1 /** 2 * @fileoverview gl-matrix - High performance matrix and vector operations 3 * @author Brandon Jones 4 * @author Colin MacKenzie IV 5 * @version 2.3.1 6 */ 7 8 /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. 9 10 Permission is hereby granted, free of charge, to any person obtaining a copy 11 of this software and associated documentation files (the "Software"), to deal 12 in the Software without restriction, including without limitation the rights 13 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 14 copies of the Software, and to permit persons to whom the Software is 15 furnished to do so, subject to the following conditions: 16 17 The above copyright notice and this permission notice shall be included in 18 all copies or substantial portions of the Software. 19 20 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 21 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 22 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 23 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 24 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 25 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 26 THE SOFTWARE. */ 27 28 (function webpackUniversalModuleDefinition(root, factory) { 29 if(typeof exports === 'object' && typeof module === 'object') 30 module.exports = factory(); 31 else if(typeof define === 'function' && define.amd) 32 define(factory); 33 else { 34 var a = factory(); 35 for(var i in a) (typeof exports === 'object' ? exports : root)[i] = a[i]; 36 } 37 })(this, function() { 38 return /******/ (function(modules) { // webpackBootstrap 39 /******/ // The module cache 40 /******/ var installedModules = {}; 41 42 /******/ // The require function 43 /******/ function __webpack_require__(moduleId) { 44 45 /******/ // Check if module is in cache 46 /******/ if(installedModules[moduleId]) 47 /******/ return installedModules[moduleId].exports; 48 49 /******/ // Create a new module (and put it into the cache) 50 /******/ var module = installedModules[moduleId] = { 51 /******/ exports: {}, 52 /******/ id: moduleId, 53 /******/ loaded: false 54 /******/ }; 55 56 /******/ // Execute the module function 57 /******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__); 58 59 /******/ // Flag the module as loaded 60 /******/ module.loaded = true; 61 62 /******/ // Return the exports of the module 63 /******/ return module.exports; 64 /******/ } 65 66 67 /******/ // expose the modules object (__webpack_modules__) 68 /******/ __webpack_require__.m = modules; 69 70 /******/ // expose the module cache 71 /******/ __webpack_require__.c = installedModules; 72 73 /******/ // __webpack_public_path__ 74 /******/ __webpack_require__.p = ""; 75 76 /******/ // Load entry module and return exports 77 /******/ return __webpack_require__(0); 78 /******/ }) 79 /************************************************************************/ 80 /******/ ([ 81 /* 0 */ 82 /***/ function(module, exports, __webpack_require__) { 83 84 /** 85 * @fileoverview gl-matrix - High performance matrix and vector operations 86 * @author Brandon Jones 87 * @author Colin MacKenzie IV 88 * @version 2.3.1 89 */ 90 91 /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. 92 93 Permission is hereby granted, free of charge, to any person obtaining a copy 94 of this software and associated documentation files (the "Software"), to deal 95 in the Software without restriction, including without limitation the rights 96 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 97 copies of the Software, and to permit persons to whom the Software is 98 furnished to do so, subject to the following conditions: 99 100 The above copyright notice and this permission notice shall be included in 101 all copies or substantial portions of the Software. 102 103 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 104 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 105 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 106 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 107 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 108 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 109 THE SOFTWARE. */ 110 // END HEADER 111 112 exports.glMatrix = __webpack_require__(1); 113 exports.mat2 = __webpack_require__(2); 114 exports.mat2d = __webpack_require__(3); 115 exports.mat3 = __webpack_require__(4); 116 exports.mat4 = __webpack_require__(5); 117 exports.quat = __webpack_require__(6); 118 exports.vec2 = __webpack_require__(9); 119 exports.vec3 = __webpack_require__(7); 120 exports.vec4 = __webpack_require__(8); 121 122 /***/ }, 123 /* 1 */ 124 /***/ function(module, exports, __webpack_require__) { 125 126 /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. 127 128 Permission is hereby granted, free of charge, to any person obtaining a copy 129 of this software and associated documentation files (the "Software"), to deal 130 in the Software without restriction, including without limitation the rights 131 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 132 copies of the Software, and to permit persons to whom the Software is 133 furnished to do so, subject to the following conditions: 134 135 The above copyright notice and this permission notice shall be included in 136 all copies or substantial portions of the Software. 137 138 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 139 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 140 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 141 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 142 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 143 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 144 THE SOFTWARE. */ 145 146 /** 147 * @class Common utilities 148 * @name glMatrix 149 */ 150 var glMatrix = {}; 151 152 // Constants 153 glMatrix.EPSILON = 0.000001; 154 glMatrix.ARRAY_TYPE = (typeof Float32Array !== 'undefined') ? Float32Array : Array; 155 glMatrix.RANDOM = Math.random; 156 157 /** 158 * Sets the type of array used when creating new vectors and matrices 159 * 160 * @param {Type} type Array type, such as Float32Array or Array 161 */ 162 glMatrix.setMatrixArrayType = function(type) { 163 GLMAT_ARRAY_TYPE = type; 164 } 165 166 var degree = Math.PI / 180; 167 168 /** 169 * Convert Degree To Radian 170 * 171 * @param {Number} Angle in Degrees 172 */ 173 glMatrix.toRadian = function(a){ 174 return a * degree; 175 } 176 177 module.exports = glMatrix; 178 179 180 /***/ }, 181 /* 2 */ 182 /***/ function(module, exports, __webpack_require__) { 183 184 /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. 185 186 Permission is hereby granted, free of charge, to any person obtaining a copy 187 of this software and associated documentation files (the "Software"), to deal 188 in the Software without restriction, including without limitation the rights 189 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 190 copies of the Software, and to permit persons to whom the Software is 191 furnished to do so, subject to the following conditions: 192 193 The above copyright notice and this permission notice shall be included in 194 all copies or substantial portions of the Software. 195 196 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 197 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 198 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 199 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 200 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 201 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 202 THE SOFTWARE. */ 203 204 var glMatrix = __webpack_require__(1); 205 206 /** 207 * @class 2x2 Matrix 208 * @name mat2 209 */ 210 var mat2 = {}; 211 212 /** 213 * Creates a new identity mat2 214 * 215 * @returns {mat2} a new 2x2 matrix 216 */ 217 mat2.create = function() { 218 var out = new glMatrix.ARRAY_TYPE(4); 219 out[0] = 1; 220 out[1] = 0; 221 out[2] = 0; 222 out[3] = 1; 223 return out; 224 }; 225 226 /** 227 * Creates a new mat2 initialized with values from an existing matrix 228 * 229 * @param {mat2} a matrix to clone 230 * @returns {mat2} a new 2x2 matrix 231 */ 232 mat2.clone = function(a) { 233 var out = new glMatrix.ARRAY_TYPE(4); 234 out[0] = a[0]; 235 out[1] = a[1]; 236 out[2] = a[2]; 237 out[3] = a[3]; 238 return out; 239 }; 240 241 /** 242 * Copy the values from one mat2 to another 243 * 244 * @param {mat2} out the receiving matrix 245 * @param {mat2} a the source matrix 246 * @returns {mat2} out 247 */ 248 mat2.copy = function(out, a) { 249 out[0] = a[0]; 250 out[1] = a[1]; 251 out[2] = a[2]; 252 out[3] = a[3]; 253 return out; 254 }; 255 256 /** 257 * Set a mat2 to the identity matrix 258 * 259 * @param {mat2} out the receiving matrix 260 * @returns {mat2} out 261 */ 262 mat2.identity = function(out) { 263 out[0] = 1; 264 out[1] = 0; 265 out[2] = 0; 266 out[3] = 1; 267 return out; 268 }; 269 270 /** 271 * Transpose the values of a mat2 272 * 273 * @param {mat2} out the receiving matrix 274 * @param {mat2} a the source matrix 275 * @returns {mat2} out 276 */ 277 mat2.transpose = function(out, a) { 278 // If we are transposing ourselves we can skip a few steps but have to cache some values 279 if (out === a) { 280 var a1 = a[1]; 281 out[1] = a[2]; 282 out[2] = a1; 283 } else { 284 out[0] = a[0]; 285 out[1] = a[2]; 286 out[2] = a[1]; 287 out[3] = a[3]; 288 } 289 290 return out; 291 }; 292 293 /** 294 * Inverts a mat2 295 * 296 * @param {mat2} out the receiving matrix 297 * @param {mat2} a the source matrix 298 * @returns {mat2} out 299 */ 300 mat2.invert = function(out, a) { 301 var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], 302 303 // Calculate the determinant 304 det = a0 * a3 - a2 * a1; 305 306 if (!det) { 307 return null; 308 } 309 det = 1.0 / det; 310 311 out[0] = a3 * det; 312 out[1] = -a1 * det; 313 out[2] = -a2 * det; 314 out[3] = a0 * det; 315 316 return out; 317 }; 318 319 /** 320 * Calculates the adjugate of a mat2 321 * 322 * @param {mat2} out the receiving matrix 323 * @param {mat2} a the source matrix 324 * @returns {mat2} out 325 */ 326 mat2.adjoint = function(out, a) { 327 // Caching this value is nessecary if out == a 328 var a0 = a[0]; 329 out[0] = a[3]; 330 out[1] = -a[1]; 331 out[2] = -a[2]; 332 out[3] = a0; 333 334 return out; 335 }; 336 337 /** 338 * Calculates the determinant of a mat2 339 * 340 * @param {mat2} a the source matrix 341 * @returns {Number} determinant of a 342 */ 343 mat2.determinant = function (a) { 344 return a[0] * a[3] - a[2] * a[1]; 345 }; 346 347 /** 348 * Multiplies two mat2's 349 * 350 * @param {mat2} out the receiving matrix 351 * @param {mat2} a the first operand 352 * @param {mat2} b the second operand 353 * @returns {mat2} out 354 */ 355 mat2.multiply = function (out, a, b) { 356 var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3]; 357 var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; 358 out[0] = a0 * b0 + a2 * b1; 359 out[1] = a1 * b0 + a3 * b1; 360 out[2] = a0 * b2 + a2 * b3; 361 out[3] = a1 * b2 + a3 * b3; 362 return out; 363 }; 364 365 /** 366 * Alias for {@link mat2.multiply} 367 * @function 368 */ 369 mat2.mul = mat2.multiply; 370 371 /** 372 * Rotates a mat2 by the given angle 373 * 374 * @param {mat2} out the receiving matrix 375 * @param {mat2} a the matrix to rotate 376 * @param {Number} rad the angle to rotate the matrix by 377 * @returns {mat2} out 378 */ 379 mat2.rotate = function (out, a, rad) { 380 var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], 381 s = Math.sin(rad), 382 c = Math.cos(rad); 383 out[0] = a0 * c + a2 * s; 384 out[1] = a1 * c + a3 * s; 385 out[2] = a0 * -s + a2 * c; 386 out[3] = a1 * -s + a3 * c; 387 return out; 388 }; 389 390 /** 391 * Scales the mat2 by the dimensions in the given vec2 392 * 393 * @param {mat2} out the receiving matrix 394 * @param {mat2} a the matrix to rotate 395 * @param {vec2} v the vec2 to scale the matrix by 396 * @returns {mat2} out 397 **/ 398 mat2.scale = function(out, a, v) { 399 var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], 400 v0 = v[0], v1 = v[1]; 401 out[0] = a0 * v0; 402 out[1] = a1 * v0; 403 out[2] = a2 * v1; 404 out[3] = a3 * v1; 405 return out; 406 }; 407 408 /** 409 * Creates a matrix from a given angle 410 * This is equivalent to (but much faster than): 411 * 412 * mat2.identity(dest); 413 * mat2.rotate(dest, dest, rad); 414 * 415 * @param {mat2} out mat2 receiving operation result 416 * @param {Number} rad the angle to rotate the matrix by 417 * @returns {mat2} out 418 */ 419 mat2.fromRotation = function(out, rad) { 420 var s = Math.sin(rad), 421 c = Math.cos(rad); 422 out[0] = c; 423 out[1] = s; 424 out[2] = -s; 425 out[3] = c; 426 return out; 427 } 428 429 /** 430 * Creates a matrix from a vector scaling 431 * This is equivalent to (but much faster than): 432 * 433 * mat2.identity(dest); 434 * mat2.scale(dest, dest, vec); 435 * 436 * @param {mat2} out mat2 receiving operation result 437 * @param {vec2} v Scaling vector 438 * @returns {mat2} out 439 */ 440 mat2.fromScaling = function(out, v) { 441 out[0] = v[0]; 442 out[1] = 0; 443 out[2] = 0; 444 out[3] = v[1]; 445 return out; 446 } 447 448 /** 449 * Returns a string representation of a mat2 450 * 451 * @param {mat2} mat matrix to represent as a string 452 * @returns {String} string representation of the matrix 453 */ 454 mat2.str = function (a) { 455 return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; 456 }; 457 458 /** 459 * Returns Frobenius norm of a mat2 460 * 461 * @param {mat2} a the matrix to calculate Frobenius norm of 462 * @returns {Number} Frobenius norm 463 */ 464 mat2.frob = function (a) { 465 return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2))) 466 }; 467 468 /** 469 * Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix 470 * @param {mat2} L the lower triangular matrix 471 * @param {mat2} D the diagonal matrix 472 * @param {mat2} U the upper triangular matrix 473 * @param {mat2} a the input matrix to factorize 474 */ 475 476 mat2.LDU = function (L, D, U, a) { 477 L[2] = a[2]/a[0]; 478 U[0] = a[0]; 479 U[1] = a[1]; 480 U[3] = a[3] - L[2] * U[1]; 481 return [L, D, U]; 482 }; 483 484 485 module.exports = mat2; 486 487 488 /***/ }, 489 /* 3 */ 490 /***/ function(module, exports, __webpack_require__) { 491 492 /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. 493 494 Permission is hereby granted, free of charge, to any person obtaining a copy 495 of this software and associated documentation files (the "Software"), to deal 496 in the Software without restriction, including without limitation the rights 497 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 498 copies of the Software, and to permit persons to whom the Software is 499 furnished to do so, subject to the following conditions: 500 501 The above copyright notice and this permission notice shall be included in 502 all copies or substantial portions of the Software. 503 504 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 505 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 506 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 507 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 508 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 509 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 510 THE SOFTWARE. */ 511 512 var glMatrix = __webpack_require__(1); 513 514 /** 515 * @class 2x3 Matrix 516 * @name mat2d 517 * 518 * @description 519 * A mat2d contains six elements defined as: 520 * <pre> 521 * [a, c, tx, 522 * b, d, ty] 523 * </pre> 524 * This is a short form for the 3x3 matrix: 525 * <pre> 526 * [a, c, tx, 527 * b, d, ty, 528 * 0, 0, 1] 529 * </pre> 530 * The last row is ignored so the array is shorter and operations are faster. 531 */ 532 var mat2d = {}; 533 534 /** 535 * Creates a new identity mat2d 536 * 537 * @returns {mat2d} a new 2x3 matrix 538 */ 539 mat2d.create = function() { 540 var out = new glMatrix.ARRAY_TYPE(6); 541 out[0] = 1; 542 out[1] = 0; 543 out[2] = 0; 544 out[3] = 1; 545 out[4] = 0; 546 out[5] = 0; 547 return out; 548 }; 549 550 /** 551 * Creates a new mat2d initialized with values from an existing matrix 552 * 553 * @param {mat2d} a matrix to clone 554 * @returns {mat2d} a new 2x3 matrix 555 */ 556 mat2d.clone = function(a) { 557 var out = new glMatrix.ARRAY_TYPE(6); 558 out[0] = a[0]; 559 out[1] = a[1]; 560 out[2] = a[2]; 561 out[3] = a[3]; 562 out[4] = a[4]; 563 out[5] = a[5]; 564 return out; 565 }; 566 567 /** 568 * Copy the values from one mat2d to another 569 * 570 * @param {mat2d} out the receiving matrix 571 * @param {mat2d} a the source matrix 572 * @returns {mat2d} out 573 */ 574 mat2d.copy = function(out, a) { 575 out[0] = a[0]; 576 out[1] = a[1]; 577 out[2] = a[2]; 578 out[3] = a[3]; 579 out[4] = a[4]; 580 out[5] = a[5]; 581 return out; 582 }; 583 584 /** 585 * Set a mat2d to the identity matrix 586 * 587 * @param {mat2d} out the receiving matrix 588 * @returns {mat2d} out 589 */ 590 mat2d.identity = function(out) { 591 out[0] = 1; 592 out[1] = 0; 593 out[2] = 0; 594 out[3] = 1; 595 out[4] = 0; 596 out[5] = 0; 597 return out; 598 }; 599 600 /** 601 * Inverts a mat2d 602 * 603 * @param {mat2d} out the receiving matrix 604 * @param {mat2d} a the source matrix 605 * @returns {mat2d} out 606 */ 607 mat2d.invert = function(out, a) { 608 var aa = a[0], ab = a[1], ac = a[2], ad = a[3], 609 atx = a[4], aty = a[5]; 610 611 var det = aa * ad - ab * ac; 612 if(!det){ 613 return null; 614 } 615 det = 1.0 / det; 616 617 out[0] = ad * det; 618 out[1] = -ab * det; 619 out[2] = -ac * det; 620 out[3] = aa * det; 621 out[4] = (ac * aty - ad * atx) * det; 622 out[5] = (ab * atx - aa * aty) * det; 623 return out; 624 }; 625 626 /** 627 * Calculates the determinant of a mat2d 628 * 629 * @param {mat2d} a the source matrix 630 * @returns {Number} determinant of a 631 */ 632 mat2d.determinant = function (a) { 633 return a[0] * a[3] - a[1] * a[2]; 634 }; 635 636 /** 637 * Multiplies two mat2d's 638 * 639 * @param {mat2d} out the receiving matrix 640 * @param {mat2d} a the first operand 641 * @param {mat2d} b the second operand 642 * @returns {mat2d} out 643 */ 644 mat2d.multiply = function (out, a, b) { 645 var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], 646 b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3], b4 = b[4], b5 = b[5]; 647 out[0] = a0 * b0 + a2 * b1; 648 out[1] = a1 * b0 + a3 * b1; 649 out[2] = a0 * b2 + a2 * b3; 650 out[3] = a1 * b2 + a3 * b3; 651 out[4] = a0 * b4 + a2 * b5 + a4; 652 out[5] = a1 * b4 + a3 * b5 + a5; 653 return out; 654 }; 655 656 /** 657 * Alias for {@link mat2d.multiply} 658 * @function 659 */ 660 mat2d.mul = mat2d.multiply; 661 662 /** 663 * Rotates a mat2d by the given angle 664 * 665 * @param {mat2d} out the receiving matrix 666 * @param {mat2d} a the matrix to rotate 667 * @param {Number} rad the angle to rotate the matrix by 668 * @returns {mat2d} out 669 */ 670 mat2d.rotate = function (out, a, rad) { 671 var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], 672 s = Math.sin(rad), 673 c = Math.cos(rad); 674 out[0] = a0 * c + a2 * s; 675 out[1] = a1 * c + a3 * s; 676 out[2] = a0 * -s + a2 * c; 677 out[3] = a1 * -s + a3 * c; 678 out[4] = a4; 679 out[5] = a5; 680 return out; 681 }; 682 683 /** 684 * Scales the mat2d by the dimensions in the given vec2 685 * 686 * @param {mat2d} out the receiving matrix 687 * @param {mat2d} a the matrix to translate 688 * @param {vec2} v the vec2 to scale the matrix by 689 * @returns {mat2d} out 690 **/ 691 mat2d.scale = function(out, a, v) { 692 var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], 693 v0 = v[0], v1 = v[1]; 694 out[0] = a0 * v0; 695 out[1] = a1 * v0; 696 out[2] = a2 * v1; 697 out[3] = a3 * v1; 698 out[4] = a4; 699 out[5] = a5; 700 return out; 701 }; 702 703 /** 704 * Translates the mat2d by the dimensions in the given vec2 705 * 706 * @param {mat2d} out the receiving matrix 707 * @param {mat2d} a the matrix to translate 708 * @param {vec2} v the vec2 to translate the matrix by 709 * @returns {mat2d} out 710 **/ 711 mat2d.translate = function(out, a, v) { 712 var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], 713 v0 = v[0], v1 = v[1]; 714 out[0] = a0; 715 out[1] = a1; 716 out[2] = a2; 717 out[3] = a3; 718 out[4] = a0 * v0 + a2 * v1 + a4; 719 out[5] = a1 * v0 + a3 * v1 + a5; 720 return out; 721 }; 722 723 /** 724 * Creates a matrix from a given angle 725 * This is equivalent to (but much faster than): 726 * 727 * mat2d.identity(dest); 728 * mat2d.rotate(dest, dest, rad); 729 * 730 * @param {mat2d} out mat2d receiving operation result 731 * @param {Number} rad the angle to rotate the matrix by 732 * @returns {mat2d} out 733 */ 734 mat2d.fromRotation = function(out, rad) { 735 var s = Math.sin(rad), c = Math.cos(rad); 736 out[0] = c; 737 out[1] = s; 738 out[2] = -s; 739 out[3] = c; 740 out[4] = 0; 741 out[5] = 0; 742 return out; 743 } 744 745 /** 746 * Creates a matrix from a vector scaling 747 * This is equivalent to (but much faster than): 748 * 749 * mat2d.identity(dest); 750 * mat2d.scale(dest, dest, vec); 751 * 752 * @param {mat2d} out mat2d receiving operation result 753 * @param {vec2} v Scaling vector 754 * @returns {mat2d} out 755 */ 756 mat2d.fromScaling = function(out, v) { 757 out[0] = v[0]; 758 out[1] = 0; 759 out[2] = 0; 760 out[3] = v[1]; 761 out[4] = 0; 762 out[5] = 0; 763 return out; 764 } 765 766 /** 767 * Creates a matrix from a vector translation 768 * This is equivalent to (but much faster than): 769 * 770 * mat2d.identity(dest); 771 * mat2d.translate(dest, dest, vec); 772 * 773 * @param {mat2d} out mat2d receiving operation result 774 * @param {vec2} v Translation vector 775 * @returns {mat2d} out 776 */ 777 mat2d.fromTranslation = function(out, v) { 778 out[0] = 1; 779 out[1] = 0; 780 out[2] = 0; 781 out[3] = 1; 782 out[4] = v[0]; 783 out[5] = v[1]; 784 return out; 785 } 786 787 /** 788 * Returns a string representation of a mat2d 789 * 790 * @param {mat2d} a matrix to represent as a string 791 * @returns {String} string representation of the matrix 792 */ 793 mat2d.str = function (a) { 794 return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + 795 a[3] + ', ' + a[4] + ', ' + a[5] + ')'; 796 }; 797 798 /** 799 * Returns Frobenius norm of a mat2d 800 * 801 * @param {mat2d} a the matrix to calculate Frobenius norm of 802 * @returns {Number} Frobenius norm 803 */ 804 mat2d.frob = function (a) { 805 return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + 1)) 806 }; 807 808 module.exports = mat2d; 809 810 811 /***/ }, 812 /* 4 */ 813 /***/ function(module, exports, __webpack_require__) { 814 815 /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. 816 817 Permission is hereby granted, free of charge, to any person obtaining a copy 818 of this software and associated documentation files (the "Software"), to deal 819 in the Software without restriction, including without limitation the rights 820 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 821 copies of the Software, and to permit persons to whom the Software is 822 furnished to do so, subject to the following conditions: 823 824 The above copyright notice and this permission notice shall be included in 825 all copies or substantial portions of the Software. 826 827 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 828 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 829 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 830 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 831 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 832 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 833 THE SOFTWARE. */ 834 835 var glMatrix = __webpack_require__(1); 836 837 /** 838 * @class 3x3 Matrix 839 * @name mat3 840 */ 841 var mat3 = {}; 842 843 /** 844 * Creates a new identity mat3 845 * 846 * @returns {mat3} a new 3x3 matrix 847 */ 848 mat3.create = function() { 849 var out = new glMatrix.ARRAY_TYPE(9); 850 out[0] = 1; 851 out[1] = 0; 852 out[2] = 0; 853 out[3] = 0; 854 out[4] = 1; 855 out[5] = 0; 856 out[6] = 0; 857 out[7] = 0; 858 out[8] = 1; 859 return out; 860 }; 861 862 /** 863 * Copies the upper-left 3x3 values into the given mat3. 864 * 865 * @param {mat3} out the receiving 3x3 matrix 866 * @param {mat4} a the source 4x4 matrix 867 * @returns {mat3} out 868 */ 869 mat3.fromMat4 = function(out, a) { 870 out[0] = a[0]; 871 out[1] = a[1]; 872 out[2] = a[2]; 873 out[3] = a[4]; 874 out[4] = a[5]; 875 out[5] = a[6]; 876 out[6] = a[8]; 877 out[7] = a[9]; 878 out[8] = a[10]; 879 return out; 880 }; 881 882 /** 883 * Creates a new mat3 initialized with values from an existing matrix 884 * 885 * @param {mat3} a matrix to clone 886 * @returns {mat3} a new 3x3 matrix 887 */ 888 mat3.clone = function(a) { 889 var out = new glMatrix.ARRAY_TYPE(9); 890 out[0] = a[0]; 891 out[1] = a[1]; 892 out[2] = a[2]; 893 out[3] = a[3]; 894 out[4] = a[4]; 895 out[5] = a[5]; 896 out[6] = a[6]; 897 out[7] = a[7]; 898 out[8] = a[8]; 899 return out; 900 }; 901 902 /** 903 * Copy the values from one mat3 to another 904 * 905 * @param {mat3} out the receiving matrix 906 * @param {mat3} a the source matrix 907 * @returns {mat3} out 908 */ 909 mat3.copy = function(out, a) { 910 out[0] = a[0]; 911 out[1] = a[1]; 912 out[2] = a[2]; 913 out[3] = a[3]; 914 out[4] = a[4]; 915 out[5] = a[5]; 916 out[6] = a[6]; 917 out[7] = a[7]; 918 out[8] = a[8]; 919 return out; 920 }; 921 922 /** 923 * Set a mat3 to the identity matrix 924 * 925 * @param {mat3} out the receiving matrix 926 * @returns {mat3} out 927 */ 928 mat3.identity = function(out) { 929 out[0] = 1; 930 out[1] = 0; 931 out[2] = 0; 932 out[3] = 0; 933 out[4] = 1; 934 out[5] = 0; 935 out[6] = 0; 936 out[7] = 0; 937 out[8] = 1; 938 return out; 939 }; 940 941 /** 942 * Transpose the values of a mat3 943 * 944 * @param {mat3} out the receiving matrix 945 * @param {mat3} a the source matrix 946 * @returns {mat3} out 947 */ 948 mat3.transpose = function(out, a) { 949 // If we are transposing ourselves we can skip a few steps but have to cache some values 950 if (out === a) { 951 var a01 = a[1], a02 = a[2], a12 = a[5]; 952 out[1] = a[3]; 953 out[2] = a[6]; 954 out[3] = a01; 955 out[5] = a[7]; 956 out[6] = a02; 957 out[7] = a12; 958 } else { 959 out[0] = a[0]; 960 out[1] = a[3]; 961 out[2] = a[6]; 962 out[3] = a[1]; 963 out[4] = a[4]; 964 out[5] = a[7]; 965 out[6] = a[2]; 966 out[7] = a[5]; 967 out[8] = a[8]; 968 } 969 970 return out; 971 }; 972 973 /** 974 * Inverts a mat3 975 * 976 * @param {mat3} out the receiving matrix 977 * @param {mat3} a the source matrix 978 * @returns {mat3} out 979 */ 980 mat3.invert = function(out, a) { 981 var a00 = a[0], a01 = a[1], a02 = a[2], 982 a10 = a[3], a11 = a[4], a12 = a[5], 983 a20 = a[6], a21 = a[7], a22 = a[8], 984 985 b01 = a22 * a11 - a12 * a21, 986 b11 = -a22 * a10 + a12 * a20, 987 b21 = a21 * a10 - a11 * a20, 988 989 // Calculate the determinant 990 det = a00 * b01 + a01 * b11 + a02 * b21; 991 992 if (!det) { 993 return null; 994 } 995 det = 1.0 / det; 996 997 out[0] = b01 * det; 998 out[1] = (-a22 * a01 + a02 * a21) * det; 999 out[2] = (a12 * a01 - a02 * a11) * det; 1000 out[3] = b11 * det; 1001 out[4] = (a22 * a00 - a02 * a20) * det; 1002 out[5] = (-a12 * a00 + a02 * a10) * det; 1003 out[6] = b21 * det; 1004 out[7] = (-a21 * a00 + a01 * a20) * det; 1005 out[8] = (a11 * a00 - a01 * a10) * det; 1006 return out; 1007 }; 1008 1009 /** 1010 * Calculates the adjugate of a mat3 1011 * 1012 * @param {mat3} out the receiving matrix 1013 * @param {mat3} a the source matrix 1014 * @returns {mat3} out 1015 */ 1016 mat3.adjoint = function(out, a) { 1017 var a00 = a[0], a01 = a[1], a02 = a[2], 1018 a10 = a[3], a11 = a[4], a12 = a[5], 1019 a20 = a[6], a21 = a[7], a22 = a[8]; 1020 1021 out[0] = (a11 * a22 - a12 * a21); 1022 out[1] = (a02 * a21 - a01 * a22); 1023 out[2] = (a01 * a12 - a02 * a11); 1024 out[3] = (a12 * a20 - a10 * a22); 1025 out[4] = (a00 * a22 - a02 * a20); 1026 out[5] = (a02 * a10 - a00 * a12); 1027 out[6] = (a10 * a21 - a11 * a20); 1028 out[7] = (a01 * a20 - a00 * a21); 1029 out[8] = (a00 * a11 - a01 * a10); 1030 return out; 1031 }; 1032 1033 /** 1034 * Calculates the determinant of a mat3 1035 * 1036 * @param {mat3} a the source matrix 1037 * @returns {Number} determinant of a 1038 */ 1039 mat3.determinant = function (a) { 1040 var a00 = a[0], a01 = a[1], a02 = a[2], 1041 a10 = a[3], a11 = a[4], a12 = a[5], 1042 a20 = a[6], a21 = a[7], a22 = a[8]; 1043 1044 return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20); 1045 }; 1046 1047 /** 1048 * Multiplies two mat3's 1049 * 1050 * @param {mat3} out the receiving matrix 1051 * @param {mat3} a the first operand 1052 * @param {mat3} b the second operand 1053 * @returns {mat3} out 1054 */ 1055 mat3.multiply = function (out, a, b) { 1056 var a00 = a[0], a01 = a[1], a02 = a[2], 1057 a10 = a[3], a11 = a[4], a12 = a[5], 1058 a20 = a[6], a21 = a[7], a22 = a[8], 1059 1060 b00 = b[0], b01 = b[1], b02 = b[2], 1061 b10 = b[3], b11 = b[4], b12 = b[5], 1062 b20 = b[6], b21 = b[7], b22 = b[8]; 1063 1064 out[0] = b00 * a00 + b01 * a10 + b02 * a20; 1065 out[1] = b00 * a01 + b01 * a11 + b02 * a21; 1066 out[2] = b00 * a02 + b01 * a12 + b02 * a22; 1067 1068 out[3] = b10 * a00 + b11 * a10 + b12 * a20; 1069 out[4] = b10 * a01 + b11 * a11 + b12 * a21; 1070 out[5] = b10 * a02 + b11 * a12 + b12 * a22; 1071 1072 out[6] = b20 * a00 + b21 * a10 + b22 * a20; 1073 out[7] = b20 * a01 + b21 * a11 + b22 * a21; 1074 out[8] = b20 * a02 + b21 * a12 + b22 * a22; 1075 return out; 1076 }; 1077 1078 /** 1079 * Alias for {@link mat3.multiply} 1080 * @function 1081 */ 1082 mat3.mul = mat3.multiply; 1083 1084 /** 1085 * Translate a mat3 by the given vector 1086 * 1087 * @param {mat3} out the receiving matrix 1088 * @param {mat3} a the matrix to translate 1089 * @param {vec2} v vector to translate by 1090 * @returns {mat3} out 1091 */ 1092 mat3.translate = function(out, a, v) { 1093 var a00 = a[0], a01 = a[1], a02 = a[2], 1094 a10 = a[3], a11 = a[4], a12 = a[5], 1095 a20 = a[6], a21 = a[7], a22 = a[8], 1096 x = v[0], y = v[1]; 1097 1098 out[0] = a00; 1099 out[1] = a01; 1100 out[2] = a02; 1101 1102 out[3] = a10; 1103 out[4] = a11; 1104 out[5] = a12; 1105 1106 out[6] = x * a00 + y * a10 + a20; 1107 out[7] = x * a01 + y * a11 + a21; 1108 out[8] = x * a02 + y * a12 + a22; 1109 return out; 1110 }; 1111 1112 /** 1113 * Rotates a mat3 by the given angle 1114 * 1115 * @param {mat3} out the receiving matrix 1116 * @param {mat3} a the matrix to rotate 1117 * @param {Number} rad the angle to rotate the matrix by 1118 * @returns {mat3} out 1119 */ 1120 mat3.rotate = function (out, a, rad) { 1121 var a00 = a[0], a01 = a[1], a02 = a[2], 1122 a10 = a[3], a11 = a[4], a12 = a[5], 1123 a20 = a[6], a21 = a[7], a22 = a[8], 1124 1125 s = Math.sin(rad), 1126 c = Math.cos(rad); 1127 1128 out[0] = c * a00 + s * a10; 1129 out[1] = c * a01 + s * a11; 1130 out[2] = c * a02 + s * a12; 1131 1132 out[3] = c * a10 - s * a00; 1133 out[4] = c * a11 - s * a01; 1134 out[5] = c * a12 - s * a02; 1135 1136 out[6] = a20; 1137 out[7] = a21; 1138 out[8] = a22; 1139 return out; 1140 }; 1141 1142 /** 1143 * Scales the mat3 by the dimensions in the given vec2 1144 * 1145 * @param {mat3} out the receiving matrix 1146 * @param {mat3} a the matrix to rotate 1147 * @param {vec2} v the vec2 to scale the matrix by 1148 * @returns {mat3} out 1149 **/ 1150 mat3.scale = function(out, a, v) { 1151 var x = v[0], y = v[1]; 1152 1153 out[0] = x * a[0]; 1154 out[1] = x * a[1]; 1155 out[2] = x * a[2]; 1156 1157 out[3] = y * a[3]; 1158 out[4] = y * a[4]; 1159 out[5] = y * a[5]; 1160 1161 out[6] = a[6]; 1162 out[7] = a[7]; 1163 out[8] = a[8]; 1164 return out; 1165 }; 1166 1167 /** 1168 * Creates a matrix from a vector translation 1169 * This is equivalent to (but much faster than): 1170 * 1171 * mat3.identity(dest); 1172 * mat3.translate(dest, dest, vec); 1173 * 1174 * @param {mat3} out mat3 receiving operation result 1175 * @param {vec2} v Translation vector 1176 * @returns {mat3} out 1177 */ 1178 mat3.fromTranslation = function(out, v) { 1179 out[0] = 1; 1180 out[1] = 0; 1181 out[2] = 0; 1182 out[3] = 0; 1183 out[4] = 1; 1184 out[5] = 0; 1185 out[6] = v[0]; 1186 out[7] = v[1]; 1187 out[8] = 1; 1188 return out; 1189 } 1190 1191 /** 1192 * Creates a matrix from a given angle 1193 * This is equivalent to (but much faster than): 1194 * 1195 * mat3.identity(dest); 1196 * mat3.rotate(dest, dest, rad); 1197 * 1198 * @param {mat3} out mat3 receiving operation result 1199 * @param {Number} rad the angle to rotate the matrix by 1200 * @returns {mat3} out 1201 */ 1202 mat3.fromRotation = function(out, rad) { 1203 var s = Math.sin(rad), c = Math.cos(rad); 1204 1205 out[0] = c; 1206 out[1] = s; 1207 out[2] = 0; 1208 1209 out[3] = -s; 1210 out[4] = c; 1211 out[5] = 0; 1212 1213 out[6] = 0; 1214 out[7] = 0; 1215 out[8] = 1; 1216 return out; 1217 } 1218 1219 /** 1220 * Creates a matrix from a vector scaling 1221 * This is equivalent to (but much faster than): 1222 * 1223 * mat3.identity(dest); 1224 * mat3.scale(dest, dest, vec); 1225 * 1226 * @param {mat3} out mat3 receiving operation result 1227 * @param {vec2} v Scaling vector 1228 * @returns {mat3} out 1229 */ 1230 mat3.fromScaling = function(out, v) { 1231 out[0] = v[0]; 1232 out[1] = 0; 1233 out[2] = 0; 1234 1235 out[3] = 0; 1236 out[4] = v[1]; 1237 out[5] = 0; 1238 1239 out[6] = 0; 1240 out[7] = 0; 1241 out[8] = 1; 1242 return out; 1243 } 1244 1245 /** 1246 * Copies the values from a mat2d into a mat3 1247 * 1248 * @param {mat3} out the receiving matrix 1249 * @param {mat2d} a the matrix to copy 1250 * @returns {mat3} out 1251 **/ 1252 mat3.fromMat2d = function(out, a) { 1253 out[0] = a[0]; 1254 out[1] = a[1]; 1255 out[2] = 0; 1256 1257 out[3] = a[2]; 1258 out[4] = a[3]; 1259 out[5] = 0; 1260 1261 out[6] = a[4]; 1262 out[7] = a[5]; 1263 out[8] = 1; 1264 return out; 1265 }; 1266 1267 /** 1268 * Calculates a 3x3 matrix from the given quaternion 1269 * 1270 * @param {mat3} out mat3 receiving operation result 1271 * @param {quat} q Quaternion to create matrix from 1272 * 1273 * @returns {mat3} out 1274 */ 1275 mat3.fromQuat = function (out, q) { 1276 var x = q[0], y = q[1], z = q[2], w = q[3], 1277 x2 = x + x, 1278 y2 = y + y, 1279 z2 = z + z, 1280 1281 xx = x * x2, 1282 yx = y * x2, 1283 yy = y * y2, 1284 zx = z * x2, 1285 zy = z * y2, 1286 zz = z * z2, 1287 wx = w * x2, 1288 wy = w * y2, 1289 wz = w * z2; 1290 1291 out[0] = 1 - yy - zz; 1292 out[3] = yx - wz; 1293 out[6] = zx + wy; 1294 1295 out[1] = yx + wz; 1296 out[4] = 1 - xx - zz; 1297 out[7] = zy - wx; 1298 1299 out[2] = zx - wy; 1300 out[5] = zy + wx; 1301 out[8] = 1 - xx - yy; 1302 1303 return out; 1304 }; 1305 1306 /** 1307 * Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix 1308 * 1309 * @param {mat3} out mat3 receiving operation result 1310 * @param {mat4} a Mat4 to derive the normal matrix from 1311 * 1312 * @returns {mat3} out 1313 */ 1314 mat3.normalFromMat4 = function (out, a) { 1315 var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], 1316 a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], 1317 a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], 1318 a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], 1319 1320 b00 = a00 * a11 - a01 * a10, 1321 b01 = a00 * a12 - a02 * a10, 1322 b02 = a00 * a13 - a03 * a10, 1323 b03 = a01 * a12 - a02 * a11, 1324 b04 = a01 * a13 - a03 * a11, 1325 b05 = a02 * a13 - a03 * a12, 1326 b06 = a20 * a31 - a21 * a30, 1327 b07 = a20 * a32 - a22 * a30, 1328 b08 = a20 * a33 - a23 * a30, 1329 b09 = a21 * a32 - a22 * a31, 1330 b10 = a21 * a33 - a23 * a31, 1331 b11 = a22 * a33 - a23 * a32, 1332 1333 // Calculate the determinant 1334 det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; 1335 1336 if (!det) { 1337 return null; 1338 } 1339 det = 1.0 / det; 1340 1341 out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; 1342 out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det; 1343 out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det; 1344 1345 out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det; 1346 out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det; 1347 out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det; 1348 1349 out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det; 1350 out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det; 1351 out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det; 1352 1353 return out; 1354 }; 1355 1356 /** 1357 * Returns a string representation of a mat3 1358 * 1359 * @param {mat3} mat matrix to represent as a string 1360 * @returns {String} string representation of the matrix 1361 */ 1362 mat3.str = function (a) { 1363 return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + 1364 a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + 1365 a[6] + ', ' + a[7] + ', ' + a[8] + ')'; 1366 }; 1367 1368 /** 1369 * Returns Frobenius norm of a mat3 1370 * 1371 * @param {mat3} a the matrix to calculate Frobenius norm of 1372 * @returns {Number} Frobenius norm 1373 */ 1374 mat3.frob = function (a) { 1375 return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2))) 1376 }; 1377 1378 1379 module.exports = mat3; 1380 1381 1382 /***/ }, 1383 /* 5 */ 1384 /***/ function(module, exports, __webpack_require__) { 1385 1386 /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. 1387 1388 Permission is hereby granted, free of charge, to any person obtaining a copy 1389 of this software and associated documentation files (the "Software"), to deal 1390 in the Software without restriction, including without limitation the rights 1391 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 1392 copies of the Software, and to permit persons to whom the Software is 1393 furnished to do so, subject to the following conditions: 1394 1395 The above copyright notice and this permission notice shall be included in 1396 all copies or substantial portions of the Software. 1397 1398 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 1399 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 1400 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 1401 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 1402 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 1403 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 1404 THE SOFTWARE. */ 1405 1406 var glMatrix = __webpack_require__(1); 1407 1408 /** 1409 * @class 4x4 Matrix 1410 * @name mat4 1411 */ 1412 var mat4 = {}; 1413 1414 /** 1415 * Creates a new identity mat4 1416 * 1417 * @returns {mat4} a new 4x4 matrix 1418 */ 1419 mat4.create = function() { 1420 var out = new glMatrix.ARRAY_TYPE(16); 1421 out[0] = 1; 1422 out[1] = 0; 1423 out[2] = 0; 1424 out[3] = 0; 1425 out[4] = 0; 1426 out[5] = 1; 1427 out[6] = 0; 1428 out[7] = 0; 1429 out[8] = 0; 1430 out[9] = 0; 1431 out[10] = 1; 1432 out[11] = 0; 1433 out[12] = 0; 1434 out[13] = 0; 1435 out[14] = 0; 1436 out[15] = 1; 1437 return out; 1438 }; 1439 1440 /** 1441 * Creates a new mat4 initialized with values from an existing matrix 1442 * 1443 * @param {mat4} a matrix to clone 1444 * @returns {mat4} a new 4x4 matrix 1445 */ 1446 mat4.clone = function(a) { 1447 var out = new glMatrix.ARRAY_TYPE(16); 1448 out[0] = a[0]; 1449 out[1] = a[1]; 1450 out[2] = a[2]; 1451 out[3] = a[3]; 1452 out[4] = a[4]; 1453 out[5] = a[5]; 1454 out[6] = a[6]; 1455 out[7] = a[7]; 1456 out[8] = a[8]; 1457 out[9] = a[9]; 1458 out[10] = a[10]; 1459 out[11] = a[11]; 1460 out[12] = a[12]; 1461 out[13] = a[13]; 1462 out[14] = a[14]; 1463 out[15] = a[15]; 1464 return out; 1465 }; 1466 1467 /** 1468 * Copy the values from one mat4 to another 1469 * 1470 * @param {mat4} out the receiving matrix 1471 * @param {mat4} a the source matrix 1472 * @returns {mat4} out 1473 */ 1474 mat4.copy = function(out, a) { 1475 out[0] = a[0]; 1476 out[1] = a[1]; 1477 out[2] = a[2]; 1478 out[3] = a[3]; 1479 out[4] = a[4]; 1480 out[5] = a[5]; 1481 out[6] = a[6]; 1482 out[7] = a[7]; 1483 out[8] = a[8]; 1484 out[9] = a[9]; 1485 out[10] = a[10]; 1486 out[11] = a[11]; 1487 out[12] = a[12]; 1488 out[13] = a[13]; 1489 out[14] = a[14]; 1490 out[15] = a[15]; 1491 return out; 1492 }; 1493 1494 /** 1495 * Set a mat4 to the identity matrix 1496 * 1497 * @param {mat4} out the receiving matrix 1498 * @returns {mat4} out 1499 */ 1500 mat4.identity = function(out) { 1501 out[0] = 1; 1502 out[1] = 0; 1503 out[2] = 0; 1504 out[3] = 0; 1505 out[4] = 0; 1506 out[5] = 1; 1507 out[6] = 0; 1508 out[7] = 0; 1509 out[8] = 0; 1510 out[9] = 0; 1511 out[10] = 1; 1512 out[11] = 0; 1513 out[12] = 0; 1514 out[13] = 0; 1515 out[14] = 0; 1516 out[15] = 1; 1517 return out; 1518 }; 1519 1520 /** 1521 * Transpose the values of a mat4 1522 * 1523 * @param {mat4} out the receiving matrix 1524 * @param {mat4} a the source matrix 1525 * @returns {mat4} out 1526 */ 1527 mat4.transpose = function(out, a) { 1528 // If we are transposing ourselves we can skip a few steps but have to cache some values 1529 if (out === a) { 1530 var a01 = a[1], a02 = a[2], a03 = a[3], 1531 a12 = a[6], a13 = a[7], 1532 a23 = a[11]; 1533 1534 out[1] = a[4]; 1535 out[2] = a[8]; 1536 out[3] = a[12]; 1537 out[4] = a01; 1538 out[6] = a[9]; 1539 out[7] = a[13]; 1540 out[8] = a02; 1541 out[9] = a12; 1542 out[11] = a[14]; 1543 out[12] = a03; 1544 out[13] = a13; 1545 out[14] = a23; 1546 } else { 1547 out[0] = a[0]; 1548 out[1] = a[4]; 1549 out[2] = a[8]; 1550 out[3] = a[12]; 1551 out[4] = a[1]; 1552 out[5] = a[5]; 1553 out[6] = a[9]; 1554 out[7] = a[13]; 1555 out[8] = a[2]; 1556 out[9] = a[6]; 1557 out[10] = a[10]; 1558 out[11] = a[14]; 1559 out[12] = a[3]; 1560 out[13] = a[7]; 1561 out[14] = a[11]; 1562 out[15] = a[15]; 1563 } 1564 1565 return out; 1566 }; 1567 1568 /** 1569 * Inverts a mat4 1570 * 1571 * @param {mat4} out the receiving matrix 1572 * @param {mat4} a the source matrix 1573 * @returns {mat4} out 1574 */ 1575 mat4.invert = function(out, a) { 1576 var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], 1577 a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], 1578 a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], 1579 a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], 1580 1581 b00 = a00 * a11 - a01 * a10, 1582 b01 = a00 * a12 - a02 * a10, 1583 b02 = a00 * a13 - a03 * a10, 1584 b03 = a01 * a12 - a02 * a11, 1585 b04 = a01 * a13 - a03 * a11, 1586 b05 = a02 * a13 - a03 * a12, 1587 b06 = a20 * a31 - a21 * a30, 1588 b07 = a20 * a32 - a22 * a30, 1589 b08 = a20 * a33 - a23 * a30, 1590 b09 = a21 * a32 - a22 * a31, 1591 b10 = a21 * a33 - a23 * a31, 1592 b11 = a22 * a33 - a23 * a32, 1593 1594 // Calculate the determinant 1595 det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; 1596 1597 if (!det) { 1598 return null; 1599 } 1600 det = 1.0 / det; 1601 1602 out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; 1603 out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det; 1604 out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det; 1605 out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det; 1606 out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det; 1607 out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det; 1608 out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det; 1609 out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det; 1610 out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det; 1611 out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det; 1612 out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det; 1613 out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det; 1614 out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det; 1615 out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det; 1616 out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det; 1617 out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det; 1618 1619 return out; 1620 }; 1621 1622 /** 1623 * Calculates the adjugate of a mat4 1624 * 1625 * @param {mat4} out the receiving matrix 1626 * @param {mat4} a the source matrix 1627 * @returns {mat4} out 1628 */ 1629 mat4.adjoint = function(out, a) { 1630 var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], 1631 a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], 1632 a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], 1633 a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; 1634 1635 out[0] = (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22)); 1636 out[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22)); 1637 out[2] = (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12)); 1638 out[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12)); 1639 out[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22)); 1640 out[5] = (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22)); 1641 out[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12)); 1642 out[7] = (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12)); 1643 out[8] = (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21)); 1644 out[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21)); 1645 out[10] = (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11)); 1646 out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11)); 1647 out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21)); 1648 out[13] = (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21)); 1649 out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11)); 1650 out[15] = (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11)); 1651 return out; 1652 }; 1653 1654 /** 1655 * Calculates the determinant of a mat4 1656 * 1657 * @param {mat4} a the source matrix 1658 * @returns {Number} determinant of a 1659 */ 1660 mat4.determinant = function (a) { 1661 var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], 1662 a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], 1663 a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], 1664 a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], 1665 1666 b00 = a00 * a11 - a01 * a10, 1667 b01 = a00 * a12 - a02 * a10, 1668 b02 = a00 * a13 - a03 * a10, 1669 b03 = a01 * a12 - a02 * a11, 1670 b04 = a01 * a13 - a03 * a11, 1671 b05 = a02 * a13 - a03 * a12, 1672 b06 = a20 * a31 - a21 * a30, 1673 b07 = a20 * a32 - a22 * a30, 1674 b08 = a20 * a33 - a23 * a30, 1675 b09 = a21 * a32 - a22 * a31, 1676 b10 = a21 * a33 - a23 * a31, 1677 b11 = a22 * a33 - a23 * a32; 1678 1679 // Calculate the determinant 1680 return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; 1681 }; 1682 1683 /** 1684 * Multiplies two mat4's 1685 * 1686 * @param {mat4} out the receiving matrix 1687 * @param {mat4} a the first operand 1688 * @param {mat4} b the second operand 1689 * @returns {mat4} out 1690 */ 1691 mat4.multiply = function (out, a, b) { 1692 var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], 1693 a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], 1694 a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], 1695 a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; 1696 1697 // Cache only the current line of the second matrix 1698 var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; 1699 out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; 1700 out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; 1701 out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32; 1702 out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33; 1703 1704 b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; 1705 out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30; 1706 out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31; 1707 out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32; 1708 out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33; 1709 1710 b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; 1711 out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30; 1712 out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31; 1713 out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32; 1714 out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33; 1715 1716 b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; 1717 out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30; 1718 out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31; 1719 out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32; 1720 out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; 1721 return out; 1722 }; 1723 1724 /** 1725 * Alias for {@link mat4.multiply} 1726 * @function 1727 */ 1728 mat4.mul = mat4.multiply; 1729 1730 /** 1731 * Translate a mat4 by the given vector 1732 * 1733 * @param {mat4} out the receiving matrix 1734 * @param {mat4} a the matrix to translate 1735 * @param {vec3} v vector to translate by 1736 * @returns {mat4} out 1737 */ 1738 mat4.translate = function (out, a, v) { 1739 var x = v[0], y = v[1], z = v[2], 1740 a00, a01, a02, a03, 1741 a10, a11, a12, a13, 1742 a20, a21, a22, a23; 1743 1744 if (a === out) { 1745 out[12] = a[0] * x + a[4] * y + a[8] * z + a[12]; 1746 out[13] = a[1] * x + a[5] * y + a[9] * z + a[13]; 1747 out[14] = a[2] * x + a[6] * y + a[10] * z + a[14]; 1748 out[15] = a[3] * x + a[7] * y + a[11] * z + a[15]; 1749 } else { 1750 a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; 1751 a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; 1752 a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; 1753 1754 out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03; 1755 out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13; 1756 out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23; 1757 1758 out[12] = a00 * x + a10 * y + a20 * z + a[12]; 1759 out[13] = a01 * x + a11 * y + a21 * z + a[13]; 1760 out[14] = a02 * x + a12 * y + a22 * z + a[14]; 1761 out[15] = a03 * x + a13 * y + a23 * z + a[15]; 1762 } 1763 1764 return out; 1765 }; 1766 1767 /** 1768 * Scales the mat4 by the dimensions in the given vec3 1769 * 1770 * @param {mat4} out the receiving matrix 1771 * @param {mat4} a the matrix to scale 1772 * @param {vec3} v the vec3 to scale the matrix by 1773 * @returns {mat4} out 1774 **/ 1775 mat4.scale = function(out, a, v) { 1776 var x = v[0], y = v[1], z = v[2]; 1777 1778 out[0] = a[0] * x; 1779 out[1] = a[1] * x; 1780 out[2] = a[2] * x; 1781 out[3] = a[3] * x; 1782 out[4] = a[4] * y; 1783 out[5] = a[5] * y; 1784 out[6] = a[6] * y; 1785 out[7] = a[7] * y; 1786 out[8] = a[8] * z; 1787 out[9] = a[9] * z; 1788 out[10] = a[10] * z; 1789 out[11] = a[11] * z; 1790 out[12] = a[12]; 1791 out[13] = a[13]; 1792 out[14] = a[14]; 1793 out[15] = a[15]; 1794 return out; 1795 }; 1796 1797 /** 1798 * Rotates a mat4 by the given angle around the given axis 1799 * 1800 * @param {mat4} out the receiving matrix 1801 * @param {mat4} a the matrix to rotate 1802 * @param {Number} rad the angle to rotate the matrix by 1803 * @param {vec3} axis the axis to rotate around 1804 * @returns {mat4} out 1805 */ 1806 mat4.rotate = function (out, a, rad, axis) { 1807 var x = axis[0], y = axis[1], z = axis[2], 1808 len = Math.sqrt(x * x + y * y + z * z), 1809 s, c, t, 1810 a00, a01, a02, a03, 1811 a10, a11, a12, a13, 1812 a20, a21, a22, a23, 1813 b00, b01, b02, 1814 b10, b11, b12, 1815 b20, b21, b22; 1816 1817 if (Math.abs(len) < glMatrix.EPSILON) { return null; } 1818 1819 len = 1 / len; 1820 x *= len; 1821 y *= len; 1822 z *= len; 1823 1824 s = Math.sin(rad); 1825 c = Math.cos(rad); 1826 t = 1 - c; 1827 1828 a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; 1829 a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; 1830 a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; 1831 1832 // Construct the elements of the rotation matrix 1833 b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; 1834 b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; 1835 b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; 1836 1837 // Perform rotation-specific matrix multiplication 1838 out[0] = a00 * b00 + a10 * b01 + a20 * b02; 1839 out[1] = a01 * b00 + a11 * b01 + a21 * b02; 1840 out[2] = a02 * b00 + a12 * b01 + a22 * b02; 1841 out[3] = a03 * b00 + a13 * b01 + a23 * b02; 1842 out[4] = a00 * b10 + a10 * b11 + a20 * b12; 1843 out[5] = a01 * b10 + a11 * b11 + a21 * b12; 1844 out[6] = a02 * b10 + a12 * b11 + a22 * b12; 1845 out[7] = a03 * b10 + a13 * b11 + a23 * b12; 1846 out[8] = a00 * b20 + a10 * b21 + a20 * b22; 1847 out[9] = a01 * b20 + a11 * b21 + a21 * b22; 1848 out[10] = a02 * b20 + a12 * b21 + a22 * b22; 1849 out[11] = a03 * b20 + a13 * b21 + a23 * b22; 1850 1851 if (a !== out) { // If the source and destination differ, copy the unchanged last row 1852 out[12] = a[12]; 1853 out[13] = a[13]; 1854 out[14] = a[14]; 1855 out[15] = a[15]; 1856 } 1857 return out; 1858 }; 1859 1860 /** 1861 * Rotates a matrix by the given angle around the X axis 1862 * 1863 * @param {mat4} out the receiving matrix 1864 * @param {mat4} a the matrix to rotate 1865 * @param {Number} rad the angle to rotate the matrix by 1866 * @returns {mat4} out 1867 */ 1868 mat4.rotateX = function (out, a, rad) { 1869 var s = Math.sin(rad), 1870 c = Math.cos(rad), 1871 a10 = a[4], 1872 a11 = a[5], 1873 a12 = a[6], 1874 a13 = a[7], 1875 a20 = a[8], 1876 a21 = a[9], 1877 a22 = a[10], 1878 a23 = a[11]; 1879 1880 if (a !== out) { // If the source and destination differ, copy the unchanged rows 1881 out[0] = a[0]; 1882 out[1] = a[1]; 1883 out[2] = a[2]; 1884 out[3] = a[3]; 1885 out[12] = a[12]; 1886 out[13] = a[13]; 1887 out[14] = a[14]; 1888 out[15] = a[15]; 1889 } 1890 1891 // Perform axis-specific matrix multiplication 1892 out[4] = a10 * c + a20 * s; 1893 out[5] = a11 * c + a21 * s; 1894 out[6] = a12 * c + a22 * s; 1895 out[7] = a13 * c + a23 * s; 1896 out[8] = a20 * c - a10 * s; 1897 out[9] = a21 * c - a11 * s; 1898 out[10] = a22 * c - a12 * s; 1899 out[11] = a23 * c - a13 * s; 1900 return out; 1901 }; 1902 1903 /** 1904 * Rotates a matrix by the given angle around the Y axis 1905 * 1906 * @param {mat4} out the receiving matrix 1907 * @param {mat4} a the matrix to rotate 1908 * @param {Number} rad the angle to rotate the matrix by 1909 * @returns {mat4} out 1910 */ 1911 mat4.rotateY = function (out, a, rad) { 1912 var s = Math.sin(rad), 1913 c = Math.cos(rad), 1914 a00 = a[0], 1915 a01 = a[1], 1916 a02 = a[2], 1917 a03 = a[3], 1918 a20 = a[8], 1919 a21 = a[9], 1920 a22 = a[10], 1921 a23 = a[11]; 1922 1923 if (a !== out) { // If the source and destination differ, copy the unchanged rows 1924 out[4] = a[4]; 1925 out[5] = a[5]; 1926 out[6] = a[6]; 1927 out[7] = a[7]; 1928 out[12] = a[12]; 1929 out[13] = a[13]; 1930 out[14] = a[14]; 1931 out[15] = a[15]; 1932 } 1933 1934 // Perform axis-specific matrix multiplication 1935 out[0] = a00 * c - a20 * s; 1936 out[1] = a01 * c - a21 * s; 1937 out[2] = a02 * c - a22 * s; 1938 out[3] = a03 * c - a23 * s; 1939 out[8] = a00 * s + a20 * c; 1940 out[9] = a01 * s + a21 * c; 1941 out[10] = a02 * s + a22 * c; 1942 out[11] = a03 * s + a23 * c; 1943 return out; 1944 }; 1945 1946 /** 1947 * Rotates a matrix by the given angle around the Z axis 1948 * 1949 * @param {mat4} out the receiving matrix 1950 * @param {mat4} a the matrix to rotate 1951 * @param {Number} rad the angle to rotate the matrix by 1952 * @returns {mat4} out 1953 */ 1954 mat4.rotateZ = function (out, a, rad) { 1955 var s = Math.sin(rad), 1956 c = Math.cos(rad), 1957 a00 = a[0], 1958 a01 = a[1], 1959 a02 = a[2], 1960 a03 = a[3], 1961 a10 = a[4], 1962 a11 = a[5], 1963 a12 = a[6], 1964 a13 = a[7]; 1965 1966 if (a !== out) { // If the source and destination differ, copy the unchanged last row 1967 out[8] = a[8]; 1968 out[9] = a[9]; 1969 out[10] = a[10]; 1970 out[11] = a[11]; 1971 out[12] = a[12]; 1972 out[13] = a[13]; 1973 out[14] = a[14]; 1974 out[15] = a[15]; 1975 } 1976 1977 // Perform axis-specific matrix multiplication 1978 out[0] = a00 * c + a10 * s; 1979 out[1] = a01 * c + a11 * s; 1980 out[2] = a02 * c + a12 * s; 1981 out[3] = a03 * c + a13 * s; 1982 out[4] = a10 * c - a00 * s; 1983 out[5] = a11 * c - a01 * s; 1984 out[6] = a12 * c - a02 * s; 1985 out[7] = a13 * c - a03 * s; 1986 return out; 1987 }; 1988 1989 /** 1990 * Creates a matrix from a vector translation 1991 * This is equivalent to (but much faster than): 1992 * 1993 * mat4.identity(dest); 1994 * mat4.translate(dest, dest, vec); 1995 * 1996 * @param {mat4} out mat4 receiving operation result 1997 * @param {vec3} v Translation vector 1998 * @returns {mat4} out 1999 */ 2000 mat4.fromTranslation = function(out, v) { 2001 out[0] = 1; 2002 out[1] = 0; 2003 out[2] = 0; 2004 out[3] = 0; 2005 out[4] = 0; 2006 out[5] = 1; 2007 out[6] = 0; 2008 out[7] = 0; 2009 out[8] = 0; 2010 out[9] = 0; 2011 out[10] = 1; 2012 out[11] = 0; 2013 out[12] = v[0]; 2014 out[13] = v[1]; 2015 out[14] = v[2]; 2016 out[15] = 1; 2017 return out; 2018 } 2019 2020 /** 2021 * Creates a matrix from a vector scaling 2022 * This is equivalent to (but much faster than): 2023 * 2024 * mat4.identity(dest); 2025 * mat4.scale(dest, dest, vec); 2026 * 2027 * @param {mat4} out mat4 receiving operation result 2028 * @param {vec3} v Scaling vector 2029 * @returns {mat4} out 2030 */ 2031 mat4.fromScaling = function(out, v) { 2032 out[0] = v[0]; 2033 out[1] = 0; 2034 out[2] = 0; 2035 out[3] = 0; 2036 out[4] = 0; 2037 out[5] = v[1]; 2038 out[6] = 0; 2039 out[7] = 0; 2040 out[8] = 0; 2041 out[9] = 0; 2042 out[10] = v[2]; 2043 out[11] = 0; 2044 out[12] = 0; 2045 out[13] = 0; 2046 out[14] = 0; 2047 out[15] = 1; 2048 return out; 2049 } 2050 2051 /** 2052 * Creates a matrix from a given angle around a given axis 2053 * This is equivalent to (but much faster than): 2054 * 2055 * mat4.identity(dest); 2056 * mat4.rotate(dest, dest, rad, axis); 2057 * 2058 * @param {mat4} out mat4 receiving operation result 2059 * @param {Number} rad the angle to rotate the matrix by 2060 * @param {vec3} axis the axis to rotate around 2061 * @returns {mat4} out 2062 */ 2063 mat4.fromRotation = function(out, rad, axis) { 2064 var x = axis[0], y = axis[1], z = axis[2], 2065 len = Math.sqrt(x * x + y * y + z * z), 2066 s, c, t; 2067 2068 if (Math.abs(len) < glMatrix.EPSILON) { return null; } 2069 2070 len = 1 / len; 2071 x *= len; 2072 y *= len; 2073 z *= len; 2074 2075 s = Math.sin(rad); 2076 c = Math.cos(rad); 2077 t = 1 - c; 2078 2079 // Perform rotation-specific matrix multiplication 2080 out[0] = x * x * t + c; 2081 out[1] = y * x * t + z * s; 2082 out[2] = z * x * t - y * s; 2083 out[3] = 0; 2084 out[4] = x * y * t - z * s; 2085 out[5] = y * y * t + c; 2086 out[6] = z * y * t + x * s; 2087 out[7] = 0; 2088 out[8] = x * z * t + y * s; 2089 out[9] = y * z * t - x * s; 2090 out[10] = z * z * t + c; 2091 out[11] = 0; 2092 out[12] = 0; 2093 out[13] = 0; 2094 out[14] = 0; 2095 out[15] = 1; 2096 return out; 2097 } 2098 2099 /** 2100 * Creates a matrix from the given angle around the X axis 2101 * This is equivalent to (but much faster than): 2102 * 2103 * mat4.identity(dest); 2104 * mat4.rotateX(dest, dest, rad); 2105 * 2106 * @param {mat4} out mat4 receiving operation result 2107 * @param {Number} rad the angle to rotate the matrix by 2108 * @returns {mat4} out 2109 */ 2110 mat4.fromXRotation = function(out, rad) { 2111 var s = Math.sin(rad), 2112 c = Math.cos(rad); 2113 2114 // Perform axis-specific matrix multiplication 2115 out[0] = 1; 2116 out[1] = 0; 2117 out[2] = 0; 2118 out[3] = 0; 2119 out[4] = 0; 2120 out[5] = c; 2121 out[6] = s; 2122 out[7] = 0; 2123 out[8] = 0; 2124 out[9] = -s; 2125 out[10] = c; 2126 out[11] = 0; 2127 out[12] = 0; 2128 out[13] = 0; 2129 out[14] = 0; 2130 out[15] = 1; 2131 return out; 2132 } 2133 2134 /** 2135 * Creates a matrix from the given angle around the Y axis 2136 * This is equivalent to (but much faster than): 2137 * 2138 * mat4.identity(dest); 2139 * mat4.rotateY(dest, dest, rad); 2140 * 2141 * @param {mat4} out mat4 receiving operation result 2142 * @param {Number} rad the angle to rotate the matrix by 2143 * @returns {mat4} out 2144 */ 2145 mat4.fromYRotation = function(out, rad) { 2146 var s = Math.sin(rad), 2147 c = Math.cos(rad); 2148 2149 // Perform axis-specific matrix multiplication 2150 out[0] = c; 2151 out[1] = 0; 2152 out[2] = -s; 2153 out[3] = 0; 2154 out[4] = 0; 2155 out[5] = 1; 2156 out[6] = 0; 2157 out[7] = 0; 2158 out[8] = s; 2159 out[9] = 0; 2160 out[10] = c; 2161 out[11] = 0; 2162 out[12] = 0; 2163 out[13] = 0; 2164 out[14] = 0; 2165 out[15] = 1; 2166 return out; 2167 } 2168 2169 /** 2170 * Creates a matrix from the given angle around the Z axis 2171 * This is equivalent to (but much faster than): 2172 * 2173 * mat4.identity(dest); 2174 * mat4.rotateZ(dest, dest, rad); 2175 * 2176 * @param {mat4} out mat4 receiving operation result 2177 * @param {Number} rad the angle to rotate the matrix by 2178 * @returns {mat4} out 2179 */ 2180 mat4.fromZRotation = function(out, rad) { 2181 var s = Math.sin(rad), 2182 c = Math.cos(rad); 2183 2184 // Perform axis-specific matrix multiplication 2185 out[0] = c; 2186 out[1] = s; 2187 out[2] = 0; 2188 out[3] = 0; 2189 out[4] = -s; 2190 out[5] = c; 2191 out[6] = 0; 2192 out[7] = 0; 2193 out[8] = 0; 2194 out[9] = 0; 2195 out[10] = 1; 2196 out[11] = 0; 2197 out[12] = 0; 2198 out[13] = 0; 2199 out[14] = 0; 2200 out[15] = 1; 2201 return out; 2202 } 2203 2204 /** 2205 * Creates a matrix from a quaternion rotation and vector translation 2206 * This is equivalent to (but much faster than): 2207 * 2208 * mat4.identity(dest); 2209 * mat4.translate(dest, vec); 2210 * var quatMat = mat4.create(); 2211 * quat4.toMat4(quat, quatMat); 2212 * mat4.multiply(dest, quatMat); 2213 * 2214 * @param {mat4} out mat4 receiving operation result 2215 * @param {quat4} q Rotation quaternion 2216 * @param {vec3} v Translation vector 2217 * @returns {mat4} out 2218 */ 2219 mat4.fromRotationTranslation = function (out, q, v) { 2220 // Quaternion math 2221 var x = q[0], y = q[1], z = q[2], w = q[3], 2222 x2 = x + x, 2223 y2 = y + y, 2224 z2 = z + z, 2225 2226 xx = x * x2, 2227 xy = x * y2, 2228 xz = x * z2, 2229 yy = y * y2, 2230 yz = y * z2, 2231 zz = z * z2, 2232 wx = w * x2, 2233 wy = w * y2, 2234 wz = w * z2; 2235 2236 out[0] = 1 - (yy + zz); 2237 out[1] = xy + wz; 2238 out[2] = xz - wy; 2239 out[3] = 0; 2240 out[4] = xy - wz; 2241 out[5] = 1 - (xx + zz); 2242 out[6] = yz + wx; 2243 out[7] = 0; 2244 out[8] = xz + wy; 2245 out[9] = yz - wx; 2246 out[10] = 1 - (xx + yy); 2247 out[11] = 0; 2248 out[12] = v[0]; 2249 out[13] = v[1]; 2250 out[14] = v[2]; 2251 out[15] = 1; 2252 2253 return out; 2254 }; 2255 2256 /** 2257 * Creates a matrix from a quaternion rotation, vector translation and vector scale 2258 * This is equivalent to (but much faster than): 2259 * 2260 * mat4.identity(dest); 2261 * mat4.translate(dest, vec); 2262 * var quatMat = mat4.create(); 2263 * quat4.toMat4(quat, quatMat); 2264 * mat4.multiply(dest, quatMat); 2265 * mat4.scale(dest, scale) 2266 * 2267 * @param {mat4} out mat4 receiving operation result 2268 * @param {quat4} q Rotation quaternion 2269 * @param {vec3} v Translation vector 2270 * @param {vec3} s Scaling vector 2271 * @returns {mat4} out 2272 */ 2273 mat4.fromRotationTranslationScale = function (out, q, v, s) { 2274 // Quaternion math 2275 var x = q[0], y = q[1], z = q[2], w = q[3], 2276 x2 = x + x, 2277 y2 = y + y, 2278 z2 = z + z, 2279 2280 xx = x * x2, 2281 xy = x * y2, 2282 xz = x * z2, 2283 yy = y * y2, 2284 yz = y * z2, 2285 zz = z * z2, 2286 wx = w * x2, 2287 wy = w * y2, 2288 wz = w * z2, 2289 sx = s[0], 2290 sy = s[1], 2291 sz = s[2]; 2292 2293 out[0] = (1 - (yy + zz)) * sx; 2294 out[1] = (xy + wz) * sx; 2295 out[2] = (xz - wy) * sx; 2296 out[3] = 0; 2297 out[4] = (xy - wz) * sy; 2298 out[5] = (1 - (xx + zz)) * sy; 2299 out[6] = (yz + wx) * sy; 2300 out[7] = 0; 2301 out[8] = (xz + wy) * sz; 2302 out[9] = (yz - wx) * sz; 2303 out[10] = (1 - (xx + yy)) * sz; 2304 out[11] = 0; 2305 out[12] = v[0]; 2306 out[13] = v[1]; 2307 out[14] = v[2]; 2308 out[15] = 1; 2309 2310 return out; 2311 }; 2312 2313 /** 2314 * Creates a matrix from a quaternion rotation, vector translation and vector scale, rotating and scaling around the given origin 2315 * This is equivalent to (but much faster than): 2316 * 2317 * mat4.identity(dest); 2318 * mat4.translate(dest, vec); 2319 * mat4.translate(dest, origin); 2320 * var quatMat = mat4.create(); 2321 * quat4.toMat4(quat, quatMat); 2322 * mat4.multiply(dest, quatMat); 2323 * mat4.scale(dest, scale) 2324 * mat4.translate(dest, negativeOrigin); 2325 * 2326 * @param {mat4} out mat4 receiving operation result 2327 * @param {quat4} q Rotation quaternion 2328 * @param {vec3} v Translation vector 2329 * @param {vec3} s Scaling vector 2330 * @param {vec3} o The origin vector around which to scale and rotate 2331 * @returns {mat4} out 2332 */ 2333 mat4.fromRotationTranslationScaleOrigin = function (out, q, v, s, o) { 2334 // Quaternion math 2335 var x = q[0], y = q[1], z = q[2], w = q[3], 2336 x2 = x + x, 2337 y2 = y + y, 2338 z2 = z + z, 2339 2340 xx = x * x2, 2341 xy = x * y2, 2342 xz = x * z2, 2343 yy = y * y2, 2344 yz = y * z2, 2345 zz = z * z2, 2346 wx = w * x2, 2347 wy = w * y2, 2348 wz = w * z2, 2349 2350 sx = s[0], 2351 sy = s[1], 2352 sz = s[2], 2353 2354 ox = o[0], 2355 oy = o[1], 2356 oz = o[2]; 2357 2358 out[0] = (1 - (yy + zz)) * sx; 2359 out[1] = (xy + wz) * sx; 2360 out[2] = (xz - wy) * sx; 2361 out[3] = 0; 2362 out[4] = (xy - wz) * sy; 2363 out[5] = (1 - (xx + zz)) * sy; 2364 out[6] = (yz + wx) * sy; 2365 out[7] = 0; 2366 out[8] = (xz + wy) * sz; 2367 out[9] = (yz - wx) * sz; 2368 out[10] = (1 - (xx + yy)) * sz; 2369 out[11] = 0; 2370 out[12] = v[0] + ox - (out[0] * ox + out[4] * oy + out[8] * oz); 2371 out[13] = v[1] + oy - (out[1] * ox + out[5] * oy + out[9] * oz); 2372 out[14] = v[2] + oz - (out[2] * ox + out[6] * oy + out[10] * oz); 2373 out[15] = 1; 2374 2375 return out; 2376 }; 2377 2378 mat4.fromQuat = function (out, q) { 2379 var x = q[0], y = q[1], z = q[2], w = q[3], 2380 x2 = x + x, 2381 y2 = y + y, 2382 z2 = z + z, 2383 2384 xx = x * x2, 2385 yx = y * x2, 2386 yy = y * y2, 2387 zx = z * x2, 2388 zy = z * y2, 2389 zz = z * z2, 2390 wx = w * x2, 2391 wy = w * y2, 2392 wz = w * z2; 2393 2394 out[0] = 1 - yy - zz; 2395 out[1] = yx + wz; 2396 out[2] = zx - wy; 2397 out[3] = 0; 2398 2399 out[4] = yx - wz; 2400 out[5] = 1 - xx - zz; 2401 out[6] = zy + wx; 2402 out[7] = 0; 2403 2404 out[8] = zx + wy; 2405 out[9] = zy - wx; 2406 out[10] = 1 - xx - yy; 2407 out[11] = 0; 2408 2409 out[12] = 0; 2410 out[13] = 0; 2411 out[14] = 0; 2412 out[15] = 1; 2413 2414 return out; 2415 }; 2416 2417 /** 2418 * Generates a frustum matrix with the given bounds 2419 * 2420 * @param {mat4} out mat4 frustum matrix will be written into 2421 * @param {Number} left Left bound of the frustum 2422 * @param {Number} right Right bound of the frustum 2423 * @param {Number} bottom Bottom bound of the frustum 2424 * @param {Number} top Top bound of the frustum 2425 * @param {Number} near Near bound of the frustum 2426 * @param {Number} far Far bound of the frustum 2427 * @returns {mat4} out 2428 */ 2429 mat4.frustum = function (out, left, right, bottom, top, near, far) { 2430 var rl = 1 / (right - left), 2431 tb = 1 / (top - bottom), 2432 nf = 1 / (near - far); 2433 out[0] = (near * 2) * rl; 2434 out[1] = 0; 2435 out[2] = 0; 2436 out[3] = 0; 2437 out[4] = 0; 2438 out[5] = (near * 2) * tb; 2439 out[6] = 0; 2440 out[7] = 0; 2441 out[8] = (right + left) * rl; 2442 out[9] = (top + bottom) * tb; 2443 out[10] = (far + near) * nf; 2444 out[11] = -1; 2445 out[12] = 0; 2446 out[13] = 0; 2447 out[14] = (far * near * 2) * nf; 2448 out[15] = 0; 2449 return out; 2450 }; 2451 2452 /** 2453 * Generates a perspective projection matrix with the given bounds 2454 * 2455 * @param {mat4} out mat4 frustum matrix will be written into 2456 * @param {number} fovy Vertical field of view in radians 2457 * @param {number} aspect Aspect ratio. typically viewport width/height 2458 * @param {number} near Near bound of the frustum 2459 * @param {number} far Far bound of the frustum 2460 * @returns {mat4} out 2461 */ 2462 mat4.perspective = function (out, fovy, aspect, near, far) { 2463 var f = 1.0 / Math.tan(fovy / 2), 2464 nf = 1 / (near - far); 2465 out[0] = f / aspect; 2466 out[1] = 0; 2467 out[2] = 0; 2468 out[3] = 0; 2469 out[4] = 0; 2470 out[5] = f; 2471 out[6] = 0; 2472 out[7] = 0; 2473 out[8] = 0; 2474 out[9] = 0; 2475 out[10] = (far + near) * nf; 2476 out[11] = -1; 2477 out[12] = 0; 2478 out[13] = 0; 2479 out[14] = (2 * far * near) * nf; 2480 out[15] = 0; 2481 return out; 2482 }; 2483 2484 /** 2485 * Generates a perspective projection matrix with the given field of view. 2486 * This is primarily useful for generating projection matrices to be used 2487 * with the still experiemental WebVR API. 2488 * 2489 * @param {mat4} out mat4 frustum matrix will be written into 2490 * @param {number} fov Object containing the following values: upDegrees, downDegrees, leftDegrees, rightDegrees 2491 * @param {number} near Near bound of the frustum 2492 * @param {number} far Far bound of the frustum 2493 * @returns {mat4} out 2494 */ 2495 mat4.perspectiveFromFieldOfView = function (out, fov, near, far) { 2496 var upTan = Math.tan(fov.upDegrees * Math.PI/180.0), 2497 downTan = Math.tan(fov.downDegrees * Math.PI/180.0), 2498 leftTan = Math.tan(fov.leftDegrees * Math.PI/180.0), 2499 rightTan = Math.tan(fov.rightDegrees * Math.PI/180.0), 2500 xScale = 2.0 / (leftTan + rightTan), 2501 yScale = 2.0 / (upTan + downTan); 2502 2503 out[0] = xScale; 2504 out[1] = 0.0; 2505 out[2] = 0.0; 2506 out[3] = 0.0; 2507 out[4] = 0.0; 2508 out[5] = yScale; 2509 out[6] = 0.0; 2510 out[7] = 0.0; 2511 out[8] = -((leftTan - rightTan) * xScale * 0.5); 2512 out[9] = ((upTan - downTan) * yScale * 0.5); 2513 out[10] = far / (near - far); 2514 out[11] = -1.0; 2515 out[12] = 0.0; 2516 out[13] = 0.0; 2517 out[14] = (far * near) / (near - far); 2518 out[15] = 0.0; 2519 return out; 2520 } 2521 2522 /** 2523 * Generates a orthogonal projection matrix with the given bounds 2524 * 2525 * @param {mat4} out mat4 frustum matrix will be written into 2526 * @param {number} left Left bound of the frustum 2527 * @param {number} right Right bound of the frustum 2528 * @param {number} bottom Bottom bound of the frustum 2529 * @param {number} top Top bound of the frustum 2530 * @param {number} near Near bound of the frustum 2531 * @param {number} far Far bound of the frustum 2532 * @returns {mat4} out 2533 */ 2534 mat4.ortho = function (out, left, right, bottom, top, near, far) { 2535 var lr = 1 / (left - right), 2536 bt = 1 / (bottom - top), 2537 nf = 1 / (near - far); 2538 out[0] = -2 * lr; 2539 out[1] = 0; 2540 out[2] = 0; 2541 out[3] = 0; 2542 out[4] = 0; 2543 out[5] = -2 * bt; 2544 out[6] = 0; 2545 out[7] = 0; 2546 out[8] = 0; 2547 out[9] = 0; 2548 out[10] = 2 * nf; 2549 out[11] = 0; 2550 out[12] = (left + right) * lr; 2551 out[13] = (top + bottom) * bt; 2552 out[14] = (far + near) * nf; 2553 out[15] = 1; 2554 return out; 2555 }; 2556 2557 /** 2558 * Generates a look-at matrix with the given eye position, focal point, and up axis 2559 * 2560 * @param {mat4} out mat4 frustum matrix will be written into 2561 * @param {vec3} eye Position of the viewer 2562 * @param {vec3} center Point the viewer is looking at 2563 * @param {vec3} up vec3 pointing up 2564 * @returns {mat4} out 2565 */ 2566 mat4.lookAt = function (out, eye, center, up) { 2567 var x0, x1, x2, y0, y1, y2, z0, z1, z2, len, 2568 eyex = eye[0], 2569 eyey = eye[1], 2570 eyez = eye[2], 2571 upx = up[0], 2572 upy = up[1], 2573 upz = up[2], 2574 centerx = center[0], 2575 centery = center[1], 2576 centerz = center[2]; 2577 2578 if (Math.abs(eyex - centerx) < glMatrix.EPSILON && 2579 Math.abs(eyey - centery) < glMatrix.EPSILON && 2580 Math.abs(eyez - centerz) < glMatrix.EPSILON) { 2581 return mat4.identity(out); 2582 } 2583 2584 z0 = eyex - centerx; 2585 z1 = eyey - centery; 2586 z2 = eyez - centerz; 2587 2588 len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); 2589 z0 *= len; 2590 z1 *= len; 2591 z2 *= len; 2592 2593 x0 = upy * z2 - upz * z1; 2594 x1 = upz * z0 - upx * z2; 2595 x2 = upx * z1 - upy * z0; 2596 len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); 2597 if (!len) { 2598 x0 = 0; 2599 x1 = 0; 2600 x2 = 0; 2601 } else { 2602 len = 1 / len; 2603 x0 *= len; 2604 x1 *= len; 2605 x2 *= len; 2606 } 2607 2608 y0 = z1 * x2 - z2 * x1; 2609 y1 = z2 * x0 - z0 * x2; 2610 y2 = z0 * x1 - z1 * x0; 2611 2612 len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); 2613 if (!len) { 2614 y0 = 0; 2615 y1 = 0; 2616 y2 = 0; 2617 } else { 2618 len = 1 / len; 2619 y0 *= len; 2620 y1 *= len; 2621 y2 *= len; 2622 } 2623 2624 out[0] = x0; 2625 out[1] = y0; 2626 out[2] = z0; 2627 out[3] = 0; 2628 out[4] = x1; 2629 out[5] = y1; 2630 out[6] = z1; 2631 out[7] = 0; 2632 out[8] = x2; 2633 out[9] = y2; 2634 out[10] = z2; 2635 out[11] = 0; 2636 out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); 2637 out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); 2638 out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); 2639 out[15] = 1; 2640 2641 return out; 2642 }; 2643 2644 /** 2645 * Returns a string representation of a mat4 2646 * 2647 * @param {mat4} mat matrix to represent as a string 2648 * @returns {String} string representation of the matrix 2649 */ 2650 mat4.str = function (a) { 2651 return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + 2652 a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + 2653 a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' + 2654 a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')'; 2655 }; 2656 2657 /** 2658 * Returns Frobenius norm of a mat4 2659 * 2660 * @param {mat4} a the matrix to calculate Frobenius norm of 2661 * @returns {Number} Frobenius norm 2662 */ 2663 mat4.frob = function (a) { 2664 return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2) + Math.pow(a[9], 2) + Math.pow(a[10], 2) + Math.pow(a[11], 2) + Math.pow(a[12], 2) + Math.pow(a[13], 2) + Math.pow(a[14], 2) + Math.pow(a[15], 2) )) 2665 }; 2666 2667 2668 module.exports = mat4; 2669 2670 2671 /***/ }, 2672 /* 6 */ 2673 /***/ function(module, exports, __webpack_require__) { 2674 2675 /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. 2676 2677 Permission is hereby granted, free of charge, to any person obtaining a copy 2678 of this software and associated documentation files (the "Software"), to deal 2679 in the Software without restriction, including without limitation the rights 2680 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 2681 copies of the Software, and to permit persons to whom the Software is 2682 furnished to do so, subject to the following conditions: 2683 2684 The above copyright notice and this permission notice shall be included in 2685 all copies or substantial portions of the Software. 2686 2687 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 2688 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 2689 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 2690 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 2691 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 2692 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 2693 THE SOFTWARE. */ 2694 2695 var glMatrix = __webpack_require__(1); 2696 var mat3 = __webpack_require__(4); 2697 var vec3 = __webpack_require__(7); 2698 var vec4 = __webpack_require__(8); 2699 2700 /** 2701 * @class Quaternion 2702 * @name quat 2703 */ 2704 var quat = {}; 2705 2706 /** 2707 * Creates a new identity quat 2708 * 2709 * @returns {quat} a new quaternion 2710 */ 2711 quat.create = function() { 2712 var out = new glMatrix.ARRAY_TYPE(4); 2713 out[0] = 0; 2714 out[1] = 0; 2715 out[2] = 0; 2716 out[3] = 1; 2717 return out; 2718 }; 2719 2720 /** 2721 * Sets a quaternion to represent the shortest rotation from one 2722 * vector to another. 2723 * 2724 * Both vectors are assumed to be unit length. 2725 * 2726 * @param {quat} out the receiving quaternion. 2727 * @param {vec3} a the initial vector 2728 * @param {vec3} b the destination vector 2729 * @returns {quat} out 2730 */ 2731 quat.rotationTo = (function() { 2732 var tmpvec3 = vec3.create(); 2733 var xUnitVec3 = vec3.fromValues(1,0,0); 2734 var yUnitVec3 = vec3.fromValues(0,1,0); 2735 2736 return function(out, a, b) { 2737 var dot = vec3.dot(a, b); 2738 if (dot < -0.999999) { 2739 vec3.cross(tmpvec3, xUnitVec3, a); 2740 if (vec3.length(tmpvec3) < 0.000001) 2741 vec3.cross(tmpvec3, yUnitVec3, a); 2742 vec3.normalize(tmpvec3, tmpvec3); 2743 quat.setAxisAngle(out, tmpvec3, Math.PI); 2744 return out; 2745 } else if (dot > 0.999999) { 2746 out[0] = 0; 2747 out[1] = 0; 2748 out[2] = 0; 2749 out[3] = 1; 2750 return out; 2751 } else { 2752 vec3.cross(tmpvec3, a, b); 2753 out[0] = tmpvec3[0]; 2754 out[1] = tmpvec3[1]; 2755 out[2] = tmpvec3[2]; 2756 out[3] = 1 + dot; 2757 return quat.normalize(out, out); 2758 } 2759 }; 2760 })(); 2761 2762 /** 2763 * Sets the specified quaternion with values corresponding to the given 2764 * axes. Each axis is a vec3 and is expected to be unit length and 2765 * perpendicular to all other specified axes. 2766 * 2767 * @param {vec3} view the vector representing the viewing direction 2768 * @param {vec3} right the vector representing the local "right" direction 2769 * @param {vec3} up the vector representing the local "up" direction 2770 * @returns {quat} out 2771 */ 2772 quat.setAxes = (function() { 2773 var matr = mat3.create(); 2774 2775 return function(out, view, right, up) { 2776 matr[0] = right[0]; 2777 matr[3] = right[1]; 2778 matr[6] = right[2]; 2779 2780 matr[1] = up[0]; 2781 matr[4] = up[1]; 2782 matr[7] = up[2]; 2783 2784 matr[2] = -view[0]; 2785 matr[5] = -view[1]; 2786 matr[8] = -view[2]; 2787 2788 return quat.normalize(out, quat.fromMat3(out, matr)); 2789 }; 2790 })(); 2791 2792 /** 2793 * Creates a new quat initialized with values from an existing quaternion 2794 * 2795 * @param {quat} a quaternion to clone 2796 * @returns {quat} a new quaternion 2797 * @function 2798 */ 2799 quat.clone = vec4.clone; 2800 2801 /** 2802 * Creates a new quat initialized with the given values 2803 * 2804 * @param {Number} x X component 2805 * @param {Number} y Y component 2806 * @param {Number} z Z component 2807 * @param {Number} w W component 2808 * @returns {quat} a new quaternion 2809 * @function 2810 */ 2811 quat.fromValues = vec4.fromValues; 2812 2813 /** 2814 * Copy the values from one quat to another 2815 * 2816 * @param {quat} out the receiving quaternion 2817 * @param {quat} a the source quaternion 2818 * @returns {quat} out 2819 * @function 2820 */ 2821 quat.copy = vec4.copy; 2822 2823 /** 2824 * Set the components of a quat to the given values 2825 * 2826 * @param {quat} out the receiving quaternion 2827 * @param {Number} x X component 2828 * @param {Number} y Y component 2829 * @param {Number} z Z component 2830 * @param {Number} w W component 2831 * @returns {quat} out 2832 * @function 2833 */ 2834 quat.set = vec4.set; 2835 2836 /** 2837 * Set a quat to the identity quaternion 2838 * 2839 * @param {quat} out the receiving quaternion 2840 * @returns {quat} out 2841 */ 2842 quat.identity = function(out) { 2843 out[0] = 0; 2844 out[1] = 0; 2845 out[2] = 0; 2846 out[3] = 1; 2847 return out; 2848 }; 2849 2850 /** 2851 * Sets a quat from the given angle and rotation axis, 2852 * then returns it. 2853 * 2854 * @param {quat} out the receiving quaternion 2855 * @param {vec3} axis the axis around which to rotate 2856 * @param {Number} rad the angle in radians 2857 * @returns {quat} out 2858 **/ 2859 quat.setAxisAngle = function(out, axis, rad) { 2860 rad = rad * 0.5; 2861 var s = Math.sin(rad); 2862 out[0] = s * axis[0]; 2863 out[1] = s * axis[1]; 2864 out[2] = s * axis[2]; 2865 out[3] = Math.cos(rad); 2866 return out; 2867 }; 2868 2869 /** 2870 * Adds two quat's 2871 * 2872 * @param {quat} out the receiving quaternion 2873 * @param {quat} a the first operand 2874 * @param {quat} b the second operand 2875 * @returns {quat} out 2876 * @function 2877 */ 2878 quat.add = vec4.add; 2879 2880 /** 2881 * Multiplies two quat's 2882 * 2883 * @param {quat} out the receiving quaternion 2884 * @param {quat} a the first operand 2885 * @param {quat} b the second operand 2886 * @returns {quat} out 2887 */ 2888 quat.multiply = function(out, a, b) { 2889 var ax = a[0], ay = a[1], az = a[2], aw = a[3], 2890 bx = b[0], by = b[1], bz = b[2], bw = b[3]; 2891 2892 out[0] = ax * bw + aw * bx + ay * bz - az * by; 2893 out[1] = ay * bw + aw * by + az * bx - ax * bz; 2894 out[2] = az * bw + aw * bz + ax * by - ay * bx; 2895 out[3] = aw * bw - ax * bx - ay * by - az * bz; 2896 return out; 2897 }; 2898 2899 /** 2900 * Alias for {@link quat.multiply} 2901 * @function 2902 */ 2903 quat.mul = quat.multiply; 2904 2905 /** 2906 * Scales a quat by a scalar number 2907 * 2908 * @param {quat} out the receiving vector 2909 * @param {quat} a the vector to scale 2910 * @param {Number} b amount to scale the vector by 2911 * @returns {quat} out 2912 * @function 2913 */ 2914 quat.scale = vec4.scale; 2915 2916 /** 2917 * Rotates a quaternion by the given angle about the X axis 2918 * 2919 * @param {quat} out quat receiving operation result 2920 * @param {quat} a quat to rotate 2921 * @param {number} rad angle (in radians) to rotate 2922 * @returns {quat} out 2923 */ 2924 quat.rotateX = function (out, a, rad) { 2925 rad *= 0.5; 2926 2927 var ax = a[0], ay = a[1], az = a[2], aw = a[3], 2928 bx = Math.sin(rad), bw = Math.cos(rad); 2929 2930 out[0] = ax * bw + aw * bx; 2931 out[1] = ay * bw + az * bx; 2932 out[2] = az * bw - ay * bx; 2933 out[3] = aw * bw - ax * bx; 2934 return out; 2935 }; 2936 2937 /** 2938 * Rotates a quaternion by the given angle about the Y axis 2939 * 2940 * @param {quat} out quat receiving operation result 2941 * @param {quat} a quat to rotate 2942 * @param {number} rad angle (in radians) to rotate 2943 * @returns {quat} out 2944 */ 2945 quat.rotateY = function (out, a, rad) { 2946 rad *= 0.5; 2947 2948 var ax = a[0], ay = a[1], az = a[2], aw = a[3], 2949 by = Math.sin(rad), bw = Math.cos(rad); 2950 2951 out[0] = ax * bw - az * by; 2952 out[1] = ay * bw + aw * by; 2953 out[2] = az * bw + ax * by; 2954 out[3] = aw * bw - ay * by; 2955 return out; 2956 }; 2957 2958 /** 2959 * Rotates a quaternion by the given angle about the Z axis 2960 * 2961 * @param {quat} out quat receiving operation result 2962 * @param {quat} a quat to rotate 2963 * @param {number} rad angle (in radians) to rotate 2964 * @returns {quat} out 2965 */ 2966 quat.rotateZ = function (out, a, rad) { 2967 rad *= 0.5; 2968 2969 var ax = a[0], ay = a[1], az = a[2], aw = a[3], 2970 bz = Math.sin(rad), bw = Math.cos(rad); 2971 2972 out[0] = ax * bw + ay * bz; 2973 out[1] = ay * bw - ax * bz; 2974 out[2] = az * bw + aw * bz; 2975 out[3] = aw * bw - az * bz; 2976 return out; 2977 }; 2978 2979 /** 2980 * Calculates the W component of a quat from the X, Y, and Z components. 2981 * Assumes that quaternion is 1 unit in length. 2982 * Any existing W component will be ignored. 2983 * 2984 * @param {quat} out the receiving quaternion 2985 * @param {quat} a quat to calculate W component of 2986 * @returns {quat} out 2987 */ 2988 quat.calculateW = function (out, a) { 2989 var x = a[0], y = a[1], z = a[2]; 2990 2991 out[0] = x; 2992 out[1] = y; 2993 out[2] = z; 2994 out[3] = Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); 2995 return out; 2996 }; 2997 2998 /** 2999 * Calculates the dot product of two quat's 3000 * 3001 * @param {quat} a the first operand 3002 * @param {quat} b the second operand 3003 * @returns {Number} dot product of a and b 3004 * @function 3005 */ 3006 quat.dot = vec4.dot; 3007 3008 /** 3009 * Performs a linear interpolation between two quat's 3010 * 3011 * @param {quat} out the receiving quaternion 3012 * @param {quat} a the first operand 3013 * @param {quat} b the second operand 3014 * @param {Number} t interpolation amount between the two inputs 3015 * @returns {quat} out 3016 * @function 3017 */ 3018 quat.lerp = vec4.lerp; 3019 3020 /** 3021 * Performs a spherical linear interpolation between two quat 3022 * 3023 * @param {quat} out the receiving quaternion 3024 * @param {quat} a the first operand 3025 * @param {quat} b the second operand 3026 * @param {Number} t interpolation amount between the two inputs 3027 * @returns {quat} out 3028 */ 3029 quat.slerp = function (out, a, b, t) { 3030 // benchmarks: 3031 // http://jsperf.com/quaternion-slerp-implementations 3032 3033 var ax = a[0], ay = a[1], az = a[2], aw = a[3], 3034 bx = b[0], by = b[1], bz = b[2], bw = b[3]; 3035 3036 var omega, cosom, sinom, scale0, scale1; 3037 3038 // calc cosine 3039 cosom = ax * bx + ay * by + az * bz + aw * bw; 3040 // adjust signs (if necessary) 3041 if ( cosom < 0.0 ) { 3042 cosom = -cosom; 3043 bx = - bx; 3044 by = - by; 3045 bz = - bz; 3046 bw = - bw; 3047 } 3048 // calculate coefficients 3049 if ( (1.0 - cosom) > 0.000001 ) { 3050 // standard case (slerp) 3051 omega = Math.acos(cosom); 3052 sinom = Math.sin(omega); 3053 scale0 = Math.sin((1.0 - t) * omega) / sinom; 3054 scale1 = Math.sin(t * omega) / sinom; 3055 } else { 3056 // "from" and "to" quaternions are very close 3057 // ... so we can do a linear interpolation 3058 scale0 = 1.0 - t; 3059 scale1 = t; 3060 } 3061 // calculate final values 3062 out[0] = scale0 * ax + scale1 * bx; 3063 out[1] = scale0 * ay + scale1 * by; 3064 out[2] = scale0 * az + scale1 * bz; 3065 out[3] = scale0 * aw + scale1 * bw; 3066 3067 return out; 3068 }; 3069 3070 /** 3071 * Performs a spherical linear interpolation with two control points 3072 * 3073 * @param {quat} out the receiving quaternion 3074 * @param {quat} a the first operand 3075 * @param {quat} b the second operand 3076 * @param {quat} c the third operand 3077 * @param {quat} d the fourth operand 3078 * @param {Number} t interpolation amount 3079 * @returns {quat} out 3080 */ 3081 quat.sqlerp = (function () { 3082 var temp1 = quat.create(); 3083 var temp2 = quat.create(); 3084 3085 return function (out, a, b, c, d, t) { 3086 quat.slerp(temp1, a, d, t); 3087 quat.slerp(temp2, b, c, t); 3088 quat.slerp(out, temp1, temp2, 2 * t * (1 - t)); 3089 3090 return out; 3091 }; 3092 }()); 3093 3094 /** 3095 * Calculates the inverse of a quat 3096 * 3097 * @param {quat} out the receiving quaternion 3098 * @param {quat} a quat to calculate inverse of 3099 * @returns {quat} out 3100 */ 3101 quat.invert = function(out, a) { 3102 var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], 3103 dot = a0*a0 + a1*a1 + a2*a2 + a3*a3, 3104 invDot = dot ? 1.0/dot : 0; 3105 3106 // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0 3107 3108 out[0] = -a0*invDot; 3109 out[1] = -a1*invDot; 3110 out[2] = -a2*invDot; 3111 out[3] = a3*invDot; 3112 return out; 3113 }; 3114 3115 /** 3116 * Calculates the conjugate of a quat 3117 * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result. 3118 * 3119 * @param {quat} out the receiving quaternion 3120 * @param {quat} a quat to calculate conjugate of 3121 * @returns {quat} out 3122 */ 3123 quat.conjugate = function (out, a) { 3124 out[0] = -a[0]; 3125 out[1] = -a[1]; 3126 out[2] = -a[2]; 3127 out[3] = a[3]; 3128 return out; 3129 }; 3130 3131 /** 3132 * Calculates the length of a quat 3133 * 3134 * @param {quat} a vector to calculate length of 3135 * @returns {Number} length of a 3136 * @function 3137 */ 3138 quat.length = vec4.length; 3139 3140 /** 3141 * Alias for {@link quat.length} 3142 * @function 3143 */ 3144 quat.len = quat.length; 3145 3146 /** 3147 * Calculates the squared length of a quat 3148 * 3149 * @param {quat} a vector to calculate squared length of 3150 * @returns {Number} squared length of a 3151 * @function 3152 */ 3153 quat.squaredLength = vec4.squaredLength; 3154 3155 /** 3156 * Alias for {@link quat.squaredLength} 3157 * @function 3158 */ 3159 quat.sqrLen = quat.squaredLength; 3160 3161 /** 3162 * Normalize a quat 3163 * 3164 * @param {quat} out the receiving quaternion 3165 * @param {quat} a quaternion to normalize 3166 * @returns {quat} out 3167 * @function 3168 */ 3169 quat.normalize = vec4.normalize; 3170 3171 /** 3172 * Creates a quaternion from the given 3x3 rotation matrix. 3173 * 3174 * NOTE: The resultant quaternion is not normalized, so you should be sure 3175 * to renormalize the quaternion yourself where necessary. 3176 * 3177 * @param {quat} out the receiving quaternion 3178 * @param {mat3} m rotation matrix 3179 * @returns {quat} out 3180 * @function 3181 */ 3182 quat.fromMat3 = function(out, m) { 3183 // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes 3184 // article "Quaternion Calculus and Fast Animation". 3185 var fTrace = m[0] + m[4] + m[8]; 3186 var fRoot; 3187 3188 if ( fTrace > 0.0 ) { 3189 // |w| > 1/2, may as well choose w > 1/2 3190 fRoot = Math.sqrt(fTrace + 1.0); // 2w 3191 out[3] = 0.5 * fRoot; 3192 fRoot = 0.5/fRoot; // 1/(4w) 3193 out[0] = (m[5]-m[7])*fRoot; 3194 out[1] = (m[6]-m[2])*fRoot; 3195 out[2] = (m[1]-m[3])*fRoot; 3196 } else { 3197 // |w| <= 1/2 3198 var i = 0; 3199 if ( m[4] > m[0] ) 3200 i = 1; 3201 if ( m[8] > m[i*3+i] ) 3202 i = 2; 3203 var j = (i+1)%3; 3204 var k = (i+2)%3; 3205 3206 fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0); 3207 out[i] = 0.5 * fRoot; 3208 fRoot = 0.5 / fRoot; 3209 out[3] = (m[j*3+k] - m[k*3+j]) * fRoot; 3210 out[j] = (m[j*3+i] + m[i*3+j]) * fRoot; 3211 out[k] = (m[k*3+i] + m[i*3+k]) * fRoot; 3212 } 3213 3214 return out; 3215 }; 3216 3217 /** 3218 * Returns a string representation of a quatenion 3219 * 3220 * @param {quat} vec vector to represent as a string 3221 * @returns {String} string representation of the vector 3222 */ 3223 quat.str = function (a) { 3224 return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; 3225 }; 3226 3227 module.exports = quat; 3228 3229 3230 /***/ }, 3231 /* 7 */ 3232 /***/ function(module, exports, __webpack_require__) { 3233 3234 /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. 3235 3236 Permission is hereby granted, free of charge, to any person obtaining a copy 3237 of this software and associated documentation files (the "Software"), to deal 3238 in the Software without restriction, including without limitation the rights 3239 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 3240 copies of the Software, and to permit persons to whom the Software is 3241 furnished to do so, subject to the following conditions: 3242 3243 The above copyright notice and this permission notice shall be included in 3244 all copies or substantial portions of the Software. 3245 3246 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 3247 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 3248 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 3249 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 3250 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 3251 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 3252 THE SOFTWARE. */ 3253 3254 var glMatrix = __webpack_require__(1); 3255 3256 /** 3257 * @class 3 Dimensional Vector 3258 * @name vec3 3259 */ 3260 var vec3 = {}; 3261 3262 /** 3263 * Creates a new, empty vec3 3264 * 3265 * @returns {vec3} a new 3D vector 3266 */ 3267 vec3.create = function() { 3268 var out = new glMatrix.ARRAY_TYPE(3); 3269 out[0] = 0; 3270 out[1] = 0; 3271 out[2] = 0; 3272 return out; 3273 }; 3274 3275 /** 3276 * Creates a new vec3 initialized with values from an existing vector 3277 * 3278 * @param {vec3} a vector to clone 3279 * @returns {vec3} a new 3D vector 3280 */ 3281 vec3.clone = function(a) { 3282 var out = new glMatrix.ARRAY_TYPE(3); 3283 out[0] = a[0]; 3284 out[1] = a[1]; 3285 out[2] = a[2]; 3286 return out; 3287 }; 3288 3289 /** 3290 * Creates a new vec3 initialized with the given values 3291 * 3292 * @param {Number} x X component 3293 * @param {Number} y Y component 3294 * @param {Number} z Z component 3295 * @returns {vec3} a new 3D vector 3296 */ 3297 vec3.fromValues = function(x, y, z) { 3298 var out = new glMatrix.ARRAY_TYPE(3); 3299 out[0] = x; 3300 out[1] = y; 3301 out[2] = z; 3302 return out; 3303 }; 3304 3305 /** 3306 * Copy the values from one vec3 to another 3307 * 3308 * @param {vec3} out the receiving vector 3309 * @param {vec3} a the source vector 3310 * @returns {vec3} out 3311 */ 3312 vec3.copy = function(out, a) { 3313 out[0] = a[0]; 3314 out[1] = a[1]; 3315 out[2] = a[2]; 3316 return out; 3317 }; 3318 3319 /** 3320 * Set the components of a vec3 to the given values 3321 * 3322 * @param {vec3} out the receiving vector 3323 * @param {Number} x X component 3324 * @param {Number} y Y component 3325 * @param {Number} z Z component 3326 * @returns {vec3} out 3327 */ 3328 vec3.set = function(out, x, y, z) { 3329 out[0] = x; 3330 out[1] = y; 3331 out[2] = z; 3332 return out; 3333 }; 3334 3335 /** 3336 * Adds two vec3's 3337 * 3338 * @param {vec3} out the receiving vector 3339 * @param {vec3} a the first operand 3340 * @param {vec3} b the second operand 3341 * @returns {vec3} out 3342 */ 3343 vec3.add = function(out, a, b) { 3344 out[0] = a[0] + b[0]; 3345 out[1] = a[1] + b[1]; 3346 out[2] = a[2] + b[2]; 3347 return out; 3348 }; 3349 3350 /** 3351 * Subtracts vector b from vector a 3352 * 3353 * @param {vec3} out the receiving vector 3354 * @param {vec3} a the first operand 3355 * @param {vec3} b the second operand 3356 * @returns {vec3} out 3357 */ 3358 vec3.subtract = function(out, a, b) { 3359 out[0] = a[0] - b[0]; 3360 out[1] = a[1] - b[1]; 3361 out[2] = a[2] - b[2]; 3362 return out; 3363 }; 3364 3365 /** 3366 * Alias for {@link vec3.subtract} 3367 * @function 3368 */ 3369 vec3.sub = vec3.subtract; 3370 3371 /** 3372 * Multiplies two vec3's 3373 * 3374 * @param {vec3} out the receiving vector 3375 * @param {vec3} a the first operand 3376 * @param {vec3} b the second operand 3377 * @returns {vec3} out 3378 */ 3379 vec3.multiply = function(out, a, b) { 3380 out[0] = a[0] * b[0]; 3381 out[1] = a[1] * b[1]; 3382 out[2] = a[2] * b[2]; 3383 return out; 3384 }; 3385 3386 /** 3387 * Alias for {@link vec3.multiply} 3388 * @function 3389 */ 3390 vec3.mul = vec3.multiply; 3391 3392 /** 3393 * Divides two vec3's 3394 * 3395 * @param {vec3} out the receiving vector 3396 * @param {vec3} a the first operand 3397 * @param {vec3} b the second operand 3398 * @returns {vec3} out 3399 */ 3400 vec3.divide = function(out, a, b) { 3401 out[0] = a[0] / b[0]; 3402 out[1] = a[1] / b[1]; 3403 out[2] = a[2] / b[2]; 3404 return out; 3405 }; 3406 3407 /** 3408 * Alias for {@link vec3.divide} 3409 * @function 3410 */ 3411 vec3.div = vec3.divide; 3412 3413 /** 3414 * Returns the minimum of two vec3's 3415 * 3416 * @param {vec3} out the receiving vector 3417 * @param {vec3} a the first operand 3418 * @param {vec3} b the second operand 3419 * @returns {vec3} out 3420 */ 3421 vec3.min = function(out, a, b) { 3422 out[0] = Math.min(a[0], b[0]); 3423 out[1] = Math.min(a[1], b[1]); 3424 out[2] = Math.min(a[2], b[2]); 3425 return out; 3426 }; 3427 3428 /** 3429 * Returns the maximum of two vec3's 3430 * 3431 * @param {vec3} out the receiving vector 3432 * @param {vec3} a the first operand 3433 * @param {vec3} b the second operand 3434 * @returns {vec3} out 3435 */ 3436 vec3.max = function(out, a, b) { 3437 out[0] = Math.max(a[0], b[0]); 3438 out[1] = Math.max(a[1], b[1]); 3439 out[2] = Math.max(a[2], b[2]); 3440 return out; 3441 }; 3442 3443 /** 3444 * Scales a vec3 by a scalar number 3445 * 3446 * @param {vec3} out the receiving vector 3447 * @param {vec3} a the vector to scale 3448 * @param {Number} b amount to scale the vector by 3449 * @returns {vec3} out 3450 */ 3451 vec3.scale = function(out, a, b) { 3452 out[0] = a[0] * b; 3453 out[1] = a[1] * b; 3454 out[2] = a[2] * b; 3455 return out; 3456 }; 3457 3458 /** 3459 * Adds two vec3's after scaling the second operand by a scalar value 3460 * 3461 * @param {vec3} out the receiving vector 3462 * @param {vec3} a the first operand 3463 * @param {vec3} b the second operand 3464 * @param {Number} scale the amount to scale b by before adding 3465 * @returns {vec3} out 3466 */ 3467 vec3.scaleAndAdd = function(out, a, b, scale) { 3468 out[0] = a[0] + (b[0] * scale); 3469 out[1] = a[1] + (b[1] * scale); 3470 out[2] = a[2] + (b[2] * scale); 3471 return out; 3472 }; 3473 3474 /** 3475 * Calculates the euclidian distance between two vec3's 3476 * 3477 * @param {vec3} a the first operand 3478 * @param {vec3} b the second operand 3479 * @returns {Number} distance between a and b 3480 */ 3481 vec3.distance = function(a, b) { 3482 var x = b[0] - a[0], 3483 y = b[1] - a[1], 3484 z = b[2] - a[2]; 3485 return Math.sqrt(x*x + y*y + z*z); 3486 }; 3487 3488 /** 3489 * Alias for {@link vec3.distance} 3490 * @function 3491 */ 3492 vec3.dist = vec3.distance; 3493 3494 /** 3495 * Calculates the squared euclidian distance between two vec3's 3496 * 3497 * @param {vec3} a the first operand 3498 * @param {vec3} b the second operand 3499 * @returns {Number} squared distance between a and b 3500 */ 3501 vec3.squaredDistance = function(a, b) { 3502 var x = b[0] - a[0], 3503 y = b[1] - a[1], 3504 z = b[2] - a[2]; 3505 return x*x + y*y + z*z; 3506 }; 3507 3508 /** 3509 * Alias for {@link vec3.squaredDistance} 3510 * @function 3511 */ 3512 vec3.sqrDist = vec3.squaredDistance; 3513 3514 /** 3515 * Calculates the length of a vec3 3516 * 3517 * @param {vec3} a vector to calculate length of 3518 * @returns {Number} length of a 3519 */ 3520 vec3.length = function (a) { 3521 var x = a[0], 3522 y = a[1], 3523 z = a[2]; 3524 return Math.sqrt(x*x + y*y + z*z); 3525 }; 3526 3527 /** 3528 * Alias for {@link vec3.length} 3529 * @function 3530 */ 3531 vec3.len = vec3.length; 3532 3533 /** 3534 * Calculates the squared length of a vec3 3535 * 3536 * @param {vec3} a vector to calculate squared length of 3537 * @returns {Number} squared length of a 3538 */ 3539 vec3.squaredLength = function (a) { 3540 var x = a[0], 3541 y = a[1], 3542 z = a[2]; 3543 return x*x + y*y + z*z; 3544 }; 3545 3546 /** 3547 * Alias for {@link vec3.squaredLength} 3548 * @function 3549 */ 3550 vec3.sqrLen = vec3.squaredLength; 3551 3552 /** 3553 * Negates the components of a vec3 3554 * 3555 * @param {vec3} out the receiving vector 3556 * @param {vec3} a vector to negate 3557 * @returns {vec3} out 3558 */ 3559 vec3.negate = function(out, a) { 3560 out[0] = -a[0]; 3561 out[1] = -a[1]; 3562 out[2] = -a[2]; 3563 return out; 3564 }; 3565 3566 /** 3567 * Returns the inverse of the components of a vec3 3568 * 3569 * @param {vec3} out the receiving vector 3570 * @param {vec3} a vector to invert 3571 * @returns {vec3} out 3572 */ 3573 vec3.inverse = function(out, a) { 3574 out[0] = 1.0 / a[0]; 3575 out[1] = 1.0 / a[1]; 3576 out[2] = 1.0 / a[2]; 3577 return out; 3578 }; 3579 3580 /** 3581 * Normalize a vec3 3582 * 3583 * @param {vec3} out the receiving vector 3584 * @param {vec3} a vector to normalize 3585 * @returns {vec3} out 3586 */ 3587 vec3.normalize = function(out, a) { 3588 var x = a[0], 3589 y = a[1], 3590 z = a[2]; 3591 var len = x*x + y*y + z*z; 3592 if (len > 0) { 3593 //TODO: evaluate use of glm_invsqrt here? 3594 len = 1 / Math.sqrt(len); 3595 out[0] = a[0] * len; 3596 out[1] = a[1] * len; 3597 out[2] = a[2] * len; 3598 } 3599 return out; 3600 }; 3601 3602 /** 3603 * Calculates the dot product of two vec3's 3604 * 3605 * @param {vec3} a the first operand 3606 * @param {vec3} b the second operand 3607 * @returns {Number} dot product of a and b 3608 */ 3609 vec3.dot = function (a, b) { 3610 return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; 3611 }; 3612 3613 /** 3614 * Computes the cross product of two vec3's 3615 * 3616 * @param {vec3} out the receiving vector 3617 * @param {vec3} a the first operand 3618 * @param {vec3} b the second operand 3619 * @returns {vec3} out 3620 */ 3621 vec3.cross = function(out, a, b) { 3622 var ax = a[0], ay = a[1], az = a[2], 3623 bx = b[0], by = b[1], bz = b[2]; 3624 3625 out[0] = ay * bz - az * by; 3626 out[1] = az * bx - ax * bz; 3627 out[2] = ax * by - ay * bx; 3628 return out; 3629 }; 3630 3631 /** 3632 * Performs a linear interpolation between two vec3's 3633 * 3634 * @param {vec3} out the receiving vector 3635 * @param {vec3} a the first operand 3636 * @param {vec3} b the second operand 3637 * @param {Number} t interpolation amount between the two inputs 3638 * @returns {vec3} out 3639 */ 3640 vec3.lerp = function (out, a, b, t) { 3641 var ax = a[0], 3642 ay = a[1], 3643 az = a[2]; 3644 out[0] = ax + t * (b[0] - ax); 3645 out[1] = ay + t * (b[1] - ay); 3646 out[2] = az + t * (b[2] - az); 3647 return out; 3648 }; 3649 3650 /** 3651 * Performs a hermite interpolation with two control points 3652 * 3653 * @param {vec3} out the receiving vector 3654 * @param {vec3} a the first operand 3655 * @param {vec3} b the second operand 3656 * @param {vec3} c the third operand 3657 * @param {vec3} d the fourth operand 3658 * @param {Number} t interpolation amount between the two inputs 3659 * @returns {vec3} out 3660 */ 3661 vec3.hermite = function (out, a, b, c, d, t) { 3662 var factorTimes2 = t * t, 3663 factor1 = factorTimes2 * (2 * t - 3) + 1, 3664 factor2 = factorTimes2 * (t - 2) + t, 3665 factor3 = factorTimes2 * (t - 1), 3666 factor4 = factorTimes2 * (3 - 2 * t); 3667 3668 out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4; 3669 out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4; 3670 out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4; 3671 3672 return out; 3673 }; 3674 3675 /** 3676 * Performs a bezier interpolation with two control points 3677 * 3678 * @param {vec3} out the receiving vector 3679 * @param {vec3} a the first operand 3680 * @param {vec3} b the second operand 3681 * @param {vec3} c the third operand 3682 * @param {vec3} d the fourth operand 3683 * @param {Number} t interpolation amount between the two inputs 3684 * @returns {vec3} out 3685 */ 3686 vec3.bezier = function (out, a, b, c, d, t) { 3687 var inverseFactor = 1 - t, 3688 inverseFactorTimesTwo = inverseFactor * inverseFactor, 3689 factorTimes2 = t * t, 3690 factor1 = inverseFactorTimesTwo * inverseFactor, 3691 factor2 = 3 * t * inverseFactorTimesTwo, 3692 factor3 = 3 * factorTimes2 * inverseFactor, 3693 factor4 = factorTimes2 * t; 3694 3695 out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4; 3696 out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4; 3697 out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4; 3698 3699 return out; 3700 }; 3701 3702 /** 3703 * Generates a random vector with the given scale 3704 * 3705 * @param {vec3} out the receiving vector 3706 * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned 3707 * @returns {vec3} out 3708 */ 3709 vec3.random = function (out, scale) { 3710 scale = scale || 1.0; 3711 3712 var r = glMatrix.RANDOM() * 2.0 * Math.PI; 3713 var z = (glMatrix.RANDOM() * 2.0) - 1.0; 3714 var zScale = Math.sqrt(1.0-z*z) * scale; 3715 3716 out[0] = Math.cos(r) * zScale; 3717 out[1] = Math.sin(r) * zScale; 3718 out[2] = z * scale; 3719 return out; 3720 }; 3721 3722 /** 3723 * Transforms the vec3 with a mat4. 3724 * 4th vector component is implicitly '1' 3725 * 3726 * @param {vec3} out the receiving vector 3727 * @param {vec3} a the vector to transform 3728 * @param {mat4} m matrix to transform with 3729 * @returns {vec3} out 3730 */ 3731 vec3.transformMat4 = function(out, a, m) { 3732 var x = a[0], y = a[1], z = a[2], 3733 w = m[3] * x + m[7] * y + m[11] * z + m[15]; 3734 w = w || 1.0; 3735 out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w; 3736 out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w; 3737 out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w; 3738 return out; 3739 }; 3740 3741 /** 3742 * Transforms the vec3 with a mat3. 3743 * 3744 * @param {vec3} out the receiving vector 3745 * @param {vec3} a the vector to transform 3746 * @param {mat4} m the 3x3 matrix to transform with 3747 * @returns {vec3} out 3748 */ 3749 vec3.transformMat3 = function(out, a, m) { 3750 var x = a[0], y = a[1], z = a[2]; 3751 out[0] = x * m[0] + y * m[3] + z * m[6]; 3752 out[1] = x * m[1] + y * m[4] + z * m[7]; 3753 out[2] = x * m[2] + y * m[5] + z * m[8]; 3754 return out; 3755 }; 3756 3757 /** 3758 * Transforms the vec3 with a quat 3759 * 3760 * @param {vec3} out the receiving vector 3761 * @param {vec3} a the vector to transform 3762 * @param {quat} q quaternion to transform with 3763 * @returns {vec3} out 3764 */ 3765 vec3.transformQuat = function(out, a, q) { 3766 // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations 3767 3768 var x = a[0], y = a[1], z = a[2], 3769 qx = q[0], qy = q[1], qz = q[2], qw = q[3], 3770 3771 // calculate quat * vec 3772 ix = qw * x + qy * z - qz * y, 3773 iy = qw * y + qz * x - qx * z, 3774 iz = qw * z + qx * y - qy * x, 3775 iw = -qx * x - qy * y - qz * z; 3776 3777 // calculate result * inverse quat 3778 out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; 3779 out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; 3780 out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; 3781 return out; 3782 }; 3783 3784 /** 3785 * Rotate a 3D vector around the x-axis 3786 * @param {vec3} out The receiving vec3 3787 * @param {vec3} a The vec3 point to rotate 3788 * @param {vec3} b The origin of the rotation 3789 * @param {Number} c The angle of rotation 3790 * @returns {vec3} out 3791 */ 3792 vec3.rotateX = function(out, a, b, c){ 3793 var p = [], r=[]; 3794 //Translate point to the origin 3795 p[0] = a[0] - b[0]; 3796 p[1] = a[1] - b[1]; 3797 p[2] = a[2] - b[2]; 3798 3799 //perform rotation 3800 r[0] = p[0]; 3801 r[1] = p[1]*Math.cos(c) - p[2]*Math.sin(c); 3802 r[2] = p[1]*Math.sin(c) + p[2]*Math.cos(c); 3803 3804 //translate to correct position 3805 out[0] = r[0] + b[0]; 3806 out[1] = r[1] + b[1]; 3807 out[2] = r[2] + b[2]; 3808 3809 return out; 3810 }; 3811 3812 /** 3813 * Rotate a 3D vector around the y-axis 3814 * @param {vec3} out The receiving vec3 3815 * @param {vec3} a The vec3 point to rotate 3816 * @param {vec3} b The origin of the rotation 3817 * @param {Number} c The angle of rotation 3818 * @returns {vec3} out 3819 */ 3820 vec3.rotateY = function(out, a, b, c){ 3821 var p = [], r=[]; 3822 //Translate point to the origin 3823 p[0] = a[0] - b[0]; 3824 p[1] = a[1] - b[1]; 3825 p[2] = a[2] - b[2]; 3826 3827 //perform rotation 3828 r[0] = p[2]*Math.sin(c) + p[0]*Math.cos(c); 3829 r[1] = p[1]; 3830 r[2] = p[2]*Math.cos(c) - p[0]*Math.sin(c); 3831 3832 //translate to correct position 3833 out[0] = r[0] + b[0]; 3834 out[1] = r[1] + b[1]; 3835 out[2] = r[2] + b[2]; 3836 3837 return out; 3838 }; 3839 3840 /** 3841 * Rotate a 3D vector around the z-axis 3842 * @param {vec3} out The receiving vec3 3843 * @param {vec3} a The vec3 point to rotate 3844 * @param {vec3} b The origin of the rotation 3845 * @param {Number} c The angle of rotation 3846 * @returns {vec3} out 3847 */ 3848 vec3.rotateZ = function(out, a, b, c){ 3849 var p = [], r=[]; 3850 //Translate point to the origin 3851 p[0] = a[0] - b[0]; 3852 p[1] = a[1] - b[1]; 3853 p[2] = a[2] - b[2]; 3854 3855 //perform rotation 3856 r[0] = p[0]*Math.cos(c) - p[1]*Math.sin(c); 3857 r[1] = p[0]*Math.sin(c) + p[1]*Math.cos(c); 3858 r[2] = p[2]; 3859 3860 //translate to correct position 3861 out[0] = r[0] + b[0]; 3862 out[1] = r[1] + b[1]; 3863 out[2] = r[2] + b[2]; 3864 3865 return out; 3866 }; 3867 3868 /** 3869 * Perform some operation over an array of vec3s. 3870 * 3871 * @param {Array} a the array of vectors to iterate over 3872 * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed 3873 * @param {Number} offset Number of elements to skip at the beginning of the array 3874 * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array 3875 * @param {Function} fn Function to call for each vector in the array 3876 * @param {Object} [arg] additional argument to pass to fn 3877 * @returns {Array} a 3878 * @function 3879 */ 3880 vec3.forEach = (function() { 3881 var vec = vec3.create(); 3882 3883 return function(a, stride, offset, count, fn, arg) { 3884 var i, l; 3885 if(!stride) { 3886 stride = 3; 3887 } 3888 3889 if(!offset) { 3890 offset = 0; 3891 } 3892 3893 if(count) { 3894 l = Math.min((count * stride) + offset, a.length); 3895 } else { 3896 l = a.length; 3897 } 3898 3899 for(i = offset; i < l; i += stride) { 3900 vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; 3901 fn(vec, vec, arg); 3902 a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; 3903 } 3904 3905 return a; 3906 }; 3907 })(); 3908 3909 /** 3910 * Get the angle between two 3D vectors 3911 * @param {vec3} a The first operand 3912 * @param {vec3} b The second operand 3913 * @returns {Number} The angle in radians 3914 */ 3915 vec3.angle = function(a, b) { 3916 3917 var tempA = vec3.fromValues(a[0], a[1], a[2]); 3918 var tempB = vec3.fromValues(b[0], b[1], b[2]); 3919 3920 vec3.normalize(tempA, tempA); 3921 vec3.normalize(tempB, tempB); 3922 3923 var cosine = vec3.dot(tempA, tempB); 3924 3925 if(cosine > 1.0){ 3926 return 0; 3927 } else { 3928 return Math.acos(cosine); 3929 } 3930 }; 3931 3932 /** 3933 * Returns a string representation of a vector 3934 * 3935 * @param {vec3} vec vector to represent as a string 3936 * @returns {String} string representation of the vector 3937 */ 3938 vec3.str = function (a) { 3939 return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')'; 3940 }; 3941 3942 module.exports = vec3; 3943 3944 3945 /***/ }, 3946 /* 8 */ 3947 /***/ function(module, exports, __webpack_require__) { 3948 3949 /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. 3950 3951 Permission is hereby granted, free of charge, to any person obtaining a copy 3952 of this software and associated documentation files (the "Software"), to deal 3953 in the Software without restriction, including without limitation the rights 3954 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 3955 copies of the Software, and to permit persons to whom the Software is 3956 furnished to do so, subject to the following conditions: 3957 3958 The above copyright notice and this permission notice shall be included in 3959 all copies or substantial portions of the Software. 3960 3961 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 3962 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 3963 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 3964 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 3965 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 3966 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 3967 THE SOFTWARE. */ 3968 3969 var glMatrix = __webpack_require__(1); 3970 3971 /** 3972 * @class 4 Dimensional Vector 3973 * @name vec4 3974 */ 3975 var vec4 = {}; 3976 3977 /** 3978 * Creates a new, empty vec4 3979 * 3980 * @returns {vec4} a new 4D vector 3981 */ 3982 vec4.create = function() { 3983 var out = new glMatrix.ARRAY_TYPE(4); 3984 out[0] = 0; 3985 out[1] = 0; 3986 out[2] = 0; 3987 out[3] = 0; 3988 return out; 3989 }; 3990 3991 /** 3992 * Creates a new vec4 initialized with values from an existing vector 3993 * 3994 * @param {vec4} a vector to clone 3995 * @returns {vec4} a new 4D vector 3996 */ 3997 vec4.clone = function(a) { 3998 var out = new glMatrix.ARRAY_TYPE(4); 3999 out[0] = a[0]; 4000 out[1] = a[1]; 4001 out[2] = a[2]; 4002 out[3] = a[3]; 4003 return out; 4004 }; 4005 4006 /** 4007 * Creates a new vec4 initialized with the given values 4008 * 4009 * @param {Number} x X component 4010 * @param {Number} y Y component 4011 * @param {Number} z Z component 4012 * @param {Number} w W component 4013 * @returns {vec4} a new 4D vector 4014 */ 4015 vec4.fromValues = function(x, y, z, w) { 4016 var out = new glMatrix.ARRAY_TYPE(4); 4017 out[0] = x; 4018 out[1] = y; 4019 out[2] = z; 4020 out[3] = w; 4021 return out; 4022 }; 4023 4024 /** 4025 * Copy the values from one vec4 to another 4026 * 4027 * @param {vec4} out the receiving vector 4028 * @param {vec4} a the source vector 4029 * @returns {vec4} out 4030 */ 4031 vec4.copy = function(out, a) { 4032 out[0] = a[0]; 4033 out[1] = a[1]; 4034 out[2] = a[2]; 4035 out[3] = a[3]; 4036 return out; 4037 }; 4038 4039 /** 4040 * Set the components of a vec4 to the given values 4041 * 4042 * @param {vec4} out the receiving vector 4043 * @param {Number} x X component 4044 * @param {Number} y Y component 4045 * @param {Number} z Z component 4046 * @param {Number} w W component 4047 * @returns {vec4} out 4048 */ 4049 vec4.set = function(out, x, y, z, w) { 4050 out[0] = x; 4051 out[1] = y; 4052 out[2] = z; 4053 out[3] = w; 4054 return out; 4055 }; 4056 4057 /** 4058 * Adds two vec4's 4059 * 4060 * @param {vec4} out the receiving vector 4061 * @param {vec4} a the first operand 4062 * @param {vec4} b the second operand 4063 * @returns {vec4} out 4064 */ 4065 vec4.add = function(out, a, b) { 4066 out[0] = a[0] + b[0]; 4067 out[1] = a[1] + b[1]; 4068 out[2] = a[2] + b[2]; 4069 out[3] = a[3] + b[3]; 4070 return out; 4071 }; 4072 4073 /** 4074 * Subtracts vector b from vector a 4075 * 4076 * @param {vec4} out the receiving vector 4077 * @param {vec4} a the first operand 4078 * @param {vec4} b the second operand 4079 * @returns {vec4} out 4080 */ 4081 vec4.subtract = function(out, a, b) { 4082 out[0] = a[0] - b[0]; 4083 out[1] = a[1] - b[1]; 4084 out[2] = a[2] - b[2]; 4085 out[3] = a[3] - b[3]; 4086 return out; 4087 }; 4088 4089 /** 4090 * Alias for {@link vec4.subtract} 4091 * @function 4092 */ 4093 vec4.sub = vec4.subtract; 4094 4095 /** 4096 * Multiplies two vec4's 4097 * 4098 * @param {vec4} out the receiving vector 4099 * @param {vec4} a the first operand 4100 * @param {vec4} b the second operand 4101 * @returns {vec4} out 4102 */ 4103 vec4.multiply = function(out, a, b) { 4104 out[0] = a[0] * b[0]; 4105 out[1] = a[1] * b[1]; 4106 out[2] = a[2] * b[2]; 4107 out[3] = a[3] * b[3]; 4108 return out; 4109 }; 4110 4111 /** 4112 * Alias for {@link vec4.multiply} 4113 * @function 4114 */ 4115 vec4.mul = vec4.multiply; 4116 4117 /** 4118 * Divides two vec4's 4119 * 4120 * @param {vec4} out the receiving vector 4121 * @param {vec4} a the first operand 4122 * @param {vec4} b the second operand 4123 * @returns {vec4} out 4124 */ 4125 vec4.divide = function(out, a, b) { 4126 out[0] = a[0] / b[0]; 4127 out[1] = a[1] / b[1]; 4128 out[2] = a[2] / b[2]; 4129 out[3] = a[3] / b[3]; 4130 return out; 4131 }; 4132 4133 /** 4134 * Alias for {@link vec4.divide} 4135 * @function 4136 */ 4137 vec4.div = vec4.divide; 4138 4139 /** 4140 * Returns the minimum of two vec4's 4141 * 4142 * @param {vec4} out the receiving vector 4143 * @param {vec4} a the first operand 4144 * @param {vec4} b the second operand 4145 * @returns {vec4} out 4146 */ 4147 vec4.min = function(out, a, b) { 4148 out[0] = Math.min(a[0], b[0]); 4149 out[1] = Math.min(a[1], b[1]); 4150 out[2] = Math.min(a[2], b[2]); 4151 out[3] = Math.min(a[3], b[3]); 4152 return out; 4153 }; 4154 4155 /** 4156 * Returns the maximum of two vec4's 4157 * 4158 * @param {vec4} out the receiving vector 4159 * @param {vec4} a the first operand 4160 * @param {vec4} b the second operand 4161 * @returns {vec4} out 4162 */ 4163 vec4.max = function(out, a, b) { 4164 out[0] = Math.max(a[0], b[0]); 4165 out[1] = Math.max(a[1], b[1]); 4166 out[2] = Math.max(a[2], b[2]); 4167 out[3] = Math.max(a[3], b[3]); 4168 return out; 4169 }; 4170 4171 /** 4172 * Scales a vec4 by a scalar number 4173 * 4174 * @param {vec4} out the receiving vector 4175 * @param {vec4} a the vector to scale 4176 * @param {Number} b amount to scale the vector by 4177 * @returns {vec4} out 4178 */ 4179 vec4.scale = function(out, a, b) { 4180 out[0] = a[0] * b; 4181 out[1] = a[1] * b; 4182 out[2] = a[2] * b; 4183 out[3] = a[3] * b; 4184 return out; 4185 }; 4186 4187 /** 4188 * Adds two vec4's after scaling the second operand by a scalar value 4189 * 4190 * @param {vec4} out the receiving vector 4191 * @param {vec4} a the first operand 4192 * @param {vec4} b the second operand 4193 * @param {Number} scale the amount to scale b by before adding 4194 * @returns {vec4} out 4195 */ 4196 vec4.scaleAndAdd = function(out, a, b, scale) { 4197 out[0] = a[0] + (b[0] * scale); 4198 out[1] = a[1] + (b[1] * scale); 4199 out[2] = a[2] + (b[2] * scale); 4200 out[3] = a[3] + (b[3] * scale); 4201 return out; 4202 }; 4203 4204 /** 4205 * Calculates the euclidian distance between two vec4's 4206 * 4207 * @param {vec4} a the first operand 4208 * @param {vec4} b the second operand 4209 * @returns {Number} distance between a and b 4210 */ 4211 vec4.distance = function(a, b) { 4212 var x = b[0] - a[0], 4213 y = b[1] - a[1], 4214 z = b[2] - a[2], 4215 w = b[3] - a[3]; 4216 return Math.sqrt(x*x + y*y + z*z + w*w); 4217 }; 4218 4219 /** 4220 * Alias for {@link vec4.distance} 4221 * @function 4222 */ 4223 vec4.dist = vec4.distance; 4224 4225 /** 4226 * Calculates the squared euclidian distance between two vec4's 4227 * 4228 * @param {vec4} a the first operand 4229 * @param {vec4} b the second operand 4230 * @returns {Number} squared distance between a and b 4231 */ 4232 vec4.squaredDistance = function(a, b) { 4233 var x = b[0] - a[0], 4234 y = b[1] - a[1], 4235 z = b[2] - a[2], 4236 w = b[3] - a[3]; 4237 return x*x + y*y + z*z + w*w; 4238 }; 4239 4240 /** 4241 * Alias for {@link vec4.squaredDistance} 4242 * @function 4243 */ 4244 vec4.sqrDist = vec4.squaredDistance; 4245 4246 /** 4247 * Calculates the length of a vec4 4248 * 4249 * @param {vec4} a vector to calculate length of 4250 * @returns {Number} length of a 4251 */ 4252 vec4.length = function (a) { 4253 var x = a[0], 4254 y = a[1], 4255 z = a[2], 4256 w = a[3]; 4257 return Math.sqrt(x*x + y*y + z*z + w*w); 4258 }; 4259 4260 /** 4261 * Alias for {@link vec4.length} 4262 * @function 4263 */ 4264 vec4.len = vec4.length; 4265 4266 /** 4267 * Calculates the squared length of a vec4 4268 * 4269 * @param {vec4} a vector to calculate squared length of 4270 * @returns {Number} squared length of a 4271 */ 4272 vec4.squaredLength = function (a) { 4273 var x = a[0], 4274 y = a[1], 4275 z = a[2], 4276 w = a[3]; 4277 return x*x + y*y + z*z + w*w; 4278 }; 4279 4280 /** 4281 * Alias for {@link vec4.squaredLength} 4282 * @function 4283 */ 4284 vec4.sqrLen = vec4.squaredLength; 4285 4286 /** 4287 * Negates the components of a vec4 4288 * 4289 * @param {vec4} out the receiving vector 4290 * @param {vec4} a vector to negate 4291 * @returns {vec4} out 4292 */ 4293 vec4.negate = function(out, a) { 4294 out[0] = -a[0]; 4295 out[1] = -a[1]; 4296 out[2] = -a[2]; 4297 out[3] = -a[3]; 4298 return out; 4299 }; 4300 4301 /** 4302 * Returns the inverse of the components of a vec4 4303 * 4304 * @param {vec4} out the receiving vector 4305 * @param {vec4} a vector to invert 4306 * @returns {vec4} out 4307 */ 4308 vec4.inverse = function(out, a) { 4309 out[0] = 1.0 / a[0]; 4310 out[1] = 1.0 / a[1]; 4311 out[2] = 1.0 / a[2]; 4312 out[3] = 1.0 / a[3]; 4313 return out; 4314 }; 4315 4316 /** 4317 * Normalize a vec4 4318 * 4319 * @param {vec4} out the receiving vector 4320 * @param {vec4} a vector to normalize 4321 * @returns {vec4} out 4322 */ 4323 vec4.normalize = function(out, a) { 4324 var x = a[0], 4325 y = a[1], 4326 z = a[2], 4327 w = a[3]; 4328 var len = x*x + y*y + z*z + w*w; 4329 if (len > 0) { 4330 len = 1 / Math.sqrt(len); 4331 out[0] = x * len; 4332 out[1] = y * len; 4333 out[2] = z * len; 4334 out[3] = w * len; 4335 } 4336 return out; 4337 }; 4338 4339 /** 4340 * Calculates the dot product of two vec4's 4341 * 4342 * @param {vec4} a the first operand 4343 * @param {vec4} b the second operand 4344 * @returns {Number} dot product of a and b 4345 */ 4346 vec4.dot = function (a, b) { 4347 return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; 4348 }; 4349 4350 /** 4351 * Performs a linear interpolation between two vec4's 4352 * 4353 * @param {vec4} out the receiving vector 4354 * @param {vec4} a the first operand 4355 * @param {vec4} b the second operand 4356 * @param {Number} t interpolation amount between the two inputs 4357 * @returns {vec4} out 4358 */ 4359 vec4.lerp = function (out, a, b, t) { 4360 var ax = a[0], 4361 ay = a[1], 4362 az = a[2], 4363 aw = a[3]; 4364 out[0] = ax + t * (b[0] - ax); 4365 out[1] = ay + t * (b[1] - ay); 4366 out[2] = az + t * (b[2] - az); 4367 out[3] = aw + t * (b[3] - aw); 4368 return out; 4369 }; 4370 4371 /** 4372 * Generates a random vector with the given scale 4373 * 4374 * @param {vec4} out the receiving vector 4375 * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned 4376 * @returns {vec4} out 4377 */ 4378 vec4.random = function (out, scale) { 4379 scale = scale || 1.0; 4380 4381 //TODO: This is a pretty awful way of doing this. Find something better. 4382 out[0] = glMatrix.RANDOM(); 4383 out[1] = glMatrix.RANDOM(); 4384 out[2] = glMatrix.RANDOM(); 4385 out[3] = glMatrix.RANDOM(); 4386 vec4.normalize(out, out); 4387 vec4.scale(out, out, scale); 4388 return out; 4389 }; 4390 4391 /** 4392 * Transforms the vec4 with a mat4. 4393 * 4394 * @param {vec4} out the receiving vector 4395 * @param {vec4} a the vector to transform 4396 * @param {mat4} m matrix to transform with 4397 * @returns {vec4} out 4398 */ 4399 vec4.transformMat4 = function(out, a, m) { 4400 var x = a[0], y = a[1], z = a[2], w = a[3]; 4401 out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w; 4402 out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w; 4403 out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w; 4404 out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w; 4405 return out; 4406 }; 4407 4408 /** 4409 * Transforms the vec4 with a quat 4410 * 4411 * @param {vec4} out the receiving vector 4412 * @param {vec4} a the vector to transform 4413 * @param {quat} q quaternion to transform with 4414 * @returns {vec4} out 4415 */ 4416 vec4.transformQuat = function(out, a, q) { 4417 var x = a[0], y = a[1], z = a[2], 4418 qx = q[0], qy = q[1], qz = q[2], qw = q[3], 4419 4420 // calculate quat * vec 4421 ix = qw * x + qy * z - qz * y, 4422 iy = qw * y + qz * x - qx * z, 4423 iz = qw * z + qx * y - qy * x, 4424 iw = -qx * x - qy * y - qz * z; 4425 4426 // calculate result * inverse quat 4427 out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; 4428 out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; 4429 out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; 4430 out[3] = a[3]; 4431 return out; 4432 }; 4433 4434 /** 4435 * Perform some operation over an array of vec4s. 4436 * 4437 * @param {Array} a the array of vectors to iterate over 4438 * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed 4439 * @param {Number} offset Number of elements to skip at the beginning of the array 4440 * @param {Number} count Number of vec4s to iterate over. If 0 iterates over entire array 4441 * @param {Function} fn Function to call for each vector in the array 4442 * @param {Object} [arg] additional argument to pass to fn 4443 * @returns {Array} a 4444 * @function 4445 */ 4446 vec4.forEach = (function() { 4447 var vec = vec4.create(); 4448 4449 return function(a, stride, offset, count, fn, arg) { 4450 var i, l; 4451 if(!stride) { 4452 stride = 4; 4453 } 4454 4455 if(!offset) { 4456 offset = 0; 4457 } 4458 4459 if(count) { 4460 l = Math.min((count * stride) + offset, a.length); 4461 } else { 4462 l = a.length; 4463 } 4464 4465 for(i = offset; i < l; i += stride) { 4466 vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3]; 4467 fn(vec, vec, arg); 4468 a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3]; 4469 } 4470 4471 return a; 4472 }; 4473 })(); 4474 4475 /** 4476 * Returns a string representation of a vector 4477 * 4478 * @param {vec4} vec vector to represent as a string 4479 * @returns {String} string representation of the vector 4480 */ 4481 vec4.str = function (a) { 4482 return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; 4483 }; 4484 4485 module.exports = vec4; 4486 4487 4488 /***/ }, 4489 /* 9 */ 4490 /***/ function(module, exports, __webpack_require__) { 4491 4492 /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. 4493 4494 Permission is hereby granted, free of charge, to any person obtaining a copy 4495 of this software and associated documentation files (the "Software"), to deal 4496 in the Software without restriction, including without limitation the rights 4497 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 4498 copies of the Software, and to permit persons to whom the Software is 4499 furnished to do so, subject to the following conditions: 4500 4501 The above copyright notice and this permission notice shall be included in 4502 all copies or substantial portions of the Software. 4503 4504 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 4505 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 4506 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 4507 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 4508 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 4509 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 4510 THE SOFTWARE. */ 4511 4512 var glMatrix = __webpack_require__(1); 4513 4514 /** 4515 * @class 2 Dimensional Vector 4516 * @name vec2 4517 */ 4518 var vec2 = {}; 4519 4520 /** 4521 * Creates a new, empty vec2 4522 * 4523 * @returns {vec2} a new 2D vector 4524 */ 4525 vec2.create = function() { 4526 var out = new glMatrix.ARRAY_TYPE(2); 4527 out[0] = 0; 4528 out[1] = 0; 4529 return out; 4530 }; 4531 4532 /** 4533 * Creates a new vec2 initialized with values from an existing vector 4534 * 4535 * @param {vec2} a vector to clone 4536 * @returns {vec2} a new 2D vector 4537 */ 4538 vec2.clone = function(a) { 4539 var out = new glMatrix.ARRAY_TYPE(2); 4540 out[0] = a[0]; 4541 out[1] = a[1]; 4542 return out; 4543 }; 4544 4545 /** 4546 * Creates a new vec2 initialized with the given values 4547 * 4548 * @param {Number} x X component 4549 * @param {Number} y Y component 4550 * @returns {vec2} a new 2D vector 4551 */ 4552 vec2.fromValues = function(x, y) { 4553 var out = new glMatrix.ARRAY_TYPE(2); 4554 out[0] = x; 4555 out[1] = y; 4556 return out; 4557 }; 4558 4559 /** 4560 * Copy the values from one vec2 to another 4561 * 4562 * @param {vec2} out the receiving vector 4563 * @param {vec2} a the source vector 4564 * @returns {vec2} out 4565 */ 4566 vec2.copy = function(out, a) { 4567 out[0] = a[0]; 4568 out[1] = a[1]; 4569 return out; 4570 }; 4571 4572 /** 4573 * Set the components of a vec2 to the given values 4574 * 4575 * @param {vec2} out the receiving vector 4576 * @param {Number} x X component 4577 * @param {Number} y Y component 4578 * @returns {vec2} out 4579 */ 4580 vec2.set = function(out, x, y) { 4581 out[0] = x; 4582 out[1] = y; 4583 return out; 4584 }; 4585 4586 /** 4587 * Adds two vec2's 4588 * 4589 * @param {vec2} out the receiving vector 4590 * @param {vec2} a the first operand 4591 * @param {vec2} b the second operand 4592 * @returns {vec2} out 4593 */ 4594 vec2.add = function(out, a, b) { 4595 out[0] = a[0] + b[0]; 4596 out[1] = a[1] + b[1]; 4597 return out; 4598 }; 4599 4600 /** 4601 * Subtracts vector b from vector a 4602 * 4603 * @param {vec2} out the receiving vector 4604 * @param {vec2} a the first operand 4605 * @param {vec2} b the second operand 4606 * @returns {vec2} out 4607 */ 4608 vec2.subtract = function(out, a, b) { 4609 out[0] = a[0] - b[0]; 4610 out[1] = a[1] - b[1]; 4611 return out; 4612 }; 4613 4614 /** 4615 * Alias for {@link vec2.subtract} 4616 * @function 4617 */ 4618 vec2.sub = vec2.subtract; 4619 4620 /** 4621 * Multiplies two vec2's 4622 * 4623 * @param {vec2} out the receiving vector 4624 * @param {vec2} a the first operand 4625 * @param {vec2} b the second operand 4626 * @returns {vec2} out 4627 */ 4628 vec2.multiply = function(out, a, b) { 4629 out[0] = a[0] * b[0]; 4630 out[1] = a[1] * b[1]; 4631 return out; 4632 }; 4633 4634 /** 4635 * Alias for {@link vec2.multiply} 4636 * @function 4637 */ 4638 vec2.mul = vec2.multiply; 4639 4640 /** 4641 * Divides two vec2's 4642 * 4643 * @param {vec2} out the receiving vector 4644 * @param {vec2} a the first operand 4645 * @param {vec2} b the second operand 4646 * @returns {vec2} out 4647 */ 4648 vec2.divide = function(out, a, b) { 4649 out[0] = a[0] / b[0]; 4650 out[1] = a[1] / b[1]; 4651 return out; 4652 }; 4653 4654 /** 4655 * Alias for {@link vec2.divide} 4656 * @function 4657 */ 4658 vec2.div = vec2.divide; 4659 4660 /** 4661 * Returns the minimum of two vec2's 4662 * 4663 * @param {vec2} out the receiving vector 4664 * @param {vec2} a the first operand 4665 * @param {vec2} b the second operand 4666 * @returns {vec2} out 4667 */ 4668 vec2.min = function(out, a, b) { 4669 out[0] = Math.min(a[0], b[0]); 4670 out[1] = Math.min(a[1], b[1]); 4671 return out; 4672 }; 4673 4674 /** 4675 * Returns the maximum of two vec2's 4676 * 4677 * @param {vec2} out the receiving vector 4678 * @param {vec2} a the first operand 4679 * @param {vec2} b the second operand 4680 * @returns {vec2} out 4681 */ 4682 vec2.max = function(out, a, b) { 4683 out[0] = Math.max(a[0], b[0]); 4684 out[1] = Math.max(a[1], b[1]); 4685 return out; 4686 }; 4687 4688 /** 4689 * Scales a vec2 by a scalar number 4690 * 4691 * @param {vec2} out the receiving vector 4692 * @param {vec2} a the vector to scale 4693 * @param {Number} b amount to scale the vector by 4694 * @returns {vec2} out 4695 */ 4696 vec2.scale = function(out, a, b) { 4697 out[0] = a[0] * b; 4698 out[1] = a[1] * b; 4699 return out; 4700 }; 4701 4702 /** 4703 * Adds two vec2's after scaling the second operand by a scalar value 4704 * 4705 * @param {vec2} out the receiving vector 4706 * @param {vec2} a the first operand 4707 * @param {vec2} b the second operand 4708 * @param {Number} scale the amount to scale b by before adding 4709 * @returns {vec2} out 4710 */ 4711 vec2.scaleAndAdd = function(out, a, b, scale) { 4712 out[0] = a[0] + (b[0] * scale); 4713 out[1] = a[1] + (b[1] * scale); 4714 return out; 4715 }; 4716 4717 /** 4718 * Calculates the euclidian distance between two vec2's 4719 * 4720 * @param {vec2} a the first operand 4721 * @param {vec2} b the second operand 4722 * @returns {Number} distance between a and b 4723 */ 4724 vec2.distance = function(a, b) { 4725 var x = b[0] - a[0], 4726 y = b[1] - a[1]; 4727 return Math.sqrt(x*x + y*y); 4728 }; 4729 4730 /** 4731 * Alias for {@link vec2.distance} 4732 * @function 4733 */ 4734 vec2.dist = vec2.distance; 4735 4736 /** 4737 * Calculates the squared euclidian distance between two vec2's 4738 * 4739 * @param {vec2} a the first operand 4740 * @param {vec2} b the second operand 4741 * @returns {Number} squared distance between a and b 4742 */ 4743 vec2.squaredDistance = function(a, b) { 4744 var x = b[0] - a[0], 4745 y = b[1] - a[1]; 4746 return x*x + y*y; 4747 }; 4748 4749 /** 4750 * Alias for {@link vec2.squaredDistance} 4751 * @function 4752 */ 4753 vec2.sqrDist = vec2.squaredDistance; 4754 4755 /** 4756 * Calculates the length of a vec2 4757 * 4758 * @param {vec2} a vector to calculate length of 4759 * @returns {Number} length of a 4760 */ 4761 vec2.length = function (a) { 4762 var x = a[0], 4763 y = a[1]; 4764 return Math.sqrt(x*x + y*y); 4765 }; 4766 4767 /** 4768 * Alias for {@link vec2.length} 4769 * @function 4770 */ 4771 vec2.len = vec2.length; 4772 4773 /** 4774 * Calculates the squared length of a vec2 4775 * 4776 * @param {vec2} a vector to calculate squared length of 4777 * @returns {Number} squared length of a 4778 */ 4779 vec2.squaredLength = function (a) { 4780 var x = a[0], 4781 y = a[1]; 4782 return x*x + y*y; 4783 }; 4784 4785 /** 4786 * Alias for {@link vec2.squaredLength} 4787 * @function 4788 */ 4789 vec2.sqrLen = vec2.squaredLength; 4790 4791 /** 4792 * Negates the components of a vec2 4793 * 4794 * @param {vec2} out the receiving vector 4795 * @param {vec2} a vector to negate 4796 * @returns {vec2} out 4797 */ 4798 vec2.negate = function(out, a) { 4799 out[0] = -a[0]; 4800 out[1] = -a[1]; 4801 return out; 4802 }; 4803 4804 /** 4805 * Returns the inverse of the components of a vec2 4806 * 4807 * @param {vec2} out the receiving vector 4808 * @param {vec2} a vector to invert 4809 * @returns {vec2} out 4810 */ 4811 vec2.inverse = function(out, a) { 4812 out[0] = 1.0 / a[0]; 4813 out[1] = 1.0 / a[1]; 4814 return out; 4815 }; 4816 4817 /** 4818 * Normalize a vec2 4819 * 4820 * @param {vec2} out the receiving vector 4821 * @param {vec2} a vector to normalize 4822 * @returns {vec2} out 4823 */ 4824 vec2.normalize = function(out, a) { 4825 var x = a[0], 4826 y = a[1]; 4827 var len = x*x + y*y; 4828 if (len > 0) { 4829 //TODO: evaluate use of glm_invsqrt here? 4830 len = 1 / Math.sqrt(len); 4831 out[0] = a[0] * len; 4832 out[1] = a[1] * len; 4833 } 4834 return out; 4835 }; 4836 4837 /** 4838 * Calculates the dot product of two vec2's 4839 * 4840 * @param {vec2} a the first operand 4841 * @param {vec2} b the second operand 4842 * @returns {Number} dot product of a and b 4843 */ 4844 vec2.dot = function (a, b) { 4845 return a[0] * b[0] + a[1] * b[1]; 4846 }; 4847 4848 /** 4849 * Computes the cross product of two vec2's 4850 * Note that the cross product must by definition produce a 3D vector 4851 * 4852 * @param {vec3} out the receiving vector 4853 * @param {vec2} a the first operand 4854 * @param {vec2} b the second operand 4855 * @returns {vec3} out 4856 */ 4857 vec2.cross = function(out, a, b) { 4858 var z = a[0] * b[1] - a[1] * b[0]; 4859 out[0] = out[1] = 0; 4860 out[2] = z; 4861 return out; 4862 }; 4863 4864 /** 4865 * Performs a linear interpolation between two vec2's 4866 * 4867 * @param {vec2} out the receiving vector 4868 * @param {vec2} a the first operand 4869 * @param {vec2} b the second operand 4870 * @param {Number} t interpolation amount between the two inputs 4871 * @returns {vec2} out 4872 */ 4873 vec2.lerp = function (out, a, b, t) { 4874 var ax = a[0], 4875 ay = a[1]; 4876 out[0] = ax + t * (b[0] - ax); 4877 out[1] = ay + t * (b[1] - ay); 4878 return out; 4879 }; 4880 4881 /** 4882 * Generates a random vector with the given scale 4883 * 4884 * @param {vec2} out the receiving vector 4885 * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned 4886 * @returns {vec2} out 4887 */ 4888 vec2.random = function (out, scale) { 4889 scale = scale || 1.0; 4890 var r = glMatrix.RANDOM() * 2.0 * Math.PI; 4891 out[0] = Math.cos(r) * scale; 4892 out[1] = Math.sin(r) * scale; 4893 return out; 4894 }; 4895 4896 /** 4897 * Transforms the vec2 with a mat2 4898 * 4899 * @param {vec2} out the receiving vector 4900 * @param {vec2} a the vector to transform 4901 * @param {mat2} m matrix to transform with 4902 * @returns {vec2} out 4903 */ 4904 vec2.transformMat2 = function(out, a, m) { 4905 var x = a[0], 4906 y = a[1]; 4907 out[0] = m[0] * x + m[2] * y; 4908 out[1] = m[1] * x + m[3] * y; 4909 return out; 4910 }; 4911 4912 /** 4913 * Transforms the vec2 with a mat2d 4914 * 4915 * @param {vec2} out the receiving vector 4916 * @param {vec2} a the vector to transform 4917 * @param {mat2d} m matrix to transform with 4918 * @returns {vec2} out 4919 */ 4920 vec2.transformMat2d = function(out, a, m) { 4921 var x = a[0], 4922 y = a[1]; 4923 out[0] = m[0] * x + m[2] * y + m[4]; 4924 out[1] = m[1] * x + m[3] * y + m[5]; 4925 return out; 4926 }; 4927 4928 /** 4929 * Transforms the vec2 with a mat3 4930 * 3rd vector component is implicitly '1' 4931 * 4932 * @param {vec2} out the receiving vector 4933 * @param {vec2} a the vector to transform 4934 * @param {mat3} m matrix to transform with 4935 * @returns {vec2} out 4936 */ 4937 vec2.transformMat3 = function(out, a, m) { 4938 var x = a[0], 4939 y = a[1]; 4940 out[0] = m[0] * x + m[3] * y + m[6]; 4941 out[1] = m[1] * x + m[4] * y + m[7]; 4942 return out; 4943 }; 4944 4945 /** 4946 * Transforms the vec2 with a mat4 4947 * 3rd vector component is implicitly '0' 4948 * 4th vector component is implicitly '1' 4949 * 4950 * @param {vec2} out the receiving vector 4951 * @param {vec2} a the vector to transform 4952 * @param {mat4} m matrix to transform with 4953 * @returns {vec2} out 4954 */ 4955 vec2.transformMat4 = function(out, a, m) { 4956 var x = a[0], 4957 y = a[1]; 4958 out[0] = m[0] * x + m[4] * y + m[12]; 4959 out[1] = m[1] * x + m[5] * y + m[13]; 4960 return out; 4961 }; 4962 4963 /** 4964 * Perform some operation over an array of vec2s. 4965 * 4966 * @param {Array} a the array of vectors to iterate over 4967 * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed 4968 * @param {Number} offset Number of elements to skip at the beginning of the array 4969 * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array 4970 * @param {Function} fn Function to call for each vector in the array 4971 * @param {Object} [arg] additional argument to pass to fn 4972 * @returns {Array} a 4973 * @function 4974 */ 4975 vec2.forEach = (function() { 4976 var vec = vec2.create(); 4977 4978 return function(a, stride, offset, count, fn, arg) { 4979 var i, l; 4980 if(!stride) { 4981 stride = 2; 4982 } 4983 4984 if(!offset) { 4985 offset = 0; 4986 } 4987 4988 if(count) { 4989 l = Math.min((count * stride) + offset, a.length); 4990 } else { 4991 l = a.length; 4992 } 4993 4994 for(i = offset; i < l; i += stride) { 4995 vec[0] = a[i]; vec[1] = a[i+1]; 4996 fn(vec, vec, arg); 4997 a[i] = vec[0]; a[i+1] = vec[1]; 4998 } 4999 5000 return a; 5001 }; 5002 })(); 5003 5004 /** 5005 * Returns a string representation of a vector 5006 * 5007 * @param {vec2} vec vector to represent as a string 5008 * @returns {String} string representation of the vector 5009 */ 5010 vec2.str = function (a) { 5011 return 'vec2(' + a[0] + ', ' + a[1] + ')'; 5012 }; 5013 5014 module.exports = vec2; 5015 5016 5017 /***/ } 5018 /******/ ]) 5019 }); 5020 ;