From a4b38a6d617c2d49766ec9669cf41edc4f64c2df Mon Sep 17 00:00:00 2001 From: Ben <36240171+benkyd@users.noreply.github.com> Date: Fri, 25 Feb 2022 16:19:45 +0000 Subject: [PATCH] webgl Former-commit-id: 3a198e8d90c58ef393dea3fee0c5bfffe42eda1c --- README.md | Bin 6576 -> 6572 bytes client/public/gl-matrix.js | 6609 +++++++++++++++++++++++++++ client/public/index.html | 67 + client/public/index.js | 125 + client/public/res/khronos_webgl.png | Bin 0 -> 31640 bytes client/public/res/lego_stud.mtl | 12 + client/public/res/lego_stud.obj | 1828 ++++++++ client/public/utils.js | 374 ++ docs/API.md | 14 + src/index.js | 4 +- 10 files changed, 9031 insertions(+), 2 deletions(-) create mode 100644 client/public/gl-matrix.js create mode 100644 client/public/index.js create mode 100644 client/public/res/khronos_webgl.png create mode 100644 client/public/res/lego_stud.mtl create mode 100644 client/public/res/lego_stud.obj create mode 100644 client/public/utils.js diff --git a/README.md b/README.md index e7b83c40fc8da79c93f9dcf8c1c7de7a1aaa6eeb..bdf59bd3751bae16d9f07c0e740e581c5c1f9c22 100644 GIT binary patch delta 12 TcmdmByvBILKk>~>66+WNB`5_1 delta 12 UcmZ2uyuo + * [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 12be089..94c2f16 100644 --- a/client/public/index.html +++ b/client/public/index.html @@ -9,6 +9,11 @@ + + + + + @@ -27,5 +32,67 @@ + + + + diff --git a/client/public/index.js b/client/public/index.js new file mode 100644 index 0000000..1db8424 --- /dev/null +++ b/client/public/index.js @@ -0,0 +1,125 @@ +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/res/khronos_webgl.png b/client/public/res/khronos_webgl.png new file mode 100644 index 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