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cione-comp-lib

Version:

`$ yarn add cione-comp-lib` 或者 `$ npm i cione-comp-lib -S`

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import { GLMAT_ARRAY_TYPE } from "./common.mjs"; var vec2 = {}; vec2.create = function() { var out = new GLMAT_ARRAY_TYPE(2); out[0] = 0; out[1] = 0; return out; }; vec2.clone = function(a) { var out = new GLMAT_ARRAY_TYPE(2); out[0] = a[0]; out[1] = a[1]; return out; }; vec2.fromValues = function(x, y) { var out = new GLMAT_ARRAY_TYPE(2); out[0] = x; out[1] = y; return out; }; vec2.copy = function(out, a) { out[0] = a[0]; out[1] = a[1]; return out; }; vec2.set = function(out, x, y) { out[0] = x; out[1] = y; return out; }; vec2.add = function(out, a, b) { out[0] = a[0] + b[0]; out[1] = a[1] + b[1]; return out; }; vec2.subtract = function(out, a, b) { out[0] = a[0] - b[0]; out[1] = a[1] - b[1]; return out; }; vec2.sub = vec2.subtract; vec2.multiply = function(out, a, b) { out[0] = a[0] * b[0]; out[1] = a[1] * b[1]; return out; }; vec2.mul = vec2.multiply; vec2.divide = function(out, a, b) { out[0] = a[0] / b[0]; out[1] = a[1] / b[1]; return out; }; vec2.div = vec2.divide; vec2.min = function(out, a, b) { out[0] = Math.min(a[0], b[0]); out[1] = Math.min(a[1], b[1]); return out; }; vec2.max = function(out, a, b) { out[0] = Math.max(a[0], b[0]); out[1] = Math.max(a[1], b[1]); return out; }; vec2.scale = function(out, a, b) { out[0] = a[0] * b; out[1] = a[1] * b; return out; }; vec2.scaleAndAdd = function(out, a, b, scale) { out[0] = a[0] + b[0] * scale; out[1] = a[1] + b[1] * scale; return out; }; vec2.distance = function(a, b) { var x = b[0] - a[0], y = b[1] - a[1]; return Math.sqrt(x * x + y * y); }; vec2.dist = vec2.distance; vec2.squaredDistance = function(a, b) { var x = b[0] - a[0], y = b[1] - a[1]; return x * x + y * y; }; vec2.sqrDist = vec2.squaredDistance; vec2.length = function(a) { var x = a[0], y = a[1]; return Math.sqrt(x * x + y * y); }; vec2.len = vec2.length; vec2.squaredLength = function(a) { var x = a[0], y = a[1]; return x * x + y * y; }; vec2.sqrLen = vec2.squaredLength; vec2.negate = function(out, a) { out[0] = -a[0]; out[1] = -a[1]; return out; }; vec2.inverse = function(out, a) { out[0] = 1 / a[0]; out[1] = 1 / a[1]; return out; }; vec2.normalize = function(out, a) { var x = a[0], y = a[1]; var len = x * x + y * y; if (len > 0) { len = 1 / Math.sqrt(len); out[0] = a[0] * len; out[1] = a[1] * len; } return out; }; vec2.dot = function(a, b) { return a[0] * b[0] + a[1] * b[1]; }; vec2.cross = function(out, a, b) { var z = a[0] * b[1] - a[1] * b[0]; out[0] = out[1] = 0; out[2] = z; return out; }; vec2.lerp = function(out, a, b, t) { var ax = a[0], ay = a[1]; out[0] = ax + t * (b[0] - ax); out[1] = ay + t * (b[1] - ay); return out; }; vec2.random = function(out, scale) { scale = scale || 1; var r = GLMAT_RANDOM() * 2 * Math.PI; out[0] = Math.cos(r) * scale; out[1] = Math.sin(r) * scale; return out; }; vec2.transformMat2 = function(out, a, m) { var x = a[0], y = a[1]; out[0] = m[0] * x + m[2] * y; out[1] = m[1] * x + m[3] * y; return out; }; vec2.transformMat2d = function(out, a, m) { var x = a[0], y = a[1]; out[0] = m[0] * x + m[2] * y + m[4]; out[1] = m[1] * x + m[3] * y + m[5]; return out; }; vec2.transformMat3 = function(out, a, m) { var x = a[0], y = a[1]; out[0] = m[0] * x + m[3] * y + m[6]; out[1] = m[1] * x + m[4] * y + m[7]; return out; }; vec2.transformMat4 = function(out, a, m) { var x = a[0], y = a[1]; out[0] = m[0] * x + m[4] * y + m[12]; out[1] = m[1] * x + m[5] * y + m[13]; return out; }; vec2.forEach = function() { var vec = vec2.create(); return function(a, stride, offset, count, fn, arg) { var i, l; if (!stride) { stride = 2; } if (!offset) { offset = 0; } if (count) { l = Math.min(count * stride + offset, a.length); } else { l = a.length; } for (i = offset; i < l; i += stride) { vec[0] = a[i]; vec[1] = a[i + 1]; fn(vec, vec, arg); a[i] = vec[0]; a[i + 1] = vec[1]; } return a; }; }(); var vec2$1 = vec2; export { vec2$1 as default };