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ao-shader

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Ambient occlusion capable shader for ao-mesher

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<!DOCTYPE html> <html> <body></body> <script language=javascript> ;(function(e,t,n){function i(n,s){if(!t[n]){if(!e[n]){var o=typeof require=="function"&&require;if(!s&&o)return o(n,!0);if(r)return r(n,!0);throw new Error("Cannot find module '"+n+"'")}var u=t[n]={exports:{}};e[n][0].call(u.exports,function(t){var r=e[n][1][t];return i(r?r:t)},u,u.exports)}return t[n].exports}var r=typeof require=="function"&&require;for(var s=0;s<n.length;s++)i(n[s]);return i})({1:[function(require,module,exports){ "use strict" var shell = require("gl-now")() var createTileMap = require("gl-tile-map") var createBuffer = require("gl-buffer") var createVAO = require("gl-vao") var glm = require("gl-matrix") var ndarray = require("ndarray") var fill = require("ndarray-fill") var ops = require("ndarray-ops") var createAOMesh = require("ao-mesher") var createAOShader = require("../aoshader.js") var mat4 = glm.mat4 //The shader var shader //Tile texture var texture //Mesh data variables var vao, vertexCount shell.on("gl-init", function() { var gl = shell.gl //Create shader shader = createAOShader(gl) //Create some voxels var voxels = ndarray(new Uint16Array(32*32*32), [32,32,32]) fill(voxels, function(i,j,k) { var x = Math.abs(i - 16) var y = Math.abs(j - 16) var z = Math.abs(k - 16) return (x*x+y*y+z*z) < 30 ? 1<<15 : 0 //return Math.max(x,y,z) < 8 ? 1<<15 : 0 }) //Compute mesh var vert_data = createAOMesh(voxels) //Convert mesh to WebGL buffer vertexCount = Math.floor(vert_data.length/8) var vert_buf = createBuffer(gl, vert_data) vao = createVAO(gl, undefined, [ { "buffer": vert_buf, "type": gl.UNSIGNED_BYTE, "size": 4, "offset": 0, "stride": 8, "normalized": false }, { "buffer": vert_buf, "type": gl.UNSIGNED_BYTE, "size": 4, "offset": 4, "stride": 8, "normalized": false } ]) //Just create all white texture for now var tiles = ndarray(new Uint8Array(256*256*4), [16,16,16,16,4]) fill(tiles, function(x,y,i,j,c) { if(c === 3) { return 255 } return x*c+y*y*c+((i>>2)+(j>>2))&1 ? 255 : 0 }) texture = createTileMap(gl, tiles, true) }) shell.on("gl-render", function(t) { var gl = shell.gl gl.enable(gl.CULL_FACE) gl.enable(gl.DEPTH_TEST) //Bind the shader shader.bind() //Set shader attributes shader.attributes.attrib0.location = 0 shader.attributes.attrib1.location = 1 //Set up camera parameters var A = new Float32Array(16) shader.uniforms.projection = mat4.perspective(A, Math.PI/4.0, shell.width/shell.height, 1.0, 1000.0) var t = 0.0001*Date.now() shader.uniforms.view = mat4.lookAt(A, [30*Math.cos(t) + 16,20,30*Math.sin(t)+16], [16,16,16], [0, 1, 0]) //Set tile size shader.uniforms.tileSize = 16.0 //Set texture if(texture) { shader.uniforms.tileMap = texture.bind() } //Draw instanced mesh shader.uniforms.model = mat4.identity(A) vao.bind() gl.drawArrays(gl.TRIANGLES, 0, vertexCount) vao.unbind() }) },{"../aoshader.js":2,"gl-now":3,"gl-tile-map":4,"gl-buffer":5,"gl-vao":6,"gl-matrix":7,"ndarray":8,"ndarray-fill":9,"ndarray-ops":10,"ao-mesher":11}],7:[function(require,module,exports){ (function(){/** * @fileoverview gl-matrix - High performance matrix and vector operations * @author Brandon Jones * @author Colin MacKenzie IV * @version 2.0.0 */ /* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ (function() { "use strict"; var shim = {}; if (typeof(exports) === 'undefined') { if(typeof define == 'function' && typeof define.amd == 'object' && define.amd) { shim.exports = {}; define(function() { return shim.exports; }); } else { // gl-matrix lives in a browser, define its namespaces in global shim.exports = window; } } else { // gl-matrix lives in commonjs, define its namespaces in exports shim.exports = exports; } (function(exports) { /* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /** * @class 2 Dimensional Vector * @name vec2 */ var vec2 = {}; if(!GLMAT_EPSILON) { var GLMAT_EPSILON = 0.000001; } /** * Creates a new, empty vec2 * * @returns {vec2} a new 2D vector */ vec2.create = function() { return new Float32Array(2); }; /** * Creates a new vec2 initialized with values from an existing vector * * @param {vec2} a vector to clone * @returns {vec2} a new 2D vector */ vec2.clone = function(a) { var out = new Float32Array(2); out[0] = a[0]; out[1] = a[1]; return out; }; /** * Creates a new vec2 initialized with the given values * * @param {Number} x X component * @param {Number} y Y component * @returns {vec2} a new 2D vector */ vec2.fromValues = function(x, y) { var out = new Float32Array(2); out[0] = x; out[1] = y; return out; }; /** * Copy the values from one vec2 to another * * @param {vec2} out the receiving vector * @param {vec2} a the source vector * @returns {vec2} out */ vec2.copy = function(out, a) { out[0] = a[0]; out[1] = a[1]; return out; }; /** * Set the components of a vec2 to the given values * * @param {vec2} out the receiving vector * @param {Number} x X component * @param {Number} y Y component * @returns {vec2} out */ vec2.set = function(out, x, y) { out[0] = x; out[1] = y; return out; }; /** * Adds two vec2's * * @param {vec2} out the receiving vector * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {vec2} out */ vec2.add = function(out, a, b) { out[0] = a[0] + b[0]; out[1] = a[1] + b[1]; return out; }; /** * Subtracts two vec2's * * @param {vec2} out the receiving vector * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {vec2} out */ vec2.sub = vec2.subtract = function(out, a, b) { out[0] = a[0] - b[0]; out[1] = a[1] - b[1]; return out; }; /** * Multiplies two vec2's * * @param {vec2} out the receiving vector * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {vec2} out */ vec2.mul = vec2.multiply = function(out, a, b) { out[0] = a[0] * b[0]; out[1] = a[1] * b[1]; return out; }; /** * Divides two vec2's * * @param {vec2} out the receiving vector * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {vec2} out */ vec2.div = vec2.divide = function(out, a, b) { out[0] = a[0] / b[0]; out[1] = a[1] / b[1]; return out; }; /** * Returns the minimum of two vec2's * * @param {vec2} out the receiving vector * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {vec2} out */ vec2.min = function(out, a, b) { out[0] = Math.min(a[0], b[0]); out[1] = Math.min(a[1], b[1]); return out; }; /** * Returns the maximum of two vec2's * * @param {vec2} out the receiving vector * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {vec2} out */ vec2.max = function(out, a, b) { out[0] = Math.max(a[0], b[0]); out[1] = Math.max(a[1], b[1]); return out; }; /** * Scales a vec2 by a scalar number * * @param {vec2} out the receiving vector * @param {vec2} a the vector to scale * @param {vec2} b amount to scale the vector by * @returns {vec2} out */ vec2.scale = function(out, a, b) { out[0] = a[0] * b; out[1] = a[1] * b; return out; }; /** * Calculates the euclidian distance between two vec2's * * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {Number} distance between a and b */ vec2.dist = vec2.distance = function(a, b) { var x = b[0] - a[0], y = b[1] - a[1]; return Math.sqrt(x*x + y*y); }; /** * Calculates the squared euclidian distance between two vec2's * * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {Number} squared distance between a and b */ vec2.sqrDist = vec2.squaredDistance = function(a, b) { var x = b[0] - a[0], y = b[1] - a[1]; return x*x + y*y; }; /** * Caclulates the length of a vec2 * * @param {vec2} a vector to calculate length of * @returns {Number} length of a */ vec2.len = vec2.length = function (a) { var x = a[0], y = a[1]; return Math.sqrt(x*x + y*y); }; /** * Caclulates the squared length of a vec2 * * @param {vec2} a vector to calculate squared length of * @returns {Number} squared length of a */ vec2.sqrLen = vec2.squaredLength = function (a) { var x = a[0], y = a[1]; return x*x + y*y; }; /** * Negates the components of a vec2 * * @param {vec2} out the receiving vector * @param {vec2} a vector to negate * @returns {vec2} out */ vec2.negate = function(out, a) { out[0] = -a[0]; out[1] = -a[1]; return out; }; /** * Normalize a vec2 * * @param {vec2} out the receiving vector * @param {vec2} a vector to normalize * @returns {vec2} out */ vec2.normalize = function(out, a) { var x = a[0], y = a[1]; var len = x*x + y*y; if (len > 0) { //TODO: evaluate use of glm_invsqrt here? len = 1 / Math.sqrt(len); out[0] = a[0] * len; out[1] = a[1] * len; } return out; }; /** * Caclulates the dot product of two vec2's * * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {Number} dot product of a and b */ vec2.dot = function (a, b) { return a[0] * b[0] + a[1] * b[1]; }; /** * Computes the cross product of two vec2's * Note that the cross product must by definition produce a 3D vector * * @param {vec3} out the receiving vector * @param {vec2} a the first operand * @param {vec2} b the second operand * @returns {vec3} out */ vec2.cross = function(out, a, b) { var z = a[0] * b[1] - a[1] * b[0]; out[0] = out[1] = 0; out[2] = z; return out; }; /** * Performs a linear interpolation between two vec2's * * @param {vec3} out the receiving vector * @param {vec2} a the first operand * @param {vec2} b the second operand * @param {Number} t interpolation amount between the two inputs * @returns {vec2} out */ vec2.lerp = function (out, a, b, t) { var ax = a[0], ay = a[1]; out[0] = ax + t * (b[0] - ax); out[1] = ay + t * (b[1] - ay); return out; }; /** * Transforms the vec2 with a mat2 * * @param {vec2} out the receiving vector * @param {vec2} a the vector to transform * @param {mat2} m matrix to transform with * @returns {vec2} out */ vec2.transformMat2 = function(out, a, m) { var x = a[0], y = a[1]; out[0] = x * m[0] + y * m[1]; out[1] = x * m[2] + y * m[3]; return out; }; /** * Perform some operation over an array of vec2s. * * @param {Array} a the array of vectors to iterate over * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed * @param {Number} offset Number of elements to skip at the beginning of the array * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array * @param {Function} fn Function to call for each vector in the array * @param {Object} [arg] additional argument to pass to fn * @returns {Array} a */ vec2.forEach = (function() { var vec = new Float32Array(2); return function(a, stride, offset, count, fn, arg) { var i, l; if(!stride) { stride = 2; } if(!offset) { offset = 0; } if(count) { l = Math.min((count * stride) + offset, a.length); } else { l = a.length; } for(i = offset; i < l; i += stride) { vec[0] = a[i]; vec[1] = a[i+1]; fn(vec, vec, arg); a[i] = vec[0]; a[i+1] = vec[1]; } return a; }; })(); /** * Returns a string representation of a vector * * @param {vec2} vec vector to represent as a string * @returns {String} string representation of the vector */ vec2.str = function (a) { return 'vec2(' + a[0] + ', ' + a[1] + ')'; }; if(typeof(exports) !== 'undefined') { exports.vec2 = vec2; } ; /* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /** * @class 3 Dimensional Vector * @name vec3 */ var vec3 = {}; if(!GLMAT_EPSILON) { var GLMAT_EPSILON = 0.000001; } /** * Creates a new, empty vec3 * * @returns {vec3} a new 3D vector */ vec3.create = function() { return new Float32Array(3); }; /** * Creates a new vec3 initialized with values from an existing vector * * @param {vec3} a vector to clone * @returns {vec3} a new 3D vector */ vec3.clone = function(a) { var out = new Float32Array(3); out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; return out; }; /** * Creates a new vec3 initialized with the given values * * @param {Number} x X component * @param {Number} y Y component * @param {Number} z Z component * @returns {vec3} a new 3D vector */ vec3.fromValues = function(x, y, z) { var out = new Float32Array(3); out[0] = x; out[1] = y; out[2] = z; return out; }; /** * Copy the values from one vec3 to another * * @param {vec3} out the receiving vector * @param {vec3} a the source vector * @returns {vec3} out */ vec3.copy = function(out, a) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; return out; }; /** * Set the components of a vec3 to the given values * * @param {vec3} out the receiving vector * @param {Number} x X component * @param {Number} y Y component * @param {Number} z Z component * @returns {vec3} out */ vec3.set = function(out, x, y, z) { out[0] = x; out[1] = y; out[2] = z; return out; }; /** * Adds two vec3's * * @param {vec3} out the receiving vector * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {vec3} out */ vec3.add = function(out, a, b) { out[0] = a[0] + b[0]; out[1] = a[1] + b[1]; out[2] = a[2] + b[2]; return out; }; /** * Subtracts two vec3's * * @param {vec3} out the receiving vector * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {vec3} out */ vec3.sub = vec3.subtract = function(out, a, b) { out[0] = a[0] - b[0]; out[1] = a[1] - b[1]; out[2] = a[2] - b[2]; return out; }; /** * Multiplies two vec3's * * @param {vec3} out the receiving vector * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {vec3} out */ vec3.mul = vec3.multiply = function(out, a, b) { out[0] = a[0] * b[0]; out[1] = a[1] * b[1]; out[2] = a[2] * b[2]; return out; }; /** * Divides two vec3's * * @param {vec3} out the receiving vector * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {vec3} out */ vec3.div = vec3.divide = function(out, a, b) { out[0] = a[0] / b[0]; out[1] = a[1] / b[1]; out[2] = a[2] / b[2]; return out; }; /** * Returns the minimum of two vec3's * * @param {vec3} out the receiving vector * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {vec3} out */ vec3.min = function(out, a, b) { out[0] = Math.min(a[0], b[0]); out[1] = Math.min(a[1], b[1]); out[2] = Math.min(a[2], b[2]); return out; }; /** * Returns the maximum of two vec3's * * @param {vec3} out the receiving vector * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {vec3} out */ vec3.max = function(out, a, b) { out[0] = Math.max(a[0], b[0]); out[1] = Math.max(a[1], b[1]); out[2] = Math.max(a[2], b[2]); return out; }; /** * Scales a vec3 by a scalar number * * @param {vec3} out the receiving vector * @param {vec3} a the vector to scale * @param {vec3} b amount to scale the vector by * @returns {vec3} out */ vec3.scale = function(out, a, b) { out[0] = a[0] * b; out[1] = a[1] * b; out[2] = a[2] * b; return out; }; /** * Calculates the euclidian distance between two vec3's * * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {Number} distance between a and b */ vec3.dist = vec3.distance = function(a, b) { var x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2]; return Math.sqrt(x*x + y*y + z*z); }; /** * Calculates the squared euclidian distance between two vec3's * * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {Number} squared distance between a and b */ vec3.sqrDist = vec3.squaredDistance = function(a, b) { var x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2]; return x*x + y*y + z*z; }; /** * Caclulates the length of a vec3 * * @param {vec3} a vector to calculate length of * @returns {Number} length of a */ vec3.len = vec3.length = function (a) { var x = a[0], y = a[1], z = a[2]; return Math.sqrt(x*x + y*y + z*z); }; /** * Caclulates the squared length of a vec3 * * @param {vec3} a vector to calculate squared length of * @returns {Number} squared length of a */ vec3.sqrLen = vec3.squaredLength = function (a) { var x = a[0], y = a[1], z = a[2]; return x*x + y*y + z*z; }; /** * Negates the components of a vec3 * * @param {vec3} out the receiving vector * @param {vec3} a vector to negate * @returns {vec3} out */ vec3.negate = function(out, a) { out[0] = -a[0]; out[1] = -a[1]; out[2] = -a[2]; return out; }; /** * Normalize a vec3 * * @param {vec3} out the receiving vector * @param {vec3} a vector to normalize * @returns {vec3} out */ vec3.normalize = function(out, a) { var x = a[0], y = a[1], z = a[2]; var len = x*x + y*y + z*z; if (len > 0) { //TODO: evaluate use of glm_invsqrt here? len = 1 / Math.sqrt(len); out[0] = a[0] * len; out[1] = a[1] * len; out[2] = a[2] * len; } return out; }; /** * Caclulates the dot product of two vec3's * * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {Number} dot product of a and b */ vec3.dot = function (a, b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; }; /** * Computes the cross product of two vec3's * * @param {vec3} out the receiving vector * @param {vec3} a the first operand * @param {vec3} b the second operand * @returns {vec3} out */ vec3.cross = function(out, a, b) { var ax = a[0], ay = a[1], az = a[2], bx = b[0], by = b[1], bz = b[2]; out[0] = ay * bz - az * by; out[1] = az * bx - ax * bz; out[2] = ax * by - ay * bx; return out; }; /** * Performs a linear interpolation between two vec3's * * @param {vec3} out the receiving vector * @param {vec3} a the first operand * @param {vec3} b the second operand * @param {Number} t interpolation amount between the two inputs * @returns {vec3} out */ vec3.lerp = function (out, a, b, t) { var ax = a[0], ay = a[1], az = a[2]; out[0] = ax + t * (b[0] - ax); out[1] = ay + t * (b[1] - ay); out[2] = az + t * (b[2] - az); return out; }; /** * Transforms the vec3 with a mat4. * 4th vector component is implicitly '1' * * @param {vec3} out the receiving vector * @param {vec3} a the vector to transform * @param {mat4} m matrix to transform with * @returns {vec3} out */ vec3.transformMat4 = function(out, a, m) { var x = a[0], y = a[1], z = a[2]; out[0] = m[0] * x + m[4] * y + m[8] * z + m[12]; out[1] = m[1] * x + m[5] * y + m[9] * z + m[13]; out[2] = m[2] * x + m[6] * y + m[10] * z + m[14]; return out; }; /** * Transforms the vec3 with a quat * * @param {vec3} out the receiving vector * @param {vec3} a the vector to transform * @param {quat} q quaternion to transform with * @returns {vec3} out */ vec3.transformQuat = function(out, a, q) { var x = a[0], y = a[1], z = a[2], qx = q[0], qy = q[1], qz = q[2], qw = q[3], // calculate quat * vec ix = qw * x + qy * z - qz * y, iy = qw * y + qz * x - qx * z, iz = qw * z + qx * y - qy * x, iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; return out; }; /** * Perform some operation over an array of vec3s. * * @param {Array} a the array of vectors to iterate over * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed * @param {Number} offset Number of elements to skip at the beginning of the array * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array * @param {Function} fn Function to call for each vector in the array * @param {Object} [arg] additional argument to pass to fn * @returns {Array} a */ vec3.forEach = (function() { var vec = new Float32Array(3); return function(a, stride, offset, count, fn, arg) { var i, l; if(!stride) { stride = 3; } if(!offset) { offset = 0; } if(count) { l = Math.min((count * stride) + offset, a.length); } else { l = a.length; } for(i = offset; i < l; i += stride) { vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; fn(vec, vec, arg); a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; } return a; }; })(); /** * Returns a string representation of a vector * * @param {vec3} vec vector to represent as a string * @returns {String} string representation of the vector */ vec3.str = function (a) { return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')'; }; if(typeof(exports) !== 'undefined') { exports.vec3 = vec3; } ; /* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /** * @class 4 Dimensional Vector * @name vec4 */ var vec4 = {}; if(!GLMAT_EPSILON) { var GLMAT_EPSILON = 0.000001; } /** * Creates a new, empty vec4 * * @returns {vec4} a new 4D vector */ vec4.create = function() { return new Float32Array(4); }; /** * Creates a new vec4 initialized with values from an existing vector * * @param {vec4} a vector to clone * @returns {vec4} a new 4D vector */ vec4.clone = function(a) { var out = new Float32Array(4); out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; return out; }; /** * Creates a new vec4 initialized with the given values * * @param {Number} x X component * @param {Number} y Y component * @param {Number} z Z component * @param {Number} w W component * @returns {vec4} a new 4D vector */ vec4.fromValues = function(x, y, z, w) { var out = new Float32Array(4); out[0] = x; out[1] = y; out[2] = z; out[3] = w; return out; }; /** * Copy the values from one vec4 to another * * @param {vec4} out the receiving vector * @param {vec4} a the source vector * @returns {vec4} out */ vec4.copy = function(out, a) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; return out; }; /** * Set the components of a vec4 to the given values * * @param {vec4} out the receiving vector * @param {Number} x X component * @param {Number} y Y component * @param {Number} z Z component * @param {Number} w W component * @returns {vec4} out */ vec4.set = function(out, x, y, z, w) { out[0] = x; out[1] = y; out[2] = z; out[3] = w; return out; }; /** * Adds two vec4's * * @param {vec4} out the receiving vector * @param {vec4} a the first operand * @param {vec4} b the second operand * @returns {vec4} out */ vec4.add = function(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]; return out; }; /** * Subtracts two vec4's * * @param {vec4} out the receiving vector * @param {vec4} a the first operand * @param {vec4} b the second operand * @returns {vec4} out */ vec4.sub = vec4.subtract = function(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]; return out; }; /** * Multiplies two vec4's * * @param {vec4} out the receiving vector * @param {vec4} a the first operand * @param {vec4} b the second operand * @returns {vec4} out */ vec4.mul = vec4.multiply = function(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]; return out; }; /** * Divides two vec4's * * @param {vec4} out the receiving vector * @param {vec4} a the first operand * @param {vec4} b the second operand * @returns {vec4} out */ vec4.div = vec4.divide = function(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]; return out; }; /** * Returns the minimum of two vec4's * * @param {vec4} out the receiving vector * @param {vec4} a the first operand * @param {vec4} b the second operand * @returns {vec4} out */ vec4.min = function(out, a, b) { out[0] = Math.min(a[0], b[0]); out[1] = Math.min(a[1], b[1]); out[2] = Math.min(a[2], b[2]); out[3] = Math.min(a[3], b[3]); return out; }; /** * Returns the maximum of two vec4's * * @param {vec4} out the receiving vector * @param {vec4} a the first operand * @param {vec4} b the second operand * @returns {vec4} out */ vec4.max = function(out, a, b) { out[0] = Math.max(a[0], b[0]); out[1] = Math.max(a[1], b[1]); out[2] = Math.max(a[2], b[2]); out[3] = Math.max(a[3], b[3]); return out; }; /** * Scales a vec4 by a scalar number * * @param {vec4} out the receiving vector * @param {vec4} a the vector to scale * @param {vec4} b amount to scale the vector by * @returns {vec4} out */ vec4.scale = function(out, a, b) { out[0] = a[0] * b; out[1] = a[1] * b; out[2] = a[2] * b; out[3] = a[3] * b; return out; }; /** * Calculates the euclidian distance between two vec4's * * @param {vec4} a the first operand * @param {vec4} b the second operand * @returns {Number} distance between a and b */ vec4.dist = vec4.distance = function(a, b) { var x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2], w = b[3] - a[3]; return Math.sqrt(x*x + y*y + z*z + w*w); }; /** * Calculates the squared euclidian distance between two vec4's * * @param {vec4} a the first operand * @param {vec4} b the second operand * @returns {Number} squared distance between a and b */ vec4.sqrDist = vec4.squaredDistance = function(a, b) { var x = b[0] - a[0], y = b[1] - a[1], z = b[2] - a[2], w = b[3] - a[3]; return x*x + y*y + z*z + w*w; }; /** * Caclulates the length of a vec4 * * @param {vec4} a vector to calculate length of * @returns {Number} length of a */ vec4.len = vec4.length = function (a) { var x = a[0], y = a[1], z = a[2], w = a[3]; return Math.sqrt(x*x + y*y + z*z + w*w); }; /** * Caclulates the squared length of a vec4 * * @param {vec4} a vector to calculate squared length of * @returns {Number} squared length of a */ vec4.sqrLen = vec4.squaredLength = function (a) { var x = a[0], y = a[1], z = a[2], w = a[3]; return x*x + y*y + z*z + w*w; }; /** * Negates the components of a vec4 * * @param {vec4} out the receiving vector * @param {vec4} a vector to negate * @returns {vec4} out */ vec4.negate = function(out, a) { out[0] = -a[0]; out[1] = -a[1]; out[2] = -a[2]; out[3] = -a[3]; return out; }; /** * Normalize a vec4 * * @param {vec4} out the receiving vector * @param {vec4} a vector to normalize * @returns {vec4} out */ vec4.normalize = function(out, a) { var x = a[0], y = a[1], z = a[2], w = a[3]; var len = x*x + y*y + z*z + w*w; if (len > 0) { len = 1 / Math.sqrt(len); out[0] = a[0] * len; out[1] = a[1] * len; out[2] = a[2] * len; out[3] = a[3] * len; } return out; }; /** * Caclulates the dot product of two vec4's * * @param {vec4} a the first operand * @param {vec4} b the second operand * @returns {Number} dot product of a and b */ vec4.dot = function (a, b) { return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; }; /** * Performs a linear interpolation between two vec4's * * @param {vec4} out the receiving vector * @param {vec4} a the first operand * @param {vec4} b the second operand * @param {Number} t interpolation amount between the two inputs * @returns {vec4} out */ vec4.lerp = function (out, a, b, t) { var ax = a[0], ay = a[1], az = a[2], aw = a[3]; out[0] = ax + t * (b[0] - ax); out[1] = ay + t * (b[1] - ay); out[2] = az + t * (b[2] - az); out[3] = aw + t * (b[3] - aw); return out; }; /** * Transforms the vec4 with a mat4. * * @param {vec4} out the receiving vector * @param {vec4} a the vector to transform * @param {mat4} m matrix to transform with * @returns {vec4} out */ vec4.transformMat4 = function(out, a, m) { var x = a[0], y = a[1], z = a[2], w = a[3]; out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w; out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w; out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w; out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w; return out; }; /** * Transforms the vec4 with a quat * * @param {vec4} out the receiving vector * @param {vec4} a the vector to transform * @param {quat} q quaternion to transform with * @returns {vec4} out */ vec4.transformQuat = function(out, a, q) { var x = a[0], y = a[1], z = a[2], qx = q[0], qy = q[1], qz = q[2], qw = q[3], // calculate quat * vec ix = qw * x + qy * z - qz * y, iy = qw * y + qz * x - qx * z, iz = qw * z + qx * y - qy * x, iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; return out; }; /** * Perform some operation over an array of vec4s. * * @param {Array} a the array of vectors to iterate over * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed * @param {Number} offset Number of elements to skip at the beginning of the array * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array * @param {Function} fn Function to call for each vector in the array * @param {Object} [arg] additional argument to pass to fn * @returns {Array} a */ vec4.forEach = (function() { var vec = new Float32Array(4); return function(a, stride, offset, count, fn, arg) { var i, l; if(!stride) { stride = 4; } if(!offset) { offset = 0; } if(count) { l = Math.min((count * stride) + offset, a.length); } else { l = a.length; } for(i = offset; i < l; i += stride) { vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3]; fn(vec, vec, arg); a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3]; } return a; }; })(); /** * Returns a string representation of a vector * * @param {vec4} vec vector to represent as a string * @returns {String} string representation of the vector */ vec4.str = function (a) { return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; }; if(typeof(exports) !== 'undefined') { exports.vec4 = vec4; } ; /* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /** * @class 2x2 Matrix * @name mat2 */ var mat2 = {}; var mat2Identity = new Float32Array([ 1, 0, 0, 1 ]); if(!GLMAT_EPSILON) { var GLMAT_EPSILON = 0.000001; } /** * Creates a new identity mat2 * * @returns {mat2} a new 2x2 matrix */ mat2.create = function() { return new Float32Array(mat2Identity); }; /** * Creates a new mat2 initialized with values from an existing matrix * * @param {mat2} a matrix to clone * @returns {mat2} a new 2x2 matrix */ mat2.clone = function(a) { var out = new Float32Array(4); out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; return out; }; /** * Copy the values from one mat2 to another * * @param {mat2} out the receiving matrix * @param {mat2} a the source matrix * @returns {mat2} out */ mat2.copy = function(out, a) { out[0] = a[0]; out[1] = a[1]; out[2] = a[2]; out[3] = a[3]; return out; }; /** * Set a mat2 to the identity matrix * * @param {mat2} out the receiving matrix * @returns {mat2} out */ mat2.identity = function(out) { out[0] = 1; out[1] = 0; out[2] = 0; out[3] = 1; return out; }; /** * Transpose the values of a mat2 * * @param {mat2} out the receiving matrix * @param {mat2} a the source matrix * @returns {mat2} out */ mat2.transpose = function(out, a) { // If we are transposing ourselves we can skip a few steps but have to cache some values if (out === a) { var a1 = a[1]; out[1] = a[2]; out[2] = a1; } else { out[0] = a[0]; out[1] = a[2]; out[2] = a[1]; out[3] = a[3]; } return out; }; /** * Inverts a mat2 * * @param {mat2} out the receiving matrix * @param {mat2} a the source matrix * @returns {mat2} out */ mat2.invert = function(out, a) { var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], // Calculate the determinant det = a0 * a3 - a2 * a1; if (!det) { return null; } det = 1.0 / det; out[0] = a3 * det; out[1] = -a1 * det; out[2] = -a2 * det; out[3] = a0 * det; return out; }; /** * Caclulates the adjugate of a mat2 * * @param {mat2} out the receiving matrix * @param {mat2} a the source matrix * @returns {mat2} out */ mat2.adjoint = function(out, a) { // Caching this value is nessecary if out == a var a0 = a[0]; out[0] = a[3]; out[1] = -a[1]; out[2] = -a[2]; out[3] = a0; return out; }; /** * Calculates the determinant of a mat2 * * @param {mat2} a the source matrix * @returns {Number} determinant of a */ mat2.determinant = function (a) { return a[0] * a[3] - a[2] * a[1]; }; /** * Multiplies two mat2's * * @param {mat2} out the receiving matrix * @param {mat2} a the first operand * @param {mat2} b the second operand * @returns {mat2} out */ mat2.mul = mat2.multiply = function (out, a, b) { var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3]; var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; out[0] = a0 * b0 + a1 * b2; out[1] = a0 * b1 + a1 * b3; out[2] = a2 * b0 + a3 * b2; out[3] = a2 * b1 + a3 * b3; return out; }; /** * Rotates a mat2 by the given angle * * @param {mat2} out the receiving matrix * @param {mat2} a the matrix to rotate * @param {mat2} rad the angle to rotate the matrix by * @returns {mat2} out */ mat2.rotate = function (out, a, rad) { var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], s = Math.sin(rad), c = Math.cos(rad); out[0] = a0 * c + a1 * s; out[1] = a0 * -s + a1 * c; out[2] = a2 * c + a3 * s; out[3] = a2 * -s + a3 * c; return out; }; /** * Scales the mat2 by the dimensions in the given vec2 * * @param {mat2} out the receiving matrix * @param {mat2} a the matrix to rotate * @param {mat2} v the vec2 to scale the matrix by * @returns {mat2} out **/ mat2.scale = function(out, a, v) { var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], v0 = v[0], v1 = v[1]; out[0] = a0 * v0; out[1] = a1 * v1; out[2] = a2 * v0; out[3] = a3 * v1; return out; }; /** * Returns a string representation of a mat2 * * @param {mat2} mat matrix to represent as a string * @returns {String} string representation of the matrix */ mat2.str = function (a) { return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; }; if(typeof(exports) !== 'undefined') { exports.mat2 = mat2; } ; /* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /** * @class 3x3 Matrix * @name mat3 */ var mat3 = {}; var mat3Identity = new Float32Array([ 1, 0, 0, 0, 1, 0, 0, 0, 1 ]); if(!GLMAT_EPSILON) { var GLMAT_EPSILON = 0.000001; } /** * Creates a new identity mat3 * * @returns {mat3} a new 3x3 matrix */ mat3.create = function() { return new Float32Array(mat3Identity); }; /** * Creates a new mat3 initialized with values from an existing matrix * * @param {mat3} a matrix to clone * @returns {mat3} a new 3x3 matrix */ mat3.clone = function(a) { var out = new Float32Array(9); 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]; return out; }; /** * Copy the values from one mat3 to another * * @param {mat3} out the receiving matrix * @param {mat3} a the source matrix * @returns {mat3} out */ mat3.copy = function(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]; return out; }; /** * Set a mat3 to the identity matrix * * @param {mat3} out the receiving matrix * @returns {mat3} out */ mat3.identity = function(out) { out[0] = 1; out[1] = 0; out[2] = 0; out[3] = 0; out[4] = 1; out[5] = 0; out[6] = 0; out[7] = 0; out[8] = 1; return out; }; /** * Transpose the values of a mat3 * * @param {mat3} out the receiving matrix * @param {mat3} a the source matrix * @returns {mat3} out */ mat3.transpose = function(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], a12 = a[5]; out[1] = a[3]; out[2] = a[6]; out[3] = a01; out[5] = a[7]; out[6] = a02; out[7] = a12; } else { out[0] = a[0]; out[1] = a[3]; out[2] = a[6]; out[3] = a[1]; out[4] = a[4]; out[5] = a[7]; out[6] = a[2]; out[7] = a[5]; out[8] = a[8]; } return out; }; /** * Inverts a mat3 * * @param {mat3} out the receiving matrix * @param {mat3} a the source matrix * @returns {mat3} out */ mat3.invert = function(out, a) { var a00 = a[0], a01 = a[1], a02 = a[2], a10 = a[3], a11 = a[4], a12 = a[5], a20 = a[6], a21 = a[7], a22 = a[8], b01 = a22 * a11 - a12 * a21, b11 = -a22 * a10 + a12 * a20, b21 = a21 * a10 - a11 * a20, // Calculate the determinant det = a00 * b01 + a01 * b11 + a02 * b21; if (!det) { return null; } det = 1.0 / det; out[0] = b01 * det; out[1] = (-a22 * a01 + a02 * a21) * det; out[2] = (a12 * a01 - a02 * a11) * det; out[3] = b11 * det; out[4] = (a22 * a00 - a02 * a20) * det; out[5] = (-a12 * a00 + a02 * a10) * det; out[6] = b21 * det; out[7] = (-a21 * a00 + a01 * a20) * det; out[8] = (a11 * a00 - a01 * a10) * det; return out; }; /** * Caclulates the adjugate of a mat3 * * @param {mat3} out the receiving matrix * @param {mat3} a the source matrix * @returns {mat3} out */ mat3.adjoint = function(out, a) { var a00 = a[0], a01 = a[1], a02 = a[2], a10 = a[3], a11 = a[4], a12 = a[5], a20 = a[6], a21 = a[7], a22 = a[8]; out[0] = (a11 * a22 - a12 * a21); out[1] = (a02 * a21 - a01 * a22); out[2] = (a01 * a12 - a02 * a11); out[3] = (a12 * a20 - a10 * a22); out[4] = (a00 * a22 - a02 * a20); out[5] = (a02 * a10 - a00 * a12); out[6] = (a10 * a21 - a11 * a20); out[7] = (a01 * a20 - a00 * a21); out[8] = (a00 * a11 - a01 * a10); return out; }; /** * Calculates the determinant of a mat3 * * @param {mat3} a the source matrix * @returns {Number} determinant of a */ mat3.determinant = function (a) { var a00 = a[0], a01 = a[1], a02 = a[2], a10 = a[3], a11 = a[4], a12 = a[5], a20 = a[6], a21 = a[7], a22 = a[8]; return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20); }; /** * Multiplies two mat3's * * @param {mat3} out the receiving matrix * @param {mat3} a the first operand * @param {mat3} b the second operand * @returns {mat3} out */ mat3.mul = mat3.multiply = function (out, a, b) { var a00 = a[0], a01 = a[1], a02 = a[2], a10 = a[3], a11 = a[4], a12 = a[5], a20 = a[6], a21 = a[7], a22 = a[8], b00 = b[0], b01 = b[1], b02 = b[2], b10 = b[3], b11 = b[4], b12 = b[5], b20 = b[6], b21 = b[7], b22 = b[8]; out[0] = b00 * a00 + b01 * a10 + b02 * a20; out[1] = b00 * a01 + b01 * a11 + b02 * a21; out[2] = b00 * a02 + b01 * a12 + b02 * a22; out[3] = b10 * a00 + b11 * a10 + b12 * a20; out[4] = b10 * a01 + b11 * a11 + b12 * a21; out[5] = b10 * a02 + b11 * a12 + b12 * a22; out[6] = b20 * a00 + b21 * a10 + b22 * a20; out[7] = b20 * a01 + b21 * a11 + b22 * a21; out[8] = b20 * a02 + b21 * a12 + b22 * a22; return out; }; /** * Returns a string representation of a mat3 * * @param {mat3} mat matrix to represent as a string * @returns {String} string representation of the matrix */ mat3.str = function (a) { return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + a[8] + ')'; }; if(typeof(exports) !== 'undefined') { exports.mat3 = mat3; } ; /* Copyright (c) 2012, Brandon Jones, Colin MacKenzie IV. All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided