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.
- package/README.md +824 -0
- package/README_UERPC.md +667 -0
- package/dist/sdk.esm.js +4143 -0
- package/dist/sdk.esm.js.map +1 -0
- package/dist/sdk.js +4148 -0
- package/dist/sdk.js.map +1 -0
- package/dist/sdk.umd.js +2 -0
- package/dist/sdk.umd.js.map +1 -0
- package/dist/types/hj-gis-sdk/addons/animation/animate-clip.d.ts +39 -0
- package/dist/types/hj-gis-sdk/addons/animation/animate-clip.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/animation/animation-action.d.ts +31 -0
- package/dist/types/hj-gis-sdk/addons/animation/animation-action.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/animation/animation-mixer.d.ts +18 -0
- package/dist/types/hj-gis-sdk/addons/animation/animation-mixer.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/animation/index.d.ts +5 -0
- package/dist/types/hj-gis-sdk/addons/animation/index.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/camera.d.ts +59 -0
- package/dist/types/hj-gis-sdk/addons/camera.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/clock.d.ts +40 -0
- package/dist/types/hj-gis-sdk/addons/clock.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/commander/context.d.ts +24 -0
- package/dist/types/hj-gis-sdk/addons/commander/context.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/commander/dispatcher.d.ts +43 -0
- package/dist/types/hj-gis-sdk/addons/commander/dispatcher.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/commander/excutor/base.d.ts +22 -0
- package/dist/types/hj-gis-sdk/addons/commander/excutor/base.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/loader/index.d.ts +6 -0
- package/dist/types/hj-gis-sdk/addons/loader/index.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/loader/loader.d.ts +4 -0
- package/dist/types/hj-gis-sdk/addons/loader/loader.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/node/base.d.ts +63 -0
- package/dist/types/hj-gis-sdk/addons/node/base.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/node/ue-node.d.ts +82 -0
- package/dist/types/hj-gis-sdk/addons/node/ue-node.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/proxy.d.ts +83 -0
- package/dist/types/hj-gis-sdk/addons/proxy.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/tools/base.d.ts +7 -0
- package/dist/types/hj-gis-sdk/addons/tools/base.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/tools/building.d.ts +36 -0
- package/dist/types/hj-gis-sdk/addons/tools/building.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/tools/daytime.d.ts +7 -0
- package/dist/types/hj-gis-sdk/addons/tools/daytime.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/tools/fence.d.ts +61 -0
- package/dist/types/hj-gis-sdk/addons/tools/fence.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/tools/ghost.d.ts +14 -0
- package/dist/types/hj-gis-sdk/addons/tools/ghost.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/tools/heat-map.d.ts +65 -0
- package/dist/types/hj-gis-sdk/addons/tools/heat-map.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/tools/index.d.ts +26 -0
- package/dist/types/hj-gis-sdk/addons/tools/index.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/tools/match-view.d.ts +7 -0
- package/dist/types/hj-gis-sdk/addons/tools/match-view.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/tools/measurement.d.ts +13 -0
- package/dist/types/hj-gis-sdk/addons/tools/measurement.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/tools/pick-cast.d.ts +26 -0
- package/dist/types/hj-gis-sdk/addons/tools/pick-cast.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/tools/scatter.d.ts +57 -0
- package/dist/types/hj-gis-sdk/addons/tools/scatter.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/tools/weather.d.ts +31 -0
- package/dist/types/hj-gis-sdk/addons/tools/weather.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/transform.d.ts +91 -0
- package/dist/types/hj-gis-sdk/addons/transform.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/addons/world.d.ts +76 -0
- package/dist/types/hj-gis-sdk/addons/world.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/core/ue-rpc.d.ts +54 -0
- package/dist/types/hj-gis-sdk/core/ue-rpc.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/index.d.ts +27 -0
- package/dist/types/hj-gis-sdk/index.d.ts.map +1 -0
- package/dist/types/hj-gis-sdk/utils.d.ts +16 -0
- package/dist/types/hj-gis-sdk/utils.d.ts.map +1 -0
- package/dist/types/src/animation.d.ts +2 -0
- package/dist/types/src/animation.d.ts.map +1 -0
- package/dist/types/src/building.d.ts +2 -0
- package/dist/types/src/building.d.ts.map +1 -0
- package/dist/types/src/common.d.ts +5 -0
- package/dist/types/src/common.d.ts.map +1 -0
- package/dist/types/src/fence.d.ts +2 -0
- package/dist/types/src/fence.d.ts.map +1 -0
- package/dist/types/src/ghost.d.ts +2 -0
- package/dist/types/src/ghost.d.ts.map +1 -0
- package/dist/types/src/heatmap.d.ts +2 -0
- package/dist/types/src/heatmap.d.ts.map +1 -0
- package/dist/types/src/index.d.ts +2 -0
- package/dist/types/src/index.d.ts.map +1 -0
- package/dist/types/src/keyframe.d.ts +2 -0
- package/dist/types/src/keyframe.d.ts.map +1 -0
- package/dist/types/src/measurement.d.ts +2 -0
- package/dist/types/src/measurement.d.ts.map +1 -0
- package/dist/types/src/scatter.d.ts +2 -0
- package/dist/types/src/scatter.d.ts.map +1 -0
- package/dist/types/src/weather.d.ts +2 -0
- package/dist/types/src/weather.d.ts.map +1 -0
- package/package.json +55 -0
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{"version":3,"file":"sdk.esm.js","sources":["../hj-gis-sdk/core/ue-rpc.ts","../node_modules/@math.gl/core/dist/lib/common.js","../node_modules/@math.gl/core/dist/classes/base/math-array.js","../node_modules/@math.gl/core/dist/lib/validators.js","../node_modules/@math.gl/core/dist/lib/assert.js","../node_modules/@math.gl/core/dist/classes/base/vector.js","../node_modules/@math.gl/core/dist/gl-matrix/common.js","../node_modules/@math.gl/core/dist/lib/gl-matrix-extras.js","../node_modules/@math.gl/core/dist/gl-matrix/vec3.js","../node_modules/@math.gl/core/dist/classes/vector3.js","../node_modules/@math.gl/core/dist/classes/vector4.js","../node_modules/@math.gl/core/dist/gl-matrix/mat3.js","../node_modules/@math.gl/core/dist/gl-matrix/vec4.js","../node_modules/@math.gl/core/dist/gl-matrix/quat.js","../node_modules/@math.gl/core/dist/classes/quaternion.js","../node_modules/@math.gl/core/dist/classes/euler.js","../hj-gis-sdk/addons/transform.ts","../hj-gis-sdk/addons/node/base.ts","../hj-gis-sdk/addons/proxy.ts","../hj-gis-sdk/addons/node/ue-node.ts","../hj-gis-sdk/addons/tools/base.ts","../hj-gis-sdk/addons/tools/match-view.ts","../hj-gis-sdk/addons/tools/weather.ts","../hj-gis-sdk/utils.ts","../hj-gis-sdk/addons/tools/pick-cast.ts","../hj-gis-sdk/addons/tools/heat-map.ts","../hj-gis-sdk/addons/tools/scatter.ts","../hj-gis-sdk/addons/tools/fence.ts","../hj-gis-sdk/addons/tools/building.ts","../hj-gis-sdk/addons/tools/measurement.ts","../hj-gis-sdk/addons/tools/daytime.ts","../hj-gis-sdk/addons/tools/ghost.ts","../hj-gis-sdk/addons/tools/index.ts","../hj-gis-sdk/addons/world.ts","../hj-gis-sdk/addons/camera.ts","../hj-gis-sdk/addons/animation/animate-clip.ts","../hj-gis-sdk/addons/animation/animation-action.ts","../hj-gis-sdk/addons/clock.ts","../hj-gis-sdk/addons/animation/animation-mixer.ts","../hj-gis-sdk/index.ts"],"sourcesContent":["import {\r\n Logger,\r\n PixelStreaming\r\n} from '@epicgames-ps/lib-pixelstreamingfrontend-ue5.5'\r\n\r\nexport type RpcPayload = Record<string, any>\r\n\r\n/**\r\n * UERPC wraps RPC-style interactions over Pixel Streaming's DataChannel.\r\n * It mirrors the Web/script.js behavior: sends {Type:'RPC_CALL', Command, ReqId, ...payload}\r\n * and expects UE to reply with {Type:'RPC_RESPONSE', ReqId, Status, Data|Message} via EmitJSEvent.\r\n */\r\nexport class UERPC {\r\n private stream: PixelStreaming\r\n private responseEventName: string\r\n private pendingRequests: Map<\r\n string,\r\n { resolve: (data: any) => void; reject: (err: any) => void; timer: number }\r\n >\r\n timeoutMs: number\r\n constructor(stream: PixelStreaming, responseEventName = 'handle_responses') {\r\n this.stream = stream\r\n this.responseEventName = responseEventName\r\n this.pendingRequests = new Map()\r\n this.timeoutMs = 30000\r\n try {\r\n this.stream.addResponseEventListener(\r\n this.responseEventName,\r\n this.handleResponse.bind(this)\r\n )\r\n } catch (e) {\r\n // If the stream is not ready yet, user can call bind later.\r\n }\r\n }\r\n\r\n getStream() {\r\n return this.stream\r\n }\r\n /**\r\n * Bind the response listener explicitly if constructor binding failed or the stream changed.\r\n */\r\n bind(stream: PixelStreaming, responseEventName = this.responseEventName) {\r\n this.stream = stream\r\n this.responseEventName = responseEventName\r\n this.stream.addResponseEventListener(\r\n this.responseEventName,\r\n this.handleResponse.bind(this)\r\n )\r\n }\r\n\r\n emitCommand(playload: { Command: string; [key: string]: any }) {\r\n this.stream.emitCommand(playload)\r\n }\r\n\r\n /**\r\n * Generic RPC call. Resolves when UE replies with matching ReqId.\r\n */\r\n call(\r\n command: string,\r\n payload: RpcPayload = {},\r\n timeoutMs?: number\r\n ): Promise<any> {\r\n const reqId = this.generateUUID()\r\n const message = {\r\n Type: 'RPC_CALL',\r\n Command: command,\r\n ReqId: reqId,\r\n ...payload\r\n }\r\n\r\n return new Promise((resolve, reject) => {\r\n const timer = window.setTimeout(() => {\r\n if (this.pendingRequests.has(reqId)) {\r\n this.pendingRequests.delete(reqId)\r\n reject(new Error(`UE RPC Timeout: ${command}`))\r\n }\r\n }, timeoutMs || this.timeoutMs)\r\n\r\n this.pendingRequests.set(reqId, { resolve, reject, timer })\r\n\r\n try {\r\n this.stream.emitUIInteraction(message)\r\n } catch (e) {\r\n window.clearTimeout(timer)\r\n this.pendingRequests.delete(reqId)\r\n reject(e)\r\n }\r\n })\r\n }\r\n\r\n /**\r\n * Handle UE responses. Accepts stringified or object payloads.\r\n */\r\n handleResponse(raw: any) {\r\n let json = raw\r\n try {\r\n if (typeof raw === 'string') {\r\n json = JSON.parse(raw)\r\n }\r\n } catch {\r\n return\r\n }\r\n\r\n if (!json || json.Type !== 'RPC_RESPONSE') return\r\n const reqId = json.ReqId\r\n if (!reqId) return\r\n\r\n const pending = this.pendingRequests.get(reqId)\r\n if (!pending) return\r\n\r\n window.clearTimeout(pending.timer)\r\n this.pendingRequests.delete(reqId)\r\n\r\n const status = json.Status\r\n if (status === 'success') {\r\n pending.resolve(json.Data)\r\n } else {\r\n const msg = json.Message || 'Unknown UE Error'\r\n pending.reject(new Error(msg))\r\n }\r\n }\r\n\r\n callModule(\r\n moduleName: string,\r\n actionName: string,\r\n params: RpcPayload = {},\r\n timeoutMs = 30000\r\n ): Promise<any> {\r\n const reqId = this.generateUUID()\r\n const message = {\r\n Type: 'RPC_CALL',\r\n ReqId: reqId,\r\n ModuleName: moduleName,\r\n ActionName: actionName,\r\n Params: params\r\n }\r\n Logger.Info(JSON.stringify(message))\r\n return new Promise((resolve, reject) => {\r\n const timer = window.setTimeout(() => {\r\n if (this.pendingRequests.has(reqId)) {\r\n this.pendingRequests.delete(reqId)\r\n reject(new Error(`UE Call Timeout: ${moduleName}/${actionName}`))\r\n }\r\n }, timeoutMs || this.timeoutMs)\r\n\r\n this.pendingRequests.set(reqId, { resolve, reject, timer })\r\n\r\n try {\r\n this.stream.emitUIInteraction(message)\r\n } catch (e) {\r\n window.clearTimeout(timer)\r\n this.pendingRequests.delete(reqId)\r\n reject(e)\r\n }\r\n })\r\n }\r\n\r\n // ---- Convenience helpers for Web-supported commands ----\r\n\r\n // Level management\r\n loadLevelByName(levelName: string) {\r\n return this.call('LoadLevelByName', { LevelName: levelName })\r\n }\r\n unLoadMap(levelName: string) {\r\n return this.call('UnLoadMap', { LevelName: levelName })\r\n }\r\n\r\n // Actor management\r\n spawnStaticMeshActor(params: {\r\n AssetPath: string\r\n Transform?: any\r\n Tag?: string\r\n }) {\r\n return this.call('SpawnStaticMeshActor', params)\r\n }\r\n // Blueprint management\r\n spawnLocalBlueprintActor(params: {\r\n AssetPath: string\r\n Transform?: any\r\n Tag?: string\r\n }) {\r\n return this.call('SpawnLocalBlueprintActor', params)\r\n }\r\n setActorTransformByHandle(handle: string, transform: any) {\r\n return this.call('SetActorTransformByHandle', {\r\n Handle: handle,\r\n Transform: transform\r\n })\r\n }\r\n destroyActorByHandle(handle: string) {\r\n return this.call('DestroyActorByHandle', { Handle: handle })\r\n }\r\n\r\n // Picking\r\n pickPointByScreen(\r\n x: number,\r\n y: number,\r\n maxDistance = 10000000,\r\n highlight = false\r\n ) {\r\n return this.call('PickPointByScreen', {\r\n Screen: {\r\n X: x,\r\n Y: y\r\n },\r\n MaxDistance: maxDistance,\r\n Highlight: highlight\r\n })\r\n }\r\n\r\n // Camera lens and transform\r\n getCameraTransform() {\r\n return this.call('GetCameraTransform', {})\r\n }\r\n setCameraTransform(transform: any) {\r\n return this.call('SetCameraTransform', { Transform: transform })\r\n }\r\n setCameraResetTransform(transform: any) {\r\n return this.call('SetCameraResetTransform', { Transform: transform })\r\n }\r\n resetCameraToSavedTransform() {\r\n return this.call('ResetCameraToSavedTransform', {})\r\n }\r\n\r\n private generateUUID(): string {\r\n return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, (c) => {\r\n const r = (Math.random() * 16) | 0\r\n const v = c === 'x' ? r : (r & 0x3) | 0x8\r\n return v.toString(16)\r\n })\r\n }\r\n}\r\n\r\nexport default UERPC\r\n","// math.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nconst RADIANS_TO_DEGREES = (1 / Math.PI) * 180;\nconst DEGREES_TO_RADIANS = (1 / 180) * Math.PI;\nconst DEFAULT_CONFIG = {\n EPSILON: 1e-12,\n debug: false,\n precision: 4,\n printTypes: false,\n printDegrees: false,\n printRowMajor: true,\n _cartographicRadians: false\n};\n// Configuration is truly global as of v3.6 to ensure single config even if multiple copies of math.gl\n// Multiple copies of config can be quite tricky to debug...\nglobalThis.mathgl = globalThis.mathgl || { config: { ...DEFAULT_CONFIG } };\nexport const config = globalThis.mathgl.config;\nexport function configure(options) {\n // Only copy existing keys\n Object.assign(config, options);\n return config;\n}\n/**\n * Formats a value into a string\n * @param value\n * @param param1\n * @returns\n */\nexport function formatValue(value, { precision = config.precision } = {}) {\n value = round(value);\n // get rid of trailing zeros\n return `${parseFloat(value.toPrecision(precision))}`;\n}\n/**\n * Check if value is an \"array\"\n * Returns `true` if value is either an array or a typed array\n * Note: returns `false` for `ArrayBuffer` and `DataView` instances\n * @note isTypedArray and isNumericArray are often more useful in TypeScript\n */\nexport function isArray(value) {\n return Array.isArray(value) || (ArrayBuffer.isView(value) && !(value instanceof DataView));\n}\nexport function clone(array) {\n return 'clone' in array ? array.clone() : array.slice();\n}\nexport function toRadians(degrees) {\n return radians(degrees);\n}\nexport function toDegrees(radians) {\n return degrees(radians);\n}\nexport function radians(degrees, result) {\n return map(degrees, (degrees) => degrees * DEGREES_TO_RADIANS, result);\n}\nexport function degrees(radians, result) {\n return map(radians, (radians) => radians * RADIANS_TO_DEGREES, result);\n}\n/**\n * \"GLSL equivalent\" of `Math.sin`: Works on single values and vectors\n * @deprecated\n */\nexport function sin(radians, result) {\n return map(radians, (angle) => Math.sin(angle), result);\n}\n/**\n * \"GLSL equivalent\" of `Math.cos`: Works on single values and vectors\n * @deprecated\n */\nexport function cos(radians, result) {\n return map(radians, (angle) => Math.cos(angle), result);\n}\n/**\n * \"GLSL equivalent\" of `Math.tan`: Works on single values and vectors\n * @deprecated\n */\nexport function tan(radians, result) {\n return map(radians, (angle) => Math.tan(angle), result);\n}\n/**\n * \"GLSL equivalent\" of `Math.asin`: Works on single values and vectors\n * @deprecated\n */\nexport function asin(radians, result) {\n return map(radians, (angle) => Math.asin(angle), result);\n}\n/**\n * \"GLSL equivalent\" of `Math.acos`: Works on single values and vectors\n * @deprecated\n */\nexport function acos(radians, result) {\n return map(radians, (angle) => Math.acos(angle), result);\n}\n/**\n * \"GLSL equivalent\" of `Math.atan`: Works on single values and vectors\n * @deprecated\n */\nexport function atan(radians, result) {\n return map(radians, (angle) => Math.atan(angle), result);\n}\nexport function clamp(value, min, max) {\n return map(value, (value) => Math.max(min, Math.min(max, value)));\n}\nexport function lerp(a, b, t) {\n if (isArray(a)) {\n return a.map((ai, i) => lerp(ai, b[i], t));\n }\n return t * b + (1 - t) * a;\n}\n/* eslint-disable */\n/**\n * Compares any two math objects, using `equals` method if available.\n * @param a\n * @param b\n * @param epsilon\n * @returns\n */\nexport function equals(a, b, epsilon) {\n const oldEpsilon = config.EPSILON;\n if (epsilon) {\n config.EPSILON = epsilon;\n }\n try {\n if (a === b) {\n return true;\n }\n if (isArray(a) && isArray(b)) {\n if (a.length !== b.length) {\n return false;\n }\n for (let i = 0; i < a.length; ++i) {\n // eslint-disable-next-line max-depth\n if (!equals(a[i], b[i])) {\n return false;\n }\n }\n return true;\n }\n if (a && a.equals) {\n return a.equals(b);\n }\n if (b && b.equals) {\n return b.equals(a);\n }\n if (typeof a === 'number' && typeof b === 'number') {\n return Math.abs(a - b) <= config.EPSILON * Math.max(1, Math.abs(a), Math.abs(b));\n }\n return false;\n }\n finally {\n config.EPSILON = oldEpsilon;\n }\n}\nexport function exactEquals(a, b) {\n if (a === b) {\n return true;\n }\n if (a && typeof a === 'object' && b && typeof b === 'object') {\n if (a.constructor !== b.constructor) {\n return false;\n }\n if (a.exactEquals) {\n return a.exactEquals(b);\n }\n }\n if (isArray(a) && isArray(b)) {\n if (a.length !== b.length) {\n return false;\n }\n for (let i = 0; i < a.length; ++i) {\n if (!exactEquals(a[i], b[i])) {\n return false;\n }\n }\n return true;\n }\n return false;\n}\n/* eslint-enable */\nexport function withEpsilon(epsilon, func) {\n const oldPrecision = config.EPSILON;\n config.EPSILON = epsilon;\n let value;\n try {\n value = func();\n }\n finally {\n config.EPSILON = oldPrecision;\n }\n return value;\n}\n// HELPERS\nfunction round(value) {\n return Math.round(value / config.EPSILON) * config.EPSILON;\n}\n// If the array has a clone function, calls it, otherwise returns a copy\nfunction duplicateArray(array) {\n // @ts-expect-error We check for math.gl class methods\n // eslint-disable-next-line @typescript-eslint/no-unsafe-call\n return array.clone ? array.clone() : new Array(array.length);\n}\n// If the argument value is an array, applies the func element wise,\n// otherwise applies func to the argument value\nfunction map(value, func, result) {\n if (isArray(value)) {\n const array = value;\n result = result || duplicateArray(array);\n for (let i = 0; i < result.length && i < array.length; ++i) {\n const val = typeof value === 'number' ? value : value[i];\n result[i] = func(val, i, result);\n }\n return result;\n }\n return func(value);\n}\n//# sourceMappingURL=common.js.map","// math.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { config, formatValue, equals, isArray } from \"../../lib/common.js\";\n/** Base class for vectors and matrices */\nexport class MathArray extends Array {\n // Common methods\n /**\n * Clone the current object\n * @returns a new copy of this object\n */\n clone() {\n // @ts-expect-error TS2351: Cannot use 'new' with an expression whose type lacks a call or construct signature.\n return new this.constructor().copy(this); // eslint-disable-line\n }\n fromArray(array, offset = 0) {\n for (let i = 0; i < this.ELEMENTS; ++i) {\n this[i] = array[i + offset];\n }\n return this.check();\n }\n toArray(targetArray = [], offset = 0) {\n for (let i = 0; i < this.ELEMENTS; ++i) {\n targetArray[offset + i] = this[i];\n }\n return targetArray;\n }\n toObject(targetObject) {\n return targetObject;\n }\n from(arrayOrObject) {\n return Array.isArray(arrayOrObject)\n ? this.copy(arrayOrObject)\n : // @ts-ignore\n this.fromObject(arrayOrObject);\n }\n to(arrayOrObject) {\n // @ts-ignore\n if (arrayOrObject === this) {\n return this;\n }\n // @ts-expect-error TS2339: Property 'toObject' does not exist on type 'MathArray'.\n return isArray(arrayOrObject) ? this.toArray(arrayOrObject) : this.toObject(arrayOrObject);\n }\n toTarget(target) {\n return target ? this.to(target) : this;\n }\n /** @deprecated */\n toFloat32Array() {\n return new Float32Array(this);\n }\n toString() {\n return this.formatString(config);\n }\n /** Formats string according to options */\n formatString(opts) {\n let string = '';\n for (let i = 0; i < this.ELEMENTS; ++i) {\n string += (i > 0 ? ', ' : '') + formatValue(this[i], opts);\n }\n return `${opts.printTypes ? this.constructor.name : ''}[${string}]`;\n }\n equals(array) {\n if (!array || this.length !== array.length) {\n return false;\n }\n for (let i = 0; i < this.ELEMENTS; ++i) {\n if (!equals(this[i], array[i])) {\n return false;\n }\n }\n return true;\n }\n exactEquals(array) {\n if (!array || this.length !== array.length) {\n return false;\n }\n for (let i = 0; i < this.ELEMENTS; ++i) {\n if (this[i] !== array[i]) {\n return false;\n }\n }\n return true;\n }\n // Modifiers\n /** Negates all values in this object */\n negate() {\n for (let i = 0; i < this.ELEMENTS; ++i) {\n this[i] = -this[i];\n }\n return this.check();\n }\n lerp(a, b, t) {\n if (t === undefined) {\n return this.lerp(this, a, b);\n }\n for (let i = 0; i < this.ELEMENTS; ++i) {\n const ai = a[i];\n const endValue = typeof b === 'number' ? b : b[i];\n this[i] = ai + t * (endValue - ai);\n }\n return this.check();\n }\n /** Minimal */\n min(vector) {\n for (let i = 0; i < this.ELEMENTS; ++i) {\n this[i] = Math.min(vector[i], this[i]);\n }\n return this.check();\n }\n /** Maximal */\n max(vector) {\n for (let i = 0; i < this.ELEMENTS; ++i) {\n this[i] = Math.max(vector[i], this[i]);\n }\n return this.check();\n }\n clamp(minVector, maxVector) {\n for (let i = 0; i < this.ELEMENTS; ++i) {\n this[i] = Math.min(Math.max(this[i], minVector[i]), maxVector[i]);\n }\n return this.check();\n }\n add(...vectors) {\n for (const vector of vectors) {\n for (let i = 0; i < this.ELEMENTS; ++i) {\n this[i] += vector[i];\n }\n }\n return this.check();\n }\n subtract(...vectors) {\n for (const vector of vectors) {\n for (let i = 0; i < this.ELEMENTS; ++i) {\n this[i] -= vector[i];\n }\n }\n return this.check();\n }\n scale(scale) {\n if (typeof scale === 'number') {\n for (let i = 0; i < this.ELEMENTS; ++i) {\n this[i] *= scale;\n }\n }\n else {\n for (let i = 0; i < this.ELEMENTS && i < scale.length; ++i) {\n this[i] *= scale[i];\n }\n }\n return this.check();\n }\n /**\n * Multiplies all elements by `scale`\n * Note: `Matrix4.multiplyByScalar` only scales its 3x3 \"minor\"\n */\n multiplyByScalar(scalar) {\n for (let i = 0; i < this.ELEMENTS; ++i) {\n this[i] *= scalar;\n }\n return this.check();\n }\n // Debug checks\n /** Throws an error if array length is incorrect or contains illegal values */\n check() {\n if (config.debug && !this.validate()) {\n throw new Error(`math.gl: ${this.constructor.name} some fields set to invalid numbers'`);\n }\n return this;\n }\n /** Returns false if the array length is incorrect or contains illegal values */\n validate() {\n let valid = this.length === this.ELEMENTS;\n for (let i = 0; i < this.ELEMENTS; ++i) {\n valid = valid && Number.isFinite(this[i]);\n }\n return valid;\n }\n // three.js compatibility\n /** @deprecated */\n sub(a) {\n return this.subtract(a);\n }\n /** @deprecated */\n setScalar(a) {\n for (let i = 0; i < this.ELEMENTS; ++i) {\n this[i] = a;\n }\n return this.check();\n }\n /** @deprecated */\n addScalar(a) {\n for (let i = 0; i < this.ELEMENTS; ++i) {\n this[i] += a;\n }\n return this.check();\n }\n /** @deprecated */\n subScalar(a) {\n return this.addScalar(-a);\n }\n /** @deprecated */\n multiplyScalar(scalar) {\n // Multiplies all elements\n // `Matrix4.scale` only scales its 3x3 \"minor\"\n for (let i = 0; i < this.ELEMENTS; ++i) {\n this[i] *= scalar;\n }\n return this.check();\n }\n /** @deprecated */\n divideScalar(a) {\n return this.multiplyByScalar(1 / a);\n }\n /** @deprecated */\n clampScalar(min, max) {\n for (let i = 0; i < this.ELEMENTS; ++i) {\n this[i] = Math.min(Math.max(this[i], min), max);\n }\n return this.check();\n }\n /** @deprecated */\n get elements() {\n return this;\n }\n}\n//# sourceMappingURL=math-array.js.map","// math.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nimport { config } from \"./common.js\";\nexport function validateVector(v, length) {\n if (v.length !== length) {\n return false;\n }\n // Could be arguments \"array\" (v.every not availasble)\n for (let i = 0; i < v.length; ++i) {\n if (!Number.isFinite(v[i])) {\n return false;\n }\n }\n return true;\n}\nexport function checkNumber(value) {\n if (!Number.isFinite(value)) {\n throw new Error(`Invalid number ${JSON.stringify(value)}`);\n }\n return value;\n}\nexport function checkVector(v, length, callerName = '') {\n if (config.debug && !validateVector(v, length)) {\n throw new Error(`math.gl: ${callerName} some fields set to invalid numbers'`);\n }\n return v;\n}\nconst map = {};\nexport function deprecated(method, version) {\n if (!map[method]) {\n map[method] = true;\n // eslint-disable-next-line\n console.warn(`${method} has been removed in version ${version}, see upgrade guide for more information`);\n }\n}\n//# sourceMappingURL=validators.js.map","// math.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\nexport function assert(condition, message) {\n if (!condition) {\n throw new Error(`math.gl assertion ${message}`);\n }\n}\n//# sourceMappingURL=assert.js.map","// math.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n// Copyright (c) 2017 Uber Technologies, Inc.\nimport { MathArray } from \"./math-array.js\";\nimport { checkNumber } from \"../../lib/validators.js\";\nimport { assert } from \"../../lib/assert.js\";\n/** Base class for vectors with at least 2 elements */\nexport class Vector extends MathArray {\n // ACCESSORS\n get x() {\n return this[0];\n }\n set x(value) {\n this[0] = checkNumber(value);\n }\n get y() {\n return this[1];\n }\n set y(value) {\n this[1] = checkNumber(value);\n }\n /**\n * Returns the length of the vector from the origin to the point described by this vector\n *\n * @note `length` is a reserved word for Arrays, so `v.length()` will return number of elements\n * Instead we provide `len` and `magnitude`\n */\n len() {\n return Math.sqrt(this.lengthSquared());\n }\n /**\n * Returns the length of the vector from the origin to the point described by this vector\n */\n magnitude() {\n return this.len();\n }\n /**\n * Returns the squared length of the vector from the origin to the point described by this vector\n */\n lengthSquared() {\n let length = 0;\n for (let i = 0; i < this.ELEMENTS; ++i) {\n length += this[i] * this[i];\n }\n return length;\n }\n /**\n * Returns the squared length of the vector from the origin to the point described by this vector\n */\n magnitudeSquared() {\n return this.lengthSquared();\n }\n distance(mathArray) {\n return Math.sqrt(this.distanceSquared(mathArray));\n }\n distanceSquared(mathArray) {\n let length = 0;\n for (let i = 0; i < this.ELEMENTS; ++i) {\n const dist = this[i] - mathArray[i];\n length += dist * dist;\n }\n return checkNumber(length);\n }\n dot(mathArray) {\n let product = 0;\n for (let i = 0; i < this.ELEMENTS; ++i) {\n product += this[i] * mathArray[i];\n }\n return checkNumber(product);\n }\n // MODIFIERS\n normalize() {\n const length = this.magnitude();\n if (length !== 0) {\n for (let i = 0; i < this.ELEMENTS; ++i) {\n this[i] /= length;\n }\n }\n return this.check();\n }\n multiply(...vectors) {\n for (const vector of vectors) {\n for (let i = 0; i < this.ELEMENTS; ++i) {\n this[i] *= vector[i];\n }\n }\n return this.check();\n }\n divide(...vectors) {\n for (const vector of vectors) {\n for (let i = 0; i < this.ELEMENTS; ++i) {\n this[i] /= vector[i];\n }\n }\n return this.check();\n }\n // THREE.js compatibility\n lengthSq() {\n return this.lengthSquared();\n }\n distanceTo(vector) {\n return this.distance(vector);\n }\n distanceToSquared(vector) {\n return this.distanceSquared(vector);\n }\n getComponent(i) {\n assert(i >= 0 && i < this.ELEMENTS, 'index is out of range');\n return checkNumber(this[i]);\n }\n setComponent(i, value) {\n assert(i >= 0 && i < this.ELEMENTS, 'index is out of range');\n this[i] = value;\n return this.check();\n }\n addVectors(a, b) {\n return this.copy(a).add(b);\n }\n subVectors(a, b) {\n return this.copy(a).subtract(b);\n }\n multiplyVectors(a, b) {\n return this.copy(a).multiply(b);\n }\n addScaledVector(a, b) {\n // @ts-expect-error error TS2351: Cannot use 'new' with an expression whose type lacks a call or construct signature.\n return this.add(new this.constructor(a).multiplyScalar(b));\n }\n}\n//# sourceMappingURL=vector.js.map","// @eslint-disable\n// @ts-nocheck\n/**\n * Common utilities\n * @module glMatrix\n */\n// Configuration Constants\nexport const EPSILON = 0.000001;\nexport let ARRAY_TYPE = typeof Float32Array !== 'undefined' ? Float32Array : Array;\nexport const RANDOM = Math.random;\nexport const ANGLE_ORDER = 'zyx';\n/**\n * Symmetric round\n * see https://www.npmjs.com/package/round-half-up-symmetric#user-content-detailed-background\n *\n * @param {Number} a value to round\n */\nexport function round(a) {\n if (a >= 0)\n return Math.round(a);\n return a % 0.5 === 0 ? Math.floor(a) : Math.round(a);\n}\n/**\n * Sets the type of array used when creating new vectors and matrices\n *\n * @param {Float32ArrayConstructor | ArrayConstructor} type Array type, such as Float32Array or Array\n */\nexport function setMatrixArrayType(type) {\n ARRAY_TYPE = type;\n}\nconst degree = Math.PI / 180;\n/**\n * Convert Degree To Radian\n *\n * @param {Number} a Angle in Degrees\n */\nexport function toRadian(a) {\n return a * degree;\n}\n/**\n * Tests whether or not the arguments have approximately the same value, within an absolute\n * or relative tolerance of glMatrix.EPSILON (an absolute tolerance is used for values less\n * than or equal to 1.0, and a relative tolerance is used for larger values)\n *\n * @param {Number} a The first number to test.\n * @param {Number} b The second number to test.\n * @returns {Boolean} True if the numbers are approximately equal, false otherwise.\n */\nexport function equals(a, b) {\n return Math.abs(a - b) <= EPSILON * Math.max(1.0, Math.abs(a), Math.abs(b));\n}\n//# sourceMappingURL=common.js.map","// math.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n// vec2 additions\nexport function vec2_transformMat4AsVector(out, a, m) {\n const x = a[0];\n const y = a[1];\n const w = m[3] * x + m[7] * y || 1.0;\n out[0] = (m[0] * x + m[4] * y) / w;\n out[1] = (m[1] * x + m[5] * y) / w;\n return out;\n}\n// vec3 additions\n// Transform as vector, only uses 3x3 minor matrix\nexport function vec3_transformMat4AsVector(out, a, m) {\n const x = a[0];\n const y = a[1];\n const z = a[2];\n const w = m[3] * x + m[7] * y + m[11] * z || 1.0;\n out[0] = (m[0] * x + m[4] * y + m[8] * z) / w;\n out[1] = (m[1] * x + m[5] * y + m[9] * z) / w;\n out[2] = (m[2] * x + m[6] * y + m[10] * z) / w;\n return out;\n}\nexport function vec3_transformMat2(out, a, m) {\n const x = a[0];\n const y = a[1];\n out[0] = m[0] * x + m[2] * y;\n out[1] = m[1] * x + m[3] * y;\n out[2] = a[2];\n return out;\n}\n// vec4 additions\nexport function vec4_transformMat2(out, a, m) {\n const x = a[0];\n const y = a[1];\n out[0] = m[0] * x + m[2] * y;\n out[1] = m[1] * x + m[3] * y;\n out[2] = a[2];\n out[3] = a[3];\n return out;\n}\nexport function vec4_transformMat3(out, a, m) {\n const x = a[0];\n const y = a[1];\n const z = a[2];\n out[0] = m[0] * x + m[3] * y + m[6] * z;\n out[1] = m[1] * x + m[4] * y + m[7] * z;\n out[2] = m[2] * x + m[5] * y + m[8] * z;\n out[3] = a[3];\n return out;\n}\n//# sourceMappingURL=gl-matrix-extras.js.map","// @eslint-disable\n// @ts-nocheck\nimport * as glMatrix from './common.js';\n/**\n * 3 Dimensional Vector\n * @module vec3\n */\n/**\n * Creates a new, empty vec3\n *\n * @returns {vec3} a new 3D vector\n */\nexport function create() {\n const out = new glMatrix.ARRAY_TYPE(3);\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[0] = 0;\n out[1] = 0;\n out[2] = 0;\n }\n return out;\n}\n/**\n * Creates a new vec3 initialized with values from an existing vector\n *\n * @param {ReadonlyVec3} a vector to clone\n * @returns {vec3} a new 3D vector\n */\nexport function clone(a) {\n const out = new glMatrix.ARRAY_TYPE(3);\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n return out;\n}\n/**\n * Calculates the length of a vec3\n *\n * @param {ReadonlyVec3} a vector to calculate length of\n * @returns {Number} length of a\n */\nexport function length(a) {\n const x = a[0];\n const y = a[1];\n const z = a[2];\n return Math.sqrt(x * x + y * y + z * z);\n}\n/**\n * Creates a new vec3 initialized with the given values\n *\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @returns {vec3} a new 3D vector\n */\nexport function fromValues(x, y, z) {\n const out = new glMatrix.ARRAY_TYPE(3);\n out[0] = x;\n out[1] = y;\n out[2] = z;\n return out;\n}\n/**\n * Copy the values from one vec3 to another\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the source vector\n * @returns {vec3} out\n */\nexport function copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n return out;\n}\n/**\n * Set the components of a vec3 to the given values\n *\n * @param {vec3} out the receiving vector\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @returns {vec3} out\n */\nexport function set(out, x, y, z) {\n out[0] = x;\n out[1] = y;\n out[2] = z;\n return out;\n}\n/**\n * Adds two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function add(out, a, b) {\n out[0] = a[0] + b[0];\n out[1] = a[1] + b[1];\n out[2] = a[2] + b[2];\n return out;\n}\n/**\n * Subtracts vector b from vector a\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function subtract(out, a, b) {\n out[0] = a[0] - b[0];\n out[1] = a[1] - b[1];\n out[2] = a[2] - b[2];\n return out;\n}\n/**\n * Multiplies two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function multiply(out, a, b) {\n out[0] = a[0] * b[0];\n out[1] = a[1] * b[1];\n out[2] = a[2] * b[2];\n return out;\n}\n/**\n * Divides two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function divide(out, a, b) {\n out[0] = a[0] / b[0];\n out[1] = a[1] / b[1];\n out[2] = a[2] / b[2];\n return out;\n}\n/**\n * Math.ceil the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to ceil\n * @returns {vec3} out\n */\nexport function ceil(out, a) {\n out[0] = Math.ceil(a[0]);\n out[1] = Math.ceil(a[1]);\n out[2] = Math.ceil(a[2]);\n return out;\n}\n/**\n * Math.floor the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to floor\n * @returns {vec3} out\n */\nexport function floor(out, a) {\n out[0] = Math.floor(a[0]);\n out[1] = Math.floor(a[1]);\n out[2] = Math.floor(a[2]);\n return out;\n}\n/**\n * Returns the minimum of two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function min(out, a, b) {\n out[0] = Math.min(a[0], b[0]);\n out[1] = Math.min(a[1], b[1]);\n out[2] = Math.min(a[2], b[2]);\n return out;\n}\n/**\n * Returns the maximum of two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function max(out, a, b) {\n out[0] = Math.max(a[0], b[0]);\n out[1] = Math.max(a[1], b[1]);\n out[2] = Math.max(a[2], b[2]);\n return out;\n}\n/**\n * symmetric round the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to round\n * @returns {vec3} out\n */\nexport function round(out, a) {\n out[0] = glMatrix.round(a[0]);\n out[1] = glMatrix.round(a[1]);\n out[2] = glMatrix.round(a[2]);\n return out;\n}\n/**\n * Scales a vec3 by a scalar number\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {vec3} out\n */\nexport function scale(out, a, b) {\n out[0] = a[0] * b;\n out[1] = a[1] * b;\n out[2] = a[2] * b;\n return out;\n}\n/**\n * Adds two vec3's after scaling the second operand by a scalar value\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {Number} scale the amount to scale b by before adding\n * @returns {vec3} out\n */\nexport function scaleAndAdd(out, a, b, scale) {\n out[0] = a[0] + b[0] * scale;\n out[1] = a[1] + b[1] * scale;\n out[2] = a[2] + b[2] * scale;\n return out;\n}\n/**\n * Calculates the euclidian distance between two vec3's\n *\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {Number} distance between a and b\n */\nexport function distance(a, b) {\n const x = b[0] - a[0];\n const y = b[1] - a[1];\n const z = b[2] - a[2];\n return Math.sqrt(x * x + y * y + z * z);\n}\n/**\n * Calculates the squared euclidian distance between two vec3's\n *\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {Number} squared distance between a and b\n */\nexport function squaredDistance(a, b) {\n const x = b[0] - a[0];\n const y = b[1] - a[1];\n const z = b[2] - a[2];\n return x * x + y * y + z * z;\n}\n/**\n * Calculates the squared length of a vec3\n *\n * @param {ReadonlyVec3} a vector to calculate squared length of\n * @returns {Number} squared length of a\n */\nexport function squaredLength(a) {\n const x = a[0];\n const y = a[1];\n const z = a[2];\n return x * x + y * y + z * z;\n}\n/**\n * Negates the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to negate\n * @returns {vec3} out\n */\nexport function negate(out, a) {\n out[0] = -a[0];\n out[1] = -a[1];\n out[2] = -a[2];\n return out;\n}\n/**\n * Returns the inverse of the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to invert\n * @returns {vec3} out\n */\nexport function inverse(out, a) {\n out[0] = 1.0 / a[0];\n out[1] = 1.0 / a[1];\n out[2] = 1.0 / a[2];\n return out;\n}\n/**\n * Normalize a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to normalize\n * @returns {vec3} out\n */\nexport function normalize(out, a) {\n const x = a[0];\n const y = a[1];\n const z = a[2];\n let len = x * x + y * y + z * z;\n if (len > 0) {\n // TODO: evaluate use of glm_invsqrt here?\n len = 1 / Math.sqrt(len);\n }\n out[0] = a[0] * len;\n out[1] = a[1] * len;\n out[2] = a[2] * len;\n return out;\n}\n/**\n * Calculates the dot product of two vec3's\n *\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {Number} dot product of a and b\n */\nexport function dot(a, b) {\n return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];\n}\n/**\n * Computes the cross product of two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function cross(out, a, b) {\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const bx = b[0];\n const by = b[1];\n const bz = b[2];\n out[0] = ay * bz - az * by;\n out[1] = az * bx - ax * bz;\n out[2] = ax * by - ay * bx;\n return out;\n}\n/**\n * Performs a linear interpolation between two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec3} out\n */\nexport function lerp(out, a, b, t) {\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n out[0] = ax + t * (b[0] - ax);\n out[1] = ay + t * (b[1] - ay);\n out[2] = az + t * (b[2] - az);\n return out;\n}\n/**\n * Performs a spherical linear interpolation between two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec3} out\n */\nexport function slerp(out, a, b, t) {\n const angle = Math.acos(Math.min(Math.max(dot(a, b), -1), 1));\n const sinTotal = Math.sin(angle);\n const ratioA = Math.sin((1 - t) * angle) / sinTotal;\n const ratioB = Math.sin(t * angle) / sinTotal;\n out[0] = ratioA * a[0] + ratioB * b[0];\n out[1] = ratioA * a[1] + ratioB * b[1];\n out[2] = ratioA * a[2] + ratioB * b[2];\n return out;\n}\n/**\n * Performs a hermite interpolation with two control points\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {ReadonlyVec3} c the third operand\n * @param {ReadonlyVec3} d the fourth operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec3} out\n */\nexport function hermite(out, a, b, c, d, t) {\n const factorTimes2 = t * t;\n const factor1 = factorTimes2 * (2 * t - 3) + 1;\n const factor2 = factorTimes2 * (t - 2) + t;\n const factor3 = factorTimes2 * (t - 1);\n const factor4 = factorTimes2 * (3 - 2 * t);\n out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;\n out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;\n out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;\n return out;\n}\n/**\n * Performs a bezier interpolation with two control points\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {ReadonlyVec3} c the third operand\n * @param {ReadonlyVec3} d the fourth operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec3} out\n */\nexport function bezier(out, a, b, c, d, t) {\n const inverseFactor = 1 - t;\n const inverseFactorTimesTwo = inverseFactor * inverseFactor;\n const factorTimes2 = t * t;\n const factor1 = inverseFactorTimesTwo * inverseFactor;\n const factor2 = 3 * t * inverseFactorTimesTwo;\n const factor3 = 3 * factorTimes2 * inverseFactor;\n const factor4 = factorTimes2 * t;\n out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;\n out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;\n out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;\n return out;\n}\n/**\n * Generates a random vector with the given scale\n *\n * @param {vec3} out the receiving vector\n * @param {Number} [scale] Length of the resulting vector. If omitted, a unit vector will be returned\n * @returns {vec3} out\n */\nexport function random(out, scale) {\n scale = scale === undefined ? 1.0 : scale;\n const r = glMatrix.RANDOM() * 2.0 * Math.PI;\n const z = glMatrix.RANDOM() * 2.0 - 1.0;\n const zScale = Math.sqrt(1.0 - z * z) * scale;\n out[0] = Math.cos(r) * zScale;\n out[1] = Math.sin(r) * zScale;\n out[2] = z * scale;\n return out;\n}\n/**\n * Transforms the vec3 with a mat4.\n * 4th vector component is implicitly '1'\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the vector to transform\n * @param {ReadonlyMat4} m matrix to transform with\n * @returns {vec3} out\n */\nexport function transformMat4(out, a, m) {\n const x = a[0];\n const y = a[1];\n const z = a[2];\n let w = m[3] * x + m[7] * y + m[11] * z + m[15];\n w = w || 1.0;\n out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;\n out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;\n out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;\n return out;\n}\n/**\n * Transforms the vec3 with a mat3.\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the vector to transform\n * @param {ReadonlyMat3} m the 3x3 matrix to transform with\n * @returns {vec3} out\n */\nexport function transformMat3(out, a, m) {\n const x = a[0];\n const y = a[1];\n const z = a[2];\n out[0] = x * m[0] + y * m[3] + z * m[6];\n out[1] = x * m[1] + y * m[4] + z * m[7];\n out[2] = x * m[2] + y * m[5] + z * m[8];\n return out;\n}\n/**\n * Transforms the vec3 with a quat\n * Can also be used for dual quaternions. (Multiply it with the real part)\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the vector to transform\n * @param {ReadonlyQuat} q quaternion to transform with\n * @returns {vec3} out\n */\nexport function transformQuat(out, a, q) {\n // benchmarks: https://jsperf.com/quaternion-transform-vec3-implementations-fixed\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const qw = q[3];\n const x = a[0];\n const y = a[1];\n const z = a[2];\n // var qvec = [qx, qy, qz];\n // var uv = vec3.cross([], qvec, a);\n let uvx = qy * z - qz * y;\n let uvy = qz * x - qx * z;\n let uvz = qx * y - qy * x;\n // var uuv = vec3.cross([], qvec, uv);\n let uuvx = qy * uvz - qz * uvy;\n let uuvy = qz * uvx - qx * uvz;\n let uuvz = qx * uvy - qy * uvx;\n // vec3.scale(uv, uv, 2 * w);\n const w2 = qw * 2;\n uvx *= w2;\n uvy *= w2;\n uvz *= w2;\n // vec3.scale(uuv, uuv, 2);\n uuvx *= 2;\n uuvy *= 2;\n uuvz *= 2;\n // return vec3.add(out, a, vec3.add(out, uv, uuv));\n out[0] = x + uvx + uuvx;\n out[1] = y + uvy + uuvy;\n out[2] = z + uvz + uuvz;\n return out;\n}\n/**\n * Rotate a 3D vector around the x-axis\n * @param {vec3} out The receiving vec3\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @returns {vec3} out\n */\nexport function rotateX(out, a, b, rad) {\n const p = [];\n const r = [];\n // Translate point to the origin\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2];\n // perform rotation\n r[0] = p[0];\n r[1] = p[1] * Math.cos(rad) - p[2] * Math.sin(rad);\n r[2] = p[1] * Math.sin(rad) + p[2] * Math.cos(rad);\n // translate to correct position\n out[0] = r[0] + b[0];\n out[1] = r[1] + b[1];\n out[2] = r[2] + b[2];\n return out;\n}\n/**\n * Rotate a 3D vector around the y-axis\n * @param {vec3} out The receiving vec3\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @returns {vec3} out\n */\nexport function rotateY(out, a, b, rad) {\n const p = [];\n const r = [];\n // Translate point to the origin\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2];\n // perform rotation\n r[0] = p[2] * Math.sin(rad) + p[0] * Math.cos(rad);\n r[1] = p[1];\n r[2] = p[2] * Math.cos(rad) - p[0] * Math.sin(rad);\n // translate to correct position\n out[0] = r[0] + b[0];\n out[1] = r[1] + b[1];\n out[2] = r[2] + b[2];\n return out;\n}\n/**\n * Rotate a 3D vector around the z-axis\n * @param {vec3} out The receiving vec3\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @returns {vec3} out\n */\nexport function rotateZ(out, a, b, rad) {\n const p = [];\n const r = [];\n // Translate point to the origin\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2];\n // perform rotation\n r[0] = p[0] * Math.cos(rad) - p[1] * Math.sin(rad);\n r[1] = p[0] * Math.sin(rad) + p[1] * Math.cos(rad);\n r[2] = p[2];\n // translate to correct position\n out[0] = r[0] + b[0];\n out[1] = r[1] + b[1];\n out[2] = r[2] + b[2];\n return out;\n}\n/**\n * Get the angle between two 3D vectors\n * @param {ReadonlyVec3} a The first operand\n * @param {ReadonlyVec3} b The second operand\n * @returns {Number} The angle in radians\n */\nexport function angle(a, b) {\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const bx = b[0];\n const by = b[1];\n const bz = b[2];\n const mag = Math.sqrt((ax * ax + ay * ay + az * az) * (bx * bx + by * by + bz * bz));\n const cosine = mag && dot(a, b) / mag;\n return Math.acos(Math.min(Math.max(cosine, -1), 1));\n}\n/**\n * Set the components of a vec3 to zero\n *\n * @param {vec3} out the receiving vector\n * @returns {vec3} out\n */\nexport function zero(out) {\n out[0] = 0.0;\n out[1] = 0.0;\n out[2] = 0.0;\n return out;\n}\n/**\n * Returns a string representation of a vector\n *\n * @param {ReadonlyVec3} a vector to represent as a string\n * @returns {String} string representation of the vector\n */\nexport function str(a) {\n return `vec3(${a[0]}, ${a[1]}, ${a[2]})`;\n}\n/**\n * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyVec3} a The first vector.\n * @param {ReadonlyVec3} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function exactEquals(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];\n}\n/**\n * Returns whether or not the vectors have approximately the same elements in the same position.\n *\n * @param {ReadonlyVec3} a The first vector.\n * @param {ReadonlyVec3} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function equals(a, b) {\n const a0 = a[0];\n const a1 = a[1];\n const a2 = a[2];\n const b0 = b[0];\n const b1 = b[1];\n const b2 = b[2];\n return (Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) &&\n Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) &&\n Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)));\n}\n/**\n * Alias for {@link vec3.subtract}\n * @function\n */\nexport const sub = subtract;\n/**\n * Alias for {@link vec3.multiply}\n * @function\n */\nexport const mul = multiply;\n/**\n * Alias for {@link vec3.divide}\n * @function\n */\nexport const div = divide;\n/**\n * Alias for {@link vec3.distance}\n * @function\n */\nexport const dist = distance;\n/**\n * Alias for {@link vec3.squaredDistance}\n * @function\n */\nexport const sqrDist = squaredDistance;\n/**\n * Alias for {@link vec3.length}\n * @function\n */\nexport const len = length;\n/**\n * Alias for {@link vec3.squaredLength}\n * @function\n */\nexport const sqrLen = squaredLength;\n/**\n * Perform some operation over an array of vec3s.\n *\n * @param {Array} a the array of vectors to iterate over\n * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed\n * @param {Number} offset Number of elements to skip at the beginning of the array\n * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array\n * @param {Function} fn Function to call for each vector in the array\n * @param {Object} [arg] additional argument to pass to fn\n * @returns {Array} a\n * @function\n */\nexport const forEach = (function () {\n const vec = create();\n return function (a, stride, offset, count, fn, arg) {\n let i;\n let l;\n if (!stride) {\n stride = 3;\n }\n if (!offset) {\n offset = 0;\n }\n if (count) {\n l = Math.min(count * stride + offset, a.length);\n }\n else {\n l = a.length;\n }\n for (i = offset; i < l; i += stride) {\n vec[0] = a[i];\n vec[1] = a[i + 1];\n vec[2] = a[i + 2];\n fn(vec, vec, arg);\n a[i] = vec[0];\n a[i + 1] = vec[1];\n a[i + 2] = vec[2];\n }\n return a;\n };\n})();\n//# sourceMappingURL=vec3.js.map","// math.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n// Copyright (c) 2017 Uber Technologies, Inc.\nimport { Vector } from \"./base/vector.js\";\nimport { config, isArray } from \"../lib/common.js\";\nimport { checkNumber } from \"../lib/validators.js\";\n// @ts-ignore gl-matrix types\nimport { angle as vec3_angle, cross as vec3_cross, rotateX as vec3_rotateX, rotateY as vec3_rotateY, rotateZ as vec3_rotateZ, transformMat4 as vec3_transformMat4, transformMat3 as vec3_transformMat3, transformQuat as vec3_transformQuat } from \"../gl-matrix/vec3.js\";\n/* eslint-disable camelcase */\nimport { vec3_transformMat2, vec3_transformMat4AsVector } from \"../lib/gl-matrix-extras.js\";\nconst ORIGIN = [0, 0, 0];\nlet ZERO;\n/**\n * Three-element vector class with common linear algebra operations.\n * Subclass of Array<number> meaning that it is highly compatible with other libraries\n */\nexport class Vector3 extends Vector {\n static get ZERO() {\n if (!ZERO) {\n ZERO = new Vector3(0, 0, 0);\n Object.freeze(ZERO);\n }\n return ZERO;\n }\n /**\n * @class\n * @param x\n * @param y\n * @param z\n */\n constructor(x = 0, y = 0, z = 0) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0);\n if (arguments.length === 1 && isArray(x)) {\n this.copy(x);\n }\n else {\n // this.set(x, y, z);\n if (config.debug) {\n checkNumber(x);\n checkNumber(y);\n checkNumber(z);\n }\n // @ts-expect-error TS2412: Property '0' of type 'number | [number, number, number]' is not assignable to numeric index type 'number'\n this[0] = x;\n this[1] = y;\n this[2] = z;\n }\n }\n set(x, y, z) {\n this[0] = x;\n this[1] = y;\n this[2] = z;\n return this.check();\n }\n copy(array) {\n this[0] = array[0];\n this[1] = array[1];\n this[2] = array[2];\n return this.check();\n }\n fromObject(object) {\n if (config.debug) {\n checkNumber(object.x);\n checkNumber(object.y);\n checkNumber(object.z);\n }\n this[0] = object.x;\n this[1] = object.y;\n this[2] = object.z;\n return this.check();\n }\n toObject(object) {\n object.x = this[0];\n object.y = this[1];\n object.z = this[2];\n return object;\n }\n // Getters/setters\n get ELEMENTS() {\n return 3;\n }\n get z() {\n return this[2];\n }\n set z(value) {\n this[2] = checkNumber(value);\n }\n // ACCESSORS\n angle(vector) {\n return vec3_angle(this, vector);\n }\n // MODIFIERS\n cross(vector) {\n vec3_cross(this, this, vector);\n return this.check();\n }\n rotateX({ radians, origin = ORIGIN }) {\n vec3_rotateX(this, this, origin, radians);\n return this.check();\n }\n rotateY({ radians, origin = ORIGIN }) {\n vec3_rotateY(this, this, origin, radians);\n return this.check();\n }\n rotateZ({ radians, origin = ORIGIN }) {\n vec3_rotateZ(this, this, origin, radians);\n return this.check();\n }\n // Transforms\n // transforms as point (4th component is implicitly 1)\n transform(matrix4) {\n return this.transformAsPoint(matrix4);\n }\n // transforms as point (4th component is implicitly 1)\n transformAsPoint(matrix4) {\n vec3_transformMat4(this, this, matrix4);\n return this.check();\n }\n // transforms as vector (4th component is implicitly 0, ignores translation. slightly faster)\n transformAsVector(matrix4) {\n vec3_transformMat4AsVector(this, this, matrix4);\n return this.check();\n }\n transformByMatrix3(matrix3) {\n vec3_transformMat3(this, this, matrix3);\n return this.check();\n }\n transformByMatrix2(matrix2) {\n vec3_transformMat2(this, this, matrix2);\n return this.check();\n }\n transformByQuaternion(quaternion) {\n vec3_transformQuat(this, this, quaternion);\n return this.check();\n }\n}\n//# sourceMappingURL=vector3.js.map","// math.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n// Copyright (c) 2017 Uber Technologies, Inc.\n/* eslint-disable camelcase */\nimport { transformMat4 as vec4_transformMat4, transformQuat as vec4_transformQuat } from \"../gl-matrix/vec3.js\";\nimport { vec4_transformMat2, vec4_transformMat3 } from \"../lib/gl-matrix-extras.js\";\nimport { Vector } from \"./base/vector.js\";\nimport { config, isArray } from \"../lib/common.js\";\nimport { checkNumber } from \"../lib/validators.js\";\nlet ZERO;\n/**\n * Four-element vector class with common linear algebra operations.\n * Subclass of Array<number> meaning that it is highly compatible with other libraries\n */\nexport class Vector4 extends Vector {\n static get ZERO() {\n if (!ZERO) {\n ZERO = new Vector4(0, 0, 0, 0);\n Object.freeze(ZERO);\n }\n return ZERO;\n }\n constructor(x = 0, y = 0, z = 0, w = 0) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0, -0);\n if (isArray(x) && arguments.length === 1) {\n this.copy(x);\n }\n else {\n // this.set(x, y, z, w);\n if (config.debug) {\n checkNumber(x);\n checkNumber(y);\n checkNumber(z);\n checkNumber(w);\n }\n this[0] = x;\n this[1] = y;\n this[2] = z;\n this[3] = w;\n }\n }\n set(x, y, z, w) {\n this[0] = x;\n this[1] = y;\n this[2] = z;\n this[3] = w;\n return this.check();\n }\n copy(array) {\n this[0] = array[0];\n this[1] = array[1];\n this[2] = array[2];\n this[3] = array[3];\n return this.check();\n }\n fromObject(object) {\n if (config.debug) {\n checkNumber(object.x);\n checkNumber(object.y);\n checkNumber(object.z);\n checkNumber(object.w);\n }\n this[0] = object.x;\n this[1] = object.y;\n this[2] = object.z;\n this[3] = object.w;\n return this;\n }\n toObject(object) {\n object.x = this[0];\n object.y = this[1];\n object.z = this[2];\n object.w = this[3];\n return object;\n }\n // Getters/setters\n /* eslint-disable no-multi-spaces, brace-style, no-return-assign */\n get ELEMENTS() {\n return 4;\n }\n get z() {\n return this[2];\n }\n set z(value) {\n this[2] = checkNumber(value);\n }\n get w() {\n return this[3];\n }\n set w(value) {\n this[3] = checkNumber(value);\n }\n transform(matrix4) {\n vec4_transformMat4(this, this, matrix4);\n return this.check();\n }\n transformByMatrix3(matrix3) {\n vec4_transformMat3(this, this, matrix3);\n return this.check();\n }\n transformByMatrix2(matrix2) {\n vec4_transformMat2(this, this, matrix2);\n return this.check();\n }\n transformByQuaternion(quaternion) {\n vec4_transformQuat(this, this, quaternion);\n return this.check();\n }\n // three.js compatibility\n applyMatrix4(m) {\n m.transform(this, this);\n return this;\n }\n}\n//# sourceMappingURL=vector4.js.map","import * as glMatrix from './common.js';\n/**\n * 3x3 Matrix\n * @module mat3\n */\n/**\n * Creates a new identity mat3\n *\n * @returns {mat3} a new 3x3 matrix\n */\nexport function create() {\n const out = new glMatrix.ARRAY_TYPE(9);\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[5] = 0;\n out[6] = 0;\n out[7] = 0;\n }\n out[0] = 1;\n out[4] = 1;\n out[8] = 1;\n return out;\n}\n/**\n * Copies the upper-left 3x3 values into the given mat3.\n *\n * @param {mat3} out the receiving 3x3 matrix\n * @param {ReadonlyMat4} a the source 4x4 matrix\n * @returns {mat3} out\n */\nexport function fromMat4(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[4];\n out[4] = a[5];\n out[5] = a[6];\n out[6] = a[8];\n out[7] = a[9];\n out[8] = a[10];\n return out;\n}\n/**\n * Creates a new mat3 initialized with values from an existing matrix\n *\n * @param {ReadonlyMat3} a matrix to clone\n * @returns {mat3} a new 3x3 matrix\n */\nexport function clone(a) {\n const out = new glMatrix.ARRAY_TYPE(9);\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n out[4] = a[4];\n out[5] = a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[8] = a[8];\n return out;\n}\n/**\n * Copy the values from one mat3 to another\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3} out\n */\nexport function copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n out[4] = a[4];\n out[5] = a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[8] = a[8];\n return out;\n}\n/**\n * Create a new mat3 with the given values\n *\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\n * @param {Number} m10 Component in column 1, row 0 position (index 3)\n * @param {Number} m11 Component in column 1, row 1 position (index 4)\n * @param {Number} m12 Component in column 1, row 2 position (index 5)\n * @param {Number} m20 Component in column 2, row 0 position (index 6)\n * @param {Number} m21 Component in column 2, row 1 position (index 7)\n * @param {Number} m22 Component in column 2, row 2 position (index 8)\n * @returns {mat3} A new mat3\n */\nexport function fromValues(m00, m01, m02, m10, m11, m12, m20, m21, m22) {\n const out = new glMatrix.ARRAY_TYPE(9);\n out[0] = m00;\n out[1] = m01;\n out[2] = m02;\n out[3] = m10;\n out[4] = m11;\n out[5] = m12;\n out[6] = m20;\n out[7] = m21;\n out[8] = m22;\n return out;\n}\n/**\n * Set the components of a mat3 to the given values\n *\n * @param {mat3} out the receiving matrix\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\n * @param {Number} m10 Component in column 1, row 0 position (index 3)\n * @param {Number} m11 Component in column 1, row 1 position (index 4)\n * @param {Number} m12 Component in column 1, row 2 position (index 5)\n * @param {Number} m20 Component in column 2, row 0 position (index 6)\n * @param {Number} m21 Component in column 2, row 1 position (index 7)\n * @param {Number} m22 Component in column 2, row 2 position (index 8)\n * @returns {mat3} out\n */\nexport function set(out, m00, m01, m02, m10, m11, m12, m20, m21, m22) {\n out[0] = m00;\n out[1] = m01;\n out[2] = m02;\n out[3] = m10;\n out[4] = m11;\n out[5] = m12;\n out[6] = m20;\n out[7] = m21;\n out[8] = m22;\n return out;\n}\n/**\n * Set a mat3 to the identity matrix\n *\n * @param {mat3} out the receiving matrix\n * @returns {mat3} out\n */\nexport function identity(out) {\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 1;\n out[5] = 0;\n out[6] = 0;\n out[7] = 0;\n out[8] = 1;\n return out;\n}\n/**\n * Transpose the values of a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3} out\n */\nexport function transpose(out, a) {\n // If we are transposing ourselves we can skip a few steps but have to cache some values\n if (out === a) {\n const a01 = a[1];\n const a02 = a[2];\n const a12 = a[5];\n out[1] = a[3];\n out[2] = a[6];\n out[3] = a01;\n out[5] = a[7];\n out[6] = a02;\n out[7] = a12;\n }\n else {\n out[0] = a[0];\n out[1] = a[3];\n out[2] = a[6];\n out[3] = a[1];\n out[4] = a[4];\n out[5] = a[7];\n out[6] = a[2];\n out[7] = a[5];\n out[8] = a[8];\n }\n return out;\n}\n/**\n * Inverts a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3} out\n */\nexport function invert(out, a) {\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a10 = a[3];\n const a11 = a[4];\n const a12 = a[5];\n const a20 = a[6];\n const a21 = a[7];\n const a22 = a[8];\n const b01 = a22 * a11 - a12 * a21;\n const b11 = -a22 * a10 + a12 * a20;\n const b21 = a21 * a10 - a11 * a20;\n // Calculate the determinant\n let det = a00 * b01 + a01 * b11 + a02 * b21;\n if (!det) {\n return null;\n }\n det = 1.0 / det;\n out[0] = b01 * det;\n out[1] = (-a22 * a01 + a02 * a21) * det;\n out[2] = (a12 * a01 - a02 * a11) * det;\n out[3] = b11 * det;\n out[4] = (a22 * a00 - a02 * a20) * det;\n out[5] = (-a12 * a00 + a02 * a10) * det;\n out[6] = b21 * det;\n out[7] = (-a21 * a00 + a01 * a20) * det;\n out[8] = (a11 * a00 - a01 * a10) * det;\n return out;\n}\n/**\n * Calculates the adjugate of a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3} out\n */\nexport function adjoint(out, a) {\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a10 = a[3];\n const a11 = a[4];\n const a12 = a[5];\n const a20 = a[6];\n const a21 = a[7];\n const a22 = a[8];\n out[0] = a11 * a22 - a12 * a21;\n out[1] = a02 * a21 - a01 * a22;\n out[2] = a01 * a12 - a02 * a11;\n out[3] = a12 * a20 - a10 * a22;\n out[4] = a00 * a22 - a02 * a20;\n out[5] = a02 * a10 - a00 * a12;\n out[6] = a10 * a21 - a11 * a20;\n out[7] = a01 * a20 - a00 * a21;\n out[8] = a00 * a11 - a01 * a10;\n return out;\n}\n/**\n * Calculates the determinant of a mat3\n *\n * @param {ReadonlyMat3} a the source matrix\n * @returns {Number} determinant of a\n */\nexport function determinant(a) {\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a10 = a[3];\n const a11 = a[4];\n const a12 = a[5];\n const a20 = a[6];\n const a21 = a[7];\n const a22 = a[8];\n return (a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20));\n}\n/**\n * Multiplies two mat3's\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @returns {mat3} out\n */\nexport function multiply(out, a, b) {\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a10 = a[3];\n const a11 = a[4];\n const a12 = a[5];\n const a20 = a[6];\n const a21 = a[7];\n const a22 = a[8];\n const b00 = b[0];\n const b01 = b[1];\n const b02 = b[2];\n const b10 = b[3];\n const b11 = b[4];\n const b12 = b[5];\n const b20 = b[6];\n const b21 = b[7];\n const b22 = b[8];\n out[0] = b00 * a00 + b01 * a10 + b02 * a20;\n out[1] = b00 * a01 + b01 * a11 + b02 * a21;\n out[2] = b00 * a02 + b01 * a12 + b02 * a22;\n out[3] = b10 * a00 + b11 * a10 + b12 * a20;\n out[4] = b10 * a01 + b11 * a11 + b12 * a21;\n out[5] = b10 * a02 + b11 * a12 + b12 * a22;\n out[6] = b20 * a00 + b21 * a10 + b22 * a20;\n out[7] = b20 * a01 + b21 * a11 + b22 * a21;\n out[8] = b20 * a02 + b21 * a12 + b22 * a22;\n return out;\n}\n/**\n * Translate a mat3 by the given vector\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to translate\n * @param {ReadonlyVec2} v vector to translate by\n * @returns {mat3} out\n */\nexport function translate(out, a, v) {\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a10 = a[3];\n const a11 = a[4];\n const a12 = a[5];\n const a20 = a[6];\n const a21 = a[7];\n const a22 = a[8];\n const x = v[0];\n const y = v[1];\n out[0] = a00;\n out[1] = a01;\n out[2] = a02;\n out[3] = a10;\n out[4] = a11;\n out[5] = a12;\n out[6] = x * a00 + y * a10 + a20;\n out[7] = x * a01 + y * a11 + a21;\n out[8] = x * a02 + y * a12 + a22;\n return out;\n}\n/**\n * Rotates a mat3 by the given angle\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat3} out\n */\nexport function rotate(out, a, rad) {\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a10 = a[3];\n const a11 = a[4];\n const a12 = a[5];\n const a20 = a[6];\n const a21 = a[7];\n const a22 = a[8];\n const s = Math.sin(rad);\n const c = Math.cos(rad);\n out[0] = c * a00 + s * a10;\n out[1] = c * a01 + s * a11;\n out[2] = c * a02 + s * a12;\n out[3] = c * a10 - s * a00;\n out[4] = c * a11 - s * a01;\n out[5] = c * a12 - s * a02;\n out[6] = a20;\n out[7] = a21;\n out[8] = a22;\n return out;\n}\n/**\n * Scales the mat3 by the dimensions in the given vec2\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to scale\n * @param {ReadonlyVec2} v the vec2 to scale the matrix by\n * @returns {mat3} out\n **/\nexport function scale(out, a, v) {\n const x = v[0];\n const y = v[1];\n out[0] = x * a[0];\n out[1] = x * a[1];\n out[2] = x * a[2];\n out[3] = y * a[3];\n out[4] = y * a[4];\n out[5] = y * a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[8] = a[8];\n return out;\n}\n/**\n * Creates a matrix from a vector translation\n * This is equivalent to (but much faster than):\n *\n * mat3.identity(dest);\n * mat3.translate(dest, dest, vec);\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {ReadonlyVec2} v Translation vector\n * @returns {mat3} out\n */\nexport function fromTranslation(out, v) {\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 1;\n out[5] = 0;\n out[6] = v[0];\n out[7] = v[1];\n out[8] = 1;\n return out;\n}\n/**\n * Creates a matrix from a given angle\n * This is equivalent to (but much faster than):\n *\n * mat3.identity(dest);\n * mat3.rotate(dest, dest, rad);\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat3} out\n */\nexport function fromRotation(out, rad) {\n const s = Math.sin(rad);\n const c = Math.cos(rad);\n out[0] = c;\n out[1] = s;\n out[2] = 0;\n out[3] = -s;\n out[4] = c;\n out[5] = 0;\n out[6] = 0;\n out[7] = 0;\n out[8] = 1;\n return out;\n}\n/**\n * Creates a matrix from a vector scaling\n * This is equivalent to (but much faster than):\n *\n * mat3.identity(dest);\n * mat3.scale(dest, dest, vec);\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {ReadonlyVec2} v Scaling vector\n * @returns {mat3} out\n */\nexport function fromScaling(out, v) {\n out[0] = v[0];\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = v[1];\n out[5] = 0;\n out[6] = 0;\n out[7] = 0;\n out[8] = 1;\n return out;\n}\n/**\n * Copies the values from a mat2d into a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat2d} a the matrix to copy\n * @returns {mat3} out\n **/\nexport function fromMat2d(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = 0;\n out[3] = a[2];\n out[4] = a[3];\n out[5] = 0;\n out[6] = a[4];\n out[7] = a[5];\n out[8] = 1;\n return out;\n}\n/**\n * Calculates a 3x3 matrix from the given quaternion\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {ReadonlyQuat} q Quaternion to create matrix from\n *\n * @returns {mat3} out\n */\nexport function fromQuat(out, q) {\n const x = q[0];\n const y = q[1];\n const z = q[2];\n const w = q[3];\n const x2 = x + x;\n const y2 = y + y;\n const z2 = z + z;\n const xx = x * x2;\n const yx = y * x2;\n const yy = y * y2;\n const zx = z * x2;\n const zy = z * y2;\n const zz = z * z2;\n const wx = w * x2;\n const wy = w * y2;\n const wz = w * z2;\n out[0] = 1 - yy - zz;\n out[3] = yx - wz;\n out[6] = zx + wy;\n out[1] = yx + wz;\n out[4] = 1 - xx - zz;\n out[7] = zy - wx;\n out[2] = zx - wy;\n out[5] = zy + wx;\n out[8] = 1 - xx - yy;\n return out;\n}\n/**\n * Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {ReadonlyMat4} a Mat4 to derive the normal matrix from\n *\n * @returns {mat3} out\n */\nexport function normalFromMat4(out, a) {\n const a00 = a[0];\n const a01 = a[1];\n const a02 = a[2];\n const a03 = a[3];\n const a10 = a[4];\n const a11 = a[5];\n const a12 = a[6];\n const a13 = a[7];\n const a20 = a[8];\n const a21 = a[9];\n const a22 = a[10];\n const a23 = a[11];\n const a30 = a[12];\n const a31 = a[13];\n const a32 = a[14];\n const a33 = a[15];\n const b00 = a00 * a11 - a01 * a10;\n const b01 = a00 * a12 - a02 * a10;\n const b02 = a00 * a13 - a03 * a10;\n const b03 = a01 * a12 - a02 * a11;\n const b04 = a01 * a13 - a03 * a11;\n const b05 = a02 * a13 - a03 * a12;\n const b06 = a20 * a31 - a21 * a30;\n const b07 = a20 * a32 - a22 * a30;\n const b08 = a20 * a33 - a23 * a30;\n const b09 = a21 * a32 - a22 * a31;\n const b10 = a21 * a33 - a23 * a31;\n const b11 = a22 * a33 - a23 * a32;\n // Calculate the determinant\n let det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n if (!det) {\n return null;\n }\n det = 1.0 / det;\n out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;\n out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;\n out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;\n out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;\n out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;\n out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;\n out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;\n out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;\n out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;\n return out;\n}\n/**\n * Generates a 2D projection matrix with the given bounds\n *\n * @param {mat3} out mat3 frustum matrix will be written into\n * @param {number} width Width of your gl context\n * @param {number} height Height of gl context\n * @returns {mat3} out\n */\nexport function projection(out, width, height) {\n out[0] = 2 / width;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = -2 / height;\n out[5] = 0;\n out[6] = -1;\n out[7] = 1;\n out[8] = 1;\n return out;\n}\n/**\n * Returns a string representation of a mat3\n *\n * @param {ReadonlyMat3} a matrix to represent as a string\n * @returns {String} string representation of the matrix\n */\nexport function str(a) {\n return `mat3(${a[0]}, ${a[1]}, ${a[2]}, ${a[3]}, ${a[4]}, ${a[5]}, ${a[6]}, ${a[7]}, ${a[8]})`;\n}\n/**\n * Returns Frobenius norm of a mat3\n *\n * @param {ReadonlyMat3} a the matrix to calculate Frobenius norm of\n * @returns {Number} Frobenius norm\n */\nexport function frob(a) {\n return Math.sqrt(a[0] * a[0] +\n a[1] * a[1] +\n a[2] * a[2] +\n a[3] * a[3] +\n a[4] * a[4] +\n a[5] * a[5] +\n a[6] * a[6] +\n a[7] * a[7] +\n a[8] * a[8]);\n}\n/**\n * Adds two mat3's\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @returns {mat3} out\n */\nexport function add(out, a, b) {\n out[0] = a[0] + b[0];\n out[1] = a[1] + b[1];\n out[2] = a[2] + b[2];\n out[3] = a[3] + b[3];\n out[4] = a[4] + b[4];\n out[5] = a[5] + b[5];\n out[6] = a[6] + b[6];\n out[7] = a[7] + b[7];\n out[8] = a[8] + b[8];\n return out;\n}\n/**\n * Subtracts matrix b from matrix a\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @returns {mat3} out\n */\nexport function subtract(out, a, b) {\n out[0] = a[0] - b[0];\n out[1] = a[1] - b[1];\n out[2] = a[2] - b[2];\n out[3] = a[3] - b[3];\n out[4] = a[4] - b[4];\n out[5] = a[5] - b[5];\n out[6] = a[6] - b[6];\n out[7] = a[7] - b[7];\n out[8] = a[8] - b[8];\n return out;\n}\n/**\n * Multiply each element of the matrix by a scalar.\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to scale\n * @param {Number} b amount to scale the matrix's elements by\n * @returns {mat3} out\n */\nexport function multiplyScalar(out, a, b) {\n out[0] = a[0] * b;\n out[1] = a[1] * b;\n out[2] = a[2] * b;\n out[3] = a[3] * b;\n out[4] = a[4] * b;\n out[5] = a[5] * b;\n out[6] = a[6] * b;\n out[7] = a[7] * b;\n out[8] = a[8] * b;\n return out;\n}\n/**\n * Adds two mat3's after multiplying each element of the second operand by a scalar value.\n *\n * @param {mat3} out the receiving vector\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @param {Number} scale the amount to scale b's elements by before adding\n * @returns {mat3} out\n */\nexport function multiplyScalarAndAdd(out, a, b, scale) {\n out[0] = a[0] + b[0] * scale;\n out[1] = a[1] + b[1] * scale;\n out[2] = a[2] + b[2] * scale;\n out[3] = a[3] + b[3] * scale;\n out[4] = a[4] + b[4] * scale;\n out[5] = a[5] + b[5] * scale;\n out[6] = a[6] + b[6] * scale;\n out[7] = a[7] + b[7] * scale;\n out[8] = a[8] + b[8] * scale;\n return out;\n}\n/**\n * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyMat3} a The first matrix.\n * @param {ReadonlyMat3} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\nexport function exactEquals(a, b) {\n return (a[0] === b[0] &&\n a[1] === b[1] &&\n a[2] === b[2] &&\n a[3] === b[3] &&\n a[4] === b[4] &&\n a[5] === b[5] &&\n a[6] === b[6] &&\n a[7] === b[7] &&\n a[8] === b[8]);\n}\n/**\n * Returns whether or not the matrices have approximately the same elements in the same position.\n *\n * @param {ReadonlyMat3} a The first matrix.\n * @param {ReadonlyMat3} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\nexport function equals(a, b) {\n const a0 = a[0];\n const a1 = a[1];\n const a2 = a[2];\n const a3 = a[3];\n const a4 = a[4];\n const a5 = a[5];\n const a6 = a[6];\n const a7 = a[7];\n const a8 = a[8];\n const b0 = b[0];\n const b1 = b[1];\n const b2 = b[2];\n const b3 = b[3];\n const b4 = b[4];\n const b5 = b[5];\n const b6 = b[6];\n const b7 = b[7];\n const b8 = b[8];\n return (Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) &&\n Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) &&\n Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) &&\n Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) &&\n Math.abs(a4 - b4) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) &&\n Math.abs(a5 - b5) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) &&\n Math.abs(a6 - b6) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) &&\n Math.abs(a7 - b7) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) &&\n Math.abs(a8 - b8) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8)));\n}\n/**\n * Alias for {@link mat3.multiply}\n * @function\n */\nexport const mul = multiply;\n/**\n * Alias for {@link mat3.subtract}\n * @function\n */\nexport const sub = subtract;\n//# sourceMappingURL=mat3.js.map","// @eslint-disable\n// @ts-nocheck\nimport * as glMatrix from './common.js';\n/**\n * 4 Dimensional Vector\n * @module vec4\n */\n/**\n * Creates a new, empty vec4\n *\n * @returns {vec4} a new 4D vector\n */\nexport function create() {\n const out = new glMatrix.ARRAY_TYPE(4);\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[0] = 0;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n }\n return out;\n}\n/**\n * Creates a new vec4 initialized with values from an existing vector\n *\n * @param {ReadonlyVec4} a vector to clone\n * @returns {vec4} a new 4D vector\n */\nexport function clone(a) {\n const out = new glMatrix.ARRAY_TYPE(4);\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n return out;\n}\n/**\n * Creates a new vec4 initialized with the given values\n *\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @param {Number} w W component\n * @returns {vec4} a new 4D vector\n */\nexport function fromValues(x, y, z, w) {\n const out = new glMatrix.ARRAY_TYPE(4);\n out[0] = x;\n out[1] = y;\n out[2] = z;\n out[3] = w;\n return out;\n}\n/**\n * Copy the values from one vec4 to another\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the source vector\n * @returns {vec4} out\n */\nexport function copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n return out;\n}\n/**\n * Set the components of a vec4 to the given values\n *\n * @param {vec4} out the receiving vector\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @param {Number} w W component\n * @returns {vec4} out\n */\nexport function set(out, x, y, z, w) {\n out[0] = x;\n out[1] = y;\n out[2] = z;\n out[3] = w;\n return out;\n}\n/**\n * Adds two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function add(out, a, b) {\n out[0] = a[0] + b[0];\n out[1] = a[1] + b[1];\n out[2] = a[2] + b[2];\n out[3] = a[3] + b[3];\n return out;\n}\n/**\n * Subtracts vector b from vector a\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function subtract(out, a, b) {\n out[0] = a[0] - b[0];\n out[1] = a[1] - b[1];\n out[2] = a[2] - b[2];\n out[3] = a[3] - b[3];\n return out;\n}\n/**\n * Multiplies two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function multiply(out, a, b) {\n out[0] = a[0] * b[0];\n out[1] = a[1] * b[1];\n out[2] = a[2] * b[2];\n out[3] = a[3] * b[3];\n return out;\n}\n/**\n * Divides two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function divide(out, a, b) {\n out[0] = a[0] / b[0];\n out[1] = a[1] / b[1];\n out[2] = a[2] / b[2];\n out[3] = a[3] / b[3];\n return out;\n}\n/**\n * Math.ceil the components of a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to ceil\n * @returns {vec4} out\n */\nexport function ceil(out, a) {\n out[0] = Math.ceil(a[0]);\n out[1] = Math.ceil(a[1]);\n out[2] = Math.ceil(a[2]);\n out[3] = Math.ceil(a[3]);\n return out;\n}\n/**\n * Math.floor the components of a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to floor\n * @returns {vec4} out\n */\nexport function floor(out, a) {\n out[0] = Math.floor(a[0]);\n out[1] = Math.floor(a[1]);\n out[2] = Math.floor(a[2]);\n out[3] = Math.floor(a[3]);\n return out;\n}\n/**\n * Returns the minimum of two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function min(out, a, b) {\n out[0] = Math.min(a[0], b[0]);\n out[1] = Math.min(a[1], b[1]);\n out[2] = Math.min(a[2], b[2]);\n out[3] = Math.min(a[3], b[3]);\n return out;\n}\n/**\n * Returns the maximum of two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function max(out, a, b) {\n out[0] = Math.max(a[0], b[0]);\n out[1] = Math.max(a[1], b[1]);\n out[2] = Math.max(a[2], b[2]);\n out[3] = Math.max(a[3], b[3]);\n return out;\n}\n/**\n * symmetric round the components of a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to round\n * @returns {vec4} out\n */\nexport function round(out, a) {\n out[0] = glMatrix.round(a[0]);\n out[1] = glMatrix.round(a[1]);\n out[2] = glMatrix.round(a[2]);\n out[3] = glMatrix.round(a[3]);\n return out;\n}\n/**\n * Scales a vec4 by a scalar number\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {vec4} out\n */\nexport function scale(out, a, b) {\n out[0] = a[0] * b;\n out[1] = a[1] * b;\n out[2] = a[2] * b;\n out[3] = a[3] * b;\n return out;\n}\n/**\n * Adds two vec4's after scaling the second operand by a scalar value\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @param {Number} scale the amount to scale b by before adding\n * @returns {vec4} out\n */\nexport function scaleAndAdd(out, a, b, scale) {\n out[0] = a[0] + b[0] * scale;\n out[1] = a[1] + b[1] * scale;\n out[2] = a[2] + b[2] * scale;\n out[3] = a[3] + b[3] * scale;\n return out;\n}\n/**\n * Calculates the euclidian distance between two vec4's\n *\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {Number} distance between a and b\n */\nexport function distance(a, b) {\n const x = b[0] - a[0];\n const y = b[1] - a[1];\n const z = b[2] - a[2];\n const w = b[3] - a[3];\n return Math.sqrt(x * x + y * y + z * z + w * w);\n}\n/**\n * Calculates the squared euclidian distance between two vec4's\n *\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {Number} squared distance between a and b\n */\nexport function squaredDistance(a, b) {\n const x = b[0] - a[0];\n const y = b[1] - a[1];\n const z = b[2] - a[2];\n const w = b[3] - a[3];\n return x * x + y * y + z * z + w * w;\n}\n/**\n * Calculates the length of a vec4\n *\n * @param {ReadonlyVec4} a vector to calculate length of\n * @returns {Number} length of a\n */\nexport function length(a) {\n const x = a[0];\n const y = a[1];\n const z = a[2];\n const w = a[3];\n return Math.sqrt(x * x + y * y + z * z + w * w);\n}\n/**\n * Calculates the squared length of a vec4\n *\n * @param {ReadonlyVec4} a vector to calculate squared length of\n * @returns {Number} squared length of a\n */\nexport function squaredLength(a) {\n const x = a[0];\n const y = a[1];\n const z = a[2];\n const w = a[3];\n return x * x + y * y + z * z + w * w;\n}\n/**\n * Negates the components of a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to negate\n * @returns {vec4} out\n */\nexport function negate(out, a) {\n out[0] = -a[0];\n out[1] = -a[1];\n out[2] = -a[2];\n out[3] = -a[3];\n return out;\n}\n/**\n * Returns the inverse of the components of a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to invert\n * @returns {vec4} out\n */\nexport function inverse(out, a) {\n out[0] = 1.0 / a[0];\n out[1] = 1.0 / a[1];\n out[2] = 1.0 / a[2];\n out[3] = 1.0 / a[3];\n return out;\n}\n/**\n * Normalize a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to normalize\n * @returns {vec4} out\n */\nexport function normalize(out, a) {\n const x = a[0];\n const y = a[1];\n const z = a[2];\n const w = a[3];\n let len = x * x + y * y + z * z + w * w;\n if (len > 0) {\n len = 1 / Math.sqrt(len);\n }\n out[0] = x * len;\n out[1] = y * len;\n out[2] = z * len;\n out[3] = w * len;\n return out;\n}\n/**\n * Calculates the dot product of two vec4's\n *\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {Number} dot product of a and b\n */\nexport function dot(a, b) {\n return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];\n}\n/**\n * Returns the cross-product of three vectors in a 4-dimensional space\n *\n * @param {ReadonlyVec4} result the receiving vector\n * @param {ReadonlyVec4} U the first vector\n * @param {ReadonlyVec4} V the second vector\n * @param {ReadonlyVec4} W the third vector\n * @returns {vec4} result\n */\nexport function cross(out, u, v, w) {\n const A = v[0] * w[1] - v[1] * w[0];\n const B = v[0] * w[2] - v[2] * w[0];\n const C = v[0] * w[3] - v[3] * w[0];\n const D = v[1] * w[2] - v[2] * w[1];\n const E = v[1] * w[3] - v[3] * w[1];\n const F = v[2] * w[3] - v[3] * w[2];\n const G = u[0];\n const H = u[1];\n const I = u[2];\n const J = u[3];\n out[0] = H * F - I * E + J * D;\n out[1] = -(G * F) + I * C - J * B;\n out[2] = G * E - H * C + J * A;\n out[3] = -(G * D) + H * B - I * A;\n return out;\n}\n/**\n * Performs a linear interpolation between two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec4} out\n */\nexport function lerp(out, a, b, t) {\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n out[0] = ax + t * (b[0] - ax);\n out[1] = ay + t * (b[1] - ay);\n out[2] = az + t * (b[2] - az);\n out[3] = aw + t * (b[3] - aw);\n return out;\n}\n/**\n * Generates a random vector with the given scale\n *\n * @param {vec4} out the receiving vector\n * @param {Number} [scale] Length of the resulting vector. If omitted, a unit vector will be returned\n * @returns {vec4} out\n */\nexport function random(out, scale) {\n scale = scale === undefined ? 1.0 : scale;\n // Marsaglia, George. Choosing a Point from the Surface of a\n // Sphere. Ann. Math. Statist. 43 (1972), no. 2, 645--646.\n // http://projecteuclid.org/euclid.aoms/1177692644;\n let v1;\n let v2;\n let v3;\n let v4;\n let s1;\n let s2;\n do {\n v1 = glMatrix.RANDOM() * 2 - 1;\n v2 = glMatrix.RANDOM() * 2 - 1;\n s1 = v1 * v1 + v2 * v2;\n } while (s1 >= 1);\n do {\n v3 = glMatrix.RANDOM() * 2 - 1;\n v4 = glMatrix.RANDOM() * 2 - 1;\n s2 = v3 * v3 + v4 * v4;\n } while (s2 >= 1);\n const d = Math.sqrt((1 - s1) / s2);\n out[0] = scale * v1;\n out[1] = scale * v2;\n out[2] = scale * v3 * d;\n out[3] = scale * v4 * d;\n return out;\n}\n/**\n * Transforms the vec4 with a mat4.\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the vector to transform\n * @param {ReadonlyMat4} m matrix to transform with\n * @returns {vec4} out\n */\nexport function transformMat4(out, a, m) {\n const x = a[0];\n const y = a[1];\n const z = a[2];\n const w = a[3];\n out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;\n out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;\n out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;\n out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\n return out;\n}\n/**\n * Transforms the vec4 with a quat\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the vector to transform\n * @param {ReadonlyQuat} q quaternion to transform with\n * @returns {vec4} out\n */\nexport function transformQuat(out, a, q) {\n const x = a[0];\n const y = a[1];\n const z = a[2];\n const qx = q[0];\n const qy = q[1];\n const qz = q[2];\n const qw = q[3];\n // calculate quat * vec\n const ix = qw * x + qy * z - qz * y;\n const iy = qw * y + qz * x - qx * z;\n const iz = qw * z + qx * y - qy * x;\n const iw = -qx * x - qy * y - qz * z;\n // calculate result * inverse quat\n out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;\n out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;\n out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;\n out[3] = a[3];\n return out;\n}\n/**\n * Set the components of a vec4 to zero\n *\n * @param {vec4} out the receiving vector\n * @returns {vec4} out\n */\nexport function zero(out) {\n out[0] = 0.0;\n out[1] = 0.0;\n out[2] = 0.0;\n out[3] = 0.0;\n return out;\n}\n/**\n * Returns a string representation of a vector\n *\n * @param {ReadonlyVec4} a vector to represent as a string\n * @returns {String} string representation of the vector\n */\nexport function str(a) {\n return `vec4(${a[0]}, ${a[1]}, ${a[2]}, ${a[3]})`;\n}\n/**\n * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyVec4} a The first vector.\n * @param {ReadonlyVec4} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function exactEquals(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];\n}\n/**\n * Returns whether or not the vectors have approximately the same elements in the same position.\n *\n * @param {ReadonlyVec4} a The first vector.\n * @param {ReadonlyVec4} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function equals(a, b) {\n const a0 = a[0];\n const a1 = a[1];\n const a2 = a[2];\n const a3 = a[3];\n const b0 = b[0];\n const b1 = b[1];\n const b2 = b[2];\n const b3 = b[3];\n return (Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) &&\n Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) &&\n Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) &&\n Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)));\n}\n/**\n * Alias for {@link vec4.subtract}\n * @function\n */\nexport const sub = subtract;\n/**\n * Alias for {@link vec4.multiply}\n * @function\n */\nexport const mul = multiply;\n/**\n * Alias for {@link vec4.divide}\n * @function\n */\nexport const div = divide;\n/**\n * Alias for {@link vec4.distance}\n * @function\n */\nexport const dist = distance;\n/**\n * Alias for {@link vec4.squaredDistance}\n * @function\n */\nexport const sqrDist = squaredDistance;\n/**\n * Alias for {@link vec4.length}\n * @function\n */\nexport const len = length;\n/**\n * Alias for {@link vec4.squaredLength}\n * @function\n */\nexport const sqrLen = squaredLength;\n/**\n * Perform some operation over an array of vec4s.\n *\n * @param {Array} a the array of vectors to iterate over\n * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed\n * @param {Number} offset Number of elements to skip at the beginning of the array\n * @param {Number} count Number of vec4s to iterate over. If 0 iterates over entire array\n * @param {Function} fn Function to call for each vector in the array\n * @param {Object} [arg] additional argument to pass to fn\n * @returns {Array} a\n * @function\n */\nexport const forEach = (function () {\n const vec = create();\n return function (a, stride, offset, count, fn, arg) {\n let i;\n let l;\n if (!stride) {\n stride = 4;\n }\n if (!offset) {\n offset = 0;\n }\n if (count) {\n l = Math.min(count * stride + offset, a.length);\n }\n else {\n l = a.length;\n }\n for (i = offset; i < l; i += stride) {\n vec[0] = a[i];\n vec[1] = a[i + 1];\n vec[2] = a[i + 2];\n vec[3] = a[i + 3];\n fn(vec, vec, arg);\n a[i] = vec[0];\n a[i + 1] = vec[1];\n a[i + 2] = vec[2];\n a[i + 3] = vec[3];\n }\n return a;\n };\n})();\n//# sourceMappingURL=vec4.js.map","// @eslint-disable\n// @ts-nocheck\nimport * as glMatrix from './common.js';\nimport * as mat3 from './mat3.js';\nimport * as vec3 from './vec3.js';\nimport * as vec4 from './vec4.js';\n// const glMatrix: {EPSILON = 0.000001};\n/**\n * Quaternion in the format XYZW\n * @module quat\n */\n/**\n * Creates a new identity quat\n *\n * @returns {quat} a new quaternion\n */\nexport function create() {\n const out = new glMatrix.ARRAY_TYPE(4);\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[0] = 0;\n out[1] = 0;\n out[2] = 0;\n }\n out[3] = 1;\n return out;\n}\n/**\n * Set a quat to the identity quaternion\n *\n * @param {quat} out the receiving quaternion\n * @returns {quat} out\n */\nexport function identity(out) {\n out[0] = 0;\n out[1] = 0;\n out[2] = 0;\n out[3] = 1;\n return out;\n}\n/**\n * Sets a quat from the given angle and rotation axis,\n * then returns it.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyVec3} axis the axis around which to rotate\n * @param {Number} rad the angle in radians\n * @returns {quat} out\n **/\nexport function setAxisAngle(out, axis, rad) {\n rad = rad * 0.5;\n const s = Math.sin(rad);\n out[0] = s * axis[0];\n out[1] = s * axis[1];\n out[2] = s * axis[2];\n out[3] = Math.cos(rad);\n return out;\n}\n/**\n * Gets the rotation axis and angle for a given\n * quaternion. If a quaternion is created with\n * setAxisAngle, this method will return the same\n * values as providied in the original parameter list\n * OR functionally equivalent values.\n * Example: The quaternion formed by axis [0, 0, 1] and\n * angle -90 is the same as the quaternion formed by\n * [0, 0, 1] and 270. This method favors the latter.\n * @param {vec3} out_axis Vector receiving the axis of rotation\n * @param {ReadonlyQuat} q Quaternion to be decomposed\n * @return {Number} Angle, in radians, of the rotation\n */\nexport function getAxisAngle(out_axis, q) {\n const rad = Math.acos(q[3]) * 2.0;\n const s = Math.sin(rad / 2.0);\n if (s > glMatrix.EPSILON) {\n out_axis[0] = q[0] / s;\n out_axis[1] = q[1] / s;\n out_axis[2] = q[2] / s;\n }\n else {\n // If s is zero, return any axis (no rotation - axis does not matter)\n out_axis[0] = 1;\n out_axis[1] = 0;\n out_axis[2] = 0;\n }\n return rad;\n}\n/**\n * Gets the angular distance between two unit quaternions\n *\n * @param {ReadonlyQuat} a Origin unit quaternion\n * @param {ReadonlyQuat} b Destination unit quaternion\n * @return {Number} Angle, in radians, between the two quaternions\n */\nexport function getAngle(a, b) {\n const dotproduct = dot(a, b);\n return Math.acos(2 * dotproduct * dotproduct - 1);\n}\n/**\n * Multiplies two quat's\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @returns {quat} out\n */\nexport function multiply(out, a, b) {\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n const bx = b[0];\n const by = b[1];\n const bz = b[2];\n const bw = b[3];\n out[0] = ax * bw + aw * bx + ay * bz - az * by;\n out[1] = ay * bw + aw * by + az * bx - ax * bz;\n out[2] = az * bw + aw * bz + ax * by - ay * bx;\n out[3] = aw * bw - ax * bx - ay * by - az * bz;\n return out;\n}\n/**\n * Rotates a quaternion by the given angle about the X axis\n *\n * @param {quat} out quat receiving operation result\n * @param {ReadonlyQuat} a quat to rotate\n * @param {number} rad angle (in radians) to rotate\n * @returns {quat} out\n */\nexport function rotateX(out, a, rad) {\n rad *= 0.5;\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n const bx = Math.sin(rad);\n const bw = Math.cos(rad);\n out[0] = ax * bw + aw * bx;\n out[1] = ay * bw + az * bx;\n out[2] = az * bw - ay * bx;\n out[3] = aw * bw - ax * bx;\n return out;\n}\n/**\n * Rotates a quaternion by the given angle about the Y axis\n *\n * @param {quat} out quat receiving operation result\n * @param {ReadonlyQuat} a quat to rotate\n * @param {number} rad angle (in radians) to rotate\n * @returns {quat} out\n */\nexport function rotateY(out, a, rad) {\n rad *= 0.5;\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n const by = Math.sin(rad);\n const bw = Math.cos(rad);\n out[0] = ax * bw - az * by;\n out[1] = ay * bw + aw * by;\n out[2] = az * bw + ax * by;\n out[3] = aw * bw - ay * by;\n return out;\n}\n/**\n * Rotates a quaternion by the given angle about the Z axis\n *\n * @param {quat} out quat receiving operation result\n * @param {ReadonlyQuat} a quat to rotate\n * @param {number} rad angle (in radians) to rotate\n * @returns {quat} out\n */\nexport function rotateZ(out, a, rad) {\n rad *= 0.5;\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n const bz = Math.sin(rad);\n const bw = Math.cos(rad);\n out[0] = ax * bw + ay * bz;\n out[1] = ay * bw - ax * bz;\n out[2] = az * bw + aw * bz;\n out[3] = aw * bw - az * bz;\n return out;\n}\n/**\n * Calculates the W component of a quat from the X, Y, and Z components.\n * Assumes that quaternion is 1 unit in length.\n * Any existing W component will be ignored.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate W component of\n * @returns {quat} out\n */\nexport function calculateW(out, a) {\n const x = a[0];\n const y = a[1];\n const z = a[2];\n out[0] = x;\n out[1] = y;\n out[2] = z;\n out[3] = Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));\n return out;\n}\n/**\n * Calculate the exponential of a unit quaternion.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate the exponential of\n * @returns {quat} out\n */\nexport function exp(out, a) {\n const x = a[0];\n const y = a[1];\n const z = a[2];\n const w = a[3];\n const r = Math.sqrt(x * x + y * y + z * z);\n const et = Math.exp(w);\n const s = r > 0 ? (et * Math.sin(r)) / r : 0;\n out[0] = x * s;\n out[1] = y * s;\n out[2] = z * s;\n out[3] = et * Math.cos(r);\n return out;\n}\n/**\n * Calculate the natural logarithm of a unit quaternion.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate the exponential of\n * @returns {quat} out\n */\nexport function ln(out, a) {\n const x = a[0];\n const y = a[1];\n const z = a[2];\n const w = a[3];\n const r = Math.sqrt(x * x + y * y + z * z);\n const t = r > 0 ? Math.atan2(r, w) / r : 0;\n out[0] = x * t;\n out[1] = y * t;\n out[2] = z * t;\n out[3] = 0.5 * Math.log(x * x + y * y + z * z + w * w);\n return out;\n}\n/**\n * Calculate the scalar power of a unit quaternion.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate the exponential of\n * @param {Number} b amount to scale the quaternion by\n * @returns {quat} out\n */\nexport function pow(out, a, b) {\n ln(out, a);\n scale(out, out, b);\n exp(out, out);\n return out;\n}\n/**\n * Performs a spherical linear interpolation between two quat\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {quat} out\n */\nexport function slerp(out, a, b, t) {\n // benchmarks:\n // http://jsperf.com/quaternion-slerp-implementations\n const ax = a[0];\n const ay = a[1];\n const az = a[2];\n const aw = a[3];\n let bx = b[0];\n let by = b[1];\n let bz = b[2];\n let bw = b[3];\n let cosom;\n let omega;\n let scale0;\n let scale1;\n let sinom;\n // calc cosine\n cosom = ax * bx + ay * by + az * bz + aw * bw;\n // adjust signs (if necessary)\n if (cosom < 0.0) {\n cosom = -cosom;\n bx = -bx;\n by = -by;\n bz = -bz;\n bw = -bw;\n }\n // calculate coefficients\n if (1.0 - cosom > glMatrix.EPSILON) {\n // standard case (slerp)\n omega = Math.acos(cosom);\n sinom = Math.sin(omega);\n scale0 = Math.sin((1.0 - t) * omega) / sinom;\n scale1 = Math.sin(t * omega) / sinom;\n }\n else {\n // \"from\" and \"to\" quaternions are very close\n // ... so we can do a linear interpolation\n scale0 = 1.0 - t;\n scale1 = t;\n }\n // calculate final values\n out[0] = scale0 * ax + scale1 * bx;\n out[1] = scale0 * ay + scale1 * by;\n out[2] = scale0 * az + scale1 * bz;\n out[3] = scale0 * aw + scale1 * bw;\n return out;\n}\n/**\n * Generates a random unit quaternion\n *\n * @param {quat} out the receiving quaternion\n * @returns {quat} out\n */\n// export function random(out) {\n// // Implementation of http://planning.cs.uiuc.edu/node198.html\n// // TODO: Calling random 3 times is probably not the fastest solution\n// let u1 = glMatrix.RANDOM();\n// let u2 = glMatrix.RANDOM();\n// let u3 = glMatrix.RANDOM();\n// let sqrt1MinusU1 = Math.sqrt(1 - u1);\n// let sqrtU1 = Math.sqrt(u1);\n// out[0] = sqrt1MinusU1 * Math.sin(2.0 * Math.PI * u2);\n// out[1] = sqrt1MinusU1 * Math.cos(2.0 * Math.PI * u2);\n// out[2] = sqrtU1 * Math.sin(2.0 * Math.PI * u3);\n// out[3] = sqrtU1 * Math.cos(2.0 * Math.PI * u3);\n// return out;\n// }\n/**\n * Calculates the inverse of a quat\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate inverse of\n * @returns {quat} out\n */\nexport function invert(out, a) {\n const a0 = a[0];\n const a1 = a[1];\n const a2 = a[2];\n const a3 = a[3];\n const dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;\n const invDot = dot ? 1.0 / dot : 0;\n // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0\n out[0] = -a0 * invDot;\n out[1] = -a1 * invDot;\n out[2] = -a2 * invDot;\n out[3] = a3 * invDot;\n return out;\n}\n/**\n * Calculates the conjugate of a quat\n * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate conjugate of\n * @returns {quat} out\n */\nexport function conjugate(out, a) {\n out[0] = -a[0];\n out[1] = -a[1];\n out[2] = -a[2];\n out[3] = a[3];\n return out;\n}\n/**\n * Creates a quaternion from the given 3x3 rotation matrix.\n *\n * NOTE: The resultant quaternion is not normalized, so you should be sure\n * to renormalize the quaternion yourself where necessary.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyMat3} m rotation matrix\n * @returns {quat} out\n * @function\n */\nexport function fromMat3(out, m) {\n // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes\n // article \"Quaternion Calculus and Fast Animation\".\n const fTrace = m[0] + m[4] + m[8];\n let fRoot;\n if (fTrace > 0.0) {\n // |w| > 1/2, may as well choose w > 1/2\n fRoot = Math.sqrt(fTrace + 1.0); // 2w\n out[3] = 0.5 * fRoot;\n fRoot = 0.5 / fRoot; // 1/(4w)\n out[0] = (m[5] - m[7]) * fRoot;\n out[1] = (m[6] - m[2]) * fRoot;\n out[2] = (m[1] - m[3]) * fRoot;\n }\n else {\n // |w| <= 1/2\n let i = 0;\n if (m[4] > m[0])\n i = 1;\n if (m[8] > m[i * 3 + i])\n i = 2;\n const j = (i + 1) % 3;\n const k = (i + 2) % 3;\n fRoot = Math.sqrt(m[i * 3 + i] - m[j * 3 + j] - m[k * 3 + k] + 1.0);\n out[i] = 0.5 * fRoot;\n fRoot = 0.5 / fRoot;\n out[3] = (m[j * 3 + k] - m[k * 3 + j]) * fRoot;\n out[j] = (m[j * 3 + i] + m[i * 3 + j]) * fRoot;\n out[k] = (m[k * 3 + i] + m[i * 3 + k]) * fRoot;\n }\n return out;\n}\n/**\n * Creates a quaternion from the given euler angle x, y, z using the provided intrinsic order for the conversion.\n *\n * @param {quat} out the receiving quaternion\n * @param {Number} x Angle to rotate around X axis in degrees.\n * @param {Number} y Angle to rotate around Y axis in degrees.\n * @param {Number} z Angle to rotate around Z axis in degrees.\n * @param {'zyx'|'xyz'|'yxz'|'yzx'|'zxy'|'zyx'} order Intrinsic order for conversion, default is zyx.\n * @returns {quat} out\n * @function\n */\n// export function fromEuler(out, x, y, z, order = glMatrix.ANGLE_ORDER) {\n// let halfToRad = Math.PI / 360;\n// x *= halfToRad;\n// z *= halfToRad;\n// y *= halfToRad;\n// let sx = Math.sin(x);\n// let cx = Math.cos(x);\n// let sy = Math.sin(y);\n// let cy = Math.cos(y);\n// let sz = Math.sin(z);\n// let cz = Math.cos(z);\n// switch (order) {\n// case \"xyz\":\n// out[0] = sx * cy * cz + cx * sy * sz;\n// out[1] = cx * sy * cz - sx * cy * sz;\n// out[2] = cx * cy * sz + sx * sy * cz;\n// out[3] = cx * cy * cz - sx * sy * sz;\n// break;\n// case \"xzy\":\n// out[0] = sx * cy * cz - cx * sy * sz;\n// out[1] = cx * sy * cz - sx * cy * sz;\n// out[2] = cx * cy * sz + sx * sy * cz;\n// out[3] = cx * cy * cz + sx * sy * sz;\n// break;\n// case \"yxz\":\n// out[0] = sx * cy * cz + cx * sy * sz;\n// out[1] = cx * sy * cz - sx * cy * sz;\n// out[2] = cx * cy * sz - sx * sy * cz;\n// out[3] = cx * cy * cz + sx * sy * sz;\n// break;\n// case \"yzx\":\n// out[0] = sx * cy * cz + cx * sy * sz;\n// out[1] = cx * sy * cz + sx * cy * sz;\n// out[2] = cx * cy * sz - sx * sy * cz;\n// out[3] = cx * cy * cz - sx * sy * sz;\n// break;\n// case \"zxy\":\n// out[0] = sx * cy * cz - cx * sy * sz;\n// out[1] = cx * sy * cz + sx * cy * sz;\n// out[2] = cx * cy * sz + sx * sy * cz;\n// out[3] = cx * cy * cz - sx * sy * sz;\n// break;\n// case \"zyx\":\n// out[0] = sx * cy * cz - cx * sy * sz;\n// out[1] = cx * sy * cz + sx * cy * sz;\n// out[2] = cx * cy * sz - sx * sy * cz;\n// out[3] = cx * cy * cz + sx * sy * sz;\n// break;\n// default:\n// throw new Error('Unknown angle order ' + order);\n// }\n// return out;\n// }\n/**\n * Returns a string representation of a quaternion\n *\n * @param {ReadonlyQuat} a vector to represent as a string\n * @returns {String} string representation of the vector\n */\nexport function str(a) {\n return `quat(${a[0]}, ${a[1]}, ${a[2]}, ${a[3]})`;\n}\n/**\n * Creates a new quat initialized with values from an existing quaternion\n *\n * @param {ReadonlyQuat} a quaternion to clone\n * @returns {quat} a new quaternion\n * @function\n */\nexport const clone = vec4.clone;\n/**\n * Creates a new quat initialized with the given values\n *\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @param {Number} w W component\n * @returns {quat} a new quaternion\n * @function\n */\nexport const fromValues = vec4.fromValues;\n/**\n * Copy the values from one quat to another\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the source quaternion\n * @returns {quat} out\n * @function\n */\nexport const copy = vec4.copy;\n/**\n * Set the components of a quat to the given values\n *\n * @param {quat} out the receiving quaternion\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @param {Number} w W component\n * @returns {quat} out\n * @function\n */\nexport const set = vec4.set;\n/**\n * Adds two quat's\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @returns {quat} out\n * @function\n */\nexport const add = vec4.add;\n/**\n * Alias for {@link quat.multiply}\n * @function\n */\nexport const mul = multiply;\n/**\n * Scales a quat by a scalar number\n *\n * @param {quat} out the receiving vector\n * @param {ReadonlyQuat} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {quat} out\n * @function\n */\nexport const scale = vec4.scale;\n/**\n * Calculates the dot product of two quat's\n *\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @returns {Number} dot product of a and b\n * @function\n */\nexport const dot = vec4.dot;\n/**\n * Performs a linear interpolation between two quat's\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {quat} out\n * @function\n */\nexport const lerp = vec4.lerp;\n/**\n * Calculates the length of a quat\n *\n * @param {ReadonlyQuat} a vector to calculate length of\n * @returns {Number} length of a\n */\nexport const length = vec4.length;\n/**\n * Alias for {@link quat.length}\n * @function\n */\nexport const len = length;\n/**\n * Calculates the squared length of a quat\n *\n * @param {ReadonlyQuat} a vector to calculate squared length of\n * @returns {Number} squared length of a\n * @function\n */\nexport const squaredLength = vec4.squaredLength;\n/**\n * Alias for {@link quat.squaredLength}\n * @function\n */\nexport const sqrLen = squaredLength;\n/**\n * Normalize a quat\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quaternion to normalize\n * @returns {quat} out\n * @function\n */\nexport const normalize = vec4.normalize;\n/**\n * Returns whether or not the quaternions have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyQuat} a The first quaternion.\n * @param {ReadonlyQuat} b The second quaternion.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport const exactEquals = vec4.exactEquals;\n/**\n * Returns whether or not the quaternions point approximately to the same direction.\n *\n * Both quaternions are assumed to be unit length.\n *\n * @param {ReadonlyQuat} a The first unit quaternion.\n * @param {ReadonlyQuat} b The second unit quaternion.\n * @returns {Boolean} True if the quaternions are equal, false otherwise.\n */\nexport function equals(a, b) {\n return Math.abs(vec4.dot(a, b)) >= 1 - glMatrix.EPSILON;\n}\n/**\n * Sets a quaternion to represent the shortest rotation from one\n * vector to another.\n *\n * Both vectors are assumed to be unit length.\n *\n * @param {quat} out the receiving quaternion.\n * @param {ReadonlyVec3} a the initial vector\n * @param {ReadonlyVec3} b the destination vector\n * @returns {quat} out\n */\nexport const rotationTo = (function () {\n const tmpvec3 = vec3.create();\n const xUnitVec3 = vec3.fromValues(1, 0, 0);\n const yUnitVec3 = vec3.fromValues(0, 1, 0);\n return function (out, a, b) {\n const dot = vec3.dot(a, b);\n if (dot < -0.999999) {\n vec3.cross(tmpvec3, xUnitVec3, a);\n if (vec3.len(tmpvec3) < 0.000001)\n vec3.cross(tmpvec3, yUnitVec3, a);\n vec3.normalize(tmpvec3, tmpvec3);\n setAxisAngle(out, tmpvec3, Math.PI);\n return out;\n }\n else if (dot > 0.999999) {\n out[0] = 0;\n out[1] = 0;\n out[2] = 0;\n out[3] = 1;\n return out;\n }\n vec3.cross(tmpvec3, a, b);\n out[0] = tmpvec3[0];\n out[1] = tmpvec3[1];\n out[2] = tmpvec3[2];\n out[3] = 1 + dot;\n return normalize(out, out);\n };\n})();\n/**\n * Performs a spherical linear interpolation with two control points\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @param {ReadonlyQuat} c the third operand\n * @param {ReadonlyQuat} d the fourth operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {quat} out\n */\nexport const sqlerp = (function () {\n const temp1 = create();\n const temp2 = create();\n return function (out, a, b, c, d, t) {\n slerp(temp1, a, d, t);\n slerp(temp2, b, c, t);\n slerp(out, temp1, temp2, 2 * t * (1 - t));\n return out;\n };\n})();\n/**\n * Sets the specified quaternion with values corresponding to the given\n * axes. Each axis is a vec3 and is expected to be unit length and\n * perpendicular to all other specified axes.\n *\n * @param {ReadonlyVec3} view the vector representing the viewing direction\n * @param {ReadonlyVec3} right the vector representing the local \"right\" direction\n * @param {ReadonlyVec3} up the vector representing the local \"up\" direction\n * @returns {quat} out\n */\nexport const setAxes = (function () {\n const matr = mat3.create();\n return function (out, view, right, up) {\n matr[0] = right[0];\n matr[3] = right[1];\n matr[6] = right[2];\n matr[1] = up[0];\n matr[4] = up[1];\n matr[7] = up[2];\n matr[2] = -view[0];\n matr[5] = -view[1];\n matr[8] = -view[2];\n return normalize(out, fromMat3(out, matr));\n };\n})();\n//# sourceMappingURL=quat.js.map","// math.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n// Copyright (c) 2017 Uber Technologies, Inc.\nimport { MathArray } from \"./base/math-array.js\";\nimport { checkNumber, checkVector } from \"../lib/validators.js\";\nimport { Vector4 } from \"./vector4.js\";\n// @ts-ignore gl-matrix types...\nimport { fromMat3 as quat_fromMat3, setAxisAngle as quat_setAxisAngle, identity as quat_identity, length as quat_length, squaredLength as quat_squaredLength, dot as quat_dot, \n// getAxisAngle as quat_getAxisAngle,\nrotationTo as quat_rotationTo, add as quat_add, calculateW as quat_calculateW, conjugate as quat_conjugate, invert as quat_invert, lerp as quat_lerp, multiply as quat_multiply, rotateX as quat_rotateX, rotateY as quat_rotateY, rotateZ as quat_rotateZ, scale as quat_scale, slerp as quat_slerp } from \"../gl-matrix/quat.js\";\n// @ts-ignore gl-matrix types...\nimport { transformQuat as vec4_transformQuat } from \"../gl-matrix/vec4.js\";\nconst IDENTITY_QUATERNION = [0, 0, 0, 1];\nexport class Quaternion extends MathArray {\n constructor(x = 0, y = 0, z = 0, w = 1) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0, -0);\n // eslint-disable-next-line prefer-rest-params\n if (Array.isArray(x) && arguments.length === 1) {\n this.copy(x);\n }\n else {\n this.set(x, y, z, w);\n }\n }\n copy(array) {\n this[0] = array[0];\n this[1] = array[1];\n this[2] = array[2];\n this[3] = array[3];\n return this.check();\n }\n set(x, y, z, w) {\n this[0] = x;\n this[1] = y;\n this[2] = z;\n this[3] = w;\n return this.check();\n }\n fromObject(object) {\n this[0] = object.x;\n this[1] = object.y;\n this[2] = object.z;\n this[3] = object.w;\n return this.check();\n }\n /**\n * Creates a quaternion from the given 3x3 rotation matrix.\n * NOTE: The resultant quaternion is not normalized, so you should\n * be sure to renormalize the quaternion yourself where necessary.\n * @param m\n * @returns\n */\n fromMatrix3(m) {\n quat_fromMat3(this, m);\n return this.check();\n }\n fromAxisRotation(axis, rad) {\n quat_setAxisAngle(this, axis, rad);\n return this.check();\n }\n /** Set a quat to the identity quaternion */\n identity() {\n quat_identity(this);\n return this.check();\n }\n // Set the components of a quat to the given values\n // set(i, j, k, l) {\n // quat_set(this, i, j, k, l);\n // return this.check();\n // }\n // Sets a quat from the given angle and rotation axis, then returns it.\n setAxisAngle(axis, rad) {\n return this.fromAxisRotation(axis, rad);\n }\n // Getters/setters\n get ELEMENTS() {\n return 4;\n }\n get x() {\n return this[0];\n }\n set x(value) {\n this[0] = checkNumber(value);\n }\n get y() {\n return this[1];\n }\n set y(value) {\n this[1] = checkNumber(value);\n }\n get z() {\n return this[2];\n }\n set z(value) {\n this[2] = checkNumber(value);\n }\n get w() {\n return this[3];\n }\n set w(value) {\n this[3] = checkNumber(value);\n }\n // Calculates the length of a quat\n len() {\n return quat_length(this);\n }\n // Calculates the squared length of a quat\n lengthSquared() {\n return quat_squaredLength(this);\n }\n // Calculates the dot product of two quat's\n // @return {Number}\n dot(a) {\n return quat_dot(this, a);\n }\n // Gets the rotation axis and angle for a given quaternion.\n // If a quaternion is created with setAxisAngle, this method will\n // return the same values as providied in the original parameter\n // list OR functionally equivalent values.\n // Example: The quaternion formed by axis [0, 0, 1] and angle -90\n // is the same as the quaternion formed by [0, 0, 1] and 270.\n // This method favors the latter.\n // @return {{[x,y,z], Number}}\n // getAxisAngle() {\n // const axis = [];\n // // const angle = quat_getAxisAngle(axis, this);\n // return {axis, angle};\n // }\n // MODIFIERS\n // Sets a quaternion to represent the shortest rotation from one vector\n // to another. Both vectors are assumed to be unit length.\n rotationTo(vectorA, vectorB) {\n quat_rotationTo(this, vectorA, vectorB);\n return this.check();\n }\n // Sets the specified quaternion with values corresponding to the given axes.\n // Each axis is a vec3 and is expected to be unit length and perpendicular\n // to all other specified axes.\n // setAxes() {\n // Number\n // }\n // Performs a spherical linear interpolation with two control points\n // sqlerp() {\n // Number;\n // }\n // Adds two quat's\n add(a) {\n quat_add(this, this, a);\n return this.check();\n }\n // Calculates the W component of a quat from the X, Y, and Z components.\n // Any existing W component will be ignored.\n calculateW() {\n quat_calculateW(this, this);\n return this.check();\n }\n // Calculates the conjugate of a quat If the quaternion is normalized,\n // this function is faster than quat_invert and produces the same result.\n conjugate() {\n quat_conjugate(this, this);\n return this.check();\n }\n // Calculates the inverse of a quat\n invert() {\n quat_invert(this, this);\n return this.check();\n }\n // Performs a linear interpolation between two quat's\n lerp(a, b, t) {\n if (t === undefined) {\n return this.lerp(this, a, b);\n }\n quat_lerp(this, a, b, t);\n return this.check();\n }\n // Multiplies two quat's\n multiplyRight(a) {\n quat_multiply(this, this, a);\n return this.check();\n }\n multiplyLeft(a) {\n quat_multiply(this, a, this);\n return this.check();\n }\n // Normalize a quat\n normalize() {\n // Handle 0 case\n const length = this.len();\n const l = length > 0 ? 1 / length : 0;\n this[0] = this[0] * l;\n this[1] = this[1] * l;\n this[2] = this[2] * l;\n this[3] = this[3] * l;\n // Set to [0, 0, 0, 1] if length is 0\n if (length === 0) {\n this[3] = 1;\n }\n return this.check();\n }\n // Rotates a quaternion by the given angle about the X axis\n rotateX(rad) {\n quat_rotateX(this, this, rad);\n return this.check();\n }\n // Rotates a quaternion by the given angle about the Y axis\n rotateY(rad) {\n quat_rotateY(this, this, rad);\n return this.check();\n }\n // Rotates a quaternion by the given angle about the Z axis\n rotateZ(rad) {\n quat_rotateZ(this, this, rad);\n return this.check();\n }\n // Scales a quat by a scalar number\n scale(b) {\n quat_scale(this, this, b);\n return this.check();\n }\n // Performs a spherical linear interpolation between two quat\n slerp(arg0, arg1, arg2) {\n let start;\n let target;\n let ratio;\n // eslint-disable-next-line prefer-rest-params\n switch (arguments.length) {\n case 1: // Deprecated signature ({start, target, ratio})\n // eslint-disable-next-line prefer-rest-params\n ({\n start = IDENTITY_QUATERNION,\n target,\n ratio\n } = arg0);\n break;\n case 2: // THREE.js compatibility signature (target, ration)\n start = this; // eslint-disable-line\n target = arg0;\n ratio = arg1;\n break;\n default:\n // Default signature: (start, target, ratio)\n start = arg0;\n target = arg1;\n ratio = arg2;\n }\n quat_slerp(this, start, target, ratio);\n return this.check();\n }\n transformVector4(vector, result = new Vector4()) {\n vec4_transformQuat(result, vector, this);\n return checkVector(result, 4);\n }\n // THREE.js Math API compatibility\n lengthSq() {\n return this.lengthSquared();\n }\n setFromAxisAngle(axis, rad) {\n return this.setAxisAngle(axis, rad);\n }\n premultiply(a) {\n return this.multiplyLeft(a);\n }\n multiply(a) {\n return this.multiplyRight(a);\n }\n}\n//# sourceMappingURL=quaternion.js.map","// math.gl\n// SPDX-License-Identifier: MIT\n// Copyright (c) vis.gl contributors\n// Copyright (c) 2017 Uber Technologies, Inc.\nimport { MathArray } from \"./base/math-array.js\";\nimport { Quaternion } from \"./quaternion.js\";\nimport { clamp } from \"../lib/common.js\";\nimport { checkNumber } from \"../lib/validators.js\";\n// Internal constants\nconst ERR_UNKNOWN_ORDER = 'Unknown Euler angle order';\nconst ALMOST_ONE = 0.99999;\n// eslint-disable-next-line no-shadow\nvar RotationOrder;\n(function (RotationOrder) {\n RotationOrder[RotationOrder[\"ZYX\"] = 0] = \"ZYX\";\n RotationOrder[RotationOrder[\"YXZ\"] = 1] = \"YXZ\";\n RotationOrder[RotationOrder[\"XZY\"] = 2] = \"XZY\";\n RotationOrder[RotationOrder[\"ZXY\"] = 3] = \"ZXY\";\n RotationOrder[RotationOrder[\"YZX\"] = 4] = \"YZX\";\n RotationOrder[RotationOrder[\"XYZ\"] = 5] = \"XYZ\";\n})(RotationOrder || (RotationOrder = {}));\nexport class Euler extends MathArray {\n // Constants\n static get ZYX() {\n return RotationOrder.ZYX;\n }\n static get YXZ() {\n return RotationOrder.YXZ;\n }\n static get XZY() {\n return RotationOrder.XZY;\n }\n static get ZXY() {\n return RotationOrder.ZXY;\n }\n static get YZX() {\n return RotationOrder.YZX;\n }\n static get XYZ() {\n return RotationOrder.XYZ;\n }\n static get RollPitchYaw() {\n return RotationOrder.ZYX;\n }\n static get DefaultOrder() {\n return RotationOrder.ZYX;\n }\n static get RotationOrders() {\n return RotationOrder;\n }\n static rotationOrder(order) {\n return RotationOrder[order];\n }\n get ELEMENTS() {\n return 4;\n }\n /**\n * @class\n * @param {Number | Number[]} x\n * @param {Number=} [y]\n * @param {Number=} [z]\n * @param {Number=} [order]\n */\n constructor(x = 0, y = 0, z = 0, order = Euler.DefaultOrder) {\n // PERF NOTE: initialize elements as double precision numbers\n super(-0, -0, -0, -0);\n // eslint-disable-next-line prefer-rest-params\n if (arguments.length > 0 && Array.isArray(arguments[0])) {\n // @ts-expect-error\n // eslint-disable-next-line prefer-rest-params\n this.fromVector3(...arguments);\n }\n else {\n this.set(x, y, z, order);\n }\n }\n fromQuaternion(quaternion) {\n const [x, y, z, w] = quaternion;\n const ysqr = y * y;\n const t0 = -2 * (ysqr + z * z) + 1;\n const t1 = +2 * (x * y + w * z);\n let t2 = -2 * (x * z - w * y);\n const t3 = +2 * (y * z + w * x);\n const t4 = -2 * (x * x + ysqr) + 1;\n t2 = t2 > 1 ? 1 : t2;\n t2 = t2 < -1 ? -1 : t2;\n const roll = Math.atan2(t3, t4);\n const pitch = Math.asin(t2);\n const yaw = Math.atan2(t1, t0);\n return this.set(roll, pitch, yaw, Euler.RollPitchYaw);\n }\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\n fromObject(object) {\n throw new Error('not implemented');\n // return this.set(object.x, object.y, object.z, object.order);\n }\n // fromQuaternion(q, order) {\n // this._fromRotationMat[-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0];\n // return this.check();\n // }\n // If copied array does contain fourth element, preserves currently set order\n copy(array) {\n this[0] = array[0];\n this[1] = array[1];\n this[2] = array[2];\n // @ts-expect-error\n this[3] = Number.isFinite(array[3]) || this.order;\n return this.check();\n }\n // Sets the three angles, and optionally sets the rotation order\n // If order is not specified, preserves currently set order\n set(x = 0, y = 0, z = 0, order) {\n this[0] = x;\n this[1] = y;\n this[2] = z;\n this[3] = Number.isFinite(order) ? order : this[3];\n return this.check();\n }\n validate() {\n return (validateOrder(this[3]) &&\n Number.isFinite(this[0]) &&\n Number.isFinite(this[1]) &&\n Number.isFinite(this[2]));\n }\n // Does not copy the orientation element\n toArray(array = [], offset = 0) {\n array[offset] = this[0];\n array[offset + 1] = this[1];\n array[offset + 2] = this[2];\n return array;\n }\n // Copies the orientation element\n toArray4(array = [], offset = 0) {\n array[offset] = this[0];\n array[offset + 1] = this[1];\n array[offset + 2] = this[2];\n array[offset + 3] = this[3];\n return array;\n }\n toVector3(result = [-0, -0, -0]) {\n result[0] = this[0];\n result[1] = this[1];\n result[2] = this[2];\n return result;\n }\n /* eslint-disable no-multi-spaces, brace-style, no-return-assign */\n // x, y, z angle notation (note: only corresponds to axis in XYZ orientation)\n get x() {\n return this[0];\n }\n set x(value) {\n this[0] = checkNumber(value);\n }\n get y() {\n return this[1];\n }\n set y(value) {\n this[1] = checkNumber(value);\n }\n get z() {\n return this[2];\n }\n set z(value) {\n this[2] = checkNumber(value);\n }\n // alpha, beta, gamma angle notation\n get alpha() {\n return this[0];\n }\n set alpha(value) {\n this[0] = checkNumber(value);\n }\n get beta() {\n return this[1];\n }\n set beta(value) {\n this[1] = checkNumber(value);\n }\n get gamma() {\n return this[2];\n }\n set gamma(value) {\n this[2] = checkNumber(value);\n }\n // phi, theta, psi angle notation\n get phi() {\n return this[0];\n }\n set phi(value) {\n this[0] = checkNumber(value);\n }\n get theta() {\n return this[1];\n }\n set theta(value) {\n this[1] = checkNumber(value);\n }\n get psi() {\n return this[2];\n }\n set psi(value) {\n this[2] = checkNumber(value);\n }\n // roll, pitch, yaw angle notation\n get roll() {\n return this[0];\n }\n set roll(value) {\n this[0] = checkNumber(value);\n }\n get pitch() {\n return this[1];\n }\n set pitch(value) {\n this[1] = checkNumber(value);\n }\n get yaw() {\n return this[2];\n }\n set yaw(value) {\n this[2] = checkNumber(value);\n }\n // rotation order, in all three angle notations\n get order() {\n return this[3];\n }\n set order(value) {\n this[3] = checkOrder(value);\n }\n // Constructors\n fromVector3(v, order) {\n return this.set(v[0], v[1], v[2], Number.isFinite(order) ? order : this[3]);\n }\n // TODO - with and without 4th element\n fromArray(array, offset = 0) {\n this[0] = array[0 + offset];\n this[1] = array[1 + offset];\n this[2] = array[2 + offset];\n if (array[3] !== undefined) {\n this[3] = array[3];\n }\n return this.check();\n }\n // Common ZYX rotation order\n fromRollPitchYaw(roll, pitch, yaw) {\n return this.set(roll, pitch, yaw, RotationOrder.ZYX);\n }\n fromRotationMatrix(m, order = Euler.DefaultOrder) {\n this._fromRotationMatrix(m, order);\n return this.check();\n }\n // ACCESSORS\n getRotationMatrix(m) {\n return this._getRotationMatrix(m);\n }\n // TODO - move to Quaternion\n getQuaternion() {\n const q = new Quaternion();\n switch (this[3]) {\n case RotationOrder.XYZ:\n return q.rotateX(this[0]).rotateY(this[1]).rotateZ(this[2]);\n case RotationOrder.YXZ:\n return q.rotateY(this[0]).rotateX(this[1]).rotateZ(this[2]);\n case RotationOrder.ZXY:\n return q.rotateZ(this[0]).rotateX(this[1]).rotateY(this[2]);\n case RotationOrder.ZYX:\n return q.rotateZ(this[0]).rotateY(this[1]).rotateX(this[2]);\n case RotationOrder.YZX:\n return q.rotateY(this[0]).rotateZ(this[1]).rotateX(this[2]);\n case RotationOrder.XZY:\n return q.rotateX(this[0]).rotateZ(this[1]).rotateY(this[2]);\n default:\n throw new Error(ERR_UNKNOWN_ORDER);\n }\n }\n // INTERNAL METHODS\n // Conversion from Euler to rotation matrix and from matrix to Euler\n // Adapted from three.js under MIT license\n // // WARNING: this discards revolution information -bhouston\n // reorder(newOrder) {\n // const q = new Quaternion().setFromEuler(this);\n // return this.setFromQuaternion(q, newOrder);\n /* eslint-disable complexity, max-statements, one-var */\n _fromRotationMatrix(m, order = Euler.DefaultOrder) {\n // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)\n const m11 = m[0], m12 = m[4], m13 = m[8];\n const m21 = m[1], m22 = m[5], m23 = m[9];\n const m31 = m[2], m32 = m[6], m33 = m[10];\n order = order || this[3];\n switch (order) {\n case Euler.XYZ:\n this[1] = Math.asin(clamp(m13, -1, 1));\n if (Math.abs(m13) < ALMOST_ONE) {\n this[0] = Math.atan2(-m23, m33);\n this[2] = Math.atan2(-m12, m11);\n }\n else {\n this[0] = Math.atan2(m32, m22);\n this[2] = 0;\n }\n break;\n case Euler.YXZ:\n this[0] = Math.asin(-clamp(m23, -1, 1));\n if (Math.abs(m23) < ALMOST_ONE) {\n this[1] = Math.atan2(m13, m33);\n this[2] = Math.atan2(m21, m22);\n }\n else {\n this[1] = Math.atan2(-m31, m11);\n this[2] = 0;\n }\n break;\n case Euler.ZXY:\n this[0] = Math.asin(clamp(m32, -1, 1));\n if (Math.abs(m32) < ALMOST_ONE) {\n this[1] = Math.atan2(-m31, m33);\n this[2] = Math.atan2(-m12, m22);\n }\n else {\n this[1] = 0;\n this[2] = Math.atan2(m21, m11);\n }\n break;\n case Euler.ZYX:\n this[1] = Math.asin(-clamp(m31, -1, 1));\n if (Math.abs(m31) < ALMOST_ONE) {\n this[0] = Math.atan2(m32, m33);\n this[2] = Math.atan2(m21, m11);\n }\n else {\n this[0] = 0;\n this[2] = Math.atan2(-m12, m22);\n }\n break;\n case Euler.YZX:\n this[2] = Math.asin(clamp(m21, -1, 1));\n if (Math.abs(m21) < ALMOST_ONE) {\n this[0] = Math.atan2(-m23, m22);\n this[1] = Math.atan2(-m31, m11);\n }\n else {\n this[0] = 0;\n this[1] = Math.atan2(m13, m33);\n }\n break;\n case Euler.XZY:\n this[2] = Math.asin(-clamp(m12, -1, 1));\n if (Math.abs(m12) < ALMOST_ONE) {\n this[0] = Math.atan2(m32, m22);\n this[1] = Math.atan2(m13, m11);\n }\n else {\n this[0] = Math.atan2(-m23, m33);\n this[1] = 0;\n }\n break;\n default:\n throw new Error(ERR_UNKNOWN_ORDER);\n }\n this[3] = order;\n return this;\n }\n _getRotationMatrix(result) {\n const te = result || [-0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0, -0];\n const x = this.x, y = this.y, z = this.z;\n const a = Math.cos(x);\n const c = Math.cos(y);\n const e = Math.cos(z);\n const b = Math.sin(x);\n const d = Math.sin(y);\n const f = Math.sin(z);\n switch (this[3]) {\n case Euler.XYZ: {\n const ae = a * e, af = a * f, be = b * e, bf = b * f;\n te[0] = c * e;\n te[4] = -c * f;\n te[8] = d;\n te[1] = af + be * d;\n te[5] = ae - bf * d;\n te[9] = -b * c;\n te[2] = bf - ae * d;\n te[6] = be + af * d;\n te[10] = a * c;\n break;\n }\n case Euler.YXZ: {\n const ce = c * e, cf = c * f, de = d * e, df = d * f;\n te[0] = ce + df * b;\n te[4] = de * b - cf;\n te[8] = a * d;\n te[1] = a * f;\n te[5] = a * e;\n te[9] = -b;\n te[2] = cf * b - de;\n te[6] = df + ce * b;\n te[10] = a * c;\n break;\n }\n case Euler.ZXY: {\n const ce = c * e, cf = c * f, de = d * e, df = d * f;\n te[0] = ce - df * b;\n te[4] = -a * f;\n te[8] = de + cf * b;\n te[1] = cf + de * b;\n te[5] = a * e;\n te[9] = df - ce * b;\n te[2] = -a * d;\n te[6] = b;\n te[10] = a * c;\n break;\n }\n case Euler.ZYX: {\n const ae = a * e, af = a * f, be = b * e, bf = b * f;\n te[0] = c * e;\n te[4] = be * d - af;\n te[8] = ae * d + bf;\n te[1] = c * f;\n te[5] = bf * d + ae;\n te[9] = af * d - be;\n te[2] = -d;\n te[6] = b * c;\n te[10] = a * c;\n break;\n }\n case Euler.YZX: {\n const ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n te[0] = c * e;\n te[4] = bd - ac * f;\n te[8] = bc * f + ad;\n te[1] = f;\n te[5] = a * e;\n te[9] = -b * e;\n te[2] = -d * e;\n te[6] = ad * f + bc;\n te[10] = ac - bd * f;\n break;\n }\n case Euler.XZY: {\n const ac = a * c, ad = a * d, bc = b * c, bd = b * d;\n te[0] = c * e;\n te[4] = -f;\n te[8] = d * e;\n te[1] = ac * f + bd;\n te[5] = a * e;\n te[9] = ad * f - bc;\n te[2] = bc * f - ad;\n te[6] = b * e;\n te[10] = bd * f + ac;\n break;\n }\n default:\n throw new Error(ERR_UNKNOWN_ORDER);\n }\n // last column\n te[3] = 0;\n te[7] = 0;\n te[11] = 0;\n // bottom row\n te[12] = 0;\n te[13] = 0;\n te[14] = 0;\n te[15] = 1;\n return te;\n }\n toQuaternion() {\n // Abbreviations for the various angular functions\n const cy = Math.cos(this.yaw * 0.5);\n const sy = Math.sin(this.yaw * 0.5);\n const cr = Math.cos(this.roll * 0.5);\n const sr = Math.sin(this.roll * 0.5);\n const cp = Math.cos(this.pitch * 0.5);\n const sp = Math.sin(this.pitch * 0.5);\n const w = cy * cr * cp + sy * sr * sp;\n const x = cy * sr * cp - sy * cr * sp;\n const y = cy * cr * sp + sy * sr * cp;\n const z = sy * cr * cp - cy * sr * sp;\n return new Quaternion(x, y, z, w);\n }\n}\n// HELPER FUNCTIONS\nfunction validateOrder(value) {\n return value >= 0 && value < 6;\n}\nfunction checkOrder(value) {\n if (value < 0 && value >= 6) {\n throw new Error(ERR_UNKNOWN_ORDER);\n }\n return value;\n}\n//# sourceMappingURL=euler.js.map","/**\n * 变换模块,提供变换相关的类和功能\n * 用于表示对象的位置、旋转和缩放信息\n */\nimport { Euler, Vector3 } from '@math.gl/core'\n\nexport type RPCTransform = {\n Location?: {\n X: number\n Y: number\n Z: number\n }\n Rotation?: {\n Pitch: number\n Yaw: number\n Roll: number\n }\n Scale?: {\n X: number\n Y: number\n Z: number\n }\n}\n\n/**\n * 变换基类,用于表示对象的位置、旋转和缩放\n */\nexport class OTransform {\n /** 位置向量 */\n position: Vector3\n /** 旋转欧拉角 */\n rotation: Euler\n /** 缩放向量 */\n scale: Vector3\n\n /**\n * 构造函数\n * @param position 位置向量\n * @param rotation 旋转欧拉角\n * @param scale 缩放向量\n */\n constructor(position: Vector3, rotation: Euler, scale: Vector3) {\n this.position = position\n this.rotation = rotation\n this.scale = scale\n }\n\n /**\n * 创建默认的变换对象\n * @param params 可选参数对象\n * @param params.position 位置向量,默认值为新的Vector3实例\n * @param params.rotation 旋转欧拉角,默认值为新的Euler实例\n * @param params.scale 缩放向量,默认值为Vector3(1, 1, 1)\n * @returns 默认的变换对象\n */\n static default(params?: {\n position?: Vector3\n rotation?: Euler\n scale?: Vector3\n }): OTransform {\n return new OTransform(\n params?.position || new Vector3(),\n params?.rotation || new Euler(),\n params?.scale || new Vector3(1, 1, 1)\n )\n }\n}\n\n/**\n * 变换类,继承自OTransform,用于表示带有标识符的变换对象\n */\nexport class Transform extends OTransform {\n /**\n * 构造函数\n \n * @param position 位置向量\n * @param rotation 旋转欧拉角\n * @param scale 缩放向量\n */\n constructor(position: Vector3, rotation: Euler, scale: Vector3) {\n super(position, rotation, scale)\n }\n\n toRPCJSON() {\n return {\n Location: {\n X: this.position.x,\n Y: this.position.y,\n Z: this.position.z\n },\n Rotation: {\n Pitch: this.rotation.pitch,\n Yaw: this.rotation.yaw,\n Roll: this.rotation.roll\n },\n Scale: {\n X: this.scale.x,\n Y: this.scale.y,\n Z: this.scale.z\n }\n }\n }\n\n /**\n * 创建默认的变换对象\n * @param handle 变换对象的唯一标识符\n * @returns 默认的变换对象\n */\n static default(): Transform {\n return new Transform(new Vector3(), new Euler(), new Vector3(1, 1, 1))\n }\n\n static fromRPCObject(obj: RPCTransform) {\n return new Transform(\n obj.Location\n ? new Vector3(obj.Location.X, obj.Location.Y, obj.Location.Z)\n : new Vector3(),\n obj.Rotation\n ? new Euler(obj.Rotation.Pitch, obj.Rotation.Yaw, obj.Rotation.Roll)\n : new Euler(),\n obj.Scale\n ? new Vector3(obj.Scale.X, obj.Scale.Y, obj.Scale.Z)\n : new Vector3(1, 1, 1)\n )\n }\n}\n","/**\n * 节点基类模块,提供节点树的基础实现\n * 用于表示场景中的对象,支持父子关系、变换和数据存储\n */\nimport { Vector3, Euler } from '@math.gl/core'\n\nimport UERPC from '../../core/ue-rpc'\nimport { OTransform } from '../transform'\n\n/**\n * 节点基类,用于表示场景中的对象\n * 支持父子关系、变换、数据存储和节点查找\n * @template T 节点数据类型\n */\nexport default class Node<T = any> {\n /** 父节点 */\n parent: Node | undefined\n /** 根节点 */\n root: Node | undefined\n /** 节点唯一标识符 */\n private _key: string | undefined\n /** 节点变换信息 */\n protected _transform: OTransform | undefined\n /** 是否为根节点 */\n isRoot: boolean\n /** 节点附加数据 */\n data?: T\n\n /** 子节点列表 */\n protected _children: Node[]\n\n /**\n * 构造函数\n * @param key 节点唯一标识符\n * @param data 节点附加数据\n * @param transform 节点变换信息\n */\n constructor(key?: string, data?: T, transform?: OTransform) {\n this._children = []\n this._key = key\n this.isRoot = true\n this.data = data\n if (transform) {\n this._transform = new OTransform(\n new Vector3(),\n new Euler(),\n new Vector3(1, 1, 1)\n )\n } else {\n this._transform = OTransform.default()\n }\n }\n\n /**\n * 获取节点唯一标识符\n */\n get key() {\n return this._key\n }\n\n /**\n * 获取节点变换信息\n */\n get transform() {\n return this._transform\n }\n\n /**\n * 获取子节点列表\n */\n get children() {\n return this._children\n }\n\n /**\n * 添加子节点\n * @param child 要添加的子节点\n */\n add(child: Node) {\n // this.children.push(child)\n child.parent = this\n this._children.push(child)\n child.isRoot = false\n }\n\n /**\n * 脱离父节点\n */\n detach() {\n if (this.parent) {\n this.parent.removeChild(this)\n }\n this.isRoot = true\n }\n\n remove() {\n if (this.parent) {\n this.detach()\n } \n }\n\n /**\n * 移除子节点\n * @param child 要移除的子节点\n */\n removeChild(child: Node) {\n child.parent = undefined\n let index = this._children.findIndex((c) => c !== child)\n if (index > -1) {\n this._children.splice(index, 1)\n }\n }\n\n /**\n * 根据key查找子节点\n * @param key 要查找的节点key\n * @returns 找到的节点或undefined\n */\n findChild(key: string): Node | undefined {\n if (this.key === key) {\n return this\n }\n for (let i = 0; i < this._children.length; i++) {\n let child = this._children[i]\n let found = child.findChild(key)\n if (found) {\n return found\n }\n }\n }\n}\n","/**\n * 代理模块,提供深度代理和变动收集功能\n * 用于跟踪对象的属性变化并在事件循环结束后统一处理\n */\n\n/**\n * 变动接口,用于描述对象的属性变动\n */\nexport interface Change {\n /** 变动目标对象 */\n target: object\n /** 变动的属性名或符号 */\n prop: string | symbol\n /** 变动后的值 */\n value: any\n /** 变动类型 */\n type: 'set' | 'delete'\n}\n\n// 定义自定义处理器接口\nexport interface DeepProxyHandler {\n /**\n * 拦截属性读取\n */\n get?: <T extends object>(\n target: T,\n prop: string | symbol,\n receiver: any\n ) => void\n /**\n * 拦截属性赋值\n */\n set?: <T extends object>(\n target: T,\n prop: string | symbol,\n value: any,\n receiver: any\n ) => boolean\n /**\n * 拦截属性删除\n */\n deleteProperty?: <T extends object>(\n target: T,\n prop: string | symbol\n ) => boolean\n /**\n * 拦截 in 操作符\n */\n has?: <T extends object>(target: T, prop: string | symbol) => boolean\n /**\n * 拦截 Object.getOwnPropertyNames 等方法\n */\n ownKeys?: <T extends object>(target: T) => (string | symbol)[]\n}\n\n/**\n * 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\n */\nexport class Collector {\n /**\n * 收集到的变动列表\n */\n private changes: Change[] = []\n /**\n * 标志位,用于确保只有一个 setTimeout 在运行\n */\n private isTimeoutSet: boolean = false\n /**\n * 变动回调函数\n */\n private callback: (changes: Change[]) => void\n\n /**\n * 创建收集器实例\n * @param callback 变动回调函数,在事件循环结束后调用\n */\n constructor(callback: (changes: Change[]) => void) {\n this.callback = callback\n }\n\n /**\n * 添加变动\n * @param change 变动对象\n */\n addChange(change: Change): void {\n this.changes.push(change)\n this.scheduleCallback()\n }\n\n /**\n * 调度回调函数,确保在事件循环结束后执行\n */\n private scheduleCallback(): void {\n if (!this.isTimeoutSet) {\n this.isTimeoutSet = true\n // setTimeout(() => {\n Promise.resolve().then(() => this.triggerCallback())\n // }, 0);\n }\n }\n\n /**\n * 触发回调函数\n */\n private triggerCallback(): void {\n if (this.changes.length > 0) {\n this.callback([...this.changes]) // 传递变动的副本\n this.changes = [] // 清空变动列表\n }\n this.isTimeoutSet = false\n }\n}\n\n/**\n * 创建深度代理,递归地为对象及其所有子对象创建 Proxy\n * @param target 要代理的目标对象\n * @param handler 自定义处理器\n * @param collector 变动收集器,用于收集对象变动\n * @returns 代理后的对象\n */\nexport function createDeepProxy<T extends object>(\n target: T,\n handler: DeepProxyHandler = {},\n collector?: Collector\n): T {\n // 递归创建 Proxy 的核心函数\n const proxyHandler: ProxyHandler<T> = {\n // 拦截属性读取\n get(target: T, prop: string | symbol, receiver: any): any {\n // 先调用自定义 handler 的 get(如果有)\n if (handler.get) {\n handler.get(target, prop, receiver)\n }\n\n // 获取属性值\n const result = Reflect.get(target, prop, receiver)\n\n // 如果读取的属性是对象/数组且不是 null,递归创建 Proxy\n if (\n result !== null &&\n (typeof result === 'object' || Array.isArray(result))\n ) {\n return createDeepProxy(result as object, handler, collector)\n }\n return result\n },\n\n // 拦截属性赋值\n set(target: T, prop: string | symbol, value: any, receiver: any): boolean {\n // 先调用自定义 handler 的 set(如果有)\n if (handler.set) {\n handler.set(target, prop, value, receiver)\n }\n\n // 赋值时,如果新值是对象/数组,也需要代理\n const newValue =\n value !== null && (typeof value === 'object' || Array.isArray(value))\n ? createDeepProxy(value as object, handler, collector)\n : value\n\n // 如果有收集器,收集变动\n if (collector) {\n collector.addChange({\n target,\n prop,\n value: newValue,\n type: 'set'\n })\n }\n\n return Reflect.set(target, prop, newValue, receiver)\n },\n\n // 拦截属性删除\n deleteProperty(target: T, prop: string | symbol): boolean {\n // 先调用自定义 handler 的 deleteProperty(如果有)\n if (handler.deleteProperty) {\n handler.deleteProperty(target, prop)\n }\n\n // 如果有收集器,收集变动\n if (collector) {\n collector.addChange({\n target,\n prop,\n value: undefined,\n type: 'delete'\n })\n }\n\n return Reflect.deleteProperty(target, prop)\n },\n\n // 可选:拦截其他操作(如 has 等)\n ...handler // 合并自定义 handler 的其他拦截器\n }\n\n // 为目标对象创建 Proxy\n return new Proxy<T>(target, proxyHandler)\n}\n","/**\n * UE RPC 节点模块,提供与 UE 通信的节点实现\n * 用于表示与 Unreal Engine 通信的场景对象\n */\nimport { Euler, Vector3 } from '@math.gl/core'\nimport UERPC from '../../core/ue-rpc'\n\nimport Node from './base'\nimport { Transform } from '../transform'\nimport World from '../world'\nimport { Collector, createDeepProxy } from '../proxy'\n\n/**\n * 资源类型枚举,用于标识不同类型的资源\n */\nexport enum AssetType {\n /** 其他类型资源 */\n Other = 'other',\n /** 地图资源 */\n Map = 'map',\n /** 蓝图资源 */\n Blueprint = 'blueprint',\n /** 静态网格资源 */\n StaticMesh = 'static_mesh',\n /** 骨骼网格资源 */\n SkeletalMesh = 'skeletal_mesh'\n}\n\n/**\n * 节点数据类型,包含资源类型信息\n */\ntype Data = {\n /** 资源类型 */\n assetType: AssetType\n}\n\n/**\n * UE RPC 节点类,继承自 Node,用于与 Unreal Engine 通信\n * 支持变换同步、远程更新和子节点管理\n */\nexport default class UERPCNode extends Node<Data> {\n /** RPC 通信实例 */\n protected _rpc: UERPC\n /** 节点变换信息 */\n protected _transform: Transform | undefined\n /** 所属世界实例 */\n world?: World\n /** 变更收集器,用于跟踪变换属性的变化 */\n protected _collector: Collector\n /** 远程更新标志,用于防止循环更新 */\n protected _remoteUpdateFlag: boolean\n\n tag?: string\n\n /**\n * 构造函数\n * @param rpc RPC 通信实例\n * @param key 节点唯一标识符\n * @param data 节点数据\n * @param transform 节点变换信息\n */\n constructor(\n rpc: UERPC,\n key?: string,\n data?: Data,\n transform?: Transform,\n tag?: string\n ) {\n super(key, data)\n this._rpc = rpc\n if (transform) {\n this._transform = transform\n } else {\n this._transform = Transform.default()\n }\n this._remoteUpdateFlag = false\n this._collector = new Collector(this._triggerRemoteUpdate.bind(this))\n this.tag = tag\n }\n\n /**\n * 获取变换信息的深度代理,用于跟踪属性变化\n */\n get transform() {\n return createDeepProxy(this._transform!, {}, this._collector)\n }\n\n set transform(transform: Transform) {\n this._transform = transform\n this._triggerRemoteUpdate()\n }\n\n /**\n * 添加子节点\n * @param child 要添加的子节点\n * @throws 非根节点添加子节点时抛出错误\n */\n add(child: UERPCNode) {\n // throw new Error(\"UERPCNode can't add child\")\n if (this.isRoot) {\n super.add(child)\n child.world = this.world\n } else {\n throw new Error(\"UERPCNode can't add child , except root node\")\n }\n }\n\n __dangerousRawAdd(child: UERPCNode) {\n super.add(child)\n }\n\n /**\n * 脱离父节点\n */\n async detach() {\n super.detach()\n }\n\n async remove() {\n super.remove()\n await this._rpc.destroyActorByHandle(this.key!)\n }\n /**\n * 移除子节点\n * @param child 要移除的子节点\n */\n async removeChild(child: Node) {\n super.removeChild(child)\n await this._rpc.destroyActorByHandle(this.key!)\n }\n\n protected _triggerRemoteUpdate() {\n if (!this._remoteUpdateFlag) {\n this._remoteUpdateFlag = true\n Promise.resolve().then(() => this._remoteUpdate())\n }\n }\n\n /**\n * 远程更新节点变换到 UE\n * 向 UE 发送变换数据,更新 Actor 的位置、旋转和缩放\n */\n protected _remoteUpdate() {\n this._rpc.setActorTransformByHandle(this.key!, this.transform.toRPCJSON())\n this._remoteUpdateFlag = false\n }\n}\n","import UERPC from 'hj-gis-sdk/core/ue-rpc'\n\nexport default class Tool {\n protected _rpc: UERPC\n constructor(rpc: UERPC) {\n this._rpc = rpc\n }\n excute(params?: any) {\n throw new Error('Method not implemented.')\n }\n}\n","import { PixelStreaming } from '@epicgames-ps/lib-pixelstreamingfrontend-ue5.5'\nimport UERPC from './../../core/ue-rpc'\nimport Tool from './base'\n\nconst maxView4K = (width: number, height: number) => {\n const maxWidth = 3840\n const maxHeight = 2160\n\n // 如果宽或高任一超过4K限制\n if (width > maxWidth || height > maxHeight) {\n const ratio = Math.min(maxWidth / width, maxHeight / height)\n return {\n width: Math.ceil(width * ratio),\n height: Math.ceil(height * ratio)\n }\n }\n\n // 未超过限制,返回原尺寸\n return { width, height }\n}\n\nexport default class MatchView extends Tool {\n constructor(rpc: UERPC) {\n super(rpc)\n }\n excute() {\n this._rpc.emitCommand({\n Command: 'MatchView',\n 'Resolution.Width': maxView4K(window.innerWidth, window.innerHeight)\n .width,\n 'Resolution.Height': maxView4K(window.innerWidth, window.innerHeight)\n .height\n })\n }\n}\n","import UERPC from './../../core/ue-rpc'\n\n/**\n * 天气类型枚举,定义了不同的天气状态\n */\nexport enum WeatherType {\n /** 晴天 */\n SUNNY = 'Sunny',\n /** 雾天 */\n Foggy = 'Foggy',\n /** 雨天 */\n RAIN = 'Rain',\n /** 雪天 */\n SNOW = 'Snow'\n}\n\n/**\n * 天气类,用于管理和控制场景中的天气\n */\nclass Weather {\n private _rpc: UERPC\n\n /**\n * 构造函数\n */\n constructor(rpc: UERPC) {\n this._rpc = rpc\n }\n\n /**\n * 设置天气类型\n * @param type 天气类型\n */\n async setWeather(type: WeatherType | string) {\n return this._rpc.callModule('Enviorment', 'SetWeather', {\n Preset: type\n })\n }\n}\nexport default Weather\n","/**\n * 防抖函数 - 延迟执行函数,直到停止调用一段时间后才执行\n * @param func 要执行的函数\n * @param wait 等待时间(毫秒)\n * @param immediate 是否立即执行\n * @returns 防抖处理后的函数\n */\nexport function debounce<T extends (...args: any[]) => any>(\n func: T,\n wait: number,\n immediate: boolean = false\n): (...args: Parameters<T>) => void {\n let timeout: NodeJS.Timeout | null = null\n\n return function (this: any, ...args: Parameters<T>) {\n const context = this\n\n const later = () => {\n timeout = null\n if (!immediate) func.apply(context, args)\n }\n\n const callNow = immediate && !timeout\n if (timeout) clearTimeout(timeout)\n timeout = setTimeout(later, wait)\n\n if (callNow) func.apply(context, args)\n }\n}\n\n/**\n * 节流函数 - 限制函数在一定时间内只能执行一次\n * @param func 要执行的函数\n * @param limit 时间限制(毫秒)\n * @returns 节流处理后的函数\n */\nexport function throttle<T extends (...args: any[]) => any>(\n func: T,\n limit: number\n): (...args: Parameters<T>) => void {\n let inThrottle: boolean = false\n\n return function (this: any, ...args: Parameters<T>) {\n const context = this\n\n if (!inThrottle) {\n func.apply(context, args)\n inThrottle = true\n setTimeout(() => (inThrottle = false), limit)\n }\n }\n}\n","import Tool from './base'\nimport UERPC from '../../core/ue-rpc'\nimport { throttle } from './../../utils'\n\ntype PickCastResponse = {\n Geo: {\n Height: number\n Latitude: number\n Longitude: number\n }\n HitActor: string\n Screen: {\n X: number\n Y: number\n }\n World: {\n X: number\n Y: number\n Z: number\n }\n}\n\nexport default class PickCast extends Tool {\n constructor(rpc: UERPC) {\n super(rpc)\n }\n\n hover(\n callback: (data: PickCastResponse) => void,\n maxDistance = 1_000_000,\n highlight = false\n ) {\n let stream = this._rpc.getStream()\n let videoElementParent = stream.videoElementParent\n const onMousemove = throttle(async (event: MouseEvent) => {\n // console.log(event)\n const offsetX = event.offsetX\n const offsetY = event.offsetY\n let response = await this._rpc.pickPointByScreen(\n offsetX,\n offsetY,\n maxDistance,\n highlight\n )\n callback && callback(response)\n }, 50)\n videoElementParent.addEventListener('mousemove', onMousemove)\n return function finish() {\n videoElementParent.removeEventListener('mousemove', onMousemove)\n }\n }\n pick(callback: (data: PickCastResponse) => void , maxDistance= 1_000_000 , highlight = true) {\n let videoElementParent = this._rpc.getStream().videoElementParent\n let rpc = this._rpc\n async function onPick(event: MouseEvent) {\n const offsetX = event.offsetX\n const offsetY = event.offsetY\n let response = await rpc.pickPointByScreen(offsetX, offsetY, maxDistance , highlight)\n callback && callback(response)\n }\n\n videoElementParent.addEventListener('click', onPick)\n return function finish() {\n videoElementParent.removeEventListener('click', onPick)\n }\n }\n}\n","import Tool from './base'\nimport UERPC from '../../core/ue-rpc'\nimport { Vector3 } from '@math.gl/core'\nimport World from '../world'\nimport UERPCNode, { AssetType } from '../node/ue-node'\nimport { RPCTransform, Transform } from '../transform'\n\n/**\n * 热力图点数据类型\n */\ntype HeatMapPoint = {\n /** 点的 X 坐标 */\n x: number\n /** 点的 Y 坐标 */\n y: number\n /** 点的权重值 */\n count: number\n}\n\ntype HeatMapParams = {\n /** 灰度图地址(提供则按图生成,不提供则按点集生成) */\n url?: string\n transform: Transform\n /** 标记字符串(用于后续定位或分组) */\n tag?: string\n /** 每格网格尺寸({ X, Y },或分别提供 MeshSizeX/MeshSizeY) */\n meshSize?: { X: number; Y: number } | { MeshSizeX: number; MeshSizeY: number }\n /** 网格分段数({ X, Y },或分别提供 MeshSegX/MeshSegY) */\n meshSegment?:\n | { X: number; Y: number }\n | { MeshSegX: number; MeshSegY: number }\n /** 整体抬升高度(UU) */\n heatmapAltitude?: number\n /** 热值插值缩放(影响平滑度) */\n lerpScale?: number\n /** 高度映射比例(影响高度表现) */\n heightScale?: number\n /** 不透明度(0–1) */\n opacity?: number\n /** 零值处的不透明度(0–1) */\n zeroValueOpacity?: number\n /** 影响半径/范围(整数) */\n influenceSize?: number\n /** 自发光强度(影响亮度/可视效果) */\n emissiveStrength?: number\n /** 点集模式下的点数组(每项 { x, y, count }) */\n heatMapPoints?: HeatMapPoint[]\n}\n\n/**\n * 热力图工具类,用于创建热力图\n */\nexport default class HeatMap extends Tool {\n private _world: World\n constructor(rpc: UERPC, world: World) {\n super(rpc)\n this._world = world\n }\n async create(params: HeatMapParams) {\n let _transform = params.transform || Transform.default()\n let response = await this._rpc.callModule('HeatMap', 'Create', {\n url: params.url,\n X: _transform.position.x,\n Y: _transform.position.y,\n Z: _transform.position.z,\n ScaleX: _transform.scale.x,\n ScaleY: _transform.scale.y,\n ScaleZ: _transform.scale.z,\n Pitch: _transform.rotation.pitch,\n Yaw: _transform.rotation.yaw,\n Roll: _transform.rotation.roll,\n Tag: params.tag,\n MeshSize: params.meshSize,\n MeshSegment: params.meshSegment,\n LerpScale: params.lerpScale,\n Opacity: params.opacity,\n HeightScale: params.heightScale,\n ZeroValueOpacity: params.zeroValueOpacity,\n InfluenceSize: params.influenceSize,\n EmissiveStrength: params.emissiveStrength,\n HeatMapPoints: params.heatMapPoints\n })\n let _node = new UERPCNode(\n this._rpc,\n response.Handle,\n {\n assetType: AssetType.Other\n },\n _transform,\n params.tag\n )\n this._world.root.__dangerousRawAdd(_node)\n return _node\n }\n}\n","import Tool from './base'\nimport UERPC from './../../core/ue-rpc'\nimport { RPCTransform, Transform } from '../transform'\nimport { Collector, createDeepProxy } from '../proxy'\n\ninterface PointParam {\n id?: string\n location: RPCTransform['Location']\n rotation?: RPCTransform['Rotation']\n scale?: RPCTransform['Scale']\n tag?: string\n textContent?: string\n}\n\ntype ScatterParams = {\n pointParams: PointParam[]\n widgetSpace?: 'Screen' | 'World'\n}\n\nexport default class Scatter extends Tool {\n constructor(rpc: UERPC) {\n super(rpc)\n }\n\n async create(params: ScatterParams): Promise<ScatterGroupHandler> {\n let response = await this._rpc.callModule('Point', 'Create', {\n WidgetSpace: params.widgetSpace,\n PointParams: params.pointParams.map((item) => {\n return {\n Id: item.id,\n Location: item.location,\n Rotation: item.rotation,\n Scale: item.scale,\n Tag: item.tag,\n TextContent: item.textContent\n }\n })\n })\n let _params = [] as PointParam[]\n for (let i = 0; i < response.CreatedIDs.length; i++) {\n let id = response.CreatedIDs[i]\n let param = params.pointParams[i]\n _params.push({\n ...param,\n id\n })\n }\n\n return createScatterGroupHandler(this._rpc, _params)\n }\n}\n\nclass ScatterGroupHandler {\n private _rpc: UERPC\n children: PointHandler[] = []\n get pointsMap() {\n return this.children.reduce((acc, cur) => {\n acc[cur.id] = cur\n return acc\n }, {} as any)\n }\n get tagMap() {\n return this.children.reduce((acc, cur) => {\n if (!acc[cur.tag]) {\n acc[cur.tag] = []\n }\n acc[cur.tag].push(cur)\n return acc\n }, {} as any)\n }\n constructor(rpc: UERPC) {\n this._rpc = rpc\n }\n\n getById(id: string): PointHandler {\n return this.pointsMap[id]\n }\n\n async removeById(id: string) {\n let handle = this.getById(id)\n if (handle) {\n this.children = this.children.filter((child) => child.id !== id)\n handle.group = undefined\n await handle.remove()\n }\n }\n\n async removeAll() {\n let childrenIds = this.children.map((child) => child.id)\n this.children = []\n await this._rpc.callModule('Point', 'DeleteByIds', {\n IDs: childrenIds\n })\n }\n async removeByTag(tag: string) {\n let childrenIds = this.tagMap[tag].map((child: PointHandler) => child.id)\n this.children = this.children.filter((child) => child.tag !== tag)\n await this._rpc.callModule('Point', 'DeleteByIds', {\n IDs: childrenIds\n })\n }\n}\n\nclass PointHandler {\n private _id: string\n private _transform: Transform\n private _textContent?: string\n private _collector: Collector\n private _tag: string\n private _remoteUpdateFlag: boolean\n private _rpc: UERPC\n group?: ScatterGroupHandler\n constructor(\n id: string,\n params: {\n rpc: UERPC\n transform?: Transform\n textContent?: string\n tag?: string\n group?: ScatterGroupHandler\n }\n ) {\n this._id = id\n this._rpc = params.rpc\n this._transform = params.transform || Transform.default()\n this._textContent = params.textContent\n this._tag = params.tag || ''\n this._remoteUpdateFlag = false\n this._collector = new Collector(this._triggerRemoteUpdate.bind(this))\n this.group = params.group\n }\n get tag() {\n return this._tag\n }\n get id() {\n return this._id\n }\n\n get transform() {\n return createDeepProxy(this._transform, {}, this._collector)\n }\n\n get textContent(): string | undefined {\n return this._textContent\n }\n\n set textContent(value: string) {\n this._textContent = value\n this._triggerRemoteUpdate()\n }\n\n private _triggerRemoteUpdate() {\n if (!this._remoteUpdateFlag) {\n this._remoteUpdateFlag = true\n this.remoteUpdate()\n }\n }\n\n private remoteUpdate() {\n let transformObj = this.transform.toRPCJSON()\n this._rpc.callModule('Point', 'Update', {\n textContent: this.textContent,\n Location: transformObj.Location,\n Rotation: transformObj.Rotation,\n Scale: transformObj.Scale\n })\n\n this._remoteUpdateFlag = false\n }\n\n async remove() {\n if (this.group) {\n // this.group = undefined\n return this.group.removeById(this.id)\n }\n await this._rpc.callModule('Point', 'DeleteByIds', {\n IDs: [this.id]\n })\n }\n}\n\nfunction createScatterGroupHandler(\n rpc: UERPC,\n params: PointParam[]\n): ScatterGroupHandler {\n let scatterhandler = new ScatterGroupHandler(rpc)\n let phandler = params.map((param) =>\n createPointHandler(\n rpc,\n {\n ...param\n },\n scatterhandler\n )\n )\n\n scatterhandler.children = phandler\n return scatterhandler\n}\n\nfunction createPointHandler(\n rpc: UERPC,\n param: PointParam,\n group?: ScatterGroupHandler\n): PointHandler {\n // return new PointHandlerQuery()\n let handler = new PointHandler(param.id!, {\n rpc,\n transform: Transform.fromRPCObject({}),\n textContent: param.textContent,\n tag: param.tag,\n group: group\n })\n return handler\n}\n","import Tool from './base'\nimport UERPC from '../../core/ue-rpc'\nimport { RPCTransform } from '../transform'\n\n/**\n * 坐标向量接口\n */\ninterface Vector3 {\n X: number\n Y: number\n Z: number\n}\n\n/**\n * 颜色接口\n */\ninterface Color {\n R: number\n G: number\n B: number\n A: number\n}\n\n/**\n * 材质枚举类型\n */\ntype MaterialEnum = 'Material_A' | 'Material_B' | 'Material_C'\n\n/**\n * 围栏创建参数\n */\ninterface FenceCreateParams {\n /** 世界坐标顶点数组(至少3点,按围栏边顺序排列) */\n vectorArray: Vector3[]\n /** 围栏高度(UU),未提供默认 5.0 */\n height?: number\n /** 材质枚举(示例 A/B/C),不同值对应不同材质路径 */\n materialEnum?: MaterialEnum\n /** 围栏颜色(R/G/B/A),范围 0–255;内部按 0–1 归一化后应用 */\n color?: Color\n}\n\n/**\n * 围栏参数类型\n */\ntype FenceParams = FenceCreateParams | {}\n\n/**\n * 围栏工具类,用于创建和删除电子围栏\n */\nexport default class Fence extends Tool {\n constructor(rpc: UERPC) {\n super(rpc)\n }\n\n async create(params: FenceCreateParams): Promise<FenceHandler> {\n let response = this._rpc.callModule('Box', 'Create', {\n VectorArray: params.vectorArray,\n Height: params.height,\n MaterialEnum: params.materialEnum,\n Color: params.color\n })\n const { FenceID } = await response\n let handler = new FenceHandler(this._rpc, FenceID, FenceStatus.Created)\n return handler\n }\n}\n\nenum FenceStatus {\n UnCreated = 'UnCreated',\n /** 围栏已创建 */\n Created = 'Created',\n /** 围栏已删除 */\n Removed = 'Removed'\n}\n\ntype CreateParams = {\n vectorArray: RPCTransform['Location'][] //世界坐标顶点数组(至少3点,按围栏边顺序排列)。\n height?: number //围栏高度(UU),未提供默认 5.0。\n materialEnum: MaterialEnum // 材质枚举(示例 A/B/C),不同值对应不同材质路径\n}\n\nclass FenceHandler {\n private _id: string | undefined\n private _rpc: UERPC\n private _status: FenceStatus | undefined\n get id() {\n return this._id\n }\n constructor(rpc: UERPC, id?: string, status?: FenceStatus) {\n this._id = id\n this._rpc = rpc\n this._status = status || FenceStatus.UnCreated\n }\n\n get status() {\n return this._status\n }\n\n async remove() {\n return this._rpc.callModule('Box', 'Delete', {\n FenceID: this.id\n })\n }\n}\n","import Tool from './base'\nimport UERPC from '../../core/ue-rpc'\nimport { RPCTransform } from '../transform'\n\nexport default class Building extends Tool {\n constructor(rpc: UERPC) {\n super(rpc)\n }\n async expand(id: string, params: ExpandParams) {\n await this._rpc.callModule('Building', 'Expand', {\n BuildingId: id,\n Spacing: params.spacing,\n Duration: params.duration || 2000\n })\n let handler = new BuildingHandler(id, this._rpc)\n return handler\n }\n}\n\ntype ExpandParams = {\n spacing: number // 展开间距(UU),控制各部分分离的距离\n duration: number // 动画时长(秒)\n}\n\ntype ExpandFloorParams = {\n floorIndex: number //楼层索引(从0起),未提供则由 UE 侧默认规则确定\n direction?: RPCTransform['Location'] //展开方向向量(世界坐标系)\n distance: number\n expandHeight?: number //单层向外的高度/间距\n duration: number //单层向外的高度/间距\n}\n\nenum Status {\n Expanded = 'Expanded',\n ExpandFloor = 'ExpandFloor',\n Collapsed = 'Collapsed'\n}\n\nexport class BuildingHandler {\n private _id: string\n private _rpc: UERPC\n private _status: Status\n constructor(id: string, rpc: UERPC, status?: Status) {\n this._id = id\n this._rpc = rpc\n this._status = status || Status.Collapsed\n }\n get status() {\n return this._status\n }\n get id() {\n return this._id\n }\n async expand(params: ExpandParams) {\n await this._rpc.callModule('Building', 'ExpandFloor', {\n BuildingId: this._id,\n Spacing: params.spacing,\n Duration: params.duration || 2\n })\n }\n\n async expandFloor(params: ExpandFloorParams) {\n let _params: any = {\n BuildingId: this._id,\n Distance: params.distance,\n ExpandHeight: params.expandHeight,\n Duration: params.duration || 2\n }\n if (params.direction) {\n _params.Direction = {\n X: params.direction.X,\n Y: params.direction.Y,\n Z: params.direction.Z\n }\n }\n return this._rpc.callModule('Building', 'ExpandFloor', _params)\n }\n async collapse(duration: number = 2) {\n return this._rpc.callModule('Building', 'Collapse', {\n BuildingId: this._id,\n duration: duration || 2\n })\n }\n}\n","import Tool from './base'\nimport UERPC from './../../core/ue-rpc'\n\nexport enum MeasurementType {\n Path = 'Path',\n Height = 'Height',\n Area = 'Area'\n}\n\nexport default class Measurement extends Tool {\n constructor(rpc: UERPC) {\n super(rpc)\n }\n\n draw(type: MeasurementType | string) {\n return this._rpc.callModule('Measurement', 'SetDrawType', {\n Type: type\n })\n }\n clean() {\n return this._rpc.callModule('Measurement', 'SetDrawType', {\n Type: 'Null'\n })\n }\n}\n","import UERPC from 'hj-gis-sdk/core/ue-rpc'\nimport Tool from './base'\n\nexport default class Daytime extends Tool {\n constructor(rpc: UERPC) {\n super(rpc)\n }\n\n setDaytime(hh: string, mm: string) {\n return this._rpc.callModule('Environment', 'SetDaytime', {\n value: `${hh}${mm}`\n })\n }\n}\n","import Tool from './base'\nimport UERPC from './../../core/ue-rpc'\nimport UERPCNode from '../node/ue-node'\n// 虚化\nexport default class Ghost extends Tool {\n constructor(rpc: UERPC) {\n super(rpc)\n }\n async ghost(node: UERPCNode) {\n await this._rpc.callModule('Visual', 'Ghost', {\n Ghost: true,\n handle: node.key\n })\n return new GhostHandle(node, this._rpc)\n }\n}\n\nexport class GhostHandle {\n private _node: UERPCNode\n private _rpc: UERPC\n constructor(node: UERPCNode, rpc: UERPC) {\n this._node = node\n this._rpc = rpc\n }\n async restore() {\n await this._rpc.callModule('Visual', 'Ghost', {\n handle: this._node.key,\n Ghost: false\n })\n }\n}\n","import Tool from './base'\nimport MatchViewTool from './match-view'\nimport WeatherTool from './weather'\nimport PickCastTool from './pick-cast'\nimport HeatMapTool from './heat-map'\nimport ScatterTool from './scatter'\nimport FenceTool from './fence'\nimport BuildingTool from './building'\nimport MeasurementTool from './measurement'\nimport DaytimeTool from './daytime'\nimport GhostTool from './ghost'\n\nexport default {\n Tool,\n MatchViewTool,\n WeatherTool,\n PickCastTool,\n HeatMapTool,\n ScatterTool,\n FenceTool,\n BuildingTool,\n MeasurementTool,\n DaytimeTool,\n GhostTool\n}\n","/**\n * 世界模块,提供世界场景的核心类\n * 用于管理场景中的所有对象、天气和RPC通信\n */\n\nimport UERPCNode, { AssetType } from './node/ue-node'\nimport UERPC from '../core/ue-rpc'\nimport { PixelStreaming } from '@epicgames-ps/lib-pixelstreamingfrontend-ue5.5'\nimport { Transform } from './transform'\nimport Tools from './tools'\n\n/**\n * 世界类,整个场景的根容器\n * 管理场景中的所有对象、天气系统和RPC通信\n */\nclass World {\n /** 场景根节点 */\n root: UERPCNode\n /** RPC通信实例 */\n private _rpc: UERPC\n tools: {\n ghost: InstanceType<typeof Tools.GhostTool>\n weather: InstanceType<typeof Tools.WeatherTool>\n matchView: InstanceType<typeof Tools.MatchViewTool>\n pickCast: InstanceType<typeof Tools.PickCastTool>\n scatter: InstanceType<typeof Tools.ScatterTool>\n heatMap: InstanceType<typeof Tools.HeatMapTool>\n fence: InstanceType<typeof Tools.FenceTool>\n building: InstanceType<typeof Tools.BuildingTool>\n measurement: InstanceType<typeof Tools.MeasurementTool>\n daytime: InstanceType<typeof Tools.DaytimeTool>\n }\n /**\n * 构造函数\n * @param pixelStream PixelStream实例,用于与远程渲染引擎通信\n */\n constructor(pixelStream: PixelStreaming) {\n this._rpc = new UERPC(pixelStream)\n this.root = new UERPCNode(this._rpc)\n this.root.world = this\n this.tools = {\n ghost: new Tools.GhostTool(this._rpc),\n weather: new Tools.WeatherTool(this._rpc),\n matchView: new Tools.MatchViewTool(this._rpc),\n pickCast: new Tools.PickCastTool(this._rpc),\n scatter: new Tools.ScatterTool(this._rpc),\n heatMap: new Tools.HeatMapTool(this._rpc, this),\n fence: new Tools.FenceTool(this._rpc),\n building: new Tools.BuildingTool(this._rpc),\n measurement: new Tools.MeasurementTool(this._rpc),\n daytime: new Tools.DaytimeTool(this._rpc)\n }\n }\n\n /**\n * 获取RPC通信实例\n */\n get rpc() {\n return this._rpc\n }\n\n /**\n * 加载关卡\n * @param params 加载关卡的参数\n * @returns 加载成功后返回关卡节点\n */\n async loadLevelByName(assetPath: string) {\n let response = await this._rpc.loadLevelByName(assetPath)\n // let response = await this._rpc.callModule('Mesh', 'Spawn', {\n // AssetPath: assetPath,\n // Transform: Transform.default().toRPCJSON()\n // })\n let handle = response.Handle || 'map'\n let node = new UERPCNode(this._rpc, handle, { assetType: AssetType.Map })\n node.data = { assetType: AssetType.Map }\n this.root.add(node)\n return node\n }\n\n /**\n * 生成含有骨骼动画的Mesh\n */\n async spawnSkeletalMesh(params: {\n assetPath: string\n transform?: Transform\n tag?: string | undefined\n }) {\n let _transform = params.transform || Transform.default()\n let response = await this._rpc.callModule('Mesh', 'Spawn', {\n Type: 'SkeletalMesh',\n AssetPath: params.assetPath,\n Transform: _transform.toRPCJSON(),\n Tag: params.tag\n })\n let handle = response.Handle\n let node = new UERPCNode(\n this._rpc,\n handle,\n {\n assetType: AssetType.SkeletalMesh\n },\n _transform\n )\n this.root.add(node)\n return node\n }\n\n /**\n * 生成静态网格体演员\n * @param params 生成静态网格体的参数\n * @returns 生成成功后返回演员节点\n */\n async spawnStaticMeshActor(params: {\n assetPath: string\n transform?: Transform\n tag?: string | undefined\n }) {\n let _transform = params.transform || Transform.default()\n let response = await this._rpc.callModule('Mesh', 'Spawn', {\n Type: 'StaticMesh',\n AssetPath: params.assetPath,\n Transform: _transform.toRPCJSON(),\n Tag: params.tag\n })\n let handle = response.Handle\n let node = new UERPCNode(\n this._rpc,\n handle,\n {\n assetType: AssetType.StaticMesh\n },\n _transform\n )\n this.root.add(node)\n return node\n }\n\n /**\n * 生成本地蓝图演员\n * @param params 生成本地蓝图的参数\n * @returns 生成成功后返回演员节点\n */\n async spawnLocalBlueprintActor(params: {\n assetPath: string\n transform?: Transform\n tag?: string | undefined\n }) {\n let _transform = params.transform || Transform.default()\n let response = await this._rpc.callModule('Mesh', 'Spawn', {\n Type: 'Blueprint',\n AssetPath: params.assetPath,\n Transform: _transform.toRPCJSON(),\n Tag: params.tag\n })\n // let response = await this._rpc.spawnLocalBlueprintActor({\n // AssetPath: params.assetPath,\n // Transform: _transform.toRPCJSON(),\n // Tag: params.tag\n // })\n let handle = response.Handle\n let node = new UERPCNode(\n this._rpc,\n handle,\n {\n assetType: AssetType.Blueprint\n },\n _transform\n )\n this.root.add(node)\n return node\n }\n}\nexport default World\n","/**\n * 相机模块,提供相机相关的类和功能\n * 该模块定义了相机基类和透视相机类,用于在3D场景中管理相机的属性和变换\n */\nimport UERPC from '../core/ue-rpc'\nimport UERPCNode from './node/ue-node'\nimport { Collector, createDeepProxy } from './proxy'\nimport { Transform } from './transform'\nimport World from './world'\n\n/**\n * 相机基类,继承自UERPCNode\n * 定义了相机的基本结构,所有具体相机类型的父类\n */\nexport class Camera extends UERPCNode {\n /**\n * 相机基类构造函数\n * @param rpc UERPC实例,用于与远程服务通信\n * @param type 相机类型\n */\n constructor(rpc: UERPC, type: string) {\n super(rpc, type)\n }\n}\n\n/**\n * 透视相机类,用于表示3D场景中的透视相机\n * 实现了透视相机的属性和变换管理\n */\nexport class PerspectiveCamera extends Camera {\n /** 所属世界实例,用于关联相机与场景 */\n world?: World\n // /** 视场角,单位为度,控制相机的视野范围 */\n // _fov: number\n // /** 焦距,单位为毫米,影响相机的缩放效果 */\n // _focalLength: number\n // /** 光圈,影响相机的景深效果 */\n // _aperture: number\n // /** 焦距离,单位为世界单位,定义焦点所在的距离 */\n // _focusDistance: number\n /** 相机变换,包含位置、旋转和缩放信息 */\n _transform: Transform\n /** 变换收集器,用于收集相机变换的变化并触发更新 */\n protected _collector: Collector\n /** 远程更新标志,用于标记相机属性是否需要同步到远程 */\n protected _remoteUpdateFlag: boolean\n\n /**\n * 构造函数\n * @param rpc UERPC实例,用于与远程服务通信\n */\n constructor(rpc: UERPC) {\n super(rpc, 'camera')\n // // 初始化相机默认属性\n // this._fov = 75\n // this._focalLength = 50\n // this._aperture = 35\n // this._focusDistance = 100\n // 创建默认变换\n this._transform = Transform.default()\n // 初始化变换收集器\n this._collector = new Collector(this._triggerRemoteUpdate.bind(this))\n // 初始化远程更新标志\n this._remoteUpdateFlag = false\n }\n\n // /**\n // * 获取焦距值\n // * @returns {number} 焦距值,单位为毫米\n // */\n // get focalLength() {\n // return this._focalLength\n // }\n\n // /**\n // * 设置焦距值\n // * @param focalLength 新的焦距值,单位为毫米\n // */\n // set focalLength(focalLength: number) {\n // this._focalLength = focalLength\n // this._triggerRemoteUpdate()\n // }\n\n // /**\n // * 获取光圈值\n // * @returns {number} 光圈值\n // */\n // get aperture() {\n // return this._aperture\n // }\n\n // /**\n // * 设置光圈值\n // * @param aperture 新的光圈值\n // */\n // set aperture(aperture: number) {\n // this._aperture = aperture\n // this._triggerRemoteUpdate()\n // }\n\n // /**\n // * 获取视场角\n // * @returns {number} 视场角,单位为度\n // */\n // get fov() {\n // return this._fov\n // }\n\n // /**\n // * 设置视场角\n // * @param fov 新的视场角,单位为度\n // */\n // set fov(fov: number) {\n // this._fov = fov\n // this._triggerRemoteUpdate()\n // }\n\n // /**\n // * 获取焦距离\n // * @returns {number} 焦距离,单位为世界单位\n // */\n // get focusDistance() {\n // return this._focusDistance\n // }\n\n // 同步远程相机参数到本地\n async forceSyncRemoteToLocal() {\n let response = await this._rpc.getCameraTransform()\n console.log(response)\n if (response.Transform) {\n let transform = Transform.fromRPCObject(response.Transform)\n this._transform = transform\n }\n }\n\n // /**\n // * 设置焦距离\n // * @param focusDistance 新的焦距离,单位为世界单位\n // */\n // set focusDistance(focusDistance: number) {\n // this._focusDistance = focusDistance\n // this._triggerRemoteUpdate()\n // }\n\n /**\n * 获取相机变换的代理对象\n * 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\n * @returns {Transform} 相机变换的代理对象\n */\n get transform() {\n return createDeepProxy(this._transform, {}, this._collector)\n }\n\n /**\n * 触发远程更新\n * 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\n */\n protected _triggerRemoteUpdate() {\n this._remoteUpdateFlag = true\n this._remoteUpdate()\n }\n\n /**\n * 远程更新处理方法\n * 用于将相机的属性和变换同步到远程服务器\n * TODO: 实现具体的远程同步逻辑\n */\n protected _remoteUpdate() {\n // TODO: 实现相机属性和变换的远程同步逻辑\n this._rpc.setCameraTransform(this._transform.toRPCJSON())\n this._remoteUpdateFlag = true\n }\n}\n","import { Transform } from '../transform'\nimport AnimationAction from './animation-action'\n\nexport type AnimateParam = {\n Handle: string\n Rate?: number\n Loop?: boolean\n}\n\nexport interface AnimateClip {\n _clipCall(): ClipCall\n}\n\nexport interface ClipCall {\n clip: AnimateClip\n _play(action: AnimationAction, params: AnimateParam): void\n _pause(action: AnimationAction, params: AnimateParam): void\n _resume(action: AnimationAction, params: AnimateParam): void\n}\n\nexport class PresetAnimateClip implements AnimateClip {\n animateName: string\n constructor(animateName: string) {\n this.animateName = animateName\n }\n _clipCall(): ClipCall {\n return new PresetAnimateClipCall(this)\n }\n}\n\nclass PresetAnimateClipCall implements ClipCall {\n clip: PresetAnimateClip\n constructor(clip: PresetAnimateClip) {\n this.clip = clip\n }\n\n _play(action: AnimationAction, params: AnimateParam) {\n action.mixer?.rpc.callModule('Animation', 'Play', {\n ...params,\n Animation: this.clip.animateName\n })\n }\n _pause(action: AnimationAction, params: AnimateParam) {\n action.mixer?.rpc.callModule('Animation', 'Pause', {\n handle: params.Handle\n })\n }\n _resume(action: AnimationAction, params: AnimateParam) {\n action.mixer?.rpc.callModule('Animation', 'Resume', {\n handle: params.Handle\n })\n }\n}\n\nexport class KeyFrameAnimateClip implements AnimateClip {\n startTransform?: Transform\n endTransform?: Transform\n constructor(params: {\n startTransform?: Transform\n endTransform?: Transform\n }) {\n this.startTransform = params.startTransform\n this.endTransform = params.endTransform\n }\n _clipCall() {\n return new KeyFrameAnimateClipCall(this)\n }\n}\n\nclass KeyFrameAnimateClipCall implements ClipCall {\n clip: KeyFrameAnimateClip\n constructor(clip: KeyFrameAnimateClip) {\n this.clip = clip\n }\n _play(action: AnimationAction, params: AnimateParam) {\n action.mixer?.rpc.callModule('Animation', 'MoveBetweenTransforms', {\n Handle: action.handle,\n StartTransform: this.clip.startTransform?.toRPCJSON(),\n EndTransform: this.clip.endTransform?.toRPCJSON(),\n Duration: action.duration\n })\n }\n _pause(action: AnimationAction, params: AnimateParam) {\n action.mixer?.rpc.callModule('Animation', 'PauseMoveBetweenTransforms', {\n Handle: action.handle\n })\n }\n _resume(action: AnimationAction, params: AnimateParam) {\n action.mixer?.rpc.callModule('Animation', 'ResumeMoveBetweenTransforms', {\n Handle: action.handle\n })\n }\n}\n","import type { AnimateClip } from './animate-clip'\nimport AnimationMixer from './animation-mixer'\n\nenum Status {\n Playing = 'playing',\n Paused = 'paused',\n Stopped = 'stopped'\n}\n\nenum PlaybackType {\n Loop = 'loop',\n Once = 'once'\n}\n\nexport default class AnimationAction {\n private _status: Status\n private _handle: string\n type: PlaybackType | string\n rate: number\n clip: AnimateClip\n mixer?: AnimationMixer\n private _duration?: number\n playDuration: number\n\n constructor(handle: string, clip: AnimateClip, mixer?: AnimationMixer) {\n this._status = Status.Stopped\n this._handle = handle\n this.type = PlaybackType.Once\n this.rate = 1\n this.clip = clip\n this.playDuration = 0\n this.mixer = mixer\n }\n\n get duration(): number | undefined {\n return this._duration\n }\n\n set duration(duration: number) {\n this._duration = duration\n }\n\n get handle() {\n return this._handle\n }\n\n get status() {\n return this._status\n }\n async play() {\n if (this._status == Status.Paused) {\n let clipCall = this.clip._clipCall()\n return clipCall._resume(this, {\n Handle: this._handle\n })\n }\n let obj = {\n Handle: this._handle,\n Rate: this.rate,\n Loop: this.type == PlaybackType.Loop\n }\n let clipCall = this.clip._clipCall()\n this.playDuration = 0\n this._status = Status.Playing\n\n let result = clipCall._play(this, obj)\n\n return\n }\n pause() {\n let obj = {\n Handle: this._handle,\n Rate: this.rate,\n Loop: this.type == PlaybackType.Loop\n }\n let clipCall = this.clip._clipCall()\n this._status = Status.Paused\n return clipCall._pause(this, obj)\n }\n update(delta: number) {\n if (this.status != Status.Playing) {\n return\n }\n this.playDuration += delta\n if (\n this.type === PlaybackType.Once &&\n this.duration &&\n this.playDuration >= this.duration!\n ) {\n this._status = Status.Stopped\n }\n }\n}\n","// 创建一个 Clock , 计算每次的时间差 , 同时保存开始的时间\nexport class Clock {\n private startTime: number;\n private previousTime: number;\n private elapsedTime: number;\n private isRunning: boolean;\n\n constructor() {\n this.startTime = 0;\n this.previousTime = 0;\n this.elapsedTime = 0;\n this.isRunning = false;\n }\n\n /**\n * 开始计时\n */\n start(): void {\n this.startTime = performance.now();\n this.previousTime = this.startTime;\n this.elapsedTime = 0;\n this.isRunning = true;\n }\n\n /**\n * 停止计时\n */\n stop(): void {\n this.getDelta(); // 更新 elapsedTime\n this.isRunning = false;\n }\n\n /**\n * 获取自上次调用 getDelta() 以来经过的时间(时间差)\n * @returns 时间差(毫秒)\n */\n getDelta(): number {\n let currentTime = performance.now();\n let delta = 0;\n\n if (this.isRunning) {\n delta = currentTime - this.previousTime;\n this.elapsedTime += delta;\n this.previousTime = currentTime;\n }\n\n return delta;\n }\n\n /**\n * 获取自开始计时以来经过的总时间\n * @returns 经过的总时间(毫秒)\n */\n getElapsedTime(): number {\n if (this.isRunning) {\n this.getDelta(); // 更新 elapsedTime\n }\n return this.elapsedTime;\n }\n\n /**\n * 获取开始时间\n * @returns 开始时间(毫秒)\n */\n getStartTime(): number {\n return this.startTime;\n }\n\n /**\n * 检查是否正在运行\n * @returns 是否正在运行\n */\n isRunningState(): boolean {\n return this.isRunning;\n }\n\n /**\n * 重置计时器\n */\n reset(): void {\n this.startTime = performance.now();\n this.previousTime = this.startTime;\n this.elapsedTime = 0;\n }\n}","import UERPCNode from '../node/ue-node'\nimport UERPC from '../../core/ue-rpc'\nimport AnimationAction from './animation-action'\nimport { Clock } from '../clock'\nimport { AnimateClip } from './animate-clip'\nexport default class AnimationMixer {\n private _rpc: UERPC\n private _duration: number\n private _clock?: Clock\n private _actions: AnimationAction[] = []\n constructor(rpc: UERPC) {\n this._rpc = rpc\n this._duration = 0\n this._actions = []\n this.init()\n }\n\n get rpc() {\n return this._rpc\n }\n\n init() {\n this._clock = new Clock()\n this._clock.start()\n setTimeout(() => {\n this._duration += this._clock!.getDelta()\n this.updateAction()\n }, 1000 / 60)\n }\n\n get duration() {\n return this._duration\n }\n\n updateAction() {\n this._actions.forEach((action) => {\n action.update(this._duration)\n })\n }\n\n clipAction(clip: AnimateClip, node: UERPCNode) {\n return new AnimationAction(node.key!, clip, this)\n }\n removeAction(action: AnimationAction) {\n // this._actions = this._actions.filter((item) => item !== action)\n let index = this._actions.findIndex((item) => item === action)\n if (index > -1) {\n this._actions.splice(index, 1)\n }\n }\n}\n","import { UERPC } from './core/ue-rpc'\r\nimport World from './addons/world'\r\nimport { Transform } from './addons/transform'\r\nimport { PerspectiveCamera } from './addons/camera'\r\nimport UERPCNode from './addons/node/ue-node'\r\nimport { Clock } from './addons/clock'\r\nimport { WeatherType } from './addons/tools/weather'\r\nimport { MeasurementType } from './addons/tools/measurement'\r\nimport * as Animation from './addons/animation'\r\nconst Core = {\r\n UERPC\r\n}\r\n\r\nconst Addons = {\r\n World,\r\n Transform,\r\n PerspectiveCamera,\r\n UERPCNode,\r\n WeatherType,\r\n MeasurementType,\r\n Animation: {\r\n ...Animation\r\n }\r\n}\r\n\r\nexport { Core, Addons 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