From 72b2cf3b6f3ffd7d4f393a5f94566f54714eba90 Mon Sep 17 00:00:00 2001 From: Hugh Kennedy Date: Tue, 22 Jul 2014 11:10:13 +0200 Subject: [PATCH 1/2] update .gitignore --- .gitignore | 2 -- 1 file changed, 2 deletions(-) diff --git a/.gitignore b/.gitignore index f493a05..7ed645e 100644 --- a/.gitignore +++ b/.gitignore @@ -3,5 +3,3 @@ node_modules/* node_modules/splash-*/node_modules node_modules/splash-*/.gitignore node_modules/splash-*/.npmignore -build/*.json -bundle.js From 6b11e4300db647f8bcd93cfb3e08182329e1587e Mon Sep 17 00:00:00 2001 From: Hugh Kennedy Date: Tue, 22 Jul 2014 11:11:03 +0200 Subject: [PATCH 2/2] update content --- build/examples.json | 66 + build/packages.json | 377 + bundle.js | 16264 ++++++++++++++++++++++++++++++++++++++++++ 3 files changed, 16707 insertions(+) create mode 100644 build/examples.json create mode 100644 build/packages.json create mode 100644 bundle.js diff --git a/build/examples.json b/build/examples.json new file mode 100644 index 0000000..eac1ccc --- /dev/null +++ b/build/examples.json @@ -0,0 +1,66 @@ +[ + { + "name": "shader-school", + "link": "http://github.com/gl-modules/shader-school", + "desc": "

An introduction to GLSL shaders and graphics programming that runs in your\nbrowser. shader-school is a NodeSchool workshop\noriginally created for NodeConf 2014. Everything is\npowered by browserify, glslify and modules from the stackgl ecosystem under\nthe hood.

", + "thumb": "http://imgur.com/hegi9dZ.png", + "featured": true, + "i": 0 + }, + { + "name": "glsl.io", + "link": "http://glsl.io/", + "desc": "", + "thumb": "http://imgur.com/56SPiLL.png", + "featured": false, + "i": 1 + }, + { + "name": "run.south.im", + "link": "http://run.south.im/", + "desc": "", + "thumb": "http://imgur.com/kZjW5QD.png", + "featured": false, + "i": 2 + }, + { + "name": "nodesource.com", + "link": "http://nodesource.com/", + "desc": "", + "thumb": "http://imgur.com/tCKuJfx.png", + "featured": false, + "i": 3 + }, + { + "name": "voxel-mipmap-demo", + "link": "https://github.com/mikolalysenko/voxel-mipmap-demo/", + "desc": "", + "thumb": "http://imgur.com/9eUBmfB.png", + "featured": false, + "i": 4 + }, + { + "name": "raymarch", + "link": "https://github.com/mikolalysenko/raymarch/", + "desc": "", + "thumb": "http://imgur.com/NpvsXIH.png", + "featured": false, + "i": 5 + }, + { + "name": "particle-excess-demo", + "link": 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Everything is\npowered by browserify, glslify and modules from the stackgl ecosystem under\nthe hood.

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require('sliced') +require('./lib/fill')(document.querySelectorAll('[data-fill]')) +require('splash-grid')(canvas) + +var thumb = minstache.compile("
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    \n
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    \n {{#featured}}\n {{!desc}}\n {{/featured}}\n
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  • \n") + +var examples = require('./build/examples.json').map(function(meta) { + return thumb(meta) +}).join('\n') + +var packages = require('./build/packages.json') + +packages = Object.keys(packages).reduce(function(pkgs, group) { + return pkgs.concat(packages[group].map(function(pkg) { + pkg.group = group + return pkg + })) +}, []).map(function(meta) { + return thumb(meta) +}).join('\n') + +document + .getElementById('examples') + .querySelector('ul.thumb-list') + .appendChild(domify(examples)) + +var pkgEl = document.getElementById('packages') + +pkgEl + .querySelector('ul.thumb-list') + .appendChild(domify(packages)) + +pkgEl + .querySelector('ul.thumb-filter') + .appendChild(filter(pkgEl)) + +},{"./build/examples.json":1,"./build/packages.json":2,"./lib/fill":4,"./lib/filter":5,"domify":6,"minstache":10,"sliced":11,"splash-grid":14}],4:[function(require,module,exports){ +var debounce = require('frame-debounce') + +module.exports = fill + +function fill(elements) { + refill() + window.addEventListener('resize' + , debounce(refill) + , false + ) + + function refill() { + var width = window.innerWidth + 'px' + var height = window.innerHeight + 'px' + + for (var i = 0; i < elements.length; i++) { + var s = elements[i].style + s.width = width + s.minHeight = height + } + } +} + +},{"frame-debounce":8}],5:[function(require,module,exports){ +var findup = require('findup-element') +var minstache = require('minstache') +var domify = require('domify') +var slice = require('sliced') +var all = 'All Packages' +var template = minstache.compile("{{#category}}\n
  • {{name}}
  • \n{{/category}}\n") + +module.exports = function(thumbs) { + var filtered = slice(thumbs.querySelectorAll('[data-filter]')) + + var categories = filtered.reduce(function(categories, el) { + var cat = el.getAttribute('data-filter') + if (categories.indexOf(cat) === -1) categories.push(cat) + return categories + }, []) + + categories.unshift(all) + categories = categories.map(function(name) { + return { name: name } + }) + + var list = domify(template({ category: categories })) + var prev = list.children[0] + + prev.setAttribute('class', 'selected') + slice(list.children).forEach(function(child) { + var name = child.getAttribute('data-name') + + child.addEventListener('click', function(e) { + e.preventDefault() + e.stopPropagation() + var target = findup(e.target, 'li') + if (target !== child) return false + + prev.setAttribute('class', '') + prev = target + prev.setAttribute('class', 'selected') + for (var i = 0; i < filtered.length; i++) { + filtered[i].style.display = ( + name === all || + name === filtered[i].getAttribute('data-filter') + ) ? 'block' + : 'none' + } + + return false + }, false) + }) + + return list +} + +},{"domify":6,"findup-element":7,"minstache":10,"sliced":11}],6:[function(require,module,exports){ + +/** + * Expose `parse`. + */ + +module.exports = parse; + +/** + * Wrap map from jquery. + */ + +var map = { + legend: [1, '
    ', '
    '], + tr: [2, '', '
    '], + col: [2, '', '
    '], + _default: [0, '', ''] +}; + +map.td = +map.th = [3, '', '
    ']; + +map.option = +map.optgroup = [1, '']; + +map.thead = +map.tbody = +map.colgroup = +map.caption = +map.tfoot = [1, '', '
    ']; + +map.text = +map.circle = +map.ellipse = +map.line = +map.path = +map.polygon = +map.polyline = +map.rect = [1, '','']; + +/** + * Parse `html` and return a DOM Node instance, which could be a TextNode, + * HTML DOM Node of some kind (
    for example), or a DocumentFragment + * instance, depending on the contents of the `html` string. + * + * @param {String} html - HTML string to "domify" + * @param {Document} doc - The `document` instance to create the Node for + * @return {DOMNode} the TextNode, DOM Node, or DocumentFragment instance + * @api private + */ + +function parse(html, doc) { + if ('string' != typeof html) throw new TypeError('String expected'); + + // default to the global `document` object + if (!doc) doc = document; + + // tag name + var m = /<([\w:]+)/.exec(html); + if (!m) return doc.createTextNode(html); + + html = html.replace(/^\s+|\s+$/g, ''); // Remove leading/trailing whitespace + + var tag = m[1]; + + // body support + if (tag == 'body') { + var el = doc.createElement('html'); + el.innerHTML = html; + return el.removeChild(el.lastChild); + } + + // wrap map + var wrap = map[tag] || map._default; + var depth = wrap[0]; + var prefix = wrap[1]; + var suffix = wrap[2]; + var el = doc.createElement('div'); + el.innerHTML = prefix + html + suffix; + while (depth--) el = el.lastChild; + + // one element + if (el.firstChild == el.lastChild) { + return el.removeChild(el.firstChild); + } + + // several elements + var fragment = doc.createDocumentFragment(); + while (el.firstChild) { + fragment.appendChild(el.removeChild(el.firstChild)); + } + + return fragment; +} + +},{}],7:[function(require,module,exports){ +module.exports = findup + +function findup(child, check) { + if (typeof check === 'string') check = byName(check) + if (typeof check !== 'function') check = byExact(check) + + while ( + child && + !check(child) + ) child = child.parentNode + + + return child || null +} + +function byName(name) { + name = String(name).toUpperCase() + + return function(element) { + return name === element.nodeName + } +} + +function byExact(el) { + return function(element) { + return el === element + } +} + +},{}],8:[function(require,module,exports){ +(function (process){ +var slice = require('sliced') + +if (process.browser) { + var raf = require('raf-component') +} else { + var raf = typeof setImmediate !== 'undefined' + ? setImmediate + : process.nextTick +} + +module.exports = debounce + +function debounce(fn, now) { + var args = null + var ctx = null + + return debounced + + function debounced() { + if (args !== null) return + args = slice(arguments) + ctx = this + if (now) fn.apply(ctx, args) + raf(next) + } + + function next() { + if (!now) fn.apply(ctx, args) + args = null + ctx = null + } +} + +}).call(this,require("lppjwH")) +},{"lppjwH":109,"raf-component":9,"sliced":11}],9:[function(require,module,exports){ +/** + * Expose `requestAnimationFrame()`. + */ + +exports = module.exports = window.requestAnimationFrame + || window.webkitRequestAnimationFrame + || window.mozRequestAnimationFrame + || window.oRequestAnimationFrame + || window.msRequestAnimationFrame + || fallback; + +/** + * Fallback implementation. + */ + +var prev = new Date().getTime(); +function fallback(fn) { + var curr = new Date().getTime(); + var ms = Math.max(0, 16 - (curr - prev)); + var req = setTimeout(fn, ms); + prev = curr; + return req; +} + +/** + * Cancel. + */ + +var cancel = window.cancelAnimationFrame + || window.webkitCancelAnimationFrame + || window.mozCancelAnimationFrame + || window.oCancelAnimationFrame + || window.msCancelAnimationFrame + || window.clearTimeout; + +exports.cancel = function(id){ + cancel.call(window, id); +}; + +},{}],10:[function(require,module,exports){ + +/** + * Expose `render()`.` + */ + +exports = module.exports = render; + +/** + * Expose `compile()`. + */ + +exports.compile = compile; + +/** + * Render the given mustache `str` with `obj`. + * + * @param {String} str + * @param {Object} obj + * @return {String} + * @api public + */ + +function render(str, obj) { + obj = obj || {}; + var fn = compile(str); + return fn(obj); +} + +/** + * Compile the given `str` to a `Function`. + * + * @param {String} str + * @return {Function} + * @api public + */ + +function compile(str) { + var js = []; + var toks = parse(str); + var tok; + + for (var i = 0; i < toks.length; ++i) { + tok = toks[i]; + if (i % 2 == 0) { + js.push('"' + tok.replace(/"/g, '\\"') + '"'); + } else { + switch (tok[0]) { + case '/': + tok = tok.slice(1); + js.push(' }) + '); + break; + case '^': + tok = tok.slice(1); + assertProperty(tok); + js.push(' + section(obj, "' + tok + '", true, function(obj){ return '); + break; + case '#': + tok = tok.slice(1); + assertProperty(tok); + js.push(' + section(obj, "' + tok + '", false, function(obj){ return '); + break; + case '!': + tok = tok.slice(1); + assertProperty(tok); + js.push(' + obj.' + tok + ' + '); + break; + default: + assertProperty(tok); + js.push(' + escape(obj.' + tok + ') + '); + } + } + } + + js = '\n' + + indent(escape.toString()) + ';\n\n' + + indent(section.toString()) + ';\n\n' + + ' return ' + js.join('').replace(/\n/g, '\\n'); + + return new Function('obj', js); +} + +/** + * Assert that `prop` is a valid property. + * + * @param {String} prop + * @api private + */ + +function assertProperty(prop) { + if (!prop.match(/^[\w.]+$/)) throw new Error('invalid property "' + prop + '"'); +} + +/** + * Parse `str`. + * + * @param {String} str + * @return {Array} + * @api private + */ + +function parse(str) { + return str.split(/\{\{|\}\}/); +} + +/** + * Indent `str`. + * + * @param {String} str + * @return {String} + * @api private + */ + +function indent(str) { + return str.replace(/^/gm, ' '); +} + +/** + * Section handler. + * + * @param {Object} context obj + * @param {String} prop + * @param {Function} thunk + * @param {Boolean} negate + * @api private + */ + +function section(obj, prop, negate, thunk) { + var val = obj[prop]; + if (Array.isArray(val)) return val.map(thunk).join(''); + if ('function' == typeof val) return val.call(obj, thunk(obj)); + if (negate) val = !val; + if (val) return thunk(obj); + return ''; +} + +/** + * Escape the given `html`. + * + * @param {String} html + * @return {String} + * @api private + */ + +function escape(html) { + return String(html) + .replace(/&/g, '&') + .replace(/"/g, '"') + .replace(//g, '>'); +} + +},{}],11:[function(require,module,exports){ +module.exports = exports = require('./lib/sliced'); + +},{"./lib/sliced":12}],12:[function(require,module,exports){ + +/** + * An Array.prototype.slice.call(arguments) alternative + * + * @param {Object} args something with a length + * @param {Number} slice + * @param {Number} sliceEnd + * @api public + */ + +module.exports = function (args, slice, sliceEnd) { + var ret = []; + var len = args.length; + + if (0 === len) return ret; + + var start = slice < 0 + ? Math.max(0, slice + len) + : slice || 0; + + if (sliceEnd !== undefined) { + len = sliceEnd < 0 + ? sliceEnd + len + : sliceEnd + } + + while (len-- > start) { + ret[len - start] = args[len]; + } + + return ret; +} + + +},{}],13:[function(require,module,exports){ +module.exports=require('ndpack-image')(1,256,4,"iVBORw0KGgoAAAANSUhEUgAAAQAAAAABCAYAAAAxWXB3AAAAAklEQVR4AewaftIAAADsSURBVCXBgXEEIQADsZW5/lv+DERS/dBDF3roQlkXeoj1EOshVnSxItZjoSzWQyzWb2JFF6e2WBGrLVbEaosV2YpYka0sZCti/SZWZMpClIQQ2oROQhRC6BBCUwiNRmhEobM1oqTRmdCIGp1JGlGzvokaoW9Cq9C3Yk1R3xY1QseaQqMzjajR6BCaGp0JjaizRY3QmUaq0ZnQCI02nUSh0aYRoqSzRSGEDiGKYlGsqU0IoRHLtC2EkImFItTEykIRshWhiPUjFKEs1ISyUIQi1kMoMqHoQhGKLlYkPYSiC0UXii70KPRPF3ro+gNf1gb72t6EvgAAAABJRU5ErkJggg==") + +},{"ndpack-image":101}],14:[function(require,module,exports){ +var createCamera = require("orbit-camera"); +var createTex2d = require("gl-texture2d"); +var createGeom = require("gl-geometry"); +var createFBO = require("gl-fbo"); +var createShader = require("glslify"); + +var clear = require("gl-clear")({ + color: [1, 1, 1, 1] +}); + +var mat4 = require("gl-matrix").mat4; +var quat = require("gl-matrix").quat; +var triangle = require("a-big-triangle"); +var debounce = require("frame-debounce"); +var unindex = require("unindex-mesh"); +var normals = require("face-normals"); +var combine = require("mesh-combine"); +var fit = require("canvas-fit"); +var qbqb = require("cube-cube"); +var getTime = require("right-now"); +var clone = require("clone"); +var TIMESCALE = 0.5; +var SIZE = 16; +var RES = [1 / SIZE, 1 / SIZE]; + +module.exports = function(canvas) { + var gl = require("gl-context")(canvas, render); + + var heightmap = createFBO(gl, [SIZE, SIZE], { + float: true + }); + + var gradient = createTex2d(gl, require("./gradient-map")); + var voxels = createMesh(); + var projection = mat4.create(); + var viewrot = mat4.create(); + var view = mat4.create(); + var model = mat4.create(); + var camera = createCamera([0, 10, 30], [0, 0, 0], [0, 1, 0]); + var shader = require("glslify/adapter.js")("\n#define GLSLIFY 1\n\nprecision mediump float;\nattribute vec3 aPosition;\nattribute vec3 aCentroid;\nattribute vec3 aNormal;\nattribute vec3 aEdge;\nvarying vec4 vNeighbours;\nvarying vec3 vNormal;\nvarying vec2 vEdge;\nuniform sampler2D tHeightmap;\nuniform vec2 uResolution;\nuniform mat4 uProjection;\nuniform mat4 uModel;\nuniform mat4 uView;\nconst float threshold = 1.0 / 0.01;\nvoid main() {\n vec3 position = aPosition;\n vec2 coord = aCentroid.xz;\n float height = texture2D(tHeightmap, aCentroid.xz).r;\n float nht = texture2D(tHeightmap, coord + uResolution * vec2(+0.0, -1.0)).r;\n float nhb = texture2D(tHeightmap, coord + uResolution * vec2(+0.0, +1.0)).r;\n float nhl = texture2D(tHeightmap, coord + uResolution * vec2(-1.0, +0.0)).r;\n float nhr = texture2D(tHeightmap, coord + uResolution * vec2(+1.0, +0.0)).r;\n position.y = mix(position.y, height, position.y);\n gl_Position = (uProjection * uView * uModel * vec4(position, 1.0)) + vec4(0.35, -0.2, 0.0, 0.0);\n vNormal = aNormal;\n vEdge = aEdge.xz;\n vNeighbours = vec4(clamp((nht - height) * threshold, -1.0, 1.0), clamp((nhb - height) * threshold, -1.0, 1.0), clamp((nhl - height) * threshold, -1.0, 1.0), clamp((nhr - height) * threshold, -1.0, 1.0));\n}", "\n#define GLSLIFY 1\n\nprecision mediump float;\nuniform sampler2D tGradient;\nuniform mat4 uViewRotation;\nvarying vec4 vNeighbours;\nvarying vec3 vNormal;\nvarying vec2 vEdge;\n#define EDGE_SHARPNESS 1.8\n\n#define EDGE_SHADOW 0.2\n\n#define BLOCK_COLOR 1.1\n\nvoid main() {\n vec4 lightDirection = vec4(normalize(vec3(-0.2, 1.2, 0.8)), 1.0);\n lightDirection = uViewRotation * lightDirection;\n float nhr = max(0.0, vNeighbours.x);\n float nhl = max(0.0, vNeighbours.y);\n float nhb = max(0.0, vNeighbours.z);\n float nht = max(0.0, vNeighbours.w);\n float top = abs(vNormal.y);\n vec2 de = vec2(max(0.0, nht * vEdge.x) - min(0.0, nhb * vEdge.x), max(0.0, nhl * vEdge.y) - min(0.0, nhr * vEdge.y));\n float d1 = smoothstep(0.0, 1.0, abs(de.x));\n float d2 = smoothstep(0.0, 1.0, abs(de.y));\n float d = (pow(d1, EDGE_SHARPNESS) + pow(d2, EDGE_SHARPNESS));\n vec3 diffuse = vec3(1.0 - min(d, 1.0) * top * EDGE_SHADOW) * BLOCK_COLOR;\n vec3 ambient = vec3(0.1);\n float lambert = max(0.0, dot(vNormal, normalize(lightDirection.xyz)));\n vec3 color = diffuse * lambert + ambient;\n gl_FragColor.rgb = texture2D(tGradient, vec2(0.0, color.r)).rgb;\n gl_FragColor.a = 1.0;\n}", [{"name":"tHeightmap","type":"sampler2D"},{"name":"uResolution","type":"vec2"},{"name":"uProjection","type":"mat4"},{"name":"uModel","type":"mat4"},{"name":"uView","type":"mat4"},{"name":"tGradient","type":"sampler2D"},{"name":"uViewRotation","type":"mat4"}], [{"name":"aPosition","type":"vec3"},{"name":"aCentroid","type":"vec3"},{"name":"aNormal","type":"vec3"},{"name":"aEdge","type":"vec3"}])(gl); + var heightShader = require("glslify/adapter.js")("\n#define GLSLIFY 1\n\nprecision mediump float;\nattribute vec2 position;\nvoid main() {\n gl_Position = vec4(position.xy, 1.0, 1.0);\n}", "\n#define GLSLIFY 1\n\nprecision mediump float;\nuniform vec2 uResolution;\nuniform float uTime;\nvoid main() {\n vec2 coord = (gl_FragCoord.xy * uResolution - 0.5) * 2.0;\n float height = 0.0;\n height += sin(uTime * 0.00062 + coord.y * 2.5) * 0.4;\n height += cos(uTime * 0.00048 + coord.x * 1.8) * 0.6;\n height += sin(uTime * 0.0048 + coord.x * 7.9) * 0.2;\n height += cos(uTime * 0.0038 + coord.y * 6.8) * 0.1;\n height += sin(uTime * 0.0028 + coord.y * 2.8 + 0.5) * 0.3;\n height -= clamp(1.0 - uTime * 0.0005, 0.0, 1.0) * 2.0;\n height = max(0.0, height * 0.2);\n height *= max(0.0, 0.85 - max(0.0, coord.x * coord.x + coord.y * coord.y));\n gl_FragColor.r = height;\n gl_FragColor.gba = vec3(1.0);\n}", [{"name":"uResolution","type":"vec2"},{"name":"uTime","type":"float"}], [{"name":"position","type":"vec2"}])(gl); + var geom = createGeom(gl).attr("aPosition", voxels.positions).attr("aCentroid", voxels.centroids).attr("aNormal", voxels.normals).attr("aEdge", voxels.edges); + camera.distance = 1.5; + heightmap.color[0].wrap = gl.CLAMP_TO_EDGE; + heightmap.color[0].minFilter = gl.NEAREST; + heightmap.color[0].maxFilter = gl.NEAREST; + mat4.translate(model, model, [-0.5, 0, -0.5]); + window.addEventListener("resize", debounce(fit(canvas)), false); + + function render() { + var width = canvas.width; + var height = canvas.height; + var now = getTime() * TIMESCALE; + heightmap.bind(); + gl.viewport(0, 0, SIZE, SIZE); + gl.disable(gl.DEPTH_TEST); + gl.disable(gl.CULL_FACE); + heightShader.bind(); + heightShader.uniforms.uTime = now; + heightShader.uniforms.uResolution = RES; + triangle(gl); + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + gl.viewport(0, 0, width, height); + gl.enable(gl.DEPTH_TEST); + gl.enable(gl.CULL_FACE); + clear(gl); + mat4.perspective(projection, Math.PI / 4, width / height, 0.001, 100); + quat.identity(camera.rotation); + quat.rotateY(camera.rotation, camera.rotation, now * 0.0002); + quat.rotateX(camera.rotation, camera.rotation, -0.5); + camera.view(view); + quat.identity(camera.rotation); + quat.rotateY(camera.rotation, camera.rotation, now * 0.0002); + geom.bind(shader); + shader.uniforms.uResolution = RES; + shader.uniforms.uViewRotation = mat4.fromQuat(viewrot, camera.rotation); + shader.uniforms.uProjection = projection; + shader.uniforms.uModel = model; + shader.uniforms.uView = view; + shader.uniforms.tHeightmap = heightmap.color[0].bind(0); + shader.uniforms.tGradient = gradient.bind(1); + geom.draw(); + geom.unbind(); + } +}; + +function createMesh() { + var voxels = qbqb(SIZE, 1, SIZE); + var positions = unindex(combine(voxels)); + var edges = unindex(combine(getEdges(voxels))); + var centroids = unindex(combine(getCentroids(voxels))); + + return { + positions: positions, + centroids: centroids, + normals: normals(positions), + edges: edges + }; +} + +function getCentroids(meshes) { + return meshes.map(function(mesh) { + mesh = clone(mesh); + + for (var i = 0; i < mesh.positions.length; i++) { + mesh.positions[i] = mesh.centroid; + } + + return mesh; + }); +} + +function getEdges(meshes) { + return meshes.map(function(mesh) { + mesh = clone(mesh); + var idx = mesh.index; + + for (var i = 0; i < mesh.positions.length; i++) { + var pos = mesh.positions[i]; + mesh.positions[i] = mesh.positions[i].slice(); + mesh.positions[i][0] = (pos[0] * SIZE - idx[0] - 0.5) * 2; + mesh.positions[i][2] = (pos[2] * SIZE - idx[2] - 0.5) * 2; + mesh.positions[i][1] = (pos[1] - idx[1] - 0.5) * 2; + } + + return mesh; + }); +} +},{"./gradient-map":13,"a-big-triangle":31,"canvas-fit":32,"clone":34,"cube-cube":35,"face-normals":38,"frame-debounce":39,"gl-clear":44,"gl-context":45,"gl-fbo":47,"gl-geometry":50,"gl-matrix":75,"gl-texture2d":88,"glslify":90,"glslify/adapter.js":89,"mesh-combine":96,"orbit-camera":103,"right-now":104,"unindex-mesh":105}],15:[function(require,module,exports){ +"use strict" + +var pool = require("typedarray-pool") +var ops = require("ndarray-ops") +var ndarray = require("ndarray") + +function GLBuffer(gl, type, handle, length, usage) { + this.gl = gl + this.type = type + this.handle = handle + this.length = length + this.usage = usage +} + +GLBuffer.prototype.bind = function() { + this.gl.bindBuffer(this.type, this.handle) +} + +GLBuffer.prototype.dispose = function() { + this.gl.deleteBuffer(this.handle) +} + +function updateTypeArray(gl, type, len, usage, data, offset) { + if(offset <= 0 && data.length > len) { + gl.bufferData(type, data, usage) + return data.length + } + if(data.length + offset > len) { + throw new Error("gl-buffer: If resizing buffer, offset must be 0") + } + gl.bufferSubData(type, offset, data) + return len +} + +function makeScratchTypeArray(array, dtype) { + var res = pool.malloc(array.length, dtype) + var n = array.length + for(var i=0; i 0) { + throw new Error("gl-buffer: Cannot specify offset when resizing buffer") + } + this.gl.bufferData(this.type, array, this.usage) + this.length = array + } else if(array.shape) { + var dtype = array.dtype + if(dtype === "float64" || dtype === "array" || dtype === "generic") { + dtype = "float32" + } + if(this.type === this.gl.ELEMENT_ARRAY_BUFFER) { + dtype = "uint16" + } + if(array.shape.length !== 1) { + throw new Error("gl-buffer: Array length must be 1") + } + if(dtype === array.dtype && array.stride[0] === 1) { + if(array.offset === 0 && array.data.length === array.shape[0]) { + this.length = updateTypeArray(this.gl, this.type, this.length, this.usage, array.data, offset) + } else { + this.length = updateTypeArray(this.gl, this.type, this.length, this.usage, array.data.subarray(array.offset, array.shape[0]), offset) + } + } else { + var tmp = pool.malloc(array.shape[0], dtype) + var ndt = ndarray(tmp) + ops.assign(ndt, array) + this.length = updateTypeArray(this.gl, this.type, this.length, this.usage, tmp, offset) + pool.free(tmp) + } + } else if(Array.isArray(array)) { + if(this.type === this.gl.ELEMENT_ARRAY_BUFFER) { + var t = makeScratchTypeArray(array, "uint16") + this.length = updateTypeArray(this.gl, this.type, this.length, this.usage, t.subarray(0, array.length), offset) + pool.freeUint16(t) + } else { + var t = makeScratchTypeArray(array, "float32") + this.length = updateTypeArray(this.gl, this.type, this.length, this.usage, t.subarray(0, array.length), offset) + pool.freeFloat32(t) + } + } else { + this.length = updateTypeArray(this.gl, this.type, this.length, this.usage, array, offset) + } +} + +GLBuffer.prototype.draw = function(mode, count, offset) { + offset = offset || 0 + var gl = this.gl + if(this.type === gl.ARRAY_BUFFER) { + gl.drawArrays(mode, offset, count) + } else if(this.type === gl.ELEMENT_ARRAY_BUFFER) { + this.bind() + gl.drawElements(mode, count, gl.UNSIGNED_SHORT, offset) + } else { + throw new Error("Invalid type for WebGL buffer") + } +} + +function createBuffer(gl, type, data, usage) { + if(data === undefined) { + data = type + type = gl.ARRAY_BUFFER + } + if(!usage) { + usage = gl.DYNAMIC_DRAW + } + var len = 0 + var handle = gl.createBuffer() + gl.bindBuffer(type, handle) + if(typeof data === "number") { + gl.bufferData(type, data, usage) + len = data + } else if(data instanceof Array) { + if(type === gl.ELEMENT_ARRAY_BUFFER) { + gl.bufferData(type, new Uint16Array(data), usage) + } else { + gl.bufferData(type, new Float32Array(data), usage) + } + len = data.length + } else if(data.length) { + gl.bufferData(type, data, usage) + len = data.length + } else if(data.shape) { + var dtype = data.dtype + if(dtype === "float64" || dtype === "array" || dtype === "generic") { + dtype = "float32" + } + if(type === gl.ELEMENT_ARRAY_BUFFER) { + dtype = "uint16" + } + if(data.shape.length !== 1) { + throw new Error("gl-buffer: Array shape must be 1D") + } + var len = data.shape[0] + if(dtype === data.type && data.stride[0] === 1) { + gl.bufferData(type, data.data.subarray(data.offset, data.offset+len), usage) + } else { + var tmp = pool.malloc(data.shape[0], dtype) + var ndt = ndarray(tmp) + ops.assign(ndt, data) + gl.bufferData(type, tmp, usage) + pool.free(tmp) + } + } else { + throw new Error("gl-buffer: Invalid format for buffer data") + } + if(type !== gl.ARRAY_BUFFER && type !== gl.ELEMENT_ARRAY_BUFFER) { + throw new Error("gl-buffer: Invalid type for webgl buffer") + } + if(usage !== gl.DYNAMIC_DRAW && usage !== gl.STATIC_DRAW && usage !== gl.STREAM_DRAW) { + throw new Error("gl-buffer: Invalid usage for buffer") + } + return new GLBuffer(gl, type, handle, len, usage) +} + +module.exports = createBuffer +},{"ndarray":21,"ndarray-ops":16,"typedarray-pool":25}],16:[function(require,module,exports){ +"use strict" + +var compile = require("cwise-compiler") + +var EmptyProc = { + body: "", + args: [], + thisVars: [], + localVars: [] +} + +function fixup(x) { + if(!x) { + return EmptyProc + } + for(var i=0; i>", + rrshift: ">>>" +} +;(function(){ + for(var id in assign_ops) { + var op = assign_ops[id] + exports[id] = makeOp({ + args: ["array","array","array"], + body: {args:["a","b","c"], + body: "a=b"+op+"c"}, + funcName: id + }) + exports[id+"eq"] = makeOp({ + args: ["array","array"], + body: {args:["a","b"], + body:"a"+op+"=b"}, + rvalue: true, + funcName: id+"eq" + }) + exports[id+"s"] = makeOp({ + args: ["array", "array", "scalar"], + body: {args:["a","b","s"], + body:"a=b"+op+"s"}, + funcName: id+"s" + }) + exports[id+"seq"] = makeOp({ + args: ["array","scalar"], + body: {args:["a","s"], + body:"a"+op+"=s"}, + rvalue: true, + funcName: id+"seq" + }) + } +})(); + +var unary_ops = { + not: "!", + bnot: "~", + neg: "-", + recip: "1.0/" +} +;(function(){ + for(var id in unary_ops) { + var op = unary_ops[id] + exports[id] = makeOp({ + args: ["array", "array"], + body: {args:["a","b"], + body:"a="+op+"b"}, + funcName: id + }) + exports[id+"eq"] = makeOp({ + args: ["array"], + body: {args:["a"], + body:"a="+op+"a"}, + rvalue: true, + count: 2, + funcName: id+"eq" + }) + } +})(); + +var binary_ops = { + and: "&&", + or: "||", + eq: "===", + neq: "!==", + lt: "<", + gt: ">", + leq: "<=", + geq: ">=" +} +;(function() { + for(var id in binary_ops) { + var op = binary_ops[id] + exports[id] = makeOp({ + args: ["array","array","array"], + body: {args:["a", "b", "c"], + body:"a=b"+op+"c"}, + funcName: id + }) + exports[id+"s"] = makeOp({ + args: ["array","array","scalar"], + body: {args:["a", "b", "s"], + body:"a=b"+op+"s"}, + funcName: id+"s" + }) + exports[id+"eq"] = makeOp({ + args: ["array", "array"], + body: {args:["a", "b"], + body:"a=a"+op+"b"}, + rvalue:true, + count:2, + funcName: id+"eq" + }) + exports[id+"seq"] = makeOp({ + args: ["array", "scalar"], + body: {args:["a","s"], + body:"a=a"+op+"s"}, + rvalue:true, + count:2, + funcName: id+"seq" + }) + } +})(); + +var math_unary = [ + "abs", + "acos", + "asin", + "atan", + "ceil", + "cos", + "exp", + "floor", + "log", + "round", + "sin", + "sqrt", + "tan" +] +;(function() { + for(var i=0; ithis_s){this_s=-a}else if(a>this_s){this_s=a}", localVars: [], thisVars: ["this_s"]}, + post: {args:[], localVars:[], thisVars:["this_s"], body:"return this_s"}, + funcName: "norminf" +}) + +exports.norm1 = compile({ + args:["array"], + pre: {args:[], localVars:[], thisVars:["this_s"], body:"this_s=0"}, + body: {args:[{name:"a", lvalue:false, rvalue:true, count:3}], body: "this_s+=a<0?-a:a", localVars: [], thisVars: ["this_s"]}, + post: {args:[], localVars:[], thisVars:["this_s"], body:"return this_s"}, + funcName: "norm1" +}) + +exports.sup = compile({ + args: [ "array" ], + pre: + { body: "this_h=-Infinity", + args: [], + thisVars: [ "this_h" ], + localVars: [] }, + body: + { body: "if(_inline_1_arg0_>this_h)this_h=_inline_1_arg0_", + args: [{"name":"_inline_1_arg0_","lvalue":false,"rvalue":true,"count":2} ], + thisVars: [ "this_h" ], + localVars: [] }, + post: + { body: "return this_h", + args: [], + thisVars: [ "this_h" ], + localVars: [] } + }) + +exports.inf = compile({ + args: [ "array" ], + pre: + { body: "this_h=Infinity", + args: [], + thisVars: [ "this_h" ], + localVars: [] }, + body: + { body: "if(_inline_1_arg0_this_v){this_v=_inline_1_arg1_;for(var _inline_1_k=0;_inline_1_k<_inline_1_arg0_.length;++_inline_1_k){this_i[_inline_1_k]=_inline_1_arg0_[_inline_1_k]}}}", + args:[ + {name:"_inline_1_arg0_",lvalue:false,rvalue:true,count:2}, + {name:"_inline_1_arg1_",lvalue:false,rvalue:true,count:2}], + thisVars:["this_i","this_v"], + localVars:["_inline_1_k"]}, + post:{ + body:"{return this_i}", + args:[], + thisVars:["this_i"], + localVars:[]} +}) + +exports.random = makeOp({ + args: ["array"], + pre: {args:[], body:"this_f=Math.random", thisVars:["this_f"]}, + body: {args: ["a"], body:"a=this_f()", thisVars:["this_f"]}, + funcName: "random" +}) + +exports.assign = makeOp({ + args:["array", "array"], + body: {args:["a", "b"], body:"a=b"}, + funcName: "assign" }) + +exports.assigns = makeOp({ + args:["array", "scalar"], + body: {args:["a", "b"], body:"a=b"}, + funcName: "assigns" }) + + +exports.equals = compile({ + args:["array", "array"], + pre: EmptyProc, + body: {args:[{name:"x", lvalue:false, rvalue:true, count:1}, + {name:"y", lvalue:false, rvalue:true, count:1}], + body: "if(x!==y){return false}", + localVars: [], + thisVars: []}, + post: {args:[], localVars:[], thisVars:[], body:"return true"}, + funcName: "equals" +}) + + + +},{"cwise-compiler":17}],17:[function(require,module,exports){ +"use strict" + +var createThunk = require("./lib/thunk.js") + +function Procedure() { + this.argTypes = [] + this.shimArgs = [] + this.arrayArgs = [] + this.scalarArgs = [] + this.offsetArgs = [] + this.offsetArgIndex = [] + this.indexArgs = [] + this.shapeArgs = [] + this.funcName = "" + this.pre = null + this.body = null + this.post = null + this.debug = false +} + +function compileCwise(user_args) { + //Create procedure + var proc = new Procedure() + + //Parse blocks + proc.pre = user_args.pre + proc.body = user_args.body + proc.post = user_args.post + + //Parse arguments + var proc_args = user_args.args.slice(0) + proc.argTypes = proc_args + for(var i=0; i0) { + throw new Error("cwise: pre() block may not reference array args") + } + if(i < proc.post.args.length && proc.post.args[i].count>0) { + throw new Error("cwise: post() block may not reference array args") + } + } else if(arg_type === "scalar") { + proc.scalarArgs.push(i) + proc.shimArgs.push("scalar" + i) + } else if(arg_type === "index") { + proc.indexArgs.push(i) + if(i < proc.pre.args.length && proc.pre.args[i].count > 0) { + throw new Error("cwise: pre() block may not reference array index") + } + if(i < proc.body.args.length && proc.body.args[i].lvalue) { + throw new Error("cwise: body() block may not write to array index") + } + if(i < proc.post.args.length && proc.post.args[i].count > 0) { + throw new Error("cwise: post() block may not reference array index") + } + } else if(arg_type === "shape") { + proc.shapeArgs.push(i) + if(i < proc.pre.args.length && proc.pre.args[i].lvalue) { + throw new Error("cwise: pre() block may not write to array shape") + } + if(i < proc.body.args.length && proc.body.args[i].lvalue) { + throw new Error("cwise: body() block may not write to array shape") + } + if(i < proc.post.args.length && proc.post.args[i].lvalue) { + throw new Error("cwise: post() block may not write to array shape") + } + } else if(typeof arg_type === "object" && arg_type.offset) { + proc.argTypes[i] = "offset" + proc.offsetArgs.push({ array: arg_type.array, offset:arg_type.offset }) + proc.offsetArgIndex.push(i) + } else { + throw new Error("cwise: Unknown argument type " + proc_args[i]) + } + } + + //Make sure at least one array argument was specified + if(proc.arrayArgs.length <= 0) { + throw new Error("cwise: No array arguments specified") + } + + //Make sure arguments are correct + if(proc.pre.args.length > proc_args.length) { + throw new Error("cwise: Too many arguments in pre() block") + } + if(proc.body.args.length > proc_args.length) { + throw new Error("cwise: Too many arguments in body() block") + } + if(proc.post.args.length > proc_args.length) { + throw new Error("cwise: Too many arguments in post() block") + } + + //Check debug flag + proc.debug = !!user_args.printCode || !!user_args.debug + + //Retrieve name + proc.funcName = user_args.funcName || "cwise" + + //Read in block size + proc.blockSize = user_args.blockSize || 64 + + return createThunk(proc) +} + +module.exports = compileCwise + +},{"./lib/thunk.js":19}],18:[function(require,module,exports){ +"use strict" + +var uniq = require("uniq") + +function innerFill(order, proc, body) { + var dimension = order.length + , nargs = proc.arrayArgs.length + , has_index = proc.indexArgs.length>0 + , code = [] + , vars = [] + , idx=0, pidx=0, i, j + for(i=0; i=0; --i) { + idx = order[i] + code.push(["for(i",i,"=0;i",i," 0) { + code.push(["index[",pidx,"]-=s",pidx].join("")) + } + code.push(["++index[",idx,"]"].join("")) + } + code.push("}") + } + return code.join("\n") +} + +function outerFill(matched, order, proc, body) { + var dimension = order.length + , nargs = proc.arrayArgs.length + , blockSize = proc.blockSize + , has_index = proc.indexArgs.length > 0 + , code = [] + for(var i=0; i0;){"].join("")) + code.push(["if(j",i,"<",blockSize,"){"].join("")) + code.push(["s",order[i],"=j",i].join("")) + code.push(["j",i,"=0"].join("")) + code.push(["}else{s",order[i],"=",blockSize].join("")) + code.push(["j",i,"-=",blockSize,"}"].join("")) + if(has_index) { + code.push(["index[",order[i],"]=j",i].join("")) + } + } + for(var i=0; i 0) { + allEqual = allEqual && summary[i] === summary[i-1] + } + } + if(allEqual) { + return summary[0] + } + return summary.join("") +} + +//Generates a cwise operator +function generateCWiseOp(proc, typesig) { + + //Compute dimension + var dimension = typesig[1].length|0 + var orders = new Array(proc.arrayArgs.length) + var dtypes = new Array(proc.arrayArgs.length) + + //First create arguments for procedure + var arglist = ["SS"] + var code = ["'use strict'"] + var vars = [] + + for(var j=0; j 0) { + vars.push("shape=SS.slice(0)") + } + if(proc.indexArgs.length > 0) { + var zeros = new Array(dimension) + for(var i=0; i 3) { + code.push(processBlock(proc.pre, proc, dtypes)) + } + + //Process body + var body = processBlock(proc.body, proc, dtypes) + var matched = countMatches(orders) + if(matched < dimension) { + code.push(outerFill(matched, orders[0], proc, body)) + } else { + code.push(innerFill(orders[0], proc, body)) + } + + //Inline epilog + if(proc.post.body.length > 3) { + code.push(processBlock(proc.post, proc, dtypes)) + } + + if(proc.debug) { + console.log("Generated cwise routine for ", typesig, ":\n\n", code.join("\n")) + } + + var loopName = [(proc.funcName||"unnamed"), "_cwise_loop_", orders[0].join("s"),"m",matched,typeSummary(dtypes)].join("") + var f = new Function(["function ",loopName,"(", arglist.join(","),"){", code.join("\n"),"} return ", loopName].join("")) + return f() +} +module.exports = generateCWiseOp +},{"uniq":20}],19:[function(require,module,exports){ +"use strict" + +var compile = require("./compile.js") + +function createThunk(proc) { + var code = ["'use strict'", "var CACHED={}"] + var vars = [] + var thunkName = proc.funcName + "_cwise_thunk" + + //Build thunk + code.push(["return function ", thunkName, "(", proc.shimArgs.join(","), "){"].join("")) + var typesig = [] + var string_typesig = [] + var proc_args = [["array",proc.arrayArgs[0],".shape"].join("")] + for(var i=0; iMath.abs(this._stride1))?[1,0]:[0,1]}})") + } else if(dimension === 3) { + code.push( +"var s0=Math.abs(this._stride0),s1=Math.abs(this._stride1),s2=Math.abs(this._stride2);\ +if(s0>s1){\ +if(s1>s2){\ +return [2,1,0];\ +}else if(s0>s2){\ +return [1,2,0];\ +}else{\ +return [1,0,2];\ +}\ +}else if(s0>s2){\ +return [2,0,1];\ +}else if(s2>s1){\ +return [0,1,2];\ +}else{\ +return [0,2,1];\ +}}})") + } + } else { + code.push("ORDER})") + } + } + + //view.set(i0, ..., v): + code.push( +"proto.set=function "+className+"_set("+args.join(",")+",v){") + if(useGetters) { + code.push("return this.data.set("+index_str+",v)}") + } else { + code.push("return this.data["+index_str+"]=v}") + } + + //view.get(i0, ...): + code.push("proto.get=function "+className+"_get("+args.join(",")+"){") + if(useGetters) { + code.push("return this.data.get("+index_str+")}") + } else { + code.push("return this.data["+index_str+"]}") + } + + //view.index: + code.push( + "proto.index=function "+className+"_index(", args.join(), "){return "+index_str+"}") + + //view.hi(): + code.push("proto.hi=function "+className+"_hi("+args.join(",")+"){return new "+className+"(this.data,"+ + indices.map(function(i) { + return ["(typeof i",i,"!=='number'||i",i,"<0)?this._shape", i, ":i", i,"|0"].join("") + }).join(",")+","+ + indices.map(function(i) { + return "this._stride"+i + }).join(",")+",this.offset)}") + + //view.lo(): + var a_vars = indices.map(function(i) { return "a"+i+"=this._shape"+i }) + var c_vars = indices.map(function(i) { return "c"+i+"=this._stride"+i }) + code.push("proto.lo=function "+className+"_lo("+args.join(",")+"){var b=this.offset,d=0,"+a_vars.join(",")+","+c_vars.join(",")) + for(var i=0; i=0){\ +d=i"+i+"|0;\ +b+=c"+i+"*d;\ +a"+i+"-=d}") + } + code.push("return new "+className+"(this.data,"+ + indices.map(function(i) { + return "a"+i + }).join(",")+","+ + indices.map(function(i) { + return "c"+i + }).join(",")+",b)}") + + //view.step(): + code.push("proto.step=function "+className+"_step("+args.join(",")+"){var "+ + indices.map(function(i) { + return "a"+i+"=this._shape"+i + }).join(",")+","+ + indices.map(function(i) { + return "b"+i+"=this._stride"+i + }).join(",")+",c=this.offset,d=0,ceil=Math.ceil") + for(var i=0; i=0){c=(c+this._stride"+i+"*i"+i+")|0}else{a.push(this._shape"+i+");b.push(this._stride"+i+")}") + } + code.push("var ctor=CTOR_LIST[a.length+1];return ctor(this.data,a,b,c)}") + + //Add return statement + code.push("return function construct_"+className+"(data,shape,stride,offset){return new "+className+"(data,"+ + indices.map(function(i) { + return "shape["+i+"]" + }).join(",")+","+ + indices.map(function(i) { + return "stride["+i+"]" + }).join(",")+",offset)}") + + //Compile procedure + var procedure = new Function("CTOR_LIST", "ORDER", code.join("\n")) + return procedure(CACHED_CONSTRUCTORS[dtype], order) +} + +function arrayDType(data) { + if(hasBuffer) { + if(Buffer.isBuffer(data)) { + return "buffer" + } + } + if(hasTypedArrays) { + switch(Object.prototype.toString.call(data)) { + case "[object Float64Array]": + return "float64" + case "[object Float32Array]": + return "float32" + case "[object Int8Array]": + return "int8" + case "[object Int16Array]": + return "int16" + case "[object Int32Array]": + return "int32" + case "[object Uint8Array]": + return "uint8" + case "[object Uint16Array]": + return "uint16" + case "[object Uint32Array]": + return "uint32" + case "[object Uint8ClampedArray]": + return "uint8_clamped" + } + } + if(Array.isArray(data)) { + return "array" + } + return "generic" +} + +var CACHED_CONSTRUCTORS = { + "float32":[], + "float64":[], + "int8":[], + "int16":[], + "int32":[], + "uint8":[], + "uint16":[], + "uint32":[], + "array":[], + "uint8_clamped":[], + "buffer":[], + "generic":[] +} + +;(function() { + for(var id in CACHED_CONSTRUCTORS) { + CACHED_CONSTRUCTORS[id].push(compileConstructor(id, -1)) + } +}); + +function wrappedNDArrayCtor(data, shape, stride, offset) { + if(data === undefined) { + var ctor = CACHED_CONSTRUCTORS.array[0] + return ctor([]) + } else if(typeof data === "number") { + data = [data] + } + if(shape === undefined) { + shape = [ data.length ] + } + var d = shape.length + if(stride === undefined) { + stride = new Array(d) + for(var i=d-1, sz=1; i>=0; --i) { + stride[i] = sz + sz *= shape[i] + } + } + if(offset === undefined) { + offset = 0 + for(var i=0; i 0) - (v < 0); +} + +//Computes absolute value of integer +exports.abs = function(v) { + var mask = v >> (INT_BITS-1); + return (v ^ mask) - mask; +} + +//Computes minimum of integers x and y +exports.min = function(x, y) { + return y ^ ((x ^ y) & -(x < y)); +} + +//Computes maximum of integers x and y +exports.max = function(x, y) { + return x ^ ((x ^ y) & -(x < y)); +} + +//Checks if a number is a power of two +exports.isPow2 = function(v) { + return !(v & (v-1)) && (!!v); +} + +//Computes log base 2 of v +exports.log2 = function(v) { + var r, shift; + r = (v > 0xFFFF) << 4; v >>>= r; + shift = (v > 0xFF ) << 3; v >>>= shift; r |= shift; + shift = (v > 0xF ) << 2; v >>>= shift; r |= shift; + shift = (v > 0x3 ) << 1; v >>>= shift; r |= shift; + return r | (v >> 1); +} + +//Computes log base 10 of v +exports.log10 = function(v) { + return (v >= 1000000000) ? 9 : (v >= 100000000) ? 8 : (v >= 10000000) ? 7 : + (v >= 1000000) ? 6 : (v >= 100000) ? 5 : (v >= 10000) ? 4 : + (v >= 1000) ? 3 : (v >= 100) ? 2 : (v >= 10) ? 1 : 0; +} + +//Counts number of bits +exports.popCount = function(v) { + v = v - ((v >>> 1) & 0x55555555); + v = (v & 0x33333333) + ((v >>> 2) & 0x33333333); + return ((v + (v >>> 4) & 0xF0F0F0F) * 0x1010101) >>> 24; +} + +//Counts number of trailing zeros +function countTrailingZeros(v) { + var c = 32; + v &= -v; + if (v) c--; + if (v & 0x0000FFFF) c -= 16; + if (v & 0x00FF00FF) c -= 8; + if (v & 0x0F0F0F0F) c -= 4; + if (v & 0x33333333) c -= 2; + if (v & 0x55555555) c -= 1; + return c; +} +exports.countTrailingZeros = countTrailingZeros; + +//Rounds to next power of 2 +exports.nextPow2 = function(v) { + v += v === 0; + --v; + v |= v >>> 1; + v |= v >>> 2; + v |= v >>> 4; + v |= v >>> 8; + v |= v >>> 16; + return v + 1; +} + +//Rounds down to previous power of 2 +exports.prevPow2 = function(v) { + v |= v >>> 1; + v |= v >>> 2; + v |= v >>> 4; + v |= v >>> 8; + v |= v >>> 16; + return v - (v>>>1); +} + +//Computes parity of word +exports.parity = function(v) { + v ^= v >>> 16; + v ^= v >>> 8; + v ^= v >>> 4; + v &= 0xf; + return (0x6996 >>> v) & 1; +} + +var REVERSE_TABLE = new Array(256); + +(function(tab) { + for(var i=0; i<256; ++i) { + var v = i, r = i, s = 7; + for (v >>>= 1; v; v >>>= 1) { + r <<= 1; + r |= v & 1; + --s; + } + tab[i] = (r << s) & 0xff; + } +})(REVERSE_TABLE); + +//Reverse bits in a 32 bit word +exports.reverse = function(v) { + return (REVERSE_TABLE[ v & 0xff] << 24) | + (REVERSE_TABLE[(v >>> 8) & 0xff] << 16) | + (REVERSE_TABLE[(v >>> 16) & 0xff] << 8) | + REVERSE_TABLE[(v >>> 24) & 0xff]; +} + +//Interleave bits of 2 coordinates with 16 bits. Useful for fast quadtree codes +exports.interleave2 = function(x, y) { + x &= 0xFFFF; + x = (x | (x << 8)) & 0x00FF00FF; + x = (x | (x << 4)) & 0x0F0F0F0F; + x = (x | (x << 2)) & 0x33333333; + x = (x | (x << 1)) & 0x55555555; + + y &= 0xFFFF; + y = (y | (y << 8)) & 0x00FF00FF; + y = (y | (y << 4)) & 0x0F0F0F0F; + y = (y | (y << 2)) & 0x33333333; + y = (y | (y << 1)) & 0x55555555; + + return x | (y << 1); +} + +//Extracts the nth interleaved component +exports.deinterleave2 = function(v, n) { + v = (v >>> n) & 0x55555555; + v = (v | (v >>> 1)) & 0x33333333; + v = (v | (v >>> 2)) & 0x0F0F0F0F; + v = (v | (v >>> 4)) & 0x00FF00FF; + v = (v | (v >>> 16)) & 0x000FFFF; + return (v << 16) >> 16; +} + + +//Interleave bits of 3 coordinates, each with 10 bits. Useful for fast octree codes +exports.interleave3 = function(x, y, z) { + x &= 0x3FF; + x = (x | (x<<16)) & 4278190335; + x = (x | (x<<8)) & 251719695; + x = (x | (x<<4)) & 3272356035; + x = (x | (x<<2)) & 1227133513; + + y &= 0x3FF; + y = (y | (y<<16)) & 4278190335; + y = (y | (y<<8)) & 251719695; + y = (y | (y<<4)) & 3272356035; + y = (y | (y<<2)) & 1227133513; + x |= (y << 1); + + z &= 0x3FF; + z = (z | (z<<16)) & 4278190335; + z = (z | (z<<8)) & 251719695; + z = (z | (z<<4)) & 3272356035; + z = (z | (z<<2)) & 1227133513; + + return x | (z << 2); +} + +//Extracts nth interleaved component of a 3-tuple +exports.deinterleave3 = function(v, n) { + v = (v >>> n) & 1227133513; + v = (v | (v>>>2)) & 3272356035; + v = (v | (v>>>4)) & 251719695; + v = (v | (v>>>8)) & 4278190335; + v = (v | (v>>>16)) & 0x3FF; + return (v<<22)>>22; +} + +//Computes next combination in colexicographic order (this is mistakenly called nextPermutation on the bit twiddling hacks page) +exports.nextCombination = function(v) { + var t = v | (v - 1); + return (t + 1) | (((~t & -~t) - 1) >>> (countTrailingZeros(v) + 1)); +} + + +},{}],24:[function(require,module,exports){ +"use strict" + +function dupe_array(count, value, i) { + var c = count[i]|0 + if(c <= 0) { + return [] + } + var result = new Array(c), j + if(i === count.length-1) { + for(j=0; j 0) { + return dupe_number(count|0, value) + } + break + case "object": + if(typeof (count.length) === "number") { + return dupe_array(count, value, 0) + } + break + } + return [] +} + +module.exports = dupe +},{}],25:[function(require,module,exports){ +(function (global){ +"use strict" + +var bits = require("bit-twiddle") +var dup = require("dup") +if(!global.__TYPEDARRAY_POOL) { + global.__TYPEDARRAY_POOL = { + UINT8 : dup([32, 0]) + , UINT16 : dup([32, 0]) + , UINT32 : dup([32, 0]) + , INT8 : dup([32, 0]) + , INT16 : dup([32, 0]) + , INT32 : dup([32, 0]) + , FLOAT : dup([32, 0]) + , DOUBLE : dup([32, 0]) + , DATA : dup([32, 0]) + } +} +var POOL = global.__TYPEDARRAY_POOL +var UINT8 = POOL.UINT8 + , UINT16 = POOL.UINT16 + , UINT32 = POOL.UINT32 + , INT8 = POOL.INT8 + , INT16 = POOL.INT16 + , INT32 = POOL.INT32 + , FLOAT = POOL.FLOAT + , DOUBLE = POOL.DOUBLE + , DATA = POOL.DATA + +exports.free = function free(array) { + if(array instanceof ArrayBuffer) { + var n = array.byteLength|0 + , log_n = bits.log2(n) + DATA[log_n].push(array) + } else { + var n = array.length|0 + , log_n = bits.log2(n) + if(array instanceof Uint8Array) { + UINT8[log_n].push(array) + } else if(array instanceof Uint16Array) { + UINT16[log_n].push(array) + } else if(array instanceof Uint32Array) { + UINT32[log_n].push(array) + } else if(array instanceof Int8Array) { + INT8[log_n].push(array) + } else if(array instanceof Int16Array) { + INT16[log_n].push(array) + } else if(array instanceof Int32Array) { + INT32[log_n].push(array) + } else if(array instanceof Float32Array) { + FLOAT[log_n].push(array) + } else if(array instanceof Float64Array) { + DOUBLE[log_n].push(array) + } + } +} + +exports.freeUint8 = function freeUint8(array) { + UINT8[bits.log2(array.length)].push(array) +} + +exports.freeUint16 = function freeUint16(array) { + UINT16[bits.log2(array.length)].push(array) +} + +exports.freeUint32 = function freeUint32(array) { + UINT32[bits.log2(array.length)].push(array) +} + +exports.freeInt8 = function freeInt8(array) { + INT8[bits.log2(array.length)].push(array) +} + +exports.freeInt16 = function freeInt16(array) { + INT16[bits.log2(array.length)].push(array) +} + +exports.freeInt32 = function freeInt32(array) { + INT32[bits.log2(array.length)].push(array) +} + +exports.freeFloat32 = exports.freeFloat = function freeFloat(array) { + FLOAT[bits.log2(array.length)].push(array) +} + +exports.freeFloat64 = exports.freeDouble = function freeDouble(array) { + DOUBLE[bits.log2(array.length)].push(array) +} + +exports.freeArrayBuffer = function freeArrayBuffer(array) { + DATA[bits.log2(array.length)].push(array) +} + +exports.malloc = function malloc(n, dtype) { + n = bits.nextPow2(n) + var log_n = bits.log2(n) + if(dtype === undefined) { + var d = DATA[log_n] + if(d.length > 0) { + var r = d[d.length-1] + d.pop() + return r + } + return new ArrayBuffer(n) + } else { + switch(dtype) { + case "uint8": + var u8 = UINT8[log_n] + if(u8.length > 0) { + return u8.pop() + } + return new Uint8Array(n) + break + + case "uint16": + var u16 = UINT16[log_n] + if(u16.length > 0) { + return u16.pop() + } + return new Uint16Array(n) + break + + case "uint32": + var u32 = UINT32[log_n] + if(u32.length > 0) { + return u32.pop() + } + return new Uint32Array(n) + break + + case "int8": + var i8 = INT8[log_n] + if(i8.length > 0) { + return i8.pop() + } + return new Int8Array(n) + break + + case "int16": + var i16 = INT16[log_n] + if(i16.length > 0) { + return i16.pop() + } + return new Int16Array(n) + break + + case "int32": + var i32 = INT32[log_n] + if(i32.length > 0) { + return i32.pop() + } + return new Int32Array(n) + break + + case "float": + case "float32": + var f = FLOAT[log_n] + if(f.length > 0) { + return f.pop() + } + return new Float32Array(n) + break + + case "double": + case "float64": + var dd = DOUBLE[log_n] + if(dd.length > 0) { + return dd.pop() + } + return new Float64Array(n) + break + + default: + return null + } + } + return null +} + +exports.mallocUint8 = function mallocUint8(n) { + n = bits.nextPow2(n) + var log_n = bits.log2(n) + var cache = UINT8[log_n] + if(cache.length > 0) { + return cache.pop() + } + return new Uint8Array(n) +} + +exports.mallocUint16 = function mallocUint16(n) { + n = bits.nextPow2(n) + var log_n = bits.log2(n) + var cache = UINT16[log_n] + if(cache.length > 0) { + return cache.pop() + } + return new Uint16Array(n) +} + +exports.mallocUint32 = function mallocUint32(n) { + n = bits.nextPow2(n) + var log_n = bits.log2(n) + var cache = UINT32[log_n] + if(cache.length > 0) { + return cache.pop() + } + return new Uint32Array(n) +} + +exports.mallocInt8 = function mallocInt8(n) { + n = bits.nextPow2(n) + var log_n = bits.log2(n) + var cache = INT8[log_n] + if(cache.length > 0) { + return cache.pop() + } + return new Int8Array(n) +} + +exports.mallocInt16 = function mallocInt16(n) { + n = bits.nextPow2(n) + var log_n = bits.log2(n) + var cache = INT16[log_n] + if(cache.length > 0) { + return cache.pop() + } + return new Int16Array(n) +} + +exports.mallocInt32 = function mallocInt32(n) { + n = bits.nextPow2(n) + var log_n = bits.log2(n) + var cache = INT32[log_n] + if(cache.length > 0) { + return cache.pop() + } + return new Int32Array(n) +} + +exports.mallocFloat32 = exports.mallocFloat = function mallocFloat(n) { + n = bits.nextPow2(n) + var log_n = bits.log2(n) + var cache = FLOAT[log_n] + if(cache.length > 0) { + return cache.pop() + } + return new Float32Array(n) +} + +exports.mallocFloat64 = exports.mallocDouble = function mallocDouble(n) { + n = bits.nextPow2(n) + var log_n = bits.log2(n) + var cache = DOUBLE[log_n] + if(cache.length > 0) { + return cache.pop() + } + return new Float64Array(n) +} + +exports.mallocArrayBuffer = function mallocArrayBuffer(n) { + n = bits.nextPow2(n) + var log_n = bits.log2(n) + var cache = DATA[log_n] + if(cache.length > 0) { + return cache.pop() + } + return new ArrayBuffer(n) +} + +exports.clearCache = function clearCache() { + for(var i=0; i<32; ++i) { + UINT8[i].length = 0 + UINT16[i].length = 0 + UINT32[i].length = 0 + INT8[i].length = 0 + INT16[i].length = 0 + INT32[i].length = 0 + FLOAT[i].length = 0 + DOUBLE[i].length = 0 + DATA[i].length = 0 + } +} + +}).call(this,typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) +},{"bit-twiddle":23,"dup":24}],26:[function(require,module,exports){ +"use strict" + +function doBind(gl, elements, attributes) { + if(elements) { + elements.bind() + } else { + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null) + } + var nattribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS)|0 + if(attributes) { + if(attributes.length > nattribs) { + throw new Error("Too many vertex attributes") + } + for(var i=0; i 1) { + ext.drawBuffersWEBGL(colorAttachmentArrays[numColor]) + } + + //Allocate depth/stencil buffers + if(extensions.WEBGL_depth_texture) { + if(useStencil) { + fbo.depth = initTexture(gl, width, height, + extensions.WEBGL_depth_texture.UNSIGNED_INT_24_8_WEBGL, + gl.DEPTH_STENCIL, + gl.DEPTH_STENCIL_ATTACHMENT) + } else if(useDepth) { + fbo.depth = initTexture(gl, width, height, + gl.UNSIGNED_SHORT, + gl.DEPTH_COMPONENT, + gl.DEPTH_ATTACHMENT) + } + } else { + if(useDepth && useStencil) { + fbo._depth_rb = initRenderBuffer(gl, width, height, gl.DEPTH_STENCIL, gl.DEPTH_STENCIL_ATTACHMENT) + } else if(useDepth) { + fbo._depth_rb = initRenderBuffer(gl, width, height, gl.DEPTH_COMPONENT16, gl.DEPTH_ATTACHMENT) + } else if(useStencil) { + fbo._depth_rb = initRenderBuffer(gl, width, height, gl.STENCIL_INDEX, gl.STENCIL_ATTACHMENT) + } + } + + //Check frame buffer state + var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER) + if(status !== gl.FRAMEBUFFER_COMPLETE) { + + //Release all partially allocated resources + fbo._destroyed = true + + //Release all resources + gl.bindFramebuffer(gl.FRAMEBUFFER, null) + gl.deleteFramebuffer(fbo.handle) + fbo.handle = null + if(fbo.depth) { + fbo.depth.dispose() + fbo.depth = null + } + if(fbo._depth_rb) { + gl.deleteRenderbuffer(fbo._depth_rb) + fbo._depth_rb = null + } + for(var i=0; i maxFBOSize || + x[1] < 0 || x[1] > maxFBOSize) { + throw new Error("gl-fbo: Can't resize FBO, invalid dimensions") + } + + //Update shape + this._shape[0] = x[0]|0 + this._shape[1] = x[1]|0 + + //Resize framebuffer attachments + for(var i=0; i maxFBOSize || height < 0 || height > maxFBOSize) { + throw new Error("gl-fbo: Parameters are too large for FBO") + } + + //Handle each option type + options = options || {} + + //Figure out number of color buffers to use + var numColors = 1 + if("color" in options) { + numColors = Math.max(options.color|0, 0) + if(numColors < 0) { + throw new Error("gl-fbo: Must specify a nonnegative number of colors") + } + if(numColors > 1) { + //Check if multiple render targets supported + var mrtext = extensions.WEBGL_draw_buffers + if(!mrtext) { + throw new Error("gl-fbo: Multiple draw buffer extension not supported") + } else if(numColors > gl.getParameter(mrtext.MAX_COLOR_ATTACHMENTS_WEBGL)) { + throw new Error("gl-fbo: Context does not support " + numColors + " draw buffers") + } + } + } + + //Determine whether to use floating point textures + var colorType = gl.UNSIGNED_BYTE + if(options.float && numColors > 0) { + if(!extensions.OES_texture_float) { + throw new Error("gl-fbo: Context does not support floating point textures") + } + colorType = gl.FLOAT + } else if(options.preferFloat && numColors > 0) { + if(extensions.OES_texture_float) { + colorType = gl.FLOAT + } + } + + //Check if we should use depth buffer + var useDepth = true + if("depth" in options) { + useDepth = !!options.depth + } + + //Check if we should use a stencil buffer + var useStencil = false + if("stencil" in options) { + useStencil = !!options.stencil + } + + return new Framebuffer( + gl, + width, + height, + colorType, + numColors, + useDepth, + useStencil, + extensions.WEBGL_draw_buffers) +} +},{"gl-texture2d":88,"webglew":49}],48:[function(require,module,exports){ +/* (The MIT License) + * + * Copyright (c) 2012 Brandon Benvie + * + * 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 with 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. + */ + +// Original WeakMap implementation by Gozala @ https://gist.github.com/1269991 +// Updated and bugfixed by Raynos @ https://gist.github.com/1638059 +// Expanded by Benvie @ https://github.com/Benvie/harmony-collections + +void function(global, undefined_, undefined){ + var getProps = Object.getOwnPropertyNames, + defProp = Object.defineProperty, + toSource = Function.prototype.toString, + create = Object.create, + hasOwn = Object.prototype.hasOwnProperty, + funcName = /^\n?function\s?(\w*)?_?\(/; + + + function define(object, key, value){ + if (typeof key === 'function') { + value = key; + key = nameOf(value).replace(/_$/, ''); + } + return defProp(object, key, { configurable: true, writable: true, value: value }); + } + + function nameOf(func){ + return typeof func !== 'function' + ? '' : 'name' in func + ? func.name : toSource.call(func).match(funcName)[1]; + } + + // ############ + // ### Data ### + // ############ + + var Data = (function(){ + var dataDesc = { value: { writable: true, value: undefined } }, + datalock = 'return function(k){if(k===s)return l}', + uids = create(null), + + createUID = function(){ + var key = Math.random().toString(36).slice(2); + return key in uids ? createUID() : uids[key] = key; + }, + + globalID = createUID(), + + storage = function(obj){ + if (hasOwn.call(obj, globalID)) + return obj[globalID]; + + if (!Object.isExtensible(obj)) + throw new TypeError("Object must be extensible"); + + var store = create(null); + defProp(obj, globalID, { value: store }); + return store; + }; + + // common per-object storage area made visible by patching getOwnPropertyNames' + define(Object, function getOwnPropertyNames(obj){ + var props = getProps(obj); + if (hasOwn.call(obj, globalID)) + props.splice(props.indexOf(globalID), 1); + return props; + }); + + function Data(){ + var puid = createUID(), + secret = {}; + + this.unlock = function(obj){ + var store = storage(obj); + if (hasOwn.call(store, puid)) + return store[puid](secret); + + var data = create(null, dataDesc); + defProp(store, puid, { + value: new Function('s', 'l', datalock)(secret, data) + }); + return data; + } + } + + define(Data.prototype, function get(o){ return this.unlock(o).value }); + define(Data.prototype, function set(o, v){ this.unlock(o).value = v }); + + return Data; + }()); + + + var WM = (function(data){ + var validate = function(key){ + if (key == null || typeof key !== 'object' && typeof key !== 'function') + throw new TypeError("Invalid WeakMap key"); + } + + var wrap = function(collection, value){ + var store = data.unlock(collection); + if (store.value) + throw new TypeError("Object is already a WeakMap"); + store.value = value; + } + + var unwrap = function(collection){ + var storage = data.unlock(collection).value; + if (!storage) + throw new TypeError("WeakMap is not generic"); + return storage; + } + + var initialize = function(weakmap, iterable){ + if (iterable !== null && typeof iterable === 'object' && typeof iterable.forEach === 'function') { + iterable.forEach(function(item, i){ + if (item instanceof Array && item.length === 2) + set.call(weakmap, iterable[i][0], iterable[i][1]); + }); + } + } + + + function WeakMap(iterable){ + if (this === global || this == null || this === WeakMap.prototype) + return new WeakMap(iterable); + + wrap(this, new Data); + initialize(this, iterable); + } + + function get(key){ + validate(key); + var value = unwrap(this).get(key); + return value === undefined_ ? undefined : value; + } + + function set(key, value){ + validate(key); + // store a token for explicit undefined so that "has" works correctly + unwrap(this).set(key, value === undefined ? undefined_ : value); + } + + function has(key){ + validate(key); + return unwrap(this).get(key) !== undefined; + } + + function delete_(key){ + validate(key); + var data = unwrap(this), + had = data.get(key) !== undefined; + data.set(key, undefined); + return had; + } + + function toString(){ + unwrap(this); + return '[object WeakMap]'; + } + + try { + var src = ('return '+delete_).replace('e_', '\\u0065'), + del = new Function('unwrap', 'validate', src)(unwrap, validate); + } catch (e) { + var del = delete_; + } + + var src = (''+Object).split('Object'); + var stringifier = function toString(){ + return src[0] + nameOf(this) + src[1]; + }; + + define(stringifier, stringifier); + + var prep = { __proto__: [] } instanceof Array + ? function(f){ f.__proto__ = stringifier } + : function(f){ define(f, stringifier) }; + + prep(WeakMap); + + [toString, get, set, has, del].forEach(function(method){ + define(WeakMap.prototype, method); + prep(method); + }); + + return WeakMap; + }(new Data)); + + var defaultCreator = Object.create + ? function(){ return Object.create(null) } + : function(){ return {} }; + + function createStorage(creator){ + var weakmap = new WM; + creator || (creator = defaultCreator); + + function storage(object, value){ + if (value || arguments.length === 2) { + weakmap.set(object, value); + } else { + value = weakmap.get(object); + if (value === undefined) { + value = creator(object); + weakmap.set(object, value); + } + } + return value; + } + + return storage; + } + + + if (typeof module !== 'undefined') { + module.exports = WM; + } else if (typeof exports !== 'undefined') { + exports.WeakMap = WM; + } else if (!('WeakMap' in global)) { + global.WeakMap = WM; + } + + WM.createStorage = createStorage; + if (global.WeakMap) + global.WeakMap.createStorage = createStorage; +}((0, eval)('this')); + +},{}],49:[function(require,module,exports){ +"use strict"; + +var weakMap = typeof WeakMap === "undefined" ? require("weakmap") : WeakMap + +var WebGLEWStruct = new weakMap() + +function baseName(ext_name) { + return ext_name.replace(/^[A-Z]+_/, "") +} + +function initWebGLEW(gl) { + var struct = WebGLEWStruct.get(gl) + if(struct) { + return struct + } + var extensions = {} + var supported = gl.getSupportedExtensions() + for(var i=0; i len) { + throw new Error("gl-buffer: If resizing buffer, must not specify offset") + } + gl.bufferSubData(type, offset, data) + return len +} + +function makeScratchTypeArray(array, dtype) { + var res = pool.malloc(array.length, dtype) + var n = array.length + for(var i=0; i=0; --i) { + if(stride[i] !== n) { + return false + } + n *= shape[i] + } + return true +} + +proto.update = function(array, offset) { + if(typeof offset !== "number") { + offset = -1 + } + this.bind() + if(typeof array === "object" && typeof array.shape !== "undefined") { //ndarray + var dtype = array.dtype + if(SUPPORTED_TYPES.indexOf(dtype) < 0) { + dtype = "float32" + } + if(this.type === this.gl.ELEMENT_ARRAY_BUFFER) { + var wgl = webglew(gl) + var ext = wgl.OES_element_index_uint + if(ext && dtype !== "uint16") { + dtype = "uint32" + } else { + dtype = "uint16" + } + } + if(dtype === array.dtype && isPacked(array.shape, array.stride)) { + if(array.offset === 0 && array.data.length === array.shape[0]) { + this.length = updateTypeArray(this.gl, this.type, this.length, this.usage, array.data, offset) + } else { + this.length = updateTypeArray(this.gl, this.type, this.length, this.usage, array.data.subarray(array.offset, array.shape[0]), offset) + } + } else { + var tmp = pool.malloc(array.size, dtype) + var ndt = ndarray(tmp, array.shape) + ops.assign(ndt, array) + if(offset < 0) { + this.length = updateTypeArray(this.gl, this.type, this.length, this.usage, tmp, offset) + } else { + this.length = updateTypeArray(this.gl, this.type, this.length, this.usage, tmp.subarray(0, array.size), offset) + } + pool.free(tmp) + } + } else if(Array.isArray(array)) { //Vanilla array + var t + if(this.type === this.gl.ELEMENT_ARRAY_BUFFER) { + t = makeScratchTypeArray(array, "uint16") + } else { + t = makeScratchTypeArray(array, "float32") + } + if(offset < 0) { + this.length = updateTypeArray(this.gl, this.type, this.length, this.usage, t, offset) + } else { + this.length = updateTypeArray(this.gl, this.type, this.length, this.usage, t.subarray(0, array.length), offset) + } + pool.free(t) + } else if(typeof array === "object" && typeof array.length === "number") { //Typed array + this.length = updateTypeArray(this.gl, this.type, this.length, this.usage, array, offset) + } else if(typeof array === "number" || array === undefined) { //Number/default + if(offset >= 0) { + throw new Error("gl-buffer: Cannot specify offset when resizing buffer") + } + array = array | 0 + if(array <= 0) { + array = 1 + } + this.gl.bufferData(this.type, array|0, this.usage) + this.length = array + } else { //Error, case should not happen + throw new Error("gl-buffer: Invalid data type") + } +} + +function createBuffer(gl, data, type, usage) { + webglew(gl) + type = type || gl.ARRAY_BUFFER + usage = usage || gl.DYNAMIC_DRAW + if(type !== gl.ARRAY_BUFFER && type !== gl.ELEMENT_ARRAY_BUFFER) { + throw new Error("gl-buffer: Invalid type for webgl buffer, must be either gl.ARRAY_BUFFER or gl.ELEMENT_ARRAY_BUFFER") + } + if(usage !== gl.DYNAMIC_DRAW && usage !== gl.STATIC_DRAW && usage !== gl.STREAM_DRAW) { + throw new Error("gl-buffer: Invalid usage for buffer, must be either gl.DYNAMIC_DRAW, gl.STATIC_DRAW or gl.STREAM_DRAW") + } + var handle = gl.createBuffer() + var result = new GLBuffer(gl, type, handle, 0, usage) + result.update(data) + return result +} + +module.exports = createBuffer +},{"ndarray":59,"ndarray-ops":54,"typedarray-pool":63,"webglew":65}],54:[function(require,module,exports){ +module.exports=require(16) +},{"cwise-compiler":55}],55:[function(require,module,exports){ +module.exports=require(17) +},{"./lib/thunk.js":57}],56:[function(require,module,exports){ +module.exports=require(18) +},{"uniq":58}],57:[function(require,module,exports){ +module.exports=require(19) +},{"./compile.js":56}],58:[function(require,module,exports){ +module.exports=require(20) +},{}],59:[function(require,module,exports){ +module.exports=require(21) +},{"buffer":106,"iota-array":60}],60:[function(require,module,exports){ +module.exports=require(22) +},{}],61:[function(require,module,exports){ +module.exports=require(23) +},{}],62:[function(require,module,exports){ +module.exports=require(24) +},{}],63:[function(require,module,exports){ +(function (global,Buffer){ +var bits = require("bit-twiddle") +var dup = require("dup") +if(!global.__TYPEDARRAY_POOL) { + global.__TYPEDARRAY_POOL = { + UINT8 : dup([32, 0]) + , UINT16 : dup([32, 0]) + , UINT32 : dup([32, 0]) + , INT8 : dup([32, 0]) + , INT16 : dup([32, 0]) + , INT32 : dup([32, 0]) + , FLOAT : dup([32, 0]) + , DOUBLE : dup([32, 0]) + , DATA : dup([32, 0]) + , UINT8C : dup([32, 0]) + , BUFFER : dup([32, 0]) + } +} +var hasUint8C = (typeof Uint8ClampedArray) !== "undefined" +var POOL = global.__TYPEDARRAY_POOL +if(!POOL.UINT8C) { + POOL.UINT8C = dup([32, 0]) +} +if(!POOL.BUFFER) { + POOL.BUFFER = dup([32, 0]) +} +var UINT8 = POOL.UINT8 + , UINT16 = POOL.UINT16 + , UINT32 = POOL.UINT32 + , INT8 = POOL.INT8 + , INT16 = POOL.INT16 + , INT32 = POOL.INT32 + , FLOAT = POOL.FLOAT + , DOUBLE = POOL.DOUBLE + , DATA = POOL.DATA + , UINT8C = POOL.UINT8C + , BUFFER = POOL.BUFFER + +exports.free = function free(array) { + var n = array.length|0 + , log_n = bits.log2(n) + if(Buffer.isBuffer(array)) { + BUFFER[log_n].push(array) + } else { + switch(Object.prototype.toString.call(array)) { + case "[object Uint8Array]": + UINT8[log_n].push(array) + break + case "[object Uint16Array]": + UINT16[log_n].push(array) + break + case "[object Uint32Array]": + UINT32[log_n].push(array) + break + case "[object Int8Array]": + INT8[log_n].push(array) + break + case "[object Int16Array]": + INT16[log_n].push(array) + break + case "[object Int32Array]": + INT32[log_n].push(array) + break + case "[object Uint8ClampedArray]": + UINT8C[log_n].push(array) + break + case "[object Float32Array]": + FLOAT[log_n].push(array) + break + case "[object Float64Array]": + DOUBLE[log_n].push(array) + break + case "[object ArrayBuffer]": + DATA[log_n].push(array) + break + default: + throw new Error("typedarray-pool: Unspecified array type") + } + } +} + +exports.freeUint8 = function freeUint8(array) { + UINT8[bits.log2(array.length)].push(array) +} + +exports.freeUint16 = function freeUint16(array) { + UINT16[bits.log2(array.length)].push(array) +} + +exports.freeUint32 = function freeUint32(array) { + UINT32[bits.log2(array.length)].push(array) +} + +exports.freeInt8 = function freeInt8(array) { + INT8[bits.log2(array.length)].push(array) +} + +exports.freeInt16 = function freeInt16(array) { + INT16[bits.log2(array.length)].push(array) +} + +exports.freeInt32 = function freeInt32(array) { + INT32[bits.log2(array.length)].push(array) +} + +exports.freeFloat32 = exports.freeFloat = function freeFloat(array) { + FLOAT[bits.log2(array.length)].push(array) +} + +exports.freeFloat64 = exports.freeDouble = function freeDouble(array) { + DOUBLE[bits.log2(array.length)].push(array) +} + +exports.freeArrayBuffer = function freeArrayBuffer(array) { + DATA[bits.log2(array.length)].push(array) +} + +if(hasUint8C) { + exports.freeUint8Clamped = function freeUint8Clamped(array) { + UINT8C[bits.log2(array.length)].push(array) + } +} else { + exports.freeUint8Clamped = exports.freeUint8 +} + +exports.freeBuffer = function freeBuffer(array) { + BUFFER[bits.log2(array.length)].push(array) +} + +exports.malloc = function malloc(n, dtype) { + n = bits.nextPow2(n) + var log_n = bits.log2(n) + if(dtype === undefined || dtype === "arraybuffer") { + var d = DATA[log_n] + if(d.length > 0) { + var r = d[d.length-1] + d.pop() + return r + } + return new ArrayBuffer(n) + } else { + switch(dtype) { + case "uint8": + var u8 = UINT8[log_n] + if(u8.length > 0) { + return u8.pop() + } + return new Uint8Array(n) + break + + case "uint16": + var u16 = UINT16[log_n] + if(u16.length > 0) { + return u16.pop() + } + return new Uint16Array(n) + break + + case "uint32": + var u32 = UINT32[log_n] + if(u32.length > 0) { + return u32.pop() + } + return new Uint32Array(n) + break + + case "int8": + var i8 = INT8[log_n] + if(i8.length > 0) { + return i8.pop() + } + return new Int8Array(n) + break + + case "int16": + var i16 = INT16[log_n] + if(i16.length > 0) { + return i16.pop() + } + return new Int16Array(n) + break + + case "int32": + var i32 = INT32[log_n] + if(i32.length > 0) { + return i32.pop() + } + return new Int32Array(n) + break + + case "float": + case "float32": + var f = FLOAT[log_n] + if(f.length > 0) { + return f.pop() + } + return new Float32Array(n) + break + + case "double": + case "float64": + var dd = DOUBLE[log_n] + if(dd.length > 0) { + return dd.pop() + } + return new Float64Array(n) + break + + case "uint8_clamped": + if(hasUint8C) { + var u8c = UINT8C[log_n] + if(u8c.length > 0) { + return u8c.pop() + } + return new Uint8ClampedArray(n) + } else { + var u8 = UINT8[log_n] + if(u8.length > 0) { + return u8.pop() + } + return new Uint8Array(n) + } + break + + case "buffer": + var buf = BUFFER[log_n] + if(buf.length > 0) { + return buf.pop() + } + return new Buffer(n) + break + + default: + return null + } + } + return null +} + +exports.mallocUint8 = function mallocUint8(n) { + n = bits.nextPow2(n) + var log_n = bits.log2(n) + var cache = UINT8[log_n] + if(cache.length > 0) { + return cache.pop() + } + return new Uint8Array(n) +} + +exports.mallocUint16 = function mallocUint16(n) { + n = bits.nextPow2(n) + var log_n = bits.log2(n) + var cache = UINT16[log_n] + if(cache.length > 0) { + return cache.pop() + } + return new Uint16Array(n) +} + +exports.mallocUint32 = function mallocUint32(n) { + n = bits.nextPow2(n) + var log_n = bits.log2(n) + var cache = UINT32[log_n] + if(cache.length > 0) { + return cache.pop() + } + return new Uint32Array(n) +} + +exports.mallocInt8 = function mallocInt8(n) { + n = bits.nextPow2(n) + var log_n = bits.log2(n) + var cache = INT8[log_n] + if(cache.length > 0) { + return cache.pop() + } + return new Int8Array(n) +} + +exports.mallocInt16 = function mallocInt16(n) { + n = bits.nextPow2(n) + var log_n = bits.log2(n) + var cache = INT16[log_n] + if(cache.length > 0) { + return cache.pop() + } + return new Int16Array(n) +} + +exports.mallocInt32 = function mallocInt32(n) { + n = bits.nextPow2(n) + var log_n = bits.log2(n) + var cache = INT32[log_n] + if(cache.length > 0) { + return cache.pop() + } + return new Int32Array(n) +} + +exports.mallocFloat32 = exports.mallocFloat = function mallocFloat(n) { + n = bits.nextPow2(n) + var log_n = bits.log2(n) + var cache = FLOAT[log_n] + if(cache.length > 0) { + return cache.pop() + } + return new Float32Array(n) +} + +exports.mallocFloat64 = exports.mallocDouble = function mallocDouble(n) { + n = bits.nextPow2(n) + var log_n = bits.log2(n) + var cache = DOUBLE[log_n] + if(cache.length > 0) { + return cache.pop() + } + return new Float64Array(n) +} + +exports.mallocArrayBuffer = function mallocArrayBuffer(n) { + n = bits.nextPow2(n) + var log_n = bits.log2(n) + var cache = DATA[log_n] + if(cache.length > 0) { + return cache.pop() + } + return new ArrayBuffer(n) +} + +if(hasUint8C) { + exports.mallocUint8Clamped = function mallocUint8Clamped(n) { + n = bits.nextPow2(n) + var log_n = bits.log2(n) + var cache = UINT8C[log_n] + if(cache.length > 0) { + return cache.pop() + } + return new Uint8ClampedArray(n) + } +} else { + exports.mallocUint8Clamped = exports.mallocUint8 +} + +exports.mallocBuffer = function mallocBuffer(n) { + n = bits.nextPow2(n) + var log_n = bits.log2(n) + var cache = BUFFER[log_n] + if(cache.length > 0) { + return cache.pop() + } + return new Buffer(n) +} + +exports.clearCache = function clearCache() { + for(var i=0; i<32; ++i) { + UINT8[i].length = 0 + UINT16[i].length = 0 + UINT32[i].length = 0 + INT8[i].length = 0 + INT16[i].length = 0 + INT32[i].length = 0 + FLOAT[i].length = 0 + DOUBLE[i].length = 0 + DATA[i].length = 0 + UINT8C[i].length = 0 + BUFFER[i].length = 0 + } +} +}).call(this,typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {},require("buffer").Buffer) +},{"bit-twiddle":61,"buffer":106,"dup":62}],64:[function(require,module,exports){ +module.exports=require(48) +},{}],65:[function(require,module,exports){ +module.exports=require(49) +},{"weakmap":64}],66:[function(require,module,exports){ +"use strict" + +function doBind(gl, elements, attributes) { + if(elements) { + elements.bind() + } else { + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, null) + } + var nattribs = gl.getParameter(gl.MAX_VERTEX_ATTRIBS)|0 + if(attributes) { + if(attributes.length > nattribs) { + throw new Error("gl-vao: Too many vertex attributes") + } + for(var i=0; i 0) { + //TODO: evaluate use of glm_invsqrt here? + len = 1 / Math.sqrt(len); + out[0] = a[0] * len; + out[1] = a[1] * len; + } + return out; +}; + +/** + * Calculates the dot product of two vec2's + * + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {Number} dot product of a and b + */ +vec2.dot = function (a, b) { + return a[0] * b[0] + a[1] * b[1]; +}; + +/** + * Computes the cross product of two vec2's + * Note that the cross product must by definition produce a 3D vector + * + * @param {vec3} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec3} out + */ +vec2.cross = function(out, a, b) { + var z = a[0] * b[1] - a[1] * b[0]; + out[0] = out[1] = 0; + out[2] = z; + return out; +}; + +/** + * Performs a linear interpolation between two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec2} out + */ +vec2.lerp = function (out, a, b, t) { + var ax = a[0], + ay = a[1]; + out[0] = ax + t * (b[0] - ax); + out[1] = ay + t * (b[1] - ay); + return out; +}; + +/** + * Transforms the vec2 with a mat2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat2} m matrix to transform with + * @returns {vec2} out + */ +vec2.transformMat2 = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[2] * y; + out[1] = m[1] * x + m[3] * y; + return out; +}; + +/** + * Transforms the vec2 with a mat2d + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat2d} m matrix to transform with + * @returns {vec2} out + */ +vec2.transformMat2d = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[2] * y + m[4]; + out[1] = m[1] * x + m[3] * y + m[5]; + return out; +}; + +/** + * Transforms the vec2 with a mat3 + * 3rd vector component is implicitly '1' + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat3} m matrix to transform with + * @returns {vec2} out + */ +vec2.transformMat3 = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[3] * y + m[6]; + out[1] = m[1] * x + m[4] * y + m[7]; + return out; +}; + +/** + * Transforms the vec2 with a mat4 + * 3rd vector component is implicitly '0' + * 4th vector component is implicitly '1' + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat4} m matrix to transform with + * @returns {vec2} out + */ +vec2.transformMat4 = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[4] * y + m[12]; + out[1] = m[1] * x + m[5] * y + m[13]; + return out; +}; + +/** + * Perform some operation over an array of vec2s. + * + * @param {Array} a the array of vectors to iterate over + * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed + * @param {Number} offset Number of elements to skip at the beginning of the array + * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array + * @param {Function} fn Function to call for each vector in the array + * @param {Object} [arg] additional argument to pass to fn + * @returns {Array} a + * @function + */ +vec2.forEach = (function() { + var vec = vec2.create(); + + return function(a, stride, offset, count, fn, arg) { + var i, l; + if(!stride) { + stride = 2; + } + + if(!offset) { + offset = 0; + } + + if(count) { + l = Math.min((count * stride) + offset, a.length); + } else { + l = a.length; + } + + for(i = offset; i < l; i += stride) { + vec[0] = a[i]; vec[1] = a[i+1]; + fn(vec, vec, arg); + a[i] = vec[0]; a[i+1] = vec[1]; + } + + return a; + }; +})(); + +/** + * Returns a string representation of a vector + * + * @param {vec2} vec vector to represent as a string + * @returns {String} string representation of the vector + */ +vec2.str = function (a) { + return 'vec2(' + a[0] + ', ' + a[1] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.vec2 = vec2; +} +; +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 3 Dimensional Vector + * @name vec3 + */ + +var vec3 = {}; + +/** + * Creates a new, empty vec3 + * + * @returns {vec3} a new 3D vector + */ +vec3.create = function() { + var out = new GLMAT_ARRAY_TYPE(3); + out[0] = 0; + out[1] = 0; + out[2] = 0; + return out; +}; + +/** + * Creates a new vec3 initialized with values from an existing vector + * + * @param {vec3} a vector to clone + * @returns {vec3} a new 3D vector + */ +vec3.clone = function(a) { + var out = new GLMAT_ARRAY_TYPE(3); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + return out; +}; + +/** + * Creates a new vec3 initialized with the given values + * + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @returns {vec3} a new 3D vector + */ +vec3.fromValues = function(x, y, z) { + var out = new GLMAT_ARRAY_TYPE(3); + out[0] = x; + out[1] = y; + out[2] = z; + return out; +}; + +/** + * Copy the values from one vec3 to another + * + * @param {vec3} out the receiving vector + * @param {vec3} a the source vector + * @returns {vec3} out + */ +vec3.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + return out; +}; + +/** + * Set the components of a vec3 to the given values + * + * @param {vec3} out the receiving vector + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @returns {vec3} out + */ +vec3.set = function(out, x, y, z) { + out[0] = x; + out[1] = y; + out[2] = z; + return out; +}; + +/** + * Adds two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.add = function(out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + out[2] = a[2] + b[2]; + return out; +}; + +/** + * Subtracts two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + out[2] = a[2] - b[2]; + return out; +}; + +/** + * Alias for {@link vec3.subtract} + * @function + */ +vec3.sub = vec3.subtract; + +/** + * Multiplies two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.multiply = function(out, a, b) { + out[0] = a[0] * b[0]; + out[1] = a[1] * b[1]; + out[2] = a[2] * b[2]; + return out; +}; + +/** + * Alias for {@link vec3.multiply} + * @function + */ +vec3.mul = vec3.multiply; + +/** + * Divides two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.divide = function(out, a, b) { + out[0] = a[0] / b[0]; + out[1] = a[1] / b[1]; + out[2] = a[2] / b[2]; + return out; +}; + +/** + * Alias for {@link vec3.divide} + * @function + */ +vec3.div = vec3.divide; + +/** + * Returns the minimum of two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.min = function(out, a, b) { + out[0] = Math.min(a[0], b[0]); + out[1] = Math.min(a[1], b[1]); + out[2] = Math.min(a[2], b[2]); + return out; +}; + +/** + * Returns the maximum of two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.max = function(out, a, b) { + out[0] = Math.max(a[0], b[0]); + out[1] = Math.max(a[1], b[1]); + out[2] = Math.max(a[2], b[2]); + return out; +}; + +/** + * Scales a vec3 by a scalar number + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {vec3} out + */ +vec3.scale = function(out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + out[2] = a[2] * b; + return out; +}; + +/** + * Calculates the euclidian distance between two vec3's + * + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {Number} distance between a and b + */ +vec3.distance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2]; + return Math.sqrt(x*x + y*y + z*z); +}; + +/** + * Alias for {@link vec3.distance} + * @function + */ +vec3.dist = vec3.distance; + +/** + * Calculates the squared euclidian distance between two vec3's + * + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {Number} squared distance between a and b + */ +vec3.squaredDistance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2]; + return x*x + y*y + z*z; +}; + +/** + * Alias for {@link vec3.squaredDistance} + * @function + */ +vec3.sqrDist = vec3.squaredDistance; + +/** + * Calculates the length of a vec3 + * + * @param {vec3} a vector to calculate length of + * @returns {Number} length of a + */ +vec3.length = function (a) { + var x = a[0], + y = a[1], + z = a[2]; + return Math.sqrt(x*x + y*y + z*z); +}; + +/** + * Alias for {@link vec3.length} + * @function + */ +vec3.len = vec3.length; + +/** + * Calculates the squared length of a vec3 + * + * @param {vec3} a vector to calculate squared length of + * @returns {Number} squared length of a + */ +vec3.squaredLength = function (a) { + var x = a[0], + y = a[1], + z = a[2]; + return x*x + y*y + z*z; +}; + +/** + * Alias for {@link vec3.squaredLength} + * @function + */ +vec3.sqrLen = vec3.squaredLength; + +/** + * Negates the components of a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to negate + * @returns {vec3} out + */ +vec3.negate = function(out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + out[2] = -a[2]; + return out; +}; + +/** + * Normalize a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to normalize + * @returns {vec3} out + */ +vec3.normalize = function(out, a) { + var x = a[0], + y = a[1], + z = a[2]; + var len = x*x + y*y + z*z; + if (len > 0) { + //TODO: evaluate use of glm_invsqrt here? + len = 1 / Math.sqrt(len); + out[0] = a[0] * len; + out[1] = a[1] * len; + out[2] = a[2] * len; + } + return out; +}; + +/** + * Calculates the dot product of two vec3's + * + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {Number} dot product of a and b + */ +vec3.dot = function (a, b) { + return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; +}; + +/** + * Computes the cross product of two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.cross = function(out, a, b) { + var ax = a[0], ay = a[1], az = a[2], + bx = b[0], by = b[1], bz = b[2]; + + out[0] = ay * bz - az * by; + out[1] = az * bx - ax * bz; + out[2] = ax * by - ay * bx; + return out; +}; + +/** + * Performs a linear interpolation between two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec3} out + */ +vec3.lerp = function (out, a, b, t) { + var ax = a[0], + ay = a[1], + az = a[2]; + out[0] = ax + t * (b[0] - ax); + out[1] = ay + t * (b[1] - ay); + out[2] = az + t * (b[2] - az); + return out; +}; + +/** + * Transforms the vec3 with a mat4. + * 4th vector component is implicitly '1' + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to transform + * @param {mat4} m matrix to transform with + * @returns {vec3} out + */ +vec3.transformMat4 = function(out, a, m) { + var x = a[0], y = a[1], z = a[2]; + out[0] = m[0] * x + m[4] * y + m[8] * z + m[12]; + out[1] = m[1] * x + m[5] * y + m[9] * z + m[13]; + out[2] = m[2] * x + m[6] * y + m[10] * z + m[14]; + return out; +}; + +/** + * Transforms the vec3 with a quat + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to transform + * @param {quat} q quaternion to transform with + * @returns {vec3} out + */ +vec3.transformQuat = function(out, a, q) { + var x = a[0], y = a[1], z = a[2], + qx = q[0], qy = q[1], qz = q[2], qw = q[3], + + // calculate quat * vec + ix = qw * x + qy * z - qz * y, + iy = qw * y + qz * x - qx * z, + iz = qw * z + qx * y - qy * x, + iw = -qx * x - qy * y - qz * z; + + // calculate result * inverse quat + out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; + out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; + out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; + return out; +}; + +/** + * Perform some operation over an array of vec3s. + * + * @param {Array} a the array of vectors to iterate over + * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed + * @param {Number} offset Number of elements to skip at the beginning of the array + * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array + * @param {Function} fn Function to call for each vector in the array + * @param {Object} [arg] additional argument to pass to fn + * @returns {Array} a + * @function + */ +vec3.forEach = (function() { + var vec = vec3.create(); + + return function(a, stride, offset, count, fn, arg) { + var i, l; + if(!stride) { + stride = 3; + } + + if(!offset) { + offset = 0; + } + + if(count) { + l = Math.min((count * stride) + offset, a.length); + } else { + l = a.length; + } + + for(i = offset; i < l; i += stride) { + vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; + fn(vec, vec, arg); + a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; + } + + return a; + }; +})(); + +/** + * Returns a string representation of a vector + * + * @param {vec3} vec vector to represent as a string + * @returns {String} string representation of the vector + */ +vec3.str = function (a) { + return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.vec3 = vec3; +} +; +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 4 Dimensional Vector + * @name vec4 + */ + +var vec4 = {}; + +/** + * Creates a new, empty vec4 + * + * @returns {vec4} a new 4D vector + */ +vec4.create = function() { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 0; + return out; +}; + +/** + * Creates a new vec4 initialized with values from an existing vector + * + * @param {vec4} a vector to clone + * @returns {vec4} a new 4D vector + */ +vec4.clone = function(a) { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Creates a new vec4 initialized with the given values + * + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {vec4} a new 4D vector + */ +vec4.fromValues = function(x, y, z, w) { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = x; + out[1] = y; + out[2] = z; + out[3] = w; + return out; +}; + +/** + * Copy the values from one vec4 to another + * + * @param {vec4} out the receiving vector + * @param {vec4} a the source vector + * @returns {vec4} out + */ +vec4.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Set the components of a vec4 to the given values + * + * @param {vec4} out the receiving vector + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {vec4} out + */ +vec4.set = function(out, x, y, z, w) { + out[0] = x; + out[1] = y; + out[2] = z; + out[3] = w; + return out; +}; + +/** + * Adds two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.add = function(out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + out[2] = a[2] + b[2]; + out[3] = a[3] + b[3]; + return out; +}; + +/** + * Subtracts two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + out[2] = a[2] - b[2]; + out[3] = a[3] - b[3]; + return out; +}; + +/** + * Alias for {@link vec4.subtract} + * @function + */ +vec4.sub = vec4.subtract; + +/** + * Multiplies two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.multiply = function(out, a, b) { + out[0] = a[0] * b[0]; + out[1] = a[1] * b[1]; + out[2] = a[2] * b[2]; + out[3] = a[3] * b[3]; + return out; +}; + +/** + * Alias for {@link vec4.multiply} + * @function + */ +vec4.mul = vec4.multiply; + +/** + * Divides two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.divide = function(out, a, b) { + out[0] = a[0] / b[0]; + out[1] = a[1] / b[1]; + out[2] = a[2] / b[2]; + out[3] = a[3] / b[3]; + return out; +}; + +/** + * Alias for {@link vec4.divide} + * @function + */ +vec4.div = vec4.divide; + +/** + * Returns the minimum of two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.min = function(out, a, b) { + out[0] = Math.min(a[0], b[0]); + out[1] = Math.min(a[1], b[1]); + out[2] = Math.min(a[2], b[2]); + out[3] = Math.min(a[3], b[3]); + return out; +}; + +/** + * Returns the maximum of two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.max = function(out, a, b) { + out[0] = Math.max(a[0], b[0]); + out[1] = Math.max(a[1], b[1]); + out[2] = Math.max(a[2], b[2]); + out[3] = Math.max(a[3], b[3]); + return out; +}; + +/** + * Scales a vec4 by a scalar number + * + * @param {vec4} out the receiving vector + * @param {vec4} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {vec4} out + */ +vec4.scale = function(out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + out[2] = a[2] * b; + out[3] = a[3] * b; + return out; +}; + +/** + * Calculates the euclidian distance between two vec4's + * + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {Number} distance between a and b + */ +vec4.distance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2], + w = b[3] - a[3]; + return Math.sqrt(x*x + y*y + z*z + w*w); +}; + +/** + * Alias for {@link vec4.distance} + * @function + */ +vec4.dist = vec4.distance; + +/** + * Calculates the squared euclidian distance between two vec4's + * + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {Number} squared distance between a and b + */ +vec4.squaredDistance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2], + w = b[3] - a[3]; + return x*x + y*y + z*z + w*w; +}; + +/** + * Alias for {@link vec4.squaredDistance} + * @function + */ +vec4.sqrDist = vec4.squaredDistance; + +/** + * Calculates the length of a vec4 + * + * @param {vec4} a vector to calculate length of + * @returns {Number} length of a + */ +vec4.length = function (a) { + var x = a[0], + y = a[1], + z = a[2], + w = a[3]; + return Math.sqrt(x*x + y*y + z*z + w*w); +}; + +/** + * Alias for {@link vec4.length} + * @function + */ +vec4.len = vec4.length; + +/** + * Calculates the squared length of a vec4 + * + * @param {vec4} a vector to calculate squared length of + * @returns {Number} squared length of a + */ +vec4.squaredLength = function (a) { + var x = a[0], + y = a[1], + z = a[2], + w = a[3]; + return x*x + y*y + z*z + w*w; +}; + +/** + * Alias for {@link vec4.squaredLength} + * @function + */ +vec4.sqrLen = vec4.squaredLength; + +/** + * Negates the components of a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to negate + * @returns {vec4} out + */ +vec4.negate = function(out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + out[2] = -a[2]; + out[3] = -a[3]; + return out; +}; + +/** + * Normalize a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to normalize + * @returns {vec4} out + */ +vec4.normalize = function(out, a) { + var x = a[0], + y = a[1], + z = a[2], + w = a[3]; + var len = x*x + y*y + z*z + w*w; + if (len > 0) { + len = 1 / Math.sqrt(len); + out[0] = a[0] * len; + out[1] = a[1] * len; + out[2] = a[2] * len; + out[3] = a[3] * len; + } + return out; +}; + +/** + * Calculates the dot product of two vec4's + * + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {Number} dot product of a and b + */ +vec4.dot = function (a, b) { + return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; +}; + +/** + * Performs a linear interpolation between two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec4} out + */ +vec4.lerp = function (out, a, b, t) { + var ax = a[0], + ay = a[1], + az = a[2], + aw = a[3]; + out[0] = ax + t * (b[0] - ax); + out[1] = ay + t * (b[1] - ay); + out[2] = az + t * (b[2] - az); + out[3] = aw + t * (b[3] - aw); + return out; +}; + +/** + * Transforms the vec4 with a mat4. + * + * @param {vec4} out the receiving vector + * @param {vec4} a the vector to transform + * @param {mat4} m matrix to transform with + * @returns {vec4} out + */ +vec4.transformMat4 = function(out, a, m) { + var x = a[0], y = a[1], z = a[2], w = a[3]; + out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w; + out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w; + out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w; + out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w; + return out; +}; + +/** + * Transforms the vec4 with a quat + * + * @param {vec4} out the receiving vector + * @param {vec4} a the vector to transform + * @param {quat} q quaternion to transform with + * @returns {vec4} out + */ +vec4.transformQuat = function(out, a, q) { + var x = a[0], y = a[1], z = a[2], + qx = q[0], qy = q[1], qz = q[2], qw = q[3], + + // calculate quat * vec + ix = qw * x + qy * z - qz * y, + iy = qw * y + qz * x - qx * z, + iz = qw * z + qx * y - qy * x, + iw = -qx * x - qy * y - qz * z; + + // calculate result * inverse quat + out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; + out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; + out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; + return out; +}; + +/** + * Perform some operation over an array of vec4s. + * + * @param {Array} a the array of vectors to iterate over + * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed + * @param {Number} offset Number of elements to skip at the beginning of the array + * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array + * @param {Function} fn Function to call for each vector in the array + * @param {Object} [arg] additional argument to pass to fn + * @returns {Array} a + * @function + */ +vec4.forEach = (function() { + var vec = vec4.create(); + + return function(a, stride, offset, count, fn, arg) { + var i, l; + if(!stride) { + stride = 4; + } + + if(!offset) { + offset = 0; + } + + if(count) { + l = Math.min((count * stride) + offset, a.length); + } else { + l = a.length; + } + + for(i = offset; i < l; i += stride) { + vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3]; + fn(vec, vec, arg); + a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3]; + } + + return a; + }; +})(); + +/** + * Returns a string representation of a vector + * + * @param {vec4} vec vector to represent as a string + * @returns {String} string representation of the vector + */ +vec4.str = function (a) { + return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.vec4 = vec4; +} +; +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 2x2 Matrix + * @name mat2 + */ + +var mat2 = {}; + +var mat2Identity = new Float32Array([ + 1, 0, + 0, 1 +]); + +/** + * Creates a new identity mat2 + * + * @returns {mat2} a new 2x2 matrix + */ +mat2.create = function() { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; +}; + +/** + * Creates a new mat2 initialized with values from an existing matrix + * + * @param {mat2} a matrix to clone + * @returns {mat2} a new 2x2 matrix + */ +mat2.clone = function(a) { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Copy the values from one mat2 to another + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the source matrix + * @returns {mat2} out + */ +mat2.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Set a mat2 to the identity matrix + * + * @param {mat2} out the receiving matrix + * @returns {mat2} out + */ +mat2.identity = function(out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; +}; + +/** + * Transpose the values of a mat2 + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the source matrix + * @returns {mat2} out + */ +mat2.transpose = function(out, a) { + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (out === a) { + var a1 = a[1]; + out[1] = a[2]; + out[2] = a1; + } else { + out[0] = a[0]; + out[1] = a[2]; + out[2] = a[1]; + out[3] = a[3]; + } + + return out; +}; + +/** + * Inverts a mat2 + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the source matrix + * @returns {mat2} out + */ +mat2.invert = function(out, a) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], + + // Calculate the determinant + det = a0 * a3 - a2 * a1; + + if (!det) { + return null; + } + det = 1.0 / det; + + out[0] = a3 * det; + out[1] = -a1 * det; + out[2] = -a2 * det; + out[3] = a0 * det; + + return out; +}; + +/** + * Calculates the adjugate of a mat2 + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the source matrix + * @returns {mat2} out + */ +mat2.adjoint = function(out, a) { + // Caching this value is nessecary if out == a + var a0 = a[0]; + out[0] = a[3]; + out[1] = -a[1]; + out[2] = -a[2]; + out[3] = a0; + + return out; +}; + +/** + * Calculates the determinant of a mat2 + * + * @param {mat2} a the source matrix + * @returns {Number} determinant of a + */ +mat2.determinant = function (a) { + return a[0] * a[3] - a[2] * a[1]; +}; + +/** + * Multiplies two mat2's + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the first operand + * @param {mat2} b the second operand + * @returns {mat2} out + */ +mat2.multiply = function (out, a, b) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3]; + var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; + out[0] = a0 * b0 + a1 * b2; + out[1] = a0 * b1 + a1 * b3; + out[2] = a2 * b0 + a3 * b2; + out[3] = a2 * b1 + a3 * b3; + return out; +}; + +/** + * Alias for {@link mat2.multiply} + * @function + */ +mat2.mul = mat2.multiply; + +/** + * Rotates a mat2 by the given angle + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat2} out + */ +mat2.rotate = function (out, a, rad) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], + s = Math.sin(rad), + c = Math.cos(rad); + out[0] = a0 * c + a1 * s; + out[1] = a0 * -s + a1 * c; + out[2] = a2 * c + a3 * s; + out[3] = a2 * -s + a3 * c; + return out; +}; + +/** + * Scales the mat2 by the dimensions in the given vec2 + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the matrix to rotate + * @param {vec2} v the vec2 to scale the matrix by + * @returns {mat2} out + **/ +mat2.scale = function(out, a, v) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], + v0 = v[0], v1 = v[1]; + out[0] = a0 * v0; + out[1] = a1 * v1; + out[2] = a2 * v0; + out[3] = a3 * v1; + return out; +}; + +/** + * Returns a string representation of a mat2 + * + * @param {mat2} mat matrix to represent as a string + * @returns {String} string representation of the matrix + */ +mat2.str = function (a) { + return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.mat2 = mat2; +} +; +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 2x3 Matrix + * @name mat2d + * + * @description + * A mat2d contains six elements defined as: + *
    + * [a, 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. + */ + +var mat2d = {}; + +var mat2dIdentity = new Float32Array([ + 1, 0, + 0, 1, + 0, 0 +]); + +/** + * Creates a new identity mat2d + * + * @returns {mat2d} a new 2x3 matrix + */ +mat2d.create = function() { + var out = new GLMAT_ARRAY_TYPE(6); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + out[4] = 0; + out[5] = 0; + return out; +}; + +/** + * Creates a new mat2d initialized with values from an existing matrix + * + * @param {mat2d} a matrix to clone + * @returns {mat2d} a new 2x3 matrix + */ +mat2d.clone = function(a) { + var out = new GLMAT_ARRAY_TYPE(6); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + return out; +}; + +/** + * Copy the values from one mat2d to another + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the source matrix + * @returns {mat2d} out + */ +mat2d.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + return out; +}; + +/** + * Set a mat2d to the identity matrix + * + * @param {mat2d} out the receiving matrix + * @returns {mat2d} out + */ +mat2d.identity = function(out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + out[4] = 0; + out[5] = 0; + return out; +}; + +/** + * Inverts a mat2d + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the source matrix + * @returns {mat2d} out + */ +mat2d.invert = function(out, a) { + var aa = a[0], ab = a[1], ac = a[2], ad = a[3], + atx = a[4], aty = a[5]; + + var det = aa * ad - ab * ac; + if(!det){ + return null; + } + det = 1.0 / det; + + out[0] = ad * det; + out[1] = -ab * det; + out[2] = -ac * det; + out[3] = aa * det; + out[4] = (ac * aty - ad * atx) * det; + out[5] = (ab * atx - aa * aty) * det; + return out; +}; + +/** + * Calculates the determinant of a mat2d + * + * @param {mat2d} a the source matrix + * @returns {Number} determinant of a + */ +mat2d.determinant = function (a) { + return a[0] * a[3] - a[1] * a[2]; +}; + +/** + * Multiplies two mat2d's + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the first operand + * @param {mat2d} b the second operand + * @returns {mat2d} out + */ +mat2d.multiply = function (out, a, b) { + var aa = a[0], ab = a[1], ac = a[2], ad = a[3], + atx = a[4], aty = a[5], + ba = b[0], bb = b[1], bc = b[2], bd = b[3], + btx = b[4], bty = b[5]; + + out[0] = aa*ba + ab*bc; + out[1] = aa*bb + ab*bd; + out[2] = ac*ba + ad*bc; + out[3] = ac*bb + ad*bd; + out[4] = ba*atx + bc*aty + btx; + out[5] = bb*atx + bd*aty + bty; + return out; +}; + +/** + * Alias for {@link mat2d.multiply} + * @function + */ +mat2d.mul = mat2d.multiply; + + +/** + * Rotates a mat2d by the given angle + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat2d} out + */ +mat2d.rotate = function (out, a, rad) { + var aa = a[0], + ab = a[1], + ac = a[2], + ad = a[3], + atx = a[4], + aty = a[5], + st = Math.sin(rad), + ct = Math.cos(rad); + + out[0] = aa*ct + ab*st; + out[1] = -aa*st + ab*ct; + out[2] = ac*ct + ad*st; + out[3] = -ac*st + ct*ad; + out[4] = ct*atx + st*aty; + out[5] = ct*aty - st*atx; + return out; +}; + +/** + * Scales the mat2d by the dimensions in the given vec2 + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to translate + * @param {mat2d} v the vec2 to scale the matrix by + * @returns {mat2d} out + **/ +mat2d.scale = function(out, a, v) { + var vx = v[0], vy = v[1]; + out[0] = a[0] * vx; + out[1] = a[1] * vy; + out[2] = a[2] * vx; + out[3] = a[3] * vy; + out[4] = a[4] * vx; + out[5] = a[5] * vy; + return out; +}; + +/** + * Translates the mat2d by the dimensions in the given vec2 + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to translate + * @param {mat2d} v the vec2 to translate the matrix by + * @returns {mat2d} out + **/ +mat2d.translate = function(out, a, v) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4] + v[0]; + out[5] = a[5] + v[1]; + return out; +}; + +/** + * Returns a string representation of a mat2d + * + * @param {mat2d} a matrix to represent as a string + * @returns {String} string representation of the matrix + */ +mat2d.str = function (a) { + return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + + a[3] + ', ' + a[4] + ', ' + a[5] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.mat2d = mat2d; +} +; +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 3x3 Matrix + * @name mat3 + */ + +var mat3 = {}; + +var mat3Identity = new Float32Array([ + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 +]); + +/** + * Creates a new identity mat3 + * + * @returns {mat3} a new 3x3 matrix + */ +mat3.create = function() { + var out = new GLMAT_ARRAY_TYPE(9); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 1; + out[5] = 0; + out[6] = 0; + out[7] = 0; + out[8] = 1; + return out; +}; + +/** + * Creates a new mat3 initialized with values from an existing matrix + * + * @param {mat3} a matrix to clone + * @returns {mat3} a new 3x3 matrix + */ +mat3.clone = function(a) { + var out = new GLMAT_ARRAY_TYPE(9); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + return out; +}; + +/** + * Copy the values from one mat3 to another + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ +mat3.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + return out; +}; + +/** + * Set a mat3 to the identity matrix + * + * @param {mat3} out the receiving matrix + * @returns {mat3} out + */ +mat3.identity = function(out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 1; + out[5] = 0; + out[6] = 0; + out[7] = 0; + out[8] = 1; + return out; +}; + +/** + * Transpose the values of a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ +mat3.transpose = function(out, a) { + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (out === a) { + var a01 = a[1], a02 = a[2], a12 = a[5]; + out[1] = a[3]; + out[2] = a[6]; + out[3] = a01; + out[5] = a[7]; + out[6] = a02; + out[7] = a12; + } else { + out[0] = a[0]; + out[1] = a[3]; + out[2] = a[6]; + out[3] = a[1]; + out[4] = a[4]; + out[5] = a[7]; + out[6] = a[2]; + out[7] = a[5]; + out[8] = a[8]; + } + + return out; +}; + +/** + * Inverts a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ +mat3.invert = function(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8], + + b01 = a22 * a11 - a12 * a21, + b11 = -a22 * a10 + a12 * a20, + b21 = a21 * a10 - a11 * a20, + + // Calculate the determinant + det = a00 * b01 + a01 * b11 + a02 * b21; + + if (!det) { + return null; + } + det = 1.0 / det; + + out[0] = b01 * det; + out[1] = (-a22 * a01 + a02 * a21) * det; + out[2] = (a12 * a01 - a02 * a11) * det; + out[3] = b11 * det; + out[4] = (a22 * a00 - a02 * a20) * det; + out[5] = (-a12 * a00 + a02 * a10) * det; + out[6] = b21 * det; + out[7] = (-a21 * a00 + a01 * a20) * det; + out[8] = (a11 * a00 - a01 * a10) * det; + return out; +}; + +/** + * Calculates the adjugate of a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ +mat3.adjoint = function(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8]; + + out[0] = (a11 * a22 - a12 * a21); + out[1] = (a02 * a21 - a01 * a22); + out[2] = (a01 * a12 - a02 * a11); + out[3] = (a12 * a20 - a10 * a22); + out[4] = (a00 * a22 - a02 * a20); + out[5] = (a02 * a10 - a00 * a12); + out[6] = (a10 * a21 - a11 * a20); + out[7] = (a01 * a20 - a00 * a21); + out[8] = (a00 * a11 - a01 * a10); + return out; +}; + +/** + * Calculates the determinant of a mat3 + * + * @param {mat3} a the source matrix + * @returns {Number} determinant of a + */ +mat3.determinant = function (a) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8]; + + return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20); +}; + +/** + * Multiplies two mat3's + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the first operand + * @param {mat3} b the second operand + * @returns {mat3} out + */ +mat3.multiply = function (out, a, b) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8], + + b00 = b[0], b01 = b[1], b02 = b[2], + b10 = b[3], b11 = b[4], b12 = b[5], + b20 = b[6], b21 = b[7], b22 = b[8]; + + out[0] = b00 * a00 + b01 * a10 + b02 * a20; + out[1] = b00 * a01 + b01 * a11 + b02 * a21; + out[2] = b00 * a02 + b01 * a12 + b02 * a22; + + out[3] = b10 * a00 + b11 * a10 + b12 * a20; + out[4] = b10 * a01 + b11 * a11 + b12 * a21; + out[5] = b10 * a02 + b11 * a12 + b12 * a22; + + out[6] = b20 * a00 + b21 * a10 + b22 * a20; + out[7] = b20 * a01 + b21 * a11 + b22 * a21; + out[8] = b20 * a02 + b21 * a12 + b22 * a22; + return out; +}; + +/** + * Alias for {@link mat3.multiply} + * @function + */ +mat3.mul = mat3.multiply; + +/** + * Translate a mat3 by the given vector + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the matrix to translate + * @param {vec2} v vector to translate by + * @returns {mat3} out + */ +mat3.translate = function(out, a, v) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8], + x = v[0], y = v[1]; + + out[0] = a00; + out[1] = a01; + out[2] = a02; + + out[3] = a10; + out[4] = a11; + out[5] = a12; + + out[6] = x * a00 + y * a10 + a20; + out[7] = x * a01 + y * a11 + a21; + out[8] = x * a02 + y * a12 + a22; + return out; +}; + +/** + * Rotates a mat3 by the given angle + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat3} out + */ +mat3.rotate = function (out, a, rad) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8], + + s = Math.sin(rad), + c = Math.cos(rad); + + out[0] = c * a00 + s * a10; + out[1] = c * a01 + s * a11; + out[2] = c * a02 + s * a12; + + out[3] = c * a10 - s * a00; + out[4] = c * a11 - s * a01; + out[5] = c * a12 - s * a02; + + out[6] = a20; + out[7] = a21; + out[8] = a22; + return out; +}; + +/** + * Scales the mat3 by the dimensions in the given vec2 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the matrix to rotate + * @param {vec2} v the vec2 to scale the matrix by + * @returns {mat3} out + **/ +mat3.scale = function(out, a, v) { + var x = v[0], y = v[2]; + + out[0] = x * a[0]; + out[1] = x * a[1]; + out[2] = x * a[2]; + + out[3] = y * a[3]; + out[4] = y * a[4]; + out[5] = y * a[5]; + + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + return out; +}; + +/** + * Copies the values from a mat2d into a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the matrix to rotate + * @param {vec2} v the vec2 to scale the matrix by + * @returns {mat3} out + **/ +mat3.fromMat2d = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = 0; + + out[3] = a[2]; + out[4] = a[3]; + out[5] = 0; + + out[6] = a[4]; + out[7] = a[5]; + out[8] = 1; + return out; +}; + +/** +* Calculates a 3x3 matrix from the given quaternion +* +* @param {mat3} out mat3 receiving operation result +* @param {quat} q Quaternion to create matrix from +* +* @returns {mat3} out +*/ +mat3.fromQuat = function (out, q) { + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + + out[0] = 1 - (yy + zz); + out[1] = xy + wz; + out[2] = xz - wy; + + out[3] = xy - wz; + out[4] = 1 - (xx + zz); + out[5] = yz + wx; + + out[6] = xz + wy; + out[7] = yz - wx; + out[8] = 1 - (xx + yy); + + return out; +}; + +/** + * Returns a string representation of a mat3 + * + * @param {mat3} mat matrix to represent as a string + * @returns {String} string representation of the matrix + */ +mat3.str = function (a) { + return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + + a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + + a[6] + ', ' + a[7] + ', ' + a[8] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.mat3 = mat3; +} +; +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 4x4 Matrix + * @name mat4 + */ + +var mat4 = {}; + +var mat4Identity = new Float32Array([ + 1, 0, 0, 0, + 0, 1, 0, 0, + 0, 0, 1, 0, + 0, 0, 0, 1 +]); + +/** + * Creates a new identity mat4 + * + * @returns {mat4} a new 4x4 matrix + */ +mat4.create = function() { + var out = new GLMAT_ARRAY_TYPE(16); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = 1; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 1; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; +}; + +/** + * Creates a new mat4 initialized with values from an existing matrix + * + * @param {mat4} a matrix to clone + * @returns {mat4} a new 4x4 matrix + */ +mat4.clone = function(a) { + var out = new GLMAT_ARRAY_TYPE(16); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; +}; + +/** + * Copy the values from one mat4 to another + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; +}; + +/** + * Set a mat4 to the identity matrix + * + * @param {mat4} out the receiving matrix + * @returns {mat4} out + */ +mat4.identity = function(out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = 1; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 1; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; +}; + +/** + * Transpose the values of a mat4 + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.transpose = function(out, a) { + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (out === a) { + var a01 = a[1], a02 = a[2], a03 = a[3], + a12 = a[6], a13 = a[7], + a23 = a[11]; + + out[1] = a[4]; + out[2] = a[8]; + out[3] = a[12]; + out[4] = a01; + out[6] = a[9]; + out[7] = a[13]; + out[8] = a02; + out[9] = a12; + out[11] = a[14]; + out[12] = a03; + out[13] = a13; + out[14] = a23; + } else { + out[0] = a[0]; + out[1] = a[4]; + out[2] = a[8]; + out[3] = a[12]; + out[4] = a[1]; + out[5] = a[5]; + out[6] = a[9]; + out[7] = a[13]; + out[8] = a[2]; + out[9] = a[6]; + out[10] = a[10]; + out[11] = a[14]; + out[12] = a[3]; + out[13] = a[7]; + out[14] = a[11]; + out[15] = a[15]; + } + + return out; +}; + +/** + * Inverts a mat4 + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.invert = function(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], + + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32, + + // Calculate the determinant + det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; + + if (!det) { + return null; + } + det = 1.0 / det; + + out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; + out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det; + out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det; + out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det; + out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det; + out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det; + out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det; + out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det; + out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det; + out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det; + out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det; + out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det; + out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det; + out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det; + out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det; + out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det; + + return out; +}; + +/** + * Calculates the adjugate of a mat4 + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.adjoint = function(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; + + out[0] = (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22)); + out[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22)); + out[2] = (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12)); + out[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12)); + out[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22)); + out[5] = (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22)); + out[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12)); + out[7] = (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12)); + out[8] = (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21)); + out[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21)); + out[10] = (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11)); + out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11)); + out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21)); + out[13] = (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21)); + out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11)); + out[15] = (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11)); + return out; +}; + +/** + * Calculates the determinant of a mat4 + * + * @param {mat4} a the source matrix + * @returns {Number} determinant of a + */ +mat4.determinant = function (a) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], + + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32; + + // Calculate the determinant + return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; +}; + +/** + * Multiplies two mat4's + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the first operand + * @param {mat4} b the second operand + * @returns {mat4} out + */ +mat4.multiply = function (out, a, b) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; + + // Cache only the current line of the second matrix + var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; + out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; + out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; + out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; + out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + return out; +}; + +/** + * Alias for {@link mat4.multiply} + * @function + */ +mat4.mul = mat4.multiply; + +/** + * Translate a mat4 by the given vector + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to translate + * @param {vec3} v vector to translate by + * @returns {mat4} out + */ +mat4.translate = function (out, a, v) { + var x = v[0], y = v[1], z = v[2], + a00, a01, a02, a03, + a10, a11, a12, a13, + a20, a21, a22, a23; + + if (a === out) { + out[12] = a[0] * x + a[4] * y + a[8] * z + a[12]; + out[13] = a[1] * x + a[5] * y + a[9] * z + a[13]; + out[14] = a[2] * x + a[6] * y + a[10] * z + a[14]; + out[15] = a[3] * x + a[7] * y + a[11] * z + a[15]; + } else { + a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; + a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; + a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; + + out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03; + out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13; + out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23; + + out[12] = a00 * x + a10 * y + a20 * z + a[12]; + out[13] = a01 * x + a11 * y + a21 * z + a[13]; + out[14] = a02 * x + a12 * y + a22 * z + a[14]; + out[15] = a03 * x + a13 * y + a23 * z + a[15]; + } + + return out; +}; + +/** + * Scales the mat4 by the dimensions in the given vec3 + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to scale + * @param {vec3} v the vec3 to scale the matrix by + * @returns {mat4} out + **/ +mat4.scale = function(out, a, v) { + var x = v[0], y = v[1], z = v[2]; + + out[0] = a[0] * x; + out[1] = a[1] * x; + out[2] = a[2] * x; + out[3] = a[3] * x; + out[4] = a[4] * y; + out[5] = a[5] * y; + out[6] = a[6] * y; + out[7] = a[7] * y; + out[8] = a[8] * z; + out[9] = a[9] * z; + out[10] = a[10] * z; + out[11] = a[11] * z; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; +}; + +/** + * Rotates a mat4 by the given angle + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @param {vec3} axis the axis to rotate around + * @returns {mat4} out + */ +mat4.rotate = function (out, a, rad, axis) { + var x = axis[0], y = axis[1], z = axis[2], + len = Math.sqrt(x * x + y * y + z * z), + s, c, t, + a00, a01, a02, a03, + a10, a11, a12, a13, + a20, a21, a22, a23, + b00, b01, b02, + b10, b11, b12, + b20, b21, b22; + + if (Math.abs(len) < GLMAT_EPSILON) { return null; } + + len = 1 / len; + x *= len; + y *= len; + z *= len; + + s = Math.sin(rad); + c = Math.cos(rad); + t = 1 - c; + + a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; + a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; + a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; + + // Construct the elements of the rotation matrix + b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; + b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; + b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; + + // Perform rotation-specific matrix multiplication + out[0] = a00 * b00 + a10 * b01 + a20 * b02; + out[1] = a01 * b00 + a11 * b01 + a21 * b02; + out[2] = a02 * b00 + a12 * b01 + a22 * b02; + out[3] = a03 * b00 + a13 * b01 + a23 * b02; + out[4] = a00 * b10 + a10 * b11 + a20 * b12; + out[5] = a01 * b10 + a11 * b11 + a21 * b12; + out[6] = a02 * b10 + a12 * b11 + a22 * b12; + out[7] = a03 * b10 + a13 * b11 + a23 * b12; + out[8] = a00 * b20 + a10 * b21 + a20 * b22; + out[9] = a01 * b20 + a11 * b21 + a21 * b22; + out[10] = a02 * b20 + a12 * b21 + a22 * b22; + out[11] = a03 * b20 + a13 * b21 + a23 * b22; + + if (a !== out) { // If the source and destination differ, copy the unchanged last row + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + return out; +}; + +/** + * Rotates a matrix by the given angle around the X axis + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.rotateX = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a10 = a[4], + a11 = a[5], + a12 = a[6], + a13 = a[7], + a20 = a[8], + a21 = a[9], + a22 = a[10], + a23 = a[11]; + + if (a !== out) { // If the source and destination differ, copy the unchanged rows + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + out[4] = a10 * c + a20 * s; + out[5] = a11 * c + a21 * s; + out[6] = a12 * c + a22 * s; + out[7] = a13 * c + a23 * s; + out[8] = a20 * c - a10 * s; + out[9] = a21 * c - a11 * s; + out[10] = a22 * c - a12 * s; + out[11] = a23 * c - a13 * s; + return out; +}; + +/** + * Rotates a matrix by the given angle around the Y axis + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.rotateY = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a00 = a[0], + a01 = a[1], + a02 = a[2], + a03 = a[3], + a20 = a[8], + a21 = a[9], + a22 = a[10], + a23 = a[11]; + + if (a !== out) { // If the source and destination differ, copy the unchanged rows + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + out[0] = a00 * c - a20 * s; + out[1] = a01 * c - a21 * s; + out[2] = a02 * c - a22 * s; + out[3] = a03 * c - a23 * s; + out[8] = a00 * s + a20 * c; + out[9] = a01 * s + a21 * c; + out[10] = a02 * s + a22 * c; + out[11] = a03 * s + a23 * c; + return out; +}; + +/** + * Rotates a matrix by the given angle around the Z axis + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.rotateZ = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a00 = a[0], + a01 = a[1], + a02 = a[2], + a03 = a[3], + a10 = a[4], + a11 = a[5], + a12 = a[6], + a13 = a[7]; + + if (a !== out) { // If the source and destination differ, copy the unchanged last row + out[8] = a[8]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + out[0] = a00 * c + a10 * s; + out[1] = a01 * c + a11 * s; + out[2] = a02 * c + a12 * s; + out[3] = a03 * c + a13 * s; + out[4] = a10 * c - a00 * s; + out[5] = a11 * c - a01 * s; + out[6] = a12 * c - a02 * s; + out[7] = a13 * c - a03 * s; + return out; +}; + +/** + * Creates a matrix from a quaternion rotation and vector translation + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.translate(dest, vec); + * var quatMat = mat4.create(); + * quat4.toMat4(quat, quatMat); + * mat4.multiply(dest, quatMat); + * + * @param {mat4} out mat4 receiving operation result + * @param {quat4} q Rotation quaternion + * @param {vec3} v Translation vector + * @returns {mat4} out + */ +mat4.fromRotationTranslation = function (out, q, v) { + // Quaternion math + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + + out[0] = 1 - (yy + zz); + out[1] = xy + wz; + out[2] = xz - wy; + out[3] = 0; + out[4] = xy - wz; + out[5] = 1 - (xx + zz); + out[6] = yz + wx; + out[7] = 0; + out[8] = xz + wy; + out[9] = yz - wx; + out[10] = 1 - (xx + yy); + out[11] = 0; + out[12] = v[0]; + out[13] = v[1]; + out[14] = v[2]; + out[15] = 1; + + return out; +}; + +/** +* Calculates a 4x4 matrix from the given quaternion +* +* @param {mat4} out mat4 receiving operation result +* @param {quat} q Quaternion to create matrix from +* +* @returns {mat4} out +*/ +mat4.fromQuat = function (out, q) { + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + + out[0] = 1 - (yy + zz); + out[1] = xy + wz; + out[2] = xz - wy; + out[3] = 0; + + out[4] = xy - wz; + out[5] = 1 - (xx + zz); + out[6] = yz + wx; + out[7] = 0; + + out[8] = xz + wy; + out[9] = yz - wx; + out[10] = 1 - (xx + yy); + out[11] = 0; + + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + + return out; +}; + +/** + * Generates a frustum matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {Number} left Left bound of the frustum + * @param {Number} right Right bound of the frustum + * @param {Number} bottom Bottom bound of the frustum + * @param {Number} top Top bound of the frustum + * @param {Number} near Near bound of the frustum + * @param {Number} far Far bound of the frustum + * @returns {mat4} out + */ +mat4.frustum = function (out, left, right, bottom, top, near, far) { + var rl = 1 / (right - left), + tb = 1 / (top - bottom), + nf = 1 / (near - far); + out[0] = (near * 2) * rl; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = (near * 2) * tb; + out[6] = 0; + out[7] = 0; + out[8] = (right + left) * rl; + out[9] = (top + bottom) * tb; + out[10] = (far + near) * nf; + out[11] = -1; + out[12] = 0; + out[13] = 0; + out[14] = (far * near * 2) * nf; + out[15] = 0; + return out; +}; + +/** + * Generates a perspective projection matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {number} fovy Vertical field of view in radians + * @param {number} aspect Aspect ratio. typically viewport width/height + * @param {number} near Near bound of the frustum + * @param {number} far Far bound of the frustum + * @returns {mat4} out + */ +mat4.perspective = function (out, fovy, aspect, near, far) { + var f = 1.0 / Math.tan(fovy / 2), + nf = 1 / (near - far); + out[0] = f / aspect; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = f; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = (far + near) * nf; + out[11] = -1; + out[12] = 0; + out[13] = 0; + out[14] = (2 * far * near) * nf; + out[15] = 0; + return out; +}; + +/** + * Generates a orthogonal projection matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {number} left Left bound of the frustum + * @param {number} right Right bound of the frustum + * @param {number} bottom Bottom bound of the frustum + * @param {number} top Top bound of the frustum + * @param {number} near Near bound of the frustum + * @param {number} far Far bound of the frustum + * @returns {mat4} out + */ +mat4.ortho = function (out, left, right, bottom, top, near, far) { + var lr = 1 / (left - right), + bt = 1 / (bottom - top), + nf = 1 / (near - far); + out[0] = -2 * lr; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = -2 * bt; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 2 * nf; + out[11] = 0; + out[12] = (left + right) * lr; + out[13] = (top + bottom) * bt; + out[14] = (far + near) * nf; + out[15] = 1; + return out; +}; + +/** + * Generates a look-at matrix with the given eye position, focal point, and up axis + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {vec3} eye Position of the viewer + * @param {vec3} center Point the viewer is looking at + * @param {vec3} up vec3 pointing up + * @returns {mat4} out + */ +mat4.lookAt = function (out, eye, center, up) { + var x0, x1, x2, y0, y1, y2, z0, z1, z2, len, + eyex = eye[0], + eyey = eye[1], + eyez = eye[2], + upx = up[0], + upy = up[1], + upz = up[2], + centerx = center[0], + centery = center[1], + centerz = center[2]; + + if (Math.abs(eyex - centerx) < GLMAT_EPSILON && + Math.abs(eyey - centery) < GLMAT_EPSILON && + Math.abs(eyez - centerz) < GLMAT_EPSILON) { + return mat4.identity(out); + } + + z0 = eyex - centerx; + z1 = eyey - centery; + z2 = eyez - centerz; + + len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); + z0 *= len; + z1 *= len; + z2 *= len; + + x0 = upy * z2 - upz * z1; + x1 = upz * z0 - upx * z2; + x2 = upx * z1 - upy * z0; + len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); + if (!len) { + x0 = 0; + x1 = 0; + x2 = 0; + } else { + len = 1 / len; + x0 *= len; + x1 *= len; + x2 *= len; + } + + y0 = z1 * x2 - z2 * x1; + y1 = z2 * x0 - z0 * x2; + y2 = z0 * x1 - z1 * x0; + + len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); + if (!len) { + y0 = 0; + y1 = 0; + y2 = 0; + } else { + len = 1 / len; + y0 *= len; + y1 *= len; + y2 *= len; + } + + out[0] = x0; + out[1] = y0; + out[2] = z0; + out[3] = 0; + out[4] = x1; + out[5] = y1; + out[6] = z1; + out[7] = 0; + out[8] = x2; + out[9] = y2; + out[10] = z2; + out[11] = 0; + out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); + out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); + out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); + out[15] = 1; + + return out; +}; + +/** + * Returns a string representation of a mat4 + * + * @param {mat4} mat matrix to represent as a string + * @returns {String} string representation of the matrix + */ +mat4.str = function (a) { + return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + + a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + + a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' + + a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.mat4 = mat4; +} +; +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class Quaternion + * @name quat + */ + +var quat = {}; + +var quatIdentity = new Float32Array([0, 0, 0, 1]); + +/** + * Creates a new identity quat + * + * @returns {quat} a new quaternion + */ +quat.create = function() { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; +}; + +/** + * Creates a new quat initialized with values from an existing quaternion + * + * @param {quat} a quaternion to clone + * @returns {quat} a new quaternion + * @function + */ +quat.clone = vec4.clone; + +/** + * Creates a new quat initialized with the given values + * + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {quat} a new quaternion + * @function + */ +quat.fromValues = vec4.fromValues; + +/** + * Copy the values from one quat to another + * + * @param {quat} out the receiving quaternion + * @param {quat} a the source quaternion + * @returns {quat} out + * @function + */ +quat.copy = vec4.copy; + +/** + * Set the components of a quat to the given values + * + * @param {quat} out the receiving quaternion + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {quat} out + * @function + */ +quat.set = vec4.set; + +/** + * Set a quat to the identity quaternion + * + * @param {quat} out the receiving quaternion + * @returns {quat} out + */ +quat.identity = function(out) { + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; +}; + +/** + * Sets a quat from the given angle and rotation axis, + * then returns it. + * + * @param {quat} out the receiving quaternion + * @param {vec3} axis the axis around which to rotate + * @param {Number} rad the angle in radians + * @returns {quat} out + **/ +quat.setAxisAngle = function(out, axis, rad) { + rad = rad * 0.5; + var s = Math.sin(rad); + out[0] = s * axis[0]; + out[1] = s * axis[1]; + out[2] = s * axis[2]; + out[3] = Math.cos(rad); + return out; +}; + +/** + * Adds two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {quat} out + * @function + */ +quat.add = vec4.add; + +/** + * Multiplies two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {quat} out + */ +quat.multiply = function(out, a, b) { + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bx = b[0], by = b[1], bz = b[2], bw = b[3]; + + out[0] = ax * bw + aw * bx + ay * bz - az * by; + out[1] = ay * bw + aw * by + az * bx - ax * bz; + out[2] = az * bw + aw * bz + ax * by - ay * bx; + out[3] = aw * bw - ax * bx - ay * by - az * bz; + return out; +}; + +/** + * Alias for {@link quat.multiply} + * @function + */ +quat.mul = quat.multiply; + +/** + * Scales a quat by a scalar number + * + * @param {quat} out the receiving vector + * @param {quat} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {quat} out + * @function + */ +quat.scale = vec4.scale; + +/** + * Rotates a quaternion by the given angle around the X axis + * + * @param {quat} out quat receiving operation result + * @param {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ +quat.rotateX = function (out, a, rad) { + rad *= 0.5; + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bx = Math.sin(rad), bw = Math.cos(rad); + + out[0] = ax * bw + aw * bx; + out[1] = ay * bw + az * bx; + out[2] = az * bw - ay * bx; + out[3] = aw * bw - ax * bx; + return out; +}; + +/** + * Rotates a quaternion by the given angle around the Y axis + * + * @param {quat} out quat receiving operation result + * @param {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ +quat.rotateY = function (out, a, rad) { + rad *= 0.5; + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + by = Math.sin(rad), bw = Math.cos(rad); + + out[0] = ax * bw - az * by; + out[1] = ay * bw + aw * by; + out[2] = az * bw + ax * by; + out[3] = aw * bw - ay * by; + return out; +}; + +/** + * Rotates a quaternion by the given angle around the Z axis + * + * @param {quat} out quat receiving operation result + * @param {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ +quat.rotateZ = function (out, a, rad) { + rad *= 0.5; + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bz = Math.sin(rad), bw = Math.cos(rad); + + out[0] = ax * bw + ay * bz; + out[1] = ay * bw - ax * bz; + out[2] = az * bw + aw * bz; + out[3] = aw * bw - az * bz; + return out; +}; + +/** + * Calculates the W component of a quat from the X, Y, and Z components. + * Assumes that quaternion is 1 unit in length. + * Any existing W component will be ignored. + * + * @param {quat} out the receiving quaternion + * @param {quat} a quat to calculate W component of + * @returns {quat} out + */ +quat.calculateW = function (out, a) { + var x = a[0], y = a[1], z = a[2]; + + out[0] = x; + out[1] = y; + out[2] = z; + out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); + return out; +}; + +/** + * Calculates the dot product of two quat's + * + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {Number} dot product of a and b + * @function + */ +quat.dot = vec4.dot; + +/** + * Performs a linear interpolation between two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {quat} out + * @function + */ +quat.lerp = vec4.lerp; + +/** + * Performs a spherical linear interpolation between two quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {quat} out + */ +quat.slerp = function (out, a, b, t) { + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bx = b[0], by = b[1], bz = b[2], bw = b[3]; + + var cosHalfTheta = ax * bx + ay * by + az * bz + aw * bw, + halfTheta, + sinHalfTheta, + ratioA, + ratioB; + + if (Math.abs(cosHalfTheta) >= 1.0) { + if (out !== a) { + out[0] = ax; + out[1] = ay; + out[2] = az; + out[3] = aw; + } + return out; + } + + halfTheta = Math.acos(cosHalfTheta); + sinHalfTheta = Math.sqrt(1.0 - cosHalfTheta * cosHalfTheta); + + if (Math.abs(sinHalfTheta) < 0.001) { + out[0] = (ax * 0.5 + bx * 0.5); + out[1] = (ay * 0.5 + by * 0.5); + out[2] = (az * 0.5 + bz * 0.5); + out[3] = (aw * 0.5 + bw * 0.5); + return out; + } + + ratioA = Math.sin((1 - t) * halfTheta) / sinHalfTheta; + ratioB = Math.sin(t * halfTheta) / sinHalfTheta; + + out[0] = (ax * ratioA + bx * ratioB); + out[1] = (ay * ratioA + by * ratioB); + out[2] = (az * ratioA + bz * ratioB); + out[3] = (aw * ratioA + bw * ratioB); + + return out; +}; + +/** + * Calculates the inverse of a quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a quat to calculate inverse of + * @returns {quat} out + */ +quat.invert = function(out, a) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], + dot = a0*a0 + a1*a1 + a2*a2 + a3*a3, + invDot = dot ? 1.0/dot : 0; + + // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0 + + out[0] = -a0*invDot; + out[1] = -a1*invDot; + out[2] = -a2*invDot; + out[3] = a3*invDot; + return out; +}; + +/** + * Calculates the conjugate of a quat + * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result. + * + * @param {quat} out the receiving quaternion + * @param {quat} a quat to calculate conjugate of + * @returns {quat} out + */ +quat.conjugate = function (out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + out[2] = -a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Calculates the length of a quat + * + * @param {quat} a vector to calculate length of + * @returns {Number} length of a + * @function + */ +quat.length = vec4.length; + +/** + * Alias for {@link quat.length} + * @function + */ +quat.len = quat.length; + +/** + * Calculates the squared length of a quat + * + * @param {quat} a vector to calculate squared length of + * @returns {Number} squared length of a + * @function + */ +quat.squaredLength = vec4.squaredLength; + +/** + * Alias for {@link quat.squaredLength} + * @function + */ +quat.sqrLen = quat.squaredLength; + +/** + * Normalize a quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a quaternion to normalize + * @returns {quat} out + * @function + */ +quat.normalize = vec4.normalize; + +/** + * Creates a quaternion from the given 3x3 rotation matrix. + * + * @param {quat} out the receiving quaternion + * @param {mat3} m rotation matrix + * @returns {quat} out + * @function + */ +quat.fromMat3 = (function() { + var s_iNext = [1,2,0]; + return function(out, m) { + // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes + // article "Quaternion Calculus and Fast Animation". + var fTrace = m[0] + m[4] + m[8]; + var fRoot; + + if ( fTrace > 0.0 ) { + // |w| > 1/2, may as well choose w > 1/2 + fRoot = Math.sqrt(fTrace + 1.0); // 2w + out[3] = 0.5 * fRoot; + fRoot = 0.5/fRoot; // 1/(4w) + out[0] = (m[7]-m[5])*fRoot; + out[1] = (m[2]-m[6])*fRoot; + out[2] = (m[3]-m[1])*fRoot; + } else { + // |w| <= 1/2 + var i = 0; + if ( m[4] > m[0] ) + i = 1; + if ( m[8] > m[i*3+i] ) + i = 2; + var j = s_iNext[i]; + var k = s_iNext[j]; + + fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0); + out[i] = 0.5 * fRoot; + fRoot = 0.5 / fRoot; + out[3] = (m[k*3+j] - m[j*3+k]) * fRoot; + out[j] = (m[j*3+i] + m[i*3+j]) * fRoot; + out[k] = (m[k*3+i] + m[i*3+k]) * fRoot; + } + + return out; + }; +})(); + +/** + * Returns a string representation of a quatenion + * + * @param {quat} vec vector to represent as a string + * @returns {String} string representation of the vector + */ +quat.str = function (a) { + return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.quat = quat; +} +; + + + + + + + + + + + + + + })(shim.exports); +})(); + +},{}],76:[function(require,module,exports){ +module.exports=require(16) +},{"cwise-compiler":77}],77:[function(require,module,exports){ +module.exports=require(17) +},{"./lib/thunk.js":79}],78:[function(require,module,exports){ +module.exports=require(18) +},{"uniq":80}],79:[function(require,module,exports){ +module.exports=require(19) +},{"./compile.js":78}],80:[function(require,module,exports){ +module.exports=require(20) +},{}],81:[function(require,module,exports){ +module.exports=require(21) +},{"buffer":106,"iota-array":82}],82:[function(require,module,exports){ +module.exports=require(22) +},{}],83:[function(require,module,exports){ +module.exports=require(23) +},{}],84:[function(require,module,exports){ +module.exports=require(24) +},{}],85:[function(require,module,exports){ +module.exports=require(63) +},{"bit-twiddle":83,"buffer":106,"dup":84}],86:[function(require,module,exports){ +module.exports=require(48) +},{}],87:[function(require,module,exports){ +module.exports=require(49) +},{"weakmap":86}],88:[function(require,module,exports){ +"use strict" + +var ndarray = require("ndarray") +var ops = require("ndarray-ops") +var pool = require("typedarray-pool") +var webglew = require("webglew") + +var linearTypes = null +var filterTypes = null +var wrapTypes = null + +function lazyInitLinearTypes(gl) { + linearTypes = [ + gl.LINEAR, + gl.NEAREST_MIPMAP_LINEAR, + gl.LINEAR_MIPMAP_NEAREST, + gl.LINEAR_MIPMAP_NEAREST + ] + filterTypes = [ + gl.NEAREST, + gl.LINEAR, + gl.NEAREST_MIPMAP_NEAREST, + gl.NEAREST_MIPMAP_LINEAR, + gl.LINEAR_MIPMAP_NEAREST, + gl.LINEAR_MIPMAP_LINEAR + ] + wrapTypes = [ + gl.REPEAT, + gl.CLAMP_TO_EDGE, + gl.MIRRORED_REPEAT + ] +} + +var convertFloatToUint8 = function(out, inp) { + ops.muls(out, inp, 255.0) +} + +function Texture2D(gl, handle, width, height, format, type) { + this.gl = gl + this.handle = handle + this.format = format + this.type = type + this._shape = [height, width] + this._mipLevels = [0] + this._magFilter = gl.NEAREST + this._minFilter = gl.NEAREST + this._wrapS = gl.CLAMP_TO_EDGE + this._wrapT = gl.CLAMP_TO_EDGE + this._anisoSamples = 1 +} + +Object.defineProperty(Texture2D.prototype, "minFilter", { + get: function() { + return this._minFilter + }, + set: function(v) { + this.bind() + var gl = this.gl + if(this.type === gl.FLOAT && linearTypes.indexOf(v) >= 0) { + if(!webglew(gl).OES_texture_float_linear) { + v = gl.NEAREST + } + } + if(filterTypes.indexOf(v) < 0) { + throw new Error("gl-texture2d: Unknown filter mode " + v) + } + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, v) + return this._minFilter = v + } +}) + +var proto = Texture2D.prototype + +Object.defineProperty(proto, "magFilter", { + get: function() { + return this._magFilter + }, + set: function(v) { + this.bind() + var gl = this.gl + if(this.type === gl.FLOAT && linearTypes.indexOf(v) >= 0) { + if(!webglew(gl).OES_texture_float_linear) { + v = gl.NEAREST + } + } + if(filterTypes.indexOf(v) < 0) { + throw new Error("gl-texture2d: Unknown filter mode " + v) + } + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, v) + return this._magFilter = v + } +}) + +Object.defineProperty(proto, "wrapS", { + get: function() { + return this._wrapS + }, + set: function(v) { + this.bind() + if(wrapTypes.indexOf(v) < 0) { + throw new Error("gl-texture2d: Unknown wrap mode " + v) + } + this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_S, v) + return this._wrapS = v + } +}) + +Object.defineProperty(proto, "wrapT", { + get: function() { + return this._wrapT + }, + set: function(v) { + this.bind() + if(wrapTypes.indexOf(v) < 0) { + throw new Error("gl-texture2d: Unknown wrap mode " + v) + } + this.gl.texParameteri(this.gl.TEXTURE_2D, this.gl.TEXTURE_WRAP_T, v) + return this._wrapT = v + } +}) + + +Object.defineProperty(proto, "wrap", { + get: function() { + return [this._wrapT, this._wrapS] + }, + set: function(v) { + if(!Array.isArray(v)) { + v = [v,v] + } + if(v.length !== 2) { + throw new Error("gl-texture2d: Must specify wrap mode for rows and columns") + } + for(var i=0; i<2; ++i) { + if(wrapTypes.indexOf(v[i]) < 0) { + throw new Error("gl-texture2d: Unknown wrap mode " + v) + } + } + this._wrapT = v[0] + this._wrapS = v[1] + + var gl = this.gl + this.bind() + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, this._wrapT) + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, this._wrapS) + + return v + } +}) + +Object.defineProperty(proto, "mipSamples", { + get: function() { + return this._anisoSamples + }, + set: function(i) { + var psamples = this._anisoSamples + this._anisoSamples = Math.max(i, 1)|0 + if(psamples !== this._anisoSamples) { + var ext = webglew(this.gl).EXT_texture_filter_anisotropic + if(ext) { + this.gl.texParameterf(this.gl.TEXTURE_2D, ext.TEXTURE_MAX_ANISOTROPY_EXT, this._anisoSamples) + } + } + return this._anisoSamples + } +}) + +Object.defineProperty(proto, "shape", { + get: function() { + return this._shape + }, + set: function(x) { + if(!Array.isArray(x)) { + x = [x|0,x|0] + } else { + if(x.length !== 2) { + throw new Error("gl-texture2d: Invalid texture shape") + } + } + var r = x[0]|0 + var c = x[1]|0 + if(this.height === r && this.width === c) { + return x + } + var gl = this.gl + var maxSize = gl.getParameter(gl.MAX_TEXTURE_SIZE) + if(c < 0 || c > maxSize || r < 0 || r > maxSize) { + throw new Error("gl-texture2d: Invalid texture size") + } + this._shape = [r, c] + this.bind() + gl.texImage2D(gl.TEXTURE_2D, 0, this.format, c, r, 0, this.format, this.type, null) + this._mipLevels = [0] + return x + } +}) + +proto.bind = function bindTexture2D(unit) { + var gl = this.gl + if(unit !== undefined) { + gl.activeTexture(gl.TEXTURE0 + (unit|0)) + } + gl.bindTexture(gl.TEXTURE_2D, this.handle) + if(unit !== undefined) { + return unit + } + return gl.getParameter(gl.ACTIVE_TEXTURE) - gl.TEXTURE0 +} + +proto.dispose = function disposeTexture2D() { + this.gl.deleteTexture(this.handle) +} + +proto.generateMipmap = function() { + this.bind() + this.gl.generateMipmap(this.gl.TEXTURE_2D) + + //Update mip levels + var l = Math.min(this._shape[0], this._shape[1]) + for(var i=0; l>0; ++i, l>>>=1) { + if(this._mipLevels.indexOf(i) < 0) { + this._mipLevels.push(i) + } + } +} + +proto.setPixels = function(data, x_off, y_off, mip_level) { + var gl = this.gl + this.bind() + if(Array.isArray(x_off)) { + mip_level = y_off + y_off = x_off[0]|0 + x_off = x_off[1]|0 + } else { + x_off = x_off || 0 + y_off = y_off || 0 + } + mip_level = mip_level || 0 + if(data instanceof HTMLCanvasElement || + data instanceof ImageData || + data instanceof HTMLImageElement || + data instanceof HTMLVideoElement) { + var needsMip = this._mipLevels.indexOf(mip_level) < 0 + if(needsMip) { + gl.texImage2D(gl.TEXTURE_2D, 0, this.format, this.format, this.type, data) + this._mipLevels.push(mip_level) + } else { + gl.texSubImage2D(gl.TEXTURE_2D, mip_level, x_off, y_off, this.format, this.type, data) + } + } else if(data.shape && data.stride && data.data) { + if(data.shape.length < 2 || + x_off + data.shape[1] > this._shape[1]>>>mip_level || + y_off + data.shape[0] > this._shape[0]>>>mip_level || + x_off < 0 || + y_off < 0) { + throw new Error("gl-texture2d: Texture dimensions are out of bounds") + } + texSubImageArray(gl, x_off, y_off, mip_level, this.format, this.type, this._mipLevels, data) + } else { + throw new Error("gl-texture2d: Unsupported data type") + } +} + +function texSubImageArray(gl, x_off, y_off, mip_level, cformat, ctype, mipLevels, array) { + var dtype = array.dtype + var shape = array.shape + var packed = isPacked(array) + var type = 0, format = 0 + if(dtype === "float32") { + type = gl.FLOAT + } else if(dtype === "float64") { + type = gl.FLOAT + packed = false + dtype = "float32" + } else if(dtype === "uint8") { + type = gl.UNSIGNED_BYTE + } else { + type = gl.UNSIGNED_BYTE + packed = false + dtype = "uint8" + } + if(shape.length === 2) { + format = gl.LUMINANCE + } else if(shape.length === 3) { + if(shape[2] === 1) { + format = gl.ALPHA + } else if(shape[2] === 2) { + format = gl.LUMINANCE_ALPHA + } else if(shape[2] === 3) { + format = gl.RGB + } else if(shape[2] === 4) { + format = gl.RGBA + } else { + throw new Error("gl-texture2d: Invalid shape for pixel coords") + } + } else { + throw new Error("gl-texture2d: Invalid shape for texture") + } + //For 1-channel textures allow conversion between formats + if((format === gl.LUMINANCE || format === gl.ALPHA) && + (cformat === gl.LUMINANCE || cformat === gl.ALPHA)) { + format = cformat + } + if(format !== cformat) { + throw new Error("gl-texture2d: Incompatible texture format for setPixels") + } + var size = array.size + var needsMip = mipLevels.indexOf(mip_level) < 0 + if(needsMip) { + mipLevels.push(mip_level) + } + if(type === ctype && packed) { + //Array data types are compatible, can directly copy into texture + if(array.offset === 0 && array.data.length === size) { + if(needsMip) { + gl.texImage2D(gl.TEXTURE_2D, mip_level, cformat, shape[1], shape[0], 0, cformat, ctype, array.data) + } else { + gl.texSubImage2D(gl.TEXTURE_2D, mip_level, x_off, y_off, shape[1], shape[0], cformat, ctype, array.data) + } + } else { + if(needsMip) { + gl.texImage2D(gl.TEXTURE_2D, mip_level, cformat, shape[1], shape[0], 0, cformat, ctype, array.data.subarray(array.offset, array.offset+size)) + } else { + gl.texSubImage2D(gl.TEXTURE_2D, mip_level, x_off, y_off, shape[1], shape[0], cformat, ctype, array.data.subarray(array.offset, array.offset+size)) + } + } + } else { + //Need to do type conversion to pack data into buffer + var pack_buffer + if(ctype === gl.FLOAT) { + pack_buffer = pool.mallocFloat32(size) + } else { + pack_buffer = pool.mallocUint8(size) + } + var pack_view = ndarray(pack_buffer, shape) + if(type === gl.FLOAT && ctype === gl.UNSIGNED_BYTE) { + convertFloatToUint8(pack_view, array) + } else { + ops.assign(pack_view, array) + } + if(needsMip) { + gl.texImage2D(gl.TEXTURE_2D, mip_level, cformat, shape[1], shape[0], 0, cformat, ctype, pack_buffer.subarray(0, size)) + } else { + gl.texSubImage2D(gl.TEXTURE_2D, mip_level, x_off, y_off, shape[1], shape[0], cformat, ctype, pack_buffer.subarray(0, size)) + } + if(ctype === gl.FLOAT) { + pool.freeFloat32(pack_buffer) + } else { + pool.freeUint8(pack_buffer) + } + } +} + +function initTexture(gl) { + var tex = gl.createTexture() + gl.bindTexture(gl.TEXTURE_2D, tex) + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE) + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE) + return tex +} + +function createTextureShape(gl, width, height, format, type) { + var maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE) + if(width < 0 || width > maxTextureSize || height < 0 || height > maxTextureSize) { + throw new Error("gl-texture2d: Invalid texture shape") + } + var tex = initTexture(gl) + gl.texImage2D(gl.TEXTURE_2D, 0, format, width, height, 0, format, type, null) + return new Texture2D(gl, tex, width, height, format, type) +} + +function createTextureDOM(gl, element, format, type) { + var tex = initTexture(gl) + gl.texImage2D(gl.TEXTURE_2D, 0, format, format, type, element) + return new Texture2D(gl, tex, element.width|0, element.height|0, format, type) +} + +function isPacked(array) { + var shape = array.shape + var stride = array.stride + var s = 1 + for(var i=shape.length-1; i>=0; --i) { + if(stride[i] !== s) { + return false + } + s *= shape[i] + } + return true +} + +//Creates a texture from an ndarray +function createTextureArray(gl, array) { + var dtype = array.dtype + var shape = array.shape.slice() + var maxSize = gl.getParameter(gl.MAX_TEXTURE_SIZE) + if(shape[0] < 0 || shape[0] > maxSize || shape[1] < 0 || shape[1] > maxSize) { + throw new Error("gl-texture2d: Invalid texture size") + } + + var packed = isPacked(array) + var type = 0 + if(dtype === "float32") { + type = gl.FLOAT + } else if(dtype === "float64") { + type = gl.FLOAT + packed = false + dtype = "float32" + } else if(dtype === "uint8") { + type = gl.UNSIGNED_BYTE + } else { + type = gl.UNSIGNED_BYTE + packed = false + dtype = "uint8" + } + var format = 0 + if(shape.length === 2) { + format = gl.LUMINANCE + } else if(shape.length === 3) { + if(shape[2] === 1) { + format = gl.ALPHA + } else if(shape[2] === 2) { + format = gl.LUMINANCE_ALPHA + } else if(shape[2] === 3) { + format = gl.RGB + } else if(shape[2] === 4) { + format = gl.RGBA + } else { + throw new Error("Invalid shape for pixel coords") + } + } else { + throw new Error("Invalid shape for texture") + } + if(type === gl.FLOAT && !!webglew(gl).texture_float) { + type = gl.UNSIGNED_BYTE + packed = false + } + var buffer, buf_store + if(!packed) { + var sz = 1 + var stride = new Array(shape.length) + for(var i=shape.length-1; i>=0; --i) { + stride[i] = sz + sz *= shape[i] + } + buf_store = pool.malloc(sz, dtype) + var buf_array = ndarray(buf_store, array.shape, stride, 0) + if((dtype === "float32" || dtype === "float64") && type === gl.UNSIGNED_BYTE) { + convertFloatToUint8(buf_array, array) + } else { + ops.assign(buf_array, array) + } + buffer = buf_store.subarray(0, sz) + } else { + var array_size = array.size + buffer = array.data.subarray(array.offset, array.offset + array_size) + } + var tex = initTexture(gl) + gl.texImage2D(gl.TEXTURE_2D, 0, format, shape[1], shape[0], 0, format, type, buffer) + if(!packed) { + pool.free(buf_store) + } + return new Texture2D(gl, tex, shape[1], shape[0], format, type) +} + +function createTexture2D(gl) { + if(arguments.length <= 1) { + throw new Error("Missing arguments for texture2d constructor") + } + if(!linearTypes) { + lazyInitLinearTypes(gl) + } + if(typeof arguments[1] === "number") { + return createTextureShape(gl, arguments[1], arguments[2], arguments[3]||gl.RGBA, arguments[4]||gl.UNSIGNED_BYTE) + } + if(Array.isArray(arguments[1])) { + return createTextureShape(gl, arguments[1][1]|0, arguments[1][0]|0, arguments[2]||gl.RGBA, arguments[4]||gl.UNSIGNED_BYTE) + } + if(typeof arguments[1] === "object") { + var obj = arguments[1] + if(obj instanceof HTMLCanvasElement || + obj instanceof HTMLImageElement || + obj instanceof HTMLVideoElement || + obj instanceof ImageData) { + return createTextureDOM(gl, obj, arguments[2]||gl.RGBA, arguments[3]||gl.UNSIGNED_BYTE) + } else if(obj.shape && obj.data && obj.stride) { + return createTextureArray(gl, obj) + } + } + throw new Error("Invalid arguments for texture2d constructor") +} +module.exports = createTexture2D + +},{"ndarray":81,"ndarray-ops":76,"typedarray-pool":85,"webglew":87}],89:[function(require,module,exports){ +module.exports = programify + +var shader = require('gl-shader-core') + +function programify(vertex, fragment, uniforms, attributes) { + return function(gl) { + return shader(gl, vertex, fragment, uniforms, attributes) + } +} + +},{"gl-shader-core":95}],90:[function(require,module,exports){ +module.exports = noop + +function noop() { + throw new Error( + 'You should bundle your code ' + + 'using `glslify` as a transform.' + ) +} + +},{}],91:[function(require,module,exports){ +"use strict" + +module.exports = createAttributeWrapper + +//Shader attribute class +function ShaderAttribute(gl, program, location, dimension, name, constFunc, relink) { + this._gl = gl + this._program = program + this._location = location + this._dimension = dimension + this._name = name + this._constFunc = constFunc + this._relink = relink +} + +var proto = ShaderAttribute.prototype + +proto.pointer = function setAttribPointer(type, normalized, stride, offset) { + var gl = this._gl + gl.vertexAttribPointer(this._location, this._dimension, type||gl.FLOAT, normalized?gl.TRUE:gl.FALSE, stride||0, offset||0) + this._gl.enableVertexAttribArray(this._location) +} + +Object.defineProperty(proto, "location", { + get: function() { + return this._location + } + , set: function(v) { + if(v !== this._location) { + this._location = v + this._gl.bindAttribLocation(this._program, v, this._name) + this._gl.linkProgram(this._program) + this._relink() + } + } +}) + + +//Adds a vector attribute to obj +function addVectorAttribute(gl, program, location, dimension, obj, name, doLink) { + var constFuncArgs = [ "gl", "v" ] + var varNames = [] + for(var i=0; i= 0) { + var d = type.charCodeAt(type.length-1) - 48 + if(d < 2 || d > 4) { + throw new Error("Invalid data type for attribute " + name + ": " + type) + } + addVectorAttribute(gl, program, location, d, obj, name, doLink) + } else { + throw new Error("Unknown data type for attribute " + name + ": " + type) + } + break + } + } + return obj +} + +},{}],92:[function(require,module,exports){ +"use strict" + +var dup = require("dup") +var coallesceUniforms = require("./reflect.js") + +module.exports = createUniformWrapper + +//Binds a function and returns a value +function identity(x) { + var c = new Function("y", "return function(){return y}") + return c(x) +} + +//Create shims for uniforms +function createUniformWrapper(gl, program, uniforms, locations) { + + function makeGetter(index) { + var proc = new Function("gl", "prog", "locations", + "return function(){return gl.getUniform(prog,locations[" + index + "])}") + return proc(gl, program, locations) + } + + function makePropSetter(path, index, type) { + switch(type) { + case "bool": + case "int": + case "sampler2D": + case "samplerCube": + return "gl.uniform1i(locations[" + index + "],obj" + path + ")" + case "float": + return "gl.uniform1f(locations[" + index + "],obj" + path + ")" + default: + var vidx = type.indexOf("vec") + if(0 <= vidx && vidx <= 1 && type.length === 4 + vidx) { + var d = type.charCodeAt(type.length-1) - 48 + if(d < 2 || d > 4) { + throw new Error("Invalid data type") + } + switch(type.charAt(0)) { + case "b": + case "i": + return "gl.uniform" + d + "iv(locations[" + index + "],obj" + path + ")" + case "v": + return "gl.uniform" + d + "fv(locations[" + index + "],obj" + path + ")" + default: + throw new Error("Unrecognized data type for vector " + name + ": " + type) + } + } else if(type.indexOf("mat") === 0 && type.length === 4) { + var d = type.charCodeAt(type.length-1) - 48 + if(d < 2 || d > 4) { + throw new Error("Invalid uniform dimension type for matrix " + name + ": " + type) + } + return "gl.uniformMatrix" + d + "fv(locations[" + index + "],false,obj" + path + ")" + } else { + throw new Error("Unknown uniform data type for " + name + ": " + type) + } + break + } + } + + function enumerateIndices(prefix, type) { + if(typeof type !== "object") { + return [ [prefix, type] ] + } + var indices = [] + for(var id in type) { + var prop = type[id] + var tprefix = prefix + if(parseInt(id) + "" === id) { + tprefix += "[" + id + "]" + } else { + tprefix += "." + id + } + if(typeof prop === "object") { + indices.push.apply(indices, enumerateIndices(tprefix, prop)) + } else { + indices.push([tprefix, prop]) + } + } + return indices + } + + function makeSetter(type) { + var code = [ "return function updateProperty(obj){" ] + var indices = enumerateIndices("", type) + for(var i=0; i 4) { + throw new Error("Invalid data type") + } + if(type.charAt(0) === "b") { + return dup(d, false) + } + return dup(d) + } else if(type.indexOf("mat") === 0 && type.length === 4) { + var d = type.charCodeAt(type.length-1) - 48 + if(d < 2 || d > 4) { + throw new Error("Invalid uniform dimension type for matrix " + name + ": " + type) + } + return dup([d,d]) + } else { + throw new Error("Unknown uniform data type for " + name + ": " + type) + } + break + } + } + + function storeProperty(obj, prop, type) { + if(typeof type === "object") { + var child = processObject(type) + Object.defineProperty(obj, prop, { + get: identity(child), + set: makeSetter(type), + enumerable: true, + configurable: false + }) + } else { + if(locations[type]) { + Object.defineProperty(obj, prop, { + get: makeGetter(type), + set: makeSetter(type), + enumerable: true, + configurable: false + }) + } else { + obj[prop] = defaultValue(uniforms[type].type) + } + } + } + + function processObject(obj) { + var result + if(Array.isArray(obj)) { + result = new Array(obj.length) + for(var i=0; i 1) { + if(!(x[0] in o)) { + o[x[0]] = [] + } + o = o[x[0]] + for(var k=1; k 0) { + //TODO: evaluate use of glm_invsqrt here? + len = 1 / Math.sqrt(len); + out[0] = a[0] * len; + out[1] = a[1] * len; + } + return out; +}; + +/** + * Calculates the dot product of two vec2's + * + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {Number} dot product of a and b + */ +vec2.dot = function (a, b) { + return a[0] * b[0] + a[1] * b[1]; +}; + +/** + * Computes the cross product of two vec2's + * Note that the cross product must by definition produce a 3D vector + * + * @param {vec3} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @returns {vec3} out + */ +vec2.cross = function(out, a, b) { + var z = a[0] * b[1] - a[1] * b[0]; + out[0] = out[1] = 0; + out[2] = z; + return out; +}; + +/** + * Performs a linear interpolation between two vec2's + * + * @param {vec2} out the receiving vector + * @param {vec2} a the first operand + * @param {vec2} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec2} out + */ +vec2.lerp = function (out, a, b, t) { + var ax = a[0], + ay = a[1]; + out[0] = ax + t * (b[0] - ax); + out[1] = ay + t * (b[1] - ay); + return out; +}; + +/** + * Generates a random vector with the given scale + * + * @param {vec2} out the receiving vector + * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned + * @returns {vec2} out + */ +vec2.random = function (out, scale) { + scale = scale || 1.0; + var r = GLMAT_RANDOM() * 2.0 * Math.PI; + out[0] = Math.cos(r) * scale; + out[1] = Math.sin(r) * scale; + return out; +}; + +/** + * Transforms the vec2 with a mat2 + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat2} m matrix to transform with + * @returns {vec2} out + */ +vec2.transformMat2 = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[2] * y; + out[1] = m[1] * x + m[3] * y; + return out; +}; + +/** + * Transforms the vec2 with a mat2d + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat2d} m matrix to transform with + * @returns {vec2} out + */ +vec2.transformMat2d = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[2] * y + m[4]; + out[1] = m[1] * x + m[3] * y + m[5]; + return out; +}; + +/** + * Transforms the vec2 with a mat3 + * 3rd vector component is implicitly '1' + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat3} m matrix to transform with + * @returns {vec2} out + */ +vec2.transformMat3 = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[3] * y + m[6]; + out[1] = m[1] * x + m[4] * y + m[7]; + return out; +}; + +/** + * Transforms the vec2 with a mat4 + * 3rd vector component is implicitly '0' + * 4th vector component is implicitly '1' + * + * @param {vec2} out the receiving vector + * @param {vec2} a the vector to transform + * @param {mat4} m matrix to transform with + * @returns {vec2} out + */ +vec2.transformMat4 = function(out, a, m) { + var x = a[0], + y = a[1]; + out[0] = m[0] * x + m[4] * y + m[12]; + out[1] = m[1] * x + m[5] * y + m[13]; + return out; +}; + +/** + * Perform some operation over an array of vec2s. + * + * @param {Array} a the array of vectors to iterate over + * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed + * @param {Number} offset Number of elements to skip at the beginning of the array + * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array + * @param {Function} fn Function to call for each vector in the array + * @param {Object} [arg] additional argument to pass to fn + * @returns {Array} a + * @function + */ +vec2.forEach = (function() { + var vec = vec2.create(); + + return function(a, stride, offset, count, fn, arg) { + var i, l; + if(!stride) { + stride = 2; + } + + if(!offset) { + offset = 0; + } + + if(count) { + l = Math.min((count * stride) + offset, a.length); + } else { + l = a.length; + } + + for(i = offset; i < l; i += stride) { + vec[0] = a[i]; vec[1] = a[i+1]; + fn(vec, vec, arg); + a[i] = vec[0]; a[i+1] = vec[1]; + } + + return a; + }; +})(); + +/** + * Returns a string representation of a vector + * + * @param {vec2} vec vector to represent as a string + * @returns {String} string representation of the vector + */ +vec2.str = function (a) { + return 'vec2(' + a[0] + ', ' + a[1] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.vec2 = vec2; +} +; +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 3 Dimensional Vector + * @name vec3 + */ + +var vec3 = {}; + +/** + * Creates a new, empty vec3 + * + * @returns {vec3} a new 3D vector + */ +vec3.create = function() { + var out = new GLMAT_ARRAY_TYPE(3); + out[0] = 0; + out[1] = 0; + out[2] = 0; + return out; +}; + +/** + * Creates a new vec3 initialized with values from an existing vector + * + * @param {vec3} a vector to clone + * @returns {vec3} a new 3D vector + */ +vec3.clone = function(a) { + var out = new GLMAT_ARRAY_TYPE(3); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + return out; +}; + +/** + * Creates a new vec3 initialized with the given values + * + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @returns {vec3} a new 3D vector + */ +vec3.fromValues = function(x, y, z) { + var out = new GLMAT_ARRAY_TYPE(3); + out[0] = x; + out[1] = y; + out[2] = z; + return out; +}; + +/** + * Copy the values from one vec3 to another + * + * @param {vec3} out the receiving vector + * @param {vec3} a the source vector + * @returns {vec3} out + */ +vec3.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + return out; +}; + +/** + * Set the components of a vec3 to the given values + * + * @param {vec3} out the receiving vector + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @returns {vec3} out + */ +vec3.set = function(out, x, y, z) { + out[0] = x; + out[1] = y; + out[2] = z; + return out; +}; + +/** + * Adds two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.add = function(out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + out[2] = a[2] + b[2]; + return out; +}; + +/** + * Subtracts vector b from vector a + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + out[2] = a[2] - b[2]; + return out; +}; + +/** + * Alias for {@link vec3.subtract} + * @function + */ +vec3.sub = vec3.subtract; + +/** + * Multiplies two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.multiply = function(out, a, b) { + out[0] = a[0] * b[0]; + out[1] = a[1] * b[1]; + out[2] = a[2] * b[2]; + return out; +}; + +/** + * Alias for {@link vec3.multiply} + * @function + */ +vec3.mul = vec3.multiply; + +/** + * Divides two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.divide = function(out, a, b) { + out[0] = a[0] / b[0]; + out[1] = a[1] / b[1]; + out[2] = a[2] / b[2]; + return out; +}; + +/** + * Alias for {@link vec3.divide} + * @function + */ +vec3.div = vec3.divide; + +/** + * Returns the minimum of two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.min = function(out, a, b) { + out[0] = Math.min(a[0], b[0]); + out[1] = Math.min(a[1], b[1]); + out[2] = Math.min(a[2], b[2]); + return out; +}; + +/** + * Returns the maximum of two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.max = function(out, a, b) { + out[0] = Math.max(a[0], b[0]); + out[1] = Math.max(a[1], b[1]); + out[2] = Math.max(a[2], b[2]); + return out; +}; + +/** + * Scales a vec3 by a scalar number + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {vec3} out + */ +vec3.scale = function(out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + out[2] = a[2] * b; + return out; +}; + +/** + * Adds two vec3's after scaling the second operand by a scalar value + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @param {Number} scale the amount to scale b by before adding + * @returns {vec3} out + */ +vec3.scaleAndAdd = function(out, a, b, scale) { + out[0] = a[0] + (b[0] * scale); + out[1] = a[1] + (b[1] * scale); + out[2] = a[2] + (b[2] * scale); + return out; +}; + +/** + * Calculates the euclidian distance between two vec3's + * + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {Number} distance between a and b + */ +vec3.distance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2]; + return Math.sqrt(x*x + y*y + z*z); +}; + +/** + * Alias for {@link vec3.distance} + * @function + */ +vec3.dist = vec3.distance; + +/** + * Calculates the squared euclidian distance between two vec3's + * + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {Number} squared distance between a and b + */ +vec3.squaredDistance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2]; + return x*x + y*y + z*z; +}; + +/** + * Alias for {@link vec3.squaredDistance} + * @function + */ +vec3.sqrDist = vec3.squaredDistance; + +/** + * Calculates the length of a vec3 + * + * @param {vec3} a vector to calculate length of + * @returns {Number} length of a + */ +vec3.length = function (a) { + var x = a[0], + y = a[1], + z = a[2]; + return Math.sqrt(x*x + y*y + z*z); +}; + +/** + * Alias for {@link vec3.length} + * @function + */ +vec3.len = vec3.length; + +/** + * Calculates the squared length of a vec3 + * + * @param {vec3} a vector to calculate squared length of + * @returns {Number} squared length of a + */ +vec3.squaredLength = function (a) { + var x = a[0], + y = a[1], + z = a[2]; + return x*x + y*y + z*z; +}; + +/** + * Alias for {@link vec3.squaredLength} + * @function + */ +vec3.sqrLen = vec3.squaredLength; + +/** + * Negates the components of a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to negate + * @returns {vec3} out + */ +vec3.negate = function(out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + out[2] = -a[2]; + return out; +}; + +/** + * Normalize a vec3 + * + * @param {vec3} out the receiving vector + * @param {vec3} a vector to normalize + * @returns {vec3} out + */ +vec3.normalize = function(out, a) { + var x = a[0], + y = a[1], + z = a[2]; + var len = x*x + y*y + z*z; + if (len > 0) { + //TODO: evaluate use of glm_invsqrt here? + len = 1 / Math.sqrt(len); + out[0] = a[0] * len; + out[1] = a[1] * len; + out[2] = a[2] * len; + } + return out; +}; + +/** + * Calculates the dot product of two vec3's + * + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {Number} dot product of a and b + */ +vec3.dot = function (a, b) { + return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; +}; + +/** + * Computes the cross product of two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @returns {vec3} out + */ +vec3.cross = function(out, a, b) { + var ax = a[0], ay = a[1], az = a[2], + bx = b[0], by = b[1], bz = b[2]; + + out[0] = ay * bz - az * by; + out[1] = az * bx - ax * bz; + out[2] = ax * by - ay * bx; + return out; +}; + +/** + * Performs a linear interpolation between two vec3's + * + * @param {vec3} out the receiving vector + * @param {vec3} a the first operand + * @param {vec3} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec3} out + */ +vec3.lerp = function (out, a, b, t) { + var ax = a[0], + ay = a[1], + az = a[2]; + out[0] = ax + t * (b[0] - ax); + out[1] = ay + t * (b[1] - ay); + out[2] = az + t * (b[2] - az); + return out; +}; + +/** + * Generates a random vector with the given scale + * + * @param {vec3} out the receiving vector + * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned + * @returns {vec3} out + */ +vec3.random = function (out, scale) { + scale = scale || 1.0; + + var r = GLMAT_RANDOM() * 2.0 * Math.PI; + var z = (GLMAT_RANDOM() * 2.0) - 1.0; + var zScale = Math.sqrt(1.0-z*z) * scale; + + out[0] = Math.cos(r) * zScale; + out[1] = Math.sin(r) * zScale; + out[2] = z * scale; + return out; +}; + +/** + * Transforms the vec3 with a mat4. + * 4th vector component is implicitly '1' + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to transform + * @param {mat4} m matrix to transform with + * @returns {vec3} out + */ +vec3.transformMat4 = function(out, a, m) { + var x = a[0], y = a[1], z = a[2]; + out[0] = m[0] * x + m[4] * y + m[8] * z + m[12]; + out[1] = m[1] * x + m[5] * y + m[9] * z + m[13]; + out[2] = m[2] * x + m[6] * y + m[10] * z + m[14]; + return out; +}; + +/** + * Transforms the vec3 with a mat3. + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to transform + * @param {mat4} m the 3x3 matrix to transform with + * @returns {vec3} out + */ +vec3.transformMat3 = function(out, a, m) { + var x = a[0], y = a[1], z = a[2]; + out[0] = x * m[0] + y * m[3] + z * m[6]; + out[1] = x * m[1] + y * m[4] + z * m[7]; + out[2] = x * m[2] + y * m[5] + z * m[8]; + return out; +}; + +/** + * Transforms the vec3 with a quat + * + * @param {vec3} out the receiving vector + * @param {vec3} a the vector to transform + * @param {quat} q quaternion to transform with + * @returns {vec3} out + */ +vec3.transformQuat = function(out, a, q) { + // benchmarks: http://jsperf.com/quaternion-transform-vec3-implementations + + var x = a[0], y = a[1], z = a[2], + qx = q[0], qy = q[1], qz = q[2], qw = q[3], + + // calculate quat * vec + ix = qw * x + qy * z - qz * y, + iy = qw * y + qz * x - qx * z, + iz = qw * z + qx * y - qy * x, + iw = -qx * x - qy * y - qz * z; + + // calculate result * inverse quat + out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; + out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; + out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; + return out; +}; + +/* +* Rotate a 3D vector around the x-axis +* @param {vec3} out The receiving vec3 +* @param {vec3} a The vec3 point to rotate +* @param {vec3} b The origin of the rotation +* @param {Number} c The angle of rotation +* @returns {vec3} out +*/ +vec3.rotateX = function(out, a, b, c){ + var p = [], r=[]; + //Translate point to the origin + p[0] = a[0] - b[0]; + p[1] = a[1] - b[1]; + p[2] = a[2] - b[2]; + + //perform rotation + r[0] = p[0]; + r[1] = p[1]*Math.cos(c) - p[2]*Math.sin(c); + r[2] = p[1]*Math.sin(c) + p[2]*Math.cos(c); + + //translate to correct position + out[0] = r[0] + b[0]; + out[1] = r[1] + b[1]; + out[2] = r[2] + b[2]; + + return out; +}; + +/* +* Rotate a 3D vector around the y-axis +* @param {vec3} out The receiving vec3 +* @param {vec3} a The vec3 point to rotate +* @param {vec3} b The origin of the rotation +* @param {Number} c The angle of rotation +* @returns {vec3} out +*/ +vec3.rotateY = function(out, a, b, c){ + var p = [], r=[]; + //Translate point to the origin + p[0] = a[0] - b[0]; + p[1] = a[1] - b[1]; + p[2] = a[2] - b[2]; + + //perform rotation + r[0] = p[2]*Math.sin(c) + p[0]*Math.cos(c); + r[1] = p[1]; + r[2] = p[2]*Math.cos(c) - p[0]*Math.sin(c); + + //translate to correct position + out[0] = r[0] + b[0]; + out[1] = r[1] + b[1]; + out[2] = r[2] + b[2]; + + return out; +}; + +/* +* Rotate a 3D vector around the z-axis +* @param {vec3} out The receiving vec3 +* @param {vec3} a The vec3 point to rotate +* @param {vec3} b The origin of the rotation +* @param {Number} c The angle of rotation +* @returns {vec3} out +*/ +vec3.rotateZ = function(out, a, b, c){ + var p = [], r=[]; + //Translate point to the origin + p[0] = a[0] - b[0]; + p[1] = a[1] - b[1]; + p[2] = a[2] - b[2]; + + //perform rotation + r[0] = p[0]*Math.cos(c) - p[1]*Math.sin(c); + r[1] = p[0]*Math.sin(c) + p[1]*Math.cos(c); + r[2] = p[2]; + + //translate to correct position + out[0] = r[0] + b[0]; + out[1] = r[1] + b[1]; + out[2] = r[2] + b[2]; + + return out; +}; + +/** + * Perform some operation over an array of vec3s. + * + * @param {Array} a the array of vectors to iterate over + * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed + * @param {Number} offset Number of elements to skip at the beginning of the array + * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array + * @param {Function} fn Function to call for each vector in the array + * @param {Object} [arg] additional argument to pass to fn + * @returns {Array} a + * @function + */ +vec3.forEach = (function() { + var vec = vec3.create(); + + return function(a, stride, offset, count, fn, arg) { + var i, l; + if(!stride) { + stride = 3; + } + + if(!offset) { + offset = 0; + } + + if(count) { + l = Math.min((count * stride) + offset, a.length); + } else { + l = a.length; + } + + for(i = offset; i < l; i += stride) { + vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; + fn(vec, vec, arg); + a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; + } + + return a; + }; +})(); + +/** + * Returns a string representation of a vector + * + * @param {vec3} vec vector to represent as a string + * @returns {String} string representation of the vector + */ +vec3.str = function (a) { + return 'vec3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.vec3 = vec3; +} +; +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 4 Dimensional Vector + * @name vec4 + */ + +var vec4 = {}; + +/** + * Creates a new, empty vec4 + * + * @returns {vec4} a new 4D vector + */ +vec4.create = function() { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 0; + return out; +}; + +/** + * Creates a new vec4 initialized with values from an existing vector + * + * @param {vec4} a vector to clone + * @returns {vec4} a new 4D vector + */ +vec4.clone = function(a) { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Creates a new vec4 initialized with the given values + * + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {vec4} a new 4D vector + */ +vec4.fromValues = function(x, y, z, w) { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = x; + out[1] = y; + out[2] = z; + out[3] = w; + return out; +}; + +/** + * Copy the values from one vec4 to another + * + * @param {vec4} out the receiving vector + * @param {vec4} a the source vector + * @returns {vec4} out + */ +vec4.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Set the components of a vec4 to the given values + * + * @param {vec4} out the receiving vector + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {vec4} out + */ +vec4.set = function(out, x, y, z, w) { + out[0] = x; + out[1] = y; + out[2] = z; + out[3] = w; + return out; +}; + +/** + * Adds two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.add = function(out, a, b) { + out[0] = a[0] + b[0]; + out[1] = a[1] + b[1]; + out[2] = a[2] + b[2]; + out[3] = a[3] + b[3]; + return out; +}; + +/** + * Subtracts vector b from vector a + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.subtract = function(out, a, b) { + out[0] = a[0] - b[0]; + out[1] = a[1] - b[1]; + out[2] = a[2] - b[2]; + out[3] = a[3] - b[3]; + return out; +}; + +/** + * Alias for {@link vec4.subtract} + * @function + */ +vec4.sub = vec4.subtract; + +/** + * Multiplies two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.multiply = function(out, a, b) { + out[0] = a[0] * b[0]; + out[1] = a[1] * b[1]; + out[2] = a[2] * b[2]; + out[3] = a[3] * b[3]; + return out; +}; + +/** + * Alias for {@link vec4.multiply} + * @function + */ +vec4.mul = vec4.multiply; + +/** + * Divides two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.divide = function(out, a, b) { + out[0] = a[0] / b[0]; + out[1] = a[1] / b[1]; + out[2] = a[2] / b[2]; + out[3] = a[3] / b[3]; + return out; +}; + +/** + * Alias for {@link vec4.divide} + * @function + */ +vec4.div = vec4.divide; + +/** + * Returns the minimum of two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.min = function(out, a, b) { + out[0] = Math.min(a[0], b[0]); + out[1] = Math.min(a[1], b[1]); + out[2] = Math.min(a[2], b[2]); + out[3] = Math.min(a[3], b[3]); + return out; +}; + +/** + * Returns the maximum of two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {vec4} out + */ +vec4.max = function(out, a, b) { + out[0] = Math.max(a[0], b[0]); + out[1] = Math.max(a[1], b[1]); + out[2] = Math.max(a[2], b[2]); + out[3] = Math.max(a[3], b[3]); + return out; +}; + +/** + * Scales a vec4 by a scalar number + * + * @param {vec4} out the receiving vector + * @param {vec4} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {vec4} out + */ +vec4.scale = function(out, a, b) { + out[0] = a[0] * b; + out[1] = a[1] * b; + out[2] = a[2] * b; + out[3] = a[3] * b; + return out; +}; + +/** + * Adds two vec4's after scaling the second operand by a scalar value + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @param {Number} scale the amount to scale b by before adding + * @returns {vec4} out + */ +vec4.scaleAndAdd = function(out, a, b, scale) { + out[0] = a[0] + (b[0] * scale); + out[1] = a[1] + (b[1] * scale); + out[2] = a[2] + (b[2] * scale); + out[3] = a[3] + (b[3] * scale); + return out; +}; + +/** + * Calculates the euclidian distance between two vec4's + * + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {Number} distance between a and b + */ +vec4.distance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2], + w = b[3] - a[3]; + return Math.sqrt(x*x + y*y + z*z + w*w); +}; + +/** + * Alias for {@link vec4.distance} + * @function + */ +vec4.dist = vec4.distance; + +/** + * Calculates the squared euclidian distance between two vec4's + * + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {Number} squared distance between a and b + */ +vec4.squaredDistance = function(a, b) { + var x = b[0] - a[0], + y = b[1] - a[1], + z = b[2] - a[2], + w = b[3] - a[3]; + return x*x + y*y + z*z + w*w; +}; + +/** + * Alias for {@link vec4.squaredDistance} + * @function + */ +vec4.sqrDist = vec4.squaredDistance; + +/** + * Calculates the length of a vec4 + * + * @param {vec4} a vector to calculate length of + * @returns {Number} length of a + */ +vec4.length = function (a) { + var x = a[0], + y = a[1], + z = a[2], + w = a[3]; + return Math.sqrt(x*x + y*y + z*z + w*w); +}; + +/** + * Alias for {@link vec4.length} + * @function + */ +vec4.len = vec4.length; + +/** + * Calculates the squared length of a vec4 + * + * @param {vec4} a vector to calculate squared length of + * @returns {Number} squared length of a + */ +vec4.squaredLength = function (a) { + var x = a[0], + y = a[1], + z = a[2], + w = a[3]; + return x*x + y*y + z*z + w*w; +}; + +/** + * Alias for {@link vec4.squaredLength} + * @function + */ +vec4.sqrLen = vec4.squaredLength; + +/** + * Negates the components of a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to negate + * @returns {vec4} out + */ +vec4.negate = function(out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + out[2] = -a[2]; + out[3] = -a[3]; + return out; +}; + +/** + * Normalize a vec4 + * + * @param {vec4} out the receiving vector + * @param {vec4} a vector to normalize + * @returns {vec4} out + */ +vec4.normalize = function(out, a) { + var x = a[0], + y = a[1], + z = a[2], + w = a[3]; + var len = x*x + y*y + z*z + w*w; + if (len > 0) { + len = 1 / Math.sqrt(len); + out[0] = a[0] * len; + out[1] = a[1] * len; + out[2] = a[2] * len; + out[3] = a[3] * len; + } + return out; +}; + +/** + * Calculates the dot product of two vec4's + * + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @returns {Number} dot product of a and b + */ +vec4.dot = function (a, b) { + return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; +}; + +/** + * Performs a linear interpolation between two vec4's + * + * @param {vec4} out the receiving vector + * @param {vec4} a the first operand + * @param {vec4} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {vec4} out + */ +vec4.lerp = function (out, a, b, t) { + var ax = a[0], + ay = a[1], + az = a[2], + aw = a[3]; + out[0] = ax + t * (b[0] - ax); + out[1] = ay + t * (b[1] - ay); + out[2] = az + t * (b[2] - az); + out[3] = aw + t * (b[3] - aw); + return out; +}; + +/** + * Generates a random vector with the given scale + * + * @param {vec4} out the receiving vector + * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned + * @returns {vec4} out + */ +vec4.random = function (out, scale) { + scale = scale || 1.0; + + //TODO: This is a pretty awful way of doing this. Find something better. + out[0] = GLMAT_RANDOM(); + out[1] = GLMAT_RANDOM(); + out[2] = GLMAT_RANDOM(); + out[3] = GLMAT_RANDOM(); + vec4.normalize(out, out); + vec4.scale(out, out, scale); + return out; +}; + +/** + * Transforms the vec4 with a mat4. + * + * @param {vec4} out the receiving vector + * @param {vec4} a the vector to transform + * @param {mat4} m matrix to transform with + * @returns {vec4} out + */ +vec4.transformMat4 = function(out, a, m) { + var x = a[0], y = a[1], z = a[2], w = a[3]; + out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w; + out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w; + out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w; + out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w; + return out; +}; + +/** + * Transforms the vec4 with a quat + * + * @param {vec4} out the receiving vector + * @param {vec4} a the vector to transform + * @param {quat} q quaternion to transform with + * @returns {vec4} out + */ +vec4.transformQuat = function(out, a, q) { + var x = a[0], y = a[1], z = a[2], + qx = q[0], qy = q[1], qz = q[2], qw = q[3], + + // calculate quat * vec + ix = qw * x + qy * z - qz * y, + iy = qw * y + qz * x - qx * z, + iz = qw * z + qx * y - qy * x, + iw = -qx * x - qy * y - qz * z; + + // calculate result * inverse quat + out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy; + out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz; + out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx; + return out; +}; + +/** + * Perform some operation over an array of vec4s. + * + * @param {Array} a the array of vectors to iterate over + * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed + * @param {Number} offset Number of elements to skip at the beginning of the array + * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array + * @param {Function} fn Function to call for each vector in the array + * @param {Object} [arg] additional argument to pass to fn + * @returns {Array} a + * @function + */ +vec4.forEach = (function() { + var vec = vec4.create(); + + return function(a, stride, offset, count, fn, arg) { + var i, l; + if(!stride) { + stride = 4; + } + + if(!offset) { + offset = 0; + } + + if(count) { + l = Math.min((count * stride) + offset, a.length); + } else { + l = a.length; + } + + for(i = offset; i < l; i += stride) { + vec[0] = a[i]; vec[1] = a[i+1]; vec[2] = a[i+2]; vec[3] = a[i+3]; + fn(vec, vec, arg); + a[i] = vec[0]; a[i+1] = vec[1]; a[i+2] = vec[2]; a[i+3] = vec[3]; + } + + return a; + }; +})(); + +/** + * Returns a string representation of a vector + * + * @param {vec4} vec vector to represent as a string + * @returns {String} string representation of the vector + */ +vec4.str = function (a) { + return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.vec4 = vec4; +} +; +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 2x2 Matrix + * @name mat2 + */ + +var mat2 = {}; + +/** + * Creates a new identity mat2 + * + * @returns {mat2} a new 2x2 matrix + */ +mat2.create = function() { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; +}; + +/** + * Creates a new mat2 initialized with values from an existing matrix + * + * @param {mat2} a matrix to clone + * @returns {mat2} a new 2x2 matrix + */ +mat2.clone = function(a) { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Copy the values from one mat2 to another + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the source matrix + * @returns {mat2} out + */ +mat2.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Set a mat2 to the identity matrix + * + * @param {mat2} out the receiving matrix + * @returns {mat2} out + */ +mat2.identity = function(out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; +}; + +/** + * Transpose the values of a mat2 + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the source matrix + * @returns {mat2} out + */ +mat2.transpose = function(out, a) { + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (out === a) { + var a1 = a[1]; + out[1] = a[2]; + out[2] = a1; + } else { + out[0] = a[0]; + out[1] = a[2]; + out[2] = a[1]; + out[3] = a[3]; + } + + return out; +}; + +/** + * Inverts a mat2 + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the source matrix + * @returns {mat2} out + */ +mat2.invert = function(out, a) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], + + // Calculate the determinant + det = a0 * a3 - a2 * a1; + + if (!det) { + return null; + } + det = 1.0 / det; + + out[0] = a3 * det; + out[1] = -a1 * det; + out[2] = -a2 * det; + out[3] = a0 * det; + + return out; +}; + +/** + * Calculates the adjugate of a mat2 + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the source matrix + * @returns {mat2} out + */ +mat2.adjoint = function(out, a) { + // Caching this value is nessecary if out == a + var a0 = a[0]; + out[0] = a[3]; + out[1] = -a[1]; + out[2] = -a[2]; + out[3] = a0; + + return out; +}; + +/** + * Calculates the determinant of a mat2 + * + * @param {mat2} a the source matrix + * @returns {Number} determinant of a + */ +mat2.determinant = function (a) { + return a[0] * a[3] - a[2] * a[1]; +}; + +/** + * Multiplies two mat2's + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the first operand + * @param {mat2} b the second operand + * @returns {mat2} out + */ +mat2.multiply = function (out, a, b) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3]; + var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; + out[0] = a0 * b0 + a2 * b1; + out[1] = a1 * b0 + a3 * b1; + out[2] = a0 * b2 + a2 * b3; + out[3] = a1 * b2 + a3 * b3; + return out; +}; + +/** + * Alias for {@link mat2.multiply} + * @function + */ +mat2.mul = mat2.multiply; + +/** + * Rotates a mat2 by the given angle + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat2} out + */ +mat2.rotate = function (out, a, rad) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], + s = Math.sin(rad), + c = Math.cos(rad); + out[0] = a0 * c + a2 * s; + out[1] = a1 * c + a3 * s; + out[2] = a0 * -s + a2 * c; + out[3] = a1 * -s + a3 * c; + return out; +}; + +/** + * Scales the mat2 by the dimensions in the given vec2 + * + * @param {mat2} out the receiving matrix + * @param {mat2} a the matrix to rotate + * @param {vec2} v the vec2 to scale the matrix by + * @returns {mat2} out + **/ +mat2.scale = function(out, a, v) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], + v0 = v[0], v1 = v[1]; + out[0] = a0 * v0; + out[1] = a1 * v0; + out[2] = a2 * v1; + out[3] = a3 * v1; + return out; +}; + +/** + * Returns a string representation of a mat2 + * + * @param {mat2} mat matrix to represent as a string + * @returns {String} string representation of the matrix + */ +mat2.str = function (a) { + return 'mat2(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; +}; + +/** + * Returns Frobenius norm of a mat2 + * + * @param {mat2} a the matrix to calculate Frobenius norm of + * @returns {Number} Frobenius norm + */ +mat2.frob = function (a) { + return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2))) +}; + +/** + * Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix + * @param {mat2} L the lower triangular matrix + * @param {mat2} D the diagonal matrix + * @param {mat2} U the upper triangular matrix + * @param {mat2} a the input matrix to factorize + */ + +mat2.LDU = function (L, D, U, a) { + L[2] = a[2]/a[0]; + U[0] = a[0]; + U[1] = a[1]; + U[3] = a[3] - L[2] * U[1]; + return [L, D, U]; +}; + +if(typeof(exports) !== 'undefined') { + exports.mat2 = mat2; +} +; +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 2x3 Matrix + * @name mat2d + * + * @description + * A mat2d contains six elements defined as: + *
    + * [a, c, tx,
    + *  b, d, ty]
    + * 
    + * This is a short form for the 3x3 matrix: + *
    + * [a, c, tx,
    + *  b, d, ty,
    + *  0, 0, 1]
    + * 
    + * The last row is ignored so the array is shorter and operations are faster. + */ + +var mat2d = {}; + +/** + * Creates a new identity mat2d + * + * @returns {mat2d} a new 2x3 matrix + */ +mat2d.create = function() { + var out = new GLMAT_ARRAY_TYPE(6); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + out[4] = 0; + out[5] = 0; + return out; +}; + +/** + * Creates a new mat2d initialized with values from an existing matrix + * + * @param {mat2d} a matrix to clone + * @returns {mat2d} a new 2x3 matrix + */ +mat2d.clone = function(a) { + var out = new GLMAT_ARRAY_TYPE(6); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + return out; +}; + +/** + * Copy the values from one mat2d to another + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the source matrix + * @returns {mat2d} out + */ +mat2d.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + return out; +}; + +/** + * Set a mat2d to the identity matrix + * + * @param {mat2d} out the receiving matrix + * @returns {mat2d} out + */ +mat2d.identity = function(out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 1; + out[4] = 0; + out[5] = 0; + return out; +}; + +/** + * Inverts a mat2d + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the source matrix + * @returns {mat2d} out + */ +mat2d.invert = function(out, a) { + var aa = a[0], ab = a[1], ac = a[2], ad = a[3], + atx = a[4], aty = a[5]; + + var det = aa * ad - ab * ac; + if(!det){ + return null; + } + det = 1.0 / det; + + out[0] = ad * det; + out[1] = -ab * det; + out[2] = -ac * det; + out[3] = aa * det; + out[4] = (ac * aty - ad * atx) * det; + out[5] = (ab * atx - aa * aty) * det; + return out; +}; + +/** + * Calculates the determinant of a mat2d + * + * @param {mat2d} a the source matrix + * @returns {Number} determinant of a + */ +mat2d.determinant = function (a) { + return a[0] * a[3] - a[1] * a[2]; +}; + +/** + * Multiplies two mat2d's + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the first operand + * @param {mat2d} b the second operand + * @returns {mat2d} out + */ +mat2d.multiply = function (out, a, b) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], + b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3], b4 = b[4], b5 = b[5]; + out[0] = a0 * b0 + a2 * b1; + out[1] = a1 * b0 + a3 * b1; + out[2] = a0 * b2 + a2 * b3; + out[3] = a1 * b2 + a3 * b3; + out[4] = a0 * b4 + a2 * b5 + a4; + out[5] = a1 * b4 + a3 * b5 + a5; + return out; +}; + +/** + * Alias for {@link mat2d.multiply} + * @function + */ +mat2d.mul = mat2d.multiply; + + +/** + * Rotates a mat2d by the given angle + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat2d} out + */ +mat2d.rotate = function (out, a, rad) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], + s = Math.sin(rad), + c = Math.cos(rad); + out[0] = a0 * c + a2 * s; + out[1] = a1 * c + a3 * s; + out[2] = a0 * -s + a2 * c; + out[3] = a1 * -s + a3 * c; + out[4] = a4; + out[5] = a5; + return out; +}; + +/** + * Scales the mat2d by the dimensions in the given vec2 + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to translate + * @param {vec2} v the vec2 to scale the matrix by + * @returns {mat2d} out + **/ +mat2d.scale = function(out, a, v) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], + v0 = v[0], v1 = v[1]; + out[0] = a0 * v0; + out[1] = a1 * v0; + out[2] = a2 * v1; + out[3] = a3 * v1; + out[4] = a4; + out[5] = a5; + return out; +}; + +/** + * Translates the mat2d by the dimensions in the given vec2 + * + * @param {mat2d} out the receiving matrix + * @param {mat2d} a the matrix to translate + * @param {vec2} v the vec2 to translate the matrix by + * @returns {mat2d} out + **/ +mat2d.translate = function(out, a, v) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], a4 = a[4], a5 = a[5], + v0 = v[0], v1 = v[1]; + out[0] = a0; + out[1] = a1; + out[2] = a2; + out[3] = a3; + out[4] = a0 * v0 + a2 * v1 + a4; + out[5] = a1 * v0 + a3 * v1 + a5; + return out; +}; + +/** + * Returns a string representation of a mat2d + * + * @param {mat2d} a matrix to represent as a string + * @returns {String} string representation of the matrix + */ +mat2d.str = function (a) { + return 'mat2d(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + + a[3] + ', ' + a[4] + ', ' + a[5] + ')'; +}; + +/** + * Returns Frobenius norm of a mat2d + * + * @param {mat2d} a the matrix to calculate Frobenius norm of + * @returns {Number} Frobenius norm + */ +mat2d.frob = function (a) { + return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + 1)) +}; + +if(typeof(exports) !== 'undefined') { + exports.mat2d = mat2d; +} +; +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 3x3 Matrix + * @name mat3 + */ + +var mat3 = {}; + +/** + * Creates a new identity mat3 + * + * @returns {mat3} a new 3x3 matrix + */ +mat3.create = function() { + var out = new GLMAT_ARRAY_TYPE(9); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 1; + out[5] = 0; + out[6] = 0; + out[7] = 0; + out[8] = 1; + return out; +}; + +/** + * Copies the upper-left 3x3 values into the given mat3. + * + * @param {mat3} out the receiving 3x3 matrix + * @param {mat4} a the source 4x4 matrix + * @returns {mat3} out + */ +mat3.fromMat4 = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[4]; + out[4] = a[5]; + out[5] = a[6]; + out[6] = a[8]; + out[7] = a[9]; + out[8] = a[10]; + return out; +}; + +/** + * Creates a new mat3 initialized with values from an existing matrix + * + * @param {mat3} a matrix to clone + * @returns {mat3} a new 3x3 matrix + */ +mat3.clone = function(a) { + var out = new GLMAT_ARRAY_TYPE(9); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + return out; +}; + +/** + * Copy the values from one mat3 to another + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ +mat3.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + return out; +}; + +/** + * Set a mat3 to the identity matrix + * + * @param {mat3} out the receiving matrix + * @returns {mat3} out + */ +mat3.identity = function(out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 1; + out[5] = 0; + out[6] = 0; + out[7] = 0; + out[8] = 1; + return out; +}; + +/** + * Transpose the values of a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ +mat3.transpose = function(out, a) { + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (out === a) { + var a01 = a[1], a02 = a[2], a12 = a[5]; + out[1] = a[3]; + out[2] = a[6]; + out[3] = a01; + out[5] = a[7]; + out[6] = a02; + out[7] = a12; + } else { + out[0] = a[0]; + out[1] = a[3]; + out[2] = a[6]; + out[3] = a[1]; + out[4] = a[4]; + out[5] = a[7]; + out[6] = a[2]; + out[7] = a[5]; + out[8] = a[8]; + } + + return out; +}; + +/** + * Inverts a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ +mat3.invert = function(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8], + + b01 = a22 * a11 - a12 * a21, + b11 = -a22 * a10 + a12 * a20, + b21 = a21 * a10 - a11 * a20, + + // Calculate the determinant + det = a00 * b01 + a01 * b11 + a02 * b21; + + if (!det) { + return null; + } + det = 1.0 / det; + + out[0] = b01 * det; + out[1] = (-a22 * a01 + a02 * a21) * det; + out[2] = (a12 * a01 - a02 * a11) * det; + out[3] = b11 * det; + out[4] = (a22 * a00 - a02 * a20) * det; + out[5] = (-a12 * a00 + a02 * a10) * det; + out[6] = b21 * det; + out[7] = (-a21 * a00 + a01 * a20) * det; + out[8] = (a11 * a00 - a01 * a10) * det; + return out; +}; + +/** + * Calculates the adjugate of a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the source matrix + * @returns {mat3} out + */ +mat3.adjoint = function(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8]; + + out[0] = (a11 * a22 - a12 * a21); + out[1] = (a02 * a21 - a01 * a22); + out[2] = (a01 * a12 - a02 * a11); + out[3] = (a12 * a20 - a10 * a22); + out[4] = (a00 * a22 - a02 * a20); + out[5] = (a02 * a10 - a00 * a12); + out[6] = (a10 * a21 - a11 * a20); + out[7] = (a01 * a20 - a00 * a21); + out[8] = (a00 * a11 - a01 * a10); + return out; +}; + +/** + * Calculates the determinant of a mat3 + * + * @param {mat3} a the source matrix + * @returns {Number} determinant of a + */ +mat3.determinant = function (a) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8]; + + return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20); +}; + +/** + * Multiplies two mat3's + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the first operand + * @param {mat3} b the second operand + * @returns {mat3} out + */ +mat3.multiply = function (out, a, b) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8], + + b00 = b[0], b01 = b[1], b02 = b[2], + b10 = b[3], b11 = b[4], b12 = b[5], + b20 = b[6], b21 = b[7], b22 = b[8]; + + out[0] = b00 * a00 + b01 * a10 + b02 * a20; + out[1] = b00 * a01 + b01 * a11 + b02 * a21; + out[2] = b00 * a02 + b01 * a12 + b02 * a22; + + out[3] = b10 * a00 + b11 * a10 + b12 * a20; + out[4] = b10 * a01 + b11 * a11 + b12 * a21; + out[5] = b10 * a02 + b11 * a12 + b12 * a22; + + out[6] = b20 * a00 + b21 * a10 + b22 * a20; + out[7] = b20 * a01 + b21 * a11 + b22 * a21; + out[8] = b20 * a02 + b21 * a12 + b22 * a22; + return out; +}; + +/** + * Alias for {@link mat3.multiply} + * @function + */ +mat3.mul = mat3.multiply; + +/** + * Translate a mat3 by the given vector + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the matrix to translate + * @param {vec2} v vector to translate by + * @returns {mat3} out + */ +mat3.translate = function(out, a, v) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8], + x = v[0], y = v[1]; + + out[0] = a00; + out[1] = a01; + out[2] = a02; + + out[3] = a10; + out[4] = a11; + out[5] = a12; + + out[6] = x * a00 + y * a10 + a20; + out[7] = x * a01 + y * a11 + a21; + out[8] = x * a02 + y * a12 + a22; + return out; +}; + +/** + * Rotates a mat3 by the given angle + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat3} out + */ +mat3.rotate = function (out, a, rad) { + var a00 = a[0], a01 = a[1], a02 = a[2], + a10 = a[3], a11 = a[4], a12 = a[5], + a20 = a[6], a21 = a[7], a22 = a[8], + + s = Math.sin(rad), + c = Math.cos(rad); + + out[0] = c * a00 + s * a10; + out[1] = c * a01 + s * a11; + out[2] = c * a02 + s * a12; + + out[3] = c * a10 - s * a00; + out[4] = c * a11 - s * a01; + out[5] = c * a12 - s * a02; + + out[6] = a20; + out[7] = a21; + out[8] = a22; + return out; +}; + +/** + * Scales the mat3 by the dimensions in the given vec2 + * + * @param {mat3} out the receiving matrix + * @param {mat3} a the matrix to rotate + * @param {vec2} v the vec2 to scale the matrix by + * @returns {mat3} out + **/ +mat3.scale = function(out, a, v) { + var x = v[0], y = v[1]; + + out[0] = x * a[0]; + out[1] = x * a[1]; + out[2] = x * a[2]; + + out[3] = y * a[3]; + out[4] = y * a[4]; + out[5] = y * a[5]; + + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + return out; +}; + +/** + * Copies the values from a mat2d into a mat3 + * + * @param {mat3} out the receiving matrix + * @param {mat2d} a the matrix to copy + * @returns {mat3} out + **/ +mat3.fromMat2d = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = 0; + + out[3] = a[2]; + out[4] = a[3]; + out[5] = 0; + + out[6] = a[4]; + out[7] = a[5]; + out[8] = 1; + return out; +}; + +/** +* Calculates a 3x3 matrix from the given quaternion +* +* @param {mat3} out mat3 receiving operation result +* @param {quat} q Quaternion to create matrix from +* +* @returns {mat3} out +*/ +mat3.fromQuat = function (out, q) { + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + yx = y * x2, + yy = y * y2, + zx = z * x2, + zy = z * y2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + + out[0] = 1 - yy - zz; + out[3] = yx - wz; + out[6] = zx + wy; + + out[1] = yx + wz; + out[4] = 1 - xx - zz; + out[7] = zy - wx; + + out[2] = zx - wy; + out[5] = zy + wx; + out[8] = 1 - xx - yy; + + return out; +}; + +/** +* Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix +* +* @param {mat3} out mat3 receiving operation result +* @param {mat4} a Mat4 to derive the normal matrix from +* +* @returns {mat3} out +*/ +mat3.normalFromMat4 = function (out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], + + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32, + + // Calculate the determinant + det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; + + if (!det) { + return null; + } + det = 1.0 / det; + + out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; + out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det; + out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det; + + out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det; + out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det; + out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det; + + out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det; + out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det; + out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det; + + return out; +}; + +/** + * Returns a string representation of a mat3 + * + * @param {mat3} mat matrix to represent as a string + * @returns {String} string representation of the matrix + */ +mat3.str = function (a) { + return 'mat3(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + + a[3] + ', ' + a[4] + ', ' + a[5] + ', ' + + a[6] + ', ' + a[7] + ', ' + a[8] + ')'; +}; + +/** + * Returns Frobenius norm of a mat3 + * + * @param {mat3} a the matrix to calculate Frobenius norm of + * @returns {Number} Frobenius norm + */ +mat3.frob = function (a) { + return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2))) +}; + + +if(typeof(exports) !== 'undefined') { + exports.mat3 = mat3; +} +; +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class 4x4 Matrix + * @name mat4 + */ + +var mat4 = {}; + +/** + * Creates a new identity mat4 + * + * @returns {mat4} a new 4x4 matrix + */ +mat4.create = function() { + var out = new GLMAT_ARRAY_TYPE(16); + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = 1; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 1; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; +}; + +/** + * Creates a new mat4 initialized with values from an existing matrix + * + * @param {mat4} a matrix to clone + * @returns {mat4} a new 4x4 matrix + */ +mat4.clone = function(a) { + var out = new GLMAT_ARRAY_TYPE(16); + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; +}; + +/** + * Copy the values from one mat4 to another + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.copy = function(out, a) { + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[8] = a[8]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; +}; + +/** + * Set a mat4 to the identity matrix + * + * @param {mat4} out the receiving matrix + * @returns {mat4} out + */ +mat4.identity = function(out) { + out[0] = 1; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = 1; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 1; + out[11] = 0; + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + return out; +}; + +/** + * Transpose the values of a mat4 + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.transpose = function(out, a) { + // If we are transposing ourselves we can skip a few steps but have to cache some values + if (out === a) { + var a01 = a[1], a02 = a[2], a03 = a[3], + a12 = a[6], a13 = a[7], + a23 = a[11]; + + out[1] = a[4]; + out[2] = a[8]; + out[3] = a[12]; + out[4] = a01; + out[6] = a[9]; + out[7] = a[13]; + out[8] = a02; + out[9] = a12; + out[11] = a[14]; + out[12] = a03; + out[13] = a13; + out[14] = a23; + } else { + out[0] = a[0]; + out[1] = a[4]; + out[2] = a[8]; + out[3] = a[12]; + out[4] = a[1]; + out[5] = a[5]; + out[6] = a[9]; + out[7] = a[13]; + out[8] = a[2]; + out[9] = a[6]; + out[10] = a[10]; + out[11] = a[14]; + out[12] = a[3]; + out[13] = a[7]; + out[14] = a[11]; + out[15] = a[15]; + } + + return out; +}; + +/** + * Inverts a mat4 + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.invert = function(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], + + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32, + + // Calculate the determinant + det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; + + if (!det) { + return null; + } + det = 1.0 / det; + + out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det; + out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det; + out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det; + out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det; + out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det; + out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det; + out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det; + out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det; + out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det; + out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det; + out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det; + out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det; + out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det; + out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det; + out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det; + out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det; + + return out; +}; + +/** + * Calculates the adjugate of a mat4 + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the source matrix + * @returns {mat4} out + */ +mat4.adjoint = function(out, a) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; + + out[0] = (a11 * (a22 * a33 - a23 * a32) - a21 * (a12 * a33 - a13 * a32) + a31 * (a12 * a23 - a13 * a22)); + out[1] = -(a01 * (a22 * a33 - a23 * a32) - a21 * (a02 * a33 - a03 * a32) + a31 * (a02 * a23 - a03 * a22)); + out[2] = (a01 * (a12 * a33 - a13 * a32) - a11 * (a02 * a33 - a03 * a32) + a31 * (a02 * a13 - a03 * a12)); + out[3] = -(a01 * (a12 * a23 - a13 * a22) - a11 * (a02 * a23 - a03 * a22) + a21 * (a02 * a13 - a03 * a12)); + out[4] = -(a10 * (a22 * a33 - a23 * a32) - a20 * (a12 * a33 - a13 * a32) + a30 * (a12 * a23 - a13 * a22)); + out[5] = (a00 * (a22 * a33 - a23 * a32) - a20 * (a02 * a33 - a03 * a32) + a30 * (a02 * a23 - a03 * a22)); + out[6] = -(a00 * (a12 * a33 - a13 * a32) - a10 * (a02 * a33 - a03 * a32) + a30 * (a02 * a13 - a03 * a12)); + out[7] = (a00 * (a12 * a23 - a13 * a22) - a10 * (a02 * a23 - a03 * a22) + a20 * (a02 * a13 - a03 * a12)); + out[8] = (a10 * (a21 * a33 - a23 * a31) - a20 * (a11 * a33 - a13 * a31) + a30 * (a11 * a23 - a13 * a21)); + out[9] = -(a00 * (a21 * a33 - a23 * a31) - a20 * (a01 * a33 - a03 * a31) + a30 * (a01 * a23 - a03 * a21)); + out[10] = (a00 * (a11 * a33 - a13 * a31) - a10 * (a01 * a33 - a03 * a31) + a30 * (a01 * a13 - a03 * a11)); + out[11] = -(a00 * (a11 * a23 - a13 * a21) - a10 * (a01 * a23 - a03 * a21) + a20 * (a01 * a13 - a03 * a11)); + out[12] = -(a10 * (a21 * a32 - a22 * a31) - a20 * (a11 * a32 - a12 * a31) + a30 * (a11 * a22 - a12 * a21)); + out[13] = (a00 * (a21 * a32 - a22 * a31) - a20 * (a01 * a32 - a02 * a31) + a30 * (a01 * a22 - a02 * a21)); + out[14] = -(a00 * (a11 * a32 - a12 * a31) - a10 * (a01 * a32 - a02 * a31) + a30 * (a01 * a12 - a02 * a11)); + out[15] = (a00 * (a11 * a22 - a12 * a21) - a10 * (a01 * a22 - a02 * a21) + a20 * (a01 * a12 - a02 * a11)); + return out; +}; + +/** + * Calculates the determinant of a mat4 + * + * @param {mat4} a the source matrix + * @returns {Number} determinant of a + */ +mat4.determinant = function (a) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15], + + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32; + + // Calculate the determinant + return b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; +}; + +/** + * Multiplies two mat4's + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the first operand + * @param {mat4} b the second operand + * @returns {mat4} out + */ +mat4.multiply = function (out, a, b) { + var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3], + a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7], + a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11], + a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15]; + + // Cache only the current line of the second matrix + var b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3]; + out[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7]; + out[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11]; + out[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + + b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15]; + out[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30; + out[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31; + out[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32; + out[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33; + return out; +}; + +/** + * Alias for {@link mat4.multiply} + * @function + */ +mat4.mul = mat4.multiply; + +/** + * Translate a mat4 by the given vector + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to translate + * @param {vec3} v vector to translate by + * @returns {mat4} out + */ +mat4.translate = function (out, a, v) { + var x = v[0], y = v[1], z = v[2], + a00, a01, a02, a03, + a10, a11, a12, a13, + a20, a21, a22, a23; + + if (a === out) { + out[12] = a[0] * x + a[4] * y + a[8] * z + a[12]; + out[13] = a[1] * x + a[5] * y + a[9] * z + a[13]; + out[14] = a[2] * x + a[6] * y + a[10] * z + a[14]; + out[15] = a[3] * x + a[7] * y + a[11] * z + a[15]; + } else { + a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; + a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; + a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; + + out[0] = a00; out[1] = a01; out[2] = a02; out[3] = a03; + out[4] = a10; out[5] = a11; out[6] = a12; out[7] = a13; + out[8] = a20; out[9] = a21; out[10] = a22; out[11] = a23; + + out[12] = a00 * x + a10 * y + a20 * z + a[12]; + out[13] = a01 * x + a11 * y + a21 * z + a[13]; + out[14] = a02 * x + a12 * y + a22 * z + a[14]; + out[15] = a03 * x + a13 * y + a23 * z + a[15]; + } + + return out; +}; + +/** + * Scales the mat4 by the dimensions in the given vec3 + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to scale + * @param {vec3} v the vec3 to scale the matrix by + * @returns {mat4} out + **/ +mat4.scale = function(out, a, v) { + var x = v[0], y = v[1], z = v[2]; + + out[0] = a[0] * x; + out[1] = a[1] * x; + out[2] = a[2] * x; + out[3] = a[3] * x; + out[4] = a[4] * y; + out[5] = a[5] * y; + out[6] = a[6] * y; + out[7] = a[7] * y; + out[8] = a[8] * z; + out[9] = a[9] * z; + out[10] = a[10] * z; + out[11] = a[11] * z; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + return out; +}; + +/** + * Rotates a mat4 by the given angle + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @param {vec3} axis the axis to rotate around + * @returns {mat4} out + */ +mat4.rotate = function (out, a, rad, axis) { + var x = axis[0], y = axis[1], z = axis[2], + len = Math.sqrt(x * x + y * y + z * z), + s, c, t, + a00, a01, a02, a03, + a10, a11, a12, a13, + a20, a21, a22, a23, + b00, b01, b02, + b10, b11, b12, + b20, b21, b22; + + if (Math.abs(len) < GLMAT_EPSILON) { return null; } + + len = 1 / len; + x *= len; + y *= len; + z *= len; + + s = Math.sin(rad); + c = Math.cos(rad); + t = 1 - c; + + a00 = a[0]; a01 = a[1]; a02 = a[2]; a03 = a[3]; + a10 = a[4]; a11 = a[5]; a12 = a[6]; a13 = a[7]; + a20 = a[8]; a21 = a[9]; a22 = a[10]; a23 = a[11]; + + // Construct the elements of the rotation matrix + b00 = x * x * t + c; b01 = y * x * t + z * s; b02 = z * x * t - y * s; + b10 = x * y * t - z * s; b11 = y * y * t + c; b12 = z * y * t + x * s; + b20 = x * z * t + y * s; b21 = y * z * t - x * s; b22 = z * z * t + c; + + // Perform rotation-specific matrix multiplication + out[0] = a00 * b00 + a10 * b01 + a20 * b02; + out[1] = a01 * b00 + a11 * b01 + a21 * b02; + out[2] = a02 * b00 + a12 * b01 + a22 * b02; + out[3] = a03 * b00 + a13 * b01 + a23 * b02; + out[4] = a00 * b10 + a10 * b11 + a20 * b12; + out[5] = a01 * b10 + a11 * b11 + a21 * b12; + out[6] = a02 * b10 + a12 * b11 + a22 * b12; + out[7] = a03 * b10 + a13 * b11 + a23 * b12; + out[8] = a00 * b20 + a10 * b21 + a20 * b22; + out[9] = a01 * b20 + a11 * b21 + a21 * b22; + out[10] = a02 * b20 + a12 * b21 + a22 * b22; + out[11] = a03 * b20 + a13 * b21 + a23 * b22; + + if (a !== out) { // If the source and destination differ, copy the unchanged last row + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + return out; +}; + +/** + * Rotates a matrix by the given angle around the X axis + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.rotateX = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a10 = a[4], + a11 = a[5], + a12 = a[6], + a13 = a[7], + a20 = a[8], + a21 = a[9], + a22 = a[10], + a23 = a[11]; + + if (a !== out) { // If the source and destination differ, copy the unchanged rows + out[0] = a[0]; + out[1] = a[1]; + out[2] = a[2]; + out[3] = a[3]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + out[4] = a10 * c + a20 * s; + out[5] = a11 * c + a21 * s; + out[6] = a12 * c + a22 * s; + out[7] = a13 * c + a23 * s; + out[8] = a20 * c - a10 * s; + out[9] = a21 * c - a11 * s; + out[10] = a22 * c - a12 * s; + out[11] = a23 * c - a13 * s; + return out; +}; + +/** + * Rotates a matrix by the given angle around the Y axis + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.rotateY = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a00 = a[0], + a01 = a[1], + a02 = a[2], + a03 = a[3], + a20 = a[8], + a21 = a[9], + a22 = a[10], + a23 = a[11]; + + if (a !== out) { // If the source and destination differ, copy the unchanged rows + out[4] = a[4]; + out[5] = a[5]; + out[6] = a[6]; + out[7] = a[7]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + out[0] = a00 * c - a20 * s; + out[1] = a01 * c - a21 * s; + out[2] = a02 * c - a22 * s; + out[3] = a03 * c - a23 * s; + out[8] = a00 * s + a20 * c; + out[9] = a01 * s + a21 * c; + out[10] = a02 * s + a22 * c; + out[11] = a03 * s + a23 * c; + return out; +}; + +/** + * Rotates a matrix by the given angle around the Z axis + * + * @param {mat4} out the receiving matrix + * @param {mat4} a the matrix to rotate + * @param {Number} rad the angle to rotate the matrix by + * @returns {mat4} out + */ +mat4.rotateZ = function (out, a, rad) { + var s = Math.sin(rad), + c = Math.cos(rad), + a00 = a[0], + a01 = a[1], + a02 = a[2], + a03 = a[3], + a10 = a[4], + a11 = a[5], + a12 = a[6], + a13 = a[7]; + + if (a !== out) { // If the source and destination differ, copy the unchanged last row + out[8] = a[8]; + out[9] = a[9]; + out[10] = a[10]; + out[11] = a[11]; + out[12] = a[12]; + out[13] = a[13]; + out[14] = a[14]; + out[15] = a[15]; + } + + // Perform axis-specific matrix multiplication + out[0] = a00 * c + a10 * s; + out[1] = a01 * c + a11 * s; + out[2] = a02 * c + a12 * s; + out[3] = a03 * c + a13 * s; + out[4] = a10 * c - a00 * s; + out[5] = a11 * c - a01 * s; + out[6] = a12 * c - a02 * s; + out[7] = a13 * c - a03 * s; + return out; +}; + +/** + * Creates a matrix from a quaternion rotation and vector translation + * This is equivalent to (but much faster than): + * + * mat4.identity(dest); + * mat4.translate(dest, vec); + * var quatMat = mat4.create(); + * quat4.toMat4(quat, quatMat); + * mat4.multiply(dest, quatMat); + * + * @param {mat4} out mat4 receiving operation result + * @param {quat4} q Rotation quaternion + * @param {vec3} v Translation vector + * @returns {mat4} out + */ +mat4.fromRotationTranslation = function (out, q, v) { + // Quaternion math + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + xy = x * y2, + xz = x * z2, + yy = y * y2, + yz = y * z2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + + out[0] = 1 - (yy + zz); + out[1] = xy + wz; + out[2] = xz - wy; + out[3] = 0; + out[4] = xy - wz; + out[5] = 1 - (xx + zz); + out[6] = yz + wx; + out[7] = 0; + out[8] = xz + wy; + out[9] = yz - wx; + out[10] = 1 - (xx + yy); + out[11] = 0; + out[12] = v[0]; + out[13] = v[1]; + out[14] = v[2]; + out[15] = 1; + + return out; +}; + +mat4.fromQuat = function (out, q) { + var x = q[0], y = q[1], z = q[2], w = q[3], + x2 = x + x, + y2 = y + y, + z2 = z + z, + + xx = x * x2, + yx = y * x2, + yy = y * y2, + zx = z * x2, + zy = z * y2, + zz = z * z2, + wx = w * x2, + wy = w * y2, + wz = w * z2; + + out[0] = 1 - yy - zz; + out[1] = yx + wz; + out[2] = zx - wy; + out[3] = 0; + + out[4] = yx - wz; + out[5] = 1 - xx - zz; + out[6] = zy + wx; + out[7] = 0; + + out[8] = zx + wy; + out[9] = zy - wx; + out[10] = 1 - xx - yy; + out[11] = 0; + + out[12] = 0; + out[13] = 0; + out[14] = 0; + out[15] = 1; + + return out; +}; + +/** + * Generates a frustum matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {Number} left Left bound of the frustum + * @param {Number} right Right bound of the frustum + * @param {Number} bottom Bottom bound of the frustum + * @param {Number} top Top bound of the frustum + * @param {Number} near Near bound of the frustum + * @param {Number} far Far bound of the frustum + * @returns {mat4} out + */ +mat4.frustum = function (out, left, right, bottom, top, near, far) { + var rl = 1 / (right - left), + tb = 1 / (top - bottom), + nf = 1 / (near - far); + out[0] = (near * 2) * rl; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = (near * 2) * tb; + out[6] = 0; + out[7] = 0; + out[8] = (right + left) * rl; + out[9] = (top + bottom) * tb; + out[10] = (far + near) * nf; + out[11] = -1; + out[12] = 0; + out[13] = 0; + out[14] = (far * near * 2) * nf; + out[15] = 0; + return out; +}; + +/** + * Generates a perspective projection matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {number} fovy Vertical field of view in radians + * @param {number} aspect Aspect ratio. typically viewport width/height + * @param {number} near Near bound of the frustum + * @param {number} far Far bound of the frustum + * @returns {mat4} out + */ +mat4.perspective = function (out, fovy, aspect, near, far) { + var f = 1.0 / Math.tan(fovy / 2), + nf = 1 / (near - far); + out[0] = f / aspect; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = f; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = (far + near) * nf; + out[11] = -1; + out[12] = 0; + out[13] = 0; + out[14] = (2 * far * near) * nf; + out[15] = 0; + return out; +}; + +/** + * Generates a orthogonal projection matrix with the given bounds + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {number} left Left bound of the frustum + * @param {number} right Right bound of the frustum + * @param {number} bottom Bottom bound of the frustum + * @param {number} top Top bound of the frustum + * @param {number} near Near bound of the frustum + * @param {number} far Far bound of the frustum + * @returns {mat4} out + */ +mat4.ortho = function (out, left, right, bottom, top, near, far) { + var lr = 1 / (left - right), + bt = 1 / (bottom - top), + nf = 1 / (near - far); + out[0] = -2 * lr; + out[1] = 0; + out[2] = 0; + out[3] = 0; + out[4] = 0; + out[5] = -2 * bt; + out[6] = 0; + out[7] = 0; + out[8] = 0; + out[9] = 0; + out[10] = 2 * nf; + out[11] = 0; + out[12] = (left + right) * lr; + out[13] = (top + bottom) * bt; + out[14] = (far + near) * nf; + out[15] = 1; + return out; +}; + +/** + * Generates a look-at matrix with the given eye position, focal point, and up axis + * + * @param {mat4} out mat4 frustum matrix will be written into + * @param {vec3} eye Position of the viewer + * @param {vec3} center Point the viewer is looking at + * @param {vec3} up vec3 pointing up + * @returns {mat4} out + */ +mat4.lookAt = function (out, eye, center, up) { + var x0, x1, x2, y0, y1, y2, z0, z1, z2, len, + eyex = eye[0], + eyey = eye[1], + eyez = eye[2], + upx = up[0], + upy = up[1], + upz = up[2], + centerx = center[0], + centery = center[1], + centerz = center[2]; + + if (Math.abs(eyex - centerx) < GLMAT_EPSILON && + Math.abs(eyey - centery) < GLMAT_EPSILON && + Math.abs(eyez - centerz) < GLMAT_EPSILON) { + return mat4.identity(out); + } + + z0 = eyex - centerx; + z1 = eyey - centery; + z2 = eyez - centerz; + + len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2); + z0 *= len; + z1 *= len; + z2 *= len; + + x0 = upy * z2 - upz * z1; + x1 = upz * z0 - upx * z2; + x2 = upx * z1 - upy * z0; + len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2); + if (!len) { + x0 = 0; + x1 = 0; + x2 = 0; + } else { + len = 1 / len; + x0 *= len; + x1 *= len; + x2 *= len; + } + + y0 = z1 * x2 - z2 * x1; + y1 = z2 * x0 - z0 * x2; + y2 = z0 * x1 - z1 * x0; + + len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2); + if (!len) { + y0 = 0; + y1 = 0; + y2 = 0; + } else { + len = 1 / len; + y0 *= len; + y1 *= len; + y2 *= len; + } + + out[0] = x0; + out[1] = y0; + out[2] = z0; + out[3] = 0; + out[4] = x1; + out[5] = y1; + out[6] = z1; + out[7] = 0; + out[8] = x2; + out[9] = y2; + out[10] = z2; + out[11] = 0; + out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez); + out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez); + out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez); + out[15] = 1; + + return out; +}; + +/** + * Returns a string representation of a mat4 + * + * @param {mat4} mat matrix to represent as a string + * @returns {String} string representation of the matrix + */ +mat4.str = function (a) { + return 'mat4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ', ' + + a[4] + ', ' + a[5] + ', ' + a[6] + ', ' + a[7] + ', ' + + a[8] + ', ' + a[9] + ', ' + a[10] + ', ' + a[11] + ', ' + + a[12] + ', ' + a[13] + ', ' + a[14] + ', ' + a[15] + ')'; +}; + +/** + * Returns Frobenius norm of a mat4 + * + * @param {mat4} a the matrix to calculate Frobenius norm of + * @returns {Number} Frobenius norm + */ +mat4.frob = function (a) { + return(Math.sqrt(Math.pow(a[0], 2) + Math.pow(a[1], 2) + Math.pow(a[2], 2) + Math.pow(a[3], 2) + Math.pow(a[4], 2) + Math.pow(a[5], 2) + Math.pow(a[6], 2) + Math.pow(a[6], 2) + Math.pow(a[7], 2) + Math.pow(a[8], 2) + Math.pow(a[9], 2) + Math.pow(a[10], 2) + Math.pow(a[11], 2) + Math.pow(a[12], 2) + Math.pow(a[13], 2) + Math.pow(a[14], 2) + Math.pow(a[15], 2) )) +}; + + +if(typeof(exports) !== 'undefined') { + exports.mat4 = mat4; +} +; +/* Copyright (c) 2013, Brandon Jones, Colin MacKenzie IV. All rights reserved. + +Redistribution and use in source and binary forms, with or without modification, +are permitted provided that the following conditions are met: + + * Redistributions of source code must retain the above copyright notice, this + list of conditions and the following disclaimer. + * Redistributions in binary form must reproduce the above copyright notice, + this list of conditions and the following disclaimer in the documentation + and/or other materials provided with the distribution. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND +ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR +ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON +ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ + +/** + * @class Quaternion + * @name quat + */ + +var quat = {}; + +/** + * Creates a new identity quat + * + * @returns {quat} a new quaternion + */ +quat.create = function() { + var out = new GLMAT_ARRAY_TYPE(4); + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; +}; + +/** + * Sets a quaternion to represent the shortest rotation from one + * vector to another. + * + * Both vectors are assumed to be unit length. + * + * @param {quat} out the receiving quaternion. + * @param {vec3} a the initial vector + * @param {vec3} b the destination vector + * @returns {quat} out + */ +quat.rotationTo = (function() { + var tmpvec3 = vec3.create(); + var xUnitVec3 = vec3.fromValues(1,0,0); + var yUnitVec3 = vec3.fromValues(0,1,0); + + return function(out, a, b) { + var dot = vec3.dot(a, b); + if (dot < -0.999999) { + vec3.cross(tmpvec3, xUnitVec3, a); + if (vec3.length(tmpvec3) < 0.000001) + vec3.cross(tmpvec3, yUnitVec3, a); + vec3.normalize(tmpvec3, tmpvec3); + quat.setAxisAngle(out, tmpvec3, Math.PI); + return out; + } else if (dot > 0.999999) { + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; + } else { + vec3.cross(tmpvec3, a, b); + out[0] = tmpvec3[0]; + out[1] = tmpvec3[1]; + out[2] = tmpvec3[2]; + out[3] = 1 + dot; + return quat.normalize(out, out); + } + }; +})(); + +/** + * Sets the specified quaternion with values corresponding to the given + * axes. Each axis is a vec3 and is expected to be unit length and + * perpendicular to all other specified axes. + * + * @param {vec3} view the vector representing the viewing direction + * @param {vec3} right the vector representing the local "right" direction + * @param {vec3} up the vector representing the local "up" direction + * @returns {quat} out + */ +quat.setAxes = (function() { + var matr = mat3.create(); + + return function(out, view, right, up) { + matr[0] = right[0]; + matr[3] = right[1]; + matr[6] = right[2]; + + matr[1] = up[0]; + matr[4] = up[1]; + matr[7] = up[2]; + + matr[2] = -view[0]; + matr[5] = -view[1]; + matr[8] = -view[2]; + + return quat.normalize(out, quat.fromMat3(out, matr)); + }; +})(); + +/** + * Creates a new quat initialized with values from an existing quaternion + * + * @param {quat} a quaternion to clone + * @returns {quat} a new quaternion + * @function + */ +quat.clone = vec4.clone; + +/** + * Creates a new quat initialized with the given values + * + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {quat} a new quaternion + * @function + */ +quat.fromValues = vec4.fromValues; + +/** + * Copy the values from one quat to another + * + * @param {quat} out the receiving quaternion + * @param {quat} a the source quaternion + * @returns {quat} out + * @function + */ +quat.copy = vec4.copy; + +/** + * Set the components of a quat to the given values + * + * @param {quat} out the receiving quaternion + * @param {Number} x X component + * @param {Number} y Y component + * @param {Number} z Z component + * @param {Number} w W component + * @returns {quat} out + * @function + */ +quat.set = vec4.set; + +/** + * Set a quat to the identity quaternion + * + * @param {quat} out the receiving quaternion + * @returns {quat} out + */ +quat.identity = function(out) { + out[0] = 0; + out[1] = 0; + out[2] = 0; + out[3] = 1; + return out; +}; + +/** + * Sets a quat from the given angle and rotation axis, + * then returns it. + * + * @param {quat} out the receiving quaternion + * @param {vec3} axis the axis around which to rotate + * @param {Number} rad the angle in radians + * @returns {quat} out + **/ +quat.setAxisAngle = function(out, axis, rad) { + rad = rad * 0.5; + var s = Math.sin(rad); + out[0] = s * axis[0]; + out[1] = s * axis[1]; + out[2] = s * axis[2]; + out[3] = Math.cos(rad); + return out; +}; + +/** + * Adds two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {quat} out + * @function + */ +quat.add = vec4.add; + +/** + * Multiplies two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {quat} out + */ +quat.multiply = function(out, a, b) { + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bx = b[0], by = b[1], bz = b[2], bw = b[3]; + + out[0] = ax * bw + aw * bx + ay * bz - az * by; + out[1] = ay * bw + aw * by + az * bx - ax * bz; + out[2] = az * bw + aw * bz + ax * by - ay * bx; + out[3] = aw * bw - ax * bx - ay * by - az * bz; + return out; +}; + +/** + * Alias for {@link quat.multiply} + * @function + */ +quat.mul = quat.multiply; + +/** + * Scales a quat by a scalar number + * + * @param {quat} out the receiving vector + * @param {quat} a the vector to scale + * @param {Number} b amount to scale the vector by + * @returns {quat} out + * @function + */ +quat.scale = vec4.scale; + +/** + * Rotates a quaternion by the given angle about the X axis + * + * @param {quat} out quat receiving operation result + * @param {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ +quat.rotateX = function (out, a, rad) { + rad *= 0.5; + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bx = Math.sin(rad), bw = Math.cos(rad); + + out[0] = ax * bw + aw * bx; + out[1] = ay * bw + az * bx; + out[2] = az * bw - ay * bx; + out[3] = aw * bw - ax * bx; + return out; +}; + +/** + * Rotates a quaternion by the given angle about the Y axis + * + * @param {quat} out quat receiving operation result + * @param {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ +quat.rotateY = function (out, a, rad) { + rad *= 0.5; + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + by = Math.sin(rad), bw = Math.cos(rad); + + out[0] = ax * bw - az * by; + out[1] = ay * bw + aw * by; + out[2] = az * bw + ax * by; + out[3] = aw * bw - ay * by; + return out; +}; + +/** + * Rotates a quaternion by the given angle about the Z axis + * + * @param {quat} out quat receiving operation result + * @param {quat} a quat to rotate + * @param {number} rad angle (in radians) to rotate + * @returns {quat} out + */ +quat.rotateZ = function (out, a, rad) { + rad *= 0.5; + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bz = Math.sin(rad), bw = Math.cos(rad); + + out[0] = ax * bw + ay * bz; + out[1] = ay * bw - ax * bz; + out[2] = az * bw + aw * bz; + out[3] = aw * bw - az * bz; + return out; +}; + +/** + * Calculates the W component of a quat from the X, Y, and Z components. + * Assumes that quaternion is 1 unit in length. + * Any existing W component will be ignored. + * + * @param {quat} out the receiving quaternion + * @param {quat} a quat to calculate W component of + * @returns {quat} out + */ +quat.calculateW = function (out, a) { + var x = a[0], y = a[1], z = a[2]; + + out[0] = x; + out[1] = y; + out[2] = z; + out[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z)); + return out; +}; + +/** + * Calculates the dot product of two quat's + * + * @param {quat} a the first operand + * @param {quat} b the second operand + * @returns {Number} dot product of a and b + * @function + */ +quat.dot = vec4.dot; + +/** + * Performs a linear interpolation between two quat's + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {quat} out + * @function + */ +quat.lerp = vec4.lerp; + +/** + * Performs a spherical linear interpolation between two quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a the first operand + * @param {quat} b the second operand + * @param {Number} t interpolation amount between the two inputs + * @returns {quat} out + */ +quat.slerp = function (out, a, b, t) { + // benchmarks: + // http://jsperf.com/quaternion-slerp-implementations + + var ax = a[0], ay = a[1], az = a[2], aw = a[3], + bx = b[0], by = b[1], bz = b[2], bw = b[3]; + + var omega, cosom, sinom, scale0, scale1; + + // calc cosine + cosom = ax * bx + ay * by + az * bz + aw * bw; + // adjust signs (if necessary) + if ( cosom < 0.0 ) { + cosom = -cosom; + bx = - bx; + by = - by; + bz = - bz; + bw = - bw; + } + // calculate coefficients + if ( (1.0 - cosom) > 0.000001 ) { + // standard case (slerp) + omega = Math.acos(cosom); + sinom = Math.sin(omega); + scale0 = Math.sin((1.0 - t) * omega) / sinom; + scale1 = Math.sin(t * omega) / sinom; + } else { + // "from" and "to" quaternions are very close + // ... so we can do a linear interpolation + scale0 = 1.0 - t; + scale1 = t; + } + // calculate final values + out[0] = scale0 * ax + scale1 * bx; + out[1] = scale0 * ay + scale1 * by; + out[2] = scale0 * az + scale1 * bz; + out[3] = scale0 * aw + scale1 * bw; + + return out; +}; + +/** + * Calculates the inverse of a quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a quat to calculate inverse of + * @returns {quat} out + */ +quat.invert = function(out, a) { + var a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3], + dot = a0*a0 + a1*a1 + a2*a2 + a3*a3, + invDot = dot ? 1.0/dot : 0; + + // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0 + + out[0] = -a0*invDot; + out[1] = -a1*invDot; + out[2] = -a2*invDot; + out[3] = a3*invDot; + return out; +}; + +/** + * Calculates the conjugate of a quat + * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result. + * + * @param {quat} out the receiving quaternion + * @param {quat} a quat to calculate conjugate of + * @returns {quat} out + */ +quat.conjugate = function (out, a) { + out[0] = -a[0]; + out[1] = -a[1]; + out[2] = -a[2]; + out[3] = a[3]; + return out; +}; + +/** + * Calculates the length of a quat + * + * @param {quat} a vector to calculate length of + * @returns {Number} length of a + * @function + */ +quat.length = vec4.length; + +/** + * Alias for {@link quat.length} + * @function + */ +quat.len = quat.length; + +/** + * Calculates the squared length of a quat + * + * @param {quat} a vector to calculate squared length of + * @returns {Number} squared length of a + * @function + */ +quat.squaredLength = vec4.squaredLength; + +/** + * Alias for {@link quat.squaredLength} + * @function + */ +quat.sqrLen = quat.squaredLength; + +/** + * Normalize a quat + * + * @param {quat} out the receiving quaternion + * @param {quat} a quaternion to normalize + * @returns {quat} out + * @function + */ +quat.normalize = vec4.normalize; + +/** + * Creates a quaternion from the given 3x3 rotation matrix. + * + * NOTE: The resultant quaternion is not normalized, so you should be sure + * to renormalize the quaternion yourself where necessary. + * + * @param {quat} out the receiving quaternion + * @param {mat3} m rotation matrix + * @returns {quat} out + * @function + */ +quat.fromMat3 = function(out, m) { + // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes + // article "Quaternion Calculus and Fast Animation". + var fTrace = m[0] + m[4] + m[8]; + var fRoot; + + if ( fTrace > 0.0 ) { + // |w| > 1/2, may as well choose w > 1/2 + fRoot = Math.sqrt(fTrace + 1.0); // 2w + out[3] = 0.5 * fRoot; + fRoot = 0.5/fRoot; // 1/(4w) + out[0] = (m[7]-m[5])*fRoot; + out[1] = (m[2]-m[6])*fRoot; + out[2] = (m[3]-m[1])*fRoot; + } else { + // |w| <= 1/2 + var i = 0; + if ( m[4] > m[0] ) + i = 1; + if ( m[8] > m[i*3+i] ) + i = 2; + var j = (i+1)%3; + var k = (i+2)%3; + + fRoot = Math.sqrt(m[i*3+i]-m[j*3+j]-m[k*3+k] + 1.0); + out[i] = 0.5 * fRoot; + fRoot = 0.5 / fRoot; + out[3] = (m[k*3+j] - m[j*3+k]) * fRoot; + out[j] = (m[j*3+i] + m[i*3+j]) * fRoot; + out[k] = (m[k*3+i] + m[i*3+k]) * fRoot; + } + + return out; +}; + +/** + * Returns a string representation of a quatenion + * + * @param {quat} vec vector to represent as a string + * @returns {String} string representation of the vector + */ +quat.str = function (a) { + return 'quat(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')'; +}; + +if(typeof(exports) !== 'undefined') { + exports.quat = quat; +} +; + + + + + + + + + + + + + + })(shim.exports); +})(this); + +},{}],103:[function(require,module,exports){ +"use strict" + +var glm = require("gl-matrix") +var vec3 = glm.vec3 +var mat3 = glm.mat3 +var mat4 = glm.mat4 +var quat = glm.quat + +//Scratch variables +var scratch0 = new Float32Array(16) +var scratch1 = new Float32Array(16) + +function OrbitCamera(rotation, center, distance) { + this.rotation = rotation + this.center = center + this.distance = distance +} + +var proto = OrbitCamera.prototype + +proto.view = function(out) { + if(!out) { + out = mat4.create() + } + scratch1[0] = scratch1[1] = 0.0 + scratch1[2] = -this.distance + mat4.fromRotationTranslation(out, + quat.conjugate(scratch0, this.rotation), + scratch1) + mat4.translate(out, out, vec3.negate(scratch0, this.center)) + return out +} + +proto.lookAt = function(eye, center, up) { + mat4.lookAt(scratch0, eye, center, up) + mat3.fromMat4(scratch0, scratch0) + quat.fromMat3(this.rotation, scratch0) + vec3.copy(this.center, center) + this.distance = vec3.distance(eye, center) +} + +proto.pan = function(dpan) { + var d = this.distance + scratch0[0] = -d*(dpan[0]||0) + scratch0[1] = d*(dpan[1]||0) + scratch0[2] = d*(dpan[2]||0) + vec3.transformQuat(scratch0, scratch0, this.rotation) + vec3.add(this.center, this.center, scratch0) +} + +proto.zoom = function(d) { + this.distance += d + if(this.distance < 0.0) { + this.distance = 0.0 + } +} + +function quatFromVec(out, da) { + var x = da[0] + var y = da[1] + var z = da[2] + var s = x*x + y*y + if(s > 1.0) { + s = 1.0 + } + out[0] = -da[0] + out[1] = da[1] + out[2] = da[2] || Math.sqrt(1.0 - s) + out[3] = 0.0 +} + +proto.rotate = function(da, db) { + quatFromVec(scratch0, da) + quatFromVec(scratch1, db) + quat.invert(scratch1, scratch1) + quat.multiply(scratch0, scratch0, scratch1) + if(quat.length(scratch0) < 1e-6) { + return + } + quat.multiply(this.rotation, this.rotation, scratch0) + quat.normalize(this.rotation, this.rotation) +} + +function createOrbitCamera(eye, target, up) { + eye = eye || [0,0,-1] + target = target || [0,0,0] + up = up || [0,1,0] + var camera = new OrbitCamera(quat.create(), vec3.create(), 1.0) + camera.lookAt(eye, target, up) + return camera +} + +module.exports = createOrbitCamera + +},{"gl-matrix":102}],104:[function(require,module,exports){ +(function (global){ +module.exports = + global.performance && + global.performance.now ? function now() { + return performance.now() + } : Date.now || function now() { + return +new Date + } + +}).call(this,typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {}) +},{}],105:[function(require,module,exports){ +module.exports = unindex + +function unindex(positions, cells, out) { + if (positions.positions && positions.cells) { + out = cells + cells = positions.cells + positions = positions.positions + } + + out = out || new Float32Array(cells.length * 9) + + for (var i = 0, n = 0, l = cells.length; i < l; i += 1) { + out[n++] = positions[cells[i][0]][0] + out[n++] = positions[cells[i][0]][1] + out[n++] = positions[cells[i][0]][2] + out[n++] = positions[cells[i][1]][0] + out[n++] = positions[cells[i][1]][1] + out[n++] = positions[cells[i][1]][2] + out[n++] = positions[cells[i][2]][0] + out[n++] = positions[cells[i][2]][1] + out[n++] = positions[cells[i][2]][2] + } + return out +} + +},{}],106:[function(require,module,exports){ +/*! + * The buffer module from node.js, for the browser. + * + * @author Feross Aboukhadijeh + * @license MIT + */ + +var base64 = require('base64-js') +var ieee754 = require('ieee754') + +exports.Buffer = Buffer +exports.SlowBuffer = Buffer +exports.INSPECT_MAX_BYTES = 50 +Buffer.poolSize = 8192 + +/** + * If `Buffer._useTypedArrays`: + * === true Use Uint8Array implementation (fastest) + * === false Use Object implementation (compatible down to IE6) + */ +Buffer._useTypedArrays = (function () { + // Detect if browser supports Typed Arrays. Supported browsers are IE 10+, Firefox 4+, + // Chrome 7+, Safari 5.1+, Opera 11.6+, iOS 4.2+. If the browser does not support adding + // properties to `Uint8Array` instances, then that's the same as no `Uint8Array` support + // because we need to be able to add all the node Buffer API methods. This is an issue + // in Firefox 4-29. Now fixed: https://bugzilla.mozilla.org/show_bug.cgi?id=695438 + try { + var buf = new ArrayBuffer(0) + var arr = new Uint8Array(buf) + arr.foo = function () { return 42 } + return 42 === arr.foo() && + typeof arr.subarray === 'function' // Chrome 9-10 lack `subarray` + } catch (e) { + return false + } +})() + +/** + * Class: Buffer + * ============= + * + * The Buffer constructor returns instances of `Uint8Array` that are augmented + * with function properties for all the node `Buffer` API functions. We use + * `Uint8Array` so that square bracket notation works as expected -- it returns + * a single octet. + * + * By augmenting the instances, we can avoid modifying the `Uint8Array` + * prototype. + */ +function Buffer (subject, encoding, noZero) { + if (!(this instanceof Buffer)) + return new Buffer(subject, encoding, noZero) + + var type = typeof subject + + // Workaround: node's base64 implementation allows for non-padded strings + // while base64-js does not. + if (encoding === 'base64' && type === 'string') { + subject = stringtrim(subject) + while (subject.length % 4 !== 0) { + subject = subject + '=' + } + } + + // Find the length + var length + if (type === 'number') + length = coerce(subject) + else if (type === 'string') + length = Buffer.byteLength(subject, encoding) + else if (type === 'object') + length = coerce(subject.length) // assume that object is array-like + else + throw new Error('First argument needs to be a number, array or string.') + + var buf + if (Buffer._useTypedArrays) { + // Preferred: Return an augmented `Uint8Array` instance for best performance + buf = Buffer._augment(new Uint8Array(length)) + } else { + // Fallback: Return THIS instance of Buffer (created by `new`) + buf = this + buf.length = length + buf._isBuffer = true + } + + var i + if (Buffer._useTypedArrays && typeof subject.byteLength === 'number') { + // Speed optimization -- use set if we're copying from a typed array + buf._set(subject) + } else if (isArrayish(subject)) { + // Treat array-ish objects as a byte array + if (Buffer.isBuffer(subject)) { + for (i = 0; i < length; i++) + buf[i] = subject.readUInt8(i) + } else { + for (i = 0; i < length; i++) + buf[i] = ((subject[i] % 256) + 256) % 256 + } + } else if (type === 'string') { + buf.write(subject, 0, encoding) + } else if (type === 'number' && !Buffer._useTypedArrays && !noZero) { + for (i = 0; i < length; i++) { + buf[i] = 0 + } + } + + return buf +} + +// STATIC METHODS +// ============== + +Buffer.isEncoding = function (encoding) { + switch (String(encoding).toLowerCase()) { + case 'hex': + case 'utf8': + case 'utf-8': + case 'ascii': + case 'binary': + case 'base64': + case 'raw': + case 'ucs2': + case 'ucs-2': + case 'utf16le': + case 'utf-16le': + return true + default: + return false + } +} + +Buffer.isBuffer = function (b) { + return !!(b !== null && b !== undefined && b._isBuffer) +} + +Buffer.byteLength = function (str, encoding) { + var ret + str = str.toString() + switch (encoding || 'utf8') { + case 'hex': + ret = str.length / 2 + break + case 'utf8': + case 'utf-8': + ret = utf8ToBytes(str).length + break + case 'ascii': + case 'binary': + case 'raw': + ret = str.length + break + case 'base64': + ret = base64ToBytes(str).length + break + case 'ucs2': + case 'ucs-2': + case 'utf16le': + case 'utf-16le': + ret = str.length * 2 + break + default: + throw new Error('Unknown encoding') + } + return ret +} + +Buffer.concat = function (list, totalLength) { + assert(isArray(list), 'Usage: Buffer.concat(list[, length])') + + if (list.length === 0) { + return new Buffer(0) + } else if (list.length === 1) { + return list[0] + } + + var i + if (totalLength === undefined) { + totalLength = 0 + for (i = 0; i < list.length; i++) { + totalLength += list[i].length + } + } + + var buf = new Buffer(totalLength) + var pos = 0 + for (i = 0; i < list.length; i++) { + var item = list[i] + item.copy(buf, pos) + pos += item.length + } + return buf +} + +Buffer.compare = function (a, b) { + assert(Buffer.isBuffer(a) && Buffer.isBuffer(b), 'Arguments must be Buffers') + var x = a.length + var y = b.length + for (var i = 0, len = Math.min(x, y); i < len && a[i] === b[i]; i++) {} + if (i !== len) { + x = a[i] + y = b[i] + } + if (x < y) { + return -1 + } + if (y < x) { + return 1 + } + return 0 +} + +// BUFFER INSTANCE METHODS +// ======================= + +function hexWrite (buf, string, offset, length) { + offset = Number(offset) || 0 + var remaining = buf.length - offset + if (!length) { + length = remaining + } else { + length = Number(length) + if (length > remaining) { + length = remaining + } + } + + // must be an even number of digits + var strLen = string.length + assert(strLen % 2 === 0, 'Invalid hex string') + + if (length > strLen / 2) { + length = strLen / 2 + } + for (var i = 0; i < length; i++) { + var byte = parseInt(string.substr(i * 2, 2), 16) + assert(!isNaN(byte), 'Invalid hex string') + buf[offset + i] = byte + } + return i +} + +function utf8Write (buf, string, offset, length) { + var charsWritten = blitBuffer(utf8ToBytes(string), buf, offset, length) + return charsWritten +} + +function asciiWrite (buf, string, offset, length) { + var charsWritten = blitBuffer(asciiToBytes(string), buf, offset, length) + return charsWritten +} + +function binaryWrite (buf, string, offset, length) { + return asciiWrite(buf, string, offset, length) +} + +function base64Write (buf, string, offset, length) { + var charsWritten = blitBuffer(base64ToBytes(string), buf, offset, length) + return charsWritten +} + +function utf16leWrite (buf, string, offset, length) { + var charsWritten = blitBuffer(utf16leToBytes(string), buf, offset, length) + return charsWritten +} + +Buffer.prototype.write = function (string, offset, length, encoding) { + // Support both (string, offset, length, encoding) + // and the legacy (string, encoding, offset, length) + if (isFinite(offset)) { + if (!isFinite(length)) { + encoding = length + length = undefined + } + } else { // legacy + var swap = encoding + encoding = offset + offset = length + length = swap + } + + offset = Number(offset) || 0 + var remaining = this.length - offset + if (!length) { + length = remaining + } else { + length = Number(length) + if (length > remaining) { + length = remaining + } + } + encoding = String(encoding || 'utf8').toLowerCase() + + var ret + switch (encoding) { + case 'hex': + ret = hexWrite(this, string, offset, length) + break + case 'utf8': + case 'utf-8': + ret = utf8Write(this, string, offset, length) + break + case 'ascii': + ret = asciiWrite(this, string, offset, length) + break + case 'binary': + ret = binaryWrite(this, string, offset, length) + break + case 'base64': + ret = base64Write(this, string, offset, length) + break + case 'ucs2': + case 'ucs-2': + case 'utf16le': + case 'utf-16le': + ret = utf16leWrite(this, string, offset, length) + break + default: + throw new Error('Unknown encoding') + } + return ret +} + +Buffer.prototype.toString = function (encoding, start, end) { + var self = this + + encoding = String(encoding || 'utf8').toLowerCase() + start = Number(start) || 0 + end = (end === undefined) ? self.length : Number(end) + + // Fastpath empty strings + if (end === start) + return '' + + var ret + switch (encoding) { + case 'hex': + ret = hexSlice(self, start, end) + break + case 'utf8': + case 'utf-8': + ret = utf8Slice(self, start, end) + break + case 'ascii': + ret = asciiSlice(self, start, end) + break + case 'binary': + ret = binarySlice(self, start, end) + break + case 'base64': + ret = base64Slice(self, start, end) + break + case 'ucs2': + case 'ucs-2': + case 'utf16le': + case 'utf-16le': + ret = utf16leSlice(self, start, end) + break + default: + throw new Error('Unknown encoding') + } + return ret +} + +Buffer.prototype.toJSON = function () { + return { + type: 'Buffer', + data: Array.prototype.slice.call(this._arr || this, 0) + } +} + +Buffer.prototype.equals = function (b) { + assert(Buffer.isBuffer(b), 'Argument must be a Buffer') + return Buffer.compare(this, b) === 0 +} + +Buffer.prototype.compare = function (b) { + assert(Buffer.isBuffer(b), 'Argument must be a Buffer') + return Buffer.compare(this, b) +} + +// copy(targetBuffer, targetStart=0, sourceStart=0, sourceEnd=buffer.length) +Buffer.prototype.copy = function (target, target_start, start, end) { + var source = this + + if (!start) start = 0 + if (!end && end !== 0) end = this.length + if (!target_start) target_start = 0 + + // Copy 0 bytes; we're done + if (end === start) return + if (target.length === 0 || source.length === 0) return + + // Fatal error conditions + assert(end >= start, 'sourceEnd < sourceStart') + assert(target_start >= 0 && target_start < target.length, + 'targetStart out of bounds') + assert(start >= 0 && start < source.length, 'sourceStart out of bounds') + assert(end >= 0 && end <= source.length, 'sourceEnd out of bounds') + + // Are we oob? + if (end > this.length) + end = this.length + if (target.length - target_start < end - start) + end = target.length - target_start + start + + var len = end - start + + if (len < 100 || !Buffer._useTypedArrays) { + for (var i = 0; i < len; i++) { + target[i + target_start] = this[i + start] + } + } else { + target._set(this.subarray(start, start + len), target_start) + } +} + +function base64Slice (buf, start, end) { + if (start === 0 && end === buf.length) { + return base64.fromByteArray(buf) + } else { + return base64.fromByteArray(buf.slice(start, end)) + } +} + +function utf8Slice (buf, start, end) { + var res = '' + var tmp = '' + end = Math.min(buf.length, end) + + for (var i = start; i < end; i++) { + if (buf[i] <= 0x7F) { + res += decodeUtf8Char(tmp) + String.fromCharCode(buf[i]) + tmp = '' + } else { + tmp += '%' + buf[i].toString(16) + } + } + + return res + decodeUtf8Char(tmp) +} + +function asciiSlice (buf, start, end) { + var ret = '' + end = Math.min(buf.length, end) + + for (var i = start; i < end; i++) { + ret += String.fromCharCode(buf[i]) + } + return ret +} + +function binarySlice (buf, start, end) { + return asciiSlice(buf, start, end) +} + +function hexSlice (buf, start, end) { + var len = buf.length + + if (!start || start < 0) start = 0 + if (!end || end < 0 || end > len) end = len + + var out = '' + for (var i = start; i < end; i++) { + out += toHex(buf[i]) + } + return out +} + +function utf16leSlice (buf, start, end) { + var bytes = buf.slice(start, end) + var res = '' + for (var i = 0; i < bytes.length; i += 2) { + res += String.fromCharCode(bytes[i] + bytes[i + 1] * 256) + } + return res +} + +Buffer.prototype.slice = function (start, end) { + var len = this.length + start = clamp(start, len, 0) + end = clamp(end, len, len) + + if (Buffer._useTypedArrays) { + return Buffer._augment(this.subarray(start, end)) + } else { + var sliceLen = end - start + var newBuf = new Buffer(sliceLen, undefined, true) + for (var i = 0; i < sliceLen; i++) { + newBuf[i] = this[i + start] + } + return newBuf + } +} + +// `get` will be removed in Node 0.13+ +Buffer.prototype.get = function (offset) { + console.log('.get() is deprecated. Access using array indexes instead.') + return this.readUInt8(offset) +} + +// `set` will be removed in Node 0.13+ +Buffer.prototype.set = function (v, offset) { + console.log('.set() is deprecated. Access using array indexes instead.') + return this.writeUInt8(v, offset) +} + +Buffer.prototype.readUInt8 = function (offset, noAssert) { + if (!noAssert) { + assert(offset !== undefined && offset !== null, 'missing offset') + assert(offset < this.length, 'Trying to read beyond buffer length') + } + + if (offset >= this.length) + return + + return this[offset] +} + +function readUInt16 (buf, offset, littleEndian, noAssert) { + if (!noAssert) { + assert(typeof littleEndian === 'boolean', 'missing or invalid endian') + assert(offset !== undefined && offset !== null, 'missing offset') + assert(offset + 1 < buf.length, 'Trying to read beyond buffer length') + } + + var len = buf.length + if (offset >= len) + return + + var val + if (littleEndian) { + val = buf[offset] + if (offset + 1 < len) + val |= buf[offset + 1] << 8 + } else { + val = buf[offset] << 8 + if (offset + 1 < len) + val |= buf[offset + 1] + } + return val +} + +Buffer.prototype.readUInt16LE = function (offset, noAssert) { + return readUInt16(this, offset, true, noAssert) +} + +Buffer.prototype.readUInt16BE = function (offset, noAssert) { + return readUInt16(this, offset, false, noAssert) +} + +function readUInt32 (buf, offset, littleEndian, noAssert) { + if (!noAssert) { + assert(typeof littleEndian === 'boolean', 'missing or invalid endian') + assert(offset !== undefined && offset !== null, 'missing offset') + assert(offset + 3 < buf.length, 'Trying to read beyond buffer length') + } + + var len = buf.length + if (offset >= len) + return + + var val + if (littleEndian) { + if (offset + 2 < len) + val = buf[offset + 2] << 16 + if (offset + 1 < len) + val |= buf[offset + 1] << 8 + val |= buf[offset] + if (offset + 3 < len) + val = val + (buf[offset + 3] << 24 >>> 0) + } else { + if (offset + 1 < len) + val = buf[offset + 1] << 16 + if (offset + 2 < len) + val |= buf[offset + 2] << 8 + if (offset + 3 < len) + val |= buf[offset + 3] + val = val + (buf[offset] << 24 >>> 0) + } + return val +} + +Buffer.prototype.readUInt32LE = function (offset, noAssert) { + return readUInt32(this, offset, true, noAssert) +} + +Buffer.prototype.readUInt32BE = function (offset, noAssert) { + return readUInt32(this, offset, false, noAssert) +} + +Buffer.prototype.readInt8 = function (offset, noAssert) { + if (!noAssert) { + assert(offset !== undefined && offset !== null, + 'missing offset') + assert(offset < this.length, 'Trying to read beyond buffer length') + } + + if (offset >= this.length) + return + + var neg = this[offset] & 0x80 + if (neg) + return (0xff - this[offset] + 1) * -1 + else + return this[offset] +} + +function readInt16 (buf, offset, littleEndian, noAssert) { + if (!noAssert) { + assert(typeof littleEndian === 'boolean', 'missing or invalid endian') + assert(offset !== undefined && offset !== null, 'missing offset') + assert(offset + 1 < buf.length, 'Trying to read beyond buffer length') + } + + var len = buf.length + if (offset >= len) + return + + var val = readUInt16(buf, offset, littleEndian, true) + var neg = val & 0x8000 + if (neg) + return (0xffff - val + 1) * -1 + else + return val +} + +Buffer.prototype.readInt16LE = function (offset, noAssert) { + return readInt16(this, offset, true, noAssert) +} + +Buffer.prototype.readInt16BE = function (offset, noAssert) { + return readInt16(this, offset, false, noAssert) +} + +function readInt32 (buf, offset, littleEndian, noAssert) { + if (!noAssert) { + assert(typeof littleEndian === 'boolean', 'missing or invalid endian') + assert(offset !== undefined && offset !== null, 'missing offset') + assert(offset + 3 < buf.length, 'Trying to read beyond buffer length') + } + + var len = buf.length + if (offset >= len) + return + + var val = readUInt32(buf, offset, littleEndian, true) + var neg = val & 0x80000000 + if (neg) + return (0xffffffff - val + 1) * -1 + else + return val +} + +Buffer.prototype.readInt32LE = function (offset, noAssert) { + return readInt32(this, offset, true, noAssert) +} + +Buffer.prototype.readInt32BE = function (offset, noAssert) { + return readInt32(this, offset, false, noAssert) +} + +function readFloat (buf, offset, littleEndian, noAssert) { + if (!noAssert) { + assert(typeof littleEndian === 'boolean', 'missing or invalid endian') + assert(offset + 3 < buf.length, 'Trying to read beyond buffer length') + } + + return ieee754.read(buf, offset, littleEndian, 23, 4) +} + +Buffer.prototype.readFloatLE = function (offset, noAssert) { + return readFloat(this, offset, true, noAssert) +} + +Buffer.prototype.readFloatBE = function (offset, noAssert) { + return readFloat(this, offset, false, noAssert) +} + +function readDouble (buf, offset, littleEndian, noAssert) { + if (!noAssert) { + assert(typeof littleEndian === 'boolean', 'missing or invalid endian') + assert(offset + 7 < buf.length, 'Trying to read beyond buffer length') + } + + return ieee754.read(buf, offset, littleEndian, 52, 8) +} + +Buffer.prototype.readDoubleLE = function (offset, noAssert) { + return readDouble(this, offset, true, noAssert) +} + +Buffer.prototype.readDoubleBE = function (offset, noAssert) { + return readDouble(this, offset, false, noAssert) +} + +Buffer.prototype.writeUInt8 = function (value, offset, noAssert) { + if (!noAssert) { + assert(value !== undefined && value !== null, 'missing value') + assert(offset !== undefined && offset !== null, 'missing offset') + assert(offset < this.length, 'trying to write beyond buffer length') + verifuint(value, 0xff) + } + + if (offset >= this.length) return + + this[offset] = value + return offset + 1 +} + +function writeUInt16 (buf, value, offset, littleEndian, noAssert) { + if (!noAssert) { + assert(value !== undefined && value !== null, 'missing value') + assert(typeof littleEndian === 'boolean', 'missing or invalid endian') + assert(offset !== undefined && offset !== null, 'missing offset') + assert(offset + 1 < buf.length, 'trying to write beyond buffer length') + verifuint(value, 0xffff) + } + + var len = buf.length + if (offset >= len) + return + + for (var i = 0, j = Math.min(len - offset, 2); i < j; i++) { + buf[offset + i] = + (value & (0xff << (8 * (littleEndian ? i : 1 - i)))) >>> + (littleEndian ? i : 1 - i) * 8 + } + return offset + 2 +} + +Buffer.prototype.writeUInt16LE = function (value, offset, noAssert) { + return writeUInt16(this, value, offset, true, noAssert) +} + +Buffer.prototype.writeUInt16BE = function (value, offset, noAssert) { + return writeUInt16(this, value, offset, false, noAssert) +} + +function writeUInt32 (buf, value, offset, littleEndian, noAssert) { + if (!noAssert) { + assert(value !== undefined && value !== null, 'missing value') + assert(typeof littleEndian === 'boolean', 'missing or invalid endian') + assert(offset !== undefined && offset !== null, 'missing offset') + assert(offset + 3 < buf.length, 'trying to write beyond buffer length') + verifuint(value, 0xffffffff) + } + + var len = buf.length + if (offset >= len) + return + + for (var i = 0, j = Math.min(len - offset, 4); i < j; i++) { + buf[offset + i] = + (value >>> (littleEndian ? i : 3 - i) * 8) & 0xff + } + return offset + 4 +} + +Buffer.prototype.writeUInt32LE = function (value, offset, noAssert) { + return writeUInt32(this, value, offset, true, noAssert) +} + +Buffer.prototype.writeUInt32BE = function (value, offset, noAssert) { + return writeUInt32(this, value, offset, false, noAssert) +} + +Buffer.prototype.writeInt8 = function (value, offset, noAssert) { + if (!noAssert) { + assert(value !== undefined && value !== null, 'missing value') + assert(offset !== undefined && offset !== null, 'missing offset') + assert(offset < this.length, 'Trying to write beyond buffer length') + verifsint(value, 0x7f, -0x80) + } + + if (offset >= this.length) + return + + if (value >= 0) + this.writeUInt8(value, offset, noAssert) + else + this.writeUInt8(0xff + value + 1, offset, noAssert) + return offset + 1 +} + +function writeInt16 (buf, value, offset, littleEndian, noAssert) { + if (!noAssert) { + assert(value !== undefined && value !== null, 'missing value') + assert(typeof littleEndian === 'boolean', 'missing or invalid endian') + assert(offset !== undefined && offset !== null, 'missing offset') + assert(offset + 1 < buf.length, 'Trying to write beyond buffer length') + verifsint(value, 0x7fff, -0x8000) + } + + var len = buf.length + if (offset >= len) + return + + if (value >= 0) + writeUInt16(buf, value, offset, littleEndian, noAssert) + else + writeUInt16(buf, 0xffff + value + 1, offset, littleEndian, noAssert) + return offset + 2 +} + +Buffer.prototype.writeInt16LE = function (value, offset, noAssert) { + return writeInt16(this, value, offset, true, noAssert) +} + +Buffer.prototype.writeInt16BE = function (value, offset, noAssert) { + return writeInt16(this, value, offset, false, noAssert) +} + +function writeInt32 (buf, value, offset, littleEndian, noAssert) { + if (!noAssert) { + assert(value !== undefined && value !== null, 'missing value') + assert(typeof littleEndian === 'boolean', 'missing or invalid endian') + assert(offset !== undefined && offset !== null, 'missing offset') + assert(offset + 3 < buf.length, 'Trying to write beyond buffer length') + verifsint(value, 0x7fffffff, -0x80000000) + } + + var len = buf.length + if (offset >= len) + return + + if (value >= 0) + writeUInt32(buf, value, offset, littleEndian, noAssert) + else + writeUInt32(buf, 0xffffffff + value + 1, offset, littleEndian, noAssert) + return offset + 4 +} + +Buffer.prototype.writeInt32LE = function (value, offset, noAssert) { + return writeInt32(this, value, offset, true, noAssert) +} + +Buffer.prototype.writeInt32BE = function (value, offset, noAssert) { + return writeInt32(this, value, offset, false, noAssert) +} + +function writeFloat (buf, value, offset, littleEndian, noAssert) { + if (!noAssert) { + assert(value !== undefined && value !== null, 'missing value') + assert(typeof littleEndian === 'boolean', 'missing or invalid endian') + assert(offset !== undefined && offset !== null, 'missing offset') + assert(offset + 3 < buf.length, 'Trying to write beyond buffer length') + verifIEEE754(value, 3.4028234663852886e+38, -3.4028234663852886e+38) + } + + var len = buf.length + if (offset >= len) + return + + ieee754.write(buf, value, offset, littleEndian, 23, 4) + return offset + 4 +} + +Buffer.prototype.writeFloatLE = function (value, offset, noAssert) { + return writeFloat(this, value, offset, true, noAssert) +} + +Buffer.prototype.writeFloatBE = function (value, offset, noAssert) { + return writeFloat(this, value, offset, false, noAssert) +} + +function writeDouble (buf, value, offset, littleEndian, noAssert) { + if (!noAssert) { + assert(value !== undefined && value !== null, 'missing value') + assert(typeof littleEndian === 'boolean', 'missing or invalid endian') + assert(offset !== undefined && offset !== null, 'missing offset') + assert(offset + 7 < buf.length, + 'Trying to write beyond buffer length') + verifIEEE754(value, 1.7976931348623157E+308, -1.7976931348623157E+308) + } + + var len = buf.length + if (offset >= len) + return + + ieee754.write(buf, value, offset, littleEndian, 52, 8) + return offset + 8 +} + +Buffer.prototype.writeDoubleLE = function (value, offset, noAssert) { + return writeDouble(this, value, offset, true, noAssert) +} + +Buffer.prototype.writeDoubleBE = function (value, offset, noAssert) { + return writeDouble(this, value, offset, false, noAssert) +} + +// fill(value, start=0, end=buffer.length) +Buffer.prototype.fill = function (value, start, end) { + if (!value) value = 0 + if (!start) start = 0 + if (!end) end = this.length + + assert(end >= start, 'end < start') + + // Fill 0 bytes; we're done + if (end === start) return + if (this.length === 0) return + + assert(start >= 0 && start < this.length, 'start out of bounds') + assert(end >= 0 && end <= this.length, 'end out of bounds') + + var i + if (typeof value === 'number') { + for (i = start; i < end; i++) { + this[i] = value + } + } else { + var bytes = utf8ToBytes(value.toString()) + var len = bytes.length + for (i = start; i < end; i++) { + this[i] = bytes[i % len] + } + } + + return this +} + +Buffer.prototype.inspect = function () { + var out = [] + var len = this.length + for (var i = 0; i < len; i++) { + out[i] = toHex(this[i]) + if (i === exports.INSPECT_MAX_BYTES) { + out[i + 1] = '...' + break + } + } + return '' +} + +/** + * Creates a new `ArrayBuffer` with the *copied* memory of the buffer instance. + * Added in Node 0.12. Only available in browsers that support ArrayBuffer. + */ +Buffer.prototype.toArrayBuffer = function () { + if (typeof Uint8Array !== 'undefined') { + if (Buffer._useTypedArrays) { + return (new Buffer(this)).buffer + } else { + var buf = new Uint8Array(this.length) + for (var i = 0, len = buf.length; i < len; i += 1) { + buf[i] = this[i] + } + return buf.buffer + } + } else { + throw new Error('Buffer.toArrayBuffer not supported in this browser') + } +} + +// HELPER FUNCTIONS +// ================ + +var BP = Buffer.prototype + +/** + * Augment a Uint8Array *instance* (not the Uint8Array class!) with Buffer methods + */ +Buffer._augment = function (arr) { + arr._isBuffer = true + + // save reference to original Uint8Array get/set methods before overwriting + arr._get = arr.get + arr._set = arr.set + + // deprecated, will be removed in node 0.13+ + arr.get = BP.get + arr.set = BP.set + + arr.write = BP.write + arr.toString = BP.toString + arr.toLocaleString = BP.toString + arr.toJSON = BP.toJSON + arr.equals = BP.equals + arr.compare = BP.compare + arr.copy = BP.copy + arr.slice = BP.slice + arr.readUInt8 = BP.readUInt8 + arr.readUInt16LE = BP.readUInt16LE + arr.readUInt16BE = BP.readUInt16BE + arr.readUInt32LE = BP.readUInt32LE + arr.readUInt32BE = BP.readUInt32BE + arr.readInt8 = BP.readInt8 + arr.readInt16LE = BP.readInt16LE + arr.readInt16BE = BP.readInt16BE + arr.readInt32LE = BP.readInt32LE + arr.readInt32BE = BP.readInt32BE + arr.readFloatLE = BP.readFloatLE + arr.readFloatBE = BP.readFloatBE + arr.readDoubleLE = BP.readDoubleLE + arr.readDoubleBE = BP.readDoubleBE + arr.writeUInt8 = BP.writeUInt8 + arr.writeUInt16LE = BP.writeUInt16LE + arr.writeUInt16BE = BP.writeUInt16BE + arr.writeUInt32LE = BP.writeUInt32LE + arr.writeUInt32BE = BP.writeUInt32BE + arr.writeInt8 = BP.writeInt8 + arr.writeInt16LE = BP.writeInt16LE + arr.writeInt16BE = BP.writeInt16BE + arr.writeInt32LE = BP.writeInt32LE + arr.writeInt32BE = BP.writeInt32BE + arr.writeFloatLE = BP.writeFloatLE + arr.writeFloatBE = BP.writeFloatBE + arr.writeDoubleLE = BP.writeDoubleLE + arr.writeDoubleBE = BP.writeDoubleBE + arr.fill = BP.fill + arr.inspect = BP.inspect + arr.toArrayBuffer = BP.toArrayBuffer + + return arr +} + +function stringtrim (str) { + if (str.trim) return str.trim() + return str.replace(/^\s+|\s+$/g, '') +} + +// slice(start, end) +function clamp (index, len, defaultValue) { + if (typeof index !== 'number') return defaultValue + index = ~~index; // Coerce to integer. + if (index >= len) return len + if (index >= 0) return index + index += len + if (index >= 0) return index + return 0 +} + +function coerce (length) { + // Coerce length to a number (possibly NaN), round up + // in case it's fractional (e.g. 123.456) then do a + // double negate to coerce a NaN to 0. Easy, right? + length = ~~Math.ceil(+length) + return length < 0 ? 0 : length +} + +function isArray (subject) { + return (Array.isArray || function (subject) { + return Object.prototype.toString.call(subject) === '[object Array]' + })(subject) +} + +function isArrayish (subject) { + return isArray(subject) || Buffer.isBuffer(subject) || + subject && typeof subject === 'object' && + typeof subject.length === 'number' +} + +function toHex (n) { + if (n < 16) return '0' + n.toString(16) + return n.toString(16) +} + +function utf8ToBytes (str) { + var byteArray = [] + for (var i = 0; i < str.length; i++) { + var b = str.charCodeAt(i) + if (b <= 0x7F) { + byteArray.push(b) + } else { + var start = i + if (b >= 0xD800 && b <= 0xDFFF) i++ + var h = encodeURIComponent(str.slice(start, i+1)).substr(1).split('%') + for (var j = 0; j < h.length; j++) { + byteArray.push(parseInt(h[j], 16)) + } + } + } + return byteArray +} + +function asciiToBytes (str) { + var byteArray = [] + for (var i = 0; i < str.length; i++) { + // Node's code seems to be doing this and not & 0x7F.. + byteArray.push(str.charCodeAt(i) & 0xFF) + } + return byteArray +} + +function utf16leToBytes (str) { + var c, hi, lo + var byteArray = [] + for (var i = 0; i < str.length; i++) { + c = str.charCodeAt(i) + hi = c >> 8 + lo = c % 256 + byteArray.push(lo) + byteArray.push(hi) + } + + return byteArray +} + +function base64ToBytes (str) { + return base64.toByteArray(str) +} + +function blitBuffer (src, dst, offset, length) { + for (var i = 0; i < length; i++) { + if ((i + offset >= dst.length) || (i >= src.length)) + break + dst[i + offset] = src[i] + } + return i +} + +function decodeUtf8Char (str) { + try { + return decodeURIComponent(str) + } catch (err) { + return String.fromCharCode(0xFFFD) // UTF 8 invalid char + } +} + +/* + * We have to make sure that the value is a valid integer. This means that it + * is non-negative. It has no fractional component and that it does not + * exceed the maximum allowed value. + */ +function verifuint (value, max) { + assert(typeof value === 'number', 'cannot write a non-number as a number') + assert(value >= 0, 'specified a negative value for writing an unsigned value') + assert(value <= max, 'value is larger than maximum value for type') + assert(Math.floor(value) === value, 'value has a fractional component') +} + +function verifsint (value, max, min) { + assert(typeof value === 'number', 'cannot write a non-number as a number') + assert(value <= max, 'value larger than maximum allowed value') + assert(value >= min, 'value smaller than minimum allowed value') + assert(Math.floor(value) === value, 'value has a fractional component') +} + +function verifIEEE754 (value, max, min) { + assert(typeof value === 'number', 'cannot write a non-number as a number') + assert(value <= max, 'value larger than maximum allowed value') + assert(value >= min, 'value smaller than minimum allowed value') +} + +function assert (test, message) { + if (!test) throw new Error(message || 'Failed assertion') +} + +},{"base64-js":107,"ieee754":108}],107:[function(require,module,exports){ +var lookup = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'; + +;(function (exports) { + 'use strict'; + + var Arr = (typeof Uint8Array !== 'undefined') + ? Uint8Array + : Array + + var PLUS = '+'.charCodeAt(0) + var SLASH = '/'.charCodeAt(0) + var NUMBER = '0'.charCodeAt(0) + var LOWER = 'a'.charCodeAt(0) + var UPPER = 'A'.charCodeAt(0) + + function decode (elt) { + var code = elt.charCodeAt(0) + if (code === PLUS) + return 62 // '+' + if (code === SLASH) + return 63 // '/' + if (code < NUMBER) + return -1 //no match + if (code < NUMBER + 10) + return code - NUMBER + 26 + 26 + if (code < UPPER + 26) + return code - UPPER + if (code < LOWER + 26) + return code - LOWER + 26 + } + + function b64ToByteArray (b64) { + var i, j, l, tmp, placeHolders, arr + + if (b64.length % 4 > 0) { + throw new Error('Invalid string. Length must be a multiple of 4') + } + + // the number of equal signs (place holders) + // if there are two placeholders, than the two characters before it + // represent one byte + // if there is only one, then the three characters before it represent 2 bytes + // this is just a cheap hack to not do indexOf twice + var len = b64.length + placeHolders = '=' === b64.charAt(len - 2) ? 2 : '=' === b64.charAt(len - 1) ? 1 : 0 + + // base64 is 4/3 + up to two characters of the original data + arr = new Arr(b64.length * 3 / 4 - placeHolders) + + // if there are placeholders, only get up to the last complete 4 chars + l = placeHolders > 0 ? b64.length - 4 : b64.length + + var L = 0 + + function push (v) { + arr[L++] = v + } + + for (i = 0, j = 0; i < l; i += 4, j += 3) { + tmp = (decode(b64.charAt(i)) << 18) | (decode(b64.charAt(i + 1)) << 12) | (decode(b64.charAt(i + 2)) << 6) | decode(b64.charAt(i + 3)) + push((tmp & 0xFF0000) >> 16) + push((tmp & 0xFF00) >> 8) + push(tmp & 0xFF) + } + + if (placeHolders === 2) { + tmp = (decode(b64.charAt(i)) << 2) | (decode(b64.charAt(i + 1)) >> 4) + push(tmp & 0xFF) + } else if (placeHolders === 1) { + tmp = (decode(b64.charAt(i)) << 10) | (decode(b64.charAt(i + 1)) << 4) | (decode(b64.charAt(i + 2)) >> 2) + push((tmp >> 8) & 0xFF) + push(tmp & 0xFF) + } + + return arr + } + + function uint8ToBase64 (uint8) { + var i, + extraBytes = uint8.length % 3, // if we have 1 byte left, pad 2 bytes + output = "", + temp, length + + function encode (num) { + return lookup.charAt(num) + } + + function tripletToBase64 (num) { + return encode(num >> 18 & 0x3F) + encode(num >> 12 & 0x3F) + encode(num >> 6 & 0x3F) + encode(num & 0x3F) + } + + // go through the array every three bytes, we'll deal with trailing stuff later + for (i = 0, length = uint8.length - extraBytes; i < length; i += 3) { + temp = (uint8[i] << 16) + (uint8[i + 1] << 8) + (uint8[i + 2]) + output += tripletToBase64(temp) + } + + // pad the end with zeros, but make sure to not forget the extra bytes + switch (extraBytes) { + case 1: + temp = uint8[uint8.length - 1] + output += encode(temp >> 2) + output += encode((temp << 4) & 0x3F) + output += '==' + break + case 2: + temp = (uint8[uint8.length - 2] << 8) + (uint8[uint8.length - 1]) + output += encode(temp >> 10) + output += encode((temp >> 4) & 0x3F) + output += encode((temp << 2) & 0x3F) + output += '=' + break + } + + return output + } + + exports.toByteArray = b64ToByteArray + exports.fromByteArray = uint8ToBase64 +}(typeof exports === 'undefined' ? (this.base64js = {}) : exports)) + +},{}],108:[function(require,module,exports){ +exports.read = function(buffer, offset, isLE, mLen, nBytes) { + var e, m, + eLen = nBytes * 8 - mLen - 1, + eMax = (1 << eLen) - 1, + eBias = eMax >> 1, + nBits = -7, + i = isLE ? (nBytes - 1) : 0, + d = isLE ? -1 : 1, + s = buffer[offset + i]; + + i += d; + + e = s & ((1 << (-nBits)) - 1); + s >>= (-nBits); + nBits += eLen; + for (; nBits > 0; e = e * 256 + buffer[offset + i], i += d, nBits -= 8); + + m = e & ((1 << (-nBits)) - 1); + e >>= (-nBits); + nBits += mLen; + for (; nBits > 0; m = m * 256 + buffer[offset + i], i += d, nBits -= 8); + + if (e === 0) { + e = 1 - eBias; + } else if (e === eMax) { + return m ? NaN : ((s ? -1 : 1) * Infinity); + } else { + m = m + Math.pow(2, mLen); + e = e - eBias; + } + return (s ? -1 : 1) * m * Math.pow(2, e - mLen); +}; + +exports.write = function(buffer, value, offset, isLE, mLen, nBytes) { + var e, m, c, + eLen = nBytes * 8 - mLen - 1, + eMax = (1 << eLen) - 1, + eBias = eMax >> 1, + rt = (mLen === 23 ? Math.pow(2, -24) - Math.pow(2, -77) : 0), + i = isLE ? 0 : (nBytes - 1), + d = isLE ? 1 : -1, + s = value < 0 || (value === 0 && 1 / value < 0) ? 1 : 0; + + value = Math.abs(value); + + if (isNaN(value) || value === Infinity) { + m = isNaN(value) ? 1 : 0; + e = eMax; + } else { + e = Math.floor(Math.log(value) / Math.LN2); + if (value * (c = Math.pow(2, -e)) < 1) { + e--; + c *= 2; + } + if (e + eBias >= 1) { + value += rt / c; + } else { + value += rt * Math.pow(2, 1 - eBias); + } + if (value * c >= 2) { + e++; + c /= 2; + } + + if (e + eBias >= eMax) { + m = 0; + e = eMax; + } else if (e + eBias >= 1) { + m = (value * c - 1) * Math.pow(2, mLen); + e = e + eBias; + } else { + m = value * Math.pow(2, eBias - 1) * Math.pow(2, mLen); + e = 0; + } + } + + for (; mLen >= 8; buffer[offset + i] = m & 0xff, i += d, m /= 256, mLen -= 8); + + e = (e << mLen) | m; + eLen += mLen; + for (; eLen > 0; buffer[offset + i] = e & 0xff, i += d, e /= 256, eLen -= 8); + + buffer[offset + i - d] |= s * 128; +}; + +},{}],109:[function(require,module,exports){ +// shim for using process in browser + +var process = module.exports = {}; + +process.nextTick = (function () { + var canSetImmediate = typeof window !== 'undefined' + && window.setImmediate; + var canPost = typeof window !== 'undefined' + && window.postMessage && window.addEventListener + ; + + if (canSetImmediate) { + return function (f) { return window.setImmediate(f) }; + } + + if (canPost) { + var queue = []; + window.addEventListener('message', function (ev) { + var source = ev.source; + if ((source === window || source === null) && ev.data === 'process-tick') { + ev.stopPropagation(); + if (queue.length > 0) { + var fn = queue.shift(); + fn(); + } + } + }, true); + + return function nextTick(fn) { + queue.push(fn); + window.postMessage('process-tick', '*'); + }; + } + + return function nextTick(fn) { + setTimeout(fn, 0); + }; +})(); + +process.title = 'browser'; +process.browser = true; +process.env = {}; +process.argv = []; + +function noop() {} + +process.on = noop; +process.addListener = noop; +process.once = noop; +process.off = noop; +process.removeListener = noop; +process.removeAllListeners = noop; +process.emit = noop; + +process.binding = function (name) { + throw new Error('process.binding is not supported'); +} + +// TODO(shtylman) +process.cwd = function () { return '/' }; +process.chdir = function (dir) { + throw new Error('process.chdir is not supported'); +}; + +},{}]},{},[3]) \ No newline at end of file