"use strict";

function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); }
Object.defineProperty(exports, "__esModule", {
  value: true
});
exports.add = add;
exports.clone = clone;
exports.copy = copy;
exports.create = create;
exports.determinant = determinant;
exports.equals = equals;
exports.exactEquals = exactEquals;
exports.frob = frob;
exports.fromRotation = fromRotation;
exports.fromScaling = fromScaling;
exports.fromTranslation = fromTranslation;
exports.fromValues = fromValues;
exports.identity = identity;
exports.invert = invert;
exports.mul = void 0;
exports.multiply = multiply;
exports.multiplyScalar = multiplyScalar;
exports.multiplyScalarAndAdd = multiplyScalarAndAdd;
exports.rotate = rotate;
exports.scale = scale;
exports.set = set;
exports.str = str;
exports.sub = void 0;
exports.subtract = subtract;
exports.translate = translate;
var glMatrix = _interopRequireWildcard(require("./common.js"));
function _interopRequireWildcard(e, t) { if ("function" == typeof WeakMap) var r = new WeakMap(), n = new WeakMap(); return (_interopRequireWildcard = function _interopRequireWildcard(e, t) { if (!t && e && e.__esModule) return e; var o, i, f = { __proto__: null, "default": e }; if (null === e || "object" != _typeof(e) && "function" != typeof e) return f; if (o = t ? n : r) { if (o.has(e)) return o.get(e); o.set(e, f); } for (var _t in e) "default" !== _t && {}.hasOwnProperty.call(e, _t) && ((i = (o = Object.defineProperty) && Object.getOwnPropertyDescriptor(e, _t)) && (i.get || i.set) ? o(f, _t, i) : f[_t] = e[_t]); return f; })(e, t); }
/**
 * 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 | null} out, or null if source matrix is not invertible
 */
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.sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2] + a[3] * a[3] + a[4] * a[4] + a[5] * 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 = exports.mul = multiply;

/**
 * Alias for {@link mat2d.subtract}
 * @function
 */
var sub = exports.sub = subtract;