@math.gl/core 3.6.3 → 4.0.0-alpha.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (210) hide show
  1. package/dist/classes/base/math-array.d.ts +5 -4
  2. package/dist/classes/base/math-array.d.ts.map +1 -1
  3. package/dist/{esm/classes → classes}/base/math-array.js +8 -3
  4. package/dist/classes/base/math-array.js.map +1 -0
  5. package/dist/classes/base/matrix.d.ts +2 -2
  6. package/dist/classes/base/matrix.d.ts.map +1 -1
  7. package/dist/{esm/classes → classes}/base/matrix.js +4 -4
  8. package/dist/classes/base/matrix.js.map +1 -0
  9. package/dist/classes/base/vector.d.ts +2 -2
  10. package/dist/classes/base/vector.d.ts.map +1 -1
  11. package/dist/{esm/classes → classes}/base/vector.js +4 -4
  12. package/dist/classes/base/vector.js.map +1 -0
  13. package/dist/classes/euler.d.ts +4 -4
  14. package/dist/classes/euler.d.ts.map +1 -1
  15. package/dist/{esm/classes → classes}/euler.js +6 -6
  16. package/dist/classes/euler.js.map +1 -0
  17. package/dist/classes/matrix3.d.ts +5 -2
  18. package/dist/classes/matrix3.d.ts.map +1 -1
  19. package/dist/{esm/classes → classes}/matrix3.js +20 -20
  20. package/dist/classes/matrix3.js.map +1 -0
  21. package/dist/classes/matrix4.d.ts +2 -2
  22. package/dist/classes/matrix4.d.ts.map +1 -1
  23. package/dist/{esm/classes → classes}/matrix4.js +27 -27
  24. package/dist/classes/matrix4.js.map +1 -0
  25. package/dist/classes/pose.d.ts +4 -4
  26. package/dist/classes/pose.d.ts.map +1 -1
  27. package/dist/{esm/classes → classes}/pose.js +4 -4
  28. package/dist/classes/pose.js.map +1 -0
  29. package/dist/classes/quaternion.d.ts +2 -2
  30. package/dist/classes/quaternion.d.ts.map +1 -1
  31. package/dist/{esm/classes → classes}/quaternion.js +26 -26
  32. package/dist/classes/quaternion.js.map +1 -0
  33. package/dist/classes/spherical-coordinates.d.ts +2 -2
  34. package/dist/classes/spherical-coordinates.d.ts.map +1 -1
  35. package/dist/{esm/classes → classes}/spherical-coordinates.js +5 -5
  36. package/dist/classes/spherical-coordinates.js.map +1 -0
  37. package/dist/classes/vector2.d.ts +2 -2
  38. package/dist/classes/vector2.d.ts.map +1 -1
  39. package/dist/{esm/classes → classes}/vector2.js +10 -10
  40. package/dist/classes/vector2.js.map +1 -0
  41. package/dist/classes/vector3.d.ts +2 -2
  42. package/dist/classes/vector3.d.ts.map +1 -1
  43. package/dist/{esm/classes → classes}/vector3.js +14 -14
  44. package/dist/classes/vector3.js.map +1 -0
  45. package/dist/classes/vector4.d.ts +3 -3
  46. package/dist/classes/vector4.d.ts.map +1 -1
  47. package/dist/{esm/classes → classes}/vector4.js +8 -8
  48. package/dist/classes/vector4.js.map +1 -0
  49. package/dist/gl-matrix/common.d.ts +38 -0
  50. package/dist/gl-matrix/common.d.ts.map +1 -0
  51. package/dist/gl-matrix/common.js +19 -0
  52. package/dist/gl-matrix/common.js.map +1 -0
  53. package/dist/gl-matrix/mat3.d.ts +295 -0
  54. package/dist/gl-matrix/mat3.d.ts.map +1 -0
  55. package/dist/gl-matrix/mat3.js +489 -0
  56. package/dist/gl-matrix/mat3.js.map +1 -0
  57. package/dist/gl-matrix/mat4.d.ts +577 -0
  58. package/dist/gl-matrix/mat4.d.ts.map +1 -0
  59. package/dist/gl-matrix/mat4.js +1455 -0
  60. package/dist/gl-matrix/mat4.js.map +1 -0
  61. package/dist/gl-matrix/quat.d.ts +357 -0
  62. package/dist/gl-matrix/quat.d.ts.map +1 -0
  63. package/dist/gl-matrix/quat.js +315 -0
  64. package/dist/gl-matrix/quat.js.map +1 -0
  65. package/dist/gl-matrix/vec2.d.ts +373 -0
  66. package/dist/gl-matrix/vec2.d.ts.map +1 -0
  67. package/dist/gl-matrix/vec2.js +257 -0
  68. package/dist/gl-matrix/vec2.js.map +1 -0
  69. package/dist/gl-matrix/vec3.d.ts +416 -0
  70. package/dist/gl-matrix/vec3.d.ts.map +1 -0
  71. package/dist/gl-matrix/vec3.js +384 -0
  72. package/dist/gl-matrix/vec3.js.map +1 -0
  73. package/dist/gl-matrix/vec4.d.ts +340 -0
  74. package/dist/gl-matrix/vec4.d.ts.map +1 -0
  75. package/dist/gl-matrix/vec4.js +334 -0
  76. package/dist/gl-matrix/vec4.js.map +1 -0
  77. package/dist/gl-matrix/wip/index.d.ts +5 -0
  78. package/dist/gl-matrix/wip/index.d.ts.map +1 -0
  79. package/dist/gl-matrix/wip/index.js +12 -0
  80. package/dist/gl-matrix/wip/index.js.map +1 -0
  81. package/dist/gl-matrix/wip/mat2.d.ts +229 -0
  82. package/dist/gl-matrix/wip/mat2.d.ts.map +1 -0
  83. package/dist/gl-matrix/wip/mat2.js +208 -0
  84. package/dist/gl-matrix/wip/mat2.js.map +1 -0
  85. package/dist/gl-matrix/wip/mat2d.d.ts +244 -0
  86. package/dist/gl-matrix/wip/mat2d.d.ts.map +1 -0
  87. package/dist/gl-matrix/wip/mat2d.js +251 -0
  88. package/dist/gl-matrix/wip/mat2d.js.map +1 -0
  89. package/dist/gl-matrix/wip/quat2.d.ts +352 -0
  90. package/dist/gl-matrix/wip/quat2.d.ts.map +1 -0
  91. package/dist/gl-matrix/wip/quat2.js +482 -0
  92. package/dist/gl-matrix/wip/quat2.js.map +1 -0
  93. package/dist/gl-matrix/wip/types.d.js +2 -0
  94. package/dist/{esm/lib/gl-matrix.d.js.map → gl-matrix/wip/types.d.js.map} +1 -1
  95. package/dist/index.cjs +3788 -0
  96. package/dist/index.d.ts +15 -14
  97. package/dist/index.d.ts.map +1 -1
  98. package/dist/index.js +17 -0
  99. package/dist/index.js.map +1 -0
  100. package/dist/lib/assert.d.ts +1 -1
  101. package/dist/lib/assert.d.ts.map +1 -1
  102. package/dist/lib/assert.js +6 -0
  103. package/dist/lib/assert.js.map +1 -0
  104. package/dist/lib/common.d.ts +10 -5
  105. package/dist/lib/common.d.ts.map +1 -1
  106. package/dist/{esm/lib → lib}/common.js +11 -9
  107. package/dist/lib/common.js.map +1 -0
  108. package/dist/lib/gl-matrix-extras.js.map +1 -0
  109. package/dist/lib/math-utils.d.ts +24 -27
  110. package/dist/lib/math-utils.d.ts.map +1 -1
  111. package/dist/lib/math-utils.js +25 -0
  112. package/dist/lib/math-utils.js.map +1 -0
  113. package/dist/lib/validators.d.ts +1 -1
  114. package/dist/lib/validators.d.ts.map +1 -1
  115. package/dist/{esm/lib → lib}/validators.js +2 -2
  116. package/dist/lib/validators.js.map +1 -0
  117. package/package.json +6 -6
  118. package/src/classes/base/math-array.ts +16 -8
  119. package/src/classes/base/matrix.ts +7 -4
  120. package/src/classes/base/vector.ts +4 -4
  121. package/src/classes/euler.ts +9 -8
  122. package/src/classes/matrix3.ts +37 -24
  123. package/src/classes/matrix4.ts +48 -29
  124. package/src/classes/pose.ts +4 -4
  125. package/src/classes/quaternion.ts +54 -32
  126. package/src/classes/spherical-coordinates.ts +5 -4
  127. package/src/classes/vector2.ts +13 -9
  128. package/src/classes/vector3.ts +26 -12
  129. package/src/classes/vector4.ts +14 -10
  130. package/src/gl-matrix/common.js +58 -0
  131. package/src/gl-matrix/mat3.js +842 -0
  132. package/src/gl-matrix/mat4.js +2169 -0
  133. package/src/gl-matrix/quat.ts +789 -0
  134. package/src/gl-matrix/vec2.js +629 -0
  135. package/src/gl-matrix/vec3.js +827 -0
  136. package/src/gl-matrix/vec4.js +675 -0
  137. package/src/gl-matrix/wip/index.js +15 -0
  138. package/src/gl-matrix/wip/mat2.js +442 -0
  139. package/src/gl-matrix/wip/mat2d.js +505 -0
  140. package/src/gl-matrix/wip/quat2.ts +886 -0
  141. package/src/gl-matrix/wip/types.d.ts +93 -0
  142. package/src/index.ts +16 -14
  143. package/src/lib/assert.ts +1 -1
  144. package/src/lib/common.ts +31 -19
  145. package/src/lib/math-utils.ts +24 -26
  146. package/src/lib/validators.ts +3 -3
  147. package/dist/es5/classes/base/math-array.js +0 -348
  148. package/dist/es5/classes/base/math-array.js.map +0 -1
  149. package/dist/es5/classes/base/matrix.js +0 -108
  150. package/dist/es5/classes/base/matrix.js.map +0 -1
  151. package/dist/es5/classes/base/vector.js +0 -210
  152. package/dist/es5/classes/base/vector.js.map +0 -1
  153. package/dist/es5/classes/euler.js +0 -654
  154. package/dist/es5/classes/euler.js.map +0 -1
  155. package/dist/es5/classes/matrix3.js +0 -284
  156. package/dist/es5/classes/matrix3.js.map +0 -1
  157. package/dist/es5/classes/matrix4.js +0 -574
  158. package/dist/es5/classes/matrix4.js.map +0 -1
  159. package/dist/es5/classes/pose.js +0 -159
  160. package/dist/es5/classes/pose.js.map +0 -1
  161. package/dist/es5/classes/quaternion.js +0 -323
  162. package/dist/es5/classes/quaternion.js.map +0 -1
  163. package/dist/es5/classes/spherical-coordinates.js +0 -208
  164. package/dist/es5/classes/spherical-coordinates.js.map +0 -1
  165. package/dist/es5/classes/vector2.js +0 -156
  166. package/dist/es5/classes/vector2.js.map +0 -1
  167. package/dist/es5/classes/vector3.js +0 -213
  168. package/dist/es5/classes/vector3.js.map +0 -1
  169. package/dist/es5/classes/vector4.js +0 -185
  170. package/dist/es5/classes/vector4.js.map +0 -1
  171. package/dist/es5/docs/README.md +0 -0
  172. package/dist/es5/index.js +0 -236
  173. package/dist/es5/index.js.map +0 -1
  174. package/dist/es5/lib/assert.js +0 -13
  175. package/dist/es5/lib/assert.js.map +0 -1
  176. package/dist/es5/lib/common.js +0 -255
  177. package/dist/es5/lib/common.js.map +0 -1
  178. package/dist/es5/lib/gl-matrix-extras.js +0 -61
  179. package/dist/es5/lib/gl-matrix-extras.js.map +0 -1
  180. package/dist/es5/lib/gl-matrix.d.js +0 -2
  181. package/dist/es5/lib/math-utils.js +0 -34
  182. package/dist/es5/lib/math-utils.js.map +0 -1
  183. package/dist/es5/lib/validators.js +0 -53
  184. package/dist/es5/lib/validators.js.map +0 -1
  185. package/dist/esm/classes/base/math-array.js.map +0 -1
  186. package/dist/esm/classes/base/matrix.js.map +0 -1
  187. package/dist/esm/classes/base/vector.js.map +0 -1
  188. package/dist/esm/classes/euler.js.map +0 -1
  189. package/dist/esm/classes/matrix3.js.map +0 -1
  190. package/dist/esm/classes/matrix4.js.map +0 -1
  191. package/dist/esm/classes/pose.js.map +0 -1
  192. package/dist/esm/classes/quaternion.js.map +0 -1
  193. package/dist/esm/classes/spherical-coordinates.js.map +0 -1
  194. package/dist/esm/classes/vector2.js.map +0 -1
  195. package/dist/esm/classes/vector3.js.map +0 -1
  196. package/dist/esm/classes/vector4.js.map +0 -1
  197. package/dist/esm/docs/README.md +0 -0
  198. package/dist/esm/index.js +0 -16
  199. package/dist/esm/index.js.map +0 -1
  200. package/dist/esm/lib/assert.js +0 -6
  201. package/dist/esm/lib/assert.js.map +0 -1
  202. package/dist/esm/lib/common.js.map +0 -1
  203. package/dist/esm/lib/gl-matrix-extras.js.map +0 -1
  204. package/dist/esm/lib/math-utils.js +0 -27
  205. package/dist/esm/lib/math-utils.js.map +0 -1
  206. package/dist/esm/lib/validators.js.map +0 -1
  207. package/src/docs/README.md +0 -0
  208. /package/dist/{esm/lib → lib}/gl-matrix-extras.js +0 -0
  209. /package/dist/{esm/lib → lib}/gl-matrix.d.js +0 -0
  210. /package/dist/{es5/lib → lib}/gl-matrix.d.js.map +0 -0
@@ -0,0 +1,827 @@
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+ // @eslint-disable
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+ // @ts-nocheck
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+
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+ import * as glMatrix from './common.js';
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+
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+ /**
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+ * 3 Dimensional Vector
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+ * @module vec3
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+ */
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+
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+ /**
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+ * Creates a new, empty vec3
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+ *
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+ * @returns {vec3} a new 3D vector
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+ */
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+ export function create() {
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+ const out = new glMatrix.ARRAY_TYPE(3);
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+ if (glMatrix.ARRAY_TYPE != Float32Array) {
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+ out[0] = 0;
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+ out[1] = 0;
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+ out[2] = 0;
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+ }
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+ return out;
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+ }
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+
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+ /**
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+ * Creates a new vec3 initialized with values from an existing vector
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+ *
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+ * @param {ReadonlyVec3} a vector to clone
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+ * @returns {vec3} a new 3D vector
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+ */
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+ export function clone(a) {
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+ const out = new glMatrix.ARRAY_TYPE(3);
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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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+ return out;
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+ }
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+
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+ /**
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+ * Calculates the length of a vec3
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+ *
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+ * @param {ReadonlyVec3} a vector to calculate length of
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+ * @returns {Number} length of a
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+ */
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+ export function length(a) {
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+ const x = a[0];
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+ const y = a[1];
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+ const z = a[2];
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+ return Math.sqrt(x * x + y * y + z * z);
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+ }
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+
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+ /**
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+ * Creates a new vec3 initialized with the given values
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+ *
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+ * @param {Number} x X component
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+ * @param {Number} y Y component
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+ * @param {Number} z Z component
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+ * @returns {vec3} a new 3D vector
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+ */
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+ export function fromValues(x, y, z) {
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+ const out = new glMatrix.ARRAY_TYPE(3);
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+ out[0] = x;
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+ out[1] = y;
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+ out[2] = z;
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+ return out;
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+ }
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+
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+ /**
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+ * Copy the values from one vec3 to another
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+ *
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+ * @param {vec3} out the receiving vector
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+ * @param {ReadonlyVec3} a the source vector
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+ * @returns {vec3} out
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+ */
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+ export 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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+ return out;
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+ }
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+
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+ /**
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+ * Set the components of a vec3 to the given values
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+ *
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+ * @param {vec3} out the receiving vector
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+ * @param {Number} x X component
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+ * @param {Number} y Y component
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+ * @param {Number} z Z component
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+ * @returns {vec3} out
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+ */
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+ export function set(out, x, y, z) {
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+ out[0] = x;
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+ out[1] = y;
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+ out[2] = z;
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+ return out;
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+ }
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+
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+ /**
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+ * Adds two vec3's
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+ *
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+ * @param {vec3} out the receiving vector
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+ * @param {ReadonlyVec3} a the first operand
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+ * @param {ReadonlyVec3} b the second operand
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+ * @returns {vec3} out
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+ */
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+ export function add(out, a, b) {
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+ out[0] = a[0] + b[0];
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+ out[1] = a[1] + b[1];
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+ out[2] = a[2] + b[2];
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+ return out;
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+ }
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+
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+ /**
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+ * Subtracts vector b from vector a
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+ *
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+ * @param {vec3} out the receiving vector
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+ * @param {ReadonlyVec3} a the first operand
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+ * @param {ReadonlyVec3} b the second operand
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+ * @returns {vec3} out
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+ */
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+ export function subtract(out, a, b) {
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+ out[0] = a[0] - b[0];
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+ out[1] = a[1] - b[1];
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+ out[2] = a[2] - b[2];
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+ return out;
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+ }
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+
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+ /**
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+ * Multiplies two vec3's
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+ *
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+ * @param {vec3} out the receiving vector
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+ * @param {ReadonlyVec3} a the first operand
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+ * @param {ReadonlyVec3} b the second operand
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+ * @returns {vec3} out
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+ */
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+ export function multiply(out, a, b) {
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+ out[0] = a[0] * b[0];
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+ out[1] = a[1] * b[1];
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+ out[2] = a[2] * b[2];
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+ return out;
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+ }
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+
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+ /**
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+ * Divides two vec3's
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+ *
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+ * @param {vec3} out the receiving vector
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+ * @param {ReadonlyVec3} a the first operand
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+ * @param {ReadonlyVec3} b the second operand
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+ * @returns {vec3} out
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+ */
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+ export function divide(out, a, b) {
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+ out[0] = a[0] / b[0];
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+ out[1] = a[1] / b[1];
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+ out[2] = a[2] / b[2];
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+ return out;
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+ }
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+
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+ /**
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+ * Math.ceil the components of a vec3
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+ *
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+ * @param {vec3} out the receiving vector
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+ * @param {ReadonlyVec3} a vector to ceil
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+ * @returns {vec3} out
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+ */
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+ export function ceil(out, a) {
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+ out[0] = Math.ceil(a[0]);
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+ out[1] = Math.ceil(a[1]);
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+ out[2] = Math.ceil(a[2]);
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+ return out;
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+ }
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+
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+ /**
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+ * Math.floor the components of a vec3
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+ *
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+ * @param {vec3} out the receiving vector
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+ * @param {ReadonlyVec3} a vector to floor
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+ * @returns {vec3} out
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+ */
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+ export function floor(out, a) {
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+ out[0] = Math.floor(a[0]);
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+ out[1] = Math.floor(a[1]);
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+ out[2] = Math.floor(a[2]);
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+ return out;
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+ }
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+
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+ /**
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+ * Returns the minimum of two vec3's
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+ *
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+ * @param {vec3} out the receiving vector
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+ * @param {ReadonlyVec3} a the first operand
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+ * @param {ReadonlyVec3} b the second operand
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+ * @returns {vec3} out
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+ */
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+ export function min(out, a, b) {
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+ out[0] = Math.min(a[0], b[0]);
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+ out[1] = Math.min(a[1], b[1]);
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+ out[2] = Math.min(a[2], b[2]);
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+ return out;
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+ }
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+
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+ /**
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+ * Returns the maximum of two vec3's
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+ *
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+ * @param {vec3} out the receiving vector
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+ * @param {ReadonlyVec3} a the first operand
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+ * @param {ReadonlyVec3} b the second operand
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+ * @returns {vec3} out
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+ */
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+ export function max(out, a, b) {
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+ out[0] = Math.max(a[0], b[0]);
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+ out[1] = Math.max(a[1], b[1]);
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+ out[2] = Math.max(a[2], b[2]);
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+ return out;
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+ }
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+
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+ /**
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+ * symmetric round the components of a vec3
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+ *
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+ * @param {vec3} out the receiving vector
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+ * @param {ReadonlyVec3} a vector to round
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+ * @returns {vec3} out
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+ */
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+ export function round(out, a) {
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+ out[0] = glMatrix.round(a[0]);
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+ out[1] = glMatrix.round(a[1]);
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+ out[2] = glMatrix.round(a[2]);
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+ return out;
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+ }
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+
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+ /**
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+ * Scales a vec3 by a scalar number
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+ *
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+ * @param {vec3} out the receiving vector
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+ * @param {ReadonlyVec3} a the vector to scale
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+ * @param {Number} b amount to scale the vector by
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+ * @returns {vec3} out
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+ */
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+ export function scale(out, a, b) {
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+ out[0] = a[0] * b;
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+ out[1] = a[1] * b;
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+ out[2] = a[2] * b;
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+ return out;
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+ }
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+
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+ /**
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+ * Adds two vec3's after scaling the second operand by a scalar value
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+ *
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+ * @param {vec3} out the receiving vector
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+ * @param {ReadonlyVec3} a the first operand
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+ * @param {ReadonlyVec3} b the second operand
252
+ * @param {Number} scale the amount to scale b by before adding
253
+ * @returns {vec3} out
254
+ */
255
+ export function scaleAndAdd(out, a, b, scale) {
256
+ out[0] = a[0] + b[0] * scale;
257
+ out[1] = a[1] + b[1] * scale;
258
+ out[2] = a[2] + b[2] * scale;
259
+ return out;
260
+ }
261
+
262
+ /**
263
+ * Calculates the euclidian distance between two vec3's
264
+ *
265
+ * @param {ReadonlyVec3} a the first operand
266
+ * @param {ReadonlyVec3} b the second operand
267
+ * @returns {Number} distance between a and b
268
+ */
269
+ export function distance(a, b) {
270
+ const x = b[0] - a[0];
271
+ const y = b[1] - a[1];
272
+ const z = b[2] - a[2];
273
+ return Math.sqrt(x * x + y * y + z * z);
274
+ }
275
+
276
+ /**
277
+ * Calculates the squared euclidian distance between two vec3's
278
+ *
279
+ * @param {ReadonlyVec3} a the first operand
280
+ * @param {ReadonlyVec3} b the second operand
281
+ * @returns {Number} squared distance between a and b
282
+ */
283
+ export function squaredDistance(a, b) {
284
+ const x = b[0] - a[0];
285
+ const y = b[1] - a[1];
286
+ const z = b[2] - a[2];
287
+ return x * x + y * y + z * z;
288
+ }
289
+
290
+ /**
291
+ * Calculates the squared length of a vec3
292
+ *
293
+ * @param {ReadonlyVec3} a vector to calculate squared length of
294
+ * @returns {Number} squared length of a
295
+ */
296
+ export function squaredLength(a) {
297
+ const x = a[0];
298
+ const y = a[1];
299
+ const z = a[2];
300
+ return x * x + y * y + z * z;
301
+ }
302
+
303
+ /**
304
+ * Negates the components of a vec3
305
+ *
306
+ * @param {vec3} out the receiving vector
307
+ * @param {ReadonlyVec3} a vector to negate
308
+ * @returns {vec3} out
309
+ */
310
+ export function negate(out, a) {
311
+ out[0] = -a[0];
312
+ out[1] = -a[1];
313
+ out[2] = -a[2];
314
+ return out;
315
+ }
316
+
317
+ /**
318
+ * Returns the inverse of the components of a vec3
319
+ *
320
+ * @param {vec3} out the receiving vector
321
+ * @param {ReadonlyVec3} a vector to invert
322
+ * @returns {vec3} out
323
+ */
324
+ export function inverse(out, a) {
325
+ out[0] = 1.0 / a[0];
326
+ out[1] = 1.0 / a[1];
327
+ out[2] = 1.0 / a[2];
328
+ return out;
329
+ }
330
+
331
+ /**
332
+ * Normalize a vec3
333
+ *
334
+ * @param {vec3} out the receiving vector
335
+ * @param {ReadonlyVec3} a vector to normalize
336
+ * @returns {vec3} out
337
+ */
338
+ export function normalize(out, a) {
339
+ const x = a[0];
340
+ const y = a[1];
341
+ const z = a[2];
342
+ let len = x * x + y * y + z * z;
343
+ if (len > 0) {
344
+ // TODO: evaluate use of glm_invsqrt here?
345
+ len = 1 / Math.sqrt(len);
346
+ }
347
+ out[0] = a[0] * len;
348
+ out[1] = a[1] * len;
349
+ out[2] = a[2] * len;
350
+ return out;
351
+ }
352
+
353
+ /**
354
+ * Calculates the dot product of two vec3's
355
+ *
356
+ * @param {ReadonlyVec3} a the first operand
357
+ * @param {ReadonlyVec3} b the second operand
358
+ * @returns {Number} dot product of a and b
359
+ */
360
+ export function dot(a, b) {
361
+ return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
362
+ }
363
+
364
+ /**
365
+ * Computes the cross product of two vec3's
366
+ *
367
+ * @param {vec3} out the receiving vector
368
+ * @param {ReadonlyVec3} a the first operand
369
+ * @param {ReadonlyVec3} b the second operand
370
+ * @returns {vec3} out
371
+ */
372
+ export function cross(out, a, b) {
373
+ const ax = a[0];
374
+ const ay = a[1];
375
+ const az = a[2];
376
+ const bx = b[0];
377
+ const by = b[1];
378
+ const bz = b[2];
379
+
380
+ out[0] = ay * bz - az * by;
381
+ out[1] = az * bx - ax * bz;
382
+ out[2] = ax * by - ay * bx;
383
+ return out;
384
+ }
385
+
386
+ /**
387
+ * Performs a linear interpolation between two vec3's
388
+ *
389
+ * @param {vec3} out the receiving vector
390
+ * @param {ReadonlyVec3} a the first operand
391
+ * @param {ReadonlyVec3} b the second operand
392
+ * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
393
+ * @returns {vec3} out
394
+ */
395
+ export function lerp(out, a, b, t) {
396
+ const ax = a[0];
397
+ const ay = a[1];
398
+ const az = a[2];
399
+ out[0] = ax + t * (b[0] - ax);
400
+ out[1] = ay + t * (b[1] - ay);
401
+ out[2] = az + t * (b[2] - az);
402
+ return out;
403
+ }
404
+
405
+ /**
406
+ * Performs a spherical linear interpolation between two vec3's
407
+ *
408
+ * @param {vec3} out the receiving vector
409
+ * @param {ReadonlyVec3} a the first operand
410
+ * @param {ReadonlyVec3} b the second operand
411
+ * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
412
+ * @returns {vec3} out
413
+ */
414
+ export function slerp(out, a, b, t) {
415
+ const angle = Math.acos(Math.min(Math.max(dot(a, b), -1), 1));
416
+ const sinTotal = Math.sin(angle);
417
+
418
+ const ratioA = Math.sin((1 - t) * angle) / sinTotal;
419
+ const ratioB = Math.sin(t * angle) / sinTotal;
420
+ out[0] = ratioA * a[0] + ratioB * b[0];
421
+ out[1] = ratioA * a[1] + ratioB * b[1];
422
+ out[2] = ratioA * a[2] + ratioB * b[2];
423
+
424
+ return out;
425
+ }
426
+
427
+ /**
428
+ * Performs a hermite interpolation with two control points
429
+ *
430
+ * @param {vec3} out the receiving vector
431
+ * @param {ReadonlyVec3} a the first operand
432
+ * @param {ReadonlyVec3} b the second operand
433
+ * @param {ReadonlyVec3} c the third operand
434
+ * @param {ReadonlyVec3} d the fourth operand
435
+ * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
436
+ * @returns {vec3} out
437
+ */
438
+ export function hermite(out, a, b, c, d, t) {
439
+ const factorTimes2 = t * t;
440
+ const factor1 = factorTimes2 * (2 * t - 3) + 1;
441
+ const factor2 = factorTimes2 * (t - 2) + t;
442
+ const factor3 = factorTimes2 * (t - 1);
443
+ const factor4 = factorTimes2 * (3 - 2 * t);
444
+
445
+ out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
446
+ out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
447
+ out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
448
+
449
+ return out;
450
+ }
451
+
452
+ /**
453
+ * Performs a bezier interpolation with two control points
454
+ *
455
+ * @param {vec3} out the receiving vector
456
+ * @param {ReadonlyVec3} a the first operand
457
+ * @param {ReadonlyVec3} b the second operand
458
+ * @param {ReadonlyVec3} c the third operand
459
+ * @param {ReadonlyVec3} d the fourth operand
460
+ * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
461
+ * @returns {vec3} out
462
+ */
463
+ export function bezier(out, a, b, c, d, t) {
464
+ const inverseFactor = 1 - t;
465
+ const inverseFactorTimesTwo = inverseFactor * inverseFactor;
466
+ const factorTimes2 = t * t;
467
+ const factor1 = inverseFactorTimesTwo * inverseFactor;
468
+ const factor2 = 3 * t * inverseFactorTimesTwo;
469
+ const factor3 = 3 * factorTimes2 * inverseFactor;
470
+ const factor4 = factorTimes2 * t;
471
+
472
+ out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;
473
+ out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;
474
+ out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;
475
+
476
+ return out;
477
+ }
478
+
479
+ /**
480
+ * Generates a random vector with the given scale
481
+ *
482
+ * @param {vec3} out the receiving vector
483
+ * @param {Number} [scale] Length of the resulting vector. If omitted, a unit vector will be returned
484
+ * @returns {vec3} out
485
+ */
486
+ export function random(out, scale) {
487
+ scale = scale === undefined ? 1.0 : scale;
488
+
489
+ const r = glMatrix.RANDOM() * 2.0 * Math.PI;
490
+ const z = glMatrix.RANDOM() * 2.0 - 1.0;
491
+ const zScale = Math.sqrt(1.0 - z * z) * scale;
492
+
493
+ out[0] = Math.cos(r) * zScale;
494
+ out[1] = Math.sin(r) * zScale;
495
+ out[2] = z * scale;
496
+ return out;
497
+ }
498
+
499
+ /**
500
+ * Transforms the vec3 with a mat4.
501
+ * 4th vector component is implicitly '1'
502
+ *
503
+ * @param {vec3} out the receiving vector
504
+ * @param {ReadonlyVec3} a the vector to transform
505
+ * @param {ReadonlyMat4} m matrix to transform with
506
+ * @returns {vec3} out
507
+ */
508
+ export function transformMat4(out, a, m) {
509
+ const x = a[0];
510
+ const y = a[1];
511
+ const z = a[2];
512
+ let w = m[3] * x + m[7] * y + m[11] * z + m[15];
513
+ w = w || 1.0;
514
+ out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;
515
+ out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;
516
+ out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;
517
+ return out;
518
+ }
519
+
520
+ /**
521
+ * Transforms the vec3 with a mat3.
522
+ *
523
+ * @param {vec3} out the receiving vector
524
+ * @param {ReadonlyVec3} a the vector to transform
525
+ * @param {ReadonlyMat3} m the 3x3 matrix to transform with
526
+ * @returns {vec3} out
527
+ */
528
+ export function transformMat3(out, a, m) {
529
+ const x = a[0];
530
+ const y = a[1];
531
+ const z = a[2];
532
+ out[0] = x * m[0] + y * m[3] + z * m[6];
533
+ out[1] = x * m[1] + y * m[4] + z * m[7];
534
+ out[2] = x * m[2] + y * m[5] + z * m[8];
535
+ return out;
536
+ }
537
+
538
+ /**
539
+ * Transforms the vec3 with a quat
540
+ * Can also be used for dual quaternions. (Multiply it with the real part)
541
+ *
542
+ * @param {vec3} out the receiving vector
543
+ * @param {ReadonlyVec3} a the vector to transform
544
+ * @param {ReadonlyQuat} q quaternion to transform with
545
+ * @returns {vec3} out
546
+ */
547
+ export function transformQuat(out, a, q) {
548
+ // benchmarks: https://jsperf.com/quaternion-transform-vec3-implementations-fixed
549
+ const qx = q[0];
550
+ const qy = q[1];
551
+ const qz = q[2];
552
+ const qw = q[3];
553
+ const x = a[0];
554
+ const y = a[1];
555
+ const z = a[2];
556
+ // var qvec = [qx, qy, qz];
557
+ // var uv = vec3.cross([], qvec, a);
558
+ let uvx = qy * z - qz * y;
559
+ let uvy = qz * x - qx * z;
560
+ let uvz = qx * y - qy * x;
561
+ // var uuv = vec3.cross([], qvec, uv);
562
+ let uuvx = qy * uvz - qz * uvy;
563
+ let uuvy = qz * uvx - qx * uvz;
564
+ let uuvz = qx * uvy - qy * uvx;
565
+ // vec3.scale(uv, uv, 2 * w);
566
+ const w2 = qw * 2;
567
+ uvx *= w2;
568
+ uvy *= w2;
569
+ uvz *= w2;
570
+ // vec3.scale(uuv, uuv, 2);
571
+ uuvx *= 2;
572
+ uuvy *= 2;
573
+ uuvz *= 2;
574
+ // return vec3.add(out, a, vec3.add(out, uv, uuv));
575
+ out[0] = x + uvx + uuvx;
576
+ out[1] = y + uvy + uuvy;
577
+ out[2] = z + uvz + uuvz;
578
+ return out;
579
+ }
580
+
581
+ /**
582
+ * Rotate a 3D vector around the x-axis
583
+ * @param {vec3} out The receiving vec3
584
+ * @param {ReadonlyVec3} a The vec3 point to rotate
585
+ * @param {ReadonlyVec3} b The origin of the rotation
586
+ * @param {Number} rad The angle of rotation in radians
587
+ * @returns {vec3} out
588
+ */
589
+ export function rotateX(out, a, b, rad) {
590
+ const p = [];
591
+ const r = [];
592
+ // Translate point to the origin
593
+ p[0] = a[0] - b[0];
594
+ p[1] = a[1] - b[1];
595
+ p[2] = a[2] - b[2];
596
+
597
+ // perform rotation
598
+ r[0] = p[0];
599
+ r[1] = p[1] * Math.cos(rad) - p[2] * Math.sin(rad);
600
+ r[2] = p[1] * Math.sin(rad) + p[2] * Math.cos(rad);
601
+
602
+ // translate to correct position
603
+ out[0] = r[0] + b[0];
604
+ out[1] = r[1] + b[1];
605
+ out[2] = r[2] + b[2];
606
+
607
+ return out;
608
+ }
609
+
610
+ /**
611
+ * Rotate a 3D vector around the y-axis
612
+ * @param {vec3} out The receiving vec3
613
+ * @param {ReadonlyVec3} a The vec3 point to rotate
614
+ * @param {ReadonlyVec3} b The origin of the rotation
615
+ * @param {Number} rad The angle of rotation in radians
616
+ * @returns {vec3} out
617
+ */
618
+ export function rotateY(out, a, b, rad) {
619
+ const p = [];
620
+ const r = [];
621
+ // Translate point to the origin
622
+ p[0] = a[0] - b[0];
623
+ p[1] = a[1] - b[1];
624
+ p[2] = a[2] - b[2];
625
+
626
+ // perform rotation
627
+ r[0] = p[2] * Math.sin(rad) + p[0] * Math.cos(rad);
628
+ r[1] = p[1];
629
+ r[2] = p[2] * Math.cos(rad) - p[0] * Math.sin(rad);
630
+
631
+ // translate to correct position
632
+ out[0] = r[0] + b[0];
633
+ out[1] = r[1] + b[1];
634
+ out[2] = r[2] + b[2];
635
+
636
+ return out;
637
+ }
638
+
639
+ /**
640
+ * Rotate a 3D vector around the z-axis
641
+ * @param {vec3} out The receiving vec3
642
+ * @param {ReadonlyVec3} a The vec3 point to rotate
643
+ * @param {ReadonlyVec3} b The origin of the rotation
644
+ * @param {Number} rad The angle of rotation in radians
645
+ * @returns {vec3} out
646
+ */
647
+ export function rotateZ(out, a, b, rad) {
648
+ const p = [];
649
+ const r = [];
650
+ // Translate point to the origin
651
+ p[0] = a[0] - b[0];
652
+ p[1] = a[1] - b[1];
653
+ p[2] = a[2] - b[2];
654
+
655
+ // perform rotation
656
+ r[0] = p[0] * Math.cos(rad) - p[1] * Math.sin(rad);
657
+ r[1] = p[0] * Math.sin(rad) + p[1] * Math.cos(rad);
658
+ r[2] = p[2];
659
+
660
+ // translate to correct position
661
+ out[0] = r[0] + b[0];
662
+ out[1] = r[1] + b[1];
663
+ out[2] = r[2] + b[2];
664
+
665
+ return out;
666
+ }
667
+
668
+ /**
669
+ * Get the angle between two 3D vectors
670
+ * @param {ReadonlyVec3} a The first operand
671
+ * @param {ReadonlyVec3} b The second operand
672
+ * @returns {Number} The angle in radians
673
+ */
674
+ export function angle(a, b) {
675
+ const ax = a[0];
676
+ const ay = a[1];
677
+ const az = a[2];
678
+ const bx = b[0];
679
+ const by = b[1];
680
+ const bz = b[2];
681
+ const mag = Math.sqrt((ax * ax + ay * ay + az * az) * (bx * bx + by * by + bz * bz));
682
+ const cosine = mag && dot(a, b) / mag;
683
+ return Math.acos(Math.min(Math.max(cosine, -1), 1));
684
+ }
685
+
686
+ /**
687
+ * Set the components of a vec3 to zero
688
+ *
689
+ * @param {vec3} out the receiving vector
690
+ * @returns {vec3} out
691
+ */
692
+ export function zero(out) {
693
+ out[0] = 0.0;
694
+ out[1] = 0.0;
695
+ out[2] = 0.0;
696
+ return out;
697
+ }
698
+
699
+ /**
700
+ * Returns a string representation of a vector
701
+ *
702
+ * @param {ReadonlyVec3} a vector to represent as a string
703
+ * @returns {String} string representation of the vector
704
+ */
705
+ export function str(a) {
706
+ return `vec3(${a[0]}, ${a[1]}, ${a[2]})`;
707
+ }
708
+
709
+ /**
710
+ * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)
711
+ *
712
+ * @param {ReadonlyVec3} a The first vector.
713
+ * @param {ReadonlyVec3} b The second vector.
714
+ * @returns {Boolean} True if the vectors are equal, false otherwise.
715
+ */
716
+ export function exactEquals(a, b) {
717
+ return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];
718
+ }
719
+
720
+ /**
721
+ * Returns whether or not the vectors have approximately the same elements in the same position.
722
+ *
723
+ * @param {ReadonlyVec3} a The first vector.
724
+ * @param {ReadonlyVec3} b The second vector.
725
+ * @returns {Boolean} True if the vectors are equal, false otherwise.
726
+ */
727
+ export function equals(a, b) {
728
+ const a0 = a[0];
729
+ const a1 = a[1];
730
+ const a2 = a[2];
731
+ const b0 = b[0];
732
+ const b1 = b[1];
733
+ const b2 = b[2];
734
+ return (
735
+ Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) &&
736
+ Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) &&
737
+ Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2))
738
+ );
739
+ }
740
+
741
+ /**
742
+ * Alias for {@link vec3.subtract}
743
+ * @function
744
+ */
745
+ export const sub = subtract;
746
+
747
+ /**
748
+ * Alias for {@link vec3.multiply}
749
+ * @function
750
+ */
751
+ export const mul = multiply;
752
+
753
+ /**
754
+ * Alias for {@link vec3.divide}
755
+ * @function
756
+ */
757
+ export const div = divide;
758
+
759
+ /**
760
+ * Alias for {@link vec3.distance}
761
+ * @function
762
+ */
763
+ export const dist = distance;
764
+
765
+ /**
766
+ * Alias for {@link vec3.squaredDistance}
767
+ * @function
768
+ */
769
+ export const sqrDist = squaredDistance;
770
+
771
+ /**
772
+ * Alias for {@link vec3.length}
773
+ * @function
774
+ */
775
+ export const len = length;
776
+
777
+ /**
778
+ * Alias for {@link vec3.squaredLength}
779
+ * @function
780
+ */
781
+ export const sqrLen = squaredLength;
782
+
783
+ /**
784
+ * Perform some operation over an array of vec3s.
785
+ *
786
+ * @param {Array} a the array of vectors to iterate over
787
+ * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed
788
+ * @param {Number} offset Number of elements to skip at the beginning of the array
789
+ * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array
790
+ * @param {Function} fn Function to call for each vector in the array
791
+ * @param {Object} [arg] additional argument to pass to fn
792
+ * @returns {Array} a
793
+ * @function
794
+ */
795
+ export const forEach = (function () {
796
+ const vec = create();
797
+
798
+ return function (a, stride, offset, count, fn, arg) {
799
+ let i;
800
+ let l;
801
+ if (!stride) {
802
+ stride = 3;
803
+ }
804
+
805
+ if (!offset) {
806
+ offset = 0;
807
+ }
808
+
809
+ if (count) {
810
+ l = Math.min(count * stride + offset, a.length);
811
+ } else {
812
+ l = a.length;
813
+ }
814
+
815
+ for (i = offset; i < l; i += stride) {
816
+ vec[0] = a[i];
817
+ vec[1] = a[i + 1];
818
+ vec[2] = a[i + 2];
819
+ fn(vec, vec, arg);
820
+ a[i] = vec[0];
821
+ a[i + 1] = vec[1];
822
+ a[i + 2] = vec[2];
823
+ }
824
+
825
+ return a;
826
+ };
827
+ })();