jax 0.0.0.9 → 0.0.0.10

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Files changed (426) hide show
  1. data/CHANGELOG +6 -0
  2. data/jax.gemspec +6 -2
  3. data/lib/jax/generators/app/templates/public/javascripts/jax.js +1 -1
  4. data/lib/jax/version.rb +1 -1
  5. metadata +3 -533
  6. data/guides/assets/images/book_icon.gif +0 -0
  7. data/guides/assets/images/bullet.gif +0 -0
  8. data/guides/assets/images/chapters_icon.gif +0 -0
  9. data/guides/assets/images/check_bullet.gif +0 -0
  10. data/guides/assets/images/credits_pic_blank.gif +0 -0
  11. data/guides/assets/images/edge_badge.png +0 -0
  12. data/guides/assets/images/feature_tile.gif +0 -0
  13. data/guides/assets/images/footer_tile.gif +0 -0
  14. data/guides/assets/images/getting_started/clean_passing_jasmine_suite.png +0 -0
  15. data/guides/assets/images/getting_started/dungeon-complete.png +0 -0
  16. data/guides/assets/images/getting_started/dungeon-normal-map.png +0 -0
  17. data/guides/assets/images/getting_started/dungeon-rainbow-textured.png +0 -0
  18. data/guides/assets/images/getting_started/dungeon-rainbow.png +0 -0
  19. data/guides/assets/images/getting_started/dungeon-textured-lighting.png +0 -0
  20. data/guides/assets/images/getting_started/dungeon-textured.png +0 -0
  21. data/guides/assets/images/getting_started/rock.png +0 -0
  22. data/guides/assets/images/getting_started/rock_normal.png +0 -0
  23. data/guides/assets/images/getting_started/teapot-red-directional-point.png +0 -0
  24. data/guides/assets/images/getting_started/teapot-red-directional.png +0 -0
  25. data/guides/assets/images/getting_started/teapot-red-nolight.png +0 -0
  26. data/guides/assets/images/getting_started/teapot-red-spot-point-directional.png +0 -0
  27. data/guides/assets/images/getting_started/teapot-white.png +0 -0
  28. data/guides/assets/images/getting_started/teapot-with-model.png +0 -0
  29. data/guides/assets/images/grey_bullet.gif +0 -0
  30. data/guides/assets/images/header_backdrop.png +0 -0
  31. data/guides/assets/images/header_tile.gif +0 -0
  32. data/guides/assets/images/icons/README +0 -5
  33. data/guides/assets/images/icons/callouts/1.png +0 -0
  34. data/guides/assets/images/icons/callouts/10.png +0 -0
  35. data/guides/assets/images/icons/callouts/11.png +0 -0
  36. data/guides/assets/images/icons/callouts/12.png +0 -0
  37. data/guides/assets/images/icons/callouts/13.png +0 -0
  38. data/guides/assets/images/icons/callouts/14.png +0 -0
  39. data/guides/assets/images/icons/callouts/15.png +0 -0
  40. data/guides/assets/images/icons/callouts/2.png +0 -0
  41. data/guides/assets/images/icons/callouts/3.png +0 -0
  42. data/guides/assets/images/icons/callouts/4.png +0 -0
  43. data/guides/assets/images/icons/callouts/5.png +0 -0
  44. data/guides/assets/images/icons/callouts/6.png +0 -0
  45. data/guides/assets/images/icons/callouts/7.png +0 -0
  46. data/guides/assets/images/icons/callouts/8.png +0 -0
  47. data/guides/assets/images/icons/callouts/9.png +0 -0
  48. data/guides/assets/images/icons/caution.png +0 -0
  49. data/guides/assets/images/icons/example.png +0 -0
  50. data/guides/assets/images/icons/home.png +0 -0
  51. data/guides/assets/images/icons/important.png +0 -0
  52. data/guides/assets/images/icons/next.png +0 -0
  53. data/guides/assets/images/icons/note.png +0 -0
  54. data/guides/assets/images/icons/prev.png +0 -0
  55. data/guides/assets/images/icons/tip.png +0 -0
  56. data/guides/assets/images/icons/up.png +0 -0
  57. data/guides/assets/images/icons/warning.png +0 -0
  58. data/guides/assets/images/nav_arrow.gif +0 -0
  59. data/guides/assets/images/tab_grey.gif +0 -0
  60. data/guides/assets/images/tab_info.gif +0 -0
  61. data/guides/assets/images/tab_note.gif +0 -0
  62. data/guides/assets/images/tab_red.gif +0 -0
  63. data/guides/assets/images/tab_yellow.gif +0 -0
  64. data/guides/assets/images/tab_yellow.png +0 -0
  65. data/guides/assets/javascripts/guides.js +0 -7
  66. data/guides/assets/javascripts/syntaxhighlighter/shBrushAS3.js +0 -59
  67. data/guides/assets/javascripts/syntaxhighlighter/shBrushAppleScript.js +0 -75
  68. data/guides/assets/javascripts/syntaxhighlighter/shBrushBash.js +0 -59
  69. data/guides/assets/javascripts/syntaxhighlighter/shBrushCSharp.js +0 -65
  70. data/guides/assets/javascripts/syntaxhighlighter/shBrushColdFusion.js +0 -100
  71. data/guides/assets/javascripts/syntaxhighlighter/shBrushCpp.js +0 -125
  72. data/guides/assets/javascripts/syntaxhighlighter/shBrushCss.js +0 -91
  73. data/guides/assets/javascripts/syntaxhighlighter/shBrushDelphi.js +0 -55
  74. data/guides/assets/javascripts/syntaxhighlighter/shBrushDiff.js +0 -41
  75. data/guides/assets/javascripts/syntaxhighlighter/shBrushErlang.js +0 -52
  76. data/guides/assets/javascripts/syntaxhighlighter/shBrushGroovy.js +0 -67
  77. data/guides/assets/javascripts/syntaxhighlighter/shBrushJScript.js +0 -52
  78. data/guides/assets/javascripts/syntaxhighlighter/shBrushJava.js +0 -57
  79. data/guides/assets/javascripts/syntaxhighlighter/shBrushJavaFX.js +0 -58
  80. data/guides/assets/javascripts/syntaxhighlighter/shBrushPerl.js +0 -72
  81. data/guides/assets/javascripts/syntaxhighlighter/shBrushPhp.js +0 -88
  82. data/guides/assets/javascripts/syntaxhighlighter/shBrushPlain.js +0 -33
  83. data/guides/assets/javascripts/syntaxhighlighter/shBrushPowerShell.js +0 -74
  84. data/guides/assets/javascripts/syntaxhighlighter/shBrushPython.js +0 -64
  85. data/guides/assets/javascripts/syntaxhighlighter/shBrushRuby.js +0 -55
  86. data/guides/assets/javascripts/syntaxhighlighter/shBrushSass.js +0 -94
  87. data/guides/assets/javascripts/syntaxhighlighter/shBrushScala.js +0 -51
  88. data/guides/assets/javascripts/syntaxhighlighter/shBrushSql.js +0 -66
  89. data/guides/assets/javascripts/syntaxhighlighter/shBrushVb.js +0 -56
  90. data/guides/assets/javascripts/syntaxhighlighter/shBrushXml.js +0 -69
  91. data/guides/assets/javascripts/syntaxhighlighter/shCore.js +0 -17
  92. data/guides/assets/stylesheets/fixes.css +0 -16
  93. data/guides/assets/stylesheets/main.css +0 -445
  94. data/guides/assets/stylesheets/print.css +0 -52
  95. data/guides/assets/stylesheets/reset.css +0 -43
  96. data/guides/assets/stylesheets/style.css +0 -13
  97. data/guides/assets/stylesheets/syntaxhighlighter/shCore.css +0 -226
  98. data/guides/assets/stylesheets/syntaxhighlighter/shCoreDefault.css +0 -328
  99. data/guides/assets/stylesheets/syntaxhighlighter/shCoreDjango.css +0 -331
  100. data/guides/assets/stylesheets/syntaxhighlighter/shCoreEclipse.css +0 -339
  101. data/guides/assets/stylesheets/syntaxhighlighter/shCoreEmacs.css +0 -324
  102. data/guides/assets/stylesheets/syntaxhighlighter/shCoreFadeToGrey.css +0 -328
  103. data/guides/assets/stylesheets/syntaxhighlighter/shCoreMDUltra.css +0 -324
  104. data/guides/assets/stylesheets/syntaxhighlighter/shCoreMidnight.css +0 -324
  105. data/guides/assets/stylesheets/syntaxhighlighter/shCoreRDark.css +0 -324
  106. data/guides/assets/stylesheets/syntaxhighlighter/shThemeDefault.css +0 -117
  107. data/guides/assets/stylesheets/syntaxhighlighter/shThemeDjango.css +0 -120
  108. data/guides/assets/stylesheets/syntaxhighlighter/shThemeEclipse.css +0 -128
  109. data/guides/assets/stylesheets/syntaxhighlighter/shThemeEmacs.css +0 -113
  110. data/guides/assets/stylesheets/syntaxhighlighter/shThemeFadeToGrey.css +0 -117
  111. data/guides/assets/stylesheets/syntaxhighlighter/shThemeJaxGuides.css +0 -116
  112. data/guides/assets/stylesheets/syntaxhighlighter/shThemeMDUltra.css +0 -113
  113. data/guides/assets/stylesheets/syntaxhighlighter/shThemeMidnight.css +0 -113
  114. data/guides/assets/stylesheets/syntaxhighlighter/shThemeRDark.css +0 -113
  115. data/guides/jax_guides.rb +0 -41
  116. data/guides/jax_guides/common.rb +0 -7
  117. data/guides/jax_guides/generator.rb +0 -287
  118. data/guides/jax_guides/helpers.rb +0 -29
  119. data/guides/jax_guides/indexer.rb +0 -69
  120. data/guides/jax_guides/levenshtein.rb +0 -31
  121. data/guides/jax_guides/textile_extensions.rb +0 -61
  122. data/guides/partials/_top_nav.html.erb +0 -17
  123. data/guides/source/getting_started.textile +0 -1210
  124. data/guides/source/index.html.erb +0 -61
  125. data/guides/source/layout.html.erb +0 -147
  126. data/guides/source/lighting.textile +0 -5
  127. data/guides/source/materials.textile +0 -5
  128. data/guides/source/matrices.textile +0 -5
  129. data/guides/source/shaders.textile +0 -499
  130. data/guides/source/testing.textile +0 -5
  131. data/guides/w3c_validator.rb +0 -91
  132. data/public/images/brickwall.jpg +0 -0
  133. data/public/images/jacks.jpg +0 -0
  134. data/public/images/normal_map.jpg +0 -0
  135. data/public/images/rock.png +0 -0
  136. data/public/images/rockNormal.png +0 -0
  137. data/public/images/rss.png +0 -0
  138. data/public/webgl_not_supported.html +0 -26
  139. data/spec/example_app/Gemfile +0 -1
  140. data/spec/example_app/Rakefile +0 -15
  141. data/spec/example_app/app/controllers/application_controller.js +0 -5
  142. data/spec/example_app/app/controllers/courthouse_controller.js +0 -24
  143. data/spec/example_app/app/controllers/lighting_controller.js +0 -67
  144. data/spec/example_app/app/controllers/noise_controller.js +0 -50
  145. data/spec/example_app/app/controllers/picking_controller.js +0 -32
  146. data/spec/example_app/app/controllers/shadows_controller.js +0 -130
  147. data/spec/example_app/app/controllers/textures_controller.js +0 -52
  148. data/spec/example_app/app/helpers/application_helper.js +0 -3
  149. data/spec/example_app/app/helpers/noise_helper.js +0 -3
  150. data/spec/example_app/app/helpers/picking_helper.js +0 -3
  151. data/spec/example_app/app/helpers/textures_helper.js +0 -3
  152. data/spec/example_app/app/models/blob.js +0 -38
  153. data/spec/example_app/app/models/character.js +0 -23
  154. data/spec/example_app/app/models/door.js +0 -10
  155. data/spec/example_app/app/models/scene.js +0 -19
  156. data/spec/example_app/app/resources/blobs/default.yml +0 -2
  157. data/spec/example_app/app/resources/characters/judge.yml +0 -3
  158. data/spec/example_app/app/resources/doors/courthouse_door.yml +0 -5
  159. data/spec/example_app/app/resources/light_sources/directional_light.yml +0 -13
  160. data/spec/example_app/app/resources/light_sources/point_light.yml +0 -31
  161. data/spec/example_app/app/resources/light_sources/spot_light.yml +0 -15
  162. data/spec/example_app/app/resources/light_sources/sun.yml +0 -7
  163. data/spec/example_app/app/resources/light_sources/textures_point.yml +0 -34
  164. data/spec/example_app/app/resources/materials/blob.yml +0 -28
  165. data/spec/example_app/app/resources/materials/bricks.yml +0 -36
  166. data/spec/example_app/app/resources/materials/lighting_with_shadows.yml +0 -27
  167. data/spec/example_app/app/resources/scenes/courthouse.yml +0 -4
  168. data/spec/example_app/app/shaders/blob/common.ejs +0 -13
  169. data/spec/example_app/app/shaders/blob/fragment.ejs +0 -8
  170. data/spec/example_app/app/shaders/blob/manifest.yml +0 -15
  171. data/spec/example_app/app/shaders/blob/material.js +0 -51
  172. data/spec/example_app/app/shaders/blob/vertex.ejs +0 -40
  173. data/spec/example_app/app/views/courthouse/index.js +0 -4
  174. data/spec/example_app/app/views/lighting/index.js +0 -4
  175. data/spec/example_app/app/views/noise/index.js +0 -4
  176. data/spec/example_app/app/views/picking/index.js +0 -4
  177. data/spec/example_app/app/views/shadows/index.js +0 -6
  178. data/spec/example_app/app/views/textures/index.js +0 -4
  179. data/spec/example_app/config/application.rb +0 -6
  180. data/spec/example_app/config/boot.rb +0 -13
  181. data/spec/example_app/config/routes.rb +0 -8
  182. data/spec/example_app/public/images/185__normalmap.png +0 -0
  183. data/spec/example_app/public/images/face_norm.jpg +0 -0
  184. data/spec/example_app/public/images/rock.png +0 -0
  185. data/spec/example_app/public/images/rockNormal.png +0 -0
  186. data/spec/example_app/public/images/rss.png +0 -0
  187. data/spec/example_app/public/webgl_not_supported.html +0 -26
  188. data/spec/example_app/script/jax +0 -7
  189. data/spec/example_app/spec/javascripts/controllers/noise_controller_spec.js +0 -11
  190. data/spec/example_app/spec/javascripts/controllers/picking_controller_spec.js +0 -11
  191. data/spec/example_app/spec/javascripts/controllers/textures_controller_spec.js +0 -11
  192. data/spec/example_app/spec/javascripts/helpers/application_helper_spec.js +0 -12
  193. data/spec/example_app/spec/javascripts/helpers/noise_helper_spec.js +0 -12
  194. data/spec/example_app/spec/javascripts/helpers/picking_helper_spec.js +0 -12
  195. data/spec/example_app/spec/javascripts/models/blob_spec.js +0 -11
  196. data/spec/example_app/spec/javascripts/resources/directional_light_spec.js +0 -16
  197. data/spec/example_app/spec/javascripts/resources/point_light_spec.js +0 -17
  198. data/spec/example_app/spec/javascripts/resources/spot_light_spec.js +0 -18
  199. data/spec/example_app/spec/javascripts/shaders/blob_spec.js +0 -27
  200. data/spec/example_app/spec/javascripts/support/jasmine.yml +0 -89
  201. data/spec/example_app/spec/javascripts/support/jasmine_runner.rb +0 -32
  202. data/spec/example_app/spec/javascripts/support/spec_helpers/jax_spec_environment_helper.js +0 -33
  203. data/spec/example_app/spec/javascripts/support/spec_helpers/jax_spec_helper.js +0 -93
  204. data/spec/example_app/spec/javascripts/support/spec_layout.html.erb +0 -111
  205. data/spec/javascripts/helpers/jax_spec_environment_helper.js +0 -33
  206. data/spec/javascripts/helpers/jax_spec_helper.js +0 -216
  207. data/spec/javascripts/jax/builtin/meshes/cube_spec.js +0 -10
  208. data/spec/javascripts/jax/builtin/meshes/plane_spec.js +0 -8
  209. data/spec/javascripts/jax/builtin/meshes/quad_spec.js +0 -8
  210. data/spec/javascripts/jax/builtin/meshes/sphere_spec.js +0 -8
  211. data/spec/javascripts/jax/builtin/meshes/teapot_spec.js +0 -8
  212. data/spec/javascripts/jax/builtin/meshes/torus_spec.js +0 -8
  213. data/spec/javascripts/jax/compatibility_spec.js +0 -50
  214. data/spec/javascripts/jax/context_spec.js +0 -82
  215. data/spec/javascripts/jax/controller_spec.js +0 -145
  216. data/spec/javascripts/jax/core/delegation_spec.js +0 -48
  217. data/spec/javascripts/jax/core/events_spec.js +0 -17
  218. data/spec/javascripts/jax/core/matrix_stack_spec.js +0 -28
  219. data/spec/javascripts/jax/core/utils_spec.js +0 -275
  220. data/spec/javascripts/jax/helper_spec.js +0 -33
  221. data/spec/javascripts/jax/model_spec.js +0 -97
  222. data/spec/javascripts/jax/optimizations/material_limitations_spec.js +0 -87
  223. data/spec/javascripts/jax/optimizations/shaders/basic_spec.js +0 -68
  224. data/spec/javascripts/jax/prototype/extensions_spec.js +0 -34
  225. data/spec/javascripts/jax/route_set_spec.js +0 -67
  226. data/spec/javascripts/jax/view_manager_spec.js +0 -17
  227. data/spec/javascripts/jax/webgl/camera_spec.js +0 -159
  228. data/spec/javascripts/jax/webgl/framebuffer_spec.js +0 -46
  229. data/spec/javascripts/jax/webgl/lighting_spec.js +0 -61
  230. data/spec/javascripts/jax/webgl/material_spec.js +0 -118
  231. data/spec/javascripts/jax/webgl/mesh_spec.js +0 -86
  232. data/spec/javascripts/jax/webgl/shader/manifest_spec.js +0 -60
  233. data/spec/javascripts/jax/webgl/shader_chain_spec.js +0 -192
  234. data/spec/javascripts/jax/webgl/shader_spec.js +0 -276
  235. data/spec/javascripts/jax/webgl/tangent_space_spec.js +0 -142
  236. data/spec/javascripts/jax/webgl/texture_spec.js +0 -162
  237. data/spec/javascripts/jax/webgl_spec.js +0 -5
  238. data/spec/javascripts/jax/world_spec.js +0 -161
  239. data/spec/javascripts/jax_spec.js +0 -27
  240. data/spec/javascripts/shaders/core_materials_spec.js +0 -42
  241. data/spec/javascripts/shaders/fog_spec.js +0 -19
  242. data/spec/javascripts/shaders/lighting_spec.js +0 -19
  243. data/spec/javascripts/shaders/normal_map_spec.js +0 -19
  244. data/spec/javascripts/shaders/paraboloid_spec.js +0 -37
  245. data/spec/javascripts/shaders/preprocessor_spec.js +0 -50
  246. data/spec/javascripts/shaders/shadow_map_spec.js +0 -19
  247. data/spec/javascripts/shaders/texture_spec.js +0 -40
  248. data/src/constants.yml +0 -1
  249. data/src/constants.yml.erb +0 -1
  250. data/src/jax.js +0 -119
  251. data/src/jax/anim_frame.js +0 -51
  252. data/src/jax/builtin/all.js +0 -7
  253. data/src/jax/builtin/meshes/cube.js +0 -83
  254. data/src/jax/builtin/meshes/plane.js +0 -63
  255. data/src/jax/builtin/meshes/quad.js +0 -86
  256. data/src/jax/builtin/meshes/sphere.js +0 -65
  257. data/src/jax/builtin/meshes/teapot.js +0 -48
  258. data/src/jax/builtin/meshes/torus.js +0 -64
  259. data/src/jax/compatibility.js +0 -303
  260. data/src/jax/context.js +0 -420
  261. data/src/jax/core.js +0 -42
  262. data/src/jax/core/math.js +0 -55
  263. data/src/jax/core/matrix_stack.js +0 -311
  264. data/src/jax/core/util.js +0 -253
  265. data/src/jax/events.js +0 -234
  266. data/src/jax/geometry.js +0 -7
  267. data/src/jax/geometry/plane.js +0 -113
  268. data/src/jax/mvc/controller.js +0 -195
  269. data/src/jax/mvc/helper.js +0 -35
  270. data/src/jax/mvc/model.js +0 -302
  271. data/src/jax/mvc/route_set.js +0 -125
  272. data/src/jax/mvc/view.js +0 -43
  273. data/src/jax/mvc/view_manager.js +0 -47
  274. data/src/jax/noise.js +0 -206
  275. data/src/jax/prototype/class.js +0 -81
  276. data/src/jax/prototype/core.js +0 -112
  277. data/src/jax/prototype/extensions.js +0 -142
  278. data/src/jax/vendor/ejs.js +0 -4
  279. data/src/jax/vendor/glMatrix.js +0 -3
  280. data/src/jax/webgl.js +0 -98
  281. data/src/jax/webgl/camera.js +0 -526
  282. data/src/jax/webgl/core.js +0 -6
  283. data/src/jax/webgl/core/buffer.js +0 -161
  284. data/src/jax/webgl/core/edge.js +0 -6
  285. data/src/jax/webgl/core/events.js +0 -25
  286. data/src/jax/webgl/core/face.js +0 -8
  287. data/src/jax/webgl/core/framebuffer.js +0 -211
  288. data/src/jax/webgl/material.js +0 -392
  289. data/src/jax/webgl/mesh.js +0 -427
  290. data/src/jax/webgl/scene.js +0 -11
  291. data/src/jax/webgl/scene/frustum.js +0 -260
  292. data/src/jax/webgl/scene/light_manager.js +0 -136
  293. data/src/jax/webgl/scene/light_source.js +0 -294
  294. data/src/jax/webgl/shader.js +0 -296
  295. data/src/jax/webgl/shader/delegator.js +0 -13
  296. data/src/jax/webgl/shader/delegator/attribute.js +0 -53
  297. data/src/jax/webgl/shader/delegator/uniform.js +0 -71
  298. data/src/jax/webgl/shader/manifest.js +0 -64
  299. data/src/jax/webgl/shader/program.js +0 -140
  300. data/src/jax/webgl/shader_chain.js +0 -264
  301. data/src/jax/webgl/texture.js +0 -312
  302. data/src/jax/webgl/world.js +0 -240
  303. data/vendor/ejs/.svn/all-wcprops +0 -17
  304. data/vendor/ejs/.svn/entries +0 -114
  305. data/vendor/ejs/.svn/text-base/Eratta.txt.svn-base +0 -3
  306. data/vendor/ejs/.svn/text-base/license.txt.svn-base +0 -21
  307. data/vendor/ejs/Eratta.txt +0 -3
  308. data/vendor/ejs/example/.svn/all-wcprops +0 -29
  309. data/vendor/ejs/example/.svn/entries +0 -164
  310. data/vendor/ejs/example/.svn/prop-base/ejs.gif.svn-base +0 -5
  311. data/vendor/ejs/example/.svn/text-base/demo.html.svn-base +0 -54
  312. data/vendor/ejs/example/.svn/text-base/ejs.gif.svn-base +0 -0
  313. data/vendor/ejs/example/.svn/text-base/example.css.svn-base +0 -31
  314. data/vendor/ejs/example/.svn/text-base/example.js.svn-base +0 -88
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@@ -1,1772 +0,0 @@
1
- /*
2
- * glMatrix.js - High performance matrix and vector operations for WebGL
3
- * version 0.9.5
4
- */
5
-
6
- /*
7
- * Copyright (c) 2010 Brandon Jones
8
- *
9
- * This software is provided 'as-is', without any express or implied
10
- * warranty. In no event will the authors be held liable for any damages
11
- * arising from the use of this software.
12
- *
13
- * Permission is granted to anyone to use this software for any purpose,
14
- * including commercial applications, and to alter it and redistribute it
15
- * freely, subject to the following restrictions:
16
- *
17
- * 1. The origin of this software must not be misrepresented; you must not
18
- * claim that you wrote the original software. If you use this software
19
- * in a product, an acknowledgment in the product documentation would be
20
- * appreciated but is not required.
21
- *
22
- * 2. Altered source versions must be plainly marked as such, and must not
23
- * be misrepresented as being the original software.
24
- *
25
- * 3. This notice may not be removed or altered from any source
26
- * distribution.
27
- */
28
-
29
- // Fallback for systems that don't support WebGL
30
- if(typeof Float32Array != 'undefined') {
31
- glMatrixArrayType = Float32Array;
32
- } else if(typeof WebGLFloatArray != 'undefined') {
33
- glMatrixArrayType = WebGLFloatArray; // This is officially deprecated and should dissapear in future revisions.
34
- } else {
35
- glMatrixArrayType = Array;
36
- }
37
-
38
- /**
39
- * vec3
40
- * 3 Dimensional Vector
41
- **/
42
- var vec3 = {};
43
-
44
- /**
45
- * vec3.create([vec]) -> vec3
46
- * - vec (vec3): optional vec3 containing values to initialize with
47
- *
48
- * Creates a new instance of a vec3 using the default array type
49
- * Any javascript array containing at least 3 numeric elements can serve as a vec3
50
- *
51
- * Returns:
52
- * New vec3
53
- **/
54
- vec3.create = function(vec) {
55
- var dest = new glMatrixArrayType(3);
56
-
57
- if(vec) {
58
- dest[0] = vec[0];
59
- dest[1] = vec[1];
60
- dest[2] = vec[2];
61
- }
62
-
63
- return dest;
64
- };
65
-
66
- /**
67
- * vec3.set(vec, dest) -> vec3
68
- * - vec (vec3) : vec3 containing values to copy
69
- * - dest (vec3) : vec3 receiving copied values
70
- *
71
- * Copies the values of one vec3 to another
72
- *
73
- * Returns:
74
- * dest
75
- **/
76
- vec3.set = function(vec, dest) {
77
- dest[0] = vec[0];
78
- dest[1] = vec[1];
79
- dest[2] = vec[2];
80
-
81
- return dest;
82
- };
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-
84
- /**
85
- * vec3.add(vec, vec2[, dest]) -> vec3
86
- * - vec (vec3) : first operand
87
- * - vec2 (vec3) : second operand
88
- * - dest (vec3) : optional vec3 receiving operation result. If not specified, result is written to +vec+.
89
- *
90
- * Performs a vector addition
91
- *
92
- * Returns:
93
- * dest if specified, vec otherwise
94
- **/
95
- vec3.add = function(vec, vec2, dest) {
96
- if(!dest || vec == dest) {
97
- vec[0] += vec2[0];
98
- vec[1] += vec2[1];
99
- vec[2] += vec2[2];
100
- return vec;
101
- }
102
-
103
- dest[0] = vec[0] + vec2[0];
104
- dest[1] = vec[1] + vec2[1];
105
- dest[2] = vec[2] + vec2[2];
106
- return dest;
107
- };
108
-
109
- /**
110
- * vec3.subtract(vec, vec2[, dest]) -> vec3
111
- * - vec (vec3) : first operand
112
- * - vec2 (vec3) : second operand
113
- * - dest (vec3) : optional vec3 receiving operation result. If not specified, result is written to +vec+.
114
- *
115
- * Performs a vector subtraction
116
- *
117
- * Returns:
118
- * dest if specified, vec otherwise
119
- **/
120
- vec3.subtract = function(vec, vec2, dest) {
121
- if(!dest || vec == dest) {
122
- vec[0] -= vec2[0];
123
- vec[1] -= vec2[1];
124
- vec[2] -= vec2[2];
125
- return vec;
126
- }
127
-
128
- dest[0] = vec[0] - vec2[0];
129
- dest[1] = vec[1] - vec2[1];
130
- dest[2] = vec[2] - vec2[2];
131
- return dest;
132
- };
133
-
134
- /**
135
- * vec3.negate(vec[, dest]) -> vec3
136
- * - vec (vec3) : vec3 to negate
137
- * - dest (vec3) : optional vec3 receiving operation result. If not specified, result is written to +vec+.
138
- *
139
- * Negates the components of a vec3
140
- *
141
- * Returns:
142
- * dest if specified, vec otherwise
143
- **/
144
- vec3.negate = function(vec, dest) {
145
- if(!dest) { dest = vec; }
146
-
147
- dest[0] = -vec[0];
148
- dest[1] = -vec[1];
149
- dest[2] = -vec[2];
150
- return dest;
151
- };
152
-
153
- /**
154
- * vec3.scale(vec, val[, dest]) -> vec3
155
- * - vec (vec3) : vec3 to scale
156
- * - val (Number) : numeric value to scale by
157
- * - dest (vec3) : optional vec3 receiving operation result. If not specified, result is written to +vec+.
158
- *
159
- * Multiplies the components of a vec3 by a scalar value
160
- *
161
- * Returns:
162
- * dest if specified, vec otherwise
163
- **/
164
- vec3.scale = function(vec, val, dest) {
165
- if(!dest || vec == dest) {
166
- vec[0] *= val;
167
- vec[1] *= val;
168
- vec[2] *= val;
169
- return vec;
170
- }
171
-
172
- dest[0] = vec[0]*val;
173
- dest[1] = vec[1]*val;
174
- dest[2] = vec[2]*val;
175
- return dest;
176
- };
177
-
178
- /**
179
- * vec3.normalize(vec[, dest]) -> vec3
180
- * - vec (vec3) : vec3 to normalize
181
- * - dest (vec3) : optional vec3 receiving operation result. If not specified, result is written to +vec+.
182
- *
183
- * Generates a unit vector of the same direction as the provided vec3
184
- * If vector length is 0, returns [0, 0, 0]
185
- *
186
- * Returns:
187
- * dest if specified, vec otherwise
188
- **/
189
- vec3.normalize = function(vec, dest) {
190
- if(!dest) { dest = vec; }
191
-
192
- var x = vec[0], y = vec[1], z = vec[2];
193
- var len = Math.sqrt(x*x + y*y + z*z);
194
-
195
- if (!len) {
196
- dest[0] = 0;
197
- dest[1] = 0;
198
- dest[2] = 0;
199
- return dest;
200
- } else if (len == 1) {
201
- dest[0] = x;
202
- dest[1] = y;
203
- dest[2] = z;
204
- return dest;
205
- }
206
-
207
- len = 1 / len;
208
- dest[0] = x*len;
209
- dest[1] = y*len;
210
- dest[2] = z*len;
211
- return dest;
212
- };
213
-
214
- /**
215
- * vec3.cross(vec, vec2[, dest]) -> vec3
216
- * - vec (vec3) : first operand
217
- * - vec2 (vec3) : second operand
218
- * - dest (vec3) : optional vec3 receiving operation result. If not specified, result is written to +vec+.
219
- *
220
- * Generates the cross product of two vec3s
221
- *
222
- * Returns:
223
- * dest if specified, vec otherwise
224
- **/
225
- vec3.cross = function(vec, vec2, dest){
226
- if(!dest) { dest = vec; }
227
-
228
- var x = vec[0], y = vec[1], z = vec[2];
229
- var x2 = vec2[0], y2 = vec2[1], z2 = vec2[2];
230
-
231
- dest[0] = y*z2 - z*y2;
232
- dest[1] = z*x2 - x*z2;
233
- dest[2] = x*y2 - y*x2;
234
- return dest;
235
- };
236
-
237
- /**
238
- * vec3.length(vec) -> Number
239
- * - vec (vec3) : vec3 to calculate length of
240
- *
241
- * Caclulates the length of a vec3
242
- *
243
- * Returns:
244
- * Length of vec
245
- **/
246
- vec3.length = function(vec){
247
- var x = vec[0], y = vec[1], z = vec[2];
248
- return Math.sqrt(x*x + y*y + z*z);
249
- };
250
-
251
- /**
252
- * vec3.dot(vec, vec2) -> Number
253
- * - vec (vec3) : first operand
254
- * - vec2 (vec3) : second operand
255
- *
256
- * Caclulates the dot product of two vec3s
257
- *
258
- * Returns:
259
- * Dot product of vec and vec2
260
- **/
261
- vec3.dot = function(vec, vec2){
262
- return vec[0]*vec2[0] + vec[1]*vec2[1] + vec[2]*vec2[2];
263
- };
264
-
265
- /**
266
- * vec3.direction(vec, vec2[, dest]) -> vec3
267
- * - vec (vec3) : origin vec3
268
- * - vec2 (vec3) : vec3 to point to
269
- * - dest (vec3) : optional vec3 receiving operation result. If not specified, result is written to +vec+.
270
- *
271
- * Generates a unit vector pointing from one vector to another
272
- *
273
- * Returns:
274
- * dest if specified, vec otherwise
275
- **/
276
- vec3.direction = function(vec, vec2, dest) {
277
- if(!dest) { dest = vec; }
278
-
279
- var x = vec[0] - vec2[0];
280
- var y = vec[1] - vec2[1];
281
- var z = vec[2] - vec2[2];
282
-
283
- var len = Math.sqrt(x*x + y*y + z*z);
284
- if (!len) {
285
- dest[0] = 0;
286
- dest[1] = 0;
287
- dest[2] = 0;
288
- return dest;
289
- }
290
-
291
- len = 1 / len;
292
- dest[0] = x * len;
293
- dest[1] = y * len;
294
- dest[2] = z * len;
295
- return dest;
296
- };
297
-
298
- /**
299
- * vec3.lerp(vec, vec2, lerp[, dest]) -> vec3
300
- * - vec (vec3) : first vector
301
- * - vec2 (vec3) : second vector
302
- * - lerp (Number) : interpolation amount between the two inputs
303
- * - dest (vec3) : optional vec3 receiving operation result. If not specified, result is written to +vec+.
304
- *
305
- * Performs a linear interpolation between two vec3
306
- *
307
- * Returns:
308
- * dest if specified, vec otherwise
309
- **/
310
- vec3.lerp = function(vec, vec2, lerp, dest){
311
- if(!dest) { dest = vec; }
312
-
313
- dest[0] = vec[0] + lerp * (vec2[0] - vec[0]);
314
- dest[1] = vec[1] + lerp * (vec2[1] - vec[1]);
315
- dest[2] = vec[2] + lerp * (vec2[2] - vec[2]);
316
-
317
- return dest;
318
- }
319
-
320
- /**
321
- * vec3.str(vec) -> String
322
- * - vec (vec3) : vec3 to represent as a string
323
- *
324
- * Returns a string representation of a vector
325
- *
326
- * Returns:
327
- * string representation of vec
328
- **/
329
- vec3.str = function(vec) {
330
- return '[' + vec[0] + ', ' + vec[1] + ', ' + vec[2] + ']';
331
- };
332
-
333
- /**
334
- * mat3
335
- * 3x3 Matrix
336
- **/
337
- var mat3 = {};
338
-
339
- /**
340
- * mat3.create([mat]) -> mat3
341
- * - mat (mat3) : optional mat3 containing values to initialize with
342
- *
343
- * Creates a new instance of a mat3 using the default array type
344
- * Any javascript array containing at least 9 numeric elements can serve as a mat3
345
- *
346
- * Returns:
347
- * New mat3
348
- **/
349
- mat3.create = function(mat) {
350
- var dest = new glMatrixArrayType(9);
351
-
352
- if(mat) {
353
- dest[0] = mat[0];
354
- dest[1] = mat[1];
355
- dest[2] = mat[2];
356
- dest[3] = mat[3];
357
- dest[4] = mat[4];
358
- dest[5] = mat[5];
359
- dest[6] = mat[6];
360
- dest[7] = mat[7];
361
- dest[8] = mat[8];
362
- dest[9] = mat[9];
363
- }
364
-
365
- return dest;
366
- };
367
-
368
- /**
369
- * mat3.set(mat, dest) -> mat3
370
- * - mat (mat3) : mat3 containing values to copy
371
- * - dest (mat3) : mat3 receiving copied values
372
- *
373
- * Copies the values of one mat3 to another
374
- *
375
- * Returns:
376
- * dest
377
- **/
378
- mat3.set = function(mat, dest) {
379
- dest[0] = mat[0];
380
- dest[1] = mat[1];
381
- dest[2] = mat[2];
382
- dest[3] = mat[3];
383
- dest[4] = mat[4];
384
- dest[5] = mat[5];
385
- dest[6] = mat[6];
386
- dest[7] = mat[7];
387
- dest[8] = mat[8];
388
- return dest;
389
- };
390
-
391
- /**
392
- * mat3.identity(dest) -> mat3
393
- * - dest (mat3) : mat3 to set
394
- *
395
- * Sets a mat3 to an identity matrix
396
- *
397
- * Returns:
398
- * dest
399
- **/
400
- mat3.identity = function(dest) {
401
- dest[0] = 1;
402
- dest[1] = 0;
403
- dest[2] = 0;
404
- dest[3] = 0;
405
- dest[4] = 1;
406
- dest[5] = 0;
407
- dest[6] = 0;
408
- dest[7] = 0;
409
- dest[8] = 1;
410
- return dest;
411
- };
412
-
413
- /**
414
- * mat3.transpose(mat[, dest]) -> mat3
415
- * - mat (mat3) : mat3 to transpose
416
- * - dest (mat3) : optional mat3 receiving operation result. If not specified, result is written to +mat+.
417
- *
418
- * Transposes a mat3 (flips the values over the diagonal)
419
- *
420
- * Returns:
421
- * dest if specified, mat otherwise
422
- **/
423
- mat3.transpose = function(mat, dest) {
424
- // If we are transposing ourselves we can skip a few steps but have to cache some values
425
- if(!dest || mat == dest) {
426
- var a01 = mat[1], a02 = mat[2];
427
- var a12 = mat[5];
428
-
429
- mat[1] = mat[3];
430
- mat[2] = mat[6];
431
- mat[3] = a01;
432
- mat[5] = mat[7];
433
- mat[6] = a02;
434
- mat[7] = a12;
435
- return mat;
436
- }
437
-
438
- dest[0] = mat[0];
439
- dest[1] = mat[3];
440
- dest[2] = mat[6];
441
- dest[3] = mat[1];
442
- dest[4] = mat[4];
443
- dest[5] = mat[7];
444
- dest[6] = mat[2];
445
- dest[7] = mat[5];
446
- dest[8] = mat[8];
447
- return dest;
448
- };
449
-
450
- /**
451
- * mat3.toMat4(mat[, dest]) -> mat4
452
- * - mat (mat3) : mat3 containing values to copy
453
- * - dest (mat4) : optional mat4 receiving operation result. If not specified, result is written to a new mat4.
454
- *
455
- * Copies the elements of a mat3 into the upper 3x3 elements of a mat4
456
- *
457
- * Returns:
458
- * dest if specified, a new mat4 otherwise
459
- **/
460
- mat3.toMat4 = function(mat, dest) {
461
- if(!dest) { dest = mat4.create(); }
462
-
463
- dest[0] = mat[0];
464
- dest[1] = mat[1];
465
- dest[2] = mat[2];
466
- dest[3] = 0;
467
-
468
- dest[4] = mat[3];
469
- dest[5] = mat[4];
470
- dest[6] = mat[5];
471
- dest[7] = 0;
472
-
473
- dest[8] = mat[6];
474
- dest[9] = mat[7];
475
- dest[10] = mat[8];
476
- dest[11] = 0;
477
-
478
- dest[12] = 0;
479
- dest[13] = 0;
480
- dest[14] = 0;
481
- dest[15] = 1;
482
-
483
- return dest;
484
- }
485
-
486
- /**
487
- * mat3.str(mat) -> String
488
- * - mat (mat3) : mat3 to represent as a string
489
- *
490
- * Returns a string representation of a mat3
491
- *
492
- * Returns:
493
- * string representation of mat
494
- **/
495
- mat3.str = function(mat) {
496
- return '[' + mat[0] + ', ' + mat[1] + ', ' + mat[2] +
497
- ', ' + mat[3] + ', '+ mat[4] + ', ' + mat[5] +
498
- ', ' + mat[6] + ', ' + mat[7] + ', '+ mat[8] + ']';
499
- };
500
-
501
- /**
502
- * mat4
503
- * 4x4 Matrix
504
- **/
505
- var mat4 = {};
506
-
507
- /**
508
- * mat4.create([mat]) -> mat4
509
- * - mat (mat4) : optional mat4 containing values to initialize with
510
- *
511
- * Creates a new instance of a mat4 using the default array type
512
- * Any javascript array containing at least 16 numeric elements can serve as a mat4
513
- *
514
- * Returns:
515
- * New mat4
516
- **/
517
- mat4.create = function(mat) {
518
- var dest = new glMatrixArrayType(16);
519
-
520
- if(mat) {
521
- dest[0] = mat[0];
522
- dest[1] = mat[1];
523
- dest[2] = mat[2];
524
- dest[3] = mat[3];
525
- dest[4] = mat[4];
526
- dest[5] = mat[5];
527
- dest[6] = mat[6];
528
- dest[7] = mat[7];
529
- dest[8] = mat[8];
530
- dest[9] = mat[9];
531
- dest[10] = mat[10];
532
- dest[11] = mat[11];
533
- dest[12] = mat[12];
534
- dest[13] = mat[13];
535
- dest[14] = mat[14];
536
- dest[15] = mat[15];
537
- }
538
-
539
- return dest;
540
- };
541
-
542
- /**
543
- * mat4.set(mat, dest) -> mat4
544
- * - mat (mat4) : mat4 containing values to copy
545
- * - dest (mat4) : mat4 receiving copied values
546
- *
547
- * Copies the values of one mat4 to another
548
- *
549
- * Returns:
550
- * dest
551
- **/
552
- mat4.set = function(mat, dest) {
553
- dest[0] = mat[0];
554
- dest[1] = mat[1];
555
- dest[2] = mat[2];
556
- dest[3] = mat[3];
557
- dest[4] = mat[4];
558
- dest[5] = mat[5];
559
- dest[6] = mat[6];
560
- dest[7] = mat[7];
561
- dest[8] = mat[8];
562
- dest[9] = mat[9];
563
- dest[10] = mat[10];
564
- dest[11] = mat[11];
565
- dest[12] = mat[12];
566
- dest[13] = mat[13];
567
- dest[14] = mat[14];
568
- dest[15] = mat[15];
569
- return dest;
570
- };
571
-
572
- /**
573
- * mat4.identity(dest) -> mat4
574
- * - dest (mat4) : mat4 to set
575
- *
576
- * Sets a mat4 to an identity matrix
577
- *
578
- * Returns:
579
- * dest
580
- **/
581
- mat4.identity = function(dest) {
582
- dest[0] = 1;
583
- dest[1] = 0;
584
- dest[2] = 0;
585
- dest[3] = 0;
586
- dest[4] = 0;
587
- dest[5] = 1;
588
- dest[6] = 0;
589
- dest[7] = 0;
590
- dest[8] = 0;
591
- dest[9] = 0;
592
- dest[10] = 1;
593
- dest[11] = 0;
594
- dest[12] = 0;
595
- dest[13] = 0;
596
- dest[14] = 0;
597
- dest[15] = 1;
598
- return dest;
599
- };
600
-
601
- /**
602
- * mat4.transpose(mat[, dest]) -> mat4
603
- * - mat (mat4) : mat4 to transpose
604
- * - dest (mat4) : optional mat4 receiving operation result. If not specified, result is written to +mat+.
605
- *
606
- * Transposes a mat4 (flips the values over the diagonal)
607
- *
608
- * Returns:
609
- * dest is specified, mat otherwise
610
- **/
611
- mat4.transpose = function(mat, dest) {
612
- // If we are transposing ourselves we can skip a few steps but have to cache some values
613
- if(!dest || mat == dest) {
614
- var a01 = mat[1], a02 = mat[2], a03 = mat[3];
615
- var a12 = mat[6], a13 = mat[7];
616
- var a23 = mat[11];
617
-
618
- mat[1] = mat[4];
619
- mat[2] = mat[8];
620
- mat[3] = mat[12];
621
- mat[4] = a01;
622
- mat[6] = mat[9];
623
- mat[7] = mat[13];
624
- mat[8] = a02;
625
- mat[9] = a12;
626
- mat[11] = mat[14];
627
- mat[12] = a03;
628
- mat[13] = a13;
629
- mat[14] = a23;
630
- return mat;
631
- }
632
-
633
- dest[0] = mat[0];
634
- dest[1] = mat[4];
635
- dest[2] = mat[8];
636
- dest[3] = mat[12];
637
- dest[4] = mat[1];
638
- dest[5] = mat[5];
639
- dest[6] = mat[9];
640
- dest[7] = mat[13];
641
- dest[8] = mat[2];
642
- dest[9] = mat[6];
643
- dest[10] = mat[10];
644
- dest[11] = mat[14];
645
- dest[12] = mat[3];
646
- dest[13] = mat[7];
647
- dest[14] = mat[11];
648
- dest[15] = mat[15];
649
- return dest;
650
- };
651
-
652
- /**
653
- * mat4.determinant(mat) -> mat4
654
- * - mat (mat4) : mat4 to calculate determinant of
655
- *
656
- * Calculates the determinant of a mat4
657
- *
658
- * Returns:
659
- * determinant of mat
660
- **/
661
- mat4.determinant = function(mat) {
662
- // Cache the matrix values (makes for huge speed increases!)
663
- var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3];
664
- var a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7];
665
- var a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11];
666
- var a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15];
667
-
668
- return a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 +
669
- a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 +
670
- a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 +
671
- a30*a11*a02*a23 - a10*a31*a02*a23 - a30*a01*a12*a23 + a00*a31*a12*a23 +
672
- a10*a01*a32*a23 - a00*a11*a32*a23 - a20*a11*a02*a33 + a10*a21*a02*a33 +
673
- a20*a01*a12*a33 - a00*a21*a12*a33 - a10*a01*a22*a33 + a00*a11*a22*a33;
674
- };
675
-
676
- /**
677
- * mat4.inverse(mat[, dest]) -> mat4
678
- * - mat (mat4) : mat4 to calculate inverse of
679
- * - dest (mat4) : optional mat4 receiving inverse matrix. If not specified, result is written to +mat+.
680
- *
681
- * Calculates the inverse matrix of a mat4
682
- *
683
- * Returns:
684
- * dest is specified, mat otherwise
685
- **/
686
- mat4.inverse = function(mat, dest) {
687
- if(!dest) { dest = mat; }
688
-
689
- // Cache the matrix values (makes for huge speed increases!)
690
- var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3];
691
- var a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7];
692
- var a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11];
693
- var a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15];
694
-
695
- var b00 = a00*a11 - a01*a10;
696
- var b01 = a00*a12 - a02*a10;
697
- var b02 = a00*a13 - a03*a10;
698
- var b03 = a01*a12 - a02*a11;
699
- var b04 = a01*a13 - a03*a11;
700
- var b05 = a02*a13 - a03*a12;
701
- var b06 = a20*a31 - a21*a30;
702
- var b07 = a20*a32 - a22*a30;
703
- var b08 = a20*a33 - a23*a30;
704
- var b09 = a21*a32 - a22*a31;
705
- var b10 = a21*a33 - a23*a31;
706
- var b11 = a22*a33 - a23*a32;
707
-
708
- // Calculate the determinant (inlined to avoid double-caching)
709
- var invDet = 1/(b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06);
710
-
711
- dest[0] = (a11*b11 - a12*b10 + a13*b09)*invDet;
712
- dest[1] = (-a01*b11 + a02*b10 - a03*b09)*invDet;
713
- dest[2] = (a31*b05 - a32*b04 + a33*b03)*invDet;
714
- dest[3] = (-a21*b05 + a22*b04 - a23*b03)*invDet;
715
- dest[4] = (-a10*b11 + a12*b08 - a13*b07)*invDet;
716
- dest[5] = (a00*b11 - a02*b08 + a03*b07)*invDet;
717
- dest[6] = (-a30*b05 + a32*b02 - a33*b01)*invDet;
718
- dest[7] = (a20*b05 - a22*b02 + a23*b01)*invDet;
719
- dest[8] = (a10*b10 - a11*b08 + a13*b06)*invDet;
720
- dest[9] = (-a00*b10 + a01*b08 - a03*b06)*invDet;
721
- dest[10] = (a30*b04 - a31*b02 + a33*b00)*invDet;
722
- dest[11] = (-a20*b04 + a21*b02 - a23*b00)*invDet;
723
- dest[12] = (-a10*b09 + a11*b07 - a12*b06)*invDet;
724
- dest[13] = (a00*b09 - a01*b07 + a02*b06)*invDet;
725
- dest[14] = (-a30*b03 + a31*b01 - a32*b00)*invDet;
726
- dest[15] = (a20*b03 - a21*b01 + a22*b00)*invDet;
727
-
728
- return dest;
729
- };
730
-
731
- /**
732
- * mat4.toRotationMat(mat[, dest]) -> mat4
733
- * - mat (mat4) : mat4 containing values to copy
734
- * - dest (mat4) : optional mat4 receiving copied values. If not specified, result is written to +mat+.
735
- *
736
- * Copies the upper 3x3 elements of a mat4 into another mat4
737
- *
738
- * Returns:
739
- * dest is specified, a new mat4 otherwise
740
- **/
741
- mat4.toRotationMat = function(mat, dest) {
742
- if(!dest) { dest = mat4.create(); }
743
-
744
- dest[0] = mat[0];
745
- dest[1] = mat[1];
746
- dest[2] = mat[2];
747
- dest[3] = mat[3];
748
- dest[4] = mat[4];
749
- dest[5] = mat[5];
750
- dest[6] = mat[6];
751
- dest[7] = mat[7];
752
- dest[8] = mat[8];
753
- dest[9] = mat[9];
754
- dest[10] = mat[10];
755
- dest[11] = mat[11];
756
- dest[12] = 0;
757
- dest[13] = 0;
758
- dest[14] = 0;
759
- dest[15] = 1;
760
-
761
- return dest;
762
- };
763
-
764
- /**
765
- * mat4.toMat3(mat[, dest]) -> mat3
766
- * - mat (mat4) : mat4 containing values to copy
767
- * - dest (mat3) : optional mat3 receiving copied values. If not specified, a new mat3 is created.
768
- *
769
- * Copies the upper 3x3 elements of a mat4 into a mat3
770
- *
771
- * Returns:
772
- * dest is specified, a new mat3 otherwise
773
- **/
774
- mat4.toMat3 = function(mat, dest) {
775
- if(!dest) { dest = mat3.create(); }
776
-
777
- dest[0] = mat[0];
778
- dest[1] = mat[1];
779
- dest[2] = mat[2];
780
- dest[3] = mat[4];
781
- dest[4] = mat[5];
782
- dest[5] = mat[6];
783
- dest[6] = mat[8];
784
- dest[7] = mat[9];
785
- dest[8] = mat[10];
786
-
787
- return dest;
788
- };
789
-
790
- /**
791
- * mat4.toInverseMat3(mat[, dest]) -> mat3
792
- * - mat (mat4) : mat4 containing values to invert and copy
793
- * - dest (mat3) : optional mat3 receiving values
794
- *
795
- * Calculates the inverse of the upper 3x3 elements of a mat4 and copies the result into a mat3
796
- * The resulting matrix is useful for calculating transformed normals
797
- *
798
- * Returns:
799
- * dest is specified, a new mat3 otherwise
800
- **/
801
- mat4.toInverseMat3 = function(mat, dest) {
802
- // Cache the matrix values (makes for huge speed increases!)
803
- var a00 = mat[0], a01 = mat[1], a02 = mat[2];
804
- var a10 = mat[4], a11 = mat[5], a12 = mat[6];
805
- var a20 = mat[8], a21 = mat[9], a22 = mat[10];
806
-
807
- var b01 = a22*a11-a12*a21;
808
- var b11 = -a22*a10+a12*a20;
809
- var b21 = a21*a10-a11*a20;
810
-
811
- var d = a00*b01 + a01*b11 + a02*b21;
812
- if (!d) { return null; }
813
- var id = 1/d;
814
-
815
- if(!dest) { dest = mat3.create(); }
816
-
817
- dest[0] = b01*id;
818
- dest[1] = (-a22*a01 + a02*a21)*id;
819
- dest[2] = (a12*a01 - a02*a11)*id;
820
- dest[3] = b11*id;
821
- dest[4] = (a22*a00 - a02*a20)*id;
822
- dest[5] = (-a12*a00 + a02*a10)*id;
823
- dest[6] = b21*id;
824
- dest[7] = (-a21*a00 + a01*a20)*id;
825
- dest[8] = (a11*a00 - a01*a10)*id;
826
-
827
- return dest;
828
- };
829
-
830
- /**
831
- * mat4.multiply(mat, mat2[, dest]) -> mat4
832
- * - mat (mat4) : first operand
833
- * - mat2 (mat4) : second operand
834
- * - dest (mat4) : optional mat4 receiving operation result. If not specified, result is written to +mat+.
835
- *
836
- * Performs a matrix multiplication
837
- *
838
- * Returns:
839
- * dest if specified, mat otherwise
840
- **/
841
- mat4.multiply = function(mat, mat2, dest) {
842
- if(!dest) { dest = mat }
843
-
844
- // Cache the matrix values (makes for huge speed increases!)
845
- var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3];
846
- var a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7];
847
- var a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11];
848
- var a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15];
849
-
850
- var b00 = mat2[0], b01 = mat2[1], b02 = mat2[2], b03 = mat2[3];
851
- var b10 = mat2[4], b11 = mat2[5], b12 = mat2[6], b13 = mat2[7];
852
- var b20 = mat2[8], b21 = mat2[9], b22 = mat2[10], b23 = mat2[11];
853
- var b30 = mat2[12], b31 = mat2[13], b32 = mat2[14], b33 = mat2[15];
854
-
855
- dest[0] = b00*a00 + b01*a10 + b02*a20 + b03*a30;
856
- dest[1] = b00*a01 + b01*a11 + b02*a21 + b03*a31;
857
- dest[2] = b00*a02 + b01*a12 + b02*a22 + b03*a32;
858
- dest[3] = b00*a03 + b01*a13 + b02*a23 + b03*a33;
859
- dest[4] = b10*a00 + b11*a10 + b12*a20 + b13*a30;
860
- dest[5] = b10*a01 + b11*a11 + b12*a21 + b13*a31;
861
- dest[6] = b10*a02 + b11*a12 + b12*a22 + b13*a32;
862
- dest[7] = b10*a03 + b11*a13 + b12*a23 + b13*a33;
863
- dest[8] = b20*a00 + b21*a10 + b22*a20 + b23*a30;
864
- dest[9] = b20*a01 + b21*a11 + b22*a21 + b23*a31;
865
- dest[10] = b20*a02 + b21*a12 + b22*a22 + b23*a32;
866
- dest[11] = b20*a03 + b21*a13 + b22*a23 + b23*a33;
867
- dest[12] = b30*a00 + b31*a10 + b32*a20 + b33*a30;
868
- dest[13] = b30*a01 + b31*a11 + b32*a21 + b33*a31;
869
- dest[14] = b30*a02 + b31*a12 + b32*a22 + b33*a32;
870
- dest[15] = b30*a03 + b31*a13 + b32*a23 + b33*a33;
871
-
872
- return dest;
873
- };
874
-
875
- /**
876
- * mat4.multiplyVec3(mat, vec[, dest]) -> vec3
877
- * - mat (mat4) : mat4 to transform the vector with
878
- * - vec (vec3) : vec3 to transform
879
- * - dest (vec3) : optional vec3 receiving operation result. If not specified, result is written to +vec+.
880
- *
881
- * Transforms a vec3 with the given matrix
882
- * 4th vector component is implicitly '1'
883
- *
884
- * Returns:
885
- * dest if specified, vec3 otherwise
886
- **/
887
- mat4.multiplyVec3 = function(mat, vec, dest) {
888
- if(!dest) { dest = vec }
889
-
890
- var x = vec[0], y = vec[1], z = vec[2];
891
-
892
- dest[0] = mat[0]*x + mat[4]*y + mat[8]*z + mat[12];
893
- dest[1] = mat[1]*x + mat[5]*y + mat[9]*z + mat[13];
894
- dest[2] = mat[2]*x + mat[6]*y + mat[10]*z + mat[14];
895
-
896
- return dest;
897
- };
898
-
899
- /**
900
- * mat4.multiplyVec4(mat, vec[, dest]) -> vec4
901
- * - mat (mat4) : mat4 to transform the vector with
902
- * - vec (vec4) : vec4 to transform
903
- * - dest (vec4) : optional vec4 receiving operation result. If not specified, result is written to +vec+.
904
- *
905
- * Transforms a vec4 with the given matrix
906
- *
907
- * Returns:
908
- * dest if specified, vec otherwise
909
- **/
910
- mat4.multiplyVec4 = function(mat, vec, dest) {
911
- if(!dest) { dest = vec }
912
-
913
- var x = vec[0], y = vec[1], z = vec[2], w = vec[3];
914
-
915
- dest[0] = mat[0]*x + mat[4]*y + mat[8]*z + mat[12]*w;
916
- dest[1] = mat[1]*x + mat[5]*y + mat[9]*z + mat[13]*w;
917
- dest[2] = mat[2]*x + mat[6]*y + mat[10]*z + mat[14]*w;
918
- dest[3] = mat[3]*x + mat[7]*y + mat[11]*z + mat[15]*w;
919
-
920
- return dest;
921
- };
922
-
923
- /**
924
- * mat4.translate(mat, vec[, dest]) -> mat4
925
- * - mat (mat4) : mat4 to translate
926
- * - vec (vec3) : vec3 specifying the translation
927
- * - dest (mat4) : optional mat4 receiving operation result. If not specified, result is written to +mat+.
928
- *
929
- * Translates a matrix by the given vector
930
- *
931
- * Returns:
932
- * dest if specified, mat otherwise
933
- **/
934
- mat4.translate = function(mat, vec, dest) {
935
- var x = vec[0], y = vec[1], z = vec[2];
936
-
937
- if(!dest || mat == dest) {
938
- mat[12] = mat[0]*x + mat[4]*y + mat[8]*z + mat[12];
939
- mat[13] = mat[1]*x + mat[5]*y + mat[9]*z + mat[13];
940
- mat[14] = mat[2]*x + mat[6]*y + mat[10]*z + mat[14];
941
- mat[15] = mat[3]*x + mat[7]*y + mat[11]*z + mat[15];
942
- return mat;
943
- }
944
-
945
- var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3];
946
- var a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7];
947
- var a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11];
948
-
949
- dest[0] = a00;
950
- dest[1] = a01;
951
- dest[2] = a02;
952
- dest[3] = a03;
953
- dest[4] = a10;
954
- dest[5] = a11;
955
- dest[6] = a12;
956
- dest[7] = a13;
957
- dest[8] = a20;
958
- dest[9] = a21;
959
- dest[10] = a22;
960
- dest[11] = a23;
961
-
962
- dest[12] = a00*x + a10*y + a20*z + mat[12];
963
- dest[13] = a01*x + a11*y + a21*z + mat[13];
964
- dest[14] = a02*x + a12*y + a22*z + mat[14];
965
- dest[15] = a03*x + a13*y + a23*z + mat[15];
966
- return dest;
967
- };
968
-
969
- /**
970
- * mat4.scale(mat, vec[, dest]) -> mat4
971
- * - mat (mat4) : mat4 to scale
972
- * - vec (vec3) : vec3 specifying the scale for each axis
973
- * - dest (mat4) : optional mat4 receiving operation result. If not specified, result is written to +mat+.
974
- *
975
- * Scales a matrix by the given vector
976
- *
977
- * Returns:
978
- * dest if specified, mat otherwise
979
- **/
980
- mat4.scale = function(mat, vec, dest) {
981
- var x = vec[0], y = vec[1], z = vec[2];
982
-
983
- if(!dest || mat == dest) {
984
- mat[0] *= x;
985
- mat[1] *= x;
986
- mat[2] *= x;
987
- mat[3] *= x;
988
- mat[4] *= y;
989
- mat[5] *= y;
990
- mat[6] *= y;
991
- mat[7] *= y;
992
- mat[8] *= z;
993
- mat[9] *= z;
994
- mat[10] *= z;
995
- mat[11] *= z;
996
- return mat;
997
- }
998
-
999
- dest[0] = mat[0]*x;
1000
- dest[1] = mat[1]*x;
1001
- dest[2] = mat[2]*x;
1002
- dest[3] = mat[3]*x;
1003
- dest[4] = mat[4]*y;
1004
- dest[5] = mat[5]*y;
1005
- dest[6] = mat[6]*y;
1006
- dest[7] = mat[7]*y;
1007
- dest[8] = mat[8]*z;
1008
- dest[9] = mat[9]*z;
1009
- dest[10] = mat[10]*z;
1010
- dest[11] = mat[11]*z;
1011
- dest[12] = mat[12];
1012
- dest[13] = mat[13];
1013
- dest[14] = mat[14];
1014
- dest[15] = mat[15];
1015
- return dest;
1016
- };
1017
-
1018
- /**
1019
- * mat4.rotate(mat, angle, axis[, dest]) -> mat4
1020
- * - mat (mat4) : mat4 to rotate
1021
- * - angle (Number) : angle (in radians) to rotate
1022
- * - axis (vec3) : vec3 representing the axis to rotate around
1023
- * - dest (mat4) : optional mat4 receiving operation result. If not specified, result is written to +mat+.
1024
- *
1025
- * Rotates a matrix by the given angle around the specified axis
1026
- * If rotating around a primary axis (X,Y,Z) one of the specialized rotation functions should be used instead for performance
1027
- *
1028
- * Returns:
1029
- * dest if specified, mat otherwise
1030
- **/
1031
- mat4.rotate = function(mat, angle, axis, dest) {
1032
- var x = axis[0], y = axis[1], z = axis[2];
1033
- var len = Math.sqrt(x*x + y*y + z*z);
1034
- if (!len) { return null; }
1035
- if (len != 1) {
1036
- len = 1 / len;
1037
- x *= len;
1038
- y *= len;
1039
- z *= len;
1040
- }
1041
-
1042
- var s = Math.sin(angle);
1043
- var c = Math.cos(angle);
1044
- var t = 1-c;
1045
-
1046
- // Cache the matrix values (makes for huge speed increases!)
1047
- var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3];
1048
- var a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7];
1049
- var a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11];
1050
-
1051
- // Construct the elements of the rotation matrix
1052
- var b00 = x*x*t + c, b01 = y*x*t + z*s, b02 = z*x*t - y*s;
1053
- var b10 = x*y*t - z*s, b11 = y*y*t + c, b12 = z*y*t + x*s;
1054
- var b20 = x*z*t + y*s, b21 = y*z*t - x*s, b22 = z*z*t + c;
1055
-
1056
- if(!dest) {
1057
- dest = mat
1058
- } else if(mat != dest) { // If the source and destination differ, copy the unchanged last row
1059
- dest[12] = mat[12];
1060
- dest[13] = mat[13];
1061
- dest[14] = mat[14];
1062
- dest[15] = mat[15];
1063
- }
1064
-
1065
- // Perform rotation-specific matrix multiplication
1066
- dest[0] = a00*b00 + a10*b01 + a20*b02;
1067
- dest[1] = a01*b00 + a11*b01 + a21*b02;
1068
- dest[2] = a02*b00 + a12*b01 + a22*b02;
1069
- dest[3] = a03*b00 + a13*b01 + a23*b02;
1070
-
1071
- dest[4] = a00*b10 + a10*b11 + a20*b12;
1072
- dest[5] = a01*b10 + a11*b11 + a21*b12;
1073
- dest[6] = a02*b10 + a12*b11 + a22*b12;
1074
- dest[7] = a03*b10 + a13*b11 + a23*b12;
1075
-
1076
- dest[8] = a00*b20 + a10*b21 + a20*b22;
1077
- dest[9] = a01*b20 + a11*b21 + a21*b22;
1078
- dest[10] = a02*b20 + a12*b21 + a22*b22;
1079
- dest[11] = a03*b20 + a13*b21 + a23*b22;
1080
- return dest;
1081
- };
1082
-
1083
- /**
1084
- * mat4.rotateX(mat, angle[, dest]) -> mat4
1085
- * - mat (mat4) : mat4 to rotate
1086
- * - angle (Number) : angle (in radians) to rotate
1087
- * - dest (mat4) : optional mat4 receiving operation result. If not specified, result is written to +mat+.
1088
- *
1089
- * Rotates a matrix by the given angle around the X axis
1090
- *
1091
- * Returns:
1092
- * dest if specified, mat otherwise
1093
- **/
1094
- mat4.rotateX = function(mat, angle, dest) {
1095
- var s = Math.sin(angle);
1096
- var c = Math.cos(angle);
1097
-
1098
- // Cache the matrix values (makes for huge speed increases!)
1099
- var a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7];
1100
- var a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11];
1101
-
1102
- if(!dest) {
1103
- dest = mat
1104
- } else if(mat != dest) { // If the source and destination differ, copy the unchanged rows
1105
- dest[0] = mat[0];
1106
- dest[1] = mat[1];
1107
- dest[2] = mat[2];
1108
- dest[3] = mat[3];
1109
-
1110
- dest[12] = mat[12];
1111
- dest[13] = mat[13];
1112
- dest[14] = mat[14];
1113
- dest[15] = mat[15];
1114
- }
1115
-
1116
- // Perform axis-specific matrix multiplication
1117
- dest[4] = a10*c + a20*s;
1118
- dest[5] = a11*c + a21*s;
1119
- dest[6] = a12*c + a22*s;
1120
- dest[7] = a13*c + a23*s;
1121
-
1122
- dest[8] = a10*-s + a20*c;
1123
- dest[9] = a11*-s + a21*c;
1124
- dest[10] = a12*-s + a22*c;
1125
- dest[11] = a13*-s + a23*c;
1126
- return dest;
1127
- };
1128
-
1129
- /**
1130
- * mat4.rotateY(mat, angle[, dest]) -> mat4
1131
- * - mat (mat4) : mat4 to rotate
1132
- * - angle (Number) : angle (in radians) to rotate
1133
- * - dest (mat4) : optional mat4 receiving operation result. If not specified, result is written to +mat+.
1134
- *
1135
- * Rotates a matrix by the given angle around the Y axis
1136
- *
1137
- * Returns:
1138
- * dest if specified, mat otherwise
1139
- **/
1140
- mat4.rotateY = function(mat, angle, dest) {
1141
- var s = Math.sin(angle);
1142
- var c = Math.cos(angle);
1143
-
1144
- // Cache the matrix values (makes for huge speed increases!)
1145
- var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3];
1146
- var a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11];
1147
-
1148
- if(!dest) {
1149
- dest = mat
1150
- } else if(mat != dest) { // If the source and destination differ, copy the unchanged rows
1151
- dest[4] = mat[4];
1152
- dest[5] = mat[5];
1153
- dest[6] = mat[6];
1154
- dest[7] = mat[7];
1155
-
1156
- dest[12] = mat[12];
1157
- dest[13] = mat[13];
1158
- dest[14] = mat[14];
1159
- dest[15] = mat[15];
1160
- }
1161
-
1162
- // Perform axis-specific matrix multiplication
1163
- dest[0] = a00*c + a20*-s;
1164
- dest[1] = a01*c + a21*-s;
1165
- dest[2] = a02*c + a22*-s;
1166
- dest[3] = a03*c + a23*-s;
1167
-
1168
- dest[8] = a00*s + a20*c;
1169
- dest[9] = a01*s + a21*c;
1170
- dest[10] = a02*s + a22*c;
1171
- dest[11] = a03*s + a23*c;
1172
- return dest;
1173
- };
1174
-
1175
- /**
1176
- * mat4.rotateZ(mat, angle[, dest]) -> mat4
1177
- * - mat (mat4) : mat4 to rotate
1178
- * - angle (Number) : angle (in radians) to rotate
1179
- * - dest (mat4) : optional mat4 receiving operation result. If not specified, result is written to +mat+.
1180
- *
1181
- * Rotates a matrix by the given angle around the Z axis
1182
- *
1183
- * Returns:
1184
- * dest if specified, mat otherwise
1185
- **/
1186
- mat4.rotateZ = function(mat, angle, dest) {
1187
- var s = Math.sin(angle);
1188
- var c = Math.cos(angle);
1189
-
1190
- // Cache the matrix values (makes for huge speed increases!)
1191
- var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3];
1192
- var a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7];
1193
-
1194
- if(!dest) {
1195
- dest = mat
1196
- } else if(mat != dest) { // If the source and destination differ, copy the unchanged last row
1197
- dest[8] = mat[8];
1198
- dest[9] = mat[9];
1199
- dest[10] = mat[10];
1200
- dest[11] = mat[11];
1201
-
1202
- dest[12] = mat[12];
1203
- dest[13] = mat[13];
1204
- dest[14] = mat[14];
1205
- dest[15] = mat[15];
1206
- }
1207
-
1208
- // Perform axis-specific matrix multiplication
1209
- dest[0] = a00*c + a10*s;
1210
- dest[1] = a01*c + a11*s;
1211
- dest[2] = a02*c + a12*s;
1212
- dest[3] = a03*c + a13*s;
1213
-
1214
- dest[4] = a00*-s + a10*c;
1215
- dest[5] = a01*-s + a11*c;
1216
- dest[6] = a02*-s + a12*c;
1217
- dest[7] = a03*-s + a13*c;
1218
-
1219
- return dest;
1220
- };
1221
-
1222
- /**
1223
- * mat4.frustum(left, right, bottom, top, near, far[, dest]) -> mat4
1224
- * - left (Number) : scalar, left bounds of the frustum
1225
- * - right (Number) : scalar, right bounds of the frustum
1226
- * - bottom (Number) : scalar, bottom bounds of the frustum
1227
- * - top (Number) : scalar, top bounds of the frustum
1228
- * - near (Number) : scalar, near bounds of the frustum
1229
- * - far (Number) : scalar, far bounds of the frustum
1230
- * - dest (mat4) : optional mat4 frustum matrix will be written into. If not specified, a new mat4 is created.
1231
- *
1232
- * Generates a frustum matrix with the given bounds
1233
- *
1234
- * Returns:
1235
- * dest if specified, a new mat4 otherwise
1236
- **/
1237
- mat4.frustum = function(left, right, bottom, top, near, far, dest) {
1238
- if(!dest) { dest = mat4.create(); }
1239
- var rl = (right - left);
1240
- var tb = (top - bottom);
1241
- var fn = (far - near);
1242
- dest[0] = (near*2) / rl;
1243
- dest[1] = 0;
1244
- dest[2] = 0;
1245
- dest[3] = 0;
1246
- dest[4] = 0;
1247
- dest[5] = (near*2) / tb;
1248
- dest[6] = 0;
1249
- dest[7] = 0;
1250
- dest[8] = (right + left) / rl;
1251
- dest[9] = (top + bottom) / tb;
1252
- dest[10] = -(far + near) / fn;
1253
- dest[11] = -1;
1254
- dest[12] = 0;
1255
- dest[13] = 0;
1256
- dest[14] = -(far*near*2) / fn;
1257
- dest[15] = 0;
1258
- return dest;
1259
- };
1260
-
1261
- /**
1262
- * mat4.perspective(fovy, aspect, near, far[, dest]) -> mat4
1263
- * - fovy (Number) : scalar, vertical field of view
1264
- * - aspect (Number) : scalar, aspect ratio. Typically viewport width/height
1265
- * - near (Number) : scalar, near bounds of the frustum
1266
- * - far (Number) : scalar, far bounds of the frustum
1267
- * - dest (mat4) : optional mat4 the frustum matrix will be written into. If not specified, a new mat4 is created.
1268
- *
1269
- * Generates a perspective projection matrix with the given bounds
1270
- *
1271
- * Returns:
1272
- * dest if specified, a new mat4 otherwise
1273
- **/
1274
- mat4.perspective = function(fovy, aspect, near, far, dest) {
1275
- var top = near*Math.tan(fovy*Math.PI / 360.0);
1276
- var right = top*aspect;
1277
- return mat4.frustum(-right, right, -top, top, near, far, dest);
1278
- };
1279
-
1280
- /**
1281
- * mat4.ortho(left, right, bottom, top, near, far[, dest]) -> mat4
1282
- * - left (Number) : scalar, left bounds of the frustum
1283
- * - right (Number) : scalar, right bounds of the frustum
1284
- * - bottom (Number) : scalar, bottom bounds of the frustum
1285
- * - top (Number) : scalar, top bounds of the frustum
1286
- * - near (Number) : scalar, near bounds of the frustum
1287
- * - far (Number) : scalar, far bounds of the frustum
1288
- * - dest (mat4) : optional mat4 the frustum matrix will be written into. If not specified, a new mat4 is created.
1289
- *
1290
- * Generates a orthogonal projection matrix with the given bounds
1291
- *
1292
- * Returns:
1293
- * dest if specified, a new mat4 otherwise
1294
- **/
1295
- mat4.ortho = function(left, right, bottom, top, near, far, dest) {
1296
- if(!dest) { dest = mat4.create(); }
1297
- var rl = (right - left);
1298
- var tb = (top - bottom);
1299
- var fn = (far - near);
1300
- dest[0] = 2 / rl;
1301
- dest[1] = 0;
1302
- dest[2] = 0;
1303
- dest[3] = 0;
1304
- dest[4] = 0;
1305
- dest[5] = 2 / tb;
1306
- dest[6] = 0;
1307
- dest[7] = 0;
1308
- dest[8] = 0;
1309
- dest[9] = 0;
1310
- dest[10] = -2 / fn;
1311
- dest[11] = 0;
1312
- dest[12] = -(left + right) / rl;
1313
- dest[13] = -(top + bottom) / tb;
1314
- dest[14] = -(far + near) / fn;
1315
- dest[15] = 1;
1316
- return dest;
1317
- };
1318
-
1319
- /**
1320
- * mat4.lookAt(eye, center, up[, dest]) -> mat4
1321
- * - eye (vec3) : position of the viewer
1322
- * - center (vec3) : the point the viewer is looking at
1323
- * - up (vec3) : vec3 pointing "up"
1324
- * - dest (mat4) : optional mat4 the frustum matrix will be written into. If not specified, a new mat4 is created.
1325
- *
1326
- * Generates a look-at matrix with the given eye position, focal point, and up axis
1327
- *
1328
- * Returns:
1329
- * dest if specified, a new mat4 otherwise
1330
- **/
1331
- mat4.lookAt = function(eye, center, up, dest) {
1332
- if(!dest) { dest = mat4.create(); }
1333
-
1334
- var eyex = eye[0],
1335
- eyey = eye[1],
1336
- eyez = eye[2],
1337
- upx = up[0],
1338
- upy = up[1],
1339
- upz = up[2],
1340
- centerx = center[0],
1341
- centery = center[1],
1342
- centerz = center[2];
1343
-
1344
- if (eyex == centerx && eyey == centery && eyez == centerz) {
1345
- return mat4.identity(dest);
1346
- }
1347
-
1348
- var z0,z1,z2,x0,x1,x2,y0,y1,y2,len;
1349
-
1350
- //vec3.direction(eye, center, z);
1351
- z0 = eyex - center[0];
1352
- z1 = eyey - center[1];
1353
- z2 = eyez - center[2];
1354
-
1355
- // normalize (no check needed for 0 because of early return)
1356
- len = 1/Math.sqrt(z0*z0 + z1*z1 + z2*z2);
1357
- z0 *= len;
1358
- z1 *= len;
1359
- z2 *= len;
1360
-
1361
- //vec3.normalize(vec3.cross(up, z, x));
1362
- x0 = upy*z2 - upz*z1;
1363
- x1 = upz*z0 - upx*z2;
1364
- x2 = upx*z1 - upy*z0;
1365
- len = Math.sqrt(x0*x0 + x1*x1 + x2*x2);
1366
- if (!len) {
1367
- x0 = 0;
1368
- x1 = 0;
1369
- x2 = 0;
1370
- } else {
1371
- len = 1/len;
1372
- x0 *= len;
1373
- x1 *= len;
1374
- x2 *= len;
1375
- };
1376
-
1377
- //vec3.normalize(vec3.cross(z, x, y));
1378
- y0 = z1*x2 - z2*x1;
1379
- y1 = z2*x0 - z0*x2;
1380
- y2 = z0*x1 - z1*x0;
1381
-
1382
- len = Math.sqrt(y0*y0 + y1*y1 + y2*y2);
1383
- if (!len) {
1384
- y0 = 0;
1385
- y1 = 0;
1386
- y2 = 0;
1387
- } else {
1388
- len = 1/len;
1389
- y0 *= len;
1390
- y1 *= len;
1391
- y2 *= len;
1392
- }
1393
-
1394
- dest[0] = x0;
1395
- dest[1] = y0;
1396
- dest[2] = z0;
1397
- dest[3] = 0;
1398
- dest[4] = x1;
1399
- dest[5] = y1;
1400
- dest[6] = z1;
1401
- dest[7] = 0;
1402
- dest[8] = x2;
1403
- dest[9] = y2;
1404
- dest[10] = z2;
1405
- dest[11] = 0;
1406
- dest[12] = -(x0*eyex + x1*eyey + x2*eyez);
1407
- dest[13] = -(y0*eyex + y1*eyey + y2*eyez);
1408
- dest[14] = -(z0*eyex + z1*eyey + z2*eyez);
1409
- dest[15] = 1;
1410
-
1411
- return dest;
1412
- };
1413
-
1414
- /**
1415
- * mat4.str(mat) -> String
1416
- * - mat (mat4) : mat4 to represent as a string
1417
- *
1418
- * Returns a string representation of a mat4
1419
- *
1420
- * Returns:
1421
- * string representation of mat
1422
- **/
1423
- mat4.str = function(mat) {
1424
- return '[' + mat[0] + ', ' + mat[1] + ', ' + mat[2] + ', ' + mat[3] +
1425
- ', '+ mat[4] + ', ' + mat[5] + ', ' + mat[6] + ', ' + mat[7] +
1426
- ', '+ mat[8] + ', ' + mat[9] + ', ' + mat[10] + ', ' + mat[11] +
1427
- ', '+ mat[12] + ', ' + mat[13] + ', ' + mat[14] + ', ' + mat[15] + ']';
1428
- };
1429
-
1430
- /**
1431
- * quat4
1432
- * Quaternions
1433
- **/
1434
- quat4 = {};
1435
-
1436
- /**
1437
- * quat4.create([quat]) -> quat4
1438
- * - quat (quat4) : optional quat4 containing values to initialize with
1439
- *
1440
- * Creates a new instance of a quat4 using the default array type
1441
- * Any javascript array containing at least 4 numeric elements can serve as a quat4
1442
- *
1443
- * Returns:
1444
- * New quat4
1445
- **/
1446
- quat4.create = function(quat) {
1447
- var dest = new glMatrixArrayType(4);
1448
-
1449
- if(quat) {
1450
- dest[0] = quat[0];
1451
- dest[1] = quat[1];
1452
- dest[2] = quat[2];
1453
- dest[3] = quat[3];
1454
- }
1455
-
1456
- return dest;
1457
- };
1458
-
1459
- /**
1460
- * quat4.set(quat, dest) -> quat4
1461
- * - quat (quat4) : quat4 containing values to copy
1462
- * - dest (quat4) : quat4 receiving copied values
1463
- *
1464
- * Copies the values of one quat4 to another
1465
- *
1466
- * Returns:
1467
- * dest
1468
- **/
1469
- quat4.set = function(quat, dest) {
1470
- dest[0] = quat[0];
1471
- dest[1] = quat[1];
1472
- dest[2] = quat[2];
1473
- dest[3] = quat[3];
1474
-
1475
- return dest;
1476
- };
1477
-
1478
- /**
1479
- * quat4.calculateW(quat[, dest]) -> quat4
1480
- * - quat (quat4) : quat4 to calculate W component of
1481
- * - dest (quat4) : optional quat4 receiving calculated values. If not specified, result is written to quat.
1482
- *
1483
- * Calculates the W component of a quat4 from the X, Y, and Z components.
1484
- * Assumes that quaternion is 1 unit in length.
1485
- * Any existing W component will be ignored.
1486
- *
1487
- * Returns:
1488
- * dest if specified, quat otherwise
1489
- **/
1490
- quat4.calculateW = function(quat, dest) {
1491
- var x = quat[0], y = quat[1], z = quat[2];
1492
-
1493
- if(!dest || quat == dest) {
1494
- quat[3] = -Math.sqrt(Math.abs(1.0 - x*x - y*y - z*z));
1495
- return quat;
1496
- }
1497
- dest[0] = x;
1498
- dest[1] = y;
1499
- dest[2] = z;
1500
- dest[3] = -Math.sqrt(Math.abs(1.0 - x*x - y*y - z*z));
1501
- return dest;
1502
- }
1503
-
1504
- /**
1505
- * quat4.inverse(quat[, dest]) -> quat4
1506
- * - quat (quat4) : quat4 to calculate inverse of
1507
- * - dest (quat4) : optional quat4 receiving calculated values. If not specified, result is written to quat.
1508
- *
1509
- * Calculates the inverse of a quat4
1510
- *
1511
- * Returns:
1512
- * dest if specified, quat otherwise
1513
- **/
1514
- quat4.inverse = function(quat, dest) {
1515
- if(!dest || quat == dest) {
1516
- quat[0] *= 1;
1517
- quat[1] *= 1;
1518
- quat[2] *= 1;
1519
- return quat;
1520
- }
1521
- dest[0] = -quat[0];
1522
- dest[1] = -quat[1];
1523
- dest[2] = -quat[2];
1524
- dest[3] = quat[3];
1525
- return dest;
1526
- }
1527
-
1528
- /**
1529
- * quat4.length(quat) -> quat4
1530
- * - quat (quat4) : quat4 to calculate length of
1531
- *
1532
- * Calculates the length of a quat4
1533
- *
1534
- * Returns:
1535
- * Length of quat
1536
- **/
1537
- quat4.length = function(quat) {
1538
- var x = quat[0], y = quat[1], z = quat[2], w = quat[3];
1539
- return Math.sqrt(x*x + y*y + z*z + w*w);
1540
- }
1541
-
1542
- /**
1543
- * quat4.normalize(quat[, dest]) -> quat4
1544
- * - quat (quat4) : quat4 to normalize
1545
- * - dest (quat4) : optional quat4 receiving calculated values. If not specified, result is written to quat.
1546
- *
1547
- * Generates a unit quaternion of the same direction as the provided quat4
1548
- * If quaternion length is 0, returns [0, 0, 0, 0]
1549
- *
1550
- * Returns:
1551
- * dest if specified, quat otherwise
1552
- **/
1553
- quat4.normalize = function(quat, dest) {
1554
- if(!dest) { dest = quat; }
1555
-
1556
- var x = quat[0], y = quat[1], z = quat[2], w = quat[3];
1557
- var len = Math.sqrt(x*x + y*y + z*z + w*w);
1558
- if(len == 0) {
1559
- dest[0] = 0;
1560
- dest[1] = 0;
1561
- dest[2] = 0;
1562
- dest[3] = 0;
1563
- return dest;
1564
- }
1565
- len = 1/len;
1566
- dest[0] = x * len;
1567
- dest[1] = y * len;
1568
- dest[2] = z * len;
1569
- dest[3] = w * len;
1570
-
1571
- return dest;
1572
- }
1573
-
1574
- /**
1575
- * quat4.multiply(quat, quat2[, dest]) -> quat4
1576
- * - quat (quat4) : first operand
1577
- * - quat2 (quat4) : second operand
1578
- * - dest (quat4) : optional quat4 receiving calculated values. If not specified, result is written to quat.
1579
- *
1580
- * Performs a quaternion multiplication
1581
- *
1582
- * Returns:
1583
- * dest if specified, quat otherwise
1584
- **/
1585
- quat4.multiply = function(quat, quat2, dest) {
1586
- if(!dest) { dest = quat; }
1587
-
1588
- var qax = quat[0], qay = quat[1], qaz = quat[2], qaw = quat[3];
1589
- var qbx = quat2[0], qby = quat2[1], qbz = quat2[2], qbw = quat2[3];
1590
-
1591
- dest[0] = qax*qbw + qaw*qbx + qay*qbz - qaz*qby;
1592
- dest[1] = qay*qbw + qaw*qby + qaz*qbx - qax*qbz;
1593
- dest[2] = qaz*qbw + qaw*qbz + qax*qby - qay*qbx;
1594
- dest[3] = qaw*qbw - qax*qbx - qay*qby - qaz*qbz;
1595
-
1596
- return dest;
1597
- }
1598
-
1599
- /**
1600
- * quat4.multiplyVec3(quat, vec[, dest]) -> vec3
1601
- * - quat (quat4) : quat4 to transform the vector with
1602
- * - vec (vec3) : vec3 to transform
1603
- * - dest (vec3) : optional vec3 receiving calculated values. If not specified, result is written to +vec+.
1604
- *
1605
- * Transforms a vec3 with the given quaternion
1606
- *
1607
- * Returns:
1608
- * dest if specified, vec otherwise
1609
- **/
1610
- quat4.multiplyVec3 = function(quat, vec, dest) {
1611
- if(!dest) { dest = vec; }
1612
-
1613
- var x = vec[0], y = vec[1], z = vec[2];
1614
- var qx = quat[0], qy = quat[1], qz = quat[2], qw = quat[3];
1615
-
1616
- // calculate quat * vec
1617
- var ix = qw*x + qy*z - qz*y;
1618
- var iy = qw*y + qz*x - qx*z;
1619
- var iz = qw*z + qx*y - qy*x;
1620
- var iw = -qx*x - qy*y - qz*z;
1621
-
1622
- // calculate result * inverse quat
1623
- dest[0] = ix*qw + iw*-qx + iy*-qz - iz*-qy;
1624
- dest[1] = iy*qw + iw*-qy + iz*-qx - ix*-qz;
1625
- dest[2] = iz*qw + iw*-qz + ix*-qy - iy*-qx;
1626
-
1627
- return dest;
1628
- }
1629
-
1630
- /**
1631
- * quat4.toMat3(quat[, dest]) -> mat3
1632
- * - quat (quat4) : quat4 to create matrix from
1633
- * - dest (mat3) : optional mat3 receiving operation result. If not specified, a new mat3 is created.
1634
- *
1635
- * Calculates a 3x3 matrix from the given quat4
1636
- *
1637
- * Returns:
1638
- * dest if specified, a new mat3 otherwise
1639
- **/
1640
- quat4.toMat3 = function(quat, dest) {
1641
- if(!dest) { dest = mat3.create(); }
1642
-
1643
- var x = quat[0], y = quat[1], z = quat[2], w = quat[3];
1644
-
1645
- var x2 = x + x;
1646
- var y2 = y + y;
1647
- var z2 = z + z;
1648
-
1649
- var xx = x*x2;
1650
- var xy = x*y2;
1651
- var xz = x*z2;
1652
-
1653
- var yy = y*y2;
1654
- var yz = y*z2;
1655
- var zz = z*z2;
1656
-
1657
- var wx = w*x2;
1658
- var wy = w*y2;
1659
- var wz = w*z2;
1660
-
1661
- dest[0] = 1 - (yy + zz);
1662
- dest[1] = xy - wz;
1663
- dest[2] = xz + wy;
1664
-
1665
- dest[3] = xy + wz;
1666
- dest[4] = 1 - (xx + zz);
1667
- dest[5] = yz - wx;
1668
-
1669
- dest[6] = xz - wy;
1670
- dest[7] = yz + wx;
1671
- dest[8] = 1 - (xx + yy);
1672
-
1673
- return dest;
1674
- }
1675
-
1676
- /**
1677
- * quat4.toMat4(quat[, dest]) -> mat4
1678
- * - quat (quat4) : quat4 to create matrix from
1679
- * - dest (mat4) : optional mat4 receiving calculated values. If not specified, a new mat4 is created.
1680
- *
1681
- * Calculates a 4x4 matrix from the given quat4
1682
- *
1683
- * Returns:
1684
- * dest if specified, a new mat4 otherwise
1685
- **/
1686
- quat4.toMat4 = function(quat, dest) {
1687
- if(!dest) { dest = mat4.create(); }
1688
-
1689
- var x = quat[0], y = quat[1], z = quat[2], w = quat[3];
1690
-
1691
- var x2 = x + x;
1692
- var y2 = y + y;
1693
- var z2 = z + z;
1694
-
1695
- var xx = x*x2;
1696
- var xy = x*y2;
1697
- var xz = x*z2;
1698
-
1699
- var yy = y*y2;
1700
- var yz = y*z2;
1701
- var zz = z*z2;
1702
-
1703
- var wx = w*x2;
1704
- var wy = w*y2;
1705
- var wz = w*z2;
1706
-
1707
- dest[0] = 1 - (yy + zz);
1708
- dest[1] = xy - wz;
1709
- dest[2] = xz + wy;
1710
- dest[3] = 0;
1711
-
1712
- dest[4] = xy + wz;
1713
- dest[5] = 1 - (xx + zz);
1714
- dest[6] = yz - wx;
1715
- dest[7] = 0;
1716
-
1717
- dest[8] = xz - wy;
1718
- dest[9] = yz + wx;
1719
- dest[10] = 1 - (xx + yy);
1720
- dest[11] = 0;
1721
-
1722
- dest[12] = 0;
1723
- dest[13] = 0;
1724
- dest[14] = 0;
1725
- dest[15] = 1;
1726
-
1727
- return dest;
1728
- }
1729
-
1730
- /**
1731
- * quat4.slerp(quat, quat2, lerp[, dest]) -> quat4
1732
- * - quat (quat4) : first quarternion
1733
- * - quat2 (quat4) : second quaternion
1734
- * - lerp (Number) : interpolation amount between the two inputs
1735
- * - dest (quat4) : optional quat4 receiving calculated values. If not specified, result is written to +quat+.
1736
- *
1737
- * Performs a spherical linear interpolation between two quat4
1738
- *
1739
- * Returns:
1740
- * dest if specified, quat otherwise
1741
- **/
1742
- quat4.slerp = function(quat, quat2, lerp, dest) {
1743
- if(!dest) { dest = quat; }
1744
-
1745
- var eps_lerp = lerp;
1746
-
1747
- var dot = quat[0]*quat2[0] + quat[1]*quat2[1] + quat[2]*quat2[2] + quat[3]*quat2[3];
1748
- if (dot < 0.0) {
1749
- eps_lerp = -1.0 * lerp;
1750
- }
1751
-
1752
- dest[0] = 1.0 - lerp * quat[0] + eps_lerp * quat2[0];
1753
- dest[1] = 1.0 - lerp * quat[1] + eps_lerp * quat2[1];
1754
- dest[2] = 1.0 - lerp * quat[2] + eps_lerp * quat2[2];
1755
- dest[3] = 1.0 - lerp * quat[3] + eps_lerp * quat2[3];
1756
-
1757
- return dest;
1758
- }
1759
-
1760
- /**
1761
- * quat4.str(quat) -> String
1762
- * - quat (quat4) : quat4 to represent as a string
1763
- *
1764
- * Returns a string representation of a quaternion
1765
- *
1766
- * Returns:
1767
- * string representation of quat
1768
- **/
1769
- quat4.str = function(quat) {
1770
- return '[' + quat[0] + ', ' + quat[1] + ', ' + quat[2] + ', ' + quat[3] + ']';
1771
- }
1772
-