jax 2.0.4 → 2.0.5

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@@ -0,0 +1,1924 @@
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+ /*
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+ * gl-matrix.js - High performance matrix and vector operations for WebGL
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+ * Version 1.1
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+ */
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+
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+ /*
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+ * Copyright (c) 2011 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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+
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+ "use strict";
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+
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+ // Type declarations
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+ (function() {
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+ // account for CommonJS environments
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+ var _global = (typeof(exports) != 'undefined') ? global : window;
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+ _global.glMatrixArrayType = _global.MatrixArray = null;
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+ _global.vec3 = {};
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+ _global.mat3 = {};
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+ _global.mat4 = {};
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+ _global.quat4 = {};
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+
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+ // explicitly sets and returns the type of array to use within glMatrix
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+ _global.setMatrixArrayType = function(type) {
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+ return glMatrixArrayType = MatrixArray = type;
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+ };
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+
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+ // auto-detects and returns the best type of array to use within glMatrix, falling
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+ // back to Array if typed arrays are unsupported
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+ _global.determineMatrixArrayType = function() {
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+ return setMatrixArrayType((typeof Float32Array !== 'undefined') ? Float32Array : Array);
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+ };
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+
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+ determineMatrixArrayType();
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+ })();
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+
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+ /*
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+ * vec3 - 3 Dimensional Vector
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+ */
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+
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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 MatrixArray(3);
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+
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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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+ } else {
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+ dest[0] = dest[1] = dest[2] = 0;
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+ }
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+
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+ return dest;
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+ };
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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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+
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+ return dest;
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+ };
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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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+
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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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+ /*
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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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+
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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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+ /*
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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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+
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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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+ /*
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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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+
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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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+ /*
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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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+
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+ var x = vec[0], y = vec[1], z = vec[2],
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+ len = Math.sqrt(x * x + y * y + z * z);
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+
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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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+
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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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+ /*
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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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+
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+ var x = vec[0], y = vec[1], z = vec[2],
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+ x2 = vec2[0], y2 = vec2[1], z2 = vec2[2];
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+
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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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+ /*
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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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+ /*
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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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+ /*
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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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+
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+ var x = vec[0] - vec2[0],
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+ y = vec[1] - vec2[1],
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+ z = vec[2] - vec2[2],
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+ len = Math.sqrt(x * x + y * y + z * z);
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+
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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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+ }
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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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+ /*
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+ * vec3.lerp
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+ * Performs a linear interpolation between two vec3
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+ *
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+ * Params:
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+ * vec - vec3, first vector
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+ * vec2 - vec3, second vector
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+ * lerp - interpolation amount between the two inputs
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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.lerp = function (vec, vec2, lerp, dest) {
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+ if (!dest) { dest = vec; }
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+
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+ dest[0] = vec[0] + lerp * (vec2[0] - vec[0]);
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+ dest[1] = vec[1] + lerp * (vec2[1] - vec[1]);
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+ dest[2] = vec[2] + lerp * (vec2[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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+ /*
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+ * vec3.str
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+ * Returns a string representation of a vector
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+ *
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+ * Params:
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+ * vec - vec3 to represent as a string
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+ *
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+ * Returns:
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+ * string representation of vec
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+ */
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+ vec3.str = function (vec) {
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+ return '[' + vec[0] + ', ' + vec[1] + ', ' + vec[2] + ']';
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+ };
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+
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+ /*
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+ * mat3 - 3x3 Matrix
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+ */
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+
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+ /*
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+ * mat3.create
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+ * Creates a new instance of a mat3 using the default array type
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+ * Any javascript array containing at least 9 numeric elements can serve as a mat3
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+ *
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+ * Params:
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+ * mat - Optional, mat3 containing values to initialize with
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+ *
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+ * Returns:
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+ * New mat3
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+ */
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+ mat3.create = function (mat) {
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+ var dest = new MatrixArray(9);
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+
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+ if (mat) {
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+ dest[0] = mat[0];
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+ dest[1] = mat[1];
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+ dest[2] = mat[2];
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+ dest[3] = mat[3];
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+ dest[4] = mat[4];
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+ dest[5] = mat[5];
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+ dest[6] = mat[6];
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+ dest[7] = mat[7];
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+ dest[8] = mat[8];
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+ }
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+
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+ return dest;
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+ };
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+
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+ /*
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+ * mat3.set
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+ * Copies the values of one mat3 to another
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+ *
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+ * Params:
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+ * mat - mat3 containing values to copy
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+ * dest - mat3 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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+ mat3.set = function (mat, dest) {
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+ dest[0] = mat[0];
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+ dest[1] = mat[1];
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+ dest[2] = mat[2];
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+ dest[3] = mat[3];
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+ dest[4] = mat[4];
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+ dest[5] = mat[5];
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+ dest[6] = mat[6];
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+ dest[7] = mat[7];
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+ dest[8] = mat[8];
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+ return dest;
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+ };
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+
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+ /*
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+ * mat3.identity
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+ * Sets a mat3 to an identity matrix
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+ *
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+ * Params:
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+ * dest - mat3 to set
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+ *
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+ * Returns:
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+ * dest
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+ */
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+ mat3.identity = function (dest) {
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+ if (!dest) { dest = mat3.create(); }
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+ dest[0] = 1;
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+ dest[1] = 0;
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+ dest[2] = 0;
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+ dest[3] = 0;
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+ dest[4] = 1;
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+ dest[5] = 0;
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+ dest[6] = 0;
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+ dest[7] = 0;
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+ dest[8] = 1;
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+ return dest;
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+ };
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+
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+ /*
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+ * mat4.transpose
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+ * Transposes a mat3 (flips the values over the diagonal)
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+ *
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+ * Params:
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+ * mat - mat3 to transpose
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+ * dest - Optional, mat3 receiving transposed values. If not specified result is written to mat
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+ *
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+ * Returns:
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+ * dest is specified, mat otherwise
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+ */
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+ mat3.transpose = function (mat, dest) {
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+ // If we are transposing ourselves we can skip a few steps but have to cache some values
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+ if (!dest || mat === dest) {
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+ var a01 = mat[1], a02 = mat[2],
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+ a12 = mat[5];
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+
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+ mat[1] = mat[3];
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+ mat[2] = mat[6];
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+ mat[3] = a01;
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+ mat[5] = mat[7];
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+ mat[6] = a02;
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+ mat[7] = a12;
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+ return mat;
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+ }
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+
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+ dest[0] = mat[0];
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+ dest[1] = mat[3];
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+ dest[2] = mat[6];
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+ dest[3] = mat[1];
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+ dest[4] = mat[4];
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+ dest[5] = mat[7];
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+ dest[6] = mat[2];
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+ dest[7] = mat[5];
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+ dest[8] = mat[8];
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+ return dest;
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+ };
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+
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+ /*
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+ * mat3.toMat4
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+ * Copies the elements of a mat3 into the upper 3x3 elements of a mat4
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+ *
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+ * Params:
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+ * mat - mat3 containing values to copy
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+ * dest - Optional, mat4 receiving copied values
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+ *
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+ * Returns:
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+ * dest if specified, a new mat4 otherwise
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+ */
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+ mat3.toMat4 = function (mat, dest) {
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+ if (!dest) { dest = mat4.create(); }
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+
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+ dest[15] = 1;
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+ dest[14] = 0;
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+ dest[13] = 0;
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+ dest[12] = 0;
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+
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+ dest[11] = 0;
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+ dest[10] = mat[8];
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+ dest[9] = mat[7];
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+ dest[8] = mat[6];
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+
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+ dest[7] = 0;
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+ dest[6] = mat[5];
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+ dest[5] = mat[4];
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+ dest[4] = mat[3];
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+
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+ dest[3] = 0;
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+ dest[2] = mat[2];
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+ dest[1] = mat[1];
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+ dest[0] = mat[0];
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+
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+ return dest;
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+ };
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+
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+ /*
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+ * mat3.str
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+ * Returns a string representation of a mat3
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+ *
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+ * Params:
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+ * mat - mat3 to represent as a string
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+ *
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+ * Returns:
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+ * string representation of mat
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+ */
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+ mat3.str = function (mat) {
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+ return '[' + mat[0] + ', ' + mat[1] + ', ' + mat[2] +
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+ ', ' + mat[3] + ', ' + mat[4] + ', ' + mat[5] +
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+ ', ' + mat[6] + ', ' + mat[7] + ', ' + mat[8] + ']';
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+ };
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+
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+ /*
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+ * mat4 - 4x4 Matrix
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+ */
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+
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+ /*
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+ * mat4.create
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+ * Creates a new instance of a mat4 using the default array type
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+ * Any javascript array containing at least 16 numeric elements can serve as a mat4
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+ *
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+ * Params:
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+ * mat - Optional, mat4 containing values to initialize with
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+ *
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+ * Returns:
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+ * New mat4
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+ */
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+ mat4.create = function (mat) {
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+ var dest = new MatrixArray(16);
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+
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+ if (mat) {
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+ dest[0] = mat[0];
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+ dest[1] = mat[1];
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+ dest[2] = mat[2];
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+ dest[3] = mat[3];
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+ dest[4] = mat[4];
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+ dest[5] = mat[5];
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+ dest[6] = mat[6];
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+ dest[7] = mat[7];
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+ dest[8] = mat[8];
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+ dest[9] = mat[9];
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+ dest[10] = mat[10];
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+ dest[11] = mat[11];
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+ dest[12] = mat[12];
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+ dest[13] = mat[13];
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+ dest[14] = mat[14];
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+ dest[15] = mat[15];
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+ }
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+
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+ return dest;
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+ };
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+
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+ /*
576
+ * mat4.set
577
+ * Copies the values of one mat4 to another
578
+ *
579
+ * Params:
580
+ * mat - mat4 containing values to copy
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+ * dest - mat4 receiving copied values
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+ *
583
+ * Returns:
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+ * dest
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+ */
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+ mat4.set = function (mat, dest) {
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+ dest[0] = mat[0];
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+ dest[1] = mat[1];
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+ dest[2] = mat[2];
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+ dest[3] = mat[3];
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+ dest[4] = mat[4];
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+ dest[5] = mat[5];
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+ dest[6] = mat[6];
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+ dest[7] = mat[7];
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+ dest[8] = mat[8];
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+ dest[9] = mat[9];
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+ dest[10] = mat[10];
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+ dest[11] = mat[11];
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+ dest[12] = mat[12];
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+ dest[13] = mat[13];
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+ dest[14] = mat[14];
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+ dest[15] = mat[15];
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+ return dest;
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+ };
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+
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+ /*
607
+ * mat4.identity
608
+ * Sets a mat4 to an identity matrix
609
+ *
610
+ * Params:
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+ * dest - mat4 to set
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+ *
613
+ * Returns:
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+ * dest
615
+ */
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+ mat4.identity = function (dest) {
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+ if (!dest) { dest = mat4.create(); }
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+ dest[0] = 1;
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+ dest[1] = 0;
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+ dest[2] = 0;
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+ dest[3] = 0;
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+ dest[4] = 0;
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+ dest[5] = 1;
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+ dest[6] = 0;
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+ dest[7] = 0;
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+ dest[8] = 0;
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+ dest[9] = 0;
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+ dest[10] = 1;
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+ dest[11] = 0;
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+ dest[12] = 0;
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+ dest[13] = 0;
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+ dest[14] = 0;
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+ dest[15] = 1;
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+ return dest;
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+ };
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+
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+ /*
638
+ * mat4.transpose
639
+ * Transposes a mat4 (flips the values over the diagonal)
640
+ *
641
+ * Params:
642
+ * mat - mat4 to transpose
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+ * dest - Optional, mat4 receiving transposed values. If not specified result is written to mat
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+ *
645
+ * Returns:
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+ * dest is specified, mat otherwise
647
+ */
648
+ mat4.transpose = function (mat, dest) {
649
+ // If we are transposing ourselves we can skip a few steps but have to cache some values
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+ if (!dest || mat === dest) {
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+ var a01 = mat[1], a02 = mat[2], a03 = mat[3],
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+ a12 = mat[6], a13 = mat[7],
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+ a23 = mat[11];
654
+
655
+ mat[1] = mat[4];
656
+ mat[2] = mat[8];
657
+ mat[3] = mat[12];
658
+ mat[4] = a01;
659
+ mat[6] = mat[9];
660
+ mat[7] = mat[13];
661
+ mat[8] = a02;
662
+ mat[9] = a12;
663
+ mat[11] = mat[14];
664
+ mat[12] = a03;
665
+ mat[13] = a13;
666
+ mat[14] = a23;
667
+ return mat;
668
+ }
669
+
670
+ dest[0] = mat[0];
671
+ dest[1] = mat[4];
672
+ dest[2] = mat[8];
673
+ dest[3] = mat[12];
674
+ dest[4] = mat[1];
675
+ dest[5] = mat[5];
676
+ dest[6] = mat[9];
677
+ dest[7] = mat[13];
678
+ dest[8] = mat[2];
679
+ dest[9] = mat[6];
680
+ dest[10] = mat[10];
681
+ dest[11] = mat[14];
682
+ dest[12] = mat[3];
683
+ dest[13] = mat[7];
684
+ dest[14] = mat[11];
685
+ dest[15] = mat[15];
686
+ return dest;
687
+ };
688
+
689
+ /*
690
+ * mat4.determinant
691
+ * Calculates the determinant of a mat4
692
+ *
693
+ * Params:
694
+ * mat - mat4 to calculate determinant of
695
+ *
696
+ * Returns:
697
+ * determinant of mat
698
+ */
699
+ mat4.determinant = function (mat) {
700
+ // Cache the matrix values (makes for huge speed increases!)
701
+ var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3],
702
+ a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7],
703
+ a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11],
704
+ a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15];
705
+
706
+ return (a30 * a21 * a12 * a03 - a20 * a31 * a12 * a03 - a30 * a11 * a22 * a03 + a10 * a31 * a22 * a03 +
707
+ a20 * a11 * a32 * a03 - a10 * a21 * a32 * a03 - a30 * a21 * a02 * a13 + a20 * a31 * a02 * a13 +
708
+ a30 * a01 * a22 * a13 - a00 * a31 * a22 * a13 - a20 * a01 * a32 * a13 + a00 * a21 * a32 * a13 +
709
+ a30 * a11 * a02 * a23 - a10 * a31 * a02 * a23 - a30 * a01 * a12 * a23 + a00 * a31 * a12 * a23 +
710
+ a10 * a01 * a32 * a23 - a00 * a11 * a32 * a23 - a20 * a11 * a02 * a33 + a10 * a21 * a02 * a33 +
711
+ a20 * a01 * a12 * a33 - a00 * a21 * a12 * a33 - a10 * a01 * a22 * a33 + a00 * a11 * a22 * a33);
712
+ };
713
+
714
+ /*
715
+ * mat4.inverse
716
+ * Calculates the inverse matrix of a mat4
717
+ *
718
+ * Params:
719
+ * mat - mat4 to calculate inverse of
720
+ * dest - Optional, mat4 receiving inverse matrix. If not specified result is written to mat
721
+ *
722
+ * Returns:
723
+ * dest is specified, mat otherwise, null if matrix cannot be inverted
724
+ */
725
+ mat4.inverse = function (mat, dest) {
726
+ if (!dest) { dest = mat; }
727
+
728
+ // Cache the matrix values (makes for huge speed increases!)
729
+ var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3],
730
+ a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7],
731
+ a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11],
732
+ a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15],
733
+
734
+ b00 = a00 * a11 - a01 * a10,
735
+ b01 = a00 * a12 - a02 * a10,
736
+ b02 = a00 * a13 - a03 * a10,
737
+ b03 = a01 * a12 - a02 * a11,
738
+ b04 = a01 * a13 - a03 * a11,
739
+ b05 = a02 * a13 - a03 * a12,
740
+ b06 = a20 * a31 - a21 * a30,
741
+ b07 = a20 * a32 - a22 * a30,
742
+ b08 = a20 * a33 - a23 * a30,
743
+ b09 = a21 * a32 - a22 * a31,
744
+ b10 = a21 * a33 - a23 * a31,
745
+ b11 = a22 * a33 - a23 * a32,
746
+
747
+ d = (b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06),
748
+ invDet;
749
+
750
+ // Calculate the determinant
751
+ if (!d) { return null; }
752
+ invDet = 1 / d;
753
+
754
+ dest[0] = (a11 * b11 - a12 * b10 + a13 * b09) * invDet;
755
+ dest[1] = (-a01 * b11 + a02 * b10 - a03 * b09) * invDet;
756
+ dest[2] = (a31 * b05 - a32 * b04 + a33 * b03) * invDet;
757
+ dest[3] = (-a21 * b05 + a22 * b04 - a23 * b03) * invDet;
758
+ dest[4] = (-a10 * b11 + a12 * b08 - a13 * b07) * invDet;
759
+ dest[5] = (a00 * b11 - a02 * b08 + a03 * b07) * invDet;
760
+ dest[6] = (-a30 * b05 + a32 * b02 - a33 * b01) * invDet;
761
+ dest[7] = (a20 * b05 - a22 * b02 + a23 * b01) * invDet;
762
+ dest[8] = (a10 * b10 - a11 * b08 + a13 * b06) * invDet;
763
+ dest[9] = (-a00 * b10 + a01 * b08 - a03 * b06) * invDet;
764
+ dest[10] = (a30 * b04 - a31 * b02 + a33 * b00) * invDet;
765
+ dest[11] = (-a20 * b04 + a21 * b02 - a23 * b00) * invDet;
766
+ dest[12] = (-a10 * b09 + a11 * b07 - a12 * b06) * invDet;
767
+ dest[13] = (a00 * b09 - a01 * b07 + a02 * b06) * invDet;
768
+ dest[14] = (-a30 * b03 + a31 * b01 - a32 * b00) * invDet;
769
+ dest[15] = (a20 * b03 - a21 * b01 + a22 * b00) * invDet;
770
+
771
+ return dest;
772
+ };
773
+
774
+ /*
775
+ * mat4.toRotationMat
776
+ * Copies the upper 3x3 elements of a mat4 into another mat4
777
+ *
778
+ * Params:
779
+ * mat - mat4 containing values to copy
780
+ * dest - Optional, mat4 receiving copied values
781
+ *
782
+ * Returns:
783
+ * dest is specified, a new mat4 otherwise
784
+ */
785
+ mat4.toRotationMat = function (mat, dest) {
786
+ if (!dest) { dest = mat4.create(); }
787
+
788
+ dest[0] = mat[0];
789
+ dest[1] = mat[1];
790
+ dest[2] = mat[2];
791
+ dest[3] = mat[3];
792
+ dest[4] = mat[4];
793
+ dest[5] = mat[5];
794
+ dest[6] = mat[6];
795
+ dest[7] = mat[7];
796
+ dest[8] = mat[8];
797
+ dest[9] = mat[9];
798
+ dest[10] = mat[10];
799
+ dest[11] = mat[11];
800
+ dest[12] = 0;
801
+ dest[13] = 0;
802
+ dest[14] = 0;
803
+ dest[15] = 1;
804
+
805
+ return dest;
806
+ };
807
+
808
+ /*
809
+ * mat4.toMat3
810
+ * Copies the upper 3x3 elements of a mat4 into a mat3
811
+ *
812
+ * Params:
813
+ * mat - mat4 containing values to copy
814
+ * dest - Optional, mat3 receiving copied values
815
+ *
816
+ * Returns:
817
+ * dest is specified, a new mat3 otherwise
818
+ */
819
+ mat4.toMat3 = function (mat, dest) {
820
+ if (!dest) { dest = mat3.create(); }
821
+
822
+ dest[0] = mat[0];
823
+ dest[1] = mat[1];
824
+ dest[2] = mat[2];
825
+ dest[3] = mat[4];
826
+ dest[4] = mat[5];
827
+ dest[5] = mat[6];
828
+ dest[6] = mat[8];
829
+ dest[7] = mat[9];
830
+ dest[8] = mat[10];
831
+
832
+ return dest;
833
+ };
834
+
835
+ /*
836
+ * mat4.toInverseMat3
837
+ * Calculates the inverse of the upper 3x3 elements of a mat4 and copies the result into a mat3
838
+ * The resulting matrix is useful for calculating transformed normals
839
+ *
840
+ * Params:
841
+ * mat - mat4 containing values to invert and copy
842
+ * dest - Optional, mat3 receiving values
843
+ *
844
+ * Returns:
845
+ * dest is specified, a new mat3 otherwise, null if the matrix cannot be inverted
846
+ */
847
+ mat4.toInverseMat3 = function (mat, dest) {
848
+ // Cache the matrix values (makes for huge speed increases!)
849
+ var a00 = mat[0], a01 = mat[1], a02 = mat[2],
850
+ a10 = mat[4], a11 = mat[5], a12 = mat[6],
851
+ a20 = mat[8], a21 = mat[9], a22 = mat[10],
852
+
853
+ b01 = a22 * a11 - a12 * a21,
854
+ b11 = -a22 * a10 + a12 * a20,
855
+ b21 = a21 * a10 - a11 * a20,
856
+
857
+ d = a00 * b01 + a01 * b11 + a02 * b21,
858
+ id;
859
+
860
+ if (!d) { return null; }
861
+ id = 1 / d;
862
+
863
+ if (!dest) { dest = mat3.create(); }
864
+
865
+ dest[0] = b01 * id;
866
+ dest[1] = (-a22 * a01 + a02 * a21) * id;
867
+ dest[2] = (a12 * a01 - a02 * a11) * id;
868
+ dest[3] = b11 * id;
869
+ dest[4] = (a22 * a00 - a02 * a20) * id;
870
+ dest[5] = (-a12 * a00 + a02 * a10) * id;
871
+ dest[6] = b21 * id;
872
+ dest[7] = (-a21 * a00 + a01 * a20) * id;
873
+ dest[8] = (a11 * a00 - a01 * a10) * id;
874
+
875
+ return dest;
876
+ };
877
+
878
+ /*
879
+ * mat4.multiply
880
+ * Performs a matrix multiplication
881
+ *
882
+ * Params:
883
+ * mat - mat4, first operand
884
+ * mat2 - mat4, second operand
885
+ * dest - Optional, mat4 receiving operation result. If not specified result is written to mat
886
+ *
887
+ * Returns:
888
+ * dest if specified, mat otherwise
889
+ */
890
+ mat4.multiply = function (mat, mat2, dest) {
891
+ if (!dest) { dest = mat; }
892
+
893
+ // Cache the matrix values (makes for huge speed increases!)
894
+ var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3],
895
+ a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7],
896
+ a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11],
897
+ a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15],
898
+
899
+ b00 = mat2[0], b01 = mat2[1], b02 = mat2[2], b03 = mat2[3],
900
+ b10 = mat2[4], b11 = mat2[5], b12 = mat2[6], b13 = mat2[7],
901
+ b20 = mat2[8], b21 = mat2[9], b22 = mat2[10], b23 = mat2[11],
902
+ b30 = mat2[12], b31 = mat2[13], b32 = mat2[14], b33 = mat2[15];
903
+
904
+ dest[0] = b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30;
905
+ dest[1] = b00 * a01 + b01 * a11 + b02 * a21 + b03 * a31;
906
+ dest[2] = b00 * a02 + b01 * a12 + b02 * a22 + b03 * a32;
907
+ dest[3] = b00 * a03 + b01 * a13 + b02 * a23 + b03 * a33;
908
+ dest[4] = b10 * a00 + b11 * a10 + b12 * a20 + b13 * a30;
909
+ dest[5] = b10 * a01 + b11 * a11 + b12 * a21 + b13 * a31;
910
+ dest[6] = b10 * a02 + b11 * a12 + b12 * a22 + b13 * a32;
911
+ dest[7] = b10 * a03 + b11 * a13 + b12 * a23 + b13 * a33;
912
+ dest[8] = b20 * a00 + b21 * a10 + b22 * a20 + b23 * a30;
913
+ dest[9] = b20 * a01 + b21 * a11 + b22 * a21 + b23 * a31;
914
+ dest[10] = b20 * a02 + b21 * a12 + b22 * a22 + b23 * a32;
915
+ dest[11] = b20 * a03 + b21 * a13 + b22 * a23 + b23 * a33;
916
+ dest[12] = b30 * a00 + b31 * a10 + b32 * a20 + b33 * a30;
917
+ dest[13] = b30 * a01 + b31 * a11 + b32 * a21 + b33 * a31;
918
+ dest[14] = b30 * a02 + b31 * a12 + b32 * a22 + b33 * a32;
919
+ dest[15] = b30 * a03 + b31 * a13 + b32 * a23 + b33 * a33;
920
+
921
+ return dest;
922
+ };
923
+
924
+ /*
925
+ * mat4.multiplyVec3
926
+ * Transforms a vec3 with the given matrix
927
+ * 4th vector component is implicitly '1'
928
+ *
929
+ * Params:
930
+ * mat - mat4 to transform the vector with
931
+ * vec - vec3 to transform
932
+ * dest - Optional, vec3 receiving operation result. If not specified result is written to vec
933
+ *
934
+ * Returns:
935
+ * dest if specified, vec otherwise
936
+ */
937
+ mat4.multiplyVec3 = function (mat, vec, dest) {
938
+ if (!dest) { dest = vec; }
939
+
940
+ var x = vec[0], y = vec[1], z = vec[2];
941
+
942
+ dest[0] = mat[0] * x + mat[4] * y + mat[8] * z + mat[12];
943
+ dest[1] = mat[1] * x + mat[5] * y + mat[9] * z + mat[13];
944
+ dest[2] = mat[2] * x + mat[6] * y + mat[10] * z + mat[14];
945
+
946
+ return dest;
947
+ };
948
+
949
+ /*
950
+ * mat4.multiplyVec4
951
+ * Transforms a vec4 with the given matrix
952
+ *
953
+ * Params:
954
+ * mat - mat4 to transform the vector with
955
+ * vec - vec4 to transform
956
+ * dest - Optional, vec4 receiving operation result. If not specified result is written to vec
957
+ *
958
+ * Returns:
959
+ * dest if specified, vec otherwise
960
+ */
961
+ mat4.multiplyVec4 = function (mat, vec, dest) {
962
+ if (!dest) { dest = vec; }
963
+
964
+ var x = vec[0], y = vec[1], z = vec[2], w = vec[3];
965
+
966
+ dest[0] = mat[0] * x + mat[4] * y + mat[8] * z + mat[12] * w;
967
+ dest[1] = mat[1] * x + mat[5] * y + mat[9] * z + mat[13] * w;
968
+ dest[2] = mat[2] * x + mat[6] * y + mat[10] * z + mat[14] * w;
969
+ dest[3] = mat[3] * x + mat[7] * y + mat[11] * z + mat[15] * w;
970
+
971
+ return dest;
972
+ };
973
+
974
+ /*
975
+ * mat4.translate
976
+ * Translates a matrix by the given vector
977
+ *
978
+ * Params:
979
+ * mat - mat4 to translate
980
+ * vec - vec3 specifying the translation
981
+ * dest - Optional, mat4 receiving operation result. If not specified result is written to mat
982
+ *
983
+ * Returns:
984
+ * dest if specified, mat otherwise
985
+ */
986
+ mat4.translate = function (mat, vec, dest) {
987
+ var x = vec[0], y = vec[1], z = vec[2],
988
+ a00, a01, a02, a03,
989
+ a10, a11, a12, a13,
990
+ a20, a21, a22, a23;
991
+
992
+ if (!dest || mat === dest) {
993
+ mat[12] = mat[0] * x + mat[4] * y + mat[8] * z + mat[12];
994
+ mat[13] = mat[1] * x + mat[5] * y + mat[9] * z + mat[13];
995
+ mat[14] = mat[2] * x + mat[6] * y + mat[10] * z + mat[14];
996
+ mat[15] = mat[3] * x + mat[7] * y + mat[11] * z + mat[15];
997
+ return mat;
998
+ }
999
+
1000
+ a00 = mat[0]; a01 = mat[1]; a02 = mat[2]; a03 = mat[3];
1001
+ a10 = mat[4]; a11 = mat[5]; a12 = mat[6]; a13 = mat[7];
1002
+ a20 = mat[8]; a21 = mat[9]; a22 = mat[10]; a23 = mat[11];
1003
+
1004
+ dest[0] = a00; dest[1] = a01; dest[2] = a02; dest[3] = a03;
1005
+ dest[4] = a10; dest[5] = a11; dest[6] = a12; dest[7] = a13;
1006
+ dest[8] = a20; dest[9] = a21; dest[10] = a22; dest[11] = a23;
1007
+
1008
+ dest[12] = a00 * x + a10 * y + a20 * z + mat[12];
1009
+ dest[13] = a01 * x + a11 * y + a21 * z + mat[13];
1010
+ dest[14] = a02 * x + a12 * y + a22 * z + mat[14];
1011
+ dest[15] = a03 * x + a13 * y + a23 * z + mat[15];
1012
+ return dest;
1013
+ };
1014
+
1015
+ /*
1016
+ * mat4.scale
1017
+ * Scales a matrix by the given vector
1018
+ *
1019
+ * Params:
1020
+ * mat - mat4 to scale
1021
+ * vec - vec3 specifying the scale for each axis
1022
+ * dest - Optional, mat4 receiving operation result. If not specified result is written to mat
1023
+ *
1024
+ * Returns:
1025
+ * dest if specified, mat otherwise
1026
+ */
1027
+ mat4.scale = function (mat, vec, dest) {
1028
+ var x = vec[0], y = vec[1], z = vec[2];
1029
+
1030
+ if (!dest || mat === dest) {
1031
+ mat[0] *= x;
1032
+ mat[1] *= x;
1033
+ mat[2] *= x;
1034
+ mat[3] *= x;
1035
+ mat[4] *= y;
1036
+ mat[5] *= y;
1037
+ mat[6] *= y;
1038
+ mat[7] *= y;
1039
+ mat[8] *= z;
1040
+ mat[9] *= z;
1041
+ mat[10] *= z;
1042
+ mat[11] *= z;
1043
+ return mat;
1044
+ }
1045
+
1046
+ dest[0] = mat[0] * x;
1047
+ dest[1] = mat[1] * x;
1048
+ dest[2] = mat[2] * x;
1049
+ dest[3] = mat[3] * x;
1050
+ dest[4] = mat[4] * y;
1051
+ dest[5] = mat[5] * y;
1052
+ dest[6] = mat[6] * y;
1053
+ dest[7] = mat[7] * y;
1054
+ dest[8] = mat[8] * z;
1055
+ dest[9] = mat[9] * z;
1056
+ dest[10] = mat[10] * z;
1057
+ dest[11] = mat[11] * z;
1058
+ dest[12] = mat[12];
1059
+ dest[13] = mat[13];
1060
+ dest[14] = mat[14];
1061
+ dest[15] = mat[15];
1062
+ return dest;
1063
+ };
1064
+
1065
+ /*
1066
+ * mat4.rotate
1067
+ * Rotates a matrix by the given angle around the specified axis
1068
+ * If rotating around a primary axis (X,Y,Z) one of the specialized rotation functions should be used instead for performance
1069
+ *
1070
+ * Params:
1071
+ * mat - mat4 to rotate
1072
+ * angle - angle (in radians) to rotate
1073
+ * axis - vec3 representing the axis to rotate around
1074
+ * dest - Optional, mat4 receiving operation result. If not specified result is written to mat
1075
+ *
1076
+ * Returns:
1077
+ * dest if specified, mat otherwise
1078
+ */
1079
+ mat4.rotate = function (mat, angle, axis, dest) {
1080
+ var x = axis[0], y = axis[1], z = axis[2],
1081
+ len = Math.sqrt(x * x + y * y + z * z),
1082
+ s, c, t,
1083
+ a00, a01, a02, a03,
1084
+ a10, a11, a12, a13,
1085
+ a20, a21, a22, a23,
1086
+ b00, b01, b02,
1087
+ b10, b11, b12,
1088
+ b20, b21, b22;
1089
+
1090
+ if (!len) { return null; }
1091
+ if (len !== 1) {
1092
+ len = 1 / len;
1093
+ x *= len;
1094
+ y *= len;
1095
+ z *= len;
1096
+ }
1097
+
1098
+ s = Math.sin(angle);
1099
+ c = Math.cos(angle);
1100
+ t = 1 - c;
1101
+
1102
+ a00 = mat[0]; a01 = mat[1]; a02 = mat[2]; a03 = mat[3];
1103
+ a10 = mat[4]; a11 = mat[5]; a12 = mat[6]; a13 = mat[7];
1104
+ a20 = mat[8]; a21 = mat[9]; a22 = mat[10]; a23 = mat[11];
1105
+
1106
+ // Construct the elements of the rotation matrix
1107
+ b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s;
1108
+ b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s;
1109
+ b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c;
1110
+
1111
+ if (!dest) {
1112
+ dest = mat;
1113
+ } else if (mat !== dest) { // If the source and destination differ, copy the unchanged last row
1114
+ dest[12] = mat[12];
1115
+ dest[13] = mat[13];
1116
+ dest[14] = mat[14];
1117
+ dest[15] = mat[15];
1118
+ }
1119
+
1120
+ // Perform rotation-specific matrix multiplication
1121
+ dest[0] = a00 * b00 + a10 * b01 + a20 * b02;
1122
+ dest[1] = a01 * b00 + a11 * b01 + a21 * b02;
1123
+ dest[2] = a02 * b00 + a12 * b01 + a22 * b02;
1124
+ dest[3] = a03 * b00 + a13 * b01 + a23 * b02;
1125
+
1126
+ dest[4] = a00 * b10 + a10 * b11 + a20 * b12;
1127
+ dest[5] = a01 * b10 + a11 * b11 + a21 * b12;
1128
+ dest[6] = a02 * b10 + a12 * b11 + a22 * b12;
1129
+ dest[7] = a03 * b10 + a13 * b11 + a23 * b12;
1130
+
1131
+ dest[8] = a00 * b20 + a10 * b21 + a20 * b22;
1132
+ dest[9] = a01 * b20 + a11 * b21 + a21 * b22;
1133
+ dest[10] = a02 * b20 + a12 * b21 + a22 * b22;
1134
+ dest[11] = a03 * b20 + a13 * b21 + a23 * b22;
1135
+ return dest;
1136
+ };
1137
+
1138
+ /*
1139
+ * mat4.rotateX
1140
+ * Rotates a matrix by the given angle around the X axis
1141
+ *
1142
+ * Params:
1143
+ * mat - mat4 to rotate
1144
+ * angle - angle (in radians) to rotate
1145
+ * dest - Optional, mat4 receiving operation result. If not specified result is written to mat
1146
+ *
1147
+ * Returns:
1148
+ * dest if specified, mat otherwise
1149
+ */
1150
+ mat4.rotateX = function (mat, angle, dest) {
1151
+ var s = Math.sin(angle),
1152
+ c = Math.cos(angle),
1153
+ a10 = mat[4],
1154
+ a11 = mat[5],
1155
+ a12 = mat[6],
1156
+ a13 = mat[7],
1157
+ a20 = mat[8],
1158
+ a21 = mat[9],
1159
+ a22 = mat[10],
1160
+ a23 = mat[11];
1161
+
1162
+ if (!dest) {
1163
+ dest = mat;
1164
+ } else if (mat !== dest) { // If the source and destination differ, copy the unchanged rows
1165
+ dest[0] = mat[0];
1166
+ dest[1] = mat[1];
1167
+ dest[2] = mat[2];
1168
+ dest[3] = mat[3];
1169
+
1170
+ dest[12] = mat[12];
1171
+ dest[13] = mat[13];
1172
+ dest[14] = mat[14];
1173
+ dest[15] = mat[15];
1174
+ }
1175
+
1176
+ // Perform axis-specific matrix multiplication
1177
+ dest[4] = a10 * c + a20 * s;
1178
+ dest[5] = a11 * c + a21 * s;
1179
+ dest[6] = a12 * c + a22 * s;
1180
+ dest[7] = a13 * c + a23 * s;
1181
+
1182
+ dest[8] = a10 * -s + a20 * c;
1183
+ dest[9] = a11 * -s + a21 * c;
1184
+ dest[10] = a12 * -s + a22 * c;
1185
+ dest[11] = a13 * -s + a23 * c;
1186
+ return dest;
1187
+ };
1188
+
1189
+ /*
1190
+ * mat4.rotateY
1191
+ * Rotates a matrix by the given angle around the Y axis
1192
+ *
1193
+ * Params:
1194
+ * mat - mat4 to rotate
1195
+ * angle - angle (in radians) to rotate
1196
+ * dest - Optional, mat4 receiving operation result. If not specified result is written to mat
1197
+ *
1198
+ * Returns:
1199
+ * dest if specified, mat otherwise
1200
+ */
1201
+ mat4.rotateY = function (mat, angle, dest) {
1202
+ var s = Math.sin(angle),
1203
+ c = Math.cos(angle),
1204
+ a00 = mat[0],
1205
+ a01 = mat[1],
1206
+ a02 = mat[2],
1207
+ a03 = mat[3],
1208
+ a20 = mat[8],
1209
+ a21 = mat[9],
1210
+ a22 = mat[10],
1211
+ a23 = mat[11];
1212
+
1213
+ if (!dest) {
1214
+ dest = mat;
1215
+ } else if (mat !== dest) { // If the source and destination differ, copy the unchanged rows
1216
+ dest[4] = mat[4];
1217
+ dest[5] = mat[5];
1218
+ dest[6] = mat[6];
1219
+ dest[7] = mat[7];
1220
+
1221
+ dest[12] = mat[12];
1222
+ dest[13] = mat[13];
1223
+ dest[14] = mat[14];
1224
+ dest[15] = mat[15];
1225
+ }
1226
+
1227
+ // Perform axis-specific matrix multiplication
1228
+ dest[0] = a00 * c + a20 * -s;
1229
+ dest[1] = a01 * c + a21 * -s;
1230
+ dest[2] = a02 * c + a22 * -s;
1231
+ dest[3] = a03 * c + a23 * -s;
1232
+
1233
+ dest[8] = a00 * s + a20 * c;
1234
+ dest[9] = a01 * s + a21 * c;
1235
+ dest[10] = a02 * s + a22 * c;
1236
+ dest[11] = a03 * s + a23 * c;
1237
+ return dest;
1238
+ };
1239
+
1240
+ /*
1241
+ * mat4.rotateZ
1242
+ * Rotates a matrix by the given angle around the Z axis
1243
+ *
1244
+ * Params:
1245
+ * mat - mat4 to rotate
1246
+ * angle - angle (in radians) to rotate
1247
+ * dest - Optional, mat4 receiving operation result. If not specified result is written to mat
1248
+ *
1249
+ * Returns:
1250
+ * dest if specified, mat otherwise
1251
+ */
1252
+ mat4.rotateZ = function (mat, angle, dest) {
1253
+ var s = Math.sin(angle),
1254
+ c = Math.cos(angle),
1255
+ a00 = mat[0],
1256
+ a01 = mat[1],
1257
+ a02 = mat[2],
1258
+ a03 = mat[3],
1259
+ a10 = mat[4],
1260
+ a11 = mat[5],
1261
+ a12 = mat[6],
1262
+ a13 = mat[7];
1263
+
1264
+ if (!dest) {
1265
+ dest = mat;
1266
+ } else if (mat !== dest) { // If the source and destination differ, copy the unchanged last row
1267
+ dest[8] = mat[8];
1268
+ dest[9] = mat[9];
1269
+ dest[10] = mat[10];
1270
+ dest[11] = mat[11];
1271
+
1272
+ dest[12] = mat[12];
1273
+ dest[13] = mat[13];
1274
+ dest[14] = mat[14];
1275
+ dest[15] = mat[15];
1276
+ }
1277
+
1278
+ // Perform axis-specific matrix multiplication
1279
+ dest[0] = a00 * c + a10 * s;
1280
+ dest[1] = a01 * c + a11 * s;
1281
+ dest[2] = a02 * c + a12 * s;
1282
+ dest[3] = a03 * c + a13 * s;
1283
+
1284
+ dest[4] = a00 * -s + a10 * c;
1285
+ dest[5] = a01 * -s + a11 * c;
1286
+ dest[6] = a02 * -s + a12 * c;
1287
+ dest[7] = a03 * -s + a13 * c;
1288
+
1289
+ return dest;
1290
+ };
1291
+
1292
+ /*
1293
+ * mat4.frustum
1294
+ * Generates a frustum matrix with the given bounds
1295
+ *
1296
+ * Params:
1297
+ * left, right - scalar, left and right bounds of the frustum
1298
+ * bottom, top - scalar, bottom and top bounds of the frustum
1299
+ * near, far - scalar, near and far bounds of the frustum
1300
+ * dest - Optional, mat4 frustum matrix will be written into
1301
+ *
1302
+ * Returns:
1303
+ * dest if specified, a new mat4 otherwise
1304
+ */
1305
+ mat4.frustum = function (left, right, bottom, top, near, far, dest) {
1306
+ if (!dest) { dest = mat4.create(); }
1307
+ var rl = (right - left),
1308
+ tb = (top - bottom),
1309
+ fn = (far - near);
1310
+ dest[0] = (near * 2) / rl;
1311
+ dest[1] = 0;
1312
+ dest[2] = 0;
1313
+ dest[3] = 0;
1314
+ dest[4] = 0;
1315
+ dest[5] = (near * 2) / tb;
1316
+ dest[6] = 0;
1317
+ dest[7] = 0;
1318
+ dest[8] = (right + left) / rl;
1319
+ dest[9] = (top + bottom) / tb;
1320
+ dest[10] = -(far + near) / fn;
1321
+ dest[11] = -1;
1322
+ dest[12] = 0;
1323
+ dest[13] = 0;
1324
+ dest[14] = -(far * near * 2) / fn;
1325
+ dest[15] = 0;
1326
+ return dest;
1327
+ };
1328
+
1329
+ /*
1330
+ * mat4.perspective
1331
+ * Generates a perspective projection matrix with the given bounds
1332
+ *
1333
+ * Params:
1334
+ * fovy - scalar, vertical field of view
1335
+ * aspect - scalar, aspect ratio. typically viewport width/height
1336
+ * near, far - scalar, near and far bounds of the frustum
1337
+ * dest - Optional, mat4 frustum matrix will be written into
1338
+ *
1339
+ * Returns:
1340
+ * dest if specified, a new mat4 otherwise
1341
+ */
1342
+ mat4.perspective = function (fovy, aspect, near, far, dest) {
1343
+ var top = near * Math.tan(fovy * Math.PI / 360.0),
1344
+ right = top * aspect;
1345
+ return mat4.frustum(-right, right, -top, top, near, far, dest);
1346
+ };
1347
+
1348
+ /*
1349
+ * mat4.ortho
1350
+ * Generates a orthogonal projection matrix with the given bounds
1351
+ *
1352
+ * Params:
1353
+ * left, right - scalar, left and right bounds of the frustum
1354
+ * bottom, top - scalar, bottom and top bounds of the frustum
1355
+ * near, far - scalar, near and far bounds of the frustum
1356
+ * dest - Optional, mat4 frustum matrix will be written into
1357
+ *
1358
+ * Returns:
1359
+ * dest if specified, a new mat4 otherwise
1360
+ */
1361
+ mat4.ortho = function (left, right, bottom, top, near, far, dest) {
1362
+ if (!dest) { dest = mat4.create(); }
1363
+ var rl = (right - left),
1364
+ tb = (top - bottom),
1365
+ fn = (far - near);
1366
+ dest[0] = 2 / rl;
1367
+ dest[1] = 0;
1368
+ dest[2] = 0;
1369
+ dest[3] = 0;
1370
+ dest[4] = 0;
1371
+ dest[5] = 2 / tb;
1372
+ dest[6] = 0;
1373
+ dest[7] = 0;
1374
+ dest[8] = 0;
1375
+ dest[9] = 0;
1376
+ dest[10] = -2 / fn;
1377
+ dest[11] = 0;
1378
+ dest[12] = -(left + right) / rl;
1379
+ dest[13] = -(top + bottom) / tb;
1380
+ dest[14] = -(far + near) / fn;
1381
+ dest[15] = 1;
1382
+ return dest;
1383
+ };
1384
+
1385
+ /*
1386
+ * mat4.lookAt
1387
+ * Generates a look-at matrix with the given eye position, focal point, and up axis
1388
+ *
1389
+ * Params:
1390
+ * eye - vec3, position of the viewer
1391
+ * center - vec3, point the viewer is looking at
1392
+ * up - vec3 pointing "up"
1393
+ * dest - Optional, mat4 frustum matrix will be written into
1394
+ *
1395
+ * Returns:
1396
+ * dest if specified, a new mat4 otherwise
1397
+ */
1398
+ mat4.lookAt = function (eye, center, up, dest) {
1399
+ if (!dest) { dest = mat4.create(); }
1400
+
1401
+ var x0, x1, x2, y0, y1, y2, z0, z1, z2, len,
1402
+ eyex = eye[0],
1403
+ eyey = eye[1],
1404
+ eyez = eye[2],
1405
+ upx = up[0],
1406
+ upy = up[1],
1407
+ upz = up[2],
1408
+ centerx = center[0],
1409
+ centery = center[1],
1410
+ centerz = center[2];
1411
+
1412
+ if (eyex === centerx && eyey === centery && eyez === centerz) {
1413
+ return mat4.identity(dest);
1414
+ }
1415
+
1416
+ //vec3.direction(eye, center, z);
1417
+ z0 = eyex - center[0];
1418
+ z1 = eyey - center[1];
1419
+ z2 = eyez - center[2];
1420
+
1421
+ // normalize (no check needed for 0 because of early return)
1422
+ len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
1423
+ z0 *= len;
1424
+ z1 *= len;
1425
+ z2 *= len;
1426
+
1427
+ //vec3.normalize(vec3.cross(up, z, x));
1428
+ x0 = upy * z2 - upz * z1;
1429
+ x1 = upz * z0 - upx * z2;
1430
+ x2 = upx * z1 - upy * z0;
1431
+ len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
1432
+ if (!len) {
1433
+ x0 = 0;
1434
+ x1 = 0;
1435
+ x2 = 0;
1436
+ } else {
1437
+ len = 1 / len;
1438
+ x0 *= len;
1439
+ x1 *= len;
1440
+ x2 *= len;
1441
+ }
1442
+
1443
+ //vec3.normalize(vec3.cross(z, x, y));
1444
+ y0 = z1 * x2 - z2 * x1;
1445
+ y1 = z2 * x0 - z0 * x2;
1446
+ y2 = z0 * x1 - z1 * x0;
1447
+
1448
+ len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
1449
+ if (!len) {
1450
+ y0 = 0;
1451
+ y1 = 0;
1452
+ y2 = 0;
1453
+ } else {
1454
+ len = 1 / len;
1455
+ y0 *= len;
1456
+ y1 *= len;
1457
+ y2 *= len;
1458
+ }
1459
+
1460
+ dest[0] = x0;
1461
+ dest[1] = y0;
1462
+ dest[2] = z0;
1463
+ dest[3] = 0;
1464
+ dest[4] = x1;
1465
+ dest[5] = y1;
1466
+ dest[6] = z1;
1467
+ dest[7] = 0;
1468
+ dest[8] = x2;
1469
+ dest[9] = y2;
1470
+ dest[10] = z2;
1471
+ dest[11] = 0;
1472
+ dest[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
1473
+ dest[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
1474
+ dest[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
1475
+ dest[15] = 1;
1476
+
1477
+ return dest;
1478
+ };
1479
+
1480
+ /*
1481
+ * mat4.fromRotationTranslation
1482
+ * Creates a matrix from a quaternion rotation and vector translation
1483
+ * This is equivalent to (but much faster than):
1484
+ *
1485
+ * mat4.identity(dest);
1486
+ * mat4.translate(dest, vec);
1487
+ * var quatMat = mat4.create();
1488
+ * quat4.toMat4(quat, quatMat);
1489
+ * mat4.multiply(dest, quatMat);
1490
+ *
1491
+ * Params:
1492
+ * quat - quat4 specifying the rotation by
1493
+ * vec - vec3 specifying the translation
1494
+ * dest - Optional, mat4 receiving operation result. If not specified result is written to a new mat4
1495
+ *
1496
+ * Returns:
1497
+ * dest if specified, a new mat4 otherwise
1498
+ */
1499
+ mat4.fromRotationTranslation = function (quat, vec, dest) {
1500
+ if (!dest) { dest = mat4.create(); }
1501
+
1502
+ // Quaternion math
1503
+ var x = quat[0], y = quat[1], z = quat[2], w = quat[3],
1504
+ x2 = x + x,
1505
+ y2 = y + y,
1506
+ z2 = z + z,
1507
+
1508
+ xx = x * x2,
1509
+ xy = x * y2,
1510
+ xz = x * z2,
1511
+ yy = y * y2,
1512
+ yz = y * z2,
1513
+ zz = z * z2,
1514
+ wx = w * x2,
1515
+ wy = w * y2,
1516
+ wz = w * z2;
1517
+
1518
+ dest[0] = 1 - (yy + zz);
1519
+ dest[1] = xy + wz;
1520
+ dest[2] = xz - wy;
1521
+ dest[3] = 0;
1522
+ dest[4] = xy - wz;
1523
+ dest[5] = 1 - (xx + zz);
1524
+ dest[6] = yz + wx;
1525
+ dest[7] = 0;
1526
+ dest[8] = xz + wy;
1527
+ dest[9] = yz - wx;
1528
+ dest[10] = 1 - (xx + yy);
1529
+ dest[11] = 0;
1530
+ dest[12] = vec[0];
1531
+ dest[13] = vec[1];
1532
+ dest[14] = vec[2];
1533
+ dest[15] = 1;
1534
+
1535
+ return dest;
1536
+ };
1537
+
1538
+ /*
1539
+ * mat4.str
1540
+ * Returns a string representation of a mat4
1541
+ *
1542
+ * Params:
1543
+ * mat - mat4 to represent as a string
1544
+ *
1545
+ * Returns:
1546
+ * string representation of mat
1547
+ */
1548
+ mat4.str = function (mat) {
1549
+ return '[' + mat[0] + ', ' + mat[1] + ', ' + mat[2] + ', ' + mat[3] +
1550
+ ', ' + mat[4] + ', ' + mat[5] + ', ' + mat[6] + ', ' + mat[7] +
1551
+ ', ' + mat[8] + ', ' + mat[9] + ', ' + mat[10] + ', ' + mat[11] +
1552
+ ', ' + mat[12] + ', ' + mat[13] + ', ' + mat[14] + ', ' + mat[15] + ']';
1553
+ };
1554
+
1555
+ /*
1556
+ * quat4 - Quaternions
1557
+ */
1558
+
1559
+ /*
1560
+ * quat4.create
1561
+ * Creates a new instance of a quat4 using the default array type
1562
+ * Any javascript array containing at least 4 numeric elements can serve as a quat4
1563
+ *
1564
+ * Params:
1565
+ * quat - Optional, quat4 containing values to initialize with
1566
+ *
1567
+ * Returns:
1568
+ * New quat4
1569
+ */
1570
+ quat4.create = function (quat) {
1571
+ var dest = new MatrixArray(4);
1572
+
1573
+ if (quat) {
1574
+ dest[0] = quat[0];
1575
+ dest[1] = quat[1];
1576
+ dest[2] = quat[2];
1577
+ dest[3] = quat[3];
1578
+ }
1579
+
1580
+ return dest;
1581
+ };
1582
+
1583
+ /*
1584
+ * quat4.set
1585
+ * Copies the values of one quat4 to another
1586
+ *
1587
+ * Params:
1588
+ * quat - quat4 containing values to copy
1589
+ * dest - quat4 receiving copied values
1590
+ *
1591
+ * Returns:
1592
+ * dest
1593
+ */
1594
+ quat4.set = function (quat, dest) {
1595
+ dest[0] = quat[0];
1596
+ dest[1] = quat[1];
1597
+ dest[2] = quat[2];
1598
+ dest[3] = quat[3];
1599
+
1600
+ return dest;
1601
+ };
1602
+
1603
+ /*
1604
+ * quat4.calculateW
1605
+ * Calculates the W component of a quat4 from the X, Y, and Z components.
1606
+ * Assumes that quaternion is 1 unit in length.
1607
+ * Any existing W component will be ignored.
1608
+ *
1609
+ * Params:
1610
+ * quat - quat4 to calculate W component of
1611
+ * dest - Optional, quat4 receiving calculated values. If not specified result is written to quat
1612
+ *
1613
+ * Returns:
1614
+ * dest if specified, quat otherwise
1615
+ */
1616
+ quat4.calculateW = function (quat, dest) {
1617
+ var x = quat[0], y = quat[1], z = quat[2];
1618
+
1619
+ if (!dest || quat === dest) {
1620
+ quat[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
1621
+ return quat;
1622
+ }
1623
+ dest[0] = x;
1624
+ dest[1] = y;
1625
+ dest[2] = z;
1626
+ dest[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
1627
+ return dest;
1628
+ };
1629
+
1630
+ /*
1631
+ * quat4.inverse
1632
+ * Calculates the inverse of a quat4
1633
+ *
1634
+ * Params:
1635
+ * quat - quat4 to calculate inverse of
1636
+ * dest - Optional, quat4 receiving inverse values. If not specified result is written to quat
1637
+ *
1638
+ * Returns:
1639
+ * dest if specified, quat otherwise
1640
+ */
1641
+ quat4.inverse = function (quat, dest) {
1642
+ if (!dest || quat === dest) {
1643
+ quat[0] *= -1;
1644
+ quat[1] *= -1;
1645
+ quat[2] *= -1;
1646
+ return quat;
1647
+ }
1648
+ dest[0] = -quat[0];
1649
+ dest[1] = -quat[1];
1650
+ dest[2] = -quat[2];
1651
+ dest[3] = quat[3];
1652
+ return dest;
1653
+ };
1654
+
1655
+ /*
1656
+ * quat4.length
1657
+ * Calculates the length of a quat4
1658
+ *
1659
+ * Params:
1660
+ * quat - quat4 to calculate length of
1661
+ *
1662
+ * Returns:
1663
+ * Length of quat
1664
+ */
1665
+ quat4.length = function (quat) {
1666
+ var x = quat[0], y = quat[1], z = quat[2], w = quat[3];
1667
+ return Math.sqrt(x * x + y * y + z * z + w * w);
1668
+ };
1669
+
1670
+ /*
1671
+ * quat4.normalize
1672
+ * Generates a unit quaternion of the same direction as the provided quat4
1673
+ * If quaternion length is 0, returns [0, 0, 0, 0]
1674
+ *
1675
+ * Params:
1676
+ * quat - quat4 to normalize
1677
+ * dest - Optional, quat4 receiving operation result. If not specified result is written to quat
1678
+ *
1679
+ * Returns:
1680
+ * dest if specified, quat otherwise
1681
+ */
1682
+ quat4.normalize = function (quat, dest) {
1683
+ if (!dest) { dest = quat; }
1684
+
1685
+ var x = quat[0], y = quat[1], z = quat[2], w = quat[3],
1686
+ len = Math.sqrt(x * x + y * y + z * z + w * w);
1687
+ if (len === 0) {
1688
+ dest[0] = 0;
1689
+ dest[1] = 0;
1690
+ dest[2] = 0;
1691
+ dest[3] = 0;
1692
+ return dest;
1693
+ }
1694
+ len = 1 / len;
1695
+ dest[0] = x * len;
1696
+ dest[1] = y * len;
1697
+ dest[2] = z * len;
1698
+ dest[3] = w * len;
1699
+
1700
+ return dest;
1701
+ };
1702
+
1703
+ /*
1704
+ * quat4.multiply
1705
+ * Performs a quaternion multiplication
1706
+ *
1707
+ * Params:
1708
+ * quat - quat4, first operand
1709
+ * quat2 - quat4, second operand
1710
+ * dest - Optional, quat4 receiving operation result. If not specified result is written to quat
1711
+ *
1712
+ * Returns:
1713
+ * dest if specified, quat otherwise
1714
+ */
1715
+ quat4.multiply = function (quat, quat2, dest) {
1716
+ if (!dest) { dest = quat; }
1717
+
1718
+ var qax = quat[0], qay = quat[1], qaz = quat[2], qaw = quat[3],
1719
+ qbx = quat2[0], qby = quat2[1], qbz = quat2[2], qbw = quat2[3];
1720
+
1721
+ dest[0] = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
1722
+ dest[1] = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
1723
+ dest[2] = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
1724
+ dest[3] = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
1725
+
1726
+ return dest;
1727
+ };
1728
+
1729
+ /*
1730
+ * quat4.multiplyVec3
1731
+ * Transforms a vec3 with the given quaternion
1732
+ *
1733
+ * Params:
1734
+ * quat - quat4 to transform the vector with
1735
+ * vec - vec3 to transform
1736
+ * dest - Optional, vec3 receiving operation result. If not specified result is written to vec
1737
+ *
1738
+ * Returns:
1739
+ * dest if specified, vec otherwise
1740
+ */
1741
+ quat4.multiplyVec3 = function (quat, vec, dest) {
1742
+ if (!dest) { dest = vec; }
1743
+
1744
+ var x = vec[0], y = vec[1], z = vec[2],
1745
+ qx = quat[0], qy = quat[1], qz = quat[2], qw = quat[3],
1746
+
1747
+ // calculate quat * vec
1748
+ ix = qw * x + qy * z - qz * y,
1749
+ iy = qw * y + qz * x - qx * z,
1750
+ iz = qw * z + qx * y - qy * x,
1751
+ iw = -qx * x - qy * y - qz * z;
1752
+
1753
+ // calculate result * inverse quat
1754
+ dest[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
1755
+ dest[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
1756
+ dest[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
1757
+
1758
+ return dest;
1759
+ };
1760
+
1761
+ /*
1762
+ * quat4.toMat3
1763
+ * Calculates a 3x3 matrix from the given quat4
1764
+ *
1765
+ * Params:
1766
+ * quat - quat4 to create matrix from
1767
+ * dest - Optional, mat3 receiving operation result
1768
+ *
1769
+ * Returns:
1770
+ * dest if specified, a new mat3 otherwise
1771
+ */
1772
+ quat4.toMat3 = function (quat, dest) {
1773
+ if (!dest) { dest = mat3.create(); }
1774
+
1775
+ var x = quat[0], y = quat[1], z = quat[2], w = quat[3],
1776
+ x2 = x + x,
1777
+ y2 = y + y,
1778
+ z2 = z + z,
1779
+
1780
+ xx = x * x2,
1781
+ xy = x * y2,
1782
+ xz = x * z2,
1783
+ yy = y * y2,
1784
+ yz = y * z2,
1785
+ zz = z * z2,
1786
+ wx = w * x2,
1787
+ wy = w * y2,
1788
+ wz = w * z2;
1789
+
1790
+ dest[0] = 1 - (yy + zz);
1791
+ dest[1] = xy + wz;
1792
+ dest[2] = xz - wy;
1793
+
1794
+ dest[3] = xy - wz;
1795
+ dest[4] = 1 - (xx + zz);
1796
+ dest[5] = yz + wx;
1797
+
1798
+ dest[6] = xz + wy;
1799
+ dest[7] = yz - wx;
1800
+ dest[8] = 1 - (xx + yy);
1801
+
1802
+ return dest;
1803
+ };
1804
+
1805
+ /*
1806
+ * quat4.toMat4
1807
+ * Calculates a 4x4 matrix from the given quat4
1808
+ *
1809
+ * Params:
1810
+ * quat - quat4 to create matrix from
1811
+ * dest - Optional, mat4 receiving operation result
1812
+ *
1813
+ * Returns:
1814
+ * dest if specified, a new mat4 otherwise
1815
+ */
1816
+ quat4.toMat4 = function (quat, dest) {
1817
+ if (!dest) { dest = mat4.create(); }
1818
+
1819
+ var x = quat[0], y = quat[1], z = quat[2], w = quat[3],
1820
+ x2 = x + x,
1821
+ y2 = y + y,
1822
+ z2 = z + z,
1823
+
1824
+ xx = x * x2,
1825
+ xy = x * y2,
1826
+ xz = x * z2,
1827
+ yy = y * y2,
1828
+ yz = y * z2,
1829
+ zz = z * z2,
1830
+ wx = w * x2,
1831
+ wy = w * y2,
1832
+ wz = w * z2;
1833
+
1834
+ dest[0] = 1 - (yy + zz);
1835
+ dest[1] = xy + wz;
1836
+ dest[2] = xz - wy;
1837
+ dest[3] = 0;
1838
+
1839
+ dest[4] = xy - wz;
1840
+ dest[5] = 1 - (xx + zz);
1841
+ dest[6] = yz + wx;
1842
+ dest[7] = 0;
1843
+
1844
+ dest[8] = xz + wy;
1845
+ dest[9] = yz - wx;
1846
+ dest[10] = 1 - (xx + yy);
1847
+ dest[11] = 0;
1848
+
1849
+ dest[12] = 0;
1850
+ dest[13] = 0;
1851
+ dest[14] = 0;
1852
+ dest[15] = 1;
1853
+
1854
+ return dest;
1855
+ };
1856
+
1857
+ /*
1858
+ * quat4.slerp
1859
+ * Performs a spherical linear interpolation between two quat4
1860
+ *
1861
+ * Params:
1862
+ * quat - quat4, first quaternion
1863
+ * quat2 - quat4, second quaternion
1864
+ * slerp - interpolation amount between the two inputs
1865
+ * dest - Optional, quat4 receiving operation result. If not specified result is written to quat
1866
+ *
1867
+ * Returns:
1868
+ * dest if specified, quat otherwise
1869
+ */
1870
+ quat4.slerp = function (quat, quat2, slerp, dest) {
1871
+ if (!dest) { dest = quat; }
1872
+
1873
+ var cosHalfTheta = quat[0] * quat2[0] + quat[1] * quat2[1] + quat[2] * quat2[2] + quat[3] * quat2[3],
1874
+ halfTheta,
1875
+ sinHalfTheta,
1876
+ ratioA,
1877
+ ratioB;
1878
+
1879
+ if (Math.abs(cosHalfTheta) >= 1.0) {
1880
+ if (dest !== quat) {
1881
+ dest[0] = quat[0];
1882
+ dest[1] = quat[1];
1883
+ dest[2] = quat[2];
1884
+ dest[3] = quat[3];
1885
+ }
1886
+ return dest;
1887
+ }
1888
+
1889
+ halfTheta = Math.acos(cosHalfTheta);
1890
+ sinHalfTheta = Math.sqrt(1.0 - cosHalfTheta * cosHalfTheta);
1891
+
1892
+ if (Math.abs(sinHalfTheta) < 0.001) {
1893
+ dest[0] = (quat[0] * 0.5 + quat2[0] * 0.5);
1894
+ dest[1] = (quat[1] * 0.5 + quat2[1] * 0.5);
1895
+ dest[2] = (quat[2] * 0.5 + quat2[2] * 0.5);
1896
+ dest[3] = (quat[3] * 0.5 + quat2[3] * 0.5);
1897
+ return dest;
1898
+ }
1899
+
1900
+ ratioA = Math.sin((1 - slerp) * halfTheta) / sinHalfTheta;
1901
+ ratioB = Math.sin(slerp * halfTheta) / sinHalfTheta;
1902
+
1903
+ dest[0] = (quat[0] * ratioA + quat2[0] * ratioB);
1904
+ dest[1] = (quat[1] * ratioA + quat2[1] * ratioB);
1905
+ dest[2] = (quat[2] * ratioA + quat2[2] * ratioB);
1906
+ dest[3] = (quat[3] * ratioA + quat2[3] * ratioB);
1907
+
1908
+ return dest;
1909
+ };
1910
+
1911
+ /*
1912
+ * quat4.str
1913
+ * Returns a string representation of a quaternion
1914
+ *
1915
+ * Params:
1916
+ * quat - quat4 to represent as a string
1917
+ *
1918
+ * Returns:
1919
+ * string representation of quat
1920
+ */
1921
+ quat4.str = function (quat) {
1922
+ return '[' + quat[0] + ', ' + quat[1] + ', ' + quat[2] + ', ' + quat[3] + ']';
1923
+ };
1924
+