From 6fca2d6f9eccb9006fe1693d7c4c3580abef03a7 Mon Sep 17 00:00:00 2001 From: Ben <36240171+benkyd@users.noreply.github.com> Date: Sun, 27 Feb 2022 23:52:18 +0000 Subject: [PATCH] OpENgL Former-commit-id: 64c9625b85553dcdb32306c9e03d69dc3d913ef3 --- client/public/brick-renderer/basic.fs | 28 + client/public/brick-renderer/basic.vs | 24 + client/public/brick-renderer/box.mjs | 134 + client/public/brick-renderer/glm.mjs | 4470 +++++++++++++++ client/public/brick-renderer/index.mjs | 82 + client/public/brick-renderer/shader.mjs | 127 + client/public/gl-matrix.js | 6609 ----------------------- client/public/index.html | 69 +- client/public/index.js | 125 - client/public/index.mjs | 10 + client/public/utils.js | 374 -- 11 files changed, 4880 insertions(+), 7172 deletions(-) create mode 100644 client/public/brick-renderer/basic.fs create mode 100644 client/public/brick-renderer/basic.vs create mode 100644 client/public/brick-renderer/box.mjs create mode 100644 client/public/brick-renderer/glm.mjs create mode 100644 client/public/brick-renderer/index.mjs create mode 100644 client/public/brick-renderer/shader.mjs delete mode 100644 client/public/gl-matrix.js delete mode 100644 client/public/index.js create mode 100644 client/public/index.mjs delete mode 100644 client/public/utils.js diff --git a/client/public/brick-renderer/basic.fs b/client/public/brick-renderer/basic.fs new file mode 100644 index 0000000..0f83d05 --- /dev/null +++ b/client/public/brick-renderer/basic.fs @@ -0,0 +1,28 @@ +#version 300 es +precision highp float; + +uniform SceneUniforms { + mat4 viewProj; + vec4 eyePosition; + vec4 lightPosition; +} uScene; + +uniform sampler2D tex; + +in vec3 vPosition; +in vec3 vNormal; + +out vec4 fragColor; + +void main() { + vec3 color = vNormal; + + vec3 normal = normalize(vNormal); + vec3 eyeVec = normalize(uScene.eyePosition.xyz - vPosition); + vec3 incidentVec = normalize(vPosition - uScene.lightPosition.xyz); + vec3 lightVec = -incidentVec; + float diffuse = max(dot(lightVec, normal), 0.0); + float highlight = pow(max(dot(eyeVec, reflect(incidentVec, normal)), 0.0), 100.0); + float ambient = 0.1; + fragColor = vec4(color * (diffuse + highlight + ambient), 1.0); +} diff --git a/client/public/brick-renderer/basic.vs b/client/public/brick-renderer/basic.vs new file mode 100644 index 0000000..08659d0 --- /dev/null +++ b/client/public/brick-renderer/basic.vs @@ -0,0 +1,24 @@ +#version 300 es + +layout(std140, column_major) uniform; + +layout(location=0) in vec4 position; +layout(location=1) in vec4 normal; + +uniform SceneUniforms { + mat4 viewProj; + vec4 eyePosition; + vec4 lightPosition; +} uScene; + +uniform mat4 uModel; + +out vec3 vPosition; +out vec3 vNormal; + +void main() { + vec4 worldPosition = uModel * position; + vPosition = worldPosition.xyz; + vNormal = (uModel * normal).xyz; + gl_Position = uScene.viewProj * worldPosition; +} diff --git a/client/public/brick-renderer/box.mjs b/client/public/brick-renderer/box.mjs new file mode 100644 index 0000000..4f1c21d --- /dev/null +++ b/client/public/brick-renderer/box.mjs @@ -0,0 +1,134 @@ + +export default class Box { + constructor(gl, options) { + this.gl = gl; + this.options = options; + + this.vao = gl.createVertexArray(); + gl.bindVertexArray(this.vao); + } + + get vertexCount() { + return this.verticies; + } + + bind() { + this.gl.bindVertexArray(this.vao); + } + + create(options) { + const { positions, normals } = this.boxVerticies(options); + this.verticies = positions.length / 3; + + this.gl.bindVertexArray(this.vao); + + const positionBuffer = this.gl.createBuffer(); + this.gl.bindBuffer(this.gl.ARRAY_BUFFER, positionBuffer); + this.gl.bufferData(this.gl.ARRAY_BUFFER, positions, this.gl.STATIC_DRAW); + this.gl.vertexAttribPointer(0, 3, this.gl.FLOAT, false, 0, 0); + this.gl.enableVertexAttribArray(0); + + const normalBuffer = this.gl.createBuffer(); + this.gl.bindBuffer(this.gl.ARRAY_BUFFER, normalBuffer); + this.gl.bufferData(this.gl.ARRAY_BUFFER, normals, this.gl.STATIC_DRAW); + this.gl.vertexAttribPointer(2, 3, this.gl.FLOAT, false, 0, 0); + this.gl.enableVertexAttribArray(1); + } + + // TODO: Use indicies ffs + boxVerticies(options) { + options = options || {}; + + const dimensions = options.dimensions || [1, 1, 1]; + const position = options.position || [-dimensions[0] / 2, -dimensions[1] / 2, -dimensions[2] / 2]; + const x = position[0]; + const y = position[1]; + const z = position[2]; + const width = dimensions[0]; + const height = dimensions[1]; + const depth = dimensions[2]; + + const fbl = { x, y, z: z + depth }; + const fbr = { x: x + width, y, z: z + depth }; + const ftl = { x, y: y + height, z: z + depth }; + const ftr = { x: x + width, y: y + height, z: z + depth }; + const bbl = { x, y, z }; + const bbr = { x: x + width, y, z }; + const btl = { x, y: y + height, z }; + const btr = { x: x + width, y: y + height, z }; + + const positions = new Float32Array([ + // front + fbl.x, fbl.y, fbl.z, + fbr.x, fbr.y, fbr.z, + ftl.x, ftl.y, ftl.z, + ftl.x, ftl.y, ftl.z, + fbr.x, fbr.y, fbr.z, + ftr.x, ftr.y, ftr.z, + + // right + fbr.x, fbr.y, fbr.z, + bbr.x, bbr.y, bbr.z, + ftr.x, ftr.y, ftr.z, + ftr.x, ftr.y, ftr.z, + bbr.x, bbr.y, bbr.z, + btr.x, btr.y, btr.z, + + // back + fbr.x, bbr.y, bbr.z, + bbl.x, bbl.y, bbl.z, + btr.x, btr.y, btr.z, + btr.x, btr.y, btr.z, + bbl.x, bbl.y, bbl.z, + btl.x, btl.y, btl.z, + + // left + bbl.x, bbl.y, bbl.z, + fbl.x, fbl.y, fbl.z, + btl.x, btl.y, btl.z, + btl.x, btl.y, btl.z, + fbl.x, fbl.y, fbl.z, + ftl.x, ftl.y, ftl.z, + + // top + ftl.x, ftl.y, ftl.z, + ftr.x, ftr.y, ftr.z, + btl.x, btl.y, btl.z, + btl.x, btl.y, btl.z, + ftr.x, ftr.y, ftr.z, + btr.x, btr.y, btr.z, + + // bottom + bbl.x, bbl.y, bbl.z, + bbr.x, bbr.y, bbr.z, + fbl.x, fbl.y, fbl.z, + fbl.x, fbl.y, fbl.z, + bbr.x, bbr.y, bbr.z, + fbr.x, fbr.y, fbr.z, + ]); + + const normals = new Float32Array(positions.length); + let ni; + + for (let i = 0, count = positions.length / 3; i < count; i++) { + ni = i * 3; + + normals[ni] = parseInt(i / 6, 10) === 1 + ? 1 + : parseInt(i / 6, 10) === 3 ? -1 : 0; + + normals[ni + 1] = parseInt(i / 6, 10) === 4 + ? 1 + : parseInt(i / 6, 10) === 5 ? -1 : 0; + + normals[ni + 2] = parseInt(i / 6, 10) === 0 + ? 1 + : parseInt(i / 6, 10) === 2 ? -1 : 0; + } + + return { + positions, + normals, + }; + } +} diff --git a/client/public/brick-renderer/glm.mjs b/client/public/brick-renderer/glm.mjs new file mode 100644 index 0000000..420e756 --- /dev/null +++ b/client/public/brick-renderer/glm.mjs @@ -0,0 +1,4470 @@ +"use strict"; + +function _typeof(obj) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (obj) { return typeof obj; } : function (obj) { return obj && "function" == typeof Symbol && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }, _typeof(obj); } + +/** + * @fileoverview gl-matrix - High performance matrix and vector operations + * @author Brandon Jones + * @author Colin MacKenzie IV + * @version 2.2.0 + */ + +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ +(function (_global) { + "use strict"; + + var shim = {}; + + if (typeof exports === 'undefined') { + if (typeof define == 'function' && _typeof(define.amd) == 'object' && define.amd) { + shim.exports = {}; + define(function () { + return shim.exports; + }); + } else { + // gl-matrix lives in a browser, define its namespaces in global + shim.exports = typeof window !== 'undefined' ? window : _global; + } + } else { + // gl-matrix lives in commonjs, define its namespaces in exports + shim.exports = exports; + } + + (function (exports) { + /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + Redistribution and use in source and binary forms, with or without modification, + are permitted provided that the following conditions are met: + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND + ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR + ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON + ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + if (!GLMAT_EPSILON) { + var GLMAT_EPSILON = 0.000001; + } + + if (!GLMAT_ARRAY_TYPE) { + var GLMAT_ARRAY_TYPE = typeof Float32Array !== 'undefined' ? Float32Array : Array; + } + + if (!GLMAT_RANDOM) { + var GLMAT_RANDOM = Math.random; + } + /** + * @class Common utilities + * @name glMatrix + */ + + + var glMatrix = {}; + /** + * Sets the type of array used when creating new vectors and matricies + * + * @param {Type} type Array type, such as Float32Array or Array + */ + + glMatrix.setMatrixArrayType = function (type) { + GLMAT_ARRAY_TYPE = type; + }; + + if (typeof exports !== 'undefined') { + exports.glMatrix = glMatrix; + } + + ; + /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + + Redistribution and use in source and binary forms, with or without modification, + are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND + ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR + ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON + ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + + /** + * @class 2 Dimensional Vector + * @name vec2 + */ + + var vec2 = {}; + /** + * Creates a new, empty vec2 + * + * @returns {vec2} a new 2D vector + */ + + vec2.create = function () { + var out = new GLMAT_ARRAY_TYPE(2); + out[0] = 0; + out[1] = 0; + return out; + }; + /** + * Creates a new vec2 initialized with values from an existing vector + * + * @param {vec2} a vector to clone + * @returns {vec2} a new 2D vector + */ + + + vec2.clone = function (a) { + var out = new GLMAT_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 + */ + + + vec2.fromValues = function (x, y) { + var out = new GLMAT_ARRAY_TYPE(2); + out[0] = x; + out[1] = y; + return out; + }; + /** + * Copy the values from one vec2 to another + * + * @param {vec2} out the receiving vector + * @param {vec2} a the source vector + * @returns {vec2} out + */ + + + vec2.copy = function (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 + */ + + + vec2.set = function (out, x, y) { + out[0] = x; + out[1] = y; + return out; + }; + /** + * Adds two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ + + + vec2.add = function (out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + return out; + }; + /** + * Subtracts vector b from vector a + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ + + + vec2.subtract = function (out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + return out; + }; + /** + * Alias for {@link vec2.subtract} + * @function + */ + + + vec2.sub = vec2.subtract; + /** + * Multiplies two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ + + vec2.multiply = function (out, a, b) { + out[0] = a[0] * b[0]; + out[1] = a[1] * b[1]; + return out; + }; + /** + * Alias for {@link vec2.multiply} + * @function + */ + + + vec2.mul = vec2.multiply; + /** + * Divides two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ + + vec2.divide = function (out, a, b) { + out[0] = a[0] / b[0]; + out[1] = a[1] / b[1]; + return out; + }; + /** + * Alias for {@link vec2.divide} + * @function + */ + + + vec2.div = vec2.divide; + /** + * Returns the minimum of two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ + + vec2.min = function (out, a, b) { + out[0] = Math.min(a[0], b[0]); + out[1] = Math.min(a[1], b[1]); + return out; + }; + /** + * Returns the maximum of two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ + + + vec2.max = function (out, a, b) { + out[0] = Math.max(a[0], b[0]); + out[1] = Math.max(a[1], b[1]); + return out; + }; + /** + * Scales a vec2 by a scalar number + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {vec2} out + */ + + + vec2.scale = function (out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + return out; + }; + /** + * Adds two vec2's after scaling the second operand by a scalar value + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @param {Number} scale the amount to scale b by before adding + * @returns {vec2} out + */ + + + vec2.scaleAndAdd = function (out, a, b, scale) { + out[0] = a[0] + b[0] * scale; + out[1] = a[1] + b[1] * scale; + return out; + }; + /** + * Calculates the euclidian distance between two vec2's + * + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {Number} distance between a and b + */ + + + vec2.distance = function (a, b) { + var x = b[0] - a[0], + y = b[1] - a[1]; + return Math.sqrt(x * x + y * y); + }; + /** + * Alias for {@link vec2.distance} + * @function + */ + + + vec2.dist = vec2.distance; + /** + * Calculates the squared euclidian distance between two vec2's + * + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {Number} squared distance between a and b + */ + + vec2.squaredDistance = function (a, b) { + var x = b[0] - a[0], + y = b[1] - a[1]; + return x * x + y * y; + }; + /** + * Alias for {@link vec2.squaredDistance} + * @function + */ + + + vec2.sqrDist = vec2.squaredDistance; + /** + * Calculates the length of a vec2 + * + * @param {vec2} a vector to calculate length of + * @returns {Number} length of a + */ + + vec2.length = function (a) { + var x = a[0], + y = a[1]; + return Math.sqrt(x * x + y * y); + }; + /** + * Alias for {@link vec2.length} + * @function + */ + + + vec2.len = vec2.length; + /** + * Calculates the squared length of a vec2 + * + * @param {vec2} a vector to calculate squared length of + * @returns {Number} squared length of a + */ + + vec2.squaredLength = function (a) { + var x = a[0], + y = a[1]; + return x * x + y * y; + }; + /** + * Alias for {@link vec2.squaredLength} + * @function + */ + + + vec2.sqrLen = vec2.squaredLength; + /** + * Negates the components of a vec2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a vector to negate + * @returns {vec2} out + */ + + vec2.negate = function (out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + return out; + }; + /** + * Normalize a vec2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a vector to normalize + * @returns {vec2} out + */ + + + vec2.normalize = function (out, a) { + var x = a[0], + y = a[1]; + var len = x * x + y * y; + + if (len > 0) { + //TODO: evaluate use of glm_invsqrt here? + len = 1 / Math.sqrt(len); + out[0] = a[0] * len; + out[1] = a[1] * len; + } + + return out; + }; + /** + * Calculates the dot product of two vec2's + * + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {Number} dot product of a and b + */ + + + vec2.dot = function (a, b) { + return a[0] * b[0] + a[1] * b[1]; + }; + /** + * Computes the cross product of two vec2's + * Note that the cross product must by definition produce a 3D vector + * + * @param {vec3} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec3} out + */ + + + vec2.cross = function (out, a, b) { + var z = a[0] * b[1] - a[1] * b[0]; + out[0] = out[1] = 0; + out[2] = z; + return out; + }; + /** + * Performs a linear interpolation between two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec2} out + */ + + + vec2.lerp = function (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 + */ + + + vec2.random = function (out, scale) { + scale = scale || 1.0; + var r = GLMAT_RANDOM() * 2.0 * Math.PI; + out[0] = Math.cos(r) * scale; + out[1] = Math.sin(r) * scale; + return out; + }; + /** + * Transforms the vec2 with a mat2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat2} m matrix to transform with + * @returns {vec2} out + */ + + + vec2.transformMat2 = function (out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[2] * y; + out[1] = m[1] * x + m[3] * y; + return out; + }; + /** + * Transforms the vec2 with a mat2d + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat2d} m matrix to transform with + * @returns {vec2} out + */ + + + vec2.transformMat2d = function (out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[2] * y + m[4]; + out[1] = m[1] * x + m[3] * y + m[5]; + return out; + }; + /** + * Transforms the vec2 with a mat3 + * 3rd vector component is implicitly '1' + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat3} m matrix to transform with + * @returns {vec2} out + */ + + + vec2.transformMat3 = function (out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[3] * y + m[6]; + out[1] = m[1] * x + m[4] * y + m[7]; + return out; + }; + /** + * Transforms the vec2 with a mat4 + * 3rd vector component is implicitly '0' + * 4th vector component is implicitly '1' + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat4} m matrix to transform with + * @returns {vec2} out + */ + + + vec2.transformMat4 = function (out, a, m) { + var x = a[0], + 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; + }; + /** + * 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 + */ + + + vec2.forEach = function () { + var vec = vec2.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; + }; + }(); + /** + * Returns a string representation of a vector + * + * @param {vec2} vec vector to represent as a string + * @returns {String} string representation of the vector + */ + + + vec2.str = function (a) { + return 'vec2(' + a[0] + ', ' + a[1] + ')'; + }; + + if (typeof exports !== 'undefined') { + exports.vec2 = vec2; + } + + ; + /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + + Redistribution and use in source and binary forms, with or without modification, + are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND + ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR + ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON + ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + + /** + * @class 3 Dimensional Vector + * @name vec3 + */ + + var vec3 = {}; + /** + * Creates a new, empty vec3 + * + * @returns {vec3} a new 3D vector + */ + + vec3.create = function () { + var out = new GLMAT_ARRAY_TYPE(3); + out[0] = 0; + out[1] = 0; + out[2] = 0; + return out; + }; + /** + * Creates a new vec3 initialized with values from an existing vector + * + * @param {vec3} a vector to clone + * @returns {vec3} a new 3D vector + */ + + + vec3.clone = function (a) { + var out = new GLMAT_ARRAY_TYPE(3); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + return out; + }; + /** + * 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 + */ + + + vec3.fromValues = function (x, y, z) { + var out = new GLMAT_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 {vec3} a the source vector + * @returns {vec3} out + */ + + + vec3.copy = function (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 + */ + + + vec3.set = function (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 {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ + + + vec3.add = function (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 {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ + + + vec3.subtract = function (out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + out[2] = a[2] - b[2]; + return out; + }; + /** + * Alias for {@link vec3.subtract} + * @function + */ + + + vec3.sub = vec3.subtract; + /** + * Multiplies two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ + + vec3.multiply = function (out, a, b) { + out[0] = a[0] * b[0]; + out[1] = a[1] * b[1]; + out[2] = a[2] * b[2]; + return out; + }; + /** + * Alias for {@link vec3.multiply} + * @function + */ + + + vec3.mul = vec3.multiply; + /** + * Divides two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ + + vec3.divide = function (out, a, b) { + out[0] = a[0] / b[0]; + out[1] = a[1] / b[1]; + out[2] = a[2] / b[2]; + return out; + }; + /** + * Alias for {@link vec3.divide} + * @function + */ + + + vec3.div = vec3.divide; + /** + * Returns the minimum of two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ + + vec3.min = function (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 {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ + + + vec3.max = function (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; + }; + /** + * Scales a vec3 by a scalar number + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {vec3} out + */ + + + vec3.scale = function (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 {vec3} a the first operand + * @param {vec3} b the second operand + * @param {Number} scale the amount to scale b by before adding + * @returns {vec3} out + */ + + + vec3.scaleAndAdd = function (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 {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {Number} distance between a and b + */ + + + vec3.distance = function (a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2]; + return Math.sqrt(x * x + y * y + z * z); + }; + /** + * Alias for {@link vec3.distance} + * @function + */ + + + vec3.dist = vec3.distance; + /** + * Calculates the squared euclidian distance between two vec3's + * + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {Number} squared distance between a and b + */ + + vec3.squaredDistance = function (a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2]; + return x * x + y * y + z * z; + }; + /** + * Alias for {@link vec3.squaredDistance} + * @function + */ + + + vec3.sqrDist = vec3.squaredDistance; + /** + * Calculates the length of a vec3 + * + * @param {vec3} a vector to calculate length of + * @returns {Number} length of a + */ + + vec3.length = function (a) { + var x = a[0], + y = a[1], + z = a[2]; + return Math.sqrt(x * x + y * y + z * z); + }; + /** + * Alias for {@link vec3.length} + * @function + */ + + + vec3.len = vec3.length; + /** + * Calculates the squared length of a vec3 + * + * @param {vec3} a vector to calculate squared length of + * @returns {Number} squared length of a + */ + + vec3.squaredLength = function (a) { + var x = a[0], + y = a[1], + z = a[2]; + return x * x + y * y + z * z; + }; + /** + * Alias for {@link vec3.squaredLength} + * @function + */ + + + vec3.sqrLen = vec3.squaredLength; + /** + * Negates the components of a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to negate + * @returns {vec3} out + */ + + vec3.negate = function (out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + out[2] = -a[2]; + return out; + }; + /** + * Normalize a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to normalize + * @returns {vec3} out + */ + + + vec3.normalize = function (out, a) { + var x = a[0], + y = a[1], + 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 {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {Number} dot product of a and b + */ + + + vec3.dot = function (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 {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ + + + vec3.cross = function (out, a, b) { + var ax = a[0], + ay = a[1], + az = a[2], + 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 {vec3} a the first operand + * @param {vec3} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec3} out + */ + + + vec3.lerp = function (out, a, b, t) { + var ax = a[0], + ay = a[1], + 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; + }; + /** + * 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 + */ + + + vec3.random = function (out, scale) { + scale = scale || 1.0; + var r = GLMAT_RANDOM() * 2.0 * Math.PI; + var z = GLMAT_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 {vec3} a the vector to transform + * @param {mat4} m matrix to transform with + * @returns {vec3} out + */ + + + vec3.transformMat4 = function (out, a, m) { + var x = a[0], + y = a[1], + z = a[2]; + out[0] = m[0] * x + m[4] * y + m[8] * z + m[12]; + out[1] = m[1] * x + m[5] * y + m[9] * z + m[13]; + out[2] = m[2] * x + m[6] * y + m[10] * z + m[14]; + return out; + }; + /** + * Transforms the vec3 with a mat3. + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to transform + * @param {mat4} m the 3x3 matrix to transform with + * @returns {vec3} out + */ + + + vec3.transformMat3 = function (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 + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to transform + * @param {quat} q quaternion to transform with + * @returns {vec3} out + */ + + + vec3.transformQuat = function (out, a, q) { + // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations + var x = a[0], + y = a[1], + z = a[2], + qx = q[0], + qy = q[1], + qz = q[2], + qw = q[3], + // calculate quat * vec + ix = qw * x + qy * z - qz * y, + iy = qw * y + qz * x - qx * z, + iz = qw * z + qx * y - qy * x, + 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; + return out; + }; + /** + * 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 + */ + + + vec3.forEach = function () { + var vec = vec3.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; + }; + }(); + /** + * Returns a string representation of a vector + * + * @param {vec3} vec vector to represent as a string + * @returns {String} string representation of the vector + */ + + + vec3.str = function (a) { + return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')'; + }; + + if (typeof exports !== 'undefined') { + exports.vec3 = vec3; + } + + ; + /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + + Redistribution and use in source and binary forms, with or without modification, + are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND + ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR + ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON + ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + + /** + * @class 4 Dimensional Vector + * @name vec4 + */ + + var vec4 = {}; + /** + * Creates a new, empty vec4 + * + * @returns {vec4} a new 4D vector + */ + + vec4.create = function () { + var out = new GLMAT_ARRAY_TYPE(4); + 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 {vec4} a vector to clone + * @returns {vec4} a new 4D vector + */ + + + vec4.clone = function (a) { + var out = new GLMAT_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 + */ + + + vec4.fromValues = function (x, y, z, w) { + var out = new GLMAT_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 {vec4} a the source vector + * @returns {vec4} out + */ + + + vec4.copy = function (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 + */ + + + vec4.set = function (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 {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ + + + vec4.add = function (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 {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ + + + vec4.subtract = function (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; + }; + /** + * Alias for {@link vec4.subtract} + * @function + */ + + + vec4.sub = vec4.subtract; + /** + * Multiplies two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ + + vec4.multiply = function (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; + }; + /** + * Alias for {@link vec4.multiply} + * @function + */ + + + vec4.mul = vec4.multiply; + /** + * Divides two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ + + vec4.divide = function (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; + }; + /** + * Alias for {@link vec4.divide} + * @function + */ + + + vec4.div = vec4.divide; + /** + * Returns the minimum of two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ + + vec4.min = function (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 {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ + + + vec4.max = function (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; + }; + /** + * Scales a vec4 by a scalar number + * + * @param {vec4} out the receiving vector + * @param {vec4} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {vec4} out + */ + + + vec4.scale = function (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 {vec4} a the first operand + * @param {vec4} b the second operand + * @param {Number} scale the amount to scale b by before adding + * @returns {vec4} out + */ + + + vec4.scaleAndAdd = function (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 {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {Number} distance between a and b + */ + + + vec4.distance = function (a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2], + w = b[3] - a[3]; + return Math.sqrt(x * x + y * y + z * z + w * w); + }; + /** + * Alias for {@link vec4.distance} + * @function + */ + + + vec4.dist = vec4.distance; + /** + * Calculates the squared euclidian distance between two vec4's + * + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {Number} squared distance between a and b + */ + + vec4.squaredDistance = function (a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2], + w = b[3] - a[3]; + return x * x + y * y + z * z + w * w; + }; + /** + * Alias for {@link vec4.squaredDistance} + * @function + */ + + + vec4.sqrDist = vec4.squaredDistance; + /** + * Calculates the length of a vec4 + * + * @param {vec4} a vector to calculate length of + * @returns {Number} length of a + */ + + vec4.length = function (a) { + var x = a[0], + y = a[1], + z = a[2], + w = a[3]; + return Math.sqrt(x * x + y * y + z * z + w * w); + }; + /** + * Alias for {@link vec4.length} + * @function + */ + + + vec4.len = vec4.length; + /** + * Calculates the squared length of a vec4 + * + * @param {vec4} a vector to calculate squared length of + * @returns {Number} squared length of a + */ + + vec4.squaredLength = function (a) { + var x = a[0], + y = a[1], + z = a[2], + w = a[3]; + return x * x + y * y + z * z + w * w; + }; + /** + * Alias for {@link vec4.squaredLength} + * @function + */ + + + vec4.sqrLen = vec4.squaredLength; + /** + * Negates the components of a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to negate + * @returns {vec4} out + */ + + vec4.negate = function (out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + out[2] = -a[2]; + out[3] = -a[3]; + return out; + }; + /** + * Normalize a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to normalize + * @returns {vec4} out + */ + + + vec4.normalize = function (out, a) { + var x = a[0], + y = a[1], + z = a[2], + w = a[3]; + var len = x * x + y * y + z * z + w * w; + + if (len > 0) { + len = 1 / Math.sqrt(len); + out[0] = a[0] * len; + out[1] = a[1] * len; + out[2] = a[2] * len; + out[3] = a[3] * len; + } + + return out; + }; + /** + * Calculates the dot product of two vec4's + * + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {Number} dot product of a and b + */ + + + vec4.dot = function (a, b) { + return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; + }; + /** + * Performs a linear interpolation between two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec4} out + */ + + + vec4.lerp = function (out, a, b, t) { + var ax = a[0], + ay = a[1], + az = a[2], + 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 + */ + + + vec4.random = function (out, scale) { + scale = scale || 1.0; //TODO: This is a pretty awful way of doing this. Find something better. + + out[0] = GLMAT_RANDOM(); + out[1] = GLMAT_RANDOM(); + out[2] = GLMAT_RANDOM(); + out[3] = GLMAT_RANDOM(); + vec4.normalize(out, out); + vec4.scale(out, out, scale); + return out; + }; + /** + * Transforms the vec4 with a mat4. + * + * @param {vec4} out the receiving vector + * @param {vec4} a the vector to transform + * @param {mat4} m matrix to transform with + * @returns {vec4} out + */ + + + vec4.transformMat4 = function (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 {vec4} a the vector to transform + * @param {quat} q quaternion to transform with + * @returns {vec4} out + */ + + + vec4.transformQuat = function (out, a, q) { + var x = a[0], + y = a[1], + z = a[2], + qx = q[0], + qy = q[1], + qz = q[2], + qw = q[3], + // calculate quat * vec + ix = qw * x + qy * z - qz * y, + iy = qw * y + qz * x - qx * z, + iz = qw * z + qx * y - qy * x, + 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; + return out; + }; + /** + * 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 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 + */ + + + vec4.forEach = function () { + var vec = vec4.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; + }; + }(); + /** + * Returns a string representation of a vector + * + * @param {vec4} vec vector to represent as a string + * @returns {String} string representation of the vector + */ + + + vec4.str = function (a) { + return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; + }; + + if (typeof exports !== 'undefined') { + exports.vec4 = vec4; + } + + ; + /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + + Redistribution and use in source and binary forms, with or without modification, + are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND + ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR + ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON + ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + + /** + * @class 2x2 Matrix + * @name mat2 + */ + + var mat2 = {}; + /** + * Creates a new identity mat2 + * + * @returns {mat2} a new 2x2 matrix + */ + + mat2.create = function () { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; + }; + /** + * Creates a new mat2 initialized with values from an existing matrix + * + * @param {mat2} a matrix to clone + * @returns {mat2} a new 2x2 matrix + */ + + + mat2.clone = function (a) { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + return out; + }; + /** + * Copy the values from one mat2 to another + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the source matrix + * @returns {mat2} out + */ + + + mat2.copy = function (out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + return out; + }; + /** + * Set a mat2 to the identity matrix + * + * @param {mat2} out the receiving matrix + * @returns {mat2} out + */ + + + mat2.identity = function (out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; + }; + /** + * Transpose the values of a mat2 + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the source matrix + * @returns {mat2} out + */ + + + mat2.transpose = function (out, a) { + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (out === a) { + var a1 = a[1]; + out[1] = a[2]; + out[2] = a1; + } else { + out[0] = a[0]; + out[1] = a[2]; + out[2] = a[1]; + out[3] = a[3]; + } + + return out; + }; + /** + * Inverts a mat2 + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the source matrix + * @returns {mat2} out + */ + + + mat2.invert = function (out, a) { + var a0 = a[0], + a1 = a[1], + a2 = a[2], + a3 = a[3], + // Calculate the determinant + det = a0 * a3 - a2 * a1; + + if (!det) { + return null; + } + + det = 1.0 / det; + out[0] = a3 * det; + out[1] = -a1 * det; + out[2] = -a2 * det; + out[3] = a0 * det; + return out; + }; + /** + * Calculates the adjugate of a mat2 + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the source matrix + * @returns {mat2} out + */ + + + mat2.adjoint = function (out, a) { + // Caching this value is nessecary if out == a + var a0 = a[0]; + out[0] = a[3]; + out[1] = -a[1]; + out[2] = -a[2]; + out[3] = a0; + return out; + }; + /** + * Calculates the determinant of a mat2 + * + * @param {mat2} a the source matrix + * @returns {Number} determinant of a + */ + + + mat2.determinant = function (a) { + return a[0] * a[3] - a[2] * a[1]; + }; + /** + * Multiplies two mat2's + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the first operand + * @param {mat2} b the second operand + * @returns {mat2} out + */ + + + mat2.multiply = function (out, 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]; + out[0] = a0 * b0 + a1 * b2; + out[1] = a0 * b1 + a1 * b3; + out[2] = a2 * b0 + a3 * b2; + out[3] = a2 * b1 + a3 * b3; + return out; + }; + /** + * Alias for {@link mat2.multiply} + * @function + */ + + + mat2.mul = mat2.multiply; + /** + * Rotates a mat2 by the given angle + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat2} out + */ + + mat2.rotate = function (out, a, rad) { + var a0 = a[0], + a1 = a[1], + a2 = a[2], + a3 = a[3], + s = Math.sin(rad), + c = Math.cos(rad); + out[0] = a0 * c + a1 * s; + out[1] = a0 * -s + a1 * c; + out[2] = a2 * c + a3 * s; + out[3] = a2 * -s + a3 * c; + return out; + }; + /** + * Scales the mat2 by the dimensions in the given vec2 + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the matrix to rotate + * @param {vec2} v the vec2 to scale the matrix by + * @returns {mat2} out + **/ + + + mat2.scale = function (out, a, v) { + var a0 = a[0], + a1 = a[1], + a2 = a[2], + a3 = a[3], + v0 = v[0], + v1 = v[1]; + out[0] = a0 * v0; + out[1] = a1 * v1; + out[2] = a2 * v0; + out[3] = a3 * v1; + return out; + }; + /** + * Returns a string representation of a mat2 + * + * @param {mat2} mat matrix to represent as a string + * @returns {String} string representation of the matrix + */ + + + mat2.str = function (a) { + return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; + }; + + if (typeof exports !== 'undefined') { + exports.mat2 = mat2; + } + + ; + /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + + Redistribution and use in source and binary forms, with or without modification, + are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND + ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR + ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON + ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + + /** + * @class 2x3 Matrix + * @name mat2d + * + * @description + * A mat2d contains six elements defined as: + *
+     * [a, b,
+     *  c, d,
+     *  tx,ty]
+     * 
+ * This is a short form for the 3x3 matrix: + *
+     * [a, b, 0
+     *  c, d, 0
+     *  tx,ty,1]
+     * 
+ * The last column is ignored so the array is shorter and operations are faster. + */ + + var mat2d = {}; + /** + * Creates a new identity mat2d + * + * @returns {mat2d} a new 2x3 matrix + */ + + mat2d.create = function () { + var out = new GLMAT_ARRAY_TYPE(6); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + out[4] = 0; + out[5] = 0; + return out; + }; + /** + * Creates a new mat2d initialized with values from an existing matrix + * + * @param {mat2d} a matrix to clone + * @returns {mat2d} a new 2x3 matrix + */ + + + mat2d.clone = function (a) { + var out = new GLMAT_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 {mat2d} a the source matrix + * @returns {mat2d} out + */ + + + mat2d.copy = function (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 + */ + + + mat2d.identity = function (out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + out[4] = 0; + out[5] = 0; + return out; + }; + /** + * Inverts a mat2d + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the source matrix + * @returns {mat2d} out + */ + + + mat2d.invert = function (out, a) { + var aa = a[0], + ab = a[1], + ac = a[2], + ad = a[3], + 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 {mat2d} a the source matrix + * @returns {Number} determinant of a + */ + + + mat2d.determinant = function (a) { + return a[0] * a[3] - a[1] * a[2]; + }; + /** + * Multiplies two mat2d's + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the first operand + * @param {mat2d} b the second operand + * @returns {mat2d} out + */ + + + mat2d.multiply = function (out, a, b) { + var aa = a[0], + ab = a[1], + ac = a[2], + ad = a[3], + atx = a[4], + aty = a[5], + ba = b[0], + bb = b[1], + bc = b[2], + bd = b[3], + btx = b[4], + bty = b[5]; + out[0] = aa * ba + ab * bc; + out[1] = aa * bb + ab * bd; + out[2] = ac * ba + ad * bc; + out[3] = ac * bb + ad * bd; + out[4] = ba * atx + bc * aty + btx; + out[5] = bb * atx + bd * aty + bty; + return out; + }; + /** + * Alias for {@link mat2d.multiply} + * @function + */ + + + mat2d.mul = mat2d.multiply; + /** + * Rotates a mat2d by the given angle + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat2d} out + */ + + mat2d.rotate = function (out, a, rad) { + var aa = a[0], + ab = a[1], + ac = a[2], + ad = a[3], + atx = a[4], + aty = a[5], + st = Math.sin(rad), + ct = Math.cos(rad); + out[0] = aa * ct + ab * st; + out[1] = -aa * st + ab * ct; + out[2] = ac * ct + ad * st; + out[3] = -ac * st + ct * ad; + out[4] = ct * atx + st * aty; + out[5] = ct * aty - st * atx; + return out; + }; + /** + * Scales the mat2d by the dimensions in the given vec2 + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to translate + * @param {vec2} v the vec2 to scale the matrix by + * @returns {mat2d} out + **/ + + + mat2d.scale = function (out, a, v) { + var vx = v[0], + vy = v[1]; + out[0] = a[0] * vx; + out[1] = a[1] * vy; + out[2] = a[2] * vx; + out[3] = a[3] * vy; + out[4] = a[4] * vx; + out[5] = a[5] * vy; + return out; + }; + /** + * Translates the mat2d by the dimensions in the given vec2 + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to translate + * @param {vec2} v the vec2 to translate the matrix by + * @returns {mat2d} out + **/ + + + mat2d.translate = function (out, a, v) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4] + v[0]; + out[5] = a[5] + v[1]; + return out; + }; + /** + * Returns a string representation of a mat2d + * + * @param {mat2d} a matrix to represent as a string + * @returns {String} string representation of the matrix + */ + + + mat2d.str = function (a) { + return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + a[4] + ', ' + a[5] + ')'; + }; + + if (typeof exports !== 'undefined') { + exports.mat2d = mat2d; + } + + ; + /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + + Redistribution and use in source and binary forms, with or without modification, + are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND + ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR + ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON + ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + + /** + * @class 3x3 Matrix + * @name mat3 + */ + + var mat3 = {}; + /** + * Creates a new identity mat3 + * + * @returns {mat3} a new 3x3 matrix + */ + + mat3.create = function () { + var out = new GLMAT_ARRAY_TYPE(9); + 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; + }; + /** + * Copies the upper-left 3x3 values into the given mat3. + * + * @param {mat3} out the receiving 3x3 matrix + * @param {mat4} a the source 4x4 matrix + * @returns {mat3} out + */ + + + mat3.fromMat4 = function (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 {mat3} a matrix to clone + * @returns {mat3} a new 3x3 matrix + */ + + + mat3.clone = function (a) { + var out = new GLMAT_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 {mat3} a the source matrix + * @returns {mat3} out + */ + + + mat3.copy = function (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; + }; + /** + * Set a mat3 to the identity matrix + * + * @param {mat3} out the receiving matrix + * @returns {mat3} out + */ + + + mat3.identity = function (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 {mat3} a the source matrix + * @returns {mat3} out + */ + + + mat3.transpose = function (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 {mat3} a the source matrix + * @returns {mat3} out + */ + + + mat3.invert = function (out, a) { + 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], + b01 = a22 * a11 - a12 * a21, + b11 = -a22 * a10 + a12 * a20, + b21 = a21 * a10 - a11 * a20, + // Calculate the determinant + 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 {mat3} a the source matrix + * @returns {mat3} out + */ + + + mat3.adjoint = function (out, a) { + 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]; + 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 {mat3} a the source matrix + * @returns {Number} determinant of a + */ + + + mat3.determinant = function (a) { + 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]; + 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 {mat3} a the first operand + * @param {mat3} b the second operand + * @returns {mat3} out + */ + + + mat3.multiply = function (out, a, b) { + 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], + b00 = b[0], + b01 = b[1], + b02 = b[2], + b10 = b[3], + b11 = b[4], + b12 = b[5], + 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; + }; + /** + * Alias for {@link mat3.multiply} + * @function + */ + + + mat3.mul = mat3.multiply; + /** + * Translate a mat3 by the given vector + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the matrix to translate + * @param {vec2} v vector to translate by + * @returns {mat3} out + */ + + mat3.translate = function (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 {mat3} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat3} out + */ + + + mat3.rotate = function (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 {mat3} a the matrix to rotate + * @param {vec2} v the vec2 to scale the matrix by + * @returns {mat3} out + **/ + + + mat3.scale = function (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; + }; + /** + * Copies the values from a mat2d into a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat2d} a the matrix to copy + * @returns {mat3} out + **/ + + + mat3.fromMat2d = function (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 {quat} q Quaternion to create matrix from + * + * @returns {mat3} out + */ + + + mat3.fromQuat = function (out, q) { + var x = q[0], + y = q[1], + z = q[2], + w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + out[0] = 1 - (yy + zz); + out[3] = xy + wz; + out[6] = xz - wy; + out[1] = xy - wz; + out[4] = 1 - (xx + zz); + out[7] = yz + wx; + out[2] = xz + wy; + out[5] = yz - 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 {mat4} a Mat4 to derive the normal matrix from + * + * @returns {mat3} out + */ + + + mat3.normalFromMat4 = function (out, a) { + var a00 = a[0], + a01 = a[1], + a02 = a[2], + a03 = a[3], + a10 = a[4], + a11 = a[5], + a12 = a[6], + a13 = a[7], + a20 = a[8], + a21 = a[9], + a22 = a[10], + a23 = a[11], + a30 = a[12], + a31 = a[13], + a32 = a[14], + a33 = a[15], + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32, + // Calculate the determinant + 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; + }; + /** + * Returns a string representation of a mat3 + * + * @param {mat3} mat matrix to represent as a string + * @returns {String} string representation of the matrix + */ + + + mat3.str = function (a) { + return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + a[8] + ')'; + }; + + if (typeof exports !== 'undefined') { + exports.mat3 = mat3; + } + + ; + /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + + Redistribution and use in source and binary forms, with or without modification, + are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND + ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR + ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON + ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + + /** + * @class 4x4 Matrix + * @name mat4 + */ + + var mat4 = {}; + /** + * Creates a new identity mat4 + * + * @returns {mat4} a new 4x4 matrix + */ + + mat4.create = function () { + var out = new GLMAT_ARRAY_TYPE(16); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = 1; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 1; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; + }; + /** + * Creates a new mat4 initialized with values from an existing matrix + * + * @param {mat4} a matrix to clone + * @returns {mat4} a new 4x4 matrix + */ + + + mat4.clone = function (a) { + var out = new GLMAT_ARRAY_TYPE(16); + 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]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; + }; + /** + * Copy the values from one mat4 to another + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + + + mat4.copy = function (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]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; + }; + /** + * Set a mat4 to the identity matrix + * + * @param {mat4} out the receiving matrix + * @returns {mat4} out + */ + + + mat4.identity = function (out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = 1; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 1; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; + }; + /** + * Transpose the values of a mat4 + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + + + mat4.transpose = function (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], + a03 = a[3], + a12 = a[6], + a13 = a[7], + a23 = a[11]; + out[1] = a[4]; + out[2] = a[8]; + out[3] = a[12]; + out[4] = a01; + out[6] = a[9]; + out[7] = a[13]; + out[8] = a02; + out[9] = a12; + out[11] = a[14]; + out[12] = a03; + out[13] = a13; + out[14] = a23; + } else { + out[0] = a[0]; + out[1] = a[4]; + out[2] = a[8]; + out[3] = a[12]; + out[4] = a[1]; + out[5] = a[5]; + out[6] = a[9]; + out[7] = a[13]; + out[8] = a[2]; + out[9] = a[6]; + out[10] = a[10]; + out[11] = a[14]; + out[12] = a[3]; + out[13] = a[7]; + out[14] = a[11]; + out[15] = a[15]; + } + + return out; + }; + /** + * Inverts a mat4 + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + + + mat4.invert = function (out, a) { + var a00 = a[0], + a01 = a[1], + a02 = a[2], + a03 = a[3], + a10 = a[4], + a11 = a[5], + a12 = a[6], + a13 = a[7], + a20 = a[8], + a21 = a[9], + a22 = a[10], + a23 = a[11], + a30 = a[12], + a31 = a[13], + a32 = a[14], + a33 = a[15], + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32, + // Calculate the determinant + 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] = (a02 * b10 - a01 * b11 - a03 * b09) * det; + out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det; + out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det; + out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det; + out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det; + out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det; + out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det; + out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det; + out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det; + out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det; + out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det; + out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det; + out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det; + out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det; + out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det; + return out; + }; + /** + * Calculates the adjugate of a mat4 + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + + + mat4.adjoint = function (out, a) { + var a00 = a[0], + a01 = a[1], + a02 = a[2], + a03 = a[3], + a10 = a[4], + a11 = a[5], + a12 = a[6], + a13 = a[7], + a20 = a[8], + a21 = a[9], + a22 = a[10], + a23 = a[11], + a30 = a[12], + a31 = a[13], + a32 = a[14], + a33 = a[15]; + out[0] = a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22); + out[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22)); + out[2] = a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12); + out[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12)); + out[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22)); + out[5] = a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22); + out[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12)); + out[7] = a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12); + out[8] = a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21); + out[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21)); + out[10] = a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11); + out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11)); + out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21)); + out[13] = a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21); + out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11)); + out[15] = a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11); + return out; + }; + /** + * Calculates the determinant of a mat4 + * + * @param {mat4} a the source matrix + * @returns {Number} determinant of a + */ + + + mat4.determinant = function (a) { + var a00 = a[0], + a01 = a[1], + a02 = a[2], + a03 = a[3], + a10 = a[4], + a11 = a[5], + a12 = a[6], + a13 = a[7], + a20 = a[8], + a21 = a[9], + a22 = a[10], + a23 = a[11], + a30 = a[12], + a31 = a[13], + a32 = a[14], + a33 = a[15], + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32; // Calculate the determinant + + return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; + }; + /** + * Multiplies two mat4's + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the first operand + * @param {mat4} b the second operand + * @returns {mat4} out + */ + + + mat4.multiply = function (out, a, b) { + var a00 = a[0], + a01 = a[1], + a02 = a[2], + a03 = a[3], + a10 = a[4], + a11 = a[5], + a12 = a[6], + a13 = a[7], + a20 = a[8], + a21 = a[9], + a22 = a[10], + a23 = a[11], + a30 = a[12], + a31 = a[13], + a32 = a[14], + a33 = a[15]; // Cache only the current line of the second matrix + + var b0 = b[0], + b1 = b[1], + b2 = b[2], + b3 = b[3]; + out[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30; + out[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31; + out[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32; + out[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33; + b0 = b[4]; + b1 = b[5]; + b2 = b[6]; + b3 = b[7]; + out[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30; + out[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31; + out[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32; + out[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33; + b0 = b[8]; + b1 = b[9]; + b2 = b[10]; + b3 = b[11]; + out[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30; + out[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31; + out[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32; + out[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33; + b0 = b[12]; + b1 = b[13]; + b2 = b[14]; + b3 = b[15]; + out[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30; + out[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31; + out[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32; + out[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33; + return out; + }; + /** + * Alias for {@link mat4.multiply} + * @function + */ + + + mat4.mul = mat4.multiply; + /** + * Translate a mat4 by the given vector + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to translate + * @param {vec3} v vector to translate by + * @returns {mat4} out + */ + + mat4.translate = function (out, a, v) { + var x = v[0], + y = v[1], + z = v[2], + a00, + a01, + a02, + a03, + a10, + a11, + a12, + a13, + a20, + a21, + a22, + a23; + + if (a === out) { + out[12] = a[0] * x + a[4] * y + a[8] * z + a[12]; + out[13] = a[1] * x + a[5] * y + a[9] * z + a[13]; + out[14] = a[2] * x + a[6] * y + a[10] * z + a[14]; + out[15] = a[3] * x + a[7] * y + a[11] * z + a[15]; + } else { + a00 = a[0]; + a01 = a[1]; + a02 = a[2]; + a03 = a[3]; + a10 = a[4]; + a11 = a[5]; + a12 = a[6]; + a13 = a[7]; + a20 = a[8]; + a21 = a[9]; + a22 = a[10]; + a23 = a[11]; + out[0] = a00; + out[1] = a01; + out[2] = a02; + out[3] = a03; + out[4] = a10; + out[5] = a11; + out[6] = a12; + out[7] = a13; + out[8] = a20; + out[9] = a21; + out[10] = a22; + out[11] = a23; + out[12] = a00 * x + a10 * y + a20 * z + a[12]; + out[13] = a01 * x + a11 * y + a21 * z + a[13]; + out[14] = a02 * x + a12 * y + a22 * z + a[14]; + out[15] = a03 * x + a13 * y + a23 * z + a[15]; + } + + return out; + }; + /** + * Scales the mat4 by the dimensions in the given vec3 + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to scale + * @param {vec3} v the vec3 to scale the matrix by + * @returns {mat4} out + **/ + + + mat4.scale = function (out, a, v) { + var x = v[0], + y = v[1], + z = v[2]; + out[0] = a[0] * x; + out[1] = a[1] * x; + out[2] = a[2] * x; + out[3] = a[3] * x; + out[4] = a[4] * y; + out[5] = a[5] * y; + out[6] = a[6] * y; + out[7] = a[7] * y; + out[8] = a[8] * z; + out[9] = a[9] * z; + out[10] = a[10] * z; + out[11] = a[11] * z; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; + }; + /** + * Rotates a mat4 by the given angle + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @param {vec3} axis the axis to rotate around + * @returns {mat4} out + */ + + + mat4.rotate = function (out, a, rad, axis) { + var x = axis[0], + y = axis[1], + z = axis[2], + len = Math.sqrt(x * x + y * y + z * z), + s, + c, + t, + a00, + a01, + a02, + a03, + a10, + a11, + a12, + a13, + a20, + a21, + a22, + a23, + b00, + b01, + b02, + b10, + b11, + b12, + b20, + b21, + b22; + + if (Math.abs(len) < GLMAT_EPSILON) { + return null; + } + + len = 1 / len; + x *= len; + y *= len; + z *= len; + s = Math.sin(rad); + c = Math.cos(rad); + t = 1 - c; + a00 = a[0]; + a01 = a[1]; + a02 = a[2]; + a03 = a[3]; + a10 = a[4]; + a11 = a[5]; + a12 = a[6]; + a13 = a[7]; + a20 = a[8]; + a21 = a[9]; + a22 = a[10]; + a23 = a[11]; // Construct the elements of the rotation matrix + + b00 = x * x * t + c; + b01 = y * x * t + z * s; + b02 = z * x * t - y * s; + b10 = x * y * t - z * s; + b11 = y * y * t + c; + b12 = z * y * t + x * s; + b20 = x * z * t + y * s; + b21 = y * z * t - x * s; + b22 = z * z * t + c; // Perform rotation-specific matrix multiplication + + out[0] = a00 * b00 + a10 * b01 + a20 * b02; + out[1] = a01 * b00 + a11 * b01 + a21 * b02; + out[2] = a02 * b00 + a12 * b01 + a22 * b02; + out[3] = a03 * b00 + a13 * b01 + a23 * b02; + out[4] = a00 * b10 + a10 * b11 + a20 * b12; + out[5] = a01 * b10 + a11 * b11 + a21 * b12; + out[6] = a02 * b10 + a12 * b11 + a22 * b12; + out[7] = a03 * b10 + a13 * b11 + a23 * b12; + out[8] = a00 * b20 + a10 * b21 + a20 * b22; + out[9] = a01 * b20 + a11 * b21 + a21 * b22; + out[10] = a02 * b20 + a12 * b21 + a22 * b22; + out[11] = a03 * b20 + a13 * b21 + a23 * b22; + + if (a !== out) { + // If the source and destination differ, copy the unchanged last row + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + return out; + }; + /** + * Rotates a matrix by the given angle around the X axis + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ + + + mat4.rotateX = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a10 = a[4], + a11 = a[5], + a12 = a[6], + a13 = a[7], + a20 = a[8], + a21 = a[9], + a22 = a[10], + a23 = a[11]; + + if (a !== out) { + // If the source and destination differ, copy the unchanged rows + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } // Perform axis-specific matrix multiplication + + + out[4] = a10 * c + a20 * s; + out[5] = a11 * c + a21 * s; + out[6] = a12 * c + a22 * s; + out[7] = a13 * c + a23 * s; + out[8] = a20 * c - a10 * s; + out[9] = a21 * c - a11 * s; + out[10] = a22 * c - a12 * s; + out[11] = a23 * c - a13 * s; + return out; + }; + /** + * Rotates a matrix by the given angle around the Y axis + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ + + + mat4.rotateY = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a00 = a[0], + a01 = a[1], + a02 = a[2], + a03 = a[3], + a20 = a[8], + a21 = a[9], + a22 = a[10], + a23 = a[11]; + + if (a !== out) { + // If the source and destination differ, copy the unchanged rows + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } // Perform axis-specific matrix multiplication + + + out[0] = a00 * c - a20 * s; + out[1] = a01 * c - a21 * s; + out[2] = a02 * c - a22 * s; + out[3] = a03 * c - a23 * s; + out[8] = a00 * s + a20 * c; + out[9] = a01 * s + a21 * c; + out[10] = a02 * s + a22 * c; + out[11] = a03 * s + a23 * c; + return out; + }; + /** + * Rotates a matrix by the given angle around the Z axis + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ + + + mat4.rotateZ = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a00 = a[0], + a01 = a[1], + a02 = a[2], + a03 = a[3], + a10 = a[4], + a11 = a[5], + a12 = a[6], + a13 = a[7]; + + if (a !== out) { + // If the source and destination differ, copy the unchanged last row + out[8] = a[8]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } // Perform axis-specific matrix multiplication + + + out[0] = a00 * c + a10 * s; + out[1] = a01 * c + a11 * s; + out[2] = a02 * c + a12 * s; + out[3] = a03 * c + a13 * s; + out[4] = a10 * c - a00 * s; + out[5] = a11 * c - a01 * s; + out[6] = a12 * c - a02 * s; + out[7] = a13 * c - a03 * s; + return out; + }; + /** + * Creates a matrix from a quaternion rotation and vector translation + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.translate(dest, vec); + * var quatMat = mat4.create(); + * quat4.toMat4(quat, quatMat); + * mat4.multiply(dest, quatMat); + * + * @param {mat4} out mat4 receiving operation result + * @param {quat4} q Rotation quaternion + * @param {vec3} v Translation vector + * @returns {mat4} out + */ + + + mat4.fromRotationTranslation = function (out, q, v) { + // Quaternion math + var x = q[0], + y = q[1], + z = q[2], + w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + out[0] = 1 - (yy + zz); + out[1] = xy + wz; + out[2] = xz - wy; + out[3] = 0; + out[4] = xy - wz; + out[5] = 1 - (xx + zz); + out[6] = yz + wx; + out[7] = 0; + out[8] = xz + wy; + out[9] = yz - wx; + out[10] = 1 - (xx + yy); + out[11] = 0; + out[12] = v[0]; + out[13] = v[1]; + out[14] = v[2]; + out[15] = 1; + return out; + }; + /** + * Calculates a 4x4 matrix from the given quaternion + * + * @param {mat4} out mat4 receiving operation result + * @param {quat} q Quaternion to create matrix from + * + * @returns {mat4} out + */ + + + mat4.fromQuat = function (out, q) { + var x = q[0], + y = q[1], + z = q[2], + w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + out[0] = 1 - (yy + zz); + out[1] = xy + wz; + out[2] = xz - wy; + out[3] = 0; + out[4] = xy - wz; + out[5] = 1 - (xx + zz); + out[6] = yz + wx; + out[7] = 0; + out[8] = xz + wy; + out[9] = yz - wx; + out[10] = 1 - (xx + yy); + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; + }; + /** + * Generates a frustum matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {Number} left Left bound of the frustum + * @param {Number} right Right bound of the frustum + * @param {Number} bottom Bottom bound of the frustum + * @param {Number} top Top bound of the frustum + * @param {Number} near Near bound of the frustum + * @param {Number} far Far bound of the frustum + * @returns {mat4} out + */ + + + mat4.frustum = function (out, left, right, bottom, top, near, far) { + var rl = 1 / (right - left), + tb = 1 / (top - bottom), + nf = 1 / (near - far); + out[0] = near * 2 * rl; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = near * 2 * tb; + out[6] = 0; + out[7] = 0; + out[8] = (right + left) * rl; + out[9] = (top + bottom) * tb; + out[10] = (far + near) * nf; + out[11] = -1; + out[12] = 0; + out[13] = 0; + out[14] = far * near * 2 * nf; + out[15] = 0; + return out; + }; + /** + * Generates a perspective projection matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {number} fovy Vertical field of view in radians + * @param {number} aspect Aspect ratio. typically viewport width/height + * @param {number} near Near bound of the frustum + * @param {number} far Far bound of the frustum + * @returns {mat4} out + */ + + + mat4.perspective = function (out, fovy, aspect, near, far) { + var f = 1.0 / Math.tan(fovy / 2), + nf = 1 / (near - far); + out[0] = f / aspect; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = f; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = (far + near) * nf; + out[11] = -1; + out[12] = 0; + out[13] = 0; + out[14] = 2 * far * near * nf; + out[15] = 0; + return out; + }; + /** + * Generates a orthogonal projection matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {number} left Left bound of the frustum + * @param {number} right Right bound of the frustum + * @param {number} bottom Bottom bound of the frustum + * @param {number} top Top bound of the frustum + * @param {number} near Near bound of the frustum + * @param {number} far Far bound of the frustum + * @returns {mat4} out + */ + + + mat4.ortho = function (out, left, right, bottom, top, near, far) { + var lr = 1 / (left - right), + bt = 1 / (bottom - top), + nf = 1 / (near - far); + out[0] = -2 * lr; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = -2 * bt; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 2 * nf; + out[11] = 0; + out[12] = (left + right) * lr; + out[13] = (top + bottom) * bt; + out[14] = (far + near) * nf; + out[15] = 1; + return out; + }; + /** + * Generates a look-at matrix with the given eye position, focal point, and up axis + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {vec3} eye Position of the viewer + * @param {vec3} center Point the viewer is looking at + * @param {vec3} up vec3 pointing up + * @returns {mat4} out + */ + + + mat4.lookAt = function (out, eye, center, up) { + var x0, + x1, + x2, + y0, + y1, + y2, + z0, + z1, + z2, + len, + eyex = eye[0], + eyey = eye[1], + eyez = eye[2], + upx = up[0], + upy = up[1], + upz = up[2], + centerx = center[0], + centery = center[1], + centerz = center[2]; + + if (Math.abs(eyex - centerx) < GLMAT_EPSILON && Math.abs(eyey - centery) < GLMAT_EPSILON && Math.abs(eyez - centerz) < GLMAT_EPSILON) { + return mat4.identity(out); + } + + z0 = eyex - centerx; + z1 = eyey - centery; + z2 = eyez - centerz; + len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); + z0 *= len; + z1 *= len; + z2 *= len; + x0 = upy * z2 - upz * z1; + x1 = upz * z0 - upx * z2; + x2 = upx * z1 - upy * z0; + len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); + + if (!len) { + x0 = 0; + x1 = 0; + x2 = 0; + } else { + len = 1 / len; + x0 *= len; + x1 *= len; + x2 *= len; + } + + y0 = z1 * x2 - z2 * x1; + y1 = z2 * x0 - z0 * x2; + y2 = z0 * x1 - z1 * x0; + len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); + + if (!len) { + y0 = 0; + y1 = 0; + y2 = 0; + } else { + len = 1 / len; + y0 *= len; + y1 *= len; + y2 *= len; + } + + out[0] = x0; + out[1] = y0; + out[2] = z0; + out[3] = 0; + out[4] = x1; + out[5] = y1; + out[6] = z1; + out[7] = 0; + out[8] = x2; + out[9] = y2; + out[10] = z2; + out[11] = 0; + out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); + out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); + out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); + out[15] = 1; + return out; + }; + /** + * Returns a string representation of a mat4 + * + * @param {mat4} mat matrix to represent as a string + * @returns {String} string representation of the matrix + */ + + + mat4.str = function (a) { + return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' + a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')'; + }; + + if (typeof exports !== 'undefined') { + exports.mat4 = mat4; + } + + ; + /* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + + Redistribution and use in source and binary forms, with or without modification, + are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + + THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND + ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR + ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON + ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + + /** + * @class Quaternion + * @name quat + */ + + var quat = {}; + /** + * Creates a new identity quat + * + * @returns {quat} a new quaternion + */ + + quat.create = function () { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; + }; + /** + * 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 {vec3} a the initial vector + * @param {vec3} b the destination vector + * @returns {quat} out + */ + + + quat.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.length(tmpvec3) < 0.000001) vec3.cross(tmpvec3, yUnitVec3, a); + vec3.normalize(tmpvec3, tmpvec3); + quat.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 quat.normalize(out, 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 {vec3} view the vector representing the viewing direction + * @param {vec3} right the vector representing the local "right" direction + * @param {vec3} up the vector representing the local "up" direction + * @returns {quat} out + */ + + + quat.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 quat.normalize(out, quat.fromMat3(out, matr)); + }; + }(); + /** + * Creates a new quat initialized with values from an existing quaternion + * + * @param {quat} a quaternion to clone + * @returns {quat} a new quaternion + * @function + */ + + + quat.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 + */ + + quat.fromValues = vec4.fromValues; + /** + * Copy the values from one quat to another + * + * @param {quat} out the receiving quaternion + * @param {quat} a the source quaternion + * @returns {quat} out + * @function + */ + + quat.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 + */ + + quat.set = vec4.set; + /** + * Set a quat to the identity quaternion + * + * @param {quat} out the receiving quaternion + * @returns {quat} out + */ + + quat.identity = function (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 {vec3} axis the axis around which to rotate + * @param {Number} rad the angle in radians + * @returns {quat} out + **/ + + + quat.setAxisAngle = function (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; + }; + /** + * Adds two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {quat} out + * @function + */ + + + quat.add = vec4.add; + /** + * Multiplies two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {quat} out + */ + + quat.multiply = function (out, a, b) { + var ax = a[0], + ay = a[1], + az = a[2], + aw = a[3], + 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; + }; + /** + * Alias for {@link quat.multiply} + * @function + */ + + + quat.mul = quat.multiply; + /** + * Scales a quat by a scalar number + * + * @param {quat} out the receiving vector + * @param {quat} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {quat} out + * @function + */ + + quat.scale = vec4.scale; + /** + * Rotates a quaternion by the given angle about the X axis + * + * @param {quat} out quat receiving operation result + * @param {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ + + quat.rotateX = function (out, a, rad) { + rad *= 0.5; + var ax = a[0], + ay = a[1], + az = a[2], + aw = a[3], + 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 {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ + + + quat.rotateY = function (out, a, rad) { + rad *= 0.5; + var ax = a[0], + ay = a[1], + az = a[2], + aw = a[3], + 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 {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ + + + quat.rotateZ = function (out, a, rad) { + rad *= 0.5; + var ax = a[0], + ay = a[1], + az = a[2], + aw = a[3], + 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 {quat} a quat to calculate W component of + * @returns {quat} out + */ + + + quat.calculateW = function (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; + }; + /** + * Calculates the dot product of two quat's + * + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {Number} dot product of a and b + * @function + */ + + + quat.dot = vec4.dot; + /** + * Performs a linear interpolation between two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {quat} out + * @function + */ + + quat.lerp = vec4.lerp; + /** + * Performs a spherical linear interpolation between two quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {quat} out + */ + + quat.slerp = function (out, a, b, t) { + // benchmarks: + // http://jsperf.com/quaternion-slerp-implementations + var ax = a[0], + ay = a[1], + az = a[2], + aw = a[3], + 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 > 0.000001) { + // 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; + }; + /** + * Calculates the inverse of a quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a quat to calculate inverse of + * @returns {quat} out + */ + + + quat.invert = function (out, a) { + var a0 = a[0], + a1 = a[1], + a2 = a[2], + a3 = a[3], + dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3, + 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 {quat} a quat to calculate conjugate of + * @returns {quat} out + */ + + + quat.conjugate = function (out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + out[2] = -a[2]; + out[3] = a[3]; + return out; + }; + /** + * Calculates the length of a quat + * + * @param {quat} a vector to calculate length of + * @returns {Number} length of a + * @function + */ + + + quat.length = vec4.length; + /** + * Alias for {@link quat.length} + * @function + */ + + quat.len = quat.length; + /** + * Calculates the squared length of a quat + * + * @param {quat} a vector to calculate squared length of + * @returns {Number} squared length of a + * @function + */ + + quat.squaredLength = vec4.squaredLength; + /** + * Alias for {@link quat.squaredLength} + * @function + */ + + quat.sqrLen = quat.squaredLength; + /** + * Normalize a quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a quaternion to normalize + * @returns {quat} out + * @function + */ + + quat.normalize = vec4.normalize; + /** + * 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 {mat3} m rotation matrix + * @returns {quat} out + * @function + */ + + quat.fromMat3 = function () { + // benchmarks: + // http://jsperf.com/typed-array-access-speed + // http://jsperf.com/conversion-of-3x3-matrix-to-quaternion + var s_iNext = typeof Int8Array !== 'undefined' ? new Int8Array([1, 2, 0]) : [1, 2, 0]; + return function (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[7] - m[5]) * fRoot; + out[1] = (m[2] - m[6]) * fRoot; + out[2] = (m[3] - m[1]) * 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 = s_iNext[i]; + var k = s_iNext[j]; + 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[k * 3 + j] - m[j * 3 + k]) * 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; + }; + }(); + /** + * Returns a string representation of a quatenion + * + * @param {quat} vec vector to represent as a string + * @returns {String} string representation of the vector + */ + + + quat.str = function (a) { + return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; + }; + + if (typeof exports !== 'undefined') { + exports.quat = quat; + } + + ; + })(shim.exports); +})(void 0); \ No newline at end of file diff --git a/client/public/brick-renderer/index.mjs b/client/public/brick-renderer/index.mjs new file mode 100644 index 0000000..6628bd5 --- /dev/null +++ b/client/public/brick-renderer/index.mjs @@ -0,0 +1,82 @@ +import * as glm from './glm.mjs'; +import Shader from './shader.mjs'; +import Box from './box.mjs'; + +let BasicVsource, BasicFSource; + +export async function RendererPreInit() { + BasicFSource = await fetch('./brick-renderer/basic.fs').then(r => r.text()); + BasicVsource = await fetch('./brick-renderer/basic.vs').then(r => r.text()); +} + +class BaseRenderer { + constructor(canvas) { + this.canvas = canvas; + this.gl = canvas.getContext('webgl2'); + this.gl.viewport(0, 0, canvas.width, canvas.height); + this.gl.clearColor(0.84313, 0.76078, 1.0, 1.0); + this.gl.clear(this.gl.COLOR_BUFFER_BIT); + this.gl.enable(this.gl.DEPTH_TEST); + + this.shader = new Shader(this.gl, BasicVsource, BasicFSource); + this.shader.link(); + } +} + +export class BrickRenderer extends BaseRenderer { + constructor(canvas, options) { + super(canvas); + + const sceneUniformLocation = this.shader.getUniformBlock('SceneUniforms'); + const modelMatrixLocation = this.shader.getUniform('uModel'); + this.shader.attatch(); + + const boxObj = new Box(this.gl, { dimensions: [0.5, 0.6, 0.5] }); + + const projMatrix = glm.mat4.create(); + glm.mat4.perspective(projMatrix, Math.PI / 2, this.gl.drawingBufferWidth / this.gl.drawingBufferHeight, 0.1, 10.0); + + const viewMatrix = glm.mat4.create(); + const eyePosition = glm.vec3.fromValues(1, 1, 1); + glm.mat4.lookAt(viewMatrix, eyePosition, glm.vec3.fromValues(0, 0, 0), glm.vec3.fromValues(0, 1, 0)); + + const viewProjMatrix = glm.mat4.create(); + glm.mat4.multiply(viewProjMatrix, projMatrix, viewMatrix); + + const lightPosition = glm.vec3.fromValues(1, 1, 0.5); + + const modelMatrix = glm.mat4.create(); + const rotateXMatrix = glm.mat4.create(); + const rotateYMatrix = glm.mat4.create(); + const sceneUniformData = new Float32Array(24); + sceneUniformData.set(viewProjMatrix); + sceneUniformData.set(eyePosition, 16); + sceneUniformData.set(lightPosition, 20); + + const sceneUniformBuffer = this.gl.createBuffer(); + this.gl.bindBufferBase(this.gl.UNIFORM_BUFFER, 0, sceneUniformBuffer); + this.gl.bufferData(this.gl.UNIFORM_BUFFER, sceneUniformData, this.gl.STATIC_DRAW); + + let angleX = 0; + let angleY = 0; + + + function draw() { + angleX += 0.01; + angleY += 0.015; + + glm.mat4.fromXRotation(rotateXMatrix, angleX); + glm.mat4.fromYRotation(rotateYMatrix, angleY); + glm.mat4.multiply(modelMatrix, rotateXMatrix, rotateYMatrix); + + this.gl.uniformMatrix4fv(modelMatrixLocation, false, modelMatrix); + + this.gl.clear(this.gl.COLOR_BUFFER_BIT); + this.gl.drawArrays(this.gl.TRIANGLES, 0, boxObj.vertexCount); + + requestAnimationFrame(draw); + } + + requestAnimationFrame(draw); + } +} diff --git a/client/public/brick-renderer/shader.mjs b/client/public/brick-renderer/shader.mjs new file mode 100644 index 0000000..02d83a9 --- /dev/null +++ b/client/public/brick-renderer/shader.mjs @@ -0,0 +1,127 @@ + +export default class Shader { + constructor(gl, vSource, fSource) { + this.gl = gl; + this.vSource = vSource; + this.fSource = fSource; + this.uniformBlockNum = 0; + this.shaderProgram = 123; + + this.vShader = this.gl.createShader(this.gl.VERTEX_SHADER); + this.gl.shaderSource(this.vShader, this.vSource); + this.gl.compileShader(this.vShader); + + if (!this.gl.getShaderParameter(this.vShader, this.gl.COMPILE_STATUS)) { + console.error(this.gl.getShaderInfoLog(this.vShader)); + } + + this.fShader = this.gl.createShader(this.gl.FRAGMENT_SHADER); + this.gl.shaderSource(this.fShader, this.fSource); + this.gl.compileShader(this.fShader); + + if (!this.gl.getShaderParameter(this.fShader, this.gl.COMPILE_STATUS)) { + console.error(this.gl.getShaderInfoLog(this.fShader)); + } + } + + get vertexShader() { + return this.vShader; + } + + get fragmentShader() { + return this.fShader; + } + + get program() { + return this.shaderProgram; + } + + getUniformBlock(name) { + const location = this.gl.getUniformBlockIndex(this.shaderProgram, name); + this.gl.uniformBlockBinding(this.shaderProgram, location, this.uniformBlockNum); + this.uniformBlockNum++; + + return location; + } + + getUniform(name) { + return this.gl.getUniformLocation(this.shaderProgram, name); + } + + attribLocation(location, name) { + this.gl.bindAttribLocation(this.shaderProgram, location, name); + } + + setUniform(uniform, value) { + switch (uniform.type) { + case this.gl.FLOAT: + this.gl.uniform1f(uniform, value); + break; + case this.gl.FLOAT_VEC2: + this.gl.uniform2f(uniform, value[0], value[1]); + break; + case this.gl.FLOAT_VEC3: + this.gl.uniform3f(uniform, value[0], value[1], value[2]); + break; + case this.gl.FLOAT_VEC4: + this.gl.uniform4f(uniform, value[0], value[1], value[2], value[3]); + break; + case this.gl.INT: + this.gl.uniform1i(uniform, value); + break; + case this.gl.INT_VEC2: + this.gl.uniform2i(uniform, value[0], value[1]); + break; + case this.gl.INT_VEC3: + this.gl.uniform3i(uniform, value[0], value[1], value[2]); + break; + case this.gl.INT_VEC4: + this.gl.uniform4i(uniform, value[0], value[1], value[2], value[3]); + break; + case this.gl.BOOL: + this.gl.uniform1i(uniform, value); + break; + case this.gl.BOOL_VEC2: + this.gl.uniform2i(uniform, value[0], value[1]); + break; + case this.gl.BOOL_VEC3: + this.gl.uniform3i(uniform, value[0], value[1], value[2]); + break; + case this.gl.BOOL_VEC4: + this.gl.uniform4i(uniform, value[0], value[1], value[2], value[3]); + break; + case this.gl.FLOAT_MAT2: + this.gl.uniformMatrix2fv(uniform, false, value); + break; + case this.gl.FLOAT_MAT3: + this.gl.uniformMatrix3fv(uniform, false, value); + break; + case this.gl.FLOAT_MAT4: + this.gl.uniformMatrix4fv(uniform, false, value); + break; + case this.gl.SAMPLER_2D: + this.gl.uniform1i(uniform, value); + break; + case this.gl.SAMPLER_CUBE: + this.gl.uniform1i(uniform, value); + break; + default: + console.error(`Unsupported uniform type ${uniform.type}`); + } + } + + link() { + this.shaderProgram = this.gl.createProgram(); + this.gl.attachShader(this.shaderProgram, this.vShader); + this.gl.attachShader(this.shaderProgram, this.fShader); + this.gl.linkProgram(this.shaderProgram); + + if (!this.gl.getProgramParameter(this.shaderProgram, this.gl.LINK_STATUS)) { + console.error(this.gl.getProgramParameter(this.shaderProgram)); + } + } + + attatch() { + this.gl.useProgram(this.shaderProgram); + } +} diff --git a/client/public/gl-matrix.js b/client/public/gl-matrix.js deleted file mode 100644 index 6ef3575..0000000 --- a/client/public/gl-matrix.js +++ /dev/null @@ -1,6609 +0,0 @@ -/** - * @fileoverview gl-matrix - High performance matrix and vector operations - * @author Brandon Jones - * @author Colin MacKenzie IV - * @version 2.3.2 - */ - -/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. - -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in -all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -THE SOFTWARE. */ - -(function webpackUniversalModuleDefinition(root, factory) { - if(typeof exports === 'object' && typeof module === 'object') - module.exports = factory(); - else if(typeof define === 'function' && define.amd) - define([], factory); - else { - var a = factory(); - for(var i in a) (typeof exports === 'object' ? exports : root)[i] = a[i]; - } -})(this, function() { -return /******/ (function(modules) { // webpackBootstrap -/******/ // The module cache -/******/ var installedModules = {}; - -/******/ // The require function -/******/ function __webpack_require__(moduleId) { - -/******/ // Check if module is in cache -/******/ if(installedModules[moduleId]) -/******/ return installedModules[moduleId].exports; - -/******/ // Create a new module (and put it into the cache) -/******/ var module = installedModules[moduleId] = { -/******/ exports: {}, -/******/ id: moduleId, -/******/ loaded: false -/******/ }; - -/******/ // Execute the module function -/******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__); - -/******/ // Flag the module as loaded -/******/ module.loaded = true; - -/******/ // Return the exports of the module -/******/ return module.exports; -/******/ } - - -/******/ // expose the modules object (__webpack_modules__) -/******/ __webpack_require__.m = modules; - -/******/ // expose the module cache -/******/ __webpack_require__.c = installedModules; - -/******/ // __webpack_public_path__ -/******/ __webpack_require__.p = ""; - -/******/ // Load entry module and return exports -/******/ return __webpack_require__(0); -/******/ }) -/************************************************************************/ -/******/ ([ -/* 0 */ -/***/ function(module, exports, __webpack_require__) { - - /** - * @fileoverview gl-matrix - High performance matrix and vector operations - * @author Brandon Jones - * @author Colin MacKenzie IV - * @version 2.3.2 - */ - - /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. - - Permission is hereby granted, free of charge, to any person obtaining a copy - of this software and associated documentation files (the "Software"), to deal - in the Software without restriction, including without limitation the rights - to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - copies of the Software, and to permit persons to whom the Software is - furnished to do so, subject to the following conditions: - - The above copyright notice and this permission notice shall be included in - all copies or substantial portions of the Software. - - THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN - THE SOFTWARE. */ - // END HEADER - - exports.glMatrix = __webpack_require__(1); - exports.mat2 = __webpack_require__(2); - exports.mat2d = __webpack_require__(3); - exports.mat3 = __webpack_require__(4); - exports.mat4 = __webpack_require__(5); - exports.quat = __webpack_require__(6); - exports.vec2 = __webpack_require__(9); - exports.vec3 = __webpack_require__(7); - exports.vec4 = __webpack_require__(8); - -/***/ }, -/* 1 */ -/***/ function(module, exports) { - - /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. - - Permission is hereby granted, free of charge, to any person obtaining a copy - of this software and associated documentation files (the "Software"), to deal - in the Software without restriction, including without limitation the rights - to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - copies of the Software, and to permit persons to whom the Software is - furnished to do so, subject to the following conditions: - - The above copyright notice and this permission notice shall be included in - all copies or substantial portions of the Software. - - THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN - THE SOFTWARE. */ - - /** - * @class Common utilities - * @name glMatrix - */ - var glMatrix = {}; - - // Configuration Constants - glMatrix.EPSILON = 0.000001; - glMatrix.ARRAY_TYPE = (typeof Float32Array !== 'undefined') ? Float32Array : Array; - glMatrix.RANDOM = Math.random; - glMatrix.ENABLE_SIMD = false; - - // Capability detection - glMatrix.SIMD_AVAILABLE = (glMatrix.ARRAY_TYPE === this.Float32Array) && ('SIMD' in this); - glMatrix.USE_SIMD = glMatrix.ENABLE_SIMD && glMatrix.SIMD_AVAILABLE; - - /** - * Sets the type of array used when creating new vectors and matrices - * - * @param {Type} type Array type, such as Float32Array or Array - */ - glMatrix.setMatrixArrayType = function(type) { - glMatrix.ARRAY_TYPE = type; - } - - var degree = Math.PI / 180; - - /** - * Convert Degree To Radian - * - * @param {Number} a Angle in Degrees - */ - glMatrix.toRadian = function(a){ - return a * degree; - } - - /** - * Tests whether or not the arguments have approximately the same value, within an absolute - * or relative tolerance of glMatrix.EPSILON (an absolute tolerance is used for values less - * than or equal to 1.0, and a relative tolerance is used for larger values) - * - * @param {Number} a The first number to test. - * @param {Number} b The second number to test. - * @returns {Boolean} True if the numbers are approximately equal, false otherwise. - */ - glMatrix.equals = function(a, b) { - return Math.abs(a - b) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a), Math.abs(b)); - } - - module.exports = glMatrix; - - -/***/ }, -/* 2 */ -/***/ function(module, exports, __webpack_require__) { - - /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. - - Permission is hereby granted, free of charge, to any person obtaining a copy - of this software and associated documentation files (the "Software"), to deal - in the Software without restriction, including without limitation the rights - to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - copies of the Software, and to permit persons to whom the Software is - furnished to do so, subject to the following conditions: - - The above copyright notice and this permission notice shall be included in - all copies or substantial portions of the Software. - - THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN - THE SOFTWARE. */ - - var glMatrix = __webpack_require__(1); - - /** - * @class 2x2 Matrix - * @name mat2 - */ - var mat2 = {}; - - /** - * Creates a new identity mat2 - * - * @returns {mat2} a new 2x2 matrix - */ - mat2.create = function() { - var out = new glMatrix.ARRAY_TYPE(4); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; - }; - - /** - * Creates a new mat2 initialized with values from an existing matrix - * - * @param {mat2} a matrix to clone - * @returns {mat2} a new 2x2 matrix - */ - mat2.clone = function(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; - }; - - /** - * Copy the values from one mat2 to another - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ - mat2.copy = function(out, a) { - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - return out; - }; - - /** - * Set a mat2 to the identity matrix - * - * @param {mat2} out the receiving matrix - * @returns {mat2} out - */ - mat2.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; - }; - - /** - * Create a new mat2 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} m10 Component in column 1, row 0 position (index 2) - * @param {Number} m11 Component in column 1, row 1 position (index 3) - * @returns {mat2} out A new 2x2 matrix - */ - mat2.fromValues = function(m00, m01, m10, m11) { - var out = new glMatrix.ARRAY_TYPE(4); - out[0] = m00; - out[1] = m01; - out[2] = m10; - out[3] = m11; - return out; - }; - - /** - * Set the components of a mat2 to the given values - * - * @param {mat2} 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} m10 Component in column 1, row 0 position (index 2) - * @param {Number} m11 Component in column 1, row 1 position (index 3) - * @returns {mat2} out - */ - mat2.set = function(out, m00, m01, m10, m11) { - out[0] = m00; - out[1] = m01; - out[2] = m10; - out[3] = m11; - return out; - }; - - - /** - * Transpose the values of a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ - mat2.transpose = function(out, a) { - // If we are transposing ourselves we can skip a few steps but have to cache some values - if (out === a) { - var a1 = a[1]; - out[1] = a[2]; - out[2] = a1; - } else { - out[0] = a[0]; - out[1] = a[2]; - out[2] = a[1]; - out[3] = a[3]; - } - - return out; - }; - - /** - * Inverts a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ - mat2.invert = function(out, a) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - - // Calculate the determinant - det = a0 * a3 - a2 * a1; - - if (!det) { - return null; - } - det = 1.0 / det; - - out[0] = a3 * det; - out[1] = -a1 * det; - out[2] = -a2 * det; - out[3] = a0 * det; - - return out; - }; - - /** - * Calculates the adjugate of a mat2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the source matrix - * @returns {mat2} out - */ - mat2.adjoint = function(out, a) { - // Caching this value is nessecary if out == a - var a0 = a[0]; - out[0] = a[3]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = a0; - - return out; - }; - - /** - * Calculates the determinant of a mat2 - * - * @param {mat2} a the source matrix - * @returns {Number} determinant of a - */ - mat2.determinant = function (a) { - return a[0] * a[3] - a[2] * a[1]; - }; - - /** - * Multiplies two mat2's - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the first operand - * @param {mat2} b the second operand - * @returns {mat2} out - */ - mat2.multiply = function (out, 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]; - out[0] = a0 * b0 + a2 * b1; - out[1] = a1 * b0 + a3 * b1; - out[2] = a0 * b2 + a2 * b3; - out[3] = a1 * b2 + a3 * b3; - return out; - }; - - /** - * Alias for {@link mat2.multiply} - * @function - */ - mat2.mul = mat2.multiply; - - /** - * Rotates a mat2 by the given angle - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat2} out - */ - mat2.rotate = function (out, a, rad) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - s = Math.sin(rad), - 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; - return out; - }; - - /** - * Scales the mat2 by the dimensions in the given vec2 - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the matrix to rotate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat2} out - **/ - mat2.scale = function(out, a, v) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - v0 = v[0], v1 = v[1]; - out[0] = a0 * v0; - out[1] = a1 * v0; - out[2] = a2 * v1; - out[3] = a3 * v1; - return out; - }; - - /** - * Creates a matrix from a given angle - * This is equivalent to (but much faster than): - * - * mat2.identity(dest); - * mat2.rotate(dest, dest, rad); - * - * @param {mat2} out mat2 receiving operation result - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat2} out - */ - mat2.fromRotation = function(out, rad) { - var s = Math.sin(rad), - c = Math.cos(rad); - out[0] = c; - out[1] = s; - out[2] = -s; - out[3] = c; - return out; - } - - /** - * Creates a matrix from a vector scaling - * This is equivalent to (but much faster than): - * - * mat2.identity(dest); - * mat2.scale(dest, dest, vec); - * - * @param {mat2} out mat2 receiving operation result - * @param {vec2} v Scaling vector - * @returns {mat2} out - */ - mat2.fromScaling = function(out, v) { - out[0] = v[0]; - out[1] = 0; - out[2] = 0; - out[3] = v[1]; - return out; - } - - /** - * Returns a string representation of a mat2 - * - * @param {mat2} a matrix to represent as a string - * @returns {String} string representation of the matrix - */ - mat2.str = function (a) { - return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; - }; - - /** - * Returns Frobenius norm of a mat2 - * - * @param {mat2} a the matrix to calculate Frobenius norm of - * @returns {Number} Frobenius norm - */ - mat2.frob = function (a) { - return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2))) - }; - - /** - * Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix - * @param {mat2} L the lower triangular matrix - * @param {mat2} D the diagonal matrix - * @param {mat2} U the upper triangular matrix - * @param {mat2} a the input matrix to factorize - */ - - mat2.LDU = function (L, D, U, a) { - L[2] = a[2]/a[0]; - U[0] = a[0]; - U[1] = a[1]; - U[3] = a[3] - L[2] * U[1]; - return [L, D, U]; - }; - - /** - * Adds two mat2's - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the first operand - * @param {mat2} b the second operand - * @returns {mat2} out - */ - mat2.add = function(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 matrix b from matrix a - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the first operand - * @param {mat2} b the second operand - * @returns {mat2} out - */ - mat2.subtract = function(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; - }; - - /** - * Alias for {@link mat2.subtract} - * @function - */ - mat2.sub = mat2.subtract; - - /** - * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===) - * - * @param {mat2} a The first matrix. - * @param {mat2} b The second matrix. - * @returns {Boolean} True if the matrices are equal, false otherwise. - */ - mat2.exactEquals = function (a, b) { - return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3]; - }; - - /** - * Returns whether or not the matrices have approximately the same elements in the same position. - * - * @param {mat2} a The first matrix. - * @param {mat2} b The second matrix. - * @returns {Boolean} True if the matrices are equal, false otherwise. - */ - mat2.equals = function (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))); - }; - - /** - * Multiply each element of the matrix by a scalar. - * - * @param {mat2} out the receiving matrix - * @param {mat2} a the matrix to scale - * @param {Number} b amount to scale the matrix's elements by - * @returns {mat2} out - */ - mat2.multiplyScalar = function(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 mat2's after multiplying each element of the second operand by a scalar value. - * - * @param {mat2} out the receiving vector - * @param {mat2} a the first operand - * @param {mat2} b the second operand - * @param {Number} scale the amount to scale b's elements by before adding - * @returns {mat2} out - */ - mat2.multiplyScalarAndAdd = function(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; - }; - - module.exports = mat2; - - -/***/ }, -/* 3 */ -/***/ function(module, exports, __webpack_require__) { - - /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. - - Permission is hereby granted, free of charge, to any person obtaining a copy - of this software and associated documentation files (the "Software"), to deal - in the Software without restriction, including without limitation the rights - to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - copies of the Software, and to permit persons to whom the Software is - furnished to do so, subject to the following conditions: - - The above copyright notice and this permission notice shall be included in - all copies or substantial portions of the Software. - - THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN - THE SOFTWARE. */ - - var glMatrix = __webpack_require__(1); - - /** - * @class 2x3 Matrix - * @name mat2d - * - * @description - * A mat2d contains six elements defined as: - *
-	 * [a, c, tx,
-	 *  b, d, ty]
-	 * 
- * This is a short form for the 3x3 matrix: - *
-	 * [a, c, tx,
-	 *  b, d, ty,
-	 *  0, 0, 1]
-	 * 
- * The last row is ignored so the array is shorter and operations are faster. - */ - var mat2d = {}; - - /** - * Creates a new identity mat2d - * - * @returns {mat2d} a new 2x3 matrix - */ - mat2d.create = function() { - var out = new glMatrix.ARRAY_TYPE(6); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 1; - out[4] = 0; - out[5] = 0; - return out; - }; - - /** - * Creates a new mat2d initialized with values from an existing matrix - * - * @param {mat2d} a matrix to clone - * @returns {mat2d} a new 2x3 matrix - */ - mat2d.clone = function(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 {mat2d} a the source matrix - * @returns {mat2d} out - */ - mat2d.copy = function(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 - */ - mat2d.identity = function(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 - */ - mat2d.fromValues = function(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 - */ - mat2d.set = function(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 {mat2d} a the source matrix - * @returns {mat2d} out - */ - mat2d.invert = function(out, a) { - var aa = a[0], ab = a[1], ac = a[2], ad = a[3], - 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 {mat2d} a the source matrix - * @returns {Number} determinant of a - */ - mat2d.determinant = function (a) { - return a[0] * a[3] - a[1] * a[2]; - }; - - /** - * Multiplies two mat2d's - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the first operand - * @param {mat2d} b the second operand - * @returns {mat2d} out - */ - mat2d.multiply = function (out, a, b) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], - 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; - }; - - /** - * Alias for {@link mat2d.multiply} - * @function - */ - mat2d.mul = mat2d.multiply; - - /** - * Rotates a mat2d by the given angle - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat2d} out - */ - mat2d.rotate = function (out, a, rad) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], - s = Math.sin(rad), - 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 {mat2d} a the matrix to translate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat2d} out - **/ - mat2d.scale = function(out, a, v) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], - 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 {mat2d} a the matrix to translate - * @param {vec2} v the vec2 to translate the matrix by - * @returns {mat2d} out - **/ - mat2d.translate = function(out, a, v) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], - 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 - */ - mat2d.fromRotation = function(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 {vec2} v Scaling vector - * @returns {mat2d} out - */ - mat2d.fromScaling = function(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 {vec2} v Translation vector - * @returns {mat2d} out - */ - mat2d.fromTranslation = function(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 {mat2d} a matrix to represent as a string - * @returns {String} string representation of the matrix - */ - mat2d.str = function (a) { - return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + - a[3] + ', ' + a[4] + ', ' + a[5] + ')'; - }; - - /** - * Returns Frobenius norm of a mat2d - * - * @param {mat2d} a the matrix to calculate Frobenius norm of - * @returns {Number} Frobenius norm - */ - mat2d.frob = function (a) { - return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + 1)) - }; - - /** - * Adds two mat2d's - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the first operand - * @param {mat2d} b the second operand - * @returns {mat2d} out - */ - mat2d.add = function(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 {mat2d} a the first operand - * @param {mat2d} b the second operand - * @returns {mat2d} out - */ - mat2d.subtract = function(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; - }; - - /** - * Alias for {@link mat2d.subtract} - * @function - */ - mat2d.sub = mat2d.subtract; - - /** - * Multiply each element of the matrix by a scalar. - * - * @param {mat2d} out the receiving matrix - * @param {mat2d} a the matrix to scale - * @param {Number} b amount to scale the matrix's elements by - * @returns {mat2d} out - */ - mat2d.multiplyScalar = function(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 {mat2d} a the first operand - * @param {mat2d} b the second operand - * @param {Number} scale the amount to scale b's elements by before adding - * @returns {mat2d} out - */ - mat2d.multiplyScalarAndAdd = function(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 {mat2d} a The first matrix. - * @param {mat2d} b The second matrix. - * @returns {Boolean} True if the matrices are equal, false otherwise. - */ - mat2d.exactEquals = function (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 {mat2d} a The first matrix. - * @param {mat2d} b The second matrix. - * @returns {Boolean} True if the matrices are equal, false otherwise. - */ - mat2d.equals = function (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))); - }; - - module.exports = mat2d; - - -/***/ }, -/* 4 */ -/***/ function(module, exports, __webpack_require__) { - - /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. - - Permission is hereby granted, free of charge, to any person obtaining a copy - of this software and associated documentation files (the "Software"), to deal - in the Software without restriction, including without limitation the rights - to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - copies of the Software, and to permit persons to whom the Software is - furnished to do so, subject to the following conditions: - - The above copyright notice and this permission notice shall be included in - all copies or substantial portions of the Software. - - THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN - THE SOFTWARE. */ - - var glMatrix = __webpack_require__(1); - - /** - * @class 3x3 Matrix - * @name mat3 - */ - var mat3 = {}; - - /** - * Creates a new identity mat3 - * - * @returns {mat3} a new 3x3 matrix - */ - mat3.create = function() { - var out = new glMatrix.ARRAY_TYPE(9); - 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; - }; - - /** - * Copies the upper-left 3x3 values into the given mat3. - * - * @param {mat3} out the receiving 3x3 matrix - * @param {mat4} a the source 4x4 matrix - * @returns {mat3} out - */ - mat3.fromMat4 = function(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 {mat3} a matrix to clone - * @returns {mat3} a new 3x3 matrix - */ - mat3.clone = function(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 {mat3} a the source matrix - * @returns {mat3} out - */ - mat3.copy = function(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 - */ - mat3.fromValues = function(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 - */ - mat3.set = function(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 - */ - mat3.identity = function(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 {mat3} a the source matrix - * @returns {mat3} out - */ - mat3.transpose = function(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 {mat3} a the source matrix - * @returns {mat3} out - */ - mat3.invert = function(out, a) { - 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], - - b01 = a22 * a11 - a12 * a21, - b11 = -a22 * a10 + a12 * a20, - b21 = a21 * a10 - a11 * a20, - - // Calculate the determinant - 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 {mat3} a the source matrix - * @returns {mat3} out - */ - mat3.adjoint = function(out, a) { - 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]; - - 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 {mat3} a the source matrix - * @returns {Number} determinant of a - */ - mat3.determinant = function (a) { - 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]; - - 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 {mat3} a the first operand - * @param {mat3} b the second operand - * @returns {mat3} out - */ - mat3.multiply = function (out, a, b) { - 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], - - b00 = b[0], b01 = b[1], b02 = b[2], - b10 = b[3], b11 = b[4], b12 = b[5], - 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; - }; - - /** - * Alias for {@link mat3.multiply} - * @function - */ - mat3.mul = mat3.multiply; - - /** - * Translate a mat3 by the given vector - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to translate - * @param {vec2} v vector to translate by - * @returns {mat3} out - */ - mat3.translate = function(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 {mat3} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat3} out - */ - mat3.rotate = function (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 {mat3} a the matrix to rotate - * @param {vec2} v the vec2 to scale the matrix by - * @returns {mat3} out - **/ - mat3.scale = function(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 {vec2} v Translation vector - * @returns {mat3} out - */ - mat3.fromTranslation = function(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 - */ - mat3.fromRotation = function(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 {vec2} v Scaling vector - * @returns {mat3} out - */ - mat3.fromScaling = function(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 {mat2d} a the matrix to copy - * @returns {mat3} out - **/ - mat3.fromMat2d = function(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 {quat} q Quaternion to create matrix from - * - * @returns {mat3} out - */ - mat3.fromQuat = function (out, q) { - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - yx = y * x2, - yy = y * y2, - zx = z * x2, - zy = z * y2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - 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 {mat4} a Mat4 to derive the normal matrix from - * - * @returns {mat3} out - */ - mat3.normalFromMat4 = function (out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32, - - // Calculate the determinant - 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; - }; - - /** - * Returns a string representation of a mat3 - * - * @param {mat3} a matrix to represent as a string - * @returns {String} string representation of the matrix - */ - mat3.str = function (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 {mat3} a the matrix to calculate Frobenius norm of - * @returns {Number} Frobenius norm - */ - mat3.frob = function (a) { - return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2))) - }; - - /** - * Adds two mat3's - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the first operand - * @param {mat3} b the second operand - * @returns {mat3} out - */ - mat3.add = function(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 {mat3} a the first operand - * @param {mat3} b the second operand - * @returns {mat3} out - */ - mat3.subtract = function(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; - }; - - /** - * Alias for {@link mat3.subtract} - * @function - */ - mat3.sub = mat3.subtract; - - /** - * Multiply each element of the matrix by a scalar. - * - * @param {mat3} out the receiving matrix - * @param {mat3} a the matrix to scale - * @param {Number} b amount to scale the matrix's elements by - * @returns {mat3} out - */ - mat3.multiplyScalar = function(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 {mat3} a the first operand - * @param {mat3} b the second operand - * @param {Number} scale the amount to scale b's elements by before adding - * @returns {mat3} out - */ - mat3.multiplyScalarAndAdd = function(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 {mat3} a The first matrix. - * @param {mat3} b The second matrix. - * @returns {Boolean} True if the matrices are equal, false otherwise. - */ - mat3.exactEquals = function (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 {mat3} a The first matrix. - * @param {mat3} b The second matrix. - * @returns {Boolean} True if the matrices are equal, false otherwise. - */ - mat3.equals = function (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 = a[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))); - }; - - - module.exports = mat3; - - -/***/ }, -/* 5 */ -/***/ function(module, exports, __webpack_require__) { - - /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. - - Permission is hereby granted, free of charge, to any person obtaining a copy - of this software and associated documentation files (the "Software"), to deal - in the Software without restriction, including without limitation the rights - to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - copies of the Software, and to permit persons to whom the Software is - furnished to do so, subject to the following conditions: - - The above copyright notice and this permission notice shall be included in - all copies or substantial portions of the Software. - - THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN - THE SOFTWARE. */ - - var glMatrix = __webpack_require__(1); - - /** - * @class 4x4 Matrix - * @name mat4 - */ - var mat4 = { - scalar: {}, - SIMD: {} - }; - - /** - * Creates a new identity mat4 - * - * @returns {mat4} a new 4x4 matrix - */ - mat4.create = function() { - var out = new glMatrix.ARRAY_TYPE(16); - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = 1; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 1; - out[11] = 0; - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - return out; - }; - - /** - * Creates a new mat4 initialized with values from an existing matrix - * - * @param {mat4} a matrix to clone - * @returns {mat4} a new 4x4 matrix - */ - mat4.clone = function(a) { - var out = new glMatrix.ARRAY_TYPE(16); - 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]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; - }; - - /** - * Copy the values from one mat4 to another - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ - mat4.copy = function(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]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; - }; - - /** - * Create a new mat4 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} m03 Component in column 0, row 3 position (index 3) - * @param {Number} m10 Component in column 1, row 0 position (index 4) - * @param {Number} m11 Component in column 1, row 1 position (index 5) - * @param {Number} m12 Component in column 1, row 2 position (index 6) - * @param {Number} m13 Component in column 1, row 3 position (index 7) - * @param {Number} m20 Component in column 2, row 0 position (index 8) - * @param {Number} m21 Component in column 2, row 1 position (index 9) - * @param {Number} m22 Component in column 2, row 2 position (index 10) - * @param {Number} m23 Component in column 2, row 3 position (index 11) - * @param {Number} m30 Component in column 3, row 0 position (index 12) - * @param {Number} m31 Component in column 3, row 1 position (index 13) - * @param {Number} m32 Component in column 3, row 2 position (index 14) - * @param {Number} m33 Component in column 3, row 3 position (index 15) - * @returns {mat4} A new mat4 - */ - mat4.fromValues = function(m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) { - var out = new glMatrix.ARRAY_TYPE(16); - out[0] = m00; - out[1] = m01; - out[2] = m02; - out[3] = m03; - out[4] = m10; - out[5] = m11; - out[6] = m12; - out[7] = m13; - out[8] = m20; - out[9] = m21; - out[10] = m22; - out[11] = m23; - out[12] = m30; - out[13] = m31; - out[14] = m32; - out[15] = m33; - return out; - }; - - /** - * Set the components of a mat4 to the given values - * - * @param {mat4} 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} m03 Component in column 0, row 3 position (index 3) - * @param {Number} m10 Component in column 1, row 0 position (index 4) - * @param {Number} m11 Component in column 1, row 1 position (index 5) - * @param {Number} m12 Component in column 1, row 2 position (index 6) - * @param {Number} m13 Component in column 1, row 3 position (index 7) - * @param {Number} m20 Component in column 2, row 0 position (index 8) - * @param {Number} m21 Component in column 2, row 1 position (index 9) - * @param {Number} m22 Component in column 2, row 2 position (index 10) - * @param {Number} m23 Component in column 2, row 3 position (index 11) - * @param {Number} m30 Component in column 3, row 0 position (index 12) - * @param {Number} m31 Component in column 3, row 1 position (index 13) - * @param {Number} m32 Component in column 3, row 2 position (index 14) - * @param {Number} m33 Component in column 3, row 3 position (index 15) - * @returns {mat4} out - */ - mat4.set = function(out, m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) { - out[0] = m00; - out[1] = m01; - out[2] = m02; - out[3] = m03; - out[4] = m10; - out[5] = m11; - out[6] = m12; - out[7] = m13; - out[8] = m20; - out[9] = m21; - out[10] = m22; - out[11] = m23; - out[12] = m30; - out[13] = m31; - out[14] = m32; - out[15] = m33; - return out; - }; - - - /** - * Set a mat4 to the identity matrix - * - * @param {mat4} out the receiving matrix - * @returns {mat4} out - */ - mat4.identity = function(out) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = 1; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 1; - out[11] = 0; - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - return out; - }; - - /** - * Transpose the values of a mat4 not using SIMD - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ - mat4.scalar.transpose = function(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], a03 = a[3], - a12 = a[6], a13 = a[7], - a23 = a[11]; - - out[1] = a[4]; - out[2] = a[8]; - out[3] = a[12]; - out[4] = a01; - out[6] = a[9]; - out[7] = a[13]; - out[8] = a02; - out[9] = a12; - out[11] = a[14]; - out[12] = a03; - out[13] = a13; - out[14] = a23; - } else { - out[0] = a[0]; - out[1] = a[4]; - out[2] = a[8]; - out[3] = a[12]; - out[4] = a[1]; - out[5] = a[5]; - out[6] = a[9]; - out[7] = a[13]; - out[8] = a[2]; - out[9] = a[6]; - out[10] = a[10]; - out[11] = a[14]; - out[12] = a[3]; - out[13] = a[7]; - out[14] = a[11]; - out[15] = a[15]; - } - - return out; - }; - - /** - * Transpose the values of a mat4 using SIMD - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ - mat4.SIMD.transpose = function(out, a) { - var a0, a1, a2, a3, - tmp01, tmp23, - out0, out1, out2, out3; - - a0 = SIMD.Float32x4.load(a, 0); - a1 = SIMD.Float32x4.load(a, 4); - a2 = SIMD.Float32x4.load(a, 8); - a3 = SIMD.Float32x4.load(a, 12); - - tmp01 = SIMD.Float32x4.shuffle(a0, a1, 0, 1, 4, 5); - tmp23 = SIMD.Float32x4.shuffle(a2, a3, 0, 1, 4, 5); - out0 = SIMD.Float32x4.shuffle(tmp01, tmp23, 0, 2, 4, 6); - out1 = SIMD.Float32x4.shuffle(tmp01, tmp23, 1, 3, 5, 7); - SIMD.Float32x4.store(out, 0, out0); - SIMD.Float32x4.store(out, 4, out1); - - tmp01 = SIMD.Float32x4.shuffle(a0, a1, 2, 3, 6, 7); - tmp23 = SIMD.Float32x4.shuffle(a2, a3, 2, 3, 6, 7); - out2 = SIMD.Float32x4.shuffle(tmp01, tmp23, 0, 2, 4, 6); - out3 = SIMD.Float32x4.shuffle(tmp01, tmp23, 1, 3, 5, 7); - SIMD.Float32x4.store(out, 8, out2); - SIMD.Float32x4.store(out, 12, out3); - - return out; - }; - - /** - * Transpse a mat4 using SIMD if available and enabled - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ - mat4.transpose = glMatrix.USE_SIMD ? mat4.SIMD.transpose : mat4.scalar.transpose; - - /** - * Inverts a mat4 not using SIMD - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ - mat4.scalar.invert = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32, - - // Calculate the determinant - 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] = (a02 * b10 - a01 * b11 - a03 * b09) * det; - out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det; - out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det; - out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det; - out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det; - out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det; - out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det; - out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det; - out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det; - out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det; - out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det; - out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det; - out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det; - out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det; - out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det; - - return out; - }; - - /** - * Inverts a mat4 using SIMD - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ - mat4.SIMD.invert = function(out, a) { - var row0, row1, row2, row3, - tmp1, - minor0, minor1, minor2, minor3, - det, - a0 = SIMD.Float32x4.load(a, 0), - a1 = SIMD.Float32x4.load(a, 4), - a2 = SIMD.Float32x4.load(a, 8), - a3 = SIMD.Float32x4.load(a, 12); - - // Compute matrix adjugate - tmp1 = SIMD.Float32x4.shuffle(a0, a1, 0, 1, 4, 5); - row1 = SIMD.Float32x4.shuffle(a2, a3, 0, 1, 4, 5); - row0 = SIMD.Float32x4.shuffle(tmp1, row1, 0, 2, 4, 6); - row1 = SIMD.Float32x4.shuffle(row1, tmp1, 1, 3, 5, 7); - tmp1 = SIMD.Float32x4.shuffle(a0, a1, 2, 3, 6, 7); - row3 = SIMD.Float32x4.shuffle(a2, a3, 2, 3, 6, 7); - row2 = SIMD.Float32x4.shuffle(tmp1, row3, 0, 2, 4, 6); - row3 = SIMD.Float32x4.shuffle(row3, tmp1, 1, 3, 5, 7); - - tmp1 = SIMD.Float32x4.mul(row2, row3); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); - minor0 = SIMD.Float32x4.mul(row1, tmp1); - minor1 = SIMD.Float32x4.mul(row0, tmp1); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); - minor0 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row1, tmp1), minor0); - minor1 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor1); - minor1 = SIMD.Float32x4.swizzle(minor1, 2, 3, 0, 1); - - tmp1 = SIMD.Float32x4.mul(row1, row2); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); - minor0 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor0); - minor3 = SIMD.Float32x4.mul(row0, tmp1); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); - minor0 = SIMD.Float32x4.sub(minor0, SIMD.Float32x4.mul(row3, tmp1)); - minor3 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor3); - minor3 = SIMD.Float32x4.swizzle(minor3, 2, 3, 0, 1); - - tmp1 = SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(row1, 2, 3, 0, 1), row3); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); - row2 = SIMD.Float32x4.swizzle(row2, 2, 3, 0, 1); - minor0 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row2, tmp1), minor0); - minor2 = SIMD.Float32x4.mul(row0, tmp1); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); - minor0 = SIMD.Float32x4.sub(minor0, SIMD.Float32x4.mul(row2, tmp1)); - minor2 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor2); - minor2 = SIMD.Float32x4.swizzle(minor2, 2, 3, 0, 1); - - tmp1 = SIMD.Float32x4.mul(row0, row1); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); - minor2 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor2); - minor3 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row2, tmp1), minor3); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); - minor2 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row3, tmp1), minor2); - minor3 = SIMD.Float32x4.sub(minor3, SIMD.Float32x4.mul(row2, tmp1)); - - tmp1 = SIMD.Float32x4.mul(row0, row3); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); - minor1 = SIMD.Float32x4.sub(minor1, SIMD.Float32x4.mul(row2, tmp1)); - minor2 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row1, tmp1), minor2); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); - minor1 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row2, tmp1), minor1); - minor2 = SIMD.Float32x4.sub(minor2, SIMD.Float32x4.mul(row1, tmp1)); - - tmp1 = SIMD.Float32x4.mul(row0, row2); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); - minor1 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor1); - minor3 = SIMD.Float32x4.sub(minor3, SIMD.Float32x4.mul(row1, tmp1)); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); - minor1 = SIMD.Float32x4.sub(minor1, SIMD.Float32x4.mul(row3, tmp1)); - minor3 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row1, tmp1), minor3); - - // Compute matrix determinant - det = SIMD.Float32x4.mul(row0, minor0); - det = SIMD.Float32x4.add(SIMD.Float32x4.swizzle(det, 2, 3, 0, 1), det); - det = SIMD.Float32x4.add(SIMD.Float32x4.swizzle(det, 1, 0, 3, 2), det); - tmp1 = SIMD.Float32x4.reciprocalApproximation(det); - det = SIMD.Float32x4.sub( - SIMD.Float32x4.add(tmp1, tmp1), - SIMD.Float32x4.mul(det, SIMD.Float32x4.mul(tmp1, tmp1))); - det = SIMD.Float32x4.swizzle(det, 0, 0, 0, 0); - if (!det) { - return null; - } - - // Compute matrix inverse - SIMD.Float32x4.store(out, 0, SIMD.Float32x4.mul(det, minor0)); - SIMD.Float32x4.store(out, 4, SIMD.Float32x4.mul(det, minor1)); - SIMD.Float32x4.store(out, 8, SIMD.Float32x4.mul(det, minor2)); - SIMD.Float32x4.store(out, 12, SIMD.Float32x4.mul(det, minor3)); - return out; - } - - /** - * Inverts a mat4 using SIMD if available and enabled - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ - mat4.invert = glMatrix.USE_SIMD ? mat4.SIMD.invert : mat4.scalar.invert; - - /** - * Calculates the adjugate of a mat4 not using SIMD - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ - mat4.scalar.adjoint = function(out, a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; - - out[0] = (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22)); - out[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22)); - out[2] = (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12)); - out[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12)); - out[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22)); - out[5] = (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22)); - out[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12)); - out[7] = (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12)); - out[8] = (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21)); - out[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21)); - out[10] = (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11)); - out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11)); - out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21)); - out[13] = (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21)); - out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11)); - out[15] = (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11)); - return out; - }; - - /** - * Calculates the adjugate of a mat4 using SIMD - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ - mat4.SIMD.adjoint = function(out, a) { - var a0, a1, a2, a3; - var row0, row1, row2, row3; - var tmp1; - var minor0, minor1, minor2, minor3; - - a0 = SIMD.Float32x4.load(a, 0); - a1 = SIMD.Float32x4.load(a, 4); - a2 = SIMD.Float32x4.load(a, 8); - a3 = SIMD.Float32x4.load(a, 12); - - // Transpose the source matrix. Sort of. Not a true transpose operation - tmp1 = SIMD.Float32x4.shuffle(a0, a1, 0, 1, 4, 5); - row1 = SIMD.Float32x4.shuffle(a2, a3, 0, 1, 4, 5); - row0 = SIMD.Float32x4.shuffle(tmp1, row1, 0, 2, 4, 6); - row1 = SIMD.Float32x4.shuffle(row1, tmp1, 1, 3, 5, 7); - - tmp1 = SIMD.Float32x4.shuffle(a0, a1, 2, 3, 6, 7); - row3 = SIMD.Float32x4.shuffle(a2, a3, 2, 3, 6, 7); - row2 = SIMD.Float32x4.shuffle(tmp1, row3, 0, 2, 4, 6); - row3 = SIMD.Float32x4.shuffle(row3, tmp1, 1, 3, 5, 7); - - tmp1 = SIMD.Float32x4.mul(row2, row3); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); - minor0 = SIMD.Float32x4.mul(row1, tmp1); - minor1 = SIMD.Float32x4.mul(row0, tmp1); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); - minor0 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row1, tmp1), minor0); - minor1 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor1); - minor1 = SIMD.Float32x4.swizzle(minor1, 2, 3, 0, 1); - - tmp1 = SIMD.Float32x4.mul(row1, row2); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); - minor0 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor0); - minor3 = SIMD.Float32x4.mul(row0, tmp1); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); - minor0 = SIMD.Float32x4.sub(minor0, SIMD.Float32x4.mul(row3, tmp1)); - minor3 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor3); - minor3 = SIMD.Float32x4.swizzle(minor3, 2, 3, 0, 1); - - tmp1 = SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(row1, 2, 3, 0, 1), row3); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); - row2 = SIMD.Float32x4.swizzle(row2, 2, 3, 0, 1); - minor0 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row2, tmp1), minor0); - minor2 = SIMD.Float32x4.mul(row0, tmp1); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); - minor0 = SIMD.Float32x4.sub(minor0, SIMD.Float32x4.mul(row2, tmp1)); - minor2 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor2); - minor2 = SIMD.Float32x4.swizzle(minor2, 2, 3, 0, 1); - - tmp1 = SIMD.Float32x4.mul(row0, row1); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); - minor2 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor2); - minor3 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row2, tmp1), minor3); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); - minor2 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row3, tmp1), minor2); - minor3 = SIMD.Float32x4.sub(minor3, SIMD.Float32x4.mul(row2, tmp1)); - - tmp1 = SIMD.Float32x4.mul(row0, row3); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); - minor1 = SIMD.Float32x4.sub(minor1, SIMD.Float32x4.mul(row2, tmp1)); - minor2 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row1, tmp1), minor2); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); - minor1 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row2, tmp1), minor1); - minor2 = SIMD.Float32x4.sub(minor2, SIMD.Float32x4.mul(row1, tmp1)); - - tmp1 = SIMD.Float32x4.mul(row0, row2); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); - minor1 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor1); - minor3 = SIMD.Float32x4.sub(minor3, SIMD.Float32x4.mul(row1, tmp1)); - tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); - minor1 = SIMD.Float32x4.sub(minor1, SIMD.Float32x4.mul(row3, tmp1)); - minor3 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row1, tmp1), minor3); - - SIMD.Float32x4.store(out, 0, minor0); - SIMD.Float32x4.store(out, 4, minor1); - SIMD.Float32x4.store(out, 8, minor2); - SIMD.Float32x4.store(out, 12, minor3); - return out; - }; - - /** - * Calculates the adjugate of a mat4 using SIMD if available and enabled - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the source matrix - * @returns {mat4} out - */ - mat4.adjoint = glMatrix.USE_SIMD ? mat4.SIMD.adjoint : mat4.scalar.adjoint; - - /** - * Calculates the determinant of a mat4 - * - * @param {mat4} a the source matrix - * @returns {Number} determinant of a - */ - mat4.determinant = function (a) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], - - b00 = a00 * a11 - a01 * a10, - b01 = a00 * a12 - a02 * a10, - b02 = a00 * a13 - a03 * a10, - b03 = a01 * a12 - a02 * a11, - b04 = a01 * a13 - a03 * a11, - b05 = a02 * a13 - a03 * a12, - b06 = a20 * a31 - a21 * a30, - b07 = a20 * a32 - a22 * a30, - b08 = a20 * a33 - a23 * a30, - b09 = a21 * a32 - a22 * a31, - b10 = a21 * a33 - a23 * a31, - b11 = a22 * a33 - a23 * a32; - - // Calculate the determinant - return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; - }; - - /** - * Multiplies two mat4's explicitly using SIMD - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the first operand, must be a Float32Array - * @param {mat4} b the second operand, must be a Float32Array - * @returns {mat4} out - */ - mat4.SIMD.multiply = function (out, a, b) { - var a0 = SIMD.Float32x4.load(a, 0); - var a1 = SIMD.Float32x4.load(a, 4); - var a2 = SIMD.Float32x4.load(a, 8); - var a3 = SIMD.Float32x4.load(a, 12); - - var b0 = SIMD.Float32x4.load(b, 0); - var out0 = SIMD.Float32x4.add( - SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b0, 0, 0, 0, 0), a0), - SIMD.Float32x4.add( - SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b0, 1, 1, 1, 1), a1), - SIMD.Float32x4.add( - SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b0, 2, 2, 2, 2), a2), - SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b0, 3, 3, 3, 3), a3)))); - SIMD.Float32x4.store(out, 0, out0); - - var b1 = SIMD.Float32x4.load(b, 4); - var out1 = SIMD.Float32x4.add( - SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b1, 0, 0, 0, 0), a0), - SIMD.Float32x4.add( - SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b1, 1, 1, 1, 1), a1), - SIMD.Float32x4.add( - SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b1, 2, 2, 2, 2), a2), - SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b1, 3, 3, 3, 3), a3)))); - SIMD.Float32x4.store(out, 4, out1); - - var b2 = SIMD.Float32x4.load(b, 8); - var out2 = SIMD.Float32x4.add( - SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b2, 0, 0, 0, 0), a0), - SIMD.Float32x4.add( - SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b2, 1, 1, 1, 1), a1), - SIMD.Float32x4.add( - SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b2, 2, 2, 2, 2), a2), - SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b2, 3, 3, 3, 3), a3)))); - SIMD.Float32x4.store(out, 8, out2); - - var b3 = SIMD.Float32x4.load(b, 12); - var out3 = SIMD.Float32x4.add( - SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b3, 0, 0, 0, 0), a0), - SIMD.Float32x4.add( - SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b3, 1, 1, 1, 1), a1), - SIMD.Float32x4.add( - SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b3, 2, 2, 2, 2), a2), - SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b3, 3, 3, 3, 3), a3)))); - SIMD.Float32x4.store(out, 12, out3); - - return out; - }; - - /** - * Multiplies two mat4's explicitly not using SIMD - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the first operand - * @param {mat4} b the second operand - * @returns {mat4} out - */ - mat4.scalar.multiply = function (out, a, b) { - var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], - a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], - a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], - a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; - - // Cache only the current line of the second matrix - var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; - out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; - out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; - out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - - b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; - out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30; - out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31; - out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32; - out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; - return out; - }; - - /** - * Multiplies two mat4's using SIMD if available and enabled - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the first operand - * @param {mat4} b the second operand - * @returns {mat4} out - */ - mat4.multiply = glMatrix.USE_SIMD ? mat4.SIMD.multiply : mat4.scalar.multiply; - - /** - * Alias for {@link mat4.multiply} - * @function - */ - mat4.mul = mat4.multiply; - - /** - * Translate a mat4 by the given vector not using SIMD - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to translate - * @param {vec3} v vector to translate by - * @returns {mat4} out - */ - mat4.scalar.translate = function (out, a, v) { - var x = v[0], y = v[1], z = v[2], - a00, a01, a02, a03, - a10, a11, a12, a13, - a20, a21, a22, a23; - - if (a === out) { - out[12] = a[0] * x + a[4] * y + a[8] * z + a[12]; - out[13] = a[1] * x + a[5] * y + a[9] * z + a[13]; - out[14] = a[2] * x + a[6] * y + a[10] * z + a[14]; - out[15] = a[3] * x + a[7] * y + a[11] * z + a[15]; - } else { - a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; - a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; - a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; - - out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03; - out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13; - out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23; - - out[12] = a00 * x + a10 * y + a20 * z + a[12]; - out[13] = a01 * x + a11 * y + a21 * z + a[13]; - out[14] = a02 * x + a12 * y + a22 * z + a[14]; - out[15] = a03 * x + a13 * y + a23 * z + a[15]; - } - - return out; - }; - - /** - * Translates a mat4 by the given vector using SIMD - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to translate - * @param {vec3} v vector to translate by - * @returns {mat4} out - */ - mat4.SIMD.translate = function (out, a, v) { - var a0 = SIMD.Float32x4.load(a, 0), - a1 = SIMD.Float32x4.load(a, 4), - a2 = SIMD.Float32x4.load(a, 8), - a3 = SIMD.Float32x4.load(a, 12), - vec = SIMD.Float32x4(v[0], v[1], v[2] , 0); - - if (a !== out) { - 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]; out[9] = a[9]; out[10] = a[10]; out[11] = a[11]; - } - - a0 = SIMD.Float32x4.mul(a0, SIMD.Float32x4.swizzle(vec, 0, 0, 0, 0)); - a1 = SIMD.Float32x4.mul(a1, SIMD.Float32x4.swizzle(vec, 1, 1, 1, 1)); - a2 = SIMD.Float32x4.mul(a2, SIMD.Float32x4.swizzle(vec, 2, 2, 2, 2)); - - var t0 = SIMD.Float32x4.add(a0, SIMD.Float32x4.add(a1, SIMD.Float32x4.add(a2, a3))); - SIMD.Float32x4.store(out, 12, t0); - - return out; - }; - - /** - * Translates a mat4 by the given vector using SIMD if available and enabled - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to translate - * @param {vec3} v vector to translate by - * @returns {mat4} out - */ - mat4.translate = glMatrix.USE_SIMD ? mat4.SIMD.translate : mat4.scalar.translate; - - /** - * Scales the mat4 by the dimensions in the given vec3 not using vectorization - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to scale - * @param {vec3} v the vec3 to scale the matrix by - * @returns {mat4} out - **/ - mat4.scalar.scale = function(out, a, v) { - var x = v[0], y = v[1], z = v[2]; - - out[0] = a[0] * x; - out[1] = a[1] * x; - out[2] = a[2] * x; - out[3] = a[3] * x; - out[4] = a[4] * y; - out[5] = a[5] * y; - out[6] = a[6] * y; - out[7] = a[7] * y; - out[8] = a[8] * z; - out[9] = a[9] * z; - out[10] = a[10] * z; - out[11] = a[11] * z; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; - }; - - /** - * Scales the mat4 by the dimensions in the given vec3 using vectorization - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to scale - * @param {vec3} v the vec3 to scale the matrix by - * @returns {mat4} out - **/ - mat4.SIMD.scale = function(out, a, v) { - var a0, a1, a2; - var vec = SIMD.Float32x4(v[0], v[1], v[2], 0); - - a0 = SIMD.Float32x4.load(a, 0); - SIMD.Float32x4.store( - out, 0, SIMD.Float32x4.mul(a0, SIMD.Float32x4.swizzle(vec, 0, 0, 0, 0))); - - a1 = SIMD.Float32x4.load(a, 4); - SIMD.Float32x4.store( - out, 4, SIMD.Float32x4.mul(a1, SIMD.Float32x4.swizzle(vec, 1, 1, 1, 1))); - - a2 = SIMD.Float32x4.load(a, 8); - SIMD.Float32x4.store( - out, 8, SIMD.Float32x4.mul(a2, SIMD.Float32x4.swizzle(vec, 2, 2, 2, 2))); - - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - return out; - }; - - /** - * Scales the mat4 by the dimensions in the given vec3 using SIMD if available and enabled - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to scale - * @param {vec3} v the vec3 to scale the matrix by - * @returns {mat4} out - */ - mat4.scale = glMatrix.USE_SIMD ? mat4.SIMD.scale : mat4.scalar.scale; - - /** - * Rotates a mat4 by the given angle around the given axis - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @param {vec3} axis the axis to rotate around - * @returns {mat4} out - */ - mat4.rotate = function (out, a, rad, axis) { - var x = axis[0], y = axis[1], z = axis[2], - len = Math.sqrt(x * x + y * y + z * z), - s, c, t, - a00, a01, a02, a03, - a10, a11, a12, a13, - a20, a21, a22, a23, - b00, b01, b02, - b10, b11, b12, - b20, b21, b22; - - if (Math.abs(len) < glMatrix.EPSILON) { return null; } - - len = 1 / len; - x *= len; - y *= len; - z *= len; - - s = Math.sin(rad); - c = Math.cos(rad); - t = 1 - c; - - a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; - a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; - a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; - - // Construct the elements of the rotation matrix - b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; - b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; - b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; - - // Perform rotation-specific matrix multiplication - out[0] = a00 * b00 + a10 * b01 + a20 * b02; - out[1] = a01 * b00 + a11 * b01 + a21 * b02; - out[2] = a02 * b00 + a12 * b01 + a22 * b02; - out[3] = a03 * b00 + a13 * b01 + a23 * b02; - out[4] = a00 * b10 + a10 * b11 + a20 * b12; - out[5] = a01 * b10 + a11 * b11 + a21 * b12; - out[6] = a02 * b10 + a12 * b11 + a22 * b12; - out[7] = a03 * b10 + a13 * b11 + a23 * b12; - out[8] = a00 * b20 + a10 * b21 + a20 * b22; - out[9] = a01 * b20 + a11 * b21 + a21 * b22; - out[10] = a02 * b20 + a12 * b21 + a22 * b22; - out[11] = a03 * b20 + a13 * b21 + a23 * b22; - - if (a !== out) { // If the source and destination differ, copy the unchanged last row - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - return out; - }; - - /** - * Rotates a matrix by the given angle around the X axis not using SIMD - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ - mat4.scalar.rotateX = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a10 = a[4], - a11 = a[5], - a12 = a[6], - a13 = a[7], - a20 = a[8], - a21 = a[9], - a22 = a[10], - a23 = a[11]; - - if (a !== out) { // If the source and destination differ, copy the unchanged rows - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[4] = a10 * c + a20 * s; - out[5] = a11 * c + a21 * s; - out[6] = a12 * c + a22 * s; - out[7] = a13 * c + a23 * s; - out[8] = a20 * c - a10 * s; - out[9] = a21 * c - a11 * s; - out[10] = a22 * c - a12 * s; - out[11] = a23 * c - a13 * s; - return out; - }; - - /** - * Rotates a matrix by the given angle around the X axis using SIMD - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ - mat4.SIMD.rotateX = function (out, a, rad) { - var s = SIMD.Float32x4.splat(Math.sin(rad)), - c = SIMD.Float32x4.splat(Math.cos(rad)); - - if (a !== out) { // If the source and destination differ, copy the unchanged rows - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - out[3] = a[3]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - var a_1 = SIMD.Float32x4.load(a, 4); - var a_2 = SIMD.Float32x4.load(a, 8); - SIMD.Float32x4.store(out, 4, - SIMD.Float32x4.add(SIMD.Float32x4.mul(a_1, c), SIMD.Float32x4.mul(a_2, s))); - SIMD.Float32x4.store(out, 8, - SIMD.Float32x4.sub(SIMD.Float32x4.mul(a_2, c), SIMD.Float32x4.mul(a_1, s))); - return out; - }; - - /** - * Rotates a matrix by the given angle around the X axis using SIMD if availabe and enabled - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ - mat4.rotateX = glMatrix.USE_SIMD ? mat4.SIMD.rotateX : mat4.scalar.rotateX; - - /** - * Rotates a matrix by the given angle around the Y axis not using SIMD - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ - mat4.scalar.rotateY = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a00 = a[0], - a01 = a[1], - a02 = a[2], - a03 = a[3], - a20 = a[8], - a21 = a[9], - a22 = a[10], - a23 = a[11]; - - if (a !== out) { // If the source and destination differ, copy the unchanged rows - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[0] = a00 * c - a20 * s; - out[1] = a01 * c - a21 * s; - out[2] = a02 * c - a22 * s; - out[3] = a03 * c - a23 * s; - out[8] = a00 * s + a20 * c; - out[9] = a01 * s + a21 * c; - out[10] = a02 * s + a22 * c; - out[11] = a03 * s + a23 * c; - return out; - }; - - /** - * Rotates a matrix by the given angle around the Y axis using SIMD - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ - mat4.SIMD.rotateY = function (out, a, rad) { - var s = SIMD.Float32x4.splat(Math.sin(rad)), - c = SIMD.Float32x4.splat(Math.cos(rad)); - - if (a !== out) { // If the source and destination differ, copy the unchanged rows - out[4] = a[4]; - out[5] = a[5]; - out[6] = a[6]; - out[7] = a[7]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - var a_0 = SIMD.Float32x4.load(a, 0); - var a_2 = SIMD.Float32x4.load(a, 8); - SIMD.Float32x4.store(out, 0, - SIMD.Float32x4.sub(SIMD.Float32x4.mul(a_0, c), SIMD.Float32x4.mul(a_2, s))); - SIMD.Float32x4.store(out, 8, - SIMD.Float32x4.add(SIMD.Float32x4.mul(a_0, s), SIMD.Float32x4.mul(a_2, c))); - return out; - }; - - /** - * Rotates a matrix by the given angle around the Y axis if SIMD available and enabled - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ - mat4.rotateY = glMatrix.USE_SIMD ? mat4.SIMD.rotateY : mat4.scalar.rotateY; - - /** - * Rotates a matrix by the given angle around the Z axis not using SIMD - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ - mat4.scalar.rotateZ = function (out, a, rad) { - var s = Math.sin(rad), - c = Math.cos(rad), - a00 = a[0], - a01 = a[1], - a02 = a[2], - a03 = a[3], - a10 = a[4], - a11 = a[5], - a12 = a[6], - a13 = a[7]; - - if (a !== out) { // If the source and destination differ, copy the unchanged last row - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - out[0] = a00 * c + a10 * s; - out[1] = a01 * c + a11 * s; - out[2] = a02 * c + a12 * s; - out[3] = a03 * c + a13 * s; - out[4] = a10 * c - a00 * s; - out[5] = a11 * c - a01 * s; - out[6] = a12 * c - a02 * s; - out[7] = a13 * c - a03 * s; - return out; - }; - - /** - * Rotates a matrix by the given angle around the Z axis using SIMD - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ - mat4.SIMD.rotateZ = function (out, a, rad) { - var s = SIMD.Float32x4.splat(Math.sin(rad)), - c = SIMD.Float32x4.splat(Math.cos(rad)); - - if (a !== out) { // If the source and destination differ, copy the unchanged last row - out[8] = a[8]; - out[9] = a[9]; - out[10] = a[10]; - out[11] = a[11]; - out[12] = a[12]; - out[13] = a[13]; - out[14] = a[14]; - out[15] = a[15]; - } - - // Perform axis-specific matrix multiplication - var a_0 = SIMD.Float32x4.load(a, 0); - var a_1 = SIMD.Float32x4.load(a, 4); - SIMD.Float32x4.store(out, 0, - SIMD.Float32x4.add(SIMD.Float32x4.mul(a_0, c), SIMD.Float32x4.mul(a_1, s))); - SIMD.Float32x4.store(out, 4, - SIMD.Float32x4.sub(SIMD.Float32x4.mul(a_1, c), SIMD.Float32x4.mul(a_0, s))); - return out; - }; - - /** - * Rotates a matrix by the given angle around the Z axis if SIMD available and enabled - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to rotate - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ - mat4.rotateZ = glMatrix.USE_SIMD ? mat4.SIMD.rotateZ : mat4.scalar.rotateZ; - - /** - * Creates a matrix from a vector translation - * This is equivalent to (but much faster than): - * - * mat4.identity(dest); - * mat4.translate(dest, dest, vec); - * - * @param {mat4} out mat4 receiving operation result - * @param {vec3} v Translation vector - * @returns {mat4} out - */ - mat4.fromTranslation = function(out, v) { - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = 1; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 1; - out[11] = 0; - out[12] = v[0]; - out[13] = v[1]; - out[14] = v[2]; - out[15] = 1; - return out; - } - - /** - * Creates a matrix from a vector scaling - * This is equivalent to (but much faster than): - * - * mat4.identity(dest); - * mat4.scale(dest, dest, vec); - * - * @param {mat4} out mat4 receiving operation result - * @param {vec3} v Scaling vector - * @returns {mat4} out - */ - mat4.fromScaling = function(out, v) { - out[0] = v[0]; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = v[1]; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = v[2]; - out[11] = 0; - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - return out; - } - - /** - * Creates a matrix from a given angle around a given axis - * This is equivalent to (but much faster than): - * - * mat4.identity(dest); - * mat4.rotate(dest, dest, rad, axis); - * - * @param {mat4} out mat4 receiving operation result - * @param {Number} rad the angle to rotate the matrix by - * @param {vec3} axis the axis to rotate around - * @returns {mat4} out - */ - mat4.fromRotation = function(out, rad, axis) { - var x = axis[0], y = axis[1], z = axis[2], - len = Math.sqrt(x * x + y * y + z * z), - s, c, t; - - if (Math.abs(len) < glMatrix.EPSILON) { return null; } - - len = 1 / len; - x *= len; - y *= len; - z *= len; - - s = Math.sin(rad); - c = Math.cos(rad); - t = 1 - c; - - // Perform rotation-specific matrix multiplication - out[0] = x * x * t + c; - out[1] = y * x * t + z * s; - out[2] = z * x * t - y * s; - out[3] = 0; - out[4] = x * y * t - z * s; - out[5] = y * y * t + c; - out[6] = z * y * t + x * s; - out[7] = 0; - out[8] = x * z * t + y * s; - out[9] = y * z * t - x * s; - out[10] = z * z * t + c; - out[11] = 0; - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - return out; - } - - /** - * Creates a matrix from the given angle around the X axis - * This is equivalent to (but much faster than): - * - * mat4.identity(dest); - * mat4.rotateX(dest, dest, rad); - * - * @param {mat4} out mat4 receiving operation result - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ - mat4.fromXRotation = function(out, rad) { - var s = Math.sin(rad), - c = Math.cos(rad); - - // Perform axis-specific matrix multiplication - out[0] = 1; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = c; - out[6] = s; - out[7] = 0; - out[8] = 0; - out[9] = -s; - out[10] = c; - out[11] = 0; - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - return out; - } - - /** - * Creates a matrix from the given angle around the Y axis - * This is equivalent to (but much faster than): - * - * mat4.identity(dest); - * mat4.rotateY(dest, dest, rad); - * - * @param {mat4} out mat4 receiving operation result - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ - mat4.fromYRotation = function(out, rad) { - var s = Math.sin(rad), - c = Math.cos(rad); - - // Perform axis-specific matrix multiplication - out[0] = c; - out[1] = 0; - out[2] = -s; - out[3] = 0; - out[4] = 0; - out[5] = 1; - out[6] = 0; - out[7] = 0; - out[8] = s; - out[9] = 0; - out[10] = c; - out[11] = 0; - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - return out; - } - - /** - * Creates a matrix from the given angle around the Z axis - * This is equivalent to (but much faster than): - * - * mat4.identity(dest); - * mat4.rotateZ(dest, dest, rad); - * - * @param {mat4} out mat4 receiving operation result - * @param {Number} rad the angle to rotate the matrix by - * @returns {mat4} out - */ - mat4.fromZRotation = function(out, rad) { - var s = Math.sin(rad), - c = Math.cos(rad); - - // Perform axis-specific matrix multiplication - out[0] = c; - out[1] = s; - out[2] = 0; - out[3] = 0; - out[4] = -s; - out[5] = c; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 1; - out[11] = 0; - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - return out; - } - - /** - * Creates a matrix from a quaternion rotation and vector translation - * This is equivalent to (but much faster than): - * - * mat4.identity(dest); - * mat4.translate(dest, vec); - * var quatMat = mat4.create(); - * quat4.toMat4(quat, quatMat); - * mat4.multiply(dest, quatMat); - * - * @param {mat4} out mat4 receiving operation result - * @param {quat4} q Rotation quaternion - * @param {vec3} v Translation vector - * @returns {mat4} out - */ - mat4.fromRotationTranslation = function (out, q, v) { - // Quaternion math - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - xy = x * y2, - xz = x * z2, - yy = y * y2, - yz = y * z2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - (yy + zz); - out[1] = xy + wz; - out[2] = xz - wy; - out[3] = 0; - out[4] = xy - wz; - out[5] = 1 - (xx + zz); - out[6] = yz + wx; - out[7] = 0; - out[8] = xz + wy; - out[9] = yz - wx; - out[10] = 1 - (xx + yy); - out[11] = 0; - out[12] = v[0]; - out[13] = v[1]; - out[14] = v[2]; - out[15] = 1; - - return out; - }; - - /** - * Returns the translation vector component of a transformation - * matrix. If a matrix is built with fromRotationTranslation, - * the returned vector will be the same as the translation vector - * originally supplied. - * @param {vec3} out Vector to receive translation component - * @param {mat4} mat Matrix to be decomposed (input) - * @return {vec3} out - */ - mat4.getTranslation = function (out, mat) { - out[0] = mat[12]; - out[1] = mat[13]; - out[2] = mat[14]; - - return out; - }; - - /** - * Returns a quaternion representing the rotational component - * of a transformation matrix. If a matrix is built with - * fromRotationTranslation, the returned quaternion will be the - * same as the quaternion originally supplied. - * @param {quat} out Quaternion to receive the rotation component - * @param {mat4} mat Matrix to be decomposed (input) - * @return {quat} out - */ - mat4.getRotation = function (out, mat) { - // Algorithm taken from http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm - var trace = mat[0] + mat[5] + mat[10]; - var S = 0; - - if (trace > 0) { - S = Math.sqrt(trace + 1.0) * 2; - out[3] = 0.25 * S; - out[0] = (mat[6] - mat[9]) / S; - out[1] = (mat[8] - mat[2]) / S; - out[2] = (mat[1] - mat[4]) / S; - } else if ((mat[0] > mat[5])&(mat[0] > mat[10])) { - S = Math.sqrt(1.0 + mat[0] - mat[5] - mat[10]) * 2; - out[3] = (mat[6] - mat[9]) / S; - out[0] = 0.25 * S; - out[1] = (mat[1] + mat[4]) / S; - out[2] = (mat[8] + mat[2]) / S; - } else if (mat[5] > mat[10]) { - S = Math.sqrt(1.0 + mat[5] - mat[0] - mat[10]) * 2; - out[3] = (mat[8] - mat[2]) / S; - out[0] = (mat[1] + mat[4]) / S; - out[1] = 0.25 * S; - out[2] = (mat[6] + mat[9]) / S; - } else { - S = Math.sqrt(1.0 + mat[10] - mat[0] - mat[5]) * 2; - out[3] = (mat[1] - mat[4]) / S; - out[0] = (mat[8] + mat[2]) / S; - out[1] = (mat[6] + mat[9]) / S; - out[2] = 0.25 * S; - } - - return out; - }; - - /** - * Creates a matrix from a quaternion rotation, vector translation and vector scale - * This is equivalent to (but much faster than): - * - * mat4.identity(dest); - * mat4.translate(dest, vec); - * var quatMat = mat4.create(); - * quat4.toMat4(quat, quatMat); - * mat4.multiply(dest, quatMat); - * mat4.scale(dest, scale) - * - * @param {mat4} out mat4 receiving operation result - * @param {quat4} q Rotation quaternion - * @param {vec3} v Translation vector - * @param {vec3} s Scaling vector - * @returns {mat4} out - */ - mat4.fromRotationTranslationScale = function (out, q, v, s) { - // Quaternion math - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - xy = x * y2, - xz = x * z2, - yy = y * y2, - yz = y * z2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2, - sx = s[0], - sy = s[1], - sz = s[2]; - - out[0] = (1 - (yy + zz)) * sx; - out[1] = (xy + wz) * sx; - out[2] = (xz - wy) * sx; - out[3] = 0; - out[4] = (xy - wz) * sy; - out[5] = (1 - (xx + zz)) * sy; - out[6] = (yz + wx) * sy; - out[7] = 0; - out[8] = (xz + wy) * sz; - out[9] = (yz - wx) * sz; - out[10] = (1 - (xx + yy)) * sz; - out[11] = 0; - out[12] = v[0]; - out[13] = v[1]; - out[14] = v[2]; - out[15] = 1; - - return out; - }; - - /** - * Creates a matrix from a quaternion rotation, vector translation and vector scale, rotating and scaling around the given origin - * This is equivalent to (but much faster than): - * - * mat4.identity(dest); - * mat4.translate(dest, vec); - * mat4.translate(dest, origin); - * var quatMat = mat4.create(); - * quat4.toMat4(quat, quatMat); - * mat4.multiply(dest, quatMat); - * mat4.scale(dest, scale) - * mat4.translate(dest, negativeOrigin); - * - * @param {mat4} out mat4 receiving operation result - * @param {quat4} q Rotation quaternion - * @param {vec3} v Translation vector - * @param {vec3} s Scaling vector - * @param {vec3} o The origin vector around which to scale and rotate - * @returns {mat4} out - */ - mat4.fromRotationTranslationScaleOrigin = function (out, q, v, s, o) { - // Quaternion math - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - xy = x * y2, - xz = x * z2, - yy = y * y2, - yz = y * z2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2, - - sx = s[0], - sy = s[1], - sz = s[2], - - ox = o[0], - oy = o[1], - oz = o[2]; - - out[0] = (1 - (yy + zz)) * sx; - out[1] = (xy + wz) * sx; - out[2] = (xz - wy) * sx; - out[3] = 0; - out[4] = (xy - wz) * sy; - out[5] = (1 - (xx + zz)) * sy; - out[6] = (yz + wx) * sy; - out[7] = 0; - out[8] = (xz + wy) * sz; - out[9] = (yz - wx) * sz; - out[10] = (1 - (xx + yy)) * sz; - out[11] = 0; - out[12] = v[0] + ox - (out[0] * ox + out[4] * oy + out[8] * oz); - out[13] = v[1] + oy - (out[1] * ox + out[5] * oy + out[9] * oz); - out[14] = v[2] + oz - (out[2] * ox + out[6] * oy + out[10] * oz); - out[15] = 1; - - return out; - }; - - /** - * Calculates a 4x4 matrix from the given quaternion - * - * @param {mat4} out mat4 receiving operation result - * @param {quat} q Quaternion to create matrix from - * - * @returns {mat4} out - */ - mat4.fromQuat = function (out, q) { - var x = q[0], y = q[1], z = q[2], w = q[3], - x2 = x + x, - y2 = y + y, - z2 = z + z, - - xx = x * x2, - yx = y * x2, - yy = y * y2, - zx = z * x2, - zy = z * y2, - zz = z * z2, - wx = w * x2, - wy = w * y2, - wz = w * z2; - - out[0] = 1 - yy - zz; - out[1] = yx + wz; - out[2] = zx - wy; - out[3] = 0; - - out[4] = yx - wz; - out[5] = 1 - xx - zz; - out[6] = zy + wx; - out[7] = 0; - - out[8] = zx + wy; - out[9] = zy - wx; - out[10] = 1 - xx - yy; - out[11] = 0; - - out[12] = 0; - out[13] = 0; - out[14] = 0; - out[15] = 1; - - return out; - }; - - /** - * Generates a frustum matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {Number} left Left bound of the frustum - * @param {Number} right Right bound of the frustum - * @param {Number} bottom Bottom bound of the frustum - * @param {Number} top Top bound of the frustum - * @param {Number} near Near bound of the frustum - * @param {Number} far Far bound of the frustum - * @returns {mat4} out - */ - mat4.frustum = function (out, left, right, bottom, top, near, far) { - var rl = 1 / (right - left), - tb = 1 / (top - bottom), - nf = 1 / (near - far); - out[0] = (near * 2) * rl; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = (near * 2) * tb; - out[6] = 0; - out[7] = 0; - out[8] = (right + left) * rl; - out[9] = (top + bottom) * tb; - out[10] = (far + near) * nf; - out[11] = -1; - out[12] = 0; - out[13] = 0; - out[14] = (far * near * 2) * nf; - out[15] = 0; - return out; - }; - - /** - * Generates a perspective projection matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {number} fovy Vertical field of view in radians - * @param {number} aspect Aspect ratio. typically viewport width/height - * @param {number} near Near bound of the frustum - * @param {number} far Far bound of the frustum - * @returns {mat4} out - */ - mat4.perspective = function (out, fovy, aspect, near, far) { - var f = 1.0 / Math.tan(fovy / 2), - nf = 1 / (near - far); - out[0] = f / aspect; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = f; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = (far + near) * nf; - out[11] = -1; - out[12] = 0; - out[13] = 0; - out[14] = (2 * far * near) * nf; - out[15] = 0; - return out; - }; - - /** - * Generates a perspective projection matrix with the given field of view. - * This is primarily useful for generating projection matrices to be used - * with the still experiemental WebVR API. - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {Object} fov Object containing the following values: upDegrees, downDegrees, leftDegrees, rightDegrees - * @param {number} near Near bound of the frustum - * @param {number} far Far bound of the frustum - * @returns {mat4} out - */ - mat4.perspectiveFromFieldOfView = function (out, fov, near, far) { - var upTan = Math.tan(fov.upDegrees * Math.PI/180.0), - downTan = Math.tan(fov.downDegrees * Math.PI/180.0), - leftTan = Math.tan(fov.leftDegrees * Math.PI/180.0), - rightTan = Math.tan(fov.rightDegrees * Math.PI/180.0), - xScale = 2.0 / (leftTan + rightTan), - yScale = 2.0 / (upTan + downTan); - - out[0] = xScale; - out[1] = 0.0; - out[2] = 0.0; - out[3] = 0.0; - out[4] = 0.0; - out[5] = yScale; - out[6] = 0.0; - out[7] = 0.0; - out[8] = -((leftTan - rightTan) * xScale * 0.5); - out[9] = ((upTan - downTan) * yScale * 0.5); - out[10] = far / (near - far); - out[11] = -1.0; - out[12] = 0.0; - out[13] = 0.0; - out[14] = (far * near) / (near - far); - out[15] = 0.0; - return out; - } - - /** - * Generates a orthogonal projection matrix with the given bounds - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {number} left Left bound of the frustum - * @param {number} right Right bound of the frustum - * @param {number} bottom Bottom bound of the frustum - * @param {number} top Top bound of the frustum - * @param {number} near Near bound of the frustum - * @param {number} far Far bound of the frustum - * @returns {mat4} out - */ - mat4.ortho = function (out, left, right, bottom, top, near, far) { - var lr = 1 / (left - right), - bt = 1 / (bottom - top), - nf = 1 / (near - far); - out[0] = -2 * lr; - out[1] = 0; - out[2] = 0; - out[3] = 0; - out[4] = 0; - out[5] = -2 * bt; - out[6] = 0; - out[7] = 0; - out[8] = 0; - out[9] = 0; - out[10] = 2 * nf; - out[11] = 0; - out[12] = (left + right) * lr; - out[13] = (top + bottom) * bt; - out[14] = (far + near) * nf; - out[15] = 1; - return out; - }; - - /** - * Generates a look-at matrix with the given eye position, focal point, and up axis - * - * @param {mat4} out mat4 frustum matrix will be written into - * @param {vec3} eye Position of the viewer - * @param {vec3} center Point the viewer is looking at - * @param {vec3} up vec3 pointing up - * @returns {mat4} out - */ - mat4.lookAt = function (out, eye, center, up) { - var x0, x1, x2, y0, y1, y2, z0, z1, z2, len, - eyex = eye[0], - eyey = eye[1], - eyez = eye[2], - upx = up[0], - upy = up[1], - upz = up[2], - centerx = center[0], - centery = center[1], - centerz = center[2]; - - if (Math.abs(eyex - centerx) < glMatrix.EPSILON && - Math.abs(eyey - centery) < glMatrix.EPSILON && - Math.abs(eyez - centerz) < glMatrix.EPSILON) { - return mat4.identity(out); - } - - z0 = eyex - centerx; - z1 = eyey - centery; - z2 = eyez - centerz; - - len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); - z0 *= len; - z1 *= len; - z2 *= len; - - x0 = upy * z2 - upz * z1; - x1 = upz * z0 - upx * z2; - x2 = upx * z1 - upy * z0; - len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); - if (!len) { - x0 = 0; - x1 = 0; - x2 = 0; - } else { - len = 1 / len; - x0 *= len; - x1 *= len; - x2 *= len; - } - - y0 = z1 * x2 - z2 * x1; - y1 = z2 * x0 - z0 * x2; - y2 = z0 * x1 - z1 * x0; - - len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); - if (!len) { - y0 = 0; - y1 = 0; - y2 = 0; - } else { - len = 1 / len; - y0 *= len; - y1 *= len; - y2 *= len; - } - - out[0] = x0; - out[1] = y0; - out[2] = z0; - out[3] = 0; - out[4] = x1; - out[5] = y1; - out[6] = z1; - out[7] = 0; - out[8] = x2; - out[9] = y2; - out[10] = z2; - out[11] = 0; - out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); - out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); - out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); - out[15] = 1; - - return out; - }; - - /** - * Returns a string representation of a mat4 - * - * @param {mat4} a matrix to represent as a string - * @returns {String} string representation of the matrix - */ - mat4.str = function (a) { - return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + - a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + - a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' + - a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')'; - }; - - /** - * Returns Frobenius norm of a mat4 - * - * @param {mat4} a the matrix to calculate Frobenius norm of - * @returns {Number} Frobenius norm - */ - mat4.frob = function (a) { - return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2) + Math.pow(a[9], 2) + Math.pow(a[10], 2) + Math.pow(a[11], 2) + Math.pow(a[12], 2) + Math.pow(a[13], 2) + Math.pow(a[14], 2) + Math.pow(a[15], 2) )) - }; - - /** - * Adds two mat4's - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the first operand - * @param {mat4} b the second operand - * @returns {mat4} out - */ - mat4.add = function(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]; - out[9] = a[9] + b[9]; - out[10] = a[10] + b[10]; - out[11] = a[11] + b[11]; - out[12] = a[12] + b[12]; - out[13] = a[13] + b[13]; - out[14] = a[14] + b[14]; - out[15] = a[15] + b[15]; - return out; - }; - - /** - * Subtracts matrix b from matrix a - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the first operand - * @param {mat4} b the second operand - * @returns {mat4} out - */ - mat4.subtract = function(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]; - out[9] = a[9] - b[9]; - out[10] = a[10] - b[10]; - out[11] = a[11] - b[11]; - out[12] = a[12] - b[12]; - out[13] = a[13] - b[13]; - out[14] = a[14] - b[14]; - out[15] = a[15] - b[15]; - return out; - }; - - /** - * Alias for {@link mat4.subtract} - * @function - */ - mat4.sub = mat4.subtract; - - /** - * Multiply each element of the matrix by a scalar. - * - * @param {mat4} out the receiving matrix - * @param {mat4} a the matrix to scale - * @param {Number} b amount to scale the matrix's elements by - * @returns {mat4} out - */ - mat4.multiplyScalar = function(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; - out[9] = a[9] * b; - out[10] = a[10] * b; - out[11] = a[11] * b; - out[12] = a[12] * b; - out[13] = a[13] * b; - out[14] = a[14] * b; - out[15] = a[15] * b; - return out; - }; - - /** - * Adds two mat4's after multiplying each element of the second operand by a scalar value. - * - * @param {mat4} out the receiving vector - * @param {mat4} a the first operand - * @param {mat4} b the second operand - * @param {Number} scale the amount to scale b's elements by before adding - * @returns {mat4} out - */ - mat4.multiplyScalarAndAdd = function(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); - out[9] = a[9] + (b[9] * scale); - out[10] = a[10] + (b[10] * scale); - out[11] = a[11] + (b[11] * scale); - out[12] = a[12] + (b[12] * scale); - out[13] = a[13] + (b[13] * scale); - out[14] = a[14] + (b[14] * scale); - out[15] = a[15] + (b[15] * scale); - return out; - }; - - /** - * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===) - * - * @param {mat4} a The first matrix. - * @param {mat4} b The second matrix. - * @returns {Boolean} True if the matrices are equal, false otherwise. - */ - mat4.exactEquals = function (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] && a[9] === b[9] && a[10] === b[10] && a[11] === b[11] && - a[12] === b[12] && a[13] === b[13] && a[14] === b[14] && a[15] === b[15]; - }; - - /** - * Returns whether or not the matrices have approximately the same elements in the same position. - * - * @param {mat4} a The first matrix. - * @param {mat4} b The second matrix. - * @returns {Boolean} True if the matrices are equal, false otherwise. - */ - mat4.equals = function (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], a9 = a[9], a10 = a[10], a11 = a[11], - a12 = a[12], a13 = a[13], a14 = a[14], a15 = a[15]; - - 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], b9 = b[9], b10 = b[10], b11 = b[11], - b12 = b[12], b13 = b[13], b14 = b[14], b15 = b[15]; - - 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)) && - Math.abs(a9 - b9) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a9), Math.abs(b9)) && - Math.abs(a10 - b10) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a10), Math.abs(b10)) && - Math.abs(a11 - b11) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a11), Math.abs(b11)) && - Math.abs(a12 - b12) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a12), Math.abs(b12)) && - Math.abs(a13 - b13) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a13), Math.abs(b13)) && - Math.abs(a14 - b14) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a14), Math.abs(b14)) && - Math.abs(a15 - b15) <= glMatrix.EPSILON*Math.max(1.0, Math.abs(a15), Math.abs(b15))); - }; - - - - module.exports = mat4; - - -/***/ }, -/* 6 */ -/***/ function(module, exports, __webpack_require__) { - - /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. - - Permission is hereby granted, free of charge, to any person obtaining a copy - of this software and associated documentation files (the "Software"), to deal - in the Software without restriction, including without limitation the rights - to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - copies of the Software, and to permit persons to whom the Software is - furnished to do so, subject to the following conditions: - - The above copyright notice and this permission notice shall be included in - all copies or substantial portions of the Software. - - THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN - THE SOFTWARE. */ - - var glMatrix = __webpack_require__(1); - var mat3 = __webpack_require__(4); - var vec3 = __webpack_require__(7); - var vec4 = __webpack_require__(8); - - /** - * @class Quaternion - * @name quat - */ - var quat = {}; - - /** - * Creates a new identity quat - * - * @returns {quat} a new quaternion - */ - quat.create = function() { - var out = new glMatrix.ARRAY_TYPE(4); - out[0] = 0; - out[1] = 0; - out[2] = 0; - out[3] = 1; - return out; - }; - - /** - * 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 {vec3} a the initial vector - * @param {vec3} b the destination vector - * @returns {quat} out - */ - quat.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.length(tmpvec3) < 0.000001) - vec3.cross(tmpvec3, yUnitVec3, a); - vec3.normalize(tmpvec3, tmpvec3); - quat.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 quat.normalize(out, 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 {vec3} view the vector representing the viewing direction - * @param {vec3} right the vector representing the local "right" direction - * @param {vec3} up the vector representing the local "up" direction - * @returns {quat} out - */ - quat.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 quat.normalize(out, quat.fromMat3(out, matr)); - }; - })(); - - /** - * Creates a new quat initialized with values from an existing quaternion - * - * @param {quat} a quaternion to clone - * @returns {quat} a new quaternion - * @function - */ - quat.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 - */ - quat.fromValues = vec4.fromValues; - - /** - * Copy the values from one quat to another - * - * @param {quat} out the receiving quaternion - * @param {quat} a the source quaternion - * @returns {quat} out - * @function - */ - quat.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 - */ - quat.set = vec4.set; - - /** - * Set a quat to the identity quaternion - * - * @param {quat} out the receiving quaternion - * @returns {quat} out - */ - quat.identity = function(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 {vec3} axis the axis around which to rotate - * @param {Number} rad the angle in radians - * @returns {quat} out - **/ - quat.setAxisAngle = function(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 {quat} q Quaternion to be decomposed - * @return {Number} Angle, in radians, of the rotation - */ - quat.getAxisAngle = function(out_axis, q) { - var rad = Math.acos(q[3]) * 2.0; - var s = Math.sin(rad / 2.0); - if (s != 0.0) { - 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; - }; - - /** - * Adds two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {quat} out - * @function - */ - quat.add = vec4.add; - - /** - * Multiplies two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {quat} out - */ - quat.multiply = function(out, a, b) { - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - 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; - }; - - /** - * Alias for {@link quat.multiply} - * @function - */ - quat.mul = quat.multiply; - - /** - * Scales a quat by a scalar number - * - * @param {quat} out the receiving vector - * @param {quat} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {quat} out - * @function - */ - quat.scale = vec4.scale; - - /** - * Rotates a quaternion by the given angle about the X axis - * - * @param {quat} out quat receiving operation result - * @param {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ - quat.rotateX = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - 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 {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ - quat.rotateY = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - 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 {quat} a quat to rotate - * @param {number} rad angle (in radians) to rotate - * @returns {quat} out - */ - quat.rotateZ = function (out, a, rad) { - rad *= 0.5; - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - 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 {quat} a quat to calculate W component of - * @returns {quat} out - */ - quat.calculateW = function (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; - }; - - /** - * Calculates the dot product of two quat's - * - * @param {quat} a the first operand - * @param {quat} b the second operand - * @returns {Number} dot product of a and b - * @function - */ - quat.dot = vec4.dot; - - /** - * Performs a linear interpolation between two quat's - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {quat} out - * @function - */ - quat.lerp = vec4.lerp; - - /** - * Performs a spherical linear interpolation between two quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {quat} out - */ - quat.slerp = function (out, a, b, t) { - // benchmarks: - // http://jsperf.com/quaternion-slerp-implementations - - var ax = a[0], ay = a[1], az = a[2], aw = a[3], - 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) > 0.000001 ) { - // 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; - }; - - /** - * Performs a spherical linear interpolation with two control points - * - * @param {quat} out the receiving quaternion - * @param {quat} a the first operand - * @param {quat} b the second operand - * @param {quat} c the third operand - * @param {quat} d the fourth operand - * @param {Number} t interpolation amount - * @returns {quat} out - */ - quat.sqlerp = (function () { - var temp1 = quat.create(); - var temp2 = quat.create(); - - return function (out, a, b, c, d, t) { - quat.slerp(temp1, a, d, t); - quat.slerp(temp2, b, c, t); - quat.slerp(out, temp1, temp2, 2 * t * (1 - t)); - - return out; - }; - }()); - - /** - * Calculates the inverse of a quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a quat to calculate inverse of - * @returns {quat} out - */ - quat.invert = function(out, a) { - var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], - dot = a0*a0 + a1*a1 + a2*a2 + a3*a3, - 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 {quat} a quat to calculate conjugate of - * @returns {quat} out - */ - quat.conjugate = function (out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - out[2] = -a[2]; - out[3] = a[3]; - return out; - }; - - /** - * Calculates the length of a quat - * - * @param {quat} a vector to calculate length of - * @returns {Number} length of a - * @function - */ - quat.length = vec4.length; - - /** - * Alias for {@link quat.length} - * @function - */ - quat.len = quat.length; - - /** - * Calculates the squared length of a quat - * - * @param {quat} a vector to calculate squared length of - * @returns {Number} squared length of a - * @function - */ - quat.squaredLength = vec4.squaredLength; - - /** - * Alias for {@link quat.squaredLength} - * @function - */ - quat.sqrLen = quat.squaredLength; - - /** - * Normalize a quat - * - * @param {quat} out the receiving quaternion - * @param {quat} a quaternion to normalize - * @returns {quat} out - * @function - */ - quat.normalize = vec4.normalize; - - /** - * 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 {mat3} m rotation matrix - * @returns {quat} out - * @function - */ - quat.fromMat3 = function(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; - }; - - /** - * Returns a string representation of a quatenion - * - * @param {quat} a vector to represent as a string - * @returns {String} string representation of the vector - */ - quat.str = function (a) { - return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; - }; - - /** - * Returns whether or not the quaternions have exactly the same elements in the same position (when compared with ===) - * - * @param {quat} a The first quaternion. - * @param {quat} b The second quaternion. - * @returns {Boolean} True if the vectors are equal, false otherwise. - */ - quat.exactEquals = vec4.exactEquals; - - /** - * Returns whether or not the quaternions have approximately the same elements in the same position. - * - * @param {quat} a The first vector. - * @param {quat} b The second vector. - * @returns {Boolean} True if the vectors are equal, false otherwise. - */ - quat.equals = vec4.equals; - - module.exports = quat; - - -/***/ }, -/* 7 */ -/***/ function(module, exports, __webpack_require__) { - - /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. - - Permission is hereby granted, free of charge, to any person obtaining a copy - of this software and associated documentation files (the "Software"), to deal - in the Software without restriction, including without limitation the rights - to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - copies of the Software, and to permit persons to whom the Software is - furnished to do so, subject to the following conditions: - - The above copyright notice and this permission notice shall be included in - all copies or substantial portions of the Software. - - THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN - THE SOFTWARE. */ - - var glMatrix = __webpack_require__(1); - - /** - * @class 3 Dimensional Vector - * @name vec3 - */ - var vec3 = {}; - - /** - * Creates a new, empty vec3 - * - * @returns {vec3} a new 3D vector - */ - vec3.create = function() { - var out = new glMatrix.ARRAY_TYPE(3); - out[0] = 0; - out[1] = 0; - out[2] = 0; - return out; - }; - - /** - * Creates a new vec3 initialized with values from an existing vector - * - * @param {vec3} a vector to clone - * @returns {vec3} a new 3D vector - */ - vec3.clone = function(a) { - var out = new glMatrix.ARRAY_TYPE(3); - out[0] = a[0]; - out[1] = a[1]; - out[2] = a[2]; - return out; - }; - - /** - * 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 - */ - vec3.fromValues = function(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 {vec3} a the source vector - * @returns {vec3} out - */ - vec3.copy = function(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 - */ - vec3.set = function(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 {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ - vec3.add = function(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 {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ - vec3.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - out[2] = a[2] - b[2]; - return out; - }; - - /** - * Alias for {@link vec3.subtract} - * @function - */ - vec3.sub = vec3.subtract; - - /** - * Multiplies two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ - vec3.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - out[2] = a[2] * b[2]; - return out; - }; - - /** - * Alias for {@link vec3.multiply} - * @function - */ - vec3.mul = vec3.multiply; - - /** - * Divides two vec3's - * - * @param {vec3} out the receiving vector - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ - vec3.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - out[2] = a[2] / b[2]; - return out; - }; - - /** - * Alias for {@link vec3.divide} - * @function - */ - vec3.div = vec3.divide; - - /** - * Math.ceil the components of a vec3 - * - * @param {vec3} out the receiving vector - * @param {vec3} a vector to ceil - * @returns {vec3} out - */ - vec3.ceil = function (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 {vec3} a vector to floor - * @returns {vec3} out - */ - vec3.floor = function (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 {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ - vec3.min = function(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 {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ - vec3.max = function(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 {vec3} a vector to round - * @returns {vec3} out - */ - vec3.round = function (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 {vec3} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec3} out - */ - vec3.scale = function(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 {vec3} a the first operand - * @param {vec3} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec3} out - */ - vec3.scaleAndAdd = function(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 {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} distance between a and b - */ - vec3.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2]; - return Math.sqrt(x*x + y*y + z*z); - }; - - /** - * Alias for {@link vec3.distance} - * @function - */ - vec3.dist = vec3.distance; - - /** - * Calculates the squared euclidian distance between two vec3's - * - * @param {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} squared distance between a and b - */ - vec3.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2]; - return x*x + y*y + z*z; - }; - - /** - * Alias for {@link vec3.squaredDistance} - * @function - */ - vec3.sqrDist = vec3.squaredDistance; - - /** - * Calculates the length of a vec3 - * - * @param {vec3} a vector to calculate length of - * @returns {Number} length of a - */ - vec3.length = function (a) { - var x = a[0], - y = a[1], - z = a[2]; - return Math.sqrt(x*x + y*y + z*z); - }; - - /** - * Alias for {@link vec3.length} - * @function - */ - vec3.len = vec3.length; - - /** - * Calculates the squared length of a vec3 - * - * @param {vec3} a vector to calculate squared length of - * @returns {Number} squared length of a - */ - vec3.squaredLength = function (a) { - var x = a[0], - y = a[1], - z = a[2]; - return x*x + y*y + z*z; - }; - - /** - * Alias for {@link vec3.squaredLength} - * @function - */ - vec3.sqrLen = vec3.squaredLength; - - /** - * Negates the components of a vec3 - * - * @param {vec3} out the receiving vector - * @param {vec3} a vector to negate - * @returns {vec3} out - */ - vec3.negate = function(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 {vec3} a vector to invert - * @returns {vec3} out - */ - vec3.inverse = function(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 {vec3} a vector to normalize - * @returns {vec3} out - */ - vec3.normalize = function(out, a) { - var x = a[0], - y = a[1], - 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 {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {Number} dot product of a and b - */ - vec3.dot = function (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 {vec3} a the first operand - * @param {vec3} b the second operand - * @returns {vec3} out - */ - vec3.cross = function(out, a, b) { - var ax = a[0], ay = a[1], az = a[2], - 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 {vec3} a the first operand - * @param {vec3} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec3} out - */ - vec3.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1], - 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 {vec3} a the first operand - * @param {vec3} b the second operand - * @param {vec3} c the third operand - * @param {vec3} d the fourth operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec3} out - */ - vec3.hermite = function (out, a, b, c, d, t) { - var factorTimes2 = t * t, - factor1 = factorTimes2 * (2 * t - 3) + 1, - factor2 = factorTimes2 * (t - 2) + t, - factor3 = factorTimes2 * (t - 1), - 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 {vec3} a the first operand - * @param {vec3} b the second operand - * @param {vec3} c the third operand - * @param {vec3} d the fourth operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec3} out - */ - vec3.bezier = function (out, a, b, c, d, t) { - var inverseFactor = 1 - t, - inverseFactorTimesTwo = inverseFactor * inverseFactor, - factorTimes2 = t * t, - factor1 = inverseFactorTimesTwo * inverseFactor, - factor2 = 3 * t * inverseFactorTimesTwo, - factor3 = 3 * factorTimes2 * inverseFactor, - 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 - */ - vec3.random = function (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 {vec3} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec3} out - */ - vec3.transformMat4 = function(out, a, m) { - var x = a[0], y = a[1], z = a[2], - 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 {vec3} a the vector to transform - * @param {mat4} m the 3x3 matrix to transform with - * @returns {vec3} out - */ - vec3.transformMat3 = function(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 - * - * @param {vec3} out the receiving vector - * @param {vec3} a the vector to transform - * @param {quat} q quaternion to transform with - * @returns {vec3} out - */ - vec3.transformQuat = function(out, a, q) { - // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations - - var x = a[0], y = a[1], z = a[2], - qx = q[0], qy = q[1], qz = q[2], qw = q[3], - - // calculate quat * vec - ix = qw * x + qy * z - qz * y, - iy = qw * y + qz * x - qx * z, - iz = qw * z + qx * y - qy * x, - 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; - return out; - }; - - /** - * Rotate a 3D vector around the x-axis - * @param {vec3} out The receiving vec3 - * @param {vec3} a The vec3 point to rotate - * @param {vec3} b The origin of the rotation - * @param {Number} c The angle of rotation - * @returns {vec3} out - */ - vec3.rotateX = function(out, a, b, c){ - 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(c) - p[2]*Math.sin(c); - r[2] = p[1]*Math.sin(c) + p[2]*Math.cos(c); - - //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 {vec3} a The vec3 point to rotate - * @param {vec3} b The origin of the rotation - * @param {Number} c The angle of rotation - * @returns {vec3} out - */ - vec3.rotateY = function(out, a, b, c){ - 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(c) + p[0]*Math.cos(c); - r[1] = p[1]; - r[2] = p[2]*Math.cos(c) - p[0]*Math.sin(c); - - //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 {vec3} a The vec3 point to rotate - * @param {vec3} b The origin of the rotation - * @param {Number} c The angle of rotation - * @returns {vec3} out - */ - vec3.rotateZ = function(out, a, b, c){ - 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(c) - p[1]*Math.sin(c); - r[1] = p[0]*Math.sin(c) + p[1]*Math.cos(c); - 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; - }; - - /** - * 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 - */ - vec3.forEach = (function() { - var vec = vec3.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; - }; - })(); - - /** - * Get the angle between two 3D vectors - * @param {vec3} a The first operand - * @param {vec3} b The second operand - * @returns {Number} The angle in radians - */ - vec3.angle = function(a, b) { - - var tempA = vec3.fromValues(a[0], a[1], a[2]); - var tempB = vec3.fromValues(b[0], b[1], b[2]); - - vec3.normalize(tempA, tempA); - vec3.normalize(tempB, tempB); - - var cosine = vec3.dot(tempA, tempB); - - if(cosine > 1.0){ - return 0; - } else { - return Math.acos(cosine); - } - }; - - /** - * Returns a string representation of a vector - * - * @param {vec3} a vector to represent as a string - * @returns {String} string representation of the vector - */ - vec3.str = function (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 {vec3} a The first vector. - * @param {vec3} b The second vector. - * @returns {Boolean} True if the vectors are equal, false otherwise. - */ - vec3.exactEquals = function (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 {vec3} a The first vector. - * @param {vec3} b The second vector. - * @returns {Boolean} True if the vectors are equal, false otherwise. - */ - vec3.equals = function (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))); - }; - - module.exports = vec3; - - -/***/ }, -/* 8 */ -/***/ function(module, exports, __webpack_require__) { - - /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. - - Permission is hereby granted, free of charge, to any person obtaining a copy - of this software and associated documentation files (the "Software"), to deal - in the Software without restriction, including without limitation the rights - to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - copies of the Software, and to permit persons to whom the Software is - furnished to do so, subject to the following conditions: - - The above copyright notice and this permission notice shall be included in - all copies or substantial portions of the Software. - - THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN - THE SOFTWARE. */ - - var glMatrix = __webpack_require__(1); - - /** - * @class 4 Dimensional Vector - * @name vec4 - */ - var vec4 = {}; - - /** - * Creates a new, empty vec4 - * - * @returns {vec4} a new 4D vector - */ - vec4.create = function() { - var out = new glMatrix.ARRAY_TYPE(4); - 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 {vec4} a vector to clone - * @returns {vec4} a new 4D vector - */ - vec4.clone = function(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 - */ - vec4.fromValues = function(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 {vec4} a the source vector - * @returns {vec4} out - */ - vec4.copy = function(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 - */ - vec4.set = function(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 {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ - vec4.add = function(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 {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ - vec4.subtract = function(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; - }; - - /** - * Alias for {@link vec4.subtract} - * @function - */ - vec4.sub = vec4.subtract; - - /** - * Multiplies two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ - vec4.multiply = function(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; - }; - - /** - * Alias for {@link vec4.multiply} - * @function - */ - vec4.mul = vec4.multiply; - - /** - * Divides two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ - vec4.divide = function(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; - }; - - /** - * Alias for {@link vec4.divide} - * @function - */ - vec4.div = vec4.divide; - - /** - * Math.ceil the components of a vec4 - * - * @param {vec4} out the receiving vector - * @param {vec4} a vector to ceil - * @returns {vec4} out - */ - vec4.ceil = function (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 {vec4} a vector to floor - * @returns {vec4} out - */ - vec4.floor = function (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 {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ - vec4.min = function(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 {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {vec4} out - */ - vec4.max = function(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 {vec4} a vector to round - * @returns {vec4} out - */ - vec4.round = function (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 {vec4} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec4} out - */ - vec4.scale = function(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 {vec4} a the first operand - * @param {vec4} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec4} out - */ - vec4.scaleAndAdd = function(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 {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} distance between a and b - */ - vec4.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2], - w = b[3] - a[3]; - return Math.sqrt(x*x + y*y + z*z + w*w); - }; - - /** - * Alias for {@link vec4.distance} - * @function - */ - vec4.dist = vec4.distance; - - /** - * Calculates the squared euclidian distance between two vec4's - * - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} squared distance between a and b - */ - vec4.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1], - z = b[2] - a[2], - w = b[3] - a[3]; - return x*x + y*y + z*z + w*w; - }; - - /** - * Alias for {@link vec4.squaredDistance} - * @function - */ - vec4.sqrDist = vec4.squaredDistance; - - /** - * Calculates the length of a vec4 - * - * @param {vec4} a vector to calculate length of - * @returns {Number} length of a - */ - vec4.length = function (a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - return Math.sqrt(x*x + y*y + z*z + w*w); - }; - - /** - * Alias for {@link vec4.length} - * @function - */ - vec4.len = vec4.length; - - /** - * Calculates the squared length of a vec4 - * - * @param {vec4} a vector to calculate squared length of - * @returns {Number} squared length of a - */ - vec4.squaredLength = function (a) { - var x = a[0], - y = a[1], - z = a[2], - w = a[3]; - return x*x + y*y + z*z + w*w; - }; - - /** - * Alias for {@link vec4.squaredLength} - * @function - */ - vec4.sqrLen = vec4.squaredLength; - - /** - * Negates the components of a vec4 - * - * @param {vec4} out the receiving vector - * @param {vec4} a vector to negate - * @returns {vec4} out - */ - vec4.negate = function(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 {vec4} a vector to invert - * @returns {vec4} out - */ - vec4.inverse = function(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 {vec4} a vector to normalize - * @returns {vec4} out - */ - vec4.normalize = function(out, a) { - var x = a[0], - y = a[1], - z = a[2], - 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 {vec4} a the first operand - * @param {vec4} b the second operand - * @returns {Number} dot product of a and b - */ - vec4.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; - }; - - /** - * Performs a linear interpolation between two vec4's - * - * @param {vec4} out the receiving vector - * @param {vec4} a the first operand - * @param {vec4} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec4} out - */ - vec4.lerp = function (out, a, b, t) { - var ax = a[0], - ay = a[1], - az = a[2], - 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 - */ - vec4.random = function (out, scale) { - scale = scale || 1.0; - - //TODO: This is a pretty awful way of doing this. Find something better. - out[0] = glMatrix.RANDOM(); - out[1] = glMatrix.RANDOM(); - out[2] = glMatrix.RANDOM(); - out[3] = glMatrix.RANDOM(); - vec4.normalize(out, out); - vec4.scale(out, out, scale); - return out; - }; - - /** - * Transforms the vec4 with a mat4. - * - * @param {vec4} out the receiving vector - * @param {vec4} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec4} out - */ - vec4.transformMat4 = function(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 {vec4} a the vector to transform - * @param {quat} q quaternion to transform with - * @returns {vec4} out - */ - vec4.transformQuat = function(out, a, q) { - var x = a[0], y = a[1], z = a[2], - qx = q[0], qy = q[1], qz = q[2], qw = q[3], - - // calculate quat * vec - ix = qw * x + qy * z - qz * y, - iy = qw * y + qz * x - qx * z, - iz = qw * z + qx * y - qy * x, - 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; - }; - - /** - * 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 - */ - vec4.forEach = (function() { - var vec = vec4.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; - }; - })(); - - /** - * Returns a string representation of a vector - * - * @param {vec4} a vector to represent as a string - * @returns {String} string representation of the vector - */ - vec4.str = function (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 {vec4} a The first vector. - * @param {vec4} b The second vector. - * @returns {Boolean} True if the vectors are equal, false otherwise. - */ - vec4.exactEquals = function (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 {vec4} a The first vector. - * @param {vec4} b The second vector. - * @returns {Boolean} True if the vectors are equal, false otherwise. - */ - vec4.equals = function (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))); - }; - - module.exports = vec4; - - -/***/ }, -/* 9 */ -/***/ function(module, exports, __webpack_require__) { - - /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. - - Permission is hereby granted, free of charge, to any person obtaining a copy - of this software and associated documentation files (the "Software"), to deal - in the Software without restriction, including without limitation the rights - to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - copies of the Software, and to permit persons to whom the Software is - furnished to do so, subject to the following conditions: - - The above copyright notice and this permission notice shall be included in - all copies or substantial portions of the Software. - - THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN - THE SOFTWARE. */ - - var glMatrix = __webpack_require__(1); - - /** - * @class 2 Dimensional Vector - * @name vec2 - */ - var vec2 = {}; - - /** - * Creates a new, empty vec2 - * - * @returns {vec2} a new 2D vector - */ - vec2.create = function() { - var out = new glMatrix.ARRAY_TYPE(2); - out[0] = 0; - out[1] = 0; - return out; - }; - - /** - * Creates a new vec2 initialized with values from an existing vector - * - * @param {vec2} a vector to clone - * @returns {vec2} a new 2D vector - */ - vec2.clone = function(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 - */ - vec2.fromValues = function(x, y) { - var out = new glMatrix.ARRAY_TYPE(2); - out[0] = x; - out[1] = y; - return out; - }; - - /** - * Copy the values from one vec2 to another - * - * @param {vec2} out the receiving vector - * @param {vec2} a the source vector - * @returns {vec2} out - */ - vec2.copy = function(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 - */ - vec2.set = function(out, x, y) { - out[0] = x; - out[1] = y; - return out; - }; - - /** - * Adds two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ - vec2.add = function(out, a, b) { - out[0] = a[0] + b[0]; - out[1] = a[1] + b[1]; - return out; - }; - - /** - * Subtracts vector b from vector a - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ - vec2.subtract = function(out, a, b) { - out[0] = a[0] - b[0]; - out[1] = a[1] - b[1]; - return out; - }; - - /** - * Alias for {@link vec2.subtract} - * @function - */ - vec2.sub = vec2.subtract; - - /** - * Multiplies two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ - vec2.multiply = function(out, a, b) { - out[0] = a[0] * b[0]; - out[1] = a[1] * b[1]; - return out; - }; - - /** - * Alias for {@link vec2.multiply} - * @function - */ - vec2.mul = vec2.multiply; - - /** - * Divides two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ - vec2.divide = function(out, a, b) { - out[0] = a[0] / b[0]; - out[1] = a[1] / b[1]; - return out; - }; - - /** - * Alias for {@link vec2.divide} - * @function - */ - vec2.div = vec2.divide; - - /** - * Math.ceil the components of a vec2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a vector to ceil - * @returns {vec2} out - */ - vec2.ceil = function (out, a) { - out[0] = Math.ceil(a[0]); - out[1] = Math.ceil(a[1]); - return out; - }; - - /** - * Math.floor the components of a vec2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a vector to floor - * @returns {vec2} out - */ - vec2.floor = function (out, a) { - out[0] = Math.floor(a[0]); - out[1] = Math.floor(a[1]); - return out; - }; - - /** - * Returns the minimum of two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ - vec2.min = function(out, a, b) { - out[0] = Math.min(a[0], b[0]); - out[1] = Math.min(a[1], b[1]); - return out; - }; - - /** - * Returns the maximum of two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec2} out - */ - vec2.max = function(out, a, b) { - out[0] = Math.max(a[0], b[0]); - out[1] = Math.max(a[1], b[1]); - return out; - }; - - /** - * Math.round the components of a vec2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a vector to round - * @returns {vec2} out - */ - vec2.round = function (out, a) { - out[0] = Math.round(a[0]); - out[1] = Math.round(a[1]); - return out; - }; - - /** - * Scales a vec2 by a scalar number - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to scale - * @param {Number} b amount to scale the vector by - * @returns {vec2} out - */ - vec2.scale = function(out, a, b) { - out[0] = a[0] * b; - out[1] = a[1] * b; - return out; - }; - - /** - * Adds two vec2's after scaling the second operand by a scalar value - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @param {Number} scale the amount to scale b by before adding - * @returns {vec2} out - */ - vec2.scaleAndAdd = function(out, a, b, scale) { - out[0] = a[0] + (b[0] * scale); - out[1] = a[1] + (b[1] * scale); - return out; - }; - - /** - * Calculates the euclidian distance between two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} distance between a and b - */ - vec2.distance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1]; - return Math.sqrt(x*x + y*y); - }; - - /** - * Alias for {@link vec2.distance} - * @function - */ - vec2.dist = vec2.distance; - - /** - * Calculates the squared euclidian distance between two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} squared distance between a and b - */ - vec2.squaredDistance = function(a, b) { - var x = b[0] - a[0], - y = b[1] - a[1]; - return x*x + y*y; - }; - - /** - * Alias for {@link vec2.squaredDistance} - * @function - */ - vec2.sqrDist = vec2.squaredDistance; - - /** - * Calculates the length of a vec2 - * - * @param {vec2} a vector to calculate length of - * @returns {Number} length of a - */ - vec2.length = function (a) { - var x = a[0], - y = a[1]; - return Math.sqrt(x*x + y*y); - }; - - /** - * Alias for {@link vec2.length} - * @function - */ - vec2.len = vec2.length; - - /** - * Calculates the squared length of a vec2 - * - * @param {vec2} a vector to calculate squared length of - * @returns {Number} squared length of a - */ - vec2.squaredLength = function (a) { - var x = a[0], - y = a[1]; - return x*x + y*y; - }; - - /** - * Alias for {@link vec2.squaredLength} - * @function - */ - vec2.sqrLen = vec2.squaredLength; - - /** - * Negates the components of a vec2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a vector to negate - * @returns {vec2} out - */ - vec2.negate = function(out, a) { - out[0] = -a[0]; - out[1] = -a[1]; - return out; - }; - - /** - * Returns the inverse of the components of a vec2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a vector to invert - * @returns {vec2} out - */ - vec2.inverse = function(out, a) { - out[0] = 1.0 / a[0]; - out[1] = 1.0 / a[1]; - return out; - }; - - /** - * Normalize a vec2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a vector to normalize - * @returns {vec2} out - */ - vec2.normalize = function(out, a) { - var x = a[0], - y = a[1]; - var len = x*x + y*y; - if (len > 0) { - //TODO: evaluate use of glm_invsqrt here? - len = 1 / Math.sqrt(len); - out[0] = a[0] * len; - out[1] = a[1] * len; - } - return out; - }; - - /** - * Calculates the dot product of two vec2's - * - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {Number} dot product of a and b - */ - vec2.dot = function (a, b) { - return a[0] * b[0] + a[1] * b[1]; - }; - - /** - * Computes the cross product of two vec2's - * Note that the cross product must by definition produce a 3D vector - * - * @param {vec3} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @returns {vec3} out - */ - vec2.cross = function(out, a, b) { - var z = a[0] * b[1] - a[1] * b[0]; - out[0] = out[1] = 0; - out[2] = z; - return out; - }; - - /** - * Performs a linear interpolation between two vec2's - * - * @param {vec2} out the receiving vector - * @param {vec2} a the first operand - * @param {vec2} b the second operand - * @param {Number} t interpolation amount between the two inputs - * @returns {vec2} out - */ - vec2.lerp = function (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 - */ - vec2.random = function (out, scale) { - scale = scale || 1.0; - var r = glMatrix.RANDOM() * 2.0 * Math.PI; - out[0] = Math.cos(r) * scale; - out[1] = Math.sin(r) * scale; - return out; - }; - - /** - * Transforms the vec2 with a mat2 - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat2} m matrix to transform with - * @returns {vec2} out - */ - vec2.transformMat2 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[2] * y; - out[1] = m[1] * x + m[3] * y; - return out; - }; - - /** - * Transforms the vec2 with a mat2d - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat2d} m matrix to transform with - * @returns {vec2} out - */ - vec2.transformMat2d = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[2] * y + m[4]; - out[1] = m[1] * x + m[3] * y + m[5]; - return out; - }; - - /** - * Transforms the vec2 with a mat3 - * 3rd vector component is implicitly '1' - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat3} m matrix to transform with - * @returns {vec2} out - */ - vec2.transformMat3 = function(out, a, m) { - var x = a[0], - y = a[1]; - out[0] = m[0] * x + m[3] * y + m[6]; - out[1] = m[1] * x + m[4] * y + m[7]; - return out; - }; - - /** - * Transforms the vec2 with a mat4 - * 3rd vector component is implicitly '0' - * 4th vector component is implicitly '1' - * - * @param {vec2} out the receiving vector - * @param {vec2} a the vector to transform - * @param {mat4} m matrix to transform with - * @returns {vec2} out - */ - vec2.transformMat4 = function(out, a, m) { - var x = a[0], - 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; - }; - - /** - * 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 - */ - vec2.forEach = (function() { - var vec = vec2.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; - }; - })(); - - /** - * Returns a string representation of a vector - * - * @param {vec2} a vector to represent as a string - * @returns {String} string representation of the vector - */ - vec2.str = function (a) { - return 'vec2(' + a[0] + ', ' + a[1] + ')'; - }; - - /** - * Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===) - * - * @param {vec2} a The first vector. - * @param {vec2} b The second vector. - * @returns {Boolean} True if the vectors are equal, false otherwise. - */ - vec2.exactEquals = function (a, b) { - return a[0] === b[0] && a[1] === b[1]; - }; - - /** - * Returns whether or not the vectors have approximately the same elements in the same position. - * - * @param {vec2} a The first vector. - * @param {vec2} b The second vector. - * @returns {Boolean} True if the vectors are equal, false otherwise. - */ - vec2.equals = function (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))); - }; - - module.exports = vec2; - - -/***/ } -/******/ ]) -}); -; \ No newline at end of file diff --git a/client/public/index.html b/client/public/index.html index 94c2f16..080bf8e 100644 --- a/client/public/index.html +++ b/client/public/index.html @@ -10,10 +10,11 @@ - - - - + + + + + @@ -33,66 +34,6 @@ - - diff --git a/client/public/index.js b/client/public/index.js deleted file mode 100644 index 1db8424..0000000 --- a/client/public/index.js +++ /dev/null @@ -1,125 +0,0 @@ -function main() { - const canvas = document.querySelector('#webglviewer'); - const gl = canvas.getContext('webgl2'); - - // Only continue if WebGL is available and working - if (gl === null) { - alert('Unable to initialize WebGL. Your browser or machine may not support it.'); - return; - } - - // Set clear color to black, fully opaque - gl.clearColor(0.0, 0.0, 0.0, 1.0); - // Clear the color buffer with specified clear color - gl.clear(gl.COLOR_BUFFER_BIT); - gl.enable(gl.DEPTH_TEST); - - const vsSource = document.getElementById('vertex-draw').text.trim(); - const fsSource = document.getElementById('fragment-draw').text.trim(); - - const vertexShader = gl.createShader(gl.VERTEX_SHADER); - gl.shaderSource(vertexShader, vsSource); - gl.compileShader(vertexShader); - - if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) { - console.error(gl.getShaderInfoLog(vertexShader)); - } - - const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER); - gl.shaderSource(fragmentShader, fsSource); - gl.compileShader(fragmentShader); - - if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) { - console.error(gl.getShaderInfoLog(fragmentShader)); - } - - const program = gl.createProgram(); - gl.attachShader(program, vertexShader); - gl.attachShader(program, fragmentShader); - gl.linkProgram(program); - - if (!gl.getProgramParameter(program, gl.LINK_STATUS)) { - console.error(gl.getProgramInfoLog(program)); - } - - const sceneUniformsLocation = gl.getUniformBlockIndex(program, 'SceneUniforms'); - gl.uniformBlockBinding(program, sceneUniformsLocation, 0); - - const modelMatrixLocation = gl.getUniformLocation(program, 'uModel'); - - gl.useProgram(program); - - const box = utils.createBox({dimensions: [.5, .6, .5]}); - const numVertices = box.positions.length / 3; - - const cubeArray = gl.createVertexArray(); - gl.bindVertexArray(cubeArray); - - const positionBuffer = gl.createBuffer(); - gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer); - gl.bufferData(gl.ARRAY_BUFFER, box.positions, gl.STATIC_DRAW); - gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0); - gl.enableVertexAttribArray(0); - - const uvBuffer = gl.createBuffer(); - gl.bindBuffer(gl.ARRAY_BUFFER, uvBuffer); - gl.bufferData(gl.ARRAY_BUFFER, box.uvs, gl.STATIC_DRAW); - gl.vertexAttribPointer(1, 2, gl.FLOAT, false, 0, 0); - gl.enableVertexAttribArray(1); - - const normalBuffer = gl.createBuffer(); - gl.bindBuffer(gl.ARRAY_BUFFER, normalBuffer); - gl.bufferData(gl.ARRAY_BUFFER, box.normals, gl.STATIC_DRAW); - gl.vertexAttribPointer(2, 3, gl.FLOAT, false, 0, 0); - gl.enableVertexAttribArray(2); - - - const projMatrix = mat4.create(); - mat4.perspective(projMatrix, Math.PI / 2, gl.drawingBufferWidth / gl.drawingBufferHeight, 0.1, 10.0); - - const viewMatrix = mat4.create(); - const eyePosition = vec3.fromValues(1, 1, 1); - mat4.lookAt(viewMatrix, eyePosition, vec3.fromValues(0, 0, 0), vec3.fromValues(0, 1, 0)); - - const viewProjMatrix = mat4.create(); - mat4.multiply(viewProjMatrix, projMatrix, viewMatrix); - - const lightPosition = vec3.fromValues(1, 1, 0.5); - - const modelMatrix = mat4.create(); - const rotateXMatrix = mat4.create(); - const rotateYMatrix = mat4.create(); - - const sceneUniformData = new Float32Array(24); - sceneUniformData.set(viewProjMatrix); - sceneUniformData.set(eyePosition, 16); - sceneUniformData.set(lightPosition, 20); - - const sceneUniformBuffer = gl.createBuffer(); - gl.bindBufferBase(gl.UNIFORM_BUFFER, 0, sceneUniformBuffer); - gl.bufferData(gl.UNIFORM_BUFFER, sceneUniformData, gl.STATIC_DRAW); - - let angleX = 0; - let angleY = 0; - - - function draw() { - angleX += 0.01; - angleY += 0.015; - - mat4.fromXRotation(rotateXMatrix, angleX); - mat4.fromYRotation(rotateYMatrix, angleY); - mat4.multiply(modelMatrix, rotateXMatrix, rotateYMatrix); - - gl.uniformMatrix4fv(modelMatrixLocation, false, modelMatrix); - - gl.clear(gl.COLOR_BUFFER_BIT); - gl.drawArrays(gl.TRIANGLES, 0, numVertices); - - requestAnimationFrame(draw); - } - - requestAnimationFrame(draw); -} - -window.onload = main; diff --git a/client/public/index.mjs b/client/public/index.mjs new file mode 100644 index 0000000..b7d7e8a --- /dev/null +++ b/client/public/index.mjs @@ -0,0 +1,10 @@ +import { RendererPreInit, BrickRenderer } from './brick-renderer/index.mjs'; + +async function main() { + await RendererPreInit(); + + const canvas = document.querySelector('#webglviewer'); + const Renderer = new BrickRenderer(canvas); +} + +window.onload = main; diff --git a/client/public/utils.js b/client/public/utils.js deleted file mode 100644 index a8eb08f..0000000 --- a/client/public/utils.js +++ /dev/null @@ -1,374 +0,0 @@ -/////////////////////////////////////////////////////////////////////////////////// -// The MIT License (MIT) -// -// Copyright (c) 2017 Tarek Sherif -// -// Permission is hereby granted, free of charge, to any person obtaining a copy of -// this software and associated documentation files (the "Software"), to deal in -// the Software without restriction, including without limitation the rights to -// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of -// the Software, and to permit persons to whom the Software is furnished to do so, -// subject to the following conditions: -// -// The above copyright notice and this permission notice shall be included in all -// copies or substantial portions of the Software. -// -// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS -// FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR -// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER -// IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN -// CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. -/////////////////////////////////////////////////////////////////////////////////// - -(function() { - var translateMat = mat4.create(); - var rotateXMat = mat4.create(); - var rotateYMat = mat4.create(); - var rotateZMat = mat4.create(); - var scaleMat = mat4.create(); - - var zeros = [0, 0, 0]; - var ones = [1, 1, 1]; - - window.utils = { - xformMatrix: function xformMatrix(xform, translate, rotate, scale) { - translate = translate || zeros; - rotate = rotate || zeros; - scale = scale || ones; - - mat4.fromTranslation(translateMat, translate); - mat4.fromXRotation(rotateXMat, rotate[0]); - mat4.fromYRotation(rotateYMat, rotate[1]); - mat4.fromZRotation(rotateZMat, rotate[2]); - mat4.fromScaling(scaleMat, scale); - - mat4.multiply(xform, rotateXMat, scaleMat); - mat4.multiply(xform, rotateYMat, xform); - mat4.multiply(xform, rotateZMat, xform); - mat4.multiply(xform, translateMat, xform); - }, - - loadCubemapImages: function loadCubeMapImages(urls, ok) { - var numImages = 6; - - var negX = new Image(); - var posX = new Image(); - var negY = new Image(); - var posY = new Image(); - var negZ = new Image(); - var posZ = new Image(); - - function onload() { - if (--numImages === 0) { - ok(negX, posX, negY, posY, negZ, posZ); - } - } - - negX.onload = onload; - posX.onload = onload; - negY.onload = onload; - posY.onload = onload; - negZ.onload = onload; - posZ.onload = onload; - - negX.src = urls.negX; - posX.src = urls.posX; - negY.src = urls.negY; - posY.src = urls.posY; - negZ.src = urls.negZ; - posZ.src = urls.posZ; - }, - - createBox: function createBox(options) { - options = options || {}; - - var dimensions = options.dimensions || [1, 1, 1]; - var position = options.position || [-dimensions[0] / 2, -dimensions[1] / 2, -dimensions[2] / 2]; - var x = position[0]; - var y = position[1]; - var z = position[2]; - var width = dimensions[0]; - var height = dimensions[1]; - var depth = dimensions[2]; - - var fbl = {x: x, y: y, z: z + depth}; - var fbr = {x: x + width, y: y, z: z + depth}; - var ftl = {x: x, y: y + height, z: z + depth}; - var ftr = {x: x + width, y: y + height, z: z + depth}; - var bbl = {x: x, y: y, z: z }; - var bbr = {x: x + width, y: y, z: z }; - var btl = {x: x, y: y + height, z: z }; - var btr = {x: x + width, y: y + height, z: z }; - - var positions = new Float32Array([ - //front - fbl.x, fbl.y, fbl.z, - fbr.x, fbr.y, fbr.z, - ftl.x, ftl.y, ftl.z, - ftl.x, ftl.y, ftl.z, - fbr.x, fbr.y, fbr.z, - ftr.x, ftr.y, ftr.z, - - //right - fbr.x, fbr.y, fbr.z, - bbr.x, bbr.y, bbr.z, - ftr.x, ftr.y, ftr.z, - ftr.x, ftr.y, ftr.z, - bbr.x, bbr.y, bbr.z, - btr.x, btr.y, btr.z, - - //back - fbr.x, bbr.y, bbr.z, - bbl.x, bbl.y, bbl.z, - btr.x, btr.y, btr.z, - btr.x, btr.y, btr.z, - bbl.x, bbl.y, bbl.z, - btl.x, btl.y, btl.z, - - //left - bbl.x, bbl.y, bbl.z, - fbl.x, fbl.y, fbl.z, - btl.x, btl.y, btl.z, - btl.x, btl.y, btl.z, - fbl.x, fbl.y, fbl.z, - ftl.x, ftl.y, ftl.z, - - //top - ftl.x, ftl.y, ftl.z, - ftr.x, ftr.y, ftr.z, - btl.x, btl.y, btl.z, - btl.x, btl.y, btl.z, - ftr.x, ftr.y, ftr.z, - btr.x, btr.y, btr.z, - - //bottom - bbl.x, bbl.y, bbl.z, - bbr.x, bbr.y, bbr.z, - fbl.x, fbl.y, fbl.z, - fbl.x, fbl.y, fbl.z, - bbr.x, bbr.y, bbr.z, - fbr.x, fbr.y, fbr.z, - ]); - - var uvs = new Float32Array([ - //front - 0, 0, - 1, 0, - 0, 1, - 0, 1, - 1, 0, - 1, 1, - - //right - 0, 0, - 1, 0, - 0, 1, - 0, 1, - 1, 0, - 1, 1, - - //back - 0, 0, - 1, 0, - 0, 1, - 0, 1, - 1, 0, - 1, 1, - - //left - 0, 0, - 1, 0, - 0, 1, - 0, 1, - 1, 0, - 1, 1, - - //top - 0, 0, - 1, 0, - 0, 1, - 0, 1, - 1, 0, - 1, 1, - - //bottom - 0, 0, - 1, 0, - 0, 1, - 0, 1, - 1, 0, - 1, 1 - ]); - - var normals = new Float32Array(positions.length); - var i, count; - var ni; - - for (i = 0, count = positions.length / 3; i < count; i++) { - ni = i * 3; - - normals[ni] = parseInt(i / 6, 10) === 1 ? 1 : - parseInt(i / 6, 10) === 3 ? -1 : 0; - - normals[ni+1] = parseInt(i / 6, 10) === 4 ? 1 : - parseInt(i / 6, 10) === 5 ? -1 : 0; - - normals[ni+2] = parseInt(i / 6, 10) === 0 ? 1 : - parseInt(i / 6, 10) === 2 ? -1 : 0; - - } - - return { - positions: positions, - normals: normals, - uvs: uvs - }; - - }, - - createSphere: function createSphere(options) { - options = options || {}; - - var long_bands = options.long_bands || 32; - var lat_bands = options.lat_bands || 32; - var radius = options.radius || 1; - var lat_step = Math.PI / lat_bands; - var long_step = 2 * Math.PI / long_bands; - var num_positions = long_bands * lat_bands * 4; - var num_indices = long_bands * lat_bands * 6; - var lat_angle, long_angle; - var positions = new Float32Array(num_positions * 3); - var normals = new Float32Array(num_positions * 3); - var uvs = new Float32Array(num_positions * 2); - var indices = new Uint16Array(num_indices); - var x1, x2, x3, x4, - y1, y2, - z1, z2, z3, z4, - u1, u2, - v1, v2; - var i, j; - var k = 0, l = 0; - var vi, ti; - - for (i = 0; i < lat_bands; i++) { - lat_angle = i * lat_step; - y1 = Math.cos(lat_angle); - y2 = Math.cos(lat_angle + lat_step); - for (j = 0; j < long_bands; j++) { - long_angle = j * long_step; - x1 = Math.sin(lat_angle) * Math.cos(long_angle); - x2 = Math.sin(lat_angle) * Math.cos(long_angle + long_step); - x3 = Math.sin(lat_angle + lat_step) * Math.cos(long_angle); - x4 = Math.sin(lat_angle + lat_step) * Math.cos(long_angle + long_step); - z1 = Math.sin(lat_angle) * Math.sin(long_angle); - z2 = Math.sin(lat_angle) * Math.sin(long_angle + long_step); - z3 = Math.sin(lat_angle + lat_step) * Math.sin(long_angle); - z4 = Math.sin(lat_angle + lat_step) * Math.sin(long_angle + long_step); - u1 = 1 - j / long_bands; - u2 = 1 - (j + 1) / long_bands; - v1 = 1 - i / lat_bands; - v2 = 1 - (i + 1) / lat_bands; - vi = k * 3; - ti = k * 2; - - positions[vi] = x1 * radius; - positions[vi+1] = y1 * radius; - positions[vi+2] = z1 * radius; //v0 - - positions[vi+3] = x2 * radius; - positions[vi+4] = y1 * radius; - positions[vi+5] = z2 * radius; //v1 - - positions[vi+6] = x3 * radius; - positions[vi+7] = y2 * radius; - positions[vi+8] = z3 * radius; // v2 - - - positions[vi+9] = x4 * radius; - positions[vi+10] = y2 * radius; - positions[vi+11] = z4 * radius; // v3 - - normals[vi] = x1; - normals[vi+1] = y1; - normals[vi+2] = z1; - - normals[vi+3] = x2; - normals[vi+4] = y1; - normals[vi+5] = z2; - - normals[vi+6] = x3; - normals[vi+7] = y2; - normals[vi+8] = z3; - - normals[vi+9] = x4; - normals[vi+10] = y2; - normals[vi+11] = z4; - - uvs[ti] = u1; - uvs[ti+1] = v1; - - uvs[ti+2] = u2; - uvs[ti+3] = v1; - - uvs[ti+4] = u1; - uvs[ti+5] = v2; - - uvs[ti+6] = u2; - uvs[ti+7] = v2; - - indices[l ] = k; - indices[l + 1] = k + 1; - indices[l + 2] = k + 2; - indices[l + 3] = k + 2; - indices[l + 4] = k + 1; - indices[l + 5] = k + 3; - - k += 4; - l += 6; - } - } - - return { - positions: positions, - normals: normals, - uvs: uvs, - indices: indices - }; - }, - - computeBoundingBox: function (position, options) { - options = options || {}; - var geo = options.geo || false; - - var res = { - min: vec3.create(), - max: vec3.create() - }; - vec3.set(res.min, Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY); - vec3.set(res.max, Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY); - for ( var i = 0, len = position.length; i < len; i+=3 ) { - res.min[0] = Math.min(position[i], res.min[0]); - res.max[0] = Math.max(position[i], res.max[0]); - res.min[1] = Math.min(position[i], res.min[1]); - res.max[1] = Math.max(position[i], res.max[1]); - res.min[2] = Math.min(position[i], res.min[2]); - res.max[2] = Math.max(position[i], res.max[2]); - } - - if (geo) { - var size = vec3.create(); - vec3.subtract(size, res.max, res.min); - res.geo = utils.createBox({ - position: res.min, - width: size[0], - height: size[1], - depth: size[2] - }); - } - - return res; - } - } - -})(); \ No newline at end of file