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/* 0 */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
function adopt(value) { return value instanceof P ? value : new P(function (resolve) { resolve(value); }); }
return new (P || (P = Promise))(function (resolve, reject) {
function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
function step(result) { result.done ? resolve(result.value) : adopt(result.value).then(fulfilled, rejected); }
step((generator = generator.apply(thisArg, _arguments || [])).next());
});
};
var __generator = (this && this.__generator) || function (thisArg, body) {
var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
function verb(n) { return function (v) { return step([n, v]); }; }
function step(op) {
if (f) throw new TypeError("Generator is already executing.");
while (_) try {
if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
if (y = 0, t) op = [op[0] & 2, t.value];
switch (op[0]) {
case 0: case 1: t = op; break;
case 4: _.label++; return { value: op[1], done: false };
case 5: _.label++; y = op[1]; op = [0]; continue;
case 7: op = _.ops.pop(); _.trys.pop(); continue;
default:
if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
if (t[2]) _.ops.pop();
_.trys.pop(); continue;
}
op = body.call(thisArg, _);
} catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
}
};
Object.defineProperty(exports, "__esModule", { value: true });
var gl_matrix_1 = __webpack_require__(3);
var array_1 = __webpack_require__(1);
var random_1 = __webpack_require__(2);
gl_matrix_1.glMatrix.setMatrixArrayType(Array);
array_1.applyArrayPlugins();
var main = function () { return __awaiter(void 0, void 0, void 0, function () {
return __generator(this, function (_a) {
try {
random_1.Random.seed = 42;
//await new Game().start();
}
catch (e) {
console.error(e);
alert(e);
}
return [2 /*return*/];
});
}); };
main();
/***/ }),
/* 1 */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.applyArrayPlugins = void 0;
exports.applyArrayPlugins = function () {
Object.defineProperty(Array.prototype, 'x', {
get: function () {
return this[0];
},
set: function (value) {
this[0] = value;
},
});
Object.defineProperty(Array.prototype, 'y', {
get: function () {
return this[1];
},
set: function (value) {
this[1] = value;
},
});
Object.defineProperty(Float32Array.prototype, 'x', {
get: function () {
return this[0];
},
set: function (value) {
this[0] = value;
},
});
Object.defineProperty(Float32Array.prototype, 'y', {
get: function () {
return this[1];
},
set: function (value) {
this[1] = value;
},
});
};
/***/ }),
/* 2 */
/***/ (function(module, exports, __webpack_require__) {
"use strict";
// src
// https://stackoverflow.com/questions/521295/seeding-the-random-number-generator-in-javascript
// Mulberry32
Object.defineProperty(exports, "__esModule", { value: true });
exports.Random = void 0;
var Random = /** @class */ (function () {
function Random() {
}
Object.defineProperty(Random, "seed", {
set: function (value) {
Random._seed = value;
},
enumerable: false,
configurable: true
});
Random.getRandom = function () {
var t = (Random._seed += 0x6d2b79f5);
t = Math.imul(t ^ (t >>> 15), t | 1);
t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
};
Random._seed = Math.random();
return Random;
}());
exports.Random = Random;
/***/ }),
/* 3 */
/***/ (function(module, __webpack_exports__, __webpack_require__) {
"use strict";
// ESM COMPAT FLAG
__webpack_require__.r(__webpack_exports__);
// EXPORTS
__webpack_require__.d(__webpack_exports__, "glMatrix", function() { return /* reexport */ common_namespaceObject; });
__webpack_require__.d(__webpack_exports__, "mat2", function() { return /* reexport */ mat2_namespaceObject; });
__webpack_require__.d(__webpack_exports__, "mat2d", function() { return /* reexport */ mat2d_namespaceObject; });
__webpack_require__.d(__webpack_exports__, "mat3", function() { return /* reexport */ mat3_namespaceObject; });
__webpack_require__.d(__webpack_exports__, "mat4", function() { return /* reexport */ mat4_namespaceObject; });
__webpack_require__.d(__webpack_exports__, "quat", function() { return /* reexport */ quat_namespaceObject; });
__webpack_require__.d(__webpack_exports__, "quat2", function() { return /* reexport */ quat2_namespaceObject; });
__webpack_require__.d(__webpack_exports__, "vec2", function() { return /* reexport */ vec2_namespaceObject; });
__webpack_require__.d(__webpack_exports__, "vec3", function() { return /* reexport */ vec3_namespaceObject; });
__webpack_require__.d(__webpack_exports__, "vec4", function() { return /* reexport */ vec4_namespaceObject; });
// NAMESPACE OBJECT: ./node_modules/gl-matrix/esm/common.js
var common_namespaceObject = {};
__webpack_require__.r(common_namespaceObject);
__webpack_require__.d(common_namespaceObject, "EPSILON", function() { return EPSILON; });
__webpack_require__.d(common_namespaceObject, "ARRAY_TYPE", function() { return ARRAY_TYPE; });
__webpack_require__.d(common_namespaceObject, "RANDOM", function() { return RANDOM; });
__webpack_require__.d(common_namespaceObject, "setMatrixArrayType", function() { return setMatrixArrayType; });
__webpack_require__.d(common_namespaceObject, "toRadian", function() { return toRadian; });
__webpack_require__.d(common_namespaceObject, "equals", function() { return equals; });
// NAMESPACE OBJECT: ./node_modules/gl-matrix/esm/mat2.js
var mat2_namespaceObject = {};
__webpack_require__.r(mat2_namespaceObject);
__webpack_require__.d(mat2_namespaceObject, "create", function() { return create; });
__webpack_require__.d(mat2_namespaceObject, "clone", function() { return clone; });
__webpack_require__.d(mat2_namespaceObject, "copy", function() { return copy; });
__webpack_require__.d(mat2_namespaceObject, "identity", function() { return identity; });
__webpack_require__.d(mat2_namespaceObject, "fromValues", function() { return fromValues; });
__webpack_require__.d(mat2_namespaceObject, "set", function() { return set; });
__webpack_require__.d(mat2_namespaceObject, "transpose", function() { return transpose; });
__webpack_require__.d(mat2_namespaceObject, "invert", function() { return invert; });
__webpack_require__.d(mat2_namespaceObject, "adjoint", function() { return adjoint; });
__webpack_require__.d(mat2_namespaceObject, "determinant", function() { return determinant; });
__webpack_require__.d(mat2_namespaceObject, "multiply", function() { return multiply; });
__webpack_require__.d(mat2_namespaceObject, "rotate", function() { return rotate; });
__webpack_require__.d(mat2_namespaceObject, "scale", function() { return mat2_scale; });
__webpack_require__.d(mat2_namespaceObject, "fromRotation", function() { return fromRotation; });
__webpack_require__.d(mat2_namespaceObject, "fromScaling", function() { return fromScaling; });
__webpack_require__.d(mat2_namespaceObject, "str", function() { return str; });
__webpack_require__.d(mat2_namespaceObject, "frob", function() { return frob; });
__webpack_require__.d(mat2_namespaceObject, "LDU", function() { return LDU; });
__webpack_require__.d(mat2_namespaceObject, "add", function() { return add; });
__webpack_require__.d(mat2_namespaceObject, "subtract", function() { return subtract; });
__webpack_require__.d(mat2_namespaceObject, "exactEquals", function() { return exactEquals; });
__webpack_require__.d(mat2_namespaceObject, "equals", function() { return mat2_equals; });
__webpack_require__.d(mat2_namespaceObject, "multiplyScalar", function() { return multiplyScalar; });
__webpack_require__.d(mat2_namespaceObject, "multiplyScalarAndAdd", function() { return multiplyScalarAndAdd; });
__webpack_require__.d(mat2_namespaceObject, "mul", function() { return mul; });
__webpack_require__.d(mat2_namespaceObject, "sub", function() { return sub; });
// NAMESPACE OBJECT: ./node_modules/gl-matrix/esm/mat2d.js
var mat2d_namespaceObject = {};
__webpack_require__.r(mat2d_namespaceObject);
__webpack_require__.d(mat2d_namespaceObject, "create", function() { return mat2d_create; });
__webpack_require__.d(mat2d_namespaceObject, "clone", function() { return mat2d_clone; });
__webpack_require__.d(mat2d_namespaceObject, "copy", function() { return mat2d_copy; });
__webpack_require__.d(mat2d_namespaceObject, "identity", function() { return mat2d_identity; });
__webpack_require__.d(mat2d_namespaceObject, "fromValues", function() { return mat2d_fromValues; });
__webpack_require__.d(mat2d_namespaceObject, "set", function() { return mat2d_set; });
__webpack_require__.d(mat2d_namespaceObject, "invert", function() { return mat2d_invert; });
__webpack_require__.d(mat2d_namespaceObject, "determinant", function() { return mat2d_determinant; });
__webpack_require__.d(mat2d_namespaceObject, "multiply", function() { return mat2d_multiply; });
__webpack_require__.d(mat2d_namespaceObject, "rotate", function() { return mat2d_rotate; });
__webpack_require__.d(mat2d_namespaceObject, "scale", function() { return mat2d_scale; });
__webpack_require__.d(mat2d_namespaceObject, "translate", function() { return translate; });
__webpack_require__.d(mat2d_namespaceObject, "fromRotation", function() { return mat2d_fromRotation; });
__webpack_require__.d(mat2d_namespaceObject, "fromScaling", function() { return mat2d_fromScaling; });
__webpack_require__.d(mat2d_namespaceObject, "fromTranslation", function() { return fromTranslation; });
__webpack_require__.d(mat2d_namespaceObject, "str", function() { return mat2d_str; });
__webpack_require__.d(mat2d_namespaceObject, "frob", function() { return mat2d_frob; });
__webpack_require__.d(mat2d_namespaceObject, "add", function() { return mat2d_add; });
__webpack_require__.d(mat2d_namespaceObject, "subtract", function() { return mat2d_subtract; });
__webpack_require__.d(mat2d_namespaceObject, "multiplyScalar", function() { return mat2d_multiplyScalar; });
__webpack_require__.d(mat2d_namespaceObject, "multiplyScalarAndAdd", function() { return mat2d_multiplyScalarAndAdd; });
__webpack_require__.d(mat2d_namespaceObject, "exactEquals", function() { return mat2d_exactEquals; });
__webpack_require__.d(mat2d_namespaceObject, "equals", function() { return mat2d_equals; });
__webpack_require__.d(mat2d_namespaceObject, "mul", function() { return mat2d_mul; });
__webpack_require__.d(mat2d_namespaceObject, "sub", function() { return mat2d_sub; });
// NAMESPACE OBJECT: ./node_modules/gl-matrix/esm/mat3.js
var mat3_namespaceObject = {};
__webpack_require__.r(mat3_namespaceObject);
__webpack_require__.d(mat3_namespaceObject, "create", function() { return mat3_create; });
__webpack_require__.d(mat3_namespaceObject, "fromMat4", function() { return fromMat4; });
__webpack_require__.d(mat3_namespaceObject, "clone", function() { return mat3_clone; });
__webpack_require__.d(mat3_namespaceObject, "copy", function() { return mat3_copy; });
__webpack_require__.d(mat3_namespaceObject, "fromValues", function() { return mat3_fromValues; });
__webpack_require__.d(mat3_namespaceObject, "set", function() { return mat3_set; });
__webpack_require__.d(mat3_namespaceObject, "identity", function() { return mat3_identity; });
__webpack_require__.d(mat3_namespaceObject, "transpose", function() { return mat3_transpose; });
__webpack_require__.d(mat3_namespaceObject, "invert", function() { return mat3_invert; });
__webpack_require__.d(mat3_namespaceObject, "adjoint", function() { return mat3_adjoint; });
__webpack_require__.d(mat3_namespaceObject, "determinant", function() { return mat3_determinant; });
__webpack_require__.d(mat3_namespaceObject, "multiply", function() { return mat3_multiply; });
__webpack_require__.d(mat3_namespaceObject, "translate", function() { return mat3_translate; });
__webpack_require__.d(mat3_namespaceObject, "rotate", function() { return mat3_rotate; });
__webpack_require__.d(mat3_namespaceObject, "scale", function() { return mat3_scale; });
__webpack_require__.d(mat3_namespaceObject, "fromTranslation", function() { return mat3_fromTranslation; });
__webpack_require__.d(mat3_namespaceObject, "fromRotation", function() { return mat3_fromRotation; });
__webpack_require__.d(mat3_namespaceObject, "fromScaling", function() { return mat3_fromScaling; });
__webpack_require__.d(mat3_namespaceObject, "fromMat2d", function() { return fromMat2d; });
__webpack_require__.d(mat3_namespaceObject, "fromQuat", function() { return fromQuat; });
__webpack_require__.d(mat3_namespaceObject, "normalFromMat4", function() { return normalFromMat4; });
__webpack_require__.d(mat3_namespaceObject, "projection", function() { return projection; });
__webpack_require__.d(mat3_namespaceObject, "str", function() { return mat3_str; });
__webpack_require__.d(mat3_namespaceObject, "frob", function() { return mat3_frob; });
__webpack_require__.d(mat3_namespaceObject, "add", function() { return mat3_add; });
__webpack_require__.d(mat3_namespaceObject, "subtract", function() { return mat3_subtract; });
__webpack_require__.d(mat3_namespaceObject, "multiplyScalar", function() { return mat3_multiplyScalar; });
__webpack_require__.d(mat3_namespaceObject, "multiplyScalarAndAdd", function() { return mat3_multiplyScalarAndAdd; });
__webpack_require__.d(mat3_namespaceObject, "exactEquals", function() { return mat3_exactEquals; });
__webpack_require__.d(mat3_namespaceObject, "equals", function() { return mat3_equals; });
__webpack_require__.d(mat3_namespaceObject, "mul", function() { return mat3_mul; });
__webpack_require__.d(mat3_namespaceObject, "sub", function() { return mat3_sub; });
// NAMESPACE OBJECT: ./node_modules/gl-matrix/esm/mat4.js
var mat4_namespaceObject = {};
__webpack_require__.r(mat4_namespaceObject);
__webpack_require__.d(mat4_namespaceObject, "create", function() { return mat4_create; });
__webpack_require__.d(mat4_namespaceObject, "clone", function() { return mat4_clone; });
__webpack_require__.d(mat4_namespaceObject, "copy", function() { return mat4_copy; });
__webpack_require__.d(mat4_namespaceObject, "fromValues", function() { return mat4_fromValues; });
__webpack_require__.d(mat4_namespaceObject, "set", function() { return mat4_set; });
__webpack_require__.d(mat4_namespaceObject, "identity", function() { return mat4_identity; });
__webpack_require__.d(mat4_namespaceObject, "transpose", function() { return mat4_transpose; });
__webpack_require__.d(mat4_namespaceObject, "invert", function() { return mat4_invert; });
__webpack_require__.d(mat4_namespaceObject, "adjoint", function() { return mat4_adjoint; });
__webpack_require__.d(mat4_namespaceObject, "determinant", function() { return mat4_determinant; });
__webpack_require__.d(mat4_namespaceObject, "multiply", function() { return mat4_multiply; });
__webpack_require__.d(mat4_namespaceObject, "translate", function() { return mat4_translate; });
__webpack_require__.d(mat4_namespaceObject, "scale", function() { return mat4_scale; });
__webpack_require__.d(mat4_namespaceObject, "rotate", function() { return mat4_rotate; });
__webpack_require__.d(mat4_namespaceObject, "rotateX", function() { return rotateX; });
__webpack_require__.d(mat4_namespaceObject, "rotateY", function() { return rotateY; });
__webpack_require__.d(mat4_namespaceObject, "rotateZ", function() { return rotateZ; });
__webpack_require__.d(mat4_namespaceObject, "fromTranslation", function() { return mat4_fromTranslation; });
__webpack_require__.d(mat4_namespaceObject, "fromScaling", function() { return mat4_fromScaling; });
__webpack_require__.d(mat4_namespaceObject, "fromRotation", function() { return mat4_fromRotation; });
__webpack_require__.d(mat4_namespaceObject, "fromXRotation", function() { return fromXRotation; });
__webpack_require__.d(mat4_namespaceObject, "fromYRotation", function() { return fromYRotation; });
__webpack_require__.d(mat4_namespaceObject, "fromZRotation", function() { return fromZRotation; });
__webpack_require__.d(mat4_namespaceObject, "fromRotationTranslation", function() { return fromRotationTranslation; });
__webpack_require__.d(mat4_namespaceObject, "fromQuat2", function() { return fromQuat2; });
__webpack_require__.d(mat4_namespaceObject, "getTranslation", function() { return getTranslation; });
__webpack_require__.d(mat4_namespaceObject, "getScaling", function() { return getScaling; });
__webpack_require__.d(mat4_namespaceObject, "getRotation", function() { return getRotation; });
__webpack_require__.d(mat4_namespaceObject, "fromRotationTranslationScale", function() { return fromRotationTranslationScale; });
__webpack_require__.d(mat4_namespaceObject, "fromRotationTranslationScaleOrigin", function() { return fromRotationTranslationScaleOrigin; });
__webpack_require__.d(mat4_namespaceObject, "fromQuat", function() { return mat4_fromQuat; });
__webpack_require__.d(mat4_namespaceObject, "frustum", function() { return frustum; });
__webpack_require__.d(mat4_namespaceObject, "perspective", function() { return perspective; });
__webpack_require__.d(mat4_namespaceObject, "perspectiveFromFieldOfView", function() { return perspectiveFromFieldOfView; });
__webpack_require__.d(mat4_namespaceObject, "ortho", function() { return ortho; });
__webpack_require__.d(mat4_namespaceObject, "lookAt", function() { return lookAt; });
__webpack_require__.d(mat4_namespaceObject, "targetTo", function() { return targetTo; });
__webpack_require__.d(mat4_namespaceObject, "str", function() { return mat4_str; });
__webpack_require__.d(mat4_namespaceObject, "frob", function() { return mat4_frob; });
__webpack_require__.d(mat4_namespaceObject, "add", function() { return mat4_add; });
__webpack_require__.d(mat4_namespaceObject, "subtract", function() { return mat4_subtract; });
__webpack_require__.d(mat4_namespaceObject, "multiplyScalar", function() { return mat4_multiplyScalar; });
__webpack_require__.d(mat4_namespaceObject, "multiplyScalarAndAdd", function() { return mat4_multiplyScalarAndAdd; });
__webpack_require__.d(mat4_namespaceObject, "exactEquals", function() { return mat4_exactEquals; });
__webpack_require__.d(mat4_namespaceObject, "equals", function() { return mat4_equals; });
__webpack_require__.d(mat4_namespaceObject, "mul", function() { return mat4_mul; });
__webpack_require__.d(mat4_namespaceObject, "sub", function() { return mat4_sub; });
// NAMESPACE OBJECT: ./node_modules/gl-matrix/esm/vec3.js
var vec3_namespaceObject = {};
__webpack_require__.r(vec3_namespaceObject);
__webpack_require__.d(vec3_namespaceObject, "create", function() { return vec3_create; });
__webpack_require__.d(vec3_namespaceObject, "clone", function() { return vec3_clone; });
__webpack_require__.d(vec3_namespaceObject, "length", function() { return vec3_length; });
__webpack_require__.d(vec3_namespaceObject, "fromValues", function() { return vec3_fromValues; });
__webpack_require__.d(vec3_namespaceObject, "copy", function() { return vec3_copy; });
__webpack_require__.d(vec3_namespaceObject, "set", function() { return vec3_set; });
__webpack_require__.d(vec3_namespaceObject, "add", function() { return vec3_add; });
__webpack_require__.d(vec3_namespaceObject, "subtract", function() { return vec3_subtract; });
__webpack_require__.d(vec3_namespaceObject, "multiply", function() { return vec3_multiply; });
__webpack_require__.d(vec3_namespaceObject, "divide", function() { return divide; });
__webpack_require__.d(vec3_namespaceObject, "ceil", function() { return ceil; });
__webpack_require__.d(vec3_namespaceObject, "floor", function() { return floor; });
__webpack_require__.d(vec3_namespaceObject, "min", function() { return min; });
__webpack_require__.d(vec3_namespaceObject, "max", function() { return max; });
__webpack_require__.d(vec3_namespaceObject, "round", function() { return round; });
__webpack_require__.d(vec3_namespaceObject, "scale", function() { return vec3_scale; });
__webpack_require__.d(vec3_namespaceObject, "scaleAndAdd", function() { return scaleAndAdd; });
__webpack_require__.d(vec3_namespaceObject, "distance", function() { return distance; });
__webpack_require__.d(vec3_namespaceObject, "squaredDistance", function() { return squaredDistance; });
__webpack_require__.d(vec3_namespaceObject, "squaredLength", function() { return squaredLength; });
__webpack_require__.d(vec3_namespaceObject, "negate", function() { return negate; });
__webpack_require__.d(vec3_namespaceObject, "inverse", function() { return inverse; });
__webpack_require__.d(vec3_namespaceObject, "normalize", function() { return normalize; });
__webpack_require__.d(vec3_namespaceObject, "dot", function() { return vec3_dot; });
__webpack_require__.d(vec3_namespaceObject, "cross", function() { return cross; });
__webpack_require__.d(vec3_namespaceObject, "lerp", function() { return lerp; });
__webpack_require__.d(vec3_namespaceObject, "hermite", function() { return hermite; });
__webpack_require__.d(vec3_namespaceObject, "bezier", function() { return bezier; });
__webpack_require__.d(vec3_namespaceObject, "random", function() { return random; });
__webpack_require__.d(vec3_namespaceObject, "transformMat4", function() { return transformMat4; });
__webpack_require__.d(vec3_namespaceObject, "transformMat3", function() { return transformMat3; });
__webpack_require__.d(vec3_namespaceObject, "transformQuat", function() { return transformQuat; });
__webpack_require__.d(vec3_namespaceObject, "rotateX", function() { return vec3_rotateX; });
__webpack_require__.d(vec3_namespaceObject, "rotateY", function() { return vec3_rotateY; });
__webpack_require__.d(vec3_namespaceObject, "rotateZ", function() { return vec3_rotateZ; });
__webpack_require__.d(vec3_namespaceObject, "angle", function() { return angle; });
__webpack_require__.d(vec3_namespaceObject, "zero", function() { return zero; });
__webpack_require__.d(vec3_namespaceObject, "str", function() { return vec3_str; });
__webpack_require__.d(vec3_namespaceObject, "exactEquals", function() { return vec3_exactEquals; });
__webpack_require__.d(vec3_namespaceObject, "equals", function() { return vec3_equals; });
__webpack_require__.d(vec3_namespaceObject, "sub", function() { return vec3_sub; });
__webpack_require__.d(vec3_namespaceObject, "mul", function() { return vec3_mul; });
__webpack_require__.d(vec3_namespaceObject, "div", function() { return div; });
__webpack_require__.d(vec3_namespaceObject, "dist", function() { return dist; });
__webpack_require__.d(vec3_namespaceObject, "sqrDist", function() { return sqrDist; });
__webpack_require__.d(vec3_namespaceObject, "len", function() { return vec3_len; });
__webpack_require__.d(vec3_namespaceObject, "sqrLen", function() { return sqrLen; });
__webpack_require__.d(vec3_namespaceObject, "forEach", function() { return forEach; });
// NAMESPACE OBJECT: ./node_modules/gl-matrix/esm/vec4.js
var vec4_namespaceObject = {};
__webpack_require__.r(vec4_namespaceObject);
__webpack_require__.d(vec4_namespaceObject, "create", function() { return vec4_create; });
__webpack_require__.d(vec4_namespaceObject, "clone", function() { return vec4_clone; });
__webpack_require__.d(vec4_namespaceObject, "fromValues", function() { return vec4_fromValues; });
__webpack_require__.d(vec4_namespaceObject, "copy", function() { return vec4_copy; });
__webpack_require__.d(vec4_namespaceObject, "set", function() { return vec4_set; });
__webpack_require__.d(vec4_namespaceObject, "add", function() { return vec4_add; });
__webpack_require__.d(vec4_namespaceObject, "subtract", function() { return vec4_subtract; });
__webpack_require__.d(vec4_namespaceObject, "multiply", function() { return vec4_multiply; });
__webpack_require__.d(vec4_namespaceObject, "divide", function() { return vec4_divide; });
__webpack_require__.d(vec4_namespaceObject, "ceil", function() { return vec4_ceil; });
__webpack_require__.d(vec4_namespaceObject, "floor", function() { return vec4_floor; });
__webpack_require__.d(vec4_namespaceObject, "min", function() { return vec4_min; });
__webpack_require__.d(vec4_namespaceObject, "max", function() { return vec4_max; });
__webpack_require__.d(vec4_namespaceObject, "round", function() { return vec4_round; });
__webpack_require__.d(vec4_namespaceObject, "scale", function() { return vec4_scale; });
__webpack_require__.d(vec4_namespaceObject, "scaleAndAdd", function() { return vec4_scaleAndAdd; });
__webpack_require__.d(vec4_namespaceObject, "distance", function() { return vec4_distance; });
__webpack_require__.d(vec4_namespaceObject, "squaredDistance", function() { return vec4_squaredDistance; });
__webpack_require__.d(vec4_namespaceObject, "length", function() { return vec4_length; });
__webpack_require__.d(vec4_namespaceObject, "squaredLength", function() { return vec4_squaredLength; });
__webpack_require__.d(vec4_namespaceObject, "negate", function() { return vec4_negate; });
__webpack_require__.d(vec4_namespaceObject, "inverse", function() { return vec4_inverse; });
__webpack_require__.d(vec4_namespaceObject, "normalize", function() { return vec4_normalize; });
__webpack_require__.d(vec4_namespaceObject, "dot", function() { return vec4_dot; });
__webpack_require__.d(vec4_namespaceObject, "cross", function() { return vec4_cross; });
__webpack_require__.d(vec4_namespaceObject, "lerp", function() { return vec4_lerp; });
__webpack_require__.d(vec4_namespaceObject, "random", function() { return vec4_random; });
__webpack_require__.d(vec4_namespaceObject, "transformMat4", function() { return vec4_transformMat4; });
__webpack_require__.d(vec4_namespaceObject, "transformQuat", function() { return vec4_transformQuat; });
__webpack_require__.d(vec4_namespaceObject, "zero", function() { return vec4_zero; });
__webpack_require__.d(vec4_namespaceObject, "str", function() { return vec4_str; });
__webpack_require__.d(vec4_namespaceObject, "exactEquals", function() { return vec4_exactEquals; });
__webpack_require__.d(vec4_namespaceObject, "equals", function() { return vec4_equals; });
__webpack_require__.d(vec4_namespaceObject, "sub", function() { return vec4_sub; });
__webpack_require__.d(vec4_namespaceObject, "mul", function() { return vec4_mul; });
__webpack_require__.d(vec4_namespaceObject, "div", function() { return vec4_div; });
__webpack_require__.d(vec4_namespaceObject, "dist", function() { return vec4_dist; });
__webpack_require__.d(vec4_namespaceObject, "sqrDist", function() { return vec4_sqrDist; });
__webpack_require__.d(vec4_namespaceObject, "len", function() { return vec4_len; });
__webpack_require__.d(vec4_namespaceObject, "sqrLen", function() { return vec4_sqrLen; });
__webpack_require__.d(vec4_namespaceObject, "forEach", function() { return vec4_forEach; });
// NAMESPACE OBJECT: ./node_modules/gl-matrix/esm/quat.js
var quat_namespaceObject = {};
__webpack_require__.r(quat_namespaceObject);
__webpack_require__.d(quat_namespaceObject, "create", function() { return quat_create; });
__webpack_require__.d(quat_namespaceObject, "identity", function() { return quat_identity; });
__webpack_require__.d(quat_namespaceObject, "setAxisAngle", function() { return setAxisAngle; });
__webpack_require__.d(quat_namespaceObject, "getAxisAngle", function() { return getAxisAngle; });
__webpack_require__.d(quat_namespaceObject, "getAngle", function() { return getAngle; });
__webpack_require__.d(quat_namespaceObject, "multiply", function() { return quat_multiply; });
__webpack_require__.d(quat_namespaceObject, "rotateX", function() { return quat_rotateX; });
__webpack_require__.d(quat_namespaceObject, "rotateY", function() { return quat_rotateY; });
__webpack_require__.d(quat_namespaceObject, "rotateZ", function() { return quat_rotateZ; });
__webpack_require__.d(quat_namespaceObject, "calculateW", function() { return calculateW; });
__webpack_require__.d(quat_namespaceObject, "exp", function() { return exp; });
__webpack_require__.d(quat_namespaceObject, "ln", function() { return ln; });
__webpack_require__.d(quat_namespaceObject, "pow", function() { return pow; });
__webpack_require__.d(quat_namespaceObject, "slerp", function() { return slerp; });
__webpack_require__.d(quat_namespaceObject, "random", function() { return quat_random; });
__webpack_require__.d(quat_namespaceObject, "invert", function() { return quat_invert; });
__webpack_require__.d(quat_namespaceObject, "conjugate", function() { return conjugate; });
__webpack_require__.d(quat_namespaceObject, "fromMat3", function() { return fromMat3; });
__webpack_require__.d(quat_namespaceObject, "fromEuler", function() { return fromEuler; });
__webpack_require__.d(quat_namespaceObject, "str", function() { return quat_str; });
__webpack_require__.d(quat_namespaceObject, "clone", function() { return quat_clone; });
__webpack_require__.d(quat_namespaceObject, "fromValues", function() { return quat_fromValues; });
__webpack_require__.d(quat_namespaceObject, "copy", function() { return quat_copy; });
__webpack_require__.d(quat_namespaceObject, "set", function() { return quat_set; });
__webpack_require__.d(quat_namespaceObject, "add", function() { return quat_add; });
__webpack_require__.d(quat_namespaceObject, "mul", function() { return quat_mul; });
__webpack_require__.d(quat_namespaceObject, "scale", function() { return quat_scale; });
__webpack_require__.d(quat_namespaceObject, "dot", function() { return quat_dot; });
__webpack_require__.d(quat_namespaceObject, "lerp", function() { return quat_lerp; });
__webpack_require__.d(quat_namespaceObject, "length", function() { return quat_length; });
__webpack_require__.d(quat_namespaceObject, "len", function() { return quat_len; });
__webpack_require__.d(quat_namespaceObject, "squaredLength", function() { return quat_squaredLength; });
__webpack_require__.d(quat_namespaceObject, "sqrLen", function() { return quat_sqrLen; });
__webpack_require__.d(quat_namespaceObject, "normalize", function() { return quat_normalize; });
__webpack_require__.d(quat_namespaceObject, "exactEquals", function() { return quat_exactEquals; });
__webpack_require__.d(quat_namespaceObject, "equals", function() { return quat_equals; });
__webpack_require__.d(quat_namespaceObject, "rotationTo", function() { return rotationTo; });
__webpack_require__.d(quat_namespaceObject, "sqlerp", function() { return sqlerp; });
__webpack_require__.d(quat_namespaceObject, "setAxes", function() { return setAxes; });
// NAMESPACE OBJECT: ./node_modules/gl-matrix/esm/quat2.js
var quat2_namespaceObject = {};
__webpack_require__.r(quat2_namespaceObject);
__webpack_require__.d(quat2_namespaceObject, "create", function() { return quat2_create; });
__webpack_require__.d(quat2_namespaceObject, "clone", function() { return quat2_clone; });
__webpack_require__.d(quat2_namespaceObject, "fromValues", function() { return quat2_fromValues; });
__webpack_require__.d(quat2_namespaceObject, "fromRotationTranslationValues", function() { return fromRotationTranslationValues; });
__webpack_require__.d(quat2_namespaceObject, "fromRotationTranslation", function() { return quat2_fromRotationTranslation; });
__webpack_require__.d(quat2_namespaceObject, "fromTranslation", function() { return quat2_fromTranslation; });
__webpack_require__.d(quat2_namespaceObject, "fromRotation", function() { return quat2_fromRotation; });
__webpack_require__.d(quat2_namespaceObject, "fromMat4", function() { return quat2_fromMat4; });
__webpack_require__.d(quat2_namespaceObject, "copy", function() { return quat2_copy; });
__webpack_require__.d(quat2_namespaceObject, "identity", function() { return quat2_identity; });
__webpack_require__.d(quat2_namespaceObject, "set", function() { return quat2_set; });
__webpack_require__.d(quat2_namespaceObject, "getReal", function() { return getReal; });
__webpack_require__.d(quat2_namespaceObject, "getDual", function() { return getDual; });
__webpack_require__.d(quat2_namespaceObject, "setReal", function() { return setReal; });
__webpack_require__.d(quat2_namespaceObject, "setDual", function() { return setDual; });
__webpack_require__.d(quat2_namespaceObject, "getTranslation", function() { return quat2_getTranslation; });
__webpack_require__.d(quat2_namespaceObject, "translate", function() { return quat2_translate; });
__webpack_require__.d(quat2_namespaceObject, "rotateX", function() { return quat2_rotateX; });
__webpack_require__.d(quat2_namespaceObject, "rotateY", function() { return quat2_rotateY; });
__webpack_require__.d(quat2_namespaceObject, "rotateZ", function() { return quat2_rotateZ; });
__webpack_require__.d(quat2_namespaceObject, "rotateByQuatAppend", function() { return rotateByQuatAppend; });
__webpack_require__.d(quat2_namespaceObject, "rotateByQuatPrepend", function() { return rotateByQuatPrepend; });
__webpack_require__.d(quat2_namespaceObject, "rotateAroundAxis", function() { return rotateAroundAxis; });
__webpack_require__.d(quat2_namespaceObject, "add", function() { return quat2_add; });
__webpack_require__.d(quat2_namespaceObject, "multiply", function() { return quat2_multiply; });
__webpack_require__.d(quat2_namespaceObject, "mul", function() { return quat2_mul; });
__webpack_require__.d(quat2_namespaceObject, "scale", function() { return quat2_scale; });
__webpack_require__.d(quat2_namespaceObject, "dot", function() { return quat2_dot; });
__webpack_require__.d(quat2_namespaceObject, "lerp", function() { return quat2_lerp; });
__webpack_require__.d(quat2_namespaceObject, "invert", function() { return quat2_invert; });
__webpack_require__.d(quat2_namespaceObject, "conjugate", function() { return quat2_conjugate; });
__webpack_require__.d(quat2_namespaceObject, "length", function() { return quat2_length; });
__webpack_require__.d(quat2_namespaceObject, "len", function() { return quat2_len; });
__webpack_require__.d(quat2_namespaceObject, "squaredLength", function() { return quat2_squaredLength; });
__webpack_require__.d(quat2_namespaceObject, "sqrLen", function() { return quat2_sqrLen; });
__webpack_require__.d(quat2_namespaceObject, "normalize", function() { return quat2_normalize; });
__webpack_require__.d(quat2_namespaceObject, "str", function() { return quat2_str; });
__webpack_require__.d(quat2_namespaceObject, "exactEquals", function() { return quat2_exactEquals; });
__webpack_require__.d(quat2_namespaceObject, "equals", function() { return quat2_equals; });
// NAMESPACE OBJECT: ./node_modules/gl-matrix/esm/vec2.js
var vec2_namespaceObject = {};
__webpack_require__.r(vec2_namespaceObject);
__webpack_require__.d(vec2_namespaceObject, "create", function() { return vec2_create; });
__webpack_require__.d(vec2_namespaceObject, "clone", function() { return vec2_clone; });
__webpack_require__.d(vec2_namespaceObject, "fromValues", function() { return vec2_fromValues; });
__webpack_require__.d(vec2_namespaceObject, "copy", function() { return vec2_copy; });
__webpack_require__.d(vec2_namespaceObject, "set", function() { return vec2_set; });
__webpack_require__.d(vec2_namespaceObject, "add", function() { return vec2_add; });
__webpack_require__.d(vec2_namespaceObject, "subtract", function() { return vec2_subtract; });
__webpack_require__.d(vec2_namespaceObject, "multiply", function() { return vec2_multiply; });
__webpack_require__.d(vec2_namespaceObject, "divide", function() { return vec2_divide; });
__webpack_require__.d(vec2_namespaceObject, "ceil", function() { return vec2_ceil; });
__webpack_require__.d(vec2_namespaceObject, "floor", function() { return vec2_floor; });
__webpack_require__.d(vec2_namespaceObject, "min", function() { return vec2_min; });
__webpack_require__.d(vec2_namespaceObject, "max", function() { return vec2_max; });
__webpack_require__.d(vec2_namespaceObject, "round", function() { return vec2_round; });
__webpack_require__.d(vec2_namespaceObject, "scale", function() { return vec2_scale; });
__webpack_require__.d(vec2_namespaceObject, "scaleAndAdd", function() { return vec2_scaleAndAdd; });
__webpack_require__.d(vec2_namespaceObject, "distance", function() { return vec2_distance; });
__webpack_require__.d(vec2_namespaceObject, "squaredDistance", function() { return vec2_squaredDistance; });
__webpack_require__.d(vec2_namespaceObject, "length", function() { return vec2_length; });
__webpack_require__.d(vec2_namespaceObject, "squaredLength", function() { return vec2_squaredLength; });
__webpack_require__.d(vec2_namespaceObject, "negate", function() { return vec2_negate; });
__webpack_require__.d(vec2_namespaceObject, "inverse", function() { return vec2_inverse; });
__webpack_require__.d(vec2_namespaceObject, "normalize", function() { return vec2_normalize; });
__webpack_require__.d(vec2_namespaceObject, "dot", function() { return vec2_dot; });
__webpack_require__.d(vec2_namespaceObject, "cross", function() { return vec2_cross; });
__webpack_require__.d(vec2_namespaceObject, "lerp", function() { return vec2_lerp; });
__webpack_require__.d(vec2_namespaceObject, "random", function() { return vec2_random; });
__webpack_require__.d(vec2_namespaceObject, "transformMat2", function() { return transformMat2; });
__webpack_require__.d(vec2_namespaceObject, "transformMat2d", function() { return transformMat2d; });
__webpack_require__.d(vec2_namespaceObject, "transformMat3", function() { return vec2_transformMat3; });
__webpack_require__.d(vec2_namespaceObject, "transformMat4", function() { return vec2_transformMat4; });
__webpack_require__.d(vec2_namespaceObject, "rotate", function() { return vec2_rotate; });
__webpack_require__.d(vec2_namespaceObject, "angle", function() { return vec2_angle; });
__webpack_require__.d(vec2_namespaceObject, "zero", function() { return vec2_zero; });
__webpack_require__.d(vec2_namespaceObject, "str", function() { return vec2_str; });
__webpack_require__.d(vec2_namespaceObject, "exactEquals", function() { return vec2_exactEquals; });
__webpack_require__.d(vec2_namespaceObject, "equals", function() { return vec2_equals; });
__webpack_require__.d(vec2_namespaceObject, "len", function() { return vec2_len; });
__webpack_require__.d(vec2_namespaceObject, "sub", function() { return vec2_sub; });
__webpack_require__.d(vec2_namespaceObject, "mul", function() { return vec2_mul; });
__webpack_require__.d(vec2_namespaceObject, "div", function() { return vec2_div; });
__webpack_require__.d(vec2_namespaceObject, "dist", function() { return vec2_dist; });
__webpack_require__.d(vec2_namespaceObject, "sqrDist", function() { return vec2_sqrDist; });
__webpack_require__.d(vec2_namespaceObject, "sqrLen", function() { return vec2_sqrLen; });
__webpack_require__.d(vec2_namespaceObject, "forEach", function() { return vec2_forEach; });
// CONCATENATED MODULE: ./node_modules/gl-matrix/esm/common.js
/**
* Common utilities
* @module glMatrix
*/
// Configuration Constants
var EPSILON = 0.000001;
var ARRAY_TYPE = typeof Float32Array !== 'undefined' ? Float32Array : Array;
var RANDOM = Math.random;
/**
* Sets the type of array used when creating new vectors and matrices
*
* @param {Float32ArrayConstructor | ArrayConstructor} type Array type, such as Float32Array or Array
*/
function setMatrixArrayType(type) {
ARRAY_TYPE = type;
}
var degree = Math.PI / 180;
/**
* Convert Degree To Radian
*
* @param {Number} a Angle in Degrees
*/
function toRadian(a) {
return a * degree;
}
/**
* Tests whether or not the arguments have approximately the same value, within an absolute
* or relative tolerance of glMatrix.EPSILON (an absolute tolerance is used for values less
* than or equal to 1.0, and a relative tolerance is used for larger values)
*
* @param {Number} a The first number to test.
* @param {Number} b The second number to test.
* @returns {Boolean} True if the numbers are approximately equal, false otherwise.
*/
function equals(a, b) {
return Math.abs(a - b) <= EPSILON * Math.max(1.0, Math.abs(a), Math.abs(b));
}
if (!Math.hypot) Math.hypot = function () {
var y = 0,
i = arguments.length;
while (i--) {
y += arguments[i] * arguments[i];
}
return Math.sqrt(y);
};
// CONCATENATED MODULE: ./node_modules/gl-matrix/esm/mat2.js
/**
* 2x2 Matrix
* @module mat2
*/
/**
* Creates a new identity mat2
*
* @returns {mat2} a new 2x2 matrix
*/
function create() {
var out = new ARRAY_TYPE(4);
if (ARRAY_TYPE != Float32Array) {
out[1] = 0;
out[2] = 0;
}
out[0] = 1;
out[3] = 1;
return out;
}
/**
* Creates a new mat2 initialized with values from an existing matrix
*
* @param {ReadonlyMat2} a matrix to clone
* @returns {mat2} a new 2x2 matrix
*/
function clone(a) {
var out = new ARRAY_TYPE(4);
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
return out;
}
/**
* Copy the values from one mat2 to another
*
* @param {mat2} out the receiving matrix
* @param {ReadonlyMat2} a the source matrix
* @returns {mat2} out
*/
function copy(out, a) {
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
return out;
}
/**
* Set a mat2 to the identity matrix
*
* @param {mat2} out the receiving matrix
* @returns {mat2} out
*/
function identity(out) {
out[0] = 1;
out[1] = 0;
out[2] = 0;
out[3] = 1;
return out;
}
/**
* Create a new mat2 with the given values
*
* @param {Number} m00 Component in column 0, row 0 position (index 0)
* @param {Number} m01 Component in column 0, row 1 position (index 1)
* @param {Number} m10 Component in column 1, row 0 position (index 2)
* @param {Number} m11 Component in column 1, row 1 position (index 3)
* @returns {mat2} out A new 2x2 matrix
*/
function fromValues(m00, m01, m10, m11) {
var out = new ARRAY_TYPE(4);
out[0] = m00;
out[1] = m01;
out[2] = m10;
out[3] = m11;
return out;
}
/**
* Set the components of a mat2 to the given values
*
* @param {mat2} out the receiving matrix
* @param {Number} m00 Component in column 0, row 0 position (index 0)
* @param {Number} m01 Component in column 0, row 1 position (index 1)
* @param {Number} m10 Component in column 1, row 0 position (index 2)
* @param {Number} m11 Component in column 1, row 1 position (index 3)
* @returns {mat2} out
*/
function set(out, m00, m01, m10, m11) {
out[0] = m00;
out[1] = m01;
out[2] = m10;
out[3] = m11;
return out;
}
/**
* Transpose the values of a mat2
*
* @param {mat2} out the receiving matrix
* @param {ReadonlyMat2} a the source matrix
* @returns {mat2} out
*/
function transpose(out, a) {
// If we are transposing ourselves we can skip a few steps but have to cache
// some values
if (out === a) {
var a1 = a[1];
out[1] = a[2];
out[2] = a1;
} else {
out[0] = a[0];
out[1] = a[2];
out[2] = a[1];
out[3] = a[3];
}
return out;
}
/**
* Inverts a mat2
*
* @param {mat2} out the receiving matrix
* @param {ReadonlyMat2} a the source matrix
* @returns {mat2} out
*/
function invert(out, a) {
var a0 = a[0],
a1 = a[1],
a2 = a[2],
a3 = a[3]; // Calculate the determinant
var det = a0 * a3 - a2 * a1;
if (!det) {
return null;
}
det = 1.0 / det;
out[0] = a3 * det;
out[1] = -a1 * det;
out[2] = -a2 * det;
out[3] = a0 * det;
return out;
}
/**
* Calculates the adjugate of a mat2
*
* @param {mat2} out the receiving matrix
* @param {ReadonlyMat2} a the source matrix
* @returns {mat2} out
*/
function adjoint(out, a) {
// Caching this value is nessecary if out == a
var a0 = a[0];
out[0] = a[3];
out[1] = -a[1];
out[2] = -a[2];
out[3] = a0;
return out;
}
/**
* Calculates the determinant of a mat2
*
* @param {ReadonlyMat2} a the source matrix
* @returns {Number} determinant of a
*/
function determinant(a) {
return a[0] * a[3] - a[2] * a[1];
}
/**
* Multiplies two mat2's
*
* @param {mat2} out the receiving matrix
* @param {ReadonlyMat2} a the first operand
* @param {ReadonlyMat2} b the second operand
* @returns {mat2} out
*/
function multiply(out, a, b) {
var a0 = a[0],
a1 = a[1],
a2 = a[2],
a3 = a[3];
var b0 = b[0],
b1 = b[1],
b2 = b[2],
b3 = b[3];
out[0] = a0 * b0 + a2 * b1;
out[1] = a1 * b0 + a3 * b1;
out[2] = a0 * b2 + a2 * b3;
out[3] = a1 * b2 + a3 * b3;
return out;
}
/**
* Rotates a mat2 by the given angle
*
* @param {mat2} out the receiving matrix
* @param {ReadonlyMat2} a the matrix to rotate
* @param {Number} rad the angle to rotate the matrix by
* @returns {mat2} out
*/
function rotate(out, a, rad) {
var a0 = a[0],
a1 = a[1],
a2 = a[2],
a3 = a[3];
var s = Math.sin(rad);
var c = Math.cos(rad);
out[0] = a0 * c + a2 * s;
out[1] = a1 * c + a3 * s;
out[2] = a0 * -s + a2 * c;
out[3] = a1 * -s + a3 * c;
return out;
}
/**
* Scales the mat2 by the dimensions in the given vec2
*
* @param {mat2} out the receiving matrix
* @param {ReadonlyMat2} a the matrix to rotate
* @param {ReadonlyVec2} v the vec2 to scale the matrix by
* @returns {mat2} out
**/
function mat2_scale(out, a, v) {
var a0 = a[0],
a1 = a[1],
a2 = a[2],
a3 = a[3];
var v0 = v[0],
v1 = v[1];
out[0] = a0 * v0;
out[1] = a1 * v0;
out[2] = a2 * v1;
out[3] = a3 * v1;
return out;
}
/**
* Creates a matrix from a given angle
* This is equivalent to (but much faster than):
*
* mat2.identity(dest);
* mat2.rotate(dest, dest, rad);
*
* @param {mat2} out mat2 receiving operation result
* @param {Number} rad the angle to rotate the matrix by
* @returns {mat2} out
*/
function fromRotation(out, rad) {
var s = Math.sin(rad);
var c = Math.cos(rad);
out[0] = c;
out[1] = s;
out[2] = -s;
out[3] = c;
return out;
}
/**
* Creates a matrix from a vector scaling
* This is equivalent to (but much faster than):
*
* mat2.identity(dest);
* mat2.scale(dest, dest, vec);
*
* @param {mat2} out mat2 receiving operation result
* @param {ReadonlyVec2} v Scaling vector
* @returns {mat2} out
*/
function fromScaling(out, v) {
out[0] = v[0];
out[1] = 0;
out[2] = 0;
out[3] = v[1];
return out;
}
/**
* Returns a string representation of a mat2
*
* @param {ReadonlyMat2} a matrix to represent as a string
* @returns {String} string representation of the matrix
*/
function str(a) {
return "mat2(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ")";
}
/**
* Returns Frobenius norm of a mat2
*
* @param {ReadonlyMat2} a the matrix to calculate Frobenius norm of
* @returns {Number} Frobenius norm
*/
function frob(a) {
return Math.hypot(a[0], a[1], a[2], a[3]);
}
/**
* Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix
* @param {ReadonlyMat2} L the lower triangular matrix
* @param {ReadonlyMat2} D the diagonal matrix
* @param {ReadonlyMat2} U the upper triangular matrix
* @param {ReadonlyMat2} a the input matrix to factorize
*/
function LDU(L, D, U, a) {
L[2] = a[2] / a[0];
U[0] = a[0];
U[1] = a[1];
U[3] = a[3] - L[2] * U[1];
return [L, D, U];
}
/**
* Adds two mat2's
*
* @param {mat2} out the receiving matrix
* @param {ReadonlyMat2} a the first operand
* @param {ReadonlyMat2} b the second operand
* @returns {mat2} out
*/
function add(out, a, b) {
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
out[2] = a[2] + b[2];
out[3] = a[3] + b[3];
return out;
}
/**
* Subtracts matrix b from matrix a
*
* @param {mat2} out the receiving matrix
* @param {ReadonlyMat2} a the first operand
* @param {ReadonlyMat2} b the second operand
* @returns {mat2} out
*/
function subtract(out, a, b) {
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
out[2] = a[2] - b[2];
out[3] = a[3] - b[3];
return out;
}
/**
* Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
*
* @param {ReadonlyMat2} a The first matrix.
* @param {ReadonlyMat2} b The second matrix.
* @returns {Boolean} True if the matrices are equal, false otherwise.
*/
function exactEquals(a, b) {
return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];
}
/**
* Returns whether or not the matrices have approximately the same elements in the same position.
*
* @param {ReadonlyMat2} a The first matrix.
* @param {ReadonlyMat2} b The second matrix.
* @returns {Boolean} True if the matrices are equal, false otherwise.
*/
function mat2_equals(a, b) {
var a0 = a[0],
a1 = a[1],
a2 = a[2],
a3 = a[3];
var b0 = b[0],
b1 = b[1],
b2 = b[2],
b3 = b[3];
return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3));
}
/**
* Multiply each element of the matrix by a scalar.
*
* @param {mat2} out the receiving matrix
* @param {ReadonlyMat2} a the matrix to scale
* @param {Number} b amount to scale the matrix's elements by
* @returns {mat2} out
*/
function multiplyScalar(out, a, b) {
out[0] = a[0] * b;
out[1] = a[1] * b;
out[2] = a[2] * b;
out[3] = a[3] * b;
return out;
}
/**
* Adds two mat2's after multiplying each element of the second operand by a scalar value.
*
* @param {mat2} out the receiving vector
* @param {ReadonlyMat2} a the first operand
* @param {ReadonlyMat2} b the second operand
* @param {Number} scale the amount to scale b's elements by before adding
* @returns {mat2} out
*/
function multiplyScalarAndAdd(out, a, b, scale) {
out[0] = a[0] + b[0] * scale;
out[1] = a[1] + b[1] * scale;
out[2] = a[2] + b[2] * scale;
out[3] = a[3] + b[3] * scale;
return out;
}
/**
* Alias for {@link mat2.multiply}
* @function
*/
var mul = multiply;
/**
* Alias for {@link mat2.subtract}
* @function
*/
var sub = subtract;
// CONCATENATED MODULE: ./node_modules/gl-matrix/esm/mat2d.js
/**
* 2x3 Matrix
* @module mat2d
* @description
* A mat2d contains six elements defined as:
*
* [a, b,
* c, d,
* tx, ty]
*
* This is a short form for the 3x3 matrix:
*
* [a, b, 0,
* c, d, 0,
* tx, ty, 1]
*
* The last column is ignored so the array is shorter and operations are faster.
*/
/**
* Creates a new identity mat2d
*
* @returns {mat2d} a new 2x3 matrix
*/
function mat2d_create() {
var out = new ARRAY_TYPE(6);
if (ARRAY_TYPE != Float32Array) {
out[1] = 0;
out[2] = 0;
out[4] = 0;
out[5] = 0;
}
out[0] = 1;
out[3] = 1;
return out;
}
/**
* Creates a new mat2d initialized with values from an existing matrix
*
* @param {ReadonlyMat2d} a matrix to clone
* @returns {mat2d} a new 2x3 matrix
*/
function mat2d_clone(a) {
var out = new ARRAY_TYPE(6);
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
out[4] = a[4];
out[5] = a[5];
return out;
}
/**
* Copy the values from one mat2d to another
*
* @param {mat2d} out the receiving matrix
* @param {ReadonlyMat2d} a the source matrix
* @returns {mat2d} out
*/
function mat2d_copy(out, a) {
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
out[4] = a[4];
out[5] = a[5];
return out;
}
/**
* Set a mat2d to the identity matrix
*
* @param {mat2d} out the receiving matrix
* @returns {mat2d} out
*/
function mat2d_identity(out) {
out[0] = 1;
out[1] = 0;
out[2] = 0;
out[3] = 1;
out[4] = 0;
out[5] = 0;
return out;
}
/**
* Create a new mat2d with the given values
*
* @param {Number} a Component A (index 0)
* @param {Number} b Component B (index 1)
* @param {Number} c Component C (index 2)
* @param {Number} d Component D (index 3)
* @param {Number} tx Component TX (index 4)
* @param {Number} ty Component TY (index 5)
* @returns {mat2d} A new mat2d
*/
function mat2d_fromValues(a, b, c, d, tx, ty) {
var out = new 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
*/
function mat2d_set(out, a, b, c, d, tx, ty) {
out[0] = a;
out[1] = b;
out[2] = c;
out[3] = d;
out[4] = tx;
out[5] = ty;
return out;
}
/**
* Inverts a mat2d
*
* @param {mat2d} out the receiving matrix
* @param {ReadonlyMat2d} a the source matrix
* @returns {mat2d} out
*/
function mat2d_invert(out, a) {
var aa = a[0],
ab = a[1],
ac = a[2],
ad = a[3];
var atx = a[4],
aty = a[5];
var det = aa * ad - ab * ac;
if (!det) {
return null;
}
det = 1.0 / det;
out[0] = ad * det;
out[1] = -ab * det;
out[2] = -ac * det;
out[3] = aa * det;
out[4] = (ac * aty - ad * atx) * det;
out[5] = (ab * atx - aa * aty) * det;
return out;
}
/**
* Calculates the determinant of a mat2d
*
* @param {ReadonlyMat2d} a the source matrix
* @returns {Number} determinant of a
*/
function mat2d_determinant(a) {
return a[0] * a[3] - a[1] * a[2];
}
/**
* Multiplies two mat2d's
*
* @param {mat2d} out the receiving matrix
* @param {ReadonlyMat2d} a the first operand
* @param {ReadonlyMat2d} b the second operand
* @returns {mat2d} out
*/
function mat2d_multiply(out, a, b) {
var a0 = a[0],
a1 = a[1],
a2 = a[2],
a3 = a[3],
a4 = a[4],
a5 = a[5];
var b0 = b[0],
b1 = b[1],
b2 = b[2],
b3 = b[3],
b4 = b[4],
b5 = b[5];
out[0] = a0 * b0 + a2 * b1;
out[1] = a1 * b0 + a3 * b1;
out[2] = a0 * b2 + a2 * b3;
out[3] = a1 * b2 + a3 * b3;
out[4] = a0 * b4 + a2 * b5 + a4;
out[5] = a1 * b4 + a3 * b5 + a5;
return out;
}
/**
* Rotates a mat2d by the given angle
*
* @param {mat2d} out the receiving matrix
* @param {ReadonlyMat2d} a the matrix to rotate
* @param {Number} rad the angle to rotate the matrix by
* @returns {mat2d} out
*/
function mat2d_rotate(out, a, rad) {
var a0 = a[0],
a1 = a[1],
a2 = a[2],
a3 = a[3],
a4 = a[4],
a5 = a[5];
var s = Math.sin(rad);
var c = Math.cos(rad);
out[0] = a0 * c + a2 * s;
out[1] = a1 * c + a3 * s;
out[2] = a0 * -s + a2 * c;
out[3] = a1 * -s + a3 * c;
out[4] = a4;
out[5] = a5;
return out;
}
/**
* Scales the mat2d by the dimensions in the given vec2
*
* @param {mat2d} out the receiving matrix
* @param {ReadonlyMat2d} a the matrix to translate
* @param {ReadonlyVec2} v the vec2 to scale the matrix by
* @returns {mat2d} out
**/
function mat2d_scale(out, a, v) {
var a0 = a[0],
a1 = a[1],
a2 = a[2],
a3 = a[3],
a4 = a[4],
a5 = a[5];
var v0 = v[0],
v1 = v[1];
out[0] = a0 * v0;
out[1] = a1 * v0;
out[2] = a2 * v1;
out[3] = a3 * v1;
out[4] = a4;
out[5] = a5;
return out;
}
/**
* Translates the mat2d by the dimensions in the given vec2
*
* @param {mat2d} out the receiving matrix
* @param {ReadonlyMat2d} a the matrix to translate
* @param {ReadonlyVec2} v the vec2 to translate the matrix by
* @returns {mat2d} out
**/
function translate(out, a, v) {
var a0 = a[0],
a1 = a[1],
a2 = a[2],
a3 = a[3],
a4 = a[4],
a5 = a[5];
var v0 = v[0],
v1 = v[1];
out[0] = a0;
out[1] = a1;
out[2] = a2;
out[3] = a3;
out[4] = a0 * v0 + a2 * v1 + a4;
out[5] = a1 * v0 + a3 * v1 + a5;
return out;
}
/**
* Creates a matrix from a given angle
* This is equivalent to (but much faster than):
*
* mat2d.identity(dest);
* mat2d.rotate(dest, dest, rad);
*
* @param {mat2d} out mat2d receiving operation result
* @param {Number} rad the angle to rotate the matrix by
* @returns {mat2d} out
*/
function mat2d_fromRotation(out, rad) {
var s = Math.sin(rad),
c = Math.cos(rad);
out[0] = c;
out[1] = s;
out[2] = -s;
out[3] = c;
out[4] = 0;
out[5] = 0;
return out;
}
/**
* Creates a matrix from a vector scaling
* This is equivalent to (but much faster than):
*
* mat2d.identity(dest);
* mat2d.scale(dest, dest, vec);
*
* @param {mat2d} out mat2d receiving operation result
* @param {ReadonlyVec2} v Scaling vector
* @returns {mat2d} out
*/
function mat2d_fromScaling(out, v) {
out[0] = v[0];
out[1] = 0;
out[2] = 0;
out[3] = v[1];
out[4] = 0;
out[5] = 0;
return out;
}
/**
* Creates a matrix from a vector translation
* This is equivalent to (but much faster than):
*
* mat2d.identity(dest);
* mat2d.translate(dest, dest, vec);
*
* @param {mat2d} out mat2d receiving operation result
* @param {ReadonlyVec2} v Translation vector
* @returns {mat2d} out
*/
function fromTranslation(out, v) {
out[0] = 1;
out[1] = 0;
out[2] = 0;
out[3] = 1;
out[4] = v[0];
out[5] = v[1];
return out;
}
/**
* Returns a string representation of a mat2d
*
* @param {ReadonlyMat2d} a matrix to represent as a string
* @returns {String} string representation of the matrix
*/
function mat2d_str(a) {
return "mat2d(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ", " + a[4] + ", " + a[5] + ")";
}
/**
* Returns Frobenius norm of a mat2d
*
* @param {ReadonlyMat2d} a the matrix to calculate Frobenius norm of
* @returns {Number} Frobenius norm
*/
function mat2d_frob(a) {
return Math.hypot(a[0], a[1], a[2], a[3], a[4], a[5], 1);
}
/**
* Adds two mat2d's
*
* @param {mat2d} out the receiving matrix
* @param {ReadonlyMat2d} a the first operand
* @param {ReadonlyMat2d} b the second operand
* @returns {mat2d} out
*/
function mat2d_add(out, a, b) {
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
out[2] = a[2] + b[2];
out[3] = a[3] + b[3];
out[4] = a[4] + b[4];
out[5] = a[5] + b[5];
return out;
}
/**
* Subtracts matrix b from matrix a
*
* @param {mat2d} out the receiving matrix
* @param {ReadonlyMat2d} a the first operand
* @param {ReadonlyMat2d} b the second operand
* @returns {mat2d} out
*/
function mat2d_subtract(out, a, b) {
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
out[2] = a[2] - b[2];
out[3] = a[3] - b[3];
out[4] = a[4] - b[4];
out[5] = a[5] - b[5];
return out;
}
/**
* Multiply each element of the matrix by a scalar.
*
* @param {mat2d} out the receiving matrix
* @param {ReadonlyMat2d} a the matrix to scale
* @param {Number} b amount to scale the matrix's elements by
* @returns {mat2d} out
*/
function mat2d_multiplyScalar(out, a, b) {
out[0] = a[0] * b;
out[1] = a[1] * b;
out[2] = a[2] * b;
out[3] = a[3] * b;
out[4] = a[4] * b;
out[5] = a[5] * b;
return out;
}
/**
* Adds two mat2d's after multiplying each element of the second operand by a scalar value.
*
* @param {mat2d} out the receiving vector
* @param {ReadonlyMat2d} a the first operand
* @param {ReadonlyMat2d} b the second operand
* @param {Number} scale the amount to scale b's elements by before adding
* @returns {mat2d} out
*/
function mat2d_multiplyScalarAndAdd(out, a, b, scale) {
out[0] = a[0] + b[0] * scale;
out[1] = a[1] + b[1] * scale;
out[2] = a[2] + b[2] * scale;
out[3] = a[3] + b[3] * scale;
out[4] = a[4] + b[4] * scale;
out[5] = a[5] + b[5] * scale;
return out;
}
/**
* Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
*
* @param {ReadonlyMat2d} a The first matrix.
* @param {ReadonlyMat2d} b The second matrix.
* @returns {Boolean} True if the matrices are equal, false otherwise.
*/
function mat2d_exactEquals(a, b) {
return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5];
}
/**
* Returns whether or not the matrices have approximately the same elements in the same position.
*
* @param {ReadonlyMat2d} a The first matrix.
* @param {ReadonlyMat2d} b The second matrix.
* @returns {Boolean} True if the matrices are equal, false otherwise.
*/
function mat2d_equals(a, b) {
var a0 = a[0],
a1 = a[1],
a2 = a[2],
a3 = a[3],
a4 = a[4],
a5 = a[5];
var b0 = b[0],
b1 = b[1],
b2 = b[2],
b3 = b[3],
b4 = b[4],
b5 = b[5];
return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5));
}
/**
* Alias for {@link mat2d.multiply}
* @function
*/
var mat2d_mul = mat2d_multiply;
/**
* Alias for {@link mat2d.subtract}
* @function
*/
var mat2d_sub = mat2d_subtract;
// CONCATENATED MODULE: ./node_modules/gl-matrix/esm/mat3.js
/**
* 3x3 Matrix
* @module mat3
*/
/**
* Creates a new identity mat3
*
* @returns {mat3} a new 3x3 matrix
*/
function mat3_create() {
var out = new ARRAY_TYPE(9);
if (ARRAY_TYPE != Float32Array) {
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[5] = 0;
out[6] = 0;
out[7] = 0;
}
out[0] = 1;
out[4] = 1;
out[8] = 1;
return out;
}
/**
* Copies the upper-left 3x3 values into the given mat3.
*
* @param {mat3} out the receiving 3x3 matrix
* @param {ReadonlyMat4} a the source 4x4 matrix
* @returns {mat3} out
*/
function fromMat4(out, a) {
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[4];
out[4] = a[5];
out[5] = a[6];
out[6] = a[8];
out[7] = a[9];
out[8] = a[10];
return out;
}
/**
* Creates a new mat3 initialized with values from an existing matrix
*
* @param {ReadonlyMat3} a matrix to clone
* @returns {mat3} a new 3x3 matrix
*/
function mat3_clone(a) {
var out = new ARRAY_TYPE(9);
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
out[4] = a[4];
out[5] = a[5];
out[6] = a[6];
out[7] = a[7];
out[8] = a[8];
return out;
}
/**
* Copy the values from one mat3 to another
*
* @param {mat3} out the receiving matrix
* @param {ReadonlyMat3} a the source matrix
* @returns {mat3} out
*/
function mat3_copy(out, a) {
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
out[4] = a[4];
out[5] = a[5];
out[6] = a[6];
out[7] = a[7];
out[8] = a[8];
return out;
}
/**
* Create a new mat3 with the given values
*
* @param {Number} m00 Component in column 0, row 0 position (index 0)
* @param {Number} m01 Component in column 0, row 1 position (index 1)
* @param {Number} m02 Component in column 0, row 2 position (index 2)
* @param {Number} m10 Component in column 1, row 0 position (index 3)
* @param {Number} m11 Component in column 1, row 1 position (index 4)
* @param {Number} m12 Component in column 1, row 2 position (index 5)
* @param {Number} m20 Component in column 2, row 0 position (index 6)
* @param {Number} m21 Component in column 2, row 1 position (index 7)
* @param {Number} m22 Component in column 2, row 2 position (index 8)
* @returns {mat3} A new mat3
*/
function mat3_fromValues(m00, m01, m02, m10, m11, m12, m20, m21, m22) {
var out = new 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
*/
function mat3_set(out, m00, m01, m02, m10, m11, m12, m20, m21, m22) {
out[0] = m00;
out[1] = m01;
out[2] = m02;
out[3] = m10;
out[4] = m11;
out[5] = m12;
out[6] = m20;
out[7] = m21;
out[8] = m22;
return out;
}
/**
* Set a mat3 to the identity matrix
*
* @param {mat3} out the receiving matrix
* @returns {mat3} out
*/
function mat3_identity(out) {
out[0] = 1;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 1;
out[5] = 0;
out[6] = 0;
out[7] = 0;
out[8] = 1;
return out;
}
/**
* Transpose the values of a mat3
*
* @param {mat3} out the receiving matrix
* @param {ReadonlyMat3} a the source matrix
* @returns {mat3} out
*/
function mat3_transpose(out, a) {
// If we are transposing ourselves we can skip a few steps but have to cache some values
if (out === a) {
var a01 = a[1],
a02 = a[2],
a12 = a[5];
out[1] = a[3];
out[2] = a[6];
out[3] = a01;
out[5] = a[7];
out[6] = a02;
out[7] = a12;
} else {
out[0] = a[0];
out[1] = a[3];
out[2] = a[6];
out[3] = a[1];
out[4] = a[4];
out[5] = a[7];
out[6] = a[2];
out[7] = a[5];
out[8] = a[8];
}
return out;
}
/**
* Inverts a mat3
*
* @param {mat3} out the receiving matrix
* @param {ReadonlyMat3} a the source matrix
* @returns {mat3} out
*/
function mat3_invert(out, a) {
var a00 = a[0],
a01 = a[1],
a02 = a[2];
var a10 = a[3],
a11 = a[4],
a12 = a[5];
var a20 = a[6],
a21 = a[7],
a22 = a[8];
var b01 = a22 * a11 - a12 * a21;
var b11 = -a22 * a10 + a12 * a20;
var b21 = a21 * a10 - a11 * a20; // Calculate the determinant
var det = a00 * b01 + a01 * b11 + a02 * b21;
if (!det) {
return null;
}
det = 1.0 / det;
out[0] = b01 * det;
out[1] = (-a22 * a01 + a02 * a21) * det;
out[2] = (a12 * a01 - a02 * a11) * det;
out[3] = b11 * det;
out[4] = (a22 * a00 - a02 * a20) * det;
out[5] = (-a12 * a00 + a02 * a10) * det;
out[6] = b21 * det;
out[7] = (-a21 * a00 + a01 * a20) * det;
out[8] = (a11 * a00 - a01 * a10) * det;
return out;
}
/**
* Calculates the adjugate of a mat3
*
* @param {mat3} out the receiving matrix
* @param {ReadonlyMat3} a the source matrix
* @returns {mat3} out
*/
function mat3_adjoint(out, a) {
var a00 = a[0],
a01 = a[1],
a02 = a[2];
var a10 = a[3],
a11 = a[4],
a12 = a[5];
var a20 = a[6],
a21 = a[7],
a22 = a[8];
out[0] = a11 * a22 - a12 * a21;
out[1] = a02 * a21 - a01 * a22;
out[2] = a01 * a12 - a02 * a11;
out[3] = a12 * a20 - a10 * a22;
out[4] = a00 * a22 - a02 * a20;
out[5] = a02 * a10 - a00 * a12;
out[6] = a10 * a21 - a11 * a20;
out[7] = a01 * a20 - a00 * a21;
out[8] = a00 * a11 - a01 * a10;
return out;
}
/**
* Calculates the determinant of a mat3
*
* @param {ReadonlyMat3} a the source matrix
* @returns {Number} determinant of a
*/
function mat3_determinant(a) {
var a00 = a[0],
a01 = a[1],
a02 = a[2];
var a10 = a[3],
a11 = a[4],
a12 = a[5];
var a20 = a[6],
a21 = a[7],
a22 = a[8];
return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
}
/**
* Multiplies two mat3's
*
* @param {mat3} out the receiving matrix
* @param {ReadonlyMat3} a the first operand
* @param {ReadonlyMat3} b the second operand
* @returns {mat3} out
*/
function mat3_multiply(out, a, b) {
var a00 = a[0],
a01 = a[1],
a02 = a[2];
var a10 = a[3],
a11 = a[4],
a12 = a[5];
var a20 = a[6],
a21 = a[7],
a22 = a[8];
var b00 = b[0],
b01 = b[1],
b02 = b[2];
var b10 = b[3],
b11 = b[4],
b12 = b[5];
var b20 = b[6],
b21 = b[7],
b22 = b[8];
out[0] = b00 * a00 + b01 * a10 + b02 * a20;
out[1] = b00 * a01 + b01 * a11 + b02 * a21;
out[2] = b00 * a02 + b01 * a12 + b02 * a22;
out[3] = b10 * a00 + b11 * a10 + b12 * a20;
out[4] = b10 * a01 + b11 * a11 + b12 * a21;
out[5] = b10 * a02 + b11 * a12 + b12 * a22;
out[6] = b20 * a00 + b21 * a10 + b22 * a20;
out[7] = b20 * a01 + b21 * a11 + b22 * a21;
out[8] = b20 * a02 + b21 * a12 + b22 * a22;
return out;
}
/**
* Translate a mat3 by the given vector
*
* @param {mat3} out the receiving matrix
* @param {ReadonlyMat3} a the matrix to translate
* @param {ReadonlyVec2} v vector to translate by
* @returns {mat3} out
*/
function mat3_translate(out, a, v) {
var a00 = a[0],
a01 = a[1],
a02 = a[2],
a10 = a[3],
a11 = a[4],
a12 = a[5],
a20 = a[6],
a21 = a[7],
a22 = a[8],
x = v[0],
y = v[1];
out[0] = a00;
out[1] = a01;
out[2] = a02;
out[3] = a10;
out[4] = a11;
out[5] = a12;
out[6] = x * a00 + y * a10 + a20;
out[7] = x * a01 + y * a11 + a21;
out[8] = x * a02 + y * a12 + a22;
return out;
}
/**
* Rotates a mat3 by the given angle
*
* @param {mat3} out the receiving matrix
* @param {ReadonlyMat3} a the matrix to rotate
* @param {Number} rad the angle to rotate the matrix by
* @returns {mat3} out
*/
function mat3_rotate(out, a, rad) {
var a00 = a[0],
a01 = a[1],
a02 = a[2],
a10 = a[3],
a11 = a[4],
a12 = a[5],
a20 = a[6],
a21 = a[7],
a22 = a[8],
s = Math.sin(rad),
c = Math.cos(rad);
out[0] = c * a00 + s * a10;
out[1] = c * a01 + s * a11;
out[2] = c * a02 + s * a12;
out[3] = c * a10 - s * a00;
out[4] = c * a11 - s * a01;
out[5] = c * a12 - s * a02;
out[6] = a20;
out[7] = a21;
out[8] = a22;
return out;
}
/**
* Scales the mat3 by the dimensions in the given vec2
*
* @param {mat3} out the receiving matrix
* @param {ReadonlyMat3} a the matrix to rotate
* @param {ReadonlyVec2} v the vec2 to scale the matrix by
* @returns {mat3} out
**/
function mat3_scale(out, a, v) {
var x = v[0],
y = v[1];
out[0] = x * a[0];
out[1] = x * a[1];
out[2] = x * a[2];
out[3] = y * a[3];
out[4] = y * a[4];
out[5] = y * a[5];
out[6] = a[6];
out[7] = a[7];
out[8] = a[8];
return out;
}
/**
* Creates a matrix from a vector translation
* This is equivalent to (but much faster than):
*
* mat3.identity(dest);
* mat3.translate(dest, dest, vec);
*
* @param {mat3} out mat3 receiving operation result
* @param {ReadonlyVec2} v Translation vector
* @returns {mat3} out
*/
function mat3_fromTranslation(out, v) {
out[0] = 1;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 1;
out[5] = 0;
out[6] = v[0];
out[7] = v[1];
out[8] = 1;
return out;
}
/**
* Creates a matrix from a given angle
* This is equivalent to (but much faster than):
*
* mat3.identity(dest);
* mat3.rotate(dest, dest, rad);
*
* @param {mat3} out mat3 receiving operation result
* @param {Number} rad the angle to rotate the matrix by
* @returns {mat3} out
*/
function mat3_fromRotation(out, rad) {
var s = Math.sin(rad),
c = Math.cos(rad);
out[0] = c;
out[1] = s;
out[2] = 0;
out[3] = -s;
out[4] = c;
out[5] = 0;
out[6] = 0;
out[7] = 0;
out[8] = 1;
return out;
}
/**
* Creates a matrix from a vector scaling
* This is equivalent to (but much faster than):
*
* mat3.identity(dest);
* mat3.scale(dest, dest, vec);
*
* @param {mat3} out mat3 receiving operation result
* @param {ReadonlyVec2} v Scaling vector
* @returns {mat3} out
*/
function mat3_fromScaling(out, v) {
out[0] = v[0];
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = v[1];
out[5] = 0;
out[6] = 0;
out[7] = 0;
out[8] = 1;
return out;
}
/**
* Copies the values from a mat2d into a mat3
*
* @param {mat3} out the receiving matrix
* @param {ReadonlyMat2d} a the matrix to copy
* @returns {mat3} out
**/
function fromMat2d(out, a) {
out[0] = a[0];
out[1] = a[1];
out[2] = 0;
out[3] = a[2];
out[4] = a[3];
out[5] = 0;
out[6] = a[4];
out[7] = a[5];
out[8] = 1;
return out;
}
/**
* Calculates a 3x3 matrix from the given quaternion
*
* @param {mat3} out mat3 receiving operation result
* @param {ReadonlyQuat} q Quaternion to create matrix from
*
* @returns {mat3} out
*/
function fromQuat(out, q) {
var x = q[0],
y = q[1],
z = q[2],
w = q[3];
var x2 = x + x;
var y2 = y + y;
var z2 = z + z;
var xx = x * x2;
var yx = y * x2;
var yy = y * y2;
var zx = z * x2;
var zy = z * y2;
var zz = z * z2;
var wx = w * x2;
var wy = w * y2;
var wz = w * z2;
out[0] = 1 - yy - zz;
out[3] = yx - wz;
out[6] = zx + wy;
out[1] = yx + wz;
out[4] = 1 - xx - zz;
out[7] = zy - wx;
out[2] = zx - wy;
out[5] = zy + wx;
out[8] = 1 - xx - yy;
return out;
}
/**
* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix
*
* @param {mat3} out mat3 receiving operation result
* @param {ReadonlyMat4} a Mat4 to derive the normal matrix from
*
* @returns {mat3} out
*/
function normalFromMat4(out, a) {
var a00 = a[0],
a01 = a[1],
a02 = a[2],
a03 = a[3];
var a10 = a[4],
a11 = a[5],
a12 = a[6],
a13 = a[7];
var a20 = a[8],
a21 = a[9],
a22 = a[10],
a23 = a[11];
var a30 = a[12],
a31 = a[13],
a32 = a[14],
a33 = a[15];
var b00 = a00 * a11 - a01 * a10;
var b01 = a00 * a12 - a02 * a10;
var b02 = a00 * a13 - a03 * a10;
var b03 = a01 * a12 - a02 * a11;
var b04 = a01 * a13 - a03 * a11;
var b05 = a02 * a13 - a03 * a12;
var b06 = a20 * a31 - a21 * a30;
var b07 = a20 * a32 - a22 * a30;
var b08 = a20 * a33 - a23 * a30;
var b09 = a21 * a32 - a22 * a31;
var b10 = a21 * a33 - a23 * a31;
var b11 = a22 * a33 - a23 * a32; // Calculate the determinant
var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
if (!det) {
return null;
}
det = 1.0 / det;
out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
return out;
}
/**
* Generates a 2D projection matrix with the given bounds
*
* @param {mat3} out mat3 frustum matrix will be written into
* @param {number} width Width of your gl context
* @param {number} height Height of gl context
* @returns {mat3} out
*/
function projection(out, width, height) {
out[0] = 2 / width;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = -2 / height;
out[5] = 0;
out[6] = -1;
out[7] = 1;
out[8] = 1;
return out;
}
/**
* Returns a string representation of a mat3
*
* @param {ReadonlyMat3} a matrix to represent as a string
* @returns {String} string representation of the matrix
*/
function mat3_str(a) {
return "mat3(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ", " + a[4] + ", " + a[5] + ", " + a[6] + ", " + a[7] + ", " + a[8] + ")";
}
/**
* Returns Frobenius norm of a mat3
*
* @param {ReadonlyMat3} a the matrix to calculate Frobenius norm of
* @returns {Number} Frobenius norm
*/
function mat3_frob(a) {
return Math.hypot(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8]);
}
/**
* Adds two mat3's
*
* @param {mat3} out the receiving matrix
* @param {ReadonlyMat3} a the first operand
* @param {ReadonlyMat3} b the second operand
* @returns {mat3} out
*/
function mat3_add(out, a, b) {
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
out[2] = a[2] + b[2];
out[3] = a[3] + b[3];
out[4] = a[4] + b[4];
out[5] = a[5] + b[5];
out[6] = a[6] + b[6];
out[7] = a[7] + b[7];
out[8] = a[8] + b[8];
return out;
}
/**
* Subtracts matrix b from matrix a
*
* @param {mat3} out the receiving matrix
* @param {ReadonlyMat3} a the first operand
* @param {ReadonlyMat3} b the second operand
* @returns {mat3} out
*/
function mat3_subtract(out, a, b) {
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
out[2] = a[2] - b[2];
out[3] = a[3] - b[3];
out[4] = a[4] - b[4];
out[5] = a[5] - b[5];
out[6] = a[6] - b[6];
out[7] = a[7] - b[7];
out[8] = a[8] - b[8];
return out;
}
/**
* Multiply each element of the matrix by a scalar.
*
* @param {mat3} out the receiving matrix
* @param {ReadonlyMat3} a the matrix to scale
* @param {Number} b amount to scale the matrix's elements by
* @returns {mat3} out
*/
function mat3_multiplyScalar(out, a, b) {
out[0] = a[0] * b;
out[1] = a[1] * b;
out[2] = a[2] * b;
out[3] = a[3] * b;
out[4] = a[4] * b;
out[5] = a[5] * b;
out[6] = a[6] * b;
out[7] = a[7] * b;
out[8] = a[8] * b;
return out;
}
/**
* Adds two mat3's after multiplying each element of the second operand by a scalar value.
*
* @param {mat3} out the receiving vector
* @param {ReadonlyMat3} a the first operand
* @param {ReadonlyMat3} b the second operand
* @param {Number} scale the amount to scale b's elements by before adding
* @returns {mat3} out
*/
function mat3_multiplyScalarAndAdd(out, a, b, scale) {
out[0] = a[0] + b[0] * scale;
out[1] = a[1] + b[1] * scale;
out[2] = a[2] + b[2] * scale;
out[3] = a[3] + b[3] * scale;
out[4] = a[4] + b[4] * scale;
out[5] = a[5] + b[5] * scale;
out[6] = a[6] + b[6] * scale;
out[7] = a[7] + b[7] * scale;
out[8] = a[8] + b[8] * scale;
return out;
}
/**
* Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
*
* @param {ReadonlyMat3} a The first matrix.
* @param {ReadonlyMat3} b The second matrix.
* @returns {Boolean} True if the matrices are equal, false otherwise.
*/
function mat3_exactEquals(a, b) {
return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7] && a[8] === b[8];
}
/**
* Returns whether or not the matrices have approximately the same elements in the same position.
*
* @param {ReadonlyMat3} a The first matrix.
* @param {ReadonlyMat3} b The second matrix.
* @returns {Boolean} True if the matrices are equal, false otherwise.
*/
function mat3_equals(a, b) {
var a0 = a[0],
a1 = a[1],
a2 = a[2],
a3 = a[3],
a4 = a[4],
a5 = a[5],
a6 = a[6],
a7 = a[7],
a8 = a[8];
var b0 = b[0],
b1 = b[1],
b2 = b[2],
b3 = b[3],
b4 = b[4],
b5 = b[5],
b6 = b[6],
b7 = b[7],
b8 = b[8];
return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) && Math.abs(a8 - b8) <= EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8));
}
/**
* Alias for {@link mat3.multiply}
* @function
*/
var mat3_mul = mat3_multiply;
/**
* Alias for {@link mat3.subtract}
* @function
*/
var mat3_sub = mat3_subtract;
// CONCATENATED MODULE: ./node_modules/gl-matrix/esm/mat4.js
/**
* 4x4 Matrix
Format: column-major, when typed out it looks like row-major
The matrices are being post multiplied.
* @module mat4
*/
/**
* Creates a new identity mat4
*
* @returns {mat4} a new 4x4 matrix
*/
function mat4_create() {
var out = new ARRAY_TYPE(16);
if (ARRAY_TYPE != Float32Array) {
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[11] = 0;
out[12] = 0;
out[13] = 0;
out[14] = 0;
}
out[0] = 1;
out[5] = 1;
out[10] = 1;
out[15] = 1;
return out;
}
/**
* Creates a new mat4 initialized with values from an existing matrix
*
* @param {ReadonlyMat4} a matrix to clone
* @returns {mat4} a new 4x4 matrix
*/
function mat4_clone(a) {
var out = new 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 {ReadonlyMat4} a the source matrix
* @returns {mat4} out
*/
function mat4_copy(out, a) {
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
out[4] = a[4];
out[5] = a[5];
out[6] = a[6];
out[7] = a[7];
out[8] = a[8];
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
*/
function mat4_fromValues(m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {
var out = new 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
*/
function mat4_set(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
*/
function mat4_identity(out) {
out[0] = 1;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 0;
out[5] = 1;
out[6] = 0;
out[7] = 0;
out[8] = 0;
out[9] = 0;
out[10] = 1;
out[11] = 0;
out[12] = 0;
out[13] = 0;
out[14] = 0;
out[15] = 1;
return out;
}
/**
* Transpose the values of a mat4
*
* @param {mat4} out the receiving matrix
* @param {ReadonlyMat4} a the source matrix
* @returns {mat4} out
*/
function mat4_transpose(out, a) {
// If we are transposing ourselves we can skip a few steps but have to cache some values
if (out === a) {
var a01 = a[1],
a02 = a[2],
a03 = a[3];
var a12 = a[6],
a13 = a[7];
var a23 = a[11];
out[1] = a[4];
out[2] = a[8];
out[3] = a[12];
out[4] = a01;
out[6] = a[9];
out[7] = a[13];
out[8] = a02;
out[9] = a12;
out[11] = a[14];
out[12] = a03;
out[13] = a13;
out[14] = a23;
} else {
out[0] = a[0];
out[1] = a[4];
out[2] = a[8];
out[3] = a[12];
out[4] = a[1];
out[5] = a[5];
out[6] = a[9];
out[7] = a[13];
out[8] = a[2];
out[9] = a[6];
out[10] = a[10];
out[11] = a[14];
out[12] = a[3];
out[13] = a[7];
out[14] = a[11];
out[15] = a[15];
}
return out;
}
/**
* Inverts a mat4
*
* @param {mat4} out the receiving matrix
* @param {ReadonlyMat4} a the source matrix
* @returns {mat4} out
*/
function mat4_invert(out, a) {
var a00 = a[0],
a01 = a[1],
a02 = a[2],
a03 = a[3];
var a10 = a[4],
a11 = a[5],
a12 = a[6],
a13 = a[7];
var a20 = a[8],
a21 = a[9],
a22 = a[10],
a23 = a[11];
var a30 = a[12],
a31 = a[13],
a32 = a[14],
a33 = a[15];
var b00 = a00 * a11 - a01 * a10;
var b01 = a00 * a12 - a02 * a10;
var b02 = a00 * a13 - a03 * a10;
var b03 = a01 * a12 - a02 * a11;
var b04 = a01 * a13 - a03 * a11;
var b05 = a02 * a13 - a03 * a12;
var b06 = a20 * a31 - a21 * a30;
var b07 = a20 * a32 - a22 * a30;
var b08 = a20 * a33 - a23 * a30;
var b09 = a21 * a32 - a22 * a31;
var b10 = a21 * a33 - a23 * a31;
var b11 = a22 * a33 - a23 * a32; // Calculate the determinant
var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
if (!det) {
return null;
}
det = 1.0 / det;
out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
return out;
}
/**
* Calculates the adjugate of a mat4
*
* @param {mat4} out the receiving matrix
* @param {ReadonlyMat4} a the source matrix
* @returns {mat4} out
*/
function mat4_adjoint(out, a) {
var a00 = a[0],
a01 = a[1],
a02 = a[2],
a03 = a[3];
var a10 = a[4],
a11 = a[5],
a12 = a[6],
a13 = a[7];
var a20 = a[8],
a21 = a[9],
a22 = a[10],
a23 = a[11];
var a30 = a[12],
a31 = a[13],
a32 = a[14],
a33 = a[15];
out[0] = a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22);
out[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22));
out[2] = a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12);
out[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12));
out[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22));
out[5] = a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22);
out[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12));
out[7] = a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12);
out[8] = a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21);
out[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21));
out[10] = a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11);
out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11));
out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21));
out[13] = a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21);
out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11));
out[15] = a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11);
return out;
}
/**
* Calculates the determinant of a mat4
*
* @param {ReadonlyMat4} a the source matrix
* @returns {Number} determinant of a
*/
function mat4_determinant(a) {
var a00 = a[0],
a01 = a[1],
a02 = a[2],
a03 = a[3];
var a10 = a[4],
a11 = a[5],
a12 = a[6],
a13 = a[7];
var a20 = a[8],
a21 = a[9],
a22 = a[10],
a23 = a[11];
var a30 = a[12],
a31 = a[13],
a32 = a[14],
a33 = a[15];
var b00 = a00 * a11 - a01 * a10;
var b01 = a00 * a12 - a02 * a10;
var b02 = a00 * a13 - a03 * a10;
var b03 = a01 * a12 - a02 * a11;
var b04 = a01 * a13 - a03 * a11;
var b05 = a02 * a13 - a03 * a12;
var b06 = a20 * a31 - a21 * a30;
var b07 = a20 * a32 - a22 * a30;
var b08 = a20 * a33 - a23 * a30;
var b09 = a21 * a32 - a22 * a31;
var b10 = a21 * a33 - a23 * a31;
var b11 = a22 * a33 - a23 * a32; // Calculate the determinant
return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
}
/**
* Multiplies two mat4s
*
* @param {mat4} out the receiving matrix
* @param {ReadonlyMat4} a the first operand
* @param {ReadonlyMat4} b the second operand
* @returns {mat4} out
*/
function mat4_multiply(out, a, b) {
var a00 = a[0],
a01 = a[1],
a02 = a[2],
a03 = a[3];
var a10 = a[4],
a11 = a[5],
a12 = a[6],
a13 = a[7];
var a20 = a[8],
a21 = a[9],
a22 = a[10],
a23 = a[11];
var a30 = a[12],
a31 = a[13],
a32 = a[14],
a33 = a[15]; // 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;
}
/**
* Translate a mat4 by the given vector
*
* @param {mat4} out the receiving matrix
* @param {ReadonlyMat4} a the matrix to translate
* @param {ReadonlyVec3} v vector to translate by
* @returns {mat4} out
*/
function mat4_translate(out, a, v) {
var x = v[0],
y = v[1],
z = v[2];
var a00, a01, a02, a03;
var a10, a11, a12, a13;
var a20, a21, a22, a23;
if (a === out) {
out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
} else {
a00 = a[0];
a01 = a[1];
a02 = a[2];
a03 = a[3];
a10 = a[4];
a11 = a[5];
a12 = a[6];
a13 = a[7];
a20 = a[8];
a21 = a[9];
a22 = a[10];
a23 = a[11];
out[0] = a00;
out[1] = a01;
out[2] = a02;
out[3] = a03;
out[4] = a10;
out[5] = a11;
out[6] = a12;
out[7] = a13;
out[8] = a20;
out[9] = a21;
out[10] = a22;
out[11] = a23;
out[12] = a00 * x + a10 * y + a20 * z + a[12];
out[13] = a01 * x + a11 * y + a21 * z + a[13];
out[14] = a02 * x + a12 * y + a22 * z + a[14];
out[15] = a03 * x + a13 * y + a23 * z + a[15];
}
return out;
}
/**
* Scales the mat4 by the dimensions in the given vec3 not using vectorization
*
* @param {mat4} out the receiving matrix
* @param {ReadonlyMat4} a the matrix to scale
* @param {ReadonlyVec3} v the vec3 to scale the matrix by
* @returns {mat4} out
**/
function mat4_scale(out, a, v) {
var x = v[0],
y = v[1],
z = v[2];
out[0] = a[0] * x;
out[1] = a[1] * x;
out[2] = a[2] * x;
out[3] = a[3] * x;
out[4] = a[4] * y;
out[5] = a[5] * y;
out[6] = a[6] * y;
out[7] = a[7] * y;
out[8] = a[8] * z;
out[9] = a[9] * z;
out[10] = a[10] * z;
out[11] = a[11] * z;
out[12] = a[12];
out[13] = a[13];
out[14] = a[14];
out[15] = a[15];
return out;
}
/**
* Rotates a mat4 by the given angle around the given axis
*
* @param {mat4} out the receiving matrix
* @param {ReadonlyMat4} a the matrix to rotate
* @param {Number} rad the angle to rotate the matrix by
* @param {ReadonlyVec3} axis the axis to rotate around
* @returns {mat4} out
*/
function mat4_rotate(out, a, rad, axis) {
var x = axis[0],
y = axis[1],
z = axis[2];
var len = Math.hypot(x, y, z);
var s, c, t;
var a00, a01, a02, a03;
var a10, a11, a12, a13;
var a20, a21, a22, a23;
var b00, b01, b02;
var b10, b11, b12;
var b20, b21, b22;
if (len < EPSILON) {
return null;
}
len = 1 / len;
x *= len;
y *= len;
z *= len;
s = Math.sin(rad);
c = Math.cos(rad);
t = 1 - c;
a00 = a[0];
a01 = a[1];
a02 = a[2];
a03 = a[3];
a10 = a[4];
a11 = a[5];
a12 = a[6];
a13 = a[7];
a20 = a[8];
a21 = a[9];
a22 = a[10];
a23 = a[11]; // Construct the elements of the rotation matrix
b00 = x * x * t + c;
b01 = y * x * t + z * s;
b02 = z * x * t - y * s;
b10 = x * y * t - z * s;
b11 = y * y * t + c;
b12 = z * y * t + x * s;
b20 = x * z * t + y * s;
b21 = y * z * t - x * s;
b22 = z * z * t + c; // Perform rotation-specific matrix multiplication
out[0] = a00 * b00 + a10 * b01 + a20 * b02;
out[1] = a01 * b00 + a11 * b01 + a21 * b02;
out[2] = a02 * b00 + a12 * b01 + a22 * b02;
out[3] = a03 * b00 + a13 * b01 + a23 * b02;
out[4] = a00 * b10 + a10 * b11 + a20 * b12;
out[5] = a01 * b10 + a11 * b11 + a21 * b12;
out[6] = a02 * b10 + a12 * b11 + a22 * b12;
out[7] = a03 * b10 + a13 * b11 + a23 * b12;
out[8] = a00 * b20 + a10 * b21 + a20 * b22;
out[9] = a01 * b20 + a11 * b21 + a21 * b22;
out[10] = a02 * b20 + a12 * b21 + a22 * b22;
out[11] = a03 * b20 + a13 * b21 + a23 * b22;
if (a !== out) {
// If the source and destination differ, copy the unchanged last row
out[12] = a[12];
out[13] = a[13];
out[14] = a[14];
out[15] = a[15];
}
return out;
}
/**
* Rotates a matrix by the given angle around the X axis
*
* @param {mat4} out the receiving matrix
* @param {ReadonlyMat4} a the matrix to rotate
* @param {Number} rad the angle to rotate the matrix by
* @returns {mat4} out
*/
function rotateX(out, a, rad) {
var s = Math.sin(rad);
var c = Math.cos(rad);
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
if (a !== out) {
// If the source and destination differ, copy the unchanged rows
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
out[12] = a[12];
out[13] = a[13];
out[14] = a[14];
out[15] = a[15];
} // Perform axis-specific matrix multiplication
out[4] = a10 * c + a20 * s;
out[5] = a11 * c + a21 * s;
out[6] = a12 * c + a22 * s;
out[7] = a13 * c + a23 * s;
out[8] = a20 * c - a10 * s;
out[9] = a21 * c - a11 * s;
out[10] = a22 * c - a12 * s;
out[11] = a23 * c - a13 * s;
return out;
}
/**
* Rotates a matrix by the given angle around the Y axis
*
* @param {mat4} out the receiving matrix
* @param {ReadonlyMat4} a the matrix to rotate
* @param {Number} rad the angle to rotate the matrix by
* @returns {mat4} out
*/
function rotateY(out, a, rad) {
var s = Math.sin(rad);
var c = Math.cos(rad);
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a20 = a[8];
var a21 = a[9];
var a22 = a[10];
var a23 = a[11];
if (a !== out) {
// If the source and destination differ, copy the unchanged rows
out[4] = a[4];
out[5] = a[5];
out[6] = a[6];
out[7] = a[7];
out[12] = a[12];
out[13] = a[13];
out[14] = a[14];
out[15] = a[15];
} // Perform axis-specific matrix multiplication
out[0] = a00 * c - a20 * s;
out[1] = a01 * c - a21 * s;
out[2] = a02 * c - a22 * s;
out[3] = a03 * c - a23 * s;
out[8] = a00 * s + a20 * c;
out[9] = a01 * s + a21 * c;
out[10] = a02 * s + a22 * c;
out[11] = a03 * s + a23 * c;
return out;
}
/**
* Rotates a matrix by the given angle around the Z axis
*
* @param {mat4} out the receiving matrix
* @param {ReadonlyMat4} a the matrix to rotate
* @param {Number} rad the angle to rotate the matrix by
* @returns {mat4} out
*/
function rotateZ(out, a, rad) {
var s = Math.sin(rad);
var c = Math.cos(rad);
var a00 = a[0];
var a01 = a[1];
var a02 = a[2];
var a03 = a[3];
var a10 = a[4];
var a11 = a[5];
var a12 = a[6];
var a13 = a[7];
if (a !== out) {
// If the source and destination differ, copy the unchanged last row
out[8] = a[8];
out[9] = a[9];
out[10] = a[10];
out[11] = a[11];
out[12] = a[12];
out[13] = a[13];
out[14] = a[14];
out[15] = a[15];
} // Perform axis-specific matrix multiplication
out[0] = a00 * c + a10 * s;
out[1] = a01 * c + a11 * s;
out[2] = a02 * c + a12 * s;
out[3] = a03 * c + a13 * s;
out[4] = a10 * c - a00 * s;
out[5] = a11 * c - a01 * s;
out[6] = a12 * c - a02 * s;
out[7] = a13 * c - a03 * s;
return out;
}
/**
* Creates a matrix from a 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 {ReadonlyVec3} v Translation vector
* @returns {mat4} out
*/
function mat4_fromTranslation(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 {ReadonlyVec3} v Scaling vector
* @returns {mat4} out
*/
function mat4_fromScaling(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 {ReadonlyVec3} axis the axis to rotate around
* @returns {mat4} out
*/
function mat4_fromRotation(out, rad, axis) {
var x = axis[0],
y = axis[1],
z = axis[2];
var len = Math.hypot(x, y, z);
var s, c, t;
if (len < 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
*/
function fromXRotation(out, rad) {
var s = Math.sin(rad);
var 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
*/
function fromYRotation(out, rad) {
var s = Math.sin(rad);
var 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
*/
function fromZRotation(out, rad) {
var s = Math.sin(rad);
var 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);
* let quatMat = mat4.create();
* quat4.toMat4(quat, quatMat);
* mat4.multiply(dest, quatMat);
*
* @param {mat4} out mat4 receiving operation result
* @param {quat4} q Rotation quaternion
* @param {ReadonlyVec3} v Translation vector
* @returns {mat4} out
*/
function fromRotationTranslation(out, q, v) {
// Quaternion math
var x = q[0],
y = q[1],
z = q[2],
w = q[3];
var x2 = x + x;
var y2 = y + y;
var z2 = z + z;
var xx = x * x2;
var xy = x * y2;
var xz = x * z2;
var yy = y * y2;
var yz = y * z2;
var zz = z * z2;
var wx = w * x2;
var wy = w * y2;
var 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;
}
/**
* Creates a new mat4 from a dual quat.
*
* @param {mat4} out Matrix
* @param {ReadonlyQuat2} a Dual Quaternion
* @returns {mat4} mat4 receiving operation result
*/
function fromQuat2(out, a) {
var translation = new ARRAY_TYPE(3);
var bx = -a[0],
by = -a[1],
bz = -a[2],
bw = a[3],
ax = a[4],
ay = a[5],
az = a[6],
aw = a[7];
var magnitude = bx * bx + by * by + bz * bz + bw * bw; //Only scale if it makes sense
if (magnitude > 0) {
translation[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2 / magnitude;
translation[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2 / magnitude;
translation[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2 / magnitude;
} else {
translation[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2;
translation[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2;
translation[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2;
}
fromRotationTranslation(out, a, translation);
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 {ReadonlyMat4} mat Matrix to be decomposed (input)
* @return {vec3} out
*/
function getTranslation(out, mat) {
out[0] = mat[12];
out[1] = mat[13];
out[2] = mat[14];
return out;
}
/**
* Returns the scaling factor component of a transformation
* matrix. If a matrix is built with fromRotationTranslationScale
* with a normalized Quaternion paramter, the returned vector will be
* the same as the scaling vector
* originally supplied.
* @param {vec3} out Vector to receive scaling factor component
* @param {ReadonlyMat4} mat Matrix to be decomposed (input)
* @return {vec3} out
*/
function getScaling(out, mat) {
var m11 = mat[0];
var m12 = mat[1];
var m13 = mat[2];
var m21 = mat[4];
var m22 = mat[5];
var m23 = mat[6];
var m31 = mat[8];
var m32 = mat[9];
var m33 = mat[10];
out[0] = Math.hypot(m11, m12, m13);
out[1] = Math.hypot(m21, m22, m23);
out[2] = Math.hypot(m31, m32, m33);
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 {ReadonlyMat4} mat Matrix to be decomposed (input)
* @return {quat} out
*/
function getRotation(out, mat) {
var scaling = new ARRAY_TYPE(3);
getScaling(scaling, mat);
var is1 = 1 / scaling[0];
var is2 = 1 / scaling[1];
var is3 = 1 / scaling[2];
var sm11 = mat[0] * is1;
var sm12 = mat[1] * is2;
var sm13 = mat[2] * is3;
var sm21 = mat[4] * is1;
var sm22 = mat[5] * is2;
var sm23 = mat[6] * is3;
var sm31 = mat[8] * is1;
var sm32 = mat[9] * is2;
var sm33 = mat[10] * is3;
var trace = sm11 + sm22 + sm33;
var S = 0;
if (trace > 0) {
S = Math.sqrt(trace + 1.0) * 2;
out[3] = 0.25 * S;
out[0] = (sm23 - sm32) / S;
out[1] = (sm31 - sm13) / S;
out[2] = (sm12 - sm21) / S;
} else if (sm11 > sm22 && sm11 > sm33) {
S = Math.sqrt(1.0 + sm11 - sm22 - sm33) * 2;
out[3] = (sm23 - sm32) / S;
out[0] = 0.25 * S;
out[1] = (sm12 + sm21) / S;
out[2] = (sm31 + sm13) / S;
} else if (sm22 > sm33) {
S = Math.sqrt(1.0 + sm22 - sm11 - sm33) * 2;
out[3] = (sm31 - sm13) / S;
out[0] = (sm12 + sm21) / S;
out[1] = 0.25 * S;
out[2] = (sm23 + sm32) / S;
} else {
S = Math.sqrt(1.0 + sm33 - sm11 - sm22) * 2;
out[3] = (sm12 - sm21) / S;
out[0] = (sm31 + sm13) / S;
out[1] = (sm23 + sm32) / 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);
* let 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 {ReadonlyVec3} v Translation vector
* @param {ReadonlyVec3} s Scaling vector
* @returns {mat4} out
*/
function fromRotationTranslationScale(out, q, v, s) {
// Quaternion math
var x = q[0],
y = q[1],
z = q[2],
w = q[3];
var x2 = x + x;
var y2 = y + y;
var z2 = z + z;
var xx = x * x2;
var xy = x * y2;
var xz = x * z2;
var yy = y * y2;
var yz = y * z2;
var zz = z * z2;
var wx = w * x2;
var wy = w * y2;
var wz = w * z2;
var sx = s[0];
var sy = s[1];
var 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);
* let 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 {ReadonlyVec3} v Translation vector
* @param {ReadonlyVec3} s Scaling vector
* @param {ReadonlyVec3} o The origin vector around which to scale and rotate
* @returns {mat4} out
*/
function fromRotationTranslationScaleOrigin(out, q, v, s, o) {
// Quaternion math
var x = q[0],
y = q[1],
z = q[2],
w = q[3];
var x2 = x + x;
var y2 = y + y;
var z2 = z + z;
var xx = x * x2;
var xy = x * y2;
var xz = x * z2;
var yy = y * y2;
var yz = y * z2;
var zz = z * z2;
var wx = w * x2;
var wy = w * y2;
var wz = w * z2;
var sx = s[0];
var sy = s[1];
var sz = s[2];
var ox = o[0];
var oy = o[1];
var oz = o[2];
var out0 = (1 - (yy + zz)) * sx;
var out1 = (xy + wz) * sx;
var out2 = (xz - wy) * sx;
var out4 = (xy - wz) * sy;
var out5 = (1 - (xx + zz)) * sy;
var out6 = (yz + wx) * sy;
var out8 = (xz + wy) * sz;
var out9 = (yz - wx) * sz;
var out10 = (1 - (xx + yy)) * sz;
out[0] = out0;
out[1] = out1;
out[2] = out2;
out[3] = 0;
out[4] = out4;
out[5] = out5;
out[6] = out6;
out[7] = 0;
out[8] = out8;
out[9] = out9;
out[10] = out10;
out[11] = 0;
out[12] = v[0] + ox - (out0 * ox + out4 * oy + out8 * oz);
out[13] = v[1] + oy - (out1 * ox + out5 * oy + out9 * oz);
out[14] = v[2] + oz - (out2 * ox + out6 * oy + out10 * oz);
out[15] = 1;
return out;
}
/**
* Calculates a 4x4 matrix from the given quaternion
*
* @param {mat4} out mat4 receiving operation result
* @param {ReadonlyQuat} q Quaternion to create matrix from
*
* @returns {mat4} out
*/
function mat4_fromQuat(out, q) {
var x = q[0],
y = q[1],
z = q[2],
w = q[3];
var x2 = x + x;
var y2 = y + y;
var z2 = z + z;
var xx = x * x2;
var yx = y * x2;
var yy = y * y2;
var zx = z * x2;
var zy = z * y2;
var zz = z * z2;
var wx = w * x2;
var wy = w * y2;
var wz = w * z2;
out[0] = 1 - yy - zz;
out[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
*/
function frustum(out, left, right, bottom, top, near, far) {
var rl = 1 / (right - left);
var tb = 1 / (top - bottom);
var 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.
* Passing null/undefined/no value for far will generate infinite projection matrix.
*
* @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, can be null or Infinity
* @returns {mat4} out
*/
function perspective(out, fovy, aspect, near, far) {
var f = 1.0 / Math.tan(fovy / 2),
nf;
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[11] = -1;
out[12] = 0;
out[13] = 0;
out[15] = 0;
if (far != null && far !== Infinity) {
nf = 1 / (near - far);
out[10] = (far + near) * nf;
out[14] = 2 * far * near * nf;
} else {
out[10] = -1;
out[14] = -2 * near;
}
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
*/
function perspectiveFromFieldOfView(out, fov, near, far) {
var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
var xScale = 2.0 / (leftTan + rightTan);
var 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
*/
function ortho(out, left, right, bottom, top, near, far) {
var lr = 1 / (left - right);
var bt = 1 / (bottom - top);
var 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.
* If you want a matrix that actually makes an object look at another object, you should use targetTo instead.
*
* @param {mat4} out mat4 frustum matrix will be written into
* @param {ReadonlyVec3} eye Position of the viewer
* @param {ReadonlyVec3} center Point the viewer is looking at
* @param {ReadonlyVec3} up vec3 pointing up
* @returns {mat4} out
*/
function lookAt(out, eye, center, up) {
var x0, x1, x2, y0, y1, y2, z0, z1, z2, len;
var eyex = eye[0];
var eyey = eye[1];
var eyez = eye[2];
var upx = up[0];
var upy = up[1];
var upz = up[2];
var centerx = center[0];
var centery = center[1];
var centerz = center[2];
if (Math.abs(eyex - centerx) < EPSILON && Math.abs(eyey - centery) < EPSILON && Math.abs(eyez - centerz) < EPSILON) {
return mat4_identity(out);
}
z0 = eyex - centerx;
z1 = eyey - centery;
z2 = eyez - centerz;
len = 1 / Math.hypot(z0, z1, z2);
z0 *= len;
z1 *= len;
z2 *= len;
x0 = upy * z2 - upz * z1;
x1 = upz * z0 - upx * z2;
x2 = upx * z1 - upy * z0;
len = Math.hypot(x0, x1, 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.hypot(y0, y1, 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;
}
/**
* Generates a matrix that makes something look at something else.
*
* @param {mat4} out mat4 frustum matrix will be written into
* @param {ReadonlyVec3} eye Position of the viewer
* @param {ReadonlyVec3} center Point the viewer is looking at
* @param {ReadonlyVec3} up vec3 pointing up
* @returns {mat4} out
*/
function targetTo(out, eye, target, up) {
var eyex = eye[0],
eyey = eye[1],
eyez = eye[2],
upx = up[0],
upy = up[1],
upz = up[2];
var z0 = eyex - target[0],
z1 = eyey - target[1],
z2 = eyez - target[2];
var len = z0 * z0 + z1 * z1 + z2 * z2;
if (len > 0) {
len = 1 / Math.sqrt(len);
z0 *= len;
z1 *= len;
z2 *= len;
}
var x0 = upy * z2 - upz * z1,
x1 = upz * z0 - upx * z2,
x2 = upx * z1 - upy * z0;
len = x0 * x0 + x1 * x1 + x2 * x2;
if (len > 0) {
len = 1 / Math.sqrt(len);
x0 *= len;
x1 *= len;
x2 *= len;
}
out[0] = x0;
out[1] = x1;
out[2] = x2;
out[3] = 0;
out[4] = z1 * x2 - z2 * x1;
out[5] = z2 * x0 - z0 * x2;
out[6] = z0 * x1 - z1 * x0;
out[7] = 0;
out[8] = z0;
out[9] = z1;
out[10] = z2;
out[11] = 0;
out[12] = eyex;
out[13] = eyey;
out[14] = eyez;
out[15] = 1;
return out;
}
/**
* Returns a string representation of a mat4
*
* @param {ReadonlyMat4} a matrix to represent as a string
* @returns {String} string representation of the matrix
*/
function mat4_str(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 {ReadonlyMat4} a the matrix to calculate Frobenius norm of
* @returns {Number} Frobenius norm
*/
function mat4_frob(a) {
return Math.hypot(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]);
}
/**
* Adds two mat4's
*
* @param {mat4} out the receiving matrix
* @param {ReadonlyMat4} a the first operand
* @param {ReadonlyMat4} b the second operand
* @returns {mat4} out
*/
function mat4_add(out, a, b) {
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
out[2] = a[2] + b[2];
out[3] = a[3] + b[3];
out[4] = a[4] + b[4];
out[5] = a[5] + b[5];
out[6] = a[6] + b[6];
out[7] = a[7] + b[7];
out[8] = a[8] + b[8];
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 {ReadonlyMat4} a the first operand
* @param {ReadonlyMat4} b the second operand
* @returns {mat4} out
*/
function mat4_subtract(out, a, b) {
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
out[2] = a[2] - b[2];
out[3] = a[3] - b[3];
out[4] = a[4] - b[4];
out[5] = a[5] - b[5];
out[6] = a[6] - b[6];
out[7] = a[7] - b[7];
out[8] = a[8] - b[8];
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;
}
/**
* Multiply each element of the matrix by a scalar.
*
* @param {mat4} out the receiving matrix
* @param {ReadonlyMat4} a the matrix to scale
* @param {Number} b amount to scale the matrix's elements by
* @returns {mat4} out
*/
function mat4_multiplyScalar(out, a, b) {
out[0] = a[0] * b;
out[1] = a[1] * b;
out[2] = a[2] * b;
out[3] = a[3] * b;
out[4] = a[4] * b;
out[5] = a[5] * b;
out[6] = a[6] * b;
out[7] = a[7] * b;
out[8] = a[8] * b;
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 {ReadonlyMat4} a the first operand
* @param {ReadonlyMat4} b the second operand
* @param {Number} scale the amount to scale b's elements by before adding
* @returns {mat4} out
*/
function mat4_multiplyScalarAndAdd(out, a, b, scale) {
out[0] = a[0] + b[0] * scale;
out[1] = a[1] + b[1] * scale;
out[2] = a[2] + b[2] * scale;
out[3] = a[3] + b[3] * scale;
out[4] = a[4] + b[4] * scale;
out[5] = a[5] + b[5] * scale;
out[6] = a[6] + b[6] * scale;
out[7] = a[7] + b[7] * scale;
out[8] = a[8] + b[8] * scale;
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 {ReadonlyMat4} a The first matrix.
* @param {ReadonlyMat4} b The second matrix.
* @returns {Boolean} True if the matrices are equal, false otherwise.
*/
function mat4_exactEquals(a, b) {
return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7] && a[8] === b[8] && 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 {ReadonlyMat4} a The first matrix.
* @param {ReadonlyMat4} b The second matrix.
* @returns {Boolean} True if the matrices are equal, false otherwise.
*/
function mat4_equals(a, b) {
var a0 = a[0],
a1 = a[1],
a2 = a[2],
a3 = a[3];
var a4 = a[4],
a5 = a[5],
a6 = a[6],
a7 = a[7];
var a8 = a[8],
a9 = a[9],
a10 = a[10],
a11 = a[11];
var 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];
var b4 = b[4],
b5 = b[5],
b6 = b[6],
b7 = b[7];
var b8 = b[8],
b9 = b[9],
b10 = b[10],
b11 = b[11];
var b12 = b[12],
b13 = b[13],
b14 = b[14],
b15 = b[15];
return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) && Math.abs(a8 - b8) <= EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8)) && Math.abs(a9 - b9) <= EPSILON * Math.max(1.0, Math.abs(a9), Math.abs(b9)) && Math.abs(a10 - b10) <= EPSILON * Math.max(1.0, Math.abs(a10), Math.abs(b10)) && Math.abs(a11 - b11) <= EPSILON * Math.max(1.0, Math.abs(a11), Math.abs(b11)) && Math.abs(a12 - b12) <= EPSILON * Math.max(1.0, Math.abs(a12), Math.abs(b12)) && Math.abs(a13 - b13) <= EPSILON * Math.max(1.0, Math.abs(a13), Math.abs(b13)) && Math.abs(a14 - b14) <= EPSILON * Math.max(1.0, Math.abs(a14), Math.abs(b14)) && Math.abs(a15 - b15) <= EPSILON * Math.max(1.0, Math.abs(a15), Math.abs(b15));
}
/**
* Alias for {@link mat4.multiply}
* @function
*/
var mat4_mul = mat4_multiply;
/**
* Alias for {@link mat4.subtract}
* @function
*/
var mat4_sub = mat4_subtract;
// CONCATENATED MODULE: ./node_modules/gl-matrix/esm/vec3.js
/**
* 3 Dimensional Vector
* @module vec3
*/
/**
* Creates a new, empty vec3
*
* @returns {vec3} a new 3D vector
*/
function vec3_create() {
var out = new ARRAY_TYPE(3);
if (ARRAY_TYPE != Float32Array) {
out[0] = 0;
out[1] = 0;
out[2] = 0;
}
return out;
}
/**
* Creates a new vec3 initialized with values from an existing vector
*
* @param {ReadonlyVec3} a vector to clone
* @returns {vec3} a new 3D vector
*/
function vec3_clone(a) {
var out = new ARRAY_TYPE(3);
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
return out;
}
/**
* Calculates the length of a vec3
*
* @param {ReadonlyVec3} a vector to calculate length of
* @returns {Number} length of a
*/
function vec3_length(a) {
var x = a[0];
var y = a[1];
var z = a[2];
return Math.hypot(x, y, z);
}
/**
* Creates a new vec3 initialized with the given values
*
* @param {Number} x X component
* @param {Number} y Y component
* @param {Number} z Z component
* @returns {vec3} a new 3D vector
*/
function vec3_fromValues(x, y, z) {
var out = new ARRAY_TYPE(3);
out[0] = x;
out[1] = y;
out[2] = z;
return out;
}
/**
* Copy the values from one vec3 to another
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the source vector
* @returns {vec3} out
*/
function vec3_copy(out, a) {
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
return out;
}
/**
* Set the components of a vec3 to the given values
*
* @param {vec3} out the receiving vector
* @param {Number} x X component
* @param {Number} y Y component
* @param {Number} z Z component
* @returns {vec3} out
*/
function vec3_set(out, x, y, z) {
out[0] = x;
out[1] = y;
out[2] = z;
return out;
}
/**
* Adds two vec3's
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @returns {vec3} out
*/
function vec3_add(out, a, b) {
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
out[2] = a[2] + b[2];
return out;
}
/**
* Subtracts vector b from vector a
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @returns {vec3} out
*/
function vec3_subtract(out, a, b) {
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
out[2] = a[2] - b[2];
return out;
}
/**
* Multiplies two vec3's
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @returns {vec3} out
*/
function vec3_multiply(out, a, b) {
out[0] = a[0] * b[0];
out[1] = a[1] * b[1];
out[2] = a[2] * b[2];
return out;
}
/**
* Divides two vec3's
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @returns {vec3} out
*/
function divide(out, a, b) {
out[0] = a[0] / b[0];
out[1] = a[1] / b[1];
out[2] = a[2] / b[2];
return out;
}
/**
* Math.ceil the components of a vec3
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a vector to ceil
* @returns {vec3} out
*/
function ceil(out, a) {
out[0] = Math.ceil(a[0]);
out[1] = Math.ceil(a[1]);
out[2] = Math.ceil(a[2]);
return out;
}
/**
* Math.floor the components of a vec3
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a vector to floor
* @returns {vec3} out
*/
function floor(out, a) {
out[0] = Math.floor(a[0]);
out[1] = Math.floor(a[1]);
out[2] = Math.floor(a[2]);
return out;
}
/**
* Returns the minimum of two vec3's
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @returns {vec3} out
*/
function min(out, a, b) {
out[0] = Math.min(a[0], b[0]);
out[1] = Math.min(a[1], b[1]);
out[2] = Math.min(a[2], b[2]);
return out;
}
/**
* Returns the maximum of two vec3's
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @returns {vec3} out
*/
function max(out, a, b) {
out[0] = Math.max(a[0], b[0]);
out[1] = Math.max(a[1], b[1]);
out[2] = Math.max(a[2], b[2]);
return out;
}
/**
* Math.round the components of a vec3
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a vector to round
* @returns {vec3} out
*/
function round(out, a) {
out[0] = Math.round(a[0]);
out[1] = Math.round(a[1]);
out[2] = Math.round(a[2]);
return out;
}
/**
* Scales a vec3 by a scalar number
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the vector to scale
* @param {Number} b amount to scale the vector by
* @returns {vec3} out
*/
function vec3_scale(out, a, b) {
out[0] = a[0] * b;
out[1] = a[1] * b;
out[2] = a[2] * b;
return out;
}
/**
* Adds two vec3's after scaling the second operand by a scalar value
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @param {Number} scale the amount to scale b by before adding
* @returns {vec3} out
*/
function scaleAndAdd(out, a, b, scale) {
out[0] = a[0] + b[0] * scale;
out[1] = a[1] + b[1] * scale;
out[2] = a[2] + b[2] * scale;
return out;
}
/**
* Calculates the euclidian distance between two vec3's
*
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @returns {Number} distance between a and b
*/
function distance(a, b) {
var x = b[0] - a[0];
var y = b[1] - a[1];
var z = b[2] - a[2];
return Math.hypot(x, y, z);
}
/**
* Calculates the squared euclidian distance between two vec3's
*
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @returns {Number} squared distance between a and b
*/
function squaredDistance(a, b) {
var x = b[0] - a[0];
var y = b[1] - a[1];
var z = b[2] - a[2];
return x * x + y * y + z * z;
}
/**
* Calculates the squared length of a vec3
*
* @param {ReadonlyVec3} a vector to calculate squared length of
* @returns {Number} squared length of a
*/
function squaredLength(a) {
var x = a[0];
var y = a[1];
var z = a[2];
return x * x + y * y + z * z;
}
/**
* Negates the components of a vec3
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a vector to negate
* @returns {vec3} out
*/
function negate(out, a) {
out[0] = -a[0];
out[1] = -a[1];
out[2] = -a[2];
return out;
}
/**
* Returns the inverse of the components of a vec3
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a vector to invert
* @returns {vec3} out
*/
function inverse(out, a) {
out[0] = 1.0 / a[0];
out[1] = 1.0 / a[1];
out[2] = 1.0 / a[2];
return out;
}
/**
* Normalize a vec3
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a vector to normalize
* @returns {vec3} out
*/
function normalize(out, a) {
var x = a[0];
var y = a[1];
var z = a[2];
var len = x * x + y * y + z * z;
if (len > 0) {
//TODO: evaluate use of glm_invsqrt here?
len = 1 / Math.sqrt(len);
}
out[0] = a[0] * len;
out[1] = a[1] * len;
out[2] = a[2] * len;
return out;
}
/**
* Calculates the dot product of two vec3's
*
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @returns {Number} dot product of a and b
*/
function vec3_dot(a, b) {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
}
/**
* Computes the cross product of two vec3's
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @returns {vec3} out
*/
function cross(out, a, b) {
var ax = a[0],
ay = a[1],
az = a[2];
var bx = b[0],
by = b[1],
bz = b[2];
out[0] = ay * bz - az * by;
out[1] = az * bx - ax * bz;
out[2] = ax * by - ay * bx;
return out;
}
/**
* Performs a linear interpolation between two vec3's
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
* @returns {vec3} out
*/
function lerp(out, a, b, t) {
var ax = a[0];
var ay = a[1];
var az = a[2];
out[0] = ax + t * (b[0] - ax);
out[1] = ay + t * (b[1] - ay);
out[2] = az + t * (b[2] - az);
return out;
}
/**
* Performs a hermite interpolation with two control points
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @param {ReadonlyVec3} c the third operand
* @param {ReadonlyVec3} d the fourth operand
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
* @returns {vec3} out
*/
function hermite(out, a, b, c, d, t) {
var factorTimes2 = t * t;
var factor1 = factorTimes2 * (2 * t - 3) + 1;
var factor2 = factorTimes2 * (t - 2) + t;
var factor3 = factorTimes2 * (t - 1);
var factor4 = factorTimes2 * (3 - 2 * t);
out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
return out;
}
/**
* Performs a bezier interpolation with two control points
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the first operand
* @param {ReadonlyVec3} b the second operand
* @param {ReadonlyVec3} c the third operand
* @param {ReadonlyVec3} d the fourth operand
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
* @returns {vec3} out
*/
function bezier(out, a, b, c, d, t) {
var inverseFactor = 1 - t;
var inverseFactorTimesTwo = inverseFactor * inverseFactor;
var factorTimes2 = t * t;
var factor1 = inverseFactorTimesTwo * inverseFactor;
var factor2 = 3 * t * inverseFactorTimesTwo;
var factor3 = 3 * factorTimes2 * inverseFactor;
var factor4 = factorTimes2 * t;
out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
return out;
}
/**
* Generates a random vector with the given scale
*
* @param {vec3} out the receiving vector
* @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
* @returns {vec3} out
*/
function random(out, scale) {
scale = scale || 1.0;
var r = RANDOM() * 2.0 * Math.PI;
var z = RANDOM() * 2.0 - 1.0;
var zScale = Math.sqrt(1.0 - z * z) * scale;
out[0] = Math.cos(r) * zScale;
out[1] = Math.sin(r) * zScale;
out[2] = z * scale;
return out;
}
/**
* Transforms the vec3 with a mat4.
* 4th vector component is implicitly '1'
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the vector to transform
* @param {ReadonlyMat4} m matrix to transform with
* @returns {vec3} out
*/
function transformMat4(out, a, m) {
var x = a[0],
y = a[1],
z = a[2];
var w = m[3] * x + m[7] * y + m[11] * z + m[15];
w = w || 1.0;
out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;
out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;
out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;
return out;
}
/**
* Transforms the vec3 with a mat3.
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the vector to transform
* @param {ReadonlyMat3} m the 3x3 matrix to transform with
* @returns {vec3} out
*/
function transformMat3(out, a, m) {
var x = a[0],
y = a[1],
z = a[2];
out[0] = x * m[0] + y * m[3] + z * m[6];
out[1] = x * m[1] + y * m[4] + z * m[7];
out[2] = x * m[2] + y * m[5] + z * m[8];
return out;
}
/**
* Transforms the vec3 with a quat
* Can also be used for dual quaternions. (Multiply it with the real part)
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec3} a the vector to transform
* @param {ReadonlyQuat} q quaternion to transform with
* @returns {vec3} out
*/
function transformQuat(out, a, q) {
// benchmarks: https://jsperf.com/quaternion-transform-vec3-implementations-fixed
var qx = q[0],
qy = q[1],
qz = q[2],
qw = q[3];
var x = a[0],
y = a[1],
z = a[2]; // var qvec = [qx, qy, qz];
// var uv = vec3.cross([], qvec, a);
var uvx = qy * z - qz * y,
uvy = qz * x - qx * z,
uvz = qx * y - qy * x; // var uuv = vec3.cross([], qvec, uv);
var uuvx = qy * uvz - qz * uvy,
uuvy = qz * uvx - qx * uvz,
uuvz = qx * uvy - qy * uvx; // vec3.scale(uv, uv, 2 * w);
var w2 = qw * 2;
uvx *= w2;
uvy *= w2;
uvz *= w2; // vec3.scale(uuv, uuv, 2);
uuvx *= 2;
uuvy *= 2;
uuvz *= 2; // return vec3.add(out, a, vec3.add(out, uv, uuv));
out[0] = x + uvx + uuvx;
out[1] = y + uvy + uuvy;
out[2] = z + uvz + uuvz;
return out;
}
/**
* Rotate a 3D vector around the x-axis
* @param {vec3} out The receiving vec3
* @param {ReadonlyVec3} a The vec3 point to rotate
* @param {ReadonlyVec3} b The origin of the rotation
* @param {Number} rad The angle of rotation in radians
* @returns {vec3} out
*/
function vec3_rotateX(out, a, b, rad) {
var p = [],
r = []; //Translate point to the origin
p[0] = a[0] - b[0];
p[1] = a[1] - b[1];
p[2] = a[2] - b[2]; //perform rotation
r[0] = p[0];
r[1] = p[1] * Math.cos(rad) - p[2] * Math.sin(rad);
r[2] = p[1] * Math.sin(rad) + p[2] * Math.cos(rad); //translate to correct position
out[0] = r[0] + b[0];
out[1] = r[1] + b[1];
out[2] = r[2] + b[2];
return out;
}
/**
* Rotate a 3D vector around the y-axis
* @param {vec3} out The receiving vec3
* @param {ReadonlyVec3} a The vec3 point to rotate
* @param {ReadonlyVec3} b The origin of the rotation
* @param {Number} rad The angle of rotation in radians
* @returns {vec3} out
*/
function vec3_rotateY(out, a, b, rad) {
var p = [],
r = []; //Translate point to the origin
p[0] = a[0] - b[0];
p[1] = a[1] - b[1];
p[2] = a[2] - b[2]; //perform rotation
r[0] = p[2] * Math.sin(rad) + p[0] * Math.cos(rad);
r[1] = p[1];
r[2] = p[2] * Math.cos(rad) - p[0] * Math.sin(rad); //translate to correct position
out[0] = r[0] + b[0];
out[1] = r[1] + b[1];
out[2] = r[2] + b[2];
return out;
}
/**
* Rotate a 3D vector around the z-axis
* @param {vec3} out The receiving vec3
* @param {ReadonlyVec3} a The vec3 point to rotate
* @param {ReadonlyVec3} b The origin of the rotation
* @param {Number} rad The angle of rotation in radians
* @returns {vec3} out
*/
function vec3_rotateZ(out, a, b, rad) {
var p = [],
r = []; //Translate point to the origin
p[0] = a[0] - b[0];
p[1] = a[1] - b[1];
p[2] = a[2] - b[2]; //perform rotation
r[0] = p[0] * Math.cos(rad) - p[1] * Math.sin(rad);
r[1] = p[0] * Math.sin(rad) + p[1] * Math.cos(rad);
r[2] = p[2]; //translate to correct position
out[0] = r[0] + b[0];
out[1] = r[1] + b[1];
out[2] = r[2] + b[2];
return out;
}
/**
* Get the angle between two 3D vectors
* @param {ReadonlyVec3} a The first operand
* @param {ReadonlyVec3} b The second operand
* @returns {Number} The angle in radians
*/
function angle(a, b) {
var ax = a[0],
ay = a[1],
az = a[2],
bx = b[0],
by = b[1],
bz = b[2],
mag1 = Math.sqrt(ax * ax + ay * ay + az * az),
mag2 = Math.sqrt(bx * bx + by * by + bz * bz),
mag = mag1 * mag2,
cosine = mag && vec3_dot(a, b) / mag;
return Math.acos(Math.min(Math.max(cosine, -1), 1));
}
/**
* Set the components of a vec3 to zero
*
* @param {vec3} out the receiving vector
* @returns {vec3} out
*/
function zero(out) {
out[0] = 0.0;
out[1] = 0.0;
out[2] = 0.0;
return out;
}
/**
* Returns a string representation of a vector
*
* @param {ReadonlyVec3} a vector to represent as a string
* @returns {String} string representation of the vector
*/
function vec3_str(a) {
return "vec3(" + a[0] + ", " + a[1] + ", " + a[2] + ")";
}
/**
* Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)
*
* @param {ReadonlyVec3} a The first vector.
* @param {ReadonlyVec3} b The second vector.
* @returns {Boolean} True if the vectors are equal, false otherwise.
*/
function vec3_exactEquals(a, b) {
return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];
}
/**
* Returns whether or not the vectors have approximately the same elements in the same position.
*
* @param {ReadonlyVec3} a The first vector.
* @param {ReadonlyVec3} b The second vector.
* @returns {Boolean} True if the vectors are equal, false otherwise.
*/
function vec3_equals(a, b) {
var a0 = a[0],
a1 = a[1],
a2 = a[2];
var b0 = b[0],
b1 = b[1],
b2 = b[2];
return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2));
}
/**
* Alias for {@link vec3.subtract}
* @function
*/
var vec3_sub = vec3_subtract;
/**
* Alias for {@link vec3.multiply}
* @function
*/
var vec3_mul = vec3_multiply;
/**
* Alias for {@link vec3.divide}
* @function
*/
var div = divide;
/**
* Alias for {@link vec3.distance}
* @function
*/
var dist = distance;
/**
* Alias for {@link vec3.squaredDistance}
* @function
*/
var sqrDist = squaredDistance;
/**
* Alias for {@link vec3.length}
* @function
*/
var vec3_len = vec3_length;
/**
* Alias for {@link vec3.squaredLength}
* @function
*/
var sqrLen = squaredLength;
/**
* Perform some operation over an array of vec3s.
*
* @param {Array} a the array of vectors to iterate over
* @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
* @param {Number} offset Number of elements to skip at the beginning of the array
* @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array
* @param {Function} fn Function to call for each vector in the array
* @param {Object} [arg] additional argument to pass to fn
* @returns {Array} a
* @function
*/
var 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;
};
}();
// CONCATENATED MODULE: ./node_modules/gl-matrix/esm/vec4.js
/**
* 4 Dimensional Vector
* @module vec4
*/
/**
* Creates a new, empty vec4
*
* @returns {vec4} a new 4D vector
*/
function vec4_create() {
var out = new ARRAY_TYPE(4);
if (ARRAY_TYPE != Float32Array) {
out[0] = 0;
out[1] = 0;
out[2] = 0;
out[3] = 0;
}
return out;
}
/**
* Creates a new vec4 initialized with values from an existing vector
*
* @param {ReadonlyVec4} a vector to clone
* @returns {vec4} a new 4D vector
*/
function vec4_clone(a) {
var out = new 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
*/
function vec4_fromValues(x, y, z, w) {
var out = new ARRAY_TYPE(4);
out[0] = x;
out[1] = y;
out[2] = z;
out[3] = w;
return out;
}
/**
* Copy the values from one vec4 to another
*
* @param {vec4} out the receiving vector
* @param {ReadonlyVec4} a the source vector
* @returns {vec4} out
*/
function vec4_copy(out, a) {
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
return out;
}
/**
* Set the components of a vec4 to the given values
*
* @param {vec4} out the receiving vector
* @param {Number} x X component
* @param {Number} y Y component
* @param {Number} z Z component
* @param {Number} w W component
* @returns {vec4} out
*/
function vec4_set(out, x, y, z, w) {
out[0] = x;
out[1] = y;
out[2] = z;
out[3] = w;
return out;
}
/**
* Adds two vec4's
*
* @param {vec4} out the receiving vector
* @param {ReadonlyVec4} a the first operand
* @param {ReadonlyVec4} b the second operand
* @returns {vec4} out
*/
function vec4_add(out, a, b) {
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
out[2] = a[2] + b[2];
out[3] = a[3] + b[3];
return out;
}
/**
* Subtracts vector b from vector a
*
* @param {vec4} out the receiving vector
* @param {ReadonlyVec4} a the first operand
* @param {ReadonlyVec4} b the second operand
* @returns {vec4} out
*/
function vec4_subtract(out, a, b) {
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
out[2] = a[2] - b[2];
out[3] = a[3] - b[3];
return out;
}
/**
* Multiplies two vec4's
*
* @param {vec4} out the receiving vector
* @param {ReadonlyVec4} a the first operand
* @param {ReadonlyVec4} b the second operand
* @returns {vec4} out
*/
function vec4_multiply(out, a, b) {
out[0] = a[0] * b[0];
out[1] = a[1] * b[1];
out[2] = a[2] * b[2];
out[3] = a[3] * b[3];
return out;
}
/**
* Divides two vec4's
*
* @param {vec4} out the receiving vector
* @param {ReadonlyVec4} a the first operand
* @param {ReadonlyVec4} b the second operand
* @returns {vec4} out
*/
function vec4_divide(out, a, b) {
out[0] = a[0] / b[0];
out[1] = a[1] / b[1];
out[2] = a[2] / b[2];
out[3] = a[3] / b[3];
return out;
}
/**
* Math.ceil the components of a vec4
*
* @param {vec4} out the receiving vector
* @param {ReadonlyVec4} a vector to ceil
* @returns {vec4} out
*/
function vec4_ceil(out, a) {
out[0] = Math.ceil(a[0]);
out[1] = Math.ceil(a[1]);
out[2] = Math.ceil(a[2]);
out[3] = Math.ceil(a[3]);
return out;
}
/**
* Math.floor the components of a vec4
*
* @param {vec4} out the receiving vector
* @param {ReadonlyVec4} a vector to floor
* @returns {vec4} out
*/
function vec4_floor(out, a) {
out[0] = Math.floor(a[0]);
out[1] = Math.floor(a[1]);
out[2] = Math.floor(a[2]);
out[3] = Math.floor(a[3]);
return out;
}
/**
* Returns the minimum of two vec4's
*
* @param {vec4} out the receiving vector
* @param {ReadonlyVec4} a the first operand
* @param {ReadonlyVec4} b the second operand
* @returns {vec4} out
*/
function vec4_min(out, a, b) {
out[0] = Math.min(a[0], b[0]);
out[1] = Math.min(a[1], b[1]);
out[2] = Math.min(a[2], b[2]);
out[3] = Math.min(a[3], b[3]);
return out;
}
/**
* Returns the maximum of two vec4's
*
* @param {vec4} out the receiving vector
* @param {ReadonlyVec4} a the first operand
* @param {ReadonlyVec4} b the second operand
* @returns {vec4} out
*/
function vec4_max(out, a, b) {
out[0] = Math.max(a[0], b[0]);
out[1] = Math.max(a[1], b[1]);
out[2] = Math.max(a[2], b[2]);
out[3] = Math.max(a[3], b[3]);
return out;
}
/**
* Math.round the components of a vec4
*
* @param {vec4} out the receiving vector
* @param {ReadonlyVec4} a vector to round
* @returns {vec4} out
*/
function vec4_round(out, a) {
out[0] = Math.round(a[0]);
out[1] = Math.round(a[1]);
out[2] = Math.round(a[2]);
out[3] = Math.round(a[3]);
return out;
}
/**
* Scales a vec4 by a scalar number
*
* @param {vec4} out the receiving vector
* @param {ReadonlyVec4} a the vector to scale
* @param {Number} b amount to scale the vector by
* @returns {vec4} out
*/
function vec4_scale(out, a, b) {
out[0] = a[0] * b;
out[1] = a[1] * b;
out[2] = a[2] * b;
out[3] = a[3] * b;
return out;
}
/**
* Adds two vec4's after scaling the second operand by a scalar value
*
* @param {vec4} out the receiving vector
* @param {ReadonlyVec4} a the first operand
* @param {ReadonlyVec4} b the second operand
* @param {Number} scale the amount to scale b by before adding
* @returns {vec4} out
*/
function vec4_scaleAndAdd(out, a, b, scale) {
out[0] = a[0] + b[0] * scale;
out[1] = a[1] + b[1] * scale;
out[2] = a[2] + b[2] * scale;
out[3] = a[3] + b[3] * scale;
return out;
}
/**
* Calculates the euclidian distance between two vec4's
*
* @param {ReadonlyVec4} a the first operand
* @param {ReadonlyVec4} b the second operand
* @returns {Number} distance between a and b
*/
function vec4_distance(a, b) {
var x = b[0] - a[0];
var y = b[1] - a[1];
var z = b[2] - a[2];
var w = b[3] - a[3];
return Math.hypot(x, y, z, w);
}
/**
* Calculates the squared euclidian distance between two vec4's
*
* @param {ReadonlyVec4} a the first operand
* @param {ReadonlyVec4} b the second operand
* @returns {Number} squared distance between a and b
*/
function vec4_squaredDistance(a, b) {
var x = b[0] - a[0];
var y = b[1] - a[1];
var z = b[2] - a[2];
var w = b[3] - a[3];
return x * x + y * y + z * z + w * w;
}
/**
* Calculates the length of a vec4
*
* @param {ReadonlyVec4} a vector to calculate length of
* @returns {Number} length of a
*/
function vec4_length(a) {
var x = a[0];
var y = a[1];
var z = a[2];
var w = a[3];
return Math.hypot(x, y, z, w);
}
/**
* Calculates the squared length of a vec4
*
* @param {ReadonlyVec4} a vector to calculate squared length of
* @returns {Number} squared length of a
*/
function vec4_squaredLength(a) {
var x = a[0];
var y = a[1];
var z = a[2];
var w = a[3];
return x * x + y * y + z * z + w * w;
}
/**
* Negates the components of a vec4
*
* @param {vec4} out the receiving vector
* @param {ReadonlyVec4} a vector to negate
* @returns {vec4} out
*/
function vec4_negate(out, a) {
out[0] = -a[0];
out[1] = -a[1];
out[2] = -a[2];
out[3] = -a[3];
return out;
}
/**
* Returns the inverse of the components of a vec4
*
* @param {vec4} out the receiving vector
* @param {ReadonlyVec4} a vector to invert
* @returns {vec4} out
*/
function vec4_inverse(out, a) {
out[0] = 1.0 / a[0];
out[1] = 1.0 / a[1];
out[2] = 1.0 / a[2];
out[3] = 1.0 / a[3];
return out;
}
/**
* Normalize a vec4
*
* @param {vec4} out the receiving vector
* @param {ReadonlyVec4} a vector to normalize
* @returns {vec4} out
*/
function vec4_normalize(out, a) {
var x = a[0];
var y = a[1];
var z = a[2];
var w = a[3];
var len = x * x + y * y + z * z + w * w;
if (len > 0) {
len = 1 / Math.sqrt(len);
}
out[0] = x * len;
out[1] = y * len;
out[2] = z * len;
out[3] = w * len;
return out;
}
/**
* Calculates the dot product of two vec4's
*
* @param {ReadonlyVec4} a the first operand
* @param {ReadonlyVec4} b the second operand
* @returns {Number} dot product of a and b
*/
function vec4_dot(a, b) {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
}
/**
* Returns the cross-product of three vectors in a 4-dimensional space
*
* @param {ReadonlyVec4} result the receiving vector
* @param {ReadonlyVec4} U the first vector
* @param {ReadonlyVec4} V the second vector
* @param {ReadonlyVec4} W the third vector
* @returns {vec4} result
*/
function vec4_cross(out, u, v, w) {
var A = v[0] * w[1] - v[1] * w[0],
B = v[0] * w[2] - v[2] * w[0],
C = v[0] * w[3] - v[3] * w[0],
D = v[1] * w[2] - v[2] * w[1],
E = v[1] * w[3] - v[3] * w[1],
F = v[2] * w[3] - v[3] * w[2];
var G = u[0];
var H = u[1];
var I = u[2];
var J = u[3];
out[0] = H * F - I * E + J * D;
out[1] = -(G * F) + I * C - J * B;
out[2] = G * E - H * C + J * A;
out[3] = -(G * D) + H * B - I * A;
return out;
}
/**
* Performs a linear interpolation between two vec4's
*
* @param {vec4} out the receiving vector
* @param {ReadonlyVec4} a the first operand
* @param {ReadonlyVec4} b the second operand
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
* @returns {vec4} out
*/
function vec4_lerp(out, a, b, t) {
var ax = a[0];
var ay = a[1];
var az = a[2];
var aw = a[3];
out[0] = ax + t * (b[0] - ax);
out[1] = ay + t * (b[1] - ay);
out[2] = az + t * (b[2] - az);
out[3] = aw + t * (b[3] - aw);
return out;
}
/**
* Generates a random vector with the given scale
*
* @param {vec4} out the receiving vector
* @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
* @returns {vec4} out
*/
function vec4_random(out, scale) {
scale = scale || 1.0; // Marsaglia, George. Choosing a Point from the Surface of a
// Sphere. Ann. Math. Statist. 43 (1972), no. 2, 645--646.
// http://projecteuclid.org/euclid.aoms/1177692644;
var v1, v2, v3, v4;
var s1, s2;
do {
v1 = RANDOM() * 2 - 1;
v2 = RANDOM() * 2 - 1;
s1 = v1 * v1 + v2 * v2;
} while (s1 >= 1);
do {
v3 = RANDOM() * 2 - 1;
v4 = RANDOM() * 2 - 1;
s2 = v3 * v3 + v4 * v4;
} while (s2 >= 1);
var d = Math.sqrt((1 - s1) / s2);
out[0] = scale * v1;
out[1] = scale * v2;
out[2] = scale * v3 * d;
out[3] = scale * v4 * d;
return out;
}
/**
* Transforms the vec4 with a mat4.
*
* @param {vec4} out the receiving vector
* @param {ReadonlyVec4} a the vector to transform
* @param {ReadonlyMat4} m matrix to transform with
* @returns {vec4} out
*/
function vec4_transformMat4(out, a, m) {
var x = a[0],
y = a[1],
z = a[2],
w = a[3];
out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
return out;
}
/**
* Transforms the vec4 with a quat
*
* @param {vec4} out the receiving vector
* @param {ReadonlyVec4} a the vector to transform
* @param {ReadonlyQuat} q quaternion to transform with
* @returns {vec4} out
*/
function vec4_transformQuat(out, a, q) {
var x = a[0],
y = a[1],
z = a[2];
var qx = q[0],
qy = q[1],
qz = q[2],
qw = q[3]; // calculate quat * vec
var ix = qw * x + qy * z - qz * y;
var iy = qw * y + qz * x - qx * z;
var iz = qw * z + qx * y - qy * x;
var iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat
out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
out[3] = a[3];
return out;
}
/**
* Set the components of a vec4 to zero
*
* @param {vec4} out the receiving vector
* @returns {vec4} out
*/
function vec4_zero(out) {
out[0] = 0.0;
out[1] = 0.0;
out[2] = 0.0;
out[3] = 0.0;
return out;
}
/**
* Returns a string representation of a vector
*
* @param {ReadonlyVec4} a vector to represent as a string
* @returns {String} string representation of the vector
*/
function vec4_str(a) {
return "vec4(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ")";
}
/**
* Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)
*
* @param {ReadonlyVec4} a The first vector.
* @param {ReadonlyVec4} b The second vector.
* @returns {Boolean} True if the vectors are equal, false otherwise.
*/
function vec4_exactEquals(a, b) {
return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];
}
/**
* Returns whether or not the vectors have approximately the same elements in the same position.
*
* @param {ReadonlyVec4} a The first vector.
* @param {ReadonlyVec4} b The second vector.
* @returns {Boolean} True if the vectors are equal, false otherwise.
*/
function vec4_equals(a, b) {
var a0 = a[0],
a1 = a[1],
a2 = a[2],
a3 = a[3];
var b0 = b[0],
b1 = b[1],
b2 = b[2],
b3 = b[3];
return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3));
}
/**
* Alias for {@link vec4.subtract}
* @function
*/
var vec4_sub = vec4_subtract;
/**
* Alias for {@link vec4.multiply}
* @function
*/
var vec4_mul = vec4_multiply;
/**
* Alias for {@link vec4.divide}
* @function
*/
var vec4_div = vec4_divide;
/**
* Alias for {@link vec4.distance}
* @function
*/
var vec4_dist = vec4_distance;
/**
* Alias for {@link vec4.squaredDistance}
* @function
*/
var vec4_sqrDist = vec4_squaredDistance;
/**
* Alias for {@link vec4.length}
* @function
*/
var vec4_len = vec4_length;
/**
* Alias for {@link vec4.squaredLength}
* @function
*/
var vec4_sqrLen = vec4_squaredLength;
/**
* Perform some operation over an array of vec4s.
*
* @param {Array} a the array of vectors to iterate over
* @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed
* @param {Number} offset Number of elements to skip at the beginning of the array
* @param {Number} count Number of vec4s to iterate over. If 0 iterates over entire array
* @param {Function} fn Function to call for each vector in the array
* @param {Object} [arg] additional argument to pass to fn
* @returns {Array} a
* @function
*/
var 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;
};
}();
// CONCATENATED MODULE: ./node_modules/gl-matrix/esm/quat.js
/**
* Quaternion
* @module quat
*/
/**
* Creates a new identity quat
*
* @returns {quat} a new quaternion
*/
function quat_create() {
var out = new ARRAY_TYPE(4);
if (ARRAY_TYPE != Float32Array) {
out[0] = 0;
out[1] = 0;
out[2] = 0;
}
out[3] = 1;
return out;
}
/**
* Set a quat to the identity quaternion
*
* @param {quat} out the receiving quaternion
* @returns {quat} out
*/
function quat_identity(out) {
out[0] = 0;
out[1] = 0;
out[2] = 0;
out[3] = 1;
return out;
}
/**
* Sets a quat from the given angle and rotation axis,
* then returns it.
*
* @param {quat} out the receiving quaternion
* @param {ReadonlyVec3} axis the axis around which to rotate
* @param {Number} rad the angle in radians
* @returns {quat} out
**/
function setAxisAngle(out, axis, rad) {
rad = rad * 0.5;
var s = Math.sin(rad);
out[0] = s * axis[0];
out[1] = s * axis[1];
out[2] = s * axis[2];
out[3] = Math.cos(rad);
return out;
}
/**
* Gets the rotation axis and angle for a given
* quaternion. If a quaternion is created with
* setAxisAngle, this method will return the same
* values as providied in the original parameter list
* OR functionally equivalent values.
* Example: The quaternion formed by axis [0, 0, 1] and
* angle -90 is the same as the quaternion formed by
* [0, 0, 1] and 270. This method favors the latter.
* @param {vec3} out_axis Vector receiving the axis of rotation
* @param {ReadonlyQuat} q Quaternion to be decomposed
* @return {Number} Angle, in radians, of the rotation
*/
function getAxisAngle(out_axis, q) {
var rad = Math.acos(q[3]) * 2.0;
var s = Math.sin(rad / 2.0);
if (s > EPSILON) {
out_axis[0] = q[0] / s;
out_axis[1] = q[1] / s;
out_axis[2] = q[2] / s;
} else {
// If s is zero, return any axis (no rotation - axis does not matter)
out_axis[0] = 1;
out_axis[1] = 0;
out_axis[2] = 0;
}
return rad;
}
/**
* Gets the angular distance between two unit quaternions
*
* @param {ReadonlyQuat} a Origin unit quaternion
* @param {ReadonlyQuat} b Destination unit quaternion
* @return {Number} Angle, in radians, between the two quaternions
*/
function getAngle(a, b) {
var dotproduct = quat_dot(a, b);
return Math.acos(2 * dotproduct * dotproduct - 1);
}
/**
* Multiplies two quat's
*
* @param {quat} out the receiving quaternion
* @param {ReadonlyQuat} a the first operand
* @param {ReadonlyQuat} b the second operand
* @returns {quat} out
*/
function quat_multiply(out, a, b) {
var ax = a[0],
ay = a[1],
az = a[2],
aw = a[3];
var bx = b[0],
by = b[1],
bz = b[2],
bw = b[3];
out[0] = ax * bw + aw * bx + ay * bz - az * by;
out[1] = ay * bw + aw * by + az * bx - ax * bz;
out[2] = az * bw + aw * bz + ax * by - ay * bx;
out[3] = aw * bw - ax * bx - ay * by - az * bz;
return out;
}
/**
* Rotates a quaternion by the given angle about the X axis
*
* @param {quat} out quat receiving operation result
* @param {ReadonlyQuat} a quat to rotate
* @param {number} rad angle (in radians) to rotate
* @returns {quat} out
*/
function quat_rotateX(out, a, rad) {
rad *= 0.5;
var ax = a[0],
ay = a[1],
az = a[2],
aw = a[3];
var bx = Math.sin(rad),
bw = Math.cos(rad);
out[0] = ax * bw + aw * bx;
out[1] = ay * bw + az * bx;
out[2] = az * bw - ay * bx;
out[3] = aw * bw - ax * bx;
return out;
}
/**
* Rotates a quaternion by the given angle about the Y axis
*
* @param {quat} out quat receiving operation result
* @param {ReadonlyQuat} a quat to rotate
* @param {number} rad angle (in radians) to rotate
* @returns {quat} out
*/
function quat_rotateY(out, a, rad) {
rad *= 0.5;
var ax = a[0],
ay = a[1],
az = a[2],
aw = a[3];
var by = Math.sin(rad),
bw = Math.cos(rad);
out[0] = ax * bw - az * by;
out[1] = ay * bw + aw * by;
out[2] = az * bw + ax * by;
out[3] = aw * bw - ay * by;
return out;
}
/**
* Rotates a quaternion by the given angle about the Z axis
*
* @param {quat} out quat receiving operation result
* @param {ReadonlyQuat} a quat to rotate
* @param {number} rad angle (in radians) to rotate
* @returns {quat} out
*/
function quat_rotateZ(out, a, rad) {
rad *= 0.5;
var ax = a[0],
ay = a[1],
az = a[2],
aw = a[3];
var bz = Math.sin(rad),
bw = Math.cos(rad);
out[0] = ax * bw + ay * bz;
out[1] = ay * bw - ax * bz;
out[2] = az * bw + aw * bz;
out[3] = aw * bw - az * bz;
return out;
}
/**
* Calculates the W component of a quat from the X, Y, and Z components.
* Assumes that quaternion is 1 unit in length.
* Any existing W component will be ignored.
*
* @param {quat} out the receiving quaternion
* @param {ReadonlyQuat} a quat to calculate W component of
* @returns {quat} out
*/
function calculateW(out, a) {
var x = a[0],
y = a[1],
z = a[2];
out[0] = x;
out[1] = y;
out[2] = z;
out[3] = Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
return out;
}
/**
* Calculate the exponential of a unit quaternion.
*
* @param {quat} out the receiving quaternion
* @param {ReadonlyQuat} a quat to calculate the exponential of
* @returns {quat} out
*/
function exp(out, a) {
var x = a[0],
y = a[1],
z = a[2],
w = a[3];
var r = Math.sqrt(x * x + y * y + z * z);
var et = Math.exp(w);
var s = r > 0 ? et * Math.sin(r) / r : 0;
out[0] = x * s;
out[1] = y * s;
out[2] = z * s;
out[3] = et * Math.cos(r);
return out;
}
/**
* Calculate the natural logarithm of a unit quaternion.
*
* @param {quat} out the receiving quaternion
* @param {ReadonlyQuat} a quat to calculate the exponential of
* @returns {quat} out
*/
function ln(out, a) {
var x = a[0],
y = a[1],
z = a[2],
w = a[3];
var r = Math.sqrt(x * x + y * y + z * z);
var t = r > 0 ? Math.atan2(r, w) / r : 0;
out[0] = x * t;
out[1] = y * t;
out[2] = z * t;
out[3] = 0.5 * Math.log(x * x + y * y + z * z + w * w);
return out;
}
/**
* Calculate the scalar power of a unit quaternion.
*
* @param {quat} out the receiving quaternion
* @param {ReadonlyQuat} a quat to calculate the exponential of
* @param {Number} b amount to scale the quaternion by
* @returns {quat} out
*/
function pow(out, a, b) {
ln(out, a);
quat_scale(out, out, b);
exp(out, out);
return out;
}
/**
* Performs a spherical linear interpolation between two quat
*
* @param {quat} out the receiving quaternion
* @param {ReadonlyQuat} a the first operand
* @param {ReadonlyQuat} b the second operand
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
* @returns {quat} out
*/
function slerp(out, a, b, t) {
// benchmarks:
// http://jsperf.com/quaternion-slerp-implementations
var ax = a[0],
ay = a[1],
az = a[2],
aw = a[3];
var bx = b[0],
by = b[1],
bz = b[2],
bw = b[3];
var omega, cosom, sinom, scale0, scale1; // calc cosine
cosom = ax * bx + ay * by + az * bz + aw * bw; // adjust signs (if necessary)
if (cosom < 0.0) {
cosom = -cosom;
bx = -bx;
by = -by;
bz = -bz;
bw = -bw;
} // calculate coefficients
if (1.0 - cosom > EPSILON) {
// standard case (slerp)
omega = Math.acos(cosom);
sinom = Math.sin(omega);
scale0 = Math.sin((1.0 - t) * omega) / sinom;
scale1 = Math.sin(t * omega) / sinom;
} else {
// "from" and "to" quaternions are very close
// ... so we can do a linear interpolation
scale0 = 1.0 - t;
scale1 = t;
} // calculate final values
out[0] = scale0 * ax + scale1 * bx;
out[1] = scale0 * ay + scale1 * by;
out[2] = scale0 * az + scale1 * bz;
out[3] = scale0 * aw + scale1 * bw;
return out;
}
/**
* Generates a random unit quaternion
*
* @param {quat} out the receiving quaternion
* @returns {quat} out
*/
function quat_random(out) {
// Implementation of http://planning.cs.uiuc.edu/node198.html
// TODO: Calling random 3 times is probably not the fastest solution
var u1 = RANDOM();
var u2 = RANDOM();
var u3 = RANDOM();
var sqrt1MinusU1 = Math.sqrt(1 - u1);
var sqrtU1 = Math.sqrt(u1);
out[0] = sqrt1MinusU1 * Math.sin(2.0 * Math.PI * u2);
out[1] = sqrt1MinusU1 * Math.cos(2.0 * Math.PI * u2);
out[2] = sqrtU1 * Math.sin(2.0 * Math.PI * u3);
out[3] = sqrtU1 * Math.cos(2.0 * Math.PI * u3);
return out;
}
/**
* Calculates the inverse of a quat
*
* @param {quat} out the receiving quaternion
* @param {ReadonlyQuat} a quat to calculate inverse of
* @returns {quat} out
*/
function quat_invert(out, a) {
var a0 = a[0],
a1 = a[1],
a2 = a[2],
a3 = a[3];
var dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;
var invDot = dot ? 1.0 / dot : 0; // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0
out[0] = -a0 * invDot;
out[1] = -a1 * invDot;
out[2] = -a2 * invDot;
out[3] = a3 * invDot;
return out;
}
/**
* Calculates the conjugate of a quat
* If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.
*
* @param {quat} out the receiving quaternion
* @param {ReadonlyQuat} a quat to calculate conjugate of
* @returns {quat} out
*/
function conjugate(out, a) {
out[0] = -a[0];
out[1] = -a[1];
out[2] = -a[2];
out[3] = a[3];
return out;
}
/**
* Creates a quaternion from the given 3x3 rotation matrix.
*
* NOTE: The resultant quaternion is not normalized, so you should be sure
* to renormalize the quaternion yourself where necessary.
*
* @param {quat} out the receiving quaternion
* @param {ReadonlyMat3} m rotation matrix
* @returns {quat} out
* @function
*/
function fromMat3(out, m) {
// Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
// article "Quaternion Calculus and Fast Animation".
var fTrace = m[0] + m[4] + m[8];
var fRoot;
if (fTrace > 0.0) {
// |w| > 1/2, may as well choose w > 1/2
fRoot = Math.sqrt(fTrace + 1.0); // 2w
out[3] = 0.5 * fRoot;
fRoot = 0.5 / fRoot; // 1/(4w)
out[0] = (m[5] - m[7]) * fRoot;
out[1] = (m[6] - m[2]) * fRoot;
out[2] = (m[1] - m[3]) * fRoot;
} else {
// |w| <= 1/2
var i = 0;
if (m[4] > m[0]) i = 1;
if (m[8] > m[i * 3 + i]) i = 2;
var j = (i + 1) % 3;
var k = (i + 2) % 3;
fRoot = Math.sqrt(m[i * 3 + i] - m[j * 3 + j] - m[k * 3 + k] + 1.0);
out[i] = 0.5 * fRoot;
fRoot = 0.5 / fRoot;
out[3] = (m[j * 3 + k] - m[k * 3 + j]) * fRoot;
out[j] = (m[j * 3 + i] + m[i * 3 + j]) * fRoot;
out[k] = (m[k * 3 + i] + m[i * 3 + k]) * fRoot;
}
return out;
}
/**
* Creates a quaternion from the given euler angle x, y, z.
*
* @param {quat} out the receiving quaternion
* @param {x} Angle to rotate around X axis in degrees.
* @param {y} Angle to rotate around Y axis in degrees.
* @param {z} Angle to rotate around Z axis in degrees.
* @returns {quat} out
* @function
*/
function fromEuler(out, x, y, z) {
var halfToRad = 0.5 * Math.PI / 180.0;
x *= halfToRad;
y *= halfToRad;
z *= halfToRad;
var sx = Math.sin(x);
var cx = Math.cos(x);
var sy = Math.sin(y);
var cy = Math.cos(y);
var sz = Math.sin(z);
var cz = Math.cos(z);
out[0] = sx * cy * cz - cx * sy * sz;
out[1] = cx * sy * cz + sx * cy * sz;
out[2] = cx * cy * sz - sx * sy * cz;
out[3] = cx * cy * cz + sx * sy * sz;
return out;
}
/**
* Returns a string representation of a quatenion
*
* @param {ReadonlyQuat} a vector to represent as a string
* @returns {String} string representation of the vector
*/
function quat_str(a) {
return "quat(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ")";
}
/**
* Creates a new quat initialized with values from an existing quaternion
*
* @param {ReadonlyQuat} a quaternion to clone
* @returns {quat} a new quaternion
* @function
*/
var 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
*/
var quat_fromValues = vec4_fromValues;
/**
* Copy the values from one quat to another
*
* @param {quat} out the receiving quaternion
* @param {ReadonlyQuat} a the source quaternion
* @returns {quat} out
* @function
*/
var 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
*/
var quat_set = vec4_set;
/**
* Adds two quat's
*
* @param {quat} out the receiving quaternion
* @param {ReadonlyQuat} a the first operand
* @param {ReadonlyQuat} b the second operand
* @returns {quat} out
* @function
*/
var quat_add = vec4_add;
/**
* Alias for {@link quat.multiply}
* @function
*/
var quat_mul = quat_multiply;
/**
* Scales a quat by a scalar number
*
* @param {quat} out the receiving vector
* @param {ReadonlyQuat} a the vector to scale
* @param {Number} b amount to scale the vector by
* @returns {quat} out
* @function
*/
var quat_scale = vec4_scale;
/**
* Calculates the dot product of two quat's
*
* @param {ReadonlyQuat} a the first operand
* @param {ReadonlyQuat} b the second operand
* @returns {Number} dot product of a and b
* @function
*/
var quat_dot = vec4_dot;
/**
* Performs a linear interpolation between two quat's
*
* @param {quat} out the receiving quaternion
* @param {ReadonlyQuat} a the first operand
* @param {ReadonlyQuat} b the second operand
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
* @returns {quat} out
* @function
*/
var quat_lerp = vec4_lerp;
/**
* Calculates the length of a quat
*
* @param {ReadonlyQuat} a vector to calculate length of
* @returns {Number} length of a
*/
var quat_length = vec4_length;
/**
* Alias for {@link quat.length}
* @function
*/
var quat_len = quat_length;
/**
* Calculates the squared length of a quat
*
* @param {ReadonlyQuat} a vector to calculate squared length of
* @returns {Number} squared length of a
* @function
*/
var quat_squaredLength = vec4_squaredLength;
/**
* Alias for {@link quat.squaredLength}
* @function
*/
var quat_sqrLen = quat_squaredLength;
/**
* Normalize a quat
*
* @param {quat} out the receiving quaternion
* @param {ReadonlyQuat} a quaternion to normalize
* @returns {quat} out
* @function
*/
var quat_normalize = vec4_normalize;
/**
* Returns whether or not the quaternions have exactly the same elements in the same position (when compared with ===)
*
* @param {ReadonlyQuat} a The first quaternion.
* @param {ReadonlyQuat} b The second quaternion.
* @returns {Boolean} True if the vectors are equal, false otherwise.
*/
var quat_exactEquals = vec4_exactEquals;
/**
* Returns whether or not the quaternions have approximately the same elements in the same position.
*
* @param {ReadonlyQuat} a The first vector.
* @param {ReadonlyQuat} b The second vector.
* @returns {Boolean} True if the vectors are equal, false otherwise.
*/
var quat_equals = vec4_equals;
/**
* Sets a quaternion to represent the shortest rotation from one
* vector to another.
*
* Both vectors are assumed to be unit length.
*
* @param {quat} out the receiving quaternion.
* @param {ReadonlyVec3} a the initial vector
* @param {ReadonlyVec3} b the destination vector
* @returns {quat} out
*/
var rotationTo = function () {
var tmpvec3 = vec3_create();
var xUnitVec3 = vec3_fromValues(1, 0, 0);
var yUnitVec3 = vec3_fromValues(0, 1, 0);
return function (out, a, b) {
var dot = vec3_dot(a, b);
if (dot < -0.999999) {
cross(tmpvec3, xUnitVec3, a);
if (vec3_len(tmpvec3) < 0.000001) cross(tmpvec3, yUnitVec3, a);
normalize(tmpvec3, tmpvec3);
setAxisAngle(out, tmpvec3, Math.PI);
return out;
} else if (dot > 0.999999) {
out[0] = 0;
out[1] = 0;
out[2] = 0;
out[3] = 1;
return out;
} else {
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);
}
};
}();
/**
* Performs a spherical linear interpolation with two control points
*
* @param {quat} out the receiving quaternion
* @param {ReadonlyQuat} a the first operand
* @param {ReadonlyQuat} b the second operand
* @param {ReadonlyQuat} c the third operand
* @param {ReadonlyQuat} d the fourth operand
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
* @returns {quat} out
*/
var sqlerp = function () {
var temp1 = quat_create();
var temp2 = quat_create();
return function (out, a, b, c, d, t) {
slerp(temp1, a, d, t);
slerp(temp2, b, c, t);
slerp(out, temp1, temp2, 2 * t * (1 - t));
return out;
};
}();
/**
* Sets the specified quaternion with values corresponding to the given
* axes. Each axis is a vec3 and is expected to be unit length and
* perpendicular to all other specified axes.
*
* @param {ReadonlyVec3} view the vector representing the viewing direction
* @param {ReadonlyVec3} right the vector representing the local "right" direction
* @param {ReadonlyVec3} up the vector representing the local "up" direction
* @returns {quat} out
*/
var setAxes = function () {
var matr = mat3_create();
return function (out, view, right, up) {
matr[0] = right[0];
matr[3] = right[1];
matr[6] = right[2];
matr[1] = up[0];
matr[4] = up[1];
matr[7] = up[2];
matr[2] = -view[0];
matr[5] = -view[1];
matr[8] = -view[2];
return quat_normalize(out, fromMat3(out, matr));
};
}();
// CONCATENATED MODULE: ./node_modules/gl-matrix/esm/quat2.js
/**
* Dual Quaternion
* Format: [real, dual]
* Quaternion format: XYZW
* Make sure to have normalized dual quaternions, otherwise the functions may not work as intended.
* @module quat2
*/
/**
* Creates a new identity dual quat
*
* @returns {quat2} a new dual quaternion [real -> rotation, dual -> translation]
*/
function quat2_create() {
var dq = new ARRAY_TYPE(8);
if (ARRAY_TYPE != Float32Array) {
dq[0] = 0;
dq[1] = 0;
dq[2] = 0;
dq[4] = 0;
dq[5] = 0;
dq[6] = 0;
dq[7] = 0;
}
dq[3] = 1;
return dq;
}
/**
* Creates a new quat initialized with values from an existing quaternion
*
* @param {ReadonlyQuat2} a dual quaternion to clone
* @returns {quat2} new dual quaternion
* @function
*/
function quat2_clone(a) {
var dq = new ARRAY_TYPE(8);
dq[0] = a[0];
dq[1] = a[1];
dq[2] = a[2];
dq[3] = a[3];
dq[4] = a[4];
dq[5] = a[5];
dq[6] = a[6];
dq[7] = a[7];
return dq;
}
/**
* Creates a new dual quat initialized with the given values
*
* @param {Number} x1 X component
* @param {Number} y1 Y component
* @param {Number} z1 Z component
* @param {Number} w1 W component
* @param {Number} x2 X component
* @param {Number} y2 Y component
* @param {Number} z2 Z component
* @param {Number} w2 W component
* @returns {quat2} new dual quaternion
* @function
*/
function quat2_fromValues(x1, y1, z1, w1, x2, y2, z2, w2) {
var dq = new ARRAY_TYPE(8);
dq[0] = x1;
dq[1] = y1;
dq[2] = z1;
dq[3] = w1;
dq[4] = x2;
dq[5] = y2;
dq[6] = z2;
dq[7] = w2;
return dq;
}
/**
* Creates a new dual quat from the given values (quat and translation)
*
* @param {Number} x1 X component
* @param {Number} y1 Y component
* @param {Number} z1 Z component
* @param {Number} w1 W component
* @param {Number} x2 X component (translation)
* @param {Number} y2 Y component (translation)
* @param {Number} z2 Z component (translation)
* @returns {quat2} new dual quaternion
* @function
*/
function fromRotationTranslationValues(x1, y1, z1, w1, x2, y2, z2) {
var dq = new ARRAY_TYPE(8);
dq[0] = x1;
dq[1] = y1;
dq[2] = z1;
dq[3] = w1;
var ax = x2 * 0.5,
ay = y2 * 0.5,
az = z2 * 0.5;
dq[4] = ax * w1 + ay * z1 - az * y1;
dq[5] = ay * w1 + az * x1 - ax * z1;
dq[6] = az * w1 + ax * y1 - ay * x1;
dq[7] = -ax * x1 - ay * y1 - az * z1;
return dq;
}
/**
* Creates a dual quat from a quaternion and a translation
*
* @param {ReadonlyQuat2} dual quaternion receiving operation result
* @param {ReadonlyQuat} q a normalized quaternion
* @param {ReadonlyVec3} t tranlation vector
* @returns {quat2} dual quaternion receiving operation result
* @function
*/
function quat2_fromRotationTranslation(out, q, t) {
var ax = t[0] * 0.5,
ay = t[1] * 0.5,
az = t[2] * 0.5,
bx = q[0],
by = q[1],
bz = q[2],
bw = q[3];
out[0] = bx;
out[1] = by;
out[2] = bz;
out[3] = bw;
out[4] = ax * bw + ay * bz - az * by;
out[5] = ay * bw + az * bx - ax * bz;
out[6] = az * bw + ax * by - ay * bx;
out[7] = -ax * bx - ay * by - az * bz;
return out;
}
/**
* Creates a dual quat from a translation
*
* @param {ReadonlyQuat2} dual quaternion receiving operation result
* @param {ReadonlyVec3} t translation vector
* @returns {quat2} dual quaternion receiving operation result
* @function
*/
function quat2_fromTranslation(out, t) {
out[0] = 0;
out[1] = 0;
out[2] = 0;
out[3] = 1;
out[4] = t[0] * 0.5;
out[5] = t[1] * 0.5;
out[6] = t[2] * 0.5;
out[7] = 0;
return out;
}
/**
* Creates a dual quat from a quaternion
*
* @param {ReadonlyQuat2} dual quaternion receiving operation result
* @param {ReadonlyQuat} q the quaternion
* @returns {quat2} dual quaternion receiving operation result
* @function
*/
function quat2_fromRotation(out, q) {
out[0] = q[0];
out[1] = q[1];
out[2] = q[2];
out[3] = q[3];
out[4] = 0;
out[5] = 0;
out[6] = 0;
out[7] = 0;
return out;
}
/**
* Creates a new dual quat from a matrix (4x4)
*
* @param {quat2} out the dual quaternion
* @param {ReadonlyMat4} a the matrix
* @returns {quat2} dual quat receiving operation result
* @function
*/
function quat2_fromMat4(out, a) {
//TODO Optimize this
var outer = quat_create();
getRotation(outer, a);
var t = new ARRAY_TYPE(3);
getTranslation(t, a);
quat2_fromRotationTranslation(out, outer, t);
return out;
}
/**
* Copy the values from one dual quat to another
*
* @param {quat2} out the receiving dual quaternion
* @param {ReadonlyQuat2} a the source dual quaternion
* @returns {quat2} out
* @function
*/
function quat2_copy(out, a) {
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[3];
out[4] = a[4];
out[5] = a[5];
out[6] = a[6];
out[7] = a[7];
return out;
}
/**
* Set a dual quat to the identity dual quaternion
*
* @param {quat2} out the receiving quaternion
* @returns {quat2} out
*/
function quat2_identity(out) {
out[0] = 0;
out[1] = 0;
out[2] = 0;
out[3] = 1;
out[4] = 0;
out[5] = 0;
out[6] = 0;
out[7] = 0;
return out;
}
/**
* Set the components of a dual quat to the given values
*
* @param {quat2} out the receiving quaternion
* @param {Number} x1 X component
* @param {Number} y1 Y component
* @param {Number} z1 Z component
* @param {Number} w1 W component
* @param {Number} x2 X component
* @param {Number} y2 Y component
* @param {Number} z2 Z component
* @param {Number} w2 W component
* @returns {quat2} out
* @function
*/
function quat2_set(out, x1, y1, z1, w1, x2, y2, z2, w2) {
out[0] = x1;
out[1] = y1;
out[2] = z1;
out[3] = w1;
out[4] = x2;
out[5] = y2;
out[6] = z2;
out[7] = w2;
return out;
}
/**
* Gets the real part of a dual quat
* @param {quat} out real part
* @param {ReadonlyQuat2} a Dual Quaternion
* @return {quat} real part
*/
var getReal = quat_copy;
/**
* Gets the dual part of a dual quat
* @param {quat} out dual part
* @param {ReadonlyQuat2} a Dual Quaternion
* @return {quat} dual part
*/
function getDual(out, a) {
out[0] = a[4];
out[1] = a[5];
out[2] = a[6];
out[3] = a[7];
return out;
}
/**
* Set the real component of a dual quat to the given quaternion
*
* @param {quat2} out the receiving quaternion
* @param {ReadonlyQuat} q a quaternion representing the real part
* @returns {quat2} out
* @function
*/
var setReal = quat_copy;
/**
* Set the dual component of a dual quat to the given quaternion
*
* @param {quat2} out the receiving quaternion
* @param {ReadonlyQuat} q a quaternion representing the dual part
* @returns {quat2} out
* @function
*/
function setDual(out, q) {
out[4] = q[0];
out[5] = q[1];
out[6] = q[2];
out[7] = q[3];
return out;
}
/**
* Gets the translation of a normalized dual quat
* @param {vec3} out translation
* @param {ReadonlyQuat2} a Dual Quaternion to be decomposed
* @return {vec3} translation
*/
function quat2_getTranslation(out, a) {
var ax = a[4],
ay = a[5],
az = a[6],
aw = a[7],
bx = -a[0],
by = -a[1],
bz = -a[2],
bw = a[3];
out[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2;
out[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2;
out[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2;
return out;
}
/**
* Translates a dual quat by the given vector
*
* @param {quat2} out the receiving dual quaternion
* @param {ReadonlyQuat2} a the dual quaternion to translate
* @param {ReadonlyVec3} v vector to translate by
* @returns {quat2} out
*/
function quat2_translate(out, a, v) {
var ax1 = a[0],
ay1 = a[1],
az1 = a[2],
aw1 = a[3],
bx1 = v[0] * 0.5,
by1 = v[1] * 0.5,
bz1 = v[2] * 0.5,
ax2 = a[4],
ay2 = a[5],
az2 = a[6],
aw2 = a[7];
out[0] = ax1;
out[1] = ay1;
out[2] = az1;
out[3] = aw1;
out[4] = aw1 * bx1 + ay1 * bz1 - az1 * by1 + ax2;
out[5] = aw1 * by1 + az1 * bx1 - ax1 * bz1 + ay2;
out[6] = aw1 * bz1 + ax1 * by1 - ay1 * bx1 + az2;
out[7] = -ax1 * bx1 - ay1 * by1 - az1 * bz1 + aw2;
return out;
}
/**
* Rotates a dual quat around the X axis
*
* @param {quat2} out the receiving dual quaternion
* @param {ReadonlyQuat2} a the dual quaternion to rotate
* @param {number} rad how far should the rotation be
* @returns {quat2} out
*/
function quat2_rotateX(out, a, rad) {
var bx = -a[0],
by = -a[1],
bz = -a[2],
bw = a[3],
ax = a[4],
ay = a[5],
az = a[6],
aw = a[7],
ax1 = ax * bw + aw * bx + ay * bz - az * by,
ay1 = ay * bw + aw * by + az * bx - ax * bz,
az1 = az * bw + aw * bz + ax * by - ay * bx,
aw1 = aw * bw - ax * bx - ay * by - az * bz;
quat_rotateX(out, a, rad);
bx = out[0];
by = out[1];
bz = out[2];
bw = out[3];
out[4] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;
out[5] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;
out[6] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;
out[7] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;
return out;
}
/**
* Rotates a dual quat around the Y axis
*
* @param {quat2} out the receiving dual quaternion
* @param {ReadonlyQuat2} a the dual quaternion to rotate
* @param {number} rad how far should the rotation be
* @returns {quat2} out
*/
function quat2_rotateY(out, a, rad) {
var bx = -a[0],
by = -a[1],
bz = -a[2],
bw = a[3],
ax = a[4],
ay = a[5],
az = a[6],
aw = a[7],
ax1 = ax * bw + aw * bx + ay * bz - az * by,
ay1 = ay * bw + aw * by + az * bx - ax * bz,
az1 = az * bw + aw * bz + ax * by - ay * bx,
aw1 = aw * bw - ax * bx - ay * by - az * bz;
quat_rotateY(out, a, rad);
bx = out[0];
by = out[1];
bz = out[2];
bw = out[3];
out[4] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;
out[5] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;
out[6] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;
out[7] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;
return out;
}
/**
* Rotates a dual quat around the Z axis
*
* @param {quat2} out the receiving dual quaternion
* @param {ReadonlyQuat2} a the dual quaternion to rotate
* @param {number} rad how far should the rotation be
* @returns {quat2} out
*/
function quat2_rotateZ(out, a, rad) {
var bx = -a[0],
by = -a[1],
bz = -a[2],
bw = a[3],
ax = a[4],
ay = a[5],
az = a[6],
aw = a[7],
ax1 = ax * bw + aw * bx + ay * bz - az * by,
ay1 = ay * bw + aw * by + az * bx - ax * bz,
az1 = az * bw + aw * bz + ax * by - ay * bx,
aw1 = aw * bw - ax * bx - ay * by - az * bz;
quat_rotateZ(out, a, rad);
bx = out[0];
by = out[1];
bz = out[2];
bw = out[3];
out[4] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;
out[5] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;
out[6] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;
out[7] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;
return out;
}
/**
* Rotates a dual quat by a given quaternion (a * q)
*
* @param {quat2} out the receiving dual quaternion
* @param {ReadonlyQuat2} a the dual quaternion to rotate
* @param {ReadonlyQuat} q quaternion to rotate by
* @returns {quat2} out
*/
function rotateByQuatAppend(out, a, q) {
var qx = q[0],
qy = q[1],
qz = q[2],
qw = q[3],
ax = a[0],
ay = a[1],
az = a[2],
aw = a[3];
out[0] = ax * qw + aw * qx + ay * qz - az * qy;
out[1] = ay * qw + aw * qy + az * qx - ax * qz;
out[2] = az * qw + aw * qz + ax * qy - ay * qx;
out[3] = aw * qw - ax * qx - ay * qy - az * qz;
ax = a[4];
ay = a[5];
az = a[6];
aw = a[7];
out[4] = ax * qw + aw * qx + ay * qz - az * qy;
out[5] = ay * qw + aw * qy + az * qx - ax * qz;
out[6] = az * qw + aw * qz + ax * qy - ay * qx;
out[7] = aw * qw - ax * qx - ay * qy - az * qz;
return out;
}
/**
* Rotates a dual quat by a given quaternion (q * a)
*
* @param {quat2} out the receiving dual quaternion
* @param {ReadonlyQuat} q quaternion to rotate by
* @param {ReadonlyQuat2} a the dual quaternion to rotate
* @returns {quat2} out
*/
function rotateByQuatPrepend(out, q, a) {
var qx = q[0],
qy = q[1],
qz = q[2],
qw = q[3],
bx = a[0],
by = a[1],
bz = a[2],
bw = a[3];
out[0] = qx * bw + qw * bx + qy * bz - qz * by;
out[1] = qy * bw + qw * by + qz * bx - qx * bz;
out[2] = qz * bw + qw * bz + qx * by - qy * bx;
out[3] = qw * bw - qx * bx - qy * by - qz * bz;
bx = a[4];
by = a[5];
bz = a[6];
bw = a[7];
out[4] = qx * bw + qw * bx + qy * bz - qz * by;
out[5] = qy * bw + qw * by + qz * bx - qx * bz;
out[6] = qz * bw + qw * bz + qx * by - qy * bx;
out[7] = qw * bw - qx * bx - qy * by - qz * bz;
return out;
}
/**
* Rotates a dual quat around a given axis. Does the normalisation automatically
*
* @param {quat2} out the receiving dual quaternion
* @param {ReadonlyQuat2} a the dual quaternion to rotate
* @param {ReadonlyVec3} axis the axis to rotate around
* @param {Number} rad how far the rotation should be
* @returns {quat2} out
*/
function rotateAroundAxis(out, a, axis, rad) {
//Special case for rad = 0
if (Math.abs(rad) < EPSILON) {
return quat2_copy(out, a);
}
var axisLength = Math.hypot(axis[0], axis[1], axis[2]);
rad = rad * 0.5;
var s = Math.sin(rad);
var bx = s * axis[0] / axisLength;
var by = s * axis[1] / axisLength;
var bz = s * axis[2] / axisLength;
var bw = Math.cos(rad);
var ax1 = a[0],
ay1 = a[1],
az1 = a[2],
aw1 = a[3];
out[0] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;
out[1] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;
out[2] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;
out[3] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;
var ax = a[4],
ay = a[5],
az = a[6],
aw = a[7];
out[4] = ax * bw + aw * bx + ay * bz - az * by;
out[5] = ay * bw + aw * by + az * bx - ax * bz;
out[6] = az * bw + aw * bz + ax * by - ay * bx;
out[7] = aw * bw - ax * bx - ay * by - az * bz;
return out;
}
/**
* Adds two dual quat's
*
* @param {quat2} out the receiving dual quaternion
* @param {ReadonlyQuat2} a the first operand
* @param {ReadonlyQuat2} b the second operand
* @returns {quat2} out
* @function
*/
function quat2_add(out, a, b) {
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
out[2] = a[2] + b[2];
out[3] = a[3] + b[3];
out[4] = a[4] + b[4];
out[5] = a[5] + b[5];
out[6] = a[6] + b[6];
out[7] = a[7] + b[7];
return out;
}
/**
* Multiplies two dual quat's
*
* @param {quat2} out the receiving dual quaternion
* @param {ReadonlyQuat2} a the first operand
* @param {ReadonlyQuat2} b the second operand
* @returns {quat2} out
*/
function quat2_multiply(out, a, b) {
var ax0 = a[0],
ay0 = a[1],
az0 = a[2],
aw0 = a[3],
bx1 = b[4],
by1 = b[5],
bz1 = b[6],
bw1 = b[7],
ax1 = a[4],
ay1 = a[5],
az1 = a[6],
aw1 = a[7],
bx0 = b[0],
by0 = b[1],
bz0 = b[2],
bw0 = b[3];
out[0] = ax0 * bw0 + aw0 * bx0 + ay0 * bz0 - az0 * by0;
out[1] = ay0 * bw0 + aw0 * by0 + az0 * bx0 - ax0 * bz0;
out[2] = az0 * bw0 + aw0 * bz0 + ax0 * by0 - ay0 * bx0;
out[3] = aw0 * bw0 - ax0 * bx0 - ay0 * by0 - az0 * bz0;
out[4] = ax0 * bw1 + aw0 * bx1 + ay0 * bz1 - az0 * by1 + ax1 * bw0 + aw1 * bx0 + ay1 * bz0 - az1 * by0;
out[5] = ay0 * bw1 + aw0 * by1 + az0 * bx1 - ax0 * bz1 + ay1 * bw0 + aw1 * by0 + az1 * bx0 - ax1 * bz0;
out[6] = az0 * bw1 + aw0 * bz1 + ax0 * by1 - ay0 * bx1 + az1 * bw0 + aw1 * bz0 + ax1 * by0 - ay1 * bx0;
out[7] = aw0 * bw1 - ax0 * bx1 - ay0 * by1 - az0 * bz1 + aw1 * bw0 - ax1 * bx0 - ay1 * by0 - az1 * bz0;
return out;
}
/**
* Alias for {@link quat2.multiply}
* @function
*/
var quat2_mul = quat2_multiply;
/**
* Scales a dual quat by a scalar number
*
* @param {quat2} out the receiving dual quat
* @param {ReadonlyQuat2} a the dual quat to scale
* @param {Number} b amount to scale the dual quat by
* @returns {quat2} out
* @function
*/
function quat2_scale(out, a, b) {
out[0] = a[0] * b;
out[1] = a[1] * b;
out[2] = a[2] * b;
out[3] = a[3] * b;
out[4] = a[4] * b;
out[5] = a[5] * b;
out[6] = a[6] * b;
out[7] = a[7] * b;
return out;
}
/**
* Calculates the dot product of two dual quat's (The dot product of the real parts)
*
* @param {ReadonlyQuat2} a the first operand
* @param {ReadonlyQuat2} b the second operand
* @returns {Number} dot product of a and b
* @function
*/
var quat2_dot = quat_dot;
/**
* Performs a linear interpolation between two dual quats's
* NOTE: The resulting dual quaternions won't always be normalized (The error is most noticeable when t = 0.5)
*
* @param {quat2} out the receiving dual quat
* @param {ReadonlyQuat2} a the first operand
* @param {ReadonlyQuat2} b the second operand
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
* @returns {quat2} out
*/
function quat2_lerp(out, a, b, t) {
var mt = 1 - t;
if (quat2_dot(a, b) < 0) t = -t;
out[0] = a[0] * mt + b[0] * t;
out[1] = a[1] * mt + b[1] * t;
out[2] = a[2] * mt + b[2] * t;
out[3] = a[3] * mt + b[3] * t;
out[4] = a[4] * mt + b[4] * t;
out[5] = a[5] * mt + b[5] * t;
out[6] = a[6] * mt + b[6] * t;
out[7] = a[7] * mt + b[7] * t;
return out;
}
/**
* Calculates the inverse of a dual quat. If they are normalized, conjugate is cheaper
*
* @param {quat2} out the receiving dual quaternion
* @param {ReadonlyQuat2} a dual quat to calculate inverse of
* @returns {quat2} out
*/
function quat2_invert(out, a) {
var sqlen = quat2_squaredLength(a);
out[0] = -a[0] / sqlen;
out[1] = -a[1] / sqlen;
out[2] = -a[2] / sqlen;
out[3] = a[3] / sqlen;
out[4] = -a[4] / sqlen;
out[5] = -a[5] / sqlen;
out[6] = -a[6] / sqlen;
out[7] = a[7] / sqlen;
return out;
}
/**
* Calculates the conjugate of a dual quat
* If the dual quaternion is normalized, this function is faster than quat2.inverse and produces the same result.
*
* @param {quat2} out the receiving quaternion
* @param {ReadonlyQuat2} a quat to calculate conjugate of
* @returns {quat2} out
*/
function quat2_conjugate(out, a) {
out[0] = -a[0];
out[1] = -a[1];
out[2] = -a[2];
out[3] = a[3];
out[4] = -a[4];
out[5] = -a[5];
out[6] = -a[6];
out[7] = a[7];
return out;
}
/**
* Calculates the length of a dual quat
*
* @param {ReadonlyQuat2} a dual quat to calculate length of
* @returns {Number} length of a
* @function
*/
var quat2_length = quat_length;
/**
* Alias for {@link quat2.length}
* @function
*/
var quat2_len = quat2_length;
/**
* Calculates the squared length of a dual quat
*
* @param {ReadonlyQuat2} a dual quat to calculate squared length of
* @returns {Number} squared length of a
* @function
*/
var quat2_squaredLength = quat_squaredLength;
/**
* Alias for {@link quat2.squaredLength}
* @function
*/
var quat2_sqrLen = quat2_squaredLength;
/**
* Normalize a dual quat
*
* @param {quat2} out the receiving dual quaternion
* @param {ReadonlyQuat2} a dual quaternion to normalize
* @returns {quat2} out
* @function
*/
function quat2_normalize(out, a) {
var magnitude = quat2_squaredLength(a);
if (magnitude > 0) {
magnitude = Math.sqrt(magnitude);
var a0 = a[0] / magnitude;
var a1 = a[1] / magnitude;
var a2 = a[2] / magnitude;
var a3 = a[3] / magnitude;
var b0 = a[4];
var b1 = a[5];
var b2 = a[6];
var b3 = a[7];
var a_dot_b = a0 * b0 + a1 * b1 + a2 * b2 + a3 * b3;
out[0] = a0;
out[1] = a1;
out[2] = a2;
out[3] = a3;
out[4] = (b0 - a0 * a_dot_b) / magnitude;
out[5] = (b1 - a1 * a_dot_b) / magnitude;
out[6] = (b2 - a2 * a_dot_b) / magnitude;
out[7] = (b3 - a3 * a_dot_b) / magnitude;
}
return out;
}
/**
* Returns a string representation of a dual quatenion
*
* @param {ReadonlyQuat2} a dual quaternion to represent as a string
* @returns {String} string representation of the dual quat
*/
function quat2_str(a) {
return "quat2(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ", " + a[4] + ", " + a[5] + ", " + a[6] + ", " + a[7] + ")";
}
/**
* Returns whether or not the dual quaternions have exactly the same elements in the same position (when compared with ===)
*
* @param {ReadonlyQuat2} a the first dual quaternion.
* @param {ReadonlyQuat2} b the second dual quaternion.
* @returns {Boolean} true if the dual quaternions are equal, false otherwise.
*/
function quat2_exactEquals(a, b) {
return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7];
}
/**
* Returns whether or not the dual quaternions have approximately the same elements in the same position.
*
* @param {ReadonlyQuat2} a the first dual quat.
* @param {ReadonlyQuat2} b the second dual quat.
* @returns {Boolean} true if the dual quats are equal, false otherwise.
*/
function quat2_equals(a, b) {
var a0 = a[0],
a1 = a[1],
a2 = a[2],
a3 = a[3],
a4 = a[4],
a5 = a[5],
a6 = a[6],
a7 = a[7];
var b0 = b[0],
b1 = b[1],
b2 = b[2],
b3 = b[3],
b4 = b[4],
b5 = b[5],
b6 = b[6],
b7 = b[7];
return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7));
}
// CONCATENATED MODULE: ./node_modules/gl-matrix/esm/vec2.js
/**
* 2 Dimensional Vector
* @module vec2
*/
/**
* Creates a new, empty vec2
*
* @returns {vec2} a new 2D vector
*/
function vec2_create() {
var out = new ARRAY_TYPE(2);
if (ARRAY_TYPE != Float32Array) {
out[0] = 0;
out[1] = 0;
}
return out;
}
/**
* Creates a new vec2 initialized with values from an existing vector
*
* @param {ReadonlyVec2} a vector to clone
* @returns {vec2} a new 2D vector
*/
function vec2_clone(a) {
var out = new ARRAY_TYPE(2);
out[0] = a[0];
out[1] = a[1];
return out;
}
/**
* Creates a new vec2 initialized with the given values
*
* @param {Number} x X component
* @param {Number} y Y component
* @returns {vec2} a new 2D vector
*/
function vec2_fromValues(x, y) {
var out = new ARRAY_TYPE(2);
out[0] = x;
out[1] = y;
return out;
}
/**
* Copy the values from one vec2 to another
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the source vector
* @returns {vec2} out
*/
function vec2_copy(out, a) {
out[0] = a[0];
out[1] = a[1];
return out;
}
/**
* Set the components of a vec2 to the given values
*
* @param {vec2} out the receiving vector
* @param {Number} x X component
* @param {Number} y Y component
* @returns {vec2} out
*/
function vec2_set(out, x, y) {
out[0] = x;
out[1] = y;
return out;
}
/**
* Adds two vec2's
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @returns {vec2} out
*/
function vec2_add(out, a, b) {
out[0] = a[0] + b[0];
out[1] = a[1] + b[1];
return out;
}
/**
* Subtracts vector b from vector a
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @returns {vec2} out
*/
function vec2_subtract(out, a, b) {
out[0] = a[0] - b[0];
out[1] = a[1] - b[1];
return out;
}
/**
* Multiplies two vec2's
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @returns {vec2} out
*/
function vec2_multiply(out, a, b) {
out[0] = a[0] * b[0];
out[1] = a[1] * b[1];
return out;
}
/**
* Divides two vec2's
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @returns {vec2} out
*/
function vec2_divide(out, a, b) {
out[0] = a[0] / b[0];
out[1] = a[1] / b[1];
return out;
}
/**
* Math.ceil the components of a vec2
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a vector to ceil
* @returns {vec2} out
*/
function vec2_ceil(out, a) {
out[0] = Math.ceil(a[0]);
out[1] = Math.ceil(a[1]);
return out;
}
/**
* Math.floor the components of a vec2
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a vector to floor
* @returns {vec2} out
*/
function vec2_floor(out, a) {
out[0] = Math.floor(a[0]);
out[1] = Math.floor(a[1]);
return out;
}
/**
* Returns the minimum of two vec2's
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @returns {vec2} out
*/
function vec2_min(out, a, b) {
out[0] = Math.min(a[0], b[0]);
out[1] = Math.min(a[1], b[1]);
return out;
}
/**
* Returns the maximum of two vec2's
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @returns {vec2} out
*/
function vec2_max(out, a, b) {
out[0] = Math.max(a[0], b[0]);
out[1] = Math.max(a[1], b[1]);
return out;
}
/**
* Math.round the components of a vec2
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a vector to round
* @returns {vec2} out
*/
function vec2_round(out, a) {
out[0] = Math.round(a[0]);
out[1] = Math.round(a[1]);
return out;
}
/**
* Scales a vec2 by a scalar number
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the vector to scale
* @param {Number} b amount to scale the vector by
* @returns {vec2} out
*/
function vec2_scale(out, a, b) {
out[0] = a[0] * b;
out[1] = a[1] * b;
return out;
}
/**
* Adds two vec2's after scaling the second operand by a scalar value
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @param {Number} scale the amount to scale b by before adding
* @returns {vec2} out
*/
function vec2_scaleAndAdd(out, a, b, scale) {
out[0] = a[0] + b[0] * scale;
out[1] = a[1] + b[1] * scale;
return out;
}
/**
* Calculates the euclidian distance between two vec2's
*
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @returns {Number} distance between a and b
*/
function vec2_distance(a, b) {
var x = b[0] - a[0],
y = b[1] - a[1];
return Math.hypot(x, y);
}
/**
* Calculates the squared euclidian distance between two vec2's
*
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @returns {Number} squared distance between a and b
*/
function vec2_squaredDistance(a, b) {
var x = b[0] - a[0],
y = b[1] - a[1];
return x * x + y * y;
}
/**
* Calculates the length of a vec2
*
* @param {ReadonlyVec2} a vector to calculate length of
* @returns {Number} length of a
*/
function vec2_length(a) {
var x = a[0],
y = a[1];
return Math.hypot(x, y);
}
/**
* Calculates the squared length of a vec2
*
* @param {ReadonlyVec2} a vector to calculate squared length of
* @returns {Number} squared length of a
*/
function vec2_squaredLength(a) {
var x = a[0],
y = a[1];
return x * x + y * y;
}
/**
* Negates the components of a vec2
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a vector to negate
* @returns {vec2} out
*/
function vec2_negate(out, a) {
out[0] = -a[0];
out[1] = -a[1];
return out;
}
/**
* Returns the inverse of the components of a vec2
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a vector to invert
* @returns {vec2} out
*/
function vec2_inverse(out, a) {
out[0] = 1.0 / a[0];
out[1] = 1.0 / a[1];
return out;
}
/**
* Normalize a vec2
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a vector to normalize
* @returns {vec2} out
*/
function vec2_normalize(out, a) {
var x = a[0],
y = a[1];
var len = x * x + y * y;
if (len > 0) {
//TODO: evaluate use of glm_invsqrt here?
len = 1 / Math.sqrt(len);
}
out[0] = a[0] * len;
out[1] = a[1] * len;
return out;
}
/**
* Calculates the dot product of two vec2's
*
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @returns {Number} dot product of a and b
*/
function vec2_dot(a, b) {
return a[0] * b[0] + a[1] * b[1];
}
/**
* Computes the cross product of two vec2's
* Note that the cross product must by definition produce a 3D vector
*
* @param {vec3} out the receiving vector
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @returns {vec3} out
*/
function vec2_cross(out, a, b) {
var z = a[0] * b[1] - a[1] * b[0];
out[0] = out[1] = 0;
out[2] = z;
return out;
}
/**
* Performs a linear interpolation between two vec2's
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the first operand
* @param {ReadonlyVec2} b the second operand
* @param {Number} t interpolation amount, in the range [0-1], between the two inputs
* @returns {vec2} out
*/
function vec2_lerp(out, a, b, t) {
var ax = a[0],
ay = a[1];
out[0] = ax + t * (b[0] - ax);
out[1] = ay + t * (b[1] - ay);
return out;
}
/**
* Generates a random vector with the given scale
*
* @param {vec2} out the receiving vector
* @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
* @returns {vec2} out
*/
function vec2_random(out, scale) {
scale = scale || 1.0;
var r = RANDOM() * 2.0 * Math.PI;
out[0] = Math.cos(r) * scale;
out[1] = Math.sin(r) * scale;
return out;
}
/**
* Transforms the vec2 with a mat2
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the vector to transform
* @param {ReadonlyMat2} m matrix to transform with
* @returns {vec2} out
*/
function transformMat2(out, a, m) {
var x = a[0],
y = a[1];
out[0] = m[0] * x + m[2] * y;
out[1] = m[1] * x + m[3] * y;
return out;
}
/**
* Transforms the vec2 with a mat2d
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the vector to transform
* @param {ReadonlyMat2d} m matrix to transform with
* @returns {vec2} out
*/
function transformMat2d(out, a, m) {
var x = a[0],
y = a[1];
out[0] = m[0] * x + m[2] * y + m[4];
out[1] = m[1] * x + m[3] * y + m[5];
return out;
}
/**
* Transforms the vec2 with a mat3
* 3rd vector component is implicitly '1'
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the vector to transform
* @param {ReadonlyMat3} m matrix to transform with
* @returns {vec2} out
*/
function vec2_transformMat3(out, a, m) {
var x = a[0],
y = a[1];
out[0] = m[0] * x + m[3] * y + m[6];
out[1] = m[1] * x + m[4] * y + m[7];
return out;
}
/**
* Transforms the vec2 with a mat4
* 3rd vector component is implicitly '0'
* 4th vector component is implicitly '1'
*
* @param {vec2} out the receiving vector
* @param {ReadonlyVec2} a the vector to transform
* @param {ReadonlyMat4} m matrix to transform with
* @returns {vec2} out
*/
function vec2_transformMat4(out, a, m) {
var x = a[0];
var y = a[1];
out[0] = m[0] * x + m[4] * y + m[12];
out[1] = m[1] * x + m[5] * y + m[13];
return out;
}
/**
* Rotate a 2D vector
* @param {vec2} out The receiving vec2
* @param {ReadonlyVec2} a The vec2 point to rotate
* @param {ReadonlyVec2} b The origin of the rotation
* @param {Number} rad The angle of rotation in radians
* @returns {vec2} out
*/
function vec2_rotate(out, a, b, rad) {
//Translate point to the origin
var p0 = a[0] - b[0],
p1 = a[1] - b[1],
sinC = Math.sin(rad),
cosC = Math.cos(rad); //perform rotation and translate to correct position
out[0] = p0 * cosC - p1 * sinC + b[0];
out[1] = p0 * sinC + p1 * cosC + b[1];
return out;
}
/**
* Get the angle between two 2D vectors
* @param {ReadonlyVec2} a The first operand
* @param {ReadonlyVec2} b The second operand
* @returns {Number} The angle in radians
*/
function vec2_angle(a, b) {
var x1 = a[0],
y1 = a[1],
x2 = b[0],
y2 = b[1],
// mag is the product of the magnitudes of a and b
mag = Math.sqrt(x1 * x1 + y1 * y1) * Math.sqrt(x2 * x2 + y2 * y2),
// mag &&.. short circuits if mag == 0
cosine = mag && (x1 * x2 + y1 * y2) / mag; // Math.min(Math.max(cosine, -1), 1) clamps the cosine between -1 and 1
return Math.acos(Math.min(Math.max(cosine, -1), 1));
}
/**
* Set the components of a vec2 to zero
*
* @param {vec2} out the receiving vector
* @returns {vec2} out
*/
function vec2_zero(out) {
out[0] = 0.0;
out[1] = 0.0;
return out;
}
/**
* Returns a string representation of a vector
*
* @param {ReadonlyVec2} a vector to represent as a string
* @returns {String} string representation of the vector
*/
function vec2_str(a) {
return "vec2(" + a[0] + ", " + a[1] + ")";
}
/**
* Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===)
*
* @param {ReadonlyVec2} a The first vector.
* @param {ReadonlyVec2} b The second vector.
* @returns {Boolean} True if the vectors are equal, false otherwise.
*/
function vec2_exactEquals(a, b) {
return a[0] === b[0] && a[1] === b[1];
}
/**
* Returns whether or not the vectors have approximately the same elements in the same position.
*
* @param {ReadonlyVec2} a The first vector.
* @param {ReadonlyVec2} b The second vector.
* @returns {Boolean} True if the vectors are equal, false otherwise.
*/
function vec2_equals(a, b) {
var a0 = a[0],
a1 = a[1];
var b0 = b[0],
b1 = b[1];
return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1));
}
/**
* Alias for {@link vec2.length}
* @function
*/
var vec2_len = vec2_length;
/**
* Alias for {@link vec2.subtract}
* @function
*/
var vec2_sub = vec2_subtract;
/**
* Alias for {@link vec2.multiply}
* @function
*/
var vec2_mul = vec2_multiply;
/**
* Alias for {@link vec2.divide}
* @function
*/
var vec2_div = vec2_divide;
/**
* Alias for {@link vec2.distance}
* @function
*/
var vec2_dist = vec2_distance;
/**
* Alias for {@link vec2.squaredDistance}
* @function
*/
var vec2_sqrDist = vec2_squaredDistance;
/**
* Alias for {@link vec2.squaredLength}
* @function
*/
var vec2_sqrLen = vec2_squaredLength;
/**
* Perform some operation over an array of vec2s.
*
* @param {Array} a the array of vectors to iterate over
* @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed
* @param {Number} offset Number of elements to skip at the beginning of the array
* @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
* @param {Function} fn Function to call for each vector in the array
* @param {Object} [arg] additional argument to pass to fn
* @returns {Array} a
* @function
*/
var 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;
};
}();
// CONCATENATED MODULE: ./node_modules/gl-matrix/esm/index.js
/***/ })
/******/ ]);