7861 lines
210 KiB
JavaScript
7861 lines
210 KiB
JavaScript
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/*!
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@fileoverview gl-matrix - High performance matrix and vector operations
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@author Brandon Jones
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@author Colin MacKenzie IV
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@version 3.4.0
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Copyright (c) 2015-2021, Brandon Jones, Colin MacKenzie IV.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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(function (global, factory) {
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typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
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typeof define === 'function' && define.amd ? define(['exports'], factory) :
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(global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.glMatrix = {}));
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})(this, (function (exports) { 'use strict';
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/**
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* Common utilities
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* @module glMatrix
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*/
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// Configuration Constants
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var EPSILON = 0.000001;
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var ARRAY_TYPE = typeof Float32Array !== "undefined" ? Float32Array : Array;
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var RANDOM = Math.random;
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var ANGLE_ORDER = "zyx";
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/**
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* Sets the type of array used when creating new vectors and matrices
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*
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* @param {Float32ArrayConstructor | ArrayConstructor} type Array type, such as Float32Array or Array
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*/
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function setMatrixArrayType(type) {
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ARRAY_TYPE = type;
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}
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var degree = Math.PI / 180;
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/**
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* Convert Degree To Radian
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*
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* @param {Number} a Angle in Degrees
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*/
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function toRadian(a) {
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return a * degree;
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}
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/**
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* Tests whether or not the arguments have approximately the same value, within an absolute
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* or relative tolerance of glMatrix.EPSILON (an absolute tolerance is used for values less
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* than or equal to 1.0, and a relative tolerance is used for larger values)
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*
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* @param {Number} a The first number to test.
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* @param {Number} b The second number to test.
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* @returns {Boolean} True if the numbers are approximately equal, false otherwise.
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*/
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function equals$9(a, b) {
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return Math.abs(a - b) <= EPSILON * Math.max(1.0, Math.abs(a), Math.abs(b));
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}
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if (!Math.hypot) Math.hypot = function () {
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var y = 0,
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i = arguments.length;
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while (i--) {
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y += arguments[i] * arguments[i];
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}
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return Math.sqrt(y);
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};
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var common = /*#__PURE__*/Object.freeze({
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__proto__: null,
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EPSILON: EPSILON,
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get ARRAY_TYPE () { return ARRAY_TYPE; },
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RANDOM: RANDOM,
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ANGLE_ORDER: ANGLE_ORDER,
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setMatrixArrayType: setMatrixArrayType,
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toRadian: toRadian,
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equals: equals$9
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});
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/**
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* 2x2 Matrix
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* @module mat2
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*/
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/**
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* Creates a new identity mat2
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*
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* @returns {mat2} a new 2x2 matrix
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*/
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function create$8() {
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var out = new ARRAY_TYPE(4);
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if (ARRAY_TYPE != Float32Array) {
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out[1] = 0;
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out[2] = 0;
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}
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out[0] = 1;
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out[3] = 1;
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return out;
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}
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/**
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* Creates a new mat2 initialized with values from an existing matrix
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*
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* @param {ReadonlyMat2} a matrix to clone
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* @returns {mat2} a new 2x2 matrix
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*/
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function clone$8(a) {
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var out = new ARRAY_TYPE(4);
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out[0] = a[0];
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out[1] = a[1];
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out[2] = a[2];
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out[3] = a[3];
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return out;
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}
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/**
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* Copy the values from one mat2 to another
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*
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* @param {mat2} out the receiving matrix
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* @param {ReadonlyMat2} a the source matrix
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* @returns {mat2} out
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*/
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function copy$8(out, a) {
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out[0] = a[0];
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out[1] = a[1];
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out[2] = a[2];
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out[3] = a[3];
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return out;
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}
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/**
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* Set a mat2 to the identity matrix
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*
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* @param {mat2} out the receiving matrix
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* @returns {mat2} out
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*/
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function identity$5(out) {
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out[0] = 1;
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out[1] = 0;
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out[2] = 0;
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out[3] = 1;
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return out;
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}
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/**
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* Create a new mat2 with the given values
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*
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* @param {Number} m00 Component in column 0, row 0 position (index 0)
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* @param {Number} m01 Component in column 0, row 1 position (index 1)
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* @param {Number} m10 Component in column 1, row 0 position (index 2)
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* @param {Number} m11 Component in column 1, row 1 position (index 3)
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* @returns {mat2} out A new 2x2 matrix
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*/
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function fromValues$8(m00, m01, m10, m11) {
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var out = new ARRAY_TYPE(4);
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out[0] = m00;
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out[1] = m01;
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out[2] = m10;
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out[3] = m11;
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return out;
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}
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/**
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* Set the components of a mat2 to the given values
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*
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* @param {mat2} out the receiving matrix
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* @param {Number} m00 Component in column 0, row 0 position (index 0)
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* @param {Number} m01 Component in column 0, row 1 position (index 1)
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* @param {Number} m10 Component in column 1, row 0 position (index 2)
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* @param {Number} m11 Component in column 1, row 1 position (index 3)
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* @returns {mat2} out
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*/
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function set$8(out, m00, m01, m10, m11) {
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out[0] = m00;
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out[1] = m01;
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out[2] = m10;
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out[3] = m11;
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return out;
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}
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/**
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* Transpose the values of a mat2
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*
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* @param {mat2} out the receiving matrix
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* @param {ReadonlyMat2} a the source matrix
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* @returns {mat2} out
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*/
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function transpose$2(out, a) {
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// If we are transposing ourselves we can skip a few steps but have to cache
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// some values
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if (out === a) {
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var a1 = a[1];
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out[1] = a[2];
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out[2] = a1;
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} else {
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out[0] = a[0];
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out[1] = a[2];
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out[2] = a[1];
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out[3] = a[3];
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}
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return out;
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}
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/**
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* Inverts a mat2
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*
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* @param {mat2} out the receiving matrix
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* @param {ReadonlyMat2} a the source matrix
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* @returns {mat2} out
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*/
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function invert$5(out, a) {
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var a0 = a[0],
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a1 = a[1],
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a2 = a[2],
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a3 = a[3]; // Calculate the determinant
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var det = a0 * a3 - a2 * a1;
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if (!det) {
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return null;
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}
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det = 1.0 / det;
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out[0] = a3 * det;
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out[1] = -a1 * det;
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out[2] = -a2 * det;
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out[3] = a0 * det;
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return out;
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}
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/**
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* Calculates the adjugate of a mat2
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*
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* @param {mat2} out the receiving matrix
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* @param {ReadonlyMat2} a the source matrix
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* @returns {mat2} out
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*/
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function adjoint$2(out, a) {
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// Caching this value is necessary if out == a
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var a0 = a[0];
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out[0] = a[3];
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out[1] = -a[1];
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out[2] = -a[2];
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out[3] = a0;
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return out;
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}
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/**
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* Calculates the determinant of a mat2
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*
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* @param {ReadonlyMat2} a the source matrix
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* @returns {Number} determinant of a
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*/
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function determinant$3(a) {
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return a[0] * a[3] - a[2] * a[1];
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}
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/**
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* Multiplies two mat2's
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*
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* @param {mat2} out the receiving matrix
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* @param {ReadonlyMat2} a the first operand
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* @param {ReadonlyMat2} b the second operand
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* @returns {mat2} out
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*/
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function multiply$8(out, a, b) {
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var a0 = a[0],
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a1 = a[1],
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a2 = a[2],
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a3 = a[3];
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var b0 = b[0],
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b1 = b[1],
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b2 = b[2],
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b3 = b[3];
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out[0] = a0 * b0 + a2 * b1;
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out[1] = a1 * b0 + a3 * b1;
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out[2] = a0 * b2 + a2 * b3;
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out[3] = a1 * b2 + a3 * b3;
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return out;
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}
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/**
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* Rotates a mat2 by the given angle
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*
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* @param {mat2} out the receiving matrix
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* @param {ReadonlyMat2} a the matrix to rotate
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* @param {Number} rad the angle to rotate the matrix by
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* @returns {mat2} out
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*/
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function rotate$4(out, a, rad) {
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var a0 = a[0],
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a1 = a[1],
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a2 = a[2],
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a3 = a[3];
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var s = Math.sin(rad);
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var c = Math.cos(rad);
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out[0] = a0 * c + a2 * s;
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out[1] = a1 * c + a3 * s;
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out[2] = a0 * -s + a2 * c;
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out[3] = a1 * -s + a3 * c;
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return out;
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}
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/**
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* Scales the mat2 by the dimensions in the given vec2
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*
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* @param {mat2} out the receiving matrix
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* @param {ReadonlyMat2} a the matrix to rotate
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* @param {ReadonlyVec2} v the vec2 to scale the matrix by
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* @returns {mat2} out
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**/
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function scale$8(out, a, v) {
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var a0 = a[0],
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a1 = a[1],
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a2 = a[2],
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a3 = a[3];
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var v0 = v[0],
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v1 = v[1];
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out[0] = a0 * v0;
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out[1] = a1 * v0;
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out[2] = a2 * v1;
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out[3] = a3 * v1;
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return out;
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}
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/**
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* Creates a matrix from a given angle
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* This is equivalent to (but much faster than):
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*
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* mat2.identity(dest);
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* mat2.rotate(dest, dest, rad);
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*
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* @param {mat2} out mat2 receiving operation result
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* @param {Number} rad the angle to rotate the matrix by
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* @returns {mat2} out
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*/
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function fromRotation$4(out, rad) {
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var s = Math.sin(rad);
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var c = Math.cos(rad);
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out[0] = c;
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out[1] = s;
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out[2] = -s;
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out[3] = c;
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return out;
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}
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/**
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* Creates a matrix from a vector scaling
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* This is equivalent to (but much faster than):
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*
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* mat2.identity(dest);
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* mat2.scale(dest, dest, vec);
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*
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* @param {mat2} out mat2 receiving operation result
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* @param {ReadonlyVec2} v Scaling vector
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* @returns {mat2} out
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*/
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function fromScaling$3(out, v) {
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out[0] = v[0];
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out[1] = 0;
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out[2] = 0;
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out[3] = v[1];
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return out;
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}
|
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/**
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* Returns a string representation of a mat2
|
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*
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* @param {ReadonlyMat2} a matrix to represent as a string
|
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* @returns {String} string representation of the matrix
|
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|
*/
|
||
|
|
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function str$8(a) {
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return "mat2(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ")";
|
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|
}
|
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|
/**
|
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* Returns Frobenius norm of a mat2
|
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*
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* @param {ReadonlyMat2} a the matrix to calculate Frobenius norm of
|
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* @returns {Number} Frobenius norm
|
||
|
*/
|
||
|
|
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function frob$3(a) {
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return Math.hypot(a[0], a[1], a[2], a[3]);
|
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|
}
|
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|
/**
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||
|
* Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix
|
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|
* @param {ReadonlyMat2} L the lower triangular matrix
|
||
|
* @param {ReadonlyMat2} D the diagonal matrix
|
||
|
* @param {ReadonlyMat2} U the upper triangular matrix
|
||
|
* @param {ReadonlyMat2} a the input matrix to factorize
|
||
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*/
|
||
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|
||
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function LDU(L, D, U, a) {
|
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L[2] = a[2] / a[0];
|
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U[0] = a[0];
|
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U[1] = a[1];
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U[3] = a[3] - L[2] * U[1];
|
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return [L, D, U];
|
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}
|
||
|
/**
|
||
|
* 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
|
||
|
*/
|
||
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|
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function add$8(out, a, b) {
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out[0] = a[0] + b[0];
|
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out[1] = a[1] + b[1];
|
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out[2] = a[2] + b[2];
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out[3] = a[3] + b[3];
|
||
|
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
|
||
|
*/
|
||
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|
||
|
function subtract$6(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$8(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 equals$8(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$3(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$3(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$8 = multiply$8;
|
||
|
/**
|
||
|
* Alias for {@link mat2.subtract}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var sub$6 = subtract$6;
|
||
|
|
||
|
var mat2 = /*#__PURE__*/Object.freeze({
|
||
|
__proto__: null,
|
||
|
create: create$8,
|
||
|
clone: clone$8,
|
||
|
copy: copy$8,
|
||
|
identity: identity$5,
|
||
|
fromValues: fromValues$8,
|
||
|
set: set$8,
|
||
|
transpose: transpose$2,
|
||
|
invert: invert$5,
|
||
|
adjoint: adjoint$2,
|
||
|
determinant: determinant$3,
|
||
|
multiply: multiply$8,
|
||
|
rotate: rotate$4,
|
||
|
scale: scale$8,
|
||
|
fromRotation: fromRotation$4,
|
||
|
fromScaling: fromScaling$3,
|
||
|
str: str$8,
|
||
|
frob: frob$3,
|
||
|
LDU: LDU,
|
||
|
add: add$8,
|
||
|
subtract: subtract$6,
|
||
|
exactEquals: exactEquals$8,
|
||
|
equals: equals$8,
|
||
|
multiplyScalar: multiplyScalar$3,
|
||
|
multiplyScalarAndAdd: multiplyScalarAndAdd$3,
|
||
|
mul: mul$8,
|
||
|
sub: sub$6
|
||
|
});
|
||
|
|
||
|
/**
|
||
|
* 2x3 Matrix
|
||
|
* @module mat2d
|
||
|
* @description
|
||
|
* A mat2d contains six elements defined as:
|
||
|
* <pre>
|
||
|
* [a, b,
|
||
|
* c, d,
|
||
|
* tx, ty]
|
||
|
* </pre>
|
||
|
* This is a short form for the 3x3 matrix:
|
||
|
* <pre>
|
||
|
* [a, b, 0,
|
||
|
* c, d, 0,
|
||
|
* tx, ty, 1]
|
||
|
* </pre>
|
||
|
* The last column is ignored so the array is shorter and operations are faster.
|
||
|
*/
|
||
|
|
||
|
/**
|
||
|
* Creates a new identity mat2d
|
||
|
*
|
||
|
* @returns {mat2d} a new 2x3 matrix
|
||
|
*/
|
||
|
|
||
|
function create$7() {
|
||
|
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 clone$7(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 copy$7(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 identity$4(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 fromValues$7(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 set$7(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 invert$4(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 determinant$2(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 multiply$7(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 rotate$3(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 scale$7(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$3(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 fromRotation$3(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 fromScaling$2(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$3(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 str$7(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 frob$2(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 add$7(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 subtract$5(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 multiplyScalar$2(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 multiplyScalarAndAdd$2(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 exactEquals$7(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 equals$7(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 mul$7 = multiply$7;
|
||
|
/**
|
||
|
* Alias for {@link mat2d.subtract}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var sub$5 = subtract$5;
|
||
|
|
||
|
var mat2d = /*#__PURE__*/Object.freeze({
|
||
|
__proto__: null,
|
||
|
create: create$7,
|
||
|
clone: clone$7,
|
||
|
copy: copy$7,
|
||
|
identity: identity$4,
|
||
|
fromValues: fromValues$7,
|
||
|
set: set$7,
|
||
|
invert: invert$4,
|
||
|
determinant: determinant$2,
|
||
|
multiply: multiply$7,
|
||
|
rotate: rotate$3,
|
||
|
scale: scale$7,
|
||
|
translate: translate$3,
|
||
|
fromRotation: fromRotation$3,
|
||
|
fromScaling: fromScaling$2,
|
||
|
fromTranslation: fromTranslation$3,
|
||
|
str: str$7,
|
||
|
frob: frob$2,
|
||
|
add: add$7,
|
||
|
subtract: subtract$5,
|
||
|
multiplyScalar: multiplyScalar$2,
|
||
|
multiplyScalarAndAdd: multiplyScalarAndAdd$2,
|
||
|
exactEquals: exactEquals$7,
|
||
|
equals: equals$7,
|
||
|
mul: mul$7,
|
||
|
sub: sub$5
|
||
|
});
|
||
|
|
||
|
/**
|
||
|
* 3x3 Matrix
|
||
|
* @module mat3
|
||
|
*/
|
||
|
|
||
|
/**
|
||
|
* Creates a new identity mat3
|
||
|
*
|
||
|
* @returns {mat3} a new 3x3 matrix
|
||
|
*/
|
||
|
|
||
|
function create$6() {
|
||
|
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$1(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 clone$6(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 copy$6(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 fromValues$6(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 set$6(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 identity$3(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 transpose$1(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 invert$3(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 adjoint$1(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 determinant$1(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 multiply$6(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 translate$2(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 rotate$2(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 scale$6(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 fromTranslation$2(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 fromRotation$2(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 fromScaling$1(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$1(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 str$6(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 frob$1(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 add$6(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 subtract$4(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 multiplyScalar$1(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 multiplyScalarAndAdd$1(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 exactEquals$6(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 equals$6(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 mul$6 = multiply$6;
|
||
|
/**
|
||
|
* Alias for {@link mat3.subtract}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var sub$4 = subtract$4;
|
||
|
|
||
|
var mat3 = /*#__PURE__*/Object.freeze({
|
||
|
__proto__: null,
|
||
|
create: create$6,
|
||
|
fromMat4: fromMat4$1,
|
||
|
clone: clone$6,
|
||
|
copy: copy$6,
|
||
|
fromValues: fromValues$6,
|
||
|
set: set$6,
|
||
|
identity: identity$3,
|
||
|
transpose: transpose$1,
|
||
|
invert: invert$3,
|
||
|
adjoint: adjoint$1,
|
||
|
determinant: determinant$1,
|
||
|
multiply: multiply$6,
|
||
|
translate: translate$2,
|
||
|
rotate: rotate$2,
|
||
|
scale: scale$6,
|
||
|
fromTranslation: fromTranslation$2,
|
||
|
fromRotation: fromRotation$2,
|
||
|
fromScaling: fromScaling$1,
|
||
|
fromMat2d: fromMat2d,
|
||
|
fromQuat: fromQuat$1,
|
||
|
normalFromMat4: normalFromMat4,
|
||
|
projection: projection,
|
||
|
str: str$6,
|
||
|
frob: frob$1,
|
||
|
add: add$6,
|
||
|
subtract: subtract$4,
|
||
|
multiplyScalar: multiplyScalar$1,
|
||
|
multiplyScalarAndAdd: multiplyScalarAndAdd$1,
|
||
|
exactEquals: exactEquals$6,
|
||
|
equals: equals$6,
|
||
|
mul: mul$6,
|
||
|
sub: sub$4
|
||
|
});
|
||
|
|
||
|
/**
|
||
|
* 4x4 Matrix<br>Format: column-major, when typed out it looks like row-major<br>The matrices are being post multiplied.
|
||
|
* @module mat4
|
||
|
*/
|
||
|
|
||
|
/**
|
||
|
* Creates a new identity mat4
|
||
|
*
|
||
|
* @returns {mat4} a new 4x4 matrix
|
||
|
*/
|
||
|
|
||
|
function create$5() {
|
||
|
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 clone$5(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 copy$5(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 fromValues$5(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 set$5(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 identity$2(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 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 invert$2(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 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];
|
||
|
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;
|
||
|
out[0] = a11 * b11 - a12 * b10 + a13 * b09;
|
||
|
out[1] = a02 * b10 - a01 * b11 - a03 * b09;
|
||
|
out[2] = a31 * b05 - a32 * b04 + a33 * b03;
|
||
|
out[3] = a22 * b04 - a21 * b05 - a23 * b03;
|
||
|
out[4] = a12 * b08 - a10 * b11 - a13 * b07;
|
||
|
out[5] = a00 * b11 - a02 * b08 + a03 * b07;
|
||
|
out[6] = a32 * b02 - a30 * b05 - a33 * b01;
|
||
|
out[7] = a20 * b05 - a22 * b02 + a23 * b01;
|
||
|
out[8] = a10 * b10 - a11 * b08 + a13 * b06;
|
||
|
out[9] = a01 * b08 - a00 * b10 - a03 * b06;
|
||
|
out[10] = a30 * b04 - a31 * b02 + a33 * b00;
|
||
|
out[11] = a21 * b02 - a20 * b04 - a23 * b00;
|
||
|
out[12] = a11 * b07 - a10 * b09 - a12 * b06;
|
||
|
out[13] = a00 * b09 - a01 * b07 + a02 * b06;
|
||
|
out[14] = a31 * b01 - a30 * b03 - a32 * b00;
|
||
|
out[15] = a20 * b03 - a21 * b01 + a22 * b00;
|
||
|
return out;
|
||
|
}
|
||
|
/**
|
||
|
* Calculates the determinant of a mat4
|
||
|
*
|
||
|
* @param {ReadonlyMat4} a the source matrix
|
||
|
* @returns {Number} determinant of a
|
||
|
*/
|
||
|
|
||
|
function 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 b0 = a00 * a11 - a01 * a10;
|
||
|
var b1 = a00 * a12 - a02 * a10;
|
||
|
var b2 = a01 * a12 - a02 * a11;
|
||
|
var b3 = a20 * a31 - a21 * a30;
|
||
|
var b4 = a20 * a32 - a22 * a30;
|
||
|
var b5 = a21 * a32 - a22 * a31;
|
||
|
var b6 = a00 * b5 - a01 * b4 + a02 * b3;
|
||
|
var b7 = a10 * b5 - a11 * b4 + a12 * b3;
|
||
|
var b8 = a20 * b2 - a21 * b1 + a22 * b0;
|
||
|
var b9 = a30 * b2 - a31 * b1 + a32 * b0; // Calculate the determinant
|
||
|
|
||
|
return a13 * b6 - a03 * b7 + a33 * b8 - a23 * b9;
|
||
|
}
|
||
|
/**
|
||
|
* 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 multiply$5(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 translate$1(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 scale$5(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 rotate$1(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$3(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$3(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$3(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 fromTranslation$1(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 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 fromRotation$1(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$1(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$1(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$1(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;
|
||
|
}
|
||
|
/**
|
||
|
* Decomposes a transformation matrix into its rotation, translation
|
||
|
* and scale components. Returns only the rotation component
|
||
|
* @param {quat} out_r Quaternion to receive the rotation component
|
||
|
* @param {vec3} out_t Vector to receive the translation vector
|
||
|
* @param {vec3} out_s Vector to receive the scaling factor
|
||
|
* @param {ReadonlyMat4} mat Matrix to be decomposed (input)
|
||
|
* @returns {quat} out_r
|
||
|
*/
|
||
|
|
||
|
function decompose(out_r, out_t, out_s, mat) {
|
||
|
out_t[0] = mat[12];
|
||
|
out_t[1] = mat[13];
|
||
|
out_t[2] = mat[14];
|
||
|
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_s[0] = Math.hypot(m11, m12, m13);
|
||
|
out_s[1] = Math.hypot(m21, m22, m23);
|
||
|
out_s[2] = Math.hypot(m31, m32, m33);
|
||
|
var is1 = 1 / out_s[0];
|
||
|
var is2 = 1 / out_s[1];
|
||
|
var is3 = 1 / out_s[2];
|
||
|
var sm11 = m11 * is1;
|
||
|
var sm12 = m12 * is2;
|
||
|
var sm13 = m13 * is3;
|
||
|
var sm21 = m21 * is1;
|
||
|
var sm22 = m22 * is2;
|
||
|
var sm23 = m23 * is3;
|
||
|
var sm31 = m31 * is1;
|
||
|
var sm32 = m32 * is2;
|
||
|
var sm33 = m33 * is3;
|
||
|
var trace = sm11 + sm22 + sm33;
|
||
|
var S = 0;
|
||
|
|
||
|
if (trace > 0) {
|
||
|
S = Math.sqrt(trace + 1.0) * 2;
|
||
|
out_r[3] = 0.25 * S;
|
||
|
out_r[0] = (sm23 - sm32) / S;
|
||
|
out_r[1] = (sm31 - sm13) / S;
|
||
|
out_r[2] = (sm12 - sm21) / S;
|
||
|
} else if (sm11 > sm22 && sm11 > sm33) {
|
||
|
S = Math.sqrt(1.0 + sm11 - sm22 - sm33) * 2;
|
||
|
out_r[3] = (sm23 - sm32) / S;
|
||
|
out_r[0] = 0.25 * S;
|
||
|
out_r[1] = (sm12 + sm21) / S;
|
||
|
out_r[2] = (sm31 + sm13) / S;
|
||
|
} else if (sm22 > sm33) {
|
||
|
S = Math.sqrt(1.0 + sm22 - sm11 - sm33) * 2;
|
||
|
out_r[3] = (sm31 - sm13) / S;
|
||
|
out_r[0] = (sm12 + sm21) / S;
|
||
|
out_r[1] = 0.25 * S;
|
||
|
out_r[2] = (sm23 + sm32) / S;
|
||
|
} else {
|
||
|
S = Math.sqrt(1.0 + sm33 - sm11 - sm22) * 2;
|
||
|
out_r[3] = (sm12 - sm21) / S;
|
||
|
out_r[0] = (sm31 + sm13) / S;
|
||
|
out_r[1] = (sm23 + sm32) / S;
|
||
|
out_r[2] = 0.25 * S;
|
||
|
}
|
||
|
|
||
|
return out_r;
|
||
|
}
|
||
|
/**
|
||
|
* 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 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.
|
||
|
* The near/far clip planes correspond to a normalized device coordinate Z range of [-1, 1],
|
||
|
* which matches WebGL/OpenGL's clip volume.
|
||
|
* 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 perspectiveNO(out, fovy, aspect, near, far) {
|
||
|
var f = 1.0 / Math.tan(fovy / 2);
|
||
|
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) {
|
||
|
var 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;
|
||
|
}
|
||
|
/**
|
||
|
* Alias for {@link mat4.perspectiveNO}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var perspective = perspectiveNO;
|
||
|
/**
|
||
|
* Generates a perspective projection matrix suitable for WebGPU with the given bounds.
|
||
|
* The near/far clip planes correspond to a normalized device coordinate Z range of [0, 1],
|
||
|
* which matches WebGPU/Vulkan/DirectX/Metal's clip volume.
|
||
|
* 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 perspectiveZO(out, fovy, aspect, near, far) {
|
||
|
var f = 1.0 / Math.tan(fovy / 2);
|
||
|
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) {
|
||
|
var nf = 1 / (near - far);
|
||
|
out[10] = far * nf;
|
||
|
out[14] = far * near * nf;
|
||
|
} else {
|
||
|
out[10] = -1;
|
||
|
out[14] = -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.
|
||
|
* The near/far clip planes correspond to a normalized device coordinate Z range of [-1, 1],
|
||
|
* which matches WebGL/OpenGL's clip volume.
|
||
|
*
|
||
|
* @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 orthoNO(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;
|
||
|
}
|
||
|
/**
|
||
|
* Alias for {@link mat4.orthoNO}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var ortho = orthoNO;
|
||
|
/**
|
||
|
* Generates a orthogonal projection matrix with the given bounds.
|
||
|
* The near/far clip planes correspond to a normalized device coordinate Z range of [0, 1],
|
||
|
* which matches WebGPU/Vulkan/DirectX/Metal's clip volume.
|
||
|
*
|
||
|
* @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 orthoZO(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] = nf;
|
||
|
out[11] = 0;
|
||
|
out[12] = (left + right) * lr;
|
||
|
out[13] = (top + bottom) * bt;
|
||
|
out[14] = 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 identity$2(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 str$5(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 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 add$5(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 subtract$3(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 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 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 exactEquals$5(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 equals$5(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 mul$5 = multiply$5;
|
||
|
/**
|
||
|
* Alias for {@link mat4.subtract}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var sub$3 = subtract$3;
|
||
|
|
||
|
var mat4 = /*#__PURE__*/Object.freeze({
|
||
|
__proto__: null,
|
||
|
create: create$5,
|
||
|
clone: clone$5,
|
||
|
copy: copy$5,
|
||
|
fromValues: fromValues$5,
|
||
|
set: set$5,
|
||
|
identity: identity$2,
|
||
|
transpose: transpose,
|
||
|
invert: invert$2,
|
||
|
adjoint: adjoint,
|
||
|
determinant: determinant,
|
||
|
multiply: multiply$5,
|
||
|
translate: translate$1,
|
||
|
scale: scale$5,
|
||
|
rotate: rotate$1,
|
||
|
rotateX: rotateX$3,
|
||
|
rotateY: rotateY$3,
|
||
|
rotateZ: rotateZ$3,
|
||
|
fromTranslation: fromTranslation$1,
|
||
|
fromScaling: fromScaling,
|
||
|
fromRotation: fromRotation$1,
|
||
|
fromXRotation: fromXRotation,
|
||
|
fromYRotation: fromYRotation,
|
||
|
fromZRotation: fromZRotation,
|
||
|
fromRotationTranslation: fromRotationTranslation$1,
|
||
|
fromQuat2: fromQuat2,
|
||
|
getTranslation: getTranslation$1,
|
||
|
getScaling: getScaling,
|
||
|
getRotation: getRotation,
|
||
|
decompose: decompose,
|
||
|
fromRotationTranslationScale: fromRotationTranslationScale,
|
||
|
fromRotationTranslationScaleOrigin: fromRotationTranslationScaleOrigin,
|
||
|
fromQuat: fromQuat,
|
||
|
frustum: frustum,
|
||
|
perspectiveNO: perspectiveNO,
|
||
|
perspective: perspective,
|
||
|
perspectiveZO: perspectiveZO,
|
||
|
perspectiveFromFieldOfView: perspectiveFromFieldOfView,
|
||
|
orthoNO: orthoNO,
|
||
|
ortho: ortho,
|
||
|
orthoZO: orthoZO,
|
||
|
lookAt: lookAt,
|
||
|
targetTo: targetTo,
|
||
|
str: str$5,
|
||
|
frob: frob,
|
||
|
add: add$5,
|
||
|
subtract: subtract$3,
|
||
|
multiplyScalar: multiplyScalar,
|
||
|
multiplyScalarAndAdd: multiplyScalarAndAdd,
|
||
|
exactEquals: exactEquals$5,
|
||
|
equals: equals$5,
|
||
|
mul: mul$5,
|
||
|
sub: sub$3
|
||
|
});
|
||
|
|
||
|
/**
|
||
|
* 3 Dimensional Vector
|
||
|
* @module vec3
|
||
|
*/
|
||
|
|
||
|
/**
|
||
|
* Creates a new, empty vec3
|
||
|
*
|
||
|
* @returns {vec3} a new 3D vector
|
||
|
*/
|
||
|
|
||
|
function create$4() {
|
||
|
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 clone$4(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 length$4(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 fromValues$4(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 copy$4(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 set$4(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 add$4(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 subtract$2(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 multiply$4(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$2(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$2(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$2(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$2(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$2(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$2(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 scale$4(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$2(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$2(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$2(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$4(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$2(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$2(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$4(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 dot$4(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$2(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$4(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 spherical 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 slerp$1(out, a, b, t) {
|
||
|
var angle = Math.acos(Math.min(Math.max(dot$4(a, b), -1), 1));
|
||
|
var sinTotal = Math.sin(angle);
|
||
|
var ratioA = Math.sin((1 - t) * angle) / sinTotal;
|
||
|
var ratioB = Math.sin(t * angle) / sinTotal;
|
||
|
out[0] = ratioA * a[0] + ratioB * b[0];
|
||
|
out[1] = ratioA * a[1] + ratioB * b[1];
|
||
|
out[2] = ratioA * a[2] + ratioB * b[2];
|
||
|
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 omitted, a unit vector will be returned
|
||
|
* @returns {vec3} out
|
||
|
*/
|
||
|
|
||
|
function random$3(out, scale) {
|
||
|
scale = scale === undefined ? 1.0 : scale;
|
||
|
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$2(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$1(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$1(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 rotateX$2(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 rotateY$2(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 rotateZ$2(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$1(a, b) {
|
||
|
var ax = a[0],
|
||
|
ay = a[1],
|
||
|
az = a[2],
|
||
|
bx = b[0],
|
||
|
by = b[1],
|
||
|
bz = b[2],
|
||
|
mag = Math.sqrt((ax * ax + ay * ay + az * az) * (bx * bx + by * by + bz * bz)),
|
||
|
cosine = mag && dot$4(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$2(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 str$4(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 exactEquals$4(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 equals$4(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 sub$2 = subtract$2;
|
||
|
/**
|
||
|
* Alias for {@link vec3.multiply}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var mul$4 = multiply$4;
|
||
|
/**
|
||
|
* Alias for {@link vec3.divide}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var div$2 = divide$2;
|
||
|
/**
|
||
|
* Alias for {@link vec3.distance}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var dist$2 = distance$2;
|
||
|
/**
|
||
|
* Alias for {@link vec3.squaredDistance}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var sqrDist$2 = squaredDistance$2;
|
||
|
/**
|
||
|
* Alias for {@link vec3.length}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var len$4 = length$4;
|
||
|
/**
|
||
|
* Alias for {@link vec3.squaredLength}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var sqrLen$4 = squaredLength$4;
|
||
|
/**
|
||
|
* 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$2 = function () {
|
||
|
var vec = create$4();
|
||
|
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;
|
||
|
};
|
||
|
}();
|
||
|
|
||
|
var vec3 = /*#__PURE__*/Object.freeze({
|
||
|
__proto__: null,
|
||
|
create: create$4,
|
||
|
clone: clone$4,
|
||
|
length: length$4,
|
||
|
fromValues: fromValues$4,
|
||
|
copy: copy$4,
|
||
|
set: set$4,
|
||
|
add: add$4,
|
||
|
subtract: subtract$2,
|
||
|
multiply: multiply$4,
|
||
|
divide: divide$2,
|
||
|
ceil: ceil$2,
|
||
|
floor: floor$2,
|
||
|
min: min$2,
|
||
|
max: max$2,
|
||
|
round: round$2,
|
||
|
scale: scale$4,
|
||
|
scaleAndAdd: scaleAndAdd$2,
|
||
|
distance: distance$2,
|
||
|
squaredDistance: squaredDistance$2,
|
||
|
squaredLength: squaredLength$4,
|
||
|
negate: negate$2,
|
||
|
inverse: inverse$2,
|
||
|
normalize: normalize$4,
|
||
|
dot: dot$4,
|
||
|
cross: cross$2,
|
||
|
lerp: lerp$4,
|
||
|
slerp: slerp$1,
|
||
|
hermite: hermite,
|
||
|
bezier: bezier,
|
||
|
random: random$3,
|
||
|
transformMat4: transformMat4$2,
|
||
|
transformMat3: transformMat3$1,
|
||
|
transformQuat: transformQuat$1,
|
||
|
rotateX: rotateX$2,
|
||
|
rotateY: rotateY$2,
|
||
|
rotateZ: rotateZ$2,
|
||
|
angle: angle$1,
|
||
|
zero: zero$2,
|
||
|
str: str$4,
|
||
|
exactEquals: exactEquals$4,
|
||
|
equals: equals$4,
|
||
|
sub: sub$2,
|
||
|
mul: mul$4,
|
||
|
div: div$2,
|
||
|
dist: dist$2,
|
||
|
sqrDist: sqrDist$2,
|
||
|
len: len$4,
|
||
|
sqrLen: sqrLen$4,
|
||
|
forEach: forEach$2
|
||
|
});
|
||
|
|
||
|
/**
|
||
|
* 4 Dimensional Vector
|
||
|
* @module vec4
|
||
|
*/
|
||
|
|
||
|
/**
|
||
|
* Creates a new, empty vec4
|
||
|
*
|
||
|
* @returns {vec4} a new 4D vector
|
||
|
*/
|
||
|
|
||
|
function create$3() {
|
||
|
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 clone$3(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 fromValues$3(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 copy$3(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 set$3(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 add$3(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 subtract$1(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 multiply$3(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 divide$1(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 ceil$1(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 floor$1(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 min$1(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 max$1(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 round$1(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 scale$3(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 scaleAndAdd$1(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 distance$1(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 squaredDistance$1(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 length$3(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 squaredLength$3(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 negate$1(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 inverse$1(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 normalize$3(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 dot$3(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 cross$1(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 lerp$3(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 omitted, a unit vector will be returned
|
||
|
* @returns {vec4} out
|
||
|
*/
|
||
|
|
||
|
function random$2(out, scale) {
|
||
|
scale = scale === undefined ? 1.0 : scale; // 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 transformMat4$1(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 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 zero$1(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 str$3(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 exactEquals$3(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 equals$3(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 sub$1 = subtract$1;
|
||
|
/**
|
||
|
* Alias for {@link vec4.multiply}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var mul$3 = multiply$3;
|
||
|
/**
|
||
|
* Alias for {@link vec4.divide}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var div$1 = divide$1;
|
||
|
/**
|
||
|
* Alias for {@link vec4.distance}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var dist$1 = distance$1;
|
||
|
/**
|
||
|
* Alias for {@link vec4.squaredDistance}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var sqrDist$1 = squaredDistance$1;
|
||
|
/**
|
||
|
* Alias for {@link vec4.length}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var len$3 = length$3;
|
||
|
/**
|
||
|
* Alias for {@link vec4.squaredLength}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var sqrLen$3 = squaredLength$3;
|
||
|
/**
|
||
|
* 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 forEach$1 = function () {
|
||
|
var vec = create$3();
|
||
|
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;
|
||
|
};
|
||
|
}();
|
||
|
|
||
|
var vec4 = /*#__PURE__*/Object.freeze({
|
||
|
__proto__: null,
|
||
|
create: create$3,
|
||
|
clone: clone$3,
|
||
|
fromValues: fromValues$3,
|
||
|
copy: copy$3,
|
||
|
set: set$3,
|
||
|
add: add$3,
|
||
|
subtract: subtract$1,
|
||
|
multiply: multiply$3,
|
||
|
divide: divide$1,
|
||
|
ceil: ceil$1,
|
||
|
floor: floor$1,
|
||
|
min: min$1,
|
||
|
max: max$1,
|
||
|
round: round$1,
|
||
|
scale: scale$3,
|
||
|
scaleAndAdd: scaleAndAdd$1,
|
||
|
distance: distance$1,
|
||
|
squaredDistance: squaredDistance$1,
|
||
|
length: length$3,
|
||
|
squaredLength: squaredLength$3,
|
||
|
negate: negate$1,
|
||
|
inverse: inverse$1,
|
||
|
normalize: normalize$3,
|
||
|
dot: dot$3,
|
||
|
cross: cross$1,
|
||
|
lerp: lerp$3,
|
||
|
random: random$2,
|
||
|
transformMat4: transformMat4$1,
|
||
|
transformQuat: transformQuat,
|
||
|
zero: zero$1,
|
||
|
str: str$3,
|
||
|
exactEquals: exactEquals$3,
|
||
|
equals: equals$3,
|
||
|
sub: sub$1,
|
||
|
mul: mul$3,
|
||
|
div: div$1,
|
||
|
dist: dist$1,
|
||
|
sqrDist: sqrDist$1,
|
||
|
len: len$3,
|
||
|
sqrLen: sqrLen$3,
|
||
|
forEach: forEach$1
|
||
|
});
|
||
|
|
||
|
/**
|
||
|
* Quaternion in the format XYZW
|
||
|
* @module quat
|
||
|
*/
|
||
|
|
||
|
/**
|
||
|
* Creates a new identity quat
|
||
|
*
|
||
|
* @returns {quat} a new quaternion
|
||
|
*/
|
||
|
|
||
|
function create$2() {
|
||
|
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 identity$1(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 = dot$2(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 multiply$2(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 rotateX$1(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 rotateY$1(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 rotateZ$1(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);
|
||
|
scale$2(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 random$1(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 invert$1(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$1(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 using the provided intrinsic order for the conversion.
|
||
|
*
|
||
|
* @param {quat} out the receiving quaternion
|
||
|
* @param {x} x Angle to rotate around X axis in degrees.
|
||
|
* @param {y} y Angle to rotate around Y axis in degrees.
|
||
|
* @param {z} z Angle to rotate around Z axis in degrees.
|
||
|
* @param {'zyx'|'xyz'|'yxz'|'yzx'|'zxy'|'zyx'} order Intrinsic order for conversion, default is zyx.
|
||
|
* @returns {quat} out
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
function fromEuler(out, x, y, z) {
|
||
|
var order = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : ANGLE_ORDER;
|
||
|
var halfToRad = Math.PI / 360;
|
||
|
x *= halfToRad;
|
||
|
z *= halfToRad;
|
||
|
y *= 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);
|
||
|
|
||
|
switch (order) {
|
||
|
case "xyz":
|
||
|
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;
|
||
|
break;
|
||
|
|
||
|
case "xzy":
|
||
|
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;
|
||
|
break;
|
||
|
|
||
|
case "yxz":
|
||
|
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;
|
||
|
break;
|
||
|
|
||
|
case "yzx":
|
||
|
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;
|
||
|
break;
|
||
|
|
||
|
case "zxy":
|
||
|
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;
|
||
|
break;
|
||
|
|
||
|
case "zyx":
|
||
|
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;
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
throw new Error('Unknown angle order ' + order);
|
||
|
}
|
||
|
|
||
|
return out;
|
||
|
}
|
||
|
/**
|
||
|
* Returns a string representation of a quaternion
|
||
|
*
|
||
|
* @param {ReadonlyQuat} a vector to represent as a string
|
||
|
* @returns {String} string representation of the vector
|
||
|
*/
|
||
|
|
||
|
function str$2(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 clone$2 = clone$3;
|
||
|
/**
|
||
|
* 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 fromValues$2 = fromValues$3;
|
||
|
/**
|
||
|
* 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 copy$2 = copy$3;
|
||
|
/**
|
||
|
* 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 set$2 = set$3;
|
||
|
/**
|
||
|
* 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 add$2 = add$3;
|
||
|
/**
|
||
|
* Alias for {@link quat.multiply}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var mul$2 = multiply$2;
|
||
|
/**
|
||
|
* 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 scale$2 = scale$3;
|
||
|
/**
|
||
|
* 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 dot$2 = dot$3;
|
||
|
/**
|
||
|
* 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 lerp$2 = lerp$3;
|
||
|
/**
|
||
|
* Calculates the length of a quat
|
||
|
*
|
||
|
* @param {ReadonlyQuat} a vector to calculate length of
|
||
|
* @returns {Number} length of a
|
||
|
*/
|
||
|
|
||
|
var length$2 = length$3;
|
||
|
/**
|
||
|
* Alias for {@link quat.length}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var len$2 = length$2;
|
||
|
/**
|
||
|
* Calculates the squared length of a quat
|
||
|
*
|
||
|
* @param {ReadonlyQuat} a vector to calculate squared length of
|
||
|
* @returns {Number} squared length of a
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var squaredLength$2 = squaredLength$3;
|
||
|
/**
|
||
|
* Alias for {@link quat.squaredLength}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var sqrLen$2 = squaredLength$2;
|
||
|
/**
|
||
|
* Normalize a quat
|
||
|
*
|
||
|
* @param {quat} out the receiving quaternion
|
||
|
* @param {ReadonlyQuat} a quaternion to normalize
|
||
|
* @returns {quat} out
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var normalize$2 = normalize$3;
|
||
|
/**
|
||
|
* 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 exactEquals$2 = exactEquals$3;
|
||
|
/**
|
||
|
* Returns whether or not the quaternions point approximately to the same direction.
|
||
|
*
|
||
|
* Both quaternions are assumed to be unit length.
|
||
|
*
|
||
|
* @param {ReadonlyQuat} a The first unit quaternion.
|
||
|
* @param {ReadonlyQuat} b The second unit quaternion.
|
||
|
* @returns {Boolean} True if the quaternions are equal, false otherwise.
|
||
|
*/
|
||
|
|
||
|
function equals$2(a, b) {
|
||
|
return Math.abs(dot$3(a, b)) >= 1 - EPSILON;
|
||
|
}
|
||
|
/**
|
||
|
* 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 = create$4();
|
||
|
var xUnitVec3 = fromValues$4(1, 0, 0);
|
||
|
var yUnitVec3 = fromValues$4(0, 1, 0);
|
||
|
return function (out, a, b) {
|
||
|
var dot = dot$4(a, b);
|
||
|
|
||
|
if (dot < -0.999999) {
|
||
|
cross$2(tmpvec3, xUnitVec3, a);
|
||
|
if (len$4(tmpvec3) < 0.000001) cross$2(tmpvec3, yUnitVec3, a);
|
||
|
normalize$4(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$2(tmpvec3, a, b);
|
||
|
out[0] = tmpvec3[0];
|
||
|
out[1] = tmpvec3[1];
|
||
|
out[2] = tmpvec3[2];
|
||
|
out[3] = 1 + dot;
|
||
|
return normalize$2(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 = create$2();
|
||
|
var temp2 = create$2();
|
||
|
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 = create$6();
|
||
|
return function (out, view, right, up) {
|
||
|
matr[0] = right[0];
|
||
|
matr[3] = right[1];
|
||
|
matr[6] = right[2];
|
||
|
matr[1] = up[0];
|
||
|
matr[4] = up[1];
|
||
|
matr[7] = up[2];
|
||
|
matr[2] = -view[0];
|
||
|
matr[5] = -view[1];
|
||
|
matr[8] = -view[2];
|
||
|
return normalize$2(out, fromMat3(out, matr));
|
||
|
};
|
||
|
}();
|
||
|
|
||
|
var quat = /*#__PURE__*/Object.freeze({
|
||
|
__proto__: null,
|
||
|
create: create$2,
|
||
|
identity: identity$1,
|
||
|
setAxisAngle: setAxisAngle,
|
||
|
getAxisAngle: getAxisAngle,
|
||
|
getAngle: getAngle,
|
||
|
multiply: multiply$2,
|
||
|
rotateX: rotateX$1,
|
||
|
rotateY: rotateY$1,
|
||
|
rotateZ: rotateZ$1,
|
||
|
calculateW: calculateW,
|
||
|
exp: exp,
|
||
|
ln: ln,
|
||
|
pow: pow,
|
||
|
slerp: slerp,
|
||
|
random: random$1,
|
||
|
invert: invert$1,
|
||
|
conjugate: conjugate$1,
|
||
|
fromMat3: fromMat3,
|
||
|
fromEuler: fromEuler,
|
||
|
str: str$2,
|
||
|
clone: clone$2,
|
||
|
fromValues: fromValues$2,
|
||
|
copy: copy$2,
|
||
|
set: set$2,
|
||
|
add: add$2,
|
||
|
mul: mul$2,
|
||
|
scale: scale$2,
|
||
|
dot: dot$2,
|
||
|
lerp: lerp$2,
|
||
|
length: length$2,
|
||
|
len: len$2,
|
||
|
squaredLength: squaredLength$2,
|
||
|
sqrLen: sqrLen$2,
|
||
|
normalize: normalize$2,
|
||
|
exactEquals: exactEquals$2,
|
||
|
equals: equals$2,
|
||
|
rotationTo: rotationTo,
|
||
|
sqlerp: sqlerp,
|
||
|
setAxes: setAxes
|
||
|
});
|
||
|
|
||
|
/**
|
||
|
* Dual Quaternion<br>
|
||
|
* Format: [real, dual]<br>
|
||
|
* Quaternion format: XYZW<br>
|
||
|
* Make sure to have normalized dual quaternions, otherwise the functions may not work as intended.<br>
|
||
|
* @module quat2
|
||
|
*/
|
||
|
|
||
|
/**
|
||
|
* Creates a new identity dual quat
|
||
|
*
|
||
|
* @returns {quat2} a new dual quaternion [real -> rotation, dual -> translation]
|
||
|
*/
|
||
|
|
||
|
function create$1() {
|
||
|
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 clone$1(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 fromValues$1(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 translation vector
|
||
|
* @returns {quat2} dual quaternion receiving operation result
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
function fromRotationTranslation(out, q, t) {
|
||
|
var ax = t[0] * 0.5,
|
||
|
ay = t[1] * 0.5,
|
||
|
az = t[2] * 0.5,
|
||
|
bx = q[0],
|
||
|
by = q[1],
|
||
|
bz = q[2],
|
||
|
bw = q[3];
|
||
|
out[0] = bx;
|
||
|
out[1] = by;
|
||
|
out[2] = bz;
|
||
|
out[3] = bw;
|
||
|
out[4] = ax * bw + ay * bz - az * by;
|
||
|
out[5] = ay * bw + az * bx - ax * bz;
|
||
|
out[6] = az * bw + ax * by - ay * bx;
|
||
|
out[7] = -ax * bx - ay * by - az * bz;
|
||
|
return out;
|
||
|
}
|
||
|
/**
|
||
|
* Creates a dual quat from a translation
|
||
|
*
|
||
|
* @param {ReadonlyQuat2} dual quaternion receiving operation result
|
||
|
* @param {ReadonlyVec3} t translation vector
|
||
|
* @returns {quat2} dual quaternion receiving operation result
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
function fromTranslation(out, t) {
|
||
|
out[0] = 0;
|
||
|
out[1] = 0;
|
||
|
out[2] = 0;
|
||
|
out[3] = 1;
|
||
|
out[4] = t[0] * 0.5;
|
||
|
out[5] = t[1] * 0.5;
|
||
|
out[6] = t[2] * 0.5;
|
||
|
out[7] = 0;
|
||
|
return out;
|
||
|
}
|
||
|
/**
|
||
|
* Creates a dual quat from a quaternion
|
||
|
*
|
||
|
* @param {ReadonlyQuat2} dual quaternion receiving operation result
|
||
|
* @param {ReadonlyQuat} q the quaternion
|
||
|
* @returns {quat2} dual quaternion receiving operation result
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
function fromRotation(out, q) {
|
||
|
out[0] = q[0];
|
||
|
out[1] = q[1];
|
||
|
out[2] = q[2];
|
||
|
out[3] = q[3];
|
||
|
out[4] = 0;
|
||
|
out[5] = 0;
|
||
|
out[6] = 0;
|
||
|
out[7] = 0;
|
||
|
return out;
|
||
|
}
|
||
|
/**
|
||
|
* Creates a new dual quat from a matrix (4x4)
|
||
|
*
|
||
|
* @param {quat2} out the dual quaternion
|
||
|
* @param {ReadonlyMat4} a the matrix
|
||
|
* @returns {quat2} dual quat receiving operation result
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
function fromMat4(out, a) {
|
||
|
//TODO Optimize this
|
||
|
var outer = create$2();
|
||
|
getRotation(outer, a);
|
||
|
var t = new ARRAY_TYPE(3);
|
||
|
getTranslation$1(t, a);
|
||
|
fromRotationTranslation(out, outer, t);
|
||
|
return out;
|
||
|
}
|
||
|
/**
|
||
|
* Copy the values from one dual quat to another
|
||
|
*
|
||
|
* @param {quat2} out the receiving dual quaternion
|
||
|
* @param {ReadonlyQuat2} a the source dual quaternion
|
||
|
* @returns {quat2} out
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
function copy$1(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 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 set$1(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 = copy$2;
|
||
|
/**
|
||
|
* 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 = copy$2;
|
||
|
/**
|
||
|
* 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 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 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 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;
|
||
|
rotateX$1(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 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;
|
||
|
rotateY$1(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 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;
|
||
|
rotateZ$1(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 copy$1(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 add$1(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 multiply$1(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 mul$1 = multiply$1;
|
||
|
/**
|
||
|
* 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 scale$1(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 dot$1 = dot$2;
|
||
|
/**
|
||
|
* 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 lerp$1(out, a, b, t) {
|
||
|
var mt = 1 - t;
|
||
|
if (dot$1(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 invert(out, a) {
|
||
|
var sqlen = squaredLength$1(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 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 length$1 = length$2;
|
||
|
/**
|
||
|
* Alias for {@link quat2.length}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var len$1 = length$1;
|
||
|
/**
|
||
|
* 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 squaredLength$1 = squaredLength$2;
|
||
|
/**
|
||
|
* Alias for {@link quat2.squaredLength}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var sqrLen$1 = squaredLength$1;
|
||
|
/**
|
||
|
* Normalize a dual quat
|
||
|
*
|
||
|
* @param {quat2} out the receiving dual quaternion
|
||
|
* @param {ReadonlyQuat2} a dual quaternion to normalize
|
||
|
* @returns {quat2} out
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
function normalize$1(out, a) {
|
||
|
var magnitude = squaredLength$1(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 quaternion
|
||
|
*
|
||
|
* @param {ReadonlyQuat2} a dual quaternion to represent as a string
|
||
|
* @returns {String} string representation of the dual quat
|
||
|
*/
|
||
|
|
||
|
function str$1(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 exactEquals$1(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 equals$1(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));
|
||
|
}
|
||
|
|
||
|
var quat2 = /*#__PURE__*/Object.freeze({
|
||
|
__proto__: null,
|
||
|
create: create$1,
|
||
|
clone: clone$1,
|
||
|
fromValues: fromValues$1,
|
||
|
fromRotationTranslationValues: fromRotationTranslationValues,
|
||
|
fromRotationTranslation: fromRotationTranslation,
|
||
|
fromTranslation: fromTranslation,
|
||
|
fromRotation: fromRotation,
|
||
|
fromMat4: fromMat4,
|
||
|
copy: copy$1,
|
||
|
identity: identity,
|
||
|
set: set$1,
|
||
|
getReal: getReal,
|
||
|
getDual: getDual,
|
||
|
setReal: setReal,
|
||
|
setDual: setDual,
|
||
|
getTranslation: getTranslation,
|
||
|
translate: translate,
|
||
|
rotateX: rotateX,
|
||
|
rotateY: rotateY,
|
||
|
rotateZ: rotateZ,
|
||
|
rotateByQuatAppend: rotateByQuatAppend,
|
||
|
rotateByQuatPrepend: rotateByQuatPrepend,
|
||
|
rotateAroundAxis: rotateAroundAxis,
|
||
|
add: add$1,
|
||
|
multiply: multiply$1,
|
||
|
mul: mul$1,
|
||
|
scale: scale$1,
|
||
|
dot: dot$1,
|
||
|
lerp: lerp$1,
|
||
|
invert: invert,
|
||
|
conjugate: conjugate,
|
||
|
length: length$1,
|
||
|
len: len$1,
|
||
|
squaredLength: squaredLength$1,
|
||
|
sqrLen: sqrLen$1,
|
||
|
normalize: normalize$1,
|
||
|
str: str$1,
|
||
|
exactEquals: exactEquals$1,
|
||
|
equals: equals$1
|
||
|
});
|
||
|
|
||
|
/**
|
||
|
* 2 Dimensional Vector
|
||
|
* @module vec2
|
||
|
*/
|
||
|
|
||
|
/**
|
||
|
* Creates a new, empty vec2
|
||
|
*
|
||
|
* @returns {vec2} a new 2D vector
|
||
|
*/
|
||
|
|
||
|
function 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 omitted, a unit vector will be returned
|
||
|
* @returns {vec2} out
|
||
|
*/
|
||
|
|
||
|
function random(out, scale) {
|
||
|
scale = scale === undefined ? 1.0 : scale;
|
||
|
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 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 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 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 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) * (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 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 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 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 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 len = length;
|
||
|
/**
|
||
|
* Alias for {@link vec2.subtract}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var sub = subtract;
|
||
|
/**
|
||
|
* Alias for {@link vec2.multiply}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var mul = multiply;
|
||
|
/**
|
||
|
* Alias for {@link vec2.divide}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var div = divide;
|
||
|
/**
|
||
|
* Alias for {@link vec2.distance}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var dist = distance;
|
||
|
/**
|
||
|
* Alias for {@link vec2.squaredDistance}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var sqrDist = squaredDistance;
|
||
|
/**
|
||
|
* Alias for {@link vec2.squaredLength}
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var sqrLen = squaredLength;
|
||
|
/**
|
||
|
* Perform some operation over an array of vec2s.
|
||
|
*
|
||
|
* @param {Array} a the array of vectors to iterate over
|
||
|
* @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed
|
||
|
* @param {Number} offset Number of elements to skip at the beginning of the array
|
||
|
* @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
|
||
|
* @param {Function} fn Function to call for each vector in the array
|
||
|
* @param {Object} [arg] additional argument to pass to fn
|
||
|
* @returns {Array} a
|
||
|
* @function
|
||
|
*/
|
||
|
|
||
|
var forEach = function () {
|
||
|
var vec = create();
|
||
|
return function (a, stride, offset, count, fn, arg) {
|
||
|
var i, l;
|
||
|
|
||
|
if (!stride) {
|
||
|
stride = 2;
|
||
|
}
|
||
|
|
||
|
if (!offset) {
|
||
|
offset = 0;
|
||
|
}
|
||
|
|
||
|
if (count) {
|
||
|
l = Math.min(count * stride + offset, a.length);
|
||
|
} else {
|
||
|
l = a.length;
|
||
|
}
|
||
|
|
||
|
for (i = offset; i < l; i += stride) {
|
||
|
vec[0] = a[i];
|
||
|
vec[1] = a[i + 1];
|
||
|
fn(vec, vec, arg);
|
||
|
a[i] = vec[0];
|
||
|
a[i + 1] = vec[1];
|
||
|
}
|
||
|
|
||
|
return a;
|
||
|
};
|
||
|
}();
|
||
|
|
||
|
var vec2 = /*#__PURE__*/Object.freeze({
|
||
|
__proto__: null,
|
||
|
create: create,
|
||
|
clone: clone,
|
||
|
fromValues: fromValues,
|
||
|
copy: copy,
|
||
|
set: set,
|
||
|
add: add,
|
||
|
subtract: subtract,
|
||
|
multiply: multiply,
|
||
|
divide: divide,
|
||
|
ceil: ceil,
|
||
|
floor: floor,
|
||
|
min: min,
|
||
|
max: max,
|
||
|
round: round,
|
||
|
scale: scale,
|
||
|
scaleAndAdd: scaleAndAdd,
|
||
|
distance: distance,
|
||
|
squaredDistance: squaredDistance,
|
||
|
length: length,
|
||
|
squaredLength: squaredLength,
|
||
|
negate: negate,
|
||
|
inverse: inverse,
|
||
|
normalize: normalize,
|
||
|
dot: dot,
|
||
|
cross: cross,
|
||
|
lerp: lerp,
|
||
|
random: random,
|
||
|
transformMat2: transformMat2,
|
||
|
transformMat2d: transformMat2d,
|
||
|
transformMat3: transformMat3,
|
||
|
transformMat4: transformMat4,
|
||
|
rotate: rotate,
|
||
|
angle: angle,
|
||
|
zero: zero,
|
||
|
str: str,
|
||
|
exactEquals: exactEquals,
|
||
|
equals: equals,
|
||
|
len: len,
|
||
|
sub: sub,
|
||
|
mul: mul,
|
||
|
div: div,
|
||
|
dist: dist,
|
||
|
sqrDist: sqrDist,
|
||
|
sqrLen: sqrLen,
|
||
|
forEach: forEach
|
||
|
});
|
||
|
|
||
|
exports.glMatrix = common;
|
||
|
exports.mat2 = mat2;
|
||
|
exports.mat2d = mat2d;
|
||
|
exports.mat3 = mat3;
|
||
|
exports.mat4 = mat4;
|
||
|
exports.quat = quat;
|
||
|
exports.quat2 = quat2;
|
||
|
exports.vec2 = vec2;
|
||
|
exports.vec3 = vec3;
|
||
|
exports.vec4 = vec4;
|
||
|
|
||
|
Object.defineProperty(exports, '__esModule', { value: true });
|
||
|
|
||
|
}));
|