diff --git a/Abgabe_3/common/glMatrix.js b/Abgabe_3/common/glMatrix.js
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@@ -0,0 +1,7861 @@
+
+/*!
+@fileoverview gl-matrix - High performance matrix and vector operations
+@author Brandon Jones
+@author Colin MacKenzie IV
+@version 3.4.0
+
+Copyright (c) 2015-2021, 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 (global, factory) {
+ typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
+ typeof define === 'function' && define.amd ? define(['exports'], factory) :
+ (global = typeof globalThis !== 'undefined' ? globalThis : global || self, factory(global.glMatrix = {}));
+ })(this, (function (exports) { 'use strict';
+
+ /**
+ * Common utilities
+ * @module glMatrix
+ */
+ // Configuration Constants
+ var EPSILON = 0.000001;
+ var ARRAY_TYPE = typeof Float32Array !== "undefined" ? Float32Array : Array;
+ var RANDOM = Math.random;
+ var ANGLE_ORDER = "zyx";
+ /**
+ * Sets the type of array used when creating new vectors and matrices
+ *
+ * @param {Float32ArrayConstructor | ArrayConstructor} type Array type, such as Float32Array or Array
+ */
+
+ function setMatrixArrayType(type) {
+ ARRAY_TYPE = type;
+ }
+ var degree = Math.PI / 180;
+ /**
+ * Convert Degree To Radian
+ *
+ * @param {Number} a Angle in Degrees
+ */
+
+ function toRadian(a) {
+ return a * degree;
+ }
+ /**
+ * Tests whether or not the arguments have approximately the same value, within an absolute
+ * or relative tolerance of glMatrix.EPSILON (an absolute tolerance is used for values less
+ * than or equal to 1.0, and a relative tolerance is used for larger values)
+ *
+ * @param {Number} a The first number to test.
+ * @param {Number} b The second number to test.
+ * @returns {Boolean} True if the numbers are approximately equal, false otherwise.
+ */
+
+ function equals$9(a, b) {
+ return Math.abs(a - b) <= EPSILON * Math.max(1.0, Math.abs(a), Math.abs(b));
+ }
+ if (!Math.hypot) Math.hypot = function () {
+ var y = 0,
+ i = arguments.length;
+
+ while (i--) {
+ y += arguments[i] * arguments[i];
+ }
+
+ return Math.sqrt(y);
+ };
+
+ var common = /*#__PURE__*/Object.freeze({
+ __proto__: null,
+ EPSILON: EPSILON,
+ get ARRAY_TYPE () { return ARRAY_TYPE; },
+ RANDOM: RANDOM,
+ ANGLE_ORDER: ANGLE_ORDER,
+ setMatrixArrayType: setMatrixArrayType,
+ toRadian: toRadian,
+ equals: equals$9
+ });
+
+ /**
+ * 2x2 Matrix
+ * @module mat2
+ */
+
+ /**
+ * Creates a new identity mat2
+ *
+ * @returns {mat2} a new 2x2 matrix
+ */
+
+ function create$8() {
+ var out = new ARRAY_TYPE(4);
+
+ if (ARRAY_TYPE != Float32Array) {
+ out[1] = 0;
+ out[2] = 0;
+ }
+
+ out[0] = 1;
+ out[3] = 1;
+ return out;
+ }
+ /**
+ * Creates a new mat2 initialized with values from an existing matrix
+ *
+ * @param {ReadonlyMat2} a matrix to clone
+ * @returns {mat2} a new 2x2 matrix
+ */
+
+ function clone$8(a) {
+ var out = new 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 {ReadonlyMat2} a the source matrix
+ * @returns {mat2} out
+ */
+
+ function copy$8(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
+ */
+
+ function identity$5(out) {
+ out[0] = 1;
+ out[1] = 0;
+ out[2] = 0;
+ out[3] = 1;
+ return out;
+ }
+ /**
+ * Create a new mat2 with the given values
+ *
+ * @param {Number} m00 Component in column 0, row 0 position (index 0)
+ * @param {Number} m01 Component in column 0, row 1 position (index 1)
+ * @param {Number} m10 Component in column 1, row 0 position (index 2)
+ * @param {Number} m11 Component in column 1, row 1 position (index 3)
+ * @returns {mat2} out A new 2x2 matrix
+ */
+
+ function fromValues$8(m00, m01, m10, m11) {
+ var out = new ARRAY_TYPE(4);
+ out[0] = m00;
+ out[1] = m01;
+ out[2] = m10;
+ out[3] = m11;
+ return out;
+ }
+ /**
+ * Set the components of a mat2 to the given values
+ *
+ * @param {mat2} out the receiving matrix
+ * @param {Number} m00 Component in column 0, row 0 position (index 0)
+ * @param {Number} m01 Component in column 0, row 1 position (index 1)
+ * @param {Number} m10 Component in column 1, row 0 position (index 2)
+ * @param {Number} m11 Component in column 1, row 1 position (index 3)
+ * @returns {mat2} out
+ */
+
+ function set$8(out, m00, m01, m10, m11) {
+ out[0] = m00;
+ out[1] = m01;
+ out[2] = m10;
+ out[3] = m11;
+ return out;
+ }
+ /**
+ * Transpose the values of a mat2
+ *
+ * @param {mat2} out the receiving matrix
+ * @param {ReadonlyMat2} a the source matrix
+ * @returns {mat2} out
+ */
+
+ function transpose$2(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 {ReadonlyMat2} a the source matrix
+ * @returns {mat2} out
+ */
+
+ function invert$5(out, a) {
+ var a0 = a[0],
+ a1 = a[1],
+ a2 = a[2],
+ a3 = a[3]; // Calculate the determinant
+
+ var 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 {ReadonlyMat2} a the source matrix
+ * @returns {mat2} out
+ */
+
+ function adjoint$2(out, a) {
+ // Caching this value is necessary 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 {ReadonlyMat2} a the source matrix
+ * @returns {Number} determinant of a
+ */
+
+ function determinant$3(a) {
+ return a[0] * a[3] - a[2] * a[1];
+ }
+ /**
+ * Multiplies two mat2's
+ *
+ * @param {mat2} out the receiving matrix
+ * @param {ReadonlyMat2} a the first operand
+ * @param {ReadonlyMat2} b the second operand
+ * @returns {mat2} out
+ */
+
+ function multiply$8(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;
+ }
+ /**
+ * Rotates a mat2 by the given angle
+ *
+ * @param {mat2} out the receiving matrix
+ * @param {ReadonlyMat2} a the matrix to rotate
+ * @param {Number} rad the angle to rotate the matrix by
+ * @returns {mat2} out
+ */
+
+ function rotate$4(out, a, rad) {
+ var a0 = a[0],
+ a1 = a[1],
+ a2 = a[2],
+ a3 = a[3];
+ var s = Math.sin(rad);
+ var 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 {ReadonlyMat2} a the matrix to rotate
+ * @param {ReadonlyVec2} v the vec2 to scale the matrix by
+ * @returns {mat2} out
+ **/
+
+ function scale$8(out, a, v) {
+ var a0 = a[0],
+ a1 = a[1],
+ a2 = a[2],
+ a3 = a[3];
+ var 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
+ */
+
+ function fromRotation$4(out, rad) {
+ var s = Math.sin(rad);
+ var 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 {ReadonlyVec2} v Scaling vector
+ * @returns {mat2} out
+ */
+
+ function fromScaling$3(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 {ReadonlyMat2} a matrix to represent as a string
+ * @returns {String} string representation of the matrix
+ */
+
+ function str$8(a) {
+ return "mat2(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ")";
+ }
+ /**
+ * Returns Frobenius norm of a mat2
+ *
+ * @param {ReadonlyMat2} a the matrix to calculate Frobenius norm of
+ * @returns {Number} Frobenius norm
+ */
+
+ function frob$3(a) {
+ return Math.hypot(a[0], a[1], a[2], a[3]);
+ }
+ /**
+ * Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix
+ * @param {ReadonlyMat2} L the lower triangular matrix
+ * @param {ReadonlyMat2} D the diagonal matrix
+ * @param {ReadonlyMat2} U the upper triangular matrix
+ * @param {ReadonlyMat2} a the input matrix to factorize
+ */
+
+ function LDU(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];
+ }
+ /**
+ * Adds two mat2's
+ *
+ * @param {mat2} out the receiving matrix
+ * @param {ReadonlyMat2} a the first operand
+ * @param {ReadonlyMat2} b the second operand
+ * @returns {mat2} out
+ */
+
+ function add$8(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 matrix b from matrix a
+ *
+ * @param {mat2} out the receiving matrix
+ * @param {ReadonlyMat2} a the first operand
+ * @param {ReadonlyMat2} b the second operand
+ * @returns {mat2} out
+ */
+
+ function subtract$6(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;
+ }
+ /**
+ * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
+ *
+ * @param {ReadonlyMat2} a The first matrix.
+ * @param {ReadonlyMat2} b The second matrix.
+ * @returns {Boolean} True if the matrices are equal, false otherwise.
+ */
+
+ function exactEquals$8(a, b) {
+ return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];
+ }
+ /**
+ * Returns whether or not the matrices have approximately the same elements in the same position.
+ *
+ * @param {ReadonlyMat2} a The first matrix.
+ * @param {ReadonlyMat2} b The second matrix.
+ * @returns {Boolean} True if the matrices are equal, false otherwise.
+ */
+
+ function equals$8(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];
+ return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3));
+ }
+ /**
+ * Multiply each element of the matrix by a scalar.
+ *
+ * @param {mat2} out the receiving matrix
+ * @param {ReadonlyMat2} a the matrix to scale
+ * @param {Number} b amount to scale the matrix's elements by
+ * @returns {mat2} out
+ */
+
+ function multiplyScalar$3(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 mat2's after multiplying each element of the second operand by a scalar value.
+ *
+ * @param {mat2} out the receiving vector
+ * @param {ReadonlyMat2} a the first operand
+ * @param {ReadonlyMat2} b the second operand
+ * @param {Number} scale the amount to scale b's elements by before adding
+ * @returns {mat2} out
+ */
+
+ function multiplyScalarAndAdd$3(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;
+ }
+ /**
+ * Alias for {@link mat2.multiply}
+ * @function
+ */
+
+ var mul$8 = multiply$8;
+ /**
+ * Alias for {@link mat2.subtract}
+ * @function
+ */
+
+ var sub$6 = subtract$6;
+
+ var mat2 = /*#__PURE__*/Object.freeze({
+ __proto__: null,
+ create: create$8,
+ clone: clone$8,
+ copy: copy$8,
+ identity: identity$5,
+ fromValues: fromValues$8,
+ set: set$8,
+ transpose: transpose$2,
+ invert: invert$5,
+ adjoint: adjoint$2,
+ determinant: determinant$3,
+ multiply: multiply$8,
+ rotate: rotate$4,
+ scale: scale$8,
+ fromRotation: fromRotation$4,
+ fromScaling: fromScaling$3,
+ str: str$8,
+ frob: frob$3,
+ LDU: LDU,
+ add: add$8,
+ subtract: subtract$6,
+ exactEquals: exactEquals$8,
+ equals: equals$8,
+ multiplyScalar: multiplyScalar$3,
+ multiplyScalarAndAdd: multiplyScalarAndAdd$3,
+ mul: mul$8,
+ sub: sub$6
+ });
+
+ /**
+ * 2x3 Matrix
+ * @module mat2d
+ * @description
+ * A mat2d contains six elements defined as:
+ *
+ * [a, b,
+ * c, d,
+ * tx, ty]
+ *
+ * This is a short form for the 3x3 matrix:
+ *
+ * [a, b, 0,
+ * c, d, 0,
+ * tx, ty, 1]
+ *
+ * The last column is ignored so the array is shorter and operations are faster.
+ */
+
+ /**
+ * Creates a new identity mat2d
+ *
+ * @returns {mat2d} a new 2x3 matrix
+ */
+
+ function create$7() {
+ var out = new ARRAY_TYPE(6);
+
+ if (ARRAY_TYPE != Float32Array) {
+ out[1] = 0;
+ out[2] = 0;
+ out[4] = 0;
+ out[5] = 0;
+ }
+
+ out[0] = 1;
+ out[3] = 1;
+ return out;
+ }
+ /**
+ * Creates a new mat2d initialized with values from an existing matrix
+ *
+ * @param {ReadonlyMat2d} a matrix to clone
+ * @returns {mat2d} a new 2x3 matrix
+ */
+
+ function clone$7(a) {
+ var out = new 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 {ReadonlyMat2d} a the source matrix
+ * @returns {mat2d} out
+ */
+
+ function copy$7(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
+ */
+
+ function identity$4(out) {
+ out[0] = 1;
+ out[1] = 0;
+ out[2] = 0;
+ out[3] = 1;
+ out[4] = 0;
+ out[5] = 0;
+ return out;
+ }
+ /**
+ * Create a new mat2d with the given values
+ *
+ * @param {Number} a Component A (index 0)
+ * @param {Number} b Component B (index 1)
+ * @param {Number} c Component C (index 2)
+ * @param {Number} d Component D (index 3)
+ * @param {Number} tx Component TX (index 4)
+ * @param {Number} ty Component TY (index 5)
+ * @returns {mat2d} A new mat2d
+ */
+
+ function fromValues$7(a, b, c, d, tx, ty) {
+ var out = new ARRAY_TYPE(6);
+ out[0] = a;
+ out[1] = b;
+ out[2] = c;
+ out[3] = d;
+ out[4] = tx;
+ out[5] = ty;
+ return out;
+ }
+ /**
+ * Set the components of a mat2d to the given values
+ *
+ * @param {mat2d} out the receiving matrix
+ * @param {Number} a Component A (index 0)
+ * @param {Number} b Component B (index 1)
+ * @param {Number} c Component C (index 2)
+ * @param {Number} d Component D (index 3)
+ * @param {Number} tx Component TX (index 4)
+ * @param {Number} ty Component TY (index 5)
+ * @returns {mat2d} out
+ */
+
+ function set$7(out, a, b, c, d, tx, ty) {
+ out[0] = a;
+ out[1] = b;
+ out[2] = c;
+ out[3] = d;
+ out[4] = tx;
+ out[5] = ty;
+ return out;
+ }
+ /**
+ * Inverts a mat2d
+ *
+ * @param {mat2d} out the receiving matrix
+ * @param {ReadonlyMat2d} a the source matrix
+ * @returns {mat2d} out
+ */
+
+ function invert$4(out, a) {
+ var aa = a[0],
+ ab = a[1],
+ ac = a[2],
+ ad = a[3];
+ var 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 {ReadonlyMat2d} a the source matrix
+ * @returns {Number} determinant of a
+ */
+
+ function determinant$2(a) {
+ return a[0] * a[3] - a[1] * a[2];
+ }
+ /**
+ * Multiplies two mat2d's
+ *
+ * @param {mat2d} out the receiving matrix
+ * @param {ReadonlyMat2d} a the first operand
+ * @param {ReadonlyMat2d} b the second operand
+ * @returns {mat2d} out
+ */
+
+ function multiply$7(out, a, b) {
+ var a0 = a[0],
+ a1 = a[1],
+ a2 = a[2],
+ a3 = a[3],
+ a4 = a[4],
+ a5 = a[5];
+ var 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;
+ }
+ /**
+ * Rotates a mat2d by the given angle
+ *
+ * @param {mat2d} out the receiving matrix
+ * @param {ReadonlyMat2d} a the matrix to rotate
+ * @param {Number} rad the angle to rotate the matrix by
+ * @returns {mat2d} out
+ */
+
+ function rotate$3(out, a, rad) {
+ var a0 = a[0],
+ a1 = a[1],
+ a2 = a[2],
+ a3 = a[3],
+ a4 = a[4],
+ a5 = a[5];
+ var s = Math.sin(rad);
+ var 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 {ReadonlyMat2d} a the matrix to translate
+ * @param {ReadonlyVec2} v the vec2 to scale the matrix by
+ * @returns {mat2d} out
+ **/
+
+ function scale$7(out, a, v) {
+ var a0 = a[0],
+ a1 = a[1],
+ a2 = a[2],
+ a3 = a[3],
+ a4 = a[4],
+ a5 = a[5];
+ var 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 {ReadonlyMat2d} a the matrix to translate
+ * @param {ReadonlyVec2} v the vec2 to translate the matrix by
+ * @returns {mat2d} out
+ **/
+
+ function translate$3(out, a, v) {
+ var a0 = a[0],
+ a1 = a[1],
+ a2 = a[2],
+ a3 = a[3],
+ a4 = a[4],
+ a5 = a[5];
+ var 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
+ */
+
+ function fromRotation$3(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 {ReadonlyVec2} v Scaling vector
+ * @returns {mat2d} out
+ */
+
+ function fromScaling$2(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 {ReadonlyVec2} v Translation vector
+ * @returns {mat2d} out
+ */
+
+ function fromTranslation$3(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 {ReadonlyMat2d} a matrix to represent as a string
+ * @returns {String} string representation of the matrix
+ */
+
+ function str$7(a) {
+ return "mat2d(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ", " + a[4] + ", " + a[5] + ")";
+ }
+ /**
+ * Returns Frobenius norm of a mat2d
+ *
+ * @param {ReadonlyMat2d} a the matrix to calculate Frobenius norm of
+ * @returns {Number} Frobenius norm
+ */
+
+ function frob$2(a) {
+ return Math.hypot(a[0], a[1], a[2], a[3], a[4], a[5], 1);
+ }
+ /**
+ * Adds two mat2d's
+ *
+ * @param {mat2d} out the receiving matrix
+ * @param {ReadonlyMat2d} a the first operand
+ * @param {ReadonlyMat2d} b the second operand
+ * @returns {mat2d} out
+ */
+
+ function add$7(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];
+ out[4] = a[4] + b[4];
+ out[5] = a[5] + b[5];
+ return out;
+ }
+ /**
+ * Subtracts matrix b from matrix a
+ *
+ * @param {mat2d} out the receiving matrix
+ * @param {ReadonlyMat2d} a the first operand
+ * @param {ReadonlyMat2d} b the second operand
+ * @returns {mat2d} out
+ */
+
+ function subtract$5(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];
+ out[4] = a[4] - b[4];
+ out[5] = a[5] - b[5];
+ return out;
+ }
+ /**
+ * Multiply each element of the matrix by a scalar.
+ *
+ * @param {mat2d} out the receiving matrix
+ * @param {ReadonlyMat2d} a the matrix to scale
+ * @param {Number} b amount to scale the matrix's elements by
+ * @returns {mat2d} out
+ */
+
+ function multiplyScalar$2(out, a, b) {
+ out[0] = a[0] * b;
+ out[1] = a[1] * b;
+ out[2] = a[2] * b;
+ out[3] = a[3] * b;
+ out[4] = a[4] * b;
+ out[5] = a[5] * b;
+ return out;
+ }
+ /**
+ * Adds two mat2d's after multiplying each element of the second operand by a scalar value.
+ *
+ * @param {mat2d} out the receiving vector
+ * @param {ReadonlyMat2d} a the first operand
+ * @param {ReadonlyMat2d} b the second operand
+ * @param {Number} scale the amount to scale b's elements by before adding
+ * @returns {mat2d} out
+ */
+
+ function multiplyScalarAndAdd$2(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;
+ out[4] = a[4] + b[4] * scale;
+ out[5] = a[5] + b[5] * scale;
+ return out;
+ }
+ /**
+ * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
+ *
+ * @param {ReadonlyMat2d} a The first matrix.
+ * @param {ReadonlyMat2d} b The second matrix.
+ * @returns {Boolean} True if the matrices are equal, false otherwise.
+ */
+
+ function exactEquals$7(a, b) {
+ return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5];
+ }
+ /**
+ * Returns whether or not the matrices have approximately the same elements in the same position.
+ *
+ * @param {ReadonlyMat2d} a The first matrix.
+ * @param {ReadonlyMat2d} b The second matrix.
+ * @returns {Boolean} True if the matrices are equal, false otherwise.
+ */
+
+ function equals$7(a, b) {
+ var a0 = a[0],
+ a1 = a[1],
+ a2 = a[2],
+ a3 = a[3],
+ a4 = a[4],
+ a5 = a[5];
+ var b0 = b[0],
+ b1 = b[1],
+ b2 = b[2],
+ b3 = b[3],
+ b4 = b[4],
+ b5 = b[5];
+ return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5));
+ }
+ /**
+ * Alias for {@link mat2d.multiply}
+ * @function
+ */
+
+ var mul$7 = multiply$7;
+ /**
+ * Alias for {@link mat2d.subtract}
+ * @function
+ */
+
+ var sub$5 = subtract$5;
+
+ var mat2d = /*#__PURE__*/Object.freeze({
+ __proto__: null,
+ create: create$7,
+ clone: clone$7,
+ copy: copy$7,
+ identity: identity$4,
+ fromValues: fromValues$7,
+ set: set$7,
+ invert: invert$4,
+ determinant: determinant$2,
+ multiply: multiply$7,
+ rotate: rotate$3,
+ scale: scale$7,
+ translate: translate$3,
+ fromRotation: fromRotation$3,
+ fromScaling: fromScaling$2,
+ fromTranslation: fromTranslation$3,
+ str: str$7,
+ frob: frob$2,
+ add: add$7,
+ subtract: subtract$5,
+ multiplyScalar: multiplyScalar$2,
+ multiplyScalarAndAdd: multiplyScalarAndAdd$2,
+ exactEquals: exactEquals$7,
+ equals: equals$7,
+ mul: mul$7,
+ sub: sub$5
+ });
+
+ /**
+ * 3x3 Matrix
+ * @module mat3
+ */
+
+ /**
+ * Creates a new identity mat3
+ *
+ * @returns {mat3} a new 3x3 matrix
+ */
+
+ function create$6() {
+ var out = new ARRAY_TYPE(9);
+
+ if (ARRAY_TYPE != Float32Array) {
+ out[1] = 0;
+ out[2] = 0;
+ out[3] = 0;
+ out[5] = 0;
+ out[6] = 0;
+ out[7] = 0;
+ }
+
+ out[0] = 1;
+ out[4] = 1;
+ out[8] = 1;
+ return out;
+ }
+ /**
+ * Copies the upper-left 3x3 values into the given mat3.
+ *
+ * @param {mat3} out the receiving 3x3 matrix
+ * @param {ReadonlyMat4} a the source 4x4 matrix
+ * @returns {mat3} out
+ */
+
+ function fromMat4$1(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 {ReadonlyMat3} a matrix to clone
+ * @returns {mat3} a new 3x3 matrix
+ */
+
+ function clone$6(a) {
+ var out = new 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 {ReadonlyMat3} a the source matrix
+ * @returns {mat3} out
+ */
+
+ function copy$6(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;
+ }
+ /**
+ * Create a new mat3 with the given values
+ *
+ * @param {Number} m00 Component in column 0, row 0 position (index 0)
+ * @param {Number} m01 Component in column 0, row 1 position (index 1)
+ * @param {Number} m02 Component in column 0, row 2 position (index 2)
+ * @param {Number} m10 Component in column 1, row 0 position (index 3)
+ * @param {Number} m11 Component in column 1, row 1 position (index 4)
+ * @param {Number} m12 Component in column 1, row 2 position (index 5)
+ * @param {Number} m20 Component in column 2, row 0 position (index 6)
+ * @param {Number} m21 Component in column 2, row 1 position (index 7)
+ * @param {Number} m22 Component in column 2, row 2 position (index 8)
+ * @returns {mat3} A new mat3
+ */
+
+ function fromValues$6(m00, m01, m02, m10, m11, m12, m20, m21, m22) {
+ var out = new ARRAY_TYPE(9);
+ out[0] = m00;
+ out[1] = m01;
+ out[2] = m02;
+ out[3] = m10;
+ out[4] = m11;
+ out[5] = m12;
+ out[6] = m20;
+ out[7] = m21;
+ out[8] = m22;
+ return out;
+ }
+ /**
+ * Set the components of a mat3 to the given values
+ *
+ * @param {mat3} out the receiving matrix
+ * @param {Number} m00 Component in column 0, row 0 position (index 0)
+ * @param {Number} m01 Component in column 0, row 1 position (index 1)
+ * @param {Number} m02 Component in column 0, row 2 position (index 2)
+ * @param {Number} m10 Component in column 1, row 0 position (index 3)
+ * @param {Number} m11 Component in column 1, row 1 position (index 4)
+ * @param {Number} m12 Component in column 1, row 2 position (index 5)
+ * @param {Number} m20 Component in column 2, row 0 position (index 6)
+ * @param {Number} m21 Component in column 2, row 1 position (index 7)
+ * @param {Number} m22 Component in column 2, row 2 position (index 8)
+ * @returns {mat3} out
+ */
+
+ function set$6(out, m00, m01, m02, m10, m11, m12, m20, m21, m22) {
+ out[0] = m00;
+ out[1] = m01;
+ out[2] = m02;
+ out[3] = m10;
+ out[4] = m11;
+ out[5] = m12;
+ out[6] = m20;
+ out[7] = m21;
+ out[8] = m22;
+ return out;
+ }
+ /**
+ * Set a mat3 to the identity matrix
+ *
+ * @param {mat3} out the receiving matrix
+ * @returns {mat3} out
+ */
+
+ function identity$3(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 {ReadonlyMat3} a the source matrix
+ * @returns {mat3} out
+ */
+
+ function transpose$1(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 {ReadonlyMat3} a the source matrix
+ * @returns {mat3} out
+ */
+
+ function invert$3(out, a) {
+ var a00 = a[0],
+ a01 = a[1],
+ a02 = a[2];
+ var a10 = a[3],
+ a11 = a[4],
+ a12 = a[5];
+ var a20 = a[6],
+ a21 = a[7],
+ a22 = a[8];
+ var b01 = a22 * a11 - a12 * a21;
+ var b11 = -a22 * a10 + a12 * a20;
+ var b21 = a21 * a10 - a11 * a20; // Calculate the determinant
+
+ var 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 {ReadonlyMat3} a the source matrix
+ * @returns {mat3} out
+ */
+
+ function adjoint$1(out, a) {
+ var a00 = a[0],
+ a01 = a[1],
+ a02 = a[2];
+ var a10 = a[3],
+ a11 = a[4],
+ a12 = a[5];
+ var 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 {ReadonlyMat3} a the source matrix
+ * @returns {Number} determinant of a
+ */
+
+ function determinant$1(a) {
+ var a00 = a[0],
+ a01 = a[1],
+ a02 = a[2];
+ var a10 = a[3],
+ a11 = a[4],
+ a12 = a[5];
+ var 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 {ReadonlyMat3} a the first operand
+ * @param {ReadonlyMat3} b the second operand
+ * @returns {mat3} out
+ */
+
+ function multiply$6(out, a, b) {
+ var a00 = a[0],
+ a01 = a[1],
+ a02 = a[2];
+ var a10 = a[3],
+ a11 = a[4],
+ a12 = a[5];
+ var a20 = a[6],
+ a21 = a[7],
+ a22 = a[8];
+ var b00 = b[0],
+ b01 = b[1],
+ b02 = b[2];
+ var b10 = b[3],
+ b11 = b[4],
+ b12 = b[5];
+ var 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;
+ }
+ /**
+ * Translate a mat3 by the given vector
+ *
+ * @param {mat3} out the receiving matrix
+ * @param {ReadonlyMat3} a the matrix to translate
+ * @param {ReadonlyVec2} v vector to translate by
+ * @returns {mat3} out
+ */
+
+ function translate$2(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 {ReadonlyMat3} a the matrix to rotate
+ * @param {Number} rad the angle to rotate the matrix by
+ * @returns {mat3} out
+ */
+
+ function rotate$2(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 {ReadonlyMat3} a the matrix to rotate
+ * @param {ReadonlyVec2} v the vec2 to scale the matrix by
+ * @returns {mat3} out
+ **/
+
+ function scale$6(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 {ReadonlyVec2} v Translation vector
+ * @returns {mat3} out
+ */
+
+ function fromTranslation$2(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
+ */
+
+ function fromRotation$2(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 {ReadonlyVec2} v Scaling vector
+ * @returns {mat3} out
+ */
+
+ function fromScaling$1(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 {ReadonlyMat2d} a the matrix to copy
+ * @returns {mat3} out
+ **/
+
+ function fromMat2d(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 {ReadonlyQuat} q Quaternion to create matrix from
+ *
+ * @returns {mat3} out
+ */
+
+ function fromQuat$1(out, q) {
+ var x = q[0],
+ y = q[1],
+ z = q[2],
+ w = q[3];
+ var x2 = x + x;
+ var y2 = y + y;
+ var z2 = z + z;
+ var xx = x * x2;
+ var yx = y * x2;
+ var yy = y * y2;
+ var zx = z * x2;
+ var zy = z * y2;
+ var zz = z * z2;
+ var wx = w * x2;
+ var wy = w * y2;
+ var 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 {ReadonlyMat4} a Mat4 to derive the normal matrix from
+ *
+ * @returns {mat3} out
+ */
+
+ function normalFromMat4(out, a) {
+ var a00 = a[0],
+ a01 = a[1],
+ a02 = a[2],
+ a03 = a[3];
+ var a10 = a[4],
+ a11 = a[5],
+ a12 = a[6],
+ a13 = a[7];
+ var a20 = a[8],
+ a21 = a[9],
+ a22 = a[10],
+ a23 = a[11];
+ var a30 = a[12],
+ a31 = a[13],
+ a32 = a[14],
+ a33 = a[15];
+ var b00 = a00 * a11 - a01 * a10;
+ var b01 = a00 * a12 - a02 * a10;
+ var b02 = a00 * a13 - a03 * a10;
+ var b03 = a01 * a12 - a02 * a11;
+ var b04 = a01 * a13 - a03 * a11;
+ var b05 = a02 * a13 - a03 * a12;
+ var b06 = a20 * a31 - a21 * a30;
+ var b07 = a20 * a32 - a22 * a30;
+ var b08 = a20 * a33 - a23 * a30;
+ var b09 = a21 * a32 - a22 * a31;
+ var b10 = a21 * a33 - a23 * a31;
+ var b11 = a22 * a33 - a23 * a32; // Calculate the determinant
+
+ var 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;
+ }
+ /**
+ * Generates a 2D projection matrix with the given bounds
+ *
+ * @param {mat3} out mat3 frustum matrix will be written into
+ * @param {number} width Width of your gl context
+ * @param {number} height Height of gl context
+ * @returns {mat3} out
+ */
+
+ function projection(out, width, height) {
+ out[0] = 2 / width;
+ out[1] = 0;
+ out[2] = 0;
+ out[3] = 0;
+ out[4] = -2 / height;
+ out[5] = 0;
+ out[6] = -1;
+ out[7] = 1;
+ out[8] = 1;
+ return out;
+ }
+ /**
+ * Returns a string representation of a mat3
+ *
+ * @param {ReadonlyMat3} a matrix to represent as a string
+ * @returns {String} string representation of the matrix
+ */
+
+ function str$6(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 {ReadonlyMat3} a the matrix to calculate Frobenius norm of
+ * @returns {Number} Frobenius norm
+ */
+
+ function frob$1(a) {
+ return Math.hypot(a[0], a[1], a[2], a[3], a[4], a[5], a[6], a[7], a[8]);
+ }
+ /**
+ * Adds two mat3's
+ *
+ * @param {mat3} out the receiving matrix
+ * @param {ReadonlyMat3} a the first operand
+ * @param {ReadonlyMat3} b the second operand
+ * @returns {mat3} out
+ */
+
+ function add$6(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];
+ out[4] = a[4] + b[4];
+ out[5] = a[5] + b[5];
+ out[6] = a[6] + b[6];
+ out[7] = a[7] + b[7];
+ out[8] = a[8] + b[8];
+ return out;
+ }
+ /**
+ * Subtracts matrix b from matrix a
+ *
+ * @param {mat3} out the receiving matrix
+ * @param {ReadonlyMat3} a the first operand
+ * @param {ReadonlyMat3} b the second operand
+ * @returns {mat3} out
+ */
+
+ function subtract$4(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];
+ out[4] = a[4] - b[4];
+ out[5] = a[5] - b[5];
+ out[6] = a[6] - b[6];
+ out[7] = a[7] - b[7];
+ out[8] = a[8] - b[8];
+ return out;
+ }
+ /**
+ * Multiply each element of the matrix by a scalar.
+ *
+ * @param {mat3} out the receiving matrix
+ * @param {ReadonlyMat3} a the matrix to scale
+ * @param {Number} b amount to scale the matrix's elements by
+ * @returns {mat3} out
+ */
+
+ function multiplyScalar$1(out, a, b) {
+ out[0] = a[0] * b;
+ out[1] = a[1] * b;
+ out[2] = a[2] * b;
+ out[3] = a[3] * b;
+ out[4] = a[4] * b;
+ out[5] = a[5] * b;
+ out[6] = a[6] * b;
+ out[7] = a[7] * b;
+ out[8] = a[8] * b;
+ return out;
+ }
+ /**
+ * Adds two mat3's after multiplying each element of the second operand by a scalar value.
+ *
+ * @param {mat3} out the receiving vector
+ * @param {ReadonlyMat3} a the first operand
+ * @param {ReadonlyMat3} b the second operand
+ * @param {Number} scale the amount to scale b's elements by before adding
+ * @returns {mat3} out
+ */
+
+ function multiplyScalarAndAdd$1(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;
+ out[4] = a[4] + b[4] * scale;
+ out[5] = a[5] + b[5] * scale;
+ out[6] = a[6] + b[6] * scale;
+ out[7] = a[7] + b[7] * scale;
+ out[8] = a[8] + b[8] * scale;
+ return out;
+ }
+ /**
+ * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
+ *
+ * @param {ReadonlyMat3} a The first matrix.
+ * @param {ReadonlyMat3} b The second matrix.
+ * @returns {Boolean} True if the matrices are equal, false otherwise.
+ */
+
+ function exactEquals$6(a, b) {
+ return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7] && a[8] === b[8];
+ }
+ /**
+ * Returns whether or not the matrices have approximately the same elements in the same position.
+ *
+ * @param {ReadonlyMat3} a The first matrix.
+ * @param {ReadonlyMat3} b The second matrix.
+ * @returns {Boolean} True if the matrices are equal, false otherwise.
+ */
+
+ function equals$6(a, b) {
+ var a0 = a[0],
+ a1 = a[1],
+ a2 = a[2],
+ a3 = a[3],
+ a4 = a[4],
+ a5 = a[5],
+ a6 = a[6],
+ a7 = a[7],
+ a8 = a[8];
+ var b0 = b[0],
+ b1 = b[1],
+ b2 = b[2],
+ b3 = b[3],
+ b4 = b[4],
+ b5 = b[5],
+ b6 = b[6],
+ b7 = b[7],
+ b8 = b[8];
+ return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) && Math.abs(a8 - b8) <= EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8));
+ }
+ /**
+ * Alias for {@link mat3.multiply}
+ * @function
+ */
+
+ var mul$6 = multiply$6;
+ /**
+ * Alias for {@link mat3.subtract}
+ * @function
+ */
+
+ var sub$4 = subtract$4;
+
+ var mat3 = /*#__PURE__*/Object.freeze({
+ __proto__: null,
+ create: create$6,
+ fromMat4: fromMat4$1,
+ clone: clone$6,
+ copy: copy$6,
+ fromValues: fromValues$6,
+ set: set$6,
+ identity: identity$3,
+ transpose: transpose$1,
+ invert: invert$3,
+ adjoint: adjoint$1,
+ determinant: determinant$1,
+ multiply: multiply$6,
+ translate: translate$2,
+ rotate: rotate$2,
+ scale: scale$6,
+ fromTranslation: fromTranslation$2,
+ fromRotation: fromRotation$2,
+ fromScaling: fromScaling$1,
+ fromMat2d: fromMat2d,
+ fromQuat: fromQuat$1,
+ normalFromMat4: normalFromMat4,
+ projection: projection,
+ str: str$6,
+ frob: frob$1,
+ add: add$6,
+ subtract: subtract$4,
+ multiplyScalar: multiplyScalar$1,
+ multiplyScalarAndAdd: multiplyScalarAndAdd$1,
+ exactEquals: exactEquals$6,
+ equals: equals$6,
+ mul: mul$6,
+ sub: sub$4
+ });
+
+ /**
+ * 4x4 Matrix
Format: column-major, when typed out it looks like row-major
The matrices are being post multiplied.
+ * @module mat4
+ */
+
+ /**
+ * Creates a new identity mat4
+ *
+ * @returns {mat4} a new 4x4 matrix
+ */
+
+ function create$5() {
+ var out = new ARRAY_TYPE(16);
+
+ if (ARRAY_TYPE != Float32Array) {
+ out[1] = 0;
+ out[2] = 0;
+ out[3] = 0;
+ out[4] = 0;
+ out[6] = 0;
+ out[7] = 0;
+ out[8] = 0;
+ out[9] = 0;
+ out[11] = 0;
+ out[12] = 0;
+ out[13] = 0;
+ out[14] = 0;
+ }
+
+ out[0] = 1;
+ out[5] = 1;
+ out[10] = 1;
+ out[15] = 1;
+ return out;
+ }
+ /**
+ * Creates a new mat4 initialized with values from an existing matrix
+ *
+ * @param {ReadonlyMat4} a matrix to clone
+ * @returns {mat4} a new 4x4 matrix
+ */
+
+ function clone$5(a) {
+ var out = new 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 {ReadonlyMat4} a the source matrix
+ * @returns {mat4} out
+ */
+
+ function copy$5(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;
+ }
+ /**
+ * Create a new mat4 with the given values
+ *
+ * @param {Number} m00 Component in column 0, row 0 position (index 0)
+ * @param {Number} m01 Component in column 0, row 1 position (index 1)
+ * @param {Number} m02 Component in column 0, row 2 position (index 2)
+ * @param {Number} m03 Component in column 0, row 3 position (index 3)
+ * @param {Number} m10 Component in column 1, row 0 position (index 4)
+ * @param {Number} m11 Component in column 1, row 1 position (index 5)
+ * @param {Number} m12 Component in column 1, row 2 position (index 6)
+ * @param {Number} m13 Component in column 1, row 3 position (index 7)
+ * @param {Number} m20 Component in column 2, row 0 position (index 8)
+ * @param {Number} m21 Component in column 2, row 1 position (index 9)
+ * @param {Number} m22 Component in column 2, row 2 position (index 10)
+ * @param {Number} m23 Component in column 2, row 3 position (index 11)
+ * @param {Number} m30 Component in column 3, row 0 position (index 12)
+ * @param {Number} m31 Component in column 3, row 1 position (index 13)
+ * @param {Number} m32 Component in column 3, row 2 position (index 14)
+ * @param {Number} m33 Component in column 3, row 3 position (index 15)
+ * @returns {mat4} A new mat4
+ */
+
+ function fromValues$5(m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {
+ var out = new ARRAY_TYPE(16);
+ out[0] = m00;
+ out[1] = m01;
+ out[2] = m02;
+ out[3] = m03;
+ out[4] = m10;
+ out[5] = m11;
+ out[6] = m12;
+ out[7] = m13;
+ out[8] = m20;
+ out[9] = m21;
+ out[10] = m22;
+ out[11] = m23;
+ out[12] = m30;
+ out[13] = m31;
+ out[14] = m32;
+ out[15] = m33;
+ return out;
+ }
+ /**
+ * Set the components of a mat4 to the given values
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {Number} m00 Component in column 0, row 0 position (index 0)
+ * @param {Number} m01 Component in column 0, row 1 position (index 1)
+ * @param {Number} m02 Component in column 0, row 2 position (index 2)
+ * @param {Number} m03 Component in column 0, row 3 position (index 3)
+ * @param {Number} m10 Component in column 1, row 0 position (index 4)
+ * @param {Number} m11 Component in column 1, row 1 position (index 5)
+ * @param {Number} m12 Component in column 1, row 2 position (index 6)
+ * @param {Number} m13 Component in column 1, row 3 position (index 7)
+ * @param {Number} m20 Component in column 2, row 0 position (index 8)
+ * @param {Number} m21 Component in column 2, row 1 position (index 9)
+ * @param {Number} m22 Component in column 2, row 2 position (index 10)
+ * @param {Number} m23 Component in column 2, row 3 position (index 11)
+ * @param {Number} m30 Component in column 3, row 0 position (index 12)
+ * @param {Number} m31 Component in column 3, row 1 position (index 13)
+ * @param {Number} m32 Component in column 3, row 2 position (index 14)
+ * @param {Number} m33 Component in column 3, row 3 position (index 15)
+ * @returns {mat4} out
+ */
+
+ function set$5(out, m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {
+ out[0] = m00;
+ out[1] = m01;
+ out[2] = m02;
+ out[3] = m03;
+ out[4] = m10;
+ out[5] = m11;
+ out[6] = m12;
+ out[7] = m13;
+ out[8] = m20;
+ out[9] = m21;
+ out[10] = m22;
+ out[11] = m23;
+ out[12] = m30;
+ out[13] = m31;
+ out[14] = m32;
+ out[15] = m33;
+ return out;
+ }
+ /**
+ * Set a mat4 to the identity matrix
+ *
+ * @param {mat4} out the receiving matrix
+ * @returns {mat4} out
+ */
+
+ function identity$2(out) {
+ out[0] = 1;
+ out[1] = 0;
+ out[2] = 0;
+ out[3] = 0;
+ out[4] = 0;
+ out[5] = 1;
+ out[6] = 0;
+ out[7] = 0;
+ out[8] = 0;
+ out[9] = 0;
+ out[10] = 1;
+ out[11] = 0;
+ out[12] = 0;
+ out[13] = 0;
+ out[14] = 0;
+ out[15] = 1;
+ return out;
+ }
+ /**
+ * Transpose the values of a mat4
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {ReadonlyMat4} a the source matrix
+ * @returns {mat4} out
+ */
+
+ function transpose(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];
+ var a12 = a[6],
+ a13 = a[7];
+ var a23 = a[11];
+ out[1] = a[4];
+ out[2] = a[8];
+ out[3] = a[12];
+ out[4] = a01;
+ out[6] = a[9];
+ out[7] = a[13];
+ out[8] = a02;
+ out[9] = a12;
+ out[11] = a[14];
+ out[12] = a03;
+ out[13] = a13;
+ out[14] = a23;
+ } else {
+ out[0] = a[0];
+ out[1] = a[4];
+ out[2] = a[8];
+ out[3] = a[12];
+ out[4] = a[1];
+ out[5] = a[5];
+ out[6] = a[9];
+ out[7] = a[13];
+ out[8] = a[2];
+ out[9] = a[6];
+ out[10] = a[10];
+ out[11] = a[14];
+ out[12] = a[3];
+ out[13] = a[7];
+ out[14] = a[11];
+ out[15] = a[15];
+ }
+
+ return out;
+ }
+ /**
+ * Inverts a mat4
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {ReadonlyMat4} a the source matrix
+ * @returns {mat4} out
+ */
+
+ function invert$2(out, a) {
+ var a00 = a[0],
+ a01 = a[1],
+ a02 = a[2],
+ a03 = a[3];
+ var a10 = a[4],
+ a11 = a[5],
+ a12 = a[6],
+ a13 = a[7];
+ var a20 = a[8],
+ a21 = a[9],
+ a22 = a[10],
+ a23 = a[11];
+ var a30 = a[12],
+ a31 = a[13],
+ a32 = a[14],
+ a33 = a[15];
+ var b00 = a00 * a11 - a01 * a10;
+ var b01 = a00 * a12 - a02 * a10;
+ var b02 = a00 * a13 - a03 * a10;
+ var b03 = a01 * a12 - a02 * a11;
+ var b04 = a01 * a13 - a03 * a11;
+ var b05 = a02 * a13 - a03 * a12;
+ var b06 = a20 * a31 - a21 * a30;
+ var b07 = a20 * a32 - a22 * a30;
+ var b08 = a20 * a33 - a23 * a30;
+ var b09 = a21 * a32 - a22 * a31;
+ var b10 = a21 * a33 - a23 * a31;
+ var b11 = a22 * a33 - a23 * a32; // Calculate the determinant
+
+ var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
+
+ if (!det) {
+ return null;
+ }
+
+ det = 1.0 / det;
+ out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
+ out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
+ out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
+ out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;
+ out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
+ out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
+ out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
+ out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;
+ out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
+ out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
+ out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
+ out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;
+ out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;
+ out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;
+ out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;
+ out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;
+ return out;
+ }
+ /**
+ * Calculates the adjugate of a mat4
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {ReadonlyMat4} a the source matrix
+ * @returns {mat4} out
+ */
+
+ function adjoint(out, a) {
+ var a00 = a[0],
+ a01 = a[1],
+ a02 = a[2],
+ a03 = a[3];
+ var a10 = a[4],
+ a11 = a[5],
+ a12 = a[6],
+ a13 = a[7];
+ var a20 = a[8],
+ a21 = a[9],
+ a22 = a[10],
+ a23 = a[11];
+ var a30 = a[12],
+ a31 = a[13],
+ a32 = a[14],
+ a33 = a[15];
+ var b00 = a00 * a11 - a01 * a10;
+ var b01 = a00 * a12 - a02 * a10;
+ var b02 = a00 * a13 - a03 * a10;
+ var b03 = a01 * a12 - a02 * a11;
+ var b04 = a01 * a13 - a03 * a11;
+ var b05 = a02 * a13 - a03 * a12;
+ var b06 = a20 * a31 - a21 * a30;
+ var b07 = a20 * a32 - a22 * a30;
+ var b08 = a20 * a33 - a23 * a30;
+ var b09 = a21 * a32 - a22 * a31;
+ var b10 = a21 * a33 - a23 * a31;
+ var b11 = a22 * a33 - a23 * a32;
+ out[0] = a11 * b11 - a12 * b10 + a13 * b09;
+ out[1] = a02 * b10 - a01 * b11 - a03 * b09;
+ out[2] = a31 * b05 - a32 * b04 + a33 * b03;
+ out[3] = a22 * b04 - a21 * b05 - a23 * b03;
+ out[4] = a12 * b08 - a10 * b11 - a13 * b07;
+ out[5] = a00 * b11 - a02 * b08 + a03 * b07;
+ out[6] = a32 * b02 - a30 * b05 - a33 * b01;
+ out[7] = a20 * b05 - a22 * b02 + a23 * b01;
+ out[8] = a10 * b10 - a11 * b08 + a13 * b06;
+ out[9] = a01 * b08 - a00 * b10 - a03 * b06;
+ out[10] = a30 * b04 - a31 * b02 + a33 * b00;
+ out[11] = a21 * b02 - a20 * b04 - a23 * b00;
+ out[12] = a11 * b07 - a10 * b09 - a12 * b06;
+ out[13] = a00 * b09 - a01 * b07 + a02 * b06;
+ out[14] = a31 * b01 - a30 * b03 - a32 * b00;
+ out[15] = a20 * b03 - a21 * b01 + a22 * b00;
+ return out;
+ }
+ /**
+ * Calculates the determinant of a mat4
+ *
+ * @param {ReadonlyMat4} a the source matrix
+ * @returns {Number} determinant of a
+ */
+
+ function determinant(a) {
+ var a00 = a[0],
+ a01 = a[1],
+ a02 = a[2],
+ a03 = a[3];
+ var a10 = a[4],
+ a11 = a[5],
+ a12 = a[6],
+ a13 = a[7];
+ var a20 = a[8],
+ a21 = a[9],
+ a22 = a[10],
+ a23 = a[11];
+ var a30 = a[12],
+ a31 = a[13],
+ a32 = a[14],
+ a33 = a[15];
+ var b0 = a00 * a11 - a01 * a10;
+ var b1 = a00 * a12 - a02 * a10;
+ var b2 = a01 * a12 - a02 * a11;
+ var b3 = a20 * a31 - a21 * a30;
+ var b4 = a20 * a32 - a22 * a30;
+ var b5 = a21 * a32 - a22 * a31;
+ var b6 = a00 * b5 - a01 * b4 + a02 * b3;
+ var b7 = a10 * b5 - a11 * b4 + a12 * b3;
+ var b8 = a20 * b2 - a21 * b1 + a22 * b0;
+ var b9 = a30 * b2 - a31 * b1 + a32 * b0; // Calculate the determinant
+
+ return a13 * b6 - a03 * b7 + a33 * b8 - a23 * b9;
+ }
+ /**
+ * Multiplies two mat4s
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {ReadonlyMat4} a the first operand
+ * @param {ReadonlyMat4} b the second operand
+ * @returns {mat4} out
+ */
+
+ function multiply$5(out, a, b) {
+ var a00 = a[0],
+ a01 = a[1],
+ a02 = a[2],
+ a03 = a[3];
+ var a10 = a[4],
+ a11 = a[5],
+ a12 = a[6],
+ a13 = a[7];
+ var a20 = a[8],
+ a21 = a[9],
+ a22 = a[10],
+ a23 = a[11];
+ var 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;
+ }
+ /**
+ * Translate a mat4 by the given vector
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {ReadonlyMat4} a the matrix to translate
+ * @param {ReadonlyVec3} v vector to translate by
+ * @returns {mat4} out
+ */
+
+ function translate$1(out, a, v) {
+ var x = v[0],
+ y = v[1],
+ z = v[2];
+ var a00, a01, a02, a03;
+ var a10, a11, a12, a13;
+ var a20, a21, a22, a23;
+
+ if (a === out) {
+ out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];
+ out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];
+ out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];
+ out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];
+ } else {
+ a00 = a[0];
+ a01 = a[1];
+ a02 = a[2];
+ a03 = a[3];
+ a10 = a[4];
+ a11 = a[5];
+ a12 = a[6];
+ a13 = a[7];
+ a20 = a[8];
+ a21 = a[9];
+ a22 = a[10];
+ a23 = a[11];
+ out[0] = a00;
+ out[1] = a01;
+ out[2] = a02;
+ out[3] = a03;
+ out[4] = a10;
+ out[5] = a11;
+ out[6] = a12;
+ out[7] = a13;
+ out[8] = a20;
+ out[9] = a21;
+ out[10] = a22;
+ out[11] = a23;
+ out[12] = a00 * x + a10 * y + a20 * z + a[12];
+ out[13] = a01 * x + a11 * y + a21 * z + a[13];
+ out[14] = a02 * x + a12 * y + a22 * z + a[14];
+ out[15] = a03 * x + a13 * y + a23 * z + a[15];
+ }
+
+ return out;
+ }
+ /**
+ * Scales the mat4 by the dimensions in the given vec3 not using vectorization
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {ReadonlyMat4} a the matrix to scale
+ * @param {ReadonlyVec3} v the vec3 to scale the matrix by
+ * @returns {mat4} out
+ **/
+
+ function scale$5(out, a, v) {
+ var x = v[0],
+ y = v[1],
+ z = v[2];
+ out[0] = a[0] * x;
+ out[1] = a[1] * x;
+ out[2] = a[2] * x;
+ out[3] = a[3] * x;
+ out[4] = a[4] * y;
+ out[5] = a[5] * y;
+ out[6] = a[6] * y;
+ out[7] = a[7] * y;
+ out[8] = a[8] * z;
+ out[9] = a[9] * z;
+ out[10] = a[10] * z;
+ out[11] = a[11] * z;
+ out[12] = a[12];
+ out[13] = a[13];
+ out[14] = a[14];
+ out[15] = a[15];
+ return out;
+ }
+ /**
+ * Rotates a mat4 by the given angle around the given axis
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {ReadonlyMat4} a the matrix to rotate
+ * @param {Number} rad the angle to rotate the matrix by
+ * @param {ReadonlyVec3} axis the axis to rotate around
+ * @returns {mat4} out
+ */
+
+ function rotate$1(out, a, rad, axis) {
+ var x = axis[0],
+ y = axis[1],
+ z = axis[2];
+ var len = Math.hypot(x, y, z);
+ var s, c, t;
+ var a00, a01, a02, a03;
+ var a10, a11, a12, a13;
+ var a20, a21, a22, a23;
+ var b00, b01, b02;
+ var b10, b11, b12;
+ var b20, b21, b22;
+
+ if (len < EPSILON) {
+ return null;
+ }
+
+ len = 1 / len;
+ x *= len;
+ y *= len;
+ z *= len;
+ s = Math.sin(rad);
+ c = Math.cos(rad);
+ t = 1 - c;
+ a00 = a[0];
+ a01 = a[1];
+ a02 = a[2];
+ a03 = a[3];
+ a10 = a[4];
+ a11 = a[5];
+ a12 = a[6];
+ a13 = a[7];
+ a20 = a[8];
+ a21 = a[9];
+ a22 = a[10];
+ a23 = a[11]; // Construct the elements of the rotation matrix
+
+ b00 = x * x * t + c;
+ b01 = y * x * t + z * s;
+ b02 = z * x * t - y * s;
+ b10 = x * y * t - z * s;
+ b11 = y * y * t + c;
+ b12 = z * y * t + x * s;
+ b20 = x * z * t + y * s;
+ b21 = y * z * t - x * s;
+ b22 = z * z * t + c; // Perform rotation-specific matrix multiplication
+
+ out[0] = a00 * b00 + a10 * b01 + a20 * b02;
+ out[1] = a01 * b00 + a11 * b01 + a21 * b02;
+ out[2] = a02 * b00 + a12 * b01 + a22 * b02;
+ out[3] = a03 * b00 + a13 * b01 + a23 * b02;
+ out[4] = a00 * b10 + a10 * b11 + a20 * b12;
+ out[5] = a01 * b10 + a11 * b11 + a21 * b12;
+ out[6] = a02 * b10 + a12 * b11 + a22 * b12;
+ out[7] = a03 * b10 + a13 * b11 + a23 * b12;
+ out[8] = a00 * b20 + a10 * b21 + a20 * b22;
+ out[9] = a01 * b20 + a11 * b21 + a21 * b22;
+ out[10] = a02 * b20 + a12 * b21 + a22 * b22;
+ out[11] = a03 * b20 + a13 * b21 + a23 * b22;
+
+ if (a !== out) {
+ // If the source and destination differ, copy the unchanged last row
+ out[12] = a[12];
+ out[13] = a[13];
+ out[14] = a[14];
+ out[15] = a[15];
+ }
+
+ return out;
+ }
+ /**
+ * Rotates a matrix by the given angle around the X axis
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {ReadonlyMat4} a the matrix to rotate
+ * @param {Number} rad the angle to rotate the matrix by
+ * @returns {mat4} out
+ */
+
+ function rotateX$3(out, a, rad) {
+ var s = Math.sin(rad);
+ var c = Math.cos(rad);
+ var a10 = a[4];
+ var a11 = a[5];
+ var a12 = a[6];
+ var a13 = a[7];
+ var a20 = a[8];
+ var a21 = a[9];
+ var a22 = a[10];
+ var a23 = a[11];
+
+ if (a !== out) {
+ // If the source and destination differ, copy the unchanged rows
+ out[0] = a[0];
+ out[1] = a[1];
+ out[2] = a[2];
+ out[3] = a[3];
+ out[12] = a[12];
+ out[13] = a[13];
+ out[14] = a[14];
+ out[15] = a[15];
+ } // Perform axis-specific matrix multiplication
+
+
+ out[4] = a10 * c + a20 * s;
+ out[5] = a11 * c + a21 * s;
+ out[6] = a12 * c + a22 * s;
+ out[7] = a13 * c + a23 * s;
+ out[8] = a20 * c - a10 * s;
+ out[9] = a21 * c - a11 * s;
+ out[10] = a22 * c - a12 * s;
+ out[11] = a23 * c - a13 * s;
+ return out;
+ }
+ /**
+ * Rotates a matrix by the given angle around the Y axis
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {ReadonlyMat4} a the matrix to rotate
+ * @param {Number} rad the angle to rotate the matrix by
+ * @returns {mat4} out
+ */
+
+ function rotateY$3(out, a, rad) {
+ var s = Math.sin(rad);
+ var c = Math.cos(rad);
+ var a00 = a[0];
+ var a01 = a[1];
+ var a02 = a[2];
+ var a03 = a[3];
+ var a20 = a[8];
+ var a21 = a[9];
+ var a22 = a[10];
+ var a23 = a[11];
+
+ if (a !== out) {
+ // If the source and destination differ, copy the unchanged rows
+ out[4] = a[4];
+ out[5] = a[5];
+ out[6] = a[6];
+ out[7] = a[7];
+ out[12] = a[12];
+ out[13] = a[13];
+ out[14] = a[14];
+ out[15] = a[15];
+ } // Perform axis-specific matrix multiplication
+
+
+ out[0] = a00 * c - a20 * s;
+ out[1] = a01 * c - a21 * s;
+ out[2] = a02 * c - a22 * s;
+ out[3] = a03 * c - a23 * s;
+ out[8] = a00 * s + a20 * c;
+ out[9] = a01 * s + a21 * c;
+ out[10] = a02 * s + a22 * c;
+ out[11] = a03 * s + a23 * c;
+ return out;
+ }
+ /**
+ * Rotates a matrix by the given angle around the Z axis
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {ReadonlyMat4} a the matrix to rotate
+ * @param {Number} rad the angle to rotate the matrix by
+ * @returns {mat4} out
+ */
+
+ function rotateZ$3(out, a, rad) {
+ var s = Math.sin(rad);
+ var c = Math.cos(rad);
+ var a00 = a[0];
+ var a01 = a[1];
+ var a02 = a[2];
+ var a03 = a[3];
+ var a10 = a[4];
+ var a11 = a[5];
+ var a12 = a[6];
+ var a13 = a[7];
+
+ if (a !== out) {
+ // If the source and destination differ, copy the unchanged last row
+ out[8] = a[8];
+ out[9] = a[9];
+ out[10] = a[10];
+ out[11] = a[11];
+ out[12] = a[12];
+ out[13] = a[13];
+ out[14] = a[14];
+ out[15] = a[15];
+ } // Perform axis-specific matrix multiplication
+
+
+ out[0] = a00 * c + a10 * s;
+ out[1] = a01 * c + a11 * s;
+ out[2] = a02 * c + a12 * s;
+ out[3] = a03 * c + a13 * s;
+ out[4] = a10 * c - a00 * s;
+ out[5] = a11 * c - a01 * s;
+ out[6] = a12 * c - a02 * s;
+ out[7] = a13 * c - a03 * s;
+ return out;
+ }
+ /**
+ * Creates a matrix from a 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 {ReadonlyVec3} v Translation vector
+ * @returns {mat4} out
+ */
+
+ function fromTranslation$1(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 {ReadonlyVec3} v Scaling vector
+ * @returns {mat4} out
+ */
+
+ function fromScaling(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 {ReadonlyVec3} axis the axis to rotate around
+ * @returns {mat4} out
+ */
+
+ function fromRotation$1(out, rad, axis) {
+ var x = axis[0],
+ y = axis[1],
+ z = axis[2];
+ var len = Math.hypot(x, y, z);
+ var s, c, t;
+
+ if (len < 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
+ */
+
+ function fromXRotation(out, rad) {
+ var s = Math.sin(rad);
+ var 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
+ */
+
+ function fromYRotation(out, rad) {
+ var s = Math.sin(rad);
+ var 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
+ */
+
+ function fromZRotation(out, rad) {
+ var s = Math.sin(rad);
+ var 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);
+ * let quatMat = mat4.create();
+ * quat4.toMat4(quat, quatMat);
+ * mat4.multiply(dest, quatMat);
+ *
+ * @param {mat4} out mat4 receiving operation result
+ * @param {quat4} q Rotation quaternion
+ * @param {ReadonlyVec3} v Translation vector
+ * @returns {mat4} out
+ */
+
+ function fromRotationTranslation$1(out, q, v) {
+ // Quaternion math
+ var x = q[0],
+ y = q[1],
+ z = q[2],
+ w = q[3];
+ var x2 = x + x;
+ var y2 = y + y;
+ var z2 = z + z;
+ var xx = x * x2;
+ var xy = x * y2;
+ var xz = x * z2;
+ var yy = y * y2;
+ var yz = y * z2;
+ var zz = z * z2;
+ var wx = w * x2;
+ var wy = w * y2;
+ var 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 new mat4 from a dual quat.
+ *
+ * @param {mat4} out Matrix
+ * @param {ReadonlyQuat2} a Dual Quaternion
+ * @returns {mat4} mat4 receiving operation result
+ */
+
+ function fromQuat2(out, a) {
+ var translation = new ARRAY_TYPE(3);
+ var bx = -a[0],
+ by = -a[1],
+ bz = -a[2],
+ bw = a[3],
+ ax = a[4],
+ ay = a[5],
+ az = a[6],
+ aw = a[7];
+ var magnitude = bx * bx + by * by + bz * bz + bw * bw; //Only scale if it makes sense
+
+ if (magnitude > 0) {
+ translation[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2 / magnitude;
+ translation[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2 / magnitude;
+ translation[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2 / magnitude;
+ } else {
+ translation[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2;
+ translation[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2;
+ translation[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2;
+ }
+
+ fromRotationTranslation$1(out, a, translation);
+ return out;
+ }
+ /**
+ * Returns the translation vector component of a transformation
+ * matrix. If a matrix is built with fromRotationTranslation,
+ * the returned vector will be the same as the translation vector
+ * originally supplied.
+ * @param {vec3} out Vector to receive translation component
+ * @param {ReadonlyMat4} mat Matrix to be decomposed (input)
+ * @return {vec3} out
+ */
+
+ function getTranslation$1(out, mat) {
+ out[0] = mat[12];
+ out[1] = mat[13];
+ out[2] = mat[14];
+ return out;
+ }
+ /**
+ * Returns the scaling factor component of a transformation
+ * matrix. If a matrix is built with fromRotationTranslationScale
+ * with a normalized Quaternion paramter, the returned vector will be
+ * the same as the scaling vector
+ * originally supplied.
+ * @param {vec3} out Vector to receive scaling factor component
+ * @param {ReadonlyMat4} mat Matrix to be decomposed (input)
+ * @return {vec3} out
+ */
+
+ function getScaling(out, mat) {
+ var m11 = mat[0];
+ var m12 = mat[1];
+ var m13 = mat[2];
+ var m21 = mat[4];
+ var m22 = mat[5];
+ var m23 = mat[6];
+ var m31 = mat[8];
+ var m32 = mat[9];
+ var m33 = mat[10];
+ out[0] = Math.hypot(m11, m12, m13);
+ out[1] = Math.hypot(m21, m22, m23);
+ out[2] = Math.hypot(m31, m32, m33);
+ return out;
+ }
+ /**
+ * Returns a quaternion representing the rotational component
+ * of a transformation matrix. If a matrix is built with
+ * fromRotationTranslation, the returned quaternion will be the
+ * same as the quaternion originally supplied.
+ * @param {quat} out Quaternion to receive the rotation component
+ * @param {ReadonlyMat4} mat Matrix to be decomposed (input)
+ * @return {quat} out
+ */
+
+ function getRotation(out, mat) {
+ var scaling = new ARRAY_TYPE(3);
+ getScaling(scaling, mat);
+ var is1 = 1 / scaling[0];
+ var is2 = 1 / scaling[1];
+ var is3 = 1 / scaling[2];
+ var sm11 = mat[0] * is1;
+ var sm12 = mat[1] * is2;
+ var sm13 = mat[2] * is3;
+ var sm21 = mat[4] * is1;
+ var sm22 = mat[5] * is2;
+ var sm23 = mat[6] * is3;
+ var sm31 = mat[8] * is1;
+ var sm32 = mat[9] * is2;
+ var sm33 = mat[10] * is3;
+ var trace = sm11 + sm22 + sm33;
+ var S = 0;
+
+ if (trace > 0) {
+ S = Math.sqrt(trace + 1.0) * 2;
+ out[3] = 0.25 * S;
+ out[0] = (sm23 - sm32) / S;
+ out[1] = (sm31 - sm13) / S;
+ out[2] = (sm12 - sm21) / S;
+ } else if (sm11 > sm22 && sm11 > sm33) {
+ S = Math.sqrt(1.0 + sm11 - sm22 - sm33) * 2;
+ out[3] = (sm23 - sm32) / S;
+ out[0] = 0.25 * S;
+ out[1] = (sm12 + sm21) / S;
+ out[2] = (sm31 + sm13) / S;
+ } else if (sm22 > sm33) {
+ S = Math.sqrt(1.0 + sm22 - sm11 - sm33) * 2;
+ out[3] = (sm31 - sm13) / S;
+ out[0] = (sm12 + sm21) / S;
+ out[1] = 0.25 * S;
+ out[2] = (sm23 + sm32) / S;
+ } else {
+ S = Math.sqrt(1.0 + sm33 - sm11 - sm22) * 2;
+ out[3] = (sm12 - sm21) / S;
+ out[0] = (sm31 + sm13) / S;
+ out[1] = (sm23 + sm32) / S;
+ out[2] = 0.25 * S;
+ }
+
+ return out;
+ }
+ /**
+ * Decomposes a transformation matrix into its rotation, translation
+ * and scale components. Returns only the rotation component
+ * @param {quat} out_r Quaternion to receive the rotation component
+ * @param {vec3} out_t Vector to receive the translation vector
+ * @param {vec3} out_s Vector to receive the scaling factor
+ * @param {ReadonlyMat4} mat Matrix to be decomposed (input)
+ * @returns {quat} out_r
+ */
+
+ function decompose(out_r, out_t, out_s, mat) {
+ out_t[0] = mat[12];
+ out_t[1] = mat[13];
+ out_t[2] = mat[14];
+ var m11 = mat[0];
+ var m12 = mat[1];
+ var m13 = mat[2];
+ var m21 = mat[4];
+ var m22 = mat[5];
+ var m23 = mat[6];
+ var m31 = mat[8];
+ var m32 = mat[9];
+ var m33 = mat[10];
+ out_s[0] = Math.hypot(m11, m12, m13);
+ out_s[1] = Math.hypot(m21, m22, m23);
+ out_s[2] = Math.hypot(m31, m32, m33);
+ var is1 = 1 / out_s[0];
+ var is2 = 1 / out_s[1];
+ var is3 = 1 / out_s[2];
+ var sm11 = m11 * is1;
+ var sm12 = m12 * is2;
+ var sm13 = m13 * is3;
+ var sm21 = m21 * is1;
+ var sm22 = m22 * is2;
+ var sm23 = m23 * is3;
+ var sm31 = m31 * is1;
+ var sm32 = m32 * is2;
+ var sm33 = m33 * is3;
+ var trace = sm11 + sm22 + sm33;
+ var S = 0;
+
+ if (trace > 0) {
+ S = Math.sqrt(trace + 1.0) * 2;
+ out_r[3] = 0.25 * S;
+ out_r[0] = (sm23 - sm32) / S;
+ out_r[1] = (sm31 - sm13) / S;
+ out_r[2] = (sm12 - sm21) / S;
+ } else if (sm11 > sm22 && sm11 > sm33) {
+ S = Math.sqrt(1.0 + sm11 - sm22 - sm33) * 2;
+ out_r[3] = (sm23 - sm32) / S;
+ out_r[0] = 0.25 * S;
+ out_r[1] = (sm12 + sm21) / S;
+ out_r[2] = (sm31 + sm13) / S;
+ } else if (sm22 > sm33) {
+ S = Math.sqrt(1.0 + sm22 - sm11 - sm33) * 2;
+ out_r[3] = (sm31 - sm13) / S;
+ out_r[0] = (sm12 + sm21) / S;
+ out_r[1] = 0.25 * S;
+ out_r[2] = (sm23 + sm32) / S;
+ } else {
+ S = Math.sqrt(1.0 + sm33 - sm11 - sm22) * 2;
+ out_r[3] = (sm12 - sm21) / S;
+ out_r[0] = (sm31 + sm13) / S;
+ out_r[1] = (sm23 + sm32) / S;
+ out_r[2] = 0.25 * S;
+ }
+
+ return out_r;
+ }
+ /**
+ * 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);
+ * let 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 {ReadonlyVec3} v Translation vector
+ * @param {ReadonlyVec3} s Scaling vector
+ * @returns {mat4} out
+ */
+
+ function fromRotationTranslationScale(out, q, v, s) {
+ // Quaternion math
+ var x = q[0],
+ y = q[1],
+ z = q[2],
+ w = q[3];
+ var x2 = x + x;
+ var y2 = y + y;
+ var z2 = z + z;
+ var xx = x * x2;
+ var xy = x * y2;
+ var xz = x * z2;
+ var yy = y * y2;
+ var yz = y * z2;
+ var zz = z * z2;
+ var wx = w * x2;
+ var wy = w * y2;
+ var wz = w * z2;
+ var sx = s[0];
+ var sy = s[1];
+ var 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);
+ * let 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 {ReadonlyVec3} v Translation vector
+ * @param {ReadonlyVec3} s Scaling vector
+ * @param {ReadonlyVec3} o The origin vector around which to scale and rotate
+ * @returns {mat4} out
+ */
+
+ function fromRotationTranslationScaleOrigin(out, q, v, s, o) {
+ // Quaternion math
+ var x = q[0],
+ y = q[1],
+ z = q[2],
+ w = q[3];
+ var x2 = x + x;
+ var y2 = y + y;
+ var z2 = z + z;
+ var xx = x * x2;
+ var xy = x * y2;
+ var xz = x * z2;
+ var yy = y * y2;
+ var yz = y * z2;
+ var zz = z * z2;
+ var wx = w * x2;
+ var wy = w * y2;
+ var wz = w * z2;
+ var sx = s[0];
+ var sy = s[1];
+ var sz = s[2];
+ var ox = o[0];
+ var oy = o[1];
+ var oz = o[2];
+ var out0 = (1 - (yy + zz)) * sx;
+ var out1 = (xy + wz) * sx;
+ var out2 = (xz - wy) * sx;
+ var out4 = (xy - wz) * sy;
+ var out5 = (1 - (xx + zz)) * sy;
+ var out6 = (yz + wx) * sy;
+ var out8 = (xz + wy) * sz;
+ var out9 = (yz - wx) * sz;
+ var out10 = (1 - (xx + yy)) * sz;
+ out[0] = out0;
+ out[1] = out1;
+ out[2] = out2;
+ out[3] = 0;
+ out[4] = out4;
+ out[5] = out5;
+ out[6] = out6;
+ out[7] = 0;
+ out[8] = out8;
+ out[9] = out9;
+ out[10] = out10;
+ out[11] = 0;
+ out[12] = v[0] + ox - (out0 * ox + out4 * oy + out8 * oz);
+ out[13] = v[1] + oy - (out1 * ox + out5 * oy + out9 * oz);
+ out[14] = v[2] + oz - (out2 * ox + out6 * oy + out10 * oz);
+ out[15] = 1;
+ return out;
+ }
+ /**
+ * Calculates a 4x4 matrix from the given quaternion
+ *
+ * @param {mat4} out mat4 receiving operation result
+ * @param {ReadonlyQuat} q Quaternion to create matrix from
+ *
+ * @returns {mat4} out
+ */
+
+ function fromQuat(out, q) {
+ var x = q[0],
+ y = q[1],
+ z = q[2],
+ w = q[3];
+ var x2 = x + x;
+ var y2 = y + y;
+ var z2 = z + z;
+ var xx = x * x2;
+ var yx = y * x2;
+ var yy = y * y2;
+ var zx = z * x2;
+ var zy = z * y2;
+ var zz = z * z2;
+ var wx = w * x2;
+ var wy = w * y2;
+ var 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
+ */
+
+ function frustum(out, left, right, bottom, top, near, far) {
+ var rl = 1 / (right - left);
+ var tb = 1 / (top - bottom);
+ var 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.
+ * The near/far clip planes correspond to a normalized device coordinate Z range of [-1, 1],
+ * which matches WebGL/OpenGL's clip volume.
+ * Passing null/undefined/no value for far will generate infinite projection matrix.
+ *
+ * @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, can be null or Infinity
+ * @returns {mat4} out
+ */
+
+ function perspectiveNO(out, fovy, aspect, near, far) {
+ var f = 1.0 / Math.tan(fovy / 2);
+ 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[11] = -1;
+ out[12] = 0;
+ out[13] = 0;
+ out[15] = 0;
+
+ if (far != null && far !== Infinity) {
+ var nf = 1 / (near - far);
+ out[10] = (far + near) * nf;
+ out[14] = 2 * far * near * nf;
+ } else {
+ out[10] = -1;
+ out[14] = -2 * near;
+ }
+
+ return out;
+ }
+ /**
+ * Alias for {@link mat4.perspectiveNO}
+ * @function
+ */
+
+ var perspective = perspectiveNO;
+ /**
+ * Generates a perspective projection matrix suitable for WebGPU with the given bounds.
+ * The near/far clip planes correspond to a normalized device coordinate Z range of [0, 1],
+ * which matches WebGPU/Vulkan/DirectX/Metal's clip volume.
+ * Passing null/undefined/no value for far will generate infinite projection matrix.
+ *
+ * @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, can be null or Infinity
+ * @returns {mat4} out
+ */
+
+ function perspectiveZO(out, fovy, aspect, near, far) {
+ var f = 1.0 / Math.tan(fovy / 2);
+ 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[11] = -1;
+ out[12] = 0;
+ out[13] = 0;
+ out[15] = 0;
+
+ if (far != null && far !== Infinity) {
+ var nf = 1 / (near - far);
+ out[10] = far * nf;
+ out[14] = far * near * nf;
+ } else {
+ out[10] = -1;
+ out[14] = -near;
+ }
+
+ 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 {Object} 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
+ */
+
+ function perspectiveFromFieldOfView(out, fov, near, far) {
+ var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
+ var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
+ var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
+ var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
+ var xScale = 2.0 / (leftTan + rightTan);
+ var 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.
+ * The near/far clip planes correspond to a normalized device coordinate Z range of [-1, 1],
+ * which matches WebGL/OpenGL's clip volume.
+ *
+ * @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
+ */
+
+ function orthoNO(out, left, right, bottom, top, near, far) {
+ var lr = 1 / (left - right);
+ var bt = 1 / (bottom - top);
+ var 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;
+ }
+ /**
+ * Alias for {@link mat4.orthoNO}
+ * @function
+ */
+
+ var ortho = orthoNO;
+ /**
+ * Generates a orthogonal projection matrix with the given bounds.
+ * The near/far clip planes correspond to a normalized device coordinate Z range of [0, 1],
+ * which matches WebGPU/Vulkan/DirectX/Metal's clip volume.
+ *
+ * @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
+ */
+
+ function orthoZO(out, left, right, bottom, top, near, far) {
+ var lr = 1 / (left - right);
+ var bt = 1 / (bottom - top);
+ var 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] = nf;
+ out[11] = 0;
+ out[12] = (left + right) * lr;
+ out[13] = (top + bottom) * bt;
+ out[14] = near * nf;
+ out[15] = 1;
+ return out;
+ }
+ /**
+ * Generates a look-at matrix with the given eye position, focal point, and up axis.
+ * If you want a matrix that actually makes an object look at another object, you should use targetTo instead.
+ *
+ * @param {mat4} out mat4 frustum matrix will be written into
+ * @param {ReadonlyVec3} eye Position of the viewer
+ * @param {ReadonlyVec3} center Point the viewer is looking at
+ * @param {ReadonlyVec3} up vec3 pointing up
+ * @returns {mat4} out
+ */
+
+ function lookAt(out, eye, center, up) {
+ var x0, x1, x2, y0, y1, y2, z0, z1, z2, len;
+ var eyex = eye[0];
+ var eyey = eye[1];
+ var eyez = eye[2];
+ var upx = up[0];
+ var upy = up[1];
+ var upz = up[2];
+ var centerx = center[0];
+ var centery = center[1];
+ var centerz = center[2];
+
+ if (Math.abs(eyex - centerx) < EPSILON && Math.abs(eyey - centery) < EPSILON && Math.abs(eyez - centerz) < EPSILON) {
+ return identity$2(out);
+ }
+
+ z0 = eyex - centerx;
+ z1 = eyey - centery;
+ z2 = eyez - centerz;
+ len = 1 / Math.hypot(z0, z1, z2);
+ z0 *= len;
+ z1 *= len;
+ z2 *= len;
+ x0 = upy * z2 - upz * z1;
+ x1 = upz * z0 - upx * z2;
+ x2 = upx * z1 - upy * z0;
+ len = Math.hypot(x0, x1, 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.hypot(y0, y1, 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;
+ }
+ /**
+ * Generates a matrix that makes something look at something else.
+ *
+ * @param {mat4} out mat4 frustum matrix will be written into
+ * @param {ReadonlyVec3} eye Position of the viewer
+ * @param {ReadonlyVec3} center Point the viewer is looking at
+ * @param {ReadonlyVec3} up vec3 pointing up
+ * @returns {mat4} out
+ */
+
+ function targetTo(out, eye, target, up) {
+ var eyex = eye[0],
+ eyey = eye[1],
+ eyez = eye[2],
+ upx = up[0],
+ upy = up[1],
+ upz = up[2];
+ var z0 = eyex - target[0],
+ z1 = eyey - target[1],
+ z2 = eyez - target[2];
+ var len = z0 * z0 + z1 * z1 + z2 * z2;
+
+ if (len > 0) {
+ len = 1 / Math.sqrt(len);
+ z0 *= len;
+ z1 *= len;
+ z2 *= len;
+ }
+
+ var x0 = upy * z2 - upz * z1,
+ x1 = upz * z0 - upx * z2,
+ x2 = upx * z1 - upy * z0;
+ len = x0 * x0 + x1 * x1 + x2 * x2;
+
+ if (len > 0) {
+ len = 1 / Math.sqrt(len);
+ x0 *= len;
+ x1 *= len;
+ x2 *= len;
+ }
+
+ out[0] = x0;
+ out[1] = x1;
+ out[2] = x2;
+ out[3] = 0;
+ out[4] = z1 * x2 - z2 * x1;
+ out[5] = z2 * x0 - z0 * x2;
+ out[6] = z0 * x1 - z1 * x0;
+ out[7] = 0;
+ out[8] = z0;
+ out[9] = z1;
+ out[10] = z2;
+ out[11] = 0;
+ out[12] = eyex;
+ out[13] = eyey;
+ out[14] = eyez;
+ out[15] = 1;
+ return out;
+ }
+ /**
+ * Returns a string representation of a mat4
+ *
+ * @param {ReadonlyMat4} a matrix to represent as a string
+ * @returns {String} string representation of the matrix
+ */
+
+ function str$5(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 {ReadonlyMat4} a the matrix to calculate Frobenius norm of
+ * @returns {Number} Frobenius norm
+ */
+
+ function frob(a) {
+ return Math.hypot(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]);
+ }
+ /**
+ * Adds two mat4's
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {ReadonlyMat4} a the first operand
+ * @param {ReadonlyMat4} b the second operand
+ * @returns {mat4} out
+ */
+
+ function add$5(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];
+ out[4] = a[4] + b[4];
+ out[5] = a[5] + b[5];
+ out[6] = a[6] + b[6];
+ out[7] = a[7] + b[7];
+ out[8] = a[8] + b[8];
+ out[9] = a[9] + b[9];
+ out[10] = a[10] + b[10];
+ out[11] = a[11] + b[11];
+ out[12] = a[12] + b[12];
+ out[13] = a[13] + b[13];
+ out[14] = a[14] + b[14];
+ out[15] = a[15] + b[15];
+ return out;
+ }
+ /**
+ * Subtracts matrix b from matrix a
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {ReadonlyMat4} a the first operand
+ * @param {ReadonlyMat4} b the second operand
+ * @returns {mat4} out
+ */
+
+ function subtract$3(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];
+ out[4] = a[4] - b[4];
+ out[5] = a[5] - b[5];
+ out[6] = a[6] - b[6];
+ out[7] = a[7] - b[7];
+ out[8] = a[8] - b[8];
+ out[9] = a[9] - b[9];
+ out[10] = a[10] - b[10];
+ out[11] = a[11] - b[11];
+ out[12] = a[12] - b[12];
+ out[13] = a[13] - b[13];
+ out[14] = a[14] - b[14];
+ out[15] = a[15] - b[15];
+ return out;
+ }
+ /**
+ * Multiply each element of the matrix by a scalar.
+ *
+ * @param {mat4} out the receiving matrix
+ * @param {ReadonlyMat4} a the matrix to scale
+ * @param {Number} b amount to scale the matrix's elements by
+ * @returns {mat4} out
+ */
+
+ function multiplyScalar(out, a, b) {
+ out[0] = a[0] * b;
+ out[1] = a[1] * b;
+ out[2] = a[2] * b;
+ out[3] = a[3] * b;
+ out[4] = a[4] * b;
+ out[5] = a[5] * b;
+ out[6] = a[6] * b;
+ out[7] = a[7] * b;
+ out[8] = a[8] * b;
+ out[9] = a[9] * b;
+ out[10] = a[10] * b;
+ out[11] = a[11] * b;
+ out[12] = a[12] * b;
+ out[13] = a[13] * b;
+ out[14] = a[14] * b;
+ out[15] = a[15] * b;
+ return out;
+ }
+ /**
+ * Adds two mat4's after multiplying each element of the second operand by a scalar value.
+ *
+ * @param {mat4} out the receiving vector
+ * @param {ReadonlyMat4} a the first operand
+ * @param {ReadonlyMat4} b the second operand
+ * @param {Number} scale the amount to scale b's elements by before adding
+ * @returns {mat4} out
+ */
+
+ function multiplyScalarAndAdd(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;
+ out[4] = a[4] + b[4] * scale;
+ out[5] = a[5] + b[5] * scale;
+ out[6] = a[6] + b[6] * scale;
+ out[7] = a[7] + b[7] * scale;
+ out[8] = a[8] + b[8] * scale;
+ out[9] = a[9] + b[9] * scale;
+ out[10] = a[10] + b[10] * scale;
+ out[11] = a[11] + b[11] * scale;
+ out[12] = a[12] + b[12] * scale;
+ out[13] = a[13] + b[13] * scale;
+ out[14] = a[14] + b[14] * scale;
+ out[15] = a[15] + b[15] * scale;
+ return out;
+ }
+ /**
+ * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)
+ *
+ * @param {ReadonlyMat4} a The first matrix.
+ * @param {ReadonlyMat4} b The second matrix.
+ * @returns {Boolean} True if the matrices are equal, false otherwise.
+ */
+
+ function exactEquals$5(a, b) {
+ return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7] && a[8] === b[8] && a[9] === b[9] && a[10] === b[10] && a[11] === b[11] && a[12] === b[12] && a[13] === b[13] && a[14] === b[14] && a[15] === b[15];
+ }
+ /**
+ * Returns whether or not the matrices have approximately the same elements in the same position.
+ *
+ * @param {ReadonlyMat4} a The first matrix.
+ * @param {ReadonlyMat4} b The second matrix.
+ * @returns {Boolean} True if the matrices are equal, false otherwise.
+ */
+
+ function equals$5(a, b) {
+ var a0 = a[0],
+ a1 = a[1],
+ a2 = a[2],
+ a3 = a[3];
+ var a4 = a[4],
+ a5 = a[5],
+ a6 = a[6],
+ a7 = a[7];
+ var a8 = a[8],
+ a9 = a[9],
+ a10 = a[10],
+ a11 = a[11];
+ var a12 = a[12],
+ a13 = a[13],
+ a14 = a[14],
+ a15 = a[15];
+ var b0 = b[0],
+ b1 = b[1],
+ b2 = b[2],
+ b3 = b[3];
+ var b4 = b[4],
+ b5 = b[5],
+ b6 = b[6],
+ b7 = b[7];
+ var b8 = b[8],
+ b9 = b[9],
+ b10 = b[10],
+ b11 = b[11];
+ var b12 = b[12],
+ b13 = b[13],
+ b14 = b[14],
+ b15 = b[15];
+ return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) && Math.abs(a8 - b8) <= EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8)) && Math.abs(a9 - b9) <= EPSILON * Math.max(1.0, Math.abs(a9), Math.abs(b9)) && Math.abs(a10 - b10) <= EPSILON * Math.max(1.0, Math.abs(a10), Math.abs(b10)) && Math.abs(a11 - b11) <= EPSILON * Math.max(1.0, Math.abs(a11), Math.abs(b11)) && Math.abs(a12 - b12) <= EPSILON * Math.max(1.0, Math.abs(a12), Math.abs(b12)) && Math.abs(a13 - b13) <= EPSILON * Math.max(1.0, Math.abs(a13), Math.abs(b13)) && Math.abs(a14 - b14) <= EPSILON * Math.max(1.0, Math.abs(a14), Math.abs(b14)) && Math.abs(a15 - b15) <= EPSILON * Math.max(1.0, Math.abs(a15), Math.abs(b15));
+ }
+ /**
+ * Alias for {@link mat4.multiply}
+ * @function
+ */
+
+ var mul$5 = multiply$5;
+ /**
+ * Alias for {@link mat4.subtract}
+ * @function
+ */
+
+ var sub$3 = subtract$3;
+
+ var mat4 = /*#__PURE__*/Object.freeze({
+ __proto__: null,
+ create: create$5,
+ clone: clone$5,
+ copy: copy$5,
+ fromValues: fromValues$5,
+ set: set$5,
+ identity: identity$2,
+ transpose: transpose,
+ invert: invert$2,
+ adjoint: adjoint,
+ determinant: determinant,
+ multiply: multiply$5,
+ translate: translate$1,
+ scale: scale$5,
+ rotate: rotate$1,
+ rotateX: rotateX$3,
+ rotateY: rotateY$3,
+ rotateZ: rotateZ$3,
+ fromTranslation: fromTranslation$1,
+ fromScaling: fromScaling,
+ fromRotation: fromRotation$1,
+ fromXRotation: fromXRotation,
+ fromYRotation: fromYRotation,
+ fromZRotation: fromZRotation,
+ fromRotationTranslation: fromRotationTranslation$1,
+ fromQuat2: fromQuat2,
+ getTranslation: getTranslation$1,
+ getScaling: getScaling,
+ getRotation: getRotation,
+ decompose: decompose,
+ fromRotationTranslationScale: fromRotationTranslationScale,
+ fromRotationTranslationScaleOrigin: fromRotationTranslationScaleOrigin,
+ fromQuat: fromQuat,
+ frustum: frustum,
+ perspectiveNO: perspectiveNO,
+ perspective: perspective,
+ perspectiveZO: perspectiveZO,
+ perspectiveFromFieldOfView: perspectiveFromFieldOfView,
+ orthoNO: orthoNO,
+ ortho: ortho,
+ orthoZO: orthoZO,
+ lookAt: lookAt,
+ targetTo: targetTo,
+ str: str$5,
+ frob: frob,
+ add: add$5,
+ subtract: subtract$3,
+ multiplyScalar: multiplyScalar,
+ multiplyScalarAndAdd: multiplyScalarAndAdd,
+ exactEquals: exactEquals$5,
+ equals: equals$5,
+ mul: mul$5,
+ sub: sub$3
+ });
+
+ /**
+ * 3 Dimensional Vector
+ * @module vec3
+ */
+
+ /**
+ * Creates a new, empty vec3
+ *
+ * @returns {vec3} a new 3D vector
+ */
+
+ function create$4() {
+ var out = new ARRAY_TYPE(3);
+
+ if (ARRAY_TYPE != Float32Array) {
+ out[0] = 0;
+ out[1] = 0;
+ out[2] = 0;
+ }
+
+ return out;
+ }
+ /**
+ * Creates a new vec3 initialized with values from an existing vector
+ *
+ * @param {ReadonlyVec3} a vector to clone
+ * @returns {vec3} a new 3D vector
+ */
+
+ function clone$4(a) {
+ var out = new ARRAY_TYPE(3);
+ out[0] = a[0];
+ out[1] = a[1];
+ out[2] = a[2];
+ return out;
+ }
+ /**
+ * Calculates the length of a vec3
+ *
+ * @param {ReadonlyVec3} a vector to calculate length of
+ * @returns {Number} length of a
+ */
+
+ function length$4(a) {
+ var x = a[0];
+ var y = a[1];
+ var z = a[2];
+ return Math.hypot(x, y, z);
+ }
+ /**
+ * 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
+ */
+
+ function fromValues$4(x, y, z) {
+ var out = new 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 {ReadonlyVec3} a the source vector
+ * @returns {vec3} out
+ */
+
+ function copy$4(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
+ */
+
+ function set$4(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 {ReadonlyVec3} a the first operand
+ * @param {ReadonlyVec3} b the second operand
+ * @returns {vec3} out
+ */
+
+ function add$4(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 {ReadonlyVec3} a the first operand
+ * @param {ReadonlyVec3} b the second operand
+ * @returns {vec3} out
+ */
+
+ function subtract$2(out, a, b) {
+ out[0] = a[0] - b[0];
+ out[1] = a[1] - b[1];
+ out[2] = a[2] - b[2];
+ return out;
+ }
+ /**
+ * Multiplies two vec3's
+ *
+ * @param {vec3} out the receiving vector
+ * @param {ReadonlyVec3} a the first operand
+ * @param {ReadonlyVec3} b the second operand
+ * @returns {vec3} out
+ */
+
+ function multiply$4(out, a, b) {
+ out[0] = a[0] * b[0];
+ out[1] = a[1] * b[1];
+ out[2] = a[2] * b[2];
+ return out;
+ }
+ /**
+ * Divides two vec3's
+ *
+ * @param {vec3} out the receiving vector
+ * @param {ReadonlyVec3} a the first operand
+ * @param {ReadonlyVec3} b the second operand
+ * @returns {vec3} out
+ */
+
+ function divide$2(out, a, b) {
+ out[0] = a[0] / b[0];
+ out[1] = a[1] / b[1];
+ out[2] = a[2] / b[2];
+ return out;
+ }
+ /**
+ * Math.ceil the components of a vec3
+ *
+ * @param {vec3} out the receiving vector
+ * @param {ReadonlyVec3} a vector to ceil
+ * @returns {vec3} out
+ */
+
+ function ceil$2(out, a) {
+ out[0] = Math.ceil(a[0]);
+ out[1] = Math.ceil(a[1]);
+ out[2] = Math.ceil(a[2]);
+ return out;
+ }
+ /**
+ * Math.floor the components of a vec3
+ *
+ * @param {vec3} out the receiving vector
+ * @param {ReadonlyVec3} a vector to floor
+ * @returns {vec3} out
+ */
+
+ function floor$2(out, a) {
+ out[0] = Math.floor(a[0]);
+ out[1] = Math.floor(a[1]);
+ out[2] = Math.floor(a[2]);
+ return out;
+ }
+ /**
+ * Returns the minimum of two vec3's
+ *
+ * @param {vec3} out the receiving vector
+ * @param {ReadonlyVec3} a the first operand
+ * @param {ReadonlyVec3} b the second operand
+ * @returns {vec3} out
+ */
+
+ function min$2(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 {ReadonlyVec3} a the first operand
+ * @param {ReadonlyVec3} b the second operand
+ * @returns {vec3} out
+ */
+
+ function max$2(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;
+ }
+ /**
+ * Math.round the components of a vec3
+ *
+ * @param {vec3} out the receiving vector
+ * @param {ReadonlyVec3} a vector to round
+ * @returns {vec3} out
+ */
+
+ function round$2(out, a) {
+ out[0] = Math.round(a[0]);
+ out[1] = Math.round(a[1]);
+ out[2] = Math.round(a[2]);
+ return out;
+ }
+ /**
+ * Scales a vec3 by a scalar number
+ *
+ * @param {vec3} out the receiving vector
+ * @param {ReadonlyVec3} a the vector to scale
+ * @param {Number} b amount to scale the vector by
+ * @returns {vec3} out
+ */
+
+ function scale$4(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 {ReadonlyVec3} a the first operand
+ * @param {ReadonlyVec3} b the second operand
+ * @param {Number} scale the amount to scale b by before adding
+ * @returns {vec3} out
+ */
+
+ function scaleAndAdd$2(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 {ReadonlyVec3} a the first operand
+ * @param {ReadonlyVec3} b the second operand
+ * @returns {Number} distance between a and b
+ */
+
+ function distance$2(a, b) {
+ var x = b[0] - a[0];
+ var y = b[1] - a[1];
+ var z = b[2] - a[2];
+ return Math.hypot(x, y, z);
+ }
+ /**
+ * Calculates the squared euclidian distance between two vec3's
+ *
+ * @param {ReadonlyVec3} a the first operand
+ * @param {ReadonlyVec3} b the second operand
+ * @returns {Number} squared distance between a and b
+ */
+
+ function squaredDistance$2(a, b) {
+ var x = b[0] - a[0];
+ var y = b[1] - a[1];
+ var z = b[2] - a[2];
+ return x * x + y * y + z * z;
+ }
+ /**
+ * Calculates the squared length of a vec3
+ *
+ * @param {ReadonlyVec3} a vector to calculate squared length of
+ * @returns {Number} squared length of a
+ */
+
+ function squaredLength$4(a) {
+ var x = a[0];
+ var y = a[1];
+ var z = a[2];
+ return x * x + y * y + z * z;
+ }
+ /**
+ * Negates the components of a vec3
+ *
+ * @param {vec3} out the receiving vector
+ * @param {ReadonlyVec3} a vector to negate
+ * @returns {vec3} out
+ */
+
+ function negate$2(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 {ReadonlyVec3} a vector to invert
+ * @returns {vec3} out
+ */
+
+ function inverse$2(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 {ReadonlyVec3} a vector to normalize
+ * @returns {vec3} out
+ */
+
+ function normalize$4(out, a) {
+ var x = a[0];
+ var y = a[1];
+ var 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 {ReadonlyVec3} a the first operand
+ * @param {ReadonlyVec3} b the second operand
+ * @returns {Number} dot product of a and b
+ */
+
+ function dot$4(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 {ReadonlyVec3} a the first operand
+ * @param {ReadonlyVec3} b the second operand
+ * @returns {vec3} out
+ */
+
+ function cross$2(out, a, b) {
+ var ax = a[0],
+ ay = a[1],
+ az = a[2];
+ var 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 {ReadonlyVec3} a the first operand
+ * @param {ReadonlyVec3} b the second operand
+ * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
+ * @returns {vec3} out
+ */
+
+ function lerp$4(out, a, b, t) {
+ var ax = a[0];
+ var ay = a[1];
+ var 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 spherical linear interpolation between two vec3's
+ *
+ * @param {vec3} out the receiving vector
+ * @param {ReadonlyVec3} a the first operand
+ * @param {ReadonlyVec3} b the second operand
+ * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
+ * @returns {vec3} out
+ */
+
+ function slerp$1(out, a, b, t) {
+ var angle = Math.acos(Math.min(Math.max(dot$4(a, b), -1), 1));
+ var sinTotal = Math.sin(angle);
+ var ratioA = Math.sin((1 - t) * angle) / sinTotal;
+ var ratioB = Math.sin(t * angle) / sinTotal;
+ out[0] = ratioA * a[0] + ratioB * b[0];
+ out[1] = ratioA * a[1] + ratioB * b[1];
+ out[2] = ratioA * a[2] + ratioB * b[2];
+ return out;
+ }
+ /**
+ * Performs a hermite interpolation with two control points
+ *
+ * @param {vec3} out the receiving vector
+ * @param {ReadonlyVec3} a the first operand
+ * @param {ReadonlyVec3} b the second operand
+ * @param {ReadonlyVec3} c the third operand
+ * @param {ReadonlyVec3} d the fourth operand
+ * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
+ * @returns {vec3} out
+ */
+
+ function hermite(out, a, b, c, d, t) {
+ var factorTimes2 = t * t;
+ var factor1 = factorTimes2 * (2 * t - 3) + 1;
+ var factor2 = factorTimes2 * (t - 2) + t;
+ var factor3 = factorTimes2 * (t - 1);
+ var 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 {ReadonlyVec3} a the first operand
+ * @param {ReadonlyVec3} b the second operand
+ * @param {ReadonlyVec3} c the third operand
+ * @param {ReadonlyVec3} d the fourth operand
+ * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
+ * @returns {vec3} out
+ */
+
+ function bezier(out, a, b, c, d, t) {
+ var inverseFactor = 1 - t;
+ var inverseFactorTimesTwo = inverseFactor * inverseFactor;
+ var factorTimes2 = t * t;
+ var factor1 = inverseFactorTimesTwo * inverseFactor;
+ var factor2 = 3 * t * inverseFactorTimesTwo;
+ var factor3 = 3 * factorTimes2 * inverseFactor;
+ var 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 omitted, a unit vector will be returned
+ * @returns {vec3} out
+ */
+
+ function random$3(out, scale) {
+ scale = scale === undefined ? 1.0 : scale;
+ var r = RANDOM() * 2.0 * Math.PI;
+ var z = 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 {ReadonlyVec3} a the vector to transform
+ * @param {ReadonlyMat4} m matrix to transform with
+ * @returns {vec3} out
+ */
+
+ function transformMat4$2(out, a, m) {
+ var x = a[0],
+ y = a[1],
+ z = a[2];
+ var 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 {ReadonlyVec3} a the vector to transform
+ * @param {ReadonlyMat3} m the 3x3 matrix to transform with
+ * @returns {vec3} out
+ */
+
+ function transformMat3$1(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
+ * Can also be used for dual quaternions. (Multiply it with the real part)
+ *
+ * @param {vec3} out the receiving vector
+ * @param {ReadonlyVec3} a the vector to transform
+ * @param {ReadonlyQuat} q quaternion to transform with
+ * @returns {vec3} out
+ */
+
+ function transformQuat$1(out, a, q) {
+ // benchmarks: https://jsperf.com/quaternion-transform-vec3-implementations-fixed
+ var qx = q[0],
+ qy = q[1],
+ qz = q[2],
+ qw = q[3];
+ var x = a[0],
+ y = a[1],
+ z = a[2]; // var qvec = [qx, qy, qz];
+ // var uv = vec3.cross([], qvec, a);
+
+ var uvx = qy * z - qz * y,
+ uvy = qz * x - qx * z,
+ uvz = qx * y - qy * x; // var uuv = vec3.cross([], qvec, uv);
+
+ var uuvx = qy * uvz - qz * uvy,
+ uuvy = qz * uvx - qx * uvz,
+ uuvz = qx * uvy - qy * uvx; // vec3.scale(uv, uv, 2 * w);
+
+ var w2 = qw * 2;
+ uvx *= w2;
+ uvy *= w2;
+ uvz *= w2; // vec3.scale(uuv, uuv, 2);
+
+ uuvx *= 2;
+ uuvy *= 2;
+ uuvz *= 2; // return vec3.add(out, a, vec3.add(out, uv, uuv));
+
+ out[0] = x + uvx + uuvx;
+ out[1] = y + uvy + uuvy;
+ out[2] = z + uvz + uuvz;
+ return out;
+ }
+ /**
+ * Rotate a 3D vector around the x-axis
+ * @param {vec3} out The receiving vec3
+ * @param {ReadonlyVec3} a The vec3 point to rotate
+ * @param {ReadonlyVec3} b The origin of the rotation
+ * @param {Number} rad The angle of rotation in radians
+ * @returns {vec3} out
+ */
+
+ function rotateX$2(out, a, b, rad) {
+ 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(rad) - p[2] * Math.sin(rad);
+ r[2] = p[1] * Math.sin(rad) + p[2] * Math.cos(rad); //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 {ReadonlyVec3} a The vec3 point to rotate
+ * @param {ReadonlyVec3} b The origin of the rotation
+ * @param {Number} rad The angle of rotation in radians
+ * @returns {vec3} out
+ */
+
+ function rotateY$2(out, a, b, rad) {
+ 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(rad) + p[0] * Math.cos(rad);
+ r[1] = p[1];
+ r[2] = p[2] * Math.cos(rad) - p[0] * Math.sin(rad); //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 {ReadonlyVec3} a The vec3 point to rotate
+ * @param {ReadonlyVec3} b The origin of the rotation
+ * @param {Number} rad The angle of rotation in radians
+ * @returns {vec3} out
+ */
+
+ function rotateZ$2(out, a, b, rad) {
+ 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(rad) - p[1] * Math.sin(rad);
+ r[1] = p[0] * Math.sin(rad) + p[1] * Math.cos(rad);
+ 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;
+ }
+ /**
+ * Get the angle between two 3D vectors
+ * @param {ReadonlyVec3} a The first operand
+ * @param {ReadonlyVec3} b The second operand
+ * @returns {Number} The angle in radians
+ */
+
+ function angle$1(a, b) {
+ var ax = a[0],
+ ay = a[1],
+ az = a[2],
+ bx = b[0],
+ by = b[1],
+ bz = b[2],
+ mag = Math.sqrt((ax * ax + ay * ay + az * az) * (bx * bx + by * by + bz * bz)),
+ cosine = mag && dot$4(a, b) / mag;
+ return Math.acos(Math.min(Math.max(cosine, -1), 1));
+ }
+ /**
+ * Set the components of a vec3 to zero
+ *
+ * @param {vec3} out the receiving vector
+ * @returns {vec3} out
+ */
+
+ function zero$2(out) {
+ out[0] = 0.0;
+ out[1] = 0.0;
+ out[2] = 0.0;
+ return out;
+ }
+ /**
+ * Returns a string representation of a vector
+ *
+ * @param {ReadonlyVec3} a vector to represent as a string
+ * @returns {String} string representation of the vector
+ */
+
+ function str$4(a) {
+ return "vec3(" + a[0] + ", " + a[1] + ", " + a[2] + ")";
+ }
+ /**
+ * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)
+ *
+ * @param {ReadonlyVec3} a The first vector.
+ * @param {ReadonlyVec3} b The second vector.
+ * @returns {Boolean} True if the vectors are equal, false otherwise.
+ */
+
+ function exactEquals$4(a, b) {
+ return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];
+ }
+ /**
+ * Returns whether or not the vectors have approximately the same elements in the same position.
+ *
+ * @param {ReadonlyVec3} a The first vector.
+ * @param {ReadonlyVec3} b The second vector.
+ * @returns {Boolean} True if the vectors are equal, false otherwise.
+ */
+
+ function equals$4(a, b) {
+ var a0 = a[0],
+ a1 = a[1],
+ a2 = a[2];
+ var b0 = b[0],
+ b1 = b[1],
+ b2 = b[2];
+ return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2));
+ }
+ /**
+ * Alias for {@link vec3.subtract}
+ * @function
+ */
+
+ var sub$2 = subtract$2;
+ /**
+ * Alias for {@link vec3.multiply}
+ * @function
+ */
+
+ var mul$4 = multiply$4;
+ /**
+ * Alias for {@link vec3.divide}
+ * @function
+ */
+
+ var div$2 = divide$2;
+ /**
+ * Alias for {@link vec3.distance}
+ * @function
+ */
+
+ var dist$2 = distance$2;
+ /**
+ * Alias for {@link vec3.squaredDistance}
+ * @function
+ */
+
+ var sqrDist$2 = squaredDistance$2;
+ /**
+ * Alias for {@link vec3.length}
+ * @function
+ */
+
+ var len$4 = length$4;
+ /**
+ * Alias for {@link vec3.squaredLength}
+ * @function
+ */
+
+ var sqrLen$4 = squaredLength$4;
+ /**
+ * 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
+ */
+
+ var forEach$2 = function () {
+ var vec = create$4();
+ 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;
+ };
+ }();
+
+ var vec3 = /*#__PURE__*/Object.freeze({
+ __proto__: null,
+ create: create$4,
+ clone: clone$4,
+ length: length$4,
+ fromValues: fromValues$4,
+ copy: copy$4,
+ set: set$4,
+ add: add$4,
+ subtract: subtract$2,
+ multiply: multiply$4,
+ divide: divide$2,
+ ceil: ceil$2,
+ floor: floor$2,
+ min: min$2,
+ max: max$2,
+ round: round$2,
+ scale: scale$4,
+ scaleAndAdd: scaleAndAdd$2,
+ distance: distance$2,
+ squaredDistance: squaredDistance$2,
+ squaredLength: squaredLength$4,
+ negate: negate$2,
+ inverse: inverse$2,
+ normalize: normalize$4,
+ dot: dot$4,
+ cross: cross$2,
+ lerp: lerp$4,
+ slerp: slerp$1,
+ hermite: hermite,
+ bezier: bezier,
+ random: random$3,
+ transformMat4: transformMat4$2,
+ transformMat3: transformMat3$1,
+ transformQuat: transformQuat$1,
+ rotateX: rotateX$2,
+ rotateY: rotateY$2,
+ rotateZ: rotateZ$2,
+ angle: angle$1,
+ zero: zero$2,
+ str: str$4,
+ exactEquals: exactEquals$4,
+ equals: equals$4,
+ sub: sub$2,
+ mul: mul$4,
+ div: div$2,
+ dist: dist$2,
+ sqrDist: sqrDist$2,
+ len: len$4,
+ sqrLen: sqrLen$4,
+ forEach: forEach$2
+ });
+
+ /**
+ * 4 Dimensional Vector
+ * @module vec4
+ */
+
+ /**
+ * Creates a new, empty vec4
+ *
+ * @returns {vec4} a new 4D vector
+ */
+
+ function create$3() {
+ var out = new ARRAY_TYPE(4);
+
+ if (ARRAY_TYPE != Float32Array) {
+ 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 {ReadonlyVec4} a vector to clone
+ * @returns {vec4} a new 4D vector
+ */
+
+ function clone$3(a) {
+ var out = new 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
+ */
+
+ function fromValues$3(x, y, z, w) {
+ var out = new 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 {ReadonlyVec4} a the source vector
+ * @returns {vec4} out
+ */
+
+ function copy$3(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
+ */
+
+ function set$3(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 {ReadonlyVec4} a the first operand
+ * @param {ReadonlyVec4} b the second operand
+ * @returns {vec4} out
+ */
+
+ function add$3(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 {ReadonlyVec4} a the first operand
+ * @param {ReadonlyVec4} b the second operand
+ * @returns {vec4} out
+ */
+
+ function subtract$1(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;
+ }
+ /**
+ * Multiplies two vec4's
+ *
+ * @param {vec4} out the receiving vector
+ * @param {ReadonlyVec4} a the first operand
+ * @param {ReadonlyVec4} b the second operand
+ * @returns {vec4} out
+ */
+
+ function multiply$3(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;
+ }
+ /**
+ * Divides two vec4's
+ *
+ * @param {vec4} out the receiving vector
+ * @param {ReadonlyVec4} a the first operand
+ * @param {ReadonlyVec4} b the second operand
+ * @returns {vec4} out
+ */
+
+ function divide$1(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;
+ }
+ /**
+ * Math.ceil the components of a vec4
+ *
+ * @param {vec4} out the receiving vector
+ * @param {ReadonlyVec4} a vector to ceil
+ * @returns {vec4} out
+ */
+
+ function ceil$1(out, a) {
+ out[0] = Math.ceil(a[0]);
+ out[1] = Math.ceil(a[1]);
+ out[2] = Math.ceil(a[2]);
+ out[3] = Math.ceil(a[3]);
+ return out;
+ }
+ /**
+ * Math.floor the components of a vec4
+ *
+ * @param {vec4} out the receiving vector
+ * @param {ReadonlyVec4} a vector to floor
+ * @returns {vec4} out
+ */
+
+ function floor$1(out, a) {
+ out[0] = Math.floor(a[0]);
+ out[1] = Math.floor(a[1]);
+ out[2] = Math.floor(a[2]);
+ out[3] = Math.floor(a[3]);
+ return out;
+ }
+ /**
+ * Returns the minimum of two vec4's
+ *
+ * @param {vec4} out the receiving vector
+ * @param {ReadonlyVec4} a the first operand
+ * @param {ReadonlyVec4} b the second operand
+ * @returns {vec4} out
+ */
+
+ function min$1(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 {ReadonlyVec4} a the first operand
+ * @param {ReadonlyVec4} b the second operand
+ * @returns {vec4} out
+ */
+
+ function max$1(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;
+ }
+ /**
+ * Math.round the components of a vec4
+ *
+ * @param {vec4} out the receiving vector
+ * @param {ReadonlyVec4} a vector to round
+ * @returns {vec4} out
+ */
+
+ function round$1(out, a) {
+ out[0] = Math.round(a[0]);
+ out[1] = Math.round(a[1]);
+ out[2] = Math.round(a[2]);
+ out[3] = Math.round(a[3]);
+ return out;
+ }
+ /**
+ * Scales a vec4 by a scalar number
+ *
+ * @param {vec4} out the receiving vector
+ * @param {ReadonlyVec4} a the vector to scale
+ * @param {Number} b amount to scale the vector by
+ * @returns {vec4} out
+ */
+
+ function scale$3(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 {ReadonlyVec4} a the first operand
+ * @param {ReadonlyVec4} b the second operand
+ * @param {Number} scale the amount to scale b by before adding
+ * @returns {vec4} out
+ */
+
+ function scaleAndAdd$1(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 {ReadonlyVec4} a the first operand
+ * @param {ReadonlyVec4} b the second operand
+ * @returns {Number} distance between a and b
+ */
+
+ function distance$1(a, b) {
+ var x = b[0] - a[0];
+ var y = b[1] - a[1];
+ var z = b[2] - a[2];
+ var w = b[3] - a[3];
+ return Math.hypot(x, y, z, w);
+ }
+ /**
+ * Calculates the squared euclidian distance between two vec4's
+ *
+ * @param {ReadonlyVec4} a the first operand
+ * @param {ReadonlyVec4} b the second operand
+ * @returns {Number} squared distance between a and b
+ */
+
+ function squaredDistance$1(a, b) {
+ var x = b[0] - a[0];
+ var y = b[1] - a[1];
+ var z = b[2] - a[2];
+ var w = b[3] - a[3];
+ return x * x + y * y + z * z + w * w;
+ }
+ /**
+ * Calculates the length of a vec4
+ *
+ * @param {ReadonlyVec4} a vector to calculate length of
+ * @returns {Number} length of a
+ */
+
+ function length$3(a) {
+ var x = a[0];
+ var y = a[1];
+ var z = a[2];
+ var w = a[3];
+ return Math.hypot(x, y, z, w);
+ }
+ /**
+ * Calculates the squared length of a vec4
+ *
+ * @param {ReadonlyVec4} a vector to calculate squared length of
+ * @returns {Number} squared length of a
+ */
+
+ function squaredLength$3(a) {
+ var x = a[0];
+ var y = a[1];
+ var z = a[2];
+ var w = a[3];
+ return x * x + y * y + z * z + w * w;
+ }
+ /**
+ * Negates the components of a vec4
+ *
+ * @param {vec4} out the receiving vector
+ * @param {ReadonlyVec4} a vector to negate
+ * @returns {vec4} out
+ */
+
+ function negate$1(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 {ReadonlyVec4} a vector to invert
+ * @returns {vec4} out
+ */
+
+ function inverse$1(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 {ReadonlyVec4} a vector to normalize
+ * @returns {vec4} out
+ */
+
+ function normalize$3(out, a) {
+ var x = a[0];
+ var y = a[1];
+ var z = a[2];
+ var 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 {ReadonlyVec4} a the first operand
+ * @param {ReadonlyVec4} b the second operand
+ * @returns {Number} dot product of a and b
+ */
+
+ function dot$3(a, b) {
+ return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
+ }
+ /**
+ * Returns the cross-product of three vectors in a 4-dimensional space
+ *
+ * @param {ReadonlyVec4} result the receiving vector
+ * @param {ReadonlyVec4} U the first vector
+ * @param {ReadonlyVec4} V the second vector
+ * @param {ReadonlyVec4} W the third vector
+ * @returns {vec4} result
+ */
+
+ function cross$1(out, u, v, w) {
+ var A = v[0] * w[1] - v[1] * w[0],
+ B = v[0] * w[2] - v[2] * w[0],
+ C = v[0] * w[3] - v[3] * w[0],
+ D = v[1] * w[2] - v[2] * w[1],
+ E = v[1] * w[3] - v[3] * w[1],
+ F = v[2] * w[3] - v[3] * w[2];
+ var G = u[0];
+ var H = u[1];
+ var I = u[2];
+ var J = u[3];
+ out[0] = H * F - I * E + J * D;
+ out[1] = -(G * F) + I * C - J * B;
+ out[2] = G * E - H * C + J * A;
+ out[3] = -(G * D) + H * B - I * A;
+ return out;
+ }
+ /**
+ * Performs a linear interpolation between two vec4's
+ *
+ * @param {vec4} out the receiving vector
+ * @param {ReadonlyVec4} a the first operand
+ * @param {ReadonlyVec4} b the second operand
+ * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
+ * @returns {vec4} out
+ */
+
+ function lerp$3(out, a, b, t) {
+ var ax = a[0];
+ var ay = a[1];
+ var az = a[2];
+ var 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 omitted, a unit vector will be returned
+ * @returns {vec4} out
+ */
+
+ function random$2(out, scale) {
+ scale = scale === undefined ? 1.0 : scale; // Marsaglia, George. Choosing a Point from the Surface of a
+ // Sphere. Ann. Math. Statist. 43 (1972), no. 2, 645--646.
+ // http://projecteuclid.org/euclid.aoms/1177692644;
+
+ var v1, v2, v3, v4;
+ var s1, s2;
+
+ do {
+ v1 = RANDOM() * 2 - 1;
+ v2 = RANDOM() * 2 - 1;
+ s1 = v1 * v1 + v2 * v2;
+ } while (s1 >= 1);
+
+ do {
+ v3 = RANDOM() * 2 - 1;
+ v4 = RANDOM() * 2 - 1;
+ s2 = v3 * v3 + v4 * v4;
+ } while (s2 >= 1);
+
+ var d = Math.sqrt((1 - s1) / s2);
+ out[0] = scale * v1;
+ out[1] = scale * v2;
+ out[2] = scale * v3 * d;
+ out[3] = scale * v4 * d;
+ return out;
+ }
+ /**
+ * Transforms the vec4 with a mat4.
+ *
+ * @param {vec4} out the receiving vector
+ * @param {ReadonlyVec4} a the vector to transform
+ * @param {ReadonlyMat4} m matrix to transform with
+ * @returns {vec4} out
+ */
+
+ function transformMat4$1(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 {ReadonlyVec4} a the vector to transform
+ * @param {ReadonlyQuat} q quaternion to transform with
+ * @returns {vec4} out
+ */
+
+ function transformQuat(out, a, q) {
+ var x = a[0],
+ y = a[1],
+ z = a[2];
+ var qx = q[0],
+ qy = q[1],
+ qz = q[2],
+ qw = q[3]; // calculate quat * vec
+
+ var ix = qw * x + qy * z - qz * y;
+ var iy = qw * y + qz * x - qx * z;
+ var iz = qw * z + qx * y - qy * x;
+ var 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;
+ }
+ /**
+ * Set the components of a vec4 to zero
+ *
+ * @param {vec4} out the receiving vector
+ * @returns {vec4} out
+ */
+
+ function zero$1(out) {
+ out[0] = 0.0;
+ out[1] = 0.0;
+ out[2] = 0.0;
+ out[3] = 0.0;
+ return out;
+ }
+ /**
+ * Returns a string representation of a vector
+ *
+ * @param {ReadonlyVec4} a vector to represent as a string
+ * @returns {String} string representation of the vector
+ */
+
+ function str$3(a) {
+ return "vec4(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ")";
+ }
+ /**
+ * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)
+ *
+ * @param {ReadonlyVec4} a The first vector.
+ * @param {ReadonlyVec4} b The second vector.
+ * @returns {Boolean} True if the vectors are equal, false otherwise.
+ */
+
+ function exactEquals$3(a, b) {
+ return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];
+ }
+ /**
+ * Returns whether or not the vectors have approximately the same elements in the same position.
+ *
+ * @param {ReadonlyVec4} a The first vector.
+ * @param {ReadonlyVec4} b The second vector.
+ * @returns {Boolean} True if the vectors are equal, false otherwise.
+ */
+
+ function equals$3(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];
+ return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3));
+ }
+ /**
+ * Alias for {@link vec4.subtract}
+ * @function
+ */
+
+ var sub$1 = subtract$1;
+ /**
+ * Alias for {@link vec4.multiply}
+ * @function
+ */
+
+ var mul$3 = multiply$3;
+ /**
+ * Alias for {@link vec4.divide}
+ * @function
+ */
+
+ var div$1 = divide$1;
+ /**
+ * Alias for {@link vec4.distance}
+ * @function
+ */
+
+ var dist$1 = distance$1;
+ /**
+ * Alias for {@link vec4.squaredDistance}
+ * @function
+ */
+
+ var sqrDist$1 = squaredDistance$1;
+ /**
+ * Alias for {@link vec4.length}
+ * @function
+ */
+
+ var len$3 = length$3;
+ /**
+ * Alias for {@link vec4.squaredLength}
+ * @function
+ */
+
+ var sqrLen$3 = squaredLength$3;
+ /**
+ * 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
+ */
+
+ var forEach$1 = function () {
+ var vec = create$3();
+ 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;
+ };
+ }();
+
+ var vec4 = /*#__PURE__*/Object.freeze({
+ __proto__: null,
+ create: create$3,
+ clone: clone$3,
+ fromValues: fromValues$3,
+ copy: copy$3,
+ set: set$3,
+ add: add$3,
+ subtract: subtract$1,
+ multiply: multiply$3,
+ divide: divide$1,
+ ceil: ceil$1,
+ floor: floor$1,
+ min: min$1,
+ max: max$1,
+ round: round$1,
+ scale: scale$3,
+ scaleAndAdd: scaleAndAdd$1,
+ distance: distance$1,
+ squaredDistance: squaredDistance$1,
+ length: length$3,
+ squaredLength: squaredLength$3,
+ negate: negate$1,
+ inverse: inverse$1,
+ normalize: normalize$3,
+ dot: dot$3,
+ cross: cross$1,
+ lerp: lerp$3,
+ random: random$2,
+ transformMat4: transformMat4$1,
+ transformQuat: transformQuat,
+ zero: zero$1,
+ str: str$3,
+ exactEquals: exactEquals$3,
+ equals: equals$3,
+ sub: sub$1,
+ mul: mul$3,
+ div: div$1,
+ dist: dist$1,
+ sqrDist: sqrDist$1,
+ len: len$3,
+ sqrLen: sqrLen$3,
+ forEach: forEach$1
+ });
+
+ /**
+ * Quaternion in the format XYZW
+ * @module quat
+ */
+
+ /**
+ * Creates a new identity quat
+ *
+ * @returns {quat} a new quaternion
+ */
+
+ function create$2() {
+ var out = new ARRAY_TYPE(4);
+
+ if (ARRAY_TYPE != Float32Array) {
+ out[0] = 0;
+ out[1] = 0;
+ out[2] = 0;
+ }
+
+ out[3] = 1;
+ return out;
+ }
+ /**
+ * Set a quat to the identity quaternion
+ *
+ * @param {quat} out the receiving quaternion
+ * @returns {quat} out
+ */
+
+ function identity$1(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 {ReadonlyVec3} axis the axis around which to rotate
+ * @param {Number} rad the angle in radians
+ * @returns {quat} out
+ **/
+
+ function setAxisAngle(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;
+ }
+ /**
+ * Gets the rotation axis and angle for a given
+ * quaternion. If a quaternion is created with
+ * setAxisAngle, this method will return the same
+ * values as providied in the original parameter list
+ * OR functionally equivalent values.
+ * Example: The quaternion formed by axis [0, 0, 1] and
+ * angle -90 is the same as the quaternion formed by
+ * [0, 0, 1] and 270. This method favors the latter.
+ * @param {vec3} out_axis Vector receiving the axis of rotation
+ * @param {ReadonlyQuat} q Quaternion to be decomposed
+ * @return {Number} Angle, in radians, of the rotation
+ */
+
+ function getAxisAngle(out_axis, q) {
+ var rad = Math.acos(q[3]) * 2.0;
+ var s = Math.sin(rad / 2.0);
+
+ if (s > EPSILON) {
+ out_axis[0] = q[0] / s;
+ out_axis[1] = q[1] / s;
+ out_axis[2] = q[2] / s;
+ } else {
+ // If s is zero, return any axis (no rotation - axis does not matter)
+ out_axis[0] = 1;
+ out_axis[1] = 0;
+ out_axis[2] = 0;
+ }
+
+ return rad;
+ }
+ /**
+ * Gets the angular distance between two unit quaternions
+ *
+ * @param {ReadonlyQuat} a Origin unit quaternion
+ * @param {ReadonlyQuat} b Destination unit quaternion
+ * @return {Number} Angle, in radians, between the two quaternions
+ */
+
+ function getAngle(a, b) {
+ var dotproduct = dot$2(a, b);
+ return Math.acos(2 * dotproduct * dotproduct - 1);
+ }
+ /**
+ * Multiplies two quat's
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {ReadonlyQuat} a the first operand
+ * @param {ReadonlyQuat} b the second operand
+ * @returns {quat} out
+ */
+
+ function multiply$2(out, a, b) {
+ var ax = a[0],
+ ay = a[1],
+ az = a[2],
+ aw = a[3];
+ var 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;
+ }
+ /**
+ * Rotates a quaternion by the given angle about the X axis
+ *
+ * @param {quat} out quat receiving operation result
+ * @param {ReadonlyQuat} a quat to rotate
+ * @param {number} rad angle (in radians) to rotate
+ * @returns {quat} out
+ */
+
+ function rotateX$1(out, a, rad) {
+ rad *= 0.5;
+ var ax = a[0],
+ ay = a[1],
+ az = a[2],
+ aw = a[3];
+ var 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 {ReadonlyQuat} a quat to rotate
+ * @param {number} rad angle (in radians) to rotate
+ * @returns {quat} out
+ */
+
+ function rotateY$1(out, a, rad) {
+ rad *= 0.5;
+ var ax = a[0],
+ ay = a[1],
+ az = a[2],
+ aw = a[3];
+ var 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 {ReadonlyQuat} a quat to rotate
+ * @param {number} rad angle (in radians) to rotate
+ * @returns {quat} out
+ */
+
+ function rotateZ$1(out, a, rad) {
+ rad *= 0.5;
+ var ax = a[0],
+ ay = a[1],
+ az = a[2],
+ aw = a[3];
+ var 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 {ReadonlyQuat} a quat to calculate W component of
+ * @returns {quat} out
+ */
+
+ function calculateW(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;
+ }
+ /**
+ * Calculate the exponential of a unit quaternion.
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {ReadonlyQuat} a quat to calculate the exponential of
+ * @returns {quat} out
+ */
+
+ function exp(out, a) {
+ var x = a[0],
+ y = a[1],
+ z = a[2],
+ w = a[3];
+ var r = Math.sqrt(x * x + y * y + z * z);
+ var et = Math.exp(w);
+ var s = r > 0 ? et * Math.sin(r) / r : 0;
+ out[0] = x * s;
+ out[1] = y * s;
+ out[2] = z * s;
+ out[3] = et * Math.cos(r);
+ return out;
+ }
+ /**
+ * Calculate the natural logarithm of a unit quaternion.
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {ReadonlyQuat} a quat to calculate the exponential of
+ * @returns {quat} out
+ */
+
+ function ln(out, a) {
+ var x = a[0],
+ y = a[1],
+ z = a[2],
+ w = a[3];
+ var r = Math.sqrt(x * x + y * y + z * z);
+ var t = r > 0 ? Math.atan2(r, w) / r : 0;
+ out[0] = x * t;
+ out[1] = y * t;
+ out[2] = z * t;
+ out[3] = 0.5 * Math.log(x * x + y * y + z * z + w * w);
+ return out;
+ }
+ /**
+ * Calculate the scalar power of a unit quaternion.
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {ReadonlyQuat} a quat to calculate the exponential of
+ * @param {Number} b amount to scale the quaternion by
+ * @returns {quat} out
+ */
+
+ function pow(out, a, b) {
+ ln(out, a);
+ scale$2(out, out, b);
+ exp(out, out);
+ return out;
+ }
+ /**
+ * Performs a spherical linear interpolation between two quat
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {ReadonlyQuat} a the first operand
+ * @param {ReadonlyQuat} b the second operand
+ * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
+ * @returns {quat} out
+ */
+
+ function slerp(out, a, b, t) {
+ // benchmarks:
+ // http://jsperf.com/quaternion-slerp-implementations
+ var ax = a[0],
+ ay = a[1],
+ az = a[2],
+ aw = a[3];
+ var 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 > EPSILON) {
+ // 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;
+ }
+ /**
+ * Generates a random unit quaternion
+ *
+ * @param {quat} out the receiving quaternion
+ * @returns {quat} out
+ */
+
+ function random$1(out) {
+ // Implementation of http://planning.cs.uiuc.edu/node198.html
+ // TODO: Calling random 3 times is probably not the fastest solution
+ var u1 = RANDOM();
+ var u2 = RANDOM();
+ var u3 = RANDOM();
+ var sqrt1MinusU1 = Math.sqrt(1 - u1);
+ var sqrtU1 = Math.sqrt(u1);
+ out[0] = sqrt1MinusU1 * Math.sin(2.0 * Math.PI * u2);
+ out[1] = sqrt1MinusU1 * Math.cos(2.0 * Math.PI * u2);
+ out[2] = sqrtU1 * Math.sin(2.0 * Math.PI * u3);
+ out[3] = sqrtU1 * Math.cos(2.0 * Math.PI * u3);
+ return out;
+ }
+ /**
+ * Calculates the inverse of a quat
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {ReadonlyQuat} a quat to calculate inverse of
+ * @returns {quat} out
+ */
+
+ function invert$1(out, a) {
+ var a0 = a[0],
+ a1 = a[1],
+ a2 = a[2],
+ a3 = a[3];
+ var dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;
+ var 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 {ReadonlyQuat} a quat to calculate conjugate of
+ * @returns {quat} out
+ */
+
+ function conjugate$1(out, a) {
+ out[0] = -a[0];
+ out[1] = -a[1];
+ out[2] = -a[2];
+ out[3] = a[3];
+ return out;
+ }
+ /**
+ * 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 {ReadonlyMat3} m rotation matrix
+ * @returns {quat} out
+ * @function
+ */
+
+ function fromMat3(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;
+ }
+ /**
+ * Creates a quaternion from the given euler angle x, y, z using the provided intrinsic order for the conversion.
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {x} x Angle to rotate around X axis in degrees.
+ * @param {y} y Angle to rotate around Y axis in degrees.
+ * @param {z} z Angle to rotate around Z axis in degrees.
+ * @param {'zyx'|'xyz'|'yxz'|'yzx'|'zxy'|'zyx'} order Intrinsic order for conversion, default is zyx.
+ * @returns {quat} out
+ * @function
+ */
+
+ function fromEuler(out, x, y, z) {
+ var order = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : ANGLE_ORDER;
+ var halfToRad = Math.PI / 360;
+ x *= halfToRad;
+ z *= halfToRad;
+ y *= halfToRad;
+ var sx = Math.sin(x);
+ var cx = Math.cos(x);
+ var sy = Math.sin(y);
+ var cy = Math.cos(y);
+ var sz = Math.sin(z);
+ var cz = Math.cos(z);
+
+ switch (order) {
+ case "xyz":
+ out[0] = sx * cy * cz + cx * sy * sz;
+ out[1] = cx * sy * cz - sx * cy * sz;
+ out[2] = cx * cy * sz + sx * sy * cz;
+ out[3] = cx * cy * cz - sx * sy * sz;
+ break;
+
+ case "xzy":
+ out[0] = sx * cy * cz - cx * sy * sz;
+ out[1] = cx * sy * cz - sx * cy * sz;
+ out[2] = cx * cy * sz + sx * sy * cz;
+ out[3] = cx * cy * cz + sx * sy * sz;
+ break;
+
+ case "yxz":
+ out[0] = sx * cy * cz + cx * sy * sz;
+ out[1] = cx * sy * cz - sx * cy * sz;
+ out[2] = cx * cy * sz - sx * sy * cz;
+ out[3] = cx * cy * cz + sx * sy * sz;
+ break;
+
+ case "yzx":
+ out[0] = sx * cy * cz + cx * sy * sz;
+ out[1] = cx * sy * cz + sx * cy * sz;
+ out[2] = cx * cy * sz - sx * sy * cz;
+ out[3] = cx * cy * cz - sx * sy * sz;
+ break;
+
+ case "zxy":
+ out[0] = sx * cy * cz - cx * sy * sz;
+ out[1] = cx * sy * cz + sx * cy * sz;
+ out[2] = cx * cy * sz + sx * sy * cz;
+ out[3] = cx * cy * cz - sx * sy * sz;
+ break;
+
+ case "zyx":
+ out[0] = sx * cy * cz - cx * sy * sz;
+ out[1] = cx * sy * cz + sx * cy * sz;
+ out[2] = cx * cy * sz - sx * sy * cz;
+ out[3] = cx * cy * cz + sx * sy * sz;
+ break;
+
+ default:
+ throw new Error('Unknown angle order ' + order);
+ }
+
+ return out;
+ }
+ /**
+ * Returns a string representation of a quaternion
+ *
+ * @param {ReadonlyQuat} a vector to represent as a string
+ * @returns {String} string representation of the vector
+ */
+
+ function str$2(a) {
+ return "quat(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ")";
+ }
+ /**
+ * Creates a new quat initialized with values from an existing quaternion
+ *
+ * @param {ReadonlyQuat} a quaternion to clone
+ * @returns {quat} a new quaternion
+ * @function
+ */
+
+ var clone$2 = clone$3;
+ /**
+ * 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
+ */
+
+ var fromValues$2 = fromValues$3;
+ /**
+ * Copy the values from one quat to another
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {ReadonlyQuat} a the source quaternion
+ * @returns {quat} out
+ * @function
+ */
+
+ var copy$2 = copy$3;
+ /**
+ * 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
+ */
+
+ var set$2 = set$3;
+ /**
+ * Adds two quat's
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {ReadonlyQuat} a the first operand
+ * @param {ReadonlyQuat} b the second operand
+ * @returns {quat} out
+ * @function
+ */
+
+ var add$2 = add$3;
+ /**
+ * Alias for {@link quat.multiply}
+ * @function
+ */
+
+ var mul$2 = multiply$2;
+ /**
+ * Scales a quat by a scalar number
+ *
+ * @param {quat} out the receiving vector
+ * @param {ReadonlyQuat} a the vector to scale
+ * @param {Number} b amount to scale the vector by
+ * @returns {quat} out
+ * @function
+ */
+
+ var scale$2 = scale$3;
+ /**
+ * Calculates the dot product of two quat's
+ *
+ * @param {ReadonlyQuat} a the first operand
+ * @param {ReadonlyQuat} b the second operand
+ * @returns {Number} dot product of a and b
+ * @function
+ */
+
+ var dot$2 = dot$3;
+ /**
+ * Performs a linear interpolation between two quat's
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {ReadonlyQuat} a the first operand
+ * @param {ReadonlyQuat} b the second operand
+ * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
+ * @returns {quat} out
+ * @function
+ */
+
+ var lerp$2 = lerp$3;
+ /**
+ * Calculates the length of a quat
+ *
+ * @param {ReadonlyQuat} a vector to calculate length of
+ * @returns {Number} length of a
+ */
+
+ var length$2 = length$3;
+ /**
+ * Alias for {@link quat.length}
+ * @function
+ */
+
+ var len$2 = length$2;
+ /**
+ * Calculates the squared length of a quat
+ *
+ * @param {ReadonlyQuat} a vector to calculate squared length of
+ * @returns {Number} squared length of a
+ * @function
+ */
+
+ var squaredLength$2 = squaredLength$3;
+ /**
+ * Alias for {@link quat.squaredLength}
+ * @function
+ */
+
+ var sqrLen$2 = squaredLength$2;
+ /**
+ * Normalize a quat
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {ReadonlyQuat} a quaternion to normalize
+ * @returns {quat} out
+ * @function
+ */
+
+ var normalize$2 = normalize$3;
+ /**
+ * Returns whether or not the quaternions have exactly the same elements in the same position (when compared with ===)
+ *
+ * @param {ReadonlyQuat} a The first quaternion.
+ * @param {ReadonlyQuat} b The second quaternion.
+ * @returns {Boolean} True if the vectors are equal, false otherwise.
+ */
+
+ var exactEquals$2 = exactEquals$3;
+ /**
+ * Returns whether or not the quaternions point approximately to the same direction.
+ *
+ * Both quaternions are assumed to be unit length.
+ *
+ * @param {ReadonlyQuat} a The first unit quaternion.
+ * @param {ReadonlyQuat} b The second unit quaternion.
+ * @returns {Boolean} True if the quaternions are equal, false otherwise.
+ */
+
+ function equals$2(a, b) {
+ return Math.abs(dot$3(a, b)) >= 1 - EPSILON;
+ }
+ /**
+ * 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 {ReadonlyVec3} a the initial vector
+ * @param {ReadonlyVec3} b the destination vector
+ * @returns {quat} out
+ */
+
+ var rotationTo = function () {
+ var tmpvec3 = create$4();
+ var xUnitVec3 = fromValues$4(1, 0, 0);
+ var yUnitVec3 = fromValues$4(0, 1, 0);
+ return function (out, a, b) {
+ var dot = dot$4(a, b);
+
+ if (dot < -0.999999) {
+ cross$2(tmpvec3, xUnitVec3, a);
+ if (len$4(tmpvec3) < 0.000001) cross$2(tmpvec3, yUnitVec3, a);
+ normalize$4(tmpvec3, tmpvec3);
+ 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 {
+ cross$2(tmpvec3, a, b);
+ out[0] = tmpvec3[0];
+ out[1] = tmpvec3[1];
+ out[2] = tmpvec3[2];
+ out[3] = 1 + dot;
+ return normalize$2(out, out);
+ }
+ };
+ }();
+ /**
+ * Performs a spherical linear interpolation with two control points
+ *
+ * @param {quat} out the receiving quaternion
+ * @param {ReadonlyQuat} a the first operand
+ * @param {ReadonlyQuat} b the second operand
+ * @param {ReadonlyQuat} c the third operand
+ * @param {ReadonlyQuat} d the fourth operand
+ * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
+ * @returns {quat} out
+ */
+
+ var sqlerp = function () {
+ var temp1 = create$2();
+ var temp2 = create$2();
+ return function (out, a, b, c, d, t) {
+ slerp(temp1, a, d, t);
+ slerp(temp2, b, c, t);
+ slerp(out, temp1, temp2, 2 * t * (1 - t));
+ return 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 {ReadonlyVec3} view the vector representing the viewing direction
+ * @param {ReadonlyVec3} right the vector representing the local "right" direction
+ * @param {ReadonlyVec3} up the vector representing the local "up" direction
+ * @returns {quat} out
+ */
+
+ var setAxes = function () {
+ var matr = create$6();
+ 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 normalize$2(out, fromMat3(out, matr));
+ };
+ }();
+
+ var quat = /*#__PURE__*/Object.freeze({
+ __proto__: null,
+ create: create$2,
+ identity: identity$1,
+ setAxisAngle: setAxisAngle,
+ getAxisAngle: getAxisAngle,
+ getAngle: getAngle,
+ multiply: multiply$2,
+ rotateX: rotateX$1,
+ rotateY: rotateY$1,
+ rotateZ: rotateZ$1,
+ calculateW: calculateW,
+ exp: exp,
+ ln: ln,
+ pow: pow,
+ slerp: slerp,
+ random: random$1,
+ invert: invert$1,
+ conjugate: conjugate$1,
+ fromMat3: fromMat3,
+ fromEuler: fromEuler,
+ str: str$2,
+ clone: clone$2,
+ fromValues: fromValues$2,
+ copy: copy$2,
+ set: set$2,
+ add: add$2,
+ mul: mul$2,
+ scale: scale$2,
+ dot: dot$2,
+ lerp: lerp$2,
+ length: length$2,
+ len: len$2,
+ squaredLength: squaredLength$2,
+ sqrLen: sqrLen$2,
+ normalize: normalize$2,
+ exactEquals: exactEquals$2,
+ equals: equals$2,
+ rotationTo: rotationTo,
+ sqlerp: sqlerp,
+ setAxes: setAxes
+ });
+
+ /**
+ * Dual Quaternion
+ * Format: [real, dual]
+ * Quaternion format: XYZW
+ * Make sure to have normalized dual quaternions, otherwise the functions may not work as intended.
+ * @module quat2
+ */
+
+ /**
+ * Creates a new identity dual quat
+ *
+ * @returns {quat2} a new dual quaternion [real -> rotation, dual -> translation]
+ */
+
+ function create$1() {
+ var dq = new ARRAY_TYPE(8);
+
+ if (ARRAY_TYPE != Float32Array) {
+ dq[0] = 0;
+ dq[1] = 0;
+ dq[2] = 0;
+ dq[4] = 0;
+ dq[5] = 0;
+ dq[6] = 0;
+ dq[7] = 0;
+ }
+
+ dq[3] = 1;
+ return dq;
+ }
+ /**
+ * Creates a new quat initialized with values from an existing quaternion
+ *
+ * @param {ReadonlyQuat2} a dual quaternion to clone
+ * @returns {quat2} new dual quaternion
+ * @function
+ */
+
+ function clone$1(a) {
+ var dq = new ARRAY_TYPE(8);
+ dq[0] = a[0];
+ dq[1] = a[1];
+ dq[2] = a[2];
+ dq[3] = a[3];
+ dq[4] = a[4];
+ dq[5] = a[5];
+ dq[6] = a[6];
+ dq[7] = a[7];
+ return dq;
+ }
+ /**
+ * Creates a new dual quat initialized with the given values
+ *
+ * @param {Number} x1 X component
+ * @param {Number} y1 Y component
+ * @param {Number} z1 Z component
+ * @param {Number} w1 W component
+ * @param {Number} x2 X component
+ * @param {Number} y2 Y component
+ * @param {Number} z2 Z component
+ * @param {Number} w2 W component
+ * @returns {quat2} new dual quaternion
+ * @function
+ */
+
+ function fromValues$1(x1, y1, z1, w1, x2, y2, z2, w2) {
+ var dq = new ARRAY_TYPE(8);
+ dq[0] = x1;
+ dq[1] = y1;
+ dq[2] = z1;
+ dq[3] = w1;
+ dq[4] = x2;
+ dq[5] = y2;
+ dq[6] = z2;
+ dq[7] = w2;
+ return dq;
+ }
+ /**
+ * Creates a new dual quat from the given values (quat and translation)
+ *
+ * @param {Number} x1 X component
+ * @param {Number} y1 Y component
+ * @param {Number} z1 Z component
+ * @param {Number} w1 W component
+ * @param {Number} x2 X component (translation)
+ * @param {Number} y2 Y component (translation)
+ * @param {Number} z2 Z component (translation)
+ * @returns {quat2} new dual quaternion
+ * @function
+ */
+
+ function fromRotationTranslationValues(x1, y1, z1, w1, x2, y2, z2) {
+ var dq = new ARRAY_TYPE(8);
+ dq[0] = x1;
+ dq[1] = y1;
+ dq[2] = z1;
+ dq[3] = w1;
+ var ax = x2 * 0.5,
+ ay = y2 * 0.5,
+ az = z2 * 0.5;
+ dq[4] = ax * w1 + ay * z1 - az * y1;
+ dq[5] = ay * w1 + az * x1 - ax * z1;
+ dq[6] = az * w1 + ax * y1 - ay * x1;
+ dq[7] = -ax * x1 - ay * y1 - az * z1;
+ return dq;
+ }
+ /**
+ * Creates a dual quat from a quaternion and a translation
+ *
+ * @param {ReadonlyQuat2} dual quaternion receiving operation result
+ * @param {ReadonlyQuat} q a normalized quaternion
+ * @param {ReadonlyVec3} t translation vector
+ * @returns {quat2} dual quaternion receiving operation result
+ * @function
+ */
+
+ function fromRotationTranslation(out, q, t) {
+ var ax = t[0] * 0.5,
+ ay = t[1] * 0.5,
+ az = t[2] * 0.5,
+ bx = q[0],
+ by = q[1],
+ bz = q[2],
+ bw = q[3];
+ out[0] = bx;
+ out[1] = by;
+ out[2] = bz;
+ out[3] = bw;
+ out[4] = ax * bw + ay * bz - az * by;
+ out[5] = ay * bw + az * bx - ax * bz;
+ out[6] = az * bw + ax * by - ay * bx;
+ out[7] = -ax * bx - ay * by - az * bz;
+ return out;
+ }
+ /**
+ * Creates a dual quat from a translation
+ *
+ * @param {ReadonlyQuat2} dual quaternion receiving operation result
+ * @param {ReadonlyVec3} t translation vector
+ * @returns {quat2} dual quaternion receiving operation result
+ * @function
+ */
+
+ function fromTranslation(out, t) {
+ out[0] = 0;
+ out[1] = 0;
+ out[2] = 0;
+ out[3] = 1;
+ out[4] = t[0] * 0.5;
+ out[5] = t[1] * 0.5;
+ out[6] = t[2] * 0.5;
+ out[7] = 0;
+ return out;
+ }
+ /**
+ * Creates a dual quat from a quaternion
+ *
+ * @param {ReadonlyQuat2} dual quaternion receiving operation result
+ * @param {ReadonlyQuat} q the quaternion
+ * @returns {quat2} dual quaternion receiving operation result
+ * @function
+ */
+
+ function fromRotation(out, q) {
+ out[0] = q[0];
+ out[1] = q[1];
+ out[2] = q[2];
+ out[3] = q[3];
+ out[4] = 0;
+ out[5] = 0;
+ out[6] = 0;
+ out[7] = 0;
+ return out;
+ }
+ /**
+ * Creates a new dual quat from a matrix (4x4)
+ *
+ * @param {quat2} out the dual quaternion
+ * @param {ReadonlyMat4} a the matrix
+ * @returns {quat2} dual quat receiving operation result
+ * @function
+ */
+
+ function fromMat4(out, a) {
+ //TODO Optimize this
+ var outer = create$2();
+ getRotation(outer, a);
+ var t = new ARRAY_TYPE(3);
+ getTranslation$1(t, a);
+ fromRotationTranslation(out, outer, t);
+ return out;
+ }
+ /**
+ * Copy the values from one dual quat to another
+ *
+ * @param {quat2} out the receiving dual quaternion
+ * @param {ReadonlyQuat2} a the source dual quaternion
+ * @returns {quat2} out
+ * @function
+ */
+
+ function copy$1(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];
+ return out;
+ }
+ /**
+ * Set a dual quat to the identity dual quaternion
+ *
+ * @param {quat2} out the receiving quaternion
+ * @returns {quat2} out
+ */
+
+ function identity(out) {
+ out[0] = 0;
+ out[1] = 0;
+ out[2] = 0;
+ out[3] = 1;
+ out[4] = 0;
+ out[5] = 0;
+ out[6] = 0;
+ out[7] = 0;
+ return out;
+ }
+ /**
+ * Set the components of a dual quat to the given values
+ *
+ * @param {quat2} out the receiving quaternion
+ * @param {Number} x1 X component
+ * @param {Number} y1 Y component
+ * @param {Number} z1 Z component
+ * @param {Number} w1 W component
+ * @param {Number} x2 X component
+ * @param {Number} y2 Y component
+ * @param {Number} z2 Z component
+ * @param {Number} w2 W component
+ * @returns {quat2} out
+ * @function
+ */
+
+ function set$1(out, x1, y1, z1, w1, x2, y2, z2, w2) {
+ out[0] = x1;
+ out[1] = y1;
+ out[2] = z1;
+ out[3] = w1;
+ out[4] = x2;
+ out[5] = y2;
+ out[6] = z2;
+ out[7] = w2;
+ return out;
+ }
+ /**
+ * Gets the real part of a dual quat
+ * @param {quat} out real part
+ * @param {ReadonlyQuat2} a Dual Quaternion
+ * @return {quat} real part
+ */
+
+ var getReal = copy$2;
+ /**
+ * Gets the dual part of a dual quat
+ * @param {quat} out dual part
+ * @param {ReadonlyQuat2} a Dual Quaternion
+ * @return {quat} dual part
+ */
+
+ function getDual(out, a) {
+ out[0] = a[4];
+ out[1] = a[5];
+ out[2] = a[6];
+ out[3] = a[7];
+ return out;
+ }
+ /**
+ * Set the real component of a dual quat to the given quaternion
+ *
+ * @param {quat2} out the receiving quaternion
+ * @param {ReadonlyQuat} q a quaternion representing the real part
+ * @returns {quat2} out
+ * @function
+ */
+
+ var setReal = copy$2;
+ /**
+ * Set the dual component of a dual quat to the given quaternion
+ *
+ * @param {quat2} out the receiving quaternion
+ * @param {ReadonlyQuat} q a quaternion representing the dual part
+ * @returns {quat2} out
+ * @function
+ */
+
+ function setDual(out, q) {
+ out[4] = q[0];
+ out[5] = q[1];
+ out[6] = q[2];
+ out[7] = q[3];
+ return out;
+ }
+ /**
+ * Gets the translation of a normalized dual quat
+ * @param {vec3} out translation
+ * @param {ReadonlyQuat2} a Dual Quaternion to be decomposed
+ * @return {vec3} translation
+ */
+
+ function getTranslation(out, a) {
+ var ax = a[4],
+ ay = a[5],
+ az = a[6],
+ aw = a[7],
+ bx = -a[0],
+ by = -a[1],
+ bz = -a[2],
+ bw = a[3];
+ out[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2;
+ out[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2;
+ out[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2;
+ return out;
+ }
+ /**
+ * Translates a dual quat by the given vector
+ *
+ * @param {quat2} out the receiving dual quaternion
+ * @param {ReadonlyQuat2} a the dual quaternion to translate
+ * @param {ReadonlyVec3} v vector to translate by
+ * @returns {quat2} out
+ */
+
+ function translate(out, a, v) {
+ var ax1 = a[0],
+ ay1 = a[1],
+ az1 = a[2],
+ aw1 = a[3],
+ bx1 = v[0] * 0.5,
+ by1 = v[1] * 0.5,
+ bz1 = v[2] * 0.5,
+ ax2 = a[4],
+ ay2 = a[5],
+ az2 = a[6],
+ aw2 = a[7];
+ out[0] = ax1;
+ out[1] = ay1;
+ out[2] = az1;
+ out[3] = aw1;
+ out[4] = aw1 * bx1 + ay1 * bz1 - az1 * by1 + ax2;
+ out[5] = aw1 * by1 + az1 * bx1 - ax1 * bz1 + ay2;
+ out[6] = aw1 * bz1 + ax1 * by1 - ay1 * bx1 + az2;
+ out[7] = -ax1 * bx1 - ay1 * by1 - az1 * bz1 + aw2;
+ return out;
+ }
+ /**
+ * Rotates a dual quat around the X axis
+ *
+ * @param {quat2} out the receiving dual quaternion
+ * @param {ReadonlyQuat2} a the dual quaternion to rotate
+ * @param {number} rad how far should the rotation be
+ * @returns {quat2} out
+ */
+
+ function rotateX(out, a, rad) {
+ var bx = -a[0],
+ by = -a[1],
+ bz = -a[2],
+ bw = a[3],
+ ax = a[4],
+ ay = a[5],
+ az = a[6],
+ aw = a[7],
+ ax1 = ax * bw + aw * bx + ay * bz - az * by,
+ ay1 = ay * bw + aw * by + az * bx - ax * bz,
+ az1 = az * bw + aw * bz + ax * by - ay * bx,
+ aw1 = aw * bw - ax * bx - ay * by - az * bz;
+ rotateX$1(out, a, rad);
+ bx = out[0];
+ by = out[1];
+ bz = out[2];
+ bw = out[3];
+ out[4] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;
+ out[5] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;
+ out[6] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;
+ out[7] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;
+ return out;
+ }
+ /**
+ * Rotates a dual quat around the Y axis
+ *
+ * @param {quat2} out the receiving dual quaternion
+ * @param {ReadonlyQuat2} a the dual quaternion to rotate
+ * @param {number} rad how far should the rotation be
+ * @returns {quat2} out
+ */
+
+ function rotateY(out, a, rad) {
+ var bx = -a[0],
+ by = -a[1],
+ bz = -a[2],
+ bw = a[3],
+ ax = a[4],
+ ay = a[5],
+ az = a[6],
+ aw = a[7],
+ ax1 = ax * bw + aw * bx + ay * bz - az * by,
+ ay1 = ay * bw + aw * by + az * bx - ax * bz,
+ az1 = az * bw + aw * bz + ax * by - ay * bx,
+ aw1 = aw * bw - ax * bx - ay * by - az * bz;
+ rotateY$1(out, a, rad);
+ bx = out[0];
+ by = out[1];
+ bz = out[2];
+ bw = out[3];
+ out[4] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;
+ out[5] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;
+ out[6] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;
+ out[7] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;
+ return out;
+ }
+ /**
+ * Rotates a dual quat around the Z axis
+ *
+ * @param {quat2} out the receiving dual quaternion
+ * @param {ReadonlyQuat2} a the dual quaternion to rotate
+ * @param {number} rad how far should the rotation be
+ * @returns {quat2} out
+ */
+
+ function rotateZ(out, a, rad) {
+ var bx = -a[0],
+ by = -a[1],
+ bz = -a[2],
+ bw = a[3],
+ ax = a[4],
+ ay = a[5],
+ az = a[6],
+ aw = a[7],
+ ax1 = ax * bw + aw * bx + ay * bz - az * by,
+ ay1 = ay * bw + aw * by + az * bx - ax * bz,
+ az1 = az * bw + aw * bz + ax * by - ay * bx,
+ aw1 = aw * bw - ax * bx - ay * by - az * bz;
+ rotateZ$1(out, a, rad);
+ bx = out[0];
+ by = out[1];
+ bz = out[2];
+ bw = out[3];
+ out[4] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;
+ out[5] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;
+ out[6] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;
+ out[7] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;
+ return out;
+ }
+ /**
+ * Rotates a dual quat by a given quaternion (a * q)
+ *
+ * @param {quat2} out the receiving dual quaternion
+ * @param {ReadonlyQuat2} a the dual quaternion to rotate
+ * @param {ReadonlyQuat} q quaternion to rotate by
+ * @returns {quat2} out
+ */
+
+ function rotateByQuatAppend(out, a, q) {
+ var qx = q[0],
+ qy = q[1],
+ qz = q[2],
+ qw = q[3],
+ ax = a[0],
+ ay = a[1],
+ az = a[2],
+ aw = a[3];
+ out[0] = ax * qw + aw * qx + ay * qz - az * qy;
+ out[1] = ay * qw + aw * qy + az * qx - ax * qz;
+ out[2] = az * qw + aw * qz + ax * qy - ay * qx;
+ out[3] = aw * qw - ax * qx - ay * qy - az * qz;
+ ax = a[4];
+ ay = a[5];
+ az = a[6];
+ aw = a[7];
+ out[4] = ax * qw + aw * qx + ay * qz - az * qy;
+ out[5] = ay * qw + aw * qy + az * qx - ax * qz;
+ out[6] = az * qw + aw * qz + ax * qy - ay * qx;
+ out[7] = aw * qw - ax * qx - ay * qy - az * qz;
+ return out;
+ }
+ /**
+ * Rotates a dual quat by a given quaternion (q * a)
+ *
+ * @param {quat2} out the receiving dual quaternion
+ * @param {ReadonlyQuat} q quaternion to rotate by
+ * @param {ReadonlyQuat2} a the dual quaternion to rotate
+ * @returns {quat2} out
+ */
+
+ function rotateByQuatPrepend(out, q, a) {
+ var qx = q[0],
+ qy = q[1],
+ qz = q[2],
+ qw = q[3],
+ bx = a[0],
+ by = a[1],
+ bz = a[2],
+ bw = a[3];
+ out[0] = qx * bw + qw * bx + qy * bz - qz * by;
+ out[1] = qy * bw + qw * by + qz * bx - qx * bz;
+ out[2] = qz * bw + qw * bz + qx * by - qy * bx;
+ out[3] = qw * bw - qx * bx - qy * by - qz * bz;
+ bx = a[4];
+ by = a[5];
+ bz = a[6];
+ bw = a[7];
+ out[4] = qx * bw + qw * bx + qy * bz - qz * by;
+ out[5] = qy * bw + qw * by + qz * bx - qx * bz;
+ out[6] = qz * bw + qw * bz + qx * by - qy * bx;
+ out[7] = qw * bw - qx * bx - qy * by - qz * bz;
+ return out;
+ }
+ /**
+ * Rotates a dual quat around a given axis. Does the normalisation automatically
+ *
+ * @param {quat2} out the receiving dual quaternion
+ * @param {ReadonlyQuat2} a the dual quaternion to rotate
+ * @param {ReadonlyVec3} axis the axis to rotate around
+ * @param {Number} rad how far the rotation should be
+ * @returns {quat2} out
+ */
+
+ function rotateAroundAxis(out, a, axis, rad) {
+ //Special case for rad = 0
+ if (Math.abs(rad) < EPSILON) {
+ return copy$1(out, a);
+ }
+
+ var axisLength = Math.hypot(axis[0], axis[1], axis[2]);
+ rad = rad * 0.5;
+ var s = Math.sin(rad);
+ var bx = s * axis[0] / axisLength;
+ var by = s * axis[1] / axisLength;
+ var bz = s * axis[2] / axisLength;
+ var bw = Math.cos(rad);
+ var ax1 = a[0],
+ ay1 = a[1],
+ az1 = a[2],
+ aw1 = a[3];
+ out[0] = ax1 * bw + aw1 * bx + ay1 * bz - az1 * by;
+ out[1] = ay1 * bw + aw1 * by + az1 * bx - ax1 * bz;
+ out[2] = az1 * bw + aw1 * bz + ax1 * by - ay1 * bx;
+ out[3] = aw1 * bw - ax1 * bx - ay1 * by - az1 * bz;
+ var ax = a[4],
+ ay = a[5],
+ az = a[6],
+ aw = a[7];
+ out[4] = ax * bw + aw * bx + ay * bz - az * by;
+ out[5] = ay * bw + aw * by + az * bx - ax * bz;
+ out[6] = az * bw + aw * bz + ax * by - ay * bx;
+ out[7] = aw * bw - ax * bx - ay * by - az * bz;
+ return out;
+ }
+ /**
+ * Adds two dual quat's
+ *
+ * @param {quat2} out the receiving dual quaternion
+ * @param {ReadonlyQuat2} a the first operand
+ * @param {ReadonlyQuat2} b the second operand
+ * @returns {quat2} out
+ * @function
+ */
+
+ function add$1(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];
+ out[4] = a[4] + b[4];
+ out[5] = a[5] + b[5];
+ out[6] = a[6] + b[6];
+ out[7] = a[7] + b[7];
+ return out;
+ }
+ /**
+ * Multiplies two dual quat's
+ *
+ * @param {quat2} out the receiving dual quaternion
+ * @param {ReadonlyQuat2} a the first operand
+ * @param {ReadonlyQuat2} b the second operand
+ * @returns {quat2} out
+ */
+
+ function multiply$1(out, a, b) {
+ var ax0 = a[0],
+ ay0 = a[1],
+ az0 = a[2],
+ aw0 = a[3],
+ bx1 = b[4],
+ by1 = b[5],
+ bz1 = b[6],
+ bw1 = b[7],
+ ax1 = a[4],
+ ay1 = a[5],
+ az1 = a[6],
+ aw1 = a[7],
+ bx0 = b[0],
+ by0 = b[1],
+ bz0 = b[2],
+ bw0 = b[3];
+ out[0] = ax0 * bw0 + aw0 * bx0 + ay0 * bz0 - az0 * by0;
+ out[1] = ay0 * bw0 + aw0 * by0 + az0 * bx0 - ax0 * bz0;
+ out[2] = az0 * bw0 + aw0 * bz0 + ax0 * by0 - ay0 * bx0;
+ out[3] = aw0 * bw0 - ax0 * bx0 - ay0 * by0 - az0 * bz0;
+ out[4] = ax0 * bw1 + aw0 * bx1 + ay0 * bz1 - az0 * by1 + ax1 * bw0 + aw1 * bx0 + ay1 * bz0 - az1 * by0;
+ out[5] = ay0 * bw1 + aw0 * by1 + az0 * bx1 - ax0 * bz1 + ay1 * bw0 + aw1 * by0 + az1 * bx0 - ax1 * bz0;
+ out[6] = az0 * bw1 + aw0 * bz1 + ax0 * by1 - ay0 * bx1 + az1 * bw0 + aw1 * bz0 + ax1 * by0 - ay1 * bx0;
+ out[7] = aw0 * bw1 - ax0 * bx1 - ay0 * by1 - az0 * bz1 + aw1 * bw0 - ax1 * bx0 - ay1 * by0 - az1 * bz0;
+ return out;
+ }
+ /**
+ * Alias for {@link quat2.multiply}
+ * @function
+ */
+
+ var mul$1 = multiply$1;
+ /**
+ * Scales a dual quat by a scalar number
+ *
+ * @param {quat2} out the receiving dual quat
+ * @param {ReadonlyQuat2} a the dual quat to scale
+ * @param {Number} b amount to scale the dual quat by
+ * @returns {quat2} out
+ * @function
+ */
+
+ function scale$1(out, a, b) {
+ out[0] = a[0] * b;
+ out[1] = a[1] * b;
+ out[2] = a[2] * b;
+ out[3] = a[3] * b;
+ out[4] = a[4] * b;
+ out[5] = a[5] * b;
+ out[6] = a[6] * b;
+ out[7] = a[7] * b;
+ return out;
+ }
+ /**
+ * Calculates the dot product of two dual quat's (The dot product of the real parts)
+ *
+ * @param {ReadonlyQuat2} a the first operand
+ * @param {ReadonlyQuat2} b the second operand
+ * @returns {Number} dot product of a and b
+ * @function
+ */
+
+ var dot$1 = dot$2;
+ /**
+ * Performs a linear interpolation between two dual quats's
+ * NOTE: The resulting dual quaternions won't always be normalized (The error is most noticeable when t = 0.5)
+ *
+ * @param {quat2} out the receiving dual quat
+ * @param {ReadonlyQuat2} a the first operand
+ * @param {ReadonlyQuat2} b the second operand
+ * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
+ * @returns {quat2} out
+ */
+
+ function lerp$1(out, a, b, t) {
+ var mt = 1 - t;
+ if (dot$1(a, b) < 0) t = -t;
+ out[0] = a[0] * mt + b[0] * t;
+ out[1] = a[1] * mt + b[1] * t;
+ out[2] = a[2] * mt + b[2] * t;
+ out[3] = a[3] * mt + b[3] * t;
+ out[4] = a[4] * mt + b[4] * t;
+ out[5] = a[5] * mt + b[5] * t;
+ out[6] = a[6] * mt + b[6] * t;
+ out[7] = a[7] * mt + b[7] * t;
+ return out;
+ }
+ /**
+ * Calculates the inverse of a dual quat. If they are normalized, conjugate is cheaper
+ *
+ * @param {quat2} out the receiving dual quaternion
+ * @param {ReadonlyQuat2} a dual quat to calculate inverse of
+ * @returns {quat2} out
+ */
+
+ function invert(out, a) {
+ var sqlen = squaredLength$1(a);
+ out[0] = -a[0] / sqlen;
+ out[1] = -a[1] / sqlen;
+ out[2] = -a[2] / sqlen;
+ out[3] = a[3] / sqlen;
+ out[4] = -a[4] / sqlen;
+ out[5] = -a[5] / sqlen;
+ out[6] = -a[6] / sqlen;
+ out[7] = a[7] / sqlen;
+ return out;
+ }
+ /**
+ * Calculates the conjugate of a dual quat
+ * If the dual quaternion is normalized, this function is faster than quat2.inverse and produces the same result.
+ *
+ * @param {quat2} out the receiving quaternion
+ * @param {ReadonlyQuat2} a quat to calculate conjugate of
+ * @returns {quat2} out
+ */
+
+ function conjugate(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];
+ return out;
+ }
+ /**
+ * Calculates the length of a dual quat
+ *
+ * @param {ReadonlyQuat2} a dual quat to calculate length of
+ * @returns {Number} length of a
+ * @function
+ */
+
+ var length$1 = length$2;
+ /**
+ * Alias for {@link quat2.length}
+ * @function
+ */
+
+ var len$1 = length$1;
+ /**
+ * Calculates the squared length of a dual quat
+ *
+ * @param {ReadonlyQuat2} a dual quat to calculate squared length of
+ * @returns {Number} squared length of a
+ * @function
+ */
+
+ var squaredLength$1 = squaredLength$2;
+ /**
+ * Alias for {@link quat2.squaredLength}
+ * @function
+ */
+
+ var sqrLen$1 = squaredLength$1;
+ /**
+ * Normalize a dual quat
+ *
+ * @param {quat2} out the receiving dual quaternion
+ * @param {ReadonlyQuat2} a dual quaternion to normalize
+ * @returns {quat2} out
+ * @function
+ */
+
+ function normalize$1(out, a) {
+ var magnitude = squaredLength$1(a);
+
+ if (magnitude > 0) {
+ magnitude = Math.sqrt(magnitude);
+ var a0 = a[0] / magnitude;
+ var a1 = a[1] / magnitude;
+ var a2 = a[2] / magnitude;
+ var a3 = a[3] / magnitude;
+ var b0 = a[4];
+ var b1 = a[5];
+ var b2 = a[6];
+ var b3 = a[7];
+ var a_dot_b = a0 * b0 + a1 * b1 + a2 * b2 + a3 * b3;
+ out[0] = a0;
+ out[1] = a1;
+ out[2] = a2;
+ out[3] = a3;
+ out[4] = (b0 - a0 * a_dot_b) / magnitude;
+ out[5] = (b1 - a1 * a_dot_b) / magnitude;
+ out[6] = (b2 - a2 * a_dot_b) / magnitude;
+ out[7] = (b3 - a3 * a_dot_b) / magnitude;
+ }
+
+ return out;
+ }
+ /**
+ * Returns a string representation of a dual quaternion
+ *
+ * @param {ReadonlyQuat2} a dual quaternion to represent as a string
+ * @returns {String} string representation of the dual quat
+ */
+
+ function str$1(a) {
+ return "quat2(" + a[0] + ", " + a[1] + ", " + a[2] + ", " + a[3] + ", " + a[4] + ", " + a[5] + ", " + a[6] + ", " + a[7] + ")";
+ }
+ /**
+ * Returns whether or not the dual quaternions have exactly the same elements in the same position (when compared with ===)
+ *
+ * @param {ReadonlyQuat2} a the first dual quaternion.
+ * @param {ReadonlyQuat2} b the second dual quaternion.
+ * @returns {Boolean} true if the dual quaternions are equal, false otherwise.
+ */
+
+ function exactEquals$1(a, b) {
+ return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7];
+ }
+ /**
+ * Returns whether or not the dual quaternions have approximately the same elements in the same position.
+ *
+ * @param {ReadonlyQuat2} a the first dual quat.
+ * @param {ReadonlyQuat2} b the second dual quat.
+ * @returns {Boolean} true if the dual quats are equal, false otherwise.
+ */
+
+ function equals$1(a, b) {
+ var a0 = a[0],
+ a1 = a[1],
+ a2 = a[2],
+ a3 = a[3],
+ a4 = a[4],
+ a5 = a[5],
+ a6 = a[6],
+ a7 = a[7];
+ var b0 = b[0],
+ b1 = b[1],
+ b2 = b[2],
+ b3 = b[3],
+ b4 = b[4],
+ b5 = b[5],
+ b6 = b[6],
+ b7 = b[7];
+ return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7));
+ }
+
+ var quat2 = /*#__PURE__*/Object.freeze({
+ __proto__: null,
+ create: create$1,
+ clone: clone$1,
+ fromValues: fromValues$1,
+ fromRotationTranslationValues: fromRotationTranslationValues,
+ fromRotationTranslation: fromRotationTranslation,
+ fromTranslation: fromTranslation,
+ fromRotation: fromRotation,
+ fromMat4: fromMat4,
+ copy: copy$1,
+ identity: identity,
+ set: set$1,
+ getReal: getReal,
+ getDual: getDual,
+ setReal: setReal,
+ setDual: setDual,
+ getTranslation: getTranslation,
+ translate: translate,
+ rotateX: rotateX,
+ rotateY: rotateY,
+ rotateZ: rotateZ,
+ rotateByQuatAppend: rotateByQuatAppend,
+ rotateByQuatPrepend: rotateByQuatPrepend,
+ rotateAroundAxis: rotateAroundAxis,
+ add: add$1,
+ multiply: multiply$1,
+ mul: mul$1,
+ scale: scale$1,
+ dot: dot$1,
+ lerp: lerp$1,
+ invert: invert,
+ conjugate: conjugate,
+ length: length$1,
+ len: len$1,
+ squaredLength: squaredLength$1,
+ sqrLen: sqrLen$1,
+ normalize: normalize$1,
+ str: str$1,
+ exactEquals: exactEquals$1,
+ equals: equals$1
+ });
+
+ /**
+ * 2 Dimensional Vector
+ * @module vec2
+ */
+
+ /**
+ * Creates a new, empty vec2
+ *
+ * @returns {vec2} a new 2D vector
+ */
+
+ function create() {
+ var out = new ARRAY_TYPE(2);
+
+ if (ARRAY_TYPE != Float32Array) {
+ out[0] = 0;
+ out[1] = 0;
+ }
+
+ return out;
+ }
+ /**
+ * Creates a new vec2 initialized with values from an existing vector
+ *
+ * @param {ReadonlyVec2} a vector to clone
+ * @returns {vec2} a new 2D vector
+ */
+
+ function clone(a) {
+ var out = new 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
+ */
+
+ function fromValues(x, y) {
+ var out = new 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 {ReadonlyVec2} a the source vector
+ * @returns {vec2} out
+ */
+
+ function copy(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
+ */
+
+ function set(out, x, y) {
+ out[0] = x;
+ out[1] = y;
+ return out;
+ }
+ /**
+ * Adds two vec2's
+ *
+ * @param {vec2} out the receiving vector
+ * @param {ReadonlyVec2} a the first operand
+ * @param {ReadonlyVec2} b the second operand
+ * @returns {vec2} out
+ */
+
+ function add(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 {ReadonlyVec2} a the first operand
+ * @param {ReadonlyVec2} b the second operand
+ * @returns {vec2} out
+ */
+
+ function subtract(out, a, b) {
+ out[0] = a[0] - b[0];
+ out[1] = a[1] - b[1];
+ return out;
+ }
+ /**
+ * Multiplies two vec2's
+ *
+ * @param {vec2} out the receiving vector
+ * @param {ReadonlyVec2} a the first operand
+ * @param {ReadonlyVec2} b the second operand
+ * @returns {vec2} out
+ */
+
+ function multiply(out, a, b) {
+ out[0] = a[0] * b[0];
+ out[1] = a[1] * b[1];
+ return out;
+ }
+ /**
+ * Divides two vec2's
+ *
+ * @param {vec2} out the receiving vector
+ * @param {ReadonlyVec2} a the first operand
+ * @param {ReadonlyVec2} b the second operand
+ * @returns {vec2} out
+ */
+
+ function divide(out, a, b) {
+ out[0] = a[0] / b[0];
+ out[1] = a[1] / b[1];
+ return out;
+ }
+ /**
+ * Math.ceil the components of a vec2
+ *
+ * @param {vec2} out the receiving vector
+ * @param {ReadonlyVec2} a vector to ceil
+ * @returns {vec2} out
+ */
+
+ function ceil(out, a) {
+ out[0] = Math.ceil(a[0]);
+ out[1] = Math.ceil(a[1]);
+ return out;
+ }
+ /**
+ * Math.floor the components of a vec2
+ *
+ * @param {vec2} out the receiving vector
+ * @param {ReadonlyVec2} a vector to floor
+ * @returns {vec2} out
+ */
+
+ function floor(out, a) {
+ out[0] = Math.floor(a[0]);
+ out[1] = Math.floor(a[1]);
+ return out;
+ }
+ /**
+ * Returns the minimum of two vec2's
+ *
+ * @param {vec2} out the receiving vector
+ * @param {ReadonlyVec2} a the first operand
+ * @param {ReadonlyVec2} b the second operand
+ * @returns {vec2} out
+ */
+
+ function min(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 {ReadonlyVec2} a the first operand
+ * @param {ReadonlyVec2} b the second operand
+ * @returns {vec2} out
+ */
+
+ function max(out, a, b) {
+ out[0] = Math.max(a[0], b[0]);
+ out[1] = Math.max(a[1], b[1]);
+ return out;
+ }
+ /**
+ * Math.round the components of a vec2
+ *
+ * @param {vec2} out the receiving vector
+ * @param {ReadonlyVec2} a vector to round
+ * @returns {vec2} out
+ */
+
+ function round(out, a) {
+ out[0] = Math.round(a[0]);
+ out[1] = Math.round(a[1]);
+ return out;
+ }
+ /**
+ * Scales a vec2 by a scalar number
+ *
+ * @param {vec2} out the receiving vector
+ * @param {ReadonlyVec2} a the vector to scale
+ * @param {Number} b amount to scale the vector by
+ * @returns {vec2} out
+ */
+
+ function scale(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 {ReadonlyVec2} a the first operand
+ * @param {ReadonlyVec2} b the second operand
+ * @param {Number} scale the amount to scale b by before adding
+ * @returns {vec2} out
+ */
+
+ function scaleAndAdd(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 {ReadonlyVec2} a the first operand
+ * @param {ReadonlyVec2} b the second operand
+ * @returns {Number} distance between a and b
+ */
+
+ function distance(a, b) {
+ var x = b[0] - a[0],
+ y = b[1] - a[1];
+ return Math.hypot(x, y);
+ }
+ /**
+ * Calculates the squared euclidian distance between two vec2's
+ *
+ * @param {ReadonlyVec2} a the first operand
+ * @param {ReadonlyVec2} b the second operand
+ * @returns {Number} squared distance between a and b
+ */
+
+ function squaredDistance(a, b) {
+ var x = b[0] - a[0],
+ y = b[1] - a[1];
+ return x * x + y * y;
+ }
+ /**
+ * Calculates the length of a vec2
+ *
+ * @param {ReadonlyVec2} a vector to calculate length of
+ * @returns {Number} length of a
+ */
+
+ function length(a) {
+ var x = a[0],
+ y = a[1];
+ return Math.hypot(x, y);
+ }
+ /**
+ * Calculates the squared length of a vec2
+ *
+ * @param {ReadonlyVec2} a vector to calculate squared length of
+ * @returns {Number} squared length of a
+ */
+
+ function squaredLength(a) {
+ var x = a[0],
+ y = a[1];
+ return x * x + y * y;
+ }
+ /**
+ * Negates the components of a vec2
+ *
+ * @param {vec2} out the receiving vector
+ * @param {ReadonlyVec2} a vector to negate
+ * @returns {vec2} out
+ */
+
+ function negate(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 {ReadonlyVec2} a vector to invert
+ * @returns {vec2} out
+ */
+
+ function inverse(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 {ReadonlyVec2} a vector to normalize
+ * @returns {vec2} out
+ */
+
+ function normalize(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 {ReadonlyVec2} a the first operand
+ * @param {ReadonlyVec2} b the second operand
+ * @returns {Number} dot product of a and b
+ */
+
+ function dot(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 {ReadonlyVec2} a the first operand
+ * @param {ReadonlyVec2} b the second operand
+ * @returns {vec3} out
+ */
+
+ function cross(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 {ReadonlyVec2} a the first operand
+ * @param {ReadonlyVec2} b the second operand
+ * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
+ * @returns {vec2} out
+ */
+
+ function lerp(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 omitted, a unit vector will be returned
+ * @returns {vec2} out
+ */
+
+ function random(out, scale) {
+ scale = scale === undefined ? 1.0 : scale;
+ var r = 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 {ReadonlyVec2} a the vector to transform
+ * @param {ReadonlyMat2} m matrix to transform with
+ * @returns {vec2} out
+ */
+
+ function transformMat2(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 {ReadonlyVec2} a the vector to transform
+ * @param {ReadonlyMat2d} m matrix to transform with
+ * @returns {vec2} out
+ */
+
+ function transformMat2d(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 {ReadonlyVec2} a the vector to transform
+ * @param {ReadonlyMat3} m matrix to transform with
+ * @returns {vec2} out
+ */
+
+ function transformMat3(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 {ReadonlyVec2} a the vector to transform
+ * @param {ReadonlyMat4} m matrix to transform with
+ * @returns {vec2} out
+ */
+
+ function transformMat4(out, a, m) {
+ var x = a[0];
+ var 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;
+ }
+ /**
+ * Rotate a 2D vector
+ * @param {vec2} out The receiving vec2
+ * @param {ReadonlyVec2} a The vec2 point to rotate
+ * @param {ReadonlyVec2} b The origin of the rotation
+ * @param {Number} rad The angle of rotation in radians
+ * @returns {vec2} out
+ */
+
+ function rotate(out, a, b, rad) {
+ //Translate point to the origin
+ var p0 = a[0] - b[0],
+ p1 = a[1] - b[1],
+ sinC = Math.sin(rad),
+ cosC = Math.cos(rad); //perform rotation and translate to correct position
+
+ out[0] = p0 * cosC - p1 * sinC + b[0];
+ out[1] = p0 * sinC + p1 * cosC + b[1];
+ return out;
+ }
+ /**
+ * Get the angle between two 2D vectors
+ * @param {ReadonlyVec2} a The first operand
+ * @param {ReadonlyVec2} b The second operand
+ * @returns {Number} The angle in radians
+ */
+
+ function angle(a, b) {
+ var x1 = a[0],
+ y1 = a[1],
+ x2 = b[0],
+ y2 = b[1],
+ // mag is the product of the magnitudes of a and b
+ mag = Math.sqrt((x1 * x1 + y1 * y1) * (x2 * x2 + y2 * y2)),
+ // mag &&.. short circuits if mag == 0
+ cosine = mag && (x1 * x2 + y1 * y2) / mag; // Math.min(Math.max(cosine, -1), 1) clamps the cosine between -1 and 1
+
+ return Math.acos(Math.min(Math.max(cosine, -1), 1));
+ }
+ /**
+ * Set the components of a vec2 to zero
+ *
+ * @param {vec2} out the receiving vector
+ * @returns {vec2} out
+ */
+
+ function zero(out) {
+ out[0] = 0.0;
+ out[1] = 0.0;
+ return out;
+ }
+ /**
+ * Returns a string representation of a vector
+ *
+ * @param {ReadonlyVec2} a vector to represent as a string
+ * @returns {String} string representation of the vector
+ */
+
+ function str(a) {
+ return "vec2(" + a[0] + ", " + a[1] + ")";
+ }
+ /**
+ * Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===)
+ *
+ * @param {ReadonlyVec2} a The first vector.
+ * @param {ReadonlyVec2} b The second vector.
+ * @returns {Boolean} True if the vectors are equal, false otherwise.
+ */
+
+ function exactEquals(a, b) {
+ return a[0] === b[0] && a[1] === b[1];
+ }
+ /**
+ * Returns whether or not the vectors have approximately the same elements in the same position.
+ *
+ * @param {ReadonlyVec2} a The first vector.
+ * @param {ReadonlyVec2} b The second vector.
+ * @returns {Boolean} True if the vectors are equal, false otherwise.
+ */
+
+ function equals(a, b) {
+ var a0 = a[0],
+ a1 = a[1];
+ var b0 = b[0],
+ b1 = b[1];
+ return Math.abs(a0 - b0) <= EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1));
+ }
+ /**
+ * Alias for {@link vec2.length}
+ * @function
+ */
+
+ var len = length;
+ /**
+ * Alias for {@link vec2.subtract}
+ * @function
+ */
+
+ var sub = subtract;
+ /**
+ * Alias for {@link vec2.multiply}
+ * @function
+ */
+
+ var mul = multiply;
+ /**
+ * Alias for {@link vec2.divide}
+ * @function
+ */
+
+ var div = divide;
+ /**
+ * Alias for {@link vec2.distance}
+ * @function
+ */
+
+ var dist = distance;
+ /**
+ * Alias for {@link vec2.squaredDistance}
+ * @function
+ */
+
+ var sqrDist = squaredDistance;
+ /**
+ * Alias for {@link vec2.squaredLength}
+ * @function
+ */
+
+ var sqrLen = squaredLength;
+ /**
+ * 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
+ */
+
+ var forEach = function () {
+ var vec = 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;
+ };
+ }();
+
+ var vec2 = /*#__PURE__*/Object.freeze({
+ __proto__: null,
+ create: create,
+ clone: clone,
+ fromValues: fromValues,
+ copy: copy,
+ set: set,
+ add: add,
+ subtract: subtract,
+ multiply: multiply,
+ divide: divide,
+ ceil: ceil,
+ floor: floor,
+ min: min,
+ max: max,
+ round: round,
+ scale: scale,
+ scaleAndAdd: scaleAndAdd,
+ distance: distance,
+ squaredDistance: squaredDistance,
+ length: length,
+ squaredLength: squaredLength,
+ negate: negate,
+ inverse: inverse,
+ normalize: normalize,
+ dot: dot,
+ cross: cross,
+ lerp: lerp,
+ random: random,
+ transformMat2: transformMat2,
+ transformMat2d: transformMat2d,
+ transformMat3: transformMat3,
+ transformMat4: transformMat4,
+ rotate: rotate,
+ angle: angle,
+ zero: zero,
+ str: str,
+ exactEquals: exactEquals,
+ equals: equals,
+ len: len,
+ sub: sub,
+ mul: mul,
+ div: div,
+ dist: dist,
+ sqrDist: sqrDist,
+ sqrLen: sqrLen,
+ forEach: forEach
+ });
+
+ exports.glMatrix = common;
+ exports.mat2 = mat2;
+ exports.mat2d = mat2d;
+ exports.mat3 = mat3;
+ exports.mat4 = mat4;
+ exports.quat = quat;
+ exports.quat2 = quat2;
+ exports.vec2 = vec2;
+ exports.vec3 = vec3;
+ exports.vec4 = vec4;
+
+ Object.defineProperty(exports, '__esModule', { value: true });
+
+ }));
+
\ No newline at end of file
diff --git a/Abgabe_3/common/initShaders.js b/Abgabe_3/common/initShaders.js
new file mode 100644
index 0000000..95a6657
--- /dev/null
+++ b/Abgabe_3/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_3/common/objects3D.js b/Abgabe_3/common/objects3D.js
new file mode 100644
index 0000000..ebd4e4e
--- /dev/null
+++ b/Abgabe_3/common/objects3D.js
@@ -0,0 +1,868 @@
+class Object3D
+{
+ constructor()
+ {
+ this.posVBO = gl.createBuffer();
+ this.colorVBO = gl.createBuffer();
+ this.indexVBO = gl.createBuffer();
+
+ this.positions = [];
+ this.indices = [];
+ this.colors = [];
+
+ this.position = [0, 0, 0];
+ this.orientation = [0, 0, 0];
+ this.scale = [1, 1, 1];
+ this.modelMatrix;
+ this.SetModelMatrix();
+ }
+
+ initBuffers()
+ {
+ // Create VBO for positions and activate it
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.posVBO);
+
+ // Fill VBO with positions
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.positions), gl.STATIC_DRAW);
+
+ // Create VBO for colors and activate it
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.colorVBO);
+
+ // Fill VBO with colors
+ gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.colors), gl.STATIC_DRAW);
+
+ // Create VBO for indices and activate it
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexVBO);
+
+ // Fill VBO with indices
+ 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.scale(this.modelMatrix, this.modelMatrix, scale);
+ mat4.rotate(this.modelMatrix, this.modelMatrix, orientation[1], [0, 1, 0]); // orientation nimmt eine zahl, keinen vektor wie in den todos vorgegeben
+ mat4.translate(this.modelMatrix, this.modelMatrix, position);
+
+
+ }
+
+ UpdateUniforms ()
+ {
+ const modelLoc = gl.getUniformLocation(program, "modelMatrix");
+ gl.uniformMatrix4fv(modelLoc, false, this.modelMatrix);
+ }
+
+ render()
+ {
+
+ // Link data in VBO to shader variables
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.posVBO);
+ gl.enableVertexAttribArray(posLoc);
+ gl.vertexAttribPointer(posLoc, 3, gl.FLOAT, false, 0, 0);
+
+ this.UpdateUniforms();
+
+ // Link data in VBO to shader variables
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.colorVBO);
+ gl.enableVertexAttribArray(colorLoc);
+ gl.vertexAttribPointer(colorLoc, 4, gl.FLOAT, false, 0, 0);
+
+ // Render
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexVBO);
+ gl.drawElements(gl.TRIANGLES, this.indices.length, gl.UNSIGNED_SHORT, 0);
+ }
+}
+
+class Insel extends Object3D
+{
+ constructor()
+ {
+ super();
+
+ this.positions =
+ [
+ -0.344503,-0.106899,-2.313329,
+ 0.254658,0.065420,-2.430170,
+ 0.506020,-0.293147,-2.207084,
+ 1.415955,0.064912,-1.957500,
+ 1.489208,-0.318759,-1.320762,
+ 1.685851,0.084184,-1.268915,
+ 2.014675,-0.126122,-0.782958,
+ 0.957233,-1.089151,-0.905606,
+ 0.454708,-1.256676,-0.897711,
+ 0.810208,-0.709404,-1.141590,
+ 0.739686,-1.249709,-0.541415,
+ 0.231851,-1.904112,-0.621845,
+ 0.052641,-1.633897,-0.758536,
+ -0.020753,-0.743329,-1.377161,
+ 1.364762,-0.324582,0.647285,
+ 2.074500,0.090083,0.068582,
+ 1.608835,0.037777,0.559365,
+ 1.955554,-0.191974,0.132568,
+ 1.393132,0.037777,1.383312,
+ 1.210661,-0.322174,1.134609,
+ 0.514977,-0.286422,1.576757,
+ 0.507135,-1.581211,0.348922,
+ 0.342563,-2.052501,-0.027325,
+ 0.620568,-1.491335,-0.146730,
+ 0.745909,-0.723539,0.485115,
+ 0.089439,-1.345612,0.360167,
+ 1.089500,-0.770651,-0.314462,
+ -0.123718,-0.298339,1.611730,
+ -0.930959,0.037777,1.550149,
+ -0.866234,-0.291222,1.300128,
+ -0.414258,0.037777,1.808618,
+ -1.444312,-0.282136,0.794076,
+ -1.591571,0.097928,0.827036,
+ -1.839477,-0.177971,0.145553,
+ -0.936850,-0.751093,-0.176985,
+ -0.611777,-1.317411,-0.262516,
+ -0.326162,-1.310280,0.225784,
+ 0.289486,-0.743127,0.679448,
+ 0.020776,-1.770522,0.330532,
+ -1.675519,-0.336500,-0.606829,
+ -1.607249,0.010755,-1.680275,
+ -0.625318,-0.725192,-1.039731,
+ -2.011082,0.043485,-0.744422,
+ -1.247727,0.059337,-1.332687,
+ -0.934732,-0.314137,-1.943344,
+ -0.184171,-0.491687,-2.096484,
+ -0.707720,0.065178,-2.205832,
+ -0.350659,-1.373304,-0.758204,
+ -0.299529,-2.155551,-0.308846,
+ -0.086080,-2.478361,-0.004677,
+ 0.091215,-2.267556,0.130842,
+ -0.260030,-2.240649,0.060849,
+ -0.470828,-1.954876,0.024811,
+ -0.278168,0.037777,-0.209083,
+ -0.914878,0.210568,-1.267986,
+ -0.862298,0.231412,-0.781910,
+ -0.302799,0.520691,-1.301783,
+ -1.068480,0.101026,-0.360536,
+ -1.736910,0.103204,0.106553,
+ 0.236277,0.037777,0.701510,
+ 0.656348,0.037777,-0.098120,
+ 0.501631,0.037777,1.688231,
+ 1.034499,0.275328,-1.269756,
+ 0.471459,0.267036,-1.698558,
+ 0.637660,0.376390,-1.207861,
+ 0.812177,0.491673,-0.567514,
+ 1.244986,0.398908,-0.324291,
+ 1.002755,0.639249,-0.717163,
+ 1.381545,0.288786,-0.765328,
+ 1.348978,0.284964,-1.076072,
+ -0.505260,0.213488,-1.704558,
+ -0.221831,0.306144,-1.838428,
+ -0.274246,0.065420,-2.359878,
+ 2.054775,0.091828,-0.677912,
+ -0.148262,0.773865,-0.947432,
+ 0.101020,0.922236,-0.839739,
+ 0.312442,0.779166,-1.109731,
+ -0.262315,0.721321,-1.533752,
+ -0.404757,0.197895,-0.782219,
+ 0.568488,0.537125,-0.913448,
+ 0.115069,0.760356,-1.450921,
+ -0.061115,0.654189,-0.643377,
+ 0.205810,0.801703,-0.757537,
+ 0.344937,0.262088,-0.492076,
+ 0.077232,0.934717,-1.202342,
+ -0.102879,0.422805,-0.489015,
+ -0.269697,0.566033,-0.874217,
+ -0.186512,0.743264,-1.152426
+ ];
+
+ this.indices =
+ [
+ 0,1,2,
+ 3,4,2,
+ 5,6,4,
+ 7,8,9,
+ 8,10,11,
+ 9,12,13,
+ 14,15,16,
+ 14,6,17,
+ 6,15,17,
+ 14,18,19,
+ 18,20,19,
+ 21,22,23,
+ 24,25,21,
+ 24,23,26,
+ 27,28,29,
+ 20,30,27,
+ 28,31,29,
+ 32,33,31,
+ 34,35,36,
+ 36,25,37,
+ 36,38,25,
+ 39,40,41,
+ 40,42,43,
+ 33,42,39,
+ 40,44,41,
+ 44,0,45,
+ 40,46,44,
+ 46,0,44,
+ 41,12,47,
+ 47,12,48,
+ 41,35,34,
+ 48,35,47,
+ 48,11,49,
+ 11,50,49,
+ 50,51,49,
+ 50,52,51,
+ 51,48,49,
+ 53,32,28,
+ 54,55,56,
+ 57,58,32,
+ 59,16,60,
+ 28,59,53,
+ 59,61,18,
+ 62,63,64,
+ 65,66,67,
+ 68,5,69,
+ 70,43,54,
+ 63,1,71,
+ 71,72,46,
+ 13,45,2,
+ 9,4,7,
+ 4,26,7,
+ 26,14,24,
+ 26,6,14,
+ 19,37,24,
+ 37,29,36,
+ 29,34,36,
+ 44,13,41,
+ 2,1,3,
+ 2,45,0,
+ 0,72,1,
+ 9,2,4,
+ 3,5,4,
+ 5,73,6,
+ 7,10,8,
+ 7,26,10,
+ 9,8,12,
+ 8,11,12,
+ 14,17,15,
+ 6,73,15,
+ 14,16,18,
+ 18,61,20,
+ 24,21,23,
+ 21,38,22,
+ 24,37,25,
+ 21,25,38,
+ 26,23,10,
+ 23,22,10,
+ 27,30,28,
+ 20,61,30,
+ 28,32,31,
+ 32,58,33,
+ 36,35,52,
+ 74,75,76,
+ 36,52,38,
+ 40,39,42,
+ 33,58,42,
+ 40,43,46,
+ 46,72,0,
+ 41,13,12,
+ 41,47,35,
+ 48,52,35,
+ 48,12,11,
+ 11,22,50,
+ 11,10,22,
+ 50,38,52,
+ 22,38,50,
+ 48,51,52,
+ 53,57,32,
+ 43,42,57,
+ 57,42,58,
+ 59,18,16,
+ 28,30,59,
+ 59,30,61,
+ 5,62,69,
+ 60,16,15,
+ 66,73,68,
+ 71,70,77,
+ 63,3,1,
+ 71,1,72,
+ 13,2,9,
+ 4,6,26,
+ 14,19,24,
+ 19,20,37,
+ 37,27,29,
+ 37,20,27,
+ 29,31,34,
+ 31,33,34,
+ 34,39,41,
+ 34,33,39,
+ 44,45,13,
+ 55,78,56,
+ 59,60,53,
+ 79,60,65,
+ 77,56,80,
+ 81,82,75,
+ 82,76,75,
+ 60,76,83,
+ 76,80,84,
+ 53,83,85,
+ 86,74,87,
+ 64,76,79,
+ 74,84,87,
+ 53,60,83,
+ 78,85,86,
+ 67,64,79,
+ 67,79,65,
+ 67,66,68,
+ 67,69,62,
+ 67,68,69,
+ 60,66,65,
+ 67,62,64,
+ 62,3,63,
+ 68,73,5,
+ 5,3,62,
+ 66,15,73,
+ 79,76,60,
+ 64,63,76,
+ 60,15,66,
+ 76,82,83,
+ 85,82,81,
+ 85,83,82,
+ 74,85,81,
+ 56,78,86,
+ 56,87,84,
+ 56,86,87,
+ 56,84,80,
+ 71,80,63,
+ 53,55,57,
+ 56,77,70,
+ 56,70,54,
+ 43,55,54,
+ 70,46,43,
+ 71,46,70,
+ 76,63,80,
+ 86,85,74,
+ 74,76,84,
+ 78,53,85,
+ 71,77,80,
+ 53,78,55,
+ 43,57,55,
+ 74,81,75
+ ];
+
+ 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()
+ {
+ super();
+
+ this.positions =
+ [
+ 0.0, 0.0, 14.0, // index 0
+ 0.75, 0.0, 12.5, // index 1
+ 1.25, 0.0, 12.5, // index 2
+ 1.0, 0.0, 11.0, // index 3
+ 2.0, 0.0, 11.0, // index 4
+ 0.75, 0.0, 9.5, // index 5
+ 2.25, 0.0, 9.5, // index 6
+ 0.0, 0.0, 8.0, // index 7
+ 2.0, 0.0, 8.0, // index 8
+ -2.25, 0.0, 6.1875, // index 9
+ 0.25, 0.0, 6.1875, // index 10
+ -3.0, 0.0, 4.0, // index 11
+ 0.0, 0.0, 4.0, // index 12
+ -2.25, 0.0, 1.8125, // index 13
+ 1.25, 0.0, 1.8125, // index 14
+ 0.0, 0.0, 0.0, // index 15
+ 4.0, 0.0, 0.0, // index 16
+ 0.0, -7.0, 0.0, // index 17 -> additional for waterfall
+ 4.0, -6.0, 0.0 // 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.colors = [];
+ for(var i = 0; i < this.positions.length; i += 3) {
+ this.colors.push(0.2, 0.2, 0.8, 1);
+ }
+
+ this.initBuffers();
+ }
+
+
+}
+
+class Tree extends Object3D
+{
+ constructor()
+ {
+ super();
+
+ this.positions = [
+ -0.056969,0.301313,0.059775,
+ -0.056969,0.301313,-0.040876,
+ -0.055153,0.236174,-0.050744,
+ -0.055153,0.236174,-0.050744,
+ 0.045498,0.236174,-0.050744,
+ 0.045498,0.236174,-0.050744,
+ 0.183358,0.293767,-0.010892,
+ 0.183358,0.293767,0.016715,
+ -0.055153,0.236174,0.049907,
+ 0.045498,0.236174,0.049907,
+ -0.055153,0.051740,0.049907,
+ 0.045498,0.051740,0.049907,
+ 0.043682,0.301313,0.059775,
+ -0.037898,0.415271,0.149025,
+ -0.093419,0.415271,0.149025,
+ -0.037898,0.415271,0.093504,
+ -0.093419,0.415271,0.093504,
+ 0.043682,0.301313,-0.040876,
+ 0.008874,0.422507,-0.242378,
+ 0.069244,0.422507,-0.242378,
+ 0.043682,0.301313,-0.040876,
+ -0.056969,0.301313,-0.040876,
+ 0.007785,0.461577,-0.236459,
+ 0.068155,0.461577,-0.236459,
+ 0.182859,0.311634,0.019422,
+ 0.182859,0.311634,-0.008185,
+ -0.079447,0.009962,0.074201,
+ 0.045498,0.051740,-0.050744,
+ -0.055153,0.051740,-0.050744,
+ -0.079447,0.009962,-0.075038,
+ 0.069792,0.009962,-0.075038,
+ 0.069792,0.009962,0.074201,
+ -0.023604,0.642852,-0.220543,
+ -0.139997,0.499304,-0.220543,
+ 0.131748,0.574773,-0.100629,
+ 0.281596,0.451252,-0.218185,
+ 0.128755,0.410586,-0.109847,
+ 0.070558,0.502573,-0.052865,
+ -0.127460,0.423836,-0.288955,
+ -0.139997,0.499304,-0.357368,
+ 0.164721,0.355756,-0.357368,
+ 0.070558,0.497457,-0.498071,
+ 0.202360,0.582881,-0.462644,
+ 0.258592,0.543865,-0.243667,
+ 0.239636,0.235546,-0.001961,
+ 0.322547,0.294289,0.056497,
+ 0.207968,0.275752,0.097434,
+ 0.290802,0.292476,-0.067686,
+ 0.137152,0.290442,0.003639,
+ 0.207968,0.279664,-0.113150,
+ 0.305492,0.374381,-0.000033,
+ 0.271305,0.366839,0.086037,
+ 0.156725,0.378237,0.060204,
+ 0.156725,0.378237,-0.060271,
+ 0.271305,0.378237,-0.097501,
+ 0.239636,0.412997,0.003822,
+ -0.036268,0.361529,0.163458,
+ 0.091404,0.426523,0.255533,
+ -0.091304,0.397046,0.313238,
+ 0.173261,0.530724,0.313832,
+ 0.211194,0.504732,0.151857,
+ -0.199772,0.427673,0.169213,
+ -0.091304,0.415891,0.027848,
+ 0.084198,0.366894,0.069797,
+ 0.241174,0.620887,0.254329,
+ -0.125322,0.487354,0.416054,
+ 0.033749,0.468629,0.412686,
+ -0.042797,0.620887,0.521313,
+ -0.309859,0.487355,0.162063,
+ -0.248280,0.463910,0.311354,
+ -0.326769,0.617539,0.192386,
+ -0.125322,0.487354,-0.091928,
+ -0.248280,0.463910,0.012771,
+ -0.218301,0.620887,-0.049390,
+ 0.173261,0.487354,0.005089,
+ 0.032055,0.467037,-0.060038,
+ 0.132707,0.620887,-0.079497,
+ 0.132707,0.620887,0.403623,
+ -0.218301,0.620887,0.339866,
+ -0.326769,0.620887,0.069796,
+ -0.042797,0.615104,-0.156346,
+ 0.241174,0.620887,0.069796,
+ 0.053601,0.742690,0.364031,
+ 0.168557,0.738438,0.269407,
+ 0.005710,0.823999,0.349044,
+ -0.258855,0.754420,0.319037,
+ -0.121286,0.777864,0.403622,
+ -0.169792,0.874880,0.254329,
+ -0.258855,0.754420,0.005089,
+ -0.296788,0.777864,0.162063,
+ -0.169792,0.874880,0.069797,
+ 0.010880,0.723391,-0.015800,
+ -0.121286,0.777864,-0.079496,
+ 0.005710,0.846612,0.024079,
+ 0.224265,0.754419,0.162063,
+ 0.145085,0.753424,0.056032,
+ 0.114178,0.853428,0.145975,
+ -0.042797,0.900194,0.183269
+ ];
+
+ this.indices = [
+ 0,1,2,
+ 2,3,4,
+ 5,6,7,
+ 0,8,9,
+ 8,10,11,
+ 12,13,14,
+ 15,16,14,
+ 17,15,13,
+ 17,1,16,
+ 1,0,14,
+ 3,18,19,
+ 5,4,20,
+ 17,20,21,
+ 1,21,3,
+ 22,23,19,
+ 20,4,19,
+ 21,20,23,
+ 21,22,18,
+ 24,7,6,
+ 12,9,7,
+ 12,24,25,
+ 5,17,25,
+ 11,10,26,
+ 9,11,27,
+ 5,27,28,
+ 2,28,10,
+ 29,30,31,
+ 11,31,30,
+ 28,27,30,
+ 10,28,29,
+ 32,33,34,
+ 35,34,36,
+ 33,36,37,
+ 33,38,36,
+ 36,34,37,
+ 33,39,38,
+ 38,39,40,
+ 41,32,42,
+ 36,38,40,
+ 34,35,43,
+ 39,32,41,
+ 41,42,40,
+ 40,39,41,
+ 42,34,43,
+ 34,33,37,
+ 42,35,40,
+ 32,39,33,
+ 32,34,42,
+ 43,35,42,
+ 35,36,40,
+ 44,45,46,
+ 45,44,47,
+ 44,46,48,
+ 44,48,49,
+ 44,49,47,
+ 45,47,50,
+ 46,45,51,
+ 48,46,52,
+ 49,48,53,
+ 47,49,54,
+ 45,50,51,
+ 46,51,52,
+ 48,52,53,
+ 49,53,54,
+ 47,54,50,
+ 51,50,55,
+ 52,51,55,
+ 53,52,55,
+ 54,53,55,
+ 50,54,55,
+ 56,57,58,
+ 59,57,60,
+ 56,58,61,
+ 56,61,62,
+ 56,62,63,
+ 59,60,64,
+ 65,66,67,
+ 68,69,70,
+ 71,72,73,
+ 74,75,76,
+ 59,64,77,
+ 65,67,78,
+ 68,70,79,
+ 71,73,80,
+ 74,76,81,
+ 82,83,84,
+ 85,86,87,
+ 88,89,90,
+ 91,92,93,
+ 94,95,96,
+ 58,66,65,
+ 58,57,66,
+ 57,59,66,
+ 60,63,74,
+ 60,57,63,
+ 57,56,63,
+ 61,69,68,
+ 61,58,69,
+ 58,65,69,
+ 62,72,71,
+ 62,61,72,
+ 61,68,72,
+ 63,75,74,
+ 63,62,75,
+ 62,71,75,
+ 64,81,94,
+ 64,60,81,
+ 60,74,81,
+ 67,77,82,
+ 67,66,77,
+ 66,59,77,
+ 70,78,85,
+ 70,69,78,
+ 69,65,78,
+ 73,79,88,
+ 73,72,79,
+ 72,68,79,
+ 76,80,91,
+ 76,75,80,
+ 75,71,80,
+ 77,83,82,
+ 77,64,83,
+ 64,94,83,
+ 78,86,85,
+ 78,67,86,
+ 67,82,86,
+ 79,89,88,
+ 79,70,89,
+ 70,85,89,
+ 80,92,91,
+ 80,73,92,
+ 73,88,92,
+ 81,95,94,
+ 81,76,95,
+ 76,91,95,
+ 84,96,97,
+ 84,83,96,
+ 83,94,96,
+ 87,84,97,
+ 87,86,84,
+ 86,82,84,
+ 90,87,97,
+ 90,89,87,
+ 89,85,87,
+ 93,90,97,
+ 93,92,90,
+ 92,88,90,
+ 96,93,97,
+ 96,95,93,
+ 95,91,93,
+ 18,22,19,
+ 8,0,2,
+ 5,2,4,
+ 9,5,7,
+ 12,0,9,
+ 9,8,11,
+ 0,12,14,
+ 13,15,14,
+ 12,17,13,
+ 15,17,16,
+ 16,1,14,
+ 4,3,19,
+ 17,5,20,
+ 1,17,21,
+ 2,1,3,
+ 23,20,19,
+ 22,21,23,
+ 3,21,18,
+ 25,24,6,
+ 24,12,7,
+ 17,12,25,
+ 6,5,25,
+ 31,11,26,
+ 5,9,27,
+ 2,5,28,
+ 8,2,10,
+ 26,29,31,
+ 27,11,30,
+ 29,28,30,
+ 26,10,29
+ ];
+
+ this.colors = [];
+ for(var i = 0; i < this.positions.length; i += 3) {
+ this.colors.push(0.2, 0.5, 0.0, 1.0);
+ }
+
+ this.initBuffers();
+ }
+}
+
+class Cloud extends Object3D
+{
+
+ constructor() {
+
+ super();
+
+ this.positions = [
+ -0.308265,-0.282990,-0.001417,
+ 0.101554,-0.243033,0.459730,
+ -0.309308,-0.125191,0.744740,
+ 0.505238,-0.184567,0.783138,
+ 0.286346,-0.089592,-0.001417,
+ -0.681349,-0.318752,-0.001417,
+ -0.309308,-0.233630,-0.747573,
+ 0.101554,-0.065793,-0.462563,
+ 0.469048,0.098790,0.415557,
+ -0.193767,-0.184567,1.268031,
+ 0.183178,-0.259167,1.205894,
+ -0.000570,0.000000,1.517511,
+ -0.963457,-0.122647,-0.001417,
+ -0.676801,-0.160374,0.744743,
+ -0.860548,0.000000,0.459731,
+ -0.193767,-0.184567,-1.270864,
+ -0.676801,-0.135416,-0.747576,
+ -0.411437,0.000000,-1.208735,
+ 0.310058,-0.184567,-0.785971,
+ 0.183178,-0.123648,-1.208727,
+ 0.410298,0.000000,-1.208735,
+ 0.410298,0.000000,1.345405,
+ -0.384104,0.000000,1.205901,
+ -0.860548,0.000000,-0.462565,
+ -0.000570,0.000000,-1.598620,
+ 0.384591,0.090319,-0.462565,
+ 0.192628,0.380510,1.268031,
+ 0.480481,0.216971,0.744743,
+ -0.002332,0.213378,0.631682,
+ -0.624286,0.240846,0.783138,
+ -0.184317,0.365906,1.039482,
+ -0.605569,0.380903,0.277674,
+ -0.701558,0.184567,-0.640105,
+ -0.902876,0.216971,-0.001417,
+ -0.352763,0.239456,-0.319506,
+ 0.192628,0.247332,-1.168216,
+ -0.184317,0.414270,-1.208727,
+ -0.014225,0.327900,-0.747573,
+ 0.272043,0.363024,-0.001417,
+ 0.344697,0.335558,-0.747576,
+ 0.012647,0.279427,-0.001417,
+ -0.280090,0.522819,0.081168
+ ];
+
+ this.indices = [
+ 0,1,2,
+ 3,1,4,
+ 0,2,5,
+ 0,5,6,
+ 0,6,7,
+ 3,4,8,
+ 9,10,11,
+ 12,13,14,
+ 15,16,17,
+ 18,19,20,
+ 3,8,21,
+ 9,11,22,
+ 12,14,23,
+ 15,17,24,
+ 18,20,25,
+ 26,27,28,
+ 29,30,31,
+ 32,33,34,
+ 35,36,37,
+ 38,39,40,
+ 2,10,9,
+ 2,1,10,
+ 1,3,10,
+ 4,7,18,
+ 4,1,7,
+ 1,0,7,
+ 5,13,12,
+ 5,2,13,
+ 2,9,13,
+ 6,16,15,
+ 6,5,16,
+ 5,12,16,
+ 7,19,18,
+ 7,6,19,
+ 6,15,19,
+ 8,25,38,
+ 8,4,25,
+ 4,18,25,
+ 11,21,26,
+ 11,10,21,
+ 10,3,21,
+ 14,22,29,
+ 14,13,22,
+ 13,9,22,
+ 17,23,32,
+ 17,16,23,
+ 16,12,23,
+ 20,24,35,
+ 20,19,24,
+ 19,15,24,
+ 21,27,26,
+ 21,8,27,
+ 8,38,27,
+ 22,30,29,
+ 22,11,30,
+ 11,26,30,
+ 23,33,32,
+ 23,14,33,
+ 14,29,33,
+ 24,36,35,
+ 24,17,36,
+ 17,32,36,
+ 25,39,38,
+ 25,20,39,
+ 20,35,39,
+ 28,40,41,
+ 28,27,40,
+ 27,38,40,
+ 31,28,41,
+ 31,30,28,
+ 30,26,28,
+ 34,31,41,
+ 34,33,31,
+ 33,29,31,
+ 37,34,41,
+ 37,36,34,
+ 36,32,34,
+ 40,37,41,
+ 40,39,37,
+ 39,35,37
+ ];
+
+ this.colors = [];
+ for(var i = 0; i < this.positions.length; i += 3) {
+ this.colors.push(0.9, 0.9, 0.9, 1);
+ }
+
+ this.initBuffers();
+ }
+}
\ No newline at end of file
diff --git a/Abgabe_3/index.html b/Abgabe_3/index.html
new file mode 100644
index 0000000..444f65a
--- /dev/null
+++ b/Abgabe_3/index.html
@@ -0,0 +1,54 @@
+
+
+
+
+ WebGL Example
+
+
+
+
+
+
+
+
+ Lorem Ipsum
+
+
+
+
+
+
+
diff --git a/Abgabe_3/main.js b/Abgabe_3/main.js
new file mode 100644
index 0000000..87f3916
--- /dev/null
+++ b/Abgabe_3/main.js
@@ -0,0 +1,127 @@
+let gl;
+let program;
+let posLoc,
+ colorLoc;
+let objects = [];
+let lastTimestamp;
+let viewMatrix;
+const {mat4, mat3, vec3} = glMatrix;
+
+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(1.0,1.0,1.0,1.0);
+
+ gl.enable(gl.DEPTH_TEST);
+
+ // Init shader program via additional function and bind it
+ program = initShaders(gl, "vertex-shader", "fragment-shader");
+ gl.useProgram(program);
+
+ // Get locations of shader variables
+ posLoc = gl.getAttribLocation(program, "vPosition");
+ colorLoc = gl.getAttribLocation(program, "vColor");
+
+ // get location for the vewMatrix
+ const viewLoc = gl.getUniformLocation(program, "viewMatrix");
+
+ //get location for the modelMatrix
+ const modelLoc = gl.getUniformLocation(program, "modelMatrix");
+
+ // define view matrix
+ /*
+ viewMatrix = [
+ 0.1767766922712326, -0.0589255653321743, -0.013334667310118675, 0,
+ 0, 0.2357022613286972, -0.006667333655059338, 0,
+ -0.1767766922712326, -0.0589255653321743, -0.013334667310118675, 0,
+ 0, 0, -0.8801880478858948, 1
+ ];
+ */
+
+ eye = vec3.fromValues(0, 0.5, 10);
+ target = vec3.fromValues(0, 0, 0);
+ up = vec3.fromValues(0, 1, 0);
+
+ viewMatrix = mat4.create();
+ mat4.lookAt(viewMatrix, eye, target, up);
+
+
+ //activate uniform for the viewmatrix
+ gl.uniformMatrix4fv(viewLoc, false, viewMatrix);
+
+ // Only clear once
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+
+ let island = new Insel();
+ objects.push(island);
+
+ let river = new River();
+ objects.push(river);
+
+ let tree = new Tree();
+ tree.SetModelMatrix([1, 0, 0], [0, 0, 0], [1, 1, 1]);
+ objects.push(tree);
+
+ let cloud = new Cloud();
+ cloud.SetModelMatrix([-1, 2, 1], [0, 0, 0], [1, 1, 1]);
+ objects.push(cloud);
+
+ document.body.addEventListener("keydown", move);
+
+ window.requestAnimationFrame(render);
+};
+
+function move(e)
+{
+ if (e.keyCode == '87') //w
+ {
+ eye[2] = eye[2] - 0.5;
+ target[2] = target[2] - 0.5;
+ } else if (e.keyCode == '83') //s
+ {
+ eye[2] = eye[2] + 0.5;
+ target[2] = target[2] + 0.5;
+ } else if (e.keyCode == '65') //a
+ {
+ eye[0] = eye[0] - 0.5;
+ target[0] = target[0] - 0.5;
+ } else if (e.keyCode == '68') //d
+ {
+ eye[0] = eye[0] + 0.5;
+ target[0] = target[0] + 0.5;
+ }
+
+ //set the viewMatrix
+ const viewLoc = gl.getUniformLocation(program, "viewMatrix");
+ mat4.lookAt(viewMatrix, eye, target, up);
+ gl.uniformMatrix4fv(viewLoc, false, viewMatrix);
+}
+
+function changeView(e)
+{
+ //TODO: in Übungen
+}
+
+function render(timestamp)
+{
+ if(lastTimestamp == undefined)
+ {
+ lastTimestamp = timestamp;
+ }
+
+ const elapsed = timestamp - lastTimestamp;
+
+ for (var i = 0; i < objects.length; i++)
+ {
+ objects[i].render();
+ }
+
+ window.requestAnimationFrame(render);
+}
+
+main();
diff --git a/index.html b/index.html
index c6c9032..d036eeb 100644
--- a/index.html
+++ b/index.html
@@ -6,6 +6,8 @@
Übung_23112023/
+Abgabe_3/
+