diff --git a/js/angular/service/animation.js b/js/angular/service/animation.js deleted file mode 100644 index f8f0c558c9..0000000000 --- a/js/angular/service/animation.js +++ /dev/null @@ -1,61 +0,0 @@ - -/** - * @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.$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 deleted file mode 100644 index 714c76ca54..0000000000 --- a/js/animation/animation.js +++ /dev/null @@ -1,325 +0,0 @@ -(function(window) { - var time = Date.now || function() { - return +new Date(); - }; - var desiredFrames = 60; - var millisecondsPerSecond = 1000; - var running = {}; - var counter = 1; - - // Namespace - ionic.Animation = {}; - - /** - * The main animation system manager. Treated as a singleton. - */ - ionic.Animation = { - create: function(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; - }, - */ - - }; - - /** - * 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 = { - el: null, - curve: 'linear', - duration: 500, - delay: 0, - repeat: -1, - reverse: false, - autoReverse: false, - - step: function(percent) {}, - - stop: function() { - this.isRunning = false; - this.shouldEnd = true; - }, - play: function() { - this.isPaused = false; - this.start(); - }, - pause: function() { - this.isPaused = true; - }, - _saveState: function(percent, iteration, reverse) { - this._pauseState = { - percent: percent, - iteration: iteration, - reverse: reverse - }; - }, - restart: function() { - }, - - start: function() { - var self = this; - - var tf; - - console.log('Starting animation', this); - - - // Grab the timing function - if(typeof this.curve === 'string') { - tf = ionic.Animation.TimingFn[this.curve] || ionic.Animation.TimingFn.linear; - } else { - tf = this.curve; - } - - // Get back a timing function for the given duration (used for precision) - tf = tf(this.duration); - - // Set up the initial animation state - var animState = { - startPercent: this.reverse === true ? 1 : 0, - endPercent: this.reverse === true ? 0 : 1, - duration: this.duration, - easingMethod: tf, - delay: this.delay, - reverse: this.reverse, - repeat: this.repeat, - autoReverse: this.autoReverse - }; - - - if(this._pauseState) { - // We were paused, so update the fields - ionic.extend(animState, this._pauseState); - this._pauseState = null; - } - - ionic.Animation.animationStarted(this); - - return this._run(function(percent, now, render) { - if(render) { - self.step(percent); - } - }, function(droppedFrames, finishedAnimation) { - ionic.Animation.animationStopped(self); - 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) { - - // Normalize virtual value - var render = virtual !== true; - - // Get current time - var now = time(); - var diff = now - start; - - // Verification is executed before next animation step - if(self.isPaused) { - self._saveState(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; - for (var j = 0; j < Math.min(droppedFrames, 4); j++) { - step(true); - dropCounter++; - } - - } - - // Compute percent value - if (diff > delay && duration) { - percent = (diff - delay) / duration; - if(reverse === true) { - percent = 1 - percent; - if (percent < 0) { - percent = 0; - } - } else { - if (percent > 1) { - percent = 1; - } - } - } - - // Execute step callback, then... - var 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/bezier.js b/js/animation/bezier.js deleted file mode 100644 index 4f95fbaeca..0000000000 --- a/js/animation/bezier.js +++ /dev/null @@ -1,429 +0,0 @@ -/* - * 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, x, duration) { - return unitBezier(p1x, p1y, p2x, p2y)(x, duration); - } - }; - })(); - -/** - * 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/gl-matrix.js b/js/animation/gl-matrix.js deleted file mode 100644 index 3b22c7979a..0000000000 --- a/js/animation/gl-matrix.js +++ /dev/null @@ -1,4248 +0,0 @@ -/** - * @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/timing-functions.js b/js/animation/timing-functions.js deleted file mode 100644 index a34fb114e2..0000000000 --- a/js/animation/timing-functions.js +++ /dev/null @@ -1,34 +0,0 @@ -(function(window) { - - // Namespace - ionic.Animation = ionic.Animation || {}; - - - ionic.Animation.TimingFn = { - '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); - }; - } - }; -})(window); diff --git a/test/html/animation.html b/test/html/animation.html deleted file mode 100644 index 60f5cd535a..0000000000 --- a/test/html/animation.html +++ /dev/null @@ -1,121 +0,0 @@ - - - - - - - - - - - - - - - -
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