"use strict"; function _typeof(obj) { "@babel/helpers - typeof"; if (typeof Symbol === "function" && typeof Symbol.iterator === "symbol") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; } return _typeof(obj); } Object.defineProperty(exports, "__esModule", { value: true }); exports.create = create; exports.clone = clone; exports.copy = copy; exports.identity = identity; exports.fromValues = fromValues; exports.set = set; exports.invert = invert; exports.determinant = determinant; exports.multiply = multiply; exports.rotate = rotate; exports.scale = scale; exports.translate = translate; exports.fromRotation = fromRotation; exports.fromScaling = fromScaling; exports.fromTranslation = fromTranslation; exports.str = str; exports.frob = frob; exports.add = add; exports.subtract = subtract; exports.multiplyScalar = multiplyScalar; exports.multiplyScalarAndAdd = multiplyScalarAndAdd; exports.exactEquals = exactEquals; exports.equals = equals; exports.sub = exports.mul = void 0; var glMatrix = _interopRequireWildcard(require("./common.js")); function _getRequireWildcardCache(nodeInterop) { if (typeof WeakMap !== "function") return null; var cacheBabelInterop = new WeakMap(); var cacheNodeInterop = new WeakMap(); return (_getRequireWildcardCache = function _getRequireWildcardCache(nodeInterop) { return nodeInterop ? cacheNodeInterop : cacheBabelInterop; })(nodeInterop); } function _interopRequireWildcard(obj, nodeInterop) { if (!nodeInterop && obj && obj.__esModule) { return obj; } if (obj === null || _typeof(obj) !== "object" && typeof obj !== "function") { return { "default": obj }; } var cache = _getRequireWildcardCache(nodeInterop); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (key !== "default" && Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; } /** * 2x3 Matrix * @module mat2d * @description * A mat2d contains six elements defined as: *
* [a, b, * c, d, * tx, ty] ** This is a short form for the 3x3 matrix: *
* [a, b, 0, * c, d, 0, * tx, ty, 1] ** The last column is ignored so the array is shorter and operations are faster. */ /** * Creates a new identity mat2d * * @returns {mat2d} a new 2x3 matrix */ function create() { var out = new glMatrix.ARRAY_TYPE(6); if (glMatrix.ARRAY_TYPE != Float32Array) { out[1] = 0; out[2] = 0; out[4] = 0; out[5] = 0; } out[0] = 1; out[3] = 1; return out; } /** * Creates a new mat2d initialized with values from an existing matrix * * @param {ReadonlyMat2d} a matrix to clone * @returns {mat2d} a new 2x3 matrix */ function clone(a) { var out = new glMatrix.ARRAY_TYPE(6); out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; out[4] = a[4]; out[5] = a[5]; return out; } /** * Copy the values from one mat2d to another * * @param {mat2d} out the receiving matrix * @param {ReadonlyMat2d} a the source matrix * @returns {mat2d} out */ function copy(out, a) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; out[4] = a[4]; out[5] = a[5]; return out; } /** * Set a mat2d to the identity matrix * * @param {mat2d} out the receiving matrix * @returns {mat2d} out */ function identity(out) { out[0] = 1; out[1] = 0; out[2] = 0; out[3] = 1; out[4] = 0; out[5] = 0; return out; } /** * Create a new mat2d with the given values * * @param {Number} a Component A (index 0) * @param {Number} b Component B (index 1) * @param {Number} c Component C (index 2) * @param {Number} d Component D (index 3) * @param {Number} tx Component TX (index 4) * @param {Number} ty Component TY (index 5) * @returns {mat2d} A new mat2d */ function fromValues(a, b, c, d, tx, ty) { var out = new glMatrix.ARRAY_TYPE(6); out[0] = a; out[1] = b; out[2] = c; out[3] = d; out[4] = tx; out[5] = ty; return out; } /** * Set the components of a mat2d to the given values * * @param {mat2d} out the receiving matrix * @param {Number} a Component A (index 0) * @param {Number} b Component B (index 1) * @param {Number} c Component C (index 2) * @param {Number} d Component D (index 3) * @param {Number} tx Component TX (index 4) * @param {Number} ty Component TY (index 5) * @returns {mat2d} out */ function set(out, a, b, c, d, tx, ty) { out[0] = a; out[1] = b; out[2] = c; out[3] = d; out[4] = tx; out[5] = ty; return out; } /** * Inverts a mat2d * * @param {mat2d} out the receiving matrix * @param {ReadonlyMat2d} a the source matrix * @returns {mat2d} out */ function invert(out, a) { var aa = a[0], ab = a[1], ac = a[2], ad = a[3]; var atx = a[4], aty = a[5]; var det = aa * ad - ab * ac; if (!det) { return null; } det = 1.0 / det; out[0] = ad * det; out[1] = -ab * det; out[2] = -ac * det; out[3] = aa * det; out[4] = (ac * aty - ad * atx) * det; out[5] = (ab * atx - aa * aty) * det; return out; } /** * Calculates the determinant of a mat2d * * @param {ReadonlyMat2d} a the source matrix * @returns {Number} determinant of a */ function determinant(a) { return a[0] * a[3] - a[1] * a[2]; } /** * Multiplies two mat2d's * * @param {mat2d} out the receiving matrix * @param {ReadonlyMat2d} a the first operand * @param {ReadonlyMat2d} b the second operand * @returns {mat2d} out */ function multiply(out, a, b) { var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5]; var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3], b4 = b[4], b5 = b[5]; out[0] = a0 * b0 + a2 * b1; out[1] = a1 * b0 + a3 * b1; out[2] = a0 * b2 + a2 * b3; out[3] = a1 * b2 + a3 * b3; out[4] = a0 * b4 + a2 * b5 + a4; out[5] = a1 * b4 + a3 * b5 + a5; return out; } /** * Rotates a mat2d by the given angle * * @param {mat2d} out the receiving matrix * @param {ReadonlyMat2d} a the matrix to rotate * @param {Number} rad the angle to rotate the matrix by * @returns {mat2d} out */ function rotate(out, a, rad) { var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5]; var s = Math.sin(rad); var c = Math.cos(rad); out[0] = a0 * c + a2 * s; out[1] = a1 * c + a3 * s; out[2] = a0 * -s + a2 * c; out[3] = a1 * -s + a3 * c; out[4] = a4; out[5] = a5; return out; } /** * Scales the mat2d by the dimensions in the given vec2 * * @param {mat2d} out the receiving matrix * @param {ReadonlyMat2d} a the matrix to translate * @param {ReadonlyVec2} v the vec2 to scale the matrix by * @returns {mat2d} out **/ function scale(out, a, v) { var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5]; var v0 = v[0], v1 = v[1]; out[0] = a0 * v0; out[1] = a1 * v0; out[2] = a2 * v1; out[3] = a3 * v1; out[4] = a4; out[5] = a5; return out; } /** * Translates the mat2d by the dimensions in the given vec2 * * @param {mat2d} out the receiving matrix * @param {ReadonlyMat2d} a the matrix to translate * @param {ReadonlyVec2} v the vec2 to translate the matrix by * @returns {mat2d} out **/ function translate(out, a, v) { var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5]; var v0 = v[0], v1 = v[1]; out[0] = a0; out[1] = a1; out[2] = a2; out[3] = a3; out[4] = a0 * v0 + a2 * v1 + a4; out[5] = a1 * v0 + a3 * v1 + a5; return out; } /** * Creates a matrix from a given angle * This is equivalent to (but much faster than): * * mat2d.identity(dest); * mat2d.rotate(dest, dest, rad); * * @param {mat2d} out mat2d receiving operation result * @param {Number} rad the angle to rotate the matrix by * @returns {mat2d} out */ function fromRotation(out, rad) { var s = Math.sin(rad), c = Math.cos(rad); out[0] = c; out[1] = s; out[2] = -s; out[3] = c; out[4] = 0; out[5] = 0; return out; } /** * Creates a matrix from a vector scaling * This is equivalent to (but much faster than): * * mat2d.identity(dest); * mat2d.scale(dest, dest, vec); * * @param {mat2d} out mat2d receiving operation result * @param {ReadonlyVec2} v Scaling vector * @returns {mat2d} out */ function fromScaling(out, v) { out[0] = v[0]; out[1] = 0; out[2] = 0; out[3] = v[1]; out[4] = 0; out[5] = 0; return out; } /** * Creates a matrix from a vector translation * This is equivalent to (but much faster than): * * mat2d.identity(dest); * mat2d.translate(dest, dest, vec); * * @param {mat2d} out mat2d receiving operation result * @param {ReadonlyVec2} v Translation vector * @returns {mat2d} out */ function fromTranslation(out, v) { out[0] = 1; out[1] = 0; out[2] = 0; out[3] = 1; out[4] = v[0]; out[5] = v[1]; return out; } /** * Returns a string representation of a mat2d * * @param {ReadonlyMat2d} a matrix to represent as a string * @returns {String} string representation of the matrix */ function str(a) { return "mat2d(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ", " + a[4] + ", " + a[5] + ")"; } /** * Returns Frobenius norm of a mat2d * * @param {ReadonlyMat2d} a the matrix to calculate Frobenius norm of * @returns {Number} Frobenius norm */ function frob(a) { return Math.hypot(a[0], a[1], a[2], a[3], a[4], a[5], 1); } /** * Adds two mat2d's * * @param {mat2d} out the receiving matrix * @param {ReadonlyMat2d} a the first operand * @param {ReadonlyMat2d} b the second operand * @returns {mat2d} out */ function add(out, a, b) { out[0] = a[0] + b[0]; out[1] = a[1] + b[1]; out[2] = a[2] + b[2]; out[3] = a[3] + b[3]; out[4] = a[4] + b[4]; out[5] = a[5] + b[5]; return out; } /** * Subtracts matrix b from matrix a * * @param {mat2d} out the receiving matrix * @param {ReadonlyMat2d} a the first operand * @param {ReadonlyMat2d} b the second operand * @returns {mat2d} out */ function subtract(out, a, b) { out[0] = a[0] - b[0]; out[1] = a[1] - b[1]; out[2] = a[2] - b[2]; out[3] = a[3] - b[3]; out[4] = a[4] - b[4]; out[5] = a[5] - b[5]; return out; } /** * Multiply each element of the matrix by a scalar. * * @param {mat2d} out the receiving matrix * @param {ReadonlyMat2d} a the matrix to scale * @param {Number} b amount to scale the matrix's elements by * @returns {mat2d} out */ function multiplyScalar(out, a, b) { out[0] = a[0] * b; out[1] = a[1] * b; out[2] = a[2] * b; out[3] = a[3] * b; out[4] = a[4] * b; out[5] = a[5] * b; return out; } /** * Adds two mat2d's after multiplying each element of the second operand by a scalar value. * * @param {mat2d} out the receiving vector * @param {ReadonlyMat2d} a the first operand * @param {ReadonlyMat2d} b the second operand * @param {Number} scale the amount to scale b's elements by before adding * @returns {mat2d} out */ function multiplyScalarAndAdd(out, a, b, scale) { out[0] = a[0] + b[0] * scale; out[1] = a[1] + b[1] * scale; out[2] = a[2] + b[2] * scale; out[3] = a[3] + b[3] * scale; out[4] = a[4] + b[4] * scale; out[5] = a[5] + b[5] * scale; return out; } /** * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===) * * @param {ReadonlyMat2d} a The first matrix. * @param {ReadonlyMat2d} b The second matrix. * @returns {Boolean} True if the matrices are equal, false otherwise. */ function exactEquals(a, b) { return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5]; } /** * Returns whether or not the matrices have approximately the same elements in the same position. * * @param {ReadonlyMat2d} a The first matrix. * @param {ReadonlyMat2d} b The second matrix. * @returns {Boolean} True if the matrices are equal, false otherwise. */ function equals(a, b) { var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5]; var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3], b4 = b[4], b5 = b[5]; return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)); } /** * Alias for {@link mat2d.multiply} * @function */ var mul = multiply; /** * Alias for {@link mat2d.subtract} * @function */ exports.mul = mul; var sub = subtract; exports.sub = sub;