngle(axis, rad) {
2029
+ return this.fromAxisRotation(axis, rad);
2030
+ }
2031
+ // Getters/setters
2032
+ get ELEMENTS() {
2033
+ return 4;
2034
+ }
2035
+ get x() {
2036
+ return this[0];
2037
+ }
2038
+ set x(value) {
2039
+ this[0] = checkNumber(value);
2040
+ }
2041
+ get y() {
2042
+ return this[1];
2043
+ }
2044
+ set y(value) {
2045
+ this[1] = checkNumber(value);
2046
+ }
2047
+ get z() {
2048
+ return this[2];
2049
+ }
2050
+ set z(value) {
2051
+ this[2] = checkNumber(value);
2052
+ }
2053
+ get w() {
2054
+ return this[3];
2055
+ }
2056
+ set w(value) {
2057
+ this[3] = checkNumber(value);
2058
+ }
2059
+ // Calculates the length of a quat
2060
+ len() {
2061
+ return length(this);
2062
+ }
2063
+ // Calculates the squared length of a quat
2064
+ lengthSquared() {
2065
+ return squaredLength(this);
2066
+ }
2067
+ // Calculates the dot product of two quat's
2068
+ // @return {Number}
2069
+ dot(a) {
2070
+ return dot(this, a);
2071
+ }
2072
+ // Gets the rotation axis and angle for a given quaternion.
2073
+ // If a quaternion is created with setAxisAngle, this method will
2074
+ // return the same values as providied in the original parameter
2075
+ // list OR functionally equivalent values.
2076
+ // Example: The quaternion formed by axis [0, 0, 1] and angle -90
2077
+ // is the same as the quaternion formed by [0, 0, 1] and 270.
2078
+ // This method favors the latter.
2079
+ // @return {{[x,y,z], Number}}
2080
+ // getAxisAngle() {
2081
+ // const axis = [];
2082
+ // // const angle = quat_getAxisAngle(axis, this);
2083
+ // return {axis, angle};
2084
+ // }
2085
+ // MODIFIERS
2086
+ // Sets a quaternion to represent the shortest rotation from one vector
2087
+ // to another. Both vectors are assumed to be unit length.
2088
+ rotationTo(vectorA, vectorB) {
2089
+ rotationTo(this, vectorA, vectorB);
2090
+ return this.check();
2091
+ }
2092
+ // Sets the specified quaternion with values corresponding to the given axes.
2093
+ // Each axis is a vec3 and is expected to be unit length and perpendicular
2094
+ // to all other specified axes.
2095
+ // setAxes() {
2096
+ // Number
2097
+ // }
2098
+ // Performs a spherical linear interpolation with two control points
2099
+ // sqlerp() {
2100
+ // Number;
2101
+ // }
2102
+ // Adds two quat's
2103
+ add(a) {
2104
+ add(this, this, a);
2105
+ return this.check();
2106
+ }
2107
+ // Calculates the W component of a quat from the X, Y, and Z components.
2108
+ // Any existing W component will be ignored.
2109
+ calculateW() {
2110
+ calculateW(this, this);
2111
+ return this.check();
2112
+ }
2113
+ // Calculates the conjugate of a quat If the quaternion is normalized,
2114
+ // this function is faster than quat_invert and produces the same result.
2115
+ conjugate() {
2116
+ conjugate(this, this);
2117
+ return this.check();
2118
+ }
2119
+ // Calculates the inverse of a quat
2120
+ invert() {
2121
+ invert(this, this);
2122
+ return this.check();
2123
+ }
2124
+ // Performs a linear interpolation between two quat's
2125
+ lerp(a, b, t) {
2126
+ if (t === undefined) {
2127
+ return this.lerp(this, a, b);
2128
+ }
2129
+ lerp(this, a, b, t);
2130
+ return this.check();
2131
+ }
2132
+ // Multiplies two quat's
2133
+ multiplyRight(a) {
2134
+ multiply(this, this, a);
2135
+ return this.check();
2136
+ }
2137
+ multiplyLeft(a) {
2138
+ multiply(this, a, this);
2139
+ return this.check();
2140
+ }
2141
+ // Normalize a quat
2142
+ normalize() {
2143
+ // Handle 0 case
2144
+ const length = this.len();
2145
+ const l = length > 0 ? 1 / length : 0;
2146
+ this[0] = this[0] * l;
2147
+ this[1] = this[1] * l;
2148
+ this[2] = this[2] * l;
2149
+ this[3] = this[3] * l;
2150
+ // Set to [0, 0, 0, 1] if length is 0
2151
+ if (length === 0) {
2152
+ this[3] = 1;
2153
+ }
2154
+ return this.check();
2155
+ }
2156
+ // Rotates a quaternion by the given angle about the X axis
2157
+ rotateX(rad) {
2158
+ rotateX(this, this, rad);
2159
+ return this.check();
2160
+ }
2161
+ // Rotates a quaternion by the given angle about the Y axis
2162
+ rotateY(rad) {
2163
+ rotateY(this, this, rad);
2164
+ return this.check();
2165
+ }
2166
+ // Rotates a quaternion by the given angle about the Z axis
2167
+ rotateZ(rad) {
2168
+ rotateZ(this, this, rad);
2169
+ return this.check();
2170
+ }
2171
+ // Scales a quat by a scalar number
2172
+ scale(b) {
2173
+ scale(this, this, b);
2174
+ return this.check();
2175
+ }
2176
+ // Performs a spherical linear interpolation between two quat
2177
+ slerp(arg0, arg1, arg2) {
2178
+ let start;
2179
+ let target;
2180
+ let ratio;
2181
+ // eslint-disable-next-line prefer-rest-params
2182
+ switch (arguments.length) {
2183
+ case 1: // Deprecated signature ({start, target, ratio})
2184
+ // eslint-disable-next-line prefer-rest-params
2185
+ ({
2186
+ start = IDENTITY_QUATERNION,
2187
+ target,
2188
+ ratio
2189
+ } = arg0);
2190
+ break;
2191
+ case 2: // THREE.js compatibility signature (target, ration)
2192
+ start = this; // eslint-disable-line
2193
+ target = arg0;
2194
+ ratio = arg1;
2195
+ break;
2196
+ default:
2197
+ // Default signature: (start, target, ratio)
2198
+ start = arg0;
2199
+ target = arg1;
2200
+ ratio = arg2;
2201
+ }
2202
+ slerp(this, start, target, ratio);
2203
+ return this.check();
2204
+ }
2205
+ transformVector4(vector, result = new Vector4()) {
2206
+ transformQuat(result, vector, this);
2207
+ return checkVector(result, 4);
2208
+ }
2209
+ // THREE.js Math API compatibility
2210
+ lengthSq() {
2211
+ return this.lengthSquared();
2212
+ }
2213
+ setFromAxisAngle(axis, rad) {
2214
+ return this.setAxisAngle(axis, rad);
2215
+ }
2216
+ premultiply(a) {
2217
+ return this.multiplyLeft(a);
2218
+ }
2219
+ multiply(a) {
2220
+ return this.multiplyRight(a);
2221
+ }
2222
+ }
2223
+
2224
+ // math.gl
2225
+ // Internal constants
2226
+ const ERR_UNKNOWN_ORDER = 'Unknown Euler angle order';
2227
+ const ALMOST_ONE = 0.99999;
2228
+ // eslint-disable-next-line no-shadow
2229
+ var RotationOrder;
2230
+ (function (RotationOrder) {
2231
+ RotationOrder[RotationOrder["ZYX"] = 0] = "ZYX";
2232
+ RotationOrder[RotationOrder["YXZ"] = 1] = "YXZ";
2233
+ RotationOrder[RotationOrder["XZY"] = 2] = "XZY";
2234
+ RotationOrder[RotationOrder["ZXY"] = 3] = "ZXY";
2235
+ RotationOrder[RotationOrder["YZX"] = 4] = "YZX";
2236
+ RotationOrder[RotationOrder["XYZ"] = 5] = "XYZ";
2237
+ })(RotationOrder || (RotationOrder = {}));
2238
+ class Euler extends MathArray {
2239
+ // Constants
2240
+ static get ZYX() {
2241
+ return RotationOrder.ZYX;
2242
+ }
2243
+ static get YXZ() {
2244
+ return RotationOrder.YXZ;
2245
+ }
2246
+ static get XZY() {
2247
+ return RotationOrder.XZY;
2248
+ }
2249
+ static get ZXY() {
2250
+ return RotationOrder.ZXY;
2251
+ }
2252
+ static get YZX() {
2253
+ return RotationOrder.YZX;
2254
+ }
2255
+ static get XYZ() {
2256
+ return RotationOrder.XYZ;
2257
+ }
2258
+ static get RollPitchYaw() {
2259
+ return RotationOrder.ZYX;
2260
+ }
2261
+ static get DefaultOrder() {
2262
+ return RotationOrder.ZYX;
2263
+ }
2264
+ static get RotationOrders() {
2265
+ return RotationOrder;
2266
+ }
2267
+ static rotationOrder(order) {
2268
+ return RotationOrder[order];
2269
+ }
2270
+ get ELEMENTS() {
2271
+ return 4;
2272
+ }
2273
+ /**
2274
+ * @class
2275
+ * @param {Number | Number[]} x
2276
+ * @param {Number=} [y]
2277
+ * @param {Number=} [z]
2278
+ * @param {Number=} [order]
2279
+ */
2280
+ constructor(x = 0, y = 0, z = 0, order = Euler.DefaultOrder) {
2281
+ // PERF NOTE: initialize elements as double precision numbers
2282
+ super(-0, -0, -0, -0);
2283
+ // eslint-disable-next-line prefer-rest-params
2284
+ if (arguments.length > 0 && Array.isArray(arguments[0])) {
2285
+ // @ts-expect-error
2286
+ // eslint-disable-next-line prefer-rest-params
2287
+ this.fromVector3(...arguments);
2288
+ }
2289
+ else {
2290
+ this.set(x, y, z, order);
2291
+ }
2292
+ }
2293
+ fromQuaternion(quaternion) {
2294
+ const [x, y, z, w] = quaternion;
2295
+ const ysqr = y * y;
2296
+ const t0 = -2 * (ysqr + z * z) + 1;
2297
+ const t1 = +2 * (x * y + w * z);
2298
+ let t2 = -2 * (x * z - w * y);
2299
+ const t3 = +2 * (y * z + w * x);
2300
+ const t4 = -2 * (x * x + ysqr) + 1;
2301
+ t2 = t2 > 1 ? 1 : t2;
2302
+ t2 = t2 < -1 ? -1 : t2;
2303
+ const roll = Math.atan2(t3, t4);
2304
+ const pitch = Math.asin(t2);
2305
+ const yaw = Math.atan2(t1, t0);
2306
+ return this.set(roll, pitch, yaw, Euler.RollPitchYaw);
2307
+ }
2308
+ // eslint-disable-next-line @typescript-eslint/no-unused-vars
2309
+ fromObject(object) {
2310
+ throw new Error('not implemented');
2311
+ // return this.set(object.x, object.y, object.z, object.order);
2312
+ }
2313
+ // fromQuaternion(q, order) {
2314
+ // this._fromRotationMat[-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0];
2315
+ // return this.check();
2316
+ // }
2317
+ // If copied array does contain fourth element, preserves currently set order
2318
+ copy(array) {
2319
+ this[0] = array[0];
2320
+ this[1] = array[1];
2321
+ this[2] = array[2];
2322
+ // @ts-expect-error
2323
+ this[3] = Number.isFinite(array[3]) || this.order;
2324
+ return this.check();
2325
+ }
2326
+ // Sets the three angles, and optionally sets the rotation order
2327
+ // If order is not specified, preserves currently set order
2328
+ set(x = 0, y = 0, z = 0, order) {
2329
+ this[0] = x;
2330
+ this[1] = y;
2331
+ this[2] = z;
2332
+ this[3] = Number.isFinite(order) ? order : this[3];
2333
+ return this.check();
2334
+ }
2335
+ validate() {
2336
+ return (validateOrder(this[3]) &&
2337
+ Number.isFinite(this[0]) &&
2338
+ Number.isFinite(this[1]) &&
2339
+ Number.isFinite(this[2]));
2340
+ }
2341
+ // Does not copy the orientation element
2342
+ toArray(array = [], offset = 0) {
2343
+ array[offset] = this[0];
2344
+ array[offset + 1] = this[1];
2345
+ array[offset + 2] = this[2];
2346
+ return array;
2347
+ }
2348
+ // Copies the orientation element
2349
+ toArray4(array = [], offset = 0) {
2350
+ array[offset] = this[0];
2351
+ array[offset + 1] = this[1];
2352
+ array[offset + 2] = this[2];
2353
+ array[offset + 3] = this[3];
2354
+ return array;
2355
+ }
2356
+ toVector3(result = [-0, -0, -0]) {
2357
+ result[0] = this[0];
2358
+ result[1] = this[1];
2359
+ result[2] = this[2];
2360
+ return result;
2361
+ }
2362
+ /* eslint-disable no-multi-spaces, brace-style, no-return-assign */
2363
+ // x, y, z angle notation (note: only corresponds to axis in XYZ orientation)
2364
+ get x() {
2365
+ return this[0];
2366
+ }
2367
+ set x(value) {
2368
+ this[0] = checkNumber(value);
2369
+ }
2370
+ get y() {
2371
+ return this[1];
2372
+ }
2373
+ set y(value) {
2374
+ this[1] = checkNumber(value);
2375
+ }
2376
+ get z() {
2377
+ return this[2];
2378
+ }
2379
+ set z(value) {
2380
+ this[2] = checkNumber(value);
2381
+ }
2382
+ // alpha, beta, gamma angle notation
2383
+ get alpha() {
2384
+ return this[0];
2385
+ }
2386
+ set alpha(value) {
2387
+ this[0] = checkNumber(value);
2388
+ }
2389
+ get beta() {
2390
+ return this[1];
2391
+ }
2392
+ set beta(value) {
2393
+ this[1] = checkNumber(value);
2394
+ }
2395
+ get gamma() {
2396
+ return this[2];
2397
+ }
2398
+ set gamma(value) {
2399
+ this[2] = checkNumber(value);
2400
+ }
2401
+ // phi, theta, psi angle notation
2402
+ get phi() {
2403
+ return this[0];
2404
+ }
2405
+ set phi(value) {
2406
+ this[0] = checkNumber(value);
2407
+ }
2408
+ get theta() {
2409
+ return this[1];
2410
+ }
2411
+ set theta(value) {
2412
+ this[1] = checkNumber(value);
2413
+ }
2414
+ get psi() {
2415
+ return this[2];
2416
+ }
2417
+ set psi(value) {
2418
+ this[2] = checkNumber(value);
2419
+ }
2420
+ // roll, pitch, yaw angle notation
2421
+ get roll() {
2422
+ return this[0];
2423
+ }
2424
+ set roll(value) {
2425
+ this[0] = checkNumber(value);
2426
+ }
2427
+ get pitch() {
2428
+ return this[1];
2429
+ }
2430
+ set pitch(value) {
2431
+ this[1] = checkNumber(value);
2432
+ }
2433
+ get yaw() {
2434
+ return this[2];
2435
+ }
2436
+ set yaw(value) {
2437
+ this[2] = checkNumber(value);
2438
+ }
2439
+ // rotation order, in all three angle notations
2440
+ get order() {
2441
+ return this[3];
2442
+ }
2443
+ set order(value) {
2444
+ this[3] = checkOrder(value);
2445
+ }
2446
+ // Constructors
2447
+ fromVector3(v, order) {
2448
+ return this.set(v[0], v[1], v[2], Number.isFinite(order) ? order : this[3]);
2449
+ }
2450
+ // TODO - with and without 4th element
2451
+ fromArray(array, offset = 0) {
2452
+ this[0] = array[0 + offset];
2453
+ this[1] = array[1 + offset];
2454
+ this[2] = array[2 + offset];
2455
+ if (array[3] !== undefined) {
2456
+ this[3] = array[3];
2457
+ }
2458
+ return this.check();
2459
+ }
2460
+ // Common ZYX rotation order
2461
+ fromRollPitchYaw(roll, pitch, yaw) {
2462
+ return this.set(roll, pitch, yaw, RotationOrder.ZYX);
2463
+ }
2464
+ fromRotationMatrix(m, order = Euler.DefaultOrder) {
2465
+ this._fromRotationMatrix(m, order);
2466
+ return this.check();
2467
+ }
2468
+ // ACCESSORS
2469
+ getRotationMatrix(m) {
2470
+ return this._getRotationMatrix(m);
2471
+ }
2472
+ // TODO - move to Quaternion
2473
+ getQuaternion() {
2474
+ const q = new Quaternion();
2475
+ switch (this[3]) {
2476
+ case RotationOrder.XYZ:
2477
+ return q.rotateX(this[0]).rotateY(this[1]).rotateZ(this[2]);
2478
+ case RotationOrder.YXZ:
2479
+ return q.rotateY(this[0]).rotateX(this[1]).rotateZ(this[2]);
2480
+ case RotationOrder.ZXY:
2481
+ return q.rotateZ(this[0]).rotateX(this[1]).rotateY(this[2]);
2482
+ case RotationOrder.ZYX:
2483
+ return q.rotateZ(this[0]).rotateY(this[1]).rotateX(this[2]);
2484
+ case RotationOrder.YZX:
2485
+ return q.rotateY(this[0]).rotateZ(this[1]).rotateX(this[2]);
2486
+ case RotationOrder.XZY:
2487
+ return q.rotateX(this[0]).rotateZ(this[1]).rotateY(this[2]);
2488
+ default:
2489
+ throw new Error(ERR_UNKNOWN_ORDER);
2490
+ }
2491
+ }
2492
+ // INTERNAL METHODS
2493
+ // Conversion from Euler to rotation matrix and from matrix to Euler
2494
+ // Adapted from three.js under MIT license
2495
+ // // WARNING: this discards revolution information -bhouston
2496
+ // reorder(newOrder) {
2497
+ // const q = new Quaternion().setFromEuler(this);
2498
+ // return this.setFromQuaternion(q, newOrder);
2499
+ /* eslint-disable complexity, max-statements, one-var */
2500
+ _fromRotationMatrix(m, order = Euler.DefaultOrder) {
2501
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
2502
+ const m11 = m[0], m12 = m[4], m13 = m[8];
2503
+ const m21 = m[1], m22 = m[5], m23 = m[9];
2504
+ const m31 = m[2], m32 = m[6], m33 = m[10];
2505
+ order = order || this[3];
2506
+ switch (order) {
2507
+ case Euler.XYZ:
2508
+ this[1] = Math.asin(clamp(m13, -1, 1));
2509
+ if (Math.abs(m13) < ALMOST_ONE) {
2510
+ this[0] = Math.atan2(-m23, m33);
2511
+ this[2] = Math.atan2(-m12, m11);
2512
+ }
2513
+ else {
2514
+ this[0] = Math.atan2(m32, m22);
2515
+ this[2] = 0;
2516
+ }
2517
+ break;
2518
+ case Euler.YXZ:
2519
+ this[0] = Math.asin(-clamp(m23, -1, 1));
2520
+ if (Math.abs(m23) < ALMOST_ONE) {
2521
+ this[1] = Math.atan2(m13, m33);
2522
+ this[2] = Math.atan2(m21, m22);
2523
+ }
2524
+ else {
2525
+ this[1] = Math.atan2(-m31, m11);
2526
+ this[2] = 0;
2527
+ }
2528
+ break;
2529
+ case Euler.ZXY:
2530
+ this[0] = Math.asin(clamp(m32, -1, 1));
2531
+ if (Math.abs(m32) < ALMOST_ONE) {
2532
+ this[1] = Math.atan2(-m31, m33);
2533
+ this[2] = Math.atan2(-m12, m22);
2534
+ }
2535
+ else {
2536
+ this[1] = 0;
2537
+ this[2] = Math.atan2(m21, m11);
2538
+ }
2539
+ break;
2540
+ case Euler.ZYX:
2541
+ this[1] = Math.asin(-clamp(m31, -1, 1));
2542
+ if (Math.abs(m31) < ALMOST_ONE) {
2543
+ this[0] = Math.atan2(m32, m33);
2544
+ this[2] = Math.atan2(m21, m11);
2545
+ }
2546
+ else {
2547
+ this[0] = 0;
2548
+ this[2] = Math.atan2(-m12, m22);
2549
+ }
2550
+ break;
2551
+ case Euler.YZX:
2552
+ this[2] = Math.asin(clamp(m21, -1, 1));
2553
+ if (Math.abs(m21) < ALMOST_ONE) {
2554
+ this[0] = Math.atan2(-m23, m22);
2555
+ this[1] = Math.atan2(-m31, m11);
2556
+ }
2557
+ else {
2558
+ this[0] = 0;
2559
+ this[1] = Math.atan2(m13, m33);
2560
+ }
2561
+ break;
2562
+ case Euler.XZY:
2563
+ this[2] = Math.asin(-clamp(m12, -1, 1));
2564
+ if (Math.abs(m12) < ALMOST_ONE) {
2565
+ this[0] = Math.atan2(m32, m22);
2566
+ this[1] = Math.atan2(m13, m11);
2567
+ }
2568
+ else {
2569
+ this[0] = Math.atan2(-m23, m33);
2570
+ this[1] = 0;
2571
+ }
2572
+ break;
2573
+ default:
2574
+ throw new Error(ERR_UNKNOWN_ORDER);
2575
+ }
2576
+ this[3] = order;
2577
+ return this;
2578
+ }
2579
+ _getRotationMatrix(result) {
2580
+ const te = result || [-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0];
2581
+ const x = this.x, y = this.y, z = this.z;
2582
+ const a = Math.cos(x);
2583
+ const c = Math.cos(y);
2584
+ const e = Math.cos(z);
2585
+ const b = Math.sin(x);
2586
+ const d = Math.sin(y);
2587
+ const f = Math.sin(z);
2588
+ switch (this[3]) {
2589
+ case Euler.XYZ: {
2590
+ const ae = a * e, af = a * f, be = b * e, bf = b * f;
2591
+ te[0] = c * e;
2592
+ te[4] = -c * f;
2593
+ te[8] = d;
2594
+ te[1] = af + be * d;
2595
+ te[5] = ae - bf * d;
2596
+ te[9] = -b * c;
2597
+ te[2] = bf - ae * d;
2598
+ te[6] = be + af * d;
2599
+ te[10] = a * c;
2600
+ break;
2601
+ }
2602
+ case Euler.YXZ: {
2603
+ const ce = c * e, cf = c * f, de = d * e, df = d * f;
2604
+ te[0] = ce + df * b;
2605
+ te[4] = de * b - cf;
2606
+ te[8] = a * d;
2607
+ te[1] = a * f;
2608
+ te[5] = a * e;
2609
+ te[9] = -b;
2610
+ te[2] = cf * b - de;
2611
+ te[6] = df + ce * b;
2612
+ te[10] = a * c;
2613
+ break;
2614
+ }
2615
+ case Euler.ZXY: {
2616
+ const ce = c * e, cf = c * f, de = d * e, df = d * f;
2617
+ te[0] = ce - df * b;
2618
+ te[4] = -a * f;
2619
+ te[8] = de + cf * b;
2620
+ te[1] = cf + de * b;
2621
+ te[5] = a * e;
2622
+ te[9] = df - ce * b;
2623
+ te[2] = -a * d;
2624
+ te[6] = b;
2625
+ te[10] = a * c;
2626
+ break;
2627
+ }
2628
+ case Euler.ZYX: {
2629
+ const ae = a * e, af = a * f, be = b * e, bf = b * f;
2630
+ te[0] = c * e;
2631
+ te[4] = be * d - af;
2632
+ te[8] = ae * d + bf;
2633
+ te[1] = c * f;
2634
+ te[5] = bf * d + ae;
2635
+ te[9] = af * d - be;
2636
+ te[2] = -d;
2637
+ te[6] = b * c;
2638
+ te[10] = a * c;
2639
+ break;
2640
+ }
2641
+ case Euler.YZX: {
2642
+ const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
2643
+ te[0] = c * e;
2644
+ te[4] = bd - ac * f;
2645
+ te[8] = bc * f + ad;
2646
+ te[1] = f;
2647
+ te[5] = a * e;
2648
+ te[9] = -b * e;
2649
+ te[2] = -d * e;
2650
+ te[6] = ad * f + bc;
2651
+ te[10] = ac - bd * f;
2652
+ break;
2653
+ }
2654
+ case Euler.XZY: {
2655
+ const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
2656
+ te[0] = c * e;
2657
+ te[4] = -f;
2658
+ te[8] = d * e;
2659
+ te[1] = ac * f + bd;
2660
+ te[5] = a * e;
2661
+ te[9] = ad * f - bc;
2662
+ te[2] = bc * f - ad;
2663
+ te[6] = b * e;
2664
+ te[10] = bd * f + ac;
2665
+ break;
2666
+ }
2667
+ default:
2668
+ throw new Error(ERR_UNKNOWN_ORDER);
2669
+ }
2670
+ // last column
2671
+ te[3] = 0;
2672
+ te[7] = 0;
2673
+ te[11] = 0;
2674
+ // bottom row
2675
+ te[12] = 0;
2676
+ te[13] = 0;
2677
+ te[14] = 0;
2678
+ te[15] = 1;
2679
+ return te;
2680
+ }
2681
+ toQuaternion() {
2682
+ // Abbreviations for the various angular functions
2683
+ const cy = Math.cos(this.yaw * 0.5);
2684
+ const sy = Math.sin(this.yaw * 0.5);
2685
+ const cr = Math.cos(this.roll * 0.5);
2686
+ const sr = Math.sin(this.roll * 0.5);
2687
+ const cp = Math.cos(this.pitch * 0.5);
2688
+ const sp = Math.sin(this.pitch * 0.5);
2689
+ const w = cy * cr * cp + sy * sr * sp;
2690
+ const x = cy * sr * cp - sy * cr * sp;
2691
+ const y = cy * cr * sp + sy * sr * cp;
2692
+ const z = sy * cr * cp - cy * sr * sp;
2693
+ return new Quaternion(x, y, z, w);
2694
+ }
2695
+ }
2696
+ // HELPER FUNCTIONS
2697
+ function validateOrder(value) {
2698
+ return value >= 0 && value < 6;
2699
+ }
2700
+ function checkOrder(value) {
2701
+ if (value < 0 && value >= 6) {
2702
+ throw new Error(ERR_UNKNOWN_ORDER);
2703
+ }
2704
+ return value;
2705
+ }
2706
+
2707
+ /**
2708
+ * 变换模块,提供变换相关的类和功能
2709
+ * 用于表示对象的位置、旋转和缩放信息
2710
+ */
2711
+ /**
2712
+ * 变换基类,用于表示对象的位置、旋转和缩放
2713
+ */
2714
+ class OTransform {
2715
+ /**
2716
+ * 构造函数
2717
+ * @param position 位置向量
2718
+ * @param rotation 旋转欧拉角
2719
+ * @param scale 缩放向量
2720
+ */
2721
+ constructor(position, rotation, scale) {
2722
+ this.position = position;
2723
+ this.rotation = rotation;
2724
+ this.scale = scale;
2725
+ }
2726
+ /**
2727
+ * 创建默认的变换对象
2728
+ * @param params 可选参数对象
2729
+ * @param params.position 位置向量,默认值为新的Vector3实例
2730
+ * @param params.rotation 旋转欧拉角,默认值为新的Euler实例
2731
+ * @param params.scale 缩放向量,默认值为Vector3(1, 1, 1)
2732
+ * @returns 默认的变换对象
2733
+ */
2734
+ static default(params) {
2735
+ return new OTransform(params?.position || new Vector3(), params?.rotation || new Euler(), params?.scale || new Vector3(1, 1, 1));
2736
+ }
2737
+ }
2738
+ /**
2739
+ * 变换类,继承自OTransform,用于表示带有标识符的变换对象
2740
+ */
2741
+ class Transform extends OTransform {
2742
+ /**
2743
+ * 构造函数
2744
+
2745
+ * @param position 位置向量
2746
+ * @param rotation 旋转欧拉角
2747
+ * @param scale 缩放向量
2748
+ */
2749
+ constructor(position, rotation, scale) {
2750
+ super(position, rotation, scale);
2751
+ }
2752
+ toRPCJSON() {
2753
+ return {
2754
+ Location: {
2755
+ X: this.position.x,
2756
+ Y: this.position.y,
2757
+ Z: this.position.z
2758
+ },
2759
+ Rotation: {
2760
+ Pitch: this.rotation.pitch,
2761
+ Yaw: this.rotation.yaw,
2762
+ Roll: this.rotation.roll
2763
+ },
2764
+ Scale: {
2765
+ X: this.scale.x,
2766
+ Y: this.scale.y,
2767
+ Z: this.scale.z
2768
+ }
2769
+ };
2770
+ }
2771
+ /**
2772
+ * 创建默认的变换对象
2773
+ * @param handle 变换对象的唯一标识符
2774
+ * @returns 默认的变换对象
2775
+ */
2776
+ static default() {
2777
+ return new Transform(new Vector3(), new Euler(), new Vector3(1, 1, 1));
2778
+ }
2779
+ static fromRPCObject(obj) {
2780
+ return new Transform(obj.Location
2781
+ ? new Vector3(obj.Location.X, obj.Location.Y, obj.Location.Z)
2782
+ : new Vector3(), obj.Rotation
2783
+ ? new Euler(obj.Rotation.Pitch, obj.Rotation.Yaw, obj.Rotation.Roll)
2784
+ : new Euler(), obj.Scale
2785
+ ? new Vector3(obj.Scale.X, obj.Scale.Y, obj.Scale.Z)
2786
+ : new Vector3(1, 1, 1));
2787
+ }
2788
+ }
2789
+
2790
+ /**
2791
+ * 节点基类模块,提供节点树的基础实现
2792
+ * 用于表示场景中的对象,支持父子关系、变换和数据存储
2793
+ */
2794
+ /**
2795
+ * 节点基类,用于表示场景中的对象
2796
+ * 支持父子关系、变换、数据存储和节点查找
2797
+ * @template T 节点数据类型
2798
+ */
2799
+ class Node {
2800
+ /**
2801
+ * 构造函数
2802
+ * @param key 节点唯一标识符
2803
+ * @param data 节点附加数据
2804
+ * @param transform 节点变换信息
2805
+ */
2806
+ constructor(key, data, transform) {
2807
+ this._children = [];
2808
+ this._key = key;
2809
+ this.isRoot = true;
2810
+ this.data = data;
2811
+ if (transform) {
2812
+ this._transform = new OTransform(new Vector3(), new Euler(), new Vector3(1, 1, 1));
2813
+ }
2814
+ else {
2815
+ this._transform = OTransform.default();
2816
+ }
2817
+ }
2818
+ /**
2819
+ * 获取节点唯一标识符
2820
+ */
2821
+ get key() {
2822
+ return this._key;
2823
+ }
2824
+ /**
2825
+ * 获取节点变换信息
2826
+ */
2827
+ get transform() {
2828
+ return this._transform;
2829
+ }
2830
+ /**
2831
+ * 获取子节点列表
2832
+ */
2833
+ get children() {
2834
+ return this._children;
2835
+ }
2836
+ /**
2837
+ * 添加子节点
2838
+ * @param child 要添加的子节点
2839
+ */
2840
+ add(child) {
2841
+ // this.children.push(child)
2842
+ child.parent = this;
2843
+ this._children.push(child);
2844
+ child.isRoot = false;
2845
+ }
2846
+ /**
2847
+ * 脱离父节点
2848
+ */
2849
+ detach() {
2850
+ if (this.parent) {
2851
+ this.parent.removeChild(this);
2852
+ }
2853
+ this.isRoot = true;
2854
+ }
2855
+ remove() {
2856
+ if (this.parent) {
2857
+ this.detach();
2858
+ }
2859
+ }
2860
+ /**
2861
+ * 移除子节点
2862
+ * @param child 要移除的子节点
2863
+ */
2864
+ removeChild(child) {
2865
+ child.parent = undefined;
2866
+ let index = this._children.findIndex((c) => c !== child);
2867
+ if (index > -1) {
2868
+ this._children.splice(index, 1);
2869
+ }
2870
+ }
2871
+ /**
2872
+ * 根据key查找子节点
2873
+ * @param key 要查找的节点key
2874
+ * @returns 找到的节点或undefined
2875
+ */
2876
+ findChild(key) {
2877
+ if (this.key === key) {
2878
+ return this;
2879
+ }
2880
+ for (let i = 0; i < this._children.length; i++) {
2881
+ let child = this._children[i];
2882
+ let found = child.findChild(key);
2883
+ if (found) {
2884
+ return found;
2885
+ }
2886
+ }
2887
+ }
2888
+ }
2889
+
2890
+ /**
2891
+ * 代理模块,提供深度代理和变动收集功能
2892
+ * 用于跟踪对象的属性变化并在事件循环结束后统一处理
2893
+ */
2894
+ /**
2895
+ * 收集器类,用于收集对象变动并在事件循环结束后触发回调
2896
+ */
2897
+ class Collector {
2898
+ /**
2899
+ * 创建收集器实例
2900
+ * @param callback 变动回调函数,在事件循环结束后调用
2901
+ */
2902
+ constructor(callback) {
2903
+ /**
2904
+ * 收集到的变动列表
2905
+ */
2906
+ this.changes = [];
2907
+ /**
2908
+ * 标志位,用于确保只有一个 setTimeout 在运行
2909
+ */
2910
+ this.isTimeoutSet = false;
2911
+ this.callback = callback;
2912
+ }
2913
+ /**
2914
+ * 添加变动
2915
+ * @param change 变动对象
2916
+ */
2917
+ addChange(change) {
2918
+ this.changes.push(change);
2919
+ this.scheduleCallback();
2920
+ }
2921
+ /**
2922
+ * 调度回调函数,确保在事件循环结束后执行
2923
+ */
2924
+ scheduleCallback() {
2925
+ if (!this.isTimeoutSet) {
2926
+ this.isTimeoutSet = true;
2927
+ // setTimeout(() => {
2928
+ Promise.resolve().then(() => this.triggerCallback());
2929
+ // }, 0);
2930
+ }
2931
+ }
2932
+ /**
2933
+ * 触发回调函数
2934
+ */
2935
+ triggerCallback() {
2936
+ if (this.changes.length > 0) {
2937
+ this.callback([...this.changes]); // 传递变动的副本
2938
+ this.changes = []; // 清空变动列表
2939
+ }
2940
+ this.isTimeoutSet = false;
2941
+ }
2942
+ }
2943
+ /**
2944
+ * 创建深度代理,递归地为对象及其所有子对象创建 Proxy
2945
+ * @param target 要代理的目标对象
2946
+ * @param handler 自定义处理器
2947
+ * @param collector 变动收集器,用于收集对象变动
2948
+ * @returns 代理后的对象
2949
+ */
2950
+ function createDeepProxy(target, handler = {}, collector) {
2951
+ // 递归创建 Proxy 的核心函数
2952
+ const proxyHandler = {
2953
+ // 拦截属性读取
2954
+ get(target, prop, receiver) {
2955
+ // 先调用自定义 handler 的 get(如果有)
2956
+ if (handler.get) {
2957
+ handler.get(target, prop, receiver);
2958
+ }
2959
+ // 获取属性值
2960
+ const result = Reflect.get(target, prop, receiver);
2961
+ // 如果读取的属性是对象/数组且不是 null,递归创建 Proxy
2962
+ if (result !== null &&
2963
+ (typeof result === 'object' || Array.isArray(result))) {
2964
+ return createDeepProxy(result, handler, collector);
2965
+ }
2966
+ return result;
2967
+ },
2968
+ // 拦截属性赋值
2969
+ set(target, prop, value, receiver) {
2970
+ // 先调用自定义 handler 的 set(如果有)
2971
+ if (handler.set) {
2972
+ handler.set(target, prop, value, receiver);
2973
+ }
2974
+ // 赋值时,如果新值是对象/数组,也需要代理
2975
+ const newValue = value !== null && (typeof value === 'object' || Array.isArray(value))
2976
+ ? createDeepProxy(value, handler, collector)
2977
+ : value;
2978
+ // 如果有收集器,收集变动
2979
+ if (collector) {
2980
+ collector.addChange({
2981
+ target,
2982
+ prop,
2983
+ value: newValue,
2984
+ type: 'set'
2985
+ });
2986
+ }
2987
+ return Reflect.set(target, prop, newValue, receiver);
2988
+ },
2989
+ // 拦截属性删除
2990
+ deleteProperty(target, prop) {
2991
+ // 先调用自定义 handler 的 deleteProperty(如果有)
2992
+ if (handler.deleteProperty) {
2993
+ handler.deleteProperty(target, prop);
2994
+ }
2995
+ // 如果有收集器,收集变动
2996
+ if (collector) {
2997
+ collector.addChange({
2998
+ target,
2999
+ prop,
3000
+ value: undefined,
3001
+ type: 'delete'
3002
+ });
3003
+ }
3004
+ return Reflect.deleteProperty(target, prop);
3005
+ },
3006
+ // 可选:拦截其他操作(如 has 等)
3007
+ ...handler // 合并自定义 handler 的其他拦截器
3008
+ };
3009
+ // 为目标对象创建 Proxy
3010
+ return new Proxy(target, proxyHandler);
3011
+ }
3012
+
3013
+ /**
3014
+ * 资源类型枚举,用于标识不同类型的资源
3015
+ */
3016
+ var AssetType;
3017
+ (function (AssetType) {
3018
+ /** 其他类型资源 */
3019
+ AssetType["Other"] = "other";
3020
+ /** 地图资源 */
3021
+ AssetType["Map"] = "map";
3022
+ /** 蓝图资源 */
3023
+ AssetType["Blueprint"] = "blueprint";
3024
+ /** 静态网格资源 */
3025
+ AssetType["StaticMesh"] = "static_mesh";
3026
+ /** 骨骼网格资源 */
3027
+ AssetType["SkeletalMesh"] = "skeletal_mesh";
3028
+ })(AssetType || (AssetType = {}));
3029
+ /**
3030
+ * UE RPC 节点类,继承自 Node,用于与 Unreal Engine 通信
3031
+ * 支持变换同步、远程更新和子节点管理
3032
+ */
3033
+ class UERPCNode extends Node {
3034
+ /**
3035
+ * 构造函数
3036
+ * @param rpc RPC 通信实例
3037
+ * @param key 节点唯一标识符
3038
+ * @param data 节点数据
3039
+ * @param transform 节点变换信息
3040
+ */
3041
+ constructor(rpc, key, data, transform, tag) {
3042
+ super(key, data);
3043
+ this._rpc = rpc;
3044
+ if (transform) {
3045
+ this._transform = transform;
3046
+ }
3047
+ else {
3048
+ this._transform = Transform.default();
3049
+ }
3050
+ this._remoteUpdateFlag = false;
3051
+ this._collector = new Collector(this._triggerRemoteUpdate.bind(this));
3052
+ this.tag = tag;
3053
+ }
3054
+ /**
3055
+ * 获取变换信息的深度代理,用于跟踪属性变化
3056
+ */
3057
+ get transform() {
3058
+ return createDeepProxy(this._transform, {}, this._collector);
3059
+ }
3060
+ set transform(transform) {
3061
+ this._transform = transform;
3062
+ this._triggerRemoteUpdate();
3063
+ }
3064
+ /**
3065
+ * 添加子节点
3066
+ * @param child 要添加的子节点
3067
+ * @throws 非根节点添加子节点时抛出错误
3068
+ */
3069
+ add(child) {
3070
+ // throw new Error("UERPCNode can't add child")
3071
+ if (this.isRoot) {
3072
+ super.add(child);
3073
+ child.world = this.world;
3074
+ }
3075
+ else {
3076
+ throw new Error("UERPCNode can't add child , except root node");
3077
+ }
3078
+ }
3079
+ __dangerousRawAdd(child) {
3080
+ super.add(child);
3081
+ }
3082
+ /**
3083
+ * 脱离父节点
3084
+ */
3085
+ async detach() {
3086
+ super.detach();
3087
+ }
3088
+ async remove() {
3089
+ super.remove();
3090
+ await this._rpc.destroyActorByHandle(this.key);
3091
+ }
3092
+ /**
3093
+ * 移除子节点
3094
+ * @param child 要移除的子节点
3095
+ */
3096
+ async removeChild(child) {
3097
+ super.removeChild(child);
3098
+ await this._rpc.destroyActorByHandle(this.key);
3099
+ }
3100
+ _triggerRemoteUpdate() {
3101
+ if (!this._remoteUpdateFlag) {
3102
+ this._remoteUpdateFlag = true;
3103
+ Promise.resolve().then(() => this._remoteUpdate());
3104
+ }
3105
+ }
3106
+ /**
3107
+ * 远程更新节点变换到 UE
3108
+ * 向 UE 发送变换数据,更新 Actor 的位置、旋转和缩放
3109
+ */
3110
+ _remoteUpdate() {
3111
+ this._rpc.setActorTransformByHandle(this.key, this.transform.toRPCJSON());
3112
+ this._remoteUpdateFlag = false;
3113
+ }
3114
+ }
3115
+
3116
+ class Tool {
3117
+ constructor(rpc) {
3118
+ this._rpc = rpc;
3119
+ }
3120
+ excute(params) {
3121
+ throw new Error('Method not implemented.');
3122
+ }
3123
+ }
3124
+
3125
+ const maxView4K = (width, height) => {
3126
+ const maxWidth = 3840;
3127
+ const maxHeight = 2160;
3128
+ // 如果宽或高任一超过4K限制
3129
+ if (width > maxWidth || height > maxHeight) {
3130
+ const ratio = Math.min(maxWidth / width, maxHeight / height);
3131
+ return {
3132
+ width: Math.ceil(width * ratio),
3133
+ height: Math.ceil(height * ratio)
3134
+ };
3135
+ }
3136
+ // 未超过限制,返回原尺寸
3137
+ return { width, height };
3138
+ };
3139
+ class MatchView extends Tool {
3140
+ constructor(rpc) {
3141
+ super(rpc);
3142
+ }
3143
+ excute() {
3144
+ this._rpc.emitCommand({
3145
+ Command: 'MatchView',
3146
+ 'Resolution.Width': maxView4K(window.innerWidth, window.innerHeight)
3147
+ .width,
3148
+ 'Resolution.Height': maxView4K(window.innerWidth, window.innerHeight)
3149
+ .height
3150
+ });
3151
+ }
3152
+ }
3153
+
3154
+ /**
3155
+ * 天气类型枚举,定义了不同的天气状态
3156
+ */
3157
+ var WeatherType;
3158
+ (function (WeatherType) {
3159
+ /** 晴天 */
3160
+ WeatherType["SUNNY"] = "Sunny";
3161
+ /** 雾天 */
3162
+ WeatherType["Foggy"] = "Foggy";
3163
+ /** 雨天 */
3164
+ WeatherType["RAIN"] = "Rain";
3165
+ /** 雪天 */
3166
+ WeatherType["SNOW"] = "Snow";
3167
+ })(WeatherType || (WeatherType = {}));
3168
+ /**
3169
+ * 天气类,用于管理和控制场景中的天气
3170
+ */
3171
+ class Weather {
3172
+ /**
3173
+ * 构造函数
3174
+ */
3175
+ constructor(rpc) {
3176
+ this._rpc = rpc;
3177
+ }
3178
+ /**
3179
+ * 设置天气类型
3180
+ * @param type 天气类型
3181
+ */
3182
+ async setWeather(type) {
3183
+ return this._rpc.callModule('Enviorment', 'SetWeather', {
3184
+ Preset: type
3185
+ });
3186
+ }
3187
+ }
3188
+
3189
+ /**
3190
+ * 防抖函数 - 延迟执行函数,直到停止调用一段时间后才执行
3191
+ * @param func 要执行的函数
3192
+ * @param wait 等待时间(毫秒)
3193
+ * @param immediate 是否立即执行
3194
+ * @returns 防抖处理后的函数
3195
+ */
3196
+ /**
3197
+ * 节流函数 - 限制函数在一定时间内只能执行一次
3198
+ * @param func 要执行的函数
3199
+ * @param limit 时间限制(毫秒)
3200
+ * @returns 节流处理后的函数
3201
+ */
3202
+ function throttle(func, limit) {
3203
+ let inThrottle = false;
3204
+ return function (...args) {
3205
+ const context = this;
3206
+ if (!inThrottle) {
3207
+ func.apply(context, args);
3208
+ inThrottle = true;
3209
+ setTimeout(() => (inThrottle = false), limit);
3210
+ }
3211
+ };
3212
+ }
3213
+
3214
+ class PickCast extends Tool {
3215
+ constructor(rpc) {
3216
+ super(rpc);
3217
+ }
3218
+ hover(callback, maxDistance = 1000000, highlight = false) {
3219
+ let stream = this._rpc.getStream();
3220
+ let videoElementParent = stream.videoElementParent;
3221
+ const onMousemove = throttle(async (event) => {
3222
+ // console.log(event)
3223
+ const offsetX = event.offsetX;
3224
+ const offsetY = event.offsetY;
3225
+ let response = await this._rpc.pickPointByScreen(offsetX, offsetY, maxDistance, highlight);
3226
+ callback && callback(response);
3227
+ }, 50);
3228
+ videoElementParent.addEventListener('mousemove', onMousemove);
3229
+ return function finish() {
3230
+ videoElementParent.removeEventListener('mousemove', onMousemove);
3231
+ };
3232
+ }
3233
+ pick(callback, maxDistance = 1000000, highlight = true) {
3234
+ let videoElementParent = this._rpc.getStream().videoElementParent;
3235
+ let rpc = this._rpc;
3236
+ async function onPick(event) {
3237
+ const offsetX = event.offsetX;
3238
+ const offsetY = event.offsetY;
3239
+ let response = await rpc.pickPointByScreen(offsetX, offsetY, maxDistance, highlight);
3240
+ callback && callback(response);
3241
+ }
3242
+ videoElementParent.addEventListener('click', onPick);
3243
+ return function finish() {
3244
+ videoElementParent.removeEventListener('click', onPick);
3245
+ };
3246
+ }
3247
+ }
3248
+
3249
+ /**
3250
+ * 热力图工具类,用于创建热力图
3251
+ */
3252
+ class HeatMap extends Tool {
3253
+ constructor(rpc, world) {
3254
+ super(rpc);
3255
+ this._world = world;
3256
+ }
3257
+ async create(params) {
3258
+ let _transform = params.transform || Transform.default();
3259
+ let response = await this._rpc.callModule('HeatMap', 'Create', {
3260
+ url: params.url,
3261
+ X: _transform.position.x,
3262
+ Y: _transform.position.y,
3263
+ Z: _transform.position.z,
3264
+ ScaleX: _transform.scale.x,
3265
+ ScaleY: _transform.scale.y,
3266
+ ScaleZ: _transform.scale.z,
3267
+ Pitch: _transform.rotation.pitch,
3268
+ Yaw: _transform.rotation.yaw,
3269
+ Roll: _transform.rotation.roll,
3270
+ Tag: params.tag,
3271
+ MeshSize: params.meshSize,
3272
+ MeshSegment: params.meshSegment,
3273
+ LerpScale: params.lerpScale,
3274
+ Opacity: params.opacity,
3275
+ HeightScale: params.heightScale,
3276
+ ZeroValueOpacity: params.zeroValueOpacity,
3277
+ InfluenceSize: params.influenceSize,
3278
+ EmissiveStrength: params.emissiveStrength,
3279
+ HeatMapPoints: params.heatMapPoints
3280
+ });
3281
+ let _node = new UERPCNode(this._rpc, response.Handle, {
3282
+ assetType: AssetType.Other
3283
+ }, _transform, params.tag);
3284
+ this._world.root.__dangerousRawAdd(_node);
3285
+ return _node;
3286
+ }
3287
+ }
3288
+
3289
+ class Scatter extends Tool {
3290
+ constructor(rpc) {
3291
+ super(rpc);
3292
+ }
3293
+ async create(params) {
3294
+ let response = await this._rpc.callModule('Point', 'Create', {
3295
+ WidgetSpace: params.widgetSpace,
3296
+ PointParams: params.pointParams.map((item) => {
3297
+ return {
3298
+ Id: item.id,
3299
+ Location: item.location,
3300
+ Rotation: item.rotation,
3301
+ Scale: item.scale,
3302
+ Tag: item.tag,
3303
+ TextContent: item.textContent
3304
+ };
3305
+ })
3306
+ });
3307
+ let _params = [];
3308
+ for (let i = 0; i < response.CreatedIDs.length; i++) {
3309
+ let id = response.CreatedIDs[i];
3310
+ let param = params.pointParams[i];
3311
+ _params.push({
3312
+ ...param,
3313
+ id
3314
+ });
3315
+ }
3316
+ return createScatterGroupHandler(this._rpc, _params);
3317
+ }
3318
+ }
3319
+ class ScatterGroupHandler {
3320
+ get pointsMap() {
3321
+ return this.children.reduce((acc, cur) => {
3322
+ acc[cur.id] = cur;
3323
+ return acc;
3324
+ }, {});
3325
+ }
3326
+ get tagMap() {
3327
+ return this.children.reduce((acc, cur) => {
3328
+ if (!acc[cur.tag]) {
3329
+ acc[cur.tag] = [];
3330
+ }
3331
+ acc[cur.tag].push(cur);
3332
+ return acc;
3333
+ }, {});
3334
+ }
3335
+ constructor(rpc) {
3336
+ this.children = [];
3337
+ this._rpc = rpc;
3338
+ }
3339
+ getById(id) {
3340
+ return this.pointsMap[id];
3341
+ }
3342
+ async removeById(id) {
3343
+ let handle = this.getById(id);
3344
+ if (handle) {
3345
+ this.children = this.children.filter((child) => child.id !== id);
3346
+ handle.group = undefined;
3347
+ await handle.remove();
3348
+ }
3349
+ }
3350
+ async removeAll() {
3351
+ let childrenIds = this.children.map((child) => child.id);
3352
+ this.children = [];
3353
+ await this._rpc.callModule('Point', 'DeleteByIds', {
3354
+ IDs: childrenIds
3355
+ });
3356
+ }
3357
+ async removeByTag(tag) {
3358
+ let childrenIds = this.tagMap[tag].map((child) => child.id);
3359
+ this.children = this.children.filter((child) => child.tag !== tag);
3360
+ await this._rpc.callModule('Point', 'DeleteByIds', {
3361
+ IDs: childrenIds
3362
+ });
3363
+ }
3364
+ }
3365
+ class PointHandler {
3366
+ constructor(id, params) {
3367
+ this._id = id;
3368
+ this._rpc = params.rpc;
3369
+ this._transform = params.transform || Transform.default();
3370
+ this._textContent = params.textContent;
3371
+ this._tag = params.tag || '';
3372
+ this._remoteUpdateFlag = false;
3373
+ this._collector = new Collector(this._triggerRemoteUpdate.bind(this));
3374
+ this.group = params.group;
3375
+ }
3376
+ get tag() {
3377
+ return this._tag;
3378
+ }
3379
+ get id() {
3380
+ return this._id;
3381
+ }
3382
+ get transform() {
3383
+ return createDeepProxy(this._transform, {}, this._collector);
3384
+ }
3385
+ get textContent() {
3386
+ return this._textContent;
3387
+ }
3388
+ set textContent(value) {
3389
+ this._textContent = value;
3390
+ this._triggerRemoteUpdate();
3391
+ }
3392
+ _triggerRemoteUpdate() {
3393
+ if (!this._remoteUpdateFlag) {
3394
+ this._remoteUpdateFlag = true;
3395
+ this.remoteUpdate();
3396
+ }
3397
+ }
3398
+ remoteUpdate() {
3399
+ let transformObj = this.transform.toRPCJSON();
3400
+ this._rpc.callModule('Point', 'Update', {
3401
+ textContent: this.textContent,
3402
+ Location: transformObj.Location,
3403
+ Rotation: transformObj.Rotation,
3404
+ Scale: transformObj.Scale
3405
+ });
3406
+ this._remoteUpdateFlag = false;
3407
+ }
3408
+ async remove() {
3409
+ if (this.group) {
3410
+ // this.group = undefined
3411
+ return this.group.removeById(this.id);
3412
+ }
3413
+ await this._rpc.callModule('Point', 'DeleteByIds', {
3414
+ IDs: [this.id]
3415
+ });
3416
+ }
3417
+ }
3418
+ function createScatterGroupHandler(rpc, params) {
3419
+ let scatterhandler = new ScatterGroupHandler(rpc);
3420
+ let phandler = params.map((param) => createPointHandler(rpc, {
3421
+ ...param
3422
+ }, scatterhandler));
3423
+ scatterhandler.children = phandler;
3424
+ return scatterhandler;
3425
+ }
3426
+ function createPointHandler(rpc, param, group) {
3427
+ // return new PointHandlerQuery()
3428
+ let handler = new PointHandler(param.id, {
3429
+ rpc,
3430
+ transform: Transform.fromRPCObject({}),
3431
+ textContent: param.textContent,
3432
+ tag: param.tag,
3433
+ group: group
3434
+ });
3435
+ return handler;
3436
+ }
3437
+
3438
+ /**
3439
+ * 围栏工具类,用于创建和删除电子围栏
3440
+ */
3441
+ class Fence extends Tool {
3442
+ constructor(rpc) {
3443
+ super(rpc);
3444
+ }
3445
+ async create(params) {
3446
+ let response = this._rpc.callModule('Box', 'Create', {
3447
+ VectorArray: params.vectorArray,
3448
+ Height: params.height,
3449
+ MaterialEnum: params.materialEnum,
3450
+ Color: params.color
3451
+ });
3452
+ const { FenceID } = await response;
3453
+ let handler = new FenceHandler(this._rpc, FenceID, FenceStatus.Created);
3454
+ return handler;
3455
+ }
3456
+ }
3457
+ var FenceStatus;
3458
+ (function (FenceStatus) {
3459
+ FenceStatus["UnCreated"] = "UnCreated";
3460
+ /** 围栏已创建 */
3461
+ FenceStatus["Created"] = "Created";
3462
+ /** 围栏已删除 */
3463
+ FenceStatus["Removed"] = "Removed";
3464
+ })(FenceStatus || (FenceStatus = {}));
3465
+ class FenceHandler {
3466
+ get id() {
3467
+ return this._id;
3468
+ }
3469
+ constructor(rpc, id, status) {
3470
+ this._id = id;
3471
+ this._rpc = rpc;
3472
+ this._status = status || FenceStatus.UnCreated;
3473
+ }
3474
+ get status() {
3475
+ return this._status;
3476
+ }
3477
+ async remove() {
3478
+ return this._rpc.callModule('Box', 'Delete', {
3479
+ FenceID: this.id
3480
+ });
3481
+ }
3482
+ }
3483
+
3484
+ class Building extends Tool {
3485
+ constructor(rpc) {
3486
+ super(rpc);
3487
+ }
3488
+ async expand(id, params) {
3489
+ await this._rpc.callModule('Building', 'Expand', {
3490
+ BuildingId: id,
3491
+ Spacing: params.spacing,
3492
+ Duration: params.duration || 2000
3493
+ });
3494
+ let handler = new BuildingHandler(id, this._rpc);
3495
+ return handler;
3496
+ }
3497
+ }
3498
+ var Status$1;
3499
+ (function (Status) {
3500
+ Status["Expanded"] = "Expanded";
3501
+ Status["ExpandFloor"] = "ExpandFloor";
3502
+ Status["Collapsed"] = "Collapsed";
3503
+ })(Status$1 || (Status$1 = {}));
3504
+ class BuildingHandler {
3505
+ constructor(id, rpc, status) {
3506
+ this._id = id;
3507
+ this._rpc = rpc;
3508
+ this._status = status || Status$1.Collapsed;
3509
+ }
3510
+ get status() {
3511
+ return this._status;
3512
+ }
3513
+ get id() {
3514
+ return this._id;
3515
+ }
3516
+ async expand(params) {
3517
+ await this._rpc.callModule('Building', 'ExpandFloor', {
3518
+ BuildingId: this._id,
3519
+ Spacing: params.spacing,
3520
+ Duration: params.duration || 2
3521
+ });
3522
+ }
3523
+ async expandFloor(params) {
3524
+ let _params = {
3525
+ BuildingId: this._id,
3526
+ Distance: params.distance,
3527
+ ExpandHeight: params.expandHeight,
3528
+ Duration: params.duration || 2
3529
+ };
3530
+ if (params.direction) {
3531
+ _params.Direction = {
3532
+ X: params.direction.X,
3533
+ Y: params.direction.Y,
3534
+ Z: params.direction.Z
3535
+ };
3536
+ }
3537
+ return this._rpc.callModule('Building', 'ExpandFloor', _params);
3538
+ }
3539
+ async collapse(duration = 2) {
3540
+ return this._rpc.callModule('Building', 'Collapse', {
3541
+ BuildingId: this._id,
3542
+ duration: duration || 2
3543
+ });
3544
+ }
3545
+ }
3546
+
3547
+ var MeasurementType;
3548
+ (function (MeasurementType) {
3549
+ MeasurementType["Path"] = "Path";
3550
+ MeasurementType["Height"] = "Height";
3551
+ MeasurementType["Area"] = "Area";
3552
+ })(MeasurementType || (MeasurementType = {}));
3553
+ class Measurement extends Tool {
3554
+ constructor(rpc) {
3555
+ super(rpc);
3556
+ }
3557
+ draw(type) {
3558
+ return this._rpc.callModule('Measurement', 'SetDrawType', {
3559
+ Type: type
3560
+ });
3561
+ }
3562
+ clean() {
3563
+ return this._rpc.callModule('Measurement', 'SetDrawType', {
3564
+ Type: 'Null'
3565
+ });
3566
+ }
3567
+ }
3568
+
3569
+ class Daytime extends Tool {
3570
+ constructor(rpc) {
3571
+ super(rpc);
3572
+ }
3573
+ setDaytime(hh, mm) {
3574
+ return this._rpc.callModule('Environment', 'SetDaytime', {
3575
+ value: `${hh}${mm}`
3576
+ });
3577
+ }
3578
+ }
3579
+
3580
+ // 虚化
3581
+ class Ghost extends Tool {
3582
+ constructor(rpc) {
3583
+ super(rpc);
3584
+ }
3585
+ async ghost(node) {
3586
+ await this._rpc.callModule('Visual', 'Ghost', {
3587
+ Ghost: true,
3588
+ handle: node.key
3589
+ });
3590
+ return new GhostHandle(node, this._rpc);
3591
+ }
3592
+ }
3593
+ class GhostHandle {
3594
+ constructor(node, rpc) {
3595
+ this._node = node;
3596
+ this._rpc = rpc;
3597
+ }
3598
+ async restore() {
3599
+ await this._rpc.callModule('Visual', 'Ghost', {
3600
+ handle: this._node.key,
3601
+ Ghost: false
3602
+ });
3603
+ }
3604
+ }
3605
+
3606
+ var Tools = {
3607
+ Tool,
3608
+ MatchViewTool: MatchView,
3609
+ WeatherTool: Weather,
3610
+ PickCastTool: PickCast,
3611
+ HeatMapTool: HeatMap,
3612
+ ScatterTool: Scatter,
3613
+ FenceTool: Fence,
3614
+ BuildingTool: Building,
3615
+ MeasurementTool: Measurement,
3616
+ DaytimeTool: Daytime,
3617
+ GhostTool: Ghost
3618
+ };
3619
+
3620
+ /**
3621
+ * 世界模块,提供世界场景的核心类
3622
+ * 用于管理场景中的所有对象、天气和RPC通信
3623
+ */
3624
+ /**
3625
+ * 世界类,整个场景的根容器
3626
+ * 管理场景中的所有对象、天气系统和RPC通信
3627
+ */
3628
+ class World {
3629
+ /**
3630
+ * 构造函数
3631
+ * @param pixelStream PixelStream实例,用于与远程渲染引擎通信
3632
+ */
3633
+ constructor(pixelStream) {
3634
+ this._rpc = new UERPC(pixelStream);
3635
+ this.root = new UERPCNode(this._rpc);
3636
+ this.root.world = this;
3637
+ this.tools = {
3638
+ ghost: new Tools.GhostTool(this._rpc),
3639
+ weather: new Tools.WeatherTool(this._rpc),
3640
+ matchView: new Tools.MatchViewTool(this._rpc),
3641
+ pickCast: new Tools.PickCastTool(this._rpc),
3642
+ scatter: new Tools.ScatterTool(this._rpc),
3643
+ heatMap: new Tools.HeatMapTool(this._rpc, this),
3644
+ fence: new Tools.FenceTool(this._rpc),
3645
+ building: new Tools.BuildingTool(this._rpc),
3646
+ measurement: new Tools.MeasurementTool(this._rpc),
3647
+ daytime: new Tools.DaytimeTool(this._rpc)
3648
+ };
3649
+ }
3650
+ /**
3651
+ * 获取RPC通信实例
3652
+ */
3653
+ get rpc() {
3654
+ return this._rpc;
3655
+ }
3656
+ /**
3657
+ * 加载关卡
3658
+ * @param params 加载关卡的参数
3659
+ * @returns 加载成功后返回关卡节点
3660
+ */
3661
+ async loadLevelByName(assetPath) {
3662
+ let response = await this._rpc.loadLevelByName(assetPath);
3663
+ // let response = await this._rpc.callModule('Mesh', 'Spawn', {
3664
+ // AssetPath: assetPath,
3665
+ // Transform: Transform.default().toRPCJSON()
3666
+ // })
3667
+ let handle = response.Handle || 'map';
3668
+ let node = new UERPCNode(this._rpc, handle, { assetType: AssetType.Map });
3669
+ node.data = { assetType: AssetType.Map };
3670
+ this.root.add(node);
3671
+ return node;
3672
+ }
3673
+ /**
3674
+ * 生成含有骨骼动画的Mesh
3675
+ */
3676
+ async spawnSkeletalMesh(params) {
3677
+ let _transform = params.transform || Transform.default();
3678
+ let response = await this._rpc.callModule('Mesh', 'Spawn', {
3679
+ Type: 'SkeletalMesh',
3680
+ AssetPath: params.assetPath,
3681
+ Transform: _transform.toRPCJSON(),
3682
+ Tag: params.tag
3683
+ });
3684
+ let handle = response.Handle;
3685
+ let node = new UERPCNode(this._rpc, handle, {
3686
+ assetType: AssetType.SkeletalMesh
3687
+ }, _transform);
3688
+ this.root.add(node);
3689
+ return node;
3690
+ }
3691
+ /**
3692
+ * 生成静态网格体演员
3693
+ * @param params 生成静态网格体的参数
3694
+ * @returns 生成成功后返回演员节点
3695
+ */
3696
+ async spawnStaticMeshActor(params) {
3697
+ let _transform = params.transform || Transform.default();
3698
+ let response = await this._rpc.callModule('Mesh', 'Spawn', {
3699
+ Type: 'StaticMesh',
3700
+ AssetPath: params.assetPath,
3701
+ Transform: _transform.toRPCJSON(),
3702
+ Tag: params.tag
3703
+ });
3704
+ let handle = response.Handle;
3705
+ let node = new UERPCNode(this._rpc, handle, {
3706
+ assetType: AssetType.StaticMesh
3707
+ }, _transform);
3708
+ this.root.add(node);
3709
+ return node;
3710
+ }
3711
+ /**
3712
+ * 生成本地蓝图演员
3713
+ * @param params 生成本地蓝图的参数
3714
+ * @returns 生成成功后返回演员节点
3715
+ */
3716
+ async spawnLocalBlueprintActor(params) {
3717
+ let _transform = params.transform || Transform.default();
3718
+ let response = await this._rpc.callModule('Mesh', 'Spawn', {
3719
+ Type: 'Blueprint',
3720
+ AssetPath: params.assetPath,
3721
+ Transform: _transform.toRPCJSON(),
3722
+ Tag: params.tag
3723
+ });
3724
+ // let response = await this._rpc.spawnLocalBlueprintActor({
3725
+ // AssetPath: params.assetPath,
3726
+ // Transform: _transform.toRPCJSON(),
3727
+ // Tag: params.tag
3728
+ // })
3729
+ let handle = response.Handle;
3730
+ let node = new UERPCNode(this._rpc, handle, {
3731
+ assetType: AssetType.Blueprint
3732
+ }, _transform);
3733
+ this.root.add(node);
3734
+ return node;
3735
+ }
3736
+ }
3737
+
3738
+ /**
3739
+ * 相机基类,继承自UERPCNode
3740
+ * 定义了相机的基本结构,所有具体相机类型的父类
3741
+ */
3742
+ class Camera extends UERPCNode {
3743
+ /**
3744
+ * 相机基类构造函数
3745
+ * @param rpc UERPC实例,用于与远程服务通信
3746
+ * @param type 相机类型
3747
+ */
3748
+ constructor(rpc, type) {
3749
+ super(rpc, type);
3750
+ }
3751
+ }
3752
+ /**
3753
+ * 透视相机类,用于表示3D场景中的透视相机
3754
+ * 实现了透视相机的属性和变换管理
3755
+ */
3756
+ class PerspectiveCamera extends Camera {
3757
+ /**
3758
+ * 构造函数
3759
+ * @param rpc UERPC实例,用于与远程服务通信
3760
+ */
3761
+ constructor(rpc) {
3762
+ super(rpc, 'camera');
3763
+ // // 初始化相机默认属性
3764
+ // this._fov = 75
3765
+ // this._focalLength = 50
3766
+ // this._aperture = 35
3767
+ // this._focusDistance = 100
3768
+ // 创建默认变换
3769
+ this._transform = Transform.default();
3770
+ // 初始化变换收集器
3771
+ this._collector = new Collector(this._triggerRemoteUpdate.bind(this));
3772
+ // 初始化远程更新标志
3773
+ this._remoteUpdateFlag = false;
3774
+ }
3775
+ // /**
3776
+ // * 获取焦距值
3777
+ // * @returns {number} 焦距值,单位为毫米
3778
+ // */
3779
+ // get focalLength() {
3780
+ // return this._focalLength
3781
+ // }
3782
+ // /**
3783
+ // * 设置焦距值
3784
+ // * @param focalLength 新的焦距值,单位为毫米
3785
+ // */
3786
+ // set focalLength(focalLength: number) {
3787
+ // this._focalLength = focalLength
3788
+ // this._triggerRemoteUpdate()
3789
+ // }
3790
+ // /**
3791
+ // * 获取光圈值
3792
+ // * @returns {number} 光圈值
3793
+ // */
3794
+ // get aperture() {
3795
+ // return this._aperture
3796
+ // }
3797
+ // /**
3798
+ // * 设置光圈值
3799
+ // * @param aperture 新的光圈值
3800
+ // */
3801
+ // set aperture(aperture: number) {
3802
+ // this._aperture = aperture
3803
+ // this._triggerRemoteUpdate()
3804
+ // }
3805
+ // /**
3806
+ // * 获取视场角
3807
+ // * @returns {number} 视场角,单位为度
3808
+ // */
3809
+ // get fov() {
3810
+ // return this._fov
3811
+ // }
3812
+ // /**
3813
+ // * 设置视场角
3814
+ // * @param fov 新的视场角,单位为度
3815
+ // */
3816
+ // set fov(fov: number) {
3817
+ // this._fov = fov
3818
+ // this._triggerRemoteUpdate()
3819
+ // }
3820
+ // /**
3821
+ // * 获取焦距离
3822
+ // * @returns {number} 焦距离,单位为世界单位
3823
+ // */
3824
+ // get focusDistance() {
3825
+ // return this._focusDistance
3826
+ // }
3827
+ // 同步远程相机参数到本地
3828
+ async forceSyncRemoteToLocal() {
3829
+ let response = await this._rpc.getCameraTransform();
3830
+ console.log(response);
3831
+ if (response.Transform) {
3832
+ let transform = Transform.fromRPCObject(response.Transform);
3833
+ this._transform = transform;
3834
+ }
3835
+ }
3836
+ // /**
3837
+ // * 设置焦距离
3838
+ // * @param focusDistance 新的焦距离,单位为世界单位
3839
+ // */
3840
+ // set focusDistance(focusDistance: number) {
3841
+ // this._focusDistance = focusDistance
3842
+ // this._triggerRemoteUpdate()
3843
+ // }
3844
+ /**
3845
+ * 获取相机变换的代理对象
3846
+ * 通过深度代理实现对变换属性的监听,当变换属性变化时自动触发远程更新
3847
+ * @returns {Transform} 相机变换的代理对象
3848
+ */
3849
+ get transform() {
3850
+ return createDeepProxy(this._transform, {}, this._collector);
3851
+ }
3852
+ /**
3853
+ * 触发远程更新
3854
+ * 该方法在相机属性或变换变化时被调用,用于标记相机需要同步到远程
3855
+ */
3856
+ _triggerRemoteUpdate() {
3857
+ this._remoteUpdateFlag = true;
3858
+ this._remoteUpdate();
3859
+ }
3860
+ /**
3861
+ * 远程更新处理方法
3862
+ * 用于将相机的属性和变换同步到远程服务器
3863
+ * TODO: 实现具体的远程同步逻辑
3864
+ */
3865
+ _remoteUpdate() {
3866
+ // TODO: 实现相机属性和变换的远程同步逻辑
3867
+ this._rpc.setCameraTransform(this._transform.toRPCJSON());
3868
+ this._remoteUpdateFlag = true;
3869
+ }
3870
+ }
3871
+
3872
+ class PresetAnimateClip {
3873
+ constructor(animateName) {
3874
+ this.animateName = animateName;
3875
+ }
3876
+ _clipCall() {
3877
+ return new PresetAnimateClipCall(this);
3878
+ }
3879
+ }
3880
+ class PresetAnimateClipCall {
3881
+ constructor(clip) {
3882
+ this.clip = clip;
3883
+ }
3884
+ _play(action, params) {
3885
+ action.mixer?.rpc.callModule('Animation', 'Play', {
3886
+ ...params,
3887
+ Animation: this.clip.animateName
3888
+ });
3889
+ }
3890
+ _pause(action, params) {
3891
+ action.mixer?.rpc.callModule('Animation', 'Pause', {
3892
+ handle: params.Handle
3893
+ });
3894
+ }
3895
+ _resume(action, params) {
3896
+ action.mixer?.rpc.callModule('Animation', 'Resume', {
3897
+ handle: params.Handle
3898
+ });
3899
+ }
3900
+ }
3901
+ class KeyFrameAnimateClip {
3902
+ constructor(params) {
3903
+ this.startTransform = params.startTransform;
3904
+ this.endTransform = params.endTransform;
3905
+ }
3906
+ _clipCall() {
3907
+ return new KeyFrameAnimateClipCall(this);
3908
+ }
3909
+ }
3910
+ class KeyFrameAnimateClipCall {
3911
+ constructor(clip) {
3912
+ this.clip = clip;
3913
+ }
3914
+ _play(action, params) {
3915
+ action.mixer?.rpc.callModule('Animation', 'MoveBetweenTransforms', {
3916
+ Handle: action.handle,
3917
+ StartTransform: this.clip.startTransform?.toRPCJSON(),
3918
+ EndTransform: this.clip.endTransform?.toRPCJSON(),
3919
+ Duration: action.duration
3920
+ });
3921
+ }
3922
+ _pause(action, params) {
3923
+ action.mixer?.rpc.callModule('Animation', 'PauseMoveBetweenTransforms', {
3924
+ Handle: action.handle
3925
+ });
3926
+ }
3927
+ _resume(action, params) {
3928
+ action.mixer?.rpc.callModule('Animation', 'ResumeMoveBetweenTransforms', {
3929
+ Handle: action.handle
3930
+ });
3931
+ }
3932
+ }
3933
+
3934
+ var Status;
3935
+ (function (Status) {
3936
+ Status["Playing"] = "playing";
3937
+ Status["Paused"] = "paused";
3938
+ Status["Stopped"] = "stopped";
3939
+ })(Status || (Status = {}));
3940
+ var PlaybackType;
3941
+ (function (PlaybackType) {
3942
+ PlaybackType["Loop"] = "loop";
3943
+ PlaybackType["Once"] = "once";
3944
+ })(PlaybackType || (PlaybackType = {}));
3945
+ class AnimationAction {
3946
+ constructor(handle, clip, mixer) {
3947
+ this._status = Status.Stopped;
3948
+ this._handle = handle;
3949
+ this.type = PlaybackType.Once;
3950
+ this.rate = 1;
3951
+ this.clip = clip;
3952
+ this.playDuration = 0;
3953
+ this.mixer = mixer;
3954
+ }
3955
+ get duration() {
3956
+ return this._duration;
3957
+ }
3958
+ set duration(duration) {
3959
+ this._duration = duration;
3960
+ }
3961
+ get handle() {
3962
+ return this._handle;
3963
+ }
3964
+ get status() {
3965
+ return this._status;
3966
+ }
3967
+ async play() {
3968
+ if (this._status == Status.Paused) {
3969
+ let clipCall = this.clip._clipCall();
3970
+ return clipCall._resume(this, {
3971
+ Handle: this._handle
3972
+ });
3973
+ }
3974
+ let obj = {
3975
+ Handle: this._handle,
3976
+ Rate: this.rate,
3977
+ Loop: this.type == PlaybackType.Loop
3978
+ };
3979
+ let clipCall = this.clip._clipCall();
3980
+ this.playDuration = 0;
3981
+ this._status = Status.Playing;
3982
+ clipCall._play(this, obj);
3983
+ return;
3984
+ }
3985
+ pause() {
3986
+ let obj = {
3987
+ Handle: this._handle,
3988
+ Rate: this.rate,
3989
+ Loop: this.type == PlaybackType.Loop
3990
+ };
3991
+ let clipCall = this.clip._clipCall();
3992
+ this._status = Status.Paused;
3993
+ return clipCall._pause(this, obj);
3994
+ }
3995
+ update(delta) {
3996
+ if (this.status != Status.Playing) {
3997
+ return;
3998
+ }
3999
+ this.playDuration += delta;
4000
+ if (this.type === PlaybackType.Once &&
4001
+ this.duration &&
4002
+ this.playDuration >= this.duration) {
4003
+ this._status = Status.Stopped;
4004
+ }
4005
+ }
4006
+ }
4007
+
4008
+ // 创建一个 Clock , 计算每次的时间差 , 同时保存开始的时间
4009
+ class Clock {
4010
+ constructor() {
4011
+ this.startTime = 0;
4012
+ this.previousTime = 0;
4013
+ this.elapsedTime = 0;
4014
+ this.isRunning = false;
4015
+ }
4016
+ /**
4017
+ * 开始计时
4018
+ */
4019
+ start() {
4020
+ this.startTime = performance.now();
4021
+ this.previousTime = this.startTime;
4022
+ this.elapsedTime = 0;
4023
+ this.isRunning = true;
4024
+ }
4025
+ /**
4026
+ * 停止计时
4027
+ */
4028
+ stop() {
4029
+ this.getDelta(); // 更新 elapsedTime
4030
+ this.isRunning = false;
4031
+ }
4032
+ /**
4033
+ * 获取自上次调用 getDelta() 以来经过的时间(时间差)
4034
+ * @returns 时间差(毫秒)
4035
+ */
4036
+ getDelta() {
4037
+ let currentTime = performance.now();
4038
+ let delta = 0;
4039
+ if (this.isRunning) {
4040
+ delta = currentTime - this.previousTime;
4041
+ this.elapsedTime += delta;
4042
+ this.previousTime = currentTime;
4043
+ }
4044
+ return delta;
4045
+ }
4046
+ /**
4047
+ * 获取自开始计时以来经过的总时间
4048
+ * @returns 经过的总时间(毫秒)
4049
+ */
4050
+ getElapsedTime() {
4051
+ if (this.isRunning) {
4052
+ this.getDelta(); // 更新 elapsedTime
4053
+ }
4054
+ return this.elapsedTime;
4055
+ }
4056
+ /**
4057
+ * 获取开始时间
4058
+ * @returns 开始时间(毫秒)
4059
+ */
4060
+ getStartTime() {
4061
+ return this.startTime;
4062
+ }
4063
+ /**
4064
+ * 检查是否正在运行
4065
+ * @returns 是否正在运行
4066
+ */
4067
+ isRunningState() {
4068
+ return this.isRunning;
4069
+ }
4070
+ /**
4071
+ * 重置计时器
4072
+ */
4073
+ reset() {
4074
+ this.startTime = performance.now();
4075
+ this.previousTime = this.startTime;
4076
+ this.elapsedTime = 0;
4077
+ }
4078
+ }
4079
+
4080
+ class AnimationMixer {
4081
+ constructor(rpc) {
4082
+ this._actions = [];
4083
+ this._rpc = rpc;
4084
+ this._duration = 0;
4085
+ this._actions = [];
4086
+ this.init();
4087
+ }
4088
+ get rpc() {
4089
+ return this._rpc;
4090
+ }
4091
+ init() {
4092
+ this._clock = new Clock();
4093
+ this._clock.start();
4094
+ setTimeout(() => {
4095
+ this._duration += this._clock.getDelta();
4096
+ this.updateAction();
4097
+ }, 1000 / 60);
4098
+ }
4099
+ get duration() {
4100
+ return this._duration;
4101
+ }
4102
+ updateAction() {
4103
+ this._actions.forEach((action) => {
4104
+ action.update(this._duration);
4105
+ });
4106
+ }
4107
+ clipAction(clip, node) {
4108
+ return new AnimationAction(node.key, clip, this);
4109
+ }
4110
+ removeAction(action) {
4111
+ // this._actions = this._actions.filter((item) => item !== action)
4112
+ let index = this._actions.findIndex((item) => item === action);
4113
+ if (index > -1) {
4114
+ this._actions.splice(index, 1);
4115
+ }
4116
+ }
4117
+ }
4118
+
4119
+ var Animation = /*#__PURE__*/Object.freeze({
4120
+ __proto__: null,
4121
+ AnimationMixer: AnimationMixer,
4122
+ AnimationAction: AnimationAction,
4123
+ PresetAnimateClip: PresetAnimateClip,
4124
+ KeyFrameAnimateClip: KeyFrameAnimateClip
4125
+ });
4126
+
4127
+ const Core = {
4128
+ UERPC
4129
+ };
4130
+ const Addons = {
4131
+ World,
4132
+ Transform,
4133
+ PerspectiveCamera,
4134
+ UERPCNode,
4135
+ WeatherType,
4136
+ MeasurementType,
4137
+ Animation: {
4138
+ ...Animation
4139
+ }
4140
+ };
4141
+
4142
+ export { Addons, Core };
4143
+ //# sourceMappingURL=sdk.esm.js.map