@fonsecabarreto/genesis-gl-react 0.1.0

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@@ -0,0 +1,4056 @@
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+ var __defProp = Object.defineProperty;
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+ var __export = (target, all) => {
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+ for (var name in all)
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+ __defProp(target, name, { get: all[name], enumerable: true });
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+ };
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+
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+ // src/hooks/useGenesisGL.ts
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+ import { useRef, useEffect } from "react";
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+
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+ // ../GenesisGL/src/Core/shaders/index.ts
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+ var vsSource = (
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+ /* glsl */
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+ `
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+ #define MAX_JOINTS 128
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+
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+ attribute vec3 aPosition;
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+ attribute vec3 aNormal;
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+ attribute vec2 aTexCoord;
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+
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+ // \u2500\u2500 Skinning attributes (vec4: up to 4 joint influences per vertex) \u2500\u2500
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+ attribute vec4 aJointIndices;
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+ attribute vec4 aJointWeights;
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+
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+ uniform mat4 uModel;
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+ uniform mat4 uView;
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+ uniform mat4 uProjection;
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+
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+ // \u2500\u2500 Skinning uniforms \u2500\u2500
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+ uniform bool uUseSkinning;
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+ uniform mat4 uJointMatrices[MAX_JOINTS];
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+
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+ varying vec3 vNormal;
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+ varying vec3 vPosition;
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+ varying vec2 vTexCoord;
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+
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+ void main() {
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+ vTexCoord = aTexCoord;
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+
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+ vec4 pos = vec4(aPosition, 1.0);
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+ vec3 norm = aNormal;
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+
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+ if (uUseSkinning) {
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+ mat4 skinMat =
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+ aJointWeights.x * uJointMatrices[int(aJointIndices.x)] +
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+ aJointWeights.y * uJointMatrices[int(aJointIndices.y)] +
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+ aJointWeights.z * uJointMatrices[int(aJointIndices.z)] +
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+ aJointWeights.w * uJointMatrices[int(aJointIndices.w)];
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+ pos = skinMat * pos;
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+ norm = mat3(skinMat) * norm;
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+ }
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+
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+ vNormal = mat3(uModel) * norm;
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+
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+ vec4 worldPosition = uModel * pos;
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+ vPosition = worldPosition.xyz;
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+ gl_Position = uProjection * uView * worldPosition;
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+ }
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+ `
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+ );
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+ var fsSource = (
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+ /* glsl */
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+ `
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+ precision mediump float;
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+
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+ #define MAX_LIGHTS 5
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+
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+ varying vec3 vNormal;
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+ varying vec3 vPosition;
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+ varying vec2 vTexCoord;
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+
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+ uniform vec3 uLightDirection[MAX_LIGHTS];
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+ uniform vec3 uLightColor[MAX_LIGHTS];
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+ uniform float uLightIntensity[MAX_LIGHTS];
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+ uniform int uLightType[MAX_LIGHTS]; // 0=directional, 1=point, 2=ambient
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+ uniform int uLightCount;
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+ uniform vec3 uLightPosition[MAX_LIGHTS];
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+ uniform float uLightConstant[MAX_LIGHTS];
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+ uniform float uLightLinear[MAX_LIGHTS];
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+ uniform float uLightQuadratic[MAX_LIGHTS];
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+
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+ uniform vec4 uColor;
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+ uniform bool uUnlit;
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+ uniform bool uUseTexture;
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+ uniform sampler2D uTexture;
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+
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+ uniform vec3 uViewPosition;
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+ uniform float uShininess;
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+ uniform vec3 uSpecularColor;
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+
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+ void main() {
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+ vec4 baseColor = uColor;
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+ if (uUseTexture) {
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+ baseColor *= texture2D(uTexture, vTexCoord);
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+ }
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+
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+ if (uUnlit) {
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+ gl_FragColor = baseColor;
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+ return;
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+ }
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+
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+ vec3 norm = normalize(vNormal);
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+ vec3 totalDiffuse = vec3(0.0);
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+ vec3 totalAmbient = vec3(0.0);
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+ vec3 totalSpecular = vec3(0.0);
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+
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+ vec3 viewDir = normalize(uViewPosition - vPosition);
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+
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+ for (int i = 0; i < MAX_LIGHTS; i++) {
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+ if (i >= uLightCount) break;
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+
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+ if (uLightType[i] == 2) {
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+ totalAmbient += uLightColor[i] * uLightIntensity[i];
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+ } else {
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+ vec3 lightDir;
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+ float attenuation = 1.0;
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+
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+ if (uLightType[i] == 0) {
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+ // Directional light
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+ lightDir = normalize(-uLightDirection[i]);
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+ } else {
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+ // Point light
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+ vec3 lightVec = uLightPosition[i] - vPosition;
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+ float distance = length(lightVec);
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+ lightDir = normalize(lightVec);
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+ attenuation = 1.0 / (
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+ uLightConstant[i] +
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+ uLightLinear[i] * distance +
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+ uLightQuadratic[i] * distance * distance
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+ );
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+ }
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+
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+ // Diffuse
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+ float diff = max(dot(norm, lightDir), 0.0);
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+ totalDiffuse += diff * uLightColor[i] * uLightIntensity[i] * attenuation;
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+
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+ // Specular (Blinn-Phong) \u2014 softer, more natural highlights
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+ vec3 halfDir = normalize(lightDir + viewDir);
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+ float spec = pow(max(dot(norm, halfDir), 0.0), uShininess);
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+ totalSpecular += spec * uSpecularColor * uLightIntensity[i] * attenuation;
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+ }
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+ }
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+
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+ vec3 lightingResult =
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+ totalAmbient * baseColor.rgb +
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+ totalDiffuse * baseColor.rgb +
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+ totalSpecular;
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+
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+ gl_FragColor = vec4(lightingResult, baseColor.a);
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+ }
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+ `
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+ );
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+
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+ // ../GenesisGL/src/Core/classes/WebGLCore.ts
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+ var WebGLCore = class {
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+ gl;
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+ program;
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+ canvas;
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+ isWebGL2;
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+ /**
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+ * Initialise the WebGL rendering core.
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+ *
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+ * @param canvasOrId - An `HTMLCanvasElement` or the DOM `id` of one.
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+ * Defaults to `'glcanvas'`.
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+ */
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+ constructor(canvasOrId = "glcanvas") {
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+ const canvas = typeof canvasOrId === "string" ? document.getElementById(canvasOrId) : canvasOrId;
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+ if (!canvas) throw new Error("Canvas not found");
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+ this.canvas = canvas;
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+ canvas.width = window.innerWidth;
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+ canvas.height = window.innerHeight;
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+ this.gl = canvas.getContext("webgl2") ?? canvas.getContext("webgl");
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+ if (!this.gl) throw new Error("WebGL not supported in this browser!");
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+ this.isWebGL2 = this.gl instanceof WebGL2RenderingContext;
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+ this.gl.viewport(0, 0, canvas.width, canvas.height);
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+ const program = this.createProgram(this.gl);
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+ if (!program) throw new Error("Failed to create program");
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+ this.program = program;
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+ }
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+ getProgram() {
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+ return this.program;
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+ }
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+ getRenderingContext() {
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+ return this.gl;
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+ }
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+ createProgram(gl) {
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+ const vertexShader = this.compileShader(gl, gl.VERTEX_SHADER, vsSource);
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+ const fragmentShader = this.compileShader(gl, gl.FRAGMENT_SHADER, fsSource);
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+ if (!vertexShader || !fragmentShader)
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+ throw new Error("Failed to create shaders");
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+ const program = gl.createProgram();
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+ if (!program) return null;
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+ gl.attachShader(program, vertexShader);
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+ gl.attachShader(program, fragmentShader);
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+ gl.linkProgram(program);
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+ gl.deleteShader(vertexShader);
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+ gl.deleteShader(fragmentShader);
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+ if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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+ console.error(gl.getProgramInfoLog(program));
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+ throw new Error(gl.getProgramInfoLog(program) || "Program link error");
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+ }
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+ return program;
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+ }
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+ compileShader(gl, type, source) {
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+ const shader = gl.createShader(type);
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+ if (!shader) return null;
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+ gl.shaderSource(shader, source);
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+ gl.compileShader(shader);
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+ if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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+ console.error(gl.getShaderInfoLog(shader));
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+ gl.deleteShader(shader);
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+ throw new Error(gl.getShaderInfoLog(shader) || "Shader compile error");
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+ }
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+ return shader;
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+ }
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+ resize(width, height) {
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+ this.canvas.width = width;
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+ this.canvas.height = height;
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+ this.gl.viewport(0, 0, width, height);
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+ }
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+ dispose() {
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+ const { gl, program } = this;
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+ if (program) gl.deleteProgram(program);
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+ }
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+ };
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+
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+ // ../../node_modules/gl-matrix/esm/common.js
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+ var EPSILON = 1e-6;
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+ var ARRAY_TYPE = typeof Float32Array !== "undefined" ? Float32Array : Array;
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+ var RANDOM = Math.random;
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+ var ANGLE_ORDER = "zyx";
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+ function round(a) {
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+ if (a >= 0) return Math.round(a);
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+ return a % 0.5 === 0 ? Math.floor(a) : Math.round(a);
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+ }
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+ var degree = Math.PI / 180;
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+ var radian = 180 / Math.PI;
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+
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+ // ../../node_modules/gl-matrix/esm/mat3.js
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+ function create() {
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+ var out = new ARRAY_TYPE(9);
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+ if (ARRAY_TYPE != Float32Array) {
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+ out[1] = 0;
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+ out[2] = 0;
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+ out[3] = 0;
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+ out[5] = 0;
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+ out[6] = 0;
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+ out[7] = 0;
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+ }
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+ out[0] = 1;
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+ out[4] = 1;
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+ out[8] = 1;
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+ return out;
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+ }
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+
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+ // ../../node_modules/gl-matrix/esm/mat4.js
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+ var mat4_exports = {};
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+ __export(mat4_exports, {
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+ add: () => add,
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+ adjoint: () => adjoint,
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+ clone: () => clone,
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+ copy: () => copy,
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+ create: () => create2,
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+ decompose: () => decompose,
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+ determinant: () => determinant,
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+ equals: () => equals,
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+ exactEquals: () => exactEquals,
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+ frob: () => frob,
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+ fromQuat: () => fromQuat,
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+ fromQuat2: () => fromQuat2,
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+ fromRotation: () => fromRotation,
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+ fromRotationTranslation: () => fromRotationTranslation,
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+ fromRotationTranslationScale: () => fromRotationTranslationScale,
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+ fromRotationTranslationScaleOrigin: () => fromRotationTranslationScaleOrigin,
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+ fromScaling: () => fromScaling,
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+ fromTranslation: () => fromTranslation,
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+ fromValues: () => fromValues,
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+ fromXRotation: () => fromXRotation,
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+ fromYRotation: () => fromYRotation,
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+ fromZRotation: () => fromZRotation,
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+ frustum: () => frustum,
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+ getRotation: () => getRotation,
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+ getScaling: () => getScaling,
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+ getTranslation: () => getTranslation,
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+ identity: () => identity,
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+ invert: () => invert,
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+ lookAt: () => lookAt,
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+ mul: () => mul,
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+ multiply: () => multiply,
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+ multiplyScalar: () => multiplyScalar,
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+ multiplyScalarAndAdd: () => multiplyScalarAndAdd,
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+ ortho: () => ortho,
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+ orthoNO: () => orthoNO,
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+ orthoZO: () => orthoZO,
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+ perspective: () => perspective,
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+ perspectiveFromFieldOfView: () => perspectiveFromFieldOfView,
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+ perspectiveNO: () => perspectiveNO,
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+ perspectiveZO: () => perspectiveZO,
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+ rotate: () => rotate,
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+ rotateX: () => rotateX,
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+ rotateY: () => rotateY,
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+ rotateZ: () => rotateZ,
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+ scale: () => scale,
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+ set: () => set,
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+ str: () => str,
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+ sub: () => sub,
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+ subtract: () => subtract,
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+ targetTo: () => targetTo,
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+ translate: () => translate,
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+ transpose: () => transpose
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+ });
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+ function create2() {
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+ var out = new ARRAY_TYPE(16);
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+ if (ARRAY_TYPE != Float32Array) {
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+ out[1] = 0;
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+ out[2] = 0;
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+ out[3] = 0;
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+ out[4] = 0;
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+ out[6] = 0;
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+ out[7] = 0;
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+ out[8] = 0;
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+ out[9] = 0;
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+ out[11] = 0;
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+ out[12] = 0;
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+ out[13] = 0;
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+ out[14] = 0;
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+ }
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+ out[0] = 1;
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+ out[5] = 1;
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+ out[10] = 1;
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+ out[15] = 1;
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+ return out;
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+ }
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+ function clone(a) {
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+ var out = new ARRAY_TYPE(16);
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+ out[0] = a[0];
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+ out[1] = a[1];
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+ out[2] = a[2];
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+ out[3] = a[3];
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+ out[4] = a[4];
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+ out[5] = a[5];
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+ out[6] = a[6];
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+ out[7] = a[7];
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+ out[8] = a[8];
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+ out[9] = a[9];
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+ out[10] = a[10];
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+ out[11] = a[11];
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+ out[12] = a[12];
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+ out[13] = a[13];
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+ out[14] = a[14];
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+ out[15] = a[15];
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+ return out;
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+ }
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+ function copy(out, a) {
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+ out[0] = a[0];
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+ out[1] = a[1];
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+ out[2] = a[2];
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+ out[3] = a[3];
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+ out[4] = a[4];
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+ out[5] = a[5];
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+ out[6] = a[6];
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+ out[7] = a[7];
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+ out[8] = a[8];
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+ out[9] = a[9];
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+ out[10] = a[10];
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+ out[11] = a[11];
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+ out[12] = a[12];
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+ out[13] = a[13];
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+ out[14] = a[14];
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+ out[15] = a[15];
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+ return out;
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+ }
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+ function fromValues(m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {
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+ var out = new ARRAY_TYPE(16);
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+ out[0] = m00;
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+ out[1] = m01;
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+ out[2] = m02;
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+ out[3] = m03;
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+ out[4] = m10;
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+ out[5] = m11;
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+ out[6] = m12;
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+ out[7] = m13;
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+ out[8] = m20;
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+ out[9] = m21;
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+ out[10] = m22;
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+ out[11] = m23;
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+ out[12] = m30;
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+ out[13] = m31;
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+ out[14] = m32;
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+ out[15] = m33;
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+ return out;
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+ }
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+ function set(out, m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {
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+ out[0] = m00;
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+ out[1] = m01;
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+ out[2] = m02;
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+ out[3] = m03;
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+ out[4] = m10;
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+ out[5] = m11;
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+ out[6] = m12;
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+ out[7] = m13;
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+ out[8] = m20;
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+ out[9] = m21;
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+ out[10] = m22;
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+ out[11] = m23;
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+ out[12] = m30;
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+ out[13] = m31;
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+ out[14] = m32;
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+ out[15] = m33;
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+ return out;
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+ }
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+ function identity(out) {
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+ out[0] = 1;
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+ out[1] = 0;
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+ out[2] = 0;
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+ out[3] = 0;
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+ out[4] = 0;
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+ out[5] = 1;
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+ out[6] = 0;
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+ out[7] = 0;
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+ out[8] = 0;
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+ out[9] = 0;
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+ out[10] = 1;
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+ out[11] = 0;
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+ out[12] = 0;
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+ out[13] = 0;
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+ out[14] = 0;
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+ out[15] = 1;
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+ return out;
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+ }
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+ function transpose(out, a) {
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+ if (out === a) {
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+ var a01 = a[1], a02 = a[2], a03 = a[3];
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+ var a12 = a[6], a13 = a[7];
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+ var a23 = a[11];
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+ out[1] = a[4];
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+ out[2] = a[8];
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+ out[3] = a[12];
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+ out[4] = a01;
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+ out[6] = a[9];
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+ out[7] = a[13];
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+ out[8] = a02;
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+ out[9] = a12;
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+ out[11] = a[14];
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+ out[12] = a03;
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+ out[13] = a13;
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+ out[14] = a23;
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+ } else {
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+ out[0] = a[0];
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+ out[1] = a[4];
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+ out[2] = a[8];
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+ out[3] = a[12];
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+ out[4] = a[1];
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+ out[5] = a[5];
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+ out[6] = a[9];
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+ out[7] = a[13];
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+ out[8] = a[2];
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+ out[9] = a[6];
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+ out[10] = a[10];
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+ out[11] = a[14];
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+ out[12] = a[3];
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+ out[13] = a[7];
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+ out[14] = a[11];
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+ out[15] = a[15];
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+ }
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+ return out;
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+ }
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+ function invert(out, a) {
468
+ var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3];
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+ var a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7];
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+ var a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11];
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+ var a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
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+ var b00 = a00 * a11 - a01 * a10;
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+ var b01 = a00 * a12 - a02 * a10;
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+ var b02 = a00 * a13 - a03 * a10;
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+ var b03 = a01 * a12 - a02 * a11;
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+ var b04 = a01 * a13 - a03 * a11;
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+ var b05 = a02 * a13 - a03 * a12;
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+ var b06 = a20 * a31 - a21 * a30;
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+ var b07 = a20 * a32 - a22 * a30;
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+ var b08 = a20 * a33 - a23 * a30;
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+ var b09 = a21 * a32 - a22 * a31;
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+ var b10 = a21 * a33 - a23 * a31;
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+ var b11 = a22 * a33 - a23 * a32;
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+ var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
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+ if (!det) {
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+ return null;
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+ }
488
+ det = 1 / det;
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+ out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
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+ out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
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+ out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
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+ out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
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+ out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
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+ out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
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+ out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
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+ out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
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+ out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
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+ out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
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+ out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
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+ out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
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+ out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
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+ out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
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+ out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
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+ out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
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+ return out;
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+ }
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+ function adjoint(out, a) {
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+ var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3];
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+ var a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7];
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+ var a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11];
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+ var a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
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+ var b00 = a00 * a11 - a01 * a10;
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+ var b01 = a00 * a12 - a02 * a10;
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+ var b02 = a00 * a13 - a03 * a10;
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+ var b03 = a01 * a12 - a02 * a11;
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+ var b04 = a01 * a13 - a03 * a11;
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+ var b05 = a02 * a13 - a03 * a12;
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+ var b06 = a20 * a31 - a21 * a30;
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+ var b07 = a20 * a32 - a22 * a30;
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+ var b08 = a20 * a33 - a23 * a30;
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+ var b09 = a21 * a32 - a22 * a31;
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+ var b10 = a21 * a33 - a23 * a31;
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+ var b11 = a22 * a33 - a23 * a32;
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+ out[0] = a11 * b11 - a12 * b10 + a13 * b09;
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+ out[1] = a02 * b10 - a01 * b11 - a03 * b09;
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+ out[2] = a31 * b05 - a32 * b04 + a33 * b03;
527
+ out[3] = a22 * b04 - a21 * b05 - a23 * b03;
528
+ out[4] = a12 * b08 - a10 * b11 - a13 * b07;
529
+ out[5] = a00 * b11 - a02 * b08 + a03 * b07;
530
+ out[6] = a32 * b02 - a30 * b05 - a33 * b01;
531
+ out[7] = a20 * b05 - a22 * b02 + a23 * b01;
532
+ out[8] = a10 * b10 - a11 * b08 + a13 * b06;
533
+ out[9] = a01 * b08 - a00 * b10 - a03 * b06;
534
+ out[10] = a30 * b04 - a31 * b02 + a33 * b00;
535
+ out[11] = a21 * b02 - a20 * b04 - a23 * b00;
536
+ out[12] = a11 * b07 - a10 * b09 - a12 * b06;
537
+ out[13] = a00 * b09 - a01 * b07 + a02 * b06;
538
+ out[14] = a31 * b01 - a30 * b03 - a32 * b00;
539
+ out[15] = a20 * b03 - a21 * b01 + a22 * b00;
540
+ return out;
541
+ }
542
+ function determinant(a) {
543
+ var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3];
544
+ var a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7];
545
+ var a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11];
546
+ var a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
547
+ var b0 = a00 * a11 - a01 * a10;
548
+ var b1 = a00 * a12 - a02 * a10;
549
+ var b2 = a01 * a12 - a02 * a11;
550
+ var b3 = a20 * a31 - a21 * a30;
551
+ var b4 = a20 * a32 - a22 * a30;
552
+ var b5 = a21 * a32 - a22 * a31;
553
+ var b6 = a00 * b5 - a01 * b4 + a02 * b3;
554
+ var b7 = a10 * b5 - a11 * b4 + a12 * b3;
555
+ var b8 = a20 * b2 - a21 * b1 + a22 * b0;
556
+ var b9 = a30 * b2 - a31 * b1 + a32 * b0;
557
+ return a13 * b6 - a03 * b7 + a33 * b8 - a23 * b9;
558
+ }
559
+ function multiply(out, a, b) {
560
+ var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3];
561
+ var a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7];
562
+ var a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11];
563
+ var a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
564
+ var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
565
+ out[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
566
+ out[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
567
+ out[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
568
+ out[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
569
+ b0 = b[4];
570
+ b1 = b[5];
571
+ b2 = b[6];
572
+ b3 = b[7];
573
+ out[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
574
+ out[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
575
+ out[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
576
+ out[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
577
+ b0 = b[8];
578
+ b1 = b[9];
579
+ b2 = b[10];
580
+ b3 = b[11];
581
+ out[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
582
+ out[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
583
+ out[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
584
+ out[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
585
+ b0 = b[12];
586
+ b1 = b[13];
587
+ b2 = b[14];
588
+ b3 = b[15];
589
+ out[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
590
+ out[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
591
+ out[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
592
+ out[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
593
+ return out;
594
+ }
595
+ function translate(out, a, v) {
596
+ var x = v[0], y = v[1], z = v[2];
597
+ var a00, a01, a02, a03;
598
+ var a10, a11, a12, a13;
599
+ var a20, a21, a22, a23;
600
+ if (a === out) {
601
+ out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
602
+ out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
603
+ out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
604
+ out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
605
+ } else {
606
+ a00 = a[0];
607
+ a01 = a[1];
608
+ a02 = a[2];
609
+ a03 = a[3];
610
+ a10 = a[4];
611
+ a11 = a[5];
612
+ a12 = a[6];
613
+ a13 = a[7];
614
+ a20 = a[8];
615
+ a21 = a[9];
616
+ a22 = a[10];
617
+ a23 = a[11];
618
+ out[0] = a00;
619
+ out[1] = a01;
620
+ out[2] = a02;
621
+ out[3] = a03;
622
+ out[4] = a10;
623
+ out[5] = a11;
624
+ out[6] = a12;
625
+ out[7] = a13;
626
+ out[8] = a20;
627
+ out[9] = a21;
628
+ out[10] = a22;
629
+ out[11] = a23;
630
+ out[12] = a00 * x + a10 * y + a20 * z + a[12];
631
+ out[13] = a01 * x + a11 * y + a21 * z + a[13];
632
+ out[14] = a02 * x + a12 * y + a22 * z + a[14];
633
+ out[15] = a03 * x + a13 * y + a23 * z + a[15];
634
+ }
635
+ return out;
636
+ }
637
+ function scale(out, a, v) {
638
+ var x = v[0], y = v[1], z = v[2];
639
+ out[0] = a[0] * x;
640
+ out[1] = a[1] * x;
641
+ out[2] = a[2] * x;
642
+ out[3] = a[3] * x;
643
+ out[4] = a[4] * y;
644
+ out[5] = a[5] * y;
645
+ out[6] = a[6] * y;
646
+ out[7] = a[7] * y;
647
+ out[8] = a[8] * z;
648
+ out[9] = a[9] * z;
649
+ out[10] = a[10] * z;
650
+ out[11] = a[11] * z;
651
+ out[12] = a[12];
652
+ out[13] = a[13];
653
+ out[14] = a[14];
654
+ out[15] = a[15];
655
+ return out;
656
+ }
657
+ function rotate(out, a, rad, axis) {
658
+ var x = axis[0], y = axis[1], z = axis[2];
659
+ var len4 = Math.sqrt(x * x + y * y + z * z);
660
+ var s, c, t;
661
+ var a00, a01, a02, a03;
662
+ var a10, a11, a12, a13;
663
+ var a20, a21, a22, a23;
664
+ var b00, b01, b02;
665
+ var b10, b11, b12;
666
+ var b20, b21, b22;
667
+ if (len4 < EPSILON) {
668
+ return null;
669
+ }
670
+ len4 = 1 / len4;
671
+ x *= len4;
672
+ y *= len4;
673
+ z *= len4;
674
+ s = Math.sin(rad);
675
+ c = Math.cos(rad);
676
+ t = 1 - c;
677
+ a00 = a[0];
678
+ a01 = a[1];
679
+ a02 = a[2];
680
+ a03 = a[3];
681
+ a10 = a[4];
682
+ a11 = a[5];
683
+ a12 = a[6];
684
+ a13 = a[7];
685
+ a20 = a[8];
686
+ a21 = a[9];
687
+ a22 = a[10];
688
+ a23 = a[11];
689
+ b00 = x * x * t + c;
690
+ b01 = y * x * t + z * s;
691
+ b02 = z * x * t - y * s;
692
+ b10 = x * y * t - z * s;
693
+ b11 = y * y * t + c;
694
+ b12 = z * y * t + x * s;
695
+ b20 = x * z * t + y * s;
696
+ b21 = y * z * t - x * s;
697
+ b22 = z * z * t + c;
698
+ out[0] = a00 * b00 + a10 * b01 + a20 * b02;
699
+ out[1] = a01 * b00 + a11 * b01 + a21 * b02;
700
+ out[2] = a02 * b00 + a12 * b01 + a22 * b02;
701
+ out[3] = a03 * b00 + a13 * b01 + a23 * b02;
702
+ out[4] = a00 * b10 + a10 * b11 + a20 * b12;
703
+ out[5] = a01 * b10 + a11 * b11 + a21 * b12;
704
+ out[6] = a02 * b10 + a12 * b11 + a22 * b12;
705
+ out[7] = a03 * b10 + a13 * b11 + a23 * b12;
706
+ out[8] = a00 * b20 + a10 * b21 + a20 * b22;
707
+ out[9] = a01 * b20 + a11 * b21 + a21 * b22;
708
+ out[10] = a02 * b20 + a12 * b21 + a22 * b22;
709
+ out[11] = a03 * b20 + a13 * b21 + a23 * b22;
710
+ if (a !== out) {
711
+ out[12] = a[12];
712
+ out[13] = a[13];
713
+ out[14] = a[14];
714
+ out[15] = a[15];
715
+ }
716
+ return out;
717
+ }
718
+ function rotateX(out, a, rad) {
719
+ var s = Math.sin(rad);
720
+ var c = Math.cos(rad);
721
+ var a10 = a[4];
722
+ var a11 = a[5];
723
+ var a12 = a[6];
724
+ var a13 = a[7];
725
+ var a20 = a[8];
726
+ var a21 = a[9];
727
+ var a22 = a[10];
728
+ var a23 = a[11];
729
+ if (a !== out) {
730
+ out[0] = a[0];
731
+ out[1] = a[1];
732
+ out[2] = a[2];
733
+ out[3] = a[3];
734
+ out[12] = a[12];
735
+ out[13] = a[13];
736
+ out[14] = a[14];
737
+ out[15] = a[15];
738
+ }
739
+ out[4] = a10 * c + a20 * s;
740
+ out[5] = a11 * c + a21 * s;
741
+ out[6] = a12 * c + a22 * s;
742
+ out[7] = a13 * c + a23 * s;
743
+ out[8] = a20 * c - a10 * s;
744
+ out[9] = a21 * c - a11 * s;
745
+ out[10] = a22 * c - a12 * s;
746
+ out[11] = a23 * c - a13 * s;
747
+ return out;
748
+ }
749
+ function rotateY(out, a, rad) {
750
+ var s = Math.sin(rad);
751
+ var c = Math.cos(rad);
752
+ var a00 = a[0];
753
+ var a01 = a[1];
754
+ var a02 = a[2];
755
+ var a03 = a[3];
756
+ var a20 = a[8];
757
+ var a21 = a[9];
758
+ var a22 = a[10];
759
+ var a23 = a[11];
760
+ if (a !== out) {
761
+ out[4] = a[4];
762
+ out[5] = a[5];
763
+ out[6] = a[6];
764
+ out[7] = a[7];
765
+ out[12] = a[12];
766
+ out[13] = a[13];
767
+ out[14] = a[14];
768
+ out[15] = a[15];
769
+ }
770
+ out[0] = a00 * c - a20 * s;
771
+ out[1] = a01 * c - a21 * s;
772
+ out[2] = a02 * c - a22 * s;
773
+ out[3] = a03 * c - a23 * s;
774
+ out[8] = a00 * s + a20 * c;
775
+ out[9] = a01 * s + a21 * c;
776
+ out[10] = a02 * s + a22 * c;
777
+ out[11] = a03 * s + a23 * c;
778
+ return out;
779
+ }
780
+ function rotateZ(out, a, rad) {
781
+ var s = Math.sin(rad);
782
+ var c = Math.cos(rad);
783
+ var a00 = a[0];
784
+ var a01 = a[1];
785
+ var a02 = a[2];
786
+ var a03 = a[3];
787
+ var a10 = a[4];
788
+ var a11 = a[5];
789
+ var a12 = a[6];
790
+ var a13 = a[7];
791
+ if (a !== out) {
792
+ out[8] = a[8];
793
+ out[9] = a[9];
794
+ out[10] = a[10];
795
+ out[11] = a[11];
796
+ out[12] = a[12];
797
+ out[13] = a[13];
798
+ out[14] = a[14];
799
+ out[15] = a[15];
800
+ }
801
+ out[0] = a00 * c + a10 * s;
802
+ out[1] = a01 * c + a11 * s;
803
+ out[2] = a02 * c + a12 * s;
804
+ out[3] = a03 * c + a13 * s;
805
+ out[4] = a10 * c - a00 * s;
806
+ out[5] = a11 * c - a01 * s;
807
+ out[6] = a12 * c - a02 * s;
808
+ out[7] = a13 * c - a03 * s;
809
+ return out;
810
+ }
811
+ function fromTranslation(out, v) {
812
+ out[0] = 1;
813
+ out[1] = 0;
814
+ out[2] = 0;
815
+ out[3] = 0;
816
+ out[4] = 0;
817
+ out[5] = 1;
818
+ out[6] = 0;
819
+ out[7] = 0;
820
+ out[8] = 0;
821
+ out[9] = 0;
822
+ out[10] = 1;
823
+ out[11] = 0;
824
+ out[12] = v[0];
825
+ out[13] = v[1];
826
+ out[14] = v[2];
827
+ out[15] = 1;
828
+ return out;
829
+ }
830
+ function fromScaling(out, v) {
831
+ out[0] = v[0];
832
+ out[1] = 0;
833
+ out[2] = 0;
834
+ out[3] = 0;
835
+ out[4] = 0;
836
+ out[5] = v[1];
837
+ out[6] = 0;
838
+ out[7] = 0;
839
+ out[8] = 0;
840
+ out[9] = 0;
841
+ out[10] = v[2];
842
+ out[11] = 0;
843
+ out[12] = 0;
844
+ out[13] = 0;
845
+ out[14] = 0;
846
+ out[15] = 1;
847
+ return out;
848
+ }
849
+ function fromRotation(out, rad, axis) {
850
+ var x = axis[0], y = axis[1], z = axis[2];
851
+ var len4 = Math.sqrt(x * x + y * y + z * z);
852
+ var s, c, t;
853
+ if (len4 < EPSILON) {
854
+ return null;
855
+ }
856
+ len4 = 1 / len4;
857
+ x *= len4;
858
+ y *= len4;
859
+ z *= len4;
860
+ s = Math.sin(rad);
861
+ c = Math.cos(rad);
862
+ t = 1 - c;
863
+ out[0] = x * x * t + c;
864
+ out[1] = y * x * t + z * s;
865
+ out[2] = z * x * t - y * s;
866
+ out[3] = 0;
867
+ out[4] = x * y * t - z * s;
868
+ out[5] = y * y * t + c;
869
+ out[6] = z * y * t + x * s;
870
+ out[7] = 0;
871
+ out[8] = x * z * t + y * s;
872
+ out[9] = y * z * t - x * s;
873
+ out[10] = z * z * t + c;
874
+ out[11] = 0;
875
+ out[12] = 0;
876
+ out[13] = 0;
877
+ out[14] = 0;
878
+ out[15] = 1;
879
+ return out;
880
+ }
881
+ function fromXRotation(out, rad) {
882
+ var s = Math.sin(rad);
883
+ var c = Math.cos(rad);
884
+ out[0] = 1;
885
+ out[1] = 0;
886
+ out[2] = 0;
887
+ out[3] = 0;
888
+ out[4] = 0;
889
+ out[5] = c;
890
+ out[6] = s;
891
+ out[7] = 0;
892
+ out[8] = 0;
893
+ out[9] = -s;
894
+ out[10] = c;
895
+ out[11] = 0;
896
+ out[12] = 0;
897
+ out[13] = 0;
898
+ out[14] = 0;
899
+ out[15] = 1;
900
+ return out;
901
+ }
902
+ function fromYRotation(out, rad) {
903
+ var s = Math.sin(rad);
904
+ var c = Math.cos(rad);
905
+ out[0] = c;
906
+ out[1] = 0;
907
+ out[2] = -s;
908
+ out[3] = 0;
909
+ out[4] = 0;
910
+ out[5] = 1;
911
+ out[6] = 0;
912
+ out[7] = 0;
913
+ out[8] = s;
914
+ out[9] = 0;
915
+ out[10] = c;
916
+ out[11] = 0;
917
+ out[12] = 0;
918
+ out[13] = 0;
919
+ out[14] = 0;
920
+ out[15] = 1;
921
+ return out;
922
+ }
923
+ function fromZRotation(out, rad) {
924
+ var s = Math.sin(rad);
925
+ var c = Math.cos(rad);
926
+ out[0] = c;
927
+ out[1] = s;
928
+ out[2] = 0;
929
+ out[3] = 0;
930
+ out[4] = -s;
931
+ out[5] = c;
932
+ out[6] = 0;
933
+ out[7] = 0;
934
+ out[8] = 0;
935
+ out[9] = 0;
936
+ out[10] = 1;
937
+ out[11] = 0;
938
+ out[12] = 0;
939
+ out[13] = 0;
940
+ out[14] = 0;
941
+ out[15] = 1;
942
+ return out;
943
+ }
944
+ function fromRotationTranslation(out, q, v) {
945
+ var x = q[0], y = q[1], z = q[2], w = q[3];
946
+ var x2 = x + x;
947
+ var y2 = y + y;
948
+ var z2 = z + z;
949
+ var xx = x * x2;
950
+ var xy = x * y2;
951
+ var xz = x * z2;
952
+ var yy = y * y2;
953
+ var yz = y * z2;
954
+ var zz = z * z2;
955
+ var wx = w * x2;
956
+ var wy = w * y2;
957
+ var wz = w * z2;
958
+ out[0] = 1 - (yy + zz);
959
+ out[1] = xy + wz;
960
+ out[2] = xz - wy;
961
+ out[3] = 0;
962
+ out[4] = xy - wz;
963
+ out[5] = 1 - (xx + zz);
964
+ out[6] = yz + wx;
965
+ out[7] = 0;
966
+ out[8] = xz + wy;
967
+ out[9] = yz - wx;
968
+ out[10] = 1 - (xx + yy);
969
+ out[11] = 0;
970
+ out[12] = v[0];
971
+ out[13] = v[1];
972
+ out[14] = v[2];
973
+ out[15] = 1;
974
+ return out;
975
+ }
976
+ function fromQuat2(out, a) {
977
+ var translation = new ARRAY_TYPE(3);
978
+ var bx = -a[0], by = -a[1], bz = -a[2], bw = a[3], ax = a[4], ay = a[5], az = a[6], aw = a[7];
979
+ var magnitude = bx * bx + by * by + bz * bz + bw * bw;
980
+ if (magnitude > 0) {
981
+ translation[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2 / magnitude;
982
+ translation[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2 / magnitude;
983
+ translation[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2 / magnitude;
984
+ } else {
985
+ translation[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2;
986
+ translation[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2;
987
+ translation[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2;
988
+ }
989
+ fromRotationTranslation(out, a, translation);
990
+ return out;
991
+ }
992
+ function getTranslation(out, mat) {
993
+ out[0] = mat[12];
994
+ out[1] = mat[13];
995
+ out[2] = mat[14];
996
+ return out;
997
+ }
998
+ function getScaling(out, mat) {
999
+ var m11 = mat[0];
1000
+ var m12 = mat[1];
1001
+ var m13 = mat[2];
1002
+ var m21 = mat[4];
1003
+ var m22 = mat[5];
1004
+ var m23 = mat[6];
1005
+ var m31 = mat[8];
1006
+ var m32 = mat[9];
1007
+ var m33 = mat[10];
1008
+ out[0] = Math.sqrt(m11 * m11 + m12 * m12 + m13 * m13);
1009
+ out[1] = Math.sqrt(m21 * m21 + m22 * m22 + m23 * m23);
1010
+ out[2] = Math.sqrt(m31 * m31 + m32 * m32 + m33 * m33);
1011
+ return out;
1012
+ }
1013
+ function getRotation(out, mat) {
1014
+ var scaling = new ARRAY_TYPE(3);
1015
+ getScaling(scaling, mat);
1016
+ var is1 = 1 / scaling[0];
1017
+ var is2 = 1 / scaling[1];
1018
+ var is3 = 1 / scaling[2];
1019
+ var sm11 = mat[0] * is1;
1020
+ var sm12 = mat[1] * is2;
1021
+ var sm13 = mat[2] * is3;
1022
+ var sm21 = mat[4] * is1;
1023
+ var sm22 = mat[5] * is2;
1024
+ var sm23 = mat[6] * is3;
1025
+ var sm31 = mat[8] * is1;
1026
+ var sm32 = mat[9] * is2;
1027
+ var sm33 = mat[10] * is3;
1028
+ var trace = sm11 + sm22 + sm33;
1029
+ var S = 0;
1030
+ if (trace > 0) {
1031
+ S = Math.sqrt(trace + 1) * 2;
1032
+ out[3] = 0.25 * S;
1033
+ out[0] = (sm23 - sm32) / S;
1034
+ out[1] = (sm31 - sm13) / S;
1035
+ out[2] = (sm12 - sm21) / S;
1036
+ } else if (sm11 > sm22 && sm11 > sm33) {
1037
+ S = Math.sqrt(1 + sm11 - sm22 - sm33) * 2;
1038
+ out[3] = (sm23 - sm32) / S;
1039
+ out[0] = 0.25 * S;
1040
+ out[1] = (sm12 + sm21) / S;
1041
+ out[2] = (sm31 + sm13) / S;
1042
+ } else if (sm22 > sm33) {
1043
+ S = Math.sqrt(1 + sm22 - sm11 - sm33) * 2;
1044
+ out[3] = (sm31 - sm13) / S;
1045
+ out[0] = (sm12 + sm21) / S;
1046
+ out[1] = 0.25 * S;
1047
+ out[2] = (sm23 + sm32) / S;
1048
+ } else {
1049
+ S = Math.sqrt(1 + sm33 - sm11 - sm22) * 2;
1050
+ out[3] = (sm12 - sm21) / S;
1051
+ out[0] = (sm31 + sm13) / S;
1052
+ out[1] = (sm23 + sm32) / S;
1053
+ out[2] = 0.25 * S;
1054
+ }
1055
+ return out;
1056
+ }
1057
+ function decompose(out_r, out_t, out_s, mat) {
1058
+ out_t[0] = mat[12];
1059
+ out_t[1] = mat[13];
1060
+ out_t[2] = mat[14];
1061
+ var m11 = mat[0];
1062
+ var m12 = mat[1];
1063
+ var m13 = mat[2];
1064
+ var m21 = mat[4];
1065
+ var m22 = mat[5];
1066
+ var m23 = mat[6];
1067
+ var m31 = mat[8];
1068
+ var m32 = mat[9];
1069
+ var m33 = mat[10];
1070
+ out_s[0] = Math.sqrt(m11 * m11 + m12 * m12 + m13 * m13);
1071
+ out_s[1] = Math.sqrt(m21 * m21 + m22 * m22 + m23 * m23);
1072
+ out_s[2] = Math.sqrt(m31 * m31 + m32 * m32 + m33 * m33);
1073
+ var is1 = 1 / out_s[0];
1074
+ var is2 = 1 / out_s[1];
1075
+ var is3 = 1 / out_s[2];
1076
+ var sm11 = m11 * is1;
1077
+ var sm12 = m12 * is2;
1078
+ var sm13 = m13 * is3;
1079
+ var sm21 = m21 * is1;
1080
+ var sm22 = m22 * is2;
1081
+ var sm23 = m23 * is3;
1082
+ var sm31 = m31 * is1;
1083
+ var sm32 = m32 * is2;
1084
+ var sm33 = m33 * is3;
1085
+ var trace = sm11 + sm22 + sm33;
1086
+ var S = 0;
1087
+ if (trace > 0) {
1088
+ S = Math.sqrt(trace + 1) * 2;
1089
+ out_r[3] = 0.25 * S;
1090
+ out_r[0] = (sm23 - sm32) / S;
1091
+ out_r[1] = (sm31 - sm13) / S;
1092
+ out_r[2] = (sm12 - sm21) / S;
1093
+ } else if (sm11 > sm22 && sm11 > sm33) {
1094
+ S = Math.sqrt(1 + sm11 - sm22 - sm33) * 2;
1095
+ out_r[3] = (sm23 - sm32) / S;
1096
+ out_r[0] = 0.25 * S;
1097
+ out_r[1] = (sm12 + sm21) / S;
1098
+ out_r[2] = (sm31 + sm13) / S;
1099
+ } else if (sm22 > sm33) {
1100
+ S = Math.sqrt(1 + sm22 - sm11 - sm33) * 2;
1101
+ out_r[3] = (sm31 - sm13) / S;
1102
+ out_r[0] = (sm12 + sm21) / S;
1103
+ out_r[1] = 0.25 * S;
1104
+ out_r[2] = (sm23 + sm32) / S;
1105
+ } else {
1106
+ S = Math.sqrt(1 + sm33 - sm11 - sm22) * 2;
1107
+ out_r[3] = (sm12 - sm21) / S;
1108
+ out_r[0] = (sm31 + sm13) / S;
1109
+ out_r[1] = (sm23 + sm32) / S;
1110
+ out_r[2] = 0.25 * S;
1111
+ }
1112
+ return out_r;
1113
+ }
1114
+ function fromRotationTranslationScale(out, q, v, s) {
1115
+ var x = q[0], y = q[1], z = q[2], w = q[3];
1116
+ var x2 = x + x;
1117
+ var y2 = y + y;
1118
+ var z2 = z + z;
1119
+ var xx = x * x2;
1120
+ var xy = x * y2;
1121
+ var xz = x * z2;
1122
+ var yy = y * y2;
1123
+ var yz = y * z2;
1124
+ var zz = z * z2;
1125
+ var wx = w * x2;
1126
+ var wy = w * y2;
1127
+ var wz = w * z2;
1128
+ var sx = s[0];
1129
+ var sy = s[1];
1130
+ var sz = s[2];
1131
+ out[0] = (1 - (yy + zz)) * sx;
1132
+ out[1] = (xy + wz) * sx;
1133
+ out[2] = (xz - wy) * sx;
1134
+ out[3] = 0;
1135
+ out[4] = (xy - wz) * sy;
1136
+ out[5] = (1 - (xx + zz)) * sy;
1137
+ out[6] = (yz + wx) * sy;
1138
+ out[7] = 0;
1139
+ out[8] = (xz + wy) * sz;
1140
+ out[9] = (yz - wx) * sz;
1141
+ out[10] = (1 - (xx + yy)) * sz;
1142
+ out[11] = 0;
1143
+ out[12] = v[0];
1144
+ out[13] = v[1];
1145
+ out[14] = v[2];
1146
+ out[15] = 1;
1147
+ return out;
1148
+ }
1149
+ function fromRotationTranslationScaleOrigin(out, q, v, s, o) {
1150
+ var x = q[0], y = q[1], z = q[2], w = q[3];
1151
+ var x2 = x + x;
1152
+ var y2 = y + y;
1153
+ var z2 = z + z;
1154
+ var xx = x * x2;
1155
+ var xy = x * y2;
1156
+ var xz = x * z2;
1157
+ var yy = y * y2;
1158
+ var yz = y * z2;
1159
+ var zz = z * z2;
1160
+ var wx = w * x2;
1161
+ var wy = w * y2;
1162
+ var wz = w * z2;
1163
+ var sx = s[0];
1164
+ var sy = s[1];
1165
+ var sz = s[2];
1166
+ var ox = o[0];
1167
+ var oy = o[1];
1168
+ var oz = o[2];
1169
+ var out0 = (1 - (yy + zz)) * sx;
1170
+ var out1 = (xy + wz) * sx;
1171
+ var out2 = (xz - wy) * sx;
1172
+ var out4 = (xy - wz) * sy;
1173
+ var out5 = (1 - (xx + zz)) * sy;
1174
+ var out6 = (yz + wx) * sy;
1175
+ var out8 = (xz + wy) * sz;
1176
+ var out9 = (yz - wx) * sz;
1177
+ var out10 = (1 - (xx + yy)) * sz;
1178
+ out[0] = out0;
1179
+ out[1] = out1;
1180
+ out[2] = out2;
1181
+ out[3] = 0;
1182
+ out[4] = out4;
1183
+ out[5] = out5;
1184
+ out[6] = out6;
1185
+ out[7] = 0;
1186
+ out[8] = out8;
1187
+ out[9] = out9;
1188
+ out[10] = out10;
1189
+ out[11] = 0;
1190
+ out[12] = v[0] + ox - (out0 * ox + out4 * oy + out8 * oz);
1191
+ out[13] = v[1] + oy - (out1 * ox + out5 * oy + out9 * oz);
1192
+ out[14] = v[2] + oz - (out2 * ox + out6 * oy + out10 * oz);
1193
+ out[15] = 1;
1194
+ return out;
1195
+ }
1196
+ function fromQuat(out, q) {
1197
+ var x = q[0], y = q[1], z = q[2], w = q[3];
1198
+ var x2 = x + x;
1199
+ var y2 = y + y;
1200
+ var z2 = z + z;
1201
+ var xx = x * x2;
1202
+ var yx = y * x2;
1203
+ var yy = y * y2;
1204
+ var zx = z * x2;
1205
+ var zy = z * y2;
1206
+ var zz = z * z2;
1207
+ var wx = w * x2;
1208
+ var wy = w * y2;
1209
+ var wz = w * z2;
1210
+ out[0] = 1 - yy - zz;
1211
+ out[1] = yx + wz;
1212
+ out[2] = zx - wy;
1213
+ out[3] = 0;
1214
+ out[4] = yx - wz;
1215
+ out[5] = 1 - xx - zz;
1216
+ out[6] = zy + wx;
1217
+ out[7] = 0;
1218
+ out[8] = zx + wy;
1219
+ out[9] = zy - wx;
1220
+ out[10] = 1 - xx - yy;
1221
+ out[11] = 0;
1222
+ out[12] = 0;
1223
+ out[13] = 0;
1224
+ out[14] = 0;
1225
+ out[15] = 1;
1226
+ return out;
1227
+ }
1228
+ function frustum(out, left, right, bottom, top, near, far) {
1229
+ var rl = 1 / (right - left);
1230
+ var tb = 1 / (top - bottom);
1231
+ var nf = 1 / (near - far);
1232
+ out[0] = near * 2 * rl;
1233
+ out[1] = 0;
1234
+ out[2] = 0;
1235
+ out[3] = 0;
1236
+ out[4] = 0;
1237
+ out[5] = near * 2 * tb;
1238
+ out[6] = 0;
1239
+ out[7] = 0;
1240
+ out[8] = (right + left) * rl;
1241
+ out[9] = (top + bottom) * tb;
1242
+ out[10] = (far + near) * nf;
1243
+ out[11] = -1;
1244
+ out[12] = 0;
1245
+ out[13] = 0;
1246
+ out[14] = far * near * 2 * nf;
1247
+ out[15] = 0;
1248
+ return out;
1249
+ }
1250
+ function perspectiveNO(out, fovy, aspect, near, far) {
1251
+ var f = 1 / Math.tan(fovy / 2);
1252
+ out[0] = f / aspect;
1253
+ out[1] = 0;
1254
+ out[2] = 0;
1255
+ out[3] = 0;
1256
+ out[4] = 0;
1257
+ out[5] = f;
1258
+ out[6] = 0;
1259
+ out[7] = 0;
1260
+ out[8] = 0;
1261
+ out[9] = 0;
1262
+ out[11] = -1;
1263
+ out[12] = 0;
1264
+ out[13] = 0;
1265
+ out[15] = 0;
1266
+ if (far != null && far !== Infinity) {
1267
+ var nf = 1 / (near - far);
1268
+ out[10] = (far + near) * nf;
1269
+ out[14] = 2 * far * near * nf;
1270
+ } else {
1271
+ out[10] = -1;
1272
+ out[14] = -2 * near;
1273
+ }
1274
+ return out;
1275
+ }
1276
+ var perspective = perspectiveNO;
1277
+ function perspectiveZO(out, fovy, aspect, near, far) {
1278
+ var f = 1 / Math.tan(fovy / 2);
1279
+ out[0] = f / aspect;
1280
+ out[1] = 0;
1281
+ out[2] = 0;
1282
+ out[3] = 0;
1283
+ out[4] = 0;
1284
+ out[5] = f;
1285
+ out[6] = 0;
1286
+ out[7] = 0;
1287
+ out[8] = 0;
1288
+ out[9] = 0;
1289
+ out[11] = -1;
1290
+ out[12] = 0;
1291
+ out[13] = 0;
1292
+ out[15] = 0;
1293
+ if (far != null && far !== Infinity) {
1294
+ var nf = 1 / (near - far);
1295
+ out[10] = far * nf;
1296
+ out[14] = far * near * nf;
1297
+ } else {
1298
+ out[10] = -1;
1299
+ out[14] = -near;
1300
+ }
1301
+ return out;
1302
+ }
1303
+ function perspectiveFromFieldOfView(out, fov, near, far) {
1304
+ var upTan = Math.tan(fov.upDegrees * Math.PI / 180);
1305
+ var downTan = Math.tan(fov.downDegrees * Math.PI / 180);
1306
+ var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180);
1307
+ var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180);
1308
+ var xScale = 2 / (leftTan + rightTan);
1309
+ var yScale = 2 / (upTan + downTan);
1310
+ out[0] = xScale;
1311
+ out[1] = 0;
1312
+ out[2] = 0;
1313
+ out[3] = 0;
1314
+ out[4] = 0;
1315
+ out[5] = yScale;
1316
+ out[6] = 0;
1317
+ out[7] = 0;
1318
+ out[8] = -((leftTan - rightTan) * xScale * 0.5);
1319
+ out[9] = (upTan - downTan) * yScale * 0.5;
1320
+ out[10] = far / (near - far);
1321
+ out[11] = -1;
1322
+ out[12] = 0;
1323
+ out[13] = 0;
1324
+ out[14] = far * near / (near - far);
1325
+ out[15] = 0;
1326
+ return out;
1327
+ }
1328
+ function orthoNO(out, left, right, bottom, top, near, far) {
1329
+ var lr = 1 / (left - right);
1330
+ var bt = 1 / (bottom - top);
1331
+ var nf = 1 / (near - far);
1332
+ out[0] = -2 * lr;
1333
+ out[1] = 0;
1334
+ out[2] = 0;
1335
+ out[3] = 0;
1336
+ out[4] = 0;
1337
+ out[5] = -2 * bt;
1338
+ out[6] = 0;
1339
+ out[7] = 0;
1340
+ out[8] = 0;
1341
+ out[9] = 0;
1342
+ out[10] = 2 * nf;
1343
+ out[11] = 0;
1344
+ out[12] = (left + right) * lr;
1345
+ out[13] = (top + bottom) * bt;
1346
+ out[14] = (far + near) * nf;
1347
+ out[15] = 1;
1348
+ return out;
1349
+ }
1350
+ var ortho = orthoNO;
1351
+ function orthoZO(out, left, right, bottom, top, near, far) {
1352
+ var lr = 1 / (left - right);
1353
+ var bt = 1 / (bottom - top);
1354
+ var nf = 1 / (near - far);
1355
+ out[0] = -2 * lr;
1356
+ out[1] = 0;
1357
+ out[2] = 0;
1358
+ out[3] = 0;
1359
+ out[4] = 0;
1360
+ out[5] = -2 * bt;
1361
+ out[6] = 0;
1362
+ out[7] = 0;
1363
+ out[8] = 0;
1364
+ out[9] = 0;
1365
+ out[10] = nf;
1366
+ out[11] = 0;
1367
+ out[12] = (left + right) * lr;
1368
+ out[13] = (top + bottom) * bt;
1369
+ out[14] = near * nf;
1370
+ out[15] = 1;
1371
+ return out;
1372
+ }
1373
+ function lookAt(out, eye, center, up) {
1374
+ var x0, x1, x2, y0, y1, y2, z0, z1, z2, len4;
1375
+ var eyex = eye[0];
1376
+ var eyey = eye[1];
1377
+ var eyez = eye[2];
1378
+ var upx = up[0];
1379
+ var upy = up[1];
1380
+ var upz = up[2];
1381
+ var centerx = center[0];
1382
+ var centery = center[1];
1383
+ var centerz = center[2];
1384
+ if (Math.abs(eyex - centerx) < EPSILON && Math.abs(eyey - centery) < EPSILON && Math.abs(eyez - centerz) < EPSILON) {
1385
+ return identity(out);
1386
+ }
1387
+ z0 = eyex - centerx;
1388
+ z1 = eyey - centery;
1389
+ z2 = eyez - centerz;
1390
+ len4 = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
1391
+ z0 *= len4;
1392
+ z1 *= len4;
1393
+ z2 *= len4;
1394
+ x0 = upy * z2 - upz * z1;
1395
+ x1 = upz * z0 - upx * z2;
1396
+ x2 = upx * z1 - upy * z0;
1397
+ len4 = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
1398
+ if (!len4) {
1399
+ x0 = 0;
1400
+ x1 = 0;
1401
+ x2 = 0;
1402
+ } else {
1403
+ len4 = 1 / len4;
1404
+ x0 *= len4;
1405
+ x1 *= len4;
1406
+ x2 *= len4;
1407
+ }
1408
+ y0 = z1 * x2 - z2 * x1;
1409
+ y1 = z2 * x0 - z0 * x2;
1410
+ y2 = z0 * x1 - z1 * x0;
1411
+ len4 = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
1412
+ if (!len4) {
1413
+ y0 = 0;
1414
+ y1 = 0;
1415
+ y2 = 0;
1416
+ } else {
1417
+ len4 = 1 / len4;
1418
+ y0 *= len4;
1419
+ y1 *= len4;
1420
+ y2 *= len4;
1421
+ }
1422
+ out[0] = x0;
1423
+ out[1] = y0;
1424
+ out[2] = z0;
1425
+ out[3] = 0;
1426
+ out[4] = x1;
1427
+ out[5] = y1;
1428
+ out[6] = z1;
1429
+ out[7] = 0;
1430
+ out[8] = x2;
1431
+ out[9] = y2;
1432
+ out[10] = z2;
1433
+ out[11] = 0;
1434
+ out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
1435
+ out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
1436
+ out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
1437
+ out[15] = 1;
1438
+ return out;
1439
+ }
1440
+ function targetTo(out, eye, target, up) {
1441
+ var eyex = eye[0], eyey = eye[1], eyez = eye[2], upx = up[0], upy = up[1], upz = up[2];
1442
+ var z0 = eyex - target[0], z1 = eyey - target[1], z2 = eyez - target[2];
1443
+ var len4 = z0 * z0 + z1 * z1 + z2 * z2;
1444
+ if (len4 > 0) {
1445
+ len4 = 1 / Math.sqrt(len4);
1446
+ z0 *= len4;
1447
+ z1 *= len4;
1448
+ z2 *= len4;
1449
+ }
1450
+ var x0 = upy * z2 - upz * z1, x1 = upz * z0 - upx * z2, x2 = upx * z1 - upy * z0;
1451
+ len4 = x0 * x0 + x1 * x1 + x2 * x2;
1452
+ if (len4 > 0) {
1453
+ len4 = 1 / Math.sqrt(len4);
1454
+ x0 *= len4;
1455
+ x1 *= len4;
1456
+ x2 *= len4;
1457
+ }
1458
+ out[0] = x0;
1459
+ out[1] = x1;
1460
+ out[2] = x2;
1461
+ out[3] = 0;
1462
+ out[4] = z1 * x2 - z2 * x1;
1463
+ out[5] = z2 * x0 - z0 * x2;
1464
+ out[6] = z0 * x1 - z1 * x0;
1465
+ out[7] = 0;
1466
+ out[8] = z0;
1467
+ out[9] = z1;
1468
+ out[10] = z2;
1469
+ out[11] = 0;
1470
+ out[12] = eyex;
1471
+ out[13] = eyey;
1472
+ out[14] = eyez;
1473
+ out[15] = 1;
1474
+ return out;
1475
+ }
1476
+ function str(a) {
1477
+ 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] + ")";
1478
+ }
1479
+ function frob(a) {
1480
+ 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]);
1481
+ }
1482
+ function add(out, a, b) {
1483
+ out[0] = a[0] + b[0];
1484
+ out[1] = a[1] + b[1];
1485
+ out[2] = a[2] + b[2];
1486
+ out[3] = a[3] + b[3];
1487
+ out[4] = a[4] + b[4];
1488
+ out[5] = a[5] + b[5];
1489
+ out[6] = a[6] + b[6];
1490
+ out[7] = a[7] + b[7];
1491
+ out[8] = a[8] + b[8];
1492
+ out[9] = a[9] + b[9];
1493
+ out[10] = a[10] + b[10];
1494
+ out[11] = a[11] + b[11];
1495
+ out[12] = a[12] + b[12];
1496
+ out[13] = a[13] + b[13];
1497
+ out[14] = a[14] + b[14];
1498
+ out[15] = a[15] + b[15];
1499
+ return out;
1500
+ }
1501
+ function subtract(out, a, b) {
1502
+ out[0] = a[0] - b[0];
1503
+ out[1] = a[1] - b[1];
1504
+ out[2] = a[2] - b[2];
1505
+ out[3] = a[3] - b[3];
1506
+ out[4] = a[4] - b[4];
1507
+ out[5] = a[5] - b[5];
1508
+ out[6] = a[6] - b[6];
1509
+ out[7] = a[7] - b[7];
1510
+ out[8] = a[8] - b[8];
1511
+ out[9] = a[9] - b[9];
1512
+ out[10] = a[10] - b[10];
1513
+ out[11] = a[11] - b[11];
1514
+ out[12] = a[12] - b[12];
1515
+ out[13] = a[13] - b[13];
1516
+ out[14] = a[14] - b[14];
1517
+ out[15] = a[15] - b[15];
1518
+ return out;
1519
+ }
1520
+ function multiplyScalar(out, a, b) {
1521
+ out[0] = a[0] * b;
1522
+ out[1] = a[1] * b;
1523
+ out[2] = a[2] * b;
1524
+ out[3] = a[3] * b;
1525
+ out[4] = a[4] * b;
1526
+ out[5] = a[5] * b;
1527
+ out[6] = a[6] * b;
1528
+ out[7] = a[7] * b;
1529
+ out[8] = a[8] * b;
1530
+ out[9] = a[9] * b;
1531
+ out[10] = a[10] * b;
1532
+ out[11] = a[11] * b;
1533
+ out[12] = a[12] * b;
1534
+ out[13] = a[13] * b;
1535
+ out[14] = a[14] * b;
1536
+ out[15] = a[15] * b;
1537
+ return out;
1538
+ }
1539
+ function multiplyScalarAndAdd(out, a, b, scale5) {
1540
+ out[0] = a[0] + b[0] * scale5;
1541
+ out[1] = a[1] + b[1] * scale5;
1542
+ out[2] = a[2] + b[2] * scale5;
1543
+ out[3] = a[3] + b[3] * scale5;
1544
+ out[4] = a[4] + b[4] * scale5;
1545
+ out[5] = a[5] + b[5] * scale5;
1546
+ out[6] = a[6] + b[6] * scale5;
1547
+ out[7] = a[7] + b[7] * scale5;
1548
+ out[8] = a[8] + b[8] * scale5;
1549
+ out[9] = a[9] + b[9] * scale5;
1550
+ out[10] = a[10] + b[10] * scale5;
1551
+ out[11] = a[11] + b[11] * scale5;
1552
+ out[12] = a[12] + b[12] * scale5;
1553
+ out[13] = a[13] + b[13] * scale5;
1554
+ out[14] = a[14] + b[14] * scale5;
1555
+ out[15] = a[15] + b[15] * scale5;
1556
+ return out;
1557
+ }
1558
+ function exactEquals(a, b) {
1559
+ 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];
1560
+ }
1561
+ function equals(a, b) {
1562
+ var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
1563
+ var a4 = a[4], a5 = a[5], a6 = a[6], a7 = a[7];
1564
+ var a8 = a[8], a9 = a[9], a10 = a[10], a11 = a[11];
1565
+ var a12 = a[12], a13 = a[13], a14 = a[14], a15 = a[15];
1566
+ var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
1567
+ var b4 = b[4], b5 = b[5], b6 = b[6], b7 = b[7];
1568
+ var b8 = b[8], b9 = b[9], b10 = b[10], b11 = b[11];
1569
+ var b12 = b[12], b13 = b[13], b14 = b[14], b15 = b[15];
1570
+ return Math.abs(a0 - b0) <= EPSILON * Math.max(1, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= EPSILON * Math.max(1, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= EPSILON * Math.max(1, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= EPSILON * Math.max(1, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= EPSILON * Math.max(1, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= EPSILON * Math.max(1, Math.abs(a7), Math.abs(b7)) && Math.abs(a8 - b8) <= EPSILON * Math.max(1, Math.abs(a8), Math.abs(b8)) && Math.abs(a9 - b9) <= EPSILON * Math.max(1, Math.abs(a9), Math.abs(b9)) && Math.abs(a10 - b10) <= EPSILON * Math.max(1, Math.abs(a10), Math.abs(b10)) && Math.abs(a11 - b11) <= EPSILON * Math.max(1, Math.abs(a11), Math.abs(b11)) && Math.abs(a12 - b12) <= EPSILON * Math.max(1, Math.abs(a12), Math.abs(b12)) && Math.abs(a13 - b13) <= EPSILON * Math.max(1, Math.abs(a13), Math.abs(b13)) && Math.abs(a14 - b14) <= EPSILON * Math.max(1, Math.abs(a14), Math.abs(b14)) && Math.abs(a15 - b15) <= EPSILON * Math.max(1, Math.abs(a15), Math.abs(b15));
1571
+ }
1572
+ var mul = multiply;
1573
+ var sub = subtract;
1574
+
1575
+ // ../../node_modules/gl-matrix/esm/quat.js
1576
+ var quat_exports = {};
1577
+ __export(quat_exports, {
1578
+ add: () => add4,
1579
+ calculateW: () => calculateW,
1580
+ clone: () => clone4,
1581
+ conjugate: () => conjugate,
1582
+ copy: () => copy4,
1583
+ create: () => create5,
1584
+ dot: () => dot3,
1585
+ equals: () => equals4,
1586
+ exactEquals: () => exactEquals4,
1587
+ exp: () => exp,
1588
+ fromEuler: () => fromEuler,
1589
+ fromMat3: () => fromMat3,
1590
+ fromValues: () => fromValues4,
1591
+ getAngle: () => getAngle,
1592
+ getAxisAngle: () => getAxisAngle,
1593
+ identity: () => identity2,
1594
+ invert: () => invert2,
1595
+ len: () => len3,
1596
+ length: () => length3,
1597
+ lerp: () => lerp3,
1598
+ ln: () => ln,
1599
+ mul: () => mul4,
1600
+ multiply: () => multiply4,
1601
+ normalize: () => normalize3,
1602
+ pow: () => pow,
1603
+ random: () => random3,
1604
+ rotateX: () => rotateX3,
1605
+ rotateY: () => rotateY3,
1606
+ rotateZ: () => rotateZ3,
1607
+ rotationTo: () => rotationTo,
1608
+ scale: () => scale4,
1609
+ set: () => set4,
1610
+ setAxes: () => setAxes,
1611
+ setAxisAngle: () => setAxisAngle,
1612
+ slerp: () => slerp2,
1613
+ sqlerp: () => sqlerp,
1614
+ sqrLen: () => sqrLen3,
1615
+ squaredLength: () => squaredLength3,
1616
+ str: () => str4
1617
+ });
1618
+
1619
+ // ../../node_modules/gl-matrix/esm/vec3.js
1620
+ var vec3_exports = {};
1621
+ __export(vec3_exports, {
1622
+ add: () => add2,
1623
+ angle: () => angle,
1624
+ bezier: () => bezier,
1625
+ ceil: () => ceil,
1626
+ clone: () => clone2,
1627
+ copy: () => copy2,
1628
+ create: () => create3,
1629
+ cross: () => cross,
1630
+ dist: () => dist,
1631
+ distance: () => distance,
1632
+ div: () => div,
1633
+ divide: () => divide,
1634
+ dot: () => dot,
1635
+ equals: () => equals2,
1636
+ exactEquals: () => exactEquals2,
1637
+ floor: () => floor,
1638
+ forEach: () => forEach,
1639
+ fromValues: () => fromValues2,
1640
+ hermite: () => hermite,
1641
+ inverse: () => inverse,
1642
+ len: () => len,
1643
+ length: () => length,
1644
+ lerp: () => lerp,
1645
+ max: () => max,
1646
+ min: () => min,
1647
+ mul: () => mul2,
1648
+ multiply: () => multiply2,
1649
+ negate: () => negate,
1650
+ normalize: () => normalize,
1651
+ random: () => random,
1652
+ rotateX: () => rotateX2,
1653
+ rotateY: () => rotateY2,
1654
+ rotateZ: () => rotateZ2,
1655
+ round: () => round2,
1656
+ scale: () => scale2,
1657
+ scaleAndAdd: () => scaleAndAdd,
1658
+ set: () => set2,
1659
+ slerp: () => slerp,
1660
+ sqrDist: () => sqrDist,
1661
+ sqrLen: () => sqrLen,
1662
+ squaredDistance: () => squaredDistance,
1663
+ squaredLength: () => squaredLength,
1664
+ str: () => str2,
1665
+ sub: () => sub2,
1666
+ subtract: () => subtract2,
1667
+ transformMat3: () => transformMat3,
1668
+ transformMat4: () => transformMat4,
1669
+ transformQuat: () => transformQuat,
1670
+ zero: () => zero
1671
+ });
1672
+ function create3() {
1673
+ var out = new ARRAY_TYPE(3);
1674
+ if (ARRAY_TYPE != Float32Array) {
1675
+ out[0] = 0;
1676
+ out[1] = 0;
1677
+ out[2] = 0;
1678
+ }
1679
+ return out;
1680
+ }
1681
+ function clone2(a) {
1682
+ var out = new ARRAY_TYPE(3);
1683
+ out[0] = a[0];
1684
+ out[1] = a[1];
1685
+ out[2] = a[2];
1686
+ return out;
1687
+ }
1688
+ function length(a) {
1689
+ var x = a[0];
1690
+ var y = a[1];
1691
+ var z = a[2];
1692
+ return Math.sqrt(x * x + y * y + z * z);
1693
+ }
1694
+ function fromValues2(x, y, z) {
1695
+ var out = new ARRAY_TYPE(3);
1696
+ out[0] = x;
1697
+ out[1] = y;
1698
+ out[2] = z;
1699
+ return out;
1700
+ }
1701
+ function copy2(out, a) {
1702
+ out[0] = a[0];
1703
+ out[1] = a[1];
1704
+ out[2] = a[2];
1705
+ return out;
1706
+ }
1707
+ function set2(out, x, y, z) {
1708
+ out[0] = x;
1709
+ out[1] = y;
1710
+ out[2] = z;
1711
+ return out;
1712
+ }
1713
+ function add2(out, a, b) {
1714
+ out[0] = a[0] + b[0];
1715
+ out[1] = a[1] + b[1];
1716
+ out[2] = a[2] + b[2];
1717
+ return out;
1718
+ }
1719
+ function subtract2(out, a, b) {
1720
+ out[0] = a[0] - b[0];
1721
+ out[1] = a[1] - b[1];
1722
+ out[2] = a[2] - b[2];
1723
+ return out;
1724
+ }
1725
+ function multiply2(out, a, b) {
1726
+ out[0] = a[0] * b[0];
1727
+ out[1] = a[1] * b[1];
1728
+ out[2] = a[2] * b[2];
1729
+ return out;
1730
+ }
1731
+ function divide(out, a, b) {
1732
+ out[0] = a[0] / b[0];
1733
+ out[1] = a[1] / b[1];
1734
+ out[2] = a[2] / b[2];
1735
+ return out;
1736
+ }
1737
+ function ceil(out, a) {
1738
+ out[0] = Math.ceil(a[0]);
1739
+ out[1] = Math.ceil(a[1]);
1740
+ out[2] = Math.ceil(a[2]);
1741
+ return out;
1742
+ }
1743
+ function floor(out, a) {
1744
+ out[0] = Math.floor(a[0]);
1745
+ out[1] = Math.floor(a[1]);
1746
+ out[2] = Math.floor(a[2]);
1747
+ return out;
1748
+ }
1749
+ function min(out, a, b) {
1750
+ out[0] = Math.min(a[0], b[0]);
1751
+ out[1] = Math.min(a[1], b[1]);
1752
+ out[2] = Math.min(a[2], b[2]);
1753
+ return out;
1754
+ }
1755
+ function max(out, a, b) {
1756
+ out[0] = Math.max(a[0], b[0]);
1757
+ out[1] = Math.max(a[1], b[1]);
1758
+ out[2] = Math.max(a[2], b[2]);
1759
+ return out;
1760
+ }
1761
+ function round2(out, a) {
1762
+ out[0] = round(a[0]);
1763
+ out[1] = round(a[1]);
1764
+ out[2] = round(a[2]);
1765
+ return out;
1766
+ }
1767
+ function scale2(out, a, b) {
1768
+ out[0] = a[0] * b;
1769
+ out[1] = a[1] * b;
1770
+ out[2] = a[2] * b;
1771
+ return out;
1772
+ }
1773
+ function scaleAndAdd(out, a, b, scale5) {
1774
+ out[0] = a[0] + b[0] * scale5;
1775
+ out[1] = a[1] + b[1] * scale5;
1776
+ out[2] = a[2] + b[2] * scale5;
1777
+ return out;
1778
+ }
1779
+ function distance(a, b) {
1780
+ var x = b[0] - a[0];
1781
+ var y = b[1] - a[1];
1782
+ var z = b[2] - a[2];
1783
+ return Math.sqrt(x * x + y * y + z * z);
1784
+ }
1785
+ function squaredDistance(a, b) {
1786
+ var x = b[0] - a[0];
1787
+ var y = b[1] - a[1];
1788
+ var z = b[2] - a[2];
1789
+ return x * x + y * y + z * z;
1790
+ }
1791
+ function squaredLength(a) {
1792
+ var x = a[0];
1793
+ var y = a[1];
1794
+ var z = a[2];
1795
+ return x * x + y * y + z * z;
1796
+ }
1797
+ function negate(out, a) {
1798
+ out[0] = -a[0];
1799
+ out[1] = -a[1];
1800
+ out[2] = -a[2];
1801
+ return out;
1802
+ }
1803
+ function inverse(out, a) {
1804
+ out[0] = 1 / a[0];
1805
+ out[1] = 1 / a[1];
1806
+ out[2] = 1 / a[2];
1807
+ return out;
1808
+ }
1809
+ function normalize(out, a) {
1810
+ var x = a[0];
1811
+ var y = a[1];
1812
+ var z = a[2];
1813
+ var len4 = x * x + y * y + z * z;
1814
+ if (len4 > 0) {
1815
+ len4 = 1 / Math.sqrt(len4);
1816
+ }
1817
+ out[0] = a[0] * len4;
1818
+ out[1] = a[1] * len4;
1819
+ out[2] = a[2] * len4;
1820
+ return out;
1821
+ }
1822
+ function dot(a, b) {
1823
+ return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
1824
+ }
1825
+ function cross(out, a, b) {
1826
+ var ax = a[0], ay = a[1], az = a[2];
1827
+ var bx = b[0], by = b[1], bz = b[2];
1828
+ out[0] = ay * bz - az * by;
1829
+ out[1] = az * bx - ax * bz;
1830
+ out[2] = ax * by - ay * bx;
1831
+ return out;
1832
+ }
1833
+ function lerp(out, a, b, t) {
1834
+ var ax = a[0];
1835
+ var ay = a[1];
1836
+ var az = a[2];
1837
+ out[0] = ax + t * (b[0] - ax);
1838
+ out[1] = ay + t * (b[1] - ay);
1839
+ out[2] = az + t * (b[2] - az);
1840
+ return out;
1841
+ }
1842
+ function slerp(out, a, b, t) {
1843
+ var angle2 = Math.acos(Math.min(Math.max(dot(a, b), -1), 1));
1844
+ var sinTotal = Math.sin(angle2);
1845
+ var ratioA = Math.sin((1 - t) * angle2) / sinTotal;
1846
+ var ratioB = Math.sin(t * angle2) / sinTotal;
1847
+ out[0] = ratioA * a[0] + ratioB * b[0];
1848
+ out[1] = ratioA * a[1] + ratioB * b[1];
1849
+ out[2] = ratioA * a[2] + ratioB * b[2];
1850
+ return out;
1851
+ }
1852
+ function hermite(out, a, b, c, d, t) {
1853
+ var factorTimes2 = t * t;
1854
+ var factor1 = factorTimes2 * (2 * t - 3) + 1;
1855
+ var factor2 = factorTimes2 * (t - 2) + t;
1856
+ var factor3 = factorTimes2 * (t - 1);
1857
+ var factor4 = factorTimes2 * (3 - 2 * t);
1858
+ out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
1859
+ out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
1860
+ out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
1861
+ return out;
1862
+ }
1863
+ function bezier(out, a, b, c, d, t) {
1864
+ var inverseFactor = 1 - t;
1865
+ var inverseFactorTimesTwo = inverseFactor * inverseFactor;
1866
+ var factorTimes2 = t * t;
1867
+ var factor1 = inverseFactorTimesTwo * inverseFactor;
1868
+ var factor2 = 3 * t * inverseFactorTimesTwo;
1869
+ var factor3 = 3 * factorTimes2 * inverseFactor;
1870
+ var factor4 = factorTimes2 * t;
1871
+ out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
1872
+ out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
1873
+ out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
1874
+ return out;
1875
+ }
1876
+ function random(out, scale5) {
1877
+ scale5 = scale5 === void 0 ? 1 : scale5;
1878
+ var r = RANDOM() * 2 * Math.PI;
1879
+ var z = RANDOM() * 2 - 1;
1880
+ var zScale = Math.sqrt(1 - z * z) * scale5;
1881
+ out[0] = Math.cos(r) * zScale;
1882
+ out[1] = Math.sin(r) * zScale;
1883
+ out[2] = z * scale5;
1884
+ return out;
1885
+ }
1886
+ function transformMat4(out, a, m) {
1887
+ var x = a[0], y = a[1], z = a[2];
1888
+ var w = m[3] * x + m[7] * y + m[11] * z + m[15];
1889
+ w = w || 1;
1890
+ out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;
1891
+ out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;
1892
+ out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;
1893
+ return out;
1894
+ }
1895
+ function transformMat3(out, a, m) {
1896
+ var x = a[0], y = a[1], z = a[2];
1897
+ out[0] = x * m[0] + y * m[3] + z * m[6];
1898
+ out[1] = x * m[1] + y * m[4] + z * m[7];
1899
+ out[2] = x * m[2] + y * m[5] + z * m[8];
1900
+ return out;
1901
+ }
1902
+ function transformQuat(out, a, q) {
1903
+ var qx = q[0], qy = q[1], qz = q[2], qw = q[3];
1904
+ var vx = a[0], vy = a[1], vz = a[2];
1905
+ var tx = qy * vz - qz * vy;
1906
+ var ty = qz * vx - qx * vz;
1907
+ var tz = qx * vy - qy * vx;
1908
+ tx = tx + tx;
1909
+ ty = ty + ty;
1910
+ tz = tz + tz;
1911
+ out[0] = vx + qw * tx + qy * tz - qz * ty;
1912
+ out[1] = vy + qw * ty + qz * tx - qx * tz;
1913
+ out[2] = vz + qw * tz + qx * ty - qy * tx;
1914
+ return out;
1915
+ }
1916
+ function rotateX2(out, a, b, rad) {
1917
+ var p = [], r = [];
1918
+ p[0] = a[0] - b[0];
1919
+ p[1] = a[1] - b[1];
1920
+ p[2] = a[2] - b[2];
1921
+ r[0] = p[0];
1922
+ r[1] = p[1] * Math.cos(rad) - p[2] * Math.sin(rad);
1923
+ r[2] = p[1] * Math.sin(rad) + p[2] * Math.cos(rad);
1924
+ out[0] = r[0] + b[0];
1925
+ out[1] = r[1] + b[1];
1926
+ out[2] = r[2] + b[2];
1927
+ return out;
1928
+ }
1929
+ function rotateY2(out, a, b, rad) {
1930
+ var p = [], r = [];
1931
+ p[0] = a[0] - b[0];
1932
+ p[1] = a[1] - b[1];
1933
+ p[2] = a[2] - b[2];
1934
+ r[0] = p[2] * Math.sin(rad) + p[0] * Math.cos(rad);
1935
+ r[1] = p[1];
1936
+ r[2] = p[2] * Math.cos(rad) - p[0] * Math.sin(rad);
1937
+ out[0] = r[0] + b[0];
1938
+ out[1] = r[1] + b[1];
1939
+ out[2] = r[2] + b[2];
1940
+ return out;
1941
+ }
1942
+ function rotateZ2(out, a, b, rad) {
1943
+ var p = [], r = [];
1944
+ p[0] = a[0] - b[0];
1945
+ p[1] = a[1] - b[1];
1946
+ p[2] = a[2] - b[2];
1947
+ r[0] = p[0] * Math.cos(rad) - p[1] * Math.sin(rad);
1948
+ r[1] = p[0] * Math.sin(rad) + p[1] * Math.cos(rad);
1949
+ r[2] = p[2];
1950
+ out[0] = r[0] + b[0];
1951
+ out[1] = r[1] + b[1];
1952
+ out[2] = r[2] + b[2];
1953
+ return out;
1954
+ }
1955
+ function angle(a, b) {
1956
+ var ax = a[0], ay = a[1], az = a[2], bx = b[0], by = b[1], bz = b[2], mag = Math.sqrt((ax * ax + ay * ay + az * az) * (bx * bx + by * by + bz * bz)), cosine = mag && dot(a, b) / mag;
1957
+ return Math.acos(Math.min(Math.max(cosine, -1), 1));
1958
+ }
1959
+ function zero(out) {
1960
+ out[0] = 0;
1961
+ out[1] = 0;
1962
+ out[2] = 0;
1963
+ return out;
1964
+ }
1965
+ function str2(a) {
1966
+ return "vec3(" + a[0] + ", " + a[1] + ", " + a[2] + ")";
1967
+ }
1968
+ function exactEquals2(a, b) {
1969
+ return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];
1970
+ }
1971
+ function equals2(a, b) {
1972
+ var a0 = a[0], a1 = a[1], a2 = a[2];
1973
+ var b0 = b[0], b1 = b[1], b2 = b[2];
1974
+ return Math.abs(a0 - b0) <= EPSILON * Math.max(1, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1, Math.abs(a2), Math.abs(b2));
1975
+ }
1976
+ var sub2 = subtract2;
1977
+ var mul2 = multiply2;
1978
+ var div = divide;
1979
+ var dist = distance;
1980
+ var sqrDist = squaredDistance;
1981
+ var len = length;
1982
+ var sqrLen = squaredLength;
1983
+ var forEach = (function() {
1984
+ var vec = create3();
1985
+ return function(a, stride, offset, count, fn, arg) {
1986
+ var i, l;
1987
+ if (!stride) {
1988
+ stride = 3;
1989
+ }
1990
+ if (!offset) {
1991
+ offset = 0;
1992
+ }
1993
+ if (count) {
1994
+ l = Math.min(count * stride + offset, a.length);
1995
+ } else {
1996
+ l = a.length;
1997
+ }
1998
+ for (i = offset; i < l; i += stride) {
1999
+ vec[0] = a[i];
2000
+ vec[1] = a[i + 1];
2001
+ vec[2] = a[i + 2];
2002
+ fn(vec, vec, arg);
2003
+ a[i] = vec[0];
2004
+ a[i + 1] = vec[1];
2005
+ a[i + 2] = vec[2];
2006
+ }
2007
+ return a;
2008
+ };
2009
+ })();
2010
+
2011
+ // ../../node_modules/gl-matrix/esm/vec4.js
2012
+ var vec4_exports = {};
2013
+ __export(vec4_exports, {
2014
+ add: () => add3,
2015
+ ceil: () => ceil2,
2016
+ clone: () => clone3,
2017
+ copy: () => copy3,
2018
+ create: () => create4,
2019
+ cross: () => cross2,
2020
+ dist: () => dist2,
2021
+ distance: () => distance2,
2022
+ div: () => div2,
2023
+ divide: () => divide2,
2024
+ dot: () => dot2,
2025
+ equals: () => equals3,
2026
+ exactEquals: () => exactEquals3,
2027
+ floor: () => floor2,
2028
+ forEach: () => forEach2,
2029
+ fromValues: () => fromValues3,
2030
+ inverse: () => inverse2,
2031
+ len: () => len2,
2032
+ length: () => length2,
2033
+ lerp: () => lerp2,
2034
+ max: () => max2,
2035
+ min: () => min2,
2036
+ mul: () => mul3,
2037
+ multiply: () => multiply3,
2038
+ negate: () => negate2,
2039
+ normalize: () => normalize2,
2040
+ random: () => random2,
2041
+ round: () => round3,
2042
+ scale: () => scale3,
2043
+ scaleAndAdd: () => scaleAndAdd2,
2044
+ set: () => set3,
2045
+ sqrDist: () => sqrDist2,
2046
+ sqrLen: () => sqrLen2,
2047
+ squaredDistance: () => squaredDistance2,
2048
+ squaredLength: () => squaredLength2,
2049
+ str: () => str3,
2050
+ sub: () => sub3,
2051
+ subtract: () => subtract3,
2052
+ transformMat4: () => transformMat42,
2053
+ transformQuat: () => transformQuat2,
2054
+ zero: () => zero2
2055
+ });
2056
+ function create4() {
2057
+ var out = new ARRAY_TYPE(4);
2058
+ if (ARRAY_TYPE != Float32Array) {
2059
+ out[0] = 0;
2060
+ out[1] = 0;
2061
+ out[2] = 0;
2062
+ out[3] = 0;
2063
+ }
2064
+ return out;
2065
+ }
2066
+ function clone3(a) {
2067
+ var out = new ARRAY_TYPE(4);
2068
+ out[0] = a[0];
2069
+ out[1] = a[1];
2070
+ out[2] = a[2];
2071
+ out[3] = a[3];
2072
+ return out;
2073
+ }
2074
+ function fromValues3(x, y, z, w) {
2075
+ var out = new ARRAY_TYPE(4);
2076
+ out[0] = x;
2077
+ out[1] = y;
2078
+ out[2] = z;
2079
+ out[3] = w;
2080
+ return out;
2081
+ }
2082
+ function copy3(out, a) {
2083
+ out[0] = a[0];
2084
+ out[1] = a[1];
2085
+ out[2] = a[2];
2086
+ out[3] = a[3];
2087
+ return out;
2088
+ }
2089
+ function set3(out, x, y, z, w) {
2090
+ out[0] = x;
2091
+ out[1] = y;
2092
+ out[2] = z;
2093
+ out[3] = w;
2094
+ return out;
2095
+ }
2096
+ function add3(out, a, b) {
2097
+ out[0] = a[0] + b[0];
2098
+ out[1] = a[1] + b[1];
2099
+ out[2] = a[2] + b[2];
2100
+ out[3] = a[3] + b[3];
2101
+ return out;
2102
+ }
2103
+ function subtract3(out, a, b) {
2104
+ out[0] = a[0] - b[0];
2105
+ out[1] = a[1] - b[1];
2106
+ out[2] = a[2] - b[2];
2107
+ out[3] = a[3] - b[3];
2108
+ return out;
2109
+ }
2110
+ function multiply3(out, a, b) {
2111
+ out[0] = a[0] * b[0];
2112
+ out[1] = a[1] * b[1];
2113
+ out[2] = a[2] * b[2];
2114
+ out[3] = a[3] * b[3];
2115
+ return out;
2116
+ }
2117
+ function divide2(out, a, b) {
2118
+ out[0] = a[0] / b[0];
2119
+ out[1] = a[1] / b[1];
2120
+ out[2] = a[2] / b[2];
2121
+ out[3] = a[3] / b[3];
2122
+ return out;
2123
+ }
2124
+ function ceil2(out, a) {
2125
+ out[0] = Math.ceil(a[0]);
2126
+ out[1] = Math.ceil(a[1]);
2127
+ out[2] = Math.ceil(a[2]);
2128
+ out[3] = Math.ceil(a[3]);
2129
+ return out;
2130
+ }
2131
+ function floor2(out, a) {
2132
+ out[0] = Math.floor(a[0]);
2133
+ out[1] = Math.floor(a[1]);
2134
+ out[2] = Math.floor(a[2]);
2135
+ out[3] = Math.floor(a[3]);
2136
+ return out;
2137
+ }
2138
+ function min2(out, a, b) {
2139
+ out[0] = Math.min(a[0], b[0]);
2140
+ out[1] = Math.min(a[1], b[1]);
2141
+ out[2] = Math.min(a[2], b[2]);
2142
+ out[3] = Math.min(a[3], b[3]);
2143
+ return out;
2144
+ }
2145
+ function max2(out, a, b) {
2146
+ out[0] = Math.max(a[0], b[0]);
2147
+ out[1] = Math.max(a[1], b[1]);
2148
+ out[2] = Math.max(a[2], b[2]);
2149
+ out[3] = Math.max(a[3], b[3]);
2150
+ return out;
2151
+ }
2152
+ function round3(out, a) {
2153
+ out[0] = round(a[0]);
2154
+ out[1] = round(a[1]);
2155
+ out[2] = round(a[2]);
2156
+ out[3] = round(a[3]);
2157
+ return out;
2158
+ }
2159
+ function scale3(out, a, b) {
2160
+ out[0] = a[0] * b;
2161
+ out[1] = a[1] * b;
2162
+ out[2] = a[2] * b;
2163
+ out[3] = a[3] * b;
2164
+ return out;
2165
+ }
2166
+ function scaleAndAdd2(out, a, b, scale5) {
2167
+ out[0] = a[0] + b[0] * scale5;
2168
+ out[1] = a[1] + b[1] * scale5;
2169
+ out[2] = a[2] + b[2] * scale5;
2170
+ out[3] = a[3] + b[3] * scale5;
2171
+ return out;
2172
+ }
2173
+ function distance2(a, b) {
2174
+ var x = b[0] - a[0];
2175
+ var y = b[1] - a[1];
2176
+ var z = b[2] - a[2];
2177
+ var w = b[3] - a[3];
2178
+ return Math.sqrt(x * x + y * y + z * z + w * w);
2179
+ }
2180
+ function squaredDistance2(a, b) {
2181
+ var x = b[0] - a[0];
2182
+ var y = b[1] - a[1];
2183
+ var z = b[2] - a[2];
2184
+ var w = b[3] - a[3];
2185
+ return x * x + y * y + z * z + w * w;
2186
+ }
2187
+ function length2(a) {
2188
+ var x = a[0];
2189
+ var y = a[1];
2190
+ var z = a[2];
2191
+ var w = a[3];
2192
+ return Math.sqrt(x * x + y * y + z * z + w * w);
2193
+ }
2194
+ function squaredLength2(a) {
2195
+ var x = a[0];
2196
+ var y = a[1];
2197
+ var z = a[2];
2198
+ var w = a[3];
2199
+ return x * x + y * y + z * z + w * w;
2200
+ }
2201
+ function negate2(out, a) {
2202
+ out[0] = -a[0];
2203
+ out[1] = -a[1];
2204
+ out[2] = -a[2];
2205
+ out[3] = -a[3];
2206
+ return out;
2207
+ }
2208
+ function inverse2(out, a) {
2209
+ out[0] = 1 / a[0];
2210
+ out[1] = 1 / a[1];
2211
+ out[2] = 1 / a[2];
2212
+ out[3] = 1 / a[3];
2213
+ return out;
2214
+ }
2215
+ function normalize2(out, a) {
2216
+ var x = a[0];
2217
+ var y = a[1];
2218
+ var z = a[2];
2219
+ var w = a[3];
2220
+ var len4 = x * x + y * y + z * z + w * w;
2221
+ if (len4 > 0) {
2222
+ len4 = 1 / Math.sqrt(len4);
2223
+ }
2224
+ out[0] = x * len4;
2225
+ out[1] = y * len4;
2226
+ out[2] = z * len4;
2227
+ out[3] = w * len4;
2228
+ return out;
2229
+ }
2230
+ function dot2(a, b) {
2231
+ return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
2232
+ }
2233
+ function cross2(out, u, v, w) {
2234
+ var A = v[0] * w[1] - v[1] * w[0], B = v[0] * w[2] - v[2] * w[0], C = v[0] * w[3] - v[3] * w[0], D = v[1] * w[2] - v[2] * w[1], E = v[1] * w[3] - v[3] * w[1], F = v[2] * w[3] - v[3] * w[2];
2235
+ var G = u[0];
2236
+ var H = u[1];
2237
+ var I = u[2];
2238
+ var J = u[3];
2239
+ out[0] = H * F - I * E + J * D;
2240
+ out[1] = -(G * F) + I * C - J * B;
2241
+ out[2] = G * E - H * C + J * A;
2242
+ out[3] = -(G * D) + H * B - I * A;
2243
+ return out;
2244
+ }
2245
+ function lerp2(out, a, b, t) {
2246
+ var ax = a[0];
2247
+ var ay = a[1];
2248
+ var az = a[2];
2249
+ var aw = a[3];
2250
+ out[0] = ax + t * (b[0] - ax);
2251
+ out[1] = ay + t * (b[1] - ay);
2252
+ out[2] = az + t * (b[2] - az);
2253
+ out[3] = aw + t * (b[3] - aw);
2254
+ return out;
2255
+ }
2256
+ function random2(out, scale5) {
2257
+ scale5 = scale5 === void 0 ? 1 : scale5;
2258
+ var v1, v2, v3, v4;
2259
+ var s1, s2;
2260
+ var rand;
2261
+ rand = RANDOM();
2262
+ v1 = rand * 2 - 1;
2263
+ v2 = (4 * RANDOM() - 2) * Math.sqrt(rand * -rand + rand);
2264
+ s1 = v1 * v1 + v2 * v2;
2265
+ rand = RANDOM();
2266
+ v3 = rand * 2 - 1;
2267
+ v4 = (4 * RANDOM() - 2) * Math.sqrt(rand * -rand + rand);
2268
+ s2 = v3 * v3 + v4 * v4;
2269
+ var d = Math.sqrt((1 - s1) / s2);
2270
+ out[0] = scale5 * v1;
2271
+ out[1] = scale5 * v2;
2272
+ out[2] = scale5 * v3 * d;
2273
+ out[3] = scale5 * v4 * d;
2274
+ return out;
2275
+ }
2276
+ function transformMat42(out, a, m) {
2277
+ var x = a[0], y = a[1], z = a[2], w = a[3];
2278
+ out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
2279
+ out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
2280
+ out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
2281
+ out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
2282
+ return out;
2283
+ }
2284
+ function transformQuat2(out, a, q) {
2285
+ var qx = q[0], qy = q[1], qz = q[2], qw = q[3];
2286
+ var vx = a[0], vy = a[1], vz = a[2];
2287
+ var tx = qy * vz - qz * vy;
2288
+ var ty = qz * vx - qx * vz;
2289
+ var tz = qx * vy - qy * vx;
2290
+ tx = tx + tx;
2291
+ ty = ty + ty;
2292
+ tz = tz + tz;
2293
+ out[0] = vx + qw * tx + qy * tz - qz * ty;
2294
+ out[1] = vy + qw * ty + qz * tx - qx * tz;
2295
+ out[2] = vz + qw * tz + qx * ty - qy * tx;
2296
+ out[3] = a[3];
2297
+ return out;
2298
+ }
2299
+ function zero2(out) {
2300
+ out[0] = 0;
2301
+ out[1] = 0;
2302
+ out[2] = 0;
2303
+ out[3] = 0;
2304
+ return out;
2305
+ }
2306
+ function str3(a) {
2307
+ return "vec4(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ")";
2308
+ }
2309
+ function exactEquals3(a, b) {
2310
+ return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];
2311
+ }
2312
+ function equals3(a, b) {
2313
+ var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
2314
+ var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
2315
+ return Math.abs(a0 - b0) <= EPSILON * Math.max(1, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= EPSILON * Math.max(1, Math.abs(a3), Math.abs(b3));
2316
+ }
2317
+ var sub3 = subtract3;
2318
+ var mul3 = multiply3;
2319
+ var div2 = divide2;
2320
+ var dist2 = distance2;
2321
+ var sqrDist2 = squaredDistance2;
2322
+ var len2 = length2;
2323
+ var sqrLen2 = squaredLength2;
2324
+ var forEach2 = (function() {
2325
+ var vec = create4();
2326
+ return function(a, stride, offset, count, fn, arg) {
2327
+ var i, l;
2328
+ if (!stride) {
2329
+ stride = 4;
2330
+ }
2331
+ if (!offset) {
2332
+ offset = 0;
2333
+ }
2334
+ if (count) {
2335
+ l = Math.min(count * stride + offset, a.length);
2336
+ } else {
2337
+ l = a.length;
2338
+ }
2339
+ for (i = offset; i < l; i += stride) {
2340
+ vec[0] = a[i];
2341
+ vec[1] = a[i + 1];
2342
+ vec[2] = a[i + 2];
2343
+ vec[3] = a[i + 3];
2344
+ fn(vec, vec, arg);
2345
+ a[i] = vec[0];
2346
+ a[i + 1] = vec[1];
2347
+ a[i + 2] = vec[2];
2348
+ a[i + 3] = vec[3];
2349
+ }
2350
+ return a;
2351
+ };
2352
+ })();
2353
+
2354
+ // ../../node_modules/gl-matrix/esm/quat.js
2355
+ function create5() {
2356
+ var out = new ARRAY_TYPE(4);
2357
+ if (ARRAY_TYPE != Float32Array) {
2358
+ out[0] = 0;
2359
+ out[1] = 0;
2360
+ out[2] = 0;
2361
+ }
2362
+ out[3] = 1;
2363
+ return out;
2364
+ }
2365
+ function identity2(out) {
2366
+ out[0] = 0;
2367
+ out[1] = 0;
2368
+ out[2] = 0;
2369
+ out[3] = 1;
2370
+ return out;
2371
+ }
2372
+ function setAxisAngle(out, axis, rad) {
2373
+ rad = rad * 0.5;
2374
+ var s = Math.sin(rad);
2375
+ out[0] = s * axis[0];
2376
+ out[1] = s * axis[1];
2377
+ out[2] = s * axis[2];
2378
+ out[3] = Math.cos(rad);
2379
+ return out;
2380
+ }
2381
+ function getAxisAngle(out_axis, q) {
2382
+ var rad = Math.acos(q[3]) * 2;
2383
+ var s = Math.sin(rad / 2);
2384
+ if (s > EPSILON) {
2385
+ out_axis[0] = q[0] / s;
2386
+ out_axis[1] = q[1] / s;
2387
+ out_axis[2] = q[2] / s;
2388
+ } else {
2389
+ out_axis[0] = 1;
2390
+ out_axis[1] = 0;
2391
+ out_axis[2] = 0;
2392
+ }
2393
+ return rad;
2394
+ }
2395
+ function getAngle(a, b) {
2396
+ var dotproduct = dot3(a, b);
2397
+ return Math.acos(2 * dotproduct * dotproduct - 1);
2398
+ }
2399
+ function multiply4(out, a, b) {
2400
+ var ax = a[0], ay = a[1], az = a[2], aw = a[3];
2401
+ var bx = b[0], by = b[1], bz = b[2], bw = b[3];
2402
+ out[0] = ax * bw + aw * bx + ay * bz - az * by;
2403
+ out[1] = ay * bw + aw * by + az * bx - ax * bz;
2404
+ out[2] = az * bw + aw * bz + ax * by - ay * bx;
2405
+ out[3] = aw * bw - ax * bx - ay * by - az * bz;
2406
+ return out;
2407
+ }
2408
+ function rotateX3(out, a, rad) {
2409
+ rad *= 0.5;
2410
+ var ax = a[0], ay = a[1], az = a[2], aw = a[3];
2411
+ var bx = Math.sin(rad), bw = Math.cos(rad);
2412
+ out[0] = ax * bw + aw * bx;
2413
+ out[1] = ay * bw + az * bx;
2414
+ out[2] = az * bw - ay * bx;
2415
+ out[3] = aw * bw - ax * bx;
2416
+ return out;
2417
+ }
2418
+ function rotateY3(out, a, rad) {
2419
+ rad *= 0.5;
2420
+ var ax = a[0], ay = a[1], az = a[2], aw = a[3];
2421
+ var by = Math.sin(rad), bw = Math.cos(rad);
2422
+ out[0] = ax * bw - az * by;
2423
+ out[1] = ay * bw + aw * by;
2424
+ out[2] = az * bw + ax * by;
2425
+ out[3] = aw * bw - ay * by;
2426
+ return out;
2427
+ }
2428
+ function rotateZ3(out, a, rad) {
2429
+ rad *= 0.5;
2430
+ var ax = a[0], ay = a[1], az = a[2], aw = a[3];
2431
+ var bz = Math.sin(rad), bw = Math.cos(rad);
2432
+ out[0] = ax * bw + ay * bz;
2433
+ out[1] = ay * bw - ax * bz;
2434
+ out[2] = az * bw + aw * bz;
2435
+ out[3] = aw * bw - az * bz;
2436
+ return out;
2437
+ }
2438
+ function calculateW(out, a) {
2439
+ var x = a[0], y = a[1], z = a[2];
2440
+ out[0] = x;
2441
+ out[1] = y;
2442
+ out[2] = z;
2443
+ out[3] = Math.sqrt(Math.abs(1 - x * x - y * y - z * z));
2444
+ return out;
2445
+ }
2446
+ function exp(out, a) {
2447
+ var x = a[0], y = a[1], z = a[2], w = a[3];
2448
+ var r = Math.sqrt(x * x + y * y + z * z);
2449
+ var et = Math.exp(w);
2450
+ var s = r > 0 ? et * Math.sin(r) / r : 0;
2451
+ out[0] = x * s;
2452
+ out[1] = y * s;
2453
+ out[2] = z * s;
2454
+ out[3] = et * Math.cos(r);
2455
+ return out;
2456
+ }
2457
+ function ln(out, a) {
2458
+ var x = a[0], y = a[1], z = a[2], w = a[3];
2459
+ var r = Math.sqrt(x * x + y * y + z * z);
2460
+ var t = r > 0 ? Math.atan2(r, w) / r : 0;
2461
+ out[0] = x * t;
2462
+ out[1] = y * t;
2463
+ out[2] = z * t;
2464
+ out[3] = 0.5 * Math.log(x * x + y * y + z * z + w * w);
2465
+ return out;
2466
+ }
2467
+ function pow(out, a, b) {
2468
+ ln(out, a);
2469
+ scale4(out, out, b);
2470
+ exp(out, out);
2471
+ return out;
2472
+ }
2473
+ function slerp2(out, a, b, t) {
2474
+ var ax = a[0], ay = a[1], az = a[2], aw = a[3];
2475
+ var bx = b[0], by = b[1], bz = b[2], bw = b[3];
2476
+ var omega, cosom, sinom, scale0, scale1;
2477
+ cosom = ax * bx + ay * by + az * bz + aw * bw;
2478
+ if (cosom < 0) {
2479
+ cosom = -cosom;
2480
+ bx = -bx;
2481
+ by = -by;
2482
+ bz = -bz;
2483
+ bw = -bw;
2484
+ }
2485
+ if (1 - cosom > EPSILON) {
2486
+ omega = Math.acos(cosom);
2487
+ sinom = Math.sin(omega);
2488
+ scale0 = Math.sin((1 - t) * omega) / sinom;
2489
+ scale1 = Math.sin(t * omega) / sinom;
2490
+ } else {
2491
+ scale0 = 1 - t;
2492
+ scale1 = t;
2493
+ }
2494
+ out[0] = scale0 * ax + scale1 * bx;
2495
+ out[1] = scale0 * ay + scale1 * by;
2496
+ out[2] = scale0 * az + scale1 * bz;
2497
+ out[3] = scale0 * aw + scale1 * bw;
2498
+ return out;
2499
+ }
2500
+ function random3(out) {
2501
+ var u1 = RANDOM();
2502
+ var u2 = RANDOM();
2503
+ var u3 = RANDOM();
2504
+ var sqrt1MinusU1 = Math.sqrt(1 - u1);
2505
+ var sqrtU1 = Math.sqrt(u1);
2506
+ out[0] = sqrt1MinusU1 * Math.sin(2 * Math.PI * u2);
2507
+ out[1] = sqrt1MinusU1 * Math.cos(2 * Math.PI * u2);
2508
+ out[2] = sqrtU1 * Math.sin(2 * Math.PI * u3);
2509
+ out[3] = sqrtU1 * Math.cos(2 * Math.PI * u3);
2510
+ return out;
2511
+ }
2512
+ function invert2(out, a) {
2513
+ var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
2514
+ var dot4 = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;
2515
+ var invDot = dot4 ? 1 / dot4 : 0;
2516
+ out[0] = -a0 * invDot;
2517
+ out[1] = -a1 * invDot;
2518
+ out[2] = -a2 * invDot;
2519
+ out[3] = a3 * invDot;
2520
+ return out;
2521
+ }
2522
+ function conjugate(out, a) {
2523
+ out[0] = -a[0];
2524
+ out[1] = -a[1];
2525
+ out[2] = -a[2];
2526
+ out[3] = a[3];
2527
+ return out;
2528
+ }
2529
+ function fromMat3(out, m) {
2530
+ var fTrace = m[0] + m[4] + m[8];
2531
+ var fRoot;
2532
+ if (fTrace > 0) {
2533
+ fRoot = Math.sqrt(fTrace + 1);
2534
+ out[3] = 0.5 * fRoot;
2535
+ fRoot = 0.5 / fRoot;
2536
+ out[0] = (m[5] - m[7]) * fRoot;
2537
+ out[1] = (m[6] - m[2]) * fRoot;
2538
+ out[2] = (m[1] - m[3]) * fRoot;
2539
+ } else {
2540
+ var i = 0;
2541
+ if (m[4] > m[0]) i = 1;
2542
+ if (m[8] > m[i * 3 + i]) i = 2;
2543
+ var j = (i + 1) % 3;
2544
+ var k = (i + 2) % 3;
2545
+ fRoot = Math.sqrt(m[i * 3 + i] - m[j * 3 + j] - m[k * 3 + k] + 1);
2546
+ out[i] = 0.5 * fRoot;
2547
+ fRoot = 0.5 / fRoot;
2548
+ out[3] = (m[j * 3 + k] - m[k * 3 + j]) * fRoot;
2549
+ out[j] = (m[j * 3 + i] + m[i * 3 + j]) * fRoot;
2550
+ out[k] = (m[k * 3 + i] + m[i * 3 + k]) * fRoot;
2551
+ }
2552
+ return out;
2553
+ }
2554
+ function fromEuler(out, x, y, z) {
2555
+ var order = arguments.length > 4 && arguments[4] !== void 0 ? arguments[4] : ANGLE_ORDER;
2556
+ var halfToRad = Math.PI / 360;
2557
+ x *= halfToRad;
2558
+ z *= halfToRad;
2559
+ y *= halfToRad;
2560
+ var sx = Math.sin(x);
2561
+ var cx = Math.cos(x);
2562
+ var sy = Math.sin(y);
2563
+ var cy = Math.cos(y);
2564
+ var sz = Math.sin(z);
2565
+ var cz = Math.cos(z);
2566
+ switch (order) {
2567
+ case "xyz":
2568
+ out[0] = sx * cy * cz + cx * sy * sz;
2569
+ out[1] = cx * sy * cz - sx * cy * sz;
2570
+ out[2] = cx * cy * sz + sx * sy * cz;
2571
+ out[3] = cx * cy * cz - sx * sy * sz;
2572
+ break;
2573
+ case "xzy":
2574
+ out[0] = sx * cy * cz - cx * sy * sz;
2575
+ out[1] = cx * sy * cz - sx * cy * sz;
2576
+ out[2] = cx * cy * sz + sx * sy * cz;
2577
+ out[3] = cx * cy * cz + sx * sy * sz;
2578
+ break;
2579
+ case "yxz":
2580
+ out[0] = sx * cy * cz + cx * sy * sz;
2581
+ out[1] = cx * sy * cz - sx * cy * sz;
2582
+ out[2] = cx * cy * sz - sx * sy * cz;
2583
+ out[3] = cx * cy * cz + sx * sy * sz;
2584
+ break;
2585
+ case "yzx":
2586
+ out[0] = sx * cy * cz + cx * sy * sz;
2587
+ out[1] = cx * sy * cz + sx * cy * sz;
2588
+ out[2] = cx * cy * sz - sx * sy * cz;
2589
+ out[3] = cx * cy * cz - sx * sy * sz;
2590
+ break;
2591
+ case "zxy":
2592
+ out[0] = sx * cy * cz - cx * sy * sz;
2593
+ out[1] = cx * sy * cz + sx * cy * sz;
2594
+ out[2] = cx * cy * sz + sx * sy * cz;
2595
+ out[3] = cx * cy * cz - sx * sy * sz;
2596
+ break;
2597
+ case "zyx":
2598
+ out[0] = sx * cy * cz - cx * sy * sz;
2599
+ out[1] = cx * sy * cz + sx * cy * sz;
2600
+ out[2] = cx * cy * sz - sx * sy * cz;
2601
+ out[3] = cx * cy * cz + sx * sy * sz;
2602
+ break;
2603
+ default:
2604
+ throw new Error("Unknown angle order " + order);
2605
+ }
2606
+ return out;
2607
+ }
2608
+ function str4(a) {
2609
+ return "quat(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ")";
2610
+ }
2611
+ var clone4 = clone3;
2612
+ var fromValues4 = fromValues3;
2613
+ var copy4 = copy3;
2614
+ var set4 = set3;
2615
+ var add4 = add3;
2616
+ var mul4 = multiply4;
2617
+ var scale4 = scale3;
2618
+ var dot3 = dot2;
2619
+ var lerp3 = lerp2;
2620
+ var length3 = length2;
2621
+ var len3 = length3;
2622
+ var squaredLength3 = squaredLength2;
2623
+ var sqrLen3 = squaredLength3;
2624
+ var normalize3 = normalize2;
2625
+ var exactEquals4 = exactEquals3;
2626
+ function equals4(a, b) {
2627
+ return Math.abs(dot2(a, b)) >= 1 - EPSILON;
2628
+ }
2629
+ var rotationTo = (function() {
2630
+ var tmpvec3 = create3();
2631
+ var xUnitVec3 = fromValues2(1, 0, 0);
2632
+ var yUnitVec3 = fromValues2(0, 1, 0);
2633
+ return function(out, a, b) {
2634
+ var dot4 = dot(a, b);
2635
+ if (dot4 < -0.999999) {
2636
+ cross(tmpvec3, xUnitVec3, a);
2637
+ if (len(tmpvec3) < 1e-6) cross(tmpvec3, yUnitVec3, a);
2638
+ normalize(tmpvec3, tmpvec3);
2639
+ setAxisAngle(out, tmpvec3, Math.PI);
2640
+ return out;
2641
+ } else if (dot4 > 0.999999) {
2642
+ out[0] = 0;
2643
+ out[1] = 0;
2644
+ out[2] = 0;
2645
+ out[3] = 1;
2646
+ return out;
2647
+ } else {
2648
+ cross(tmpvec3, a, b);
2649
+ out[0] = tmpvec3[0];
2650
+ out[1] = tmpvec3[1];
2651
+ out[2] = tmpvec3[2];
2652
+ out[3] = 1 + dot4;
2653
+ return normalize3(out, out);
2654
+ }
2655
+ };
2656
+ })();
2657
+ var sqlerp = (function() {
2658
+ var temp1 = create5();
2659
+ var temp2 = create5();
2660
+ return function(out, a, b, c, d, t) {
2661
+ slerp2(temp1, a, d, t);
2662
+ slerp2(temp2, b, c, t);
2663
+ slerp2(out, temp1, temp2, 2 * t * (1 - t));
2664
+ return out;
2665
+ };
2666
+ })();
2667
+ var setAxes = (function() {
2668
+ var matr = create();
2669
+ return function(out, view, right, up) {
2670
+ matr[0] = right[0];
2671
+ matr[3] = right[1];
2672
+ matr[6] = right[2];
2673
+ matr[1] = up[0];
2674
+ matr[4] = up[1];
2675
+ matr[7] = up[2];
2676
+ matr[2] = -view[0];
2677
+ matr[5] = -view[1];
2678
+ matr[8] = -view[2];
2679
+ return normalize3(out, fromMat3(out, matr));
2680
+ };
2681
+ })();
2682
+
2683
+ // ../GenesisGL/src/Core/classes/Camera.ts
2684
+ var Camera = class {
2685
+ constructor(viewportWidth, viewportHeight) {
2686
+ this.viewportWidth = viewportWidth;
2687
+ this.viewportHeight = viewportHeight;
2688
+ }
2689
+ viewportWidth;
2690
+ viewportHeight;
2691
+ target = [0, 0, 0];
2692
+ // camera looks at this
2693
+ /* Translation */
2694
+ position = [0, 0, 0];
2695
+ // 3D position
2696
+ /* Zoom */
2697
+ zoom = 0.89;
2698
+ minZoom = 0.5;
2699
+ maxZoom = 1;
2700
+ zoomSpeed = 0.06;
2701
+ /* Rotation */
2702
+ yaw = 0;
2703
+ // horizontal rotation
2704
+ pitch = 0.5;
2705
+ // vertical rotation
2706
+ near = 0.01;
2707
+ far = 1e3;
2708
+ /* Render Utils */
2709
+ lastViewMatrix;
2710
+ lastProjectionMatrix;
2711
+ // ── Cached matrices (rebuilt only when camera state changes) ──
2712
+ _view = mat4_exports.create();
2713
+ _proj = mat4_exports.create();
2714
+ _mvp = mat4_exports.create();
2715
+ _viewDirty = true;
2716
+ _projDirty = true;
2717
+ /** Translate the camera by a delta. */
2718
+ move(dx, dy, dz = 0) {
2719
+ this.position[0] += dx;
2720
+ this.position[1] += dy;
2721
+ this.position[2] += dz;
2722
+ this._viewDirty = true;
2723
+ }
2724
+ /** Clamp-set the zoom level. */
2725
+ setZoom(zoom) {
2726
+ this.zoom = Math.max(this.minZoom, Math.min(this.maxZoom, zoom));
2727
+ this._viewDirty = true;
2728
+ this._projDirty = true;
2729
+ }
2730
+ /**
2731
+ * Mark the view matrix as dirty so it is rebuilt on the next
2732
+ * {@link getViewMatrix} call. Call this after directly mutating
2733
+ * {@link target} or {@link position} (e.g. from a follow-camera update).
2734
+ */
2735
+ invalidate() {
2736
+ this._viewDirty = true;
2737
+ }
2738
+ /** Zoom by a signed delta (positive = zoom in). */
2739
+ zoomBy(delta) {
2740
+ const factor = Math.exp(delta * this.zoomSpeed);
2741
+ this.setZoom(this.zoom * factor);
2742
+ }
2743
+ worldToNDC(x, y) {
2744
+ const ndcX = (x - this.position[0]) / this.viewportWidth * 2 * this.zoom;
2745
+ const ndcY = (y - this.position[1]) / this.viewportHeight * 2 * this.zoom;
2746
+ return [ndcX, ndcY];
2747
+ }
2748
+ worldScale(scale5) {
2749
+ return [
2750
+ scale5[0] / this.viewportWidth * 2 * this.zoom,
2751
+ scale5[1] / this.viewportHeight * 2 * this.zoom
2752
+ ];
2753
+ }
2754
+ setViewport(width, height) {
2755
+ this.viewportWidth = width;
2756
+ this.viewportHeight = height;
2757
+ this._projDirty = true;
2758
+ }
2759
+ /** Compute the eye position from yaw/pitch/distance to target. */
2760
+ getComputedPosition() {
2761
+ const radius = vec3_exports.distance(this.position, this.target);
2762
+ const camX = this.target[0] + radius * Math.cos(this.pitch) * Math.sin(this.yaw);
2763
+ const camY = this.target[1] + radius * Math.sin(this.pitch);
2764
+ const camZ = this.target[2] + radius * Math.cos(this.pitch) * Math.cos(this.yaw);
2765
+ return vec3_exports.fromValues(camX, camY, camZ);
2766
+ }
2767
+ /** Build the view matrix (lookAt). Returns a cached matrix rebuilt only when the camera moves. */
2768
+ getViewMatrix() {
2769
+ if (this._viewDirty) {
2770
+ const eye = this.getComputedPosition();
2771
+ mat4_exports.lookAt(this._view, eye, this.target, vec3_exports.fromValues(0, 1, 0));
2772
+ this._viewDirty = false;
2773
+ this.lastViewMatrix = this._view;
2774
+ }
2775
+ return this._view;
2776
+ }
2777
+ /** Build the perspective projection matrix. Returns a cached matrix rebuilt only when viewport/zoom changes. */
2778
+ getProjectionMatrix() {
2779
+ if (this._projDirty) {
2780
+ const aspect = this.viewportWidth / this.viewportHeight;
2781
+ const fov = Math.PI / 4 / this.zoom;
2782
+ mat4_exports.perspective(this._proj, fov, aspect, this.near, this.far);
2783
+ this._projDirty = false;
2784
+ this.lastProjectionMatrix = this._proj;
2785
+ }
2786
+ return this._proj;
2787
+ }
2788
+ worldToNDC3D(x, y, z = 0) {
2789
+ const world = vec4_exports.fromValues(x, y, z, 1);
2790
+ mat4_exports.multiply(this._mvp, this.getProjectionMatrix(), this.getViewMatrix());
2791
+ vec4_exports.transformMat4(world, world, this._mvp);
2792
+ return [world[0] / world[3], world[1] / world[3], world[2] / world[3]];
2793
+ }
2794
+ worldScale3D(scale5) {
2795
+ return [
2796
+ scale5[0] / this.viewportWidth * 2 * this.zoom,
2797
+ scale5[1] / this.viewportHeight * 2 * this.zoom,
2798
+ scale5[2] / ((this.viewportWidth + this.viewportHeight) / 2) * 2 * this.zoom
2799
+ ];
2800
+ }
2801
+ minPitch = -Math.PI / 2 + 1.49;
2802
+ maxPitch = Math.PI / 2 - 0.01;
2803
+ rotate(deltaYaw, deltaPitch) {
2804
+ this.yaw += deltaYaw;
2805
+ this.pitch -= deltaPitch;
2806
+ this.pitch = Math.max(this.minPitch, Math.min(this.maxPitch, this.pitch));
2807
+ this._viewDirty = true;
2808
+ }
2809
+ };
2810
+
2811
+ // ../GenesisGL/src/Core/controls/Mouse/MouseWheelControl.ts
2812
+ var MouseWheelControl = class {
2813
+ listeners = [];
2814
+ wheelHandler;
2815
+ enable() {
2816
+ if (this.wheelHandler) return;
2817
+ this.wheelHandler = (e) => {
2818
+ const direction = e.deltaY < 0 ? "up" : "down";
2819
+ this.notify(direction, e.deltaY);
2820
+ };
2821
+ window.addEventListener("wheel", this.wheelHandler, { passive: true });
2822
+ }
2823
+ disable() {
2824
+ if (this.wheelHandler) {
2825
+ window.removeEventListener("wheel", this.wheelHandler);
2826
+ this.wheelHandler = void 0;
2827
+ }
2828
+ }
2829
+ onChange(listener) {
2830
+ this.listeners.push(listener);
2831
+ }
2832
+ /** Remove a previously registered listener. */
2833
+ removeListener(listener) {
2834
+ this.listeners = this.listeners.filter((l) => l !== listener);
2835
+ }
2836
+ notify(direction, delta) {
2837
+ for (const listener of this.listeners) listener(direction, delta);
2838
+ }
2839
+ };
2840
+
2841
+ // ../GenesisGL/src/Core/controls/Mouse/MouseDragControl.ts
2842
+ var MouseDragControl = class {
2843
+ constructor(element) {
2844
+ this.element = element;
2845
+ }
2846
+ element;
2847
+ listeners = [];
2848
+ isDragging = false;
2849
+ dragButton = 0;
2850
+ // 0 = left, 2 = right
2851
+ lastX = 0;
2852
+ lastY = 0;
2853
+ enable() {
2854
+ this.element.addEventListener("mousedown", this.onMouseDown);
2855
+ window.addEventListener("mouseup", this.onMouseUp);
2856
+ window.addEventListener("mousemove", this.onMouseMove);
2857
+ }
2858
+ disable() {
2859
+ this.element.removeEventListener("mousedown", this.onMouseDown);
2860
+ window.removeEventListener("mouseup", this.onMouseUp);
2861
+ window.removeEventListener("mousemove", this.onMouseMove);
2862
+ }
2863
+ onChange(listener) {
2864
+ this.listeners.push(listener);
2865
+ }
2866
+ /** Remove a previously registered listener. */
2867
+ removeListener(listener) {
2868
+ this.listeners = this.listeners.filter((l) => l !== listener);
2869
+ }
2870
+ onMouseDown = (e) => {
2871
+ this.isDragging = true;
2872
+ this.dragButton = e.button;
2873
+ this.lastX = e.clientX;
2874
+ this.lastY = e.clientY;
2875
+ };
2876
+ onMouseUp = () => {
2877
+ this.isDragging = false;
2878
+ };
2879
+ onMouseMove = (e) => {
2880
+ if (!this.isDragging) return;
2881
+ const dx = e.clientX - this.lastX;
2882
+ const dy = e.clientY - this.lastY;
2883
+ this.lastX = e.clientX;
2884
+ this.lastY = e.clientY;
2885
+ for (const listener of this.listeners) listener(dx, dy, this.dragButton);
2886
+ };
2887
+ };
2888
+
2889
+ // ../GenesisGL/src/Core/controls/Mouse/MousePointerLockControl.ts
2890
+ var MousePointerLockControl = class {
2891
+ constructor(element, sensitivity = 1) {
2892
+ this.element = element;
2893
+ this.sensitivity = sensitivity;
2894
+ }
2895
+ element;
2896
+ sensitivity;
2897
+ listeners = [];
2898
+ isEnabled = false;
2899
+ isPointerLocked = false;
2900
+ enable() {
2901
+ if (this.isEnabled) return;
2902
+ this.isEnabled = true;
2903
+ this.element.addEventListener("click", this.requestPointerLock);
2904
+ document.addEventListener("pointerlockchange", this.onPointerLockChange);
2905
+ document.addEventListener("mousemove", this.onMouseMove);
2906
+ }
2907
+ disable() {
2908
+ if (!this.isEnabled) return;
2909
+ this.isEnabled = false;
2910
+ this.element.removeEventListener("click", this.requestPointerLock);
2911
+ document.removeEventListener("pointerlockchange", this.onPointerLockChange);
2912
+ document.removeEventListener("mousemove", this.onMouseMove);
2913
+ if (this.isPointerLocked) document.exitPointerLock();
2914
+ }
2915
+ onChange(listener) {
2916
+ this.listeners.push(listener);
2917
+ }
2918
+ /** Remove a previously registered listener. */
2919
+ removeListener(listener) {
2920
+ this.listeners = this.listeners.filter((l) => l !== listener);
2921
+ }
2922
+ setSensitivity(value) {
2923
+ this.sensitivity = value;
2924
+ }
2925
+ requestPointerLock = () => {
2926
+ this.element.requestPointerLock();
2927
+ };
2928
+ onPointerLockChange = () => {
2929
+ this.isPointerLocked = document.pointerLockElement === this.element;
2930
+ };
2931
+ onMouseMove = (e) => {
2932
+ if (!this.isPointerLocked) return;
2933
+ const dx = e.movementX * this.sensitivity;
2934
+ const dy = e.movementY * this.sensitivity;
2935
+ for (const listener of this.listeners) listener(dx, dy);
2936
+ };
2937
+ };
2938
+
2939
+ // ../GenesisGL/src/Core/classes/Viewport.ts
2940
+ var Viewport = class _Viewport {
2941
+ /**
2942
+ * @param canvasOrId - An HTMLCanvasElement or the `id` attribute of one.
2943
+ * @param width - Logical viewport width.
2944
+ * @param height - Logical viewport height.
2945
+ * @param webglCore - Optional WebGLCore instance. When provided, the existing
2946
+ * GL context is reused for viewport resize instead of
2947
+ * requesting a new one.
2948
+ */
2949
+ constructor(canvasOrId, width, height, webglCore) {
2950
+ this.width = width;
2951
+ this.height = height;
2952
+ this.canvas = typeof canvasOrId === "string" ? document.getElementById(canvasOrId) : canvasOrId;
2953
+ if (!this.canvas) throw new Error("Canvas not found");
2954
+ this.webglCore = webglCore ?? null;
2955
+ this.camera = new Camera(width, height);
2956
+ this.dragControl = new MouseDragControl(this.canvas);
2957
+ this.moveControl = new MousePointerLockControl(this.canvas, 0.25);
2958
+ this.resizeCanvas();
2959
+ this.setupControls();
2960
+ window.addEventListener("resize", this.resizeHandler);
2961
+ }
2962
+ width;
2963
+ height;
2964
+ static zoomInterval = 25;
2965
+ wheelControl = new MouseWheelControl();
2966
+ dragControl;
2967
+ moveControl;
2968
+ lastZoomTime = 0;
2969
+ canvas;
2970
+ scale = 1;
2971
+ webglCore = null;
2972
+ resizeHandler = () => this.resizeCanvas();
2973
+ camera;
2974
+ setupControls() {
2975
+ const zoomInterval = _Viewport.zoomInterval;
2976
+ this.wheelControl.onChange((direction) => {
2977
+ const now = performance.now();
2978
+ if (now - this.lastZoomTime < zoomInterval) return;
2979
+ const zoomDelta = direction === "up" ? 1 : -1;
2980
+ this.camera.zoomBy(zoomDelta);
2981
+ this.lastZoomTime = now;
2982
+ });
2983
+ this.wheelControl.enable();
2984
+ this.moveControl.onChange((dx, dy) => {
2985
+ const factor = 0.01 * this.camera.zoom;
2986
+ this.camera.rotate(-dx * factor, -dy * factor);
2987
+ });
2988
+ this.moveControl.enable();
2989
+ this.canvas.addEventListener("contextmenu", (e) => e.preventDefault());
2990
+ }
2991
+ isDraggingCamera() {
2992
+ return this.dragControl.isDragging;
2993
+ }
2994
+ resizeCanvas() {
2995
+ const screenWidth = window.innerWidth;
2996
+ const screenHeight = window.innerHeight;
2997
+ const aspectViewport = this.width / this.height;
2998
+ const aspectScreen = screenWidth / screenHeight;
2999
+ let canvasWidth, canvasHeight;
3000
+ if (aspectScreen > aspectViewport) {
3001
+ canvasHeight = screenHeight;
3002
+ canvasWidth = canvasHeight * aspectViewport;
3003
+ } else {
3004
+ canvasWidth = screenWidth;
3005
+ canvasHeight = canvasWidth / aspectViewport;
3006
+ }
3007
+ this.canvas.width = canvasWidth;
3008
+ this.canvas.height = canvasHeight;
3009
+ this.scale = canvasWidth / this.width;
3010
+ const gl = this.webglCore ? this.webglCore.getRenderingContext() : this.canvas.getContext("webgl2") ?? this.canvas.getContext("webgl");
3011
+ if (!gl) throw new Error("WebGL not supported");
3012
+ gl.viewport(0, 0, canvasWidth, canvasHeight);
3013
+ this.camera.setViewport(canvasWidth, canvasHeight);
3014
+ }
3015
+ getCanvas() {
3016
+ return this.canvas;
3017
+ }
3018
+ getScale() {
3019
+ return this.scale;
3020
+ }
3021
+ /** Release event listeners. Call when the viewport is no longer needed. */
3022
+ dispose() {
3023
+ window.removeEventListener("resize", this.resizeHandler);
3024
+ this.wheelControl.disable();
3025
+ this.dragControl.disable();
3026
+ this.moveControl.disable();
3027
+ }
3028
+ };
3029
+
3030
+ // ../GenesisGL/src/Core/utils/compute-bounds.ts
3031
+ function computeVertexBounds(vertices) {
3032
+ if (!vertices || vertices.length === 0) {
3033
+ return { min: [0, 0, 0], max: [0, 0, 0] };
3034
+ }
3035
+ let minX = Infinity, minY = Infinity, minZ = Infinity;
3036
+ let maxX = -Infinity, maxY = -Infinity, maxZ = -Infinity;
3037
+ for (let i = 0; i < vertices.length; i += 3) {
3038
+ const x = vertices[i];
3039
+ const y = vertices[i + 1];
3040
+ const z = vertices[i + 2];
3041
+ if (x < minX) minX = x;
3042
+ if (y < minY) minY = y;
3043
+ if (z < minZ) minZ = z;
3044
+ if (x > maxX) maxX = x;
3045
+ if (y > maxY) maxY = y;
3046
+ if (z > maxZ) maxZ = z;
3047
+ }
3048
+ return {
3049
+ min: [minX, minY, minZ],
3050
+ max: [maxX, maxY, maxZ]
3051
+ };
3052
+ }
3053
+
3054
+ // ../GenesisGL/src/Core/classes/Mesh.ts
3055
+ var GL_LINES = 1;
3056
+ var GL_TRIANGLES = 4;
3057
+ var INITIAL_BOUNDING_BOX = { min: [0, 0, 0], max: [0, 0, 0] };
3058
+ var Mesh = class _Mesh {
3059
+ name;
3060
+ vertices;
3061
+ normals;
3062
+ texCoords;
3063
+ indices;
3064
+ mode;
3065
+ material;
3066
+ // ── Skinning data (optional) ─────────────────────────────────
3067
+ /** Per-vertex joint indices (vec4 per vertex, 4 influences). */
3068
+ jointIndices = null;
3069
+ /** Per-vertex joint weights (vec4 per vertex, 4 influences). */
3070
+ jointWeights = null;
3071
+ // WebGL buffers aggregate
3072
+ buffers = null;
3073
+ boundingBox = INITIAL_BOUNDING_BOX;
3074
+ isCollidable = true;
3075
+ isInitialized = false;
3076
+ constructor(name, vertices, normals, material, texCoords = new Float32Array(), indices = null) {
3077
+ this.mode = GL_TRIANGLES;
3078
+ this.name = name;
3079
+ this.normals = normals;
3080
+ this.indices = indices;
3081
+ this.vertices = vertices;
3082
+ this.texCoords = texCoords;
3083
+ this.material = material;
3084
+ this.computeBounds();
3085
+ }
3086
+ setMode(newMode) {
3087
+ this.mode = newMode;
3088
+ }
3089
+ /** Whether this mesh has skinning data for skeletal animation. */
3090
+ get isSkinned() {
3091
+ return this.jointIndices !== null && this.jointWeights !== null;
3092
+ }
3093
+ computeBounds() {
3094
+ this.boundingBox = computeVertexBounds(this.vertices);
3095
+ }
3096
+ clone() {
3097
+ const clonedMesh = new _Mesh(
3098
+ this.name,
3099
+ new Float32Array(this.vertices),
3100
+ new Float32Array(this.normals),
3101
+ this.material,
3102
+ // shallow ref — call Material.clone() if independent material is needed
3103
+ new Float32Array(this.texCoords),
3104
+ this.indices ? this.indices instanceof Uint16Array ? new Uint16Array(this.indices) : new Uint32Array(this.indices) : null
3105
+ );
3106
+ clonedMesh.setMode(this.mode);
3107
+ clonedMesh.isCollidable = this.isCollidable;
3108
+ if (this.jointIndices)
3109
+ clonedMesh.jointIndices = new Float32Array(this.jointIndices);
3110
+ if (this.jointWeights)
3111
+ clonedMesh.jointWeights = new Float32Array(this.jointWeights);
3112
+ return clonedMesh;
3113
+ }
3114
+ /** Initialize GPU buffers safely */
3115
+ initBuffer(webglCore) {
3116
+ const gl = webglCore.getRenderingContext();
3117
+ if (!gl) {
3118
+ console.warn(
3119
+ `[Mesh:${this.name}] GL context not available, skipping buffer init.`
3120
+ );
3121
+ return;
3122
+ }
3123
+ if (this.isInitialized) return;
3124
+ this.buffers = new MeshBuffers();
3125
+ this.buffers.init(gl, this);
3126
+ this.isInitialized = true;
3127
+ }
3128
+ /** Dispose of GPU buffers safely */
3129
+ dispose(webglCore) {
3130
+ const gl = webglCore.getRenderingContext();
3131
+ if (!gl || !this.buffers) return;
3132
+ this.buffers.dispose(gl);
3133
+ this.buffers = null;
3134
+ this.isInitialized = false;
3135
+ }
3136
+ };
3137
+ var MeshBuffers = class {
3138
+ vao = null;
3139
+ vertexBuffer = null;
3140
+ normalBuffer = null;
3141
+ texCoordBuffer = null;
3142
+ indexBuffer = null;
3143
+ jointIndexBuffer = null;
3144
+ jointWeightBuffer = null;
3145
+ init(gl, mesh) {
3146
+ if (!gl) throw new Error("Cannot init MeshBuffers: invalid GL context");
3147
+ const isWebGL2 = gl instanceof WebGL2RenderingContext;
3148
+ const gl2 = isWebGL2 ? gl : null;
3149
+ if (gl2) {
3150
+ this.vao = gl2.createVertexArray();
3151
+ gl2.bindVertexArray(this.vao);
3152
+ }
3153
+ const program = mesh.material?.program;
3154
+ const aPosition = program ? gl.getAttribLocation(program, "aPosition") : 0;
3155
+ const aNormal = program ? gl.getAttribLocation(program, "aNormal") : 1;
3156
+ const aTexCoord = program ? gl.getAttribLocation(program, "aTexCoord") : 2;
3157
+ this.vertexBuffer = gl.createBuffer();
3158
+ if (!this.vertexBuffer) throw new Error("Failed to create vertex buffer");
3159
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
3160
+ gl.bufferData(gl.ARRAY_BUFFER, mesh.vertices, gl.STATIC_DRAW);
3161
+ if (aPosition !== -1) {
3162
+ gl.enableVertexAttribArray(aPosition);
3163
+ gl.vertexAttribPointer(aPosition, 3, gl.FLOAT, false, 0, 0);
3164
+ }
3165
+ this.normalBuffer = gl.createBuffer();
3166
+ if (!this.normalBuffer) throw new Error("Failed to create normal buffer");
3167
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.normalBuffer);
3168
+ gl.bufferData(gl.ARRAY_BUFFER, mesh.normals, gl.STATIC_DRAW);
3169
+ if (aNormal !== -1) {
3170
+ gl.enableVertexAttribArray(aNormal);
3171
+ gl.vertexAttribPointer(aNormal, 3, gl.FLOAT, false, 0, 0);
3172
+ }
3173
+ if (mesh.texCoords.length > 0) {
3174
+ this.texCoordBuffer = gl.createBuffer();
3175
+ if (!this.texCoordBuffer)
3176
+ throw new Error("Failed to create texCoord buffer");
3177
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.texCoordBuffer);
3178
+ gl.bufferData(gl.ARRAY_BUFFER, mesh.texCoords, gl.STATIC_DRAW);
3179
+ if (aTexCoord !== -1) {
3180
+ gl.enableVertexAttribArray(aTexCoord);
3181
+ gl.vertexAttribPointer(aTexCoord, 2, gl.FLOAT, false, 0, 0);
3182
+ }
3183
+ }
3184
+ if (mesh.indices && mesh.indices.length > 0) {
3185
+ this.indexBuffer = gl.createBuffer();
3186
+ if (!this.indexBuffer) throw new Error("Failed to create index buffer");
3187
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
3188
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, mesh.indices, gl.STATIC_DRAW);
3189
+ }
3190
+ const aJointIndices = program ? gl.getAttribLocation(program, "aJointIndices") : -1;
3191
+ if (mesh.jointIndices && mesh.jointIndices.length > 0 && aJointIndices !== -1) {
3192
+ this.jointIndexBuffer = gl.createBuffer();
3193
+ if (!this.jointIndexBuffer)
3194
+ throw new Error("Failed to create joint index buffer");
3195
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.jointIndexBuffer);
3196
+ gl.bufferData(gl.ARRAY_BUFFER, mesh.jointIndices, gl.STATIC_DRAW);
3197
+ gl.enableVertexAttribArray(aJointIndices);
3198
+ gl.vertexAttribPointer(aJointIndices, 4, gl.FLOAT, false, 0, 0);
3199
+ }
3200
+ const aJointWeights = program ? gl.getAttribLocation(program, "aJointWeights") : -1;
3201
+ if (mesh.jointWeights && mesh.jointWeights.length > 0 && aJointWeights !== -1) {
3202
+ this.jointWeightBuffer = gl.createBuffer();
3203
+ if (!this.jointWeightBuffer)
3204
+ throw new Error("Failed to create joint weight buffer");
3205
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.jointWeightBuffer);
3206
+ gl.bufferData(gl.ARRAY_BUFFER, mesh.jointWeights, gl.STATIC_DRAW);
3207
+ gl.enableVertexAttribArray(aJointWeights);
3208
+ gl.vertexAttribPointer(aJointWeights, 4, gl.FLOAT, false, 0, 0);
3209
+ }
3210
+ if (gl2) {
3211
+ gl2.bindVertexArray(null);
3212
+ }
3213
+ }
3214
+ dispose(gl) {
3215
+ if (!gl) {
3216
+ console.warn("Cannot dispose MeshBuffers: invalid GL context");
3217
+ return;
3218
+ }
3219
+ const isWebGL2 = gl instanceof WebGL2RenderingContext;
3220
+ if (this.vertexBuffer) gl.deleteBuffer(this.vertexBuffer);
3221
+ if (this.normalBuffer) gl.deleteBuffer(this.normalBuffer);
3222
+ if (this.texCoordBuffer) gl.deleteBuffer(this.texCoordBuffer);
3223
+ if (this.indexBuffer) gl.deleteBuffer(this.indexBuffer);
3224
+ if (this.jointIndexBuffer) gl.deleteBuffer(this.jointIndexBuffer);
3225
+ if (this.jointWeightBuffer) gl.deleteBuffer(this.jointWeightBuffer);
3226
+ if (isWebGL2 && this.vao) {
3227
+ gl.deleteVertexArray(this.vao);
3228
+ }
3229
+ this.vertexBuffer = this.normalBuffer = this.texCoordBuffer = this.indexBuffer = this.jointIndexBuffer = this.jointWeightBuffer = this.vao = null;
3230
+ }
3231
+ };
3232
+
3233
+ // ../GenesisGL/src/Core/utils/load-texture.ts
3234
+ async function loadWebGlTexture(gl, url, options = {}) {
3235
+ return new Promise((resolve, reject) => {
3236
+ const texture = gl.createTexture();
3237
+ if (!texture) return reject(new Error("Failed to create texture"));
3238
+ gl.bindTexture(gl.TEXTURE_2D, texture);
3239
+ const level = 0;
3240
+ const internalFormat = gl.RGBA;
3241
+ const width = 1;
3242
+ const height = 1;
3243
+ const border = 0;
3244
+ const srcFormat = gl.RGBA;
3245
+ const srcType = gl.UNSIGNED_BYTE;
3246
+ const pixel = new Uint8Array([128, 128, 128, 255]);
3247
+ gl.texImage2D(
3248
+ gl.TEXTURE_2D,
3249
+ level,
3250
+ internalFormat,
3251
+ width,
3252
+ height,
3253
+ border,
3254
+ srcFormat,
3255
+ srcType,
3256
+ pixel
3257
+ );
3258
+ const image = new Image();
3259
+ image.crossOrigin = "anonymous";
3260
+ image.onload = () => {
3261
+ gl.bindTexture(gl.TEXTURE_2D, texture);
3262
+ gl.texImage2D(
3263
+ gl.TEXTURE_2D,
3264
+ level,
3265
+ internalFormat,
3266
+ srcFormat,
3267
+ srcType,
3268
+ image
3269
+ );
3270
+ if (isPowerOf2(image.width) && isPowerOf2(image.height)) {
3271
+ gl.generateMipmap(gl.TEXTURE_2D);
3272
+ gl.texParameteri(
3273
+ gl.TEXTURE_2D,
3274
+ gl.TEXTURE_MIN_FILTER,
3275
+ gl.LINEAR_MIPMAP_LINEAR
3276
+ );
3277
+ if (options.repeat) {
3278
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
3279
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
3280
+ }
3281
+ } else {
3282
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
3283
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
3284
+ gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
3285
+ }
3286
+ resolve(texture);
3287
+ };
3288
+ image.onerror = reject;
3289
+ image.src = url;
3290
+ });
3291
+ }
3292
+ function isPowerOf2(value) {
3293
+ return (value & value - 1) === 0;
3294
+ }
3295
+
3296
+ // ../GenesisGL/src/Core/utils/parse-hex-to-rgb.ts
3297
+ function parseHexToRgbArray(hex) {
3298
+ if (hex.startsWith("#")) hex = hex.slice(1);
3299
+ let r = 1, g = 1, b = 1, a = 1;
3300
+ if (hex.length === 6) {
3301
+ r = parseInt(hex.slice(0, 2), 16) / 255;
3302
+ g = parseInt(hex.slice(2, 4), 16) / 255;
3303
+ b = parseInt(hex.slice(4, 6), 16) / 255;
3304
+ a = 1;
3305
+ } else if (hex.length === 8) {
3306
+ r = parseInt(hex.slice(0, 2), 16) / 255;
3307
+ g = parseInt(hex.slice(2, 4), 16) / 255;
3308
+ b = parseInt(hex.slice(4, 6), 16) / 255;
3309
+ a = parseInt(hex.slice(6, 8), 16) / 255;
3310
+ } else {
3311
+ throw new Error("Invalid hex color format. Use #RRGGBB or #RRGGBBAA.");
3312
+ }
3313
+ return [r, g, b, a];
3314
+ }
3315
+
3316
+ // ../GenesisGL/src/Core/classes/Material.ts
3317
+ var MAX_LIGHTS = 5;
3318
+ var Material = class _Material {
3319
+ constructor(webglCore, options = {}) {
3320
+ this.webglCore = webglCore;
3321
+ this.program = webglCore.getProgram();
3322
+ const { gl } = webglCore;
3323
+ const names = [
3324
+ "uColor",
3325
+ "uUnlit",
3326
+ "uModel",
3327
+ "uView",
3328
+ "uProjection",
3329
+ "uLightCount",
3330
+ "uUseTexture",
3331
+ "uTexture",
3332
+ // --- LIGHTING UNIFORMS ---
3333
+ "uViewPosition",
3334
+ // Camera position for specular light
3335
+ "uShininess",
3336
+ "uSpecularColor",
3337
+ "uAmbientColor",
3338
+ "uDissolve",
3339
+ "uDiffuseColor",
3340
+ "uLightDirection[0]",
3341
+ "uLightColor[0]",
3342
+ "uLightIntensity[0]",
3343
+ "uLightType[0]",
3344
+ "uLightPosition[0]",
3345
+ // NEW: For Point Lights
3346
+ "uLightConstant[0]",
3347
+ // NEW: Attenuation
3348
+ "uLightLinear[0]",
3349
+ // NEW: Attenuation
3350
+ "uLightQuadratic[0]",
3351
+ // NEW: Attenuation
3352
+ // --- SKINNING UNIFORMS ---
3353
+ "uUseSkinning",
3354
+ "uJointMatrices[0]"
3355
+ ];
3356
+ for (const name of names) {
3357
+ this.uniformLocations[name] = gl.getUniformLocation(this.program, name);
3358
+ }
3359
+ const attribs = [
3360
+ "aPosition",
3361
+ "aNormal",
3362
+ "aTexCoord",
3363
+ "aJointIndices",
3364
+ "aJointWeights"
3365
+ ];
3366
+ for (const name of attribs) {
3367
+ this.attribLocations[name] = gl.getAttribLocation(this.program, name);
3368
+ }
3369
+ Object.assign(this, options);
3370
+ }
3371
+ webglCore;
3372
+ // cache
3373
+ program;
3374
+ uniformLocations = {};
3375
+ attribLocations = {};
3376
+ // Attributes
3377
+ albedoColor = [1, 1, 1, 1];
3378
+ unlit = false;
3379
+ texture;
3380
+ specular = [0.3, 0.3, 0.3];
3381
+ shininess = 64;
3382
+ doubleSided = false;
3383
+ //others
3384
+ ambientColor = [0.1, 0.1, 0.1];
3385
+ // Ka
3386
+ dissolve = 1;
3387
+ // d or Tr
3388
+ diffuse = [1, 1, 1];
3389
+ // Kd
3390
+ /** Physics friction coefficient [0–1]. 0 = no resistance (ice), 1 = instant stop. */
3391
+ friction = 0.3;
3392
+ // ── Pre-allocated light uniform buffers (reused every frame, zero GC pressure) ──
3393
+ _lightDirs = new Float32Array(MAX_LIGHTS * 3);
3394
+ _lightColors = new Float32Array(MAX_LIGHTS * 3);
3395
+ _lightIntensities = new Float32Array(MAX_LIGHTS);
3396
+ _lightTypes = new Int32Array(MAX_LIGHTS);
3397
+ _lightPositions = new Float32Array(MAX_LIGHTS * 3);
3398
+ _lightConstants = new Float32Array(MAX_LIGHTS);
3399
+ _lightLinears = new Float32Array(MAX_LIGHTS);
3400
+ _lightQuadratics = new Float32Array(MAX_LIGHTS);
3401
+ setColorHex(hex) {
3402
+ this.albedoColor = parseHexToRgbArray(hex);
3403
+ }
3404
+ setColor(rgba) {
3405
+ this.albedoColor = rgba;
3406
+ this.dissolve = rgba[3];
3407
+ this.diffuse = [rgba[0], rgba[1], rgba[2]];
3408
+ }
3409
+ /**
3410
+ * Load an image from URL and create a WebGL texture.
3411
+ */
3412
+ async loadTexture(url, options) {
3413
+ const { gl } = this.webglCore;
3414
+ this.texture = await loadWebGlTexture(gl, url, options);
3415
+ }
3416
+ /**
3417
+ * Create an independent copy of this material.
3418
+ * Shares the same WebGL program but copies all mutable properties.
3419
+ * The texture reference is shared (immutable GPU resource).
3420
+ */
3421
+ clone() {
3422
+ const copy5 = new _Material(this.webglCore);
3423
+ copy5.albedoColor = [...this.albedoColor];
3424
+ copy5.specular = [...this.specular];
3425
+ copy5.ambientColor = [...this.ambientColor];
3426
+ copy5.diffuse = [...this.diffuse];
3427
+ copy5.shininess = this.shininess;
3428
+ copy5.dissolve = this.dissolve;
3429
+ copy5.unlit = this.unlit;
3430
+ copy5.doubleSided = this.doubleSided;
3431
+ copy5.friction = this.friction;
3432
+ copy5.texture = this.texture;
3433
+ return copy5;
3434
+ }
3435
+ apply(gl, lights, viewPosition) {
3436
+ if (this.uniformLocations["uColor"])
3437
+ gl.uniform4fv(this.uniformLocations["uColor"], this.albedoColor);
3438
+ if (this.uniformLocations["uUnlit"])
3439
+ gl.uniform1i(this.uniformLocations["uUnlit"], this.unlit ? 1 : 0);
3440
+ if (this.uniformLocations["uShininess"])
3441
+ gl.uniform1f(this.uniformLocations["uShininess"], this.shininess);
3442
+ if (this.uniformLocations["uSpecularColor"])
3443
+ gl.uniform3fv(this.uniformLocations["uSpecularColor"], this.specular);
3444
+ if (this.uniformLocations["uDissolve"])
3445
+ gl.uniform1f(this.uniformLocations["uDissolve"], this.dissolve);
3446
+ if (this.uniformLocations["uAmbientColor"])
3447
+ gl.uniform3fv(this.uniformLocations["uAmbientColor"], this.ambientColor);
3448
+ if (this.uniformLocations["uDiffuseColor"])
3449
+ gl.uniform3fv(this.uniformLocations["uDiffuseColor"], this.diffuse);
3450
+ if (viewPosition && this.uniformLocations["uViewPosition"]) {
3451
+ gl.uniform3fv(this.uniformLocations["uViewPosition"], viewPosition);
3452
+ }
3453
+ const hasTexture = !!this.texture;
3454
+ if (this.uniformLocations["uUseTexture"])
3455
+ gl.uniform1i(this.uniformLocations["uUseTexture"], hasTexture ? 1 : 0);
3456
+ if (hasTexture && this.texture) {
3457
+ gl.activeTexture(gl.TEXTURE0);
3458
+ gl.bindTexture(gl.TEXTURE_2D, this.texture);
3459
+ if (this.uniformLocations["uTexture"])
3460
+ gl.uniform1i(this.uniformLocations["uTexture"], 0);
3461
+ }
3462
+ if (!this.unlit && lights?.length) {
3463
+ const count = Math.min(lights.length, MAX_LIGHTS);
3464
+ if (this.uniformLocations["uLightCount"])
3465
+ gl.uniform1i(this.uniformLocations["uLightCount"], count);
3466
+ for (let i = 0; i < count; i++) {
3467
+ const light = lights[i];
3468
+ const i3 = i * 3;
3469
+ let typeInt = 0;
3470
+ if (light.type === "point") typeInt = 1;
3471
+ else if (light.type === "ambient") typeInt = 2;
3472
+ this._lightTypes[i] = typeInt;
3473
+ const dir = light.direction ?? [0, 0, 0];
3474
+ this._lightDirs[i3] = dir[0];
3475
+ this._lightDirs[i3 + 1] = dir[1];
3476
+ this._lightDirs[i3 + 2] = dir[2];
3477
+ const pos = light.position ?? [0, 0, 0];
3478
+ this._lightPositions[i3] = pos[0];
3479
+ this._lightPositions[i3 + 1] = pos[1];
3480
+ this._lightPositions[i3 + 2] = pos[2];
3481
+ this._lightColors[i3] = light.color[0];
3482
+ this._lightColors[i3 + 1] = light.color[1];
3483
+ this._lightColors[i3 + 2] = light.color[2];
3484
+ this._lightIntensities[i] = light.intensity;
3485
+ this._lightConstants[i] = light.constant;
3486
+ this._lightLinears[i] = light.linear;
3487
+ this._lightQuadratics[i] = light.quadratic;
3488
+ }
3489
+ if (this.uniformLocations["uLightDirection[0]"])
3490
+ gl.uniform3fv(
3491
+ this.uniformLocations["uLightDirection[0]"],
3492
+ this._lightDirs
3493
+ );
3494
+ if (this.uniformLocations["uLightColor[0]"])
3495
+ gl.uniform3fv(
3496
+ this.uniformLocations["uLightColor[0]"],
3497
+ this._lightColors
3498
+ );
3499
+ if (this.uniformLocations["uLightIntensity[0]"])
3500
+ gl.uniform1fv(
3501
+ this.uniformLocations["uLightIntensity[0]"],
3502
+ this._lightIntensities
3503
+ );
3504
+ if (this.uniformLocations["uLightType[0]"])
3505
+ gl.uniform1iv(this.uniformLocations["uLightType[0]"], this._lightTypes);
3506
+ if (this.uniformLocations["uLightPosition[0]"])
3507
+ gl.uniform3fv(
3508
+ this.uniformLocations["uLightPosition[0]"],
3509
+ this._lightPositions
3510
+ );
3511
+ if (this.uniformLocations["uLightConstant[0]"])
3512
+ gl.uniform1fv(
3513
+ this.uniformLocations["uLightConstant[0]"],
3514
+ this._lightConstants
3515
+ );
3516
+ if (this.uniformLocations["uLightLinear[0]"])
3517
+ gl.uniform1fv(
3518
+ this.uniformLocations["uLightLinear[0]"],
3519
+ this._lightLinears
3520
+ );
3521
+ if (this.uniformLocations["uLightQuadratic[0]"])
3522
+ gl.uniform1fv(
3523
+ this.uniformLocations["uLightQuadratic[0]"],
3524
+ this._lightQuadratics
3525
+ );
3526
+ }
3527
+ }
3528
+ };
3529
+
3530
+ // ../GenesisGL/src/Core/classes/Light.ts
3531
+ var Light = class {
3532
+ constructor(type = "directional", position = [0, 10, 0], direction = [0, -1, -1], color = [1, 1, 1], intensity = 1, constant = 1, linear = 0, quadratic = 0) {
3533
+ this.type = type;
3534
+ this.position = position;
3535
+ this.direction = direction;
3536
+ this.color = color;
3537
+ this.intensity = intensity;
3538
+ this.constant = constant;
3539
+ this.linear = linear;
3540
+ this.quadratic = quadratic;
3541
+ }
3542
+ type;
3543
+ position;
3544
+ direction;
3545
+ color;
3546
+ intensity;
3547
+ // Attenuation factors are initialized to standard values (no falloff)
3548
+ constant = 1;
3549
+ linear = 0;
3550
+ quadratic = 0;
3551
+ move(dx, dy, dz) {
3552
+ this.position[0] += dx;
3553
+ this.position[1] += dy;
3554
+ this.position[2] += dz;
3555
+ }
3556
+ rotateY(delta) {
3557
+ if (this.type === "directional") {
3558
+ const cos = Math.cos(delta);
3559
+ const sin = Math.sin(delta);
3560
+ const [x, y, z] = this.direction;
3561
+ this.direction[0] = x * cos - z * sin;
3562
+ this.direction[2] = x * sin + z * cos;
3563
+ }
3564
+ }
3565
+ };
3566
+
3567
+ // ../GenesisGL/src/Core/classes/Scene.ts
3568
+ var Scene = class _Scene {
3569
+ // eslint-disable-next-line @typescript-eslint/no-unused-vars
3570
+ constructor(webglCore) {
3571
+ this.webglCore = webglCore;
3572
+ }
3573
+ webglCore;
3574
+ models = [];
3575
+ modelsMap = /* @__PURE__ */ new Map();
3576
+ lights = [];
3577
+ // ─────────────────────────────────────────────
3578
+ // ░░░ Factory: pre-configured 3-point lighting ░░░
3579
+ // ─────────────────────────────────────────────
3580
+ /**
3581
+ * Create a Scene pre-loaded with a classic **3-point lighting** rig
3582
+ * (ambient + key + fill + back).
3583
+ *
3584
+ * Use this for quick prototyping; for production, create a plain Scene and
3585
+ * add your own lights.
3586
+ */
3587
+ static withDefaultLights(webglCore) {
3588
+ const scene = new _Scene(webglCore);
3589
+ scene.addLight(
3590
+ "ambient_base",
3591
+ new Light("ambient", [0, 0, 0], [0, 0, 0], [0.3, 0.3, 0.35], 0.5)
3592
+ );
3593
+ scene.addLight(
3594
+ "directional_key",
3595
+ new Light(
3596
+ "directional",
3597
+ [5, 10, 5],
3598
+ [-0.5, -1, -0.5],
3599
+ [1, 0.95, 0.9],
3600
+ 1.2
3601
+ )
3602
+ );
3603
+ scene.addLight(
3604
+ "directional_fill",
3605
+ new Light(
3606
+ "directional",
3607
+ [-10, 5, 10],
3608
+ [0.5, -0.2, -0.7],
3609
+ [0.8, 0.8, 1],
3610
+ 0.5
3611
+ )
3612
+ );
3613
+ scene.addLight(
3614
+ "directional_back",
3615
+ new Light(
3616
+ "directional",
3617
+ [0, 15, -10],
3618
+ [0, -0.8, 1],
3619
+ [1, 1, 1],
3620
+ 0.7
3621
+ )
3622
+ );
3623
+ return scene;
3624
+ }
3625
+ /** Register a light source in the scene. */
3626
+ addLight(id, light) {
3627
+ this.lights.push(light);
3628
+ }
3629
+ /** Add a model to the scene with a unique key. */
3630
+ add(id, model) {
3631
+ this.models.push(model);
3632
+ this.modelsMap.set(id, model);
3633
+ }
3634
+ /** Remove a model from the scene by key. */
3635
+ remove(key) {
3636
+ const mesh = this.modelsMap.get(key);
3637
+ if (!mesh) return;
3638
+ this.models = this.models.filter((m) => m !== mesh);
3639
+ this.modelsMap.delete(key);
3640
+ }
3641
+ getModels() {
3642
+ return this.models;
3643
+ }
3644
+ getLights() {
3645
+ return this.lights;
3646
+ }
3647
+ /** Retrieve a model by its key. */
3648
+ getModel(key) {
3649
+ const mesh = this.modelsMap.get(key);
3650
+ return mesh;
3651
+ }
3652
+ hasMesh(key) {
3653
+ return this.modelsMap.has(key);
3654
+ }
3655
+ /** Returns all [id, model] pairs — useful for debug/inspector tools. */
3656
+ getEntries() {
3657
+ return [...this.modelsMap.entries()];
3658
+ }
3659
+ dispose(webglCore) {
3660
+ for (const model of this.models) {
3661
+ model.dispose(webglCore);
3662
+ }
3663
+ this.models.length = 0;
3664
+ this.modelsMap.clear();
3665
+ this.lights.length = 0;
3666
+ }
3667
+ };
3668
+
3669
+ // ../GenesisGL/src/Core/classes/AnimationClip.ts
3670
+ var _sv0Vec3 = vec3_exports.create();
3671
+ var _sv1Vec3 = vec3_exports.create();
3672
+ var _sOutVec3 = vec3_exports.create();
3673
+ var _sv0Quat = quat_exports.create();
3674
+ var _sv1Quat = quat_exports.create();
3675
+ var _sOutQuat = quat_exports.create();
3676
+
3677
+ // ../GenesisGL/src/Core/utils/create-wire-box.ts
3678
+ function createWireBox(min3, max3, material) {
3679
+ const [minX, minY, minZ] = min3;
3680
+ const [maxX, maxY, maxZ] = max3;
3681
+ const vertices = [
3682
+ minX,
3683
+ minY,
3684
+ minZ,
3685
+ maxX,
3686
+ minY,
3687
+ minZ,
3688
+ maxX,
3689
+ maxY,
3690
+ minZ,
3691
+ minX,
3692
+ maxY,
3693
+ minZ,
3694
+ minX,
3695
+ minY,
3696
+ maxZ,
3697
+ maxX,
3698
+ minY,
3699
+ maxZ,
3700
+ maxX,
3701
+ maxY,
3702
+ maxZ,
3703
+ minX,
3704
+ maxY,
3705
+ maxZ
3706
+ ];
3707
+ const indices = [
3708
+ 0,
3709
+ 1,
3710
+ 1,
3711
+ 2,
3712
+ 2,
3713
+ 3,
3714
+ 3,
3715
+ 0,
3716
+ // bottom face
3717
+ 4,
3718
+ 5,
3719
+ 5,
3720
+ 6,
3721
+ 6,
3722
+ 7,
3723
+ 7,
3724
+ 4,
3725
+ // top face
3726
+ 0,
3727
+ 4,
3728
+ 1,
3729
+ 5,
3730
+ 2,
3731
+ 6,
3732
+ 3,
3733
+ 7
3734
+ // vertical edges
3735
+ ];
3736
+ const lineVertices = [];
3737
+ for (let i = 0; i < indices.length; i++) {
3738
+ const idx = indices[i];
3739
+ lineVertices.push(
3740
+ vertices[idx * 3],
3741
+ vertices[idx * 3 + 1],
3742
+ vertices[idx * 3 + 2]
3743
+ );
3744
+ }
3745
+ const normals = new Float32Array(lineVertices.length);
3746
+ const mesh = new Mesh(
3747
+ "hitbox",
3748
+ new Float32Array(lineVertices),
3749
+ normals,
3750
+ material,
3751
+ new Float32Array(),
3752
+ null
3753
+ );
3754
+ mesh.setMode(GL_LINES);
3755
+ return mesh;
3756
+ }
3757
+
3758
+ // ../GenesisGL/src/Core/classes/Renderer.ts
3759
+ var Renderer = class {
3760
+ constructor(webglCore, viewport) {
3761
+ this.webglCore = webglCore;
3762
+ this.viewport = viewport;
3763
+ const gl = webglCore.getRenderingContext();
3764
+ this._isWebGL2 = gl instanceof WebGL2RenderingContext;
3765
+ if (gl) gl.enable(gl.DEPTH_TEST);
3766
+ }
3767
+ webglCore;
3768
+ viewport;
3769
+ /** Set to `true` to render wireframe bounding boxes for debugging. */
3770
+ debug = false;
3771
+ // Cached debug materials to avoid per-frame GPU allocations
3772
+ _modelHitboxMaterial = null;
3773
+ _meshHitboxMaterial = null;
3774
+ // Cache wire-box debug meshes: recreated only when the bounding box changes.
3775
+ _modelWireBoxCache = /* @__PURE__ */ new WeakMap();
3776
+ _meshWireBoxCache = /* @__PURE__ */ new WeakMap();
3777
+ /** Pre-allocated identity matrix for world-space hitbox draws. */
3778
+ _identity = mat4_exports.create();
3779
+ /** Cached `gl instanceof WebGL2RenderingContext` — computed once at construction. */
3780
+ _isWebGL2;
3781
+ /** Lazily-created material for model-level hitboxes (red). */
3782
+ get modelHitboxMaterial() {
3783
+ if (!this._modelHitboxMaterial) {
3784
+ this._modelHitboxMaterial = new Material(this.webglCore);
3785
+ this._modelHitboxMaterial.setColorHex("#ff0404ff");
3786
+ this._modelHitboxMaterial.unlit = true;
3787
+ }
3788
+ return this._modelHitboxMaterial;
3789
+ }
3790
+ /** Lazily-created material for mesh-level hitboxes (green). */
3791
+ get meshHitboxMaterial() {
3792
+ if (!this._meshHitboxMaterial) {
3793
+ this._meshHitboxMaterial = new Material(this.webglCore);
3794
+ this._meshHitboxMaterial.setColorHex("#04ff0cff");
3795
+ this._meshHitboxMaterial.unlit = true;
3796
+ }
3797
+ return this._meshHitboxMaterial;
3798
+ }
3799
+ clearFrame(color = [0.2, 0.5, 0.95, 1]) {
3800
+ const gl = this.webglCore.getRenderingContext();
3801
+ if (!gl) return;
3802
+ gl.clearColor(...color);
3803
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
3804
+ }
3805
+ render(scene) {
3806
+ const gl = this.webglCore.getRenderingContext();
3807
+ if (!gl) return;
3808
+ const models = scene.getModels();
3809
+ const lights = scene.getLights();
3810
+ const camera = this.viewport.camera;
3811
+ const viewPosition = camera.getComputedPosition();
3812
+ this.clearFrame();
3813
+ const viewMatrix = camera.getViewMatrix();
3814
+ const projMatrix = camera.getProjectionMatrix();
3815
+ let activeProgram = null;
3816
+ for (const model of models) {
3817
+ activeProgram = this.drawModel(
3818
+ gl,
3819
+ model,
3820
+ lights,
3821
+ viewPosition,
3822
+ viewMatrix,
3823
+ projMatrix,
3824
+ activeProgram
3825
+ );
3826
+ }
3827
+ }
3828
+ drawModel(gl, model, lights, viewPosition, viewMatrix, projMatrix, activeProgram) {
3829
+ const modelMatrix = model.getModelMatrix();
3830
+ const hasSkeleton = model.skeleton !== null;
3831
+ for (const mesh of model.meshes) {
3832
+ activeProgram = this.drawMesh(
3833
+ mesh,
3834
+ lights,
3835
+ viewPosition,
3836
+ modelMatrix,
3837
+ viewMatrix,
3838
+ projMatrix,
3839
+ activeProgram,
3840
+ hasSkeleton && mesh.isSkinned ? model : null
3841
+ );
3842
+ if (this.debug) {
3843
+ this.drawHitBoxForMesh(
3844
+ mesh,
3845
+ modelMatrix,
3846
+ viewMatrix,
3847
+ projMatrix,
3848
+ activeProgram
3849
+ );
3850
+ }
3851
+ }
3852
+ if (this.debug) {
3853
+ this.drawHitBox(model, activeProgram);
3854
+ }
3855
+ return activeProgram;
3856
+ }
3857
+ drawMesh(mesh, lights, viewPosition, modelMatrix, viewMatrix, projMatrix, activeProgram, skinnedModel = null) {
3858
+ const gl = this.webglCore.getRenderingContext();
3859
+ if (!gl) return activeProgram;
3860
+ if (!mesh.material) return activeProgram;
3861
+ mesh.initBuffer(this.webglCore);
3862
+ const { program, uniformLocations } = mesh.material;
3863
+ if (program !== activeProgram) {
3864
+ gl.useProgram(program);
3865
+ activeProgram = program;
3866
+ if (uniformLocations["uView"])
3867
+ gl.uniformMatrix4fv(uniformLocations["uView"], false, viewMatrix);
3868
+ if (uniformLocations["uProjection"])
3869
+ gl.uniformMatrix4fv(uniformLocations["uProjection"], false, projMatrix);
3870
+ }
3871
+ const isWebGL2 = this._isWebGL2;
3872
+ if (isWebGL2 && mesh.buffers?.vao) {
3873
+ gl.bindVertexArray(
3874
+ mesh.buffers.vao
3875
+ );
3876
+ } else {
3877
+ const aPosition = mesh.material.attribLocations["aPosition"];
3878
+ if (aPosition !== -1 && mesh.buffers?.vertexBuffer) {
3879
+ gl.bindBuffer(gl.ARRAY_BUFFER, mesh.buffers.vertexBuffer);
3880
+ gl.enableVertexAttribArray(aPosition);
3881
+ gl.vertexAttribPointer(aPosition, 3, gl.FLOAT, false, 0, 0);
3882
+ }
3883
+ const aNormal = mesh.material.attribLocations["aNormal"];
3884
+ if (aNormal !== -1 && mesh.buffers?.normalBuffer) {
3885
+ gl.bindBuffer(gl.ARRAY_BUFFER, mesh.buffers.normalBuffer);
3886
+ gl.enableVertexAttribArray(aNormal);
3887
+ gl.vertexAttribPointer(aNormal, 3, gl.FLOAT, false, 0, 0);
3888
+ }
3889
+ const aTexCoord = mesh.material.attribLocations["aTexCoord"];
3890
+ if (aTexCoord !== -1 && mesh.buffers?.texCoordBuffer) {
3891
+ gl.bindBuffer(gl.ARRAY_BUFFER, mesh.buffers.texCoordBuffer);
3892
+ gl.enableVertexAttribArray(aTexCoord);
3893
+ gl.vertexAttribPointer(aTexCoord, 2, gl.FLOAT, false, 0, 0);
3894
+ }
3895
+ const aJointIndices = mesh.material.attribLocations["aJointIndices"];
3896
+ if (aJointIndices !== -1 && mesh.buffers?.jointIndexBuffer) {
3897
+ gl.bindBuffer(gl.ARRAY_BUFFER, mesh.buffers.jointIndexBuffer);
3898
+ gl.enableVertexAttribArray(aJointIndices);
3899
+ gl.vertexAttribPointer(aJointIndices, 4, gl.FLOAT, false, 0, 0);
3900
+ }
3901
+ const aJointWeights = mesh.material.attribLocations["aJointWeights"];
3902
+ if (aJointWeights !== -1 && mesh.buffers?.jointWeightBuffer) {
3903
+ gl.bindBuffer(gl.ARRAY_BUFFER, mesh.buffers.jointWeightBuffer);
3904
+ gl.enableVertexAttribArray(aJointWeights);
3905
+ gl.vertexAttribPointer(aJointWeights, 4, gl.FLOAT, false, 0, 0);
3906
+ }
3907
+ }
3908
+ mesh.material.apply(gl, lights, viewPosition);
3909
+ const uUseSkinning = uniformLocations["uUseSkinning"];
3910
+ const skeleton = skinnedModel?.skeleton ?? null;
3911
+ if (skeleton && mesh.isSkinned) {
3912
+ if (uUseSkinning) gl.uniform1i(uUseSkinning, 1);
3913
+ const uJointMatrices = uniformLocations["uJointMatrices[0]"];
3914
+ if (uJointMatrices) {
3915
+ gl.uniformMatrix4fv(uJointMatrices, false, skeleton.jointMatrices);
3916
+ }
3917
+ } else {
3918
+ if (uUseSkinning) gl.uniform1i(uUseSkinning, 0);
3919
+ }
3920
+ const uModel = mesh.material.uniformLocations["uModel"];
3921
+ if (uModel) gl.uniformMatrix4fv(uModel, false, modelMatrix);
3922
+ if (mesh.buffers?.indexBuffer && mesh.indices) {
3923
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, mesh.buffers.indexBuffer);
3924
+ const type = mesh.indices instanceof Uint32Array ? gl.UNSIGNED_INT : gl.UNSIGNED_SHORT;
3925
+ gl.drawElements(mesh.mode, mesh.indices.length, type, 0);
3926
+ } else {
3927
+ gl.drawArrays(mesh.mode, 0, mesh.vertices.length / 3);
3928
+ }
3929
+ if (isWebGL2 && mesh.buffers?.vao) {
3930
+ gl.bindVertexArray(null);
3931
+ } else {
3932
+ gl.bindBuffer(gl.ARRAY_BUFFER, null);
3933
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null);
3934
+ }
3935
+ return activeProgram;
3936
+ }
3937
+ drawHitBox(model, activeProgram) {
3938
+ const bbox = model.boundingBox;
3939
+ const key = `${bbox.min[0]},${bbox.min[1]},${bbox.min[2]},${bbox.max[0]},${bbox.max[1]},${bbox.max[2]}`;
3940
+ const cached = this._modelWireBoxCache.get(model);
3941
+ let hitboxMesh;
3942
+ if (!cached || cached.key !== key) {
3943
+ hitboxMesh = createWireBox(bbox.min, bbox.max, this.modelHitboxMaterial);
3944
+ hitboxMesh.isCollidable = false;
3945
+ this._modelWireBoxCache.set(model, { mesh: hitboxMesh, key });
3946
+ } else {
3947
+ hitboxMesh = cached.mesh;
3948
+ }
3949
+ const camera = this.viewport.camera;
3950
+ const viewMatrix = camera.getViewMatrix();
3951
+ const projMatrix = camera.getProjectionMatrix();
3952
+ this.drawMesh(
3953
+ hitboxMesh,
3954
+ [],
3955
+ camera.position,
3956
+ this._identity,
3957
+ viewMatrix,
3958
+ projMatrix,
3959
+ activeProgram
3960
+ );
3961
+ }
3962
+ drawHitBoxForMesh(mesh, modelMatrix, viewMatrix, projMatrix, activeProgram) {
3963
+ if (!mesh.boundingBox) return;
3964
+ const { min: min3, max: max3 } = mesh.boundingBox;
3965
+ const key = `${min3[0]},${min3[1]},${min3[2]},${max3[0]},${max3[1]},${max3[2]}`;
3966
+ const cached = this._meshWireBoxCache.get(mesh);
3967
+ let wireBox;
3968
+ if (!cached || cached.key !== key) {
3969
+ wireBox = createWireBox(min3, max3, this.meshHitboxMaterial);
3970
+ wireBox.isCollidable = false;
3971
+ this._meshWireBoxCache.set(mesh, { mesh: wireBox, key });
3972
+ } else {
3973
+ wireBox = cached.mesh;
3974
+ }
3975
+ const camera = this.viewport.camera;
3976
+ this.drawMesh(
3977
+ wireBox,
3978
+ [],
3979
+ camera.position,
3980
+ modelMatrix,
3981
+ viewMatrix,
3982
+ projMatrix,
3983
+ activeProgram
3984
+ );
3985
+ }
3986
+ };
3987
+
3988
+ // src/hooks/useGenesisGL.ts
3989
+ function useGenesisGL(options) {
3990
+ const contextRef = useRef({
3991
+ renderer: null,
3992
+ scene: null,
3993
+ viewport: null,
3994
+ webglCore: null
3995
+ });
3996
+ useEffect(() => {
3997
+ const { canvasRef, onReady, onError } = options;
3998
+ if (!canvasRef.current) return;
3999
+ try {
4000
+ const canvas = canvasRef.current;
4001
+ const webglCore = new WebGLCore(canvas);
4002
+ const viewport = new Viewport(
4003
+ canvas,
4004
+ window.innerWidth,
4005
+ window.innerHeight,
4006
+ webglCore
4007
+ );
4008
+ const renderer = new Renderer(webglCore, viewport);
4009
+ const scene = Scene.withDefaultLights(webglCore);
4010
+ contextRef.current = { renderer, scene, viewport, webglCore };
4011
+ viewport.camera.target = [0, 0, 0];
4012
+ viewport.camera.position = [4, 2, 8];
4013
+ viewport.camera.invalidate();
4014
+ if (onReady) {
4015
+ onReady(scene, viewport, renderer);
4016
+ }
4017
+ } catch (error) {
4018
+ const err = error instanceof Error ? error : new Error(String(error));
4019
+ console.error("Failed to initialize GenesisGL:", err);
4020
+ if (onError) onError(err);
4021
+ }
4022
+ return () => {
4023
+ const { scene, viewport, webglCore } = contextRef.current;
4024
+ if (scene && webglCore) scene.dispose(webglCore);
4025
+ if (viewport) viewport.dispose();
4026
+ if (webglCore) webglCore.dispose();
4027
+ };
4028
+ }, [options]);
4029
+ return contextRef.current;
4030
+ }
4031
+
4032
+ // src/hooks/useRenderer.ts
4033
+ import { useRef as useRef2, useEffect as useEffect2 } from "react";
4034
+ function useRenderer(options) {
4035
+ const { renderer, onFrame, enabled = true } = options;
4036
+ const animationIdRef = useRef2(null);
4037
+ useEffect2(() => {
4038
+ if (!renderer || !enabled) return;
4039
+ const animate = (time) => {
4040
+ if (onFrame) onFrame(time);
4041
+ animationIdRef.current = requestAnimationFrame(animate);
4042
+ };
4043
+ animationIdRef.current = requestAnimationFrame(animate);
4044
+ return () => {
4045
+ if (animationIdRef.current !== null) {
4046
+ cancelAnimationFrame(animationIdRef.current);
4047
+ }
4048
+ };
4049
+ }, [renderer, onFrame, enabled]);
4050
+ }
4051
+
4052
+ export {
4053
+ useGenesisGL,
4054
+ useRenderer
4055
+ };
4056
+ //# sourceMappingURL=chunk-4H2GKYMT.js.map