text: "use strict";
  
  Object.defineProperty(exports, "__esModule", {
    value: true
  });
  exports.create = create;
  exports.clone = clone;
  exports.fromValues = fromValues;
  exports.copy = copy;
  exports.set = set;
  exports.add = add;
  exports.subtract = subtract;
  exports.multiply = multiply;
  exports.divide = divide;
  exports.ceil = ceil;
  exports.floor = floor;
  exports.min = min;
  exports.max = max;
  exports.round = round;
  exports.scale = scale;
  exports.scaleAndAdd = scaleAndAdd;
  exports.distance = distance;
  exports.squaredDistance = squaredDistance;
  exports.length = length;
  exports.squaredLength = squaredLength;
  exports.negate = negate;
  exports.inverse = inverse;
  exports.normalize = normalize;
  exports.dot = dot;
  exports.cross = cross;
  exports.lerp = lerp;
  exports.random = random;
  exports.transformMat2 = transformMat2;
  exports.transformMat2d = transformMat2d;
  exports.transformMat3 = transformMat3;
  exports.transformMat4 = transformMat4;
  exports.rotate = rotate;
  exports.angle = angle;
  exports.str = str;
  exports.exactEquals = exactEquals;
  exports.equals = equals;
  exports.forEach = exports.sqrLen = exports.sqrDist = exports.dist = exports.div = exports.mul = exports.sub = exports.len = void 0;
  
  var glMatrix = _interopRequireWildcard(require("./common.js"));
  
  function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = Object.defineProperty && Object.getOwnPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : {}; if (desc.get || desc.set) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } } newObj.default = obj; return newObj; } }
  
  /**
   * 2 Dimensional Vector
   * @module vec2
   */
  
  /**
   * Creates a new, empty vec2
   *
   * @returns {vec2} a new 2D vector
   */
  function create() {
    var out = new glMatrix.ARRAY_TYPE(2);
  
    if (glMatrix.ARRAY_TYPE != Float32Array) {
      out[0] = 0;
      out[1] = 0;
    }
  
    return out;
  }
  /**
   * Creates a new vec2 initialized with values from an existing vector
   *
   * @param {vec2} a vector to clone
   * @returns {vec2} a new 2D vector
   */
  
  
  function clone(a) {
    var out = new glMatrix.ARRAY_TYPE(2);
    out[0] = a[0];
    out[1] = a[1];
    return out;
  }
  /**
   * Creates a new vec2 initialized with the given values
   *
   * @param {Number} x X component
   * @param {Number} y Y component
   * @returns {vec2} a new 2D vector
   */
  
  
  function fromValues(x, y) {
    var out = new glMatrix.ARRAY_TYPE(2);
    out[0] = x;
    out[1] = y;
    return out;
  }
  /**
   * Copy the values from one vec2 to another
   *
   * @param {vec2} out the receiving vector
   * @param {vec2} a the source vector
   * @returns {vec2} out
   */
  
  
  function copy(out, a) {
    out[0] = a[0];
    out[1] = a[1];
    return out;
  }
  /**
   * Set the components of a vec2 to the given values
   *
   * @param {vec2} out the receiving vector
   * @param {Number} x X component
   * @param {Number} y Y component
   * @returns {vec2} out
   */
  
  
  function set(out, x, y) {
    out[0] = x;
    out[1] = y;
    return out;
  }
  /**
   * Adds two vec2's
   *
   * @param {vec2} out the receiving vector
   * @param {vec2} a the first operand
   * @param {vec2} b the second operand
   * @returns {vec2} out
   */
  
  
  function add(out, a, b) {
    out[0] = a[0] + b[0];
    out[1] = a[1] + b[1];
    return out;
  }
  /**
   * Subtracts vector b from vector a
   *
   * @param {vec2} out the receiving vector
   * @param {vec2} a the first operand
   * @param {vec2} b the second operand
   * @returns {vec2} out
   */
  
  
  function subtract(out, a, b) {
    out[0] = a[0] - b[0];
    out[1] = a[1] - b[1];
    return out;
  }
  /**
   * Multiplies two vec2's
   *
   * @param {vec2} out the receiving vector
   * @param {vec2} a the first operand
   * @param {vec2} b the second operand
   * @returns {vec2} out
   */
  
  
  function multiply(out, a, b) {
    out[0] = a[0] * b[0];
    out[1] = a[1] * b[1];
    return out;
  }
  /**
   * Divides two vec2's
   *
   * @param {vec2} out the receiving vector
   * @param {vec2} a the first operand
   * @param {vec2} b the second operand
   * @returns {vec2} out
   */
  
  
  function divide(out, a, b) {
    out[0] = a[0] / b[0];
    out[1] = a[1] / b[1];
    return out;
  }
  /**
   * Math.ceil the components of a vec2
   *
   * @param {vec2} out the receiving vector
   * @param {vec2} a vector to ceil
   * @returns {vec2} out
   */
  
  
  function ceil(out, a) {
    out[0] = Math.ceil(a[0]);
    out[1] = Math.ceil(a[1]);
    return out;
  }
  /**
   * Math.floor the components of a vec2
   *
   * @param {vec2} out the receiving vector
   * @param {vec2} a vector to floor
   * @returns {vec2} out
   */
  
  
  function floor(out, a) {
    out[0] = Math.floor(a[0]);
    out[1] = Math.floor(a[1]);
    return out;
  }
  /**
   * Returns the minimum of two vec2's
   *
   * @param {vec2} out the receiving vector
   * @param {vec2} a the first operand
   * @param {vec2} b the second operand
   * @returns {vec2} out
   */
  
  
  function min(out, a, b) {
    out[0] = Math.min(a[0], b[0]);
    out[1] = Math.min(a[1], b[1]);
    return out;
  }
  /**
   * Returns the maximum of two vec2's
   *
   * @param {vec2} out the receiving vector
   * @param {vec2} a the first operand
   * @param {vec2} b the second operand
   * @returns {vec2} out
   */
  
  
  function max(out, a, b) {
    out[0] = Math.max(a[0], b[0]);
    out[1] = Math.max(a[1], b[1]);
    return out;
  }
  /**
   * Math.round the components of a vec2
   *
   * @param {vec2} out the receiving vector
   * @param {vec2} a vector to round
   * @returns {vec2} out
   */
  
  
  function round(out, a) {
    out[0] = Math.round(a[0]);
    out[1] = Math.round(a[1]);
    return out;
  }
  /**
   * Scales a vec2 by a scalar number
   *
   * @param {vec2} out the receiving vector
   * @param {vec2} a the vector to scale
   * @param {Number} b amount to scale the vector by
   * @returns {vec2} out
   */
  
  
  function scale(out, a, b) {
    out[0] = a[0] * b;
    out[1] = a[1] * b;
    return out;
  }
  /**
   * Adds two vec2's after scaling the second operand by a scalar value
   *
   * @param {vec2} out the receiving vector
   * @param {vec2} a the first operand
   * @param {vec2} b the second operand
   * @param {Number} scale the amount to scale b by before adding
   * @returns {vec2} out
   */
  
  
  function scaleAndAdd(out, a, b, scale) {
    out[0] = a[0] + b[0] * scale;
    out[1] = a[1] + b[1] * scale;
    return out;
  }
  /**
   * Calculates the euclidian distance between two vec2's
   *
   * @param {vec2} a the first operand
   * @param {vec2} b the second operand
   * @returns {Number} distance between a and b
   */
  
  
  function distance(a, b) {
    var x = b[0] - a[0],
        y = b[1] - a[1];
    return Math.sqrt(x * x + y * y);
  }
  /**
   * Calculates the squared euclidian distance between two vec2's
   *
   * @param {vec2} a the first operand
   * @param {vec2} b the second operand
   * @returns {Number} squared distance between a and b
   */
  
  
  function squaredDistance(a, b) {
    var x = b[0] - a[0],
        y = b[1] - a[1];
    return x * x + y * y;
  }
  /**
   * Calculates the length of a vec2
   *
   * @param {vec2} a vector to calculate length of
   * @returns {Number} length of a
   */
  
  
  function length(a) {
    var x = a[0],
        y = a[1];
    return Math.sqrt(x * x + y * y);
  }
  /**
   * Calculates the squared length of a vec2
   *
   * @param {vec2} a vector to calculate squared length of
   * @returns {Number} squared length of a
   */
  
  
  function squaredLength(a) {
    var x = a[0],
        y = a[1];
    return x * x + y * y;
  }
  /**
   * Negates the components of a vec2
   *
   * @param {vec2} out the receiving vector
   * @param {vec2} a vector to negate
   * @returns {vec2} out
   */
  
  
  function negate(out, a) {
    out[0] = -a[0];
    out[1] = -a[1];
    return out;
  }
  /**
   * Returns the inverse of the components of a vec2
   *
   * @param {vec2} out the receiving vector
   * @param {vec2} a vector to invert
   * @returns {vec2} out
   */
  
  
  function inverse(out, a) {
    out[0] = 1.0 / a[0];
    out[1] = 1.0 / a[1];
    return out;
  }
  /**
   * Normalize a vec2
   *
   * @param {vec2} out the receiving vector
   * @param {vec2} a vector to normalize
   * @returns {vec2} out
   */
  
  
  function normalize(out, a) {
    var x = a[0],
        y = a[1];
    var len = x * x + y * y;
  
    if (len > 0) {
      //TODO: evaluate use of glm_invsqrt here?
      len = 1 / Math.sqrt(len);
    }
  
    out[0] = a[0] * len;
    out[1] = a[1] * len;
    return out;
  }
  /**
   * Calculates the dot product of two vec2's
   *
   * @param {vec2} a the first operand
   * @param {vec2} b the second operand
   * @returns {Number} dot product of a and b
   */
  
  
  function dot(a, b) {
    return a[0] * b[0] + a[1] * b[1];
  }
  /**
   * Computes the cross product of two vec2's
   * Note that the cross product must by definition produce a 3D vector
   *
   * @param {vec3} out the receiving vector
   * @param {vec2} a the first operand
   * @param {vec2} b the second operand
   * @returns {vec3} out
   */
  
  
  function cross(out, a, b) {
    var z = a[0] * b[1] - a[1] * b[0];
    out[0] = out[1] = 0;
    out[2] = z;
    return out;
  }
  /**
   * Performs a linear interpolation between two vec2's
   *
   * @param {vec2} out the receiving vector
   * @param {vec2} a the first operand
   * @param {vec2} b the second operand
   * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
   * @returns {vec2} out
   */
  
  
  function lerp(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;
  }
  /**
   * Generates a random vector with the given scale
   *
   * @param {vec2} out the receiving vector
   * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
   * @returns {vec2} out
   */
  
  
  function random(out, scale) {
    scale = scale || 1.0;
    var r = glMatrix.RANDOM() * 2.0 * Math.PI;
    out[0] = Math.cos(r) * scale;
    out[1] = Math.sin(r) * scale;
    return out;
  }
  /**
   * Transforms the vec2 with a mat2
   *
   * @param {vec2} out the receiving vector
   * @param {vec2} a the vector to transform
   * @param {mat2} m matrix to transform with
   * @returns {vec2} out
   */
  
  
  function transformMat2(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;
  }
  /**
   * Transforms the vec2 with a mat2d
   *
   * @param {vec2} out the receiving vector
   * @param {vec2} a the vector to transform
   * @param {mat2d} m matrix to transform with
   * @returns {vec2} out
   */
  
  
  function transformMat2d(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;
  }
  /**
   * Transforms the vec2 with a mat3
   * 3rd vector component is implicitly '1'
   *
   * @param {vec2} out the receiving vector
   * @param {vec2} a the vector to transform
   * @param {mat3} m matrix to transform with
   * @returns {vec2} out
   */
  
  
  function transformMat3(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;
  }
  /**
   * Transforms the vec2 with a mat4
   * 3rd vector component is implicitly '0'
   * 4th vector component is implicitly '1'
   *
   * @param {vec2} out the receiving vector
   * @param {vec2} a the vector to transform
   * @param {mat4} m matrix to transform with
   * @returns {vec2} out
   */
  
  
  function transformMat4(out, a, m) {
    var x = a[0];
    var 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;
  }
  /**
   * Rotate a 2D vector
   * @param {vec2} out The receiving vec2
   * @param {vec2} a The vec2 point to rotate
   * @param {vec2} b The origin of the rotation
   * @param {Number} c The angle of rotation
   * @returns {vec2} out
   */
  
  
  function rotate(out, a, b, c) {
    //Translate point to the origin
    var p0 = a[0] - b[0],
        p1 = a[1] - b[1],
        sinC = Math.sin(c),
        cosC = Math.cos(c); //perform rotation and translate to correct position
  
    out[0] = p0 * cosC - p1 * sinC + b[0];
    out[1] = p0 * sinC + p1 * cosC + b[1];
    return out;
  }
  /**
   * Get the angle between two 2D vectors
   * @param {vec2} a The first operand
   * @param {vec2} b The second operand
   * @returns {Number} The angle in radians
   */
  
  
  function angle(a, b) {
    var x1 = a[0],
        y1 = a[1],
        x2 = b[0],
        y2 = b[1];
    var len1 = x1 * x1 + y1 * y1;
  
    if (len1 > 0) {
      //TODO: evaluate use of glm_invsqrt here?
      len1 = 1 / Math.sqrt(len1);
    }
  
    var len2 = x2 * x2 + y2 * y2;
  
    if (len2 > 0) {
      //TODO: evaluate use of glm_invsqrt here?
      len2 = 1 / Math.sqrt(len2);
    }
  
    var cosine = (x1 * x2 + y1 * y2) * len1 * len2;
  
    if (cosine > 1.0) {
      return 0;
    } else if (cosine < -1.0) {
      return Math.PI;
    } else {
      return Math.acos(cosine);
    }
  }
  /**
   * Returns a string representation of a vector
   *
   * @param {vec2} a vector to represent as a string
   * @returns {String} string representation of the vector
   */
  
  
  function str(a) {
    return 'vec2(' + a[0] + ', ' + a[1] + ')';
  }
  /**
   * Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===)
   *
   * @param {vec2} a The first vector.
   * @param {vec2} b The second vector.
   * @returns {Boolean} True if the vectors are equal, false otherwise.
   */
  
  
  function exactEquals(a, b) {
    return a[0] === b[0] && a[1] === b[1];
  }
  /**
   * Returns whether or not the vectors have approximately the same elements in the same position.
   *
   * @param {vec2} a The first vector.
   * @param {vec2} b The second vector.
   * @returns {Boolean} True if the vectors are equal, false otherwise.
   */
  
  
  function equals(a, b) {
    var a0 = a[0],
        a1 = a[1];
    var b0 = b[0],
        b1 = b[1];
    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));
  }
  /**
   * Alias for {@link vec2.length}
   * @function
   */
  
  
  var len = length;
  /**
   * Alias for {@link vec2.subtract}
   * @function
   */
  
  exports.len = len;
  var sub = subtract;
  /**
   * Alias for {@link vec2.multiply}
   * @function
   */
  
  exports.sub = sub;
  var mul = multiply;
  /**
   * Alias for {@link vec2.divide}
   * @function
   */
  
  exports.mul = mul;
  var div = divide;
  /**
   * Alias for {@link vec2.distance}
   * @function
   */
  
  exports.div = div;
  var dist = distance;
  /**
   * Alias for {@link vec2.squaredDistance}
   * @function
   */
  
  exports.dist = dist;
  var sqrDist = squaredDistance;
  /**
   * Alias for {@link vec2.squaredLength}
   * @function
   */
  
  exports.sqrDist = sqrDist;
  var sqrLen = squaredLength;
  /**
   * Perform some operation over an array of vec2s.
   *
   * @param {Array} a the array of vectors to iterate over
   * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed
   * @param {Number} offset Number of elements to skip at the beginning of the array
   * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
   * @param {Function} fn Function to call for each vector in the array
   * @param {Object} [arg] additional argument to pass to fn
   * @returns {Array} a
   * @function
   */
  
  exports.sqrLen = sqrLen;
  
  var forEach = function () {
    var vec = 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;
    };
  }();
  
  exports.forEach = forEach;