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}; /******/ /******/ // __webpack_public_path__ /******/ __webpack_require__.p = ""; /******/ /******/ /******/ // Load entry module and return exports /******/ return __webpack_require__(__webpack_require__.s = 0); /******/ }) /************************************************************************/ /******/ ([ /* 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 /***/ }) /******/ ]);