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matrix4.js
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var mat4 = {};
if (!GLMAT_ARRAY_TYPE) {
var GLMAT_ARRAY_TYPE = (typeof Float32Array !== 'undefined') ? Float32Array : Array;
}
if (!GLMAT_EPSILON) {
var GLMAT_EPSILON = 0.000001;
}
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;
};
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;
};
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;
};
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;
};
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;
};
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;
};
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;
};