@xtor/cga.js
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Xtor Compute Geometry Algorithm Libary 计算几何算法库
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text/typescript
import { Vec3, v3 } from './Vec3';
import { Euler } from './Euler';
export class Mat4 {
elements: number[] = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
isMat4: boolean = true;
constructor() {
if (arguments.length > 0) {
console.error(
" Mat4: the constructor no longer reads arguments. use .set() instead."
);
}
}
set(
n11: number,
n12: number,
n13: number,
n14: number,
n21: number,
n22: number,
n23: number,
n24: number,
n31: number,
n32: number,
n33: number,
n34: number,
n41: number,
n42: number,
n43: number,
n44: number
) {
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;
}
static get Identity() {
return new Mat4();
}
identity() {
this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
return this;
}
clone() {
return new Mat4().fromArray(this.elements);
}
copy(m: Mat4) {
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;
}
copyPosition(m: { elements: any; }) {
var te = this.elements,
me = m.elements;
te[12] = me[12];
te[13] = me[13];
te[14] = me[14];
return this;
}
extractBasis(xAxis: Vec3, yAxis: Vec3, zAxis: Vec3) {
xAxis.setFromMatrixColumn(this, 0);
yAxis.setFromMatrixColumn(this, 1);
zAxis.setFromMatrixColumn(this, 2);
return this;
}
makeBasis(xAxis: Vec3, yAxis: Vec3, zAxis: Vec3) {
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;
}
extractRotation(m: Mat4) {
// 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;
}
makeRotationFromEuler(euler: 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;
}
makeRotationFromQuat(q: any) {
return this.compose(_zero, q, _one);
}
lookAt(eye: Vec3, target: Vec3, up: Vec3) {
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;
}
multiply(m: Mat4, n: Mat4) {
if (n !== undefined) {
return this.multiplyMatrices(m, n);
}
return this.multiplyMatrices(this, m);
}
premultiply(m: Mat4) {
return this.multiplyMatrices(m, this);
}
multiplyMatrices(a: Mat4, b: Mat4) {
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;
}
multiplyScalar(s: number) {
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;
}
applyToBufferAttribute(attribute: { count: any; getX: (arg0: number) => number; getY: (arg0: number) => number; getZ: (arg0: number) => number; setXYZ: (arg0: number, arg1: number, arg2: number, arg3: number) => void; }) {
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;
}
determinant() {
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)
);
}
transpose() {
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;
}
setPosition(x: number | Vec3 | any, y: number, z: number) {
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;
}
getInverse(m: { elements: any; }, throwOnDegenerate: boolean) {
// 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;
}
scale(v: { x: any; y: any; z: any; }) {
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;
}
getMaxScaleOnAxis() {
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));
}
makeTranslation(x: number, y: number, z: number) {
this.set(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1);
return this;
}
makeRotationX(theta: number) {
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;
}
makeRotationY(theta: number) {
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;
}
makeRotationZ(theta: number) {
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;
}
makeRotationAxis(axis: { x: any; y: any; z: any; }, angle: number) {
// 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;
}
makeScale(x: number, y: number, z: number) {
this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1);
return this;
}
makeShear(x: number, y: number, z: number) {
this.set(1, y, z, 0, x, 1, z, 0, x, y, 1, 0, 0, 0, 0, 1);
return this;
}
compose(position: Vec3, Quat: { _x: any; _y: any; _z: any; _w: any; }, scale: Euler|Vec3) {
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;
}
decompose(position: Vec3, Quat: { setFromRotationMatrix: (arg0: Mat4) => void; }, scale: Vec3) {
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;
}
makePerspective(left: number, right: number, top: number, bottom: number, near: number, far: number) {
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;
}
makeOrthographic(left: number, right: number, top: number, bottom: number, near: number, far: number) {
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;
}
equals(matrix: { elements: any; }) {
var te = this.elements;
var me = matrix.elements;
for (var i = 0; i < 16; i++) {
if (te[i] !== me[i]) return false;
}
return true;
}
fromArray(array: number[], offset: number = 0) {
for (var i = 0; i < 16; i++) {
this.elements[i] = array[i + offset];
}
return this;
}
toArray(array: number[] = [], offset: number = 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;
}
}
const _v1 = v3();
const _m1 = m4();
const _zero = v3(0, 0, 0);
const _one = v3(1, 1, 1);
const _x = v3();
const _y = v3();
const _z = v3();
export function m4() {
return new Mat4();
}