@fonsecabarreto/genesis-gl-react 0.1.0 → 0.1.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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+ {"version":3,"sources":["../src/hooks/useGenesisGL.ts","../../GenesisGL/src/Core/shaders/index.ts","../../GenesisGL/src/Core/classes/WebGLCore.ts","../../../node_modules/gl-matrix/esm/common.js","../../../node_modules/gl-matrix/esm/mat3.js","../../../node_modules/gl-matrix/esm/mat4.js","../../../node_modules/gl-matrix/esm/quat.js","../../../node_modules/gl-matrix/esm/vec3.js","../../../node_modules/gl-matrix/esm/vec4.js","../../GenesisGL/src/Core/classes/Camera.ts","../../GenesisGL/src/Core/controls/Mouse/MouseWheelControl.ts","../../GenesisGL/src/Core/controls/Mouse/MouseDragControl.ts","../../GenesisGL/src/Core/controls/Mouse/MousePointerLockControl.ts","../../GenesisGL/src/Core/classes/Viewport.ts","../../GenesisGL/src/Core/utils/compute-bounds.ts","../../GenesisGL/src/Core/classes/Mesh.ts","../../GenesisGL/src/Core/utils/load-texture.ts","../../GenesisGL/src/Core/utils/parse-hex-to-rgb.ts","../../GenesisGL/src/Core/classes/Material.ts","../../GenesisGL/src/Core/classes/Light.ts","../../GenesisGL/src/Core/classes/Scene.ts","../../GenesisGL/src/Core/domain/value-objects/Collider.ts","../../GenesisGL/src/Core/utils/gltf-utils.ts","../../GenesisGL/src/Core/classes/Model.ts","../../GenesisGL/src/Core/classes/AnimationClip.ts","../../GenesisGL/src/Core/utils/create-wire-box.ts","../../GenesisGL/src/Core/classes/Renderer.ts","../../GenesisGL/src/Core/utils/parse-obj.ts","../src/hooks/useRenderer.ts","../src/hooks/useWorldToScreen.ts","../src/hooks/useCameraControls.ts"],"sourcesContent":["import { useRef, useEffect, useState } from 'react';\nimport type {\n WebGLCore,\n Scene,\n Renderer,\n Viewport,\n Model,\n} from '../../../GenesisGL/src/Core';\nimport { WebGLCore as WebGLCoreImpl } from '../../../GenesisGL/src/Core/classes/WebGLCore';\nimport { Viewport as ViewportImpl } from '../../../GenesisGL/src/Core/classes/Viewport';\nimport { Renderer as RendererImpl } from '../../../GenesisGL/src/Core/classes/Renderer';\nimport { Scene as SceneImpl } from '../../../GenesisGL/src/Core/classes/Scene';\nimport { loadOBJWithMTL } from '../../../GenesisGL/src/Core/utils/parse-obj';\nexport interface LoadOBJOptions {\n mtlUrl?: string | null;\n translation?: [number, number, number];\n scale?: [number, number, number];\n}\n\nexport interface GenesisGLContext {\n renderer: Renderer | null;\n scene: Scene | null;\n viewport: Viewport | null;\n webglCore: WebGLCore | null;\n loadOBJ: (objUrl: string, options?: LoadOBJOptions) => Promise<Model>;\n}\n\nexport interface UseGenesisGLOptions {\n canvasRef: React.RefObject<HTMLCanvasElement>;\n width?: number;\n height?: number;\n initialYaw?: number;\n initialPitch?: number;\n initialZoom?: number;\n onReady?: (context: GenesisGLContext) => void;\n onError?: (error: Error) => void;\n}\n\nconst nullLoadOBJ = (): Promise<never> =>\n Promise.reject(new Error('GenesisGL not initialized'));\n\nexport function useGenesisGL(options: UseGenesisGLOptions): GenesisGLContext {\n const [context, setContext] = useState<GenesisGLContext>({\n renderer: null,\n scene: null,\n viewport: null,\n webglCore: null,\n loadOBJ: nullLoadOBJ,\n });\n\n const contextRef = useRef<GenesisGLContext>(context);\n\n useEffect(() => {\n const { canvasRef, onReady, onError, width, height, initialYaw, initialPitch, initialZoom } = options;\n if (!canvasRef.current) return;\n\n try {\n const canvas = canvasRef.current;\n const vpWidth = width ?? window.innerWidth;\n const vpHeight = height ?? window.innerHeight;\n\n const webglCore = new WebGLCoreImpl(canvas);\n const viewport = new ViewportImpl(canvas, vpWidth, vpHeight, webglCore);\n const renderer = new RendererImpl(webglCore, viewport);\n const scene = SceneImpl.withDefaultLights(webglCore);\n\n viewport.camera.target = [0, 0, 0];\n viewport.camera.position = [4, 2, 8];\n if (initialYaw !== undefined) viewport.camera.yaw = initialYaw;\n if (initialPitch !== undefined) viewport.camera.pitch = initialPitch;\n if (initialZoom !== undefined) viewport.camera.setZoom(initialZoom);\n viewport.camera.invalidate();\n\n const loadOBJ = (objUrl: string, opts: LoadOBJOptions = {}) =>\n loadOBJWithMTL(\n webglCore,\n objUrl,\n opts.mtlUrl ?? null,\n opts.translation,\n opts.scale,\n );\n\n const ctx: GenesisGLContext = {\n renderer,\n scene,\n viewport,\n webglCore,\n loadOBJ,\n };\n contextRef.current = ctx;\n setContext(ctx);\n\n if (onReady) onReady(ctx);\n } catch (error) {\n const err = error instanceof Error ? error : new Error(String(error));\n console.error('Failed to initialize GenesisGL:', err);\n if (onError) onError(err);\n }\n\n return () => {\n const { scene, viewport, webglCore } = contextRef.current;\n if (scene && webglCore) scene.dispose(webglCore);\n if (viewport) viewport.dispose();\n if (webglCore) webglCore.dispose();\n };\n }, []);\n\n return context;\n}\n","// GLSL shader sources inlined as TypeScript strings so the package can\n// be built with tsup without requiring Vite's ?raw loader.\n\nexport const vsSource = /* glsl */ `\n#define MAX_JOINTS 128\n\nattribute vec3 aPosition;\nattribute vec3 aNormal;\nattribute vec2 aTexCoord;\n\n// ── Skinning attributes (vec4: up to 4 joint influences per vertex) ──\nattribute vec4 aJointIndices;\nattribute vec4 aJointWeights;\n\nuniform mat4 uModel;\nuniform mat4 uView;\nuniform mat4 uProjection;\n\n// ── Skinning uniforms ──\nuniform bool uUseSkinning;\nuniform mat4 uJointMatrices[MAX_JOINTS];\n\nvarying vec3 vNormal;\nvarying vec3 vPosition;\nvarying vec2 vTexCoord;\n\nvoid main() {\n vTexCoord = aTexCoord;\n\n vec4 pos = vec4(aPosition, 1.0);\n vec3 norm = aNormal;\n\n if (uUseSkinning) {\n mat4 skinMat =\n aJointWeights.x * uJointMatrices[int(aJointIndices.x)] +\n aJointWeights.y * uJointMatrices[int(aJointIndices.y)] +\n aJointWeights.z * uJointMatrices[int(aJointIndices.z)] +\n aJointWeights.w * uJointMatrices[int(aJointIndices.w)];\n pos = skinMat * pos;\n norm = mat3(skinMat) * norm;\n }\n\n vNormal = mat3(uModel) * norm;\n\n vec4 worldPosition = uModel * pos;\n vPosition = worldPosition.xyz;\n gl_Position = uProjection * uView * worldPosition;\n}\n`;\n\nexport const fsSource = /* glsl */ `\nprecision mediump float;\n\n#define MAX_LIGHTS 5\n\nvarying vec3 vNormal;\nvarying vec3 vPosition;\nvarying vec2 vTexCoord;\n\nuniform vec3 uLightDirection[MAX_LIGHTS];\nuniform vec3 uLightColor[MAX_LIGHTS];\nuniform float uLightIntensity[MAX_LIGHTS];\nuniform int uLightType[MAX_LIGHTS]; // 0=directional, 1=point, 2=ambient\nuniform int uLightCount;\nuniform vec3 uLightPosition[MAX_LIGHTS];\nuniform float uLightConstant[MAX_LIGHTS];\nuniform float uLightLinear[MAX_LIGHTS];\nuniform float uLightQuadratic[MAX_LIGHTS];\n\nuniform vec4 uColor;\nuniform bool uUnlit;\nuniform bool uUseTexture;\nuniform sampler2D uTexture;\n\nuniform vec3 uViewPosition;\nuniform float uShininess;\nuniform vec3 uSpecularColor;\n\nvoid main() {\n vec4 baseColor = uColor;\n if (uUseTexture) {\n baseColor *= texture2D(uTexture, vTexCoord);\n }\n\n if (uUnlit) {\n gl_FragColor = baseColor;\n return;\n }\n\n vec3 norm = normalize(vNormal);\n vec3 totalDiffuse = vec3(0.0);\n vec3 totalAmbient = vec3(0.0);\n vec3 totalSpecular = vec3(0.0);\n\n vec3 viewDir = normalize(uViewPosition - vPosition);\n\n for (int i = 0; i < MAX_LIGHTS; i++) {\n if (i >= uLightCount) break;\n\n if (uLightType[i] == 2) {\n totalAmbient += uLightColor[i] * uLightIntensity[i];\n } else {\n vec3 lightDir;\n float attenuation = 1.0;\n\n if (uLightType[i] == 0) {\n // Directional light\n lightDir = normalize(-uLightDirection[i]);\n } else {\n // Point light\n vec3 lightVec = uLightPosition[i] - vPosition;\n float distance = length(lightVec);\n lightDir = normalize(lightVec);\n attenuation = 1.0 / (\n uLightConstant[i] +\n uLightLinear[i] * distance +\n uLightQuadratic[i] * distance * distance\n );\n }\n\n // Diffuse\n float diff = max(dot(norm, lightDir), 0.0);\n totalDiffuse += diff * uLightColor[i] * uLightIntensity[i] * attenuation;\n\n // Specular (Blinn-Phong) — softer, more natural highlights\n vec3 halfDir = normalize(lightDir + viewDir);\n float spec = pow(max(dot(norm, halfDir), 0.0), uShininess);\n totalSpecular += spec * uSpecularColor * uLightIntensity[i] * attenuation;\n }\n }\n\n vec3 lightingResult =\n totalAmbient * baseColor.rgb +\n totalDiffuse * baseColor.rgb +\n totalSpecular;\n\n gl_FragColor = vec4(lightingResult, baseColor.a);\n}\n`;\n","/* eslint-disable @typescript-eslint/no-unsafe-argument */\nimport { vsSource, fsSource } from '../shaders/index';\n\nexport type RenderCallback = (\n gl: WebGLRenderingContext,\n program: WebGLProgram,\n) => void;\n\nexport class WebGLCore {\n public gl: WebGL2RenderingContext | WebGLRenderingContext;\n public program: WebGLProgram;\n public canvas: HTMLCanvasElement;\n public isWebGL2: boolean;\n\n /**\n * Initialise the WebGL rendering core.\n *\n * @param canvasOrId - An `HTMLCanvasElement` or the DOM `id` of one.\n * Defaults to `'glcanvas'`.\n */\n constructor(canvasOrId: string | HTMLCanvasElement = 'glcanvas') {\n const canvas =\n typeof canvasOrId === 'string'\n ? (document.getElementById(canvasOrId) as HTMLCanvasElement | null)\n : canvasOrId;\n if (!canvas) throw new Error('Canvas not found');\n this.canvas = canvas;\n\n canvas.width = window.innerWidth;\n canvas.height = window.innerHeight;\n\n this.gl = (canvas.getContext('webgl2') ?? canvas.getContext('webgl')) as\n | WebGL2RenderingContext\n | WebGLRenderingContext;\n\n if (!this.gl) throw new Error('WebGL not supported in this browser!');\n\n this.isWebGL2 = this.gl instanceof WebGL2RenderingContext;\n this.gl.viewport(0, 0, canvas.width, canvas.height);\n\n const program = this.createProgram(this.gl);\n if (!program) throw new Error('Failed to create program');\n this.program = program as unknown as WebGLProgram;\n }\n\n public getProgram(): WebGLProgram {\n return this.program;\n }\n\n public getRenderingContext(): WebGLRenderingContext {\n return this.gl;\n }\n\n private createProgram(gl: WebGLRenderingContext): WebGLProgram | null {\n const vertexShader = this.compileShader(gl, gl.VERTEX_SHADER, vsSource);\n const fragmentShader = this.compileShader(gl, gl.FRAGMENT_SHADER, fsSource);\n\n if (!vertexShader || !fragmentShader)\n throw new Error('Failed to create shaders');\n\n const program = gl.createProgram();\n if (!program) return null;\n\n gl.attachShader(program, vertexShader);\n gl.attachShader(program, fragmentShader);\n gl.linkProgram(program);\n\n // Clean up shader objects\n gl.deleteShader(vertexShader);\n gl.deleteShader(fragmentShader);\n\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n console.error(gl.getProgramInfoLog(program));\n throw new Error(gl.getProgramInfoLog(program) || 'Program link error');\n }\n\n return program;\n }\n\n private compileShader(\n gl: WebGLRenderingContext,\n type: number,\n source: string,\n ): WebGLShader | null {\n const shader = gl.createShader(type);\n if (!shader) return null;\n\n gl.shaderSource(shader, source);\n gl.compileShader(shader);\n\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n console.error(gl.getShaderInfoLog(shader));\n gl.deleteShader(shader);\n throw new Error(gl.getShaderInfoLog(shader) || 'Shader compile error');\n }\n return shader;\n }\n\n public resize(width: number, height: number) {\n this.canvas.width = width;\n this.canvas.height = height;\n this.gl.viewport(0, 0, width, height);\n }\n\n dispose() {\n const { gl, program } = this;\n if (program) gl.deleteProgram(program);\n }\n}\n\nexport default WebGLCore;\n","/**\n * Common utilities\n * @module glMatrix\n */\n\n// Configuration Constants\nexport var EPSILON = 0.000001;\nexport var ARRAY_TYPE = typeof Float32Array !== \"undefined\" ? Float32Array : Array;\nexport var RANDOM = Math.random;\nexport var ANGLE_ORDER = \"zyx\";\n\n/**\n * Symmetric round\n * see https://www.npmjs.com/package/round-half-up-symmetric#user-content-detailed-background\n *\n * @param {Number} a value to round\n */\nexport function round(a) {\n if (a >= 0) return Math.round(a);\n return a % 0.5 === 0 ? Math.floor(a) : Math.round(a);\n}\n\n/**\n * Sets the type of array used when creating new vectors and matrices\n *\n * @param {Float32ArrayConstructor | ArrayConstructor} type Array type, such as Float32Array or Array\n */\nexport function setMatrixArrayType(type) {\n ARRAY_TYPE = type;\n}\nvar degree = Math.PI / 180;\nvar radian = 180 / Math.PI;\n\n/**\n * Convert Degree To Radian\n *\n * @param {Number} a Angle in Degrees\n */\nexport function toRadian(a) {\n return a * degree;\n}\n\n/**\n * Convert Radian To Degree\n *\n * @param {Number} a Angle in Radians\n */\nexport function toDegree(a) {\n return a * radian;\n}\n\n/**\n * Tests whether or not the arguments have approximately the same value, within an absolute\n * or relative tolerance of glMatrix.EPSILON (an absolute tolerance is used for values less\n * than or equal to 1.0, and a relative tolerance is used for larger values)\n *\n * @param {Number} a The first number to test.\n * @param {Number} b The second number to test.\n * @param {Number} tolerance Absolute or relative tolerance (default glMatrix.EPSILON)\n * @returns {Boolean} True if the numbers are approximately equal, false otherwise.\n */\nexport function equals(a, b) {\n var tolerance = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : EPSILON;\n return Math.abs(a - b) <= tolerance * Math.max(1, Math.abs(a), Math.abs(b));\n}","import * as glMatrix from \"./common.js\";\n\n/**\n * 3x3 Matrix\n * @module mat3\n */\n\n/**\n * Creates a new identity mat3\n *\n * @returns {mat3} a new 3x3 matrix\n */\nexport function create() {\n var out = new glMatrix.ARRAY_TYPE(9);\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[5] = 0;\n out[6] = 0;\n out[7] = 0;\n }\n out[0] = 1;\n out[4] = 1;\n out[8] = 1;\n return out;\n}\n\n/**\n * Copies the upper-left 3x3 values into the given mat3.\n *\n * @param {mat3} out the receiving 3x3 matrix\n * @param {ReadonlyMat4} a the source 4x4 matrix\n * @returns {mat3} out\n */\nexport function fromMat4(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[4];\n out[4] = a[5];\n out[5] = a[6];\n out[6] = a[8];\n out[7] = a[9];\n out[8] = a[10];\n return out;\n}\n\n/**\n * Creates a new mat3 initialized with values from an existing matrix\n *\n * @param {ReadonlyMat3} a matrix to clone\n * @returns {mat3} a new 3x3 matrix\n */\nexport function clone(a) {\n var out = new glMatrix.ARRAY_TYPE(9);\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n out[4] = a[4];\n out[5] = a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[8] = a[8];\n return out;\n}\n\n/**\n * Copy the values from one mat3 to another\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3} out\n */\nexport function copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n out[4] = a[4];\n out[5] = a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[8] = a[8];\n return out;\n}\n\n/**\n * Create a new mat3 with the given values\n *\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\n * @param {Number} m10 Component in column 1, row 0 position (index 3)\n * @param {Number} m11 Component in column 1, row 1 position (index 4)\n * @param {Number} m12 Component in column 1, row 2 position (index 5)\n * @param {Number} m20 Component in column 2, row 0 position (index 6)\n * @param {Number} m21 Component in column 2, row 1 position (index 7)\n * @param {Number} m22 Component in column 2, row 2 position (index 8)\n * @returns {mat3} A new mat3\n */\nexport function fromValues(m00, m01, m02, m10, m11, m12, m20, m21, m22) {\n var out = new glMatrix.ARRAY_TYPE(9);\n out[0] = m00;\n out[1] = m01;\n out[2] = m02;\n out[3] = m10;\n out[4] = m11;\n out[5] = m12;\n out[6] = m20;\n out[7] = m21;\n out[8] = m22;\n return out;\n}\n\n/**\n * Set the components of a mat3 to the given values\n *\n * @param {mat3} out the receiving matrix\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\n * @param {Number} m10 Component in column 1, row 0 position (index 3)\n * @param {Number} m11 Component in column 1, row 1 position (index 4)\n * @param {Number} m12 Component in column 1, row 2 position (index 5)\n * @param {Number} m20 Component in column 2, row 0 position (index 6)\n * @param {Number} m21 Component in column 2, row 1 position (index 7)\n * @param {Number} m22 Component in column 2, row 2 position (index 8)\n * @returns {mat3} out\n */\nexport function set(out, m00, m01, m02, m10, m11, m12, m20, m21, m22) {\n out[0] = m00;\n out[1] = m01;\n out[2] = m02;\n out[3] = m10;\n out[4] = m11;\n out[5] = m12;\n out[6] = m20;\n out[7] = m21;\n out[8] = m22;\n return out;\n}\n\n/**\n * Set a mat3 to the identity matrix\n *\n * @param {mat3} out the receiving matrix\n * @returns {mat3} out\n */\nexport function identity(out) {\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 1;\n out[5] = 0;\n out[6] = 0;\n out[7] = 0;\n out[8] = 1;\n return out;\n}\n\n/**\n * Transpose the values of a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3} out\n */\nexport function transpose(out, a) {\n // If we are transposing ourselves we can skip a few steps but have to cache some values\n if (out === a) {\n var a01 = a[1],\n a02 = a[2],\n a12 = a[5];\n out[1] = a[3];\n out[2] = a[6];\n out[3] = a01;\n out[5] = a[7];\n out[6] = a02;\n out[7] = a12;\n } else {\n out[0] = a[0];\n out[1] = a[3];\n out[2] = a[6];\n out[3] = a[1];\n out[4] = a[4];\n out[5] = a[7];\n out[6] = a[2];\n out[7] = a[5];\n out[8] = a[8];\n }\n return out;\n}\n\n/**\n * Inverts a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3 | null} out, or null if source matrix is not invertible\n */\nexport function invert(out, a) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2];\n var a10 = a[3],\n a11 = a[4],\n a12 = a[5];\n var a20 = a[6],\n a21 = a[7],\n a22 = a[8];\n var b01 = a22 * a11 - a12 * a21;\n var b11 = -a22 * a10 + a12 * a20;\n var b21 = a21 * a10 - a11 * a20;\n\n // Calculate the determinant\n var det = a00 * b01 + a01 * b11 + a02 * b21;\n if (!det) {\n return null;\n }\n det = 1.0 / det;\n out[0] = b01 * det;\n out[1] = (-a22 * a01 + a02 * a21) * det;\n out[2] = (a12 * a01 - a02 * a11) * det;\n out[3] = b11 * det;\n out[4] = (a22 * a00 - a02 * a20) * det;\n out[5] = (-a12 * a00 + a02 * a10) * det;\n out[6] = b21 * det;\n out[7] = (-a21 * a00 + a01 * a20) * det;\n out[8] = (a11 * a00 - a01 * a10) * det;\n return out;\n}\n\n/**\n * Calculates the adjugate of a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3} out\n */\nexport function adjoint(out, a) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2];\n var a10 = a[3],\n a11 = a[4],\n a12 = a[5];\n var a20 = a[6],\n a21 = a[7],\n a22 = a[8];\n out[0] = a11 * a22 - a12 * a21;\n out[1] = a02 * a21 - a01 * a22;\n out[2] = a01 * a12 - a02 * a11;\n out[3] = a12 * a20 - a10 * a22;\n out[4] = a00 * a22 - a02 * a20;\n out[5] = a02 * a10 - a00 * a12;\n out[6] = a10 * a21 - a11 * a20;\n out[7] = a01 * a20 - a00 * a21;\n out[8] = a00 * a11 - a01 * a10;\n return out;\n}\n\n/**\n * Calculates the determinant of a mat3\n *\n * @param {ReadonlyMat3} a the source matrix\n * @returns {Number} determinant of a\n */\nexport function determinant(a) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2];\n var a10 = a[3],\n a11 = a[4],\n a12 = a[5];\n var a20 = a[6],\n a21 = a[7],\n a22 = a[8];\n return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);\n}\n\n/**\n * Multiplies two mat3's\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @returns {mat3} out\n */\nexport function multiply(out, a, b) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2];\n var a10 = a[3],\n a11 = a[4],\n a12 = a[5];\n var a20 = a[6],\n a21 = a[7],\n a22 = a[8];\n var b00 = b[0],\n b01 = b[1],\n b02 = b[2];\n var b10 = b[3],\n b11 = b[4],\n b12 = b[5];\n var b20 = b[6],\n b21 = b[7],\n b22 = b[8];\n out[0] = b00 * a00 + b01 * a10 + b02 * a20;\n out[1] = b00 * a01 + b01 * a11 + b02 * a21;\n out[2] = b00 * a02 + b01 * a12 + b02 * a22;\n out[3] = b10 * a00 + b11 * a10 + b12 * a20;\n out[4] = b10 * a01 + b11 * a11 + b12 * a21;\n out[5] = b10 * a02 + b11 * a12 + b12 * a22;\n out[6] = b20 * a00 + b21 * a10 + b22 * a20;\n out[7] = b20 * a01 + b21 * a11 + b22 * a21;\n out[8] = b20 * a02 + b21 * a12 + b22 * a22;\n return out;\n}\n\n/**\n * Translate a mat3 by the given vector\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to translate\n * @param {ReadonlyVec2} v vector to translate by\n * @returns {mat3} out\n */\nexport function translate(out, a, v) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2],\n a10 = a[3],\n a11 = a[4],\n a12 = a[5],\n a20 = a[6],\n a21 = a[7],\n a22 = a[8],\n x = v[0],\n y = v[1];\n out[0] = a00;\n out[1] = a01;\n out[2] = a02;\n out[3] = a10;\n out[4] = a11;\n out[5] = a12;\n out[6] = x * a00 + y * a10 + a20;\n out[7] = x * a01 + y * a11 + a21;\n out[8] = x * a02 + y * a12 + a22;\n return out;\n}\n\n/**\n * Rotates a mat3 by the given angle\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat3} out\n */\nexport function rotate(out, a, rad) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2],\n a10 = a[3],\n a11 = a[4],\n a12 = a[5],\n a20 = a[6],\n a21 = a[7],\n a22 = a[8],\n s = Math.sin(rad),\n c = Math.cos(rad);\n out[0] = c * a00 + s * a10;\n out[1] = c * a01 + s * a11;\n out[2] = c * a02 + s * a12;\n out[3] = c * a10 - s * a00;\n out[4] = c * a11 - s * a01;\n out[5] = c * a12 - s * a02;\n out[6] = a20;\n out[7] = a21;\n out[8] = a22;\n return out;\n}\n\n/**\n * Scales the mat3 by the dimensions in the given vec2\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to scale\n * @param {ReadonlyVec2} v the vec2 to scale the matrix by\n * @returns {mat3} out\n **/\nexport function scale(out, a, v) {\n var x = v[0],\n y = v[1];\n out[0] = x * a[0];\n out[1] = x * a[1];\n out[2] = x * a[2];\n out[3] = y * a[3];\n out[4] = y * a[4];\n out[5] = y * a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[8] = a[8];\n return out;\n}\n\n/**\n * Creates a matrix from a vector translation\n * This is equivalent to (but much faster than):\n *\n * mat3.identity(dest);\n * mat3.translate(dest, dest, vec);\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {ReadonlyVec2} v Translation vector\n * @returns {mat3} out\n */\nexport function fromTranslation(out, v) {\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 1;\n out[5] = 0;\n out[6] = v[0];\n out[7] = v[1];\n out[8] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from a given angle\n * This is equivalent to (but much faster than):\n *\n * mat3.identity(dest);\n * mat3.rotate(dest, dest, rad);\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat3} out\n */\nexport function fromRotation(out, rad) {\n var s = Math.sin(rad),\n c = Math.cos(rad);\n out[0] = c;\n out[1] = s;\n out[2] = 0;\n out[3] = -s;\n out[4] = c;\n out[5] = 0;\n out[6] = 0;\n out[7] = 0;\n out[8] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from a vector scaling\n * This is equivalent to (but much faster than):\n *\n * mat3.identity(dest);\n * mat3.scale(dest, dest, vec);\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {ReadonlyVec2} v Scaling vector\n * @returns {mat3} out\n */\nexport function fromScaling(out, v) {\n out[0] = v[0];\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = v[1];\n out[5] = 0;\n out[6] = 0;\n out[7] = 0;\n out[8] = 1;\n return out;\n}\n\n/**\n * Copies the values from a mat2d into a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat2d} a the matrix to copy\n * @returns {mat3} out\n **/\nexport function fromMat2d(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = 0;\n out[3] = a[2];\n out[4] = a[3];\n out[5] = 0;\n out[6] = a[4];\n out[7] = a[5];\n out[8] = 1;\n return out;\n}\n\n/**\n * Calculates a 3x3 matrix from the given quaternion\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {ReadonlyQuat} q Quaternion to create matrix from\n *\n * @returns {mat3} out\n */\nexport function fromQuat(out, q) {\n var x = q[0],\n y = q[1],\n z = q[2],\n w = q[3];\n var x2 = x + x;\n var y2 = y + y;\n var z2 = z + z;\n var xx = x * x2;\n var yx = y * x2;\n var yy = y * y2;\n var zx = z * x2;\n var zy = z * y2;\n var zz = z * z2;\n var wx = w * x2;\n var wy = w * y2;\n var wz = w * z2;\n out[0] = 1 - yy - zz;\n out[3] = yx - wz;\n out[6] = zx + wy;\n out[1] = yx + wz;\n out[4] = 1 - xx - zz;\n out[7] = zy - wx;\n out[2] = zx - wy;\n out[5] = zy + wx;\n out[8] = 1 - xx - yy;\n return out;\n}\n\n/**\n * Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {ReadonlyMat4} a Mat4 to derive the normal matrix from\n *\n * @returns {mat3} out\n */\nexport function normalFromMat4(out, a) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2],\n a03 = a[3];\n var a10 = a[4],\n a11 = a[5],\n a12 = a[6],\n a13 = a[7];\n var a20 = a[8],\n a21 = a[9],\n a22 = a[10],\n a23 = a[11];\n var a30 = a[12],\n a31 = a[13],\n a32 = a[14],\n a33 = a[15];\n var b00 = a00 * a11 - a01 * a10;\n var b01 = a00 * a12 - a02 * a10;\n var b02 = a00 * a13 - a03 * a10;\n var b03 = a01 * a12 - a02 * a11;\n var b04 = a01 * a13 - a03 * a11;\n var b05 = a02 * a13 - a03 * a12;\n var b06 = a20 * a31 - a21 * a30;\n var b07 = a20 * a32 - a22 * a30;\n var b08 = a20 * a33 - a23 * a30;\n var b09 = a21 * a32 - a22 * a31;\n var b10 = a21 * a33 - a23 * a31;\n var b11 = a22 * a33 - a23 * a32;\n\n // Calculate the determinant\n var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n if (!det) {\n return null;\n }\n det = 1.0 / det;\n out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;\n out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;\n out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;\n out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;\n out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;\n out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;\n out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;\n out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;\n out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;\n return out;\n}\n\n/**\n * Generates a 2D projection matrix with the given bounds\n *\n * @param {mat3} out mat3 frustum matrix will be written into\n * @param {number} width Width of your gl context\n * @param {number} height Height of gl context\n * @returns {mat3} out\n */\nexport function projection(out, width, height) {\n out[0] = 2 / width;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = -2 / height;\n out[5] = 0;\n out[6] = -1;\n out[7] = 1;\n out[8] = 1;\n return out;\n}\n\n/**\n * Returns a string representation of a mat3\n *\n * @param {ReadonlyMat3} a matrix to represent as a string\n * @returns {String} string representation of the matrix\n */\nexport function str(a) {\n return \"mat3(\" + a[0] + \", \" + a[1] + \", \" + a[2] + \", \" + a[3] + \", \" + a[4] + \", \" + a[5] + \", \" + a[6] + \", \" + a[7] + \", \" + a[8] + \")\";\n}\n\n/**\n * Returns Frobenius norm of a mat3\n *\n * @param {ReadonlyMat3} a the matrix to calculate Frobenius norm of\n * @returns {Number} Frobenius norm\n */\nexport function frob(a) {\n return Math.sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2] + a[3] * a[3] + a[4] * a[4] + a[5] * a[5] + a[6] * a[6] + a[7] * a[7] + a[8] * a[8]);\n}\n\n/**\n * Adds two mat3's\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @returns {mat3} out\n */\nexport function add(out, a, b) {\n out[0] = a[0] + b[0];\n out[1] = a[1] + b[1];\n out[2] = a[2] + b[2];\n out[3] = a[3] + b[3];\n out[4] = a[4] + b[4];\n out[5] = a[5] + b[5];\n out[6] = a[6] + b[6];\n out[7] = a[7] + b[7];\n out[8] = a[8] + b[8];\n return out;\n}\n\n/**\n * Subtracts matrix b from matrix a\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @returns {mat3} out\n */\nexport function subtract(out, a, b) {\n out[0] = a[0] - b[0];\n out[1] = a[1] - b[1];\n out[2] = a[2] - b[2];\n out[3] = a[3] - b[3];\n out[4] = a[4] - b[4];\n out[5] = a[5] - b[5];\n out[6] = a[6] - b[6];\n out[7] = a[7] - b[7];\n out[8] = a[8] - b[8];\n return out;\n}\n\n/**\n * Multiply each element of the matrix by a scalar.\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to scale\n * @param {Number} b amount to scale the matrix's elements by\n * @returns {mat3} out\n */\nexport function multiplyScalar(out, a, b) {\n out[0] = a[0] * b;\n out[1] = a[1] * b;\n out[2] = a[2] * b;\n out[3] = a[3] * b;\n out[4] = a[4] * b;\n out[5] = a[5] * b;\n out[6] = a[6] * b;\n out[7] = a[7] * b;\n out[8] = a[8] * b;\n return out;\n}\n\n/**\n * Adds two mat3's after multiplying each element of the second operand by a scalar value.\n *\n * @param {mat3} out the receiving vector\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @param {Number} scale the amount to scale b's elements by before adding\n * @returns {mat3} out\n */\nexport function multiplyScalarAndAdd(out, a, b, scale) {\n out[0] = a[0] + b[0] * scale;\n out[1] = a[1] + b[1] * scale;\n out[2] = a[2] + b[2] * scale;\n out[3] = a[3] + b[3] * scale;\n out[4] = a[4] + b[4] * scale;\n out[5] = a[5] + b[5] * scale;\n out[6] = a[6] + b[6] * scale;\n out[7] = a[7] + b[7] * scale;\n out[8] = a[8] + b[8] * scale;\n return out;\n}\n\n/**\n * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyMat3} a The first matrix.\n * @param {ReadonlyMat3} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\nexport function exactEquals(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7] && a[8] === b[8];\n}\n\n/**\n * Returns whether or not the matrices have approximately the same elements in the same position.\n *\n * @param {ReadonlyMat3} a The first matrix.\n * @param {ReadonlyMat3} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\nexport function equals(a, b) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3],\n a4 = a[4],\n a5 = a[5],\n a6 = a[6],\n a7 = a[7],\n a8 = a[8];\n var b0 = b[0],\n b1 = b[1],\n b2 = b[2],\n b3 = b[3],\n b4 = b[4],\n b5 = b[5],\n b6 = b[6],\n b7 = b[7],\n b8 = b[8];\n return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) && Math.abs(a8 - b8) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8));\n}\n\n/**\n * Alias for {@link mat3.multiply}\n * @function\n */\nexport var mul = multiply;\n\n/**\n * Alias for {@link mat3.subtract}\n * @function\n */\nexport var sub = subtract;","import * as glMatrix from \"./common.js\";\n\n/**\n * 4x4 Matrix<br>Format: column-major, when typed out it looks like row-major<br>The matrices are being post multiplied.\n * @module mat4\n */\n\n/**\n * Creates a new identity mat4\n *\n * @returns {mat4} a new 4x4 matrix\n */\nexport function create() {\n var out = new glMatrix.ARRAY_TYPE(16);\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n }\n out[0] = 1;\n out[5] = 1;\n out[10] = 1;\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a new mat4 initialized with values from an existing matrix\n *\n * @param {ReadonlyMat4} a matrix to clone\n * @returns {mat4} a new 4x4 matrix\n */\nexport function clone(a) {\n var out = new glMatrix.ARRAY_TYPE(16);\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n out[4] = a[4];\n out[5] = a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[8] = a[8];\n out[9] = a[9];\n out[10] = a[10];\n out[11] = a[11];\n out[12] = a[12];\n out[13] = a[13];\n out[14] = a[14];\n out[15] = a[15];\n return out;\n}\n\n/**\n * Copy the values from one mat4 to another\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the source matrix\n * @returns {mat4} out\n */\nexport function copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n out[4] = a[4];\n out[5] = a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[8] = a[8];\n out[9] = a[9];\n out[10] = a[10];\n out[11] = a[11];\n out[12] = a[12];\n out[13] = a[13];\n out[14] = a[14];\n out[15] = a[15];\n return out;\n}\n\n/**\n * Create a new mat4 with the given values\n *\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\n * @param {Number} m03 Component in column 0, row 3 position (index 3)\n * @param {Number} m10 Component in column 1, row 0 position (index 4)\n * @param {Number} m11 Component in column 1, row 1 position (index 5)\n * @param {Number} m12 Component in column 1, row 2 position (index 6)\n * @param {Number} m13 Component in column 1, row 3 position (index 7)\n * @param {Number} m20 Component in column 2, row 0 position (index 8)\n * @param {Number} m21 Component in column 2, row 1 position (index 9)\n * @param {Number} m22 Component in column 2, row 2 position (index 10)\n * @param {Number} m23 Component in column 2, row 3 position (index 11)\n * @param {Number} m30 Component in column 3, row 0 position (index 12)\n * @param {Number} m31 Component in column 3, row 1 position (index 13)\n * @param {Number} m32 Component in column 3, row 2 position (index 14)\n * @param {Number} m33 Component in column 3, row 3 position (index 15)\n * @returns {mat4} A new mat4\n */\nexport function fromValues(m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {\n var out = new glMatrix.ARRAY_TYPE(16);\n out[0] = m00;\n out[1] = m01;\n out[2] = m02;\n out[3] = m03;\n out[4] = m10;\n out[5] = m11;\n out[6] = m12;\n out[7] = m13;\n out[8] = m20;\n out[9] = m21;\n out[10] = m22;\n out[11] = m23;\n out[12] = m30;\n out[13] = m31;\n out[14] = m32;\n out[15] = m33;\n return out;\n}\n\n/**\n * Set the components of a mat4 to the given values\n *\n * @param {mat4} out the receiving matrix\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\n * @param {Number} m03 Component in column 0, row 3 position (index 3)\n * @param {Number} m10 Component in column 1, row 0 position (index 4)\n * @param {Number} m11 Component in column 1, row 1 position (index 5)\n * @param {Number} m12 Component in column 1, row 2 position (index 6)\n * @param {Number} m13 Component in column 1, row 3 position (index 7)\n * @param {Number} m20 Component in column 2, row 0 position (index 8)\n * @param {Number} m21 Component in column 2, row 1 position (index 9)\n * @param {Number} m22 Component in column 2, row 2 position (index 10)\n * @param {Number} m23 Component in column 2, row 3 position (index 11)\n * @param {Number} m30 Component in column 3, row 0 position (index 12)\n * @param {Number} m31 Component in column 3, row 1 position (index 13)\n * @param {Number} m32 Component in column 3, row 2 position (index 14)\n * @param {Number} m33 Component in column 3, row 3 position (index 15)\n * @returns {mat4} out\n */\nexport function set(out, m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {\n out[0] = m00;\n out[1] = m01;\n out[2] = m02;\n out[3] = m03;\n out[4] = m10;\n out[5] = m11;\n out[6] = m12;\n out[7] = m13;\n out[8] = m20;\n out[9] = m21;\n out[10] = m22;\n out[11] = m23;\n out[12] = m30;\n out[13] = m31;\n out[14] = m32;\n out[15] = m33;\n return out;\n}\n\n/**\n * Set a mat4 to the identity matrix\n *\n * @param {mat4} out the receiving matrix\n * @returns {mat4} out\n */\nexport function identity(out) {\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = 1;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[10] = 1;\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n out[15] = 1;\n return out;\n}\n\n/**\n * Transpose the values of a mat4\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the source matrix\n * @returns {mat4} out\n */\nexport function transpose(out, a) {\n // If we are transposing ourselves we can skip a few steps but have to cache some values\n if (out === a) {\n var a01 = a[1],\n a02 = a[2],\n a03 = a[3];\n var a12 = a[6],\n a13 = a[7];\n var a23 = a[11];\n out[1] = a[4];\n out[2] = a[8];\n out[3] = a[12];\n out[4] = a01;\n out[6] = a[9];\n out[7] = a[13];\n out[8] = a02;\n out[9] = a12;\n out[11] = a[14];\n out[12] = a03;\n out[13] = a13;\n out[14] = a23;\n } else {\n out[0] = a[0];\n out[1] = a[4];\n out[2] = a[8];\n out[3] = a[12];\n out[4] = a[1];\n out[5] = a[5];\n out[6] = a[9];\n out[7] = a[13];\n out[8] = a[2];\n out[9] = a[6];\n out[10] = a[10];\n out[11] = a[14];\n out[12] = a[3];\n out[13] = a[7];\n out[14] = a[11];\n out[15] = a[15];\n }\n return out;\n}\n\n/**\n * Inverts a mat4\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the source matrix\n * @returns {mat4 | null} out, or null if source matrix is not invertible\n */\nexport function invert(out, a) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2],\n a03 = a[3];\n var a10 = a[4],\n a11 = a[5],\n a12 = a[6],\n a13 = a[7];\n var a20 = a[8],\n a21 = a[9],\n a22 = a[10],\n a23 = a[11];\n var a30 = a[12],\n a31 = a[13],\n a32 = a[14],\n a33 = a[15];\n var b00 = a00 * a11 - a01 * a10;\n var b01 = a00 * a12 - a02 * a10;\n var b02 = a00 * a13 - a03 * a10;\n var b03 = a01 * a12 - a02 * a11;\n var b04 = a01 * a13 - a03 * a11;\n var b05 = a02 * a13 - a03 * a12;\n var b06 = a20 * a31 - a21 * a30;\n var b07 = a20 * a32 - a22 * a30;\n var b08 = a20 * a33 - a23 * a30;\n var b09 = a21 * a32 - a22 * a31;\n var b10 = a21 * a33 - a23 * a31;\n var b11 = a22 * a33 - a23 * a32;\n\n // Calculate the determinant\n var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n if (!det) {\n return null;\n }\n det = 1.0 / det;\n out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;\n out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;\n out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;\n out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;\n out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;\n out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;\n out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;\n out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;\n out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;\n out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;\n out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;\n out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;\n out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;\n out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;\n out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;\n out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;\n return out;\n}\n\n/**\n * Calculates the adjugate of a mat4\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the source matrix\n * @returns {mat4} out\n */\nexport function adjoint(out, a) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2],\n a03 = a[3];\n var a10 = a[4],\n a11 = a[5],\n a12 = a[6],\n a13 = a[7];\n var a20 = a[8],\n a21 = a[9],\n a22 = a[10],\n a23 = a[11];\n var a30 = a[12],\n a31 = a[13],\n a32 = a[14],\n a33 = a[15];\n var b00 = a00 * a11 - a01 * a10;\n var b01 = a00 * a12 - a02 * a10;\n var b02 = a00 * a13 - a03 * a10;\n var b03 = a01 * a12 - a02 * a11;\n var b04 = a01 * a13 - a03 * a11;\n var b05 = a02 * a13 - a03 * a12;\n var b06 = a20 * a31 - a21 * a30;\n var b07 = a20 * a32 - a22 * a30;\n var b08 = a20 * a33 - a23 * a30;\n var b09 = a21 * a32 - a22 * a31;\n var b10 = a21 * a33 - a23 * a31;\n var b11 = a22 * a33 - a23 * a32;\n out[0] = a11 * b11 - a12 * b10 + a13 * b09;\n out[1] = a02 * b10 - a01 * b11 - a03 * b09;\n out[2] = a31 * b05 - a32 * b04 + a33 * b03;\n out[3] = a22 * b04 - a21 * b05 - a23 * b03;\n out[4] = a12 * b08 - a10 * b11 - a13 * b07;\n out[5] = a00 * b11 - a02 * b08 + a03 * b07;\n out[6] = a32 * b02 - a30 * b05 - a33 * b01;\n out[7] = a20 * b05 - a22 * b02 + a23 * b01;\n out[8] = a10 * b10 - a11 * b08 + a13 * b06;\n out[9] = a01 * b08 - a00 * b10 - a03 * b06;\n out[10] = a30 * b04 - a31 * b02 + a33 * b00;\n out[11] = a21 * b02 - a20 * b04 - a23 * b00;\n out[12] = a11 * b07 - a10 * b09 - a12 * b06;\n out[13] = a00 * b09 - a01 * b07 + a02 * b06;\n out[14] = a31 * b01 - a30 * b03 - a32 * b00;\n out[15] = a20 * b03 - a21 * b01 + a22 * b00;\n return out;\n}\n\n/**\n * Calculates the determinant of a mat4\n *\n * @param {ReadonlyMat4} a the source matrix\n * @returns {Number} determinant of a\n */\nexport function determinant(a) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2],\n a03 = a[3];\n var a10 = a[4],\n a11 = a[5],\n a12 = a[6],\n a13 = a[7];\n var a20 = a[8],\n a21 = a[9],\n a22 = a[10],\n a23 = a[11];\n var a30 = a[12],\n a31 = a[13],\n a32 = a[14],\n a33 = a[15];\n var b0 = a00 * a11 - a01 * a10;\n var b1 = a00 * a12 - a02 * a10;\n var b2 = a01 * a12 - a02 * a11;\n var b3 = a20 * a31 - a21 * a30;\n var b4 = a20 * a32 - a22 * a30;\n var b5 = a21 * a32 - a22 * a31;\n var b6 = a00 * b5 - a01 * b4 + a02 * b3;\n var b7 = a10 * b5 - a11 * b4 + a12 * b3;\n var b8 = a20 * b2 - a21 * b1 + a22 * b0;\n var b9 = a30 * b2 - a31 * b1 + a32 * b0;\n\n // Calculate the determinant\n return a13 * b6 - a03 * b7 + a33 * b8 - a23 * b9;\n}\n\n/**\n * Multiplies two mat4s\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the first operand\n * @param {ReadonlyMat4} b the second operand\n * @returns {mat4} out\n */\nexport function multiply(out, a, b) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2],\n a03 = a[3];\n var a10 = a[4],\n a11 = a[5],\n a12 = a[6],\n a13 = a[7];\n var a20 = a[8],\n a21 = a[9],\n a22 = a[10],\n a23 = a[11];\n var a30 = a[12],\n a31 = a[13],\n a32 = a[14],\n a33 = a[15];\n\n // Cache only the current line of the second matrix\n var b0 = b[0],\n b1 = b[1],\n b2 = b[2],\n b3 = b[3];\n out[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;\n out[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;\n out[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;\n out[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;\n b0 = b[4];\n b1 = b[5];\n b2 = b[6];\n b3 = b[7];\n out[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;\n out[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;\n out[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;\n out[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;\n b0 = b[8];\n b1 = b[9];\n b2 = b[10];\n b3 = b[11];\n out[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;\n out[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;\n out[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;\n out[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;\n b0 = b[12];\n b1 = b[13];\n b2 = b[14];\n b3 = b[15];\n out[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;\n out[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;\n out[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;\n out[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;\n return out;\n}\n\n/**\n * Translate a mat4 by the given vector\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to translate\n * @param {ReadonlyVec3} v vector to translate by\n * @returns {mat4} out\n */\nexport function translate(out, a, v) {\n var x = v[0],\n y = v[1],\n z = v[2];\n var a00, a01, a02, a03;\n var a10, a11, a12, a13;\n var a20, a21, a22, a23;\n if (a === out) {\n out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];\n out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];\n out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];\n out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];\n } else {\n a00 = a[0];\n a01 = a[1];\n a02 = a[2];\n a03 = a[3];\n a10 = a[4];\n a11 = a[5];\n a12 = a[6];\n a13 = a[7];\n a20 = a[8];\n a21 = a[9];\n a22 = a[10];\n a23 = a[11];\n out[0] = a00;\n out[1] = a01;\n out[2] = a02;\n out[3] = a03;\n out[4] = a10;\n out[5] = a11;\n out[6] = a12;\n out[7] = a13;\n out[8] = a20;\n out[9] = a21;\n out[10] = a22;\n out[11] = a23;\n out[12] = a00 * x + a10 * y + a20 * z + a[12];\n out[13] = a01 * x + a11 * y + a21 * z + a[13];\n out[14] = a02 * x + a12 * y + a22 * z + a[14];\n out[15] = a03 * x + a13 * y + a23 * z + a[15];\n }\n return out;\n}\n\n/**\n * Scales the mat4 by the dimensions in the given vec3 not using vectorization\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to scale\n * @param {ReadonlyVec3} v the vec3 to scale the matrix by\n * @returns {mat4} out\n **/\nexport function scale(out, a, v) {\n var x = v[0],\n y = v[1],\n z = v[2];\n out[0] = a[0] * x;\n out[1] = a[1] * x;\n out[2] = a[2] * x;\n out[3] = a[3] * x;\n out[4] = a[4] * y;\n out[5] = a[5] * y;\n out[6] = a[6] * y;\n out[7] = a[7] * y;\n out[8] = a[8] * z;\n out[9] = a[9] * z;\n out[10] = a[10] * z;\n out[11] = a[11] * z;\n out[12] = a[12];\n out[13] = a[13];\n out[14] = a[14];\n out[15] = a[15];\n return out;\n}\n\n/**\n * Rotates a mat4 by the given angle around the given axis\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @param {ReadonlyVec3} axis the axis to rotate around\n * @returns {mat4} out\n */\nexport function rotate(out, a, rad, axis) {\n var x = axis[0],\n y = axis[1],\n z = axis[2];\n var len = Math.sqrt(x * x + y * y + z * z);\n var s, c, t;\n var a00, a01, a02, a03;\n var a10, a11, a12, a13;\n var a20, a21, a22, a23;\n var b00, b01, b02;\n var b10, b11, b12;\n var b20, b21, b22;\n if (len < glMatrix.EPSILON) {\n return null;\n }\n len = 1 / len;\n x *= len;\n y *= len;\n z *= len;\n s = Math.sin(rad);\n c = Math.cos(rad);\n t = 1 - c;\n a00 = a[0];\n a01 = a[1];\n a02 = a[2];\n a03 = a[3];\n a10 = a[4];\n a11 = a[5];\n a12 = a[6];\n a13 = a[7];\n a20 = a[8];\n a21 = a[9];\n a22 = a[10];\n a23 = a[11];\n\n // Construct the elements of the rotation matrix\n b00 = x * x * t + c;\n b01 = y * x * t + z * s;\n b02 = z * x * t - y * s;\n b10 = x * y * t - z * s;\n b11 = y * y * t + c;\n b12 = z * y * t + x * s;\n b20 = x * z * t + y * s;\n b21 = y * z * t - x * s;\n b22 = z * z * t + c;\n\n // Perform rotation-specific matrix multiplication\n out[0] = a00 * b00 + a10 * b01 + a20 * b02;\n out[1] = a01 * b00 + a11 * b01 + a21 * b02;\n out[2] = a02 * b00 + a12 * b01 + a22 * b02;\n out[3] = a03 * b00 + a13 * b01 + a23 * b02;\n out[4] = a00 * b10 + a10 * b11 + a20 * b12;\n out[5] = a01 * b10 + a11 * b11 + a21 * b12;\n out[6] = a02 * b10 + a12 * b11 + a22 * b12;\n out[7] = a03 * b10 + a13 * b11 + a23 * b12;\n out[8] = a00 * b20 + a10 * b21 + a20 * b22;\n out[9] = a01 * b20 + a11 * b21 + a21 * b22;\n out[10] = a02 * b20 + a12 * b21 + a22 * b22;\n out[11] = a03 * b20 + a13 * b21 + a23 * b22;\n if (a !== out) {\n // If the source and destination differ, copy the unchanged last row\n out[12] = a[12];\n out[13] = a[13];\n out[14] = a[14];\n out[15] = a[15];\n }\n return out;\n}\n\n/**\n * Rotates a matrix by the given angle around the X axis\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function rotateX(out, a, rad) {\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n var a10 = a[4];\n var a11 = a[5];\n var a12 = a[6];\n var a13 = a[7];\n var a20 = a[8];\n var a21 = a[9];\n var a22 = a[10];\n var a23 = a[11];\n if (a !== out) {\n // If the source and destination differ, copy the unchanged rows\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n out[12] = a[12];\n out[13] = a[13];\n out[14] = a[14];\n out[15] = a[15];\n }\n\n // Perform axis-specific matrix multiplication\n out[4] = a10 * c + a20 * s;\n out[5] = a11 * c + a21 * s;\n out[6] = a12 * c + a22 * s;\n out[7] = a13 * c + a23 * s;\n out[8] = a20 * c - a10 * s;\n out[9] = a21 * c - a11 * s;\n out[10] = a22 * c - a12 * s;\n out[11] = a23 * c - a13 * s;\n return out;\n}\n\n/**\n * Rotates a matrix by the given angle around the Y axis\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function rotateY(out, a, rad) {\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n var a00 = a[0];\n var a01 = a[1];\n var a02 = a[2];\n var a03 = a[3];\n var a20 = a[8];\n var a21 = a[9];\n var a22 = a[10];\n var a23 = a[11];\n if (a !== out) {\n // If the source and destination differ, copy the unchanged rows\n out[4] = a[4];\n out[5] = a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[12] = a[12];\n out[13] = a[13];\n out[14] = a[14];\n out[15] = a[15];\n }\n\n // Perform axis-specific matrix multiplication\n out[0] = a00 * c - a20 * s;\n out[1] = a01 * c - a21 * s;\n out[2] = a02 * c - a22 * s;\n out[3] = a03 * c - a23 * s;\n out[8] = a00 * s + a20 * c;\n out[9] = a01 * s + a21 * c;\n out[10] = a02 * s + a22 * c;\n out[11] = a03 * s + a23 * c;\n return out;\n}\n\n/**\n * Rotates a matrix by the given angle around the Z axis\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function rotateZ(out, a, rad) {\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n var a00 = a[0];\n var a01 = a[1];\n var a02 = a[2];\n var a03 = a[3];\n var a10 = a[4];\n var a11 = a[5];\n var a12 = a[6];\n var a13 = a[7];\n if (a !== out) {\n // If the source and destination differ, copy the unchanged last row\n out[8] = a[8];\n out[9] = a[9];\n out[10] = a[10];\n out[11] = a[11];\n out[12] = a[12];\n out[13] = a[13];\n out[14] = a[14];\n out[15] = a[15];\n }\n\n // Perform axis-specific matrix multiplication\n out[0] = a00 * c + a10 * s;\n out[1] = a01 * c + a11 * s;\n out[2] = a02 * c + a12 * s;\n out[3] = a03 * c + a13 * s;\n out[4] = a10 * c - a00 * s;\n out[5] = a11 * c - a01 * s;\n out[6] = a12 * c - a02 * s;\n out[7] = a13 * c - a03 * s;\n return out;\n}\n\n/**\n * Creates a matrix from a vector translation\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.translate(dest, dest, vec);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {ReadonlyVec3} v Translation vector\n * @returns {mat4} out\n */\nexport function fromTranslation(out, v) {\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = 1;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[10] = 1;\n out[11] = 0;\n out[12] = v[0];\n out[13] = v[1];\n out[14] = v[2];\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from a vector scaling\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.scale(dest, dest, vec);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {ReadonlyVec3} v Scaling vector\n * @returns {mat4} out\n */\nexport function fromScaling(out, v) {\n out[0] = v[0];\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = v[1];\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[10] = v[2];\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from a given angle around a given axis\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.rotate(dest, dest, rad, axis);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @param {ReadonlyVec3} axis the axis to rotate around\n * @returns {mat4} out\n */\nexport function fromRotation(out, rad, axis) {\n var x = axis[0],\n y = axis[1],\n z = axis[2];\n var len = Math.sqrt(x * x + y * y + z * z);\n var s, c, t;\n if (len < glMatrix.EPSILON) {\n return null;\n }\n len = 1 / len;\n x *= len;\n y *= len;\n z *= len;\n s = Math.sin(rad);\n c = Math.cos(rad);\n t = 1 - c;\n\n // Perform rotation-specific matrix multiplication\n out[0] = x * x * t + c;\n out[1] = y * x * t + z * s;\n out[2] = z * x * t - y * s;\n out[3] = 0;\n out[4] = x * y * t - z * s;\n out[5] = y * y * t + c;\n out[6] = z * y * t + x * s;\n out[7] = 0;\n out[8] = x * z * t + y * s;\n out[9] = y * z * t - x * s;\n out[10] = z * z * t + c;\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from the given angle around the X axis\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.rotateX(dest, dest, rad);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function fromXRotation(out, rad) {\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n\n // Perform axis-specific matrix multiplication\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = c;\n out[6] = s;\n out[7] = 0;\n out[8] = 0;\n out[9] = -s;\n out[10] = c;\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from the given angle around the Y axis\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.rotateY(dest, dest, rad);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function fromYRotation(out, rad) {\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n\n // Perform axis-specific matrix multiplication\n out[0] = c;\n out[1] = 0;\n out[2] = -s;\n out[3] = 0;\n out[4] = 0;\n out[5] = 1;\n out[6] = 0;\n out[7] = 0;\n out[8] = s;\n out[9] = 0;\n out[10] = c;\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from the given angle around the Z axis\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.rotateZ(dest, dest, rad);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function fromZRotation(out, rad) {\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n\n // Perform axis-specific matrix multiplication\n out[0] = c;\n out[1] = s;\n out[2] = 0;\n out[3] = 0;\n out[4] = -s;\n out[5] = c;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[10] = 1;\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from a quaternion rotation and vector translation\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.translate(dest, dest, vec);\n * let quatMat = mat4.create();\n * mat4.fromQuat(quatMat, quat);\n * mat4.multiply(dest, dest, quatMat);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {quat} q Rotation quaternion\n * @param {ReadonlyVec3} v Translation vector\n * @returns {mat4} out\n */\nexport function fromRotationTranslation(out, q, v) {\n // Quaternion math\n var x = q[0],\n y = q[1],\n z = q[2],\n w = q[3];\n var x2 = x + x;\n var y2 = y + y;\n var z2 = z + z;\n var xx = x * x2;\n var xy = x * y2;\n var xz = x * z2;\n var yy = y * y2;\n var yz = y * z2;\n var zz = z * z2;\n var wx = w * x2;\n var wy = w * y2;\n var wz = w * z2;\n out[0] = 1 - (yy + zz);\n out[1] = xy + wz;\n out[2] = xz - wy;\n out[3] = 0;\n out[4] = xy - wz;\n out[5] = 1 - (xx + zz);\n out[6] = yz + wx;\n out[7] = 0;\n out[8] = xz + wy;\n out[9] = yz - wx;\n out[10] = 1 - (xx + yy);\n out[11] = 0;\n out[12] = v[0];\n out[13] = v[1];\n out[14] = v[2];\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a new mat4 from a dual quat.\n *\n * @param {mat4} out Matrix\n * @param {ReadonlyQuat2} a Dual Quaternion\n * @returns {mat4} mat4 receiving operation result\n */\nexport function fromQuat2(out, a) {\n var translation = new glMatrix.ARRAY_TYPE(3);\n var bx = -a[0],\n by = -a[1],\n bz = -a[2],\n bw = a[3],\n ax = a[4],\n ay = a[5],\n az = a[6],\n aw = a[7];\n var magnitude = bx * bx + by * by + bz * bz + bw * bw;\n //Only scale if it makes sense\n if (magnitude > 0) {\n translation[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2 / magnitude;\n translation[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2 / magnitude;\n translation[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2 / magnitude;\n } else {\n translation[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2;\n translation[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2;\n translation[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2;\n }\n fromRotationTranslation(out, a, translation);\n return out;\n}\n\n/**\n * Returns the translation vector component of a transformation\n * matrix. If a matrix is built with fromRotationTranslation,\n * the returned vector will be the same as the translation vector\n * originally supplied.\n * @param {vec3} out Vector to receive translation component\n * @param {ReadonlyMat4} mat Matrix to be decomposed (input)\n * @return {vec3} out\n */\nexport function getTranslation(out, mat) {\n out[0] = mat[12];\n out[1] = mat[13];\n out[2] = mat[14];\n return out;\n}\n\n/**\n * Returns the scaling factor component of a transformation\n * matrix. If a matrix is built with fromRotationTranslationScale\n * with a normalized Quaternion parameter, the returned vector will be\n * the same as the scaling vector\n * originally supplied.\n * @param {vec3} out Vector to receive scaling factor component\n * @param {ReadonlyMat4} mat Matrix to be decomposed (input)\n * @return {vec3} out\n */\nexport function getScaling(out, mat) {\n var m11 = mat[0];\n var m12 = mat[1];\n var m13 = mat[2];\n var m21 = mat[4];\n var m22 = mat[5];\n var m23 = mat[6];\n var m31 = mat[8];\n var m32 = mat[9];\n var m33 = mat[10];\n out[0] = Math.sqrt(m11 * m11 + m12 * m12 + m13 * m13);\n out[1] = Math.sqrt(m21 * m21 + m22 * m22 + m23 * m23);\n out[2] = Math.sqrt(m31 * m31 + m32 * m32 + m33 * m33);\n return out;\n}\n\n/**\n * Returns a quaternion representing the rotational component\n * of a transformation matrix. If a matrix is built with\n * fromRotationTranslation, the returned quaternion will be the\n * same as the quaternion originally supplied.\n * @param {quat} out Quaternion to receive the rotation component\n * @param {ReadonlyMat4} mat Matrix to be decomposed (input)\n * @return {quat} out\n */\nexport function getRotation(out, mat) {\n var scaling = new glMatrix.ARRAY_TYPE(3);\n getScaling(scaling, mat);\n var is1 = 1 / scaling[0];\n var is2 = 1 / scaling[1];\n var is3 = 1 / scaling[2];\n var sm11 = mat[0] * is1;\n var sm12 = mat[1] * is2;\n var sm13 = mat[2] * is3;\n var sm21 = mat[4] * is1;\n var sm22 = mat[5] * is2;\n var sm23 = mat[6] * is3;\n var sm31 = mat[8] * is1;\n var sm32 = mat[9] * is2;\n var sm33 = mat[10] * is3;\n var trace = sm11 + sm22 + sm33;\n var S = 0;\n if (trace > 0) {\n S = Math.sqrt(trace + 1.0) * 2;\n out[3] = 0.25 * S;\n out[0] = (sm23 - sm32) / S;\n out[1] = (sm31 - sm13) / S;\n out[2] = (sm12 - sm21) / S;\n } else if (sm11 > sm22 && sm11 > sm33) {\n S = Math.sqrt(1.0 + sm11 - sm22 - sm33) * 2;\n out[3] = (sm23 - sm32) / S;\n out[0] = 0.25 * S;\n out[1] = (sm12 + sm21) / S;\n out[2] = (sm31 + sm13) / S;\n } else if (sm22 > sm33) {\n S = Math.sqrt(1.0 + sm22 - sm11 - sm33) * 2;\n out[3] = (sm31 - sm13) / S;\n out[0] = (sm12 + sm21) / S;\n out[1] = 0.25 * S;\n out[2] = (sm23 + sm32) / S;\n } else {\n S = Math.sqrt(1.0 + sm33 - sm11 - sm22) * 2;\n out[3] = (sm12 - sm21) / S;\n out[0] = (sm31 + sm13) / S;\n out[1] = (sm23 + sm32) / S;\n out[2] = 0.25 * S;\n }\n return out;\n}\n\n/**\n * Decomposes a transformation matrix into its rotation, translation\n * and scale components. Returns only the rotation component\n * @param {quat} out_r Quaternion to receive the rotation component\n * @param {vec3} out_t Vector to receive the translation vector\n * @param {vec3} out_s Vector to receive the scaling factor\n * @param {ReadonlyMat4} mat Matrix to be decomposed (input)\n * @returns {quat} out_r\n */\nexport function decompose(out_r, out_t, out_s, mat) {\n out_t[0] = mat[12];\n out_t[1] = mat[13];\n out_t[2] = mat[14];\n var m11 = mat[0];\n var m12 = mat[1];\n var m13 = mat[2];\n var m21 = mat[4];\n var m22 = mat[5];\n var m23 = mat[6];\n var m31 = mat[8];\n var m32 = mat[9];\n var m33 = mat[10];\n out_s[0] = Math.sqrt(m11 * m11 + m12 * m12 + m13 * m13);\n out_s[1] = Math.sqrt(m21 * m21 + m22 * m22 + m23 * m23);\n out_s[2] = Math.sqrt(m31 * m31 + m32 * m32 + m33 * m33);\n var is1 = 1 / out_s[0];\n var is2 = 1 / out_s[1];\n var is3 = 1 / out_s[2];\n var sm11 = m11 * is1;\n var sm12 = m12 * is2;\n var sm13 = m13 * is3;\n var sm21 = m21 * is1;\n var sm22 = m22 * is2;\n var sm23 = m23 * is3;\n var sm31 = m31 * is1;\n var sm32 = m32 * is2;\n var sm33 = m33 * is3;\n var trace = sm11 + sm22 + sm33;\n var S = 0;\n if (trace > 0) {\n S = Math.sqrt(trace + 1.0) * 2;\n out_r[3] = 0.25 * S;\n out_r[0] = (sm23 - sm32) / S;\n out_r[1] = (sm31 - sm13) / S;\n out_r[2] = (sm12 - sm21) / S;\n } else if (sm11 > sm22 && sm11 > sm33) {\n S = Math.sqrt(1.0 + sm11 - sm22 - sm33) * 2;\n out_r[3] = (sm23 - sm32) / S;\n out_r[0] = 0.25 * S;\n out_r[1] = (sm12 + sm21) / S;\n out_r[2] = (sm31 + sm13) / S;\n } else if (sm22 > sm33) {\n S = Math.sqrt(1.0 + sm22 - sm11 - sm33) * 2;\n out_r[3] = (sm31 - sm13) / S;\n out_r[0] = (sm12 + sm21) / S;\n out_r[1] = 0.25 * S;\n out_r[2] = (sm23 + sm32) / S;\n } else {\n S = Math.sqrt(1.0 + sm33 - sm11 - sm22) * 2;\n out_r[3] = (sm12 - sm21) / S;\n out_r[0] = (sm31 + sm13) / S;\n out_r[1] = (sm23 + sm32) / S;\n out_r[2] = 0.25 * S;\n }\n return out_r;\n}\n\n/**\n * Creates a matrix from a quaternion rotation, vector translation and vector scale\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.translate(dest, dest, vec);\n * let quatMat = mat4.create();\n * mat4.fromQuat(quatMat, quat);\n * mat4.multiply(dest, dest, quatMat);\n * mat4.scale(dest, dest, scale)\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {quat} q Rotation quaternion\n * @param {ReadonlyVec3} v Translation vector\n * @param {ReadonlyVec3} s Scaling vector\n * @returns {mat4} out\n */\nexport function fromRotationTranslationScale(out, q, v, s) {\n // Quaternion math\n var x = q[0],\n y = q[1],\n z = q[2],\n w = q[3];\n var x2 = x + x;\n var y2 = y + y;\n var z2 = z + z;\n var xx = x * x2;\n var xy = x * y2;\n var xz = x * z2;\n var yy = y * y2;\n var yz = y * z2;\n var zz = z * z2;\n var wx = w * x2;\n var wy = w * y2;\n var wz = w * z2;\n var sx = s[0];\n var sy = s[1];\n var sz = s[2];\n out[0] = (1 - (yy + zz)) * sx;\n out[1] = (xy + wz) * sx;\n out[2] = (xz - wy) * sx;\n out[3] = 0;\n out[4] = (xy - wz) * sy;\n out[5] = (1 - (xx + zz)) * sy;\n out[6] = (yz + wx) * sy;\n out[7] = 0;\n out[8] = (xz + wy) * sz;\n out[9] = (yz - wx) * sz;\n out[10] = (1 - (xx + yy)) * sz;\n out[11] = 0;\n out[12] = v[0];\n out[13] = v[1];\n out[14] = v[2];\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from a quaternion rotation, vector translation and vector scale, rotating and scaling around the given origin\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.translate(dest, dest, vec);\n * mat4.translate(dest, dest, origin);\n * let quatMat = mat4.create();\n * mat4.fromQuat(quatMat, quat);\n * mat4.multiply(dest, dest, quatMat);\n * mat4.scale(dest, dest, scale)\n * mat4.translate(dest, dest, negativeOrigin);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {quat} q Rotation quaternion\n * @param {ReadonlyVec3} v Translation vector\n * @param {ReadonlyVec3} s Scaling vector\n * @param {ReadonlyVec3} o The origin vector around which to scale and rotate\n * @returns {mat4} out\n */\nexport function fromRotationTranslationScaleOrigin(out, q, v, s, o) {\n // Quaternion math\n var x = q[0],\n y = q[1],\n z = q[2],\n w = q[3];\n var x2 = x + x;\n var y2 = y + y;\n var z2 = z + z;\n var xx = x * x2;\n var xy = x * y2;\n var xz = x * z2;\n var yy = y * y2;\n var yz = y * z2;\n var zz = z * z2;\n var wx = w * x2;\n var wy = w * y2;\n var wz = w * z2;\n var sx = s[0];\n var sy = s[1];\n var sz = s[2];\n var ox = o[0];\n var oy = o[1];\n var oz = o[2];\n var out0 = (1 - (yy + zz)) * sx;\n var out1 = (xy + wz) * sx;\n var out2 = (xz - wy) * sx;\n var out4 = (xy - wz) * sy;\n var out5 = (1 - (xx + zz)) * sy;\n var out6 = (yz + wx) * sy;\n var out8 = (xz + wy) * sz;\n var out9 = (yz - wx) * sz;\n var out10 = (1 - (xx + yy)) * sz;\n out[0] = out0;\n out[1] = out1;\n out[2] = out2;\n out[3] = 0;\n out[4] = out4;\n out[5] = out5;\n out[6] = out6;\n out[7] = 0;\n out[8] = out8;\n out[9] = out9;\n out[10] = out10;\n out[11] = 0;\n out[12] = v[0] + ox - (out0 * ox + out4 * oy + out8 * oz);\n out[13] = v[1] + oy - (out1 * ox + out5 * oy + out9 * oz);\n out[14] = v[2] + oz - (out2 * ox + out6 * oy + out10 * oz);\n out[15] = 1;\n return out;\n}\n\n/**\n * Calculates a 4x4 matrix from the given quaternion\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {ReadonlyQuat} q Quaternion to create matrix from\n *\n * @returns {mat4} out\n */\nexport function fromQuat(out, q) {\n var x = q[0],\n y = q[1],\n z = q[2],\n w = q[3];\n var x2 = x + x;\n var y2 = y + y;\n var z2 = z + z;\n var xx = x * x2;\n var yx = y * x2;\n var yy = y * y2;\n var zx = z * x2;\n var zy = z * y2;\n var zz = z * z2;\n var wx = w * x2;\n var wy = w * y2;\n var wz = w * z2;\n out[0] = 1 - yy - zz;\n out[1] = yx + wz;\n out[2] = zx - wy;\n out[3] = 0;\n out[4] = yx - wz;\n out[5] = 1 - xx - zz;\n out[6] = zy + wx;\n out[7] = 0;\n out[8] = zx + wy;\n out[9] = zy - wx;\n out[10] = 1 - xx - yy;\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n out[15] = 1;\n return out;\n}\n\n/**\n * Generates a frustum matrix with the given bounds\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {Number} left Left bound of the frustum\n * @param {Number} right Right bound of the frustum\n * @param {Number} bottom Bottom bound of the frustum\n * @param {Number} top Top bound of the frustum\n * @param {Number} near Near bound of the frustum\n * @param {Number} far Far bound of the frustum\n * @returns {mat4} out\n */\nexport function frustum(out, left, right, bottom, top, near, far) {\n var rl = 1 / (right - left);\n var tb = 1 / (top - bottom);\n var nf = 1 / (near - far);\n out[0] = near * 2 * rl;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = near * 2 * tb;\n out[6] = 0;\n out[7] = 0;\n out[8] = (right + left) * rl;\n out[9] = (top + bottom) * tb;\n out[10] = (far + near) * nf;\n out[11] = -1;\n out[12] = 0;\n out[13] = 0;\n out[14] = far * near * 2 * nf;\n out[15] = 0;\n return out;\n}\n\n/**\n * Generates a perspective projection matrix with the given bounds.\n * The near/far clip planes correspond to a normalized device coordinate Z range of [-1, 1],\n * which matches WebGL/OpenGL's clip volume.\n * Passing null/undefined/no value for far will generate infinite projection matrix.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {number} fovy Vertical field of view in radians\n * @param {number} aspect Aspect ratio. typically viewport width/height\n * @param {number} near Near bound of the frustum\n * @param {number} far Far bound of the frustum, can be null or Infinity\n * @returns {mat4} out\n */\nexport function perspectiveNO(out, fovy, aspect, near, far) {\n var f = 1.0 / Math.tan(fovy / 2);\n out[0] = f / aspect;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = f;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[11] = -1;\n out[12] = 0;\n out[13] = 0;\n out[15] = 0;\n if (far != null && far !== Infinity) {\n var nf = 1 / (near - far);\n out[10] = (far + near) * nf;\n out[14] = 2 * far * near * nf;\n } else {\n out[10] = -1;\n out[14] = -2 * near;\n }\n return out;\n}\n\n/**\n * Alias for {@link mat4.perspectiveNO}\n * @function\n */\nexport var perspective = perspectiveNO;\n\n/**\n * Generates a perspective projection matrix suitable for WebGPU with the given bounds.\n * The near/far clip planes correspond to a normalized device coordinate Z range of [0, 1],\n * which matches WebGPU/Vulkan/DirectX/Metal's clip volume.\n * Passing null/undefined/no value for far will generate infinite projection matrix.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {number} fovy Vertical field of view in radians\n * @param {number} aspect Aspect ratio. typically viewport width/height\n * @param {number} near Near bound of the frustum\n * @param {number} far Far bound of the frustum, can be null or Infinity\n * @returns {mat4} out\n */\nexport function perspectiveZO(out, fovy, aspect, near, far) {\n var f = 1.0 / Math.tan(fovy / 2);\n out[0] = f / aspect;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = f;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[11] = -1;\n out[12] = 0;\n out[13] = 0;\n out[15] = 0;\n if (far != null && far !== Infinity) {\n var nf = 1 / (near - far);\n out[10] = far * nf;\n out[14] = far * near * nf;\n } else {\n out[10] = -1;\n out[14] = -near;\n }\n return out;\n}\n\n/**\n * Generates a perspective projection matrix with the given field of view.\n * This is primarily useful for generating projection matrices to be used\n * with the still experiemental WebVR API.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {Object} fov Object containing the following values: upDegrees, downDegrees, leftDegrees, rightDegrees\n * @param {number} near Near bound of the frustum\n * @param {number} far Far bound of the frustum\n * @returns {mat4} out\n */\nexport function perspectiveFromFieldOfView(out, fov, near, far) {\n var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);\n var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);\n var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);\n var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);\n var xScale = 2.0 / (leftTan + rightTan);\n var yScale = 2.0 / (upTan + downTan);\n out[0] = xScale;\n out[1] = 0.0;\n out[2] = 0.0;\n out[3] = 0.0;\n out[4] = 0.0;\n out[5] = yScale;\n out[6] = 0.0;\n out[7] = 0.0;\n out[8] = -((leftTan - rightTan) * xScale * 0.5);\n out[9] = (upTan - downTan) * yScale * 0.5;\n out[10] = far / (near - far);\n out[11] = -1.0;\n out[12] = 0.0;\n out[13] = 0.0;\n out[14] = far * near / (near - far);\n out[15] = 0.0;\n return out;\n}\n\n/**\n * Generates a orthogonal projection matrix with the given bounds.\n * The near/far clip planes correspond to a normalized device coordinate Z range of [-1, 1],\n * which matches WebGL/OpenGL's clip volume.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {number} left Left bound of the frustum\n * @param {number} right Right bound of the frustum\n * @param {number} bottom Bottom bound of the frustum\n * @param {number} top Top bound of the frustum\n * @param {number} near Near bound of the frustum\n * @param {number} far Far bound of the frustum\n * @returns {mat4} out\n */\nexport function orthoNO(out, left, right, bottom, top, near, far) {\n var lr = 1 / (left - right);\n var bt = 1 / (bottom - top);\n var nf = 1 / (near - far);\n out[0] = -2 * lr;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = -2 * bt;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[10] = 2 * nf;\n out[11] = 0;\n out[12] = (left + right) * lr;\n out[13] = (top + bottom) * bt;\n out[14] = (far + near) * nf;\n out[15] = 1;\n return out;\n}\n\n/**\n * Alias for {@link mat4.orthoNO}\n * @function\n */\nexport var ortho = orthoNO;\n\n/**\n * Generates a orthogonal projection matrix with the given bounds.\n * The near/far clip planes correspond to a normalized device coordinate Z range of [0, 1],\n * which matches WebGPU/Vulkan/DirectX/Metal's clip volume.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {number} left Left bound of the frustum\n * @param {number} right Right bound of the frustum\n * @param {number} bottom Bottom bound of the frustum\n * @param {number} top Top bound of the frustum\n * @param {number} near Near bound of the frustum\n * @param {number} far Far bound of the frustum\n * @returns {mat4} out\n */\nexport function orthoZO(out, left, right, bottom, top, near, far) {\n var lr = 1 / (left - right);\n var bt = 1 / (bottom - top);\n var nf = 1 / (near - far);\n out[0] = -2 * lr;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = -2 * bt;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[10] = nf;\n out[11] = 0;\n out[12] = (left + right) * lr;\n out[13] = (top + bottom) * bt;\n out[14] = near * nf;\n out[15] = 1;\n return out;\n}\n\n/**\n * Generates a look-at matrix with the given eye position, focal point, and up axis.\n * If you want a matrix that actually makes an object look at another object, you should use targetTo instead.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {ReadonlyVec3} eye Position of the viewer\n * @param {ReadonlyVec3} center Point the viewer is looking at\n * @param {ReadonlyVec3} up vec3 pointing up\n * @returns {mat4} out\n */\nexport function lookAt(out, eye, center, up) {\n var x0, x1, x2, y0, y1, y2, z0, z1, z2, len;\n var eyex = eye[0];\n var eyey = eye[1];\n var eyez = eye[2];\n var upx = up[0];\n var upy = up[1];\n var upz = up[2];\n var centerx = center[0];\n var centery = center[1];\n var centerz = center[2];\n if (Math.abs(eyex - centerx) < glMatrix.EPSILON && Math.abs(eyey - centery) < glMatrix.EPSILON && Math.abs(eyez - centerz) < glMatrix.EPSILON) {\n return identity(out);\n }\n z0 = eyex - centerx;\n z1 = eyey - centery;\n z2 = eyez - centerz;\n len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);\n z0 *= len;\n z1 *= len;\n z2 *= len;\n x0 = upy * z2 - upz * z1;\n x1 = upz * z0 - upx * z2;\n x2 = upx * z1 - upy * z0;\n len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);\n if (!len) {\n x0 = 0;\n x1 = 0;\n x2 = 0;\n } else {\n len = 1 / len;\n x0 *= len;\n x1 *= len;\n x2 *= len;\n }\n y0 = z1 * x2 - z2 * x1;\n y1 = z2 * x0 - z0 * x2;\n y2 = z0 * x1 - z1 * x0;\n len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);\n if (!len) {\n y0 = 0;\n y1 = 0;\n y2 = 0;\n } else {\n len = 1 / len;\n y0 *= len;\n y1 *= len;\n y2 *= len;\n }\n out[0] = x0;\n out[1] = y0;\n out[2] = z0;\n out[3] = 0;\n out[4] = x1;\n out[5] = y1;\n out[6] = z1;\n out[7] = 0;\n out[8] = x2;\n out[9] = y2;\n out[10] = z2;\n out[11] = 0;\n out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);\n out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);\n out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);\n out[15] = 1;\n return out;\n}\n\n/**\n * Generates a matrix that makes something look at something else.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {ReadonlyVec3} eye Position of the viewer\n * @param {ReadonlyVec3} target Point the viewer is looking at\n * @param {ReadonlyVec3} up vec3 pointing up\n * @returns {mat4} out\n */\nexport function targetTo(out, eye, target, up) {\n var eyex = eye[0],\n eyey = eye[1],\n eyez = eye[2],\n upx = up[0],\n upy = up[1],\n upz = up[2];\n var z0 = eyex - target[0],\n z1 = eyey - target[1],\n z2 = eyez - target[2];\n var len = z0 * z0 + z1 * z1 + z2 * z2;\n if (len > 0) {\n len = 1 / Math.sqrt(len);\n z0 *= len;\n z1 *= len;\n z2 *= len;\n }\n var x0 = upy * z2 - upz * z1,\n x1 = upz * z0 - upx * z2,\n x2 = upx * z1 - upy * z0;\n len = x0 * x0 + x1 * x1 + x2 * x2;\n if (len > 0) {\n len = 1 / Math.sqrt(len);\n x0 *= len;\n x1 *= len;\n x2 *= len;\n }\n out[0] = x0;\n out[1] = x1;\n out[2] = x2;\n out[3] = 0;\n out[4] = z1 * x2 - z2 * x1;\n out[5] = z2 * x0 - z0 * x2;\n out[6] = z0 * x1 - z1 * x0;\n out[7] = 0;\n out[8] = z0;\n out[9] = z1;\n out[10] = z2;\n out[11] = 0;\n out[12] = eyex;\n out[13] = eyey;\n out[14] = eyez;\n out[15] = 1;\n return out;\n}\n\n/**\n * Returns a string representation of a mat4\n *\n * @param {ReadonlyMat4} a matrix to represent as a string\n * @returns {String} string representation of the matrix\n */\nexport function str(a) {\n return \"mat4(\" + a[0] + \", \" + a[1] + \", \" + a[2] + \", \" + a[3] + \", \" + a[4] + \", \" + a[5] + \", \" + a[6] + \", \" + a[7] + \", \" + a[8] + \", \" + a[9] + \", \" + a[10] + \", \" + a[11] + \", \" + a[12] + \", \" + a[13] + \", \" + a[14] + \", \" + a[15] + \")\";\n}\n\n/**\n * Returns Frobenius norm of a mat4\n *\n * @param {ReadonlyMat4} a the matrix to calculate Frobenius norm of\n * @returns {Number} Frobenius norm\n */\nexport function frob(a) {\n return Math.sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2] + a[3] * a[3] + a[4] * a[4] + a[5] * a[5] + a[6] * a[6] + a[7] * a[7] + a[8] * a[8] + a[9] * a[9] + a[10] * a[10] + a[11] * a[11] + a[12] * a[12] + a[13] * a[13] + a[14] * a[14] + a[15] * a[15]);\n}\n\n/**\n * Adds two mat4's\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the first operand\n * @param {ReadonlyMat4} b the second operand\n * @returns {mat4} out\n */\nexport function add(out, a, b) {\n out[0] = a[0] + b[0];\n out[1] = a[1] + b[1];\n out[2] = a[2] + b[2];\n out[3] = a[3] + b[3];\n out[4] = a[4] + b[4];\n out[5] = a[5] + b[5];\n out[6] = a[6] + b[6];\n out[7] = a[7] + b[7];\n out[8] = a[8] + b[8];\n out[9] = a[9] + b[9];\n out[10] = a[10] + b[10];\n out[11] = a[11] + b[11];\n out[12] = a[12] + b[12];\n out[13] = a[13] + b[13];\n out[14] = a[14] + b[14];\n out[15] = a[15] + b[15];\n return out;\n}\n\n/**\n * Subtracts matrix b from matrix a\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the first operand\n * @param {ReadonlyMat4} b the second operand\n * @returns {mat4} out\n */\nexport function subtract(out, a, b) {\n out[0] = a[0] - b[0];\n out[1] = a[1] - b[1];\n out[2] = a[2] - b[2];\n out[3] = a[3] - b[3];\n out[4] = a[4] - b[4];\n out[5] = a[5] - b[5];\n out[6] = a[6] - b[6];\n out[7] = a[7] - b[7];\n out[8] = a[8] - b[8];\n out[9] = a[9] - b[9];\n out[10] = a[10] - b[10];\n out[11] = a[11] - b[11];\n out[12] = a[12] - b[12];\n out[13] = a[13] - b[13];\n out[14] = a[14] - b[14];\n out[15] = a[15] - b[15];\n return out;\n}\n\n/**\n * Multiply each element of the matrix by a scalar.\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to scale\n * @param {Number} b amount to scale the matrix's elements by\n * @returns {mat4} out\n */\nexport function multiplyScalar(out, a, b) {\n out[0] = a[0] * b;\n out[1] = a[1] * b;\n out[2] = a[2] * b;\n out[3] = a[3] * b;\n out[4] = a[4] * b;\n out[5] = a[5] * b;\n out[6] = a[6] * b;\n out[7] = a[7] * b;\n out[8] = a[8] * b;\n out[9] = a[9] * b;\n out[10] = a[10] * b;\n out[11] = a[11] * b;\n out[12] = a[12] * b;\n out[13] = a[13] * b;\n out[14] = a[14] * b;\n out[15] = a[15] * b;\n return out;\n}\n\n/**\n * Adds two mat4's after multiplying each element of the second operand by a scalar value.\n *\n * @param {mat4} out the receiving vector\n * @param {ReadonlyMat4} a the first operand\n * @param {ReadonlyMat4} b the second operand\n * @param {Number} scale the amount to scale b's elements by before adding\n * @returns {mat4} out\n */\nexport function multiplyScalarAndAdd(out, a, b, scale) {\n out[0] = a[0] + b[0] * scale;\n out[1] = a[1] + b[1] * scale;\n out[2] = a[2] + b[2] * scale;\n out[3] = a[3] + b[3] * scale;\n out[4] = a[4] + b[4] * scale;\n out[5] = a[5] + b[5] * scale;\n out[6] = a[6] + b[6] * scale;\n out[7] = a[7] + b[7] * scale;\n out[8] = a[8] + b[8] * scale;\n out[9] = a[9] + b[9] * scale;\n out[10] = a[10] + b[10] * scale;\n out[11] = a[11] + b[11] * scale;\n out[12] = a[12] + b[12] * scale;\n out[13] = a[13] + b[13] * scale;\n out[14] = a[14] + b[14] * scale;\n out[15] = a[15] + b[15] * scale;\n return out;\n}\n\n/**\n * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyMat4} a The first matrix.\n * @param {ReadonlyMat4} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\nexport function exactEquals(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7] && a[8] === b[8] && a[9] === b[9] && a[10] === b[10] && a[11] === b[11] && a[12] === b[12] && a[13] === b[13] && a[14] === b[14] && a[15] === b[15];\n}\n\n/**\n * Returns whether or not the matrices have approximately the same elements in the same position.\n *\n * @param {ReadonlyMat4} a The first matrix.\n * @param {ReadonlyMat4} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\nexport function equals(a, b) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3];\n var a4 = a[4],\n a5 = a[5],\n a6 = a[6],\n a7 = a[7];\n var a8 = a[8],\n a9 = a[9],\n a10 = a[10],\n a11 = a[11];\n var a12 = a[12],\n a13 = a[13],\n a14 = a[14],\n a15 = a[15];\n var b0 = b[0],\n b1 = b[1],\n b2 = b[2],\n b3 = b[3];\n var b4 = b[4],\n b5 = b[5],\n b6 = b[6],\n b7 = b[7];\n var b8 = b[8],\n b9 = b[9],\n b10 = b[10],\n b11 = b[11];\n var b12 = b[12],\n b13 = b[13],\n b14 = b[14],\n b15 = b[15];\n return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) && Math.abs(a8 - b8) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8)) && Math.abs(a9 - b9) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a9), Math.abs(b9)) && Math.abs(a10 - b10) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a10), Math.abs(b10)) && Math.abs(a11 - b11) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a11), Math.abs(b11)) && Math.abs(a12 - b12) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a12), Math.abs(b12)) && Math.abs(a13 - b13) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a13), Math.abs(b13)) && Math.abs(a14 - b14) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a14), Math.abs(b14)) && Math.abs(a15 - b15) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a15), Math.abs(b15));\n}\n\n/**\n * Alias for {@link mat4.multiply}\n * @function\n */\nexport var mul = multiply;\n\n/**\n * Alias for {@link mat4.subtract}\n * @function\n */\nexport var sub = subtract;","import * as glMatrix from \"./common.js\";\nimport * as mat3 from \"./mat3.js\";\nimport * as vec3 from \"./vec3.js\";\nimport * as vec4 from \"./vec4.js\";\n\n/**\n * Quaternion in the format XYZW\n * @module quat\n */\n\n/**\n * Creates a new identity quat\n *\n * @returns {quat} a new quaternion\n */\nexport function create() {\n var out = new glMatrix.ARRAY_TYPE(4);\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[0] = 0;\n out[1] = 0;\n out[2] = 0;\n }\n out[3] = 1;\n return out;\n}\n\n/**\n * Set a quat to the identity quaternion\n *\n * @param {quat} out the receiving quaternion\n * @returns {quat} out\n */\nexport function identity(out) {\n out[0] = 0;\n out[1] = 0;\n out[2] = 0;\n out[3] = 1;\n return out;\n}\n\n/**\n * Sets a quat from the given angle and rotation axis,\n * then returns it.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyVec3} axis the axis around which to rotate\n * @param {Number} rad the angle in radians\n * @returns {quat} out\n **/\nexport function setAxisAngle(out, axis, rad) {\n rad = rad * 0.5;\n var s = Math.sin(rad);\n out[0] = s * axis[0];\n out[1] = s * axis[1];\n out[2] = s * axis[2];\n out[3] = Math.cos(rad);\n return out;\n}\n\n/**\n * Gets the rotation axis and angle for a given\n * quaternion. If a quaternion is created with\n * setAxisAngle, this method will return the same\n * values as providied in the original parameter list\n * OR functionally equivalent values.\n * Example: The quaternion formed by axis [0, 0, 1] and\n * angle -90 is the same as the quaternion formed by\n * [0, 0, 1] and 270. This method favors the latter.\n * @param {vec3} out_axis Vector receiving the axis of rotation\n * @param {ReadonlyQuat} q Quaternion to be decomposed\n * @return {Number} Angle, in radians, of the rotation\n */\nexport function getAxisAngle(out_axis, q) {\n var rad = Math.acos(q[3]) * 2.0;\n var s = Math.sin(rad / 2.0);\n if (s > glMatrix.EPSILON) {\n out_axis[0] = q[0] / s;\n out_axis[1] = q[1] / s;\n out_axis[2] = q[2] / s;\n } else {\n // If s is zero, return any axis (no rotation - axis does not matter)\n out_axis[0] = 1;\n out_axis[1] = 0;\n out_axis[2] = 0;\n }\n return rad;\n}\n\n/**\n * Gets the angular distance between two unit quaternions\n *\n * @param {ReadonlyQuat} a Origin unit quaternion\n * @param {ReadonlyQuat} b Destination unit quaternion\n * @return {Number} Angle, in radians, between the two quaternions\n */\nexport function getAngle(a, b) {\n var dotproduct = dot(a, b);\n return Math.acos(2 * dotproduct * dotproduct - 1);\n}\n\n/**\n * Multiplies two quat's\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @returns {quat} out\n */\nexport function multiply(out, a, b) {\n var ax = a[0],\n ay = a[1],\n az = a[2],\n aw = a[3];\n var bx = b[0],\n by = b[1],\n bz = b[2],\n bw = b[3];\n out[0] = ax * bw + aw * bx + ay * bz - az * by;\n out[1] = ay * bw + aw * by + az * bx - ax * bz;\n out[2] = az * bw + aw * bz + ax * by - ay * bx;\n out[3] = aw * bw - ax * bx - ay * by - az * bz;\n return out;\n}\n\n/**\n * Rotates a quaternion by the given angle about the X axis\n *\n * @param {quat} out quat receiving operation result\n * @param {ReadonlyQuat} a quat to rotate\n * @param {number} rad angle (in radians) to rotate\n * @returns {quat} out\n */\nexport function rotateX(out, a, rad) {\n rad *= 0.5;\n var ax = a[0],\n ay = a[1],\n az = a[2],\n aw = a[3];\n var bx = Math.sin(rad),\n bw = Math.cos(rad);\n out[0] = ax * bw + aw * bx;\n out[1] = ay * bw + az * bx;\n out[2] = az * bw - ay * bx;\n out[3] = aw * bw - ax * bx;\n return out;\n}\n\n/**\n * Rotates a quaternion by the given angle about the Y axis\n *\n * @param {quat} out quat receiving operation result\n * @param {ReadonlyQuat} a quat to rotate\n * @param {number} rad angle (in radians) to rotate\n * @returns {quat} out\n */\nexport function rotateY(out, a, rad) {\n rad *= 0.5;\n var ax = a[0],\n ay = a[1],\n az = a[2],\n aw = a[3];\n var by = Math.sin(rad),\n bw = Math.cos(rad);\n out[0] = ax * bw - az * by;\n out[1] = ay * bw + aw * by;\n out[2] = az * bw + ax * by;\n out[3] = aw * bw - ay * by;\n return out;\n}\n\n/**\n * Rotates a quaternion by the given angle about the Z axis\n *\n * @param {quat} out quat receiving operation result\n * @param {ReadonlyQuat} a quat to rotate\n * @param {number} rad angle (in radians) to rotate\n * @returns {quat} out\n */\nexport function rotateZ(out, a, rad) {\n rad *= 0.5;\n var ax = a[0],\n ay = a[1],\n az = a[2],\n aw = a[3];\n var bz = Math.sin(rad),\n bw = Math.cos(rad);\n out[0] = ax * bw + ay * bz;\n out[1] = ay * bw - ax * bz;\n out[2] = az * bw + aw * bz;\n out[3] = aw * bw - az * bz;\n return out;\n}\n\n/**\n * Calculates the W component of a quat from the X, Y, and Z components.\n * Assumes that quaternion is 1 unit in length.\n * Any existing W component will be ignored.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate W component of\n * @returns {quat} out\n */\nexport function calculateW(out, a) {\n var x = a[0],\n y = a[1],\n z = a[2];\n out[0] = x;\n out[1] = y;\n out[2] = z;\n out[3] = Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));\n return out;\n}\n\n/**\n * Calculate the exponential of a unit quaternion.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate the exponential of\n * @returns {quat} out\n */\nexport function exp(out, a) {\n var x = a[0],\n y = a[1],\n z = a[2],\n w = a[3];\n var r = Math.sqrt(x * x + y * y + z * z);\n var et = Math.exp(w);\n var s = r > 0 ? et * Math.sin(r) / r : 0;\n out[0] = x * s;\n out[1] = y * s;\n out[2] = z * s;\n out[3] = et * Math.cos(r);\n return out;\n}\n\n/**\n * Calculate the natural logarithm of a unit quaternion.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate the exponential of\n * @returns {quat} out\n */\nexport function ln(out, a) {\n var x = a[0],\n y = a[1],\n z = a[2],\n w = a[3];\n var r = Math.sqrt(x * x + y * y + z * z);\n var t = r > 0 ? Math.atan2(r, w) / r : 0;\n out[0] = x * t;\n out[1] = y * t;\n out[2] = z * t;\n out[3] = 0.5 * Math.log(x * x + y * y + z * z + w * w);\n return out;\n}\n\n/**\n * Calculate the scalar power of a unit quaternion.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate the exponential of\n * @param {Number} b amount to scale the quaternion by\n * @returns {quat} out\n */\nexport function pow(out, a, b) {\n ln(out, a);\n scale(out, out, b);\n exp(out, out);\n return out;\n}\n\n/**\n * Performs a spherical linear interpolation between two quat\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {quat} out\n */\nexport function slerp(out, a, b, t) {\n // benchmarks:\n // http://jsperf.com/quaternion-slerp-implementations\n var ax = a[0],\n ay = a[1],\n az = a[2],\n aw = a[3];\n var bx = b[0],\n by = b[1],\n bz = b[2],\n bw = b[3];\n var omega, cosom, sinom, scale0, scale1;\n\n // calc cosine\n cosom = ax * bx + ay * by + az * bz + aw * bw;\n // adjust signs (if necessary)\n if (cosom < 0.0) {\n cosom = -cosom;\n bx = -bx;\n by = -by;\n bz = -bz;\n bw = -bw;\n }\n // calculate coefficients\n if (1.0 - cosom > glMatrix.EPSILON) {\n // standard case (slerp)\n omega = Math.acos(cosom);\n sinom = Math.sin(omega);\n scale0 = Math.sin((1.0 - t) * omega) / sinom;\n scale1 = Math.sin(t * omega) / sinom;\n } else {\n // \"from\" and \"to\" quaternions are very close\n // ... so we can do a linear interpolation\n scale0 = 1.0 - t;\n scale1 = t;\n }\n // calculate final values\n out[0] = scale0 * ax + scale1 * bx;\n out[1] = scale0 * ay + scale1 * by;\n out[2] = scale0 * az + scale1 * bz;\n out[3] = scale0 * aw + scale1 * bw;\n return out;\n}\n\n/**\n * Generates a random unit quaternion\n *\n * @param {quat} out the receiving quaternion\n * @returns {quat} out\n */\nexport function random(out) {\n // Implementation of http://planning.cs.uiuc.edu/node198.html\n // TODO: Calling random 3 times is probably not the fastest solution\n var u1 = glMatrix.RANDOM();\n var u2 = glMatrix.RANDOM();\n var u3 = glMatrix.RANDOM();\n var sqrt1MinusU1 = Math.sqrt(1 - u1);\n var sqrtU1 = Math.sqrt(u1);\n out[0] = sqrt1MinusU1 * Math.sin(2.0 * Math.PI * u2);\n out[1] = sqrt1MinusU1 * Math.cos(2.0 * Math.PI * u2);\n out[2] = sqrtU1 * Math.sin(2.0 * Math.PI * u3);\n out[3] = sqrtU1 * Math.cos(2.0 * Math.PI * u3);\n return out;\n}\n\n/**\n * Calculates the inverse of a quat\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate inverse of\n * @returns {quat} out\n */\nexport function invert(out, a) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3];\n var dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;\n var invDot = dot ? 1.0 / dot : 0;\n\n // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0\n\n out[0] = -a0 * invDot;\n out[1] = -a1 * invDot;\n out[2] = -a2 * invDot;\n out[3] = a3 * invDot;\n return out;\n}\n\n/**\n * Calculates the conjugate of a quat\n * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate conjugate of\n * @returns {quat} out\n */\nexport function conjugate(out, a) {\n out[0] = -a[0];\n out[1] = -a[1];\n out[2] = -a[2];\n out[3] = a[3];\n return out;\n}\n\n/**\n * Creates a quaternion from the given 3x3 rotation matrix.\n *\n * NOTE: The resultant quaternion is not normalized, so you should be sure\n * to renormalize the quaternion yourself where necessary.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyMat3} m rotation matrix\n * @returns {quat} out\n * @function\n */\nexport function fromMat3(out, m) {\n // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes\n // article \"Quaternion Calculus and Fast Animation\".\n var fTrace = m[0] + m[4] + m[8];\n var fRoot;\n if (fTrace > 0.0) {\n // |w| > 1/2, may as well choose w > 1/2\n fRoot = Math.sqrt(fTrace + 1.0); // 2w\n out[3] = 0.5 * fRoot;\n fRoot = 0.5 / fRoot; // 1/(4w)\n out[0] = (m[5] - m[7]) * fRoot;\n out[1] = (m[6] - m[2]) * fRoot;\n out[2] = (m[1] - m[3]) * fRoot;\n } else {\n // |w| <= 1/2\n var i = 0;\n if (m[4] > m[0]) i = 1;\n if (m[8] > m[i * 3 + i]) i = 2;\n var j = (i + 1) % 3;\n var k = (i + 2) % 3;\n fRoot = Math.sqrt(m[i * 3 + i] - m[j * 3 + j] - m[k * 3 + k] + 1.0);\n out[i] = 0.5 * fRoot;\n fRoot = 0.5 / fRoot;\n out[3] = (m[j * 3 + k] - m[k * 3 + j]) * fRoot;\n out[j] = (m[j * 3 + i] + m[i * 3 + j]) * fRoot;\n out[k] = (m[k * 3 + i] + m[i * 3 + k]) * fRoot;\n }\n return out;\n}\n\n/**\n * Creates a quaternion from the given euler angle x, y, z using the provided intrinsic order for the conversion.\n *\n * @param {quat} out the receiving quaternion\n * @param {Number} x Angle to rotate around X axis in degrees.\n * @param {Number} y Angle to rotate around Y axis in degrees.\n * @param {Number} z Angle to rotate around Z axis in degrees.\n * @param {'xyz'|'xzy'|'yxz'|'yzx'|'zxy'|'zyx'} order Intrinsic order for conversion, default is zyx.\n * @returns {quat} out\n * @function\n */\nexport function fromEuler(out, x, y, z) {\n var order = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : glMatrix.ANGLE_ORDER;\n var halfToRad = Math.PI / 360;\n x *= halfToRad;\n z *= halfToRad;\n y *= halfToRad;\n var sx = Math.sin(x);\n var cx = Math.cos(x);\n var sy = Math.sin(y);\n var cy = Math.cos(y);\n var sz = Math.sin(z);\n var cz = Math.cos(z);\n switch (order) {\n case \"xyz\":\n out[0] = sx * cy * cz + cx * sy * sz;\n out[1] = cx * sy * cz - sx * cy * sz;\n out[2] = cx * cy * sz + sx * sy * cz;\n out[3] = cx * cy * cz - sx * sy * sz;\n break;\n case \"xzy\":\n out[0] = sx * cy * cz - cx * sy * sz;\n out[1] = cx * sy * cz - sx * cy * sz;\n out[2] = cx * cy * sz + sx * sy * cz;\n out[3] = cx * cy * cz + sx * sy * sz;\n break;\n case \"yxz\":\n out[0] = sx * cy * cz + cx * sy * sz;\n out[1] = cx * sy * cz - sx * cy * sz;\n out[2] = cx * cy * sz - sx * sy * cz;\n out[3] = cx * cy * cz + sx * sy * sz;\n break;\n case \"yzx\":\n out[0] = sx * cy * cz + cx * sy * sz;\n out[1] = cx * sy * cz + sx * cy * sz;\n out[2] = cx * cy * sz - sx * sy * cz;\n out[3] = cx * cy * cz - sx * sy * sz;\n break;\n case \"zxy\":\n out[0] = sx * cy * cz - cx * sy * sz;\n out[1] = cx * sy * cz + sx * cy * sz;\n out[2] = cx * cy * sz + sx * sy * cz;\n out[3] = cx * cy * cz - sx * sy * sz;\n break;\n case \"zyx\":\n out[0] = sx * cy * cz - cx * sy * sz;\n out[1] = cx * sy * cz + sx * cy * sz;\n out[2] = cx * cy * sz - sx * sy * cz;\n out[3] = cx * cy * cz + sx * sy * sz;\n break;\n default:\n throw new Error('Unknown angle order ' + order);\n }\n return out;\n}\n\n/**\n * Returns a string representation of a quaternion\n *\n * @param {ReadonlyQuat} a vector to represent as a string\n * @returns {String} string representation of the vector\n */\nexport function str(a) {\n return \"quat(\" + a[0] + \", \" + a[1] + \", \" + a[2] + \", \" + a[3] + \")\";\n}\n\n/**\n * Creates a new quat initialized with values from an existing quaternion\n *\n * @param {ReadonlyQuat} a quaternion to clone\n * @returns {quat} a new quaternion\n * @function\n */\nexport var clone = vec4.clone;\n\n/**\n * Creates a new quat initialized with the given values\n *\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @param {Number} w W component\n * @returns {quat} a new quaternion\n * @function\n */\nexport var fromValues = vec4.fromValues;\n\n/**\n * Copy the values from one quat to another\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the source quaternion\n * @returns {quat} out\n * @function\n */\nexport var copy = vec4.copy;\n\n/**\n * Set the components of a quat to the given values\n *\n * @param {quat} out the receiving quaternion\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @param {Number} w W component\n * @returns {quat} out\n * @function\n */\nexport var set = vec4.set;\n\n/**\n * Adds two quat's\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @returns {quat} out\n * @function\n */\nexport var add = vec4.add;\n\n/**\n * Alias for {@link quat.multiply}\n * @function\n */\nexport var mul = multiply;\n\n/**\n * Scales a quat by a scalar number\n *\n * @param {quat} out the receiving vector\n * @param {ReadonlyQuat} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {quat} out\n * @function\n */\nexport var scale = vec4.scale;\n\n/**\n * Calculates the dot product of two quat's\n *\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @returns {Number} dot product of a and b\n * @function\n */\nexport var dot = vec4.dot;\n\n/**\n * Performs a linear interpolation between two quat's\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {quat} out\n * @function\n */\nexport var lerp = vec4.lerp;\n\n/**\n * Calculates the length of a quat\n *\n * @param {ReadonlyQuat} a vector to calculate length of\n * @returns {Number} length of a\n */\nexport var length = vec4.length;\n\n/**\n * Alias for {@link quat.length}\n * @function\n */\nexport var len = length;\n\n/**\n * Calculates the squared length of a quat\n *\n * @param {ReadonlyQuat} a vector to calculate squared length of\n * @returns {Number} squared length of a\n * @function\n */\nexport var squaredLength = vec4.squaredLength;\n\n/**\n * Alias for {@link quat.squaredLength}\n * @function\n */\nexport var sqrLen = squaredLength;\n\n/**\n * Normalize a quat\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quaternion to normalize\n * @returns {quat} out\n * @function\n */\nexport var normalize = vec4.normalize;\n\n/**\n * Returns whether or not the quaternions have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyQuat} a The first quaternion.\n * @param {ReadonlyQuat} b The second quaternion.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport var exactEquals = vec4.exactEquals;\n\n/**\n * Returns whether or not the quaternions point approximately to the same direction.\n *\n * Both quaternions are assumed to be unit length.\n *\n * @param {ReadonlyQuat} a The first unit quaternion.\n * @param {ReadonlyQuat} b The second unit quaternion.\n * @returns {Boolean} True if the quaternions are equal, false otherwise.\n */\nexport function equals(a, b) {\n return Math.abs(vec4.dot(a, b)) >= 1 - glMatrix.EPSILON;\n}\n\n/**\n * Sets a quaternion to represent the shortest rotation from one\n * vector to another.\n *\n * Both vectors are assumed to be unit length.\n *\n * @param {quat} out the receiving quaternion.\n * @param {ReadonlyVec3} a the initial vector\n * @param {ReadonlyVec3} b the destination vector\n * @returns {quat} out\n */\nexport var rotationTo = function () {\n var tmpvec3 = vec3.create();\n var xUnitVec3 = vec3.fromValues(1, 0, 0);\n var yUnitVec3 = vec3.fromValues(0, 1, 0);\n return function (out, a, b) {\n var dot = vec3.dot(a, b);\n if (dot < -0.999999) {\n vec3.cross(tmpvec3, xUnitVec3, a);\n if (vec3.len(tmpvec3) < 0.000001) vec3.cross(tmpvec3, yUnitVec3, a);\n vec3.normalize(tmpvec3, tmpvec3);\n setAxisAngle(out, tmpvec3, Math.PI);\n return out;\n } else if (dot > 0.999999) {\n out[0] = 0;\n out[1] = 0;\n out[2] = 0;\n out[3] = 1;\n return out;\n } else {\n vec3.cross(tmpvec3, a, b);\n out[0] = tmpvec3[0];\n out[1] = tmpvec3[1];\n out[2] = tmpvec3[2];\n out[3] = 1 + dot;\n return normalize(out, out);\n }\n };\n}();\n\n/**\n * Performs a spherical linear interpolation with two control points\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @param {ReadonlyQuat} c the third operand\n * @param {ReadonlyQuat} d the fourth operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {quat} out\n */\nexport var sqlerp = function () {\n var temp1 = create();\n var temp2 = create();\n return function (out, a, b, c, d, t) {\n slerp(temp1, a, d, t);\n slerp(temp2, b, c, t);\n slerp(out, temp1, temp2, 2 * t * (1 - t));\n return out;\n };\n}();\n\n/**\n * Sets the specified quaternion with values corresponding to the given\n * axes. Each axis is a vec3 and is expected to be unit length and\n * perpendicular to all other specified axes.\n *\n * @param {ReadonlyVec3} view the vector representing the viewing direction\n * @param {ReadonlyVec3} right the vector representing the local \"right\" direction\n * @param {ReadonlyVec3} up the vector representing the local \"up\" direction\n * @returns {quat} out\n */\nexport var setAxes = function () {\n var matr = mat3.create();\n return function (out, view, right, up) {\n matr[0] = right[0];\n matr[3] = right[1];\n matr[6] = right[2];\n matr[1] = up[0];\n matr[4] = up[1];\n matr[7] = up[2];\n matr[2] = -view[0];\n matr[5] = -view[1];\n matr[8] = -view[2];\n return normalize(out, fromMat3(out, matr));\n };\n}();","import * as glMatrix from \"./common.js\";\n\n/**\n * 3 Dimensional Vector\n * @module vec3\n */\n\n/**\n * Creates a new, empty vec3\n *\n * @returns {vec3} a new 3D vector\n */\nexport function create() {\n var out = new glMatrix.ARRAY_TYPE(3);\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[0] = 0;\n out[1] = 0;\n out[2] = 0;\n }\n return out;\n}\n\n/**\n * Creates a new vec3 initialized with values from an existing vector\n *\n * @param {ReadonlyVec3} a vector to clone\n * @returns {vec3} a new 3D vector\n */\nexport function clone(a) {\n var out = new glMatrix.ARRAY_TYPE(3);\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n return out;\n}\n\n/**\n * Calculates the length of a vec3\n *\n * @param {ReadonlyVec3} a vector to calculate length of\n * @returns {Number} length of a\n */\nexport function length(a) {\n var x = a[0];\n var y = a[1];\n var z = a[2];\n return Math.sqrt(x * x + y * y + z * z);\n}\n\n/**\n * Creates a new vec3 initialized with the given values\n *\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @returns {vec3} a new 3D vector\n */\nexport function fromValues(x, y, z) {\n var out = new glMatrix.ARRAY_TYPE(3);\n out[0] = x;\n out[1] = y;\n out[2] = z;\n return out;\n}\n\n/**\n * Copy the values from one vec3 to another\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the source vector\n * @returns {vec3} out\n */\nexport function copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n return out;\n}\n\n/**\n * Set the components of a vec3 to the given values\n *\n * @param {vec3} out the receiving vector\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @returns {vec3} out\n */\nexport function set(out, x, y, z) {\n out[0] = x;\n out[1] = y;\n out[2] = z;\n return out;\n}\n\n/**\n * Adds two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function add(out, a, b) {\n out[0] = a[0] + b[0];\n out[1] = a[1] + b[1];\n out[2] = a[2] + b[2];\n return out;\n}\n\n/**\n * Subtracts vector b from vector a\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function subtract(out, a, b) {\n out[0] = a[0] - b[0];\n out[1] = a[1] - b[1];\n out[2] = a[2] - b[2];\n return out;\n}\n\n/**\n * Multiplies two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function multiply(out, a, b) {\n out[0] = a[0] * b[0];\n out[1] = a[1] * b[1];\n out[2] = a[2] * b[2];\n return out;\n}\n\n/**\n * Divides two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function divide(out, a, b) {\n out[0] = a[0] / b[0];\n out[1] = a[1] / b[1];\n out[2] = a[2] / b[2];\n return out;\n}\n\n/**\n * Math.ceil the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to ceil\n * @returns {vec3} out\n */\nexport function ceil(out, a) {\n out[0] = Math.ceil(a[0]);\n out[1] = Math.ceil(a[1]);\n out[2] = Math.ceil(a[2]);\n return out;\n}\n\n/**\n * Math.floor the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to floor\n * @returns {vec3} out\n */\nexport function floor(out, a) {\n out[0] = Math.floor(a[0]);\n out[1] = Math.floor(a[1]);\n out[2] = Math.floor(a[2]);\n return out;\n}\n\n/**\n * Returns the minimum of two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function min(out, a, b) {\n out[0] = Math.min(a[0], b[0]);\n out[1] = Math.min(a[1], b[1]);\n out[2] = Math.min(a[2], b[2]);\n return out;\n}\n\n/**\n * Returns the maximum of two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function max(out, a, b) {\n out[0] = Math.max(a[0], b[0]);\n out[1] = Math.max(a[1], b[1]);\n out[2] = Math.max(a[2], b[2]);\n return out;\n}\n\n/**\n * symmetric round the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to round\n * @returns {vec3} out\n */\nexport function round(out, a) {\n out[0] = glMatrix.round(a[0]);\n out[1] = glMatrix.round(a[1]);\n out[2] = glMatrix.round(a[2]);\n return out;\n}\n\n/**\n * Scales a vec3 by a scalar number\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {vec3} out\n */\nexport function scale(out, a, b) {\n out[0] = a[0] * b;\n out[1] = a[1] * b;\n out[2] = a[2] * b;\n return out;\n}\n\n/**\n * Adds two vec3's after scaling the second operand by a scalar value\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {Number} scale the amount to scale b by before adding\n * @returns {vec3} out\n */\nexport function scaleAndAdd(out, a, b, scale) {\n out[0] = a[0] + b[0] * scale;\n out[1] = a[1] + b[1] * scale;\n out[2] = a[2] + b[2] * scale;\n return out;\n}\n\n/**\n * Calculates the euclidian distance between two vec3's\n *\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {Number} distance between a and b\n */\nexport function distance(a, b) {\n var x = b[0] - a[0];\n var y = b[1] - a[1];\n var z = b[2] - a[2];\n return Math.sqrt(x * x + y * y + z * z);\n}\n\n/**\n * Calculates the squared euclidian distance between two vec3's\n *\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {Number} squared distance between a and b\n */\nexport function squaredDistance(a, b) {\n var x = b[0] - a[0];\n var y = b[1] - a[1];\n var z = b[2] - a[2];\n return x * x + y * y + z * z;\n}\n\n/**\n * Calculates the squared length of a vec3\n *\n * @param {ReadonlyVec3} a vector to calculate squared length of\n * @returns {Number} squared length of a\n */\nexport function squaredLength(a) {\n var x = a[0];\n var y = a[1];\n var z = a[2];\n return x * x + y * y + z * z;\n}\n\n/**\n * Negates the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to negate\n * @returns {vec3} out\n */\nexport function negate(out, a) {\n out[0] = -a[0];\n out[1] = -a[1];\n out[2] = -a[2];\n return out;\n}\n\n/**\n * Returns the inverse of the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to invert\n * @returns {vec3} out\n */\nexport function inverse(out, a) {\n out[0] = 1.0 / a[0];\n out[1] = 1.0 / a[1];\n out[2] = 1.0 / a[2];\n return out;\n}\n\n/**\n * Normalize a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to normalize\n * @returns {vec3} out\n */\nexport function normalize(out, a) {\n var x = a[0];\n var y = a[1];\n var z = a[2];\n var len = x * x + y * y + z * z;\n if (len > 0) {\n //TODO: evaluate use of glm_invsqrt here?\n len = 1 / Math.sqrt(len);\n }\n out[0] = a[0] * len;\n out[1] = a[1] * len;\n out[2] = a[2] * len;\n return out;\n}\n\n/**\n * Calculates the dot product of two vec3's\n *\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {Number} dot product of a and b\n */\nexport function dot(a, b) {\n return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];\n}\n\n/**\n * Computes the cross product of two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function cross(out, a, b) {\n var ax = a[0],\n ay = a[1],\n az = a[2];\n var bx = b[0],\n by = b[1],\n bz = b[2];\n out[0] = ay * bz - az * by;\n out[1] = az * bx - ax * bz;\n out[2] = ax * by - ay * bx;\n return out;\n}\n\n/**\n * Performs a linear interpolation between two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec3} out\n */\nexport function lerp(out, a, b, t) {\n var ax = a[0];\n var ay = a[1];\n var az = a[2];\n out[0] = ax + t * (b[0] - ax);\n out[1] = ay + t * (b[1] - ay);\n out[2] = az + t * (b[2] - az);\n return out;\n}\n\n/**\n * Performs a spherical linear interpolation between two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec3} out\n */\nexport function slerp(out, a, b, t) {\n var angle = Math.acos(Math.min(Math.max(dot(a, b), -1), 1));\n var sinTotal = Math.sin(angle);\n var ratioA = Math.sin((1 - t) * angle) / sinTotal;\n var ratioB = Math.sin(t * angle) / sinTotal;\n out[0] = ratioA * a[0] + ratioB * b[0];\n out[1] = ratioA * a[1] + ratioB * b[1];\n out[2] = ratioA * a[2] + ratioB * b[2];\n return out;\n}\n\n/**\n * Performs a hermite interpolation with two control points\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {ReadonlyVec3} c the third operand\n * @param {ReadonlyVec3} d the fourth operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec3} out\n */\nexport function hermite(out, a, b, c, d, t) {\n var factorTimes2 = t * t;\n var factor1 = factorTimes2 * (2 * t - 3) + 1;\n var factor2 = factorTimes2 * (t - 2) + t;\n var factor3 = factorTimes2 * (t - 1);\n var factor4 = factorTimes2 * (3 - 2 * t);\n out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;\n out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;\n out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;\n return out;\n}\n\n/**\n * Performs a bezier interpolation with two control points\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {ReadonlyVec3} c the third operand\n * @param {ReadonlyVec3} d the fourth operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec3} out\n */\nexport function bezier(out, a, b, c, d, t) {\n var inverseFactor = 1 - t;\n var inverseFactorTimesTwo = inverseFactor * inverseFactor;\n var factorTimes2 = t * t;\n var factor1 = inverseFactorTimesTwo * inverseFactor;\n var factor2 = 3 * t * inverseFactorTimesTwo;\n var factor3 = 3 * factorTimes2 * inverseFactor;\n var factor4 = factorTimes2 * t;\n out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;\n out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;\n out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;\n return out;\n}\n\n/**\n * Generates a random vector with the given scale\n *\n * @param {vec3} out the receiving vector\n * @param {Number} [scale] Length of the resulting vector. If omitted, a unit vector will be returned\n * @returns {vec3} out\n */\nexport function random(out, scale) {\n scale = scale === undefined ? 1.0 : scale;\n var r = glMatrix.RANDOM() * 2.0 * Math.PI;\n var z = glMatrix.RANDOM() * 2.0 - 1.0;\n var zScale = Math.sqrt(1.0 - z * z) * scale;\n out[0] = Math.cos(r) * zScale;\n out[1] = Math.sin(r) * zScale;\n out[2] = z * scale;\n return out;\n}\n\n/**\n * Transforms the vec3 with a mat4.\n * 4th vector component is implicitly '1'\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the vector to transform\n * @param {ReadonlyMat4} m matrix to transform with\n * @returns {vec3} out\n */\nexport function transformMat4(out, a, m) {\n var x = a[0],\n y = a[1],\n z = a[2];\n var w = m[3] * x + m[7] * y + m[11] * z + m[15];\n w = w || 1.0;\n out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;\n out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;\n out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;\n return out;\n}\n\n/**\n * Transforms the vec3 with a mat3.\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the vector to transform\n * @param {ReadonlyMat3} m the 3x3 matrix to transform with\n * @returns {vec3} out\n */\nexport function transformMat3(out, a, m) {\n var x = a[0],\n y = a[1],\n z = a[2];\n out[0] = x * m[0] + y * m[3] + z * m[6];\n out[1] = x * m[1] + y * m[4] + z * m[7];\n out[2] = x * m[2] + y * m[5] + z * m[8];\n return out;\n}\n\n/**\n * Transforms the vec3 with a quat\n * Can also be used for dual quaternions. (Multiply it with the real part)\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the vector to transform\n * @param {ReadonlyQuat} q normalized quaternion to transform with\n * @returns {vec3} out\n */\nexport function transformQuat(out, a, q) {\n // Fast Vector Rotation using Quaternions by Robert Eisele\n // https://raw.org/proof/vector-rotation-using-quaternions/\n\n var qx = q[0],\n qy = q[1],\n qz = q[2],\n qw = q[3];\n var vx = a[0],\n vy = a[1],\n vz = a[2];\n\n // t = q x v\n var tx = qy * vz - qz * vy;\n var ty = qz * vx - qx * vz;\n var tz = qx * vy - qy * vx;\n\n // t = 2t\n tx = tx + tx;\n ty = ty + ty;\n tz = tz + tz;\n\n // v + w t + q x t\n out[0] = vx + qw * tx + qy * tz - qz * ty;\n out[1] = vy + qw * ty + qz * tx - qx * tz;\n out[2] = vz + qw * tz + qx * ty - qy * tx;\n return out;\n}\n\n/**\n * Rotate a 3D vector around the x-axis\n * @param {vec3} out The receiving vec3\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @returns {vec3} out\n */\nexport function rotateX(out, a, b, rad) {\n var p = [],\n r = [];\n //Translate point to the origin\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2];\n\n //perform rotation\n r[0] = p[0];\n r[1] = p[1] * Math.cos(rad) - p[2] * Math.sin(rad);\n r[2] = p[1] * Math.sin(rad) + p[2] * Math.cos(rad);\n\n //translate to correct position\n out[0] = r[0] + b[0];\n out[1] = r[1] + b[1];\n out[2] = r[2] + b[2];\n return out;\n}\n\n/**\n * Rotate a 3D vector around the y-axis\n * @param {vec3} out The receiving vec3\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @returns {vec3} out\n */\nexport function rotateY(out, a, b, rad) {\n var p = [],\n r = [];\n //Translate point to the origin\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2];\n\n //perform rotation\n r[0] = p[2] * Math.sin(rad) + p[0] * Math.cos(rad);\n r[1] = p[1];\n r[2] = p[2] * Math.cos(rad) - p[0] * Math.sin(rad);\n\n //translate to correct position\n out[0] = r[0] + b[0];\n out[1] = r[1] + b[1];\n out[2] = r[2] + b[2];\n return out;\n}\n\n/**\n * Rotate a 3D vector around the z-axis\n * @param {vec3} out The receiving vec3\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @returns {vec3} out\n */\nexport function rotateZ(out, a, b, rad) {\n var p = [],\n r = [];\n //Translate point to the origin\n p[0] = a[0] - b[0];\n p[1] = a[1] - b[1];\n p[2] = a[2] - b[2];\n\n //perform rotation\n r[0] = p[0] * Math.cos(rad) - p[1] * Math.sin(rad);\n r[1] = p[0] * Math.sin(rad) + p[1] * Math.cos(rad);\n r[2] = p[2];\n\n //translate to correct position\n out[0] = r[0] + b[0];\n out[1] = r[1] + b[1];\n out[2] = r[2] + b[2];\n return out;\n}\n\n/**\n * Get the angle between two 3D vectors\n * @param {ReadonlyVec3} a The first operand\n * @param {ReadonlyVec3} b The second operand\n * @returns {Number} The angle in radians\n */\nexport function angle(a, b) {\n var ax = a[0],\n ay = a[1],\n az = a[2],\n bx = b[0],\n by = b[1],\n bz = b[2],\n mag = Math.sqrt((ax * ax + ay * ay + az * az) * (bx * bx + by * by + bz * bz)),\n cosine = mag && dot(a, b) / mag;\n return Math.acos(Math.min(Math.max(cosine, -1), 1));\n}\n\n/**\n * Set the components of a vec3 to zero\n *\n * @param {vec3} out the receiving vector\n * @returns {vec3} out\n */\nexport function zero(out) {\n out[0] = 0.0;\n out[1] = 0.0;\n out[2] = 0.0;\n return out;\n}\n\n/**\n * Returns a string representation of a vector\n *\n * @param {ReadonlyVec3} a vector to represent as a string\n * @returns {String} string representation of the vector\n */\nexport function str(a) {\n return \"vec3(\" + a[0] + \", \" + a[1] + \", \" + a[2] + \")\";\n}\n\n/**\n * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyVec3} a The first vector.\n * @param {ReadonlyVec3} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function exactEquals(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];\n}\n\n/**\n * Returns whether or not the vectors have approximately the same elements in the same position.\n *\n * @param {ReadonlyVec3} a The first vector.\n * @param {ReadonlyVec3} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function equals(a, b) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2];\n var b0 = b[0],\n b1 = b[1],\n b2 = b[2];\n return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2));\n}\n\n/**\n * Alias for {@link vec3.subtract}\n * @function\n */\nexport var sub = subtract;\n\n/**\n * Alias for {@link vec3.multiply}\n * @function\n */\nexport var mul = multiply;\n\n/**\n * Alias for {@link vec3.divide}\n * @function\n */\nexport var div = divide;\n\n/**\n * Alias for {@link vec3.distance}\n * @function\n */\nexport var dist = distance;\n\n/**\n * Alias for {@link vec3.squaredDistance}\n * @function\n */\nexport var sqrDist = squaredDistance;\n\n/**\n * Alias for {@link vec3.length}\n * @function\n */\nexport var len = length;\n\n/**\n * Alias for {@link vec3.squaredLength}\n * @function\n */\nexport var sqrLen = squaredLength;\n\n/**\n * Perform some operation over an array of vec3s.\n *\n * @param {Array} a the array of vectors to iterate over\n * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed\n * @param {Number} offset Number of elements to skip at the beginning of the array\n * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array\n * @param {Function} fn Function to call for each vector in the array\n * @param {Object} [arg] additional argument to pass to fn\n * @returns {Array} a\n * @function\n */\nexport var forEach = function () {\n var vec = create();\n return function (a, stride, offset, count, fn, arg) {\n var i, l;\n if (!stride) {\n stride = 3;\n }\n if (!offset) {\n offset = 0;\n }\n if (count) {\n l = Math.min(count * stride + offset, a.length);\n } else {\n l = a.length;\n }\n for (i = offset; i < l; i += stride) {\n vec[0] = a[i];\n vec[1] = a[i + 1];\n vec[2] = a[i + 2];\n fn(vec, vec, arg);\n a[i] = vec[0];\n a[i + 1] = vec[1];\n a[i + 2] = vec[2];\n }\n return a;\n };\n}();","import * as glMatrix from \"./common.js\";\n\n/**\n * 4 Dimensional Vector\n * @module vec4\n */\n\n/**\n * Creates a new, empty vec4\n *\n * @returns {vec4} a new 4D vector\n */\nexport function create() {\n var out = new glMatrix.ARRAY_TYPE(4);\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[0] = 0;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n }\n return out;\n}\n\n/**\n * Creates a new vec4 initialized with values from an existing vector\n *\n * @param {ReadonlyVec4} a vector to clone\n * @returns {vec4} a new 4D vector\n */\nexport function clone(a) {\n var out = new glMatrix.ARRAY_TYPE(4);\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n return out;\n}\n\n/**\n * Creates a new vec4 initialized with the given values\n *\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @param {Number} w W component\n * @returns {vec4} a new 4D vector\n */\nexport function fromValues(x, y, z, w) {\n var out = new glMatrix.ARRAY_TYPE(4);\n out[0] = x;\n out[1] = y;\n out[2] = z;\n out[3] = w;\n return out;\n}\n\n/**\n * Copy the values from one vec4 to another\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the source vector\n * @returns {vec4} out\n */\nexport function copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n return out;\n}\n\n/**\n * Set the components of a vec4 to the given values\n *\n * @param {vec4} out the receiving vector\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @param {Number} w W component\n * @returns {vec4} out\n */\nexport function set(out, x, y, z, w) {\n out[0] = x;\n out[1] = y;\n out[2] = z;\n out[3] = w;\n return out;\n}\n\n/**\n * Adds two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function add(out, a, b) {\n out[0] = a[0] + b[0];\n out[1] = a[1] + b[1];\n out[2] = a[2] + b[2];\n out[3] = a[3] + b[3];\n return out;\n}\n\n/**\n * Subtracts vector b from vector a\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function subtract(out, a, b) {\n out[0] = a[0] - b[0];\n out[1] = a[1] - b[1];\n out[2] = a[2] - b[2];\n out[3] = a[3] - b[3];\n return out;\n}\n\n/**\n * Multiplies two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function multiply(out, a, b) {\n out[0] = a[0] * b[0];\n out[1] = a[1] * b[1];\n out[2] = a[2] * b[2];\n out[3] = a[3] * b[3];\n return out;\n}\n\n/**\n * Divides two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function divide(out, a, b) {\n out[0] = a[0] / b[0];\n out[1] = a[1] / b[1];\n out[2] = a[2] / b[2];\n out[3] = a[3] / b[3];\n return out;\n}\n\n/**\n * Math.ceil the components of a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to ceil\n * @returns {vec4} out\n */\nexport function ceil(out, a) {\n out[0] = Math.ceil(a[0]);\n out[1] = Math.ceil(a[1]);\n out[2] = Math.ceil(a[2]);\n out[3] = Math.ceil(a[3]);\n return out;\n}\n\n/**\n * Math.floor the components of a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to floor\n * @returns {vec4} out\n */\nexport function floor(out, a) {\n out[0] = Math.floor(a[0]);\n out[1] = Math.floor(a[1]);\n out[2] = Math.floor(a[2]);\n out[3] = Math.floor(a[3]);\n return out;\n}\n\n/**\n * Returns the minimum of two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function min(out, a, b) {\n out[0] = Math.min(a[0], b[0]);\n out[1] = Math.min(a[1], b[1]);\n out[2] = Math.min(a[2], b[2]);\n out[3] = Math.min(a[3], b[3]);\n return out;\n}\n\n/**\n * Returns the maximum of two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function max(out, a, b) {\n out[0] = Math.max(a[0], b[0]);\n out[1] = Math.max(a[1], b[1]);\n out[2] = Math.max(a[2], b[2]);\n out[3] = Math.max(a[3], b[3]);\n return out;\n}\n\n/**\n * symmetric round the components of a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to round\n * @returns {vec4} out\n */\nexport function round(out, a) {\n out[0] = glMatrix.round(a[0]);\n out[1] = glMatrix.round(a[1]);\n out[2] = glMatrix.round(a[2]);\n out[3] = glMatrix.round(a[3]);\n return out;\n}\n\n/**\n * Scales a vec4 by a scalar number\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {vec4} out\n */\nexport function scale(out, a, b) {\n out[0] = a[0] * b;\n out[1] = a[1] * b;\n out[2] = a[2] * b;\n out[3] = a[3] * b;\n return out;\n}\n\n/**\n * Adds two vec4's after scaling the second operand by a scalar value\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @param {Number} scale the amount to scale b by before adding\n * @returns {vec4} out\n */\nexport function scaleAndAdd(out, a, b, scale) {\n out[0] = a[0] + b[0] * scale;\n out[1] = a[1] + b[1] * scale;\n out[2] = a[2] + b[2] * scale;\n out[3] = a[3] + b[3] * scale;\n return out;\n}\n\n/**\n * Calculates the euclidian distance between two vec4's\n *\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {Number} distance between a and b\n */\nexport function distance(a, b) {\n var x = b[0] - a[0];\n var y = b[1] - a[1];\n var z = b[2] - a[2];\n var w = b[3] - a[3];\n return Math.sqrt(x * x + y * y + z * z + w * w);\n}\n\n/**\n * Calculates the squared euclidian distance between two vec4's\n *\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {Number} squared distance between a and b\n */\nexport function squaredDistance(a, b) {\n var x = b[0] - a[0];\n var y = b[1] - a[1];\n var z = b[2] - a[2];\n var w = b[3] - a[3];\n return x * x + y * y + z * z + w * w;\n}\n\n/**\n * Calculates the length of a vec4\n *\n * @param {ReadonlyVec4} a vector to calculate length of\n * @returns {Number} length of a\n */\nexport function length(a) {\n var x = a[0];\n var y = a[1];\n var z = a[2];\n var w = a[3];\n return Math.sqrt(x * x + y * y + z * z + w * w);\n}\n\n/**\n * Calculates the squared length of a vec4\n *\n * @param {ReadonlyVec4} a vector to calculate squared length of\n * @returns {Number} squared length of a\n */\nexport function squaredLength(a) {\n var x = a[0];\n var y = a[1];\n var z = a[2];\n var w = a[3];\n return x * x + y * y + z * z + w * w;\n}\n\n/**\n * Negates the components of a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to negate\n * @returns {vec4} out\n */\nexport function negate(out, a) {\n out[0] = -a[0];\n out[1] = -a[1];\n out[2] = -a[2];\n out[3] = -a[3];\n return out;\n}\n\n/**\n * Returns the inverse of the components of a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to invert\n * @returns {vec4} out\n */\nexport function inverse(out, a) {\n out[0] = 1.0 / a[0];\n out[1] = 1.0 / a[1];\n out[2] = 1.0 / a[2];\n out[3] = 1.0 / a[3];\n return out;\n}\n\n/**\n * Normalize a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to normalize\n * @returns {vec4} out\n */\nexport function normalize(out, a) {\n var x = a[0];\n var y = a[1];\n var z = a[2];\n var w = a[3];\n var len = x * x + y * y + z * z + w * w;\n if (len > 0) {\n len = 1 / Math.sqrt(len);\n }\n out[0] = x * len;\n out[1] = y * len;\n out[2] = z * len;\n out[3] = w * len;\n return out;\n}\n\n/**\n * Calculates the dot product of two vec4's\n *\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {Number} dot product of a and b\n */\nexport function dot(a, b) {\n return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];\n}\n\n/**\n * Returns the cross-product of three vectors in a 4-dimensional space\n *\n * @param {ReadonlyVec4} out the receiving vector\n * @param {ReadonlyVec4} u the first vector\n * @param {ReadonlyVec4} v the second vector\n * @param {ReadonlyVec4} w the third vector\n * @returns {vec4} result\n */\nexport function cross(out, u, v, w) {\n var A = v[0] * w[1] - v[1] * w[0],\n B = v[0] * w[2] - v[2] * w[0],\n C = v[0] * w[3] - v[3] * w[0],\n D = v[1] * w[2] - v[2] * w[1],\n E = v[1] * w[3] - v[3] * w[1],\n F = v[2] * w[3] - v[3] * w[2];\n var G = u[0];\n var H = u[1];\n var I = u[2];\n var J = u[3];\n out[0] = H * F - I * E + J * D;\n out[1] = -(G * F) + I * C - J * B;\n out[2] = G * E - H * C + J * A;\n out[3] = -(G * D) + H * B - I * A;\n return out;\n}\n\n/**\n * Performs a linear interpolation between two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec4} out\n */\nexport function lerp(out, a, b, t) {\n var ax = a[0];\n var ay = a[1];\n var az = a[2];\n var aw = a[3];\n out[0] = ax + t * (b[0] - ax);\n out[1] = ay + t * (b[1] - ay);\n out[2] = az + t * (b[2] - az);\n out[3] = aw + t * (b[3] - aw);\n return out;\n}\n\n/**\n * Generates a random vector with the given scale\n *\n * @param {vec4} out the receiving vector\n * @param {Number} [scale] Length of the resulting vector. If omitted, a unit vector will be returned\n * @returns {vec4} out\n */\nexport function random(out, scale) {\n scale = scale === undefined ? 1.0 : scale;\n\n // Marsaglia, George. Choosing a Point from the Surface of a\n // Sphere. Ann. Math. Statist. 43 (1972), no. 2, 645--646.\n // http://projecteuclid.org/euclid.aoms/1177692644;\n var v1, v2, v3, v4;\n var s1, s2;\n var rand;\n rand = glMatrix.RANDOM();\n v1 = rand * 2 - 1;\n v2 = (4 * glMatrix.RANDOM() - 2) * Math.sqrt(rand * -rand + rand);\n s1 = v1 * v1 + v2 * v2;\n rand = glMatrix.RANDOM();\n v3 = rand * 2 - 1;\n v4 = (4 * glMatrix.RANDOM() - 2) * Math.sqrt(rand * -rand + rand);\n s2 = v3 * v3 + v4 * v4;\n var d = Math.sqrt((1 - s1) / s2);\n out[0] = scale * v1;\n out[1] = scale * v2;\n out[2] = scale * v3 * d;\n out[3] = scale * v4 * d;\n return out;\n}\n\n/**\n * Transforms the vec4 with a mat4.\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the vector to transform\n * @param {ReadonlyMat4} m matrix to transform with\n * @returns {vec4} out\n */\nexport function transformMat4(out, a, m) {\n var x = a[0],\n y = a[1],\n z = a[2],\n w = a[3];\n out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;\n out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;\n out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;\n out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\n return out;\n}\n\n/**\n * Transforms the vec4 with a quat\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the vector to transform\n * @param {ReadonlyQuat} q normalized quaternion to transform with\n * @returns {vec4} out\n */\nexport function transformQuat(out, a, q) {\n // Fast Vector Rotation using Quaternions by Robert Eisele\n // https://raw.org/proof/vector-rotation-using-quaternions/\n\n var qx = q[0],\n qy = q[1],\n qz = q[2],\n qw = q[3];\n var vx = a[0],\n vy = a[1],\n vz = a[2];\n\n // t = q x v\n var tx = qy * vz - qz * vy;\n var ty = qz * vx - qx * vz;\n var tz = qx * vy - qy * vx;\n\n // t = 2t\n tx = tx + tx;\n ty = ty + ty;\n tz = tz + tz;\n\n // v + w t + q x t\n out[0] = vx + qw * tx + qy * tz - qz * ty;\n out[1] = vy + qw * ty + qz * tx - qx * tz;\n out[2] = vz + qw * tz + qx * ty - qy * tx;\n out[3] = a[3];\n return out;\n}\n\n/**\n * Set the components of a vec4 to zero\n *\n * @param {vec4} out the receiving vector\n * @returns {vec4} out\n */\nexport function zero(out) {\n out[0] = 0.0;\n out[1] = 0.0;\n out[2] = 0.0;\n out[3] = 0.0;\n return out;\n}\n\n/**\n * Returns a string representation of a vector\n *\n * @param {ReadonlyVec4} a vector to represent as a string\n * @returns {String} string representation of the vector\n */\nexport function str(a) {\n return \"vec4(\" + a[0] + \", \" + a[1] + \", \" + a[2] + \", \" + a[3] + \")\";\n}\n\n/**\n * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyVec4} a The first vector.\n * @param {ReadonlyVec4} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function exactEquals(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];\n}\n\n/**\n * Returns whether or not the vectors have approximately the same elements in the same position.\n *\n * @param {ReadonlyVec4} a The first vector.\n * @param {ReadonlyVec4} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function equals(a, b) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3];\n var b0 = b[0],\n b1 = b[1],\n b2 = b[2],\n b3 = b[3];\n return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3));\n}\n\n/**\n * Alias for {@link vec4.subtract}\n * @function\n */\nexport var sub = subtract;\n\n/**\n * Alias for {@link vec4.multiply}\n * @function\n */\nexport var mul = multiply;\n\n/**\n * Alias for {@link vec4.divide}\n * @function\n */\nexport var div = divide;\n\n/**\n * Alias for {@link vec4.distance}\n * @function\n */\nexport var dist = distance;\n\n/**\n * Alias for {@link vec4.squaredDistance}\n * @function\n */\nexport var sqrDist = squaredDistance;\n\n/**\n * Alias for {@link vec4.length}\n * @function\n */\nexport var len = length;\n\n/**\n * Alias for {@link vec4.squaredLength}\n * @function\n */\nexport var sqrLen = squaredLength;\n\n/**\n * Perform some operation over an array of vec4s.\n *\n * @param {Array} a the array of vectors to iterate over\n * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed\n * @param {Number} offset Number of elements to skip at the beginning of the array\n * @param {Number} count Number of vec4s to iterate over. If 0 iterates over entire array\n * @param {Function} fn Function to call for each vector in the array\n * @param {Object} [arg] additional argument to pass to fn\n * @returns {Array} a\n * @function\n */\nexport var forEach = function () {\n var vec = create();\n return function (a, stride, offset, count, fn, arg) {\n var i, l;\n if (!stride) {\n stride = 4;\n }\n if (!offset) {\n offset = 0;\n }\n if (count) {\n l = Math.min(count * stride + offset, a.length);\n } else {\n l = a.length;\n }\n for (i = offset; i < l; i += stride) {\n vec[0] = a[i];\n vec[1] = a[i + 1];\n vec[2] = a[i + 2];\n vec[3] = a[i + 3];\n fn(vec, vec, arg);\n a[i] = vec[0];\n a[i + 1] = vec[1];\n a[i + 2] = vec[2];\n a[i + 3] = vec[3];\n }\n return a;\n };\n}();","import { mat4, vec3, vec4 } from 'gl-matrix';\nimport { Vector3 } from '../domain/interfaces/Vectors';\n\n/**\n * Perspective camera with orbit (yaw/pitch), zoom, and viewport controls.\n */\nexport class Camera {\n public target: Vector3 = [0, 0, 0]; // camera looks at this\n\n /* Translation */\n public position: Vector3 = [0, 0, 0]; // 3D position\n\n /* Zoom */\n public zoom: number = 1;\n public minZoom: number = 0.5;\n public maxZoom: number = 10;\n public zoomSpeed: number = 0.06;\n\n /* Rotation */\n public yaw: number = 0; // horizontal rotation\n public pitch: number = 0.5; // vertical rotation\n\n public near = 0.01;\n public far = 1000.0;\n\n /* Render Utils */\n public lastViewMatrix?: Float32Array;\n public lastProjectionMatrix?: Float32Array;\n\n // ── Cached matrices (rebuilt only when camera state changes) ──\n private readonly _view: mat4 = mat4.create();\n private readonly _proj: mat4 = mat4.create();\n private readonly _mvp: mat4 = mat4.create();\n private _viewDirty = true;\n private _projDirty = true;\n\n constructor(\n public viewportWidth: number,\n public viewportHeight: number,\n ) {}\n\n /** Translate the camera by a delta. */\n move(dx: number, dy: number, dz: number = 0) {\n this.position[0] += dx;\n this.position[1] += dy;\n this.position[2] += dz;\n this._viewDirty = true;\n }\n\n /** Clamp-set the zoom level. */\n setZoom(zoom: number) {\n this.zoom = Math.max(this.minZoom, Math.min(this.maxZoom, zoom));\n this._viewDirty = true;\n this._projDirty = true;\n }\n\n /**\n * Mark the view matrix as dirty so it is rebuilt on the next\n * {@link getViewMatrix} call. Call this after directly mutating\n * {@link target} or {@link position} (e.g. from a follow-camera update).\n */\n invalidate(): void {\n this._viewDirty = true;\n }\n\n /** Zoom by a signed delta (positive = zoom in). */\n zoomBy(delta: number) {\n const factor = Math.exp(delta * this.zoomSpeed);\n this.setZoom(this.zoom * factor);\n }\n\n worldToNDC(x: number, y: number): [number, number] {\n const ndcX = ((x - this.position[0]) / this.viewportWidth) * 2 * this.zoom;\n const ndcY = ((y - this.position[1]) / this.viewportHeight) * 2 * this.zoom;\n return [ndcX, ndcY];\n }\n\n worldScale(scale: [number, number]): [number, number] {\n return [\n (scale[0] / this.viewportWidth) * 2 * this.zoom,\n (scale[1] / this.viewportHeight) * 2 * this.zoom,\n ];\n }\n\n setViewport(width: number, height: number) {\n this.viewportWidth = width;\n this.viewportHeight = height;\n this._projDirty = true;\n }\n\n /** Compute the eye position from yaw/pitch/distance to target. */\n getComputedPosition(): vec3 {\n const radius = vec3.distance(this.position, this.target);\n\n const camX =\n this.target[0] + radius * Math.cos(this.pitch) * Math.sin(this.yaw);\n const camY = this.target[1] + radius * Math.sin(this.pitch);\n const camZ =\n this.target[2] + radius * Math.cos(this.pitch) * Math.cos(this.yaw);\n\n return vec3.fromValues(camX, camY, camZ);\n }\n\n /** Build the view matrix (lookAt). Returns a cached matrix rebuilt only when the camera moves. */\n getViewMatrix(): mat4 {\n if (this._viewDirty) {\n const eye = this.getComputedPosition();\n mat4.lookAt(this._view, eye, this.target, vec3.fromValues(0, 1, 0));\n this._viewDirty = false;\n this.lastViewMatrix = this._view as unknown as Float32Array;\n }\n return this._view;\n }\n\n /** Build the perspective projection matrix. Returns a cached matrix rebuilt only when viewport/zoom changes. */\n getProjectionMatrix(): mat4 {\n if (this._projDirty) {\n const aspect = this.viewportWidth / this.viewportHeight;\n const fov = Math.PI / 4 / this.zoom;\n mat4.perspective(this._proj, fov, aspect, this.near, this.far);\n this._projDirty = false;\n this.lastProjectionMatrix = this._proj as unknown as Float32Array;\n }\n return this._proj;\n }\n\n worldToNDC3D(x: number, y: number, z: number = 0): [number, number, number] {\n const world = vec4.fromValues(x, y, z, 1.0);\n mat4.multiply(this._mvp, this.getProjectionMatrix(), this.getViewMatrix());\n vec4.transformMat4(world, world, this._mvp);\n return [world[0] / world[3], world[1] / world[3], world[2] / world[3]];\n }\n\n worldScale3D(scale: [number, number, number]): [number, number, number] {\n return [\n (scale[0] / this.viewportWidth) * 2 * this.zoom,\n (scale[1] / this.viewportHeight) * 2 * this.zoom,\n (scale[2] / ((this.viewportWidth + this.viewportHeight) / 2)) *\n 2 *\n this.zoom,\n ];\n }\n\n public minPitch: number = -Math.PI / 2 + 1.49;\n public maxPitch: number = Math.PI / 2 - 0.01;\n\n rotate(deltaYaw: number, deltaPitch: number) {\n this.yaw += deltaYaw;\n\n this.pitch -= deltaPitch; // ← add deltaPitch here\n this.pitch = Math.max(this.minPitch, Math.min(this.maxPitch, this.pitch));\n this._viewDirty = true;\n }\n}\n","import { IMouseControl } from './IMouseControl';\n\nexport type WheelDirection = 'up' | 'down';\nexport type WheelListener = (direction: WheelDirection, delta: number) => void;\n\nexport class MouseWheelControl implements IMouseControl {\n private listeners: WheelListener[] = [];\n private wheelHandler?: (e: WheelEvent) => void;\n\n public enable() {\n if (this.wheelHandler) return;\n\n this.wheelHandler = (e: WheelEvent) => {\n const direction: WheelDirection = e.deltaY < 0 ? 'up' : 'down';\n this.notify(direction, e.deltaY);\n };\n\n window.addEventListener('wheel', this.wheelHandler, { passive: true });\n }\n\n public disable() {\n if (this.wheelHandler) {\n window.removeEventListener('wheel', this.wheelHandler);\n this.wheelHandler = undefined;\n }\n }\n\n public onChange(listener: WheelListener) {\n this.listeners.push(listener);\n }\n\n /** Remove a previously registered listener. */\n public removeListener(listener: WheelListener) {\n this.listeners = this.listeners.filter((l) => l !== listener);\n }\n\n private notify(direction: WheelDirection, delta: number) {\n for (const listener of this.listeners) listener(direction, delta);\n }\n}\n","import { IMouseControl } from './IMouseControl';\n\nexport type DragListener = (dx: number, dy: number, button: number) => void;\n\nexport class MouseDragControl implements IMouseControl {\n private listeners: DragListener[] = [];\n public isDragging = false;\n\n private dragButton: number = 0; // 0 = left, 2 = right\n private lastX = 0;\n private lastY = 0;\n\n constructor(private element: HTMLElement) {}\n\n enable() {\n this.element.addEventListener('mousedown', this.onMouseDown);\n window.addEventListener('mouseup', this.onMouseUp);\n window.addEventListener('mousemove', this.onMouseMove);\n }\n\n disable() {\n this.element.removeEventListener('mousedown', this.onMouseDown);\n window.removeEventListener('mouseup', this.onMouseUp);\n window.removeEventListener('mousemove', this.onMouseMove);\n }\n\n onChange(listener: DragListener) {\n this.listeners.push(listener);\n }\n\n /** Remove a previously registered listener. */\n removeListener(listener: DragListener) {\n this.listeners = this.listeners.filter((l) => l !== listener);\n }\n\n private onMouseDown = (e: MouseEvent) => {\n this.isDragging = true;\n this.dragButton = e.button;\n\n this.lastX = e.clientX;\n this.lastY = e.clientY;\n };\n\n private onMouseUp = () => {\n this.isDragging = false;\n };\n\n private onMouseMove = (e: MouseEvent) => {\n if (!this.isDragging) return;\n\n const dx = e.clientX - this.lastX;\n const dy = e.clientY - this.lastY;\n\n this.lastX = e.clientX;\n this.lastY = e.clientY;\n\n for (const listener of this.listeners) listener(dx, dy, this.dragButton);\n };\n}\n","import { IMouseControl } from './IMouseControl';\n\nexport type MoveListener = (dx: number, dy: number) => void;\n\n/**\n * Captures mouse movement using the Pointer Lock API.\n * Ideal for camera-like controls where the cursor should not hit screen edges.\n */\nexport class MousePointerLockControl implements IMouseControl {\n private listeners: MoveListener[] = [];\n private isEnabled = false;\n private isPointerLocked = false;\n\n constructor(\n private element: HTMLElement,\n private sensitivity = 1,\n ) {}\n\n enable() {\n if (this.isEnabled) return;\n this.isEnabled = true;\n\n // Must be initiated by user click\n this.element.addEventListener('click', this.requestPointerLock);\n document.addEventListener('pointerlockchange', this.onPointerLockChange);\n document.addEventListener('mousemove', this.onMouseMove);\n }\n\n disable() {\n if (!this.isEnabled) return;\n this.isEnabled = false;\n\n this.element.removeEventListener('click', this.requestPointerLock);\n document.removeEventListener('pointerlockchange', this.onPointerLockChange);\n document.removeEventListener('mousemove', this.onMouseMove);\n\n if (this.isPointerLocked) document.exitPointerLock();\n }\n\n onChange(listener: MoveListener) {\n this.listeners.push(listener);\n }\n\n /** Remove a previously registered listener. */\n removeListener(listener: MoveListener) {\n this.listeners = this.listeners.filter((l) => l !== listener);\n }\n\n setSensitivity(value: number) {\n this.sensitivity = value;\n }\n\n private requestPointerLock = () => {\n this.element.requestPointerLock();\n };\n\n private onPointerLockChange = () => {\n this.isPointerLocked = document.pointerLockElement === this.element;\n };\n\n private onMouseMove = (e: MouseEvent) => {\n if (!this.isPointerLocked) return;\n\n const dx = e.movementX * this.sensitivity;\n const dy = e.movementY * this.sensitivity;\n\n for (const listener of this.listeners) listener(dx, dy);\n };\n}\n","import { Camera } from './Camera';\nimport {\n MouseWheelControl,\n WheelDirection,\n} from '../controls/Mouse/MouseWheelControl';\nimport { MouseDragControl } from '../controls/Mouse/MouseDragControl';\nimport { MousePointerLockControl } from '../controls/Mouse/MousePointerLockControl';\nimport WebGLCore from './WebGLCore';\n\nexport class Viewport {\n private static zoomInterval = 25;\n\n private wheelControl = new MouseWheelControl();\n private dragControl: MouseDragControl;\n private moveControl: MousePointerLockControl;\n\n private lastZoomTime: number = 0;\n private canvas: HTMLCanvasElement;\n private scale: number = 1;\n private webglCore: WebGLCore | null = null;\n private resizeHandler = () => this.resizeCanvas();\n public camera: Camera;\n\n /**\n * @param canvasOrId - An HTMLCanvasElement or the `id` attribute of one.\n * @param width - Logical viewport width.\n * @param height - Logical viewport height.\n * @param webglCore - Optional WebGLCore instance. When provided, the existing\n * GL context is reused for viewport resize instead of\n * requesting a new one.\n */\n constructor(\n canvasOrId: string | HTMLCanvasElement,\n public width: number,\n public height: number,\n webglCore?: WebGLCore,\n ) {\n this.canvas =\n typeof canvasOrId === 'string'\n ? (document.getElementById(canvasOrId) as HTMLCanvasElement)\n : canvasOrId;\n if (!this.canvas) throw new Error('Canvas not found');\n\n this.webglCore = webglCore ?? null;\n this.camera = new Camera(width, height);\n this.dragControl = new MouseDragControl(this.canvas);\n this.moveControl = new MousePointerLockControl(this.canvas, 0.25);\n\n this.resizeCanvas();\n this.setupControls();\n\n window.addEventListener('resize', this.resizeHandler);\n }\n\n private setupControls() {\n const zoomInterval = Viewport.zoomInterval;\n\n // Camera Zoom\n this.wheelControl.onChange((direction: WheelDirection) => {\n const now = performance.now();\n if (now - this.lastZoomTime < zoomInterval) return;\n\n const zoomDelta = direction === 'up' ? 1 : -1;\n this.camera.zoomBy(zoomDelta);\n\n this.lastZoomTime = now;\n });\n this.wheelControl.enable();\n\n // Drag / pan / rotate\n /* this.dragControl.onChange((dx, dy, button) => {\n const factor = 0.01 * this.camera.zoom;\n\n if (button === 2) {\n // Right click = orbit\n this.camera.rotate(-dx * factor, -dy * factor);\n } else if (button === 0) {\n this.camera.target[0] -= (dx * factor) / this.scale;\n this.camera.target[1] += (dy * factor) / this.scale;\n }\n\n });\n this.dragControl.enable(); */\n\n this.moveControl.onChange((dx, dy) => {\n const factor = 0.01 * this.camera.zoom;\n this.camera.rotate(-dx * factor, -dy * factor);\n });\n this.moveControl.enable();\n\n this.canvas.addEventListener('contextmenu', (e) => e.preventDefault());\n }\n\n public isDraggingCamera(): boolean {\n return this.dragControl.isDragging;\n }\n\n private resizeCanvas() {\n const screenWidth = window.innerWidth;\n const screenHeight = window.innerHeight;\n\n const aspectViewport = this.width / this.height;\n const aspectScreen = screenWidth / screenHeight;\n\n let canvasWidth: number, canvasHeight: number;\n\n if (aspectScreen > aspectViewport) {\n canvasHeight = screenHeight;\n canvasWidth = canvasHeight * aspectViewport;\n } else {\n canvasWidth = screenWidth;\n canvasHeight = canvasWidth / aspectViewport;\n }\n\n this.canvas.width = canvasWidth;\n this.canvas.height = canvasHeight;\n\n this.scale = canvasWidth / this.width;\n\n // Reuse the existing GL context when available, otherwise fall back.\n const gl = this.webglCore\n ? this.webglCore.getRenderingContext()\n : (this.canvas.getContext('webgl2') ?? this.canvas.getContext('webgl'));\n\n if (!gl) throw new Error('WebGL not supported');\n gl.viewport(0, 0, canvasWidth, canvasHeight);\n\n this.camera.setViewport(canvasWidth, canvasHeight);\n }\n\n getCanvas(): HTMLCanvasElement {\n return this.canvas;\n }\n\n getWebGLCore(): WebGLCore | null {\n return this.webglCore;\n }\n\n getScale(): number {\n return this.scale;\n }\n\n /** Release event listeners. Call when the viewport is no longer needed. */\n dispose() {\n window.removeEventListener('resize', this.resizeHandler);\n this.wheelControl.disable();\n this.dragControl.disable();\n this.moveControl.disable();\n }\n}\n","import { AABB } from '../domain/value-objects/Collider';\n\n/**\n * Compute the axis-aligned bounding box (AABB) from a flat Float32Array of vertices.\n * Each vertex is expected to be 3 consecutive floats: [x, y, z, ...].\n */\nexport function computeVertexBounds(vertices: Float32Array): AABB {\n if (!vertices || vertices.length === 0) {\n return { min: [0, 0, 0], max: [0, 0, 0] };\n }\n\n let minX = Infinity,\n minY = Infinity,\n minZ = Infinity;\n let maxX = -Infinity,\n maxY = -Infinity,\n maxZ = -Infinity;\n\n for (let i = 0; i < vertices.length; i += 3) {\n const x = vertices[i];\n const y = vertices[i + 1];\n const z = vertices[i + 2];\n\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (z < minZ) minZ = z;\n\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n if (z > maxZ) maxZ = z;\n }\n\n return {\n min: [minX, minY, minZ],\n max: [maxX, maxY, maxZ],\n };\n}\n","import WebGLCore from './WebGLCore';\nimport { Material } from './Material';\nimport { AABB } from '../domain/value-objects/Collider';\nimport { computeVertexBounds } from '../utils/compute-bounds';\n\n/** WebGL draw-mode constants. */\nexport const GL_LINES = 0x0001;\nexport const GL_TRIANGLES = 0x0004;\n\nexport const INITIAL_BOUNDING_BOX: AABB = { min: [0, 0, 0], max: [0, 0, 0] };\n\n/**\n * A single renderable mesh: vertex data, normals, indices, a material, and an\n * optional bounding box used for collision detection.\n *\n * For skinned meshes, set {@link jointIndices} and {@link jointWeights} to\n * enable GPU skeletal animation.\n */\nexport class Mesh {\n name: string;\n\n vertices: Float32Array;\n\n normals: Float32Array;\n\n texCoords: Float32Array;\n\n indices: Uint16Array | Uint32Array | null;\n\n mode: number;\n\n material: Material;\n\n // ── Skinning data (optional) ─────────────────────────────────\n /** Per-vertex joint indices (vec4 per vertex, 4 influences). */\n jointIndices: Float32Array | null = null;\n\n /** Per-vertex joint weights (vec4 per vertex, 4 influences). */\n jointWeights: Float32Array | null = null;\n\n // WebGL buffers aggregate\n buffers: MeshBuffers | null = null;\n\n boundingBox: AABB = INITIAL_BOUNDING_BOX;\n\n isCollidable = true;\n\n isInitialized = false;\n\n constructor(\n name: string,\n vertices: Float32Array,\n normals: Float32Array,\n material: Material,\n texCoords: Float32Array = new Float32Array(),\n indices: Uint16Array | Uint32Array | null = null,\n ) {\n this.mode = GL_TRIANGLES;\n this.name = name;\n this.normals = normals;\n this.indices = indices;\n this.vertices = vertices;\n this.texCoords = texCoords;\n this.material = material;\n\n this.computeBounds();\n }\n\n setMode(newMode: number) {\n this.mode = newMode;\n }\n\n /** Whether this mesh has skinning data for skeletal animation. */\n get isSkinned(): boolean {\n return this.jointIndices !== null && this.jointWeights !== null;\n }\n\n computeBounds() {\n this.boundingBox = computeVertexBounds(this.vertices);\n }\n\n clone(): Mesh {\n const clonedMesh = new Mesh(\n this.name,\n new Float32Array(this.vertices),\n new Float32Array(this.normals),\n this.material, // shallow ref — call Material.clone() if independent material is needed\n new Float32Array(this.texCoords),\n this.indices\n ? this.indices instanceof Uint16Array\n ? new Uint16Array(this.indices)\n : new Uint32Array(this.indices)\n : null,\n );\n clonedMesh.setMode(this.mode);\n clonedMesh.isCollidable = this.isCollidable;\n if (this.jointIndices)\n clonedMesh.jointIndices = new Float32Array(this.jointIndices);\n if (this.jointWeights)\n clonedMesh.jointWeights = new Float32Array(this.jointWeights);\n return clonedMesh;\n }\n\n /** Initialize GPU buffers safely */\n public initBuffer(webglCore: WebGLCore) {\n const gl = webglCore.getRenderingContext();\n\n if (!gl) {\n console.warn(\n `[Mesh:${this.name}] GL context not available, skipping buffer init.`,\n );\n return;\n }\n if (this.isInitialized) return;\n\n this.buffers = new MeshBuffers();\n this.buffers.init(gl as WebGL2RenderingContext, this);\n this.isInitialized = true;\n }\n\n /** Dispose of GPU buffers safely */\n public dispose(webglCore: WebGLCore) {\n const gl = webglCore.getRenderingContext();\n if (!gl || !this.buffers) return;\n\n this.buffers.dispose(gl as WebGL2RenderingContext);\n this.buffers = null;\n this.isInitialized = false;\n }\n}\n\nexport class MeshBuffers {\n vao: WebGLVertexArrayObject | null = null;\n vertexBuffer: WebGLBuffer | null = null;\n normalBuffer: WebGLBuffer | null = null;\n texCoordBuffer: WebGLBuffer | null = null;\n indexBuffer: WebGLBuffer | null = null;\n jointIndexBuffer: WebGLBuffer | null = null;\n jointWeightBuffer: WebGLBuffer | null = null;\n\n public init(gl: WebGLRenderingContext, mesh: Mesh) {\n if (!gl) throw new Error('Cannot init MeshBuffers: invalid GL context');\n\n const isWebGL2 = gl instanceof WebGL2RenderingContext;\n const gl2 = isWebGL2 ? (gl as unknown as WebGL2RenderingContext) : null;\n\n if (gl2) {\n this.vao = gl2.createVertexArray();\n gl2.bindVertexArray(this.vao);\n }\n\n // --- Attribute layout ---\n // Attribute locations must match the shader (aPosition=0, aNormal=1, aTexCoord=2).\n // Look them up from the mesh's material program so the VAO captures the bindings.\n const program = mesh.material?.program;\n const aPosition = program ? gl.getAttribLocation(program, 'aPosition') : 0;\n const aNormal = program ? gl.getAttribLocation(program, 'aNormal') : 1;\n const aTexCoord = program ? gl.getAttribLocation(program, 'aTexCoord') : 2;\n\n // Vertex buffer\n this.vertexBuffer = gl.createBuffer();\n if (!this.vertexBuffer) throw new Error('Failed to create vertex buffer');\n gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, mesh.vertices, gl.STATIC_DRAW);\n if (aPosition !== -1) {\n gl.enableVertexAttribArray(aPosition);\n gl.vertexAttribPointer(aPosition, 3, gl.FLOAT, false, 0, 0);\n }\n\n // Normal buffer\n this.normalBuffer = gl.createBuffer();\n if (!this.normalBuffer) throw new Error('Failed to create normal buffer');\n gl.bindBuffer(gl.ARRAY_BUFFER, this.normalBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, mesh.normals, gl.STATIC_DRAW);\n if (aNormal !== -1) {\n gl.enableVertexAttribArray(aNormal);\n gl.vertexAttribPointer(aNormal, 3, gl.FLOAT, false, 0, 0);\n }\n\n // TexCoord buffer\n if (mesh.texCoords.length > 0) {\n this.texCoordBuffer = gl.createBuffer();\n if (!this.texCoordBuffer)\n throw new Error('Failed to create texCoord buffer');\n gl.bindBuffer(gl.ARRAY_BUFFER, this.texCoordBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, mesh.texCoords, gl.STATIC_DRAW);\n if (aTexCoord !== -1) {\n gl.enableVertexAttribArray(aTexCoord);\n gl.vertexAttribPointer(aTexCoord, 2, gl.FLOAT, false, 0, 0);\n }\n }\n\n // Index buffer\n if (mesh.indices && mesh.indices.length > 0) {\n this.indexBuffer = gl.createBuffer();\n if (!this.indexBuffer) throw new Error('Failed to create index buffer');\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);\n gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, mesh.indices, gl.STATIC_DRAW);\n }\n\n // Joint indices buffer (skinning)\n const aJointIndices = program\n ? gl.getAttribLocation(program, 'aJointIndices')\n : -1;\n if (\n mesh.jointIndices &&\n mesh.jointIndices.length > 0 &&\n aJointIndices !== -1\n ) {\n this.jointIndexBuffer = gl.createBuffer();\n if (!this.jointIndexBuffer)\n throw new Error('Failed to create joint index buffer');\n gl.bindBuffer(gl.ARRAY_BUFFER, this.jointIndexBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, mesh.jointIndices, gl.STATIC_DRAW);\n gl.enableVertexAttribArray(aJointIndices);\n gl.vertexAttribPointer(aJointIndices, 4, gl.FLOAT, false, 0, 0);\n }\n\n // Joint weights buffer (skinning)\n const aJointWeights = program\n ? gl.getAttribLocation(program, 'aJointWeights')\n : -1;\n if (\n mesh.jointWeights &&\n mesh.jointWeights.length > 0 &&\n aJointWeights !== -1\n ) {\n this.jointWeightBuffer = gl.createBuffer();\n if (!this.jointWeightBuffer)\n throw new Error('Failed to create joint weight buffer');\n gl.bindBuffer(gl.ARRAY_BUFFER, this.jointWeightBuffer);\n gl.bufferData(gl.ARRAY_BUFFER, mesh.jointWeights, gl.STATIC_DRAW);\n gl.enableVertexAttribArray(aJointWeights);\n gl.vertexAttribPointer(aJointWeights, 4, gl.FLOAT, false, 0, 0);\n }\n\n if (gl2) {\n gl2.bindVertexArray(null);\n }\n }\n\n public dispose(gl: WebGL2RenderingContext) {\n if (!gl) {\n console.warn('Cannot dispose MeshBuffers: invalid GL context');\n return;\n }\n\n const isWebGL2 = gl instanceof WebGL2RenderingContext;\n\n if (this.vertexBuffer) gl.deleteBuffer(this.vertexBuffer);\n if (this.normalBuffer) gl.deleteBuffer(this.normalBuffer);\n if (this.texCoordBuffer) gl.deleteBuffer(this.texCoordBuffer);\n if (this.indexBuffer) gl.deleteBuffer(this.indexBuffer);\n if (this.jointIndexBuffer) gl.deleteBuffer(this.jointIndexBuffer);\n if (this.jointWeightBuffer) gl.deleteBuffer(this.jointWeightBuffer);\n\n if (isWebGL2 && this.vao) {\n (gl as unknown as WebGL2RenderingContext).deleteVertexArray(this.vao);\n }\n\n this.vertexBuffer =\n this.normalBuffer =\n this.texCoordBuffer =\n this.indexBuffer =\n this.jointIndexBuffer =\n this.jointWeightBuffer =\n this.vao =\n null;\n }\n}\n","export interface TextureOptions {\n /** When true, use gl.REPEAT wrap mode for tiling textures. */\n repeat?: boolean;\n}\n\nexport async function loadWebGlTexture(\n gl: WebGLRenderingContext,\n url: string,\n options: TextureOptions = {},\n): Promise<WebGLTexture> {\n return new Promise((resolve, reject) => {\n const texture = gl.createTexture();\n if (!texture) return reject(new Error('Failed to create texture'));\n\n gl.bindTexture(gl.TEXTURE_2D, texture);\n\n // Placeholder pixel (gray) until image loads\n const level = 0;\n const internalFormat = gl.RGBA;\n const width = 1;\n const height = 1;\n const border = 0;\n const srcFormat = gl.RGBA;\n const srcType = gl.UNSIGNED_BYTE;\n const pixel = new Uint8Array([128, 128, 128, 255]); // gray\n gl.texImage2D(\n gl.TEXTURE_2D,\n level,\n internalFormat,\n width,\n height,\n border,\n srcFormat,\n srcType,\n pixel,\n );\n\n const image = new Image();\n image.crossOrigin = 'anonymous';\n image.onload = () => {\n gl.bindTexture(gl.TEXTURE_2D, texture);\n gl.texImage2D(\n gl.TEXTURE_2D,\n level,\n internalFormat,\n srcFormat,\n srcType,\n image,\n );\n\n // Auto mipmaps and filtering\n if (isPowerOf2(image.width) && isPowerOf2(image.height)) {\n gl.generateMipmap(gl.TEXTURE_2D);\n gl.texParameteri(\n gl.TEXTURE_2D,\n gl.TEXTURE_MIN_FILTER,\n gl.LINEAR_MIPMAP_LINEAR,\n );\n // Wrap mode: REPEAT for tiling, otherwise default (REPEAT is GL default for POT)\n if (options.repeat) {\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);\n }\n } else {\n // Non-power-of-2: REPEAT is not supported in WebGL 1\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n }\n\n resolve(texture);\n };\n image.onerror = reject;\n image.src = url;\n });\n}\n\nfunction isPowerOf2(value: number) {\n return (value & (value - 1)) === 0;\n}\n","import { Vector4 } from '../domain/interfaces/Vectors';\n\nexport function parseHexToRgbArray(hex: string): Vector4 {\n // Remove leading #\n if (hex.startsWith('#')) hex = hex.slice(1);\n\n let r = 1,\n g = 1,\n b = 1,\n a = 1;\n\n if (hex.length === 6) {\n r = parseInt(hex.slice(0, 2), 16) / 255;\n g = parseInt(hex.slice(2, 4), 16) / 255;\n b = parseInt(hex.slice(4, 6), 16) / 255;\n a = 1;\n } else if (hex.length === 8) {\n r = parseInt(hex.slice(0, 2), 16) / 255;\n g = parseInt(hex.slice(2, 4), 16) / 255;\n b = parseInt(hex.slice(4, 6), 16) / 255;\n a = parseInt(hex.slice(6, 8), 16) / 255;\n } else {\n throw new Error('Invalid hex color format. Use #RRGGBB or #RRGGBBAA.');\n }\n\n return [r, g, b, a];\n}\n","import { Vector3, Vector4 } from '../domain/interfaces/Vectors';\nimport { loadWebGlTexture, TextureOptions } from '../utils/load-texture';\nimport { parseHexToRgbArray } from '../utils/parse-hex-to-rgb';\nimport { Light } from './Light';\nimport WebGLCore from './WebGLCore';\n\n/** Maximum number of lights supported per draw call (must match the shader). */\nexport const MAX_LIGHTS = 5;\n\n/**\n * Encapsulates GPU material state: shader program reference, uniform/attribute\n * caches, albedo colour, textures, and lighting properties.\n */\nexport class Material {\n // cache\n public program: WebGLProgram;\n public uniformLocations: Record<string, WebGLUniformLocation | null> = {};\n public attribLocations: Record<string, number> = {};\n\n // Attributes\n public albedoColor: Vector4 = [1, 1, 1, 1];\n public unlit: boolean = false;\n public texture?: WebGLTexture;\n public specular: Vector3 = [0.3, 0.3, 0.3];\n public shininess: number = 64;\n public doubleSided: boolean = false;\n //others\n public ambientColor: Vector3 = [0.1, 0.1, 0.1]; // Ka\n public dissolve: number = 1.0; // d or Tr\n public diffuse: Vector3 = [1, 1, 1]; // Kd\n /** Physics friction coefficient [0–1]. 0 = no resistance (ice), 1 = instant stop. */\n public friction: number = 0.3;\n\n // ── Pre-allocated light uniform buffers (reused every frame, zero GC pressure) ──\n private readonly _lightDirs = new Float32Array(MAX_LIGHTS * 3);\n private readonly _lightColors = new Float32Array(MAX_LIGHTS * 3);\n private readonly _lightIntensities = new Float32Array(MAX_LIGHTS);\n private readonly _lightTypes = new Int32Array(MAX_LIGHTS);\n private readonly _lightPositions = new Float32Array(MAX_LIGHTS * 3);\n private readonly _lightConstants = new Float32Array(MAX_LIGHTS);\n private readonly _lightLinears = new Float32Array(MAX_LIGHTS);\n private readonly _lightQuadratics = new Float32Array(MAX_LIGHTS);\n\n constructor(\n private webglCore: WebGLCore,\n options: Partial<Material> = {},\n ) {\n this.program = webglCore.getProgram();\n const { gl } = webglCore;\n\n // Cache uniforms\n const names = [\n 'uColor',\n 'uUnlit',\n 'uModel',\n 'uView',\n 'uProjection',\n 'uLightCount',\n 'uUseTexture',\n 'uTexture',\n // --- LIGHTING UNIFORMS ---\n 'uViewPosition', // Camera position for specular light\n 'uShininess',\n 'uSpecularColor',\n 'uAmbientColor',\n 'uDissolve',\n 'uDiffuseColor',\n 'uLightDirection[0]',\n 'uLightColor[0]',\n 'uLightIntensity[0]',\n 'uLightType[0]',\n 'uLightPosition[0]', // NEW: For Point Lights\n 'uLightConstant[0]', // NEW: Attenuation\n 'uLightLinear[0]', // NEW: Attenuation\n 'uLightQuadratic[0]', // NEW: Attenuation\n // --- SKINNING UNIFORMS ---\n 'uUseSkinning',\n 'uJointMatrices[0]',\n ];\n for (const name of names) {\n this.uniformLocations[name] = gl.getUniformLocation(this.program, name);\n }\n\n // Cache attributes\n const attribs = [\n 'aPosition',\n 'aNormal',\n 'aTexCoord',\n 'aJointIndices',\n 'aJointWeights',\n ];\n for (const name of attribs) {\n this.attribLocations[name] = gl.getAttribLocation(this.program, name);\n }\n\n Object.assign(this, options);\n }\n\n setColorHex(hex: string) {\n this.albedoColor = parseHexToRgbArray(hex);\n }\n\n setColor(rgba: [number, number, number, number]) {\n this.albedoColor = rgba;\n this.dissolve = rgba[3];\n this.diffuse = [rgba[0], rgba[1], rgba[2]];\n }\n\n /**\n * Load an image from URL and create a WebGL texture.\n */\n async loadTexture(url: string, options?: TextureOptions): Promise<void> {\n const { gl } = this.webglCore;\n this.texture = await loadWebGlTexture(gl, url, options);\n }\n\n /**\n * Create an independent copy of this material.\n * Shares the same WebGL program but copies all mutable properties.\n * The texture reference is shared (immutable GPU resource).\n */\n clone(): Material {\n const copy = new Material(this.webglCore);\n copy.albedoColor = [...this.albedoColor];\n copy.specular = [...this.specular];\n copy.ambientColor = [...this.ambientColor];\n copy.diffuse = [...this.diffuse];\n copy.shininess = this.shininess;\n copy.dissolve = this.dissolve;\n copy.unlit = this.unlit;\n copy.doubleSided = this.doubleSided;\n copy.friction = this.friction;\n copy.texture = this.texture; // shared GPU resource\n return copy;\n }\n\n apply(gl: WebGLRenderingContext, lights: Light[], viewPosition?: Vector3) {\n if (this.uniformLocations['uColor'])\n gl.uniform4fv(this.uniformLocations['uColor'], this.albedoColor);\n\n if (this.uniformLocations['uUnlit'])\n gl.uniform1i(this.uniformLocations['uUnlit'], this.unlit ? 1 : 0);\n\n // --- NEW MATERIAL UNIFORMS ---\n if (this.uniformLocations['uShininess'])\n gl.uniform1f(this.uniformLocations['uShininess'], this.shininess);\n\n if (this.uniformLocations['uSpecularColor'])\n gl.uniform3fv(this.uniformLocations['uSpecularColor'], this.specular);\n\n if (this.uniformLocations['uDissolve'])\n gl.uniform1f(this.uniformLocations['uDissolve'], this.dissolve);\n\n if (this.uniformLocations['uAmbientColor'])\n gl.uniform3fv(this.uniformLocations['uAmbientColor'], this.ambientColor);\n\n if (this.uniformLocations['uDiffuseColor'])\n gl.uniform3fv(this.uniformLocations['uDiffuseColor'], this.diffuse);\n\n // --- NEW CAMERA UNIFORM FOR SPECULAR HIGHLIGHTS ---\n if (viewPosition && this.uniformLocations['uViewPosition']) {\n gl.uniform3fv(this.uniformLocations['uViewPosition'], viewPosition);\n }\n\n // Texture\n const hasTexture = !!this.texture;\n if (this.uniformLocations['uUseTexture'])\n gl.uniform1i(this.uniformLocations['uUseTexture'], hasTexture ? 1 : 0);\n\n if (hasTexture && this.texture) {\n gl.activeTexture(gl.TEXTURE0);\n gl.bindTexture(gl.TEXTURE_2D, this.texture);\n if (this.uniformLocations['uTexture'])\n gl.uniform1i(this.uniformLocations['uTexture'], 0);\n }\n\n // Lights — fill pre-allocated typed arrays in-place (zero per-frame allocations)\n if (!this.unlit && lights?.length) {\n const count = Math.min(lights.length, MAX_LIGHTS);\n\n if (this.uniformLocations['uLightCount'])\n gl.uniform1i(this.uniformLocations['uLightCount'], count);\n\n for (let i = 0; i < count; i++) {\n const light = lights[i];\n const i3 = i * 3;\n\n let typeInt = 0;\n if (light.type === 'point') typeInt = 1;\n else if (light.type === 'ambient') typeInt = 2;\n this._lightTypes[i] = typeInt;\n\n const dir = light.direction ?? [0, 0, 0];\n this._lightDirs[i3] = dir[0];\n this._lightDirs[i3 + 1] = dir[1];\n this._lightDirs[i3 + 2] = dir[2];\n\n const pos = light.position ?? [0, 0, 0];\n this._lightPositions[i3] = pos[0];\n this._lightPositions[i3 + 1] = pos[1];\n this._lightPositions[i3 + 2] = pos[2];\n\n this._lightColors[i3] = light.color[0];\n this._lightColors[i3 + 1] = light.color[1];\n this._lightColors[i3 + 2] = light.color[2];\n\n this._lightIntensities[i] = light.intensity;\n this._lightConstants[i] = light.constant;\n this._lightLinears[i] = light.linear;\n this._lightQuadratics[i] = light.quadratic;\n }\n\n if (this.uniformLocations['uLightDirection[0]'])\n gl.uniform3fv(\n this.uniformLocations['uLightDirection[0]'],\n this._lightDirs,\n );\n if (this.uniformLocations['uLightColor[0]'])\n gl.uniform3fv(\n this.uniformLocations['uLightColor[0]'],\n this._lightColors,\n );\n if (this.uniformLocations['uLightIntensity[0]'])\n gl.uniform1fv(\n this.uniformLocations['uLightIntensity[0]'],\n this._lightIntensities,\n );\n if (this.uniformLocations['uLightType[0]'])\n gl.uniform1iv(this.uniformLocations['uLightType[0]'], this._lightTypes);\n if (this.uniformLocations['uLightPosition[0]'])\n gl.uniform3fv(\n this.uniformLocations['uLightPosition[0]'],\n this._lightPositions,\n );\n if (this.uniformLocations['uLightConstant[0]'])\n gl.uniform1fv(\n this.uniformLocations['uLightConstant[0]'],\n this._lightConstants,\n );\n if (this.uniformLocations['uLightLinear[0]'])\n gl.uniform1fv(\n this.uniformLocations['uLightLinear[0]'],\n this._lightLinears,\n );\n if (this.uniformLocations['uLightQuadratic[0]'])\n gl.uniform1fv(\n this.uniformLocations['uLightQuadratic[0]'],\n this._lightQuadratics,\n );\n }\n }\n}\n","import { Vector3 } from '../domain/interfaces/Vectors';\n\n/**\n * Supported light types.\n * - `directional` – parallel rays (sun-like).\n * - `point` – omnidirectional with distance attenuation.\n * - `ambient` – constant contribution everywhere.\n */\nexport type LightType = 'directional' | 'point' | 'ambient';\n\n/**\n * A scene light with type, position, direction, colour, intensity,\n * and attenuation factors (for point lights).\n */\nexport class Light {\n // Attenuation factors are initialized to standard values (no falloff)\n public constant: number = 1.0;\n public linear: number = 0.0;\n public quadratic: number = 0.0;\n\n constructor(\n public type: LightType = 'directional',\n public position: Vector3 = [0, 10, 0], // for point lights\n public direction: Vector3 = [0, -1, -1], // for directional lights\n public color: Vector3 = [1, 1, 1],\n public intensity: number = 1,\n constant: number = 1.0,\n linear: number = 0.0,\n quadratic: number = 0.0,\n ) {\n this.constant = constant;\n this.linear = linear;\n this.quadratic = quadratic;\n }\n\n move(dx: number, dy: number, dz: number) {\n this.position[0] += dx;\n this.position[1] += dy;\n this.position[2] += dz;\n }\n\n rotateY(delta: number) {\n if (this.type === 'directional') {\n const cos = Math.cos(delta);\n const sin = Math.sin(delta);\n const [x, y, z] = this.direction;\n this.direction[0] = x * cos - z * sin;\n this.direction[2] = x * sin + z * cos;\n }\n }\n}\n","import { Light } from './Light';\nimport { Model } from './Model';\nimport WebGLCore from './WebGLCore';\n\nexport class Scene {\n private models: Model[] = [];\n private modelsMap = new Map<string, Model>();\n public lights: Light[] = [];\n\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\n constructor(private webglCore: WebGLCore) {}\n\n // ─────────────────────────────────────────────\n // ░░░ Factory: pre-configured 3-point lighting ░░░\n // ─────────────────────────────────────────────\n\n /**\n * Create a Scene pre-loaded with a classic **3-point lighting** rig\n * (ambient + key + fill + back).\n *\n * Use this for quick prototyping; for production, create a plain Scene and\n * add your own lights.\n */\n static withDefaultLights(webglCore: WebGLCore): Scene {\n const scene = new Scene(webglCore);\n\n // 🌈 AMBIENT LIGHT (Global Base Illumination)\n scene.addLight(\n 'ambient_base',\n new Light('ambient', [0, 0, 0], [0, 0, 0], [0.3, 0.3, 0.35], 0.5),\n );\n\n // 🔑 KEY LIGHT (Main Sun/Primary Source)\n scene.addLight(\n 'directional_key',\n new Light(\n 'directional',\n [5, 10, 5],\n [-0.5, -1.0, -0.5],\n [1.0, 0.95, 0.9],\n 1.2,\n ),\n );\n\n // ☁️ FILL LIGHT (Softens Shadows)\n scene.addLight(\n 'directional_fill',\n new Light(\n 'directional',\n [-10, 5, 10],\n [0.5, -0.2, -0.7],\n [0.8, 0.8, 1.0],\n 0.5,\n ),\n );\n\n // 💫 BACK LIGHT (Rim/Separation Light)\n scene.addLight(\n 'directional_back',\n new Light(\n 'directional',\n [0, 15, -10],\n [0.0, -0.8, 1.0],\n [1.0, 1.0, 1.0],\n 0.7,\n ),\n );\n\n return scene;\n }\n\n /** Register a light source in the scene. */\n public addLight(id: string, light: Light) {\n this.lights.push(light);\n\n /* Debug only */\n /* \n const lightSphere = createSphereMesh(\n this.webglCore,\n 0.25,\n 12,\n 12,\n [1, 1, 0.8],\n );\n\n lightSphere.isCollidable = false;\n lightSphere.translation = light.position;\n this.add(id + '_sphere', lightSphere);\n\n // Debug direction for directional lights\n if (light.type === 'point' || light.type === 'directional') {\n const dirMesh = createLightDirectionMesh(\n this.webglCore,\n light.position,\n light.direction,\n 5, // length of the arrow\n [1, 0, 0], // red arrow\n );\n this.add(id + '_dir', dirMesh);\n } \n */\n }\n\n /** Add a model to the scene with a unique key. */\n add(id: string, model: Model) {\n this.models.push(model);\n this.modelsMap.set(id, model);\n }\n\n /** Remove a model from the scene by key. */\n remove(key: string) {\n const mesh = this.modelsMap.get(key);\n if (!mesh) return;\n this.models = this.models.filter((m) => m !== mesh);\n this.modelsMap.delete(key);\n }\n\n getModels() {\n return this.models;\n }\n\n getLights() {\n return this.lights;\n }\n\n /** Retrieve a model by its key. */\n public getModel(key: string) {\n const mesh = this.modelsMap.get(key);\n return mesh;\n }\n\n public hasMesh(key: string) {\n return this.modelsMap.has(key);\n }\n\n /** Returns all [id, model] pairs — useful for debug/inspector tools. */\n public getEntries(): [string, Model][] {\n return [...this.modelsMap.entries()];\n }\n\n dispose(webglCore: WebGLCore) {\n for (const model of this.models) {\n model.dispose(webglCore);\n }\n this.models.length = 0;\n this.modelsMap.clear();\n this.lights.length = 0;\n }\n}\n","import { Vector3 } from '../interfaces/Vectors';\n\nexport interface AABB {\n min: Vector3;\n max: Vector3;\n}\n\nexport type ColliderType = 'box' | 'sphere' | 'capsule';\nexport class Collider {\n type: ColliderType;\n offset: Vector3;\n size: Vector3;\n\n constructor(\n type: ColliderType,\n offset: Vector3 = [0, 0, 0],\n size: Vector3 = [1, 1, 1],\n ) {\n this.type = type;\n this.offset = offset;\n this.size = size;\n }\n}\n","// utils/gltf-utils.ts\nimport { mat4, vec3 } from 'gl-matrix';\n\n/** Transforma um ponto (vec3) por uma mat4 */\nexport function transformPoint(\n out: [number, number, number],\n m: mat4,\n p: [number, number, number],\n) {\n const v = vec3.fromValues(p[0], p[1], p[2]);\n vec3.transformMat4(v, v, m);\n out[0] = v[0];\n out[1] = v[1];\n out[2] = v[2];\n}\n\n/** Recebe uma AABB local (min,max) e uma mat4 e retorna AABB transformada */\nexport function transformAABB(\n min: [number, number, number],\n max: [number, number, number],\n m: mat4,\n) {\n // calcula os 8 cantos, transforma, e retorna new min/max\n const corners: [number, number, number][] = [\n [min[0], min[1], min[2]],\n [min[0], min[1], max[2]],\n [min[0], max[1], min[2]],\n [min[0], max[1], max[2]],\n [max[0], min[1], min[2]],\n [max[0], min[1], max[2]],\n [max[0], max[1], min[2]],\n [max[0], max[1], max[2]],\n ];\n const outMin: [number, number, number] = [Infinity, Infinity, Infinity];\n const outMax: [number, number, number] = [-Infinity, -Infinity, -Infinity];\n const t: [number, number, number] = [0, 0, 0];\n for (const c of corners) {\n transformPoint(t, m, c);\n for (let i = 0; i < 3; i++) {\n outMin[i] = Math.min(outMin[i], t[i]);\n outMax[i] = Math.max(outMax[i], t[i]);\n }\n }\n return { min: outMin, max: outMax };\n}\n","// classes/Model.ts\nimport { mat4 } from 'gl-matrix';\n\nimport { AABB, Collider } from '../domain/value-objects/Collider';\nimport { transformAABB } from '../utils/gltf-utils';\nimport { Vector3 } from '../domain/interfaces/Vectors';\nimport { Mesh } from './Mesh';\nimport { Skeleton, JointPose } from './Skeleton';\nimport { AnimationClip } from './AnimationClip';\nimport WebGLCore from './WebGLCore';\n\n/**\n * A high-level renderable object composed of one or more {@link Mesh}es.\n * Provides transform, bounding-box, AABB collision, and optional skeletal\n * animation utilities.\n */\nexport class Model {\n public name: string;\n public meshes: Mesh[];\n public collider: Collider;\n public translation: Vector3;\n public rotation: Vector3;\n public scale: Vector3;\n\n // ── Skeletal animation ──────────────────────────────────────\n /** The skeleton driving skinned meshes (set after GLB load if present). */\n public skeleton: Skeleton | null = null;\n\n /** Named animation clips available on this model. */\n public animations: Map<string, AnimationClip> = new Map();\n\n /** The currently playing animation clip (if any). */\n public activeAnimation: AnimationClip | null = null;\n\n private _boundingBox: AABB = { min: [0, 0, 0], max: [0, 0, 0] };\n private _bboxDirty = false;\n private _boundsDefinedManually = false;\n private _modelMatrix: mat4 = mat4.create();\n private _matrixDirty = true;\n private readonly _poseMap = new Map<number, JointPose>();\n\n /** World-space AABB, lazily recomputed after any transform change. */\n get boundingBox(): AABB {\n if (this._bboxDirty && !this._boundsDefinedManually) {\n this._boundingBox = this.computeBoundingBox();\n this._bboxDirty = false;\n }\n return this._boundingBox;\n }\n\n set boundingBox(value: AABB) {\n this._boundingBox = value;\n this._bboxDirty = false;\n }\n\n /** When `false` the model is excluded from collision detection. */\n public collidable = true;\n\n constructor(\n meshes: Mesh[],\n translation: Vector3 = [0, 0, 0],\n scale: Vector3 = [1, 1, 1],\n _name = 'model',\n skeleton: Skeleton | null = null,\n ) {\n this.meshes = meshes;\n this.translation = translation;\n this.scale = scale;\n this.rotation = [0, 0, 0];\n this.collider = new Collider('box');\n this.name = _name;\n this.skeleton = skeleton;\n this._boundingBox = this.computeBoundingBox();\n\n // Align bottom to y=0 — must dirty the matrix since we mutate translation directly\n this.translation[1] -= this._boundingBox.min[1];\n this._matrixDirty = true;\n this._bboxDirty = true;\n }\n\n // ─────────────────────────────────────────────\n // ░░░ Transform API ░░░\n // ─────────────────────────────────────────────\n /** Set absolute position. Marks matrix and bounding box dirty. */\n public setTranslation(x: number, y: number, z: number) {\n this.translation = [x, y, z];\n this._matrixDirty = true;\n this._bboxDirty = true;\n }\n\n /** Set absolute rotation (radians per axis). */\n public setRotation(x: number, y: number, z: number) {\n this.rotation = [x, y, z];\n this._matrixDirty = true;\n this._bboxDirty = true;\n }\n\n /** Set absolute scale. */\n public setScale(x: number, y: number, z: number) {\n this.scale = [x, y, z];\n this._matrixDirty = true;\n this._bboxDirty = true;\n }\n\n /** Translate the model by a delta. */\n public move(dx: number, dy: number, dz: number = 0) {\n this.translation[0] += dx;\n this.translation[1] += dy;\n this.translation[2] += dz;\n this._matrixDirty = true;\n this._bboxDirty = true;\n }\n\n // ─────────────────────────────────────────────\n // ░░░ Matrix Handling ░░░\n // ─────────────────────────────────────────────\n public getModelMatrix(): mat4 {\n if (this._matrixDirty) {\n mat4.identity(this._modelMatrix);\n mat4.translate(this._modelMatrix, this._modelMatrix, this.translation);\n mat4.rotateX(this._modelMatrix, this._modelMatrix, this.rotation[0]);\n mat4.rotateY(this._modelMatrix, this._modelMatrix, this.rotation[1]);\n mat4.rotateZ(this._modelMatrix, this._modelMatrix, this.rotation[2]);\n mat4.scale(this._modelMatrix, this._modelMatrix, this.scale);\n this._matrixDirty = false;\n }\n return this._modelMatrix;\n }\n\n // ─────────────────────────────────────────────\n // ░░░ Bounding Box & Collider ░░░\n // ─────────────────────────────────────────────\n /**\n * Manually define the collision bounding box relative to the model's\n * current translation.\n */\n public setBounds(\n xOffset: number,\n yOffset: number,\n zOffset: number,\n width: number,\n height: number,\n depth: number,\n ) {\n this.boundingBox.min = [\n this.translation[0] + xOffset,\n this.translation[1] + yOffset,\n this.translation[2] + zOffset,\n ];\n this.boundingBox.max = [\n this.boundingBox.min[0] + width,\n this.boundingBox.min[1] + height,\n this.boundingBox.min[2] + depth,\n ];\n this._boundsDefinedManually = true;\n }\n\n private computeBoundingBox(): AABB {\n if (this.meshes.length === 0) {\n return { min: [...this.translation], max: [...this.translation] };\n }\n\n const modelMat = this.getModelMatrix();\n\n // For skinned models the shader applies: uModel * skinMat * vertex.\n // In bind pose skinMat ≈ skeleton.rootTransform (the non-joint ancestor\n // transform that many exporters don't bake into the IBM). We must\n // include it so the bbox matches what the GPU actually renders.\n let effectiveMat = modelMat;\n if (this.skeleton) {\n effectiveMat = mat4.create();\n mat4.multiply(effectiveMat, modelMat, this.skeleton.rootTransform);\n }\n\n const min: Vector3 = [Infinity, Infinity, Infinity];\n const max: Vector3 = [-Infinity, -Infinity, -Infinity];\n\n for (const mesh of this.meshes) {\n if (!mesh.isCollidable) continue;\n\n mesh.computeBounds();\n\n // Skip degenerate meshes (helper objects, IK controls, etc. that have\n // all vertices at the local origin — they would pull the bbox to include\n // the world-space origin even when the model is far away).\n const mb = mesh.boundingBox;\n const isDegenerate =\n mb.min[0] === mb.max[0] &&\n mb.min[1] === mb.max[1] &&\n mb.min[2] === mb.max[2];\n if (isDegenerate) continue;\n\n const transformed = transformAABB(\n mesh.boundingBox.min,\n mesh.boundingBox.max,\n effectiveMat,\n );\n\n for (let i = 0; i < 3; i++) {\n min[i] = Math.min(min[i], transformed.min[i]);\n max[i] = Math.max(max[i], transformed.max[i]);\n }\n }\n\n // No collidable mesh contributed — return a unit box at the model's position\n // to avoid propagating Infinity/NaN into translation.\n if (!isFinite(min[0])) {\n const t = effectiveMat;\n const tx = t[12];\n const ty = t[13];\n const tz = t[14];\n return {\n min: [tx - 0.5, ty, tz - 0.5],\n max: [tx + 0.5, ty + 1, tz + 0.5],\n };\n }\n\n return { min, max };\n }\n\n /** Recompute the world-space AABB from mesh data (unless manually set). */\n public updateBoundingBox() {\n if (this._boundsDefinedManually) return;\n this.boundingBox = this.computeBoundingBox();\n }\n\n /** World-space centre of the bounding box. */\n public getCenter(): Vector3 {\n const { min, max } = this.boundingBox;\n return [\n (min[0] + max[0]) / 2,\n (min[1] + max[1]) / 2,\n (min[2] + max[2]) / 2,\n ];\n }\n\n /** Extents of the bounding box in each axis. */\n public getSize(): Vector3 {\n const { min, max } = this.boundingBox;\n return [max[0] - min[0], max[1] - min[1], max[2] - min[2]];\n }\n\n /** Test for intersection with another model using their colliders. */\n public intersects(other: Model): boolean {\n const a = this.collider;\n const b = other.collider;\n\n if (a.type !== 'box' || b.type !== 'box') {\n console.warn(\n `[Model] Collider types '${a.type}' / '${b.type}' not yet implemented — falling back to AABB.`,\n );\n }\n\n return this.intersectAABB(other);\n }\n\n private intersectAABB(other: Model): boolean {\n const a = this.boundingBox;\n const b = other.boundingBox;\n return !(\n a.max[0] < b.min[0] ||\n a.min[0] > b.max[0] ||\n a.max[1] < b.min[1] ||\n a.min[1] > b.max[1] ||\n a.max[2] < b.min[2] ||\n a.min[2] > b.max[2]\n );\n }\n\n // ─────────────────────────────────────────────\n // ░░░ Resource Management ░░░\n // ─────────────────────────────────────────────\n /** Release all GPU resources held by this model's meshes. */\n public dispose(glCore: WebGLCore) {\n for (const mesh of this.meshes) {\n mesh.dispose?.(glCore);\n }\n this.meshes = [];\n }\n\n // ─────────────────────────────────────────────\n // ░░░ Cloning ░░░\n // ─────────────────────────────────────────────\n /** Deep-clone the model including all meshes. Materials are shared. */\n public clone(): Model {\n const clonedMeshes = this.meshes.map((m) => (m.clone ? m.clone() : m));\n const c = new Model(\n clonedMeshes,\n [...this.translation],\n [...this.scale],\n this.name,\n this.skeleton?.clone() ?? null,\n );\n c.rotation = [...this.rotation];\n c.collider = new Collider(this.collider.type);\n c.boundingBox = {\n min: [...this.boundingBox.min],\n max: [...this.boundingBox.max],\n };\n for (const [name, clip] of this.animations) {\n c.animations.set(name, clip.clone());\n }\n return c;\n }\n\n // ─────────────────────────────────────────────\n // ░░░ Animation ░░░\n // ─────────────────────────────────────────────\n\n /**\n * Start playing a named animation clip.\n * @param name - Must match a key in {@link animations}.\n * @param loop - Whether the clip should loop (default `true`).\n */\n public playAnimation(name: string, loop = true): void {\n const clip = this.animations.get(name);\n if (!clip) {\n console.warn(`[Model:${this.name}] Animation \"${name}\" not found`);\n return;\n }\n this.activeAnimation = clip;\n clip.loop = loop;\n clip.reset();\n clip.play();\n }\n\n /** Pause the active animation without rewinding. */\n public pauseAnimation(): void {\n this.activeAnimation?.pause();\n }\n\n /** Stop the active animation and rewind. */\n public stopAnimation(): void {\n if (this.activeAnimation) {\n this.activeAnimation.stop();\n this.activeAnimation = null;\n }\n }\n\n /** List the names of all available animations. */\n public getAnimationNames(): string[] {\n return [...this.animations.keys()];\n }\n\n /**\n * Advance animation and recompute joint matrices.\n * Call this every frame from your game loop.\n *\n * @param deltaTime - Elapsed time in seconds since the last frame.\n */\n public update(deltaTime: number) {\n if (!this.activeAnimation || !this.skeleton) return;\n\n this.activeAnimation.update(deltaTime);\n // Reuse _poseMap to avoid a new Map allocation every frame.\n // Skeleton.computeJointMatrices already falls back to bind-pose for any\n // joint not present in the map, so no manual merging is needed.\n this.activeAnimation.sample(this._poseMap);\n this.skeleton.computeJointMatrices(this._poseMap);\n }\n}\n","import { quat, vec3 } from 'gl-matrix';\nimport type { JointPose } from './Skeleton';\n\n// ── Module-level scratch buffers ──\n// Reused across all AnimationClip.sample() calls. Safe because sample() is\n// synchronous and scratch values are copied into pose storage before reuse.\nconst _sv0Vec3 = vec3.create();\nconst _sv1Vec3 = vec3.create();\nconst _sOutVec3 = vec3.create();\nconst _sv0Quat = quat.create();\nconst _sv1Quat = quat.create();\nconst _sOutQuat = quat.create();\n\n// ─── Types ──────────────────────────────────────────────────────\n\n/** Interpolation mode as defined by glTF 2.0. */\nexport type InterpolationMode = 'STEP' | 'LINEAR' | 'CUBICSPLINE';\n\n/** Which transform component the channel drives. */\nexport type AnimationPath = 'translation' | 'rotation' | 'scale';\n\n/**\n * Stores the raw keyframe data for one animated property and performs\n * interpolation between keyframes.\n */\nexport interface AnimationSampler {\n /** Keyframe timestamps (seconds). */\n times: Float32Array;\n /** Flattened keyframe output values (3 or 4 components per key). */\n values: Float32Array;\n /** Interpolation mode (default `LINEAR`). */\n interpolation: InterpolationMode;\n}\n\n/**\n * Links a {@link AnimationSampler} to a specific joint property.\n */\nexport interface AnimationChannel {\n /** Index into the owning {@link Skeleton}'s joint array. */\n jointIndex: number;\n /** Transform component this channel drives. */\n path: AnimationPath;\n /** The sampler that holds keyframe data. */\n sampler: AnimationSampler;\n}\n\n// ─── AnimationClip ──────────────────────────────────────────────\n\n/**\n * A named animation clip containing one or more {@link AnimationChannel}s.\n *\n * Call {@link update} each frame to advance the playhead, then {@link sample}\n * to obtain per-joint local transforms that feed into\n * `Skeleton.computeJointMatrices()`.\n *\n * ```ts\n * clip.play();\n * // game loop:\n * clip.update(deltaTime);\n * const poses = clip.sample();\n * skeleton.computeJointMatrices(poses);\n * ```\n */\nexport class AnimationClip {\n /** Human-readable name (e.g. \"Walk\", \"Idle\"). */\n public readonly name: string;\n\n /** All channels in this clip. */\n public readonly channels: AnimationChannel[];\n\n /** Total duration in seconds (derived from the maximum keyframe time). */\n public readonly duration: number;\n\n /** Current playback time in seconds. */\n public currentTime = 0;\n\n /** Whether the clip loops when it reaches the end. */\n public loop = true;\n\n /** Playback speed multiplier (1 = normal, 2 = double, −1 = reverse). */\n public speed = 1;\n\n /** Whether the clip is currently advancing. */\n public playing = false;\n\n /**\n * Per-joint pose objects reused across frames to avoid per-frame allocations.\n * The vec3/quat inside each entry are also pre-allocated on first use.\n */\n private readonly _posePool = new Map<number, JointPose>();\n\n constructor(name: string, channels: AnimationChannel[], duration: number) {\n this.name = name;\n this.channels = channels;\n this.duration = duration;\n }\n\n /** Start / resume playback. */\n play(): void {\n this.playing = true;\n }\n\n /** Pause playback (keeps current time). */\n pause(): void {\n this.playing = false;\n }\n\n /** Stop and rewind to the beginning. */\n stop(): void {\n this.playing = false;\n this.currentTime = 0;\n }\n\n /** Rewind to the beginning without changing play state. */\n reset(): void {\n this.currentTime = 0;\n }\n\n /**\n * Advance the playhead by `deltaTime` seconds (respects {@link speed}).\n * Automatically loops or clamps depending on {@link loop}.\n */\n update(deltaTime: number): void {\n if (!this.playing || this.duration <= 0) return;\n\n this.currentTime += deltaTime * this.speed;\n\n if (this.loop) {\n this.currentTime =\n ((this.currentTime % this.duration) + this.duration) % this.duration;\n } else {\n if (this.currentTime >= this.duration) {\n this.currentTime = this.duration;\n this.playing = false;\n } else if (this.currentTime < 0) {\n this.currentTime = 0;\n this.playing = false;\n }\n }\n }\n\n /**\n * Sample every channel at the current playhead and write per-joint local\n * transforms into `out` (or a newly created map if none is provided).\n *\n * Pass a persistent `Map` to avoid allocating a new one every frame.\n */\n sample(out?: Map<number, JointPose>): Map<number, JointPose> {\n const result = out ?? new Map<number, JointPose>();\n if (out) out.clear();\n\n for (const channel of this.channels) {\n // Reuse the JointPose object for this joint from the pool.\n let entry = this._posePool.get(channel.jointIndex);\n if (!entry) {\n entry = {};\n this._posePool.set(channel.jointIndex, entry);\n }\n result.set(channel.jointIndex, entry);\n\n // sampleChannel writes into a module-level scratch buffer.\n // Copy the result into the pre-allocated fields of the pose entry.\n const value = sampleChannel(channel, this.currentTime);\n switch (channel.path) {\n case 'translation':\n if (!entry.t) entry.t = vec3.create();\n vec3.copy(entry.t, value as vec3);\n break;\n case 'rotation':\n if (!entry.r) entry.r = quat.create();\n quat.copy(entry.r, value as quat);\n break;\n case 'scale':\n if (!entry.s) entry.s = vec3.create();\n vec3.copy(entry.s, value as vec3);\n break;\n }\n }\n\n return result;\n }\n\n /**\n * Create an independent copy of this clip (shares the underlying sampler\n * data but has its own playback state).\n */\n clone(): AnimationClip {\n const copy = new AnimationClip(this.name, this.channels, this.duration);\n copy.loop = this.loop;\n copy.speed = this.speed;\n return copy;\n }\n}\n\n// ── Sampling helpers ───────────────────────────────────────────────\n\n/** Write `numComponents` floats from `values` at `index * numComponents` into `out`. */\nfunction readValueInto(\n values: Float32Array,\n index: number,\n numComponents: number,\n out: vec3 | quat,\n): void {\n const off = index * numComponents;\n out[0] = values[off];\n out[1] = values[off + 1];\n out[2] = values[off + 2];\n if (numComponents === 4) out[3] = values[off + 3];\n}\n\n/**\n * Sample a single channel at the given time. Writes the result into a\n * module-level scratch buffer and returns a reference to it.\n * The caller must copy the value before the next sampleChannel invocation.\n */\nfunction sampleChannel(channel: AnimationChannel, time: number): vec3 | quat {\n const { sampler, path } = channel;\n const { times, values, interpolation } = sampler;\n const numComponents = path === 'rotation' ? 4 : 3;\n const outScratch: vec3 | quat = numComponents === 4 ? _sOutQuat : _sOutVec3;\n\n // Edge cases — clamp to first / last keyframe\n if (times.length === 0) {\n if (numComponents === 4) quat.identity(outScratch as quat);\n else vec3.set(outScratch as vec3, 0, 0, 0);\n return outScratch;\n }\n if (time <= times[0]) {\n readValueInto(values, 0, numComponents, outScratch);\n return outScratch;\n }\n if (time >= times[times.length - 1]) {\n readValueInto(values, times.length - 1, numComponents, outScratch);\n return outScratch;\n }\n\n // Binary search for the surrounding keyframe pair\n let lo = 0;\n let hi = times.length - 1;\n while (lo < hi - 1) {\n const mid = (lo + hi) >>> 1;\n if (times[mid] <= time) {\n lo = mid;\n } else {\n hi = mid;\n }\n }\n\n const t0 = times[lo];\n const t1 = times[hi];\n const factor = (time - t0) / (t1 - t0);\n\n const v0Scratch: vec3 | quat = numComponents === 4 ? _sv0Quat : _sv0Vec3;\n const v1Scratch: vec3 | quat = numComponents === 4 ? _sv1Quat : _sv1Vec3;\n readValueInto(values, lo, numComponents, v0Scratch);\n readValueInto(values, hi, numComponents, v1Scratch);\n\n if (interpolation === 'STEP') {\n // STEP: return v0 unchanged\n readValueInto(values, lo, numComponents, outScratch);\n return outScratch;\n }\n\n // LINEAR (or fallback for CUBICSPLINE — true cubic not yet implemented)\n if (path === 'rotation') {\n quat.slerp(outScratch as quat, v0Scratch as quat, v1Scratch as quat, factor);\n return outScratch;\n }\n\n vec3.lerp(outScratch as vec3, v0Scratch as vec3, v1Scratch as vec3, factor);\n return outScratch;\n}\n","import { Material, Mesh } from '../classes';\nimport { GL_LINES } from '../classes/Mesh';\nimport { Vector3 } from '../domain/interfaces/Vectors';\n\nexport function createWireBox(\n min: Vector3,\n max: Vector3,\n material: Material,\n): Mesh {\n const [minX, minY, minZ] = min;\n const [maxX, maxY, maxZ] = max;\n\n // 8 corners of the box\n const vertices: number[] = [\n minX,\n minY,\n minZ,\n maxX,\n minY,\n minZ,\n maxX,\n maxY,\n minZ,\n minX,\n maxY,\n minZ,\n minX,\n minY,\n maxZ,\n maxX,\n minY,\n maxZ,\n maxX,\n maxY,\n maxZ,\n minX,\n maxY,\n maxZ,\n ];\n\n // edges as lines (pairs of indices)\n const indices: number[] = [\n 0,\n 1,\n 1,\n 2,\n 2,\n 3,\n 3,\n 0, // bottom face\n 4,\n 5,\n 5,\n 6,\n 6,\n 7,\n 7,\n 4, // top face\n 0,\n 4,\n 1,\n 5,\n 2,\n 6,\n 3,\n 7, // vertical edges\n ];\n\n // expand indices to vertices array (since WebGL uses gl.LINES)\n const lineVertices: number[] = [];\n for (let i = 0; i < indices.length; i++) {\n const idx = indices[i];\n lineVertices.push(\n vertices[idx * 3],\n vertices[idx * 3 + 1],\n vertices[idx * 3 + 2],\n );\n }\n\n // Normals can just be zero for wireframe\n const normals = new Float32Array(lineVertices.length);\n\n const mesh = new Mesh(\n 'hitbox',\n new Float32Array(lineVertices),\n normals,\n material,\n new Float32Array(),\n null,\n );\n mesh.setMode(GL_LINES);\n return mesh;\n}\n","import { mat4, vec3 } from 'gl-matrix';\nimport { Material, Mesh, Scene, WebGLCore } from '.';\nimport { Viewport } from './Viewport';\nimport { Light } from './Light';\nimport { Vector3 } from '../domain/interfaces/Vectors';\nimport { Model } from './Model';\nimport { Skeleton } from './Skeleton';\nimport { createWireBox } from '../utils/create-wire-box';\n\nexport class Renderer {\n /** Set to `true` to render wireframe bounding boxes for debugging. */\n public debug = false;\n\n // Cached debug materials to avoid per-frame GPU allocations\n private _modelHitboxMaterial: Material | null = null;\n private _meshHitboxMaterial: Material | null = null;\n\n // Cache wire-box debug meshes: recreated only when the bounding box changes.\n private readonly _modelWireBoxCache = new WeakMap<Model, { mesh: Mesh; key: string }>();\n private readonly _meshWireBoxCache = new WeakMap<Mesh, { mesh: Mesh; key: string }>();\n\n /** Pre-allocated identity matrix for world-space hitbox draws. */\n private readonly _identity: mat4 = mat4.create();\n\n /** Cached `gl instanceof WebGL2RenderingContext` — computed once at construction. */\n private readonly _isWebGL2: boolean;\n\n constructor(\n private webglCore: WebGLCore,\n public viewport: Viewport,\n ) {\n const gl = webglCore.getRenderingContext();\n this._isWebGL2 = gl instanceof WebGL2RenderingContext;\n if (gl) gl.enable(gl.DEPTH_TEST);\n }\n\n /** Lazily-created material for model-level hitboxes (red). */\n private get modelHitboxMaterial(): Material {\n if (!this._modelHitboxMaterial) {\n this._modelHitboxMaterial = new Material(this.webglCore);\n this._modelHitboxMaterial.setColorHex('#ff0404ff');\n this._modelHitboxMaterial.unlit = true;\n }\n return this._modelHitboxMaterial;\n }\n\n /** Lazily-created material for mesh-level hitboxes (green). */\n private get meshHitboxMaterial(): Material {\n if (!this._meshHitboxMaterial) {\n this._meshHitboxMaterial = new Material(this.webglCore);\n this._meshHitboxMaterial.setColorHex('#04ff0cff');\n this._meshHitboxMaterial.unlit = true;\n }\n return this._meshHitboxMaterial;\n }\n\n public clearFrame(\n color: [number, number, number, number] = [0.2, 0.5, 0.95, 1],\n ) {\n const gl = this.webglCore.getRenderingContext();\n if (!gl) return;\n\n gl.clearColor(...color);\n gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);\n }\n\n public render(scene: Scene) {\n const gl = this.webglCore.getRenderingContext();\n if (!gl) return;\n\n const models = scene.getModels();\n const lights = scene.getLights();\n const camera = this.viewport.camera;\n\n const viewPosition: vec3 = camera.getComputedPosition();\n this.clearFrame();\n\n const viewMatrix = camera.getViewMatrix() as Float32Array;\n const projMatrix = camera.getProjectionMatrix() as Float32Array;\n\n let activeProgram: WebGLProgram | null = null;\n\n for (const model of models) {\n activeProgram = this.drawModel(\n gl,\n model,\n lights,\n viewPosition,\n viewMatrix,\n projMatrix,\n activeProgram,\n );\n }\n }\n\n private drawModel(\n gl: WebGLRenderingContext,\n model: Model,\n lights: Light[],\n viewPosition: vec3,\n viewMatrix: Float32Array,\n projMatrix: Float32Array,\n activeProgram: WebGLProgram | null,\n ): WebGLProgram | null {\n const modelMatrix = model.getModelMatrix();\n const hasSkeleton = model.skeleton !== null;\n\n for (const mesh of model.meshes) {\n activeProgram = this.drawMesh(\n mesh,\n lights,\n viewPosition,\n modelMatrix,\n viewMatrix,\n projMatrix,\n activeProgram,\n hasSkeleton && mesh.isSkinned ? model : null,\n );\n\n if (this.debug) {\n this.drawHitBoxForMesh(\n mesh,\n modelMatrix,\n viewMatrix,\n projMatrix,\n activeProgram,\n );\n }\n }\n\n // Debug wireframe\n if (this.debug) {\n this.drawHitBox(model, activeProgram);\n }\n\n return activeProgram;\n }\n\n private drawMesh(\n mesh: Mesh,\n lights: Light[],\n viewPosition: vec3,\n modelMatrix: mat4,\n viewMatrix: Float32Array,\n projMatrix: Float32Array,\n activeProgram: WebGLProgram | null,\n skinnedModel: Model | null = null,\n ): WebGLProgram | null {\n const gl = this.webglCore.getRenderingContext();\n if (!gl) return activeProgram;\n if (!mesh.material) return activeProgram;\n\n mesh.initBuffer(this.webglCore);\n\n const { program, uniformLocations } = mesh.material;\n\n if (program !== activeProgram) {\n gl.useProgram(program);\n activeProgram = program;\n\n if (uniformLocations['uView'])\n gl.uniformMatrix4fv(uniformLocations['uView'], false, viewMatrix);\n if (uniformLocations['uProjection'])\n gl.uniformMatrix4fv(uniformLocations['uProjection'], false, projMatrix);\n }\n\n // Use cached WebGL2 check\n const isWebGL2 = this._isWebGL2;\n\n // --- Bind VAO if available ---\n if (isWebGL2 && mesh.buffers?.vao) {\n (gl as unknown as WebGL2RenderingContext).bindVertexArray(\n mesh.buffers.vao,\n );\n } else {\n // --- WebGL1 Fallback ---\n const aPosition = mesh.material.attribLocations['aPosition'];\n if (aPosition !== -1 && mesh.buffers?.vertexBuffer) {\n gl.bindBuffer(gl.ARRAY_BUFFER, mesh.buffers.vertexBuffer);\n gl.enableVertexAttribArray(aPosition);\n gl.vertexAttribPointer(aPosition, 3, gl.FLOAT, false, 0, 0);\n }\n\n const aNormal = mesh.material.attribLocations['aNormal'];\n if (aNormal !== -1 && mesh.buffers?.normalBuffer) {\n gl.bindBuffer(gl.ARRAY_BUFFER, mesh.buffers.normalBuffer);\n gl.enableVertexAttribArray(aNormal);\n gl.vertexAttribPointer(aNormal, 3, gl.FLOAT, false, 0, 0);\n }\n\n const aTexCoord = mesh.material.attribLocations['aTexCoord'];\n if (aTexCoord !== -1 && mesh.buffers?.texCoordBuffer) {\n gl.bindBuffer(gl.ARRAY_BUFFER, mesh.buffers.texCoordBuffer);\n gl.enableVertexAttribArray(aTexCoord);\n gl.vertexAttribPointer(aTexCoord, 2, gl.FLOAT, false, 0, 0);\n }\n\n // Skinning attributes (joint indices + weights)\n const aJointIndices = mesh.material.attribLocations['aJointIndices'];\n if (aJointIndices !== -1 && mesh.buffers?.jointIndexBuffer) {\n gl.bindBuffer(gl.ARRAY_BUFFER, mesh.buffers.jointIndexBuffer);\n gl.enableVertexAttribArray(aJointIndices);\n gl.vertexAttribPointer(aJointIndices, 4, gl.FLOAT, false, 0, 0);\n }\n\n const aJointWeights = mesh.material.attribLocations['aJointWeights'];\n if (aJointWeights !== -1 && mesh.buffers?.jointWeightBuffer) {\n gl.bindBuffer(gl.ARRAY_BUFFER, mesh.buffers.jointWeightBuffer);\n gl.enableVertexAttribArray(aJointWeights);\n gl.vertexAttribPointer(aJointWeights, 4, gl.FLOAT, false, 0, 0);\n }\n }\n\n // Material uniforms\n mesh.material.apply(gl, lights, viewPosition as Vector3);\n\n // ── Skinning uniforms ─────────────────────────────────────\n const uUseSkinning = uniformLocations['uUseSkinning'];\n const skeleton: Skeleton | null =\n (skinnedModel?.skeleton as Skeleton | undefined) ?? null;\n if (skeleton && mesh.isSkinned) {\n if (uUseSkinning) gl.uniform1i(uUseSkinning, 1);\n const uJointMatrices = uniformLocations['uJointMatrices[0]'];\n if (uJointMatrices) {\n gl.uniformMatrix4fv(uJointMatrices, false, skeleton.jointMatrices);\n }\n } else {\n if (uUseSkinning) gl.uniform1i(uUseSkinning, 0);\n }\n\n // Model transform\n const uModel = mesh.material.uniformLocations['uModel'];\n if (uModel) gl.uniformMatrix4fv(uModel, false, modelMatrix as Float32Array);\n\n // Draw\n if (mesh.buffers?.indexBuffer && mesh.indices) {\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, mesh.buffers.indexBuffer);\n const type =\n mesh.indices instanceof Uint32Array\n ? gl.UNSIGNED_INT\n : gl.UNSIGNED_SHORT;\n gl.drawElements(mesh.mode, mesh.indices.length, type, 0);\n } else {\n gl.drawArrays(mesh.mode, 0, mesh.vertices.length / 3);\n }\n\n // Cleanup\n if (isWebGL2 && mesh.buffers?.vao) {\n (gl as unknown as WebGL2RenderingContext).bindVertexArray(null);\n } else {\n gl.bindBuffer(gl.ARRAY_BUFFER, null);\n gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);\n }\n\n return activeProgram;\n }\n\n public drawHitBox(\n model: Model,\n activeProgram: WebGLProgram | null,\n ) {\n const bbox = model.boundingBox;\n const key = `${bbox.min[0]},${bbox.min[1]},${bbox.min[2]},${bbox.max[0]},${bbox.max[1]},${bbox.max[2]}`;\n const cached = this._modelWireBoxCache.get(model);\n let hitboxMesh: Mesh;\n if (!cached || cached.key !== key) {\n hitboxMesh = createWireBox(bbox.min, bbox.max, this.modelHitboxMaterial);\n hitboxMesh.isCollidable = false;\n this._modelWireBoxCache.set(model, { mesh: hitboxMesh, key });\n } else {\n hitboxMesh = cached.mesh;\n }\n\n const camera = this.viewport.camera;\n const viewMatrix = camera.getViewMatrix() as Float32Array;\n const projMatrix = camera.getProjectionMatrix() as Float32Array;\n\n this.drawMesh(\n hitboxMesh,\n [],\n camera.position,\n this._identity,\n viewMatrix,\n projMatrix,\n activeProgram,\n );\n }\n\n private drawHitBoxForMesh(\n mesh: Mesh,\n modelMatrix: mat4,\n viewMatrix: Float32Array,\n projMatrix: Float32Array,\n activeProgram: WebGLProgram | null,\n ) {\n if (!mesh.boundingBox) return;\n\n const { min, max } = mesh.boundingBox;\n const key = `${min[0]},${min[1]},${min[2]},${max[0]},${max[1]},${max[2]}`;\n const cached = this._meshWireBoxCache.get(mesh);\n let wireBox: Mesh;\n if (!cached || cached.key !== key) {\n wireBox = createWireBox(min, max, this.meshHitboxMaterial);\n wireBox.isCollidable = false;\n this._meshWireBoxCache.set(mesh, { mesh: wireBox, key });\n } else {\n wireBox = cached.mesh;\n }\n\n const camera = this.viewport.camera;\n this.drawMesh(\n wireBox,\n [],\n camera.position,\n modelMatrix,\n viewMatrix,\n projMatrix,\n activeProgram,\n );\n }\n}\n","import { Material, Mesh, Model, WebGLCore } from '../classes';\nimport { Vector3 } from '../domain/interfaces/Vectors';\n\nfunction computeNormal(p1: Vector3, p2: Vector3, p3: Vector3): Vector3 {\n const u: Vector3 = [p2[0] - p1[0], p2[1] - p1[1], p2[2] - p1[2]];\n const v: Vector3 = [p3[0] - p1[0], p3[1] - p1[1], p3[2] - p1[2]];\n return [\n u[1] * v[2] - u[2] * v[1],\n u[2] * v[0] - u[0] * v[2],\n u[0] * v[1] - u[1] * v[0],\n ];\n}\n\nexport async function loadMTL(\n url: string,\n webglCore: WebGLCore,\n): Promise<Record<string, Material>> {\n const response = await fetch(url);\n if (!response.ok) throw new Error(`Failed to load MTL: ${url}`);\n const text = await response.text();\n\n const materials: Record<string, Material> = {};\n let current: Material | null = null;\n\n const basePath = url.split('/').slice(0, -1).join('/') + '/';\n\n const lines = text.split('\\n');\n for (const line of lines) {\n const trimmed = line.trim();\n if (!trimmed || trimmed.startsWith('#')) continue;\n\n const parts = trimmed.split(/\\s+/);\n\n switch (parts[0].toLowerCase()) {\n case 'newmtl':\n current = new Material(webglCore, { albedoColor: [1, 1, 1, 1] });\n materials[parts[1]] = current;\n break;\n\n case 'kd':\n if (!current) continue;\n current.diffuse = [\n parseFloat(parts[1]),\n parseFloat(parts[2]),\n parseFloat(parts[3]),\n ];\n current.albedoColor = [...current.diffuse, 1];\n break;\n\n case 'ks':\n if (!current) continue;\n current.specular = [\n parseFloat(parts[1]),\n parseFloat(parts[2]),\n parseFloat(parts[3]),\n ];\n break;\n\n case 'ns':\n if (!current) continue;\n current.shininess = parseFloat(parts[1]);\n break;\n\n case 'map_kd':\n if (!current) continue;\n await current.loadTexture(basePath + parts[1]);\n break;\n }\n }\n\n return materials;\n}\n\nexport async function loadOBJWithMTL(\n webglCore: WebGLCore,\n objUrl: string,\n mtlUrl: string | null,\n translation: Vector3 = [0, 0, 0],\n scale: Vector3 = [1, 1, 1],\n defaultMaterial = new Material(webglCore, { albedoColor: [1, 1, 1, 1] }),\n): Promise<Model> {\n const materials = mtlUrl ? await loadMTL(mtlUrl, webglCore) : {};\n\n const response = await fetch(objUrl);\n if (!response.ok) throw new Error(`Failed to load OBJ: ${objUrl}`);\n const objText = await response.text();\n\n const positions: Vector3[] = [];\n const texCoords: number[][] = [];\n const vertexNormals: Vector3[] = [];\n\n const meshesData: Record<\n string,\n { vertices: number[]; normals: number[]; uvs: number[] }\n > = {};\n\n let currentMaterialName: string | null = null;\n\n const lines = objText.split('\\n');\n\n for (const line of lines) {\n const trimmed = line.trim();\n if (!trimmed || trimmed.startsWith('#')) continue;\n\n const parts = trimmed.split(/\\s+/);\n\n switch (parts[0]) {\n case 'v':\n positions.push([\n parseFloat(parts[1]),\n parseFloat(parts[2]),\n parseFloat(parts[3]),\n ]);\n break;\n\n case 'vt':\n texCoords.push([\n parseFloat(parts[1]),\n 1 - parseFloat(parts[2]), // flip V for WebGL\n ]);\n break;\n\n case 'vn':\n vertexNormals.push([\n parseFloat(parts[1]),\n parseFloat(parts[2]),\n parseFloat(parts[3]),\n ]);\n break;\n\n case 'usemtl':\n currentMaterialName = parts[1];\n if (!meshesData[currentMaterialName])\n meshesData[currentMaterialName] = {\n vertices: [],\n normals: [],\n uvs: [],\n };\n break;\n\n case 'f': {\n if (!currentMaterialName) currentMaterialName = 'default';\n if (!meshesData[currentMaterialName])\n meshesData[currentMaterialName] = {\n vertices: [],\n normals: [],\n uvs: [],\n };\n\n const faceVertices = parts.slice(1).map((token) => {\n const [v, vt, vn] = token.split('/');\n\n let vIdx = parseInt(v);\n let tIdx = vt ? parseInt(vt) : null;\n let nIdx = vn ? parseInt(vn) : null;\n\n if (vIdx < 0) vIdx = positions.length + vIdx;\n else vIdx--;\n\n if (tIdx !== null) {\n if (tIdx < 0) tIdx = texCoords.length + tIdx;\n else tIdx--;\n }\n\n if (nIdx !== null) {\n if (nIdx < 0) nIdx = vertexNormals.length + nIdx;\n else nIdx--;\n }\n\n return { vIdx, tIdx, nIdx };\n });\n\n const { vertices, normals, uvs } = meshesData[currentMaterialName];\n\n for (let i = 1; i < faceVertices.length - 1; i++) {\n const tri = [faceVertices[0], faceVertices[i], faceVertices[i + 1]];\n const p = tri.map((v) => positions[v.vIdx]);\n\n let n: Vector3[];\n if (tri.every((v) => v.nIdx !== null)) {\n n = tri.map((v) => vertexNormals[v.nIdx!]);\n } else {\n const normal = computeNormal(p[0], p[1], p[2]);\n n = [normal, normal, normal];\n }\n\n for (let j = 0; j < 3; j++) {\n vertices.push(...p[j]);\n normals.push(...n[j]);\n\n // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n const tIdx = tri[j].tIdx;\n const uv = tIdx !== null ? texCoords[tIdx] : [0, 0];\n uvs.push(...uv);\n }\n }\n break;\n }\n }\n }\n\n const meshes: Mesh[] = [];\n\n for (const [matName, data] of Object.entries(meshesData)) {\n const material =\n materials[matName] ||\n defaultMaterial ||\n new Material(webglCore, { albedoColor: [1, 1, 1, 1] });\n\n const mesh = new Mesh(\n matName,\n new Float32Array(data.vertices),\n new Float32Array(data.normals),\n material,\n new Float32Array(data.uvs),\n null,\n );\n\n meshes.push(mesh);\n }\n\n const modelName = objUrl.split('/').pop()!.replace('.obj', '');\n return new Model(meshes, translation, scale, modelName);\n}\n","import { useRef, useEffect } from 'react';\nimport type { Renderer } from '../../../GenesisGL/src/Core/classes/Renderer';\n\nexport interface UseRendererOptions {\n renderer: Renderer | null;\n onFrame?: (time: number) => void;\n enabled?: boolean;\n}\n\n/**\n * Hook to manage the render loop with requestAnimationFrame.\n * Handles starting/stopping animation and cleanup.\n */\nexport function useRenderer(options: UseRendererOptions): void {\n const { renderer, onFrame, enabled = true } = options;\n const animationIdRef = useRef<number | null>(null);\n\n useEffect(() => {\n if (!renderer || !enabled) return;\n\n const animate = (time: number) => {\n if (onFrame) onFrame(time);\n animationIdRef.current = requestAnimationFrame(animate);\n };\n\n animationIdRef.current = requestAnimationFrame(animate);\n\n return () => {\n if (animationIdRef.current !== null) {\n cancelAnimationFrame(animationIdRef.current);\n }\n };\n }, [renderer, onFrame, enabled]);\n}\n","import { useState, useCallback } from 'react';\nimport type { GenesisGLContext } from './useGenesisGL';\n\nexport interface ScreenPoint {\n x: number;\n y: number;\n visible: boolean;\n}\n\nfunction mat4TransformVec4(m: Float32Array, x: number, y: number, z: number, w: number) {\n return {\n x: m[0] * x + m[4] * y + m[8] * z + m[12] * w,\n y: m[1] * x + m[5] * y + m[9] * z + m[13] * w,\n z: m[2] * x + m[6] * y + m[10] * z + m[14] * w,\n w: m[3] * x + m[7] * y + m[11] * z + m[15] * w,\n };\n}\n\nexport function useWorldToScreen(context: GenesisGLContext | null) {\n const [, forceUpdate] = useState(0);\n\n const project = useCallback(\n (worldX: number, worldY: number, worldZ: number): ScreenPoint => {\n if (!context?.viewport) return { x: 0, y: 0, visible: false };\n\n const { viewport } = context;\n const camera = viewport.camera;\n const canvas = viewport.getCanvas();\n\n const view = camera.getViewMatrix() as unknown as Float32Array;\n const proj = camera.getProjectionMatrix() as unknown as Float32Array;\n\n // view * worldPos\n const v = mat4TransformVec4(view, worldX, worldY, worldZ, 1);\n // proj * (view * worldPos)\n const c = mat4TransformVec4(proj, v.x, v.y, v.z, v.w);\n\n if (Math.abs(c.w) < 1e-6) return { x: 0, y: 0, visible: false };\n\n const ndcX = c.x / c.w;\n const ndcY = c.y / c.w;\n const ndcZ = c.z / c.w;\n\n const visible = ndcZ > -1 && ndcZ < 1 && Math.abs(ndcX) < 1.2 && Math.abs(ndcY) < 1.2;\n\n return {\n x: ((ndcX + 1) * 0.5) * canvas.clientWidth,\n y: ((1 - ndcY) * 0.5) * canvas.clientHeight,\n visible,\n };\n },\n [context],\n );\n\n // expose a tick function callers can plug into onFrame to re-render\n const tick = useCallback(() => forceUpdate((n) => n + 1), []);\n\n return { project, tick };\n}\n","import { useCallback, useState } from 'react';\nimport type { GenesisGLContext } from './useGenesisGL';\n\nexport interface CameraState {\n yaw: number;\n pitch: number;\n zoom: number;\n}\n\nexport interface UseCameraControlsResult {\n camera: CameraState;\n rotate: (deltaYaw: number, deltaPitch: number) => void;\n setYaw: (yaw: number) => void;\n setPitch: (pitch: number) => void;\n zoomBy: (delta: number) => void;\n setZoom: (zoom: number) => void;\n reset: () => void;\n}\n\nconst DEFAULT_YAW = 0;\nconst DEFAULT_PITCH = 0;\nconst DEFAULT_ZOOM = 1;\n\nexport function useCameraControls(\n ctx: GenesisGLContext | null,\n): UseCameraControlsResult {\n const [camera, setCameraState] = useState<CameraState>({\n yaw: DEFAULT_YAW,\n pitch: DEFAULT_PITCH,\n zoom: DEFAULT_ZOOM,\n });\n\n const sync = useCallback((c: { yaw: number; pitch: number; zoom: number }) => {\n setCameraState({ yaw: c.yaw, pitch: c.pitch, zoom: c.zoom });\n }, []);\n\n const rotate = useCallback(\n (deltaYaw: number, deltaPitch: number) => {\n const c = ctx?.viewport?.camera;\n if (!c) return;\n c.rotate(deltaYaw, deltaPitch);\n sync(c);\n },\n [ctx, sync],\n );\n\n const zoomBy = useCallback(\n (delta: number) => {\n const c = ctx?.viewport?.camera;\n if (!c) return;\n c.zoomBy(delta);\n sync(c);\n },\n [ctx, sync],\n );\n\n const setZoom = useCallback(\n (zoom: number) => {\n const c = ctx?.viewport?.camera;\n if (!c) return;\n c.setZoom(zoom);\n sync(c);\n },\n [ctx, sync],\n );\n\n const setYaw = useCallback(\n (yaw: number) => {\n const c = ctx?.viewport?.camera;\n if (!c) return;\n c.yaw = yaw;\n c.invalidate();\n sync(c);\n },\n [ctx, sync],\n );\n\n const setPitch = useCallback(\n (pitch: number) => {\n const c = ctx?.viewport?.camera;\n if (!c) return;\n c.pitch = pitch;\n c.invalidate();\n sync(c);\n },\n [ctx, sync],\n );\n\n const reset = useCallback(() => {\n const c = ctx?.viewport?.camera;\n if (!c) return;\n c.yaw = DEFAULT_YAW;\n c.pitch = DEFAULT_PITCH;\n c.invalidate();\n c.setZoom(DEFAULT_ZOOM);\n 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