@xtor/cga.js
Version:
Xtor Compute Geometry Algorithm Libary 计算几何算法库
744 lines (743 loc) • 25.2 kB
JavaScript
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.m4 = exports.Mat4 = void 0;
var Vec3_1 = require("./Vec3");
var Mat4 = /** @class */ (function () {
function Mat4() {
this.elements = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
this.isMat4 = true;
if (arguments.length > 0) {
console.error(" Mat4: the constructor no longer reads arguments. use .set() instead.");
}
}
Mat4.prototype.set = function (n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) {
var te = this.elements;
te[0] = n11;
te[4] = n12;
te[8] = n13;
te[12] = n14;
te[1] = n21;
te[5] = n22;
te[9] = n23;
te[13] = n24;
te[2] = n31;
te[6] = n32;
te[10] = n33;
te[14] = n34;
te[3] = n41;
te[7] = n42;
te[11] = n43;
te[15] = n44;
return this;
};
Object.defineProperty(Mat4, "Identity", {
get: function () {
return new Mat4();
},
enumerable: false,
configurable: true
});
Mat4.prototype.identity = function () {
this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
return this;
};
Mat4.prototype.clone = function () {
return new Mat4().fromArray(this.elements);
};
Mat4.prototype.copy = function (m) {
var te = this.elements;
var me = m.elements;
te[0] = me[0];
te[1] = me[1];
te[2] = me[2];
te[3] = me[3];
te[4] = me[4];
te[5] = me[5];
te[6] = me[6];
te[7] = me[7];
te[8] = me[8];
te[9] = me[9];
te[10] = me[10];
te[11] = me[11];
te[12] = me[12];
te[13] = me[13];
te[14] = me[14];
te[15] = me[15];
return this;
};
Mat4.prototype.copyPosition = function (m) {
var te = this.elements, me = m.elements;
te[12] = me[12];
te[13] = me[13];
te[14] = me[14];
return this;
};
Mat4.prototype.extractBasis = function (xAxis, yAxis, zAxis) {
xAxis.setFromMatrixColumn(this, 0);
yAxis.setFromMatrixColumn(this, 1);
zAxis.setFromMatrixColumn(this, 2);
return this;
};
Mat4.prototype.makeBasis = function (xAxis, yAxis, zAxis) {
this.set(xAxis.x, yAxis.x, zAxis.x, 0, xAxis.y, yAxis.y, zAxis.y, 0, xAxis.z, yAxis.z, zAxis.z, 0, 0, 0, 0, 1);
return this;
};
Mat4.prototype.extractRotation = function (m) {
// this method does not support reflection matrices
var te = this.elements;
var me = m.elements;
var scaleX = 1 / _v1.setFromMatrixColumn(m, 0).length();
var scaleY = 1 / _v1.setFromMatrixColumn(m, 1).length();
var scaleZ = 1 / _v1.setFromMatrixColumn(m, 2).length();
te[0] = me[0] * scaleX;
te[1] = me[1] * scaleX;
te[2] = me[2] * scaleX;
te[3] = 0;
te[4] = me[4] * scaleY;
te[5] = me[5] * scaleY;
te[6] = me[6] * scaleY;
te[7] = 0;
te[8] = me[8] * scaleZ;
te[9] = me[9] * scaleZ;
te[10] = me[10] * scaleZ;
te[11] = 0;
te[12] = 0;
te[13] = 0;
te[14] = 0;
te[15] = 1;
return this;
};
Mat4.prototype.makeRotationFromEuler = function (euler) {
if (!(euler && euler.isEuler)) {
console.error(" Mat4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vec3 and order.");
}
var te = this.elements;
var x = euler.x, y = euler.y, z = euler.z;
var a = Math.cos(x), b = Math.sin(x);
var c = Math.cos(y), d = Math.sin(y);
var e = Math.cos(z), f = Math.sin(z);
if (euler.order === "XYZ") {
var ae = a * e, af = a * f, be = b * e, bf = b * f;
te[0] = c * e;
te[4] = -c * f;
te[8] = d;
te[1] = af + be * d;
te[5] = ae - bf * d;
te[9] = -b * c;
te[2] = bf - ae * d;
te[6] = be + af * d;
te[10] = a * c;
}
else if (euler.order === "YXZ") {
var ce = c * e, cf = c * f, de = d * e, df = d * f;
te[0] = ce + df * b;
te[4] = de * b - cf;
te[8] = a * d;
te[1] = a * f;
te[5] = a * e;
te[9] = -b;
te[2] = cf * b - de;
te[6] = df + ce * b;
te[10] = a * c;
}
else if (euler.order === "ZXY") {
var ce = c * e, cf = c * f, de = d * e, df = d * f;
te[0] = ce - df * b;
te[4] = -a * f;
te[8] = de + cf * b;
te[1] = cf + de * b;
te[5] = a * e;
te[9] = df - ce * b;
te[2] = -a * d;
te[6] = b;
te[10] = a * c;
}
else if (euler.order === "ZYX") {
var ae = a * e, af = a * f, be = b * e, bf = b * f;
te[0] = c * e;
te[4] = be * d - af;
te[8] = ae * d + bf;
te[1] = c * f;
te[5] = bf * d + ae;
te[9] = af * d - be;
te[2] = -d;
te[6] = b * c;
te[10] = a * c;
}
else if (euler.order === "YZX") {
var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
te[0] = c * e;
te[4] = bd - ac * f;
te[8] = bc * f + ad;
te[1] = f;
te[5] = a * e;
te[9] = -b * e;
te[2] = -d * e;
te[6] = ad * f + bc;
te[10] = ac - bd * f;
}
else if (euler.order === "XZY") {
var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
te[0] = c * e;
te[4] = -f;
te[8] = d * e;
te[1] = ac * f + bd;
te[5] = a * e;
te[9] = ad * f - bc;
te[2] = bc * f - ad;
te[6] = b * e;
te[10] = bd * f + ac;
}
// bottom row
te[3] = 0;
te[7] = 0;
te[11] = 0;
// last column
te[12] = 0;
te[13] = 0;
te[14] = 0;
te[15] = 1;
return this;
};
Mat4.prototype.makeRotationFromQuat = function (q) {
return this.compose(_zero, q, _one);
};
Mat4.prototype.lookAt = function (eye, target, up) {
var te = this.elements;
_z.subVecs(eye, target);
if (_z.lengthSq() === 0) {
// eye and target are in the same position
_z.z = 1;
}
_z.normalize();
_x.crossVecs(up, _z);
if (_x.lengthSq() === 0) {
// up and z are parallel
if (Math.abs(up.z) === 1) {
_z.x += 0.0001;
}
else {
_z.z += 0.0001;
}
_z.normalize();
_x.crossVecs(up, _z);
}
_x.normalize();
_y.crossVecs(_z, _x);
te[0] = _x.x;
te[4] = _y.x;
te[8] = _z.x;
te[1] = _x.y;
te[5] = _y.y;
te[9] = _z.y;
te[2] = _x.z;
te[6] = _y.z;
te[10] = _z.z;
return this;
};
Mat4.prototype.multiply = function (m, n) {
if (n !== undefined) {
return this.multiplyMatrices(m, n);
}
return this.multiplyMatrices(this, m);
};
Mat4.prototype.premultiply = function (m) {
return this.multiplyMatrices(m, this);
};
Mat4.prototype.multiplyMatrices = function (a, b) {
var ae = a.elements;
var be = b.elements;
var te = this.elements;
var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
return this;
};
Mat4.prototype.multiplyScalar = function (s) {
var te = this.elements;
te[0] *= s;
te[4] *= s;
te[8] *= s;
te[12] *= s;
te[1] *= s;
te[5] *= s;
te[9] *= s;
te[13] *= s;
te[2] *= s;
te[6] *= s;
te[10] *= s;
te[14] *= s;
te[3] *= s;
te[7] *= s;
te[11] *= s;
te[15] *= s;
return this;
};
Mat4.prototype.applyToBufferAttribute = function (attribute) {
for (var i = 0, l = attribute.count; i < l; i++) {
_v1.x = attribute.getX(i);
_v1.y = attribute.getY(i);
_v1.z = attribute.getZ(i);
_v1.applyMat4(this);
attribute.setXYZ(i, _v1.x, _v1.y, _v1.z);
}
return attribute;
};
Mat4.prototype.determinant = function () {
var te = this.elements;
var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
//TODO: make this more efficient
//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
return (n41 *
(+n14 * n23 * n32 -
n13 * n24 * n32 -
n14 * n22 * n33 +
n12 * n24 * n33 +
n13 * n22 * n34 -
n12 * n23 * n34) +
n42 *
(+n11 * n23 * n34 -
n11 * n24 * n33 +
n14 * n21 * n33 -
n13 * n21 * n34 +
n13 * n24 * n31 -
n14 * n23 * n31) +
n43 *
(+n11 * n24 * n32 -
n11 * n22 * n34 -
n14 * n21 * n32 +
n12 * n21 * n34 +
n14 * n22 * n31 -
n12 * n24 * n31) +
n44 *
(-n13 * n22 * n31 -
n11 * n23 * n32 +
n11 * n22 * n33 +
n13 * n21 * n32 -
n12 * n21 * n33 +
n12 * n23 * n31));
};
Mat4.prototype.transpose = function () {
var te = this.elements;
var tmp;
tmp = te[1];
te[1] = te[4];
te[4] = tmp;
tmp = te[2];
te[2] = te[8];
te[8] = tmp;
tmp = te[6];
te[6] = te[9];
te[9] = tmp;
tmp = te[3];
te[3] = te[12];
te[12] = tmp;
tmp = te[7];
te[7] = te[13];
te[13] = tmp;
tmp = te[11];
te[11] = te[14];
te[14] = tmp;
return this;
};
Mat4.prototype.setPosition = function (x, y, z) {
var te = this.elements;
if (x.isVec3) {
te[12] = x.x;
te[13] = x.y;
te[14] = x.z;
}
else {
te[12] = x;
te[13] = y;
te[14] = z;
}
return this;
};
Mat4.prototype.getInverse = function (m, throwOnDegenerate) {
// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
var te = this.elements, me = m.elements, n11 = me[0], n21 = me[1], n31 = me[2], n41 = me[3], n12 = me[4], n22 = me[5], n32 = me[6], n42 = me[7], n13 = me[8], n23 = me[9], n33 = me[10], n43 = me[11], n14 = me[12], n24 = me[13], n34 = me[14], n44 = me[15], t11 = n23 * n34 * n42 -
n24 * n33 * n42 +
n24 * n32 * n43 -
n22 * n34 * n43 -
n23 * n32 * n44 +
n22 * n33 * n44, t12 = n14 * n33 * n42 -
n13 * n34 * n42 -
n14 * n32 * n43 +
n12 * n34 * n43 +
n13 * n32 * n44 -
n12 * n33 * n44, t13 = n13 * n24 * n42 -
n14 * n23 * n42 +
n14 * n22 * n43 -
n12 * n24 * n43 -
n13 * n22 * n44 +
n12 * n23 * n44, t14 = n14 * n23 * n32 -
n13 * n24 * n32 -
n14 * n22 * n33 +
n12 * n24 * n33 +
n13 * n22 * n34 -
n12 * n23 * n34;
var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
if (det === 0) {
var msg = " Mat4: .getInverse() can't invert matrix, determinant is 0";
if (throwOnDegenerate === true) {
throw new Error(msg);
}
else {
console.warn(msg);
}
return this.identity();
}
var detInv = 1 / det;
te[0] = t11 * detInv;
te[1] =
(n24 * n33 * n41 -
n23 * n34 * n41 -
n24 * n31 * n43 +
n21 * n34 * n43 +
n23 * n31 * n44 -
n21 * n33 * n44) *
detInv;
te[2] =
(n22 * n34 * n41 -
n24 * n32 * n41 +
n24 * n31 * n42 -
n21 * n34 * n42 -
n22 * n31 * n44 +
n21 * n32 * n44) *
detInv;
te[3] =
(n23 * n32 * n41 -
n22 * n33 * n41 -
n23 * n31 * n42 +
n21 * n33 * n42 +
n22 * n31 * n43 -
n21 * n32 * n43) *
detInv;
te[4] = t12 * detInv;
te[5] =
(n13 * n34 * n41 -
n14 * n33 * n41 +
n14 * n31 * n43 -
n11 * n34 * n43 -
n13 * n31 * n44 +
n11 * n33 * n44) *
detInv;
te[6] =
(n14 * n32 * n41 -
n12 * n34 * n41 -
n14 * n31 * n42 +
n11 * n34 * n42 +
n12 * n31 * n44 -
n11 * n32 * n44) *
detInv;
te[7] =
(n12 * n33 * n41 -
n13 * n32 * n41 +
n13 * n31 * n42 -
n11 * n33 * n42 -
n12 * n31 * n43 +
n11 * n32 * n43) *
detInv;
te[8] = t13 * detInv;
te[9] =
(n14 * n23 * n41 -
n13 * n24 * n41 -
n14 * n21 * n43 +
n11 * n24 * n43 +
n13 * n21 * n44 -
n11 * n23 * n44) *
detInv;
te[10] =
(n12 * n24 * n41 -
n14 * n22 * n41 +
n14 * n21 * n42 -
n11 * n24 * n42 -
n12 * n21 * n44 +
n11 * n22 * n44) *
detInv;
te[11] =
(n13 * n22 * n41 -
n12 * n23 * n41 -
n13 * n21 * n42 +
n11 * n23 * n42 +
n12 * n21 * n43 -
n11 * n22 * n43) *
detInv;
te[12] = t14 * detInv;
te[13] =
(n13 * n24 * n31 -
n14 * n23 * n31 +
n14 * n21 * n33 -
n11 * n24 * n33 -
n13 * n21 * n34 +
n11 * n23 * n34) *
detInv;
te[14] =
(n14 * n22 * n31 -
n12 * n24 * n31 -
n14 * n21 * n32 +
n11 * n24 * n32 +
n12 * n21 * n34 -
n11 * n22 * n34) *
detInv;
te[15] =
(n12 * n23 * n31 -
n13 * n22 * n31 +
n13 * n21 * n32 -
n11 * n23 * n32 -
n12 * n21 * n33 +
n11 * n22 * n33) *
detInv;
return this;
};
Mat4.prototype.scale = function (v) {
var te = this.elements;
var x = v.x, y = v.y, z = v.z;
te[0] *= x;
te[4] *= y;
te[8] *= z;
te[1] *= x;
te[5] *= y;
te[9] *= z;
te[2] *= x;
te[6] *= y;
te[10] *= z;
te[3] *= x;
te[7] *= y;
te[11] *= z;
return this;
};
Mat4.prototype.getMaxScaleOnAxis = function () {
var te = this.elements;
var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
return Math.sqrt(Math.max(scaleXSq, scaleYSq, scaleZSq));
};
Mat4.prototype.makeTranslation = function (x, y, z) {
this.set(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1);
return this;
};
Mat4.prototype.makeRotationX = function (theta) {
var c = Math.cos(theta), s = Math.sin(theta);
this.set(1, 0, 0, 0, 0, c, -s, 0, 0, s, c, 0, 0, 0, 0, 1);
return this;
};
Mat4.prototype.makeRotationY = function (theta) {
var c = Math.cos(theta), s = Math.sin(theta);
this.set(c, 0, s, 0, 0, 1, 0, 0, -s, 0, c, 0, 0, 0, 0, 1);
return this;
};
Mat4.prototype.makeRotationZ = function (theta) {
var c = Math.cos(theta), s = Math.sin(theta);
this.set(c, -s, 0, 0, s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
return this;
};
Mat4.prototype.makeRotationAxis = function (axis, angle) {
// Based on http://www.gamedev.net/reference/articles/article1199.asp
var c = Math.cos(angle);
var s = Math.sin(angle);
var t = 1 - c;
var x = axis.x, y = axis.y, z = axis.z;
var tx = t * x, ty = t * y;
this.set(tx * x + c, tx * y - s * z, tx * z + s * y, 0, tx * y + s * z, ty * y + c, ty * z - s * x, 0, tx * z - s * y, ty * z + s * x, t * z * z + c, 0, 0, 0, 0, 1);
return this;
};
Mat4.prototype.makeScale = function (x, y, z) {
this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1);
return this;
};
Mat4.prototype.makeShear = function (x, y, z) {
this.set(1, y, z, 0, x, 1, z, 0, x, y, 1, 0, 0, 0, 0, 1);
return this;
};
Mat4.prototype.compose = function (position, Quat, scale) {
var te = this.elements;
var x = Quat._x, y = Quat._y, z = Quat._z, w = Quat._w;
var x2 = x + x, y2 = y + y, z2 = z + z;
var xx = x * x2, xy = x * y2, xz = x * z2;
var yy = y * y2, yz = y * z2, zz = z * z2;
var wx = w * x2, wy = w * y2, wz = w * z2;
var sx = scale.x, sy = scale.y, sz = scale.z;
te[0] = (1 - (yy + zz)) * sx;
te[1] = (xy + wz) * sx;
te[2] = (xz - wy) * sx;
te[3] = 0;
te[4] = (xy - wz) * sy;
te[5] = (1 - (xx + zz)) * sy;
te[6] = (yz + wx) * sy;
te[7] = 0;
te[8] = (xz + wy) * sz;
te[9] = (yz - wx) * sz;
te[10] = (1 - (xx + yy)) * sz;
te[11] = 0;
te[12] = position.x;
te[13] = position.y;
te[14] = position.z;
te[15] = 1;
return this;
};
Mat4.prototype.decompose = function (position, Quat, scale) {
var te = this.elements;
var sx = _v1.set(te[0], te[1], te[2]).length();
var sy = _v1.set(te[4], te[5], te[6]).length();
var sz = _v1.set(te[8], te[9], te[10]).length();
// if determine is negative, we need to invert one scale
var det = this.determinant();
if (det < 0)
sx = -sx;
position.x = te[12];
position.y = te[13];
position.z = te[14];
// scale the rotation part
_m1.copy(this);
var invSX = 1 / sx;
var invSY = 1 / sy;
var invSZ = 1 / sz;
_m1.elements[0] *= invSX;
_m1.elements[1] *= invSX;
_m1.elements[2] *= invSX;
_m1.elements[4] *= invSY;
_m1.elements[5] *= invSY;
_m1.elements[6] *= invSY;
_m1.elements[8] *= invSZ;
_m1.elements[9] *= invSZ;
_m1.elements[10] *= invSZ;
Quat.setFromRotationMatrix(_m1);
scale.x = sx;
scale.y = sy;
scale.z = sz;
return this;
};
Mat4.prototype.makePerspective = function (left, right, top, bottom, near, far) {
if (far === undefined) {
console.warn(" Mat4: .makePerspective() has been redefined and has a new signature. Please check the docs.");
}
var te = this.elements;
var x = (2 * near) / (right - left);
var y = (2 * near) / (top - bottom);
var a = (right + left) / (right - left);
var b = (top + bottom) / (top - bottom);
var c = -(far + near) / (far - near);
var d = (-2 * far * near) / (far - near);
te[0] = x;
te[4] = 0;
te[8] = a;
te[12] = 0;
te[1] = 0;
te[5] = y;
te[9] = b;
te[13] = 0;
te[2] = 0;
te[6] = 0;
te[10] = c;
te[14] = d;
te[3] = 0;
te[7] = 0;
te[11] = -1;
te[15] = 0;
return this;
};
Mat4.prototype.makeOrthographic = function (left, right, top, bottom, near, far) {
var te = this.elements;
var w = 1.0 / (right - left);
var h = 1.0 / (top - bottom);
var p = 1.0 / (far - near);
var x = (right + left) * w;
var y = (top + bottom) * h;
var z = (far + near) * p;
te[0] = 2 * w;
te[4] = 0;
te[8] = 0;
te[12] = -x;
te[1] = 0;
te[5] = 2 * h;
te[9] = 0;
te[13] = -y;
te[2] = 0;
te[6] = 0;
te[10] = -2 * p;
te[14] = -z;
te[3] = 0;
te[7] = 0;
te[11] = 0;
te[15] = 1;
return this;
};
Mat4.prototype.equals = function (matrix) {
var te = this.elements;
var me = matrix.elements;
for (var i = 0; i < 16; i++) {
if (te[i] !== me[i])
return false;
}
return true;
};
Mat4.prototype.fromArray = function (array, offset) {
if (offset === void 0) { offset = 0; }
for (var i = 0; i < 16; i++) {
this.elements[i] = array[i + offset];
}
return this;
};
Mat4.prototype.toArray = function (array, offset) {
if (array === void 0) { array = []; }
if (offset === void 0) { offset = 0; }
var te = this.elements;
array[offset] = te[0];
array[offset + 1] = te[1];
array[offset + 2] = te[2];
array[offset + 3] = te[3];
array[offset + 4] = te[4];
array[offset + 5] = te[5];
array[offset + 6] = te[6];
array[offset + 7] = te[7];
array[offset + 8] = te[8];
array[offset + 9] = te[9];
array[offset + 10] = te[10];
array[offset + 11] = te[11];
array[offset + 12] = te[12];
array[offset + 13] = te[13];
array[offset + 14] = te[14];
array[offset + 15] = te[15];
return array;
};
return Mat4;
}());
exports.Mat4 = Mat4;
var _v1 = Vec3_1.v3();
var _m1 = m4();
var _zero = Vec3_1.v3(0, 0, 0);
var _one = Vec3_1.v3(1, 1, 1);
var _x = Vec3_1.v3();
var _y = Vec3_1.v3();
var _z = Vec3_1.v3();
function m4() {
return new Mat4();
}
exports.m4 = m4;