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- "use strict";
- function _typeof(obj) { "@babel/helpers - typeof"; if (typeof Symbol === "function" && typeof Symbol.iterator === "symbol") { _typeof = function _typeof(obj) { return typeof obj; }; } else { _typeof = function _typeof(obj) { return obj && typeof Symbol === "function" && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj; }; } return _typeof(obj); }
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.create = create;
- exports.clone = clone;
- exports.copy = copy;
- exports.fromValues = fromValues;
- exports.set = set;
- exports.identity = identity;
- exports.transpose = transpose;
- exports.invert = invert;
- exports.adjoint = adjoint;
- exports.determinant = determinant;
- exports.multiply = multiply;
- exports.translate = translate;
- exports.scale = scale;
- exports.rotate = rotate;
- exports.rotateX = rotateX;
- exports.rotateY = rotateY;
- exports.rotateZ = rotateZ;
- exports.fromTranslation = fromTranslation;
- exports.fromScaling = fromScaling;
- exports.fromRotation = fromRotation;
- exports.fromXRotation = fromXRotation;
- exports.fromYRotation = fromYRotation;
- exports.fromZRotation = fromZRotation;
- exports.fromRotationTranslation = fromRotationTranslation;
- exports.fromQuat2 = fromQuat2;
- exports.getTranslation = getTranslation;
- exports.getScaling = getScaling;
- exports.getRotation = getRotation;
- exports.fromRotationTranslationScale = fromRotationTranslationScale;
- exports.fromRotationTranslationScaleOrigin = fromRotationTranslationScaleOrigin;
- exports.fromQuat = fromQuat;
- exports.frustum = frustum;
- exports.perspectiveNO = perspectiveNO;
- exports.perspectiveZO = perspectiveZO;
- exports.perspectiveFromFieldOfView = perspectiveFromFieldOfView;
- exports.orthoNO = orthoNO;
- exports.orthoZO = orthoZO;
- exports.lookAt = lookAt;
- exports.targetTo = targetTo;
- exports.str = str;
- exports.frob = frob;
- exports.add = add;
- exports.subtract = subtract;
- exports.multiplyScalar = multiplyScalar;
- exports.multiplyScalarAndAdd = multiplyScalarAndAdd;
- exports.exactEquals = exactEquals;
- exports.equals = equals;
- exports.sub = exports.mul = exports.ortho = exports.perspective = void 0;
- var glMatrix = _interopRequireWildcard(require("./common.js"));
- function _getRequireWildcardCache(nodeInterop) { if (typeof WeakMap !== "function") return null; var cacheBabelInterop = new WeakMap(); var cacheNodeInterop = new WeakMap(); return (_getRequireWildcardCache = function _getRequireWildcardCache(nodeInterop) { return nodeInterop ? cacheNodeInterop : cacheBabelInterop; })(nodeInterop); }
- function _interopRequireWildcard(obj, nodeInterop) { if (!nodeInterop && obj && obj.__esModule) { return obj; } if (obj === null || _typeof(obj) !== "object" && typeof obj !== "function") { return { "default": obj }; } var cache = _getRequireWildcardCache(nodeInterop); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (key !== "default" && Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj["default"] = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
- /**
- * 4x4 Matrix<br>Format: column-major, when typed out it looks like row-major<br>The matrices are being post multiplied.
- * @module mat4
- */
- /**
- * Creates a new identity mat4
- *
- * @returns {mat4} a new 4x4 matrix
- */
- function create() {
- var out = new glMatrix.ARRAY_TYPE(16);
- if (glMatrix.ARRAY_TYPE != Float32Array) {
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 0;
- out[6] = 0;
- out[7] = 0;
- out[8] = 0;
- out[9] = 0;
- out[11] = 0;
- out[12] = 0;
- out[13] = 0;
- out[14] = 0;
- }
- out[0] = 1;
- out[5] = 1;
- out[10] = 1;
- out[15] = 1;
- return out;
- }
- /**
- * Creates a new mat4 initialized with values from an existing matrix
- *
- * @param {ReadonlyMat4} a matrix to clone
- * @returns {mat4} a new 4x4 matrix
- */
- function clone(a) {
- var out = new glMatrix.ARRAY_TYPE(16);
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- out[3] = a[3];
- out[4] = a[4];
- out[5] = a[5];
- out[6] = a[6];
- out[7] = a[7];
- out[8] = a[8];
- out[9] = a[9];
- out[10] = a[10];
- out[11] = a[11];
- out[12] = a[12];
- out[13] = a[13];
- out[14] = a[14];
- out[15] = a[15];
- return out;
- }
- /**
- * Copy the values from one mat4 to another
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the source matrix
- * @returns {mat4} out
- */
- function copy(out, a) {
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- out[3] = a[3];
- out[4] = a[4];
- out[5] = a[5];
- out[6] = a[6];
- out[7] = a[7];
- out[8] = a[8];
- out[9] = a[9];
- out[10] = a[10];
- out[11] = a[11];
- out[12] = a[12];
- out[13] = a[13];
- out[14] = a[14];
- out[15] = a[15];
- return out;
- }
- /**
- * Create a new mat4 with the given values
- *
- * @param {Number} m00 Component in column 0, row 0 position (index 0)
- * @param {Number} m01 Component in column 0, row 1 position (index 1)
- * @param {Number} m02 Component in column 0, row 2 position (index 2)
- * @param {Number} m03 Component in column 0, row 3 position (index 3)
- * @param {Number} m10 Component in column 1, row 0 position (index 4)
- * @param {Number} m11 Component in column 1, row 1 position (index 5)
- * @param {Number} m12 Component in column 1, row 2 position (index 6)
- * @param {Number} m13 Component in column 1, row 3 position (index 7)
- * @param {Number} m20 Component in column 2, row 0 position (index 8)
- * @param {Number} m21 Component in column 2, row 1 position (index 9)
- * @param {Number} m22 Component in column 2, row 2 position (index 10)
- * @param {Number} m23 Component in column 2, row 3 position (index 11)
- * @param {Number} m30 Component in column 3, row 0 position (index 12)
- * @param {Number} m31 Component in column 3, row 1 position (index 13)
- * @param {Number} m32 Component in column 3, row 2 position (index 14)
- * @param {Number} m33 Component in column 3, row 3 position (index 15)
- * @returns {mat4} A new mat4
- */
- function fromValues(m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {
- var out = new glMatrix.ARRAY_TYPE(16);
- out[0] = m00;
- out[1] = m01;
- out[2] = m02;
- out[3] = m03;
- out[4] = m10;
- out[5] = m11;
- out[6] = m12;
- out[7] = m13;
- out[8] = m20;
- out[9] = m21;
- out[10] = m22;
- out[11] = m23;
- out[12] = m30;
- out[13] = m31;
- out[14] = m32;
- out[15] = m33;
- return out;
- }
- /**
- * Set the components of a mat4 to the given values
- *
- * @param {mat4} out the receiving matrix
- * @param {Number} m00 Component in column 0, row 0 position (index 0)
- * @param {Number} m01 Component in column 0, row 1 position (index 1)
- * @param {Number} m02 Component in column 0, row 2 position (index 2)
- * @param {Number} m03 Component in column 0, row 3 position (index 3)
- * @param {Number} m10 Component in column 1, row 0 position (index 4)
- * @param {Number} m11 Component in column 1, row 1 position (index 5)
- * @param {Number} m12 Component in column 1, row 2 position (index 6)
- * @param {Number} m13 Component in column 1, row 3 position (index 7)
- * @param {Number} m20 Component in column 2, row 0 position (index 8)
- * @param {Number} m21 Component in column 2, row 1 position (index 9)
- * @param {Number} m22 Component in column 2, row 2 position (index 10)
- * @param {Number} m23 Component in column 2, row 3 position (index 11)
- * @param {Number} m30 Component in column 3, row 0 position (index 12)
- * @param {Number} m31 Component in column 3, row 1 position (index 13)
- * @param {Number} m32 Component in column 3, row 2 position (index 14)
- * @param {Number} m33 Component in column 3, row 3 position (index 15)
- * @returns {mat4} out
- */
- function set(out, m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {
- out[0] = m00;
- out[1] = m01;
- out[2] = m02;
- out[3] = m03;
- out[4] = m10;
- out[5] = m11;
- out[6] = m12;
- out[7] = m13;
- out[8] = m20;
- out[9] = m21;
- out[10] = m22;
- out[11] = m23;
- out[12] = m30;
- out[13] = m31;
- out[14] = m32;
- out[15] = m33;
- return out;
- }
- /**
- * Set a mat4 to the identity matrix
- *
- * @param {mat4} out the receiving matrix
- * @returns {mat4} out
- */
- function identity(out) {
- out[0] = 1;
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 0;
- out[5] = 1;
- out[6] = 0;
- out[7] = 0;
- out[8] = 0;
- out[9] = 0;
- out[10] = 1;
- out[11] = 0;
- out[12] = 0;
- out[13] = 0;
- out[14] = 0;
- out[15] = 1;
- return out;
- }
- /**
- * Transpose the values of a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the source matrix
- * @returns {mat4} out
- */
- function transpose(out, a) {
- // If we are transposing ourselves we can skip a few steps but have to cache some values
- if (out === a) {
- var a01 = a[1],
- a02 = a[2],
- a03 = a[3];
- var a12 = a[6],
- a13 = a[7];
- var a23 = a[11];
- out[1] = a[4];
- out[2] = a[8];
- out[3] = a[12];
- out[4] = a01;
- out[6] = a[9];
- out[7] = a[13];
- out[8] = a02;
- out[9] = a12;
- out[11] = a[14];
- out[12] = a03;
- out[13] = a13;
- out[14] = a23;
- } else {
- out[0] = a[0];
- out[1] = a[4];
- out[2] = a[8];
- out[3] = a[12];
- out[4] = a[1];
- out[5] = a[5];
- out[6] = a[9];
- out[7] = a[13];
- out[8] = a[2];
- out[9] = a[6];
- out[10] = a[10];
- out[11] = a[14];
- out[12] = a[3];
- out[13] = a[7];
- out[14] = a[11];
- out[15] = a[15];
- }
- return out;
- }
- /**
- * Inverts a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the source matrix
- * @returns {mat4} out
- */
- function invert(out, a) {
- var a00 = a[0],
- a01 = a[1],
- a02 = a[2],
- a03 = a[3];
- var a10 = a[4],
- a11 = a[5],
- a12 = a[6],
- a13 = a[7];
- var a20 = a[8],
- a21 = a[9],
- a22 = a[10],
- a23 = a[11];
- var a30 = a[12],
- a31 = a[13],
- a32 = a[14],
- a33 = a[15];
- var b00 = a00 * a11 - a01 * a10;
- var b01 = a00 * a12 - a02 * a10;
- var b02 = a00 * a13 - a03 * a10;
- var b03 = a01 * a12 - a02 * a11;
- var b04 = a01 * a13 - a03 * a11;
- var b05 = a02 * a13 - a03 * a12;
- var b06 = a20 * a31 - a21 * a30;
- var b07 = a20 * a32 - a22 * a30;
- var b08 = a20 * a33 - a23 * a30;
- var b09 = a21 * a32 - a22 * a31;
- var b10 = a21 * a33 - a23 * a31;
- var b11 = a22 * a33 - a23 * a32; // Calculate the determinant
- var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
- if (!det) {
- return null;
- }
- det = 1.0 / det;
- out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
- out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
- out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
- out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
- out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
- out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
- out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
- out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
- out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
- out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
- out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
- out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
- out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
- out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
- out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
- out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
- return out;
- }
- /**
- * Calculates the adjugate of a mat4
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the source matrix
- * @returns {mat4} out
- */
- function adjoint(out, a) {
- var a00 = a[0],
- a01 = a[1],
- a02 = a[2],
- a03 = a[3];
- var a10 = a[4],
- a11 = a[5],
- a12 = a[6],
- a13 = a[7];
- var a20 = a[8],
- a21 = a[9],
- a22 = a[10],
- a23 = a[11];
- var a30 = a[12],
- a31 = a[13],
- a32 = a[14],
- a33 = a[15];
- out[0] = a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22);
- out[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22));
- out[2] = a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12);
- out[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12));
- out[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22));
- out[5] = a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22);
- out[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12));
- out[7] = a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12);
- out[8] = a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21);
- out[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21));
- out[10] = a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11);
- out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11));
- out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21));
- out[13] = a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21);
- out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11));
- out[15] = a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11);
- return out;
- }
- /**
- * Calculates the determinant of a mat4
- *
- * @param {ReadonlyMat4} a the source matrix
- * @returns {Number} determinant of a
- */
- function determinant(a) {
- var a00 = a[0],
- a01 = a[1],
- a02 = a[2],
- a03 = a[3];
- var a10 = a[4],
- a11 = a[5],
- a12 = a[6],
- a13 = a[7];
- var a20 = a[8],
- a21 = a[9],
- a22 = a[10],
- a23 = a[11];
- var a30 = a[12],
- a31 = a[13],
- a32 = a[14],
- a33 = a[15];
- var b00 = a00 * a11 - a01 * a10;
- var b01 = a00 * a12 - a02 * a10;
- var b02 = a00 * a13 - a03 * a10;
- var b03 = a01 * a12 - a02 * a11;
- var b04 = a01 * a13 - a03 * a11;
- var b05 = a02 * a13 - a03 * a12;
- var b06 = a20 * a31 - a21 * a30;
- var b07 = a20 * a32 - a22 * a30;
- var b08 = a20 * a33 - a23 * a30;
- var b09 = a21 * a32 - a22 * a31;
- var b10 = a21 * a33 - a23 * a31;
- var b11 = a22 * a33 - a23 * a32; // Calculate the determinant
- return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
- }
- /**
- * Multiplies two mat4s
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the first operand
- * @param {ReadonlyMat4} b the second operand
- * @returns {mat4} out
- */
- function multiply(out, a, b) {
- var a00 = a[0],
- a01 = a[1],
- a02 = a[2],
- a03 = a[3];
- var a10 = a[4],
- a11 = a[5],
- a12 = a[6],
- a13 = a[7];
- var a20 = a[8],
- a21 = a[9],
- a22 = a[10],
- a23 = a[11];
- var a30 = a[12],
- a31 = a[13],
- a32 = a[14],
- a33 = a[15]; // Cache only the current line of the second matrix
- var b0 = b[0],
- b1 = b[1],
- b2 = b[2],
- b3 = b[3];
- out[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
- out[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
- out[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
- out[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
- b0 = b[4];
- b1 = b[5];
- b2 = b[6];
- b3 = b[7];
- out[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
- out[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
- out[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
- out[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
- b0 = b[8];
- b1 = b[9];
- b2 = b[10];
- b3 = b[11];
- out[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
- out[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
- out[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
- out[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
- b0 = b[12];
- b1 = b[13];
- b2 = b[14];
- b3 = b[15];
- out[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;
- out[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;
- out[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;
- out[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;
- return out;
- }
- /**
- * Translate a mat4 by the given vector
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the matrix to translate
- * @param {ReadonlyVec3} v vector to translate by
- * @returns {mat4} out
- */
- function translate(out, a, v) {
- var x = v[0],
- y = v[1],
- z = v[2];
- var a00, a01, a02, a03;
- var a10, a11, a12, a13;
- var a20, a21, a22, a23;
- if (a === out) {
- out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
- out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
- out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
- out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
- } else {
- a00 = a[0];
- a01 = a[1];
- a02 = a[2];
- a03 = a[3];
- a10 = a[4];
- a11 = a[5];
- a12 = a[6];
- a13 = a[7];
- a20 = a[8];
- a21 = a[9];
- a22 = a[10];
- a23 = a[11];
- out[0] = a00;
- out[1] = a01;
- out[2] = a02;
- out[3] = a03;
- out[4] = a10;
- out[5] = a11;
- out[6] = a12;
- out[7] = a13;
- out[8] = a20;
- out[9] = a21;
- out[10] = a22;
- out[11] = a23;
- out[12] = a00 * x + a10 * y + a20 * z + a[12];
- out[13] = a01 * x + a11 * y + a21 * z + a[13];
- out[14] = a02 * x + a12 * y + a22 * z + a[14];
- out[15] = a03 * x + a13 * y + a23 * z + a[15];
- }
- return out;
- }
- /**
- * Scales the mat4 by the dimensions in the given vec3 not using vectorization
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the matrix to scale
- * @param {ReadonlyVec3} v the vec3 to scale the matrix by
- * @returns {mat4} out
- **/
- function scale(out, a, v) {
- var x = v[0],
- y = v[1],
- z = v[2];
- out[0] = a[0] * x;
- out[1] = a[1] * x;
- out[2] = a[2] * x;
- out[3] = a[3] * x;
- out[4] = a[4] * y;
- out[5] = a[5] * y;
- out[6] = a[6] * y;
- out[7] = a[7] * y;
- out[8] = a[8] * z;
- out[9] = a[9] * z;
- out[10] = a[10] * z;
- out[11] = a[11] * z;
- out[12] = a[12];
- out[13] = a[13];
- out[14] = a[14];
- out[15] = a[15];
- return out;
- }
- /**
- * Rotates a mat4 by the given angle around the given axis
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @param {ReadonlyVec3} axis the axis to rotate around
- * @returns {mat4} out
- */
- function rotate(out, a, rad, axis) {
- var x = axis[0],
- y = axis[1],
- z = axis[2];
- var len = Math.hypot(x, y, z);
- var s, c, t;
- var a00, a01, a02, a03;
- var a10, a11, a12, a13;
- var a20, a21, a22, a23;
- var b00, b01, b02;
- var b10, b11, b12;
- var b20, b21, b22;
- if (len < glMatrix.EPSILON) {
- return null;
- }
- len = 1 / len;
- x *= len;
- y *= len;
- z *= len;
- s = Math.sin(rad);
- c = Math.cos(rad);
- t = 1 - c;
- a00 = a[0];
- a01 = a[1];
- a02 = a[2];
- a03 = a[3];
- a10 = a[4];
- a11 = a[5];
- a12 = a[6];
- a13 = a[7];
- a20 = a[8];
- a21 = a[9];
- a22 = a[10];
- a23 = a[11]; // Construct the elements of the rotation matrix
- b00 = x * x * t + c;
- b01 = y * x * t + z * s;
- b02 = z * x * t - y * s;
- b10 = x * y * t - z * s;
- b11 = y * y * t + c;
- b12 = z * y * t + x * s;
- b20 = x * z * t + y * s;
- b21 = y * z * t - x * s;
- b22 = z * z * t + c; // Perform rotation-specific matrix multiplication
- out[0] = a00 * b00 + a10 * b01 + a20 * b02;
- out[1] = a01 * b00 + a11 * b01 + a21 * b02;
- out[2] = a02 * b00 + a12 * b01 + a22 * b02;
- out[3] = a03 * b00 + a13 * b01 + a23 * b02;
- out[4] = a00 * b10 + a10 * b11 + a20 * b12;
- out[5] = a01 * b10 + a11 * b11 + a21 * b12;
- out[6] = a02 * b10 + a12 * b11 + a22 * b12;
- out[7] = a03 * b10 + a13 * b11 + a23 * b12;
- out[8] = a00 * b20 + a10 * b21 + a20 * b22;
- out[9] = a01 * b20 + a11 * b21 + a21 * b22;
- out[10] = a02 * b20 + a12 * b21 + a22 * b22;
- out[11] = a03 * b20 + a13 * b21 + a23 * b22;
- if (a !== out) {
- // If the source and destination differ, copy the unchanged last row
- out[12] = a[12];
- out[13] = a[13];
- out[14] = a[14];
- out[15] = a[15];
- }
- return out;
- }
- /**
- * Rotates a matrix by the given angle around the X axis
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
- function rotateX(out, a, rad) {
- var s = Math.sin(rad);
- var c = Math.cos(rad);
- var a10 = a[4];
- var a11 = a[5];
- var a12 = a[6];
- var a13 = a[7];
- var a20 = a[8];
- var a21 = a[9];
- var a22 = a[10];
- var a23 = a[11];
- if (a !== out) {
- // If the source and destination differ, copy the unchanged rows
- out[0] = a[0];
- out[1] = a[1];
- out[2] = a[2];
- out[3] = a[3];
- out[12] = a[12];
- out[13] = a[13];
- out[14] = a[14];
- out[15] = a[15];
- } // Perform axis-specific matrix multiplication
- out[4] = a10 * c + a20 * s;
- out[5] = a11 * c + a21 * s;
- out[6] = a12 * c + a22 * s;
- out[7] = a13 * c + a23 * s;
- out[8] = a20 * c - a10 * s;
- out[9] = a21 * c - a11 * s;
- out[10] = a22 * c - a12 * s;
- out[11] = a23 * c - a13 * s;
- return out;
- }
- /**
- * Rotates a matrix by the given angle around the Y axis
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
- function rotateY(out, a, rad) {
- var s = Math.sin(rad);
- var c = Math.cos(rad);
- var a00 = a[0];
- var a01 = a[1];
- var a02 = a[2];
- var a03 = a[3];
- var a20 = a[8];
- var a21 = a[9];
- var a22 = a[10];
- var a23 = a[11];
- if (a !== out) {
- // If the source and destination differ, copy the unchanged rows
- out[4] = a[4];
- out[5] = a[5];
- out[6] = a[6];
- out[7] = a[7];
- out[12] = a[12];
- out[13] = a[13];
- out[14] = a[14];
- out[15] = a[15];
- } // Perform axis-specific matrix multiplication
- out[0] = a00 * c - a20 * s;
- out[1] = a01 * c - a21 * s;
- out[2] = a02 * c - a22 * s;
- out[3] = a03 * c - a23 * s;
- out[8] = a00 * s + a20 * c;
- out[9] = a01 * s + a21 * c;
- out[10] = a02 * s + a22 * c;
- out[11] = a03 * s + a23 * c;
- return out;
- }
- /**
- * Rotates a matrix by the given angle around the Z axis
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the matrix to rotate
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
- function rotateZ(out, a, rad) {
- var s = Math.sin(rad);
- var c = Math.cos(rad);
- var a00 = a[0];
- var a01 = a[1];
- var a02 = a[2];
- var a03 = a[3];
- var a10 = a[4];
- var a11 = a[5];
- var a12 = a[6];
- var a13 = a[7];
- if (a !== out) {
- // If the source and destination differ, copy the unchanged last row
- out[8] = a[8];
- out[9] = a[9];
- out[10] = a[10];
- out[11] = a[11];
- out[12] = a[12];
- out[13] = a[13];
- out[14] = a[14];
- out[15] = a[15];
- } // Perform axis-specific matrix multiplication
- out[0] = a00 * c + a10 * s;
- out[1] = a01 * c + a11 * s;
- out[2] = a02 * c + a12 * s;
- out[3] = a03 * c + a13 * s;
- out[4] = a10 * c - a00 * s;
- out[5] = a11 * c - a01 * s;
- out[6] = a12 * c - a02 * s;
- out[7] = a13 * c - a03 * s;
- return out;
- }
- /**
- * Creates a matrix from a vector translation
- * This is equivalent to (but much faster than):
- *
- * mat4.identity(dest);
- * mat4.translate(dest, dest, vec);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {ReadonlyVec3} v Translation vector
- * @returns {mat4} out
- */
- function fromTranslation(out, v) {
- out[0] = 1;
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 0;
- out[5] = 1;
- out[6] = 0;
- out[7] = 0;
- out[8] = 0;
- out[9] = 0;
- out[10] = 1;
- out[11] = 0;
- out[12] = v[0];
- out[13] = v[1];
- out[14] = v[2];
- out[15] = 1;
- return out;
- }
- /**
- * Creates a matrix from a vector scaling
- * This is equivalent to (but much faster than):
- *
- * mat4.identity(dest);
- * mat4.scale(dest, dest, vec);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {ReadonlyVec3} v Scaling vector
- * @returns {mat4} out
- */
- function fromScaling(out, v) {
- out[0] = v[0];
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 0;
- out[5] = v[1];
- out[6] = 0;
- out[7] = 0;
- out[8] = 0;
- out[9] = 0;
- out[10] = v[2];
- out[11] = 0;
- out[12] = 0;
- out[13] = 0;
- out[14] = 0;
- out[15] = 1;
- return out;
- }
- /**
- * Creates a matrix from a given angle around a given axis
- * This is equivalent to (but much faster than):
- *
- * mat4.identity(dest);
- * mat4.rotate(dest, dest, rad, axis);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {Number} rad the angle to rotate the matrix by
- * @param {ReadonlyVec3} axis the axis to rotate around
- * @returns {mat4} out
- */
- function fromRotation(out, rad, axis) {
- var x = axis[0],
- y = axis[1],
- z = axis[2];
- var len = Math.hypot(x, y, z);
- var s, c, t;
- if (len < glMatrix.EPSILON) {
- return null;
- }
- len = 1 / len;
- x *= len;
- y *= len;
- z *= len;
- s = Math.sin(rad);
- c = Math.cos(rad);
- t = 1 - c; // Perform rotation-specific matrix multiplication
- out[0] = x * x * t + c;
- out[1] = y * x * t + z * s;
- out[2] = z * x * t - y * s;
- out[3] = 0;
- out[4] = x * y * t - z * s;
- out[5] = y * y * t + c;
- out[6] = z * y * t + x * s;
- out[7] = 0;
- out[8] = x * z * t + y * s;
- out[9] = y * z * t - x * s;
- out[10] = z * z * t + c;
- out[11] = 0;
- out[12] = 0;
- out[13] = 0;
- out[14] = 0;
- out[15] = 1;
- return out;
- }
- /**
- * Creates a matrix from the given angle around the X axis
- * This is equivalent to (but much faster than):
- *
- * mat4.identity(dest);
- * mat4.rotateX(dest, dest, rad);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
- function fromXRotation(out, rad) {
- var s = Math.sin(rad);
- var c = Math.cos(rad); // Perform axis-specific matrix multiplication
- out[0] = 1;
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 0;
- out[5] = c;
- out[6] = s;
- out[7] = 0;
- out[8] = 0;
- out[9] = -s;
- out[10] = c;
- out[11] = 0;
- out[12] = 0;
- out[13] = 0;
- out[14] = 0;
- out[15] = 1;
- return out;
- }
- /**
- * Creates a matrix from the given angle around the Y axis
- * This is equivalent to (but much faster than):
- *
- * mat4.identity(dest);
- * mat4.rotateY(dest, dest, rad);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
- function fromYRotation(out, rad) {
- var s = Math.sin(rad);
- var c = Math.cos(rad); // Perform axis-specific matrix multiplication
- out[0] = c;
- out[1] = 0;
- out[2] = -s;
- out[3] = 0;
- out[4] = 0;
- out[5] = 1;
- out[6] = 0;
- out[7] = 0;
- out[8] = s;
- out[9] = 0;
- out[10] = c;
- out[11] = 0;
- out[12] = 0;
- out[13] = 0;
- out[14] = 0;
- out[15] = 1;
- return out;
- }
- /**
- * Creates a matrix from the given angle around the Z axis
- * This is equivalent to (but much faster than):
- *
- * mat4.identity(dest);
- * mat4.rotateZ(dest, dest, rad);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {Number} rad the angle to rotate the matrix by
- * @returns {mat4} out
- */
- function fromZRotation(out, rad) {
- var s = Math.sin(rad);
- var c = Math.cos(rad); // Perform axis-specific matrix multiplication
- out[0] = c;
- out[1] = s;
- out[2] = 0;
- out[3] = 0;
- out[4] = -s;
- out[5] = c;
- out[6] = 0;
- out[7] = 0;
- out[8] = 0;
- out[9] = 0;
- out[10] = 1;
- out[11] = 0;
- out[12] = 0;
- out[13] = 0;
- out[14] = 0;
- out[15] = 1;
- return out;
- }
- /**
- * Creates a matrix from a quaternion rotation and vector translation
- * This is equivalent to (but much faster than):
- *
- * mat4.identity(dest);
- * mat4.translate(dest, vec);
- * let quatMat = mat4.create();
- * quat4.toMat4(quat, quatMat);
- * mat4.multiply(dest, quatMat);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {quat4} q Rotation quaternion
- * @param {ReadonlyVec3} v Translation vector
- * @returns {mat4} out
- */
- function fromRotationTranslation(out, q, v) {
- // Quaternion math
- var x = q[0],
- y = q[1],
- z = q[2],
- w = q[3];
- var x2 = x + x;
- var y2 = y + y;
- var z2 = z + z;
- var xx = x * x2;
- var xy = x * y2;
- var xz = x * z2;
- var yy = y * y2;
- var yz = y * z2;
- var zz = z * z2;
- var wx = w * x2;
- var wy = w * y2;
- var wz = w * z2;
- out[0] = 1 - (yy + zz);
- out[1] = xy + wz;
- out[2] = xz - wy;
- out[3] = 0;
- out[4] = xy - wz;
- out[5] = 1 - (xx + zz);
- out[6] = yz + wx;
- out[7] = 0;
- out[8] = xz + wy;
- out[9] = yz - wx;
- out[10] = 1 - (xx + yy);
- out[11] = 0;
- out[12] = v[0];
- out[13] = v[1];
- out[14] = v[2];
- out[15] = 1;
- return out;
- }
- /**
- * Creates a new mat4 from a dual quat.
- *
- * @param {mat4} out Matrix
- * @param {ReadonlyQuat2} a Dual Quaternion
- * @returns {mat4} mat4 receiving operation result
- */
- function fromQuat2(out, a) {
- var translation = new glMatrix.ARRAY_TYPE(3);
- var bx = -a[0],
- by = -a[1],
- bz = -a[2],
- bw = a[3],
- ax = a[4],
- ay = a[5],
- az = a[6],
- aw = a[7];
- var magnitude = bx * bx + by * by + bz * bz + bw * bw; //Only scale if it makes sense
- if (magnitude > 0) {
- translation[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2 / magnitude;
- translation[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2 / magnitude;
- translation[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2 / magnitude;
- } else {
- translation[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2;
- translation[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2;
- translation[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2;
- }
- fromRotationTranslation(out, a, translation);
- return out;
- }
- /**
- * Returns the translation vector component of a transformation
- * matrix. If a matrix is built with fromRotationTranslation,
- * the returned vector will be the same as the translation vector
- * originally supplied.
- * @param {vec3} out Vector to receive translation component
- * @param {ReadonlyMat4} mat Matrix to be decomposed (input)
- * @return {vec3} out
- */
- function getTranslation(out, mat) {
- out[0] = mat[12];
- out[1] = mat[13];
- out[2] = mat[14];
- return out;
- }
- /**
- * Returns the scaling factor component of a transformation
- * matrix. If a matrix is built with fromRotationTranslationScale
- * with a normalized Quaternion paramter, the returned vector will be
- * the same as the scaling vector
- * originally supplied.
- * @param {vec3} out Vector to receive scaling factor component
- * @param {ReadonlyMat4} mat Matrix to be decomposed (input)
- * @return {vec3} out
- */
- function getScaling(out, mat) {
- var m11 = mat[0];
- var m12 = mat[1];
- var m13 = mat[2];
- var m21 = mat[4];
- var m22 = mat[5];
- var m23 = mat[6];
- var m31 = mat[8];
- var m32 = mat[9];
- var m33 = mat[10];
- out[0] = Math.hypot(m11, m12, m13);
- out[1] = Math.hypot(m21, m22, m23);
- out[2] = Math.hypot(m31, m32, m33);
- return out;
- }
- /**
- * Returns a quaternion representing the rotational component
- * of a transformation matrix. If a matrix is built with
- * fromRotationTranslation, the returned quaternion will be the
- * same as the quaternion originally supplied.
- * @param {quat} out Quaternion to receive the rotation component
- * @param {ReadonlyMat4} mat Matrix to be decomposed (input)
- * @return {quat} out
- */
- function getRotation(out, mat) {
- var scaling = new glMatrix.ARRAY_TYPE(3);
- getScaling(scaling, mat);
- var is1 = 1 / scaling[0];
- var is2 = 1 / scaling[1];
- var is3 = 1 / scaling[2];
- var sm11 = mat[0] * is1;
- var sm12 = mat[1] * is2;
- var sm13 = mat[2] * is3;
- var sm21 = mat[4] * is1;
- var sm22 = mat[5] * is2;
- var sm23 = mat[6] * is3;
- var sm31 = mat[8] * is1;
- var sm32 = mat[9] * is2;
- var sm33 = mat[10] * is3;
- var trace = sm11 + sm22 + sm33;
- var S = 0;
- if (trace > 0) {
- S = Math.sqrt(trace + 1.0) * 2;
- out[3] = 0.25 * S;
- out[0] = (sm23 - sm32) / S;
- out[1] = (sm31 - sm13) / S;
- out[2] = (sm12 - sm21) / S;
- } else if (sm11 > sm22 && sm11 > sm33) {
- S = Math.sqrt(1.0 + sm11 - sm22 - sm33) * 2;
- out[3] = (sm23 - sm32) / S;
- out[0] = 0.25 * S;
- out[1] = (sm12 + sm21) / S;
- out[2] = (sm31 + sm13) / S;
- } else if (sm22 > sm33) {
- S = Math.sqrt(1.0 + sm22 - sm11 - sm33) * 2;
- out[3] = (sm31 - sm13) / S;
- out[0] = (sm12 + sm21) / S;
- out[1] = 0.25 * S;
- out[2] = (sm23 + sm32) / S;
- } else {
- S = Math.sqrt(1.0 + sm33 - sm11 - sm22) * 2;
- out[3] = (sm12 - sm21) / S;
- out[0] = (sm31 + sm13) / S;
- out[1] = (sm23 + sm32) / S;
- out[2] = 0.25 * S;
- }
- return out;
- }
- /**
- * Creates a matrix from a quaternion rotation, vector translation and vector scale
- * This is equivalent to (but much faster than):
- *
- * mat4.identity(dest);
- * mat4.translate(dest, vec);
- * let quatMat = mat4.create();
- * quat4.toMat4(quat, quatMat);
- * mat4.multiply(dest, quatMat);
- * mat4.scale(dest, scale)
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {quat4} q Rotation quaternion
- * @param {ReadonlyVec3} v Translation vector
- * @param {ReadonlyVec3} s Scaling vector
- * @returns {mat4} out
- */
- function fromRotationTranslationScale(out, q, v, s) {
- // Quaternion math
- var x = q[0],
- y = q[1],
- z = q[2],
- w = q[3];
- var x2 = x + x;
- var y2 = y + y;
- var z2 = z + z;
- var xx = x * x2;
- var xy = x * y2;
- var xz = x * z2;
- var yy = y * y2;
- var yz = y * z2;
- var zz = z * z2;
- var wx = w * x2;
- var wy = w * y2;
- var wz = w * z2;
- var sx = s[0];
- var sy = s[1];
- var sz = s[2];
- out[0] = (1 - (yy + zz)) * sx;
- out[1] = (xy + wz) * sx;
- out[2] = (xz - wy) * sx;
- out[3] = 0;
- out[4] = (xy - wz) * sy;
- out[5] = (1 - (xx + zz)) * sy;
- out[6] = (yz + wx) * sy;
- out[7] = 0;
- out[8] = (xz + wy) * sz;
- out[9] = (yz - wx) * sz;
- out[10] = (1 - (xx + yy)) * sz;
- out[11] = 0;
- out[12] = v[0];
- out[13] = v[1];
- out[14] = v[2];
- out[15] = 1;
- return out;
- }
- /**
- * Creates a matrix from a quaternion rotation, vector translation and vector scale, rotating and scaling around the given origin
- * This is equivalent to (but much faster than):
- *
- * mat4.identity(dest);
- * mat4.translate(dest, vec);
- * mat4.translate(dest, origin);
- * let quatMat = mat4.create();
- * quat4.toMat4(quat, quatMat);
- * mat4.multiply(dest, quatMat);
- * mat4.scale(dest, scale)
- * mat4.translate(dest, negativeOrigin);
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {quat4} q Rotation quaternion
- * @param {ReadonlyVec3} v Translation vector
- * @param {ReadonlyVec3} s Scaling vector
- * @param {ReadonlyVec3} o The origin vector around which to scale and rotate
- * @returns {mat4} out
- */
- function fromRotationTranslationScaleOrigin(out, q, v, s, o) {
- // Quaternion math
- var x = q[0],
- y = q[1],
- z = q[2],
- w = q[3];
- var x2 = x + x;
- var y2 = y + y;
- var z2 = z + z;
- var xx = x * x2;
- var xy = x * y2;
- var xz = x * z2;
- var yy = y * y2;
- var yz = y * z2;
- var zz = z * z2;
- var wx = w * x2;
- var wy = w * y2;
- var wz = w * z2;
- var sx = s[0];
- var sy = s[1];
- var sz = s[2];
- var ox = o[0];
- var oy = o[1];
- var oz = o[2];
- var out0 = (1 - (yy + zz)) * sx;
- var out1 = (xy + wz) * sx;
- var out2 = (xz - wy) * sx;
- var out4 = (xy - wz) * sy;
- var out5 = (1 - (xx + zz)) * sy;
- var out6 = (yz + wx) * sy;
- var out8 = (xz + wy) * sz;
- var out9 = (yz - wx) * sz;
- var out10 = (1 - (xx + yy)) * sz;
- out[0] = out0;
- out[1] = out1;
- out[2] = out2;
- out[3] = 0;
- out[4] = out4;
- out[5] = out5;
- out[6] = out6;
- out[7] = 0;
- out[8] = out8;
- out[9] = out9;
- out[10] = out10;
- out[11] = 0;
- out[12] = v[0] + ox - (out0 * ox + out4 * oy + out8 * oz);
- out[13] = v[1] + oy - (out1 * ox + out5 * oy + out9 * oz);
- out[14] = v[2] + oz - (out2 * ox + out6 * oy + out10 * oz);
- out[15] = 1;
- return out;
- }
- /**
- * Calculates a 4x4 matrix from the given quaternion
- *
- * @param {mat4} out mat4 receiving operation result
- * @param {ReadonlyQuat} q Quaternion to create matrix from
- *
- * @returns {mat4} out
- */
- function fromQuat(out, q) {
- var x = q[0],
- y = q[1],
- z = q[2],
- w = q[3];
- var x2 = x + x;
- var y2 = y + y;
- var z2 = z + z;
- var xx = x * x2;
- var yx = y * x2;
- var yy = y * y2;
- var zx = z * x2;
- var zy = z * y2;
- var zz = z * z2;
- var wx = w * x2;
- var wy = w * y2;
- var wz = w * z2;
- out[0] = 1 - yy - zz;
- out[1] = yx + wz;
- out[2] = zx - wy;
- out[3] = 0;
- out[4] = yx - wz;
- out[5] = 1 - xx - zz;
- out[6] = zy + wx;
- out[7] = 0;
- out[8] = zx + wy;
- out[9] = zy - wx;
- out[10] = 1 - xx - yy;
- out[11] = 0;
- out[12] = 0;
- out[13] = 0;
- out[14] = 0;
- out[15] = 1;
- return out;
- }
- /**
- * Generates a frustum matrix with the given bounds
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {Number} left Left bound of the frustum
- * @param {Number} right Right bound of the frustum
- * @param {Number} bottom Bottom bound of the frustum
- * @param {Number} top Top bound of the frustum
- * @param {Number} near Near bound of the frustum
- * @param {Number} far Far bound of the frustum
- * @returns {mat4} out
- */
- function frustum(out, left, right, bottom, top, near, far) {
- var rl = 1 / (right - left);
- var tb = 1 / (top - bottom);
- var nf = 1 / (near - far);
- out[0] = near * 2 * rl;
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 0;
- out[5] = near * 2 * tb;
- out[6] = 0;
- out[7] = 0;
- out[8] = (right + left) * rl;
- out[9] = (top + bottom) * tb;
- out[10] = (far + near) * nf;
- out[11] = -1;
- out[12] = 0;
- out[13] = 0;
- out[14] = far * near * 2 * nf;
- out[15] = 0;
- return out;
- }
- /**
- * Generates a perspective projection matrix with the given bounds.
- * The near/far clip planes correspond to a normalized device coordinate Z range of [-1, 1],
- * which matches WebGL/OpenGL's clip volume.
- * Passing null/undefined/no value for far will generate infinite projection matrix.
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} fovy Vertical field of view in radians
- * @param {number} aspect Aspect ratio. typically viewport width/height
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum, can be null or Infinity
- * @returns {mat4} out
- */
- function perspectiveNO(out, fovy, aspect, near, far) {
- var f = 1.0 / Math.tan(fovy / 2),
- nf;
- out[0] = f / aspect;
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 0;
- out[5] = f;
- out[6] = 0;
- out[7] = 0;
- out[8] = 0;
- out[9] = 0;
- out[11] = -1;
- out[12] = 0;
- out[13] = 0;
- out[15] = 0;
- if (far != null && far !== Infinity) {
- nf = 1 / (near - far);
- out[10] = (far + near) * nf;
- out[14] = 2 * far * near * nf;
- } else {
- out[10] = -1;
- out[14] = -2 * near;
- }
- return out;
- }
- /**
- * Alias for {@link mat4.perspectiveNO}
- * @function
- */
- var perspective = perspectiveNO;
- /**
- * Generates a perspective projection matrix suitable for WebGPU with the given bounds.
- * The near/far clip planes correspond to a normalized device coordinate Z range of [0, 1],
- * which matches WebGPU/Vulkan/DirectX/Metal's clip volume.
- * Passing null/undefined/no value for far will generate infinite projection matrix.
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} fovy Vertical field of view in radians
- * @param {number} aspect Aspect ratio. typically viewport width/height
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum, can be null or Infinity
- * @returns {mat4} out
- */
- exports.perspective = perspective;
- function perspectiveZO(out, fovy, aspect, near, far) {
- var f = 1.0 / Math.tan(fovy / 2),
- nf;
- out[0] = f / aspect;
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 0;
- out[5] = f;
- out[6] = 0;
- out[7] = 0;
- out[8] = 0;
- out[9] = 0;
- out[11] = -1;
- out[12] = 0;
- out[13] = 0;
- out[15] = 0;
- if (far != null && far !== Infinity) {
- nf = 1 / (near - far);
- out[10] = far * nf;
- out[14] = far * near * nf;
- } else {
- out[10] = -1;
- out[14] = -near;
- }
- return out;
- }
- /**
- * Generates a perspective projection matrix with the given field of view.
- * This is primarily useful for generating projection matrices to be used
- * with the still experiemental WebVR API.
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {Object} fov Object containing the following values: upDegrees, downDegrees, leftDegrees, rightDegrees
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum
- * @returns {mat4} out
- */
- function perspectiveFromFieldOfView(out, fov, near, far) {
- var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
- var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
- var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
- var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
- var xScale = 2.0 / (leftTan + rightTan);
- var yScale = 2.0 / (upTan + downTan);
- out[0] = xScale;
- out[1] = 0.0;
- out[2] = 0.0;
- out[3] = 0.0;
- out[4] = 0.0;
- out[5] = yScale;
- out[6] = 0.0;
- out[7] = 0.0;
- out[8] = -((leftTan - rightTan) * xScale * 0.5);
- out[9] = (upTan - downTan) * yScale * 0.5;
- out[10] = far / (near - far);
- out[11] = -1.0;
- out[12] = 0.0;
- out[13] = 0.0;
- out[14] = far * near / (near - far);
- out[15] = 0.0;
- return out;
- }
- /**
- * Generates a orthogonal projection matrix with the given bounds.
- * The near/far clip planes correspond to a normalized device coordinate Z range of [-1, 1],
- * which matches WebGL/OpenGL's clip volume.
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} left Left bound of the frustum
- * @param {number} right Right bound of the frustum
- * @param {number} bottom Bottom bound of the frustum
- * @param {number} top Top bound of the frustum
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum
- * @returns {mat4} out
- */
- function orthoNO(out, left, right, bottom, top, near, far) {
- var lr = 1 / (left - right);
- var bt = 1 / (bottom - top);
- var nf = 1 / (near - far);
- out[0] = -2 * lr;
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 0;
- out[5] = -2 * bt;
- out[6] = 0;
- out[7] = 0;
- out[8] = 0;
- out[9] = 0;
- out[10] = 2 * nf;
- out[11] = 0;
- out[12] = (left + right) * lr;
- out[13] = (top + bottom) * bt;
- out[14] = (far + near) * nf;
- out[15] = 1;
- return out;
- }
- /**
- * Alias for {@link mat4.orthoNO}
- * @function
- */
- var ortho = orthoNO;
- /**
- * Generates a orthogonal projection matrix with the given bounds.
- * The near/far clip planes correspond to a normalized device coordinate Z range of [0, 1],
- * which matches WebGPU/Vulkan/DirectX/Metal's clip volume.
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {number} left Left bound of the frustum
- * @param {number} right Right bound of the frustum
- * @param {number} bottom Bottom bound of the frustum
- * @param {number} top Top bound of the frustum
- * @param {number} near Near bound of the frustum
- * @param {number} far Far bound of the frustum
- * @returns {mat4} out
- */
- exports.ortho = ortho;
- function orthoZO(out, left, right, bottom, top, near, far) {
- var lr = 1 / (left - right);
- var bt = 1 / (bottom - top);
- var nf = 1 / (near - far);
- out[0] = -2 * lr;
- out[1] = 0;
- out[2] = 0;
- out[3] = 0;
- out[4] = 0;
- out[5] = -2 * bt;
- out[6] = 0;
- out[7] = 0;
- out[8] = 0;
- out[9] = 0;
- out[10] = nf;
- out[11] = 0;
- out[12] = (left + right) * lr;
- out[13] = (top + bottom) * bt;
- out[14] = near * nf;
- out[15] = 1;
- return out;
- }
- /**
- * Generates a look-at matrix with the given eye position, focal point, and up axis.
- * If you want a matrix that actually makes an object look at another object, you should use targetTo instead.
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {ReadonlyVec3} eye Position of the viewer
- * @param {ReadonlyVec3} center Point the viewer is looking at
- * @param {ReadonlyVec3} up vec3 pointing up
- * @returns {mat4} out
- */
- function lookAt(out, eye, center, up) {
- var x0, x1, x2, y0, y1, y2, z0, z1, z2, len;
- var eyex = eye[0];
- var eyey = eye[1];
- var eyez = eye[2];
- var upx = up[0];
- var upy = up[1];
- var upz = up[2];
- var centerx = center[0];
- var centery = center[1];
- var centerz = center[2];
- if (Math.abs(eyex - centerx) < glMatrix.EPSILON && Math.abs(eyey - centery) < glMatrix.EPSILON && Math.abs(eyez - centerz) < glMatrix.EPSILON) {
- return identity(out);
- }
- z0 = eyex - centerx;
- z1 = eyey - centery;
- z2 = eyez - centerz;
- len = 1 / Math.hypot(z0, z1, z2);
- z0 *= len;
- z1 *= len;
- z2 *= len;
- x0 = upy * z2 - upz * z1;
- x1 = upz * z0 - upx * z2;
- x2 = upx * z1 - upy * z0;
- len = Math.hypot(x0, x1, x2);
- if (!len) {
- x0 = 0;
- x1 = 0;
- x2 = 0;
- } else {
- len = 1 / len;
- x0 *= len;
- x1 *= len;
- x2 *= len;
- }
- y0 = z1 * x2 - z2 * x1;
- y1 = z2 * x0 - z0 * x2;
- y2 = z0 * x1 - z1 * x0;
- len = Math.hypot(y0, y1, y2);
- if (!len) {
- y0 = 0;
- y1 = 0;
- y2 = 0;
- } else {
- len = 1 / len;
- y0 *= len;
- y1 *= len;
- y2 *= len;
- }
- out[0] = x0;
- out[1] = y0;
- out[2] = z0;
- out[3] = 0;
- out[4] = x1;
- out[5] = y1;
- out[6] = z1;
- out[7] = 0;
- out[8] = x2;
- out[9] = y2;
- out[10] = z2;
- out[11] = 0;
- out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
- out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
- out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
- out[15] = 1;
- return out;
- }
- /**
- * Generates a matrix that makes something look at something else.
- *
- * @param {mat4} out mat4 frustum matrix will be written into
- * @param {ReadonlyVec3} eye Position of the viewer
- * @param {ReadonlyVec3} center Point the viewer is looking at
- * @param {ReadonlyVec3} up vec3 pointing up
- * @returns {mat4} out
- */
- function targetTo(out, eye, target, up) {
- var eyex = eye[0],
- eyey = eye[1],
- eyez = eye[2],
- upx = up[0],
- upy = up[1],
- upz = up[2];
- var z0 = eyex - target[0],
- z1 = eyey - target[1],
- z2 = eyez - target[2];
- var len = z0 * z0 + z1 * z1 + z2 * z2;
- if (len > 0) {
- len = 1 / Math.sqrt(len);
- z0 *= len;
- z1 *= len;
- z2 *= len;
- }
- var x0 = upy * z2 - upz * z1,
- x1 = upz * z0 - upx * z2,
- x2 = upx * z1 - upy * z0;
- len = x0 * x0 + x1 * x1 + x2 * x2;
- if (len > 0) {
- len = 1 / Math.sqrt(len);
- x0 *= len;
- x1 *= len;
- x2 *= len;
- }
- out[0] = x0;
- out[1] = x1;
- out[2] = x2;
- out[3] = 0;
- out[4] = z1 * x2 - z2 * x1;
- out[5] = z2 * x0 - z0 * x2;
- out[6] = z0 * x1 - z1 * x0;
- out[7] = 0;
- out[8] = z0;
- out[9] = z1;
- out[10] = z2;
- out[11] = 0;
- out[12] = eyex;
- out[13] = eyey;
- out[14] = eyez;
- out[15] = 1;
- return out;
- }
- /**
- * Returns a string representation of a mat4
- *
- * @param {ReadonlyMat4} a matrix to represent as a string
- * @returns {String} string representation of the matrix
- */
- function str(a) {
- 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] + ")";
- }
- /**
- * Returns Frobenius norm of a mat4
- *
- * @param {ReadonlyMat4} a the matrix to calculate Frobenius norm of
- * @returns {Number} Frobenius norm
- */
- function frob(a) {
- return Math.hypot(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]);
- }
- /**
- * Adds two mat4's
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the first operand
- * @param {ReadonlyMat4} b the second operand
- * @returns {mat4} out
- */
- function add(out, a, b) {
- out[0] = a[0] + b[0];
- out[1] = a[1] + b[1];
- out[2] = a[2] + b[2];
- out[3] = a[3] + b[3];
- out[4] = a[4] + b[4];
- out[5] = a[5] + b[5];
- out[6] = a[6] + b[6];
- out[7] = a[7] + b[7];
- out[8] = a[8] + b[8];
- out[9] = a[9] + b[9];
- out[10] = a[10] + b[10];
- out[11] = a[11] + b[11];
- out[12] = a[12] + b[12];
- out[13] = a[13] + b[13];
- out[14] = a[14] + b[14];
- out[15] = a[15] + b[15];
- return out;
- }
- /**
- * Subtracts matrix b from matrix a
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the first operand
- * @param {ReadonlyMat4} b the second operand
- * @returns {mat4} out
- */
- function subtract(out, a, b) {
- out[0] = a[0] - b[0];
- out[1] = a[1] - b[1];
- out[2] = a[2] - b[2];
- out[3] = a[3] - b[3];
- out[4] = a[4] - b[4];
- out[5] = a[5] - b[5];
- out[6] = a[6] - b[6];
- out[7] = a[7] - b[7];
- out[8] = a[8] - b[8];
- out[9] = a[9] - b[9];
- out[10] = a[10] - b[10];
- out[11] = a[11] - b[11];
- out[12] = a[12] - b[12];
- out[13] = a[13] - b[13];
- out[14] = a[14] - b[14];
- out[15] = a[15] - b[15];
- return out;
- }
- /**
- * Multiply each element of the matrix by a scalar.
- *
- * @param {mat4} out the receiving matrix
- * @param {ReadonlyMat4} a the matrix to scale
- * @param {Number} b amount to scale the matrix's elements by
- * @returns {mat4} out
- */
- function multiplyScalar(out, a, b) {
- out[0] = a[0] * b;
- out[1] = a[1] * b;
- out[2] = a[2] * b;
- out[3] = a[3] * b;
- out[4] = a[4] * b;
- out[5] = a[5] * b;
- out[6] = a[6] * b;
- out[7] = a[7] * b;
- out[8] = a[8] * b;
- out[9] = a[9] * b;
- out[10] = a[10] * b;
- out[11] = a[11] * b;
- out[12] = a[12] * b;
- out[13] = a[13] * b;
- out[14] = a[14] * b;
- out[15] = a[15] * b;
- return out;
- }
- /**
- * Adds two mat4's after multiplying each element of the second operand by a scalar value.
- *
- * @param {mat4} out the receiving vector
- * @param {ReadonlyMat4} a the first operand
- * @param {ReadonlyMat4} b the second operand
- * @param {Number} scale the amount to scale b's elements by before adding
- * @returns {mat4} out
- */
- function multiplyScalarAndAdd(out, a, b, scale) {
- out[0] = a[0] + b[0] * scale;
- out[1] = a[1] + b[1] * scale;
- out[2] = a[2] + b[2] * scale;
- out[3] = a[3] + b[3] * scale;
- out[4] = a[4] + b[4] * scale;
- out[5] = a[5] + b[5] * scale;
- out[6] = a[6] + b[6] * scale;
- out[7] = a[7] + b[7] * scale;
- out[8] = a[8] + b[8] * scale;
- out[9] = a[9] + b[9] * scale;
- out[10] = a[10] + b[10] * scale;
- out[11] = a[11] + b[11] * scale;
- out[12] = a[12] + b[12] * scale;
- out[13] = a[13] + b[13] * scale;
- out[14] = a[14] + b[14] * scale;
- out[15] = a[15] + b[15] * scale;
- return out;
- }
- /**
- * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
- *
- * @param {ReadonlyMat4} a The first matrix.
- * @param {ReadonlyMat4} b The second matrix.
- * @returns {Boolean} True if the matrices are equal, false otherwise.
- */
- function exactEquals(a, b) {
- 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];
- }
- /**
- * Returns whether or not the matrices have approximately the same elements in the same position.
- *
- * @param {ReadonlyMat4} a The first matrix.
- * @param {ReadonlyMat4} b The second matrix.
- * @returns {Boolean} True if the matrices are equal, false otherwise.
- */
- function equals(a, b) {
- var a0 = a[0],
- a1 = a[1],
- a2 = a[2],
- a3 = a[3];
- var a4 = a[4],
- a5 = a[5],
- a6 = a[6],
- a7 = a[7];
- var a8 = a[8],
- a9 = a[9],
- a10 = a[10],
- a11 = a[11];
- var a12 = a[12],
- a13 = a[13],
- a14 = a[14],
- a15 = a[15];
- var b0 = b[0],
- b1 = b[1],
- b2 = b[2],
- b3 = b[3];
- var b4 = b[4],
- b5 = b[5],
- b6 = b[6],
- b7 = b[7];
- var b8 = b[8],
- b9 = b[9],
- b10 = b[10],
- b11 = b[11];
- var b12 = b[12],
- b13 = b[13],
- b14 = b[14],
- b15 = b[15];
- 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));
- }
- /**
- * Alias for {@link mat4.multiply}
- * @function
- */
- var mul = multiply;
- /**
- * Alias for {@link mat4.subtract}
- * @function
- */
- exports.mul = mul;
- var sub = subtract;
- exports.sub = sub;
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