remove redundant
Former-commit-id: 5c057468a33e500e6d5b2f02bfeabc9bb219694e
This commit is contained in:
@@ -13,6 +13,9 @@
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// },
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// }
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let BasketPriceRelavant = false;
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let KnownBasketPrice = 0;
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// TODO: Does the localstorage have a problem with mutual exclusion?
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// TODO: Should the basket be persisted to the server?
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export function GetBasketItems() {
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@@ -1,50 +0,0 @@
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/**
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* Common utilities
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* @module glMatrix
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*/
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// Configuration Constants
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export var EPSILON = 0.000001;
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export var ARRAY_TYPE = typeof Float32Array !== 'undefined' ? Float32Array : Array;
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export var RANDOM = Math.random;
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/**
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* Sets the type of array used when creating new vectors and matrices
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*
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* @param {Float32ArrayConstructor | ArrayConstructor} type Array type, such as Float32Array or Array
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*/
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export function setMatrixArrayType(type) {
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ARRAY_TYPE = type;
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}
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var degree = Math.PI / 180;
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/**
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* Convert Degree To Radian
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*
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* @param {Number} a Angle in Degrees
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*/
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export function toRadian(a) {
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return a * degree;
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}
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/**
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* Tests whether or not the arguments have approximately the same value, within an absolute
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* or relative tolerance of glMatrix.EPSILON (an absolute tolerance is used for values less
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* than or equal to 1.0, and a relative tolerance is used for larger values)
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*
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* @param {Number} a The first number to test.
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* @param {Number} b The second number to test.
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* @returns {Boolean} True if the numbers are approximately equal, false otherwise.
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*/
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export function equals(a, b) {
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return Math.abs(a - b) <= EPSILON * Math.max(1.0, Math.abs(a), Math.abs(b));
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}
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if (!Math.hypot) Math.hypot = function () {
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var y = 0,
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i = arguments.length;
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while (i--) {
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y += arguments[i] * arguments[i];
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}
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return Math.sqrt(y);
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};
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@@ -1,11 +0,0 @@
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import * as glMatrix from './common.js';
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import * as mat2 from './mat2.js';
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import * as mat2d from './mat2d.js';
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import * as mat3 from './mat3.js';
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import * as mat4 from './mat4.js';
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import * as quat from './quat.js';
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import * as quat2 from './quat2.js';
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import * as vec2 from './vec2.js';
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import * as vec3 from './vec3.js';
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import * as vec4 from './vec4.js';
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export { glMatrix, mat2, mat2d, mat3, mat4, quat, quat2, vec2, vec3, vec4 };
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@@ -1,432 +0,0 @@
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import * as glMatrix from "./common.js";
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/**
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* 2x2 Matrix
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* @module mat2
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*/
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/**
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* Creates a new identity mat2
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*
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* @returns {mat2} a new 2x2 matrix
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*/
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export function create() {
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var out = new glMatrix.ARRAY_TYPE(4);
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if (glMatrix.ARRAY_TYPE != Float32Array) {
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out[1] = 0;
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out[2] = 0;
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}
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out[0] = 1;
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out[3] = 1;
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return out;
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}
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/**
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* Creates a new mat2 initialized with values from an existing matrix
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*
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* @param {ReadonlyMat2} a matrix to clone
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* @returns {mat2} a new 2x2 matrix
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*/
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export function clone(a) {
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var out = new glMatrix.ARRAY_TYPE(4);
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out[0] = a[0];
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out[1] = a[1];
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out[2] = a[2];
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out[3] = a[3];
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return out;
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}
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/**
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* Copy the values from one mat2 to another
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*
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* @param {mat2} out the receiving matrix
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* @param {ReadonlyMat2} a the source matrix
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* @returns {mat2} out
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*/
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export function copy(out, a) {
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out[0] = a[0];
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out[1] = a[1];
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out[2] = a[2];
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out[3] = a[3];
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return out;
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}
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/**
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* Set a mat2 to the identity matrix
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*
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* @param {mat2} out the receiving matrix
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* @returns {mat2} out
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*/
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export function identity(out) {
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out[0] = 1;
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out[1] = 0;
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out[2] = 0;
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out[3] = 1;
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return out;
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}
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/**
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* Create a new mat2 with the given values
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*
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* @param {Number} m00 Component in column 0, row 0 position (index 0)
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* @param {Number} m01 Component in column 0, row 1 position (index 1)
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* @param {Number} m10 Component in column 1, row 0 position (index 2)
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* @param {Number} m11 Component in column 1, row 1 position (index 3)
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* @returns {mat2} out A new 2x2 matrix
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*/
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export function fromValues(m00, m01, m10, m11) {
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var out = new glMatrix.ARRAY_TYPE(4);
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out[0] = m00;
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out[1] = m01;
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out[2] = m10;
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out[3] = m11;
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return out;
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}
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/**
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* Set the components of a mat2 to the given values
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*
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* @param {mat2} out the receiving matrix
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* @param {Number} m00 Component in column 0, row 0 position (index 0)
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* @param {Number} m01 Component in column 0, row 1 position (index 1)
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* @param {Number} m10 Component in column 1, row 0 position (index 2)
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* @param {Number} m11 Component in column 1, row 1 position (index 3)
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* @returns {mat2} out
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*/
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export function set(out, m00, m01, m10, m11) {
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out[0] = m00;
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out[1] = m01;
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out[2] = m10;
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out[3] = m11;
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return out;
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}
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/**
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* Transpose the values of a mat2
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*
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* @param {mat2} out the receiving matrix
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* @param {ReadonlyMat2} a the source matrix
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* @returns {mat2} out
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*/
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export function transpose(out, a) {
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// If we are transposing ourselves we can skip a few steps but have to cache
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// some values
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if (out === a) {
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var a1 = a[1];
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out[1] = a[2];
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out[2] = a1;
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} else {
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out[0] = a[0];
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out[1] = a[2];
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out[2] = a[1];
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out[3] = a[3];
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}
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return out;
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}
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/**
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* Inverts a mat2
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*
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* @param {mat2} out the receiving matrix
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* @param {ReadonlyMat2} a the source matrix
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* @returns {mat2} out
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*/
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export function invert(out, a) {
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var a0 = a[0],
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a1 = a[1],
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a2 = a[2],
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a3 = a[3]; // Calculate the determinant
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var det = a0 * a3 - a2 * a1;
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if (!det) {
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return null;
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}
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det = 1.0 / det;
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out[0] = a3 * det;
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out[1] = -a1 * det;
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out[2] = -a2 * det;
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out[3] = a0 * det;
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return out;
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}
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/**
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* Calculates the adjugate of a mat2
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*
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* @param {mat2} out the receiving matrix
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* @param {ReadonlyMat2} a the source matrix
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* @returns {mat2} out
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*/
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export function adjoint(out, a) {
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// Caching this value is nessecary if out == a
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var a0 = a[0];
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out[0] = a[3];
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out[1] = -a[1];
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out[2] = -a[2];
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out[3] = a0;
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return out;
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}
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/**
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* Calculates the determinant of a mat2
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*
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* @param {ReadonlyMat2} a the source matrix
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* @returns {Number} determinant of a
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*/
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export function determinant(a) {
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return a[0] * a[3] - a[2] * a[1];
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}
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/**
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* Multiplies two mat2's
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*
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* @param {mat2} out the receiving matrix
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* @param {ReadonlyMat2} a the first operand
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* @param {ReadonlyMat2} b the second operand
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* @returns {mat2} out
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*/
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export function multiply(out, a, b) {
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var a0 = a[0],
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a1 = a[1],
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a2 = a[2],
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a3 = a[3];
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var b0 = b[0],
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b1 = b[1],
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b2 = b[2],
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b3 = b[3];
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out[0] = a0 * b0 + a2 * b1;
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out[1] = a1 * b0 + a3 * b1;
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out[2] = a0 * b2 + a2 * b3;
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out[3] = a1 * b2 + a3 * b3;
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return out;
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}
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/**
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* Rotates a mat2 by the given angle
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*
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* @param {mat2} out the receiving matrix
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* @param {ReadonlyMat2} a the matrix to rotate
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* @param {Number} rad the angle to rotate the matrix by
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* @returns {mat2} out
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*/
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export function rotate(out, a, rad) {
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var a0 = a[0],
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a1 = a[1],
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a2 = a[2],
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a3 = a[3];
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var s = Math.sin(rad);
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var c = Math.cos(rad);
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out[0] = a0 * c + a2 * s;
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out[1] = a1 * c + a3 * s;
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out[2] = a0 * -s + a2 * c;
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out[3] = a1 * -s + a3 * c;
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return out;
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}
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/**
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* Scales the mat2 by the dimensions in the given vec2
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*
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* @param {mat2} out the receiving matrix
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* @param {ReadonlyMat2} a the matrix to rotate
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* @param {ReadonlyVec2} v the vec2 to scale the matrix by
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* @returns {mat2} out
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**/
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export function scale(out, a, v) {
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var a0 = a[0],
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a1 = a[1],
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a2 = a[2],
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a3 = a[3];
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var v0 = v[0],
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v1 = v[1];
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out[0] = a0 * v0;
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out[1] = a1 * v0;
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out[2] = a2 * v1;
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out[3] = a3 * v1;
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return out;
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}
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/**
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* Creates a matrix from a given angle
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* This is equivalent to (but much faster than):
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*
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* mat2.identity(dest);
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* mat2.rotate(dest, dest, rad);
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*
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* @param {mat2} out mat2 receiving operation result
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* @param {Number} rad the angle to rotate the matrix by
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* @returns {mat2} out
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*/
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export function fromRotation(out, rad) {
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var s = Math.sin(rad);
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var c = Math.cos(rad);
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out[0] = c;
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out[1] = s;
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out[2] = -s;
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out[3] = c;
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return out;
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}
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/**
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* Creates a matrix from a vector scaling
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* This is equivalent to (but much faster than):
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*
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* mat2.identity(dest);
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* mat2.scale(dest, dest, vec);
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*
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* @param {mat2} out mat2 receiving operation result
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* @param {ReadonlyVec2} v Scaling vector
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* @returns {mat2} out
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*/
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export function fromScaling(out, v) {
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out[0] = v[0];
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out[1] = 0;
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out[2] = 0;
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out[3] = v[1];
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return out;
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}
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/**
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* Returns a string representation of a mat2
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*
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* @param {ReadonlyMat2} a matrix to represent as a string
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* @returns {String} string representation of the matrix
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*/
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export function str(a) {
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return "mat2(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ")";
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}
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/**
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* Returns Frobenius norm of a mat2
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*
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* @param {ReadonlyMat2} a the matrix to calculate Frobenius norm of
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* @returns {Number} Frobenius norm
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*/
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export function frob(a) {
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return Math.hypot(a[0], a[1], a[2], a[3]);
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}
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/**
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* Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix
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* @param {ReadonlyMat2} L the lower triangular matrix
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* @param {ReadonlyMat2} D the diagonal matrix
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* @param {ReadonlyMat2} U the upper triangular matrix
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* @param {ReadonlyMat2} a the input matrix to factorize
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*/
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export function LDU(L, D, U, a) {
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L[2] = a[2] / a[0];
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U[0] = a[0];
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U[1] = a[1];
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U[3] = a[3] - L[2] * U[1];
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return [L, D, U];
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}
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/**
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* Adds two mat2's
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*
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* @param {mat2} out the receiving matrix
|
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* @param {ReadonlyMat2} a the first operand
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* @param {ReadonlyMat2} b the second operand
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* @returns {mat2} out
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*/
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export function add(out, a, b) {
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out[0] = a[0] + b[0];
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out[1] = a[1] + b[1];
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out[2] = a[2] + b[2];
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out[3] = a[3] + b[3];
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return out;
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}
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/**
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* Subtracts matrix b from matrix a
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*
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* @param {mat2} out the receiving matrix
|
||||
* @param {ReadonlyMat2} a the first operand
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* @param {ReadonlyMat2} b the second operand
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* @returns {mat2} out
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*/
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export function subtract(out, a, b) {
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out[0] = a[0] - b[0];
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out[1] = a[1] - b[1];
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out[2] = a[2] - b[2];
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out[3] = a[3] - b[3];
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return out;
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}
|
||||
/**
|
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* Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
|
||||
*
|
||||
* @param {ReadonlyMat2} a The first matrix.
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* @param {ReadonlyMat2} b The second matrix.
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* @returns {Boolean} True if the matrices are equal, false otherwise.
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*/
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||||
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export function exactEquals(a, b) {
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return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];
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||||
}
|
||||
/**
|
||||
* Returns whether or not the matrices have approximately the same elements in the same position.
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*
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||||
* @param {ReadonlyMat2} a The first matrix.
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||||
* @param {ReadonlyMat2} b The second matrix.
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* @returns {Boolean} True if the matrices are equal, false otherwise.
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*/
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||||
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export function equals(a, b) {
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||||
var a0 = a[0],
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||||
a1 = a[1],
|
||||
a2 = a[2],
|
||||
a3 = a[3];
|
||||
var b0 = b[0],
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b1 = b[1],
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b2 = b[2],
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b3 = b[3];
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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));
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}
|
||||
/**
|
||||
* Multiply each element of the matrix by a scalar.
|
||||
*
|
||||
* @param {mat2} out the receiving matrix
|
||||
* @param {ReadonlyMat2} a the matrix to scale
|
||||
* @param {Number} b amount to scale the matrix's elements by
|
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* @returns {mat2} out
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||||
*/
|
||||
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export function multiplyScalar(out, a, b) {
|
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out[0] = a[0] * b;
|
||||
out[1] = a[1] * b;
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||||
out[2] = a[2] * b;
|
||||
out[3] = a[3] * b;
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return out;
|
||||
}
|
||||
/**
|
||||
* Adds two mat2's after multiplying each element of the second operand by a scalar value.
|
||||
*
|
||||
* @param {mat2} out the receiving vector
|
||||
* @param {ReadonlyMat2} a the first operand
|
||||
* @param {ReadonlyMat2} b the second operand
|
||||
* @param {Number} scale the amount to scale b's elements by before adding
|
||||
* @returns {mat2} out
|
||||
*/
|
||||
|
||||
export 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;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Alias for {@link mat2.multiply}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var mul = multiply;
|
||||
/**
|
||||
* Alias for {@link mat2.subtract}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var sub = subtract;
|
||||
@@ -1,486 +0,0 @@
|
||||
import * as glMatrix from "./common.js";
|
||||
/**
|
||||
* 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
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export 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
|
||||
**/
|
||||
|
||||
export 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
|
||||
**/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export 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.
|
||||
*/
|
||||
|
||||
export 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.
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export var mul = multiply;
|
||||
/**
|
||||
* Alias for {@link mat2d.subtract}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var sub = subtract;
|
||||
@@ -1,778 +0,0 @@
|
||||
import * as glMatrix from "./common.js";
|
||||
/**
|
||||
* 3x3 Matrix
|
||||
* @module mat3
|
||||
*/
|
||||
|
||||
/**
|
||||
* Creates a new identity mat3
|
||||
*
|
||||
* @returns {mat3} a new 3x3 matrix
|
||||
*/
|
||||
|
||||
export function create() {
|
||||
var out = new glMatrix.ARRAY_TYPE(9);
|
||||
|
||||
if (glMatrix.ARRAY_TYPE != Float32Array) {
|
||||
out[1] = 0;
|
||||
out[2] = 0;
|
||||
out[3] = 0;
|
||||
out[5] = 0;
|
||||
out[6] = 0;
|
||||
out[7] = 0;
|
||||
}
|
||||
|
||||
out[0] = 1;
|
||||
out[4] = 1;
|
||||
out[8] = 1;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Copies the upper-left 3x3 values into the given mat3.
|
||||
*
|
||||
* @param {mat3} out the receiving 3x3 matrix
|
||||
* @param {ReadonlyMat4} a the source 4x4 matrix
|
||||
* @returns {mat3} out
|
||||
*/
|
||||
|
||||
export function fromMat4(out, a) {
|
||||
out[0] = a[0];
|
||||
out[1] = a[1];
|
||||
out[2] = a[2];
|
||||
out[3] = a[4];
|
||||
out[4] = a[5];
|
||||
out[5] = a[6];
|
||||
out[6] = a[8];
|
||||
out[7] = a[9];
|
||||
out[8] = a[10];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Creates a new mat3 initialized with values from an existing matrix
|
||||
*
|
||||
* @param {ReadonlyMat3} a matrix to clone
|
||||
* @returns {mat3} a new 3x3 matrix
|
||||
*/
|
||||
|
||||
export function clone(a) {
|
||||
var out = new glMatrix.ARRAY_TYPE(9);
|
||||
out[0] = a[0];
|
||||
out[1] = a[1];
|
||||
out[2] = a[2];
|
||||
out[3] = a[3];
|
||||
out[4] = a[4];
|
||||
out[5] = a[5];
|
||||
out[6] = a[6];
|
||||
out[7] = a[7];
|
||||
out[8] = a[8];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Copy the values from one mat3 to another
|
||||
*
|
||||
* @param {mat3} out the receiving matrix
|
||||
* @param {ReadonlyMat3} a the source matrix
|
||||
* @returns {mat3} out
|
||||
*/
|
||||
|
||||
export 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];
|
||||
out[6] = a[6];
|
||||
out[7] = a[7];
|
||||
out[8] = a[8];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Create a new mat3 with the given values
|
||||
*
|
||||
* @param {Number} m00 Component in column 0, row 0 position (index 0)
|
||||
* @param {Number} m01 Component in column 0, row 1 position (index 1)
|
||||
* @param {Number} m02 Component in column 0, row 2 position (index 2)
|
||||
* @param {Number} m10 Component in column 1, row 0 position (index 3)
|
||||
* @param {Number} m11 Component in column 1, row 1 position (index 4)
|
||||
* @param {Number} m12 Component in column 1, row 2 position (index 5)
|
||||
* @param {Number} m20 Component in column 2, row 0 position (index 6)
|
||||
* @param {Number} m21 Component in column 2, row 1 position (index 7)
|
||||
* @param {Number} m22 Component in column 2, row 2 position (index 8)
|
||||
* @returns {mat3} A new mat3
|
||||
*/
|
||||
|
||||
export function fromValues(m00, m01, m02, m10, m11, m12, m20, m21, m22) {
|
||||
var out = new glMatrix.ARRAY_TYPE(9);
|
||||
out[0] = m00;
|
||||
out[1] = m01;
|
||||
out[2] = m02;
|
||||
out[3] = m10;
|
||||
out[4] = m11;
|
||||
out[5] = m12;
|
||||
out[6] = m20;
|
||||
out[7] = m21;
|
||||
out[8] = m22;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Set the components of a mat3 to the given values
|
||||
*
|
||||
* @param {mat3} out the receiving matrix
|
||||
* @param {Number} m00 Component in column 0, row 0 position (index 0)
|
||||
* @param {Number} m01 Component in column 0, row 1 position (index 1)
|
||||
* @param {Number} m02 Component in column 0, row 2 position (index 2)
|
||||
* @param {Number} m10 Component in column 1, row 0 position (index 3)
|
||||
* @param {Number} m11 Component in column 1, row 1 position (index 4)
|
||||
* @param {Number} m12 Component in column 1, row 2 position (index 5)
|
||||
* @param {Number} m20 Component in column 2, row 0 position (index 6)
|
||||
* @param {Number} m21 Component in column 2, row 1 position (index 7)
|
||||
* @param {Number} m22 Component in column 2, row 2 position (index 8)
|
||||
* @returns {mat3} out
|
||||
*/
|
||||
|
||||
export function set(out, m00, m01, m02, m10, m11, m12, m20, m21, m22) {
|
||||
out[0] = m00;
|
||||
out[1] = m01;
|
||||
out[2] = m02;
|
||||
out[3] = m10;
|
||||
out[4] = m11;
|
||||
out[5] = m12;
|
||||
out[6] = m20;
|
||||
out[7] = m21;
|
||||
out[8] = m22;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Set a mat3 to the identity matrix
|
||||
*
|
||||
* @param {mat3} out the receiving matrix
|
||||
* @returns {mat3} out
|
||||
*/
|
||||
|
||||
export function identity(out) {
|
||||
out[0] = 1;
|
||||
out[1] = 0;
|
||||
out[2] = 0;
|
||||
out[3] = 0;
|
||||
out[4] = 1;
|
||||
out[5] = 0;
|
||||
out[6] = 0;
|
||||
out[7] = 0;
|
||||
out[8] = 1;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Transpose the values of a mat3
|
||||
*
|
||||
* @param {mat3} out the receiving matrix
|
||||
* @param {ReadonlyMat3} a the source matrix
|
||||
* @returns {mat3} out
|
||||
*/
|
||||
|
||||
export function transpose(out, a) {
|
||||
// If we are transposing ourselves we can skip a few steps but have to cache some values
|
||||
if (out === a) {
|
||||
var a01 = a[1],
|
||||
a02 = a[2],
|
||||
a12 = a[5];
|
||||
out[1] = a[3];
|
||||
out[2] = a[6];
|
||||
out[3] = a01;
|
||||
out[5] = a[7];
|
||||
out[6] = a02;
|
||||
out[7] = a12;
|
||||
} else {
|
||||
out[0] = a[0];
|
||||
out[1] = a[3];
|
||||
out[2] = a[6];
|
||||
out[3] = a[1];
|
||||
out[4] = a[4];
|
||||
out[5] = a[7];
|
||||
out[6] = a[2];
|
||||
out[7] = a[5];
|
||||
out[8] = a[8];
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Inverts a mat3
|
||||
*
|
||||
* @param {mat3} out the receiving matrix
|
||||
* @param {ReadonlyMat3} a the source matrix
|
||||
* @returns {mat3} out
|
||||
*/
|
||||
|
||||
export function invert(out, a) {
|
||||
var a00 = a[0],
|
||||
a01 = a[1],
|
||||
a02 = a[2];
|
||||
var a10 = a[3],
|
||||
a11 = a[4],
|
||||
a12 = a[5];
|
||||
var a20 = a[6],
|
||||
a21 = a[7],
|
||||
a22 = a[8];
|
||||
var b01 = a22 * a11 - a12 * a21;
|
||||
var b11 = -a22 * a10 + a12 * a20;
|
||||
var b21 = a21 * a10 - a11 * a20; // Calculate the determinant
|
||||
|
||||
var det = a00 * b01 + a01 * b11 + a02 * b21;
|
||||
|
||||
if (!det) {
|
||||
return null;
|
||||
}
|
||||
|
||||
det = 1.0 / det;
|
||||
out[0] = b01 * det;
|
||||
out[1] = (-a22 * a01 + a02 * a21) * det;
|
||||
out[2] = (a12 * a01 - a02 * a11) * det;
|
||||
out[3] = b11 * det;
|
||||
out[4] = (a22 * a00 - a02 * a20) * det;
|
||||
out[5] = (-a12 * a00 + a02 * a10) * det;
|
||||
out[6] = b21 * det;
|
||||
out[7] = (-a21 * a00 + a01 * a20) * det;
|
||||
out[8] = (a11 * a00 - a01 * a10) * det;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Calculates the adjugate of a mat3
|
||||
*
|
||||
* @param {mat3} out the receiving matrix
|
||||
* @param {ReadonlyMat3} a the source matrix
|
||||
* @returns {mat3} out
|
||||
*/
|
||||
|
||||
export function adjoint(out, a) {
|
||||
var a00 = a[0],
|
||||
a01 = a[1],
|
||||
a02 = a[2];
|
||||
var a10 = a[3],
|
||||
a11 = a[4],
|
||||
a12 = a[5];
|
||||
var a20 = a[6],
|
||||
a21 = a[7],
|
||||
a22 = a[8];
|
||||
out[0] = a11 * a22 - a12 * a21;
|
||||
out[1] = a02 * a21 - a01 * a22;
|
||||
out[2] = a01 * a12 - a02 * a11;
|
||||
out[3] = a12 * a20 - a10 * a22;
|
||||
out[4] = a00 * a22 - a02 * a20;
|
||||
out[5] = a02 * a10 - a00 * a12;
|
||||
out[6] = a10 * a21 - a11 * a20;
|
||||
out[7] = a01 * a20 - a00 * a21;
|
||||
out[8] = a00 * a11 - a01 * a10;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Calculates the determinant of a mat3
|
||||
*
|
||||
* @param {ReadonlyMat3} a the source matrix
|
||||
* @returns {Number} determinant of a
|
||||
*/
|
||||
|
||||
export function determinant(a) {
|
||||
var a00 = a[0],
|
||||
a01 = a[1],
|
||||
a02 = a[2];
|
||||
var a10 = a[3],
|
||||
a11 = a[4],
|
||||
a12 = a[5];
|
||||
var a20 = a[6],
|
||||
a21 = a[7],
|
||||
a22 = a[8];
|
||||
return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
|
||||
}
|
||||
/**
|
||||
* Multiplies two mat3's
|
||||
*
|
||||
* @param {mat3} out the receiving matrix
|
||||
* @param {ReadonlyMat3} a the first operand
|
||||
* @param {ReadonlyMat3} b the second operand
|
||||
* @returns {mat3} out
|
||||
*/
|
||||
|
||||
export function multiply(out, a, b) {
|
||||
var a00 = a[0],
|
||||
a01 = a[1],
|
||||
a02 = a[2];
|
||||
var a10 = a[3],
|
||||
a11 = a[4],
|
||||
a12 = a[5];
|
||||
var a20 = a[6],
|
||||
a21 = a[7],
|
||||
a22 = a[8];
|
||||
var b00 = b[0],
|
||||
b01 = b[1],
|
||||
b02 = b[2];
|
||||
var b10 = b[3],
|
||||
b11 = b[4],
|
||||
b12 = b[5];
|
||||
var b20 = b[6],
|
||||
b21 = b[7],
|
||||
b22 = b[8];
|
||||
out[0] = b00 * a00 + b01 * a10 + b02 * a20;
|
||||
out[1] = b00 * a01 + b01 * a11 + b02 * a21;
|
||||
out[2] = b00 * a02 + b01 * a12 + b02 * a22;
|
||||
out[3] = b10 * a00 + b11 * a10 + b12 * a20;
|
||||
out[4] = b10 * a01 + b11 * a11 + b12 * a21;
|
||||
out[5] = b10 * a02 + b11 * a12 + b12 * a22;
|
||||
out[6] = b20 * a00 + b21 * a10 + b22 * a20;
|
||||
out[7] = b20 * a01 + b21 * a11 + b22 * a21;
|
||||
out[8] = b20 * a02 + b21 * a12 + b22 * a22;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Translate a mat3 by the given vector
|
||||
*
|
||||
* @param {mat3} out the receiving matrix
|
||||
* @param {ReadonlyMat3} a the matrix to translate
|
||||
* @param {ReadonlyVec2} v vector to translate by
|
||||
* @returns {mat3} out
|
||||
*/
|
||||
|
||||
export function translate(out, a, v) {
|
||||
var a00 = a[0],
|
||||
a01 = a[1],
|
||||
a02 = a[2],
|
||||
a10 = a[3],
|
||||
a11 = a[4],
|
||||
a12 = a[5],
|
||||
a20 = a[6],
|
||||
a21 = a[7],
|
||||
a22 = a[8],
|
||||
x = v[0],
|
||||
y = v[1];
|
||||
out[0] = a00;
|
||||
out[1] = a01;
|
||||
out[2] = a02;
|
||||
out[3] = a10;
|
||||
out[4] = a11;
|
||||
out[5] = a12;
|
||||
out[6] = x * a00 + y * a10 + a20;
|
||||
out[7] = x * a01 + y * a11 + a21;
|
||||
out[8] = x * a02 + y * a12 + a22;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Rotates a mat3 by the given angle
|
||||
*
|
||||
* @param {mat3} out the receiving matrix
|
||||
* @param {ReadonlyMat3} a the matrix to rotate
|
||||
* @param {Number} rad the angle to rotate the matrix by
|
||||
* @returns {mat3} out
|
||||
*/
|
||||
|
||||
export function rotate(out, a, rad) {
|
||||
var a00 = a[0],
|
||||
a01 = a[1],
|
||||
a02 = a[2],
|
||||
a10 = a[3],
|
||||
a11 = a[4],
|
||||
a12 = a[5],
|
||||
a20 = a[6],
|
||||
a21 = a[7],
|
||||
a22 = a[8],
|
||||
s = Math.sin(rad),
|
||||
c = Math.cos(rad);
|
||||
out[0] = c * a00 + s * a10;
|
||||
out[1] = c * a01 + s * a11;
|
||||
out[2] = c * a02 + s * a12;
|
||||
out[3] = c * a10 - s * a00;
|
||||
out[4] = c * a11 - s * a01;
|
||||
out[5] = c * a12 - s * a02;
|
||||
out[6] = a20;
|
||||
out[7] = a21;
|
||||
out[8] = a22;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Scales the mat3 by the dimensions in the given vec2
|
||||
*
|
||||
* @param {mat3} out the receiving matrix
|
||||
* @param {ReadonlyMat3} a the matrix to rotate
|
||||
* @param {ReadonlyVec2} v the vec2 to scale the matrix by
|
||||
* @returns {mat3} out
|
||||
**/
|
||||
|
||||
export function scale(out, a, v) {
|
||||
var x = v[0],
|
||||
y = v[1];
|
||||
out[0] = x * a[0];
|
||||
out[1] = x * a[1];
|
||||
out[2] = x * a[2];
|
||||
out[3] = y * a[3];
|
||||
out[4] = y * a[4];
|
||||
out[5] = y * a[5];
|
||||
out[6] = a[6];
|
||||
out[7] = a[7];
|
||||
out[8] = a[8];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Creates a matrix from a vector translation
|
||||
* This is equivalent to (but much faster than):
|
||||
*
|
||||
* mat3.identity(dest);
|
||||
* mat3.translate(dest, dest, vec);
|
||||
*
|
||||
* @param {mat3} out mat3 receiving operation result
|
||||
* @param {ReadonlyVec2} v Translation vector
|
||||
* @returns {mat3} out
|
||||
*/
|
||||
|
||||
export function fromTranslation(out, v) {
|
||||
out[0] = 1;
|
||||
out[1] = 0;
|
||||
out[2] = 0;
|
||||
out[3] = 0;
|
||||
out[4] = 1;
|
||||
out[5] = 0;
|
||||
out[6] = v[0];
|
||||
out[7] = v[1];
|
||||
out[8] = 1;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Creates a matrix from a given angle
|
||||
* This is equivalent to (but much faster than):
|
||||
*
|
||||
* mat3.identity(dest);
|
||||
* mat3.rotate(dest, dest, rad);
|
||||
*
|
||||
* @param {mat3} out mat3 receiving operation result
|
||||
* @param {Number} rad the angle to rotate the matrix by
|
||||
* @returns {mat3} out
|
||||
*/
|
||||
|
||||
export function fromRotation(out, rad) {
|
||||
var s = Math.sin(rad),
|
||||
c = Math.cos(rad);
|
||||
out[0] = c;
|
||||
out[1] = s;
|
||||
out[2] = 0;
|
||||
out[3] = -s;
|
||||
out[4] = c;
|
||||
out[5] = 0;
|
||||
out[6] = 0;
|
||||
out[7] = 0;
|
||||
out[8] = 1;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Creates a matrix from a vector scaling
|
||||
* This is equivalent to (but much faster than):
|
||||
*
|
||||
* mat3.identity(dest);
|
||||
* mat3.scale(dest, dest, vec);
|
||||
*
|
||||
* @param {mat3} out mat3 receiving operation result
|
||||
* @param {ReadonlyVec2} v Scaling vector
|
||||
* @returns {mat3} out
|
||||
*/
|
||||
|
||||
export function fromScaling(out, v) {
|
||||
out[0] = v[0];
|
||||
out[1] = 0;
|
||||
out[2] = 0;
|
||||
out[3] = 0;
|
||||
out[4] = v[1];
|
||||
out[5] = 0;
|
||||
out[6] = 0;
|
||||
out[7] = 0;
|
||||
out[8] = 1;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Copies the values from a mat2d into a mat3
|
||||
*
|
||||
* @param {mat3} out the receiving matrix
|
||||
* @param {ReadonlyMat2d} a the matrix to copy
|
||||
* @returns {mat3} out
|
||||
**/
|
||||
|
||||
export function fromMat2d(out, a) {
|
||||
out[0] = a[0];
|
||||
out[1] = a[1];
|
||||
out[2] = 0;
|
||||
out[3] = a[2];
|
||||
out[4] = a[3];
|
||||
out[5] = 0;
|
||||
out[6] = a[4];
|
||||
out[7] = a[5];
|
||||
out[8] = 1;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Calculates a 3x3 matrix from the given quaternion
|
||||
*
|
||||
* @param {mat3} out mat3 receiving operation result
|
||||
* @param {ReadonlyQuat} q Quaternion to create matrix from
|
||||
*
|
||||
* @returns {mat3} out
|
||||
*/
|
||||
|
||||
export function fromQuat(out, q) {
|
||||
var x = q[0],
|
||||
y = q[1],
|
||||
z = q[2],
|
||||
w = q[3];
|
||||
var x2 = x + x;
|
||||
var y2 = y + y;
|
||||
var z2 = z + z;
|
||||
var xx = x * x2;
|
||||
var yx = y * x2;
|
||||
var yy = y * y2;
|
||||
var zx = z * x2;
|
||||
var zy = z * y2;
|
||||
var zz = z * z2;
|
||||
var wx = w * x2;
|
||||
var wy = w * y2;
|
||||
var wz = w * z2;
|
||||
out[0] = 1 - yy - zz;
|
||||
out[3] = yx - wz;
|
||||
out[6] = zx + wy;
|
||||
out[1] = yx + wz;
|
||||
out[4] = 1 - xx - zz;
|
||||
out[7] = zy - wx;
|
||||
out[2] = zx - wy;
|
||||
out[5] = zy + wx;
|
||||
out[8] = 1 - xx - yy;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix
|
||||
*
|
||||
* @param {mat3} out mat3 receiving operation result
|
||||
* @param {ReadonlyMat4} a Mat4 to derive the normal matrix from
|
||||
*
|
||||
* @returns {mat3} out
|
||||
*/
|
||||
|
||||
export function normalFromMat4(out, a) {
|
||||
var a00 = a[0],
|
||||
a01 = a[1],
|
||||
a02 = a[2],
|
||||
a03 = a[3];
|
||||
var a10 = a[4],
|
||||
a11 = a[5],
|
||||
a12 = a[6],
|
||||
a13 = a[7];
|
||||
var a20 = a[8],
|
||||
a21 = a[9],
|
||||
a22 = a[10],
|
||||
a23 = a[11];
|
||||
var a30 = a[12],
|
||||
a31 = a[13],
|
||||
a32 = a[14],
|
||||
a33 = a[15];
|
||||
var b00 = a00 * a11 - a01 * a10;
|
||||
var b01 = a00 * a12 - a02 * a10;
|
||||
var b02 = a00 * a13 - a03 * a10;
|
||||
var b03 = a01 * a12 - a02 * a11;
|
||||
var b04 = a01 * a13 - a03 * a11;
|
||||
var b05 = a02 * a13 - a03 * a12;
|
||||
var b06 = a20 * a31 - a21 * a30;
|
||||
var b07 = a20 * a32 - a22 * a30;
|
||||
var b08 = a20 * a33 - a23 * a30;
|
||||
var b09 = a21 * a32 - a22 * a31;
|
||||
var b10 = a21 * a33 - a23 * a31;
|
||||
var b11 = a22 * a33 - a23 * a32; // Calculate the determinant
|
||||
|
||||
var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
|
||||
|
||||
if (!det) {
|
||||
return null;
|
||||
}
|
||||
|
||||
det = 1.0 / det;
|
||||
out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
|
||||
out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
|
||||
out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
|
||||
out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
|
||||
out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
|
||||
out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
|
||||
out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
|
||||
out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
|
||||
out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Generates a 2D projection matrix with the given bounds
|
||||
*
|
||||
* @param {mat3} out mat3 frustum matrix will be written into
|
||||
* @param {number} width Width of your gl context
|
||||
* @param {number} height Height of gl context
|
||||
* @returns {mat3} out
|
||||
*/
|
||||
|
||||
export function projection(out, width, height) {
|
||||
out[0] = 2 / width;
|
||||
out[1] = 0;
|
||||
out[2] = 0;
|
||||
out[3] = 0;
|
||||
out[4] = -2 / height;
|
||||
out[5] = 0;
|
||||
out[6] = -1;
|
||||
out[7] = 1;
|
||||
out[8] = 1;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Returns a string representation of a mat3
|
||||
*
|
||||
* @param {ReadonlyMat3} a matrix to represent as a string
|
||||
* @returns {String} string representation of the matrix
|
||||
*/
|
||||
|
||||
export function str(a) {
|
||||
return "mat3(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ", " + a[4] + ", " + a[5] + ", " + a[6] + ", " + a[7] + ", " + a[8] + ")";
|
||||
}
|
||||
/**
|
||||
* Returns Frobenius norm of a mat3
|
||||
*
|
||||
* @param {ReadonlyMat3} a the matrix to calculate Frobenius norm of
|
||||
* @returns {Number} Frobenius norm
|
||||
*/
|
||||
|
||||
export function frob(a) {
|
||||
return Math.hypot(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8]);
|
||||
}
|
||||
/**
|
||||
* Adds two mat3's
|
||||
*
|
||||
* @param {mat3} out the receiving matrix
|
||||
* @param {ReadonlyMat3} a the first operand
|
||||
* @param {ReadonlyMat3} b the second operand
|
||||
* @returns {mat3} out
|
||||
*/
|
||||
|
||||
export 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];
|
||||
out[6] = a[6] + b[6];
|
||||
out[7] = a[7] + b[7];
|
||||
out[8] = a[8] + b[8];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Subtracts matrix b from matrix a
|
||||
*
|
||||
* @param {mat3} out the receiving matrix
|
||||
* @param {ReadonlyMat3} a the first operand
|
||||
* @param {ReadonlyMat3} b the second operand
|
||||
* @returns {mat3} out
|
||||
*/
|
||||
|
||||
export 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];
|
||||
out[6] = a[6] - b[6];
|
||||
out[7] = a[7] - b[7];
|
||||
out[8] = a[8] - b[8];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Multiply each element of the matrix by a scalar.
|
||||
*
|
||||
* @param {mat3} out the receiving matrix
|
||||
* @param {ReadonlyMat3} a the matrix to scale
|
||||
* @param {Number} b amount to scale the matrix's elements by
|
||||
* @returns {mat3} out
|
||||
*/
|
||||
|
||||
export 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;
|
||||
out[6] = a[6] * b;
|
||||
out[7] = a[7] * b;
|
||||
out[8] = a[8] * b;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Adds two mat3's after multiplying each element of the second operand by a scalar value.
|
||||
*
|
||||
* @param {mat3} out the receiving vector
|
||||
* @param {ReadonlyMat3} a the first operand
|
||||
* @param {ReadonlyMat3} b the second operand
|
||||
* @param {Number} scale the amount to scale b's elements by before adding
|
||||
* @returns {mat3} out
|
||||
*/
|
||||
|
||||
export 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;
|
||||
out[6] = a[6] + b[6] * scale;
|
||||
out[7] = a[7] + b[7] * scale;
|
||||
out[8] = a[8] + b[8] * scale;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
|
||||
*
|
||||
* @param {ReadonlyMat3} a The first matrix.
|
||||
* @param {ReadonlyMat3} b The second matrix.
|
||||
* @returns {Boolean} True if the matrices are equal, false otherwise.
|
||||
*/
|
||||
|
||||
export 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] && a[6] === b[6] && a[7] === b[7] && a[8] === b[8];
|
||||
}
|
||||
/**
|
||||
* Returns whether or not the matrices have approximately the same elements in the same position.
|
||||
*
|
||||
* @param {ReadonlyMat3} a The first matrix.
|
||||
* @param {ReadonlyMat3} b The second matrix.
|
||||
* @returns {Boolean} True if the matrices are equal, false otherwise.
|
||||
*/
|
||||
|
||||
export function equals(a, b) {
|
||||
var a0 = a[0],
|
||||
a1 = a[1],
|
||||
a2 = a[2],
|
||||
a3 = a[3],
|
||||
a4 = a[4],
|
||||
a5 = a[5],
|
||||
a6 = a[6],
|
||||
a7 = a[7],
|
||||
a8 = a[8];
|
||||
var b0 = b[0],
|
||||
b1 = b[1],
|
||||
b2 = b[2],
|
||||
b3 = b[3],
|
||||
b4 = b[4],
|
||||
b5 = b[5],
|
||||
b6 = b[6],
|
||||
b7 = b[7],
|
||||
b8 = b[8];
|
||||
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)) && Math.abs(a6 - b6) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) && Math.abs(a8 - b8) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8));
|
||||
}
|
||||
/**
|
||||
* Alias for {@link mat3.multiply}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var mul = multiply;
|
||||
/**
|
||||
* Alias for {@link mat3.subtract}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var sub = subtract;
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,710 +0,0 @@
|
||||
import * as glMatrix from "./common.js";
|
||||
import * as mat3 from "./mat3.js";
|
||||
import * as vec3 from "./vec3.js";
|
||||
import * as vec4 from "./vec4.js";
|
||||
/**
|
||||
* Quaternion
|
||||
* @module quat
|
||||
*/
|
||||
|
||||
/**
|
||||
* Creates a new identity quat
|
||||
*
|
||||
* @returns {quat} a new quaternion
|
||||
*/
|
||||
|
||||
export function create() {
|
||||
var out = new glMatrix.ARRAY_TYPE(4);
|
||||
|
||||
if (glMatrix.ARRAY_TYPE != Float32Array) {
|
||||
out[0] = 0;
|
||||
out[1] = 0;
|
||||
out[2] = 0;
|
||||
}
|
||||
|
||||
out[3] = 1;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Set a quat to the identity quaternion
|
||||
*
|
||||
* @param {quat} out the receiving quaternion
|
||||
* @returns {quat} out
|
||||
*/
|
||||
|
||||
export function identity(out) {
|
||||
out[0] = 0;
|
||||
out[1] = 0;
|
||||
out[2] = 0;
|
||||
out[3] = 1;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Sets a quat from the given angle and rotation axis,
|
||||
* then returns it.
|
||||
*
|
||||
* @param {quat} out the receiving quaternion
|
||||
* @param {ReadonlyVec3} axis the axis around which to rotate
|
||||
* @param {Number} rad the angle in radians
|
||||
* @returns {quat} out
|
||||
**/
|
||||
|
||||
export function setAxisAngle(out, axis, rad) {
|
||||
rad = rad * 0.5;
|
||||
var s = Math.sin(rad);
|
||||
out[0] = s * axis[0];
|
||||
out[1] = s * axis[1];
|
||||
out[2] = s * axis[2];
|
||||
out[3] = Math.cos(rad);
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Gets the rotation axis and angle for a given
|
||||
* quaternion. If a quaternion is created with
|
||||
* setAxisAngle, this method will return the same
|
||||
* values as providied in the original parameter list
|
||||
* OR functionally equivalent values.
|
||||
* Example: The quaternion formed by axis [0, 0, 1] and
|
||||
* angle -90 is the same as the quaternion formed by
|
||||
* [0, 0, 1] and 270. This method favors the latter.
|
||||
* @param {vec3} out_axis Vector receiving the axis of rotation
|
||||
* @param {ReadonlyQuat} q Quaternion to be decomposed
|
||||
* @return {Number} Angle, in radians, of the rotation
|
||||
*/
|
||||
|
||||
export function getAxisAngle(out_axis, q) {
|
||||
var rad = Math.acos(q[3]) * 2.0;
|
||||
var s = Math.sin(rad / 2.0);
|
||||
|
||||
if (s > glMatrix.EPSILON) {
|
||||
out_axis[0] = q[0] / s;
|
||||
out_axis[1] = q[1] / s;
|
||||
out_axis[2] = q[2] / s;
|
||||
} else {
|
||||
// If s is zero, return any axis (no rotation - axis does not matter)
|
||||
out_axis[0] = 1;
|
||||
out_axis[1] = 0;
|
||||
out_axis[2] = 0;
|
||||
}
|
||||
|
||||
return rad;
|
||||
}
|
||||
/**
|
||||
* Gets the angular distance between two unit quaternions
|
||||
*
|
||||
* @param {ReadonlyQuat} a Origin unit quaternion
|
||||
* @param {ReadonlyQuat} b Destination unit quaternion
|
||||
* @return {Number} Angle, in radians, between the two quaternions
|
||||
*/
|
||||
|
||||
export function getAngle(a, b) {
|
||||
var dotproduct = dot(a, b);
|
||||
return Math.acos(2 * dotproduct * dotproduct - 1);
|
||||
}
|
||||
/**
|
||||
* Multiplies two quat's
|
||||
*
|
||||
* @param {quat} out the receiving quaternion
|
||||
* @param {ReadonlyQuat} a the first operand
|
||||
* @param {ReadonlyQuat} b the second operand
|
||||
* @returns {quat} out
|
||||
*/
|
||||
|
||||
export function multiply(out, a, b) {
|
||||
var ax = a[0],
|
||||
ay = a[1],
|
||||
az = a[2],
|
||||
aw = a[3];
|
||||
var bx = b[0],
|
||||
by = b[1],
|
||||
bz = b[2],
|
||||
bw = b[3];
|
||||
out[0] = ax * bw + aw * bx + ay * bz - az * by;
|
||||
out[1] = ay * bw + aw * by + az * bx - ax * bz;
|
||||
out[2] = az * bw + aw * bz + ax * by - ay * bx;
|
||||
out[3] = aw * bw - ax * bx - ay * by - az * bz;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Rotates a quaternion by the given angle about the X axis
|
||||
*
|
||||
* @param {quat} out quat receiving operation result
|
||||
* @param {ReadonlyQuat} a quat to rotate
|
||||
* @param {number} rad angle (in radians) to rotate
|
||||
* @returns {quat} out
|
||||
*/
|
||||
|
||||
export function rotateX(out, a, rad) {
|
||||
rad *= 0.5;
|
||||
var ax = a[0],
|
||||
ay = a[1],
|
||||
az = a[2],
|
||||
aw = a[3];
|
||||
var bx = Math.sin(rad),
|
||||
bw = Math.cos(rad);
|
||||
out[0] = ax * bw + aw * bx;
|
||||
out[1] = ay * bw + az * bx;
|
||||
out[2] = az * bw - ay * bx;
|
||||
out[3] = aw * bw - ax * bx;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Rotates a quaternion by the given angle about the Y axis
|
||||
*
|
||||
* @param {quat} out quat receiving operation result
|
||||
* @param {ReadonlyQuat} a quat to rotate
|
||||
* @param {number} rad angle (in radians) to rotate
|
||||
* @returns {quat} out
|
||||
*/
|
||||
|
||||
export function rotateY(out, a, rad) {
|
||||
rad *= 0.5;
|
||||
var ax = a[0],
|
||||
ay = a[1],
|
||||
az = a[2],
|
||||
aw = a[3];
|
||||
var by = Math.sin(rad),
|
||||
bw = Math.cos(rad);
|
||||
out[0] = ax * bw - az * by;
|
||||
out[1] = ay * bw + aw * by;
|
||||
out[2] = az * bw + ax * by;
|
||||
out[3] = aw * bw - ay * by;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Rotates a quaternion by the given angle about the Z axis
|
||||
*
|
||||
* @param {quat} out quat receiving operation result
|
||||
* @param {ReadonlyQuat} a quat to rotate
|
||||
* @param {number} rad angle (in radians) to rotate
|
||||
* @returns {quat} out
|
||||
*/
|
||||
|
||||
export function rotateZ(out, a, rad) {
|
||||
rad *= 0.5;
|
||||
var ax = a[0],
|
||||
ay = a[1],
|
||||
az = a[2],
|
||||
aw = a[3];
|
||||
var bz = Math.sin(rad),
|
||||
bw = Math.cos(rad);
|
||||
out[0] = ax * bw + ay * bz;
|
||||
out[1] = ay * bw - ax * bz;
|
||||
out[2] = az * bw + aw * bz;
|
||||
out[3] = aw * bw - az * bz;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Calculates the W component of a quat from the X, Y, and Z components.
|
||||
* Assumes that quaternion is 1 unit in length.
|
||||
* Any existing W component will be ignored.
|
||||
*
|
||||
* @param {quat} out the receiving quaternion
|
||||
* @param {ReadonlyQuat} a quat to calculate W component of
|
||||
* @returns {quat} out
|
||||
*/
|
||||
|
||||
export function calculateW(out, a) {
|
||||
var x = a[0],
|
||||
y = a[1],
|
||||
z = a[2];
|
||||
out[0] = x;
|
||||
out[1] = y;
|
||||
out[2] = z;
|
||||
out[3] = Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Calculate the exponential of a unit quaternion.
|
||||
*
|
||||
* @param {quat} out the receiving quaternion
|
||||
* @param {ReadonlyQuat} a quat to calculate the exponential of
|
||||
* @returns {quat} out
|
||||
*/
|
||||
|
||||
export function exp(out, a) {
|
||||
var x = a[0],
|
||||
y = a[1],
|
||||
z = a[2],
|
||||
w = a[3];
|
||||
var r = Math.sqrt(x * x + y * y + z * z);
|
||||
var et = Math.exp(w);
|
||||
var s = r > 0 ? et * Math.sin(r) / r : 0;
|
||||
out[0] = x * s;
|
||||
out[1] = y * s;
|
||||
out[2] = z * s;
|
||||
out[3] = et * Math.cos(r);
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Calculate the natural logarithm of a unit quaternion.
|
||||
*
|
||||
* @param {quat} out the receiving quaternion
|
||||
* @param {ReadonlyQuat} a quat to calculate the exponential of
|
||||
* @returns {quat} out
|
||||
*/
|
||||
|
||||
export function ln(out, a) {
|
||||
var x = a[0],
|
||||
y = a[1],
|
||||
z = a[2],
|
||||
w = a[3];
|
||||
var r = Math.sqrt(x * x + y * y + z * z);
|
||||
var t = r > 0 ? Math.atan2(r, w) / r : 0;
|
||||
out[0] = x * t;
|
||||
out[1] = y * t;
|
||||
out[2] = z * t;
|
||||
out[3] = 0.5 * Math.log(x * x + y * y + z * z + w * w);
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Calculate the scalar power of a unit quaternion.
|
||||
*
|
||||
* @param {quat} out the receiving quaternion
|
||||
* @param {ReadonlyQuat} a quat to calculate the exponential of
|
||||
* @param {Number} b amount to scale the quaternion by
|
||||
* @returns {quat} out
|
||||
*/
|
||||
|
||||
export function pow(out, a, b) {
|
||||
ln(out, a);
|
||||
scale(out, out, b);
|
||||
exp(out, out);
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Performs a spherical linear interpolation between two quat
|
||||
*
|
||||
* @param {quat} out the receiving quaternion
|
||||
* @param {ReadonlyQuat} a the first operand
|
||||
* @param {ReadonlyQuat} b the second operand
|
||||
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
|
||||
* @returns {quat} out
|
||||
*/
|
||||
|
||||
export function slerp(out, a, b, t) {
|
||||
// benchmarks:
|
||||
// http://jsperf.com/quaternion-slerp-implementations
|
||||
var ax = a[0],
|
||||
ay = a[1],
|
||||
az = a[2],
|
||||
aw = a[3];
|
||||
var bx = b[0],
|
||||
by = b[1],
|
||||
bz = b[2],
|
||||
bw = b[3];
|
||||
var omega, cosom, sinom, scale0, scale1; // calc cosine
|
||||
|
||||
cosom = ax * bx + ay * by + az * bz + aw * bw; // adjust signs (if necessary)
|
||||
|
||||
if (cosom < 0.0) {
|
||||
cosom = -cosom;
|
||||
bx = -bx;
|
||||
by = -by;
|
||||
bz = -bz;
|
||||
bw = -bw;
|
||||
} // calculate coefficients
|
||||
|
||||
|
||||
if (1.0 - cosom > glMatrix.EPSILON) {
|
||||
// standard case (slerp)
|
||||
omega = Math.acos(cosom);
|
||||
sinom = Math.sin(omega);
|
||||
scale0 = Math.sin((1.0 - t) * omega) / sinom;
|
||||
scale1 = Math.sin(t * omega) / sinom;
|
||||
} else {
|
||||
// "from" and "to" quaternions are very close
|
||||
// ... so we can do a linear interpolation
|
||||
scale0 = 1.0 - t;
|
||||
scale1 = t;
|
||||
} // calculate final values
|
||||
|
||||
|
||||
out[0] = scale0 * ax + scale1 * bx;
|
||||
out[1] = scale0 * ay + scale1 * by;
|
||||
out[2] = scale0 * az + scale1 * bz;
|
||||
out[3] = scale0 * aw + scale1 * bw;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Generates a random unit quaternion
|
||||
*
|
||||
* @param {quat} out the receiving quaternion
|
||||
* @returns {quat} out
|
||||
*/
|
||||
|
||||
export function random(out) {
|
||||
// Implementation of http://planning.cs.uiuc.edu/node198.html
|
||||
// TODO: Calling random 3 times is probably not the fastest solution
|
||||
var u1 = glMatrix.RANDOM();
|
||||
var u2 = glMatrix.RANDOM();
|
||||
var u3 = glMatrix.RANDOM();
|
||||
var sqrt1MinusU1 = Math.sqrt(1 - u1);
|
||||
var sqrtU1 = Math.sqrt(u1);
|
||||
out[0] = sqrt1MinusU1 * Math.sin(2.0 * Math.PI * u2);
|
||||
out[1] = sqrt1MinusU1 * Math.cos(2.0 * Math.PI * u2);
|
||||
out[2] = sqrtU1 * Math.sin(2.0 * Math.PI * u3);
|
||||
out[3] = sqrtU1 * Math.cos(2.0 * Math.PI * u3);
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Calculates the inverse of a quat
|
||||
*
|
||||
* @param {quat} out the receiving quaternion
|
||||
* @param {ReadonlyQuat} a quat to calculate inverse of
|
||||
* @returns {quat} out
|
||||
*/
|
||||
|
||||
export function invert(out, a) {
|
||||
var a0 = a[0],
|
||||
a1 = a[1],
|
||||
a2 = a[2],
|
||||
a3 = a[3];
|
||||
var dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;
|
||||
var invDot = dot ? 1.0 / dot : 0; // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0
|
||||
|
||||
out[0] = -a0 * invDot;
|
||||
out[1] = -a1 * invDot;
|
||||
out[2] = -a2 * invDot;
|
||||
out[3] = a3 * invDot;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Calculates the conjugate of a quat
|
||||
* If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.
|
||||
*
|
||||
* @param {quat} out the receiving quaternion
|
||||
* @param {ReadonlyQuat} a quat to calculate conjugate of
|
||||
* @returns {quat} out
|
||||
*/
|
||||
|
||||
export function conjugate(out, a) {
|
||||
out[0] = -a[0];
|
||||
out[1] = -a[1];
|
||||
out[2] = -a[2];
|
||||
out[3] = a[3];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Creates a quaternion from the given 3x3 rotation matrix.
|
||||
*
|
||||
* NOTE: The resultant quaternion is not normalized, so you should be sure
|
||||
* to renormalize the quaternion yourself where necessary.
|
||||
*
|
||||
* @param {quat} out the receiving quaternion
|
||||
* @param {ReadonlyMat3} m rotation matrix
|
||||
* @returns {quat} out
|
||||
* @function
|
||||
*/
|
||||
|
||||
export function fromMat3(out, m) {
|
||||
// Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
|
||||
// article "Quaternion Calculus and Fast Animation".
|
||||
var fTrace = m[0] + m[4] + m[8];
|
||||
var fRoot;
|
||||
|
||||
if (fTrace > 0.0) {
|
||||
// |w| > 1/2, may as well choose w > 1/2
|
||||
fRoot = Math.sqrt(fTrace + 1.0); // 2w
|
||||
|
||||
out[3] = 0.5 * fRoot;
|
||||
fRoot = 0.5 / fRoot; // 1/(4w)
|
||||
|
||||
out[0] = (m[5] - m[7]) * fRoot;
|
||||
out[1] = (m[6] - m[2]) * fRoot;
|
||||
out[2] = (m[1] - m[3]) * fRoot;
|
||||
} else {
|
||||
// |w| <= 1/2
|
||||
var i = 0;
|
||||
if (m[4] > m[0]) i = 1;
|
||||
if (m[8] > m[i * 3 + i]) i = 2;
|
||||
var j = (i + 1) % 3;
|
||||
var k = (i + 2) % 3;
|
||||
fRoot = Math.sqrt(m[i * 3 + i] - m[j * 3 + j] - m[k * 3 + k] + 1.0);
|
||||
out[i] = 0.5 * fRoot;
|
||||
fRoot = 0.5 / fRoot;
|
||||
out[3] = (m[j * 3 + k] - m[k * 3 + j]) * fRoot;
|
||||
out[j] = (m[j * 3 + i] + m[i * 3 + j]) * fRoot;
|
||||
out[k] = (m[k * 3 + i] + m[i * 3 + k]) * fRoot;
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Creates a quaternion from the given euler angle x, y, z.
|
||||
*
|
||||
* @param {quat} out the receiving quaternion
|
||||
* @param {x} Angle to rotate around X axis in degrees.
|
||||
* @param {y} Angle to rotate around Y axis in degrees.
|
||||
* @param {z} Angle to rotate around Z axis in degrees.
|
||||
* @returns {quat} out
|
||||
* @function
|
||||
*/
|
||||
|
||||
export function fromEuler(out, x, y, z) {
|
||||
var halfToRad = 0.5 * Math.PI / 180.0;
|
||||
x *= halfToRad;
|
||||
y *= halfToRad;
|
||||
z *= halfToRad;
|
||||
var sx = Math.sin(x);
|
||||
var cx = Math.cos(x);
|
||||
var sy = Math.sin(y);
|
||||
var cy = Math.cos(y);
|
||||
var sz = Math.sin(z);
|
||||
var cz = Math.cos(z);
|
||||
out[0] = sx * cy * cz - cx * sy * sz;
|
||||
out[1] = cx * sy * cz + sx * cy * sz;
|
||||
out[2] = cx * cy * sz - sx * sy * cz;
|
||||
out[3] = cx * cy * cz + sx * sy * sz;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Returns a string representation of a quatenion
|
||||
*
|
||||
* @param {ReadonlyQuat} a vector to represent as a string
|
||||
* @returns {String} string representation of the vector
|
||||
*/
|
||||
|
||||
export function str(a) {
|
||||
return "quat(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ")";
|
||||
}
|
||||
/**
|
||||
* Creates a new quat initialized with values from an existing quaternion
|
||||
*
|
||||
* @param {ReadonlyQuat} a quaternion to clone
|
||||
* @returns {quat} a new quaternion
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var clone = vec4.clone;
|
||||
/**
|
||||
* Creates a new quat initialized with the given values
|
||||
*
|
||||
* @param {Number} x X component
|
||||
* @param {Number} y Y component
|
||||
* @param {Number} z Z component
|
||||
* @param {Number} w W component
|
||||
* @returns {quat} a new quaternion
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var fromValues = vec4.fromValues;
|
||||
/**
|
||||
* Copy the values from one quat to another
|
||||
*
|
||||
* @param {quat} out the receiving quaternion
|
||||
* @param {ReadonlyQuat} a the source quaternion
|
||||
* @returns {quat} out
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var copy = vec4.copy;
|
||||
/**
|
||||
* Set the components of a quat to the given values
|
||||
*
|
||||
* @param {quat} out the receiving quaternion
|
||||
* @param {Number} x X component
|
||||
* @param {Number} y Y component
|
||||
* @param {Number} z Z component
|
||||
* @param {Number} w W component
|
||||
* @returns {quat} out
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var set = vec4.set;
|
||||
/**
|
||||
* Adds two quat's
|
||||
*
|
||||
* @param {quat} out the receiving quaternion
|
||||
* @param {ReadonlyQuat} a the first operand
|
||||
* @param {ReadonlyQuat} b the second operand
|
||||
* @returns {quat} out
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var add = vec4.add;
|
||||
/**
|
||||
* Alias for {@link quat.multiply}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var mul = multiply;
|
||||
/**
|
||||
* Scales a quat by a scalar number
|
||||
*
|
||||
* @param {quat} out the receiving vector
|
||||
* @param {ReadonlyQuat} a the vector to scale
|
||||
* @param {Number} b amount to scale the vector by
|
||||
* @returns {quat} out
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var scale = vec4.scale;
|
||||
/**
|
||||
* Calculates the dot product of two quat's
|
||||
*
|
||||
* @param {ReadonlyQuat} a the first operand
|
||||
* @param {ReadonlyQuat} b the second operand
|
||||
* @returns {Number} dot product of a and b
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var dot = vec4.dot;
|
||||
/**
|
||||
* Performs a linear interpolation between two quat's
|
||||
*
|
||||
* @param {quat} out the receiving quaternion
|
||||
* @param {ReadonlyQuat} a the first operand
|
||||
* @param {ReadonlyQuat} b the second operand
|
||||
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
|
||||
* @returns {quat} out
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var lerp = vec4.lerp;
|
||||
/**
|
||||
* Calculates the length of a quat
|
||||
*
|
||||
* @param {ReadonlyQuat} a vector to calculate length of
|
||||
* @returns {Number} length of a
|
||||
*/
|
||||
|
||||
export var length = vec4.length;
|
||||
/**
|
||||
* Alias for {@link quat.length}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var len = length;
|
||||
/**
|
||||
* Calculates the squared length of a quat
|
||||
*
|
||||
* @param {ReadonlyQuat} a vector to calculate squared length of
|
||||
* @returns {Number} squared length of a
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var squaredLength = vec4.squaredLength;
|
||||
/**
|
||||
* Alias for {@link quat.squaredLength}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var sqrLen = squaredLength;
|
||||
/**
|
||||
* Normalize a quat
|
||||
*
|
||||
* @param {quat} out the receiving quaternion
|
||||
* @param {ReadonlyQuat} a quaternion to normalize
|
||||
* @returns {quat} out
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var normalize = vec4.normalize;
|
||||
/**
|
||||
* Returns whether or not the quaternions have exactly the same elements in the same position (when compared with ===)
|
||||
*
|
||||
* @param {ReadonlyQuat} a The first quaternion.
|
||||
* @param {ReadonlyQuat} b The second quaternion.
|
||||
* @returns {Boolean} True if the vectors are equal, false otherwise.
|
||||
*/
|
||||
|
||||
export var exactEquals = vec4.exactEquals;
|
||||
/**
|
||||
* Returns whether or not the quaternions have approximately the same elements in the same position.
|
||||
*
|
||||
* @param {ReadonlyQuat} a The first vector.
|
||||
* @param {ReadonlyQuat} b The second vector.
|
||||
* @returns {Boolean} True if the vectors are equal, false otherwise.
|
||||
*/
|
||||
|
||||
export var equals = vec4.equals;
|
||||
/**
|
||||
* Sets a quaternion to represent the shortest rotation from one
|
||||
* vector to another.
|
||||
*
|
||||
* Both vectors are assumed to be unit length.
|
||||
*
|
||||
* @param {quat} out the receiving quaternion.
|
||||
* @param {ReadonlyVec3} a the initial vector
|
||||
* @param {ReadonlyVec3} b the destination vector
|
||||
* @returns {quat} out
|
||||
*/
|
||||
|
||||
export var rotationTo = function () {
|
||||
var tmpvec3 = vec3.create();
|
||||
var xUnitVec3 = vec3.fromValues(1, 0, 0);
|
||||
var yUnitVec3 = vec3.fromValues(0, 1, 0);
|
||||
return function (out, a, b) {
|
||||
var dot = vec3.dot(a, b);
|
||||
|
||||
if (dot < -0.999999) {
|
||||
vec3.cross(tmpvec3, xUnitVec3, a);
|
||||
if (vec3.len(tmpvec3) < 0.000001) vec3.cross(tmpvec3, yUnitVec3, a);
|
||||
vec3.normalize(tmpvec3, tmpvec3);
|
||||
setAxisAngle(out, tmpvec3, Math.PI);
|
||||
return out;
|
||||
} else if (dot > 0.999999) {
|
||||
out[0] = 0;
|
||||
out[1] = 0;
|
||||
out[2] = 0;
|
||||
out[3] = 1;
|
||||
return out;
|
||||
} else {
|
||||
vec3.cross(tmpvec3, a, b);
|
||||
out[0] = tmpvec3[0];
|
||||
out[1] = tmpvec3[1];
|
||||
out[2] = tmpvec3[2];
|
||||
out[3] = 1 + dot;
|
||||
return normalize(out, out);
|
||||
}
|
||||
};
|
||||
}();
|
||||
/**
|
||||
* Performs a spherical linear interpolation with two control points
|
||||
*
|
||||
* @param {quat} out the receiving quaternion
|
||||
* @param {ReadonlyQuat} a the first operand
|
||||
* @param {ReadonlyQuat} b the second operand
|
||||
* @param {ReadonlyQuat} c the third operand
|
||||
* @param {ReadonlyQuat} d the fourth operand
|
||||
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
|
||||
* @returns {quat} out
|
||||
*/
|
||||
|
||||
export var sqlerp = function () {
|
||||
var temp1 = create();
|
||||
var temp2 = create();
|
||||
return function (out, a, b, c, d, t) {
|
||||
slerp(temp1, a, d, t);
|
||||
slerp(temp2, b, c, t);
|
||||
slerp(out, temp1, temp2, 2 * t * (1 - t));
|
||||
return out;
|
||||
};
|
||||
}();
|
||||
/**
|
||||
* Sets the specified quaternion with values corresponding to the given
|
||||
* axes. Each axis is a vec3 and is expected to be unit length and
|
||||
* perpendicular to all other specified axes.
|
||||
*
|
||||
* @param {ReadonlyVec3} view the vector representing the viewing direction
|
||||
* @param {ReadonlyVec3} right the vector representing the local "right" direction
|
||||
* @param {ReadonlyVec3} up the vector representing the local "up" direction
|
||||
* @returns {quat} out
|
||||
*/
|
||||
|
||||
export var setAxes = function () {
|
||||
var matr = mat3.create();
|
||||
return function (out, view, right, up) {
|
||||
matr[0] = right[0];
|
||||
matr[3] = right[1];
|
||||
matr[6] = right[2];
|
||||
matr[1] = up[0];
|
||||
matr[4] = up[1];
|
||||
matr[7] = up[2];
|
||||
matr[2] = -view[0];
|
||||
matr[5] = -view[1];
|
||||
matr[8] = -view[2];
|
||||
return normalize(out, fromMat3(out, matr));
|
||||
};
|
||||
}();
|
||||
@@ -1,835 +0,0 @@
|
||||
import * as glMatrix from "./common.js";
|
||||
import * as quat from "./quat.js";
|
||||
import * as mat4 from "./mat4.js";
|
||||
/**
|
||||
* Dual Quaternion<br>
|
||||
* Format: [real, dual]<br>
|
||||
* Quaternion format: XYZW<br>
|
||||
* Make sure to have normalized dual quaternions, otherwise the functions may not work as intended.<br>
|
||||
* @module quat2
|
||||
*/
|
||||
|
||||
/**
|
||||
* Creates a new identity dual quat
|
||||
*
|
||||
* @returns {quat2} a new dual quaternion [real -> rotation, dual -> translation]
|
||||
*/
|
||||
|
||||
export function create() {
|
||||
var dq = new glMatrix.ARRAY_TYPE(8);
|
||||
|
||||
if (glMatrix.ARRAY_TYPE != Float32Array) {
|
||||
dq[0] = 0;
|
||||
dq[1] = 0;
|
||||
dq[2] = 0;
|
||||
dq[4] = 0;
|
||||
dq[5] = 0;
|
||||
dq[6] = 0;
|
||||
dq[7] = 0;
|
||||
}
|
||||
|
||||
dq[3] = 1;
|
||||
return dq;
|
||||
}
|
||||
/**
|
||||
* Creates a new quat initialized with values from an existing quaternion
|
||||
*
|
||||
* @param {ReadonlyQuat2} a dual quaternion to clone
|
||||
* @returns {quat2} new dual quaternion
|
||||
* @function
|
||||
*/
|
||||
|
||||
export function clone(a) {
|
||||
var dq = new glMatrix.ARRAY_TYPE(8);
|
||||
dq[0] = a[0];
|
||||
dq[1] = a[1];
|
||||
dq[2] = a[2];
|
||||
dq[3] = a[3];
|
||||
dq[4] = a[4];
|
||||
dq[5] = a[5];
|
||||
dq[6] = a[6];
|
||||
dq[7] = a[7];
|
||||
return dq;
|
||||
}
|
||||
/**
|
||||
* Creates a new dual quat initialized with the given values
|
||||
*
|
||||
* @param {Number} x1 X component
|
||||
* @param {Number} y1 Y component
|
||||
* @param {Number} z1 Z component
|
||||
* @param {Number} w1 W component
|
||||
* @param {Number} x2 X component
|
||||
* @param {Number} y2 Y component
|
||||
* @param {Number} z2 Z component
|
||||
* @param {Number} w2 W component
|
||||
* @returns {quat2} new dual quaternion
|
||||
* @function
|
||||
*/
|
||||
|
||||
export function fromValues(x1, y1, z1, w1, x2, y2, z2, w2) {
|
||||
var dq = new glMatrix.ARRAY_TYPE(8);
|
||||
dq[0] = x1;
|
||||
dq[1] = y1;
|
||||
dq[2] = z1;
|
||||
dq[3] = w1;
|
||||
dq[4] = x2;
|
||||
dq[5] = y2;
|
||||
dq[6] = z2;
|
||||
dq[7] = w2;
|
||||
return dq;
|
||||
}
|
||||
/**
|
||||
* Creates a new dual quat from the given values (quat and translation)
|
||||
*
|
||||
* @param {Number} x1 X component
|
||||
* @param {Number} y1 Y component
|
||||
* @param {Number} z1 Z component
|
||||
* @param {Number} w1 W component
|
||||
* @param {Number} x2 X component (translation)
|
||||
* @param {Number} y2 Y component (translation)
|
||||
* @param {Number} z2 Z component (translation)
|
||||
* @returns {quat2} new dual quaternion
|
||||
* @function
|
||||
*/
|
||||
|
||||
export function fromRotationTranslationValues(x1, y1, z1, w1, x2, y2, z2) {
|
||||
var dq = new glMatrix.ARRAY_TYPE(8);
|
||||
dq[0] = x1;
|
||||
dq[1] = y1;
|
||||
dq[2] = z1;
|
||||
dq[3] = w1;
|
||||
var ax = x2 * 0.5,
|
||||
ay = y2 * 0.5,
|
||||
az = z2 * 0.5;
|
||||
dq[4] = ax * w1 + ay * z1 - az * y1;
|
||||
dq[5] = ay * w1 + az * x1 - ax * z1;
|
||||
dq[6] = az * w1 + ax * y1 - ay * x1;
|
||||
dq[7] = -ax * x1 - ay * y1 - az * z1;
|
||||
return dq;
|
||||
}
|
||||
/**
|
||||
* Creates a dual quat from a quaternion and a translation
|
||||
*
|
||||
* @param {ReadonlyQuat2} dual quaternion receiving operation result
|
||||
* @param {ReadonlyQuat} q a normalized quaternion
|
||||
* @param {ReadonlyVec3} t tranlation vector
|
||||
* @returns {quat2} dual quaternion receiving operation result
|
||||
* @function
|
||||
*/
|
||||
|
||||
export function fromRotationTranslation(out, q, t) {
|
||||
var ax = t[0] * 0.5,
|
||||
ay = t[1] * 0.5,
|
||||
az = t[2] * 0.5,
|
||||
bx = q[0],
|
||||
by = q[1],
|
||||
bz = q[2],
|
||||
bw = q[3];
|
||||
out[0] = bx;
|
||||
out[1] = by;
|
||||
out[2] = bz;
|
||||
out[3] = bw;
|
||||
out[4] = ax * bw + ay * bz - az * by;
|
||||
out[5] = ay * bw + az * bx - ax * bz;
|
||||
out[6] = az * bw + ax * by - ay * bx;
|
||||
out[7] = -ax * bx - ay * by - az * bz;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Creates a dual quat from a translation
|
||||
*
|
||||
* @param {ReadonlyQuat2} dual quaternion receiving operation result
|
||||
* @param {ReadonlyVec3} t translation vector
|
||||
* @returns {quat2} dual quaternion receiving operation result
|
||||
* @function
|
||||
*/
|
||||
|
||||
export function fromTranslation(out, t) {
|
||||
out[0] = 0;
|
||||
out[1] = 0;
|
||||
out[2] = 0;
|
||||
out[3] = 1;
|
||||
out[4] = t[0] * 0.5;
|
||||
out[5] = t[1] * 0.5;
|
||||
out[6] = t[2] * 0.5;
|
||||
out[7] = 0;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Creates a dual quat from a quaternion
|
||||
*
|
||||
* @param {ReadonlyQuat2} dual quaternion receiving operation result
|
||||
* @param {ReadonlyQuat} q the quaternion
|
||||
* @returns {quat2} dual quaternion receiving operation result
|
||||
* @function
|
||||
*/
|
||||
|
||||
export function fromRotation(out, q) {
|
||||
out[0] = q[0];
|
||||
out[1] = q[1];
|
||||
out[2] = q[2];
|
||||
out[3] = q[3];
|
||||
out[4] = 0;
|
||||
out[5] = 0;
|
||||
out[6] = 0;
|
||||
out[7] = 0;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Creates a new dual quat from a matrix (4x4)
|
||||
*
|
||||
* @param {quat2} out the dual quaternion
|
||||
* @param {ReadonlyMat4} a the matrix
|
||||
* @returns {quat2} dual quat receiving operation result
|
||||
* @function
|
||||
*/
|
||||
|
||||
export function fromMat4(out, a) {
|
||||
//TODO Optimize this
|
||||
var outer = quat.create();
|
||||
mat4.getRotation(outer, a);
|
||||
var t = new glMatrix.ARRAY_TYPE(3);
|
||||
mat4.getTranslation(t, a);
|
||||
fromRotationTranslation(out, outer, t);
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Copy the values from one dual quat to another
|
||||
*
|
||||
* @param {quat2} out the receiving dual quaternion
|
||||
* @param {ReadonlyQuat2} a the source dual quaternion
|
||||
* @returns {quat2} out
|
||||
* @function
|
||||
*/
|
||||
|
||||
export 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];
|
||||
out[6] = a[6];
|
||||
out[7] = a[7];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Set a dual quat to the identity dual quaternion
|
||||
*
|
||||
* @param {quat2} out the receiving quaternion
|
||||
* @returns {quat2} out
|
||||
*/
|
||||
|
||||
export function identity(out) {
|
||||
out[0] = 0;
|
||||
out[1] = 0;
|
||||
out[2] = 0;
|
||||
out[3] = 1;
|
||||
out[4] = 0;
|
||||
out[5] = 0;
|
||||
out[6] = 0;
|
||||
out[7] = 0;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Set the components of a dual quat to the given values
|
||||
*
|
||||
* @param {quat2} out the receiving quaternion
|
||||
* @param {Number} x1 X component
|
||||
* @param {Number} y1 Y component
|
||||
* @param {Number} z1 Z component
|
||||
* @param {Number} w1 W component
|
||||
* @param {Number} x2 X component
|
||||
* @param {Number} y2 Y component
|
||||
* @param {Number} z2 Z component
|
||||
* @param {Number} w2 W component
|
||||
* @returns {quat2} out
|
||||
* @function
|
||||
*/
|
||||
|
||||
export function set(out, x1, y1, z1, w1, x2, y2, z2, w2) {
|
||||
out[0] = x1;
|
||||
out[1] = y1;
|
||||
out[2] = z1;
|
||||
out[3] = w1;
|
||||
out[4] = x2;
|
||||
out[5] = y2;
|
||||
out[6] = z2;
|
||||
out[7] = w2;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Gets the real part of a dual quat
|
||||
* @param {quat} out real part
|
||||
* @param {ReadonlyQuat2} a Dual Quaternion
|
||||
* @return {quat} real part
|
||||
*/
|
||||
|
||||
export var getReal = quat.copy;
|
||||
/**
|
||||
* Gets the dual part of a dual quat
|
||||
* @param {quat} out dual part
|
||||
* @param {ReadonlyQuat2} a Dual Quaternion
|
||||
* @return {quat} dual part
|
||||
*/
|
||||
|
||||
export function getDual(out, a) {
|
||||
out[0] = a[4];
|
||||
out[1] = a[5];
|
||||
out[2] = a[6];
|
||||
out[3] = a[7];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Set the real component of a dual quat to the given quaternion
|
||||
*
|
||||
* @param {quat2} out the receiving quaternion
|
||||
* @param {ReadonlyQuat} q a quaternion representing the real part
|
||||
* @returns {quat2} out
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var setReal = quat.copy;
|
||||
/**
|
||||
* Set the dual component of a dual quat to the given quaternion
|
||||
*
|
||||
* @param {quat2} out the receiving quaternion
|
||||
* @param {ReadonlyQuat} q a quaternion representing the dual part
|
||||
* @returns {quat2} out
|
||||
* @function
|
||||
*/
|
||||
|
||||
export function setDual(out, q) {
|
||||
out[4] = q[0];
|
||||
out[5] = q[1];
|
||||
out[6] = q[2];
|
||||
out[7] = q[3];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Gets the translation of a normalized dual quat
|
||||
* @param {vec3} out translation
|
||||
* @param {ReadonlyQuat2} a Dual Quaternion to be decomposed
|
||||
* @return {vec3} translation
|
||||
*/
|
||||
|
||||
export function getTranslation(out, a) {
|
||||
var ax = a[4],
|
||||
ay = a[5],
|
||||
az = a[6],
|
||||
aw = a[7],
|
||||
bx = -a[0],
|
||||
by = -a[1],
|
||||
bz = -a[2],
|
||||
bw = a[3];
|
||||
out[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2;
|
||||
out[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2;
|
||||
out[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Translates a dual quat by the given vector
|
||||
*
|
||||
* @param {quat2} out the receiving dual quaternion
|
||||
* @param {ReadonlyQuat2} a the dual quaternion to translate
|
||||
* @param {ReadonlyVec3} v vector to translate by
|
||||
* @returns {quat2} out
|
||||
*/
|
||||
|
||||
export function translate(out, a, v) {
|
||||
var ax1 = a[0],
|
||||
ay1 = a[1],
|
||||
az1 = a[2],
|
||||
aw1 = a[3],
|
||||
bx1 = v[0] * 0.5,
|
||||
by1 = v[1] * 0.5,
|
||||
bz1 = v[2] * 0.5,
|
||||
ax2 = a[4],
|
||||
ay2 = a[5],
|
||||
az2 = a[6],
|
||||
aw2 = a[7];
|
||||
out[0] = ax1;
|
||||
out[1] = ay1;
|
||||
out[2] = az1;
|
||||
out[3] = aw1;
|
||||
out[4] = aw1 * bx1 + ay1 * bz1 - az1 * by1 + ax2;
|
||||
out[5] = aw1 * by1 + az1 * bx1 - ax1 * bz1 + ay2;
|
||||
out[6] = aw1 * bz1 + ax1 * by1 - ay1 * bx1 + az2;
|
||||
out[7] = -ax1 * bx1 - ay1 * by1 - az1 * bz1 + aw2;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Rotates a dual quat around the X axis
|
||||
*
|
||||
* @param {quat2} out the receiving dual quaternion
|
||||
* @param {ReadonlyQuat2} a the dual quaternion to rotate
|
||||
* @param {number} rad how far should the rotation be
|
||||
* @returns {quat2} out
|
||||
*/
|
||||
|
||||
export function rotateX(out, a, rad) {
|
||||
var bx = -a[0],
|
||||
by = -a[1],
|
||||
bz = -a[2],
|
||||
bw = a[3],
|
||||
ax = a[4],
|
||||
ay = a[5],
|
||||
az = a[6],
|
||||
aw = a[7],
|
||||
ax1 = ax * bw + aw * bx + ay * bz - az * by,
|
||||
ay1 = ay * bw + aw * by + az * bx - ax * bz,
|
||||
az1 = az * bw + aw * bz + ax * by - ay * bx,
|
||||
aw1 = aw * bw - ax * bx - ay * by - az * bz;
|
||||
quat.rotateX(out, a, rad);
|
||||
bx = out[0];
|
||||
by = out[1];
|
||||
bz = out[2];
|
||||
bw = out[3];
|
||||
out[4] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;
|
||||
out[5] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;
|
||||
out[6] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;
|
||||
out[7] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Rotates a dual quat around the Y axis
|
||||
*
|
||||
* @param {quat2} out the receiving dual quaternion
|
||||
* @param {ReadonlyQuat2} a the dual quaternion to rotate
|
||||
* @param {number} rad how far should the rotation be
|
||||
* @returns {quat2} out
|
||||
*/
|
||||
|
||||
export function rotateY(out, a, rad) {
|
||||
var bx = -a[0],
|
||||
by = -a[1],
|
||||
bz = -a[2],
|
||||
bw = a[3],
|
||||
ax = a[4],
|
||||
ay = a[5],
|
||||
az = a[6],
|
||||
aw = a[7],
|
||||
ax1 = ax * bw + aw * bx + ay * bz - az * by,
|
||||
ay1 = ay * bw + aw * by + az * bx - ax * bz,
|
||||
az1 = az * bw + aw * bz + ax * by - ay * bx,
|
||||
aw1 = aw * bw - ax * bx - ay * by - az * bz;
|
||||
quat.rotateY(out, a, rad);
|
||||
bx = out[0];
|
||||
by = out[1];
|
||||
bz = out[2];
|
||||
bw = out[3];
|
||||
out[4] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;
|
||||
out[5] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;
|
||||
out[6] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;
|
||||
out[7] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Rotates a dual quat around the Z axis
|
||||
*
|
||||
* @param {quat2} out the receiving dual quaternion
|
||||
* @param {ReadonlyQuat2} a the dual quaternion to rotate
|
||||
* @param {number} rad how far should the rotation be
|
||||
* @returns {quat2} out
|
||||
*/
|
||||
|
||||
export function rotateZ(out, a, rad) {
|
||||
var bx = -a[0],
|
||||
by = -a[1],
|
||||
bz = -a[2],
|
||||
bw = a[3],
|
||||
ax = a[4],
|
||||
ay = a[5],
|
||||
az = a[6],
|
||||
aw = a[7],
|
||||
ax1 = ax * bw + aw * bx + ay * bz - az * by,
|
||||
ay1 = ay * bw + aw * by + az * bx - ax * bz,
|
||||
az1 = az * bw + aw * bz + ax * by - ay * bx,
|
||||
aw1 = aw * bw - ax * bx - ay * by - az * bz;
|
||||
quat.rotateZ(out, a, rad);
|
||||
bx = out[0];
|
||||
by = out[1];
|
||||
bz = out[2];
|
||||
bw = out[3];
|
||||
out[4] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;
|
||||
out[5] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;
|
||||
out[6] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;
|
||||
out[7] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Rotates a dual quat by a given quaternion (a * q)
|
||||
*
|
||||
* @param {quat2} out the receiving dual quaternion
|
||||
* @param {ReadonlyQuat2} a the dual quaternion to rotate
|
||||
* @param {ReadonlyQuat} q quaternion to rotate by
|
||||
* @returns {quat2} out
|
||||
*/
|
||||
|
||||
export function rotateByQuatAppend(out, a, q) {
|
||||
var qx = q[0],
|
||||
qy = q[1],
|
||||
qz = q[2],
|
||||
qw = q[3],
|
||||
ax = a[0],
|
||||
ay = a[1],
|
||||
az = a[2],
|
||||
aw = a[3];
|
||||
out[0] = ax * qw + aw * qx + ay * qz - az * qy;
|
||||
out[1] = ay * qw + aw * qy + az * qx - ax * qz;
|
||||
out[2] = az * qw + aw * qz + ax * qy - ay * qx;
|
||||
out[3] = aw * qw - ax * qx - ay * qy - az * qz;
|
||||
ax = a[4];
|
||||
ay = a[5];
|
||||
az = a[6];
|
||||
aw = a[7];
|
||||
out[4] = ax * qw + aw * qx + ay * qz - az * qy;
|
||||
out[5] = ay * qw + aw * qy + az * qx - ax * qz;
|
||||
out[6] = az * qw + aw * qz + ax * qy - ay * qx;
|
||||
out[7] = aw * qw - ax * qx - ay * qy - az * qz;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Rotates a dual quat by a given quaternion (q * a)
|
||||
*
|
||||
* @param {quat2} out the receiving dual quaternion
|
||||
* @param {ReadonlyQuat} q quaternion to rotate by
|
||||
* @param {ReadonlyQuat2} a the dual quaternion to rotate
|
||||
* @returns {quat2} out
|
||||
*/
|
||||
|
||||
export function rotateByQuatPrepend(out, q, a) {
|
||||
var qx = q[0],
|
||||
qy = q[1],
|
||||
qz = q[2],
|
||||
qw = q[3],
|
||||
bx = a[0],
|
||||
by = a[1],
|
||||
bz = a[2],
|
||||
bw = a[3];
|
||||
out[0] = qx * bw + qw * bx + qy * bz - qz * by;
|
||||
out[1] = qy * bw + qw * by + qz * bx - qx * bz;
|
||||
out[2] = qz * bw + qw * bz + qx * by - qy * bx;
|
||||
out[3] = qw * bw - qx * bx - qy * by - qz * bz;
|
||||
bx = a[4];
|
||||
by = a[5];
|
||||
bz = a[6];
|
||||
bw = a[7];
|
||||
out[4] = qx * bw + qw * bx + qy * bz - qz * by;
|
||||
out[5] = qy * bw + qw * by + qz * bx - qx * bz;
|
||||
out[6] = qz * bw + qw * bz + qx * by - qy * bx;
|
||||
out[7] = qw * bw - qx * bx - qy * by - qz * bz;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Rotates a dual quat around a given axis. Does the normalisation automatically
|
||||
*
|
||||
* @param {quat2} out the receiving dual quaternion
|
||||
* @param {ReadonlyQuat2} a the dual quaternion to rotate
|
||||
* @param {ReadonlyVec3} axis the axis to rotate around
|
||||
* @param {Number} rad how far the rotation should be
|
||||
* @returns {quat2} out
|
||||
*/
|
||||
|
||||
export function rotateAroundAxis(out, a, axis, rad) {
|
||||
//Special case for rad = 0
|
||||
if (Math.abs(rad) < glMatrix.EPSILON) {
|
||||
return copy(out, a);
|
||||
}
|
||||
|
||||
var axisLength = Math.hypot(axis[0], axis[1], axis[2]);
|
||||
rad = rad * 0.5;
|
||||
var s = Math.sin(rad);
|
||||
var bx = s * axis[0] / axisLength;
|
||||
var by = s * axis[1] / axisLength;
|
||||
var bz = s * axis[2] / axisLength;
|
||||
var bw = Math.cos(rad);
|
||||
var ax1 = a[0],
|
||||
ay1 = a[1],
|
||||
az1 = a[2],
|
||||
aw1 = a[3];
|
||||
out[0] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;
|
||||
out[1] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;
|
||||
out[2] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;
|
||||
out[3] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;
|
||||
var ax = a[4],
|
||||
ay = a[5],
|
||||
az = a[6],
|
||||
aw = a[7];
|
||||
out[4] = ax * bw + aw * bx + ay * bz - az * by;
|
||||
out[5] = ay * bw + aw * by + az * bx - ax * bz;
|
||||
out[6] = az * bw + aw * bz + ax * by - ay * bx;
|
||||
out[7] = aw * bw - ax * bx - ay * by - az * bz;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Adds two dual quat's
|
||||
*
|
||||
* @param {quat2} out the receiving dual quaternion
|
||||
* @param {ReadonlyQuat2} a the first operand
|
||||
* @param {ReadonlyQuat2} b the second operand
|
||||
* @returns {quat2} out
|
||||
* @function
|
||||
*/
|
||||
|
||||
export 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];
|
||||
out[6] = a[6] + b[6];
|
||||
out[7] = a[7] + b[7];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Multiplies two dual quat's
|
||||
*
|
||||
* @param {quat2} out the receiving dual quaternion
|
||||
* @param {ReadonlyQuat2} a the first operand
|
||||
* @param {ReadonlyQuat2} b the second operand
|
||||
* @returns {quat2} out
|
||||
*/
|
||||
|
||||
export function multiply(out, a, b) {
|
||||
var ax0 = a[0],
|
||||
ay0 = a[1],
|
||||
az0 = a[2],
|
||||
aw0 = a[3],
|
||||
bx1 = b[4],
|
||||
by1 = b[5],
|
||||
bz1 = b[6],
|
||||
bw1 = b[7],
|
||||
ax1 = a[4],
|
||||
ay1 = a[5],
|
||||
az1 = a[6],
|
||||
aw1 = a[7],
|
||||
bx0 = b[0],
|
||||
by0 = b[1],
|
||||
bz0 = b[2],
|
||||
bw0 = b[3];
|
||||
out[0] = ax0 * bw0 + aw0 * bx0 + ay0 * bz0 - az0 * by0;
|
||||
out[1] = ay0 * bw0 + aw0 * by0 + az0 * bx0 - ax0 * bz0;
|
||||
out[2] = az0 * bw0 + aw0 * bz0 + ax0 * by0 - ay0 * bx0;
|
||||
out[3] = aw0 * bw0 - ax0 * bx0 - ay0 * by0 - az0 * bz0;
|
||||
out[4] = ax0 * bw1 + aw0 * bx1 + ay0 * bz1 - az0 * by1 + ax1 * bw0 + aw1 * bx0 + ay1 * bz0 - az1 * by0;
|
||||
out[5] = ay0 * bw1 + aw0 * by1 + az0 * bx1 - ax0 * bz1 + ay1 * bw0 + aw1 * by0 + az1 * bx0 - ax1 * bz0;
|
||||
out[6] = az0 * bw1 + aw0 * bz1 + ax0 * by1 - ay0 * bx1 + az1 * bw0 + aw1 * bz0 + ax1 * by0 - ay1 * bx0;
|
||||
out[7] = aw0 * bw1 - ax0 * bx1 - ay0 * by1 - az0 * bz1 + aw1 * bw0 - ax1 * bx0 - ay1 * by0 - az1 * bz0;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Alias for {@link quat2.multiply}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var mul = multiply;
|
||||
/**
|
||||
* Scales a dual quat by a scalar number
|
||||
*
|
||||
* @param {quat2} out the receiving dual quat
|
||||
* @param {ReadonlyQuat2} a the dual quat to scale
|
||||
* @param {Number} b amount to scale the dual quat by
|
||||
* @returns {quat2} out
|
||||
* @function
|
||||
*/
|
||||
|
||||
export function scale(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;
|
||||
out[6] = a[6] * b;
|
||||
out[7] = a[7] * b;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Calculates the dot product of two dual quat's (The dot product of the real parts)
|
||||
*
|
||||
* @param {ReadonlyQuat2} a the first operand
|
||||
* @param {ReadonlyQuat2} b the second operand
|
||||
* @returns {Number} dot product of a and b
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var dot = quat.dot;
|
||||
/**
|
||||
* Performs a linear interpolation between two dual quats's
|
||||
* NOTE: The resulting dual quaternions won't always be normalized (The error is most noticeable when t = 0.5)
|
||||
*
|
||||
* @param {quat2} out the receiving dual quat
|
||||
* @param {ReadonlyQuat2} a the first operand
|
||||
* @param {ReadonlyQuat2} b the second operand
|
||||
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
|
||||
* @returns {quat2} out
|
||||
*/
|
||||
|
||||
export function lerp(out, a, b, t) {
|
||||
var mt = 1 - t;
|
||||
if (dot(a, b) < 0) t = -t;
|
||||
out[0] = a[0] * mt + b[0] * t;
|
||||
out[1] = a[1] * mt + b[1] * t;
|
||||
out[2] = a[2] * mt + b[2] * t;
|
||||
out[3] = a[3] * mt + b[3] * t;
|
||||
out[4] = a[4] * mt + b[4] * t;
|
||||
out[5] = a[5] * mt + b[5] * t;
|
||||
out[6] = a[6] * mt + b[6] * t;
|
||||
out[7] = a[7] * mt + b[7] * t;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Calculates the inverse of a dual quat. If they are normalized, conjugate is cheaper
|
||||
*
|
||||
* @param {quat2} out the receiving dual quaternion
|
||||
* @param {ReadonlyQuat2} a dual quat to calculate inverse of
|
||||
* @returns {quat2} out
|
||||
*/
|
||||
|
||||
export function invert(out, a) {
|
||||
var sqlen = squaredLength(a);
|
||||
out[0] = -a[0] / sqlen;
|
||||
out[1] = -a[1] / sqlen;
|
||||
out[2] = -a[2] / sqlen;
|
||||
out[3] = a[3] / sqlen;
|
||||
out[4] = -a[4] / sqlen;
|
||||
out[5] = -a[5] / sqlen;
|
||||
out[6] = -a[6] / sqlen;
|
||||
out[7] = a[7] / sqlen;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Calculates the conjugate of a dual quat
|
||||
* If the dual quaternion is normalized, this function is faster than quat2.inverse and produces the same result.
|
||||
*
|
||||
* @param {quat2} out the receiving quaternion
|
||||
* @param {ReadonlyQuat2} a quat to calculate conjugate of
|
||||
* @returns {quat2} out
|
||||
*/
|
||||
|
||||
export function conjugate(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];
|
||||
out[6] = -a[6];
|
||||
out[7] = a[7];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Calculates the length of a dual quat
|
||||
*
|
||||
* @param {ReadonlyQuat2} a dual quat to calculate length of
|
||||
* @returns {Number} length of a
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var length = quat.length;
|
||||
/**
|
||||
* Alias for {@link quat2.length}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var len = length;
|
||||
/**
|
||||
* Calculates the squared length of a dual quat
|
||||
*
|
||||
* @param {ReadonlyQuat2} a dual quat to calculate squared length of
|
||||
* @returns {Number} squared length of a
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var squaredLength = quat.squaredLength;
|
||||
/**
|
||||
* Alias for {@link quat2.squaredLength}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var sqrLen = squaredLength;
|
||||
/**
|
||||
* Normalize a dual quat
|
||||
*
|
||||
* @param {quat2} out the receiving dual quaternion
|
||||
* @param {ReadonlyQuat2} a dual quaternion to normalize
|
||||
* @returns {quat2} out
|
||||
* @function
|
||||
*/
|
||||
|
||||
export function normalize(out, a) {
|
||||
var magnitude = squaredLength(a);
|
||||
|
||||
if (magnitude > 0) {
|
||||
magnitude = Math.sqrt(magnitude);
|
||||
var a0 = a[0] / magnitude;
|
||||
var a1 = a[1] / magnitude;
|
||||
var a2 = a[2] / magnitude;
|
||||
var a3 = a[3] / magnitude;
|
||||
var b0 = a[4];
|
||||
var b1 = a[5];
|
||||
var b2 = a[6];
|
||||
var b3 = a[7];
|
||||
var a_dot_b = a0 * b0 + a1 * b1 + a2 * b2 + a3 * b3;
|
||||
out[0] = a0;
|
||||
out[1] = a1;
|
||||
out[2] = a2;
|
||||
out[3] = a3;
|
||||
out[4] = (b0 - a0 * a_dot_b) / magnitude;
|
||||
out[5] = (b1 - a1 * a_dot_b) / magnitude;
|
||||
out[6] = (b2 - a2 * a_dot_b) / magnitude;
|
||||
out[7] = (b3 - a3 * a_dot_b) / magnitude;
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Returns a string representation of a dual quatenion
|
||||
*
|
||||
* @param {ReadonlyQuat2} a dual quaternion to represent as a string
|
||||
* @returns {String} string representation of the dual quat
|
||||
*/
|
||||
|
||||
export function str(a) {
|
||||
return "quat2(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ", " + a[4] + ", " + a[5] + ", " + a[6] + ", " + a[7] + ")";
|
||||
}
|
||||
/**
|
||||
* Returns whether or not the dual quaternions have exactly the same elements in the same position (when compared with ===)
|
||||
*
|
||||
* @param {ReadonlyQuat2} a the first dual quaternion.
|
||||
* @param {ReadonlyQuat2} b the second dual quaternion.
|
||||
* @returns {Boolean} true if the dual quaternions are equal, false otherwise.
|
||||
*/
|
||||
|
||||
export 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] && a[6] === b[6] && a[7] === b[7];
|
||||
}
|
||||
/**
|
||||
* Returns whether or not the dual quaternions have approximately the same elements in the same position.
|
||||
*
|
||||
* @param {ReadonlyQuat2} a the first dual quat.
|
||||
* @param {ReadonlyQuat2} b the second dual quat.
|
||||
* @returns {Boolean} true if the dual quats are equal, false otherwise.
|
||||
*/
|
||||
|
||||
export function equals(a, b) {
|
||||
var a0 = a[0],
|
||||
a1 = a[1],
|
||||
a2 = a[2],
|
||||
a3 = a[3],
|
||||
a4 = a[4],
|
||||
a5 = a[5],
|
||||
a6 = a[6],
|
||||
a7 = a[7];
|
||||
var b0 = b[0],
|
||||
b1 = b[1],
|
||||
b2 = b[2],
|
||||
b3 = b[3],
|
||||
b4 = b[4],
|
||||
b5 = b[5],
|
||||
b6 = b[6],
|
||||
b7 = b[7];
|
||||
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)) && Math.abs(a6 - b6) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7));
|
||||
}
|
||||
@@ -1,624 +0,0 @@
|
||||
import * as glMatrix from "./common.js";
|
||||
/**
|
||||
* 2 Dimensional Vector
|
||||
* @module vec2
|
||||
*/
|
||||
|
||||
/**
|
||||
* Creates a new, empty vec2
|
||||
*
|
||||
* @returns {vec2} a new 2D vector
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a vector to clone
|
||||
* @returns {vec2} a new 2D vector
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a the source vector
|
||||
* @returns {vec2} out
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export function set(out, x, y) {
|
||||
out[0] = x;
|
||||
out[1] = y;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Adds two vec2's
|
||||
*
|
||||
* @param {vec2} out the receiving vector
|
||||
* @param {ReadonlyVec2} a the first operand
|
||||
* @param {ReadonlyVec2} b the second operand
|
||||
* @returns {vec2} out
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a the first operand
|
||||
* @param {ReadonlyVec2} b the second operand
|
||||
* @returns {vec2} out
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a the first operand
|
||||
* @param {ReadonlyVec2} b the second operand
|
||||
* @returns {vec2} out
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a the first operand
|
||||
* @param {ReadonlyVec2} b the second operand
|
||||
* @returns {vec2} out
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a vector to ceil
|
||||
* @returns {vec2} out
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a vector to floor
|
||||
* @returns {vec2} out
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a the first operand
|
||||
* @param {ReadonlyVec2} b the second operand
|
||||
* @returns {vec2} out
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a the first operand
|
||||
* @param {ReadonlyVec2} b the second operand
|
||||
* @returns {vec2} out
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a vector to round
|
||||
* @returns {vec2} out
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a the vector to scale
|
||||
* @param {Number} b amount to scale the vector by
|
||||
* @returns {vec2} out
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a the first operand
|
||||
* @param {ReadonlyVec2} b the second operand
|
||||
* @param {Number} scale the amount to scale b by before adding
|
||||
* @returns {vec2} out
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a the first operand
|
||||
* @param {ReadonlyVec2} b the second operand
|
||||
* @returns {Number} distance between a and b
|
||||
*/
|
||||
|
||||
export function distance(a, b) {
|
||||
var x = b[0] - a[0],
|
||||
y = b[1] - a[1];
|
||||
return Math.hypot(x, y);
|
||||
}
|
||||
/**
|
||||
* Calculates the squared euclidian distance between two vec2's
|
||||
*
|
||||
* @param {ReadonlyVec2} a the first operand
|
||||
* @param {ReadonlyVec2} b the second operand
|
||||
* @returns {Number} squared distance between a and b
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a vector to calculate length of
|
||||
* @returns {Number} length of a
|
||||
*/
|
||||
|
||||
export function length(a) {
|
||||
var x = a[0],
|
||||
y = a[1];
|
||||
return Math.hypot(x, y);
|
||||
}
|
||||
/**
|
||||
* Calculates the squared length of a vec2
|
||||
*
|
||||
* @param {ReadonlyVec2} a vector to calculate squared length of
|
||||
* @returns {Number} squared length of a
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a vector to negate
|
||||
* @returns {vec2} out
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a vector to invert
|
||||
* @returns {vec2} out
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a vector to normalize
|
||||
* @returns {vec2} out
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a the first operand
|
||||
* @param {ReadonlyVec2} b the second operand
|
||||
* @returns {Number} dot product of a and b
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a the first operand
|
||||
* @param {ReadonlyVec2} b the second operand
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a the first operand
|
||||
* @param {ReadonlyVec2} b the second operand
|
||||
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
|
||||
* @returns {vec2} out
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a the vector to transform
|
||||
* @param {ReadonlyMat2} m matrix to transform with
|
||||
* @returns {vec2} out
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a the vector to transform
|
||||
* @param {ReadonlyMat2d} m matrix to transform with
|
||||
* @returns {vec2} out
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a the vector to transform
|
||||
* @param {ReadonlyMat3} m matrix to transform with
|
||||
* @returns {vec2} out
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a the vector to transform
|
||||
* @param {ReadonlyMat4} m matrix to transform with
|
||||
* @returns {vec2} out
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a The vec2 point to rotate
|
||||
* @param {ReadonlyVec2} b The origin of the rotation
|
||||
* @param {Number} rad The angle of rotation in radians
|
||||
* @returns {vec2} out
|
||||
*/
|
||||
|
||||
export function rotate(out, a, b, rad) {
|
||||
//Translate point to the origin
|
||||
var p0 = a[0] - b[0],
|
||||
p1 = a[1] - b[1],
|
||||
sinC = Math.sin(rad),
|
||||
cosC = Math.cos(rad); //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 {ReadonlyVec2} a The first operand
|
||||
* @param {ReadonlyVec2} b The second operand
|
||||
* @returns {Number} The angle in radians
|
||||
*/
|
||||
|
||||
export function angle(a, b) {
|
||||
var x1 = a[0],
|
||||
y1 = a[1],
|
||||
x2 = b[0],
|
||||
y2 = b[1],
|
||||
// mag is the product of the magnitudes of a and b
|
||||
mag = Math.sqrt(x1 * x1 + y1 * y1) * Math.sqrt(x2 * x2 + y2 * y2),
|
||||
// mag &&.. short circuits if mag == 0
|
||||
cosine = mag && (x1 * x2 + y1 * y2) / mag; // Math.min(Math.max(cosine, -1), 1) clamps the cosine between -1 and 1
|
||||
|
||||
return Math.acos(Math.min(Math.max(cosine, -1), 1));
|
||||
}
|
||||
/**
|
||||
* Set the components of a vec2 to zero
|
||||
*
|
||||
* @param {vec2} out the receiving vector
|
||||
* @returns {vec2} out
|
||||
*/
|
||||
|
||||
export function zero(out) {
|
||||
out[0] = 0.0;
|
||||
out[1] = 0.0;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Returns a string representation of a vector
|
||||
*
|
||||
* @param {ReadonlyVec2} a vector to represent as a string
|
||||
* @returns {String} string representation of the vector
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a The first vector.
|
||||
* @param {ReadonlyVec2} b The second vector.
|
||||
* @returns {Boolean} True if the vectors are equal, false otherwise.
|
||||
*/
|
||||
|
||||
export 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 {ReadonlyVec2} a The first vector.
|
||||
* @param {ReadonlyVec2} b The second vector.
|
||||
* @returns {Boolean} True if the vectors are equal, false otherwise.
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export var len = length;
|
||||
/**
|
||||
* Alias for {@link vec2.subtract}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var sub = subtract;
|
||||
/**
|
||||
* Alias for {@link vec2.multiply}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var mul = multiply;
|
||||
/**
|
||||
* Alias for {@link vec2.divide}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var div = divide;
|
||||
/**
|
||||
* Alias for {@link vec2.distance}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var dist = distance;
|
||||
/**
|
||||
* Alias for {@link vec2.squaredDistance}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var sqrDist = squaredDistance;
|
||||
/**
|
||||
* Alias for {@link vec2.squaredLength}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export 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
|
||||
*/
|
||||
|
||||
export 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;
|
||||
};
|
||||
}();
|
||||
@@ -1,787 +0,0 @@
|
||||
import * as glMatrix from "./common.js";
|
||||
/**
|
||||
* 3 Dimensional Vector
|
||||
* @module vec3
|
||||
*/
|
||||
|
||||
/**
|
||||
* Creates a new, empty vec3
|
||||
*
|
||||
* @returns {vec3} a new 3D vector
|
||||
*/
|
||||
|
||||
export function create() {
|
||||
var out = new glMatrix.ARRAY_TYPE(3);
|
||||
|
||||
if (glMatrix.ARRAY_TYPE != Float32Array) {
|
||||
out[0] = 0;
|
||||
out[1] = 0;
|
||||
out[2] = 0;
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Creates a new vec3 initialized with values from an existing vector
|
||||
*
|
||||
* @param {ReadonlyVec3} a vector to clone
|
||||
* @returns {vec3} a new 3D vector
|
||||
*/
|
||||
|
||||
export function clone(a) {
|
||||
var out = new glMatrix.ARRAY_TYPE(3);
|
||||
out[0] = a[0];
|
||||
out[1] = a[1];
|
||||
out[2] = a[2];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Calculates the length of a vec3
|
||||
*
|
||||
* @param {ReadonlyVec3} a vector to calculate length of
|
||||
* @returns {Number} length of a
|
||||
*/
|
||||
|
||||
export function length(a) {
|
||||
var x = a[0];
|
||||
var y = a[1];
|
||||
var z = a[2];
|
||||
return Math.hypot(x, y, z);
|
||||
}
|
||||
/**
|
||||
* Creates a new vec3 initialized with the given values
|
||||
*
|
||||
* @param {Number} x X component
|
||||
* @param {Number} y Y component
|
||||
* @param {Number} z Z component
|
||||
* @returns {vec3} a new 3D vector
|
||||
*/
|
||||
|
||||
export function fromValues(x, y, z) {
|
||||
var out = new glMatrix.ARRAY_TYPE(3);
|
||||
out[0] = x;
|
||||
out[1] = y;
|
||||
out[2] = z;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Copy the values from one vec3 to another
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {ReadonlyVec3} a the source vector
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function copy(out, a) {
|
||||
out[0] = a[0];
|
||||
out[1] = a[1];
|
||||
out[2] = a[2];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Set the components of a vec3 to the given values
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {Number} x X component
|
||||
* @param {Number} y Y component
|
||||
* @param {Number} z Z component
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function set(out, x, y, z) {
|
||||
out[0] = x;
|
||||
out[1] = y;
|
||||
out[2] = z;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Adds two vec3's
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {ReadonlyVec3} a the first operand
|
||||
* @param {ReadonlyVec3} b the second operand
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function add(out, a, b) {
|
||||
out[0] = a[0] + b[0];
|
||||
out[1] = a[1] + b[1];
|
||||
out[2] = a[2] + b[2];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Subtracts vector b from vector a
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {ReadonlyVec3} a the first operand
|
||||
* @param {ReadonlyVec3} b the second operand
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function subtract(out, a, b) {
|
||||
out[0] = a[0] - b[0];
|
||||
out[1] = a[1] - b[1];
|
||||
out[2] = a[2] - b[2];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Multiplies two vec3's
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {ReadonlyVec3} a the first operand
|
||||
* @param {ReadonlyVec3} b the second operand
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function multiply(out, a, b) {
|
||||
out[0] = a[0] * b[0];
|
||||
out[1] = a[1] * b[1];
|
||||
out[2] = a[2] * b[2];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Divides two vec3's
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {ReadonlyVec3} a the first operand
|
||||
* @param {ReadonlyVec3} b the second operand
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function divide(out, a, b) {
|
||||
out[0] = a[0] / b[0];
|
||||
out[1] = a[1] / b[1];
|
||||
out[2] = a[2] / b[2];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Math.ceil the components of a vec3
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {ReadonlyVec3} a vector to ceil
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function ceil(out, a) {
|
||||
out[0] = Math.ceil(a[0]);
|
||||
out[1] = Math.ceil(a[1]);
|
||||
out[2] = Math.ceil(a[2]);
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Math.floor the components of a vec3
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {ReadonlyVec3} a vector to floor
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function floor(out, a) {
|
||||
out[0] = Math.floor(a[0]);
|
||||
out[1] = Math.floor(a[1]);
|
||||
out[2] = Math.floor(a[2]);
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Returns the minimum of two vec3's
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {ReadonlyVec3} a the first operand
|
||||
* @param {ReadonlyVec3} b the second operand
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function min(out, a, b) {
|
||||
out[0] = Math.min(a[0], b[0]);
|
||||
out[1] = Math.min(a[1], b[1]);
|
||||
out[2] = Math.min(a[2], b[2]);
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Returns the maximum of two vec3's
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {ReadonlyVec3} a the first operand
|
||||
* @param {ReadonlyVec3} b the second operand
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function max(out, a, b) {
|
||||
out[0] = Math.max(a[0], b[0]);
|
||||
out[1] = Math.max(a[1], b[1]);
|
||||
out[2] = Math.max(a[2], b[2]);
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Math.round the components of a vec3
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {ReadonlyVec3} a vector to round
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function round(out, a) {
|
||||
out[0] = Math.round(a[0]);
|
||||
out[1] = Math.round(a[1]);
|
||||
out[2] = Math.round(a[2]);
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Scales a vec3 by a scalar number
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {ReadonlyVec3} a the vector to scale
|
||||
* @param {Number} b amount to scale the vector by
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function scale(out, a, b) {
|
||||
out[0] = a[0] * b;
|
||||
out[1] = a[1] * b;
|
||||
out[2] = a[2] * b;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Adds two vec3's after scaling the second operand by a scalar value
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {ReadonlyVec3} a the first operand
|
||||
* @param {ReadonlyVec3} b the second operand
|
||||
* @param {Number} scale the amount to scale b by before adding
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function scaleAndAdd(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;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Calculates the euclidian distance between two vec3's
|
||||
*
|
||||
* @param {ReadonlyVec3} a the first operand
|
||||
* @param {ReadonlyVec3} b the second operand
|
||||
* @returns {Number} distance between a and b
|
||||
*/
|
||||
|
||||
export function distance(a, b) {
|
||||
var x = b[0] - a[0];
|
||||
var y = b[1] - a[1];
|
||||
var z = b[2] - a[2];
|
||||
return Math.hypot(x, y, z);
|
||||
}
|
||||
/**
|
||||
* Calculates the squared euclidian distance between two vec3's
|
||||
*
|
||||
* @param {ReadonlyVec3} a the first operand
|
||||
* @param {ReadonlyVec3} b the second operand
|
||||
* @returns {Number} squared distance between a and b
|
||||
*/
|
||||
|
||||
export function squaredDistance(a, b) {
|
||||
var x = b[0] - a[0];
|
||||
var y = b[1] - a[1];
|
||||
var z = b[2] - a[2];
|
||||
return x * x + y * y + z * z;
|
||||
}
|
||||
/**
|
||||
* Calculates the squared length of a vec3
|
||||
*
|
||||
* @param {ReadonlyVec3} a vector to calculate squared length of
|
||||
* @returns {Number} squared length of a
|
||||
*/
|
||||
|
||||
export function squaredLength(a) {
|
||||
var x = a[0];
|
||||
var y = a[1];
|
||||
var z = a[2];
|
||||
return x * x + y * y + z * z;
|
||||
}
|
||||
/**
|
||||
* Negates the components of a vec3
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {ReadonlyVec3} a vector to negate
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function negate(out, a) {
|
||||
out[0] = -a[0];
|
||||
out[1] = -a[1];
|
||||
out[2] = -a[2];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Returns the inverse of the components of a vec3
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {ReadonlyVec3} a vector to invert
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function inverse(out, a) {
|
||||
out[0] = 1.0 / a[0];
|
||||
out[1] = 1.0 / a[1];
|
||||
out[2] = 1.0 / a[2];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Normalize a vec3
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {ReadonlyVec3} a vector to normalize
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function normalize(out, a) {
|
||||
var x = a[0];
|
||||
var y = a[1];
|
||||
var z = a[2];
|
||||
var len = x * x + y * y + z * z;
|
||||
|
||||
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;
|
||||
out[2] = a[2] * len;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Calculates the dot product of two vec3's
|
||||
*
|
||||
* @param {ReadonlyVec3} a the first operand
|
||||
* @param {ReadonlyVec3} b the second operand
|
||||
* @returns {Number} dot product of a and b
|
||||
*/
|
||||
|
||||
export function dot(a, b) {
|
||||
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
|
||||
}
|
||||
/**
|
||||
* Computes the cross product of two vec3's
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {ReadonlyVec3} a the first operand
|
||||
* @param {ReadonlyVec3} b the second operand
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function cross(out, a, b) {
|
||||
var ax = a[0],
|
||||
ay = a[1],
|
||||
az = a[2];
|
||||
var bx = b[0],
|
||||
by = b[1],
|
||||
bz = b[2];
|
||||
out[0] = ay * bz - az * by;
|
||||
out[1] = az * bx - ax * bz;
|
||||
out[2] = ax * by - ay * bx;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Performs a linear interpolation between two vec3's
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {ReadonlyVec3} a the first operand
|
||||
* @param {ReadonlyVec3} b the second operand
|
||||
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function lerp(out, a, b, t) {
|
||||
var ax = a[0];
|
||||
var ay = a[1];
|
||||
var az = a[2];
|
||||
out[0] = ax + t * (b[0] - ax);
|
||||
out[1] = ay + t * (b[1] - ay);
|
||||
out[2] = az + t * (b[2] - az);
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Performs a hermite interpolation with two control points
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {ReadonlyVec3} a the first operand
|
||||
* @param {ReadonlyVec3} b the second operand
|
||||
* @param {ReadonlyVec3} c the third operand
|
||||
* @param {ReadonlyVec3} d the fourth operand
|
||||
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function hermite(out, a, b, c, d, t) {
|
||||
var factorTimes2 = t * t;
|
||||
var factor1 = factorTimes2 * (2 * t - 3) + 1;
|
||||
var factor2 = factorTimes2 * (t - 2) + t;
|
||||
var factor3 = factorTimes2 * (t - 1);
|
||||
var factor4 = factorTimes2 * (3 - 2 * t);
|
||||
out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
|
||||
out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
|
||||
out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Performs a bezier interpolation with two control points
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {ReadonlyVec3} a the first operand
|
||||
* @param {ReadonlyVec3} b the second operand
|
||||
* @param {ReadonlyVec3} c the third operand
|
||||
* @param {ReadonlyVec3} d the fourth operand
|
||||
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function bezier(out, a, b, c, d, t) {
|
||||
var inverseFactor = 1 - t;
|
||||
var inverseFactorTimesTwo = inverseFactor * inverseFactor;
|
||||
var factorTimes2 = t * t;
|
||||
var factor1 = inverseFactorTimesTwo * inverseFactor;
|
||||
var factor2 = 3 * t * inverseFactorTimesTwo;
|
||||
var factor3 = 3 * factorTimes2 * inverseFactor;
|
||||
var factor4 = factorTimes2 * t;
|
||||
out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
|
||||
out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
|
||||
out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Generates a random vector with the given scale
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function random(out, scale) {
|
||||
scale = scale || 1.0;
|
||||
var r = glMatrix.RANDOM() * 2.0 * Math.PI;
|
||||
var z = glMatrix.RANDOM() * 2.0 - 1.0;
|
||||
var zScale = Math.sqrt(1.0 - z * z) * scale;
|
||||
out[0] = Math.cos(r) * zScale;
|
||||
out[1] = Math.sin(r) * zScale;
|
||||
out[2] = z * scale;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Transforms the vec3 with a mat4.
|
||||
* 4th vector component is implicitly '1'
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {ReadonlyVec3} a the vector to transform
|
||||
* @param {ReadonlyMat4} m matrix to transform with
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function transformMat4(out, a, m) {
|
||||
var x = a[0],
|
||||
y = a[1],
|
||||
z = a[2];
|
||||
var w = m[3] * x + m[7] * y + m[11] * z + m[15];
|
||||
w = w || 1.0;
|
||||
out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;
|
||||
out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;
|
||||
out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Transforms the vec3 with a mat3.
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {ReadonlyVec3} a the vector to transform
|
||||
* @param {ReadonlyMat3} m the 3x3 matrix to transform with
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function transformMat3(out, a, m) {
|
||||
var x = a[0],
|
||||
y = a[1],
|
||||
z = a[2];
|
||||
out[0] = x * m[0] + y * m[3] + z * m[6];
|
||||
out[1] = x * m[1] + y * m[4] + z * m[7];
|
||||
out[2] = x * m[2] + y * m[5] + z * m[8];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Transforms the vec3 with a quat
|
||||
* Can also be used for dual quaternions. (Multiply it with the real part)
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @param {ReadonlyVec3} a the vector to transform
|
||||
* @param {ReadonlyQuat} q quaternion to transform with
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function transformQuat(out, a, q) {
|
||||
// benchmarks: https://jsperf.com/quaternion-transform-vec3-implementations-fixed
|
||||
var qx = q[0],
|
||||
qy = q[1],
|
||||
qz = q[2],
|
||||
qw = q[3];
|
||||
var x = a[0],
|
||||
y = a[1],
|
||||
z = a[2]; // var qvec = [qx, qy, qz];
|
||||
// var uv = vec3.cross([], qvec, a);
|
||||
|
||||
var uvx = qy * z - qz * y,
|
||||
uvy = qz * x - qx * z,
|
||||
uvz = qx * y - qy * x; // var uuv = vec3.cross([], qvec, uv);
|
||||
|
||||
var uuvx = qy * uvz - qz * uvy,
|
||||
uuvy = qz * uvx - qx * uvz,
|
||||
uuvz = qx * uvy - qy * uvx; // vec3.scale(uv, uv, 2 * w);
|
||||
|
||||
var w2 = qw * 2;
|
||||
uvx *= w2;
|
||||
uvy *= w2;
|
||||
uvz *= w2; // vec3.scale(uuv, uuv, 2);
|
||||
|
||||
uuvx *= 2;
|
||||
uuvy *= 2;
|
||||
uuvz *= 2; // return vec3.add(out, a, vec3.add(out, uv, uuv));
|
||||
|
||||
out[0] = x + uvx + uuvx;
|
||||
out[1] = y + uvy + uuvy;
|
||||
out[2] = z + uvz + uuvz;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Rotate a 3D vector around the x-axis
|
||||
* @param {vec3} out The receiving vec3
|
||||
* @param {ReadonlyVec3} a The vec3 point to rotate
|
||||
* @param {ReadonlyVec3} b The origin of the rotation
|
||||
* @param {Number} rad The angle of rotation in radians
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function rotateX(out, a, b, rad) {
|
||||
var p = [],
|
||||
r = []; //Translate point to the origin
|
||||
|
||||
p[0] = a[0] - b[0];
|
||||
p[1] = a[1] - b[1];
|
||||
p[2] = a[2] - b[2]; //perform rotation
|
||||
|
||||
r[0] = p[0];
|
||||
r[1] = p[1] * Math.cos(rad) - p[2] * Math.sin(rad);
|
||||
r[2] = p[1] * Math.sin(rad) + p[2] * Math.cos(rad); //translate to correct position
|
||||
|
||||
out[0] = r[0] + b[0];
|
||||
out[1] = r[1] + b[1];
|
||||
out[2] = r[2] + b[2];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Rotate a 3D vector around the y-axis
|
||||
* @param {vec3} out The receiving vec3
|
||||
* @param {ReadonlyVec3} a The vec3 point to rotate
|
||||
* @param {ReadonlyVec3} b The origin of the rotation
|
||||
* @param {Number} rad The angle of rotation in radians
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function rotateY(out, a, b, rad) {
|
||||
var p = [],
|
||||
r = []; //Translate point to the origin
|
||||
|
||||
p[0] = a[0] - b[0];
|
||||
p[1] = a[1] - b[1];
|
||||
p[2] = a[2] - b[2]; //perform rotation
|
||||
|
||||
r[0] = p[2] * Math.sin(rad) + p[0] * Math.cos(rad);
|
||||
r[1] = p[1];
|
||||
r[2] = p[2] * Math.cos(rad) - p[0] * Math.sin(rad); //translate to correct position
|
||||
|
||||
out[0] = r[0] + b[0];
|
||||
out[1] = r[1] + b[1];
|
||||
out[2] = r[2] + b[2];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Rotate a 3D vector around the z-axis
|
||||
* @param {vec3} out The receiving vec3
|
||||
* @param {ReadonlyVec3} a The vec3 point to rotate
|
||||
* @param {ReadonlyVec3} b The origin of the rotation
|
||||
* @param {Number} rad The angle of rotation in radians
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function rotateZ(out, a, b, rad) {
|
||||
var p = [],
|
||||
r = []; //Translate point to the origin
|
||||
|
||||
p[0] = a[0] - b[0];
|
||||
p[1] = a[1] - b[1];
|
||||
p[2] = a[2] - b[2]; //perform rotation
|
||||
|
||||
r[0] = p[0] * Math.cos(rad) - p[1] * Math.sin(rad);
|
||||
r[1] = p[0] * Math.sin(rad) + p[1] * Math.cos(rad);
|
||||
r[2] = p[2]; //translate to correct position
|
||||
|
||||
out[0] = r[0] + b[0];
|
||||
out[1] = r[1] + b[1];
|
||||
out[2] = r[2] + b[2];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Get the angle between two 3D vectors
|
||||
* @param {ReadonlyVec3} a The first operand
|
||||
* @param {ReadonlyVec3} b The second operand
|
||||
* @returns {Number} The angle in radians
|
||||
*/
|
||||
|
||||
export function angle(a, b) {
|
||||
var ax = a[0],
|
||||
ay = a[1],
|
||||
az = a[2],
|
||||
bx = b[0],
|
||||
by = b[1],
|
||||
bz = b[2],
|
||||
mag1 = Math.sqrt(ax * ax + ay * ay + az * az),
|
||||
mag2 = Math.sqrt(bx * bx + by * by + bz * bz),
|
||||
mag = mag1 * mag2,
|
||||
cosine = mag && dot(a, b) / mag;
|
||||
return Math.acos(Math.min(Math.max(cosine, -1), 1));
|
||||
}
|
||||
/**
|
||||
* Set the components of a vec3 to zero
|
||||
*
|
||||
* @param {vec3} out the receiving vector
|
||||
* @returns {vec3} out
|
||||
*/
|
||||
|
||||
export function zero(out) {
|
||||
out[0] = 0.0;
|
||||
out[1] = 0.0;
|
||||
out[2] = 0.0;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Returns a string representation of a vector
|
||||
*
|
||||
* @param {ReadonlyVec3} a vector to represent as a string
|
||||
* @returns {String} string representation of the vector
|
||||
*/
|
||||
|
||||
export function str(a) {
|
||||
return "vec3(" + a[0] + ", " + a[1] + ", " + a[2] + ")";
|
||||
}
|
||||
/**
|
||||
* Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)
|
||||
*
|
||||
* @param {ReadonlyVec3} a The first vector.
|
||||
* @param {ReadonlyVec3} b The second vector.
|
||||
* @returns {Boolean} True if the vectors are equal, false otherwise.
|
||||
*/
|
||||
|
||||
export function exactEquals(a, b) {
|
||||
return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];
|
||||
}
|
||||
/**
|
||||
* Returns whether or not the vectors have approximately the same elements in the same position.
|
||||
*
|
||||
* @param {ReadonlyVec3} a The first vector.
|
||||
* @param {ReadonlyVec3} b The second vector.
|
||||
* @returns {Boolean} True if the vectors are equal, false otherwise.
|
||||
*/
|
||||
|
||||
export function equals(a, b) {
|
||||
var a0 = a[0],
|
||||
a1 = a[1],
|
||||
a2 = a[2];
|
||||
var b0 = b[0],
|
||||
b1 = b[1],
|
||||
b2 = b[2];
|
||||
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));
|
||||
}
|
||||
/**
|
||||
* Alias for {@link vec3.subtract}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var sub = subtract;
|
||||
/**
|
||||
* Alias for {@link vec3.multiply}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var mul = multiply;
|
||||
/**
|
||||
* Alias for {@link vec3.divide}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var div = divide;
|
||||
/**
|
||||
* Alias for {@link vec3.distance}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var dist = distance;
|
||||
/**
|
||||
* Alias for {@link vec3.squaredDistance}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var sqrDist = squaredDistance;
|
||||
/**
|
||||
* Alias for {@link vec3.length}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var len = length;
|
||||
/**
|
||||
* Alias for {@link vec3.squaredLength}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var sqrLen = squaredLength;
|
||||
/**
|
||||
* Perform some operation over an array of vec3s.
|
||||
*
|
||||
* @param {Array} a the array of vectors to iterate over
|
||||
* @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
|
||||
* @param {Number} offset Number of elements to skip at the beginning of the array
|
||||
* @param {Number} count Number of vec3s 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
|
||||
*/
|
||||
|
||||
export var forEach = function () {
|
||||
var vec = create();
|
||||
return function (a, stride, offset, count, fn, arg) {
|
||||
var i, l;
|
||||
|
||||
if (!stride) {
|
||||
stride = 3;
|
||||
}
|
||||
|
||||
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];
|
||||
vec[2] = a[i + 2];
|
||||
fn(vec, vec, arg);
|
||||
a[i] = vec[0];
|
||||
a[i + 1] = vec[1];
|
||||
a[i + 2] = vec[2];
|
||||
}
|
||||
|
||||
return a;
|
||||
};
|
||||
}();
|
||||
@@ -1,663 +0,0 @@
|
||||
import * as glMatrix from "./common.js";
|
||||
/**
|
||||
* 4 Dimensional Vector
|
||||
* @module vec4
|
||||
*/
|
||||
|
||||
/**
|
||||
* Creates a new, empty vec4
|
||||
*
|
||||
* @returns {vec4} a new 4D vector
|
||||
*/
|
||||
|
||||
export function create() {
|
||||
var out = new glMatrix.ARRAY_TYPE(4);
|
||||
|
||||
if (glMatrix.ARRAY_TYPE != Float32Array) {
|
||||
out[0] = 0;
|
||||
out[1] = 0;
|
||||
out[2] = 0;
|
||||
out[3] = 0;
|
||||
}
|
||||
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Creates a new vec4 initialized with values from an existing vector
|
||||
*
|
||||
* @param {ReadonlyVec4} a vector to clone
|
||||
* @returns {vec4} a new 4D vector
|
||||
*/
|
||||
|
||||
export function clone(a) {
|
||||
var out = new glMatrix.ARRAY_TYPE(4);
|
||||
out[0] = a[0];
|
||||
out[1] = a[1];
|
||||
out[2] = a[2];
|
||||
out[3] = a[3];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Creates a new vec4 initialized with the given values
|
||||
*
|
||||
* @param {Number} x X component
|
||||
* @param {Number} y Y component
|
||||
* @param {Number} z Z component
|
||||
* @param {Number} w W component
|
||||
* @returns {vec4} a new 4D vector
|
||||
*/
|
||||
|
||||
export function fromValues(x, y, z, w) {
|
||||
var out = new glMatrix.ARRAY_TYPE(4);
|
||||
out[0] = x;
|
||||
out[1] = y;
|
||||
out[2] = z;
|
||||
out[3] = w;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Copy the values from one vec4 to another
|
||||
*
|
||||
* @param {vec4} out the receiving vector
|
||||
* @param {ReadonlyVec4} a the source vector
|
||||
* @returns {vec4} out
|
||||
*/
|
||||
|
||||
export function copy(out, a) {
|
||||
out[0] = a[0];
|
||||
out[1] = a[1];
|
||||
out[2] = a[2];
|
||||
out[3] = a[3];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Set the components of a vec4 to the given values
|
||||
*
|
||||
* @param {vec4} out the receiving vector
|
||||
* @param {Number} x X component
|
||||
* @param {Number} y Y component
|
||||
* @param {Number} z Z component
|
||||
* @param {Number} w W component
|
||||
* @returns {vec4} out
|
||||
*/
|
||||
|
||||
export function set(out, x, y, z, w) {
|
||||
out[0] = x;
|
||||
out[1] = y;
|
||||
out[2] = z;
|
||||
out[3] = w;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Adds two vec4's
|
||||
*
|
||||
* @param {vec4} out the receiving vector
|
||||
* @param {ReadonlyVec4} a the first operand
|
||||
* @param {ReadonlyVec4} b the second operand
|
||||
* @returns {vec4} out
|
||||
*/
|
||||
|
||||
export 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];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Subtracts vector b from vector a
|
||||
*
|
||||
* @param {vec4} out the receiving vector
|
||||
* @param {ReadonlyVec4} a the first operand
|
||||
* @param {ReadonlyVec4} b the second operand
|
||||
* @returns {vec4} out
|
||||
*/
|
||||
|
||||
export 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];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Multiplies two vec4's
|
||||
*
|
||||
* @param {vec4} out the receiving vector
|
||||
* @param {ReadonlyVec4} a the first operand
|
||||
* @param {ReadonlyVec4} b the second operand
|
||||
* @returns {vec4} out
|
||||
*/
|
||||
|
||||
export function multiply(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];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Divides two vec4's
|
||||
*
|
||||
* @param {vec4} out the receiving vector
|
||||
* @param {ReadonlyVec4} a the first operand
|
||||
* @param {ReadonlyVec4} b the second operand
|
||||
* @returns {vec4} out
|
||||
*/
|
||||
|
||||
export function divide(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];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Math.ceil the components of a vec4
|
||||
*
|
||||
* @param {vec4} out the receiving vector
|
||||
* @param {ReadonlyVec4} a vector to ceil
|
||||
* @returns {vec4} out
|
||||
*/
|
||||
|
||||
export function ceil(out, a) {
|
||||
out[0] = Math.ceil(a[0]);
|
||||
out[1] = Math.ceil(a[1]);
|
||||
out[2] = Math.ceil(a[2]);
|
||||
out[3] = Math.ceil(a[3]);
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Math.floor the components of a vec4
|
||||
*
|
||||
* @param {vec4} out the receiving vector
|
||||
* @param {ReadonlyVec4} a vector to floor
|
||||
* @returns {vec4} out
|
||||
*/
|
||||
|
||||
export function floor(out, a) {
|
||||
out[0] = Math.floor(a[0]);
|
||||
out[1] = Math.floor(a[1]);
|
||||
out[2] = Math.floor(a[2]);
|
||||
out[3] = Math.floor(a[3]);
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Returns the minimum of two vec4's
|
||||
*
|
||||
* @param {vec4} out the receiving vector
|
||||
* @param {ReadonlyVec4} a the first operand
|
||||
* @param {ReadonlyVec4} b the second operand
|
||||
* @returns {vec4} out
|
||||
*/
|
||||
|
||||
export function min(out, a, b) {
|
||||
out[0] = Math.min(a[0], b[0]);
|
||||
out[1] = Math.min(a[1], b[1]);
|
||||
out[2] = Math.min(a[2], b[2]);
|
||||
out[3] = Math.min(a[3], b[3]);
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Returns the maximum of two vec4's
|
||||
*
|
||||
* @param {vec4} out the receiving vector
|
||||
* @param {ReadonlyVec4} a the first operand
|
||||
* @param {ReadonlyVec4} b the second operand
|
||||
* @returns {vec4} out
|
||||
*/
|
||||
|
||||
export function max(out, a, b) {
|
||||
out[0] = Math.max(a[0], b[0]);
|
||||
out[1] = Math.max(a[1], b[1]);
|
||||
out[2] = Math.max(a[2], b[2]);
|
||||
out[3] = Math.max(a[3], b[3]);
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Math.round the components of a vec4
|
||||
*
|
||||
* @param {vec4} out the receiving vector
|
||||
* @param {ReadonlyVec4} a vector to round
|
||||
* @returns {vec4} out
|
||||
*/
|
||||
|
||||
export function round(out, a) {
|
||||
out[0] = Math.round(a[0]);
|
||||
out[1] = Math.round(a[1]);
|
||||
out[2] = Math.round(a[2]);
|
||||
out[3] = Math.round(a[3]);
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Scales a vec4 by a scalar number
|
||||
*
|
||||
* @param {vec4} out the receiving vector
|
||||
* @param {ReadonlyVec4} a the vector to scale
|
||||
* @param {Number} b amount to scale the vector by
|
||||
* @returns {vec4} out
|
||||
*/
|
||||
|
||||
export function scale(out, a, b) {
|
||||
out[0] = a[0] * b;
|
||||
out[1] = a[1] * b;
|
||||
out[2] = a[2] * b;
|
||||
out[3] = a[3] * b;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Adds two vec4's after scaling the second operand by a scalar value
|
||||
*
|
||||
* @param {vec4} out the receiving vector
|
||||
* @param {ReadonlyVec4} a the first operand
|
||||
* @param {ReadonlyVec4} b the second operand
|
||||
* @param {Number} scale the amount to scale b by before adding
|
||||
* @returns {vec4} out
|
||||
*/
|
||||
|
||||
export function scaleAndAdd(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;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Calculates the euclidian distance between two vec4's
|
||||
*
|
||||
* @param {ReadonlyVec4} a the first operand
|
||||
* @param {ReadonlyVec4} b the second operand
|
||||
* @returns {Number} distance between a and b
|
||||
*/
|
||||
|
||||
export function distance(a, b) {
|
||||
var x = b[0] - a[0];
|
||||
var y = b[1] - a[1];
|
||||
var z = b[2] - a[2];
|
||||
var w = b[3] - a[3];
|
||||
return Math.hypot(x, y, z, w);
|
||||
}
|
||||
/**
|
||||
* Calculates the squared euclidian distance between two vec4's
|
||||
*
|
||||
* @param {ReadonlyVec4} a the first operand
|
||||
* @param {ReadonlyVec4} b the second operand
|
||||
* @returns {Number} squared distance between a and b
|
||||
*/
|
||||
|
||||
export function squaredDistance(a, b) {
|
||||
var x = b[0] - a[0];
|
||||
var y = b[1] - a[1];
|
||||
var z = b[2] - a[2];
|
||||
var w = b[3] - a[3];
|
||||
return x * x + y * y + z * z + w * w;
|
||||
}
|
||||
/**
|
||||
* Calculates the length of a vec4
|
||||
*
|
||||
* @param {ReadonlyVec4} a vector to calculate length of
|
||||
* @returns {Number} length of a
|
||||
*/
|
||||
|
||||
export function length(a) {
|
||||
var x = a[0];
|
||||
var y = a[1];
|
||||
var z = a[2];
|
||||
var w = a[3];
|
||||
return Math.hypot(x, y, z, w);
|
||||
}
|
||||
/**
|
||||
* Calculates the squared length of a vec4
|
||||
*
|
||||
* @param {ReadonlyVec4} a vector to calculate squared length of
|
||||
* @returns {Number} squared length of a
|
||||
*/
|
||||
|
||||
export function squaredLength(a) {
|
||||
var x = a[0];
|
||||
var y = a[1];
|
||||
var z = a[2];
|
||||
var w = a[3];
|
||||
return x * x + y * y + z * z + w * w;
|
||||
}
|
||||
/**
|
||||
* Negates the components of a vec4
|
||||
*
|
||||
* @param {vec4} out the receiving vector
|
||||
* @param {ReadonlyVec4} a vector to negate
|
||||
* @returns {vec4} out
|
||||
*/
|
||||
|
||||
export function negate(out, a) {
|
||||
out[0] = -a[0];
|
||||
out[1] = -a[1];
|
||||
out[2] = -a[2];
|
||||
out[3] = -a[3];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Returns the inverse of the components of a vec4
|
||||
*
|
||||
* @param {vec4} out the receiving vector
|
||||
* @param {ReadonlyVec4} a vector to invert
|
||||
* @returns {vec4} out
|
||||
*/
|
||||
|
||||
export function inverse(out, a) {
|
||||
out[0] = 1.0 / a[0];
|
||||
out[1] = 1.0 / a[1];
|
||||
out[2] = 1.0 / a[2];
|
||||
out[3] = 1.0 / a[3];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Normalize a vec4
|
||||
*
|
||||
* @param {vec4} out the receiving vector
|
||||
* @param {ReadonlyVec4} a vector to normalize
|
||||
* @returns {vec4} out
|
||||
*/
|
||||
|
||||
export function normalize(out, a) {
|
||||
var x = a[0];
|
||||
var y = a[1];
|
||||
var z = a[2];
|
||||
var w = a[3];
|
||||
var len = x * x + y * y + z * z + w * w;
|
||||
|
||||
if (len > 0) {
|
||||
len = 1 / Math.sqrt(len);
|
||||
}
|
||||
|
||||
out[0] = x * len;
|
||||
out[1] = y * len;
|
||||
out[2] = z * len;
|
||||
out[3] = w * len;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Calculates the dot product of two vec4's
|
||||
*
|
||||
* @param {ReadonlyVec4} a the first operand
|
||||
* @param {ReadonlyVec4} b the second operand
|
||||
* @returns {Number} dot product of a and b
|
||||
*/
|
||||
|
||||
export function dot(a, b) {
|
||||
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
|
||||
}
|
||||
/**
|
||||
* Returns the cross-product of three vectors in a 4-dimensional space
|
||||
*
|
||||
* @param {ReadonlyVec4} result the receiving vector
|
||||
* @param {ReadonlyVec4} U the first vector
|
||||
* @param {ReadonlyVec4} V the second vector
|
||||
* @param {ReadonlyVec4} W the third vector
|
||||
* @returns {vec4} result
|
||||
*/
|
||||
|
||||
export function cross(out, u, v, w) {
|
||||
var A = v[0] * w[1] - v[1] * w[0],
|
||||
B = v[0] * w[2] - v[2] * w[0],
|
||||
C = v[0] * w[3] - v[3] * w[0],
|
||||
D = v[1] * w[2] - v[2] * w[1],
|
||||
E = v[1] * w[3] - v[3] * w[1],
|
||||
F = v[2] * w[3] - v[3] * w[2];
|
||||
var G = u[0];
|
||||
var H = u[1];
|
||||
var I = u[2];
|
||||
var J = u[3];
|
||||
out[0] = H * F - I * E + J * D;
|
||||
out[1] = -(G * F) + I * C - J * B;
|
||||
out[2] = G * E - H * C + J * A;
|
||||
out[3] = -(G * D) + H * B - I * A;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Performs a linear interpolation between two vec4's
|
||||
*
|
||||
* @param {vec4} out the receiving vector
|
||||
* @param {ReadonlyVec4} a the first operand
|
||||
* @param {ReadonlyVec4} b the second operand
|
||||
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
|
||||
* @returns {vec4} out
|
||||
*/
|
||||
|
||||
export function lerp(out, a, b, t) {
|
||||
var ax = a[0];
|
||||
var ay = a[1];
|
||||
var az = a[2];
|
||||
var aw = a[3];
|
||||
out[0] = ax + t * (b[0] - ax);
|
||||
out[1] = ay + t * (b[1] - ay);
|
||||
out[2] = az + t * (b[2] - az);
|
||||
out[3] = aw + t * (b[3] - aw);
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Generates a random vector with the given scale
|
||||
*
|
||||
* @param {vec4} out the receiving vector
|
||||
* @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
|
||||
* @returns {vec4} out
|
||||
*/
|
||||
|
||||
export function random(out, scale) {
|
||||
scale = scale || 1.0; // Marsaglia, George. Choosing a Point from the Surface of a
|
||||
// Sphere. Ann. Math. Statist. 43 (1972), no. 2, 645--646.
|
||||
// http://projecteuclid.org/euclid.aoms/1177692644;
|
||||
|
||||
var v1, v2, v3, v4;
|
||||
var s1, s2;
|
||||
|
||||
do {
|
||||
v1 = glMatrix.RANDOM() * 2 - 1;
|
||||
v2 = glMatrix.RANDOM() * 2 - 1;
|
||||
s1 = v1 * v1 + v2 * v2;
|
||||
} while (s1 >= 1);
|
||||
|
||||
do {
|
||||
v3 = glMatrix.RANDOM() * 2 - 1;
|
||||
v4 = glMatrix.RANDOM() * 2 - 1;
|
||||
s2 = v3 * v3 + v4 * v4;
|
||||
} while (s2 >= 1);
|
||||
|
||||
var d = Math.sqrt((1 - s1) / s2);
|
||||
out[0] = scale * v1;
|
||||
out[1] = scale * v2;
|
||||
out[2] = scale * v3 * d;
|
||||
out[3] = scale * v4 * d;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Transforms the vec4 with a mat4.
|
||||
*
|
||||
* @param {vec4} out the receiving vector
|
||||
* @param {ReadonlyVec4} a the vector to transform
|
||||
* @param {ReadonlyMat4} m matrix to transform with
|
||||
* @returns {vec4} out
|
||||
*/
|
||||
|
||||
export function transformMat4(out, a, m) {
|
||||
var x = a[0],
|
||||
y = a[1],
|
||||
z = a[2],
|
||||
w = a[3];
|
||||
out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
|
||||
out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
|
||||
out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
|
||||
out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Transforms the vec4 with a quat
|
||||
*
|
||||
* @param {vec4} out the receiving vector
|
||||
* @param {ReadonlyVec4} a the vector to transform
|
||||
* @param {ReadonlyQuat} q quaternion to transform with
|
||||
* @returns {vec4} out
|
||||
*/
|
||||
|
||||
export function transformQuat(out, a, q) {
|
||||
var x = a[0],
|
||||
y = a[1],
|
||||
z = a[2];
|
||||
var qx = q[0],
|
||||
qy = q[1],
|
||||
qz = q[2],
|
||||
qw = q[3]; // calculate quat * vec
|
||||
|
||||
var ix = qw * x + qy * z - qz * y;
|
||||
var iy = qw * y + qz * x - qx * z;
|
||||
var iz = qw * z + qx * y - qy * x;
|
||||
var iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat
|
||||
|
||||
out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
|
||||
out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
|
||||
out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
|
||||
out[3] = a[3];
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Set the components of a vec4 to zero
|
||||
*
|
||||
* @param {vec4} out the receiving vector
|
||||
* @returns {vec4} out
|
||||
*/
|
||||
|
||||
export function zero(out) {
|
||||
out[0] = 0.0;
|
||||
out[1] = 0.0;
|
||||
out[2] = 0.0;
|
||||
out[3] = 0.0;
|
||||
return out;
|
||||
}
|
||||
/**
|
||||
* Returns a string representation of a vector
|
||||
*
|
||||
* @param {ReadonlyVec4} a vector to represent as a string
|
||||
* @returns {String} string representation of the vector
|
||||
*/
|
||||
|
||||
export function str(a) {
|
||||
return "vec4(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ")";
|
||||
}
|
||||
/**
|
||||
* Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)
|
||||
*
|
||||
* @param {ReadonlyVec4} a The first vector.
|
||||
* @param {ReadonlyVec4} b The second vector.
|
||||
* @returns {Boolean} True if the vectors are equal, false otherwise.
|
||||
*/
|
||||
|
||||
export function exactEquals(a, b) {
|
||||
return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];
|
||||
}
|
||||
/**
|
||||
* Returns whether or not the vectors have approximately the same elements in the same position.
|
||||
*
|
||||
* @param {ReadonlyVec4} a The first vector.
|
||||
* @param {ReadonlyVec4} b The second vector.
|
||||
* @returns {Boolean} True if the vectors are equal, false otherwise.
|
||||
*/
|
||||
|
||||
export function equals(a, b) {
|
||||
var a0 = a[0],
|
||||
a1 = a[1],
|
||||
a2 = a[2],
|
||||
a3 = a[3];
|
||||
var b0 = b[0],
|
||||
b1 = b[1],
|
||||
b2 = b[2],
|
||||
b3 = b[3];
|
||||
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));
|
||||
}
|
||||
/**
|
||||
* Alias for {@link vec4.subtract}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var sub = subtract;
|
||||
/**
|
||||
* Alias for {@link vec4.multiply}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var mul = multiply;
|
||||
/**
|
||||
* Alias for {@link vec4.divide}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var div = divide;
|
||||
/**
|
||||
* Alias for {@link vec4.distance}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var dist = distance;
|
||||
/**
|
||||
* Alias for {@link vec4.squaredDistance}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var sqrDist = squaredDistance;
|
||||
/**
|
||||
* Alias for {@link vec4.length}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var len = length;
|
||||
/**
|
||||
* Alias for {@link vec4.squaredLength}
|
||||
* @function
|
||||
*/
|
||||
|
||||
export var sqrLen = squaredLength;
|
||||
/**
|
||||
* Perform some operation over an array of vec4s.
|
||||
*
|
||||
* @param {Array} a the array of vectors to iterate over
|
||||
* @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed
|
||||
* @param {Number} offset Number of elements to skip at the beginning of the array
|
||||
* @param {Number} count Number of vec4s 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
|
||||
*/
|
||||
|
||||
export var forEach = function () {
|
||||
var vec = create();
|
||||
return function (a, stride, offset, count, fn, arg) {
|
||||
var i, l;
|
||||
|
||||
if (!stride) {
|
||||
stride = 4;
|
||||
}
|
||||
|
||||
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];
|
||||
vec[2] = a[i + 2];
|
||||
vec[3] = a[i + 3];
|
||||
fn(vec, vec, arg);
|
||||
a[i] = vec[0];
|
||||
a[i + 1] = vec[1];
|
||||
a[i + 2] = vec[2];
|
||||
a[i + 3] = vec[3];
|
||||
}
|
||||
|
||||
return a;
|
||||
};
|
||||
}();
|
||||
File diff suppressed because it is too large
Load Diff
@@ -93,9 +93,12 @@ CREATE TABLE IF NOT EXISTS users (
|
||||
CREATE TABLE IF NOT EXISTS order_log (
|
||||
id VARCHAR (50) NOT NULL PRIMARY KEY,
|
||||
user_id VARCHAR (50) NOT NULL, -- 0 if guest
|
||||
subtotal DECIMAL NOT NULL,
|
||||
offer_code SERIAL,
|
||||
subtotal_paid DECIMAL NOT NULL,
|
||||
discount DECIMAL,
|
||||
date_placed TIMESTAMP WITHOUT TIME ZONE NOT NULL,
|
||||
FOREIGN KEY ( user_id ) REFERENCES users( id )
|
||||
FOREIGN KEY ( user_id ) REFERENCES users( id ),
|
||||
FOREIGN KEY ( offer_code ) REFERENCES offer_code( id )
|
||||
);
|
||||
|
||||
CREATE TABLE IF NOT EXISTS order_item (
|
||||
|
||||
@@ -12,8 +12,6 @@ automatically every request
|
||||
| --- | --- | --- | - | --- |
|
||||
| GET | /api/special/ | | ❌ | |
|
||||
| GET | /api/search/ | query (q), page | ❌ | Query endpoint |
|
||||
| GET | /api/bricks/ | query (q), page | ❌ | Query endpoint |
|
||||
| GET | /api/sets/ | query (q), page | ❌ | Query endpoint |
|
||||
| GET | /api/sets/featured | page | ❌ | Query endpoint |
|
||||
| GET | /api/brick/:id | | ❌ | |
|
||||
| POST | /api/bulk/brick | array | ❌ | POST due to bulk nature |
|
||||
@@ -21,9 +19,9 @@ automatically every request
|
||||
| GET | /api/cdn/:id | | ❌ | |
|
||||
| GET | /api/basket/price/ | | ❌ | |
|
||||
| GET | /api/discount/ | offer code | ❌ | |
|
||||
| GET | /api/auth/login/ | | ✔️ | |
|
||||
| POST | /api/auth/order/ | | ❌ | |
|
||||
| POST | /api/order/ | | ❌ | |
|
||||
| GET | /api/auth/order/:id | | ❌ | Security By Obscurity |
|
||||
| GET | /api/auth/login/ | | ✔️ | |
|
||||
| GET | /api/auth/orders/ | | ✔️ | |
|
||||
|
||||
Query endpoints do not return the full data on a brick/set, they return
|
||||
|
||||
@@ -14,8 +14,6 @@ function Init() {
|
||||
|
||||
Server.App.get('/api/search/', Query.Search);
|
||||
|
||||
Server.App.get('/api/bricks/', Bricks.Query);
|
||||
Server.App.get('/api/sets/');
|
||||
Server.App.get('/api/sets/featured/', Sets.Featured);
|
||||
Server.App.get('/api/brick/:id', Bricks.Get);
|
||||
Server.App.post('/api/bulk/brick', Bricks.GetMultiple);
|
||||
@@ -25,8 +23,11 @@ function Init() {
|
||||
|
||||
Server.App.post('/api/basket/price/', Helpers.CalculateBasketPrice);
|
||||
Server.App.get('/api/discount/', Helpers.DiscountCode);
|
||||
Server.App.post('/api/order');
|
||||
Server.App.get('/api/order:id');
|
||||
|
||||
Server.App.get('/api/auth/login/', Auth0.JWTMiddleware, Auth0.Login);
|
||||
|
||||
Server.App.get('/api/auth/orders/');
|
||||
Server.App.get('/api/auth/order/:id');
|
||||
|
||||
|
||||
@@ -35,12 +35,7 @@ async function GetMultiple(req, res) {
|
||||
}));
|
||||
}
|
||||
|
||||
function Query(req, res, next) {
|
||||
next();
|
||||
}
|
||||
|
||||
module.exports = {
|
||||
Get,
|
||||
GetMultiple,
|
||||
Query,
|
||||
};
|
||||
|
||||
@@ -51,13 +51,15 @@ async function CalculateBasketPrice(req, res) {
|
||||
const newBrickQuantities = [];
|
||||
for (let i = 0; i < brickList.length; i++) {
|
||||
if (!newBrickList.includes(brickList[i])) {
|
||||
newBrickList[i] = brickList[i];
|
||||
newBrickQuantities[i] = brickQuantities[i];
|
||||
newBrickList.push(brickList[i]);
|
||||
newBrickQuantities.push(brickQuantities[i]);
|
||||
} else {
|
||||
newBrickQuantities[newBrickList.indexOf(brickList[i])] += brickQuantities[i];
|
||||
}
|
||||
}
|
||||
|
||||
console.log(newBrickList);
|
||||
|
||||
let setSubtotal = setList.length > 0
|
||||
? await SetController.SumPrices(setList, setQuantities)
|
||||
: 0;
|
||||
|
||||
Reference in New Issue
Block a user