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@egjs/view360

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360 integrated viewing solution from inside-out view to outside-in view. It provides user-friendly service by rotating 360 degrees through various user interaction such as motion sensor and touch.

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/** * Original Code * https://github.com/toji/gl-matrix/blob/v2.3.2/src/gl-matrix/mat4.js * 4x4 Matrix util * modified by egjs */ import glMatrix from "./common.js"; /** * @class 4x4 Matrix * @name mat4 */ var mat4 = {}; /** * Creates a new identity mat4 * * @returns {mat4} a new 4x4 matrix */ mat4.create = function() { var out = new glMatrix.ARRAY_TYPE(16); 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; }; /** * Set a mat4 to the identity matrix * * @param {mat4} out the receiving matrix * @returns {mat4} out */ mat4.identity = function(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; }; /** * Rotates a matrix by the given angle around the X axis not using SIMD * * @param {mat4} out the receiving matrix * @param {mat4} a the matrix to rotate * @param {Number} rad the angle to rotate the matrix by * @returns {mat4} out */ mat4.rotateX = function (out, a, rad) { var s = Math.sin(rad), c = Math.cos(rad), a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], a20 = a[8], a21 = a[9], a22 = a[10], 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 not using SIMD * * @param {mat4} out the receiving matrix * @param {mat4} a the matrix to rotate * @param {Number} rad the angle to rotate the matrix by * @returns {mat4} out */ mat4.rotateY = function (out, a, rad) { var s = Math.sin(rad), c = Math.cos(rad), a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], a20 = a[8], a21 = a[9], a22 = a[10], 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; }; /** * Calculates a 4x4 matrix from the given quaternion * * @param {mat4} out mat4 receiving operation result * @param {quat} q Quaternion to create matrix from * * @returns {mat4} out */ mat4.fromQuat = function (out, q) { var x = q[0], y = q[1], z = q[2], w = q[3], x2 = x + x, y2 = y + y, z2 = z + z, xx = x * x2, yx = y * x2, yy = y * y2, zx = z * x2, zy = z * y2, zz = z * z2, wx = w * x2, wy = w * y2, 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 perspective projection matrix with the given bounds * * @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 * @returns {mat4} out */ mat4.perspective = function (out, fovy, aspect, near, far) { var f = 1.0 / Math.tan(fovy / 2), nf = 1 / (near - far); 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[10] = (far + near) * nf; out[11] = -1; out[12] = 0; out[13] = 0; out[14] = (2 * far * near) * nf; out[15] = 0; return out; }; export default mat4;