jax 0.0.0.1
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- data/.gitignore +12 -0
- data/.gitmodules +3 -0
- data/.rvmrc +7 -0
- data/Gemfile +4 -0
- data/README.rdoc +32 -0
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- metadata +748 -0
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/*
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* glMatrix.js - High performance matrix and vector operations for WebGL
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* version 0.9.5
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*/
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/*
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* Copyright (c) 2010 Brandon Jones
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not
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* be misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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// Fallback for systems that don't support WebGL
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if(typeof Float32Array != 'undefined') {
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glMatrixArrayType = Float32Array;
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} else if(typeof WebGLFloatArray != 'undefined') {
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glMatrixArrayType = WebGLFloatArray; // This is officially deprecated and should dissapear in future revisions.
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} else {
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glMatrixArrayType = Array;
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}
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/*
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* vec3 - 3 Dimensional Vector
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*/
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var vec3 = {};
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/*
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* vec3.create
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* Creates a new instance of a vec3 using the default array type
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* Any javascript array containing at least 3 numeric elements can serve as a vec3
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*
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* Params:
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* vec - Optional, vec3 containing values to initialize with
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*
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* Returns:
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* New vec3
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*/
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vec3.create = function(vec) {
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var dest = new glMatrixArrayType(3);
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if(vec) {
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dest[0] = vec[0];
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dest[1] = vec[1];
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dest[2] = vec[2];
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}
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return dest;
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};
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/*
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* vec3.set
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* Copies the values of one vec3 to another
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*
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* Params:
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* vec - vec3 containing values to copy
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* dest - vec3 receiving copied values
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*
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* Returns:
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* dest
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*/
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vec3.set = function(vec, dest) {
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dest[0] = vec[0];
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dest[1] = vec[1];
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dest[2] = vec[2];
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return dest;
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};
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/*
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* vec3.add
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* Performs a vector addition
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*
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* Params:
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* vec - vec3, first operand
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* vec2 - vec3, second operand
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* dest - Optional, vec3 receiving operation result. If not specified result is written to vec
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*
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* Returns:
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* dest if specified, vec otherwise
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*/
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vec3.add = function(vec, vec2, dest) {
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if(!dest || vec == dest) {
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vec[0] += vec2[0];
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vec[1] += vec2[1];
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vec[2] += vec2[2];
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return vec;
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}
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dest[0] = vec[0] + vec2[0];
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dest[1] = vec[1] + vec2[1];
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dest[2] = vec[2] + vec2[2];
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return dest;
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};
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/*
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* vec3.subtract
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* Performs a vector subtraction
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*
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* Params:
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* vec - vec3, first operand
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* vec2 - vec3, second operand
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* dest - Optional, vec3 receiving operation result. If not specified result is written to vec
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*
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* Returns:
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* dest if specified, vec otherwise
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*/
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vec3.subtract = function(vec, vec2, dest) {
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if(!dest || vec == dest) {
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vec[0] -= vec2[0];
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vec[1] -= vec2[1];
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vec[2] -= vec2[2];
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return vec;
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}
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dest[0] = vec[0] - vec2[0];
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dest[1] = vec[1] - vec2[1];
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dest[2] = vec[2] - vec2[2];
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return dest;
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};
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/*
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* vec3.negate
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* Negates the components of a vec3
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*
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* Params:
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* vec - vec3 to negate
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* dest - Optional, vec3 receiving operation result. If not specified result is written to vec
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*
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* Returns:
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* dest if specified, vec otherwise
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*/
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vec3.negate = function(vec, dest) {
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if(!dest) { dest = vec; }
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dest[0] = -vec[0];
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dest[1] = -vec[1];
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dest[2] = -vec[2];
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return dest;
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};
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/*
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* vec3.scale
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* Multiplies the components of a vec3 by a scalar value
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*
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* Params:
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* vec - vec3 to scale
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* val - Numeric value to scale by
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* dest - Optional, vec3 receiving operation result. If not specified result is written to vec
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*
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* Returns:
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* dest if specified, vec otherwise
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*/
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vec3.scale = function(vec, val, dest) {
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if(!dest || vec == dest) {
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vec[0] *= val;
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vec[1] *= val;
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vec[2] *= val;
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return vec;
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}
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dest[0] = vec[0]*val;
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dest[1] = vec[1]*val;
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dest[2] = vec[2]*val;
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return dest;
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};
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/*
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* vec3.normalize
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* Generates a unit vector of the same direction as the provided vec3
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* If vector length is 0, returns [0, 0, 0]
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*
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* Params:
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* vec - vec3 to normalize
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* dest - Optional, vec3 receiving operation result. If not specified result is written to vec
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*
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* Returns:
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* dest if specified, vec otherwise
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*/
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vec3.normalize = function(vec, dest) {
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if(!dest) { dest = vec; }
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var x = vec[0], y = vec[1], z = vec[2];
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var len = Math.sqrt(x*x + y*y + z*z);
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if (!len) {
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dest[0] = 0;
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dest[1] = 0;
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dest[2] = 0;
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return dest;
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} else if (len == 1) {
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dest[0] = x;
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dest[1] = y;
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dest[2] = z;
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return dest;
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}
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len = 1 / len;
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dest[0] = x*len;
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dest[1] = y*len;
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dest[2] = z*len;
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return dest;
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};
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/*
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* vec3.cross
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* Generates the cross product of two vec3s
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*
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* Params:
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* vec - vec3, first operand
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* vec2 - vec3, second operand
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* dest - Optional, vec3 receiving operation result. If not specified result is written to vec
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*
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* Returns:
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* dest if specified, vec otherwise
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*/
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vec3.cross = function(vec, vec2, dest){
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if(!dest) { dest = vec; }
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var x = vec[0], y = vec[1], z = vec[2];
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var x2 = vec2[0], y2 = vec2[1], z2 = vec2[2];
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dest[0] = y*z2 - z*y2;
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dest[1] = z*x2 - x*z2;
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dest[2] = x*y2 - y*x2;
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return dest;
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};
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/*
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* vec3.length
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* Caclulates the length of a vec3
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*
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* Params:
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* vec - vec3 to calculate length of
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*
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* Returns:
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* Length of vec
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*/
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vec3.length = function(vec){
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var x = vec[0], y = vec[1], z = vec[2];
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return Math.sqrt(x*x + y*y + z*z);
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};
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/*
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* vec3.dot
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* Caclulates the dot product of two vec3s
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*
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* Params:
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* vec - vec3, first operand
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* vec2 - vec3, second operand
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*
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* Returns:
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* Dot product of vec and vec2
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*/
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vec3.dot = function(vec, vec2){
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return vec[0]*vec2[0] + vec[1]*vec2[1] + vec[2]*vec2[2];
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};
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/*
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* vec3.direction
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* Generates a unit vector pointing from one vector to another
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*
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* Params:
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* vec - origin vec3
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* vec2 - vec3 to point to
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* dest - Optional, vec3 receiving operation result. If not specified result is written to vec
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*
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* Returns:
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* dest if specified, vec otherwise
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*/
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vec3.direction = function(vec, vec2, dest) {
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if(!dest) { dest = vec; }
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var x = vec[0] - vec2[0];
|
290
|
+
var y = vec[1] - vec2[1];
|
291
|
+
var z = vec[2] - vec2[2];
|
292
|
+
|
293
|
+
var len = Math.sqrt(x*x + y*y + z*z);
|
294
|
+
if (!len) {
|
295
|
+
dest[0] = 0;
|
296
|
+
dest[1] = 0;
|
297
|
+
dest[2] = 0;
|
298
|
+
return dest;
|
299
|
+
}
|
300
|
+
|
301
|
+
len = 1 / len;
|
302
|
+
dest[0] = x * len;
|
303
|
+
dest[1] = y * len;
|
304
|
+
dest[2] = z * len;
|
305
|
+
return dest;
|
306
|
+
};
|
307
|
+
|
308
|
+
/*
|
309
|
+
* vec3.lerp
|
310
|
+
* Performs a linear interpolation between two vec3
|
311
|
+
*
|
312
|
+
* Params:
|
313
|
+
* vec - vec3, first vector
|
314
|
+
* vec2 - vec3, second vector
|
315
|
+
* lerp - interpolation amount between the two inputs
|
316
|
+
* dest - Optional, vec3 receiving operation result. If not specified result is written to vec
|
317
|
+
*
|
318
|
+
* Returns:
|
319
|
+
* dest if specified, vec otherwise
|
320
|
+
*/
|
321
|
+
vec3.lerp = function(vec, vec2, lerp, dest){
|
322
|
+
if(!dest) { dest = vec; }
|
323
|
+
|
324
|
+
dest[0] = vec[0] + lerp * (vec2[0] - vec[0]);
|
325
|
+
dest[1] = vec[1] + lerp * (vec2[1] - vec[1]);
|
326
|
+
dest[2] = vec[2] + lerp * (vec2[2] - vec[2]);
|
327
|
+
|
328
|
+
return dest;
|
329
|
+
}
|
330
|
+
|
331
|
+
/*
|
332
|
+
* vec3.str
|
333
|
+
* Returns a string representation of a vector
|
334
|
+
*
|
335
|
+
* Params:
|
336
|
+
* vec - vec3 to represent as a string
|
337
|
+
*
|
338
|
+
* Returns:
|
339
|
+
* string representation of vec
|
340
|
+
*/
|
341
|
+
vec3.str = function(vec) {
|
342
|
+
return '[' + vec[0] + ', ' + vec[1] + ', ' + vec[2] + ']';
|
343
|
+
};
|
344
|
+
|
345
|
+
/*
|
346
|
+
* mat3 - 3x3 Matrix
|
347
|
+
*/
|
348
|
+
var mat3 = {};
|
349
|
+
|
350
|
+
/*
|
351
|
+
* mat3.create
|
352
|
+
* Creates a new instance of a mat3 using the default array type
|
353
|
+
* Any javascript array containing at least 9 numeric elements can serve as a mat3
|
354
|
+
*
|
355
|
+
* Params:
|
356
|
+
* mat - Optional, mat3 containing values to initialize with
|
357
|
+
*
|
358
|
+
* Returns:
|
359
|
+
* New mat3
|
360
|
+
*/
|
361
|
+
mat3.create = function(mat) {
|
362
|
+
var dest = new glMatrixArrayType(9);
|
363
|
+
|
364
|
+
if(mat) {
|
365
|
+
dest[0] = mat[0];
|
366
|
+
dest[1] = mat[1];
|
367
|
+
dest[2] = mat[2];
|
368
|
+
dest[3] = mat[3];
|
369
|
+
dest[4] = mat[4];
|
370
|
+
dest[5] = mat[5];
|
371
|
+
dest[6] = mat[6];
|
372
|
+
dest[7] = mat[7];
|
373
|
+
dest[8] = mat[8];
|
374
|
+
dest[9] = mat[9];
|
375
|
+
}
|
376
|
+
|
377
|
+
return dest;
|
378
|
+
};
|
379
|
+
|
380
|
+
/*
|
381
|
+
* mat3.set
|
382
|
+
* Copies the values of one mat3 to another
|
383
|
+
*
|
384
|
+
* Params:
|
385
|
+
* mat - mat3 containing values to copy
|
386
|
+
* dest - mat3 receiving copied values
|
387
|
+
*
|
388
|
+
* Returns:
|
389
|
+
* dest
|
390
|
+
*/
|
391
|
+
mat3.set = function(mat, dest) {
|
392
|
+
dest[0] = mat[0];
|
393
|
+
dest[1] = mat[1];
|
394
|
+
dest[2] = mat[2];
|
395
|
+
dest[3] = mat[3];
|
396
|
+
dest[4] = mat[4];
|
397
|
+
dest[5] = mat[5];
|
398
|
+
dest[6] = mat[6];
|
399
|
+
dest[7] = mat[7];
|
400
|
+
dest[8] = mat[8];
|
401
|
+
return dest;
|
402
|
+
};
|
403
|
+
|
404
|
+
/*
|
405
|
+
* mat3.identity
|
406
|
+
* Sets a mat3 to an identity matrix
|
407
|
+
*
|
408
|
+
* Params:
|
409
|
+
* dest - mat3 to set
|
410
|
+
*
|
411
|
+
* Returns:
|
412
|
+
* dest
|
413
|
+
*/
|
414
|
+
mat3.identity = function(dest) {
|
415
|
+
dest[0] = 1;
|
416
|
+
dest[1] = 0;
|
417
|
+
dest[2] = 0;
|
418
|
+
dest[3] = 0;
|
419
|
+
dest[4] = 1;
|
420
|
+
dest[5] = 0;
|
421
|
+
dest[6] = 0;
|
422
|
+
dest[7] = 0;
|
423
|
+
dest[8] = 1;
|
424
|
+
return dest;
|
425
|
+
};
|
426
|
+
|
427
|
+
/*
|
428
|
+
* mat4.transpose
|
429
|
+
* Transposes a mat3 (flips the values over the diagonal)
|
430
|
+
*
|
431
|
+
* Params:
|
432
|
+
* mat - mat3 to transpose
|
433
|
+
* dest - Optional, mat3 receiving transposed values. If not specified result is written to mat
|
434
|
+
*
|
435
|
+
* Returns:
|
436
|
+
* dest is specified, mat otherwise
|
437
|
+
*/
|
438
|
+
mat3.transpose = function(mat, dest) {
|
439
|
+
// If we are transposing ourselves we can skip a few steps but have to cache some values
|
440
|
+
if(!dest || mat == dest) {
|
441
|
+
var a01 = mat[1], a02 = mat[2];
|
442
|
+
var a12 = mat[5];
|
443
|
+
|
444
|
+
mat[1] = mat[3];
|
445
|
+
mat[2] = mat[6];
|
446
|
+
mat[3] = a01;
|
447
|
+
mat[5] = mat[7];
|
448
|
+
mat[6] = a02;
|
449
|
+
mat[7] = a12;
|
450
|
+
return mat;
|
451
|
+
}
|
452
|
+
|
453
|
+
dest[0] = mat[0];
|
454
|
+
dest[1] = mat[3];
|
455
|
+
dest[2] = mat[6];
|
456
|
+
dest[3] = mat[1];
|
457
|
+
dest[4] = mat[4];
|
458
|
+
dest[5] = mat[7];
|
459
|
+
dest[6] = mat[2];
|
460
|
+
dest[7] = mat[5];
|
461
|
+
dest[8] = mat[8];
|
462
|
+
return dest;
|
463
|
+
};
|
464
|
+
|
465
|
+
/*
|
466
|
+
* mat3.toMat4
|
467
|
+
* Copies the elements of a mat3 into the upper 3x3 elements of a mat4
|
468
|
+
*
|
469
|
+
* Params:
|
470
|
+
* mat - mat3 containing values to copy
|
471
|
+
* dest - Optional, mat4 receiving copied values
|
472
|
+
*
|
473
|
+
* Returns:
|
474
|
+
* dest if specified, a new mat4 otherwise
|
475
|
+
*/
|
476
|
+
mat3.toMat4 = function(mat, dest) {
|
477
|
+
if(!dest) { dest = mat4.create(); }
|
478
|
+
|
479
|
+
dest[0] = mat[0];
|
480
|
+
dest[1] = mat[1];
|
481
|
+
dest[2] = mat[2];
|
482
|
+
dest[3] = 0;
|
483
|
+
|
484
|
+
dest[4] = mat[3];
|
485
|
+
dest[5] = mat[4];
|
486
|
+
dest[6] = mat[5];
|
487
|
+
dest[7] = 0;
|
488
|
+
|
489
|
+
dest[8] = mat[6];
|
490
|
+
dest[9] = mat[7];
|
491
|
+
dest[10] = mat[8];
|
492
|
+
dest[11] = 0;
|
493
|
+
|
494
|
+
dest[12] = 0;
|
495
|
+
dest[13] = 0;
|
496
|
+
dest[14] = 0;
|
497
|
+
dest[15] = 1;
|
498
|
+
|
499
|
+
return dest;
|
500
|
+
}
|
501
|
+
|
502
|
+
/*
|
503
|
+
* mat3.str
|
504
|
+
* Returns a string representation of a mat3
|
505
|
+
*
|
506
|
+
* Params:
|
507
|
+
* mat - mat3 to represent as a string
|
508
|
+
*
|
509
|
+
* Returns:
|
510
|
+
* string representation of mat
|
511
|
+
*/
|
512
|
+
mat3.str = function(mat) {
|
513
|
+
return '[' + mat[0] + ', ' + mat[1] + ', ' + mat[2] +
|
514
|
+
', ' + mat[3] + ', '+ mat[4] + ', ' + mat[5] +
|
515
|
+
', ' + mat[6] + ', ' + mat[7] + ', '+ mat[8] + ']';
|
516
|
+
};
|
517
|
+
|
518
|
+
/*
|
519
|
+
* mat4 - 4x4 Matrix
|
520
|
+
*/
|
521
|
+
var mat4 = {};
|
522
|
+
|
523
|
+
/*
|
524
|
+
* mat4.create
|
525
|
+
* Creates a new instance of a mat4 using the default array type
|
526
|
+
* Any javascript array containing at least 16 numeric elements can serve as a mat4
|
527
|
+
*
|
528
|
+
* Params:
|
529
|
+
* mat - Optional, mat4 containing values to initialize with
|
530
|
+
*
|
531
|
+
* Returns:
|
532
|
+
* New mat4
|
533
|
+
*/
|
534
|
+
mat4.create = function(mat) {
|
535
|
+
var dest = new glMatrixArrayType(16);
|
536
|
+
|
537
|
+
if(mat) {
|
538
|
+
dest[0] = mat[0];
|
539
|
+
dest[1] = mat[1];
|
540
|
+
dest[2] = mat[2];
|
541
|
+
dest[3] = mat[3];
|
542
|
+
dest[4] = mat[4];
|
543
|
+
dest[5] = mat[5];
|
544
|
+
dest[6] = mat[6];
|
545
|
+
dest[7] = mat[7];
|
546
|
+
dest[8] = mat[8];
|
547
|
+
dest[9] = mat[9];
|
548
|
+
dest[10] = mat[10];
|
549
|
+
dest[11] = mat[11];
|
550
|
+
dest[12] = mat[12];
|
551
|
+
dest[13] = mat[13];
|
552
|
+
dest[14] = mat[14];
|
553
|
+
dest[15] = mat[15];
|
554
|
+
}
|
555
|
+
|
556
|
+
return dest;
|
557
|
+
};
|
558
|
+
|
559
|
+
/*
|
560
|
+
* mat4.set
|
561
|
+
* Copies the values of one mat4 to another
|
562
|
+
*
|
563
|
+
* Params:
|
564
|
+
* mat - mat4 containing values to copy
|
565
|
+
* dest - mat4 receiving copied values
|
566
|
+
*
|
567
|
+
* Returns:
|
568
|
+
* dest
|
569
|
+
*/
|
570
|
+
mat4.set = function(mat, dest) {
|
571
|
+
dest[0] = mat[0];
|
572
|
+
dest[1] = mat[1];
|
573
|
+
dest[2] = mat[2];
|
574
|
+
dest[3] = mat[3];
|
575
|
+
dest[4] = mat[4];
|
576
|
+
dest[5] = mat[5];
|
577
|
+
dest[6] = mat[6];
|
578
|
+
dest[7] = mat[7];
|
579
|
+
dest[8] = mat[8];
|
580
|
+
dest[9] = mat[9];
|
581
|
+
dest[10] = mat[10];
|
582
|
+
dest[11] = mat[11];
|
583
|
+
dest[12] = mat[12];
|
584
|
+
dest[13] = mat[13];
|
585
|
+
dest[14] = mat[14];
|
586
|
+
dest[15] = mat[15];
|
587
|
+
return dest;
|
588
|
+
};
|
589
|
+
|
590
|
+
/*
|
591
|
+
* mat4.identity
|
592
|
+
* Sets a mat4 to an identity matrix
|
593
|
+
*
|
594
|
+
* Params:
|
595
|
+
* dest - mat4 to set
|
596
|
+
*
|
597
|
+
* Returns:
|
598
|
+
* dest
|
599
|
+
*/
|
600
|
+
mat4.identity = function(dest) {
|
601
|
+
dest[0] = 1;
|
602
|
+
dest[1] = 0;
|
603
|
+
dest[2] = 0;
|
604
|
+
dest[3] = 0;
|
605
|
+
dest[4] = 0;
|
606
|
+
dest[5] = 1;
|
607
|
+
dest[6] = 0;
|
608
|
+
dest[7] = 0;
|
609
|
+
dest[8] = 0;
|
610
|
+
dest[9] = 0;
|
611
|
+
dest[10] = 1;
|
612
|
+
dest[11] = 0;
|
613
|
+
dest[12] = 0;
|
614
|
+
dest[13] = 0;
|
615
|
+
dest[14] = 0;
|
616
|
+
dest[15] = 1;
|
617
|
+
return dest;
|
618
|
+
};
|
619
|
+
|
620
|
+
/*
|
621
|
+
* mat4.transpose
|
622
|
+
* Transposes a mat4 (flips the values over the diagonal)
|
623
|
+
*
|
624
|
+
* Params:
|
625
|
+
* mat - mat4 to transpose
|
626
|
+
* dest - Optional, mat4 receiving transposed values. If not specified result is written to mat
|
627
|
+
*
|
628
|
+
* Returns:
|
629
|
+
* dest is specified, mat otherwise
|
630
|
+
*/
|
631
|
+
mat4.transpose = function(mat, dest) {
|
632
|
+
// If we are transposing ourselves we can skip a few steps but have to cache some values
|
633
|
+
if(!dest || mat == dest) {
|
634
|
+
var a01 = mat[1], a02 = mat[2], a03 = mat[3];
|
635
|
+
var a12 = mat[6], a13 = mat[7];
|
636
|
+
var a23 = mat[11];
|
637
|
+
|
638
|
+
mat[1] = mat[4];
|
639
|
+
mat[2] = mat[8];
|
640
|
+
mat[3] = mat[12];
|
641
|
+
mat[4] = a01;
|
642
|
+
mat[6] = mat[9];
|
643
|
+
mat[7] = mat[13];
|
644
|
+
mat[8] = a02;
|
645
|
+
mat[9] = a12;
|
646
|
+
mat[11] = mat[14];
|
647
|
+
mat[12] = a03;
|
648
|
+
mat[13] = a13;
|
649
|
+
mat[14] = a23;
|
650
|
+
return mat;
|
651
|
+
}
|
652
|
+
|
653
|
+
dest[0] = mat[0];
|
654
|
+
dest[1] = mat[4];
|
655
|
+
dest[2] = mat[8];
|
656
|
+
dest[3] = mat[12];
|
657
|
+
dest[4] = mat[1];
|
658
|
+
dest[5] = mat[5];
|
659
|
+
dest[6] = mat[9];
|
660
|
+
dest[7] = mat[13];
|
661
|
+
dest[8] = mat[2];
|
662
|
+
dest[9] = mat[6];
|
663
|
+
dest[10] = mat[10];
|
664
|
+
dest[11] = mat[14];
|
665
|
+
dest[12] = mat[3];
|
666
|
+
dest[13] = mat[7];
|
667
|
+
dest[14] = mat[11];
|
668
|
+
dest[15] = mat[15];
|
669
|
+
return dest;
|
670
|
+
};
|
671
|
+
|
672
|
+
/*
|
673
|
+
* mat4.determinant
|
674
|
+
* Calculates the determinant of a mat4
|
675
|
+
*
|
676
|
+
* Params:
|
677
|
+
* mat - mat4 to calculate determinant of
|
678
|
+
*
|
679
|
+
* Returns:
|
680
|
+
* determinant of mat
|
681
|
+
*/
|
682
|
+
mat4.determinant = function(mat) {
|
683
|
+
// Cache the matrix values (makes for huge speed increases!)
|
684
|
+
var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3];
|
685
|
+
var a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7];
|
686
|
+
var a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11];
|
687
|
+
var a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15];
|
688
|
+
|
689
|
+
return a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 +
|
690
|
+
a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 +
|
691
|
+
a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 +
|
692
|
+
a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 +
|
693
|
+
a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 +
|
694
|
+
a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33;
|
695
|
+
};
|
696
|
+
|
697
|
+
/*
|
698
|
+
* mat4.inverse
|
699
|
+
* Calculates the inverse matrix of a mat4
|
700
|
+
*
|
701
|
+
* Params:
|
702
|
+
* mat - mat4 to calculate inverse of
|
703
|
+
* dest - Optional, mat4 receiving inverse matrix. If not specified result is written to mat
|
704
|
+
*
|
705
|
+
* Returns:
|
706
|
+
* dest is specified, mat otherwise
|
707
|
+
*/
|
708
|
+
mat4.inverse = function(mat, dest) {
|
709
|
+
if(!dest) { dest = mat; }
|
710
|
+
|
711
|
+
// Cache the matrix values (makes for huge speed increases!)
|
712
|
+
var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3];
|
713
|
+
var a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7];
|
714
|
+
var a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11];
|
715
|
+
var a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15];
|
716
|
+
|
717
|
+
var b00 = a00*a11 - a01*a10;
|
718
|
+
var b01 = a00*a12 - a02*a10;
|
719
|
+
var b02 = a00*a13 - a03*a10;
|
720
|
+
var b03 = a01*a12 - a02*a11;
|
721
|
+
var b04 = a01*a13 - a03*a11;
|
722
|
+
var b05 = a02*a13 - a03*a12;
|
723
|
+
var b06 = a20*a31 - a21*a30;
|
724
|
+
var b07 = a20*a32 - a22*a30;
|
725
|
+
var b08 = a20*a33 - a23*a30;
|
726
|
+
var b09 = a21*a32 - a22*a31;
|
727
|
+
var b10 = a21*a33 - a23*a31;
|
728
|
+
var b11 = a22*a33 - a23*a32;
|
729
|
+
|
730
|
+
// Calculate the determinant (inlined to avoid double-caching)
|
731
|
+
var invDet = 1/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
|
732
|
+
|
733
|
+
dest[0] = (a11*b11 - a12*b10 + a13*b09)*invDet;
|
734
|
+
dest[1] = (-a01*b11 + a02*b10 - a03*b09)*invDet;
|
735
|
+
dest[2] = (a31*b05 - a32*b04 + a33*b03)*invDet;
|
736
|
+
dest[3] = (-a21*b05 + a22*b04 - a23*b03)*invDet;
|
737
|
+
dest[4] = (-a10*b11 + a12*b08 - a13*b07)*invDet;
|
738
|
+
dest[5] = (a00*b11 - a02*b08 + a03*b07)*invDet;
|
739
|
+
dest[6] = (-a30*b05 + a32*b02 - a33*b01)*invDet;
|
740
|
+
dest[7] = (a20*b05 - a22*b02 + a23*b01)*invDet;
|
741
|
+
dest[8] = (a10*b10 - a11*b08 + a13*b06)*invDet;
|
742
|
+
dest[9] = (-a00*b10 + a01*b08 - a03*b06)*invDet;
|
743
|
+
dest[10] = (a30*b04 - a31*b02 + a33*b00)*invDet;
|
744
|
+
dest[11] = (-a20*b04 + a21*b02 - a23*b00)*invDet;
|
745
|
+
dest[12] = (-a10*b09 + a11*b07 - a12*b06)*invDet;
|
746
|
+
dest[13] = (a00*b09 - a01*b07 + a02*b06)*invDet;
|
747
|
+
dest[14] = (-a30*b03 + a31*b01 - a32*b00)*invDet;
|
748
|
+
dest[15] = (a20*b03 - a21*b01 + a22*b00)*invDet;
|
749
|
+
|
750
|
+
return dest;
|
751
|
+
};
|
752
|
+
|
753
|
+
/*
|
754
|
+
* mat4.toRotationMat
|
755
|
+
* Copies the upper 3x3 elements of a mat4 into another mat4
|
756
|
+
*
|
757
|
+
* Params:
|
758
|
+
* mat - mat4 containing values to copy
|
759
|
+
* dest - Optional, mat4 receiving copied values
|
760
|
+
*
|
761
|
+
* Returns:
|
762
|
+
* dest is specified, a new mat4 otherwise
|
763
|
+
*/
|
764
|
+
mat4.toRotationMat = function(mat, dest) {
|
765
|
+
if(!dest) { dest = mat4.create(); }
|
766
|
+
|
767
|
+
dest[0] = mat[0];
|
768
|
+
dest[1] = mat[1];
|
769
|
+
dest[2] = mat[2];
|
770
|
+
dest[3] = mat[3];
|
771
|
+
dest[4] = mat[4];
|
772
|
+
dest[5] = mat[5];
|
773
|
+
dest[6] = mat[6];
|
774
|
+
dest[7] = mat[7];
|
775
|
+
dest[8] = mat[8];
|
776
|
+
dest[9] = mat[9];
|
777
|
+
dest[10] = mat[10];
|
778
|
+
dest[11] = mat[11];
|
779
|
+
dest[12] = 0;
|
780
|
+
dest[13] = 0;
|
781
|
+
dest[14] = 0;
|
782
|
+
dest[15] = 1;
|
783
|
+
|
784
|
+
return dest;
|
785
|
+
};
|
786
|
+
|
787
|
+
/*
|
788
|
+
* mat4.toMat3
|
789
|
+
* Copies the upper 3x3 elements of a mat4 into a mat3
|
790
|
+
*
|
791
|
+
* Params:
|
792
|
+
* mat - mat4 containing values to copy
|
793
|
+
* dest - Optional, mat3 receiving copied values
|
794
|
+
*
|
795
|
+
* Returns:
|
796
|
+
* dest is specified, a new mat3 otherwise
|
797
|
+
*/
|
798
|
+
mat4.toMat3 = function(mat, dest) {
|
799
|
+
if(!dest) { dest = mat3.create(); }
|
800
|
+
|
801
|
+
dest[0] = mat[0];
|
802
|
+
dest[1] = mat[1];
|
803
|
+
dest[2] = mat[2];
|
804
|
+
dest[3] = mat[4];
|
805
|
+
dest[4] = mat[5];
|
806
|
+
dest[5] = mat[6];
|
807
|
+
dest[6] = mat[8];
|
808
|
+
dest[7] = mat[9];
|
809
|
+
dest[8] = mat[10];
|
810
|
+
|
811
|
+
return dest;
|
812
|
+
};
|
813
|
+
|
814
|
+
/*
|
815
|
+
* mat4.toInverseMat3
|
816
|
+
* Calculates the inverse of the upper 3x3 elements of a mat4 and copies the result into a mat3
|
817
|
+
* The resulting matrix is useful for calculating transformed normals
|
818
|
+
*
|
819
|
+
* Params:
|
820
|
+
* mat - mat4 containing values to invert and copy
|
821
|
+
* dest - Optional, mat3 receiving values
|
822
|
+
*
|
823
|
+
* Returns:
|
824
|
+
* dest is specified, a new mat3 otherwise
|
825
|
+
*/
|
826
|
+
mat4.toInverseMat3 = function(mat, dest) {
|
827
|
+
// Cache the matrix values (makes for huge speed increases!)
|
828
|
+
var a00 = mat[0], a01 = mat[1], a02 = mat[2];
|
829
|
+
var a10 = mat[4], a11 = mat[5], a12 = mat[6];
|
830
|
+
var a20 = mat[8], a21 = mat[9], a22 = mat[10];
|
831
|
+
|
832
|
+
var b01 = a22*a11-a12*a21;
|
833
|
+
var b11 = -a22*a10+a12*a20;
|
834
|
+
var b21 = a21*a10-a11*a20;
|
835
|
+
|
836
|
+
var d = a00*b01 + a01*b11 + a02*b21;
|
837
|
+
if (!d) { return null; }
|
838
|
+
var id = 1/d;
|
839
|
+
|
840
|
+
if(!dest) { dest = mat3.create(); }
|
841
|
+
|
842
|
+
dest[0] = b01*id;
|
843
|
+
dest[1] = (-a22*a01 + a02*a21)*id;
|
844
|
+
dest[2] = (a12*a01 - a02*a11)*id;
|
845
|
+
dest[3] = b11*id;
|
846
|
+
dest[4] = (a22*a00 - a02*a20)*id;
|
847
|
+
dest[5] = (-a12*a00 + a02*a10)*id;
|
848
|
+
dest[6] = b21*id;
|
849
|
+
dest[7] = (-a21*a00 + a01*a20)*id;
|
850
|
+
dest[8] = (a11*a00 - a01*a10)*id;
|
851
|
+
|
852
|
+
return dest;
|
853
|
+
};
|
854
|
+
|
855
|
+
/*
|
856
|
+
* mat4.multiply
|
857
|
+
* Performs a matrix multiplication
|
858
|
+
*
|
859
|
+
* Params:
|
860
|
+
* mat - mat4, first operand
|
861
|
+
* mat2 - mat4, second operand
|
862
|
+
* dest - Optional, mat4 receiving operation result. If not specified result is written to mat
|
863
|
+
*
|
864
|
+
* Returns:
|
865
|
+
* dest if specified, mat otherwise
|
866
|
+
*/
|
867
|
+
mat4.multiply = function(mat, mat2, dest) {
|
868
|
+
if(!dest) { dest = mat }
|
869
|
+
|
870
|
+
// Cache the matrix values (makes for huge speed increases!)
|
871
|
+
var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3];
|
872
|
+
var a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7];
|
873
|
+
var a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11];
|
874
|
+
var a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15];
|
875
|
+
|
876
|
+
var b00 = mat2[0], b01 = mat2[1], b02 = mat2[2], b03 = mat2[3];
|
877
|
+
var b10 = mat2[4], b11 = mat2[5], b12 = mat2[6], b13 = mat2[7];
|
878
|
+
var b20 = mat2[8], b21 = mat2[9], b22 = mat2[10], b23 = mat2[11];
|
879
|
+
var b30 = mat2[12], b31 = mat2[13], b32 = mat2[14], b33 = mat2[15];
|
880
|
+
|
881
|
+
dest[0] = b00*a00 + b01*a10 + b02*a20 + b03*a30;
|
882
|
+
dest[1] = b00*a01 + b01*a11 + b02*a21 + b03*a31;
|
883
|
+
dest[2] = b00*a02 + b01*a12 + b02*a22 + b03*a32;
|
884
|
+
dest[3] = b00*a03 + b01*a13 + b02*a23 + b03*a33;
|
885
|
+
dest[4] = b10*a00 + b11*a10 + b12*a20 + b13*a30;
|
886
|
+
dest[5] = b10*a01 + b11*a11 + b12*a21 + b13*a31;
|
887
|
+
dest[6] = b10*a02 + b11*a12 + b12*a22 + b13*a32;
|
888
|
+
dest[7] = b10*a03 + b11*a13 + b12*a23 + b13*a33;
|
889
|
+
dest[8] = b20*a00 + b21*a10 + b22*a20 + b23*a30;
|
890
|
+
dest[9] = b20*a01 + b21*a11 + b22*a21 + b23*a31;
|
891
|
+
dest[10] = b20*a02 + b21*a12 + b22*a22 + b23*a32;
|
892
|
+
dest[11] = b20*a03 + b21*a13 + b22*a23 + b23*a33;
|
893
|
+
dest[12] = b30*a00 + b31*a10 + b32*a20 + b33*a30;
|
894
|
+
dest[13] = b30*a01 + b31*a11 + b32*a21 + b33*a31;
|
895
|
+
dest[14] = b30*a02 + b31*a12 + b32*a22 + b33*a32;
|
896
|
+
dest[15] = b30*a03 + b31*a13 + b32*a23 + b33*a33;
|
897
|
+
|
898
|
+
return dest;
|
899
|
+
};
|
900
|
+
|
901
|
+
/*
|
902
|
+
* mat4.multiplyVec3
|
903
|
+
* Transforms a vec3 with the given matrix
|
904
|
+
* 4th vector component is implicitly '1'
|
905
|
+
*
|
906
|
+
* Params:
|
907
|
+
* mat - mat4 to transform the vector with
|
908
|
+
* vec - vec3 to transform
|
909
|
+
* dest - Optional, vec3 receiving operation result. If not specified result is written to vec
|
910
|
+
*
|
911
|
+
* Returns:
|
912
|
+
* dest if specified, vec otherwise
|
913
|
+
*/
|
914
|
+
mat4.multiplyVec3 = function(mat, vec, dest) {
|
915
|
+
if(!dest) { dest = vec }
|
916
|
+
|
917
|
+
var x = vec[0], y = vec[1], z = vec[2];
|
918
|
+
|
919
|
+
dest[0] = mat[0]*x + mat[4]*y + mat[8]*z + mat[12];
|
920
|
+
dest[1] = mat[1]*x + mat[5]*y + mat[9]*z + mat[13];
|
921
|
+
dest[2] = mat[2]*x + mat[6]*y + mat[10]*z + mat[14];
|
922
|
+
|
923
|
+
return dest;
|
924
|
+
};
|
925
|
+
|
926
|
+
/*
|
927
|
+
* mat4.multiplyVec4
|
928
|
+
* Transforms a vec4 with the given matrix
|
929
|
+
*
|
930
|
+
* Params:
|
931
|
+
* mat - mat4 to transform the vector with
|
932
|
+
* vec - vec4 to transform
|
933
|
+
* dest - Optional, vec4 receiving operation result. If not specified result is written to vec
|
934
|
+
*
|
935
|
+
* Returns:
|
936
|
+
* dest if specified, vec otherwise
|
937
|
+
*/
|
938
|
+
mat4.multiplyVec4 = function(mat, vec, dest) {
|
939
|
+
if(!dest) { dest = vec }
|
940
|
+
|
941
|
+
var x = vec[0], y = vec[1], z = vec[2], w = vec[3];
|
942
|
+
|
943
|
+
dest[0] = mat[0]*x + mat[4]*y + mat[8]*z + mat[12]*w;
|
944
|
+
dest[1] = mat[1]*x + mat[5]*y + mat[9]*z + mat[13]*w;
|
945
|
+
dest[2] = mat[2]*x + mat[6]*y + mat[10]*z + mat[14]*w;
|
946
|
+
dest[3] = mat[3]*x + mat[7]*y + mat[11]*z + mat[15]*w;
|
947
|
+
|
948
|
+
return dest;
|
949
|
+
};
|
950
|
+
|
951
|
+
/*
|
952
|
+
* mat4.translate
|
953
|
+
* Translates a matrix by the given vector
|
954
|
+
*
|
955
|
+
* Params:
|
956
|
+
* mat - mat4 to translate
|
957
|
+
* vec - vec3 specifying the translation
|
958
|
+
* dest - Optional, mat4 receiving operation result. If not specified result is written to mat
|
959
|
+
*
|
960
|
+
* Returns:
|
961
|
+
* dest if specified, mat otherwise
|
962
|
+
*/
|
963
|
+
mat4.translate = function(mat, vec, dest) {
|
964
|
+
var x = vec[0], y = vec[1], z = vec[2];
|
965
|
+
|
966
|
+
if(!dest || mat == dest) {
|
967
|
+
mat[12] = mat[0]*x + mat[4]*y + mat[8]*z + mat[12];
|
968
|
+
mat[13] = mat[1]*x + mat[5]*y + mat[9]*z + mat[13];
|
969
|
+
mat[14] = mat[2]*x + mat[6]*y + mat[10]*z + mat[14];
|
970
|
+
mat[15] = mat[3]*x + mat[7]*y + mat[11]*z + mat[15];
|
971
|
+
return mat;
|
972
|
+
}
|
973
|
+
|
974
|
+
var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3];
|
975
|
+
var a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7];
|
976
|
+
var a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11];
|
977
|
+
|
978
|
+
dest[0] = a00;
|
979
|
+
dest[1] = a01;
|
980
|
+
dest[2] = a02;
|
981
|
+
dest[3] = a03;
|
982
|
+
dest[4] = a10;
|
983
|
+
dest[5] = a11;
|
984
|
+
dest[6] = a12;
|
985
|
+
dest[7] = a13;
|
986
|
+
dest[8] = a20;
|
987
|
+
dest[9] = a21;
|
988
|
+
dest[10] = a22;
|
989
|
+
dest[11] = a23;
|
990
|
+
|
991
|
+
dest[12] = a00*x + a10*y + a20*z + mat[12];
|
992
|
+
dest[13] = a01*x + a11*y + a21*z + mat[13];
|
993
|
+
dest[14] = a02*x + a12*y + a22*z + mat[14];
|
994
|
+
dest[15] = a03*x + a13*y + a23*z + mat[15];
|
995
|
+
return dest;
|
996
|
+
};
|
997
|
+
|
998
|
+
/*
|
999
|
+
* mat4.scale
|
1000
|
+
* Scales a matrix by the given vector
|
1001
|
+
*
|
1002
|
+
* Params:
|
1003
|
+
* mat - mat4 to scale
|
1004
|
+
* vec - vec3 specifying the scale for each axis
|
1005
|
+
* dest - Optional, mat4 receiving operation result. If not specified result is written to mat
|
1006
|
+
*
|
1007
|
+
* Returns:
|
1008
|
+
* dest if specified, mat otherwise
|
1009
|
+
*/
|
1010
|
+
mat4.scale = function(mat, vec, dest) {
|
1011
|
+
var x = vec[0], y = vec[1], z = vec[2];
|
1012
|
+
|
1013
|
+
if(!dest || mat == dest) {
|
1014
|
+
mat[0] *= x;
|
1015
|
+
mat[1] *= x;
|
1016
|
+
mat[2] *= x;
|
1017
|
+
mat[3] *= x;
|
1018
|
+
mat[4] *= y;
|
1019
|
+
mat[5] *= y;
|
1020
|
+
mat[6] *= y;
|
1021
|
+
mat[7] *= y;
|
1022
|
+
mat[8] *= z;
|
1023
|
+
mat[9] *= z;
|
1024
|
+
mat[10] *= z;
|
1025
|
+
mat[11] *= z;
|
1026
|
+
return mat;
|
1027
|
+
}
|
1028
|
+
|
1029
|
+
dest[0] = mat[0]*x;
|
1030
|
+
dest[1] = mat[1]*x;
|
1031
|
+
dest[2] = mat[2]*x;
|
1032
|
+
dest[3] = mat[3]*x;
|
1033
|
+
dest[4] = mat[4]*y;
|
1034
|
+
dest[5] = mat[5]*y;
|
1035
|
+
dest[6] = mat[6]*y;
|
1036
|
+
dest[7] = mat[7]*y;
|
1037
|
+
dest[8] = mat[8]*z;
|
1038
|
+
dest[9] = mat[9]*z;
|
1039
|
+
dest[10] = mat[10]*z;
|
1040
|
+
dest[11] = mat[11]*z;
|
1041
|
+
dest[12] = mat[12];
|
1042
|
+
dest[13] = mat[13];
|
1043
|
+
dest[14] = mat[14];
|
1044
|
+
dest[15] = mat[15];
|
1045
|
+
return dest;
|
1046
|
+
};
|
1047
|
+
|
1048
|
+
/*
|
1049
|
+
* mat4.rotate
|
1050
|
+
* Rotates a matrix by the given angle around the specified axis
|
1051
|
+
* If rotating around a primary axis (X,Y,Z) one of the specialized rotation functions should be used instead for performance
|
1052
|
+
*
|
1053
|
+
* Params:
|
1054
|
+
* mat - mat4 to rotate
|
1055
|
+
* angle - angle (in radians) to rotate
|
1056
|
+
* axis - vec3 representing the axis to rotate around
|
1057
|
+
* dest - Optional, mat4 receiving operation result. If not specified result is written to mat
|
1058
|
+
*
|
1059
|
+
* Returns:
|
1060
|
+
* dest if specified, mat otherwise
|
1061
|
+
*/
|
1062
|
+
mat4.rotate = function(mat, angle, axis, dest) {
|
1063
|
+
var x = axis[0], y = axis[1], z = axis[2];
|
1064
|
+
var len = Math.sqrt(x*x + y*y + z*z);
|
1065
|
+
if (!len) { return null; }
|
1066
|
+
if (len != 1) {
|
1067
|
+
len = 1 / len;
|
1068
|
+
x *= len;
|
1069
|
+
y *= len;
|
1070
|
+
z *= len;
|
1071
|
+
}
|
1072
|
+
|
1073
|
+
var s = Math.sin(angle);
|
1074
|
+
var c = Math.cos(angle);
|
1075
|
+
var t = 1-c;
|
1076
|
+
|
1077
|
+
// Cache the matrix values (makes for huge speed increases!)
|
1078
|
+
var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3];
|
1079
|
+
var a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7];
|
1080
|
+
var a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11];
|
1081
|
+
|
1082
|
+
// Construct the elements of the rotation matrix
|
1083
|
+
var b00 = x*x*t + c, b01 = y*x*t + z*s, b02 = z*x*t - y*s;
|
1084
|
+
var b10 = x*y*t - z*s, b11 = y*y*t + c, b12 = z*y*t + x*s;
|
1085
|
+
var b20 = x*z*t + y*s, b21 = y*z*t - x*s, b22 = z*z*t + c;
|
1086
|
+
|
1087
|
+
if(!dest) {
|
1088
|
+
dest = mat
|
1089
|
+
} else if(mat != dest) { // If the source and destination differ, copy the unchanged last row
|
1090
|
+
dest[12] = mat[12];
|
1091
|
+
dest[13] = mat[13];
|
1092
|
+
dest[14] = mat[14];
|
1093
|
+
dest[15] = mat[15];
|
1094
|
+
}
|
1095
|
+
|
1096
|
+
// Perform rotation-specific matrix multiplication
|
1097
|
+
dest[0] = a00*b00 + a10*b01 + a20*b02;
|
1098
|
+
dest[1] = a01*b00 + a11*b01 + a21*b02;
|
1099
|
+
dest[2] = a02*b00 + a12*b01 + a22*b02;
|
1100
|
+
dest[3] = a03*b00 + a13*b01 + a23*b02;
|
1101
|
+
|
1102
|
+
dest[4] = a00*b10 + a10*b11 + a20*b12;
|
1103
|
+
dest[5] = a01*b10 + a11*b11 + a21*b12;
|
1104
|
+
dest[6] = a02*b10 + a12*b11 + a22*b12;
|
1105
|
+
dest[7] = a03*b10 + a13*b11 + a23*b12;
|
1106
|
+
|
1107
|
+
dest[8] = a00*b20 + a10*b21 + a20*b22;
|
1108
|
+
dest[9] = a01*b20 + a11*b21 + a21*b22;
|
1109
|
+
dest[10] = a02*b20 + a12*b21 + a22*b22;
|
1110
|
+
dest[11] = a03*b20 + a13*b21 + a23*b22;
|
1111
|
+
return dest;
|
1112
|
+
};
|
1113
|
+
|
1114
|
+
/*
|
1115
|
+
* mat4.rotateX
|
1116
|
+
* Rotates a matrix by the given angle around the X axis
|
1117
|
+
*
|
1118
|
+
* Params:
|
1119
|
+
* mat - mat4 to rotate
|
1120
|
+
* angle - angle (in radians) to rotate
|
1121
|
+
* dest - Optional, mat4 receiving operation result. If not specified result is written to mat
|
1122
|
+
*
|
1123
|
+
* Returns:
|
1124
|
+
* dest if specified, mat otherwise
|
1125
|
+
*/
|
1126
|
+
mat4.rotateX = function(mat, angle, dest) {
|
1127
|
+
var s = Math.sin(angle);
|
1128
|
+
var c = Math.cos(angle);
|
1129
|
+
|
1130
|
+
// Cache the matrix values (makes for huge speed increases!)
|
1131
|
+
var a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7];
|
1132
|
+
var a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11];
|
1133
|
+
|
1134
|
+
if(!dest) {
|
1135
|
+
dest = mat
|
1136
|
+
} else if(mat != dest) { // If the source and destination differ, copy the unchanged rows
|
1137
|
+
dest[0] = mat[0];
|
1138
|
+
dest[1] = mat[1];
|
1139
|
+
dest[2] = mat[2];
|
1140
|
+
dest[3] = mat[3];
|
1141
|
+
|
1142
|
+
dest[12] = mat[12];
|
1143
|
+
dest[13] = mat[13];
|
1144
|
+
dest[14] = mat[14];
|
1145
|
+
dest[15] = mat[15];
|
1146
|
+
}
|
1147
|
+
|
1148
|
+
// Perform axis-specific matrix multiplication
|
1149
|
+
dest[4] = a10*c + a20*s;
|
1150
|
+
dest[5] = a11*c + a21*s;
|
1151
|
+
dest[6] = a12*c + a22*s;
|
1152
|
+
dest[7] = a13*c + a23*s;
|
1153
|
+
|
1154
|
+
dest[8] = a10*-s + a20*c;
|
1155
|
+
dest[9] = a11*-s + a21*c;
|
1156
|
+
dest[10] = a12*-s + a22*c;
|
1157
|
+
dest[11] = a13*-s + a23*c;
|
1158
|
+
return dest;
|
1159
|
+
};
|
1160
|
+
|
1161
|
+
/*
|
1162
|
+
* mat4.rotateY
|
1163
|
+
* Rotates a matrix by the given angle around the Y axis
|
1164
|
+
*
|
1165
|
+
* Params:
|
1166
|
+
* mat - mat4 to rotate
|
1167
|
+
* angle - angle (in radians) to rotate
|
1168
|
+
* dest - Optional, mat4 receiving operation result. If not specified result is written to mat
|
1169
|
+
*
|
1170
|
+
* Returns:
|
1171
|
+
* dest if specified, mat otherwise
|
1172
|
+
*/
|
1173
|
+
mat4.rotateY = function(mat, angle, dest) {
|
1174
|
+
var s = Math.sin(angle);
|
1175
|
+
var c = Math.cos(angle);
|
1176
|
+
|
1177
|
+
// Cache the matrix values (makes for huge speed increases!)
|
1178
|
+
var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3];
|
1179
|
+
var a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11];
|
1180
|
+
|
1181
|
+
if(!dest) {
|
1182
|
+
dest = mat
|
1183
|
+
} else if(mat != dest) { // If the source and destination differ, copy the unchanged rows
|
1184
|
+
dest[4] = mat[4];
|
1185
|
+
dest[5] = mat[5];
|
1186
|
+
dest[6] = mat[6];
|
1187
|
+
dest[7] = mat[7];
|
1188
|
+
|
1189
|
+
dest[12] = mat[12];
|
1190
|
+
dest[13] = mat[13];
|
1191
|
+
dest[14] = mat[14];
|
1192
|
+
dest[15] = mat[15];
|
1193
|
+
}
|
1194
|
+
|
1195
|
+
// Perform axis-specific matrix multiplication
|
1196
|
+
dest[0] = a00*c + a20*-s;
|
1197
|
+
dest[1] = a01*c + a21*-s;
|
1198
|
+
dest[2] = a02*c + a22*-s;
|
1199
|
+
dest[3] = a03*c + a23*-s;
|
1200
|
+
|
1201
|
+
dest[8] = a00*s + a20*c;
|
1202
|
+
dest[9] = a01*s + a21*c;
|
1203
|
+
dest[10] = a02*s + a22*c;
|
1204
|
+
dest[11] = a03*s + a23*c;
|
1205
|
+
return dest;
|
1206
|
+
};
|
1207
|
+
|
1208
|
+
/*
|
1209
|
+
* mat4.rotateZ
|
1210
|
+
* Rotates a matrix by the given angle around the Z axis
|
1211
|
+
*
|
1212
|
+
* Params:
|
1213
|
+
* mat - mat4 to rotate
|
1214
|
+
* angle - angle (in radians) to rotate
|
1215
|
+
* dest - Optional, mat4 receiving operation result. If not specified result is written to mat
|
1216
|
+
*
|
1217
|
+
* Returns:
|
1218
|
+
* dest if specified, mat otherwise
|
1219
|
+
*/
|
1220
|
+
mat4.rotateZ = function(mat, angle, dest) {
|
1221
|
+
var s = Math.sin(angle);
|
1222
|
+
var c = Math.cos(angle);
|
1223
|
+
|
1224
|
+
// Cache the matrix values (makes for huge speed increases!)
|
1225
|
+
var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3];
|
1226
|
+
var a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7];
|
1227
|
+
|
1228
|
+
if(!dest) {
|
1229
|
+
dest = mat
|
1230
|
+
} else if(mat != dest) { // If the source and destination differ, copy the unchanged last row
|
1231
|
+
dest[8] = mat[8];
|
1232
|
+
dest[9] = mat[9];
|
1233
|
+
dest[10] = mat[10];
|
1234
|
+
dest[11] = mat[11];
|
1235
|
+
|
1236
|
+
dest[12] = mat[12];
|
1237
|
+
dest[13] = mat[13];
|
1238
|
+
dest[14] = mat[14];
|
1239
|
+
dest[15] = mat[15];
|
1240
|
+
}
|
1241
|
+
|
1242
|
+
// Perform axis-specific matrix multiplication
|
1243
|
+
dest[0] = a00*c + a10*s;
|
1244
|
+
dest[1] = a01*c + a11*s;
|
1245
|
+
dest[2] = a02*c + a12*s;
|
1246
|
+
dest[3] = a03*c + a13*s;
|
1247
|
+
|
1248
|
+
dest[4] = a00*-s + a10*c;
|
1249
|
+
dest[5] = a01*-s + a11*c;
|
1250
|
+
dest[6] = a02*-s + a12*c;
|
1251
|
+
dest[7] = a03*-s + a13*c;
|
1252
|
+
|
1253
|
+
return dest;
|
1254
|
+
};
|
1255
|
+
|
1256
|
+
/*
|
1257
|
+
* mat4.frustum
|
1258
|
+
* Generates a frustum matrix with the given bounds
|
1259
|
+
*
|
1260
|
+
* Params:
|
1261
|
+
* left, right - scalar, left and right bounds of the frustum
|
1262
|
+
* bottom, top - scalar, bottom and top bounds of the frustum
|
1263
|
+
* near, far - scalar, near and far bounds of the frustum
|
1264
|
+
* dest - Optional, mat4 frustum matrix will be written into
|
1265
|
+
*
|
1266
|
+
* Returns:
|
1267
|
+
* dest if specified, a new mat4 otherwise
|
1268
|
+
*/
|
1269
|
+
mat4.frustum = function(left, right, bottom, top, near, far, dest) {
|
1270
|
+
if(!dest) { dest = mat4.create(); }
|
1271
|
+
var rl = (right - left);
|
1272
|
+
var tb = (top - bottom);
|
1273
|
+
var fn = (far - near);
|
1274
|
+
dest[0] = (near*2) / rl;
|
1275
|
+
dest[1] = 0;
|
1276
|
+
dest[2] = 0;
|
1277
|
+
dest[3] = 0;
|
1278
|
+
dest[4] = 0;
|
1279
|
+
dest[5] = (near*2) / tb;
|
1280
|
+
dest[6] = 0;
|
1281
|
+
dest[7] = 0;
|
1282
|
+
dest[8] = (right + left) / rl;
|
1283
|
+
dest[9] = (top + bottom) / tb;
|
1284
|
+
dest[10] = -(far + near) / fn;
|
1285
|
+
dest[11] = -1;
|
1286
|
+
dest[12] = 0;
|
1287
|
+
dest[13] = 0;
|
1288
|
+
dest[14] = -(far*near*2) / fn;
|
1289
|
+
dest[15] = 0;
|
1290
|
+
return dest;
|
1291
|
+
};
|
1292
|
+
|
1293
|
+
/*
|
1294
|
+
* mat4.perspective
|
1295
|
+
* Generates a perspective projection matrix with the given bounds
|
1296
|
+
*
|
1297
|
+
* Params:
|
1298
|
+
* fovy - scalar, vertical field of view
|
1299
|
+
* aspect - scalar, aspect ratio. typically viewport width/height
|
1300
|
+
* near, far - scalar, near and far bounds of the frustum
|
1301
|
+
* dest - Optional, mat4 frustum matrix will be written into
|
1302
|
+
*
|
1303
|
+
* Returns:
|
1304
|
+
* dest if specified, a new mat4 otherwise
|
1305
|
+
*/
|
1306
|
+
mat4.perspective = function(fovy, aspect, near, far, dest) {
|
1307
|
+
var top = near*Math.tan(fovy*Math.PI / 360.0);
|
1308
|
+
var right = top*aspect;
|
1309
|
+
return mat4.frustum(-right, right, -top, top, near, far, dest);
|
1310
|
+
};
|
1311
|
+
|
1312
|
+
/*
|
1313
|
+
* mat4.ortho
|
1314
|
+
* Generates a orthogonal projection matrix with the given bounds
|
1315
|
+
*
|
1316
|
+
* Params:
|
1317
|
+
* left, right - scalar, left and right bounds of the frustum
|
1318
|
+
* bottom, top - scalar, bottom and top bounds of the frustum
|
1319
|
+
* near, far - scalar, near and far bounds of the frustum
|
1320
|
+
* dest - Optional, mat4 frustum matrix will be written into
|
1321
|
+
*
|
1322
|
+
* Returns:
|
1323
|
+
* dest if specified, a new mat4 otherwise
|
1324
|
+
*/
|
1325
|
+
mat4.ortho = function(left, right, bottom, top, near, far, dest) {
|
1326
|
+
if(!dest) { dest = mat4.create(); }
|
1327
|
+
var rl = (right - left);
|
1328
|
+
var tb = (top - bottom);
|
1329
|
+
var fn = (far - near);
|
1330
|
+
dest[0] = 2 / rl;
|
1331
|
+
dest[1] = 0;
|
1332
|
+
dest[2] = 0;
|
1333
|
+
dest[3] = 0;
|
1334
|
+
dest[4] = 0;
|
1335
|
+
dest[5] = 2 / tb;
|
1336
|
+
dest[6] = 0;
|
1337
|
+
dest[7] = 0;
|
1338
|
+
dest[8] = 0;
|
1339
|
+
dest[9] = 0;
|
1340
|
+
dest[10] = -2 / fn;
|
1341
|
+
dest[11] = 0;
|
1342
|
+
dest[12] = -(left + right) / rl;
|
1343
|
+
dest[13] = -(top + bottom) / tb;
|
1344
|
+
dest[14] = -(far + near) / fn;
|
1345
|
+
dest[15] = 1;
|
1346
|
+
return dest;
|
1347
|
+
};
|
1348
|
+
|
1349
|
+
/*
|
1350
|
+
* mat4.ortho
|
1351
|
+
* Generates a look-at matrix with the given eye position, focal point, and up axis
|
1352
|
+
*
|
1353
|
+
* Params:
|
1354
|
+
* eye - vec3, position of the viewer
|
1355
|
+
* center - vec3, point the viewer is looking at
|
1356
|
+
* up - vec3 pointing "up"
|
1357
|
+
* dest - Optional, mat4 frustum matrix will be written into
|
1358
|
+
*
|
1359
|
+
* Returns:
|
1360
|
+
* dest if specified, a new mat4 otherwise
|
1361
|
+
*/
|
1362
|
+
mat4.lookAt = function(eye, center, up, dest) {
|
1363
|
+
if(!dest) { dest = mat4.create(); }
|
1364
|
+
|
1365
|
+
var eyex = eye[0],
|
1366
|
+
eyey = eye[1],
|
1367
|
+
eyez = eye[2],
|
1368
|
+
upx = up[0],
|
1369
|
+
upy = up[1],
|
1370
|
+
upz = up[2],
|
1371
|
+
centerx = center[0],
|
1372
|
+
centery = center[1],
|
1373
|
+
centerz = center[2];
|
1374
|
+
|
1375
|
+
if (eyex == centerx && eyey == centery && eyez == centerz) {
|
1376
|
+
return mat4.identity(dest);
|
1377
|
+
}
|
1378
|
+
|
1379
|
+
var z0,z1,z2,x0,x1,x2,y0,y1,y2,len;
|
1380
|
+
|
1381
|
+
//vec3.direction(eye, center, z);
|
1382
|
+
z0 = eyex - center[0];
|
1383
|
+
z1 = eyey - center[1];
|
1384
|
+
z2 = eyez - center[2];
|
1385
|
+
|
1386
|
+
// normalize (no check needed for 0 because of early return)
|
1387
|
+
len = 1/Math.sqrt(z0*z0 + z1*z1 + z2*z2);
|
1388
|
+
z0 *= len;
|
1389
|
+
z1 *= len;
|
1390
|
+
z2 *= len;
|
1391
|
+
|
1392
|
+
//vec3.normalize(vec3.cross(up, z, x));
|
1393
|
+
x0 = upy*z2 - upz*z1;
|
1394
|
+
x1 = upz*z0 - upx*z2;
|
1395
|
+
x2 = upx*z1 - upy*z0;
|
1396
|
+
len = Math.sqrt(x0*x0 + x1*x1 + x2*x2);
|
1397
|
+
if (!len) {
|
1398
|
+
x0 = 0;
|
1399
|
+
x1 = 0;
|
1400
|
+
x2 = 0;
|
1401
|
+
} else {
|
1402
|
+
len = 1/len;
|
1403
|
+
x0 *= len;
|
1404
|
+
x1 *= len;
|
1405
|
+
x2 *= len;
|
1406
|
+
};
|
1407
|
+
|
1408
|
+
//vec3.normalize(vec3.cross(z, x, y));
|
1409
|
+
y0 = z1*x2 - z2*x1;
|
1410
|
+
y1 = z2*x0 - z0*x2;
|
1411
|
+
y2 = z0*x1 - z1*x0;
|
1412
|
+
|
1413
|
+
len = Math.sqrt(y0*y0 + y1*y1 + y2*y2);
|
1414
|
+
if (!len) {
|
1415
|
+
y0 = 0;
|
1416
|
+
y1 = 0;
|
1417
|
+
y2 = 0;
|
1418
|
+
} else {
|
1419
|
+
len = 1/len;
|
1420
|
+
y0 *= len;
|
1421
|
+
y1 *= len;
|
1422
|
+
y2 *= len;
|
1423
|
+
}
|
1424
|
+
|
1425
|
+
dest[0] = x0;
|
1426
|
+
dest[1] = y0;
|
1427
|
+
dest[2] = z0;
|
1428
|
+
dest[3] = 0;
|
1429
|
+
dest[4] = x1;
|
1430
|
+
dest[5] = y1;
|
1431
|
+
dest[6] = z1;
|
1432
|
+
dest[7] = 0;
|
1433
|
+
dest[8] = x2;
|
1434
|
+
dest[9] = y2;
|
1435
|
+
dest[10] = z2;
|
1436
|
+
dest[11] = 0;
|
1437
|
+
dest[12] = -(x0*eyex + x1*eyey + x2*eyez);
|
1438
|
+
dest[13] = -(y0*eyex + y1*eyey + y2*eyez);
|
1439
|
+
dest[14] = -(z0*eyex + z1*eyey + z2*eyez);
|
1440
|
+
dest[15] = 1;
|
1441
|
+
|
1442
|
+
return dest;
|
1443
|
+
};
|
1444
|
+
|
1445
|
+
/*
|
1446
|
+
* mat4.str
|
1447
|
+
* Returns a string representation of a mat4
|
1448
|
+
*
|
1449
|
+
* Params:
|
1450
|
+
* mat - mat4 to represent as a string
|
1451
|
+
*
|
1452
|
+
* Returns:
|
1453
|
+
* string representation of mat
|
1454
|
+
*/
|
1455
|
+
mat4.str = function(mat) {
|
1456
|
+
return '[' + mat[0] + ', ' + mat[1] + ', ' + mat[2] + ', ' + mat[3] +
|
1457
|
+
', '+ mat[4] + ', ' + mat[5] + ', ' + mat[6] + ', ' + mat[7] +
|
1458
|
+
', '+ mat[8] + ', ' + mat[9] + ', ' + mat[10] + ', ' + mat[11] +
|
1459
|
+
', '+ mat[12] + ', ' + mat[13] + ', ' + mat[14] + ', ' + mat[15] + ']';
|
1460
|
+
};
|
1461
|
+
|
1462
|
+
/*
|
1463
|
+
* quat4 - Quaternions
|
1464
|
+
*/
|
1465
|
+
quat4 = {};
|
1466
|
+
|
1467
|
+
/*
|
1468
|
+
* quat4.create
|
1469
|
+
* Creates a new instance of a quat4 using the default array type
|
1470
|
+
* Any javascript array containing at least 4 numeric elements can serve as a quat4
|
1471
|
+
*
|
1472
|
+
* Params:
|
1473
|
+
* quat - Optional, quat4 containing values to initialize with
|
1474
|
+
*
|
1475
|
+
* Returns:
|
1476
|
+
* New quat4
|
1477
|
+
*/
|
1478
|
+
quat4.create = function(quat) {
|
1479
|
+
var dest = new glMatrixArrayType(4);
|
1480
|
+
|
1481
|
+
if(quat) {
|
1482
|
+
dest[0] = quat[0];
|
1483
|
+
dest[1] = quat[1];
|
1484
|
+
dest[2] = quat[2];
|
1485
|
+
dest[3] = quat[3];
|
1486
|
+
}
|
1487
|
+
|
1488
|
+
return dest;
|
1489
|
+
};
|
1490
|
+
|
1491
|
+
/*
|
1492
|
+
* quat4.set
|
1493
|
+
* Copies the values of one quat4 to another
|
1494
|
+
*
|
1495
|
+
* Params:
|
1496
|
+
* quat - quat4 containing values to copy
|
1497
|
+
* dest - quat4 receiving copied values
|
1498
|
+
*
|
1499
|
+
* Returns:
|
1500
|
+
* dest
|
1501
|
+
*/
|
1502
|
+
quat4.set = function(quat, dest) {
|
1503
|
+
dest[0] = quat[0];
|
1504
|
+
dest[1] = quat[1];
|
1505
|
+
dest[2] = quat[2];
|
1506
|
+
dest[3] = quat[3];
|
1507
|
+
|
1508
|
+
return dest;
|
1509
|
+
};
|
1510
|
+
|
1511
|
+
/*
|
1512
|
+
* quat4.calculateW
|
1513
|
+
* Calculates the W component of a quat4 from the X, Y, and Z components.
|
1514
|
+
* Assumes that quaternion is 1 unit in length.
|
1515
|
+
* Any existing W component will be ignored.
|
1516
|
+
*
|
1517
|
+
* Params:
|
1518
|
+
* quat - quat4 to calculate W component of
|
1519
|
+
* dest - Optional, quat4 receiving calculated values. If not specified result is written to quat
|
1520
|
+
*
|
1521
|
+
* Returns:
|
1522
|
+
* dest if specified, quat otherwise
|
1523
|
+
*/
|
1524
|
+
quat4.calculateW = function(quat, dest) {
|
1525
|
+
var x = quat[0], y = quat[1], z = quat[2];
|
1526
|
+
|
1527
|
+
if(!dest || quat == dest) {
|
1528
|
+
quat[3] = -Math.sqrt(Math.abs(1.0 - x*x - y*y - z*z));
|
1529
|
+
return quat;
|
1530
|
+
}
|
1531
|
+
dest[0] = x;
|
1532
|
+
dest[1] = y;
|
1533
|
+
dest[2] = z;
|
1534
|
+
dest[3] = -Math.sqrt(Math.abs(1.0 - x*x - y*y - z*z));
|
1535
|
+
return dest;
|
1536
|
+
}
|
1537
|
+
|
1538
|
+
/*
|
1539
|
+
* quat4.inverse
|
1540
|
+
* Calculates the inverse of a quat4
|
1541
|
+
*
|
1542
|
+
* Params:
|
1543
|
+
* quat - quat4 to calculate inverse of
|
1544
|
+
* dest - Optional, quat4 receiving inverse values. If not specified result is written to quat
|
1545
|
+
*
|
1546
|
+
* Returns:
|
1547
|
+
* dest if specified, quat otherwise
|
1548
|
+
*/
|
1549
|
+
quat4.inverse = function(quat, dest) {
|
1550
|
+
if(!dest || quat == dest) {
|
1551
|
+
quat[0] *= 1;
|
1552
|
+
quat[1] *= 1;
|
1553
|
+
quat[2] *= 1;
|
1554
|
+
return quat;
|
1555
|
+
}
|
1556
|
+
dest[0] = -quat[0];
|
1557
|
+
dest[1] = -quat[1];
|
1558
|
+
dest[2] = -quat[2];
|
1559
|
+
dest[3] = quat[3];
|
1560
|
+
return dest;
|
1561
|
+
}
|
1562
|
+
|
1563
|
+
/*
|
1564
|
+
* quat4.length
|
1565
|
+
* Calculates the length of a quat4
|
1566
|
+
*
|
1567
|
+
* Params:
|
1568
|
+
* quat - quat4 to calculate length of
|
1569
|
+
*
|
1570
|
+
* Returns:
|
1571
|
+
* Length of quat
|
1572
|
+
*/
|
1573
|
+
quat4.length = function(quat) {
|
1574
|
+
var x = quat[0], y = quat[1], z = quat[2], w = quat[3];
|
1575
|
+
return Math.sqrt(x*x + y*y + z*z + w*w);
|
1576
|
+
}
|
1577
|
+
|
1578
|
+
/*
|
1579
|
+
* quat4.normalize
|
1580
|
+
* Generates a unit quaternion of the same direction as the provided quat4
|
1581
|
+
* If quaternion length is 0, returns [0, 0, 0, 0]
|
1582
|
+
*
|
1583
|
+
* Params:
|
1584
|
+
* quat - quat4 to normalize
|
1585
|
+
* dest - Optional, quat4 receiving operation result. If not specified result is written to quat
|
1586
|
+
*
|
1587
|
+
* Returns:
|
1588
|
+
* dest if specified, quat otherwise
|
1589
|
+
*/
|
1590
|
+
quat4.normalize = function(quat, dest) {
|
1591
|
+
if(!dest) { dest = quat; }
|
1592
|
+
|
1593
|
+
var x = quat[0], y = quat[1], z = quat[2], w = quat[3];
|
1594
|
+
var len = Math.sqrt(x*x + y*y + z*z + w*w);
|
1595
|
+
if(len == 0) {
|
1596
|
+
dest[0] = 0;
|
1597
|
+
dest[1] = 0;
|
1598
|
+
dest[2] = 0;
|
1599
|
+
dest[3] = 0;
|
1600
|
+
return dest;
|
1601
|
+
}
|
1602
|
+
len = 1/len;
|
1603
|
+
dest[0] = x * len;
|
1604
|
+
dest[1] = y * len;
|
1605
|
+
dest[2] = z * len;
|
1606
|
+
dest[3] = w * len;
|
1607
|
+
|
1608
|
+
return dest;
|
1609
|
+
}
|
1610
|
+
|
1611
|
+
/*
|
1612
|
+
* quat4.multiply
|
1613
|
+
* Performs a quaternion multiplication
|
1614
|
+
*
|
1615
|
+
* Params:
|
1616
|
+
* quat - quat4, first operand
|
1617
|
+
* quat2 - quat4, second operand
|
1618
|
+
* dest - Optional, quat4 receiving operation result. If not specified result is written to quat
|
1619
|
+
*
|
1620
|
+
* Returns:
|
1621
|
+
* dest if specified, quat otherwise
|
1622
|
+
*/
|
1623
|
+
quat4.multiply = function(quat, quat2, dest) {
|
1624
|
+
if(!dest) { dest = quat; }
|
1625
|
+
|
1626
|
+
var qax = quat[0], qay = quat[1], qaz = quat[2], qaw = quat[3];
|
1627
|
+
var qbx = quat2[0], qby = quat2[1], qbz = quat2[2], qbw = quat2[3];
|
1628
|
+
|
1629
|
+
dest[0] = qax*qbw + qaw*qbx + qay*qbz - qaz*qby;
|
1630
|
+
dest[1] = qay*qbw + qaw*qby + qaz*qbx - qax*qbz;
|
1631
|
+
dest[2] = qaz*qbw + qaw*qbz + qax*qby - qay*qbx;
|
1632
|
+
dest[3] = qaw*qbw - qax*qbx - qay*qby - qaz*qbz;
|
1633
|
+
|
1634
|
+
return dest;
|
1635
|
+
}
|
1636
|
+
|
1637
|
+
/*
|
1638
|
+
* quat4.multiplyVec3
|
1639
|
+
* Transforms a vec3 with the given quaternion
|
1640
|
+
*
|
1641
|
+
* Params:
|
1642
|
+
* quat - quat4 to transform the vector with
|
1643
|
+
* vec - vec3 to transform
|
1644
|
+
* dest - Optional, vec3 receiving operation result. If not specified result is written to vec
|
1645
|
+
*
|
1646
|
+
* Returns:
|
1647
|
+
* dest if specified, vec otherwise
|
1648
|
+
*/
|
1649
|
+
quat4.multiplyVec3 = function(quat, vec, dest) {
|
1650
|
+
if(!dest) { dest = vec; }
|
1651
|
+
|
1652
|
+
var x = vec[0], y = vec[1], z = vec[2];
|
1653
|
+
var qx = quat[0], qy = quat[1], qz = quat[2], qw = quat[3];
|
1654
|
+
|
1655
|
+
// calculate quat * vec
|
1656
|
+
var ix = qw*x + qy*z - qz*y;
|
1657
|
+
var iy = qw*y + qz*x - qx*z;
|
1658
|
+
var iz = qw*z + qx*y - qy*x;
|
1659
|
+
var iw = -qx*x - qy*y - qz*z;
|
1660
|
+
|
1661
|
+
// calculate result * inverse quat
|
1662
|
+
dest[0] = ix*qw + iw*-qx + iy*-qz - iz*-qy;
|
1663
|
+
dest[1] = iy*qw + iw*-qy + iz*-qx - ix*-qz;
|
1664
|
+
dest[2] = iz*qw + iw*-qz + ix*-qy - iy*-qx;
|
1665
|
+
|
1666
|
+
return dest;
|
1667
|
+
}
|
1668
|
+
|
1669
|
+
/*
|
1670
|
+
* quat4.toMat3
|
1671
|
+
* Calculates a 3x3 matrix from the given quat4
|
1672
|
+
*
|
1673
|
+
* Params:
|
1674
|
+
* quat - quat4 to create matrix from
|
1675
|
+
* dest - Optional, mat3 receiving operation result
|
1676
|
+
*
|
1677
|
+
* Returns:
|
1678
|
+
* dest if specified, a new mat3 otherwise
|
1679
|
+
*/
|
1680
|
+
quat4.toMat3 = function(quat, dest) {
|
1681
|
+
if(!dest) { dest = mat3.create(); }
|
1682
|
+
|
1683
|
+
var x = quat[0], y = quat[1], z = quat[2], w = quat[3];
|
1684
|
+
|
1685
|
+
var x2 = x + x;
|
1686
|
+
var y2 = y + y;
|
1687
|
+
var z2 = z + z;
|
1688
|
+
|
1689
|
+
var xx = x*x2;
|
1690
|
+
var xy = x*y2;
|
1691
|
+
var xz = x*z2;
|
1692
|
+
|
1693
|
+
var yy = y*y2;
|
1694
|
+
var yz = y*z2;
|
1695
|
+
var zz = z*z2;
|
1696
|
+
|
1697
|
+
var wx = w*x2;
|
1698
|
+
var wy = w*y2;
|
1699
|
+
var wz = w*z2;
|
1700
|
+
|
1701
|
+
dest[0] = 1 - (yy + zz);
|
1702
|
+
dest[1] = xy - wz;
|
1703
|
+
dest[2] = xz + wy;
|
1704
|
+
|
1705
|
+
dest[3] = xy + wz;
|
1706
|
+
dest[4] = 1 - (xx + zz);
|
1707
|
+
dest[5] = yz - wx;
|
1708
|
+
|
1709
|
+
dest[6] = xz - wy;
|
1710
|
+
dest[7] = yz + wx;
|
1711
|
+
dest[8] = 1 - (xx + yy);
|
1712
|
+
|
1713
|
+
return dest;
|
1714
|
+
}
|
1715
|
+
|
1716
|
+
/*
|
1717
|
+
* quat4.toMat4
|
1718
|
+
* Calculates a 4x4 matrix from the given quat4
|
1719
|
+
*
|
1720
|
+
* Params:
|
1721
|
+
* quat - quat4 to create matrix from
|
1722
|
+
* dest - Optional, mat4 receiving operation result
|
1723
|
+
*
|
1724
|
+
* Returns:
|
1725
|
+
* dest if specified, a new mat4 otherwise
|
1726
|
+
*/
|
1727
|
+
quat4.toMat4 = function(quat, dest) {
|
1728
|
+
if(!dest) { dest = mat4.create(); }
|
1729
|
+
|
1730
|
+
var x = quat[0], y = quat[1], z = quat[2], w = quat[3];
|
1731
|
+
|
1732
|
+
var x2 = x + x;
|
1733
|
+
var y2 = y + y;
|
1734
|
+
var z2 = z + z;
|
1735
|
+
|
1736
|
+
var xx = x*x2;
|
1737
|
+
var xy = x*y2;
|
1738
|
+
var xz = x*z2;
|
1739
|
+
|
1740
|
+
var yy = y*y2;
|
1741
|
+
var yz = y*z2;
|
1742
|
+
var zz = z*z2;
|
1743
|
+
|
1744
|
+
var wx = w*x2;
|
1745
|
+
var wy = w*y2;
|
1746
|
+
var wz = w*z2;
|
1747
|
+
|
1748
|
+
dest[0] = 1 - (yy + zz);
|
1749
|
+
dest[1] = xy - wz;
|
1750
|
+
dest[2] = xz + wy;
|
1751
|
+
dest[3] = 0;
|
1752
|
+
|
1753
|
+
dest[4] = xy + wz;
|
1754
|
+
dest[5] = 1 - (xx + zz);
|
1755
|
+
dest[6] = yz - wx;
|
1756
|
+
dest[7] = 0;
|
1757
|
+
|
1758
|
+
dest[8] = xz - wy;
|
1759
|
+
dest[9] = yz + wx;
|
1760
|
+
dest[10] = 1 - (xx + yy);
|
1761
|
+
dest[11] = 0;
|
1762
|
+
|
1763
|
+
dest[12] = 0;
|
1764
|
+
dest[13] = 0;
|
1765
|
+
dest[14] = 0;
|
1766
|
+
dest[15] = 1;
|
1767
|
+
|
1768
|
+
return dest;
|
1769
|
+
}
|
1770
|
+
|
1771
|
+
/*
|
1772
|
+
* quat4.slerp
|
1773
|
+
* Performs a spherical linear interpolation between two quat4
|
1774
|
+
*
|
1775
|
+
* Params:
|
1776
|
+
* quat - quat4, first quaternion
|
1777
|
+
* quat2 - quat4, second quaternion
|
1778
|
+
* lerp - interpolation amount between the two inputs
|
1779
|
+
* dest - Optional, quat4 receiving operation result. If not specified result is written to quat
|
1780
|
+
*
|
1781
|
+
* Returns:
|
1782
|
+
* dest if specified, quat otherwise
|
1783
|
+
*/
|
1784
|
+
quat4.slerp = function(quat, quat2, lerp, dest) {
|
1785
|
+
if(!dest) { dest = quat; }
|
1786
|
+
|
1787
|
+
var eps_lerp = lerp;
|
1788
|
+
|
1789
|
+
var dot = quat[0]*quat2[0] + quat[1]*quat2[1] + quat[2]*quat2[2] + quat[3]*quat2[3];
|
1790
|
+
if (dot < 0.0) {
|
1791
|
+
eps_lerp = -1.0 * lerp;
|
1792
|
+
}
|
1793
|
+
|
1794
|
+
dest[0] = 1.0 - lerp * quat[0] + eps_lerp * quat2[0];
|
1795
|
+
dest[1] = 1.0 - lerp * quat[1] + eps_lerp * quat2[1];
|
1796
|
+
dest[2] = 1.0 - lerp * quat[2] + eps_lerp * quat2[2];
|
1797
|
+
dest[3] = 1.0 - lerp * quat[3] + eps_lerp * quat2[3];
|
1798
|
+
|
1799
|
+
return dest;
|
1800
|
+
}
|
1801
|
+
|
1802
|
+
/*
|
1803
|
+
* quat4.str
|
1804
|
+
* Returns a string representation of a quaternion
|
1805
|
+
*
|
1806
|
+
* Params:
|
1807
|
+
* quat - quat4 to represent as a string
|
1808
|
+
*
|
1809
|
+
* Returns:
|
1810
|
+
* string representation of quat
|
1811
|
+
*/
|
1812
|
+
quat4.str = function(quat) {
|
1813
|
+
return '[' + quat[0] + ', ' + quat[1] + ', ' + quat[2] + ', ' + quat[3] + ']';
|
1814
|
+
}
|
1815
|
+
|