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@toreda/strong-types

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Better TypeScript code in fewer lines.

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{"version":3,"sources":["../src/vec3.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AAGH,OAAO,KAAK,EAAC,KAAK,EAAC,MAAM,SAAS,CAAC;AAGnC;;;;;GAKG;AACH,qBAAa,IAAI;IAChB,SAAgB,CAAC,EAAE,KAAK,CAAC;IACzB,SAAgB,CAAC,EAAE,KAAK,CAAC;IACzB,SAAgB,CAAC,EAAE,KAAK,CAAC;gBAEb,CAAC,EAAE,MAAM,GAAG,IAAI,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI,EAAE,CAAC,EAAE,MAAM,GAAG,IAAI;IAMhE;;OAEG;IACI,KAAK,IAAI,IAAI;CAKpB","file":"vec3.d.ts","sourcesContent":["/**\n *\tMIT License\n *\n *\tCopyright (c) 2019 - 2021 Toreda, Inc.\n *\n *\tPermission is hereby granted, free of charge, to any person obtaining a copy\n *\tof this software and associated documentation files (the \"Software\"), to deal\n *\tin the Software without restriction, including without limitation the rights\n *\tto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\n *\tcopies of the Software, and to permit persons to whom the Software is\n *\tfurnished to do so, subject to the following conditions:\n\n * \tThe above copyright notice and this permission notice shall be included in all\n * \tcopies or substantial portions of the Software.\n *\n * \tTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n *\tIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n *\tFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n * \tAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n *\tLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\n *\tOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\n * \tSOFTWARE.\n *\n */\n\nimport {Defaults} from './defaults';\nimport type {Float} from './float';\nimport {floatMake} from './float/make';\n\n/**\n * Map for passing coodinates in 3-dimensional\n * coordinate systems.\n *\n * @category Maths\n */\nexport class Vec3 {\n\tpublic readonly x: Float;\n\tpublic readonly y: Float;\n\tpublic readonly z: Float;\n\n\tconstructor(x: number | null, y: number | null, z: number | null) {\n\t\tthis.x = floatMake(Defaults.Vec.X, x);\n\t\tthis.y = floatMake(Defaults.Vec.Y, y);\n\t\tthis.z = floatMake(Defaults.Vec.Z, z);\n\t}\n\n\t/**\n\t * Reset all coordinate properties to default values.\n\t */\n\tpublic reset(): void {\n\t\tthis.x.reset();\n\t\tthis.y.reset();\n\t\tthis.z.reset();\n\t}\n}\n"]}