ol-owm
Version:
Weather layer for OpenLayers and Leaflet using OpenWeatherMap
1,790 lines (1,738 loc) • 608 kB
JavaScript
(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('leaflet')) :
typeof define === 'function' && define.amd ? define(['exports', 'leaflet'], factory) :
(global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.leafletWind = {}, global.L));
})(this, (function (exports, L) { 'use strict';
function _interopNamespaceDefault(e) {
var n = Object.create(null);
if (e) {
Object.keys(e).forEach(function (k) {
if (k !== 'default') {
var d = Object.getOwnPropertyDescriptor(e, k);
Object.defineProperty(n, k, d.get ? d : {
enumerable: true,
get: function () { return e[k]; }
});
}
});
}
n.default = e;
return Object.freeze(n);
}
var L__namespace = /*#__PURE__*/_interopNamespaceDefault(L);
const hasOwnProperty = Object.prototype.hasOwnProperty;
const symToStringTag = typeof Symbol !== "undefined" ? Symbol.toStringTag : void 0;
function baseGetTag(value) {
if (value === null) {
return value === void 0 ? "[object Undefined]" : "[object Null]";
}
if (!(symToStringTag && symToStringTag in Object(value))) {
return toString.call(value);
}
const isOwn = hasOwnProperty.call(value, symToStringTag);
const tag = value[symToStringTag];
let unmasked = false;
try {
value[symToStringTag] = void 0;
unmasked = true;
} catch (e) {
}
const result = Object.prototype.toString.call(value);
if (unmasked) {
if (isOwn) {
value[symToStringTag] = tag;
} else {
delete value[symToStringTag];
}
}
return result;
}
function isFunction$1(value) {
if (!isObject$1(value)) {
return false;
}
const tag = baseGetTag(value);
return tag === "[object Function]" || tag === "[object AsyncFunction]" || tag === "[object GeneratorFunction]" || tag === "[object Proxy]";
}
function isObject$1(value) {
const type = typeof value;
return value !== null && (type === "object" || type === "function");
}
function isString$1(value) {
if (value == null) {
return false;
}
return typeof value === "string" || value.constructor !== null && value.constructor === String;
}
function isNumber$1(value) {
return Object.prototype.toString.call(value) === "[object Number]" && !isNaN(value);
}
function isArray(arr) {
return Array.isArray(arr);
}
function assign(target, ...sources) {
return Object.assign(target, ...sources);
}
function warnLog(msg, n) {
console.warn(`${n || "wind-layer"}: ${msg}`);
}
const warnings = {};
function warnOnce(namespaces, msg) {
if (!warnings[msg]) {
warnLog(msg, namespaces);
warnings[msg] = true;
}
}
function floorMod(a, n) {
return a - n * Math.floor(a / n);
}
function isValide(val) {
return val !== void 0 && val !== null && !isNaN(val);
}
function formatData(data, options = {}) {
let uComp = void 0;
let vComp = void 0;
data.forEach(function(record) {
switch (record.header.parameterCategory + "," + record.header.parameterNumber) {
case "1,2":
case "2,2":
uComp = record;
break;
case "1,3":
case "2,3":
vComp = record;
break;
}
});
if (!vComp || !uComp) {
return void 0;
}
const header = uComp.header;
const vectorField = new Field({
xmin: header.lo1,
// 一般格点数据是按照矩形范围来切割,所以定义其经纬度范围
ymin: header.la1,
xmax: header.lo2,
ymax: header.la2,
deltaX: header.dx,
// x(经度)增量
deltaY: header.dy,
// y(维度)增量
cols: header.nx,
// 列(可由 `(xmax - xmin) / deltaX` 得到)
rows: header.ny,
// 行
us: uComp.data,
// U分量
vs: vComp.data,
// V分量
...options
});
return vectorField;
}
function createCanvas(width, height, retina, Canvas) {
if (typeof document !== "undefined") {
const canvas = document.createElement("canvas");
canvas.width = width * retina;
canvas.height = height * retina;
return canvas;
} else {
return new Canvas(width * retina, height * retina);
}
}
let Vector$1 = class Vector {
constructor(u, v) {
this.u = u;
this.v = v;
this.m = this.magnitude();
}
/**
* 向量值(这里指风速)
* @returns {Number}
*/
magnitude() {
return Math.sqrt(this.u ** 2 + this.v ** 2);
}
/**
* 流体方向 (这里指风向,范围为0-360º)
* N is 0º and E is 90º
* @returns {Number}
*/
directionTo() {
const verticalAngle = Math.atan2(this.u, this.v);
let inDegrees = verticalAngle * (180 / Math.PI);
if (inDegrees < 0) {
inDegrees += 360;
}
return inDegrees;
}
/**
* Angle in degrees (0 to 360º) From x-->
* N is 0º and E is 90º
* @returns {Number}
*/
directionFrom() {
const a = this.directionTo();
return (a + 180) % 360;
}
};
class Field {
constructor(params) {
this.grid = [];
this.xmin = params.xmin;
this.xmax = params.xmax;
this.ymin = params.ymin;
this.ymax = params.ymax;
this.cols = params.cols;
this.rows = params.rows;
this.us = params.us;
this.vs = params.vs;
this.deltaX = params.deltaX;
this.deltaY = params.deltaY;
this.flipY = Boolean(params.flipY);
this.ymin = Math.min(params.ymax, params.ymin);
this.ymax = Math.max(params.ymax, params.ymin);
if (!(this.deltaY < 0 && this.ymin < this.ymax)) {
if (params.flipY === void 0) {
this.flipY = true;
}
console.warn("[wind-core]: The data is flipY");
}
this.isFields = true;
const cols = Math.ceil((this.xmax - this.xmin) / params.deltaX);
const rows = Math.ceil((this.ymax - this.ymin) / params.deltaY);
if (cols !== this.cols || rows !== this.rows) {
console.warn("[wind-core]: The data grid not equal");
}
this.isContinuous = Math.floor(this.cols * params.deltaX) >= 360;
this.translateX = "translateX" in params ? params.translateX : this.xmax > 180;
if ("wrappedX" in params) {
warnOnce("[wind-core]: ", "`wrappedX` namespace will deprecated please use `translateX` instead\uFF01");
}
this.wrapX = Boolean(params.wrapX);
this.grid = this.buildGrid();
this.range = this.calculateRange();
}
// from https://github.com/sakitam-fdd/wind-layer/blob/95368f9433/src/windy/windy.js#L110
buildGrid() {
const grid = [];
let p = 0;
const { rows, cols, us, vs } = this;
for (let j = 0; j < rows; j++) {
const row = [];
for (let i = 0; i < cols; i++, p++) {
const u = us[p];
const v = vs[p];
const valid = this.isValid(u) && this.isValid(v);
row[i] = valid ? new Vector$1(u, v) : null;
}
if (this.isContinuous) {
row.push(row[0]);
}
grid[j] = row;
}
return grid;
}
/**
* release data
*/
release() {
this.grid = [];
}
/**
* grib data extent
* 格点数据范围
*/
extent() {
return [this.xmin, this.ymin, this.xmax, this.ymax];
}
/**
* Bilinear interpolation for Vector
* 针对向量进行双线性插值
* https://en.wikipedia.org/wiki/Bilinear_interpolation
* @param {Number} x
* @param {Number} y
* @param {Number[]} g00
* @param {Number[]} g10
* @param {Number[]} g01
* @param {Number[]} g11
* @returns {Vector}
*/
bilinearInterpolateVector(x, y, g00, g10, g01, g11) {
const rx = 1 - x;
const ry = 1 - y;
const a = rx * ry;
const b = x * ry;
const c = rx * y;
const d = x * y;
const u = g00.u * a + g10.u * b + g01.u * c + g11.u * d;
const v = g00.v * a + g10.v * b + g01.v * c + g11.v * d;
return new Vector$1(u, v);
}
/**
* calculate vector value range
*/
calculateRange() {
if (!this.grid || !this.grid[0])
return;
const rows = this.grid.length;
const cols = this.grid[0].length;
let min;
let max;
for (let j = 0; j < rows; j++) {
for (let i = 0; i < cols; i++) {
const vec = this.grid[j][i];
if (vec !== null) {
const val = vec.m || vec.magnitude();
if (min === void 0) {
min = val;
} else if (max === void 0) {
max = val;
min = Math.min(min, max);
max = Math.max(min, max);
} else {
min = Math.min(val, min);
max = Math.max(val, max);
}
}
}
}
return [min, max];
}
/**
* 检查 uv是否合法
* @param x
* @private
*/
isValid(x) {
return x !== null && x !== void 0;
}
getWrappedLongitudes() {
let xmin = this.xmin;
let xmax = this.xmax;
if (this.translateX) {
if (this.isContinuous) {
xmin = -180;
xmax = 180;
} else {
xmax = this.xmax - 360;
xmin = this.xmin - 360;
}
}
return [xmin, xmax];
}
contains(lon, lat) {
const [xmin, xmax] = this.getWrappedLongitudes();
if (xmax > 180 && lon >= -180 && lon <= xmax - 360) {
lon += 360;
} else if (xmin < -180 && lon <= 180 && lon >= xmin + 360) {
lon -= 360;
}
const longitudeIn = lon >= xmin && lon <= xmax;
let latitudeIn;
if (this.deltaY >= 0) {
latitudeIn = lat >= this.ymin && lat <= this.ymax;
} else {
latitudeIn = lat >= this.ymax && lat <= this.ymin;
}
return longitudeIn && latitudeIn;
}
/**
* 获取经纬度所在的位置索引
* @param lon
* @param lat
*/
getDecimalIndexes(lon, lat) {
const i = floorMod(lon - this.xmin, 360) / this.deltaX;
if (this.flipY) {
const j = (this.ymax - lat) / this.deltaY;
return [i, j];
} else {
const j = (this.ymin + lat) / this.deltaY;
return [i, j];
}
}
/**
* Nearest value at lon-lat coordinates
* 线性插值
* @param lon
* @param lat
*/
valueAt(lon, lat) {
let flag = false;
if (this.wrapX) {
flag = true;
} else if (this.contains(lon, lat)) {
flag = true;
}
if (!flag)
return null;
const indexes = this.getDecimalIndexes(lon, lat);
const ii = Math.floor(indexes[0]);
const jj = Math.floor(indexes[1]);
const ci = this.clampColumnIndex(ii);
const cj = this.clampRowIndex(jj);
return this.valueAtIndexes(ci, cj);
}
/**
* Get interpolated grid value lon-lat coordinates
* 双线性插值
* @param lon
* @param lat
*/
interpolatedValueAt(lon, lat) {
let flag = false;
if (this.wrapX) {
flag = true;
} else if (this.contains(lon, lat)) {
flag = true;
}
if (!flag)
return null;
const [i, j] = this.getDecimalIndexes(lon, lat);
return this.interpolatePoint(i, j);
}
hasValueAt(lon, lat) {
const value = this.valueAt(lon, lat);
return value !== null;
}
/**
* 基于向量的双线性插值
* @param i
* @param j
*/
interpolatePoint(i, j) {
const indexes = this.getFourSurroundingIndexes(i, j);
const [fi, ci, fj, cj] = indexes;
const values = this.getFourSurroundingValues(fi, ci, fj, cj);
if (values) {
const [g00, g10, g01, g11] = values;
return this.bilinearInterpolateVector(i - fi, j - fj, g00, g10, g01, g11);
}
return null;
}
/**
* Check the column index is inside the field,
* adjusting to min or max when needed
* @private
* @param {Number} ii - index
* @returns {Number} i - inside the allowed indexes
*/
clampColumnIndex(ii) {
let i = ii;
if (ii < 0) {
i = 0;
}
const maxCol = this.cols - 1;
if (ii > maxCol) {
i = maxCol;
}
return i;
}
/**
* Check the row index is inside the field,
* adjusting to min or max when needed
* @private
* @param {Number} jj index
* @returns {Number} j - inside the allowed indexes
*/
clampRowIndex(jj) {
let j = jj;
if (jj < 0) {
j = 0;
}
const maxRow = this.rows - 1;
if (jj > maxRow) {
j = maxRow;
}
return j;
}
/**
* 计算索引位置周围的数据
* @private
* @param {Number} i - decimal index
* @param {Number} j - decimal index
* @returns {Array} [fi, ci, fj, cj]
*/
getFourSurroundingIndexes(i, j) {
const fi = Math.floor(i);
let ci = fi + 1;
if (this.isContinuous && ci >= this.cols) {
ci = 0;
}
ci = this.clampColumnIndex(ci);
const fj = this.clampRowIndex(Math.floor(j));
const cj = this.clampRowIndex(fj + 1);
return [fi, ci, fj, cj];
}
/**
* Get four surrounding values or null if not available,
* from 4 integer indexes
* @private
* @param {Number} fi
* @param {Number} ci
* @param {Number} fj
* @param {Number} cj
* @returns {Array}
*/
getFourSurroundingValues(fi, ci, fj, cj) {
let row;
if (row = this.grid[fj]) {
const g00 = row[fi];
const g10 = row[ci];
if (this.isValid(g00) && this.isValid(g10) && (row = this.grid[cj])) {
const g01 = row[fi];
const g11 = row[ci];
if (this.isValid(g01) && this.isValid(g11)) {
return [g00, g10, g01, g11];
}
}
}
return null;
}
/**
* Value for grid indexes
* @param {Number} i - column index (integer)
* @param {Number} j - row index (integer)
* @returns {Vector|Number}
*/
valueAtIndexes(i, j) {
return this.grid[j][i];
}
/**
* Lon-Lat for grid indexes
* @param {Number} i - column index (integer)
* @param {Number} j - row index (integer)
* @returns {Number[]} [lon, lat]
*/
lonLatAtIndexes(i, j) {
const lon = this.longitudeAtX(i);
const lat = this.latitudeAtY(j);
return [lon, lat];
}
/**
* Longitude for grid-index
* @param {Number} i - column index (integer)
* @returns {Number} longitude at the center of the cell
*/
longitudeAtX(i) {
const halfXPixel = this.deltaX / 2;
let lon = this.xmin + halfXPixel + i * this.deltaX;
if (this.translateX) {
lon = lon > 180 ? lon - 360 : lon;
}
return lon;
}
/**
* Latitude for grid-index
* @param {Number} j - row index (integer)
* @returns {Number} latitude at the center of the cell
*/
latitudeAtY(j) {
const halfYPixel = this.deltaY / 2;
return this.ymax - halfYPixel - j * this.deltaY;
}
/**
* 生成粒子位置
* @param o
* @param width
* @param height
* @param unproject
* @return IPosition
*/
randomize(o = {}, width, height, unproject) {
const i = Math.random() * (width || this.cols) | 0;
const j = Math.random() * (height || this.rows) | 0;
const coords = unproject([i, j]);
if (coords !== null) {
o.x = coords[0];
o.y = coords[1];
} else {
o.x = this.longitudeAtX(i);
o.y = this.latitudeAtY(j);
}
return o;
}
/**
* 判断是否是 `Field` 的实例
* @return boolean
*/
checkFields() {
return this.isFields;
}
}
const defaultOptions$2 = {
globalAlpha: 0.9,
// 全局透明度
lineWidth: 1,
// 线条宽度
colorScale: "#fff",
velocityScale: 1 / 25,
// particleAge: 90,
maxAge: 90,
// alias for particleAge
// particleMultiplier: 1 / 300, // TODO: PATHS = Math.round(width * height * particleMultiplier);
paths: 800,
frameRate: 20,
useCoordsDraw: true
};
function indexFor(m, min, max, colorScale) {
return Math.max(0, Math.min(colorScale.length - 1, Math.round((m - min) / (max - min) * (colorScale.length - 1))));
}
class WindCore {
constructor(ctx, options, field) {
this.particles = [];
this.generated = false;
this.ctx = ctx;
if (!this.ctx) {
throw new Error("ctx error");
}
this.animate = this.animate.bind(this);
this.setOptions(options);
if (field) {
this.updateData(field);
}
}
static {
this.Field = Field;
}
/**
* 设置配置项
* @param options
*/
setOptions(options) {
this.options = { ...defaultOptions$2, ...options };
const { width, height } = this.ctx.canvas;
if ("particleAge" in options && !("maxAge" in options) && isNumber$1(this.options.particleAge)) {
this.options.maxAge = this.options.particleAge;
}
if ("particleMultiplier" in options && !("paths" in options) && isNumber$1(this.options.particleMultiplier)) {
this.options.paths = Math.round(width * height * this.options.particleMultiplier);
}
this.prerender();
}
/**
* 获取配置项
*/
getOptions() {
return this.options;
}
/**
* 更新数据
* @param field
*/
updateData(field) {
this.field = field;
if (!this.generated) {
return;
}
this.particles = this.prepareParticlePaths();
}
// @ts-ignore
project(...args) {
throw new Error("project must be overriden");
}
// @ts-ignore
unproject(...args) {
throw new Error("unproject must be overriden");
}
/**
* 判断位置是否在当前视窗内
* @param coordinates
*/
intersectsCoordinate(coordinates) {
throw new Error("must be overriden");
}
/**
* 清空当前画布
*/
clearCanvas() {
this.stop();
this.ctx.clearRect(0, 0, this.ctx.canvas.width, this.ctx.canvas.height);
this.forceStop = false;
}
isStop() {
return !this.starting;
}
/**
* 启动粒子动画
*/
start() {
this.starting = true;
this.forceStop = false;
this.then = Date.now();
this.animate();
}
/**
* 停止粒子动画
*/
stop() {
cancelAnimationFrame(this.animationLoop);
this.starting = false;
this.forceStop = true;
}
animate() {
if (this.animationLoop) {
cancelAnimationFrame(this.animationLoop);
}
this.animationLoop = requestAnimationFrame(this.animate);
const now = Date.now();
const delta = now - this.then;
if (delta > this.options.frameRate) {
this.then = now - delta % this.options.frameRate;
this.render();
}
}
/**
* 渲染前处理
*/
prerender() {
this.generated = false;
if (!this.field) {
return;
}
this.particles = this.prepareParticlePaths();
this.generated = true;
if (!this.starting && !this.forceStop) {
this.starting = true;
this.then = Date.now();
this.animate();
}
}
/**
* 开始渲染
*/
render() {
this.moveParticles();
this.drawParticles();
this.postrender();
}
/**
* each frame render end
*/
postrender() {
}
moveParticles() {
const { width, height } = this.ctx.canvas;
const particles = this.particles;
const maxAge = this.options.maxAge;
const velocityScale = isFunction$1(this.options.velocityScale) ? this.options.velocityScale() : this.options.velocityScale;
let i = 0;
const len = particles.length;
for (; i < len; i++) {
const particle = particles[i];
if (particle.age > maxAge) {
particle.age = 0;
this.field.randomize(particle, width, height, this.unproject);
}
const x = particle.x;
const y = particle.y;
const vector = this.field.interpolatedValueAt(x, y);
if (vector === null) {
particle.age = maxAge;
} else {
const xt = x + vector.u * velocityScale;
const yt = y + vector.v * velocityScale;
if (this.field.hasValueAt(xt, yt)) {
particle.xt = xt;
particle.yt = yt;
particle.m = vector.m;
} else {
particle.x = xt;
particle.y = yt;
particle.age = maxAge;
}
}
particle.age++;
}
}
fadeIn() {
const prev = this.ctx.globalCompositeOperation;
this.ctx.globalCompositeOperation = "destination-in";
this.ctx.fillRect(0, 0, this.ctx.canvas.width, this.ctx.canvas.height);
this.ctx.globalCompositeOperation = prev;
}
drawParticles() {
const particles = this.particles;
this.fadeIn();
this.ctx.globalAlpha = this.options.globalAlpha;
this.ctx.fillStyle = `rgba(0, 0, 0, ${this.options.globalAlpha})`;
this.ctx.lineWidth = isNumber$1(this.options.lineWidth) ? this.options.lineWidth : 1;
this.ctx.strokeStyle = isString$1(this.options.colorScale) ? this.options.colorScale : "#fff";
let i = 0;
const len = particles.length;
if (this.field && len > 0) {
let min;
let max;
if (isValide(this.options.minVelocity) && isValide(this.options.maxVelocity)) {
min = this.options.minVelocity;
max = this.options.maxVelocity;
} else {
[min, max] = this.field.range;
}
for (; i < len; i++) {
this[this.options.useCoordsDraw ? "drawCoordsParticle" : "drawPixelParticle"](particles[i], min, max);
}
}
}
/**
* 用于绘制像素粒子
* @param particle
* @param min
* @param max
*/
drawPixelParticle(particle, min, max) {
const pointPrev = [particle.x, particle.y];
const pointNext = [particle.xt, particle.yt];
if (pointNext && pointPrev && isValide(pointNext[0]) && isValide(pointNext[1]) && isValide(pointPrev[0]) && isValide(pointPrev[1]) && particle.age <= this.options.maxAge) {
this.ctx.beginPath();
this.ctx.moveTo(pointPrev[0], pointPrev[1]);
this.ctx.lineTo(pointNext[0], pointNext[1]);
if (isFunction$1(this.options.colorScale)) {
this.ctx.strokeStyle = this.options.colorScale(particle.m);
} else if (Array.isArray(this.options.colorScale)) {
const colorIdx = indexFor(particle.m, min, max, this.options.colorScale);
this.ctx.strokeStyle = this.options.colorScale[colorIdx];
}
if (isFunction$1(this.options.lineWidth)) {
this.ctx.lineWidth = this.options.lineWidth(particle.m);
}
particle.x = particle.xt;
particle.y = particle.yt;
this.ctx.stroke();
}
}
/**
* 用于绘制坐标粒子
* @param particle
* @param min
* @param max
*/
drawCoordsParticle(particle, min, max) {
const source = [particle.x, particle.y];
const target = [particle.xt, particle.yt];
if (target && source && isValide(target[0]) && isValide(target[1]) && isValide(source[0]) && isValide(source[1]) && this.intersectsCoordinate(target) && particle.age <= this.options.maxAge) {
const pointPrev = this.project(source);
const pointNext = this.project(target);
if (pointPrev && pointNext) {
this.ctx.beginPath();
this.ctx.moveTo(pointPrev[0], pointPrev[1]);
this.ctx.lineTo(pointNext[0], pointNext[1]);
particle.x = particle.xt;
particle.y = particle.yt;
if (isFunction$1(this.options.colorScale)) {
this.ctx.strokeStyle = this.options.colorScale(particle.m);
} else if (Array.isArray(this.options.colorScale)) {
const colorIdx = indexFor(particle.m, min, max, this.options.colorScale);
this.ctx.strokeStyle = this.options.colorScale[colorIdx];
}
if (isFunction$1(this.options.lineWidth)) {
this.ctx.lineWidth = this.options.lineWidth(particle.m);
}
this.ctx.stroke();
}
}
}
prepareParticlePaths() {
const { width, height } = this.ctx.canvas;
const particleCount = typeof this.options.paths === "function" ? this.options.paths(this) : this.options.paths;
const particles = [];
if (!this.field) {
return [];
}
let i = 0;
for (; i < particleCount; i++) {
particles.push(
this.field.randomize(
{
age: this.randomize()
},
width,
height,
this.unproject
)
);
}
return particles;
}
randomize() {
return Math.floor(Math.random() * this.options.maxAge);
}
}
/**
* Common utilities
* @module glMatrix
*/
// Configuration Constants
var EPSILON = 0.000001;
var ARRAY_TYPE = typeof Float32Array !== 'undefined' ? Float32Array : Array;
/**
* Sets the type of array used when creating new vectors and matrices
*
* @param {Float32ArrayConstructor | ArrayConstructor} type Array type, such as Float32Array or Array
*/
function setMatrixArrayType(type) {
ARRAY_TYPE = type;
}
if (!Math.hypot) Math.hypot = function () {
var y = 0,
i = arguments.length;
while (i--) {
y += arguments[i] * arguments[i];
}
return Math.sqrt(y);
};
/**
* 3x3 Matrix
* @module mat3
*/
/**
* Creates a new identity mat3
*
* @returns {mat3} a new 3x3 matrix
*/
function create$4() {
var out = new ARRAY_TYPE(9);
if (ARRAY_TYPE != Float32Array) {
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[5] = 0;
out[6] = 0;
out[7] = 0;
}
out[0] = 1;
out[4] = 1;
out[8] = 1;
return out;
}
/**
* Copies the upper-left 3x3 values into the given mat3.
*
* @param {mat3} out the receiving 3x3 matrix
* @param {ReadonlyMat4} a the source 4x4 matrix
* @returns {mat3} out
*/
function fromMat4(out, a) {
out[0] = a[0];
out[1] = a[1];
out[2] = a[2];
out[3] = a[4];
out[4] = a[5];
out[5] = a[6];
out[6] = a[8];
out[7] = a[9];
out[8] = a[10];
return out;
}
/**
* Copy the values from one mat3 to another
*
* @param {mat3} out the receiving matrix
* @param {ReadonlyMat3} a the source matrix
* @returns {mat3} out
*/
function copy$3(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 the components of a mat3 to the given values
*
* @param {mat3} 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} m10 Component in column 1, row 0 position (index 3)
* @param {Number} m11 Component in column 1, row 1 position (index 4)
* @param {Number} m12 Component in column 1, row 2 position (index 5)
* @param {Number} m20 Component in column 2, row 0 position (index 6)
* @param {Number} m21 Component in column 2, row 1 position (index 7)
* @param {Number} m22 Component in column 2, row 2 position (index 8)
* @returns {mat3} out
*/
function set$4(out, m00, m01, m02, m10, m11, m12, m20, m21, m22) {
out[0] = m00;
out[1] = m01;
out[2] = m02;
out[3] = m10;
out[4] = m11;
out[5] = m12;
out[6] = m20;
out[7] = m21;
out[8] = m22;
return out;
}
/**
* Set a mat3 to the identity matrix
*
* @param {mat3} out the receiving matrix
* @returns {mat3} out
*/
function identity$1(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 {ReadonlyMat3} a the source matrix
* @returns {mat3} out
*/
function transpose$1(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 {ReadonlyMat3} a the source matrix
* @returns {mat3} out
*/
function invert$2(out, a) {
var a00 = a[0],
a01 = a[1],
a02 = a[2];
var a10 = a[3],
a11 = a[4],
a12 = a[5];
var a20 = a[6],
a21 = a[7],
a22 = a[8];
var b01 = a22 * a11 - a12 * a21;
var b11 = -a22 * a10 + a12 * a20;
var b21 = a21 * a10 - a11 * a20; // Calculate the determinant
var 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;
}
/**
* Calculates the adjugate of a mat3
*
* @param {mat3} out the receiving matrix
* @param {ReadonlyMat3} a the source matrix
* @returns {mat3} out
*/
function adjoint$1(out, a) {
var a00 = a[0],
a01 = a[1],
a02 = a[2];
var a10 = a[3],
a11 = a[4],
a12 = a[5];
var 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 {ReadonlyMat3} a the source matrix
* @returns {Number} determinant of a
*/
function determinant$1(a) {
var a00 = a[0],
a01 = a[1],
a02 = a[2];
var a10 = a[3],
a11 = a[4],
a12 = a[5];
var 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 {ReadonlyMat3} a the first operand
* @param {ReadonlyMat3} b the second operand
* @returns {mat3} out
*/
function multiply$5(out, a, b) {
var a00 = a[0],
a01 = a[1],
a02 = a[2];
var a10 = a[3],
a11 = a[4],
a12 = a[5];
var a20 = a[6],
a21 = a[7],
a22 = a[8];
var b00 = b[0],
b01 = b[1],
b02 = b[2];
var b10 = b[3],
b11 = b[4],
b12 = b[5];
var 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;
}
/**
* Translate a mat3 by the given vector
*
* @param {mat3} out the receiving matrix
* @param {ReadonlyMat3} a the matrix to translate
* @param {ReadonlyVec2} v vector to translate by
* @returns {mat3} out
*/
function translate$1(out, a, v) {
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],
x = v[0],
y = v[1];
out[0] = a00;
out[1] = a01;
out[2] = a02;
out[3] = a10;
out[4] = a11;
out[5] = a12;
out[6] = x * a00 + y * a10 + a20;
out[7] = x * a01 + y * a11 + a21;
out[8] = x * a02 + y * a12 + a22;
return out;
}
/**
* Rotates a mat3 by the given angle
*
* @param {mat3} out the receiving matrix
* @param {ReadonlyMat3} a the matrix to rotate
* @param {Number} rad the angle to rotate the matrix by
* @returns {mat3} out
*/
function rotate$1(out, a, rad) {
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],
s = Math.sin(rad),
c = Math.cos(rad);
out[0] = c * a00 + s * a10;
out[1] = c * a01 + s * a11;
out[2] = c * a02 + s * a12;
out[3] = c * a10 - s * a00;
out[4] = c * a11 - s * a01;
out[5] = c * a12 - s * a02;
out[6] = a20;
out[7] = a21;
out[8] = a22;
return out;
}
/**
* Scales the mat3 by the dimensions in the given vec2
*
* @param {mat3} out the receiving matrix
* @param {ReadonlyMat3} a the matrix to rotate
* @param {ReadonlyVec2} v the vec2 to scale the matrix by
* @returns {mat3} out
**/
function scale$4(out, a, v) {
var x = v[0],
y = v[1];
out[0] = x * a[0];
out[1] = x * a[1];
out[2] = x * a[2];
out[3] = y * a[3];
out[4] = y * a[4];
out[5] = y * a[5];
out[6] = a[6];
out[7] = a[7];
out[8] = a[8];
return out;
}
/**
* Creates a matrix from a vector translation
* This is equivalent to (but much faster than):
*
* mat3.identity(dest);
* mat3.translate(dest, dest, vec);
*
* @param {mat3} out mat3 receiving operation result
* @param {ReadonlyVec2} v Translation vector
* @returns {mat3} out
*/
function fromTranslation$1(out, v) {
out[0] = 1;
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = 1;
out[5] = 0;
out[6] = v[0];
out[7] = v[1];
out[8] = 1;
return out;
}
/**
* Creates a matrix from a given angle
* This is equivalent to (but much faster than):
*
* mat3.identity(dest);
* mat3.rotate(dest, dest, rad);
*
* @param {mat3} out mat3 receiving operation result
* @param {Number} rad the angle to rotate the matrix by
* @returns {mat3} out
*/
function fromRotation$1(out, rad) {
var s = Math.sin(rad),
c = Math.cos(rad);
out[0] = c;
out[1] = s;
out[2] = 0;
out[3] = -s;
out[4] = c;
out[5] = 0;
out[6] = 0;
out[7] = 0;
out[8] = 1;
return out;
}
/**
* Creates a matrix from a vector scaling
* This is equivalent to (but much faster than):
*
* mat3.identity(dest);
* mat3.scale(dest, dest, vec);
*
* @param {mat3} out mat3 receiving operation result
* @param {ReadonlyVec2} v Scaling vector
* @returns {mat3} out
*/
function fromScaling$1(out, v) {
out[0] = v[0];
out[1] = 0;
out[2] = 0;
out[3] = 0;
out[4] = v[1];
out[5] = 0;
out[6] = 0;
out[7] = 0;
out[8] = 1;
return out;
}
/**
* Calculates a 3x3 matrix from the given quaternion
*
* @param {mat3} out mat3 receiving operation result
* @param {ReadonlyQuat} q Quaternion to create matrix from
*
* @returns {mat3} out
*/
function fromQuat$1(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[3] = yx - wz;
out[6] = zx + wy;
out[1] = yx + wz;
out[4] = 1 - xx - zz;
out[7] = zy - wx;
out[2] = zx - wy;
out[5] = zy + wx;
out[8] = 1 - xx - yy;
return out;
}
/**
* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix
*
* @param {mat3} out mat3 receiving operation result
* @param {ReadonlyMat4} a Mat4 to derive the normal matrix from
*
* @returns {mat3} out
*/
function normalFromMat4(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] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
return out;
}
/**
* Returns Frobenius norm of a mat3
*
* @param {ReadonlyMat3} 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]);
}
/**
* Adds two mat3's
*
* @param {mat3} out the receiving matrix
* @param {ReadonlyMat3} a the first operand
* @param {ReadonlyMat3} b the second operand
* @returns {mat3} out
*/
function add$4(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];
return out;
}
/**
* Subtracts matrix b from matrix a
*
* @param {mat3} out the receiving matrix
* @param {ReadonlyMat3} a the first operand
* @param {ReadonlyMat3} b the second operand
* @returns {mat3} out
*/
function subtract$4(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];
return out;
}
/**
* Returns whether or not the matrices have approximately the same elements in the same position.
*
* @param {ReadonlyMat3} a The first matrix.
* @param {ReadonlyMat3} b The second matrix.
* @returns {Boolean} True if the matrices are equal, false otherwise.
*/
function equals$5(a, b) {
var a0 = a[0],
a1 = a[1],
a2 = a[2],
a3 = a[3],
a4 = a[4],
a5 = a[5],
a6 = a[6],
a7 = a[7],
a8 = a[8];
var b0 = b[0],
b1 = b[1],
b2 = b[2],
b3 = b[3],
b4 = b[4],
b5 = b[5],
b6 = b[6],
b7 = b[7],
b8 = b[8];
return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) && Math.abs(a8 - b8) <= EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8));
}
/**
* 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$2(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;
}
/**
* 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$3(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$1(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 b0