From 73d2eabc6909780f709f033a40fc325dd8ecc6d9 Mon Sep 17 00:00:00 2001 From: Max Lynch Date: Mon, 12 May 2014 13:07:58 -0500 Subject: [PATCH] feat(animation): Javascript Animation Service --- config/build.config.js | 6 +- js/angular/service/animation.js | 65 + js/animation/animation.js | 117 + js/animation/bezier.js | 429 +++ js/animation/dynamics.js | 180 ++ js/animation/gl-matrix.js | 4248 +++++++++++++++++++++++++++ js/animation/instance.js | 277 ++ js/animation/timing-functions.js | 50 + js/utils/dom.js | 13 + test/html/animation.html | 220 ++ test/html/animation_transition.html | 56 + test/html/dynamics.js | 1667 +++++++++++ 12 files changed, 7327 insertions(+), 1 deletion(-) create mode 100644 js/angular/service/animation.js create mode 100644 js/animation/animation.js create mode 100644 js/animation/bezier.js create mode 100644 js/animation/dynamics.js create mode 100644 js/animation/gl-matrix.js create mode 100644 js/animation/instance.js create mode 100644 js/animation/timing-functions.js create mode 100644 test/html/animation.html create mode 100644 test/html/animation_transition.html create mode 100644 test/html/dynamics.js diff --git a/config/build.config.js b/config/build.config.js index c2398ccdad..1afbf0487d 100644 --- a/config/build.config.js +++ b/config/build.config.js @@ -64,7 +64,11 @@ module.exports = { 'js/controllers/sideMenuController.js', // Animation - 'js/animation/*.js' + 'js/animation/animation.js', + 'js/animation/bezier.js', + 'js/animation/dynamics.js', + 'js/animation/timing-functions.js', + 'js/animation/instance.js' ], angularIonicFiles: [ diff --git a/js/angular/service/animation.js b/js/angular/service/animation.js new file mode 100644 index 0000000000..a5d59e43a8 --- /dev/null +++ b/js/angular/service/animation.js @@ -0,0 +1,65 @@ + +/** + * @ngdoc service + * @name $ionicAnimation + * @module ionic + * @description + * + * A powerful animation and transition system for Ionic apps. + * + * @usage + * + * ```js + * angular.module('mySuperApp', ['ionic']) + * .controller(function($scope, $ionicAnimation) { + * var anim = $ionicAnimate({ + * // A unique, reusable name + * name: 'popIn', + * + * // The duration of an auto playthrough + * duration: 0.5, + * + * // How long to wait before running the animation + * delay: 0, + * + * // Whether to reverse after doing one run through + * autoReverse: false, + * + * // How many times to repeat? -1 or null for infinite + * repeat: -1, + * + * // Timing curve to use (same as CSS timing functions), or a function of time "t" to handle it yourself + * curve: 'ease-in-out' + * + * onStart: function() { + * // Callback on start + * }, + * onEnd: function() { + * // Callback on end + * }, + * step: function(amt) { + * + * } + * }) + * }); + * ``` + * + */ +IonicModule +.provider('$ionicAnimation', function() { + var useSlowAnimations = false; + this.setSlowAnimations = function(isSlow) { + useSlowAnimations = isSlow; + }; + + this.create = function(animation) { + return ionic.Animation.create(animation); + }; + + this.$get = [function() { + return function(opts) { + opts.useSlowAnimations = useSlowAnimations; + return ionic.Animation.create(opts); + } + }] +}); diff --git a/js/animation/animation.js b/js/animation/animation.js new file mode 100644 index 0000000000..209e5310c0 --- /dev/null +++ b/js/animation/animation.js @@ -0,0 +1,117 @@ +(function(window) { + var counter = 1; + var running = {}; + + // Namespace + ionic.Animation = ionic.Animation || {}; + + /** + * The main animation system manager. Treated as a singleton. + */ + ionic.Animation = { + create: function(opts) { + var tf; + + if(typeof opts.curve === 'string') { + tf = ionic.Animation.TimingFn[opts.curve] || ionic.Animation.TimingFn['linear']; + if(opts.curve.indexOf('cubic-bezier(') >= 0) { + var parts = opts.curve.replace('cubic-bezier(', '').replace(')', '').split(','); + tf = ionic.Animation.TimingFn['cubic-bezier']; + tf = tf(parts[0], parts[1], parts[2], parts[3], opts.duration); + } else { + tf = tf(opts.duration); + } + } else { + tf = opts.curve; + tf = tf(opts.duration); + } + + opts.curveFn = tf; + + if(opts.dynamicsType) { + opts.dynamic = new opts.dynamicsType(opts); + } + + return new ionic.Animation.Animation(opts); + }, + + animationStarted: function(instance) { + var id = counter++; + + // Compacting running db automatically every few new animations + if (id % 20 === 0) { + var newRunning = {}; + for (var usedId in running) { + newRunning[usedId] = true; + } + running = newRunning; + } + + // Mark as running + running[id] = true; + + instance.isRunning = true; + instance._animationId = id; + + // Return unique animation ID + return id; + }, + + animationStopped: function(instance) { + instance.isRunning = false; + } + + /* TODO: Move animation set management here instead of instance + anims: [], + add: function(animation) { + this.anims.push(animation); + }, + remove: function(animation) { + var i, j; + for(i = 0, j = this.anims.length; i < j; i++) { + if(this.anims[i] === animation) { + return this.anims.splice(i, 1); + } + } + }, + clear: function(shouldStop) { + while(this.anims.length) { + var anim = this.anims.pop(); + if(shouldStop === true) { + anim.stop(); + } + } + }, + */ + + /** + * Stops the given animation. + * + * @param id {Integer} Unique animation ID + * @return {Boolean} Whether the animation was stopped (aka, was running before) + * TODO: Requires above fix + stop: function(id) { + var cleared = running[id] != null; + if (cleared) { + running[id] = null; + } + + return cleared; + }, + */ + + + /** + * Whether the given animation is still running. + * + * @param id {Integer} Unique animation ID + * @return {Boolean} Whether the animation is still running + isRunning: function(id) { + return running[id] != null; + }, + */ + + }; + + +})(window); diff --git a/js/animation/bezier.js b/js/animation/bezier.js new file mode 100644 index 0000000000..62d86d48fa --- /dev/null +++ b/js/animation/bezier.js @@ -0,0 +1,429 @@ +/* + * Copyright (C) 2008 Apple Inc. All Rights Reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * 1. Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * 2. 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 APPLE INC. ``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 APPLE INC. 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(ionic) { + + var bezierCoord = function (x,y) { + if(!x) x=0; + if(!y) y=0; + return {x: x, y: y}; + }; + + function B1(t) { return t*t*t; } + function B2(t) { return 3*t*t*(1-t); } + function B3(t) { return 3*t*(1-t)*(1-t); } + function B4(t) { return (1-t)*(1-t)*(1-t); } + + ionic.Animation = ionic.Animation || {} + + + /** + * JavaScript port of Webkit implementation of CSS cubic-bezier(p1x.p1y,p2x,p2y) by http://mck.me + * http://svn.webkit.org/repository/webkit/trunk/Source/WebCore/platform/graphics/UnitBezier.h + */ + ionic.Animation.Bezier = (function(){ + 'use strict'; + + /** + * Duration value to use when one is not specified (400ms is a common value). + * @const + * @type {number} + */ + var DEFAULT_DURATION = 400;//ms + + /** + * The epsilon value we pass to UnitBezier::solve given that the animation is going to run over |dur| seconds. + * The longer the animation, the more precision we need in the timing function result to avoid ugly discontinuities. + * http://svn.webkit.org/repository/webkit/trunk/Source/WebCore/page/animation/AnimationBase.cpp + */ + var solveEpsilon = function(duration) { + return 1.0 / (200.0 * duration); + }; + + /** + * Defines a cubic-bezier curve given the middle two control points. + * NOTE: first and last control points are implicitly (0,0) and (1,1). + * @param p1x {number} X component of control point 1 + * @param p1y {number} Y component of control point 1 + * @param p2x {number} X component of control point 2 + * @param p2y {number} Y component of control point 2 + */ + var unitBezier = function(p1x, p1y, p2x, p2y) { + + // private members -------------------------------------------- + + // Calculate the polynomial coefficients, implicit first and last control points are (0,0) and (1,1). + + /** + * X component of Bezier coefficient C + * @const + * @type {number} + */ + var cx = 3.0 * p1x; + + /** + * X component of Bezier coefficient B + * @const + * @type {number} + */ + var bx = 3.0 * (p2x - p1x) - cx; + + /** + * X component of Bezier coefficient A + * @const + * @type {number} + */ + var ax = 1.0 - cx -bx; + + /** + * Y component of Bezier coefficient C + * @const + * @type {number} + */ + var cy = 3.0 * p1y; + + /** + * Y component of Bezier coefficient B + * @const + * @type {number} + */ + var by = 3.0 * (p2y - p1y) - cy; + + /** + * Y component of Bezier coefficient A + * @const + * @type {number} + */ + var ay = 1.0 - cy - by; + + /** + * @param t {number} parametric timing value + * @return {number} + */ + var sampleCurveX = function(t) { + // `ax t^3 + bx t^2 + cx t' expanded using Horner's rule. + return ((ax * t + bx) * t + cx) * t; + }; + + /** + * @param t {number} parametric timing value + * @return {number} + */ + var sampleCurveY = function(t) { + return ((ay * t + by) * t + cy) * t; + }; + + /** + * @param t {number} parametric timing value + * @return {number} + */ + var sampleCurveDerivativeX = function(t) { + return (3.0 * ax * t + 2.0 * bx) * t + cx; + }; + + /** + * Given an x value, find a parametric value it came from. + * @param x {number} value of x along the bezier curve, 0.0 <= x <= 1.0 + * @param epsilon {number} accuracy limit of t for the given x + * @return {number} the t value corresponding to x + */ + var solveCurveX = function(x, epsilon) { + var t0; + var t1; + var t2; + var x2; + var d2; + var i; + + // First try a few iterations of Newton's method -- normally very fast. + for (t2 = x, i = 0; i < 8; i++) { + x2 = sampleCurveX(t2) - x; + if (Math.abs (x2) < epsilon) { + return t2; + } + d2 = sampleCurveDerivativeX(t2); + if (Math.abs(d2) < 1e-6) { + break; + } + t2 = t2 - x2 / d2; + } + + // Fall back to the bisection method for reliability. + t0 = 0.0; + t1 = 1.0; + t2 = x; + + if (t2 < t0) { + return t0; + } + if (t2 > t1) { + return t1; + } + + while (t0 < t1) { + x2 = sampleCurveX(t2); + if (Math.abs(x2 - x) < epsilon) { + return t2; + } + if (x > x2) { + t0 = t2; + } else { + t1 = t2; + } + t2 = (t1 - t0) * 0.5 + t0; + } + + // Failure. + return t2; + }; + + /** + * @param x {number} the value of x along the bezier curve, 0.0 <= x <= 1.0 + * @param epsilon {number} the accuracy of t for the given x + * @return {number} the y value along the bezier curve + */ + var solve = function(x, epsilon) { + return sampleCurveY(solveCurveX(x, epsilon)); + }; + + // public interface -------------------------------------------- + + /** + * Find the y of the cubic-bezier for a given x with accuracy determined by the animation duration. + * @param x {number} the value of x along the bezier curve, 0.0 <= x <= 1.0 + * @param duration {number} the duration of the animation in milliseconds + * @return {number} the y value along the bezier curve + */ + return function(x, duration) { + return solve(x, solveEpsilon(+duration || DEFAULT_DURATION)); + }; + }; + + // http://www.w3.org/TR/css3-transitions/#transition-timing-function + return { + /** + * @param x {number} the value of x along the bezier curve, 0.0 <= x <= 1.0 + * @param duration {number} the duration of the animation in milliseconds + * @return {number} the y value along the bezier curve + */ + linear: unitBezier(0.0, 0.0, 1.0, 1.0), + + /** + * @param x {number} the value of x along the bezier curve, 0.0 <= x <= 1.0 + * @param duration {number} the duration of the animation in milliseconds + * @return {number} the y value along the bezier curve + */ + ease: unitBezier(0.25, 0.1, 0.25, 1.0), + + /** + * @param x {number} the value of x along the bezier curve, 0.0 <= x <= 1.0 + * @param duration {number} the duration of the animation in milliseconds + * @return {number} the y value along the bezier curve + */ + easeIn: unitBezier(0.42, 0, 1.0, 1.0), + + /** + * @param x {number} the value of x along the bezier curve, 0.0 <= x <= 1.0 + * @param duration {number} the duration of the animation in milliseconds + * @return {number} the y value along the bezier curve + */ + easeOut: unitBezier(0, 0, 0.58, 1.0), + + /** + * @param x {number} the value of x along the bezier curve, 0.0 <= x <= 1.0 + * @param duration {number} the duration of the animation in milliseconds + * @return {number} the y value along the bezier curve + */ + easeInOut: unitBezier(0.42, 0, 0.58, 1.0), + + /** + * @param p1x {number} X component of control point 1 + * @param p1y {number} Y component of control point 1 + * @param p2x {number} X component of control point 2 + * @param p2y {number} Y component of control point 2 + * @param x {number} the value of x along the bezier curve, 0.0 <= x <= 1.0 + * @param duration {number} the duration of the animation in milliseconds + * @return {number} the y value along the bezier curve + */ + cubicBezier: function(p1x, p1y, p2x, p2y) { + return unitBezier(p1x, p1y, p2x, p2y); + } + }; + })(); + +/** + * Various fast approximations and alternates to cubic-bezier easing functions. + * http://www.w3.org/TR/css3-transitions/#transition-timing-function + */ +var Easing = (function(){ + 'use strict'; + + /** + * @const + */ + var EASE_IN_OUT_CONST = 0.5 * Math.pow(0.5, 1.925); + + return { + + /** + * @param x {number} the value of x along the curve, 0.0 <= x <= 1.0 + * @return {number} the y value along the curve + */ + linear: function(x) { + return x; + }, + +// /** +// * @param x {number} the value of x along the curve, 0.0 <= x <= 1.0 +// * @return {number} the y value along the curve +// */ +// ease: function(x) { +// // TODO: find fast approximations +// return x; +// }, + + /** + * @param x {number} the value of x along the curve, 0.0 <= x <= 1.0 + * @return {number} the y value along the curve + */ + easeInApprox: function(x) { + // very close approximation to cubic-bezier(0.42, 0, 1.0, 1.0) + return Math.pow(x, 1.685); + }, + + /** + * @param x {number} the value of x along the curve, 0.0 <= x <= 1.0 + * @return {number} the y value along the curve + */ + easeInQuadratic: function(x) { + return (x * x); + }, + + /** + * @param x {number} the value of x along the curve, 0.0 <= x <= 1.0 + * @return {number} the y value along the curve + */ + easeInCubic: function(x) { + return (x * x * x); + }, + + /** + * @param x {number} the value of x along the curve, 0.0 <= x <= 1.0 + * @return {number} the y value along the curve + */ + easeOutApprox: function(x) { + // very close approximation to cubic-bezier(0, 0, 0.58, 1.0) + return 1 - Math.pow(1-x, 1.685); + }, + + /** + * @param x {number} the value of x along the curve, 0.0 <= x <= 1.0 + * @return {number} the y value along the curve + */ + easeOutQuadratic: function(x) { + x -= 1; + return 1 - (x * x); + }, + + /** + * @param x {number} the value of x along the curve, 0.0 <= x <= 1.0 + * @return {number} the y value along the curve + */ + easeOutCubic: function(x) { + x -= 1; + return 1 + (x * x * x); + }, + + /** + * @param x {number} the value of x along the curve, 0.0 <= x <= 1.0 + * @return {number} the y value along the curve + */ + easeInOutApprox: function(x) { + // very close approximation to cubic-bezier(0.42, 0, 0.58, 1.0) + if (x < 0.5) { + return EASE_IN_OUT_CONST * Math.pow(x, 1.925); + + } else { + return 1 - EASE_IN_OUT_CONST * Math.pow(1-x, 1.925); + } + }, + + /** + * @param x {number} the value of x along the curve, 0.0 <= x <= 1.0 + * @return {number} the y value along the curve + */ + easeInOutQuadratic: function(x) { + if (x < 0.5) { + return (2 * x * x); + + } else { + x -= 1; + return 1 - (2 * x * x); + } + }, + + /** + * @param x {number} the value of x along the curve, 0.0 <= x <= 1.0 + * @return {number} the y value along the curve + */ + easeInOutCubic: function(x) { + if (x < 0.5) { + return (4 * x * x * x); + + } else { + x -= 1; + return 1 + (4 * x * x * x); + } + }, + + /** + * @param x {number} the value of x along the curve, 0.0 <= x <= 1.0 + * @return {number} the y value along the curve + */ + easeInOutQuartic: function(x) { + if (x < 0.5) { + return (8 * x * x * x * x); + + } else { + x -= 1; + return 1 + (8 * x * x * x * x); + } + }, + + /** + * @param x {number} the value of x along the curve, 0.0 <= x <= 1.0 + * @return {number} the y value along the curve + */ + easeInOutQuintic: function(x) { + if (x < 0.5) { + return (16 * x * x * x * x * x); + + } else { + x -= 1; + return 1 + (16 * x * x * x * x * x); + } + } + }; +})(); +})(ionic); diff --git a/js/animation/dynamics.js b/js/animation/dynamics.js new file mode 100644 index 0000000000..7681c3c196 --- /dev/null +++ b/js/animation/dynamics.js @@ -0,0 +1,180 @@ +(function(window) { + + /** + * A HUGE thank you to dynamics.js which inspired these dynamics simulations. + * https://github.com/michaelvillar/dynamics.js + * + * Also licensed under MIT + */ + + // Namespace + ionic.Animation = ionic.Animation || {}; + + + ionic.Animation.Dynamics = {}; + + ionic.Animation.Dynamics.Spring = function(opts) { + var defaults = { + frequency: 15, + friction: 200, + anticipationStrength: 0, + anticipationSize: 0 + }; + ionic.extend(this, defaults); + + var maxs = { + frequency: 100, + friction: 1000, + anticipationStrength: 1000, + anticipationSize: 99 + }; + + var mins = { + frequency: 0, + friction: 1, + anticipationStrength: 0, + anticipationSize: 0 + }; + + ionic.extend(this, opts); + }; + + ionic.Animation.Dynamics.Spring.prototype = { + at: function(t) { + var A, At, a, angle, b, decal, frequency, friction, frictionT, s, v, y0, yS, + _this = this; + frequency = Math.max(1, this.frequency); + friction = Math.pow(20, this.friction / 100); + s = this.anticipationSize / 100; + decal = Math.max(0, s); + frictionT = (t / (1 - s)) - (s / (1 - s)); + if (t < s) { + A = function(t) { + var M, a, b, x0, x1; + M = 0.8; + x0 = s / (1 - s); + x1 = 0; + b = (x0 - (M * x1)) / (x0 - x1); + a = (M - b) / x0; + return (a * t * _this.anticipationStrength / 100) + b; + }; + yS = (s / (1 - s)) - (s / (1 - s)); + y0 = (0 / (1 - s)) - (s / (1 - s)); + b = Math.acos(1 / A(yS)); + a = (Math.acos(1 / A(y0)) - b) / (frequency * (-s)); + } else { + A = function(t) { + return Math.pow(friction / 10, -t) * (1 - t); + }; + b = 0; + a = 1; + } + At = A(frictionT); + angle = frequency * (t - s) * a + b; + v = 1 - (At * Math.cos(angle)); + //return [t, v, At, frictionT, angle]; + return v; + } + } + + ionic.Animation.Dynamics.Gravity = function(opts) { + this.options = { + bounce: 40, + gravity: 1000, + initialForce: false + }; + ionic.extend(this.options, opts); + this.curves = []; + this.init(); + }; + + ionic.Animation.Dynamics.Gravity.prototype = { + length: function() { + var L, b, bounce, curve, gravity; + bounce = Math.min(this.options.bounce / 100, 80); + gravity = this.options.gravity / 100; + b = Math.sqrt(2 / gravity); + curve = { + a: -b, + b: b, + H: 1 + }; + if (this.options.initialForce) { + curve.a = 0; + curve.b = curve.b * 2; + } + while (curve.H > 0.001) { + L = curve.b - curve.a; + curve = { + a: curve.b, + b: curve.b + L * bounce, + H: curve.H * bounce * bounce + }; + } + return curve.b; + }, + init: function() { + var L, b, bounce, curve, gravity, _results; + + L = this.length(); + gravity = (this.options.gravity / 100) * L * L; + bounce = Math.min(this.options.bounce / 100, 80); + b = Math.sqrt(2 / gravity); + this.curves = []; + curve = { + a: -b, + b: b, + H: 1 + }; + if (this.options.initialForce) { + curve.a = 0; + curve.b = curve.b * 2; + } + this.curves.push(curve); + _results = []; + while (curve.b < 1 && curve.H > 0.001) { + L = curve.b - curve.a; + curve = { + a: curve.b, + b: curve.b + L * bounce, + H: curve.H * bounce * bounce + }; + _results.push(this.curves.push(curve)); + } + return _results; + }, + curve: function(a, b, H, t){ + + var L, c, t2; + L = b - a; + t2 = (2 / L) * t - 1 - (a * 2 / L); + c = t2 * t2 * H - H + 1; + if (this.initialForce) { + c = 1 - c; + } + return c; + }, + at: function(t) { + var bounce, curve, gravity, i, v; + bounce = this.options.bounce / 100; + gravity = this.options.gravity; + i = 0; + curve = this.curves[i]; + while (!(t >= curve.a && t <= curve.b)) { + i += 1; + curve = this.curves[i]; + if (!curve) { + break; + } + } + if (!curve) { + v = this.options.initialForce ? 0 : 1; + } else { + v = this.curve(curve.a, curve.b, curve.H, t); + } + //return [t, v]; + return v; + } + + } +})(window); diff --git a/js/animation/gl-matrix.js b/js/animation/gl-matrix.js new file mode 100644 index 0000000000..3965a55df3 --- /dev/null +++ b/js/animation/gl-matrix.js @@ -0,0 +1,4248 @@ +/** + * @fileoverview gl-matrix - High performance matrix and vector operations + * @author Brandon Jones + * @author Colin MacKenzie IV + * @version 2.2.1 + */ + +/* Copyright (c) 2013, 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(_global) { + "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 = typeof(window) !== 'undefined' ? window : _global; + } + } + else { + // gl-matrix lives in commonjs, define its namespaces in exports + shim.exports = exports; + } + + (function(exports) { + /* Copyright (c) 2013, 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. */ + + +if(!GLMAT_EPSILON) { + var GLMAT_EPSILON = 0.000001; +} + +if(!GLMAT_ARRAY_TYPE) { + var GLMAT_ARRAY_TYPE = (typeof Float32Array !== 'undefined') ? Float32Array : Array; +} + +if(!GLMAT_RANDOM) { + var GLMAT_RANDOM = Math.random; +} + +/** + * @class Common utilities + * @name glMatrix + */ +var glMatrix = {}; + +/** + * Sets the type of array used when creating new vectors and matricies + * + * @param {Type} type Array type, such as Float32Array or Array + */ +glMatrix.setMatrixArrayType = function(type) { + GLMAT_ARRAY_TYPE = type; +} + +if(typeof(exports) !== 'undefined') { + exports.glMatrix = glMatrix; +} + +var degree = Math.PI / 180; + +/** +* Convert Degree To Radian +* +* @param {Number} Angle in Degrees +*/ +glMatrix.toRadian = function(a){ + return a * degree; +} +; +/* Copyright (c) 2013, 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 = {}; + +/** + * Creates a new, empty vec2 + * + * @returns {vec2} a new 2D vector + */ +vec2.create = function() { + var out = new GLMAT_ARRAY_TYPE(2); + out[0] = 0; + out[1] = 0; + return out; +}; + +/** + * 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 GLMAT_ARRAY_TYPE(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 GLMAT_ARRAY_TYPE(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 vector b from vector a + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec2} out + */ +vec2.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + return out; +}; + +/** + * Alias for {@link vec2.subtract} + * @function + */ +vec2.sub = vec2.subtract; + +/** + * 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.multiply = function(out, a, b) { + out[0] = a[0] * b[0]; + out[1] = a[1] * b[1]; + return out; +}; + +/** + * Alias for {@link vec2.multiply} + * @function + */ +vec2.mul = vec2.multiply; + +/** + * 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.divide = function(out, a, b) { + out[0] = a[0] / b[0]; + out[1] = a[1] / b[1]; + return out; +}; + +/** + * Alias for {@link vec2.divide} + * @function + */ +vec2.div = vec2.divide; + +/** + * 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 {Number} 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; +}; + +/** + * Adds two vec2's after scaling the second operand by a scalar value + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @param {Number} scale the amount to scale b by before adding + * @returns {vec2} out + */ +vec2.scaleAndAdd = function(out, a, b, scale) { + out[0] = a[0] + (b[0] * scale); + out[1] = a[1] + (b[1] * scale); + 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.distance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1]; + return Math.sqrt(x*x + y*y); +}; + +/** + * Alias for {@link vec2.distance} + * @function + */ +vec2.dist = vec2.distance; + +/** + * 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.squaredDistance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1]; + return x*x + y*y; +}; + +/** + * Alias for {@link vec2.squaredDistance} + * @function + */ +vec2.sqrDist = vec2.squaredDistance; + +/** + * Calculates the length of a vec2 + * + * @param {vec2} a vector to calculate length of + * @returns {Number} length of a + */ +vec2.length = function (a) { + var x = a[0], + y = a[1]; + return Math.sqrt(x*x + y*y); +}; + +/** + * Alias for {@link vec2.length} + * @function + */ +vec2.len = vec2.length; + +/** + * Calculates the squared length of a vec2 + * + * @param {vec2} a vector to calculate squared length of + * @returns {Number} squared length of a + */ +vec2.squaredLength = function (a) { + var x = a[0], + y = a[1]; + return x*x + y*y; +}; + +/** + * Alias for {@link vec2.squaredLength} + * @function + */ +vec2.sqrLen = vec2.squaredLength; + +/** + * 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; +}; + +/** + * Calculates 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 {vec2} 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; +}; + +/** + * Generates a random vector with the given scale + * + * @param {vec2} out the receiving vector + * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned + * @returns {vec2} out + */ +vec2.random = function (out, scale) { + scale = scale || 1.0; + var r = GLMAT_RANDOM() * 2.0 * Math.PI; + out[0] = Math.cos(r) * scale; + out[1] = Math.sin(r) * scale; + 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] = m[0] * x + m[2] * y; + out[1] = m[1] * x + m[3] * y; + return out; +}; + +/** + * Transforms the vec2 with a mat2d + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat2d} m matrix to transform with + * @returns {vec2} out + */ +vec2.transformMat2d = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[2] * y + m[4]; + out[1] = m[1] * x + m[3] * y + m[5]; + return out; +}; + +/** + * Transforms the vec2 with a mat3 + * 3rd vector component is implicitly '1' + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat3} m matrix to transform with + * @returns {vec2} out + */ +vec2.transformMat3 = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[3] * y + m[6]; + out[1] = m[1] * x + m[4] * y + m[7]; + return out; +}; + +/** + * Transforms the vec2 with a mat4 + * 3rd vector component is implicitly '0' + * 4th vector component is implicitly '1' + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat4} m matrix to transform with + * @returns {vec2} out + */ +vec2.transformMat4 = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[4] * y + m[12]; + out[1] = m[1] * x + m[5] * y + m[13]; + 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 + * @function + */ +vec2.forEach = (function() { + var vec = vec2.create(); + + 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) 2013, 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 = {}; + +/** + * Creates a new, empty vec3 + * + * @returns {vec3} a new 3D vector + */ +vec3.create = function() { + var out = new GLMAT_ARRAY_TYPE(3); + out[0] = 0; + out[1] = 0; + out[2] = 0; + return out; +}; + +/** + * 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 GLMAT_ARRAY_TYPE(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 GLMAT_ARRAY_TYPE(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 vector b from vector a + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +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; +}; + +/** + * Alias for {@link vec3.subtract} + * @function + */ +vec3.sub = vec3.subtract; + +/** + * 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.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; +}; + +/** + * Alias for {@link vec3.multiply} + * @function + */ +vec3.mul = vec3.multiply; + +/** + * 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.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; +}; + +/** + * Alias for {@link vec3.divide} + * @function + */ +vec3.div = vec3.divide; + +/** + * 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 {Number} 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; +}; + +/** + * Adds two vec3's after scaling the second operand by a scalar value + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @param {Number} scale the amount to scale b by before adding + * @returns {vec3} out + */ +vec3.scaleAndAdd = function(out, a, b, scale) { + out[0] = a[0] + (b[0] * scale); + out[1] = a[1] + (b[1] * scale); + out[2] = a[2] + (b[2] * scale); + 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.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); +}; + +/** + * Alias for {@link vec3.distance} + * @function + */ +vec3.dist = vec3.distance; + +/** + * 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.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; +}; + +/** + * Alias for {@link vec3.squaredDistance} + * @function + */ +vec3.sqrDist = vec3.squaredDistance; + +/** + * Calculates the length of a vec3 + * + * @param {vec3} a vector to calculate length of + * @returns {Number} length of a + */ +vec3.length = function (a) { + var x = a[0], + y = a[1], + z = a[2]; + return Math.sqrt(x*x + y*y + z*z); +}; + +/** + * Alias for {@link vec3.length} + * @function + */ +vec3.len = vec3.length; + +/** + * Calculates the squared length of a vec3 + * + * @param {vec3} a vector to calculate squared length of + * @returns {Number} squared length of a + */ +vec3.squaredLength = function (a) { + var x = a[0], + y = a[1], + z = a[2]; + return x*x + y*y + z*z; +}; + +/** + * Alias for {@link vec3.squaredLength} + * @function + */ +vec3.sqrLen = vec3.squaredLength; + +/** + * 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; +}; + +/** + * Calculates 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; +}; + +/** + * Generates a random vector with the given scale + * + * @param {vec3} out the receiving vector + * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned + * @returns {vec3} out + */ +vec3.random = function (out, scale) { + scale = scale || 1.0; + + var r = GLMAT_RANDOM() * 2.0 * Math.PI; + var z = (GLMAT_RANDOM() * 2.0) - 1.0; + var zScale = Math.sqrt(1.0-z*z) * scale; + + out[0] = Math.cos(r) * zScale; + out[1] = Math.sin(r) * zScale; + out[2] = z * scale; + 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 mat3. + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to transform + * @param {mat4} m the 3x3 matrix to transform with + * @returns {vec3} out + */ +vec3.transformMat3 = function(out, a, m) { + var x = a[0], y = a[1], z = a[2]; + out[0] = x * m[0] + y * m[3] + z * m[6]; + out[1] = x * m[1] + y * m[4] + z * m[7]; + out[2] = x * m[2] + y * m[5] + z * m[8]; + 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) { + // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations + + 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; +}; + +/* +* Rotate a 3D vector around the x-axis +* @param {vec3} out The receiving vec3 +* @param {vec3} a The vec3 point to rotate +* @param {vec3} b The origin of the rotation +* @param {Number} c The angle of rotation +* @returns {vec3} out +*/ +vec3.rotateX = function(out, a, b, c){ + var p = [], r=[]; + //Translate point to the origin + p[0] = a[0] - b[0]; + p[1] = a[1] - b[1]; + p[2] = a[2] - b[2]; + + //perform rotation + r[0] = p[0]; + r[1] = p[1]*Math.cos(c) - p[2]*Math.sin(c); + r[2] = p[1]*Math.sin(c) + p[2]*Math.cos(c); + + //translate to correct position + out[0] = r[0] + b[0]; + out[1] = r[1] + b[1]; + out[2] = r[2] + b[2]; + + return out; +}; + +/* +* Rotate a 3D vector around the y-axis +* @param {vec3} out The receiving vec3 +* @param {vec3} a The vec3 point to rotate +* @param {vec3} b The origin of the rotation +* @param {Number} c The angle of rotation +* @returns {vec3} out +*/ +vec3.rotateY = function(out, a, b, c){ + var p = [], r=[]; + //Translate point to the origin + p[0] = a[0] - b[0]; + p[1] = a[1] - b[1]; + p[2] = a[2] - b[2]; + + //perform rotation + r[0] = p[2]*Math.sin(c) + p[0]*Math.cos(c); + r[1] = p[1]; + r[2] = p[2]*Math.cos(c) - p[0]*Math.sin(c); + + //translate to correct position + out[0] = r[0] + b[0]; + out[1] = r[1] + b[1]; + out[2] = r[2] + b[2]; + + return out; +}; + +/* +* Rotate a 3D vector around the z-axis +* @param {vec3} out The receiving vec3 +* @param {vec3} a The vec3 point to rotate +* @param {vec3} b The origin of the rotation +* @param {Number} c The angle of rotation +* @returns {vec3} out +*/ +vec3.rotateZ = function(out, a, b, c){ + var p = [], r=[]; + //Translate point to the origin + p[0] = a[0] - b[0]; + p[1] = a[1] - b[1]; + p[2] = a[2] - b[2]; + + //perform rotation + r[0] = p[0]*Math.cos(c) - p[1]*Math.sin(c); + r[1] = p[0]*Math.sin(c) + p[1]*Math.cos(c); + r[2] = p[2]; + + //translate to correct position + out[0] = r[0] + b[0]; + out[1] = r[1] + b[1]; + out[2] = r[2] + b[2]; + + 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 + * @function + */ +vec3.forEach = (function() { + var vec = vec3.create(); + + 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) 2013, 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 = {}; + +/** + * Creates a new, empty vec4 + * + * @returns {vec4} a new 4D vector + */ +vec4.create = function() { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 0; + return out; +}; + +/** + * 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 GLMAT_ARRAY_TYPE(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 GLMAT_ARRAY_TYPE(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 vector b from vector a + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +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; +}; + +/** + * Alias for {@link vec4.subtract} + * @function + */ +vec4.sub = vec4.subtract; + +/** + * 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.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; +}; + +/** + * Alias for {@link vec4.multiply} + * @function + */ +vec4.mul = vec4.multiply; + +/** + * 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.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; +}; + +/** + * Alias for {@link vec4.divide} + * @function + */ +vec4.div = vec4.divide; + +/** + * 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 {Number} 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; +}; + +/** + * Adds two vec4's after scaling the second operand by a scalar value + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @param {Number} scale the amount to scale b by before adding + * @returns {vec4} out + */ +vec4.scaleAndAdd = function(out, a, b, scale) { + out[0] = a[0] + (b[0] * scale); + out[1] = a[1] + (b[1] * scale); + out[2] = a[2] + (b[2] * scale); + out[3] = a[3] + (b[3] * scale); + 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.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); +}; + +/** + * Alias for {@link vec4.distance} + * @function + */ +vec4.dist = vec4.distance; + +/** + * 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.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; +}; + +/** + * Alias for {@link vec4.squaredDistance} + * @function + */ +vec4.sqrDist = vec4.squaredDistance; + +/** + * Calculates the length of a vec4 + * + * @param {vec4} a vector to calculate length of + * @returns {Number} length of a + */ +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); +}; + +/** + * Alias for {@link vec4.length} + * @function + */ +vec4.len = vec4.length; + +/** + * Calculates the squared length of a vec4 + * + * @param {vec4} a vector to calculate squared length of + * @returns {Number} squared length of a + */ +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; +}; + +/** + * Alias for {@link vec4.squaredLength} + * @function + */ +vec4.sqrLen = vec4.squaredLength; + +/** + * 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; +}; + +/** + * Calculates 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; +}; + +/** + * Generates a random vector with the given scale + * + * @param {vec4} out the receiving vector + * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned + * @returns {vec4} out + */ +vec4.random = function (out, scale) { + scale = scale || 1.0; + + //TODO: This is a pretty awful way of doing this. Find something better. + out[0] = GLMAT_RANDOM(); + out[1] = GLMAT_RANDOM(); + out[2] = GLMAT_RANDOM(); + out[3] = GLMAT_RANDOM(); + vec4.normalize(out, out); + vec4.scale(out, out, scale); + 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 + * @function + */ +vec4.forEach = (function() { + var vec = vec4.create(); + + 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) 2013, 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 = {}; + +/** + * Creates a new identity mat2 + * + * @returns {mat2} a new 2x2 matrix + */ +mat2.create = function() { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; +}; + +/** + * 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 GLMAT_ARRAY_TYPE(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; +}; + +/** + * Calculates 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.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 + a2 * b1; + out[1] = a1 * b0 + a3 * b1; + out[2] = a0 * b2 + a2 * b3; + out[3] = a1 * b2 + a3 * b3; + return out; +}; + +/** + * Alias for {@link mat2.multiply} + * @function + */ +mat2.mul = mat2.multiply; + +/** + * Rotates a mat2 by the given angle + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the matrix to rotate + * @param {Number} 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 + a2 * s; + out[1] = a1 * c + a3 * s; + out[2] = a0 * -s + a2 * c; + out[3] = a1 * -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 {vec2} 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 * v0; + out[2] = a2 * v1; + 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] + ')'; +}; + +/** + * Returns Frobenius norm of a mat2 + * + * @param {mat2} a the matrix to calculate Frobenius norm of + * @returns {Number} Frobenius norm + */ +mat2.frob = function (a) { + return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2))) +}; + +/** + * Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix + * @param {mat2} L the lower triangular matrix + * @param {mat2} D the diagonal matrix + * @param {mat2} U the upper triangular matrix + * @param {mat2} a the input matrix to factorize + */ + +mat2.LDU = function (L, D, U, a) { + L[2] = a[2]/a[0]; + U[0] = a[0]; + U[1] = a[1]; + U[3] = a[3] - L[2] * U[1]; + return [L, D, U]; +}; + +if(typeof(exports) !== 'undefined') { + exports.mat2 = mat2; +} +; +/* Copyright (c) 2013, 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 2x3 Matrix + * @name mat2d + * + * @description + * A mat2d contains six elements defined as: + *
+ * [a, c, tx,
+ *  b, d, ty]
+ * 
+ * This is a short form for the 3x3 matrix: + *
+ * [a, c, tx,
+ *  b, d, ty,
+ *  0, 0, 1]
+ * 
+ * The last row is ignored so the array is shorter and operations are faster. + */ + +var mat2d = {}; + +/** + * Creates a new identity mat2d + * + * @returns {mat2d} a new 2x3 matrix + */ +mat2d.create = function() { + var out = new GLMAT_ARRAY_TYPE(6); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + out[4] = 0; + out[5] = 0; + return out; +}; + +/** + * Creates a new mat2d initialized with values from an existing matrix + * + * @param {mat2d} a matrix to clone + * @returns {mat2d} a new 2x3 matrix + */ +mat2d.clone = function(a) { + var out = new GLMAT_ARRAY_TYPE(6); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + return out; +}; + +/** + * Copy the values from one mat2d to another + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the source matrix + * @returns {mat2d} out + */ +mat2d.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]; + return out; +}; + +/** + * Set a mat2d to the identity matrix + * + * @param {mat2d} out the receiving matrix + * @returns {mat2d} out + */ +mat2d.identity = function(out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + out[4] = 0; + out[5] = 0; + return out; +}; + +/** + * Inverts a mat2d + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the source matrix + * @returns {mat2d} out + */ +mat2d.invert = function(out, a) { + var aa = a[0], ab = a[1], ac = a[2], ad = a[3], + atx = a[4], aty = a[5]; + + var det = aa * ad - ab * ac; + if(!det){ + return null; + } + det = 1.0 / det; + + out[0] = ad * det; + out[1] = -ab * det; + out[2] = -ac * det; + out[3] = aa * det; + out[4] = (ac * aty - ad * atx) * det; + out[5] = (ab * atx - aa * aty) * det; + return out; +}; + +/** + * Calculates the determinant of a mat2d + * + * @param {mat2d} a the source matrix + * @returns {Number} determinant of a + */ +mat2d.determinant = function (a) { + return a[0] * a[3] - a[1] * a[2]; +}; + +/** + * Multiplies two mat2d's + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the first operand + * @param {mat2d} b the second operand + * @returns {mat2d} out + */ +mat2d.multiply = function (out, a, b) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], + b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3], b4 = b[4], b5 = b[5]; + out[0] = a0 * b0 + a2 * b1; + out[1] = a1 * b0 + a3 * b1; + out[2] = a0 * b2 + a2 * b3; + out[3] = a1 * b2 + a3 * b3; + out[4] = a0 * b4 + a2 * b5 + a4; + out[5] = a1 * b4 + a3 * b5 + a5; + return out; +}; + +/** + * Alias for {@link mat2d.multiply} + * @function + */ +mat2d.mul = mat2d.multiply; + + +/** + * Rotates a mat2d by the given angle + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat2d} out + */ +mat2d.rotate = function (out, a, rad) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], + s = Math.sin(rad), + c = Math.cos(rad); + out[0] = a0 * c + a2 * s; + out[1] = a1 * c + a3 * s; + out[2] = a0 * -s + a2 * c; + out[3] = a1 * -s + a3 * c; + out[4] = a4; + out[5] = a5; + return out; +}; + +/** + * Scales the mat2d by the dimensions in the given vec2 + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to translate + * @param {vec2} v the vec2 to scale the matrix by + * @returns {mat2d} out + **/ +mat2d.scale = function(out, a, v) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], + v0 = v[0], v1 = v[1]; + out[0] = a0 * v0; + out[1] = a1 * v0; + out[2] = a2 * v1; + out[3] = a3 * v1; + out[4] = a4; + out[5] = a5; + return out; +}; + +/** + * Translates the mat2d by the dimensions in the given vec2 + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to translate + * @param {vec2} v the vec2 to translate the matrix by + * @returns {mat2d} out + **/ +mat2d.translate = function(out, a, v) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], + v0 = v[0], v1 = v[1]; + out[0] = a0; + out[1] = a1; + out[2] = a2; + out[3] = a3; + out[4] = a0 * v0 + a2 * v1 + a4; + out[5] = a1 * v0 + a3 * v1 + a5; + return out; +}; + +/** + * Returns a string representation of a mat2d + * + * @param {mat2d} a matrix to represent as a string + * @returns {String} string representation of the matrix + */ +mat2d.str = function (a) { + return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + + a[3] + ', ' + a[4] + ', ' + a[5] + ')'; +}; + +/** + * Returns Frobenius norm of a mat2d + * + * @param {mat2d} a the matrix to calculate Frobenius norm of + * @returns {Number} Frobenius norm + */ +mat2d.frob = function (a) { + return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + 1)) +}; + +if(typeof(exports) !== 'undefined') { + exports.mat2d = mat2d; +} +; +/* Copyright (c) 2013, 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 = {}; + +/** + * Creates a new identity mat3 + * + * @returns {mat3} a new 3x3 matrix + */ +mat3.create = function() { + var out = new GLMAT_ARRAY_TYPE(9); + 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; +}; + +/** + * Copies the upper-left 3x3 values into the given mat3. + * + * @param {mat3} out the receiving 3x3 matrix + * @param {mat4} a the source 4x4 matrix + * @returns {mat3} out + */ +mat3.fromMat4 = function(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; +}; + +/** + * 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 GLMAT_ARRAY_TYPE(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; +}; + +/** + * Calculates 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.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; +}; + +/** + * Alias for {@link mat3.multiply} + * @function + */ +mat3.mul = mat3.multiply; + +/** + * Translate a mat3 by the given vector + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the matrix to translate + * @param {vec2} v vector to translate by + * @returns {mat3} out + */ +mat3.translate = function(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 {mat3} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat3} out + */ +mat3.rotate = function (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 {mat3} a the matrix to rotate + * @param {vec2} v the vec2 to scale the matrix by + * @returns {mat3} out + **/ +mat3.scale = function(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; +}; + +/** + * Copies the values from a mat2d into a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat2d} a the matrix to copy + * @returns {mat3} out + **/ +mat3.fromMat2d = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = 0; + + out[3] = a[2]; + out[4] = a[3]; + out[5] = 0; + + out[6] = a[4]; + out[7] = a[5]; + out[8] = 1; + return out; +}; + +/** +* Calculates a 3x3 matrix from the given quaternion +* +* @param {mat3} out mat3 receiving operation result +* @param {quat} q Quaternion to create matrix from +* +* @returns {mat3} out +*/ +mat3.fromQuat = function (out, q) { + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + yx = y * x2, + yy = y * y2, + zx = z * x2, + zy = z * y2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + 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 {mat4} a Mat4 to derive the normal matrix from +* +* @returns {mat3} out +*/ +mat3.normalFromMat4 = function (out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], + + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32, + + // Calculate the determinant + 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 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] + ')'; +}; + +/** + * Returns Frobenius norm of a mat3 + * + * @param {mat3} a the matrix to calculate Frobenius norm of + * @returns {Number} Frobenius norm + */ +mat3.frob = function (a) { + return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2))) +}; + + +if(typeof(exports) !== 'undefined') { + exports.mat3 = mat3; +} +; +/* Copyright (c) 2013, 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 4x4 Matrix + * @name mat4 + */ + +var mat4 = {}; + +/** + * Creates a new identity mat4 + * + * @returns {mat4} a new 4x4 matrix + */ +mat4.create = function() { + var out = new GLMAT_ARRAY_TYPE(16); + 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; +}; + +/** + * Creates a new mat4 initialized with values from an existing matrix + * + * @param {mat4} a matrix to clone + * @returns {mat4} a new 4x4 matrix + */ +mat4.clone = function(a) { + var out = new GLMAT_ARRAY_TYPE(16); + 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; +}; + +/** + * Copy the values from one mat4 to another + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.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]; + 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 a mat4 to the identity matrix + * + * @param {mat4} out the receiving matrix + * @returns {mat4} out + */ +mat4.identity = function(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 {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.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], a03 = a[3], + a12 = a[6], a13 = a[7], + 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 {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.invert = function(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], + + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32, + + // Calculate the determinant + 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 {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.adjoint = function(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + 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 {mat4} a the source matrix + * @returns {Number} determinant of a + */ +mat4.determinant = function (a) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], + + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32; + + // Calculate the determinant + return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; +}; + +/** + * Multiplies two mat4's + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the first operand + * @param {mat4} b the second operand + * @returns {mat4} out + */ +mat4.multiply = function (out, a, b) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; + + // Cache only the current line of the second matrix + var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; + out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; + out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; + out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; + out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + return out; +}; + +/** + * Alias for {@link mat4.multiply} + * @function + */ +mat4.mul = mat4.multiply; + +/** + * Translate a mat4 by the given vector + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to translate + * @param {vec3} v vector to translate by + * @returns {mat4} out + */ +mat4.translate = function (out, a, v) { + var x = v[0], y = v[1], z = v[2], + a00, a01, a02, a03, + a10, a11, a12, a13, + a20, a21, a22, a23; + + if (a === out) { + out[12] = a[0] * x + a[4] * y + a[8] * z + a[12]; + out[13] = a[1] * x + a[5] * y + a[9] * z + a[13]; + out[14] = a[2] * x + a[6] * y + a[10] * z + a[14]; + out[15] = a[3] * x + a[7] * y + a[11] * z + a[15]; + } else { + a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; + a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; + a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; + + out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03; + out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13; + out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23; + + out[12] = a00 * x + a10 * y + a20 * z + a[12]; + out[13] = a01 * x + a11 * y + a21 * z + a[13]; + out[14] = a02 * x + a12 * y + a22 * z + a[14]; + out[15] = a03 * x + a13 * y + a23 * z + a[15]; + } + + return out; +}; + +/** + * Scales the mat4 by the dimensions in the given vec3 + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to scale + * @param {vec3} v the vec3 to scale the matrix by + * @returns {mat4} out + **/ +mat4.scale = function(out, a, v) { + var x = v[0], y = v[1], z = v[2]; + + out[0] = a[0] * x; + out[1] = a[1] * x; + out[2] = a[2] * x; + out[3] = a[3] * x; + out[4] = a[4] * y; + out[5] = a[5] * y; + out[6] = a[6] * y; + out[7] = a[7] * y; + out[8] = a[8] * z; + out[9] = a[9] * z; + out[10] = a[10] * z; + out[11] = a[11] * z; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; +}; + +/** + * Rotates a mat4 by the given angle + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @param {vec3} axis the axis to rotate around + * @returns {mat4} out + */ +mat4.rotate = function (out, a, rad, axis) { + var x = axis[0], y = axis[1], z = axis[2], + len = Math.sqrt(x * x + y * y + z * z), + s, c, t, + a00, a01, a02, a03, + a10, a11, a12, a13, + a20, a21, a22, a23, + b00, b01, b02, + b10, b11, b12, + b20, b21, b22; + + if (Math.abs(len) < GLMAT_EPSILON) { return null; } + + len = 1 / len; + x *= len; + y *= len; + z *= len; + + s = Math.sin(rad); + c = Math.cos(rad); + t = 1 - c; + + a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; + a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; + a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; + + // Construct the elements of the rotation matrix + b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; + b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; + b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; + + // Perform rotation-specific matrix multiplication + out[0] = a00 * b00 + a10 * b01 + a20 * b02; + out[1] = a01 * b00 + a11 * b01 + a21 * b02; + out[2] = a02 * b00 + a12 * b01 + a22 * b02; + out[3] = a03 * b00 + a13 * b01 + a23 * b02; + out[4] = a00 * b10 + a10 * b11 + a20 * b12; + out[5] = a01 * b10 + a11 * b11 + a21 * b12; + out[6] = a02 * b10 + a12 * b11 + a22 * b12; + out[7] = a03 * b10 + a13 * b11 + a23 * b12; + out[8] = a00 * b20 + a10 * b21 + a20 * b22; + out[9] = a01 * b20 + a11 * b21 + a21 * b22; + out[10] = a02 * b20 + a12 * b21 + a22 * b22; + out[11] = a03 * b20 + a13 * b21 + a23 * b22; + + if (a !== out) { // If the source and destination differ, copy the unchanged last row + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + return out; +}; + +/** + * Rotates a matrix by the given angle around the X axis + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.rotateX = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a10 = a[4], + a11 = a[5], + a12 = a[6], + a13 = a[7], + a20 = a[8], + a21 = a[9], + a22 = a[10], + a23 = a[11]; + + if (a !== out) { // If the source and destination differ, copy the unchanged rows + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + out[4] = a10 * c + a20 * s; + out[5] = a11 * c + a21 * s; + out[6] = a12 * c + a22 * s; + out[7] = a13 * c + a23 * s; + out[8] = a20 * c - a10 * s; + out[9] = a21 * c - a11 * s; + out[10] = a22 * c - a12 * s; + out[11] = a23 * c - a13 * s; + return out; +}; + +/** + * Rotates a matrix by the given angle around the Y axis + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.rotateY = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a00 = a[0], + a01 = a[1], + a02 = a[2], + a03 = a[3], + a20 = a[8], + a21 = a[9], + a22 = a[10], + a23 = a[11]; + + if (a !== out) { // If the source and destination differ, copy the unchanged rows + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + out[0] = a00 * c - a20 * s; + out[1] = a01 * c - a21 * s; + out[2] = a02 * c - a22 * s; + out[3] = a03 * c - a23 * s; + out[8] = a00 * s + a20 * c; + out[9] = a01 * s + a21 * c; + out[10] = a02 * s + a22 * c; + out[11] = a03 * s + a23 * c; + return out; +}; + +/** + * Rotates a matrix by the given angle around the Z axis + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.rotateZ = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a00 = a[0], + a01 = a[1], + a02 = a[2], + a03 = a[3], + a10 = a[4], + a11 = a[5], + a12 = a[6], + a13 = a[7]; + + if (a !== out) { // If the source and destination differ, copy the unchanged last row + 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]; + } + + // Perform axis-specific matrix multiplication + out[0] = a00 * c + a10 * s; + out[1] = a01 * c + a11 * s; + out[2] = a02 * c + a12 * s; + out[3] = a03 * c + a13 * s; + out[4] = a10 * c - a00 * s; + out[5] = a11 * c - a01 * s; + out[6] = a12 * c - a02 * s; + out[7] = a13 * c - a03 * s; + return out; +}; + +/** + * Creates a matrix from a quaternion rotation and vector translation + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.translate(dest, vec); + * var quatMat = mat4.create(); + * quat4.toMat4(quat, quatMat); + * mat4.multiply(dest, quatMat); + * + * @param {mat4} out mat4 receiving operation result + * @param {quat4} q Rotation quaternion + * @param {vec3} v Translation vector + * @returns {mat4} out + */ +mat4.fromRotationTranslation = function (out, q, v) { + // Quaternion math + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + + out[0] = 1 - (yy + zz); + out[1] = xy + wz; + out[2] = xz - wy; + out[3] = 0; + out[4] = xy - wz; + out[5] = 1 - (xx + zz); + out[6] = yz + wx; + out[7] = 0; + out[8] = xz + wy; + out[9] = yz - wx; + out[10] = 1 - (xx + yy); + out[11] = 0; + out[12] = v[0]; + out[13] = v[1]; + out[14] = v[2]; + out[15] = 1; + + return out; +}; + +mat4.fromQuat = function (out, q) { + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + yx = y * x2, + yy = y * y2, + zx = z * x2, + zy = z * y2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + + out[0] = 1 - yy - zz; + out[1] = yx + wz; + out[2] = zx - wy; + out[3] = 0; + + out[4] = yx - wz; + out[5] = 1 - xx - zz; + out[6] = zy + wx; + out[7] = 0; + + out[8] = zx + wy; + out[9] = zy - wx; + out[10] = 1 - xx - yy; + out[11] = 0; + + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + + return out; +}; + +/** + * Generates a frustum matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {Number} left Left bound of the frustum + * @param {Number} right Right bound of the frustum + * @param {Number} bottom Bottom bound of the frustum + * @param {Number} top Top bound of the frustum + * @param {Number} near Near bound of the frustum + * @param {Number} far Far bound of the frustum + * @returns {mat4} out + */ +mat4.frustum = function (out, left, right, bottom, top, near, far) { + var rl = 1 / (right - left), + tb = 1 / (top - bottom), + nf = 1 / (near - far); + out[0] = (near * 2) * rl; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = (near * 2) * tb; + out[6] = 0; + out[7] = 0; + out[8] = (right + left) * rl; + out[9] = (top + bottom) * tb; + out[10] = (far + near) * nf; + out[11] = -1; + out[12] = 0; + out[13] = 0; + out[14] = (far * near * 2) * nf; + out[15] = 0; + return out; +}; + +/** + * Generates a perspective projection matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {number} fovy Vertical field of view in radians + * @param {number} aspect Aspect ratio. typically viewport width/height + * @param {number} near Near bound of the frustum + * @param {number} far Far bound of the frustum + * @returns {mat4} out + */ +mat4.perspective = function (out, fovy, aspect, near, far) { + var f = 1.0 / Math.tan(fovy / 2), + nf = 1 / (near - far); + out[0] = f / aspect; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = f; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = (far + near) * nf; + out[11] = -1; + out[12] = 0; + out[13] = 0; + out[14] = (2 * far * near) * nf; + out[15] = 0; + return out; +}; + +/** + * Generates a orthogonal projection matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {number} left Left bound of the frustum + * @param {number} right Right bound of the frustum + * @param {number} bottom Bottom bound of the frustum + * @param {number} top Top bound of the frustum + * @param {number} near Near bound of the frustum + * @param {number} far Far bound of the frustum + * @returns {mat4} out + */ +mat4.ortho = function (out, left, right, bottom, top, near, far) { + var lr = 1 / (left - right), + bt = 1 / (bottom - top), + nf = 1 / (near - far); + out[0] = -2 * lr; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = -2 * bt; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 2 * nf; + out[11] = 0; + out[12] = (left + right) * lr; + out[13] = (top + bottom) * bt; + out[14] = (far + near) * nf; + out[15] = 1; + return out; +}; + +/** + * Generates a look-at matrix with the given eye position, focal point, and up axis + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {vec3} eye Position of the viewer + * @param {vec3} center Point the viewer is looking at + * @param {vec3} up vec3 pointing up + * @returns {mat4} out + */ +mat4.lookAt = function (out, eye, center, up) { + var x0, x1, x2, y0, y1, y2, z0, z1, z2, len, + eyex = eye[0], + eyey = eye[1], + eyez = eye[2], + upx = up[0], + upy = up[1], + upz = up[2], + centerx = center[0], + centery = center[1], + centerz = center[2]; + + if (Math.abs(eyex - centerx) < GLMAT_EPSILON && + Math.abs(eyey - centery) < GLMAT_EPSILON && + Math.abs(eyez - centerz) < GLMAT_EPSILON) { + return mat4.identity(out); + } + + z0 = eyex - centerx; + z1 = eyey - centery; + z2 = eyez - centerz; + + len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); + z0 *= len; + z1 *= len; + z2 *= len; + + x0 = upy * z2 - upz * z1; + x1 = upz * z0 - upx * z2; + x2 = upx * z1 - upy * z0; + len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); + if (!len) { + x0 = 0; + x1 = 0; + x2 = 0; + } else { + len = 1 / len; + x0 *= len; + x1 *= len; + x2 *= len; + } + + y0 = z1 * x2 - z2 * x1; + y1 = z2 * x0 - z0 * x2; + y2 = z0 * x1 - z1 * x0; + + len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); + if (!len) { + y0 = 0; + y1 = 0; + y2 = 0; + } else { + len = 1 / len; + y0 *= len; + y1 *= len; + y2 *= len; + } + + out[0] = x0; + out[1] = y0; + out[2] = z0; + out[3] = 0; + out[4] = x1; + out[5] = y1; + out[6] = z1; + out[7] = 0; + out[8] = x2; + out[9] = y2; + out[10] = z2; + out[11] = 0; + out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); + out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); + out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); + out[15] = 1; + + return out; +}; + +/** + * Returns a string representation of a mat4 + * + * @param {mat4} mat matrix to represent as a string + * @returns {String} string representation of the matrix + */ +mat4.str = function (a) { + return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + + a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + + a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' + + a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')'; +}; + +/** + * Returns Frobenius norm of a mat4 + * + * @param {mat4} a the matrix to calculate Frobenius norm of + * @returns {Number} Frobenius norm + */ +mat4.frob = function (a) { + return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2) + Math.pow(a[9], 2) + Math.pow(a[10], 2) + Math.pow(a[11], 2) + Math.pow(a[12], 2) + Math.pow(a[13], 2) + Math.pow(a[14], 2) + Math.pow(a[15], 2) )) +}; + + +if(typeof(exports) !== 'undefined') { + exports.mat4 = mat4; +} +; +/* Copyright (c) 2013, 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 Quaternion + * @name quat + */ + +var quat = {}; + +/** + * Creates a new identity quat + * + * @returns {quat} a new quaternion + */ +quat.create = function() { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; +}; + +/** + * Sets a quaternion to represent the shortest rotation from one + * vector to another. + * + * Both vectors are assumed to be unit length. + * + * @param {quat} out the receiving quaternion. + * @param {vec3} a the initial vector + * @param {vec3} b the destination vector + * @returns {quat} out + */ +quat.rotationTo = (function() { + var tmpvec3 = vec3.create(); + var xUnitVec3 = vec3.fromValues(1,0,0); + var yUnitVec3 = vec3.fromValues(0,1,0); + + return function(out, a, b) { + var dot = vec3.dot(a, b); + if (dot < -0.999999) { + vec3.cross(tmpvec3, xUnitVec3, a); + if (vec3.length(tmpvec3) < 0.000001) + vec3.cross(tmpvec3, yUnitVec3, a); + vec3.normalize(tmpvec3, tmpvec3); + quat.setAxisAngle(out, tmpvec3, Math.PI); + return out; + } else if (dot > 0.999999) { + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; + } else { + vec3.cross(tmpvec3, a, b); + out[0] = tmpvec3[0]; + out[1] = tmpvec3[1]; + out[2] = tmpvec3[2]; + out[3] = 1 + dot; + return quat.normalize(out, out); + } + }; +})(); + +/** + * Sets the specified quaternion with values corresponding to the given + * axes. Each axis is a vec3 and is expected to be unit length and + * perpendicular to all other specified axes. + * + * @param {vec3} view the vector representing the viewing direction + * @param {vec3} right the vector representing the local "right" direction + * @param {vec3} up the vector representing the local "up" direction + * @returns {quat} out + */ +quat.setAxes = (function() { + var matr = mat3.create(); + + return function(out, view, right, up) { + matr[0] = right[0]; + matr[3] = right[1]; + matr[6] = right[2]; + + matr[1] = up[0]; + matr[4] = up[1]; + matr[7] = up[2]; + + matr[2] = -view[0]; + matr[5] = -view[1]; + matr[8] = -view[2]; + + return quat.normalize(out, quat.fromMat3(out, matr)); + }; +})(); + +/** + * Creates a new quat initialized with values from an existing quaternion + * + * @param {quat} a quaternion to clone + * @returns {quat} a new quaternion + * @function + */ +quat.clone = vec4.clone; + +/** + * Creates a new quat 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 {quat} a new quaternion + * @function + */ +quat.fromValues = vec4.fromValues; + +/** + * Copy the values from one quat to another + * + * @param {quat} out the receiving quaternion + * @param {quat} a the source quaternion + * @returns {quat} out + * @function + */ +quat.copy = vec4.copy; + +/** + * Set the components of a quat to the given values + * + * @param {quat} out the receiving quaternion + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {quat} out + * @function + */ +quat.set = vec4.set; + +/** + * Set a quat to the identity quaternion + * + * @param {quat} out the receiving quaternion + * @returns {quat} out + */ +quat.identity = function(out) { + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; +}; + +/** + * Sets a quat from the given angle and rotation axis, + * then returns it. + * + * @param {quat} out the receiving quaternion + * @param {vec3} axis the axis around which to rotate + * @param {Number} rad the angle in radians + * @returns {quat} out + **/ +quat.setAxisAngle = function(out, axis, rad) { + rad = rad * 0.5; + var s = Math.sin(rad); + out[0] = s * axis[0]; + out[1] = s * axis[1]; + out[2] = s * axis[2]; + out[3] = Math.cos(rad); + return out; +}; + +/** + * Adds two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {quat} out + * @function + */ +quat.add = vec4.add; + +/** + * Multiplies two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {quat} out + */ +quat.multiply = function(out, a, b) { + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bx = b[0], by = b[1], bz = b[2], bw = b[3]; + + out[0] = ax * bw + aw * bx + ay * bz - az * by; + out[1] = ay * bw + aw * by + az * bx - ax * bz; + out[2] = az * bw + aw * bz + ax * by - ay * bx; + out[3] = aw * bw - ax * bx - ay * by - az * bz; + return out; +}; + +/** + * Alias for {@link quat.multiply} + * @function + */ +quat.mul = quat.multiply; + +/** + * Scales a quat by a scalar number + * + * @param {quat} out the receiving vector + * @param {quat} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {quat} out + * @function + */ +quat.scale = vec4.scale; + +/** + * Rotates a quaternion by the given angle about the X axis + * + * @param {quat} out quat receiving operation result + * @param {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ +quat.rotateX = function (out, a, rad) { + rad *= 0.5; + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bx = Math.sin(rad), bw = Math.cos(rad); + + out[0] = ax * bw + aw * bx; + out[1] = ay * bw + az * bx; + out[2] = az * bw - ay * bx; + out[3] = aw * bw - ax * bx; + return out; +}; + +/** + * Rotates a quaternion by the given angle about the Y axis + * + * @param {quat} out quat receiving operation result + * @param {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ +quat.rotateY = function (out, a, rad) { + rad *= 0.5; + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + by = Math.sin(rad), bw = Math.cos(rad); + + out[0] = ax * bw - az * by; + out[1] = ay * bw + aw * by; + out[2] = az * bw + ax * by; + out[3] = aw * bw - ay * by; + return out; +}; + +/** + * Rotates a quaternion by the given angle about the Z axis + * + * @param {quat} out quat receiving operation result + * @param {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ +quat.rotateZ = function (out, a, rad) { + rad *= 0.5; + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bz = Math.sin(rad), bw = Math.cos(rad); + + out[0] = ax * bw + ay * bz; + out[1] = ay * bw - ax * bz; + out[2] = az * bw + aw * bz; + out[3] = aw * bw - az * bz; + return out; +}; + +/** + * Calculates the W component of a quat from the X, Y, and Z components. + * Assumes that quaternion is 1 unit in length. + * Any existing W component will be ignored. + * + * @param {quat} out the receiving quaternion + * @param {quat} a quat to calculate W component of + * @returns {quat} out + */ +quat.calculateW = function (out, a) { + var x = a[0], y = a[1], z = a[2]; + + out[0] = x; + out[1] = y; + out[2] = z; + out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); + return out; +}; + +/** + * Calculates the dot product of two quat's + * + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {Number} dot product of a and b + * @function + */ +quat.dot = vec4.dot; + +/** + * Performs a linear interpolation between two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {quat} out + * @function + */ +quat.lerp = vec4.lerp; + +/** + * Performs a spherical linear interpolation between two quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {quat} out + */ +quat.slerp = function (out, a, b, t) { + // benchmarks: + // http://jsperf.com/quaternion-slerp-implementations + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bx = b[0], by = b[1], bz = b[2], bw = b[3]; + + var omega, cosom, sinom, scale0, scale1; + + // calc cosine + cosom = ax * bx + ay * by + az * bz + aw * bw; + // adjust signs (if necessary) + if ( cosom < 0.0 ) { + cosom = -cosom; + bx = - bx; + by = - by; + bz = - bz; + bw = - bw; + } + // calculate coefficients + if ( (1.0 - cosom) > 0.000001 ) { + // standard case (slerp) + omega = Math.acos(cosom); + sinom = Math.sin(omega); + scale0 = Math.sin((1.0 - t) * omega) / sinom; + scale1 = Math.sin(t * omega) / sinom; + } else { + // "from" and "to" quaternions are very close + // ... so we can do a linear interpolation + scale0 = 1.0 - t; + scale1 = t; + } + // calculate final values + out[0] = scale0 * ax + scale1 * bx; + out[1] = scale0 * ay + scale1 * by; + out[2] = scale0 * az + scale1 * bz; + out[3] = scale0 * aw + scale1 * bw; + + return out; +}; + +/** + * Calculates the inverse of a quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a quat to calculate inverse of + * @returns {quat} out + */ +quat.invert = function(out, a) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], + dot = a0*a0 + a1*a1 + a2*a2 + a3*a3, + invDot = dot ? 1.0/dot : 0; + + // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0 + + out[0] = -a0*invDot; + out[1] = -a1*invDot; + out[2] = -a2*invDot; + out[3] = a3*invDot; + return out; +}; + +/** + * Calculates the conjugate of a quat + * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result. + * + * @param {quat} out the receiving quaternion + * @param {quat} a quat to calculate conjugate of + * @returns {quat} out + */ +quat.conjugate = function (out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + out[2] = -a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Calculates the length of a quat + * + * @param {quat} a vector to calculate length of + * @returns {Number} length of a + * @function + */ +quat.length = vec4.length; + +/** + * Alias for {@link quat.length} + * @function + */ +quat.len = quat.length; + +/** + * Calculates the squared length of a quat + * + * @param {quat} a vector to calculate squared length of + * @returns {Number} squared length of a + * @function + */ +quat.squaredLength = vec4.squaredLength; + +/** + * Alias for {@link quat.squaredLength} + * @function + */ +quat.sqrLen = quat.squaredLength; + +/** + * Normalize a quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a quaternion to normalize + * @returns {quat} out + * @function + */ +quat.normalize = vec4.normalize; + +/** + * Creates a quaternion from the given 3x3 rotation matrix. + * + * NOTE: The resultant quaternion is not normalized, so you should be sure + * to renormalize the quaternion yourself where necessary. + * + * @param {quat} out the receiving quaternion + * @param {mat3} m rotation matrix + * @returns {quat} out + * @function + */ +quat.fromMat3 = function(out, m) { + // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes + // article "Quaternion Calculus and Fast Animation". + var fTrace = m[0] + m[4] + m[8]; + var fRoot; + + if ( fTrace > 0.0 ) { + // |w| > 1/2, may as well choose w > 1/2 + fRoot = Math.sqrt(fTrace + 1.0); // 2w + out[3] = 0.5 * fRoot; + fRoot = 0.5/fRoot; // 1/(4w) + out[0] = (m[7]-m[5])*fRoot; + out[1] = (m[2]-m[6])*fRoot; + out[2] = (m[3]-m[1])*fRoot; + } else { + // |w| <= 1/2 + var i = 0; + if ( m[4] > m[0] ) + i = 1; + if ( m[8] > m[i*3+i] ) + i = 2; + var j = (i+1)%3; + var k = (i+2)%3; + + fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0); + out[i] = 0.5 * fRoot; + fRoot = 0.5 / fRoot; + out[3] = (m[k*3+j] - m[j*3+k]) * fRoot; + out[j] = (m[j*3+i] + m[i*3+j]) * fRoot; + out[k] = (m[k*3+i] + m[i*3+k]) * fRoot; + } + + return out; +}; + +/** + * Returns a string representation of a quatenion + * + * @param {quat} vec vector to represent as a string + * @returns {String} string representation of the vector + */ +quat.str = function (a) { + return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.quat = quat; +} +; + + + + + + + + + + + + + + })(shim.exports); +})(this); diff --git a/js/animation/instance.js b/js/animation/instance.js new file mode 100644 index 0000000000..0d1dd310d6 --- /dev/null +++ b/js/animation/instance.js @@ -0,0 +1,277 @@ +(function(window) { + var time = Date.now || function() { + return +new Date(); + }; + var desiredFrames = 60; + var millisecondsPerSecond = 1000; + + // Namespace + ionic.Animation = ionic.Animation || {}; +/** + * Animation instance + */ + ionic.Animation.Animation = function(opts) { + ionic.extend(this, opts); + + if(opts.useSlowAnimations) { + console.warn('Running animation', opts.name, 'with SLOW animations (duration and delay increased by 3x)'); + this.delay *= 3; + this.duration *= 3; + } + }; + + ionic.Animation.Animation.prototype = { + clone: function() { + return new ionic.Animation.Animation({ + curve: this.curve, + curveFn: this.curveFn, + duration: this.duration, + delay: this.delay, + repeat: this.repeat, + reverse: this.reverse, + autoReverse: this.autoReverse, + onComplete: this.onComplete, + step: this.step + }); + }, + curve: 'linear', + curveFn: ionic.Animation.TimingFn['linear'], + duration: 500, + delay: 0, + repeat: -1, + reverse: false, + autoReverse: false, + + onComplete: function(didComplete, droppedFrames) {}, + + // Overridable + step: function(percent) {}, + + setPercent: function(percent, doesSetState) { + this.pause(); + + var v = this.curveFn(percent); + + // Check if we should change any internal saved state (to resume + // from this value later on, for example. Defaults to true) + if(doesSetState !== false && this._pauseState) { + // Not sure yet on this + } + + this.step(v); + //var value = easingMethod ? easingMethod(percent) : percent; + }, + stop: function() { + this.isRunning = false; + this.shouldEnd = true; + }, + play: function() { + this.isPaused = false; + if(this._lastStepFn) { + this._unpausedAnimation = true; + ionic.cancelAnimationFrame(this._lastStepFn); + ionic.requestAnimationFrame(this._lastStepFn); + } + }, + pause: function() { + this.isPaused = true; + }, + _saveState: function(now, closure) { + this._pauseState = { + pausedAt: now, + } + this._lastStepFn = closure; + window.cancelAnimationFrame(closure); + }, + restart: function() { + var self = this; + + this.isRunning = false; + + // TODO: Verify this isn't totally stupid + ionic.requestAnimationFrame(function() { + self.start(); + }) + }, + + start: function() { + var self = this; + + // Set up the initial animation state + var animState = { + startPercent: this.reverse === true ? 1 : 0, + endPercent: this.reverse === true ? 0 : 1, + duration: this.duration, + easingMethod: this.curveFn, + delay: this.delay, + reverse: this.reverse, + repeat: this.repeat, + autoReverse: this.autoReverse, + dynamic: this.dynamic + } + + ionic.Animation.animationStarted(this); + + return this._run(function(percent, now, render) { + if(render) { + self.step(percent); + } + }, function(droppedFrames, finishedAnimation) { + ionic.Animation.animationStopped(self); + self.onComplete && self.onComplete(finishedAnimation, droppedFrames); + console.log('Finished anim:', droppedFrames, finishedAnimation); + }, animState); + }, + + /** + * Start the animation. + * + * @param stepCallback {Function} Pointer to function which is executed on every step. + * Signature of the method should be `function(percent, now, virtual) { return continueWithAnimation; }` + * @param completedCallback {Function} + * Signature of the method should be `function(droppedFrames, finishedAnimation) {}` + * @param duration {Integer} Milliseconds to run the animation + * @param easingMethod {Function} Pointer to easing function + * Signature of the method should be `function(percent) { return modifiedValue; }` + * @return {Integer} Identifier of animation. Can be used to stop it any time. + */ + _run: function(stepCallback, completedCallback, state) { + var self = this; + var start = time(); + var lastFrame = start; + var startTime = start + state.delay; + var percent = state.startPercent; + var startPercent = state.startPercent; + var endPercent = state.endPercent; + var autoReverse = state.autoReverse; + var delay = state.delay; + var duration = state.duration; + var easingMethod = state.easingMethod; + var repeat = state.repeat; + var reverse = state.reverse; + + var dropCounter = 0; + var iteration = 0; + + var perhapsAutoreverse = function() { + // Check if we hit the end and should auto reverse + if(percent === endPercent && autoReverse) { + // Flip the start and end values + var sp = endPercent; + reverse = !reverse; + endPercent = startPercent; + startPercent = sp; + + if(repeat === 0) { + autoReverse = false; + } + } else { + // Otherwise, just start over + percent = startPercent; + } + // Start fresh either way + start = time(); + ionic.requestAnimationFrame(step); + } + + + // This is the internal step method which is called every few milliseconds + var step = function(virtual) { + var now = time(); + + if(self._unpausedAnimation) { + // We unpaused. Increase the start time to account + // for the gap in playback (to keep timing the same) + var t = self._pauseState.pausedAt; + start = start + (now - t); + lastFrame = now; + } + + // Normalize virtual value + var render = virtual !== true; + + // Get current time + var diff = now - start; + + // Verification is executed before next animation step + if(self.isPaused) { + self._saveState(now, step);//percent, iteration, reverse); + return; + } + + if (!self.isRunning) {// || (verifyCallback && !verifyCallback(id))) { + + completedCallback && completedCallback(desiredFrames - (dropCounter / ((now - start) / millisecondsPerSecond)), self._animationId, false); + return; + + } + + + // For the current rendering to apply let's update omitted steps in memory. + // This is important to bring internal state variables up-to-date with progress in time. + if (render) { + + var droppedFrames = Math.round((now - lastFrame) / (millisecondsPerSecond / desiredFrames)) - 1; + if(self._unpausedAnimation) { + console.log('After pausing', droppedFrames, 'Dropped frames'); + } + for (var j = 0; j < Math.min(droppedFrames, 4); j++) { + console.log('drop step'); + step(true); + dropCounter++; + } + + } + + // Compute percent value + if (diff > delay && duration) { + percent = (diff - delay) / duration; + + // If we are animating in the opposite direction, + // the percentage is 1 minus this perc val + if(reverse === true) { + percent = 1 - percent; + if (percent < 0) { + percent = 0; + } + } else { + if (percent > 1) { + percent = 1; + } + } + } + + self._unpausedAnimation = false; + + // Execute step callback, then... + var value; + if(state.dynamic) { + value = state.dynamic.at(percent); + } else { + value = easingMethod ? easingMethod(percent) : percent; + } + if ((stepCallback(value, now, render) === false || percent === endPercent) && render) { + if(repeat === -1) { + perhapsAutoreverse(); + } else if(iteration < repeat) { + // Track iterations + iteration++; + perhapsAutoreverse(); + } else if(repeat === 0 && autoReverse) { + perhapsAutoreverse(); + } else { + completedCallback && completedCallback(desiredFrames - (dropCounter / ((now - start) / millisecondsPerSecond)), self._animationId, percent === endPercent || duration == null); + } + } else if (render) { + lastFrame = now; + ionic.requestAnimationFrame(step); + } + }; + + + // Init first step + ionic.requestAnimationFrame(step); + + } + }; +})(window); diff --git a/js/animation/timing-functions.js b/js/animation/timing-functions.js new file mode 100644 index 0000000000..3afabb4b83 --- /dev/null +++ b/js/animation/timing-functions.js @@ -0,0 +1,50 @@ +(function(window) { + + // Namespace + ionic.Animation = ionic.Animation || {}; + + + ionic.Animation.TimingFn = { + 'spring': function(duration) { + return function(t) { + return ionic.Animation.Dynamics.Spring(t, duration); + } + }, + 'gravity': function(duration) { + return function(t) { + return ionic.Animation.Dynamics.Gravity(t, duration); + } + }, + 'linear': function(duration) { + return function(t) { + return ionic.Animation.Bezier.linear(t, duration); + } + }, + 'ease': function(duration) { + return function(t) { + return ionic.Animation.Bezier.ease(t, duration); + } + }, + 'ease-in': function(duration) { + return function(t) { + return ionic.Animation.Bezier.easeIn(t, duration); + } + }, + 'ease-out': function(duration) { + return function(t) { + return ionic.Animation.Bezier.easeOut(t, duration); + } + }, + 'ease-in-out': function(duration) { + return function(t) { + return ionic.Animation.Bezier.easeInOut(t, duration); + } + }, + 'cubic-bezier': function(x1, y1, x2, y2, duration) { + var bz = ionic.Animation.Bezier.cubicBezier(x1, y1, x2, y2);//, t, duration); + return function(t) { + return bz(t, duration); + } + } + }; +})(window); diff --git a/js/utils/dom.js b/js/utils/dom.js index b4b60f1375..44cc9f4be0 100644 --- a/js/utils/dom.js +++ b/js/utils/dom.js @@ -26,6 +26,15 @@ }; })(); + var vendors = ['webkit', 'moz']; + for(var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) { + window.requestAnimationFrame = window[vendors[x]+'RequestAnimationFrame']; + window.cancelAnimationFrame = + window[vendors[x]+'CancelAnimationFrame'] || window[vendors[x]+'CancelRequestAnimationFrame']; + } + window.cancelAnimationFrame = + window[vendors[x]+'CancelAnimationFrame'] || window[vendors[x]+'CancelRequestAnimationFrame']; + /** * @ngdoc utility * @name ionic.DomUtil @@ -45,6 +54,9 @@ window._rAF(cb); }, + cancelAnimationFrame: function(cb) { + }, + /** * @ngdoc method * @name ionic.DomUtil#animationFrameThrottle @@ -256,5 +268,6 @@ //Shortcuts ionic.requestAnimationFrame = ionic.DomUtil.requestAnimationFrame; + ionic.cancelAnimationFrame = ionic.DomUtil.cancelAnimationFrame; ionic.animationFrameThrottle = ionic.DomUtil.animationFrameThrottle; })(window, document, ionic); diff --git a/test/html/animation.html b/test/html/animation.html new file mode 100644 index 0000000000..b34c690207 --- /dev/null +++ b/test/html/animation.html @@ -0,0 +1,220 @@ + + + + + + + + + + + + + + + + +
+
+
+
+ + +
+ +
+ +
+ +
+ + + +

+ + + + + +

+

+ + + +

+
+ {{animationResult}} +
+ + + + diff --git a/test/html/animation_transition.html b/test/html/animation_transition.html new file mode 100644 index 0000000000..4c7c4b4777 --- /dev/null +++ b/test/html/animation_transition.html @@ -0,0 +1,56 @@ + + + + + + + + + + + + + + + +
+ +

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+
+ +

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+
+
+ + + + diff --git a/test/html/dynamics.js b/test/html/dynamics.js new file mode 100644 index 0000000000..d48a6ec83b --- /dev/null +++ b/test/html/dynamics.js @@ -0,0 +1,1667 @@ +// Generated by CoffeeScript 1.4.0 +(function() { + var Animation, Animations, Bezier, Dynamic, DynamicElement, Dynamics, EaseInOut, Gravity, GravityWithForce, Linear, Loop, Matrix, SelfSpring, Spring, Vector, animationFrame, animationStart, browserSupportPrefixFor, browserSupportTransform, browserSupportWithPrefix, cacheFn, combineVector, convertToMatrix3d, css, decomposeMatrix, defaultForProperty, degProperties, getFirstFrame, hasCommonProperties, interpolateMatrix, keysForTransform, lengthVector, matrixToString, normalizeVector, parseFrames, propertiesAtFrame, pxProperties, recomposeMatrix, set, stopAnimationsForEl, transformProperties, transformStringToMatrixString, unitFor, + __bind = function(fn, me){ return function(){ return fn.apply(me, arguments); }; }, + __hasProp = {}.hasOwnProperty, + __extends = function(child, parent) { for (var key in parent) { if (__hasProp.call(parent, key)) child[key] = parent[key]; } function ctor() { this.constructor = child; } ctor.prototype = parent.prototype; child.prototype = new ctor(); child.__super__ = parent.prototype; return child; }; + + Vector = (function() { + + function Vector(els) { + this.els = els; + this.cross = __bind(this.cross, this); + + this.dot = __bind(this.dot, this); + + this.e = __bind(this.e, this); + + } + + Vector.prototype.e = function(i) { + if (i < 1 || i > this.els.length) { + return null; + } else { + return this.els[i - 1]; + } + }; + + Vector.prototype.dot = function(vector) { + var V, n, product; + V = vector.els || vector; + product = 0; + n = this.els.length; + if (n !== V.length) { + return null; + } + n += 1; + while (--n) { + product += this.els[n - 1] * V[n - 1]; + } + return product; + }; + + Vector.prototype.cross = function(vector) { + var A, B; + B = vector.els || vector; + if (this.els.length !== 3 || B.length !== 3) { + return null; + } + A = this.els; + return new Vector([(A[1] * B[2]) - (A[2] * B[1]), (A[2] * B[0]) - (A[0] * B[2]), (A[0] * B[1]) - (A[1] * B[0])]); + }; + + return Vector; + + })(); + + Matrix = (function() { + + function Matrix(els) { + this.els = els; + this.inverse = __bind(this.inverse, this); + + this.augment = __bind(this.augment, this); + + this.toRightTriangular = __bind(this.toRightTriangular, this); + + this.transpose = __bind(this.transpose, this); + + this.multiply = __bind(this.multiply, this); + + this.dup = __bind(this.dup, this); + + this.e = __bind(this.e, this); + + } + + Matrix.prototype.e = function(i, j) { + if (i < 1 || i > this.els.length || j < 1 || j > this.els[0].length) { + return null; + } + return this.els[i - 1][j - 1]; + }; + + Matrix.prototype.dup = function() { + return new Matrix(this.els); + }; + + Matrix.prototype.multiply = function(matrix) { + var M, c, cols, elements, i, j, ki, kj, nc, ni, nj, returnVector, sum; + returnVector = matrix.modulus ? true : false; + M = matrix.els || matrix; + if (typeof M[0][0] === 'undefined') { + M = new Matrix(M).els; + } + ni = this.els.length; + ki = ni; + kj = M[0].length; + cols = this.els[0].length; + elements = []; + ni += 1; + while (--ni) { + i = ki - ni; + elements[i] = []; + nj = kj; + nj += 1; + while (--nj) { + j = kj - nj; + sum = 0; + nc = cols; + nc += 1; + while (--nc) { + c = cols - nc; + sum += this.els[i][c] * M[c][j]; + } + elements[i][j] = sum; + } + } + M = new Matrix(elements); + if (returnVector) { + return M.col(1); + } else { + return M; + } + }; + + Matrix.prototype.transpose = function() { + var cols, elements, i, j, ni, nj, rows; + rows = this.els.length; + cols = this.els[0].length; + elements = []; + ni = cols; + ni += 1; + while (--ni) { + i = cols - ni; + elements[i] = []; + nj = rows; + nj += 1; + while (--nj) { + j = rows - nj; + elements[i][j] = this.els[j][i]; + } + } + return new Matrix(elements); + }; + + Matrix.prototype.toRightTriangular = function() { + var M, els, i, j, k, kp, multiplier, n, np, p, _i, _j, _ref, _ref1; + M = this.dup(); + n = this.els.length; + k = n; + kp = this.els[0].length; + while (--n) { + i = k - n; + if (M.els[i][i] === 0) { + for (j = _i = _ref = i + 1; _ref <= k ? _i < k : _i > k; j = _ref <= k ? ++_i : --_i) { + if (M.els[j][i] !== 0) { + els = []; + np = kp; + np += 1; + while (--np) { + p = kp - np; + els.push(M.els[i][p] + M.els[j][p]); + } + M.els[i] = els; + break; + } + } + } + if (M.els[i][i] !== 0) { + for (j = _j = _ref1 = i + 1; _ref1 <= k ? _j < k : _j > k; j = _ref1 <= k ? ++_j : --_j) { + multiplier = M.els[j][i] / M.els[i][i]; + els = []; + np = kp; + np += 1; + while (--np) { + p = kp - np; + els.push(p <= i ? 0 : M.els[j][p] - M.els[i][p] * multiplier); + } + M.els[j] = els; + } + } + } + return M; + }; + + Matrix.prototype.augment = function(matrix) { + var M, T, cols, i, j, ki, kj, ni, nj; + M = matrix.els || matrix; + if (typeof M[0][0] === 'undefined') { + M = new Matrix(M).els; + } + T = this.dup(); + cols = T.els[0].length; + ni = T.els.length; + ki = ni; + kj = M[0].length; + if (ni !== M.length) { + return null; + } + ni += 1; + while (--ni) { + i = ki - ni; + nj = kj; + nj += 1; + while (--nj) { + j = kj - nj; + T.els[i][cols + j] = M[i][j]; + } + } + return T; + }; + + Matrix.prototype.inverse = function() { + var M, divisor, els, i, inverse_elements, j, ki, kp, new_element, np, p, vni, _i; + vni = this.els.length; + ki = ni; + M = this.augment(Matrix.I(ni)).toRightTriangular(); + kp = M.els[0].length; + inverse_elements = []; + ni += 1; + while (--ni) { + i = ni - 1; + els = []; + np = kp; + inverse_elements[i] = []; + divisor = M.els[i][i]; + np += 1; + while (--np) { + p = kp - np; + new_element = M.els[i][p] / divisor; + els.push(new_element); + if (p >= ki) { + inverse_elements[i].push(new_element); + } + } + M.els[i] = els; + for (j = _i = 0; 0 <= i ? _i < i : _i > i; j = 0 <= i ? ++_i : --_i) { + els = []; + np = kp; + np += 1; + while (--np) { + p = kp - np; + els.push(M.els[j][p] - M.els[i][p] * M.els[j][i]); + } + M.els[j] = els; + } + } + return new Matrix(inverse_elements); + }; + + Matrix.I = function(n) { + var els, i, j, k, nj; + els = []; + k = n; + n += 1; + while (--n) { + i = k - n; + els[i] = []; + nj = k; + nj += 1; + while (--nj) { + j = k - nj; + els[i][j] = i === j ? 1 : 0; + } + } + return new Matrix(els); + }; + + return Matrix; + + })(); + + Dynamic = (function() { + + Dynamic.properties = {}; + + function Dynamic(options) { + var k, v, _ref; + this.options = options != null ? options : {}; + this.next = __bind(this.next, this); + + this.init = __bind(this.init, this); + + _ref = this.options.type.properties; + for (k in _ref) { + v = _ref[k]; + if (!(this.options[k] != null) && !v.editable) { + this.options[k] = v["default"]; + } + } + } + + Dynamic.prototype.init = function() { + return this.t = 0; + }; + + Dynamic.prototype.next = function(step) { + var r; + if (this.t > 1) { + this.t = 1; + } + r = this.at(this.t); + this.t += step; + return r; + }; + + Dynamic.prototype.at = function(t) { + return [t, t]; + }; + + return Dynamic; + + })(); + + Linear = (function(_super) { + + __extends(Linear, _super); + + function Linear() { + return Linear.__super__.constructor.apply(this, arguments); + } + + Linear.properties = { + duration: { + min: 100, + max: 4000, + "default": 1000 + } + }; + + Linear.prototype.at = function(t) { + return [t, t]; + }; + + return Linear; + + })(Dynamic); + + Gravity = (function(_super) { + + __extends(Gravity, _super); + + Gravity.properties = { + bounce: { + min: 0, + max: 80, + "default": 40 + }, + gravity: { + min: 1, + max: 4000, + "default": 1000 + }, + expectedDuration: { + editable: false + } + }; + + function Gravity(options) { + var _ref; + this.options = options != null ? options : {}; + this.at = __bind(this.at, this); + + this.curve = __bind(this.curve, this); + + this.init = __bind(this.init, this); + + this.length = __bind(this.length, this); + + this.gravityValue = __bind(this.gravityValue, this); + + this.bounceValue = __bind(this.bounceValue, this); + + this.duration = __bind(this.duration, this); + + this.expectedDuration = __bind(this.expectedDuration, this); + + if ((_ref = this.initialForce) == null) { + this.initialForce = false; + } + this.options.duration = this.duration(); + Gravity.__super__.constructor.call(this, this.options); + } + + Gravity.prototype.expectedDuration = function() { + return this.duration(); + }; + + Gravity.prototype.duration = function() { + return Math.round(1000 * 1000 / this.options.gravity * this.length()); + }; + + Gravity.prototype.bounceValue = function() { + return Math.min(this.options.bounce / 100, 80); + }; + + Gravity.prototype.gravityValue = function() { + return this.options.gravity / 100; + }; + + Gravity.prototype.length = function() { + var L, b, bounce, curve, gravity; + bounce = this.bounceValue(); + gravity = this.gravityValue(); + b = Math.sqrt(2 / gravity); + curve = { + a: -b, + b: b, + H: 1 + }; + if (this.initialForce) { + curve.a = 0; + curve.b = curve.b * 2; + } + while (curve.H > 0.001) { + L = curve.b - curve.a; + curve = { + a: curve.b, + b: curve.b + L * bounce, + H: curve.H * bounce * bounce + }; + } + return curve.b; + }; + + Gravity.prototype.init = function() { + var L, b, bounce, curve, gravity, _results; + Gravity.__super__.init.apply(this, arguments); + L = this.length(); + gravity = this.gravityValue() * L * L; + bounce = this.bounceValue(); + b = Math.sqrt(2 / gravity); + this.curves = []; + curve = { + a: -b, + b: b, + H: 1 + }; + if (this.initialForce) { + curve.a = 0; + curve.b = curve.b * 2; + } + this.curves.push(curve); + _results = []; + while (curve.b < 1 && curve.H > 0.001) { + L = curve.b - curve.a; + curve = { + a: curve.b, + b: curve.b + L * bounce, + H: curve.H * bounce * bounce + }; + _results.push(this.curves.push(curve)); + } + return _results; + }; + + Gravity.prototype.curve = function(a, b, H, t) { + var L, c, t2; + L = b - a; + t2 = (2 / L) * t - 1 - (a * 2 / L); + c = t2 * t2 * H - H + 1; + if (this.initialForce) { + c = 1 - c; + } + return c; + }; + + Gravity.prototype.at = function(t) { + var bounce, curve, gravity, i, v; + bounce = this.options.bounce / 100; + gravity = this.options.gravity; + i = 0; + curve = this.curves[i]; + while (!(t >= curve.a && t <= curve.b)) { + i += 1; + curve = this.curves[i]; + if (!curve) { + break; + } + } + if (!curve) { + v = this.initialForce ? 0 : 1; + } else { + v = this.curve(curve.a, curve.b, curve.H, t); + } + return [t, v]; + }; + + return Gravity; + + })(Dynamic); + + GravityWithForce = (function(_super) { + + __extends(GravityWithForce, _super); + + GravityWithForce.prototype.returnsToSelf = true; + + function GravityWithForce(options) { + this.options = options != null ? options : {}; + this.initialForce = true; + GravityWithForce.__super__.constructor.call(this, this.options); + } + + return GravityWithForce; + + })(Gravity); + + Spring = (function(_super) { + + __extends(Spring, _super); + + function Spring() { + this.at = __bind(this.at, this); + return Spring.__super__.constructor.apply(this, arguments); + } + + Spring.properties = { + frequency: { + min: 0, + max: 100, + "default": 15 + }, + friction: { + min: 1, + max: 1000, + "default": 200 + }, + anticipationStrength: { + min: 0, + max: 1000, + "default": 0 + }, + anticipationSize: { + min: 0, + max: 99, + "default": 0 + }, + duration: { + min: 100, + max: 4000, + "default": 1000 + } + }; + + Spring.prototype.at = function(t) { + var A, At, a, angle, b, decal, frequency, friction, frictionT, s, v, y0, yS, + _this = this; + frequency = Math.max(1, this.options.frequency); + friction = Math.pow(20, this.options.friction / 100); + s = this.options.anticipationSize / 100; + decal = Math.max(0, s); + frictionT = (t / (1 - s)) - (s / (1 - s)); + if (t < s) { + A = function(t) { + var M, a, b, x0, x1; + M = 0.8; + x0 = s / (1 - s); + x1 = 0; + b = (x0 - (M * x1)) / (x0 - x1); + a = (M - b) / x0; + return (a * t * _this.options.anticipationStrength / 100) + b; + }; + yS = (s / (1 - s)) - (s / (1 - s)); + y0 = (0 / (1 - s)) - (s / (1 - s)); + b = Math.acos(1 / A(yS)); + a = (Math.acos(1 / A(y0)) - b) / (frequency * (-s)); + } else { + A = function(t) { + return Math.pow(friction / 10, -t) * (1 - t); + }; + b = 0; + a = 1; + } + At = A(frictionT); + angle = frequency * (t - s) * a + b; + v = 1 - (At * Math.cos(angle)); + return [t, v, At, frictionT, angle]; + }; + + return Spring; + + })(Dynamic); + + SelfSpring = (function(_super) { + + __extends(SelfSpring, _super); + + function SelfSpring() { + this.at = __bind(this.at, this); + return SelfSpring.__super__.constructor.apply(this, arguments); + } + + SelfSpring.properties = { + frequency: { + min: 0, + max: 100, + "default": 15 + }, + friction: { + min: 1, + max: 1000, + "default": 200 + }, + duration: { + min: 100, + max: 4000, + "default": 1000 + } + }; + + SelfSpring.prototype.returnsToSelf = true; + + SelfSpring.prototype.at = function(t) { + var A, At, At2, Ax, angle, frequency, friction, v, + _this = this; + frequency = Math.max(1, this.options.frequency); + friction = Math.pow(20, this.options.friction / 100); + A = function(t) { + return 1 - Math.pow(friction / 10, -t) * (1 - t); + }; + At = A(t); + At2 = A(1 - t); + Ax = (Math.cos(t * 2 * 3.14 - 3.14) / 2) + 0.5; + Ax = Math.pow(Ax, this.options.friction / 100); + angle = frequency * t; + v = Math.cos(angle) * Ax; + return [t, v, Ax, -Ax]; + }; + + return SelfSpring; + + })(Dynamic); + + Bezier = (function(_super) { + + __extends(Bezier, _super); + + Bezier.properties = { + points: { + type: 'points', + "default": [ + { + x: 0, + y: 0, + controlPoints: [ + { + x: 0.2, + y: 0 + } + ] + }, { + x: 0.5, + y: 1.2, + controlPoints: [ + { + x: 0.3, + y: 1.2 + }, { + x: 0.8, + y: 1.2 + } + ] + }, { + x: 1, + y: 1, + controlPoints: [ + { + x: 0.8, + y: 1 + } + ] + } + ] + }, + duration: { + min: 100, + max: 4000, + "default": 1000 + } + }; + + function Bezier(options) { + this.options = options != null ? options : {}; + this.at = __bind(this.at, this); + + this.yForX = __bind(this.yForX, this); + + this.B = __bind(this.B, this); + + this.returnsToSelf = this.options.points[this.options.points.length - 1].y === 0; + Bezier.__super__.constructor.call(this, this.options); + } + + Bezier.prototype.B_ = function(t, p0, p1, p2, p3) { + return (Math.pow(1 - t, 3) * p0) + (3 * Math.pow(1 - t, 2) * t * p1) + (3 * (1 - t) * Math.pow(t, 2) * p2) + Math.pow(t, 3) * p3; + }; + + Bezier.prototype.B = function(t, p0, p1, p2, p3) { + return { + x: this.B_(t, p0.x, p1.x, p2.x, p3.x), + y: this.B_(t, p0.y, p1.y, p2.y, p3.y) + }; + }; + + Bezier.prototype.yForX = function(xTarget, Bs) { + var B, aB, i, lower, percent, upper, x, xTolerance, _i, _len; + B = null; + for (_i = 0, _len = Bs.length; _i < _len; _i++) { + aB = Bs[_i]; + if (xTarget >= aB(0).x && xTarget <= aB(1).x) { + B = aB; + } + if (B !== null) { + break; + } + } + if (!B) { + if (this.returnsToSelf) { + return 0; + } else { + return 1; + } + } + xTolerance = 0.0001; + lower = 0; + upper = 1; + percent = (upper + lower) / 2; + x = B(percent).x; + i = 0; + while (Math.abs(xTarget - x) > xTolerance && i < 100) { + if (xTarget > x) { + lower = percent; + } else { + upper = percent; + } + percent = (upper + lower) / 2; + x = B(percent).x; + i += 1; + } + return B(percent).y; + }; + + Bezier.prototype.at = function(t) { + var Bs, i, k, points, x, y, _fn, + _this = this; + x = t; + points = this.options.points || Bezier.properties.points["default"]; + Bs = []; + _fn = function(pointA, pointB) { + var B; + B = function(t) { + return _this.B(t, pointA, pointA.controlPoints[pointA.controlPoints.length - 1], pointB.controlPoints[0], pointB); + }; + return Bs.push(B); + }; + for (i in points) { + k = parseInt(i); + if (k >= points.length - 1) { + break; + } + _fn(points[k], points[k + 1]); + } + y = this.yForX(x, Bs); + return [x, y]; + }; + + return Bezier; + + })(Dynamic); + + EaseInOut = (function(_super) { + + __extends(EaseInOut, _super); + + EaseInOut.properties = { + friction: { + min: 1, + max: 1000, + "default": 500 + }, + duration: { + min: 100, + max: 4000, + "default": 1000 + } + }; + + function EaseInOut(options) { + var friction, points; + this.options = options != null ? options : {}; + this.at = __bind(this.at, this); + + EaseInOut.__super__.constructor.apply(this, arguments); + friction = this.options.friction || EaseInOut.properties.friction["default"]; + points = [ + { + x: 0, + y: 0, + controlPoints: [ + { + x: 1 - (friction / 1000), + y: 0 + } + ] + }, { + x: 1, + y: 1, + controlPoints: [ + { + x: friction / 1000, + y: 1 + } + ] + } + ]; + this.bezier = new Bezier({ + type: Bezier, + duration: this.options.duration, + points: points + }); + } + + EaseInOut.prototype.at = function(t) { + return this.bezier.at(t); + }; + + return EaseInOut; + + })(Dynamic); + + cacheFn = function(func) { + var cachedMethod, data; + data = {}; + cachedMethod = function() { + var k, key, result, _i, _len; + key = ""; + for (_i = 0, _len = arguments.length; _i < _len; _i++) { + k = arguments[_i]; + key += k.toString() + ","; + } + result = data[key]; + if (!result) { + data[key] = result = func.apply(this, arguments); + } + return result; + }; + return cachedMethod; + }; + + browserSupportTransform = function() { + return browserSupportWithPrefix("transform"); + }; + + browserSupportPrefixFor = cacheFn(function(property) { + var k, prefix, prop, propArray, propertyName, _i, _j, _len, _len1, _ref; + propArray = property.split('-'); + propertyName = ""; + for (_i = 0, _len = propArray.length; _i < _len; _i++) { + prop = propArray[_i]; + propertyName += prop.substring(0, 1).toUpperCase() + prop.substring(1); + } + _ref = ["Webkit", "Moz"]; + for (_j = 0, _len1 = _ref.length; _j < _len1; _j++) { + prefix = _ref[_j]; + k = prefix + propertyName; + if (document.body.style[k] !== void 0) { + return prefix; + } + } + return ''; + }); + + browserSupportWithPrefix = cacheFn(function(property) { + var prefix; + prefix = browserSupportPrefixFor(property); + if (prefix === 'Moz') { + return "" + prefix + (property.substring(0, 1).toUpperCase() + property.substring(1)); + } + if (prefix !== '') { + return "-" + (prefix.toLowerCase()) + "-" + property; + } + return property; + }); + + lengthVector = function(vector) { + var a, e, _i, _len, _ref; + a = 0; + _ref = vector.els; + for (_i = 0, _len = _ref.length; _i < _len; _i++) { + e = _ref[_i]; + a += Math.pow(e, 2); + } + return Math.sqrt(a); + }; + + normalizeVector = function(vector) { + var e, i, length, newElements, _ref; + length = lengthVector(vector); + newElements = []; + _ref = vector.els; + for (i in _ref) { + e = _ref[i]; + newElements[i] = e / length; + } + return new Vector(newElements); + }; + + combineVector = function(a, b, ascl, bscl) { + var i, result, _i; + result = []; + for (i = _i = 0; _i <= 2; i = ++_i) { + result[i] = (ascl * a.els[i]) + (bscl * b.els[i]); + } + return new Vector(result); + }; + + decomposeMatrix = function(matrix) { + var els, i, inversePerspectiveMatrix, j, k, pdum3, perspective, perspectiveMatrix, quaternion, result, rightHandSide, rotate, row, rowElement, s, scale, skew, t, translate, transposedInversePerspectiveMatrix, type, typeKey, v, w, x, y, z, _i, _j, _k, _l, _m, _n, _o, _p; + translate = []; + scale = []; + skew = []; + quaternion = []; + perspective = []; + els = matrix.els; + if (els[3][3] === 0) { + return false; + } + for (i = _i = 0; _i <= 3; i = ++_i) { + for (j = _j = 0; _j <= 3; j = ++_j) { + els[i][j] /= els[3][3]; + } + } + perspectiveMatrix = matrix.dup(); + for (i = _k = 0; _k <= 2; i = ++_k) { + perspectiveMatrix.els[i][3] = 0; + } + perspectiveMatrix.els[3][3] = 1; + if (els[0][3] !== 0 || els[1][3] !== 0 || els[2][3] !== 0) { + rightHandSide = new Vector(els.slice(0, 4)[3]); + inversePerspectiveMatrix = perspectiveMatrix.inverse(); + transposedInversePerspectiveMatrix = inversePerspectiveMatrix.transpose(); + perspective = transposedInversePerspectiveMatrix.multiply(rightHandSide).els; + for (i = _l = 0; _l <= 2; i = ++_l) { + els[i][3] = 0; + } + els[3][3] = 1; + } else { + perspective = [0, 0, 0, 1]; + } + for (i = _m = 0; _m <= 2; i = ++_m) { + translate[i] = els[3][i]; + els[3][i] = 0; + } + row = []; + for (i = _n = 0; _n <= 2; i = ++_n) { + row[i] = new Vector(els[i].slice(0, 3)); + } + scale[0] = lengthVector(row[0]); + row[0] = normalizeVector(row[0]); + skew[0] = row[0].dot(row[1]); + row[1] = combineVector(row[1], row[0], 1.0, -skew[0]); + scale[1] = lengthVector(row[1]); + row[1] = normalizeVector(row[1]); + skew[0] /= scale[1]; + skew[1] = row[0].dot(row[2]); + row[2] = combineVector(row[2], row[0], 1.0, -skew[1]); + skew[2] = row[1].dot(row[2]); + row[2] = combineVector(row[2], row[1], 1.0, -skew[2]); + scale[2] = lengthVector(row[2]); + row[2] = normalizeVector(row[2]); + skew[1] /= scale[2]; + skew[2] /= scale[2]; + pdum3 = row[1].cross(row[2]); + if (row[0].dot(pdum3) < 0) { + for (i = _o = 0; _o <= 2; i = ++_o) { + scale[i] *= -1; + for (j = _p = 0; _p <= 2; j = ++_p) { + row[i].els[j] *= -1; + } + } + } + rowElement = function(index, elementIndex) { + return row[index].els[elementIndex]; + }; + rotate = []; + rotate[1] = Math.asin(-rowElement(0, 2)); + if (Math.cos(rotate[1]) !== 0) { + rotate[0] = Math.atan2(rowElement(1, 2), rowElement(2, 2)); + rotate[2] = Math.atan2(rowElement(0, 1), rowElement(0, 0)); + } else { + rotate[0] = Math.atan2(-rowElement(2, 0), rowElement(1, 1)); + rotate[1] = 0; + } + t = rowElement(0, 0) + rowElement(1, 1) + rowElement(2, 2) + 1.0; + if (t > 1e-4) { + s = 0.5 / Math.sqrt(t); + w = 0.25 / s; + x = (rowElement(2, 1) - rowElement(1, 2)) * s; + y = (rowElement(0, 2) - rowElement(2, 0)) * s; + z = (rowElement(1, 0) - rowElement(0, 1)) * s; + } else if ((rowElement(0, 0) > rowElement(1, 1)) && (rowElement(0, 0) > rowElement(2, 2))) { + s = Math.sqrt(1.0 + rowElement(0, 0) - rowElement(1, 1) - rowElement(2, 2)) * 2.0; + x = 0.25 * s; + y = (rowElement(0, 1) + rowElement(1, 0)) / s; + z = (rowElement(0, 2) + rowElement(2, 0)) / s; + w = (rowElement(2, 1) - rowElement(1, 2)) / s; + } else if (rowElement(1, 1) > rowElement(2, 2)) { + s = Math.sqrt(1.0 + rowElement(1, 1) - rowElement(0, 0) - rowElement(2, 2)) * 2.0; + x = (rowElement(0, 1) + rowElement(1, 0)) / s; + y = 0.25 * s; + z = (rowElement(1, 2) + rowElement(2, 1)) / s; + w = (rowElement(0, 2) - rowElement(2, 0)) / s; + } else { + s = Math.sqrt(1.0 + rowElement(2, 2) - rowElement(0, 0) - rowElement(1, 1)) * 2.0; + x = (rowElement(0, 2) + rowElement(2, 0)) / s; + y = (rowElement(1, 2) + rowElement(2, 1)) / s; + z = 0.25 * s; + w = (rowElement(1, 0) - rowElement(0, 1)) / s; + } + quaternion = [x, y, z, w]; + result = { + translate: translate, + scale: scale, + skew: skew, + quaternion: quaternion, + perspective: perspective, + rotate: rotate + }; + for (typeKey in result) { + type = result[typeKey]; + for (k in type) { + v = type[k]; + if (isNaN(v)) { + type[k] = 0; + } + } + } + return result; + }; + + interpolateMatrix = function(decomposedA, decomposedB, t, only) { + var angle, decomposed, i, invscale, invth, k, qa, qb, scale, th, _i, _j, _k, _l, _len, _ref, _ref1; + if (only == null) { + only = []; + } + decomposed = {}; + _ref = ['translate', 'scale', 'skew', 'perspective']; + for (_i = 0, _len = _ref.length; _i < _len; _i++) { + k = _ref[_i]; + decomposed[k] = []; + for (i = _j = 0, _ref1 = decomposedA[k].length - 1; 0 <= _ref1 ? _j <= _ref1 : _j >= _ref1; i = 0 <= _ref1 ? ++_j : --_j) { + if (only.indexOf(k) > -1 || only.indexOf("" + k + ['x', 'y', 'z'][i]) > -1) { + decomposed[k][i] = (decomposedB[k][i] - decomposedA[k][i]) * t + decomposedA[k][i]; + } else { + decomposed[k][i] = decomposedA[k][i]; + } + } + } + if (only.indexOf('rotate') !== -1) { + qa = decomposedA.quaternion; + qb = decomposedB.quaternion; + angle = qa[0] * qb[0] + qa[1] * qb[1] + qa[2] * qb[2] + qa[3] * qb[3]; + if (angle < 0.0) { + for (i = _k = 0; _k <= 3; i = ++_k) { + qa[i] = -qa[i]; + } + angle = -angle; + } + if (angle + 1.0 > .05) { + if (1.0 - angle >= .05) { + th = Math.acos(angle); + invth = 1.0 / Math.sin(th); + scale = Math.sin(th * (1.0 - t)) * invth; + invscale = Math.sin(th * t) * invth; + } else { + scale = 1.0 - t; + invscale = t; + } + } else { + qb[0] = -qa[1]; + qb[1] = qa[0]; + qb[2] = -qa[3]; + qb[3] = qa[2]; + scale = Math.sin(piDouble * (.5 - t)); + invscale = Math.sin(piDouble * t); + } + decomposed.quaternion = []; + for (i = _l = 0; _l <= 3; i = ++_l) { + decomposed.quaternion[i] = qa[i] * scale + qb[i] * invscale; + } + } else { + decomposed.quaternion = decomposedA.quaternion; + } + return decomposed; + }; + + recomposeMatrix = function(decomposedMatrix) { + var i, j, match, matrix, quaternion, skew, temp, w, x, y, z, _i, _j, _k, _l; + matrix = Matrix.I(4); + for (i = _i = 0; _i <= 3; i = ++_i) { + matrix.els[i][3] = decomposedMatrix.perspective[i]; + } + quaternion = decomposedMatrix.quaternion; + x = quaternion[0]; + y = quaternion[1]; + z = quaternion[2]; + w = quaternion[3]; + skew = decomposedMatrix.skew; + match = [[1, 0], [2, 0], [2, 1]]; + for (i = _j = 2; _j >= 0; i = --_j) { + if (skew[i]) { + temp = Matrix.I(4); + temp.els[match[i][0]][match[i][1]] = skew[i]; + matrix = matrix.multiply(temp); + } + } + matrix = matrix.multiply(new Matrix([[1 - 2 * (y * y + z * z), 2 * (x * y - z * w), 2 * (x * z + y * w), 0], [2 * (x * y + z * w), 1 - 2 * (x * x + z * z), 2 * (y * z - x * w), 0], [2 * (x * z - y * w), 2 * (y * z + x * w), 1 - 2 * (x * x + y * y), 0], [0, 0, 0, 1]])); + for (i = _k = 0; _k <= 2; i = ++_k) { + for (j = _l = 0; _l <= 2; j = ++_l) { + matrix.els[i][j] *= decomposedMatrix.scale[i]; + } + matrix.els[3][i] = decomposedMatrix.translate[i]; + } + return matrix; + }; + + matrixToString = function(matrix) { + var i, j, str, _i, _j; + str = 'matrix3d('; + for (i = _i = 0; _i <= 3; i = ++_i) { + for (j = _j = 0; _j <= 3; j = ++_j) { + str += matrix.els[i][j]; + if (!(i === 3 && j === 3)) { + str += ','; + } + } + } + str += ')'; + return str; + }; + + transformStringToMatrixString = cacheFn(function(transform) { + var matrixEl, result, style; + matrixEl = document.createElement('div'); + matrixEl.style[browserSupportTransform()] = transform; + document.body.appendChild(matrixEl); + style = window.getComputedStyle(matrixEl, null); + result = style.transform || style[browserSupportTransform()]; + document.body.removeChild(matrixEl); + return result; + }); + + convertToMatrix3d = function(transform) { + var digits, elements, i, match, matrixElements, _i; + match = transform.match(/matrix3?d?\(([-0-9, \.]*)\)/); + if (match) { + digits = match[1].split(','); + digits = digits.map(parseFloat); + if (digits.length === 6) { + elements = [digits[0], digits[1], 0, 0, digits[2], digits[3], 0, 0, 0, 0, 1, 0, digits[4], digits[5], 0, 1]; + } else { + elements = digits; + } + } else { + elements = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]; + } + matrixElements = []; + for (i = _i = 0; _i <= 3; i = ++_i) { + matrixElements.push(elements.slice(i * 4, i * 4 + 4)); + } + return new Matrix(matrixElements); + }; + + getFirstFrame = function(properties) { + var frame, k, style, v; + frame = {}; + style = window.getComputedStyle(this.el, null); + for (k in properties) { + if (transformProperties.contains(k)) { + k = 'transform'; + } + if (!frame[k]) { + v = this.el.style[browserSupportWithPrefix(k)]; + if (v == null) { + v = style[browserSupportWithPrefix(k)]; + } + frame[k] = v; + } + } + return frame; + }; + + parseFrames = function(frames) { + var k, match, newFrames, newProperties, percent, properties, transform, transforms, unit, v, vString, value; + newFrames = {}; + for (percent in frames) { + properties = frames[percent]; + transforms = []; + newProperties = {}; + for (k in properties) { + v = properties[k]; + if (k === 'transform') { + transforms.push(v); + } else if (transformProperties.contains(k)) { + v = "" + k + "(" + v + (unitFor(k, v)) + ")"; + transforms.push(v); + } else { + vString = v + ""; + match = vString.match(/([-0-9.]*)(.*)/); + value = parseFloat(match[1]); + unit = match[2]; + newProperties[k] = { + value: value, + originalValue: v, + unit: unit + }; + } + } + if (transforms.length > 0) { + transform = transforms.join(' '); + newProperties['transform'] = { + value: decomposeMatrix(convertToMatrix3d(transformStringToMatrixString(transform))), + originalValue: transform, + unit: '' + }; + } + newFrames[percent] = newProperties; + } + return newFrames; + }; + + defaultForProperty = function(property) { + if (property === 'opacity') { + return 1; + } + return 0; + }; + + animationFrame = function(ts) { + var at, dTs, properties, t, _base; + if (this.stopped) { + Loop.remove(this); + return {}; + } + t = 0; + if (this.ts) { + dTs = ts - this.ts; + t = dTs / this.options.duration; + } else { + this.ts = ts; + } + at = this.dynamic().at(t); + properties = propertiesAtFrame.call(this, at[1], { + progress: t + }); + if (t >= 1) { + Loop.remove(this); + this.animating = false; + this.dynamic().init(); + if (typeof (_base = this.options).complete === "function") { + _base.complete(this); + } + } + return properties; + }; + + propertiesAtFrame = function(t, args) { + var dValue, frame0, frame1, k, newValue, oldValue, progress, properties, transform, unit, v, value; + if (args == null) { + args = {}; + } + frame0 = this.frames[0]; + frame1 = this.frames[100]; + progress = args.progress; + if (progress == null) { + progress = -1; + } + transform = ''; + properties = {}; + for (k in frame1) { + v = frame1[k]; + value = v.value; + unit = v.unit; + newValue = null; + if (progress >= 1) { + if (this.returnsToSelf) { + newValue = frame0[k].value; + } else { + newValue = frame1[k].value; + } + } + if (k === 'transform') { + if (newValue == null) { + newValue = interpolateMatrix(frame0[k].value, frame1[k].value, t, this.keysToInterpolate); + } + properties['transform'] = recomposeMatrix(newValue); + } else { + if (!newValue) { + oldValue = null; + if (frame0[k]) { + oldValue = frame0[k].value; + } + if (!(oldValue != null) || isNaN(oldValue)) { + oldValue = defaultForProperty(k); + } + dValue = value - oldValue; + newValue = oldValue + (dValue * t); + } + properties[k] = newValue; + } + } + return properties; + }; + + animationStart = function() { + if (!this.options.animated) { + alert('!!! need to do something here'); + return; + } + this.animating = true; + this.ts = null; + if (this.stopped) { + this.stopped = false; + } + return Loop.add(this); + }; + + keysForTransform = function(transform) { + var keys, match, matches, _i, _len; + matches = transform.match(/[a-zA-Z0-9]*\([^)]*\)/g); + keys = []; + if (matches != null) { + for (_i = 0, _len = matches.length; _i < _len; _i++) { + match = matches[_i]; + keys.push(match.substring(0, match.indexOf('('))); + } + } + return keys; + }; + + Animations = []; + + hasCommonProperties = function(props1, props2) { + var k, v; + for (k in props1) { + v = props1[k]; + if (props2[k] != null) { + return true; + } + } + return false; + }; + + stopAnimationsForEl = function(el, properties) { + var animation, _i, _len, _results; + _results = []; + for (_i = 0, _len = Animations.length; _i < _len; _i++) { + animation = Animations[_i]; + if (animation.el === el && hasCommonProperties(animation.to, properties)) { + _results.push(animation.stop()); + } else { + _results.push(void 0); + } + } + return _results; + }; + + Loop = { + animations: [], + running: false, + start: function() { + this.running = true; + return requestAnimationFrame(this.tick.bind(this)); + }, + stop: function() { + return this.running = false; + }, + tick: function(ts) { + var animation, animations, el, elProperties, found, k, properties, propertiesByEls, v, _i, _j, _k, _len, _len1, _len2, _ref, _ref1; + if (!this.running) { + return; + } + animations = this.animations.slice(); + propertiesByEls = []; + for (_i = 0, _len = animations.length; _i < _len; _i++) { + animation = animations[_i]; + properties = animationFrame.call(animation, ts); + found = false; + for (_j = 0, _len1 = propertiesByEls.length; _j < _len1; _j++) { + _ref = propertiesByEls[_j], el = _ref[0], elProperties = _ref[1]; + if (animation.el === el) { + for (k in properties) { + v = properties[k]; + if (k === 'transform' && elProperties[k]) { + v = v.multiply(elProperties[k]); + } + elProperties[k] = v; + } + found = true; + break; + } + } + if (!found) { + propertiesByEls.push([animation.el, properties]); + } + } + for (_k = 0, _len2 = propertiesByEls.length; _k < _len2; _k++) { + _ref1 = propertiesByEls[_k], el = _ref1[0], properties = _ref1[1]; + if (properties['transform'] != null) { + properties['transform'] = matrixToString(properties['transform']); + } + css(el, properties); + } + return requestAnimationFrame(this.tick.bind(this)); + }, + add: function(animation) { + if (this.animations.indexOf(animation) === -1) { + this.animations.push(animation); + } + if (!this.running && this.animations.length > 0) { + return this.start(); + } + }, + remove: function(animation) { + if (this.running && this.animations.length === 0) { + return this.stop(); + } + } + }; + + set = function(array) { + var obj, v, _i, _len; + obj = {}; + for (_i = 0, _len = array.length; _i < _len; _i++) { + v = array[_i]; + obj[v] = 1; + } + return { + obj: obj, + contains: function(v) { + return obj[v] != null; + } + }; + }; + + pxProperties = set(['marginTop', 'marginLeft', 'marginBottom', 'marginRight', 'paddingTop', 'paddingLeft', 'paddingBottom', 'paddingRight', 'top', 'left', 'bottom', 'right', 'translateX', 'translateY', 'translateZ']); + + degProperties = set(['rotate', 'rotateX', 'rotateY', 'rotateZ', 'skew', 'skewX', 'skewY', 'skewZ']); + + transformProperties = set(['translateX', 'translateY', 'translateZ', 'scale', 'scaleX', 'scaleY', 'scaleZ', 'rotate', 'rotateX', 'rotateY', 'rotateZ', 'skew', 'skewX', 'skewY', 'skewZ', 'perspective', 'width', 'height', 'maxWidth', 'maxHeight', 'minWidth', 'minHeight']); + + unitFor = function(k, v) { + if (typeof v !== 'number') { + return ''; + } + if (pxProperties.contains(k)) { + return 'px'; + } else if (degProperties.contains(k)) { + return 'deg'; + } + return ''; + }; + + css = function(el, properties) { + var k, transforms, v; + transforms = []; + for (k in properties) { + v = properties[k]; + if (k === 'transform') { + transforms.push(v); + } + if (transformProperties.contains(k)) { + transforms.push("" + k + "(" + v + (unitFor(k, v)) + ")"); + } else { + el.style[browserSupportWithPrefix(k)] = "" + v + (unitFor(k, v)); + } + } + if (transforms.length > 0) { + return el.style[browserSupportWithPrefix("transform")] = transforms.join(' '); + } + }; + + Animation = (function() { + + function Animation(el, to, options) { + var redraw; + this.el = el; + this.to = to; + if (options == null) { + options = {}; + } + this.stop = __bind(this.stop, this); + + this.start = __bind(this.start, this); + + this.dynamic = __bind(this.dynamic, this); + + this.setOptions = __bind(this.setOptions, this); + + if (window['jQuery'] && this.el instanceof jQuery) { + this.el = this.el[0]; + } + this.animating = false; + redraw = this.el.offsetHeight; + this.frames = parseFrames({ + 0: getFirstFrame.call(this, this.to), + 100: this.to + }); + this.keysToInterpolate = []; + if (this.frames[100]['transform'] != null) { + this.keysToInterpolate = keysForTransform(this.frames[100]['transform'].originalValue); + this.keysToInterpolate = this.keysToInterpolate.map(function(e) { + return e.toLowerCase(); + }); + } + this.setOptions(options); + if (this.options.debugName && Dynamics.InteractivePanel) { + Dynamics.InteractivePanel.addAnimation(this); + } + Animations.push(this); + } + + Animation.prototype.setOptions = function(options) { + var optionsChanged, _base, _base1, _base2, _base3, _ref, _ref1, _ref2, _ref3, _ref4; + if (options == null) { + options = {}; + } + optionsChanged = (_ref = this.options) != null ? _ref.optionsChanged : void 0; + this.options = options; + if ((_ref1 = (_base = this.options).duration) == null) { + _base.duration = 1000; + } + if ((_ref2 = (_base1 = this.options).complete) == null) { + _base1.complete = null; + } + if ((_ref3 = (_base2 = this.options).type) == null) { + _base2.type = Linear; + } + if ((_ref4 = (_base3 = this.options).animated) == null) { + _base3.animated = true; + } + this.returnsToSelf = false || this.dynamic().returnsToSelf; + this._dynamic = null; + if ((this.options.debugName != null) && (Dynamics.Overrides != null) && Dynamics.Overrides["for"](this.options.debugName)) { + this.options = Dynamics.Overrides.getOverride(this.options, this.options.debugName); + } + this.dynamic().init(); + return typeof optionsChanged === "function" ? optionsChanged() : void 0; + }; + + Animation.prototype.dynamic = function() { + var _ref; + if ((_ref = this._dynamic) == null) { + this._dynamic = new this.options.type(this.options); + } + return this._dynamic; + }; + + Animation.prototype.start = function(options) { + var _ref, _ref1; + if (options == null) { + options = {}; + } + if ((_ref = options.delay) == null) { + options.delay = this.options.delay; + } + if ((_ref1 = options.delay) == null) { + options.delay = 0; + } + stopAnimationsForEl(this.el, this.to); + if (options.delay <= 0) { + return animationStart.call(this); + } else { + return setTimeout(animationStart.bind(this), options.delay); + } + }; + + Animation.prototype.stop = function() { + this.animating = false; + return this.stopped = true; + }; + + return Animation; + + })(); + + DynamicElement = (function() { + + function DynamicElement(el) { + this.delay = __bind(this.delay, this); + + this.start = __bind(this.start, this); + + this.to = __bind(this.to, this); + + this.css = __bind(this.css, this); + this._el = el; + this._delay = 0; + this._animations = []; + } + + DynamicElement.prototype.css = function(to) { + css(this._el, to); + return this; + }; + + DynamicElement.prototype.to = function(to, options) { + if (options == null) { + options = {}; + } + options.delay = this._delay; + this._animations.push(new Dynamics.Animation(this._el, to, options)); + return this; + }; + + DynamicElement.prototype.start = function() { + var animation, _i, _len, _ref; + _ref = this._animations; + for (_i = 0, _len = _ref.length; _i < _len; _i++) { + animation = _ref[_i]; + animation.start(); + } + this._animations = []; + this._delay = 0; + return this; + }; + + DynamicElement.prototype.delay = function(delay) { + this._delay += delay; + return this; + }; + + return DynamicElement; + + })(); + + this.dynamic = function(el) { + return new DynamicElement(el); + }; + + Dynamics = { + Animation: Animation, + Types: { + Spring: Spring, + SelfSpring: SelfSpring, + Gravity: Gravity, + GravityWithForce: GravityWithForce, + Linear: Linear, + Bezier: Bezier, + EaseInOut: EaseInOut + }, + css: css + }; + + try { + if (module) { + module.exports = Dynamics; + } else { + this.Dynamics = Dynamics; + } + } catch (e) { + this.Dynamics = Dynamics; + } + +}).call(this); +