diff --git a/Abgabe_6/icg_exercise6.pdf b/Abgabe_6/icg_exercise6.pdf new file mode 100644 index 0000000..0f8d993 Binary files /dev/null and b/Abgabe_6/icg_exercise6.pdf differ diff --git a/Abgabe_6/normalMappingTODOs.zip b/Abgabe_6/normalMappingTODOs.zip new file mode 100644 index 0000000..c9571c8 Binary files /dev/null and b/Abgabe_6/normalMappingTODOs.zip differ diff --git a/Abgabe_6/normalMappingTODOs/common/gl-matrix.js b/Abgabe_6/normalMappingTODOs/common/gl-matrix.js new file mode 100644 index 0000000..5e7dfaa --- /dev/null +++ b/Abgabe_6/normalMappingTODOs/common/gl-matrix.js @@ -0,0 +1,5555 @@ +/** + * @fileoverview gl-matrix - High performance matrix and vector operations + * @author Brandon Jones + * @author Colin MacKenzie IV + * @version 2.3.2 + */ + +/* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. */ + +(function webpackUniversalModuleDefinition(root, factory) { + if(typeof exports === 'object' && typeof module === 'object') + module.exports = factory(); + else if(typeof define === 'function' && define.amd) + define(factory); + else { + var a = factory(); + for(var i in a) (typeof exports === 'object' ? exports : root)[i] = a[i]; + } +})(this, function() { +return /******/ (function(modules) { // webpackBootstrap +/******/ // The module cache +/******/ var installedModules = {}; + +/******/ // The require function +/******/ function __webpack_require__(moduleId) { + +/******/ // Check if module is in cache +/******/ if(installedModules[moduleId]) +/******/ return installedModules[moduleId].exports; + +/******/ // Create a new module (and put it into the cache) +/******/ var module = installedModules[moduleId] = { +/******/ exports: {}, +/******/ id: moduleId, +/******/ loaded: false +/******/ }; + +/******/ // Execute the module function +/******/ modules[moduleId].call(module.exports, module, module.exports, __webpack_require__); + +/******/ // Flag the module as loaded +/******/ module.loaded = true; + +/******/ // Return the exports of the module +/******/ return module.exports; +/******/ } + + +/******/ // expose the modules object (__webpack_modules__) +/******/ __webpack_require__.m = modules; + +/******/ // expose the module cache +/******/ __webpack_require__.c = installedModules; + +/******/ // __webpack_public_path__ +/******/ __webpack_require__.p = ""; + +/******/ // Load entry module and return exports +/******/ return __webpack_require__(0); +/******/ }) +/************************************************************************/ +/******/ ([ +/* 0 */ +/***/ function(module, exports, __webpack_require__) { + + /** + * @fileoverview gl-matrix - High performance matrix and vector operations + * @author Brandon Jones + * @author Colin MacKenzie IV + * @version 2.3.2 + */ + + /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. */ + // END HEADER + + exports.glMatrix = __webpack_require__(1); + exports.mat2 = __webpack_require__(2); + exports.mat2d = __webpack_require__(3); + exports.mat3 = __webpack_require__(4); + exports.mat4 = __webpack_require__(5); + exports.quat = __webpack_require__(6); + exports.vec2 = __webpack_require__(9); + exports.vec3 = __webpack_require__(7); + exports.vec4 = __webpack_require__(8); + +/***/ }, +/* 1 */ +/***/ function(module, exports) { + + /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. */ + + /** + * @class Common utilities + * @name glMatrix + */ + var glMatrix = {}; + + // Configuration Constants + glMatrix.EPSILON = 0.000001; + glMatrix.ARRAY_TYPE = (typeof Float32Array !== 'undefined') ? Float32Array : Array; + glMatrix.RANDOM = Math.random; + glMatrix.ENABLE_SIMD = false; + + // Capability detection + glMatrix.SIMD_AVAILABLE = (glMatrix.ARRAY_TYPE === Float32Array) && ('SIMD' in this); + glMatrix.USE_SIMD = glMatrix.ENABLE_SIMD && glMatrix.SIMD_AVAILABLE; + + /** + * Sets the type of array used when creating new vectors and matrices + * + * @param {Type} type Array type, such as Float32Array or Array + */ + glMatrix.setMatrixArrayType = function(type) { + glMatrix.ARRAY_TYPE = type; + } + + var degree = Math.PI / 180; + + /** + * Convert Degree To Radian + * + * @param {Number} Angle in Degrees + */ + glMatrix.toRadian = function(a){ + return a * degree; + } + + module.exports = glMatrix; + + +/***/ }, +/* 2 */ +/***/ function(module, exports, __webpack_require__) { + + /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. */ + + var glMatrix = __webpack_require__(1); + + /** + * @class 2x2 Matrix + * @name mat2 + */ + var mat2 = {}; + + /** + * Creates a new identity mat2 + * + * @returns {mat2} a new 2x2 matrix + */ + mat2.create = function() { + var out = new glMatrix.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 glMatrix.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; + }; + + /** + * Creates a matrix from a given angle + * This is equivalent to (but much faster than): + * + * mat2.identity(dest); + * mat2.rotate(dest, dest, rad); + * + * @param {mat2} out mat2 receiving operation result + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat2} out + */ + mat2.fromRotation = function(out, rad) { + var s = Math.sin(rad), + c = Math.cos(rad); + out[0] = c; + out[1] = s; + out[2] = -s; + out[3] = c; + return out; + } + + /** + * Creates a matrix from a vector scaling + * This is equivalent to (but much faster than): + * + * mat2.identity(dest); + * mat2.scale(dest, dest, vec); + * + * @param {mat2} out mat2 receiving operation result + * @param {vec2} v Scaling vector + * @returns {mat2} out + */ + mat2.fromScaling = function(out, v) { + out[0] = v[0]; + out[1] = 0; + out[2] = 0; + out[3] = v[1]; + 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]; + }; + + + module.exports = mat2; + + +/***/ }, +/* 3 */ +/***/ function(module, exports, __webpack_require__) { + + /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. */ + + var glMatrix = __webpack_require__(1); + + /** + * @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 glMatrix.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 glMatrix.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; + }; + + /** + * Creates a matrix from a given angle + * This is equivalent to (but much faster than): + * + * mat2d.identity(dest); + * mat2d.rotate(dest, dest, rad); + * + * @param {mat2d} out mat2d receiving operation result + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat2d} out + */ + mat2d.fromRotation = function(out, rad) { + var s = Math.sin(rad), c = Math.cos(rad); + out[0] = c; + out[1] = s; + out[2] = -s; + out[3] = c; + out[4] = 0; + out[5] = 0; + return out; + } + + /** + * Creates a matrix from a vector scaling + * This is equivalent to (but much faster than): + * + * mat2d.identity(dest); + * mat2d.scale(dest, dest, vec); + * + * @param {mat2d} out mat2d receiving operation result + * @param {vec2} v Scaling vector + * @returns {mat2d} out + */ + mat2d.fromScaling = function(out, v) { + out[0] = v[0]; + out[1] = 0; + out[2] = 0; + out[3] = v[1]; + out[4] = 0; + out[5] = 0; + return out; + } + + /** + * Creates a matrix from a vector translation + * This is equivalent to (but much faster than): + * + * mat2d.identity(dest); + * mat2d.translate(dest, dest, vec); + * + * @param {mat2d} out mat2d receiving operation result + * @param {vec2} v Translation vector + * @returns {mat2d} out + */ + mat2d.fromTranslation = function(out, v) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + out[4] = v[0]; + out[5] = v[1]; + 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)) + }; + + module.exports = mat2d; + + +/***/ }, +/* 4 */ +/***/ function(module, exports, __webpack_require__) { + + /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. */ + + var glMatrix = __webpack_require__(1); + + /** + * @class 3x3 Matrix + * @name mat3 + */ + var mat3 = {}; + + /** + * Creates a new identity mat3 + * + * @returns {mat3} a new 3x3 matrix + */ + mat3.create = function() { + var out = new glMatrix.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 glMatrix.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; + }; + + /** + * Creates a matrix from a vector translation + * This is equivalent to (but much faster than): + * + * mat3.identity(dest); + * mat3.translate(dest, dest, vec); + * + * @param {mat3} out mat3 receiving operation result + * @param {vec2} v Translation vector + * @returns {mat3} out + */ + mat3.fromTranslation = function(out, v) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 1; + out[5] = 0; + out[6] = v[0]; + out[7] = v[1]; + out[8] = 1; + return out; + } + + /** + * Creates a matrix from a given angle + * This is equivalent to (but much faster than): + * + * mat3.identity(dest); + * mat3.rotate(dest, dest, rad); + * + * @param {mat3} out mat3 receiving operation result + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat3} out + */ + mat3.fromRotation = function(out, rad) { + var s = Math.sin(rad), c = Math.cos(rad); + + out[0] = c; + out[1] = s; + out[2] = 0; + + out[3] = -s; + out[4] = c; + out[5] = 0; + + out[6] = 0; + out[7] = 0; + out[8] = 1; + return out; + } + + /** + * Creates a matrix from a vector scaling + * This is equivalent to (but much faster than): + * + * mat3.identity(dest); + * mat3.scale(dest, dest, vec); + * + * @param {mat3} out mat3 receiving operation result + * @param {vec2} v Scaling vector + * @returns {mat3} out + */ + mat3.fromScaling = function(out, v) { + out[0] = v[0]; + out[1] = 0; + out[2] = 0; + + out[3] = 0; + out[4] = v[1]; + out[5] = 0; + + out[6] = 0; + out[7] = 0; + out[8] = 1; + return out; + } + + /** + * 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))) + }; + + + module.exports = mat3; + + +/***/ }, +/* 5 */ +/***/ function(module, exports, __webpack_require__) { + + /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. */ + + var glMatrix = __webpack_require__(1); + + /** + * @class 4x4 Matrix + * @name mat4 + */ + var mat4 = { + scalar: {}, + SIMD: {}, + }; + + /** + * Creates a new identity mat4 + * + * @returns {mat4} a new 4x4 matrix + */ + mat4.create = function() { + var out = new glMatrix.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 glMatrix.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 not using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + mat4.scalar.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; + }; + + /** + * Transpose the values of a mat4 using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + mat4.SIMD.transpose = function(out, a) { + var a0, a1, a2, a3, + tmp01, tmp23, + out0, out1, out2, out3; + + a0 = SIMD.Float32x4.load(a, 0); + a1 = SIMD.Float32x4.load(a, 4); + a2 = SIMD.Float32x4.load(a, 8); + a3 = SIMD.Float32x4.load(a, 12); + + tmp01 = SIMD.Float32x4.shuffle(a0, a1, 0, 1, 4, 5); + tmp23 = SIMD.Float32x4.shuffle(a2, a3, 0, 1, 4, 5); + out0 = SIMD.Float32x4.shuffle(tmp01, tmp23, 0, 2, 4, 6); + out1 = SIMD.Float32x4.shuffle(tmp01, tmp23, 1, 3, 5, 7); + SIMD.Float32x4.store(out, 0, out0); + SIMD.Float32x4.store(out, 4, out1); + + tmp01 = SIMD.Float32x4.shuffle(a0, a1, 2, 3, 6, 7); + tmp23 = SIMD.Float32x4.shuffle(a2, a3, 2, 3, 6, 7); + out2 = SIMD.Float32x4.shuffle(tmp01, tmp23, 0, 2, 4, 6); + out3 = SIMD.Float32x4.shuffle(tmp01, tmp23, 1, 3, 5, 7); + SIMD.Float32x4.store(out, 8, out2); + SIMD.Float32x4.store(out, 12, out3); + + return out; + }; + + /** + * Transpse a mat4 using SIMD if available and enabled + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + mat4.transpose = glMatrix.USE_SIMD ? mat4.SIMD.transpose : mat4.scalar.transpose; + + /** + * Inverts a mat4 not using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + mat4.scalar.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; + }; + + /** + * Inverts a mat4 using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + mat4.SIMD.invert = function(out, a) { + var row0, row1, row2, row3, + tmp1, + minor0, minor1, minor2, minor3, + det, + a0 = SIMD.Float32x4.load(a, 0), + a1 = SIMD.Float32x4.load(a, 4), + a2 = SIMD.Float32x4.load(a, 8), + a3 = SIMD.Float32x4.load(a, 12); + + // Compute matrix adjugate + tmp1 = SIMD.Float32x4.shuffle(a0, a1, 0, 1, 4, 5); + row1 = SIMD.Float32x4.shuffle(a2, a3, 0, 1, 4, 5); + row0 = SIMD.Float32x4.shuffle(tmp1, row1, 0, 2, 4, 6); + row1 = SIMD.Float32x4.shuffle(row1, tmp1, 1, 3, 5, 7); + tmp1 = SIMD.Float32x4.shuffle(a0, a1, 2, 3, 6, 7); + row3 = SIMD.Float32x4.shuffle(a2, a3, 2, 3, 6, 7); + row2 = SIMD.Float32x4.shuffle(tmp1, row3, 0, 2, 4, 6); + row3 = SIMD.Float32x4.shuffle(row3, tmp1, 1, 3, 5, 7); + + tmp1 = SIMD.Float32x4.mul(row2, row3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor0 = SIMD.Float32x4.mul(row1, tmp1); + minor1 = SIMD.Float32x4.mul(row0, tmp1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row1, tmp1), minor0); + minor1 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor1); + minor1 = SIMD.Float32x4.swizzle(minor1, 2, 3, 0, 1); + + tmp1 = SIMD.Float32x4.mul(row1, row2); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor0 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor0); + minor3 = SIMD.Float32x4.mul(row0, tmp1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.sub(minor0, SIMD.Float32x4.mul(row3, tmp1)); + minor3 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor3); + minor3 = SIMD.Float32x4.swizzle(minor3, 2, 3, 0, 1); + + tmp1 = SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(row1, 2, 3, 0, 1), row3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + row2 = SIMD.Float32x4.swizzle(row2, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row2, tmp1), minor0); + minor2 = SIMD.Float32x4.mul(row0, tmp1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.sub(minor0, SIMD.Float32x4.mul(row2, tmp1)); + minor2 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor2); + minor2 = SIMD.Float32x4.swizzle(minor2, 2, 3, 0, 1); + + tmp1 = SIMD.Float32x4.mul(row0, row1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor2 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor2); + minor3 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row2, tmp1), minor3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor2 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row3, tmp1), minor2); + minor3 = SIMD.Float32x4.sub(minor3, SIMD.Float32x4.mul(row2, tmp1)); + + tmp1 = SIMD.Float32x4.mul(row0, row3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor1 = SIMD.Float32x4.sub(minor1, SIMD.Float32x4.mul(row2, tmp1)); + minor2 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row1, tmp1), minor2); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor1 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row2, tmp1), minor1); + minor2 = SIMD.Float32x4.sub(minor2, SIMD.Float32x4.mul(row1, tmp1)); + + tmp1 = SIMD.Float32x4.mul(row0, row2); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor1 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor1); + minor3 = SIMD.Float32x4.sub(minor3, SIMD.Float32x4.mul(row1, tmp1)); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor1 = SIMD.Float32x4.sub(minor1, SIMD.Float32x4.mul(row3, tmp1)); + minor3 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row1, tmp1), minor3); + + // Compute matrix determinant + det = SIMD.Float32x4.mul(row0, minor0); + det = SIMD.Float32x4.add(SIMD.Float32x4.swizzle(det, 2, 3, 0, 1), det); + det = SIMD.Float32x4.add(SIMD.Float32x4.swizzle(det, 1, 0, 3, 2), det); + tmp1 = SIMD.Float32x4.reciprocalApproximation(det); + det = SIMD.Float32x4.sub( + SIMD.Float32x4.add(tmp1, tmp1), + SIMD.Float32x4.mul(det, SIMD.Float32x4.mul(tmp1, tmp1))); + det = SIMD.Float32x4.swizzle(det, 0, 0, 0, 0); + if (!det) { + return null; + } + + // Compute matrix inverse + SIMD.Float32x4.store(out, 0, SIMD.Float32x4.mul(det, minor0)); + SIMD.Float32x4.store(out, 4, SIMD.Float32x4.mul(det, minor1)); + SIMD.Float32x4.store(out, 8, SIMD.Float32x4.mul(det, minor2)); + SIMD.Float32x4.store(out, 12, SIMD.Float32x4.mul(det, minor3)); + return out; + } + + /** + * Inverts a mat4 using SIMD if available and enabled + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + mat4.invert = glMatrix.USE_SIMD ? mat4.SIMD.invert : mat4.scalar.invert; + + /** + * Calculates the adjugate of a mat4 not using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + mat4.scalar.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 adjugate of a mat4 using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + mat4.SIMD.adjoint = function(out, a) { + var a0, a1, a2, a3; + var row0, row1, row2, row3; + var tmp1; + var minor0, minor1, minor2, minor3; + + var a0 = SIMD.Float32x4.load(a, 0); + var a1 = SIMD.Float32x4.load(a, 4); + var a2 = SIMD.Float32x4.load(a, 8); + var a3 = SIMD.Float32x4.load(a, 12); + + // Transpose the source matrix. Sort of. Not a true transpose operation + tmp1 = SIMD.Float32x4.shuffle(a0, a1, 0, 1, 4, 5); + row1 = SIMD.Float32x4.shuffle(a2, a3, 0, 1, 4, 5); + row0 = SIMD.Float32x4.shuffle(tmp1, row1, 0, 2, 4, 6); + row1 = SIMD.Float32x4.shuffle(row1, tmp1, 1, 3, 5, 7); + + tmp1 = SIMD.Float32x4.shuffle(a0, a1, 2, 3, 6, 7); + row3 = SIMD.Float32x4.shuffle(a2, a3, 2, 3, 6, 7); + row2 = SIMD.Float32x4.shuffle(tmp1, row3, 0, 2, 4, 6); + row3 = SIMD.Float32x4.shuffle(row3, tmp1, 1, 3, 5, 7); + + tmp1 = SIMD.Float32x4.mul(row2, row3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor0 = SIMD.Float32x4.mul(row1, tmp1); + minor1 = SIMD.Float32x4.mul(row0, tmp1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row1, tmp1), minor0); + minor1 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor1); + minor1 = SIMD.Float32x4.swizzle(minor1, 2, 3, 0, 1); + + tmp1 = SIMD.Float32x4.mul(row1, row2); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor0 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor0); + minor3 = SIMD.Float32x4.mul(row0, tmp1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.sub(minor0, SIMD.Float32x4.mul(row3, tmp1)); + minor3 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor3); + minor3 = SIMD.Float32x4.swizzle(minor3, 2, 3, 0, 1); + + tmp1 = SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(row1, 2, 3, 0, 1), row3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + row2 = SIMD.Float32x4.swizzle(row2, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row2, tmp1), minor0); + minor2 = SIMD.Float32x4.mul(row0, tmp1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor0 = SIMD.Float32x4.sub(minor0, SIMD.Float32x4.mul(row2, tmp1)); + minor2 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row0, tmp1), minor2); + minor2 = SIMD.Float32x4.swizzle(minor2, 2, 3, 0, 1); + + tmp1 = SIMD.Float32x4.mul(row0, row1); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor2 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor2); + minor3 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row2, tmp1), minor3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor2 = SIMD.Float32x4.sub(SIMD.Float32x4.mul(row3, tmp1), minor2); + minor3 = SIMD.Float32x4.sub(minor3, SIMD.Float32x4.mul(row2, tmp1)); + + tmp1 = SIMD.Float32x4.mul(row0, row3); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor1 = SIMD.Float32x4.sub(minor1, SIMD.Float32x4.mul(row2, tmp1)); + minor2 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row1, tmp1), minor2); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor1 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row2, tmp1), minor1); + minor2 = SIMD.Float32x4.sub(minor2, SIMD.Float32x4.mul(row1, tmp1)); + + tmp1 = SIMD.Float32x4.mul(row0, row2); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 1, 0, 3, 2); + minor1 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row3, tmp1), minor1); + minor3 = SIMD.Float32x4.sub(minor3, SIMD.Float32x4.mul(row1, tmp1)); + tmp1 = SIMD.Float32x4.swizzle(tmp1, 2, 3, 0, 1); + minor1 = SIMD.Float32x4.sub(minor1, SIMD.Float32x4.mul(row3, tmp1)); + minor3 = SIMD.Float32x4.add(SIMD.Float32x4.mul(row1, tmp1), minor3); + + SIMD.Float32x4.store(out, 0, minor0); + SIMD.Float32x4.store(out, 4, minor1); + SIMD.Float32x4.store(out, 8, minor2); + SIMD.Float32x4.store(out, 12, minor3); + return out; + }; + + /** + * Calculates the adjugate of a mat4 using SIMD if available and enabled + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ + mat4.adjoint = glMatrix.USE_SIMD ? mat4.SIMD.adjoint : mat4.scalar.adjoint; + + /** + * 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 explicitly using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the first operand, must be a Float32Array + * @param {mat4} b the second operand, must be a Float32Array + * @returns {mat4} out + */ + mat4.SIMD.multiply = function (out, a, b) { + var a0 = SIMD.Float32x4.load(a, 0); + var a1 = SIMD.Float32x4.load(a, 4); + var a2 = SIMD.Float32x4.load(a, 8); + var a3 = SIMD.Float32x4.load(a, 12); + + var b0 = SIMD.Float32x4.load(b, 0); + var out0 = SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b0, 0, 0, 0, 0), a0), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b0, 1, 1, 1, 1), a1), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b0, 2, 2, 2, 2), a2), + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b0, 3, 3, 3, 3), a3)))); + SIMD.Float32x4.store(out, 0, out0); + + var b1 = SIMD.Float32x4.load(b, 4); + var out1 = SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b1, 0, 0, 0, 0), a0), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b1, 1, 1, 1, 1), a1), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b1, 2, 2, 2, 2), a2), + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b1, 3, 3, 3, 3), a3)))); + SIMD.Float32x4.store(out, 4, out1); + + var b2 = SIMD.Float32x4.load(b, 8); + var out2 = SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b2, 0, 0, 0, 0), a0), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b2, 1, 1, 1, 1), a1), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b2, 2, 2, 2, 2), a2), + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b2, 3, 3, 3, 3), a3)))); + SIMD.Float32x4.store(out, 8, out2); + + var b3 = SIMD.Float32x4.load(b, 12); + var out3 = SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b3, 0, 0, 0, 0), a0), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b3, 1, 1, 1, 1), a1), + SIMD.Float32x4.add( + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b3, 2, 2, 2, 2), a2), + SIMD.Float32x4.mul(SIMD.Float32x4.swizzle(b3, 3, 3, 3, 3), a3)))); + SIMD.Float32x4.store(out, 12, out3); + + return out; + }; + + /** + * Multiplies two mat4's explicitly not using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the first operand + * @param {mat4} b the second operand + * @returns {mat4} out + */ + mat4.scalar.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; + }; + + /** + * Multiplies two mat4's using SIMD if available and enabled + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the first operand + * @param {mat4} b the second operand + * @returns {mat4} out + */ + mat4.multiply = glMatrix.USE_SIMD ? mat4.SIMD.multiply : mat4.scalar.multiply; + + /** + * Alias for {@link mat4.multiply} + * @function + */ + mat4.mul = mat4.multiply; + + /** + * Translate a mat4 by the given vector not using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to translate + * @param {vec3} v vector to translate by + * @returns {mat4} out + */ + mat4.scalar.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; + }; + + /** + * Translates a mat4 by the given vector using SIMD + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to translate + * @param {vec3} v vector to translate by + * @returns {mat4} out + */ + mat4.SIMD.translate = function (out, a, v) { + var a0 = SIMD.Float32x4.load(a, 0), + a1 = SIMD.Float32x4.load(a, 4), + a2 = SIMD.Float32x4.load(a, 8), + a3 = SIMD.Float32x4.load(a, 12), + vec = SIMD.Float32x4(v[0], v[1], v[2] , 0); + + if (a !== out) { + 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]; + } + + a0 = SIMD.Float32x4.mul(a0, SIMD.Float32x4.swizzle(vec, 0, 0, 0, 0)); + a1 = SIMD.Float32x4.mul(a1, SIMD.Float32x4.swizzle(vec, 1, 1, 1, 1)); + a2 = SIMD.Float32x4.mul(a2, SIMD.Float32x4.swizzle(vec, 2, 2, 2, 2)); + + var t0 = SIMD.Float32x4.add(a0, SIMD.Float32x4.add(a1, SIMD.Float32x4.add(a2, a3))); + SIMD.Float32x4.store(out, 12, t0); + + return out; + }; + + /** + * Translates a mat4 by the given vector using SIMD if available and enabled + * + * @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 = glMatrix.USE_SIMD ? mat4.SIMD.translate : mat4.scalar.translate; + + /** + * Scales the mat4 by the dimensions in the given vec3 not using vectorization + * + * @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.scalar.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; + }; + + /** + * Scales the mat4 by the dimensions in the given vec3 using vectorization + * + * @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.SIMD.scale = function(out, a, v) { + var a0, a1, a2; + var vec = SIMD.Float32x4(v[0], v[1], v[2], 0); + + a0 = SIMD.Float32x4.load(a, 0); + SIMD.Float32x4.store( + out, 0, SIMD.Float32x4.mul(a0, SIMD.Float32x4.swizzle(vec, 0, 0, 0, 0))); + + a1 = SIMD.Float32x4.load(a, 4); + SIMD.Float32x4.store( + out, 4, SIMD.Float32x4.mul(a1, SIMD.Float32x4.swizzle(vec, 1, 1, 1, 1))); + + a2 = SIMD.Float32x4.load(a, 8); + SIMD.Float32x4.store( + out, 8, SIMD.Float32x4.mul(a2, SIMD.Float32x4.swizzle(vec, 2, 2, 2, 2))); + + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; + }; + + /** + * Scales the mat4 by the dimensions in the given vec3 using SIMD if available and enabled + * + * @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 = glMatrix.USE_SIMD ? mat4.SIMD.scale : mat4.scalar.scale; + + /** + * Rotates a mat4 by the given angle around the given axis + * + * @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) < glMatrix.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 not using SIMD + * + * @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.scalar.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 X axis using SIMD + * + * @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.SIMD.rotateX = function (out, a, rad) { + var s = SIMD.Float32x4.splat(Math.sin(rad)), + c = SIMD.Float32x4.splat(Math.cos(rad)); + + 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 + var a_1 = SIMD.Float32x4.load(a, 4); + var a_2 = SIMD.Float32x4.load(a, 8); + SIMD.Float32x4.store(out, 4, + SIMD.Float32x4.add(SIMD.Float32x4.mul(a_1, c), SIMD.Float32x4.mul(a_2, s))); + SIMD.Float32x4.store(out, 8, + SIMD.Float32x4.sub(SIMD.Float32x4.mul(a_2, c), SIMD.Float32x4.mul(a_1, s))); + return out; + }; + + /** + * Rotates a matrix by the given angle around the X axis using SIMD if availabe and enabled + * + * @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 = glMatrix.USE_SIMD ? mat4.SIMD.rotateX : mat4.scalar.rotateX; + + /** + * Rotates a matrix by the given angle around the Y axis not using SIMD + * + * @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.scalar.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 Y axis using SIMD + * + * @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.SIMD.rotateY = function (out, a, rad) { + var s = SIMD.Float32x4.splat(Math.sin(rad)), + c = SIMD.Float32x4.splat(Math.cos(rad)); + + 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 + var a_0 = SIMD.Float32x4.load(a, 0); + var a_2 = SIMD.Float32x4.load(a, 8); + SIMD.Float32x4.store(out, 0, + SIMD.Float32x4.sub(SIMD.Float32x4.mul(a_0, c), SIMD.Float32x4.mul(a_2, s))); + SIMD.Float32x4.store(out, 8, + SIMD.Float32x4.add(SIMD.Float32x4.mul(a_0, s), SIMD.Float32x4.mul(a_2, c))); + return out; + }; + + /** + * Rotates a matrix by the given angle around the Y axis if SIMD available and enabled + * + * @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 = glMatrix.USE_SIMD ? mat4.SIMD.rotateY : mat4.scalar.rotateY; + + /** + * Rotates a matrix by the given angle around the Z axis not using SIMD + * + * @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.scalar.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; + }; + + /** + * Rotates a matrix by the given angle around the Z axis using SIMD + * + * @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.SIMD.rotateZ = function (out, a, rad) { + var s = SIMD.Float32x4.splat(Math.sin(rad)), + c = SIMD.Float32x4.splat(Math.cos(rad)); + + 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 + var a_0 = SIMD.Float32x4.load(a, 0); + var a_1 = SIMD.Float32x4.load(a, 4); + SIMD.Float32x4.store(out, 0, + SIMD.Float32x4.add(SIMD.Float32x4.mul(a_0, c), SIMD.Float32x4.mul(a_1, s))); + SIMD.Float32x4.store(out, 4, + SIMD.Float32x4.sub(SIMD.Float32x4.mul(a_1, c), SIMD.Float32x4.mul(a_0, s))); + return out; + }; + + /** + * Rotates a matrix by the given angle around the Z axis if SIMD available and enabled + * + * @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 = glMatrix.USE_SIMD ? mat4.SIMD.rotateZ : mat4.scalar.rotateZ; + + /** + * Creates a matrix from a vector translation + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.translate(dest, dest, vec); + * + * @param {mat4} out mat4 receiving operation result + * @param {vec3} v Translation vector + * @returns {mat4} out + */ + mat4.fromTranslation = function(out, v) { + 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] = v[0]; + out[13] = v[1]; + out[14] = v[2]; + out[15] = 1; + return out; + } + + /** + * Creates a matrix from a vector scaling + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.scale(dest, dest, vec); + * + * @param {mat4} out mat4 receiving operation result + * @param {vec3} v Scaling vector + * @returns {mat4} out + */ + mat4.fromScaling = function(out, v) { + out[0] = v[0]; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = v[1]; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = v[2]; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; + } + + /** + * Creates a matrix from a given angle around a given axis + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.rotate(dest, dest, rad, axis); + * + * @param {mat4} out mat4 receiving operation result + * @param {Number} rad the angle to rotate the matrix by + * @param {vec3} axis the axis to rotate around + * @returns {mat4} out + */ + mat4.fromRotation = function(out, rad, axis) { + var x = axis[0], y = axis[1], z = axis[2], + len = Math.sqrt(x * x + y * y + z * z), + s, c, t; + + if (Math.abs(len) < glMatrix.EPSILON) { return null; } + + len = 1 / len; + x *= len; + y *= len; + z *= len; + + s = Math.sin(rad); + c = Math.cos(rad); + t = 1 - c; + + // Perform rotation-specific matrix multiplication + out[0] = x * x * t + c; + out[1] = y * x * t + z * s; + out[2] = z * x * t - y * s; + out[3] = 0; + out[4] = x * y * t - z * s; + out[5] = y * y * t + c; + out[6] = z * y * t + x * s; + out[7] = 0; + out[8] = x * z * t + y * s; + out[9] = y * z * t - x * s; + out[10] = z * z * t + c; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; + } + + /** + * Creates a matrix from the given angle around the X axis + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.rotateX(dest, dest, rad); + * + * @param {mat4} out mat4 receiving operation result + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ + mat4.fromXRotation = function(out, rad) { + var s = Math.sin(rad), + c = Math.cos(rad); + + // Perform axis-specific matrix multiplication + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = c; + out[6] = s; + out[7] = 0; + out[8] = 0; + out[9] = -s; + out[10] = c; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; + } + + /** + * Creates a matrix from the given angle around the Y axis + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.rotateY(dest, dest, rad); + * + * @param {mat4} out mat4 receiving operation result + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ + mat4.fromYRotation = function(out, rad) { + var s = Math.sin(rad), + c = Math.cos(rad); + + // Perform axis-specific matrix multiplication + out[0] = c; + out[1] = 0; + out[2] = -s; + out[3] = 0; + out[4] = 0; + out[5] = 1; + out[6] = 0; + out[7] = 0; + out[8] = s; + out[9] = 0; + out[10] = c; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; + } + + /** + * Creates a matrix from the given angle around the Z axis + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.rotateZ(dest, dest, rad); + * + * @param {mat4} out mat4 receiving operation result + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ + mat4.fromZRotation = function(out, rad) { + var s = Math.sin(rad), + c = Math.cos(rad); + + // Perform axis-specific matrix multiplication + out[0] = c; + out[1] = s; + out[2] = 0; + out[3] = 0; + out[4] = -s; + out[5] = c; + 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 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; + }; + + /** + * Creates a matrix from a quaternion rotation, vector translation and vector scale + * 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); + * mat4.scale(dest, scale) + * + * @param {mat4} out mat4 receiving operation result + * @param {quat4} q Rotation quaternion + * @param {vec3} v Translation vector + * @param {vec3} s Scaling vector + * @returns {mat4} out + */ + mat4.fromRotationTranslationScale = function (out, q, v, s) { + // 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, + sx = s[0], + sy = s[1], + sz = s[2]; + + out[0] = (1 - (yy + zz)) * sx; + out[1] = (xy + wz) * sx; + out[2] = (xz - wy) * sx; + out[3] = 0; + out[4] = (xy - wz) * sy; + out[5] = (1 - (xx + zz)) * sy; + out[6] = (yz + wx) * sy; + out[7] = 0; + out[8] = (xz + wy) * sz; + out[9] = (yz - wx) * sz; + out[10] = (1 - (xx + yy)) * sz; + out[11] = 0; + out[12] = v[0]; + out[13] = v[1]; + out[14] = v[2]; + out[15] = 1; + + return out; + }; + + /** + * Creates a matrix from a quaternion rotation, vector translation and vector scale, rotating and scaling around the given origin + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.translate(dest, vec); + * mat4.translate(dest, origin); + * var quatMat = mat4.create(); + * quat4.toMat4(quat, quatMat); + * mat4.multiply(dest, quatMat); + * mat4.scale(dest, scale) + * mat4.translate(dest, negativeOrigin); + * + * @param {mat4} out mat4 receiving operation result + * @param {quat4} q Rotation quaternion + * @param {vec3} v Translation vector + * @param {vec3} s Scaling vector + * @param {vec3} o The origin vector around which to scale and rotate + * @returns {mat4} out + */ + mat4.fromRotationTranslationScaleOrigin = function (out, q, v, s, o) { + // 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, + + sx = s[0], + sy = s[1], + sz = s[2], + + ox = o[0], + oy = o[1], + oz = o[2]; + + out[0] = (1 - (yy + zz)) * sx; + out[1] = (xy + wz) * sx; + out[2] = (xz - wy) * sx; + out[3] = 0; + out[4] = (xy - wz) * sy; + out[5] = (1 - (xx + zz)) * sy; + out[6] = (yz + wx) * sy; + out[7] = 0; + out[8] = (xz + wy) * sz; + out[9] = (yz - wx) * sz; + out[10] = (1 - (xx + yy)) * sz; + out[11] = 0; + out[12] = v[0] + ox - (out[0] * ox + out[4] * oy + out[8] * oz); + out[13] = v[1] + oy - (out[1] * ox + out[5] * oy + out[9] * oz); + out[14] = v[2] + oz - (out[2] * ox + out[6] * oy + out[10] * oz); + 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 perspective projection matrix with the given field of view. + * This is primarily useful for generating projection matrices to be used + * with the still experiemental WebVR API. + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {number} fov Object containing the following values: upDegrees, downDegrees, leftDegrees, rightDegrees + * @param {number} near Near bound of the frustum + * @param {number} far Far bound of the frustum + * @returns {mat4} out + */ + mat4.perspectiveFromFieldOfView = function (out, fov, near, far) { + var upTan = Math.tan(fov.upDegrees * Math.PI/180.0), + downTan = Math.tan(fov.downDegrees * Math.PI/180.0), + leftTan = Math.tan(fov.leftDegrees * Math.PI/180.0), + rightTan = Math.tan(fov.rightDegrees * Math.PI/180.0), + xScale = 2.0 / (leftTan + rightTan), + yScale = 2.0 / (upTan + downTan); + + out[0] = xScale; + out[1] = 0.0; + out[2] = 0.0; + out[3] = 0.0; + out[4] = 0.0; + out[5] = yScale; + out[6] = 0.0; + out[7] = 0.0; + out[8] = -((leftTan - rightTan) * xScale * 0.5); + out[9] = ((upTan - downTan) * yScale * 0.5); + out[10] = far / (near - far); + out[11] = -1.0; + out[12] = 0.0; + out[13] = 0.0; + out[14] = (far * near) / (near - far); + out[15] = 0.0; + 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) < glMatrix.EPSILON && + Math.abs(eyey - centery) < glMatrix.EPSILON && + Math.abs(eyez - centerz) < glMatrix.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[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) )) + }; + + + module.exports = mat4; + + +/***/ }, +/* 6 */ +/***/ function(module, exports, __webpack_require__) { + + /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. */ + + var glMatrix = __webpack_require__(1); + var mat3 = __webpack_require__(4); + var vec3 = __webpack_require__(7); + var vec4 = __webpack_require__(8); + + /** + * @class Quaternion + * @name quat + */ + var quat = {}; + + /** + * Creates a new identity quat + * + * @returns {quat} a new quaternion + */ + quat.create = function() { + var out = new glMatrix.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; + }; + + /** + * Performs a spherical linear interpolation with two control points + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @param {quat} c the third operand + * @param {quat} d the fourth operand + * @param {Number} t interpolation amount + * @returns {quat} out + */ + quat.sqlerp = (function () { + var temp1 = quat.create(); + var temp2 = quat.create(); + + return function (out, a, b, c, d, t) { + quat.slerp(temp1, a, d, t); + quat.slerp(temp2, b, c, t); + quat.slerp(out, temp1, temp2, 2 * t * (1 - t)); + + 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[5]-m[7])*fRoot; + out[1] = (m[6]-m[2])*fRoot; + out[2] = (m[1]-m[3])*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[j*3+k] - m[k*3+j]) * 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] + ')'; + }; + + module.exports = quat; + + +/***/ }, +/* 7 */ +/***/ function(module, exports, __webpack_require__) { + + /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. */ + + var glMatrix = __webpack_require__(1); + + /** + * @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 glMatrix.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 glMatrix.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 glMatrix.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; + }; + + /** + * Returns the inverse of the components of a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to invert + * @returns {vec3} out + */ + vec3.inverse = function(out, a) { + out[0] = 1.0 / a[0]; + out[1] = 1.0 / a[1]; + out[2] = 1.0 / 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; + }; + + /** + * Performs a hermite interpolation with two control points + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @param {vec3} c the third operand + * @param {vec3} d the fourth operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec3} out + */ + vec3.hermite = function (out, a, b, c, d, t) { + var factorTimes2 = t * t, + factor1 = factorTimes2 * (2 * t - 3) + 1, + factor2 = factorTimes2 * (t - 2) + t, + factor3 = factorTimes2 * (t - 1), + factor4 = factorTimes2 * (3 - 2 * t); + + out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4; + out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4; + out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4; + + return out; + }; + + /** + * Performs a bezier interpolation with two control points + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @param {vec3} c the third operand + * @param {vec3} d the fourth operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec3} out + */ + vec3.bezier = function (out, a, b, c, d, t) { + var inverseFactor = 1 - t, + inverseFactorTimesTwo = inverseFactor * inverseFactor, + factorTimes2 = t * t, + factor1 = inverseFactorTimesTwo * inverseFactor, + factor2 = 3 * t * inverseFactorTimesTwo, + factor3 = 3 * factorTimes2 * inverseFactor, + factor4 = factorTimes2 * t; + + out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4; + out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4; + out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4; + + 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 = glMatrix.RANDOM() * 2.0 * Math.PI; + var z = (glMatrix.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], + w = m[3] * x + m[7] * y + m[11] * z + m[15]; + w = w || 1.0; + 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; + 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; + }; + })(); + + /** + * Get the angle between two 3D vectors + * @param {vec3} a The first operand + * @param {vec3} b The second operand + * @returns {Number} The angle in radians + */ + vec3.angle = function(a, b) { + + var tempA = vec3.fromValues(a[0], a[1], a[2]); + var tempB = vec3.fromValues(b[0], b[1], b[2]); + + vec3.normalize(tempA, tempA); + vec3.normalize(tempB, tempB); + + var cosine = vec3.dot(tempA, tempB); + + if(cosine > 1.0){ + return 0; + } else { + return Math.acos(cosine); + } + }; + + /** + * 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] + ')'; + }; + + module.exports = vec3; + + +/***/ }, +/* 8 */ +/***/ function(module, exports, __webpack_require__) { + + /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. */ + + var glMatrix = __webpack_require__(1); + + /** + * @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 glMatrix.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 glMatrix.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 glMatrix.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; + }; + + /** + * Returns the inverse of the components of a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to invert + * @returns {vec4} out + */ + vec4.inverse = function(out, a) { + out[0] = 1.0 / a[0]; + out[1] = 1.0 / a[1]; + out[2] = 1.0 / a[2]; + out[3] = 1.0 / 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] = x * len; + out[1] = y * len; + out[2] = z * len; + out[3] = w * 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] = glMatrix.RANDOM(); + out[1] = glMatrix.RANDOM(); + out[2] = glMatrix.RANDOM(); + out[3] = glMatrix.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; + out[3] = a[3]; + 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 vec4s 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] + ')'; + }; + + module.exports = vec4; + + +/***/ }, +/* 9 */ +/***/ function(module, exports, __webpack_require__) { + + /* Copyright (c) 2015, Brandon Jones, Colin MacKenzie IV. + + Permission is hereby granted, free of charge, to any person obtaining a copy + of this software and associated documentation files (the "Software"), to deal + in the Software without restriction, including without limitation the rights + to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + copies of the Software, and to permit persons to whom the Software is + furnished to do so, subject to the following conditions: + + The above copyright notice and this permission notice shall be included in + all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN + THE SOFTWARE. */ + + var glMatrix = __webpack_require__(1); + + /** + * @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 glMatrix.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 glMatrix.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 glMatrix.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; + }; + + /** + * Returns the inverse of the components of a vec2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a vector to invert + * @returns {vec2} out + */ + vec2.inverse = function(out, a) { + out[0] = 1.0 / a[0]; + out[1] = 1.0 / 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 = glMatrix.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] + ')'; + }; + + module.exports = vec2; + + +/***/ } +/******/ ]) +}); +; \ No newline at end of file diff --git a/Abgabe_6/normalMappingTODOs/common/initShaders.js b/Abgabe_6/normalMappingTODOs/common/initShaders.js new file mode 100644 index 0000000..95a6657 --- /dev/null +++ b/Abgabe_6/normalMappingTODOs/common/initShaders.js @@ -0,0 +1,46 @@ +// +// initShaders.js +// + +function initShaders( gl, vertexShaderId, fragmentShaderId ) +{ + const compileShader = ( gl, gl_shaderType, shaderSource ) => { + // Create the shader + shader = gl.createShader( gl_shaderType ); + + // Set the shader source code + gl.shaderSource( shader, shaderSource ); + + // Compile the shader to make it readable for the GPU + gl.compileShader( shader ); + var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS); + + if (!success) { + // Something went wrong during compilation; get the error + throw "could not compile shader:" + gl.getShaderInfoLog(shader); + } + else { + return shader; + } + } + + /* + * Setup shader program + */ + vShaderSource = document.querySelector( '#' + vertexShaderId ).text; + fShaderSource = document.querySelector( '#' + fragmentShaderId ).text; + + vertexShader = compileShader( gl, gl.VERTEX_SHADER, vShaderSource ); + fragmentShader = compileShader( gl, gl.FRAGMENT_SHADER, fShaderSource ); + + // Build the program + const program = gl.createProgram(); + + // Attach shaders to it + gl.attachShader( program, vertexShader ); + gl.attachShader( program, fragmentShader ); + + gl.linkProgram( program ); + + return program; +} \ No newline at end of file diff --git a/Abgabe_6/normalMappingTODOs/common/objects3D.js b/Abgabe_6/normalMappingTODOs/common/objects3D.js new file mode 100644 index 0000000..8c03792 --- /dev/null +++ b/Abgabe_6/normalMappingTODOs/common/objects3D.js @@ -0,0 +1,1949 @@ +class Object3D { + + constructor(program = defaultProgram, ka = [0.5, 0.5, 0.5, 1.0], kd = [0.5, 0.5, 0.5, 1.0], ks = [0.5, 0.5, 0.5, 1.0]) { + + this.posVBO = gl.createBuffer(); + this.indexVBO = gl.createBuffer(); + + this.positions = []; + this.indices = []; + + this.ka = ka; + this.kd = kd; + this.ks = ks; + this.specularExponent = 4.0; + + this.position = [0, 0, 0]; + this.orientation = [0, 0, 0]; + this.scale = [1, 1, 1]; + this.modelMatrix; + + this.shader = program; + gl.useProgram(this.shader); + + this.posLoc = gl.getAttribLocation(this.shader, "vPosition"); + this.normalLoc = gl.getAttribLocation(this.shader, "vNormal"); + this.modelMatrixLoc = gl.getUniformLocation(this.shader, "modelMatrix"); + this.viewMatrixLoc = gl.getUniformLocation(this.shader, "viewMatrix"); + this.projectionMatrixLoc = gl.getUniformLocation(this.shader, "projectionMatrix"); + this.lightPositionLoc = gl.getUniformLocation(this.shader, "lightPosition"); + this.IaLoc = gl.getUniformLocation(this.shader, "Ia"); + this.IdLoc = gl.getUniformLocation(this.shader, "Id"); + this.IsLoc = gl.getUniformLocation(this.shader, "Is"); + this.kaLoc = gl.getUniformLocation(this.shader, "ka"); + this.kdLoc = gl.getUniformLocation(this.shader, "kd"); + this.ksLoc = gl.getUniformLocation(this.shader, "ks"); + this.specularExponentLoc = gl.getUniformLocation(this.shader, "specExp"); + + this.SetModelMatrix(); + } + + InitBuffers() { + + gl.bindBuffer(gl.ARRAY_BUFFER, this.posVBO); + gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.positions), gl.STATIC_DRAW); + + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexVBO); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(this.indices), gl.STATIC_DRAW); + } + + SetModelMatrix (position = this.position, orientation = this.orientation, scale = this.scale) { + + this.position = position; + this.orientation = [orientation[0] * Math.PI / 180, orientation[1] * Math.PI / 180, orientation[2] * Math.PI / 180]; // Convert the orientation to RAD + this.scale = scale; + + this.modelMatrix = mat4.create(); + mat4.translate(this.modelMatrix, this.modelMatrix, position); + mat4.rotate(this.modelMatrix, this.modelMatrix, this.orientation[0], [1, 0, 0]); + mat4.rotate(this.modelMatrix, this.modelMatrix, this.orientation[1], [0, 1, 0]); + mat4.rotate(this.modelMatrix, this.modelMatrix, this.orientation[2], [0, 0, 1]); + mat4.scale(this.modelMatrix, this.modelMatrix, scale); + } + + UpdateUniforms () { + + gl.useProgram(this.shader); + + gl.uniformMatrix4fv(this.modelMatrixLoc, false, this.modelMatrix); + + gl.uniform4fv(this.kaLoc, this.ka); + gl.uniform4fv(this.kdLoc, this.kd); + gl.uniform4fv(this.ksLoc, this.ks); + gl.uniform1f(this.specularExponentLoc, this.specularExponent); + } + + Render() { + + gl.useProgram(this.shader); + + // Link data in VBO to shader variables + gl.bindBuffer(gl.ARRAY_BUFFER, this.posVBO); + gl.enableVertexAttribArray(this.posLoc); + gl.enableVertexAttribArray(this.normalLoc); + + gl.vertexAttribPointer(this.posLoc, 3, gl.FLOAT, false, 2 * 3 * 4, 0); + gl.vertexAttribPointer(this.normalLoc, 3, gl.FLOAT, false, 2 * 3 * 4, 3 * 4); + + this.UpdateUniforms(); + + // Render + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexVBO); + gl.drawElements(gl.TRIANGLES, this.indices.length, gl.UNSIGNED_SHORT, 0); + } +} + + +class Island extends Object3D { + + constructor(program) { + + super(program = defaultProgram, [0.4, 0.2, 0.0, 1.0], [0.6, 0.3, 0.3, 1.0], [0.7, 0.7, 0.7, 1.0]); + + this.positions = [ + -0.344503,-0.106899,-2.313329,-0.011310,-0.533934,-0.845450, + 0.254658,0.065420,-2.430170,-0.011310,-0.533934,-0.845450, + 0.506020,-0.293147,-2.207084,-0.011310,-0.533934,-0.845450, + 1.415955,0.064912,-1.957500,0.432419,-0.749451,-0.501335, + 1.489208,-0.318759,-1.320762,0.432419,-0.749451,-0.501335, + 0.506020,-0.293147,-2.207084,0.432419,-0.749451,-0.501335, + 1.685851,0.084184,-1.268915,0.734904,-0.279119,-0.618068, + 2.014675,-0.126122,-0.782958,0.734904,-0.279119,-0.618068, + 1.489208,-0.318759,-1.320762,0.734904,-0.279119,-0.618068, + 0.957233,-1.089151,-0.905606,0.146612,-0.480540,-0.864631, + 0.454708,-1.256676,-0.897711,0.146612,-0.480540,-0.864631, + 0.810208,-0.709404,-1.141590,0.146612,-0.480540,-0.864631, + 0.454708,-1.256676,-0.897711,0.693344,-0.471028,-0.545351, + 0.739686,-1.249709,-0.541415,0.693344,-0.471028,-0.545351, + 0.231851,-1.904112,-0.621845,0.693344,-0.471028,-0.545351, + 0.810208,-0.709404,-1.141590,0.250114,-0.538384,-0.804727, + 0.052641,-1.633897,-0.758536,0.250114,-0.538384,-0.804727, + -0.020753,-0.743329,-1.377161,0.250114,-0.538384,-0.804727, + 1.364762,-0.324582,0.647285,0.703998,-0.320406,0.633820, + 2.074500,0.090083,0.068582,0.703998,-0.320406,0.633820, + 1.608835,0.037777,0.559365,0.703998,-0.320406,0.633820, + 1.364762,-0.324582,0.647285,0.168668,-0.983853,-0.059875, + 2.014675,-0.126122,-0.782958,0.168668,-0.983853,-0.059875, + 1.955554,-0.191974,0.132568,0.168668,-0.983853,-0.059875, + 2.014675,-0.126122,-0.782958,0.923533,-0.382169,0.032149, + 2.074500,0.090083,0.068582,0.923533,-0.382169,0.032149, + 1.955554,-0.191974,0.132568,0.923533,-0.382169,0.032149, + 1.364762,-0.324582,0.647285,0.782750,-0.569768,0.250335, + 1.393132,0.037777,1.383312,0.782750,-0.569768,0.250335, + 1.210661,-0.322174,1.134609,0.782750,-0.569768,0.250335, + 1.393132,0.037777,1.383312,0.384202,-0.648684,0.656962, + 0.514977,-0.286422,1.576757,0.384202,-0.648684,0.656962, + 1.210661,-0.322174,1.134609,0.384202,-0.648684,0.656962, + 0.507135,-1.581211,0.348922,0.899189,-0.417795,0.130026, + 0.342563,-2.052501,-0.027325,0.899189,-0.417795,0.130026, + 0.620568,-1.491335,-0.146730,0.899189,-0.417795,0.130026, + 0.745909,-0.723539,0.485115,-0.053516,-0.142055,0.988411, + 0.089439,-1.345612,0.360167,-0.053516,-0.142055,0.988411, + 0.507135,-1.581211,0.348922,-0.053516,-0.142055,0.988411, + 0.745909,-0.723539,0.485115,0.814255,-0.442316,0.375960, + 0.620568,-1.491335,-0.146730,0.814255,-0.442316,0.375960, + 1.089500,-0.770651,-0.314462,0.814255,-0.442316,0.375960, + -0.123718,-0.298339,1.611730,-0.310691,-0.613103,0.726344, + -0.930959,0.037777,1.550149,-0.310691,-0.613103,0.726344, + -0.866234,-0.291222,1.300128,-0.310691,-0.613103,0.726344, + 0.514977,-0.286422,1.576757,0.057026,-0.467461,0.882173, + -0.414258,0.037777,1.808618,0.057026,-0.467461,0.882173, + -0.123718,-0.298339,1.611730,0.057026,-0.467461,0.882173, + -0.930959,0.037777,1.550149,-0.545079,-0.572608,0.612379, + -1.444312,-0.282136,0.794076,-0.545079,-0.572608,0.612379, + -0.866234,-0.291222,1.300128,-0.545079,-0.572608,0.612379, + -1.591571,0.097928,0.827036,-0.822073,-0.356985,0.443574, + -1.839477,-0.177971,0.145553,-0.822073,-0.356985,0.443574, + -1.444312,-0.282136,0.794076,-0.822073,-0.356985,0.443574, + -0.936850,-0.751093,-0.176985,-0.746557,-0.495575,0.443912, + -0.611777,-1.317411,-0.262516,-0.746557,-0.495575,0.443912, + -0.326162,-1.310280,0.225784,-0.746557,-0.495575,0.443912, + -0.326162,-1.310280,0.225784,-0.314567,-0.360829,0.877980, + 0.089439,-1.345612,0.360167,-0.314567,-0.360829,0.877980, + 0.289486,-0.743127,0.679448,-0.314567,-0.360829,0.877980, + -0.326162,-1.310280,0.225784,-0.308883,-0.016409,0.950958, + 0.020776,-1.770522,0.330532,-0.308883,-0.016409,0.950958, + 0.089439,-1.345612,0.360167,-0.308883,-0.016409,0.950958, + -1.675519,-0.336500,-0.606829,-0.437848,-0.846877,-0.301808, + -1.607249,0.010755,-1.680275,-0.437848,-0.846877,-0.301808, + -0.625318,-0.725192,-1.039731,-0.437848,-0.846877,-0.301808, + -1.607249,0.010755,-1.680275,-0.071156,0.995311,-0.065514, + -2.011082,0.043485,-0.744422,-0.071156,0.995311,-0.065514, + -1.247727,0.059337,-1.332687,-0.071156,0.995311,-0.065514, + -1.839477,-0.177971,0.145553,-0.745403,-0.666250,-0.022057, + -2.011082,0.043485,-0.744422,-0.745403,-0.666250,-0.022057, + -1.675519,-0.336500,-0.606829,-0.745403,-0.666250,-0.022057, + -1.607249,0.010755,-1.680275,-0.491811,-0.843645,-0.215370, + -0.934732,-0.314137,-1.943344,-0.491811,-0.843645,-0.215370, + -0.625318,-0.725192,-1.039731,-0.491811,-0.843645,-0.215370, + -0.934732,-0.314137,-1.943344,-0.290661,-0.558811,-0.776690, + -0.344503,-0.106899,-2.313329,-0.290661,-0.558811,-0.776690, + -0.184171,-0.491687,-2.096484,-0.290661,-0.558811,-0.776690, + -1.607249,0.010755,-1.680275,-0.468506,-0.295705,-0.832503, + -0.707720,0.065178,-2.205832,-0.468506,-0.295705,-0.832503, + -0.934732,-0.314137,-1.943344,-0.468506,-0.295705,-0.832503, + -0.707720,0.065178,-2.205832,-0.411171,-0.339377,-0.846027, + -0.344503,-0.106899,-2.313329,-0.411171,-0.339377,-0.846027, + -0.934732,-0.314137,-1.943344,-0.411171,-0.339377,-0.846027, + -0.625318,-0.725192,-1.039731,-0.315603,-0.487398,-0.814149, + 0.052641,-1.633897,-0.758536,-0.315603,-0.487398,-0.814149, + -0.350659,-1.373304,-0.758204,-0.315603,-0.487398,-0.814149, + -0.350659,-1.373304,-0.758204,-0.316011,-0.488030,-0.813611, + 0.052641,-1.633897,-0.758536,-0.316011,-0.488030,-0.813611, + -0.299529,-2.155551,-0.308846,-0.316011,-0.488030,-0.813611, + -0.625318,-0.725192,-1.039731,-0.842372,-0.435616,-0.317252, + -0.611777,-1.317411,-0.262516,-0.842372,-0.435616,-0.317252, + -0.936850,-0.751093,-0.176985,-0.842372,-0.435616,-0.317252, + -0.299529,-2.155551,-0.308846,-0.858317,-0.296621,-0.418698, + -0.611777,-1.317411,-0.262516,-0.858317,-0.296621,-0.418698, + -0.350659,-1.373304,-0.758204,-0.858317,-0.296621,-0.418698, + -0.299529,-2.155551,-0.308846,-0.076337,-0.710053,-0.699999, + 0.231851,-1.904112,-0.621845,-0.076337,-0.710053,-0.699999, + -0.086080,-2.478361,-0.004677,-0.076337,-0.710053,-0.699999, + 0.231851,-1.904112,-0.621845,0.799111,-0.586126,-0.133708, + 0.091215,-2.267556,0.130842,0.799111,-0.586126,-0.133708, + -0.086080,-2.478361,-0.004677,0.799111,-0.586126,-0.133708, + 0.091215,-2.267556,0.130842,-0.208503,-0.398745,0.893045, + -0.260030,-2.240649,0.060849,-0.208503,-0.398745,0.893045, + -0.086080,-2.478361,-0.004677,-0.208503,-0.398745,0.893045, + 0.091215,-2.267556,0.130842,-0.196980,-0.021695,0.980167, + -0.470828,-1.954876,0.024811,-0.196980,-0.021695,0.980167, + -0.260030,-2.240649,0.060849,-0.196980,-0.021695,0.980167, + -0.260030,-2.240649,0.060849,-0.812251,-0.581408,-0.047047, + -0.299529,-2.155551,-0.308846,-0.812251,-0.581408,-0.047047, + -0.086080,-2.478361,-0.004677,-0.812251,-0.581408,-0.047047, + -0.278168,0.037777,-0.209083,0.064599,0.997623,0.023971, + -1.591571,0.097928,0.827036,0.064599,0.997623,0.023971, + -0.930959,0.037777,1.550149,0.064599,0.997623,0.023971, + -0.914878,0.210568,-1.267986,-0.451479,0.892219,0.010576, + -0.862298,0.231412,-0.781910,-0.451479,0.892219,0.010576, + -0.302799,0.520691,-1.301783,-0.451479,0.892219,0.010576, + -1.068480,0.101026,-0.360536,0.007341,0.999956,0.005841, + -1.736910,0.103204,0.106553,0.007341,0.999956,0.005841, + -1.591571,0.097928,0.827036,0.007341,0.999956,0.005841, + 0.236277,0.037777,0.701510,0.000000,1.000000,-0.000000, + 1.608835,0.037777,0.559365,0.000000,1.000000,-0.000000, + 0.656348,0.037777,-0.098120,0.000000,1.000000,-0.000000, + -0.930959,0.037777,1.550149,0.000000,1.000000,-0.000000, + -0.278168,0.037777,-0.209083,0.000000,1.000000,-0.000000, + 0.501631,0.037777,1.688231,0.000000,1.000000,0.000000, + 1.393132,0.037777,1.383312,0.000000,1.000000,0.000000, + 1.034499,0.275328,-1.269756,0.196507,0.940792,-0.276217, + 0.471459,0.267036,-1.698558,0.196507,0.940792,-0.276217, + 0.637660,0.376390,-1.207861,0.196507,0.940792,-0.276217, + 0.812177,0.491673,-0.567514,-0.157696,0.796105,0.584251, + 1.244986,0.398908,-0.324291,-0.157696,0.796105,0.584251, + 1.002755,0.639249,-0.717163,-0.157696,0.796105,0.584251, + 1.381545,0.288786,-0.765328,0.484775,0.872472,-0.061537, + 1.685851,0.084184,-1.268915,0.484775,0.872472,-0.061537, + 1.348978,0.284964,-1.076072,0.484775,0.872472,-0.061537, + -0.505260,0.213488,-1.704558,-0.341361,0.885806,-0.314358, + -1.247727,0.059337,-1.332687,-0.341361,0.885806,-0.314358, + -0.914878,0.210568,-1.267986,-0.341361,0.885806,-0.314358, + 0.471459,0.267036,-1.698558,0.113029,0.948800,-0.294962, + 0.254658,0.065420,-2.430170,0.113029,0.948800,-0.294962, + -0.221831,0.306144,-1.838428,0.113029,0.948800,-0.294962, + -0.221831,0.306144,-1.838428,-0.143666,0.903921,-0.402847, + -0.274246,0.065420,-2.359878,-0.143666,0.903921,-0.402847, + -0.707720,0.065178,-2.205832,-0.143666,0.903921,-0.402847, + -0.020753,-0.743329,-1.377161,0.203115,-0.908935,-0.364119, + -0.184171,-0.491687,-2.096484,0.203115,-0.908935,-0.364119, + 0.506020,-0.293147,-2.207084,0.203115,-0.908935,-0.364119, + 0.810208,-0.709404,-1.141590,0.065767,-0.508178,-0.858737, + 1.489208,-0.318759,-1.320762,0.065767,-0.508178,-0.858737, + 0.957233,-1.089151,-0.905606,0.065767,-0.508178,-0.858737, + 1.489208,-0.318759,-1.320762,0.842649,-0.529682,0.096844, + 1.089500,-0.770651,-0.314462,0.842649,-0.529682,0.096844, + 0.957233,-1.089151,-0.905606,0.842649,-0.529682,0.096844, + 1.089500,-0.770651,-0.314462,0.476105,-0.841849,0.254193, + 1.364762,-0.324582,0.647285,0.476105,-0.841849,0.254193, + 0.745909,-0.723539,0.485115,0.476105,-0.841849,0.254193, + 1.089500,-0.770651,-0.314462,0.621220,-0.763538,0.176339, + 2.014675,-0.126122,-0.782958,0.621220,-0.763538,0.176339, + 1.364762,-0.324582,0.647285,0.621220,-0.763538,0.176339, + 1.210661,-0.322174,1.134609,0.209165,-0.891710,0.401376, + 0.289486,-0.743127,0.679448,0.209165,-0.891710,0.401376, + 0.745909,-0.723539,0.485115,0.209165,-0.891710,0.401376, + 0.289486,-0.743127,0.679448,0.112256,-0.692154,0.712966, + -0.866234,-0.291222,1.300128,0.112256,-0.692154,0.712966, + -0.326162,-1.310280,0.225784,0.112256,-0.692154,0.712966, + -0.866234,-0.291222,1.300128,-0.735865,-0.635739,0.233105, + -0.936850,-0.751093,-0.176985,-0.735865,-0.635739,0.233105, + -0.326162,-1.310280,0.225784,-0.735865,-0.635739,0.233105, + -0.934732,-0.314137,-1.943344,-0.217928,-0.914338,-0.341311, + -0.020753,-0.743329,-1.377161,-0.217928,-0.914338,-0.341311, + -0.625318,-0.725192,-1.039731,-0.217928,-0.914338,-0.341311, + 0.506020,-0.293147,-2.207084,0.359758,-0.297920,-0.884205, + 0.254658,0.065420,-2.430170,0.359758,-0.297920,-0.884205, + 1.415955,0.064912,-1.957500,0.359758,-0.297920,-0.884205, + 0.506020,-0.293147,-2.207084,0.001450,-0.490493,-0.871444, + -0.184171,-0.491687,-2.096484,0.001450,-0.490493,-0.871444, + -0.344503,-0.106899,-2.313329,0.001450,-0.490493,-0.871444, + -0.344503,-0.106899,-2.313329,-0.128825,-0.209322,-0.969324, + -0.274246,0.065420,-2.359878,-0.128825,-0.209322,-0.969324, + 0.254658,0.065420,-2.430170,-0.128825,-0.209322,-0.969324, + 0.810208,-0.709404,-1.141590,0.363550,-0.827846,-0.427204, + 0.506020,-0.293147,-2.207084,0.363550,-0.827846,-0.427204, + 1.489208,-0.318759,-1.320762,0.363550,-0.827846,-0.427204, + 1.415955,0.064912,-1.957500,0.864833,-0.379805,-0.328348, + 1.685851,0.084184,-1.268915,0.864833,-0.379805,-0.328348, + 1.489208,-0.318759,-1.320762,0.864833,-0.379805,-0.328348, + 1.685851,0.084184,-1.268915,0.843529,0.099206,-0.527842, + 2.054775,0.091828,-0.677912,0.843529,0.099206,-0.527842, + 2.014675,-0.126122,-0.782958,0.843529,0.099206,-0.527842, + 0.957233,-1.089151,-0.905606,0.304896,-0.925237,-0.225775, + 0.739686,-1.249709,-0.541415,0.304896,-0.925237,-0.225775, + 0.454708,-1.256676,-0.897711,0.304896,-0.925237,-0.225775, + 0.957233,-1.089151,-0.905606,0.754980,-0.632785,0.172010, + 1.089500,-0.770651,-0.314462,0.754980,-0.632785,0.172010, + 0.739686,-1.249709,-0.541415,0.754980,-0.632785,0.172010, + 0.810208,-0.709404,-1.141590,0.158331,-0.485892,-0.859558, + 0.454708,-1.256676,-0.897711,0.158331,-0.485892,-0.859558, + 0.052641,-1.633897,-0.758536,0.158331,-0.485892,-0.859558, + 0.454708,-1.256676,-0.897711,0.071930,-0.411827,-0.908419, + 0.231851,-1.904112,-0.621845,0.071930,-0.411827,-0.908419, + 0.052641,-1.633897,-0.758536,0.071930,-0.411827,-0.908419, + 1.364762,-0.324582,0.647285,0.667049,-0.114290,0.736195, + 1.955554,-0.191974,0.132568,0.667049,-0.114290,0.736195, + 2.074500,0.090083,0.068582,0.667049,-0.114290,0.736195, + 2.014675,-0.126122,-0.782958,0.985338,-0.168554,-0.026430, + 2.054775,0.091828,-0.677912,0.985338,-0.168554,-0.026430, + 2.074500,0.090083,0.068582,0.985338,-0.168554,-0.026430, + 1.364762,-0.324582,0.647285,0.833133,-0.508251,0.218107, + 1.608835,0.037777,0.559365,0.833133,-0.508251,0.218107, + 1.393132,0.037777,1.383312,0.833133,-0.508251,0.218107, + 1.393132,0.037777,1.383312,0.308934,-0.297855,0.903240, + 0.501631,0.037777,1.688231,0.308934,-0.297855,0.903240, + 0.514977,-0.286422,1.576757,0.308934,-0.297855,0.903240, + 0.745909,-0.723539,0.485115,0.943374,-0.288606,0.163563, + 0.507135,-1.581211,0.348922,0.943374,-0.288606,0.163563, + 0.620568,-1.491335,-0.146730,0.943374,-0.288606,0.163563, + 0.507135,-1.581211,0.348922,0.227638,-0.654831,0.720678, + 0.020776,-1.770522,0.330532,0.227638,-0.654831,0.720678, + 0.342563,-2.052501,-0.027325,0.227638,-0.654831,0.720678, + 0.745909,-0.723539,0.485115,0.352005,-0.526859,0.773635, + 0.289486,-0.743127,0.679448,0.352005,-0.526859,0.773635, + 0.089439,-1.345612,0.360167,0.352005,-0.526859,0.773635, + 0.507135,-1.581211,0.348922,-0.011353,-0.067744,0.997638, + 0.089439,-1.345612,0.360167,-0.011353,-0.067744,0.997638, + 0.020776,-1.770522,0.330532,-0.011353,-0.067744,0.997638, + 1.089500,-0.770651,-0.314462,0.824551,-0.558121,-0.092827, + 0.620568,-1.491335,-0.146730,0.824551,-0.558121,-0.092827, + 0.739686,-1.249709,-0.541415,0.824551,-0.558121,-0.092827, + 0.620568,-1.491335,-0.146730,0.895938,-0.444176,-0.001524, + 0.342563,-2.052501,-0.027325,0.895938,-0.444176,-0.001524, + 0.739686,-1.249709,-0.541415,0.895938,-0.444176,-0.001524, + -0.123718,-0.298339,1.611730,-0.330784,-0.673283,0.661265, + -0.414258,0.037777,1.808618,-0.330784,-0.673283,0.661265, + -0.930959,0.037777,1.550149,-0.330784,-0.673283,0.661265, + 0.514977,-0.286422,1.576757,0.123552,-0.318115,0.939967, + 0.501631,0.037777,1.688231,0.123552,-0.318115,0.939967, + -0.414258,0.037777,1.808618,0.123552,-0.318115,0.939967, + -0.930959,0.037777,1.550149,-0.710606,-0.329252,0.621798, + -1.591571,0.097928,0.827036,-0.710606,-0.329252,0.621798, + -1.444312,-0.282136,0.794076,-0.710606,-0.329252,0.621798, + -1.591571,0.097928,0.827036,-0.914230,0.359435,0.187055, + -1.736910,0.103204,0.106553,-0.914230,0.359435,0.187055, + -1.839477,-0.177971,0.145553,-0.914230,0.359435,0.187055, + -0.326162,-1.310280,0.225784,-0.862841,0.036460,0.504158, + -0.611777,-1.317411,-0.262516,-0.862841,0.036460,0.504158, + -0.470828,-1.954876,0.024811,-0.862841,0.036460,0.504158, + -0.148262,0.773865,-0.947432,-0.214448,0.783558,-0.583137, + 0.101020,0.922236,-0.839739,-0.214448,0.783558,-0.583137, + 0.312442,0.779166,-1.109731,-0.214448,0.783558,-0.583137, + -0.326162,-1.310280,0.225784,-0.476424,-0.162478,0.864073, + -0.470828,-1.954876,0.024811,-0.476424,-0.162478,0.864073, + 0.020776,-1.770522,0.330532,-0.476424,-0.162478,0.864073, + -1.607249,0.010755,-1.680275,-0.672686,-0.690413,-0.266128, + -1.675519,-0.336500,-0.606829,-0.672686,-0.690413,-0.266128, + -2.011082,0.043485,-0.744422,-0.672686,-0.690413,-0.266128, + -1.839477,-0.177971,0.145553,-0.894170,0.362602,0.262642, + -1.736910,0.103204,0.106553,-0.894170,0.362602,0.262642, + -2.011082,0.043485,-0.744422,-0.894170,0.362602,0.262642, + -1.607249,0.010755,-1.680275,-0.088166,0.994955,-0.047871, + -1.247727,0.059337,-1.332687,-0.088166,0.994955,-0.047871, + -0.707720,0.065178,-2.205832,-0.088166,0.994955,-0.047871, + -0.707720,0.065178,-2.205832,-0.332492,-0.117227,-0.935792, + -0.274246,0.065420,-2.359878,-0.332492,-0.117227,-0.935792, + -0.344503,-0.106899,-2.313329,-0.332492,-0.117227,-0.935792, + -0.625318,-0.725192,-1.039731,-0.422393,-0.540336,-0.727751, + -0.020753,-0.743329,-1.377161,-0.422393,-0.540336,-0.727751, + 0.052641,-1.633897,-0.758536,-0.422393,-0.540336,-0.727751, + -0.625318,-0.725192,-1.039731,-0.791668,-0.492524,-0.361499, + -0.350659,-1.373304,-0.758204,-0.791668,-0.492524,-0.361499, + -0.611777,-1.317411,-0.262516,-0.791668,-0.492524,-0.361499, + -0.299529,-2.155551,-0.308846,-0.906730,-0.322801,-0.271369, + -0.470828,-1.954876,0.024811,-0.906730,-0.322801,-0.271369, + -0.611777,-1.317411,-0.262516,-0.906730,-0.322801,-0.271369, + -0.299529,-2.155551,-0.308846,-0.214713,-0.550502,-0.806750, + 0.052641,-1.633897,-0.758536,-0.214713,-0.550502,-0.806750, + 0.231851,-1.904112,-0.621845,-0.214713,-0.550502,-0.806750, + 0.231851,-1.904112,-0.621845,0.506337,-0.809792,-0.296411, + 0.342563,-2.052501,-0.027325,0.506337,-0.809792,-0.296411, + 0.091215,-2.267556,0.130842,0.506337,-0.809792,-0.296411, + 0.231851,-1.904112,-0.621845,0.773863,-0.565481,-0.285251, + 0.739686,-1.249709,-0.541415,0.773863,-0.565481,-0.285251, + 0.342563,-2.052501,-0.027325,0.773863,-0.565481,-0.285251, + 0.091215,-2.267556,0.130842,-0.375936,-0.390836,0.840190, + 0.020776,-1.770522,0.330532,-0.375936,-0.390836,0.840190, + -0.470828,-1.954876,0.024811,-0.375936,-0.390836,0.840190, + 0.342563,-2.052501,-0.027325,0.641356,-0.206036,0.739061, + 0.020776,-1.770522,0.330532,0.641356,-0.206036,0.739061, + 0.091215,-2.267556,0.130842,0.641356,-0.206036,0.739061, + -0.299529,-2.155551,-0.308846,-0.800525,-0.597048,-0.051900, + -0.260030,-2.240649,0.060849,-0.800525,-0.597048,-0.051900, + -0.470828,-1.954876,0.024811,-0.800525,-0.597048,-0.051900, + -0.278168,0.037777,-0.209083,0.073099,0.996717,0.034798, + -1.068480,0.101026,-0.360536,0.073099,0.996717,0.034798, + -1.591571,0.097928,0.827036,0.073099,0.996717,0.034798, + -1.247727,0.059337,-1.332687,-0.047039,0.998310,-0.034138, + -2.011082,0.043485,-0.744422,-0.047039,0.998310,-0.034138, + -1.068480,0.101026,-0.360536,-0.047039,0.998310,-0.034138, + -1.068480,0.101026,-0.360536,-0.037279,0.997620,-0.058000, + -2.011082,0.043485,-0.744422,-0.037279,0.997620,-0.058000, + -1.736910,0.103204,0.106553,-0.037279,0.997620,-0.058000, + -0.414258,0.037777,1.808618,0.000000,1.000000,0.000000, + 1.685851,0.084184,-1.268915,0.251796,0.856047,-0.451423, + 1.034499,0.275328,-1.269756,0.251796,0.856047,-0.451423, + 1.348978,0.284964,-1.076072,0.251796,0.856047,-0.451423, + 0.656348,0.037777,-0.098120,-0.044318,0.996952,0.064203, + 1.608835,0.037777,0.559365,-0.044318,0.996952,0.064203, + 2.074500,0.090083,0.068582,-0.044318,0.996952,0.064203, + 1.244986,0.398908,-0.324291,0.295075,0.944490,-0.144463, + 2.054775,0.091828,-0.677912,0.295075,0.944490,-0.144463, + 1.381545,0.288786,-0.765328,0.295075,0.944490,-0.144463, + -0.221831,0.306144,-1.838428,-0.498034,0.480949,-0.721560, + -0.505260,0.213488,-1.704558,-0.498034,0.480949,-0.721560, + -0.262315,0.721321,-1.533752,-0.498034,0.480949,-0.721560, + 0.471459,0.267036,-1.698558,0.121281,0.947158,-0.296955, + 1.415955,0.064912,-1.957500,0.121281,0.947158,-0.296955, + 0.254658,0.065420,-2.430170,0.121281,0.947158,-0.296955, + -0.221831,0.306144,-1.838428,-0.055013,0.908641,-0.413938, + 0.254658,0.065420,-2.430170,-0.055013,0.908641,-0.413938, + -0.274246,0.065420,-2.359878,-0.055013,0.908641,-0.413938, + -0.020753,-0.743329,-1.377161,0.149389,-0.905792,-0.396515, + 0.506020,-0.293147,-2.207084,0.149389,-0.905792,-0.396515, + 0.810208,-0.709404,-1.141590,0.149389,-0.905792,-0.396515, + 1.489208,-0.318759,-1.320762,0.497948,-0.847704,-0.182885, + 2.014675,-0.126122,-0.782958,0.497948,-0.847704,-0.182885, + 1.089500,-0.770651,-0.314462,0.497948,-0.847704,-0.182885, + 1.364762,-0.324582,0.647285,0.503912,-0.848132,0.163537, + 1.210661,-0.322174,1.134609,0.503912,-0.848132,0.163537, + 0.745909,-0.723539,0.485115,0.503912,-0.848132,0.163537, + 1.210661,-0.322174,1.134609,0.209218,-0.891736,0.401292, + 0.514977,-0.286422,1.576757,0.209218,-0.891736,0.401292, + 0.289486,-0.743127,0.679448,0.209218,-0.891736,0.401292, + 0.289486,-0.743127,0.679448,-0.162145,-0.916603,0.365442, + -0.123718,-0.298339,1.611730,-0.162145,-0.916603,0.365442, + -0.866234,-0.291222,1.300128,-0.162145,-0.916603,0.365442, + 0.289486,-0.743127,0.679448,0.041058,-0.894588,0.445002, + 0.514977,-0.286422,1.576757,0.041058,-0.894588,0.445002, + -0.123718,-0.298339,1.611730,0.041058,-0.894588,0.445002, + -0.866234,-0.291222,1.300128,-0.275026,-0.914167,0.297757, + -1.444312,-0.282136,0.794076,-0.275026,-0.914167,0.297757, + -0.936850,-0.751093,-0.176985,-0.275026,-0.914167,0.297757, + -1.444312,-0.282136,0.794076,-0.487927,-0.858194,0.159466, + -1.839477,-0.177971,0.145553,-0.487927,-0.858194,0.159466, + -0.936850,-0.751093,-0.176985,-0.487927,-0.858194,0.159466, + -0.936850,-0.751093,-0.176985,-0.403728,-0.898421,-0.172756, + -1.675519,-0.336500,-0.606829,-0.403728,-0.898421,-0.172756, + -0.625318,-0.725192,-1.039731,-0.403728,-0.898421,-0.172756, + -0.936850,-0.751093,-0.176985,-0.517675,-0.852957,0.066909, + -1.839477,-0.177971,0.145553,-0.517675,-0.852957,0.066909, + -1.675519,-0.336500,-0.606829,-0.517675,-0.852957,0.066909, + -0.934732,-0.314137,-1.943344,-0.272460,-0.925814,-0.261981, + -0.184171,-0.491687,-2.096484,-0.272460,-0.925814,-0.261981, + -0.020753,-0.743329,-1.377161,-0.272460,-0.925814,-0.261981, + -0.862298,0.231412,-0.781910,0.062061,0.842272,0.535467, + -0.404757,0.197895,-0.782219,0.062061,0.842272,0.535467, + -0.302799,0.520691,-1.301783,0.062061,0.842272,0.535467, + 0.568488,0.537125,-0.913448,-0.551248,0.683734,0.478156, + 0.656348,0.037777,-0.098120,-0.551248,0.683734,0.478156, + 0.812177,0.491673,-0.567514,-0.551248,0.683734,0.478156, + -0.262315,0.721321,-1.533752,-0.213818,0.757013,0.617424, + -0.302799,0.520691,-1.301783,-0.213818,0.757013,0.617424, + 0.115069,0.760356,-1.450921,-0.213818,0.757013,0.617424, + -0.061115,0.654189,-0.643377,0.027941,0.579677,0.814367, + 0.205810,0.801703,-0.757537,0.027941,0.579677,0.814367, + 0.101020,0.922236,-0.839739,0.027941,0.579677,0.814367, + 0.205810,0.801703,-0.757537,0.686999,0.708215,0.162680, + 0.312442,0.779166,-1.109731,0.686999,0.708215,0.162680, + 0.101020,0.922236,-0.839739,0.686999,0.708215,0.162680, + 0.656348,0.037777,-0.098120,-0.265754,0.732275,0.627015, + 0.312442,0.779166,-1.109731,-0.265754,0.732275,0.627015, + 0.344937,0.262088,-0.492076,-0.265754,0.732275,0.627015, + 0.312442,0.779166,-1.109731,0.609839,0.689476,-0.390794, + 0.115069,0.760356,-1.450921,0.609839,0.689476,-0.390794, + 0.077232,0.934717,-1.202342,0.609839,0.689476,-0.390794, + -0.278168,0.037777,-0.209083,0.191788,0.518516,0.833282, + 0.344937,0.262088,-0.492076,0.191788,0.518516,0.833282, + -0.102879,0.422805,-0.489015,0.191788,0.518516,0.833282, + -0.269697,0.566033,-0.874217,-0.848104,0.523746,0.080063, + -0.148262,0.773865,-0.947432,-0.848104,0.523746,0.080063, + -0.186512,0.743264,-1.152426,-0.848104,0.523746,0.080063, + 0.637660,0.376390,-1.207861,0.744297,0.644037,-0.176740, + 0.312442,0.779166,-1.109731,0.744297,0.644037,-0.176740, + 0.568488,0.537125,-0.913448,0.744297,0.644037,-0.176740, + -0.148262,0.773865,-0.947432,-0.588752,0.808241,-0.010797, + 0.077232,0.934717,-1.202342,-0.588752,0.808241,-0.010797, + -0.186512,0.743264,-1.152426,-0.588752,0.808241,-0.010797, + -0.278168,0.037777,-0.209083,-0.063048,0.845033,0.530984, + 0.656348,0.037777,-0.098120,-0.063048,0.845033,0.530984, + 0.344937,0.262088,-0.492076,-0.063048,0.845033,0.530984, + -0.404757,0.197895,-0.782219,-0.774175,0.405487,0.486039, + -0.102879,0.422805,-0.489015,-0.774175,0.405487,0.486039, + -0.269697,0.566033,-0.874217,-0.774175,0.405487,0.486039, + 1.002755,0.639249,-0.717163,0.009213,0.878584,-0.477499, + 0.637660,0.376390,-1.207861,0.009213,0.878584,-0.477499, + 0.568488,0.537125,-0.913448,0.009213,0.878584,-0.477499, + 1.002755,0.639249,-0.717163,-0.368310,0.852282,0.371434, + 0.568488,0.537125,-0.913448,-0.368310,0.852282,0.371434, + 0.812177,0.491673,-0.567514,-0.368310,0.852282,0.371434, + 1.002755,0.639249,-0.717163,0.680780,0.731952,0.028032, + 1.244986,0.398908,-0.324291,0.680780,0.731952,0.028032, + 1.381545,0.288786,-0.765328,0.680780,0.731952,0.028032, + 1.002755,0.639249,-0.717163,0.292029,0.806373,-0.514278, + 1.348978,0.284964,-1.076072,0.292029,0.806373,-0.514278, + 1.034499,0.275328,-1.269756,0.292029,0.806373,-0.514278, + 1.002755,0.639249,-0.717163,0.671521,0.736715,-0.079439, + 1.381545,0.288786,-0.765328,0.671521,0.736715,-0.079439, + 1.348978,0.284964,-1.076072,0.671521,0.736715,-0.079439, + 0.656348,0.037777,-0.098120,-0.204323,0.736731,0.644577, + 1.244986,0.398908,-0.324291,-0.204323,0.736731,0.644577, + 0.812177,0.491673,-0.567514,-0.204323,0.736731,0.644577, + 1.002755,0.639249,-0.717163,0.127518,0.831689,-0.540401, + 1.034499,0.275328,-1.269756,0.127518,0.831689,-0.540401, + 0.637660,0.376390,-1.207861,0.127518,0.831689,-0.540401, + 1.034499,0.275328,-1.269756,0.148193,0.965691,-0.213260, + 1.415955,0.064912,-1.957500,0.148193,0.965691,-0.213260, + 0.471459,0.267036,-1.698558,0.148193,0.965691,-0.213260, + 1.381545,0.288786,-0.765328,0.298863,0.933395,-0.198632, + 2.054775,0.091828,-0.677912,0.298863,0.933395,-0.198632, + 1.685851,0.084184,-1.268915,0.298863,0.933395,-0.198632, + 1.685851,0.084184,-1.268915,0.279128,0.950573,-0.136011, + 1.415955,0.064912,-1.957500,0.279128,0.950573,-0.136011, + 1.034499,0.275328,-1.269756,0.279128,0.950573,-0.136011, + 1.244986,0.398908,-0.324291,0.351847,0.936030,-0.007109, + 2.074500,0.090083,0.068582,0.351847,0.936030,-0.007109, + 2.054775,0.091828,-0.677912,0.351847,0.936030,-0.007109, + 0.568488,0.537125,-0.913448,0.412774,0.795871,0.442952, + 0.312442,0.779166,-1.109731,0.412774,0.795871,0.442952, + 0.656348,0.037777,-0.098120,0.412774,0.795871,0.442952, + 0.637660,0.376390,-1.207861,0.676300,0.636437,-0.370899, + 0.471459,0.267036,-1.698558,0.676300,0.636437,-0.370899, + 0.312442,0.779166,-1.109731,0.676300,0.636437,-0.370899, + 0.656348,0.037777,-0.098120,-0.112175,0.652309,0.749606, + 2.074500,0.090083,0.068582,-0.112175,0.652309,0.749606, + 1.244986,0.398908,-0.324291,-0.112175,0.652309,0.749606, + 0.312442,0.779166,-1.109731,0.900741,0.355212,0.249982, + 0.205810,0.801703,-0.757537,0.900741,0.355212,0.249982, + 0.344937,0.262088,-0.492076,0.900741,0.355212,0.249982, + -0.102879,0.422805,-0.489015,0.054740,0.547276,0.835160, + 0.205810,0.801703,-0.757537,0.054740,0.547276,0.835160, + -0.061115,0.654189,-0.643377,0.054740,0.547276,0.835160, + -0.102879,0.422805,-0.489015,0.174787,0.470544,0.864892, + 0.344937,0.262088,-0.492076,0.174787,0.470544,0.864892, + 0.205810,0.801703,-0.757537,0.174787,0.470544,0.864892, + -0.148262,0.773865,-0.947432,-0.819420,0.413037,0.397430, + -0.102879,0.422805,-0.489015,-0.819420,0.413037,0.397430, + -0.061115,0.654189,-0.643377,-0.819420,0.413037,0.397430, + -0.302799,0.520691,-1.301783,-0.935367,0.351933,0.035096, + -0.404757,0.197895,-0.782219,-0.935367,0.351933,0.035096, + -0.269697,0.566033,-0.874217,-0.935367,0.351933,0.035096, + -0.302799,0.520691,-1.301783,-0.564513,0.642593,-0.518072, + -0.186512,0.743264,-1.152426,-0.564513,0.642593,-0.518072, + 0.077232,0.934717,-1.202342,-0.564513,0.642593,-0.518072, + -0.302799,0.520691,-1.301783,-0.891873,0.451792,0.021139, + -0.269697,0.566033,-0.874217,-0.891873,0.451792,0.021139, + -0.186512,0.743264,-1.152426,-0.891873,0.451792,0.021139, + -0.302799,0.520691,-1.301783,-0.556071,0.638273,-0.532346, + 0.077232,0.934717,-1.202342,-0.556071,0.638273,-0.532346, + 0.115069,0.760356,-1.450921,-0.556071,0.638273,-0.532346, + -0.221831,0.306144,-1.838428,0.194953,0.548876,-0.812852, + 0.115069,0.760356,-1.450921,0.194953,0.548876,-0.812852, + 0.471459,0.267036,-1.698558,0.194953,0.548876,-0.812852, + -0.278168,0.037777,-0.209083,0.018057,0.952626,0.303607, + -0.862298,0.231412,-0.781910,0.018057,0.952626,0.303607, + -1.068480,0.101026,-0.360536,0.018057,0.952626,0.303607, + -0.302799,0.520691,-1.301783,-0.910049,0.378636,0.168656, + -0.262315,0.721321,-1.533752,-0.910049,0.378636,0.168656, + -0.505260,0.213488,-1.704558,-0.910049,0.378636,0.168656, + -0.302799,0.520691,-1.301783,-0.431763,0.808594,-0.399696, + -0.505260,0.213488,-1.704558,-0.431763,0.808594,-0.399696, + -0.914878,0.210568,-1.267986,-0.431763,0.808594,-0.399696, + -1.247727,0.059337,-1.332687,-0.414588,0.909991,0.005824, + -0.862298,0.231412,-0.781910,-0.414588,0.909991,0.005824, + -0.914878,0.210568,-1.267986,-0.414588,0.909991,0.005824, + -0.505260,0.213488,-1.704558,-0.279804,0.945470,-0.166723, + -0.707720,0.065178,-2.205832,-0.279804,0.945470,-0.166723, + -1.247727,0.059337,-1.332687,-0.279804,0.945470,-0.166723, + -0.221831,0.306144,-1.838428,-0.361917,0.923511,-0.127061, + -0.707720,0.065178,-2.205832,-0.361917,0.923511,-0.127061, + -0.505260,0.213488,-1.704558,-0.361917,0.923511,-0.127061, + 0.312442,0.779166,-1.109731,0.633798,0.660195,-0.403040, + 0.471459,0.267036,-1.698558,0.633798,0.660195,-0.403040, + 0.115069,0.760356,-1.450921,0.633798,0.660195,-0.403040, + -0.269697,0.566033,-0.874217,-0.662414,0.561673,0.495713, + -0.102879,0.422805,-0.489015,-0.662414,0.561673,0.495713, + -0.148262,0.773865,-0.947432,-0.662414,0.561673,0.495713, + -0.148262,0.773865,-0.947432,0.221736,0.724107,0.653072, + 0.312442,0.779166,-1.109731,0.221736,0.724107,0.653072, + 0.077232,0.934717,-1.202342,0.221736,0.724107,0.653072, + -0.404757,0.197895,-0.782219,-0.747849,0.577950,0.326642, + -0.278168,0.037777,-0.209083,-0.747849,0.577950,0.326642, + -0.102879,0.422805,-0.489015,-0.747849,0.577950,0.326642, + -0.221831,0.306144,-1.838428,0.113113,0.594980,-0.795741, + -0.262315,0.721321,-1.533752,0.113113,0.594980,-0.795741, + 0.115069,0.760356,-1.450921,0.113113,0.594980,-0.795741, + -0.278168,0.037777,-0.209083,0.070836,0.964646,0.253850, + -0.404757,0.197895,-0.782219,0.070836,0.964646,0.253850, + -0.862298,0.231412,-0.781910,0.070836,0.964646,0.253850, + -1.247727,0.059337,-1.332687,-0.462896,0.885145,0.047392, + -1.068480,0.101026,-0.360536,-0.462896,0.885145,0.047392, + -0.862298,0.231412,-0.781910,-0.462896,0.885145,0.047392, + -0.148262,0.773865,-0.947432,-0.591876,0.677685,0.436377, + -0.061115,0.654189,-0.643377,-0.591876,0.677685,0.436377, + 0.101020,0.922236,-0.839739,-0.591876,0.677685,0.436377 + ]; + + this.indices = [ + 0,1,2, + 3,4,5, + 6,7,8, + 9,10,11, + 12,13,14, + 15,16,17, + 18,19,20, + 21,22,23, + 24,25,26, + 27,28,29, + 30,31,32, + 33,34,35, + 36,37,38, + 39,40,41, + 42,43,44, + 45,46,47, + 48,49,50, + 51,52,53, + 54,55,56, + 57,58,59, + 60,61,62, + 63,64,65, + 66,67,68, + 69,70,71, + 72,73,74, + 75,76,77, + 78,79,80, + 81,82,83, + 84,85,86, + 87,88,89, + 90,91,92, + 93,94,95, + 96,97,98, + 99,100,101, + 102,103,104, + 105,106,107, + 108,109,110, + 111,112,113, + 114,115,116, + 117,118,119, + 120,121,122, + 123,120,124, + 120,125,126, + 127,128,129, + 130,131,132, + 133,134,135, + 136,137,138, + 139,140,141, + 142,143,144, + 145,146,147, + 148,149,150, + 151,152,153, + 154,155,156, + 157,158,159, + 160,161,162, + 163,164,165, + 166,167,168, + 169,170,171, + 172,173,174, + 175,176,177, + 178,179,180, + 181,182,183, + 184,185,186, + 187,188,189, + 190,191,192, + 193,194,195, + 196,197,198, + 199,200,201, + 202,203,204, + 205,206,207, + 208,209,210, + 211,212,213, + 214,215,216, + 217,218,219, + 220,221,222, + 223,224,225, + 226,227,228, + 229,230,231, + 232,233,234, + 235,236,237, + 238,239,240, + 241,242,243, + 244,245,246, + 247,248,249, + 250,251,252, + 253,254,255, + 256,257,258, + 259,260,261, + 262,263,264, + 265,266,267, + 268,269,270, + 271,272,273, + 274,275,276, + 277,278,279, + 280,281,282, + 283,284,285, + 286,287,288, + 289,290,291, + 292,293,294, + 295,296,297, + 298,299,300, + 120,126,121, + 123,301,120, + 120,301,125, + 302,303,304, + 305,306,307, + 308,309,310, + 311,312,313, + 314,315,316, + 317,318,319, + 320,321,322, + 323,324,325, + 326,327,328, + 329,330,331, + 332,333,334, + 335,336,337, + 338,339,340, + 341,342,343, + 344,345,346, + 347,348,349, + 350,351,352, + 353,354,355, + 120,122,124, + 356,357,358, + 359,360,361, + 362,363,364, + 365,366,367, + 368,369,370, + 371,372,373, + 374,375,376, + 377,378,379, + 380,381,382, + 383,384,385, + 386,387,388, + 389,390,391, + 392,393,394, + 395,396,397, + 398,399,400, + 401,402,403, + 404,405,406, + 407,408,409, + 410,411,412, + 413,414,415, + 416,417,418, + 419,420,421, + 422,423,424, + 425,426,427, + 428,429,430, + 431,432,433, + 434,435,436, + 437,438,439, + 440,441,442, + 443,444,445, + 446,447,448, + 449,450,451, + 452,453,454, + 455,456,457, + 458,459,460, + 461,462,463, + 464,465,466, + 467,468,469, + 470,471,472, + 473,474,475, + 476,477,478, + 479,480,481, + 482,483,484, + 485,486,487, + 488,489,490, + 491,492,493, + 494,495,496, + 497,498,499, + 500,501,502 + ]; + + this.colors = []; + for(var i = 0; i < this.positions.length; i += 3) { + this.colors.push(0.5, 0.5, 0.5, 1); + } + + this.InitBuffers(); + } +} + + +class River extends Object3D { + + constructor(program) { + + super(program = defaultProgram, [0.2, 0.2, 1.0, 1.0], [0.4, 0.4, 0.8, 1.0], [0.5, 0.5, 0.9, 1.0]); + + this.positions = [ + 0.0, 0.0, 14.0, 0, 1, 0, // index 0 + 1.0, 0.0, 12.5, 0, 1, 0, // index 1 + 1.5, 0.0, 12.5, 0, 1, 0, // index 2 + 1.3, 0.0, 11.0, 0, 1, 0, // index 3 + 2.3, 0.0, 11.0, 0, 1, 0, // index 4 + 1.0, 0.0, 9.5, 0, 1, 0, // index 5 + 2.5, 0.0, 9.5, 0, 1, 0, // index 6 + 0.0, 0.0, 8.0, 0, 1, 0, // index 7 + 2.0, 0.0, 8.0, 0, 1, 0, // index 8 + -2.4, 0.0, 6.0, 0, 1, 0, // index 9 + 0.1, 0.0, 6.0, 0, 1, 0, // index 10 + -3.0, 0.0, 4.0, 0, 1, 0, // index 11 + 0.0, 0.0, 4.0, 0, 1, 0, // index 12 + -2.4, 0.0, 2.0, 0, 1, 0, // index 13 + 1.1, 0.0, 2.0, 0, 1, 0, // index 14 + 0.0, 0.0, 0.0, 0, 1, 0, // index 15 + 4.0, 0.0, 0.0, 0, 1, 0, // index 16 + 0.0, -7.0, 0.0, 0, 0, 1, // index 17 -> additional for waterfall + 4.0, -6.0, 0.0, 0, 0, 1 // index 18 -> additional for waterfall + ]; + + this.indices = [ + 0, 1, 2, + 1, 2, 3, + 2, 3, 4, + 3, 4, 5, + 4, 5, 6, + 5, 6, 7, + 6, 7, 8, + 7, 8, 9, + 8, 9, 10, + 9, 10, 11, + 10, 11, 12, + 11, 12, 13, + 12, 13, 14, + 13, 14, 15, + 14, 15, 16, + 15, 16, 17, // additional for waterfall + 16, 17, 18 // additional for waterfall + ]; + + this.InitBuffers(); + } +} + + +class Tree extends Object3D { + + constructor(program) { + + super(program = defaultProgram, [0.2, 0.5, 0.0, 1.0], [0.4, 0.8, 0.2, 1.0], [0.2, 0.2, 0.5, 1.0]); + + this.positions = [ + -0.056969,0.301313,0.059775,-0.999612,-0.027868,0.000000, + -0.056969,0.301313,-0.040876,-0.999612,-0.027868,0.000000, + -0.055153,0.236174,-0.050744,-0.999612,-0.027868,0.000000, + -0.055153,0.236174,-0.050744,0.000000,0.000000,0.000000, + -0.055153,0.236174,-0.050744,0.000000,0.000000,0.000000, + 0.045498,0.236174,-0.050744,0.000000,0.000000,0.000000, + 0.045498,0.236174,-0.050744,0.385482,-0.922715,0.000000, + 0.183358,0.293767,-0.010892,0.385482,-0.922715,0.000000, + 0.183358,0.293767,0.016715,0.385482,-0.922715,0.000000, + -0.056969,0.301313,0.059775,0.000000,-0.149788,0.988718, + -0.055153,0.236174,0.049907,0.000000,-0.149788,0.988718, + 0.045498,0.236174,0.049907,0.000000,-0.149788,0.988718, + -0.055153,0.236174,0.049907,0.000000,-0.000000,1.000000, + -0.055153,0.051740,0.049907,0.000000,-0.000000,1.000000, + 0.045498,0.051740,0.049907,0.000000,-0.000000,1.000000, + 0.043682,0.301313,0.059775,0.000000,-0.616587,0.787287, + -0.037898,0.415271,0.149025,0.000000,-0.616587,0.787287, + -0.093419,0.415271,0.149025,0.000000,-0.616587,0.787287, + -0.037898,0.415271,0.093504,-0.000000,1.000000,0.000000, + -0.093419,0.415271,0.093504,-0.000000,1.000000,0.000000, + -0.093419,0.415271,0.149025,-0.000000,1.000000,0.000000, + 0.043682,0.301313,-0.040876,0.813124,0.582091,0.000000, + -0.037898,0.415271,0.093504,0.813124,0.582091,0.000000, + -0.037898,0.415271,0.149025,0.813124,0.582091,0.000000, + 0.043682,0.301313,-0.040876,0.000000,0.762678,-0.646778, + -0.056969,0.301313,-0.040876,0.000000,0.762678,-0.646778, + -0.093419,0.415271,0.093504,0.000000,0.762678,-0.646778, + -0.056969,0.301313,-0.040876,-0.952465,-0.304649,-0.000000, + -0.056969,0.301313,0.059775,-0.952465,-0.304649,-0.000000, + -0.093419,0.415271,0.149025,-0.952465,-0.304649,-0.000000, + -0.055153,0.236174,-0.050744,-0.000000,-0.716953,-0.697121, + 0.008874,0.422507,-0.242378,-0.000000,-0.716953,-0.697121, + 0.069244,0.422507,-0.242378,-0.000000,-0.716953,-0.697121, + 0.045498,0.236174,-0.050744,0.000000,0.000000,0.000000, + 0.043682,0.301313,-0.040876,0.000000,0.000000,0.000000, + 0.043682,0.301313,-0.040876,0.000000,0.000000,0.000000, + -0.056969,0.301313,-0.040876,0.000000,0.000000,0.000000, + -0.056969,0.301313,-0.040876,0.000000,0.000000,0.000000, + 0.007785,0.461577,-0.236459,0.000000,0.149788,-0.988718, + 0.068155,0.461577,-0.236459,0.000000,0.149788,-0.988718, + 0.069244,0.422507,-0.242378,0.000000,0.149788,-0.988718, + 0.043682,0.301313,-0.040876,0.991417,0.007868,0.130501, + 0.045498,0.236174,-0.050744,0.991417,0.007868,0.130501, + 0.069244,0.422507,-0.242378,0.991417,0.007868,0.130501, + -0.056969,0.301313,-0.040876,0.000000,0.773489,0.633810, + 0.043682,0.301313,-0.040876,0.000000,0.773489,0.633810, + 0.068155,0.461577,-0.236459,0.000000,0.773489,0.633810, + -0.056969,0.301313,-0.040876,-0.953672,0.018901,-0.300254, + 0.007785,0.461577,-0.236459,-0.953672,0.018901,-0.300254, + 0.008874,0.422507,-0.242378,-0.953672,0.018901,-0.300254, + 0.182859,0.311634,0.019422,0.999612,0.027867,-0.000000, + 0.183358,0.293767,0.016715,0.999612,0.027867,-0.000000, + 0.183358,0.293767,-0.010892,0.999612,0.027867,-0.000000, + 0.043682,0.301313,0.059775,0.285170,-0.135791,0.948809, + 0.045498,0.236174,0.049907,0.285170,-0.135791,0.948809, + 0.183358,0.293767,0.016715,0.285170,-0.135791,0.948809, + 0.043682,0.301313,0.059775,-0.073956,0.997261,0.000000, + 0.182859,0.311634,0.019422,-0.073956,0.997261,0.000000, + 0.182859,0.311634,-0.008185,-0.073956,0.997261,0.000000, + 0.045498,0.236174,-0.050744,0.215291,0.152140,-0.964626, + 0.043682,0.301313,-0.040876,0.215291,0.152140,-0.964626, + 0.182859,0.311634,-0.008185,0.215291,0.152140,-0.964626, + 0.045498,0.051740,0.049907,-0.000000,0.502693,0.864465, + -0.055153,0.051740,0.049907,-0.000000,0.502693,0.864465, + -0.079447,0.009962,0.074201,-0.000000,0.502693,0.864465, + 0.045498,0.236174,0.049907,1.000000,0.000000,0.000000, + 0.045498,0.051740,0.049907,1.000000,0.000000,0.000000, + 0.045498,0.051740,-0.050744,1.000000,0.000000,0.000000, + 0.045498,0.236174,-0.050744,0.000000,0.000000,-1.000000, + 0.045498,0.051740,-0.050744,0.000000,0.000000,-1.000000, + -0.055153,0.051740,-0.050744,0.000000,0.000000,-1.000000, + -0.055153,0.236174,-0.050744,-1.000000,0.000000,0.000000, + -0.055153,0.051740,-0.050744,-1.000000,0.000000,0.000000, + -0.055153,0.051740,0.049907,-1.000000,0.000000,0.000000, + -0.079447,0.009962,-0.075038,-0.000000,-1.000000,-0.000000, + 0.069792,0.009962,-0.075038,-0.000000,-1.000000,-0.000000, + 0.069792,0.009962,0.074201,-0.000000,-1.000000,-0.000000, + 0.045498,0.051740,0.049907,0.864465,0.502693,-0.000000, + 0.069792,0.009962,0.074201,0.864465,0.502693,-0.000000, + 0.069792,0.009962,-0.075038,0.864465,0.502693,-0.000000, + -0.055153,0.051740,-0.050744,0.000000,0.502693,-0.864465, + 0.045498,0.051740,-0.050744,0.000000,0.502693,-0.864465, + 0.069792,0.009962,-0.075038,0.000000,0.502693,-0.864465, + -0.055153,0.051740,0.049907,-0.864465,0.502693,0.000000, + -0.055153,0.051740,-0.050744,-0.864465,0.502693,0.000000, + -0.079447,0.009962,-0.075038,-0.864465,0.502693,0.000000, + -0.023604,0.642852,-0.220543,-0.459289,0.372406,0.806454, + -0.139997,0.499304,-0.220543,-0.459289,0.372406,0.806454, + 0.131748,0.574773,-0.100629,-0.459289,0.372406,0.806454, + 0.281596,0.451252,-0.218185,0.587257,-0.056040,0.807458, + 0.131748,0.574773,-0.100629,0.587257,-0.056040,0.807458, + 0.128755,0.410586,-0.109847,0.587257,-0.056040,0.807458, + -0.139997,0.499304,-0.220543,-0.461953,-0.659562,0.592940, + 0.128755,0.410586,-0.109847,-0.461953,-0.659562,0.592940, + 0.070558,0.502573,-0.052865,-0.461953,-0.659562,0.592940, + -0.139997,0.499304,-0.220543,-0.463939,-0.636043,0.616611, + -0.127460,0.423836,-0.288955,-0.463939,-0.636043,0.616611, + 0.128755,0.410586,-0.109847,-0.463939,-0.636043,0.616611, + 0.128755,0.410586,-0.109847,0.653439,-0.054303,0.755029, + 0.131748,0.574773,-0.100629,0.653439,-0.054303,0.755029, + 0.070558,0.502573,-0.052865,0.653439,-0.054303,0.755029, + -0.139997,0.499304,-0.220543,-0.986479,-0.163888,0.000000, + -0.139997,0.499304,-0.357368,-0.986479,-0.163888,0.000000, + -0.127460,0.423836,-0.288955,-0.986479,-0.163888,0.000000, + -0.127460,0.423836,-0.288955,-0.313653,-0.665811,-0.676992, + -0.139997,0.499304,-0.357368,-0.313653,-0.665811,-0.676992, + 0.164721,0.355756,-0.357368,-0.313653,-0.665811,-0.676992, + 0.070558,0.497457,-0.498071,-0.358604,0.771341,-0.525772, + -0.023604,0.642852,-0.220543,-0.358604,0.771341,-0.525772, + 0.202360,0.582881,-0.462644,-0.358604,0.771341,-0.525772, + 0.128755,0.410586,-0.109847,-0.181038,-0.965427,0.187552, + -0.127460,0.423836,-0.288955,-0.181038,-0.965427,0.187552, + 0.164721,0.355756,-0.357368,-0.181038,-0.965427,0.187552, + 0.131748,0.574773,-0.100629,0.738343,0.343153,0.580599, + 0.281596,0.451252,-0.218185,0.738343,0.343153,0.580599, + 0.258592,0.543865,-0.243667,0.738343,0.343153,0.580599, + -0.139997,0.499304,-0.357368,-0.343767,0.778820,-0.524656, + -0.023604,0.642852,-0.220543,-0.343767,0.778820,-0.524656, + 0.070558,0.497457,-0.498071,-0.343767,0.778820,-0.524656, + 0.070558,0.497457,-0.498071,0.484743,-0.432671,-0.760145, + 0.202360,0.582881,-0.462644,0.484743,-0.432671,-0.760145, + 0.164721,0.355756,-0.357368,0.484743,-0.432671,-0.760145, + 0.164721,0.355756,-0.357368,-0.361247,-0.766841,-0.530524, + -0.139997,0.499304,-0.357368,-0.361247,-0.766841,-0.530524, + 0.070558,0.497457,-0.498071,-0.361247,-0.766841,-0.530524, + 0.202360,0.582881,-0.462644,0.324771,0.942015,0.084446, + 0.131748,0.574773,-0.100629,0.324771,0.942015,0.084446, + 0.258592,0.543865,-0.243667,0.324771,0.942015,0.084446, + 0.131748,0.574773,-0.100629,-0.436771,0.723669,0.534354, + -0.139997,0.499304,-0.220543,-0.436771,0.723669,0.534354, + 0.070558,0.502573,-0.052865,-0.436771,0.723669,0.534354, + 0.202360,0.582881,-0.462644,0.821800,-0.346013,-0.452681, + 0.281596,0.451252,-0.218185,0.821800,-0.346013,-0.452681, + 0.164721,0.355756,-0.357368,0.821800,-0.346013,-0.452681, + -0.023604,0.642852,-0.220543,-0.776749,0.629810,0.000000, + -0.139997,0.499304,-0.357368,-0.776749,0.629810,0.000000, + -0.139997,0.499304,-0.220543,-0.776749,0.629810,0.000000, + -0.023604,0.642852,-0.220543,0.342260,0.935502,0.087712, + 0.131748,0.574773,-0.100629,0.342260,0.935502,0.087712, + 0.202360,0.582881,-0.462644,0.342260,0.935502,0.087712, + 0.258592,0.543865,-0.243667,0.960083,0.179444,-0.214569, + 0.281596,0.451252,-0.218185,0.960083,0.179444,-0.214569, + 0.202360,0.582881,-0.462644,0.960083,0.179444,-0.214569, + 0.281596,0.451252,-0.218185,0.412630,-0.874842,0.253749, + 0.128755,0.410586,-0.109847,0.412630,-0.874842,0.253749, + 0.164721,0.355756,-0.357368,0.412630,-0.874842,0.253749, + 0.239636,0.235546,-0.001961,0.293781,-0.849928,0.437395, + 0.322547,0.294289,0.056497,0.293781,-0.849928,0.437395, + 0.207968,0.275752,0.097434,0.293781,-0.849928,0.437395, + 0.322547,0.294289,0.056497,0.640793,-0.752349,-0.152826, + 0.239636,0.235546,-0.001961,0.640793,-0.752349,-0.152826, + 0.290802,0.292476,-0.067686,0.640793,-0.752349,-0.152826, + 0.239636,0.235546,-0.001961,-0.453223,-0.867180,0.206369, + 0.207968,0.275752,0.097434,-0.453223,-0.867180,0.206369, + 0.137152,0.290442,0.003639,-0.453223,-0.867180,0.206369, + 0.239636,0.235546,-0.001961,-0.470754,-0.857811,-0.206282, + 0.137152,0.290442,0.003639,-0.470754,-0.857811,-0.206282, + 0.207968,0.279664,-0.113150,-0.470754,-0.857811,-0.206282, + 0.239636,0.235546,-0.001961,0.364369,-0.825374,-0.431270, + 0.207968,0.279664,-0.113150,0.364369,-0.825374,-0.431270, + 0.290802,0.292476,-0.067686,0.364369,-0.825374,-0.431270, + 0.322547,0.294289,0.056497,0.968265,0.031160,-0.247977, + 0.290802,0.292476,-0.067686,0.968265,0.031160,-0.247977, + 0.305492,0.374381,-0.000033,0.968265,0.031160,-0.247977, + 0.207968,0.275752,0.097434,0.352065,-0.128808,0.927070, + 0.322547,0.294289,0.056497,0.352065,-0.128808,0.927070, + 0.271305,0.366839,0.086037,0.352065,-0.128808,0.927070, + 0.137152,0.290442,0.003639,-0.797548,-0.190890,0.572257, + 0.207968,0.275752,0.097434,-0.797548,-0.190890,0.572257, + 0.156725,0.378237,0.060204,-0.797548,-0.190890,0.572257, + 0.207968,0.279664,-0.113150,-0.849100,-0.173812,-0.498818, + 0.137152,0.290442,0.003639,-0.849100,-0.173812,-0.498818, + 0.156725,0.378237,-0.060271,-0.849100,-0.173812,-0.498818, + 0.290802,0.292476,-0.067686,0.494621,-0.182931,-0.849639, + 0.207968,0.279664,-0.113150,0.494621,-0.182931,-0.849639, + 0.271305,0.378237,-0.097501,0.494621,-0.182931,-0.849639, + 0.322547,0.294289,0.056497,0.823953,0.433247,0.365238, + 0.305492,0.374381,-0.000033,0.823953,0.433247,0.365238, + 0.271305,0.366839,0.086037,0.823953,0.433247,0.365238, + 0.207968,0.275752,0.097434,-0.189168,0.250340,0.949497, + 0.271305,0.366839,0.086037,-0.189168,0.250340,0.949497, + 0.156725,0.378237,0.060204,-0.189168,0.250340,0.949497, + 0.137152,0.290442,0.003639,-0.976038,0.217602,0.000000, + 0.156725,0.378237,0.060204,-0.976038,0.217602,0.000000, + 0.156725,0.378237,-0.060271,-0.976038,0.217602,0.000000, + 0.207968,0.279664,-0.113150,-0.291714,0.329966,-0.897789, + 0.156725,0.378237,-0.060271,-0.291714,0.329966,-0.897789, + 0.271305,0.378237,-0.097501,-0.291714,0.329966,-0.897789, + 0.290802,0.292476,-0.067686,0.940096,0.100469,-0.325770, + 0.271305,0.378237,-0.097501,0.940096,0.100469,-0.325770, + 0.305492,0.374381,-0.000033,0.940096,0.100469,-0.325770, + 0.271305,0.366839,0.086037,0.498729,0.823547,0.270257, + 0.305492,0.374381,-0.000033,0.498729,0.823547,0.270257, + 0.239636,0.412997,0.003822,0.498729,0.823547,0.270257, + 0.156725,0.378237,0.060204,-0.025750,0.867418,0.496913, + 0.271305,0.366839,0.086037,-0.025750,0.867418,0.496913, + 0.239636,0.412997,0.003822,-0.025750,0.867418,0.496913, + 0.156725,0.378237,-0.060271,-0.386646,0.922228,0.000000, + 0.156725,0.378237,0.060204,-0.386646,0.922228,0.000000, + 0.239636,0.412997,0.003822,-0.386646,0.922228,0.000000, + 0.271305,0.378237,-0.097501,-0.115138,0.927997,-0.354351, + 0.156725,0.378237,-0.060271,-0.115138,0.927997,-0.354351, + 0.239636,0.412997,0.003822,-0.115138,0.927997,-0.354351, + 0.305492,0.374381,-0.000033,0.494777,0.857731,-0.139617, + 0.271305,0.378237,-0.097501,0.494777,0.857731,-0.139617, + 0.239636,0.412997,0.003822,0.494777,0.857731,-0.139617, + -0.036268,0.361529,0.163458,0.245614,-0.919073,0.308188, + 0.091404,0.426523,0.255533,0.245614,-0.919073,0.308188, + -0.091304,0.397046,0.313238,0.245614,-0.919073,0.308188, + 0.173261,0.530724,0.313832,0.678737,-0.683487,0.268630, + 0.091404,0.426523,0.255533,0.678737,-0.683487,0.268630, + 0.211194,0.504732,0.151857,0.678737,-0.683487,0.268630, + -0.036268,0.361529,0.163458,-0.371219,-0.924837,0.082904, + -0.091304,0.397046,0.313238,-0.371219,-0.924837,0.082904, + -0.199772,0.427673,0.169213,-0.371219,-0.924837,0.082904, + -0.036268,0.361529,0.163458,-0.372956,-0.903573,-0.210856, + -0.199772,0.427673,0.169213,-0.372956,-0.903573,-0.210856, + -0.091304,0.415891,0.027848,-0.372956,-0.903573,-0.210856, + -0.036268,0.361529,0.163458,-0.189963,-0.935499,-0.297919, + -0.091304,0.415891,0.027848,-0.189963,-0.935499,-0.297919, + 0.084198,0.366894,0.069797,-0.189963,-0.935499,-0.297919, + 0.173261,0.530724,0.313832,0.846323,-0.458157,0.271718, + 0.211194,0.504732,0.151857,0.846323,-0.458157,0.271718, + 0.241174,0.620887,0.254329,0.846323,-0.458157,0.271718, + -0.125322,0.487354,0.416054,-0.053405,-0.597611,0.800005, + 0.033749,0.468629,0.412686,-0.053405,-0.597611,0.800005, + -0.042797,0.620887,0.521313,-0.053405,-0.597611,0.800005, + -0.309859,0.487355,0.162063,-0.916472,-0.199783,0.346649, + -0.248280,0.463910,0.311354,-0.916472,-0.199783,0.346649, + -0.326769,0.617539,0.192386,-0.916472,-0.199783,0.346649, + -0.125322,0.487354,-0.091928,-0.616355,-0.185357,-0.765343, + -0.248280,0.463910,0.012771,-0.616355,-0.185357,-0.765343, + -0.218301,0.620887,-0.049390,-0.616355,-0.185357,-0.765343, + 0.173261,0.487354,0.005089,0.431612,-0.385516,-0.815530, + 0.032055,0.467037,-0.060038,0.431612,-0.385516,-0.815530, + 0.132707,0.620887,-0.079497,0.431612,-0.385516,-0.815530, + 0.173261,0.530724,0.313832,0.789879,-0.216232,0.573877, + 0.241174,0.620887,0.254329,0.789879,-0.216232,0.573877, + 0.132707,0.620887,0.403623,0.789879,-0.216232,0.573877, + -0.125322,0.487354,0.416054,-0.714939,-0.103258,0.691520, + -0.042797,0.620887,0.521313,-0.714939,-0.103258,0.691520, + -0.218301,0.620887,0.339866,-0.714939,-0.103258,0.691520, + -0.309859,0.487355,0.162063,-0.991767,-0.128005,-0.003496, + -0.326769,0.617539,0.192386,-0.991767,-0.128005,-0.003496, + -0.326769,0.620887,0.069796,-0.991767,-0.128005,-0.003496, + -0.125322,0.487354,-0.091928,-0.520406,-0.091911,-0.848958, + -0.218301,0.620887,-0.049390,-0.520406,-0.091911,-0.848958, + -0.042797,0.615104,-0.156346,-0.520406,-0.091911,-0.848958, + 0.173261,0.487354,0.005089,0.802609,-0.125627,-0.583126, + 0.132707,0.620887,-0.079497,0.802609,-0.125627,-0.583126, + 0.241174,0.620887,0.069796,0.802609,-0.125627,-0.583126, + 0.053601,0.742690,0.364031,0.573608,0.462479,0.676082, + 0.168557,0.738438,0.269407,0.573608,0.462479,0.676082, + 0.005710,0.823999,0.349044,0.573608,0.462479,0.676082, + -0.258855,0.754420,0.319037,-0.471299,0.661699,0.583122, + -0.121286,0.777864,0.403622,-0.471299,0.661699,0.583122, + -0.169792,0.874880,0.254329,-0.471299,0.661699,0.583122, + -0.258855,0.754420,0.005089,-0.700224,0.661699,-0.268032, + -0.296788,0.777864,0.162063,-0.700224,0.661699,-0.268032, + -0.169792,0.874880,0.069797,-0.700224,0.661699,-0.268032, + 0.010880,0.723391,-0.015800,0.508800,0.284327,-0.812576, + -0.121286,0.777864,-0.079496,0.508800,0.284327,-0.812576, + 0.005710,0.846612,0.024079,0.508800,0.284327,-0.812576, + 0.224265,0.754419,0.162063,0.626249,0.619385,-0.473470, + 0.145085,0.753424,0.056032,0.626249,0.619385,-0.473470, + 0.114178,0.853428,0.145975,0.626249,0.619385,-0.473470, + -0.091304,0.397046,0.313238,-0.076005,-0.761490,0.643705, + 0.033749,0.468629,0.412686,-0.076005,-0.761490,0.643705, + -0.125322,0.487354,0.416054,-0.076005,-0.761490,0.643705, + -0.091304,0.397046,0.313238,0.252454,-0.907486,0.335763, + 0.091404,0.426523,0.255533,0.252454,-0.907486,0.335763, + 0.033749,0.468629,0.412686,0.252454,-0.907486,0.335763, + 0.091404,0.426523,0.255533,0.595517,-0.694103,0.404452, + 0.173261,0.530724,0.313832,0.595517,-0.694103,0.404452, + 0.033749,0.468629,0.412686,0.595517,-0.694103,0.404452, + 0.211194,0.504732,0.151857,0.765264,-0.631862,-0.122966, + 0.084198,0.366894,0.069797,0.765264,-0.631862,-0.122966, + 0.173261,0.487354,0.005089,0.765264,-0.631862,-0.122966, + 0.211194,0.504732,0.151857,0.654543,-0.726862,0.207955, + 0.091404,0.426523,0.255533,0.654543,-0.726862,0.207955, + 0.084198,0.366894,0.069797,0.654543,-0.726862,0.207955, + 0.091404,0.426523,0.255533,0.263121,-0.921510,0.285632, + -0.036268,0.361529,0.163458,0.263121,-0.921510,0.285632, + 0.084198,0.366894,0.069797,0.263121,-0.921510,0.285632, + -0.199772,0.427673,0.169213,-0.478748,-0.875905,0.059918, + -0.248280,0.463910,0.311354,-0.478748,-0.875905,0.059918, + -0.309859,0.487355,0.162063,-0.478748,-0.875905,0.059918, + -0.199772,0.427673,0.169213,-0.390936,-0.914986,0.099848, + -0.091304,0.397046,0.313238,-0.390936,-0.914986,0.099848, + -0.248280,0.463910,0.311354,-0.390936,-0.914986,0.099848, + -0.091304,0.397046,0.313238,-0.330688,-0.760615,0.558669, + -0.125322,0.487354,0.416054,-0.330688,-0.760615,0.558669, + -0.248280,0.463910,0.311354,-0.330688,-0.760615,0.558669, + -0.091304,0.415891,0.027848,-0.220782,-0.863886,-0.452721, + -0.248280,0.463910,0.012771,-0.220782,-0.863886,-0.452721, + -0.125322,0.487354,-0.091928,-0.220782,-0.863886,-0.452721, + -0.091304,0.415891,0.027848,-0.278079,-0.951153,-0.134092, + -0.199772,0.427673,0.169213,-0.278079,-0.951153,-0.134092, + -0.248280,0.463910,0.012771,-0.278079,-0.951153,-0.134092, + -0.199772,0.427673,0.169213,-0.472960,-0.879238,-0.057007, + -0.309859,0.487355,0.162063,-0.472960,-0.879238,-0.057007, + -0.248280,0.463910,0.012771,-0.472960,-0.879238,-0.057007, + 0.084198,0.366894,0.069797,0.394884,-0.643958,-0.655274, + 0.032055,0.467037,-0.060038,0.394884,-0.643958,-0.655274, + 0.173261,0.487354,0.005089,0.394884,-0.643958,-0.655274, + 0.084198,0.366894,0.069797,-0.084448,-0.805117,-0.587074, + -0.091304,0.415891,0.027848,-0.084448,-0.805117,-0.587074, + 0.032055,0.467037,-0.060038,-0.084448,-0.805117,-0.587074, + -0.091304,0.415891,0.027848,-0.007480,-0.859674,-0.510789, + -0.125322,0.487354,-0.091928,-0.007480,-0.859674,-0.510789, + 0.032055,0.467037,-0.060038,-0.007480,-0.859674,-0.510789, + 0.241174,0.620887,0.254329,0.992077,0.125628,-0.000000, + 0.241174,0.620887,0.069796,0.992077,0.125628,-0.000000, + 0.224265,0.754419,0.162063,0.992077,0.125628,-0.000000, + 0.241174,0.620887,0.254329,0.968266,-0.249921,0.000000, + 0.211194,0.504732,0.151857,0.968266,-0.249921,0.000000, + 0.241174,0.620887,0.069796,0.968266,-0.249921,0.000000, + 0.211194,0.504732,0.151857,0.909235,-0.369770,-0.191209, + 0.173261,0.487354,0.005089,0.909235,-0.369770,-0.191209, + 0.241174,0.620887,0.069796,0.909235,-0.369770,-0.191209, + -0.042797,0.620887,0.521313,0.470873,0.534057,0.702183, + 0.132707,0.620887,0.403623,0.470873,0.534057,0.702183, + 0.053601,0.742690,0.364031,0.470873,0.534057,0.702183, + -0.042797,0.620887,0.521313,0.531591,-0.298317,0.792728, + 0.033749,0.468629,0.412686,0.531591,-0.298317,0.792728, + 0.132707,0.620887,0.403623,0.531591,-0.298317,0.792728, + 0.033749,0.468629,0.412686,0.641314,-0.377039,0.668250, + 0.173261,0.530724,0.313832,0.641314,-0.377039,0.668250, + 0.132707,0.620887,0.403623,0.641314,-0.377039,0.668250, + -0.326769,0.617539,0.192386,-0.794880,-0.149686,0.588013, + -0.218301,0.620887,0.339866,-0.794880,-0.149686,0.588013, + -0.258855,0.754420,0.319037,-0.794880,-0.149686,0.588013, + -0.326769,0.617539,0.192386,-0.805216,0.046407,0.591163, + -0.248280,0.463910,0.311354,-0.805216,0.046407,0.591163, + -0.218301,0.620887,0.339866,-0.805216,0.046407,0.591163, + -0.248280,0.463910,0.311354,-0.646577,-0.015045,0.762700, + -0.125322,0.487354,0.416054,-0.646577,-0.015045,0.762700, + -0.218301,0.620887,0.339866,-0.646577,-0.015045,0.762700, + -0.218301,0.620887,-0.049390,-0.738657,0.049925,-0.672230, + -0.326769,0.620887,0.069796,-0.738657,0.049925,-0.672230, + -0.258855,0.754420,0.005089,-0.738657,0.049925,-0.672230, + -0.218301,0.620887,-0.049390,-0.733843,-0.124312,-0.667848, + -0.248280,0.463910,0.012771,-0.733843,-0.124312,-0.667848, + -0.326769,0.620887,0.069796,-0.733843,-0.124312,-0.667848, + -0.248280,0.463910,0.012771,-0.889697,-0.330385,-0.315095, + -0.309859,0.487355,0.162063,-0.889697,-0.330385,-0.315095, + -0.326769,0.620887,0.069796,-0.889697,-0.330385,-0.315095, + 0.132707,0.620887,-0.079497,0.260983,0.713943,-0.649749, + -0.042797,0.615104,-0.156346,0.260983,0.713943,-0.649749, + 0.010880,0.723391,-0.015800,0.260983,0.713943,-0.649749, + 0.132707,0.620887,-0.079497,0.384274,-0.358978,-0.850570, + 0.032055,0.467037,-0.060038,0.384274,-0.358978,-0.850570, + -0.042797,0.615104,-0.156346,0.384274,-0.358978,-0.850570, + 0.032055,0.467037,-0.060038,0.108863,-0.502748,-0.857551, + -0.125322,0.487354,-0.091928,0.108863,-0.502748,-0.857551, + -0.042797,0.615104,-0.156346,0.108863,-0.502748,-0.857551, + 0.132707,0.620887,0.403623,0.540329,0.556171,0.631441, + 0.168557,0.738438,0.269407,0.540329,0.556171,0.631441, + 0.053601,0.742690,0.364031,0.540329,0.556171,0.631441, + 0.132707,0.620887,0.403623,0.744731,0.390657,0.541076, + 0.241174,0.620887,0.254329,0.744731,0.390657,0.541076, + 0.168557,0.738438,0.269407,0.744731,0.390657,0.541076, + 0.241174,0.620887,0.254329,0.778049,0.420814,0.466429, + 0.224265,0.754419,0.162063,0.778049,0.420814,0.466429, + 0.168557,0.738438,0.269407,0.778049,0.420814,0.466429, + -0.218301,0.620887,0.339866,-0.520517,-0.024952,0.853487, + -0.121286,0.777864,0.403622,-0.520517,-0.024952,0.853487, + -0.258855,0.754420,0.319037,-0.520517,-0.024952,0.853487, + -0.218301,0.620887,0.339866,-0.709548,0.159774,0.686305, + -0.042797,0.620887,0.521313,-0.709548,0.159774,0.686305, + -0.121286,0.777864,0.403622,-0.709548,0.159774,0.686305, + -0.042797,0.620887,0.521313,0.289628,0.662637,0.690672, + 0.053601,0.742690,0.364031,0.289628,0.662637,0.690672, + -0.121286,0.777864,0.403622,0.289628,0.662637,0.690672, + -0.326769,0.620887,0.069796,-0.904989,0.330385,-0.268032, + -0.296788,0.777864,0.162063,-0.904989,0.330385,-0.268032, + -0.258855,0.754420,0.005089,-0.904989,0.330385,-0.268032, + -0.326769,0.620887,0.069796,-0.982776,0.184734,0.005046, + -0.326769,0.617539,0.192386,-0.982776,0.184734,0.005046, + -0.296788,0.777864,0.162063,-0.982776,0.184734,0.005046, + -0.326769,0.617539,0.192386,-0.938935,0.224846,0.260472, + -0.258855,0.754420,0.319037,-0.938935,0.224846,0.260472, + -0.296788,0.777864,0.162063,-0.938935,0.224846,0.260472, + -0.042797,0.615104,-0.156346,0.535505,0.557690,-0.634205, + -0.121286,0.777864,-0.079496,0.535505,0.557690,-0.634205, + 0.010880,0.723391,-0.015800,0.535505,0.557690,-0.634205, + -0.042797,0.615104,-0.156346,-0.510565,0.153275,-0.846068, + -0.218301,0.620887,-0.049390,-0.510565,0.153275,-0.846068, + -0.121286,0.777864,-0.079496,-0.510565,0.153275,-0.846068, + -0.218301,0.620887,-0.049390,-0.537117,0.173640,-0.825442, + -0.258855,0.754420,0.005089,-0.537117,0.173640,-0.825442, + -0.121286,0.777864,-0.079496,-0.537117,0.173640,-0.825442, + 0.241174,0.620887,0.069796,0.709751,0.459078,-0.534323, + 0.145085,0.753424,0.056032,0.709751,0.459078,-0.534323, + 0.224265,0.754419,0.162063,0.709751,0.459078,-0.534323, + 0.241174,0.620887,0.069796,0.716157,0.465177,-0.520316, + 0.132707,0.620887,-0.079497,0.716157,0.465177,-0.520316, + 0.145085,0.753424,0.056032,0.716157,0.465177,-0.520316, + 0.132707,0.620887,-0.079497,0.216745,0.687991,-0.692596, + 0.010880,0.723391,-0.015800,0.216745,0.687991,-0.692596, + 0.145085,0.753424,0.056032,0.216745,0.687991,-0.692596, + 0.005710,0.823999,0.349044,0.338289,0.888695,0.309486, + 0.114178,0.853428,0.145975,0.338289,0.888695,0.309486, + -0.042797,0.900194,0.183269,0.338289,0.888695,0.309486, + 0.005710,0.823999,0.349044,0.573113,0.710094,0.409033, + 0.168557,0.738438,0.269407,0.573113,0.710094,0.409033, + 0.114178,0.853428,0.145975,0.573113,0.710094,0.409033, + 0.168557,0.738438,0.269407,0.577848,0.708371,0.405342, + 0.224265,0.754419,0.162063,0.577848,0.708371,0.405342, + 0.114178,0.853428,0.145975,0.577848,0.708371,0.405342, + -0.169792,0.874880,0.254329,0.045372,0.912654,0.406208, + 0.005710,0.823999,0.349044,0.045372,0.912654,0.406208, + -0.042797,0.900194,0.183269,0.045372,0.912654,0.406208, + -0.169792,0.874880,0.254329,-0.061013,0.827772,0.557737, + -0.121286,0.777864,0.403622,-0.061013,0.827772,0.557737, + 0.005710,0.823999,0.349044,-0.061013,0.827772,0.557737, + -0.121286,0.777864,0.403622,0.270663,0.326360,0.905666, + 0.053601,0.742690,0.364031,0.270663,0.326360,0.905666, + 0.005710,0.823999,0.349044,0.270663,0.326360,0.905666, + -0.169792,0.874880,0.069797,-0.195487,0.980706,0.000000, + -0.169792,0.874880,0.254329,-0.195487,0.980706,0.000000, + -0.042797,0.900194,0.183269,-0.195487,0.980706,0.000000, + -0.169792,0.874880,0.069797,-0.607060,0.794656,0.000000, + -0.296788,0.777864,0.162063,-0.607060,0.794656,0.000000, + -0.169792,0.874880,0.254329,-0.607060,0.794656,0.000000, + -0.296788,0.777864,0.162063,-0.700224,0.661699,0.268032, + -0.258855,0.754420,0.319037,-0.700224,0.661699,0.268032, + -0.169792,0.874880,0.254329,-0.700224,0.661699,0.268032, + 0.005710,0.846612,0.024079,0.075868,0.951784,-0.297241, + -0.169792,0.874880,0.069797,0.075868,0.951784,-0.297241, + -0.042797,0.900194,0.183269,0.075868,0.951784,-0.297241, + 0.005710,0.846612,0.024079,-0.007516,0.837367,-0.546590, + -0.121286,0.777864,-0.079496,-0.007516,0.837367,-0.546590, + -0.169792,0.874880,0.069797,-0.007516,0.837367,-0.546590, + -0.121286,0.777864,-0.079496,-0.471299,0.661699,-0.583122, + -0.258855,0.754420,0.005089,-0.471299,0.661699,-0.583122, + -0.169792,0.874880,0.069797,-0.471299,0.661699,-0.583122, + 0.114178,0.853428,0.145975,0.221484,0.942630,-0.249789, + 0.005710,0.846612,0.024079,0.221484,0.942630,-0.249789, + -0.042797,0.900194,0.183269,0.221484,0.942630,-0.249789, + 0.114178,0.853428,0.145975,0.552425,0.645299,-0.527651, + 0.145085,0.753424,0.056032,0.552425,0.645299,-0.527651, + 0.005710,0.846612,0.024079,0.552425,0.645299,-0.527651, + 0.145085,0.753424,0.056032,0.397910,0.297556,-0.867829, + 0.010880,0.723391,-0.015800,0.397910,0.297556,-0.867829, + 0.005710,0.846612,0.024079,0.397910,0.297556,-0.867829, + 0.008874,0.422507,-0.242378,0.000000,0.149788,-0.988718, + -0.055153,0.236174,0.049907,-0.999612,-0.027868,0.000000, + 0.045498,0.236174,0.049907,0.385482,-0.922715,0.000000, + 0.043682,0.301313,0.059775,0.000000,-0.149788,0.988718, + 0.045498,0.236174,0.049907,0.000000,-0.000000,1.000000, + -0.056969,0.301313,0.059775,0.000000,-0.616587,0.787287, + -0.037898,0.415271,0.149025,-0.000000,1.000000,0.000000, + 0.043682,0.301313,0.059775,0.813124,0.582091,-0.000000, + -0.037898,0.415271,0.093504,0.000000,0.762678,-0.646778, + -0.093419,0.415271,0.093504,-0.952465,-0.304649,0.000000, + 0.045498,0.236174,-0.050744,0.000000,-0.716953,-0.697121, + 0.068155,0.461577,-0.236459,0.991417,0.007869,0.130501, + 0.043682,0.301313,-0.040876,0.991417,0.007869,0.130501, + 0.069244,0.422507,-0.242378,0.991417,0.007869,0.130501, + 0.007785,0.461577,-0.236459,0.000000,0.773489,0.633810, + -0.055153,0.236174,-0.050744,-0.953672,0.018901,-0.300255, + -0.056969,0.301313,-0.040876,-0.953672,0.018901,-0.300255, + 0.008874,0.422507,-0.242378,-0.953672,0.018901,-0.300255, + 0.182859,0.311634,-0.008185,0.999612,0.027867,0.000000, + 0.182859,0.311634,0.019422,0.285170,-0.135791,0.948809, + 0.043682,0.301313,-0.040876,-0.073956,0.997261,0.000000, + 0.183358,0.293767,-0.010892,0.215291,0.152139,-0.964626, + 0.045498,0.236174,-0.050744,0.215291,0.152139,-0.964626, + 0.182859,0.311634,-0.008185,0.215291,0.152139,-0.964626, + 0.069792,0.009962,0.074201,0.000000,0.502693,0.864465, + 0.045498,0.236174,-0.050744,1.000000,-0.000000,0.000000, + -0.055153,0.236174,-0.050744,0.000000,0.000000,-1.000000, + -0.055153,0.236174,0.049907,-1.000000,0.000000,0.000000, + -0.079447,0.009962,0.074201,-0.000000,-1.000000,0.000000, + 0.045498,0.051740,-0.050744,0.864465,0.502693,0.000000, + -0.079447,0.009962,-0.075038,0.000000,0.502693,-0.864465, + -0.079447,0.009962,0.074201,-0.864465,0.502693,0.000000 + ]; + + this.indices = [ + 0,1,2, + 3,4,5, + 6,7,8, + 9,10,11, + 12,13,14, + 15,16,17, + 18,19,20, + 21,22,23, + 24,25,26, + 27,28,29, + 30,31,32, + 33,5,34, + 35,34,36, + 37,36,4, + 38,39,40, + 41,42,43, + 44,45,46, + 47,48,49, + 50,51,52, + 53,54,55, + 56,57,58, + 59,60,61, + 62,63,64, + 65,66,67, + 68,69,70, + 71,72,73, + 74,75,76, + 77,78,79, + 80,81,82, + 83,84,85, + 86,87,88, + 89,90,91, + 92,93,94, + 95,96,97, + 98,99,100, + 101,102,103, + 104,105,106, + 107,108,109, + 110,111,112, + 113,114,115, + 116,117,118, + 119,120,121, + 122,123,124, + 125,126,127, + 128,129,130, + 131,132,133, + 134,135,136, + 137,138,139, + 140,141,142, + 143,144,145, + 146,147,148, + 149,150,151, + 152,153,154, + 155,156,157, + 158,159,160, + 161,162,163, + 164,165,166, + 167,168,169, + 170,171,172, + 173,174,175, + 176,177,178, + 179,180,181, + 182,183,184, + 185,186,187, + 188,189,190, + 191,192,193, + 194,195,196, + 197,198,199, + 200,201,202, + 203,204,205, + 206,207,208, + 209,210,211, + 212,213,214, + 215,216,217, + 218,219,220, + 221,222,223, + 224,225,226, + 227,228,229, + 230,231,232, + 233,234,235, + 236,237,238, + 239,240,241, + 242,243,244, + 245,246,247, + 248,249,250, + 251,252,253, + 254,255,256, + 257,258,259, + 260,261,262, + 263,264,265, + 266,267,268, + 269,270,271, + 272,273,274, + 275,276,277, + 278,279,280, + 281,282,283, + 284,285,286, + 287,288,289, + 290,291,292, + 293,294,295, + 296,297,298, + 299,300,301, + 302,303,304, + 305,306,307, + 308,309,310, + 311,312,313, + 314,315,316, + 317,318,319, + 320,321,322, + 323,324,325, + 326,327,328, + 329,330,331, + 332,333,334, + 335,336,337, + 338,339,340, + 341,342,343, + 344,345,346, + 347,348,349, + 350,351,352, + 353,354,355, + 356,357,358, + 359,360,361, + 362,363,364, + 365,366,367, + 368,369,370, + 371,372,373, + 374,375,376, + 377,378,379, + 380,381,382, + 383,384,385, + 386,387,388, + 389,390,391, + 392,393,394, + 395,396,397, + 398,399,400, + 401,402,403, + 404,405,406, + 407,408,409, + 410,411,412, + 413,414,415, + 416,417,418, + 419,420,421, + 422,423,424, + 425,426,427, + 428,429,430, + 431,432,433, + 434,435,436, + 437,438,439, + 440,441,442, + 443,444,445, + 446,38,40, + 447,0,2, + 33,3,5, + 448,6,8, + 449,9,11, + 450,12,14, + 451,15,17, + 452,18,20, + 453,21,23, + 454,24,26, + 455,27,29, + 456,30,32, + 35,33,34, + 37,35,36, + 3,37,4, + 457,458,459, + 460,44,46, + 461,462,463, + 464,50,52, + 465,53,55, + 466,56,58, + 467,468,469, + 470,62,64, + 471,65,67, + 472,68,70, + 473,71,73, + 474,74,76, + 475,77,79, + 476,80,82, + 477,83,85 + ]; + + this.InitBuffers(); + } +} + + +class Cloud extends Object3D { + + constructor(program) { + + super(program = defaultProgram, [0.9, 0.9, 0.9, 1.0], [0.9, 0.9, 0.9, 1.0], [1.0, 1.0, 1.0, 1.0]); + + this.positions = [ + -0.308265,-0.282990,-0.001417,-0.135946,-0.969316,0.204803, + 0.101554,-0.243033,0.459730,-0.135946,-0.969316,0.204803, + -0.309308,-0.125191,0.744740,-0.135946,-0.969316,0.204803, + 0.505238,-0.184567,0.783138,0.291647,-0.936493,-0.194738, + 0.101554,-0.243033,0.459730,0.291647,-0.936493,-0.194738, + 0.286346,-0.089592,-0.001417,0.291647,-0.936493,-0.194738, + -0.308265,-0.282990,-0.001417,0.093369,-0.974061,0.206127, + -0.309308,-0.125191,0.744740,0.093369,-0.974061,0.206127, + -0.681349,-0.318752,-0.001417,0.093369,-0.974061,0.206127, + -0.308265,-0.282990,-0.001417,0.095211,-0.993277,-0.065841, + -0.681349,-0.318752,-0.001417,0.095211,-0.993277,-0.065841, + -0.309308,-0.233630,-0.747573,0.095211,-0.993277,-0.065841, + -0.308265,-0.282990,-0.001417,0.413254,-0.908592,-0.060683, + -0.309308,-0.233630,-0.747573,0.413254,-0.908592,-0.060683, + 0.101554,-0.065793,-0.462563,0.413254,-0.908592,-0.060683, + 0.505238,-0.184567,0.783138,0.922555,-0.256327,-0.288425, + 0.286346,-0.089592,-0.001417,0.922555,-0.256327,-0.288425, + 0.469048,0.098790,0.415557,0.922555,-0.256327,-0.288425, + -0.193767,-0.184567,1.268031,-0.052729,-0.782841,0.619984, + 0.183178,-0.259167,1.205894,-0.052729,-0.782841,0.619984, + -0.000570,0.000000,1.517511,-0.052729,-0.782841,0.619984, + -0.963457,-0.122647,-0.001417,-0.849021,-0.431906,0.304335, + -0.676801,-0.160374,0.744743,-0.849021,-0.431906,0.304335, + -0.860548,0.000000,0.459731,-0.849021,-0.431906,0.304335, + -0.193767,-0.184567,-1.270864,-0.631420,-0.566375,-0.529649, + -0.676801,-0.135416,-0.747576,-0.631420,-0.566375,-0.529649, + -0.411437,0.000000,-1.208735,-0.631420,-0.566375,-0.529649, + 0.310058,-0.184567,-0.785971,0.461607,-0.847905,-0.260722, + 0.183178,-0.123648,-1.208727,0.461607,-0.847905,-0.260722, + 0.410298,0.000000,-1.208735,0.461607,-0.847905,-0.260722, + 0.505238,-0.184567,0.783138,0.968062,0.235434,0.086178, + 0.469048,0.098790,0.415557,0.968062,0.235434,0.086178, + 0.410298,0.000000,1.345405,0.968062,0.235434,0.086178, + -0.193767,-0.184567,1.268031,-0.587674,-0.362560,0.723319, + -0.000570,0.000000,1.517511,-0.587674,-0.362560,0.723319, + -0.384104,0.000000,1.205901,-0.587674,-0.362560,0.723319, + -0.963457,-0.122647,-0.001417,-0.766059,0.642771,0.000000, + -0.860548,0.000000,0.459731,-0.766059,0.642771,0.000000, + -0.860548,0.000000,-0.462565,-0.766059,0.642771,0.000000, + -0.193767,-0.184567,-1.270864,-0.598629,-0.493639,-0.630844, + -0.411437,0.000000,-1.208735,-0.598629,-0.493639,-0.630844, + -0.000570,0.000000,-1.598620,-0.598629,-0.493639,-0.630844, + 0.310058,-0.184567,-0.785971,0.937312,-0.340647,0.073525, + 0.410298,0.000000,-1.208735,0.937312,-0.340647,0.073525, + 0.384591,0.090319,-0.462565,0.937312,-0.340647,0.073525, + 0.192628,0.380510,1.268031,0.055988,0.961332,-0.269640, + 0.480481,0.216971,0.744743,0.055988,0.961332,-0.269640, + -0.002332,0.213378,0.631682,0.055988,0.961332,-0.269640, + -0.624286,0.240846,0.783138,-0.388910,0.891429,0.232601, + -0.184317,0.365906,1.039482,-0.388910,0.891429,0.232601, + -0.605569,0.380903,0.277674,-0.388910,0.891429,0.232601, + -0.701558,0.184567,-0.640105,-0.085287,0.993355,-0.077280, + -0.902876,0.216971,-0.001417,-0.085287,0.993355,-0.077280, + -0.352763,0.239456,-0.319506,-0.085287,0.993355,-0.077280, + 0.192628,0.247332,-1.168216,0.402780,0.915012,0.022813, + -0.184317,0.414270,-1.208727,0.402780,0.915012,0.022813, + -0.014225,0.327900,-0.747573,0.402780,0.915012,0.022813, + 0.272043,0.363024,-0.001417,-0.306094,0.949796,-0.064766, + 0.344697,0.335558,-0.747576,-0.306094,0.949796,-0.064766, + 0.012647,0.279427,-0.001417,-0.306094,0.949796,-0.064766, + -0.309308,-0.125191,0.744740,-0.204141,-0.976731,-0.065752, + 0.183178,-0.259167,1.205894,-0.204141,-0.976731,-0.065752, + -0.193767,-0.184567,1.268031,-0.204141,-0.976731,-0.065752, + -0.309308,-0.125191,0.744740,-0.270091,-0.962795,0.008728, + 0.101554,-0.243033,0.459730,-0.270091,-0.962795,0.008728, + 0.183178,-0.259167,1.205894,-0.270091,-0.962795,0.008728, + 0.101554,-0.243033,0.459730,0.174845,-0.983767,-0.040398, + 0.505238,-0.184567,0.783138,0.174845,-0.983767,-0.040398, + 0.183178,-0.259167,1.205894,0.174845,-0.983767,-0.040398, + 0.286346,-0.089592,-0.001417,-0.370034,-0.923554,0.100617, + 0.101554,-0.065793,-0.462563,-0.370034,-0.923554,0.100617, + 0.310058,-0.184567,-0.785971,-0.370034,-0.923554,0.100617, + 0.286346,-0.089592,-0.001417,0.325694,-0.928486,-0.178430, + 0.101554,-0.243033,0.459730,0.325694,-0.928486,-0.178430, + 0.101554,-0.065793,-0.462563,0.325694,-0.928486,-0.178430, + 0.101554,-0.243033,0.459730,0.294445,-0.938496,-0.180354, + -0.308265,-0.282990,-0.001417,0.294445,-0.938496,-0.180354, + 0.101554,-0.065793,-0.462563,0.294445,-0.938496,-0.180354, + -0.681349,-0.318752,-0.001417,-0.561972,-0.808428,0.175021, + -0.676801,-0.160374,0.744743,-0.561972,-0.808428,0.175021, + -0.963457,-0.122647,-0.001417,-0.561972,-0.808428,0.175021, + -0.681349,-0.318752,-0.001417,0.093254,-0.974059,0.206184, + -0.309308,-0.125191,0.744740,0.093254,-0.974059,0.206184, + -0.676801,-0.160374,0.744743,0.093254,-0.974059,0.206184, + -0.309308,-0.125191,0.744740,0.094455,-0.986631,-0.132804, + -0.193767,-0.184567,1.268031,0.094455,-0.986631,-0.132804, + -0.676801,-0.160374,0.744743,0.094455,-0.986631,-0.132804, + -0.309308,-0.233630,-0.747573,-0.255425,-0.955741,-0.146006, + -0.676801,-0.135416,-0.747576,-0.255425,-0.955741,-0.146006, + -0.193767,-0.184567,-1.270864,-0.255425,-0.955741,-0.146006, + -0.309308,-0.233630,-0.747573,-0.251121,-0.939641,-0.232406, + -0.681349,-0.318752,-0.001417,-0.251121,-0.939641,-0.232406, + -0.676801,-0.135416,-0.747576,-0.251121,-0.939641,-0.232406, + -0.681349,-0.318752,-0.001417,-0.559128,-0.804338,-0.201039, + -0.963457,-0.122647,-0.001417,-0.559128,-0.804338,-0.201039, + -0.676801,-0.135416,-0.747576,-0.559128,-0.804338,-0.201039, + 0.101554,-0.065793,-0.462563,-0.475912,-0.879345,0.016121, + 0.183178,-0.123648,-1.208727,-0.475912,-0.879345,0.016121, + 0.310058,-0.184567,-0.785971,-0.475912,-0.879345,0.016121, + 0.101554,-0.065793,-0.462563,0.311309,-0.944235,0.107268, + -0.309308,-0.233630,-0.747573,0.311309,-0.944235,0.107268, + 0.183178,-0.123648,-1.208727,0.311309,-0.944235,0.107268, + -0.309308,-0.233630,-0.747573,0.168152,-0.984217,-0.055152, + -0.193767,-0.184567,-1.270864,0.168152,-0.984217,-0.055152, + 0.183178,-0.123648,-1.208727,0.168152,-0.984217,-0.055152, + 0.469048,0.098790,0.415557,0.859877,0.502936,-0.087555, + 0.384591,0.090319,-0.462565,0.859877,0.502936,-0.087555, + 0.272043,0.363024,-0.001417,0.859877,0.502936,-0.087555, + 0.469048,0.098790,0.415557,0.789057,-0.610318,-0.070003, + 0.286346,-0.089592,-0.001417,0.789057,-0.610318,-0.070003, + 0.384591,0.090319,-0.462565,0.789057,-0.610318,-0.070003, + 0.286346,-0.089592,-0.001417,0.939347,-0.335944,0.069059, + 0.310058,-0.184567,-0.785971,0.939347,-0.335944,0.069059, + 0.384591,0.090319,-0.462565,0.939347,-0.335944,0.069059, + -0.000570,0.000000,1.517511,0.357658,0.378218,0.853834, + 0.410298,0.000000,1.345405,0.357658,0.378218,0.853834, + 0.192628,0.380510,1.268031,0.357658,0.378218,0.853834, + -0.000570,0.000000,1.517511,0.296553,-0.640979,0.707956, + 0.183178,-0.259167,1.205894,0.296553,-0.640979,0.707956, + 0.410298,0.000000,1.345405,0.296553,-0.640979,0.707956, + 0.183178,-0.259167,1.205894,0.609971,-0.716615,0.338228, + 0.505238,-0.184567,0.783138,0.609971,-0.716615,0.338228, + 0.410298,0.000000,1.345405,0.609971,-0.716615,0.338228, + -0.860548,0.000000,0.459731,-0.838303,0.103587,0.535273, + -0.384104,0.000000,1.205901,-0.838303,0.103587,0.535273, + -0.624286,0.240846,0.783138,-0.838303,0.103587,0.535273, + -0.860548,0.000000,0.459731,-0.842801,-0.009261,0.538145, + -0.676801,-0.160374,0.744743,-0.842801,-0.009261,0.538145, + -0.384104,0.000000,1.205901,-0.842801,-0.009261,0.538145, + -0.676801,-0.160374,0.744743,-0.655621,-0.479865,0.583001, + -0.193767,-0.184567,1.268031,-0.655621,-0.479865,0.583001, + -0.384104,0.000000,1.205901,-0.655621,-0.479865,0.583001, + -0.411437,0.000000,-1.208735,-0.832742,0.235206,-0.501218, + -0.860548,0.000000,-0.462565,-0.832742,0.235206,-0.501218, + -0.701558,0.184567,-0.640105,-0.832742,0.235206,-0.501218, + -0.411437,0.000000,-1.208735,-0.854236,-0.076976,-0.514155, + -0.676801,-0.135416,-0.747576,-0.854236,-0.076976,-0.514155, + -0.860548,0.000000,-0.462565,-0.854236,-0.076976,-0.514155, + -0.676801,-0.135416,-0.747576,-0.826542,-0.470153,-0.309491, + -0.963457,-0.122647,-0.001417,-0.826542,-0.470153,-0.309491, + -0.860548,0.000000,-0.462565,-0.826542,-0.470153,-0.309491, + 0.410298,0.000000,-1.208735,0.557388,0.586769,-0.587385, + -0.000570,0.000000,-1.598620,0.557388,0.586769,-0.587385, + 0.192628,0.247332,-1.168216,0.557388,0.586769,-0.587385, + 0.410298,0.000000,-1.208735,0.426997,-0.784344,-0.449976, + 0.183178,-0.123648,-1.208727,0.426997,-0.784344,-0.449976, + -0.000570,0.000000,-1.598620,0.426997,-0.784344,-0.449976, + 0.183178,-0.123648,-1.208727,0.208625,-0.899617,-0.383620, + -0.193767,-0.184567,-1.270864,0.208625,-0.899617,-0.383620, + -0.000570,0.000000,-1.598620,0.208625,-0.899617,-0.383620, + 0.410298,0.000000,1.345405,0.807034,0.518953,0.281752, + 0.480481,0.216971,0.744743,0.807034,0.518953,0.281752, + 0.192628,0.380510,1.268031,0.807034,0.518953,0.281752, + 0.410298,0.000000,1.345405,0.977784,-0.205778,0.039916, + 0.469048,0.098790,0.415557,0.977784,-0.205778,0.039916, + 0.480481,0.216971,0.744743,0.977784,-0.205778,0.039916, + 0.469048,0.098790,0.415557,0.901046,0.397319,-0.173935, + 0.272043,0.363024,-0.001417,0.901046,0.397319,-0.173935, + 0.480481,0.216971,0.744743,0.901046,0.397319,-0.173935, + -0.384104,0.000000,1.205901,-0.528009,0.573263,0.626559, + -0.184317,0.365906,1.039482,-0.528009,0.573263,0.626559, + -0.624286,0.240846,0.783138,-0.528009,0.573263,0.626559, + -0.384104,0.000000,1.205901,-0.517247,0.571971,0.636636, + -0.000570,0.000000,1.517511,-0.517247,0.571971,0.636636, + -0.184317,0.365906,1.039482,-0.517247,0.571971,0.636636, + -0.000570,0.000000,1.517511,-0.417595,0.636913,0.648041, + 0.192628,0.380510,1.268031,-0.417595,0.636913,0.648041, + -0.184317,0.365906,1.039482,-0.417595,0.636913,0.648041, + -0.860548,0.000000,-0.462565,-0.845037,0.449764,-0.289178, + -0.902876,0.216971,-0.001417,-0.845037,0.449764,-0.289178, + -0.701558,0.184567,-0.640105,-0.845037,0.449764,-0.289178, + -0.860548,0.000000,-0.462565,-0.981498,-0.191474,-0.000000, + -0.860548,0.000000,0.459731,-0.981498,-0.191474,-0.000000, + -0.902876,0.216971,-0.001417,-0.981498,-0.191474,-0.000000, + -0.860548,0.000000,0.459731,-0.847800,0.445630,0.287486, + -0.624286,0.240846,0.783138,-0.847800,0.445630,0.287486, + -0.902876,0.216971,-0.001417,-0.847800,0.445630,0.287486, + -0.000570,0.000000,-1.598620,0.380518,0.717678,-0.583219, + -0.184317,0.414270,-1.208727,0.380518,0.717678,-0.583219, + 0.192628,0.247332,-1.168216,0.380518,0.717678,-0.583219, + -0.000570,0.000000,-1.598620,-0.644007,0.353083,-0.678665, + -0.411437,0.000000,-1.208735,-0.644007,0.353083,-0.678665, + -0.184317,0.414270,-1.208727,-0.644007,0.353083,-0.678665, + -0.411437,0.000000,-1.208735,-0.750766,0.411610,-0.516650, + -0.701558,0.184567,-0.640105,-0.750766,0.411610,-0.516650, + -0.184317,0.414270,-1.208727,-0.750766,0.411610,-0.516650, + 0.384591,0.090319,-0.462565,0.963299,0.254811,0.084418, + 0.344697,0.335558,-0.747576,0.963299,0.254811,0.084418, + 0.272043,0.363024,-0.001417,0.963299,0.254811,0.084418, + 0.384591,0.090319,-0.462565,0.984494,0.174957,0.012740, + 0.410298,0.000000,-1.208735,0.984494,0.174957,0.012740, + 0.344697,0.335558,-0.747576,0.984494,0.174957,0.012740, + 0.410298,0.000000,-1.208735,0.664307,0.646184,-0.375691, + 0.192628,0.247332,-1.168216,0.664307,0.646184,-0.375691, + 0.344697,0.335558,-0.747576,0.664307,0.646184,-0.375691, + -0.002332,0.213378,0.631682,0.652029,0.752355,0.093919, + 0.012647,0.279427,-0.001417,0.652029,0.752355,0.093919, + -0.280090,0.522819,0.081168,0.652029,0.752355,0.093919, + -0.002332,0.213378,0.631682,-0.031512,0.994185,0.102975, + 0.480481,0.216971,0.744743,-0.031512,0.994185,0.102975, + 0.012647,0.279427,-0.001417,-0.031512,0.994185,0.102975, + 0.480481,0.216971,0.744743,-0.295985,0.918428,0.262456, + 0.272043,0.363024,-0.001417,-0.295985,0.918428,0.262456, + 0.012647,0.279427,-0.001417,-0.295985,0.918428,0.262456, + -0.605569,0.380903,0.277674,-0.063420,0.855963,0.513132, + -0.002332,0.213378,0.631682,-0.063420,0.855963,0.513132, + -0.280090,0.522819,0.081168,-0.063420,0.855963,0.513132, + -0.605569,0.380903,0.277674,0.360510,0.914958,-0.181338, + -0.184317,0.365906,1.039482,0.360510,0.914958,-0.181338, + -0.002332,0.213378,0.631682,0.360510,0.914958,-0.181338, + -0.184317,0.365906,1.039482,0.140043,0.946283,-0.291440, + 0.192628,0.380510,1.268031,0.140043,0.946283,-0.291440, + -0.002332,0.213378,0.631682,0.140043,0.946283,-0.291440, + -0.352763,0.239456,-0.319506,-0.560542,0.720651,-0.407989, + -0.605569,0.380903,0.277674,-0.560542,0.720651,-0.407989, + -0.280090,0.522819,0.081168,-0.560542,0.720651,-0.407989, + -0.352763,0.239456,-0.319506,-0.217812,0.925012,-0.311304, + -0.902876,0.216971,-0.001417,-0.217812,0.925012,-0.311304, + -0.605569,0.380903,0.277674,-0.217812,0.925012,-0.311304, + -0.902876,0.216971,-0.001417,-0.605675,0.772308,0.191568, + -0.624286,0.240846,0.783138,-0.605675,0.772308,0.191568, + -0.605569,0.380903,0.277674,-0.605675,0.772308,0.191568, + -0.014225,0.327900,-0.747573,-0.637840,0.678600,-0.364229, + -0.352763,0.239456,-0.319506,-0.637840,0.678600,-0.364229, + -0.280090,0.522819,0.081168,-0.637840,0.678600,-0.364229, + -0.014225,0.327900,-0.747573,-0.016355,0.981669,0.189891, + -0.184317,0.414270,-1.208727,-0.016355,0.981669,0.189891, + -0.352763,0.239456,-0.319506,-0.016355,0.981669,0.189891, + -0.184317,0.414270,-1.208727,-0.274149,0.952129,0.135250, + -0.701558,0.184567,-0.640105,-0.274149,0.952129,0.135250, + -0.352763,0.239456,-0.319506,-0.274149,0.952129,0.135250, + 0.012647,0.279427,-0.001417,0.643510,0.764978,0.026520, + -0.014225,0.327900,-0.747573,0.643510,0.764978,0.026520, + -0.280090,0.522819,0.081168,0.643510,0.764978,0.026520, + 0.012647,0.279427,-0.001417,-0.021286,0.997621,0.065575, + 0.344697,0.335558,-0.747576,-0.021286,0.997621,0.065575, + -0.014225,0.327900,-0.747573,-0.021286,0.997621,0.065575, + 0.344697,0.335558,-0.747576,-0.020912,0.979982,-0.197984, + 0.192628,0.247332,-1.168216,-0.020912,0.979982,-0.197984, + -0.014225,0.327900,-0.747573,-0.020912,0.979982,-0.197984 + ]; + + this.indices = [ + 0,1,2, + 3,4,5, + 6,7,8, + 9,10,11, + 12,13,14, + 15,16,17, + 18,19,20, + 21,22,23, + 24,25,26, + 27,28,29, + 30,31,32, + 33,34,35, + 36,37,38, + 39,40,41, + 42,43,44, + 45,46,47, + 48,49,50, + 51,52,53, + 54,55,56, + 57,58,59, + 60,61,62, + 63,64,65, + 66,67,68, + 69,70,71, + 72,73,74, + 75,76,77, + 78,79,80, + 81,82,83, + 84,85,86, + 87,88,89, + 90,91,92, + 93,94,95, + 96,97,98, + 99,100,101, + 102,103,104, + 105,106,107, + 108,109,110, + 111,112,113, + 114,115,116, + 117,118,119, + 120,121,122, + 123,124,125, + 126,127,128, + 129,130,131, + 132,133,134, + 135,136,137, + 138,139,140, + 141,142,143, + 144,145,146, + 147,148,149, + 150,151,152, + 153,154,155, + 156,157,158, + 159,160,161, + 162,163,164, + 165,166,167, + 168,169,170, + 171,172,173, + 174,175,176, + 177,178,179, + 180,181,182, + 183,184,185, + 186,187,188, + 189,190,191, + 192,193,194, + 195,196,197, + 198,199,200, + 201,202,203, + 204,205,206, + 207,208,209, + 210,211,212, + 213,214,215, + 216,217,218, + 219,220,221, + 222,223,224, + 225,226,227, + 228,229,230, + 231,232,233, + 234,235,236, + 237,238,239 + ]; + + this.InitBuffers(); + } +} + +function loadImage ( path ) +{ + return new Promise ( (resolve, reject) => + { + const img = new Image() ; + img.crossOrigin = 'Anonymous'; // to avoid CORS if used with Canvas + img.src = path ; + img.onload = () => { + resolve(img) ; + } + img.onerror = e => { + reject(e) ; + } + } ) +} ; + +function handleTexture(image, texture) +{ + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image); + gl.generateMipmap(gl.TEXTURE_2D); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl.bindTexture(gl.TEXTURE_2D, null); +} + +class Sea extends Object3D { + + constructor(program) { + + super(program = waterProgram, [0.2, 0.2, 1.0, 1.0], [0.4, 0.4, 0.8, 1.0], [0.5, 0.5, 0.9, 1.0]); + + this.texCoordLoc = gl.getAttribLocation(this.shader, "vTexCoord"); + this.diffuseMapLoc = gl.getUniformLocation(this.shader, "diffuseMap"); + // TODO 1.3: Hole Speicheradresse der Normal-Map-Shadervariable. + + + for(let i = -10; i < 10; i += 0.5) { + for(let j = -10; j < 10; j += 0.5) { + + let firstIndex = this.positions.length / 8; + this.indices.push(firstIndex, firstIndex + 1, firstIndex + 2); + this.indices.push(firstIndex + 2, firstIndex + 1, firstIndex + 3); + + this.positions.push(i, -0.3, j, 0, 1, 0, 0, 0); + this.positions.push(i+0.5, -0.3, j, 0, 1, 0, 1, 0); + this.positions.push(i, -0.3, j+0.5, 0, 1, 0, 0, 1); + this.positions.push(i+0.5, -0.3, j+0.5, 0, 1, 0, 1, 1); + } + } + + this.handleTextures(); + } + + async handleTextures(){ + + this.diffuseTexture = gl.createTexture(); + let waterImage = await loadImage("water_diffuse.jpg"); + handleTexture(waterImage, this.diffuseTexture); + + // TODO 1.1: Erstelle analog zu diffuser Textur eine Normal Map für das Meer. + + + this.InitBuffers(); + } + + Render() { + + // Link data in VBO to shader variables + gl.bindBuffer(gl.ARRAY_BUFFER, this.posVBO); + gl.enableVertexAttribArray(this.posLoc); + gl.enableVertexAttribArray(this.normalLoc); + gl.enableVertexAttribArray(this.texCoordLoc); + + gl.vertexAttribPointer(this.posLoc, 3, gl.FLOAT, false, 8 * 4, 0); + gl.vertexAttribPointer(this.normalLoc, 3, gl.FLOAT, false, 8 * 4, 3 * 4); + gl.vertexAttribPointer(this.texCoordLoc, 2, gl.FLOAT, false, 8 * 4, 6 * 4); + + this.UpdateUniforms(); + + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, this.diffuseTexture); + gl.uniform1i(this.diffuseMapLoc, 0); + + // TODO 1.4: Verknüpfe Normal Map analog zu diffuser Map mit Shader. + + + // Render + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexVBO); + gl.drawElements(gl.TRIANGLES, this.indices.length, gl.UNSIGNED_SHORT, 0); + } +} \ No newline at end of file diff --git a/Abgabe_6/normalMappingTODOs/index.html b/Abgabe_6/normalMappingTODOs/index.html new file mode 100644 index 0000000..7efc512 --- /dev/null +++ b/Abgabe_6/normalMappingTODOs/index.html @@ -0,0 +1,170 @@ + + + + + WebGL Example + + + + + + + + + + + + +

Lorem Ipsum

+ + + If you see this, your browser doesn't support WebGL. + + + + + diff --git a/Abgabe_6/normalMappingTODOs/main.js b/Abgabe_6/normalMappingTODOs/main.js new file mode 100644 index 0000000..9755457 --- /dev/null +++ b/Abgabe_6/normalMappingTODOs/main.js @@ -0,0 +1,196 @@ +let gl; +let defaultProgram, + waterProgram; + +let objects = []; + +let viewMatrix, + projectionMatrix; + +let eye, + target, + up; + +let keyPressed = { + KeyW: false, + KeyA: false, + KeyS: false, + KeyD: false +}; + +const speed = 0.005; + + +function main() { + + // Get canvas and setup WebGL context + const canvas = document.getElementById("gl-canvas"); + gl = canvas.getContext('webgl2'); + + // Configure viewport + gl.viewport(0,0,canvas.width,canvas.height); + gl.clearColor(0.75,0.8,1.0,1.0); + + gl.enable(gl.DEPTH_TEST); + + // Init shader program via additional function and bind it + defaultProgram = initShaders(gl, "vertex-shader", "fragment-shader"); + waterProgram = initShaders(gl, "vertex-shader-water", "fragment-shader-water"); + + // Create object instances + let island = new Island(); + objects.push(island); + + let tree1 = new Tree(); + tree1.SetModelMatrix([1.3, 0, 0.6], [0, 45, 0], [0.3, 0.3, 0.3]); + objects.push(tree1); + + let tree2 = new Tree(); + tree2.SetModelMatrix([0.9, 0, 0.3], [0, 33, 0], [0.45, 0.45, 0.45]); + objects.push(tree2); + + let tree3 = new Tree(); + tree3.SetModelMatrix([0.45, 0, 0.75], [0, 0, 0], [0.4, 0.4, 0.4]); + objects.push(tree3); + + let tree4 = new Tree(); + tree4.SetModelMatrix([-1.1, 0, 0.5], [0, 222, 0], [0.42, 0.42, 0.42]); + objects.push(tree4); + + let tree5 = new Tree(); + tree5.SetModelMatrix([-0.65, 0, 0.7], [0, 79, 0], [0.32, 0.32, 0.32]); + objects.push(tree5); + + let cloud1 = new Cloud(); + cloud1.SetModelMatrix([-0.4, 1, -0.9], [0, 0, 0], [0.32, 0.32, 0.32]); + objects.push(cloud1); + + let cloud2 = new Cloud(); + cloud2.SetModelMatrix([0, 1.4, -1.6], [0, -90, 0], [0.2, 0.2, 0.2]); + objects.push(cloud2); + + let cloud3 = new Cloud(); + cloud3.SetModelMatrix([0.7, 0.9, -0.8], [0, 100, 0], [0.25, 0.25, 0.25]); + objects.push(cloud3); + + let river = new River(); + river.SetModelMatrix([0, 0.04, 1.8], [0, 185, 0], [0.11, 0.11, 0.11]); + objects.push(river); + + let sea = new Sea(); + objects.push(sea); + + // Compute view matrix + eye = vec3.fromValues(0.0, 0.3, 4.0); + target = vec3.fromValues(0.0, 0.3, 0.0); + up = vec3.fromValues(0.0, 1.0, 0.0); + + viewMatrix = mat4.create(); + mat4.lookAt(viewMatrix, eye, target, up); + + // Compute projection matrix + projectionMatrix = mat4.create(); + mat4.perspective(projectionMatrix, Math.PI * 0.25, canvas.width / canvas.height, 0.5, 100); + + for(let object of objects) { + + gl.useProgram(object.shader); + + // Set view and projection matrix + gl.uniformMatrix4fv(object.viewMatrixLoc, false, viewMatrix); + gl.uniformMatrix4fv(object.projectionMatrixLoc, false, projectionMatrix); + + // Set position und intensity of the light source + gl.uniform3fv(object.lightPositionLoc, [1.0, 2.0, 1.0]); + gl.uniform4fv(object.IaLoc, [0.4, 0.4, 0.4, 1.0]); + gl.uniform4fv(object.IdLoc, [0.8, 0.8, 0.8, 1.0]); + gl.uniform4fv(object.IsLoc, [1.0, 1.0, 1.0, 1.0]); + } + + document.addEventListener("keydown", keydown); + document.addEventListener("keyup", keyup); + document.addEventListener("mousemove", changeView); + + canvas.onmousedown = function() { + canvas.requestPointerLock(); + } + + gameLoop(); +}; + +function update() +{ + let look = vec3.create(); + vec3.sub(look, target, eye); + vec3.scale(look, look, speed); + + if(keyPressed.KeyW) { + eye[0] += look[0]; + eye[2] += look[2]; + target[0] += look[0]; + target[2] += look[2]; + } + if(keyPressed.KeyS) { + eye[0] -= look[0]; + eye[2] -= look[2]; + target[0] -= look[0]; + target[2] -= look[2]; + } + if(keyPressed.KeyA) { + eye[0] += look[2]; + eye[2] -= look[0]; + target[0] += look[2]; + target[2] -= look[0]; + } + if(keyPressed.KeyD) { + eye[0] -= look[2]; + eye[2] += look[0]; + target[0] -= look[2]; + target[2] += look[0]; + } + mat4.lookAt(viewMatrix, eye, target, up); + for(let object of objects) { + gl.useProgram(object.shader); + gl.uniformMatrix4fv(object.viewMatrixLoc, false, viewMatrix); + } +} + +function render() { + + // Only clear once + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + + // Call render function of each scene object + for(let object of objects) { + object.Render(); + }; +} + +function gameLoop() +{ + update(); + render(); + requestAnimationFrame(gameLoop); +} + +function keydown(e) +{ + keyPressed[e.code] = true; +} + +function keyup(e) +{ + keyPressed[e.code] = false; +} + +function changeView(e) +{ + vec3.rotateY(target, target, eye, -e.movementX * speed); + mat4.lookAt(viewMatrix, eye, target, up); + for(let object of objects) { + gl.useProgram(object.shader); + gl.uniformMatrix4fv(object.viewMatrixLoc, false, viewMatrix); + } +} + +main(); diff --git a/Abgabe_6/normalMappingTODOs/water_diffuse.jpg b/Abgabe_6/normalMappingTODOs/water_diffuse.jpg new file mode 100644 index 0000000..7121777 Binary files /dev/null and b/Abgabe_6/normalMappingTODOs/water_diffuse.jpg differ diff --git a/Abgabe_6/normalMappingTODOs/water_normal.jpg b/Abgabe_6/normalMappingTODOs/water_normal.jpg new file mode 100644 index 0000000..199068f Binary files /dev/null and b/Abgabe_6/normalMappingTODOs/water_normal.jpg differ