diff --git a/TODO.txt b/TODO.txt
index 2db24f7..ddd98e4 100644
--- a/TODO.txt
+++ b/TODO.txt
@@ -1,10 +1,9 @@
TODO:
Simplify!
+ Pare down config
Get rid of everything inessential
- Remove WebGPU
- Remove config options
Remove features
Remove subsystems
Get as much into one file as you possibly can
- Remove dependencies
+ Remove regl
diff --git a/js/main.js b/js/main.js
index dec9cf6..e9ae70f 100644
--- a/js/main.js
+++ b/js/main.js
@@ -4,18 +4,12 @@ const config = {
glyphMSDFURL: "assets/matrixcode_msdf.png",
glyphSequenceLength: 57,
glyphTextureGridSize: [8, 8],
- effect: "palette", // The name of the effect to apply at the end of the process— mainly handles coloration
- baseTexture: null, // The name of the texture to apply to the base layer of the glyphs
- glintTexture: null, // The name of the texture to apply to the glint layer of the glyphs
- useCamera: false,
backgroundColor: hsl(0, 0, 0), // The color "behind" the glyphs
isolateCursor: true, // Whether the "cursor"— the brightest glyph at the bottom of a raindrop— has its own color
cursorColor: hsl(0.242, 1, 0.73), // The color of the cursor
cursorIntensity: 2, // The intensity of the cursor
- isolateGlint: false, // Whether the "glint"— highlights on certain symbols in the font— should appear
glintColor: hsl(0, 0, 1), // The color of the glint
glintIntensity: 1, // The intensity of the glint
- volumetric: false, // A mode where the raindrops appear in perspective
animationSpeed: 1, // The global rate that all animations progress
fps: 60, // The target frame rate (frames per second) of the effect
forwardSpeed: 0.25, // The speed volumetric rain approaches the eye
@@ -30,20 +24,12 @@ const config = {
glintContrast: 2.5, // The contrast of the glints, before any effects are applied
brightnessOverride: 0.0, // A global override to the brightness of displayed glyphs. Only used if it is > 0.
brightnessThreshold: 0, // The minimum brightness for a glyph to still be considered visible
- brightnessDecay: 1.0, // The rate at which glyphs light up and dim
ditherMagnitude: 0.05, // The magnitude of the random per-pixel dimming
fallSpeed: 0.3, // The speed the raindrops progress downwards
glyphEdgeCrop: 0.0, // The border around a glyph in a font texture that should be cropped out
glyphHeightToWidth: 1, // The aspect ratio of glyphs
glyphVerticalSpacing: 1, // The ratio of the vertical distance between glyphs to their height
- hasThunder: false, // An effect that adds dramatic lightning flashes
- isPolar: false, // Whether the glyphs arc across the screen or sit in a standard grid
- rippleTypeName: null, // The variety of the ripple effect
- rippleThickness: 0.2, // The thickness of the ripple effect
- rippleScale: 30, // The size of the ripple effect
- rippleSpeed: 0.2, // The rate at which the ripple effect progresses
numColumns: 80, // The maximum dimension of the glyph grid
- density: 1, // In volumetric mode, the number of actual columns compared to the grid
palette: [
// The color palette that glyph brightness is color mapped to
{ color: hsl(0.3, 0.9, 0.0), at: 0.0 },
@@ -52,16 +38,8 @@ const config = {
{ color: hsl(0.3, 0.9, 0.8), at: 0.8 },
],
raindropLength: 0.75, // Adjusts the frequency of raindrops (and their length) in a column
- slant: 0, // The angle at which rain falls; the orientation of the glyph grid
resolution: 0.75, // An overall scale multiplier
useHalfFloat: false,
- renderer: "regl", // The preferred web graphics API
- suppressWarnings: false, // Whether to show warnings to visitors on load
- isometric: false,
- useHoloplay: false,
- loops: false,
- skipIntro: true,
- testFix: null,
};
const canvas = document.createElement("canvas");
@@ -88,7 +66,7 @@ const loadJS = (src) =>
});
const init = async () => {
- await Promise.all([loadJS("lib/regl.js"), loadJS("lib/gl-matrix.js")]);
+ await loadJS("lib/regl.js");
const resize = () => {
const devicePixelRatio = window.devicePixelRatio ?? 1;
@@ -111,24 +89,10 @@ const init = async () => {
}
resize();
- if (config.useCamera) {
- await setupCamera();
- }
-
const extensions = ["OES_texture_half_float", "OES_texture_half_float_linear"];
// These extensions are also needed, but Safari misreports that they are missing
const optionalExtensions = ["EXT_color_buffer_half_float", "WEBGL_color_buffer_float", "OES_standard_derivatives"];
- switch (config.testFix) {
- case "fwidth_10_1_2022_A":
- extensions.push("OES_standard_derivatives");
- break;
- case "fwidth_10_1_2022_B":
- optionalExtensions.forEach((ext) => extensions.push(ext));
- extensions.length = 0;
- break;
- }
-
const regl = createREGL({ canvas, pixelRatio: 1, extensions, optionalExtensions });
// All this takes place in a full screen quad.
@@ -142,7 +106,7 @@ const init = async () => {
const targetFrameTimeMilliseconds = 1000 / config.fps;
let last = NaN;
- const tick = regl.frame(({ viewportWidth, viewportHeight }) => {
+ const render = ({ viewportWidth, viewportHeight }) => {
if (config.once) {
tick.cancel();
}
@@ -177,7 +141,11 @@ const init = async () => {
}
drawToScreen();
});
- });
+ };
+
+ render({viewportWidth: 1, viewportHeight: 1});
+
+ const tick = regl.frame(render);
};
document.body.onload = () => {
diff --git a/js/rainPass.js b/js/rainPass.js
index 7a399db..40e9c7c 100644
--- a/js/rainPass.js
+++ b/js/rainPass.js
@@ -2,11 +2,6 @@ import { loadImage, loadText, makePassFBO, makeDoubleBuffer, makePass } from "./
const extractEntries = (src, keys) => Object.fromEntries(Array.from(Object.entries(src)).filter(([key]) => keys.includes(key)));
-const rippleTypes = {
- box: 0,
- circle: 1,
-};
-
// These compute buffers are used to compute the properties of cells in the grid.
// They take turns being the source and destination of a "compute" shader.
// The half float data type is crucial! It lets us store almost any real number,
@@ -30,112 +25,41 @@ const brVert = [1, 1];
const quadVertices = [tlVert, trVert, brVert, tlVert, brVert, blVert];
export default ({ regl, config }) => {
- // The volumetric mode multiplies the number of columns
- // to reach the desired density, and then overlaps them
- const volumetric = config.volumetric;
- const density = volumetric && config.effect !== "none" ? config.density : 1;
- const [numRows, numColumns] = [config.numColumns, Math.floor(config.numColumns * density)];
-
- // The volumetric mode requires us to create a grid of quads,
- // rather than a single quad for our geometry
- const [numQuadRows, numQuadColumns] = volumetric ? [numRows, numColumns] : [1, 1];
- const numQuads = numQuadRows * numQuadColumns;
- const quadSize = [1 / numQuadColumns, 1 / numQuadRows];
-
- // Various effect-related values
- const rippleType = config.rippleTypeName in rippleTypes ? rippleTypes[config.rippleTypeName] : -1;
- const slantVec = [Math.cos(config.slant), Math.sin(config.slant)];
- const slantScale = 1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1);
- const showDebugView = config.effect === "none";
+ const [numRows, numColumns] = [config.numColumns, config.numColumns];
const commonUniforms = {
...extractEntries(config, ["animationSpeed", "glyphHeightToWidth", "glyphSequenceLength", "glyphTextureGridSize"]),
numColumns,
numRows,
- showDebugView,
};
- const introDoubleBuffer = makeComputeDoubleBuffer(regl, 1, numColumns);
- const rainPassIntro = loadText("shaders/glsl/rainPass.intro.frag.glsl");
- const introUniforms = {
+ const computeDoubleBuffer = makeComputeDoubleBuffer(regl, numRows, numColumns);
+ const rainPassCompute = loadText("shaders/glsl/rainPass.compute.frag.glsl");
+ const computeUniforms = {
...commonUniforms,
- ...extractEntries(config, ["fallSpeed", "skipIntro"]),
+ ...extractEntries(config, ["fallSpeed", "raindropLength"]),
+ ...extractEntries(config, ["cycleSpeed", "cycleFrameSkip"]),
};
- const intro = regl({
+ const compute = regl({
frag: regl.prop("frag"),
uniforms: {
- ...introUniforms,
- previousIntroState: introDoubleBuffer.back,
+ ...computeUniforms,
+ previousComputeState: computeDoubleBuffer.back,
},
- framebuffer: introDoubleBuffer.front,
+ framebuffer: computeDoubleBuffer.front,
});
- const raindropDoubleBuffer = makeComputeDoubleBuffer(regl, numRows, numColumns);
- const rainPassRaindrop = loadText("shaders/glsl/rainPass.raindrop.frag.glsl");
- const raindropUniforms = {
- ...commonUniforms,
- ...extractEntries(config, ["brightnessDecay", "fallSpeed", "raindropLength", "loops", "skipIntro"]),
- };
- const raindrop = regl({
- frag: regl.prop("frag"),
- uniforms: {
- ...raindropUniforms,
- introState: introDoubleBuffer.front,
- previousRaindropState: raindropDoubleBuffer.back,
- },
-
- framebuffer: raindropDoubleBuffer.front,
- });
-
- const symbolDoubleBuffer = makeComputeDoubleBuffer(regl, numRows, numColumns);
- const rainPassSymbol = loadText("shaders/glsl/rainPass.symbol.frag.glsl");
- const symbolUniforms = {
- ...commonUniforms,
- ...extractEntries(config, ["cycleSpeed", "cycleFrameSkip", "loops"]),
- };
- const symbol = regl({
- frag: regl.prop("frag"),
- uniforms: {
- ...symbolUniforms,
- raindropState: raindropDoubleBuffer.front,
- previousSymbolState: symbolDoubleBuffer.back,
- },
-
- framebuffer: symbolDoubleBuffer.front,
- });
-
- const effectDoubleBuffer = makeComputeDoubleBuffer(regl, numRows, numColumns);
- const rainPassEffect = loadText("shaders/glsl/rainPass.effect.frag.glsl");
- const effectUniforms = {
- ...commonUniforms,
- ...extractEntries(config, ["hasThunder", "rippleScale", "rippleSpeed", "rippleThickness", "loops"]),
- rippleType,
- };
- const effect = regl({
- frag: regl.prop("frag"),
- uniforms: {
- ...effectUniforms,
- raindropState: raindropDoubleBuffer.front,
- previousEffectState: effectDoubleBuffer.back,
- },
-
- framebuffer: effectDoubleBuffer.front,
- });
-
- const quadPositions = Array(numQuadRows)
+ const quadPositions = Array(1)
.fill()
.map((_, y) =>
- Array(numQuadColumns)
+ Array(1)
.fill()
.map((_, x) => Array(numVerticesPerQuad).fill([x, y]))
);
// We render the code into an FBO using MSDFs: https://github.com/Chlumsky/msdfgen
const glyphMSDF = loadImage(regl, config.glyphMSDFURL);
- const glintMSDF = loadImage(regl, config.glintMSDFURL);
- const baseTexture = loadImage(regl, config.baseTextureURL, true);
- const glintTexture = loadImage(regl, config.glintTextureURL, true);
const rainPassVert = loadText("shaders/glsl/rainPass.vert.glsl");
const rainPassFrag = loadText("shaders/glsl/rainPass.frag.glsl");
const output = makePassFBO(regl, config.useHalfFloat);
@@ -153,17 +77,8 @@ export default ({ regl, config }) => {
"brightnessThreshold",
"brightnessOverride",
"isolateCursor",
- "isolateGlint",
"glyphEdgeCrop",
- "isPolar",
]),
- density,
- numQuadColumns,
- numQuadRows,
- quadSize,
- slantScale,
- slantVec,
- volumetric,
};
const render = regl({
blend: {
@@ -179,45 +94,25 @@ export default ({ regl, config }) => {
uniforms: {
...renderUniforms,
- raindropState: raindropDoubleBuffer.front,
- symbolState: symbolDoubleBuffer.front,
- effectState: effectDoubleBuffer.front,
+ computeState: computeDoubleBuffer.front,
glyphMSDF: glyphMSDF.texture,
- glintMSDF: glintMSDF.texture,
- baseTexture: baseTexture.texture,
- glintTexture: glintTexture.texture,
msdfPxRange: 4.0,
glyphMSDFSize: () => [glyphMSDF.width(), glyphMSDF.height()],
- glintMSDFSize: () => [glintMSDF.width(), glintMSDF.height()],
- camera: regl.prop("camera"),
- transform: regl.prop("transform"),
screenSize: regl.prop("screenSize"),
},
attributes: {
aPosition: quadPositions,
- aCorner: Array(numQuads).fill(quadVertices),
+ aCorner: quadVertices,
},
- count: numQuads * numVerticesPerQuad,
+ count: numVerticesPerQuad,
framebuffer: output,
});
- // Camera and transform math for the volumetric mode
const screenSize = [1, 1];
- const { mat4, vec3 } = glMatrix;
- const transform = mat4.create();
- if (volumetric && config.isometric) {
- mat4.rotateX(transform, transform, (Math.PI * 1) / 8);
- mat4.rotateY(transform, transform, (Math.PI * 1) / 4);
- mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
- mat4.scale(transform, transform, vec3.fromValues(1, 1, 2));
- } else {
- mat4.translate(transform, transform, vec3.fromValues(0, 0, -1));
- }
- const camera = mat4.create();
return makePass(
{
@@ -225,36 +120,17 @@ export default ({ regl, config }) => {
},
Promise.all([
glyphMSDF.loaded,
- glintMSDF.loaded,
- baseTexture.loaded,
- glintTexture.loaded,
- rainPassIntro.loaded,
- rainPassRaindrop.loaded,
- rainPassSymbol.loaded,
+ rainPassCompute.loaded,
rainPassVert.loaded,
rainPassFrag.loaded,
]),
(w, h) => {
output.resize(w, h);
const aspectRatio = w / h;
-
- if (volumetric && config.isometric) {
- if (aspectRatio > 1) {
- mat4.ortho(camera, -1.5 * aspectRatio, 1.5 * aspectRatio, -1.5, 1.5, -1000, 1000);
- } else {
- mat4.ortho(camera, -1.5, 1.5, -1.5 / aspectRatio, 1.5 / aspectRatio, -1000, 1000);
- }
- } else {
- mat4.perspective(camera, (Math.PI / 180) * 90, aspectRatio, 0.0001, 1000);
- }
-
[screenSize[0], screenSize[1]] = aspectRatio > 1 ? [1, aspectRatio] : [1 / aspectRatio, 1];
},
(shouldRender) => {
- intro({ frag: rainPassIntro.text() });
- raindrop({ frag: rainPassRaindrop.text() });
- symbol({ frag: rainPassSymbol.text() });
- effect({ frag: rainPassEffect.text() });
+ compute({ frag: rainPassCompute.text() });
if (shouldRender) {
regl.clear({
@@ -263,7 +139,7 @@ export default ({ regl, config }) => {
framebuffer: output,
});
- render({ camera, transform, screenSize, vert: rainPassVert.text(), frag: rainPassFrag.text() });
+ render({ screenSize, vert: rainPassVert.text(), frag: rainPassFrag.text() });
}
}
);
diff --git a/lib/gl-matrix.js b/lib/gl-matrix.js
deleted file mode 100644
index b98099d..0000000
--- a/lib/gl-matrix.js
+++ /dev/null
@@ -1,7860 +0,0 @@
-
-/*!
-@fileoverview gl-matrix - High performance matrix and vector operations
-@author Brandon Jones
-@author Colin MacKenzie IV
-@version 3.4.0
-
-Copyright (c) 2015-2021, Brandon Jones, Colin MacKenzie IV.
-
-Permission is hereby granted, free of charge, to any person obtaining a copy
-of this software and associated documentation files (the "Software"), to deal
-in the Software without restriction, including without limitation the rights
-to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-copies of the Software, and to permit persons to whom the Software is
-furnished to do so, subject to the following conditions:
-
-The above copyright notice and this permission notice shall be included in
-all copies or substantial portions of the Software.
-
-THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-THE SOFTWARE.
-
-*/
-(function (global, factory) {
- typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
- typeof define === 'function' && define.amd ? define(['exports'], factory) :
- (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.glMatrix = {}));
-})(this, (function (exports) { 'use strict';
-
- /**
- * Common utilities
- * @module glMatrix
- */
- // Configuration Constants
- var EPSILON = 0.000001;
- var ARRAY_TYPE = typeof Float32Array !== "undefined" ? Float32Array : Array;
- var RANDOM = Math.random;
- var ANGLE_ORDER = "zyx";
- /**
- * Sets the type of array used when creating new vectors and matrices
- *
- * @param {Float32ArrayConstructor | ArrayConstructor} type Array type, such as Float32Array or Array
- */
-
- function setMatrixArrayType(type) {
- ARRAY_TYPE = type;
- }
- var degree = Math.PI / 180;
- /**
- * Convert Degree To Radian
- *
- * @param {Number} a Angle in Degrees
- */
-
- function toRadian(a) {
- return a * degree;
- }
- /**
- * Tests whether or not the arguments have approximately the same value, within an absolute
- * or relative tolerance of glMatrix.EPSILON (an absolute tolerance is used for values less
- * than or equal to 1.0, and a relative tolerance is used for larger values)
- *
- * @param {Number} a The first number to test.
- * @param {Number} b The second number to test.
- * @returns {Boolean} True if the numbers are approximately equal, false otherwise.
- */
-
- function equals$9(a, b) {
- return Math.abs(a - b) <= EPSILON * Math.max(1.0, Math.abs(a), Math.abs(b));
- }
- if (!Math.hypot) Math.hypot = function () {
- var y = 0,
- i = arguments.length;
-
- while (i--) {
- y += arguments[i] * arguments[i];
- }
-
- return Math.sqrt(y);
- };
-
- var common = /*#__PURE__*/Object.freeze({
- __proto__: null,
- EPSILON: EPSILON,
- get ARRAY_TYPE () { return ARRAY_TYPE; },
- RANDOM: RANDOM,
- ANGLE_ORDER: ANGLE_ORDER,
- setMatrixArrayType: setMatrixArrayType,
- toRadian: toRadian,
- equals: equals$9
- });
-
- /**
- * 2x2 Matrix
- * @module mat2
- */
-
- /**
- * Creates a new identity mat2
- *
- * @returns {mat2} a new 2x2 matrix
- */
-
- function create$8() {
- var out = new ARRAY_TYPE(4);
-
- if (ARRAY_TYPE != Float32Array) {
- out[1] = 0;
- out[2] = 0;
- }
-
- out[0] = 1;
- out[3] = 1;
- return out;
- }
- /**
- * Creates a new mat2 initialized with values from an existing matrix
- *
- * @param {ReadonlyMat2} a matrix to clone
- * @returns {mat2} a new 2x2 matrix
- */
-
- function clone$8(a) {
- var out = new ARRAY_TYPE(4);
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- out[3] = a[3];
- return out;
- }
- /**
- * Copy the values from one mat2 to another
- *
- * @param {mat2} out the receiving matrix
- * @param {ReadonlyMat2} a the source matrix
- * @returns {mat2} out
- */
-
- function copy$8(out, a) {
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- out[3] = a[3];
- return out;
- }
- /**
- * Set a mat2 to the identity matrix
- *
- * @param {mat2} out the receiving matrix
- * @returns {mat2} out
- */
-
- function identity$5(out) {
- out[0] = 1;
- out[1] = 0;
- out[2] = 0;
- out[3] = 1;
- return out;
- }
- /**
- * Create a new mat2 with the given values
- *
- * @param {Number} m00 Component in column 0, row 0 position (index 0)
- * @param {Number} m01 Component in column 0, row 1 position (index 1)
- * @param {Number} m10 Component in column 1, row 0 position (index 2)
- * @param {Number} m11 Component in column 1, row 1 position (index 3)
- * @returns {mat2} out A new 2x2 matrix
- */
-
- function fromValues$8(m00, m01, m10, m11) {
- var out = new ARRAY_TYPE(4);
- out[0] = m00;
- out[1] = m01;
- out[2] = m10;
- out[3] = m11;
- return out;
- }
- /**
- * Set the components of a mat2 to the given values
- *
- * @param {mat2} out the receiving matrix
- * @param {Number} m00 Component in column 0, row 0 position (index 0)
- * @param {Number} m01 Component in column 0, row 1 position (index 1)
- * @param {Number} m10 Component in column 1, row 0 position (index 2)
- * @param {Number} m11 Component in column 1, row 1 position (index 3)
- * @returns {mat2} out
- */
-
- function set$8(out, m00, m01, m10, m11) {
- out[0] = m00;
- out[1] = m01;
- out[2] = m10;
- out[3] = m11;
- return out;
- }
- /**
- * Transpose the values of a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {ReadonlyMat2} a the source matrix
- * @returns {mat2} out
- */
-
- function transpose$2(out, a) {
- // If we are transposing ourselves we can skip a few steps but have to cache
- // some values
- if (out === a) {
- var a1 = a[1];
- out[1] = a[2];
- out[2] = a1;
- } else {
- out[0] = a[0];
- out[1] = a[2];
- out[2] = a[1];
- out[3] = a[3];
- }
-
- return out;
- }
- /**
- * Inverts a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {ReadonlyMat2} a the source matrix
- * @returns {mat2} out
- */
-
- function invert$5(out, a) {
- var a0 = a[0],
- a1 = a[1],
- a2 = a[2],
- a3 = a[3]; // Calculate the determinant
-
- var det = a0 * a3 - a2 * a1;
-
- if (!det) {
- return null;
- }
-
- det = 1.0 / det;
- out[0] = a3 * det;
- out[1] = -a1 * det;
- out[2] = -a2 * det;
- out[3] = a0 * det;
- return out;
- }
- /**
- * Calculates the adjugate of a mat2
- *
- * @param {mat2} out the receiving matrix
- * @param {ReadonlyMat2} a the source matrix
- * @returns {mat2} out
- */
-
- function adjoint$2(out, a) {
- // Caching this value is necessary if out == a
- var a0 = a[0];
- out[0] = a[3];
- out[1] = -a[1];
- out[2] = -a[2];
- out[3] = a0;
- return out;
- }
- /**
- * Calculates the determinant of a mat2
- *
- * @param {ReadonlyMat2} a the source matrix
- * @returns {Number} determinant of a
- */
-
- function determinant$3(a) {
- return a[0] * a[3] - a[2] * a[1];
- }
- /**
- * Multiplies two mat2's
- *
- * @param {mat2} out the receiving matrix
- * @param {ReadonlyMat2} a the first operand
- * @param {ReadonlyMat2} b the second operand
- * @returns {mat2} out
- */
-
- function multiply$8(out, a, b) {
- var a0 = a[0],
- a1 = a[1],
- a2 = a[2],
- a3 = a[3];
- var b0 = b[0],
- b1 = b[1],
- b2 = b[2],
- b3 = b[3];
- out[0] = a0 * b0 + a2 * b1;
- out[1] = a1 * b0 + a3 * b1;
- out[2] = a0 * b2 + a2 * b3;
- out[3] = a1 * b2 + a3 * b3;
- return out;
- }
- /**
- * Rotates a mat2 by the given angle
- *
- * @param {mat2} out the receiving matrix
- * @param {ReadonlyMat2} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat2} out
- */
-
- function rotate$4(out, a, rad) {
- var a0 = a[0],
- a1 = a[1],
- a2 = a[2],
- a3 = a[3];
- var s = Math.sin(rad);
- var c = Math.cos(rad);
- out[0] = a0 * c + a2 * s;
- out[1] = a1 * c + a3 * s;
- out[2] = a0 * -s + a2 * c;
- out[3] = a1 * -s + a3 * c;
- return out;
- }
- /**
- * Scales the mat2 by the dimensions in the given vec2
- *
- * @param {mat2} out the receiving matrix
- * @param {ReadonlyMat2} a the matrix to rotate
- * @param {ReadonlyVec2} v the vec2 to scale the matrix by
- * @returns {mat2} out
- **/
-
- function scale$8(out, a, v) {
- var a0 = a[0],
- a1 = a[1],
- a2 = a[2],
- a3 = a[3];
- var v0 = v[0],
- v1 = v[1];
- out[0] = a0 * v0;
- out[1] = a1 * v0;
- out[2] = a2 * v1;
- out[3] = a3 * v1;
- return out;
- }
- /**
- * Creates a matrix from a given angle
- * This is equivalent to (but much faster than):
- *
- * mat2.identity(dest);
- * mat2.rotate(dest, dest, rad);
- *
- * @param {mat2} out mat2 receiving operation result
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat2} out
- */
-
- function fromRotation$4(out, rad) {
- var s = Math.sin(rad);
- var c = Math.cos(rad);
- out[0] = c;
- out[1] = s;
- out[2] = -s;
- out[3] = c;
- return out;
- }
- /**
- * Creates a matrix from a vector scaling
- * This is equivalent to (but much faster than):
- *
- * mat2.identity(dest);
- * mat2.scale(dest, dest, vec);
- *
- * @param {mat2} out mat2 receiving operation result
- * @param {ReadonlyVec2} v Scaling vector
- * @returns {mat2} out
- */
-
- function fromScaling$3(out, v) {
- out[0] = v[0];
- out[1] = 0;
- out[2] = 0;
- out[3] = v[1];
- return out;
- }
- /**
- * Returns a string representation of a mat2
- *
- * @param {ReadonlyMat2} a matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-
- function str$8(a) {
- return "mat2(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ")";
- }
- /**
- * Returns Frobenius norm of a mat2
- *
- * @param {ReadonlyMat2} a the matrix to calculate Frobenius norm of
- * @returns {Number} Frobenius norm
- */
-
- function frob$3(a) {
- return Math.hypot(a[0], a[1], a[2], a[3]);
- }
- /**
- * Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix
- * @param {ReadonlyMat2} L the lower triangular matrix
- * @param {ReadonlyMat2} D the diagonal matrix
- * @param {ReadonlyMat2} U the upper triangular matrix
- * @param {ReadonlyMat2} a the input matrix to factorize
- */
-
- function LDU(L, D, U, a) {
- L[2] = a[2] / a[0];
- U[0] = a[0];
- U[1] = a[1];
- U[3] = a[3] - L[2] * U[1];
- return [L, D, U];
- }
- /**
- * Adds two mat2's
- *
- * @param {mat2} out the receiving matrix
- * @param {ReadonlyMat2} a the first operand
- * @param {ReadonlyMat2} b the second operand
- * @returns {mat2} out
- */
-
- function add$8(out, a, b) {
- out[0] = a[0] + b[0];
- out[1] = a[1] + b[1];
- out[2] = a[2] + b[2];
- out[3] = a[3] + b[3];
- return out;
- }
- /**
- * Subtracts matrix b from matrix a
- *
- * @param {mat2} out the receiving matrix
- * @param {ReadonlyMat2} a the first operand
- * @param {ReadonlyMat2} b the second operand
- * @returns {mat2} out
- */
-
- function subtract$6(out, a, b) {
- out[0] = a[0] - b[0];
- out[1] = a[1] - b[1];
- out[2] = a[2] - b[2];
- out[3] = a[3] - b[3];
- return out;
- }
- /**
- * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
- *
- * @param {ReadonlyMat2} a The first matrix.
- * @param {ReadonlyMat2} b The second matrix.
- * @returns {Boolean} True if the matrices are equal, false otherwise.
- */
-
- function exactEquals$8(a, b) {
- return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];
- }
- /**
- * Returns whether or not the matrices have approximately the same elements in the same position.
- *
- * @param {ReadonlyMat2} a The first matrix.
- * @param {ReadonlyMat2} b The second matrix.
- * @returns {Boolean} True if the matrices are equal, false otherwise.
- */
-
- function equals$8(a, b) {
- var a0 = a[0],
- a1 = a[1],
- a2 = a[2],
- a3 = a[3];
- var b0 = b[0],
- b1 = b[1],
- b2 = b[2],
- b3 = b[3];
- return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3));
- }
- /**
- * Multiply each element of the matrix by a scalar.
- *
- * @param {mat2} out the receiving matrix
- * @param {ReadonlyMat2} a the matrix to scale
- * @param {Number} b amount to scale the matrix's elements by
- * @returns {mat2} out
- */
-
- function multiplyScalar$3(out, a, b) {
- out[0] = a[0] * b;
- out[1] = a[1] * b;
- out[2] = a[2] * b;
- out[3] = a[3] * b;
- return out;
- }
- /**
- * Adds two mat2's after multiplying each element of the second operand by a scalar value.
- *
- * @param {mat2} out the receiving vector
- * @param {ReadonlyMat2} a the first operand
- * @param {ReadonlyMat2} b the second operand
- * @param {Number} scale the amount to scale b's elements by before adding
- * @returns {mat2} out
- */
-
- function multiplyScalarAndAdd$3(out, a, b, scale) {
- out[0] = a[0] + b[0] * scale;
- out[1] = a[1] + b[1] * scale;
- out[2] = a[2] + b[2] * scale;
- out[3] = a[3] + b[3] * scale;
- return out;
- }
- /**
- * Alias for {@link mat2.multiply}
- * @function
- */
-
- var mul$8 = multiply$8;
- /**
- * Alias for {@link mat2.subtract}
- * @function
- */
-
- var sub$6 = subtract$6;
-
- var mat2 = /*#__PURE__*/Object.freeze({
- __proto__: null,
- create: create$8,
- clone: clone$8,
- copy: copy$8,
- identity: identity$5,
- fromValues: fromValues$8,
- set: set$8,
- transpose: transpose$2,
- invert: invert$5,
- adjoint: adjoint$2,
- determinant: determinant$3,
- multiply: multiply$8,
- rotate: rotate$4,
- scale: scale$8,
- fromRotation: fromRotation$4,
- fromScaling: fromScaling$3,
- str: str$8,
- frob: frob$3,
- LDU: LDU,
- add: add$8,
- subtract: subtract$6,
- exactEquals: exactEquals$8,
- equals: equals$8,
- multiplyScalar: multiplyScalar$3,
- multiplyScalarAndAdd: multiplyScalarAndAdd$3,
- mul: mul$8,
- sub: sub$6
- });
-
- /**
- * 2x3 Matrix
- * @module mat2d
- * @description
- * A mat2d contains six elements defined as:
- *
- * [a, b,
- * c, d,
- * tx, ty]
- *
- * This is a short form for the 3x3 matrix:
- *
- * [a, b, 0,
- * c, d, 0,
- * tx, ty, 1]
- *
- * The last column is ignored so the array is shorter and operations are faster.
- */
-
- /**
- * Creates a new identity mat2d
- *
- * @returns {mat2d} a new 2x3 matrix
- */
-
- function create$7() {
- var out = new ARRAY_TYPE(6);
-
- if (ARRAY_TYPE != Float32Array) {
- out[1] = 0;
- out[2] = 0;
- out[4] = 0;
- out[5] = 0;
- }
-
- out[0] = 1;
- out[3] = 1;
- return out;
- }
- /**
- * Creates a new mat2d initialized with values from an existing matrix
- *
- * @param {ReadonlyMat2d} a matrix to clone
- * @returns {mat2d} a new 2x3 matrix
- */
-
- function clone$7(a) {
- var out = new ARRAY_TYPE(6);
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- out[3] = a[3];
- out[4] = a[4];
- out[5] = a[5];
- return out;
- }
- /**
- * Copy the values from one mat2d to another
- *
- * @param {mat2d} out the receiving matrix
- * @param {ReadonlyMat2d} a the source matrix
- * @returns {mat2d} out
- */
-
- function copy$7(out, a) {
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- out[3] = a[3];
- out[4] = a[4];
- out[5] = a[5];
- return out;
- }
- /**
- * Set a mat2d to the identity matrix
- *
- * @param {mat2d} out the receiving matrix
- * @returns {mat2d} out
- */
-
- function identity$4(out) {
- out[0] = 1;
- out[1] = 0;
- out[2] = 0;
- out[3] = 1;
- out[4] = 0;
- out[5] = 0;
- return out;
- }
- /**
- * Create a new mat2d with the given values
- *
- * @param {Number} a Component A (index 0)
- * @param {Number} b Component B (index 1)
- * @param {Number} c Component C (index 2)
- * @param {Number} d Component D (index 3)
- * @param {Number} tx Component TX (index 4)
- * @param {Number} ty Component TY (index 5)
- * @returns {mat2d} A new mat2d
- */
-
- function fromValues$7(a, b, c, d, tx, ty) {
- var out = new ARRAY_TYPE(6);
- out[0] = a;
- out[1] = b;
- out[2] = c;
- out[3] = d;
- out[4] = tx;
- out[5] = ty;
- return out;
- }
- /**
- * Set the components of a mat2d to the given values
- *
- * @param {mat2d} out the receiving matrix
- * @param {Number} a Component A (index 0)
- * @param {Number} b Component B (index 1)
- * @param {Number} c Component C (index 2)
- * @param {Number} d Component D (index 3)
- * @param {Number} tx Component TX (index 4)
- * @param {Number} ty Component TY (index 5)
- * @returns {mat2d} out
- */
-
- function set$7(out, a, b, c, d, tx, ty) {
- out[0] = a;
- out[1] = b;
- out[2] = c;
- out[3] = d;
- out[4] = tx;
- out[5] = ty;
- return out;
- }
- /**
- * Inverts a mat2d
- *
- * @param {mat2d} out the receiving matrix
- * @param {ReadonlyMat2d} a the source matrix
- * @returns {mat2d} out
- */
-
- function invert$4(out, a) {
- var aa = a[0],
- ab = a[1],
- ac = a[2],
- ad = a[3];
- var atx = a[4],
- aty = a[5];
- var det = aa * ad - ab * ac;
-
- if (!det) {
- return null;
- }
-
- det = 1.0 / det;
- out[0] = ad * det;
- out[1] = -ab * det;
- out[2] = -ac * det;
- out[3] = aa * det;
- out[4] = (ac * aty - ad * atx) * det;
- out[5] = (ab * atx - aa * aty) * det;
- return out;
- }
- /**
- * Calculates the determinant of a mat2d
- *
- * @param {ReadonlyMat2d} a the source matrix
- * @returns {Number} determinant of a
- */
-
- function determinant$2(a) {
- return a[0] * a[3] - a[1] * a[2];
- }
- /**
- * Multiplies two mat2d's
- *
- * @param {mat2d} out the receiving matrix
- * @param {ReadonlyMat2d} a the first operand
- * @param {ReadonlyMat2d} b the second operand
- * @returns {mat2d} out
- */
-
- function multiply$7(out, a, b) {
- var a0 = a[0],
- a1 = a[1],
- a2 = a[2],
- a3 = a[3],
- a4 = a[4],
- a5 = a[5];
- var b0 = b[0],
- b1 = b[1],
- b2 = b[2],
- b3 = b[3],
- b4 = b[4],
- b5 = b[5];
- out[0] = a0 * b0 + a2 * b1;
- out[1] = a1 * b0 + a3 * b1;
- out[2] = a0 * b2 + a2 * b3;
- out[3] = a1 * b2 + a3 * b3;
- out[4] = a0 * b4 + a2 * b5 + a4;
- out[5] = a1 * b4 + a3 * b5 + a5;
- return out;
- }
- /**
- * Rotates a mat2d by the given angle
- *
- * @param {mat2d} out the receiving matrix
- * @param {ReadonlyMat2d} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat2d} out
- */
-
- function rotate$3(out, a, rad) {
- var a0 = a[0],
- a1 = a[1],
- a2 = a[2],
- a3 = a[3],
- a4 = a[4],
- a5 = a[5];
- var s = Math.sin(rad);
- var c = Math.cos(rad);
- out[0] = a0 * c + a2 * s;
- out[1] = a1 * c + a3 * s;
- out[2] = a0 * -s + a2 * c;
- out[3] = a1 * -s + a3 * c;
- out[4] = a4;
- out[5] = a5;
- return out;
- }
- /**
- * Scales the mat2d by the dimensions in the given vec2
- *
- * @param {mat2d} out the receiving matrix
- * @param {ReadonlyMat2d} a the matrix to translate
- * @param {ReadonlyVec2} v the vec2 to scale the matrix by
- * @returns {mat2d} out
- **/
-
- function scale$7(out, a, v) {
- var a0 = a[0],
- a1 = a[1],
- a2 = a[2],
- a3 = a[3],
- a4 = a[4],
- a5 = a[5];
- var v0 = v[0],
- v1 = v[1];
- out[0] = a0 * v0;
- out[1] = a1 * v0;
- out[2] = a2 * v1;
- out[3] = a3 * v1;
- out[4] = a4;
- out[5] = a5;
- return out;
- }
- /**
- * Translates the mat2d by the dimensions in the given vec2
- *
- * @param {mat2d} out the receiving matrix
- * @param {ReadonlyMat2d} a the matrix to translate
- * @param {ReadonlyVec2} v the vec2 to translate the matrix by
- * @returns {mat2d} out
- **/
-
- function translate$3(out, a, v) {
- var a0 = a[0],
- a1 = a[1],
- a2 = a[2],
- a3 = a[3],
- a4 = a[4],
- a5 = a[5];
- var v0 = v[0],
- v1 = v[1];
- out[0] = a0;
- out[1] = a1;
- out[2] = a2;
- out[3] = a3;
- out[4] = a0 * v0 + a2 * v1 + a4;
- out[5] = a1 * v0 + a3 * v1 + a5;
- return out;
- }
- /**
- * Creates a matrix from a given angle
- * This is equivalent to (but much faster than):
- *
- * mat2d.identity(dest);
- * mat2d.rotate(dest, dest, rad);
- *
- * @param {mat2d} out mat2d receiving operation result
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat2d} out
- */
-
- function fromRotation$3(out, rad) {
- var s = Math.sin(rad),
- c = Math.cos(rad);
- out[0] = c;
- out[1] = s;
- out[2] = -s;
- out[3] = c;
- out[4] = 0;
- out[5] = 0;
- return out;
- }
- /**
- * Creates a matrix from a vector scaling
- * This is equivalent to (but much faster than):
- *
- * mat2d.identity(dest);
- * mat2d.scale(dest, dest, vec);
- *
- * @param {mat2d} out mat2d receiving operation result
- * @param {ReadonlyVec2} v Scaling vector
- * @returns {mat2d} out
- */
-
- function fromScaling$2(out, v) {
- out[0] = v[0];
- out[1] = 0;
- out[2] = 0;
- out[3] = v[1];
- out[4] = 0;
- out[5] = 0;
- return out;
- }
- /**
- * Creates a matrix from a vector translation
- * This is equivalent to (but much faster than):
- *
- * mat2d.identity(dest);
- * mat2d.translate(dest, dest, vec);
- *
- * @param {mat2d} out mat2d receiving operation result
- * @param {ReadonlyVec2} v Translation vector
- * @returns {mat2d} out
- */
-
- function fromTranslation$3(out, v) {
- out[0] = 1;
- out[1] = 0;
- out[2] = 0;
- out[3] = 1;
- out[4] = v[0];
- out[5] = v[1];
- return out;
- }
- /**
- * Returns a string representation of a mat2d
- *
- * @param {ReadonlyMat2d} a matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-
- function str$7(a) {
- return "mat2d(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ", " + a[4] + ", " + a[5] + ")";
- }
- /**
- * Returns Frobenius norm of a mat2d
- *
- * @param {ReadonlyMat2d} a the matrix to calculate Frobenius norm of
- * @returns {Number} Frobenius norm
- */
-
- function frob$2(a) {
- return Math.hypot(a[0], a[1], a[2], a[3], a[4], a[5], 1);
- }
- /**
- * Adds two mat2d's
- *
- * @param {mat2d} out the receiving matrix
- * @param {ReadonlyMat2d} a the first operand
- * @param {ReadonlyMat2d} b the second operand
- * @returns {mat2d} out
- */
-
- function add$7(out, a, b) {
- out[0] = a[0] + b[0];
- out[1] = a[1] + b[1];
- out[2] = a[2] + b[2];
- out[3] = a[3] + b[3];
- out[4] = a[4] + b[4];
- out[5] = a[5] + b[5];
- return out;
- }
- /**
- * Subtracts matrix b from matrix a
- *
- * @param {mat2d} out the receiving matrix
- * @param {ReadonlyMat2d} a the first operand
- * @param {ReadonlyMat2d} b the second operand
- * @returns {mat2d} out
- */
-
- function subtract$5(out, a, b) {
- out[0] = a[0] - b[0];
- out[1] = a[1] - b[1];
- out[2] = a[2] - b[2];
- out[3] = a[3] - b[3];
- out[4] = a[4] - b[4];
- out[5] = a[5] - b[5];
- return out;
- }
- /**
- * Multiply each element of the matrix by a scalar.
- *
- * @param {mat2d} out the receiving matrix
- * @param {ReadonlyMat2d} a the matrix to scale
- * @param {Number} b amount to scale the matrix's elements by
- * @returns {mat2d} out
- */
-
- function multiplyScalar$2(out, a, b) {
- out[0] = a[0] * b;
- out[1] = a[1] * b;
- out[2] = a[2] * b;
- out[3] = a[3] * b;
- out[4] = a[4] * b;
- out[5] = a[5] * b;
- return out;
- }
- /**
- * Adds two mat2d's after multiplying each element of the second operand by a scalar value.
- *
- * @param {mat2d} out the receiving vector
- * @param {ReadonlyMat2d} a the first operand
- * @param {ReadonlyMat2d} b the second operand
- * @param {Number} scale the amount to scale b's elements by before adding
- * @returns {mat2d} out
- */
-
- function multiplyScalarAndAdd$2(out, a, b, scale) {
- out[0] = a[0] + b[0] * scale;
- out[1] = a[1] + b[1] * scale;
- out[2] = a[2] + b[2] * scale;
- out[3] = a[3] + b[3] * scale;
- out[4] = a[4] + b[4] * scale;
- out[5] = a[5] + b[5] * scale;
- return out;
- }
- /**
- * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
- *
- * @param {ReadonlyMat2d} a The first matrix.
- * @param {ReadonlyMat2d} b The second matrix.
- * @returns {Boolean} True if the matrices are equal, false otherwise.
- */
-
- function exactEquals$7(a, b) {
- return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5];
- }
- /**
- * Returns whether or not the matrices have approximately the same elements in the same position.
- *
- * @param {ReadonlyMat2d} a The first matrix.
- * @param {ReadonlyMat2d} b The second matrix.
- * @returns {Boolean} True if the matrices are equal, false otherwise.
- */
-
- function equals$7(a, b) {
- var a0 = a[0],
- a1 = a[1],
- a2 = a[2],
- a3 = a[3],
- a4 = a[4],
- a5 = a[5];
- var b0 = b[0],
- b1 = b[1],
- b2 = b[2],
- b3 = b[3],
- b4 = b[4],
- b5 = b[5];
- return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5));
- }
- /**
- * Alias for {@link mat2d.multiply}
- * @function
- */
-
- var mul$7 = multiply$7;
- /**
- * Alias for {@link mat2d.subtract}
- * @function
- */
-
- var sub$5 = subtract$5;
-
- var mat2d = /*#__PURE__*/Object.freeze({
- __proto__: null,
- create: create$7,
- clone: clone$7,
- copy: copy$7,
- identity: identity$4,
- fromValues: fromValues$7,
- set: set$7,
- invert: invert$4,
- determinant: determinant$2,
- multiply: multiply$7,
- rotate: rotate$3,
- scale: scale$7,
- translate: translate$3,
- fromRotation: fromRotation$3,
- fromScaling: fromScaling$2,
- fromTranslation: fromTranslation$3,
- str: str$7,
- frob: frob$2,
- add: add$7,
- subtract: subtract$5,
- multiplyScalar: multiplyScalar$2,
- multiplyScalarAndAdd: multiplyScalarAndAdd$2,
- exactEquals: exactEquals$7,
- equals: equals$7,
- mul: mul$7,
- sub: sub$5
- });
-
- /**
- * 3x3 Matrix
- * @module mat3
- */
-
- /**
- * Creates a new identity mat3
- *
- * @returns {mat3} a new 3x3 matrix
- */
-
- function create$6() {
- var out = new ARRAY_TYPE(9);
-
- if (ARRAY_TYPE != Float32Array) {
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[5] = 0;
- out[6] = 0;
- out[7] = 0;
- }
-
- out[0] = 1;
- out[4] = 1;
- out[8] = 1;
- return out;
- }
- /**
- * Copies the upper-left 3x3 values into the given mat3.
- *
- * @param {mat3} out the receiving 3x3 matrix
- * @param {ReadonlyMat4} a the source 4x4 matrix
- * @returns {mat3} out
- */
-
- function fromMat4$1(out, a) {
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- out[3] = a[4];
- out[4] = a[5];
- out[5] = a[6];
- out[6] = a[8];
- out[7] = a[9];
- out[8] = a[10];
- return out;
- }
- /**
- * Creates a new mat3 initialized with values from an existing matrix
- *
- * @param {ReadonlyMat3} a matrix to clone
- * @returns {mat3} a new 3x3 matrix
- */
-
- function clone$6(a) {
- var out = new ARRAY_TYPE(9);
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- out[3] = a[3];
- out[4] = a[4];
- out[5] = a[5];
- out[6] = a[6];
- out[7] = a[7];
- out[8] = a[8];
- return out;
- }
- /**
- * Copy the values from one mat3 to another
- *
- * @param {mat3} out the receiving matrix
- * @param {ReadonlyMat3} a the source matrix
- * @returns {mat3} out
- */
-
- function copy$6(out, a) {
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- out[3] = a[3];
- out[4] = a[4];
- out[5] = a[5];
- out[6] = a[6];
- out[7] = a[7];
- out[8] = a[8];
- return out;
- }
- /**
- * Create a new mat3 with the given values
- *
- * @param {Number} m00 Component in column 0, row 0 position (index 0)
- * @param {Number} m01 Component in column 0, row 1 position (index 1)
- * @param {Number} m02 Component in column 0, row 2 position (index 2)
- * @param {Number} m10 Component in column 1, row 0 position (index 3)
- * @param {Number} m11 Component in column 1, row 1 position (index 4)
- * @param {Number} m12 Component in column 1, row 2 position (index 5)
- * @param {Number} m20 Component in column 2, row 0 position (index 6)
- * @param {Number} m21 Component in column 2, row 1 position (index 7)
- * @param {Number} m22 Component in column 2, row 2 position (index 8)
- * @returns {mat3} A new mat3
- */
-
- function fromValues$6(m00, m01, m02, m10, m11, m12, m20, m21, m22) {
- var out = new ARRAY_TYPE(9);
- out[0] = m00;
- out[1] = m01;
- out[2] = m02;
- out[3] = m10;
- out[4] = m11;
- out[5] = m12;
- out[6] = m20;
- out[7] = m21;
- out[8] = m22;
- return out;
- }
- /**
- * Set the components of a mat3 to the given values
- *
- * @param {mat3} out the receiving matrix
- * @param {Number} m00 Component in column 0, row 0 position (index 0)
- * @param {Number} m01 Component in column 0, row 1 position (index 1)
- * @param {Number} m02 Component in column 0, row 2 position (index 2)
- * @param {Number} m10 Component in column 1, row 0 position (index 3)
- * @param {Number} m11 Component in column 1, row 1 position (index 4)
- * @param {Number} m12 Component in column 1, row 2 position (index 5)
- * @param {Number} m20 Component in column 2, row 0 position (index 6)
- * @param {Number} m21 Component in column 2, row 1 position (index 7)
- * @param {Number} m22 Component in column 2, row 2 position (index 8)
- * @returns {mat3} out
- */
-
- function set$6(out, m00, m01, m02, m10, m11, m12, m20, m21, m22) {
- out[0] = m00;
- out[1] = m01;
- out[2] = m02;
- out[3] = m10;
- out[4] = m11;
- out[5] = m12;
- out[6] = m20;
- out[7] = m21;
- out[8] = m22;
- return out;
- }
- /**
- * Set a mat3 to the identity matrix
- *
- * @param {mat3} out the receiving matrix
- * @returns {mat3} out
- */
-
- function identity$3(out) {
- out[0] = 1;
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 1;
- out[5] = 0;
- out[6] = 0;
- out[7] = 0;
- out[8] = 1;
- return out;
- }
- /**
- * Transpose the values of a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {ReadonlyMat3} a the source matrix
- * @returns {mat3} out
- */
-
- function transpose$1(out, a) {
- // If we are transposing ourselves we can skip a few steps but have to cache some values
- if (out === a) {
- var a01 = a[1],
- a02 = a[2],
- a12 = a[5];
- out[1] = a[3];
- out[2] = a[6];
- out[3] = a01;
- out[5] = a[7];
- out[6] = a02;
- out[7] = a12;
- } else {
- out[0] = a[0];
- out[1] = a[3];
- out[2] = a[6];
- out[3] = a[1];
- out[4] = a[4];
- out[5] = a[7];
- out[6] = a[2];
- out[7] = a[5];
- out[8] = a[8];
- }
-
- return out;
- }
- /**
- * Inverts a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {ReadonlyMat3} a the source matrix
- * @returns {mat3} out
- */
-
- function invert$3(out, a) {
- var a00 = a[0],
- a01 = a[1],
- a02 = a[2];
- var a10 = a[3],
- a11 = a[4],
- a12 = a[5];
- var a20 = a[6],
- a21 = a[7],
- a22 = a[8];
- var b01 = a22 * a11 - a12 * a21;
- var b11 = -a22 * a10 + a12 * a20;
- var b21 = a21 * a10 - a11 * a20; // Calculate the determinant
-
- var det = a00 * b01 + a01 * b11 + a02 * b21;
-
- if (!det) {
- return null;
- }
-
- det = 1.0 / det;
- out[0] = b01 * det;
- out[1] = (-a22 * a01 + a02 * a21) * det;
- out[2] = (a12 * a01 - a02 * a11) * det;
- out[3] = b11 * det;
- out[4] = (a22 * a00 - a02 * a20) * det;
- out[5] = (-a12 * a00 + a02 * a10) * det;
- out[6] = b21 * det;
- out[7] = (-a21 * a00 + a01 * a20) * det;
- out[8] = (a11 * a00 - a01 * a10) * det;
- return out;
- }
- /**
- * Calculates the adjugate of a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {ReadonlyMat3} a the source matrix
- * @returns {mat3} out
- */
-
- function adjoint$1(out, a) {
- var a00 = a[0],
- a01 = a[1],
- a02 = a[2];
- var a10 = a[3],
- a11 = a[4],
- a12 = a[5];
- var a20 = a[6],
- a21 = a[7],
- a22 = a[8];
- out[0] = a11 * a22 - a12 * a21;
- out[1] = a02 * a21 - a01 * a22;
- out[2] = a01 * a12 - a02 * a11;
- out[3] = a12 * a20 - a10 * a22;
- out[4] = a00 * a22 - a02 * a20;
- out[5] = a02 * a10 - a00 * a12;
- out[6] = a10 * a21 - a11 * a20;
- out[7] = a01 * a20 - a00 * a21;
- out[8] = a00 * a11 - a01 * a10;
- return out;
- }
- /**
- * Calculates the determinant of a mat3
- *
- * @param {ReadonlyMat3} a the source matrix
- * @returns {Number} determinant of a
- */
-
- function determinant$1(a) {
- var a00 = a[0],
- a01 = a[1],
- a02 = a[2];
- var a10 = a[3],
- a11 = a[4],
- a12 = a[5];
- var a20 = a[6],
- a21 = a[7],
- a22 = a[8];
- return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);
- }
- /**
- * Multiplies two mat3's
- *
- * @param {mat3} out the receiving matrix
- * @param {ReadonlyMat3} a the first operand
- * @param {ReadonlyMat3} b the second operand
- * @returns {mat3} out
- */
-
- function multiply$6(out, a, b) {
- var a00 = a[0],
- a01 = a[1],
- a02 = a[2];
- var a10 = a[3],
- a11 = a[4],
- a12 = a[5];
- var a20 = a[6],
- a21 = a[7],
- a22 = a[8];
- var b00 = b[0],
- b01 = b[1],
- b02 = b[2];
- var b10 = b[3],
- b11 = b[4],
- b12 = b[5];
- var b20 = b[6],
- b21 = b[7],
- b22 = b[8];
- out[0] = b00 * a00 + b01 * a10 + b02 * a20;
- out[1] = b00 * a01 + b01 * a11 + b02 * a21;
- out[2] = b00 * a02 + b01 * a12 + b02 * a22;
- out[3] = b10 * a00 + b11 * a10 + b12 * a20;
- out[4] = b10 * a01 + b11 * a11 + b12 * a21;
- out[5] = b10 * a02 + b11 * a12 + b12 * a22;
- out[6] = b20 * a00 + b21 * a10 + b22 * a20;
- out[7] = b20 * a01 + b21 * a11 + b22 * a21;
- out[8] = b20 * a02 + b21 * a12 + b22 * a22;
- return out;
- }
- /**
- * Translate a mat3 by the given vector
- *
- * @param {mat3} out the receiving matrix
- * @param {ReadonlyMat3} a the matrix to translate
- * @param {ReadonlyVec2} v vector to translate by
- * @returns {mat3} out
- */
-
- function translate$2(out, a, v) {
- var a00 = a[0],
- a01 = a[1],
- a02 = a[2],
- a10 = a[3],
- a11 = a[4],
- a12 = a[5],
- a20 = a[6],
- a21 = a[7],
- a22 = a[8],
- x = v[0],
- y = v[1];
- out[0] = a00;
- out[1] = a01;
- out[2] = a02;
- out[3] = a10;
- out[4] = a11;
- out[5] = a12;
- out[6] = x * a00 + y * a10 + a20;
- out[7] = x * a01 + y * a11 + a21;
- out[8] = x * a02 + y * a12 + a22;
- return out;
- }
- /**
- * Rotates a mat3 by the given angle
- *
- * @param {mat3} out the receiving matrix
- * @param {ReadonlyMat3} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat3} out
- */
-
- function rotate$2(out, a, rad) {
- var a00 = a[0],
- a01 = a[1],
- a02 = a[2],
- a10 = a[3],
- a11 = a[4],
- a12 = a[5],
- a20 = a[6],
- a21 = a[7],
- a22 = a[8],
- s = Math.sin(rad),
- c = Math.cos(rad);
- out[0] = c * a00 + s * a10;
- out[1] = c * a01 + s * a11;
- out[2] = c * a02 + s * a12;
- out[3] = c * a10 - s * a00;
- out[4] = c * a11 - s * a01;
- out[5] = c * a12 - s * a02;
- out[6] = a20;
- out[7] = a21;
- out[8] = a22;
- return out;
- }
- /**
- * Scales the mat3 by the dimensions in the given vec2
- *
- * @param {mat3} out the receiving matrix
- * @param {ReadonlyMat3} a the matrix to rotate
- * @param {ReadonlyVec2} v the vec2 to scale the matrix by
- * @returns {mat3} out
- **/
-
- function scale$6(out, a, v) {
- var x = v[0],
- y = v[1];
- out[0] = x * a[0];
- out[1] = x * a[1];
- out[2] = x * a[2];
- out[3] = y * a[3];
- out[4] = y * a[4];
- out[5] = y * a[5];
- out[6] = a[6];
- out[7] = a[7];
- out[8] = a[8];
- return out;
- }
- /**
- * Creates a matrix from a vector translation
- * This is equivalent to (but much faster than):
- *
- * mat3.identity(dest);
- * mat3.translate(dest, dest, vec);
- *
- * @param {mat3} out mat3 receiving operation result
- * @param {ReadonlyVec2} v Translation vector
- * @returns {mat3} out
- */
-
- function fromTranslation$2(out, v) {
- out[0] = 1;
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 1;
- out[5] = 0;
- out[6] = v[0];
- out[7] = v[1];
- out[8] = 1;
- return out;
- }
- /**
- * Creates a matrix from a given angle
- * This is equivalent to (but much faster than):
- *
- * mat3.identity(dest);
- * mat3.rotate(dest, dest, rad);
- *
- * @param {mat3} out mat3 receiving operation result
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat3} out
- */
-
- function fromRotation$2(out, rad) {
- var s = Math.sin(rad),
- c = Math.cos(rad);
- out[0] = c;
- out[1] = s;
- out[2] = 0;
- out[3] = -s;
- out[4] = c;
- out[5] = 0;
- out[6] = 0;
- out[7] = 0;
- out[8] = 1;
- return out;
- }
- /**
- * Creates a matrix from a vector scaling
- * This is equivalent to (but much faster than):
- *
- * mat3.identity(dest);
- * mat3.scale(dest, dest, vec);
- *
- * @param {mat3} out mat3 receiving operation result
- * @param {ReadonlyVec2} v Scaling vector
- * @returns {mat3} out
- */
-
- function fromScaling$1(out, v) {
- out[0] = v[0];
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = v[1];
- out[5] = 0;
- out[6] = 0;
- out[7] = 0;
- out[8] = 1;
- return out;
- }
- /**
- * Copies the values from a mat2d into a mat3
- *
- * @param {mat3} out the receiving matrix
- * @param {ReadonlyMat2d} a the matrix to copy
- * @returns {mat3} out
- **/
-
- function fromMat2d(out, a) {
- out[0] = a[0];
- out[1] = a[1];
- out[2] = 0;
- out[3] = a[2];
- out[4] = a[3];
- out[5] = 0;
- out[6] = a[4];
- out[7] = a[5];
- out[8] = 1;
- return out;
- }
- /**
- * Calculates a 3x3 matrix from the given quaternion
- *
- * @param {mat3} out mat3 receiving operation result
- * @param {ReadonlyQuat} q Quaternion to create matrix from
- *
- * @returns {mat3} out
- */
-
- function fromQuat$1(out, q) {
- var x = q[0],
- y = q[1],
- z = q[2],
- w = q[3];
- var x2 = x + x;
- var y2 = y + y;
- var z2 = z + z;
- var xx = x * x2;
- var yx = y * x2;
- var yy = y * y2;
- var zx = z * x2;
- var zy = z * y2;
- var zz = z * z2;
- var wx = w * x2;
- var wy = w * y2;
- var wz = w * z2;
- out[0] = 1 - yy - zz;
- out[3] = yx - wz;
- out[6] = zx + wy;
- out[1] = yx + wz;
- out[4] = 1 - xx - zz;
- out[7] = zy - wx;
- out[2] = zx - wy;
- out[5] = zy + wx;
- out[8] = 1 - xx - yy;
- return out;
- }
- /**
- * Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix
- *
- * @param {mat3} out mat3 receiving operation result
- * @param {ReadonlyMat4} a Mat4 to derive the normal matrix from
- *
- * @returns {mat3} out
- */
-
- function normalFromMat4(out, a) {
- var a00 = a[0],
- a01 = a[1],
- a02 = a[2],
- a03 = a[3];
- var a10 = a[4],
- a11 = a[5],
- a12 = a[6],
- a13 = a[7];
- var a20 = a[8],
- a21 = a[9],
- a22 = a[10],
- a23 = a[11];
- var a30 = a[12],
- a31 = a[13],
- a32 = a[14],
- a33 = a[15];
- var b00 = a00 * a11 - a01 * a10;
- var b01 = a00 * a12 - a02 * a10;
- var b02 = a00 * a13 - a03 * a10;
- var b03 = a01 * a12 - a02 * a11;
- var b04 = a01 * a13 - a03 * a11;
- var b05 = a02 * a13 - a03 * a12;
- var b06 = a20 * a31 - a21 * a30;
- var b07 = a20 * a32 - a22 * a30;
- var b08 = a20 * a33 - a23 * a30;
- var b09 = a21 * a32 - a22 * a31;
- var b10 = a21 * a33 - a23 * a31;
- var b11 = a22 * a33 - a23 * a32; // Calculate the determinant
-
- var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-
- if (!det) {
- return null;
- }
-
- det = 1.0 / det;
- out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
- out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
- out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
- out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
- out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
- out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
- out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
- out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
- out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
- return out;
- }
- /**
- * Generates a 2D projection matrix with the given bounds
- *
- * @param {mat3} out mat3 frustum matrix will be written into
- * @param {number} width Width of your gl context
- * @param {number} height Height of gl context
- * @returns {mat3} out
- */
-
- function projection(out, width, height) {
- out[0] = 2 / width;
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = -2 / height;
- out[5] = 0;
- out[6] = -1;
- out[7] = 1;
- out[8] = 1;
- return out;
- }
- /**
- * Returns a string representation of a mat3
- *
- * @param {ReadonlyMat3} a matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-
- function str$6(a) {
- return "mat3(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ", " + a[4] + ", " + a[5] + ", " + a[6] + ", " + a[7] + ", " + a[8] + ")";
- }
- /**
- * Returns Frobenius norm of a mat3
- *
- * @param {ReadonlyMat3} a the matrix to calculate Frobenius norm of
- * @returns {Number} Frobenius norm
- */
-
- function frob$1(a) {
- return Math.hypot(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8]);
- }
- /**
- * Adds two mat3's
- *
- * @param {mat3} out the receiving matrix
- * @param {ReadonlyMat3} a the first operand
- * @param {ReadonlyMat3} b the second operand
- * @returns {mat3} out
- */
-
- function add$6(out, a, b) {
- out[0] = a[0] + b[0];
- out[1] = a[1] + b[1];
- out[2] = a[2] + b[2];
- out[3] = a[3] + b[3];
- out[4] = a[4] + b[4];
- out[5] = a[5] + b[5];
- out[6] = a[6] + b[6];
- out[7] = a[7] + b[7];
- out[8] = a[8] + b[8];
- return out;
- }
- /**
- * Subtracts matrix b from matrix a
- *
- * @param {mat3} out the receiving matrix
- * @param {ReadonlyMat3} a the first operand
- * @param {ReadonlyMat3} b the second operand
- * @returns {mat3} out
- */
-
- function subtract$4(out, a, b) {
- out[0] = a[0] - b[0];
- out[1] = a[1] - b[1];
- out[2] = a[2] - b[2];
- out[3] = a[3] - b[3];
- out[4] = a[4] - b[4];
- out[5] = a[5] - b[5];
- out[6] = a[6] - b[6];
- out[7] = a[7] - b[7];
- out[8] = a[8] - b[8];
- return out;
- }
- /**
- * Multiply each element of the matrix by a scalar.
- *
- * @param {mat3} out the receiving matrix
- * @param {ReadonlyMat3} a the matrix to scale
- * @param {Number} b amount to scale the matrix's elements by
- * @returns {mat3} out
- */
-
- function multiplyScalar$1(out, a, b) {
- out[0] = a[0] * b;
- out[1] = a[1] * b;
- out[2] = a[2] * b;
- out[3] = a[3] * b;
- out[4] = a[4] * b;
- out[5] = a[5] * b;
- out[6] = a[6] * b;
- out[7] = a[7] * b;
- out[8] = a[8] * b;
- return out;
- }
- /**
- * Adds two mat3's after multiplying each element of the second operand by a scalar value.
- *
- * @param {mat3} out the receiving vector
- * @param {ReadonlyMat3} a the first operand
- * @param {ReadonlyMat3} b the second operand
- * @param {Number} scale the amount to scale b's elements by before adding
- * @returns {mat3} out
- */
-
- function multiplyScalarAndAdd$1(out, a, b, scale) {
- out[0] = a[0] + b[0] * scale;
- out[1] = a[1] + b[1] * scale;
- out[2] = a[2] + b[2] * scale;
- out[3] = a[3] + b[3] * scale;
- out[4] = a[4] + b[4] * scale;
- out[5] = a[5] + b[5] * scale;
- out[6] = a[6] + b[6] * scale;
- out[7] = a[7] + b[7] * scale;
- out[8] = a[8] + b[8] * scale;
- return out;
- }
- /**
- * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
- *
- * @param {ReadonlyMat3} a The first matrix.
- * @param {ReadonlyMat3} b The second matrix.
- * @returns {Boolean} True if the matrices are equal, false otherwise.
- */
-
- function exactEquals$6(a, b) {
- return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7] && a[8] === b[8];
- }
- /**
- * Returns whether or not the matrices have approximately the same elements in the same position.
- *
- * @param {ReadonlyMat3} a The first matrix.
- * @param {ReadonlyMat3} b The second matrix.
- * @returns {Boolean} True if the matrices are equal, false otherwise.
- */
-
- function equals$6(a, b) {
- var a0 = a[0],
- a1 = a[1],
- a2 = a[2],
- a3 = a[3],
- a4 = a[4],
- a5 = a[5],
- a6 = a[6],
- a7 = a[7],
- a8 = a[8];
- var b0 = b[0],
- b1 = b[1],
- b2 = b[2],
- b3 = b[3],
- b4 = b[4],
- b5 = b[5],
- b6 = b[6],
- b7 = b[7],
- b8 = b[8];
- return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) && Math.abs(a8 - b8) <= EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8));
- }
- /**
- * Alias for {@link mat3.multiply}
- * @function
- */
-
- var mul$6 = multiply$6;
- /**
- * Alias for {@link mat3.subtract}
- * @function
- */
-
- var sub$4 = subtract$4;
-
- var mat3 = /*#__PURE__*/Object.freeze({
- __proto__: null,
- create: create$6,
- fromMat4: fromMat4$1,
- clone: clone$6,
- copy: copy$6,
- fromValues: fromValues$6,
- set: set$6,
- identity: identity$3,
- transpose: transpose$1,
- invert: invert$3,
- adjoint: adjoint$1,
- determinant: determinant$1,
- multiply: multiply$6,
- translate: translate$2,
- rotate: rotate$2,
- scale: scale$6,
- fromTranslation: fromTranslation$2,
- fromRotation: fromRotation$2,
- fromScaling: fromScaling$1,
- fromMat2d: fromMat2d,
- fromQuat: fromQuat$1,
- normalFromMat4: normalFromMat4,
- projection: projection,
- str: str$6,
- frob: frob$1,
- add: add$6,
- subtract: subtract$4,
- multiplyScalar: multiplyScalar$1,
- multiplyScalarAndAdd: multiplyScalarAndAdd$1,
- exactEquals: exactEquals$6,
- equals: equals$6,
- mul: mul$6,
- sub: sub$4
- });
-
- /**
- * 4x4 Matrix
Format: column-major, when typed out it looks like row-major
The matrices are being post multiplied.
- * @module mat4
- */
-
- /**
- * Creates a new identity mat4
- *
- * @returns {mat4} a new 4x4 matrix
- */
-
- function create$5() {
- var out = new ARRAY_TYPE(16);
-
- if (ARRAY_TYPE != Float32Array) {
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 0;
- out[6] = 0;
- out[7] = 0;
- out[8] = 0;
- out[9] = 0;
- out[11] = 0;
- out[12] = 0;
- out[13] = 0;
- out[14] = 0;
- }
-
- out[0] = 1;
- out[5] = 1;
- out[10] = 1;
- out[15] = 1;
- return out;
- }
- /**
- * Creates a new mat4 initialized with values from an existing matrix
- *
- * @param {ReadonlyMat4} a matrix to clone
- * @returns {mat4} a new 4x4 matrix
- */
-
- function clone$5(a) {
- var out = new ARRAY_TYPE(16);
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- out[3] = a[3];
- out[4] = a[4];
- out[5] = a[5];
- out[6] = a[6];
- out[7] = a[7];
- out[8] = a[8];
- out[9] = a[9];
- out[10] = a[10];
- out[11] = a[11];
- out[12] = a[12];
- out[13] = a[13];
- out[14] = a[14];
- out[15] = a[15];
- return out;
- }
- /**
- * Copy the values from one mat4 to another
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the source matrix
- * @returns {mat4} out
- */
-
- function copy$5(out, a) {
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- out[3] = a[3];
- out[4] = a[4];
- out[5] = a[5];
- out[6] = a[6];
- out[7] = a[7];
- out[8] = a[8];
- out[9] = a[9];
- out[10] = a[10];
- out[11] = a[11];
- out[12] = a[12];
- out[13] = a[13];
- out[14] = a[14];
- out[15] = a[15];
- return out;
- }
- /**
- * Create a new mat4 with the given values
- *
- * @param {Number} m00 Component in column 0, row 0 position (index 0)
- * @param {Number} m01 Component in column 0, row 1 position (index 1)
- * @param {Number} m02 Component in column 0, row 2 position (index 2)
- * @param {Number} m03 Component in column 0, row 3 position (index 3)
- * @param {Number} m10 Component in column 1, row 0 position (index 4)
- * @param {Number} m11 Component in column 1, row 1 position (index 5)
- * @param {Number} m12 Component in column 1, row 2 position (index 6)
- * @param {Number} m13 Component in column 1, row 3 position (index 7)
- * @param {Number} m20 Component in column 2, row 0 position (index 8)
- * @param {Number} m21 Component in column 2, row 1 position (index 9)
- * @param {Number} m22 Component in column 2, row 2 position (index 10)
- * @param {Number} m23 Component in column 2, row 3 position (index 11)
- * @param {Number} m30 Component in column 3, row 0 position (index 12)
- * @param {Number} m31 Component in column 3, row 1 position (index 13)
- * @param {Number} m32 Component in column 3, row 2 position (index 14)
- * @param {Number} m33 Component in column 3, row 3 position (index 15)
- * @returns {mat4} A new mat4
- */
-
- function fromValues$5(m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {
- var out = new ARRAY_TYPE(16);
- out[0] = m00;
- out[1] = m01;
- out[2] = m02;
- out[3] = m03;
- out[4] = m10;
- out[5] = m11;
- out[6] = m12;
- out[7] = m13;
- out[8] = m20;
- out[9] = m21;
- out[10] = m22;
- out[11] = m23;
- out[12] = m30;
- out[13] = m31;
- out[14] = m32;
- out[15] = m33;
- return out;
- }
- /**
- * Set the components of a mat4 to the given values
- *
- * @param {mat4} out the receiving matrix
- * @param {Number} m00 Component in column 0, row 0 position (index 0)
- * @param {Number} m01 Component in column 0, row 1 position (index 1)
- * @param {Number} m02 Component in column 0, row 2 position (index 2)
- * @param {Number} m03 Component in column 0, row 3 position (index 3)
- * @param {Number} m10 Component in column 1, row 0 position (index 4)
- * @param {Number} m11 Component in column 1, row 1 position (index 5)
- * @param {Number} m12 Component in column 1, row 2 position (index 6)
- * @param {Number} m13 Component in column 1, row 3 position (index 7)
- * @param {Number} m20 Component in column 2, row 0 position (index 8)
- * @param {Number} m21 Component in column 2, row 1 position (index 9)
- * @param {Number} m22 Component in column 2, row 2 position (index 10)
- * @param {Number} m23 Component in column 2, row 3 position (index 11)
- * @param {Number} m30 Component in column 3, row 0 position (index 12)
- * @param {Number} m31 Component in column 3, row 1 position (index 13)
- * @param {Number} m32 Component in column 3, row 2 position (index 14)
- * @param {Number} m33 Component in column 3, row 3 position (index 15)
- * @returns {mat4} out
- */
-
- function set$5(out, m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {
- out[0] = m00;
- out[1] = m01;
- out[2] = m02;
- out[3] = m03;
- out[4] = m10;
- out[5] = m11;
- out[6] = m12;
- out[7] = m13;
- out[8] = m20;
- out[9] = m21;
- out[10] = m22;
- out[11] = m23;
- out[12] = m30;
- out[13] = m31;
- out[14] = m32;
- out[15] = m33;
- return out;
- }
- /**
- * Set a mat4 to the identity matrix
- *
- * @param {mat4} out the receiving matrix
- * @returns {mat4} out
- */
-
- function identity$2(out) {
- out[0] = 1;
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 0;
- out[5] = 1;
- out[6] = 0;
- out[7] = 0;
- out[8] = 0;
- out[9] = 0;
- out[10] = 1;
- out[11] = 0;
- out[12] = 0;
- out[13] = 0;
- out[14] = 0;
- out[15] = 1;
- return out;
- }
- /**
- * Transpose the values of a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the source matrix
- * @returns {mat4} out
- */
-
- function transpose(out, a) {
- // If we are transposing ourselves we can skip a few steps but have to cache some values
- if (out === a) {
- var a01 = a[1],
- a02 = a[2],
- a03 = a[3];
- var a12 = a[6],
- a13 = a[7];
- var a23 = a[11];
- out[1] = a[4];
- out[2] = a[8];
- out[3] = a[12];
- out[4] = a01;
- out[6] = a[9];
- out[7] = a[13];
- out[8] = a02;
- out[9] = a12;
- out[11] = a[14];
- out[12] = a03;
- out[13] = a13;
- out[14] = a23;
- } else {
- out[0] = a[0];
- out[1] = a[4];
- out[2] = a[8];
- out[3] = a[12];
- out[4] = a[1];
- out[5] = a[5];
- out[6] = a[9];
- out[7] = a[13];
- out[8] = a[2];
- out[9] = a[6];
- out[10] = a[10];
- out[11] = a[14];
- out[12] = a[3];
- out[13] = a[7];
- out[14] = a[11];
- out[15] = a[15];
- }
-
- return out;
- }
- /**
- * Inverts a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the source matrix
- * @returns {mat4} out
- */
-
- function invert$2(out, a) {
- var a00 = a[0],
- a01 = a[1],
- a02 = a[2],
- a03 = a[3];
- var a10 = a[4],
- a11 = a[5],
- a12 = a[6],
- a13 = a[7];
- var a20 = a[8],
- a21 = a[9],
- a22 = a[10],
- a23 = a[11];
- var a30 = a[12],
- a31 = a[13],
- a32 = a[14],
- a33 = a[15];
- var b00 = a00 * a11 - a01 * a10;
- var b01 = a00 * a12 - a02 * a10;
- var b02 = a00 * a13 - a03 * a10;
- var b03 = a01 * a12 - a02 * a11;
- var b04 = a01 * a13 - a03 * a11;
- var b05 = a02 * a13 - a03 * a12;
- var b06 = a20 * a31 - a21 * a30;
- var b07 = a20 * a32 - a22 * a30;
- var b08 = a20 * a33 - a23 * a30;
- var b09 = a21 * a32 - a22 * a31;
- var b10 = a21 * a33 - a23 * a31;
- var b11 = a22 * a33 - a23 * a32; // Calculate the determinant
-
- var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-
- if (!det) {
- return null;
- }
-
- det = 1.0 / det;
- out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
- out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
- out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
- out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
- out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
- out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
- out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
- out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
- out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
- out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
- out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
- out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
- out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
- out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
- out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
- out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
- return out;
- }
- /**
- * Calculates the adjugate of a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the source matrix
- * @returns {mat4} out
- */
-
- function adjoint(out, a) {
- var a00 = a[0],
- a01 = a[1],
- a02 = a[2],
- a03 = a[3];
- var a10 = a[4],
- a11 = a[5],
- a12 = a[6],
- a13 = a[7];
- var a20 = a[8],
- a21 = a[9],
- a22 = a[10],
- a23 = a[11];
- var a30 = a[12],
- a31 = a[13],
- a32 = a[14],
- a33 = a[15];
- var b00 = a00 * a11 - a01 * a10;
- var b01 = a00 * a12 - a02 * a10;
- var b02 = a00 * a13 - a03 * a10;
- var b03 = a01 * a12 - a02 * a11;
- var b04 = a01 * a13 - a03 * a11;
- var b05 = a02 * a13 - a03 * a12;
- var b06 = a20 * a31 - a21 * a30;
- var b07 = a20 * a32 - a22 * a30;
- var b08 = a20 * a33 - a23 * a30;
- var b09 = a21 * a32 - a22 * a31;
- var b10 = a21 * a33 - a23 * a31;
- var b11 = a22 * a33 - a23 * a32;
- out[0] = a11 * b11 - a12 * b10 + a13 * b09;
- out[1] = a02 * b10 - a01 * b11 - a03 * b09;
- out[2] = a31 * b05 - a32 * b04 + a33 * b03;
- out[3] = a22 * b04 - a21 * b05 - a23 * b03;
- out[4] = a12 * b08 - a10 * b11 - a13 * b07;
- out[5] = a00 * b11 - a02 * b08 + a03 * b07;
- out[6] = a32 * b02 - a30 * b05 - a33 * b01;
- out[7] = a20 * b05 - a22 * b02 + a23 * b01;
- out[8] = a10 * b10 - a11 * b08 + a13 * b06;
- out[9] = a01 * b08 - a00 * b10 - a03 * b06;
- out[10] = a30 * b04 - a31 * b02 + a33 * b00;
- out[11] = a21 * b02 - a20 * b04 - a23 * b00;
- out[12] = a11 * b07 - a10 * b09 - a12 * b06;
- out[13] = a00 * b09 - a01 * b07 + a02 * b06;
- out[14] = a31 * b01 - a30 * b03 - a32 * b00;
- out[15] = a20 * b03 - a21 * b01 + a22 * b00;
- return out;
- }
- /**
- * Calculates the determinant of a mat4
- *
- * @param {ReadonlyMat4} a the source matrix
- * @returns {Number} determinant of a
- */
-
- function determinant(a) {
- var a00 = a[0],
- a01 = a[1],
- a02 = a[2],
- a03 = a[3];
- var a10 = a[4],
- a11 = a[5],
- a12 = a[6],
- a13 = a[7];
- var a20 = a[8],
- a21 = a[9],
- a22 = a[10],
- a23 = a[11];
- var a30 = a[12],
- a31 = a[13],
- a32 = a[14],
- a33 = a[15];
- var b0 = a00 * a11 - a01 * a10;
- var b1 = a00 * a12 - a02 * a10;
- var b2 = a01 * a12 - a02 * a11;
- var b3 = a20 * a31 - a21 * a30;
- var b4 = a20 * a32 - a22 * a30;
- var b5 = a21 * a32 - a22 * a31;
- var b6 = a00 * b5 - a01 * b4 + a02 * b3;
- var b7 = a10 * b5 - a11 * b4 + a12 * b3;
- var b8 = a20 * b2 - a21 * b1 + a22 * b0;
- var b9 = a30 * b2 - a31 * b1 + a32 * b0; // Calculate the determinant
-
- return a13 * b6 - a03 * b7 + a33 * b8 - a23 * b9;
- }
- /**
- * Multiplies two mat4s
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the first operand
- * @param {ReadonlyMat4} b the second operand
- * @returns {mat4} out
- */
-
- function multiply$5(out, a, b) {
- var a00 = a[0],
- a01 = a[1],
- a02 = a[2],
- a03 = a[3];
- var a10 = a[4],
- a11 = a[5],
- a12 = a[6],
- a13 = a[7];
- var a20 = a[8],
- a21 = a[9],
- a22 = a[10],
- a23 = a[11];
- var a30 = a[12],
- a31 = a[13],
- a32 = a[14],
- a33 = a[15]; // Cache only the current line of the second matrix
-
- var b0 = b[0],
- b1 = b[1],
- b2 = b[2],
- b3 = b[3];
- out[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
- out[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
- out[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
- out[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
- b0 = b[4];
- b1 = b[5];
- b2 = b[6];
- b3 = b[7];
- out[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
- out[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
- out[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
- out[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
- b0 = b[8];
- b1 = b[9];
- b2 = b[10];
- b3 = b[11];
- out[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
- out[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
- out[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
- out[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
- b0 = b[12];
- b1 = b[13];
- b2 = b[14];
- b3 = b[15];
- out[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
- out[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
- out[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
- out[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
- return out;
- }
- /**
- * Translate a mat4 by the given vector
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the matrix to translate
- * @param {ReadonlyVec3} v vector to translate by
- * @returns {mat4} out
- */
-
- function translate$1(out, a, v) {
- var x = v[0],
- y = v[1],
- z = v[2];
- var a00, a01, a02, a03;
- var a10, a11, a12, a13;
- var a20, a21, a22, a23;
-
- if (a === out) {
- out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
- out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
- out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
- out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
- } else {
- a00 = a[0];
- a01 = a[1];
- a02 = a[2];
- a03 = a[3];
- a10 = a[4];
- a11 = a[5];
- a12 = a[6];
- a13 = a[7];
- a20 = a[8];
- a21 = a[9];
- a22 = a[10];
- a23 = a[11];
- out[0] = a00;
- out[1] = a01;
- out[2] = a02;
- out[3] = a03;
- out[4] = a10;
- out[5] = a11;
- out[6] = a12;
- out[7] = a13;
- out[8] = a20;
- out[9] = a21;
- out[10] = a22;
- out[11] = a23;
- out[12] = a00 * x + a10 * y + a20 * z + a[12];
- out[13] = a01 * x + a11 * y + a21 * z + a[13];
- out[14] = a02 * x + a12 * y + a22 * z + a[14];
- out[15] = a03 * x + a13 * y + a23 * z + a[15];
- }
-
- return out;
- }
- /**
- * Scales the mat4 by the dimensions in the given vec3 not using vectorization
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the matrix to scale
- * @param {ReadonlyVec3} v the vec3 to scale the matrix by
- * @returns {mat4} out
- **/
-
- function scale$5(out, a, v) {
- var x = v[0],
- y = v[1],
- z = v[2];
- out[0] = a[0] * x;
- out[1] = a[1] * x;
- out[2] = a[2] * x;
- out[3] = a[3] * x;
- out[4] = a[4] * y;
- out[5] = a[5] * y;
- out[6] = a[6] * y;
- out[7] = a[7] * y;
- out[8] = a[8] * z;
- out[9] = a[9] * z;
- out[10] = a[10] * z;
- out[11] = a[11] * z;
- out[12] = a[12];
- out[13] = a[13];
- out[14] = a[14];
- out[15] = a[15];
- return out;
- }
- /**
- * Rotates a mat4 by the given angle around the given axis
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @param {ReadonlyVec3} axis the axis to rotate around
- * @returns {mat4} out
- */
-
- function rotate$1(out, a, rad, axis) {
- var x = axis[0],
- y = axis[1],
- z = axis[2];
- var len = Math.hypot(x, y, z);
- var s, c, t;
- var a00, a01, a02, a03;
- var a10, a11, a12, a13;
- var a20, a21, a22, a23;
- var b00, b01, b02;
- var b10, b11, b12;
- var b20, b21, b22;
-
- if (len < EPSILON) {
- return null;
- }
-
- len = 1 / len;
- x *= len;
- y *= len;
- z *= len;
- s = Math.sin(rad);
- c = Math.cos(rad);
- t = 1 - c;
- a00 = a[0];
- a01 = a[1];
- a02 = a[2];
- a03 = a[3];
- a10 = a[4];
- a11 = a[5];
- a12 = a[6];
- a13 = a[7];
- a20 = a[8];
- a21 = a[9];
- a22 = a[10];
- a23 = a[11]; // Construct the elements of the rotation matrix
-
- b00 = x * x * t + c;
- b01 = y * x * t + z * s;
- b02 = z * x * t - y * s;
- b10 = x * y * t - z * s;
- b11 = y * y * t + c;
- b12 = z * y * t + x * s;
- b20 = x * z * t + y * s;
- b21 = y * z * t - x * s;
- b22 = z * z * t + c; // Perform rotation-specific matrix multiplication
-
- out[0] = a00 * b00 + a10 * b01 + a20 * b02;
- out[1] = a01 * b00 + a11 * b01 + a21 * b02;
- out[2] = a02 * b00 + a12 * b01 + a22 * b02;
- out[3] = a03 * b00 + a13 * b01 + a23 * b02;
- out[4] = a00 * b10 + a10 * b11 + a20 * b12;
- out[5] = a01 * b10 + a11 * b11 + a21 * b12;
- out[6] = a02 * b10 + a12 * b11 + a22 * b12;
- out[7] = a03 * b10 + a13 * b11 + a23 * b12;
- out[8] = a00 * b20 + a10 * b21 + a20 * b22;
- out[9] = a01 * b20 + a11 * b21 + a21 * b22;
- out[10] = a02 * b20 + a12 * b21 + a22 * b22;
- out[11] = a03 * b20 + a13 * b21 + a23 * b22;
-
- if (a !== out) {
- // If the source and destination differ, copy the unchanged last row
- out[12] = a[12];
- out[13] = a[13];
- out[14] = a[14];
- out[15] = a[15];
- }
-
- return out;
- }
- /**
- * Rotates a matrix by the given angle around the X axis
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-
- function rotateX$3(out, a, rad) {
- var s = Math.sin(rad);
- var c = Math.cos(rad);
- var a10 = a[4];
- var a11 = a[5];
- var a12 = a[6];
- var a13 = a[7];
- var a20 = a[8];
- var a21 = a[9];
- var a22 = a[10];
- var a23 = a[11];
-
- if (a !== out) {
- // If the source and destination differ, copy the unchanged rows
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- out[3] = a[3];
- out[12] = a[12];
- out[13] = a[13];
- out[14] = a[14];
- out[15] = a[15];
- } // Perform axis-specific matrix multiplication
-
-
- out[4] = a10 * c + a20 * s;
- out[5] = a11 * c + a21 * s;
- out[6] = a12 * c + a22 * s;
- out[7] = a13 * c + a23 * s;
- out[8] = a20 * c - a10 * s;
- out[9] = a21 * c - a11 * s;
- out[10] = a22 * c - a12 * s;
- out[11] = a23 * c - a13 * s;
- return out;
- }
- /**
- * Rotates a matrix by the given angle around the Y axis
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-
- function rotateY$3(out, a, rad) {
- var s = Math.sin(rad);
- var c = Math.cos(rad);
- var a00 = a[0];
- var a01 = a[1];
- var a02 = a[2];
- var a03 = a[3];
- var a20 = a[8];
- var a21 = a[9];
- var a22 = a[10];
- var a23 = a[11];
-
- if (a !== out) {
- // If the source and destination differ, copy the unchanged rows
- out[4] = a[4];
- out[5] = a[5];
- out[6] = a[6];
- out[7] = a[7];
- out[12] = a[12];
- out[13] = a[13];
- out[14] = a[14];
- out[15] = a[15];
- } // Perform axis-specific matrix multiplication
-
-
- out[0] = a00 * c - a20 * s;
- out[1] = a01 * c - a21 * s;
- out[2] = a02 * c - a22 * s;
- out[3] = a03 * c - a23 * s;
- out[8] = a00 * s + a20 * c;
- out[9] = a01 * s + a21 * c;
- out[10] = a02 * s + a22 * c;
- out[11] = a03 * s + a23 * c;
- return out;
- }
- /**
- * Rotates a matrix by the given angle around the Z axis
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-
- function rotateZ$3(out, a, rad) {
- var s = Math.sin(rad);
- var c = Math.cos(rad);
- var a00 = a[0];
- var a01 = a[1];
- var a02 = a[2];
- var a03 = a[3];
- var a10 = a[4];
- var a11 = a[5];
- var a12 = a[6];
- var a13 = a[7];
-
- if (a !== out) {
- // If the source and destination differ, copy the unchanged last row
- out[8] = a[8];
- out[9] = a[9];
- out[10] = a[10];
- out[11] = a[11];
- out[12] = a[12];
- out[13] = a[13];
- out[14] = a[14];
- out[15] = a[15];
- } // Perform axis-specific matrix multiplication
-
-
- out[0] = a00 * c + a10 * s;
- out[1] = a01 * c + a11 * s;
- out[2] = a02 * c + a12 * s;
- out[3] = a03 * c + a13 * s;
- out[4] = a10 * c - a00 * s;
- out[5] = a11 * c - a01 * s;
- out[6] = a12 * c - a02 * s;
- out[7] = a13 * c - a03 * s;
- return out;
- }
- /**
- * Creates a matrix from a vector translation
- * This is equivalent to (but much faster than):
- *
- * mat4.identity(dest);
- * mat4.translate(dest, dest, vec);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {ReadonlyVec3} v Translation vector
- * @returns {mat4} out
- */
-
- function fromTranslation$1(out, v) {
- out[0] = 1;
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 0;
- out[5] = 1;
- out[6] = 0;
- out[7] = 0;
- out[8] = 0;
- out[9] = 0;
- out[10] = 1;
- out[11] = 0;
- out[12] = v[0];
- out[13] = v[1];
- out[14] = v[2];
- out[15] = 1;
- return out;
- }
- /**
- * Creates a matrix from a vector scaling
- * This is equivalent to (but much faster than):
- *
- * mat4.identity(dest);
- * mat4.scale(dest, dest, vec);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {ReadonlyVec3} v Scaling vector
- * @returns {mat4} out
- */
-
- function fromScaling(out, v) {
- out[0] = v[0];
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 0;
- out[5] = v[1];
- out[6] = 0;
- out[7] = 0;
- out[8] = 0;
- out[9] = 0;
- out[10] = v[2];
- out[11] = 0;
- out[12] = 0;
- out[13] = 0;
- out[14] = 0;
- out[15] = 1;
- return out;
- }
- /**
- * Creates a matrix from a given angle around a given axis
- * This is equivalent to (but much faster than):
- *
- * mat4.identity(dest);
- * mat4.rotate(dest, dest, rad, axis);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {Number} rad the angle to rotate the matrix by
- * @param {ReadonlyVec3} axis the axis to rotate around
- * @returns {mat4} out
- */
-
- function fromRotation$1(out, rad, axis) {
- var x = axis[0],
- y = axis[1],
- z = axis[2];
- var len = Math.hypot(x, y, z);
- var s, c, t;
-
- if (len < EPSILON) {
- return null;
- }
-
- len = 1 / len;
- x *= len;
- y *= len;
- z *= len;
- s = Math.sin(rad);
- c = Math.cos(rad);
- t = 1 - c; // Perform rotation-specific matrix multiplication
-
- out[0] = x * x * t + c;
- out[1] = y * x * t + z * s;
- out[2] = z * x * t - y * s;
- out[3] = 0;
- out[4] = x * y * t - z * s;
- out[5] = y * y * t + c;
- out[6] = z * y * t + x * s;
- out[7] = 0;
- out[8] = x * z * t + y * s;
- out[9] = y * z * t - x * s;
- out[10] = z * z * t + c;
- out[11] = 0;
- out[12] = 0;
- out[13] = 0;
- out[14] = 0;
- out[15] = 1;
- return out;
- }
- /**
- * Creates a matrix from the given angle around the X axis
- * This is equivalent to (but much faster than):
- *
- * mat4.identity(dest);
- * mat4.rotateX(dest, dest, rad);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-
- function fromXRotation(out, rad) {
- var s = Math.sin(rad);
- var c = Math.cos(rad); // Perform axis-specific matrix multiplication
-
- out[0] = 1;
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 0;
- out[5] = c;
- out[6] = s;
- out[7] = 0;
- out[8] = 0;
- out[9] = -s;
- out[10] = c;
- out[11] = 0;
- out[12] = 0;
- out[13] = 0;
- out[14] = 0;
- out[15] = 1;
- return out;
- }
- /**
- * Creates a matrix from the given angle around the Y axis
- * This is equivalent to (but much faster than):
- *
- * mat4.identity(dest);
- * mat4.rotateY(dest, dest, rad);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-
- function fromYRotation(out, rad) {
- var s = Math.sin(rad);
- var c = Math.cos(rad); // Perform axis-specific matrix multiplication
-
- out[0] = c;
- out[1] = 0;
- out[2] = -s;
- out[3] = 0;
- out[4] = 0;
- out[5] = 1;
- out[6] = 0;
- out[7] = 0;
- out[8] = s;
- out[9] = 0;
- out[10] = c;
- out[11] = 0;
- out[12] = 0;
- out[13] = 0;
- out[14] = 0;
- out[15] = 1;
- return out;
- }
- /**
- * Creates a matrix from the given angle around the Z axis
- * This is equivalent to (but much faster than):
- *
- * mat4.identity(dest);
- * mat4.rotateZ(dest, dest, rad);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
-
- function fromZRotation(out, rad) {
- var s = Math.sin(rad);
- var c = Math.cos(rad); // Perform axis-specific matrix multiplication
-
- out[0] = c;
- out[1] = s;
- out[2] = 0;
- out[3] = 0;
- out[4] = -s;
- out[5] = c;
- out[6] = 0;
- out[7] = 0;
- out[8] = 0;
- out[9] = 0;
- out[10] = 1;
- out[11] = 0;
- out[12] = 0;
- out[13] = 0;
- out[14] = 0;
- out[15] = 1;
- return out;
- }
- /**
- * Creates a matrix from a quaternion rotation and vector translation
- * This is equivalent to (but much faster than):
- *
- * mat4.identity(dest);
- * mat4.translate(dest, vec);
- * let quatMat = mat4.create();
- * quat4.toMat4(quat, quatMat);
- * mat4.multiply(dest, quatMat);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {quat4} q Rotation quaternion
- * @param {ReadonlyVec3} v Translation vector
- * @returns {mat4} out
- */
-
- function fromRotationTranslation$1(out, q, v) {
- // Quaternion math
- var x = q[0],
- y = q[1],
- z = q[2],
- w = q[3];
- var x2 = x + x;
- var y2 = y + y;
- var z2 = z + z;
- var xx = x * x2;
- var xy = x * y2;
- var xz = x * z2;
- var yy = y * y2;
- var yz = y * z2;
- var zz = z * z2;
- var wx = w * x2;
- var wy = w * y2;
- var wz = w * z2;
- out[0] = 1 - (yy + zz);
- out[1] = xy + wz;
- out[2] = xz - wy;
- out[3] = 0;
- out[4] = xy - wz;
- out[5] = 1 - (xx + zz);
- out[6] = yz + wx;
- out[7] = 0;
- out[8] = xz + wy;
- out[9] = yz - wx;
- out[10] = 1 - (xx + yy);
- out[11] = 0;
- out[12] = v[0];
- out[13] = v[1];
- out[14] = v[2];
- out[15] = 1;
- return out;
- }
- /**
- * Creates a new mat4 from a dual quat.
- *
- * @param {mat4} out Matrix
- * @param {ReadonlyQuat2} a Dual Quaternion
- * @returns {mat4} mat4 receiving operation result
- */
-
- function fromQuat2(out, a) {
- var translation = new ARRAY_TYPE(3);
- var bx = -a[0],
- by = -a[1],
- bz = -a[2],
- bw = a[3],
- ax = a[4],
- ay = a[5],
- az = a[6],
- aw = a[7];
- var magnitude = bx * bx + by * by + bz * bz + bw * bw; //Only scale if it makes sense
-
- if (magnitude > 0) {
- translation[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2 / magnitude;
- translation[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2 / magnitude;
- translation[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2 / magnitude;
- } else {
- translation[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2;
- translation[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2;
- translation[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2;
- }
-
- fromRotationTranslation$1(out, a, translation);
- return out;
- }
- /**
- * Returns the translation vector component of a transformation
- * matrix. If a matrix is built with fromRotationTranslation,
- * the returned vector will be the same as the translation vector
- * originally supplied.
- * @param {vec3} out Vector to receive translation component
- * @param {ReadonlyMat4} mat Matrix to be decomposed (input)
- * @return {vec3} out
- */
-
- function getTranslation$1(out, mat) {
- out[0] = mat[12];
- out[1] = mat[13];
- out[2] = mat[14];
- return out;
- }
- /**
- * Returns the scaling factor component of a transformation
- * matrix. If a matrix is built with fromRotationTranslationScale
- * with a normalized Quaternion paramter, the returned vector will be
- * the same as the scaling vector
- * originally supplied.
- * @param {vec3} out Vector to receive scaling factor component
- * @param {ReadonlyMat4} mat Matrix to be decomposed (input)
- * @return {vec3} out
- */
-
- function getScaling(out, mat) {
- var m11 = mat[0];
- var m12 = mat[1];
- var m13 = mat[2];
- var m21 = mat[4];
- var m22 = mat[5];
- var m23 = mat[6];
- var m31 = mat[8];
- var m32 = mat[9];
- var m33 = mat[10];
- out[0] = Math.hypot(m11, m12, m13);
- out[1] = Math.hypot(m21, m22, m23);
- out[2] = Math.hypot(m31, m32, m33);
- return out;
- }
- /**
- * Returns a quaternion representing the rotational component
- * of a transformation matrix. If a matrix is built with
- * fromRotationTranslation, the returned quaternion will be the
- * same as the quaternion originally supplied.
- * @param {quat} out Quaternion to receive the rotation component
- * @param {ReadonlyMat4} mat Matrix to be decomposed (input)
- * @return {quat} out
- */
-
- function getRotation(out, mat) {
- var scaling = new ARRAY_TYPE(3);
- getScaling(scaling, mat);
- var is1 = 1 / scaling[0];
- var is2 = 1 / scaling[1];
- var is3 = 1 / scaling[2];
- var sm11 = mat[0] * is1;
- var sm12 = mat[1] * is2;
- var sm13 = mat[2] * is3;
- var sm21 = mat[4] * is1;
- var sm22 = mat[5] * is2;
- var sm23 = mat[6] * is3;
- var sm31 = mat[8] * is1;
- var sm32 = mat[9] * is2;
- var sm33 = mat[10] * is3;
- var trace = sm11 + sm22 + sm33;
- var S = 0;
-
- if (trace > 0) {
- S = Math.sqrt(trace + 1.0) * 2;
- out[3] = 0.25 * S;
- out[0] = (sm23 - sm32) / S;
- out[1] = (sm31 - sm13) / S;
- out[2] = (sm12 - sm21) / S;
- } else if (sm11 > sm22 && sm11 > sm33) {
- S = Math.sqrt(1.0 + sm11 - sm22 - sm33) * 2;
- out[3] = (sm23 - sm32) / S;
- out[0] = 0.25 * S;
- out[1] = (sm12 + sm21) / S;
- out[2] = (sm31 + sm13) / S;
- } else if (sm22 > sm33) {
- S = Math.sqrt(1.0 + sm22 - sm11 - sm33) * 2;
- out[3] = (sm31 - sm13) / S;
- out[0] = (sm12 + sm21) / S;
- out[1] = 0.25 * S;
- out[2] = (sm23 + sm32) / S;
- } else {
- S = Math.sqrt(1.0 + sm33 - sm11 - sm22) * 2;
- out[3] = (sm12 - sm21) / S;
- out[0] = (sm31 + sm13) / S;
- out[1] = (sm23 + sm32) / S;
- out[2] = 0.25 * S;
- }
-
- return out;
- }
- /**
- * Decomposes a transformation matrix into its rotation, translation
- * and scale components. Returns only the rotation component
- * @param {quat} out_r Quaternion to receive the rotation component
- * @param {vec3} out_t Vector to receive the translation vector
- * @param {vec3} out_s Vector to receive the scaling factor
- * @param {ReadonlyMat4} mat Matrix to be decomposed (input)
- * @returns {quat} out_r
- */
-
- function decompose(out_r, out_t, out_s, mat) {
- out_t[0] = mat[12];
- out_t[1] = mat[13];
- out_t[2] = mat[14];
- var m11 = mat[0];
- var m12 = mat[1];
- var m13 = mat[2];
- var m21 = mat[4];
- var m22 = mat[5];
- var m23 = mat[6];
- var m31 = mat[8];
- var m32 = mat[9];
- var m33 = mat[10];
- out_s[0] = Math.hypot(m11, m12, m13);
- out_s[1] = Math.hypot(m21, m22, m23);
- out_s[2] = Math.hypot(m31, m32, m33);
- var is1 = 1 / out_s[0];
- var is2 = 1 / out_s[1];
- var is3 = 1 / out_s[2];
- var sm11 = m11 * is1;
- var sm12 = m12 * is2;
- var sm13 = m13 * is3;
- var sm21 = m21 * is1;
- var sm22 = m22 * is2;
- var sm23 = m23 * is3;
- var sm31 = m31 * is1;
- var sm32 = m32 * is2;
- var sm33 = m33 * is3;
- var trace = sm11 + sm22 + sm33;
- var S = 0;
-
- if (trace > 0) {
- S = Math.sqrt(trace + 1.0) * 2;
- out_r[3] = 0.25 * S;
- out_r[0] = (sm23 - sm32) / S;
- out_r[1] = (sm31 - sm13) / S;
- out_r[2] = (sm12 - sm21) / S;
- } else if (sm11 > sm22 && sm11 > sm33) {
- S = Math.sqrt(1.0 + sm11 - sm22 - sm33) * 2;
- out_r[3] = (sm23 - sm32) / S;
- out_r[0] = 0.25 * S;
- out_r[1] = (sm12 + sm21) / S;
- out_r[2] = (sm31 + sm13) / S;
- } else if (sm22 > sm33) {
- S = Math.sqrt(1.0 + sm22 - sm11 - sm33) * 2;
- out_r[3] = (sm31 - sm13) / S;
- out_r[0] = (sm12 + sm21) / S;
- out_r[1] = 0.25 * S;
- out_r[2] = (sm23 + sm32) / S;
- } else {
- S = Math.sqrt(1.0 + sm33 - sm11 - sm22) * 2;
- out_r[3] = (sm12 - sm21) / S;
- out_r[0] = (sm31 + sm13) / S;
- out_r[1] = (sm23 + sm32) / S;
- out_r[2] = 0.25 * S;
- }
-
- return out_r;
- }
- /**
- * Creates a matrix from a quaternion rotation, vector translation and vector scale
- * This is equivalent to (but much faster than):
- *
- * mat4.identity(dest);
- * mat4.translate(dest, vec);
- * let quatMat = mat4.create();
- * quat4.toMat4(quat, quatMat);
- * mat4.multiply(dest, quatMat);
- * mat4.scale(dest, scale)
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {quat4} q Rotation quaternion
- * @param {ReadonlyVec3} v Translation vector
- * @param {ReadonlyVec3} s Scaling vector
- * @returns {mat4} out
- */
-
- function fromRotationTranslationScale(out, q, v, s) {
- // Quaternion math
- var x = q[0],
- y = q[1],
- z = q[2],
- w = q[3];
- var x2 = x + x;
- var y2 = y + y;
- var z2 = z + z;
- var xx = x * x2;
- var xy = x * y2;
- var xz = x * z2;
- var yy = y * y2;
- var yz = y * z2;
- var zz = z * z2;
- var wx = w * x2;
- var wy = w * y2;
- var wz = w * z2;
- var sx = s[0];
- var sy = s[1];
- var sz = s[2];
- out[0] = (1 - (yy + zz)) * sx;
- out[1] = (xy + wz) * sx;
- out[2] = (xz - wy) * sx;
- out[3] = 0;
- out[4] = (xy - wz) * sy;
- out[5] = (1 - (xx + zz)) * sy;
- out[6] = (yz + wx) * sy;
- out[7] = 0;
- out[8] = (xz + wy) * sz;
- out[9] = (yz - wx) * sz;
- out[10] = (1 - (xx + yy)) * sz;
- out[11] = 0;
- out[12] = v[0];
- out[13] = v[1];
- out[14] = v[2];
- out[15] = 1;
- return out;
- }
- /**
- * Creates a matrix from a quaternion rotation, vector translation and vector scale, rotating and scaling around the given origin
- * This is equivalent to (but much faster than):
- *
- * mat4.identity(dest);
- * mat4.translate(dest, vec);
- * mat4.translate(dest, origin);
- * let quatMat = mat4.create();
- * quat4.toMat4(quat, quatMat);
- * mat4.multiply(dest, quatMat);
- * mat4.scale(dest, scale)
- * mat4.translate(dest, negativeOrigin);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {quat4} q Rotation quaternion
- * @param {ReadonlyVec3} v Translation vector
- * @param {ReadonlyVec3} s Scaling vector
- * @param {ReadonlyVec3} o The origin vector around which to scale and rotate
- * @returns {mat4} out
- */
-
- function fromRotationTranslationScaleOrigin(out, q, v, s, o) {
- // Quaternion math
- var x = q[0],
- y = q[1],
- z = q[2],
- w = q[3];
- var x2 = x + x;
- var y2 = y + y;
- var z2 = z + z;
- var xx = x * x2;
- var xy = x * y2;
- var xz = x * z2;
- var yy = y * y2;
- var yz = y * z2;
- var zz = z * z2;
- var wx = w * x2;
- var wy = w * y2;
- var wz = w * z2;
- var sx = s[0];
- var sy = s[1];
- var sz = s[2];
- var ox = o[0];
- var oy = o[1];
- var oz = o[2];
- var out0 = (1 - (yy + zz)) * sx;
- var out1 = (xy + wz) * sx;
- var out2 = (xz - wy) * sx;
- var out4 = (xy - wz) * sy;
- var out5 = (1 - (xx + zz)) * sy;
- var out6 = (yz + wx) * sy;
- var out8 = (xz + wy) * sz;
- var out9 = (yz - wx) * sz;
- var out10 = (1 - (xx + yy)) * sz;
- out[0] = out0;
- out[1] = out1;
- out[2] = out2;
- out[3] = 0;
- out[4] = out4;
- out[5] = out5;
- out[6] = out6;
- out[7] = 0;
- out[8] = out8;
- out[9] = out9;
- out[10] = out10;
- out[11] = 0;
- out[12] = v[0] + ox - (out0 * ox + out4 * oy + out8 * oz);
- out[13] = v[1] + oy - (out1 * ox + out5 * oy + out9 * oz);
- out[14] = v[2] + oz - (out2 * ox + out6 * oy + out10 * oz);
- out[15] = 1;
- return out;
- }
- /**
- * Calculates a 4x4 matrix from the given quaternion
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {ReadonlyQuat} q Quaternion to create matrix from
- *
- * @returns {mat4} out
- */
-
- function fromQuat(out, q) {
- var x = q[0],
- y = q[1],
- z = q[2],
- w = q[3];
- var x2 = x + x;
- var y2 = y + y;
- var z2 = z + z;
- var xx = x * x2;
- var yx = y * x2;
- var yy = y * y2;
- var zx = z * x2;
- var zy = z * y2;
- var zz = z * z2;
- var wx = w * x2;
- var wy = w * y2;
- var wz = w * z2;
- out[0] = 1 - yy - zz;
- out[1] = yx + wz;
- out[2] = zx - wy;
- out[3] = 0;
- out[4] = yx - wz;
- out[5] = 1 - xx - zz;
- out[6] = zy + wx;
- out[7] = 0;
- out[8] = zx + wy;
- out[9] = zy - wx;
- out[10] = 1 - xx - yy;
- out[11] = 0;
- out[12] = 0;
- out[13] = 0;
- out[14] = 0;
- out[15] = 1;
- return out;
- }
- /**
- * Generates a frustum matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {Number} left Left bound of the frustum
- * @param {Number} right Right bound of the frustum
- * @param {Number} bottom Bottom bound of the frustum
- * @param {Number} top Top bound of the frustum
- * @param {Number} near Near bound of the frustum
- * @param {Number} far Far bound of the frustum
- * @returns {mat4} out
- */
-
- function frustum(out, left, right, bottom, top, near, far) {
- var rl = 1 / (right - left);
- var tb = 1 / (top - bottom);
- var nf = 1 / (near - far);
- out[0] = near * 2 * rl;
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 0;
- out[5] = near * 2 * tb;
- out[6] = 0;
- out[7] = 0;
- out[8] = (right + left) * rl;
- out[9] = (top + bottom) * tb;
- out[10] = (far + near) * nf;
- out[11] = -1;
- out[12] = 0;
- out[13] = 0;
- out[14] = far * near * 2 * nf;
- out[15] = 0;
- return out;
- }
- /**
- * Generates a perspective projection matrix with the given bounds.
- * The near/far clip planes correspond to a normalized device coordinate Z range of [-1, 1],
- * which matches WebGL/OpenGL's clip volume.
- * Passing null/undefined/no value for far will generate infinite projection matrix.
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} fovy Vertical field of view in radians
- * @param {number} aspect Aspect ratio. typically viewport width/height
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum, can be null or Infinity
- * @returns {mat4} out
- */
-
- function perspectiveNO(out, fovy, aspect, near, far) {
- var f = 1.0 / Math.tan(fovy / 2);
- out[0] = f / aspect;
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 0;
- out[5] = f;
- out[6] = 0;
- out[7] = 0;
- out[8] = 0;
- out[9] = 0;
- out[11] = -1;
- out[12] = 0;
- out[13] = 0;
- out[15] = 0;
-
- if (far != null && far !== Infinity) {
- var nf = 1 / (near - far);
- out[10] = (far + near) * nf;
- out[14] = 2 * far * near * nf;
- } else {
- out[10] = -1;
- out[14] = -2 * near;
- }
-
- return out;
- }
- /**
- * Alias for {@link mat4.perspectiveNO}
- * @function
- */
-
- var perspective = perspectiveNO;
- /**
- * Generates a perspective projection matrix suitable for WebGPU with the given bounds.
- * The near/far clip planes correspond to a normalized device coordinate Z range of [0, 1],
- * which matches WebGPU/Vulkan/DirectX/Metal's clip volume.
- * Passing null/undefined/no value for far will generate infinite projection matrix.
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} fovy Vertical field of view in radians
- * @param {number} aspect Aspect ratio. typically viewport width/height
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum, can be null or Infinity
- * @returns {mat4} out
- */
-
- function perspectiveZO(out, fovy, aspect, near, far) {
- var f = 1.0 / Math.tan(fovy / 2);
- out[0] = f / aspect;
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 0;
- out[5] = f;
- out[6] = 0;
- out[7] = 0;
- out[8] = 0;
- out[9] = 0;
- out[11] = -1;
- out[12] = 0;
- out[13] = 0;
- out[15] = 0;
-
- if (far != null && far !== Infinity) {
- var nf = 1 / (near - far);
- out[10] = far * nf;
- out[14] = far * near * nf;
- } else {
- out[10] = -1;
- out[14] = -near;
- }
-
- return out;
- }
- /**
- * Generates a perspective projection matrix with the given field of view.
- * This is primarily useful for generating projection matrices to be used
- * with the still experiemental WebVR API.
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {Object} fov Object containing the following values: upDegrees, downDegrees, leftDegrees, rightDegrees
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum
- * @returns {mat4} out
- */
-
- function perspectiveFromFieldOfView(out, fov, near, far) {
- var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
- var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
- var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
- var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
- var xScale = 2.0 / (leftTan + rightTan);
- var yScale = 2.0 / (upTan + downTan);
- out[0] = xScale;
- out[1] = 0.0;
- out[2] = 0.0;
- out[3] = 0.0;
- out[4] = 0.0;
- out[5] = yScale;
- out[6] = 0.0;
- out[7] = 0.0;
- out[8] = -((leftTan - rightTan) * xScale * 0.5);
- out[9] = (upTan - downTan) * yScale * 0.5;
- out[10] = far / (near - far);
- out[11] = -1.0;
- out[12] = 0.0;
- out[13] = 0.0;
- out[14] = far * near / (near - far);
- out[15] = 0.0;
- return out;
- }
- /**
- * Generates a orthogonal projection matrix with the given bounds.
- * The near/far clip planes correspond to a normalized device coordinate Z range of [-1, 1],
- * which matches WebGL/OpenGL's clip volume.
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} left Left bound of the frustum
- * @param {number} right Right bound of the frustum
- * @param {number} bottom Bottom bound of the frustum
- * @param {number} top Top bound of the frustum
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum
- * @returns {mat4} out
- */
-
- function orthoNO(out, left, right, bottom, top, near, far) {
- var lr = 1 / (left - right);
- var bt = 1 / (bottom - top);
- var nf = 1 / (near - far);
- out[0] = -2 * lr;
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 0;
- out[5] = -2 * bt;
- out[6] = 0;
- out[7] = 0;
- out[8] = 0;
- out[9] = 0;
- out[10] = 2 * nf;
- out[11] = 0;
- out[12] = (left + right) * lr;
- out[13] = (top + bottom) * bt;
- out[14] = (far + near) * nf;
- out[15] = 1;
- return out;
- }
- /**
- * Alias for {@link mat4.orthoNO}
- * @function
- */
-
- var ortho = orthoNO;
- /**
- * Generates a orthogonal projection matrix with the given bounds.
- * The near/far clip planes correspond to a normalized device coordinate Z range of [0, 1],
- * which matches WebGPU/Vulkan/DirectX/Metal's clip volume.
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} left Left bound of the frustum
- * @param {number} right Right bound of the frustum
- * @param {number} bottom Bottom bound of the frustum
- * @param {number} top Top bound of the frustum
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum
- * @returns {mat4} out
- */
-
- function orthoZO(out, left, right, bottom, top, near, far) {
- var lr = 1 / (left - right);
- var bt = 1 / (bottom - top);
- var nf = 1 / (near - far);
- out[0] = -2 * lr;
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 0;
- out[5] = -2 * bt;
- out[6] = 0;
- out[7] = 0;
- out[8] = 0;
- out[9] = 0;
- out[10] = nf;
- out[11] = 0;
- out[12] = (left + right) * lr;
- out[13] = (top + bottom) * bt;
- out[14] = near * nf;
- out[15] = 1;
- return out;
- }
- /**
- * Generates a look-at matrix with the given eye position, focal point, and up axis.
- * If you want a matrix that actually makes an object look at another object, you should use targetTo instead.
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {ReadonlyVec3} eye Position of the viewer
- * @param {ReadonlyVec3} center Point the viewer is looking at
- * @param {ReadonlyVec3} up vec3 pointing up
- * @returns {mat4} out
- */
-
- function lookAt(out, eye, center, up) {
- var x0, x1, x2, y0, y1, y2, z0, z1, z2, len;
- var eyex = eye[0];
- var eyey = eye[1];
- var eyez = eye[2];
- var upx = up[0];
- var upy = up[1];
- var upz = up[2];
- var centerx = center[0];
- var centery = center[1];
- var centerz = center[2];
-
- if (Math.abs(eyex - centerx) < EPSILON && Math.abs(eyey - centery) < EPSILON && Math.abs(eyez - centerz) < EPSILON) {
- return identity$2(out);
- }
-
- z0 = eyex - centerx;
- z1 = eyey - centery;
- z2 = eyez - centerz;
- len = 1 / Math.hypot(z0, z1, z2);
- z0 *= len;
- z1 *= len;
- z2 *= len;
- x0 = upy * z2 - upz * z1;
- x1 = upz * z0 - upx * z2;
- x2 = upx * z1 - upy * z0;
- len = Math.hypot(x0, x1, x2);
-
- if (!len) {
- x0 = 0;
- x1 = 0;
- x2 = 0;
- } else {
- len = 1 / len;
- x0 *= len;
- x1 *= len;
- x2 *= len;
- }
-
- y0 = z1 * x2 - z2 * x1;
- y1 = z2 * x0 - z0 * x2;
- y2 = z0 * x1 - z1 * x0;
- len = Math.hypot(y0, y1, y2);
-
- if (!len) {
- y0 = 0;
- y1 = 0;
- y2 = 0;
- } else {
- len = 1 / len;
- y0 *= len;
- y1 *= len;
- y2 *= len;
- }
-
- out[0] = x0;
- out[1] = y0;
- out[2] = z0;
- out[3] = 0;
- out[4] = x1;
- out[5] = y1;
- out[6] = z1;
- out[7] = 0;
- out[8] = x2;
- out[9] = y2;
- out[10] = z2;
- out[11] = 0;
- out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
- out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
- out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
- out[15] = 1;
- return out;
- }
- /**
- * Generates a matrix that makes something look at something else.
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {ReadonlyVec3} eye Position of the viewer
- * @param {ReadonlyVec3} center Point the viewer is looking at
- * @param {ReadonlyVec3} up vec3 pointing up
- * @returns {mat4} out
- */
-
- function targetTo(out, eye, target, up) {
- var eyex = eye[0],
- eyey = eye[1],
- eyez = eye[2],
- upx = up[0],
- upy = up[1],
- upz = up[2];
- var z0 = eyex - target[0],
- z1 = eyey - target[1],
- z2 = eyez - target[2];
- var len = z0 * z0 + z1 * z1 + z2 * z2;
-
- if (len > 0) {
- len = 1 / Math.sqrt(len);
- z0 *= len;
- z1 *= len;
- z2 *= len;
- }
-
- var x0 = upy * z2 - upz * z1,
- x1 = upz * z0 - upx * z2,
- x2 = upx * z1 - upy * z0;
- len = x0 * x0 + x1 * x1 + x2 * x2;
-
- if (len > 0) {
- len = 1 / Math.sqrt(len);
- x0 *= len;
- x1 *= len;
- x2 *= len;
- }
-
- out[0] = x0;
- out[1] = x1;
- out[2] = x2;
- out[3] = 0;
- out[4] = z1 * x2 - z2 * x1;
- out[5] = z2 * x0 - z0 * x2;
- out[6] = z0 * x1 - z1 * x0;
- out[7] = 0;
- out[8] = z0;
- out[9] = z1;
- out[10] = z2;
- out[11] = 0;
- out[12] = eyex;
- out[13] = eyey;
- out[14] = eyez;
- out[15] = 1;
- return out;
- }
- /**
- * Returns a string representation of a mat4
- *
- * @param {ReadonlyMat4} a matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
-
- function str$5(a) {
- return "mat4(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ", " + a[4] + ", " + a[5] + ", " + a[6] + ", " + a[7] + ", " + a[8] + ", " + a[9] + ", " + a[10] + ", " + a[11] + ", " + a[12] + ", " + a[13] + ", " + a[14] + ", " + a[15] + ")";
- }
- /**
- * Returns Frobenius norm of a mat4
- *
- * @param {ReadonlyMat4} a the matrix to calculate Frobenius norm of
- * @returns {Number} Frobenius norm
- */
-
- function frob(a) {
- return Math.hypot(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8], a[9], a[10], a[11], a[12], a[13], a[14], a[15]);
- }
- /**
- * Adds two mat4's
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the first operand
- * @param {ReadonlyMat4} b the second operand
- * @returns {mat4} out
- */
-
- function add$5(out, a, b) {
- out[0] = a[0] + b[0];
- out[1] = a[1] + b[1];
- out[2] = a[2] + b[2];
- out[3] = a[3] + b[3];
- out[4] = a[4] + b[4];
- out[5] = a[5] + b[5];
- out[6] = a[6] + b[6];
- out[7] = a[7] + b[7];
- out[8] = a[8] + b[8];
- out[9] = a[9] + b[9];
- out[10] = a[10] + b[10];
- out[11] = a[11] + b[11];
- out[12] = a[12] + b[12];
- out[13] = a[13] + b[13];
- out[14] = a[14] + b[14];
- out[15] = a[15] + b[15];
- return out;
- }
- /**
- * Subtracts matrix b from matrix a
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the first operand
- * @param {ReadonlyMat4} b the second operand
- * @returns {mat4} out
- */
-
- function subtract$3(out, a, b) {
- out[0] = a[0] - b[0];
- out[1] = a[1] - b[1];
- out[2] = a[2] - b[2];
- out[3] = a[3] - b[3];
- out[4] = a[4] - b[4];
- out[5] = a[5] - b[5];
- out[6] = a[6] - b[6];
- out[7] = a[7] - b[7];
- out[8] = a[8] - b[8];
- out[9] = a[9] - b[9];
- out[10] = a[10] - b[10];
- out[11] = a[11] - b[11];
- out[12] = a[12] - b[12];
- out[13] = a[13] - b[13];
- out[14] = a[14] - b[14];
- out[15] = a[15] - b[15];
- return out;
- }
- /**
- * Multiply each element of the matrix by a scalar.
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the matrix to scale
- * @param {Number} b amount to scale the matrix's elements by
- * @returns {mat4} out
- */
-
- function multiplyScalar(out, a, b) {
- out[0] = a[0] * b;
- out[1] = a[1] * b;
- out[2] = a[2] * b;
- out[3] = a[3] * b;
- out[4] = a[4] * b;
- out[5] = a[5] * b;
- out[6] = a[6] * b;
- out[7] = a[7] * b;
- out[8] = a[8] * b;
- out[9] = a[9] * b;
- out[10] = a[10] * b;
- out[11] = a[11] * b;
- out[12] = a[12] * b;
- out[13] = a[13] * b;
- out[14] = a[14] * b;
- out[15] = a[15] * b;
- return out;
- }
- /**
- * Adds two mat4's after multiplying each element of the second operand by a scalar value.
- *
- * @param {mat4} out the receiving vector
- * @param {ReadonlyMat4} a the first operand
- * @param {ReadonlyMat4} b the second operand
- * @param {Number} scale the amount to scale b's elements by before adding
- * @returns {mat4} out
- */
-
- function multiplyScalarAndAdd(out, a, b, scale) {
- out[0] = a[0] + b[0] * scale;
- out[1] = a[1] + b[1] * scale;
- out[2] = a[2] + b[2] * scale;
- out[3] = a[3] + b[3] * scale;
- out[4] = a[4] + b[4] * scale;
- out[5] = a[5] + b[5] * scale;
- out[6] = a[6] + b[6] * scale;
- out[7] = a[7] + b[7] * scale;
- out[8] = a[8] + b[8] * scale;
- out[9] = a[9] + b[9] * scale;
- out[10] = a[10] + b[10] * scale;
- out[11] = a[11] + b[11] * scale;
- out[12] = a[12] + b[12] * scale;
- out[13] = a[13] + b[13] * scale;
- out[14] = a[14] + b[14] * scale;
- out[15] = a[15] + b[15] * scale;
- return out;
- }
- /**
- * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
- *
- * @param {ReadonlyMat4} a The first matrix.
- * @param {ReadonlyMat4} b The second matrix.
- * @returns {Boolean} True if the matrices are equal, false otherwise.
- */
-
- function exactEquals$5(a, b) {
- return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7] && a[8] === b[8] && a[9] === b[9] && a[10] === b[10] && a[11] === b[11] && a[12] === b[12] && a[13] === b[13] && a[14] === b[14] && a[15] === b[15];
- }
- /**
- * Returns whether or not the matrices have approximately the same elements in the same position.
- *
- * @param {ReadonlyMat4} a The first matrix.
- * @param {ReadonlyMat4} b The second matrix.
- * @returns {Boolean} True if the matrices are equal, false otherwise.
- */
-
- function equals$5(a, b) {
- var a0 = a[0],
- a1 = a[1],
- a2 = a[2],
- a3 = a[3];
- var a4 = a[4],
- a5 = a[5],
- a6 = a[6],
- a7 = a[7];
- var a8 = a[8],
- a9 = a[9],
- a10 = a[10],
- a11 = a[11];
- var a12 = a[12],
- a13 = a[13],
- a14 = a[14],
- a15 = a[15];
- var b0 = b[0],
- b1 = b[1],
- b2 = b[2],
- b3 = b[3];
- var b4 = b[4],
- b5 = b[5],
- b6 = b[6],
- b7 = b[7];
- var b8 = b[8],
- b9 = b[9],
- b10 = b[10],
- b11 = b[11];
- var b12 = b[12],
- b13 = b[13],
- b14 = b[14],
- b15 = b[15];
- return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) && Math.abs(a8 - b8) <= EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8)) && Math.abs(a9 - b9) <= EPSILON * Math.max(1.0, Math.abs(a9), Math.abs(b9)) && Math.abs(a10 - b10) <= EPSILON * Math.max(1.0, Math.abs(a10), Math.abs(b10)) && Math.abs(a11 - b11) <= EPSILON * Math.max(1.0, Math.abs(a11), Math.abs(b11)) && Math.abs(a12 - b12) <= EPSILON * Math.max(1.0, Math.abs(a12), Math.abs(b12)) && Math.abs(a13 - b13) <= EPSILON * Math.max(1.0, Math.abs(a13), Math.abs(b13)) && Math.abs(a14 - b14) <= EPSILON * Math.max(1.0, Math.abs(a14), Math.abs(b14)) && Math.abs(a15 - b15) <= EPSILON * Math.max(1.0, Math.abs(a15), Math.abs(b15));
- }
- /**
- * Alias for {@link mat4.multiply}
- * @function
- */
-
- var mul$5 = multiply$5;
- /**
- * Alias for {@link mat4.subtract}
- * @function
- */
-
- var sub$3 = subtract$3;
-
- var mat4 = /*#__PURE__*/Object.freeze({
- __proto__: null,
- create: create$5,
- clone: clone$5,
- copy: copy$5,
- fromValues: fromValues$5,
- set: set$5,
- identity: identity$2,
- transpose: transpose,
- invert: invert$2,
- adjoint: adjoint,
- determinant: determinant,
- multiply: multiply$5,
- translate: translate$1,
- scale: scale$5,
- rotate: rotate$1,
- rotateX: rotateX$3,
- rotateY: rotateY$3,
- rotateZ: rotateZ$3,
- fromTranslation: fromTranslation$1,
- fromScaling: fromScaling,
- fromRotation: fromRotation$1,
- fromXRotation: fromXRotation,
- fromYRotation: fromYRotation,
- fromZRotation: fromZRotation,
- fromRotationTranslation: fromRotationTranslation$1,
- fromQuat2: fromQuat2,
- getTranslation: getTranslation$1,
- getScaling: getScaling,
- getRotation: getRotation,
- decompose: decompose,
- fromRotationTranslationScale: fromRotationTranslationScale,
- fromRotationTranslationScaleOrigin: fromRotationTranslationScaleOrigin,
- fromQuat: fromQuat,
- frustum: frustum,
- perspectiveNO: perspectiveNO,
- perspective: perspective,
- perspectiveZO: perspectiveZO,
- perspectiveFromFieldOfView: perspectiveFromFieldOfView,
- orthoNO: orthoNO,
- ortho: ortho,
- orthoZO: orthoZO,
- lookAt: lookAt,
- targetTo: targetTo,
- str: str$5,
- frob: frob,
- add: add$5,
- subtract: subtract$3,
- multiplyScalar: multiplyScalar,
- multiplyScalarAndAdd: multiplyScalarAndAdd,
- exactEquals: exactEquals$5,
- equals: equals$5,
- mul: mul$5,
- sub: sub$3
- });
-
- /**
- * 3 Dimensional Vector
- * @module vec3
- */
-
- /**
- * Creates a new, empty vec3
- *
- * @returns {vec3} a new 3D vector
- */
-
- function create$4() {
- var out = new ARRAY_TYPE(3);
-
- if (ARRAY_TYPE != Float32Array) {
- out[0] = 0;
- out[1] = 0;
- out[2] = 0;
- }
-
- return out;
- }
- /**
- * Creates a new vec3 initialized with values from an existing vector
- *
- * @param {ReadonlyVec3} a vector to clone
- * @returns {vec3} a new 3D vector
- */
-
- function clone$4(a) {
- var out = new ARRAY_TYPE(3);
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- return out;
- }
- /**
- * Calculates the length of a vec3
- *
- * @param {ReadonlyVec3} a vector to calculate length of
- * @returns {Number} length of a
- */
-
- function length$4(a) {
- var x = a[0];
- var y = a[1];
- var z = a[2];
- return Math.hypot(x, y, z);
- }
- /**
- * Creates a new vec3 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @returns {vec3} a new 3D vector
- */
-
- function fromValues$4(x, y, z) {
- var out = new ARRAY_TYPE(3);
- out[0] = x;
- out[1] = y;
- out[2] = z;
- return out;
- }
- /**
- * Copy the values from one vec3 to another
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a the source vector
- * @returns {vec3} out
- */
-
- function copy$4(out, a) {
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- return out;
- }
- /**
- * Set the components of a vec3 to the given values
- *
- * @param {vec3} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @returns {vec3} out
- */
-
- function set$4(out, x, y, z) {
- out[0] = x;
- out[1] = y;
- out[2] = z;
- return out;
- }
- /**
- * Adds two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a the first operand
- * @param {ReadonlyVec3} b the second operand
- * @returns {vec3} out
- */
-
- function add$4(out, a, b) {
- out[0] = a[0] + b[0];
- out[1] = a[1] + b[1];
- out[2] = a[2] + b[2];
- return out;
- }
- /**
- * Subtracts vector b from vector a
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a the first operand
- * @param {ReadonlyVec3} b the second operand
- * @returns {vec3} out
- */
-
- function subtract$2(out, a, b) {
- out[0] = a[0] - b[0];
- out[1] = a[1] - b[1];
- out[2] = a[2] - b[2];
- return out;
- }
- /**
- * Multiplies two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a the first operand
- * @param {ReadonlyVec3} b the second operand
- * @returns {vec3} out
- */
-
- function multiply$4(out, a, b) {
- out[0] = a[0] * b[0];
- out[1] = a[1] * b[1];
- out[2] = a[2] * b[2];
- return out;
- }
- /**
- * Divides two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a the first operand
- * @param {ReadonlyVec3} b the second operand
- * @returns {vec3} out
- */
-
- function divide$2(out, a, b) {
- out[0] = a[0] / b[0];
- out[1] = a[1] / b[1];
- out[2] = a[2] / b[2];
- return out;
- }
- /**
- * Math.ceil the components of a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a vector to ceil
- * @returns {vec3} out
- */
-
- function ceil$2(out, a) {
- out[0] = Math.ceil(a[0]);
- out[1] = Math.ceil(a[1]);
- out[2] = Math.ceil(a[2]);
- return out;
- }
- /**
- * Math.floor the components of a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a vector to floor
- * @returns {vec3} out
- */
-
- function floor$2(out, a) {
- out[0] = Math.floor(a[0]);
- out[1] = Math.floor(a[1]);
- out[2] = Math.floor(a[2]);
- return out;
- }
- /**
- * Returns the minimum of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a the first operand
- * @param {ReadonlyVec3} b the second operand
- * @returns {vec3} out
- */
-
- function min$2(out, a, b) {
- out[0] = Math.min(a[0], b[0]);
- out[1] = Math.min(a[1], b[1]);
- out[2] = Math.min(a[2], b[2]);
- return out;
- }
- /**
- * Returns the maximum of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a the first operand
- * @param {ReadonlyVec3} b the second operand
- * @returns {vec3} out
- */
-
- function max$2(out, a, b) {
- out[0] = Math.max(a[0], b[0]);
- out[1] = Math.max(a[1], b[1]);
- out[2] = Math.max(a[2], b[2]);
- return out;
- }
- /**
- * Math.round the components of a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a vector to round
- * @returns {vec3} out
- */
-
- function round$2(out, a) {
- out[0] = Math.round(a[0]);
- out[1] = Math.round(a[1]);
- out[2] = Math.round(a[2]);
- return out;
- }
- /**
- * Scales a vec3 by a scalar number
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec3} out
- */
-
- function scale$4(out, a, b) {
- out[0] = a[0] * b;
- out[1] = a[1] * b;
- out[2] = a[2] * b;
- return out;
- }
- /**
- * Adds two vec3's after scaling the second operand by a scalar value
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a the first operand
- * @param {ReadonlyVec3} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec3} out
- */
-
- function scaleAndAdd$2(out, a, b, scale) {
- out[0] = a[0] + b[0] * scale;
- out[1] = a[1] + b[1] * scale;
- out[2] = a[2] + b[2] * scale;
- return out;
- }
- /**
- * Calculates the euclidian distance between two vec3's
- *
- * @param {ReadonlyVec3} a the first operand
- * @param {ReadonlyVec3} b the second operand
- * @returns {Number} distance between a and b
- */
-
- function distance$2(a, b) {
- var x = b[0] - a[0];
- var y = b[1] - a[1];
- var z = b[2] - a[2];
- return Math.hypot(x, y, z);
- }
- /**
- * Calculates the squared euclidian distance between two vec3's
- *
- * @param {ReadonlyVec3} a the first operand
- * @param {ReadonlyVec3} b the second operand
- * @returns {Number} squared distance between a and b
- */
-
- function squaredDistance$2(a, b) {
- var x = b[0] - a[0];
- var y = b[1] - a[1];
- var z = b[2] - a[2];
- return x * x + y * y + z * z;
- }
- /**
- * Calculates the squared length of a vec3
- *
- * @param {ReadonlyVec3} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-
- function squaredLength$4(a) {
- var x = a[0];
- var y = a[1];
- var z = a[2];
- return x * x + y * y + z * z;
- }
- /**
- * Negates the components of a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a vector to negate
- * @returns {vec3} out
- */
-
- function negate$2(out, a) {
- out[0] = -a[0];
- out[1] = -a[1];
- out[2] = -a[2];
- return out;
- }
- /**
- * Returns the inverse of the components of a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a vector to invert
- * @returns {vec3} out
- */
-
- function inverse$2(out, a) {
- out[0] = 1.0 / a[0];
- out[1] = 1.0 / a[1];
- out[2] = 1.0 / a[2];
- return out;
- }
- /**
- * Normalize a vec3
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a vector to normalize
- * @returns {vec3} out
- */
-
- function normalize$4(out, a) {
- var x = a[0];
- var y = a[1];
- var z = a[2];
- var len = x * x + y * y + z * z;
-
- if (len > 0) {
- //TODO: evaluate use of glm_invsqrt here?
- len = 1 / Math.sqrt(len);
- }
-
- out[0] = a[0] * len;
- out[1] = a[1] * len;
- out[2] = a[2] * len;
- return out;
- }
- /**
- * Calculates the dot product of two vec3's
- *
- * @param {ReadonlyVec3} a the first operand
- * @param {ReadonlyVec3} b the second operand
- * @returns {Number} dot product of a and b
- */
-
- function dot$4(a, b) {
- return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
- }
- /**
- * Computes the cross product of two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a the first operand
- * @param {ReadonlyVec3} b the second operand
- * @returns {vec3} out
- */
-
- function cross$2(out, a, b) {
- var ax = a[0],
- ay = a[1],
- az = a[2];
- var bx = b[0],
- by = b[1],
- bz = b[2];
- out[0] = ay * bz - az * by;
- out[1] = az * bx - ax * bz;
- out[2] = ax * by - ay * bx;
- return out;
- }
- /**
- * Performs a linear interpolation between two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a the first operand
- * @param {ReadonlyVec3} b the second operand
- * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
- * @returns {vec3} out
- */
-
- function lerp$4(out, a, b, t) {
- var ax = a[0];
- var ay = a[1];
- var az = a[2];
- out[0] = ax + t * (b[0] - ax);
- out[1] = ay + t * (b[1] - ay);
- out[2] = az + t * (b[2] - az);
- return out;
- }
- /**
- * Performs a spherical linear interpolation between two vec3's
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a the first operand
- * @param {ReadonlyVec3} b the second operand
- * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
- * @returns {vec3} out
- */
-
- function slerp$1(out, a, b, t) {
- var angle = Math.acos(Math.min(Math.max(dot$4(a, b), -1), 1));
- var sinTotal = Math.sin(angle);
- var ratioA = Math.sin((1 - t) * angle) / sinTotal;
- var ratioB = Math.sin(t * angle) / sinTotal;
- out[0] = ratioA * a[0] + ratioB * b[0];
- out[1] = ratioA * a[1] + ratioB * b[1];
- out[2] = ratioA * a[2] + ratioB * b[2];
- return out;
- }
- /**
- * Performs a hermite interpolation with two control points
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a the first operand
- * @param {ReadonlyVec3} b the second operand
- * @param {ReadonlyVec3} c the third operand
- * @param {ReadonlyVec3} d the fourth operand
- * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
- * @returns {vec3} out
- */
-
- function hermite(out, a, b, c, d, t) {
- var factorTimes2 = t * t;
- var factor1 = factorTimes2 * (2 * t - 3) + 1;
- var factor2 = factorTimes2 * (t - 2) + t;
- var factor3 = factorTimes2 * (t - 1);
- var factor4 = factorTimes2 * (3 - 2 * t);
- out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
- out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
- out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
- return out;
- }
- /**
- * Performs a bezier interpolation with two control points
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a the first operand
- * @param {ReadonlyVec3} b the second operand
- * @param {ReadonlyVec3} c the third operand
- * @param {ReadonlyVec3} d the fourth operand
- * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
- * @returns {vec3} out
- */
-
- function bezier(out, a, b, c, d, t) {
- var inverseFactor = 1 - t;
- var inverseFactorTimesTwo = inverseFactor * inverseFactor;
- var factorTimes2 = t * t;
- var factor1 = inverseFactorTimesTwo * inverseFactor;
- var factor2 = 3 * t * inverseFactorTimesTwo;
- var factor3 = 3 * factorTimes2 * inverseFactor;
- var factor4 = factorTimes2 * t;
- out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
- out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
- out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
- return out;
- }
- /**
- * Generates a random vector with the given scale
- *
- * @param {vec3} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If omitted, a unit vector will be returned
- * @returns {vec3} out
- */
-
- function random$3(out, scale) {
- scale = scale === undefined ? 1.0 : scale;
- var r = RANDOM() * 2.0 * Math.PI;
- var z = RANDOM() * 2.0 - 1.0;
- var zScale = Math.sqrt(1.0 - z * z) * scale;
- out[0] = Math.cos(r) * zScale;
- out[1] = Math.sin(r) * zScale;
- out[2] = z * scale;
- return out;
- }
- /**
- * Transforms the vec3 with a mat4.
- * 4th vector component is implicitly '1'
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a the vector to transform
- * @param {ReadonlyMat4} m matrix to transform with
- * @returns {vec3} out
- */
-
- function transformMat4$2(out, a, m) {
- var x = a[0],
- y = a[1],
- z = a[2];
- var w = m[3] * x + m[7] * y + m[11] * z + m[15];
- w = w || 1.0;
- out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;
- out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;
- out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;
- return out;
- }
- /**
- * Transforms the vec3 with a mat3.
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a the vector to transform
- * @param {ReadonlyMat3} m the 3x3 matrix to transform with
- * @returns {vec3} out
- */
-
- function transformMat3$1(out, a, m) {
- var x = a[0],
- y = a[1],
- z = a[2];
- out[0] = x * m[0] + y * m[3] + z * m[6];
- out[1] = x * m[1] + y * m[4] + z * m[7];
- out[2] = x * m[2] + y * m[5] + z * m[8];
- return out;
- }
- /**
- * Transforms the vec3 with a quat
- * Can also be used for dual quaternions. (Multiply it with the real part)
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec3} a the vector to transform
- * @param {ReadonlyQuat} q quaternion to transform with
- * @returns {vec3} out
- */
-
- function transformQuat$1(out, a, q) {
- // benchmarks: https://jsperf.com/quaternion-transform-vec3-implementations-fixed
- var qx = q[0],
- qy = q[1],
- qz = q[2],
- qw = q[3];
- var x = a[0],
- y = a[1],
- z = a[2]; // var qvec = [qx, qy, qz];
- // var uv = vec3.cross([], qvec, a);
-
- var uvx = qy * z - qz * y,
- uvy = qz * x - qx * z,
- uvz = qx * y - qy * x; // var uuv = vec3.cross([], qvec, uv);
-
- var uuvx = qy * uvz - qz * uvy,
- uuvy = qz * uvx - qx * uvz,
- uuvz = qx * uvy - qy * uvx; // vec3.scale(uv, uv, 2 * w);
-
- var w2 = qw * 2;
- uvx *= w2;
- uvy *= w2;
- uvz *= w2; // vec3.scale(uuv, uuv, 2);
-
- uuvx *= 2;
- uuvy *= 2;
- uuvz *= 2; // return vec3.add(out, a, vec3.add(out, uv, uuv));
-
- out[0] = x + uvx + uuvx;
- out[1] = y + uvy + uuvy;
- out[2] = z + uvz + uuvz;
- return out;
- }
- /**
- * Rotate a 3D vector around the x-axis
- * @param {vec3} out The receiving vec3
- * @param {ReadonlyVec3} a The vec3 point to rotate
- * @param {ReadonlyVec3} b The origin of the rotation
- * @param {Number} rad The angle of rotation in radians
- * @returns {vec3} out
- */
-
- function rotateX$2(out, a, b, rad) {
- var p = [],
- r = []; //Translate point to the origin
-
- p[0] = a[0] - b[0];
- p[1] = a[1] - b[1];
- p[2] = a[2] - b[2]; //perform rotation
-
- r[0] = p[0];
- r[1] = p[1] * Math.cos(rad) - p[2] * Math.sin(rad);
- r[2] = p[1] * Math.sin(rad) + p[2] * Math.cos(rad); //translate to correct position
-
- out[0] = r[0] + b[0];
- out[1] = r[1] + b[1];
- out[2] = r[2] + b[2];
- return out;
- }
- /**
- * Rotate a 3D vector around the y-axis
- * @param {vec3} out The receiving vec3
- * @param {ReadonlyVec3} a The vec3 point to rotate
- * @param {ReadonlyVec3} b The origin of the rotation
- * @param {Number} rad The angle of rotation in radians
- * @returns {vec3} out
- */
-
- function rotateY$2(out, a, b, rad) {
- var p = [],
- r = []; //Translate point to the origin
-
- p[0] = a[0] - b[0];
- p[1] = a[1] - b[1];
- p[2] = a[2] - b[2]; //perform rotation
-
- r[0] = p[2] * Math.sin(rad) + p[0] * Math.cos(rad);
- r[1] = p[1];
- r[2] = p[2] * Math.cos(rad) - p[0] * Math.sin(rad); //translate to correct position
-
- out[0] = r[0] + b[0];
- out[1] = r[1] + b[1];
- out[2] = r[2] + b[2];
- return out;
- }
- /**
- * Rotate a 3D vector around the z-axis
- * @param {vec3} out The receiving vec3
- * @param {ReadonlyVec3} a The vec3 point to rotate
- * @param {ReadonlyVec3} b The origin of the rotation
- * @param {Number} rad The angle of rotation in radians
- * @returns {vec3} out
- */
-
- function rotateZ$2(out, a, b, rad) {
- var p = [],
- r = []; //Translate point to the origin
-
- p[0] = a[0] - b[0];
- p[1] = a[1] - b[1];
- p[2] = a[2] - b[2]; //perform rotation
-
- r[0] = p[0] * Math.cos(rad) - p[1] * Math.sin(rad);
- r[1] = p[0] * Math.sin(rad) + p[1] * Math.cos(rad);
- r[2] = p[2]; //translate to correct position
-
- out[0] = r[0] + b[0];
- out[1] = r[1] + b[1];
- out[2] = r[2] + b[2];
- return out;
- }
- /**
- * Get the angle between two 3D vectors
- * @param {ReadonlyVec3} a The first operand
- * @param {ReadonlyVec3} b The second operand
- * @returns {Number} The angle in radians
- */
-
- function angle$1(a, b) {
- var ax = a[0],
- ay = a[1],
- az = a[2],
- bx = b[0],
- by = b[1],
- bz = b[2],
- mag = Math.sqrt((ax * ax + ay * ay + az * az) * (bx * bx + by * by + bz * bz)),
- cosine = mag && dot$4(a, b) / mag;
- return Math.acos(Math.min(Math.max(cosine, -1), 1));
- }
- /**
- * Set the components of a vec3 to zero
- *
- * @param {vec3} out the receiving vector
- * @returns {vec3} out
- */
-
- function zero$2(out) {
- out[0] = 0.0;
- out[1] = 0.0;
- out[2] = 0.0;
- return out;
- }
- /**
- * Returns a string representation of a vector
- *
- * @param {ReadonlyVec3} a vector to represent as a string
- * @returns {String} string representation of the vector
- */
-
- function str$4(a) {
- return "vec3(" + a[0] + ", " + a[1] + ", " + a[2] + ")";
- }
- /**
- * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)
- *
- * @param {ReadonlyVec3} a The first vector.
- * @param {ReadonlyVec3} b The second vector.
- * @returns {Boolean} True if the vectors are equal, false otherwise.
- */
-
- function exactEquals$4(a, b) {
- return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];
- }
- /**
- * Returns whether or not the vectors have approximately the same elements in the same position.
- *
- * @param {ReadonlyVec3} a The first vector.
- * @param {ReadonlyVec3} b The second vector.
- * @returns {Boolean} True if the vectors are equal, false otherwise.
- */
-
- function equals$4(a, b) {
- var a0 = a[0],
- a1 = a[1],
- a2 = a[2];
- var b0 = b[0],
- b1 = b[1],
- b2 = b[2];
- return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2));
- }
- /**
- * Alias for {@link vec3.subtract}
- * @function
- */
-
- var sub$2 = subtract$2;
- /**
- * Alias for {@link vec3.multiply}
- * @function
- */
-
- var mul$4 = multiply$4;
- /**
- * Alias for {@link vec3.divide}
- * @function
- */
-
- var div$2 = divide$2;
- /**
- * Alias for {@link vec3.distance}
- * @function
- */
-
- var dist$2 = distance$2;
- /**
- * Alias for {@link vec3.squaredDistance}
- * @function
- */
-
- var sqrDist$2 = squaredDistance$2;
- /**
- * Alias for {@link vec3.length}
- * @function
- */
-
- var len$4 = length$4;
- /**
- * Alias for {@link vec3.squaredLength}
- * @function
- */
-
- var sqrLen$4 = squaredLength$4;
- /**
- * Perform some operation over an array of vec3s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-
- var forEach$2 = function () {
- var vec = create$4();
- return function (a, stride, offset, count, fn, arg) {
- var i, l;
-
- if (!stride) {
- stride = 3;
- }
-
- if (!offset) {
- offset = 0;
- }
-
- if (count) {
- l = Math.min(count * stride + offset, a.length);
- } else {
- l = a.length;
- }
-
- for (i = offset; i < l; i += stride) {
- vec[0] = a[i];
- vec[1] = a[i + 1];
- vec[2] = a[i + 2];
- fn(vec, vec, arg);
- a[i] = vec[0];
- a[i + 1] = vec[1];
- a[i + 2] = vec[2];
- }
-
- return a;
- };
- }();
-
- var vec3 = /*#__PURE__*/Object.freeze({
- __proto__: null,
- create: create$4,
- clone: clone$4,
- length: length$4,
- fromValues: fromValues$4,
- copy: copy$4,
- set: set$4,
- add: add$4,
- subtract: subtract$2,
- multiply: multiply$4,
- divide: divide$2,
- ceil: ceil$2,
- floor: floor$2,
- min: min$2,
- max: max$2,
- round: round$2,
- scale: scale$4,
- scaleAndAdd: scaleAndAdd$2,
- distance: distance$2,
- squaredDistance: squaredDistance$2,
- squaredLength: squaredLength$4,
- negate: negate$2,
- inverse: inverse$2,
- normalize: normalize$4,
- dot: dot$4,
- cross: cross$2,
- lerp: lerp$4,
- slerp: slerp$1,
- hermite: hermite,
- bezier: bezier,
- random: random$3,
- transformMat4: transformMat4$2,
- transformMat3: transformMat3$1,
- transformQuat: transformQuat$1,
- rotateX: rotateX$2,
- rotateY: rotateY$2,
- rotateZ: rotateZ$2,
- angle: angle$1,
- zero: zero$2,
- str: str$4,
- exactEquals: exactEquals$4,
- equals: equals$4,
- sub: sub$2,
- mul: mul$4,
- div: div$2,
- dist: dist$2,
- sqrDist: sqrDist$2,
- len: len$4,
- sqrLen: sqrLen$4,
- forEach: forEach$2
- });
-
- /**
- * 4 Dimensional Vector
- * @module vec4
- */
-
- /**
- * Creates a new, empty vec4
- *
- * @returns {vec4} a new 4D vector
- */
-
- function create$3() {
- var out = new ARRAY_TYPE(4);
-
- if (ARRAY_TYPE != Float32Array) {
- out[0] = 0;
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- }
-
- return out;
- }
- /**
- * Creates a new vec4 initialized with values from an existing vector
- *
- * @param {ReadonlyVec4} a vector to clone
- * @returns {vec4} a new 4D vector
- */
-
- function clone$3(a) {
- var out = new ARRAY_TYPE(4);
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- out[3] = a[3];
- return out;
- }
- /**
- * Creates a new vec4 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {vec4} a new 4D vector
- */
-
- function fromValues$3(x, y, z, w) {
- var out = new ARRAY_TYPE(4);
- out[0] = x;
- out[1] = y;
- out[2] = z;
- out[3] = w;
- return out;
- }
- /**
- * Copy the values from one vec4 to another
- *
- * @param {vec4} out the receiving vector
- * @param {ReadonlyVec4} a the source vector
- * @returns {vec4} out
- */
-
- function copy$3(out, a) {
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- out[3] = a[3];
- return out;
- }
- /**
- * Set the components of a vec4 to the given values
- *
- * @param {vec4} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {vec4} out
- */
-
- function set$3(out, x, y, z, w) {
- out[0] = x;
- out[1] = y;
- out[2] = z;
- out[3] = w;
- return out;
- }
- /**
- * Adds two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {ReadonlyVec4} a the first operand
- * @param {ReadonlyVec4} b the second operand
- * @returns {vec4} out
- */
-
- function add$3(out, a, b) {
- out[0] = a[0] + b[0];
- out[1] = a[1] + b[1];
- out[2] = a[2] + b[2];
- out[3] = a[3] + b[3];
- return out;
- }
- /**
- * Subtracts vector b from vector a
- *
- * @param {vec4} out the receiving vector
- * @param {ReadonlyVec4} a the first operand
- * @param {ReadonlyVec4} b the second operand
- * @returns {vec4} out
- */
-
- function subtract$1(out, a, b) {
- out[0] = a[0] - b[0];
- out[1] = a[1] - b[1];
- out[2] = a[2] - b[2];
- out[3] = a[3] - b[3];
- return out;
- }
- /**
- * Multiplies two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {ReadonlyVec4} a the first operand
- * @param {ReadonlyVec4} b the second operand
- * @returns {vec4} out
- */
-
- function multiply$3(out, a, b) {
- out[0] = a[0] * b[0];
- out[1] = a[1] * b[1];
- out[2] = a[2] * b[2];
- out[3] = a[3] * b[3];
- return out;
- }
- /**
- * Divides two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {ReadonlyVec4} a the first operand
- * @param {ReadonlyVec4} b the second operand
- * @returns {vec4} out
- */
-
- function divide$1(out, a, b) {
- out[0] = a[0] / b[0];
- out[1] = a[1] / b[1];
- out[2] = a[2] / b[2];
- out[3] = a[3] / b[3];
- return out;
- }
- /**
- * Math.ceil the components of a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {ReadonlyVec4} a vector to ceil
- * @returns {vec4} out
- */
-
- function ceil$1(out, a) {
- out[0] = Math.ceil(a[0]);
- out[1] = Math.ceil(a[1]);
- out[2] = Math.ceil(a[2]);
- out[3] = Math.ceil(a[3]);
- return out;
- }
- /**
- * Math.floor the components of a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {ReadonlyVec4} a vector to floor
- * @returns {vec4} out
- */
-
- function floor$1(out, a) {
- out[0] = Math.floor(a[0]);
- out[1] = Math.floor(a[1]);
- out[2] = Math.floor(a[2]);
- out[3] = Math.floor(a[3]);
- return out;
- }
- /**
- * Returns the minimum of two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {ReadonlyVec4} a the first operand
- * @param {ReadonlyVec4} b the second operand
- * @returns {vec4} out
- */
-
- function min$1(out, a, b) {
- out[0] = Math.min(a[0], b[0]);
- out[1] = Math.min(a[1], b[1]);
- out[2] = Math.min(a[2], b[2]);
- out[3] = Math.min(a[3], b[3]);
- return out;
- }
- /**
- * Returns the maximum of two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {ReadonlyVec4} a the first operand
- * @param {ReadonlyVec4} b the second operand
- * @returns {vec4} out
- */
-
- function max$1(out, a, b) {
- out[0] = Math.max(a[0], b[0]);
- out[1] = Math.max(a[1], b[1]);
- out[2] = Math.max(a[2], b[2]);
- out[3] = Math.max(a[3], b[3]);
- return out;
- }
- /**
- * Math.round the components of a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {ReadonlyVec4} a vector to round
- * @returns {vec4} out
- */
-
- function round$1(out, a) {
- out[0] = Math.round(a[0]);
- out[1] = Math.round(a[1]);
- out[2] = Math.round(a[2]);
- out[3] = Math.round(a[3]);
- return out;
- }
- /**
- * Scales a vec4 by a scalar number
- *
- * @param {vec4} out the receiving vector
- * @param {ReadonlyVec4} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec4} out
- */
-
- function scale$3(out, a, b) {
- out[0] = a[0] * b;
- out[1] = a[1] * b;
- out[2] = a[2] * b;
- out[3] = a[3] * b;
- return out;
- }
- /**
- * Adds two vec4's after scaling the second operand by a scalar value
- *
- * @param {vec4} out the receiving vector
- * @param {ReadonlyVec4} a the first operand
- * @param {ReadonlyVec4} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec4} out
- */
-
- function scaleAndAdd$1(out, a, b, scale) {
- out[0] = a[0] + b[0] * scale;
- out[1] = a[1] + b[1] * scale;
- out[2] = a[2] + b[2] * scale;
- out[3] = a[3] + b[3] * scale;
- return out;
- }
- /**
- * Calculates the euclidian distance between two vec4's
- *
- * @param {ReadonlyVec4} a the first operand
- * @param {ReadonlyVec4} b the second operand
- * @returns {Number} distance between a and b
- */
-
- function distance$1(a, b) {
- var x = b[0] - a[0];
- var y = b[1] - a[1];
- var z = b[2] - a[2];
- var w = b[3] - a[3];
- return Math.hypot(x, y, z, w);
- }
- /**
- * Calculates the squared euclidian distance between two vec4's
- *
- * @param {ReadonlyVec4} a the first operand
- * @param {ReadonlyVec4} b the second operand
- * @returns {Number} squared distance between a and b
- */
-
- function squaredDistance$1(a, b) {
- var x = b[0] - a[0];
- var y = b[1] - a[1];
- var z = b[2] - a[2];
- var w = b[3] - a[3];
- return x * x + y * y + z * z + w * w;
- }
- /**
- * Calculates the length of a vec4
- *
- * @param {ReadonlyVec4} a vector to calculate length of
- * @returns {Number} length of a
- */
-
- function length$3(a) {
- var x = a[0];
- var y = a[1];
- var z = a[2];
- var w = a[3];
- return Math.hypot(x, y, z, w);
- }
- /**
- * Calculates the squared length of a vec4
- *
- * @param {ReadonlyVec4} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-
- function squaredLength$3(a) {
- var x = a[0];
- var y = a[1];
- var z = a[2];
- var w = a[3];
- return x * x + y * y + z * z + w * w;
- }
- /**
- * Negates the components of a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {ReadonlyVec4} a vector to negate
- * @returns {vec4} out
- */
-
- function negate$1(out, a) {
- out[0] = -a[0];
- out[1] = -a[1];
- out[2] = -a[2];
- out[3] = -a[3];
- return out;
- }
- /**
- * Returns the inverse of the components of a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {ReadonlyVec4} a vector to invert
- * @returns {vec4} out
- */
-
- function inverse$1(out, a) {
- out[0] = 1.0 / a[0];
- out[1] = 1.0 / a[1];
- out[2] = 1.0 / a[2];
- out[3] = 1.0 / a[3];
- return out;
- }
- /**
- * Normalize a vec4
- *
- * @param {vec4} out the receiving vector
- * @param {ReadonlyVec4} a vector to normalize
- * @returns {vec4} out
- */
-
- function normalize$3(out, a) {
- var x = a[0];
- var y = a[1];
- var z = a[2];
- var w = a[3];
- var len = x * x + y * y + z * z + w * w;
-
- if (len > 0) {
- len = 1 / Math.sqrt(len);
- }
-
- out[0] = x * len;
- out[1] = y * len;
- out[2] = z * len;
- out[3] = w * len;
- return out;
- }
- /**
- * Calculates the dot product of two vec4's
- *
- * @param {ReadonlyVec4} a the first operand
- * @param {ReadonlyVec4} b the second operand
- * @returns {Number} dot product of a and b
- */
-
- function dot$3(a, b) {
- return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
- }
- /**
- * Returns the cross-product of three vectors in a 4-dimensional space
- *
- * @param {ReadonlyVec4} result the receiving vector
- * @param {ReadonlyVec4} U the first vector
- * @param {ReadonlyVec4} V the second vector
- * @param {ReadonlyVec4} W the third vector
- * @returns {vec4} result
- */
-
- function cross$1(out, u, v, w) {
- var A = v[0] * w[1] - v[1] * w[0],
- B = v[0] * w[2] - v[2] * w[0],
- C = v[0] * w[3] - v[3] * w[0],
- D = v[1] * w[2] - v[2] * w[1],
- E = v[1] * w[3] - v[3] * w[1],
- F = v[2] * w[3] - v[3] * w[2];
- var G = u[0];
- var H = u[1];
- var I = u[2];
- var J = u[3];
- out[0] = H * F - I * E + J * D;
- out[1] = -(G * F) + I * C - J * B;
- out[2] = G * E - H * C + J * A;
- out[3] = -(G * D) + H * B - I * A;
- return out;
- }
- /**
- * Performs a linear interpolation between two vec4's
- *
- * @param {vec4} out the receiving vector
- * @param {ReadonlyVec4} a the first operand
- * @param {ReadonlyVec4} b the second operand
- * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
- * @returns {vec4} out
- */
-
- function lerp$3(out, a, b, t) {
- var ax = a[0];
- var ay = a[1];
- var az = a[2];
- var aw = a[3];
- out[0] = ax + t * (b[0] - ax);
- out[1] = ay + t * (b[1] - ay);
- out[2] = az + t * (b[2] - az);
- out[3] = aw + t * (b[3] - aw);
- return out;
- }
- /**
- * Generates a random vector with the given scale
- *
- * @param {vec4} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If omitted, a unit vector will be returned
- * @returns {vec4} out
- */
-
- function random$2(out, scale) {
- scale = scale === undefined ? 1.0 : scale; // Marsaglia, George. Choosing a Point from the Surface of a
- // Sphere. Ann. Math. Statist. 43 (1972), no. 2, 645--646.
- // http://projecteuclid.org/euclid.aoms/1177692644;
-
- var v1, v2, v3, v4;
- var s1, s2;
-
- do {
- v1 = RANDOM() * 2 - 1;
- v2 = RANDOM() * 2 - 1;
- s1 = v1 * v1 + v2 * v2;
- } while (s1 >= 1);
-
- do {
- v3 = RANDOM() * 2 - 1;
- v4 = RANDOM() * 2 - 1;
- s2 = v3 * v3 + v4 * v4;
- } while (s2 >= 1);
-
- var d = Math.sqrt((1 - s1) / s2);
- out[0] = scale * v1;
- out[1] = scale * v2;
- out[2] = scale * v3 * d;
- out[3] = scale * v4 * d;
- return out;
- }
- /**
- * Transforms the vec4 with a mat4.
- *
- * @param {vec4} out the receiving vector
- * @param {ReadonlyVec4} a the vector to transform
- * @param {ReadonlyMat4} m matrix to transform with
- * @returns {vec4} out
- */
-
- function transformMat4$1(out, a, m) {
- var x = a[0],
- y = a[1],
- z = a[2],
- w = a[3];
- out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
- out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
- out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
- out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
- return out;
- }
- /**
- * Transforms the vec4 with a quat
- *
- * @param {vec4} out the receiving vector
- * @param {ReadonlyVec4} a the vector to transform
- * @param {ReadonlyQuat} q quaternion to transform with
- * @returns {vec4} out
- */
-
- function transformQuat(out, a, q) {
- var x = a[0],
- y = a[1],
- z = a[2];
- var qx = q[0],
- qy = q[1],
- qz = q[2],
- qw = q[3]; // calculate quat * vec
-
- var ix = qw * x + qy * z - qz * y;
- var iy = qw * y + qz * x - qx * z;
- var iz = qw * z + qx * y - qy * x;
- var iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat
-
- out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
- out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
- out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
- out[3] = a[3];
- return out;
- }
- /**
- * Set the components of a vec4 to zero
- *
- * @param {vec4} out the receiving vector
- * @returns {vec4} out
- */
-
- function zero$1(out) {
- out[0] = 0.0;
- out[1] = 0.0;
- out[2] = 0.0;
- out[3] = 0.0;
- return out;
- }
- /**
- * Returns a string representation of a vector
- *
- * @param {ReadonlyVec4} a vector to represent as a string
- * @returns {String} string representation of the vector
- */
-
- function str$3(a) {
- return "vec4(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ")";
- }
- /**
- * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)
- *
- * @param {ReadonlyVec4} a The first vector.
- * @param {ReadonlyVec4} b The second vector.
- * @returns {Boolean} True if the vectors are equal, false otherwise.
- */
-
- function exactEquals$3(a, b) {
- return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];
- }
- /**
- * Returns whether or not the vectors have approximately the same elements in the same position.
- *
- * @param {ReadonlyVec4} a The first vector.
- * @param {ReadonlyVec4} b The second vector.
- * @returns {Boolean} True if the vectors are equal, false otherwise.
- */
-
- function equals$3(a, b) {
- var a0 = a[0],
- a1 = a[1],
- a2 = a[2],
- a3 = a[3];
- var b0 = b[0],
- b1 = b[1],
- b2 = b[2],
- b3 = b[3];
- return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3));
- }
- /**
- * Alias for {@link vec4.subtract}
- * @function
- */
-
- var sub$1 = subtract$1;
- /**
- * Alias for {@link vec4.multiply}
- * @function
- */
-
- var mul$3 = multiply$3;
- /**
- * Alias for {@link vec4.divide}
- * @function
- */
-
- var div$1 = divide$1;
- /**
- * Alias for {@link vec4.distance}
- * @function
- */
-
- var dist$1 = distance$1;
- /**
- * Alias for {@link vec4.squaredDistance}
- * @function
- */
-
- var sqrDist$1 = squaredDistance$1;
- /**
- * Alias for {@link vec4.length}
- * @function
- */
-
- var len$3 = length$3;
- /**
- * Alias for {@link vec4.squaredLength}
- * @function
- */
-
- var sqrLen$3 = squaredLength$3;
- /**
- * Perform some operation over an array of vec4s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec4s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-
- var forEach$1 = function () {
- var vec = create$3();
- return function (a, stride, offset, count, fn, arg) {
- var i, l;
-
- if (!stride) {
- stride = 4;
- }
-
- if (!offset) {
- offset = 0;
- }
-
- if (count) {
- l = Math.min(count * stride + offset, a.length);
- } else {
- l = a.length;
- }
-
- for (i = offset; i < l; i += stride) {
- vec[0] = a[i];
- vec[1] = a[i + 1];
- vec[2] = a[i + 2];
- vec[3] = a[i + 3];
- fn(vec, vec, arg);
- a[i] = vec[0];
- a[i + 1] = vec[1];
- a[i + 2] = vec[2];
- a[i + 3] = vec[3];
- }
-
- return a;
- };
- }();
-
- var vec4 = /*#__PURE__*/Object.freeze({
- __proto__: null,
- create: create$3,
- clone: clone$3,
- fromValues: fromValues$3,
- copy: copy$3,
- set: set$3,
- add: add$3,
- subtract: subtract$1,
- multiply: multiply$3,
- divide: divide$1,
- ceil: ceil$1,
- floor: floor$1,
- min: min$1,
- max: max$1,
- round: round$1,
- scale: scale$3,
- scaleAndAdd: scaleAndAdd$1,
- distance: distance$1,
- squaredDistance: squaredDistance$1,
- length: length$3,
- squaredLength: squaredLength$3,
- negate: negate$1,
- inverse: inverse$1,
- normalize: normalize$3,
- dot: dot$3,
- cross: cross$1,
- lerp: lerp$3,
- random: random$2,
- transformMat4: transformMat4$1,
- transformQuat: transformQuat,
- zero: zero$1,
- str: str$3,
- exactEquals: exactEquals$3,
- equals: equals$3,
- sub: sub$1,
- mul: mul$3,
- div: div$1,
- dist: dist$1,
- sqrDist: sqrDist$1,
- len: len$3,
- sqrLen: sqrLen$3,
- forEach: forEach$1
- });
-
- /**
- * Quaternion in the format XYZW
- * @module quat
- */
-
- /**
- * Creates a new identity quat
- *
- * @returns {quat} a new quaternion
- */
-
- function create$2() {
- var out = new ARRAY_TYPE(4);
-
- if (ARRAY_TYPE != Float32Array) {
- out[0] = 0;
- out[1] = 0;
- out[2] = 0;
- }
-
- out[3] = 1;
- return out;
- }
- /**
- * Set a quat to the identity quaternion
- *
- * @param {quat} out the receiving quaternion
- * @returns {quat} out
- */
-
- function identity$1(out) {
- out[0] = 0;
- out[1] = 0;
- out[2] = 0;
- out[3] = 1;
- return out;
- }
- /**
- * Sets a quat from the given angle and rotation axis,
- * then returns it.
- *
- * @param {quat} out the receiving quaternion
- * @param {ReadonlyVec3} axis the axis around which to rotate
- * @param {Number} rad the angle in radians
- * @returns {quat} out
- **/
-
- function setAxisAngle(out, axis, rad) {
- rad = rad * 0.5;
- var s = Math.sin(rad);
- out[0] = s * axis[0];
- out[1] = s * axis[1];
- out[2] = s * axis[2];
- out[3] = Math.cos(rad);
- return out;
- }
- /**
- * Gets the rotation axis and angle for a given
- * quaternion. If a quaternion is created with
- * setAxisAngle, this method will return the same
- * values as providied in the original parameter list
- * OR functionally equivalent values.
- * Example: The quaternion formed by axis [0, 0, 1] and
- * angle -90 is the same as the quaternion formed by
- * [0, 0, 1] and 270. This method favors the latter.
- * @param {vec3} out_axis Vector receiving the axis of rotation
- * @param {ReadonlyQuat} q Quaternion to be decomposed
- * @return {Number} Angle, in radians, of the rotation
- */
-
- function getAxisAngle(out_axis, q) {
- var rad = Math.acos(q[3]) * 2.0;
- var s = Math.sin(rad / 2.0);
-
- if (s > EPSILON) {
- out_axis[0] = q[0] / s;
- out_axis[1] = q[1] / s;
- out_axis[2] = q[2] / s;
- } else {
- // If s is zero, return any axis (no rotation - axis does not matter)
- out_axis[0] = 1;
- out_axis[1] = 0;
- out_axis[2] = 0;
- }
-
- return rad;
- }
- /**
- * Gets the angular distance between two unit quaternions
- *
- * @param {ReadonlyQuat} a Origin unit quaternion
- * @param {ReadonlyQuat} b Destination unit quaternion
- * @return {Number} Angle, in radians, between the two quaternions
- */
-
- function getAngle(a, b) {
- var dotproduct = dot$2(a, b);
- return Math.acos(2 * dotproduct * dotproduct - 1);
- }
- /**
- * Multiplies two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {ReadonlyQuat} a the first operand
- * @param {ReadonlyQuat} b the second operand
- * @returns {quat} out
- */
-
- function multiply$2(out, a, b) {
- var ax = a[0],
- ay = a[1],
- az = a[2],
- aw = a[3];
- var bx = b[0],
- by = b[1],
- bz = b[2],
- bw = b[3];
- out[0] = ax * bw + aw * bx + ay * bz - az * by;
- out[1] = ay * bw + aw * by + az * bx - ax * bz;
- out[2] = az * bw + aw * bz + ax * by - ay * bx;
- out[3] = aw * bw - ax * bx - ay * by - az * bz;
- return out;
- }
- /**
- * Rotates a quaternion by the given angle about the X axis
- *
- * @param {quat} out quat receiving operation result
- * @param {ReadonlyQuat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-
- function rotateX$1(out, a, rad) {
- rad *= 0.5;
- var ax = a[0],
- ay = a[1],
- az = a[2],
- aw = a[3];
- var bx = Math.sin(rad),
- bw = Math.cos(rad);
- out[0] = ax * bw + aw * bx;
- out[1] = ay * bw + az * bx;
- out[2] = az * bw - ay * bx;
- out[3] = aw * bw - ax * bx;
- return out;
- }
- /**
- * Rotates a quaternion by the given angle about the Y axis
- *
- * @param {quat} out quat receiving operation result
- * @param {ReadonlyQuat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-
- function rotateY$1(out, a, rad) {
- rad *= 0.5;
- var ax = a[0],
- ay = a[1],
- az = a[2],
- aw = a[3];
- var by = Math.sin(rad),
- bw = Math.cos(rad);
- out[0] = ax * bw - az * by;
- out[1] = ay * bw + aw * by;
- out[2] = az * bw + ax * by;
- out[3] = aw * bw - ay * by;
- return out;
- }
- /**
- * Rotates a quaternion by the given angle about the Z axis
- *
- * @param {quat} out quat receiving operation result
- * @param {ReadonlyQuat} a quat to rotate
- * @param {number} rad angle (in radians) to rotate
- * @returns {quat} out
- */
-
- function rotateZ$1(out, a, rad) {
- rad *= 0.5;
- var ax = a[0],
- ay = a[1],
- az = a[2],
- aw = a[3];
- var bz = Math.sin(rad),
- bw = Math.cos(rad);
- out[0] = ax * bw + ay * bz;
- out[1] = ay * bw - ax * bz;
- out[2] = az * bw + aw * bz;
- out[3] = aw * bw - az * bz;
- return out;
- }
- /**
- * Calculates the W component of a quat from the X, Y, and Z components.
- * Assumes that quaternion is 1 unit in length.
- * Any existing W component will be ignored.
- *
- * @param {quat} out the receiving quaternion
- * @param {ReadonlyQuat} a quat to calculate W component of
- * @returns {quat} out
- */
-
- function calculateW(out, a) {
- var x = a[0],
- y = a[1],
- z = a[2];
- out[0] = x;
- out[1] = y;
- out[2] = z;
- out[3] = Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
- return out;
- }
- /**
- * Calculate the exponential of a unit quaternion.
- *
- * @param {quat} out the receiving quaternion
- * @param {ReadonlyQuat} a quat to calculate the exponential of
- * @returns {quat} out
- */
-
- function exp(out, a) {
- var x = a[0],
- y = a[1],
- z = a[2],
- w = a[3];
- var r = Math.sqrt(x * x + y * y + z * z);
- var et = Math.exp(w);
- var s = r > 0 ? et * Math.sin(r) / r : 0;
- out[0] = x * s;
- out[1] = y * s;
- out[2] = z * s;
- out[3] = et * Math.cos(r);
- return out;
- }
- /**
- * Calculate the natural logarithm of a unit quaternion.
- *
- * @param {quat} out the receiving quaternion
- * @param {ReadonlyQuat} a quat to calculate the exponential of
- * @returns {quat} out
- */
-
- function ln(out, a) {
- var x = a[0],
- y = a[1],
- z = a[2],
- w = a[3];
- var r = Math.sqrt(x * x + y * y + z * z);
- var t = r > 0 ? Math.atan2(r, w) / r : 0;
- out[0] = x * t;
- out[1] = y * t;
- out[2] = z * t;
- out[3] = 0.5 * Math.log(x * x + y * y + z * z + w * w);
- return out;
- }
- /**
- * Calculate the scalar power of a unit quaternion.
- *
- * @param {quat} out the receiving quaternion
- * @param {ReadonlyQuat} a quat to calculate the exponential of
- * @param {Number} b amount to scale the quaternion by
- * @returns {quat} out
- */
-
- function pow(out, a, b) {
- ln(out, a);
- scale$2(out, out, b);
- exp(out, out);
- return out;
- }
- /**
- * Performs a spherical linear interpolation between two quat
- *
- * @param {quat} out the receiving quaternion
- * @param {ReadonlyQuat} a the first operand
- * @param {ReadonlyQuat} b the second operand
- * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
- * @returns {quat} out
- */
-
- function slerp(out, a, b, t) {
- // benchmarks:
- // http://jsperf.com/quaternion-slerp-implementations
- var ax = a[0],
- ay = a[1],
- az = a[2],
- aw = a[3];
- var bx = b[0],
- by = b[1],
- bz = b[2],
- bw = b[3];
- var omega, cosom, sinom, scale0, scale1; // calc cosine
-
- cosom = ax * bx + ay * by + az * bz + aw * bw; // adjust signs (if necessary)
-
- if (cosom < 0.0) {
- cosom = -cosom;
- bx = -bx;
- by = -by;
- bz = -bz;
- bw = -bw;
- } // calculate coefficients
-
-
- if (1.0 - cosom > EPSILON) {
- // standard case (slerp)
- omega = Math.acos(cosom);
- sinom = Math.sin(omega);
- scale0 = Math.sin((1.0 - t) * omega) / sinom;
- scale1 = Math.sin(t * omega) / sinom;
- } else {
- // "from" and "to" quaternions are very close
- // ... so we can do a linear interpolation
- scale0 = 1.0 - t;
- scale1 = t;
- } // calculate final values
-
-
- out[0] = scale0 * ax + scale1 * bx;
- out[1] = scale0 * ay + scale1 * by;
- out[2] = scale0 * az + scale1 * bz;
- out[3] = scale0 * aw + scale1 * bw;
- return out;
- }
- /**
- * Generates a random unit quaternion
- *
- * @param {quat} out the receiving quaternion
- * @returns {quat} out
- */
-
- function random$1(out) {
- // Implementation of http://planning.cs.uiuc.edu/node198.html
- // TODO: Calling random 3 times is probably not the fastest solution
- var u1 = RANDOM();
- var u2 = RANDOM();
- var u3 = RANDOM();
- var sqrt1MinusU1 = Math.sqrt(1 - u1);
- var sqrtU1 = Math.sqrt(u1);
- out[0] = sqrt1MinusU1 * Math.sin(2.0 * Math.PI * u2);
- out[1] = sqrt1MinusU1 * Math.cos(2.0 * Math.PI * u2);
- out[2] = sqrtU1 * Math.sin(2.0 * Math.PI * u3);
- out[3] = sqrtU1 * Math.cos(2.0 * Math.PI * u3);
- return out;
- }
- /**
- * Calculates the inverse of a quat
- *
- * @param {quat} out the receiving quaternion
- * @param {ReadonlyQuat} a quat to calculate inverse of
- * @returns {quat} out
- */
-
- function invert$1(out, a) {
- var a0 = a[0],
- a1 = a[1],
- a2 = a[2],
- a3 = a[3];
- var dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;
- var invDot = dot ? 1.0 / dot : 0; // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0
-
- out[0] = -a0 * invDot;
- out[1] = -a1 * invDot;
- out[2] = -a2 * invDot;
- out[3] = a3 * invDot;
- return out;
- }
- /**
- * Calculates the conjugate of a quat
- * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.
- *
- * @param {quat} out the receiving quaternion
- * @param {ReadonlyQuat} a quat to calculate conjugate of
- * @returns {quat} out
- */
-
- function conjugate$1(out, a) {
- out[0] = -a[0];
- out[1] = -a[1];
- out[2] = -a[2];
- out[3] = a[3];
- return out;
- }
- /**
- * Creates a quaternion from the given 3x3 rotation matrix.
- *
- * NOTE: The resultant quaternion is not normalized, so you should be sure
- * to renormalize the quaternion yourself where necessary.
- *
- * @param {quat} out the receiving quaternion
- * @param {ReadonlyMat3} m rotation matrix
- * @returns {quat} out
- * @function
- */
-
- function fromMat3(out, m) {
- // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes
- // article "Quaternion Calculus and Fast Animation".
- var fTrace = m[0] + m[4] + m[8];
- var fRoot;
-
- if (fTrace > 0.0) {
- // |w| > 1/2, may as well choose w > 1/2
- fRoot = Math.sqrt(fTrace + 1.0); // 2w
-
- out[3] = 0.5 * fRoot;
- fRoot = 0.5 / fRoot; // 1/(4w)
-
- out[0] = (m[5] - m[7]) * fRoot;
- out[1] = (m[6] - m[2]) * fRoot;
- out[2] = (m[1] - m[3]) * fRoot;
- } else {
- // |w| <= 1/2
- var i = 0;
- if (m[4] > m[0]) i = 1;
- if (m[8] > m[i * 3 + i]) i = 2;
- var j = (i + 1) % 3;
- var k = (i + 2) % 3;
- fRoot = Math.sqrt(m[i * 3 + i] - m[j * 3 + j] - m[k * 3 + k] + 1.0);
- out[i] = 0.5 * fRoot;
- fRoot = 0.5 / fRoot;
- out[3] = (m[j * 3 + k] - m[k * 3 + j]) * fRoot;
- out[j] = (m[j * 3 + i] + m[i * 3 + j]) * fRoot;
- out[k] = (m[k * 3 + i] + m[i * 3 + k]) * fRoot;
- }
-
- return out;
- }
- /**
- * Creates a quaternion from the given euler angle x, y, z using the provided intrinsic order for the conversion.
- *
- * @param {quat} out the receiving quaternion
- * @param {x} x Angle to rotate around X axis in degrees.
- * @param {y} y Angle to rotate around Y axis in degrees.
- * @param {z} z Angle to rotate around Z axis in degrees.
- * @param {'zyx'|'xyz'|'yxz'|'yzx'|'zxy'|'zyx'} order Intrinsic order for conversion, default is zyx.
- * @returns {quat} out
- * @function
- */
-
- function fromEuler(out, x, y, z) {
- var order = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : ANGLE_ORDER;
- var halfToRad = Math.PI / 360;
- x *= halfToRad;
- z *= halfToRad;
- y *= halfToRad;
- var sx = Math.sin(x);
- var cx = Math.cos(x);
- var sy = Math.sin(y);
- var cy = Math.cos(y);
- var sz = Math.sin(z);
- var cz = Math.cos(z);
-
- switch (order) {
- case "xyz":
- out[0] = sx * cy * cz + cx * sy * sz;
- out[1] = cx * sy * cz - sx * cy * sz;
- out[2] = cx * cy * sz + sx * sy * cz;
- out[3] = cx * cy * cz - sx * sy * sz;
- break;
-
- case "xzy":
- out[0] = sx * cy * cz - cx * sy * sz;
- out[1] = cx * sy * cz - sx * cy * sz;
- out[2] = cx * cy * sz + sx * sy * cz;
- out[3] = cx * cy * cz + sx * sy * sz;
- break;
-
- case "yxz":
- out[0] = sx * cy * cz + cx * sy * sz;
- out[1] = cx * sy * cz - sx * cy * sz;
- out[2] = cx * cy * sz - sx * sy * cz;
- out[3] = cx * cy * cz + sx * sy * sz;
- break;
-
- case "yzx":
- out[0] = sx * cy * cz + cx * sy * sz;
- out[1] = cx * sy * cz + sx * cy * sz;
- out[2] = cx * cy * sz - sx * sy * cz;
- out[3] = cx * cy * cz - sx * sy * sz;
- break;
-
- case "zxy":
- out[0] = sx * cy * cz - cx * sy * sz;
- out[1] = cx * sy * cz + sx * cy * sz;
- out[2] = cx * cy * sz + sx * sy * cz;
- out[3] = cx * cy * cz - sx * sy * sz;
- break;
-
- case "zyx":
- out[0] = sx * cy * cz - cx * sy * sz;
- out[1] = cx * sy * cz + sx * cy * sz;
- out[2] = cx * cy * sz - sx * sy * cz;
- out[3] = cx * cy * cz + sx * sy * sz;
- break;
-
- default:
- throw new Error('Unknown angle order ' + order);
- }
-
- return out;
- }
- /**
- * Returns a string representation of a quaternion
- *
- * @param {ReadonlyQuat} a vector to represent as a string
- * @returns {String} string representation of the vector
- */
-
- function str$2(a) {
- return "quat(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ")";
- }
- /**
- * Creates a new quat initialized with values from an existing quaternion
- *
- * @param {ReadonlyQuat} a quaternion to clone
- * @returns {quat} a new quaternion
- * @function
- */
-
- var clone$2 = clone$3;
- /**
- * Creates a new quat initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {quat} a new quaternion
- * @function
- */
-
- var fromValues$2 = fromValues$3;
- /**
- * Copy the values from one quat to another
- *
- * @param {quat} out the receiving quaternion
- * @param {ReadonlyQuat} a the source quaternion
- * @returns {quat} out
- * @function
- */
-
- var copy$2 = copy$3;
- /**
- * Set the components of a quat to the given values
- *
- * @param {quat} out the receiving quaternion
- * @param {Number} x X component
- * @param {Number} y Y component
- * @param {Number} z Z component
- * @param {Number} w W component
- * @returns {quat} out
- * @function
- */
-
- var set$2 = set$3;
- /**
- * Adds two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {ReadonlyQuat} a the first operand
- * @param {ReadonlyQuat} b the second operand
- * @returns {quat} out
- * @function
- */
-
- var add$2 = add$3;
- /**
- * Alias for {@link quat.multiply}
- * @function
- */
-
- var mul$2 = multiply$2;
- /**
- * Scales a quat by a scalar number
- *
- * @param {quat} out the receiving vector
- * @param {ReadonlyQuat} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {quat} out
- * @function
- */
-
- var scale$2 = scale$3;
- /**
- * Calculates the dot product of two quat's
- *
- * @param {ReadonlyQuat} a the first operand
- * @param {ReadonlyQuat} b the second operand
- * @returns {Number} dot product of a and b
- * @function
- */
-
- var dot$2 = dot$3;
- /**
- * Performs a linear interpolation between two quat's
- *
- * @param {quat} out the receiving quaternion
- * @param {ReadonlyQuat} a the first operand
- * @param {ReadonlyQuat} b the second operand
- * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
- * @returns {quat} out
- * @function
- */
-
- var lerp$2 = lerp$3;
- /**
- * Calculates the length of a quat
- *
- * @param {ReadonlyQuat} a vector to calculate length of
- * @returns {Number} length of a
- */
-
- var length$2 = length$3;
- /**
- * Alias for {@link quat.length}
- * @function
- */
-
- var len$2 = length$2;
- /**
- * Calculates the squared length of a quat
- *
- * @param {ReadonlyQuat} a vector to calculate squared length of
- * @returns {Number} squared length of a
- * @function
- */
-
- var squaredLength$2 = squaredLength$3;
- /**
- * Alias for {@link quat.squaredLength}
- * @function
- */
-
- var sqrLen$2 = squaredLength$2;
- /**
- * Normalize a quat
- *
- * @param {quat} out the receiving quaternion
- * @param {ReadonlyQuat} a quaternion to normalize
- * @returns {quat} out
- * @function
- */
-
- var normalize$2 = normalize$3;
- /**
- * Returns whether or not the quaternions have exactly the same elements in the same position (when compared with ===)
- *
- * @param {ReadonlyQuat} a The first quaternion.
- * @param {ReadonlyQuat} b The second quaternion.
- * @returns {Boolean} True if the vectors are equal, false otherwise.
- */
-
- var exactEquals$2 = exactEquals$3;
- /**
- * Returns whether or not the quaternions point approximately to the same direction.
- *
- * Both quaternions are assumed to be unit length.
- *
- * @param {ReadonlyQuat} a The first unit quaternion.
- * @param {ReadonlyQuat} b The second unit quaternion.
- * @returns {Boolean} True if the quaternions are equal, false otherwise.
- */
-
- function equals$2(a, b) {
- return Math.abs(dot$3(a, b)) >= 1 - EPSILON;
- }
- /**
- * Sets a quaternion to represent the shortest rotation from one
- * vector to another.
- *
- * Both vectors are assumed to be unit length.
- *
- * @param {quat} out the receiving quaternion.
- * @param {ReadonlyVec3} a the initial vector
- * @param {ReadonlyVec3} b the destination vector
- * @returns {quat} out
- */
-
- var rotationTo = function () {
- var tmpvec3 = create$4();
- var xUnitVec3 = fromValues$4(1, 0, 0);
- var yUnitVec3 = fromValues$4(0, 1, 0);
- return function (out, a, b) {
- var dot = dot$4(a, b);
-
- if (dot < -0.999999) {
- cross$2(tmpvec3, xUnitVec3, a);
- if (len$4(tmpvec3) < 0.000001) cross$2(tmpvec3, yUnitVec3, a);
- normalize$4(tmpvec3, tmpvec3);
- setAxisAngle(out, tmpvec3, Math.PI);
- return out;
- } else if (dot > 0.999999) {
- out[0] = 0;
- out[1] = 0;
- out[2] = 0;
- out[3] = 1;
- return out;
- } else {
- cross$2(tmpvec3, a, b);
- out[0] = tmpvec3[0];
- out[1] = tmpvec3[1];
- out[2] = tmpvec3[2];
- out[3] = 1 + dot;
- return normalize$2(out, out);
- }
- };
- }();
- /**
- * Performs a spherical linear interpolation with two control points
- *
- * @param {quat} out the receiving quaternion
- * @param {ReadonlyQuat} a the first operand
- * @param {ReadonlyQuat} b the second operand
- * @param {ReadonlyQuat} c the third operand
- * @param {ReadonlyQuat} d the fourth operand
- * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
- * @returns {quat} out
- */
-
- var sqlerp = function () {
- var temp1 = create$2();
- var temp2 = create$2();
- return function (out, a, b, c, d, t) {
- slerp(temp1, a, d, t);
- slerp(temp2, b, c, t);
- slerp(out, temp1, temp2, 2 * t * (1 - t));
- return out;
- };
- }();
- /**
- * Sets the specified quaternion with values corresponding to the given
- * axes. Each axis is a vec3 and is expected to be unit length and
- * perpendicular to all other specified axes.
- *
- * @param {ReadonlyVec3} view the vector representing the viewing direction
- * @param {ReadonlyVec3} right the vector representing the local "right" direction
- * @param {ReadonlyVec3} up the vector representing the local "up" direction
- * @returns {quat} out
- */
-
- var setAxes = function () {
- var matr = create$6();
- return function (out, view, right, up) {
- matr[0] = right[0];
- matr[3] = right[1];
- matr[6] = right[2];
- matr[1] = up[0];
- matr[4] = up[1];
- matr[7] = up[2];
- matr[2] = -view[0];
- matr[5] = -view[1];
- matr[8] = -view[2];
- return normalize$2(out, fromMat3(out, matr));
- };
- }();
-
- var quat = /*#__PURE__*/Object.freeze({
- __proto__: null,
- create: create$2,
- identity: identity$1,
- setAxisAngle: setAxisAngle,
- getAxisAngle: getAxisAngle,
- getAngle: getAngle,
- multiply: multiply$2,
- rotateX: rotateX$1,
- rotateY: rotateY$1,
- rotateZ: rotateZ$1,
- calculateW: calculateW,
- exp: exp,
- ln: ln,
- pow: pow,
- slerp: slerp,
- random: random$1,
- invert: invert$1,
- conjugate: conjugate$1,
- fromMat3: fromMat3,
- fromEuler: fromEuler,
- str: str$2,
- clone: clone$2,
- fromValues: fromValues$2,
- copy: copy$2,
- set: set$2,
- add: add$2,
- mul: mul$2,
- scale: scale$2,
- dot: dot$2,
- lerp: lerp$2,
- length: length$2,
- len: len$2,
- squaredLength: squaredLength$2,
- sqrLen: sqrLen$2,
- normalize: normalize$2,
- exactEquals: exactEquals$2,
- equals: equals$2,
- rotationTo: rotationTo,
- sqlerp: sqlerp,
- setAxes: setAxes
- });
-
- /**
- * Dual Quaternion
- * Format: [real, dual]
- * Quaternion format: XYZW
- * Make sure to have normalized dual quaternions, otherwise the functions may not work as intended.
- * @module quat2
- */
-
- /**
- * Creates a new identity dual quat
- *
- * @returns {quat2} a new dual quaternion [real -> rotation, dual -> translation]
- */
-
- function create$1() {
- var dq = new ARRAY_TYPE(8);
-
- if (ARRAY_TYPE != Float32Array) {
- dq[0] = 0;
- dq[1] = 0;
- dq[2] = 0;
- dq[4] = 0;
- dq[5] = 0;
- dq[6] = 0;
- dq[7] = 0;
- }
-
- dq[3] = 1;
- return dq;
- }
- /**
- * Creates a new quat initialized with values from an existing quaternion
- *
- * @param {ReadonlyQuat2} a dual quaternion to clone
- * @returns {quat2} new dual quaternion
- * @function
- */
-
- function clone$1(a) {
- var dq = new ARRAY_TYPE(8);
- dq[0] = a[0];
- dq[1] = a[1];
- dq[2] = a[2];
- dq[3] = a[3];
- dq[4] = a[4];
- dq[5] = a[5];
- dq[6] = a[6];
- dq[7] = a[7];
- return dq;
- }
- /**
- * Creates a new dual quat initialized with the given values
- *
- * @param {Number} x1 X component
- * @param {Number} y1 Y component
- * @param {Number} z1 Z component
- * @param {Number} w1 W component
- * @param {Number} x2 X component
- * @param {Number} y2 Y component
- * @param {Number} z2 Z component
- * @param {Number} w2 W component
- * @returns {quat2} new dual quaternion
- * @function
- */
-
- function fromValues$1(x1, y1, z1, w1, x2, y2, z2, w2) {
- var dq = new ARRAY_TYPE(8);
- dq[0] = x1;
- dq[1] = y1;
- dq[2] = z1;
- dq[3] = w1;
- dq[4] = x2;
- dq[5] = y2;
- dq[6] = z2;
- dq[7] = w2;
- return dq;
- }
- /**
- * Creates a new dual quat from the given values (quat and translation)
- *
- * @param {Number} x1 X component
- * @param {Number} y1 Y component
- * @param {Number} z1 Z component
- * @param {Number} w1 W component
- * @param {Number} x2 X component (translation)
- * @param {Number} y2 Y component (translation)
- * @param {Number} z2 Z component (translation)
- * @returns {quat2} new dual quaternion
- * @function
- */
-
- function fromRotationTranslationValues(x1, y1, z1, w1, x2, y2, z2) {
- var dq = new ARRAY_TYPE(8);
- dq[0] = x1;
- dq[1] = y1;
- dq[2] = z1;
- dq[3] = w1;
- var ax = x2 * 0.5,
- ay = y2 * 0.5,
- az = z2 * 0.5;
- dq[4] = ax * w1 + ay * z1 - az * y1;
- dq[5] = ay * w1 + az * x1 - ax * z1;
- dq[6] = az * w1 + ax * y1 - ay * x1;
- dq[7] = -ax * x1 - ay * y1 - az * z1;
- return dq;
- }
- /**
- * Creates a dual quat from a quaternion and a translation
- *
- * @param {ReadonlyQuat2} dual quaternion receiving operation result
- * @param {ReadonlyQuat} q a normalized quaternion
- * @param {ReadonlyVec3} t translation vector
- * @returns {quat2} dual quaternion receiving operation result
- * @function
- */
-
- function fromRotationTranslation(out, q, t) {
- var ax = t[0] * 0.5,
- ay = t[1] * 0.5,
- az = t[2] * 0.5,
- bx = q[0],
- by = q[1],
- bz = q[2],
- bw = q[3];
- out[0] = bx;
- out[1] = by;
- out[2] = bz;
- out[3] = bw;
- out[4] = ax * bw + ay * bz - az * by;
- out[5] = ay * bw + az * bx - ax * bz;
- out[6] = az * bw + ax * by - ay * bx;
- out[7] = -ax * bx - ay * by - az * bz;
- return out;
- }
- /**
- * Creates a dual quat from a translation
- *
- * @param {ReadonlyQuat2} dual quaternion receiving operation result
- * @param {ReadonlyVec3} t translation vector
- * @returns {quat2} dual quaternion receiving operation result
- * @function
- */
-
- function fromTranslation(out, t) {
- out[0] = 0;
- out[1] = 0;
- out[2] = 0;
- out[3] = 1;
- out[4] = t[0] * 0.5;
- out[5] = t[1] * 0.5;
- out[6] = t[2] * 0.5;
- out[7] = 0;
- return out;
- }
- /**
- * Creates a dual quat from a quaternion
- *
- * @param {ReadonlyQuat2} dual quaternion receiving operation result
- * @param {ReadonlyQuat} q the quaternion
- * @returns {quat2} dual quaternion receiving operation result
- * @function
- */
-
- function fromRotation(out, q) {
- out[0] = q[0];
- out[1] = q[1];
- out[2] = q[2];
- out[3] = q[3];
- out[4] = 0;
- out[5] = 0;
- out[6] = 0;
- out[7] = 0;
- return out;
- }
- /**
- * Creates a new dual quat from a matrix (4x4)
- *
- * @param {quat2} out the dual quaternion
- * @param {ReadonlyMat4} a the matrix
- * @returns {quat2} dual quat receiving operation result
- * @function
- */
-
- function fromMat4(out, a) {
- //TODO Optimize this
- var outer = create$2();
- getRotation(outer, a);
- var t = new ARRAY_TYPE(3);
- getTranslation$1(t, a);
- fromRotationTranslation(out, outer, t);
- return out;
- }
- /**
- * Copy the values from one dual quat to another
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat2} a the source dual quaternion
- * @returns {quat2} out
- * @function
- */
-
- function copy$1(out, a) {
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- out[3] = a[3];
- out[4] = a[4];
- out[5] = a[5];
- out[6] = a[6];
- out[7] = a[7];
- return out;
- }
- /**
- * Set a dual quat to the identity dual quaternion
- *
- * @param {quat2} out the receiving quaternion
- * @returns {quat2} out
- */
-
- function identity(out) {
- out[0] = 0;
- out[1] = 0;
- out[2] = 0;
- out[3] = 1;
- out[4] = 0;
- out[5] = 0;
- out[6] = 0;
- out[7] = 0;
- return out;
- }
- /**
- * Set the components of a dual quat to the given values
- *
- * @param {quat2} out the receiving quaternion
- * @param {Number} x1 X component
- * @param {Number} y1 Y component
- * @param {Number} z1 Z component
- * @param {Number} w1 W component
- * @param {Number} x2 X component
- * @param {Number} y2 Y component
- * @param {Number} z2 Z component
- * @param {Number} w2 W component
- * @returns {quat2} out
- * @function
- */
-
- function set$1(out, x1, y1, z1, w1, x2, y2, z2, w2) {
- out[0] = x1;
- out[1] = y1;
- out[2] = z1;
- out[3] = w1;
- out[4] = x2;
- out[5] = y2;
- out[6] = z2;
- out[7] = w2;
- return out;
- }
- /**
- * Gets the real part of a dual quat
- * @param {quat} out real part
- * @param {ReadonlyQuat2} a Dual Quaternion
- * @return {quat} real part
- */
-
- var getReal = copy$2;
- /**
- * Gets the dual part of a dual quat
- * @param {quat} out dual part
- * @param {ReadonlyQuat2} a Dual Quaternion
- * @return {quat} dual part
- */
-
- function getDual(out, a) {
- out[0] = a[4];
- out[1] = a[5];
- out[2] = a[6];
- out[3] = a[7];
- return out;
- }
- /**
- * Set the real component of a dual quat to the given quaternion
- *
- * @param {quat2} out the receiving quaternion
- * @param {ReadonlyQuat} q a quaternion representing the real part
- * @returns {quat2} out
- * @function
- */
-
- var setReal = copy$2;
- /**
- * Set the dual component of a dual quat to the given quaternion
- *
- * @param {quat2} out the receiving quaternion
- * @param {ReadonlyQuat} q a quaternion representing the dual part
- * @returns {quat2} out
- * @function
- */
-
- function setDual(out, q) {
- out[4] = q[0];
- out[5] = q[1];
- out[6] = q[2];
- out[7] = q[3];
- return out;
- }
- /**
- * Gets the translation of a normalized dual quat
- * @param {vec3} out translation
- * @param {ReadonlyQuat2} a Dual Quaternion to be decomposed
- * @return {vec3} translation
- */
-
- function getTranslation(out, a) {
- var ax = a[4],
- ay = a[5],
- az = a[6],
- aw = a[7],
- bx = -a[0],
- by = -a[1],
- bz = -a[2],
- bw = a[3];
- out[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2;
- out[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2;
- out[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2;
- return out;
- }
- /**
- * Translates a dual quat by the given vector
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat2} a the dual quaternion to translate
- * @param {ReadonlyVec3} v vector to translate by
- * @returns {quat2} out
- */
-
- function translate(out, a, v) {
- var ax1 = a[0],
- ay1 = a[1],
- az1 = a[2],
- aw1 = a[3],
- bx1 = v[0] * 0.5,
- by1 = v[1] * 0.5,
- bz1 = v[2] * 0.5,
- ax2 = a[4],
- ay2 = a[5],
- az2 = a[6],
- aw2 = a[7];
- out[0] = ax1;
- out[1] = ay1;
- out[2] = az1;
- out[3] = aw1;
- out[4] = aw1 * bx1 + ay1 * bz1 - az1 * by1 + ax2;
- out[5] = aw1 * by1 + az1 * bx1 - ax1 * bz1 + ay2;
- out[6] = aw1 * bz1 + ax1 * by1 - ay1 * bx1 + az2;
- out[7] = -ax1 * bx1 - ay1 * by1 - az1 * bz1 + aw2;
- return out;
- }
- /**
- * Rotates a dual quat around the X axis
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat2} a the dual quaternion to rotate
- * @param {number} rad how far should the rotation be
- * @returns {quat2} out
- */
-
- function rotateX(out, a, rad) {
- var bx = -a[0],
- by = -a[1],
- bz = -a[2],
- bw = a[3],
- ax = a[4],
- ay = a[5],
- az = a[6],
- aw = a[7],
- ax1 = ax * bw + aw * bx + ay * bz - az * by,
- ay1 = ay * bw + aw * by + az * bx - ax * bz,
- az1 = az * bw + aw * bz + ax * by - ay * bx,
- aw1 = aw * bw - ax * bx - ay * by - az * bz;
- rotateX$1(out, a, rad);
- bx = out[0];
- by = out[1];
- bz = out[2];
- bw = out[3];
- out[4] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;
- out[5] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;
- out[6] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;
- out[7] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;
- return out;
- }
- /**
- * Rotates a dual quat around the Y axis
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat2} a the dual quaternion to rotate
- * @param {number} rad how far should the rotation be
- * @returns {quat2} out
- */
-
- function rotateY(out, a, rad) {
- var bx = -a[0],
- by = -a[1],
- bz = -a[2],
- bw = a[3],
- ax = a[4],
- ay = a[5],
- az = a[6],
- aw = a[7],
- ax1 = ax * bw + aw * bx + ay * bz - az * by,
- ay1 = ay * bw + aw * by + az * bx - ax * bz,
- az1 = az * bw + aw * bz + ax * by - ay * bx,
- aw1 = aw * bw - ax * bx - ay * by - az * bz;
- rotateY$1(out, a, rad);
- bx = out[0];
- by = out[1];
- bz = out[2];
- bw = out[3];
- out[4] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;
- out[5] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;
- out[6] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;
- out[7] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;
- return out;
- }
- /**
- * Rotates a dual quat around the Z axis
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat2} a the dual quaternion to rotate
- * @param {number} rad how far should the rotation be
- * @returns {quat2} out
- */
-
- function rotateZ(out, a, rad) {
- var bx = -a[0],
- by = -a[1],
- bz = -a[2],
- bw = a[3],
- ax = a[4],
- ay = a[5],
- az = a[6],
- aw = a[7],
- ax1 = ax * bw + aw * bx + ay * bz - az * by,
- ay1 = ay * bw + aw * by + az * bx - ax * bz,
- az1 = az * bw + aw * bz + ax * by - ay * bx,
- aw1 = aw * bw - ax * bx - ay * by - az * bz;
- rotateZ$1(out, a, rad);
- bx = out[0];
- by = out[1];
- bz = out[2];
- bw = out[3];
- out[4] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;
- out[5] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;
- out[6] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;
- out[7] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;
- return out;
- }
- /**
- * Rotates a dual quat by a given quaternion (a * q)
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat2} a the dual quaternion to rotate
- * @param {ReadonlyQuat} q quaternion to rotate by
- * @returns {quat2} out
- */
-
- function rotateByQuatAppend(out, a, q) {
- var qx = q[0],
- qy = q[1],
- qz = q[2],
- qw = q[3],
- ax = a[0],
- ay = a[1],
- az = a[2],
- aw = a[3];
- out[0] = ax * qw + aw * qx + ay * qz - az * qy;
- out[1] = ay * qw + aw * qy + az * qx - ax * qz;
- out[2] = az * qw + aw * qz + ax * qy - ay * qx;
- out[3] = aw * qw - ax * qx - ay * qy - az * qz;
- ax = a[4];
- ay = a[5];
- az = a[6];
- aw = a[7];
- out[4] = ax * qw + aw * qx + ay * qz - az * qy;
- out[5] = ay * qw + aw * qy + az * qx - ax * qz;
- out[6] = az * qw + aw * qz + ax * qy - ay * qx;
- out[7] = aw * qw - ax * qx - ay * qy - az * qz;
- return out;
- }
- /**
- * Rotates a dual quat by a given quaternion (q * a)
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat} q quaternion to rotate by
- * @param {ReadonlyQuat2} a the dual quaternion to rotate
- * @returns {quat2} out
- */
-
- function rotateByQuatPrepend(out, q, a) {
- var qx = q[0],
- qy = q[1],
- qz = q[2],
- qw = q[3],
- bx = a[0],
- by = a[1],
- bz = a[2],
- bw = a[3];
- out[0] = qx * bw + qw * bx + qy * bz - qz * by;
- out[1] = qy * bw + qw * by + qz * bx - qx * bz;
- out[2] = qz * bw + qw * bz + qx * by - qy * bx;
- out[3] = qw * bw - qx * bx - qy * by - qz * bz;
- bx = a[4];
- by = a[5];
- bz = a[6];
- bw = a[7];
- out[4] = qx * bw + qw * bx + qy * bz - qz * by;
- out[5] = qy * bw + qw * by + qz * bx - qx * bz;
- out[6] = qz * bw + qw * bz + qx * by - qy * bx;
- out[7] = qw * bw - qx * bx - qy * by - qz * bz;
- return out;
- }
- /**
- * Rotates a dual quat around a given axis. Does the normalisation automatically
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat2} a the dual quaternion to rotate
- * @param {ReadonlyVec3} axis the axis to rotate around
- * @param {Number} rad how far the rotation should be
- * @returns {quat2} out
- */
-
- function rotateAroundAxis(out, a, axis, rad) {
- //Special case for rad = 0
- if (Math.abs(rad) < EPSILON) {
- return copy$1(out, a);
- }
-
- var axisLength = Math.hypot(axis[0], axis[1], axis[2]);
- rad = rad * 0.5;
- var s = Math.sin(rad);
- var bx = s * axis[0] / axisLength;
- var by = s * axis[1] / axisLength;
- var bz = s * axis[2] / axisLength;
- var bw = Math.cos(rad);
- var ax1 = a[0],
- ay1 = a[1],
- az1 = a[2],
- aw1 = a[3];
- out[0] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;
- out[1] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;
- out[2] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;
- out[3] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;
- var ax = a[4],
- ay = a[5],
- az = a[6],
- aw = a[7];
- out[4] = ax * bw + aw * bx + ay * bz - az * by;
- out[5] = ay * bw + aw * by + az * bx - ax * bz;
- out[6] = az * bw + aw * bz + ax * by - ay * bx;
- out[7] = aw * bw - ax * bx - ay * by - az * bz;
- return out;
- }
- /**
- * Adds two dual quat's
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat2} a the first operand
- * @param {ReadonlyQuat2} b the second operand
- * @returns {quat2} out
- * @function
- */
-
- function add$1(out, a, b) {
- out[0] = a[0] + b[0];
- out[1] = a[1] + b[1];
- out[2] = a[2] + b[2];
- out[3] = a[3] + b[3];
- out[4] = a[4] + b[4];
- out[5] = a[5] + b[5];
- out[6] = a[6] + b[6];
- out[7] = a[7] + b[7];
- return out;
- }
- /**
- * Multiplies two dual quat's
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat2} a the first operand
- * @param {ReadonlyQuat2} b the second operand
- * @returns {quat2} out
- */
-
- function multiply$1(out, a, b) {
- var ax0 = a[0],
- ay0 = a[1],
- az0 = a[2],
- aw0 = a[3],
- bx1 = b[4],
- by1 = b[5],
- bz1 = b[6],
- bw1 = b[7],
- ax1 = a[4],
- ay1 = a[5],
- az1 = a[6],
- aw1 = a[7],
- bx0 = b[0],
- by0 = b[1],
- bz0 = b[2],
- bw0 = b[3];
- out[0] = ax0 * bw0 + aw0 * bx0 + ay0 * bz0 - az0 * by0;
- out[1] = ay0 * bw0 + aw0 * by0 + az0 * bx0 - ax0 * bz0;
- out[2] = az0 * bw0 + aw0 * bz0 + ax0 * by0 - ay0 * bx0;
- out[3] = aw0 * bw0 - ax0 * bx0 - ay0 * by0 - az0 * bz0;
- out[4] = ax0 * bw1 + aw0 * bx1 + ay0 * bz1 - az0 * by1 + ax1 * bw0 + aw1 * bx0 + ay1 * bz0 - az1 * by0;
- out[5] = ay0 * bw1 + aw0 * by1 + az0 * bx1 - ax0 * bz1 + ay1 * bw0 + aw1 * by0 + az1 * bx0 - ax1 * bz0;
- out[6] = az0 * bw1 + aw0 * bz1 + ax0 * by1 - ay0 * bx1 + az1 * bw0 + aw1 * bz0 + ax1 * by0 - ay1 * bx0;
- out[7] = aw0 * bw1 - ax0 * bx1 - ay0 * by1 - az0 * bz1 + aw1 * bw0 - ax1 * bx0 - ay1 * by0 - az1 * bz0;
- return out;
- }
- /**
- * Alias for {@link quat2.multiply}
- * @function
- */
-
- var mul$1 = multiply$1;
- /**
- * Scales a dual quat by a scalar number
- *
- * @param {quat2} out the receiving dual quat
- * @param {ReadonlyQuat2} a the dual quat to scale
- * @param {Number} b amount to scale the dual quat by
- * @returns {quat2} out
- * @function
- */
-
- function scale$1(out, a, b) {
- out[0] = a[0] * b;
- out[1] = a[1] * b;
- out[2] = a[2] * b;
- out[3] = a[3] * b;
- out[4] = a[4] * b;
- out[5] = a[5] * b;
- out[6] = a[6] * b;
- out[7] = a[7] * b;
- return out;
- }
- /**
- * Calculates the dot product of two dual quat's (The dot product of the real parts)
- *
- * @param {ReadonlyQuat2} a the first operand
- * @param {ReadonlyQuat2} b the second operand
- * @returns {Number} dot product of a and b
- * @function
- */
-
- var dot$1 = dot$2;
- /**
- * Performs a linear interpolation between two dual quats's
- * NOTE: The resulting dual quaternions won't always be normalized (The error is most noticeable when t = 0.5)
- *
- * @param {quat2} out the receiving dual quat
- * @param {ReadonlyQuat2} a the first operand
- * @param {ReadonlyQuat2} b the second operand
- * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
- * @returns {quat2} out
- */
-
- function lerp$1(out, a, b, t) {
- var mt = 1 - t;
- if (dot$1(a, b) < 0) t = -t;
- out[0] = a[0] * mt + b[0] * t;
- out[1] = a[1] * mt + b[1] * t;
- out[2] = a[2] * mt + b[2] * t;
- out[3] = a[3] * mt + b[3] * t;
- out[4] = a[4] * mt + b[4] * t;
- out[5] = a[5] * mt + b[5] * t;
- out[6] = a[6] * mt + b[6] * t;
- out[7] = a[7] * mt + b[7] * t;
- return out;
- }
- /**
- * Calculates the inverse of a dual quat. If they are normalized, conjugate is cheaper
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat2} a dual quat to calculate inverse of
- * @returns {quat2} out
- */
-
- function invert(out, a) {
- var sqlen = squaredLength$1(a);
- out[0] = -a[0] / sqlen;
- out[1] = -a[1] / sqlen;
- out[2] = -a[2] / sqlen;
- out[3] = a[3] / sqlen;
- out[4] = -a[4] / sqlen;
- out[5] = -a[5] / sqlen;
- out[6] = -a[6] / sqlen;
- out[7] = a[7] / sqlen;
- return out;
- }
- /**
- * Calculates the conjugate of a dual quat
- * If the dual quaternion is normalized, this function is faster than quat2.inverse and produces the same result.
- *
- * @param {quat2} out the receiving quaternion
- * @param {ReadonlyQuat2} a quat to calculate conjugate of
- * @returns {quat2} out
- */
-
- function conjugate(out, a) {
- out[0] = -a[0];
- out[1] = -a[1];
- out[2] = -a[2];
- out[3] = a[3];
- out[4] = -a[4];
- out[5] = -a[5];
- out[6] = -a[6];
- out[7] = a[7];
- return out;
- }
- /**
- * Calculates the length of a dual quat
- *
- * @param {ReadonlyQuat2} a dual quat to calculate length of
- * @returns {Number} length of a
- * @function
- */
-
- var length$1 = length$2;
- /**
- * Alias for {@link quat2.length}
- * @function
- */
-
- var len$1 = length$1;
- /**
- * Calculates the squared length of a dual quat
- *
- * @param {ReadonlyQuat2} a dual quat to calculate squared length of
- * @returns {Number} squared length of a
- * @function
- */
-
- var squaredLength$1 = squaredLength$2;
- /**
- * Alias for {@link quat2.squaredLength}
- * @function
- */
-
- var sqrLen$1 = squaredLength$1;
- /**
- * Normalize a dual quat
- *
- * @param {quat2} out the receiving dual quaternion
- * @param {ReadonlyQuat2} a dual quaternion to normalize
- * @returns {quat2} out
- * @function
- */
-
- function normalize$1(out, a) {
- var magnitude = squaredLength$1(a);
-
- if (magnitude > 0) {
- magnitude = Math.sqrt(magnitude);
- var a0 = a[0] / magnitude;
- var a1 = a[1] / magnitude;
- var a2 = a[2] / magnitude;
- var a3 = a[3] / magnitude;
- var b0 = a[4];
- var b1 = a[5];
- var b2 = a[6];
- var b3 = a[7];
- var a_dot_b = a0 * b0 + a1 * b1 + a2 * b2 + a3 * b3;
- out[0] = a0;
- out[1] = a1;
- out[2] = a2;
- out[3] = a3;
- out[4] = (b0 - a0 * a_dot_b) / magnitude;
- out[5] = (b1 - a1 * a_dot_b) / magnitude;
- out[6] = (b2 - a2 * a_dot_b) / magnitude;
- out[7] = (b3 - a3 * a_dot_b) / magnitude;
- }
-
- return out;
- }
- /**
- * Returns a string representation of a dual quaternion
- *
- * @param {ReadonlyQuat2} a dual quaternion to represent as a string
- * @returns {String} string representation of the dual quat
- */
-
- function str$1(a) {
- return "quat2(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ", " + a[4] + ", " + a[5] + ", " + a[6] + ", " + a[7] + ")";
- }
- /**
- * Returns whether or not the dual quaternions have exactly the same elements in the same position (when compared with ===)
- *
- * @param {ReadonlyQuat2} a the first dual quaternion.
- * @param {ReadonlyQuat2} b the second dual quaternion.
- * @returns {Boolean} true if the dual quaternions are equal, false otherwise.
- */
-
- function exactEquals$1(a, b) {
- return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7];
- }
- /**
- * Returns whether or not the dual quaternions have approximately the same elements in the same position.
- *
- * @param {ReadonlyQuat2} a the first dual quat.
- * @param {ReadonlyQuat2} b the second dual quat.
- * @returns {Boolean} true if the dual quats are equal, false otherwise.
- */
-
- function equals$1(a, b) {
- var a0 = a[0],
- a1 = a[1],
- a2 = a[2],
- a3 = a[3],
- a4 = a[4],
- a5 = a[5],
- a6 = a[6],
- a7 = a[7];
- var b0 = b[0],
- b1 = b[1],
- b2 = b[2],
- b3 = b[3],
- b4 = b[4],
- b5 = b[5],
- b6 = b[6],
- b7 = b[7];
- return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7));
- }
-
- var quat2 = /*#__PURE__*/Object.freeze({
- __proto__: null,
- create: create$1,
- clone: clone$1,
- fromValues: fromValues$1,
- fromRotationTranslationValues: fromRotationTranslationValues,
- fromRotationTranslation: fromRotationTranslation,
- fromTranslation: fromTranslation,
- fromRotation: fromRotation,
- fromMat4: fromMat4,
- copy: copy$1,
- identity: identity,
- set: set$1,
- getReal: getReal,
- getDual: getDual,
- setReal: setReal,
- setDual: setDual,
- getTranslation: getTranslation,
- translate: translate,
- rotateX: rotateX,
- rotateY: rotateY,
- rotateZ: rotateZ,
- rotateByQuatAppend: rotateByQuatAppend,
- rotateByQuatPrepend: rotateByQuatPrepend,
- rotateAroundAxis: rotateAroundAxis,
- add: add$1,
- multiply: multiply$1,
- mul: mul$1,
- scale: scale$1,
- dot: dot$1,
- lerp: lerp$1,
- invert: invert,
- conjugate: conjugate,
- length: length$1,
- len: len$1,
- squaredLength: squaredLength$1,
- sqrLen: sqrLen$1,
- normalize: normalize$1,
- str: str$1,
- exactEquals: exactEquals$1,
- equals: equals$1
- });
-
- /**
- * 2 Dimensional Vector
- * @module vec2
- */
-
- /**
- * Creates a new, empty vec2
- *
- * @returns {vec2} a new 2D vector
- */
-
- function create() {
- var out = new ARRAY_TYPE(2);
-
- if (ARRAY_TYPE != Float32Array) {
- out[0] = 0;
- out[1] = 0;
- }
-
- return out;
- }
- /**
- * Creates a new vec2 initialized with values from an existing vector
- *
- * @param {ReadonlyVec2} a vector to clone
- * @returns {vec2} a new 2D vector
- */
-
- function clone(a) {
- var out = new ARRAY_TYPE(2);
- out[0] = a[0];
- out[1] = a[1];
- return out;
- }
- /**
- * Creates a new vec2 initialized with the given values
- *
- * @param {Number} x X component
- * @param {Number} y Y component
- * @returns {vec2} a new 2D vector
- */
-
- function fromValues(x, y) {
- var out = new ARRAY_TYPE(2);
- out[0] = x;
- out[1] = y;
- return out;
- }
- /**
- * Copy the values from one vec2 to another
- *
- * @param {vec2} out the receiving vector
- * @param {ReadonlyVec2} a the source vector
- * @returns {vec2} out
- */
-
- function copy(out, a) {
- out[0] = a[0];
- out[1] = a[1];
- return out;
- }
- /**
- * Set the components of a vec2 to the given values
- *
- * @param {vec2} out the receiving vector
- * @param {Number} x X component
- * @param {Number} y Y component
- * @returns {vec2} out
- */
-
- function set(out, x, y) {
- out[0] = x;
- out[1] = y;
- return out;
- }
- /**
- * Adds two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {ReadonlyVec2} a the first operand
- * @param {ReadonlyVec2} b the second operand
- * @returns {vec2} out
- */
-
- function add(out, a, b) {
- out[0] = a[0] + b[0];
- out[1] = a[1] + b[1];
- return out;
- }
- /**
- * Subtracts vector b from vector a
- *
- * @param {vec2} out the receiving vector
- * @param {ReadonlyVec2} a the first operand
- * @param {ReadonlyVec2} b the second operand
- * @returns {vec2} out
- */
-
- function subtract(out, a, b) {
- out[0] = a[0] - b[0];
- out[1] = a[1] - b[1];
- return out;
- }
- /**
- * Multiplies two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {ReadonlyVec2} a the first operand
- * @param {ReadonlyVec2} b the second operand
- * @returns {vec2} out
- */
-
- function multiply(out, a, b) {
- out[0] = a[0] * b[0];
- out[1] = a[1] * b[1];
- return out;
- }
- /**
- * Divides two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {ReadonlyVec2} a the first operand
- * @param {ReadonlyVec2} b the second operand
- * @returns {vec2} out
- */
-
- function divide(out, a, b) {
- out[0] = a[0] / b[0];
- out[1] = a[1] / b[1];
- return out;
- }
- /**
- * Math.ceil the components of a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {ReadonlyVec2} a vector to ceil
- * @returns {vec2} out
- */
-
- function ceil(out, a) {
- out[0] = Math.ceil(a[0]);
- out[1] = Math.ceil(a[1]);
- return out;
- }
- /**
- * Math.floor the components of a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {ReadonlyVec2} a vector to floor
- * @returns {vec2} out
- */
-
- function floor(out, a) {
- out[0] = Math.floor(a[0]);
- out[1] = Math.floor(a[1]);
- return out;
- }
- /**
- * Returns the minimum of two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {ReadonlyVec2} a the first operand
- * @param {ReadonlyVec2} b the second operand
- * @returns {vec2} out
- */
-
- function min(out, a, b) {
- out[0] = Math.min(a[0], b[0]);
- out[1] = Math.min(a[1], b[1]);
- return out;
- }
- /**
- * Returns the maximum of two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {ReadonlyVec2} a the first operand
- * @param {ReadonlyVec2} b the second operand
- * @returns {vec2} out
- */
-
- function max(out, a, b) {
- out[0] = Math.max(a[0], b[0]);
- out[1] = Math.max(a[1], b[1]);
- return out;
- }
- /**
- * Math.round the components of a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {ReadonlyVec2} a vector to round
- * @returns {vec2} out
- */
-
- function round(out, a) {
- out[0] = Math.round(a[0]);
- out[1] = Math.round(a[1]);
- return out;
- }
- /**
- * Scales a vec2 by a scalar number
- *
- * @param {vec2} out the receiving vector
- * @param {ReadonlyVec2} a the vector to scale
- * @param {Number} b amount to scale the vector by
- * @returns {vec2} out
- */
-
- function scale(out, a, b) {
- out[0] = a[0] * b;
- out[1] = a[1] * b;
- return out;
- }
- /**
- * Adds two vec2's after scaling the second operand by a scalar value
- *
- * @param {vec2} out the receiving vector
- * @param {ReadonlyVec2} a the first operand
- * @param {ReadonlyVec2} b the second operand
- * @param {Number} scale the amount to scale b by before adding
- * @returns {vec2} out
- */
-
- function scaleAndAdd(out, a, b, scale) {
- out[0] = a[0] + b[0] * scale;
- out[1] = a[1] + b[1] * scale;
- return out;
- }
- /**
- * Calculates the euclidian distance between two vec2's
- *
- * @param {ReadonlyVec2} a the first operand
- * @param {ReadonlyVec2} b the second operand
- * @returns {Number} distance between a and b
- */
-
- function distance(a, b) {
- var x = b[0] - a[0],
- y = b[1] - a[1];
- return Math.hypot(x, y);
- }
- /**
- * Calculates the squared euclidian distance between two vec2's
- *
- * @param {ReadonlyVec2} a the first operand
- * @param {ReadonlyVec2} b the second operand
- * @returns {Number} squared distance between a and b
- */
-
- function squaredDistance(a, b) {
- var x = b[0] - a[0],
- y = b[1] - a[1];
- return x * x + y * y;
- }
- /**
- * Calculates the length of a vec2
- *
- * @param {ReadonlyVec2} a vector to calculate length of
- * @returns {Number} length of a
- */
-
- function length(a) {
- var x = a[0],
- y = a[1];
- return Math.hypot(x, y);
- }
- /**
- * Calculates the squared length of a vec2
- *
- * @param {ReadonlyVec2} a vector to calculate squared length of
- * @returns {Number} squared length of a
- */
-
- function squaredLength(a) {
- var x = a[0],
- y = a[1];
- return x * x + y * y;
- }
- /**
- * Negates the components of a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {ReadonlyVec2} a vector to negate
- * @returns {vec2} out
- */
-
- function negate(out, a) {
- out[0] = -a[0];
- out[1] = -a[1];
- return out;
- }
- /**
- * Returns the inverse of the components of a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {ReadonlyVec2} a vector to invert
- * @returns {vec2} out
- */
-
- function inverse(out, a) {
- out[0] = 1.0 / a[0];
- out[1] = 1.0 / a[1];
- return out;
- }
- /**
- * Normalize a vec2
- *
- * @param {vec2} out the receiving vector
- * @param {ReadonlyVec2} a vector to normalize
- * @returns {vec2} out
- */
-
- function normalize(out, a) {
- var x = a[0],
- y = a[1];
- var len = x * x + y * y;
-
- if (len > 0) {
- //TODO: evaluate use of glm_invsqrt here?
- len = 1 / Math.sqrt(len);
- }
-
- out[0] = a[0] * len;
- out[1] = a[1] * len;
- return out;
- }
- /**
- * Calculates the dot product of two vec2's
- *
- * @param {ReadonlyVec2} a the first operand
- * @param {ReadonlyVec2} b the second operand
- * @returns {Number} dot product of a and b
- */
-
- function dot(a, b) {
- return a[0] * b[0] + a[1] * b[1];
- }
- /**
- * Computes the cross product of two vec2's
- * Note that the cross product must by definition produce a 3D vector
- *
- * @param {vec3} out the receiving vector
- * @param {ReadonlyVec2} a the first operand
- * @param {ReadonlyVec2} b the second operand
- * @returns {vec3} out
- */
-
- function cross(out, a, b) {
- var z = a[0] * b[1] - a[1] * b[0];
- out[0] = out[1] = 0;
- out[2] = z;
- return out;
- }
- /**
- * Performs a linear interpolation between two vec2's
- *
- * @param {vec2} out the receiving vector
- * @param {ReadonlyVec2} a the first operand
- * @param {ReadonlyVec2} b the second operand
- * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
- * @returns {vec2} out
- */
-
- function lerp(out, a, b, t) {
- var ax = a[0],
- ay = a[1];
- out[0] = ax + t * (b[0] - ax);
- out[1] = ay + t * (b[1] - ay);
- return out;
- }
- /**
- * Generates a random vector with the given scale
- *
- * @param {vec2} out the receiving vector
- * @param {Number} [scale] Length of the resulting vector. If omitted, a unit vector will be returned
- * @returns {vec2} out
- */
-
- function random(out, scale) {
- scale = scale === undefined ? 1.0 : scale;
- var r = RANDOM() * 2.0 * Math.PI;
- out[0] = Math.cos(r) * scale;
- out[1] = Math.sin(r) * scale;
- return out;
- }
- /**
- * Transforms the vec2 with a mat2
- *
- * @param {vec2} out the receiving vector
- * @param {ReadonlyVec2} a the vector to transform
- * @param {ReadonlyMat2} m matrix to transform with
- * @returns {vec2} out
- */
-
- function transformMat2(out, a, m) {
- var x = a[0],
- y = a[1];
- out[0] = m[0] * x + m[2] * y;
- out[1] = m[1] * x + m[3] * y;
- return out;
- }
- /**
- * Transforms the vec2 with a mat2d
- *
- * @param {vec2} out the receiving vector
- * @param {ReadonlyVec2} a the vector to transform
- * @param {ReadonlyMat2d} m matrix to transform with
- * @returns {vec2} out
- */
-
- function transformMat2d(out, a, m) {
- var x = a[0],
- y = a[1];
- out[0] = m[0] * x + m[2] * y + m[4];
- out[1] = m[1] * x + m[3] * y + m[5];
- return out;
- }
- /**
- * Transforms the vec2 with a mat3
- * 3rd vector component is implicitly '1'
- *
- * @param {vec2} out the receiving vector
- * @param {ReadonlyVec2} a the vector to transform
- * @param {ReadonlyMat3} m matrix to transform with
- * @returns {vec2} out
- */
-
- function transformMat3(out, a, m) {
- var x = a[0],
- y = a[1];
- out[0] = m[0] * x + m[3] * y + m[6];
- out[1] = m[1] * x + m[4] * y + m[7];
- return out;
- }
- /**
- * Transforms the vec2 with a mat4
- * 3rd vector component is implicitly '0'
- * 4th vector component is implicitly '1'
- *
- * @param {vec2} out the receiving vector
- * @param {ReadonlyVec2} a the vector to transform
- * @param {ReadonlyMat4} m matrix to transform with
- * @returns {vec2} out
- */
-
- function transformMat4(out, a, m) {
- var x = a[0];
- var y = a[1];
- out[0] = m[0] * x + m[4] * y + m[12];
- out[1] = m[1] * x + m[5] * y + m[13];
- return out;
- }
- /**
- * Rotate a 2D vector
- * @param {vec2} out The receiving vec2
- * @param {ReadonlyVec2} a The vec2 point to rotate
- * @param {ReadonlyVec2} b The origin of the rotation
- * @param {Number} rad The angle of rotation in radians
- * @returns {vec2} out
- */
-
- function rotate(out, a, b, rad) {
- //Translate point to the origin
- var p0 = a[0] - b[0],
- p1 = a[1] - b[1],
- sinC = Math.sin(rad),
- cosC = Math.cos(rad); //perform rotation and translate to correct position
-
- out[0] = p0 * cosC - p1 * sinC + b[0];
- out[1] = p0 * sinC + p1 * cosC + b[1];
- return out;
- }
- /**
- * Get the angle between two 2D vectors
- * @param {ReadonlyVec2} a The first operand
- * @param {ReadonlyVec2} b The second operand
- * @returns {Number} The angle in radians
- */
-
- function angle(a, b) {
- var x1 = a[0],
- y1 = a[1],
- x2 = b[0],
- y2 = b[1],
- // mag is the product of the magnitudes of a and b
- mag = Math.sqrt((x1 * x1 + y1 * y1) * (x2 * x2 + y2 * y2)),
- // mag &&.. short circuits if mag == 0
- cosine = mag && (x1 * x2 + y1 * y2) / mag; // Math.min(Math.max(cosine, -1), 1) clamps the cosine between -1 and 1
-
- return Math.acos(Math.min(Math.max(cosine, -1), 1));
- }
- /**
- * Set the components of a vec2 to zero
- *
- * @param {vec2} out the receiving vector
- * @returns {vec2} out
- */
-
- function zero(out) {
- out[0] = 0.0;
- out[1] = 0.0;
- return out;
- }
- /**
- * Returns a string representation of a vector
- *
- * @param {ReadonlyVec2} a vector to represent as a string
- * @returns {String} string representation of the vector
- */
-
- function str(a) {
- return "vec2(" + a[0] + ", " + a[1] + ")";
- }
- /**
- * Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===)
- *
- * @param {ReadonlyVec2} a The first vector.
- * @param {ReadonlyVec2} b The second vector.
- * @returns {Boolean} True if the vectors are equal, false otherwise.
- */
-
- function exactEquals(a, b) {
- return a[0] === b[0] && a[1] === b[1];
- }
- /**
- * Returns whether or not the vectors have approximately the same elements in the same position.
- *
- * @param {ReadonlyVec2} a The first vector.
- * @param {ReadonlyVec2} b The second vector.
- * @returns {Boolean} True if the vectors are equal, false otherwise.
- */
-
- function equals(a, b) {
- var a0 = a[0],
- a1 = a[1];
- var b0 = b[0],
- b1 = b[1];
- return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1));
- }
- /**
- * Alias for {@link vec2.length}
- * @function
- */
-
- var len = length;
- /**
- * Alias for {@link vec2.subtract}
- * @function
- */
-
- var sub = subtract;
- /**
- * Alias for {@link vec2.multiply}
- * @function
- */
-
- var mul = multiply;
- /**
- * Alias for {@link vec2.divide}
- * @function
- */
-
- var div = divide;
- /**
- * Alias for {@link vec2.distance}
- * @function
- */
-
- var dist = distance;
- /**
- * Alias for {@link vec2.squaredDistance}
- * @function
- */
-
- var sqrDist = squaredDistance;
- /**
- * Alias for {@link vec2.squaredLength}
- * @function
- */
-
- var sqrLen = squaredLength;
- /**
- * Perform some operation over an array of vec2s.
- *
- * @param {Array} a the array of vectors to iterate over
- * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed
- * @param {Number} offset Number of elements to skip at the beginning of the array
- * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array
- * @param {Function} fn Function to call for each vector in the array
- * @param {Object} [arg] additional argument to pass to fn
- * @returns {Array} a
- * @function
- */
-
- var forEach = function () {
- var vec = create();
- return function (a, stride, offset, count, fn, arg) {
- var i, l;
-
- if (!stride) {
- stride = 2;
- }
-
- if (!offset) {
- offset = 0;
- }
-
- if (count) {
- l = Math.min(count * stride + offset, a.length);
- } else {
- l = a.length;
- }
-
- for (i = offset; i < l; i += stride) {
- vec[0] = a[i];
- vec[1] = a[i + 1];
- fn(vec, vec, arg);
- a[i] = vec[0];
- a[i + 1] = vec[1];
- }
-
- return a;
- };
- }();
-
- var vec2 = /*#__PURE__*/Object.freeze({
- __proto__: null,
- create: create,
- clone: clone,
- fromValues: fromValues,
- copy: copy,
- set: set,
- add: add,
- subtract: subtract,
- multiply: multiply,
- divide: divide,
- ceil: ceil,
- floor: floor,
- min: min,
- max: max,
- round: round,
- scale: scale,
- scaleAndAdd: scaleAndAdd,
- distance: distance,
- squaredDistance: squaredDistance,
- length: length,
- squaredLength: squaredLength,
- negate: negate,
- inverse: inverse,
- normalize: normalize,
- dot: dot,
- cross: cross,
- lerp: lerp,
- random: random,
- transformMat2: transformMat2,
- transformMat2d: transformMat2d,
- transformMat3: transformMat3,
- transformMat4: transformMat4,
- rotate: rotate,
- angle: angle,
- zero: zero,
- str: str,
- exactEquals: exactEquals,
- equals: equals,
- len: len,
- sub: sub,
- mul: mul,
- div: div,
- dist: dist,
- sqrDist: sqrDist,
- sqrLen: sqrLen,
- forEach: forEach
- });
-
- exports.glMatrix = common;
- exports.mat2 = mat2;
- exports.mat2d = mat2d;
- exports.mat3 = mat3;
- exports.mat4 = mat4;
- exports.quat = quat;
- exports.quat2 = quat2;
- exports.vec2 = vec2;
- exports.vec3 = vec3;
- exports.vec4 = vec4;
-
- Object.defineProperty(exports, '__esModule', { value: true });
-
-}));
diff --git a/shaders/glsl/rainPass.compute.frag.glsl b/shaders/glsl/rainPass.compute.frag.glsl
new file mode 100644
index 0000000..9d0550c
--- /dev/null
+++ b/shaders/glsl/rainPass.compute.frag.glsl
@@ -0,0 +1,78 @@
+precision highp float;
+
+#define PI 3.14159265359
+#define SQRT_2 1.4142135623730951
+#define SQRT_5 2.23606797749979
+
+uniform sampler2D previousComputeState;
+
+uniform float numColumns, numRows;
+uniform float time, tick, cycleFrameSkip;
+uniform float animationSpeed, fallSpeed, cycleSpeed;
+uniform float glyphSequenceLength;
+uniform float raindropLength;
+
+// Helper functions for generating randomness, borrowed from elsewhere
+
+highp float randomFloat( const in vec2 uv ) {
+ const highp float a = 12.9898, b = 78.233, c = 43758.5453;
+ highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
+ return fract(sin(sn) * c);
+}
+
+float wobble(float x) {
+ return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
+}
+
+float getRainBrightness(float simTime, vec2 glyphPos) {
+ float columnTimeOffset = randomFloat(vec2(glyphPos.x, 0.)) * 1000.;
+ float columnSpeedOffset = randomFloat(vec2(glyphPos.x + 0.1, 0.)) * 0.5 + 0.5;
+ float columnTime = columnTimeOffset + simTime * fallSpeed * columnSpeedOffset;
+ float rainTime = (glyphPos.y * 0.01 + columnTime) / raindropLength;
+ rainTime = wobble(rainTime);
+ return 1.0 - fract(rainTime);
+}
+
+vec2 computeRaindrop(float simTime, vec2 glyphPos) {
+ float brightness = getRainBrightness(simTime, glyphPos);
+ float brightnessBelow = getRainBrightness(simTime, glyphPos + vec2(0., -1.));
+ bool cursor = brightness > brightnessBelow;
+ return vec2(brightness, cursor);
+}
+
+vec2 computeSymbol(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) {
+
+ float previousSymbol = previous.r;
+ float previousAge = previous.g;
+ bool resetGlyph = isFirstFrame;
+ if (resetGlyph) {
+ previousAge = randomFloat(screenPos + 0.5);
+ previousSymbol = floor(glyphSequenceLength * randomFloat(screenPos));
+ }
+ float cycleSpeed = animationSpeed * cycleSpeed;
+ float age = previousAge;
+ float symbol = previousSymbol;
+ if (mod(tick, cycleFrameSkip) == 0.) {
+ age += cycleSpeed * cycleFrameSkip;
+ if (age >= 1.) {
+ symbol = floor(glyphSequenceLength * randomFloat(screenPos + simTime));
+ age = fract(age);
+ }
+ }
+
+ return vec2(symbol, age);
+}
+
+void main() {
+ float simTime = time * animationSpeed;
+ vec2 glyphPos = gl_FragCoord.xy;
+ vec2 screenPos = glyphPos / vec2(numColumns, numRows);
+
+ vec2 raindrop = computeRaindrop(simTime, glyphPos);
+
+ bool isFirstFrame = tick <= 1.;
+ vec4 previous = texture2D( previousComputeState, screenPos );
+ vec4 previousSymbol = vec4(previous.ba, 0.0, 0.0);
+ vec2 symbol = computeSymbol(simTime, isFirstFrame, glyphPos, screenPos, previousSymbol);
+ gl_FragColor = vec4(raindrop, symbol);
+}
diff --git a/shaders/glsl/rainPass.effect.frag.glsl b/shaders/glsl/rainPass.effect.frag.glsl
deleted file mode 100644
index b100448..0000000
--- a/shaders/glsl/rainPass.effect.frag.glsl
+++ /dev/null
@@ -1,99 +0,0 @@
-precision highp float;
-
-// These effects are used to spice up the non-canon versions of the code rain.
-// The shader writes them to the channels of a data texture:
-// R: multiplied effects— magnify the cell's brightness
-// G: added effects— offset the cell's brightness
-// B: unused
-// A: unused
-
-#define SQRT_2 1.4142135623730951
-#define SQRT_5 2.23606797749979
-
-uniform sampler2D previousEffectState;
-uniform float numColumns, numRows;
-uniform float time, tick;
-uniform float animationSpeed;
-
-uniform bool hasThunder, loops;
-uniform float glyphHeightToWidth;
-uniform int rippleType;
-uniform float rippleScale, rippleSpeed, rippleThickness;
-
-// Helper functions for generating randomness, borrowed from elsewhere
-
-vec2 randomVec2( const in vec2 uv ) {
- return fract(vec2(sin(uv.x * 591.32 + uv.y * 154.077), cos(uv.x * 391.32 + uv.y * 49.077)));
-}
-
-float wobble(float x) {
- return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
-}
-
-float getThunder(float simTime, vec2 screenPos) {
- if (!hasThunder) {
- return 0.;
- }
-
- float thunderTime = simTime * 0.5;
- float thunder = 1. - fract(wobble(thunderTime));
- if (loops) {
- thunder = 1. - fract(thunderTime + 0.3);
- }
-
- thunder = log(thunder * 1.5) * 4.;
- thunder = clamp(thunder, 0., 1.) * 10. * pow(screenPos.y, 2.);
- return thunder;
-}
-
-float getRipple(float simTime, vec2 screenPos) {
- if (rippleType == -1) {
- return 0.;
- }
-
- float rippleTime = (simTime * 0.5 + sin(simTime) * 0.2) * rippleSpeed + 1.; // TODO: clarify
- if (loops) {
- rippleTime = (simTime * 0.5) * rippleSpeed + 1.;
- }
-
- vec2 offset = randomVec2(vec2(floor(rippleTime), 0.)) - 0.5;
- if (loops) {
- offset = vec2(0.);
- }
- vec2 ripplePos = screenPos * 2. - 1. + offset;
- float rippleDistance;
- if (rippleType == 0) {
- vec2 boxDistance = abs(ripplePos) * vec2(1., glyphHeightToWidth);
- rippleDistance = max(boxDistance.x, boxDistance.y);
- } else if (rippleType == 1) {
- rippleDistance = length(ripplePos);
- }
-
- float rippleValue = fract(rippleTime) * rippleScale - rippleDistance;
-
- if (rippleValue > 0. && rippleValue < rippleThickness) {
- return 0.75;
- }
-
- return 0.;
-}
-
-// Main function
-
-vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) {
-
- float multipliedEffects = 1. + getThunder(simTime, screenPos);
- float addedEffects = getRipple(simTime, screenPos); // Round or square ripples across the grid
-
- vec4 result = vec4(multipliedEffects, addedEffects, 0., 0.);
- return result;
-}
-
-void main() {
- float simTime = time * animationSpeed;
- bool isFirstFrame = tick <= 1.;
- vec2 glyphPos = gl_FragCoord.xy;
- vec2 screenPos = glyphPos / vec2(numColumns, numRows);
- vec4 previous = texture2D( previousEffectState, screenPos );
- gl_FragColor = computeResult(simTime, isFirstFrame, glyphPos, screenPos, previous);
-}
diff --git a/shaders/glsl/rainPass.frag.glsl b/shaders/glsl/rainPass.frag.glsl
index 03c6170..1231694 100644
--- a/shaders/glsl/rainPass.frag.glsl
+++ b/shaders/glsl/rainPass.frag.glsl
@@ -4,25 +4,18 @@
#endif
precision lowp float;
-uniform sampler2D raindropState, symbolState, effectState;
+uniform sampler2D computeState;
uniform float numColumns, numRows;
-uniform sampler2D glyphMSDF, glintMSDF, baseTexture, glintTexture;
+uniform sampler2D glyphMSDF;
uniform float msdfPxRange;
-uniform vec2 glyphMSDFSize, glintMSDFSize;
+uniform vec2 glyphMSDFSize;
uniform float glyphHeightToWidth, glyphSequenceLength, glyphEdgeCrop;
uniform float baseContrast, baseBrightness, glintContrast, glintBrightness;
uniform float brightnessOverride, brightnessThreshold;
uniform vec2 glyphTextureGridSize;
-uniform vec2 slantVec;
-uniform float slantScale;
-uniform bool isPolar;
-uniform bool showDebugView;
-uniform bool volumetric;
-uniform bool isolateCursor, isolateGlint;
+uniform bool isolateCursor;
varying vec2 vUV;
-varying vec4 vRaindrop, vSymbol, vEffect;
-varying float vDepth;
float median3(vec3 i) {
return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
@@ -34,39 +27,15 @@ float modI(float a, float b) {
}
vec2 getUV(vec2 uv) {
-
- if (volumetric) {
- return uv;
- }
-
- if (isPolar) {
- // Curved space that makes letters appear to radiate from up above
- uv -= 0.5;
- uv *= 0.5;
- uv.y -= 0.5;
- float radius = length(uv);
- float angle = atan(uv.y, uv.x) / (2. * PI) + 0.5;
- uv = vec2(fract(angle * 4. - 0.5), 1.5 * (1. - sqrt(radius)));
- } else {
- // Applies the slant and scales space so the viewport is fully covered
- uv = vec2(
- (uv.x - 0.5) * slantVec.x + (uv.y - 0.5) * slantVec.y,
- (uv.y - 0.5) * slantVec.x - (uv.x - 0.5) * slantVec.y
- ) * slantScale + 0.5;
- }
-
uv.y /= glyphHeightToWidth;
-
return uv;
}
-vec3 getBrightness(vec4 raindrop, vec4 effect, float quadDepth, vec2 uv) {
+vec3 getBrightness(vec2 raindrop, vec2 uv) {
- float base = raindrop.r + max(0., 1.0 - raindrop.a * 5.0);
+ float base = raindrop.r;
bool isCursor = bool(raindrop.g) && isolateCursor;
float glint = base;
- float multipliedEffects = effect.r;
- float addedEffects = effect.g;
vec2 textureUV = fract(uv * vec2(numColumns, numRows));
base = base * baseContrast + baseBrightness;
@@ -77,19 +46,10 @@ vec3 getBrightness(vec4 raindrop, vec4 effect, float quadDepth, vec2 uv) {
base = brightnessOverride;
}
- base = base * multipliedEffects + addedEffects;
- glint = glint * multipliedEffects + addedEffects;
-
- // In volumetric mode, distant glyphs are dimmer
- if (volumetric && !showDebugView) {
- base = base * min(1.0, quadDepth);
- glint = glint * min(1.0, quadDepth);
- }
-
return vec3(
(isCursor ? vec2(0.0, 1.0) : vec2(1.0, 0.0)) * base,
glint
- ) * raindrop.b;
+ );
}
vec2 getSymbolUV(float index) {
@@ -119,16 +79,6 @@ vec2 getSymbol(vec2 uv, float index) {
symbol.r = clamp(screenPxDistance + 0.5, 0.0, 1.0);
}
- if (isolateGlint) {
- vec2 unitRange = vec2(msdfPxRange) / glintMSDFSize;
- vec2 screenTexSize = vec2(1.0) / fwidth(uv);
- float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
-
- float signedDistance = median3(texture2D(glintMSDF, uv).rgb);
- float screenPxDistance = screenPxRange * (signedDistance - 0.5);
- symbol.g = clamp(screenPxDistance + 0.5, 0.0, 1.0);
- }
-
return symbol;
}
@@ -137,30 +87,10 @@ void main() {
vec2 uv = getUV(vUV);
// Unpack the values from the data textures
- vec4 raindropData = volumetric ? vRaindrop : texture2D(raindropState, uv);
- vec4 symbolData = volumetric ? vSymbol : texture2D( symbolState, uv);
- vec4 effectData = volumetric ? vEffect : texture2D( effectState, uv);
+ vec4 data = texture2D(computeState, uv);
- vec3 brightness = getBrightness(
- raindropData,
- effectData,
- vDepth,
- uv
- );
- vec2 symbol = getSymbol(uv, symbolData.r);
+ vec3 brightness = getBrightness(data.rg, uv);
+ vec2 symbol = getSymbol(uv, data.b);
- if (showDebugView) {
- gl_FragColor = vec4(
- vec3(
- raindropData.g,
- vec2(
- 1. - ((1.0 - raindropData.r) * 3.),
- 1. - ((1.0 - raindropData.r) * 8.)
- ) * (1. - raindropData.g)
- ) * symbol.r,
- 1.
- );
- } else {
- gl_FragColor = vec4(brightness.rg * symbol.r, brightness.b * symbol.g, 0.);
- }
+ gl_FragColor = vec4(brightness.rg * symbol.r, brightness.b * symbol.g, 0.);
}
diff --git a/shaders/glsl/rainPass.intro.frag.glsl b/shaders/glsl/rainPass.intro.frag.glsl
deleted file mode 100644
index 431ae54..0000000
--- a/shaders/glsl/rainPass.intro.frag.glsl
+++ /dev/null
@@ -1,67 +0,0 @@
-precision highp float;
-
-// This shader governs the "intro"— the initial stream of rain from a blank screen.
-// It writes falling rain to the channels of a data texture:
-// R: raindrop length
-// G: unused
-// B: unused
-// A: unused
-
-#define PI 3.14159265359
-#define SQRT_2 1.4142135623730951
-#define SQRT_5 2.23606797749979
-
-uniform sampler2D previousIntroState;
-uniform float numColumns, numRows;
-uniform float time, tick;
-uniform float animationSpeed, fallSpeed;
-
-uniform bool skipIntro;
-
-// Helper functions for generating randomness, borrowed from elsewhere
-
-highp float randomFloat( const in vec2 uv ) {
- const highp float a = 12.9898, b = 78.233, c = 43758.5453;
- highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
- return fract(sin(sn) * c);
-}
-
-vec2 randomVec2( const in vec2 uv ) {
- return fract(vec2(sin(uv.x * 591.32 + uv.y * 154.077), cos(uv.x * 391.32 + uv.y * 49.077)));
-}
-
-float wobble(float x) {
- return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
-}
-
-// Main function
-
-vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) {
- if (skipIntro) {
- return vec4(2., 0., 0., 0.);
- }
-
- float columnTimeOffset;
- int column = int(glyphPos.x);
- if (column == int(numColumns / 2.)) {
- columnTimeOffset = -1.;
- } else if (column == int(numColumns * 0.75)) {
- columnTimeOffset = -2.;
- } else {
- columnTimeOffset = randomFloat(vec2(glyphPos.x, 0.)) * -4.;
- columnTimeOffset += (sin(glyphPos.x / numColumns * PI) - 1.) * 2. - 2.5;
- }
- float introTime = (simTime + columnTimeOffset) * fallSpeed / numRows * 100.;
-
- vec4 result = vec4(introTime, 0., 0., 0.);
- return result;
-}
-
-void main() {
- float simTime = time * animationSpeed;
- bool isFirstFrame = tick <= 1.;
- vec2 glyphPos = gl_FragCoord.xy;
- vec2 screenPos = glyphPos / vec2(numColumns, numRows);
- vec4 previous = texture2D( previousIntroState, screenPos );
- gl_FragColor = computeResult(simTime, isFirstFrame, glyphPos, screenPos, previous);
-}
diff --git a/shaders/glsl/rainPass.raindrop.frag.glsl b/shaders/glsl/rainPass.raindrop.frag.glsl
deleted file mode 100644
index 870f3ae..0000000
--- a/shaders/glsl/rainPass.raindrop.frag.glsl
+++ /dev/null
@@ -1,93 +0,0 @@
-precision highp float;
-
-// This shader is the star of the show.
-// It writes falling rain to the channels of a data texture:
-// R: raindrop brightness
-// G: whether the cell is a "cursor"
-// B: whether the cell is "activated" — to animate the intro
-// A: unused
-
-// Listen.
-// I understand if this shader looks confusing. Please don't be discouraged!
-// It's just a handful of sine and fract functions. Try commenting parts out to learn
-// how the different steps combine to produce the result. And feel free to reach out. -RM
-
-#define PI 3.14159265359
-#define SQRT_2 1.4142135623730951
-#define SQRT_5 2.23606797749979
-
-uniform sampler2D previousRaindropState, introState;
-uniform float numColumns, numRows;
-uniform float time, tick;
-uniform float animationSpeed, fallSpeed;
-
-uniform bool loops, skipIntro;
-uniform float brightnessDecay;
-uniform float raindropLength;
-
-// Helper functions for generating randomness, borrowed from elsewhere
-
-highp float randomFloat( const in vec2 uv ) {
- const highp float a = 12.9898, b = 78.233, c = 43758.5453;
- highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
- return fract(sin(sn) * c);
-}
-
-vec2 randomVec2( const in vec2 uv ) {
- return fract(vec2(sin(uv.x * 591.32 + uv.y * 154.077), cos(uv.x * 391.32 + uv.y * 49.077)));
-}
-
-float wobble(float x) {
- return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
-}
-
-// This is the code rain's key underlying concept.
-// It's why glyphs that share a column are lit simultaneously, and are brighter toward the bottom.
-// It's also why those bright areas are truncated into raindrops.
-float getRainBrightness(float simTime, vec2 glyphPos) {
- float columnTimeOffset = randomFloat(vec2(glyphPos.x, 0.)) * 1000.;
- float columnSpeedOffset = randomFloat(vec2(glyphPos.x + 0.1, 0.)) * 0.5 + 0.5;
- if (loops) {
- columnSpeedOffset = 0.5;
- }
- float columnTime = columnTimeOffset + simTime * fallSpeed * columnSpeedOffset;
- float rainTime = (glyphPos.y * 0.01 + columnTime) / raindropLength;
- if (!loops) {
- rainTime = wobble(rainTime);
- }
- return 1.0 - fract(rainTime);
-}
-
-// Main function
-
-vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec4 previous, vec4 intro) {
- float brightness = getRainBrightness(simTime, glyphPos);
- float brightnessBelow = getRainBrightness(simTime, glyphPos + vec2(0., -1.));
-
- float introProgress = intro.r - (1. - glyphPos.y / numRows);
- float introProgressBelow = intro.r - (1. - (glyphPos.y - 1.) / numRows);
-
- bool activated = bool(previous.b) || skipIntro || introProgress > 0.;
- bool activatedBelow = skipIntro || introProgressBelow > 0.;
-
- bool cursor = brightness > brightnessBelow || (activated && !activatedBelow);
-
- // Blend the glyph's brightness with its previous brightness, so it winks on and off organically
- if (!isFirstFrame) {
- float previousBrightness = previous.r;
- brightness = mix(previousBrightness, brightness, brightnessDecay);
- }
-
- vec4 result = vec4(brightness, cursor, activated, introProgress);
- return result;
-}
-
-void main() {
- float simTime = time * animationSpeed;
- bool isFirstFrame = tick <= 1.;
- vec2 glyphPos = gl_FragCoord.xy;
- vec2 screenPos = glyphPos / vec2(numColumns, numRows);
- vec4 previous = texture2D( previousRaindropState, screenPos );
- vec4 intro = texture2D( introState, vec2(screenPos.x, 0.) );
- gl_FragColor = computeResult(simTime, isFirstFrame, glyphPos, previous, intro);
-}
diff --git a/shaders/glsl/rainPass.symbol.frag.glsl b/shaders/glsl/rainPass.symbol.frag.glsl
deleted file mode 100644
index 00d62c0..0000000
--- a/shaders/glsl/rainPass.symbol.frag.glsl
+++ /dev/null
@@ -1,64 +0,0 @@
-precision highp float;
-
-// This shader governs the glyphs appearing in the rain.
-// It writes each glyph's state to the channels of a data texture:
-// R: symbol
-// G: age
-// B: unused
-// A: unused
-
-#define PI 3.14159265359
-
-uniform sampler2D previousSymbolState, raindropState;
-uniform float numColumns, numRows;
-uniform float time, tick, cycleFrameSkip;
-uniform float animationSpeed, cycleSpeed;
-uniform bool loops, showDebugView;
-uniform float glyphSequenceLength;
-
-// Helper functions for generating randomness, borrowed from elsewhere
-
-highp float randomFloat( const in vec2 uv ) {
- const highp float a = 12.9898, b = 78.233, c = 43758.5453;
- highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
- return fract(sin(sn) * c);
-}
-
-// Main function
-
-vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous, vec4 raindrop) {
-
- float previousSymbol = previous.r;
- float previousAge = previous.g;
- bool resetGlyph = isFirstFrame;
- if (loops) {
- resetGlyph = resetGlyph || raindrop.r <= 0.;
- }
- if (resetGlyph) {
- previousAge = randomFloat(screenPos + 0.5);
- previousSymbol = floor(glyphSequenceLength * randomFloat(screenPos));
- }
- float cycleSpeed = animationSpeed * cycleSpeed;
- float age = previousAge;
- float symbol = previousSymbol;
- if (mod(tick, cycleFrameSkip) == 0.) {
- age += cycleSpeed * cycleFrameSkip;
- if (age >= 1.) {
- symbol = floor(glyphSequenceLength * randomFloat(screenPos + simTime));
- age = fract(age);
- }
- }
-
- vec4 result = vec4(symbol, age, 0., 0.);
- return result;
-}
-
-void main() {
- float simTime = time * animationSpeed;
- bool isFirstFrame = tick <= 1.;
- vec2 glyphPos = gl_FragCoord.xy;
- vec2 screenPos = glyphPos / vec2(numColumns, numRows);
- vec4 previous = texture2D( previousSymbolState, screenPos );
- vec4 raindrop = texture2D( raindropState, screenPos );
- gl_FragColor = computeResult(simTime, isFirstFrame, glyphPos, screenPos, previous, raindrop);
-}
diff --git a/shaders/glsl/rainPass.vert.glsl b/shaders/glsl/rainPass.vert.glsl
index 42b40eb..e158cf9 100644
--- a/shaders/glsl/rainPass.vert.glsl
+++ b/shaders/glsl/rainPass.vert.glsl
@@ -1,51 +1,15 @@
#define PI 3.14159265359
precision lowp float;
attribute vec2 aPosition, aCorner;
-uniform sampler2D raindropState, symbolState, effectState;
-uniform float density;
-uniform vec2 quadSize;
-uniform float glyphHeightToWidth, glyphVerticalSpacing;
-uniform mat4 camera, transform;
+uniform float glyphVerticalSpacing;
uniform vec2 screenSize;
-uniform float time, animationSpeed, forwardSpeed;
-uniform bool volumetric;
+uniform float time, animationSpeed;
varying vec2 vUV;
-varying vec4 vRaindrop, vSymbol, vEffect;
-varying float vDepth;
-
-highp float rand( const in vec2 uv ) {
- const highp float a = 12.9898, b = 78.233, c = 43758.5453;
- highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
- return fract(sin(sn) * c);
-}
void main() {
-
- vUV = (aPosition + aCorner) * quadSize;
- vRaindrop = texture2D(raindropState, aPosition * quadSize);
- vSymbol = texture2D( symbolState, aPosition * quadSize);
- vEffect = texture2D( effectState, aPosition * quadSize);
-
- // Calculate the world space position
- float quadDepth = 0.0;
- if (volumetric) {
- float startDepth = rand(vec2(aPosition.x, 0.));
- quadDepth = fract(startDepth + time * animationSpeed * forwardSpeed);
- vDepth = quadDepth;
- }
- vec2 position = (aPosition * vec2(1., glyphVerticalSpacing) + aCorner * vec2(density, 1.)) * quadSize;
- if (volumetric) {
- position.y += rand(vec2(aPosition.x, 1.)) * quadSize.y;
- }
- vec4 pos = vec4((position - 0.5) * 2.0, quadDepth, 1.0);
-
- // Convert the world space position to screen space
- if (volumetric) {
- pos.x /= glyphHeightToWidth;
- pos = camera * transform * pos;
- } else {
- pos.xy *= screenSize;
- }
-
+ vUV = aPosition + aCorner;
+ vec2 position = (aPosition * vec2(1., glyphVerticalSpacing) + aCorner);
+ vec4 pos = vec4((position - 0.5) * 2.0, 0.0, 1.0);
+ pos.xy *= screenSize;
gl_Position = pos;
}