mirror of
https://github.com/gosticks/DefinitelyTyped.git
synced 2025-10-16 12:05:41 +00:00
384 lines
18 KiB
TypeScript
384 lines
18 KiB
TypeScript
import { Vector,
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Matrix,
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Line,
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Plane,
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LinkedListNode,
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LinkedList,
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CircularLinkedList,
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Vertex,
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Polygon,
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LineSegment,
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PRECISION,
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mht,
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makeLookAt,
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makeOrtho,
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makePerspective,
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makeFrustum } from "sylvester-es6";
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// Vector
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const vector1 = new Vector([1, 2]);
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const vector2 = new Vector(vector1);
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const vectorI = Vector.i;
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const vectorJ = Vector.j;
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const vectorK = Vector.k;
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const vectorZero = Vector.Zero(1);
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const vectorE = vector2.e(1);
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const vectorDimensions = vector2.dimensions();
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const vectorModulus = vector2.modulus();
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const vectorEql1 = vector2.eql(vector1);
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const vectorEql2 = vector2.eql([1, 2]);
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const vectorDup = vector2.dup();
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const vectorMap = vector2.map((x, i) => x * i);
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const vectorEach = vector2.map((x, i) => x + i);
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const vectorToUnitVector = vector2.toUnitVector();
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const vectorAngleFrom = vector2.angleFrom(vector1);
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const vectorIsParallelTo = vector2.isParallelTo(vector1);
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const vectorIsAntiparallelTo = vector2.isAntiparallelTo(vector1);
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const vectorIsPerpendicularTo = vector2.isPerpendicularTo(vector1);
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const vectorAdd1 = vector2.add(vector1);
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const vectorAdd2 = vector2.add([1, 2]);
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const vectorSubtract1 = vector2.subtract(vector1);
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const vectorSubtract2 = vector2.subtract([1, 2]);
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const vectorMultiply = vector2.multiply(2);
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const vectorX = vector2.x(3);
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const vectorDot1 = vector2.dot(vector1);
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const vectorDot2 = vector2.dot(vector2);
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const vectorCross1 = vector2.cross(vector1);
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const vectorCross2 = vector2.cross(vector2);
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const vectorMax = vector2.max();
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const vectorIndexOf = vector2.indexOf(4);
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const vectorToDiagonalMatrix = vector2.toDiagonalMatrix();
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const vectorRound = vector2.round();
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const vectorSnapTo = vector2.snapTo(5);
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const vectorDistanceFrom1 = vector2.distanceFrom(vector1);
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const vectorDistanceFrom2 = vector2.distanceFrom(new Line([1, 0], [0, 1]));
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const vectorDistanceFrom3 = vector2.distanceFrom(new Plane([1, 0], [0, 1]));
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const vectorLiesOn = vector2.liesOn(new Line([1, 0], [0, 1]));
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const vectorLiesIn = vector2.liesIn(new Plane([1, 0], [0, 1]));
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const vectorRotate1 = vector2.rotate(1, vector1);
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const vectorRotate2 = vector2.rotate(1, new Line([1, 0], [0, 1]));
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const vectorRotate3 = vector2.rotate(new Matrix([[1, 0], [0, 1]]), new Line([1, 0], [0, 1]));
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const vectorReflectionIn1 = vector2.reflectionIn(vector1);
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const vectorReflectionIn2 = vector2.reflectionIn(new Line([1, 0], [0, 1]));
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const vectorReflectionIn3 = vector2.reflectionIn(new Plane([1, 0], [0, 1]));
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const vectorTo3D = vector2.to3D();
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const vectorInspect = vector2.inspect();
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const vectorSetElements1 = vector2.setElements(vector1);
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const vectorSetElements2 = vector2.setElements(vector2);
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// Vertex
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const vertex1 = new Vertex([1, 2]);
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const vertex2 = new Vertex(vertex1);
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const vertexI = Vertex.i;
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const vertexJ = Vertex.j;
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const vertexK = Vertex.k;
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const vertexConvert1 = Vertex.convert([[1, 2], [2, 3]]);
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const vertexConvert2 = Vertex.convert([vector1, vector2]);
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const vertexZero = Vertex.Zero(1);
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const vertexE = vertex2.e(1);
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const vertexDimensions = vertex2.dimensions();
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const vertexModulus = vertex2.modulus();
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const vertexEql1 = vertex2.eql(vertex1);
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const vertexEql2 = vertex2.eql([1, 2]);
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const vertexDup = vertex2.dup();
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const vertexMap = vertex2.map((x, i) => x * i);
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const vertexEach = vertex2.map((x, i) => x + i);
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const vertexToUnitvertex = vertex2.toUnitVector();
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const vertexAngleFrom = vertex2.angleFrom(vertex1);
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const vertexIsParallelTo = vertex2.isParallelTo(vertex1);
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const vertexIsAntiparallelTo = vertex2.isAntiparallelTo(vertex1);
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const vertexIsPerpendicularTo = vertex2.isPerpendicularTo(vertex1);
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const vertexAdd1 = vertex2.add(vertex1);
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const vertexAdd2 = vertex2.add([1, 2]);
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const vertexSubtract1 = vertex2.subtract(vertex1);
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const vertexSubtract2 = vertex2.subtract([1, 2]);
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const vertexMultiply = vertex2.multiply(2);
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const vertexX = vertex2.x(3);
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const vertexDot1 = vertex2.dot(vertex1);
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const vertexDot2 = vertex2.dot(vertex2);
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const vertexCross1 = vertex2.cross(vertex1);
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const vertexCross2 = vertex2.cross(vertex2);
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const vertexMax = vertex2.max();
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const vertexIndexOf = vertex2.indexOf(4);
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const vertexToDiagonalMatrix = vertex2.toDiagonalMatrix();
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const vertexRound = vertex2.round();
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const vertexSnapTo = vertex2.snapTo(5);
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const vertexDistanceFrom1 = vertex2.distanceFrom(vertex1);
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const vertexDistanceFrom2 = vertex2.distanceFrom(new Line([1, 0], [0, 1]));
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const vertexDistanceFrom3 = vertex2.distanceFrom(new Plane([1, 0], [0, 1]));
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const vertexLiesOn = vertex2.liesOn(new Line([1, 0], [0, 1]));
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const vertexLiesIn = vertex2.liesIn(new Plane([1, 0], [0, 1]));
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const vertexRotate1 = vertex2.rotate(1, vertex1);
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const vertexRotate2 = vertex2.rotate(1, new Line([1, 0], [0, 1]));
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const vertexReflectionIn1 = vertex2.reflectionIn(vertex1);
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const vertexReflectionIn2 = vertex2.reflectionIn(new Line([1, 0], [0, 1]));
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const vertexReflectionIn3 = vertex2.reflectionIn(new Plane([1, 0], [0, 1]));
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const vertexTo3D = vertex2.to3D();
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const vertexInspect = vertex2.inspect();
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const vertexSetElements1 = vertex2.setElements(vertex1);
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const vertexSetElements2 = vertex2.setElements(vertex2);
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const vertexIsConvex = vertex2.isConvex(new Polygon([[1, 2], [2, 3]], new Plane([1, 2], [1, 2])));
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const vertexIsReflex = vertex2.isReflex(new Polygon([[1, 2], [2, 3]], new Plane([1, 2], [1, 2])));
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const vertexType = vertex2.type(new Polygon([[1, 2], [2, 3]], new Plane([1, 2], [1, 2])));
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// Matrix
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const matrix1 = new Matrix([0, 1]);
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const matrix2 = new Matrix([[1, 0], [0, 1]]);
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const matrix3 = new Matrix(vector1);
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const matrix4 = new Matrix(matrix2);
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const matrixI = Matrix.I(1);
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const matrixDiagonal1 = Matrix.Diagonal([0, 1]);
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const matrixDiagonal2 = Matrix.Diagonal([[1, 0], [0, 1]]);
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const matrixDiagonal3 = Matrix.Diagonal(vector1);
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const matrixDiagonal4 = Matrix.Diagonal(matrix2);
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const matrixRotation1 = Matrix.Rotation(1);
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const matrixRotation2 = Matrix.Rotation(1, vector1);
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const matrixRotationX = Matrix.RotationX(1);
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const matrixRotationY = Matrix.RotationY(1);
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const matrixRotationZ = Matrix.RotationZ(1);
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const matrixRandom = Matrix.Random(1, 2);
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const matrixZero = Matrix.Zero(1, 2);
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const matrixElements = matrix2.elements;
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const matrixE = matrix2.e(1, 2);
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const matrixRow = matrix2.row(1);
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const matrixCol = matrix2.col(2);
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const matrixDimensions = matrix2.dimensions();
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const matrixRows = matrix2.rows();
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const matrixcols = matrix2.cols();
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const matrixEql1 = matrix2.eql([0, 1]);
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const matrixEql2 = matrix2.eql([[1, 0], [0, 1]]);
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const matrixEql3 = matrix2.eql(vector1);
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const matrixEql4 = matrix2.eql(matrix2);
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const matrixDup = matrix2.dup();
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const matrixMap = matrix2.map((x, i, j) => x * i * j);
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const matrixIsSameSizeAs = matrix2.isSameSizeAs(matrix1);
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const matrixAdd1 = matrix2.add(matrix1);
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const matrixAdd2 = matrix2.add(vector1);
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const matrixSubtract = matrix2.subtract(matrix1);
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const matrixCanMultiplyFromLeft = matrix2.canMultiplyFromLeft(matrix1);
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const matrixMultiply1 = matrix2.multiply(1);
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const matrixMultiply2 = matrix2.multiply(matrix1);
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const matrixMultiply = matrix2.multiply(vector1);
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const matrixX1 = matrix2.x(1);
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const matrixX2 = matrix2.x(matrix1);
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const matrixX3 = matrix2.x(vector1);
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const matrixMinor = matrix2.minor(1, 2, 3, 4);
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const matrixTranspose = matrix2.transpose();
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const matrixIsSquare = matrix2.isSquare();
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const matrixMax = matrix2.max();
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const matrixIndexOf = matrix2.indexOf(1);
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const matrixDiagonal = matrix2.diagonal();
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const matrixToRightTriangular = matrix2.toRightTriangular();
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const matrixToUpperTriangular = matrix2.toUpperTriangular();
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const matrixDeterminant = matrix2.determinant();
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const matrixDet = matrix2.det();
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const matrixIsSingular = matrix2.isSingular();
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const matrixTrace = matrix2.trace();
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const matrixTr = matrix2.tr();
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const matrixRank = matrix2.rank();
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const matrixRk = matrix2.rk();
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const matrixAugment1 = matrix2.augment([0, 1]);
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const matrixAugment2 = matrix2.augment([[1, 0], [0, 1]]);
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const matrixAugment3 = matrix2.augment(vector1);
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const matrixAugment4 = matrix2.augment(matrix2);
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const matrixInverse = matrix2.inverse();
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const matrixInv = matrix2.inv();
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const matrixRound = matrix2.round();
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const matrixSnapTo = matrix2.snapTo(1);
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const matrixInspect = matrix2.inspect();
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const matrixSetElements1 = matrix2.setElements([0, 1]);
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const matrixSetElements2 = matrix2.setElements([[1, 0], [0, 1]]);
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const matrixSetElements3 = matrix2.setElements(vector1);
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const matrixSetElements4 = matrix2.setElements(matrix2);
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// Line
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const line1 = new Line([1, 0], [0, 1]);
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const line2 = new Line(vector1, [0, 1]);
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const line3 = new Line([1, 0], vector1);
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const lineX = Line.X;
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const lineY = Line.Y;
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const lineZ = Line.Z;
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const lineAnchor = line1.anchor;
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const lineDirection = line1.direction;
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const lineEql = line2.eql(line1);
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const lineDup = line2.dup();
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const lineTranslate1 = line2.translate(vector1);
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const lineTranslate2 = line2.translate([1, 0]);
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const lineIsParallelTo1 = line2.isParallelTo(line2);
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const lineIsParallelTo2 = line2.isParallelTo(new Plane([1, 0], [0, 1]));
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const lineDistanceFrom1 = line2.distanceFrom(vector1);
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const lineDistanceFrom2 = line2.distanceFrom(line1);
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const lineDistanceFrom3 = line2.distanceFrom(new Plane([1, 0], [0, 1]));
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const lineContains = line2.contains(vector1);
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const lineLiesIn = line2.liesIn(new Plane([1, 0], [0, 1]));
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const lineIntersects1 = line2.intersects(line1);
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const lineIntersects2 = line2.intersects(new Plane([1, 0], [0, 1]));
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const lineIntersectionWith1 = line2.intersectionWith(line1);
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const lineIntersectionWith2 = line2.intersectionWith(new Plane([1, 0], [0, 1]));
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const linePointClosestTo1 = line2.pointClosestTo(vector1);
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const linePointClosestTo2 = line2.pointClosestTo(line1);
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const linePointClosestTo3 = line2.pointClosestTo([1, 0]);
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const lineRotate1 = line2.rotate(1, vector1);
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const lineRotate2 = line2.rotate(1, line1);
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const lineReflectionIn1 = line2.reflectionIn(vector1);
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const lineReflectionIn2 = line2.reflectionIn(line1);
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const lineReflectionIn3 = line2.reflectionIn(new Plane([1, 0], [0, 1]));
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const lineSetVectors1 = line2.setVectors([1, 0], [0, 1]);
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const lineSetVectors2 = line2.setVectors(vector1, [0, 1]);
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const lineSetVectors3 = line2.setVectors([1, 0], vector1);
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// LineSegment
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const lineSegment1 = new LineSegment([1, 0], [0, 1]);
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const lineSegment2 = new LineSegment(vector1, [0, 1]);
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const lineSegment3 = new LineSegment([1, 0], vector1);
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const lineSegmentEql = lineSegment2.eql(lineSegment1);
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const lineSegmentDup = lineSegment2.dup();
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const lineSegmentLength = lineSegment2.length();
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const lineSegmentToVector = lineSegment2.toVector();
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const lineSegmentMidpoint = lineSegment2.midpoint();
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const lineSegmentBisectingPlane = lineSegment2.bisectingPlane();
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const lineSegmentTranslate1 = lineSegment2.translate(vector1);
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const lineSegmentTranslate2 = lineSegment2.translate([1, 0]);
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const lineSegmentIsParallelTo1 = lineSegment2.isParallelTo(line2);
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const lineSegmentIsParallelTo2 = lineSegment2.isParallelTo(new Plane([1, 0], [0, 1]));
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const lineSegmentDistanceFrom1 = lineSegment2.distanceFrom(vector1);
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const lineSegmentDistanceFrom2 = lineSegment2.distanceFrom(line1);
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const lineSegmentDistanceFrom3 = lineSegment2.distanceFrom(new Plane([1, 0], [0, 1]));
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const lineSegmentContains1 = lineSegment2.contains(vector1);
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const lineSegmentContains2 = lineSegment2.contains(line1);
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const lineSegmentContains3 = lineSegment2.contains(new Plane([1, 0], [0, 1]));
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const lineSegmentIntersects1 = lineSegment2.intersects(line1);
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const lineSegmentIntersects2 = lineSegment2.intersects(new Plane([1, 0], [0, 1]));
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const lineSegmentIntersectionWith1 = lineSegment2.intersectionWith(line1);
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const lineSegmentIntersectionWith2 = lineSegment2.intersectionWith(new Plane([1, 0], [0, 1]));
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const lineSegmentPointClosestTo1 = lineSegment2.pointClosestTo(vector1);
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const lineSegmentPointClosestTo2 = lineSegment2.pointClosestTo(line1);
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const lineSegmentPointClosestTo3 = lineSegment2.pointClosestTo([1, 0]);
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const lineSegmentSetPoints1 = lineSegment2.setPoints([1, 2], [2, 1]);
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const lineSegmentSetPoints2 = lineSegment2.setPoints(vector1, [2, 1]);
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const lineSegmentSetPoints3 = lineSegment2.setPoints([1, 2], vector2);
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// Plane
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const plane1 = new Plane([1, 0], [0, 1]);
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const plane2 = new Plane(vector1, [0, 1]);
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const plane3 = new Plane([1, 0], vector1);
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const plane4 = new Plane([1, 0], vector1, [0, 1]);
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const plane5 = new Plane([1, 0], vector1, vector2);
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const planeXY = Plane.XY;
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const planeYZ = Plane.YZ;
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const planeZX = Plane.ZX;
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const planeYX = Plane.YX;
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const planeFromPoints1 = Plane.fromPoints([[1, 2], [2, 3]]);
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const planeFromPoints2 = Plane.fromPoints([vector1, vector2]);
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const planeAnchor = plane1.anchor;
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const planeNormal = plane1.normal;
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const planeEql = plane2.eql(plane1);
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const planeDup = plane2.dup();
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const planeTranslate1 = plane2.translate(vector1);
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const planeTranslate2 = plane2.translate([1, 0]);
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const planeIsParallelTo1 = plane2.isParallelTo(line1);
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const planeIsParallelTo2 = plane2.isParallelTo(plane1);
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const planeIsPerpendicularTo = plane2.isPerpendicularTo(plane1);
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const planeDistanceFrom1 = plane2.distanceFrom(vector1);
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const planeDistanceFrom2 = plane2.distanceFrom(line1);
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const planeDistanceFrom3 = plane2.distanceFrom(plane1);
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const planeContains1 = plane2.contains(vector1);
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const planeContains2 = plane2.contains(line1);
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const planeIntersects1 = plane2.intersects(plane1);
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const planeIntersects2 = plane2.intersects(line1);
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const planeIntersectionWith1 = plane2.intersectionWith(line1);
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const planeIntersectionWith2 = plane2.intersectionWith(plane1);
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const planepointClosestTo1 = plane2.pointClosestTo(vector1);
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const planepointClosestTo2 = plane2.pointClosestTo([1, 0]);
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const planeRotate = plane2.rotate(1, line1);
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const planeReflectionIn1 = plane2.reflectionIn(vector1);
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const planeReflectionIn2 = plane2.reflectionIn(line1);
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const planeReflectionIn3 = plane2.reflectionIn(plane1);
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const planeSetVectors1 = plane2.setVectors([1, 0], [0, 1]);
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const planeSetVectors2 = plane2.setVectors(vector1, [0, 1]);
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const planeSetVectors3 = plane2.setVectors([1, 0], vector1);
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const planeSetVectors4 = plane2.setVectors([1, 0], vector1, [0, 1]);
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const planeSetVectors5 = plane2.setVectors([1, 0], vector1, vector2);
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// LinkedListNode
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const linkedListNode1 = new LinkedListNode(1);
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const prev = linkedListNode1.prev;
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const next = linkedListNode1.next;
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const data = linkedListNode1.data;
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// LinkedList
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const linkedList1 = new LinkedList();
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const linkedListNode2 = LinkedList.Node(2);
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const linkedListCircular2 = LinkedList.Circular(2);
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const linkedListLength = linkedList1.length;
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const linkedListFirst = linkedList1.first;
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const linkedListLast = linkedList1.last;
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linkedList1.forEach((node, i) => node.data + i, linkedList1);
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linkedList1.each((node, i) => node.data + i, linkedList1);
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const linkedListAt = linkedList1.at(1);
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const linkedListRandomNode = linkedList1.randomNode();
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const linkedListToArray = linkedList1.toArray();
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// CircularLinkedList
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const circularLinkedList1 = new CircularLinkedList();
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const circularLinkedList2 = CircularLinkedList.fromArray([1, 2, 3], false);
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const circularLinkedListNode2 = CircularLinkedList.Node(2);
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const circularLinkedListLength = circularLinkedList1.length;
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const circularLinkedListFirst = circularLinkedList1.first;
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const circularLinkedListLast = circularLinkedList1.last;
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circularLinkedList1.forEach((node, i) => node.data + i, circularLinkedList1);
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circularLinkedList1.each((node, i) => node.data + i, circularLinkedList1);
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const circularLinkedListAt = circularLinkedList1.at(1);
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const circularLinkedListRandomNode = circularLinkedList1.randomNode();
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const circularLinkedListToArray = circularLinkedList1.toArray();
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circularLinkedList1.append(linkedListNode1);
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circularLinkedList1.prepend(linkedListNode1);
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circularLinkedList1.insertBefore(linkedListNode1, linkedListNode2);
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circularLinkedList1.insertAfter(linkedListNode1, linkedListNode2);
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circularLinkedList1.remove(linkedListNode1);
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const circularLinkedListWithData = circularLinkedList1.withData(1);
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// Polygon
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const polygon1 = new Polygon([[1, 2], [2, 2]], plane1);
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const polygon2 = new Polygon([vector1, vector2], plane1);
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const polygonVertices = polygon1.vertices;
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const polygonV = polygon2.v(1);
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const polygonNodeFor = polygon2.nodeFor(123);
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const polygonDup = polygon2.dup();
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const polygonTranslate1 = polygon2.translate([1, 2]);
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const polygonTranslate2 = polygon2.translate(vector1);
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const polygonRotate1 = polygon2.rotate(1, line1);
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const polygonScale = polygon2.scale(1, [1, 2]);
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polygon2.updateTrianglePlanes((plane) => plane);
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const polygonIsTriangle = polygon2.isTriangle();
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const polygonTrianglesForSurfaceIntegral = polygon2.trianglesForSurfaceIntegral();
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const polygonArea = polygon2.area();
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const polygonCentroid = polygon2.centroid();
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const polygonProjectionOn = polygon2.projectionOn(plane1);
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const polygonRemoveVertex = polygon2.removeVertex(123);
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const polygonContains1 = polygon2.contains([1, 2]);
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const polygonContains2 = polygon2.contains(vector1);
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const polygonContainsByWindingNumber1 = polygon2.containsByWindingNumber([1, 2]);
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const polygonContainsByWindingNumber2 = polygon2.containsByWindingNumber(vector1);
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const polygonHasEdgeContaining1 = polygon2.hasEdgeContaining([1, 2]);
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const polygonHasEdgeContaining2 = polygon2.hasEdgeContaining(vector1);
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const polygonToTriangles = polygon2.toTriangles();
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const polygonTriangulateByEarClipping = polygon2.triangulateByEarClipping();
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const polygonSetVertices1 = polygon2.setVertices([[1, 2], [2, 2]], plane1);
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const polygonSetVertices2 = polygon2.setVertices([vector1, vector2], plane1);
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polygon2.populateVertexTypeLists();
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polygon2.copyVertices();
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polygon2.clearCache();
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polygon2.setCache('a', 1);
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const polygonInspect = polygon2.inspect();
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// PRECISION
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const precision = PRECISION;
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// glUtils
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const mht1 = mht(matrix1);
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const makeLookAt1 = makeLookAt(1, 2, 3, 4, 5, 6, 7, 8, 9);
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const makeOrtho1 = makeOrtho(1, 2, 3, 4, 5, 6);
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const makePerspective1 = makePerspective(1, 2, 3, 4);
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const makeFrustum1 = makeFrustum(1, 2, 3, 4, 5, 6);
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