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StackGenVis/frontend/node_modules/gl-vec3/README.md

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# gl-vec3
[![stable](http://badges.github.io/stability-badges/dist/stable.svg)](http://github.com/badges/stability-badges)
Part of a fork of [@toji](http://github.com/toji)'s
[gl-matrix](http://github.com/toji/gl-matrix) split into smaller pieces: this
package contains `glMatrix.vec3`.
## Usage
[![NPM](https://nodei.co/npm/gl-vec3.png)](https://nodei.co/npm/gl-vec3/)
### `vec3 = require('gl-vec3')`
Will load all of the module's functionality and expose it on a single
object. Note that any of the methods may also be required directly
from their files.
For example, the following are equivalent:
``` javascript
var scale = require('gl-vec3').scale
var scale = require('gl-vec3/scale')
```
## API
- [add()](#addoutvec3-avec3-bvec3)
- [angle()](#angleavec3-bvec3)
- [clone()](#cloneavec3)
- [ceil()](#ceiloutvec3-avec3)
- [copy()](#copyoutvec3-avec3)
- [create()](#create)
- [cross()](#crossoutvec3-avec3-bvec3)
- [distance()](#distanceavec3-bvec3)
- [dist()](#distanceavec3-bvec3)
- [divide()](#divideoutvec3-avec3-bvec3)
- [div()](#divideoutvec3-avec3-bvec3)
- [dot()](#dotavec3-bvec3)
- [equals()](#equalsavec3-bvec3)
- [exactEquals()](#exactequalsavec3-bvec3)
- [floor()](#flooroutvec3-avec3)
- [forEach()](#foreachaarray-stridenumber-offsetnumber-countnumber-fnfunction-argobject)
- [fromValues()](#fromvaluesxnumber-ynumber-znumber)
- [inverse()](#inverseoutvec3-avec3)
- [length()](#lengthavec3)
- [len()](#lengthavec3)
- [lerp()](#lerpoutvec3-avec3-bvec3-tnumber)
- [max()](#maxoutvec3-avec3-bvec3)
- [min()](#minoutvec3-avec3-bvec3)
- [multiply()](#multiplyoutvec3-avec3-bvec3)
- [mul()](#multiplyoutvec3-avec3-bvec3)
- [negate()](#negateoutvec3-avec3)
- [normalize()](#normalizeoutvec3-avec3)
- [random()](#randomoutvec3-scalenumber)
- [rotateX()](#rotatexoutvec3-avec3-bvec3-cnumber)
- [rotateY()](#rotateyoutvec3-avec3-bvec3-cnumber)
- [rotateZ()](#rotatezoutvec3-avec3-bvec3-cnumber)
- [round()](#roundoutvec3-avec3)
- [scale()](#scaleoutvec3-avec3-bnumber)
- [scaleAndAdd()](#scaleandaddoutvec3-avec3-bvec3-scalenumber)
- [set()](#setoutvec3-xnumber-ynumber-znumber)
- [squaredDistance()](#squareddistanceavec3-bvec3)
- [sqrDist()](#squareddistanceavec3-bvec3)
- [squaredLength()](#squaredlengthavec3)
- [sqrLen()](#squaredlengthavec3)
- [subtract()](#subtractoutvec3-avec3-bvec3)
- [sub()](#subtractoutvec3-avec3-bvec3)
- [transformMat3()](#transformmat3outvec3-avec3-mmat3)
- [transformMat4()](#transformmat4outvec3-avec3-mmat4)
- [transformQuat()](#transformquatoutvec3-avec3-qquat)
## add(out:vec3, a:vec3, b:vec3)
Adds two vec3's
## angle(a:vec3, b:vec3)
Get the angle between two 3D vectors
## ceil(out:vec3, a:vec3)
`Math.ceil` the components of a vec3
## clone(a:vec3)
Creates a new vec3 initialized with values from an existing vector
## copy(out:vec3, a:vec3)
Copy the values from one vec3 to another
## create()
Creates a new, empty vec3
## cross(out:vec3, a:vec3, b:vec3)
Computes the cross product of two vec3's
## distance(a:vec3, b:vec3)
Calculates the euclidian distance between two vec3's. Aliased as `dist`
## divide(out:vec3, a:vec3, b:vec3)
Divides two vec3's. Aliased as `div`
## dot(a:vec3, b:vec3)
Calculates the dot product of two vec3's
## equals(a:vec3, b:vec3)
Returns whether or not the vectors have approximately the same elements in the same position.
## exactEquals(a:vec3, b:vec3)
Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===)
## floor(out:vec3, a:vec3)
`Math.floor` the components of a vec3
## forEach(a:Array, stride:Number, offset:Number, count:Number, fn:Function, [arg]:Object)
Perform some operation over an array of vec3s.
## fromValues(x:Number, y:Number, z:Number)
Creates a new vec3 initialized with the given values
## inverse(out:vec3, a:vec3)
Returns the inverse of the components of a vec3
## length(a:vec3)
Calculates the length of a vec3. Aliased as `len`
## lerp(out:vec3, a:vec3, b:vec3, t:Number)
Performs a linear interpolation between two vec3's
## max(out:vec3, a:vec3, b:vec3)
Returns the maximum of two vec3's
## min(out:vec3, a:vec3, b:vec3)
Returns the minimum of two vec3's
## multiply(out:vec3, a:vec3, b:vec3)
Multiplies two vec3's. Aliased as `mul`
## negate(out:vec3, a:vec3)
Negates the components of a vec3
## normalize(out:vec3, a:vec3)
Normalize a vec3
## random(out:vec3, [scale]:Number)
Generates a random vector with the given scale
## rotateX(out:vec3, a:vec3, b:vec3, c:Number)
Rotate a 3D vector around the x-axis
## rotateY(out:vec3, a:vec3, b:vec3, c:Number)
Rotate a 3D vector around the y-axis
## rotateZ(out:vec3, a:vec3, b:vec3, c:Number)
Rotate a 3D vector around the z-axis
## round(out:vec3, a:vec3)
`Math.round` the components of a vec3
## scale(out:vec3, a:vec3, b:Number)
Scales a vec3 by a scalar number
## scaleAndAdd(out:vec3, a:vec3, b:vec3, scale:Number)
Adds two vec3's after scaling the second operand by a scalar value
## set(out:vec3, x:Number, y:Number, z:Number)
Set the components of a vec3 to the given values
## squaredDistance(a:vec3, b:vec3)
Calculates the squared euclidian distance between two vec3's. Aliased as `sqrDist`
## squaredLength(a:vec3)
Calculates the squared length of a vec3. Aliased as `sqrLen`
## subtract(out:vec3, a:vec3, b:vec3)
Subtracts vector b from vector a. Aliased as `sub`
## transformMat3(out:vec3, a:vec3, m:mat3)
Transforms the vec3 with a mat3.
## transformMat4(out:vec3, a:vec3, m:mat4)
Transforms the vec3 with a mat4.
4th vector component is implicitly '1'
## transformQuat(out:vec3, a:vec3, q:quat)
Transforms the vec3 with a quat
## License
[zlib](http://en.wikipedia.org/wiki/Zlib_License). See [LICENSE.md](https://github.com/stackgl/gl-vec3/blob/master/LICENSE.md) for details.