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shadow-function

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ioing lib - shadow Function, worker Function

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/** Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2011-2012 cocos2d-x.org Copyright (c) 2013-2014 Chukong Technologies Inc. Copyright (c) 2008, Luke Benstead. 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 OWNER 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(cc) { /** * A 3d vector. * @class * @param {number} [x] * @param {number} [y] * @param {number} [z] */ cc.math.Vec3 = cc.kmVec3 = function (x, y, z) { if(x && y === undefined){ this.x = x.x; this.y = x.y; this.z = x.z; } else { this.x = x || 0; this.y = y || 0; this.z = z || 0; } }; cc.math.vec3 = function(x, y, z){ return new cc.math.Vec3(x, y, z); }; var _p = cc.math.Vec3.prototype; _p.fill = function (x, y, z) { // =cc.kmVec3Fill if (x && y === undefined) { this.x = x.x; this.y = x.y; this.z = x.z; } else { this.x = x; this.y = y; this.z = z; } return this; }; _p.length = function () { //=cc.kmVec3Length return Math.sqrt(cc.math.square(this.x) + cc.math.square(this.y) + cc.math.square(this.z)); }; _p.lengthSq = function () { //=cc.kmVec3LengthSq return cc.math.square(this.x) + cc.math.square(this.y) + cc.math.square(this.z) }; _p.normalize = function () { //= cc.kmVec3Normalize var l = 1.0 / this.length(); this.x *= l; this.y *= l; this.z *= l; return this; }; _p.cross = function (vec3) { //= cc.kmVec3Cross var x = this.x, y = this.y, z = this.z; this.x = (y * vec3.z) - (z * vec3.y); this.y = (z * vec3.x) - (x * vec3.z); this.z = (x * vec3.y) - (y * vec3.x); return this; }; _p.dot = function (vec) { //= cc.kmVec3Dot return ( this.x * vec.x + this.y * vec.y + this.z * vec.z ); }; _p.add = function(vec){ //= cc.kmVec3Add this.x += vec.x; this.y += vec.y; this.z += vec.z; return this; }; _p.subtract = function (vec) { // = cc.kmVec3Subtract this.x -= vec.x; this.y -= vec.y; this.z -= vec.z; return this; }; _p.transform = function (mat4) { // = cc.kmVec3Transform var x = this.x, y = this.y, z = this.z, mat = mat4.mat; this.x = x * mat[0] + y * mat[4] + z * mat[8] + mat[12]; this.y = x * mat[1] + y * mat[5] + z * mat[9] + mat[13]; this.z = x * mat[2] + y * mat[6] + z * mat[10] + mat[14]; return this; }; _p.transformNormal = function(mat4){ /* a = (Vx, Vy, Vz, 0) b = (a×M)T Out = (bx, by, bz) */ //Omits the translation, only scaling + rotating var x = this.x, y = this.y, z = this.z, mat = mat4.mat; this.x = x * mat[0] + y * mat[4] + z * mat[8]; this.y = x * mat[1] + y * mat[5] + z * mat[9]; this.z = x * mat[2] + y * mat[6] + z * mat[10]; return this; }; _p.transformCoord = function(mat4){ // = cc.kmVec3TransformCoord /* a = (Vx, Vy, Vz, 1) b = (a×M)T Out = 1⁄bw(bx, by, bz) */ var v = new cc.math.Vec4(this.x, this.y, this.z, 1.0); v.transform(mat4); this.x = v.x / v.w; this.y = v.y / v.w; this.z = v.z / v.w; return this; }; _p.scale = function(scale){ // = cc.kmVec3Scale this.x *= scale; this.y *= scale; this.z *= scale; return this; }; _p.equals = function(vec){ // = cc.kmVec3AreEqual var EPSILON = cc.math.EPSILON; return (this.x < (vec.x + EPSILON) && this.x > (vec.x - EPSILON)) && (this.y < (vec.y + EPSILON) && this.y > (vec.y - EPSILON)) && (this.z < (vec.z + EPSILON) && this.z > (vec.z - EPSILON)); }; _p.inverseTransform = function(mat4){ //= cc.kmVec3InverseTransform var mat = mat4.mat; var v1 = new cc.math.Vec3(this.x - mat[12], this.y - mat[13], this.z - mat[14]); this.x = v1.x * mat[0] + v1.y * mat[1] + v1.z * mat[2]; this.y = v1.x * mat[4] + v1.y * mat[5] + v1.z * mat[6]; this.z = v1.x * mat[8] + v1.y * mat[9] + v1.z * mat[10]; return this; }; _p.inverseTransformNormal = function(mat4){ // = cc.kmVec3InverseTransformNormal var x = this.x, y = this.y, z = this.z, mat = mat4.mat; this.x = x * mat[0] + y * mat[1] + z * mat[2]; this.y = x * mat[4] + y * mat[5] + z * mat[6]; this.z = x * mat[8] + y * mat[9] + z * mat[10]; return this; }; _p.assignFrom = function(vec){ if(!vec) return this; this.x = vec.x; this.y = vec.y; this.z = vec.z; return this; }; cc.math.Vec3.zero = function(vec){ // = cc.kmVec3Zero vec.x = vec.y = vec.z = 0.0; return vec; }; _p.toTypeArray = function(){ //cc.kmVec3ToTypeArray var tyArr = new Float32Array(3); tyArr[0] = this.x; tyArr[1] = this.y; tyArr[2] = this.z; return tyArr; }; })(cc);