null-graph 0.0.1
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- package/README.md +110 -0
- package/dist/Camera.d.ts +9 -0
- package/dist/NullGraph.d.ts +15 -0
- package/dist/index.d.ts +1 -0
- package/dist/index.js +55 -0
- package/dist/index.js.map +7 -0
- package/package.json +42 -0
package/README.md
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# NullGraph
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**Zero scene graph. Zero copy. Infinite scale.**
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> A Data-Oriented WebGPU rendering framework for massive web worlds.
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NullGraph is a brutalist, high-performance rendering library designed specifically for **Web Workers** and **Data-Oriented Design (DOD)**.
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It completely abandons the traditional Object-Oriented *Scene Graph* (`Root -> Node -> Mesh -> Geometry`) in favor of mapping raw, contiguous `ArrayBuffers` directly to **WebGPU Storage Buffers**.
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If you are building an MMO, a voxel engine, or a multiverse with tens of thousands of dynamic entities, NullGraph ensures your main thread stays at a flat **0ms overhead**.
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---
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## Why NullGraph?
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Traditional WebGL frameworks (like Three.js or Babylon.js) are built for ease of use, heavily relying on:
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- `new` keyword allocations
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- Dynamic memory
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- Garbage Collection (GC)
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When building massive, chunk-streaming open worlds, this OOP overhead causes:
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- Main-thread stuttering
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- Shader compilation lag
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### NullGraph solves this by doing less:
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- **Zero Scene Graph**
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No `.traverse()`, no `.updateMatrixWorld()`. The GPU reads your flat array.
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- **Zero-Copy Streaming**
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Calculate your ECS layout in a Web Worker, pass the `ArrayBuffer` to the main thread, and upload directly to VRAM.
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- **No GC Spikes**
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Memory is pre-allocated. No runtime object creation or destruction.
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- **Predictable WebGPU Pipelines**
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No mid-game shader compilation stutters.
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---
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## Installation
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> ⚠️ Currently in pre-release development
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```bash
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npm install null-graph gl-matrix
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```
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The Architecture
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NullGraph assumes you are running a tight ECS where entity data is packed into a flat Float32Array (or passed directly from a Rust/C++ WebAssembly module).
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You define the Stride (how many floats per entity) and the Offsets (where position, scale, and color live). The WebGPU WGSL shader reads this storage buffer directly to instance your geometry.
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Quick Start
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TypeScript
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import { NullGraph, Camera } from 'null-graph';
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async function init() {
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const canvas = document.getElementById('gpuCanvas') as HTMLCanvasElement;
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// 1. Initialize the WebGPU Device
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const engine = new NullGraph();
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await engine.init(canvas);
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// 2. Setup Camera (Powered by gl-matrix)
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const camera = new Camera(75, canvas.width / canvas.height, 0.1, 1000.0);
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camera.updateView([0, 20, 80], [0, 0, 0]);
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engine.updateCamera(camera);
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// 3. Generate or Receive DOD ArrayBuffer (e.g., from a Web Worker)
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const entityCount = 10000;
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const strideFloats = 14;
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const ecsBuffer = new Float32Array(entityCount * strideFloats);
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// Example: Populate buffer (In production, this comes from your ECS Worker)
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for (let i = 0; i < entityCount; i++) {
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const base = i * strideFloats;
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ecsBuffer[base + 1] = (Math.random() - 0.5) * 100; // X
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ecsBuffer[base + 2] = (Math.random() - 0.5) * 100; // Y
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ecsBuffer[base + 3] = (Math.random() - 0.5) * 100; // Z
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ecsBuffer[base + 8] = 1.0; // Scale X
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ecsBuffer[base + 9] = 1.0; // Scale Y
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ecsBuffer[base + 10] = 1.0; // Scale Z
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}
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// 4. Blast directly to VRAM
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engine.updateEntities(ecsBuffer, entityCount);
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// 5. Render Loop (Zero CPU overhead)
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function frame() {
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engine.render();
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requestAnimationFrame(frame);
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}
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frame();
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}
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init();
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Roadmap
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NullGraph is currently in active development for the Axion Engine. Upcoming features include:
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[ ] Depth / Z-Buffer Integration (Proper 3D occlusion)
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[ ] Custom WGSL Material Injection (Passing Material IDs via the ECS buffer)
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[ ] Raw GLTF Buffer Parsing (Extracting static vertex arrays from models)
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[ ] Directional Shadows ## License
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NullGraph is released under the MIT License.
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package/dist/Camera.d.ts
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import { mat4, vec3 } from 'gl-matrix';
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export declare class Camera {
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projectionMatrix: mat4;
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viewMatrix: mat4;
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viewProjectionMatrix: mat4;
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bufferData: Float32Array;
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constructor(fovDegrees: number, aspect: number, near: number, far: number);
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updateView(eye: vec3, target: vec3, up?: vec3): void;
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}
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import { Camera } from './Camera';
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export declare class NullGraph {
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private device;
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private context;
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private pipeline;
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private entityStorageBuffer;
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private cameraUniformBuffer;
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private bindGroup;
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private readonly STRIDE_FLOATS;
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private currentEntityCount;
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init(canvas: HTMLCanvasElement): Promise<void>;
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updateCamera(camera: Camera): void;
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updateEntities(rawECSBuffer: Float32Array, entityCount: number): void;
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render(): void;
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}
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export {};
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var J=Object.defineProperty;var K=(r,e)=>{for(var a in e)J(r,a,{get:e[a],enumerable:!0})};var q=class{device;context;pipeline;entityStorageBuffer;cameraUniformBuffer;bindGroup;STRIDE_FLOATS=14;currentEntityCount=0;async init(e){let a=await navigator.gpu?.requestAdapter();if(!a)throw new Error("WebGPU not supported!");this.device=await a.requestDevice(),this.context=e.getContext("webgpu");let n=navigator.gpu.getPreferredCanvasFormat();this.context.configure({device:this.device,format:n});let i=this.device.createShaderModule({code:`
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struct CameraUniform {
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viewProj: mat4x4<f32>,
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};
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@group(0) @binding(0) var<uniform> camera: CameraUniform;
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@group(0) @binding(1) var<storage, read> ecsData: array<f32>;
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struct VertexOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) color: vec3<f32>,
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};
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// Simple Triangle
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var<private> triVerts: array<vec3<f32>, 3> = array<vec3<f32>, 3>(
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vec3<f32>(-0.5, -0.5, 0.0),
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vec3<f32>( 0.5, -0.5, 0.0),
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vec3<f32>( 0.0, 0.5, 0.0)
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);
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@vertex
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fn vs_main(@builtin(vertex_index) vIdx: u32, @builtin(instance_index) iIdx: u32) -> VertexOutput {
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var out: VertexOutput;
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let baseIndex = iIdx * 14u; // Stride
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let posX = ecsData[baseIndex + 1u];
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let posY = ecsData[baseIndex + 2u];
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let posZ = ecsData[baseIndex + 3u];
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let scaleX = ecsData[baseIndex + 8u];
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let scaleY = ecsData[baseIndex + 9u];
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let scaleZ = ecsData[baseIndex + 10u];
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let r = ecsData[baseIndex + 11u];
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let g = ecsData[baseIndex + 12u];
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let b = ecsData[baseIndex + 13u];
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let vert = triVerts[vIdx];
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let worldPos = vec3<f32>(
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(vert.x * scaleX) + posX,
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(vert.y * scaleY) + posY,
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(vert.z * scaleZ) + posZ
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);
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// Apply Camera ViewProjection
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out.position = camera.viewProj * vec4<f32>(worldPos, 1.0);
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out.color = vec3<f32>(r, g, b);
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return out;
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}
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@fragment
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fn fs_main(@location(0) color: vec3<f32>) -> @location(0) vec4<f32> {
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return vec4<f32>(color, 1.0);
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}
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`});this.pipeline=this.device.createRenderPipeline({layout:"auto",vertex:{module:i,entryPoint:"vs_main"},fragment:{module:i,entryPoint:"fs_main",targets:[{format:n}]},primitive:{topology:"triangle-list"}});let v=5e4;this.entityStorageBuffer=this.device.createBuffer({size:v*this.STRIDE_FLOATS*4,usage:GPUBufferUsage.STORAGE|GPUBufferUsage.COPY_DST}),this.cameraUniformBuffer=this.device.createBuffer({size:64,usage:GPUBufferUsage.UNIFORM|GPUBufferUsage.COPY_DST}),this.bindGroup=this.device.createBindGroup({layout:this.pipeline.getBindGroupLayout(0),entries:[{binding:0,resource:{buffer:this.cameraUniformBuffer}},{binding:1,resource:{buffer:this.entityStorageBuffer}}]})}updateCamera(e){this.device.queue.writeBuffer(this.cameraUniformBuffer,0,e.bufferData.buffer,e.bufferData.byteOffset,64)}updateEntities(e,a){this.currentEntityCount=a,this.device.queue.writeBuffer(this.entityStorageBuffer,0,e.buffer,e.byteOffset,a*this.STRIDE_FLOATS*4)}render(){if(this.currentEntityCount===0)return;let e=this.device.createCommandEncoder(),a=e.beginRenderPass({colorAttachments:[{view:this.context.getCurrentTexture().createView(),clearValue:{r:.05,g:.05,b:.05,a:1},loadOp:"clear",storeOp:"store"}]});a.setPipeline(this.pipeline),a.setBindGroup(0,this.bindGroup),a.draw(3,this.currentEntityCount,0,0),a.end(),this.device.queue.submit([e.finish()])}};var L=1e-6,U=typeof Float32Array<"u"?Float32Array:Array;var k1=Math.PI/180,Q1=180/Math.PI;var C={};K(C,{add:()=>B1,adjoint:()=>i1,clone:()=>o,copy:()=>u,create:()=>_,decompose:()=>w1,determinant:()=>v1,equals:()=>F1,exactEquals:()=>G1,frob:()=>U1,fromQuat:()=>I1,fromQuat2:()=>g1,fromRotation:()=>m1,fromRotationTranslation:()=>X,fromRotationTranslationScale:()=>z1,fromRotationTranslationScaleOrigin:()=>E1,fromScaling:()=>l1,fromTranslation:()=>p1,fromValues:()=>r1,fromXRotation:()=>d1,fromYRotation:()=>t1,fromZRotation:()=>y1,frustum:()=>S1,getRotation:()=>P1,getScaling:()=>H,getTranslation:()=>b1,identity:()=>j,invert:()=>n1,lookAt:()=>L1,mul:()=>V1,multiply:()=>Z,multiplyScalar:()=>Y1,multiplyScalarAndAdd:()=>q1,ortho:()=>T1,orthoNO:()=>Q,orthoZO:()=>D1,perspective:()=>O1,perspectiveFromFieldOfView:()=>R1,perspectiveNO:()=>k,perspectiveZO:()=>A1,rotate:()=>x1,rotateX:()=>f1,rotateY:()=>h1,rotateZ:()=>M1,scale:()=>c1,set:()=>e1,str:()=>C1,sub:()=>j1,subtract:()=>W,targetTo:()=>N1,translate:()=>s1,transpose:()=>a1});function _(){var r=new U(16);return U!=Float32Array&&(r[1]=0,r[2]=0,r[3]=0,r[4]=0,r[6]=0,r[7]=0,r[8]=0,r[9]=0,r[11]=0,r[12]=0,r[13]=0,r[14]=0),r[0]=1,r[5]=1,r[10]=1,r[15]=1,r}function o(r){var e=new U(16);return e[0]=r[0],e[1]=r[1],e[2]=r[2],e[3]=r[3],e[4]=r[4],e[5]=r[5],e[6]=r[6],e[7]=r[7],e[8]=r[8],e[9]=r[9],e[10]=r[10],e[11]=r[11],e[12]=r[12],e[13]=r[13],e[14]=r[14],e[15]=r[15],e}function u(r,e){return r[0]=e[0],r[1]=e[1],r[2]=e[2],r[3]=e[3],r[4]=e[4],r[5]=e[5],r[6]=e[6],r[7]=e[7],r[8]=e[8],r[9]=e[9],r[10]=e[10],r[11]=e[11],r[12]=e[12],r[13]=e[13],r[14]=e[14],r[15]=e[15],r}function r1(r,e,a,n,i,v,s,x,f,c,h,p,m,l,d,t){var M=new U(16);return M[0]=r,M[1]=e,M[2]=a,M[3]=n,M[4]=i,M[5]=v,M[6]=s,M[7]=x,M[8]=f,M[9]=c,M[10]=h,M[11]=p,M[12]=m,M[13]=l,M[14]=d,M[15]=t,M}function e1(r,e,a,n,i,v,s,x,f,c,h,p,m,l,d,t,M){return r[0]=e,r[1]=a,r[2]=n,r[3]=i,r[4]=v,r[5]=s,r[6]=x,r[7]=f,r[8]=c,r[9]=h,r[10]=p,r[11]=m,r[12]=l,r[13]=d,r[14]=t,r[15]=M,r}function j(r){return r[0]=1,r[1]=0,r[2]=0,r[3]=0,r[4]=0,r[5]=1,r[6]=0,r[7]=0,r[8]=0,r[9]=0,r[10]=1,r[11]=0,r[12]=0,r[13]=0,r[14]=0,r[15]=1,r}function a1(r,e){if(r===e){var a=e[1],n=e[2],i=e[3],v=e[6],s=e[7],x=e[11];r[1]=e[4],r[2]=e[8],r[3]=e[12],r[4]=a,r[6]=e[9],r[7]=e[13],r[8]=n,r[9]=v,r[11]=e[14],r[12]=i,r[13]=s,r[14]=x}else r[0]=e[0],r[1]=e[4],r[2]=e[8],r[3]=e[12],r[4]=e[1],r[5]=e[5],r[6]=e[9],r[7]=e[13],r[8]=e[2],r[9]=e[6],r[10]=e[10],r[11]=e[14],r[12]=e[3],r[13]=e[7],r[14]=e[11],r[15]=e[15];return r}function n1(r,e){var a=e[0],n=e[1],i=e[2],v=e[3],s=e[4],x=e[5],f=e[6],c=e[7],h=e[8],p=e[9],m=e[10],l=e[11],d=e[12],t=e[13],M=e[14],w=e[15],E=a*x-n*s,P=a*f-i*s,y=a*c-v*s,g=n*f-i*x,b=n*c-v*x,O=i*c-v*f,I=h*t-p*d,A=h*M-m*d,z=h*w-l*d,R=p*M-m*t,T=p*w-l*t,D=m*w-l*M,S=E*D-P*T+y*R+g*z-b*A+O*I;return S?(S=1/S,r[0]=(x*D-f*T+c*R)*S,r[1]=(i*T-n*D-v*R)*S,r[2]=(t*O-M*b+w*g)*S,r[3]=(m*b-p*O-l*g)*S,r[4]=(f*z-s*D-c*A)*S,r[5]=(a*D-i*z+v*A)*S,r[6]=(M*y-d*O-w*P)*S,r[7]=(h*O-m*y+l*P)*S,r[8]=(s*T-x*z+c*I)*S,r[9]=(n*z-a*T-v*I)*S,r[10]=(d*b-t*y+w*E)*S,r[11]=(p*y-h*b-l*E)*S,r[12]=(x*A-s*R-f*I)*S,r[13]=(a*R-n*A+i*I)*S,r[14]=(t*P-d*g-M*E)*S,r[15]=(h*g-p*P+m*E)*S,r):null}function i1(r,e){var a=e[0],n=e[1],i=e[2],v=e[3],s=e[4],x=e[5],f=e[6],c=e[7],h=e[8],p=e[9],m=e[10],l=e[11],d=e[12],t=e[13],M=e[14],w=e[15],E=a*x-n*s,P=a*f-i*s,y=a*c-v*s,g=n*f-i*x,b=n*c-v*x,O=i*c-v*f,I=h*t-p*d,A=h*M-m*d,z=h*w-l*d,R=p*M-m*t,T=p*w-l*t,D=m*w-l*M;return r[0]=x*D-f*T+c*R,r[1]=i*T-n*D-v*R,r[2]=t*O-M*b+w*g,r[3]=m*b-p*O-l*g,r[4]=f*z-s*D-c*A,r[5]=a*D-i*z+v*A,r[6]=M*y-d*O-w*P,r[7]=h*O-m*y+l*P,r[8]=s*T-x*z+c*I,r[9]=n*z-a*T-v*I,r[10]=d*b-t*y+w*E,r[11]=p*y-h*b-l*E,r[12]=x*A-s*R-f*I,r[13]=a*R-n*A+i*I,r[14]=t*P-d*g-M*E,r[15]=h*g-p*P+m*E,r}function v1(r){var e=r[0],a=r[1],n=r[2],i=r[3],v=r[4],s=r[5],x=r[6],f=r[7],c=r[8],h=r[9],p=r[10],m=r[11],l=r[12],d=r[13],t=r[14],M=r[15],w=e*s-a*v,E=e*x-n*v,P=a*x-n*s,y=c*d-h*l,g=c*t-p*l,b=h*t-p*d,O=e*b-a*g+n*y,I=v*b-s*g+x*y,A=c*P-h*E+p*w,z=l*P-d*E+t*w;return f*O-i*I+M*A-m*z}function Z(r,e,a){var n=e[0],i=e[1],v=e[2],s=e[3],x=e[4],f=e[5],c=e[6],h=e[7],p=e[8],m=e[9],l=e[10],d=e[11],t=e[12],M=e[13],w=e[14],E=e[15],P=a[0],y=a[1],g=a[2],b=a[3];return r[0]=P*n+y*x+g*p+b*t,r[1]=P*i+y*f+g*m+b*M,r[2]=P*v+y*c+g*l+b*w,r[3]=P*s+y*h+g*d+b*E,P=a[4],y=a[5],g=a[6],b=a[7],r[4]=P*n+y*x+g*p+b*t,r[5]=P*i+y*f+g*m+b*M,r[6]=P*v+y*c+g*l+b*w,r[7]=P*s+y*h+g*d+b*E,P=a[8],y=a[9],g=a[10],b=a[11],r[8]=P*n+y*x+g*p+b*t,r[9]=P*i+y*f+g*m+b*M,r[10]=P*v+y*c+g*l+b*w,r[11]=P*s+y*h+g*d+b*E,P=a[12],y=a[13],g=a[14],b=a[15],r[12]=P*n+y*x+g*p+b*t,r[13]=P*i+y*f+g*m+b*M,r[14]=P*v+y*c+g*l+b*w,r[15]=P*s+y*h+g*d+b*E,r}function s1(r,e,a){var n=a[0],i=a[1],v=a[2],s,x,f,c,h,p,m,l,d,t,M,w;return e===r?(r[12]=e[0]*n+e[4]*i+e[8]*v+e[12],r[13]=e[1]*n+e[5]*i+e[9]*v+e[13],r[14]=e[2]*n+e[6]*i+e[10]*v+e[14],r[15]=e[3]*n+e[7]*i+e[11]*v+e[15]):(s=e[0],x=e[1],f=e[2],c=e[3],h=e[4],p=e[5],m=e[6],l=e[7],d=e[8],t=e[9],M=e[10],w=e[11],r[0]=s,r[1]=x,r[2]=f,r[3]=c,r[4]=h,r[5]=p,r[6]=m,r[7]=l,r[8]=d,r[9]=t,r[10]=M,r[11]=w,r[12]=s*n+h*i+d*v+e[12],r[13]=x*n+p*i+t*v+e[13],r[14]=f*n+m*i+M*v+e[14],r[15]=c*n+l*i+w*v+e[15]),r}function c1(r,e,a){var n=a[0],i=a[1],v=a[2];return r[0]=e[0]*n,r[1]=e[1]*n,r[2]=e[2]*n,r[3]=e[3]*n,r[4]=e[4]*i,r[5]=e[5]*i,r[6]=e[6]*i,r[7]=e[7]*i,r[8]=e[8]*v,r[9]=e[9]*v,r[10]=e[10]*v,r[11]=e[11]*v,r[12]=e[12],r[13]=e[13],r[14]=e[14],r[15]=e[15],r}function x1(r,e,a,n){var i=n[0],v=n[1],s=n[2],x=Math.sqrt(i*i+v*v+s*s),f,c,h,p,m,l,d,t,M,w,E,P,y,g,b,O,I,A,z,R,T,D,S,N;return x<L?null:(x=1/x,i*=x,v*=x,s*=x,f=Math.sin(a),c=Math.cos(a),h=1-c,p=e[0],m=e[1],l=e[2],d=e[3],t=e[4],M=e[5],w=e[6],E=e[7],P=e[8],y=e[9],g=e[10],b=e[11],O=i*i*h+c,I=v*i*h+s*f,A=s*i*h-v*f,z=i*v*h-s*f,R=v*v*h+c,T=s*v*h+i*f,D=i*s*h+v*f,S=v*s*h-i*f,N=s*s*h+c,r[0]=p*O+t*I+P*A,r[1]=m*O+M*I+y*A,r[2]=l*O+w*I+g*A,r[3]=d*O+E*I+b*A,r[4]=p*z+t*R+P*T,r[5]=m*z+M*R+y*T,r[6]=l*z+w*R+g*T,r[7]=d*z+E*R+b*T,r[8]=p*D+t*S+P*N,r[9]=m*D+M*S+y*N,r[10]=l*D+w*S+g*N,r[11]=d*D+E*S+b*N,e!==r&&(r[12]=e[12],r[13]=e[13],r[14]=e[14],r[15]=e[15]),r)}function f1(r,e,a){var n=Math.sin(a),i=Math.cos(a),v=e[4],s=e[5],x=e[6],f=e[7],c=e[8],h=e[9],p=e[10],m=e[11];return e!==r&&(r[0]=e[0],r[1]=e[1],r[2]=e[2],r[3]=e[3],r[12]=e[12],r[13]=e[13],r[14]=e[14],r[15]=e[15]),r[4]=v*i+c*n,r[5]=s*i+h*n,r[6]=x*i+p*n,r[7]=f*i+m*n,r[8]=c*i-v*n,r[9]=h*i-s*n,r[10]=p*i-x*n,r[11]=m*i-f*n,r}function h1(r,e,a){var n=Math.sin(a),i=Math.cos(a),v=e[0],s=e[1],x=e[2],f=e[3],c=e[8],h=e[9],p=e[10],m=e[11];return e!==r&&(r[4]=e[4],r[5]=e[5],r[6]=e[6],r[7]=e[7],r[12]=e[12],r[13]=e[13],r[14]=e[14],r[15]=e[15]),r[0]=v*i-c*n,r[1]=s*i-h*n,r[2]=x*i-p*n,r[3]=f*i-m*n,r[8]=v*n+c*i,r[9]=s*n+h*i,r[10]=x*n+p*i,r[11]=f*n+m*i,r}function M1(r,e,a){var n=Math.sin(a),i=Math.cos(a),v=e[0],s=e[1],x=e[2],f=e[3],c=e[4],h=e[5],p=e[6],m=e[7];return e!==r&&(r[8]=e[8],r[9]=e[9],r[10]=e[10],r[11]=e[11],r[12]=e[12],r[13]=e[13],r[14]=e[14],r[15]=e[15]),r[0]=v*i+c*n,r[1]=s*i+h*n,r[2]=x*i+p*n,r[3]=f*i+m*n,r[4]=c*i-v*n,r[5]=h*i-s*n,r[6]=p*i-x*n,r[7]=m*i-f*n,r}function p1(r,e){return r[0]=1,r[1]=0,r[2]=0,r[3]=0,r[4]=0,r[5]=1,r[6]=0,r[7]=0,r[8]=0,r[9]=0,r[10]=1,r[11]=0,r[12]=e[0],r[13]=e[1],r[14]=e[2],r[15]=1,r}function l1(r,e){return r[0]=e[0],r[1]=0,r[2]=0,r[3]=0,r[4]=0,r[5]=e[1],r[6]=0,r[7]=0,r[8]=0,r[9]=0,r[10]=e[2],r[11]=0,r[12]=0,r[13]=0,r[14]=0,r[15]=1,r}function m1(r,e,a){var n=a[0],i=a[1],v=a[2],s=Math.sqrt(n*n+i*i+v*v),x,f,c;return s<L?null:(s=1/s,n*=s,i*=s,v*=s,x=Math.sin(e),f=Math.cos(e),c=1-f,r[0]=n*n*c+f,r[1]=i*n*c+v*x,r[2]=v*n*c-i*x,r[3]=0,r[4]=n*i*c-v*x,r[5]=i*i*c+f,r[6]=v*i*c+n*x,r[7]=0,r[8]=n*v*c+i*x,r[9]=i*v*c-n*x,r[10]=v*v*c+f,r[11]=0,r[12]=0,r[13]=0,r[14]=0,r[15]=1,r)}function d1(r,e){var a=Math.sin(e),n=Math.cos(e);return r[0]=1,r[1]=0,r[2]=0,r[3]=0,r[4]=0,r[5]=n,r[6]=a,r[7]=0,r[8]=0,r[9]=-a,r[10]=n,r[11]=0,r[12]=0,r[13]=0,r[14]=0,r[15]=1,r}function t1(r,e){var a=Math.sin(e),n=Math.cos(e);return r[0]=n,r[1]=0,r[2]=-a,r[3]=0,r[4]=0,r[5]=1,r[6]=0,r[7]=0,r[8]=a,r[9]=0,r[10]=n,r[11]=0,r[12]=0,r[13]=0,r[14]=0,r[15]=1,r}function y1(r,e){var a=Math.sin(e),n=Math.cos(e);return r[0]=n,r[1]=a,r[2]=0,r[3]=0,r[4]=-a,r[5]=n,r[6]=0,r[7]=0,r[8]=0,r[9]=0,r[10]=1,r[11]=0,r[12]=0,r[13]=0,r[14]=0,r[15]=1,r}function X(r,e,a){var n=e[0],i=e[1],v=e[2],s=e[3],x=n+n,f=i+i,c=v+v,h=n*x,p=n*f,m=n*c,l=i*f,d=i*c,t=v*c,M=s*x,w=s*f,E=s*c;return r[0]=1-(l+t),r[1]=p+E,r[2]=m-w,r[3]=0,r[4]=p-E,r[5]=1-(h+t),r[6]=d+M,r[7]=0,r[8]=m+w,r[9]=d-M,r[10]=1-(h+l),r[11]=0,r[12]=a[0],r[13]=a[1],r[14]=a[2],r[15]=1,r}function g1(r,e){var a=new U(3),n=-e[0],i=-e[1],v=-e[2],s=e[3],x=e[4],f=e[5],c=e[6],h=e[7],p=n*n+i*i+v*v+s*s;return p>0?(a[0]=(x*s+h*n+f*v-c*i)*2/p,a[1]=(f*s+h*i+c*n-x*v)*2/p,a[2]=(c*s+h*v+x*i-f*n)*2/p):(a[0]=(x*s+h*n+f*v-c*i)*2,a[1]=(f*s+h*i+c*n-x*v)*2,a[2]=(c*s+h*v+x*i-f*n)*2),X(r,e,a),r}function b1(r,e){return r[0]=e[12],r[1]=e[13],r[2]=e[14],r}function H(r,e){var a=e[0],n=e[1],i=e[2],v=e[4],s=e[5],x=e[6],f=e[8],c=e[9],h=e[10];return r[0]=Math.sqrt(a*a+n*n+i*i),r[1]=Math.sqrt(v*v+s*s+x*x),r[2]=Math.sqrt(f*f+c*c+h*h),r}function P1(r,e){var a=new U(3);H(a,e);var n=1/a[0],i=1/a[1],v=1/a[2],s=e[0]*n,x=e[1]*i,f=e[2]*v,c=e[4]*n,h=e[5]*i,p=e[6]*v,m=e[8]*n,l=e[9]*i,d=e[10]*v,t=s+h+d,M=0;return t>0?(M=Math.sqrt(t+1)*2,r[3]=.25*M,r[0]=(p-l)/M,r[1]=(m-f)/M,r[2]=(x-c)/M):s>h&&s>d?(M=Math.sqrt(1+s-h-d)*2,r[3]=(p-l)/M,r[0]=.25*M,r[1]=(x+c)/M,r[2]=(m+f)/M):h>d?(M=Math.sqrt(1+h-s-d)*2,r[3]=(m-f)/M,r[0]=(x+c)/M,r[1]=.25*M,r[2]=(p+l)/M):(M=Math.sqrt(1+d-s-h)*2,r[3]=(x-c)/M,r[0]=(m+f)/M,r[1]=(p+l)/M,r[2]=.25*M),r}function w1(r,e,a,n){e[0]=n[12],e[1]=n[13],e[2]=n[14];var i=n[0],v=n[1],s=n[2],x=n[4],f=n[5],c=n[6],h=n[8],p=n[9],m=n[10];a[0]=Math.sqrt(i*i+v*v+s*s),a[1]=Math.sqrt(x*x+f*f+c*c),a[2]=Math.sqrt(h*h+p*p+m*m);var l=1/a[0],d=1/a[1],t=1/a[2],M=i*l,w=v*d,E=s*t,P=x*l,y=f*d,g=c*t,b=h*l,O=p*d,I=m*t,A=M+y+I,z=0;return A>0?(z=Math.sqrt(A+1)*2,r[3]=.25*z,r[0]=(g-O)/z,r[1]=(b-E)/z,r[2]=(w-P)/z):M>y&&M>I?(z=Math.sqrt(1+M-y-I)*2,r[3]=(g-O)/z,r[0]=.25*z,r[1]=(w+P)/z,r[2]=(b+E)/z):y>I?(z=Math.sqrt(1+y-M-I)*2,r[3]=(b-E)/z,r[0]=(w+P)/z,r[1]=.25*z,r[2]=(g+O)/z):(z=Math.sqrt(1+I-M-y)*2,r[3]=(w-P)/z,r[0]=(b+E)/z,r[1]=(g+O)/z,r[2]=.25*z),r}function z1(r,e,a,n){var i=e[0],v=e[1],s=e[2],x=e[3],f=i+i,c=v+v,h=s+s,p=i*f,m=i*c,l=i*h,d=v*c,t=v*h,M=s*h,w=x*f,E=x*c,P=x*h,y=n[0],g=n[1],b=n[2];return r[0]=(1-(d+M))*y,r[1]=(m+P)*y,r[2]=(l-E)*y,r[3]=0,r[4]=(m-P)*g,r[5]=(1-(p+M))*g,r[6]=(t+w)*g,r[7]=0,r[8]=(l+E)*b,r[9]=(t-w)*b,r[10]=(1-(p+d))*b,r[11]=0,r[12]=a[0],r[13]=a[1],r[14]=a[2],r[15]=1,r}function E1(r,e,a,n,i){var v=e[0],s=e[1],x=e[2],f=e[3],c=v+v,h=s+s,p=x+x,m=v*c,l=v*h,d=v*p,t=s*h,M=s*p,w=x*p,E=f*c,P=f*h,y=f*p,g=n[0],b=n[1],O=n[2],I=i[0],A=i[1],z=i[2],R=(1-(t+w))*g,T=(l+y)*g,D=(d-P)*g,S=(l-y)*b,N=(1-(m+w))*b,B=(M+E)*b,Y=(d+P)*O,F=(M-E)*O,V=(1-(m+t))*O;return r[0]=R,r[1]=T,r[2]=D,r[3]=0,r[4]=S,r[5]=N,r[6]=B,r[7]=0,r[8]=Y,r[9]=F,r[10]=V,r[11]=0,r[12]=a[0]+I-(R*I+S*A+Y*z),r[13]=a[1]+A-(T*I+N*A+F*z),r[14]=a[2]+z-(D*I+B*A+V*z),r[15]=1,r}function I1(r,e){var a=e[0],n=e[1],i=e[2],v=e[3],s=a+a,x=n+n,f=i+i,c=a*s,h=n*s,p=n*x,m=i*s,l=i*x,d=i*f,t=v*s,M=v*x,w=v*f;return r[0]=1-p-d,r[1]=h+w,r[2]=m-M,r[3]=0,r[4]=h-w,r[5]=1-c-d,r[6]=l+t,r[7]=0,r[8]=m+M,r[9]=l-t,r[10]=1-c-p,r[11]=0,r[12]=0,r[13]=0,r[14]=0,r[15]=1,r}function S1(r,e,a,n,i,v,s){var x=1/(a-e),f=1/(i-n),c=1/(v-s);return r[0]=v*2*x,r[1]=0,r[2]=0,r[3]=0,r[4]=0,r[5]=v*2*f,r[6]=0,r[7]=0,r[8]=(a+e)*x,r[9]=(i+n)*f,r[10]=(s+v)*c,r[11]=-1,r[12]=0,r[13]=0,r[14]=s*v*2*c,r[15]=0,r}function k(r,e,a,n,i){var v=1/Math.tan(e/2);if(r[0]=v/a,r[1]=0,r[2]=0,r[3]=0,r[4]=0,r[5]=v,r[6]=0,r[7]=0,r[8]=0,r[9]=0,r[11]=-1,r[12]=0,r[13]=0,r[15]=0,i!=null&&i!==1/0){var s=1/(n-i);r[10]=(i+n)*s,r[14]=2*i*n*s}else r[10]=-1,r[14]=-2*n;return r}var O1=k;function A1(r,e,a,n,i){var v=1/Math.tan(e/2);if(r[0]=v/a,r[1]=0,r[2]=0,r[3]=0,r[4]=0,r[5]=v,r[6]=0,r[7]=0,r[8]=0,r[9]=0,r[11]=-1,r[12]=0,r[13]=0,r[15]=0,i!=null&&i!==1/0){var s=1/(n-i);r[10]=i*s,r[14]=i*n*s}else r[10]=-1,r[14]=-n;return r}function R1(r,e,a,n){var i=Math.tan(e.upDegrees*Math.PI/180),v=Math.tan(e.downDegrees*Math.PI/180),s=Math.tan(e.leftDegrees*Math.PI/180),x=Math.tan(e.rightDegrees*Math.PI/180),f=2/(s+x),c=2/(i+v);return r[0]=f,r[1]=0,r[2]=0,r[3]=0,r[4]=0,r[5]=c,r[6]=0,r[7]=0,r[8]=-((s-x)*f*.5),r[9]=(i-v)*c*.5,r[10]=n/(a-n),r[11]=-1,r[12]=0,r[13]=0,r[14]=n*a/(a-n),r[15]=0,r}function Q(r,e,a,n,i,v,s){var x=1/(e-a),f=1/(n-i),c=1/(v-s);return r[0]=-2*x,r[1]=0,r[2]=0,r[3]=0,r[4]=0,r[5]=-2*f,r[6]=0,r[7]=0,r[8]=0,r[9]=0,r[10]=2*c,r[11]=0,r[12]=(e+a)*x,r[13]=(i+n)*f,r[14]=(s+v)*c,r[15]=1,r}var T1=Q;function D1(r,e,a,n,i,v,s){var x=1/(e-a),f=1/(n-i),c=1/(v-s);return r[0]=-2*x,r[1]=0,r[2]=0,r[3]=0,r[4]=0,r[5]=-2*f,r[6]=0,r[7]=0,r[8]=0,r[9]=0,r[10]=c,r[11]=0,r[12]=(e+a)*x,r[13]=(i+n)*f,r[14]=v*c,r[15]=1,r}function L1(r,e,a,n){var i,v,s,x,f,c,h,p,m,l,d=e[0],t=e[1],M=e[2],w=n[0],E=n[1],P=n[2],y=a[0],g=a[1],b=a[2];return Math.abs(d-y)<L&&Math.abs(t-g)<L&&Math.abs(M-b)<L?j(r):(h=d-y,p=t-g,m=M-b,l=1/Math.sqrt(h*h+p*p+m*m),h*=l,p*=l,m*=l,i=E*m-P*p,v=P*h-w*m,s=w*p-E*h,l=Math.sqrt(i*i+v*v+s*s),l?(l=1/l,i*=l,v*=l,s*=l):(i=0,v=0,s=0),x=p*s-m*v,f=m*i-h*s,c=h*v-p*i,l=Math.sqrt(x*x+f*f+c*c),l?(l=1/l,x*=l,f*=l,c*=l):(x=0,f=0,c=0),r[0]=i,r[1]=x,r[2]=h,r[3]=0,r[4]=v,r[5]=f,r[6]=p,r[7]=0,r[8]=s,r[9]=c,r[10]=m,r[11]=0,r[12]=-(i*d+v*t+s*M),r[13]=-(x*d+f*t+c*M),r[14]=-(h*d+p*t+m*M),r[15]=1,r)}function N1(r,e,a,n){var i=e[0],v=e[1],s=e[2],x=n[0],f=n[1],c=n[2],h=i-a[0],p=v-a[1],m=s-a[2],l=h*h+p*p+m*m;l>0&&(l=1/Math.sqrt(l),h*=l,p*=l,m*=l);var d=f*m-c*p,t=c*h-x*m,M=x*p-f*h;return l=d*d+t*t+M*M,l>0&&(l=1/Math.sqrt(l),d*=l,t*=l,M*=l),r[0]=d,r[1]=t,r[2]=M,r[3]=0,r[4]=p*M-m*t,r[5]=m*d-h*M,r[6]=h*t-p*d,r[7]=0,r[8]=h,r[9]=p,r[10]=m,r[11]=0,r[12]=i,r[13]=v,r[14]=s,r[15]=1,r}function C1(r){return"mat4("+r[0]+", "+r[1]+", "+r[2]+", "+r[3]+", "+r[4]+", "+r[5]+", "+r[6]+", "+r[7]+", "+r[8]+", "+r[9]+", "+r[10]+", "+r[11]+", "+r[12]+", "+r[13]+", "+r[14]+", "+r[15]+")"}function U1(r){return Math.sqrt(r[0]*r[0]+r[1]*r[1]+r[2]*r[2]+r[3]*r[3]+r[4]*r[4]+r[5]*r[5]+r[6]*r[6]+r[7]*r[7]+r[8]*r[8]+r[9]*r[9]+r[10]*r[10]+r[11]*r[11]+r[12]*r[12]+r[13]*r[13]+r[14]*r[14]+r[15]*r[15])}function B1(r,e,a){return r[0]=e[0]+a[0],r[1]=e[1]+a[1],r[2]=e[2]+a[2],r[3]=e[3]+a[3],r[4]=e[4]+a[4],r[5]=e[5]+a[5],r[6]=e[6]+a[6],r[7]=e[7]+a[7],r[8]=e[8]+a[8],r[9]=e[9]+a[9],r[10]=e[10]+a[10],r[11]=e[11]+a[11],r[12]=e[12]+a[12],r[13]=e[13]+a[13],r[14]=e[14]+a[14],r[15]=e[15]+a[15],r}function W(r,e,a){return r[0]=e[0]-a[0],r[1]=e[1]-a[1],r[2]=e[2]-a[2],r[3]=e[3]-a[3],r[4]=e[4]-a[4],r[5]=e[5]-a[5],r[6]=e[6]-a[6],r[7]=e[7]-a[7],r[8]=e[8]-a[8],r[9]=e[9]-a[9],r[10]=e[10]-a[10],r[11]=e[11]-a[11],r[12]=e[12]-a[12],r[13]=e[13]-a[13],r[14]=e[14]-a[14],r[15]=e[15]-a[15],r}function Y1(r,e,a){return r[0]=e[0]*a,r[1]=e[1]*a,r[2]=e[2]*a,r[3]=e[3]*a,r[4]=e[4]*a,r[5]=e[5]*a,r[6]=e[6]*a,r[7]=e[7]*a,r[8]=e[8]*a,r[9]=e[9]*a,r[10]=e[10]*a,r[11]=e[11]*a,r[12]=e[12]*a,r[13]=e[13]*a,r[14]=e[14]*a,r[15]=e[15]*a,r}function q1(r,e,a,n){return r[0]=e[0]+a[0]*n,r[1]=e[1]+a[1]*n,r[2]=e[2]+a[2]*n,r[3]=e[3]+a[3]*n,r[4]=e[4]+a[4]*n,r[5]=e[5]+a[5]*n,r[6]=e[6]+a[6]*n,r[7]=e[7]+a[7]*n,r[8]=e[8]+a[8]*n,r[9]=e[9]+a[9]*n,r[10]=e[10]+a[10]*n,r[11]=e[11]+a[11]*n,r[12]=e[12]+a[12]*n,r[13]=e[13]+a[13]*n,r[14]=e[14]+a[14]*n,r[15]=e[15]+a[15]*n,r}function G1(r,e){return r[0]===e[0]&&r[1]===e[1]&&r[2]===e[2]&&r[3]===e[3]&&r[4]===e[4]&&r[5]===e[5]&&r[6]===e[6]&&r[7]===e[7]&&r[8]===e[8]&&r[9]===e[9]&&r[10]===e[10]&&r[11]===e[11]&&r[12]===e[12]&&r[13]===e[13]&&r[14]===e[14]&&r[15]===e[15]}function F1(r,e){var a=r[0],n=r[1],i=r[2],v=r[3],s=r[4],x=r[5],f=r[6],c=r[7],h=r[8],p=r[9],m=r[10],l=r[11],d=r[12],t=r[13],M=r[14],w=r[15],E=e[0],P=e[1],y=e[2],g=e[3],b=e[4],O=e[5],I=e[6],A=e[7],z=e[8],R=e[9],T=e[10],D=e[11],S=e[12],N=e[13],B=e[14],Y=e[15];return Math.abs(a-E)<=L*Math.max(1,Math.abs(a),Math.abs(E))&&Math.abs(n-P)<=L*Math.max(1,Math.abs(n),Math.abs(P))&&Math.abs(i-y)<=L*Math.max(1,Math.abs(i),Math.abs(y))&&Math.abs(v-g)<=L*Math.max(1,Math.abs(v),Math.abs(g))&&Math.abs(s-b)<=L*Math.max(1,Math.abs(s),Math.abs(b))&&Math.abs(x-O)<=L*Math.max(1,Math.abs(x),Math.abs(O))&&Math.abs(f-I)<=L*Math.max(1,Math.abs(f),Math.abs(I))&&Math.abs(c-A)<=L*Math.max(1,Math.abs(c),Math.abs(A))&&Math.abs(h-z)<=L*Math.max(1,Math.abs(h),Math.abs(z))&&Math.abs(p-R)<=L*Math.max(1,Math.abs(p),Math.abs(R))&&Math.abs(m-T)<=L*Math.max(1,Math.abs(m),Math.abs(T))&&Math.abs(l-D)<=L*Math.max(1,Math.abs(l),Math.abs(D))&&Math.abs(d-S)<=L*Math.max(1,Math.abs(d),Math.abs(S))&&Math.abs(t-N)<=L*Math.max(1,Math.abs(t),Math.abs(N))&&Math.abs(M-B)<=L*Math.max(1,Math.abs(M),Math.abs(B))&&Math.abs(w-Y)<=L*Math.max(1,Math.abs(w),Math.abs(Y))}var V1=Z,j1=W;var G=class{projectionMatrix=C.create();viewMatrix=C.create();viewProjectionMatrix=C.create();bufferData=new Float32Array(16);constructor(e,a,n,i){let v=e*Math.PI/180;C.perspective(this.projectionMatrix,v,a,n,i)}updateView(e,a,n=[0,1,0]){C.lookAt(this.viewMatrix,e,a,n),C.multiply(this.viewProjectionMatrix,this.projectionMatrix,this.viewMatrix),this.bufferData.set(this.viewProjectionMatrix)}};async function Z1(){let r=document.getElementById("gpuCanvas");r.width=window.innerWidth,r.height=window.innerHeight;let e=new q;await e.init(r);let a=new G(75,r.width/r.height,.1,1e3),n=1e4,i=14,v=new Float32Array(n*i);for(let f=0;f<n;f++){let c=f*i;v[c+0]=f,v[c+1]=(Math.random()-.5)*100,v[c+2]=(Math.random()-.5)*100,v[c+3]=(Math.random()-.5)*100,v[c+8]=Math.random()*2+.5,v[c+9]=Math.random()*2+.5,v[c+10]=Math.random()*2+.5,v[c+11]=Math.random(),v[c+12]=Math.random(),v[c+13]=Math.random()}e.updateEntities(v,n);let s=0;function x(){s+=.01;let f=80,c=Math.sin(s)*f,h=Math.cos(s)*f;a.updateView([c,20,h],[0,0,0]),e.updateCamera(a),e.render(),requestAnimationFrame(x)}x()}Z1().catch(console.error);
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{
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"version": 3,
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"sources": ["../src/NullGraph.ts", "../node_modules/gl-matrix/esm/common.js", "../node_modules/gl-matrix/esm/mat4.js", "../src/Camera.ts", "../src/index.ts"],
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"sourcesContent": ["import { Camera } from './Camera';\r\n\r\nexport class NullGraph {\r\n private device!: GPUDevice;\r\n private context!: GPUCanvasContext;\r\n private pipeline!: GPURenderPipeline;\r\n private entityStorageBuffer!: GPUBuffer;\r\n private cameraUniformBuffer!: GPUBuffer;\r\n private bindGroup!: GPUBindGroup;\r\n\r\n // 56 bytes per entity = 14 floats\r\n private readonly STRIDE_FLOATS = 14;\r\n private currentEntityCount = 0;\r\n\r\n public async init(canvas: HTMLCanvasElement) {\r\n const adapter = await navigator.gpu?.requestAdapter();\r\n if (!adapter) throw new Error(\"WebGPU not supported!\");\r\n this.device = await adapter.requestDevice();\r\n this.context = canvas.getContext('webgpu') as GPUCanvasContext;\r\n\r\n const format = navigator.gpu.getPreferredCanvasFormat();\r\n this.context.configure({ device: this.device, format });\r\n\r\n // 1. Create Shader (Notice the Camera Uniform is added)\r\n const shaderModule = this.device.createShaderModule({\r\n code: `\r\n struct CameraUniform {\r\n viewProj: mat4x4<f32>,\r\n };\r\n @group(0) @binding(0) var<uniform> camera: CameraUniform;\r\n @group(0) @binding(1) var<storage, read> ecsData: array<f32>;\r\n\r\n struct VertexOutput {\r\n @builtin(position) position: vec4<f32>,\r\n @location(0) color: vec3<f32>,\r\n };\r\n\r\n // Simple Triangle\r\n var<private> triVerts: array<vec3<f32>, 3> = array<vec3<f32>, 3>(\r\n vec3<f32>(-0.5, -0.5, 0.0),\r\n vec3<f32>( 0.5, -0.5, 0.0),\r\n vec3<f32>( 0.0, 0.5, 0.0)\r\n );\r\n\r\n @vertex\r\n fn vs_main(@builtin(vertex_index) vIdx: u32, @builtin(instance_index) iIdx: u32) -> VertexOutput {\r\n var out: VertexOutput;\r\n let baseIndex = iIdx * 14u; // Stride\r\n\r\n let posX = ecsData[baseIndex + 1u];\r\n let posY = ecsData[baseIndex + 2u];\r\n let posZ = ecsData[baseIndex + 3u];\r\n \r\n let scaleX = ecsData[baseIndex + 8u];\r\n let scaleY = ecsData[baseIndex + 9u];\r\n let scaleZ = ecsData[baseIndex + 10u];\r\n\r\n let r = ecsData[baseIndex + 11u];\r\n let g = ecsData[baseIndex + 12u];\r\n let b = ecsData[baseIndex + 13u];\r\n\r\n let vert = triVerts[vIdx];\r\n let worldPos = vec3<f32>(\r\n (vert.x * scaleX) + posX,\r\n (vert.y * scaleY) + posY,\r\n (vert.z * scaleZ) + posZ\r\n );\r\n\r\n // Apply Camera ViewProjection\r\n out.position = camera.viewProj * vec4<f32>(worldPos, 1.0);\r\n out.color = vec3<f32>(r, g, b);\r\n return out;\r\n }\r\n\r\n @fragment\r\n fn fs_main(@location(0) color: vec3<f32>) -> @location(0) vec4<f32> {\r\n return vec4<f32>(color, 1.0);\r\n }\r\n `\r\n });\r\n\r\n // 2. Create Render Pipeline\r\n this.pipeline = this.device.createRenderPipeline({\r\n layout: 'auto',\r\n vertex: { module: shaderModule, entryPoint: 'vs_main' },\r\n fragment: { module: shaderModule, entryPoint: 'fs_main', targets: [{ format }] },\r\n primitive: { topology: 'triangle-list' }\r\n });\r\n\r\n // 3. Create GPU Buffers\r\n const maxEntities = 50000;\r\n this.entityStorageBuffer = this.device.createBuffer({\r\n size: maxEntities * this.STRIDE_FLOATS * 4,\r\n usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,\r\n });\r\n\r\n this.cameraUniformBuffer = this.device.createBuffer({\r\n size: 16 * 4, // 16 floats for mat4\r\n usage: GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,\r\n });\r\n\r\n // 4. Create Bind Group\r\n this.bindGroup = this.device.createBindGroup({\r\n layout: this.pipeline.getBindGroupLayout(0),\r\n entries: [\r\n { binding: 0, resource: { buffer: this.cameraUniformBuffer } },\r\n { binding: 1, resource: { buffer: this.entityStorageBuffer } }\r\n ]\r\n });\r\n }\r\n\r\n public updateCamera(camera: Camera) {\r\n this.device.queue.writeBuffer(\r\n this.cameraUniformBuffer,\r\n 0,\r\n camera.bufferData.buffer, // <-- .buffer extracts the raw ArrayBuffer\r\n camera.bufferData.byteOffset,\r\n 16 * 4 // Size in bytes\r\n );\r\n }\r\n\r\n public updateEntities(rawECSBuffer: Float32Array, entityCount: number) {\r\n this.currentEntityCount = entityCount;\r\n this.device.queue.writeBuffer(\r\n this.entityStorageBuffer,\r\n 0,\r\n rawECSBuffer.buffer, // <-- .buffer extracts the raw ArrayBuffer\r\n rawECSBuffer.byteOffset,\r\n entityCount * this.STRIDE_FLOATS * 4 // Size in bytes\r\n );\r\n }\r\n\r\n public render() {\r\n if (this.currentEntityCount === 0) return;\r\n\r\n const commandEncoder = this.device.createCommandEncoder();\r\n const passEncoder = commandEncoder.beginRenderPass({\r\n colorAttachments: [{\r\n view: this.context.getCurrentTexture().createView(),\r\n clearValue: { r: 0.05, g: 0.05, b: 0.05, a: 1.0 },\r\n loadOp: 'clear',\r\n storeOp: 'store',\r\n }]\r\n });\r\n\r\n passEncoder.setPipeline(this.pipeline);\r\n passEncoder.setBindGroup(0, this.bindGroup);\r\n passEncoder.draw(3, this.currentEntityCount, 0, 0);\r\n passEncoder.end();\r\n\r\n this.device.queue.submit([commandEncoder.finish()]);\r\n }\r\n}", "/**\n * Common utilities\n * @module glMatrix\n */\n\n// Configuration Constants\nexport var EPSILON = 0.000001;\nexport var ARRAY_TYPE = typeof Float32Array !== \"undefined\" ? Float32Array : Array;\nexport var RANDOM = Math.random;\nexport var ANGLE_ORDER = \"zyx\";\n\n/**\n * Symmetric round\n * see https://www.npmjs.com/package/round-half-up-symmetric#user-content-detailed-background\n *\n * @param {Number} a value to round\n */\nexport function round(a) {\n if (a >= 0) return Math.round(a);\n return a % 0.5 === 0 ? Math.floor(a) : Math.round(a);\n}\n\n/**\n * Sets the type of array used when creating new vectors and matrices\n *\n * @param {Float32ArrayConstructor | ArrayConstructor} type Array type, such as Float32Array or Array\n */\nexport function setMatrixArrayType(type) {\n ARRAY_TYPE = type;\n}\nvar degree = Math.PI / 180;\nvar radian = 180 / Math.PI;\n\n/**\n * Convert Degree To Radian\n *\n * @param {Number} a Angle in Degrees\n */\nexport function toRadian(a) {\n return a * degree;\n}\n\n/**\n * Convert Radian To Degree\n *\n * @param {Number} a Angle in Radians\n */\nexport function toDegree(a) {\n return a * radian;\n}\n\n/**\n * Tests whether or not the arguments have approximately the same value, within an absolute\n * or relative tolerance of glMatrix.EPSILON (an absolute tolerance is used for values less\n * than or equal to 1.0, and a relative tolerance is used for larger values)\n *\n * @param {Number} a The first number to test.\n * @param {Number} b The second number to test.\n * @param {Number} tolerance Absolute or relative tolerance (default glMatrix.EPSILON)\n * @returns {Boolean} True if the numbers are approximately equal, false otherwise.\n */\nexport function equals(a, b) {\n var tolerance = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : EPSILON;\n return Math.abs(a - b) <= tolerance * Math.max(1, Math.abs(a), Math.abs(b));\n}", "import * as glMatrix from \"./common.js\";\n\n/**\n * 4x4 Matrix<br>Format: column-major, when typed out it looks like row-major<br>The matrices are being post multiplied.\n * @module mat4\n */\n\n/**\n * Creates a new identity mat4\n *\n * @returns {mat4} a new 4x4 matrix\n */\nexport function create() {\n var out = new glMatrix.ARRAY_TYPE(16);\n if (glMatrix.ARRAY_TYPE != Float32Array) {\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n }\n out[0] = 1;\n out[5] = 1;\n out[10] = 1;\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a new mat4 initialized with values from an existing matrix\n *\n * @param {ReadonlyMat4} a matrix to clone\n * @returns {mat4} a new 4x4 matrix\n */\nexport function clone(a) {\n var out = new glMatrix.ARRAY_TYPE(16);\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n out[4] = a[4];\n out[5] = a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[8] = a[8];\n out[9] = a[9];\n out[10] = a[10];\n out[11] = a[11];\n out[12] = a[12];\n out[13] = a[13];\n out[14] = a[14];\n out[15] = a[15];\n return out;\n}\n\n/**\n * Copy the values from one mat4 to another\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the source matrix\n * @returns {mat4} out\n */\nexport function copy(out, a) {\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n out[4] = a[4];\n out[5] = a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[8] = a[8];\n out[9] = a[9];\n out[10] = a[10];\n out[11] = a[11];\n out[12] = a[12];\n out[13] = a[13];\n out[14] = a[14];\n out[15] = a[15];\n return out;\n}\n\n/**\n * Create a new mat4 with the given values\n *\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\n * @param {Number} m03 Component in column 0, row 3 position (index 3)\n * @param {Number} m10 Component in column 1, row 0 position (index 4)\n * @param {Number} m11 Component in column 1, row 1 position (index 5)\n * @param {Number} m12 Component in column 1, row 2 position (index 6)\n * @param {Number} m13 Component in column 1, row 3 position (index 7)\n * @param {Number} m20 Component in column 2, row 0 position (index 8)\n * @param {Number} m21 Component in column 2, row 1 position (index 9)\n * @param {Number} m22 Component in column 2, row 2 position (index 10)\n * @param {Number} m23 Component in column 2, row 3 position (index 11)\n * @param {Number} m30 Component in column 3, row 0 position (index 12)\n * @param {Number} m31 Component in column 3, row 1 position (index 13)\n * @param {Number} m32 Component in column 3, row 2 position (index 14)\n * @param {Number} m33 Component in column 3, row 3 position (index 15)\n * @returns {mat4} A new mat4\n */\nexport function fromValues(m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {\n var out = new glMatrix.ARRAY_TYPE(16);\n out[0] = m00;\n out[1] = m01;\n out[2] = m02;\n out[3] = m03;\n out[4] = m10;\n out[5] = m11;\n out[6] = m12;\n out[7] = m13;\n out[8] = m20;\n out[9] = m21;\n out[10] = m22;\n out[11] = m23;\n out[12] = m30;\n out[13] = m31;\n out[14] = m32;\n out[15] = m33;\n return out;\n}\n\n/**\n * Set the components of a mat4 to the given values\n *\n * @param {mat4} out the receiving matrix\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\n * @param {Number} m03 Component in column 0, row 3 position (index 3)\n * @param {Number} m10 Component in column 1, row 0 position (index 4)\n * @param {Number} m11 Component in column 1, row 1 position (index 5)\n * @param {Number} m12 Component in column 1, row 2 position (index 6)\n * @param {Number} m13 Component in column 1, row 3 position (index 7)\n * @param {Number} m20 Component in column 2, row 0 position (index 8)\n * @param {Number} m21 Component in column 2, row 1 position (index 9)\n * @param {Number} m22 Component in column 2, row 2 position (index 10)\n * @param {Number} m23 Component in column 2, row 3 position (index 11)\n * @param {Number} m30 Component in column 3, row 0 position (index 12)\n * @param {Number} m31 Component in column 3, row 1 position (index 13)\n * @param {Number} m32 Component in column 3, row 2 position (index 14)\n * @param {Number} m33 Component in column 3, row 3 position (index 15)\n * @returns {mat4} out\n */\nexport function set(out, m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {\n out[0] = m00;\n out[1] = m01;\n out[2] = m02;\n out[3] = m03;\n out[4] = m10;\n out[5] = m11;\n out[6] = m12;\n out[7] = m13;\n out[8] = m20;\n out[9] = m21;\n out[10] = m22;\n out[11] = m23;\n out[12] = m30;\n out[13] = m31;\n out[14] = m32;\n out[15] = m33;\n return out;\n}\n\n/**\n * Set a mat4 to the identity matrix\n *\n * @param {mat4} out the receiving matrix\n * @returns {mat4} out\n */\nexport function identity(out) {\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = 1;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[10] = 1;\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n out[15] = 1;\n return out;\n}\n\n/**\n * Transpose the values of a mat4\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the source matrix\n * @returns {mat4} out\n */\nexport function transpose(out, a) {\n // If we are transposing ourselves we can skip a few steps but have to cache some values\n if (out === a) {\n var a01 = a[1],\n a02 = a[2],\n a03 = a[3];\n var a12 = a[6],\n a13 = a[7];\n var a23 = a[11];\n out[1] = a[4];\n out[2] = a[8];\n out[3] = a[12];\n out[4] = a01;\n out[6] = a[9];\n out[7] = a[13];\n out[8] = a02;\n out[9] = a12;\n out[11] = a[14];\n out[12] = a03;\n out[13] = a13;\n out[14] = a23;\n } else {\n out[0] = a[0];\n out[1] = a[4];\n out[2] = a[8];\n out[3] = a[12];\n out[4] = a[1];\n out[5] = a[5];\n out[6] = a[9];\n out[7] = a[13];\n out[8] = a[2];\n out[9] = a[6];\n out[10] = a[10];\n out[11] = a[14];\n out[12] = a[3];\n out[13] = a[7];\n out[14] = a[11];\n out[15] = a[15];\n }\n return out;\n}\n\n/**\n * Inverts a mat4\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the source matrix\n * @returns {mat4 | null} out, or null if source matrix is not invertible\n */\nexport function invert(out, a) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2],\n a03 = a[3];\n var a10 = a[4],\n a11 = a[5],\n a12 = a[6],\n a13 = a[7];\n var a20 = a[8],\n a21 = a[9],\n a22 = a[10],\n a23 = a[11];\n var a30 = a[12],\n a31 = a[13],\n a32 = a[14],\n a33 = a[15];\n var b00 = a00 * a11 - a01 * a10;\n var b01 = a00 * a12 - a02 * a10;\n var b02 = a00 * a13 - a03 * a10;\n var b03 = a01 * a12 - a02 * a11;\n var b04 = a01 * a13 - a03 * a11;\n var b05 = a02 * a13 - a03 * a12;\n var b06 = a20 * a31 - a21 * a30;\n var b07 = a20 * a32 - a22 * a30;\n var b08 = a20 * a33 - a23 * a30;\n var b09 = a21 * a32 - a22 * a31;\n var b10 = a21 * a33 - a23 * a31;\n var b11 = a22 * a33 - a23 * a32;\n\n // Calculate the determinant\n var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n if (!det) {\n return null;\n }\n det = 1.0 / det;\n out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;\n out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;\n out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;\n out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;\n out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;\n out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;\n out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;\n out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;\n out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;\n out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;\n out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;\n out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;\n out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;\n out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;\n out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;\n out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;\n return out;\n}\n\n/**\n * Calculates the adjugate of a mat4\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the source matrix\n * @returns {mat4} out\n */\nexport function adjoint(out, a) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2],\n a03 = a[3];\n var a10 = a[4],\n a11 = a[5],\n a12 = a[6],\n a13 = a[7];\n var a20 = a[8],\n a21 = a[9],\n a22 = a[10],\n a23 = a[11];\n var a30 = a[12],\n a31 = a[13],\n a32 = a[14],\n a33 = a[15];\n var b00 = a00 * a11 - a01 * a10;\n var b01 = a00 * a12 - a02 * a10;\n var b02 = a00 * a13 - a03 * a10;\n var b03 = a01 * a12 - a02 * a11;\n var b04 = a01 * a13 - a03 * a11;\n var b05 = a02 * a13 - a03 * a12;\n var b06 = a20 * a31 - a21 * a30;\n var b07 = a20 * a32 - a22 * a30;\n var b08 = a20 * a33 - a23 * a30;\n var b09 = a21 * a32 - a22 * a31;\n var b10 = a21 * a33 - a23 * a31;\n var b11 = a22 * a33 - a23 * a32;\n out[0] = a11 * b11 - a12 * b10 + a13 * b09;\n out[1] = a02 * b10 - a01 * b11 - a03 * b09;\n out[2] = a31 * b05 - a32 * b04 + a33 * b03;\n out[3] = a22 * b04 - a21 * b05 - a23 * b03;\n out[4] = a12 * b08 - a10 * b11 - a13 * b07;\n out[5] = a00 * b11 - a02 * b08 + a03 * b07;\n out[6] = a32 * b02 - a30 * b05 - a33 * b01;\n out[7] = a20 * b05 - a22 * b02 + a23 * b01;\n out[8] = a10 * b10 - a11 * b08 + a13 * b06;\n out[9] = a01 * b08 - a00 * b10 - a03 * b06;\n out[10] = a30 * b04 - a31 * b02 + a33 * b00;\n out[11] = a21 * b02 - a20 * b04 - a23 * b00;\n out[12] = a11 * b07 - a10 * b09 - a12 * b06;\n out[13] = a00 * b09 - a01 * b07 + a02 * b06;\n out[14] = a31 * b01 - a30 * b03 - a32 * b00;\n out[15] = a20 * b03 - a21 * b01 + a22 * b00;\n return out;\n}\n\n/**\n * Calculates the determinant of a mat4\n *\n * @param {ReadonlyMat4} a the source matrix\n * @returns {Number} determinant of a\n */\nexport function determinant(a) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2],\n a03 = a[3];\n var a10 = a[4],\n a11 = a[5],\n a12 = a[6],\n a13 = a[7];\n var a20 = a[8],\n a21 = a[9],\n a22 = a[10],\n a23 = a[11];\n var a30 = a[12],\n a31 = a[13],\n a32 = a[14],\n a33 = a[15];\n var b0 = a00 * a11 - a01 * a10;\n var b1 = a00 * a12 - a02 * a10;\n var b2 = a01 * a12 - a02 * a11;\n var b3 = a20 * a31 - a21 * a30;\n var b4 = a20 * a32 - a22 * a30;\n var b5 = a21 * a32 - a22 * a31;\n var b6 = a00 * b5 - a01 * b4 + a02 * b3;\n var b7 = a10 * b5 - a11 * b4 + a12 * b3;\n var b8 = a20 * b2 - a21 * b1 + a22 * b0;\n var b9 = a30 * b2 - a31 * b1 + a32 * b0;\n\n // Calculate the determinant\n return a13 * b6 - a03 * b7 + a33 * b8 - a23 * b9;\n}\n\n/**\n * Multiplies two mat4s\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the first operand\n * @param {ReadonlyMat4} b the second operand\n * @returns {mat4} out\n */\nexport function multiply(out, a, b) {\n var a00 = a[0],\n a01 = a[1],\n a02 = a[2],\n a03 = a[3];\n var a10 = a[4],\n a11 = a[5],\n a12 = a[6],\n a13 = a[7];\n var a20 = a[8],\n a21 = a[9],\n a22 = a[10],\n a23 = a[11];\n var a30 = a[12],\n a31 = a[13],\n a32 = a[14],\n a33 = a[15];\n\n // Cache only the current line of the second matrix\n var b0 = b[0],\n b1 = b[1],\n b2 = b[2],\n b3 = b[3];\n out[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;\n out[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;\n out[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;\n out[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;\n b0 = b[4];\n b1 = b[5];\n b2 = b[6];\n b3 = b[7];\n out[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;\n out[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;\n out[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;\n out[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;\n b0 = b[8];\n b1 = b[9];\n b2 = b[10];\n b3 = b[11];\n out[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;\n out[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;\n out[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;\n out[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;\n b0 = b[12];\n b1 = b[13];\n b2 = b[14];\n b3 = b[15];\n out[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;\n out[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;\n out[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;\n out[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;\n return out;\n}\n\n/**\n * Translate a mat4 by the given vector\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to translate\n * @param {ReadonlyVec3} v vector to translate by\n * @returns {mat4} out\n */\nexport function translate(out, a, v) {\n var x = v[0],\n y = v[1],\n z = v[2];\n var a00, a01, a02, a03;\n var a10, a11, a12, a13;\n var a20, a21, a22, a23;\n if (a === out) {\n out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];\n out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];\n out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];\n out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];\n } else {\n a00 = a[0];\n a01 = a[1];\n a02 = a[2];\n a03 = a[3];\n a10 = a[4];\n a11 = a[5];\n a12 = a[6];\n a13 = a[7];\n a20 = a[8];\n a21 = a[9];\n a22 = a[10];\n a23 = a[11];\n out[0] = a00;\n out[1] = a01;\n out[2] = a02;\n out[3] = a03;\n out[4] = a10;\n out[5] = a11;\n out[6] = a12;\n out[7] = a13;\n out[8] = a20;\n out[9] = a21;\n out[10] = a22;\n out[11] = a23;\n out[12] = a00 * x + a10 * y + a20 * z + a[12];\n out[13] = a01 * x + a11 * y + a21 * z + a[13];\n out[14] = a02 * x + a12 * y + a22 * z + a[14];\n out[15] = a03 * x + a13 * y + a23 * z + a[15];\n }\n return out;\n}\n\n/**\n * Scales the mat4 by the dimensions in the given vec3 not using vectorization\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to scale\n * @param {ReadonlyVec3} v the vec3 to scale the matrix by\n * @returns {mat4} out\n **/\nexport function scale(out, a, v) {\n var x = v[0],\n y = v[1],\n z = v[2];\n out[0] = a[0] * x;\n out[1] = a[1] * x;\n out[2] = a[2] * x;\n out[3] = a[3] * x;\n out[4] = a[4] * y;\n out[5] = a[5] * y;\n out[6] = a[6] * y;\n out[7] = a[7] * y;\n out[8] = a[8] * z;\n out[9] = a[9] * z;\n out[10] = a[10] * z;\n out[11] = a[11] * z;\n out[12] = a[12];\n out[13] = a[13];\n out[14] = a[14];\n out[15] = a[15];\n return out;\n}\n\n/**\n * Rotates a mat4 by the given angle around the given axis\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @param {ReadonlyVec3} axis the axis to rotate around\n * @returns {mat4} out\n */\nexport function rotate(out, a, rad, axis) {\n var x = axis[0],\n y = axis[1],\n z = axis[2];\n var len = Math.sqrt(x * x + y * y + z * z);\n var s, c, t;\n var a00, a01, a02, a03;\n var a10, a11, a12, a13;\n var a20, a21, a22, a23;\n var b00, b01, b02;\n var b10, b11, b12;\n var b20, b21, b22;\n if (len < glMatrix.EPSILON) {\n return null;\n }\n len = 1 / len;\n x *= len;\n y *= len;\n z *= len;\n s = Math.sin(rad);\n c = Math.cos(rad);\n t = 1 - c;\n a00 = a[0];\n a01 = a[1];\n a02 = a[2];\n a03 = a[3];\n a10 = a[4];\n a11 = a[5];\n a12 = a[6];\n a13 = a[7];\n a20 = a[8];\n a21 = a[9];\n a22 = a[10];\n a23 = a[11];\n\n // Construct the elements of the rotation matrix\n b00 = x * x * t + c;\n b01 = y * x * t + z * s;\n b02 = z * x * t - y * s;\n b10 = x * y * t - z * s;\n b11 = y * y * t + c;\n b12 = z * y * t + x * s;\n b20 = x * z * t + y * s;\n b21 = y * z * t - x * s;\n b22 = z * z * t + c;\n\n // Perform rotation-specific matrix multiplication\n out[0] = a00 * b00 + a10 * b01 + a20 * b02;\n out[1] = a01 * b00 + a11 * b01 + a21 * b02;\n out[2] = a02 * b00 + a12 * b01 + a22 * b02;\n out[3] = a03 * b00 + a13 * b01 + a23 * b02;\n out[4] = a00 * b10 + a10 * b11 + a20 * b12;\n out[5] = a01 * b10 + a11 * b11 + a21 * b12;\n out[6] = a02 * b10 + a12 * b11 + a22 * b12;\n out[7] = a03 * b10 + a13 * b11 + a23 * b12;\n out[8] = a00 * b20 + a10 * b21 + a20 * b22;\n out[9] = a01 * b20 + a11 * b21 + a21 * b22;\n out[10] = a02 * b20 + a12 * b21 + a22 * b22;\n out[11] = a03 * b20 + a13 * b21 + a23 * b22;\n if (a !== out) {\n // If the source and destination differ, copy the unchanged last row\n out[12] = a[12];\n out[13] = a[13];\n out[14] = a[14];\n out[15] = a[15];\n }\n return out;\n}\n\n/**\n * Rotates a matrix by the given angle around the X axis\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function rotateX(out, a, rad) {\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n var a10 = a[4];\n var a11 = a[5];\n var a12 = a[6];\n var a13 = a[7];\n var a20 = a[8];\n var a21 = a[9];\n var a22 = a[10];\n var a23 = a[11];\n if (a !== out) {\n // If the source and destination differ, copy the unchanged rows\n out[0] = a[0];\n out[1] = a[1];\n out[2] = a[2];\n out[3] = a[3];\n out[12] = a[12];\n out[13] = a[13];\n out[14] = a[14];\n out[15] = a[15];\n }\n\n // Perform axis-specific matrix multiplication\n out[4] = a10 * c + a20 * s;\n out[5] = a11 * c + a21 * s;\n out[6] = a12 * c + a22 * s;\n out[7] = a13 * c + a23 * s;\n out[8] = a20 * c - a10 * s;\n out[9] = a21 * c - a11 * s;\n out[10] = a22 * c - a12 * s;\n out[11] = a23 * c - a13 * s;\n return out;\n}\n\n/**\n * Rotates a matrix by the given angle around the Y axis\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function rotateY(out, a, rad) {\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n var a00 = a[0];\n var a01 = a[1];\n var a02 = a[2];\n var a03 = a[3];\n var a20 = a[8];\n var a21 = a[9];\n var a22 = a[10];\n var a23 = a[11];\n if (a !== out) {\n // If the source and destination differ, copy the unchanged rows\n out[4] = a[4];\n out[5] = a[5];\n out[6] = a[6];\n out[7] = a[7];\n out[12] = a[12];\n out[13] = a[13];\n out[14] = a[14];\n out[15] = a[15];\n }\n\n // Perform axis-specific matrix multiplication\n out[0] = a00 * c - a20 * s;\n out[1] = a01 * c - a21 * s;\n out[2] = a02 * c - a22 * s;\n out[3] = a03 * c - a23 * s;\n out[8] = a00 * s + a20 * c;\n out[9] = a01 * s + a21 * c;\n out[10] = a02 * s + a22 * c;\n out[11] = a03 * s + a23 * c;\n return out;\n}\n\n/**\n * Rotates a matrix by the given angle around the Z axis\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function rotateZ(out, a, rad) {\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n var a00 = a[0];\n var a01 = a[1];\n var a02 = a[2];\n var a03 = a[3];\n var a10 = a[4];\n var a11 = a[5];\n var a12 = a[6];\n var a13 = a[7];\n if (a !== out) {\n // If the source and destination differ, copy the unchanged last row\n out[8] = a[8];\n out[9] = a[9];\n out[10] = a[10];\n out[11] = a[11];\n out[12] = a[12];\n out[13] = a[13];\n out[14] = a[14];\n out[15] = a[15];\n }\n\n // Perform axis-specific matrix multiplication\n out[0] = a00 * c + a10 * s;\n out[1] = a01 * c + a11 * s;\n out[2] = a02 * c + a12 * s;\n out[3] = a03 * c + a13 * s;\n out[4] = a10 * c - a00 * s;\n out[5] = a11 * c - a01 * s;\n out[6] = a12 * c - a02 * s;\n out[7] = a13 * c - a03 * s;\n return out;\n}\n\n/**\n * Creates a matrix from a vector translation\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.translate(dest, dest, vec);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {ReadonlyVec3} v Translation vector\n * @returns {mat4} out\n */\nexport function fromTranslation(out, v) {\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = 1;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[10] = 1;\n out[11] = 0;\n out[12] = v[0];\n out[13] = v[1];\n out[14] = v[2];\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from a vector scaling\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.scale(dest, dest, vec);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {ReadonlyVec3} v Scaling vector\n * @returns {mat4} out\n */\nexport function fromScaling(out, v) {\n out[0] = v[0];\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = v[1];\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[10] = v[2];\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from a given angle around a given axis\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.rotate(dest, dest, rad, axis);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @param {ReadonlyVec3} axis the axis to rotate around\n * @returns {mat4} out\n */\nexport function fromRotation(out, rad, axis) {\n var x = axis[0],\n y = axis[1],\n z = axis[2];\n var len = Math.sqrt(x * x + y * y + z * z);\n var s, c, t;\n if (len < glMatrix.EPSILON) {\n return null;\n }\n len = 1 / len;\n x *= len;\n y *= len;\n z *= len;\n s = Math.sin(rad);\n c = Math.cos(rad);\n t = 1 - c;\n\n // Perform rotation-specific matrix multiplication\n out[0] = x * x * t + c;\n out[1] = y * x * t + z * s;\n out[2] = z * x * t - y * s;\n out[3] = 0;\n out[4] = x * y * t - z * s;\n out[5] = y * y * t + c;\n out[6] = z * y * t + x * s;\n out[7] = 0;\n out[8] = x * z * t + y * s;\n out[9] = y * z * t - x * s;\n out[10] = z * z * t + c;\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from the given angle around the X axis\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.rotateX(dest, dest, rad);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function fromXRotation(out, rad) {\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n\n // Perform axis-specific matrix multiplication\n out[0] = 1;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = c;\n out[6] = s;\n out[7] = 0;\n out[8] = 0;\n out[9] = -s;\n out[10] = c;\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from the given angle around the Y axis\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.rotateY(dest, dest, rad);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function fromYRotation(out, rad) {\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n\n // Perform axis-specific matrix multiplication\n out[0] = c;\n out[1] = 0;\n out[2] = -s;\n out[3] = 0;\n out[4] = 0;\n out[5] = 1;\n out[6] = 0;\n out[7] = 0;\n out[8] = s;\n out[9] = 0;\n out[10] = c;\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from the given angle around the Z axis\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.rotateZ(dest, dest, rad);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function fromZRotation(out, rad) {\n var s = Math.sin(rad);\n var c = Math.cos(rad);\n\n // Perform axis-specific matrix multiplication\n out[0] = c;\n out[1] = s;\n out[2] = 0;\n out[3] = 0;\n out[4] = -s;\n out[5] = c;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[10] = 1;\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from a quaternion rotation and vector translation\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.translate(dest, dest, vec);\n * let quatMat = mat4.create();\n * mat4.fromQuat(quatMat, quat);\n * mat4.multiply(dest, dest, quatMat);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {quat} q Rotation quaternion\n * @param {ReadonlyVec3} v Translation vector\n * @returns {mat4} out\n */\nexport function fromRotationTranslation(out, q, v) {\n // Quaternion math\n var x = q[0],\n y = q[1],\n z = q[2],\n w = q[3];\n var x2 = x + x;\n var y2 = y + y;\n var z2 = z + z;\n var xx = x * x2;\n var xy = x * y2;\n var xz = x * z2;\n var yy = y * y2;\n var yz = y * z2;\n var zz = z * z2;\n var wx = w * x2;\n var wy = w * y2;\n var wz = w * z2;\n out[0] = 1 - (yy + zz);\n out[1] = xy + wz;\n out[2] = xz - wy;\n out[3] = 0;\n out[4] = xy - wz;\n out[5] = 1 - (xx + zz);\n out[6] = yz + wx;\n out[7] = 0;\n out[8] = xz + wy;\n out[9] = yz - wx;\n out[10] = 1 - (xx + yy);\n out[11] = 0;\n out[12] = v[0];\n out[13] = v[1];\n out[14] = v[2];\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a new mat4 from a dual quat.\n *\n * @param {mat4} out Matrix\n * @param {ReadonlyQuat2} a Dual Quaternion\n * @returns {mat4} mat4 receiving operation result\n */\nexport function fromQuat2(out, a) {\n var translation = new glMatrix.ARRAY_TYPE(3);\n var bx = -a[0],\n by = -a[1],\n bz = -a[2],\n bw = a[3],\n ax = a[4],\n ay = a[5],\n az = a[6],\n aw = a[7];\n var magnitude = bx * bx + by * by + bz * bz + bw * bw;\n //Only scale if it makes sense\n if (magnitude > 0) {\n translation[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2 / magnitude;\n translation[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2 / magnitude;\n translation[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2 / magnitude;\n } else {\n translation[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2;\n translation[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2;\n translation[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2;\n }\n fromRotationTranslation(out, a, translation);\n return out;\n}\n\n/**\n * Returns the translation vector component of a transformation\n * matrix. If a matrix is built with fromRotationTranslation,\n * the returned vector will be the same as the translation vector\n * originally supplied.\n * @param {vec3} out Vector to receive translation component\n * @param {ReadonlyMat4} mat Matrix to be decomposed (input)\n * @return {vec3} out\n */\nexport function getTranslation(out, mat) {\n out[0] = mat[12];\n out[1] = mat[13];\n out[2] = mat[14];\n return out;\n}\n\n/**\n * Returns the scaling factor component of a transformation\n * matrix. If a matrix is built with fromRotationTranslationScale\n * with a normalized Quaternion parameter, the returned vector will be\n * the same as the scaling vector\n * originally supplied.\n * @param {vec3} out Vector to receive scaling factor component\n * @param {ReadonlyMat4} mat Matrix to be decomposed (input)\n * @return {vec3} out\n */\nexport function getScaling(out, mat) {\n var m11 = mat[0];\n var m12 = mat[1];\n var m13 = mat[2];\n var m21 = mat[4];\n var m22 = mat[5];\n var m23 = mat[6];\n var m31 = mat[8];\n var m32 = mat[9];\n var m33 = mat[10];\n out[0] = Math.sqrt(m11 * m11 + m12 * m12 + m13 * m13);\n out[1] = Math.sqrt(m21 * m21 + m22 * m22 + m23 * m23);\n out[2] = Math.sqrt(m31 * m31 + m32 * m32 + m33 * m33);\n return out;\n}\n\n/**\n * Returns a quaternion representing the rotational component\n * of a transformation matrix. If a matrix is built with\n * fromRotationTranslation, the returned quaternion will be the\n * same as the quaternion originally supplied.\n * @param {quat} out Quaternion to receive the rotation component\n * @param {ReadonlyMat4} mat Matrix to be decomposed (input)\n * @return {quat} out\n */\nexport function getRotation(out, mat) {\n var scaling = new glMatrix.ARRAY_TYPE(3);\n getScaling(scaling, mat);\n var is1 = 1 / scaling[0];\n var is2 = 1 / scaling[1];\n var is3 = 1 / scaling[2];\n var sm11 = mat[0] * is1;\n var sm12 = mat[1] * is2;\n var sm13 = mat[2] * is3;\n var sm21 = mat[4] * is1;\n var sm22 = mat[5] * is2;\n var sm23 = mat[6] * is3;\n var sm31 = mat[8] * is1;\n var sm32 = mat[9] * is2;\n var sm33 = mat[10] * is3;\n var trace = sm11 + sm22 + sm33;\n var S = 0;\n if (trace > 0) {\n S = Math.sqrt(trace + 1.0) * 2;\n out[3] = 0.25 * S;\n out[0] = (sm23 - sm32) / S;\n out[1] = (sm31 - sm13) / S;\n out[2] = (sm12 - sm21) / S;\n } else if (sm11 > sm22 && sm11 > sm33) {\n S = Math.sqrt(1.0 + sm11 - sm22 - sm33) * 2;\n out[3] = (sm23 - sm32) / S;\n out[0] = 0.25 * S;\n out[1] = (sm12 + sm21) / S;\n out[2] = (sm31 + sm13) / S;\n } else if (sm22 > sm33) {\n S = Math.sqrt(1.0 + sm22 - sm11 - sm33) * 2;\n out[3] = (sm31 - sm13) / S;\n out[0] = (sm12 + sm21) / S;\n out[1] = 0.25 * S;\n out[2] = (sm23 + sm32) / S;\n } else {\n S = Math.sqrt(1.0 + sm33 - sm11 - sm22) * 2;\n out[3] = (sm12 - sm21) / S;\n out[0] = (sm31 + sm13) / S;\n out[1] = (sm23 + sm32) / S;\n out[2] = 0.25 * S;\n }\n return out;\n}\n\n/**\n * Decomposes a transformation matrix into its rotation, translation\n * and scale components. Returns only the rotation component\n * @param {quat} out_r Quaternion to receive the rotation component\n * @param {vec3} out_t Vector to receive the translation vector\n * @param {vec3} out_s Vector to receive the scaling factor\n * @param {ReadonlyMat4} mat Matrix to be decomposed (input)\n * @returns {quat} out_r\n */\nexport function decompose(out_r, out_t, out_s, mat) {\n out_t[0] = mat[12];\n out_t[1] = mat[13];\n out_t[2] = mat[14];\n var m11 = mat[0];\n var m12 = mat[1];\n var m13 = mat[2];\n var m21 = mat[4];\n var m22 = mat[5];\n var m23 = mat[6];\n var m31 = mat[8];\n var m32 = mat[9];\n var m33 = mat[10];\n out_s[0] = Math.sqrt(m11 * m11 + m12 * m12 + m13 * m13);\n out_s[1] = Math.sqrt(m21 * m21 + m22 * m22 + m23 * m23);\n out_s[2] = Math.sqrt(m31 * m31 + m32 * m32 + m33 * m33);\n var is1 = 1 / out_s[0];\n var is2 = 1 / out_s[1];\n var is3 = 1 / out_s[2];\n var sm11 = m11 * is1;\n var sm12 = m12 * is2;\n var sm13 = m13 * is3;\n var sm21 = m21 * is1;\n var sm22 = m22 * is2;\n var sm23 = m23 * is3;\n var sm31 = m31 * is1;\n var sm32 = m32 * is2;\n var sm33 = m33 * is3;\n var trace = sm11 + sm22 + sm33;\n var S = 0;\n if (trace > 0) {\n S = Math.sqrt(trace + 1.0) * 2;\n out_r[3] = 0.25 * S;\n out_r[0] = (sm23 - sm32) / S;\n out_r[1] = (sm31 - sm13) / S;\n out_r[2] = (sm12 - sm21) / S;\n } else if (sm11 > sm22 && sm11 > sm33) {\n S = Math.sqrt(1.0 + sm11 - sm22 - sm33) * 2;\n out_r[3] = (sm23 - sm32) / S;\n out_r[0] = 0.25 * S;\n out_r[1] = (sm12 + sm21) / S;\n out_r[2] = (sm31 + sm13) / S;\n } else if (sm22 > sm33) {\n S = Math.sqrt(1.0 + sm22 - sm11 - sm33) * 2;\n out_r[3] = (sm31 - sm13) / S;\n out_r[0] = (sm12 + sm21) / S;\n out_r[1] = 0.25 * S;\n out_r[2] = (sm23 + sm32) / S;\n } else {\n S = Math.sqrt(1.0 + sm33 - sm11 - sm22) * 2;\n out_r[3] = (sm12 - sm21) / S;\n out_r[0] = (sm31 + sm13) / S;\n out_r[1] = (sm23 + sm32) / S;\n out_r[2] = 0.25 * S;\n }\n return out_r;\n}\n\n/**\n * Creates a matrix from a quaternion rotation, vector translation and vector scale\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.translate(dest, dest, vec);\n * let quatMat = mat4.create();\n * mat4.fromQuat(quatMat, quat);\n * mat4.multiply(dest, dest, quatMat);\n * mat4.scale(dest, dest, scale)\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {quat} q Rotation quaternion\n * @param {ReadonlyVec3} v Translation vector\n * @param {ReadonlyVec3} s Scaling vector\n * @returns {mat4} out\n */\nexport function fromRotationTranslationScale(out, q, v, s) {\n // Quaternion math\n var x = q[0],\n y = q[1],\n z = q[2],\n w = q[3];\n var x2 = x + x;\n var y2 = y + y;\n var z2 = z + z;\n var xx = x * x2;\n var xy = x * y2;\n var xz = x * z2;\n var yy = y * y2;\n var yz = y * z2;\n var zz = z * z2;\n var wx = w * x2;\n var wy = w * y2;\n var wz = w * z2;\n var sx = s[0];\n var sy = s[1];\n var sz = s[2];\n out[0] = (1 - (yy + zz)) * sx;\n out[1] = (xy + wz) * sx;\n out[2] = (xz - wy) * sx;\n out[3] = 0;\n out[4] = (xy - wz) * sy;\n out[5] = (1 - (xx + zz)) * sy;\n out[6] = (yz + wx) * sy;\n out[7] = 0;\n out[8] = (xz + wy) * sz;\n out[9] = (yz - wx) * sz;\n out[10] = (1 - (xx + yy)) * sz;\n out[11] = 0;\n out[12] = v[0];\n out[13] = v[1];\n out[14] = v[2];\n out[15] = 1;\n return out;\n}\n\n/**\n * Creates a matrix from a quaternion rotation, vector translation and vector scale, rotating and scaling around the given origin\n * This is equivalent to (but much faster than):\n *\n * mat4.identity(dest);\n * mat4.translate(dest, dest, vec);\n * mat4.translate(dest, dest, origin);\n * let quatMat = mat4.create();\n * mat4.fromQuat(quatMat, quat);\n * mat4.multiply(dest, dest, quatMat);\n * mat4.scale(dest, dest, scale)\n * mat4.translate(dest, dest, negativeOrigin);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {quat} q Rotation quaternion\n * @param {ReadonlyVec3} v Translation vector\n * @param {ReadonlyVec3} s Scaling vector\n * @param {ReadonlyVec3} o The origin vector around which to scale and rotate\n * @returns {mat4} out\n */\nexport function fromRotationTranslationScaleOrigin(out, q, v, s, o) {\n // Quaternion math\n var x = q[0],\n y = q[1],\n z = q[2],\n w = q[3];\n var x2 = x + x;\n var y2 = y + y;\n var z2 = z + z;\n var xx = x * x2;\n var xy = x * y2;\n var xz = x * z2;\n var yy = y * y2;\n var yz = y * z2;\n var zz = z * z2;\n var wx = w * x2;\n var wy = w * y2;\n var wz = w * z2;\n var sx = s[0];\n var sy = s[1];\n var sz = s[2];\n var ox = o[0];\n var oy = o[1];\n var oz = o[2];\n var out0 = (1 - (yy + zz)) * sx;\n var out1 = (xy + wz) * sx;\n var out2 = (xz - wy) * sx;\n var out4 = (xy - wz) * sy;\n var out5 = (1 - (xx + zz)) * sy;\n var out6 = (yz + wx) * sy;\n var out8 = (xz + wy) * sz;\n var out9 = (yz - wx) * sz;\n var out10 = (1 - (xx + yy)) * sz;\n out[0] = out0;\n out[1] = out1;\n out[2] = out2;\n out[3] = 0;\n out[4] = out4;\n out[5] = out5;\n out[6] = out6;\n out[7] = 0;\n out[8] = out8;\n out[9] = out9;\n out[10] = out10;\n out[11] = 0;\n out[12] = v[0] + ox - (out0 * ox + out4 * oy + out8 * oz);\n out[13] = v[1] + oy - (out1 * ox + out5 * oy + out9 * oz);\n out[14] = v[2] + oz - (out2 * ox + out6 * oy + out10 * oz);\n out[15] = 1;\n return out;\n}\n\n/**\n * Calculates a 4x4 matrix from the given quaternion\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {ReadonlyQuat} q Quaternion to create matrix from\n *\n * @returns {mat4} out\n */\nexport function fromQuat(out, q) {\n var x = q[0],\n y = q[1],\n z = q[2],\n w = q[3];\n var x2 = x + x;\n var y2 = y + y;\n var z2 = z + z;\n var xx = x * x2;\n var yx = y * x2;\n var yy = y * y2;\n var zx = z * x2;\n var zy = z * y2;\n var zz = z * z2;\n var wx = w * x2;\n var wy = w * y2;\n var wz = w * z2;\n out[0] = 1 - yy - zz;\n out[1] = yx + wz;\n out[2] = zx - wy;\n out[3] = 0;\n out[4] = yx - wz;\n out[5] = 1 - xx - zz;\n out[6] = zy + wx;\n out[7] = 0;\n out[8] = zx + wy;\n out[9] = zy - wx;\n out[10] = 1 - xx - yy;\n out[11] = 0;\n out[12] = 0;\n out[13] = 0;\n out[14] = 0;\n out[15] = 1;\n return out;\n}\n\n/**\n * Generates a frustum matrix with the given bounds\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {Number} left Left bound of the frustum\n * @param {Number} right Right bound of the frustum\n * @param {Number} bottom Bottom bound of the frustum\n * @param {Number} top Top bound of the frustum\n * @param {Number} near Near bound of the frustum\n * @param {Number} far Far bound of the frustum\n * @returns {mat4} out\n */\nexport function frustum(out, left, right, bottom, top, near, far) {\n var rl = 1 / (right - left);\n var tb = 1 / (top - bottom);\n var nf = 1 / (near - far);\n out[0] = near * 2 * rl;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = near * 2 * tb;\n out[6] = 0;\n out[7] = 0;\n out[8] = (right + left) * rl;\n out[9] = (top + bottom) * tb;\n out[10] = (far + near) * nf;\n out[11] = -1;\n out[12] = 0;\n out[13] = 0;\n out[14] = far * near * 2 * nf;\n out[15] = 0;\n return out;\n}\n\n/**\n * Generates a perspective projection matrix with the given bounds.\n * The near/far clip planes correspond to a normalized device coordinate Z range of [-1, 1],\n * which matches WebGL/OpenGL's clip volume.\n * Passing null/undefined/no value for far will generate infinite projection matrix.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {number} fovy Vertical field of view in radians\n * @param {number} aspect Aspect ratio. typically viewport width/height\n * @param {number} near Near bound of the frustum\n * @param {number} far Far bound of the frustum, can be null or Infinity\n * @returns {mat4} out\n */\nexport function perspectiveNO(out, fovy, aspect, near, far) {\n var f = 1.0 / Math.tan(fovy / 2);\n out[0] = f / aspect;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = f;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[11] = -1;\n out[12] = 0;\n out[13] = 0;\n out[15] = 0;\n if (far != null && far !== Infinity) {\n var nf = 1 / (near - far);\n out[10] = (far + near) * nf;\n out[14] = 2 * far * near * nf;\n } else {\n out[10] = -1;\n out[14] = -2 * near;\n }\n return out;\n}\n\n/**\n * Alias for {@link mat4.perspectiveNO}\n * @function\n */\nexport var perspective = perspectiveNO;\n\n/**\n * Generates a perspective projection matrix suitable for WebGPU with the given bounds.\n * The near/far clip planes correspond to a normalized device coordinate Z range of [0, 1],\n * which matches WebGPU/Vulkan/DirectX/Metal's clip volume.\n * Passing null/undefined/no value for far will generate infinite projection matrix.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {number} fovy Vertical field of view in radians\n * @param {number} aspect Aspect ratio. typically viewport width/height\n * @param {number} near Near bound of the frustum\n * @param {number} far Far bound of the frustum, can be null or Infinity\n * @returns {mat4} out\n */\nexport function perspectiveZO(out, fovy, aspect, near, far) {\n var f = 1.0 / Math.tan(fovy / 2);\n out[0] = f / aspect;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = f;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[11] = -1;\n out[12] = 0;\n out[13] = 0;\n out[15] = 0;\n if (far != null && far !== Infinity) {\n var nf = 1 / (near - far);\n out[10] = far * nf;\n out[14] = far * near * nf;\n } else {\n out[10] = -1;\n out[14] = -near;\n }\n return out;\n}\n\n/**\n * Generates a perspective projection matrix with the given field of view.\n * This is primarily useful for generating projection matrices to be used\n * with the still experiemental WebVR API.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {Object} fov Object containing the following values: upDegrees, downDegrees, leftDegrees, rightDegrees\n * @param {number} near Near bound of the frustum\n * @param {number} far Far bound of the frustum\n * @returns {mat4} out\n */\nexport function perspectiveFromFieldOfView(out, fov, near, far) {\n var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);\n var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);\n var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);\n var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);\n var xScale = 2.0 / (leftTan + rightTan);\n var yScale = 2.0 / (upTan + downTan);\n out[0] = xScale;\n out[1] = 0.0;\n out[2] = 0.0;\n out[3] = 0.0;\n out[4] = 0.0;\n out[5] = yScale;\n out[6] = 0.0;\n out[7] = 0.0;\n out[8] = -((leftTan - rightTan) * xScale * 0.5);\n out[9] = (upTan - downTan) * yScale * 0.5;\n out[10] = far / (near - far);\n out[11] = -1.0;\n out[12] = 0.0;\n out[13] = 0.0;\n out[14] = far * near / (near - far);\n out[15] = 0.0;\n return out;\n}\n\n/**\n * Generates a orthogonal projection matrix with the given bounds.\n * The near/far clip planes correspond to a normalized device coordinate Z range of [-1, 1],\n * which matches WebGL/OpenGL's clip volume.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {number} left Left bound of the frustum\n * @param {number} right Right bound of the frustum\n * @param {number} bottom Bottom bound of the frustum\n * @param {number} top Top bound of the frustum\n * @param {number} near Near bound of the frustum\n * @param {number} far Far bound of the frustum\n * @returns {mat4} out\n */\nexport function orthoNO(out, left, right, bottom, top, near, far) {\n var lr = 1 / (left - right);\n var bt = 1 / (bottom - top);\n var nf = 1 / (near - far);\n out[0] = -2 * lr;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = -2 * bt;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[10] = 2 * nf;\n out[11] = 0;\n out[12] = (left + right) * lr;\n out[13] = (top + bottom) * bt;\n out[14] = (far + near) * nf;\n out[15] = 1;\n return out;\n}\n\n/**\n * Alias for {@link mat4.orthoNO}\n * @function\n */\nexport var ortho = orthoNO;\n\n/**\n * Generates a orthogonal projection matrix with the given bounds.\n * The near/far clip planes correspond to a normalized device coordinate Z range of [0, 1],\n * which matches WebGPU/Vulkan/DirectX/Metal's clip volume.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {number} left Left bound of the frustum\n * @param {number} right Right bound of the frustum\n * @param {number} bottom Bottom bound of the frustum\n * @param {number} top Top bound of the frustum\n * @param {number} near Near bound of the frustum\n * @param {number} far Far bound of the frustum\n * @returns {mat4} out\n */\nexport function orthoZO(out, left, right, bottom, top, near, far) {\n var lr = 1 / (left - right);\n var bt = 1 / (bottom - top);\n var nf = 1 / (near - far);\n out[0] = -2 * lr;\n out[1] = 0;\n out[2] = 0;\n out[3] = 0;\n out[4] = 0;\n out[5] = -2 * bt;\n out[6] = 0;\n out[7] = 0;\n out[8] = 0;\n out[9] = 0;\n out[10] = nf;\n out[11] = 0;\n out[12] = (left + right) * lr;\n out[13] = (top + bottom) * bt;\n out[14] = near * nf;\n out[15] = 1;\n return out;\n}\n\n/**\n * Generates a look-at matrix with the given eye position, focal point, and up axis.\n * If you want a matrix that actually makes an object look at another object, you should use targetTo instead.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {ReadonlyVec3} eye Position of the viewer\n * @param {ReadonlyVec3} center Point the viewer is looking at\n * @param {ReadonlyVec3} up vec3 pointing up\n * @returns {mat4} out\n */\nexport function lookAt(out, eye, center, up) {\n var x0, x1, x2, y0, y1, y2, z0, z1, z2, len;\n var eyex = eye[0];\n var eyey = eye[1];\n var eyez = eye[2];\n var upx = up[0];\n var upy = up[1];\n var upz = up[2];\n var centerx = center[0];\n var centery = center[1];\n var centerz = center[2];\n if (Math.abs(eyex - centerx) < glMatrix.EPSILON && Math.abs(eyey - centery) < glMatrix.EPSILON && Math.abs(eyez - centerz) < glMatrix.EPSILON) {\n return identity(out);\n }\n z0 = eyex - centerx;\n z1 = eyey - centery;\n z2 = eyez - centerz;\n len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);\n z0 *= len;\n z1 *= len;\n z2 *= len;\n x0 = upy * z2 - upz * z1;\n x1 = upz * z0 - upx * z2;\n x2 = upx * z1 - upy * z0;\n len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);\n if (!len) {\n x0 = 0;\n x1 = 0;\n x2 = 0;\n } else {\n len = 1 / len;\n x0 *= len;\n x1 *= len;\n x2 *= len;\n }\n y0 = z1 * x2 - z2 * x1;\n y1 = z2 * x0 - z0 * x2;\n y2 = z0 * x1 - z1 * x0;\n len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);\n if (!len) {\n y0 = 0;\n y1 = 0;\n y2 = 0;\n } else {\n len = 1 / len;\n y0 *= len;\n y1 *= len;\n y2 *= len;\n }\n out[0] = x0;\n out[1] = y0;\n out[2] = z0;\n out[3] = 0;\n out[4] = x1;\n out[5] = y1;\n out[6] = z1;\n out[7] = 0;\n out[8] = x2;\n out[9] = y2;\n out[10] = z2;\n out[11] = 0;\n out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);\n out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);\n out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);\n out[15] = 1;\n return out;\n}\n\n/**\n * Generates a matrix that makes something look at something else.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {ReadonlyVec3} eye Position of the viewer\n * @param {ReadonlyVec3} target Point the viewer is looking at\n * @param {ReadonlyVec3} up vec3 pointing up\n * @returns {mat4} out\n */\nexport function targetTo(out, eye, target, up) {\n var eyex = eye[0],\n eyey = eye[1],\n eyez = eye[2],\n upx = up[0],\n upy = up[1],\n upz = up[2];\n var z0 = eyex - target[0],\n z1 = eyey - target[1],\n z2 = eyez - target[2];\n var len = z0 * z0 + z1 * z1 + z2 * z2;\n if (len > 0) {\n len = 1 / Math.sqrt(len);\n z0 *= len;\n z1 *= len;\n z2 *= len;\n }\n var x0 = upy * z2 - upz * z1,\n x1 = upz * z0 - upx * z2,\n x2 = upx * z1 - upy * z0;\n len = x0 * x0 + x1 * x1 + x2 * x2;\n if (len > 0) {\n len = 1 / Math.sqrt(len);\n x0 *= len;\n x1 *= len;\n x2 *= len;\n }\n out[0] = x0;\n out[1] = x1;\n out[2] = x2;\n out[3] = 0;\n out[4] = z1 * x2 - z2 * x1;\n out[5] = z2 * x0 - z0 * x2;\n out[6] = z0 * x1 - z1 * x0;\n out[7] = 0;\n out[8] = z0;\n out[9] = z1;\n out[10] = z2;\n out[11] = 0;\n out[12] = eyex;\n out[13] = eyey;\n out[14] = eyez;\n out[15] = 1;\n return out;\n}\n\n/**\n * Returns a string representation of a mat4\n *\n * @param {ReadonlyMat4} a matrix to represent as a string\n * @returns {String} string representation of the matrix\n */\nexport function str(a) {\n return \"mat4(\" + a[0] + \", \" + a[1] + \", \" + a[2] + \", \" + a[3] + \", \" + a[4] + \", \" + a[5] + \", \" + a[6] + \", \" + a[7] + \", \" + a[8] + \", \" + a[9] + \", \" + a[10] + \", \" + a[11] + \", \" + a[12] + \", \" + a[13] + \", \" + a[14] + \", \" + a[15] + \")\";\n}\n\n/**\n * Returns Frobenius norm of a mat4\n *\n * @param {ReadonlyMat4} a the matrix to calculate Frobenius norm of\n * @returns {Number} Frobenius norm\n */\nexport function frob(a) {\n return Math.sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2] + a[3] * a[3] + a[4] * a[4] + a[5] * a[5] + a[6] * a[6] + a[7] * a[7] + a[8] * a[8] + a[9] * a[9] + a[10] * a[10] + a[11] * a[11] + a[12] * a[12] + a[13] * a[13] + a[14] * a[14] + a[15] * a[15]);\n}\n\n/**\n * Adds two mat4's\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the first operand\n * @param {ReadonlyMat4} b the second operand\n * @returns {mat4} out\n */\nexport function add(out, a, b) {\n out[0] = a[0] + b[0];\n out[1] = a[1] + b[1];\n out[2] = a[2] + b[2];\n out[3] = a[3] + b[3];\n out[4] = a[4] + b[4];\n out[5] = a[5] + b[5];\n out[6] = a[6] + b[6];\n out[7] = a[7] + b[7];\n out[8] = a[8] + b[8];\n out[9] = a[9] + b[9];\n out[10] = a[10] + b[10];\n out[11] = a[11] + b[11];\n out[12] = a[12] + b[12];\n out[13] = a[13] + b[13];\n out[14] = a[14] + b[14];\n out[15] = a[15] + b[15];\n return out;\n}\n\n/**\n * Subtracts matrix b from matrix a\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the first operand\n * @param {ReadonlyMat4} b the second operand\n * @returns {mat4} out\n */\nexport function subtract(out, a, b) {\n out[0] = a[0] - b[0];\n out[1] = a[1] - b[1];\n out[2] = a[2] - b[2];\n out[3] = a[3] - b[3];\n out[4] = a[4] - b[4];\n out[5] = a[5] - b[5];\n out[6] = a[6] - b[6];\n out[7] = a[7] - b[7];\n out[8] = a[8] - b[8];\n out[9] = a[9] - b[9];\n out[10] = a[10] - b[10];\n out[11] = a[11] - b[11];\n out[12] = a[12] - b[12];\n out[13] = a[13] - b[13];\n out[14] = a[14] - b[14];\n out[15] = a[15] - b[15];\n return out;\n}\n\n/**\n * Multiply each element of the matrix by a scalar.\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to scale\n * @param {Number} b amount to scale the matrix's elements by\n * @returns {mat4} out\n */\nexport function multiplyScalar(out, a, b) {\n out[0] = a[0] * b;\n out[1] = a[1] * b;\n out[2] = a[2] * b;\n out[3] = a[3] * b;\n out[4] = a[4] * b;\n out[5] = a[5] * b;\n out[6] = a[6] * b;\n out[7] = a[7] * b;\n out[8] = a[8] * b;\n out[9] = a[9] * b;\n out[10] = a[10] * b;\n out[11] = a[11] * b;\n out[12] = a[12] * b;\n out[13] = a[13] * b;\n out[14] = a[14] * b;\n out[15] = a[15] * b;\n return out;\n}\n\n/**\n * Adds two mat4's after multiplying each element of the second operand by a scalar value.\n *\n * @param {mat4} out the receiving vector\n * @param {ReadonlyMat4} a the first operand\n * @param {ReadonlyMat4} b the second operand\n * @param {Number} scale the amount to scale b's elements by before adding\n * @returns {mat4} out\n */\nexport function multiplyScalarAndAdd(out, a, b, scale) {\n out[0] = a[0] + b[0] * scale;\n out[1] = a[1] + b[1] * scale;\n out[2] = a[2] + b[2] * scale;\n out[3] = a[3] + b[3] * scale;\n out[4] = a[4] + b[4] * scale;\n out[5] = a[5] + b[5] * scale;\n out[6] = a[6] + b[6] * scale;\n out[7] = a[7] + b[7] * scale;\n out[8] = a[8] + b[8] * scale;\n out[9] = a[9] + b[9] * scale;\n out[10] = a[10] + b[10] * scale;\n out[11] = a[11] + b[11] * scale;\n out[12] = a[12] + b[12] * scale;\n out[13] = a[13] + b[13] * scale;\n out[14] = a[14] + b[14] * scale;\n out[15] = a[15] + b[15] * scale;\n return out;\n}\n\n/**\n * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyMat4} a The first matrix.\n * @param {ReadonlyMat4} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\nexport function exactEquals(a, b) {\n return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7] && a[8] === b[8] && a[9] === b[9] && a[10] === b[10] && a[11] === b[11] && a[12] === b[12] && a[13] === b[13] && a[14] === b[14] && a[15] === b[15];\n}\n\n/**\n * Returns whether or not the matrices have approximately the same elements in the same position.\n *\n * @param {ReadonlyMat4} a The first matrix.\n * @param {ReadonlyMat4} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\nexport function equals(a, b) {\n var a0 = a[0],\n a1 = a[1],\n a2 = a[2],\n a3 = a[3];\n var a4 = a[4],\n a5 = a[5],\n a6 = a[6],\n a7 = a[7];\n var a8 = a[8],\n a9 = a[9],\n a10 = a[10],\n a11 = a[11];\n var a12 = a[12],\n a13 = a[13],\n a14 = a[14],\n a15 = a[15];\n var b0 = b[0],\n b1 = b[1],\n b2 = b[2],\n b3 = b[3];\n var b4 = b[4],\n b5 = b[5],\n b6 = b[6],\n b7 = b[7];\n var b8 = b[8],\n b9 = b[9],\n b10 = b[10],\n b11 = b[11];\n var b12 = b[12],\n b13 = b[13],\n b14 = b[14],\n b15 = b[15];\n return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) && Math.abs(a8 - b8) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8)) && Math.abs(a9 - b9) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a9), Math.abs(b9)) && Math.abs(a10 - b10) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a10), Math.abs(b10)) && Math.abs(a11 - b11) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a11), Math.abs(b11)) && Math.abs(a12 - b12) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a12), Math.abs(b12)) && Math.abs(a13 - b13) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a13), Math.abs(b13)) && Math.abs(a14 - b14) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a14), Math.abs(b14)) && Math.abs(a15 - b15) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a15), Math.abs(b15));\n}\n\n/**\n * Alias for {@link mat4.multiply}\n * @function\n */\nexport var mul = multiply;\n\n/**\n * Alias for {@link mat4.subtract}\n * @function\n */\nexport var sub = subtract;", "import { mat4, vec3 } from 'gl-matrix';\r\n\r\nexport class Camera {\r\n public projectionMatrix: mat4 = mat4.create();\r\n public viewMatrix: mat4 = mat4.create();\r\n public viewProjectionMatrix: mat4 = mat4.create(); // What we actually send to the GPU\r\n\r\n // Extracted as a Float32Array so WebGPU can read it directly\r\n public bufferData: Float32Array = new Float32Array(16);\r\n\r\n constructor(fovDegrees: number, aspect: number, near: number, far: number) {\r\n const fovRads = (fovDegrees * Math.PI) / 180;\r\n mat4.perspective(this.projectionMatrix, fovRads, aspect, near, far);\r\n }\r\n\r\n public updateView(eye: vec3, target: vec3, up: vec3 = [0, 1, 0]) {\r\n mat4.lookAt(this.viewMatrix, eye, target, up);\r\n\r\n // Multiply Projection * View\r\n mat4.multiply(this.viewProjectionMatrix, this.projectionMatrix, this.viewMatrix);\r\n\r\n // Copy to our Float32Array for WebGPU upload\r\n this.bufferData.set(this.viewProjectionMatrix);\r\n }\r\n}", "import { NullGraph } from './NullGraph';\r\nimport { Camera } from './Camera';\r\n\r\nasync function main() {\r\n const canvas = document.getElementById('gpuCanvas') as HTMLCanvasElement;\r\n canvas.width = window.innerWidth;\r\n canvas.height = window.innerHeight;\r\n\r\n // 1. Init Engine\r\n const engine = new NullGraph();\r\n await engine.init(canvas);\r\n\r\n // 2. Init Camera\r\n const camera = new Camera(75, canvas.width / canvas.height, 0.1, 1000.0);\r\n\r\n // 3. Generate Dummy ECS Data (Matches your 14-float stride)\r\n const entityCount = 10000;\r\n const stride = 14;\r\n const dummyEcsData = new Float32Array(entityCount * stride);\r\n\r\n for (let i = 0; i < entityCount; i++) {\r\n const base = i * stride;\r\n dummyEcsData[base + 0] = i; // ID\r\n\r\n // POS (spread across a 100x100x100 area)\r\n dummyEcsData[base + 1] = (Math.random() - 0.5) * 100;\r\n dummyEcsData[base + 2] = (Math.random() - 0.5) * 100;\r\n dummyEcsData[base + 3] = (Math.random() - 0.5) * 100;\r\n\r\n // SCALE\r\n dummyEcsData[base + 8] = Math.random() * 2 + 0.5;\r\n dummyEcsData[base + 9] = Math.random() * 2 + 0.5;\r\n dummyEcsData[base + 10] = Math.random() * 2 + 0.5;\r\n\r\n // COLOR\r\n dummyEcsData[base + 11] = Math.random(); // R\r\n dummyEcsData[base + 12] = Math.random(); // G\r\n dummyEcsData[base + 13] = Math.random(); // B\r\n }\r\n\r\n // Push entities to GPU once\r\n engine.updateEntities(dummyEcsData, entityCount);\r\n\r\n // 4. Render Loop\r\n let time = 0;\r\n function frame() {\r\n time += 0.01;\r\n\r\n // Spin camera in a circle\r\n const radius = 80;\r\n const camX = Math.sin(time) * radius;\r\n const camZ = Math.cos(time) * radius;\r\n camera.updateView([camX, 20, camZ], [0, 0, 0]);\r\n\r\n // Push camera updates and render\r\n engine.updateCamera(camera);\r\n engine.render();\r\n\r\n requestAnimationFrame(frame);\r\n }\r\n\r\n frame();\r\n}\r\n\r\nmain().catch(console.error);"],
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|
|
6
|
+
"names": ["NullGraph", "canvas", "adapter", "format", "shaderModule", "maxEntities", "camera", "rawECSBuffer", "entityCount", "commandEncoder", "passEncoder", "EPSILON", "ARRAY_TYPE", "degree", "radian", "mat4_exports", "__export", "add", "adjoint", "clone", "copy", "create", "decompose", "determinant", "equals", "exactEquals", "frob", "fromQuat", "fromQuat2", "fromRotation", "fromRotationTranslation", "fromRotationTranslationScale", "fromRotationTranslationScaleOrigin", "fromScaling", "fromTranslation", "fromValues", "fromXRotation", "fromYRotation", "fromZRotation", "frustum", "getRotation", "getScaling", "getTranslation", "identity", "invert", "lookAt", "mul", "multiply", "multiplyScalar", "multiplyScalarAndAdd", "ortho", "orthoNO", "orthoZO", "perspective", "perspectiveFromFieldOfView", "perspectiveNO", "perspectiveZO", "rotate", "rotateX", "rotateY", "rotateZ", "scale", "set", "str", "sub", "subtract", "targetTo", "translate", "transpose", "create", "out", "ARRAY_TYPE", "clone", "a", "copy", "fromValues", "m00", "m01", "m02", "m03", "m10", "m11", "m12", "m13", "m20", "m21", "m22", "m23", "m30", "m31", "m32", "m33", "set", "identity", "transpose", "a01", "a02", "a03", "a12", "a13", "a23", "invert", "a00", "a10", "a11", "a20", "a21", "a22", "a30", "a31", "a32", "a33", "b00", "b01", "b02", "b03", "b04", "b05", "b06", "b07", "b08", "b09", "b10", "b11", "det", "adjoint", "determinant", "b0", "b1", "b2", "b3", "b4", "b5", "b6", "b7", "b8", "b9", "multiply", "b", "translate", "v", "x", "y", "z", "scale", "rotate", "rad", "axis", "len", "s", "t", "b12", "b20", "b21", "b22", "EPSILON", "rotateX", "c", "rotateY", "rotateZ", "fromTranslation", "fromScaling", "fromRotation", "fromXRotation", "fromYRotation", "fromZRotation", "fromRotationTranslation", "q", "w", "x2", "y2", "z2", "xx", "xy", "xz", "yy", "yz", "zz", "wx", "wy", "wz", "fromQuat2", "translation", "bx", "by", "bz", "bw", "ax", "ay", "az", "aw", "magnitude", "getTranslation", "mat", "getScaling", "getRotation", "scaling", "is1", "is2", "is3", "sm11", "sm12", "sm13", "sm21", "sm22", "sm23", "sm31", "sm32", "sm33", "trace", "S", "decompose", "out_r", "out_t", "out_s", "fromRotationTranslationScale", "sx", "sy", "sz", "fromRotationTranslationScaleOrigin", "o", "ox", "oy", "oz", "out0", "out1", "out2", "out4", "out5", "out6", "out8", "out9", "out10", "fromQuat", "yx", "zx", "zy", "frustum", "left", "right", "bottom", "top", "near", "far", "rl", "tb", "nf", "perspectiveNO", "fovy", "aspect", "f", "perspective", "perspectiveZO", "perspectiveFromFieldOfView", "fov", "upTan", "downTan", "leftTan", "rightTan", "xScale", "yScale", "orthoNO", "lr", "bt", "ortho", "orthoZO", "lookAt", "eye", "center", "up", "x0", "x1", "y0", "y1", "z0", "z1", "eyex", "eyey", "eyez", "upx", "upy", "upz", "centerx", "centery", "centerz", "targetTo", "target", "str", "frob", "add", "subtract", "multiplyScalar", "multiplyScalarAndAdd", "exactEquals", "equals", "a0", "a1", "a2", "a3", "a4", "a5", "a6", "a7", "a8", "a9", "a14", "a15", "b13", "b14", "b15", "mul", "sub", "Camera", "mat4_exports", "fovDegrees", "aspect", "near", "far", "fovRads", "eye", "target", "up", "main", "canvas", "engine", "NullGraph", "camera", "Camera", "entityCount", "stride", "dummyEcsData", "i", "base", "time", "frame", "radius", "camX", "camZ"]
|
|
7
|
+
}
|
package/package.json
ADDED
|
@@ -0,0 +1,42 @@
|
|
|
1
|
+
{
|
|
2
|
+
"name": "null-graph",
|
|
3
|
+
"version": "0.0.1",
|
|
4
|
+
"description": "A direct-to-GPU rendering framework for massive web worlds. Zero scene graph. Zero copy. Infinite scale.",
|
|
5
|
+
"type": "module",
|
|
6
|
+
"author": "Vikas Kumar Singh",
|
|
7
|
+
"license": "ISC",
|
|
8
|
+
"main": "dist/index.js",
|
|
9
|
+
"module": "dist/index.js",
|
|
10
|
+
"types": "dist/index.d.ts",
|
|
11
|
+
"files": [
|
|
12
|
+
"dist"
|
|
13
|
+
],
|
|
14
|
+
"exports": {
|
|
15
|
+
".": {
|
|
16
|
+
"types": "./dist/index.d.ts",
|
|
17
|
+
"import": "./dist/index.js"
|
|
18
|
+
}
|
|
19
|
+
},
|
|
20
|
+
"scripts": {
|
|
21
|
+
"clean": "rimraf dist",
|
|
22
|
+
"check-types": "tsc --noEmit",
|
|
23
|
+
"build:ts": "tsc",
|
|
24
|
+
"build:bundle": "esbuild src/index.ts --bundle --outfile=dist/index.js --platform=browser --format=esm --sourcemap --minify",
|
|
25
|
+
"build": "npm run clean && npm run build:ts && npm run build:bundle",
|
|
26
|
+
"watch:bundle": "esbuild src/index.ts --bundle --outfile=dist/index.js --platform=browser --format=esm --sourcemap --watch",
|
|
27
|
+
"watch:ts": "tsc --watch",
|
|
28
|
+
"dev": "concurrently \"npm run watch:ts\" \"npm run watch:bundle\" \"serve . -p 3000\"",
|
|
29
|
+
"prepublishOnly": "npm run build"
|
|
30
|
+
},
|
|
31
|
+
"dependencies": {
|
|
32
|
+
"gl-matrix": "^3.4.4"
|
|
33
|
+
},
|
|
34
|
+
"devDependencies": {
|
|
35
|
+
"@webgpu/types": "^0.1.69",
|
|
36
|
+
"typescript": "^5.9.3",
|
|
37
|
+
"esbuild": "^0.27.4",
|
|
38
|
+
"concurrently": "^9.2.1",
|
|
39
|
+
"rimraf": "^6.1.3",
|
|
40
|
+
"serve": "^14.2.6"
|
|
41
|
+
}
|
|
42
|
+
}
|