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"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:
 * <pre>
 * [a, b,
 *  c, d,
 *  tx, ty]
 * </pre>
 * This is a short form for the 3x3 matrix:
 * <pre>
 * [a, b, 0,
 *  c, d, 0,
 *  tx, ty, 1]
 * </pre>
 * 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;