NMV 0.8.0 - Big refactor and linting fixes
This commit is contained in:
@@ -1,14 +1,75 @@
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import { TSMVec4 } from '../tsm/vec4';
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import { XMLNode } from 'xmlbuilder';
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import { Quaternion } from "./Quaternion";
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import type { XMLNode } from 'xmlbuilder';
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export class Vector4 extends TSMVec4
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export class Vector4
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{
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static getZero(): Vector4
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public x: number;
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public y: number;
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public z: number;
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public w: number;
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public constructor(buf?: Buffer | number[] | Vector4 | number, pos?: number, double?: boolean | number, w?: number)
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{
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return new Vector4();
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if (typeof buf === 'number' && typeof pos === 'number' && typeof double === 'number' && typeof w === 'number')
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{
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this.x = buf;
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this.y = pos;
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this.z = double;
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this.w = w;
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}
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else if (buf instanceof Vector4)
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{
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this.x = buf.x;
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this.y = buf.y;
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this.z = buf.z;
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this.w = buf.w;
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}
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else
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{
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if (double === undefined)
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{
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double = false;
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}
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if (buf instanceof Buffer)
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{
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if (pos === undefined)
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{
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pos = 0;
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}
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if (double === true)
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{
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this.x = buf.readDoubleLE(pos);
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this.y = buf.readDoubleLE(pos + 8);
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this.z = buf.readDoubleLE(pos + 16);
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this.w = buf.readDoubleLE(pos + 24);
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}
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else
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{
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this.x = buf.readFloatLE(pos);
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this.y = buf.readFloatLE(pos + 4);
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this.z = buf.readFloatLE(pos + 8);
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this.w = buf.readFloatLE(pos + 12);
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}
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}
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else if (buf !== undefined && Array.isArray(buf) && buf.length > 3)
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{
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if (typeof buf[0] !== 'number' || typeof buf[1] !== 'number' || typeof buf[2] !== 'number' || typeof buf[3] !== 'number')
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{
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throw new Error('Array contains non-numbers');
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}
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[this.x, this.y, this.z, this.w] = buf;
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}
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else
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{
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this.x = 0;
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this.y = 0;
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this.z = 0;
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this.w = 0;
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}
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}
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}
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static getXML(doc: XMLNode, v?: Vector4): void
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public static getXML(doc: XMLNode, v?: Vector4): void
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{
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if (v === undefined)
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{
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@@ -20,36 +81,254 @@ export class Vector4 extends TSMVec4
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doc.ele('W', v.w);
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}
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constructor(buf?: Buffer | number[], pos?: number)
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public static getZero(): Vector4
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{
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if (buf !== undefined && pos !== undefined && buf instanceof Buffer)
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return new Vector4();
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}
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public writeToBuffer(buf: Buffer, pos: number, double = false): void
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{
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if (double)
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{
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const x = buf.readFloatLE(pos);
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const y = buf.readFloatLE(pos + 4);
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const z = buf.readFloatLE(pos + 8);
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const w = buf.readFloatLE(pos + 12);
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super([x, y, z, w]);
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}
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else if (buf !== undefined && Array.isArray(buf))
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{
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super(buf);
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buf.writeDoubleLE(this.x, pos);
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buf.writeDoubleLE(this.y, pos + 8);
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buf.writeDoubleLE(this.z, pos + 16);
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buf.writeDoubleLE(this.w, pos + 24);
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}
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else
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{
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super();
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buf.writeFloatLE(this.x, pos);
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buf.writeFloatLE(this.y, pos + 4);
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buf.writeFloatLE(this.z, pos + 8);
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buf.writeFloatLE(this.w, pos + 12);
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}
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}
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writeToBuffer(buf: Buffer, pos: number): void
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public toString(): string
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{
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buf.writeFloatLE(this.x, pos);
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buf.writeFloatLE(this.y, pos + 4);
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buf.writeFloatLE(this.z, pos + 8);
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buf.writeFloatLE(this.w, pos + 12);
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return `<${this.x}, ${this.y}, ${this.z}, ${this.w}>`;
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}
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toString(): string
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public getBuffer(double = false): Buffer
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{
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return '<' + this.x + ', ' + this.y + ', ' + this.z + ', ' + this.w + '>';
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const buf = Buffer.allocUnsafe(double ? 32 : 16);
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this.writeToBuffer(buf, 0, double);
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return buf;
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}
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public compareApprox(vec: Vector4): boolean
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{
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return this.equals(vec, 0.00001);
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}
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public toArray(): number[]
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{
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return [this.x, this.y, this.z, this.w];
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}
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public equals(vec: Vector4, epsilon = Number.EPSILON): boolean
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{
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return (
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Math.abs(this.x - vec.x) < epsilon &&
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Math.abs(this.y - vec.y) < epsilon &&
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Math.abs(this.z - vec.z) < epsilon &&
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Math.abs(this.w - vec.w) < epsilon
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);
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}
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public dot(vec: Vector4): number
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{
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return this.x * vec.x + this.y * vec.y + this.z * vec.z + this.w * vec.w;
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}
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public distance(vec: Vector4): number
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{
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return Math.sqrt(this.squaredDistance(vec));
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}
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public squaredDistance(vec: Vector4): number
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{
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const dx = this.x - vec.x;
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const dy = this.y - vec.y;
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const dz = this.z - vec.z;
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const dw = this.w - vec.w;
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return dx * dx + dy * dy + dz * dz + dw * dw;
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}
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public direction(vec: Vector4): Vector4
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{
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return vec.difference(this).normalize();
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}
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public mix(vec: Vector4, t: number): Vector4
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{
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return new Vector4([
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this.x + t * (vec.x - this.x),
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this.y + t * (vec.y - this.y),
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this.z + t * (vec.z - this.z),
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this.w + t * (vec.w - this.w),
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]);
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}
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public sum(vec: Vector4): Vector4
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{
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return new Vector4([
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this.x + vec.x,
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this.y + vec.y,
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this.z + vec.z,
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this.w + vec.w,
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]);
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}
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public difference(vec: Vector4): Vector4
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{
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return new Vector4([
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this.x - vec.x,
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this.y - vec.y,
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this.z - vec.z,
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this.w - vec.w,
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]);
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}
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public product(vec: Vector4): Vector4
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{
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return new Vector4([
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this.x * vec.x,
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this.y * vec.y,
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this.z * vec.z,
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this.w * vec.w,
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]);
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}
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public quotient(vec: Vector4): Vector4
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{
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return new Vector4([
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this.x / vec.x,
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this.y / vec.y,
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this.z / vec.z,
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this.w / vec.w,
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]);
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}
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public reset(): void
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{
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this.x = 0;
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this.y = 0;
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this.z = 0;
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this.w = 0;
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}
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public copy(): Vector4
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{
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return new Vector4(this);
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}
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public toJSON(): object
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{
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return {
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values: {
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'0': this.x,
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'1': this.y,
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'2': this.z,
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'3': this.w
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}
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}
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}
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public negate(): Vector4
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{
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return new Vector4([
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-this.x,
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-this.y,
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-this.z,
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-this.w,
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]);
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}
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public length(): number
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{
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return Math.sqrt(this.squaredLength());
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}
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public squaredLength(): number
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{
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return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
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}
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public add(vec: Vector4): this
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{
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this.x += vec.x;
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this.y += vec.y;
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this.z += vec.z;
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this.w += vec.w;
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return this;
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}
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public subtract(vec: Vector4): this
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{
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this.x -= vec.x;
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this.y -= vec.y;
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this.z -= vec.z;
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this.w -= vec.w;
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return this;
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}
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public multiply(value: number | Vector4): this
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{
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if (typeof value === 'number')
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{
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this.x *= value;
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this.y *= value;
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this.z *= value;
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this.w *= value;
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}
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else
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{
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this.x *= value.x;
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this.y *= value.y;
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this.z *= value.z;
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this.w *= value.w;
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}
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return this;
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}
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public divide(value: number | Vector4): this
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{
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if (typeof value === 'number')
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{
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this.x /= value;
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this.y /= value;
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this.z /= value;
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this.w /= value;
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}
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else
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{
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this.x /= value.x;
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this.y /= value.y;
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this.z /= value.z;
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this.w /= value.w;
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}
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return this;
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}
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public scale(scalar: number): this
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{
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return this.multiply(scalar);
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}
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public normalize(): this
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{
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const len = this.length();
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if (len > 0)
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{
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this.scale(1 / len);
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}
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return this;
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}
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public toQuaternion(): Quaternion
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{
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return new Quaternion(this.x, this.y, this.z, this.w);
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}
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}
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